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Comparing deliantra/server/server/spell_attack.C (file contents):
Revision 1.24 by root, Tue Dec 26 08:55:00 2006 UTC vs.
Revision 1.73 by root, Sun Dec 28 06:59:27 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 */
36/* 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
37 * 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)
38 * but moved here so it could be applied to bolts too 38 * but moved here so it could be applied to bolts too
39 * op is the spell object. 39 * op is the spell object.
40 */ 40 */
41
42void 41void
43check_spell_knockback (object *op) 42check_spell_knockback (object *op)
44{ 43{
45 object *tmp, *tmp2; /* object on the map */
46 int weight_move; 44 int weight_move;
47 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 */
48 46
49 if (!op->weight) 47 if (!op->weight)
50 { /*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 */
55 { 53 {
56 weight_move = op->weight + (op->weight * op->level) / 3; 54 weight_move = op->weight + (op->weight * op->level) / 3;
57 /*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); */
58 } 56 }
59 57
60 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)
61 { 59 {
62 int num_sections = 1; 60 int num_sections = 1;
63 61
64 /* don't move DM */ 62 /* don't move DM */
65 if (QUERY_FLAG (tmp, FLAG_WIZ)) 63 if (QUERY_FLAG (tmp, FLAG_WIZ))
72 /* don't move floors or immobile objects */ 70 /* don't move floors or immobile objects */
73 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)))
74 continue; 72 continue;
75 73
76 /* count the object's sections */ 74 /* count the object's sections */
77 for (tmp2 = tmp; tmp2 != NULL; tmp2 = tmp2->more) 75 for (object *tmp2 = tmp; tmp2; tmp2 = tmp2->more)
78 num_sections++; 76 num_sections++;
79 77
80 /* 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
81 * 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
82 * 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.
106 * 104 *
107 * BOLT CODE 105 * BOLT CODE
108 * 106 *
109 ***************************************************************************/ 107 ***************************************************************************/
110 108
111/* Causes op to fork. op is the original bolt, tmp 109/* Causes op to fork. op is the original bolt, tmp
112 * is the first piece of the fork. 110 * is the first piece of the fork.
113 */ 111 */
114
115void 112void
116forklightning (object *op, object *tmp) 113forklightning (object *op, object *tmp)
117{ 114{
118 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 */
119 int t_dir; /* stores temporary dir calculation */ 116 int t_dir; /* stores temporary dir calculation */
144 141
145 /* reduce chances of subsequent forking */ 142 /* reduce chances of subsequent forking */
146 new_bolt->stats.Dex -= 10; 143 new_bolt->stats.Dex -= 10;
147 tmp->stats.Dex -= 10; /* less forks from main bolt too */ 144 tmp->stats.Dex -= 10; /* less forks from main bolt too */
148 new_bolt->stats.Con += 25 * new_dir; /* adjust the left bias */ 145 new_bolt->stats.Con += 25 * new_dir; /* adjust the left bias */
149 new_bolt->speed_left = -0.1; 146 new_bolt->speed_left = -0.1f;
150 new_bolt->direction = t_dir; 147 new_bolt->direction = t_dir;
151 new_bolt->duration++; 148 new_bolt->duration++;
152 new_bolt->x = sx;
153 new_bolt->y = sy;
154 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */ 149 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */
155 new_bolt->stats.dam++; 150 new_bolt->stats.dam++;
156 tmp->stats.dam /= 2; /* reduce father bolt damage */ 151 tmp->stats.dam /= 2; /* reduce father bolt damage */
157 tmp->stats.dam++; 152 tmp->stats.dam++;
158 new_bolt = insert_ob_in_map (new_bolt, m, op, 0); 153
154 if ((new_bolt = m->insert (new_bolt, sx, sy, op)))
159 update_turn_face (new_bolt); 155 update_turn_face (new_bolt);
160} 156}
161 157
162/* move_bolt: moves bolt 'op'. Basically, it just advances a space, 158/* move_bolt: moves bolt 'op'. Basically, it just advances a space,
163 * and checks for various things that may stop it. 159 * and checks for various things that may stop it.
164 */ 160 */
165
166void 161void
167move_bolt (object *op) 162move_bolt (object *op)
168{ 163{
169 object *tmp;
170 int mflags; 164 int mflags;
171 sint16 x, y; 165 sint16 x, y;
172 maptile *m; 166 maptile *m;
173 167
174 if (--(op->duration) < 0) 168 if (--op->duration < 0)
175 { 169 {
176 op->destroy (); 170 op->drop_and_destroy ();
177 return; 171 return;
178 } 172 }
179 173
180 hit_map (op, 0, op->attacktype, 1); 174 hit_map (op, 0, op->attacktype, 1);
181 175
182 if (!op->direction) 176 if (!op->direction)
183 return; 177 return;
184 178
185 if (--op->range < 0) 179 if (--op->range < 0)
186 {
187 op->range = 0; 180 op->range = 0;
188 }
189 else 181 else
190 { 182 {
191 x = op->x + DIRX (op); 183 x = op->x + DIRX (op);
192 y = op->y + DIRY (op); 184 y = op->y + DIRY (op);
193 m = op->map; 185 m = op->map;
201 * on the space. So only call reflwall if we think the data it returns 193 * on the space. So only call reflwall if we think the data it returns
202 * will be useful. 194 * will be useful.
203 */ 195 */
204 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)) || ((mflags & P_IS_ALIVE) && reflwall (m, x, y, op))) 196 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)) || ((mflags & P_IS_ALIVE) && reflwall (m, x, y, op)))
205 { 197 {
206
207 if (!QUERY_FLAG (op, FLAG_REFLECTING)) 198 if (!QUERY_FLAG (op, FLAG_REFLECTING))
208 return; 199 return;
209 200
210 /* Since walls don't run diagonal, if the bolt is in 201 /* Since walls don't run diagonal, if the bolt is in
211 * one of 4 main directions, it just reflects back in the 202 * one of 4 main directions, it just reflects back in the
241 else if (left) 232 else if (left)
242 op->direction = absdir (op->direction + 2); 233 op->direction = absdir (op->direction + 2);
243 else if (right) 234 else if (right)
244 op->direction = absdir (op->direction - 2); 235 op->direction = absdir (op->direction - 2);
245 } 236 }
237
246 update_turn_face (op); /* A bolt *must* be IS_TURNABLE */ 238 update_turn_face (op); /* A bolt *must* be IS_TURNABLE */
247 return; 239 return;
248 } 240 }
249 else 241 else
250 { /* Create a copy of this object and put it ahead */ 242 { /* Create a copy of this object and put it ahead */
251 tmp = op->clone (); 243 object *tmp = op->clone ();
252 244
245 m->insert (tmp, x, y, op);
253 tmp->speed_left = -0.1; 246 tmp->speed_left = -0.1f;
254 tmp->x += DIRX (tmp), tmp->y += DIRY (tmp);
255 tmp = insert_ob_in_map (tmp, op->map, op, 0);
256 /* To make up for the decrease at the top of the function */ 247 /* To make up for the decrease at the top of the function */
257 tmp->duration++; 248 tmp->duration++;
258 249
259 /* New forking code. Possibly create forks of this object 250 /* New forking code. Possibly create forks of this object
260 * going off in other directions. 251 * going off in other directions.
261 */ 252 */
262
263 if (rndm (0, 99) < tmp->stats.Dex) 253 if (tmp->stats.Dex && rndm (0, 99) < tmp->stats.Dex)
264 { /* stats.Dex % of forking */ 254 forklightning (op, tmp); /* stats.Dex % of forking */
265 forklightning (op, tmp); 255
266 }
267 /* In this way, the object left behind sticks on the space, but 256 /* In this way, the object left behind sticks on the space, but
268 * doesn't create any bolts that continue to move onward. 257 * doesn't create any bolts that continue to move onward.
269 */ 258 */
270 op->range = 0; 259 op->range = 0;
271 } /* copy object and move it along */ 260 } /* copy object and move it along */
294 return 0; 283 return 0;
295 284
296 /* peterm: level dependency for bolts */ 285 /* peterm: level dependency for bolts */
297 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob); 286 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob);
298 tmp->attacktype = spob->attacktype; 287 tmp->attacktype = spob->attacktype;
288
299 if (spob->slaying) 289 if (spob->slaying)
300 tmp->slaying = spob->slaying; 290 tmp->slaying = spob->slaying;
291
301 tmp->range = spob->range + SP_level_range_adjust (caster, spob); 292 tmp->range = spob->range + SP_level_range_adjust (caster, spob);
302 tmp->duration = spob->duration + SP_level_duration_adjust (caster, spob); 293 tmp->duration = spob->duration + SP_level_duration_adjust (caster, spob);
303 tmp->stats.Dex = spob->stats.Dex; 294 tmp->stats.Dex = spob->stats.Dex;
304 tmp->stats.Con = spob->stats.Con; 295 tmp->stats.Con = spob->stats.Con;
305 296
316 307
317 maptile *newmap; 308 maptile *newmap;
318 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y); 309 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y);
319 if (mflags & P_OUT_OF_MAP) 310 if (mflags & P_OUT_OF_MAP)
320 { 311 {
321 tmp->destroy (); 312 tmp->drop_and_destroy ();
322 return 0; 313 return 0;
323 } 314 }
324 315
325 tmp->map = newmap; 316 tmp->map = newmap;
326 317
327 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y))) 318 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y)))
328 { 319 {
329 if (!QUERY_FLAG (tmp, FLAG_REFLECTING)) 320 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
330 { 321 {
331 tmp->destroy (); 322 tmp->drop_and_destroy ();
332 return 0; 323 return 0;
333 } 324 }
334 325
335 tmp->x = op->x; 326 tmp->x = op->x;
336 tmp->y = op->y; 327 tmp->y = op->y;
337 tmp->direction = absdir (tmp->direction + 4); 328 tmp->direction = absdir (tmp->direction + 4);
338 tmp->map = op->map; 329 tmp->map = op->map;
339 } 330 }
340 331
341 if ((tmp = insert_ob_in_map (tmp, tmp->map, op, 0)) != NULL) 332 if ((tmp = tmp->insert_at (tmp, op)))
342 move_bolt (tmp); 333 move_bolt (tmp);
343 334
344 return 1; 335 return 1;
345} 336}
346
347
348 337
349/*************************************************************************** 338/***************************************************************************
350 * 339 *
351 * BULLET/BALL CODE 340 * BULLET/BALL CODE
352 * 341 *
353 ***************************************************************************/ 342 ***************************************************************************/
354 343
355/* expands an explosion. op is a piece of the 344/* expands an explosion. op is a piece of the
356 * explosion - this expans it in the different directions. 345 * explosion - this expands it in the different directions.
357 * At least that is what I think this does. 346 * At least that is what I think this does.
358 */ 347 */
359void 348void
360explosion (object *op) 349explosion (object *op)
361{ 350{
362 object *tmp;
363 maptile *m = op->map; 351 maptile *m = op->map;
364 int i; 352 int i;
365 353
366 if (--(op->duration) < 0) 354 if (--op->duration < 0)
367 { 355 {
368 op->destroy (); 356 op->destroy ();
369 return; 357 return;
370 } 358 }
371 359
377 { 365 {
378 sint16 dx, dy; 366 sint16 dx, dy;
379 367
380 dx = op->x + freearr_x[i]; 368 dx = op->x + freearr_x[i];
381 dy = op->y + freearr_y[i]; 369 dy = op->y + freearr_y[i];
370
382 /* ok_to_put_more already does things like checks for walls, 371 /* ok_to_put_more already does things like checks for walls,
383 * out of map, etc. 372 * out of map, etc.
384 */ 373 */
385 if (ok_to_put_more (op->map, dx, dy, op, op->attacktype)) 374 if (ok_to_put_more (op->map, dx, dy, op, op->attacktype))
386 { 375 {
387 tmp = op->clone (); 376 object *tmp = op->clone ();
377
388 tmp->state = 0; 378 tmp->state = 0;
389 tmp->speed_left = -0.21; 379 tmp->speed_left = -0.21f;
390 tmp->range--; 380 tmp->range--;
391 tmp->value = 0; 381 tmp->value = 0;
392 tmp->x = dx; 382
393 tmp->y = dy; 383 m->insert (tmp, dx, dy, op);
394 insert_ob_in_map (tmp, m, op, 0);
395 } 384 }
396 } 385 }
397 } 386 }
398} 387}
399
400 388
401/* Causes an object to explode, eg, a firebullet, 389/* Causes an object to explode, eg, a firebullet,
402 * poison cloud ball, etc. op is the object to 390 * poison cloud ball, etc. op is the object to
403 * explode. 391 * explode.
404 */ 392 */
405void 393void
406explode_bullet (object *op) 394explode_bullet (object *op)
407{ 395{
408 object *tmp, *owner; 396 object *tmp, *owner;
409 397
410 if (op->other_arch == NULL) 398 if (!op->other_arch)
411 { 399 {
412 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n"); 400 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n");
413 op->destroy (); 401 op->destroy ();
414 return; 402 return;
415 } 403 }
416 404
417 if (op->env) 405 if (op->env)
418 { 406 {
419 object *env; 407 object *env = op->outer_env ();
420 408
421 env = object_get_env_recursive (op);
422 if (env->map == NULL || out_of_map (env->map, env->x, env->y)) 409 if (!env->map || out_of_map (env->map, env->x, env->y))
423 { 410 {
424 LOG (llevError, "BUG: explode_bullet(): env out of map\n"); 411 LOG (llevError, "BUG: explode_bullet(): env out of map\n");
425 op->destroy (); 412 op->destroy ();
426 return; 413 return;
427 } 414 }
428 415
429 op->remove (); 416 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 } 417 }
434 else if (out_of_map (op->map, op->x, op->y)) 418 else if (out_of_map (op->map, op->x, op->y))
435 { 419 {
436 LOG (llevError, "BUG: explode_bullet(): op out of map\n"); 420 LOG (llevError, "BUG: explode_bullet(): op out of map\n");
437 op->destroy (); 421 op->destroy ();
448 } 432 }
449 433
450 if (op->attacktype) 434 if (op->attacktype)
451 { 435 {
452 hit_map (op, 0, op->attacktype, 1); 436 hit_map (op, 0, op->attacktype, 1);
437
453 if (op->destroyed ()) 438 if (op->destroyed ())
454 return; 439 return;
455 } 440 }
456 441
457 /* other_arch contains what this explodes into */ 442 /* other_arch contains what this explodes into */
460 tmp->set_owner (op); 445 tmp->set_owner (op);
461 tmp->skill = op->skill; 446 tmp->skill = op->skill;
462 447
463 owner = op->owner; 448 owner = op->owner;
464 449
465 if ((tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) && owner && !tailor_god_spell (tmp, owner)) 450 if ((tmp->attacktype & AT_HOLYWORD
451 || tmp->attacktype & AT_GODPOWER)
452 && owner
453 && !tailor_god_spell (tmp, owner))
466 { 454 {
467 op->destroy (); 455 op->destroy ();
468 return; 456 return;
469 } 457 }
470
471 tmp->x = op->x;
472 tmp->y = op->y;
473 458
474 /* special for bombs - it actually has sane values for these */ 459 /* special for bombs - it actually has sane values for these */
475 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB) 460 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB)
476 { 461 {
477 tmp->attacktype = op->attacktype; 462 tmp->attacktype = op->attacktype;
481 } 466 }
482 else 467 else
483 { 468 {
484 if (op->attacktype & AT_MAGIC) 469 if (op->attacktype & AT_MAGIC)
485 tmp->attacktype |= AT_MAGIC; 470 tmp->attacktype |= AT_MAGIC;
471
486 /* Spell doc describes what is going on here */ 472 /* Spell doc describes what is going on here */
487 tmp->stats.dam = op->dam_modifier; 473 tmp->stats.dam = op->dam_modifier;
488 tmp->range = op->stats.maxhp; 474 tmp->range = op->stats.maxhp;
489 tmp->duration = op->stats.hp; 475 tmp->duration = op->stats.hp;
490 /* Used for spell tracking - just need a unique val for this spell - 476 /* Used for spell tracking - just need a unique val for this spell -
498 tmp->stats.sp = op->direction; 484 tmp->stats.sp = op->direction;
499 485
500 /* Prevent recursion */ 486 /* Prevent recursion */
501 op->move_on = 0; 487 op->move_on = 0;
502 488
503 insert_ob_in_map (tmp, op->map, op, 0); 489 tmp->insert_at (op, op);
490 tmp->play_sound (tmp->sound);
491
504 /* remove the firebullet */ 492 /* remove the firebullet */
505 if (!op->destroyed ())
506 {
507 op->destroy (); 493 op->destroy ();
508 }
509} 494}
510
511
512 495
513/* checks to see what op should do, given the space it is on 496/* checks to see what op should do, given the space it is on
514 * (eg, explode, damage player, etc) 497 * (eg, explode, damage player, etc)
515 */ 498 */
516
517void 499void
518check_bullet (object *op) 500check_bullet (object *op)
519{ 501{
520 object *tmp; 502 object *tmp;
521 int dam, mflags; 503 int dam, mflags;
536 518
537 /* If nothing alive on this space, no reason to do anything further */ 519 /* If nothing alive on this space, no reason to do anything further */
538 if (!(mflags & P_IS_ALIVE)) 520 if (!(mflags & P_IS_ALIVE))
539 return; 521 return;
540 522
541 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 523 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
542 { 524 {
543 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 525 if (QUERY_FLAG (tmp, FLAG_ALIVE))
544 { 526 {
545 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1); 527 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1);
528
529 // TODO: can't understand the following if's
546 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0) 530 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0)
547 { 531 {
548 if (!QUERY_FLAG (op, FLAG_REMOVED)) 532 if (!QUERY_FLAG (op, FLAG_REMOVED))
549 { 533 {
550 op->destroy (); 534 op->destroy ();
610 op->destroy (); 594 op->destroy ();
611 595
612 return; 596 return;
613 } 597 }
614 598
615 op->remove (); 599 if (!(op = m->insert (op, new_x, new_y, op)))
616 op->x = new_x;
617 op->y = new_y;
618 if ((op = insert_ob_in_map (op, m, op, 0)) == NULL)
619 return; 600 return;
620 601
621 if (reflwall (op->map, op->x, op->y, op)) 602 if (reflwall (op->map, op->x, op->y, op))
622 { 603 {
623 op->direction = absdir (op->direction + 4); 604 op->direction = absdir (op->direction + 4);
624 update_turn_face (op); 605 update_turn_face (op);
625 } 606 }
626 else 607 else
627 check_bullet (op); 608 check_bullet (op);
628} 609}
629
630
631
632 610
633/* fire_bullet 611/* fire_bullet
634 * object op (cast from caster) files a bolt in dir. 612 * object op (cast from caster) files a bolt in dir.
635 * spob is the spell object for the bolt. 613 * spob is the spell object for the bolt.
636 * we remove the magic flag - that can be derived from 614 * we remove the magic flag - that can be derived from
637 * spob->attacktype. 615 * spob->attacktype.
638 * This function sets up the appropriate owner and skill 616 * This function sets up the appropriate owner and skill
639 * pointers. 617 * pointers.
640 */ 618 */
641
642int 619int
643fire_bullet (object *op, object *caster, int dir, object *spob) 620fire_bullet (object *op, object *caster, int dir, object *spob)
644{ 621{
645 object *tmp = NULL; 622 object *tmp = NULL;
646 int mflags; 623 int mflags;
647 624
648 if (!spob->other_arch) 625 if (!spob->other_arch)
649 return 0; 626 return 0;
650 627
651 tmp = arch_to_object (spob->other_arch); 628 tmp = spob->other_arch->instance ();
652 if (tmp == NULL) 629 if (!tmp)
653 return 0; 630 return 0;
654 631
655 /* peterm: level dependency for bolts */ 632 /* peterm: level dependency for bolts */
656 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob); 633 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob);
657 tmp->attacktype = spob->attacktype; 634 tmp->attacktype = spob->attacktype;
658 if (spob->slaying) 635 if (spob->slaying)
659 tmp->slaying = spob->slaying; 636 tmp->slaying = spob->slaying;
660 637
670 SET_ANIMATION (tmp, dir); 647 SET_ANIMATION (tmp, dir);
671 648
672 tmp->set_owner (op); 649 tmp->set_owner (op);
673 set_spell_skill (op, caster, spob, tmp); 650 set_spell_skill (op, caster, spob, tmp);
674 651
675 tmp->x = op->x + freearr_x[dir]; 652 tmp->x = op->x + freearr_x[dir];
676 tmp->y = op->y + freearr_y[dir]; 653 tmp->y = op->y + freearr_y[dir];
677 tmp->map = op->map; 654 tmp->map = op->map;
678 655
679 maptile *newmap; 656 maptile *newmap;
680 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y); 657 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y);
681 if (mflags & P_OUT_OF_MAP) 658 if (mflags & P_OUT_OF_MAP)
698 tmp->y = op->y; 675 tmp->y = op->y;
699 tmp->direction = absdir (tmp->direction + 4); 676 tmp->direction = absdir (tmp->direction + 4);
700 tmp->map = op->map; 677 tmp->map = op->map;
701 } 678 }
702 679
703 if ((tmp = insert_ob_in_map (tmp, tmp->map, op, 0))) 680 if ((tmp = tmp->insert_at (tmp, op)))
704 check_bullet (tmp); 681 check_bullet (tmp);
705 682
706 return 1; 683 return 1;
707} 684}
708
709
710
711 685
712/***************************************************************************** 686/*****************************************************************************
713 * 687 *
714 * CONE RELATED FUNCTIONS 688 * CONE RELATED FUNCTIONS
715 * 689 *
716 *****************************************************************************/ 690 *****************************************************************************/
717 691
718
719/* drops an object based on what is in the cone's "other_arch" */ 692/* drops an object based on what is in the cone's "other_arch" */
720void 693void
721cone_drop (object *op) 694cone_drop (object *op)
722{ 695{
723 object *new_ob = arch_to_object (op->other_arch); 696 object *new_ob = arch_to_object (op->other_arch);
724 697
725 new_ob->x = op->x;
726 new_ob->y = op->y;
727 new_ob->level = op->level; 698 new_ob->level = op->level;
728 new_ob->set_owner (op->owner); 699 new_ob->set_owner (op->owner);
729 700
730 /* preserve skill ownership */ 701 /* preserve skill ownership */
731 if (op->skill && op->skill != new_ob->skill) 702 if (op->skill && op->skill != new_ob->skill)
732 {
733 new_ob->skill = op->skill; 703 new_ob->skill = op->skill;
734 }
735 insert_ob_in_map (new_ob, op->map, op, 0);
736 704
705 new_ob->insert_at (op, op);
737} 706}
738 707
739/* move_cone: causes cone object 'op' to move a space/hit creatures */ 708/* move_cone: causes cone object 'op' to move a space/hit creatures */
740 709
741void 710void
742move_cone (object *op) 711move_cone (object *op)
743{ 712{
744 int i;
745
746 /* if no map then hit_map will crash so just ignore object */ 713 /* if no map then hit_map will crash so just ignore object */
747 if (!op->map) 714 if (!op->map)
748 { 715 {
749 LOG (llevError, "Tried to move_cone object %s without a map.\n", op->name ? &op->name : "unknown"); 716 LOG (llevError, "Tried to move_cone object %s without a map.\n", op->name ? &op->name : "unknown");
750 op->set_speed (0); 717 op->set_speed (0);
770 } 737 }
771#endif 738#endif
772 739
773 hit_map (op, 0, op->attacktype, 0); 740 hit_map (op, 0, op->attacktype, 0);
774 741
742 if (!op->is_on_map ())
743 return;
744
775 /* Check to see if we should push anything. 745 /* Check to see if we should push anything.
776 * Spell objects with weight push whatever they encounter to some 746 * Spell objects with weight push whatever they encounter to some
777 * degree. 747 * degree.
778 */ 748 */
779 if (op->weight) 749 if (op->weight)
750 {
780 check_spell_knockback (op); 751 check_spell_knockback (op);
781 752
782 if (op->destroyed ()) 753 if (!op->is_on_map ())
783 return; 754 return;
755 }
784 756
785 if ((op->duration--) < 0) 757 if (op->duration-- < 0)
786 { 758 {
787 op->destroy (); 759 op->destroy ();
788 return; 760 return;
789 } 761 }
790 /* Object has hit maximum range, so don't have it move 762 /* Object has hit maximum range, so don't have it move
795 { 767 {
796 op->range = 0; /* just so it doesn't wrap */ 768 op->range = 0; /* just so it doesn't wrap */
797 return; 769 return;
798 } 770 }
799 771
800 for (i = -1; i < 2; i++) 772 for (int i = -1; i <= 1; i++)
801 { 773 {
802 sint16 x = op->x + freearr_x[absdir (op->stats.sp + i)], y = op->y + freearr_y[absdir (op->stats.sp + i)]; 774 sint16 x = op->x + freearr_x[absdir (op->stats.sp + i)], y = op->y + freearr_y[absdir (op->stats.sp + i)];
803 775
804 if (ok_to_put_more (op->map, x, y, op, op->attacktype)) 776 if (ok_to_put_more (op->map, x, y, op, op->attacktype))
805 { 777 {
806 object *tmp = op->clone (); 778 object *tmp = op->clone ();
807
808 tmp->x = x;
809 tmp->y = y;
810 779
811 tmp->duration = op->duration + 1; 780 tmp->duration = op->duration + 1;
812 781
813 /* Use for spell tracking - see ok_to_put_more() */ 782 /* Use for spell tracking - see ok_to_put_more() */
814 tmp->stats.maxhp = op->stats.maxhp; 783 tmp->stats.maxhp = op->stats.maxhp;
815 insert_ob_in_map (tmp, op->map, op, 0); 784
785 op->map->insert (tmp, x, y, op);
786
816 if (tmp->other_arch) 787 if (tmp->other_arch)
817 cone_drop (tmp); 788 cone_drop (tmp);
818 } 789 }
819 } 790 }
820} 791}
853 824
854 /* Need to know what the movetype of the object we are about 825 /* Need to know what the movetype of the object we are about
855 * to create is, so we can know if the space we are about to 826 * to create is, so we can know if the space we are about to
856 * insert it into is blocked. 827 * insert it into is blocked.
857 */ 828 */
858 movetype = spell->other_arch->clone.move_type; 829 movetype = spell->other_arch->move_type;
859 830
860 for (i = range_min; i <= range_max; i++) 831 for (i = range_min; i <= range_max; i++)
861 { 832 {
862 sint16 x, y, d; 833 sint16 x, y, d;
863 834
898 869
899 success = 1; 870 success = 1;
900 tmp = arch_to_object (spell->other_arch); 871 tmp = arch_to_object (spell->other_arch);
901 tmp->set_owner (op); 872 tmp->set_owner (op);
902 set_spell_skill (op, caster, spell, tmp); 873 set_spell_skill (op, caster, spell, tmp);
903 tmp->level = caster_level (caster, spell); 874 tmp->level = casting_level (caster, spell);
904 tmp->x = sx;
905 tmp->y = sy;
906 tmp->attacktype = spell->attacktype; 875 tmp->attacktype = spell->attacktype;
907 876
908 /* holy word stuff */ 877 /* holy word stuff */
909 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER)) 878 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER))
910 if (!tailor_god_spell (tmp, op)) 879 if (!tailor_god_spell (tmp, op))
944 else 913 else
945 tmp->duration += caster->level / 3; 914 tmp->duration += caster->level / 3;
946 } 915 }
947 916
948 if (!(tmp->move_type & MOVE_FLY_LOW)) 917 if (!(tmp->move_type & MOVE_FLY_LOW))
949 LOG (llevDebug, "cast_cone(): arch %s doesn't have flying 1\n", &spell->other_arch->name); 918 LOG (llevDebug, "cast_cone(): arch %s doesn't have flying 1\n", &spell->other_arch->archname);
950 919
951 if (!tmp->move_on && tmp->stats.dam) 920 if (!tmp->move_on && tmp->stats.dam)
952 {
953 LOG (llevDebug, "cast_cone(): arch %s doesn't have move_on set\n", &spell->other_arch->name); 921 LOG (llevDebug, "cast_cone(): arch %s doesn't have move_on set\n", &spell->other_arch->archname);
954 }
955 922
956 insert_ob_in_map (tmp, m, op, 0); 923 m->insert (tmp, sx, sy, op);
957 924
958 /* This is used for tracking spells so that one effect doesn't hit 925 /* This is used for tracking spells so that one effect doesn't hit
959 * a single space too many times. 926 * a single space too many times.
960 */ 927 */
961 tmp->stats.maxhp = tmp->count; 928 tmp->stats.maxhp = tmp->count;
971 * 938 *
972 * BOMB related code 939 * BOMB related code
973 * 940 *
974 ****************************************************************************/ 941 ****************************************************************************/
975 942
976
977/* This handles an exploding bomb. 943/* This handles an exploding bomb.
978 * op is the original bomb object. 944 * op is the original bomb object.
979 */ 945 */
980void 946void
981animate_bomb (object *op) 947animate_bomb (object *op)
982{ 948{
983 int i;
984 object *env, *tmp;
985 archetype *at;
986
987 if (op->state != NUM_ANIMATIONS (op) - 1) 949 if (op->state != NUM_ANIMATIONS (op) - 1)
988 return; 950 return;
989 951
990 env = object_get_env_recursive (op); 952 object *env = op->outer_env ();
991 953
992 if (op->env) 954 if (op->env)
993 { 955 {
994 if (env->map == NULL) 956 if (env->map == NULL)
995 return; 957 return;
996 958
997 if (env->type == PLAYER) 959 if (!(op = op->insert_at (env, op)))
998 esrv_del_item (env->contr, op->count);
999
1000 op->remove ();
1001 op->x = env->x;
1002 op->y = env->y;
1003 if ((op = insert_ob_in_map (op, env->map, op, 0)) == NULL)
1004 return; 960 return;
1005 } 961 }
1006 962
1007 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent bomb from exploding 963 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent bomb from exploding
1008 // on a safe map. I don't like this special casing, but it seems to be neccessary 964 // on a safe map. I don't like this special casing, but it seems to be neccessary
1015 971
1016 /* This copies a lot of the code from the fire bullet, 972 /* This copies a lot of the code from the fire bullet,
1017 * but using the cast_bullet isn't really feasible, 973 * but using the cast_bullet isn't really feasible,
1018 * so just set up the appropriate values. 974 * so just set up the appropriate values.
1019 */ 975 */
1020 at = archetype::find (SPLINT); 976 if (archetype *at = archetype::find (SPLINT))
1021 if (at)
1022 { 977 {
1023 for (i = 1; i < 9; i++) 978 for (int i = 1; i < 9; i++)
1024 { 979 {
1025 if (out_of_map (op->map, op->x + freearr_x[i], op->y + freearr_x[i])) 980 if (out_of_map (op->map, op->x + freearr_x[i], op->y + freearr_x[i]))
1026 continue; 981 continue;
982
1027 tmp = arch_to_object (at); 983 object *tmp = arch_to_object (at);
1028 tmp->direction = i; 984 tmp->direction = i;
1029 tmp->range = op->range; 985 tmp->range = op->range;
1030 tmp->stats.dam = op->stats.dam; 986 tmp->stats.dam = op->stats.dam;
1031 tmp->duration = op->duration; 987 tmp->duration = op->duration;
1032 tmp->attacktype = op->attacktype; 988 tmp->attacktype = op->attacktype;
1033 tmp->set_owner (op); 989 tmp->set_owner (op);
1034 if (op->skill && op->skill != tmp->skill) 990 if (op->skill && op->skill != tmp->skill)
1035 {
1036 tmp->skill = op->skill; 991 tmp->skill = op->skill;
1037 } 992
1038 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) 993 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
1039 SET_ANIMATION (tmp, i); 994 SET_ANIMATION (tmp, i);
1040 tmp->x = op->x + freearr_x[i]; 995
1041 tmp->y = op->y + freearr_x[i]; 996 op->map->insert (tmp, op->x + freearr_x[i], op->y + freearr_x[i], op);
1042 insert_ob_in_map (tmp, op->map, op, 0);
1043 move_bullet (tmp); 997 move_bullet (tmp);
1044 } 998 }
1045 } 999 }
1046 1000
1047 explode_bullet (op); 1001 explode_bullet (op);
1048} 1002}
1049 1003
1050int 1004int
1051create_bomb (object *op, object *caster, int dir, object *spell) 1005create_bomb (object *op, object *caster, int dir, object *spell)
1052{ 1006{
1053
1054 object *tmp; 1007 object *tmp;
1055 int mflags; 1008 int mflags;
1056 sint16 dx = op->x + freearr_x[dir], dy = op->y + freearr_y[dir]; 1009 sint16 dx = op->x + freearr_x[dir], dy = op->y + freearr_y[dir];
1057 maptile *m; 1010 maptile *m;
1058 1011
1059 mflags = get_map_flags (op->map, &m, dx, dy, &dx, &dy); 1012 mflags = get_map_flags (op->map, &m, dx, dy, &dx, &dy);
1013
1014 // when creating a bomb below ourself it should always work, even
1015 // when movement is blocked (somehow we got here, somehow we are here,
1016 // so we should also be able to make a bomb here). (originally added
1017 // to fix create bomb traps in doors, which cast with dir=0).
1018 if (dir)
1019 {
1060 if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, dx, dy) & MOVE_WALK)) 1020 if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, dx, dy) & MOVE_WALK))
1061 { 1021 {
1062 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way."); 1022 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way.");
1063 return 0; 1023 return 0;
1024 }
1064 } 1025 }
1026
1065 tmp = arch_to_object (spell->other_arch); 1027 tmp = arch_to_object (spell->other_arch);
1066 1028
1067 /* level dependencies for bomb */ 1029 /* level dependencies for bomb */
1068 tmp->range = spell->range + SP_level_range_adjust (caster, spell); 1030 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
1069 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1031 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1070 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell); 1032 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
1071 tmp->attacktype = spell->attacktype; 1033 tmp->attacktype = spell->attacktype;
1072 1034
1073 tmp->set_owner (op); 1035 tmp->set_owner (op);
1074 set_spell_skill (op, caster, spell, tmp); 1036 set_spell_skill (op, caster, spell, tmp);
1075 tmp->x = dx; 1037
1076 tmp->y = dy; 1038 m->insert (tmp, dx, dy, op);
1077 insert_ob_in_map (tmp, m, op, 0);
1078 return 1; 1039 return 1;
1079} 1040}
1080 1041
1081/**************************************************************************** 1042/****************************************************************************
1082 * 1043 *
1091 * dir is the direction to look in. 1052 * dir is the direction to look in.
1092 * range is how far out to look. 1053 * range is how far out to look.
1093 * type is the type of spell - either SPELL_MANA or SPELL_GRACE. 1054 * type is the type of spell - either SPELL_MANA or SPELL_GRACE.
1094 * this info is used for blocked magic/unholy spaces. 1055 * this info is used for blocked magic/unholy spaces.
1095 */ 1056 */
1096
1097object * 1057object *
1098get_pointed_target (object *op, int dir, int range, int type) 1058get_pointed_target (object *op, int dir, int range, int type)
1099{ 1059{
1100 object *target; 1060 object *target;
1101 sint16 x, y; 1061 sint16 x, y;
1120 return NULL; 1080 return NULL;
1121 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW) 1081 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW)
1122 return NULL; 1082 return NULL;
1123 1083
1124 if (mflags & P_IS_ALIVE) 1084 if (mflags & P_IS_ALIVE)
1125 {
1126 for (target = GET_MAP_OB (mp, x, y); target; target = target->above) 1085 for (target = GET_MAP_OB (mp, x, y); target; target = target->above)
1127 { 1086 if (QUERY_FLAG (target, FLAG_MONSTER))
1128 if (QUERY_FLAG (target->head ? target->head : target, FLAG_MONSTER))
1129 {
1130 return target; 1087 return target;
1131 }
1132 }
1133 }
1134 } 1088 }
1089
1135 return NULL; 1090 return NULL;
1136} 1091}
1137
1138 1092
1139/* cast_smite_arch() - the priest points to a creature and causes 1093/* cast_smite_arch() - the priest points to a creature and causes
1140 * a 'godly curse' to decend. 1094 * a 'godly curse' to decend.
1141 * usual params - 1095 * usual params -
1142 * op = player 1096 * op = player
1143 * caster = object casting the spell. 1097 * caster = object casting the spell.
1144 * dir = direction being cast 1098 * dir = direction being cast
1145 * spell = spell object 1099 * spell = spell object
1146 */ 1100 */
1147
1148int 1101int
1149cast_smite_spell (object *op, object *caster, int dir, object *spell) 1102cast_smite_spell (object *op, object *caster, int dir, object *spell)
1150{ 1103{
1151 object *effect, *target; 1104 object *effect, *target;
1152 object *god = find_god (determine_god (op)); 1105 object *god = find_god (determine_god (op));
1176 effect = arch_to_object (spell->other_arch); 1129 effect = arch_to_object (spell->other_arch);
1177 else 1130 else
1178 return 0; 1131 return 0;
1179 1132
1180 /* tailor the effect by priest level and worshipped God */ 1133 /* tailor the effect by priest level and worshipped God */
1181 effect->level = caster_level (caster, spell); 1134 effect->level = casting_level (caster, spell);
1182 effect->attacktype = spell->attacktype; 1135 effect->attacktype = spell->attacktype;
1183 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER)) 1136 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER))
1184 { 1137 {
1185 if (tailor_god_spell (effect, op)) 1138 if (tailor_god_spell (effect, op))
1186 new_draw_info_format (NDI_UNIQUE, 0, op, "%s answers your call!", determine_god (op)); 1139 new_draw_info_format (NDI_UNIQUE, 0, op, "%s answers your call!", determine_god (op));
1225 1178
1226 effect->set_owner (op); 1179 effect->set_owner (op);
1227 set_spell_skill (op, caster, spell, effect); 1180 set_spell_skill (op, caster, spell, effect);
1228 1181
1229 /* ok, tell it where to be, and insert! */ 1182 /* ok, tell it where to be, and insert! */
1230 effect->x = target->x; 1183 effect->insert_at (target, op);
1231 effect->y = target->y;
1232 insert_ob_in_map (effect, target->map, op, 0);
1233 1184
1234 return 1; 1185 return 1;
1235} 1186}
1236
1237 1187
1238/**************************************************************************** 1188/****************************************************************************
1239 * 1189 *
1240 * MAGIC MISSILE code. 1190 * MAGIC MISSILE code.
1241 * note that the fire_bullet is used to fire the missile. The 1191 * note that the fire_bullet is used to fire the missile. The
1244 1194
1245/* op is a missile that needs to be moved */ 1195/* op is a missile that needs to be moved */
1246void 1196void
1247move_missile (object *op) 1197move_missile (object *op)
1248{ 1198{
1249 int i, mflags;
1250 object *owner;
1251 sint16 new_x, new_y;
1252 maptile *m;
1253
1254 if (op->range-- <= 0) 1199 if (op->range-- <= 0)
1255 { 1200 {
1201 op->drop_and_destroy ();
1202 return;
1203 }
1204
1205 mapxy pos (op);
1206 pos.move (op->direction);
1207
1208 if (!pos.normalise ())
1209 {
1256 op->destroy (); 1210 op->destroy ();
1257 return; 1211 return;
1258 } 1212 }
1259 1213
1260 owner = op->owner; 1214 mapspace &ms = pos.ms ();
1261#if 0
1262 /* It'd make things nastier if this wasn't here - spells cast by
1263 * monster that are then killed would continue to survive
1264 */
1265 if (owner == NULL)
1266 {
1267 op->destroy ();
1268 return;
1269 }
1270#endif
1271 1215
1272 new_x = op->x + DIRX (op); 1216 if (ms.flags () & P_IS_ALIVE || ms.blocks (op))
1273 new_y = op->y + DIRY (op);
1274
1275 mflags = get_map_flags (op->map, &m, new_x, new_y, &new_x, &new_y);
1276
1277 if (!(mflags & P_OUT_OF_MAP) && ((mflags & P_IS_ALIVE) || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y))))
1278 { 1217 {
1279 hit_map (op, op->direction, AT_MAGIC, 1); 1218 hit_map (op, op->direction, AT_MAGIC, 1);
1280 /* Basically, missile only hits one thing then goes away. 1219 /* Basically, missile only hits one thing then goes away.
1281 * we need to remove it if someone hasn't already done so. 1220 * we need to remove it if someone hasn't already done so.
1282 */ 1221 */
1283 if (!op->destroyed ())
1284 op->destroy ();
1285
1286 return;
1287 }
1288
1289 op->remove ();
1290
1291 if (!op->direction || (mflags & P_OUT_OF_MAP))
1292 {
1293 op->destroy (); 1222 op->destroy ();
1294 return; 1223 return;
1295 } 1224 }
1296 1225
1297 op->x = new_x; 1226 if (!op->direction)
1298 op->y = new_y; 1227 {
1299 op->map = m; 1228 op->destroy ();
1229 return;
1230 }
1231
1300 i = spell_find_dir (op->map, op->x, op->y, op->owner); 1232 int i = spell_find_dir (pos.m, pos.x, pos.y, op->owner);
1301 if (i > 0 && i != op->direction) 1233 if (i > 0 && i != op->direction)
1302 { 1234 {
1303 op->direction = i; 1235 op->direction = i;
1304 SET_ANIMATION (op, op->direction); 1236 SET_ANIMATION (op, op->direction);
1305 } 1237 }
1306 1238
1307 insert_ob_in_map (op, op->map, op, 0); 1239 pos.insert (op, op);
1308} 1240}
1309 1241
1310/**************************************************************************** 1242/****************************************************************************
1311 * Destruction 1243 * Destruction
1312 ****************************************************************************/ 1244 ****************************************************************************/
1315 * we do this by creating a force and inserting it in the 1247 * we do this by creating a force and inserting it in the
1316 * object. if time is 0, the object glows permanently. To truely 1248 * object. if time is 0, the object glows permanently. To truely
1317 * make this work for non-living objects, we would have to 1249 * make this work for non-living objects, we would have to
1318 * give them the capability to have an inventory. b.t. 1250 * give them the capability to have an inventory. b.t.
1319 */ 1251 */
1320
1321int 1252int
1322make_object_glow (object *op, int radius, int time) 1253make_object_glow (object *op, int radius, int time)
1323{ 1254{
1324 object *tmp;
1325
1326 /* some things are unaffected... */ 1255 /* some things are unaffected... */
1327 if (op->path_denied & PATH_LIGHT) 1256 if (op->path_denied & PATH_LIGHT)
1328 return 0; 1257 return 0;
1329 1258
1330 tmp = get_archetype (FORCE_NAME); 1259 object *tmp = get_archetype (FORCE_NAME);
1331 tmp->speed = 0.01; 1260 tmp->speed = 0.01;
1332 tmp->stats.food = time; 1261 tmp->stats.food = time;
1333 SET_FLAG (tmp, FLAG_IS_USED_UP); 1262 SET_FLAG (tmp, FLAG_IS_USED_UP);
1334 tmp->glow_radius = radius;
1335 if (tmp->glow_radius > MAX_LIGHT_RADII)
1336 tmp->glow_radius = MAX_LIGHT_RADII; 1263 tmp->glow_radius = min (MAX_LIGHT_RADIUS, radius);
1337
1338 tmp->x = op->x;
1339 tmp->y = op->y;
1340 if (tmp->speed < MIN_ACTIVE_SPEED)
1341 tmp->speed = MIN_ACTIVE_SPEED; /* safety */
1342 tmp = insert_ob_in_ob (tmp, op); 1264 tmp = insert_ob_in_ob (tmp, op);
1265
1343 if (tmp->glow_radius > op->glow_radius) 1266 if (tmp->glow_radius > op->glow_radius)
1344 op->glow_radius = tmp->glow_radius; 1267 op->glow_radius = tmp->glow_radius;
1345 1268
1346 if (!tmp->env || op != tmp->env)
1347 {
1348 LOG (llevError, "make_object_glow() failed to insert glowing force in %s\n", &op->name);
1349 return 0;
1350 }
1351 return 1; 1269 return 1;
1352} 1270}
1353
1354
1355
1356 1271
1357int 1272int
1358cast_destruction (object *op, object *caster, object *spell_ob) 1273cast_destruction (object *op, object *caster, object *spell_ob)
1359{ 1274{
1360 int i, j, range, mflags, friendly = 0, dam, dur; 1275 int i, j, range, mflags, friendly = 0, dam, dur;
1381 else if (caster->skill) 1296 else if (caster->skill)
1382 op->skill = caster->skill; 1297 op->skill = caster->skill;
1383 else 1298 else
1384 op->skill = NULL; 1299 op->skill = NULL;
1385 1300
1386 change_skill (op, find_skill_by_name (op, op->skill), 1); 1301 op->change_skill (find_skill_by_name (op, op->skill));
1387 1302
1388 for (i = -range; i < range; i++) 1303 for (i = -range; i <= range; i++)
1389 { 1304 {
1390 for (j = -range; j < range; j++) 1305 for (j = -range; j <= range; j++)
1391 { 1306 {
1392 m = op->map; 1307 m = op->map;
1393 sx = op->x + i; 1308 sx = op->x + i;
1394 sy = op->y + j; 1309 sy = op->y + j;
1310
1395 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy); 1311 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
1396 if (mflags & P_OUT_OF_MAP) 1312 if (mflags & P_OUT_OF_MAP)
1397 continue; 1313 continue;
1314
1398 if (mflags & P_IS_ALIVE) 1315 if (mflags & P_IS_ALIVE)
1399 { 1316 {
1400 for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above) 1317 for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above)
1401 {
1402 if (QUERY_FLAG (tmp, FLAG_ALIVE) || tmp->type == PLAYER) 1318 if (QUERY_FLAG (tmp, FLAG_ALIVE) || tmp->type == PLAYER)
1403 break; 1319 break;
1404 } 1320
1405 if (tmp) 1321 if (tmp)
1406 { 1322 {
1407 if (tmp->head) 1323 if (tmp->head)
1408 tmp = tmp->head; 1324 tmp = tmp->head;
1409 1325
1411 (!friendly && (QUERY_FLAG (tmp, FLAG_FRIENDLY) || tmp->type == PLAYER))) 1327 (!friendly && (QUERY_FLAG (tmp, FLAG_FRIENDLY) || tmp->type == PLAYER)))
1412 { 1328 {
1413 if (spell_ob->subtype == SP_DESTRUCTION) 1329 if (spell_ob->subtype == SP_DESTRUCTION)
1414 { 1330 {
1415 hit_player (tmp, dam, op, spell_ob->attacktype, 0); 1331 hit_player (tmp, dam, op, spell_ob->attacktype, 0);
1332
1416 if (spell_ob->other_arch) 1333 if (spell_ob->other_arch)
1417 {
1418 tmp = arch_to_object (spell_ob->other_arch); 1334 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op);
1419 tmp->x = sx;
1420 tmp->y = sy;
1421 insert_ob_in_map (tmp, m, op, 0);
1422 }
1423 } 1335 }
1424 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist[ATNR_MAGIC] != 100) 1336 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist[ATNR_MAGIC] != 100)
1425 { 1337 {
1426 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch) 1338 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch)
1427 {
1428 object *effect = arch_to_object (spell_ob->other_arch); 1339 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op);
1429
1430 effect->x = sx;
1431 effect->y = sy;
1432 insert_ob_in_map (effect, m, op, 0);
1433 }
1434 } 1340 }
1435 } 1341 }
1436 } 1342 }
1437 } 1343 }
1438 } 1344 }
1439 } 1345 }
1346
1440 op->skill = skill; 1347 op->skill = skill;
1441 return 1; 1348 return 1;
1442} 1349}
1443 1350
1444/*************************************************************************** 1351/***************************************************************************
1458 { 1365 {
1459 new_draw_info (NDI_UNIQUE, 0, op, "There is no one in that direction to curse."); 1366 new_draw_info (NDI_UNIQUE, 0, op, "There is no one in that direction to curse.");
1460 return 0; 1367 return 0;
1461 } 1368 }
1462 1369
1370 tmp = tmp->head_ ();
1371
1463 /* If we've already got a force of this type, don't add a new one. */ 1372 /* If we've already got a force of this type, don't add a new one. */
1464 for (force = tmp->inv; force != NULL; force = force->below) 1373 for (force = tmp->inv; force; force = force->below)
1465 { 1374 {
1466 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY) 1375 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY)
1467 { 1376 {
1468 if (force->name == spell_ob->name) 1377 if (force->name == spell_ob->name)
1469 { 1378 {
1475 return 0; 1384 return 0;
1476 } 1385 }
1477 } 1386 }
1478 } 1387 }
1479 1388
1480 if (force == NULL) 1389 if (!force)
1481 { 1390 {
1482 force = get_archetype (FORCE_NAME); 1391 force = get_archetype (FORCE_NAME);
1483 force->subtype = FORCE_CHANGE_ABILITY; 1392 force->subtype = FORCE_CHANGE_ABILITY;
1393
1484 if (spell_ob->race) 1394 if (spell_ob->race)
1485 force->name = spell_ob->race; 1395 force->name = spell_ob->race;
1486 else 1396 else
1487 force->name = spell_ob->name; 1397 force->name = spell_ob->name;
1488 1398
1498 { 1408 {
1499 force->duration = duration; 1409 force->duration = duration;
1500 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 1410 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1501 } 1411 }
1502 else 1412 else
1503 {
1504 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1413 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1505 } 1414
1506 return 1; 1415 return 1;
1507 } 1416 }
1417
1508 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50; 1418 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1509 force->speed = 1.0; 1419 force->speed = 1.f;
1510 force->speed_left = -1.0; 1420 force->speed_left = -1.f;
1511 SET_FLAG (force, FLAG_APPLIED); 1421 SET_FLAG (force, FLAG_APPLIED);
1512 1422
1513 if (god) 1423 if (god)
1514 { 1424 {
1515 if (spell_ob->last_grace) 1425 if (spell_ob->last_grace)
1533 tmp->update_stats (); 1443 tmp->update_stats ();
1534 return 1; 1444 return 1;
1535 1445
1536} 1446}
1537 1447
1538
1539/********************************************************************** 1448/**********************************************************************
1540 * mood change 1449 * mood change
1541 * Arguably, this may or may not be an attack spell. But since it 1450 * Arguably, this may or may not be an attack spell. But since it
1542 * effects monsters, it seems best to put it into this file 1451 * effects monsters, it seems best to put it into this file
1543 ***********************************************************************/ 1452 ***********************************************************************/
1556 1465
1557 /* We precompute some values here so that we don't have to keep 1466 /* We precompute some values here so that we don't have to keep
1558 * doing it over and over again. 1467 * doing it over and over again.
1559 */ 1468 */
1560 god = find_god (determine_god (op)); 1469 god = find_god (determine_god (op));
1561 level = caster_level (caster, spell); 1470 level = casting_level (caster, spell);
1562 range = spell->range + SP_level_range_adjust (caster, spell); 1471 range = spell->range + SP_level_range_adjust (caster, spell);
1563 1472
1564 /* On the bright side, no monster should ever have a race of GOD_... 1473 /* On the bright side, no monster should ever have a race of GOD_...
1565 * so even if the player doesn't worship a god, if race=GOD_.., it 1474 * so even if the player doesn't worship a god, if race=GOD_.., it
1566 * won't ever match anything. 1475 * won't ever match anything.
1572 else if (god && !strcmp (spell->race, "GOD_FRIEND")) 1481 else if (god && !strcmp (spell->race, "GOD_FRIEND"))
1573 race = god->race; 1482 race = god->race;
1574 else 1483 else
1575 race = spell->race; 1484 race = spell->race;
1576 1485
1577
1578 for (x = op->x - range; x <= op->x + range; x++) 1486 for (x = op->x - range; x <= op->x + range; x++)
1579 for (y = op->y - range; y <= op->y + range; y++) 1487 for (y = op->y - range; y <= op->y + range; y++)
1580 { 1488 {
1581
1582 done_one = 0; 1489 done_one = 0;
1583 m = op->map; 1490 m = op->map;
1584 nx = x; 1491 nx = x;
1585 ny = y; 1492 ny = y;
1586 mflags = get_map_flags (m, &m, x, y, &nx, &ny); 1493 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1589 1496
1590 /* If there is nothing living on this space, no need to go further */ 1497 /* If there is nothing living on this space, no need to go further */
1591 if (!(mflags & P_IS_ALIVE)) 1498 if (!(mflags & P_IS_ALIVE))
1592 continue; 1499 continue;
1593 1500
1501 // players can only affect spaces that they can actually see
1502 if (caster
1503 && caster->contr
1504 && caster->contr->darkness_at (m, nx, ny) == LOS_BLOCKED)
1505 continue;
1506
1594 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)
1595 if (QUERY_FLAG (tmp, FLAG_MONSTER)) 1508 if (QUERY_FLAG (tmp, FLAG_MONSTER))
1596 break; 1509 break;
1597 1510
1598 /* There can be living objects that are not monsters */ 1511 /* There can be living objects that are not monsters */
1599 if (!tmp || tmp->type == PLAYER) 1512 if (!tmp || tmp->type == PLAYER)
1606 head = tmp; 1519 head = tmp;
1607 1520
1608 /* 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 */
1609 if (race && head->race && !strstr (race, head->race)) 1522 if (race && head->race && !strstr (race, head->race))
1610 continue; 1523 continue;
1524
1611 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD)) 1525 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD))
1612 continue; 1526 continue;
1613 1527
1614 /* Now do a bunch of stuff related to saving throws */ 1528 /* Now do a bunch of stuff related to saving throws */
1615 best_at = -1; 1529 best_at = -1;
1632 at -= level / 5; 1546 at -= level / 5;
1633 if (did_make_save (head, head->level, at)) 1547 if (did_make_save (head, head->level, at))
1634 continue; 1548 continue;
1635 } 1549 }
1636 else /* spell->attacktype */ 1550 else /* spell->attacktype */
1637 /*
1638 Spell has no attacktype (charm & such), so we'll have a specific saving:
1639 * if spell level < monster level, no go
1640 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) )
1641
1642 The chance will then be in the range [20-70] percent, not too bad.
1643
1644 This is required to fix the 'charm monster' abuse, where a player level 1 can
1645 charm a level 125 monster...
1646
1647 Ryo, august 14th
1648 */
1649 { 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 */
1650 if (head->level > level) 1564 if (head->level > level)
1651 continue; 1565 continue;
1566
1652 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))))
1653 /* Failed, no effect */ 1568 /* Failed, no effect */
1654 continue; 1569 continue;
1655 } 1570 }
1656 1571
1657 /* Done with saving throw. Now start effecting the monster */ 1572 /* Done with saving throw. Now start affecting the monster */
1658 1573
1659 /* aggravation */ 1574 /* aggravation */
1660 if (QUERY_FLAG (spell, FLAG_MONSTER)) 1575 if (QUERY_FLAG (spell, FLAG_MONSTER))
1661 { 1576 {
1662 CLEAR_FLAG (head, FLAG_SLEEP); 1577 CLEAR_FLAG (head, FLAG_SLEEP);
1663 if (QUERY_FLAG (head, FLAG_FRIENDLY))
1664 remove_friendly_object (head); 1578 remove_friendly_object (head);
1665
1666 done_one = 1; 1579 done_one = 1;
1667 head->enemy = op; 1580 head->enemy = op;
1668 } 1581 }
1669 1582
1670 /* calm monsters */ 1583 /* calm monsters */
1679 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK)) 1592 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK))
1680 { 1593 {
1681 SET_FLAG (head, FLAG_BERSERK); 1594 SET_FLAG (head, FLAG_BERSERK);
1682 done_one = 1; 1595 done_one = 1;
1683 } 1596 }
1597
1684 /* charm */ 1598 /* charm */
1685 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))
1686 { 1600 {
1687 SET_FLAG (head, FLAG_FRIENDLY); 1601 INVOKE_OBJECT (KILL, head, ARG_OBJECT (caster));
1602
1688 /* Prevent uncontolled outbreaks of self replicating monsters. 1603 /* Prevent uncontrolled outbreaks of self replicating monsters.
1689 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.
1690 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. */
1691 CLEAR_FLAG (head, FLAG_GENERATOR); 1606 CLEAR_FLAG (head, FLAG_GENERATOR);
1692 head->set_owner (op); 1607 head->set_owner (op);
1693 set_spell_skill (op, caster, spell, head); 1608 set_spell_skill (op, caster, spell, head);
1698 head->stats.exp = 0; 1613 head->stats.exp = 0;
1699 } 1614 }
1700 1615
1701 /* If a monster was effected, put an effect in */ 1616 /* If a monster was effected, put an effect in */
1702 if (done_one && spell->other_arch) 1617 if (done_one && spell->other_arch)
1703 {
1704 tmp = arch_to_object (spell->other_arch); 1618 m->insert (arch_to_object (spell->other_arch), nx, ny, op);
1705 tmp->x = nx;
1706 tmp->y = ny;
1707 insert_ob_in_map (tmp, m, op, 0);
1708 }
1709 } /* for y */ 1619 } /* for y */
1710 1620
1711 return 1; 1621 return 1;
1712} 1622}
1713
1714 1623
1715/* Move_ball_spell: This handles ball type spells that just sort of wander 1624/* Move_ball_spell: This handles ball type spells that just sort of wander
1716 * about. was called move_ball_lightning, but since more than the ball 1625 * about. was called move_ball_lightning, but since more than the ball
1717 * lightning spell used it, that seemed misnamed. 1626 * lightning spell used it, that seemed misnamed.
1718 * op is the spell effect. 1627 * op is the spell effect.
1719 * note that duration is handled by process_object() in time.c 1628 * note that duration is handled by process_object() in time.c
1720 */ 1629 */
1721
1722void 1630void
1723move_ball_spell (object *op) 1631move_ball_spell (object *op)
1724{ 1632{
1725 int i, j, dam_save, dir, mflags; 1633 int i, j, dam_save, dir, mflags;
1726 sint16 nx, ny, hx, hy; 1634 sint16 nx, ny, hx, hy;
1745 for (i = 1; i < 9; i++) 1653 for (i = 1; i < 9; i++)
1746 { 1654 {
1747 /* i bit 0: alters sign of offset 1655 /* i bit 0: alters sign of offset
1748 * other bits (i / 2): absolute value of offset 1656 * other bits (i / 2): absolute value of offset
1749 */ 1657 */
1750
1751 int offset = ((i ^ j) & 1) ? (i / 2) : -(i / 2); 1658 int offset = ((i ^ j) & 1) ? (i / 2) : -(i / 2);
1752 int tmpdir = absdir (op->direction + offset); 1659 int tmpdir = absdir (op->direction + offset);
1753 1660
1754 nx = op->x + freearr_x[tmpdir]; 1661 nx = op->x + freearr_x[tmpdir];
1755 ny = op->y + freearr_y[tmpdir]; 1662 ny = op->y + freearr_y[tmpdir];
1757 { 1664 {
1758 dir = tmpdir; 1665 dir = tmpdir;
1759 break; 1666 break;
1760 } 1667 }
1761 } 1668 }
1669
1762 if (dir == 0) 1670 if (dir == 0)
1763 { 1671 {
1764 nx = op->x; 1672 nx = op->x;
1765 ny = op->y; 1673 ny = op->y;
1766 m = op->map; 1674 m = op->map;
1767 } 1675 }
1768 1676
1769 op->remove (); 1677 m->insert (op, nx, ny, op);
1770 op->y = ny;
1771 op->x = nx;
1772 insert_ob_in_map (op, m, op, 0);
1773 1678
1774 dam_save = op->stats.dam; /* save the original dam: we do halfdam on 1679 dam_save = op->stats.dam; /* save the original dam: we do halfdam on
1775 surrounding squares */ 1680 surrounding squares */
1776 1681
1777 /* loop over current square and neighbors to hit. 1682 /* loop over current square and neighbors to hit.
1778 * if this has an other_arch field, we insert that in 1683 * if this has an other_arch field, we insert that in
1779 * the surround spaces. 1684 * the surround spaces.
1780 */ 1685 */
1781 for (j = 0; j < 9; j++) 1686 for (j = 0; j < 9; j++)
1782 { 1687 {
1783 object *new_ob;
1784
1785 hx = nx + freearr_x[j]; 1688 hx = nx + freearr_x[j];
1786 hy = ny + freearr_y[j]; 1689 hy = ny + freearr_y[j];
1787 1690
1788 m = op->map; 1691 m = op->map;
1789 mflags = get_map_flags (m, &m, hx, hy, &hx, &hy); 1692 mflags = get_map_flags (m, &m, hx, hy, &hx, &hy);
1797 1700
1798 if ((mflags & P_IS_ALIVE) && (!owner || owner->x != hx || owner->y != hy || !on_same_map (owner, op))) 1701 if ((mflags & P_IS_ALIVE) && (!owner || owner->x != hx || owner->y != hy || !on_same_map (owner, op)))
1799 { 1702 {
1800 if (j) 1703 if (j)
1801 op->stats.dam = dam_save / 2; 1704 op->stats.dam = dam_save / 2;
1705
1802 hit_map (op, j, op->attacktype, 1); 1706 hit_map (op, j, op->attacktype, 1);
1803
1804 } 1707 }
1805 1708
1806 /* insert the other arch */ 1709 /* insert the other arch */
1807 if (op->other_arch && !(OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy)))) 1710 if (op->other_arch && !(OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy))))
1808 { 1711 m->insert (arch_to_object (op->other_arch), hx, hy, op);
1809 new_ob = arch_to_object (op->other_arch);
1810 new_ob->x = hx;
1811 new_ob->y = hy;
1812 insert_ob_in_map (new_ob, m, op, 0);
1813 }
1814 } 1712 }
1815 1713
1816 /* restore to the center location and damage */ 1714 /* restore to the center location and damage */
1817 op->stats.dam = dam_save; 1715 op->stats.dam = dam_save;
1818 1716
1821 if (i >= 0) 1719 if (i >= 0)
1822 { /* we have a preferred direction! */ 1720 { /* we have a preferred direction! */
1823 /* pick another direction if the preferred dir is blocked. */ 1721 /* pick another direction if the preferred dir is blocked. */
1824 if (get_map_flags (op->map, &m, nx + freearr_x[i], ny + freearr_y[i], &hx, &hy) & P_OUT_OF_MAP || 1722 if (get_map_flags (op->map, &m, nx + freearr_x[i], ny + freearr_y[i], &hx, &hy) & P_OUT_OF_MAP ||
1825 OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy))) 1723 OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy)))
1826 {
1827 i = absdir (i + rndm (0, 2) - 1); /* -1, 0, +1 */ 1724 i = absdir (i + rndm (0, 2) - 1); /* -1, 0, +1 */
1828 } 1725
1829 op->direction = i; 1726 op->direction = i;
1830 } 1727 }
1831} 1728}
1832 1729
1833
1834/* move_swarm_spell: peterm 1730/* move_swarm_spell: peterm
1835 * This is an implementation of the swarm spell. It was written for 1731 * This is an implementation of the swarm spell. It was written for
1836 * meteor swarm, but it could be used for any swarm. A swarm spell 1732 * meteor swarm, but it could be used for any swarm. A swarm spell
1837 * is a special type of object that casts swarms of other types 1733 * is a special type of object that casts swarms of other types
1838 * of spells. Which spell it casts is flexible. It fires the spells 1734 * of spells. Which spell it casts is flexible. It fires the spells
1839 * from a set of squares surrounding the caster, in a given direction. 1735 * from a set of squares surrounding the caster, in a given direction.
1840 */ 1736 */
1841
1842void 1737void
1843move_swarm_spell (object *op) 1738move_swarm_spell (object *op)
1844{ 1739{
1845#if 0 1740#if 0
1846 static int cardinal_adjust[9] = { -3, -2, -1, 0, 0, 0, 1, 2, 3 }; 1741 static int cardinal_adjust[9] = { -3, -2, -1, 0, 0, 0, 1, 2, 3 };
1847 static int diagonal_adjust[10] = { -3, -2, -2, -1, 0, 0, 1, 2, 2, 3 }; 1742 static int diagonal_adjust[10] = { -3, -2, -2, -1, 0, 0, 1, 2, 2, 3 };
1848 sint16 target_x, target_y, origin_x, origin_y; 1743 sint16 target_x, target_y, origin_x, origin_y;
1849 int adjustdir; 1744 int adjustdir;
1850 maptile *m; 1745 maptile *m;
1851#endif 1746#endif
1852 int basedir;
1853 object *owner; 1747 object *owner = op->env;
1854 1748
1855 owner = op->owner; 1749 if (!owner) // MUST not happen, remove when true TODO
1856 if (op->duration == 0 || owner == NULL)
1857 { 1750 {
1751 LOG (llevError, "swarm spell found outside inventory: %s\n", op->debug_desc ());
1858 op->destroy (); 1752 op->destroy ();
1859 return; 1753 return;
1860 } 1754 }
1861 1755
1756 if (!op->duration || !owner->is_on_map ())
1757 {
1758 op->drop_and_destroy ();
1759 return;
1760 }
1761
1862 op->duration--; 1762 op->duration--;
1863 1763
1864 basedir = op->direction; 1764 int basedir = op->direction;
1865 if (basedir == 0) 1765 if (!basedir)
1866 { 1766 {
1867 /* spray in all directions! 8) */ 1767 /* spray in all directions! 8) */
1868 basedir = rndm (1, 8); 1768 op->facing = (op->facing + op->state) & 7;
1769 basedir = op->facing + 1;
1869 } 1770 }
1870 1771
1871#if 0 1772#if 0
1872 // this is bogus: it causes wrong places to be checked below 1773 // this is bogus: it causes wrong places to be checked below
1873 // (a wall 2 cells away will block the effect...) and 1774 // (a wall 2 cells away will block the effect...) and
1874 // doesn't work for SP_BULLET anyhow, so again tests the wrong 1775 // doesn't work for SP_BULLET anyhow, so again tests the wrong
1875 // space. 1776 // space.
1876 // should be fixed later, but correctness before featurs... 1777 // should be fixed later, but correctness before features...
1877 // (schmorp) 1778 // (schmorp)
1878 1779
1879 /* new offset calculation to make swarm element distribution 1780 /* new offset calculation to make swarm element distribution
1880 * more uniform 1781 * more uniform
1881 */ 1782 */
1934 { 1835 {
1935 /* Bullet spells have a bunch more customization that needs to be done */ 1836 /* Bullet spells have a bunch more customization that needs to be done */
1936 if (op->spell->subtype == SP_BULLET) 1837 if (op->spell->subtype == SP_BULLET)
1937 fire_bullet (owner, op, basedir, op->spell); 1838 fire_bullet (owner, op, basedir, op->spell);
1938 else if (op->spell->subtype == SP_MAGIC_MISSILE) 1839 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1939 fire_arch_from_position (owner, op, op->x, op->y, basedir, op->spell); 1840 fire_arch_from_position (owner, op, owner->x, owner->y, basedir, op->spell);
1940 } 1841 }
1941} 1842}
1942
1943
1944
1945 1843
1946/* fire_swarm: 1844/* fire_swarm:
1947 * The following routine creates a swarm of objects. It actually 1845 * The following routine creates a swarm of objects. It actually
1948 * sets up a specific swarm object, which then fires off all 1846 * sets up a specific swarm object, which then fires off all
1949 * the parts of the swarm. 1847 * the parts of the swarm.
1952 * caster: the caster (owner, wand, rod, scroll) 1850 * caster: the caster (owner, wand, rod, scroll)
1953 * dir: the direction everything will be fired in 1851 * dir: the direction everything will be fired in
1954 * spell - the spell that is this spell. 1852 * spell - the spell that is this spell.
1955 * n: the number to be fired. 1853 * n: the number to be fired.
1956 */ 1854 */
1957
1958int 1855int
1959fire_swarm (object *op, object *caster, object *spell, int dir) 1856fire_swarm (object *op, object *caster, object *spell, int dir)
1960{ 1857{
1961 object *tmp;
1962 int i;
1963
1964 if (!spell->other_arch) 1858 if (!spell->other_arch)
1965 return 0; 1859 return 0;
1966 1860
1967 tmp = get_archetype (SWARM_SPELL); 1861 object *tmp = archetype::get (SWARM_SPELL);
1968 tmp->x = op->x; 1862
1969 tmp->y = op->y;
1970 tmp->set_owner (op); /* needed so that if swarm elements kill, caster gets xp. */
1971 set_spell_skill (op, caster, spell, tmp); 1863 set_spell_skill (op, caster, spell, tmp);
1972
1973 tmp->level = caster_level (caster, spell); /*needed later, to get level dep. right. */ 1864 tmp->level = casting_level (caster, spell); /* needed later, to get level dep. right. */
1974 tmp->spell = arch_to_object (spell->other_arch); 1865 tmp->spell = spell->other_arch->instance ();
1975
1976 tmp->attacktype = tmp->spell->attacktype; 1866 tmp->attacktype = tmp->spell->attacktype;
1977 1867
1978 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) 1868 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
1979 {
1980 if (!tailor_god_spell (tmp, op)) 1869 if (!tailor_god_spell (tmp, op))
1981 return 1; 1870 return 1;
1982 } 1871
1983 tmp->duration = SP_level_duration_adjust (caster, spell); 1872 tmp->duration = SP_level_duration_adjust (caster, spell);
1984 for (i = 0; i < spell->duration; i++) 1873 for (int i = 0; i < spell->duration; i++)
1985 tmp->duration += die_roll (1, 3, op, PREFER_HIGH); 1874 tmp->duration += die_roll (1, 3, op, PREFER_HIGH);
1986 1875
1876 tmp->invisible = 1;
1877 tmp->flag [FLAG_NO_DROP] = 1; // make sure it stays in inv, or else
1987 tmp->direction = dir; 1878 tmp->direction = dir;
1988 tmp->invisible = 1; 1879 tmp->facing = rndm (1, 8); // initial firing direction
1989 insert_ob_in_map (tmp, op->map, op, 0); 1880 tmp->state = rndm (4) * 2 + 1; // direction increment
1881
1882 op->insert (tmp);
1883
1990 return 1; 1884 return 1;
1991} 1885}
1992
1993 1886
1994/* See the spells documentation file for why this is its own 1887/* See the spells documentation file for why this is its own
1995 * function. 1888 * function.
1996 */ 1889 */
1997int 1890int
2002 int dam, mflags; 1895 int dam, mflags;
2003 maptile *m; 1896 maptile *m;
2004 1897
2005 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1898 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
2006 1899
2007 if (!dir) 1900 if (dir)
2008 {
2009 new_draw_info (NDI_UNIQUE, 0, op, "In what direction?");
2010 return 0;
2011 } 1901 {
2012
2013 x = op->x + freearr_x[dir]; 1902 x = op->x + freearr_x[dir];
2014 y = op->y + freearr_y[dir]; 1903 y = op->y + freearr_y[dir];
2015 m = op->map; 1904 m = op->map;
2016 1905
2017 mflags = get_map_flags (m, &m, x, y, &x, &y); 1906 mflags = get_map_flags (m, &m, x, y, &x, &y);
2018 1907
2019 if (mflags & P_OUT_OF_MAP) 1908 if (mflags & P_OUT_OF_MAP)
2020 { 1909 {
2021 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is there."); 1910 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is there.");
2022 return 0; 1911 return 0;
2023 } 1912 }
2024 1913
2025 if (mflags & P_IS_ALIVE && spell->attacktype) 1914 if (mflags & P_IS_ALIVE && spell->attacktype)
2026 { 1915 {
2027 for (target = GET_MAP_OB (m, x, y); target; target = target->above) 1916 for (target = GET_MAP_OB (m, x, y); target; target = target->above)
2028 if (QUERY_FLAG (target, FLAG_MONSTER)) 1917 if (QUERY_FLAG (target, FLAG_MONSTER))
2029 { 1918 {
2030 /* oky doky. got a target monster. Lets make a blinding attack */ 1919 /* oky doky. got a target monster. Lets make a blinding attack */
2031 if (target->head) 1920 if (target->head)
2032 target = target->head; 1921 target = target->head;
1922
2033 (void) hit_player (target, dam, op, spell->attacktype, 1); 1923 hit_player (target, dam, op, spell->attacktype, 1);
2034 return 1; /* one success only! */ 1924 return 1; /* one success only! */
1925 }
2035 } 1926 }
2036 }
2037 1927
2038 /* no live target, perhaps a wall is in the way? */ 1928 /* no live target, perhaps a wall is in the way? */
2039 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y))) 1929 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)))
2040 { 1930 {
2041 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 1931 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
2042 return 0; 1932 return 0;
1933 }
2043 } 1934 }
2044 1935
2045 /* ok, looks groovy to just insert a new light on the map */ 1936 /* ok, looks groovy to just insert a new light on the map */
2046 tmp = arch_to_object (spell->other_arch); 1937 tmp = arch_to_object (spell->other_arch);
2047 if (!tmp) 1938 if (!tmp)
2048 { 1939 {
2049 LOG (llevError, "Error: spell arch for cast_light() missing.\n"); 1940 LOG (llevError, "Error: spell arch for cast_light() missing.\n");
2050 return 0; 1941 return 0;
2051 } 1942 }
1943
2052 tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell); 1944 tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell);
1945
2053 if (tmp->glow_radius) 1946 if (tmp->glow_radius)
2054 {
2055 tmp->glow_radius = spell->range + SP_level_range_adjust (caster, spell); 1947 tmp->glow_radius = min (MAX_LIGHT_RADIUS, spell->range + SP_level_range_adjust (caster, spell));
2056 if (tmp->glow_radius > MAX_LIGHT_RADII) 1948
2057 tmp->glow_radius = MAX_LIGHT_RADII; 1949 if (dir)
2058 } 1950 m->insert (tmp, x, y, op);
2059 tmp->x = x; 1951 else
2060 tmp->y = y; 1952 caster->outer_env ()->insert (tmp);
2061 insert_ob_in_map (tmp, m, op, 0); 1953
2062 return 1; 1954 return 1;
2063} 1955}
2064
2065
2066
2067 1956
2068/* cast_cause_disease: this spell looks along <dir> from the 1957/* cast_cause_disease: this spell looks along <dir> from the
2069 * player and infects someone. 1958 * player and infects someone.
2070 * op is the player/monster, caster is the object, dir is the direction 1959 * op is the player/monster, caster is the object, dir is the direction
2071 * to cast, disease_arch is the specific disease, and type is the spell number 1960 * to cast, disease_arch is the specific disease, and type is the spell number
2072 * perhaps this should actually be in disease.c? 1961 * perhaps this should actually be in disease.c?
2073 */ 1962 */
2074
2075int 1963int
2076cast_cause_disease (object *op, object *caster, object *spell, int dir) 1964cast_cause_disease (object *op, object *caster, object *spell, int dir)
2077{ 1965{
2078 sint16 x, y; 1966 sint16 x, y;
2079 int i, mflags, range, dam_mod, dur_mod; 1967 int i, mflags, range, dam_mod, dur_mod;
2086 /* If casting from a scroll, no direction will be available, so refer to the 1974 /* If casting from a scroll, no direction will be available, so refer to the
2087 * direction the player is pointing. 1975 * direction the player is pointing.
2088 */ 1976 */
2089 if (!dir) 1977 if (!dir)
2090 dir = op->facing; 1978 dir = op->facing;
1979
2091 if (!dir) 1980 if (!dir)
2092 return 0; /* won't find anything if casting on ourself, so just return */ 1981 return 0; /* won't find anything if casting on ourself, so just return */
2093 1982
2094 /* Calculate these once here */ 1983 /* Calculate these once here */
2095 range = spell->range + SP_level_range_adjust (caster, spell); 1984 range = spell->range + SP_level_range_adjust (caster, spell);
2122 object *disease = arch_to_object (spell->other_arch); 2011 object *disease = arch_to_object (spell->other_arch);
2123 2012
2124 disease->set_owner (op); 2013 disease->set_owner (op);
2125 set_spell_skill (op, caster, spell, disease); 2014 set_spell_skill (op, caster, spell, disease);
2126 disease->stats.exp = 0; 2015 disease->stats.exp = 0;
2127 disease->level = caster_level (caster, spell); 2016 disease->level = casting_level (caster, spell);
2128 2017
2129 /* do level adjustments */ 2018 /* do level adjustments */
2130 if (disease->stats.wc) 2019 if (disease->stats.wc)
2131 disease->stats.wc += dur_mod / 2; 2020 disease->stats.wc += dur_mod / 2;
2132 2021
2133 if (disease->magic > 0) 2022 if (disease->magic > 0)
2134 disease->magic += dur_mod / 4; 2023 disease->magic += dur_mod / 8;
2135 2024
2136 if (disease->stats.maxhp > 0) 2025 if (disease->stats.maxhp > 0)
2137 disease->stats.maxhp += dur_mod; 2026 disease->stats.maxhp += dur_mod;
2138 2027
2139 if (disease->stats.maxgrace > 0) 2028 if (disease->stats.maxgrace > 0)
2174 if (disease->stats.sp) 2063 if (disease->stats.sp)
2175 disease->stats.sp -= dam_mod; 2064 disease->stats.sp -= dam_mod;
2176 2065
2177 if (infect_object (walk, disease, 1)) 2066 if (infect_object (walk, disease, 1))
2178 { 2067 {
2179 object *flash; /* visual effect for inflicting disease */
2180
2181 new_draw_info_format (NDI_UNIQUE, 0, op, "You inflict %s on %s!", &disease->name, &walk->name); 2068 new_draw_info_format (NDI_UNIQUE, 0, op, "You inflict %s on %s!", &disease->name, &walk->name);
2182 2069
2183 disease->destroy (); /* don't need this one anymore */ 2070 disease->destroy (); /* don't need this one anymore */
2184 flash = get_archetype (ARCH_DETECT_MAGIC); 2071 walk->map->insert (get_archetype ("detect_magic"), x, y, op);
2185 flash->x = x;
2186 flash->y = y;
2187 flash->map = walk->map;
2188 insert_ob_in_map (flash, walk->map, op, 0);
2189 return 1; 2072 return 1;
2190 } 2073 }
2191 2074
2192 disease->destroy (); 2075 disease->destroy ();
2193 } 2076 }
2194 } /* if living creature */ 2077 } /* if living creature */
2195 } /* for range of spaces */ 2078 } /* for range of spaces */
2079
2196 new_draw_info (NDI_UNIQUE, 0, op, "No one caught anything!"); 2080 new_draw_info (NDI_UNIQUE, 0, op, "No one caught anything!");
2197 return 1; 2081 return 1;
2198} 2082}

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