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Comparing deliantra/server/server/spell_attack.C (file contents):
Revision 1.37 by root, Mon May 28 21:28:36 2007 UTC vs.
Revision 1.70 by elmex, Sun Dec 21 20:35:37 2008 UTC

1/* 1/*
2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team 4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002-2003,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002-2003,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * Crossfire TRT is free software; you can redistribute it and/or modify it 8 * Deliantra is free software: you can redistribute it and/or modify
9 * under the terms of the GNU General Public License as published by the Free 9 * it under the terms of the GNU General Public License as published by
10 * Software Foundation; either version 2 of the License, or (at your option) 10 * the Free Software Foundation, either version 3 of the License, or
11 * any later version. 11 * (at your option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, but 13 * This program is distributed in the hope that it will be useful,
14 * WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License along 18 * You should have received a copy of the GNU General Public License
19 * with Crossfire TRT; if not, write to the Free Software Foundation, Inc. 51 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 * Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
21 * 20 *
22 * The authors can be reached via e-mail to <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 22 */
24 23
25/* This file contains all the spell attack code. Grouping this code 24/* This file contains all the spell attack code. Grouping this code
26 * together should hopefully make it easier to find the relevent bits 25 * together should hopefully make it easier to find the relevent bits
27 * of code 26 * of code
37/* 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
38 * 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)
39 * but moved here so it could be applied to bolts too 38 * but moved here so it could be applied to bolts too
40 * op is the spell object. 39 * op is the spell object.
41 */ 40 */
42
43void 41void
44check_spell_knockback (object *op) 42check_spell_knockback (object *op)
45{ 43{
46 object *tmp, *tmp2; /* object on the map */
47 int weight_move; 44 int weight_move;
48 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 */
49 46
50 if (!op->weight) 47 if (!op->weight)
51 { /*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 */
56 { 53 {
57 weight_move = op->weight + (op->weight * op->level) / 3; 54 weight_move = op->weight + (op->weight * op->level) / 3;
58 /*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); */
59 } 56 }
60 57
61 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)
62 { 59 {
63 int num_sections = 1; 60 int num_sections = 1;
64 61
65 /* don't move DM */ 62 /* don't move DM */
66 if (QUERY_FLAG (tmp, FLAG_WIZ)) 63 if (QUERY_FLAG (tmp, FLAG_WIZ))
73 /* don't move floors or immobile objects */ 70 /* don't move floors or immobile objects */
74 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)))
75 continue; 72 continue;
76 73
77 /* count the object's sections */ 74 /* count the object's sections */
78 for (tmp2 = tmp; tmp2 != NULL; tmp2 = tmp2->more) 75 for (object *tmp2 = tmp; tmp2; tmp2 = tmp2->more)
79 num_sections++; 76 num_sections++;
80 77
81 /* 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
82 * 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
83 * 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.
107 * 104 *
108 * BOLT CODE 105 * BOLT CODE
109 * 106 *
110 ***************************************************************************/ 107 ***************************************************************************/
111 108
112/* Causes op to fork. op is the original bolt, tmp 109/* Causes op to fork. op is the original bolt, tmp
113 * is the first piece of the fork. 110 * is the first piece of the fork.
114 */ 111 */
115
116void 112void
117forklightning (object *op, object *tmp) 113forklightning (object *op, object *tmp)
118{ 114{
119 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 */
120 int t_dir; /* stores temporary dir calculation */ 116 int t_dir; /* stores temporary dir calculation */
152 new_bolt->duration++; 148 new_bolt->duration++;
153 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */ 149 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */
154 new_bolt->stats.dam++; 150 new_bolt->stats.dam++;
155 tmp->stats.dam /= 2; /* reduce father bolt damage */ 151 tmp->stats.dam /= 2; /* reduce father bolt damage */
156 tmp->stats.dam++; 152 tmp->stats.dam++;
153
157 if ((new_bolt = m->insert (new_bolt, sx, sy, op))) 154 if ((new_bolt = m->insert (new_bolt, sx, sy, op)))
158 update_turn_face (new_bolt); 155 update_turn_face (new_bolt);
159} 156}
160 157
161/* move_bolt: moves bolt 'op'. Basically, it just advances a space, 158/* move_bolt: moves bolt 'op'. Basically, it just advances a space,
162 * and checks for various things that may stop it. 159 * and checks for various things that may stop it.
163 */ 160 */
164
165void 161void
166move_bolt (object *op) 162move_bolt (object *op)
167{ 163{
168 int mflags; 164 int mflags;
169 sint16 x, y; 165 sint16 x, y;
170 maptile *m; 166 maptile *m;
171 167
172 if (--op->duration < 0) 168 if (--op->duration < 0)
173 { 169 {
174 op->destroy (); 170 op->drop_and_destroy ();
175 return; 171 return;
176 } 172 }
177 173
178 hit_map (op, 0, op->attacktype, 1); 174 hit_map (op, 0, op->attacktype, 1);
179 175
252 tmp->duration++; 248 tmp->duration++;
253 249
254 /* New forking code. Possibly create forks of this object 250 /* New forking code. Possibly create forks of this object
255 * going off in other directions. 251 * going off in other directions.
256 */ 252 */
257 if (rndm (0, 99) < tmp->stats.Dex) 253 if (tmp->stats.Dex && rndm (0, 99) < tmp->stats.Dex)
258 { /* stats.Dex % of forking */ 254 forklightning (op, tmp); /* stats.Dex % of forking */
259 forklightning (op, tmp);
260 }
261 255
262 /* 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
263 * doesn't create any bolts that continue to move onward. 257 * doesn't create any bolts that continue to move onward.
264 */ 258 */
265 op->range = 0; 259 op->range = 0;
289 return 0; 283 return 0;
290 284
291 /* peterm: level dependency for bolts */ 285 /* peterm: level dependency for bolts */
292 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);
293 tmp->attacktype = spob->attacktype; 287 tmp->attacktype = spob->attacktype;
288
294 if (spob->slaying) 289 if (spob->slaying)
295 tmp->slaying = spob->slaying; 290 tmp->slaying = spob->slaying;
291
296 tmp->range = spob->range + SP_level_range_adjust (caster, spob); 292 tmp->range = spob->range + SP_level_range_adjust (caster, spob);
297 tmp->duration = spob->duration + SP_level_duration_adjust (caster, spob); 293 tmp->duration = spob->duration + SP_level_duration_adjust (caster, spob);
298 tmp->stats.Dex = spob->stats.Dex; 294 tmp->stats.Dex = spob->stats.Dex;
299 tmp->stats.Con = spob->stats.Con; 295 tmp->stats.Con = spob->stats.Con;
300 296
311 307
312 maptile *newmap; 308 maptile *newmap;
313 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);
314 if (mflags & P_OUT_OF_MAP) 310 if (mflags & P_OUT_OF_MAP)
315 { 311 {
316 tmp->destroy (); 312 tmp->drop_and_destroy ();
317 return 0; 313 return 0;
318 } 314 }
319 315
320 tmp->map = newmap; 316 tmp->map = newmap;
321 317
322 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)))
323 { 319 {
324 if (!QUERY_FLAG (tmp, FLAG_REFLECTING)) 320 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
325 { 321 {
326 tmp->destroy (); 322 tmp->drop_and_destroy ();
327 return 0; 323 return 0;
328 } 324 }
329 325
330 tmp->x = op->x; 326 tmp->x = op->x;
331 tmp->y = op->y; 327 tmp->y = op->y;
336 if ((tmp = tmp->insert_at (tmp, op))) 332 if ((tmp = tmp->insert_at (tmp, op)))
337 move_bolt (tmp); 333 move_bolt (tmp);
338 334
339 return 1; 335 return 1;
340} 336}
341
342
343 337
344/*************************************************************************** 338/***************************************************************************
345 * 339 *
346 * BULLET/BALL CODE 340 * BULLET/BALL CODE
347 * 341 *
348 ***************************************************************************/ 342 ***************************************************************************/
349 343
350/* expands an explosion. op is a piece of the 344/* expands an explosion. op is a piece of the
351 * explosion - this expans it in the different directions. 345 * explosion - this expands it in the different directions.
352 * At least that is what I think this does. 346 * At least that is what I think this does.
353 */ 347 */
354void 348void
355explosion (object *op) 349explosion (object *op)
356{ 350{
390 } 384 }
391 } 385 }
392 } 386 }
393} 387}
394 388
395
396/* Causes an object to explode, eg, a firebullet, 389/* Causes an object to explode, eg, a firebullet,
397 * poison cloud ball, etc. op is the object to 390 * poison cloud ball, etc. op is the object to
398 * explode. 391 * explode.
399 */ 392 */
400void 393void
401explode_bullet (object *op) 394explode_bullet (object *op)
402{ 395{
403 object *tmp, *owner; 396 object *tmp, *owner;
404 397
405 if (op->other_arch == NULL) 398 if (!op->other_arch)
406 { 399 {
407 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n"); 400 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n");
408 op->destroy (); 401 op->destroy ();
409 return; 402 return;
410 } 403 }
411 404
412 if (op->env) 405 if (op->env)
413 { 406 {
414 object *env = object_get_env_recursive (op); 407 object *env = op->outer_env ();
408
415 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))
416 { 410 {
417 LOG (llevError, "BUG: explode_bullet(): env out of map\n"); 411 LOG (llevError, "BUG: explode_bullet(): env out of map\n");
418 op->destroy (); 412 op->destroy ();
419 return; 413 return;
420 } 414 }
438 } 432 }
439 433
440 if (op->attacktype) 434 if (op->attacktype)
441 { 435 {
442 hit_map (op, 0, op->attacktype, 1); 436 hit_map (op, 0, op->attacktype, 1);
437
443 if (op->destroyed ()) 438 if (op->destroyed ())
444 return; 439 return;
445 } 440 }
446 441
447 /* other_arch contains what this explodes into */ 442 /* other_arch contains what this explodes into */
450 tmp->set_owner (op); 445 tmp->set_owner (op);
451 tmp->skill = op->skill; 446 tmp->skill = op->skill;
452 447
453 owner = op->owner; 448 owner = op->owner;
454 449
455 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))
456 { 454 {
457 op->destroy (); 455 op->destroy ();
458 return; 456 return;
459 } 457 }
460 458
487 485
488 /* Prevent recursion */ 486 /* Prevent recursion */
489 op->move_on = 0; 487 op->move_on = 0;
490 488
491 tmp->insert_at (op, op); 489 tmp->insert_at (op, op);
490 tmp->play_sound (tmp->sound);
491
492 /* remove the firebullet */ 492 /* remove the firebullet */
493 op->destroy (); 493 op->destroy ();
494} 494}
495 495
496/* 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
523 for (tmp = op->ms ().bot; tmp; tmp = tmp->above) 523 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
524 { 524 {
525 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 525 if (QUERY_FLAG (tmp, FLAG_ALIVE))
526 { 526 {
527 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
528 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0) 530 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0)
529 { 531 {
530 if (!QUERY_FLAG (op, FLAG_REMOVED)) 532 if (!QUERY_FLAG (op, FLAG_REMOVED))
531 { 533 {
532 op->destroy (); 534 op->destroy ();
612 * we remove the magic flag - that can be derived from 614 * we remove the magic flag - that can be derived from
613 * spob->attacktype. 615 * spob->attacktype.
614 * This function sets up the appropriate owner and skill 616 * This function sets up the appropriate owner and skill
615 * pointers. 617 * pointers.
616 */ 618 */
617
618int 619int
619fire_bullet (object *op, object *caster, int dir, object *spob) 620fire_bullet (object *op, object *caster, int dir, object *spob)
620{ 621{
621 object *tmp = NULL; 622 object *tmp = NULL;
622 int mflags; 623 int mflags;
623 624
624 if (!spob->other_arch) 625 if (!spob->other_arch)
625 return 0; 626 return 0;
626 627
627 tmp = arch_to_object (spob->other_arch); 628 tmp = spob->other_arch->instance ();
628 if (tmp == NULL) 629 if (!tmp)
629 return 0; 630 return 0;
630 631
631 /* peterm: level dependency for bolts */ 632 /* peterm: level dependency for bolts */
632 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);
633 tmp->attacktype = spob->attacktype; 634 tmp->attacktype = spob->attacktype;
634 if (spob->slaying) 635 if (spob->slaying)
635 tmp->slaying = spob->slaying; 636 tmp->slaying = spob->slaying;
636 637
646 SET_ANIMATION (tmp, dir); 647 SET_ANIMATION (tmp, dir);
647 648
648 tmp->set_owner (op); 649 tmp->set_owner (op);
649 set_spell_skill (op, caster, spob, tmp); 650 set_spell_skill (op, caster, spob, tmp);
650 651
651 tmp->x = op->x + freearr_x[dir]; 652 tmp->x = op->x + freearr_x[dir];
652 tmp->y = op->y + freearr_y[dir]; 653 tmp->y = op->y + freearr_y[dir];
653 tmp->map = op->map; 654 tmp->map = op->map;
654 655
655 maptile *newmap; 656 maptile *newmap;
656 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);
657 if (mflags & P_OUT_OF_MAP) 658 if (mflags & P_OUT_OF_MAP)
707/* 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 */
708 709
709void 710void
710move_cone (object *op) 711move_cone (object *op)
711{ 712{
712 int i;
713
714 /* 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 */
715 if (!op->map) 714 if (!op->map)
716 { 715 {
717 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");
718 op->set_speed (0); 717 op->set_speed (0);
738 } 737 }
739#endif 738#endif
740 739
741 hit_map (op, 0, op->attacktype, 0); 740 hit_map (op, 0, op->attacktype, 0);
742 741
742 if (!op->is_on_map ())
743 return;
744
743 /* Check to see if we should push anything. 745 /* Check to see if we should push anything.
744 * Spell objects with weight push whatever they encounter to some 746 * Spell objects with weight push whatever they encounter to some
745 * degree. 747 * degree.
746 */ 748 */
747 if (op->weight) 749 if (op->weight)
750 {
748 check_spell_knockback (op); 751 check_spell_knockback (op);
749 752
750 if (op->destroyed ()) 753 if (!op->is_on_map ())
751 return; 754 return;
755 }
752 756
753 if ((op->duration--) < 0) 757 if (op->duration-- < 0)
754 { 758 {
755 op->destroy (); 759 op->destroy ();
756 return; 760 return;
757 } 761 }
758 /* Object has hit maximum range, so don't have it move 762 /* Object has hit maximum range, so don't have it move
763 { 767 {
764 op->range = 0; /* just so it doesn't wrap */ 768 op->range = 0; /* just so it doesn't wrap */
765 return; 769 return;
766 } 770 }
767 771
768 for (i = -1; i < 2; i++) 772 for (int i = -1; i <= 1; i++)
769 { 773 {
770 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)];
771 775
772 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))
773 { 777 {
820 824
821 /* 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
822 * 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
823 * insert it into is blocked. 827 * insert it into is blocked.
824 */ 828 */
825 movetype = spell->other_arch->clone.move_type; 829 movetype = spell->other_arch->move_type;
826 830
827 for (i = range_min; i <= range_max; i++) 831 for (i = range_min; i <= range_max; i++)
828 { 832 {
829 sint16 x, y, d; 833 sint16 x, y, d;
830 834
865 869
866 success = 1; 870 success = 1;
867 tmp = arch_to_object (spell->other_arch); 871 tmp = arch_to_object (spell->other_arch);
868 tmp->set_owner (op); 872 tmp->set_owner (op);
869 set_spell_skill (op, caster, spell, tmp); 873 set_spell_skill (op, caster, spell, tmp);
870 tmp->level = caster_level (caster, spell); 874 tmp->level = casting_level (caster, spell);
871 tmp->attacktype = spell->attacktype; 875 tmp->attacktype = spell->attacktype;
872 876
873 /* holy word stuff */ 877 /* holy word stuff */
874 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER)) 878 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER))
875 if (!tailor_god_spell (tmp, op)) 879 if (!tailor_god_spell (tmp, op))
909 else 913 else
910 tmp->duration += caster->level / 3; 914 tmp->duration += caster->level / 3;
911 } 915 }
912 916
913 if (!(tmp->move_type & MOVE_FLY_LOW)) 917 if (!(tmp->move_type & MOVE_FLY_LOW))
914 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);
915 919
916 if (!tmp->move_on && tmp->stats.dam) 920 if (!tmp->move_on && tmp->stats.dam)
917 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);
918 922
919 m->insert (tmp, sx, sy, op); 923 m->insert (tmp, sx, sy, op);
920 924
921 /* 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
922 * a single space too many times. 926 * a single space too many times.
934 * 938 *
935 * BOMB related code 939 * BOMB related code
936 * 940 *
937 ****************************************************************************/ 941 ****************************************************************************/
938 942
939
940/* This handles an exploding bomb. 943/* This handles an exploding bomb.
941 * op is the original bomb object. 944 * op is the original bomb object.
942 */ 945 */
943void 946void
944animate_bomb (object *op) 947animate_bomb (object *op)
945{ 948{
946 int i;
947 object *env, *tmp;
948
949 if (op->state != NUM_ANIMATIONS (op) - 1) 949 if (op->state != NUM_ANIMATIONS (op) - 1)
950 return; 950 return;
951 951
952 env = object_get_env_recursive (op); 952 object *env = op->outer_env ();
953 953
954 if (op->env) 954 if (op->env)
955 { 955 {
956 if (env->map == NULL) 956 if (env->map == NULL)
957 return; 957 return;
958
959 if (env->type == PLAYER)
960 esrv_del_item (env->contr, op->count);
961 958
962 if (!(op = op->insert_at (env, op))) 959 if (!(op = op->insert_at (env, op)))
963 return; 960 return;
964 } 961 }
965 962
976 * but using the cast_bullet isn't really feasible, 973 * but using the cast_bullet isn't really feasible,
977 * so just set up the appropriate values. 974 * so just set up the appropriate values.
978 */ 975 */
979 if (archetype *at = archetype::find (SPLINT)) 976 if (archetype *at = archetype::find (SPLINT))
980 { 977 {
981 for (i = 1; i < 9; i++) 978 for (int i = 1; i < 9; i++)
982 { 979 {
983 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]))
984 continue; 981 continue;
985 982
986 tmp = arch_to_object (at); 983 object *tmp = arch_to_object (at);
987 tmp->direction = i; 984 tmp->direction = i;
988 tmp->range = op->range; 985 tmp->range = op->range;
989 tmp->stats.dam = op->stats.dam; 986 tmp->stats.dam = op->stats.dam;
990 tmp->duration = op->duration; 987 tmp->duration = op->duration;
991 tmp->attacktype = op->attacktype; 988 tmp->attacktype = op->attacktype;
1005} 1002}
1006 1003
1007int 1004int
1008create_bomb (object *op, object *caster, int dir, object *spell) 1005create_bomb (object *op, object *caster, int dir, object *spell)
1009{ 1006{
1010
1011 object *tmp; 1007 object *tmp;
1012 int mflags; 1008 int mflags;
1013 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];
1014 maptile *m; 1010 maptile *m;
1015 1011
1016 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 {
1017 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))
1018 { 1021 {
1019 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.");
1020 return 0; 1023 return 0;
1024 }
1021 } 1025 }
1026
1022 tmp = arch_to_object (spell->other_arch); 1027 tmp = arch_to_object (spell->other_arch);
1023 1028
1024 /* level dependencies for bomb */ 1029 /* level dependencies for bomb */
1025 tmp->range = spell->range + SP_level_range_adjust (caster, spell); 1030 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
1026 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);
1047 * dir is the direction to look in. 1052 * dir is the direction to look in.
1048 * range is how far out to look. 1053 * range is how far out to look.
1049 * 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.
1050 * this info is used for blocked magic/unholy spaces. 1055 * this info is used for blocked magic/unholy spaces.
1051 */ 1056 */
1052
1053object * 1057object *
1054get_pointed_target (object *op, int dir, int range, int type) 1058get_pointed_target (object *op, int dir, int range, int type)
1055{ 1059{
1056 object *target; 1060 object *target;
1057 sint16 x, y; 1061 sint16 x, y;
1076 return NULL; 1080 return NULL;
1077 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW) 1081 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW)
1078 return NULL; 1082 return NULL;
1079 1083
1080 if (mflags & P_IS_ALIVE) 1084 if (mflags & P_IS_ALIVE)
1081 {
1082 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)
1083 { 1086 if (QUERY_FLAG (target, FLAG_MONSTER))
1084 if (QUERY_FLAG (target->head ? target->head : target, FLAG_MONSTER))
1085 {
1086 return target; 1087 return target;
1087 }
1088 }
1089 }
1090 } 1088 }
1089
1091 return NULL; 1090 return NULL;
1092} 1091}
1093
1094 1092
1095/* cast_smite_arch() - the priest points to a creature and causes 1093/* cast_smite_arch() - the priest points to a creature and causes
1096 * a 'godly curse' to decend. 1094 * a 'godly curse' to decend.
1097 * usual params - 1095 * usual params -
1098 * op = player 1096 * op = player
1099 * caster = object casting the spell. 1097 * caster = object casting the spell.
1100 * dir = direction being cast 1098 * dir = direction being cast
1101 * spell = spell object 1099 * spell = spell object
1102 */ 1100 */
1103
1104int 1101int
1105cast_smite_spell (object *op, object *caster, int dir, object *spell) 1102cast_smite_spell (object *op, object *caster, int dir, object *spell)
1106{ 1103{
1107 object *effect, *target; 1104 object *effect, *target;
1108 object *god = find_god (determine_god (op)); 1105 object *god = find_god (determine_god (op));
1132 effect = arch_to_object (spell->other_arch); 1129 effect = arch_to_object (spell->other_arch);
1133 else 1130 else
1134 return 0; 1131 return 0;
1135 1132
1136 /* tailor the effect by priest level and worshipped God */ 1133 /* tailor the effect by priest level and worshipped God */
1137 effect->level = caster_level (caster, spell); 1134 effect->level = casting_level (caster, spell);
1138 effect->attacktype = spell->attacktype; 1135 effect->attacktype = spell->attacktype;
1139 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER)) 1136 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER))
1140 { 1137 {
1141 if (tailor_god_spell (effect, op)) 1138 if (tailor_god_spell (effect, op))
1142 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));
1186 effect->insert_at (target, op); 1183 effect->insert_at (target, op);
1187 1184
1188 return 1; 1185 return 1;
1189} 1186}
1190 1187
1191
1192/**************************************************************************** 1188/****************************************************************************
1193 * 1189 *
1194 * MAGIC MISSILE code. 1190 * MAGIC MISSILE code.
1195 * 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
1196 * code here is just to move the missile. 1192 * code here is just to move the missile.
1198 1194
1199/* op is a missile that needs to be moved */ 1195/* op is a missile that needs to be moved */
1200void 1196void
1201move_missile (object *op) 1197move_missile (object *op)
1202{ 1198{
1203 int i, mflags;
1204 object *owner;
1205 sint16 new_x, new_y;
1206 maptile *m;
1207
1208 if (op->range-- <= 0) 1199 if (op->range-- <= 0)
1209 { 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 {
1210 op->destroy (); 1210 op->destroy ();
1211 return; 1211 return;
1212 } 1212 }
1213 1213
1214 owner = op->owner; 1214 mapspace &ms = pos.ms ();
1215#if 0
1216 /* It'd make things nastier if this wasn't here - spells cast by
1217 * monster that are then killed would continue to survive
1218 */
1219 if (owner == NULL)
1220 {
1221 op->destroy ();
1222 return;
1223 }
1224#endif
1225 1215
1226 new_x = op->x + DIRX (op); 1216 if (ms.flags () & P_IS_ALIVE || ms.blocks (op))
1227 new_y = op->y + DIRY (op);
1228
1229 mflags = get_map_flags (op->map, &m, new_x, new_y, &new_x, &new_y);
1230
1231 if (!(mflags & P_OUT_OF_MAP) && ((mflags & P_IS_ALIVE) || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y))))
1232 { 1217 {
1233 hit_map (op, op->direction, AT_MAGIC, 1); 1218 hit_map (op, op->direction, AT_MAGIC, 1);
1234 /* Basically, missile only hits one thing then goes away. 1219 /* Basically, missile only hits one thing then goes away.
1235 * 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.
1236 */ 1221 */
1237 if (!op->destroyed ())
1238 op->destroy ();
1239
1240 return;
1241 }
1242
1243 op->remove ();
1244
1245 if (!op->direction || (mflags & P_OUT_OF_MAP))
1246 {
1247 op->destroy (); 1222 op->destroy ();
1248 return; 1223 return;
1249 } 1224 }
1250 1225
1226 if (!op->direction)
1227 {
1228 op->destroy ();
1229 return;
1230 }
1231
1251 i = spell_find_dir (m, new_x, new_y, op->owner); 1232 int i = spell_find_dir (pos.m, pos.x, pos.y, op->owner);
1252 if (i > 0 && i != op->direction) 1233 if (i > 0 && i != op->direction)
1253 { 1234 {
1254 op->direction = i; 1235 op->direction = i;
1255 SET_ANIMATION (op, op->direction); 1236 SET_ANIMATION (op, op->direction);
1256 } 1237 }
1257 1238
1258 m->insert (op, new_x, new_y, op); 1239 pos.insert (op, op);
1259} 1240}
1260 1241
1261/**************************************************************************** 1242/****************************************************************************
1262 * Destruction 1243 * Destruction
1263 ****************************************************************************/ 1244 ****************************************************************************/
1266 * 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
1267 * object. if time is 0, the object glows permanently. To truely 1248 * object. if time is 0, the object glows permanently. To truely
1268 * make this work for non-living objects, we would have to 1249 * make this work for non-living objects, we would have to
1269 * give them the capability to have an inventory. b.t. 1250 * give them the capability to have an inventory. b.t.
1270 */ 1251 */
1271
1272int 1252int
1273make_object_glow (object *op, int radius, int time) 1253make_object_glow (object *op, int radius, int time)
1274{ 1254{
1275 object *tmp;
1276
1277 /* some things are unaffected... */ 1255 /* some things are unaffected... */
1278 if (op->path_denied & PATH_LIGHT) 1256 if (op->path_denied & PATH_LIGHT)
1279 return 0; 1257 return 0;
1280 1258
1281 tmp = get_archetype (FORCE_NAME); 1259 object *tmp = get_archetype (FORCE_NAME);
1282 tmp->speed = 0.01; 1260 tmp->speed = 0.01;
1283 tmp->stats.food = time; 1261 tmp->stats.food = time;
1284 SET_FLAG (tmp, FLAG_IS_USED_UP); 1262 SET_FLAG (tmp, FLAG_IS_USED_UP);
1285 tmp->glow_radius = radius;
1286 if (tmp->glow_radius > MAX_LIGHT_RADII)
1287 tmp->glow_radius = MAX_LIGHT_RADII; 1263 tmp->glow_radius = min (MAX_LIGHT_RADIUS, radius);
1288
1289 tmp->x = op->x;
1290 tmp->y = op->y;
1291 if (tmp->speed < MIN_ACTIVE_SPEED)
1292 tmp->speed = MIN_ACTIVE_SPEED; /* safety */
1293 tmp = insert_ob_in_ob (tmp, op); 1264 tmp = insert_ob_in_ob (tmp, op);
1265
1294 if (tmp->glow_radius > op->glow_radius) 1266 if (tmp->glow_radius > op->glow_radius)
1295 op->glow_radius = tmp->glow_radius; 1267 op->glow_radius = tmp->glow_radius;
1296 1268
1297 if (!tmp->env || op != tmp->env)
1298 {
1299 LOG (llevError, "make_object_glow() failed to insert glowing force in %s\n", &op->name);
1300 return 0;
1301 }
1302 return 1; 1269 return 1;
1303} 1270}
1304 1271
1305int 1272int
1306cast_destruction (object *op, object *caster, object *spell_ob) 1273cast_destruction (object *op, object *caster, object *spell_ob)
1331 else 1298 else
1332 op->skill = NULL; 1299 op->skill = NULL;
1333 1300
1334 op->change_skill (find_skill_by_name (op, op->skill)); 1301 op->change_skill (find_skill_by_name (op, op->skill));
1335 1302
1336 for (i = -range; i < range; i++) 1303 for (i = -range; i <= range; i++)
1337 { 1304 {
1338 for (j = -range; j < range; j++) 1305 for (j = -range; j <= range; j++)
1339 { 1306 {
1340 m = op->map; 1307 m = op->map;
1341 sx = op->x + i; 1308 sx = op->x + i;
1342 sy = op->y + j; 1309 sy = op->y + j;
1343 1310
1360 (!friendly && (QUERY_FLAG (tmp, FLAG_FRIENDLY) || tmp->type == PLAYER))) 1327 (!friendly && (QUERY_FLAG (tmp, FLAG_FRIENDLY) || tmp->type == PLAYER)))
1361 { 1328 {
1362 if (spell_ob->subtype == SP_DESTRUCTION) 1329 if (spell_ob->subtype == SP_DESTRUCTION)
1363 { 1330 {
1364 hit_player (tmp, dam, op, spell_ob->attacktype, 0); 1331 hit_player (tmp, dam, op, spell_ob->attacktype, 0);
1332
1365 if (spell_ob->other_arch) 1333 if (spell_ob->other_arch)
1366 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op); 1334 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op);
1367 } 1335 }
1368 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)
1369 { 1337 {
1397 { 1365 {
1398 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.");
1399 return 0; 1367 return 0;
1400 } 1368 }
1401 1369
1370 tmp = tmp->head_ ();
1371
1402 /* 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. */
1403 for (force = tmp->inv; force != NULL; force = force->below) 1373 for (force = tmp->inv; force; force = force->below)
1404 { 1374 {
1405 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY) 1375 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY)
1406 { 1376 {
1407 if (force->name == spell_ob->name) 1377 if (force->name == spell_ob->name)
1408 { 1378 {
1414 return 0; 1384 return 0;
1415 } 1385 }
1416 } 1386 }
1417 } 1387 }
1418 1388
1419 if (force == NULL) 1389 if (!force)
1420 { 1390 {
1421 force = get_archetype (FORCE_NAME); 1391 force = get_archetype (FORCE_NAME);
1422 force->subtype = FORCE_CHANGE_ABILITY; 1392 force->subtype = FORCE_CHANGE_ABILITY;
1393
1423 if (spell_ob->race) 1394 if (spell_ob->race)
1424 force->name = spell_ob->race; 1395 force->name = spell_ob->race;
1425 else 1396 else
1426 force->name = spell_ob->name; 1397 force->name = spell_ob->name;
1427 1398
1437 { 1408 {
1438 force->duration = duration; 1409 force->duration = duration;
1439 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.");
1440 } 1411 }
1441 else 1412 else
1442 {
1443 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.");
1444 } 1414
1445 return 1; 1415 return 1;
1446 } 1416 }
1417
1447 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;
1448 force->speed = 1.f; 1419 force->speed = 1.f;
1449 force->speed_left = -1.f; 1420 force->speed_left = -1.f;
1450 SET_FLAG (force, FLAG_APPLIED); 1421 SET_FLAG (force, FLAG_APPLIED);
1451 1422
1494 1465
1495 /* 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
1496 * doing it over and over again. 1467 * doing it over and over again.
1497 */ 1468 */
1498 god = find_god (determine_god (op)); 1469 god = find_god (determine_god (op));
1499 level = caster_level (caster, spell); 1470 level = casting_level (caster, spell);
1500 range = spell->range + SP_level_range_adjust (caster, spell); 1471 range = spell->range + SP_level_range_adjust (caster, spell);
1501 1472
1502 /* 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_...
1503 * 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
1504 * won't ever match anything. 1475 * won't ever match anything.
1624 } 1595 }
1625 1596
1626 /* charm */ 1597 /* charm */
1627 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY)) 1598 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY))
1628 { 1599 {
1600 INVOKE_OBJECT (KILL, head, ARG_OBJECT (caster));
1601
1629 /* Prevent uncontolled outbreaks of self replicating monsters. 1602 /* Prevent uncontrolled outbreaks of self replicating monsters.
1630 Typical use case is charm, go somwhere, use aggravation to make hostile. 1603 Typical use case is charm, go somwhere, use aggravation to make hostile.
1631 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */ 1604 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */
1632 CLEAR_FLAG (head, FLAG_GENERATOR); 1605 CLEAR_FLAG (head, FLAG_GENERATOR);
1633 head->set_owner (op); 1606 head->set_owner (op);
1634 set_spell_skill (op, caster, spell, head); 1607 set_spell_skill (op, caster, spell, head);
1652 * 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
1653 * lightning spell used it, that seemed misnamed. 1626 * lightning spell used it, that seemed misnamed.
1654 * op is the spell effect. 1627 * op is the spell effect.
1655 * note that duration is handled by process_object() in time.c 1628 * note that duration is handled by process_object() in time.c
1656 */ 1629 */
1657
1658void 1630void
1659move_ball_spell (object *op) 1631move_ball_spell (object *op)
1660{ 1632{
1661 int i, j, dam_save, dir, mflags; 1633 int i, j, dam_save, dir, mflags;
1662 sint16 nx, ny, hx, hy; 1634 sint16 nx, ny, hx, hy;
1728 1700
1729 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)))
1730 { 1702 {
1731 if (j) 1703 if (j)
1732 op->stats.dam = dam_save / 2; 1704 op->stats.dam = dam_save / 2;
1705
1733 hit_map (op, j, op->attacktype, 1); 1706 hit_map (op, j, op->attacktype, 1);
1734
1735 } 1707 }
1736 1708
1737 /* insert the other arch */ 1709 /* insert the other arch */
1738 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))))
1739 m->insert (arch_to_object (op->other_arch), hx, hy, op); 1711 m->insert (arch_to_object (op->other_arch), hx, hy, op);
1753 1725
1754 op->direction = i; 1726 op->direction = i;
1755 } 1727 }
1756} 1728}
1757 1729
1758
1759/* move_swarm_spell: peterm 1730/* move_swarm_spell: peterm
1760 * 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
1761 * 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
1762 * 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
1763 * 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
1764 * 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.
1765 */ 1736 */
1766
1767void 1737void
1768move_swarm_spell (object *op) 1738move_swarm_spell (object *op)
1769{ 1739{
1770#if 0 1740#if 0
1771 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 };
1772 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 };
1773 sint16 target_x, target_y, origin_x, origin_y; 1743 sint16 target_x, target_y, origin_x, origin_y;
1774 int adjustdir; 1744 int adjustdir;
1775 maptile *m; 1745 maptile *m;
1776#endif 1746#endif
1777 int basedir;
1778 object *owner; 1747 object *owner = op->env;
1779 1748
1780 owner = op->owner; 1749 if (!owner) // MUST not happen, remove when true TODO
1781 if (op->duration == 0 || owner == NULL)
1782 { 1750 {
1751 LOG (llevError, "swarm spell found outside inventory: %s\n", op->debug_desc ());
1783 op->destroy (); 1752 op->destroy ();
1784 return; 1753 return;
1785 } 1754 }
1786 1755
1756 if (!op->duration || !owner->is_on_map ())
1757 {
1758 op->drop_and_destroy ();
1759 return;
1760 }
1761
1787 op->duration--; 1762 op->duration--;
1788 1763
1789 basedir = op->direction; 1764 int basedir = op->direction;
1790 if (basedir == 0) 1765 if (!basedir)
1791 { 1766 {
1792 /* spray in all directions! 8) */ 1767 /* spray in all directions! 8) */
1793 basedir = rndm (1, 8); 1768 op->facing = (op->facing + op->state) & 7;
1769 basedir = op->facing + 1;
1794 } 1770 }
1795 1771
1796#if 0 1772#if 0
1797 // this is bogus: it causes wrong places to be checked below 1773 // this is bogus: it causes wrong places to be checked below
1798 // (a wall 2 cells away will block the effect...) and 1774 // (a wall 2 cells away will block the effect...) and
1859 { 1835 {
1860 /* 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 */
1861 if (op->spell->subtype == SP_BULLET) 1837 if (op->spell->subtype == SP_BULLET)
1862 fire_bullet (owner, op, basedir, op->spell); 1838 fire_bullet (owner, op, basedir, op->spell);
1863 else if (op->spell->subtype == SP_MAGIC_MISSILE) 1839 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1864 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);
1865 } 1841 }
1866} 1842}
1867
1868
1869
1870 1843
1871/* fire_swarm: 1844/* fire_swarm:
1872 * The following routine creates a swarm of objects. It actually 1845 * The following routine creates a swarm of objects. It actually
1873 * sets up a specific swarm object, which then fires off all 1846 * sets up a specific swarm object, which then fires off all
1874 * the parts of the swarm. 1847 * the parts of the swarm.
1877 * caster: the caster (owner, wand, rod, scroll) 1850 * caster: the caster (owner, wand, rod, scroll)
1878 * dir: the direction everything will be fired in 1851 * dir: the direction everything will be fired in
1879 * spell - the spell that is this spell. 1852 * spell - the spell that is this spell.
1880 * n: the number to be fired. 1853 * n: the number to be fired.
1881 */ 1854 */
1882
1883int 1855int
1884fire_swarm (object *op, object *caster, object *spell, int dir) 1856fire_swarm (object *op, object *caster, object *spell, int dir)
1885{ 1857{
1886 object *tmp;
1887 int i;
1888
1889 if (!spell->other_arch) 1858 if (!spell->other_arch)
1890 return 0; 1859 return 0;
1891 1860
1892 tmp = get_archetype (SWARM_SPELL); 1861 object *tmp = archetype::get (SWARM_SPELL);
1893 tmp->set_owner (op); /* needed so that if swarm elements kill, caster gets xp. */ 1862
1894 set_spell_skill (op, caster, spell, tmp); 1863 set_spell_skill (op, caster, spell, tmp);
1895
1896 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. */
1897 tmp->spell = arch_to_object (spell->other_arch); 1865 tmp->spell = spell->other_arch->instance ();
1898
1899 tmp->attacktype = tmp->spell->attacktype; 1866 tmp->attacktype = tmp->spell->attacktype;
1900 1867
1901 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) 1868 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
1902 if (!tailor_god_spell (tmp, op)) 1869 if (!tailor_god_spell (tmp, op))
1903 return 1; 1870 return 1;
1904 1871
1905 tmp->duration = SP_level_duration_adjust (caster, spell); 1872 tmp->duration = SP_level_duration_adjust (caster, spell);
1906 for (i = 0; i < spell->duration; i++) 1873 for (int i = 0; i < spell->duration; i++)
1907 tmp->duration += die_roll (1, 3, op, PREFER_HIGH); 1874 tmp->duration += die_roll (1, 3, op, PREFER_HIGH);
1908 1875
1876 tmp->invisible = 1;
1877 tmp->flag [FLAG_NO_DROP] = 1; // make sure it stays in inv, or else
1909 tmp->direction = dir; 1878 tmp->direction = dir;
1910 tmp->invisible = 1; 1879 tmp->facing = rndm (1, 8); // initial firing direction
1880 tmp->state = rndm (4) * 2 + 1; // direction increment
1911 1881
1912 tmp->insert_at (op, op); 1882 op->insert (tmp);
1883
1913 return 1; 1884 return 1;
1914} 1885}
1915
1916 1886
1917/* See the spells documentation file for why this is its own 1887/* See the spells documentation file for why this is its own
1918 * function. 1888 * function.
1919 */ 1889 */
1920int 1890int
1925 int dam, mflags; 1895 int dam, mflags;
1926 maptile *m; 1896 maptile *m;
1927 1897
1928 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1898 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1929 1899
1930 if (!dir) 1900 if (dir)
1931 {
1932 new_draw_info (NDI_UNIQUE, 0, op, "In what direction?");
1933 return 0;
1934 } 1901 {
1935
1936 x = op->x + freearr_x[dir]; 1902 x = op->x + freearr_x[dir];
1937 y = op->y + freearr_y[dir]; 1903 y = op->y + freearr_y[dir];
1938 m = op->map; 1904 m = op->map;
1939 1905
1940 mflags = get_map_flags (m, &m, x, y, &x, &y); 1906 mflags = get_map_flags (m, &m, x, y, &x, &y);
1941 1907
1942 if (mflags & P_OUT_OF_MAP) 1908 if (mflags & P_OUT_OF_MAP)
1943 { 1909 {
1944 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is there."); 1910 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is there.");
1945 return 0; 1911 return 0;
1946 } 1912 }
1947 1913
1948 if (mflags & P_IS_ALIVE && spell->attacktype) 1914 if (mflags & P_IS_ALIVE && spell->attacktype)
1949 { 1915 {
1950 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)
1951 if (QUERY_FLAG (target, FLAG_MONSTER)) 1917 if (QUERY_FLAG (target, FLAG_MONSTER))
1952 { 1918 {
1953 /* oky doky. got a target monster. Lets make a blinding attack */ 1919 /* oky doky. got a target monster. Lets make a blinding attack */
1954 if (target->head) 1920 if (target->head)
1955 target = target->head; 1921 target = target->head;
1922
1956 (void) hit_player (target, dam, op, spell->attacktype, 1); 1923 hit_player (target, dam, op, spell->attacktype, 1);
1957 return 1; /* one success only! */ 1924 return 1; /* one success only! */
1925 }
1958 } 1926 }
1959 }
1960 1927
1961 /* no live target, perhaps a wall is in the way? */ 1928 /* no live target, perhaps a wall is in the way? */
1962 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)))
1963 { 1930 {
1964 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.");
1965 return 0; 1932 return 0;
1933 }
1966 } 1934 }
1967 1935
1968 /* 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 */
1969 tmp = arch_to_object (spell->other_arch); 1937 tmp = arch_to_object (spell->other_arch);
1970 if (!tmp) 1938 if (!tmp)
1971 { 1939 {
1972 LOG (llevError, "Error: spell arch for cast_light() missing.\n"); 1940 LOG (llevError, "Error: spell arch for cast_light() missing.\n");
1973 return 0; 1941 return 0;
1974 } 1942 }
1943
1975 tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell); 1944 tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell);
1945
1976 if (tmp->glow_radius) 1946 if (tmp->glow_radius)
1977 {
1978 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));
1979 if (tmp->glow_radius > MAX_LIGHT_RADII)
1980 tmp->glow_radius = MAX_LIGHT_RADII;
1981 }
1982 1948
1949 if (dir)
1983 m->insert (tmp, x, y, op); 1950 m->insert (tmp, x, y, op);
1951 else
1952 caster->outer_env ()->insert (tmp);
1953
1984 return 1; 1954 return 1;
1985} 1955}
1986
1987
1988
1989 1956
1990/* cast_cause_disease: this spell looks along <dir> from the 1957/* cast_cause_disease: this spell looks along <dir> from the
1991 * player and infects someone. 1958 * player and infects someone.
1992 * 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
1993 * 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
1994 * perhaps this should actually be in disease.c? 1961 * perhaps this should actually be in disease.c?
1995 */ 1962 */
1996
1997int 1963int
1998cast_cause_disease (object *op, object *caster, object *spell, int dir) 1964cast_cause_disease (object *op, object *caster, object *spell, int dir)
1999{ 1965{
2000 sint16 x, y; 1966 sint16 x, y;
2001 int i, mflags, range, dam_mod, dur_mod; 1967 int i, mflags, range, dam_mod, dur_mod;
2008 /* 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
2009 * direction the player is pointing. 1975 * direction the player is pointing.
2010 */ 1976 */
2011 if (!dir) 1977 if (!dir)
2012 dir = op->facing; 1978 dir = op->facing;
1979
2013 if (!dir) 1980 if (!dir)
2014 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 */
2015 1982
2016 /* Calculate these once here */ 1983 /* Calculate these once here */
2017 range = spell->range + SP_level_range_adjust (caster, spell); 1984 range = spell->range + SP_level_range_adjust (caster, spell);
2044 object *disease = arch_to_object (spell->other_arch); 2011 object *disease = arch_to_object (spell->other_arch);
2045 2012
2046 disease->set_owner (op); 2013 disease->set_owner (op);
2047 set_spell_skill (op, caster, spell, disease); 2014 set_spell_skill (op, caster, spell, disease);
2048 disease->stats.exp = 0; 2015 disease->stats.exp = 0;
2049 disease->level = caster_level (caster, spell); 2016 disease->level = casting_level (caster, spell);
2050 2017
2051 /* do level adjustments */ 2018 /* do level adjustments */
2052 if (disease->stats.wc) 2019 if (disease->stats.wc)
2053 disease->stats.wc += dur_mod / 2; 2020 disease->stats.wc += dur_mod / 2;
2054 2021
2055 if (disease->magic > 0) 2022 if (disease->magic > 0)
2056 disease->magic += dur_mod / 4; 2023 disease->magic += dur_mod / 8;
2057 2024
2058 if (disease->stats.maxhp > 0) 2025 if (disease->stats.maxhp > 0)
2059 disease->stats.maxhp += dur_mod; 2026 disease->stats.maxhp += dur_mod;
2060 2027
2061 if (disease->stats.maxgrace > 0) 2028 if (disease->stats.maxgrace > 0)
2099 if (infect_object (walk, disease, 1)) 2066 if (infect_object (walk, disease, 1))
2100 { 2067 {
2101 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);
2102 2069
2103 disease->destroy (); /* don't need this one anymore */ 2070 disease->destroy (); /* don't need this one anymore */
2104 walk->map->insert (get_archetype (ARCH_DETECT_MAGIC), x, y, op); 2071 walk->map->insert (get_archetype ("detect_magic"), x, y, op);
2105 return 1; 2072 return 1;
2106 } 2073 }
2107 2074
2108 disease->destroy (); 2075 disease->destroy ();
2109 } 2076 }

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