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Comparing deliantra/server/server/spell_attack.C (file contents):
Revision 1.20 by root, Mon Dec 18 02:35:01 2006 UTC vs.
Revision 1.59 by root, Sat May 17 15:25:19 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 if ((new_bolt = m->insert (new_bolt, sx, sy, op)))
161 update_turn_face (new_bolt); 154 update_turn_face (new_bolt);
162} 155}
163 156
164/* move_bolt: moves bolt 'op'. Basically, it just advances a space, 157/* move_bolt: moves bolt 'op'. Basically, it just advances a space,
165 * and checks for various things that may stop it. 158 * and checks for various things that may stop it.
166 */ 159 */
167
168void 160void
169move_bolt (object *op) 161move_bolt (object *op)
170{ 162{
171 object *tmp;
172 int mflags; 163 int mflags;
173 sint16 x, y; 164 sint16 x, y;
174 maptile *m; 165 maptile *m;
175 166
176 if (--(op->duration) < 0) 167 if (--op->duration < 0)
177 { 168 {
178 op->destroy (); 169 op->destroy ();
179 return; 170 return;
180 } 171 }
181 172
183 174
184 if (!op->direction) 175 if (!op->direction)
185 return; 176 return;
186 177
187 if (--op->range < 0) 178 if (--op->range < 0)
188 {
189 op->range = 0; 179 op->range = 0;
190 }
191 else 180 else
192 { 181 {
193 x = op->x + DIRX (op); 182 x = op->x + DIRX (op);
194 y = op->y + DIRY (op); 183 y = op->y + DIRY (op);
195 m = op->map; 184 m = op->map;
203 * on the space. So only call reflwall if we think the data it returns 192 * on the space. So only call reflwall if we think the data it returns
204 * will be useful. 193 * will be useful.
205 */ 194 */
206 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)) || ((mflags & P_IS_ALIVE) && reflwall (m, x, y, op))) 195 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)) || ((mflags & P_IS_ALIVE) && reflwall (m, x, y, op)))
207 { 196 {
208
209 if (!QUERY_FLAG (op, FLAG_REFLECTING)) 197 if (!QUERY_FLAG (op, FLAG_REFLECTING))
210 return; 198 return;
211 199
212 /* Since walls don't run diagonal, if the bolt is in 200 /* Since walls don't run diagonal, if the bolt is in
213 * one of 4 main directions, it just reflects back in the 201 * one of 4 main directions, it just reflects back in the
243 else if (left) 231 else if (left)
244 op->direction = absdir (op->direction + 2); 232 op->direction = absdir (op->direction + 2);
245 else if (right) 233 else if (right)
246 op->direction = absdir (op->direction - 2); 234 op->direction = absdir (op->direction - 2);
247 } 235 }
236
248 update_turn_face (op); /* A bolt *must* be IS_TURNABLE */ 237 update_turn_face (op); /* A bolt *must* be IS_TURNABLE */
249 return; 238 return;
250 } 239 }
251 else 240 else
252 { /* Create a copy of this object and put it ahead */ 241 { /* Create a copy of this object and put it ahead */
253 tmp = op->clone (); 242 object *tmp = op->clone ();
254 243
244 m->insert (tmp, x, y, op);
255 tmp->speed_left = -0.1; 245 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 */ 246 /* To make up for the decrease at the top of the function */
259 tmp->duration++; 247 tmp->duration++;
260 248
261 /* New forking code. Possibly create forks of this object 249 /* New forking code. Possibly create forks of this object
262 * going off in other directions. 250 * going off in other directions.
263 */ 251 */
264
265 if (rndm (0, 99) < tmp->stats.Dex) 252 if (tmp->stats.Dex && rndm (0, 99) < tmp->stats.Dex)
266 { /* stats.Dex % of forking */ 253 forklightning (op, tmp); /* stats.Dex % of forking */
267 forklightning (op, tmp); 254
268 }
269 /* In this way, the object left behind sticks on the space, but 255 /* In this way, the object left behind sticks on the space, but
270 * doesn't create any bolts that continue to move onward. 256 * doesn't create any bolts that continue to move onward.
271 */ 257 */
272 op->range = 0; 258 op->range = 0;
273 } /* copy object and move it along */ 259 } /* copy object and move it along */
280 * we remove the magic flag - that can be derived from 266 * we remove the magic flag - that can be derived from
281 * spob->attacktype. 267 * spob->attacktype.
282 * This function sets up the appropriate owner and skill 268 * This function sets up the appropriate owner and skill
283 * pointers. 269 * pointers.
284 */ 270 */
285
286int 271int
287fire_bolt (object *op, object *caster, int dir, object *spob, object *skill) 272fire_bolt (object *op, object *caster, int dir, object *spob, object *skill)
288{ 273{
289 object *tmp = NULL; 274 object *tmp = NULL;
290 int mflags; 275 int mflags;
297 return 0; 282 return 0;
298 283
299 /* peterm: level dependency for bolts */ 284 /* peterm: level dependency for bolts */
300 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob); 285 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob);
301 tmp->attacktype = spob->attacktype; 286 tmp->attacktype = spob->attacktype;
287
302 if (spob->slaying) 288 if (spob->slaying)
303 tmp->slaying = spob->slaying; 289 tmp->slaying = spob->slaying;
290
304 tmp->range = spob->range + SP_level_range_adjust (caster, spob); 291 tmp->range = spob->range + SP_level_range_adjust (caster, spob);
305 tmp->duration = spob->duration + SP_level_duration_adjust (caster, spob); 292 tmp->duration = spob->duration + SP_level_duration_adjust (caster, spob);
306 tmp->stats.Dex = spob->stats.Dex; 293 tmp->stats.Dex = spob->stats.Dex;
307 tmp->stats.Con = spob->stats.Con; 294 tmp->stats.Con = spob->stats.Con;
308 295
315 302
316 tmp->x = op->x + DIRX (tmp); 303 tmp->x = op->x + DIRX (tmp);
317 tmp->y = op->y + DIRY (tmp); 304 tmp->y = op->y + DIRY (tmp);
318 tmp->map = op->map; 305 tmp->map = op->map;
319 306
307 maptile *newmap;
320 mflags = get_map_flags (tmp->map, &tmp->map, tmp->x, tmp->y, &tmp->x, &tmp->y); 308 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y);
321 if (mflags & P_OUT_OF_MAP) 309 if (mflags & P_OUT_OF_MAP)
322 { 310 {
323 tmp->destroy (); 311 tmp->destroy ();
324 return 0; 312 return 0;
325 } 313 }
314
315 tmp->map = newmap;
326 316
327 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y))) 317 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y)))
328 { 318 {
329 if (!QUERY_FLAG (tmp, FLAG_REFLECTING)) 319 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
330 { 320 {
336 tmp->y = op->y; 326 tmp->y = op->y;
337 tmp->direction = absdir (tmp->direction + 4); 327 tmp->direction = absdir (tmp->direction + 4);
338 tmp->map = op->map; 328 tmp->map = op->map;
339 } 329 }
340 330
341 if ((tmp = insert_ob_in_map (tmp, tmp->map, op, 0)) != NULL) 331 if ((tmp = tmp->insert_at (tmp, op)))
342 move_bolt (tmp); 332 move_bolt (tmp);
343 333
344 return 1; 334 return 1;
345} 335}
346
347
348 336
349/*************************************************************************** 337/***************************************************************************
350 * 338 *
351 * BULLET/BALL CODE 339 * BULLET/BALL CODE
352 * 340 *
353 ***************************************************************************/ 341 ***************************************************************************/
354 342
355/* expands an explosion. op is a piece of the 343/* expands an explosion. op is a piece of the
356 * explosion - this expans it in the different directions. 344 * explosion - this expands it in the different directions.
357 * At least that is what I think this does. 345 * At least that is what I think this does.
358 */ 346 */
359void 347void
360explosion (object *op) 348explosion (object *op)
361{ 349{
362 object *tmp;
363 maptile *m = op->map; 350 maptile *m = op->map;
364 int i; 351 int i;
365 352
366 if (--(op->duration) < 0) 353 if (--op->duration < 0)
367 { 354 {
368 op->destroy (); 355 op->destroy ();
369 return; 356 return;
370 } 357 }
371 358
377 { 364 {
378 sint16 dx, dy; 365 sint16 dx, dy;
379 366
380 dx = op->x + freearr_x[i]; 367 dx = op->x + freearr_x[i];
381 dy = op->y + freearr_y[i]; 368 dy = op->y + freearr_y[i];
369
382 /* ok_to_put_more already does things like checks for walls, 370 /* ok_to_put_more already does things like checks for walls,
383 * out of map, etc. 371 * out of map, etc.
384 */ 372 */
385 if (ok_to_put_more (op->map, dx, dy, op, op->attacktype)) 373 if (ok_to_put_more (op->map, dx, dy, op, op->attacktype))
386 { 374 {
387 tmp = op->clone (); 375 object *tmp = op->clone ();
376
388 tmp->state = 0; 377 tmp->state = 0;
389 tmp->speed_left = -0.21; 378 tmp->speed_left = -0.21f;
390 tmp->range--; 379 tmp->range--;
391 tmp->value = 0; 380 tmp->value = 0;
392 tmp->x = dx; 381
393 tmp->y = dy; 382 m->insert (tmp, dx, dy, op);
394 insert_ob_in_map (tmp, m, op, 0);
395 } 383 }
396 } 384 }
397 } 385 }
398} 386}
399
400 387
401/* Causes an object to explode, eg, a firebullet, 388/* Causes an object to explode, eg, a firebullet,
402 * poison cloud ball, etc. op is the object to 389 * poison cloud ball, etc. op is the object to
403 * explode. 390 * explode.
404 */ 391 */
414 return; 401 return;
415 } 402 }
416 403
417 if (op->env) 404 if (op->env)
418 { 405 {
419 object *env; 406 object *env = op->outer_env ();
420 407
421 env = object_get_env_recursive (op);
422 if (env->map == NULL || out_of_map (env->map, env->x, env->y)) 408 if (!env->map || out_of_map (env->map, env->x, env->y))
423 { 409 {
424 LOG (llevError, "BUG: explode_bullet(): env out of map\n"); 410 LOG (llevError, "BUG: explode_bullet(): env out of map\n");
425 op->destroy (); 411 op->destroy ();
426 return; 412 return;
427 } 413 }
428 414
429 op->remove (); 415 op->insert_at (env, op, INS_NO_MERGE | INS_NO_WALK_ON);
430 op->x = env->x;
431 op->y = env->y;
432 insert_ob_in_map (op, env->map, op, INS_NO_MERGE | INS_NO_WALK_ON);
433 } 416 }
434 else if (out_of_map (op->map, op->x, op->y)) 417 else if (out_of_map (op->map, op->x, op->y))
435 { 418 {
436 LOG (llevError, "BUG: explode_bullet(): op out of map\n"); 419 LOG (llevError, "BUG: explode_bullet(): op out of map\n");
437 op->destroy (); 420 op->destroy ();
448 } 431 }
449 432
450 if (op->attacktype) 433 if (op->attacktype)
451 { 434 {
452 hit_map (op, 0, op->attacktype, 1); 435 hit_map (op, 0, op->attacktype, 1);
436
453 if (op->destroyed ()) 437 if (op->destroyed ())
454 return; 438 return;
455 } 439 }
456 440
457 /* other_arch contains what this explodes into */ 441 /* other_arch contains what this explodes into */
465 if ((tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) && owner && !tailor_god_spell (tmp, owner)) 449 if ((tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) && owner && !tailor_god_spell (tmp, owner))
466 { 450 {
467 op->destroy (); 451 op->destroy ();
468 return; 452 return;
469 } 453 }
470
471 tmp->x = op->x;
472 tmp->y = op->y;
473 454
474 /* special for bombs - it actually has sane values for these */ 455 /* special for bombs - it actually has sane values for these */
475 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB) 456 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB)
476 { 457 {
477 tmp->attacktype = op->attacktype; 458 tmp->attacktype = op->attacktype;
481 } 462 }
482 else 463 else
483 { 464 {
484 if (op->attacktype & AT_MAGIC) 465 if (op->attacktype & AT_MAGIC)
485 tmp->attacktype |= AT_MAGIC; 466 tmp->attacktype |= AT_MAGIC;
467
486 /* Spell doc describes what is going on here */ 468 /* Spell doc describes what is going on here */
487 tmp->stats.dam = op->dam_modifier; 469 tmp->stats.dam = op->dam_modifier;
488 tmp->range = op->stats.maxhp; 470 tmp->range = op->stats.maxhp;
489 tmp->duration = op->stats.hp; 471 tmp->duration = op->stats.hp;
490 /* Used for spell tracking - just need a unique val for this spell - 472 /* Used for spell tracking - just need a unique val for this spell -
498 tmp->stats.sp = op->direction; 480 tmp->stats.sp = op->direction;
499 481
500 /* Prevent recursion */ 482 /* Prevent recursion */
501 op->move_on = 0; 483 op->move_on = 0;
502 484
503 insert_ob_in_map (tmp, op->map, op, 0); 485 tmp->insert_at (op, op);
486 tmp->play_sound (tmp->sound);
487
504 /* remove the firebullet */ 488 /* remove the firebullet */
505 if (!op->destroyed ())
506 {
507 op->destroy (); 489 op->destroy ();
508 }
509} 490}
510
511
512 491
513/* checks to see what op should do, given the space it is on 492/* checks to see what op should do, given the space it is on
514 * (eg, explode, damage player, etc) 493 * (eg, explode, damage player, etc)
515 */ 494 */
516
517void 495void
518check_bullet (object *op) 496check_bullet (object *op)
519{ 497{
520 object *tmp; 498 object *tmp;
521 int dam, mflags; 499 int dam, mflags;
536 514
537 /* If nothing alive on this space, no reason to do anything further */ 515 /* If nothing alive on this space, no reason to do anything further */
538 if (!(mflags & P_IS_ALIVE)) 516 if (!(mflags & P_IS_ALIVE))
539 return; 517 return;
540 518
541 for (tmp = get_map_ob (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 519 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
542 { 520 {
543 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 521 if (QUERY_FLAG (tmp, FLAG_ALIVE))
544 { 522 {
545 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1); 523 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1);
524
546 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0) 525 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0)
547 { 526 {
548 if (!QUERY_FLAG (op, FLAG_REMOVED)) 527 if (!QUERY_FLAG (op, FLAG_REMOVED))
549 { 528 {
550 op->destroy (); 529 op->destroy ();
553 } 532 }
554 } 533 }
555 } 534 }
556} 535}
557 536
558
559/* Basically, we move 'op' one square, and if it hits something, 537/* Basically, we move 'op' one square, and if it hits something,
560 * call check_bullet. 538 * call check_bullet.
561 * This function is only applicable to bullets, but not to all 539 * This function is only applicable to bullets, but not to all
562 * fired arches (eg, bolts). 540 * fired arches (eg, bolts).
563 */ 541 */
564
565void 542void
566move_bullet (object *op) 543move_bullet (object *op)
567{ 544{
568 sint16 new_x, new_y; 545 sint16 new_x, new_y;
569 int mflags; 546 int mflags;
612 op->destroy (); 589 op->destroy ();
613 590
614 return; 591 return;
615 } 592 }
616 593
617 op->remove (); 594 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; 595 return;
622 596
623 if (reflwall (op->map, op->x, op->y, op)) 597 if (reflwall (op->map, op->x, op->y, op))
624 { 598 {
625 op->direction = absdir (op->direction + 4); 599 op->direction = absdir (op->direction + 4);
626 update_turn_face (op); 600 update_turn_face (op);
627 } 601 }
628 else 602 else
629 {
630 check_bullet (op); 603 check_bullet (op);
631 }
632} 604}
633
634
635
636 605
637/* fire_bullet 606/* fire_bullet
638 * object op (cast from caster) files a bolt in dir. 607 * object op (cast from caster) files a bolt in dir.
639 * spob is the spell object for the bolt. 608 * spob is the spell object for the bolt.
640 * we remove the magic flag - that can be derived from 609 * we remove the magic flag - that can be derived from
641 * spob->attacktype. 610 * spob->attacktype.
642 * This function sets up the appropriate owner and skill 611 * This function sets up the appropriate owner and skill
643 * pointers. 612 * pointers.
644 */ 613 */
645
646int 614int
647fire_bullet (object *op, object *caster, int dir, object *spob) 615fire_bullet (object *op, object *caster, int dir, object *spob)
648{ 616{
649 object *tmp = NULL; 617 object *tmp = NULL;
650 int mflags; 618 int mflags;
651 619
652 if (!spob->other_arch) 620 if (!spob->other_arch)
653 return 0; 621 return 0;
654 622
655 tmp = arch_to_object (spob->other_arch); 623 tmp = spob->other_arch->instance ();
656 if (tmp == NULL) 624 if (!tmp)
657 return 0; 625 return 0;
658 626
659 /* peterm: level dependency for bolts */ 627 /* peterm: level dependency for bolts */
660 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob); 628 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob);
661 tmp->attacktype = spob->attacktype; 629 tmp->attacktype = spob->attacktype;
662 if (spob->slaying) 630 if (spob->slaying)
663 tmp->slaying = spob->slaying; 631 tmp->slaying = spob->slaying;
664 632
674 SET_ANIMATION (tmp, dir); 642 SET_ANIMATION (tmp, dir);
675 643
676 tmp->set_owner (op); 644 tmp->set_owner (op);
677 set_spell_skill (op, caster, spob, tmp); 645 set_spell_skill (op, caster, spob, tmp);
678 646
679 tmp->x = op->x + freearr_x[dir]; 647 tmp->x = op->x + freearr_x[dir];
680 tmp->y = op->y + freearr_y[dir]; 648 tmp->y = op->y + freearr_y[dir];
681 tmp->map = op->map; 649 tmp->map = op->map;
682 650
651 maptile *newmap;
683 mflags = get_map_flags (tmp->map, &tmp->map, tmp->x, tmp->y, &tmp->x, &tmp->y); 652 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y);
684 if (mflags & P_OUT_OF_MAP) 653 if (mflags & P_OUT_OF_MAP)
685 { 654 {
686 tmp->destroy (); 655 tmp->destroy ();
687 return 0; 656 return 0;
688 } 657 }
658
659 tmp->map = newmap;
689 660
690 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y))) 661 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y)))
691 { 662 {
692 if (!QUERY_FLAG (tmp, FLAG_REFLECTING)) 663 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
693 { 664 {
699 tmp->y = op->y; 670 tmp->y = op->y;
700 tmp->direction = absdir (tmp->direction + 4); 671 tmp->direction = absdir (tmp->direction + 4);
701 tmp->map = op->map; 672 tmp->map = op->map;
702 } 673 }
703 674
704 if ((tmp = insert_ob_in_map (tmp, tmp->map, op, 0)) != NULL) 675 if ((tmp = tmp->insert_at (tmp, op)))
705 check_bullet (tmp); 676 check_bullet (tmp);
706 677
707 return 1; 678 return 1;
708} 679}
709
710
711
712 680
713/***************************************************************************** 681/*****************************************************************************
714 * 682 *
715 * CONE RELATED FUNCTIONS 683 * CONE RELATED FUNCTIONS
716 * 684 *
717 *****************************************************************************/ 685 *****************************************************************************/
718 686
719
720/* drops an object based on what is in the cone's "other_arch" */ 687/* drops an object based on what is in the cone's "other_arch" */
721void 688void
722cone_drop (object *op) 689cone_drop (object *op)
723{ 690{
724 object *new_ob = arch_to_object (op->other_arch); 691 object *new_ob = arch_to_object (op->other_arch);
725 692
726 new_ob->x = op->x;
727 new_ob->y = op->y;
728 new_ob->level = op->level; 693 new_ob->level = op->level;
729 new_ob->set_owner (op->owner); 694 new_ob->set_owner (op->owner);
730 695
731 /* preserve skill ownership */ 696 /* preserve skill ownership */
732 if (op->skill && op->skill != new_ob->skill) 697 if (op->skill && op->skill != new_ob->skill)
733 {
734 new_ob->skill = op->skill; 698 new_ob->skill = op->skill;
735 }
736 insert_ob_in_map (new_ob, op->map, op, 0);
737 699
700 new_ob->insert_at (op, op);
738} 701}
739 702
740/* move_cone: causes cone object 'op' to move a space/hit creatures */ 703/* move_cone: causes cone object 'op' to move a space/hit creatures */
741 704
742void 705void
743move_cone (object *op) 706move_cone (object *op)
744{ 707{
745 int i;
746
747 /* if no map then hit_map will crash so just ignore object */ 708 /* if no map then hit_map will crash so just ignore object */
748 if (!op->map) 709 if (!op->map)
749 { 710 {
750 LOG (llevError, "Tried to move_cone object %s without a map.\n", op->name ? &op->name : "unknown"); 711 LOG (llevError, "Tried to move_cone object %s without a map.\n", op->name ? &op->name : "unknown");
751 op->speed = 0; 712 op->set_speed (0);
752 update_ob_speed (op);
753 return; 713 return;
754 } 714 }
755 715
756 /* lava saves it's life, but not yours :) */ 716 /* lava saves it's life, but not yours :) */
757 if (QUERY_FLAG (op, FLAG_LIFESAVE)) 717 if (QUERY_FLAG (op, FLAG_LIFESAVE))
797 { 757 {
798 op->range = 0; /* just so it doesn't wrap */ 758 op->range = 0; /* just so it doesn't wrap */
799 return; 759 return;
800 } 760 }
801 761
802 for (i = -1; i < 2; i++) 762 for (int i = -1; i <= 1; i++)
803 { 763 {
804 sint16 x = op->x + freearr_x[absdir (op->stats.sp + i)], y = op->y + freearr_y[absdir (op->stats.sp + i)]; 764 sint16 x = op->x + freearr_x[absdir (op->stats.sp + i)], y = op->y + freearr_y[absdir (op->stats.sp + i)];
805 765
806 if (ok_to_put_more (op->map, x, y, op, op->attacktype)) 766 if (ok_to_put_more (op->map, x, y, op, op->attacktype))
807 { 767 {
808 object *tmp = op->clone (); 768 object *tmp = op->clone ();
809
810 tmp->x = x;
811 tmp->y = y;
812 769
813 tmp->duration = op->duration + 1; 770 tmp->duration = op->duration + 1;
814 771
815 /* Use for spell tracking - see ok_to_put_more() */ 772 /* Use for spell tracking - see ok_to_put_more() */
816 tmp->stats.maxhp = op->stats.maxhp; 773 tmp->stats.maxhp = op->stats.maxhp;
817 insert_ob_in_map (tmp, op->map, op, 0); 774
775 op->map->insert (tmp, x, y, op);
776
818 if (tmp->other_arch) 777 if (tmp->other_arch)
819 cone_drop (tmp); 778 cone_drop (tmp);
820 } 779 }
821 } 780 }
822} 781}
855 814
856 /* Need to know what the movetype of the object we are about 815 /* Need to know what the movetype of the object we are about
857 * to create is, so we can know if the space we are about to 816 * to create is, so we can know if the space we are about to
858 * insert it into is blocked. 817 * insert it into is blocked.
859 */ 818 */
860 movetype = spell->other_arch->clone.move_type; 819 movetype = spell->other_arch->move_type;
861 820
862 for (i = range_min; i <= range_max; i++) 821 for (i = range_min; i <= range_max; i++)
863 { 822 {
864 sint16 x, y, d; 823 sint16 x, y, d;
865 824
901 success = 1; 860 success = 1;
902 tmp = arch_to_object (spell->other_arch); 861 tmp = arch_to_object (spell->other_arch);
903 tmp->set_owner (op); 862 tmp->set_owner (op);
904 set_spell_skill (op, caster, spell, tmp); 863 set_spell_skill (op, caster, spell, tmp);
905 tmp->level = caster_level (caster, spell); 864 tmp->level = caster_level (caster, spell);
906 tmp->x = sx;
907 tmp->y = sy;
908 tmp->attacktype = spell->attacktype; 865 tmp->attacktype = spell->attacktype;
909 866
910 /* holy word stuff */ 867 /* holy word stuff */
911 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER)) 868 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER))
912 if (!tailor_god_spell (tmp, op)) 869 if (!tailor_god_spell (tmp, op))
946 else 903 else
947 tmp->duration += caster->level / 3; 904 tmp->duration += caster->level / 3;
948 } 905 }
949 906
950 if (!(tmp->move_type & MOVE_FLY_LOW)) 907 if (!(tmp->move_type & MOVE_FLY_LOW))
951 LOG (llevDebug, "cast_cone(): arch %s doesn't have flying 1\n", &spell->other_arch->name); 908 LOG (llevDebug, "cast_cone(): arch %s doesn't have flying 1\n", &spell->other_arch->archname);
952 909
953 if (!tmp->move_on && tmp->stats.dam) 910 if (!tmp->move_on && tmp->stats.dam)
954 {
955 LOG (llevDebug, "cast_cone(): arch %s doesn't have move_on set\n", &spell->other_arch->name); 911 LOG (llevDebug, "cast_cone(): arch %s doesn't have move_on set\n", &spell->other_arch->archname);
956 }
957 912
958 insert_ob_in_map (tmp, m, op, 0); 913 m->insert (tmp, sx, sy, op);
959 914
960 /* This is used for tracking spells so that one effect doesn't hit 915 /* This is used for tracking spells so that one effect doesn't hit
961 * a single space too many times. 916 * a single space too many times.
962 */ 917 */
963 tmp->stats.maxhp = tmp->count; 918 tmp->stats.maxhp = tmp->count;
973 * 928 *
974 * BOMB related code 929 * BOMB related code
975 * 930 *
976 ****************************************************************************/ 931 ****************************************************************************/
977 932
978
979/* This handles an exploding bomb. 933/* This handles an exploding bomb.
980 * op is the original bomb object. 934 * op is the original bomb object.
981 */ 935 */
982void 936void
983animate_bomb (object *op) 937animate_bomb (object *op)
984{ 938{
985 int i;
986 object *env, *tmp;
987 archetype *at;
988
989 if (op->state != NUM_ANIMATIONS (op) - 1) 939 if (op->state != NUM_ANIMATIONS (op) - 1)
990 return; 940 return;
991 941
992 env = object_get_env_recursive (op); 942 object *env = op->outer_env ();
993 943
994 if (op->env) 944 if (op->env)
995 { 945 {
996 if (env->map == NULL) 946 if (env->map == NULL)
997 return; 947 return;
998 948
999 if (env->type == PLAYER) 949 if (!(op = op->insert_at (env, op)))
1000 esrv_del_item (env->contr, op->count);
1001
1002 op->remove ();
1003 op->x = env->x;
1004 op->y = env->y;
1005 if ((op = insert_ob_in_map (op, env->map, op, 0)) == NULL)
1006 return; 950 return;
1007 } 951 }
1008 952
1009 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent bomb from exploding 953 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent bomb from exploding
1010 // on a safe map. I don't like this special casing, but it seems to be neccessary 954 // on a safe map. I don't like this special casing, but it seems to be neccessary
1017 961
1018 /* This copies a lot of the code from the fire bullet, 962 /* This copies a lot of the code from the fire bullet,
1019 * but using the cast_bullet isn't really feasible, 963 * but using the cast_bullet isn't really feasible,
1020 * so just set up the appropriate values. 964 * so just set up the appropriate values.
1021 */ 965 */
1022 at = archetype::find (SPLINT); 966 if (archetype *at = archetype::find (SPLINT))
1023 if (at)
1024 { 967 {
1025 for (i = 1; i < 9; i++) 968 for (int i = 1; i < 9; i++)
1026 { 969 {
1027 if (out_of_map (op->map, op->x + freearr_x[i], op->y + freearr_x[i])) 970 if (out_of_map (op->map, op->x + freearr_x[i], op->y + freearr_x[i]))
1028 continue; 971 continue;
972
1029 tmp = arch_to_object (at); 973 object *tmp = arch_to_object (at);
1030 tmp->direction = i; 974 tmp->direction = i;
1031 tmp->range = op->range; 975 tmp->range = op->range;
1032 tmp->stats.dam = op->stats.dam; 976 tmp->stats.dam = op->stats.dam;
1033 tmp->duration = op->duration; 977 tmp->duration = op->duration;
1034 tmp->attacktype = op->attacktype; 978 tmp->attacktype = op->attacktype;
1035 tmp->set_owner (op); 979 tmp->set_owner (op);
1036 if (op->skill && op->skill != tmp->skill) 980 if (op->skill && op->skill != tmp->skill)
1037 {
1038 tmp->skill = op->skill; 981 tmp->skill = op->skill;
1039 } 982
1040 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) 983 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
1041 SET_ANIMATION (tmp, i); 984 SET_ANIMATION (tmp, i);
1042 tmp->x = op->x + freearr_x[i]; 985
1043 tmp->y = op->y + freearr_x[i]; 986 op->map->insert (tmp, op->x + freearr_x[i], op->y + freearr_x[i], op);
1044 insert_ob_in_map (tmp, op->map, op, 0);
1045 move_bullet (tmp); 987 move_bullet (tmp);
1046 } 988 }
1047 } 989 }
1048 990
1049 explode_bullet (op); 991 explode_bullet (op);
1050} 992}
1051 993
1052int 994int
1053create_bomb (object *op, object *caster, int dir, object *spell) 995create_bomb (object *op, object *caster, int dir, object *spell)
1054{ 996{
1055
1056 object *tmp; 997 object *tmp;
1057 int mflags; 998 int mflags;
1058 sint16 dx = op->x + freearr_x[dir], dy = op->y + freearr_y[dir]; 999 sint16 dx = op->x + freearr_x[dir], dy = op->y + freearr_y[dir];
1059 maptile *m; 1000 maptile *m;
1060 1001
1062 if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, dx, dy) & MOVE_WALK)) 1003 if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, dx, dy) & MOVE_WALK))
1063 { 1004 {
1064 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way."); 1005 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way.");
1065 return 0; 1006 return 0;
1066 } 1007 }
1008
1067 tmp = arch_to_object (spell->other_arch); 1009 tmp = arch_to_object (spell->other_arch);
1068 1010
1069 /* level dependencies for bomb */ 1011 /* level dependencies for bomb */
1070 tmp->range = spell->range + SP_level_range_adjust (caster, spell); 1012 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
1071 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1013 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1072 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell); 1014 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
1073 tmp->attacktype = spell->attacktype; 1015 tmp->attacktype = spell->attacktype;
1074 1016
1075 tmp->set_owner (op); 1017 tmp->set_owner (op);
1076 set_spell_skill (op, caster, spell, tmp); 1018 set_spell_skill (op, caster, spell, tmp);
1077 tmp->x = dx; 1019
1078 tmp->y = dy; 1020 m->insert (tmp, dx, dy, op);
1079 insert_ob_in_map (tmp, m, op, 0);
1080 return 1; 1021 return 1;
1081} 1022}
1082 1023
1083/**************************************************************************** 1024/****************************************************************************
1084 * 1025 *
1093 * dir is the direction to look in. 1034 * dir is the direction to look in.
1094 * range is how far out to look. 1035 * range is how far out to look.
1095 * type is the type of spell - either SPELL_MANA or SPELL_GRACE. 1036 * type is the type of spell - either SPELL_MANA or SPELL_GRACE.
1096 * this info is used for blocked magic/unholy spaces. 1037 * this info is used for blocked magic/unholy spaces.
1097 */ 1038 */
1098
1099object * 1039object *
1100get_pointed_target (object *op, int dir, int range, int type) 1040get_pointed_target (object *op, int dir, int range, int type)
1101{ 1041{
1102 object *target; 1042 object *target;
1103 sint16 x, y; 1043 sint16 x, y;
1122 return NULL; 1062 return NULL;
1123 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW) 1063 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW)
1124 return NULL; 1064 return NULL;
1125 1065
1126 if (mflags & P_IS_ALIVE) 1066 if (mflags & P_IS_ALIVE)
1127 {
1128 for (target = get_map_ob (mp, x, y); target; target = target->above) 1067 for (target = GET_MAP_OB (mp, x, y); target; target = target->above)
1129 { 1068 if (QUERY_FLAG (target, FLAG_MONSTER))
1130 if (QUERY_FLAG (target->head ? target->head : target, FLAG_MONSTER))
1131 {
1132 return target; 1069 return target;
1133 }
1134 }
1135 }
1136 } 1070 }
1071
1137 return NULL; 1072 return NULL;
1138} 1073}
1139
1140 1074
1141/* cast_smite_arch() - the priest points to a creature and causes 1075/* cast_smite_arch() - the priest points to a creature and causes
1142 * a 'godly curse' to decend. 1076 * a 'godly curse' to decend.
1143 * usual params - 1077 * usual params -
1144 * op = player 1078 * op = player
1145 * caster = object casting the spell. 1079 * caster = object casting the spell.
1146 * dir = direction being cast 1080 * dir = direction being cast
1147 * spell = spell object 1081 * spell = spell object
1148 */ 1082 */
1149
1150int 1083int
1151cast_smite_spell (object *op, object *caster, int dir, object *spell) 1084cast_smite_spell (object *op, object *caster, int dir, object *spell)
1152{ 1085{
1153 object *effect, *target; 1086 object *effect, *target;
1154 object *god = find_god (determine_god (op)); 1087 object *god = find_god (determine_god (op));
1227 1160
1228 effect->set_owner (op); 1161 effect->set_owner (op);
1229 set_spell_skill (op, caster, spell, effect); 1162 set_spell_skill (op, caster, spell, effect);
1230 1163
1231 /* ok, tell it where to be, and insert! */ 1164 /* ok, tell it where to be, and insert! */
1232 effect->x = target->x; 1165 effect->insert_at (target, op);
1233 effect->y = target->y;
1234 insert_ob_in_map (effect, target->map, op, 0);
1235 1166
1236 return 1; 1167 return 1;
1237} 1168}
1238
1239 1169
1240/**************************************************************************** 1170/****************************************************************************
1241 * 1171 *
1242 * MAGIC MISSILE code. 1172 * MAGIC MISSILE code.
1243 * note that the fire_bullet is used to fire the missile. The 1173 * note that the fire_bullet is used to fire the missile. The
1246 1176
1247/* op is a missile that needs to be moved */ 1177/* op is a missile that needs to be moved */
1248void 1178void
1249move_missile (object *op) 1179move_missile (object *op)
1250{ 1180{
1251 int i, mflags;
1252 object *owner;
1253 sint16 new_x, new_y;
1254 maptile *m;
1255
1256 if (op->range-- <= 0) 1181 if (op->range-- <= 0)
1257 { 1182 {
1258 op->destroy (); 1183 op->destroy ();
1259 return; 1184 return;
1260 } 1185 }
1261 1186
1262 owner = op->owner; 1187 mapxy pos (op);
1263#if 0 1188 pos.move (op->direction);
1264 /* It'd make things nastier if this wasn't here - spells cast by 1189
1265 * monster that are then killed would continue to survive 1190 if (!pos.normalise ())
1266 */
1267 if (owner == NULL)
1268 { 1191 {
1269 op->destroy (); 1192 op->destroy ();
1270 return; 1193 return;
1271 } 1194 }
1272#endif
1273 1195
1274 new_x = op->x + DIRX (op); 1196 mapspace &ms = pos.ms ();
1275 new_y = op->y + DIRY (op);
1276 1197
1277 mflags = get_map_flags (op->map, &m, new_x, new_y, &new_x, &new_y); 1198 if (ms.flags () & P_IS_ALIVE || ms.blocks (op))
1278
1279 if (!(mflags & P_OUT_OF_MAP) && ((mflags & P_IS_ALIVE) || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y))))
1280 { 1199 {
1281 hit_map (op, op->direction, AT_MAGIC, 1); 1200 hit_map (op, op->direction, AT_MAGIC, 1);
1282 /* Basically, missile only hits one thing then goes away. 1201 /* Basically, missile only hits one thing then goes away.
1283 * we need to remove it if someone hasn't already done so. 1202 * we need to remove it if someone hasn't already done so.
1284 */ 1203 */
1285 if (!op->destroyed ())
1286 op->destroy ();
1287
1288 return;
1289 }
1290
1291 op->remove ();
1292
1293 if (!op->direction || (mflags & P_OUT_OF_MAP))
1294 {
1295 op->destroy (); 1204 op->destroy ();
1296 return; 1205 return;
1297 } 1206 }
1298 1207
1299 op->x = new_x; 1208 if (!op->direction)
1300 op->y = new_y; 1209 {
1301 op->map = m; 1210 op->destroy ();
1211 return;
1212 }
1213
1302 i = spell_find_dir (op->map, op->x, op->y, op->owner); 1214 int i = spell_find_dir (pos.m, pos.x, pos.y, op->owner);
1303 if (i > 0 && i != op->direction) 1215 if (i > 0 && i != op->direction)
1304 { 1216 {
1305 op->direction = i; 1217 op->direction = i;
1306 SET_ANIMATION (op, op->direction); 1218 SET_ANIMATION (op, op->direction);
1307 } 1219 }
1308 1220
1309 insert_ob_in_map (op, op->map, op, 0); 1221 pos.insert (op, op);
1310} 1222}
1311 1223
1312/**************************************************************************** 1224/****************************************************************************
1313 * Destruction 1225 * Destruction
1314 ****************************************************************************/ 1226 ****************************************************************************/
1317 * we do this by creating a force and inserting it in the 1229 * we do this by creating a force and inserting it in the
1318 * object. if time is 0, the object glows permanently. To truely 1230 * object. if time is 0, the object glows permanently. To truely
1319 * make this work for non-living objects, we would have to 1231 * make this work for non-living objects, we would have to
1320 * give them the capability to have an inventory. b.t. 1232 * give them the capability to have an inventory. b.t.
1321 */ 1233 */
1322
1323int 1234int
1324make_object_glow (object *op, int radius, int time) 1235make_object_glow (object *op, int radius, int time)
1325{ 1236{
1326 object *tmp;
1327
1328 /* some things are unaffected... */ 1237 /* some things are unaffected... */
1329 if (op->path_denied & PATH_LIGHT) 1238 if (op->path_denied & PATH_LIGHT)
1330 return 0; 1239 return 0;
1331 1240
1332 tmp = get_archetype (FORCE_NAME); 1241 object *tmp = get_archetype (FORCE_NAME);
1333 tmp->speed = 0.01; 1242 tmp->speed = 0.01;
1334 tmp->stats.food = time; 1243 tmp->stats.food = time;
1335 SET_FLAG (tmp, FLAG_IS_USED_UP); 1244 SET_FLAG (tmp, FLAG_IS_USED_UP);
1336 tmp->glow_radius = radius; 1245 tmp->glow_radius = radius;
1337 if (tmp->glow_radius > MAX_LIGHT_RADII) 1246 if (tmp->glow_radius > MAX_LIGHT_RADII)
1338 tmp->glow_radius = MAX_LIGHT_RADII; 1247 tmp->glow_radius = MAX_LIGHT_RADII;
1339 1248
1340 tmp->x = op->x;
1341 tmp->y = op->y;
1342 if (tmp->speed < MIN_ACTIVE_SPEED)
1343 tmp->speed = MIN_ACTIVE_SPEED; /* safety */
1344 tmp = insert_ob_in_ob (tmp, op); 1249 tmp = insert_ob_in_ob (tmp, op);
1250
1345 if (tmp->glow_radius > op->glow_radius) 1251 if (tmp->glow_radius > op->glow_radius)
1346 op->glow_radius = tmp->glow_radius; 1252 op->glow_radius = tmp->glow_radius;
1347 1253
1348 if (!tmp->env || op != tmp->env)
1349 {
1350 LOG (llevError, "make_object_glow() failed to insert glowing force in %s\n", &op->name);
1351 return 0;
1352 }
1353 return 1; 1254 return 1;
1354} 1255}
1355
1356
1357
1358 1256
1359int 1257int
1360cast_destruction (object *op, object *caster, object *spell_ob) 1258cast_destruction (object *op, object *caster, object *spell_ob)
1361{ 1259{
1362 int i, j, range, mflags, friendly = 0, dam, dur; 1260 int i, j, range, mflags, friendly = 0, dam, dur;
1383 else if (caster->skill) 1281 else if (caster->skill)
1384 op->skill = caster->skill; 1282 op->skill = caster->skill;
1385 else 1283 else
1386 op->skill = NULL; 1284 op->skill = NULL;
1387 1285
1388 change_skill (op, find_skill_by_name (op, op->skill), 1); 1286 op->change_skill (find_skill_by_name (op, op->skill));
1389 1287
1390 for (i = -range; i < range; i++) 1288 for (i = -range; i <= range; i++)
1391 { 1289 {
1392 for (j = -range; j < range; j++) 1290 for (j = -range; j <= range; j++)
1393 { 1291 {
1394 m = op->map; 1292 m = op->map;
1395 sx = op->x + i; 1293 sx = op->x + i;
1396 sy = op->y + j; 1294 sy = op->y + j;
1295
1397 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy); 1296 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
1398 if (mflags & P_OUT_OF_MAP) 1297 if (mflags & P_OUT_OF_MAP)
1399 continue; 1298 continue;
1299
1400 if (mflags & P_IS_ALIVE) 1300 if (mflags & P_IS_ALIVE)
1401 { 1301 {
1402 for (tmp = get_map_ob (m, sx, sy); tmp; tmp = tmp->above) 1302 for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above)
1403 {
1404 if (QUERY_FLAG (tmp, FLAG_ALIVE) || tmp->type == PLAYER) 1303 if (QUERY_FLAG (tmp, FLAG_ALIVE) || tmp->type == PLAYER)
1405 break; 1304 break;
1406 } 1305
1407 if (tmp) 1306 if (tmp)
1408 { 1307 {
1409 if (tmp->head) 1308 if (tmp->head)
1410 tmp = tmp->head; 1309 tmp = tmp->head;
1411 1310
1413 (!friendly && (QUERY_FLAG (tmp, FLAG_FRIENDLY) || tmp->type == PLAYER))) 1312 (!friendly && (QUERY_FLAG (tmp, FLAG_FRIENDLY) || tmp->type == PLAYER)))
1414 { 1313 {
1415 if (spell_ob->subtype == SP_DESTRUCTION) 1314 if (spell_ob->subtype == SP_DESTRUCTION)
1416 { 1315 {
1417 hit_player (tmp, dam, op, spell_ob->attacktype, 0); 1316 hit_player (tmp, dam, op, spell_ob->attacktype, 0);
1317
1418 if (spell_ob->other_arch) 1318 if (spell_ob->other_arch)
1419 {
1420 tmp = arch_to_object (spell_ob->other_arch); 1319 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op);
1421 tmp->x = sx;
1422 tmp->y = sy;
1423 insert_ob_in_map (tmp, m, op, 0);
1424 }
1425 } 1320 }
1426 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist[ATNR_MAGIC] != 100) 1321 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist[ATNR_MAGIC] != 100)
1427 { 1322 {
1428 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch) 1323 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch)
1429 {
1430 object *effect = arch_to_object (spell_ob->other_arch); 1324 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op);
1431
1432 effect->x = sx;
1433 effect->y = sy;
1434 insert_ob_in_map (effect, m, op, 0);
1435 }
1436 } 1325 }
1437 } 1326 }
1438 } 1327 }
1439 } 1328 }
1440 } 1329 }
1441 } 1330 }
1331
1442 op->skill = skill; 1332 op->skill = skill;
1443 return 1; 1333 return 1;
1444} 1334}
1445 1335
1446/*************************************************************************** 1336/***************************************************************************
1460 { 1350 {
1461 new_draw_info (NDI_UNIQUE, 0, op, "There is no one in that direction to curse."); 1351 new_draw_info (NDI_UNIQUE, 0, op, "There is no one in that direction to curse.");
1462 return 0; 1352 return 0;
1463 } 1353 }
1464 1354
1355 tmp = tmp->head_ ();
1356
1465 /* If we've already got a force of this type, don't add a new one. */ 1357 /* If we've already got a force of this type, don't add a new one. */
1466 for (force = tmp->inv; force != NULL; force = force->below) 1358 for (force = tmp->inv; force; force = force->below)
1467 { 1359 {
1468 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY) 1360 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY)
1469 { 1361 {
1470 if (force->name == spell_ob->name) 1362 if (force->name == spell_ob->name)
1471 { 1363 {
1477 return 0; 1369 return 0;
1478 } 1370 }
1479 } 1371 }
1480 } 1372 }
1481 1373
1482 if (force == NULL) 1374 if (!force)
1483 { 1375 {
1484 force = get_archetype (FORCE_NAME); 1376 force = get_archetype (FORCE_NAME);
1485 force->subtype = FORCE_CHANGE_ABILITY; 1377 force->subtype = FORCE_CHANGE_ABILITY;
1378
1486 if (spell_ob->race) 1379 if (spell_ob->race)
1487 force->name = spell_ob->race; 1380 force->name = spell_ob->race;
1488 else 1381 else
1489 force->name = spell_ob->name; 1382 force->name = spell_ob->name;
1490 1383
1500 { 1393 {
1501 force->duration = duration; 1394 force->duration = duration;
1502 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 1395 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1503 } 1396 }
1504 else 1397 else
1505 {
1506 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1398 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1507 } 1399
1508 return 1; 1400 return 1;
1509 } 1401 }
1402
1510 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50; 1403 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1511 force->speed = 1.0; 1404 force->speed = 1.f;
1512 force->speed_left = -1.0; 1405 force->speed_left = -1.f;
1513 SET_FLAG (force, FLAG_APPLIED); 1406 SET_FLAG (force, FLAG_APPLIED);
1514 1407
1515 if (god) 1408 if (god)
1516 { 1409 {
1517 if (spell_ob->last_grace) 1410 if (spell_ob->last_grace)
1530 force->stats.ac = spell_ob->stats.ac; 1423 force->stats.ac = spell_ob->stats.ac;
1531 force->stats.wc = spell_ob->stats.wc; 1424 force->stats.wc = spell_ob->stats.wc;
1532 1425
1533 change_abil (tmp, force); /* Mostly to display any messages */ 1426 change_abil (tmp, force); /* Mostly to display any messages */
1534 insert_ob_in_ob (force, tmp); 1427 insert_ob_in_ob (force, tmp);
1535 fix_player (tmp); 1428 tmp->update_stats ();
1536 return 1; 1429 return 1;
1537 1430
1538} 1431}
1539
1540 1432
1541/********************************************************************** 1433/**********************************************************************
1542 * mood change 1434 * mood change
1543 * Arguably, this may or may not be an attack spell. But since it 1435 * Arguably, this may or may not be an attack spell. But since it
1544 * effects monsters, it seems best to put it into this file 1436 * effects monsters, it seems best to put it into this file
1574 else if (god && !strcmp (spell->race, "GOD_FRIEND")) 1466 else if (god && !strcmp (spell->race, "GOD_FRIEND"))
1575 race = god->race; 1467 race = god->race;
1576 else 1468 else
1577 race = spell->race; 1469 race = spell->race;
1578 1470
1579
1580 for (x = op->x - range; x <= op->x + range; x++) 1471 for (x = op->x - range; x <= op->x + range; x++)
1581 for (y = op->y - range; y <= op->y + range; y++) 1472 for (y = op->y - range; y <= op->y + range; y++)
1582 { 1473 {
1583
1584 done_one = 0; 1474 done_one = 0;
1585 m = op->map; 1475 m = op->map;
1586 nx = x; 1476 nx = x;
1587 ny = y; 1477 ny = y;
1588 mflags = get_map_flags (m, &m, x, y, &nx, &ny); 1478 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1591 1481
1592 /* If there is nothing living on this space, no need to go further */ 1482 /* If there is nothing living on this space, no need to go further */
1593 if (!(mflags & P_IS_ALIVE)) 1483 if (!(mflags & P_IS_ALIVE))
1594 continue; 1484 continue;
1595 1485
1486 // players can only affect spaces that they can actually see
1487 if (caster && caster->contr
1488 && caster->contr->visibility_at (m, nx, ny) < 70)
1489 continue;
1490
1596 for (tmp = get_map_ob (m, nx, ny); tmp; tmp = tmp->above) 1491 for (tmp = GET_MAP_TOP (m, nx, ny); tmp; tmp = tmp->below)
1597 if (QUERY_FLAG (tmp, FLAG_MONSTER)) 1492 if (QUERY_FLAG (tmp, FLAG_MONSTER))
1598 break; 1493 break;
1599 1494
1600 /* There can be living objects that are not monsters */ 1495 /* There can be living objects that are not monsters */
1601 if (!tmp || tmp->type == PLAYER) 1496 if (!tmp || tmp->type == PLAYER)
1608 head = tmp; 1503 head = tmp;
1609 1504
1610 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */ 1505 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */
1611 if (race && head->race && !strstr (race, head->race)) 1506 if (race && head->race && !strstr (race, head->race))
1612 continue; 1507 continue;
1508
1613 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD)) 1509 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD))
1614 continue; 1510 continue;
1615 1511
1616 /* Now do a bunch of stuff related to saving throws */ 1512 /* Now do a bunch of stuff related to saving throws */
1617 best_at = -1; 1513 best_at = -1;
1634 at -= level / 5; 1530 at -= level / 5;
1635 if (did_make_save (head, head->level, at)) 1531 if (did_make_save (head, head->level, at))
1636 continue; 1532 continue;
1637 } 1533 }
1638 else /* spell->attacktype */ 1534 else /* spell->attacktype */
1639 /*
1640 Spell has no attacktype (charm & such), so we'll have a specific saving:
1641 * if spell level < monster level, no go
1642 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) )
1643
1644 The chance will then be in the range [20-70] percent, not too bad.
1645
1646 This is required to fix the 'charm monster' abuse, where a player level 1 can
1647 charm a level 125 monster...
1648
1649 Ryo, august 14th
1650 */
1651 { 1535 {
1536 /*
1537 Spell has no attacktype (charm & such), so we'll have a specific saving:
1538 * if spell level < monster level, no go
1539 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) )
1540
1541 The chance will then be in the range [20-70] percent, not too bad.
1542
1543 This is required to fix the 'charm monster' abuse, where a player level 1 can
1544 charm a level 125 monster...
1545
1546 Ryo, august 14th
1547 */
1652 if (head->level > level) 1548 if (head->level > level)
1653 continue; 1549 continue;
1550
1654 if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + MIN (50, 2 * (level - head->level)))) 1551 if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + MIN (50, 2 * (level - head->level))))
1655 /* Failed, no effect */ 1552 /* Failed, no effect */
1656 continue; 1553 continue;
1657 } 1554 }
1658 1555
1659 /* Done with saving throw. Now start effecting the monster */ 1556 /* Done with saving throw. Now start affecting the monster */
1660 1557
1661 /* aggravation */ 1558 /* aggravation */
1662 if (QUERY_FLAG (spell, FLAG_MONSTER)) 1559 if (QUERY_FLAG (spell, FLAG_MONSTER))
1663 { 1560 {
1664 CLEAR_FLAG (head, FLAG_SLEEP); 1561 CLEAR_FLAG (head, FLAG_SLEEP);
1665 if (QUERY_FLAG (head, FLAG_FRIENDLY))
1666 remove_friendly_object (head); 1562 remove_friendly_object (head);
1667
1668 done_one = 1; 1563 done_one = 1;
1669 head->enemy = op; 1564 head->enemy = op;
1670 } 1565 }
1671 1566
1672 /* calm monsters */ 1567 /* calm monsters */
1681 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK)) 1576 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK))
1682 { 1577 {
1683 SET_FLAG (head, FLAG_BERSERK); 1578 SET_FLAG (head, FLAG_BERSERK);
1684 done_one = 1; 1579 done_one = 1;
1685 } 1580 }
1581
1686 /* charm */ 1582 /* charm */
1687 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY)) 1583 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY))
1688 { 1584 {
1689 SET_FLAG (head, FLAG_FRIENDLY); 1585 INVOKE_OBJECT (KILL, head, ARG_OBJECT (caster));
1586
1690 /* Prevent uncontolled outbreaks of self replicating monsters. 1587 /* Prevent uncontrolled outbreaks of self replicating monsters.
1691 Typical use case is charm, go somwhere, use aggravation to make hostile. 1588 Typical use case is charm, go somwhere, use aggravation to make hostile.
1692 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */ 1589 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */
1693 CLEAR_FLAG (head, FLAG_GENERATOR); 1590 CLEAR_FLAG (head, FLAG_GENERATOR);
1694 head->set_owner (op); 1591 head->set_owner (op);
1695 set_spell_skill (op, caster, spell, head); 1592 set_spell_skill (op, caster, spell, head);
1700 head->stats.exp = 0; 1597 head->stats.exp = 0;
1701 } 1598 }
1702 1599
1703 /* If a monster was effected, put an effect in */ 1600 /* If a monster was effected, put an effect in */
1704 if (done_one && spell->other_arch) 1601 if (done_one && spell->other_arch)
1705 {
1706 tmp = arch_to_object (spell->other_arch); 1602 m->insert (arch_to_object (spell->other_arch), nx, ny, op);
1707 tmp->x = nx;
1708 tmp->y = ny;
1709 insert_ob_in_map (tmp, m, op, 0);
1710 }
1711 } /* for y */ 1603 } /* for y */
1712 1604
1713 return 1; 1605 return 1;
1714} 1606}
1715 1607
1766 nx = op->x; 1658 nx = op->x;
1767 ny = op->y; 1659 ny = op->y;
1768 m = op->map; 1660 m = op->map;
1769 } 1661 }
1770 1662
1771 op->remove (); 1663 m->insert (op, nx, ny, op);
1772 op->y = ny;
1773 op->x = nx;
1774 insert_ob_in_map (op, m, op, 0);
1775 1664
1776 dam_save = op->stats.dam; /* save the original dam: we do halfdam on 1665 dam_save = op->stats.dam; /* save the original dam: we do halfdam on
1777 surrounding squares */ 1666 surrounding squares */
1778 1667
1779 /* loop over current square and neighbors to hit. 1668 /* loop over current square and neighbors to hit.
1780 * if this has an other_arch field, we insert that in 1669 * if this has an other_arch field, we insert that in
1781 * the surround spaces. 1670 * the surround spaces.
1782 */ 1671 */
1783 for (j = 0; j < 9; j++) 1672 for (j = 0; j < 9; j++)
1784 { 1673 {
1785 object *new_ob;
1786
1787 hx = nx + freearr_x[j]; 1674 hx = nx + freearr_x[j];
1788 hy = ny + freearr_y[j]; 1675 hy = ny + freearr_y[j];
1789 1676
1790 m = op->map; 1677 m = op->map;
1791 mflags = get_map_flags (m, &m, hx, hy, &hx, &hy); 1678 mflags = get_map_flags (m, &m, hx, hy, &hx, &hy);
1799 1686
1800 if ((mflags & P_IS_ALIVE) && (!owner || owner->x != hx || owner->y != hy || !on_same_map (owner, op))) 1687 if ((mflags & P_IS_ALIVE) && (!owner || owner->x != hx || owner->y != hy || !on_same_map (owner, op)))
1801 { 1688 {
1802 if (j) 1689 if (j)
1803 op->stats.dam = dam_save / 2; 1690 op->stats.dam = dam_save / 2;
1691
1804 hit_map (op, j, op->attacktype, 1); 1692 hit_map (op, j, op->attacktype, 1);
1805
1806 } 1693 }
1807 1694
1808 /* insert the other arch */ 1695 /* insert the other arch */
1809 if (op->other_arch && !(OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy)))) 1696 if (op->other_arch && !(OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy))))
1810 { 1697 m->insert (arch_to_object (op->other_arch), hx, hy, op);
1811 new_ob = arch_to_object (op->other_arch);
1812 new_ob->x = hx;
1813 new_ob->y = hy;
1814 insert_ob_in_map (new_ob, m, op, 0);
1815 }
1816 } 1698 }
1817 1699
1818 /* restore to the center location and damage */ 1700 /* restore to the center location and damage */
1819 op->stats.dam = dam_save; 1701 op->stats.dam = dam_save;
1820 1702
1823 if (i >= 0) 1705 if (i >= 0)
1824 { /* we have a preferred direction! */ 1706 { /* we have a preferred direction! */
1825 /* pick another direction if the preferred dir is blocked. */ 1707 /* pick another direction if the preferred dir is blocked. */
1826 if (get_map_flags (op->map, &m, nx + freearr_x[i], ny + freearr_y[i], &hx, &hy) & P_OUT_OF_MAP || 1708 if (get_map_flags (op->map, &m, nx + freearr_x[i], ny + freearr_y[i], &hx, &hy) & P_OUT_OF_MAP ||
1827 OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy))) 1709 OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy)))
1828 {
1829 i = absdir (i + rndm (0, 2) - 1); /* -1, 0, +1 */ 1710 i = absdir (i + rndm (0, 2) - 1); /* -1, 0, +1 */
1830 } 1711
1831 op->direction = i; 1712 op->direction = i;
1832 } 1713 }
1833} 1714}
1834 1715
1835
1836/* move_swarm_spell: peterm 1716/* move_swarm_spell: peterm
1837 * This is an implementation of the swarm spell. It was written for 1717 * This is an implementation of the swarm spell. It was written for
1838 * meteor swarm, but it could be used for any swarm. A swarm spell 1718 * meteor swarm, but it could be used for any swarm. A swarm spell
1839 * is a special type of object that casts swarms of other types 1719 * is a special type of object that casts swarms of other types
1840 * of spells. Which spell it casts is flexible. It fires the spells 1720 * of spells. Which spell it casts is flexible. It fires the spells
1841 * from a set of squares surrounding the caster, in a given direction. 1721 * from a set of squares surrounding the caster, in a given direction.
1842 */ 1722 */
1843
1844void 1723void
1845move_swarm_spell (object *op) 1724move_swarm_spell (object *op)
1846{ 1725{
1847#if 0 1726#if 0
1848 static int cardinal_adjust[9] = { -3, -2, -1, 0, 0, 0, 1, 2, 3 }; 1727 static int cardinal_adjust[9] = { -3, -2, -1, 0, 0, 0, 1, 2, 3 };
1849 static int diagonal_adjust[10] = { -3, -2, -2, -1, 0, 0, 1, 2, 2, 3 }; 1728 static int diagonal_adjust[10] = { -3, -2, -2, -1, 0, 0, 1, 2, 2, 3 };
1850 sint16 target_x, target_y, origin_x, origin_y; 1729 sint16 target_x, target_y, origin_x, origin_y;
1851 int adjustdir; 1730 int adjustdir;
1852 maptile *m; 1731 maptile *m;
1853#endif 1732#endif
1854 int basedir;
1855 object *owner; 1733 object *owner = op->env;
1856 1734
1857 owner = op->owner; 1735 if (!owner) // MUST not happen, remove when true TODO
1858 if (op->duration == 0 || owner == NULL)
1859 { 1736 {
1737 LOG (llevError, "swarm spell found outside inventory: %s\n", op->debug_desc ());
1860 op->destroy (); 1738 op->destroy ();
1861 return; 1739 return;
1862 } 1740 }
1863 1741
1742 if (!op->duration || !owner->is_on_map ())
1743 {
1744 op->destroy ();
1745 return;
1746 }
1747
1864 op->duration--; 1748 op->duration--;
1865 1749
1866 basedir = op->direction; 1750 int basedir = op->direction;
1867 if (basedir == 0) 1751 if (!basedir)
1868 {
1869 /* spray in all directions! 8) */ 1752 /* spray in all directions! 8) */
1870 basedir = rndm (1, 8); 1753 basedir = (op->facing += op->state) % 8 + 1;
1871 }
1872 1754
1873#if 0 1755#if 0
1874 // this is bogus: it causes wrong places to be checked below 1756 // this is bogus: it causes wrong places to be checked below
1875 // (a wall 2 cells away will block the effect...) and 1757 // (a wall 2 cells away will block the effect...) and
1876 // doesn't work for SP_BULLET anyhow, so again tests the wrong 1758 // doesn't work for SP_BULLET anyhow, so again tests the wrong
1877 // space. 1759 // space.
1878 // should be fixed later, but correctness before featurs... 1760 // should be fixed later, but correctness before features...
1879 // (schmorp) 1761 // (schmorp)
1880 1762
1881 /* new offset calculation to make swarm element distribution 1763 /* new offset calculation to make swarm element distribution
1882 * more uniform 1764 * more uniform
1883 */ 1765 */
1936 { 1818 {
1937 /* Bullet spells have a bunch more customization that needs to be done */ 1819 /* Bullet spells have a bunch more customization that needs to be done */
1938 if (op->spell->subtype == SP_BULLET) 1820 if (op->spell->subtype == SP_BULLET)
1939 fire_bullet (owner, op, basedir, op->spell); 1821 fire_bullet (owner, op, basedir, op->spell);
1940 else if (op->spell->subtype == SP_MAGIC_MISSILE) 1822 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1941 fire_arch_from_position (owner, op, op->x, op->y, basedir, op->spell); 1823 fire_arch_from_position (owner, op, owner->x, owner->y, basedir, op->spell);
1942 } 1824 }
1943} 1825}
1944
1945
1946
1947 1826
1948/* fire_swarm: 1827/* fire_swarm:
1949 * The following routine creates a swarm of objects. It actually 1828 * The following routine creates a swarm of objects. It actually
1950 * sets up a specific swarm object, which then fires off all 1829 * sets up a specific swarm object, which then fires off all
1951 * the parts of the swarm. 1830 * the parts of the swarm.
1954 * caster: the caster (owner, wand, rod, scroll) 1833 * caster: the caster (owner, wand, rod, scroll)
1955 * dir: the direction everything will be fired in 1834 * dir: the direction everything will be fired in
1956 * spell - the spell that is this spell. 1835 * spell - the spell that is this spell.
1957 * n: the number to be fired. 1836 * n: the number to be fired.
1958 */ 1837 */
1959
1960int 1838int
1961fire_swarm (object *op, object *caster, object *spell, int dir) 1839fire_swarm (object *op, object *caster, object *spell, int dir)
1962{ 1840{
1963 object *tmp;
1964 int i;
1965
1966 if (!spell->other_arch) 1841 if (!spell->other_arch)
1967 return 0; 1842 return 0;
1968 1843
1969 tmp = get_archetype (SWARM_SPELL); 1844 object *tmp = archetype::get (SWARM_SPELL);
1970 tmp->x = op->x;
1971 tmp->y = op->y;
1972 tmp->set_owner (op); /* needed so that if swarm elements kill, caster gets xp. */
1973 set_spell_skill (op, caster, spell, tmp); 1845 set_spell_skill (op, caster, spell, tmp);
1974
1975 tmp->level = caster_level (caster, spell); /*needed later, to get level dep. right. */ 1846 tmp->level = caster_level (caster, spell); /* needed later, to get level dep. right. */
1976 tmp->spell = arch_to_object (spell->other_arch); 1847 tmp->spell = spell->other_arch->instance ();
1977
1978 tmp->attacktype = tmp->spell->attacktype; 1848 tmp->attacktype = tmp->spell->attacktype;
1979 1849
1980 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) 1850 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
1981 {
1982 if (!tailor_god_spell (tmp, op)) 1851 if (!tailor_god_spell (tmp, op))
1983 return 1; 1852 return 1;
1984 } 1853
1985 tmp->duration = SP_level_duration_adjust (caster, spell); 1854 tmp->duration = SP_level_duration_adjust (caster, spell);
1986 for (i = 0; i < spell->duration; i++) 1855 for (int i = 0; i < spell->duration; i++)
1987 tmp->duration += die_roll (1, 3, op, PREFER_HIGH); 1856 tmp->duration += die_roll (1, 3, op, PREFER_HIGH);
1988 1857
1858 tmp->invisible = 1;
1859 tmp->flag [FLAG_NO_DROP] = 1; // make sure it stays in inv, or else
1989 tmp->direction = dir; 1860 tmp->direction = dir;
1990 tmp->invisible = 1; 1861 tmp->facing = rndm (1, 8); // initial firing direction
1991 insert_ob_in_map (tmp, op->map, op, 0); 1862 tmp->state = rndm (4) * 2 + 1; // direction increment
1863
1864 op->insert (tmp);
1865
1992 return 1; 1866 return 1;
1993} 1867}
1994
1995 1868
1996/* See the spells documentation file for why this is its own 1869/* See the spells documentation file for why this is its own
1997 * function. 1870 * function.
1998 */ 1871 */
1999int 1872int
2024 return 0; 1897 return 0;
2025 } 1898 }
2026 1899
2027 if (mflags & P_IS_ALIVE && spell->attacktype) 1900 if (mflags & P_IS_ALIVE && spell->attacktype)
2028 { 1901 {
2029 for (target = get_map_ob (m, x, y); target; target = target->above) 1902 for (target = GET_MAP_OB (m, x, y); target; target = target->above)
2030 if (QUERY_FLAG (target, FLAG_MONSTER)) 1903 if (QUERY_FLAG (target, FLAG_MONSTER))
2031 { 1904 {
2032 /* oky doky. got a target monster. Lets make a blinding attack */ 1905 /* oky doky. got a target monster. Lets make a blinding attack */
2033 if (target->head) 1906 if (target->head)
2034 target = target->head; 1907 target = target->head;
1908
2035 (void) hit_player (target, dam, op, spell->attacktype, 1); 1909 hit_player (target, dam, op, spell->attacktype, 1);
2036 return 1; /* one success only! */ 1910 return 1; /* one success only! */
2037 } 1911 }
2038 } 1912 }
2039 1913
2040 /* no live target, perhaps a wall is in the way? */ 1914 /* no live target, perhaps a wall is in the way? */
2056 { 1930 {
2057 tmp->glow_radius = spell->range + SP_level_range_adjust (caster, spell); 1931 tmp->glow_radius = spell->range + SP_level_range_adjust (caster, spell);
2058 if (tmp->glow_radius > MAX_LIGHT_RADII) 1932 if (tmp->glow_radius > MAX_LIGHT_RADII)
2059 tmp->glow_radius = MAX_LIGHT_RADII; 1933 tmp->glow_radius = MAX_LIGHT_RADII;
2060 } 1934 }
2061 tmp->x = x; 1935
2062 tmp->y = y; 1936 m->insert (tmp, x, y, op);
2063 insert_ob_in_map (tmp, m, op, 0);
2064 return 1; 1937 return 1;
2065} 1938}
2066
2067
2068
2069 1939
2070/* cast_cause_disease: this spell looks along <dir> from the 1940/* cast_cause_disease: this spell looks along <dir> from the
2071 * player and infects someone. 1941 * player and infects someone.
2072 * op is the player/monster, caster is the object, dir is the direction 1942 * op is the player/monster, caster is the object, dir is the direction
2073 * to cast, disease_arch is the specific disease, and type is the spell number 1943 * to cast, disease_arch is the specific disease, and type is the spell number
2074 * perhaps this should actually be in disease.c? 1944 * perhaps this should actually be in disease.c?
2075 */ 1945 */
2076
2077int 1946int
2078cast_cause_disease (object *op, object *caster, object *spell, int dir) 1947cast_cause_disease (object *op, object *caster, object *spell, int dir)
2079{ 1948{
2080 sint16 x, y; 1949 sint16 x, y;
2081 int i, mflags, range, dam_mod, dur_mod; 1950 int i, mflags, range, dam_mod, dur_mod;
2088 /* If casting from a scroll, no direction will be available, so refer to the 1957 /* If casting from a scroll, no direction will be available, so refer to the
2089 * direction the player is pointing. 1958 * direction the player is pointing.
2090 */ 1959 */
2091 if (!dir) 1960 if (!dir)
2092 dir = op->facing; 1961 dir = op->facing;
1962
2093 if (!dir) 1963 if (!dir)
2094 return 0; /* won't find anything if casting on ourself, so just return */ 1964 return 0; /* won't find anything if casting on ourself, so just return */
2095 1965
2096 /* Calculate these once here */ 1966 /* Calculate these once here */
2097 range = spell->range + SP_level_range_adjust (caster, spell); 1967 range = spell->range + SP_level_range_adjust (caster, spell);
2116 1986
2117 /* Only bother looking on this space if there is something living here */ 1987 /* Only bother looking on this space if there is something living here */
2118 if (mflags & P_IS_ALIVE) 1988 if (mflags & P_IS_ALIVE)
2119 { 1989 {
2120 /* search this square for a victim */ 1990 /* search this square for a victim */
2121 for (walk = get_map_ob (m, x, y); walk; walk = walk->above) 1991 for (walk = GET_MAP_OB (m, x, y); walk; walk = walk->above)
2122 if (QUERY_FLAG (walk, FLAG_MONSTER) || (walk->type == PLAYER)) 1992 if (QUERY_FLAG (walk, FLAG_MONSTER) || (walk->type == PLAYER))
2123 { /* found a victim */ 1993 { /* found a victim */
2124 object *disease = arch_to_object (spell->other_arch); 1994 object *disease = arch_to_object (spell->other_arch);
2125 1995
2126 disease->set_owner (op); 1996 disease->set_owner (op);
2131 /* do level adjustments */ 2001 /* do level adjustments */
2132 if (disease->stats.wc) 2002 if (disease->stats.wc)
2133 disease->stats.wc += dur_mod / 2; 2003 disease->stats.wc += dur_mod / 2;
2134 2004
2135 if (disease->magic > 0) 2005 if (disease->magic > 0)
2136 disease->magic += dur_mod / 4; 2006 disease->magic += dur_mod / 8;
2137 2007
2138 if (disease->stats.maxhp > 0) 2008 if (disease->stats.maxhp > 0)
2139 disease->stats.maxhp += dur_mod; 2009 disease->stats.maxhp += dur_mod;
2140 2010
2141 if (disease->stats.maxgrace > 0) 2011 if (disease->stats.maxgrace > 0)
2176 if (disease->stats.sp) 2046 if (disease->stats.sp)
2177 disease->stats.sp -= dam_mod; 2047 disease->stats.sp -= dam_mod;
2178 2048
2179 if (infect_object (walk, disease, 1)) 2049 if (infect_object (walk, disease, 1))
2180 { 2050 {
2181 object *flash; /* visual effect for inflicting disease */
2182
2183 new_draw_info_format (NDI_UNIQUE, 0, op, "You inflict %s on %s!", &disease->name, &walk->name); 2051 new_draw_info_format (NDI_UNIQUE, 0, op, "You inflict %s on %s!", &disease->name, &walk->name);
2184 2052
2185 disease->destroy (); /* don't need this one anymore */ 2053 disease->destroy (); /* don't need this one anymore */
2186 flash = get_archetype (ARCH_DETECT_MAGIC); 2054 walk->map->insert (get_archetype ("detect_magic"), x, y, op);
2187 flash->x = x;
2188 flash->y = y;
2189 flash->map = walk->map;
2190 insert_ob_in_map (flash, walk->map, op, 0);
2191 return 1; 2055 return 1;
2192 } 2056 }
2193 2057
2194 disease->destroy (); 2058 disease->destroy ();
2195 } 2059 }
2196 } /* if living creature */ 2060 } /* if living creature */
2197 } /* for range of spaces */ 2061 } /* for range of spaces */
2062
2198 new_draw_info (NDI_UNIQUE, 0, op, "No one caught anything!"); 2063 new_draw_info (NDI_UNIQUE, 0, op, "No one caught anything!");
2199 return 1; 2064 return 1;
2200} 2065}

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