ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/server/spell_attack.C
(Generate patch)

Comparing deliantra/server/server/spell_attack.C (file contents):
Revision 1.23 by root, Mon Dec 25 11:25:50 2006 UTC vs.
Revision 1.65 by root, Mon Sep 29 10:20:49 2008 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2002-2003 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002-2003,2007 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
8 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
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 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,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 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
18 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
20 21 * The authors can be reached via e-mail to <support@deliantra.net>
21 The authors can be reached via e-mail at <crossfire@schmorp.de>
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
27 */ 27 */
28 28
29#include <global.h> 29#include <global.h>
30#include <object.h> 30#include <object.h>
31#include <living.h> 31#include <living.h>
32#ifndef __CEXTRACT__
33# include <sproto.h> 32#include <sproto.h>
34#endif
35#include <spells.h> 33#include <spells.h>
36#include <sounds.h> 34#include <sounds.h>
37 35
38/* 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
39 * 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)
40 * but moved here so it could be applied to bolts too 38 * but moved here so it could be applied to bolts too
41 * op is the spell object. 39 * op is the spell object.
42 */ 40 */
43
44void 41void
45check_spell_knockback (object *op) 42check_spell_knockback (object *op)
46{ 43{
47 object *tmp, *tmp2; /* object on the map */
48 int weight_move; 44 int weight_move;
49 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 */
50 46
51 if (!op->weight) 47 if (!op->weight)
52 { /*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 */
57 { 53 {
58 weight_move = op->weight + (op->weight * op->level) / 3; 54 weight_move = op->weight + (op->weight * op->level) / 3;
59 /*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); */
60 } 56 }
61 57
62 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)
63 { 59 {
64 int num_sections = 1; 60 int num_sections = 1;
65 61
66 /* don't move DM */ 62 /* don't move DM */
67 if (QUERY_FLAG (tmp, FLAG_WIZ)) 63 if (QUERY_FLAG (tmp, FLAG_WIZ))
74 /* don't move floors or immobile objects */ 70 /* don't move floors or immobile objects */
75 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)))
76 continue; 72 continue;
77 73
78 /* count the object's sections */ 74 /* count the object's sections */
79 for (tmp2 = tmp; tmp2 != NULL; tmp2 = tmp2->more) 75 for (object *tmp2 = tmp; tmp2; tmp2 = tmp2->more)
80 num_sections++; 76 num_sections++;
81 77
82 /* 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
83 * 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
84 * 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.
108 * 104 *
109 * BOLT CODE 105 * BOLT CODE
110 * 106 *
111 ***************************************************************************/ 107 ***************************************************************************/
112 108
113/* Causes op to fork. op is the original bolt, tmp 109/* Causes op to fork. op is the original bolt, tmp
114 * is the first piece of the fork. 110 * is the first piece of the fork.
115 */ 111 */
116
117void 112void
118forklightning (object *op, object *tmp) 113forklightning (object *op, object *tmp)
119{ 114{
120 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 */
121 int t_dir; /* stores temporary dir calculation */ 116 int t_dir; /* stores temporary dir calculation */
146 141
147 /* reduce chances of subsequent forking */ 142 /* reduce chances of subsequent forking */
148 new_bolt->stats.Dex -= 10; 143 new_bolt->stats.Dex -= 10;
149 tmp->stats.Dex -= 10; /* less forks from main bolt too */ 144 tmp->stats.Dex -= 10; /* less forks from main bolt too */
150 new_bolt->stats.Con += 25 * new_dir; /* adjust the left bias */ 145 new_bolt->stats.Con += 25 * new_dir; /* adjust the left bias */
151 new_bolt->speed_left = -0.1; 146 new_bolt->speed_left = -0.1f;
152 new_bolt->direction = t_dir; 147 new_bolt->direction = t_dir;
153 new_bolt->duration++; 148 new_bolt->duration++;
154 new_bolt->x = sx;
155 new_bolt->y = sy;
156 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */ 149 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */
157 new_bolt->stats.dam++; 150 new_bolt->stats.dam++;
158 tmp->stats.dam /= 2; /* reduce father bolt damage */ 151 tmp->stats.dam /= 2; /* reduce father bolt damage */
159 tmp->stats.dam++; 152 tmp->stats.dam++;
160 new_bolt = insert_ob_in_map (new_bolt, m, op, 0); 153
154 if ((new_bolt = m->insert (new_bolt, sx, sy, op)))
161 update_turn_face (new_bolt); 155 update_turn_face (new_bolt);
162} 156}
163 157
164/* move_bolt: moves bolt 'op'. Basically, it just advances a space, 158/* move_bolt: moves bolt 'op'. Basically, it just advances a space,
165 * and checks for various things that may stop it. 159 * and checks for various things that may stop it.
166 */ 160 */
167
168void 161void
169move_bolt (object *op) 162move_bolt (object *op)
170{ 163{
171 object *tmp;
172 int mflags; 164 int mflags;
173 sint16 x, y; 165 sint16 x, y;
174 maptile *m; 166 maptile *m;
175 167
176 if (--(op->duration) < 0) 168 if (--op->duration < 0)
177 { 169 {
170 op->destroy_inv (true); // be explicit about dropping
178 op->destroy (); 171 op->destroy (true);
179 return; 172 return;
180 } 173 }
181 174
182 hit_map (op, 0, op->attacktype, 1); 175 hit_map (op, 0, op->attacktype, 1);
183 176
184 if (!op->direction) 177 if (!op->direction)
185 return; 178 return;
186 179
187 if (--op->range < 0) 180 if (--op->range < 0)
188 {
189 op->range = 0; 181 op->range = 0;
190 }
191 else 182 else
192 { 183 {
193 x = op->x + DIRX (op); 184 x = op->x + DIRX (op);
194 y = op->y + DIRY (op); 185 y = op->y + DIRY (op);
195 m = op->map; 186 m = op->map;
203 * on the space. So only call reflwall if we think the data it returns 194 * on the space. So only call reflwall if we think the data it returns
204 * will be useful. 195 * will be useful.
205 */ 196 */
206 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)) || ((mflags & P_IS_ALIVE) && reflwall (m, x, y, op))) 197 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)) || ((mflags & P_IS_ALIVE) && reflwall (m, x, y, op)))
207 { 198 {
208
209 if (!QUERY_FLAG (op, FLAG_REFLECTING)) 199 if (!QUERY_FLAG (op, FLAG_REFLECTING))
210 return; 200 return;
211 201
212 /* Since walls don't run diagonal, if the bolt is in 202 /* Since walls don't run diagonal, if the bolt is in
213 * one of 4 main directions, it just reflects back in the 203 * one of 4 main directions, it just reflects back in the
243 else if (left) 233 else if (left)
244 op->direction = absdir (op->direction + 2); 234 op->direction = absdir (op->direction + 2);
245 else if (right) 235 else if (right)
246 op->direction = absdir (op->direction - 2); 236 op->direction = absdir (op->direction - 2);
247 } 237 }
238
248 update_turn_face (op); /* A bolt *must* be IS_TURNABLE */ 239 update_turn_face (op); /* A bolt *must* be IS_TURNABLE */
249 return; 240 return;
250 } 241 }
251 else 242 else
252 { /* Create a copy of this object and put it ahead */ 243 { /* Create a copy of this object and put it ahead */
253 tmp = op->clone (); 244 object *tmp = op->clone ();
254 245
246 m->insert (tmp, x, y, op);
255 tmp->speed_left = -0.1; 247 tmp->speed_left = -0.1f;
256 tmp->x += DIRX (tmp), tmp->y += DIRY (tmp);
257 tmp = insert_ob_in_map (tmp, op->map, op, 0);
258 /* To make up for the decrease at the top of the function */ 248 /* To make up for the decrease at the top of the function */
259 tmp->duration++; 249 tmp->duration++;
260 250
261 /* New forking code. Possibly create forks of this object 251 /* New forking code. Possibly create forks of this object
262 * going off in other directions. 252 * going off in other directions.
263 */ 253 */
264
265 if (rndm (0, 99) < tmp->stats.Dex) 254 if (tmp->stats.Dex && rndm (0, 99) < tmp->stats.Dex)
266 { /* stats.Dex % of forking */ 255 forklightning (op, tmp); /* stats.Dex % of forking */
267 forklightning (op, tmp); 256
268 }
269 /* 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
270 * doesn't create any bolts that continue to move onward. 258 * doesn't create any bolts that continue to move onward.
271 */ 259 */
272 op->range = 0; 260 op->range = 0;
273 } /* copy object and move it along */ 261 } /* copy object and move it along */
296 return 0; 284 return 0;
297 285
298 /* peterm: level dependency for bolts */ 286 /* peterm: level dependency for bolts */
299 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);
300 tmp->attacktype = spob->attacktype; 288 tmp->attacktype = spob->attacktype;
289
301 if (spob->slaying) 290 if (spob->slaying)
302 tmp->slaying = spob->slaying; 291 tmp->slaying = spob->slaying;
292
303 tmp->range = spob->range + SP_level_range_adjust (caster, spob); 293 tmp->range = spob->range + SP_level_range_adjust (caster, spob);
304 tmp->duration = spob->duration + SP_level_duration_adjust (caster, spob); 294 tmp->duration = spob->duration + SP_level_duration_adjust (caster, spob);
305 tmp->stats.Dex = spob->stats.Dex; 295 tmp->stats.Dex = spob->stats.Dex;
306 tmp->stats.Con = spob->stats.Con; 296 tmp->stats.Con = spob->stats.Con;
307 297
318 308
319 maptile *newmap; 309 maptile *newmap;
320 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);
321 if (mflags & P_OUT_OF_MAP) 311 if (mflags & P_OUT_OF_MAP)
322 { 312 {
313 tmp->destroy_inv (true); // be explicit about dropping
323 tmp->destroy (); 314 tmp->destroy (true);
324 return 0; 315 return 0;
325 } 316 }
326 317
327 tmp->map = newmap; 318 tmp->map = newmap;
328 319
329 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)))
330 { 321 {
331 if (!QUERY_FLAG (tmp, FLAG_REFLECTING)) 322 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
332 { 323 {
324 tmp->destroy_inv (true); // be explicit about dropping
333 tmp->destroy (); 325 tmp->destroy (true);
334 return 0; 326 return 0;
335 } 327 }
336 328
337 tmp->x = op->x; 329 tmp->x = op->x;
338 tmp->y = op->y; 330 tmp->y = op->y;
339 tmp->direction = absdir (tmp->direction + 4); 331 tmp->direction = absdir (tmp->direction + 4);
340 tmp->map = op->map; 332 tmp->map = op->map;
341 } 333 }
342 334
343 if ((tmp = insert_ob_in_map (tmp, tmp->map, op, 0)) != NULL) 335 if ((tmp = tmp->insert_at (tmp, op)))
344 move_bolt (tmp); 336 move_bolt (tmp);
345 337
346 return 1; 338 return 1;
347} 339}
348
349
350 340
351/*************************************************************************** 341/***************************************************************************
352 * 342 *
353 * BULLET/BALL CODE 343 * BULLET/BALL CODE
354 * 344 *
355 ***************************************************************************/ 345 ***************************************************************************/
356 346
357/* expands an explosion. op is a piece of the 347/* expands an explosion. op is a piece of the
358 * explosion - this expans it in the different directions. 348 * explosion - this expands it in the different directions.
359 * At least that is what I think this does. 349 * At least that is what I think this does.
360 */ 350 */
361void 351void
362explosion (object *op) 352explosion (object *op)
363{ 353{
364 object *tmp;
365 maptile *m = op->map; 354 maptile *m = op->map;
366 int i; 355 int i;
367 356
368 if (--(op->duration) < 0) 357 if (--op->duration < 0)
369 { 358 {
370 op->destroy (); 359 op->destroy (true);
371 return; 360 return;
372 } 361 }
373 362
374 hit_map (op, 0, op->attacktype, 0); 363 hit_map (op, 0, op->attacktype, 0);
375 364
379 { 368 {
380 sint16 dx, dy; 369 sint16 dx, dy;
381 370
382 dx = op->x + freearr_x[i]; 371 dx = op->x + freearr_x[i];
383 dy = op->y + freearr_y[i]; 372 dy = op->y + freearr_y[i];
373
384 /* ok_to_put_more already does things like checks for walls, 374 /* ok_to_put_more already does things like checks for walls,
385 * out of map, etc. 375 * out of map, etc.
386 */ 376 */
387 if (ok_to_put_more (op->map, dx, dy, op, op->attacktype)) 377 if (ok_to_put_more (op->map, dx, dy, op, op->attacktype))
388 { 378 {
389 tmp = op->clone (); 379 object *tmp = op->clone ();
380
390 tmp->state = 0; 381 tmp->state = 0;
391 tmp->speed_left = -0.21; 382 tmp->speed_left = -0.21f;
392 tmp->range--; 383 tmp->range--;
393 tmp->value = 0; 384 tmp->value = 0;
394 tmp->x = dx; 385
395 tmp->y = dy; 386 m->insert (tmp, dx, dy, op);
396 insert_ob_in_map (tmp, m, op, 0);
397 } 387 }
398 } 388 }
399 } 389 }
400} 390}
401
402 391
403/* Causes an object to explode, eg, a firebullet, 392/* Causes an object to explode, eg, a firebullet,
404 * poison cloud ball, etc. op is the object to 393 * poison cloud ball, etc. op is the object to
405 * explode. 394 * explode.
406 */ 395 */
407void 396void
408explode_bullet (object *op) 397explode_bullet (object *op)
409{ 398{
410 object *tmp, *owner; 399 object *tmp, *owner;
411 400
412 if (op->other_arch == NULL) 401 if (!op->other_arch)
413 { 402 {
414 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n"); 403 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n");
415 op->destroy (); 404 op->destroy (true);
416 return; 405 return;
417 } 406 }
418 407
419 if (op->env) 408 if (op->env)
420 { 409 {
421 object *env; 410 object *env = op->outer_env ();
422 411
423 env = object_get_env_recursive (op);
424 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))
425 { 413 {
426 LOG (llevError, "BUG: explode_bullet(): env out of map\n"); 414 LOG (llevError, "BUG: explode_bullet(): env out of map\n");
427 op->destroy (); 415 op->destroy (true);
428 return; 416 return;
429 } 417 }
430 418
431 op->remove (); 419 op->insert_at (env, op, INS_NO_MERGE | INS_NO_WALK_ON);
432 op->x = env->x;
433 op->y = env->y;
434 insert_ob_in_map (op, env->map, op, INS_NO_MERGE | INS_NO_WALK_ON);
435 } 420 }
436 else if (out_of_map (op->map, op->x, op->y)) 421 else if (out_of_map (op->map, op->x, op->y))
437 { 422 {
438 LOG (llevError, "BUG: explode_bullet(): op out of map\n"); 423 LOG (llevError, "BUG: explode_bullet(): op out of map\n");
439 op->destroy (); 424 op->destroy (true);
440 return; 425 return;
441 } 426 }
442 427
443 // 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
444 // 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
445 // bad at the moment that might happen from this. 430 // bad at the moment that might happen from this.
446 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)
447 { 432 {
448 op->destroy (); 433 op->destroy (true);
449 return; 434 return;
450 } 435 }
451 436
452 if (op->attacktype) 437 if (op->attacktype)
453 { 438 {
454 hit_map (op, 0, op->attacktype, 1); 439 hit_map (op, 0, op->attacktype, 1);
440
455 if (op->destroyed ()) 441 if (op->destroyed ())
456 return; 442 return;
457 } 443 }
458 444
459 /* other_arch contains what this explodes into */ 445 /* other_arch contains what this explodes into */
462 tmp->set_owner (op); 448 tmp->set_owner (op);
463 tmp->skill = op->skill; 449 tmp->skill = op->skill;
464 450
465 owner = op->owner; 451 owner = op->owner;
466 452
467 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))
468 { 457 {
469 op->destroy (); 458 op->destroy (true);
470 return; 459 return;
471 } 460 }
472
473 tmp->x = op->x;
474 tmp->y = op->y;
475 461
476 /* special for bombs - it actually has sane values for these */ 462 /* special for bombs - it actually has sane values for these */
477 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB) 463 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB)
478 { 464 {
479 tmp->attacktype = op->attacktype; 465 tmp->attacktype = op->attacktype;
483 } 469 }
484 else 470 else
485 { 471 {
486 if (op->attacktype & AT_MAGIC) 472 if (op->attacktype & AT_MAGIC)
487 tmp->attacktype |= AT_MAGIC; 473 tmp->attacktype |= AT_MAGIC;
474
488 /* Spell doc describes what is going on here */ 475 /* Spell doc describes what is going on here */
489 tmp->stats.dam = op->dam_modifier; 476 tmp->stats.dam = op->dam_modifier;
490 tmp->range = op->stats.maxhp; 477 tmp->range = op->stats.maxhp;
491 tmp->duration = op->stats.hp; 478 tmp->duration = op->stats.hp;
492 /* Used for spell tracking - just need a unique val for this spell - 479 /* Used for spell tracking - just need a unique val for this spell -
500 tmp->stats.sp = op->direction; 487 tmp->stats.sp = op->direction;
501 488
502 /* Prevent recursion */ 489 /* Prevent recursion */
503 op->move_on = 0; 490 op->move_on = 0;
504 491
505 insert_ob_in_map (tmp, op->map, op, 0); 492 tmp->insert_at (op, op);
493 tmp->play_sound (tmp->sound);
494
506 /* remove the firebullet */ 495 /* remove the firebullet */
507 if (!op->destroyed ())
508 {
509 op->destroy (); 496 op->destroy (true);
510 }
511} 497}
512
513
514 498
515/* 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
516 * (eg, explode, damage player, etc) 500 * (eg, explode, damage player, etc)
517 */ 501 */
518
519void 502void
520check_bullet (object *op) 503check_bullet (object *op)
521{ 504{
522 object *tmp; 505 object *tmp;
523 int dam, mflags; 506 int dam, mflags;
538 521
539 /* If nothing alive on this space, no reason to do anything further */ 522 /* If nothing alive on this space, no reason to do anything further */
540 if (!(mflags & P_IS_ALIVE)) 523 if (!(mflags & P_IS_ALIVE))
541 return; 524 return;
542 525
543 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 526 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
544 { 527 {
545 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 528 if (QUERY_FLAG (tmp, FLAG_ALIVE))
546 { 529 {
547 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
548 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0) 533 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0)
549 { 534 {
550 if (!QUERY_FLAG (op, FLAG_REMOVED)) 535 if (!QUERY_FLAG (op, FLAG_REMOVED))
551 { 536 {
552 op->destroy (); 537 op->destroy (true);
553 return; 538 return;
554 } 539 }
555 } 540 }
556 } 541 }
557 } 542 }
586 if (--op->range <= 0) 571 if (--op->range <= 0)
587 { 572 {
588 if (op->other_arch) 573 if (op->other_arch)
589 explode_bullet (op); 574 explode_bullet (op);
590 else 575 else
591 op->destroy (); 576 op->destroy (true);
592 577
593 return; 578 return;
594 } 579 }
595 580
596 new_x = op->x + DIRX (op); 581 new_x = op->x + DIRX (op);
598 m = op->map; 583 m = op->map;
599 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);
600 585
601 if (mflags & P_OUT_OF_MAP) 586 if (mflags & P_OUT_OF_MAP)
602 { 587 {
603 op->destroy (); 588 op->destroy (true);
604 return; 589 return;
605 } 590 }
606 591
607 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)))
608 { 593 {
609 if (op->other_arch) 594 if (op->other_arch)
610 explode_bullet (op); 595 explode_bullet (op);
611 else 596 else
612 op->destroy (); 597 op->destroy (true);
613 598
614 return; 599 return;
615 } 600 }
616 601
617 op->remove (); 602 if (!(op = m->insert (op, new_x, new_y, op)))
618 op->x = new_x;
619 op->y = new_y;
620 if ((op = insert_ob_in_map (op, m, op, 0)) == NULL)
621 return; 603 return;
622 604
623 if (reflwall (op->map, op->x, op->y, op)) 605 if (reflwall (op->map, op->x, op->y, op))
624 { 606 {
625 op->direction = absdir (op->direction + 4); 607 op->direction = absdir (op->direction + 4);
626 update_turn_face (op); 608 update_turn_face (op);
627 } 609 }
628 else 610 else
629 check_bullet (op); 611 check_bullet (op);
630} 612}
631
632
633
634 613
635/* fire_bullet 614/* fire_bullet
636 * object op (cast from caster) files a bolt in dir. 615 * object op (cast from caster) files a bolt in dir.
637 * spob is the spell object for the bolt. 616 * spob is the spell object for the bolt.
638 * we remove the magic flag - that can be derived from 617 * we remove the magic flag - that can be derived from
639 * spob->attacktype. 618 * spob->attacktype.
640 * This function sets up the appropriate owner and skill 619 * This function sets up the appropriate owner and skill
641 * pointers. 620 * pointers.
642 */ 621 */
643
644int 622int
645fire_bullet (object *op, object *caster, int dir, object *spob) 623fire_bullet (object *op, object *caster, int dir, object *spob)
646{ 624{
647 object *tmp = NULL; 625 object *tmp = NULL;
648 int mflags; 626 int mflags;
649 627
650 if (!spob->other_arch) 628 if (!spob->other_arch)
651 return 0; 629 return 0;
652 630
653 tmp = arch_to_object (spob->other_arch); 631 tmp = spob->other_arch->instance ();
654 if (tmp == NULL) 632 if (!tmp)
655 return 0; 633 return 0;
656 634
657 /* peterm: level dependency for bolts */ 635 /* peterm: level dependency for bolts */
658 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);
659 tmp->attacktype = spob->attacktype; 637 tmp->attacktype = spob->attacktype;
660 if (spob->slaying) 638 if (spob->slaying)
661 tmp->slaying = spob->slaying; 639 tmp->slaying = spob->slaying;
662 640
672 SET_ANIMATION (tmp, dir); 650 SET_ANIMATION (tmp, dir);
673 651
674 tmp->set_owner (op); 652 tmp->set_owner (op);
675 set_spell_skill (op, caster, spob, tmp); 653 set_spell_skill (op, caster, spob, tmp);
676 654
677 tmp->x = op->x + freearr_x[dir]; 655 tmp->x = op->x + freearr_x[dir];
678 tmp->y = op->y + freearr_y[dir]; 656 tmp->y = op->y + freearr_y[dir];
679 tmp->map = op->map; 657 tmp->map = op->map;
680 658
681 maptile *newmap; 659 maptile *newmap;
682 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);
683 if (mflags & P_OUT_OF_MAP) 661 if (mflags & P_OUT_OF_MAP)
684 { 662 {
685 tmp->destroy (); 663 tmp->destroy (true);
686 return 0; 664 return 0;
687 } 665 }
688 666
689 tmp->map = newmap; 667 tmp->map = newmap;
690 668
691 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)))
692 { 670 {
693 if (!QUERY_FLAG (tmp, FLAG_REFLECTING)) 671 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
694 { 672 {
695 tmp->destroy (); 673 tmp->destroy (true);
696 return 0; 674 return 0;
697 } 675 }
698 676
699 tmp->x = op->x; 677 tmp->x = op->x;
700 tmp->y = op->y; 678 tmp->y = op->y;
701 tmp->direction = absdir (tmp->direction + 4); 679 tmp->direction = absdir (tmp->direction + 4);
702 tmp->map = op->map; 680 tmp->map = op->map;
703 } 681 }
704 682
705 if ((tmp = insert_ob_in_map (tmp, tmp->map, op, 0))) 683 if ((tmp = tmp->insert_at (tmp, op)))
706 check_bullet (tmp); 684 check_bullet (tmp);
707 685
708 return 1; 686 return 1;
709} 687}
710
711
712
713 688
714/***************************************************************************** 689/*****************************************************************************
715 * 690 *
716 * CONE RELATED FUNCTIONS 691 * CONE RELATED FUNCTIONS
717 * 692 *
718 *****************************************************************************/ 693 *****************************************************************************/
719 694
720
721/* drops an object based on what is in the cone's "other_arch" */ 695/* drops an object based on what is in the cone's "other_arch" */
722void 696void
723cone_drop (object *op) 697cone_drop (object *op)
724{ 698{
725 object *new_ob = arch_to_object (op->other_arch); 699 object *new_ob = arch_to_object (op->other_arch);
726 700
727 new_ob->x = op->x;
728 new_ob->y = op->y;
729 new_ob->level = op->level; 701 new_ob->level = op->level;
730 new_ob->set_owner (op->owner); 702 new_ob->set_owner (op->owner);
731 703
732 /* preserve skill ownership */ 704 /* preserve skill ownership */
733 if (op->skill && op->skill != new_ob->skill) 705 if (op->skill && op->skill != new_ob->skill)
734 {
735 new_ob->skill = op->skill; 706 new_ob->skill = op->skill;
736 }
737 insert_ob_in_map (new_ob, op->map, op, 0);
738 707
708 new_ob->insert_at (op, op);
739} 709}
740 710
741/* 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 */
742 712
743void 713void
744move_cone (object *op) 714move_cone (object *op)
745{ 715{
746 int i;
747
748 /* 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 */
749 if (!op->map) 717 if (!op->map)
750 { 718 {
751 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");
752 op->speed = 0; 720 op->set_speed (0);
753 update_ob_speed (op);
754 return; 721 return;
755 } 722 }
756 723
757 /* lava saves it's life, but not yours :) */ 724 /* lava saves it's life, but not yours :) */
758 if (QUERY_FLAG (op, FLAG_LIFESAVE)) 725 if (QUERY_FLAG (op, FLAG_LIFESAVE))
766 * when their cone dies when they die. 733 * when their cone dies when they die.
767 */ 734 */
768 /* If no owner left, the spell dies out. */ 735 /* If no owner left, the spell dies out. */
769 if (op->owner == NULL) 736 if (op->owner == NULL)
770 { 737 {
771 op->destroy (); 738 op->destroy (true);
772 return; 739 return;
773 } 740 }
774#endif 741#endif
775 742
776 hit_map (op, 0, op->attacktype, 0); 743 hit_map (op, 0, op->attacktype, 0);
783 check_spell_knockback (op); 750 check_spell_knockback (op);
784 751
785 if (op->destroyed ()) 752 if (op->destroyed ())
786 return; 753 return;
787 754
788 if ((op->duration--) < 0) 755 if (op->duration-- < 0)
789 { 756 {
790 op->destroy (); 757 op->destroy (true);
791 return; 758 return;
792 } 759 }
793 /* Object has hit maximum range, so don't have it move 760 /* Object has hit maximum range, so don't have it move
794 * any further. When the duration above expires, 761 * any further. When the duration above expires,
795 * then the object will get removed. 762 * then the object will get removed.
798 { 765 {
799 op->range = 0; /* just so it doesn't wrap */ 766 op->range = 0; /* just so it doesn't wrap */
800 return; 767 return;
801 } 768 }
802 769
803 for (i = -1; i < 2; i++) 770 for (int i = -1; i <= 1; i++)
804 { 771 {
805 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)];
806 773
807 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))
808 { 775 {
809 object *tmp = op->clone (); 776 object *tmp = op->clone ();
810
811 tmp->x = x;
812 tmp->y = y;
813 777
814 tmp->duration = op->duration + 1; 778 tmp->duration = op->duration + 1;
815 779
816 /* Use for spell tracking - see ok_to_put_more() */ 780 /* Use for spell tracking - see ok_to_put_more() */
817 tmp->stats.maxhp = op->stats.maxhp; 781 tmp->stats.maxhp = op->stats.maxhp;
818 insert_ob_in_map (tmp, op->map, op, 0); 782
783 op->map->insert (tmp, x, y, op);
784
819 if (tmp->other_arch) 785 if (tmp->other_arch)
820 cone_drop (tmp); 786 cone_drop (tmp);
821 } 787 }
822 } 788 }
823} 789}
856 822
857 /* Need to know what the movetype of the object we are about 823 /* Need to know what the movetype of the object we are about
858 * to create is, so we can know if the space we are about to 824 * to create is, so we can know if the space we are about to
859 * insert it into is blocked. 825 * insert it into is blocked.
860 */ 826 */
861 movetype = spell->other_arch->clone.move_type; 827 movetype = spell->other_arch->move_type;
862 828
863 for (i = range_min; i <= range_max; i++) 829 for (i = range_min; i <= range_max; i++)
864 { 830 {
865 sint16 x, y, d; 831 sint16 x, y, d;
866 832
901 867
902 success = 1; 868 success = 1;
903 tmp = arch_to_object (spell->other_arch); 869 tmp = arch_to_object (spell->other_arch);
904 tmp->set_owner (op); 870 tmp->set_owner (op);
905 set_spell_skill (op, caster, spell, tmp); 871 set_spell_skill (op, caster, spell, tmp);
906 tmp->level = caster_level (caster, spell); 872 tmp->level = casting_level (caster, spell);
907 tmp->x = sx;
908 tmp->y = sy;
909 tmp->attacktype = spell->attacktype; 873 tmp->attacktype = spell->attacktype;
910 874
911 /* holy word stuff */ 875 /* holy word stuff */
912 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER)) 876 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER))
913 if (!tailor_god_spell (tmp, op)) 877 if (!tailor_god_spell (tmp, op))
947 else 911 else
948 tmp->duration += caster->level / 3; 912 tmp->duration += caster->level / 3;
949 } 913 }
950 914
951 if (!(tmp->move_type & MOVE_FLY_LOW)) 915 if (!(tmp->move_type & MOVE_FLY_LOW))
952 LOG (llevDebug, "cast_cone(): arch %s doesn't have flying 1\n", &spell->other_arch->name); 916 LOG (llevDebug, "cast_cone(): arch %s doesn't have flying 1\n", &spell->other_arch->archname);
953 917
954 if (!tmp->move_on && tmp->stats.dam) 918 if (!tmp->move_on && tmp->stats.dam)
955 {
956 LOG (llevDebug, "cast_cone(): arch %s doesn't have move_on set\n", &spell->other_arch->name); 919 LOG (llevDebug, "cast_cone(): arch %s doesn't have move_on set\n", &spell->other_arch->archname);
957 }
958 920
959 insert_ob_in_map (tmp, m, op, 0); 921 m->insert (tmp, sx, sy, op);
960 922
961 /* This is used for tracking spells so that one effect doesn't hit 923 /* This is used for tracking spells so that one effect doesn't hit
962 * a single space too many times. 924 * a single space too many times.
963 */ 925 */
964 tmp->stats.maxhp = tmp->count; 926 tmp->stats.maxhp = tmp->count;
974 * 936 *
975 * BOMB related code 937 * BOMB related code
976 * 938 *
977 ****************************************************************************/ 939 ****************************************************************************/
978 940
979
980/* This handles an exploding bomb. 941/* This handles an exploding bomb.
981 * op is the original bomb object. 942 * op is the original bomb object.
982 */ 943 */
983void 944void
984animate_bomb (object *op) 945animate_bomb (object *op)
985{ 946{
986 int i;
987 object *env, *tmp;
988 archetype *at;
989
990 if (op->state != NUM_ANIMATIONS (op) - 1) 947 if (op->state != NUM_ANIMATIONS (op) - 1)
991 return; 948 return;
992 949
993 env = object_get_env_recursive (op); 950 object *env = op->outer_env ();
994 951
995 if (op->env) 952 if (op->env)
996 { 953 {
997 if (env->map == NULL) 954 if (env->map == NULL)
998 return; 955 return;
999 956
1000 if (env->type == PLAYER) 957 if (!(op = op->insert_at (env, op)))
1001 esrv_del_item (env->contr, op->count);
1002
1003 op->remove ();
1004 op->x = env->x;
1005 op->y = env->y;
1006 if ((op = insert_ob_in_map (op, env->map, op, 0)) == NULL)
1007 return; 958 return;
1008 } 959 }
1009 960
1010 // 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
1011 // 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
1012 // as bombs can be carried. 963 // as bombs can be carried.
1013 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)
1014 { 965 {
1015 op->destroy (); 966 op->destroy (true);
1016 return; 967 return;
1017 } 968 }
1018 969
1019 /* This copies a lot of the code from the fire bullet, 970 /* This copies a lot of the code from the fire bullet,
1020 * but using the cast_bullet isn't really feasible, 971 * but using the cast_bullet isn't really feasible,
1021 * so just set up the appropriate values. 972 * so just set up the appropriate values.
1022 */ 973 */
1023 at = archetype::find (SPLINT); 974 if (archetype *at = archetype::find (SPLINT))
1024 if (at)
1025 { 975 {
1026 for (i = 1; i < 9; i++) 976 for (int i = 1; i < 9; i++)
1027 { 977 {
1028 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]))
1029 continue; 979 continue;
980
1030 tmp = arch_to_object (at); 981 object *tmp = arch_to_object (at);
1031 tmp->direction = i; 982 tmp->direction = i;
1032 tmp->range = op->range; 983 tmp->range = op->range;
1033 tmp->stats.dam = op->stats.dam; 984 tmp->stats.dam = op->stats.dam;
1034 tmp->duration = op->duration; 985 tmp->duration = op->duration;
1035 tmp->attacktype = op->attacktype; 986 tmp->attacktype = op->attacktype;
1036 tmp->set_owner (op); 987 tmp->set_owner (op);
1037 if (op->skill && op->skill != tmp->skill) 988 if (op->skill && op->skill != tmp->skill)
1038 {
1039 tmp->skill = op->skill; 989 tmp->skill = op->skill;
1040 } 990
1041 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) 991 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
1042 SET_ANIMATION (tmp, i); 992 SET_ANIMATION (tmp, i);
1043 tmp->x = op->x + freearr_x[i]; 993
1044 tmp->y = op->y + freearr_x[i]; 994 op->map->insert (tmp, op->x + freearr_x[i], op->y + freearr_x[i], op);
1045 insert_ob_in_map (tmp, op->map, op, 0);
1046 move_bullet (tmp); 995 move_bullet (tmp);
1047 } 996 }
1048 } 997 }
1049 998
1050 explode_bullet (op); 999 explode_bullet (op);
1051} 1000}
1052 1001
1053int 1002int
1054create_bomb (object *op, object *caster, int dir, object *spell) 1003create_bomb (object *op, object *caster, int dir, object *spell)
1055{ 1004{
1056
1057 object *tmp; 1005 object *tmp;
1058 int mflags; 1006 int mflags;
1059 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];
1060 maptile *m; 1008 maptile *m;
1061 1009
1063 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))
1064 { 1012 {
1065 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.");
1066 return 0; 1014 return 0;
1067 } 1015 }
1016
1068 tmp = arch_to_object (spell->other_arch); 1017 tmp = arch_to_object (spell->other_arch);
1069 1018
1070 /* level dependencies for bomb */ 1019 /* level dependencies for bomb */
1071 tmp->range = spell->range + SP_level_range_adjust (caster, spell); 1020 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
1072 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);
1073 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell); 1022 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
1074 tmp->attacktype = spell->attacktype; 1023 tmp->attacktype = spell->attacktype;
1075 1024
1076 tmp->set_owner (op); 1025 tmp->set_owner (op);
1077 set_spell_skill (op, caster, spell, tmp); 1026 set_spell_skill (op, caster, spell, tmp);
1078 tmp->x = dx; 1027
1079 tmp->y = dy; 1028 m->insert (tmp, dx, dy, op);
1080 insert_ob_in_map (tmp, m, op, 0);
1081 return 1; 1029 return 1;
1082} 1030}
1083 1031
1084/**************************************************************************** 1032/****************************************************************************
1085 * 1033 *
1094 * dir is the direction to look in. 1042 * dir is the direction to look in.
1095 * range is how far out to look. 1043 * range is how far out to look.
1096 * type is the type of spell - either SPELL_MANA or SPELL_GRACE. 1044 * type is the type of spell - either SPELL_MANA or SPELL_GRACE.
1097 * this info is used for blocked magic/unholy spaces. 1045 * this info is used for blocked magic/unholy spaces.
1098 */ 1046 */
1099
1100object * 1047object *
1101get_pointed_target (object *op, int dir, int range, int type) 1048get_pointed_target (object *op, int dir, int range, int type)
1102{ 1049{
1103 object *target; 1050 object *target;
1104 sint16 x, y; 1051 sint16 x, y;
1123 return NULL; 1070 return NULL;
1124 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW) 1071 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW)
1125 return NULL; 1072 return NULL;
1126 1073
1127 if (mflags & P_IS_ALIVE) 1074 if (mflags & P_IS_ALIVE)
1128 {
1129 for (target = GET_MAP_OB (mp, x, y); target; target = target->above) 1075 for (target = GET_MAP_OB (mp, x, y); target; target = target->above)
1130 { 1076 if (QUERY_FLAG (target, FLAG_MONSTER))
1131 if (QUERY_FLAG (target->head ? target->head : target, FLAG_MONSTER))
1132 {
1133 return target; 1077 return target;
1134 }
1135 }
1136 }
1137 } 1078 }
1079
1138 return NULL; 1080 return NULL;
1139} 1081}
1140
1141 1082
1142/* cast_smite_arch() - the priest points to a creature and causes 1083/* cast_smite_arch() - the priest points to a creature and causes
1143 * a 'godly curse' to decend. 1084 * a 'godly curse' to decend.
1144 * usual params - 1085 * usual params -
1145 * op = player 1086 * op = player
1146 * caster = object casting the spell. 1087 * caster = object casting the spell.
1147 * dir = direction being cast 1088 * dir = direction being cast
1148 * spell = spell object 1089 * spell = spell object
1149 */ 1090 */
1150
1151int 1091int
1152cast_smite_spell (object *op, object *caster, int dir, object *spell) 1092cast_smite_spell (object *op, object *caster, int dir, object *spell)
1153{ 1093{
1154 object *effect, *target; 1094 object *effect, *target;
1155 object *god = find_god (determine_god (op)); 1095 object *god = find_god (determine_god (op));
1179 effect = arch_to_object (spell->other_arch); 1119 effect = arch_to_object (spell->other_arch);
1180 else 1120 else
1181 return 0; 1121 return 0;
1182 1122
1183 /* tailor the effect by priest level and worshipped God */ 1123 /* tailor the effect by priest level and worshipped God */
1184 effect->level = caster_level (caster, spell); 1124 effect->level = casting_level (caster, spell);
1185 effect->attacktype = spell->attacktype; 1125 effect->attacktype = spell->attacktype;
1186 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER)) 1126 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER))
1187 { 1127 {
1188 if (tailor_god_spell (effect, op)) 1128 if (tailor_god_spell (effect, op))
1189 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));
1213 } 1153 }
1214 else 1154 else
1215 { 1155 {
1216 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));
1217 target->stats.hp = target->stats.maxhp * 2; 1157 target->stats.hp = target->stats.maxhp * 2;
1218 effect->destroy (); 1158 effect->destroy (true);
1219 return 0; 1159 return 0;
1220 } 1160 }
1221 } 1161 }
1222 } 1162 }
1223 else 1163 else
1228 1168
1229 effect->set_owner (op); 1169 effect->set_owner (op);
1230 set_spell_skill (op, caster, spell, effect); 1170 set_spell_skill (op, caster, spell, effect);
1231 1171
1232 /* ok, tell it where to be, and insert! */ 1172 /* ok, tell it where to be, and insert! */
1233 effect->x = target->x; 1173 effect->insert_at (target, op);
1234 effect->y = target->y;
1235 insert_ob_in_map (effect, target->map, op, 0);
1236 1174
1237 return 1; 1175 return 1;
1238} 1176}
1239
1240 1177
1241/**************************************************************************** 1178/****************************************************************************
1242 * 1179 *
1243 * MAGIC MISSILE code. 1180 * MAGIC MISSILE code.
1244 * note that the fire_bullet is used to fire the missile. The 1181 * note that the fire_bullet is used to fire the missile. The
1247 1184
1248/* op is a missile that needs to be moved */ 1185/* op is a missile that needs to be moved */
1249void 1186void
1250move_missile (object *op) 1187move_missile (object *op)
1251{ 1188{
1252 int i, mflags;
1253 object *owner;
1254 sint16 new_x, new_y;
1255 maptile *m;
1256
1257 if (op->range-- <= 0) 1189 if (op->range-- <= 0)
1258 { 1190 {
1191 op->destroy_inv (true); // be explicit about dropping
1259 op->destroy (); 1192 op->destroy (true);
1260 return; 1193 return;
1261 }
1262
1263 owner = op->owner;
1264#if 0
1265 /* It'd make things nastier if this wasn't here - spells cast by
1266 * monster that are then killed would continue to survive
1267 */
1268 if (owner == NULL)
1269 { 1194 }
1195
1196 mapxy pos (op);
1197 pos.move (op->direction);
1198
1199 if (!pos.normalise ())
1200 {
1270 op->destroy (); 1201 op->destroy (true);
1271 return; 1202 return;
1272 } 1203 }
1273#endif
1274 1204
1275 new_x = op->x + DIRX (op); 1205 mapspace &ms = pos.ms ();
1276 new_y = op->y + DIRY (op);
1277 1206
1278 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))
1279
1280 if (!(mflags & P_OUT_OF_MAP) && ((mflags & P_IS_ALIVE) || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y))))
1281 { 1208 {
1282 hit_map (op, op->direction, AT_MAGIC, 1); 1209 hit_map (op, op->direction, AT_MAGIC, 1);
1283 /* Basically, missile only hits one thing then goes away. 1210 /* Basically, missile only hits one thing then goes away.
1284 * 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.
1285 */ 1212 */
1286 if (!op->destroyed ())
1287 op->destroy ();
1288
1289 return;
1290 }
1291
1292 op->remove ();
1293
1294 if (!op->direction || (mflags & P_OUT_OF_MAP))
1295 {
1296 op->destroy (); 1213 op->destroy (true);
1297 return; 1214 return;
1215 }
1216
1217 if (!op->direction)
1298 } 1218 {
1219 op->destroy (true);
1220 return;
1221 }
1299 1222
1300 op->x = new_x;
1301 op->y = new_y;
1302 op->map = m;
1303 i = spell_find_dir (op->map, op->x, op->y, op->owner); 1223 int i = spell_find_dir (pos.m, pos.x, pos.y, op->owner);
1304 if (i > 0 && i != op->direction) 1224 if (i > 0 && i != op->direction)
1305 { 1225 {
1306 op->direction = i; 1226 op->direction = i;
1307 SET_ANIMATION (op, op->direction); 1227 SET_ANIMATION (op, op->direction);
1308 } 1228 }
1309 1229
1310 insert_ob_in_map (op, op->map, op, 0); 1230 pos.insert (op, op);
1311} 1231}
1312 1232
1313/**************************************************************************** 1233/****************************************************************************
1314 * Destruction 1234 * Destruction
1315 ****************************************************************************/ 1235 ****************************************************************************/
1318 * we do this by creating a force and inserting it in the 1238 * we do this by creating a force and inserting it in the
1319 * object. if time is 0, the object glows permanently. To truely 1239 * object. if time is 0, the object glows permanently. To truely
1320 * make this work for non-living objects, we would have to 1240 * make this work for non-living objects, we would have to
1321 * give them the capability to have an inventory. b.t. 1241 * give them the capability to have an inventory. b.t.
1322 */ 1242 */
1323
1324int 1243int
1325make_object_glow (object *op, int radius, int time) 1244make_object_glow (object *op, int radius, int time)
1326{ 1245{
1327 object *tmp;
1328
1329 /* some things are unaffected... */ 1246 /* some things are unaffected... */
1330 if (op->path_denied & PATH_LIGHT) 1247 if (op->path_denied & PATH_LIGHT)
1331 return 0; 1248 return 0;
1332 1249
1333 tmp = get_archetype (FORCE_NAME); 1250 object *tmp = get_archetype (FORCE_NAME);
1334 tmp->speed = 0.01; 1251 tmp->speed = 0.01;
1335 tmp->stats.food = time; 1252 tmp->stats.food = time;
1336 SET_FLAG (tmp, FLAG_IS_USED_UP); 1253 SET_FLAG (tmp, FLAG_IS_USED_UP);
1337 tmp->glow_radius = radius; 1254 tmp->glow_radius = radius;
1338 if (tmp->glow_radius > MAX_LIGHT_RADII) 1255 if (tmp->glow_radius > MAX_LIGHT_RADII)
1339 tmp->glow_radius = MAX_LIGHT_RADII; 1256 tmp->glow_radius = MAX_LIGHT_RADII;
1340 1257
1341 tmp->x = op->x;
1342 tmp->y = op->y;
1343 if (tmp->speed < MIN_ACTIVE_SPEED)
1344 tmp->speed = MIN_ACTIVE_SPEED; /* safety */
1345 tmp = insert_ob_in_ob (tmp, op); 1258 tmp = insert_ob_in_ob (tmp, op);
1259
1346 if (tmp->glow_radius > op->glow_radius) 1260 if (tmp->glow_radius > op->glow_radius)
1347 op->glow_radius = tmp->glow_radius; 1261 op->glow_radius = tmp->glow_radius;
1348 1262
1349 if (!tmp->env || op != tmp->env)
1350 {
1351 LOG (llevError, "make_object_glow() failed to insert glowing force in %s\n", &op->name);
1352 return 0;
1353 }
1354 return 1; 1263 return 1;
1355} 1264}
1356
1357
1358
1359 1265
1360int 1266int
1361cast_destruction (object *op, object *caster, object *spell_ob) 1267cast_destruction (object *op, object *caster, object *spell_ob)
1362{ 1268{
1363 int i, j, range, mflags, friendly = 0, dam, dur; 1269 int i, j, range, mflags, friendly = 0, dam, dur;
1384 else if (caster->skill) 1290 else if (caster->skill)
1385 op->skill = caster->skill; 1291 op->skill = caster->skill;
1386 else 1292 else
1387 op->skill = NULL; 1293 op->skill = NULL;
1388 1294
1389 change_skill (op, find_skill_by_name (op, op->skill), 1); 1295 op->change_skill (find_skill_by_name (op, op->skill));
1390 1296
1391 for (i = -range; i < range; i++) 1297 for (i = -range; i <= range; i++)
1392 { 1298 {
1393 for (j = -range; j < range; j++) 1299 for (j = -range; j <= range; j++)
1394 { 1300 {
1395 m = op->map; 1301 m = op->map;
1396 sx = op->x + i; 1302 sx = op->x + i;
1397 sy = op->y + j; 1303 sy = op->y + j;
1304
1398 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy); 1305 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
1399 if (mflags & P_OUT_OF_MAP) 1306 if (mflags & P_OUT_OF_MAP)
1400 continue; 1307 continue;
1308
1401 if (mflags & P_IS_ALIVE) 1309 if (mflags & P_IS_ALIVE)
1402 { 1310 {
1403 for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above) 1311 for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above)
1404 {
1405 if (QUERY_FLAG (tmp, FLAG_ALIVE) || tmp->type == PLAYER) 1312 if (QUERY_FLAG (tmp, FLAG_ALIVE) || tmp->type == PLAYER)
1406 break; 1313 break;
1407 } 1314
1408 if (tmp) 1315 if (tmp)
1409 { 1316 {
1410 if (tmp->head) 1317 if (tmp->head)
1411 tmp = tmp->head; 1318 tmp = tmp->head;
1412 1319
1414 (!friendly && (QUERY_FLAG (tmp, FLAG_FRIENDLY) || tmp->type == PLAYER))) 1321 (!friendly && (QUERY_FLAG (tmp, FLAG_FRIENDLY) || tmp->type == PLAYER)))
1415 { 1322 {
1416 if (spell_ob->subtype == SP_DESTRUCTION) 1323 if (spell_ob->subtype == SP_DESTRUCTION)
1417 { 1324 {
1418 hit_player (tmp, dam, op, spell_ob->attacktype, 0); 1325 hit_player (tmp, dam, op, spell_ob->attacktype, 0);
1326
1419 if (spell_ob->other_arch) 1327 if (spell_ob->other_arch)
1420 {
1421 tmp = arch_to_object (spell_ob->other_arch); 1328 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op);
1422 tmp->x = sx;
1423 tmp->y = sy;
1424 insert_ob_in_map (tmp, m, op, 0);
1425 }
1426 } 1329 }
1427 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)
1428 { 1331 {
1429 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch) 1332 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch)
1430 {
1431 object *effect = arch_to_object (spell_ob->other_arch); 1333 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op);
1432
1433 effect->x = sx;
1434 effect->y = sy;
1435 insert_ob_in_map (effect, m, op, 0);
1436 }
1437 } 1334 }
1438 } 1335 }
1439 } 1336 }
1440 } 1337 }
1441 } 1338 }
1442 } 1339 }
1340
1443 op->skill = skill; 1341 op->skill = skill;
1444 return 1; 1342 return 1;
1445} 1343}
1446 1344
1447/*************************************************************************** 1345/***************************************************************************
1461 { 1359 {
1462 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.");
1463 return 0; 1361 return 0;
1464 } 1362 }
1465 1363
1364 tmp = tmp->head_ ();
1365
1466 /* 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. */
1467 for (force = tmp->inv; force != NULL; force = force->below) 1367 for (force = tmp->inv; force; force = force->below)
1468 { 1368 {
1469 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY) 1369 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY)
1470 { 1370 {
1471 if (force->name == spell_ob->name) 1371 if (force->name == spell_ob->name)
1472 { 1372 {
1478 return 0; 1378 return 0;
1479 } 1379 }
1480 } 1380 }
1481 } 1381 }
1482 1382
1483 if (force == NULL) 1383 if (!force)
1484 { 1384 {
1485 force = get_archetype (FORCE_NAME); 1385 force = get_archetype (FORCE_NAME);
1486 force->subtype = FORCE_CHANGE_ABILITY; 1386 force->subtype = FORCE_CHANGE_ABILITY;
1387
1487 if (spell_ob->race) 1388 if (spell_ob->race)
1488 force->name = spell_ob->race; 1389 force->name = spell_ob->race;
1489 else 1390 else
1490 force->name = spell_ob->name; 1391 force->name = spell_ob->name;
1491 1392
1501 { 1402 {
1502 force->duration = duration; 1403 force->duration = duration;
1503 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.");
1504 } 1405 }
1505 else 1406 else
1506 {
1507 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.");
1508 } 1408
1509 return 1; 1409 return 1;
1510 } 1410 }
1411
1511 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;
1512 force->speed = 1.0; 1413 force->speed = 1.f;
1513 force->speed_left = -1.0; 1414 force->speed_left = -1.f;
1514 SET_FLAG (force, FLAG_APPLIED); 1415 SET_FLAG (force, FLAG_APPLIED);
1515 1416
1516 if (god) 1417 if (god)
1517 { 1418 {
1518 if (spell_ob->last_grace) 1419 if (spell_ob->last_grace)
1536 tmp->update_stats (); 1437 tmp->update_stats ();
1537 return 1; 1438 return 1;
1538 1439
1539} 1440}
1540 1441
1541
1542/********************************************************************** 1442/**********************************************************************
1543 * mood change 1443 * mood change
1544 * Arguably, this may or may not be an attack spell. But since it 1444 * Arguably, this may or may not be an attack spell. But since it
1545 * effects monsters, it seems best to put it into this file 1445 * effects monsters, it seems best to put it into this file
1546 ***********************************************************************/ 1446 ***********************************************************************/
1559 1459
1560 /* 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
1561 * doing it over and over again. 1461 * doing it over and over again.
1562 */ 1462 */
1563 god = find_god (determine_god (op)); 1463 god = find_god (determine_god (op));
1564 level = caster_level (caster, spell); 1464 level = casting_level (caster, spell);
1565 range = spell->range + SP_level_range_adjust (caster, spell); 1465 range = spell->range + SP_level_range_adjust (caster, spell);
1566 1466
1567 /* 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_...
1568 * 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
1569 * won't ever match anything. 1469 * won't ever match anything.
1575 else if (god && !strcmp (spell->race, "GOD_FRIEND")) 1475 else if (god && !strcmp (spell->race, "GOD_FRIEND"))
1576 race = god->race; 1476 race = god->race;
1577 else 1477 else
1578 race = spell->race; 1478 race = spell->race;
1579 1479
1580
1581 for (x = op->x - range; x <= op->x + range; x++) 1480 for (x = op->x - range; x <= op->x + range; x++)
1582 for (y = op->y - range; y <= op->y + range; y++) 1481 for (y = op->y - range; y <= op->y + range; y++)
1583 { 1482 {
1584
1585 done_one = 0; 1483 done_one = 0;
1586 m = op->map; 1484 m = op->map;
1587 nx = x; 1485 nx = x;
1588 ny = y; 1486 ny = y;
1589 mflags = get_map_flags (m, &m, x, y, &nx, &ny); 1487 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1592 1490
1593 /* If there is nothing living on this space, no need to go further */ 1491 /* If there is nothing living on this space, no need to go further */
1594 if (!(mflags & P_IS_ALIVE)) 1492 if (!(mflags & P_IS_ALIVE))
1595 continue; 1493 continue;
1596 1494
1495 // players can only affect spaces that they can actually see
1496 if (caster && caster->contr
1497 && caster->contr->visibility_at (m, nx, ny) < 70)
1498 continue;
1499
1597 for (tmp = GET_MAP_OB (m, nx, ny); tmp; tmp = tmp->above) 1500 for (tmp = GET_MAP_TOP (m, nx, ny); tmp; tmp = tmp->below)
1598 if (QUERY_FLAG (tmp, FLAG_MONSTER)) 1501 if (QUERY_FLAG (tmp, FLAG_MONSTER))
1599 break; 1502 break;
1600 1503
1601 /* There can be living objects that are not monsters */ 1504 /* There can be living objects that are not monsters */
1602 if (!tmp || tmp->type == PLAYER) 1505 if (!tmp || tmp->type == PLAYER)
1609 head = tmp; 1512 head = tmp;
1610 1513
1611 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */ 1514 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */
1612 if (race && head->race && !strstr (race, head->race)) 1515 if (race && head->race && !strstr (race, head->race))
1613 continue; 1516 continue;
1517
1614 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD)) 1518 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD))
1615 continue; 1519 continue;
1616 1520
1617 /* Now do a bunch of stuff related to saving throws */ 1521 /* Now do a bunch of stuff related to saving throws */
1618 best_at = -1; 1522 best_at = -1;
1635 at -= level / 5; 1539 at -= level / 5;
1636 if (did_make_save (head, head->level, at)) 1540 if (did_make_save (head, head->level, at))
1637 continue; 1541 continue;
1638 } 1542 }
1639 else /* spell->attacktype */ 1543 else /* spell->attacktype */
1640 /*
1641 Spell has no attacktype (charm & such), so we'll have a specific saving:
1642 * if spell level < monster level, no go
1643 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) )
1644
1645 The chance will then be in the range [20-70] percent, not too bad.
1646
1647 This is required to fix the 'charm monster' abuse, where a player level 1 can
1648 charm a level 125 monster...
1649
1650 Ryo, august 14th
1651 */
1652 { 1544 {
1545 /*
1546 Spell has no attacktype (charm & such), so we'll have a specific saving:
1547 * if spell level < monster level, no go
1548 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) )
1549
1550 The chance will then be in the range [20-70] percent, not too bad.
1551
1552 This is required to fix the 'charm monster' abuse, where a player level 1 can
1553 charm a level 125 monster...
1554
1555 Ryo, august 14th
1556 */
1653 if (head->level > level) 1557 if (head->level > level)
1654 continue; 1558 continue;
1559
1655 if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + MIN (50, 2 * (level - head->level)))) 1560 if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + MIN (50, 2 * (level - head->level))))
1656 /* Failed, no effect */ 1561 /* Failed, no effect */
1657 continue; 1562 continue;
1658 } 1563 }
1659 1564
1660 /* Done with saving throw. Now start effecting the monster */ 1565 /* Done with saving throw. Now start affecting the monster */
1661 1566
1662 /* aggravation */ 1567 /* aggravation */
1663 if (QUERY_FLAG (spell, FLAG_MONSTER)) 1568 if (QUERY_FLAG (spell, FLAG_MONSTER))
1664 { 1569 {
1665 CLEAR_FLAG (head, FLAG_SLEEP); 1570 CLEAR_FLAG (head, FLAG_SLEEP);
1666 if (QUERY_FLAG (head, FLAG_FRIENDLY))
1667 remove_friendly_object (head); 1571 remove_friendly_object (head);
1668
1669 done_one = 1; 1572 done_one = 1;
1670 head->enemy = op; 1573 head->enemy = op;
1671 } 1574 }
1672 1575
1673 /* calm monsters */ 1576 /* calm monsters */
1682 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK)) 1585 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK))
1683 { 1586 {
1684 SET_FLAG (head, FLAG_BERSERK); 1587 SET_FLAG (head, FLAG_BERSERK);
1685 done_one = 1; 1588 done_one = 1;
1686 } 1589 }
1590
1687 /* charm */ 1591 /* charm */
1688 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))
1689 { 1593 {
1690 SET_FLAG (head, FLAG_FRIENDLY); 1594 INVOKE_OBJECT (KILL, head, ARG_OBJECT (caster));
1595
1691 /* Prevent uncontolled outbreaks of self replicating monsters. 1596 /* Prevent uncontrolled outbreaks of self replicating monsters.
1692 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.
1693 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. */
1694 CLEAR_FLAG (head, FLAG_GENERATOR); 1599 CLEAR_FLAG (head, FLAG_GENERATOR);
1695 head->set_owner (op); 1600 head->set_owner (op);
1696 set_spell_skill (op, caster, spell, head); 1601 set_spell_skill (op, caster, spell, head);
1701 head->stats.exp = 0; 1606 head->stats.exp = 0;
1702 } 1607 }
1703 1608
1704 /* If a monster was effected, put an effect in */ 1609 /* If a monster was effected, put an effect in */
1705 if (done_one && spell->other_arch) 1610 if (done_one && spell->other_arch)
1706 {
1707 tmp = arch_to_object (spell->other_arch); 1611 m->insert (arch_to_object (spell->other_arch), nx, ny, op);
1708 tmp->x = nx;
1709 tmp->y = ny;
1710 insert_ob_in_map (tmp, m, op, 0);
1711 }
1712 } /* for y */ 1612 } /* for y */
1713 1613
1714 return 1; 1614 return 1;
1715} 1615}
1716 1616
1719 * 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
1720 * lightning spell used it, that seemed misnamed. 1620 * lightning spell used it, that seemed misnamed.
1721 * op is the spell effect. 1621 * op is the spell effect.
1722 * note that duration is handled by process_object() in time.c 1622 * note that duration is handled by process_object() in time.c
1723 */ 1623 */
1724
1725void 1624void
1726move_ball_spell (object *op) 1625move_ball_spell (object *op)
1727{ 1626{
1728 int i, j, dam_save, dir, mflags; 1627 int i, j, dam_save, dir, mflags;
1729 sint16 nx, ny, hx, hy; 1628 sint16 nx, ny, hx, hy;
1767 nx = op->x; 1666 nx = op->x;
1768 ny = op->y; 1667 ny = op->y;
1769 m = op->map; 1668 m = op->map;
1770 } 1669 }
1771 1670
1772 op->remove (); 1671 m->insert (op, nx, ny, op);
1773 op->y = ny;
1774 op->x = nx;
1775 insert_ob_in_map (op, m, op, 0);
1776 1672
1777 dam_save = op->stats.dam; /* save the original dam: we do halfdam on 1673 dam_save = op->stats.dam; /* save the original dam: we do halfdam on
1778 surrounding squares */ 1674 surrounding squares */
1779 1675
1780 /* loop over current square and neighbors to hit. 1676 /* loop over current square and neighbors to hit.
1781 * if this has an other_arch field, we insert that in 1677 * if this has an other_arch field, we insert that in
1782 * the surround spaces. 1678 * the surround spaces.
1783 */ 1679 */
1784 for (j = 0; j < 9; j++) 1680 for (j = 0; j < 9; j++)
1785 { 1681 {
1786 object *new_ob;
1787
1788 hx = nx + freearr_x[j]; 1682 hx = nx + freearr_x[j];
1789 hy = ny + freearr_y[j]; 1683 hy = ny + freearr_y[j];
1790 1684
1791 m = op->map; 1685 m = op->map;
1792 mflags = get_map_flags (m, &m, hx, hy, &hx, &hy); 1686 mflags = get_map_flags (m, &m, hx, hy, &hx, &hy);
1800 1694
1801 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)))
1802 { 1696 {
1803 if (j) 1697 if (j)
1804 op->stats.dam = dam_save / 2; 1698 op->stats.dam = dam_save / 2;
1699
1805 hit_map (op, j, op->attacktype, 1); 1700 hit_map (op, j, op->attacktype, 1);
1806
1807 } 1701 }
1808 1702
1809 /* insert the other arch */ 1703 /* insert the other arch */
1810 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))))
1811 { 1705 m->insert (arch_to_object (op->other_arch), hx, hy, op);
1812 new_ob = arch_to_object (op->other_arch);
1813 new_ob->x = hx;
1814 new_ob->y = hy;
1815 insert_ob_in_map (new_ob, m, op, 0);
1816 }
1817 } 1706 }
1818 1707
1819 /* restore to the center location and damage */ 1708 /* restore to the center location and damage */
1820 op->stats.dam = dam_save; 1709 op->stats.dam = dam_save;
1821 1710
1824 if (i >= 0) 1713 if (i >= 0)
1825 { /* we have a preferred direction! */ 1714 { /* we have a preferred direction! */
1826 /* pick another direction if the preferred dir is blocked. */ 1715 /* pick another direction if the preferred dir is blocked. */
1827 if (get_map_flags (op->map, &m, nx + freearr_x[i], ny + freearr_y[i], &hx, &hy) & P_OUT_OF_MAP || 1716 if (get_map_flags (op->map, &m, nx + freearr_x[i], ny + freearr_y[i], &hx, &hy) & P_OUT_OF_MAP ||
1828 OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy))) 1717 OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy)))
1829 {
1830 i = absdir (i + rndm (0, 2) - 1); /* -1, 0, +1 */ 1718 i = absdir (i + rndm (0, 2) - 1); /* -1, 0, +1 */
1831 } 1719
1832 op->direction = i; 1720 op->direction = i;
1833 } 1721 }
1834} 1722}
1835 1723
1836
1837/* move_swarm_spell: peterm 1724/* move_swarm_spell: peterm
1838 * 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
1839 * 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
1840 * 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
1841 * 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
1842 * 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.
1843 */ 1730 */
1844
1845void 1731void
1846move_swarm_spell (object *op) 1732move_swarm_spell (object *op)
1847{ 1733{
1848#if 0 1734#if 0
1849 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 };
1850 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 };
1851 sint16 target_x, target_y, origin_x, origin_y; 1737 sint16 target_x, target_y, origin_x, origin_y;
1852 int adjustdir; 1738 int adjustdir;
1853 maptile *m; 1739 maptile *m;
1854#endif 1740#endif
1855 int basedir;
1856 object *owner; 1741 object *owner = op->env;
1857 1742
1858 owner = op->owner; 1743 if (!owner) // MUST not happen, remove when true TODO
1859 if (op->duration == 0 || owner == NULL)
1860 { 1744 {
1745 LOG (llevError, "swarm spell found outside inventory: %s\n", op->debug_desc ());
1861 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);
1862 return; 1754 return;
1863 } 1755 }
1864 1756
1865 op->duration--; 1757 op->duration--;
1866 1758
1867 basedir = op->direction; 1759 int basedir = op->direction;
1868 if (basedir == 0) 1760 if (!basedir)
1869 { 1761 {
1870 /* spray in all directions! 8) */ 1762 /* spray in all directions! 8) */
1871 basedir = rndm (1, 8); 1763 op->facing = (op->facing + op->state) & 7;
1764 basedir = op->facing + 1;
1872 } 1765 }
1873 1766
1874#if 0 1767#if 0
1875 // this is bogus: it causes wrong places to be checked below 1768 // this is bogus: it causes wrong places to be checked below
1876 // (a wall 2 cells away will block the effect...) and 1769 // (a wall 2 cells away will block the effect...) and
1877 // doesn't work for SP_BULLET anyhow, so again tests the wrong 1770 // doesn't work for SP_BULLET anyhow, so again tests the wrong
1878 // space. 1771 // space.
1879 // should be fixed later, but correctness before featurs... 1772 // should be fixed later, but correctness before features...
1880 // (schmorp) 1773 // (schmorp)
1881 1774
1882 /* new offset calculation to make swarm element distribution 1775 /* new offset calculation to make swarm element distribution
1883 * more uniform 1776 * more uniform
1884 */ 1777 */
1937 { 1830 {
1938 /* 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 */
1939 if (op->spell->subtype == SP_BULLET) 1832 if (op->spell->subtype == SP_BULLET)
1940 fire_bullet (owner, op, basedir, op->spell); 1833 fire_bullet (owner, op, basedir, op->spell);
1941 else if (op->spell->subtype == SP_MAGIC_MISSILE) 1834 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1942 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);
1943 } 1836 }
1944} 1837}
1945
1946
1947
1948 1838
1949/* fire_swarm: 1839/* fire_swarm:
1950 * The following routine creates a swarm of objects. It actually 1840 * The following routine creates a swarm of objects. It actually
1951 * sets up a specific swarm object, which then fires off all 1841 * sets up a specific swarm object, which then fires off all
1952 * the parts of the swarm. 1842 * the parts of the swarm.
1955 * caster: the caster (owner, wand, rod, scroll) 1845 * caster: the caster (owner, wand, rod, scroll)
1956 * dir: the direction everything will be fired in 1846 * dir: the direction everything will be fired in
1957 * spell - the spell that is this spell. 1847 * spell - the spell that is this spell.
1958 * n: the number to be fired. 1848 * n: the number to be fired.
1959 */ 1849 */
1960
1961int 1850int
1962fire_swarm (object *op, object *caster, object *spell, int dir) 1851fire_swarm (object *op, object *caster, object *spell, int dir)
1963{ 1852{
1964 object *tmp;
1965 int i;
1966
1967 if (!spell->other_arch) 1853 if (!spell->other_arch)
1968 return 0; 1854 return 0;
1969 1855
1970 tmp = get_archetype (SWARM_SPELL); 1856 object *tmp = archetype::get (SWARM_SPELL);
1971 tmp->x = op->x; 1857
1972 tmp->y = op->y;
1973 tmp->set_owner (op); /* needed so that if swarm elements kill, caster gets xp. */
1974 set_spell_skill (op, caster, spell, tmp); 1858 set_spell_skill (op, caster, spell, tmp);
1975
1976 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. */
1977 tmp->spell = arch_to_object (spell->other_arch); 1860 tmp->spell = spell->other_arch->instance ();
1978
1979 tmp->attacktype = tmp->spell->attacktype; 1861 tmp->attacktype = tmp->spell->attacktype;
1980 1862
1981 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) 1863 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
1982 {
1983 if (!tailor_god_spell (tmp, op)) 1864 if (!tailor_god_spell (tmp, op))
1984 return 1; 1865 return 1;
1985 } 1866
1986 tmp->duration = SP_level_duration_adjust (caster, spell); 1867 tmp->duration = SP_level_duration_adjust (caster, spell);
1987 for (i = 0; i < spell->duration; i++) 1868 for (int i = 0; i < spell->duration; i++)
1988 tmp->duration += die_roll (1, 3, op, PREFER_HIGH); 1869 tmp->duration += die_roll (1, 3, op, PREFER_HIGH);
1989 1870
1871 tmp->invisible = 1;
1872 tmp->flag [FLAG_NO_DROP] = 1; // make sure it stays in inv, or else
1990 tmp->direction = dir; 1873 tmp->direction = dir;
1991 tmp->invisible = 1; 1874 tmp->facing = rndm (1, 8); // initial firing direction
1992 insert_ob_in_map (tmp, op->map, op, 0); 1875 tmp->state = rndm (4) * 2 + 1; // direction increment
1876
1877 op->insert (tmp);
1878
1993 return 1; 1879 return 1;
1994} 1880}
1995
1996 1881
1997/* See the spells documentation file for why this is its own 1882/* See the spells documentation file for why this is its own
1998 * function. 1883 * function.
1999 */ 1884 */
2000int 1885int
2031 if (QUERY_FLAG (target, FLAG_MONSTER)) 1916 if (QUERY_FLAG (target, FLAG_MONSTER))
2032 { 1917 {
2033 /* oky doky. got a target monster. Lets make a blinding attack */ 1918 /* oky doky. got a target monster. Lets make a blinding attack */
2034 if (target->head) 1919 if (target->head)
2035 target = target->head; 1920 target = target->head;
1921
2036 (void) hit_player (target, dam, op, spell->attacktype, 1); 1922 hit_player (target, dam, op, spell->attacktype, 1);
2037 return 1; /* one success only! */ 1923 return 1; /* one success only! */
2038 } 1924 }
2039 } 1925 }
2040 1926
2041 /* no live target, perhaps a wall is in the way? */ 1927 /* no live target, perhaps a wall is in the way? */
2057 { 1943 {
2058 tmp->glow_radius = spell->range + SP_level_range_adjust (caster, spell); 1944 tmp->glow_radius = spell->range + SP_level_range_adjust (caster, spell);
2059 if (tmp->glow_radius > MAX_LIGHT_RADII) 1945 if (tmp->glow_radius > MAX_LIGHT_RADII)
2060 tmp->glow_radius = MAX_LIGHT_RADII; 1946 tmp->glow_radius = MAX_LIGHT_RADII;
2061 } 1947 }
2062 tmp->x = x; 1948
2063 tmp->y = y; 1949 m->insert (tmp, x, y, op);
2064 insert_ob_in_map (tmp, m, op, 0);
2065 return 1; 1950 return 1;
2066} 1951}
2067
2068
2069
2070 1952
2071/* cast_cause_disease: this spell looks along <dir> from the 1953/* cast_cause_disease: this spell looks along <dir> from the
2072 * player and infects someone. 1954 * player and infects someone.
2073 * 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
2074 * 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
2075 * perhaps this should actually be in disease.c? 1957 * perhaps this should actually be in disease.c?
2076 */ 1958 */
2077
2078int 1959int
2079cast_cause_disease (object *op, object *caster, object *spell, int dir) 1960cast_cause_disease (object *op, object *caster, object *spell, int dir)
2080{ 1961{
2081 sint16 x, y; 1962 sint16 x, y;
2082 int i, mflags, range, dam_mod, dur_mod; 1963 int i, mflags, range, dam_mod, dur_mod;
2089 /* 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
2090 * direction the player is pointing. 1971 * direction the player is pointing.
2091 */ 1972 */
2092 if (!dir) 1973 if (!dir)
2093 dir = op->facing; 1974 dir = op->facing;
1975
2094 if (!dir) 1976 if (!dir)
2095 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 */
2096 1978
2097 /* Calculate these once here */ 1979 /* Calculate these once here */
2098 range = spell->range + SP_level_range_adjust (caster, spell); 1980 range = spell->range + SP_level_range_adjust (caster, spell);
2125 object *disease = arch_to_object (spell->other_arch); 2007 object *disease = arch_to_object (spell->other_arch);
2126 2008
2127 disease->set_owner (op); 2009 disease->set_owner (op);
2128 set_spell_skill (op, caster, spell, disease); 2010 set_spell_skill (op, caster, spell, disease);
2129 disease->stats.exp = 0; 2011 disease->stats.exp = 0;
2130 disease->level = caster_level (caster, spell); 2012 disease->level = casting_level (caster, spell);
2131 2013
2132 /* do level adjustments */ 2014 /* do level adjustments */
2133 if (disease->stats.wc) 2015 if (disease->stats.wc)
2134 disease->stats.wc += dur_mod / 2; 2016 disease->stats.wc += dur_mod / 2;
2135 2017
2136 if (disease->magic > 0) 2018 if (disease->magic > 0)
2137 disease->magic += dur_mod / 4; 2019 disease->magic += dur_mod / 8;
2138 2020
2139 if (disease->stats.maxhp > 0) 2021 if (disease->stats.maxhp > 0)
2140 disease->stats.maxhp += dur_mod; 2022 disease->stats.maxhp += dur_mod;
2141 2023
2142 if (disease->stats.maxgrace > 0) 2024 if (disease->stats.maxgrace > 0)
2177 if (disease->stats.sp) 2059 if (disease->stats.sp)
2178 disease->stats.sp -= dam_mod; 2060 disease->stats.sp -= dam_mod;
2179 2061
2180 if (infect_object (walk, disease, 1)) 2062 if (infect_object (walk, disease, 1))
2181 { 2063 {
2182 object *flash; /* visual effect for inflicting disease */
2183
2184 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);
2185 2065
2186 disease->destroy (); /* don't need this one anymore */ 2066 disease->destroy (true); /* don't need this one anymore */
2187 flash = get_archetype (ARCH_DETECT_MAGIC); 2067 walk->map->insert (get_archetype ("detect_magic"), x, y, op);
2188 flash->x = x;
2189 flash->y = y;
2190 flash->map = walk->map;
2191 insert_ob_in_map (flash, walk->map, op, 0);
2192 return 1; 2068 return 1;
2193 } 2069 }
2194 2070
2195 disease->destroy (); 2071 disease->destroy (true);
2196 } 2072 }
2197 } /* if living creature */ 2073 } /* if living creature */
2198 } /* for range of spaces */ 2074 } /* for range of spaces */
2075
2199 new_draw_info (NDI_UNIQUE, 0, op, "No one caught anything!"); 2076 new_draw_info (NDI_UNIQUE, 0, op, "No one caught anything!");
2200 return 1; 2077 return 1;
2201} 2078}

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines