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Comparing deliantra/server/server/spell_attack.C (file contents):
Revision 1.22 by root, Fri Dec 22 16:34:00 2006 UTC vs.
Revision 1.65 by root, Mon Sep 29 10:20:49 2008 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2002-2003 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002-2003,2007 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
20 21 * The authors can be reached via e-mail to <support@deliantra.net>
21 The authors can be reached via e-mail at <crossfire@schmorp.de>
22*/ 22 */
23 23
24/* This file contains all the spell attack code. Grouping this code 24/* This file contains all the spell attack code. Grouping this code
25 * together should hopefully make it easier to find the relevent bits 25 * together should hopefully make it easier to find the relevent bits
26 * of code 26 * of code
27 */ 27 */
28 28
29#include <global.h> 29#include <global.h>
30#include <object.h> 30#include <object.h>
31#include <living.h> 31#include <living.h>
32#ifndef __CEXTRACT__
33# include <sproto.h> 32#include <sproto.h>
34#endif
35#include <spells.h> 33#include <spells.h>
36#include <sounds.h> 34#include <sounds.h>
37 35
38/* this function checks to see if a spell pushes objects as well 36/* this function checks to see if a spell pushes objects as well
39 * as flies over and damages them (only used for cones for now) 37 * as flies over and damages them (only used for cones for now)
40 * but moved here so it could be applied to bolts too 38 * but moved here so it could be applied to bolts too
41 * op is the spell object. 39 * op is the spell object.
42 */ 40 */
43
44void 41void
45check_spell_knockback (object *op) 42check_spell_knockback (object *op)
46{ 43{
47 object *tmp, *tmp2; /* object on the map */
48 int weight_move; 44 int weight_move;
49 int frictionmod = 2; /*poor man's physics - multipy targets weight by this amount */ 45 int frictionmod = 2; /*poor man's physics - multipy targets weight by this amount */
50 46
51 if (!op->weight) 47 if (!op->weight)
52 { /*shouldn't happen but if cone object has no weight drop out */ 48 { /*shouldn't happen but if cone object has no weight drop out */
57 { 53 {
58 weight_move = op->weight + (op->weight * op->level) / 3; 54 weight_move = op->weight + (op->weight * op->level) / 3;
59 /*LOG (llevDebug, "DEBUG: arch weighs %d and masses %d (%s,level %d)\n", op->weight,weight_move,op->name,op->level); */ 55 /*LOG (llevDebug, "DEBUG: arch weighs %d and masses %d (%s,level %d)\n", op->weight,weight_move,op->name,op->level); */
60 } 56 }
61 57
62 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 58 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
63 { 59 {
64 int num_sections = 1; 60 int num_sections = 1;
65 61
66 /* don't move DM */ 62 /* don't move DM */
67 if (QUERY_FLAG (tmp, FLAG_WIZ)) 63 if (QUERY_FLAG (tmp, FLAG_WIZ))
74 /* don't move floors or immobile objects */ 70 /* don't move floors or immobile objects */
75 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || (!QUERY_FLAG (tmp, FLAG_ALIVE) && QUERY_FLAG (tmp, FLAG_NO_PICK))) 71 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || (!QUERY_FLAG (tmp, FLAG_ALIVE) && QUERY_FLAG (tmp, FLAG_NO_PICK)))
76 continue; 72 continue;
77 73
78 /* count the object's sections */ 74 /* count the object's sections */
79 for (tmp2 = tmp; tmp2 != NULL; tmp2 = tmp2->more) 75 for (object *tmp2 = tmp; tmp2; tmp2 = tmp2->more)
80 num_sections++; 76 num_sections++;
81 77
82 /* I'm not sure if it makes sense to divide by num_sections - bigger 78 /* I'm not sure if it makes sense to divide by num_sections - bigger
83 * objects should be harder to move, and we are moving the entire 79 * objects should be harder to move, and we are moving the entire
84 * object, not just the head, so the total weight should be relevant. 80 * object, not just the head, so the total weight should be relevant.
108 * 104 *
109 * BOLT CODE 105 * BOLT CODE
110 * 106 *
111 ***************************************************************************/ 107 ***************************************************************************/
112 108
113/* Causes op to fork. op is the original bolt, tmp 109/* Causes op to fork. op is the original bolt, tmp
114 * is the first piece of the fork. 110 * is the first piece of the fork.
115 */ 111 */
116
117void 112void
118forklightning (object *op, object *tmp) 113forklightning (object *op, object *tmp)
119{ 114{
120 int new_dir = 1; /* direction or -1 for left, +1 for right 0 if no new bolt */ 115 int new_dir = 1; /* direction or -1 for left, +1 for right 0 if no new bolt */
121 int t_dir; /* stores temporary dir calculation */ 116 int t_dir; /* stores temporary dir calculation */
146 141
147 /* reduce chances of subsequent forking */ 142 /* reduce chances of subsequent forking */
148 new_bolt->stats.Dex -= 10; 143 new_bolt->stats.Dex -= 10;
149 tmp->stats.Dex -= 10; /* less forks from main bolt too */ 144 tmp->stats.Dex -= 10; /* less forks from main bolt too */
150 new_bolt->stats.Con += 25 * new_dir; /* adjust the left bias */ 145 new_bolt->stats.Con += 25 * new_dir; /* adjust the left bias */
151 new_bolt->speed_left = -0.1; 146 new_bolt->speed_left = -0.1f;
152 new_bolt->direction = t_dir; 147 new_bolt->direction = t_dir;
153 new_bolt->duration++; 148 new_bolt->duration++;
154 new_bolt->x = sx;
155 new_bolt->y = sy;
156 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */ 149 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */
157 new_bolt->stats.dam++; 150 new_bolt->stats.dam++;
158 tmp->stats.dam /= 2; /* reduce father bolt damage */ 151 tmp->stats.dam /= 2; /* reduce father bolt damage */
159 tmp->stats.dam++; 152 tmp->stats.dam++;
160 new_bolt = insert_ob_in_map (new_bolt, m, op, 0); 153
154 if ((new_bolt = m->insert (new_bolt, sx, sy, op)))
161 update_turn_face (new_bolt); 155 update_turn_face (new_bolt);
162} 156}
163 157
164/* move_bolt: moves bolt 'op'. Basically, it just advances a space, 158/* move_bolt: moves bolt 'op'. Basically, it just advances a space,
165 * and checks for various things that may stop it. 159 * and checks for various things that may stop it.
166 */ 160 */
167
168void 161void
169move_bolt (object *op) 162move_bolt (object *op)
170{ 163{
171 object *tmp;
172 int mflags; 164 int mflags;
173 sint16 x, y; 165 sint16 x, y;
174 maptile *m; 166 maptile *m;
175 167
176 if (--(op->duration) < 0) 168 if (--op->duration < 0)
177 { 169 {
170 op->destroy_inv (true); // be explicit about dropping
178 op->destroy (); 171 op->destroy (true);
179 return; 172 return;
180 } 173 }
181 174
182 hit_map (op, 0, op->attacktype, 1); 175 hit_map (op, 0, op->attacktype, 1);
183 176
184 if (!op->direction) 177 if (!op->direction)
185 return; 178 return;
186 179
187 if (--op->range < 0) 180 if (--op->range < 0)
188 {
189 op->range = 0; 181 op->range = 0;
190 }
191 else 182 else
192 { 183 {
193 x = op->x + DIRX (op); 184 x = op->x + DIRX (op);
194 y = op->y + DIRY (op); 185 y = op->y + DIRY (op);
195 m = op->map; 186 m = op->map;
203 * on the space. So only call reflwall if we think the data it returns 194 * on the space. So only call reflwall if we think the data it returns
204 * will be useful. 195 * will be useful.
205 */ 196 */
206 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)) || ((mflags & P_IS_ALIVE) && reflwall (m, x, y, op))) 197 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)) || ((mflags & P_IS_ALIVE) && reflwall (m, x, y, op)))
207 { 198 {
208
209 if (!QUERY_FLAG (op, FLAG_REFLECTING)) 199 if (!QUERY_FLAG (op, FLAG_REFLECTING))
210 return; 200 return;
211 201
212 /* Since walls don't run diagonal, if the bolt is in 202 /* Since walls don't run diagonal, if the bolt is in
213 * one of 4 main directions, it just reflects back in the 203 * one of 4 main directions, it just reflects back in the
243 else if (left) 233 else if (left)
244 op->direction = absdir (op->direction + 2); 234 op->direction = absdir (op->direction + 2);
245 else if (right) 235 else if (right)
246 op->direction = absdir (op->direction - 2); 236 op->direction = absdir (op->direction - 2);
247 } 237 }
238
248 update_turn_face (op); /* A bolt *must* be IS_TURNABLE */ 239 update_turn_face (op); /* A bolt *must* be IS_TURNABLE */
249 return; 240 return;
250 } 241 }
251 else 242 else
252 { /* Create a copy of this object and put it ahead */ 243 { /* Create a copy of this object and put it ahead */
253 tmp = op->clone (); 244 object *tmp = op->clone ();
254 245
246 m->insert (tmp, x, y, op);
255 tmp->speed_left = -0.1; 247 tmp->speed_left = -0.1f;
256 tmp->x += DIRX (tmp), tmp->y += DIRY (tmp);
257 tmp = insert_ob_in_map (tmp, op->map, op, 0);
258 /* To make up for the decrease at the top of the function */ 248 /* To make up for the decrease at the top of the function */
259 tmp->duration++; 249 tmp->duration++;
260 250
261 /* New forking code. Possibly create forks of this object 251 /* New forking code. Possibly create forks of this object
262 * going off in other directions. 252 * going off in other directions.
263 */ 253 */
264
265 if (rndm (0, 99) < tmp->stats.Dex) 254 if (tmp->stats.Dex && rndm (0, 99) < tmp->stats.Dex)
266 { /* stats.Dex % of forking */ 255 forklightning (op, tmp); /* stats.Dex % of forking */
267 forklightning (op, tmp); 256
268 }
269 /* In this way, the object left behind sticks on the space, but 257 /* In this way, the object left behind sticks on the space, but
270 * doesn't create any bolts that continue to move onward. 258 * doesn't create any bolts that continue to move onward.
271 */ 259 */
272 op->range = 0; 260 op->range = 0;
273 } /* copy object and move it along */ 261 } /* copy object and move it along */
280 * we remove the magic flag - that can be derived from 268 * we remove the magic flag - that can be derived from
281 * spob->attacktype. 269 * spob->attacktype.
282 * This function sets up the appropriate owner and skill 270 * This function sets up the appropriate owner and skill
283 * pointers. 271 * pointers.
284 */ 272 */
285
286int 273int
287fire_bolt (object *op, object *caster, int dir, object *spob, object *skill) 274fire_bolt (object *op, object *caster, int dir, object *spob, object *skill)
288{ 275{
289 object *tmp = NULL; 276 object *tmp = NULL;
290 int mflags; 277 int mflags;
297 return 0; 284 return 0;
298 285
299 /* peterm: level dependency for bolts */ 286 /* peterm: level dependency for bolts */
300 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob); 287 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob);
301 tmp->attacktype = spob->attacktype; 288 tmp->attacktype = spob->attacktype;
289
302 if (spob->slaying) 290 if (spob->slaying)
303 tmp->slaying = spob->slaying; 291 tmp->slaying = spob->slaying;
292
304 tmp->range = spob->range + SP_level_range_adjust (caster, spob); 293 tmp->range = spob->range + SP_level_range_adjust (caster, spob);
305 tmp->duration = spob->duration + SP_level_duration_adjust (caster, spob); 294 tmp->duration = spob->duration + SP_level_duration_adjust (caster, spob);
306 tmp->stats.Dex = spob->stats.Dex; 295 tmp->stats.Dex = spob->stats.Dex;
307 tmp->stats.Con = spob->stats.Con; 296 tmp->stats.Con = spob->stats.Con;
308 297
315 304
316 tmp->x = op->x + DIRX (tmp); 305 tmp->x = op->x + DIRX (tmp);
317 tmp->y = op->y + DIRY (tmp); 306 tmp->y = op->y + DIRY (tmp);
318 tmp->map = op->map; 307 tmp->map = op->map;
319 308
309 maptile *newmap;
320 mflags = get_map_flags (tmp->map, &tmp->map, tmp->x, tmp->y, &tmp->x, &tmp->y); 310 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y);
321 if (mflags & P_OUT_OF_MAP) 311 if (mflags & P_OUT_OF_MAP)
322 { 312 {
313 tmp->destroy_inv (true); // be explicit about dropping
323 tmp->destroy (); 314 tmp->destroy (true);
324 return 0; 315 return 0;
325 } 316 }
326 317
318 tmp->map = newmap;
319
327 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y))) 320 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y)))
328 { 321 {
329 if (!QUERY_FLAG (tmp, FLAG_REFLECTING)) 322 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
330 { 323 {
324 tmp->destroy_inv (true); // be explicit about dropping
331 tmp->destroy (); 325 tmp->destroy (true);
332 return 0; 326 return 0;
333 } 327 }
334 328
335 tmp->x = op->x; 329 tmp->x = op->x;
336 tmp->y = op->y; 330 tmp->y = op->y;
337 tmp->direction = absdir (tmp->direction + 4); 331 tmp->direction = absdir (tmp->direction + 4);
338 tmp->map = op->map; 332 tmp->map = op->map;
339 } 333 }
340 334
341 if ((tmp = insert_ob_in_map (tmp, tmp->map, op, 0)) != NULL) 335 if ((tmp = tmp->insert_at (tmp, op)))
342 move_bolt (tmp); 336 move_bolt (tmp);
343 337
344 return 1; 338 return 1;
345} 339}
346
347
348 340
349/*************************************************************************** 341/***************************************************************************
350 * 342 *
351 * BULLET/BALL CODE 343 * BULLET/BALL CODE
352 * 344 *
353 ***************************************************************************/ 345 ***************************************************************************/
354 346
355/* expands an explosion. op is a piece of the 347/* expands an explosion. op is a piece of the
356 * explosion - this expans it in the different directions. 348 * explosion - this expands it in the different directions.
357 * At least that is what I think this does. 349 * At least that is what I think this does.
358 */ 350 */
359void 351void
360explosion (object *op) 352explosion (object *op)
361{ 353{
362 object *tmp;
363 maptile *m = op->map; 354 maptile *m = op->map;
364 int i; 355 int i;
365 356
366 if (--(op->duration) < 0) 357 if (--op->duration < 0)
367 { 358 {
368 op->destroy (); 359 op->destroy (true);
369 return; 360 return;
370 } 361 }
371 362
372 hit_map (op, 0, op->attacktype, 0); 363 hit_map (op, 0, op->attacktype, 0);
373 364
377 { 368 {
378 sint16 dx, dy; 369 sint16 dx, dy;
379 370
380 dx = op->x + freearr_x[i]; 371 dx = op->x + freearr_x[i];
381 dy = op->y + freearr_y[i]; 372 dy = op->y + freearr_y[i];
373
382 /* ok_to_put_more already does things like checks for walls, 374 /* ok_to_put_more already does things like checks for walls,
383 * out of map, etc. 375 * out of map, etc.
384 */ 376 */
385 if (ok_to_put_more (op->map, dx, dy, op, op->attacktype)) 377 if (ok_to_put_more (op->map, dx, dy, op, op->attacktype))
386 { 378 {
387 tmp = op->clone (); 379 object *tmp = op->clone ();
380
388 tmp->state = 0; 381 tmp->state = 0;
389 tmp->speed_left = -0.21; 382 tmp->speed_left = -0.21f;
390 tmp->range--; 383 tmp->range--;
391 tmp->value = 0; 384 tmp->value = 0;
392 tmp->x = dx; 385
393 tmp->y = dy; 386 m->insert (tmp, dx, dy, op);
394 insert_ob_in_map (tmp, m, op, 0);
395 } 387 }
396 } 388 }
397 } 389 }
398} 390}
399
400 391
401/* Causes an object to explode, eg, a firebullet, 392/* Causes an object to explode, eg, a firebullet,
402 * poison cloud ball, etc. op is the object to 393 * poison cloud ball, etc. op is the object to
403 * explode. 394 * explode.
404 */ 395 */
405void 396void
406explode_bullet (object *op) 397explode_bullet (object *op)
407{ 398{
408 object *tmp, *owner; 399 object *tmp, *owner;
409 400
410 if (op->other_arch == NULL) 401 if (!op->other_arch)
411 { 402 {
412 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n"); 403 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n");
413 op->destroy (); 404 op->destroy (true);
414 return; 405 return;
415 } 406 }
416 407
417 if (op->env) 408 if (op->env)
418 { 409 {
419 object *env; 410 object *env = op->outer_env ();
420 411
421 env = object_get_env_recursive (op);
422 if (env->map == NULL || out_of_map (env->map, env->x, env->y)) 412 if (!env->map || out_of_map (env->map, env->x, env->y))
423 { 413 {
424 LOG (llevError, "BUG: explode_bullet(): env out of map\n"); 414 LOG (llevError, "BUG: explode_bullet(): env out of map\n");
425 op->destroy (); 415 op->destroy (true);
426 return; 416 return;
427 } 417 }
428 418
429 op->remove (); 419 op->insert_at (env, op, INS_NO_MERGE | INS_NO_WALK_ON);
430 op->x = env->x;
431 op->y = env->y;
432 insert_ob_in_map (op, env->map, op, INS_NO_MERGE | INS_NO_WALK_ON);
433 } 420 }
434 else if (out_of_map (op->map, op->x, op->y)) 421 else if (out_of_map (op->map, op->x, op->y))
435 { 422 {
436 LOG (llevError, "BUG: explode_bullet(): op out of map\n"); 423 LOG (llevError, "BUG: explode_bullet(): op out of map\n");
437 op->destroy (); 424 op->destroy (true);
438 return; 425 return;
439 } 426 }
440 427
441 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent explosions of any kind on safe maps 428 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent explosions of any kind on safe maps
442 // NOTE: If this breaks something important: remove this. I can't think of anything 429 // NOTE: If this breaks something important: remove this. I can't think of anything
443 // bad at the moment that might happen from this. 430 // bad at the moment that might happen from this.
444 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE) 431 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
445 { 432 {
446 op->destroy (); 433 op->destroy (true);
447 return; 434 return;
448 } 435 }
449 436
450 if (op->attacktype) 437 if (op->attacktype)
451 { 438 {
452 hit_map (op, 0, op->attacktype, 1); 439 hit_map (op, 0, op->attacktype, 1);
440
453 if (op->destroyed ()) 441 if (op->destroyed ())
454 return; 442 return;
455 } 443 }
456 444
457 /* other_arch contains what this explodes into */ 445 /* other_arch contains what this explodes into */
460 tmp->set_owner (op); 448 tmp->set_owner (op);
461 tmp->skill = op->skill; 449 tmp->skill = op->skill;
462 450
463 owner = op->owner; 451 owner = op->owner;
464 452
465 if ((tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) && owner && !tailor_god_spell (tmp, owner)) 453 if ((tmp->attacktype & AT_HOLYWORD
454 || tmp->attacktype & AT_GODPOWER)
455 && owner
456 && !tailor_god_spell (tmp, owner))
466 { 457 {
467 op->destroy (); 458 op->destroy (true);
468 return; 459 return;
469 } 460 }
470
471 tmp->x = op->x;
472 tmp->y = op->y;
473 461
474 /* special for bombs - it actually has sane values for these */ 462 /* special for bombs - it actually has sane values for these */
475 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB) 463 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB)
476 { 464 {
477 tmp->attacktype = op->attacktype; 465 tmp->attacktype = op->attacktype;
481 } 469 }
482 else 470 else
483 { 471 {
484 if (op->attacktype & AT_MAGIC) 472 if (op->attacktype & AT_MAGIC)
485 tmp->attacktype |= AT_MAGIC; 473 tmp->attacktype |= AT_MAGIC;
474
486 /* Spell doc describes what is going on here */ 475 /* Spell doc describes what is going on here */
487 tmp->stats.dam = op->dam_modifier; 476 tmp->stats.dam = op->dam_modifier;
488 tmp->range = op->stats.maxhp; 477 tmp->range = op->stats.maxhp;
489 tmp->duration = op->stats.hp; 478 tmp->duration = op->stats.hp;
490 /* Used for spell tracking - just need a unique val for this spell - 479 /* Used for spell tracking - just need a unique val for this spell -
498 tmp->stats.sp = op->direction; 487 tmp->stats.sp = op->direction;
499 488
500 /* Prevent recursion */ 489 /* Prevent recursion */
501 op->move_on = 0; 490 op->move_on = 0;
502 491
503 insert_ob_in_map (tmp, op->map, op, 0); 492 tmp->insert_at (op, op);
493 tmp->play_sound (tmp->sound);
494
504 /* remove the firebullet */ 495 /* remove the firebullet */
505 if (!op->destroyed ())
506 {
507 op->destroy (); 496 op->destroy (true);
508 }
509} 497}
510
511
512 498
513/* checks to see what op should do, given the space it is on 499/* checks to see what op should do, given the space it is on
514 * (eg, explode, damage player, etc) 500 * (eg, explode, damage player, etc)
515 */ 501 */
516
517void 502void
518check_bullet (object *op) 503check_bullet (object *op)
519{ 504{
520 object *tmp; 505 object *tmp;
521 int dam, mflags; 506 int dam, mflags;
536 521
537 /* If nothing alive on this space, no reason to do anything further */ 522 /* If nothing alive on this space, no reason to do anything further */
538 if (!(mflags & P_IS_ALIVE)) 523 if (!(mflags & P_IS_ALIVE))
539 return; 524 return;
540 525
541 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 526 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
542 { 527 {
543 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 528 if (QUERY_FLAG (tmp, FLAG_ALIVE))
544 { 529 {
545 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1); 530 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1);
531
532 // TODO: can't understand the following if's
546 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0) 533 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0)
547 { 534 {
548 if (!QUERY_FLAG (op, FLAG_REMOVED)) 535 if (!QUERY_FLAG (op, FLAG_REMOVED))
549 { 536 {
550 op->destroy (); 537 op->destroy (true);
551 return; 538 return;
552 } 539 }
553 } 540 }
554 } 541 }
555 } 542 }
556} 543}
557
558 544
559/* Basically, we move 'op' one square, and if it hits something, 545/* Basically, we move 'op' one square, and if it hits something,
560 * call check_bullet. 546 * call check_bullet.
561 * This function is only applicable to bullets, but not to all 547 * This function is only applicable to bullets, but not to all
562 * fired arches (eg, bolts). 548 * fired arches (eg, bolts).
563 */ 549 */
564
565void 550void
566move_bullet (object *op) 551move_bullet (object *op)
567{ 552{
568 sint16 new_x, new_y; 553 sint16 new_x, new_y;
569 int mflags; 554 int mflags;
586 if (--op->range <= 0) 571 if (--op->range <= 0)
587 { 572 {
588 if (op->other_arch) 573 if (op->other_arch)
589 explode_bullet (op); 574 explode_bullet (op);
590 else 575 else
591 op->destroy (); 576 op->destroy (true);
592 577
593 return; 578 return;
594 } 579 }
595 580
596 new_x = op->x + DIRX (op); 581 new_x = op->x + DIRX (op);
598 m = op->map; 583 m = op->map;
599 mflags = get_map_flags (m, &m, new_x, new_y, &new_x, &new_y); 584 mflags = get_map_flags (m, &m, new_x, new_y, &new_x, &new_y);
600 585
601 if (mflags & P_OUT_OF_MAP) 586 if (mflags & P_OUT_OF_MAP)
602 { 587 {
603 op->destroy (); 588 op->destroy (true);
604 return; 589 return;
605 } 590 }
606 591
607 if (!op->direction || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y))) 592 if (!op->direction || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y)))
608 { 593 {
609 if (op->other_arch) 594 if (op->other_arch)
610 explode_bullet (op); 595 explode_bullet (op);
611 else 596 else
612 op->destroy (); 597 op->destroy (true);
613 598
614 return; 599 return;
615 } 600 }
616 601
617 op->remove (); 602 if (!(op = m->insert (op, new_x, new_y, op)))
618 op->x = new_x;
619 op->y = new_y;
620 if ((op = insert_ob_in_map (op, m, op, 0)) == NULL)
621 return; 603 return;
622 604
623 if (reflwall (op->map, op->x, op->y, op)) 605 if (reflwall (op->map, op->x, op->y, op))
624 { 606 {
625 op->direction = absdir (op->direction + 4); 607 op->direction = absdir (op->direction + 4);
626 update_turn_face (op); 608 update_turn_face (op);
627 } 609 }
628 else 610 else
629 {
630 check_bullet (op); 611 check_bullet (op);
631 }
632} 612}
633
634
635
636 613
637/* fire_bullet 614/* fire_bullet
638 * object op (cast from caster) files a bolt in dir. 615 * object op (cast from caster) files a bolt in dir.
639 * spob is the spell object for the bolt. 616 * spob is the spell object for the bolt.
640 * we remove the magic flag - that can be derived from 617 * we remove the magic flag - that can be derived from
641 * spob->attacktype. 618 * spob->attacktype.
642 * This function sets up the appropriate owner and skill 619 * This function sets up the appropriate owner and skill
643 * pointers. 620 * pointers.
644 */ 621 */
645
646int 622int
647fire_bullet (object *op, object *caster, int dir, object *spob) 623fire_bullet (object *op, object *caster, int dir, object *spob)
648{ 624{
649 object *tmp = NULL; 625 object *tmp = NULL;
650 int mflags; 626 int mflags;
651 627
652 if (!spob->other_arch) 628 if (!spob->other_arch)
653 return 0; 629 return 0;
654 630
655 tmp = arch_to_object (spob->other_arch); 631 tmp = spob->other_arch->instance ();
656 if (tmp == NULL) 632 if (!tmp)
657 return 0; 633 return 0;
658 634
659 /* peterm: level dependency for bolts */ 635 /* peterm: level dependency for bolts */
660 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob); 636 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob);
661 tmp->attacktype = spob->attacktype; 637 tmp->attacktype = spob->attacktype;
662 if (spob->slaying) 638 if (spob->slaying)
663 tmp->slaying = spob->slaying; 639 tmp->slaying = spob->slaying;
664 640
674 SET_ANIMATION (tmp, dir); 650 SET_ANIMATION (tmp, dir);
675 651
676 tmp->set_owner (op); 652 tmp->set_owner (op);
677 set_spell_skill (op, caster, spob, tmp); 653 set_spell_skill (op, caster, spob, tmp);
678 654
679 tmp->x = op->x + freearr_x[dir]; 655 tmp->x = op->x + freearr_x[dir];
680 tmp->y = op->y + freearr_y[dir]; 656 tmp->y = op->y + freearr_y[dir];
681 tmp->map = op->map; 657 tmp->map = op->map;
682 658
659 maptile *newmap;
683 mflags = get_map_flags (tmp->map, &tmp->map, tmp->x, tmp->y, &tmp->x, &tmp->y); 660 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y);
684 if (mflags & P_OUT_OF_MAP) 661 if (mflags & P_OUT_OF_MAP)
685 { 662 {
686 tmp->destroy (); 663 tmp->destroy (true);
687 return 0; 664 return 0;
688 } 665 }
689 666
667 tmp->map = newmap;
668
690 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y))) 669 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y)))
691 { 670 {
692 if (!QUERY_FLAG (tmp, FLAG_REFLECTING)) 671 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
693 { 672 {
694 tmp->destroy (); 673 tmp->destroy (true);
695 return 0; 674 return 0;
696 } 675 }
697 676
698 tmp->x = op->x; 677 tmp->x = op->x;
699 tmp->y = op->y; 678 tmp->y = op->y;
700 tmp->direction = absdir (tmp->direction + 4); 679 tmp->direction = absdir (tmp->direction + 4);
701 tmp->map = op->map; 680 tmp->map = op->map;
702 } 681 }
703 682
704 if ((tmp = insert_ob_in_map (tmp, tmp->map, op, 0)) != NULL) 683 if ((tmp = tmp->insert_at (tmp, op)))
705 check_bullet (tmp); 684 check_bullet (tmp);
706 685
707 return 1; 686 return 1;
708} 687}
709
710
711
712 688
713/***************************************************************************** 689/*****************************************************************************
714 * 690 *
715 * CONE RELATED FUNCTIONS 691 * CONE RELATED FUNCTIONS
716 * 692 *
717 *****************************************************************************/ 693 *****************************************************************************/
718 694
719
720/* drops an object based on what is in the cone's "other_arch" */ 695/* drops an object based on what is in the cone's "other_arch" */
721void 696void
722cone_drop (object *op) 697cone_drop (object *op)
723{ 698{
724 object *new_ob = arch_to_object (op->other_arch); 699 object *new_ob = arch_to_object (op->other_arch);
725 700
726 new_ob->x = op->x;
727 new_ob->y = op->y;
728 new_ob->level = op->level; 701 new_ob->level = op->level;
729 new_ob->set_owner (op->owner); 702 new_ob->set_owner (op->owner);
730 703
731 /* preserve skill ownership */ 704 /* preserve skill ownership */
732 if (op->skill && op->skill != new_ob->skill) 705 if (op->skill && op->skill != new_ob->skill)
733 {
734 new_ob->skill = op->skill; 706 new_ob->skill = op->skill;
735 }
736 insert_ob_in_map (new_ob, op->map, op, 0);
737 707
708 new_ob->insert_at (op, op);
738} 709}
739 710
740/* move_cone: causes cone object 'op' to move a space/hit creatures */ 711/* move_cone: causes cone object 'op' to move a space/hit creatures */
741 712
742void 713void
743move_cone (object *op) 714move_cone (object *op)
744{ 715{
745 int i;
746
747 /* if no map then hit_map will crash so just ignore object */ 716 /* if no map then hit_map will crash so just ignore object */
748 if (!op->map) 717 if (!op->map)
749 { 718 {
750 LOG (llevError, "Tried to move_cone object %s without a map.\n", op->name ? &op->name : "unknown"); 719 LOG (llevError, "Tried to move_cone object %s without a map.\n", op->name ? &op->name : "unknown");
751 op->speed = 0; 720 op->set_speed (0);
752 update_ob_speed (op);
753 return; 721 return;
754 } 722 }
755 723
756 /* lava saves it's life, but not yours :) */ 724 /* lava saves it's life, but not yours :) */
757 if (QUERY_FLAG (op, FLAG_LIFESAVE)) 725 if (QUERY_FLAG (op, FLAG_LIFESAVE))
765 * when their cone dies when they die. 733 * when their cone dies when they die.
766 */ 734 */
767 /* If no owner left, the spell dies out. */ 735 /* If no owner left, the spell dies out. */
768 if (op->owner == NULL) 736 if (op->owner == NULL)
769 { 737 {
770 op->destroy (); 738 op->destroy (true);
771 return; 739 return;
772 } 740 }
773#endif 741#endif
774 742
775 hit_map (op, 0, op->attacktype, 0); 743 hit_map (op, 0, op->attacktype, 0);
782 check_spell_knockback (op); 750 check_spell_knockback (op);
783 751
784 if (op->destroyed ()) 752 if (op->destroyed ())
785 return; 753 return;
786 754
787 if ((op->duration--) < 0) 755 if (op->duration-- < 0)
788 { 756 {
789 op->destroy (); 757 op->destroy (true);
790 return; 758 return;
791 } 759 }
792 /* Object has hit maximum range, so don't have it move 760 /* Object has hit maximum range, so don't have it move
793 * any further. When the duration above expires, 761 * any further. When the duration above expires,
794 * then the object will get removed. 762 * then the object will get removed.
797 { 765 {
798 op->range = 0; /* just so it doesn't wrap */ 766 op->range = 0; /* just so it doesn't wrap */
799 return; 767 return;
800 } 768 }
801 769
802 for (i = -1; i < 2; i++) 770 for (int i = -1; i <= 1; i++)
803 { 771 {
804 sint16 x = op->x + freearr_x[absdir (op->stats.sp + i)], y = op->y + freearr_y[absdir (op->stats.sp + i)]; 772 sint16 x = op->x + freearr_x[absdir (op->stats.sp + i)], y = op->y + freearr_y[absdir (op->stats.sp + i)];
805 773
806 if (ok_to_put_more (op->map, x, y, op, op->attacktype)) 774 if (ok_to_put_more (op->map, x, y, op, op->attacktype))
807 { 775 {
808 object *tmp = op->clone (); 776 object *tmp = op->clone ();
809
810 tmp->x = x;
811 tmp->y = y;
812 777
813 tmp->duration = op->duration + 1; 778 tmp->duration = op->duration + 1;
814 779
815 /* Use for spell tracking - see ok_to_put_more() */ 780 /* Use for spell tracking - see ok_to_put_more() */
816 tmp->stats.maxhp = op->stats.maxhp; 781 tmp->stats.maxhp = op->stats.maxhp;
817 insert_ob_in_map (tmp, op->map, op, 0); 782
783 op->map->insert (tmp, x, y, op);
784
818 if (tmp->other_arch) 785 if (tmp->other_arch)
819 cone_drop (tmp); 786 cone_drop (tmp);
820 } 787 }
821 } 788 }
822} 789}
855 822
856 /* Need to know what the movetype of the object we are about 823 /* Need to know what the movetype of the object we are about
857 * to create is, so we can know if the space we are about to 824 * to create is, so we can know if the space we are about to
858 * insert it into is blocked. 825 * insert it into is blocked.
859 */ 826 */
860 movetype = spell->other_arch->clone.move_type; 827 movetype = spell->other_arch->move_type;
861 828
862 for (i = range_min; i <= range_max; i++) 829 for (i = range_min; i <= range_max; i++)
863 { 830 {
864 sint16 x, y, d; 831 sint16 x, y, d;
865 832
900 867
901 success = 1; 868 success = 1;
902 tmp = arch_to_object (spell->other_arch); 869 tmp = arch_to_object (spell->other_arch);
903 tmp->set_owner (op); 870 tmp->set_owner (op);
904 set_spell_skill (op, caster, spell, tmp); 871 set_spell_skill (op, caster, spell, tmp);
905 tmp->level = caster_level (caster, spell); 872 tmp->level = casting_level (caster, spell);
906 tmp->x = sx;
907 tmp->y = sy;
908 tmp->attacktype = spell->attacktype; 873 tmp->attacktype = spell->attacktype;
909 874
910 /* holy word stuff */ 875 /* holy word stuff */
911 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER)) 876 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER))
912 if (!tailor_god_spell (tmp, op)) 877 if (!tailor_god_spell (tmp, op))
946 else 911 else
947 tmp->duration += caster->level / 3; 912 tmp->duration += caster->level / 3;
948 } 913 }
949 914
950 if (!(tmp->move_type & MOVE_FLY_LOW)) 915 if (!(tmp->move_type & MOVE_FLY_LOW))
951 LOG (llevDebug, "cast_cone(): arch %s doesn't have flying 1\n", &spell->other_arch->name); 916 LOG (llevDebug, "cast_cone(): arch %s doesn't have flying 1\n", &spell->other_arch->archname);
952 917
953 if (!tmp->move_on && tmp->stats.dam) 918 if (!tmp->move_on && tmp->stats.dam)
954 {
955 LOG (llevDebug, "cast_cone(): arch %s doesn't have move_on set\n", &spell->other_arch->name); 919 LOG (llevDebug, "cast_cone(): arch %s doesn't have move_on set\n", &spell->other_arch->archname);
956 }
957 920
958 insert_ob_in_map (tmp, m, op, 0); 921 m->insert (tmp, sx, sy, op);
959 922
960 /* This is used for tracking spells so that one effect doesn't hit 923 /* This is used for tracking spells so that one effect doesn't hit
961 * a single space too many times. 924 * a single space too many times.
962 */ 925 */
963 tmp->stats.maxhp = tmp->count; 926 tmp->stats.maxhp = tmp->count;
973 * 936 *
974 * BOMB related code 937 * BOMB related code
975 * 938 *
976 ****************************************************************************/ 939 ****************************************************************************/
977 940
978
979/* This handles an exploding bomb. 941/* This handles an exploding bomb.
980 * op is the original bomb object. 942 * op is the original bomb object.
981 */ 943 */
982void 944void
983animate_bomb (object *op) 945animate_bomb (object *op)
984{ 946{
985 int i;
986 object *env, *tmp;
987 archetype *at;
988
989 if (op->state != NUM_ANIMATIONS (op) - 1) 947 if (op->state != NUM_ANIMATIONS (op) - 1)
990 return; 948 return;
991 949
992 env = object_get_env_recursive (op); 950 object *env = op->outer_env ();
993 951
994 if (op->env) 952 if (op->env)
995 { 953 {
996 if (env->map == NULL) 954 if (env->map == NULL)
997 return; 955 return;
998 956
999 if (env->type == PLAYER) 957 if (!(op = op->insert_at (env, op)))
1000 esrv_del_item (env->contr, op->count);
1001
1002 op->remove ();
1003 op->x = env->x;
1004 op->y = env->y;
1005 if ((op = insert_ob_in_map (op, env->map, op, 0)) == NULL)
1006 return; 958 return;
1007 } 959 }
1008 960
1009 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent bomb from exploding 961 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent bomb from exploding
1010 // on a safe map. I don't like this special casing, but it seems to be neccessary 962 // on a safe map. I don't like this special casing, but it seems to be neccessary
1011 // as bombs can be carried. 963 // as bombs can be carried.
1012 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE) 964 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
1013 { 965 {
1014 op->destroy (); 966 op->destroy (true);
1015 return; 967 return;
1016 } 968 }
1017 969
1018 /* This copies a lot of the code from the fire bullet, 970 /* This copies a lot of the code from the fire bullet,
1019 * but using the cast_bullet isn't really feasible, 971 * but using the cast_bullet isn't really feasible,
1020 * so just set up the appropriate values. 972 * so just set up the appropriate values.
1021 */ 973 */
1022 at = archetype::find (SPLINT); 974 if (archetype *at = archetype::find (SPLINT))
1023 if (at)
1024 { 975 {
1025 for (i = 1; i < 9; i++) 976 for (int i = 1; i < 9; i++)
1026 { 977 {
1027 if (out_of_map (op->map, op->x + freearr_x[i], op->y + freearr_x[i])) 978 if (out_of_map (op->map, op->x + freearr_x[i], op->y + freearr_x[i]))
1028 continue; 979 continue;
980
1029 tmp = arch_to_object (at); 981 object *tmp = arch_to_object (at);
1030 tmp->direction = i; 982 tmp->direction = i;
1031 tmp->range = op->range; 983 tmp->range = op->range;
1032 tmp->stats.dam = op->stats.dam; 984 tmp->stats.dam = op->stats.dam;
1033 tmp->duration = op->duration; 985 tmp->duration = op->duration;
1034 tmp->attacktype = op->attacktype; 986 tmp->attacktype = op->attacktype;
1035 tmp->set_owner (op); 987 tmp->set_owner (op);
1036 if (op->skill && op->skill != tmp->skill) 988 if (op->skill && op->skill != tmp->skill)
1037 {
1038 tmp->skill = op->skill; 989 tmp->skill = op->skill;
1039 } 990
1040 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) 991 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
1041 SET_ANIMATION (tmp, i); 992 SET_ANIMATION (tmp, i);
1042 tmp->x = op->x + freearr_x[i]; 993
1043 tmp->y = op->y + freearr_x[i]; 994 op->map->insert (tmp, op->x + freearr_x[i], op->y + freearr_x[i], op);
1044 insert_ob_in_map (tmp, op->map, op, 0);
1045 move_bullet (tmp); 995 move_bullet (tmp);
1046 } 996 }
1047 } 997 }
1048 998
1049 explode_bullet (op); 999 explode_bullet (op);
1050} 1000}
1051 1001
1052int 1002int
1053create_bomb (object *op, object *caster, int dir, object *spell) 1003create_bomb (object *op, object *caster, int dir, object *spell)
1054{ 1004{
1055
1056 object *tmp; 1005 object *tmp;
1057 int mflags; 1006 int mflags;
1058 sint16 dx = op->x + freearr_x[dir], dy = op->y + freearr_y[dir]; 1007 sint16 dx = op->x + freearr_x[dir], dy = op->y + freearr_y[dir];
1059 maptile *m; 1008 maptile *m;
1060 1009
1062 if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, dx, dy) & MOVE_WALK)) 1011 if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, dx, dy) & MOVE_WALK))
1063 { 1012 {
1064 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way."); 1013 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way.");
1065 return 0; 1014 return 0;
1066 } 1015 }
1016
1067 tmp = arch_to_object (spell->other_arch); 1017 tmp = arch_to_object (spell->other_arch);
1068 1018
1069 /* level dependencies for bomb */ 1019 /* level dependencies for bomb */
1070 tmp->range = spell->range + SP_level_range_adjust (caster, spell); 1020 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
1071 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1021 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1072 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell); 1022 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
1073 tmp->attacktype = spell->attacktype; 1023 tmp->attacktype = spell->attacktype;
1074 1024
1075 tmp->set_owner (op); 1025 tmp->set_owner (op);
1076 set_spell_skill (op, caster, spell, tmp); 1026 set_spell_skill (op, caster, spell, tmp);
1077 tmp->x = dx; 1027
1078 tmp->y = dy; 1028 m->insert (tmp, dx, dy, op);
1079 insert_ob_in_map (tmp, m, op, 0);
1080 return 1; 1029 return 1;
1081} 1030}
1082 1031
1083/**************************************************************************** 1032/****************************************************************************
1084 * 1033 *
1093 * dir is the direction to look in. 1042 * dir is the direction to look in.
1094 * range is how far out to look. 1043 * range is how far out to look.
1095 * type is the type of spell - either SPELL_MANA or SPELL_GRACE. 1044 * type is the type of spell - either SPELL_MANA or SPELL_GRACE.
1096 * this info is used for blocked magic/unholy spaces. 1045 * this info is used for blocked magic/unholy spaces.
1097 */ 1046 */
1098
1099object * 1047object *
1100get_pointed_target (object *op, int dir, int range, int type) 1048get_pointed_target (object *op, int dir, int range, int type)
1101{ 1049{
1102 object *target; 1050 object *target;
1103 sint16 x, y; 1051 sint16 x, y;
1122 return NULL; 1070 return NULL;
1123 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW) 1071 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW)
1124 return NULL; 1072 return NULL;
1125 1073
1126 if (mflags & P_IS_ALIVE) 1074 if (mflags & P_IS_ALIVE)
1127 {
1128 for (target = GET_MAP_OB (mp, x, y); target; target = target->above) 1075 for (target = GET_MAP_OB (mp, x, y); target; target = target->above)
1129 { 1076 if (QUERY_FLAG (target, FLAG_MONSTER))
1130 if (QUERY_FLAG (target->head ? target->head : target, FLAG_MONSTER))
1131 {
1132 return target; 1077 return target;
1133 }
1134 }
1135 }
1136 } 1078 }
1079
1137 return NULL; 1080 return NULL;
1138} 1081}
1139
1140 1082
1141/* cast_smite_arch() - the priest points to a creature and causes 1083/* cast_smite_arch() - the priest points to a creature and causes
1142 * a 'godly curse' to decend. 1084 * a 'godly curse' to decend.
1143 * usual params - 1085 * usual params -
1144 * op = player 1086 * op = player
1145 * caster = object casting the spell. 1087 * caster = object casting the spell.
1146 * dir = direction being cast 1088 * dir = direction being cast
1147 * spell = spell object 1089 * spell = spell object
1148 */ 1090 */
1149
1150int 1091int
1151cast_smite_spell (object *op, object *caster, int dir, object *spell) 1092cast_smite_spell (object *op, object *caster, int dir, object *spell)
1152{ 1093{
1153 object *effect, *target; 1094 object *effect, *target;
1154 object *god = find_god (determine_god (op)); 1095 object *god = find_god (determine_god (op));
1178 effect = arch_to_object (spell->other_arch); 1119 effect = arch_to_object (spell->other_arch);
1179 else 1120 else
1180 return 0; 1121 return 0;
1181 1122
1182 /* tailor the effect by priest level and worshipped God */ 1123 /* tailor the effect by priest level and worshipped God */
1183 effect->level = caster_level (caster, spell); 1124 effect->level = casting_level (caster, spell);
1184 effect->attacktype = spell->attacktype; 1125 effect->attacktype = spell->attacktype;
1185 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER)) 1126 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER))
1186 { 1127 {
1187 if (tailor_god_spell (effect, op)) 1128 if (tailor_god_spell (effect, op))
1188 new_draw_info_format (NDI_UNIQUE, 0, op, "%s answers your call!", determine_god (op)); 1129 new_draw_info_format (NDI_UNIQUE, 0, op, "%s answers your call!", determine_god (op));
1212 } 1153 }
1213 else 1154 else
1214 { 1155 {
1215 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s looks stronger!", query_name (target)); 1156 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s looks stronger!", query_name (target));
1216 target->stats.hp = target->stats.maxhp * 2; 1157 target->stats.hp = target->stats.maxhp * 2;
1217 effect->destroy (); 1158 effect->destroy (true);
1218 return 0; 1159 return 0;
1219 } 1160 }
1220 } 1161 }
1221 } 1162 }
1222 else 1163 else
1227 1168
1228 effect->set_owner (op); 1169 effect->set_owner (op);
1229 set_spell_skill (op, caster, spell, effect); 1170 set_spell_skill (op, caster, spell, effect);
1230 1171
1231 /* ok, tell it where to be, and insert! */ 1172 /* ok, tell it where to be, and insert! */
1232 effect->x = target->x; 1173 effect->insert_at (target, op);
1233 effect->y = target->y;
1234 insert_ob_in_map (effect, target->map, op, 0);
1235 1174
1236 return 1; 1175 return 1;
1237} 1176}
1238
1239 1177
1240/**************************************************************************** 1178/****************************************************************************
1241 * 1179 *
1242 * MAGIC MISSILE code. 1180 * MAGIC MISSILE code.
1243 * note that the fire_bullet is used to fire the missile. The 1181 * note that the fire_bullet is used to fire the missile. The
1246 1184
1247/* op is a missile that needs to be moved */ 1185/* op is a missile that needs to be moved */
1248void 1186void
1249move_missile (object *op) 1187move_missile (object *op)
1250{ 1188{
1251 int i, mflags;
1252 object *owner;
1253 sint16 new_x, new_y;
1254 maptile *m;
1255
1256 if (op->range-- <= 0) 1189 if (op->range-- <= 0)
1257 { 1190 {
1191 op->destroy_inv (true); // be explicit about dropping
1258 op->destroy (); 1192 op->destroy (true);
1259 return; 1193 return;
1260 }
1261
1262 owner = op->owner;
1263#if 0
1264 /* It'd make things nastier if this wasn't here - spells cast by
1265 * monster that are then killed would continue to survive
1266 */
1267 if (owner == NULL)
1268 { 1194 }
1195
1196 mapxy pos (op);
1197 pos.move (op->direction);
1198
1199 if (!pos.normalise ())
1200 {
1269 op->destroy (); 1201 op->destroy (true);
1270 return; 1202 return;
1271 } 1203 }
1272#endif
1273 1204
1274 new_x = op->x + DIRX (op); 1205 mapspace &ms = pos.ms ();
1275 new_y = op->y + DIRY (op);
1276 1206
1277 mflags = get_map_flags (op->map, &m, new_x, new_y, &new_x, &new_y); 1207 if (ms.flags () & P_IS_ALIVE || ms.blocks (op))
1278
1279 if (!(mflags & P_OUT_OF_MAP) && ((mflags & P_IS_ALIVE) || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y))))
1280 { 1208 {
1281 hit_map (op, op->direction, AT_MAGIC, 1); 1209 hit_map (op, op->direction, AT_MAGIC, 1);
1282 /* Basically, missile only hits one thing then goes away. 1210 /* Basically, missile only hits one thing then goes away.
1283 * we need to remove it if someone hasn't already done so. 1211 * we need to remove it if someone hasn't already done so.
1284 */ 1212 */
1285 if (!op->destroyed ())
1286 op->destroy ();
1287
1288 return;
1289 }
1290
1291 op->remove ();
1292
1293 if (!op->direction || (mflags & P_OUT_OF_MAP))
1294 {
1295 op->destroy (); 1213 op->destroy (true);
1296 return; 1214 return;
1215 }
1216
1217 if (!op->direction)
1297 } 1218 {
1219 op->destroy (true);
1220 return;
1221 }
1298 1222
1299 op->x = new_x;
1300 op->y = new_y;
1301 op->map = m;
1302 i = spell_find_dir (op->map, op->x, op->y, op->owner); 1223 int i = spell_find_dir (pos.m, pos.x, pos.y, op->owner);
1303 if (i > 0 && i != op->direction) 1224 if (i > 0 && i != op->direction)
1304 { 1225 {
1305 op->direction = i; 1226 op->direction = i;
1306 SET_ANIMATION (op, op->direction); 1227 SET_ANIMATION (op, op->direction);
1307 } 1228 }
1308 1229
1309 insert_ob_in_map (op, op->map, op, 0); 1230 pos.insert (op, op);
1310} 1231}
1311 1232
1312/**************************************************************************** 1233/****************************************************************************
1313 * Destruction 1234 * Destruction
1314 ****************************************************************************/ 1235 ****************************************************************************/
1317 * we do this by creating a force and inserting it in the 1238 * we do this by creating a force and inserting it in the
1318 * object. if time is 0, the object glows permanently. To truely 1239 * object. if time is 0, the object glows permanently. To truely
1319 * make this work for non-living objects, we would have to 1240 * make this work for non-living objects, we would have to
1320 * give them the capability to have an inventory. b.t. 1241 * give them the capability to have an inventory. b.t.
1321 */ 1242 */
1322
1323int 1243int
1324make_object_glow (object *op, int radius, int time) 1244make_object_glow (object *op, int radius, int time)
1325{ 1245{
1326 object *tmp;
1327
1328 /* some things are unaffected... */ 1246 /* some things are unaffected... */
1329 if (op->path_denied & PATH_LIGHT) 1247 if (op->path_denied & PATH_LIGHT)
1330 return 0; 1248 return 0;
1331 1249
1332 tmp = get_archetype (FORCE_NAME); 1250 object *tmp = get_archetype (FORCE_NAME);
1333 tmp->speed = 0.01; 1251 tmp->speed = 0.01;
1334 tmp->stats.food = time; 1252 tmp->stats.food = time;
1335 SET_FLAG (tmp, FLAG_IS_USED_UP); 1253 SET_FLAG (tmp, FLAG_IS_USED_UP);
1336 tmp->glow_radius = radius; 1254 tmp->glow_radius = radius;
1337 if (tmp->glow_radius > MAX_LIGHT_RADII) 1255 if (tmp->glow_radius > MAX_LIGHT_RADII)
1338 tmp->glow_radius = MAX_LIGHT_RADII; 1256 tmp->glow_radius = MAX_LIGHT_RADII;
1339 1257
1340 tmp->x = op->x;
1341 tmp->y = op->y;
1342 if (tmp->speed < MIN_ACTIVE_SPEED)
1343 tmp->speed = MIN_ACTIVE_SPEED; /* safety */
1344 tmp = insert_ob_in_ob (tmp, op); 1258 tmp = insert_ob_in_ob (tmp, op);
1259
1345 if (tmp->glow_radius > op->glow_radius) 1260 if (tmp->glow_radius > op->glow_radius)
1346 op->glow_radius = tmp->glow_radius; 1261 op->glow_radius = tmp->glow_radius;
1347 1262
1348 if (!tmp->env || op != tmp->env)
1349 {
1350 LOG (llevError, "make_object_glow() failed to insert glowing force in %s\n", &op->name);
1351 return 0;
1352 }
1353 return 1; 1263 return 1;
1354} 1264}
1355
1356
1357
1358 1265
1359int 1266int
1360cast_destruction (object *op, object *caster, object *spell_ob) 1267cast_destruction (object *op, object *caster, object *spell_ob)
1361{ 1268{
1362 int i, j, range, mflags, friendly = 0, dam, dur; 1269 int i, j, range, mflags, friendly = 0, dam, dur;
1383 else if (caster->skill) 1290 else if (caster->skill)
1384 op->skill = caster->skill; 1291 op->skill = caster->skill;
1385 else 1292 else
1386 op->skill = NULL; 1293 op->skill = NULL;
1387 1294
1388 change_skill (op, find_skill_by_name (op, op->skill), 1); 1295 op->change_skill (find_skill_by_name (op, op->skill));
1389 1296
1390 for (i = -range; i < range; i++) 1297 for (i = -range; i <= range; i++)
1391 { 1298 {
1392 for (j = -range; j < range; j++) 1299 for (j = -range; j <= range; j++)
1393 { 1300 {
1394 m = op->map; 1301 m = op->map;
1395 sx = op->x + i; 1302 sx = op->x + i;
1396 sy = op->y + j; 1303 sy = op->y + j;
1304
1397 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy); 1305 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
1398 if (mflags & P_OUT_OF_MAP) 1306 if (mflags & P_OUT_OF_MAP)
1399 continue; 1307 continue;
1308
1400 if (mflags & P_IS_ALIVE) 1309 if (mflags & P_IS_ALIVE)
1401 { 1310 {
1402 for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above) 1311 for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above)
1403 {
1404 if (QUERY_FLAG (tmp, FLAG_ALIVE) || tmp->type == PLAYER) 1312 if (QUERY_FLAG (tmp, FLAG_ALIVE) || tmp->type == PLAYER)
1405 break; 1313 break;
1406 } 1314
1407 if (tmp) 1315 if (tmp)
1408 { 1316 {
1409 if (tmp->head) 1317 if (tmp->head)
1410 tmp = tmp->head; 1318 tmp = tmp->head;
1411 1319
1413 (!friendly && (QUERY_FLAG (tmp, FLAG_FRIENDLY) || tmp->type == PLAYER))) 1321 (!friendly && (QUERY_FLAG (tmp, FLAG_FRIENDLY) || tmp->type == PLAYER)))
1414 { 1322 {
1415 if (spell_ob->subtype == SP_DESTRUCTION) 1323 if (spell_ob->subtype == SP_DESTRUCTION)
1416 { 1324 {
1417 hit_player (tmp, dam, op, spell_ob->attacktype, 0); 1325 hit_player (tmp, dam, op, spell_ob->attacktype, 0);
1326
1418 if (spell_ob->other_arch) 1327 if (spell_ob->other_arch)
1419 {
1420 tmp = arch_to_object (spell_ob->other_arch); 1328 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op);
1421 tmp->x = sx;
1422 tmp->y = sy;
1423 insert_ob_in_map (tmp, m, op, 0);
1424 }
1425 } 1329 }
1426 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist[ATNR_MAGIC] != 100) 1330 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist[ATNR_MAGIC] != 100)
1427 { 1331 {
1428 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch) 1332 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch)
1429 {
1430 object *effect = arch_to_object (spell_ob->other_arch); 1333 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op);
1431
1432 effect->x = sx;
1433 effect->y = sy;
1434 insert_ob_in_map (effect, m, op, 0);
1435 }
1436 } 1334 }
1437 } 1335 }
1438 } 1336 }
1439 } 1337 }
1440 } 1338 }
1441 } 1339 }
1340
1442 op->skill = skill; 1341 op->skill = skill;
1443 return 1; 1342 return 1;
1444} 1343}
1445 1344
1446/*************************************************************************** 1345/***************************************************************************
1460 { 1359 {
1461 new_draw_info (NDI_UNIQUE, 0, op, "There is no one in that direction to curse."); 1360 new_draw_info (NDI_UNIQUE, 0, op, "There is no one in that direction to curse.");
1462 return 0; 1361 return 0;
1463 } 1362 }
1464 1363
1364 tmp = tmp->head_ ();
1365
1465 /* If we've already got a force of this type, don't add a new one. */ 1366 /* If we've already got a force of this type, don't add a new one. */
1466 for (force = tmp->inv; force != NULL; force = force->below) 1367 for (force = tmp->inv; force; force = force->below)
1467 { 1368 {
1468 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY) 1369 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY)
1469 { 1370 {
1470 if (force->name == spell_ob->name) 1371 if (force->name == spell_ob->name)
1471 { 1372 {
1477 return 0; 1378 return 0;
1478 } 1379 }
1479 } 1380 }
1480 } 1381 }
1481 1382
1482 if (force == NULL) 1383 if (!force)
1483 { 1384 {
1484 force = get_archetype (FORCE_NAME); 1385 force = get_archetype (FORCE_NAME);
1485 force->subtype = FORCE_CHANGE_ABILITY; 1386 force->subtype = FORCE_CHANGE_ABILITY;
1387
1486 if (spell_ob->race) 1388 if (spell_ob->race)
1487 force->name = spell_ob->race; 1389 force->name = spell_ob->race;
1488 else 1390 else
1489 force->name = spell_ob->name; 1391 force->name = spell_ob->name;
1490 1392
1500 { 1402 {
1501 force->duration = duration; 1403 force->duration = duration;
1502 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 1404 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1503 } 1405 }
1504 else 1406 else
1505 {
1506 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1407 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1507 } 1408
1508 return 1; 1409 return 1;
1509 } 1410 }
1411
1510 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50; 1412 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1511 force->speed = 1.0; 1413 force->speed = 1.f;
1512 force->speed_left = -1.0; 1414 force->speed_left = -1.f;
1513 SET_FLAG (force, FLAG_APPLIED); 1415 SET_FLAG (force, FLAG_APPLIED);
1514 1416
1515 if (god) 1417 if (god)
1516 { 1418 {
1517 if (spell_ob->last_grace) 1419 if (spell_ob->last_grace)
1535 tmp->update_stats (); 1437 tmp->update_stats ();
1536 return 1; 1438 return 1;
1537 1439
1538} 1440}
1539 1441
1540
1541/********************************************************************** 1442/**********************************************************************
1542 * mood change 1443 * mood change
1543 * Arguably, this may or may not be an attack spell. But since it 1444 * Arguably, this may or may not be an attack spell. But since it
1544 * effects monsters, it seems best to put it into this file 1445 * effects monsters, it seems best to put it into this file
1545 ***********************************************************************/ 1446 ***********************************************************************/
1558 1459
1559 /* We precompute some values here so that we don't have to keep 1460 /* We precompute some values here so that we don't have to keep
1560 * doing it over and over again. 1461 * doing it over and over again.
1561 */ 1462 */
1562 god = find_god (determine_god (op)); 1463 god = find_god (determine_god (op));
1563 level = caster_level (caster, spell); 1464 level = casting_level (caster, spell);
1564 range = spell->range + SP_level_range_adjust (caster, spell); 1465 range = spell->range + SP_level_range_adjust (caster, spell);
1565 1466
1566 /* On the bright side, no monster should ever have a race of GOD_... 1467 /* On the bright side, no monster should ever have a race of GOD_...
1567 * so even if the player doesn't worship a god, if race=GOD_.., it 1468 * so even if the player doesn't worship a god, if race=GOD_.., it
1568 * won't ever match anything. 1469 * won't ever match anything.
1574 else if (god && !strcmp (spell->race, "GOD_FRIEND")) 1475 else if (god && !strcmp (spell->race, "GOD_FRIEND"))
1575 race = god->race; 1476 race = god->race;
1576 else 1477 else
1577 race = spell->race; 1478 race = spell->race;
1578 1479
1579
1580 for (x = op->x - range; x <= op->x + range; x++) 1480 for (x = op->x - range; x <= op->x + range; x++)
1581 for (y = op->y - range; y <= op->y + range; y++) 1481 for (y = op->y - range; y <= op->y + range; y++)
1582 { 1482 {
1583
1584 done_one = 0; 1483 done_one = 0;
1585 m = op->map; 1484 m = op->map;
1586 nx = x; 1485 nx = x;
1587 ny = y; 1486 ny = y;
1588 mflags = get_map_flags (m, &m, x, y, &nx, &ny); 1487 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1591 1490
1592 /* If there is nothing living on this space, no need to go further */ 1491 /* If there is nothing living on this space, no need to go further */
1593 if (!(mflags & P_IS_ALIVE)) 1492 if (!(mflags & P_IS_ALIVE))
1594 continue; 1493 continue;
1595 1494
1495 // players can only affect spaces that they can actually see
1496 if (caster && caster->contr
1497 && caster->contr->visibility_at (m, nx, ny) < 70)
1498 continue;
1499
1596 for (tmp = GET_MAP_OB (m, nx, ny); tmp; tmp = tmp->above) 1500 for (tmp = GET_MAP_TOP (m, nx, ny); tmp; tmp = tmp->below)
1597 if (QUERY_FLAG (tmp, FLAG_MONSTER)) 1501 if (QUERY_FLAG (tmp, FLAG_MONSTER))
1598 break; 1502 break;
1599 1503
1600 /* There can be living objects that are not monsters */ 1504 /* There can be living objects that are not monsters */
1601 if (!tmp || tmp->type == PLAYER) 1505 if (!tmp || tmp->type == PLAYER)
1608 head = tmp; 1512 head = tmp;
1609 1513
1610 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */ 1514 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */
1611 if (race && head->race && !strstr (race, head->race)) 1515 if (race && head->race && !strstr (race, head->race))
1612 continue; 1516 continue;
1517
1613 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD)) 1518 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD))
1614 continue; 1519 continue;
1615 1520
1616 /* Now do a bunch of stuff related to saving throws */ 1521 /* Now do a bunch of stuff related to saving throws */
1617 best_at = -1; 1522 best_at = -1;
1634 at -= level / 5; 1539 at -= level / 5;
1635 if (did_make_save (head, head->level, at)) 1540 if (did_make_save (head, head->level, at))
1636 continue; 1541 continue;
1637 } 1542 }
1638 else /* spell->attacktype */ 1543 else /* spell->attacktype */
1639 /*
1640 Spell has no attacktype (charm & such), so we'll have a specific saving:
1641 * if spell level < monster level, no go
1642 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) )
1643
1644 The chance will then be in the range [20-70] percent, not too bad.
1645
1646 This is required to fix the 'charm monster' abuse, where a player level 1 can
1647 charm a level 125 monster...
1648
1649 Ryo, august 14th
1650 */
1651 { 1544 {
1545 /*
1546 Spell has no attacktype (charm & such), so we'll have a specific saving:
1547 * if spell level < monster level, no go
1548 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) )
1549
1550 The chance will then be in the range [20-70] percent, not too bad.
1551
1552 This is required to fix the 'charm monster' abuse, where a player level 1 can
1553 charm a level 125 monster...
1554
1555 Ryo, august 14th
1556 */
1652 if (head->level > level) 1557 if (head->level > level)
1653 continue; 1558 continue;
1559
1654 if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + MIN (50, 2 * (level - head->level)))) 1560 if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + MIN (50, 2 * (level - head->level))))
1655 /* Failed, no effect */ 1561 /* Failed, no effect */
1656 continue; 1562 continue;
1657 } 1563 }
1658 1564
1659 /* Done with saving throw. Now start effecting the monster */ 1565 /* Done with saving throw. Now start affecting the monster */
1660 1566
1661 /* aggravation */ 1567 /* aggravation */
1662 if (QUERY_FLAG (spell, FLAG_MONSTER)) 1568 if (QUERY_FLAG (spell, FLAG_MONSTER))
1663 { 1569 {
1664 CLEAR_FLAG (head, FLAG_SLEEP); 1570 CLEAR_FLAG (head, FLAG_SLEEP);
1665 if (QUERY_FLAG (head, FLAG_FRIENDLY))
1666 remove_friendly_object (head); 1571 remove_friendly_object (head);
1667
1668 done_one = 1; 1572 done_one = 1;
1669 head->enemy = op; 1573 head->enemy = op;
1670 } 1574 }
1671 1575
1672 /* calm monsters */ 1576 /* calm monsters */
1681 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK)) 1585 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK))
1682 { 1586 {
1683 SET_FLAG (head, FLAG_BERSERK); 1587 SET_FLAG (head, FLAG_BERSERK);
1684 done_one = 1; 1588 done_one = 1;
1685 } 1589 }
1590
1686 /* charm */ 1591 /* charm */
1687 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY)) 1592 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY))
1688 { 1593 {
1689 SET_FLAG (head, FLAG_FRIENDLY); 1594 INVOKE_OBJECT (KILL, head, ARG_OBJECT (caster));
1595
1690 /* Prevent uncontolled outbreaks of self replicating monsters. 1596 /* Prevent uncontrolled outbreaks of self replicating monsters.
1691 Typical use case is charm, go somwhere, use aggravation to make hostile. 1597 Typical use case is charm, go somwhere, use aggravation to make hostile.
1692 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */ 1598 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */
1693 CLEAR_FLAG (head, FLAG_GENERATOR); 1599 CLEAR_FLAG (head, FLAG_GENERATOR);
1694 head->set_owner (op); 1600 head->set_owner (op);
1695 set_spell_skill (op, caster, spell, head); 1601 set_spell_skill (op, caster, spell, head);
1700 head->stats.exp = 0; 1606 head->stats.exp = 0;
1701 } 1607 }
1702 1608
1703 /* If a monster was effected, put an effect in */ 1609 /* If a monster was effected, put an effect in */
1704 if (done_one && spell->other_arch) 1610 if (done_one && spell->other_arch)
1705 {
1706 tmp = arch_to_object (spell->other_arch); 1611 m->insert (arch_to_object (spell->other_arch), nx, ny, op);
1707 tmp->x = nx;
1708 tmp->y = ny;
1709 insert_ob_in_map (tmp, m, op, 0);
1710 }
1711 } /* for y */ 1612 } /* for y */
1712 1613
1713 return 1; 1614 return 1;
1714} 1615}
1715 1616
1718 * about. was called move_ball_lightning, but since more than the ball 1619 * about. was called move_ball_lightning, but since more than the ball
1719 * lightning spell used it, that seemed misnamed. 1620 * lightning spell used it, that seemed misnamed.
1720 * op is the spell effect. 1621 * op is the spell effect.
1721 * note that duration is handled by process_object() in time.c 1622 * note that duration is handled by process_object() in time.c
1722 */ 1623 */
1723
1724void 1624void
1725move_ball_spell (object *op) 1625move_ball_spell (object *op)
1726{ 1626{
1727 int i, j, dam_save, dir, mflags; 1627 int i, j, dam_save, dir, mflags;
1728 sint16 nx, ny, hx, hy; 1628 sint16 nx, ny, hx, hy;
1766 nx = op->x; 1666 nx = op->x;
1767 ny = op->y; 1667 ny = op->y;
1768 m = op->map; 1668 m = op->map;
1769 } 1669 }
1770 1670
1771 op->remove (); 1671 m->insert (op, nx, ny, op);
1772 op->y = ny;
1773 op->x = nx;
1774 insert_ob_in_map (op, m, op, 0);
1775 1672
1776 dam_save = op->stats.dam; /* save the original dam: we do halfdam on 1673 dam_save = op->stats.dam; /* save the original dam: we do halfdam on
1777 surrounding squares */ 1674 surrounding squares */
1778 1675
1779 /* loop over current square and neighbors to hit. 1676 /* loop over current square and neighbors to hit.
1780 * if this has an other_arch field, we insert that in 1677 * if this has an other_arch field, we insert that in
1781 * the surround spaces. 1678 * the surround spaces.
1782 */ 1679 */
1783 for (j = 0; j < 9; j++) 1680 for (j = 0; j < 9; j++)
1784 { 1681 {
1785 object *new_ob;
1786
1787 hx = nx + freearr_x[j]; 1682 hx = nx + freearr_x[j];
1788 hy = ny + freearr_y[j]; 1683 hy = ny + freearr_y[j];
1789 1684
1790 m = op->map; 1685 m = op->map;
1791 mflags = get_map_flags (m, &m, hx, hy, &hx, &hy); 1686 mflags = get_map_flags (m, &m, hx, hy, &hx, &hy);
1799 1694
1800 if ((mflags & P_IS_ALIVE) && (!owner || owner->x != hx || owner->y != hy || !on_same_map (owner, op))) 1695 if ((mflags & P_IS_ALIVE) && (!owner || owner->x != hx || owner->y != hy || !on_same_map (owner, op)))
1801 { 1696 {
1802 if (j) 1697 if (j)
1803 op->stats.dam = dam_save / 2; 1698 op->stats.dam = dam_save / 2;
1699
1804 hit_map (op, j, op->attacktype, 1); 1700 hit_map (op, j, op->attacktype, 1);
1805
1806 } 1701 }
1807 1702
1808 /* insert the other arch */ 1703 /* insert the other arch */
1809 if (op->other_arch && !(OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy)))) 1704 if (op->other_arch && !(OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy))))
1810 { 1705 m->insert (arch_to_object (op->other_arch), hx, hy, op);
1811 new_ob = arch_to_object (op->other_arch);
1812 new_ob->x = hx;
1813 new_ob->y = hy;
1814 insert_ob_in_map (new_ob, m, op, 0);
1815 }
1816 } 1706 }
1817 1707
1818 /* restore to the center location and damage */ 1708 /* restore to the center location and damage */
1819 op->stats.dam = dam_save; 1709 op->stats.dam = dam_save;
1820 1710
1823 if (i >= 0) 1713 if (i >= 0)
1824 { /* we have a preferred direction! */ 1714 { /* we have a preferred direction! */
1825 /* pick another direction if the preferred dir is blocked. */ 1715 /* pick another direction if the preferred dir is blocked. */
1826 if (get_map_flags (op->map, &m, nx + freearr_x[i], ny + freearr_y[i], &hx, &hy) & P_OUT_OF_MAP || 1716 if (get_map_flags (op->map, &m, nx + freearr_x[i], ny + freearr_y[i], &hx, &hy) & P_OUT_OF_MAP ||
1827 OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy))) 1717 OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy)))
1828 {
1829 i = absdir (i + rndm (0, 2) - 1); /* -1, 0, +1 */ 1718 i = absdir (i + rndm (0, 2) - 1); /* -1, 0, +1 */
1830 } 1719
1831 op->direction = i; 1720 op->direction = i;
1832 } 1721 }
1833} 1722}
1834 1723
1835
1836/* move_swarm_spell: peterm 1724/* move_swarm_spell: peterm
1837 * This is an implementation of the swarm spell. It was written for 1725 * This is an implementation of the swarm spell. It was written for
1838 * meteor swarm, but it could be used for any swarm. A swarm spell 1726 * meteor swarm, but it could be used for any swarm. A swarm spell
1839 * is a special type of object that casts swarms of other types 1727 * is a special type of object that casts swarms of other types
1840 * of spells. Which spell it casts is flexible. It fires the spells 1728 * of spells. Which spell it casts is flexible. It fires the spells
1841 * from a set of squares surrounding the caster, in a given direction. 1729 * from a set of squares surrounding the caster, in a given direction.
1842 */ 1730 */
1843
1844void 1731void
1845move_swarm_spell (object *op) 1732move_swarm_spell (object *op)
1846{ 1733{
1847#if 0 1734#if 0
1848 static int cardinal_adjust[9] = { -3, -2, -1, 0, 0, 0, 1, 2, 3 }; 1735 static int cardinal_adjust[9] = { -3, -2, -1, 0, 0, 0, 1, 2, 3 };
1849 static int diagonal_adjust[10] = { -3, -2, -2, -1, 0, 0, 1, 2, 2, 3 }; 1736 static int diagonal_adjust[10] = { -3, -2, -2, -1, 0, 0, 1, 2, 2, 3 };
1850 sint16 target_x, target_y, origin_x, origin_y; 1737 sint16 target_x, target_y, origin_x, origin_y;
1851 int adjustdir; 1738 int adjustdir;
1852 maptile *m; 1739 maptile *m;
1853#endif 1740#endif
1854 int basedir;
1855 object *owner; 1741 object *owner = op->env;
1856 1742
1857 owner = op->owner; 1743 if (!owner) // MUST not happen, remove when true TODO
1858 if (op->duration == 0 || owner == NULL)
1859 { 1744 {
1745 LOG (llevError, "swarm spell found outside inventory: %s\n", op->debug_desc ());
1860 op->destroy (); 1746 op->destroy (true);
1747 return;
1748 }
1749
1750 if (!op->duration || !owner->is_on_map ())
1751 {
1752 op->destroy_inv (true); // be explicit about dropping
1753 op->destroy (true);
1861 return; 1754 return;
1862 } 1755 }
1863 1756
1864 op->duration--; 1757 op->duration--;
1865 1758
1866 basedir = op->direction; 1759 int basedir = op->direction;
1867 if (basedir == 0) 1760 if (!basedir)
1868 { 1761 {
1869 /* spray in all directions! 8) */ 1762 /* spray in all directions! 8) */
1870 basedir = rndm (1, 8); 1763 op->facing = (op->facing + op->state) & 7;
1764 basedir = op->facing + 1;
1871 } 1765 }
1872 1766
1873#if 0 1767#if 0
1874 // this is bogus: it causes wrong places to be checked below 1768 // this is bogus: it causes wrong places to be checked below
1875 // (a wall 2 cells away will block the effect...) and 1769 // (a wall 2 cells away will block the effect...) and
1876 // doesn't work for SP_BULLET anyhow, so again tests the wrong 1770 // doesn't work for SP_BULLET anyhow, so again tests the wrong
1877 // space. 1771 // space.
1878 // should be fixed later, but correctness before featurs... 1772 // should be fixed later, but correctness before features...
1879 // (schmorp) 1773 // (schmorp)
1880 1774
1881 /* new offset calculation to make swarm element distribution 1775 /* new offset calculation to make swarm element distribution
1882 * more uniform 1776 * more uniform
1883 */ 1777 */
1936 { 1830 {
1937 /* Bullet spells have a bunch more customization that needs to be done */ 1831 /* Bullet spells have a bunch more customization that needs to be done */
1938 if (op->spell->subtype == SP_BULLET) 1832 if (op->spell->subtype == SP_BULLET)
1939 fire_bullet (owner, op, basedir, op->spell); 1833 fire_bullet (owner, op, basedir, op->spell);
1940 else if (op->spell->subtype == SP_MAGIC_MISSILE) 1834 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1941 fire_arch_from_position (owner, op, op->x, op->y, basedir, op->spell); 1835 fire_arch_from_position (owner, op, owner->x, owner->y, basedir, op->spell);
1942 } 1836 }
1943} 1837}
1944
1945
1946
1947 1838
1948/* fire_swarm: 1839/* fire_swarm:
1949 * The following routine creates a swarm of objects. It actually 1840 * The following routine creates a swarm of objects. It actually
1950 * sets up a specific swarm object, which then fires off all 1841 * sets up a specific swarm object, which then fires off all
1951 * the parts of the swarm. 1842 * the parts of the swarm.
1954 * caster: the caster (owner, wand, rod, scroll) 1845 * caster: the caster (owner, wand, rod, scroll)
1955 * dir: the direction everything will be fired in 1846 * dir: the direction everything will be fired in
1956 * spell - the spell that is this spell. 1847 * spell - the spell that is this spell.
1957 * n: the number to be fired. 1848 * n: the number to be fired.
1958 */ 1849 */
1959
1960int 1850int
1961fire_swarm (object *op, object *caster, object *spell, int dir) 1851fire_swarm (object *op, object *caster, object *spell, int dir)
1962{ 1852{
1963 object *tmp;
1964 int i;
1965
1966 if (!spell->other_arch) 1853 if (!spell->other_arch)
1967 return 0; 1854 return 0;
1968 1855
1969 tmp = get_archetype (SWARM_SPELL); 1856 object *tmp = archetype::get (SWARM_SPELL);
1970 tmp->x = op->x; 1857
1971 tmp->y = op->y;
1972 tmp->set_owner (op); /* needed so that if swarm elements kill, caster gets xp. */
1973 set_spell_skill (op, caster, spell, tmp); 1858 set_spell_skill (op, caster, spell, tmp);
1974
1975 tmp->level = caster_level (caster, spell); /*needed later, to get level dep. right. */ 1859 tmp->level = casting_level (caster, spell); /* needed later, to get level dep. right. */
1976 tmp->spell = arch_to_object (spell->other_arch); 1860 tmp->spell = spell->other_arch->instance ();
1977
1978 tmp->attacktype = tmp->spell->attacktype; 1861 tmp->attacktype = tmp->spell->attacktype;
1979 1862
1980 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) 1863 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
1981 {
1982 if (!tailor_god_spell (tmp, op)) 1864 if (!tailor_god_spell (tmp, op))
1983 return 1; 1865 return 1;
1984 } 1866
1985 tmp->duration = SP_level_duration_adjust (caster, spell); 1867 tmp->duration = SP_level_duration_adjust (caster, spell);
1986 for (i = 0; i < spell->duration; i++) 1868 for (int i = 0; i < spell->duration; i++)
1987 tmp->duration += die_roll (1, 3, op, PREFER_HIGH); 1869 tmp->duration += die_roll (1, 3, op, PREFER_HIGH);
1988 1870
1871 tmp->invisible = 1;
1872 tmp->flag [FLAG_NO_DROP] = 1; // make sure it stays in inv, or else
1989 tmp->direction = dir; 1873 tmp->direction = dir;
1990 tmp->invisible = 1; 1874 tmp->facing = rndm (1, 8); // initial firing direction
1991 insert_ob_in_map (tmp, op->map, op, 0); 1875 tmp->state = rndm (4) * 2 + 1; // direction increment
1876
1877 op->insert (tmp);
1878
1992 return 1; 1879 return 1;
1993} 1880}
1994
1995 1881
1996/* See the spells documentation file for why this is its own 1882/* See the spells documentation file for why this is its own
1997 * function. 1883 * function.
1998 */ 1884 */
1999int 1885int
2030 if (QUERY_FLAG (target, FLAG_MONSTER)) 1916 if (QUERY_FLAG (target, FLAG_MONSTER))
2031 { 1917 {
2032 /* oky doky. got a target monster. Lets make a blinding attack */ 1918 /* oky doky. got a target monster. Lets make a blinding attack */
2033 if (target->head) 1919 if (target->head)
2034 target = target->head; 1920 target = target->head;
1921
2035 (void) hit_player (target, dam, op, spell->attacktype, 1); 1922 hit_player (target, dam, op, spell->attacktype, 1);
2036 return 1; /* one success only! */ 1923 return 1; /* one success only! */
2037 } 1924 }
2038 } 1925 }
2039 1926
2040 /* no live target, perhaps a wall is in the way? */ 1927 /* no live target, perhaps a wall is in the way? */
2056 { 1943 {
2057 tmp->glow_radius = spell->range + SP_level_range_adjust (caster, spell); 1944 tmp->glow_radius = spell->range + SP_level_range_adjust (caster, spell);
2058 if (tmp->glow_radius > MAX_LIGHT_RADII) 1945 if (tmp->glow_radius > MAX_LIGHT_RADII)
2059 tmp->glow_radius = MAX_LIGHT_RADII; 1946 tmp->glow_radius = MAX_LIGHT_RADII;
2060 } 1947 }
2061 tmp->x = x; 1948
2062 tmp->y = y; 1949 m->insert (tmp, x, y, op);
2063 insert_ob_in_map (tmp, m, op, 0);
2064 return 1; 1950 return 1;
2065} 1951}
2066
2067
2068
2069 1952
2070/* cast_cause_disease: this spell looks along <dir> from the 1953/* cast_cause_disease: this spell looks along <dir> from the
2071 * player and infects someone. 1954 * player and infects someone.
2072 * op is the player/monster, caster is the object, dir is the direction 1955 * op is the player/monster, caster is the object, dir is the direction
2073 * to cast, disease_arch is the specific disease, and type is the spell number 1956 * to cast, disease_arch is the specific disease, and type is the spell number
2074 * perhaps this should actually be in disease.c? 1957 * perhaps this should actually be in disease.c?
2075 */ 1958 */
2076
2077int 1959int
2078cast_cause_disease (object *op, object *caster, object *spell, int dir) 1960cast_cause_disease (object *op, object *caster, object *spell, int dir)
2079{ 1961{
2080 sint16 x, y; 1962 sint16 x, y;
2081 int i, mflags, range, dam_mod, dur_mod; 1963 int i, mflags, range, dam_mod, dur_mod;
2088 /* If casting from a scroll, no direction will be available, so refer to the 1970 /* If casting from a scroll, no direction will be available, so refer to the
2089 * direction the player is pointing. 1971 * direction the player is pointing.
2090 */ 1972 */
2091 if (!dir) 1973 if (!dir)
2092 dir = op->facing; 1974 dir = op->facing;
1975
2093 if (!dir) 1976 if (!dir)
2094 return 0; /* won't find anything if casting on ourself, so just return */ 1977 return 0; /* won't find anything if casting on ourself, so just return */
2095 1978
2096 /* Calculate these once here */ 1979 /* Calculate these once here */
2097 range = spell->range + SP_level_range_adjust (caster, spell); 1980 range = spell->range + SP_level_range_adjust (caster, spell);
2124 object *disease = arch_to_object (spell->other_arch); 2007 object *disease = arch_to_object (spell->other_arch);
2125 2008
2126 disease->set_owner (op); 2009 disease->set_owner (op);
2127 set_spell_skill (op, caster, spell, disease); 2010 set_spell_skill (op, caster, spell, disease);
2128 disease->stats.exp = 0; 2011 disease->stats.exp = 0;
2129 disease->level = caster_level (caster, spell); 2012 disease->level = casting_level (caster, spell);
2130 2013
2131 /* do level adjustments */ 2014 /* do level adjustments */
2132 if (disease->stats.wc) 2015 if (disease->stats.wc)
2133 disease->stats.wc += dur_mod / 2; 2016 disease->stats.wc += dur_mod / 2;
2134 2017
2135 if (disease->magic > 0) 2018 if (disease->magic > 0)
2136 disease->magic += dur_mod / 4; 2019 disease->magic += dur_mod / 8;
2137 2020
2138 if (disease->stats.maxhp > 0) 2021 if (disease->stats.maxhp > 0)
2139 disease->stats.maxhp += dur_mod; 2022 disease->stats.maxhp += dur_mod;
2140 2023
2141 if (disease->stats.maxgrace > 0) 2024 if (disease->stats.maxgrace > 0)
2176 if (disease->stats.sp) 2059 if (disease->stats.sp)
2177 disease->stats.sp -= dam_mod; 2060 disease->stats.sp -= dam_mod;
2178 2061
2179 if (infect_object (walk, disease, 1)) 2062 if (infect_object (walk, disease, 1))
2180 { 2063 {
2181 object *flash; /* visual effect for inflicting disease */
2182
2183 new_draw_info_format (NDI_UNIQUE, 0, op, "You inflict %s on %s!", &disease->name, &walk->name); 2064 new_draw_info_format (NDI_UNIQUE, 0, op, "You inflict %s on %s!", &disease->name, &walk->name);
2184 2065
2185 disease->destroy (); /* don't need this one anymore */ 2066 disease->destroy (true); /* don't need this one anymore */
2186 flash = get_archetype (ARCH_DETECT_MAGIC); 2067 walk->map->insert (get_archetype ("detect_magic"), x, y, op);
2187 flash->x = x;
2188 flash->y = y;
2189 flash->map = walk->map;
2190 insert_ob_in_map (flash, walk->map, op, 0);
2191 return 1; 2068 return 1;
2192 } 2069 }
2193 2070
2194 disease->destroy (); 2071 disease->destroy (true);
2195 } 2072 }
2196 } /* if living creature */ 2073 } /* if living creature */
2197 } /* for range of spaces */ 2074 } /* for range of spaces */
2075
2198 new_draw_info (NDI_UNIQUE, 0, op, "No one caught anything!"); 2076 new_draw_info (NDI_UNIQUE, 0, op, "No one caught anything!");
2199 return 1; 2077 return 1;
2200} 2078}

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