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Comparing deliantra/server/server/spell_attack.C (file contents):
Revision 1.17 by root, Tue Dec 12 21:39:57 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 */
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 = object::create (); 140 new_bolt = tmp->clone ();
146 tmp->copy_to (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 if ((new_bolt = m->insert (new_bolt, sx, sy, op)))
162 update_turn_face (new_bolt); 154 update_turn_face (new_bolt);
163} 155}
164 156
165/* move_bolt: moves bolt 'op'. Basically, it just advances a space, 157/* move_bolt: moves bolt 'op'. Basically, it just advances a space,
166 * and checks for various things that may stop it. 158 * and checks for various things that may stop it.
167 */ 159 */
168
169void 160void
170move_bolt (object *op) 161move_bolt (object *op)
171{ 162{
172 object *tmp;
173 int mflags; 163 int mflags;
174 sint16 x, y; 164 sint16 x, y;
175 maptile *m; 165 maptile *m;
176 166
177 if (--(op->duration) < 0) 167 if (--op->duration < 0)
178 { 168 {
179 op->destroy (); 169 op->destroy ();
180 return; 170 return;
181 } 171 }
182 172
184 174
185 if (!op->direction) 175 if (!op->direction)
186 return; 176 return;
187 177
188 if (--op->range < 0) 178 if (--op->range < 0)
189 {
190 op->range = 0; 179 op->range = 0;
191 }
192 else 180 else
193 { 181 {
194 x = op->x + DIRX (op); 182 x = op->x + DIRX (op);
195 y = op->y + DIRY (op); 183 y = op->y + DIRY (op);
196 m = op->map; 184 m = op->map;
204 * 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
205 * will be useful. 193 * will be useful.
206 */ 194 */
207 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)))
208 { 196 {
209
210 if (!QUERY_FLAG (op, FLAG_REFLECTING)) 197 if (!QUERY_FLAG (op, FLAG_REFLECTING))
211 return; 198 return;
212 199
213 /* Since walls don't run diagonal, if the bolt is in 200 /* Since walls don't run diagonal, if the bolt is in
214 * one of 4 main directions, it just reflects back in the 201 * one of 4 main directions, it just reflects back in the
244 else if (left) 231 else if (left)
245 op->direction = absdir (op->direction + 2); 232 op->direction = absdir (op->direction + 2);
246 else if (right) 233 else if (right)
247 op->direction = absdir (op->direction - 2); 234 op->direction = absdir (op->direction - 2);
248 } 235 }
236
249 update_turn_face (op); /* A bolt *must* be IS_TURNABLE */ 237 update_turn_face (op); /* A bolt *must* be IS_TURNABLE */
250 return; 238 return;
251 } 239 }
252 else 240 else
253 { /* Create a copy of this object and put it ahead */ 241 { /* Create a copy of this object and put it ahead */
254 tmp = object::create (); 242 object *tmp = op->clone ();
255 op->copy_to (tmp); 243
244 m->insert (tmp, x, y, op);
256 tmp->speed_left = -0.1; 245 tmp->speed_left = -0.1f;
257 tmp->x += DIRX (tmp), tmp->y += DIRY (tmp);
258 tmp = insert_ob_in_map (tmp, op->map, op, 0);
259 /* 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 */
260 tmp->duration++; 247 tmp->duration++;
261 248
262 /* New forking code. Possibly create forks of this object 249 /* New forking code. Possibly create forks of this object
263 * going off in other directions. 250 * going off in other directions.
264 */ 251 */
265
266 if (rndm (0, 99) < tmp->stats.Dex) 252 if (tmp->stats.Dex && rndm (0, 99) < tmp->stats.Dex)
267 { /* stats.Dex % of forking */ 253 forklightning (op, tmp); /* stats.Dex % of forking */
268 forklightning (op, tmp); 254
269 }
270 /* 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
271 * doesn't create any bolts that continue to move onward. 256 * doesn't create any bolts that continue to move onward.
272 */ 257 */
273 op->range = 0; 258 op->range = 0;
274 } /* copy object and move it along */ 259 } /* copy object and move it along */
281 * we remove the magic flag - that can be derived from 266 * we remove the magic flag - that can be derived from
282 * spob->attacktype. 267 * spob->attacktype.
283 * This function sets up the appropriate owner and skill 268 * This function sets up the appropriate owner and skill
284 * pointers. 269 * pointers.
285 */ 270 */
286
287int 271int
288fire_bolt (object *op, object *caster, int dir, object *spob, object *skill) 272fire_bolt (object *op, object *caster, int dir, object *spob, object *skill)
289{ 273{
290 object *tmp = NULL; 274 object *tmp = NULL;
291 int mflags; 275 int mflags;
298 return 0; 282 return 0;
299 283
300 /* peterm: level dependency for bolts */ 284 /* peterm: level dependency for bolts */
301 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);
302 tmp->attacktype = spob->attacktype; 286 tmp->attacktype = spob->attacktype;
287
303 if (spob->slaying) 288 if (spob->slaying)
304 tmp->slaying = spob->slaying; 289 tmp->slaying = spob->slaying;
290
305 tmp->range = spob->range + SP_level_range_adjust (caster, spob); 291 tmp->range = spob->range + SP_level_range_adjust (caster, spob);
306 tmp->duration = spob->duration + SP_level_duration_adjust (caster, spob); 292 tmp->duration = spob->duration + SP_level_duration_adjust (caster, spob);
307 tmp->stats.Dex = spob->stats.Dex; 293 tmp->stats.Dex = spob->stats.Dex;
308 tmp->stats.Con = spob->stats.Con; 294 tmp->stats.Con = spob->stats.Con;
309 295
310 tmp->direction = dir; 296 tmp->direction = dir;
311 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) 297 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
312 SET_ANIMATION (tmp, dir); 298 SET_ANIMATION (tmp, dir);
313 299
314 set_owner (tmp, op); 300 tmp->set_owner (op);
315 set_spell_skill (op, caster, spob, tmp); 301 set_spell_skill (op, caster, spob, tmp);
316 302
317 tmp->x = op->x + DIRX (tmp); 303 tmp->x = op->x + DIRX (tmp);
318 tmp->y = op->y + DIRY (tmp); 304 tmp->y = op->y + DIRY (tmp);
319 tmp->map = op->map; 305 tmp->map = op->map;
320 306
307 maptile *newmap;
321 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);
322 if (mflags & P_OUT_OF_MAP) 309 if (mflags & P_OUT_OF_MAP)
323 { 310 {
324 tmp->destroy (); 311 tmp->destroy ();
325 return 0; 312 return 0;
326 } 313 }
314
315 tmp->map = newmap;
327 316
328 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)))
329 { 318 {
330 if (!QUERY_FLAG (tmp, FLAG_REFLECTING)) 319 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
331 { 320 {
337 tmp->y = op->y; 326 tmp->y = op->y;
338 tmp->direction = absdir (tmp->direction + 4); 327 tmp->direction = absdir (tmp->direction + 4);
339 tmp->map = op->map; 328 tmp->map = op->map;
340 } 329 }
341 330
342 if ((tmp = insert_ob_in_map (tmp, tmp->map, op, 0)) != NULL) 331 if ((tmp = tmp->insert_at (tmp, op)))
343 move_bolt (tmp); 332 move_bolt (tmp);
344 333
345 return 1; 334 return 1;
346} 335}
347
348
349 336
350/*************************************************************************** 337/***************************************************************************
351 * 338 *
352 * BULLET/BALL CODE 339 * BULLET/BALL CODE
353 * 340 *
354 ***************************************************************************/ 341 ***************************************************************************/
355 342
356/* expands an explosion. op is a piece of the 343/* expands an explosion. op is a piece of the
357 * explosion - this expans it in the different directions. 344 * explosion - this expands it in the different directions.
358 * At least that is what I think this does. 345 * At least that is what I think this does.
359 */ 346 */
360void 347void
361explosion (object *op) 348explosion (object *op)
362{ 349{
363 object *tmp;
364 maptile *m = op->map; 350 maptile *m = op->map;
365 int i; 351 int i;
366 352
367 if (--(op->duration) < 0) 353 if (--op->duration < 0)
368 { 354 {
369 op->destroy (); 355 op->destroy ();
370 return; 356 return;
371 } 357 }
372 358
378 { 364 {
379 sint16 dx, dy; 365 sint16 dx, dy;
380 366
381 dx = op->x + freearr_x[i]; 367 dx = op->x + freearr_x[i];
382 dy = op->y + freearr_y[i]; 368 dy = op->y + freearr_y[i];
369
383 /* ok_to_put_more already does things like checks for walls, 370 /* ok_to_put_more already does things like checks for walls,
384 * out of map, etc. 371 * out of map, etc.
385 */ 372 */
386 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))
387 { 374 {
388 tmp = object::create (); 375 object *tmp = op->clone ();
389 op->copy_to (tmp); 376
390 tmp->state = 0; 377 tmp->state = 0;
391 tmp->speed_left = -0.21; 378 tmp->speed_left = -0.21f;
392 tmp->range--; 379 tmp->range--;
393 tmp->value = 0; 380 tmp->value = 0;
394 tmp->x = dx; 381
395 tmp->y = dy; 382 m->insert (tmp, dx, dy, op);
396 insert_ob_in_map (tmp, m, op, 0);
397 } 383 }
398 } 384 }
399 } 385 }
400} 386}
401
402 387
403/* Causes an object to explode, eg, a firebullet, 388/* Causes an object to explode, eg, a firebullet,
404 * poison cloud ball, etc. op is the object to 389 * poison cloud ball, etc. op is the object to
405 * explode. 390 * explode.
406 */ 391 */
416 return; 401 return;
417 } 402 }
418 403
419 if (op->env) 404 if (op->env)
420 { 405 {
421 object *env; 406 object *env = op->outer_env ();
422 407
423 env = object_get_env_recursive (op);
424 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))
425 { 409 {
426 LOG (llevError, "BUG: explode_bullet(): env out of map\n"); 410 LOG (llevError, "BUG: explode_bullet(): env out of map\n");
427 op->destroy (); 411 op->destroy ();
428 return; 412 return;
429 } 413 }
430 414
431 op->remove (); 415 op->insert_at (env, op, INS_NO_MERGE | INS_NO_WALK_ON);
432 op->x = env->x;
433 op->y = env->y;
434 insert_ob_in_map (op, env->map, op, INS_NO_MERGE | INS_NO_WALK_ON);
435 } 416 }
436 else if (out_of_map (op->map, op->x, op->y)) 417 else if (out_of_map (op->map, op->x, op->y))
437 { 418 {
438 LOG (llevError, "BUG: explode_bullet(): op out of map\n"); 419 LOG (llevError, "BUG: explode_bullet(): op out of map\n");
439 op->destroy (); 420 op->destroy ();
450 } 431 }
451 432
452 if (op->attacktype) 433 if (op->attacktype)
453 { 434 {
454 hit_map (op, 0, op->attacktype, 1); 435 hit_map (op, 0, op->attacktype, 1);
436
455 if (op->destroyed ()) 437 if (op->destroyed ())
456 return; 438 return;
457 } 439 }
458 440
459 /* other_arch contains what this explodes into */ 441 /* other_arch contains what this explodes into */
460 tmp = arch_to_object (op->other_arch); 442 tmp = arch_to_object (op->other_arch);
461 443
462 copy_owner (tmp, op); 444 tmp->set_owner (op);
463 tmp->skill = op->skill; 445 tmp->skill = op->skill;
464 446
465 owner = get_owner (op); 447 owner = op->owner;
466 448
467 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))
468 { 450 {
469 op->destroy (); 451 op->destroy ();
470 return; 452 return;
471 } 453 }
472
473 tmp->x = op->x;
474 tmp->y = op->y;
475 454
476 /* special for bombs - it actually has sane values for these */ 455 /* special for bombs - it actually has sane values for these */
477 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB) 456 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB)
478 { 457 {
479 tmp->attacktype = op->attacktype; 458 tmp->attacktype = op->attacktype;
483 } 462 }
484 else 463 else
485 { 464 {
486 if (op->attacktype & AT_MAGIC) 465 if (op->attacktype & AT_MAGIC)
487 tmp->attacktype |= AT_MAGIC; 466 tmp->attacktype |= AT_MAGIC;
467
488 /* Spell doc describes what is going on here */ 468 /* Spell doc describes what is going on here */
489 tmp->stats.dam = op->dam_modifier; 469 tmp->stats.dam = op->dam_modifier;
490 tmp->range = op->stats.maxhp; 470 tmp->range = op->stats.maxhp;
491 tmp->duration = op->stats.hp; 471 tmp->duration = op->stats.hp;
492 /* 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 -
500 tmp->stats.sp = op->direction; 480 tmp->stats.sp = op->direction;
501 481
502 /* Prevent recursion */ 482 /* Prevent recursion */
503 op->move_on = 0; 483 op->move_on = 0;
504 484
505 insert_ob_in_map (tmp, op->map, op, 0); 485 tmp->insert_at (op, op);
486 tmp->play_sound (tmp->sound);
487
506 /* remove the firebullet */ 488 /* remove the firebullet */
507 if (!op->destroyed ())
508 {
509 op->destroy (); 489 op->destroy ();
510 }
511} 490}
512
513
514 491
515/* 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
516 * (eg, explode, damage player, etc) 493 * (eg, explode, damage player, etc)
517 */ 494 */
518
519void 495void
520check_bullet (object *op) 496check_bullet (object *op)
521{ 497{
522 object *tmp; 498 object *tmp;
523 int dam, mflags; 499 int dam, mflags;
538 514
539 /* 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 */
540 if (!(mflags & P_IS_ALIVE)) 516 if (!(mflags & P_IS_ALIVE))
541 return; 517 return;
542 518
543 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)
544 { 520 {
545 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 521 if (QUERY_FLAG (tmp, FLAG_ALIVE))
546 { 522 {
547 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1); 523 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1);
524
548 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0) 525 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0)
549 { 526 {
550 if (!QUERY_FLAG (op, FLAG_REMOVED)) 527 if (!QUERY_FLAG (op, FLAG_REMOVED))
551 { 528 {
552 op->destroy (); 529 op->destroy ();
555 } 532 }
556 } 533 }
557 } 534 }
558} 535}
559 536
560
561/* Basically, we move 'op' one square, and if it hits something, 537/* Basically, we move 'op' one square, and if it hits something,
562 * call check_bullet. 538 * call check_bullet.
563 * This function is only applicable to bullets, but not to all 539 * This function is only applicable to bullets, but not to all
564 * fired arches (eg, bolts). 540 * fired arches (eg, bolts).
565 */ 541 */
566
567void 542void
568move_bullet (object *op) 543move_bullet (object *op)
569{ 544{
570 sint16 new_x, new_y; 545 sint16 new_x, new_y;
571 int mflags; 546 int mflags;
614 op->destroy (); 589 op->destroy ();
615 590
616 return; 591 return;
617 } 592 }
618 593
619 op->remove (); 594 if (!(op = m->insert (op, new_x, new_y, op)))
620 op->x = new_x;
621 op->y = new_y;
622 if ((op = insert_ob_in_map (op, m, op, 0)) == NULL)
623 return; 595 return;
624 596
625 if (reflwall (op->map, op->x, op->y, op)) 597 if (reflwall (op->map, op->x, op->y, op))
626 { 598 {
627 op->direction = absdir (op->direction + 4); 599 op->direction = absdir (op->direction + 4);
628 update_turn_face (op); 600 update_turn_face (op);
629 } 601 }
630 else 602 else
631 {
632 check_bullet (op); 603 check_bullet (op);
633 }
634} 604}
635
636
637
638 605
639/* fire_bullet 606/* fire_bullet
640 * object op (cast from caster) files a bolt in dir. 607 * object op (cast from caster) files a bolt in dir.
641 * spob is the spell object for the bolt. 608 * spob is the spell object for the bolt.
642 * we remove the magic flag - that can be derived from 609 * we remove the magic flag - that can be derived from
643 * spob->attacktype. 610 * spob->attacktype.
644 * This function sets up the appropriate owner and skill 611 * This function sets up the appropriate owner and skill
645 * pointers. 612 * pointers.
646 */ 613 */
647
648int 614int
649fire_bullet (object *op, object *caster, int dir, object *spob) 615fire_bullet (object *op, object *caster, int dir, object *spob)
650{ 616{
651 object *tmp = NULL; 617 object *tmp = NULL;
652 int mflags; 618 int mflags;
653 619
654 if (!spob->other_arch) 620 if (!spob->other_arch)
655 return 0; 621 return 0;
656 622
657 tmp = arch_to_object (spob->other_arch); 623 tmp = spob->other_arch->instance ();
658 if (tmp == NULL) 624 if (!tmp)
659 return 0; 625 return 0;
660 626
661 /* peterm: level dependency for bolts */ 627 /* peterm: level dependency for bolts */
662 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);
663 tmp->attacktype = spob->attacktype; 629 tmp->attacktype = spob->attacktype;
664 if (spob->slaying) 630 if (spob->slaying)
665 tmp->slaying = spob->slaying; 631 tmp->slaying = spob->slaying;
666 632
673 639
674 tmp->direction = dir; 640 tmp->direction = dir;
675 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) 641 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
676 SET_ANIMATION (tmp, dir); 642 SET_ANIMATION (tmp, dir);
677 643
678 set_owner (tmp, op); 644 tmp->set_owner (op);
679 set_spell_skill (op, caster, spob, tmp); 645 set_spell_skill (op, caster, spob, tmp);
680 646
681 tmp->x = op->x + freearr_x[dir]; 647 tmp->x = op->x + freearr_x[dir];
682 tmp->y = op->y + freearr_y[dir]; 648 tmp->y = op->y + freearr_y[dir];
683 tmp->map = op->map; 649 tmp->map = op->map;
684 650
651 maptile *newmap;
685 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);
686 if (mflags & P_OUT_OF_MAP) 653 if (mflags & P_OUT_OF_MAP)
687 { 654 {
688 tmp->destroy (); 655 tmp->destroy ();
689 return 0; 656 return 0;
690 } 657 }
658
659 tmp->map = newmap;
691 660
692 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)))
693 { 662 {
694 if (!QUERY_FLAG (tmp, FLAG_REFLECTING)) 663 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
695 { 664 {
701 tmp->y = op->y; 670 tmp->y = op->y;
702 tmp->direction = absdir (tmp->direction + 4); 671 tmp->direction = absdir (tmp->direction + 4);
703 tmp->map = op->map; 672 tmp->map = op->map;
704 } 673 }
705 674
706 if ((tmp = insert_ob_in_map (tmp, tmp->map, op, 0)) != NULL) 675 if ((tmp = tmp->insert_at (tmp, op)))
707 check_bullet (tmp); 676 check_bullet (tmp);
708 677
709 return 1; 678 return 1;
710} 679}
711
712
713
714 680
715/***************************************************************************** 681/*****************************************************************************
716 * 682 *
717 * CONE RELATED FUNCTIONS 683 * CONE RELATED FUNCTIONS
718 * 684 *
719 *****************************************************************************/ 685 *****************************************************************************/
720 686
721
722/* 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" */
723void 688void
724cone_drop (object *op) 689cone_drop (object *op)
725{ 690{
726 object *new_ob = arch_to_object (op->other_arch); 691 object *new_ob = arch_to_object (op->other_arch);
727 692
728 new_ob->x = op->x;
729 new_ob->y = op->y;
730 new_ob->level = op->level; 693 new_ob->level = op->level;
731 set_owner (new_ob, op->owner); 694 new_ob->set_owner (op->owner);
732 695
733 /* preserve skill ownership */ 696 /* preserve skill ownership */
734 if (op->skill && op->skill != new_ob->skill) 697 if (op->skill && op->skill != new_ob->skill)
735 {
736 new_ob->skill = op->skill; 698 new_ob->skill = op->skill;
737 }
738 insert_ob_in_map (new_ob, op->map, op, 0);
739 699
700 new_ob->insert_at (op, op);
740} 701}
741 702
742/* 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 */
743 704
744void 705void
745move_cone (object *op) 706move_cone (object *op)
746{ 707{
747 int i;
748
749 /* 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 */
750 if (!op->map) 709 if (!op->map)
751 { 710 {
752 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");
753 op->speed = 0; 712 op->set_speed (0);
754 update_ob_speed (op);
755 return; 713 return;
756 } 714 }
757 715
758 /* lava saves it's life, but not yours :) */ 716 /* lava saves it's life, but not yours :) */
759 if (QUERY_FLAG (op, FLAG_LIFESAVE)) 717 if (QUERY_FLAG (op, FLAG_LIFESAVE))
765#if 0 723#if 0
766 /* Disable this - enabling it makes monsters easier, as 724 /* Disable this - enabling it makes monsters easier, as
767 * when their cone dies when they die. 725 * when their cone dies when they die.
768 */ 726 */
769 /* If no owner left, the spell dies out. */ 727 /* If no owner left, the spell dies out. */
770 if (get_owner (op) == NULL) 728 if (op->owner == NULL)
771 { 729 {
772 op->destroy (); 730 op->destroy ();
773 return; 731 return;
774 } 732 }
775#endif 733#endif
799 { 757 {
800 op->range = 0; /* just so it doesn't wrap */ 758 op->range = 0; /* just so it doesn't wrap */
801 return; 759 return;
802 } 760 }
803 761
804 for (i = -1; i < 2; i++) 762 for (int i = -1; i <= 1; i++)
805 { 763 {
806 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)];
807 765
808 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))
809 { 767 {
810 object *tmp = object::create (); 768 object *tmp = op->clone ();
811
812 op->copy_to (tmp);
813 tmp->x = x;
814 tmp->y = y;
815 769
816 tmp->duration = op->duration + 1; 770 tmp->duration = op->duration + 1;
817 771
818 /* Use for spell tracking - see ok_to_put_more() */ 772 /* Use for spell tracking - see ok_to_put_more() */
819 tmp->stats.maxhp = op->stats.maxhp; 773 tmp->stats.maxhp = op->stats.maxhp;
820 insert_ob_in_map (tmp, op->map, op, 0); 774
775 op->map->insert (tmp, x, y, op);
776
821 if (tmp->other_arch) 777 if (tmp->other_arch)
822 cone_drop (tmp); 778 cone_drop (tmp);
823 } 779 }
824 } 780 }
825} 781}
858 814
859 /* 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
860 * 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
861 * insert it into is blocked. 817 * insert it into is blocked.
862 */ 818 */
863 movetype = spell->other_arch->clone.move_type; 819 movetype = spell->other_arch->move_type;
864 820
865 for (i = range_min; i <= range_max; i++) 821 for (i = range_min; i <= range_max; i++)
866 { 822 {
867 sint16 x, y, d; 823 sint16 x, y, d;
868 824
901 if ((movetype & GET_MAP_MOVE_BLOCK (m, sx, sy)) == movetype) 857 if ((movetype & GET_MAP_MOVE_BLOCK (m, sx, sy)) == movetype)
902 continue; 858 continue;
903 859
904 success = 1; 860 success = 1;
905 tmp = arch_to_object (spell->other_arch); 861 tmp = arch_to_object (spell->other_arch);
906 set_owner (tmp, op); 862 tmp->set_owner (op);
907 set_spell_skill (op, caster, spell, tmp); 863 set_spell_skill (op, caster, spell, tmp);
908 tmp->level = caster_level (caster, spell); 864 tmp->level = caster_level (caster, spell);
909 tmp->x = sx;
910 tmp->y = sy;
911 tmp->attacktype = spell->attacktype; 865 tmp->attacktype = spell->attacktype;
912 866
913 /* holy word stuff */ 867 /* holy word stuff */
914 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER)) 868 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER))
915 if (!tailor_god_spell (tmp, op)) 869 if (!tailor_god_spell (tmp, op))
949 else 903 else
950 tmp->duration += caster->level / 3; 904 tmp->duration += caster->level / 3;
951 } 905 }
952 906
953 if (!(tmp->move_type & MOVE_FLY_LOW)) 907 if (!(tmp->move_type & MOVE_FLY_LOW))
954 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);
955 909
956 if (!tmp->move_on && tmp->stats.dam) 910 if (!tmp->move_on && tmp->stats.dam)
957 {
958 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);
959 }
960 912
961 insert_ob_in_map (tmp, m, op, 0); 913 m->insert (tmp, sx, sy, op);
962 914
963 /* 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
964 * a single space too many times. 916 * a single space too many times.
965 */ 917 */
966 tmp->stats.maxhp = tmp->count; 918 tmp->stats.maxhp = tmp->count;
976 * 928 *
977 * BOMB related code 929 * BOMB related code
978 * 930 *
979 ****************************************************************************/ 931 ****************************************************************************/
980 932
981
982/* This handles an exploding bomb. 933/* This handles an exploding bomb.
983 * op is the original bomb object. 934 * op is the original bomb object.
984 */ 935 */
985void 936void
986animate_bomb (object *op) 937animate_bomb (object *op)
987{ 938{
988 int i;
989 object *env, *tmp;
990 archetype *at;
991
992 if (op->state != NUM_ANIMATIONS (op) - 1) 939 if (op->state != NUM_ANIMATIONS (op) - 1)
993 return; 940 return;
994 941
995 env = object_get_env_recursive (op); 942 object *env = op->outer_env ();
996 943
997 if (op->env) 944 if (op->env)
998 { 945 {
999 if (env->map == NULL) 946 if (env->map == NULL)
1000 return; 947 return;
1001 948
1002 if (env->type == PLAYER) 949 if (!(op = op->insert_at (env, op)))
1003 esrv_del_item (env->contr, op->count);
1004
1005 op->remove ();
1006 op->x = env->x;
1007 op->y = env->y;
1008 if ((op = insert_ob_in_map (op, env->map, op, 0)) == NULL)
1009 return; 950 return;
1010 } 951 }
1011 952
1012 // 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
1013 // 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
1020 961
1021 /* This copies a lot of the code from the fire bullet, 962 /* This copies a lot of the code from the fire bullet,
1022 * but using the cast_bullet isn't really feasible, 963 * but using the cast_bullet isn't really feasible,
1023 * so just set up the appropriate values. 964 * so just set up the appropriate values.
1024 */ 965 */
1025 at = archetype::find (SPLINT); 966 if (archetype *at = archetype::find (SPLINT))
1026 if (at)
1027 { 967 {
1028 for (i = 1; i < 9; i++) 968 for (int i = 1; i < 9; i++)
1029 { 969 {
1030 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]))
1031 continue; 971 continue;
972
1032 tmp = arch_to_object (at); 973 object *tmp = arch_to_object (at);
1033 tmp->direction = i; 974 tmp->direction = i;
1034 tmp->range = op->range; 975 tmp->range = op->range;
1035 tmp->stats.dam = op->stats.dam; 976 tmp->stats.dam = op->stats.dam;
1036 tmp->duration = op->duration; 977 tmp->duration = op->duration;
1037 tmp->attacktype = op->attacktype; 978 tmp->attacktype = op->attacktype;
1038 copy_owner (tmp, op); 979 tmp->set_owner (op);
1039 if (op->skill && op->skill != tmp->skill) 980 if (op->skill && op->skill != tmp->skill)
1040 {
1041 tmp->skill = op->skill; 981 tmp->skill = op->skill;
1042 } 982
1043 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) 983 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
1044 SET_ANIMATION (tmp, i); 984 SET_ANIMATION (tmp, i);
1045 tmp->x = op->x + freearr_x[i]; 985
1046 tmp->y = op->y + freearr_x[i]; 986 op->map->insert (tmp, op->x + freearr_x[i], op->y + freearr_x[i], op);
1047 insert_ob_in_map (tmp, op->map, op, 0);
1048 move_bullet (tmp); 987 move_bullet (tmp);
1049 } 988 }
1050 } 989 }
1051 990
1052 explode_bullet (op); 991 explode_bullet (op);
1053} 992}
1054 993
1055int 994int
1056create_bomb (object *op, object *caster, int dir, object *spell) 995create_bomb (object *op, object *caster, int dir, object *spell)
1057{ 996{
1058
1059 object *tmp; 997 object *tmp;
1060 int mflags; 998 int mflags;
1061 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];
1062 maptile *m; 1000 maptile *m;
1063 1001
1065 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))
1066 { 1004 {
1067 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.");
1068 return 0; 1006 return 0;
1069 } 1007 }
1008
1070 tmp = arch_to_object (spell->other_arch); 1009 tmp = arch_to_object (spell->other_arch);
1071 1010
1072 /* level dependencies for bomb */ 1011 /* level dependencies for bomb */
1073 tmp->range = spell->range + SP_level_range_adjust (caster, spell); 1012 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
1074 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);
1075 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell); 1014 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
1076 tmp->attacktype = spell->attacktype; 1015 tmp->attacktype = spell->attacktype;
1077 1016
1078 set_owner (tmp, op); 1017 tmp->set_owner (op);
1079 set_spell_skill (op, caster, spell, tmp); 1018 set_spell_skill (op, caster, spell, tmp);
1080 tmp->x = dx; 1019
1081 tmp->y = dy; 1020 m->insert (tmp, dx, dy, op);
1082 insert_ob_in_map (tmp, m, op, 0);
1083 return 1; 1021 return 1;
1084} 1022}
1085 1023
1086/**************************************************************************** 1024/****************************************************************************
1087 * 1025 *
1096 * dir is the direction to look in. 1034 * dir is the direction to look in.
1097 * range is how far out to look. 1035 * range is how far out to look.
1098 * 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.
1099 * this info is used for blocked magic/unholy spaces. 1037 * this info is used for blocked magic/unholy spaces.
1100 */ 1038 */
1101
1102object * 1039object *
1103get_pointed_target (object *op, int dir, int range, int type) 1040get_pointed_target (object *op, int dir, int range, int type)
1104{ 1041{
1105 object *target; 1042 object *target;
1106 sint16 x, y; 1043 sint16 x, y;
1125 return NULL; 1062 return NULL;
1126 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW) 1063 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW)
1127 return NULL; 1064 return NULL;
1128 1065
1129 if (mflags & P_IS_ALIVE) 1066 if (mflags & P_IS_ALIVE)
1130 {
1131 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)
1132 { 1068 if (QUERY_FLAG (target, FLAG_MONSTER))
1133 if (QUERY_FLAG (target->head ? target->head : target, FLAG_MONSTER))
1134 {
1135 return target; 1069 return target;
1136 }
1137 }
1138 }
1139 } 1070 }
1071
1140 return NULL; 1072 return NULL;
1141} 1073}
1142
1143 1074
1144/* cast_smite_arch() - the priest points to a creature and causes 1075/* cast_smite_arch() - the priest points to a creature and causes
1145 * a 'godly curse' to decend. 1076 * a 'godly curse' to decend.
1146 * usual params - 1077 * usual params -
1147 * op = player 1078 * op = player
1148 * caster = object casting the spell. 1079 * caster = object casting the spell.
1149 * dir = direction being cast 1080 * dir = direction being cast
1150 * spell = spell object 1081 * spell = spell object
1151 */ 1082 */
1152
1153int 1083int
1154cast_smite_spell (object *op, object *caster, int dir, object *spell) 1084cast_smite_spell (object *op, object *caster, int dir, object *spell)
1155{ 1085{
1156 object *effect, *target; 1086 object *effect, *target;
1157 object *god = find_god (determine_god (op)); 1087 object *god = find_god (determine_god (op));
1203 if (effect->attacktype & AT_DEATH) 1133 if (effect->attacktype & AT_DEATH)
1204 { 1134 {
1205 effect->level = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1135 effect->level = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1206 1136
1207 /* casting death spells at undead isn't a good thing */ 1137 /* casting death spells at undead isn't a good thing */
1208 if QUERY_FLAG
1209 (target, FLAG_UNDEAD) 1138 if (QUERY_FLAG (target, FLAG_UNDEAD))
1210 { 1139 {
1211 if (random_roll (0, 2, op, PREFER_LOW)) 1140 if (random_roll (0, 2, op, PREFER_LOW))
1212 { 1141 {
1213 new_draw_info (NDI_UNIQUE, 0, op, "Idiot! Your spell boomerangs!"); 1142 new_draw_info (NDI_UNIQUE, 0, op, "Idiot! Your spell boomerangs!");
1214 effect->x = op->x; 1143 effect->x = op->x;
1227 { 1156 {
1228 /* how much woe to inflict :) */ 1157 /* how much woe to inflict :) */
1229 effect->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1158 effect->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1230 } 1159 }
1231 1160
1232 set_owner (effect, op); 1161 effect->set_owner (op);
1233 set_spell_skill (op, caster, spell, effect); 1162 set_spell_skill (op, caster, spell, effect);
1234 1163
1235 /* ok, tell it where to be, and insert! */ 1164 /* ok, tell it where to be, and insert! */
1236 effect->x = target->x; 1165 effect->insert_at (target, op);
1237 effect->y = target->y;
1238 insert_ob_in_map (effect, target->map, op, 0);
1239 1166
1240 return 1; 1167 return 1;
1241} 1168}
1242
1243 1169
1244/**************************************************************************** 1170/****************************************************************************
1245 * 1171 *
1246 * MAGIC MISSILE code. 1172 * MAGIC MISSILE code.
1247 * 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
1250 1176
1251/* op is a missile that needs to be moved */ 1177/* op is a missile that needs to be moved */
1252void 1178void
1253move_missile (object *op) 1179move_missile (object *op)
1254{ 1180{
1255 int i, mflags;
1256 object *owner;
1257 sint16 new_x, new_y;
1258 maptile *m;
1259
1260 if (op->range-- <= 0) 1181 if (op->range-- <= 0)
1261 { 1182 {
1262 op->destroy (); 1183 op->destroy ();
1263 return; 1184 return;
1264 } 1185 }
1265 1186
1266 owner = get_owner (op); 1187 mapxy pos (op);
1267#if 0 1188 pos.move (op->direction);
1268 /* It'd make things nastier if this wasn't here - spells cast by 1189
1269 * monster that are then killed would continue to survive 1190 if (!pos.normalise ())
1270 */
1271 if (owner == NULL)
1272 { 1191 {
1273 op->destroy (); 1192 op->destroy ();
1274 return; 1193 return;
1275 } 1194 }
1276#endif
1277 1195
1278 new_x = op->x + DIRX (op); 1196 mapspace &ms = pos.ms ();
1279 new_y = op->y + DIRY (op);
1280 1197
1281 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))
1282
1283 if (!(mflags & P_OUT_OF_MAP) && ((mflags & P_IS_ALIVE) || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y))))
1284 { 1199 {
1285 hit_map (op, op->direction, AT_MAGIC, 1); 1200 hit_map (op, op->direction, AT_MAGIC, 1);
1286 /* Basically, missile only hits one thing then goes away. 1201 /* Basically, missile only hits one thing then goes away.
1287 * 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.
1288 */ 1203 */
1289 if (!op->destroyed ())
1290 op->destroy ();
1291
1292 return;
1293 }
1294
1295 op->remove ();
1296
1297 if (!op->direction || (mflags & P_OUT_OF_MAP))
1298 {
1299 op->destroy (); 1204 op->destroy ();
1300 return; 1205 return;
1301 } 1206 }
1302 1207
1303 op->x = new_x; 1208 if (!op->direction)
1304 op->y = new_y; 1209 {
1305 op->map = m; 1210 op->destroy ();
1306 i = spell_find_dir (op->map, op->x, op->y, get_owner (op)); 1211 return;
1212 }
1213
1214 int i = spell_find_dir (pos.m, pos.x, pos.y, op->owner);
1307 if (i > 0 && i != op->direction) 1215 if (i > 0 && i != op->direction)
1308 { 1216 {
1309 op->direction = i; 1217 op->direction = i;
1310 SET_ANIMATION (op, op->direction); 1218 SET_ANIMATION (op, op->direction);
1311 } 1219 }
1312 1220
1313 insert_ob_in_map (op, op->map, op, 0); 1221 pos.insert (op, op);
1314} 1222}
1315 1223
1316/**************************************************************************** 1224/****************************************************************************
1317 * Destruction 1225 * Destruction
1318 ****************************************************************************/ 1226 ****************************************************************************/
1321 * 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
1322 * object. if time is 0, the object glows permanently. To truely 1230 * object. if time is 0, the object glows permanently. To truely
1323 * make this work for non-living objects, we would have to 1231 * make this work for non-living objects, we would have to
1324 * give them the capability to have an inventory. b.t. 1232 * give them the capability to have an inventory. b.t.
1325 */ 1233 */
1326
1327int 1234int
1328make_object_glow (object *op, int radius, int time) 1235make_object_glow (object *op, int radius, int time)
1329{ 1236{
1330 object *tmp;
1331
1332 /* some things are unaffected... */ 1237 /* some things are unaffected... */
1333 if (op->path_denied & PATH_LIGHT) 1238 if (op->path_denied & PATH_LIGHT)
1334 return 0; 1239 return 0;
1335 1240
1336 tmp = get_archetype (FORCE_NAME); 1241 object *tmp = get_archetype (FORCE_NAME);
1337 tmp->speed = 0.01; 1242 tmp->speed = 0.01;
1338 tmp->stats.food = time; 1243 tmp->stats.food = time;
1339 SET_FLAG (tmp, FLAG_IS_USED_UP); 1244 SET_FLAG (tmp, FLAG_IS_USED_UP);
1340 tmp->glow_radius = radius; 1245 tmp->glow_radius = radius;
1341 if (tmp->glow_radius > MAX_LIGHT_RADII) 1246 if (tmp->glow_radius > MAX_LIGHT_RADII)
1342 tmp->glow_radius = MAX_LIGHT_RADII; 1247 tmp->glow_radius = MAX_LIGHT_RADII;
1343 1248
1344 tmp->x = op->x;
1345 tmp->y = op->y;
1346 if (tmp->speed < MIN_ACTIVE_SPEED)
1347 tmp->speed = MIN_ACTIVE_SPEED; /* safety */
1348 tmp = insert_ob_in_ob (tmp, op); 1249 tmp = insert_ob_in_ob (tmp, op);
1250
1349 if (tmp->glow_radius > op->glow_radius) 1251 if (tmp->glow_radius > op->glow_radius)
1350 op->glow_radius = tmp->glow_radius; 1252 op->glow_radius = tmp->glow_radius;
1351 1253
1352 if (!tmp->env || op != tmp->env)
1353 {
1354 LOG (llevError, "make_object_glow() failed to insert glowing force in %s\n", &op->name);
1355 return 0;
1356 }
1357 return 1; 1254 return 1;
1358} 1255}
1359
1360
1361
1362 1256
1363int 1257int
1364cast_destruction (object *op, object *caster, object *spell_ob) 1258cast_destruction (object *op, object *caster, object *spell_ob)
1365{ 1259{
1366 int i, j, range, mflags, friendly = 0, dam, dur; 1260 int i, j, range, mflags, friendly = 0, dam, dur;
1387 else if (caster->skill) 1281 else if (caster->skill)
1388 op->skill = caster->skill; 1282 op->skill = caster->skill;
1389 else 1283 else
1390 op->skill = NULL; 1284 op->skill = NULL;
1391 1285
1392 change_skill (op, find_skill_by_name (op, op->skill), 1); 1286 op->change_skill (find_skill_by_name (op, op->skill));
1393 1287
1394 for (i = -range; i < range; i++) 1288 for (i = -range; i <= range; i++)
1395 { 1289 {
1396 for (j = -range; j < range; j++) 1290 for (j = -range; j <= range; j++)
1397 { 1291 {
1398 m = op->map; 1292 m = op->map;
1399 sx = op->x + i; 1293 sx = op->x + i;
1400 sy = op->y + j; 1294 sy = op->y + j;
1295
1401 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy); 1296 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
1402 if (mflags & P_OUT_OF_MAP) 1297 if (mflags & P_OUT_OF_MAP)
1403 continue; 1298 continue;
1299
1404 if (mflags & P_IS_ALIVE) 1300 if (mflags & P_IS_ALIVE)
1405 { 1301 {
1406 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)
1407 {
1408 if (QUERY_FLAG (tmp, FLAG_ALIVE) || tmp->type == PLAYER) 1303 if (QUERY_FLAG (tmp, FLAG_ALIVE) || tmp->type == PLAYER)
1409 break; 1304 break;
1410 } 1305
1411 if (tmp) 1306 if (tmp)
1412 { 1307 {
1413 if (tmp->head) 1308 if (tmp->head)
1414 tmp = tmp->head; 1309 tmp = tmp->head;
1415 1310
1417 (!friendly && (QUERY_FLAG (tmp, FLAG_FRIENDLY) || tmp->type == PLAYER))) 1312 (!friendly && (QUERY_FLAG (tmp, FLAG_FRIENDLY) || tmp->type == PLAYER)))
1418 { 1313 {
1419 if (spell_ob->subtype == SP_DESTRUCTION) 1314 if (spell_ob->subtype == SP_DESTRUCTION)
1420 { 1315 {
1421 hit_player (tmp, dam, op, spell_ob->attacktype, 0); 1316 hit_player (tmp, dam, op, spell_ob->attacktype, 0);
1317
1422 if (spell_ob->other_arch) 1318 if (spell_ob->other_arch)
1423 {
1424 tmp = arch_to_object (spell_ob->other_arch); 1319 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op);
1425 tmp->x = sx;
1426 tmp->y = sy;
1427 insert_ob_in_map (tmp, m, op, 0);
1428 }
1429 } 1320 }
1430 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)
1431 { 1322 {
1432 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch) 1323 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch)
1433 {
1434 object *effect = arch_to_object (spell_ob->other_arch); 1324 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op);
1435
1436 effect->x = sx;
1437 effect->y = sy;
1438 insert_ob_in_map (effect, m, op, 0);
1439 }
1440 } 1325 }
1441 } 1326 }
1442 } 1327 }
1443 } 1328 }
1444 } 1329 }
1445 } 1330 }
1331
1446 op->skill = skill; 1332 op->skill = skill;
1447 return 1; 1333 return 1;
1448} 1334}
1449 1335
1450/*************************************************************************** 1336/***************************************************************************
1464 { 1350 {
1465 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.");
1466 return 0; 1352 return 0;
1467 } 1353 }
1468 1354
1355 tmp = tmp->head_ ();
1356
1469 /* 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. */
1470 for (force = tmp->inv; force != NULL; force = force->below) 1358 for (force = tmp->inv; force; force = force->below)
1471 { 1359 {
1472 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY) 1360 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY)
1473 { 1361 {
1474 if (force->name == spell_ob->name) 1362 if (force->name == spell_ob->name)
1475 { 1363 {
1481 return 0; 1369 return 0;
1482 } 1370 }
1483 } 1371 }
1484 } 1372 }
1485 1373
1486 if (force == NULL) 1374 if (!force)
1487 { 1375 {
1488 force = get_archetype (FORCE_NAME); 1376 force = get_archetype (FORCE_NAME);
1489 force->subtype = FORCE_CHANGE_ABILITY; 1377 force->subtype = FORCE_CHANGE_ABILITY;
1378
1490 if (spell_ob->race) 1379 if (spell_ob->race)
1491 force->name = spell_ob->race; 1380 force->name = spell_ob->race;
1492 else 1381 else
1493 force->name = spell_ob->name; 1382 force->name = spell_ob->name;
1494 1383
1504 { 1393 {
1505 force->duration = duration; 1394 force->duration = duration;
1506 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.");
1507 } 1396 }
1508 else 1397 else
1509 {
1510 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.");
1511 } 1399
1512 return 1; 1400 return 1;
1513 } 1401 }
1402
1514 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;
1515 force->speed = 1.0; 1404 force->speed = 1.f;
1516 force->speed_left = -1.0; 1405 force->speed_left = -1.f;
1517 SET_FLAG (force, FLAG_APPLIED); 1406 SET_FLAG (force, FLAG_APPLIED);
1518 1407
1519 if (god) 1408 if (god)
1520 { 1409 {
1521 if (spell_ob->last_grace) 1410 if (spell_ob->last_grace)
1534 force->stats.ac = spell_ob->stats.ac; 1423 force->stats.ac = spell_ob->stats.ac;
1535 force->stats.wc = spell_ob->stats.wc; 1424 force->stats.wc = spell_ob->stats.wc;
1536 1425
1537 change_abil (tmp, force); /* Mostly to display any messages */ 1426 change_abil (tmp, force); /* Mostly to display any messages */
1538 insert_ob_in_ob (force, tmp); 1427 insert_ob_in_ob (force, tmp);
1539 fix_player (tmp); 1428 tmp->update_stats ();
1540 return 1; 1429 return 1;
1541 1430
1542} 1431}
1543
1544 1432
1545/********************************************************************** 1433/**********************************************************************
1546 * mood change 1434 * mood change
1547 * 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
1548 * effects monsters, it seems best to put it into this file 1436 * effects monsters, it seems best to put it into this file
1578 else if (god && !strcmp (spell->race, "GOD_FRIEND")) 1466 else if (god && !strcmp (spell->race, "GOD_FRIEND"))
1579 race = god->race; 1467 race = god->race;
1580 else 1468 else
1581 race = spell->race; 1469 race = spell->race;
1582 1470
1583
1584 for (x = op->x - range; x <= op->x + range; x++) 1471 for (x = op->x - range; x <= op->x + range; x++)
1585 for (y = op->y - range; y <= op->y + range; y++) 1472 for (y = op->y - range; y <= op->y + range; y++)
1586 { 1473 {
1587
1588 done_one = 0; 1474 done_one = 0;
1589 m = op->map; 1475 m = op->map;
1590 nx = x; 1476 nx = x;
1591 ny = y; 1477 ny = y;
1592 mflags = get_map_flags (m, &m, x, y, &nx, &ny); 1478 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1595 1481
1596 /* 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 */
1597 if (!(mflags & P_IS_ALIVE)) 1483 if (!(mflags & P_IS_ALIVE))
1598 continue; 1484 continue;
1599 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
1600 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)
1601 if (QUERY_FLAG (tmp, FLAG_MONSTER)) 1492 if (QUERY_FLAG (tmp, FLAG_MONSTER))
1602 break; 1493 break;
1603 1494
1604 /* There can be living objects that are not monsters */ 1495 /* There can be living objects that are not monsters */
1605 if (!tmp || tmp->type == PLAYER) 1496 if (!tmp || tmp->type == PLAYER)
1612 head = tmp; 1503 head = tmp;
1613 1504
1614 /* 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 */
1615 if (race && head->race && !strstr (race, head->race)) 1506 if (race && head->race && !strstr (race, head->race))
1616 continue; 1507 continue;
1508
1617 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD)) 1509 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD))
1618 continue; 1510 continue;
1619 1511
1620 /* Now do a bunch of stuff related to saving throws */ 1512 /* Now do a bunch of stuff related to saving throws */
1621 best_at = -1; 1513 best_at = -1;
1638 at -= level / 5; 1530 at -= level / 5;
1639 if (did_make_save (head, head->level, at)) 1531 if (did_make_save (head, head->level, at))
1640 continue; 1532 continue;
1641 } 1533 }
1642 else /* spell->attacktype */ 1534 else /* spell->attacktype */
1643 /*
1644 Spell has no attacktype (charm & such), so we'll have a specific saving:
1645 * if spell level < monster level, no go
1646 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) )
1647
1648 The chance will then be in the range [20-70] percent, not too bad.
1649
1650 This is required to fix the 'charm monster' abuse, where a player level 1 can
1651 charm a level 125 monster...
1652
1653 Ryo, august 14th
1654 */
1655 { 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 */
1656 if (head->level > level) 1548 if (head->level > level)
1657 continue; 1549 continue;
1550
1658 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))))
1659 /* Failed, no effect */ 1552 /* Failed, no effect */
1660 continue; 1553 continue;
1661 } 1554 }
1662 1555
1663 /* Done with saving throw. Now start effecting the monster */ 1556 /* Done with saving throw. Now start affecting the monster */
1664 1557
1665 /* aggravation */ 1558 /* aggravation */
1666 if (QUERY_FLAG (spell, FLAG_MONSTER)) 1559 if (QUERY_FLAG (spell, FLAG_MONSTER))
1667 { 1560 {
1668 CLEAR_FLAG (head, FLAG_SLEEP); 1561 CLEAR_FLAG (head, FLAG_SLEEP);
1669 if (QUERY_FLAG (head, FLAG_FRIENDLY))
1670 remove_friendly_object (head); 1562 remove_friendly_object (head);
1671
1672 done_one = 1; 1563 done_one = 1;
1673 head->enemy = op; 1564 head->enemy = op;
1674 } 1565 }
1675 1566
1676 /* calm monsters */ 1567 /* calm monsters */
1685 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK)) 1576 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK))
1686 { 1577 {
1687 SET_FLAG (head, FLAG_BERSERK); 1578 SET_FLAG (head, FLAG_BERSERK);
1688 done_one = 1; 1579 done_one = 1;
1689 } 1580 }
1581
1690 /* charm */ 1582 /* charm */
1691 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))
1692 { 1584 {
1693 SET_FLAG (head, FLAG_FRIENDLY); 1585 INVOKE_OBJECT (KILL, head, ARG_OBJECT (caster));
1586
1694 /* Prevent uncontolled outbreaks of self replicating monsters. 1587 /* Prevent uncontrolled outbreaks of self replicating monsters.
1695 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.
1696 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. */
1697 CLEAR_FLAG (head, FLAG_GENERATOR); 1590 CLEAR_FLAG (head, FLAG_GENERATOR);
1698 set_owner (head, op); 1591 head->set_owner (op);
1699 set_spell_skill (op, caster, spell, head); 1592 set_spell_skill (op, caster, spell, head);
1700 add_friendly_object (head); 1593 add_friendly_object (head);
1701 head->attack_movement = PETMOVE; 1594 head->attack_movement = PETMOVE;
1702 done_one = 1; 1595 done_one = 1;
1703 change_exp (op, head->stats.exp / 2, head->skill, SK_EXP_ADD_SKILL); 1596 change_exp (op, head->stats.exp / 2, head->skill, SK_EXP_ADD_SKILL);
1704 head->stats.exp = 0; 1597 head->stats.exp = 0;
1705 } 1598 }
1706 1599
1707 /* If a monster was effected, put an effect in */ 1600 /* If a monster was effected, put an effect in */
1708 if (done_one && spell->other_arch) 1601 if (done_one && spell->other_arch)
1709 {
1710 tmp = arch_to_object (spell->other_arch); 1602 m->insert (arch_to_object (spell->other_arch), nx, ny, op);
1711 tmp->x = nx;
1712 tmp->y = ny;
1713 insert_ob_in_map (tmp, m, op, 0);
1714 }
1715 } /* for y */ 1603 } /* for y */
1716 1604
1717 return 1; 1605 return 1;
1718} 1606}
1719 1607
1731 int i, j, dam_save, dir, mflags; 1619 int i, j, dam_save, dir, mflags;
1732 sint16 nx, ny, hx, hy; 1620 sint16 nx, ny, hx, hy;
1733 object *owner; 1621 object *owner;
1734 maptile *m; 1622 maptile *m;
1735 1623
1736 owner = get_owner (op); 1624 owner = op->owner;
1737 1625
1738 /* the following logic makes sure that the ball doesn't move into a wall, 1626 /* the following logic makes sure that the ball doesn't move into a wall,
1739 * and makes sure that it will move along a wall to try and get at it's 1627 * and makes sure that it will move along a wall to try and get at it's
1740 * victim. The block immediately below more or less chooses a random 1628 * victim. The block immediately below more or less chooses a random
1741 * offset to move the ball, eg, keep it mostly on course, with some 1629 * offset to move the ball, eg, keep it mostly on course, with some
1770 nx = op->x; 1658 nx = op->x;
1771 ny = op->y; 1659 ny = op->y;
1772 m = op->map; 1660 m = op->map;
1773 } 1661 }
1774 1662
1775 op->remove (); 1663 m->insert (op, nx, ny, op);
1776 op->y = ny;
1777 op->x = nx;
1778 insert_ob_in_map (op, m, op, 0);
1779 1664
1780 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
1781 surrounding squares */ 1666 surrounding squares */
1782 1667
1783 /* loop over current square and neighbors to hit. 1668 /* loop over current square and neighbors to hit.
1784 * if this has an other_arch field, we insert that in 1669 * if this has an other_arch field, we insert that in
1785 * the surround spaces. 1670 * the surround spaces.
1786 */ 1671 */
1787 for (j = 0; j < 9; j++) 1672 for (j = 0; j < 9; j++)
1788 { 1673 {
1789 object *new_ob;
1790
1791 hx = nx + freearr_x[j]; 1674 hx = nx + freearr_x[j];
1792 hy = ny + freearr_y[j]; 1675 hy = ny + freearr_y[j];
1793 1676
1794 m = op->map; 1677 m = op->map;
1795 mflags = get_map_flags (m, &m, hx, hy, &hx, &hy); 1678 mflags = get_map_flags (m, &m, hx, hy, &hx, &hy);
1803 1686
1804 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)))
1805 { 1688 {
1806 if (j) 1689 if (j)
1807 op->stats.dam = dam_save / 2; 1690 op->stats.dam = dam_save / 2;
1691
1808 hit_map (op, j, op->attacktype, 1); 1692 hit_map (op, j, op->attacktype, 1);
1809
1810 } 1693 }
1811 1694
1812 /* insert the other arch */ 1695 /* insert the other arch */
1813 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))))
1814 { 1697 m->insert (arch_to_object (op->other_arch), hx, hy, op);
1815 new_ob = arch_to_object (op->other_arch);
1816 new_ob->x = hx;
1817 new_ob->y = hy;
1818 insert_ob_in_map (new_ob, m, op, 0);
1819 }
1820 } 1698 }
1821 1699
1822 /* restore to the center location and damage */ 1700 /* restore to the center location and damage */
1823 op->stats.dam = dam_save; 1701 op->stats.dam = dam_save;
1824 1702
1825 i = spell_find_dir (op->map, op->x, op->y, get_owner (op)); 1703 i = spell_find_dir (op->map, op->x, op->y, op->owner);
1826 1704
1827 if (i >= 0) 1705 if (i >= 0)
1828 { /* we have a preferred direction! */ 1706 { /* we have a preferred direction! */
1829 /* pick another direction if the preferred dir is blocked. */ 1707 /* pick another direction if the preferred dir is blocked. */
1830 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 ||
1831 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)))
1832 {
1833 i = absdir (i + rndm (0, 2) - 1); /* -1, 0, +1 */ 1710 i = absdir (i + rndm (0, 2) - 1); /* -1, 0, +1 */
1834 } 1711
1835 op->direction = i; 1712 op->direction = i;
1836 } 1713 }
1837} 1714}
1838 1715
1839
1840/* move_swarm_spell: peterm 1716/* move_swarm_spell: peterm
1841 * 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
1842 * 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
1843 * 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
1844 * 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
1845 * 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.
1846 */ 1722 */
1847
1848void 1723void
1849move_swarm_spell (object *op) 1724move_swarm_spell (object *op)
1850{ 1725{
1851#if 0 1726#if 0
1852 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 };
1853 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 };
1854 sint16 target_x, target_y, origin_x, origin_y; 1729 sint16 target_x, target_y, origin_x, origin_y;
1855 int adjustdir; 1730 int adjustdir;
1856 maptile *m; 1731 maptile *m;
1857#endif 1732#endif
1858 int basedir;
1859 object *owner; 1733 object *owner = op->env;
1860 1734
1861 owner = get_owner (op); 1735 if (!owner) // MUST not happen, remove when true TODO
1862 if (op->duration == 0 || owner == NULL)
1863 { 1736 {
1737 LOG (llevError, "swarm spell found outside inventory: %s\n", op->debug_desc ());
1864 op->destroy (); 1738 op->destroy ();
1865 return; 1739 return;
1866 } 1740 }
1867 1741
1742 if (!op->duration || !owner->is_on_map ())
1743 {
1744 op->destroy ();
1745 return;
1746 }
1747
1868 op->duration--; 1748 op->duration--;
1869 1749
1870 basedir = op->direction; 1750 int basedir = op->direction;
1871 if (basedir == 0) 1751 if (!basedir)
1872 {
1873 /* spray in all directions! 8) */ 1752 /* spray in all directions! 8) */
1874 basedir = rndm (1, 8); 1753 basedir = (op->facing += op->state) % 8 + 1;
1875 }
1876 1754
1877#if 0 1755#if 0
1878 // this is bogus: it causes wrong places to be checked below 1756 // this is bogus: it causes wrong places to be checked below
1879 // (a wall 2 cells away will block the effect...) and 1757 // (a wall 2 cells away will block the effect...) and
1880 // 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
1881 // space. 1759 // space.
1882 // should be fixed later, but correctness before featurs... 1760 // should be fixed later, but correctness before features...
1883 // (schmorp) 1761 // (schmorp)
1884 1762
1885 /* new offset calculation to make swarm element distribution 1763 /* new offset calculation to make swarm element distribution
1886 * more uniform 1764 * more uniform
1887 */ 1765 */
1940 { 1818 {
1941 /* 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 */
1942 if (op->spell->subtype == SP_BULLET) 1820 if (op->spell->subtype == SP_BULLET)
1943 fire_bullet (owner, op, basedir, op->spell); 1821 fire_bullet (owner, op, basedir, op->spell);
1944 else if (op->spell->subtype == SP_MAGIC_MISSILE) 1822 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1945 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);
1946 } 1824 }
1947} 1825}
1948
1949
1950
1951 1826
1952/* fire_swarm: 1827/* fire_swarm:
1953 * The following routine creates a swarm of objects. It actually 1828 * The following routine creates a swarm of objects. It actually
1954 * sets up a specific swarm object, which then fires off all 1829 * sets up a specific swarm object, which then fires off all
1955 * the parts of the swarm. 1830 * the parts of the swarm.
1958 * caster: the caster (owner, wand, rod, scroll) 1833 * caster: the caster (owner, wand, rod, scroll)
1959 * dir: the direction everything will be fired in 1834 * dir: the direction everything will be fired in
1960 * spell - the spell that is this spell. 1835 * spell - the spell that is this spell.
1961 * n: the number to be fired. 1836 * n: the number to be fired.
1962 */ 1837 */
1963
1964int 1838int
1965fire_swarm (object *op, object *caster, object *spell, int dir) 1839fire_swarm (object *op, object *caster, object *spell, int dir)
1966{ 1840{
1967 object *tmp;
1968 int i;
1969
1970 if (!spell->other_arch) 1841 if (!spell->other_arch)
1971 return 0; 1842 return 0;
1972 1843
1973 tmp = get_archetype (SWARM_SPELL); 1844 object *tmp = archetype::get (SWARM_SPELL);
1974 tmp->x = op->x;
1975 tmp->y = op->y;
1976 set_owner (tmp, op); /* needed so that if swarm elements kill, caster gets xp. */
1977 set_spell_skill (op, caster, spell, tmp); 1845 set_spell_skill (op, caster, spell, tmp);
1978
1979 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. */
1980 tmp->spell = arch_to_object (spell->other_arch); 1847 tmp->spell = spell->other_arch->instance ();
1981
1982 tmp->attacktype = tmp->spell->attacktype; 1848 tmp->attacktype = tmp->spell->attacktype;
1983 1849
1984 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) 1850 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
1985 {
1986 if (!tailor_god_spell (tmp, op)) 1851 if (!tailor_god_spell (tmp, op))
1987 return 1; 1852 return 1;
1988 } 1853
1989 tmp->duration = SP_level_duration_adjust (caster, spell); 1854 tmp->duration = SP_level_duration_adjust (caster, spell);
1990 for (i = 0; i < spell->duration; i++) 1855 for (int i = 0; i < spell->duration; i++)
1991 tmp->duration += die_roll (1, 3, op, PREFER_HIGH); 1856 tmp->duration += die_roll (1, 3, op, PREFER_HIGH);
1992 1857
1858 tmp->invisible = 1;
1859 tmp->flag [FLAG_NO_DROP] = 1; // make sure it stays in inv, or else
1993 tmp->direction = dir; 1860 tmp->direction = dir;
1994 tmp->invisible = 1; 1861 tmp->facing = rndm (1, 8); // initial firing direction
1995 insert_ob_in_map (tmp, op->map, op, 0); 1862 tmp->state = rndm (4) * 2 + 1; // direction increment
1863
1864 op->insert (tmp);
1865
1996 return 1; 1866 return 1;
1997} 1867}
1998
1999 1868
2000/* See the spells documentation file for why this is its own 1869/* See the spells documentation file for why this is its own
2001 * function. 1870 * function.
2002 */ 1871 */
2003int 1872int
2028 return 0; 1897 return 0;
2029 } 1898 }
2030 1899
2031 if (mflags & P_IS_ALIVE && spell->attacktype) 1900 if (mflags & P_IS_ALIVE && spell->attacktype)
2032 { 1901 {
2033 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)
2034 if (QUERY_FLAG (target, FLAG_MONSTER)) 1903 if (QUERY_FLAG (target, FLAG_MONSTER))
2035 { 1904 {
2036 /* oky doky. got a target monster. Lets make a blinding attack */ 1905 /* oky doky. got a target monster. Lets make a blinding attack */
2037 if (target->head) 1906 if (target->head)
2038 target = target->head; 1907 target = target->head;
1908
2039 (void) hit_player (target, dam, op, spell->attacktype, 1); 1909 hit_player (target, dam, op, spell->attacktype, 1);
2040 return 1; /* one success only! */ 1910 return 1; /* one success only! */
2041 } 1911 }
2042 } 1912 }
2043 1913
2044 /* no live target, perhaps a wall is in the way? */ 1914 /* no live target, perhaps a wall is in the way? */
2060 { 1930 {
2061 tmp->glow_radius = spell->range + SP_level_range_adjust (caster, spell); 1931 tmp->glow_radius = spell->range + SP_level_range_adjust (caster, spell);
2062 if (tmp->glow_radius > MAX_LIGHT_RADII) 1932 if (tmp->glow_radius > MAX_LIGHT_RADII)
2063 tmp->glow_radius = MAX_LIGHT_RADII; 1933 tmp->glow_radius = MAX_LIGHT_RADII;
2064 } 1934 }
2065 tmp->x = x; 1935
2066 tmp->y = y; 1936 m->insert (tmp, x, y, op);
2067 insert_ob_in_map (tmp, m, op, 0);
2068 return 1; 1937 return 1;
2069} 1938}
2070
2071
2072
2073 1939
2074/* cast_cause_disease: this spell looks along <dir> from the 1940/* cast_cause_disease: this spell looks along <dir> from the
2075 * player and infects someone. 1941 * player and infects someone.
2076 * 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
2077 * 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
2078 * perhaps this should actually be in disease.c? 1944 * perhaps this should actually be in disease.c?
2079 */ 1945 */
2080
2081int 1946int
2082cast_cause_disease (object *op, object *caster, object *spell, int dir) 1947cast_cause_disease (object *op, object *caster, object *spell, int dir)
2083{ 1948{
2084 sint16 x, y; 1949 sint16 x, y;
2085 int i, mflags, range, dam_mod, dur_mod; 1950 int i, mflags, range, dam_mod, dur_mod;
2092 /* 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
2093 * direction the player is pointing. 1958 * direction the player is pointing.
2094 */ 1959 */
2095 if (!dir) 1960 if (!dir)
2096 dir = op->facing; 1961 dir = op->facing;
1962
2097 if (!dir) 1963 if (!dir)
2098 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 */
2099 1965
2100 /* Calculate these once here */ 1966 /* Calculate these once here */
2101 range = spell->range + SP_level_range_adjust (caster, spell); 1967 range = spell->range + SP_level_range_adjust (caster, spell);
2120 1986
2121 /* 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 */
2122 if (mflags & P_IS_ALIVE) 1988 if (mflags & P_IS_ALIVE)
2123 { 1989 {
2124 /* search this square for a victim */ 1990 /* search this square for a victim */
2125 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)
2126 if (QUERY_FLAG (walk, FLAG_MONSTER) || (walk->type == PLAYER)) 1992 if (QUERY_FLAG (walk, FLAG_MONSTER) || (walk->type == PLAYER))
2127 { /* found a victim */ 1993 { /* found a victim */
2128 object *disease = arch_to_object (spell->other_arch); 1994 object *disease = arch_to_object (spell->other_arch);
2129 1995
2130 set_owner (disease, op); 1996 disease->set_owner (op);
2131 set_spell_skill (op, caster, spell, disease); 1997 set_spell_skill (op, caster, spell, disease);
2132 disease->stats.exp = 0; 1998 disease->stats.exp = 0;
2133 disease->level = caster_level (caster, spell); 1999 disease->level = caster_level (caster, spell);
2134 2000
2135 /* do level adjustments */ 2001 /* do level adjustments */
2136 if (disease->stats.wc) 2002 if (disease->stats.wc)
2137 disease->stats.wc += dur_mod / 2; 2003 disease->stats.wc += dur_mod / 2;
2138 2004
2139 if (disease->magic > 0) 2005 if (disease->magic > 0)
2140 disease->magic += dur_mod / 4; 2006 disease->magic += dur_mod / 8;
2141 2007
2142 if (disease->stats.maxhp > 0) 2008 if (disease->stats.maxhp > 0)
2143 disease->stats.maxhp += dur_mod; 2009 disease->stats.maxhp += dur_mod;
2144 2010
2145 if (disease->stats.maxgrace > 0) 2011 if (disease->stats.maxgrace > 0)
2180 if (disease->stats.sp) 2046 if (disease->stats.sp)
2181 disease->stats.sp -= dam_mod; 2047 disease->stats.sp -= dam_mod;
2182 2048
2183 if (infect_object (walk, disease, 1)) 2049 if (infect_object (walk, disease, 1))
2184 { 2050 {
2185 object *flash; /* visual effect for inflicting disease */
2186
2187 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);
2188 2052
2189 disease->destroy (); /* don't need this one anymore */ 2053 disease->destroy (); /* don't need this one anymore */
2190 flash = get_archetype (ARCH_DETECT_MAGIC); 2054 walk->map->insert (get_archetype ("detect_magic"), x, y, op);
2191 flash->x = x;
2192 flash->y = y;
2193 flash->map = walk->map;
2194 insert_ob_in_map (flash, walk->map, op, 0);
2195 return 1; 2055 return 1;
2196 } 2056 }
2197 2057
2198 disease->destroy (); 2058 disease->destroy ();
2199 } 2059 }
2200 } /* if living creature */ 2060 } /* if living creature */
2201 } /* for range of spaces */ 2061 } /* for range of spaces */
2062
2202 new_draw_info (NDI_UNIQUE, 0, op, "No one caught anything!"); 2063 new_draw_info (NDI_UNIQUE, 0, op, "No one caught anything!");
2203 return 1; 2064 return 1;
2204} 2065}

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