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

Comparing deliantra/server/server/spell_attack.C (file contents):
Revision 1.23 by root, Mon Dec 25 11:25:50 2006 UTC vs.
Revision 1.57 by root, Sat May 17 14:11:13 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 */ 44 object *tmp, *tmp2; /* object on the map */
48 int weight_move; 45 int weight_move;
108 * 105 *
109 * BOLT CODE 106 * BOLT CODE
110 * 107 *
111 ***************************************************************************/ 108 ***************************************************************************/
112 109
113/* Causes op to fork. op is the original bolt, tmp 110/* Causes op to fork. op is the original bolt, tmp
114 * is the first piece of the fork. 111 * is the first piece of the fork.
115 */ 112 */
116
117void 113void
118forklightning (object *op, object *tmp) 114forklightning (object *op, object *tmp)
119{ 115{
120 int new_dir = 1; /* direction or -1 for left, +1 for right 0 if no new bolt */ 116 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 */ 117 int t_dir; /* stores temporary dir calculation */
146 142
147 /* reduce chances of subsequent forking */ 143 /* reduce chances of subsequent forking */
148 new_bolt->stats.Dex -= 10; 144 new_bolt->stats.Dex -= 10;
149 tmp->stats.Dex -= 10; /* less forks from main bolt too */ 145 tmp->stats.Dex -= 10; /* less forks from main bolt too */
150 new_bolt->stats.Con += 25 * new_dir; /* adjust the left bias */ 146 new_bolt->stats.Con += 25 * new_dir; /* adjust the left bias */
151 new_bolt->speed_left = -0.1; 147 new_bolt->speed_left = -0.1f;
152 new_bolt->direction = t_dir; 148 new_bolt->direction = t_dir;
153 new_bolt->duration++; 149 new_bolt->duration++;
154 new_bolt->x = sx;
155 new_bolt->y = sy;
156 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */ 150 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */
157 new_bolt->stats.dam++; 151 new_bolt->stats.dam++;
158 tmp->stats.dam /= 2; /* reduce father bolt damage */ 152 tmp->stats.dam /= 2; /* reduce father bolt damage */
159 tmp->stats.dam++; 153 tmp->stats.dam++;
160 new_bolt = insert_ob_in_map (new_bolt, m, op, 0); 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 */
167 161
168void 162void
169move_bolt (object *op) 163move_bolt (object *op)
170{ 164{
171 object *tmp;
172 int mflags; 165 int mflags;
173 sint16 x, y; 166 sint16 x, y;
174 maptile *m; 167 maptile *m;
175 168
176 if (--(op->duration) < 0) 169 if (--op->duration < 0)
177 { 170 {
178 op->destroy (); 171 op->destroy ();
179 return; 172 return;
180 } 173 }
181 174
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 (rndm (0, 99) < tmp->stats.Dex)
266 { /* stats.Dex % of forking */ 255 { /* stats.Dex % of forking */
267 forklightning (op, tmp); 256 forklightning (op, tmp);
268 } 257 }
258
269 /* In this way, the object left behind sticks on the space, but 259 /* In this way, the object left behind sticks on the space, but
270 * doesn't create any bolts that continue to move onward. 260 * doesn't create any bolts that continue to move onward.
271 */ 261 */
272 op->range = 0; 262 op->range = 0;
273 } /* copy object and move it along */ 263 } /* copy object and move it along */
338 tmp->y = op->y; 328 tmp->y = op->y;
339 tmp->direction = absdir (tmp->direction + 4); 329 tmp->direction = absdir (tmp->direction + 4);
340 tmp->map = op->map; 330 tmp->map = op->map;
341 } 331 }
342 332
343 if ((tmp = insert_ob_in_map (tmp, tmp->map, op, 0)) != NULL) 333 if ((tmp = tmp->insert_at (tmp, op)))
344 move_bolt (tmp); 334 move_bolt (tmp);
345 335
346 return 1; 336 return 1;
347} 337}
348
349
350 338
351/*************************************************************************** 339/***************************************************************************
352 * 340 *
353 * BULLET/BALL CODE 341 * BULLET/BALL CODE
354 * 342 *
355 ***************************************************************************/ 343 ***************************************************************************/
356 344
357/* expands an explosion. op is a piece of the 345/* expands an explosion. op is a piece of the
358 * explosion - this expans it in the different directions. 346 * explosion - this expands it in the different directions.
359 * At least that is what I think this does. 347 * At least that is what I think this does.
360 */ 348 */
361void 349void
362explosion (object *op) 350explosion (object *op)
363{ 351{
364 object *tmp;
365 maptile *m = op->map; 352 maptile *m = op->map;
366 int i; 353 int i;
367 354
368 if (--(op->duration) < 0) 355 if (--op->duration < 0)
369 { 356 {
370 op->destroy (); 357 op->destroy ();
371 return; 358 return;
372 } 359 }
373 360
379 { 366 {
380 sint16 dx, dy; 367 sint16 dx, dy;
381 368
382 dx = op->x + freearr_x[i]; 369 dx = op->x + freearr_x[i];
383 dy = op->y + freearr_y[i]; 370 dy = op->y + freearr_y[i];
371
384 /* ok_to_put_more already does things like checks for walls, 372 /* ok_to_put_more already does things like checks for walls,
385 * out of map, etc. 373 * out of map, etc.
386 */ 374 */
387 if (ok_to_put_more (op->map, dx, dy, op, op->attacktype)) 375 if (ok_to_put_more (op->map, dx, dy, op, op->attacktype))
388 { 376 {
389 tmp = op->clone (); 377 object *tmp = op->clone ();
378
390 tmp->state = 0; 379 tmp->state = 0;
391 tmp->speed_left = -0.21; 380 tmp->speed_left = -0.21f;
392 tmp->range--; 381 tmp->range--;
393 tmp->value = 0; 382 tmp->value = 0;
394 tmp->x = dx; 383
395 tmp->y = dy; 384 m->insert (tmp, dx, dy, op);
396 insert_ob_in_map (tmp, m, op, 0);
397 } 385 }
398 } 386 }
399 } 387 }
400} 388}
401
402 389
403/* Causes an object to explode, eg, a firebullet, 390/* Causes an object to explode, eg, a firebullet,
404 * poison cloud ball, etc. op is the object to 391 * poison cloud ball, etc. op is the object to
405 * explode. 392 * explode.
406 */ 393 */
416 return; 403 return;
417 } 404 }
418 405
419 if (op->env) 406 if (op->env)
420 { 407 {
421 object *env; 408 object *env = op->outer_env ();
422 409
423 env = object_get_env_recursive (op);
424 if (env->map == NULL || out_of_map (env->map, env->x, env->y)) 410 if (!env->map || out_of_map (env->map, env->x, env->y))
425 { 411 {
426 LOG (llevError, "BUG: explode_bullet(): env out of map\n"); 412 LOG (llevError, "BUG: explode_bullet(): env out of map\n");
427 op->destroy (); 413 op->destroy ();
428 return; 414 return;
429 } 415 }
430 416
431 op->remove (); 417 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 } 418 }
436 else if (out_of_map (op->map, op->x, op->y)) 419 else if (out_of_map (op->map, op->x, op->y))
437 { 420 {
438 LOG (llevError, "BUG: explode_bullet(): op out of map\n"); 421 LOG (llevError, "BUG: explode_bullet(): op out of map\n");
439 op->destroy (); 422 op->destroy ();
468 { 451 {
469 op->destroy (); 452 op->destroy ();
470 return; 453 return;
471 } 454 }
472 455
473 tmp->x = op->x;
474 tmp->y = op->y;
475
476 /* special for bombs - it actually has sane values for these */ 456 /* special for bombs - it actually has sane values for these */
477 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB) 457 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB)
478 { 458 {
479 tmp->attacktype = op->attacktype; 459 tmp->attacktype = op->attacktype;
480 tmp->range = op->range; 460 tmp->range = op->range;
483 } 463 }
484 else 464 else
485 { 465 {
486 if (op->attacktype & AT_MAGIC) 466 if (op->attacktype & AT_MAGIC)
487 tmp->attacktype |= AT_MAGIC; 467 tmp->attacktype |= AT_MAGIC;
468
488 /* Spell doc describes what is going on here */ 469 /* Spell doc describes what is going on here */
489 tmp->stats.dam = op->dam_modifier; 470 tmp->stats.dam = op->dam_modifier;
490 tmp->range = op->stats.maxhp; 471 tmp->range = op->stats.maxhp;
491 tmp->duration = op->stats.hp; 472 tmp->duration = op->stats.hp;
492 /* Used for spell tracking - just need a unique val for this spell - 473 /* Used for spell tracking - just need a unique val for this spell -
500 tmp->stats.sp = op->direction; 481 tmp->stats.sp = op->direction;
501 482
502 /* Prevent recursion */ 483 /* Prevent recursion */
503 op->move_on = 0; 484 op->move_on = 0;
504 485
505 insert_ob_in_map (tmp, op->map, op, 0); 486 tmp->insert_at (op, op);
487 tmp->play_sound (tmp->sound);
488
506 /* remove the firebullet */ 489 /* remove the firebullet */
507 if (!op->destroyed ())
508 {
509 op->destroy (); 490 op->destroy ();
510 }
511} 491}
512
513
514 492
515/* checks to see what op should do, given the space it is on 493/* checks to see what op should do, given the space it is on
516 * (eg, explode, damage player, etc) 494 * (eg, explode, damage player, etc)
517 */ 495 */
518
519void 496void
520check_bullet (object *op) 497check_bullet (object *op)
521{ 498{
522 object *tmp; 499 object *tmp;
523 int dam, mflags; 500 int dam, mflags;
538 515
539 /* If nothing alive on this space, no reason to do anything further */ 516 /* If nothing alive on this space, no reason to do anything further */
540 if (!(mflags & P_IS_ALIVE)) 517 if (!(mflags & P_IS_ALIVE))
541 return; 518 return;
542 519
543 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 520 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
544 { 521 {
545 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 522 if (QUERY_FLAG (tmp, FLAG_ALIVE))
546 { 523 {
547 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1); 524 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1);
548 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0) 525 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0)
612 op->destroy (); 589 op->destroy ();
613 590
614 return; 591 return;
615 } 592 }
616 593
617 op->remove (); 594 if (!(op = m->insert (op, new_x, new_y, op)))
618 op->x = new_x;
619 op->y = new_y;
620 if ((op = insert_ob_in_map (op, m, op, 0)) == NULL)
621 return; 595 return;
622 596
623 if (reflwall (op->map, op->x, op->y, op)) 597 if (reflwall (op->map, op->x, op->y, op))
624 { 598 {
625 op->direction = absdir (op->direction + 4); 599 op->direction = absdir (op->direction + 4);
626 update_turn_face (op); 600 update_turn_face (op);
627 } 601 }
628 else 602 else
629 check_bullet (op); 603 check_bullet (op);
630} 604}
631
632
633
634 605
635/* fire_bullet 606/* fire_bullet
636 * object op (cast from caster) files a bolt in dir. 607 * object op (cast from caster) files a bolt in dir.
637 * spob is the spell object for the bolt. 608 * spob is the spell object for the bolt.
638 * we remove the magic flag - that can be derived from 609 * we remove the magic flag - that can be derived from
639 * spob->attacktype. 610 * spob->attacktype.
640 * This function sets up the appropriate owner and skill 611 * This function sets up the appropriate owner and skill
641 * pointers. 612 * pointers.
642 */ 613 */
643
644int 614int
645fire_bullet (object *op, object *caster, int dir, object *spob) 615fire_bullet (object *op, object *caster, int dir, object *spob)
646{ 616{
647 object *tmp = NULL; 617 object *tmp = NULL;
648 int mflags; 618 int mflags;
649 619
650 if (!spob->other_arch) 620 if (!spob->other_arch)
651 return 0; 621 return 0;
652 622
653 tmp = arch_to_object (spob->other_arch); 623 tmp = spob->other_arch->instance ();
654 if (tmp == NULL) 624 if (!tmp)
655 return 0; 625 return 0;
656 626
657 /* peterm: level dependency for bolts */ 627 /* peterm: level dependency for bolts */
658 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);
659 tmp->attacktype = spob->attacktype; 629 tmp->attacktype = spob->attacktype;
660 if (spob->slaying) 630 if (spob->slaying)
661 tmp->slaying = spob->slaying; 631 tmp->slaying = spob->slaying;
662 632
672 SET_ANIMATION (tmp, dir); 642 SET_ANIMATION (tmp, dir);
673 643
674 tmp->set_owner (op); 644 tmp->set_owner (op);
675 set_spell_skill (op, caster, spob, tmp); 645 set_spell_skill (op, caster, spob, tmp);
676 646
677 tmp->x = op->x + freearr_x[dir]; 647 tmp->x = op->x + freearr_x[dir];
678 tmp->y = op->y + freearr_y[dir]; 648 tmp->y = op->y + freearr_y[dir];
679 tmp->map = op->map; 649 tmp->map = op->map;
680 650
681 maptile *newmap; 651 maptile *newmap;
682 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y); 652 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y);
683 if (mflags & P_OUT_OF_MAP) 653 if (mflags & P_OUT_OF_MAP)
700 tmp->y = op->y; 670 tmp->y = op->y;
701 tmp->direction = absdir (tmp->direction + 4); 671 tmp->direction = absdir (tmp->direction + 4);
702 tmp->map = op->map; 672 tmp->map = op->map;
703 } 673 }
704 674
705 if ((tmp = insert_ob_in_map (tmp, tmp->map, op, 0))) 675 if ((tmp = tmp->insert_at (tmp, op)))
706 check_bullet (tmp); 676 check_bullet (tmp);
707 677
708 return 1; 678 return 1;
709} 679}
710
711
712
713 680
714/***************************************************************************** 681/*****************************************************************************
715 * 682 *
716 * CONE RELATED FUNCTIONS 683 * CONE RELATED FUNCTIONS
717 * 684 *
718 *****************************************************************************/ 685 *****************************************************************************/
719 686
720
721/* 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" */
722void 688void
723cone_drop (object *op) 689cone_drop (object *op)
724{ 690{
725 object *new_ob = arch_to_object (op->other_arch); 691 object *new_ob = arch_to_object (op->other_arch);
726 692
727 new_ob->x = op->x;
728 new_ob->y = op->y;
729 new_ob->level = op->level; 693 new_ob->level = op->level;
730 new_ob->set_owner (op->owner); 694 new_ob->set_owner (op->owner);
731 695
732 /* preserve skill ownership */ 696 /* preserve skill ownership */
733 if (op->skill && op->skill != new_ob->skill) 697 if (op->skill && op->skill != new_ob->skill)
734 {
735 new_ob->skill = op->skill; 698 new_ob->skill = op->skill;
736 }
737 insert_ob_in_map (new_ob, op->map, op, 0);
738 699
700 new_ob->insert_at (op, op);
739} 701}
740 702
741/* 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 */
742 704
743void 705void
747 709
748 /* if no map then hit_map will crash so just ignore object */ 710 /* if no map then hit_map will crash so just ignore object */
749 if (!op->map) 711 if (!op->map)
750 { 712 {
751 LOG (llevError, "Tried to move_cone object %s without a map.\n", op->name ? &op->name : "unknown"); 713 LOG (llevError, "Tried to move_cone object %s without a map.\n", op->name ? &op->name : "unknown");
752 op->speed = 0; 714 op->set_speed (0);
753 update_ob_speed (op);
754 return; 715 return;
755 } 716 }
756 717
757 /* lava saves it's life, but not yours :) */ 718 /* lava saves it's life, but not yours :) */
758 if (QUERY_FLAG (op, FLAG_LIFESAVE)) 719 if (QUERY_FLAG (op, FLAG_LIFESAVE))
806 767
807 if (ok_to_put_more (op->map, x, y, op, op->attacktype)) 768 if (ok_to_put_more (op->map, x, y, op, op->attacktype))
808 { 769 {
809 object *tmp = op->clone (); 770 object *tmp = op->clone ();
810 771
811 tmp->x = x;
812 tmp->y = y;
813
814 tmp->duration = op->duration + 1; 772 tmp->duration = op->duration + 1;
815 773
816 /* Use for spell tracking - see ok_to_put_more() */ 774 /* Use for spell tracking - see ok_to_put_more() */
817 tmp->stats.maxhp = op->stats.maxhp; 775 tmp->stats.maxhp = op->stats.maxhp;
818 insert_ob_in_map (tmp, op->map, op, 0); 776
777 op->map->insert (tmp, x, y, op);
778
819 if (tmp->other_arch) 779 if (tmp->other_arch)
820 cone_drop (tmp); 780 cone_drop (tmp);
821 } 781 }
822 } 782 }
823} 783}
856 816
857 /* Need to know what the movetype of the object we are about 817 /* Need to know what the movetype of the object we are about
858 * to create is, so we can know if the space we are about to 818 * to create is, so we can know if the space we are about to
859 * insert it into is blocked. 819 * insert it into is blocked.
860 */ 820 */
861 movetype = spell->other_arch->clone.move_type; 821 movetype = spell->other_arch->move_type;
862 822
863 for (i = range_min; i <= range_max; i++) 823 for (i = range_min; i <= range_max; i++)
864 { 824 {
865 sint16 x, y, d; 825 sint16 x, y, d;
866 826
902 success = 1; 862 success = 1;
903 tmp = arch_to_object (spell->other_arch); 863 tmp = arch_to_object (spell->other_arch);
904 tmp->set_owner (op); 864 tmp->set_owner (op);
905 set_spell_skill (op, caster, spell, tmp); 865 set_spell_skill (op, caster, spell, tmp);
906 tmp->level = caster_level (caster, spell); 866 tmp->level = caster_level (caster, spell);
907 tmp->x = sx;
908 tmp->y = sy;
909 tmp->attacktype = spell->attacktype; 867 tmp->attacktype = spell->attacktype;
910 868
911 /* holy word stuff */ 869 /* holy word stuff */
912 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER)) 870 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER))
913 if (!tailor_god_spell (tmp, op)) 871 if (!tailor_god_spell (tmp, op))
947 else 905 else
948 tmp->duration += caster->level / 3; 906 tmp->duration += caster->level / 3;
949 } 907 }
950 908
951 if (!(tmp->move_type & MOVE_FLY_LOW)) 909 if (!(tmp->move_type & MOVE_FLY_LOW))
952 LOG (llevDebug, "cast_cone(): arch %s doesn't have flying 1\n", &spell->other_arch->name); 910 LOG (llevDebug, "cast_cone(): arch %s doesn't have flying 1\n", &spell->other_arch->archname);
953 911
954 if (!tmp->move_on && tmp->stats.dam) 912 if (!tmp->move_on && tmp->stats.dam)
955 {
956 LOG (llevDebug, "cast_cone(): arch %s doesn't have move_on set\n", &spell->other_arch->name); 913 LOG (llevDebug, "cast_cone(): arch %s doesn't have move_on set\n", &spell->other_arch->archname);
957 }
958 914
959 insert_ob_in_map (tmp, m, op, 0); 915 m->insert (tmp, sx, sy, op);
960 916
961 /* This is used for tracking spells so that one effect doesn't hit 917 /* This is used for tracking spells so that one effect doesn't hit
962 * a single space too many times. 918 * a single space too many times.
963 */ 919 */
964 tmp->stats.maxhp = tmp->count; 920 tmp->stats.maxhp = tmp->count;
974 * 930 *
975 * BOMB related code 931 * BOMB related code
976 * 932 *
977 ****************************************************************************/ 933 ****************************************************************************/
978 934
979
980/* This handles an exploding bomb. 935/* This handles an exploding bomb.
981 * op is the original bomb object. 936 * op is the original bomb object.
982 */ 937 */
983void 938void
984animate_bomb (object *op) 939animate_bomb (object *op)
985{ 940{
986 int i;
987 object *env, *tmp;
988 archetype *at;
989
990 if (op->state != NUM_ANIMATIONS (op) - 1) 941 if (op->state != NUM_ANIMATIONS (op) - 1)
991 return; 942 return;
992 943
993 env = object_get_env_recursive (op); 944 object *env = op->outer_env ();
994 945
995 if (op->env) 946 if (op->env)
996 { 947 {
997 if (env->map == NULL) 948 if (env->map == NULL)
998 return; 949 return;
999 950
1000 if (env->type == PLAYER) 951 if (!(op = op->insert_at (env, op)))
1001 esrv_del_item (env->contr, op->count);
1002
1003 op->remove ();
1004 op->x = env->x;
1005 op->y = env->y;
1006 if ((op = insert_ob_in_map (op, env->map, op, 0)) == NULL)
1007 return; 952 return;
1008 } 953 }
1009 954
1010 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent bomb from exploding 955 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent bomb from exploding
1011 // on a safe map. I don't like this special casing, but it seems to be neccessary 956 // on a safe map. I don't like this special casing, but it seems to be neccessary
1018 963
1019 /* This copies a lot of the code from the fire bullet, 964 /* This copies a lot of the code from the fire bullet,
1020 * but using the cast_bullet isn't really feasible, 965 * but using the cast_bullet isn't really feasible,
1021 * so just set up the appropriate values. 966 * so just set up the appropriate values.
1022 */ 967 */
1023 at = archetype::find (SPLINT); 968 if (archetype *at = archetype::find (SPLINT))
1024 if (at)
1025 { 969 {
1026 for (i = 1; i < 9; i++) 970 for (int i = 1; i < 9; i++)
1027 { 971 {
1028 if (out_of_map (op->map, op->x + freearr_x[i], op->y + freearr_x[i])) 972 if (out_of_map (op->map, op->x + freearr_x[i], op->y + freearr_x[i]))
1029 continue; 973 continue;
974
1030 tmp = arch_to_object (at); 975 object *tmp = arch_to_object (at);
1031 tmp->direction = i; 976 tmp->direction = i;
1032 tmp->range = op->range; 977 tmp->range = op->range;
1033 tmp->stats.dam = op->stats.dam; 978 tmp->stats.dam = op->stats.dam;
1034 tmp->duration = op->duration; 979 tmp->duration = op->duration;
1035 tmp->attacktype = op->attacktype; 980 tmp->attacktype = op->attacktype;
1036 tmp->set_owner (op); 981 tmp->set_owner (op);
1037 if (op->skill && op->skill != tmp->skill) 982 if (op->skill && op->skill != tmp->skill)
1038 {
1039 tmp->skill = op->skill; 983 tmp->skill = op->skill;
1040 } 984
1041 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) 985 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
1042 SET_ANIMATION (tmp, i); 986 SET_ANIMATION (tmp, i);
1043 tmp->x = op->x + freearr_x[i]; 987
1044 tmp->y = op->y + freearr_x[i]; 988 op->map->insert (tmp, op->x + freearr_x[i], op->y + freearr_x[i], op);
1045 insert_ob_in_map (tmp, op->map, op, 0);
1046 move_bullet (tmp); 989 move_bullet (tmp);
1047 } 990 }
1048 } 991 }
1049 992
1050 explode_bullet (op); 993 explode_bullet (op);
1051} 994}
1052 995
1053int 996int
1054create_bomb (object *op, object *caster, int dir, object *spell) 997create_bomb (object *op, object *caster, int dir, object *spell)
1055{ 998{
1056
1057 object *tmp; 999 object *tmp;
1058 int mflags; 1000 int mflags;
1059 sint16 dx = op->x + freearr_x[dir], dy = op->y + freearr_y[dir]; 1001 sint16 dx = op->x + freearr_x[dir], dy = op->y + freearr_y[dir];
1060 maptile *m; 1002 maptile *m;
1061 1003
1063 if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, dx, dy) & MOVE_WALK)) 1005 if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, dx, dy) & MOVE_WALK))
1064 { 1006 {
1065 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way."); 1007 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way.");
1066 return 0; 1008 return 0;
1067 } 1009 }
1010
1068 tmp = arch_to_object (spell->other_arch); 1011 tmp = arch_to_object (spell->other_arch);
1069 1012
1070 /* level dependencies for bomb */ 1013 /* level dependencies for bomb */
1071 tmp->range = spell->range + SP_level_range_adjust (caster, spell); 1014 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
1072 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1015 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1073 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell); 1016 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
1074 tmp->attacktype = spell->attacktype; 1017 tmp->attacktype = spell->attacktype;
1075 1018
1076 tmp->set_owner (op); 1019 tmp->set_owner (op);
1077 set_spell_skill (op, caster, spell, tmp); 1020 set_spell_skill (op, caster, spell, tmp);
1078 tmp->x = dx; 1021
1079 tmp->y = dy; 1022 m->insert (tmp, dx, dy, op);
1080 insert_ob_in_map (tmp, m, op, 0);
1081 return 1; 1023 return 1;
1082} 1024}
1083 1025
1084/**************************************************************************** 1026/****************************************************************************
1085 * 1027 *
1094 * dir is the direction to look in. 1036 * dir is the direction to look in.
1095 * range is how far out to look. 1037 * range is how far out to look.
1096 * type is the type of spell - either SPELL_MANA or SPELL_GRACE. 1038 * type is the type of spell - either SPELL_MANA or SPELL_GRACE.
1097 * this info is used for blocked magic/unholy spaces. 1039 * this info is used for blocked magic/unholy spaces.
1098 */ 1040 */
1099
1100object * 1041object *
1101get_pointed_target (object *op, int dir, int range, int type) 1042get_pointed_target (object *op, int dir, int range, int type)
1102{ 1043{
1103 object *target; 1044 object *target;
1104 sint16 x, y; 1045 sint16 x, y;
1123 return NULL; 1064 return NULL;
1124 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW) 1065 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW)
1125 return NULL; 1066 return NULL;
1126 1067
1127 if (mflags & P_IS_ALIVE) 1068 if (mflags & P_IS_ALIVE)
1128 {
1129 for (target = GET_MAP_OB (mp, x, y); target; target = target->above) 1069 for (target = GET_MAP_OB (mp, x, y); target; target = target->above)
1130 { 1070 if (QUERY_FLAG (target, FLAG_MONSTER))
1131 if (QUERY_FLAG (target->head ? target->head : target, FLAG_MONSTER))
1132 {
1133 return target; 1071 return target;
1134 }
1135 }
1136 }
1137 } 1072 }
1073
1138 return NULL; 1074 return NULL;
1139} 1075}
1140
1141 1076
1142/* cast_smite_arch() - the priest points to a creature and causes 1077/* cast_smite_arch() - the priest points to a creature and causes
1143 * a 'godly curse' to decend. 1078 * a 'godly curse' to decend.
1144 * usual params - 1079 * usual params -
1145 * op = player 1080 * op = player
1146 * caster = object casting the spell. 1081 * caster = object casting the spell.
1147 * dir = direction being cast 1082 * dir = direction being cast
1148 * spell = spell object 1083 * spell = spell object
1149 */ 1084 */
1150
1151int 1085int
1152cast_smite_spell (object *op, object *caster, int dir, object *spell) 1086cast_smite_spell (object *op, object *caster, int dir, object *spell)
1153{ 1087{
1154 object *effect, *target; 1088 object *effect, *target;
1155 object *god = find_god (determine_god (op)); 1089 object *god = find_god (determine_god (op));
1228 1162
1229 effect->set_owner (op); 1163 effect->set_owner (op);
1230 set_spell_skill (op, caster, spell, effect); 1164 set_spell_skill (op, caster, spell, effect);
1231 1165
1232 /* ok, tell it where to be, and insert! */ 1166 /* ok, tell it where to be, and insert! */
1233 effect->x = target->x; 1167 effect->insert_at (target, op);
1234 effect->y = target->y;
1235 insert_ob_in_map (effect, target->map, op, 0);
1236 1168
1237 return 1; 1169 return 1;
1238} 1170}
1239
1240 1171
1241/**************************************************************************** 1172/****************************************************************************
1242 * 1173 *
1243 * MAGIC MISSILE code. 1174 * MAGIC MISSILE code.
1244 * note that the fire_bullet is used to fire the missile. The 1175 * note that the fire_bullet is used to fire the missile. The
1295 { 1226 {
1296 op->destroy (); 1227 op->destroy ();
1297 return; 1228 return;
1298 } 1229 }
1299 1230
1300 op->x = new_x;
1301 op->y = new_y;
1302 op->map = m;
1303 i = spell_find_dir (op->map, op->x, op->y, op->owner); 1231 i = spell_find_dir (m, new_x, new_y, op->owner);
1304 if (i > 0 && i != op->direction) 1232 if (i > 0 && i != op->direction)
1305 { 1233 {
1306 op->direction = i; 1234 op->direction = i;
1307 SET_ANIMATION (op, op->direction); 1235 SET_ANIMATION (op, op->direction);
1308 } 1236 }
1309 1237
1310 insert_ob_in_map (op, op->map, op, 0); 1238 m->insert (op, new_x, new_y, op);
1311} 1239}
1312 1240
1313/**************************************************************************** 1241/****************************************************************************
1314 * Destruction 1242 * Destruction
1315 ****************************************************************************/ 1243 ****************************************************************************/
1318 * we do this by creating a force and inserting it in the 1246 * we do this by creating a force and inserting it in the
1319 * object. if time is 0, the object glows permanently. To truely 1247 * object. if time is 0, the object glows permanently. To truely
1320 * make this work for non-living objects, we would have to 1248 * make this work for non-living objects, we would have to
1321 * give them the capability to have an inventory. b.t. 1249 * give them the capability to have an inventory. b.t.
1322 */ 1250 */
1323
1324int 1251int
1325make_object_glow (object *op, int radius, int time) 1252make_object_glow (object *op, int radius, int time)
1326{ 1253{
1327 object *tmp;
1328
1329 /* some things are unaffected... */ 1254 /* some things are unaffected... */
1330 if (op->path_denied & PATH_LIGHT) 1255 if (op->path_denied & PATH_LIGHT)
1331 return 0; 1256 return 0;
1332 1257
1333 tmp = get_archetype (FORCE_NAME); 1258 object *tmp = get_archetype (FORCE_NAME);
1334 tmp->speed = 0.01; 1259 tmp->speed = 0.01;
1335 tmp->stats.food = time; 1260 tmp->stats.food = time;
1336 SET_FLAG (tmp, FLAG_IS_USED_UP); 1261 SET_FLAG (tmp, FLAG_IS_USED_UP);
1337 tmp->glow_radius = radius; 1262 tmp->glow_radius = radius;
1338 if (tmp->glow_radius > MAX_LIGHT_RADII) 1263 if (tmp->glow_radius > MAX_LIGHT_RADII)
1339 tmp->glow_radius = MAX_LIGHT_RADII; 1264 tmp->glow_radius = MAX_LIGHT_RADII;
1340 1265
1341 tmp->x = op->x;
1342 tmp->y = op->y;
1343 if (tmp->speed < MIN_ACTIVE_SPEED)
1344 tmp->speed = MIN_ACTIVE_SPEED; /* safety */
1345 tmp = insert_ob_in_ob (tmp, op); 1266 tmp = insert_ob_in_ob (tmp, op);
1267
1346 if (tmp->glow_radius > op->glow_radius) 1268 if (tmp->glow_radius > op->glow_radius)
1347 op->glow_radius = tmp->glow_radius; 1269 op->glow_radius = tmp->glow_radius;
1348 1270
1349 if (!tmp->env || op != tmp->env)
1350 {
1351 LOG (llevError, "make_object_glow() failed to insert glowing force in %s\n", &op->name);
1352 return 0;
1353 }
1354 return 1; 1271 return 1;
1355} 1272}
1356
1357
1358
1359 1273
1360int 1274int
1361cast_destruction (object *op, object *caster, object *spell_ob) 1275cast_destruction (object *op, object *caster, object *spell_ob)
1362{ 1276{
1363 int i, j, range, mflags, friendly = 0, dam, dur; 1277 int i, j, range, mflags, friendly = 0, dam, dur;
1384 else if (caster->skill) 1298 else if (caster->skill)
1385 op->skill = caster->skill; 1299 op->skill = caster->skill;
1386 else 1300 else
1387 op->skill = NULL; 1301 op->skill = NULL;
1388 1302
1389 change_skill (op, find_skill_by_name (op, op->skill), 1); 1303 op->change_skill (find_skill_by_name (op, op->skill));
1390 1304
1391 for (i = -range; i < range; i++) 1305 for (i = -range; i < range; i++)
1392 { 1306 {
1393 for (j = -range; j < range; j++) 1307 for (j = -range; j < range; j++)
1394 { 1308 {
1395 m = op->map; 1309 m = op->map;
1396 sx = op->x + i; 1310 sx = op->x + i;
1397 sy = op->y + j; 1311 sy = op->y + j;
1312
1398 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy); 1313 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
1399 if (mflags & P_OUT_OF_MAP) 1314 if (mflags & P_OUT_OF_MAP)
1400 continue; 1315 continue;
1316
1401 if (mflags & P_IS_ALIVE) 1317 if (mflags & P_IS_ALIVE)
1402 { 1318 {
1403 for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above) 1319 for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above)
1404 {
1405 if (QUERY_FLAG (tmp, FLAG_ALIVE) || tmp->type == PLAYER) 1320 if (QUERY_FLAG (tmp, FLAG_ALIVE) || tmp->type == PLAYER)
1406 break; 1321 break;
1407 } 1322
1408 if (tmp) 1323 if (tmp)
1409 { 1324 {
1410 if (tmp->head) 1325 if (tmp->head)
1411 tmp = tmp->head; 1326 tmp = tmp->head;
1412 1327
1415 { 1330 {
1416 if (spell_ob->subtype == SP_DESTRUCTION) 1331 if (spell_ob->subtype == SP_DESTRUCTION)
1417 { 1332 {
1418 hit_player (tmp, dam, op, spell_ob->attacktype, 0); 1333 hit_player (tmp, dam, op, spell_ob->attacktype, 0);
1419 if (spell_ob->other_arch) 1334 if (spell_ob->other_arch)
1420 {
1421 tmp = arch_to_object (spell_ob->other_arch); 1335 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op);
1422 tmp->x = sx;
1423 tmp->y = sy;
1424 insert_ob_in_map (tmp, m, op, 0);
1425 }
1426 } 1336 }
1427 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist[ATNR_MAGIC] != 100) 1337 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist[ATNR_MAGIC] != 100)
1428 { 1338 {
1429 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch) 1339 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch)
1430 {
1431 object *effect = arch_to_object (spell_ob->other_arch); 1340 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op);
1432
1433 effect->x = sx;
1434 effect->y = sy;
1435 insert_ob_in_map (effect, m, op, 0);
1436 }
1437 } 1341 }
1438 } 1342 }
1439 } 1343 }
1440 } 1344 }
1441 } 1345 }
1442 } 1346 }
1347
1443 op->skill = skill; 1348 op->skill = skill;
1444 return 1; 1349 return 1;
1445} 1350}
1446 1351
1447/*************************************************************************** 1352/***************************************************************************
1461 { 1366 {
1462 new_draw_info (NDI_UNIQUE, 0, op, "There is no one in that direction to curse."); 1367 new_draw_info (NDI_UNIQUE, 0, op, "There is no one in that direction to curse.");
1463 return 0; 1368 return 0;
1464 } 1369 }
1465 1370
1371 tmp = tmp->head_ ();
1372
1466 /* If we've already got a force of this type, don't add a new one. */ 1373 /* If we've already got a force of this type, don't add a new one. */
1467 for (force = tmp->inv; force != NULL; force = force->below) 1374 for (force = tmp->inv; force; force = force->below)
1468 { 1375 {
1469 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY) 1376 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY)
1470 { 1377 {
1471 if (force->name == spell_ob->name) 1378 if (force->name == spell_ob->name)
1472 { 1379 {
1478 return 0; 1385 return 0;
1479 } 1386 }
1480 } 1387 }
1481 } 1388 }
1482 1389
1483 if (force == NULL) 1390 if (!force)
1484 { 1391 {
1485 force = get_archetype (FORCE_NAME); 1392 force = get_archetype (FORCE_NAME);
1486 force->subtype = FORCE_CHANGE_ABILITY; 1393 force->subtype = FORCE_CHANGE_ABILITY;
1394
1487 if (spell_ob->race) 1395 if (spell_ob->race)
1488 force->name = spell_ob->race; 1396 force->name = spell_ob->race;
1489 else 1397 else
1490 force->name = spell_ob->name; 1398 force->name = spell_ob->name;
1491 1399
1501 { 1409 {
1502 force->duration = duration; 1410 force->duration = duration;
1503 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 1411 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1504 } 1412 }
1505 else 1413 else
1506 {
1507 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1414 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1508 } 1415
1509 return 1; 1416 return 1;
1510 } 1417 }
1418
1511 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50; 1419 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1512 force->speed = 1.0; 1420 force->speed = 1.f;
1513 force->speed_left = -1.0; 1421 force->speed_left = -1.f;
1514 SET_FLAG (force, FLAG_APPLIED); 1422 SET_FLAG (force, FLAG_APPLIED);
1515 1423
1516 if (god) 1424 if (god)
1517 { 1425 {
1518 if (spell_ob->last_grace) 1426 if (spell_ob->last_grace)
1535 insert_ob_in_ob (force, tmp); 1443 insert_ob_in_ob (force, tmp);
1536 tmp->update_stats (); 1444 tmp->update_stats ();
1537 return 1; 1445 return 1;
1538 1446
1539} 1447}
1540
1541 1448
1542/********************************************************************** 1449/**********************************************************************
1543 * mood change 1450 * mood change
1544 * Arguably, this may or may not be an attack spell. But since it 1451 * Arguably, this may or may not be an attack spell. But since it
1545 * effects monsters, it seems best to put it into this file 1452 * effects monsters, it seems best to put it into this file
1575 else if (god && !strcmp (spell->race, "GOD_FRIEND")) 1482 else if (god && !strcmp (spell->race, "GOD_FRIEND"))
1576 race = god->race; 1483 race = god->race;
1577 else 1484 else
1578 race = spell->race; 1485 race = spell->race;
1579 1486
1580
1581 for (x = op->x - range; x <= op->x + range; x++) 1487 for (x = op->x - range; x <= op->x + range; x++)
1582 for (y = op->y - range; y <= op->y + range; y++) 1488 for (y = op->y - range; y <= op->y + range; y++)
1583 { 1489 {
1584
1585 done_one = 0; 1490 done_one = 0;
1586 m = op->map; 1491 m = op->map;
1587 nx = x; 1492 nx = x;
1588 ny = y; 1493 ny = y;
1589 mflags = get_map_flags (m, &m, x, y, &nx, &ny); 1494 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1592 1497
1593 /* If there is nothing living on this space, no need to go further */ 1498 /* If there is nothing living on this space, no need to go further */
1594 if (!(mflags & P_IS_ALIVE)) 1499 if (!(mflags & P_IS_ALIVE))
1595 continue; 1500 continue;
1596 1501
1502 // players can only affect spaces that they can actually see
1503 if (caster && caster->contr
1504 && caster->contr->visibility_at (m, nx, ny) < 70)
1505 continue;
1506
1597 for (tmp = GET_MAP_OB (m, nx, ny); tmp; tmp = tmp->above) 1507 for (tmp = GET_MAP_TOP (m, nx, ny); tmp; tmp = tmp->below)
1598 if (QUERY_FLAG (tmp, FLAG_MONSTER)) 1508 if (QUERY_FLAG (tmp, FLAG_MONSTER))
1599 break; 1509 break;
1600 1510
1601 /* There can be living objects that are not monsters */ 1511 /* There can be living objects that are not monsters */
1602 if (!tmp || tmp->type == PLAYER) 1512 if (!tmp || tmp->type == PLAYER)
1609 head = tmp; 1519 head = tmp;
1610 1520
1611 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */ 1521 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */
1612 if (race && head->race && !strstr (race, head->race)) 1522 if (race && head->race && !strstr (race, head->race))
1613 continue; 1523 continue;
1524
1614 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD)) 1525 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD))
1615 continue; 1526 continue;
1616 1527
1617 /* Now do a bunch of stuff related to saving throws */ 1528 /* Now do a bunch of stuff related to saving throws */
1618 best_at = -1; 1529 best_at = -1;
1635 at -= level / 5; 1546 at -= level / 5;
1636 if (did_make_save (head, head->level, at)) 1547 if (did_make_save (head, head->level, at))
1637 continue; 1548 continue;
1638 } 1549 }
1639 else /* spell->attacktype */ 1550 else /* spell->attacktype */
1640 /*
1641 Spell has no attacktype (charm & such), so we'll have a specific saving:
1642 * if spell level < monster level, no go
1643 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) )
1644
1645 The chance will then be in the range [20-70] percent, not too bad.
1646
1647 This is required to fix the 'charm monster' abuse, where a player level 1 can
1648 charm a level 125 monster...
1649
1650 Ryo, august 14th
1651 */
1652 { 1551 {
1552 /*
1553 Spell has no attacktype (charm & such), so we'll have a specific saving:
1554 * if spell level < monster level, no go
1555 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) )
1556
1557 The chance will then be in the range [20-70] percent, not too bad.
1558
1559 This is required to fix the 'charm monster' abuse, where a player level 1 can
1560 charm a level 125 monster...
1561
1562 Ryo, august 14th
1563 */
1653 if (head->level > level) 1564 if (head->level > level)
1654 continue; 1565 continue;
1566
1655 if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + MIN (50, 2 * (level - head->level)))) 1567 if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + MIN (50, 2 * (level - head->level))))
1656 /* Failed, no effect */ 1568 /* Failed, no effect */
1657 continue; 1569 continue;
1658 } 1570 }
1659 1571
1660 /* Done with saving throw. Now start effecting the monster */ 1572 /* Done with saving throw. Now start affecting the monster */
1661 1573
1662 /* aggravation */ 1574 /* aggravation */
1663 if (QUERY_FLAG (spell, FLAG_MONSTER)) 1575 if (QUERY_FLAG (spell, FLAG_MONSTER))
1664 { 1576 {
1665 CLEAR_FLAG (head, FLAG_SLEEP); 1577 CLEAR_FLAG (head, FLAG_SLEEP);
1666 if (QUERY_FLAG (head, FLAG_FRIENDLY))
1667 remove_friendly_object (head); 1578 remove_friendly_object (head);
1668
1669 done_one = 1; 1579 done_one = 1;
1670 head->enemy = op; 1580 head->enemy = op;
1671 } 1581 }
1672 1582
1673 /* calm monsters */ 1583 /* calm monsters */
1682 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK)) 1592 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK))
1683 { 1593 {
1684 SET_FLAG (head, FLAG_BERSERK); 1594 SET_FLAG (head, FLAG_BERSERK);
1685 done_one = 1; 1595 done_one = 1;
1686 } 1596 }
1597
1687 /* charm */ 1598 /* charm */
1688 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY)) 1599 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY))
1689 { 1600 {
1690 SET_FLAG (head, FLAG_FRIENDLY); 1601 INVOKE_OBJECT (KILL, head, ARG_OBJECT (caster));
1602
1691 /* Prevent uncontolled outbreaks of self replicating monsters. 1603 /* Prevent uncontrolled outbreaks of self replicating monsters.
1692 Typical use case is charm, go somwhere, use aggravation to make hostile. 1604 Typical use case is charm, go somwhere, use aggravation to make hostile.
1693 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */ 1605 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */
1694 CLEAR_FLAG (head, FLAG_GENERATOR); 1606 CLEAR_FLAG (head, FLAG_GENERATOR);
1695 head->set_owner (op); 1607 head->set_owner (op);
1696 set_spell_skill (op, caster, spell, head); 1608 set_spell_skill (op, caster, spell, head);
1701 head->stats.exp = 0; 1613 head->stats.exp = 0;
1702 } 1614 }
1703 1615
1704 /* If a monster was effected, put an effect in */ 1616 /* If a monster was effected, put an effect in */
1705 if (done_one && spell->other_arch) 1617 if (done_one && spell->other_arch)
1706 {
1707 tmp = arch_to_object (spell->other_arch); 1618 m->insert (arch_to_object (spell->other_arch), nx, ny, op);
1708 tmp->x = nx;
1709 tmp->y = ny;
1710 insert_ob_in_map (tmp, m, op, 0);
1711 }
1712 } /* for y */ 1619 } /* for y */
1713 1620
1714 return 1; 1621 return 1;
1715} 1622}
1716 1623
1767 nx = op->x; 1674 nx = op->x;
1768 ny = op->y; 1675 ny = op->y;
1769 m = op->map; 1676 m = op->map;
1770 } 1677 }
1771 1678
1772 op->remove (); 1679 m->insert (op, nx, ny, op);
1773 op->y = ny;
1774 op->x = nx;
1775 insert_ob_in_map (op, m, op, 0);
1776 1680
1777 dam_save = op->stats.dam; /* save the original dam: we do halfdam on 1681 dam_save = op->stats.dam; /* save the original dam: we do halfdam on
1778 surrounding squares */ 1682 surrounding squares */
1779 1683
1780 /* loop over current square and neighbors to hit. 1684 /* loop over current square and neighbors to hit.
1781 * if this has an other_arch field, we insert that in 1685 * if this has an other_arch field, we insert that in
1782 * the surround spaces. 1686 * the surround spaces.
1783 */ 1687 */
1784 for (j = 0; j < 9; j++) 1688 for (j = 0; j < 9; j++)
1785 { 1689 {
1786 object *new_ob;
1787
1788 hx = nx + freearr_x[j]; 1690 hx = nx + freearr_x[j];
1789 hy = ny + freearr_y[j]; 1691 hy = ny + freearr_y[j];
1790 1692
1791 m = op->map; 1693 m = op->map;
1792 mflags = get_map_flags (m, &m, hx, hy, &hx, &hy); 1694 mflags = get_map_flags (m, &m, hx, hy, &hx, &hy);
1806 1708
1807 } 1709 }
1808 1710
1809 /* insert the other arch */ 1711 /* insert the other arch */
1810 if (op->other_arch && !(OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy)))) 1712 if (op->other_arch && !(OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy))))
1811 { 1713 m->insert (arch_to_object (op->other_arch), hx, hy, op);
1812 new_ob = arch_to_object (op->other_arch);
1813 new_ob->x = hx;
1814 new_ob->y = hy;
1815 insert_ob_in_map (new_ob, m, op, 0);
1816 }
1817 } 1714 }
1818 1715
1819 /* restore to the center location and damage */ 1716 /* restore to the center location and damage */
1820 op->stats.dam = dam_save; 1717 op->stats.dam = dam_save;
1821 1718
1824 if (i >= 0) 1721 if (i >= 0)
1825 { /* we have a preferred direction! */ 1722 { /* we have a preferred direction! */
1826 /* pick another direction if the preferred dir is blocked. */ 1723 /* pick another direction if the preferred dir is blocked. */
1827 if (get_map_flags (op->map, &m, nx + freearr_x[i], ny + freearr_y[i], &hx, &hy) & P_OUT_OF_MAP || 1724 if (get_map_flags (op->map, &m, nx + freearr_x[i], ny + freearr_y[i], &hx, &hy) & P_OUT_OF_MAP ||
1828 OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy))) 1725 OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy)))
1829 {
1830 i = absdir (i + rndm (0, 2) - 1); /* -1, 0, +1 */ 1726 i = absdir (i + rndm (0, 2) - 1); /* -1, 0, +1 */
1831 } 1727
1832 op->direction = i; 1728 op->direction = i;
1833 } 1729 }
1834} 1730}
1835 1731
1836
1837/* move_swarm_spell: peterm 1732/* move_swarm_spell: peterm
1838 * This is an implementation of the swarm spell. It was written for 1733 * This is an implementation of the swarm spell. It was written for
1839 * meteor swarm, but it could be used for any swarm. A swarm spell 1734 * meteor swarm, but it could be used for any swarm. A swarm spell
1840 * is a special type of object that casts swarms of other types 1735 * is a special type of object that casts swarms of other types
1841 * of spells. Which spell it casts is flexible. It fires the spells 1736 * of spells. Which spell it casts is flexible. It fires the spells
1842 * from a set of squares surrounding the caster, in a given direction. 1737 * from a set of squares surrounding the caster, in a given direction.
1843 */ 1738 */
1844
1845void 1739void
1846move_swarm_spell (object *op) 1740move_swarm_spell (object *op)
1847{ 1741{
1848#if 0 1742#if 0
1849 static int cardinal_adjust[9] = { -3, -2, -1, 0, 0, 0, 1, 2, 3 }; 1743 static int cardinal_adjust[9] = { -3, -2, -1, 0, 0, 0, 1, 2, 3 };
1850 static int diagonal_adjust[10] = { -3, -2, -2, -1, 0, 0, 1, 2, 2, 3 }; 1744 static int diagonal_adjust[10] = { -3, -2, -2, -1, 0, 0, 1, 2, 2, 3 };
1851 sint16 target_x, target_y, origin_x, origin_y; 1745 sint16 target_x, target_y, origin_x, origin_y;
1852 int adjustdir; 1746 int adjustdir;
1853 maptile *m; 1747 maptile *m;
1854#endif 1748#endif
1855 int basedir;
1856 object *owner; 1749 object *owner = op->env;
1857 1750
1858 owner = op->owner; 1751 if (!op->duration || !owner->is_on_map ())
1859 if (op->duration == 0 || owner == NULL)
1860 { 1752 {
1861 op->destroy (); 1753 op->destroy ();
1862 return; 1754 return;
1863 } 1755 }
1864 1756
1865 op->duration--; 1757 op->duration--;
1866 1758
1867 basedir = op->direction; 1759 int basedir = op->direction;
1868 if (basedir == 0) 1760 if (!basedir)
1869 {
1870 /* spray in all directions! 8) */ 1761 /* spray in all directions! 8) */
1871 basedir = rndm (1, 8); 1762 basedir = (op->facing += op->state) % 8 + 1;
1872 }
1873 1763
1874#if 0 1764#if 0
1875 // this is bogus: it causes wrong places to be checked below 1765 // this is bogus: it causes wrong places to be checked below
1876 // (a wall 2 cells away will block the effect...) and 1766 // (a wall 2 cells away will block the effect...) and
1877 // doesn't work for SP_BULLET anyhow, so again tests the wrong 1767 // doesn't work for SP_BULLET anyhow, so again tests the wrong
1878 // space. 1768 // space.
1879 // should be fixed later, but correctness before featurs... 1769 // should be fixed later, but correctness before features...
1880 // (schmorp) 1770 // (schmorp)
1881 1771
1882 /* new offset calculation to make swarm element distribution 1772 /* new offset calculation to make swarm element distribution
1883 * more uniform 1773 * more uniform
1884 */ 1774 */
1937 { 1827 {
1938 /* Bullet spells have a bunch more customization that needs to be done */ 1828 /* Bullet spells have a bunch more customization that needs to be done */
1939 if (op->spell->subtype == SP_BULLET) 1829 if (op->spell->subtype == SP_BULLET)
1940 fire_bullet (owner, op, basedir, op->spell); 1830 fire_bullet (owner, op, basedir, op->spell);
1941 else if (op->spell->subtype == SP_MAGIC_MISSILE) 1831 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1942 fire_arch_from_position (owner, op, op->x, op->y, basedir, op->spell); 1832 fire_arch_from_position (owner, op, owner->x, owner->y, basedir, op->spell);
1943 } 1833 }
1944} 1834}
1945
1946
1947
1948 1835
1949/* fire_swarm: 1836/* fire_swarm:
1950 * The following routine creates a swarm of objects. It actually 1837 * The following routine creates a swarm of objects. It actually
1951 * sets up a specific swarm object, which then fires off all 1838 * sets up a specific swarm object, which then fires off all
1952 * the parts of the swarm. 1839 * the parts of the swarm.
1955 * caster: the caster (owner, wand, rod, scroll) 1842 * caster: the caster (owner, wand, rod, scroll)
1956 * dir: the direction everything will be fired in 1843 * dir: the direction everything will be fired in
1957 * spell - the spell that is this spell. 1844 * spell - the spell that is this spell.
1958 * n: the number to be fired. 1845 * n: the number to be fired.
1959 */ 1846 */
1960
1961int 1847int
1962fire_swarm (object *op, object *caster, object *spell, int dir) 1848fire_swarm (object *op, object *caster, object *spell, int dir)
1963{ 1849{
1964 object *tmp;
1965 int i;
1966
1967 if (!spell->other_arch) 1850 if (!spell->other_arch)
1968 return 0; 1851 return 0;
1969 1852
1970 tmp = get_archetype (SWARM_SPELL); 1853 object *tmp = archetype::get (SWARM_SPELL);
1971 tmp->x = op->x;
1972 tmp->y = op->y;
1973 tmp->set_owner (op); /* needed so that if swarm elements kill, caster gets xp. */
1974 set_spell_skill (op, caster, spell, tmp); 1854 set_spell_skill (op, caster, spell, tmp);
1975
1976 tmp->level = caster_level (caster, spell); /*needed later, to get level dep. right. */ 1855 tmp->level = caster_level (caster, spell); /* needed later, to get level dep. right. */
1977 tmp->spell = arch_to_object (spell->other_arch); 1856 tmp->spell = spell->other_arch->instance ();
1978
1979 tmp->attacktype = tmp->spell->attacktype; 1857 tmp->attacktype = tmp->spell->attacktype;
1980 1858
1981 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) 1859 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
1982 {
1983 if (!tailor_god_spell (tmp, op)) 1860 if (!tailor_god_spell (tmp, op))
1984 return 1; 1861 return 1;
1985 } 1862
1986 tmp->duration = SP_level_duration_adjust (caster, spell); 1863 tmp->duration = SP_level_duration_adjust (caster, spell);
1987 for (i = 0; i < spell->duration; i++) 1864 for (int i = 0; i < spell->duration; i++)
1988 tmp->duration += die_roll (1, 3, op, PREFER_HIGH); 1865 tmp->duration += die_roll (1, 3, op, PREFER_HIGH);
1989 1866
1990 tmp->direction = dir; 1867 tmp->direction = dir;
1991 tmp->invisible = 1; 1868 tmp->invisible = 1;
1992 insert_ob_in_map (tmp, op->map, op, 0); 1869 tmp->facing = rndm (1, 8); // initial firing direction
1870 tmp->state = rndm (4) * 2 + 1; // direction increment
1871
1872 op->insert (tmp);
1873
1993 return 1; 1874 return 1;
1994} 1875}
1995
1996 1876
1997/* See the spells documentation file for why this is its own 1877/* See the spells documentation file for why this is its own
1998 * function. 1878 * function.
1999 */ 1879 */
2000int 1880int
2057 { 1937 {
2058 tmp->glow_radius = spell->range + SP_level_range_adjust (caster, spell); 1938 tmp->glow_radius = spell->range + SP_level_range_adjust (caster, spell);
2059 if (tmp->glow_radius > MAX_LIGHT_RADII) 1939 if (tmp->glow_radius > MAX_LIGHT_RADII)
2060 tmp->glow_radius = MAX_LIGHT_RADII; 1940 tmp->glow_radius = MAX_LIGHT_RADII;
2061 } 1941 }
2062 tmp->x = x; 1942
2063 tmp->y = y; 1943 m->insert (tmp, x, y, op);
2064 insert_ob_in_map (tmp, m, op, 0);
2065 return 1; 1944 return 1;
2066} 1945}
2067
2068
2069
2070 1946
2071/* cast_cause_disease: this spell looks along <dir> from the 1947/* cast_cause_disease: this spell looks along <dir> from the
2072 * player and infects someone. 1948 * player and infects someone.
2073 * op is the player/monster, caster is the object, dir is the direction 1949 * op is the player/monster, caster is the object, dir is the direction
2074 * to cast, disease_arch is the specific disease, and type is the spell number 1950 * to cast, disease_arch is the specific disease, and type is the spell number
2075 * perhaps this should actually be in disease.c? 1951 * perhaps this should actually be in disease.c?
2076 */ 1952 */
2077
2078int 1953int
2079cast_cause_disease (object *op, object *caster, object *spell, int dir) 1954cast_cause_disease (object *op, object *caster, object *spell, int dir)
2080{ 1955{
2081 sint16 x, y; 1956 sint16 x, y;
2082 int i, mflags, range, dam_mod, dur_mod; 1957 int i, mflags, range, dam_mod, dur_mod;
2089 /* If casting from a scroll, no direction will be available, so refer to the 1964 /* If casting from a scroll, no direction will be available, so refer to the
2090 * direction the player is pointing. 1965 * direction the player is pointing.
2091 */ 1966 */
2092 if (!dir) 1967 if (!dir)
2093 dir = op->facing; 1968 dir = op->facing;
1969
2094 if (!dir) 1970 if (!dir)
2095 return 0; /* won't find anything if casting on ourself, so just return */ 1971 return 0; /* won't find anything if casting on ourself, so just return */
2096 1972
2097 /* Calculate these once here */ 1973 /* Calculate these once here */
2098 range = spell->range + SP_level_range_adjust (caster, spell); 1974 range = spell->range + SP_level_range_adjust (caster, spell);
2132 /* do level adjustments */ 2008 /* do level adjustments */
2133 if (disease->stats.wc) 2009 if (disease->stats.wc)
2134 disease->stats.wc += dur_mod / 2; 2010 disease->stats.wc += dur_mod / 2;
2135 2011
2136 if (disease->magic > 0) 2012 if (disease->magic > 0)
2137 disease->magic += dur_mod / 4; 2013 disease->magic += dur_mod / 8;
2138 2014
2139 if (disease->stats.maxhp > 0) 2015 if (disease->stats.maxhp > 0)
2140 disease->stats.maxhp += dur_mod; 2016 disease->stats.maxhp += dur_mod;
2141 2017
2142 if (disease->stats.maxgrace > 0) 2018 if (disease->stats.maxgrace > 0)
2177 if (disease->stats.sp) 2053 if (disease->stats.sp)
2178 disease->stats.sp -= dam_mod; 2054 disease->stats.sp -= dam_mod;
2179 2055
2180 if (infect_object (walk, disease, 1)) 2056 if (infect_object (walk, disease, 1))
2181 { 2057 {
2182 object *flash; /* visual effect for inflicting disease */
2183
2184 new_draw_info_format (NDI_UNIQUE, 0, op, "You inflict %s on %s!", &disease->name, &walk->name); 2058 new_draw_info_format (NDI_UNIQUE, 0, op, "You inflict %s on %s!", &disease->name, &walk->name);
2185 2059
2186 disease->destroy (); /* don't need this one anymore */ 2060 disease->destroy (); /* don't need this one anymore */
2187 flash = get_archetype (ARCH_DETECT_MAGIC); 2061 walk->map->insert (get_archetype ("detect_magic"), x, y, op);
2188 flash->x = x;
2189 flash->y = y;
2190 flash->map = walk->map;
2191 insert_ob_in_map (flash, walk->map, op, 0);
2192 return 1; 2062 return 1;
2193 } 2063 }
2194 2064
2195 disease->destroy (); 2065 disease->destroy ();
2196 } 2066 }
2197 } /* if living creature */ 2067 } /* if living creature */
2198 } /* for range of spaces */ 2068 } /* for range of spaces */
2069
2199 new_draw_info (NDI_UNIQUE, 0, op, "No one caught anything!"); 2070 new_draw_info (NDI_UNIQUE, 0, op, "No one caught anything!");
2200 return 1; 2071 return 1;
2201} 2072}

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines