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

Comparing deliantra/server/server/spell_attack.C (file contents):
Revision 1.16 by root, Tue Dec 12 20:53:03 2006 UTC vs.
Revision 1.70 by elmex, Sun Dec 21 20:35:37 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 */
140 135
141 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (m, sx, sy))) 136 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (m, sx, sy)))
142 return; 137 return;
143 138
144 /* OK, we made a fork */ 139 /* OK, we made a fork */
145 new_bolt = get_object (); 140 new_bolt = tmp->clone ();
146 copy_object (tmp, new_bolt);
147 141
148 /* reduce chances of subsequent forking */ 142 /* reduce chances of subsequent forking */
149 new_bolt->stats.Dex -= 10; 143 new_bolt->stats.Dex -= 10;
150 tmp->stats.Dex -= 10; /* less forks from main bolt too */ 144 tmp->stats.Dex -= 10; /* less forks from main bolt too */
151 new_bolt->stats.Con += 25 * new_dir; /* adjust the left bias */ 145 new_bolt->stats.Con += 25 * new_dir; /* adjust the left bias */
152 new_bolt->speed_left = -0.1; 146 new_bolt->speed_left = -0.1f;
153 new_bolt->direction = t_dir; 147 new_bolt->direction = t_dir;
154 new_bolt->duration++; 148 new_bolt->duration++;
155 new_bolt->x = sx;
156 new_bolt->y = sy;
157 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */ 149 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */
158 new_bolt->stats.dam++; 150 new_bolt->stats.dam++;
159 tmp->stats.dam /= 2; /* reduce father bolt damage */ 151 tmp->stats.dam /= 2; /* reduce father bolt damage */
160 tmp->stats.dam++; 152 tmp->stats.dam++;
161 new_bolt = insert_ob_in_map (new_bolt, m, op, 0); 153
154 if ((new_bolt = m->insert (new_bolt, sx, sy, op)))
162 update_turn_face (new_bolt); 155 update_turn_face (new_bolt);
163} 156}
164 157
165/* move_bolt: moves bolt 'op'. Basically, it just advances a space, 158/* move_bolt: moves bolt 'op'. Basically, it just advances a space,
166 * and checks for various things that may stop it. 159 * and checks for various things that may stop it.
167 */ 160 */
168
169void 161void
170move_bolt (object *op) 162move_bolt (object *op)
171{ 163{
172 object *tmp;
173 int mflags; 164 int mflags;
174 sint16 x, y; 165 sint16 x, y;
175 maptile *m; 166 maptile *m;
176 167
177 if (--(op->duration) < 0) 168 if (--op->duration < 0)
178 { 169 {
179 op->remove ();
180 op->destroy (0); 170 op->drop_and_destroy ();
181 return; 171 return;
182 } 172 }
183 173
184 hit_map (op, 0, op->attacktype, 1); 174 hit_map (op, 0, op->attacktype, 1);
185 175
186 if (!op->direction) 176 if (!op->direction)
187 return; 177 return;
188 178
189 if (--op->range < 0) 179 if (--op->range < 0)
190 {
191 op->range = 0; 180 op->range = 0;
192 }
193 else 181 else
194 { 182 {
195 x = op->x + DIRX (op); 183 x = op->x + DIRX (op);
196 y = op->y + DIRY (op); 184 y = op->y + DIRY (op);
197 m = op->map; 185 m = op->map;
205 * 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
206 * will be useful. 194 * will be useful.
207 */ 195 */
208 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)))
209 { 197 {
210
211 if (!QUERY_FLAG (op, FLAG_REFLECTING)) 198 if (!QUERY_FLAG (op, FLAG_REFLECTING))
212 return; 199 return;
213 200
214 /* Since walls don't run diagonal, if the bolt is in 201 /* Since walls don't run diagonal, if the bolt is in
215 * one of 4 main directions, it just reflects back in the 202 * one of 4 main directions, it just reflects back in the
245 else if (left) 232 else if (left)
246 op->direction = absdir (op->direction + 2); 233 op->direction = absdir (op->direction + 2);
247 else if (right) 234 else if (right)
248 op->direction = absdir (op->direction - 2); 235 op->direction = absdir (op->direction - 2);
249 } 236 }
237
250 update_turn_face (op); /* A bolt *must* be IS_TURNABLE */ 238 update_turn_face (op); /* A bolt *must* be IS_TURNABLE */
251 return; 239 return;
252 } 240 }
253 else 241 else
254 { /* Create a copy of this object and put it ahead */ 242 { /* Create a copy of this object and put it ahead */
255 tmp = get_object (); 243 object *tmp = op->clone ();
256 copy_object (op, tmp); 244
245 m->insert (tmp, x, y, op);
257 tmp->speed_left = -0.1; 246 tmp->speed_left = -0.1f;
258 tmp->x += DIRX (tmp), tmp->y += DIRY (tmp);
259 tmp = insert_ob_in_map (tmp, op->map, op, 0);
260 /* 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 */
261 tmp->duration++; 248 tmp->duration++;
262 249
263 /* New forking code. Possibly create forks of this object 250 /* New forking code. Possibly create forks of this object
264 * going off in other directions. 251 * going off in other directions.
265 */ 252 */
266
267 if (rndm (0, 99) < tmp->stats.Dex) 253 if (tmp->stats.Dex && rndm (0, 99) < tmp->stats.Dex)
268 { /* stats.Dex % of forking */ 254 forklightning (op, tmp); /* stats.Dex % of forking */
269 forklightning (op, tmp); 255
270 }
271 /* 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
272 * doesn't create any bolts that continue to move onward. 257 * doesn't create any bolts that continue to move onward.
273 */ 258 */
274 op->range = 0; 259 op->range = 0;
275 } /* copy object and move it along */ 260 } /* copy object and move it along */
282 * we remove the magic flag - that can be derived from 267 * we remove the magic flag - that can be derived from
283 * spob->attacktype. 268 * spob->attacktype.
284 * This function sets up the appropriate owner and skill 269 * This function sets up the appropriate owner and skill
285 * pointers. 270 * pointers.
286 */ 271 */
287
288int 272int
289fire_bolt (object *op, object *caster, int dir, object *spob, object *skill) 273fire_bolt (object *op, object *caster, int dir, object *spob, object *skill)
290{ 274{
291 object *tmp = NULL; 275 object *tmp = NULL;
292 int mflags; 276 int mflags;
299 return 0; 283 return 0;
300 284
301 /* peterm: level dependency for bolts */ 285 /* peterm: level dependency for bolts */
302 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);
303 tmp->attacktype = spob->attacktype; 287 tmp->attacktype = spob->attacktype;
288
304 if (spob->slaying) 289 if (spob->slaying)
305 tmp->slaying = spob->slaying; 290 tmp->slaying = spob->slaying;
291
306 tmp->range = spob->range + SP_level_range_adjust (caster, spob); 292 tmp->range = spob->range + SP_level_range_adjust (caster, spob);
307 tmp->duration = spob->duration + SP_level_duration_adjust (caster, spob); 293 tmp->duration = spob->duration + SP_level_duration_adjust (caster, spob);
308 tmp->stats.Dex = spob->stats.Dex; 294 tmp->stats.Dex = spob->stats.Dex;
309 tmp->stats.Con = spob->stats.Con; 295 tmp->stats.Con = spob->stats.Con;
310 296
311 tmp->direction = dir; 297 tmp->direction = dir;
312 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) 298 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
313 SET_ANIMATION (tmp, dir); 299 SET_ANIMATION (tmp, dir);
314 300
315 set_owner (tmp, op); 301 tmp->set_owner (op);
316 set_spell_skill (op, caster, spob, tmp); 302 set_spell_skill (op, caster, spob, tmp);
317 303
318 tmp->x = op->x + DIRX (tmp); 304 tmp->x = op->x + DIRX (tmp);
319 tmp->y = op->y + DIRY (tmp); 305 tmp->y = op->y + DIRY (tmp);
320 tmp->map = op->map; 306 tmp->map = op->map;
321 307
308 maptile *newmap;
322 mflags = get_map_flags (tmp->map, &tmp->map, tmp->x, tmp->y, &tmp->x, &tmp->y); 309 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y);
323 if (mflags & P_OUT_OF_MAP) 310 if (mflags & P_OUT_OF_MAP)
324 { 311 {
325 tmp->destroy (0); 312 tmp->drop_and_destroy ();
326 return 0; 313 return 0;
327 } 314 }
315
316 tmp->map = newmap;
317
328 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)))
329 { 319 {
330 if (!QUERY_FLAG (tmp, FLAG_REFLECTING)) 320 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
331 { 321 {
332 tmp->destroy (0); 322 tmp->drop_and_destroy ();
333 return 0; 323 return 0;
334 } 324 }
325
335 tmp->x = op->x; 326 tmp->x = op->x;
336 tmp->y = op->y; 327 tmp->y = op->y;
337 tmp->direction = absdir (tmp->direction + 4); 328 tmp->direction = absdir (tmp->direction + 4);
338 tmp->map = op->map; 329 tmp->map = op->map;
339 } 330 }
340 if ((tmp = insert_ob_in_map (tmp, tmp->map, op, 0)) != NULL) 331
332 if ((tmp = tmp->insert_at (tmp, op)))
341 move_bolt (tmp); 333 move_bolt (tmp);
334
342 return 1; 335 return 1;
343} 336}
344
345
346 337
347/*************************************************************************** 338/***************************************************************************
348 * 339 *
349 * BULLET/BALL CODE 340 * BULLET/BALL CODE
350 * 341 *
351 ***************************************************************************/ 342 ***************************************************************************/
352 343
353/* expands an explosion. op is a piece of the 344/* expands an explosion. op is a piece of the
354 * explosion - this expans it in the different directions. 345 * explosion - this expands it in the different directions.
355 * At least that is what I think this does. 346 * At least that is what I think this does.
356 */ 347 */
357void 348void
358explosion (object *op) 349explosion (object *op)
359{ 350{
360 object *tmp;
361 maptile *m = op->map; 351 maptile *m = op->map;
362 int i; 352 int i;
363 353
364 if (--(op->duration) < 0) 354 if (--op->duration < 0)
365 { 355 {
366 op->remove ();
367 op->destroy (0); 356 op->destroy ();
368 return; 357 return;
369 } 358 }
359
370 hit_map (op, 0, op->attacktype, 0); 360 hit_map (op, 0, op->attacktype, 0);
371 361
372 if (op->range > 0) 362 if (op->range > 0)
373 { 363 {
374 for (i = 1; i < 9; i++) 364 for (i = 1; i < 9; i++)
375 { 365 {
376 sint16 dx, dy; 366 sint16 dx, dy;
377 367
378 dx = op->x + freearr_x[i]; 368 dx = op->x + freearr_x[i];
379 dy = op->y + freearr_y[i]; 369 dy = op->y + freearr_y[i];
370
380 /* ok_to_put_more already does things like checks for walls, 371 /* ok_to_put_more already does things like checks for walls,
381 * out of map, etc. 372 * out of map, etc.
382 */ 373 */
383 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))
384 { 375 {
385 tmp = get_object (); 376 object *tmp = op->clone ();
386 copy_object (op, tmp); 377
387 tmp->state = 0; 378 tmp->state = 0;
388 tmp->speed_left = -0.21; 379 tmp->speed_left = -0.21f;
389 tmp->range--; 380 tmp->range--;
390 tmp->value = 0; 381 tmp->value = 0;
391 tmp->x = dx; 382
392 tmp->y = dy; 383 m->insert (tmp, dx, dy, op);
393 insert_ob_in_map (tmp, m, op, 0);
394 } 384 }
395 } 385 }
396 } 386 }
397} 387}
398
399 388
400/* Causes an object to explode, eg, a firebullet, 389/* Causes an object to explode, eg, a firebullet,
401 * poison cloud ball, etc. op is the object to 390 * poison cloud ball, etc. op is the object to
402 * explode. 391 * explode.
403 */ 392 */
404void 393void
405explode_bullet (object *op) 394explode_bullet (object *op)
406{ 395{
407 object *tmp, *owner; 396 object *tmp, *owner;
408 397
409 if (op->other_arch == NULL) 398 if (!op->other_arch)
410 { 399 {
411 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n"); 400 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n");
412 op->remove ();
413 op->destroy (0); 401 op->destroy ();
414 return; 402 return;
415 } 403 }
416 404
417 if (op->env) 405 if (op->env)
418 { 406 {
419 object *env; 407 object *env = op->outer_env ();
420 408
421 env = object_get_env_recursive (op);
422 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))
423 { 410 {
424 LOG (llevError, "BUG: explode_bullet(): env out of map\n"); 411 LOG (llevError, "BUG: explode_bullet(): env out of map\n");
425 op->remove ();
426 op->destroy (0); 412 op->destroy ();
427 return; 413 return;
428 } 414 }
429 op->remove (); 415
430 op->x = env->x; 416 op->insert_at (env, op, INS_NO_MERGE | INS_NO_WALK_ON);
431 op->y = env->y;
432 insert_ob_in_map (op, env->map, op, INS_NO_MERGE | INS_NO_WALK_ON);
433 } 417 }
434 else if (out_of_map (op->map, op->x, op->y)) 418 else if (out_of_map (op->map, op->x, op->y))
435 { 419 {
436 LOG (llevError, "BUG: explode_bullet(): op out of map\n"); 420 LOG (llevError, "BUG: explode_bullet(): op out of map\n");
437 op->remove ();
438 op->destroy (0); 421 op->destroy ();
439 return; 422 return;
440 } 423 }
441 424
442 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent explosions of any kind on safe maps 425 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent explosions of any kind on safe maps
443 // NOTE: If this breaks something important: remove this. I can't think of anything 426 // NOTE: If this breaks something important: remove this. I can't think of anything
444 // bad at the moment that might happen from this. 427 // bad at the moment that might happen from this.
445 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE) 428 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
446 { 429 {
447 op->remove ();
448 op->destroy (0); 430 op->destroy ();
449 return; 431 return;
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 */
460 tmp = arch_to_object (op->other_arch); 443 tmp = arch_to_object (op->other_arch);
461 444
462 copy_owner (tmp, op); 445 tmp->set_owner (op);
463 tmp->skill = op->skill; 446 tmp->skill = op->skill;
464 447
465 owner = get_owner (op); 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->remove ();
470 op->destroy (0); 455 op->destroy ();
471 return; 456 return;
472 } 457 }
473
474 tmp->x = op->x;
475 tmp->y = op->y;
476 458
477 /* special for bombs - it actually has sane values for these */ 459 /* special for bombs - it actually has sane values for these */
478 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB) 460 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB)
479 { 461 {
480 tmp->attacktype = op->attacktype; 462 tmp->attacktype = op->attacktype;
484 } 466 }
485 else 467 else
486 { 468 {
487 if (op->attacktype & AT_MAGIC) 469 if (op->attacktype & AT_MAGIC)
488 tmp->attacktype |= AT_MAGIC; 470 tmp->attacktype |= AT_MAGIC;
471
489 /* Spell doc describes what is going on here */ 472 /* Spell doc describes what is going on here */
490 tmp->stats.dam = op->dam_modifier; 473 tmp->stats.dam = op->dam_modifier;
491 tmp->range = op->stats.maxhp; 474 tmp->range = op->stats.maxhp;
492 tmp->duration = op->stats.hp; 475 tmp->duration = op->stats.hp;
493 /* 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 -
501 tmp->stats.sp = op->direction; 484 tmp->stats.sp = op->direction;
502 485
503 /* Prevent recursion */ 486 /* Prevent recursion */
504 op->move_on = 0; 487 op->move_on = 0;
505 488
506 insert_ob_in_map (tmp, op->map, op, 0); 489 tmp->insert_at (op, op);
490 tmp->play_sound (tmp->sound);
491
507 /* remove the firebullet */ 492 /* remove the firebullet */
508 if (!op->destroyed ())
509 {
510 op->remove ();
511 op->destroy (0); 493 op->destroy ();
512 }
513} 494}
514
515
516 495
517/* 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
518 * (eg, explode, damage player, etc) 497 * (eg, explode, damage player, etc)
519 */ 498 */
520
521void 499void
522check_bullet (object *op) 500check_bullet (object *op)
523{ 501{
524 object *tmp; 502 object *tmp;
525 int dam, mflags; 503 int dam, mflags;
540 518
541 /* 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 */
542 if (!(mflags & P_IS_ALIVE)) 520 if (!(mflags & P_IS_ALIVE))
543 return; 521 return;
544 522
545 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)
546 { 524 {
547 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 525 if (QUERY_FLAG (tmp, FLAG_ALIVE))
548 { 526 {
549 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
550 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0) 530 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0)
551 { 531 {
552 if (!QUERY_FLAG (op, FLAG_REMOVED)) 532 if (!QUERY_FLAG (op, FLAG_REMOVED))
553 { 533 {
554 op->remove ();
555 op->destroy (0); 534 op->destroy ();
556 return; 535 return;
557 } 536 }
558 } 537 }
559 } 538 }
560 } 539 }
561} 540}
562
563 541
564/* Basically, we move 'op' one square, and if it hits something, 542/* Basically, we move 'op' one square, and if it hits something,
565 * call check_bullet. 543 * call check_bullet.
566 * This function is only applicable to bullets, but not to all 544 * This function is only applicable to bullets, but not to all
567 * fired arches (eg, bolts). 545 * fired arches (eg, bolts).
568 */ 546 */
569
570void 547void
571move_bullet (object *op) 548move_bullet (object *op)
572{ 549{
573 sint16 new_x, new_y; 550 sint16 new_x, new_y;
574 int mflags; 551 int mflags;
589 566
590 /* Reached the end of its life - remove it */ 567 /* Reached the end of its life - remove it */
591 if (--op->range <= 0) 568 if (--op->range <= 0)
592 { 569 {
593 if (op->other_arch) 570 if (op->other_arch)
594 {
595 explode_bullet (op); 571 explode_bullet (op);
596 }
597 else 572 else
598 {
599 op->remove ();
600 op->destroy (0); 573 op->destroy ();
601 } 574
602 return; 575 return;
603 } 576 }
604 577
605 new_x = op->x + DIRX (op); 578 new_x = op->x + DIRX (op);
606 new_y = op->y + DIRY (op); 579 new_y = op->y + DIRY (op);
607 m = op->map; 580 m = op->map;
608 mflags = get_map_flags (m, &m, new_x, new_y, &new_x, &new_y); 581 mflags = get_map_flags (m, &m, new_x, new_y, &new_x, &new_y);
609 582
610 if (mflags & P_OUT_OF_MAP) 583 if (mflags & P_OUT_OF_MAP)
611 { 584 {
612 op->remove ();
613 op->destroy (0); 585 op->destroy ();
614 return; 586 return;
615 } 587 }
616 588
617 if (!op->direction || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y))) 589 if (!op->direction || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y)))
618 { 590 {
619 if (op->other_arch) 591 if (op->other_arch)
620 {
621 explode_bullet (op); 592 explode_bullet (op);
622 }
623 else 593 else
624 {
625 op->remove ();
626 op->destroy (0); 594 op->destroy ();
627 }
628 return;
629 }
630 595
631 op->remove (); 596 return;
632 op->x = new_x; 597 }
633 op->y = new_y; 598
634 if ((op = insert_ob_in_map (op, m, op, 0)) == NULL) 599 if (!(op = m->insert (op, new_x, new_y, op)))
635 return; 600 return;
636 601
637 if (reflwall (op->map, op->x, op->y, op)) 602 if (reflwall (op->map, op->x, op->y, op))
638 { 603 {
639 op->direction = absdir (op->direction + 4); 604 op->direction = absdir (op->direction + 4);
640 update_turn_face (op); 605 update_turn_face (op);
641 } 606 }
642 else 607 else
643 {
644 check_bullet (op); 608 check_bullet (op);
645 }
646} 609}
647
648
649
650 610
651/* fire_bullet 611/* fire_bullet
652 * object op (cast from caster) files a bolt in dir. 612 * object op (cast from caster) files a bolt in dir.
653 * spob is the spell object for the bolt. 613 * spob is the spell object for the bolt.
654 * we remove the magic flag - that can be derived from 614 * we remove the magic flag - that can be derived from
655 * spob->attacktype. 615 * spob->attacktype.
656 * This function sets up the appropriate owner and skill 616 * This function sets up the appropriate owner and skill
657 * pointers. 617 * pointers.
658 */ 618 */
659
660int 619int
661fire_bullet (object *op, object *caster, int dir, object *spob) 620fire_bullet (object *op, object *caster, int dir, object *spob)
662{ 621{
663 object *tmp = NULL; 622 object *tmp = NULL;
664 int mflags; 623 int mflags;
665 624
666 if (!spob->other_arch) 625 if (!spob->other_arch)
667 return 0; 626 return 0;
668 627
669 tmp = arch_to_object (spob->other_arch); 628 tmp = spob->other_arch->instance ();
670 if (tmp == NULL) 629 if (!tmp)
671 return 0; 630 return 0;
672 631
673 /* peterm: level dependency for bolts */ 632 /* peterm: level dependency for bolts */
674 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);
675 tmp->attacktype = spob->attacktype; 634 tmp->attacktype = spob->attacktype;
676 if (spob->slaying) 635 if (spob->slaying)
677 tmp->slaying = spob->slaying; 636 tmp->slaying = spob->slaying;
678 637
685 644
686 tmp->direction = dir; 645 tmp->direction = dir;
687 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) 646 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
688 SET_ANIMATION (tmp, dir); 647 SET_ANIMATION (tmp, dir);
689 648
690 set_owner (tmp, op); 649 tmp->set_owner (op);
691 set_spell_skill (op, caster, spob, tmp); 650 set_spell_skill (op, caster, spob, tmp);
692 651
693 tmp->x = op->x + freearr_x[dir]; 652 tmp->x = op->x + freearr_x[dir];
694 tmp->y = op->y + freearr_y[dir]; 653 tmp->y = op->y + freearr_y[dir];
695 tmp->map = op->map; 654 tmp->map = op->map;
696 655
656 maptile *newmap;
697 mflags = get_map_flags (tmp->map, &tmp->map, tmp->x, tmp->y, &tmp->x, &tmp->y); 657 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y);
698 if (mflags & P_OUT_OF_MAP) 658 if (mflags & P_OUT_OF_MAP)
699 { 659 {
700 tmp->destroy (0); 660 tmp->destroy ();
701 return 0; 661 return 0;
702 } 662 }
663
664 tmp->map = newmap;
665
703 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y))) 666 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y)))
704 { 667 {
705 if (!QUERY_FLAG (tmp, FLAG_REFLECTING)) 668 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
706 { 669 {
707 tmp->destroy (0); 670 tmp->destroy ();
708 return 0; 671 return 0;
709 } 672 }
673
710 tmp->x = op->x; 674 tmp->x = op->x;
711 tmp->y = op->y; 675 tmp->y = op->y;
712 tmp->direction = absdir (tmp->direction + 4); 676 tmp->direction = absdir (tmp->direction + 4);
713 tmp->map = op->map; 677 tmp->map = op->map;
714 } 678 }
715 if ((tmp = insert_ob_in_map (tmp, tmp->map, op, 0)) != NULL) 679
716 { 680 if ((tmp = tmp->insert_at (tmp, op)))
717 check_bullet (tmp); 681 check_bullet (tmp);
718 } 682
719 return 1; 683 return 1;
720} 684}
721
722
723
724 685
725/***************************************************************************** 686/*****************************************************************************
726 * 687 *
727 * CONE RELATED FUNCTIONS 688 * CONE RELATED FUNCTIONS
728 * 689 *
729 *****************************************************************************/ 690 *****************************************************************************/
730 691
731
732/* 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" */
733void 693void
734cone_drop (object *op) 694cone_drop (object *op)
735{ 695{
736 object *new_ob = arch_to_object (op->other_arch); 696 object *new_ob = arch_to_object (op->other_arch);
737 697
738 new_ob->x = op->x;
739 new_ob->y = op->y;
740 new_ob->level = op->level; 698 new_ob->level = op->level;
741 set_owner (new_ob, op->owner); 699 new_ob->set_owner (op->owner);
742 700
743 /* preserve skill ownership */ 701 /* preserve skill ownership */
744 if (op->skill && op->skill != new_ob->skill) 702 if (op->skill && op->skill != new_ob->skill)
745 {
746 new_ob->skill = op->skill; 703 new_ob->skill = op->skill;
747 }
748 insert_ob_in_map (new_ob, op->map, op, 0);
749 704
705 new_ob->insert_at (op, op);
750} 706}
751 707
752/* 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 */
753 709
754void 710void
755move_cone (object *op) 711move_cone (object *op)
756{ 712{
757 int i;
758
759 /* 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 */
760 if (!op->map) 714 if (!op->map)
761 { 715 {
762 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");
763 op->speed = 0; 717 op->set_speed (0);
764 update_ob_speed (op);
765 return; 718 return;
766 } 719 }
767 720
768 /* lava saves it's life, but not yours :) */ 721 /* lava saves it's life, but not yours :) */
769 if (QUERY_FLAG (op, FLAG_LIFESAVE)) 722 if (QUERY_FLAG (op, FLAG_LIFESAVE))
775#if 0 728#if 0
776 /* Disable this - enabling it makes monsters easier, as 729 /* Disable this - enabling it makes monsters easier, as
777 * when their cone dies when they die. 730 * when their cone dies when they die.
778 */ 731 */
779 /* If no owner left, the spell dies out. */ 732 /* If no owner left, the spell dies out. */
780 if (get_owner (op) == NULL) 733 if (op->owner == NULL)
781 { 734 {
782 op->remove ();
783 op->destroy (0); 735 op->destroy ();
784 return; 736 return;
785 } 737 }
786#endif 738#endif
787 739
788 hit_map (op, 0, op->attacktype, 0); 740 hit_map (op, 0, op->attacktype, 0);
741
742 if (!op->is_on_map ())
743 return;
789 744
790 /* Check to see if we should push anything. 745 /* Check to see if we should push anything.
791 * Spell objects with weight push whatever they encounter to some 746 * Spell objects with weight push whatever they encounter to some
792 * degree. 747 * degree.
793 */ 748 */
794 if (op->weight) 749 if (op->weight)
750 {
795 check_spell_knockback (op); 751 check_spell_knockback (op);
796 752
797 if (op->destroyed ()) 753 if (!op->is_on_map ())
798 return; 754 return;
755 }
799 756
800 if ((op->duration--) < 0) 757 if (op->duration-- < 0)
801 { 758 {
802 op->remove ();
803 op->destroy (0); 759 op->destroy ();
804 return; 760 return;
805 } 761 }
806 /* Object has hit maximum range, so don't have it move 762 /* Object has hit maximum range, so don't have it move
807 * any further. When the duration above expires, 763 * any further. When the duration above expires,
808 * then the object will get removed. 764 * then the object will get removed.
811 { 767 {
812 op->range = 0; /* just so it doesn't wrap */ 768 op->range = 0; /* just so it doesn't wrap */
813 return; 769 return;
814 } 770 }
815 771
816 for (i = -1; i < 2; i++) 772 for (int i = -1; i <= 1; i++)
817 { 773 {
818 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)];
819 775
820 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))
821 { 777 {
822 object *tmp = get_object (); 778 object *tmp = op->clone ();
823
824 copy_object (op, tmp);
825 tmp->x = x;
826 tmp->y = y;
827 779
828 tmp->duration = op->duration + 1; 780 tmp->duration = op->duration + 1;
829 781
830 /* Use for spell tracking - see ok_to_put_more() */ 782 /* Use for spell tracking - see ok_to_put_more() */
831 tmp->stats.maxhp = op->stats.maxhp; 783 tmp->stats.maxhp = op->stats.maxhp;
832 insert_ob_in_map (tmp, op->map, op, 0); 784
785 op->map->insert (tmp, x, y, op);
786
833 if (tmp->other_arch) 787 if (tmp->other_arch)
834 cone_drop (tmp); 788 cone_drop (tmp);
835 } 789 }
836 } 790 }
837} 791}
870 824
871 /* 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
872 * 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
873 * insert it into is blocked. 827 * insert it into is blocked.
874 */ 828 */
875 movetype = spell->other_arch->clone.move_type; 829 movetype = spell->other_arch->move_type;
876 830
877 for (i = range_min; i <= range_max; i++) 831 for (i = range_min; i <= range_max; i++)
878 { 832 {
879 sint16 x, y, d; 833 sint16 x, y, d;
880 834
913 if ((movetype & GET_MAP_MOVE_BLOCK (m, sx, sy)) == movetype) 867 if ((movetype & GET_MAP_MOVE_BLOCK (m, sx, sy)) == movetype)
914 continue; 868 continue;
915 869
916 success = 1; 870 success = 1;
917 tmp = arch_to_object (spell->other_arch); 871 tmp = arch_to_object (spell->other_arch);
918 set_owner (tmp, op); 872 tmp->set_owner (op);
919 set_spell_skill (op, caster, spell, tmp); 873 set_spell_skill (op, caster, spell, tmp);
920 tmp->level = caster_level (caster, spell); 874 tmp->level = casting_level (caster, spell);
921 tmp->x = sx;
922 tmp->y = sy;
923 tmp->attacktype = spell->attacktype; 875 tmp->attacktype = spell->attacktype;
924 876
925 /* holy word stuff */ 877 /* holy word stuff */
926 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER)) 878 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER))
927 if (!tailor_god_spell (tmp, op)) 879 if (!tailor_god_spell (tmp, op))
961 else 913 else
962 tmp->duration += caster->level / 3; 914 tmp->duration += caster->level / 3;
963 } 915 }
964 916
965 if (!(tmp->move_type & MOVE_FLY_LOW)) 917 if (!(tmp->move_type & MOVE_FLY_LOW))
966 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);
967 919
968 if (!tmp->move_on && tmp->stats.dam) 920 if (!tmp->move_on && tmp->stats.dam)
969 {
970 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);
971 }
972 922
973 insert_ob_in_map (tmp, m, op, 0); 923 m->insert (tmp, sx, sy, op);
974 924
975 /* 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
976 * a single space too many times. 926 * a single space too many times.
977 */ 927 */
978 tmp->stats.maxhp = tmp->count; 928 tmp->stats.maxhp = tmp->count;
988 * 938 *
989 * BOMB related code 939 * BOMB related code
990 * 940 *
991 ****************************************************************************/ 941 ****************************************************************************/
992 942
993
994/* This handles an exploding bomb. 943/* This handles an exploding bomb.
995 * op is the original bomb object. 944 * op is the original bomb object.
996 */ 945 */
997void 946void
998animate_bomb (object *op) 947animate_bomb (object *op)
999{ 948{
1000 int i;
1001 object *env, *tmp;
1002 archetype *at;
1003
1004 if (op->state != NUM_ANIMATIONS (op) - 1) 949 if (op->state != NUM_ANIMATIONS (op) - 1)
1005 return; 950 return;
1006 951
1007 env = object_get_env_recursive (op); 952 object *env = op->outer_env ();
1008 953
1009 if (op->env) 954 if (op->env)
1010 { 955 {
1011 if (env->map == NULL) 956 if (env->map == NULL)
1012 return; 957 return;
1013 958
1014 if (env->type == PLAYER) 959 if (!(op = op->insert_at (env, op)))
1015 esrv_del_item (env->contr, op->count);
1016
1017 op->remove ();
1018 op->x = env->x;
1019 op->y = env->y;
1020 if ((op = insert_ob_in_map (op, env->map, op, 0)) == NULL)
1021 return; 960 return;
1022 } 961 }
1023 962
1024 // 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
1025 // 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
1026 // as bombs can be carried. 965 // as bombs can be carried.
1027 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE) 966 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
1028 { 967 {
1029 op->remove ();
1030 op->destroy (0); 968 op->destroy ();
1031 return; 969 return;
1032 } 970 }
1033 971
1034 /* This copies a lot of the code from the fire bullet, 972 /* This copies a lot of the code from the fire bullet,
1035 * but using the cast_bullet isn't really feasible, 973 * but using the cast_bullet isn't really feasible,
1036 * so just set up the appropriate values. 974 * so just set up the appropriate values.
1037 */ 975 */
1038 at = archetype::find (SPLINT); 976 if (archetype *at = archetype::find (SPLINT))
1039 if (at)
1040 { 977 {
1041 for (i = 1; i < 9; i++) 978 for (int i = 1; i < 9; i++)
1042 { 979 {
1043 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]))
1044 continue; 981 continue;
982
1045 tmp = arch_to_object (at); 983 object *tmp = arch_to_object (at);
1046 tmp->direction = i; 984 tmp->direction = i;
1047 tmp->range = op->range; 985 tmp->range = op->range;
1048 tmp->stats.dam = op->stats.dam; 986 tmp->stats.dam = op->stats.dam;
1049 tmp->duration = op->duration; 987 tmp->duration = op->duration;
1050 tmp->attacktype = op->attacktype; 988 tmp->attacktype = op->attacktype;
1051 copy_owner (tmp, op); 989 tmp->set_owner (op);
1052 if (op->skill && op->skill != tmp->skill) 990 if (op->skill && op->skill != tmp->skill)
1053 {
1054 tmp->skill = op->skill; 991 tmp->skill = op->skill;
1055 } 992
1056 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) 993 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
1057 SET_ANIMATION (tmp, i); 994 SET_ANIMATION (tmp, i);
1058 tmp->x = op->x + freearr_x[i]; 995
1059 tmp->y = op->y + freearr_x[i]; 996 op->map->insert (tmp, op->x + freearr_x[i], op->y + freearr_x[i], op);
1060 insert_ob_in_map (tmp, op->map, op, 0);
1061 move_bullet (tmp); 997 move_bullet (tmp);
1062 } 998 }
1063 } 999 }
1064 1000
1065 explode_bullet (op); 1001 explode_bullet (op);
1066} 1002}
1067 1003
1068int 1004int
1069create_bomb (object *op, object *caster, int dir, object *spell) 1005create_bomb (object *op, object *caster, int dir, object *spell)
1070{ 1006{
1071
1072 object *tmp; 1007 object *tmp;
1073 int mflags; 1008 int mflags;
1074 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];
1075 maptile *m; 1010 maptile *m;
1076 1011
1077 mflags = get_map_flags (op->map, &m, dx, dy, &dx, &dy); 1012 mflags = get_map_flags (op->map, &m, dx, dy, &dx, &dy);
1013
1014 // when creating a bomb below ourself it should always work, even
1015 // when movement is blocked (somehow we got here, somehow we are here,
1016 // so we should also be able to make a bomb here). (originally added
1017 // to fix create bomb traps in doors, which cast with dir=0).
1018 if (dir)
1019 {
1078 if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, dx, dy) & MOVE_WALK)) 1020 if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, dx, dy) & MOVE_WALK))
1079 { 1021 {
1080 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way."); 1022 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way.");
1081 return 0; 1023 return 0;
1024 }
1082 } 1025 }
1026
1083 tmp = arch_to_object (spell->other_arch); 1027 tmp = arch_to_object (spell->other_arch);
1084 1028
1085 /* level dependencies for bomb */ 1029 /* level dependencies for bomb */
1086 tmp->range = spell->range + SP_level_range_adjust (caster, spell); 1030 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
1087 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1031 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1088 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell); 1032 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
1089 tmp->attacktype = spell->attacktype; 1033 tmp->attacktype = spell->attacktype;
1090 1034
1091 set_owner (tmp, op); 1035 tmp->set_owner (op);
1092 set_spell_skill (op, caster, spell, tmp); 1036 set_spell_skill (op, caster, spell, tmp);
1093 tmp->x = dx; 1037
1094 tmp->y = dy; 1038 m->insert (tmp, dx, dy, op);
1095 insert_ob_in_map (tmp, m, op, 0);
1096 return 1; 1039 return 1;
1097} 1040}
1098 1041
1099/**************************************************************************** 1042/****************************************************************************
1100 * 1043 *
1109 * dir is the direction to look in. 1052 * dir is the direction to look in.
1110 * range is how far out to look. 1053 * range is how far out to look.
1111 * type is the type of spell - either SPELL_MANA or SPELL_GRACE. 1054 * type is the type of spell - either SPELL_MANA or SPELL_GRACE.
1112 * this info is used for blocked magic/unholy spaces. 1055 * this info is used for blocked magic/unholy spaces.
1113 */ 1056 */
1114
1115object * 1057object *
1116get_pointed_target (object *op, int dir, int range, int type) 1058get_pointed_target (object *op, int dir, int range, int type)
1117{ 1059{
1118 object *target; 1060 object *target;
1119 sint16 x, y; 1061 sint16 x, y;
1138 return NULL; 1080 return NULL;
1139 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW) 1081 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW)
1140 return NULL; 1082 return NULL;
1141 1083
1142 if (mflags & P_IS_ALIVE) 1084 if (mflags & P_IS_ALIVE)
1143 {
1144 for (target = get_map_ob (mp, x, y); target; target = target->above) 1085 for (target = GET_MAP_OB (mp, x, y); target; target = target->above)
1145 { 1086 if (QUERY_FLAG (target, FLAG_MONSTER))
1146 if (QUERY_FLAG (target->head ? target->head : target, FLAG_MONSTER))
1147 {
1148 return target; 1087 return target;
1149 }
1150 }
1151 }
1152 } 1088 }
1089
1153 return NULL; 1090 return NULL;
1154} 1091}
1155
1156 1092
1157/* cast_smite_arch() - the priest points to a creature and causes 1093/* cast_smite_arch() - the priest points to a creature and causes
1158 * a 'godly curse' to decend. 1094 * a 'godly curse' to decend.
1159 * usual params - 1095 * usual params -
1160 * op = player 1096 * op = player
1161 * caster = object casting the spell. 1097 * caster = object casting the spell.
1162 * dir = direction being cast 1098 * dir = direction being cast
1163 * spell = spell object 1099 * spell = spell object
1164 */ 1100 */
1165
1166int 1101int
1167cast_smite_spell (object *op, object *caster, int dir, object *spell) 1102cast_smite_spell (object *op, object *caster, int dir, object *spell)
1168{ 1103{
1169 object *effect, *target; 1104 object *effect, *target;
1170 object *god = find_god (determine_god (op)); 1105 object *god = find_god (determine_god (op));
1194 effect = arch_to_object (spell->other_arch); 1129 effect = arch_to_object (spell->other_arch);
1195 else 1130 else
1196 return 0; 1131 return 0;
1197 1132
1198 /* tailor the effect by priest level and worshipped God */ 1133 /* tailor the effect by priest level and worshipped God */
1199 effect->level = caster_level (caster, spell); 1134 effect->level = casting_level (caster, spell);
1200 effect->attacktype = spell->attacktype; 1135 effect->attacktype = spell->attacktype;
1201 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER)) 1136 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER))
1202 { 1137 {
1203 if (tailor_god_spell (effect, op)) 1138 if (tailor_god_spell (effect, op))
1204 new_draw_info_format (NDI_UNIQUE, 0, op, "%s answers your call!", determine_god (op)); 1139 new_draw_info_format (NDI_UNIQUE, 0, op, "%s answers your call!", determine_god (op));
1216 if (effect->attacktype & AT_DEATH) 1151 if (effect->attacktype & AT_DEATH)
1217 { 1152 {
1218 effect->level = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1153 effect->level = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1219 1154
1220 /* casting death spells at undead isn't a good thing */ 1155 /* casting death spells at undead isn't a good thing */
1221 if QUERY_FLAG
1222 (target, FLAG_UNDEAD) 1156 if (QUERY_FLAG (target, FLAG_UNDEAD))
1223 { 1157 {
1224 if (random_roll (0, 2, op, PREFER_LOW)) 1158 if (random_roll (0, 2, op, PREFER_LOW))
1225 { 1159 {
1226 new_draw_info (NDI_UNIQUE, 0, op, "Idiot! Your spell boomerangs!"); 1160 new_draw_info (NDI_UNIQUE, 0, op, "Idiot! Your spell boomerangs!");
1227 effect->x = op->x; 1161 effect->x = op->x;
1229 } 1163 }
1230 else 1164 else
1231 { 1165 {
1232 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s looks stronger!", query_name (target)); 1166 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s looks stronger!", query_name (target));
1233 target->stats.hp = target->stats.maxhp * 2; 1167 target->stats.hp = target->stats.maxhp * 2;
1234 effect->destroy (0); 1168 effect->destroy ();
1235 return 0; 1169 return 0;
1236 } 1170 }
1237 } 1171 }
1238 } 1172 }
1239 else 1173 else
1240 { 1174 {
1241 /* how much woe to inflict :) */ 1175 /* how much woe to inflict :) */
1242 effect->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1176 effect->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1243 } 1177 }
1244 1178
1245 set_owner (effect, op); 1179 effect->set_owner (op);
1246 set_spell_skill (op, caster, spell, effect); 1180 set_spell_skill (op, caster, spell, effect);
1247 1181
1248 /* ok, tell it where to be, and insert! */ 1182 /* ok, tell it where to be, and insert! */
1249 effect->x = target->x; 1183 effect->insert_at (target, op);
1250 effect->y = target->y;
1251 insert_ob_in_map (effect, target->map, op, 0);
1252 1184
1253 return 1; 1185 return 1;
1254} 1186}
1255
1256 1187
1257/**************************************************************************** 1188/****************************************************************************
1258 * 1189 *
1259 * MAGIC MISSILE code. 1190 * MAGIC MISSILE code.
1260 * note that the fire_bullet is used to fire the missile. The 1191 * note that the fire_bullet is used to fire the missile. The
1263 1194
1264/* op is a missile that needs to be moved */ 1195/* op is a missile that needs to be moved */
1265void 1196void
1266move_missile (object *op) 1197move_missile (object *op)
1267{ 1198{
1268 int i, mflags;
1269 object *owner;
1270 sint16 new_x, new_y;
1271 maptile *m;
1272
1273 if (op->range-- <= 0) 1199 if (op->range-- <= 0)
1274 { 1200 {
1275 op->remove (); 1201 op->drop_and_destroy ();
1202 return;
1203 }
1204
1205 mapxy pos (op);
1206 pos.move (op->direction);
1207
1208 if (!pos.normalise ())
1209 {
1276 op->destroy (0); 1210 op->destroy ();
1277 return; 1211 return;
1278 }
1279
1280 owner = get_owner (op);
1281#if 0
1282 /* It'd make things nastier if this wasn't here - spells cast by
1283 * monster that are then killed would continue to survive
1284 */
1285 if (owner == NULL)
1286 { 1212 }
1287 op->remove ();
1288 op->destroy (0);
1289 return;
1290 }
1291#endif
1292 1213
1293 new_x = op->x + DIRX (op); 1214 mapspace &ms = pos.ms ();
1294 new_y = op->y + DIRY (op);
1295 1215
1296 mflags = get_map_flags (op->map, &m, new_x, new_y, &new_x, &new_y); 1216 if (ms.flags () & P_IS_ALIVE || ms.blocks (op))
1297
1298 if (!(mflags & P_OUT_OF_MAP) && ((mflags & P_IS_ALIVE) || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y))))
1299 { 1217 {
1300 hit_map (op, op->direction, AT_MAGIC, 1); 1218 hit_map (op, op->direction, AT_MAGIC, 1);
1301 /* Basically, missile only hits one thing then goes away. 1219 /* Basically, missile only hits one thing then goes away.
1302 * we need to remove it if someone hasn't already done so. 1220 * we need to remove it if someone hasn't already done so.
1303 */ 1221 */
1304 if (!op->destroyed ())
1305 op->destroy (0);
1306
1307 return;
1308 }
1309
1310 op->remove ();
1311
1312 if (!op->direction || (mflags & P_OUT_OF_MAP))
1313 {
1314 op->destroy (0); 1222 op->destroy ();
1315 return; 1223 return;
1224 }
1225
1226 if (!op->direction)
1316 } 1227 {
1228 op->destroy ();
1229 return;
1230 }
1317 1231
1318 op->x = new_x; 1232 int i = spell_find_dir (pos.m, pos.x, pos.y, op->owner);
1319 op->y = new_y;
1320 op->map = m;
1321 i = spell_find_dir (op->map, op->x, op->y, get_owner (op));
1322 if (i > 0 && i != op->direction) 1233 if (i > 0 && i != op->direction)
1323 { 1234 {
1324 op->direction = i; 1235 op->direction = i;
1325 SET_ANIMATION (op, op->direction); 1236 SET_ANIMATION (op, op->direction);
1326 } 1237 }
1327 1238
1328 insert_ob_in_map (op, op->map, op, 0); 1239 pos.insert (op, op);
1329} 1240}
1330 1241
1331/**************************************************************************** 1242/****************************************************************************
1332 * Destruction 1243 * Destruction
1333 ****************************************************************************/ 1244 ****************************************************************************/
1336 * we do this by creating a force and inserting it in the 1247 * we do this by creating a force and inserting it in the
1337 * object. if time is 0, the object glows permanently. To truely 1248 * object. if time is 0, the object glows permanently. To truely
1338 * make this work for non-living objects, we would have to 1249 * make this work for non-living objects, we would have to
1339 * give them the capability to have an inventory. b.t. 1250 * give them the capability to have an inventory. b.t.
1340 */ 1251 */
1341
1342int 1252int
1343make_object_glow (object *op, int radius, int time) 1253make_object_glow (object *op, int radius, int time)
1344{ 1254{
1345 object *tmp;
1346
1347 /* some things are unaffected... */ 1255 /* some things are unaffected... */
1348 if (op->path_denied & PATH_LIGHT) 1256 if (op->path_denied & PATH_LIGHT)
1349 return 0; 1257 return 0;
1350 1258
1351 tmp = get_archetype (FORCE_NAME); 1259 object *tmp = get_archetype (FORCE_NAME);
1352 tmp->speed = 0.01; 1260 tmp->speed = 0.01;
1353 tmp->stats.food = time; 1261 tmp->stats.food = time;
1354 SET_FLAG (tmp, FLAG_IS_USED_UP); 1262 SET_FLAG (tmp, FLAG_IS_USED_UP);
1355 tmp->glow_radius = radius;
1356 if (tmp->glow_radius > MAX_LIGHT_RADII)
1357 tmp->glow_radius = MAX_LIGHT_RADII; 1263 tmp->glow_radius = min (MAX_LIGHT_RADIUS, radius);
1358
1359 tmp->x = op->x;
1360 tmp->y = op->y;
1361 if (tmp->speed < MIN_ACTIVE_SPEED)
1362 tmp->speed = MIN_ACTIVE_SPEED; /* safety */
1363 tmp = insert_ob_in_ob (tmp, op); 1264 tmp = insert_ob_in_ob (tmp, op);
1265
1364 if (tmp->glow_radius > op->glow_radius) 1266 if (tmp->glow_radius > op->glow_radius)
1365 op->glow_radius = tmp->glow_radius; 1267 op->glow_radius = tmp->glow_radius;
1366 1268
1367 if (!tmp->env || op != tmp->env)
1368 {
1369 LOG (llevError, "make_object_glow() failed to insert glowing force in %s\n", &op->name);
1370 return 0;
1371 }
1372 return 1; 1269 return 1;
1373} 1270}
1374
1375
1376
1377 1271
1378int 1272int
1379cast_destruction (object *op, object *caster, object *spell_ob) 1273cast_destruction (object *op, object *caster, object *spell_ob)
1380{ 1274{
1381 int i, j, range, mflags, friendly = 0, dam, dur; 1275 int i, j, range, mflags, friendly = 0, dam, dur;
1402 else if (caster->skill) 1296 else if (caster->skill)
1403 op->skill = caster->skill; 1297 op->skill = caster->skill;
1404 else 1298 else
1405 op->skill = NULL; 1299 op->skill = NULL;
1406 1300
1407 change_skill (op, find_skill_by_name (op, op->skill), 1); 1301 op->change_skill (find_skill_by_name (op, op->skill));
1408 1302
1409 for (i = -range; i < range; i++) 1303 for (i = -range; i <= range; i++)
1410 { 1304 {
1411 for (j = -range; j < range; j++) 1305 for (j = -range; j <= range; j++)
1412 { 1306 {
1413 m = op->map; 1307 m = op->map;
1414 sx = op->x + i; 1308 sx = op->x + i;
1415 sy = op->y + j; 1309 sy = op->y + j;
1310
1416 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy); 1311 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
1417 if (mflags & P_OUT_OF_MAP) 1312 if (mflags & P_OUT_OF_MAP)
1418 continue; 1313 continue;
1314
1419 if (mflags & P_IS_ALIVE) 1315 if (mflags & P_IS_ALIVE)
1420 { 1316 {
1421 for (tmp = get_map_ob (m, sx, sy); tmp; tmp = tmp->above) 1317 for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above)
1422 {
1423 if (QUERY_FLAG (tmp, FLAG_ALIVE) || tmp->type == PLAYER) 1318 if (QUERY_FLAG (tmp, FLAG_ALIVE) || tmp->type == PLAYER)
1424 break; 1319 break;
1425 } 1320
1426 if (tmp) 1321 if (tmp)
1427 { 1322 {
1428 if (tmp->head) 1323 if (tmp->head)
1429 tmp = tmp->head; 1324 tmp = tmp->head;
1430 1325
1432 (!friendly && (QUERY_FLAG (tmp, FLAG_FRIENDLY) || tmp->type == PLAYER))) 1327 (!friendly && (QUERY_FLAG (tmp, FLAG_FRIENDLY) || tmp->type == PLAYER)))
1433 { 1328 {
1434 if (spell_ob->subtype == SP_DESTRUCTION) 1329 if (spell_ob->subtype == SP_DESTRUCTION)
1435 { 1330 {
1436 hit_player (tmp, dam, op, spell_ob->attacktype, 0); 1331 hit_player (tmp, dam, op, spell_ob->attacktype, 0);
1332
1437 if (spell_ob->other_arch) 1333 if (spell_ob->other_arch)
1438 {
1439 tmp = arch_to_object (spell_ob->other_arch); 1334 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op);
1440 tmp->x = sx;
1441 tmp->y = sy;
1442 insert_ob_in_map (tmp, m, op, 0);
1443 }
1444 } 1335 }
1445 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist[ATNR_MAGIC] != 100) 1336 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist[ATNR_MAGIC] != 100)
1446 { 1337 {
1447 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch) 1338 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch)
1448 {
1449 object *effect = arch_to_object (spell_ob->other_arch); 1339 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op);
1450
1451 effect->x = sx;
1452 effect->y = sy;
1453 insert_ob_in_map (effect, m, op, 0);
1454 }
1455 } 1340 }
1456 } 1341 }
1457 } 1342 }
1458 } 1343 }
1459 } 1344 }
1460 } 1345 }
1346
1461 op->skill = skill; 1347 op->skill = skill;
1462 return 1; 1348 return 1;
1463} 1349}
1464 1350
1465/*************************************************************************** 1351/***************************************************************************
1479 { 1365 {
1480 new_draw_info (NDI_UNIQUE, 0, op, "There is no one in that direction to curse."); 1366 new_draw_info (NDI_UNIQUE, 0, op, "There is no one in that direction to curse.");
1481 return 0; 1367 return 0;
1482 } 1368 }
1483 1369
1370 tmp = tmp->head_ ();
1371
1484 /* If we've already got a force of this type, don't add a new one. */ 1372 /* If we've already got a force of this type, don't add a new one. */
1485 for (force = tmp->inv; force != NULL; force = force->below) 1373 for (force = tmp->inv; force; force = force->below)
1486 { 1374 {
1487 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY) 1375 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY)
1488 { 1376 {
1489 if (force->name == spell_ob->name) 1377 if (force->name == spell_ob->name)
1490 { 1378 {
1496 return 0; 1384 return 0;
1497 } 1385 }
1498 } 1386 }
1499 } 1387 }
1500 1388
1501 if (force == NULL) 1389 if (!force)
1502 { 1390 {
1503 force = get_archetype (FORCE_NAME); 1391 force = get_archetype (FORCE_NAME);
1504 force->subtype = FORCE_CHANGE_ABILITY; 1392 force->subtype = FORCE_CHANGE_ABILITY;
1393
1505 if (spell_ob->race) 1394 if (spell_ob->race)
1506 force->name = spell_ob->race; 1395 force->name = spell_ob->race;
1507 else 1396 else
1508 force->name = spell_ob->name; 1397 force->name = spell_ob->name;
1509 1398
1519 { 1408 {
1520 force->duration = duration; 1409 force->duration = duration;
1521 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 1410 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1522 } 1411 }
1523 else 1412 else
1524 {
1525 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1413 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1526 } 1414
1527 return 1; 1415 return 1;
1528 } 1416 }
1417
1529 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50; 1418 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1530 force->speed = 1.0; 1419 force->speed = 1.f;
1531 force->speed_left = -1.0; 1420 force->speed_left = -1.f;
1532 SET_FLAG (force, FLAG_APPLIED); 1421 SET_FLAG (force, FLAG_APPLIED);
1533 1422
1534 if (god) 1423 if (god)
1535 { 1424 {
1536 if (spell_ob->last_grace) 1425 if (spell_ob->last_grace)
1549 force->stats.ac = spell_ob->stats.ac; 1438 force->stats.ac = spell_ob->stats.ac;
1550 force->stats.wc = spell_ob->stats.wc; 1439 force->stats.wc = spell_ob->stats.wc;
1551 1440
1552 change_abil (tmp, force); /* Mostly to display any messages */ 1441 change_abil (tmp, force); /* Mostly to display any messages */
1553 insert_ob_in_ob (force, tmp); 1442 insert_ob_in_ob (force, tmp);
1554 fix_player (tmp); 1443 tmp->update_stats ();
1555 return 1; 1444 return 1;
1556 1445
1557} 1446}
1558
1559 1447
1560/********************************************************************** 1448/**********************************************************************
1561 * mood change 1449 * mood change
1562 * Arguably, this may or may not be an attack spell. But since it 1450 * Arguably, this may or may not be an attack spell. But since it
1563 * effects monsters, it seems best to put it into this file 1451 * effects monsters, it seems best to put it into this file
1577 1465
1578 /* We precompute some values here so that we don't have to keep 1466 /* We precompute some values here so that we don't have to keep
1579 * doing it over and over again. 1467 * doing it over and over again.
1580 */ 1468 */
1581 god = find_god (determine_god (op)); 1469 god = find_god (determine_god (op));
1582 level = caster_level (caster, spell); 1470 level = casting_level (caster, spell);
1583 range = spell->range + SP_level_range_adjust (caster, spell); 1471 range = spell->range + SP_level_range_adjust (caster, spell);
1584 1472
1585 /* On the bright side, no monster should ever have a race of GOD_... 1473 /* On the bright side, no monster should ever have a race of GOD_...
1586 * so even if the player doesn't worship a god, if race=GOD_.., it 1474 * so even if the player doesn't worship a god, if race=GOD_.., it
1587 * won't ever match anything. 1475 * won't ever match anything.
1593 else if (god && !strcmp (spell->race, "GOD_FRIEND")) 1481 else if (god && !strcmp (spell->race, "GOD_FRIEND"))
1594 race = god->race; 1482 race = god->race;
1595 else 1483 else
1596 race = spell->race; 1484 race = spell->race;
1597 1485
1598
1599 for (x = op->x - range; x <= op->x + range; x++) 1486 for (x = op->x - range; x <= op->x + range; x++)
1600 for (y = op->y - range; y <= op->y + range; y++) 1487 for (y = op->y - range; y <= op->y + range; y++)
1601 { 1488 {
1602
1603 done_one = 0; 1489 done_one = 0;
1604 m = op->map; 1490 m = op->map;
1605 nx = x; 1491 nx = x;
1606 ny = y; 1492 ny = y;
1607 mflags = get_map_flags (m, &m, x, y, &nx, &ny); 1493 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1610 1496
1611 /* If there is nothing living on this space, no need to go further */ 1497 /* If there is nothing living on this space, no need to go further */
1612 if (!(mflags & P_IS_ALIVE)) 1498 if (!(mflags & P_IS_ALIVE))
1613 continue; 1499 continue;
1614 1500
1501 // players can only affect spaces that they can actually see
1502 if (caster && caster->contr
1503 && caster->contr->visibility_at (m, nx, ny) < 70)
1504 continue;
1505
1615 for (tmp = get_map_ob (m, nx, ny); tmp; tmp = tmp->above) 1506 for (tmp = GET_MAP_TOP (m, nx, ny); tmp; tmp = tmp->below)
1616 if (QUERY_FLAG (tmp, FLAG_MONSTER)) 1507 if (QUERY_FLAG (tmp, FLAG_MONSTER))
1617 break; 1508 break;
1618 1509
1619 /* There can be living objects that are not monsters */ 1510 /* There can be living objects that are not monsters */
1620 if (!tmp || tmp->type == PLAYER) 1511 if (!tmp || tmp->type == PLAYER)
1627 head = tmp; 1518 head = tmp;
1628 1519
1629 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */ 1520 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */
1630 if (race && head->race && !strstr (race, head->race)) 1521 if (race && head->race && !strstr (race, head->race))
1631 continue; 1522 continue;
1523
1632 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD)) 1524 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD))
1633 continue; 1525 continue;
1634 1526
1635 /* Now do a bunch of stuff related to saving throws */ 1527 /* Now do a bunch of stuff related to saving throws */
1636 best_at = -1; 1528 best_at = -1;
1653 at -= level / 5; 1545 at -= level / 5;
1654 if (did_make_save (head, head->level, at)) 1546 if (did_make_save (head, head->level, at))
1655 continue; 1547 continue;
1656 } 1548 }
1657 else /* spell->attacktype */ 1549 else /* spell->attacktype */
1658 /*
1659 Spell has no attacktype (charm & such), so we'll have a specific saving:
1660 * if spell level < monster level, no go
1661 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) )
1662
1663 The chance will then be in the range [20-70] percent, not too bad.
1664
1665 This is required to fix the 'charm monster' abuse, where a player level 1 can
1666 charm a level 125 monster...
1667
1668 Ryo, august 14th
1669 */
1670 { 1550 {
1551 /*
1552 Spell has no attacktype (charm & such), so we'll have a specific saving:
1553 * if spell level < monster level, no go
1554 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) )
1555
1556 The chance will then be in the range [20-70] percent, not too bad.
1557
1558 This is required to fix the 'charm monster' abuse, where a player level 1 can
1559 charm a level 125 monster...
1560
1561 Ryo, august 14th
1562 */
1671 if (head->level > level) 1563 if (head->level > level)
1672 continue; 1564 continue;
1565
1673 if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + MIN (50, 2 * (level - head->level)))) 1566 if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + MIN (50, 2 * (level - head->level))))
1674 /* Failed, no effect */ 1567 /* Failed, no effect */
1675 continue; 1568 continue;
1676 } 1569 }
1677 1570
1678 /* Done with saving throw. Now start effecting the monster */ 1571 /* Done with saving throw. Now start affecting the monster */
1679 1572
1680 /* aggravation */ 1573 /* aggravation */
1681 if (QUERY_FLAG (spell, FLAG_MONSTER)) 1574 if (QUERY_FLAG (spell, FLAG_MONSTER))
1682 { 1575 {
1683 CLEAR_FLAG (head, FLAG_SLEEP); 1576 CLEAR_FLAG (head, FLAG_SLEEP);
1684 if (QUERY_FLAG (head, FLAG_FRIENDLY))
1685 remove_friendly_object (head); 1577 remove_friendly_object (head);
1686
1687 done_one = 1; 1578 done_one = 1;
1688 head->enemy = op; 1579 head->enemy = op;
1689 } 1580 }
1690 1581
1691 /* calm monsters */ 1582 /* calm monsters */
1700 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK)) 1591 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK))
1701 { 1592 {
1702 SET_FLAG (head, FLAG_BERSERK); 1593 SET_FLAG (head, FLAG_BERSERK);
1703 done_one = 1; 1594 done_one = 1;
1704 } 1595 }
1596
1705 /* charm */ 1597 /* charm */
1706 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY)) 1598 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY))
1707 { 1599 {
1708 SET_FLAG (head, FLAG_FRIENDLY); 1600 INVOKE_OBJECT (KILL, head, ARG_OBJECT (caster));
1601
1709 /* Prevent uncontolled outbreaks of self replicating monsters. 1602 /* Prevent uncontrolled outbreaks of self replicating monsters.
1710 Typical use case is charm, go somwhere, use aggravation to make hostile. 1603 Typical use case is charm, go somwhere, use aggravation to make hostile.
1711 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */ 1604 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */
1712 CLEAR_FLAG (head, FLAG_GENERATOR); 1605 CLEAR_FLAG (head, FLAG_GENERATOR);
1713 set_owner (head, op); 1606 head->set_owner (op);
1714 set_spell_skill (op, caster, spell, head); 1607 set_spell_skill (op, caster, spell, head);
1715 add_friendly_object (head); 1608 add_friendly_object (head);
1716 head->attack_movement = PETMOVE; 1609 head->attack_movement = PETMOVE;
1717 done_one = 1; 1610 done_one = 1;
1718 change_exp (op, head->stats.exp / 2, head->skill, SK_EXP_ADD_SKILL); 1611 change_exp (op, head->stats.exp / 2, head->skill, SK_EXP_ADD_SKILL);
1719 head->stats.exp = 0; 1612 head->stats.exp = 0;
1720 } 1613 }
1721 1614
1722 /* If a monster was effected, put an effect in */ 1615 /* If a monster was effected, put an effect in */
1723 if (done_one && spell->other_arch) 1616 if (done_one && spell->other_arch)
1724 {
1725 tmp = arch_to_object (spell->other_arch); 1617 m->insert (arch_to_object (spell->other_arch), nx, ny, op);
1726 tmp->x = nx;
1727 tmp->y = ny;
1728 insert_ob_in_map (tmp, m, op, 0);
1729 }
1730 } /* for y */ 1618 } /* for y */
1731 1619
1732 return 1; 1620 return 1;
1733} 1621}
1734 1622
1737 * about. was called move_ball_lightning, but since more than the ball 1625 * about. was called move_ball_lightning, but since more than the ball
1738 * lightning spell used it, that seemed misnamed. 1626 * lightning spell used it, that seemed misnamed.
1739 * op is the spell effect. 1627 * op is the spell effect.
1740 * note that duration is handled by process_object() in time.c 1628 * note that duration is handled by process_object() in time.c
1741 */ 1629 */
1742
1743void 1630void
1744move_ball_spell (object *op) 1631move_ball_spell (object *op)
1745{ 1632{
1746 int i, j, dam_save, dir, mflags; 1633 int i, j, dam_save, dir, mflags;
1747 sint16 nx, ny, hx, hy; 1634 sint16 nx, ny, hx, hy;
1748 object *owner; 1635 object *owner;
1749 maptile *m; 1636 maptile *m;
1750 1637
1751 owner = get_owner (op); 1638 owner = op->owner;
1752 1639
1753 /* the following logic makes sure that the ball doesn't move into a wall, 1640 /* the following logic makes sure that the ball doesn't move into a wall,
1754 * and makes sure that it will move along a wall to try and get at it's 1641 * and makes sure that it will move along a wall to try and get at it's
1755 * victim. The block immediately below more or less chooses a random 1642 * victim. The block immediately below more or less chooses a random
1756 * offset to move the ball, eg, keep it mostly on course, with some 1643 * offset to move the ball, eg, keep it mostly on course, with some
1785 nx = op->x; 1672 nx = op->x;
1786 ny = op->y; 1673 ny = op->y;
1787 m = op->map; 1674 m = op->map;
1788 } 1675 }
1789 1676
1790 op->remove (); 1677 m->insert (op, nx, ny, op);
1791 op->y = ny;
1792 op->x = nx;
1793 insert_ob_in_map (op, m, op, 0);
1794 1678
1795 dam_save = op->stats.dam; /* save the original dam: we do halfdam on 1679 dam_save = op->stats.dam; /* save the original dam: we do halfdam on
1796 surrounding squares */ 1680 surrounding squares */
1797 1681
1798 /* loop over current square and neighbors to hit. 1682 /* loop over current square and neighbors to hit.
1799 * if this has an other_arch field, we insert that in 1683 * if this has an other_arch field, we insert that in
1800 * the surround spaces. 1684 * the surround spaces.
1801 */ 1685 */
1802 for (j = 0; j < 9; j++) 1686 for (j = 0; j < 9; j++)
1803 { 1687 {
1804 object *new_ob;
1805
1806 hx = nx + freearr_x[j]; 1688 hx = nx + freearr_x[j];
1807 hy = ny + freearr_y[j]; 1689 hy = ny + freearr_y[j];
1808 1690
1809 m = op->map; 1691 m = op->map;
1810 mflags = get_map_flags (m, &m, hx, hy, &hx, &hy); 1692 mflags = get_map_flags (m, &m, hx, hy, &hx, &hy);
1818 1700
1819 if ((mflags & P_IS_ALIVE) && (!owner || owner->x != hx || owner->y != hy || !on_same_map (owner, op))) 1701 if ((mflags & P_IS_ALIVE) && (!owner || owner->x != hx || owner->y != hy || !on_same_map (owner, op)))
1820 { 1702 {
1821 if (j) 1703 if (j)
1822 op->stats.dam = dam_save / 2; 1704 op->stats.dam = dam_save / 2;
1705
1823 hit_map (op, j, op->attacktype, 1); 1706 hit_map (op, j, op->attacktype, 1);
1824
1825 } 1707 }
1826 1708
1827 /* insert the other arch */ 1709 /* insert the other arch */
1828 if (op->other_arch && !(OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy)))) 1710 if (op->other_arch && !(OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy))))
1829 { 1711 m->insert (arch_to_object (op->other_arch), hx, hy, op);
1830 new_ob = arch_to_object (op->other_arch);
1831 new_ob->x = hx;
1832 new_ob->y = hy;
1833 insert_ob_in_map (new_ob, m, op, 0);
1834 }
1835 } 1712 }
1836 1713
1837 /* restore to the center location and damage */ 1714 /* restore to the center location and damage */
1838 op->stats.dam = dam_save; 1715 op->stats.dam = dam_save;
1839 1716
1840 i = spell_find_dir (op->map, op->x, op->y, get_owner (op)); 1717 i = spell_find_dir (op->map, op->x, op->y, op->owner);
1841 1718
1842 if (i >= 0) 1719 if (i >= 0)
1843 { /* we have a preferred direction! */ 1720 { /* we have a preferred direction! */
1844 /* pick another direction if the preferred dir is blocked. */ 1721 /* pick another direction if the preferred dir is blocked. */
1845 if (get_map_flags (op->map, &m, nx + freearr_x[i], ny + freearr_y[i], &hx, &hy) & P_OUT_OF_MAP || 1722 if (get_map_flags (op->map, &m, nx + freearr_x[i], ny + freearr_y[i], &hx, &hy) & P_OUT_OF_MAP ||
1846 OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy))) 1723 OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy)))
1847 {
1848 i = absdir (i + rndm (0, 2) - 1); /* -1, 0, +1 */ 1724 i = absdir (i + rndm (0, 2) - 1); /* -1, 0, +1 */
1849 } 1725
1850 op->direction = i; 1726 op->direction = i;
1851 } 1727 }
1852} 1728}
1853 1729
1854
1855/* move_swarm_spell: peterm 1730/* move_swarm_spell: peterm
1856 * This is an implementation of the swarm spell. It was written for 1731 * This is an implementation of the swarm spell. It was written for
1857 * meteor swarm, but it could be used for any swarm. A swarm spell 1732 * meteor swarm, but it could be used for any swarm. A swarm spell
1858 * is a special type of object that casts swarms of other types 1733 * is a special type of object that casts swarms of other types
1859 * of spells. Which spell it casts is flexible. It fires the spells 1734 * of spells. Which spell it casts is flexible. It fires the spells
1860 * from a set of squares surrounding the caster, in a given direction. 1735 * from a set of squares surrounding the caster, in a given direction.
1861 */ 1736 */
1862
1863void 1737void
1864move_swarm_spell (object *op) 1738move_swarm_spell (object *op)
1865{ 1739{
1866#if 0 1740#if 0
1867 static int cardinal_adjust[9] = { -3, -2, -1, 0, 0, 0, 1, 2, 3 }; 1741 static int cardinal_adjust[9] = { -3, -2, -1, 0, 0, 0, 1, 2, 3 };
1868 static int diagonal_adjust[10] = { -3, -2, -2, -1, 0, 0, 1, 2, 2, 3 }; 1742 static int diagonal_adjust[10] = { -3, -2, -2, -1, 0, 0, 1, 2, 2, 3 };
1869 sint16 target_x, target_y, origin_x, origin_y; 1743 sint16 target_x, target_y, origin_x, origin_y;
1870 int adjustdir; 1744 int adjustdir;
1871 maptile *m; 1745 maptile *m;
1872#endif 1746#endif
1873 int basedir;
1874 object *owner; 1747 object *owner = op->env;
1875 1748
1876 owner = get_owner (op); 1749 if (!owner) // MUST not happen, remove when true TODO
1877 if (op->duration == 0 || owner == NULL)
1878 { 1750 {
1879 op->remove (); 1751 LOG (llevError, "swarm spell found outside inventory: %s\n", op->debug_desc ());
1880 op->destroy (0); 1752 op->destroy ();
1881 return; 1753 return;
1754 }
1755
1756 if (!op->duration || !owner->is_on_map ())
1882 } 1757 {
1758 op->drop_and_destroy ();
1759 return;
1760 }
1761
1883 op->duration--; 1762 op->duration--;
1884 1763
1885 basedir = op->direction; 1764 int basedir = op->direction;
1886 if (basedir == 0) 1765 if (!basedir)
1887 { 1766 {
1888 /* spray in all directions! 8) */ 1767 /* spray in all directions! 8) */
1889 basedir = rndm (1, 8); 1768 op->facing = (op->facing + op->state) & 7;
1769 basedir = op->facing + 1;
1890 } 1770 }
1891 1771
1892#if 0 1772#if 0
1893 // this is bogus: it causes wrong places to be checked below 1773 // this is bogus: it causes wrong places to be checked below
1894 // (a wall 2 cells away will block the effect...) and 1774 // (a wall 2 cells away will block the effect...) and
1895 // doesn't work for SP_BULLET anyhow, so again tests the wrong 1775 // doesn't work for SP_BULLET anyhow, so again tests the wrong
1896 // space. 1776 // space.
1897 // should be fixed later, but correctness before featurs... 1777 // should be fixed later, but correctness before features...
1898 // (schmorp) 1778 // (schmorp)
1899 1779
1900 /* new offset calculation to make swarm element distribution 1780 /* new offset calculation to make swarm element distribution
1901 * more uniform 1781 * more uniform
1902 */ 1782 */
1955 { 1835 {
1956 /* Bullet spells have a bunch more customization that needs to be done */ 1836 /* Bullet spells have a bunch more customization that needs to be done */
1957 if (op->spell->subtype == SP_BULLET) 1837 if (op->spell->subtype == SP_BULLET)
1958 fire_bullet (owner, op, basedir, op->spell); 1838 fire_bullet (owner, op, basedir, op->spell);
1959 else if (op->spell->subtype == SP_MAGIC_MISSILE) 1839 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1960 fire_arch_from_position (owner, op, op->x, op->y, basedir, op->spell); 1840 fire_arch_from_position (owner, op, owner->x, owner->y, basedir, op->spell);
1961 } 1841 }
1962} 1842}
1963
1964
1965
1966 1843
1967/* fire_swarm: 1844/* fire_swarm:
1968 * The following routine creates a swarm of objects. It actually 1845 * The following routine creates a swarm of objects. It actually
1969 * sets up a specific swarm object, which then fires off all 1846 * sets up a specific swarm object, which then fires off all
1970 * the parts of the swarm. 1847 * the parts of the swarm.
1973 * caster: the caster (owner, wand, rod, scroll) 1850 * caster: the caster (owner, wand, rod, scroll)
1974 * dir: the direction everything will be fired in 1851 * dir: the direction everything will be fired in
1975 * spell - the spell that is this spell. 1852 * spell - the spell that is this spell.
1976 * n: the number to be fired. 1853 * n: the number to be fired.
1977 */ 1854 */
1978
1979int 1855int
1980fire_swarm (object *op, object *caster, object *spell, int dir) 1856fire_swarm (object *op, object *caster, object *spell, int dir)
1981{ 1857{
1982 object *tmp;
1983 int i;
1984
1985 if (!spell->other_arch) 1858 if (!spell->other_arch)
1986 return 0; 1859 return 0;
1987 1860
1988 tmp = get_archetype (SWARM_SPELL); 1861 object *tmp = archetype::get (SWARM_SPELL);
1989 tmp->x = op->x; 1862
1990 tmp->y = op->y;
1991 set_owner (tmp, op); /* needed so that if swarm elements kill, caster gets xp. */
1992 set_spell_skill (op, caster, spell, tmp); 1863 set_spell_skill (op, caster, spell, tmp);
1993
1994 tmp->level = caster_level (caster, spell); /*needed later, to get level dep. right. */ 1864 tmp->level = casting_level (caster, spell); /* needed later, to get level dep. right. */
1995 tmp->spell = arch_to_object (spell->other_arch); 1865 tmp->spell = spell->other_arch->instance ();
1996
1997 tmp->attacktype = tmp->spell->attacktype; 1866 tmp->attacktype = tmp->spell->attacktype;
1998 1867
1999 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) 1868 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
2000 {
2001 if (!tailor_god_spell (tmp, op)) 1869 if (!tailor_god_spell (tmp, op))
2002 return 1; 1870 return 1;
2003 } 1871
2004 tmp->duration = SP_level_duration_adjust (caster, spell); 1872 tmp->duration = SP_level_duration_adjust (caster, spell);
2005 for (i = 0; i < spell->duration; i++) 1873 for (int i = 0; i < spell->duration; i++)
2006 tmp->duration += die_roll (1, 3, op, PREFER_HIGH); 1874 tmp->duration += die_roll (1, 3, op, PREFER_HIGH);
2007 1875
1876 tmp->invisible = 1;
1877 tmp->flag [FLAG_NO_DROP] = 1; // make sure it stays in inv, or else
2008 tmp->direction = dir; 1878 tmp->direction = dir;
2009 tmp->invisible = 1; 1879 tmp->facing = rndm (1, 8); // initial firing direction
2010 insert_ob_in_map (tmp, op->map, op, 0); 1880 tmp->state = rndm (4) * 2 + 1; // direction increment
1881
1882 op->insert (tmp);
1883
2011 return 1; 1884 return 1;
2012} 1885}
2013
2014 1886
2015/* See the spells documentation file for why this is its own 1887/* See the spells documentation file for why this is its own
2016 * function. 1888 * function.
2017 */ 1889 */
2018int 1890int
2023 int dam, mflags; 1895 int dam, mflags;
2024 maptile *m; 1896 maptile *m;
2025 1897
2026 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1898 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
2027 1899
2028 if (!dir) 1900 if (dir)
2029 {
2030 new_draw_info (NDI_UNIQUE, 0, op, "In what direction?");
2031 return 0;
2032 } 1901 {
2033
2034 x = op->x + freearr_x[dir]; 1902 x = op->x + freearr_x[dir];
2035 y = op->y + freearr_y[dir]; 1903 y = op->y + freearr_y[dir];
2036 m = op->map; 1904 m = op->map;
2037 1905
2038 mflags = get_map_flags (m, &m, x, y, &x, &y); 1906 mflags = get_map_flags (m, &m, x, y, &x, &y);
2039 1907
2040 if (mflags & P_OUT_OF_MAP) 1908 if (mflags & P_OUT_OF_MAP)
2041 { 1909 {
2042 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is there."); 1910 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is there.");
2043 return 0; 1911 return 0;
2044 } 1912 }
2045 1913
2046 if (mflags & P_IS_ALIVE && spell->attacktype) 1914 if (mflags & P_IS_ALIVE && spell->attacktype)
2047 { 1915 {
2048 for (target = get_map_ob (m, x, y); target; target = target->above) 1916 for (target = GET_MAP_OB (m, x, y); target; target = target->above)
2049 if (QUERY_FLAG (target, FLAG_MONSTER)) 1917 if (QUERY_FLAG (target, FLAG_MONSTER))
2050 { 1918 {
2051 /* oky doky. got a target monster. Lets make a blinding attack */ 1919 /* oky doky. got a target monster. Lets make a blinding attack */
2052 if (target->head) 1920 if (target->head)
2053 target = target->head; 1921 target = target->head;
1922
2054 (void) hit_player (target, dam, op, spell->attacktype, 1); 1923 hit_player (target, dam, op, spell->attacktype, 1);
2055 return 1; /* one success only! */ 1924 return 1; /* one success only! */
1925 }
2056 } 1926 }
2057 }
2058 1927
2059 /* no live target, perhaps a wall is in the way? */ 1928 /* no live target, perhaps a wall is in the way? */
2060 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y))) 1929 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)))
2061 { 1930 {
2062 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 1931 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
2063 return 0; 1932 return 0;
1933 }
2064 } 1934 }
2065 1935
2066 /* ok, looks groovy to just insert a new light on the map */ 1936 /* ok, looks groovy to just insert a new light on the map */
2067 tmp = arch_to_object (spell->other_arch); 1937 tmp = arch_to_object (spell->other_arch);
2068 if (!tmp) 1938 if (!tmp)
2069 { 1939 {
2070 LOG (llevError, "Error: spell arch for cast_light() missing.\n"); 1940 LOG (llevError, "Error: spell arch for cast_light() missing.\n");
2071 return 0; 1941 return 0;
2072 } 1942 }
1943
2073 tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell); 1944 tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell);
1945
2074 if (tmp->glow_radius) 1946 if (tmp->glow_radius)
2075 {
2076 tmp->glow_radius = spell->range + SP_level_range_adjust (caster, spell); 1947 tmp->glow_radius = min (MAX_LIGHT_RADIUS, spell->range + SP_level_range_adjust (caster, spell));
2077 if (tmp->glow_radius > MAX_LIGHT_RADII) 1948
2078 tmp->glow_radius = MAX_LIGHT_RADII; 1949 if (dir)
2079 } 1950 m->insert (tmp, x, y, op);
2080 tmp->x = x; 1951 else
2081 tmp->y = y; 1952 caster->outer_env ()->insert (tmp);
2082 insert_ob_in_map (tmp, m, op, 0); 1953
2083 return 1; 1954 return 1;
2084} 1955}
2085
2086
2087
2088 1956
2089/* cast_cause_disease: this spell looks along <dir> from the 1957/* cast_cause_disease: this spell looks along <dir> from the
2090 * player and infects someone. 1958 * player and infects someone.
2091 * op is the player/monster, caster is the object, dir is the direction 1959 * op is the player/monster, caster is the object, dir is the direction
2092 * to cast, disease_arch is the specific disease, and type is the spell number 1960 * to cast, disease_arch is the specific disease, and type is the spell number
2093 * perhaps this should actually be in disease.c? 1961 * perhaps this should actually be in disease.c?
2094 */ 1962 */
2095
2096int 1963int
2097cast_cause_disease (object *op, object *caster, object *spell, int dir) 1964cast_cause_disease (object *op, object *caster, object *spell, int dir)
2098{ 1965{
2099 sint16 x, y; 1966 sint16 x, y;
2100 int i, mflags, range, dam_mod, dur_mod; 1967 int i, mflags, range, dam_mod, dur_mod;
2107 /* If casting from a scroll, no direction will be available, so refer to the 1974 /* If casting from a scroll, no direction will be available, so refer to the
2108 * direction the player is pointing. 1975 * direction the player is pointing.
2109 */ 1976 */
2110 if (!dir) 1977 if (!dir)
2111 dir = op->facing; 1978 dir = op->facing;
1979
2112 if (!dir) 1980 if (!dir)
2113 return 0; /* won't find anything if casting on ourself, so just return */ 1981 return 0; /* won't find anything if casting on ourself, so just return */
2114 1982
2115 /* Calculate these once here */ 1983 /* Calculate these once here */
2116 range = spell->range + SP_level_range_adjust (caster, spell); 1984 range = spell->range + SP_level_range_adjust (caster, spell);
2135 2003
2136 /* Only bother looking on this space if there is something living here */ 2004 /* Only bother looking on this space if there is something living here */
2137 if (mflags & P_IS_ALIVE) 2005 if (mflags & P_IS_ALIVE)
2138 { 2006 {
2139 /* search this square for a victim */ 2007 /* search this square for a victim */
2140 for (walk = get_map_ob (m, x, y); walk; walk = walk->above) 2008 for (walk = GET_MAP_OB (m, x, y); walk; walk = walk->above)
2141 if (QUERY_FLAG (walk, FLAG_MONSTER) || (walk->type == PLAYER)) 2009 if (QUERY_FLAG (walk, FLAG_MONSTER) || (walk->type == PLAYER))
2142 { /* found a victim */ 2010 { /* found a victim */
2143 object *disease = arch_to_object (spell->other_arch); 2011 object *disease = arch_to_object (spell->other_arch);
2144 2012
2145 set_owner (disease, op); 2013 disease->set_owner (op);
2146 set_spell_skill (op, caster, spell, disease); 2014 set_spell_skill (op, caster, spell, disease);
2147 disease->stats.exp = 0; 2015 disease->stats.exp = 0;
2148 disease->level = caster_level (caster, spell); 2016 disease->level = casting_level (caster, spell);
2149 2017
2150 /* do level adjustments */ 2018 /* do level adjustments */
2151 if (disease->stats.wc) 2019 if (disease->stats.wc)
2152 disease->stats.wc += dur_mod / 2; 2020 disease->stats.wc += dur_mod / 2;
2153 2021
2154 if (disease->magic > 0) 2022 if (disease->magic > 0)
2155 disease->magic += dur_mod / 4; 2023 disease->magic += dur_mod / 8;
2156 2024
2157 if (disease->stats.maxhp > 0) 2025 if (disease->stats.maxhp > 0)
2158 disease->stats.maxhp += dur_mod; 2026 disease->stats.maxhp += dur_mod;
2159 2027
2160 if (disease->stats.maxgrace > 0) 2028 if (disease->stats.maxgrace > 0)
2195 if (disease->stats.sp) 2063 if (disease->stats.sp)
2196 disease->stats.sp -= dam_mod; 2064 disease->stats.sp -= dam_mod;
2197 2065
2198 if (infect_object (walk, disease, 1)) 2066 if (infect_object (walk, disease, 1))
2199 { 2067 {
2200 object *flash; /* visual effect for inflicting disease */
2201
2202 new_draw_info_format (NDI_UNIQUE, 0, op, "You inflict %s on %s!", &disease->name, &walk->name); 2068 new_draw_info_format (NDI_UNIQUE, 0, op, "You inflict %s on %s!", &disease->name, &walk->name);
2203 2069
2204 disease->destroy (0); /* don't need this one anymore */ 2070 disease->destroy (); /* don't need this one anymore */
2205 flash = get_archetype (ARCH_DETECT_MAGIC); 2071 walk->map->insert (get_archetype ("detect_magic"), x, y, op);
2206 flash->x = x;
2207 flash->y = y;
2208 flash->map = walk->map;
2209 insert_ob_in_map (flash, walk->map, op, 0);
2210 return 1; 2072 return 1;
2211 } 2073 }
2074
2212 disease->destroy (0); 2075 disease->destroy ();
2213 } 2076 }
2214 } /* if living creature */ 2077 } /* if living creature */
2215 } /* for range of spaces */ 2078 } /* for range of spaces */
2079
2216 new_draw_info (NDI_UNIQUE, 0, op, "No one caught anything!"); 2080 new_draw_info (NDI_UNIQUE, 0, op, "No one caught anything!");
2217 return 1; 2081 return 1;
2218} 2082}

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines