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Comparing deliantra/server/server/spell_attack.C (file contents):
Revision 1.23 by root, Mon Dec 25 11:25:50 2006 UTC vs.
Revision 1.69 by root, Thu Dec 4 01:07:35 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 {
178 op->destroy (); 170 op->drop_and_destroy ();
179 return; 171 return;
180 } 172 }
181 173
182 hit_map (op, 0, op->attacktype, 1); 174 hit_map (op, 0, op->attacktype, 1);
183 175
184 if (!op->direction) 176 if (!op->direction)
185 return; 177 return;
186 178
187 if (--op->range < 0) 179 if (--op->range < 0)
188 {
189 op->range = 0; 180 op->range = 0;
190 }
191 else 181 else
192 { 182 {
193 x = op->x + DIRX (op); 183 x = op->x + DIRX (op);
194 y = op->y + DIRY (op); 184 y = op->y + DIRY (op);
195 m = op->map; 185 m = op->map;
203 * on the space. So only call reflwall if we think the data it returns 193 * on the space. So only call reflwall if we think the data it returns
204 * will be useful. 194 * will be useful.
205 */ 195 */
206 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)) || ((mflags & P_IS_ALIVE) && reflwall (m, x, y, op))) 196 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)) || ((mflags & P_IS_ALIVE) && reflwall (m, x, y, op)))
207 { 197 {
208
209 if (!QUERY_FLAG (op, FLAG_REFLECTING)) 198 if (!QUERY_FLAG (op, FLAG_REFLECTING))
210 return; 199 return;
211 200
212 /* Since walls don't run diagonal, if the bolt is in 201 /* Since walls don't run diagonal, if the bolt is in
213 * one of 4 main directions, it just reflects back in the 202 * one of 4 main directions, it just reflects back in the
243 else if (left) 232 else if (left)
244 op->direction = absdir (op->direction + 2); 233 op->direction = absdir (op->direction + 2);
245 else if (right) 234 else if (right)
246 op->direction = absdir (op->direction - 2); 235 op->direction = absdir (op->direction - 2);
247 } 236 }
237
248 update_turn_face (op); /* A bolt *must* be IS_TURNABLE */ 238 update_turn_face (op); /* A bolt *must* be IS_TURNABLE */
249 return; 239 return;
250 } 240 }
251 else 241 else
252 { /* Create a copy of this object and put it ahead */ 242 { /* Create a copy of this object and put it ahead */
253 tmp = op->clone (); 243 object *tmp = op->clone ();
254 244
245 m->insert (tmp, x, y, op);
255 tmp->speed_left = -0.1; 246 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 */ 247 /* To make up for the decrease at the top of the function */
259 tmp->duration++; 248 tmp->duration++;
260 249
261 /* New forking code. Possibly create forks of this object 250 /* New forking code. Possibly create forks of this object
262 * going off in other directions. 251 * going off in other directions.
263 */ 252 */
264
265 if (rndm (0, 99) < tmp->stats.Dex) 253 if (tmp->stats.Dex && rndm (0, 99) < tmp->stats.Dex)
266 { /* stats.Dex % of forking */ 254 forklightning (op, tmp); /* stats.Dex % of forking */
267 forklightning (op, tmp); 255
268 }
269 /* In this way, the object left behind sticks on the space, but 256 /* In this way, the object left behind sticks on the space, but
270 * doesn't create any bolts that continue to move onward. 257 * doesn't create any bolts that continue to move onward.
271 */ 258 */
272 op->range = 0; 259 op->range = 0;
273 } /* copy object and move it along */ 260 } /* copy object and move it along */
296 return 0; 283 return 0;
297 284
298 /* peterm: level dependency for bolts */ 285 /* peterm: level dependency for bolts */
299 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob); 286 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob);
300 tmp->attacktype = spob->attacktype; 287 tmp->attacktype = spob->attacktype;
288
301 if (spob->slaying) 289 if (spob->slaying)
302 tmp->slaying = spob->slaying; 290 tmp->slaying = spob->slaying;
291
303 tmp->range = spob->range + SP_level_range_adjust (caster, spob); 292 tmp->range = spob->range + SP_level_range_adjust (caster, spob);
304 tmp->duration = spob->duration + SP_level_duration_adjust (caster, spob); 293 tmp->duration = spob->duration + SP_level_duration_adjust (caster, spob);
305 tmp->stats.Dex = spob->stats.Dex; 294 tmp->stats.Dex = spob->stats.Dex;
306 tmp->stats.Con = spob->stats.Con; 295 tmp->stats.Con = spob->stats.Con;
307 296
318 307
319 maptile *newmap; 308 maptile *newmap;
320 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y); 309 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y);
321 if (mflags & P_OUT_OF_MAP) 310 if (mflags & P_OUT_OF_MAP)
322 { 311 {
323 tmp->destroy (); 312 tmp->drop_and_destroy ();
324 return 0; 313 return 0;
325 } 314 }
326 315
327 tmp->map = newmap; 316 tmp->map = newmap;
328 317
329 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y))) 318 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y)))
330 { 319 {
331 if (!QUERY_FLAG (tmp, FLAG_REFLECTING)) 320 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
332 { 321 {
333 tmp->destroy (); 322 tmp->drop_and_destroy ();
334 return 0; 323 return 0;
335 } 324 }
336 325
337 tmp->x = op->x; 326 tmp->x = op->x;
338 tmp->y = op->y; 327 tmp->y = op->y;
339 tmp->direction = absdir (tmp->direction + 4); 328 tmp->direction = absdir (tmp->direction + 4);
340 tmp->map = op->map; 329 tmp->map = op->map;
341 } 330 }
342 331
343 if ((tmp = insert_ob_in_map (tmp, tmp->map, op, 0)) != NULL) 332 if ((tmp = tmp->insert_at (tmp, op)))
344 move_bolt (tmp); 333 move_bolt (tmp);
345 334
346 return 1; 335 return 1;
347} 336}
348
349
350 337
351/*************************************************************************** 338/***************************************************************************
352 * 339 *
353 * BULLET/BALL CODE 340 * BULLET/BALL CODE
354 * 341 *
355 ***************************************************************************/ 342 ***************************************************************************/
356 343
357/* expands an explosion. op is a piece of the 344/* expands an explosion. op is a piece of the
358 * explosion - this expans it in the different directions. 345 * explosion - this expands it in the different directions.
359 * At least that is what I think this does. 346 * At least that is what I think this does.
360 */ 347 */
361void 348void
362explosion (object *op) 349explosion (object *op)
363{ 350{
364 object *tmp;
365 maptile *m = op->map; 351 maptile *m = op->map;
366 int i; 352 int i;
367 353
368 if (--(op->duration) < 0) 354 if (--op->duration < 0)
369 { 355 {
370 op->destroy (); 356 op->destroy ();
371 return; 357 return;
372 } 358 }
373 359
379 { 365 {
380 sint16 dx, dy; 366 sint16 dx, dy;
381 367
382 dx = op->x + freearr_x[i]; 368 dx = op->x + freearr_x[i];
383 dy = op->y + freearr_y[i]; 369 dy = op->y + freearr_y[i];
370
384 /* ok_to_put_more already does things like checks for walls, 371 /* ok_to_put_more already does things like checks for walls,
385 * out of map, etc. 372 * out of map, etc.
386 */ 373 */
387 if (ok_to_put_more (op->map, dx, dy, op, op->attacktype)) 374 if (ok_to_put_more (op->map, dx, dy, op, op->attacktype))
388 { 375 {
389 tmp = op->clone (); 376 object *tmp = op->clone ();
377
390 tmp->state = 0; 378 tmp->state = 0;
391 tmp->speed_left = -0.21; 379 tmp->speed_left = -0.21f;
392 tmp->range--; 380 tmp->range--;
393 tmp->value = 0; 381 tmp->value = 0;
394 tmp->x = dx; 382
395 tmp->y = dy; 383 m->insert (tmp, dx, dy, op);
396 insert_ob_in_map (tmp, m, op, 0);
397 } 384 }
398 } 385 }
399 } 386 }
400} 387}
401
402 388
403/* Causes an object to explode, eg, a firebullet, 389/* Causes an object to explode, eg, a firebullet,
404 * poison cloud ball, etc. op is the object to 390 * poison cloud ball, etc. op is the object to
405 * explode. 391 * explode.
406 */ 392 */
407void 393void
408explode_bullet (object *op) 394explode_bullet (object *op)
409{ 395{
410 object *tmp, *owner; 396 object *tmp, *owner;
411 397
412 if (op->other_arch == NULL) 398 if (!op->other_arch)
413 { 399 {
414 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n"); 400 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n");
415 op->destroy (); 401 op->destroy ();
416 return; 402 return;
417 } 403 }
418 404
419 if (op->env) 405 if (op->env)
420 { 406 {
421 object *env; 407 object *env = op->outer_env ();
422 408
423 env = object_get_env_recursive (op);
424 if (env->map == NULL || out_of_map (env->map, env->x, env->y)) 409 if (!env->map || out_of_map (env->map, env->x, env->y))
425 { 410 {
426 LOG (llevError, "BUG: explode_bullet(): env out of map\n"); 411 LOG (llevError, "BUG: explode_bullet(): env out of map\n");
427 op->destroy (); 412 op->destroy ();
428 return; 413 return;
429 } 414 }
430 415
431 op->remove (); 416 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 } 417 }
436 else if (out_of_map (op->map, op->x, op->y)) 418 else if (out_of_map (op->map, op->x, op->y))
437 { 419 {
438 LOG (llevError, "BUG: explode_bullet(): op out of map\n"); 420 LOG (llevError, "BUG: explode_bullet(): op out of map\n");
439 op->destroy (); 421 op->destroy ();
450 } 432 }
451 433
452 if (op->attacktype) 434 if (op->attacktype)
453 { 435 {
454 hit_map (op, 0, op->attacktype, 1); 436 hit_map (op, 0, op->attacktype, 1);
437
455 if (op->destroyed ()) 438 if (op->destroyed ())
456 return; 439 return;
457 } 440 }
458 441
459 /* other_arch contains what this explodes into */ 442 /* other_arch contains what this explodes into */
462 tmp->set_owner (op); 445 tmp->set_owner (op);
463 tmp->skill = op->skill; 446 tmp->skill = op->skill;
464 447
465 owner = op->owner; 448 owner = op->owner;
466 449
467 if ((tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) && owner && !tailor_god_spell (tmp, owner)) 450 if ((tmp->attacktype & AT_HOLYWORD
451 || tmp->attacktype & AT_GODPOWER)
452 && owner
453 && !tailor_god_spell (tmp, owner))
468 { 454 {
469 op->destroy (); 455 op->destroy ();
470 return; 456 return;
471 } 457 }
472
473 tmp->x = op->x;
474 tmp->y = op->y;
475 458
476 /* special for bombs - it actually has sane values for these */ 459 /* special for bombs - it actually has sane values for these */
477 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB) 460 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB)
478 { 461 {
479 tmp->attacktype = op->attacktype; 462 tmp->attacktype = op->attacktype;
483 } 466 }
484 else 467 else
485 { 468 {
486 if (op->attacktype & AT_MAGIC) 469 if (op->attacktype & AT_MAGIC)
487 tmp->attacktype |= AT_MAGIC; 470 tmp->attacktype |= AT_MAGIC;
471
488 /* Spell doc describes what is going on here */ 472 /* Spell doc describes what is going on here */
489 tmp->stats.dam = op->dam_modifier; 473 tmp->stats.dam = op->dam_modifier;
490 tmp->range = op->stats.maxhp; 474 tmp->range = op->stats.maxhp;
491 tmp->duration = op->stats.hp; 475 tmp->duration = op->stats.hp;
492 /* Used for spell tracking - just need a unique val for this spell - 476 /* Used for spell tracking - just need a unique val for this spell -
500 tmp->stats.sp = op->direction; 484 tmp->stats.sp = op->direction;
501 485
502 /* Prevent recursion */ 486 /* Prevent recursion */
503 op->move_on = 0; 487 op->move_on = 0;
504 488
505 insert_ob_in_map (tmp, op->map, op, 0); 489 tmp->insert_at (op, op);
490 tmp->play_sound (tmp->sound);
491
506 /* remove the firebullet */ 492 /* remove the firebullet */
507 if (!op->destroyed ())
508 {
509 op->destroy (); 493 op->destroy ();
510 }
511} 494}
512
513
514 495
515/* checks to see what op should do, given the space it is on 496/* checks to see what op should do, given the space it is on
516 * (eg, explode, damage player, etc) 497 * (eg, explode, damage player, etc)
517 */ 498 */
518
519void 499void
520check_bullet (object *op) 500check_bullet (object *op)
521{ 501{
522 object *tmp; 502 object *tmp;
523 int dam, mflags; 503 int dam, mflags;
538 518
539 /* If nothing alive on this space, no reason to do anything further */ 519 /* If nothing alive on this space, no reason to do anything further */
540 if (!(mflags & P_IS_ALIVE)) 520 if (!(mflags & P_IS_ALIVE))
541 return; 521 return;
542 522
543 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 523 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
544 { 524 {
545 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 525 if (QUERY_FLAG (tmp, FLAG_ALIVE))
546 { 526 {
547 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1); 527 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1);
528
529 // TODO: can't understand the following if's
548 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0) 530 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0)
549 { 531 {
550 if (!QUERY_FLAG (op, FLAG_REMOVED)) 532 if (!QUERY_FLAG (op, FLAG_REMOVED))
551 { 533 {
552 op->destroy (); 534 op->destroy ();
612 op->destroy (); 594 op->destroy ();
613 595
614 return; 596 return;
615 } 597 }
616 598
617 op->remove (); 599 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; 600 return;
622 601
623 if (reflwall (op->map, op->x, op->y, op)) 602 if (reflwall (op->map, op->x, op->y, op))
624 { 603 {
625 op->direction = absdir (op->direction + 4); 604 op->direction = absdir (op->direction + 4);
626 update_turn_face (op); 605 update_turn_face (op);
627 } 606 }
628 else 607 else
629 check_bullet (op); 608 check_bullet (op);
630} 609}
631
632
633
634 610
635/* fire_bullet 611/* fire_bullet
636 * object op (cast from caster) files a bolt in dir. 612 * object op (cast from caster) files a bolt in dir.
637 * spob is the spell object for the bolt. 613 * spob is the spell object for the bolt.
638 * we remove the magic flag - that can be derived from 614 * we remove the magic flag - that can be derived from
639 * spob->attacktype. 615 * spob->attacktype.
640 * This function sets up the appropriate owner and skill 616 * This function sets up the appropriate owner and skill
641 * pointers. 617 * pointers.
642 */ 618 */
643
644int 619int
645fire_bullet (object *op, object *caster, int dir, object *spob) 620fire_bullet (object *op, object *caster, int dir, object *spob)
646{ 621{
647 object *tmp = NULL; 622 object *tmp = NULL;
648 int mflags; 623 int mflags;
649 624
650 if (!spob->other_arch) 625 if (!spob->other_arch)
651 return 0; 626 return 0;
652 627
653 tmp = arch_to_object (spob->other_arch); 628 tmp = spob->other_arch->instance ();
654 if (tmp == NULL) 629 if (!tmp)
655 return 0; 630 return 0;
656 631
657 /* peterm: level dependency for bolts */ 632 /* peterm: level dependency for bolts */
658 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob); 633 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob);
659 tmp->attacktype = spob->attacktype; 634 tmp->attacktype = spob->attacktype;
660 if (spob->slaying) 635 if (spob->slaying)
661 tmp->slaying = spob->slaying; 636 tmp->slaying = spob->slaying;
662 637
672 SET_ANIMATION (tmp, dir); 647 SET_ANIMATION (tmp, dir);
673 648
674 tmp->set_owner (op); 649 tmp->set_owner (op);
675 set_spell_skill (op, caster, spob, tmp); 650 set_spell_skill (op, caster, spob, tmp);
676 651
677 tmp->x = op->x + freearr_x[dir]; 652 tmp->x = op->x + freearr_x[dir];
678 tmp->y = op->y + freearr_y[dir]; 653 tmp->y = op->y + freearr_y[dir];
679 tmp->map = op->map; 654 tmp->map = op->map;
680 655
681 maptile *newmap; 656 maptile *newmap;
682 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y); 657 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y);
683 if (mflags & P_OUT_OF_MAP) 658 if (mflags & P_OUT_OF_MAP)
700 tmp->y = op->y; 675 tmp->y = op->y;
701 tmp->direction = absdir (tmp->direction + 4); 676 tmp->direction = absdir (tmp->direction + 4);
702 tmp->map = op->map; 677 tmp->map = op->map;
703 } 678 }
704 679
705 if ((tmp = insert_ob_in_map (tmp, tmp->map, op, 0))) 680 if ((tmp = tmp->insert_at (tmp, op)))
706 check_bullet (tmp); 681 check_bullet (tmp);
707 682
708 return 1; 683 return 1;
709} 684}
710
711
712
713 685
714/***************************************************************************** 686/*****************************************************************************
715 * 687 *
716 * CONE RELATED FUNCTIONS 688 * CONE RELATED FUNCTIONS
717 * 689 *
718 *****************************************************************************/ 690 *****************************************************************************/
719 691
720
721/* drops an object based on what is in the cone's "other_arch" */ 692/* drops an object based on what is in the cone's "other_arch" */
722void 693void
723cone_drop (object *op) 694cone_drop (object *op)
724{ 695{
725 object *new_ob = arch_to_object (op->other_arch); 696 object *new_ob = arch_to_object (op->other_arch);
726 697
727 new_ob->x = op->x;
728 new_ob->y = op->y;
729 new_ob->level = op->level; 698 new_ob->level = op->level;
730 new_ob->set_owner (op->owner); 699 new_ob->set_owner (op->owner);
731 700
732 /* preserve skill ownership */ 701 /* preserve skill ownership */
733 if (op->skill && op->skill != new_ob->skill) 702 if (op->skill && op->skill != new_ob->skill)
734 {
735 new_ob->skill = op->skill; 703 new_ob->skill = op->skill;
736 }
737 insert_ob_in_map (new_ob, op->map, op, 0);
738 704
705 new_ob->insert_at (op, op);
739} 706}
740 707
741/* move_cone: causes cone object 'op' to move a space/hit creatures */ 708/* move_cone: causes cone object 'op' to move a space/hit creatures */
742 709
743void 710void
744move_cone (object *op) 711move_cone (object *op)
745{ 712{
746 int i;
747
748 /* if no map then hit_map will crash so just ignore object */ 713 /* if no map then hit_map will crash so just ignore object */
749 if (!op->map) 714 if (!op->map)
750 { 715 {
751 LOG (llevError, "Tried to move_cone object %s without a map.\n", op->name ? &op->name : "unknown"); 716 LOG (llevError, "Tried to move_cone object %s without a map.\n", op->name ? &op->name : "unknown");
752 op->speed = 0; 717 op->set_speed (0);
753 update_ob_speed (op);
754 return; 718 return;
755 } 719 }
756 720
757 /* lava saves it's life, but not yours :) */ 721 /* lava saves it's life, but not yours :) */
758 if (QUERY_FLAG (op, FLAG_LIFESAVE)) 722 if (QUERY_FLAG (op, FLAG_LIFESAVE))
773 } 737 }
774#endif 738#endif
775 739
776 hit_map (op, 0, op->attacktype, 0); 740 hit_map (op, 0, op->attacktype, 0);
777 741
742 if (!op->is_on_map ())
743 return;
744
778 /* Check to see if we should push anything. 745 /* Check to see if we should push anything.
779 * Spell objects with weight push whatever they encounter to some 746 * Spell objects with weight push whatever they encounter to some
780 * degree. 747 * degree.
781 */ 748 */
782 if (op->weight) 749 if (op->weight)
750 {
783 check_spell_knockback (op); 751 check_spell_knockback (op);
784 752
785 if (op->destroyed ()) 753 if (!op->is_on_map ())
786 return; 754 return;
755 }
787 756
788 if ((op->duration--) < 0) 757 if (op->duration-- < 0)
789 { 758 {
790 op->destroy (); 759 op->destroy ();
791 return; 760 return;
792 } 761 }
793 /* Object has hit maximum range, so don't have it move 762 /* Object has hit maximum range, so don't have it move
798 { 767 {
799 op->range = 0; /* just so it doesn't wrap */ 768 op->range = 0; /* just so it doesn't wrap */
800 return; 769 return;
801 } 770 }
802 771
803 for (i = -1; i < 2; i++) 772 for (int i = -1; i <= 1; i++)
804 { 773 {
805 sint16 x = op->x + freearr_x[absdir (op->stats.sp + i)], y = op->y + freearr_y[absdir (op->stats.sp + i)]; 774 sint16 x = op->x + freearr_x[absdir (op->stats.sp + i)], y = op->y + freearr_y[absdir (op->stats.sp + i)];
806 775
807 if (ok_to_put_more (op->map, x, y, op, op->attacktype)) 776 if (ok_to_put_more (op->map, x, y, op, op->attacktype))
808 { 777 {
809 object *tmp = op->clone (); 778 object *tmp = op->clone ();
810
811 tmp->x = x;
812 tmp->y = y;
813 779
814 tmp->duration = op->duration + 1; 780 tmp->duration = op->duration + 1;
815 781
816 /* Use for spell tracking - see ok_to_put_more() */ 782 /* Use for spell tracking - see ok_to_put_more() */
817 tmp->stats.maxhp = op->stats.maxhp; 783 tmp->stats.maxhp = op->stats.maxhp;
818 insert_ob_in_map (tmp, op->map, op, 0); 784
785 op->map->insert (tmp, x, y, op);
786
819 if (tmp->other_arch) 787 if (tmp->other_arch)
820 cone_drop (tmp); 788 cone_drop (tmp);
821 } 789 }
822 } 790 }
823} 791}
856 824
857 /* Need to know what the movetype of the object we are about 825 /* 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 826 * to create is, so we can know if the space we are about to
859 * insert it into is blocked. 827 * insert it into is blocked.
860 */ 828 */
861 movetype = spell->other_arch->clone.move_type; 829 movetype = spell->other_arch->move_type;
862 830
863 for (i = range_min; i <= range_max; i++) 831 for (i = range_min; i <= range_max; i++)
864 { 832 {
865 sint16 x, y, d; 833 sint16 x, y, d;
866 834
901 869
902 success = 1; 870 success = 1;
903 tmp = arch_to_object (spell->other_arch); 871 tmp = arch_to_object (spell->other_arch);
904 tmp->set_owner (op); 872 tmp->set_owner (op);
905 set_spell_skill (op, caster, spell, tmp); 873 set_spell_skill (op, caster, spell, tmp);
906 tmp->level = caster_level (caster, spell); 874 tmp->level = casting_level (caster, spell);
907 tmp->x = sx;
908 tmp->y = sy;
909 tmp->attacktype = spell->attacktype; 875 tmp->attacktype = spell->attacktype;
910 876
911 /* holy word stuff */ 877 /* holy word stuff */
912 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER)) 878 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER))
913 if (!tailor_god_spell (tmp, op)) 879 if (!tailor_god_spell (tmp, op))
947 else 913 else
948 tmp->duration += caster->level / 3; 914 tmp->duration += caster->level / 3;
949 } 915 }
950 916
951 if (!(tmp->move_type & MOVE_FLY_LOW)) 917 if (!(tmp->move_type & MOVE_FLY_LOW))
952 LOG (llevDebug, "cast_cone(): arch %s doesn't have flying 1\n", &spell->other_arch->name); 918 LOG (llevDebug, "cast_cone(): arch %s doesn't have flying 1\n", &spell->other_arch->archname);
953 919
954 if (!tmp->move_on && tmp->stats.dam) 920 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); 921 LOG (llevDebug, "cast_cone(): arch %s doesn't have move_on set\n", &spell->other_arch->archname);
957 }
958 922
959 insert_ob_in_map (tmp, m, op, 0); 923 m->insert (tmp, sx, sy, op);
960 924
961 /* This is used for tracking spells so that one effect doesn't hit 925 /* This is used for tracking spells so that one effect doesn't hit
962 * a single space too many times. 926 * a single space too many times.
963 */ 927 */
964 tmp->stats.maxhp = tmp->count; 928 tmp->stats.maxhp = tmp->count;
974 * 938 *
975 * BOMB related code 939 * BOMB related code
976 * 940 *
977 ****************************************************************************/ 941 ****************************************************************************/
978 942
979
980/* This handles an exploding bomb. 943/* This handles an exploding bomb.
981 * op is the original bomb object. 944 * op is the original bomb object.
982 */ 945 */
983void 946void
984animate_bomb (object *op) 947animate_bomb (object *op)
985{ 948{
986 int i;
987 object *env, *tmp;
988 archetype *at;
989
990 if (op->state != NUM_ANIMATIONS (op) - 1) 949 if (op->state != NUM_ANIMATIONS (op) - 1)
991 return; 950 return;
992 951
993 env = object_get_env_recursive (op); 952 object *env = op->outer_env ();
994 953
995 if (op->env) 954 if (op->env)
996 { 955 {
997 if (env->map == NULL) 956 if (env->map == NULL)
998 return; 957 return;
999 958
1000 if (env->type == PLAYER) 959 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; 960 return;
1008 } 961 }
1009 962
1010 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent bomb from exploding 963 // 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 964 // on a safe map. I don't like this special casing, but it seems to be neccessary
1018 971
1019 /* This copies a lot of the code from the fire bullet, 972 /* This copies a lot of the code from the fire bullet,
1020 * but using the cast_bullet isn't really feasible, 973 * but using the cast_bullet isn't really feasible,
1021 * so just set up the appropriate values. 974 * so just set up the appropriate values.
1022 */ 975 */
1023 at = archetype::find (SPLINT); 976 if (archetype *at = archetype::find (SPLINT))
1024 if (at)
1025 { 977 {
1026 for (i = 1; i < 9; i++) 978 for (int i = 1; i < 9; i++)
1027 { 979 {
1028 if (out_of_map (op->map, op->x + freearr_x[i], op->y + freearr_x[i])) 980 if (out_of_map (op->map, op->x + freearr_x[i], op->y + freearr_x[i]))
1029 continue; 981 continue;
982
1030 tmp = arch_to_object (at); 983 object *tmp = arch_to_object (at);
1031 tmp->direction = i; 984 tmp->direction = i;
1032 tmp->range = op->range; 985 tmp->range = op->range;
1033 tmp->stats.dam = op->stats.dam; 986 tmp->stats.dam = op->stats.dam;
1034 tmp->duration = op->duration; 987 tmp->duration = op->duration;
1035 tmp->attacktype = op->attacktype; 988 tmp->attacktype = op->attacktype;
1036 tmp->set_owner (op); 989 tmp->set_owner (op);
1037 if (op->skill && op->skill != tmp->skill) 990 if (op->skill && op->skill != tmp->skill)
1038 {
1039 tmp->skill = op->skill; 991 tmp->skill = op->skill;
1040 } 992
1041 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) 993 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
1042 SET_ANIMATION (tmp, i); 994 SET_ANIMATION (tmp, i);
1043 tmp->x = op->x + freearr_x[i]; 995
1044 tmp->y = op->y + freearr_x[i]; 996 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); 997 move_bullet (tmp);
1047 } 998 }
1048 } 999 }
1049 1000
1050 explode_bullet (op); 1001 explode_bullet (op);
1051} 1002}
1052 1003
1053int 1004int
1054create_bomb (object *op, object *caster, int dir, object *spell) 1005create_bomb (object *op, object *caster, int dir, object *spell)
1055{ 1006{
1056
1057 object *tmp; 1007 object *tmp;
1058 int mflags; 1008 int mflags;
1059 sint16 dx = op->x + freearr_x[dir], dy = op->y + freearr_y[dir]; 1009 sint16 dx = op->x + freearr_x[dir], dy = op->y + freearr_y[dir];
1060 maptile *m; 1010 maptile *m;
1061 1011
1063 if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, dx, dy) & MOVE_WALK)) 1013 if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, dx, dy) & MOVE_WALK))
1064 { 1014 {
1065 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way."); 1015 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way.");
1066 return 0; 1016 return 0;
1067 } 1017 }
1018
1068 tmp = arch_to_object (spell->other_arch); 1019 tmp = arch_to_object (spell->other_arch);
1069 1020
1070 /* level dependencies for bomb */ 1021 /* level dependencies for bomb */
1071 tmp->range = spell->range + SP_level_range_adjust (caster, spell); 1022 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
1072 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1023 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1073 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell); 1024 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
1074 tmp->attacktype = spell->attacktype; 1025 tmp->attacktype = spell->attacktype;
1075 1026
1076 tmp->set_owner (op); 1027 tmp->set_owner (op);
1077 set_spell_skill (op, caster, spell, tmp); 1028 set_spell_skill (op, caster, spell, tmp);
1078 tmp->x = dx; 1029
1079 tmp->y = dy; 1030 m->insert (tmp, dx, dy, op);
1080 insert_ob_in_map (tmp, m, op, 0);
1081 return 1; 1031 return 1;
1082} 1032}
1083 1033
1084/**************************************************************************** 1034/****************************************************************************
1085 * 1035 *
1094 * dir is the direction to look in. 1044 * dir is the direction to look in.
1095 * range is how far out to look. 1045 * range is how far out to look.
1096 * type is the type of spell - either SPELL_MANA or SPELL_GRACE. 1046 * type is the type of spell - either SPELL_MANA or SPELL_GRACE.
1097 * this info is used for blocked magic/unholy spaces. 1047 * this info is used for blocked magic/unholy spaces.
1098 */ 1048 */
1099
1100object * 1049object *
1101get_pointed_target (object *op, int dir, int range, int type) 1050get_pointed_target (object *op, int dir, int range, int type)
1102{ 1051{
1103 object *target; 1052 object *target;
1104 sint16 x, y; 1053 sint16 x, y;
1123 return NULL; 1072 return NULL;
1124 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW) 1073 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW)
1125 return NULL; 1074 return NULL;
1126 1075
1127 if (mflags & P_IS_ALIVE) 1076 if (mflags & P_IS_ALIVE)
1128 {
1129 for (target = GET_MAP_OB (mp, x, y); target; target = target->above) 1077 for (target = GET_MAP_OB (mp, x, y); target; target = target->above)
1130 { 1078 if (QUERY_FLAG (target, FLAG_MONSTER))
1131 if (QUERY_FLAG (target->head ? target->head : target, FLAG_MONSTER))
1132 {
1133 return target; 1079 return target;
1134 }
1135 }
1136 }
1137 } 1080 }
1081
1138 return NULL; 1082 return NULL;
1139} 1083}
1140
1141 1084
1142/* cast_smite_arch() - the priest points to a creature and causes 1085/* cast_smite_arch() - the priest points to a creature and causes
1143 * a 'godly curse' to decend. 1086 * a 'godly curse' to decend.
1144 * usual params - 1087 * usual params -
1145 * op = player 1088 * op = player
1146 * caster = object casting the spell. 1089 * caster = object casting the spell.
1147 * dir = direction being cast 1090 * dir = direction being cast
1148 * spell = spell object 1091 * spell = spell object
1149 */ 1092 */
1150
1151int 1093int
1152cast_smite_spell (object *op, object *caster, int dir, object *spell) 1094cast_smite_spell (object *op, object *caster, int dir, object *spell)
1153{ 1095{
1154 object *effect, *target; 1096 object *effect, *target;
1155 object *god = find_god (determine_god (op)); 1097 object *god = find_god (determine_god (op));
1179 effect = arch_to_object (spell->other_arch); 1121 effect = arch_to_object (spell->other_arch);
1180 else 1122 else
1181 return 0; 1123 return 0;
1182 1124
1183 /* tailor the effect by priest level and worshipped God */ 1125 /* tailor the effect by priest level and worshipped God */
1184 effect->level = caster_level (caster, spell); 1126 effect->level = casting_level (caster, spell);
1185 effect->attacktype = spell->attacktype; 1127 effect->attacktype = spell->attacktype;
1186 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER)) 1128 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER))
1187 { 1129 {
1188 if (tailor_god_spell (effect, op)) 1130 if (tailor_god_spell (effect, op))
1189 new_draw_info_format (NDI_UNIQUE, 0, op, "%s answers your call!", determine_god (op)); 1131 new_draw_info_format (NDI_UNIQUE, 0, op, "%s answers your call!", determine_god (op));
1228 1170
1229 effect->set_owner (op); 1171 effect->set_owner (op);
1230 set_spell_skill (op, caster, spell, effect); 1172 set_spell_skill (op, caster, spell, effect);
1231 1173
1232 /* ok, tell it where to be, and insert! */ 1174 /* ok, tell it where to be, and insert! */
1233 effect->x = target->x; 1175 effect->insert_at (target, op);
1234 effect->y = target->y;
1235 insert_ob_in_map (effect, target->map, op, 0);
1236 1176
1237 return 1; 1177 return 1;
1238} 1178}
1239
1240 1179
1241/**************************************************************************** 1180/****************************************************************************
1242 * 1181 *
1243 * MAGIC MISSILE code. 1182 * MAGIC MISSILE code.
1244 * note that the fire_bullet is used to fire the missile. The 1183 * note that the fire_bullet is used to fire the missile. The
1247 1186
1248/* op is a missile that needs to be moved */ 1187/* op is a missile that needs to be moved */
1249void 1188void
1250move_missile (object *op) 1189move_missile (object *op)
1251{ 1190{
1252 int i, mflags;
1253 object *owner;
1254 sint16 new_x, new_y;
1255 maptile *m;
1256
1257 if (op->range-- <= 0) 1191 if (op->range-- <= 0)
1258 { 1192 {
1193 op->drop_and_destroy ();
1194 return;
1195 }
1196
1197 mapxy pos (op);
1198 pos.move (op->direction);
1199
1200 if (!pos.normalise ())
1201 {
1259 op->destroy (); 1202 op->destroy ();
1260 return; 1203 return;
1261 } 1204 }
1262 1205
1263 owner = op->owner; 1206 mapspace &ms = pos.ms ();
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 {
1270 op->destroy ();
1271 return;
1272 }
1273#endif
1274 1207
1275 new_x = op->x + DIRX (op); 1208 if (ms.flags () & P_IS_ALIVE || ms.blocks (op))
1276 new_y = op->y + DIRY (op);
1277
1278 mflags = get_map_flags (op->map, &m, new_x, new_y, &new_x, &new_y);
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 { 1209 {
1282 hit_map (op, op->direction, AT_MAGIC, 1); 1210 hit_map (op, op->direction, AT_MAGIC, 1);
1283 /* Basically, missile only hits one thing then goes away. 1211 /* Basically, missile only hits one thing then goes away.
1284 * we need to remove it if someone hasn't already done so. 1212 * we need to remove it if someone hasn't already done so.
1285 */ 1213 */
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 (); 1214 op->destroy ();
1297 return; 1215 return;
1298 } 1216 }
1299 1217
1300 op->x = new_x; 1218 if (!op->direction)
1301 op->y = new_y; 1219 {
1302 op->map = m; 1220 op->destroy ();
1221 return;
1222 }
1223
1303 i = spell_find_dir (op->map, op->x, op->y, op->owner); 1224 int i = spell_find_dir (pos.m, pos.x, pos.y, op->owner);
1304 if (i > 0 && i != op->direction) 1225 if (i > 0 && i != op->direction)
1305 { 1226 {
1306 op->direction = i; 1227 op->direction = i;
1307 SET_ANIMATION (op, op->direction); 1228 SET_ANIMATION (op, op->direction);
1308 } 1229 }
1309 1230
1310 insert_ob_in_map (op, op->map, op, 0); 1231 pos.insert (op, op);
1311} 1232}
1312 1233
1313/**************************************************************************** 1234/****************************************************************************
1314 * Destruction 1235 * Destruction
1315 ****************************************************************************/ 1236 ****************************************************************************/
1318 * we do this by creating a force and inserting it in the 1239 * we do this by creating a force and inserting it in the
1319 * object. if time is 0, the object glows permanently. To truely 1240 * object. if time is 0, the object glows permanently. To truely
1320 * make this work for non-living objects, we would have to 1241 * make this work for non-living objects, we would have to
1321 * give them the capability to have an inventory. b.t. 1242 * give them the capability to have an inventory. b.t.
1322 */ 1243 */
1323
1324int 1244int
1325make_object_glow (object *op, int radius, int time) 1245make_object_glow (object *op, int radius, int time)
1326{ 1246{
1327 object *tmp;
1328
1329 /* some things are unaffected... */ 1247 /* some things are unaffected... */
1330 if (op->path_denied & PATH_LIGHT) 1248 if (op->path_denied & PATH_LIGHT)
1331 return 0; 1249 return 0;
1332 1250
1333 tmp = get_archetype (FORCE_NAME); 1251 object *tmp = get_archetype (FORCE_NAME);
1334 tmp->speed = 0.01; 1252 tmp->speed = 0.01;
1335 tmp->stats.food = time; 1253 tmp->stats.food = time;
1336 SET_FLAG (tmp, FLAG_IS_USED_UP); 1254 SET_FLAG (tmp, FLAG_IS_USED_UP);
1337 tmp->glow_radius = radius;
1338 if (tmp->glow_radius > MAX_LIGHT_RADII)
1339 tmp->glow_radius = MAX_LIGHT_RADII; 1255 tmp->glow_radius = min (MAX_LIGHT_RADIUS, radius);
1340
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); 1256 tmp = insert_ob_in_ob (tmp, op);
1257
1346 if (tmp->glow_radius > op->glow_radius) 1258 if (tmp->glow_radius > op->glow_radius)
1347 op->glow_radius = tmp->glow_radius; 1259 op->glow_radius = tmp->glow_radius;
1348 1260
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; 1261 return 1;
1355} 1262}
1356
1357
1358
1359 1263
1360int 1264int
1361cast_destruction (object *op, object *caster, object *spell_ob) 1265cast_destruction (object *op, object *caster, object *spell_ob)
1362{ 1266{
1363 int i, j, range, mflags, friendly = 0, dam, dur; 1267 int i, j, range, mflags, friendly = 0, dam, dur;
1384 else if (caster->skill) 1288 else if (caster->skill)
1385 op->skill = caster->skill; 1289 op->skill = caster->skill;
1386 else 1290 else
1387 op->skill = NULL; 1291 op->skill = NULL;
1388 1292
1389 change_skill (op, find_skill_by_name (op, op->skill), 1); 1293 op->change_skill (find_skill_by_name (op, op->skill));
1390 1294
1391 for (i = -range; i < range; i++) 1295 for (i = -range; i <= range; i++)
1392 { 1296 {
1393 for (j = -range; j < range; j++) 1297 for (j = -range; j <= range; j++)
1394 { 1298 {
1395 m = op->map; 1299 m = op->map;
1396 sx = op->x + i; 1300 sx = op->x + i;
1397 sy = op->y + j; 1301 sy = op->y + j;
1302
1398 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy); 1303 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
1399 if (mflags & P_OUT_OF_MAP) 1304 if (mflags & P_OUT_OF_MAP)
1400 continue; 1305 continue;
1306
1401 if (mflags & P_IS_ALIVE) 1307 if (mflags & P_IS_ALIVE)
1402 { 1308 {
1403 for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above) 1309 for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above)
1404 {
1405 if (QUERY_FLAG (tmp, FLAG_ALIVE) || tmp->type == PLAYER) 1310 if (QUERY_FLAG (tmp, FLAG_ALIVE) || tmp->type == PLAYER)
1406 break; 1311 break;
1407 } 1312
1408 if (tmp) 1313 if (tmp)
1409 { 1314 {
1410 if (tmp->head) 1315 if (tmp->head)
1411 tmp = tmp->head; 1316 tmp = tmp->head;
1412 1317
1414 (!friendly && (QUERY_FLAG (tmp, FLAG_FRIENDLY) || tmp->type == PLAYER))) 1319 (!friendly && (QUERY_FLAG (tmp, FLAG_FRIENDLY) || tmp->type == PLAYER)))
1415 { 1320 {
1416 if (spell_ob->subtype == SP_DESTRUCTION) 1321 if (spell_ob->subtype == SP_DESTRUCTION)
1417 { 1322 {
1418 hit_player (tmp, dam, op, spell_ob->attacktype, 0); 1323 hit_player (tmp, dam, op, spell_ob->attacktype, 0);
1324
1419 if (spell_ob->other_arch) 1325 if (spell_ob->other_arch)
1420 {
1421 tmp = arch_to_object (spell_ob->other_arch); 1326 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 } 1327 }
1427 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist[ATNR_MAGIC] != 100) 1328 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist[ATNR_MAGIC] != 100)
1428 { 1329 {
1429 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch) 1330 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch)
1430 {
1431 object *effect = arch_to_object (spell_ob->other_arch); 1331 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 } 1332 }
1438 } 1333 }
1439 } 1334 }
1440 } 1335 }
1441 } 1336 }
1442 } 1337 }
1338
1443 op->skill = skill; 1339 op->skill = skill;
1444 return 1; 1340 return 1;
1445} 1341}
1446 1342
1447/*************************************************************************** 1343/***************************************************************************
1461 { 1357 {
1462 new_draw_info (NDI_UNIQUE, 0, op, "There is no one in that direction to curse."); 1358 new_draw_info (NDI_UNIQUE, 0, op, "There is no one in that direction to curse.");
1463 return 0; 1359 return 0;
1464 } 1360 }
1465 1361
1362 tmp = tmp->head_ ();
1363
1466 /* If we've already got a force of this type, don't add a new one. */ 1364 /* 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) 1365 for (force = tmp->inv; force; force = force->below)
1468 { 1366 {
1469 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY) 1367 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY)
1470 { 1368 {
1471 if (force->name == spell_ob->name) 1369 if (force->name == spell_ob->name)
1472 { 1370 {
1478 return 0; 1376 return 0;
1479 } 1377 }
1480 } 1378 }
1481 } 1379 }
1482 1380
1483 if (force == NULL) 1381 if (!force)
1484 { 1382 {
1485 force = get_archetype (FORCE_NAME); 1383 force = get_archetype (FORCE_NAME);
1486 force->subtype = FORCE_CHANGE_ABILITY; 1384 force->subtype = FORCE_CHANGE_ABILITY;
1385
1487 if (spell_ob->race) 1386 if (spell_ob->race)
1488 force->name = spell_ob->race; 1387 force->name = spell_ob->race;
1489 else 1388 else
1490 force->name = spell_ob->name; 1389 force->name = spell_ob->name;
1491 1390
1501 { 1400 {
1502 force->duration = duration; 1401 force->duration = duration;
1503 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 1402 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1504 } 1403 }
1505 else 1404 else
1506 {
1507 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1405 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1508 } 1406
1509 return 1; 1407 return 1;
1510 } 1408 }
1409
1511 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50; 1410 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1512 force->speed = 1.0; 1411 force->speed = 1.f;
1513 force->speed_left = -1.0; 1412 force->speed_left = -1.f;
1514 SET_FLAG (force, FLAG_APPLIED); 1413 SET_FLAG (force, FLAG_APPLIED);
1515 1414
1516 if (god) 1415 if (god)
1517 { 1416 {
1518 if (spell_ob->last_grace) 1417 if (spell_ob->last_grace)
1536 tmp->update_stats (); 1435 tmp->update_stats ();
1537 return 1; 1436 return 1;
1538 1437
1539} 1438}
1540 1439
1541
1542/********************************************************************** 1440/**********************************************************************
1543 * mood change 1441 * mood change
1544 * Arguably, this may or may not be an attack spell. But since it 1442 * 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 1443 * effects monsters, it seems best to put it into this file
1546 ***********************************************************************/ 1444 ***********************************************************************/
1559 1457
1560 /* We precompute some values here so that we don't have to keep 1458 /* We precompute some values here so that we don't have to keep
1561 * doing it over and over again. 1459 * doing it over and over again.
1562 */ 1460 */
1563 god = find_god (determine_god (op)); 1461 god = find_god (determine_god (op));
1564 level = caster_level (caster, spell); 1462 level = casting_level (caster, spell);
1565 range = spell->range + SP_level_range_adjust (caster, spell); 1463 range = spell->range + SP_level_range_adjust (caster, spell);
1566 1464
1567 /* On the bright side, no monster should ever have a race of GOD_... 1465 /* 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 1466 * so even if the player doesn't worship a god, if race=GOD_.., it
1569 * won't ever match anything. 1467 * won't ever match anything.
1575 else if (god && !strcmp (spell->race, "GOD_FRIEND")) 1473 else if (god && !strcmp (spell->race, "GOD_FRIEND"))
1576 race = god->race; 1474 race = god->race;
1577 else 1475 else
1578 race = spell->race; 1476 race = spell->race;
1579 1477
1580
1581 for (x = op->x - range; x <= op->x + range; x++) 1478 for (x = op->x - range; x <= op->x + range; x++)
1582 for (y = op->y - range; y <= op->y + range; y++) 1479 for (y = op->y - range; y <= op->y + range; y++)
1583 { 1480 {
1584
1585 done_one = 0; 1481 done_one = 0;
1586 m = op->map; 1482 m = op->map;
1587 nx = x; 1483 nx = x;
1588 ny = y; 1484 ny = y;
1589 mflags = get_map_flags (m, &m, x, y, &nx, &ny); 1485 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1592 1488
1593 /* If there is nothing living on this space, no need to go further */ 1489 /* If there is nothing living on this space, no need to go further */
1594 if (!(mflags & P_IS_ALIVE)) 1490 if (!(mflags & P_IS_ALIVE))
1595 continue; 1491 continue;
1596 1492
1493 // players can only affect spaces that they can actually see
1494 if (caster && caster->contr
1495 && caster->contr->visibility_at (m, nx, ny) < 70)
1496 continue;
1497
1597 for (tmp = GET_MAP_OB (m, nx, ny); tmp; tmp = tmp->above) 1498 for (tmp = GET_MAP_TOP (m, nx, ny); tmp; tmp = tmp->below)
1598 if (QUERY_FLAG (tmp, FLAG_MONSTER)) 1499 if (QUERY_FLAG (tmp, FLAG_MONSTER))
1599 break; 1500 break;
1600 1501
1601 /* There can be living objects that are not monsters */ 1502 /* There can be living objects that are not monsters */
1602 if (!tmp || tmp->type == PLAYER) 1503 if (!tmp || tmp->type == PLAYER)
1609 head = tmp; 1510 head = tmp;
1610 1511
1611 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */ 1512 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */
1612 if (race && head->race && !strstr (race, head->race)) 1513 if (race && head->race && !strstr (race, head->race))
1613 continue; 1514 continue;
1515
1614 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD)) 1516 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD))
1615 continue; 1517 continue;
1616 1518
1617 /* Now do a bunch of stuff related to saving throws */ 1519 /* Now do a bunch of stuff related to saving throws */
1618 best_at = -1; 1520 best_at = -1;
1635 at -= level / 5; 1537 at -= level / 5;
1636 if (did_make_save (head, head->level, at)) 1538 if (did_make_save (head, head->level, at))
1637 continue; 1539 continue;
1638 } 1540 }
1639 else /* spell->attacktype */ 1541 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 { 1542 {
1543 /*
1544 Spell has no attacktype (charm & such), so we'll have a specific saving:
1545 * if spell level < monster level, no go
1546 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) )
1547
1548 The chance will then be in the range [20-70] percent, not too bad.
1549
1550 This is required to fix the 'charm monster' abuse, where a player level 1 can
1551 charm a level 125 monster...
1552
1553 Ryo, august 14th
1554 */
1653 if (head->level > level) 1555 if (head->level > level)
1654 continue; 1556 continue;
1557
1655 if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + MIN (50, 2 * (level - head->level)))) 1558 if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + MIN (50, 2 * (level - head->level))))
1656 /* Failed, no effect */ 1559 /* Failed, no effect */
1657 continue; 1560 continue;
1658 } 1561 }
1659 1562
1660 /* Done with saving throw. Now start effecting the monster */ 1563 /* Done with saving throw. Now start affecting the monster */
1661 1564
1662 /* aggravation */ 1565 /* aggravation */
1663 if (QUERY_FLAG (spell, FLAG_MONSTER)) 1566 if (QUERY_FLAG (spell, FLAG_MONSTER))
1664 { 1567 {
1665 CLEAR_FLAG (head, FLAG_SLEEP); 1568 CLEAR_FLAG (head, FLAG_SLEEP);
1666 if (QUERY_FLAG (head, FLAG_FRIENDLY))
1667 remove_friendly_object (head); 1569 remove_friendly_object (head);
1668
1669 done_one = 1; 1570 done_one = 1;
1670 head->enemy = op; 1571 head->enemy = op;
1671 } 1572 }
1672 1573
1673 /* calm monsters */ 1574 /* calm monsters */
1682 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK)) 1583 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK))
1683 { 1584 {
1684 SET_FLAG (head, FLAG_BERSERK); 1585 SET_FLAG (head, FLAG_BERSERK);
1685 done_one = 1; 1586 done_one = 1;
1686 } 1587 }
1588
1687 /* charm */ 1589 /* charm */
1688 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY)) 1590 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY))
1689 { 1591 {
1690 SET_FLAG (head, FLAG_FRIENDLY); 1592 INVOKE_OBJECT (KILL, head, ARG_OBJECT (caster));
1593
1691 /* Prevent uncontolled outbreaks of self replicating monsters. 1594 /* Prevent uncontrolled outbreaks of self replicating monsters.
1692 Typical use case is charm, go somwhere, use aggravation to make hostile. 1595 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. */ 1596 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */
1694 CLEAR_FLAG (head, FLAG_GENERATOR); 1597 CLEAR_FLAG (head, FLAG_GENERATOR);
1695 head->set_owner (op); 1598 head->set_owner (op);
1696 set_spell_skill (op, caster, spell, head); 1599 set_spell_skill (op, caster, spell, head);
1701 head->stats.exp = 0; 1604 head->stats.exp = 0;
1702 } 1605 }
1703 1606
1704 /* If a monster was effected, put an effect in */ 1607 /* If a monster was effected, put an effect in */
1705 if (done_one && spell->other_arch) 1608 if (done_one && spell->other_arch)
1706 {
1707 tmp = arch_to_object (spell->other_arch); 1609 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 */ 1610 } /* for y */
1713 1611
1714 return 1; 1612 return 1;
1715} 1613}
1716 1614
1719 * about. was called move_ball_lightning, but since more than the ball 1617 * about. was called move_ball_lightning, but since more than the ball
1720 * lightning spell used it, that seemed misnamed. 1618 * lightning spell used it, that seemed misnamed.
1721 * op is the spell effect. 1619 * op is the spell effect.
1722 * note that duration is handled by process_object() in time.c 1620 * note that duration is handled by process_object() in time.c
1723 */ 1621 */
1724
1725void 1622void
1726move_ball_spell (object *op) 1623move_ball_spell (object *op)
1727{ 1624{
1728 int i, j, dam_save, dir, mflags; 1625 int i, j, dam_save, dir, mflags;
1729 sint16 nx, ny, hx, hy; 1626 sint16 nx, ny, hx, hy;
1767 nx = op->x; 1664 nx = op->x;
1768 ny = op->y; 1665 ny = op->y;
1769 m = op->map; 1666 m = op->map;
1770 } 1667 }
1771 1668
1772 op->remove (); 1669 m->insert (op, nx, ny, op);
1773 op->y = ny;
1774 op->x = nx;
1775 insert_ob_in_map (op, m, op, 0);
1776 1670
1777 dam_save = op->stats.dam; /* save the original dam: we do halfdam on 1671 dam_save = op->stats.dam; /* save the original dam: we do halfdam on
1778 surrounding squares */ 1672 surrounding squares */
1779 1673
1780 /* loop over current square and neighbors to hit. 1674 /* loop over current square and neighbors to hit.
1781 * if this has an other_arch field, we insert that in 1675 * if this has an other_arch field, we insert that in
1782 * the surround spaces. 1676 * the surround spaces.
1783 */ 1677 */
1784 for (j = 0; j < 9; j++) 1678 for (j = 0; j < 9; j++)
1785 { 1679 {
1786 object *new_ob;
1787
1788 hx = nx + freearr_x[j]; 1680 hx = nx + freearr_x[j];
1789 hy = ny + freearr_y[j]; 1681 hy = ny + freearr_y[j];
1790 1682
1791 m = op->map; 1683 m = op->map;
1792 mflags = get_map_flags (m, &m, hx, hy, &hx, &hy); 1684 mflags = get_map_flags (m, &m, hx, hy, &hx, &hy);
1800 1692
1801 if ((mflags & P_IS_ALIVE) && (!owner || owner->x != hx || owner->y != hy || !on_same_map (owner, op))) 1693 if ((mflags & P_IS_ALIVE) && (!owner || owner->x != hx || owner->y != hy || !on_same_map (owner, op)))
1802 { 1694 {
1803 if (j) 1695 if (j)
1804 op->stats.dam = dam_save / 2; 1696 op->stats.dam = dam_save / 2;
1697
1805 hit_map (op, j, op->attacktype, 1); 1698 hit_map (op, j, op->attacktype, 1);
1806
1807 } 1699 }
1808 1700
1809 /* insert the other arch */ 1701 /* insert the other arch */
1810 if (op->other_arch && !(OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy)))) 1702 if (op->other_arch && !(OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy))))
1811 { 1703 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 } 1704 }
1818 1705
1819 /* restore to the center location and damage */ 1706 /* restore to the center location and damage */
1820 op->stats.dam = dam_save; 1707 op->stats.dam = dam_save;
1821 1708
1824 if (i >= 0) 1711 if (i >= 0)
1825 { /* we have a preferred direction! */ 1712 { /* we have a preferred direction! */
1826 /* pick another direction if the preferred dir is blocked. */ 1713 /* 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 || 1714 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))) 1715 OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy)))
1829 {
1830 i = absdir (i + rndm (0, 2) - 1); /* -1, 0, +1 */ 1716 i = absdir (i + rndm (0, 2) - 1); /* -1, 0, +1 */
1831 } 1717
1832 op->direction = i; 1718 op->direction = i;
1833 } 1719 }
1834} 1720}
1835 1721
1836
1837/* move_swarm_spell: peterm 1722/* move_swarm_spell: peterm
1838 * This is an implementation of the swarm spell. It was written for 1723 * 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 1724 * 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 1725 * 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 1726 * 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. 1727 * from a set of squares surrounding the caster, in a given direction.
1843 */ 1728 */
1844
1845void 1729void
1846move_swarm_spell (object *op) 1730move_swarm_spell (object *op)
1847{ 1731{
1848#if 0 1732#if 0
1849 static int cardinal_adjust[9] = { -3, -2, -1, 0, 0, 0, 1, 2, 3 }; 1733 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 }; 1734 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; 1735 sint16 target_x, target_y, origin_x, origin_y;
1852 int adjustdir; 1736 int adjustdir;
1853 maptile *m; 1737 maptile *m;
1854#endif 1738#endif
1855 int basedir;
1856 object *owner; 1739 object *owner = op->env;
1857 1740
1858 owner = op->owner; 1741 if (!owner) // MUST not happen, remove when true TODO
1859 if (op->duration == 0 || owner == NULL)
1860 { 1742 {
1743 LOG (llevError, "swarm spell found outside inventory: %s\n", op->debug_desc ());
1861 op->destroy (); 1744 op->destroy ();
1862 return; 1745 return;
1863 } 1746 }
1864 1747
1748 if (!op->duration || !owner->is_on_map ())
1749 {
1750 op->drop_and_destroy ();
1751 return;
1752 }
1753
1865 op->duration--; 1754 op->duration--;
1866 1755
1867 basedir = op->direction; 1756 int basedir = op->direction;
1868 if (basedir == 0) 1757 if (!basedir)
1869 { 1758 {
1870 /* spray in all directions! 8) */ 1759 /* spray in all directions! 8) */
1871 basedir = rndm (1, 8); 1760 op->facing = (op->facing + op->state) & 7;
1761 basedir = op->facing + 1;
1872 } 1762 }
1873 1763
1874#if 0 1764#if 0
1875 // this is bogus: it causes wrong places to be checked below 1765 // this is bogus: it causes wrong places to be checked below
1876 // (a wall 2 cells away will block the effect...) and 1766 // (a wall 2 cells away will block the effect...) and
1877 // doesn't work for SP_BULLET anyhow, so again tests the wrong 1767 // doesn't work for SP_BULLET anyhow, so again tests the wrong
1878 // space. 1768 // space.
1879 // should be fixed later, but correctness before featurs... 1769 // should be fixed later, but correctness before features...
1880 // (schmorp) 1770 // (schmorp)
1881 1771
1882 /* new offset calculation to make swarm element distribution 1772 /* new offset calculation to make swarm element distribution
1883 * more uniform 1773 * more uniform
1884 */ 1774 */
1937 { 1827 {
1938 /* Bullet spells have a bunch more customization that needs to be done */ 1828 /* Bullet spells have a bunch more customization that needs to be done */
1939 if (op->spell->subtype == SP_BULLET) 1829 if (op->spell->subtype == SP_BULLET)
1940 fire_bullet (owner, op, basedir, op->spell); 1830 fire_bullet (owner, op, basedir, op->spell);
1941 else if (op->spell->subtype == SP_MAGIC_MISSILE) 1831 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1942 fire_arch_from_position (owner, op, op->x, op->y, basedir, op->spell); 1832 fire_arch_from_position (owner, op, owner->x, owner->y, basedir, op->spell);
1943 } 1833 }
1944} 1834}
1945
1946
1947
1948 1835
1949/* fire_swarm: 1836/* fire_swarm:
1950 * The following routine creates a swarm of objects. It actually 1837 * The following routine creates a swarm of objects. It actually
1951 * sets up a specific swarm object, which then fires off all 1838 * sets up a specific swarm object, which then fires off all
1952 * the parts of the swarm. 1839 * the parts of the swarm.
1955 * caster: the caster (owner, wand, rod, scroll) 1842 * caster: the caster (owner, wand, rod, scroll)
1956 * dir: the direction everything will be fired in 1843 * dir: the direction everything will be fired in
1957 * spell - the spell that is this spell. 1844 * spell - the spell that is this spell.
1958 * n: the number to be fired. 1845 * n: the number to be fired.
1959 */ 1846 */
1960
1961int 1847int
1962fire_swarm (object *op, object *caster, object *spell, int dir) 1848fire_swarm (object *op, object *caster, object *spell, int dir)
1963{ 1849{
1964 object *tmp;
1965 int i;
1966
1967 if (!spell->other_arch) 1850 if (!spell->other_arch)
1968 return 0; 1851 return 0;
1969 1852
1970 tmp = get_archetype (SWARM_SPELL); 1853 object *tmp = archetype::get (SWARM_SPELL);
1971 tmp->x = op->x; 1854
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); 1855 set_spell_skill (op, caster, spell, tmp);
1975
1976 tmp->level = caster_level (caster, spell); /*needed later, to get level dep. right. */ 1856 tmp->level = casting_level (caster, spell); /* needed later, to get level dep. right. */
1977 tmp->spell = arch_to_object (spell->other_arch); 1857 tmp->spell = spell->other_arch->instance ();
1978
1979 tmp->attacktype = tmp->spell->attacktype; 1858 tmp->attacktype = tmp->spell->attacktype;
1980 1859
1981 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) 1860 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
1982 {
1983 if (!tailor_god_spell (tmp, op)) 1861 if (!tailor_god_spell (tmp, op))
1984 return 1; 1862 return 1;
1985 } 1863
1986 tmp->duration = SP_level_duration_adjust (caster, spell); 1864 tmp->duration = SP_level_duration_adjust (caster, spell);
1987 for (i = 0; i < spell->duration; i++) 1865 for (int i = 0; i < spell->duration; i++)
1988 tmp->duration += die_roll (1, 3, op, PREFER_HIGH); 1866 tmp->duration += die_roll (1, 3, op, PREFER_HIGH);
1989 1867
1868 tmp->invisible = 1;
1869 tmp->flag [FLAG_NO_DROP] = 1; // make sure it stays in inv, or else
1990 tmp->direction = dir; 1870 tmp->direction = dir;
1991 tmp->invisible = 1; 1871 tmp->facing = rndm (1, 8); // initial firing direction
1992 insert_ob_in_map (tmp, op->map, op, 0); 1872 tmp->state = rndm (4) * 2 + 1; // direction increment
1873
1874 op->insert (tmp);
1875
1993 return 1; 1876 return 1;
1994} 1877}
1995
1996 1878
1997/* See the spells documentation file for why this is its own 1879/* See the spells documentation file for why this is its own
1998 * function. 1880 * function.
1999 */ 1881 */
2000int 1882int
2005 int dam, mflags; 1887 int dam, mflags;
2006 maptile *m; 1888 maptile *m;
2007 1889
2008 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1890 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
2009 1891
2010 if (!dir) 1892 if (dir)
2011 {
2012 new_draw_info (NDI_UNIQUE, 0, op, "In what direction?");
2013 return 0;
2014 } 1893 {
2015
2016 x = op->x + freearr_x[dir]; 1894 x = op->x + freearr_x[dir];
2017 y = op->y + freearr_y[dir]; 1895 y = op->y + freearr_y[dir];
2018 m = op->map; 1896 m = op->map;
2019 1897
2020 mflags = get_map_flags (m, &m, x, y, &x, &y); 1898 mflags = get_map_flags (m, &m, x, y, &x, &y);
2021 1899
2022 if (mflags & P_OUT_OF_MAP) 1900 if (mflags & P_OUT_OF_MAP)
2023 { 1901 {
2024 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is there."); 1902 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is there.");
2025 return 0; 1903 return 0;
2026 } 1904 }
2027 1905
2028 if (mflags & P_IS_ALIVE && spell->attacktype) 1906 if (mflags & P_IS_ALIVE && spell->attacktype)
2029 { 1907 {
2030 for (target = GET_MAP_OB (m, x, y); target; target = target->above) 1908 for (target = GET_MAP_OB (m, x, y); target; target = target->above)
2031 if (QUERY_FLAG (target, FLAG_MONSTER)) 1909 if (QUERY_FLAG (target, FLAG_MONSTER))
2032 { 1910 {
2033 /* oky doky. got a target monster. Lets make a blinding attack */ 1911 /* oky doky. got a target monster. Lets make a blinding attack */
2034 if (target->head) 1912 if (target->head)
2035 target = target->head; 1913 target = target->head;
1914
2036 (void) hit_player (target, dam, op, spell->attacktype, 1); 1915 hit_player (target, dam, op, spell->attacktype, 1);
2037 return 1; /* one success only! */ 1916 return 1; /* one success only! */
1917 }
2038 } 1918 }
2039 }
2040 1919
2041 /* no live target, perhaps a wall is in the way? */ 1920 /* no live target, perhaps a wall is in the way? */
2042 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y))) 1921 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)))
2043 { 1922 {
2044 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 1923 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
2045 return 0; 1924 return 0;
1925 }
2046 } 1926 }
2047 1927
2048 /* ok, looks groovy to just insert a new light on the map */ 1928 /* ok, looks groovy to just insert a new light on the map */
2049 tmp = arch_to_object (spell->other_arch); 1929 tmp = arch_to_object (spell->other_arch);
2050 if (!tmp) 1930 if (!tmp)
2051 { 1931 {
2052 LOG (llevError, "Error: spell arch for cast_light() missing.\n"); 1932 LOG (llevError, "Error: spell arch for cast_light() missing.\n");
2053 return 0; 1933 return 0;
2054 } 1934 }
1935
2055 tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell); 1936 tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell);
1937
2056 if (tmp->glow_radius) 1938 if (tmp->glow_radius)
2057 {
2058 tmp->glow_radius = spell->range + SP_level_range_adjust (caster, spell); 1939 tmp->glow_radius = min (MAX_LIGHT_RADIUS, spell->range + SP_level_range_adjust (caster, spell));
2059 if (tmp->glow_radius > MAX_LIGHT_RADII) 1940
2060 tmp->glow_radius = MAX_LIGHT_RADII; 1941 if (dir)
2061 } 1942 m->insert (tmp, x, y, op);
2062 tmp->x = x; 1943 else
2063 tmp->y = y; 1944 caster->outer_env ()->insert (tmp);
2064 insert_ob_in_map (tmp, m, op, 0); 1945
2065 return 1; 1946 return 1;
2066} 1947}
2067
2068
2069
2070 1948
2071/* cast_cause_disease: this spell looks along <dir> from the 1949/* cast_cause_disease: this spell looks along <dir> from the
2072 * player and infects someone. 1950 * player and infects someone.
2073 * op is the player/monster, caster is the object, dir is the direction 1951 * 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 1952 * to cast, disease_arch is the specific disease, and type is the spell number
2075 * perhaps this should actually be in disease.c? 1953 * perhaps this should actually be in disease.c?
2076 */ 1954 */
2077
2078int 1955int
2079cast_cause_disease (object *op, object *caster, object *spell, int dir) 1956cast_cause_disease (object *op, object *caster, object *spell, int dir)
2080{ 1957{
2081 sint16 x, y; 1958 sint16 x, y;
2082 int i, mflags, range, dam_mod, dur_mod; 1959 int i, mflags, range, dam_mod, dur_mod;
2089 /* If casting from a scroll, no direction will be available, so refer to the 1966 /* If casting from a scroll, no direction will be available, so refer to the
2090 * direction the player is pointing. 1967 * direction the player is pointing.
2091 */ 1968 */
2092 if (!dir) 1969 if (!dir)
2093 dir = op->facing; 1970 dir = op->facing;
1971
2094 if (!dir) 1972 if (!dir)
2095 return 0; /* won't find anything if casting on ourself, so just return */ 1973 return 0; /* won't find anything if casting on ourself, so just return */
2096 1974
2097 /* Calculate these once here */ 1975 /* Calculate these once here */
2098 range = spell->range + SP_level_range_adjust (caster, spell); 1976 range = spell->range + SP_level_range_adjust (caster, spell);
2125 object *disease = arch_to_object (spell->other_arch); 2003 object *disease = arch_to_object (spell->other_arch);
2126 2004
2127 disease->set_owner (op); 2005 disease->set_owner (op);
2128 set_spell_skill (op, caster, spell, disease); 2006 set_spell_skill (op, caster, spell, disease);
2129 disease->stats.exp = 0; 2007 disease->stats.exp = 0;
2130 disease->level = caster_level (caster, spell); 2008 disease->level = casting_level (caster, spell);
2131 2009
2132 /* do level adjustments */ 2010 /* do level adjustments */
2133 if (disease->stats.wc) 2011 if (disease->stats.wc)
2134 disease->stats.wc += dur_mod / 2; 2012 disease->stats.wc += dur_mod / 2;
2135 2013
2136 if (disease->magic > 0) 2014 if (disease->magic > 0)
2137 disease->magic += dur_mod / 4; 2015 disease->magic += dur_mod / 8;
2138 2016
2139 if (disease->stats.maxhp > 0) 2017 if (disease->stats.maxhp > 0)
2140 disease->stats.maxhp += dur_mod; 2018 disease->stats.maxhp += dur_mod;
2141 2019
2142 if (disease->stats.maxgrace > 0) 2020 if (disease->stats.maxgrace > 0)
2177 if (disease->stats.sp) 2055 if (disease->stats.sp)
2178 disease->stats.sp -= dam_mod; 2056 disease->stats.sp -= dam_mod;
2179 2057
2180 if (infect_object (walk, disease, 1)) 2058 if (infect_object (walk, disease, 1))
2181 { 2059 {
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); 2060 new_draw_info_format (NDI_UNIQUE, 0, op, "You inflict %s on %s!", &disease->name, &walk->name);
2185 2061
2186 disease->destroy (); /* don't need this one anymore */ 2062 disease->destroy (); /* don't need this one anymore */
2187 flash = get_archetype (ARCH_DETECT_MAGIC); 2063 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; 2064 return 1;
2193 } 2065 }
2194 2066
2195 disease->destroy (); 2067 disease->destroy ();
2196 } 2068 }
2197 } /* if living creature */ 2069 } /* if living creature */
2198 } /* for range of spaces */ 2070 } /* for range of spaces */
2071
2199 new_draw_info (NDI_UNIQUE, 0, op, "No one caught anything!"); 2072 new_draw_info (NDI_UNIQUE, 0, op, "No one caught anything!");
2200 return 1; 2073 return 1;
2201} 2074}

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