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Comparing deliantra/server/server/spell_attack.C (file contents):
Revision 1.17 by root, Tue Dec 12 21:39:57 2006 UTC vs.
Revision 1.57 by root, Sat May 17 14:11:13 2008 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2002-2003 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002-2003,2007 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
20 21 * The authors can be reached via e-mail to <support@deliantra.net>
21 The authors can be reached via e-mail at <crossfire@schmorp.de>
22*/ 22 */
23 23
24/* This file contains all the spell attack code. Grouping this code 24/* This file contains all the spell attack code. Grouping this code
25 * together should hopefully make it easier to find the relevent bits 25 * together should hopefully make it easier to find the relevent bits
26 * of code 26 * of code
27 */ 27 */
28 28
29#include <global.h> 29#include <global.h>
30#include <object.h> 30#include <object.h>
31#include <living.h> 31#include <living.h>
32#ifndef __CEXTRACT__
33# include <sproto.h> 32#include <sproto.h>
34#endif
35#include <spells.h> 33#include <spells.h>
36#include <sounds.h> 34#include <sounds.h>
37 35
38/* this function checks to see if a spell pushes objects as well 36/* this function checks to see if a spell pushes objects as well
39 * as flies over and damages them (only used for cones for now) 37 * as flies over and damages them (only used for cones for now)
40 * but moved here so it could be applied to bolts too 38 * but moved here so it could be applied to bolts too
41 * op is the spell object. 39 * op is the spell object.
42 */ 40 */
43
44void 41void
45check_spell_knockback (object *op) 42check_spell_knockback (object *op)
46{ 43{
47 object *tmp, *tmp2; /* object on the map */ 44 object *tmp, *tmp2; /* object on the map */
48 int weight_move; 45 int weight_move;
57 { 54 {
58 weight_move = op->weight + (op->weight * op->level) / 3; 55 weight_move = op->weight + (op->weight * op->level) / 3;
59 /*LOG (llevDebug, "DEBUG: arch weighs %d and masses %d (%s,level %d)\n", op->weight,weight_move,op->name,op->level); */ 56 /*LOG (llevDebug, "DEBUG: arch weighs %d and masses %d (%s,level %d)\n", op->weight,weight_move,op->name,op->level); */
60 } 57 }
61 58
62 for (tmp = get_map_ob (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 59 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
63 { 60 {
64 int num_sections = 1; 61 int num_sections = 1;
65 62
66 /* don't move DM */ 63 /* don't move DM */
67 if (QUERY_FLAG (tmp, FLAG_WIZ)) 64 if (QUERY_FLAG (tmp, FLAG_WIZ))
108 * 105 *
109 * BOLT CODE 106 * BOLT CODE
110 * 107 *
111 ***************************************************************************/ 108 ***************************************************************************/
112 109
113/* Causes op to fork. op is the original bolt, tmp 110/* Causes op to fork. op is the original bolt, tmp
114 * is the first piece of the fork. 111 * is the first piece of the fork.
115 */ 112 */
116
117void 113void
118forklightning (object *op, object *tmp) 114forklightning (object *op, object *tmp)
119{ 115{
120 int new_dir = 1; /* direction or -1 for left, +1 for right 0 if no new bolt */ 116 int new_dir = 1; /* direction or -1 for left, +1 for right 0 if no new bolt */
121 int t_dir; /* stores temporary dir calculation */ 117 int t_dir; /* stores temporary dir calculation */
140 136
141 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (m, sx, sy))) 137 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (m, sx, sy)))
142 return; 138 return;
143 139
144 /* OK, we made a fork */ 140 /* OK, we made a fork */
145 new_bolt = object::create (); 141 new_bolt = tmp->clone ();
146 tmp->copy_to (new_bolt);
147 142
148 /* reduce chances of subsequent forking */ 143 /* reduce chances of subsequent forking */
149 new_bolt->stats.Dex -= 10; 144 new_bolt->stats.Dex -= 10;
150 tmp->stats.Dex -= 10; /* less forks from main bolt too */ 145 tmp->stats.Dex -= 10; /* less forks from main bolt too */
151 new_bolt->stats.Con += 25 * new_dir; /* adjust the left bias */ 146 new_bolt->stats.Con += 25 * new_dir; /* adjust the left bias */
152 new_bolt->speed_left = -0.1; 147 new_bolt->speed_left = -0.1f;
153 new_bolt->direction = t_dir; 148 new_bolt->direction = t_dir;
154 new_bolt->duration++; 149 new_bolt->duration++;
155 new_bolt->x = sx;
156 new_bolt->y = sy;
157 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */ 150 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */
158 new_bolt->stats.dam++; 151 new_bolt->stats.dam++;
159 tmp->stats.dam /= 2; /* reduce father bolt damage */ 152 tmp->stats.dam /= 2; /* reduce father bolt damage */
160 tmp->stats.dam++; 153 tmp->stats.dam++;
161 new_bolt = insert_ob_in_map (new_bolt, m, op, 0); 154 if ((new_bolt = m->insert (new_bolt, sx, sy, op)))
162 update_turn_face (new_bolt); 155 update_turn_face (new_bolt);
163} 156}
164 157
165/* move_bolt: moves bolt 'op'. Basically, it just advances a space, 158/* move_bolt: moves bolt 'op'. Basically, it just advances a space,
166 * and checks for various things that may stop it. 159 * and checks for various things that may stop it.
167 */ 160 */
168 161
169void 162void
170move_bolt (object *op) 163move_bolt (object *op)
171{ 164{
172 object *tmp;
173 int mflags; 165 int mflags;
174 sint16 x, y; 166 sint16 x, y;
175 maptile *m; 167 maptile *m;
176 168
177 if (--(op->duration) < 0) 169 if (--op->duration < 0)
178 { 170 {
179 op->destroy (); 171 op->destroy ();
180 return; 172 return;
181 } 173 }
182 174
184 176
185 if (!op->direction) 177 if (!op->direction)
186 return; 178 return;
187 179
188 if (--op->range < 0) 180 if (--op->range < 0)
189 {
190 op->range = 0; 181 op->range = 0;
191 }
192 else 182 else
193 { 183 {
194 x = op->x + DIRX (op); 184 x = op->x + DIRX (op);
195 y = op->y + DIRY (op); 185 y = op->y + DIRY (op);
196 m = op->map; 186 m = op->map;
204 * on the space. So only call reflwall if we think the data it returns 194 * on the space. So only call reflwall if we think the data it returns
205 * will be useful. 195 * will be useful.
206 */ 196 */
207 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)) || ((mflags & P_IS_ALIVE) && reflwall (m, x, y, op))) 197 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)) || ((mflags & P_IS_ALIVE) && reflwall (m, x, y, op)))
208 { 198 {
209
210 if (!QUERY_FLAG (op, FLAG_REFLECTING)) 199 if (!QUERY_FLAG (op, FLAG_REFLECTING))
211 return; 200 return;
212 201
213 /* Since walls don't run diagonal, if the bolt is in 202 /* Since walls don't run diagonal, if the bolt is in
214 * one of 4 main directions, it just reflects back in the 203 * one of 4 main directions, it just reflects back in the
244 else if (left) 233 else if (left)
245 op->direction = absdir (op->direction + 2); 234 op->direction = absdir (op->direction + 2);
246 else if (right) 235 else if (right)
247 op->direction = absdir (op->direction - 2); 236 op->direction = absdir (op->direction - 2);
248 } 237 }
238
249 update_turn_face (op); /* A bolt *must* be IS_TURNABLE */ 239 update_turn_face (op); /* A bolt *must* be IS_TURNABLE */
250 return; 240 return;
251 } 241 }
252 else 242 else
253 { /* Create a copy of this object and put it ahead */ 243 { /* Create a copy of this object and put it ahead */
254 tmp = object::create (); 244 object *tmp = op->clone ();
255 op->copy_to (tmp); 245
246 m->insert (tmp, x, y, op);
256 tmp->speed_left = -0.1; 247 tmp->speed_left = -0.1f;
257 tmp->x += DIRX (tmp), tmp->y += DIRY (tmp);
258 tmp = insert_ob_in_map (tmp, op->map, op, 0);
259 /* To make up for the decrease at the top of the function */ 248 /* To make up for the decrease at the top of the function */
260 tmp->duration++; 249 tmp->duration++;
261 250
262 /* New forking code. Possibly create forks of this object 251 /* New forking code. Possibly create forks of this object
263 * going off in other directions. 252 * going off in other directions.
264 */ 253 */
265
266 if (rndm (0, 99) < tmp->stats.Dex) 254 if (rndm (0, 99) < tmp->stats.Dex)
267 { /* stats.Dex % of forking */ 255 { /* stats.Dex % of forking */
268 forklightning (op, tmp); 256 forklightning (op, tmp);
269 } 257 }
258
270 /* In this way, the object left behind sticks on the space, but 259 /* In this way, the object left behind sticks on the space, but
271 * doesn't create any bolts that continue to move onward. 260 * doesn't create any bolts that continue to move onward.
272 */ 261 */
273 op->range = 0; 262 op->range = 0;
274 } /* copy object and move it along */ 263 } /* copy object and move it along */
281 * we remove the magic flag - that can be derived from 270 * we remove the magic flag - that can be derived from
282 * spob->attacktype. 271 * spob->attacktype.
283 * This function sets up the appropriate owner and skill 272 * This function sets up the appropriate owner and skill
284 * pointers. 273 * pointers.
285 */ 274 */
286
287int 275int
288fire_bolt (object *op, object *caster, int dir, object *spob, object *skill) 276fire_bolt (object *op, object *caster, int dir, object *spob, object *skill)
289{ 277{
290 object *tmp = NULL; 278 object *tmp = NULL;
291 int mflags; 279 int mflags;
309 297
310 tmp->direction = dir; 298 tmp->direction = dir;
311 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) 299 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
312 SET_ANIMATION (tmp, dir); 300 SET_ANIMATION (tmp, dir);
313 301
314 set_owner (tmp, op); 302 tmp->set_owner (op);
315 set_spell_skill (op, caster, spob, tmp); 303 set_spell_skill (op, caster, spob, tmp);
316 304
317 tmp->x = op->x + DIRX (tmp); 305 tmp->x = op->x + DIRX (tmp);
318 tmp->y = op->y + DIRY (tmp); 306 tmp->y = op->y + DIRY (tmp);
319 tmp->map = op->map; 307 tmp->map = op->map;
320 308
309 maptile *newmap;
321 mflags = get_map_flags (tmp->map, &tmp->map, tmp->x, tmp->y, &tmp->x, &tmp->y); 310 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y);
322 if (mflags & P_OUT_OF_MAP) 311 if (mflags & P_OUT_OF_MAP)
323 { 312 {
324 tmp->destroy (); 313 tmp->destroy ();
325 return 0; 314 return 0;
326 } 315 }
316
317 tmp->map = newmap;
327 318
328 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y))) 319 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y)))
329 { 320 {
330 if (!QUERY_FLAG (tmp, FLAG_REFLECTING)) 321 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
331 { 322 {
337 tmp->y = op->y; 328 tmp->y = op->y;
338 tmp->direction = absdir (tmp->direction + 4); 329 tmp->direction = absdir (tmp->direction + 4);
339 tmp->map = op->map; 330 tmp->map = op->map;
340 } 331 }
341 332
342 if ((tmp = insert_ob_in_map (tmp, tmp->map, op, 0)) != NULL) 333 if ((tmp = tmp->insert_at (tmp, op)))
343 move_bolt (tmp); 334 move_bolt (tmp);
344 335
345 return 1; 336 return 1;
346} 337}
347
348
349 338
350/*************************************************************************** 339/***************************************************************************
351 * 340 *
352 * BULLET/BALL CODE 341 * BULLET/BALL CODE
353 * 342 *
354 ***************************************************************************/ 343 ***************************************************************************/
355 344
356/* expands an explosion. op is a piece of the 345/* expands an explosion. op is a piece of the
357 * explosion - this expans it in the different directions. 346 * explosion - this expands it in the different directions.
358 * At least that is what I think this does. 347 * At least that is what I think this does.
359 */ 348 */
360void 349void
361explosion (object *op) 350explosion (object *op)
362{ 351{
363 object *tmp;
364 maptile *m = op->map; 352 maptile *m = op->map;
365 int i; 353 int i;
366 354
367 if (--(op->duration) < 0) 355 if (--op->duration < 0)
368 { 356 {
369 op->destroy (); 357 op->destroy ();
370 return; 358 return;
371 } 359 }
372 360
378 { 366 {
379 sint16 dx, dy; 367 sint16 dx, dy;
380 368
381 dx = op->x + freearr_x[i]; 369 dx = op->x + freearr_x[i];
382 dy = op->y + freearr_y[i]; 370 dy = op->y + freearr_y[i];
371
383 /* ok_to_put_more already does things like checks for walls, 372 /* ok_to_put_more already does things like checks for walls,
384 * out of map, etc. 373 * out of map, etc.
385 */ 374 */
386 if (ok_to_put_more (op->map, dx, dy, op, op->attacktype)) 375 if (ok_to_put_more (op->map, dx, dy, op, op->attacktype))
387 { 376 {
388 tmp = object::create (); 377 object *tmp = op->clone ();
389 op->copy_to (tmp); 378
390 tmp->state = 0; 379 tmp->state = 0;
391 tmp->speed_left = -0.21; 380 tmp->speed_left = -0.21f;
392 tmp->range--; 381 tmp->range--;
393 tmp->value = 0; 382 tmp->value = 0;
394 tmp->x = dx; 383
395 tmp->y = dy; 384 m->insert (tmp, dx, dy, op);
396 insert_ob_in_map (tmp, m, op, 0);
397 } 385 }
398 } 386 }
399 } 387 }
400} 388}
401
402 389
403/* Causes an object to explode, eg, a firebullet, 390/* Causes an object to explode, eg, a firebullet,
404 * poison cloud ball, etc. op is the object to 391 * poison cloud ball, etc. op is the object to
405 * explode. 392 * explode.
406 */ 393 */
416 return; 403 return;
417 } 404 }
418 405
419 if (op->env) 406 if (op->env)
420 { 407 {
421 object *env; 408 object *env = op->outer_env ();
422 409
423 env = object_get_env_recursive (op);
424 if (env->map == NULL || out_of_map (env->map, env->x, env->y)) 410 if (!env->map || out_of_map (env->map, env->x, env->y))
425 { 411 {
426 LOG (llevError, "BUG: explode_bullet(): env out of map\n"); 412 LOG (llevError, "BUG: explode_bullet(): env out of map\n");
427 op->destroy (); 413 op->destroy ();
428 return; 414 return;
429 } 415 }
430 416
431 op->remove (); 417 op->insert_at (env, op, INS_NO_MERGE | INS_NO_WALK_ON);
432 op->x = env->x;
433 op->y = env->y;
434 insert_ob_in_map (op, env->map, op, INS_NO_MERGE | INS_NO_WALK_ON);
435 } 418 }
436 else if (out_of_map (op->map, op->x, op->y)) 419 else if (out_of_map (op->map, op->x, op->y))
437 { 420 {
438 LOG (llevError, "BUG: explode_bullet(): op out of map\n"); 421 LOG (llevError, "BUG: explode_bullet(): op out of map\n");
439 op->destroy (); 422 op->destroy ();
457 } 440 }
458 441
459 /* other_arch contains what this explodes into */ 442 /* other_arch contains what this explodes into */
460 tmp = arch_to_object (op->other_arch); 443 tmp = arch_to_object (op->other_arch);
461 444
462 copy_owner (tmp, op); 445 tmp->set_owner (op);
463 tmp->skill = op->skill; 446 tmp->skill = op->skill;
464 447
465 owner = get_owner (op); 448 owner = op->owner;
466 449
467 if ((tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) && owner && !tailor_god_spell (tmp, owner)) 450 if ((tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) && owner && !tailor_god_spell (tmp, owner))
468 { 451 {
469 op->destroy (); 452 op->destroy ();
470 return; 453 return;
471 } 454 }
472
473 tmp->x = op->x;
474 tmp->y = op->y;
475 455
476 /* special for bombs - it actually has sane values for these */ 456 /* special for bombs - it actually has sane values for these */
477 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB) 457 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB)
478 { 458 {
479 tmp->attacktype = op->attacktype; 459 tmp->attacktype = op->attacktype;
483 } 463 }
484 else 464 else
485 { 465 {
486 if (op->attacktype & AT_MAGIC) 466 if (op->attacktype & AT_MAGIC)
487 tmp->attacktype |= AT_MAGIC; 467 tmp->attacktype |= AT_MAGIC;
468
488 /* Spell doc describes what is going on here */ 469 /* Spell doc describes what is going on here */
489 tmp->stats.dam = op->dam_modifier; 470 tmp->stats.dam = op->dam_modifier;
490 tmp->range = op->stats.maxhp; 471 tmp->range = op->stats.maxhp;
491 tmp->duration = op->stats.hp; 472 tmp->duration = op->stats.hp;
492 /* Used for spell tracking - just need a unique val for this spell - 473 /* Used for spell tracking - just need a unique val for this spell -
500 tmp->stats.sp = op->direction; 481 tmp->stats.sp = op->direction;
501 482
502 /* Prevent recursion */ 483 /* Prevent recursion */
503 op->move_on = 0; 484 op->move_on = 0;
504 485
505 insert_ob_in_map (tmp, op->map, op, 0); 486 tmp->insert_at (op, op);
487 tmp->play_sound (tmp->sound);
488
506 /* remove the firebullet */ 489 /* remove the firebullet */
507 if (!op->destroyed ())
508 {
509 op->destroy (); 490 op->destroy ();
510 }
511} 491}
512
513
514 492
515/* checks to see what op should do, given the space it is on 493/* checks to see what op should do, given the space it is on
516 * (eg, explode, damage player, etc) 494 * (eg, explode, damage player, etc)
517 */ 495 */
518
519void 496void
520check_bullet (object *op) 497check_bullet (object *op)
521{ 498{
522 object *tmp; 499 object *tmp;
523 int dam, mflags; 500 int dam, mflags;
538 515
539 /* If nothing alive on this space, no reason to do anything further */ 516 /* If nothing alive on this space, no reason to do anything further */
540 if (!(mflags & P_IS_ALIVE)) 517 if (!(mflags & P_IS_ALIVE))
541 return; 518 return;
542 519
543 for (tmp = get_map_ob (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 520 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
544 { 521 {
545 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 522 if (QUERY_FLAG (tmp, FLAG_ALIVE))
546 { 523 {
547 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1); 524 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1);
548 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0) 525 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0)
555 } 532 }
556 } 533 }
557 } 534 }
558} 535}
559 536
560
561/* Basically, we move 'op' one square, and if it hits something, 537/* Basically, we move 'op' one square, and if it hits something,
562 * call check_bullet. 538 * call check_bullet.
563 * This function is only applicable to bullets, but not to all 539 * This function is only applicable to bullets, but not to all
564 * fired arches (eg, bolts). 540 * fired arches (eg, bolts).
565 */ 541 */
566
567void 542void
568move_bullet (object *op) 543move_bullet (object *op)
569{ 544{
570 sint16 new_x, new_y; 545 sint16 new_x, new_y;
571 int mflags; 546 int mflags;
614 op->destroy (); 589 op->destroy ();
615 590
616 return; 591 return;
617 } 592 }
618 593
619 op->remove (); 594 if (!(op = m->insert (op, new_x, new_y, op)))
620 op->x = new_x;
621 op->y = new_y;
622 if ((op = insert_ob_in_map (op, m, op, 0)) == NULL)
623 return; 595 return;
624 596
625 if (reflwall (op->map, op->x, op->y, op)) 597 if (reflwall (op->map, op->x, op->y, op))
626 { 598 {
627 op->direction = absdir (op->direction + 4); 599 op->direction = absdir (op->direction + 4);
628 update_turn_face (op); 600 update_turn_face (op);
629 } 601 }
630 else 602 else
631 {
632 check_bullet (op); 603 check_bullet (op);
633 }
634} 604}
635
636
637
638 605
639/* fire_bullet 606/* fire_bullet
640 * object op (cast from caster) files a bolt in dir. 607 * object op (cast from caster) files a bolt in dir.
641 * spob is the spell object for the bolt. 608 * spob is the spell object for the bolt.
642 * we remove the magic flag - that can be derived from 609 * we remove the magic flag - that can be derived from
643 * spob->attacktype. 610 * spob->attacktype.
644 * This function sets up the appropriate owner and skill 611 * This function sets up the appropriate owner and skill
645 * pointers. 612 * pointers.
646 */ 613 */
647
648int 614int
649fire_bullet (object *op, object *caster, int dir, object *spob) 615fire_bullet (object *op, object *caster, int dir, object *spob)
650{ 616{
651 object *tmp = NULL; 617 object *tmp = NULL;
652 int mflags; 618 int mflags;
653 619
654 if (!spob->other_arch) 620 if (!spob->other_arch)
655 return 0; 621 return 0;
656 622
657 tmp = arch_to_object (spob->other_arch); 623 tmp = spob->other_arch->instance ();
658 if (tmp == NULL) 624 if (!tmp)
659 return 0; 625 return 0;
660 626
661 /* peterm: level dependency for bolts */ 627 /* peterm: level dependency for bolts */
662 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob); 628 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob);
663 tmp->attacktype = spob->attacktype; 629 tmp->attacktype = spob->attacktype;
664 if (spob->slaying) 630 if (spob->slaying)
665 tmp->slaying = spob->slaying; 631 tmp->slaying = spob->slaying;
666 632
673 639
674 tmp->direction = dir; 640 tmp->direction = dir;
675 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) 641 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
676 SET_ANIMATION (tmp, dir); 642 SET_ANIMATION (tmp, dir);
677 643
678 set_owner (tmp, op); 644 tmp->set_owner (op);
679 set_spell_skill (op, caster, spob, tmp); 645 set_spell_skill (op, caster, spob, tmp);
680 646
681 tmp->x = op->x + freearr_x[dir]; 647 tmp->x = op->x + freearr_x[dir];
682 tmp->y = op->y + freearr_y[dir]; 648 tmp->y = op->y + freearr_y[dir];
683 tmp->map = op->map; 649 tmp->map = op->map;
684 650
651 maptile *newmap;
685 mflags = get_map_flags (tmp->map, &tmp->map, tmp->x, tmp->y, &tmp->x, &tmp->y); 652 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y);
686 if (mflags & P_OUT_OF_MAP) 653 if (mflags & P_OUT_OF_MAP)
687 { 654 {
688 tmp->destroy (); 655 tmp->destroy ();
689 return 0; 656 return 0;
690 } 657 }
658
659 tmp->map = newmap;
691 660
692 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y))) 661 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y)))
693 { 662 {
694 if (!QUERY_FLAG (tmp, FLAG_REFLECTING)) 663 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
695 { 664 {
701 tmp->y = op->y; 670 tmp->y = op->y;
702 tmp->direction = absdir (tmp->direction + 4); 671 tmp->direction = absdir (tmp->direction + 4);
703 tmp->map = op->map; 672 tmp->map = op->map;
704 } 673 }
705 674
706 if ((tmp = insert_ob_in_map (tmp, tmp->map, op, 0)) != NULL) 675 if ((tmp = tmp->insert_at (tmp, op)))
707 check_bullet (tmp); 676 check_bullet (tmp);
708 677
709 return 1; 678 return 1;
710} 679}
711
712
713
714 680
715/***************************************************************************** 681/*****************************************************************************
716 * 682 *
717 * CONE RELATED FUNCTIONS 683 * CONE RELATED FUNCTIONS
718 * 684 *
719 *****************************************************************************/ 685 *****************************************************************************/
720 686
721
722/* drops an object based on what is in the cone's "other_arch" */ 687/* drops an object based on what is in the cone's "other_arch" */
723void 688void
724cone_drop (object *op) 689cone_drop (object *op)
725{ 690{
726 object *new_ob = arch_to_object (op->other_arch); 691 object *new_ob = arch_to_object (op->other_arch);
727 692
728 new_ob->x = op->x;
729 new_ob->y = op->y;
730 new_ob->level = op->level; 693 new_ob->level = op->level;
731 set_owner (new_ob, op->owner); 694 new_ob->set_owner (op->owner);
732 695
733 /* preserve skill ownership */ 696 /* preserve skill ownership */
734 if (op->skill && op->skill != new_ob->skill) 697 if (op->skill && op->skill != new_ob->skill)
735 {
736 new_ob->skill = op->skill; 698 new_ob->skill = op->skill;
737 }
738 insert_ob_in_map (new_ob, op->map, op, 0);
739 699
700 new_ob->insert_at (op, op);
740} 701}
741 702
742/* move_cone: causes cone object 'op' to move a space/hit creatures */ 703/* move_cone: causes cone object 'op' to move a space/hit creatures */
743 704
744void 705void
748 709
749 /* if no map then hit_map will crash so just ignore object */ 710 /* if no map then hit_map will crash so just ignore object */
750 if (!op->map) 711 if (!op->map)
751 { 712 {
752 LOG (llevError, "Tried to move_cone object %s without a map.\n", op->name ? &op->name : "unknown"); 713 LOG (llevError, "Tried to move_cone object %s without a map.\n", op->name ? &op->name : "unknown");
753 op->speed = 0; 714 op->set_speed (0);
754 update_ob_speed (op);
755 return; 715 return;
756 } 716 }
757 717
758 /* lava saves it's life, but not yours :) */ 718 /* lava saves it's life, but not yours :) */
759 if (QUERY_FLAG (op, FLAG_LIFESAVE)) 719 if (QUERY_FLAG (op, FLAG_LIFESAVE))
765#if 0 725#if 0
766 /* Disable this - enabling it makes monsters easier, as 726 /* Disable this - enabling it makes monsters easier, as
767 * when their cone dies when they die. 727 * when their cone dies when they die.
768 */ 728 */
769 /* If no owner left, the spell dies out. */ 729 /* If no owner left, the spell dies out. */
770 if (get_owner (op) == NULL) 730 if (op->owner == NULL)
771 { 731 {
772 op->destroy (); 732 op->destroy ();
773 return; 733 return;
774 } 734 }
775#endif 735#endif
805 { 765 {
806 sint16 x = op->x + freearr_x[absdir (op->stats.sp + i)], y = op->y + freearr_y[absdir (op->stats.sp + i)]; 766 sint16 x = op->x + freearr_x[absdir (op->stats.sp + i)], y = op->y + freearr_y[absdir (op->stats.sp + i)];
807 767
808 if (ok_to_put_more (op->map, x, y, op, op->attacktype)) 768 if (ok_to_put_more (op->map, x, y, op, op->attacktype))
809 { 769 {
810 object *tmp = object::create (); 770 object *tmp = op->clone ();
811
812 op->copy_to (tmp);
813 tmp->x = x;
814 tmp->y = y;
815 771
816 tmp->duration = op->duration + 1; 772 tmp->duration = op->duration + 1;
817 773
818 /* Use for spell tracking - see ok_to_put_more() */ 774 /* Use for spell tracking - see ok_to_put_more() */
819 tmp->stats.maxhp = op->stats.maxhp; 775 tmp->stats.maxhp = op->stats.maxhp;
820 insert_ob_in_map (tmp, op->map, op, 0); 776
777 op->map->insert (tmp, x, y, op);
778
821 if (tmp->other_arch) 779 if (tmp->other_arch)
822 cone_drop (tmp); 780 cone_drop (tmp);
823 } 781 }
824 } 782 }
825} 783}
858 816
859 /* Need to know what the movetype of the object we are about 817 /* Need to know what the movetype of the object we are about
860 * to create is, so we can know if the space we are about to 818 * to create is, so we can know if the space we are about to
861 * insert it into is blocked. 819 * insert it into is blocked.
862 */ 820 */
863 movetype = spell->other_arch->clone.move_type; 821 movetype = spell->other_arch->move_type;
864 822
865 for (i = range_min; i <= range_max; i++) 823 for (i = range_min; i <= range_max; i++)
866 { 824 {
867 sint16 x, y, d; 825 sint16 x, y, d;
868 826
901 if ((movetype & GET_MAP_MOVE_BLOCK (m, sx, sy)) == movetype) 859 if ((movetype & GET_MAP_MOVE_BLOCK (m, sx, sy)) == movetype)
902 continue; 860 continue;
903 861
904 success = 1; 862 success = 1;
905 tmp = arch_to_object (spell->other_arch); 863 tmp = arch_to_object (spell->other_arch);
906 set_owner (tmp, op); 864 tmp->set_owner (op);
907 set_spell_skill (op, caster, spell, tmp); 865 set_spell_skill (op, caster, spell, tmp);
908 tmp->level = caster_level (caster, spell); 866 tmp->level = caster_level (caster, spell);
909 tmp->x = sx;
910 tmp->y = sy;
911 tmp->attacktype = spell->attacktype; 867 tmp->attacktype = spell->attacktype;
912 868
913 /* holy word stuff */ 869 /* holy word stuff */
914 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER)) 870 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER))
915 if (!tailor_god_spell (tmp, op)) 871 if (!tailor_god_spell (tmp, op))
949 else 905 else
950 tmp->duration += caster->level / 3; 906 tmp->duration += caster->level / 3;
951 } 907 }
952 908
953 if (!(tmp->move_type & MOVE_FLY_LOW)) 909 if (!(tmp->move_type & MOVE_FLY_LOW))
954 LOG (llevDebug, "cast_cone(): arch %s doesn't have flying 1\n", &spell->other_arch->name); 910 LOG (llevDebug, "cast_cone(): arch %s doesn't have flying 1\n", &spell->other_arch->archname);
955 911
956 if (!tmp->move_on && tmp->stats.dam) 912 if (!tmp->move_on && tmp->stats.dam)
957 {
958 LOG (llevDebug, "cast_cone(): arch %s doesn't have move_on set\n", &spell->other_arch->name); 913 LOG (llevDebug, "cast_cone(): arch %s doesn't have move_on set\n", &spell->other_arch->archname);
959 }
960 914
961 insert_ob_in_map (tmp, m, op, 0); 915 m->insert (tmp, sx, sy, op);
962 916
963 /* This is used for tracking spells so that one effect doesn't hit 917 /* This is used for tracking spells so that one effect doesn't hit
964 * a single space too many times. 918 * a single space too many times.
965 */ 919 */
966 tmp->stats.maxhp = tmp->count; 920 tmp->stats.maxhp = tmp->count;
976 * 930 *
977 * BOMB related code 931 * BOMB related code
978 * 932 *
979 ****************************************************************************/ 933 ****************************************************************************/
980 934
981
982/* This handles an exploding bomb. 935/* This handles an exploding bomb.
983 * op is the original bomb object. 936 * op is the original bomb object.
984 */ 937 */
985void 938void
986animate_bomb (object *op) 939animate_bomb (object *op)
987{ 940{
988 int i;
989 object *env, *tmp;
990 archetype *at;
991
992 if (op->state != NUM_ANIMATIONS (op) - 1) 941 if (op->state != NUM_ANIMATIONS (op) - 1)
993 return; 942 return;
994 943
995 env = object_get_env_recursive (op); 944 object *env = op->outer_env ();
996 945
997 if (op->env) 946 if (op->env)
998 { 947 {
999 if (env->map == NULL) 948 if (env->map == NULL)
1000 return; 949 return;
1001 950
1002 if (env->type == PLAYER) 951 if (!(op = op->insert_at (env, op)))
1003 esrv_del_item (env->contr, op->count);
1004
1005 op->remove ();
1006 op->x = env->x;
1007 op->y = env->y;
1008 if ((op = insert_ob_in_map (op, env->map, op, 0)) == NULL)
1009 return; 952 return;
1010 } 953 }
1011 954
1012 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent bomb from exploding 955 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent bomb from exploding
1013 // on a safe map. I don't like this special casing, but it seems to be neccessary 956 // on a safe map. I don't like this special casing, but it seems to be neccessary
1020 963
1021 /* This copies a lot of the code from the fire bullet, 964 /* This copies a lot of the code from the fire bullet,
1022 * but using the cast_bullet isn't really feasible, 965 * but using the cast_bullet isn't really feasible,
1023 * so just set up the appropriate values. 966 * so just set up the appropriate values.
1024 */ 967 */
1025 at = archetype::find (SPLINT); 968 if (archetype *at = archetype::find (SPLINT))
1026 if (at)
1027 { 969 {
1028 for (i = 1; i < 9; i++) 970 for (int i = 1; i < 9; i++)
1029 { 971 {
1030 if (out_of_map (op->map, op->x + freearr_x[i], op->y + freearr_x[i])) 972 if (out_of_map (op->map, op->x + freearr_x[i], op->y + freearr_x[i]))
1031 continue; 973 continue;
974
1032 tmp = arch_to_object (at); 975 object *tmp = arch_to_object (at);
1033 tmp->direction = i; 976 tmp->direction = i;
1034 tmp->range = op->range; 977 tmp->range = op->range;
1035 tmp->stats.dam = op->stats.dam; 978 tmp->stats.dam = op->stats.dam;
1036 tmp->duration = op->duration; 979 tmp->duration = op->duration;
1037 tmp->attacktype = op->attacktype; 980 tmp->attacktype = op->attacktype;
1038 copy_owner (tmp, op); 981 tmp->set_owner (op);
1039 if (op->skill && op->skill != tmp->skill) 982 if (op->skill && op->skill != tmp->skill)
1040 {
1041 tmp->skill = op->skill; 983 tmp->skill = op->skill;
1042 } 984
1043 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) 985 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
1044 SET_ANIMATION (tmp, i); 986 SET_ANIMATION (tmp, i);
1045 tmp->x = op->x + freearr_x[i]; 987
1046 tmp->y = op->y + freearr_x[i]; 988 op->map->insert (tmp, op->x + freearr_x[i], op->y + freearr_x[i], op);
1047 insert_ob_in_map (tmp, op->map, op, 0);
1048 move_bullet (tmp); 989 move_bullet (tmp);
1049 } 990 }
1050 } 991 }
1051 992
1052 explode_bullet (op); 993 explode_bullet (op);
1053} 994}
1054 995
1055int 996int
1056create_bomb (object *op, object *caster, int dir, object *spell) 997create_bomb (object *op, object *caster, int dir, object *spell)
1057{ 998{
1058
1059 object *tmp; 999 object *tmp;
1060 int mflags; 1000 int mflags;
1061 sint16 dx = op->x + freearr_x[dir], dy = op->y + freearr_y[dir]; 1001 sint16 dx = op->x + freearr_x[dir], dy = op->y + freearr_y[dir];
1062 maptile *m; 1002 maptile *m;
1063 1003
1065 if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, dx, dy) & MOVE_WALK)) 1005 if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, dx, dy) & MOVE_WALK))
1066 { 1006 {
1067 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way."); 1007 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way.");
1068 return 0; 1008 return 0;
1069 } 1009 }
1010
1070 tmp = arch_to_object (spell->other_arch); 1011 tmp = arch_to_object (spell->other_arch);
1071 1012
1072 /* level dependencies for bomb */ 1013 /* level dependencies for bomb */
1073 tmp->range = spell->range + SP_level_range_adjust (caster, spell); 1014 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
1074 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1015 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1075 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell); 1016 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
1076 tmp->attacktype = spell->attacktype; 1017 tmp->attacktype = spell->attacktype;
1077 1018
1078 set_owner (tmp, op); 1019 tmp->set_owner (op);
1079 set_spell_skill (op, caster, spell, tmp); 1020 set_spell_skill (op, caster, spell, tmp);
1080 tmp->x = dx; 1021
1081 tmp->y = dy; 1022 m->insert (tmp, dx, dy, op);
1082 insert_ob_in_map (tmp, m, op, 0);
1083 return 1; 1023 return 1;
1084} 1024}
1085 1025
1086/**************************************************************************** 1026/****************************************************************************
1087 * 1027 *
1096 * dir is the direction to look in. 1036 * dir is the direction to look in.
1097 * range is how far out to look. 1037 * range is how far out to look.
1098 * type is the type of spell - either SPELL_MANA or SPELL_GRACE. 1038 * type is the type of spell - either SPELL_MANA or SPELL_GRACE.
1099 * this info is used for blocked magic/unholy spaces. 1039 * this info is used for blocked magic/unholy spaces.
1100 */ 1040 */
1101
1102object * 1041object *
1103get_pointed_target (object *op, int dir, int range, int type) 1042get_pointed_target (object *op, int dir, int range, int type)
1104{ 1043{
1105 object *target; 1044 object *target;
1106 sint16 x, y; 1045 sint16 x, y;
1125 return NULL; 1064 return NULL;
1126 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW) 1065 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW)
1127 return NULL; 1066 return NULL;
1128 1067
1129 if (mflags & P_IS_ALIVE) 1068 if (mflags & P_IS_ALIVE)
1130 {
1131 for (target = get_map_ob (mp, x, y); target; target = target->above) 1069 for (target = GET_MAP_OB (mp, x, y); target; target = target->above)
1132 { 1070 if (QUERY_FLAG (target, FLAG_MONSTER))
1133 if (QUERY_FLAG (target->head ? target->head : target, FLAG_MONSTER))
1134 {
1135 return target; 1071 return target;
1136 }
1137 }
1138 }
1139 } 1072 }
1073
1140 return NULL; 1074 return NULL;
1141} 1075}
1142
1143 1076
1144/* cast_smite_arch() - the priest points to a creature and causes 1077/* cast_smite_arch() - the priest points to a creature and causes
1145 * a 'godly curse' to decend. 1078 * a 'godly curse' to decend.
1146 * usual params - 1079 * usual params -
1147 * op = player 1080 * op = player
1148 * caster = object casting the spell. 1081 * caster = object casting the spell.
1149 * dir = direction being cast 1082 * dir = direction being cast
1150 * spell = spell object 1083 * spell = spell object
1151 */ 1084 */
1152
1153int 1085int
1154cast_smite_spell (object *op, object *caster, int dir, object *spell) 1086cast_smite_spell (object *op, object *caster, int dir, object *spell)
1155{ 1087{
1156 object *effect, *target; 1088 object *effect, *target;
1157 object *god = find_god (determine_god (op)); 1089 object *god = find_god (determine_god (op));
1203 if (effect->attacktype & AT_DEATH) 1135 if (effect->attacktype & AT_DEATH)
1204 { 1136 {
1205 effect->level = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1137 effect->level = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1206 1138
1207 /* casting death spells at undead isn't a good thing */ 1139 /* casting death spells at undead isn't a good thing */
1208 if QUERY_FLAG
1209 (target, FLAG_UNDEAD) 1140 if (QUERY_FLAG (target, FLAG_UNDEAD))
1210 { 1141 {
1211 if (random_roll (0, 2, op, PREFER_LOW)) 1142 if (random_roll (0, 2, op, PREFER_LOW))
1212 { 1143 {
1213 new_draw_info (NDI_UNIQUE, 0, op, "Idiot! Your spell boomerangs!"); 1144 new_draw_info (NDI_UNIQUE, 0, op, "Idiot! Your spell boomerangs!");
1214 effect->x = op->x; 1145 effect->x = op->x;
1227 { 1158 {
1228 /* how much woe to inflict :) */ 1159 /* how much woe to inflict :) */
1229 effect->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1160 effect->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1230 } 1161 }
1231 1162
1232 set_owner (effect, op); 1163 effect->set_owner (op);
1233 set_spell_skill (op, caster, spell, effect); 1164 set_spell_skill (op, caster, spell, effect);
1234 1165
1235 /* ok, tell it where to be, and insert! */ 1166 /* ok, tell it where to be, and insert! */
1236 effect->x = target->x; 1167 effect->insert_at (target, op);
1237 effect->y = target->y;
1238 insert_ob_in_map (effect, target->map, op, 0);
1239 1168
1240 return 1; 1169 return 1;
1241} 1170}
1242
1243 1171
1244/**************************************************************************** 1172/****************************************************************************
1245 * 1173 *
1246 * MAGIC MISSILE code. 1174 * MAGIC MISSILE code.
1247 * note that the fire_bullet is used to fire the missile. The 1175 * note that the fire_bullet is used to fire the missile. The
1261 { 1189 {
1262 op->destroy (); 1190 op->destroy ();
1263 return; 1191 return;
1264 } 1192 }
1265 1193
1266 owner = get_owner (op); 1194 owner = op->owner;
1267#if 0 1195#if 0
1268 /* It'd make things nastier if this wasn't here - spells cast by 1196 /* It'd make things nastier if this wasn't here - spells cast by
1269 * monster that are then killed would continue to survive 1197 * monster that are then killed would continue to survive
1270 */ 1198 */
1271 if (owner == NULL) 1199 if (owner == NULL)
1298 { 1226 {
1299 op->destroy (); 1227 op->destroy ();
1300 return; 1228 return;
1301 } 1229 }
1302 1230
1303 op->x = new_x; 1231 i = spell_find_dir (m, new_x, new_y, op->owner);
1304 op->y = new_y;
1305 op->map = m;
1306 i = spell_find_dir (op->map, op->x, op->y, get_owner (op));
1307 if (i > 0 && i != op->direction) 1232 if (i > 0 && i != op->direction)
1308 { 1233 {
1309 op->direction = i; 1234 op->direction = i;
1310 SET_ANIMATION (op, op->direction); 1235 SET_ANIMATION (op, op->direction);
1311 } 1236 }
1312 1237
1313 insert_ob_in_map (op, op->map, op, 0); 1238 m->insert (op, new_x, new_y, op);
1314} 1239}
1315 1240
1316/**************************************************************************** 1241/****************************************************************************
1317 * Destruction 1242 * Destruction
1318 ****************************************************************************/ 1243 ****************************************************************************/
1321 * we do this by creating a force and inserting it in the 1246 * we do this by creating a force and inserting it in the
1322 * object. if time is 0, the object glows permanently. To truely 1247 * object. if time is 0, the object glows permanently. To truely
1323 * make this work for non-living objects, we would have to 1248 * make this work for non-living objects, we would have to
1324 * give them the capability to have an inventory. b.t. 1249 * give them the capability to have an inventory. b.t.
1325 */ 1250 */
1326
1327int 1251int
1328make_object_glow (object *op, int radius, int time) 1252make_object_glow (object *op, int radius, int time)
1329{ 1253{
1330 object *tmp;
1331
1332 /* some things are unaffected... */ 1254 /* some things are unaffected... */
1333 if (op->path_denied & PATH_LIGHT) 1255 if (op->path_denied & PATH_LIGHT)
1334 return 0; 1256 return 0;
1335 1257
1336 tmp = get_archetype (FORCE_NAME); 1258 object *tmp = get_archetype (FORCE_NAME);
1337 tmp->speed = 0.01; 1259 tmp->speed = 0.01;
1338 tmp->stats.food = time; 1260 tmp->stats.food = time;
1339 SET_FLAG (tmp, FLAG_IS_USED_UP); 1261 SET_FLAG (tmp, FLAG_IS_USED_UP);
1340 tmp->glow_radius = radius; 1262 tmp->glow_radius = radius;
1341 if (tmp->glow_radius > MAX_LIGHT_RADII) 1263 if (tmp->glow_radius > MAX_LIGHT_RADII)
1342 tmp->glow_radius = MAX_LIGHT_RADII; 1264 tmp->glow_radius = MAX_LIGHT_RADII;
1343 1265
1344 tmp->x = op->x;
1345 tmp->y = op->y;
1346 if (tmp->speed < MIN_ACTIVE_SPEED)
1347 tmp->speed = MIN_ACTIVE_SPEED; /* safety */
1348 tmp = insert_ob_in_ob (tmp, op); 1266 tmp = insert_ob_in_ob (tmp, op);
1267
1349 if (tmp->glow_radius > op->glow_radius) 1268 if (tmp->glow_radius > op->glow_radius)
1350 op->glow_radius = tmp->glow_radius; 1269 op->glow_radius = tmp->glow_radius;
1351 1270
1352 if (!tmp->env || op != tmp->env)
1353 {
1354 LOG (llevError, "make_object_glow() failed to insert glowing force in %s\n", &op->name);
1355 return 0;
1356 }
1357 return 1; 1271 return 1;
1358} 1272}
1359
1360
1361
1362 1273
1363int 1274int
1364cast_destruction (object *op, object *caster, object *spell_ob) 1275cast_destruction (object *op, object *caster, object *spell_ob)
1365{ 1276{
1366 int i, j, range, mflags, friendly = 0, dam, dur; 1277 int i, j, range, mflags, friendly = 0, dam, dur;
1387 else if (caster->skill) 1298 else if (caster->skill)
1388 op->skill = caster->skill; 1299 op->skill = caster->skill;
1389 else 1300 else
1390 op->skill = NULL; 1301 op->skill = NULL;
1391 1302
1392 change_skill (op, find_skill_by_name (op, op->skill), 1); 1303 op->change_skill (find_skill_by_name (op, op->skill));
1393 1304
1394 for (i = -range; i < range; i++) 1305 for (i = -range; i < range; i++)
1395 { 1306 {
1396 for (j = -range; j < range; j++) 1307 for (j = -range; j < range; j++)
1397 { 1308 {
1398 m = op->map; 1309 m = op->map;
1399 sx = op->x + i; 1310 sx = op->x + i;
1400 sy = op->y + j; 1311 sy = op->y + j;
1312
1401 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy); 1313 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
1402 if (mflags & P_OUT_OF_MAP) 1314 if (mflags & P_OUT_OF_MAP)
1403 continue; 1315 continue;
1316
1404 if (mflags & P_IS_ALIVE) 1317 if (mflags & P_IS_ALIVE)
1405 { 1318 {
1406 for (tmp = get_map_ob (m, sx, sy); tmp; tmp = tmp->above) 1319 for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above)
1407 {
1408 if (QUERY_FLAG (tmp, FLAG_ALIVE) || tmp->type == PLAYER) 1320 if (QUERY_FLAG (tmp, FLAG_ALIVE) || tmp->type == PLAYER)
1409 break; 1321 break;
1410 } 1322
1411 if (tmp) 1323 if (tmp)
1412 { 1324 {
1413 if (tmp->head) 1325 if (tmp->head)
1414 tmp = tmp->head; 1326 tmp = tmp->head;
1415 1327
1418 { 1330 {
1419 if (spell_ob->subtype == SP_DESTRUCTION) 1331 if (spell_ob->subtype == SP_DESTRUCTION)
1420 { 1332 {
1421 hit_player (tmp, dam, op, spell_ob->attacktype, 0); 1333 hit_player (tmp, dam, op, spell_ob->attacktype, 0);
1422 if (spell_ob->other_arch) 1334 if (spell_ob->other_arch)
1423 {
1424 tmp = arch_to_object (spell_ob->other_arch); 1335 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op);
1425 tmp->x = sx;
1426 tmp->y = sy;
1427 insert_ob_in_map (tmp, m, op, 0);
1428 }
1429 } 1336 }
1430 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist[ATNR_MAGIC] != 100) 1337 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist[ATNR_MAGIC] != 100)
1431 { 1338 {
1432 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch) 1339 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch)
1433 {
1434 object *effect = arch_to_object (spell_ob->other_arch); 1340 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op);
1435
1436 effect->x = sx;
1437 effect->y = sy;
1438 insert_ob_in_map (effect, m, op, 0);
1439 }
1440 } 1341 }
1441 } 1342 }
1442 } 1343 }
1443 } 1344 }
1444 } 1345 }
1445 } 1346 }
1347
1446 op->skill = skill; 1348 op->skill = skill;
1447 return 1; 1349 return 1;
1448} 1350}
1449 1351
1450/*************************************************************************** 1352/***************************************************************************
1464 { 1366 {
1465 new_draw_info (NDI_UNIQUE, 0, op, "There is no one in that direction to curse."); 1367 new_draw_info (NDI_UNIQUE, 0, op, "There is no one in that direction to curse.");
1466 return 0; 1368 return 0;
1467 } 1369 }
1468 1370
1371 tmp = tmp->head_ ();
1372
1469 /* If we've already got a force of this type, don't add a new one. */ 1373 /* If we've already got a force of this type, don't add a new one. */
1470 for (force = tmp->inv; force != NULL; force = force->below) 1374 for (force = tmp->inv; force; force = force->below)
1471 { 1375 {
1472 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY) 1376 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY)
1473 { 1377 {
1474 if (force->name == spell_ob->name) 1378 if (force->name == spell_ob->name)
1475 { 1379 {
1481 return 0; 1385 return 0;
1482 } 1386 }
1483 } 1387 }
1484 } 1388 }
1485 1389
1486 if (force == NULL) 1390 if (!force)
1487 { 1391 {
1488 force = get_archetype (FORCE_NAME); 1392 force = get_archetype (FORCE_NAME);
1489 force->subtype = FORCE_CHANGE_ABILITY; 1393 force->subtype = FORCE_CHANGE_ABILITY;
1394
1490 if (spell_ob->race) 1395 if (spell_ob->race)
1491 force->name = spell_ob->race; 1396 force->name = spell_ob->race;
1492 else 1397 else
1493 force->name = spell_ob->name; 1398 force->name = spell_ob->name;
1494 1399
1504 { 1409 {
1505 force->duration = duration; 1410 force->duration = duration;
1506 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 1411 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1507 } 1412 }
1508 else 1413 else
1509 {
1510 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1414 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1511 } 1415
1512 return 1; 1416 return 1;
1513 } 1417 }
1418
1514 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50; 1419 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1515 force->speed = 1.0; 1420 force->speed = 1.f;
1516 force->speed_left = -1.0; 1421 force->speed_left = -1.f;
1517 SET_FLAG (force, FLAG_APPLIED); 1422 SET_FLAG (force, FLAG_APPLIED);
1518 1423
1519 if (god) 1424 if (god)
1520 { 1425 {
1521 if (spell_ob->last_grace) 1426 if (spell_ob->last_grace)
1534 force->stats.ac = spell_ob->stats.ac; 1439 force->stats.ac = spell_ob->stats.ac;
1535 force->stats.wc = spell_ob->stats.wc; 1440 force->stats.wc = spell_ob->stats.wc;
1536 1441
1537 change_abil (tmp, force); /* Mostly to display any messages */ 1442 change_abil (tmp, force); /* Mostly to display any messages */
1538 insert_ob_in_ob (force, tmp); 1443 insert_ob_in_ob (force, tmp);
1539 fix_player (tmp); 1444 tmp->update_stats ();
1540 return 1; 1445 return 1;
1541 1446
1542} 1447}
1543
1544 1448
1545/********************************************************************** 1449/**********************************************************************
1546 * mood change 1450 * mood change
1547 * Arguably, this may or may not be an attack spell. But since it 1451 * Arguably, this may or may not be an attack spell. But since it
1548 * effects monsters, it seems best to put it into this file 1452 * effects monsters, it seems best to put it into this file
1578 else if (god && !strcmp (spell->race, "GOD_FRIEND")) 1482 else if (god && !strcmp (spell->race, "GOD_FRIEND"))
1579 race = god->race; 1483 race = god->race;
1580 else 1484 else
1581 race = spell->race; 1485 race = spell->race;
1582 1486
1583
1584 for (x = op->x - range; x <= op->x + range; x++) 1487 for (x = op->x - range; x <= op->x + range; x++)
1585 for (y = op->y - range; y <= op->y + range; y++) 1488 for (y = op->y - range; y <= op->y + range; y++)
1586 { 1489 {
1587
1588 done_one = 0; 1490 done_one = 0;
1589 m = op->map; 1491 m = op->map;
1590 nx = x; 1492 nx = x;
1591 ny = y; 1493 ny = y;
1592 mflags = get_map_flags (m, &m, x, y, &nx, &ny); 1494 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1595 1497
1596 /* If there is nothing living on this space, no need to go further */ 1498 /* If there is nothing living on this space, no need to go further */
1597 if (!(mflags & P_IS_ALIVE)) 1499 if (!(mflags & P_IS_ALIVE))
1598 continue; 1500 continue;
1599 1501
1502 // players can only affect spaces that they can actually see
1503 if (caster && caster->contr
1504 && caster->contr->visibility_at (m, nx, ny) < 70)
1505 continue;
1506
1600 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)
1601 if (QUERY_FLAG (tmp, FLAG_MONSTER)) 1508 if (QUERY_FLAG (tmp, FLAG_MONSTER))
1602 break; 1509 break;
1603 1510
1604 /* There can be living objects that are not monsters */ 1511 /* There can be living objects that are not monsters */
1605 if (!tmp || tmp->type == PLAYER) 1512 if (!tmp || tmp->type == PLAYER)
1612 head = tmp; 1519 head = tmp;
1613 1520
1614 /* 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 */
1615 if (race && head->race && !strstr (race, head->race)) 1522 if (race && head->race && !strstr (race, head->race))
1616 continue; 1523 continue;
1524
1617 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD)) 1525 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD))
1618 continue; 1526 continue;
1619 1527
1620 /* Now do a bunch of stuff related to saving throws */ 1528 /* Now do a bunch of stuff related to saving throws */
1621 best_at = -1; 1529 best_at = -1;
1638 at -= level / 5; 1546 at -= level / 5;
1639 if (did_make_save (head, head->level, at)) 1547 if (did_make_save (head, head->level, at))
1640 continue; 1548 continue;
1641 } 1549 }
1642 else /* spell->attacktype */ 1550 else /* spell->attacktype */
1643 /*
1644 Spell has no attacktype (charm & such), so we'll have a specific saving:
1645 * if spell level < monster level, no go
1646 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) )
1647
1648 The chance will then be in the range [20-70] percent, not too bad.
1649
1650 This is required to fix the 'charm monster' abuse, where a player level 1 can
1651 charm a level 125 monster...
1652
1653 Ryo, august 14th
1654 */
1655 { 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 */
1656 if (head->level > level) 1564 if (head->level > level)
1657 continue; 1565 continue;
1566
1658 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))))
1659 /* Failed, no effect */ 1568 /* Failed, no effect */
1660 continue; 1569 continue;
1661 } 1570 }
1662 1571
1663 /* Done with saving throw. Now start effecting the monster */ 1572 /* Done with saving throw. Now start affecting the monster */
1664 1573
1665 /* aggravation */ 1574 /* aggravation */
1666 if (QUERY_FLAG (spell, FLAG_MONSTER)) 1575 if (QUERY_FLAG (spell, FLAG_MONSTER))
1667 { 1576 {
1668 CLEAR_FLAG (head, FLAG_SLEEP); 1577 CLEAR_FLAG (head, FLAG_SLEEP);
1669 if (QUERY_FLAG (head, FLAG_FRIENDLY))
1670 remove_friendly_object (head); 1578 remove_friendly_object (head);
1671
1672 done_one = 1; 1579 done_one = 1;
1673 head->enemy = op; 1580 head->enemy = op;
1674 } 1581 }
1675 1582
1676 /* calm monsters */ 1583 /* calm monsters */
1685 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK)) 1592 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK))
1686 { 1593 {
1687 SET_FLAG (head, FLAG_BERSERK); 1594 SET_FLAG (head, FLAG_BERSERK);
1688 done_one = 1; 1595 done_one = 1;
1689 } 1596 }
1597
1690 /* charm */ 1598 /* charm */
1691 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))
1692 { 1600 {
1693 SET_FLAG (head, FLAG_FRIENDLY); 1601 INVOKE_OBJECT (KILL, head, ARG_OBJECT (caster));
1602
1694 /* Prevent uncontolled outbreaks of self replicating monsters. 1603 /* Prevent uncontrolled outbreaks of self replicating monsters.
1695 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.
1696 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. */
1697 CLEAR_FLAG (head, FLAG_GENERATOR); 1606 CLEAR_FLAG (head, FLAG_GENERATOR);
1698 set_owner (head, op); 1607 head->set_owner (op);
1699 set_spell_skill (op, caster, spell, head); 1608 set_spell_skill (op, caster, spell, head);
1700 add_friendly_object (head); 1609 add_friendly_object (head);
1701 head->attack_movement = PETMOVE; 1610 head->attack_movement = PETMOVE;
1702 done_one = 1; 1611 done_one = 1;
1703 change_exp (op, head->stats.exp / 2, head->skill, SK_EXP_ADD_SKILL); 1612 change_exp (op, head->stats.exp / 2, head->skill, SK_EXP_ADD_SKILL);
1704 head->stats.exp = 0; 1613 head->stats.exp = 0;
1705 } 1614 }
1706 1615
1707 /* If a monster was effected, put an effect in */ 1616 /* If a monster was effected, put an effect in */
1708 if (done_one && spell->other_arch) 1617 if (done_one && spell->other_arch)
1709 {
1710 tmp = arch_to_object (spell->other_arch); 1618 m->insert (arch_to_object (spell->other_arch), nx, ny, op);
1711 tmp->x = nx;
1712 tmp->y = ny;
1713 insert_ob_in_map (tmp, m, op, 0);
1714 }
1715 } /* for y */ 1619 } /* for y */
1716 1620
1717 return 1; 1621 return 1;
1718} 1622}
1719 1623
1731 int i, j, dam_save, dir, mflags; 1635 int i, j, dam_save, dir, mflags;
1732 sint16 nx, ny, hx, hy; 1636 sint16 nx, ny, hx, hy;
1733 object *owner; 1637 object *owner;
1734 maptile *m; 1638 maptile *m;
1735 1639
1736 owner = get_owner (op); 1640 owner = op->owner;
1737 1641
1738 /* the following logic makes sure that the ball doesn't move into a wall, 1642 /* the following logic makes sure that the ball doesn't move into a wall,
1739 * and makes sure that it will move along a wall to try and get at it's 1643 * and makes sure that it will move along a wall to try and get at it's
1740 * victim. The block immediately below more or less chooses a random 1644 * victim. The block immediately below more or less chooses a random
1741 * offset to move the ball, eg, keep it mostly on course, with some 1645 * offset to move the ball, eg, keep it mostly on course, with some
1770 nx = op->x; 1674 nx = op->x;
1771 ny = op->y; 1675 ny = op->y;
1772 m = op->map; 1676 m = op->map;
1773 } 1677 }
1774 1678
1775 op->remove (); 1679 m->insert (op, nx, ny, op);
1776 op->y = ny;
1777 op->x = nx;
1778 insert_ob_in_map (op, m, op, 0);
1779 1680
1780 dam_save = op->stats.dam; /* save the original dam: we do halfdam on 1681 dam_save = op->stats.dam; /* save the original dam: we do halfdam on
1781 surrounding squares */ 1682 surrounding squares */
1782 1683
1783 /* loop over current square and neighbors to hit. 1684 /* loop over current square and neighbors to hit.
1784 * if this has an other_arch field, we insert that in 1685 * if this has an other_arch field, we insert that in
1785 * the surround spaces. 1686 * the surround spaces.
1786 */ 1687 */
1787 for (j = 0; j < 9; j++) 1688 for (j = 0; j < 9; j++)
1788 { 1689 {
1789 object *new_ob;
1790
1791 hx = nx + freearr_x[j]; 1690 hx = nx + freearr_x[j];
1792 hy = ny + freearr_y[j]; 1691 hy = ny + freearr_y[j];
1793 1692
1794 m = op->map; 1693 m = op->map;
1795 mflags = get_map_flags (m, &m, hx, hy, &hx, &hy); 1694 mflags = get_map_flags (m, &m, hx, hy, &hx, &hy);
1809 1708
1810 } 1709 }
1811 1710
1812 /* insert the other arch */ 1711 /* insert the other arch */
1813 if (op->other_arch && !(OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy)))) 1712 if (op->other_arch && !(OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy))))
1814 { 1713 m->insert (arch_to_object (op->other_arch), hx, hy, op);
1815 new_ob = arch_to_object (op->other_arch);
1816 new_ob->x = hx;
1817 new_ob->y = hy;
1818 insert_ob_in_map (new_ob, m, op, 0);
1819 }
1820 } 1714 }
1821 1715
1822 /* restore to the center location and damage */ 1716 /* restore to the center location and damage */
1823 op->stats.dam = dam_save; 1717 op->stats.dam = dam_save;
1824 1718
1825 i = spell_find_dir (op->map, op->x, op->y, get_owner (op)); 1719 i = spell_find_dir (op->map, op->x, op->y, op->owner);
1826 1720
1827 if (i >= 0) 1721 if (i >= 0)
1828 { /* we have a preferred direction! */ 1722 { /* we have a preferred direction! */
1829 /* pick another direction if the preferred dir is blocked. */ 1723 /* pick another direction if the preferred dir is blocked. */
1830 if (get_map_flags (op->map, &m, nx + freearr_x[i], ny + freearr_y[i], &hx, &hy) & P_OUT_OF_MAP || 1724 if (get_map_flags (op->map, &m, nx + freearr_x[i], ny + freearr_y[i], &hx, &hy) & P_OUT_OF_MAP ||
1831 OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy))) 1725 OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy)))
1832 {
1833 i = absdir (i + rndm (0, 2) - 1); /* -1, 0, +1 */ 1726 i = absdir (i + rndm (0, 2) - 1); /* -1, 0, +1 */
1834 } 1727
1835 op->direction = i; 1728 op->direction = i;
1836 } 1729 }
1837} 1730}
1838 1731
1839
1840/* move_swarm_spell: peterm 1732/* move_swarm_spell: peterm
1841 * This is an implementation of the swarm spell. It was written for 1733 * This is an implementation of the swarm spell. It was written for
1842 * meteor swarm, but it could be used for any swarm. A swarm spell 1734 * meteor swarm, but it could be used for any swarm. A swarm spell
1843 * is a special type of object that casts swarms of other types 1735 * is a special type of object that casts swarms of other types
1844 * of spells. Which spell it casts is flexible. It fires the spells 1736 * of spells. Which spell it casts is flexible. It fires the spells
1845 * from a set of squares surrounding the caster, in a given direction. 1737 * from a set of squares surrounding the caster, in a given direction.
1846 */ 1738 */
1847
1848void 1739void
1849move_swarm_spell (object *op) 1740move_swarm_spell (object *op)
1850{ 1741{
1851#if 0 1742#if 0
1852 static int cardinal_adjust[9] = { -3, -2, -1, 0, 0, 0, 1, 2, 3 }; 1743 static int cardinal_adjust[9] = { -3, -2, -1, 0, 0, 0, 1, 2, 3 };
1853 static int diagonal_adjust[10] = { -3, -2, -2, -1, 0, 0, 1, 2, 2, 3 }; 1744 static int diagonal_adjust[10] = { -3, -2, -2, -1, 0, 0, 1, 2, 2, 3 };
1854 sint16 target_x, target_y, origin_x, origin_y; 1745 sint16 target_x, target_y, origin_x, origin_y;
1855 int adjustdir; 1746 int adjustdir;
1856 maptile *m; 1747 maptile *m;
1857#endif 1748#endif
1858 int basedir;
1859 object *owner; 1749 object *owner = op->env;
1860 1750
1861 owner = get_owner (op); 1751 if (!op->duration || !owner->is_on_map ())
1862 if (op->duration == 0 || owner == NULL)
1863 { 1752 {
1864 op->destroy (); 1753 op->destroy ();
1865 return; 1754 return;
1866 } 1755 }
1867 1756
1868 op->duration--; 1757 op->duration--;
1869 1758
1870 basedir = op->direction; 1759 int basedir = op->direction;
1871 if (basedir == 0) 1760 if (!basedir)
1872 {
1873 /* spray in all directions! 8) */ 1761 /* spray in all directions! 8) */
1874 basedir = rndm (1, 8); 1762 basedir = (op->facing += op->state) % 8 + 1;
1875 }
1876 1763
1877#if 0 1764#if 0
1878 // this is bogus: it causes wrong places to be checked below 1765 // this is bogus: it causes wrong places to be checked below
1879 // (a wall 2 cells away will block the effect...) and 1766 // (a wall 2 cells away will block the effect...) and
1880 // doesn't work for SP_BULLET anyhow, so again tests the wrong 1767 // doesn't work for SP_BULLET anyhow, so again tests the wrong
1881 // space. 1768 // space.
1882 // should be fixed later, but correctness before featurs... 1769 // should be fixed later, but correctness before features...
1883 // (schmorp) 1770 // (schmorp)
1884 1771
1885 /* new offset calculation to make swarm element distribution 1772 /* new offset calculation to make swarm element distribution
1886 * more uniform 1773 * more uniform
1887 */ 1774 */
1940 { 1827 {
1941 /* Bullet spells have a bunch more customization that needs to be done */ 1828 /* Bullet spells have a bunch more customization that needs to be done */
1942 if (op->spell->subtype == SP_BULLET) 1829 if (op->spell->subtype == SP_BULLET)
1943 fire_bullet (owner, op, basedir, op->spell); 1830 fire_bullet (owner, op, basedir, op->spell);
1944 else if (op->spell->subtype == SP_MAGIC_MISSILE) 1831 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1945 fire_arch_from_position (owner, op, op->x, op->y, basedir, op->spell); 1832 fire_arch_from_position (owner, op, owner->x, owner->y, basedir, op->spell);
1946 } 1833 }
1947} 1834}
1948
1949
1950
1951 1835
1952/* fire_swarm: 1836/* fire_swarm:
1953 * The following routine creates a swarm of objects. It actually 1837 * The following routine creates a swarm of objects. It actually
1954 * sets up a specific swarm object, which then fires off all 1838 * sets up a specific swarm object, which then fires off all
1955 * the parts of the swarm. 1839 * the parts of the swarm.
1958 * caster: the caster (owner, wand, rod, scroll) 1842 * caster: the caster (owner, wand, rod, scroll)
1959 * dir: the direction everything will be fired in 1843 * dir: the direction everything will be fired in
1960 * spell - the spell that is this spell. 1844 * spell - the spell that is this spell.
1961 * n: the number to be fired. 1845 * n: the number to be fired.
1962 */ 1846 */
1963
1964int 1847int
1965fire_swarm (object *op, object *caster, object *spell, int dir) 1848fire_swarm (object *op, object *caster, object *spell, int dir)
1966{ 1849{
1967 object *tmp;
1968 int i;
1969
1970 if (!spell->other_arch) 1850 if (!spell->other_arch)
1971 return 0; 1851 return 0;
1972 1852
1973 tmp = get_archetype (SWARM_SPELL); 1853 object *tmp = archetype::get (SWARM_SPELL);
1974 tmp->x = op->x;
1975 tmp->y = op->y;
1976 set_owner (tmp, op); /* needed so that if swarm elements kill, caster gets xp. */
1977 set_spell_skill (op, caster, spell, tmp); 1854 set_spell_skill (op, caster, spell, tmp);
1978
1979 tmp->level = caster_level (caster, spell); /*needed later, to get level dep. right. */ 1855 tmp->level = caster_level (caster, spell); /* needed later, to get level dep. right. */
1980 tmp->spell = arch_to_object (spell->other_arch); 1856 tmp->spell = spell->other_arch->instance ();
1981
1982 tmp->attacktype = tmp->spell->attacktype; 1857 tmp->attacktype = tmp->spell->attacktype;
1983 1858
1984 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) 1859 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
1985 {
1986 if (!tailor_god_spell (tmp, op)) 1860 if (!tailor_god_spell (tmp, op))
1987 return 1; 1861 return 1;
1988 } 1862
1989 tmp->duration = SP_level_duration_adjust (caster, spell); 1863 tmp->duration = SP_level_duration_adjust (caster, spell);
1990 for (i = 0; i < spell->duration; i++) 1864 for (int i = 0; i < spell->duration; i++)
1991 tmp->duration += die_roll (1, 3, op, PREFER_HIGH); 1865 tmp->duration += die_roll (1, 3, op, PREFER_HIGH);
1992 1866
1993 tmp->direction = dir; 1867 tmp->direction = dir;
1994 tmp->invisible = 1; 1868 tmp->invisible = 1;
1995 insert_ob_in_map (tmp, op->map, op, 0); 1869 tmp->facing = rndm (1, 8); // initial firing direction
1870 tmp->state = rndm (4) * 2 + 1; // direction increment
1871
1872 op->insert (tmp);
1873
1996 return 1; 1874 return 1;
1997} 1875}
1998
1999 1876
2000/* See the spells documentation file for why this is its own 1877/* See the spells documentation file for why this is its own
2001 * function. 1878 * function.
2002 */ 1879 */
2003int 1880int
2028 return 0; 1905 return 0;
2029 } 1906 }
2030 1907
2031 if (mflags & P_IS_ALIVE && spell->attacktype) 1908 if (mflags & P_IS_ALIVE && spell->attacktype)
2032 { 1909 {
2033 for (target = get_map_ob (m, x, y); target; target = target->above) 1910 for (target = GET_MAP_OB (m, x, y); target; target = target->above)
2034 if (QUERY_FLAG (target, FLAG_MONSTER)) 1911 if (QUERY_FLAG (target, FLAG_MONSTER))
2035 { 1912 {
2036 /* oky doky. got a target monster. Lets make a blinding attack */ 1913 /* oky doky. got a target monster. Lets make a blinding attack */
2037 if (target->head) 1914 if (target->head)
2038 target = target->head; 1915 target = target->head;
2060 { 1937 {
2061 tmp->glow_radius = spell->range + SP_level_range_adjust (caster, spell); 1938 tmp->glow_radius = spell->range + SP_level_range_adjust (caster, spell);
2062 if (tmp->glow_radius > MAX_LIGHT_RADII) 1939 if (tmp->glow_radius > MAX_LIGHT_RADII)
2063 tmp->glow_radius = MAX_LIGHT_RADII; 1940 tmp->glow_radius = MAX_LIGHT_RADII;
2064 } 1941 }
2065 tmp->x = x; 1942
2066 tmp->y = y; 1943 m->insert (tmp, x, y, op);
2067 insert_ob_in_map (tmp, m, op, 0);
2068 return 1; 1944 return 1;
2069} 1945}
2070
2071
2072
2073 1946
2074/* cast_cause_disease: this spell looks along <dir> from the 1947/* cast_cause_disease: this spell looks along <dir> from the
2075 * player and infects someone. 1948 * player and infects someone.
2076 * op is the player/monster, caster is the object, dir is the direction 1949 * op is the player/monster, caster is the object, dir is the direction
2077 * to cast, disease_arch is the specific disease, and type is the spell number 1950 * to cast, disease_arch is the specific disease, and type is the spell number
2078 * perhaps this should actually be in disease.c? 1951 * perhaps this should actually be in disease.c?
2079 */ 1952 */
2080
2081int 1953int
2082cast_cause_disease (object *op, object *caster, object *spell, int dir) 1954cast_cause_disease (object *op, object *caster, object *spell, int dir)
2083{ 1955{
2084 sint16 x, y; 1956 sint16 x, y;
2085 int i, mflags, range, dam_mod, dur_mod; 1957 int i, mflags, range, dam_mod, dur_mod;
2092 /* If casting from a scroll, no direction will be available, so refer to the 1964 /* If casting from a scroll, no direction will be available, so refer to the
2093 * direction the player is pointing. 1965 * direction the player is pointing.
2094 */ 1966 */
2095 if (!dir) 1967 if (!dir)
2096 dir = op->facing; 1968 dir = op->facing;
1969
2097 if (!dir) 1970 if (!dir)
2098 return 0; /* won't find anything if casting on ourself, so just return */ 1971 return 0; /* won't find anything if casting on ourself, so just return */
2099 1972
2100 /* Calculate these once here */ 1973 /* Calculate these once here */
2101 range = spell->range + SP_level_range_adjust (caster, spell); 1974 range = spell->range + SP_level_range_adjust (caster, spell);
2120 1993
2121 /* Only bother looking on this space if there is something living here */ 1994 /* Only bother looking on this space if there is something living here */
2122 if (mflags & P_IS_ALIVE) 1995 if (mflags & P_IS_ALIVE)
2123 { 1996 {
2124 /* search this square for a victim */ 1997 /* search this square for a victim */
2125 for (walk = get_map_ob (m, x, y); walk; walk = walk->above) 1998 for (walk = GET_MAP_OB (m, x, y); walk; walk = walk->above)
2126 if (QUERY_FLAG (walk, FLAG_MONSTER) || (walk->type == PLAYER)) 1999 if (QUERY_FLAG (walk, FLAG_MONSTER) || (walk->type == PLAYER))
2127 { /* found a victim */ 2000 { /* found a victim */
2128 object *disease = arch_to_object (spell->other_arch); 2001 object *disease = arch_to_object (spell->other_arch);
2129 2002
2130 set_owner (disease, op); 2003 disease->set_owner (op);
2131 set_spell_skill (op, caster, spell, disease); 2004 set_spell_skill (op, caster, spell, disease);
2132 disease->stats.exp = 0; 2005 disease->stats.exp = 0;
2133 disease->level = caster_level (caster, spell); 2006 disease->level = caster_level (caster, spell);
2134 2007
2135 /* do level adjustments */ 2008 /* do level adjustments */
2136 if (disease->stats.wc) 2009 if (disease->stats.wc)
2137 disease->stats.wc += dur_mod / 2; 2010 disease->stats.wc += dur_mod / 2;
2138 2011
2139 if (disease->magic > 0) 2012 if (disease->magic > 0)
2140 disease->magic += dur_mod / 4; 2013 disease->magic += dur_mod / 8;
2141 2014
2142 if (disease->stats.maxhp > 0) 2015 if (disease->stats.maxhp > 0)
2143 disease->stats.maxhp += dur_mod; 2016 disease->stats.maxhp += dur_mod;
2144 2017
2145 if (disease->stats.maxgrace > 0) 2018 if (disease->stats.maxgrace > 0)
2180 if (disease->stats.sp) 2053 if (disease->stats.sp)
2181 disease->stats.sp -= dam_mod; 2054 disease->stats.sp -= dam_mod;
2182 2055
2183 if (infect_object (walk, disease, 1)) 2056 if (infect_object (walk, disease, 1))
2184 { 2057 {
2185 object *flash; /* visual effect for inflicting disease */
2186
2187 new_draw_info_format (NDI_UNIQUE, 0, op, "You inflict %s on %s!", &disease->name, &walk->name); 2058 new_draw_info_format (NDI_UNIQUE, 0, op, "You inflict %s on %s!", &disease->name, &walk->name);
2188 2059
2189 disease->destroy (); /* don't need this one anymore */ 2060 disease->destroy (); /* don't need this one anymore */
2190 flash = get_archetype (ARCH_DETECT_MAGIC); 2061 walk->map->insert (get_archetype ("detect_magic"), x, y, op);
2191 flash->x = x;
2192 flash->y = y;
2193 flash->map = walk->map;
2194 insert_ob_in_map (flash, walk->map, op, 0);
2195 return 1; 2062 return 1;
2196 } 2063 }
2197 2064
2198 disease->destroy (); 2065 disease->destroy ();
2199 } 2066 }
2200 } /* if living creature */ 2067 } /* if living creature */
2201 } /* for range of spaces */ 2068 } /* for range of spaces */
2069
2202 new_draw_info (NDI_UNIQUE, 0, op, "No one caught anything!"); 2070 new_draw_info (NDI_UNIQUE, 0, op, "No one caught anything!");
2203 return 1; 2071 return 1;
2204} 2072}

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