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

Comparing deliantra/server/server/spell_attack.C (file contents):
Revision 1.17 by root, Tue Dec 12 21:39:57 2006 UTC vs.
Revision 1.62 by root, Mon Jul 14 00:04:57 2008 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2002-2003 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002-2003,2007 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
20 21 * The authors can be reached via e-mail to <support@deliantra.net>
21 The authors can be reached via e-mail at <crossfire@schmorp.de>
22*/ 22 */
23 23
24/* This file contains all the spell attack code. Grouping this code 24/* This file contains all the spell attack code. Grouping this code
25 * together should hopefully make it easier to find the relevent bits 25 * together should hopefully make it easier to find the relevent bits
26 * of code 26 * of code
27 */ 27 */
28 28
29#include <global.h> 29#include <global.h>
30#include <object.h> 30#include <object.h>
31#include <living.h> 31#include <living.h>
32#ifndef __CEXTRACT__
33# include <sproto.h> 32#include <sproto.h>
34#endif
35#include <spells.h> 33#include <spells.h>
36#include <sounds.h> 34#include <sounds.h>
37 35
38/* this function checks to see if a spell pushes objects as well 36/* this function checks to see if a spell pushes objects as well
39 * as flies over and damages them (only used for cones for now) 37 * as flies over and damages them (only used for cones for now)
40 * but moved here so it could be applied to bolts too 38 * but moved here so it could be applied to bolts too
41 * op is the spell object. 39 * op is the spell object.
42 */ 40 */
43
44void 41void
45check_spell_knockback (object *op) 42check_spell_knockback (object *op)
46{ 43{
47 object *tmp, *tmp2; /* object on the map */
48 int weight_move; 44 int weight_move;
49 int frictionmod = 2; /*poor man's physics - multipy targets weight by this amount */ 45 int frictionmod = 2; /*poor man's physics - multipy targets weight by this amount */
50 46
51 if (!op->weight) 47 if (!op->weight)
52 { /*shouldn't happen but if cone object has no weight drop out */ 48 { /*shouldn't happen but if cone object has no weight drop out */
57 { 53 {
58 weight_move = op->weight + (op->weight * op->level) / 3; 54 weight_move = op->weight + (op->weight * op->level) / 3;
59 /*LOG (llevDebug, "DEBUG: arch weighs %d and masses %d (%s,level %d)\n", op->weight,weight_move,op->name,op->level); */ 55 /*LOG (llevDebug, "DEBUG: arch weighs %d and masses %d (%s,level %d)\n", op->weight,weight_move,op->name,op->level); */
60 } 56 }
61 57
62 for (tmp = get_map_ob (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 58 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
63 { 59 {
64 int num_sections = 1; 60 int num_sections = 1;
65 61
66 /* don't move DM */ 62 /* don't move DM */
67 if (QUERY_FLAG (tmp, FLAG_WIZ)) 63 if (QUERY_FLAG (tmp, FLAG_WIZ))
74 /* don't move floors or immobile objects */ 70 /* don't move floors or immobile objects */
75 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || (!QUERY_FLAG (tmp, FLAG_ALIVE) && QUERY_FLAG (tmp, FLAG_NO_PICK))) 71 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || (!QUERY_FLAG (tmp, FLAG_ALIVE) && QUERY_FLAG (tmp, FLAG_NO_PICK)))
76 continue; 72 continue;
77 73
78 /* count the object's sections */ 74 /* count the object's sections */
79 for (tmp2 = tmp; tmp2 != NULL; tmp2 = tmp2->more) 75 for (object *tmp2 = tmp; tmp2; tmp2 = tmp2->more)
80 num_sections++; 76 num_sections++;
81 77
82 /* I'm not sure if it makes sense to divide by num_sections - bigger 78 /* I'm not sure if it makes sense to divide by num_sections - bigger
83 * objects should be harder to move, and we are moving the entire 79 * objects should be harder to move, and we are moving the entire
84 * object, not just the head, so the total weight should be relevant. 80 * object, not just the head, so the total weight should be relevant.
108 * 104 *
109 * BOLT CODE 105 * BOLT CODE
110 * 106 *
111 ***************************************************************************/ 107 ***************************************************************************/
112 108
113/* Causes op to fork. op is the original bolt, tmp 109/* Causes op to fork. op is the original bolt, tmp
114 * is the first piece of the fork. 110 * is the first piece of the fork.
115 */ 111 */
116
117void 112void
118forklightning (object *op, object *tmp) 113forklightning (object *op, object *tmp)
119{ 114{
120 int new_dir = 1; /* direction or -1 for left, +1 for right 0 if no new bolt */ 115 int new_dir = 1; /* direction or -1 for left, +1 for right 0 if no new bolt */
121 int t_dir; /* stores temporary dir calculation */ 116 int t_dir; /* stores temporary dir calculation */
140 135
141 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (m, sx, sy))) 136 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (m, sx, sy)))
142 return; 137 return;
143 138
144 /* OK, we made a fork */ 139 /* OK, we made a fork */
145 new_bolt = object::create (); 140 new_bolt = tmp->clone ();
146 tmp->copy_to (new_bolt);
147 141
148 /* reduce chances of subsequent forking */ 142 /* reduce chances of subsequent forking */
149 new_bolt->stats.Dex -= 10; 143 new_bolt->stats.Dex -= 10;
150 tmp->stats.Dex -= 10; /* less forks from main bolt too */ 144 tmp->stats.Dex -= 10; /* less forks from main bolt too */
151 new_bolt->stats.Con += 25 * new_dir; /* adjust the left bias */ 145 new_bolt->stats.Con += 25 * new_dir; /* adjust the left bias */
152 new_bolt->speed_left = -0.1; 146 new_bolt->speed_left = -0.1f;
153 new_bolt->direction = t_dir; 147 new_bolt->direction = t_dir;
154 new_bolt->duration++; 148 new_bolt->duration++;
155 new_bolt->x = sx;
156 new_bolt->y = sy;
157 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */ 149 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */
158 new_bolt->stats.dam++; 150 new_bolt->stats.dam++;
159 tmp->stats.dam /= 2; /* reduce father bolt damage */ 151 tmp->stats.dam /= 2; /* reduce father bolt damage */
160 tmp->stats.dam++; 152 tmp->stats.dam++;
161 new_bolt = insert_ob_in_map (new_bolt, m, op, 0); 153
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
169void 161void
170move_bolt (object *op) 162move_bolt (object *op)
171{ 163{
172 object *tmp;
173 int mflags; 164 int mflags;
174 sint16 x, y; 165 sint16 x, y;
175 maptile *m; 166 maptile *m;
176 167
177 if (--(op->duration) < 0) 168 if (--op->duration < 0)
178 { 169 {
179 op->destroy (); 170 op->destroy ();
180 return; 171 return;
181 } 172 }
182 173
184 175
185 if (!op->direction) 176 if (!op->direction)
186 return; 177 return;
187 178
188 if (--op->range < 0) 179 if (--op->range < 0)
189 {
190 op->range = 0; 180 op->range = 0;
191 }
192 else 181 else
193 { 182 {
194 x = op->x + DIRX (op); 183 x = op->x + DIRX (op);
195 y = op->y + DIRY (op); 184 y = op->y + DIRY (op);
196 m = op->map; 185 m = op->map;
204 * on the space. So only call reflwall if we think the data it returns 193 * on the space. So only call reflwall if we think the data it returns
205 * will be useful. 194 * will be useful.
206 */ 195 */
207 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)) || ((mflags & P_IS_ALIVE) && reflwall (m, x, y, op))) 196 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)) || ((mflags & P_IS_ALIVE) && reflwall (m, x, y, op)))
208 { 197 {
209
210 if (!QUERY_FLAG (op, FLAG_REFLECTING)) 198 if (!QUERY_FLAG (op, FLAG_REFLECTING))
211 return; 199 return;
212 200
213 /* Since walls don't run diagonal, if the bolt is in 201 /* Since walls don't run diagonal, if the bolt is in
214 * one of 4 main directions, it just reflects back in the 202 * one of 4 main directions, it just reflects back in the
244 else if (left) 232 else if (left)
245 op->direction = absdir (op->direction + 2); 233 op->direction = absdir (op->direction + 2);
246 else if (right) 234 else if (right)
247 op->direction = absdir (op->direction - 2); 235 op->direction = absdir (op->direction - 2);
248 } 236 }
237
249 update_turn_face (op); /* A bolt *must* be IS_TURNABLE */ 238 update_turn_face (op); /* A bolt *must* be IS_TURNABLE */
250 return; 239 return;
251 } 240 }
252 else 241 else
253 { /* Create a copy of this object and put it ahead */ 242 { /* Create a copy of this object and put it ahead */
254 tmp = object::create (); 243 object *tmp = op->clone ();
255 op->copy_to (tmp); 244
245 m->insert (tmp, x, y, op);
256 tmp->speed_left = -0.1; 246 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 */ 247 /* To make up for the decrease at the top of the function */
260 tmp->duration++; 248 tmp->duration++;
261 249
262 /* New forking code. Possibly create forks of this object 250 /* New forking code. Possibly create forks of this object
263 * going off in other directions. 251 * going off in other directions.
264 */ 252 */
265
266 if (rndm (0, 99) < tmp->stats.Dex) 253 if (tmp->stats.Dex && rndm (0, 99) < tmp->stats.Dex)
267 { /* stats.Dex % of forking */ 254 forklightning (op, tmp); /* stats.Dex % of forking */
268 forklightning (op, tmp); 255
269 }
270 /* 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
271 * doesn't create any bolts that continue to move onward. 257 * doesn't create any bolts that continue to move onward.
272 */ 258 */
273 op->range = 0; 259 op->range = 0;
274 } /* copy object and move it along */ 260 } /* copy object and move it along */
281 * we remove the magic flag - that can be derived from 267 * we remove the magic flag - that can be derived from
282 * spob->attacktype. 268 * spob->attacktype.
283 * This function sets up the appropriate owner and skill 269 * This function sets up the appropriate owner and skill
284 * pointers. 270 * pointers.
285 */ 271 */
286
287int 272int
288fire_bolt (object *op, object *caster, int dir, object *spob, object *skill) 273fire_bolt (object *op, object *caster, int dir, object *spob, object *skill)
289{ 274{
290 object *tmp = NULL; 275 object *tmp = NULL;
291 int mflags; 276 int mflags;
298 return 0; 283 return 0;
299 284
300 /* peterm: level dependency for bolts */ 285 /* peterm: level dependency for bolts */
301 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);
302 tmp->attacktype = spob->attacktype; 287 tmp->attacktype = spob->attacktype;
288
303 if (spob->slaying) 289 if (spob->slaying)
304 tmp->slaying = spob->slaying; 290 tmp->slaying = spob->slaying;
291
305 tmp->range = spob->range + SP_level_range_adjust (caster, spob); 292 tmp->range = spob->range + SP_level_range_adjust (caster, spob);
306 tmp->duration = spob->duration + SP_level_duration_adjust (caster, spob); 293 tmp->duration = spob->duration + SP_level_duration_adjust (caster, spob);
307 tmp->stats.Dex = spob->stats.Dex; 294 tmp->stats.Dex = spob->stats.Dex;
308 tmp->stats.Con = spob->stats.Con; 295 tmp->stats.Con = spob->stats.Con;
309 296
310 tmp->direction = dir; 297 tmp->direction = dir;
311 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) 298 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
312 SET_ANIMATION (tmp, dir); 299 SET_ANIMATION (tmp, dir);
313 300
314 set_owner (tmp, op); 301 tmp->set_owner (op);
315 set_spell_skill (op, caster, spob, tmp); 302 set_spell_skill (op, caster, spob, tmp);
316 303
317 tmp->x = op->x + DIRX (tmp); 304 tmp->x = op->x + DIRX (tmp);
318 tmp->y = op->y + DIRY (tmp); 305 tmp->y = op->y + DIRY (tmp);
319 tmp->map = op->map; 306 tmp->map = op->map;
320 307
308 maptile *newmap;
321 mflags = get_map_flags (tmp->map, &tmp->map, tmp->x, tmp->y, &tmp->x, &tmp->y); 309 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y);
322 if (mflags & P_OUT_OF_MAP) 310 if (mflags & P_OUT_OF_MAP)
323 { 311 {
324 tmp->destroy (); 312 tmp->destroy ();
325 return 0; 313 return 0;
326 } 314 }
315
316 tmp->map = newmap;
327 317
328 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)))
329 { 319 {
330 if (!QUERY_FLAG (tmp, FLAG_REFLECTING)) 320 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
331 { 321 {
337 tmp->y = op->y; 327 tmp->y = op->y;
338 tmp->direction = absdir (tmp->direction + 4); 328 tmp->direction = absdir (tmp->direction + 4);
339 tmp->map = op->map; 329 tmp->map = op->map;
340 } 330 }
341 331
342 if ((tmp = insert_ob_in_map (tmp, tmp->map, op, 0)) != NULL) 332 if ((tmp = tmp->insert_at (tmp, op)))
343 move_bolt (tmp); 333 move_bolt (tmp);
344 334
345 return 1; 335 return 1;
346} 336}
347
348
349 337
350/*************************************************************************** 338/***************************************************************************
351 * 339 *
352 * BULLET/BALL CODE 340 * BULLET/BALL CODE
353 * 341 *
354 ***************************************************************************/ 342 ***************************************************************************/
355 343
356/* expands an explosion. op is a piece of the 344/* expands an explosion. op is a piece of the
357 * explosion - this expans it in the different directions. 345 * explosion - this expands it in the different directions.
358 * At least that is what I think this does. 346 * At least that is what I think this does.
359 */ 347 */
360void 348void
361explosion (object *op) 349explosion (object *op)
362{ 350{
363 object *tmp;
364 maptile *m = op->map; 351 maptile *m = op->map;
365 int i; 352 int i;
366 353
367 if (--(op->duration) < 0) 354 if (--op->duration < 0)
368 { 355 {
369 op->destroy (); 356 op->destroy ();
370 return; 357 return;
371 } 358 }
372 359
378 { 365 {
379 sint16 dx, dy; 366 sint16 dx, dy;
380 367
381 dx = op->x + freearr_x[i]; 368 dx = op->x + freearr_x[i];
382 dy = op->y + freearr_y[i]; 369 dy = op->y + freearr_y[i];
370
383 /* ok_to_put_more already does things like checks for walls, 371 /* ok_to_put_more already does things like checks for walls,
384 * out of map, etc. 372 * out of map, etc.
385 */ 373 */
386 if (ok_to_put_more (op->map, dx, dy, op, op->attacktype)) 374 if (ok_to_put_more (op->map, dx, dy, op, op->attacktype))
387 { 375 {
388 tmp = object::create (); 376 object *tmp = op->clone ();
389 op->copy_to (tmp); 377
390 tmp->state = 0; 378 tmp->state = 0;
391 tmp->speed_left = -0.21; 379 tmp->speed_left = -0.21f;
392 tmp->range--; 380 tmp->range--;
393 tmp->value = 0; 381 tmp->value = 0;
394 tmp->x = dx; 382
395 tmp->y = dy; 383 m->insert (tmp, dx, dy, op);
396 insert_ob_in_map (tmp, m, op, 0);
397 } 384 }
398 } 385 }
399 } 386 }
400} 387}
401
402 388
403/* Causes an object to explode, eg, a firebullet, 389/* Causes an object to explode, eg, a firebullet,
404 * poison cloud ball, etc. op is the object to 390 * poison cloud ball, etc. op is the object to
405 * explode. 391 * explode.
406 */ 392 */
416 return; 402 return;
417 } 403 }
418 404
419 if (op->env) 405 if (op->env)
420 { 406 {
421 object *env; 407 object *env = op->outer_env ();
422 408
423 env = object_get_env_recursive (op);
424 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))
425 { 410 {
426 LOG (llevError, "BUG: explode_bullet(): env out of map\n"); 411 LOG (llevError, "BUG: explode_bullet(): env out of map\n");
427 op->destroy (); 412 op->destroy ();
428 return; 413 return;
429 } 414 }
430 415
431 op->remove (); 416 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 } 417 }
436 else if (out_of_map (op->map, op->x, op->y)) 418 else if (out_of_map (op->map, op->x, op->y))
437 { 419 {
438 LOG (llevError, "BUG: explode_bullet(): op out of map\n"); 420 LOG (llevError, "BUG: explode_bullet(): op out of map\n");
439 op->destroy (); 421 op->destroy ();
450 } 432 }
451 433
452 if (op->attacktype) 434 if (op->attacktype)
453 { 435 {
454 hit_map (op, 0, op->attacktype, 1); 436 hit_map (op, 0, op->attacktype, 1);
437
455 if (op->destroyed ()) 438 if (op->destroyed ())
456 return; 439 return;
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);
525
548 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0) 526 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0)
549 { 527 {
550 if (!QUERY_FLAG (op, FLAG_REMOVED)) 528 if (!QUERY_FLAG (op, FLAG_REMOVED))
551 { 529 {
552 op->destroy (); 530 op->destroy ();
555 } 533 }
556 } 534 }
557 } 535 }
558} 536}
559 537
560
561/* Basically, we move 'op' one square, and if it hits something, 538/* Basically, we move 'op' one square, and if it hits something,
562 * call check_bullet. 539 * call check_bullet.
563 * This function is only applicable to bullets, but not to all 540 * This function is only applicable to bullets, but not to all
564 * fired arches (eg, bolts). 541 * fired arches (eg, bolts).
565 */ 542 */
566
567void 543void
568move_bullet (object *op) 544move_bullet (object *op)
569{ 545{
570 sint16 new_x, new_y; 546 sint16 new_x, new_y;
571 int mflags; 547 int mflags;
614 op->destroy (); 590 op->destroy ();
615 591
616 return; 592 return;
617 } 593 }
618 594
619 op->remove (); 595 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; 596 return;
624 597
625 if (reflwall (op->map, op->x, op->y, op)) 598 if (reflwall (op->map, op->x, op->y, op))
626 { 599 {
627 op->direction = absdir (op->direction + 4); 600 op->direction = absdir (op->direction + 4);
628 update_turn_face (op); 601 update_turn_face (op);
629 } 602 }
630 else 603 else
631 {
632 check_bullet (op); 604 check_bullet (op);
633 }
634} 605}
635
636
637
638 606
639/* fire_bullet 607/* fire_bullet
640 * object op (cast from caster) files a bolt in dir. 608 * object op (cast from caster) files a bolt in dir.
641 * spob is the spell object for the bolt. 609 * spob is the spell object for the bolt.
642 * we remove the magic flag - that can be derived from 610 * we remove the magic flag - that can be derived from
643 * spob->attacktype. 611 * spob->attacktype.
644 * This function sets up the appropriate owner and skill 612 * This function sets up the appropriate owner and skill
645 * pointers. 613 * pointers.
646 */ 614 */
647
648int 615int
649fire_bullet (object *op, object *caster, int dir, object *spob) 616fire_bullet (object *op, object *caster, int dir, object *spob)
650{ 617{
651 object *tmp = NULL; 618 object *tmp = NULL;
652 int mflags; 619 int mflags;
653 620
654 if (!spob->other_arch) 621 if (!spob->other_arch)
655 return 0; 622 return 0;
656 623
657 tmp = arch_to_object (spob->other_arch); 624 tmp = spob->other_arch->instance ();
658 if (tmp == NULL) 625 if (!tmp)
659 return 0; 626 return 0;
660 627
661 /* peterm: level dependency for bolts */ 628 /* peterm: level dependency for bolts */
662 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob); 629 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob);
663 tmp->attacktype = spob->attacktype; 630 tmp->attacktype = spob->attacktype;
664 if (spob->slaying) 631 if (spob->slaying)
665 tmp->slaying = spob->slaying; 632 tmp->slaying = spob->slaying;
666 633
673 640
674 tmp->direction = dir; 641 tmp->direction = dir;
675 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) 642 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
676 SET_ANIMATION (tmp, dir); 643 SET_ANIMATION (tmp, dir);
677 644
678 set_owner (tmp, op); 645 tmp->set_owner (op);
679 set_spell_skill (op, caster, spob, tmp); 646 set_spell_skill (op, caster, spob, tmp);
680 647
681 tmp->x = op->x + freearr_x[dir]; 648 tmp->x = op->x + freearr_x[dir];
682 tmp->y = op->y + freearr_y[dir]; 649 tmp->y = op->y + freearr_y[dir];
683 tmp->map = op->map; 650 tmp->map = op->map;
684 651
652 maptile *newmap;
685 mflags = get_map_flags (tmp->map, &tmp->map, tmp->x, tmp->y, &tmp->x, &tmp->y); 653 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y);
686 if (mflags & P_OUT_OF_MAP) 654 if (mflags & P_OUT_OF_MAP)
687 { 655 {
688 tmp->destroy (); 656 tmp->destroy ();
689 return 0; 657 return 0;
690 } 658 }
659
660 tmp->map = newmap;
691 661
692 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y))) 662 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y)))
693 { 663 {
694 if (!QUERY_FLAG (tmp, FLAG_REFLECTING)) 664 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
695 { 665 {
701 tmp->y = op->y; 671 tmp->y = op->y;
702 tmp->direction = absdir (tmp->direction + 4); 672 tmp->direction = absdir (tmp->direction + 4);
703 tmp->map = op->map; 673 tmp->map = op->map;
704 } 674 }
705 675
706 if ((tmp = insert_ob_in_map (tmp, tmp->map, op, 0)) != NULL) 676 if ((tmp = tmp->insert_at (tmp, op)))
707 check_bullet (tmp); 677 check_bullet (tmp);
708 678
709 return 1; 679 return 1;
710} 680}
711
712
713
714 681
715/***************************************************************************** 682/*****************************************************************************
716 * 683 *
717 * CONE RELATED FUNCTIONS 684 * CONE RELATED FUNCTIONS
718 * 685 *
719 *****************************************************************************/ 686 *****************************************************************************/
720 687
721
722/* drops an object based on what is in the cone's "other_arch" */ 688/* drops an object based on what is in the cone's "other_arch" */
723void 689void
724cone_drop (object *op) 690cone_drop (object *op)
725{ 691{
726 object *new_ob = arch_to_object (op->other_arch); 692 object *new_ob = arch_to_object (op->other_arch);
727 693
728 new_ob->x = op->x;
729 new_ob->y = op->y;
730 new_ob->level = op->level; 694 new_ob->level = op->level;
731 set_owner (new_ob, op->owner); 695 new_ob->set_owner (op->owner);
732 696
733 /* preserve skill ownership */ 697 /* preserve skill ownership */
734 if (op->skill && op->skill != new_ob->skill) 698 if (op->skill && op->skill != new_ob->skill)
735 {
736 new_ob->skill = op->skill; 699 new_ob->skill = op->skill;
737 }
738 insert_ob_in_map (new_ob, op->map, op, 0);
739 700
701 new_ob->insert_at (op, op);
740} 702}
741 703
742/* move_cone: causes cone object 'op' to move a space/hit creatures */ 704/* move_cone: causes cone object 'op' to move a space/hit creatures */
743 705
744void 706void
745move_cone (object *op) 707move_cone (object *op)
746{ 708{
747 int i;
748
749 /* if no map then hit_map will crash so just ignore object */ 709 /* if no map then hit_map will crash so just ignore object */
750 if (!op->map) 710 if (!op->map)
751 { 711 {
752 LOG (llevError, "Tried to move_cone object %s without a map.\n", op->name ? &op->name : "unknown"); 712 LOG (llevError, "Tried to move_cone object %s without a map.\n", op->name ? &op->name : "unknown");
753 op->speed = 0; 713 op->set_speed (0);
754 update_ob_speed (op);
755 return; 714 return;
756 } 715 }
757 716
758 /* lava saves it's life, but not yours :) */ 717 /* lava saves it's life, but not yours :) */
759 if (QUERY_FLAG (op, FLAG_LIFESAVE)) 718 if (QUERY_FLAG (op, FLAG_LIFESAVE))
765#if 0 724#if 0
766 /* Disable this - enabling it makes monsters easier, as 725 /* Disable this - enabling it makes monsters easier, as
767 * when their cone dies when they die. 726 * when their cone dies when they die.
768 */ 727 */
769 /* If no owner left, the spell dies out. */ 728 /* If no owner left, the spell dies out. */
770 if (get_owner (op) == NULL) 729 if (op->owner == NULL)
771 { 730 {
772 op->destroy (); 731 op->destroy ();
773 return; 732 return;
774 } 733 }
775#endif 734#endif
784 check_spell_knockback (op); 743 check_spell_knockback (op);
785 744
786 if (op->destroyed ()) 745 if (op->destroyed ())
787 return; 746 return;
788 747
789 if ((op->duration--) < 0) 748 if (op->duration-- < 0)
790 { 749 {
791 op->destroy (); 750 op->destroy ();
792 return; 751 return;
793 } 752 }
794 /* Object has hit maximum range, so don't have it move 753 /* Object has hit maximum range, so don't have it move
799 { 758 {
800 op->range = 0; /* just so it doesn't wrap */ 759 op->range = 0; /* just so it doesn't wrap */
801 return; 760 return;
802 } 761 }
803 762
804 for (i = -1; i < 2; i++) 763 for (int i = -1; i <= 1; i++)
805 { 764 {
806 sint16 x = op->x + freearr_x[absdir (op->stats.sp + i)], y = op->y + freearr_y[absdir (op->stats.sp + i)]; 765 sint16 x = op->x + freearr_x[absdir (op->stats.sp + i)], y = op->y + freearr_y[absdir (op->stats.sp + i)];
807 766
808 if (ok_to_put_more (op->map, x, y, op, op->attacktype)) 767 if (ok_to_put_more (op->map, x, y, op, op->attacktype))
809 { 768 {
810 object *tmp = object::create (); 769 object *tmp = op->clone ();
811
812 op->copy_to (tmp);
813 tmp->x = x;
814 tmp->y = y;
815 770
816 tmp->duration = op->duration + 1; 771 tmp->duration = op->duration + 1;
817 772
818 /* Use for spell tracking - see ok_to_put_more() */ 773 /* Use for spell tracking - see ok_to_put_more() */
819 tmp->stats.maxhp = op->stats.maxhp; 774 tmp->stats.maxhp = op->stats.maxhp;
820 insert_ob_in_map (tmp, op->map, op, 0); 775
776 op->map->insert (tmp, x, y, op);
777
821 if (tmp->other_arch) 778 if (tmp->other_arch)
822 cone_drop (tmp); 779 cone_drop (tmp);
823 } 780 }
824 } 781 }
825} 782}
858 815
859 /* Need to know what the movetype of the object we are about 816 /* 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 817 * to create is, so we can know if the space we are about to
861 * insert it into is blocked. 818 * insert it into is blocked.
862 */ 819 */
863 movetype = spell->other_arch->clone.move_type; 820 movetype = spell->other_arch->move_type;
864 821
865 for (i = range_min; i <= range_max; i++) 822 for (i = range_min; i <= range_max; i++)
866 { 823 {
867 sint16 x, y, d; 824 sint16 x, y, d;
868 825
901 if ((movetype & GET_MAP_MOVE_BLOCK (m, sx, sy)) == movetype) 858 if ((movetype & GET_MAP_MOVE_BLOCK (m, sx, sy)) == movetype)
902 continue; 859 continue;
903 860
904 success = 1; 861 success = 1;
905 tmp = arch_to_object (spell->other_arch); 862 tmp = arch_to_object (spell->other_arch);
906 set_owner (tmp, op); 863 tmp->set_owner (op);
907 set_spell_skill (op, caster, spell, tmp); 864 set_spell_skill (op, caster, spell, tmp);
908 tmp->level = caster_level (caster, spell); 865 tmp->level = caster_level (caster, spell);
909 tmp->x = sx;
910 tmp->y = sy;
911 tmp->attacktype = spell->attacktype; 866 tmp->attacktype = spell->attacktype;
912 867
913 /* holy word stuff */ 868 /* holy word stuff */
914 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER)) 869 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER))
915 if (!tailor_god_spell (tmp, op)) 870 if (!tailor_god_spell (tmp, op))
949 else 904 else
950 tmp->duration += caster->level / 3; 905 tmp->duration += caster->level / 3;
951 } 906 }
952 907
953 if (!(tmp->move_type & MOVE_FLY_LOW)) 908 if (!(tmp->move_type & MOVE_FLY_LOW))
954 LOG (llevDebug, "cast_cone(): arch %s doesn't have flying 1\n", &spell->other_arch->name); 909 LOG (llevDebug, "cast_cone(): arch %s doesn't have flying 1\n", &spell->other_arch->archname);
955 910
956 if (!tmp->move_on && tmp->stats.dam) 911 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); 912 LOG (llevDebug, "cast_cone(): arch %s doesn't have move_on set\n", &spell->other_arch->archname);
959 }
960 913
961 insert_ob_in_map (tmp, m, op, 0); 914 m->insert (tmp, sx, sy, op);
962 915
963 /* This is used for tracking spells so that one effect doesn't hit 916 /* This is used for tracking spells so that one effect doesn't hit
964 * a single space too many times. 917 * a single space too many times.
965 */ 918 */
966 tmp->stats.maxhp = tmp->count; 919 tmp->stats.maxhp = tmp->count;
976 * 929 *
977 * BOMB related code 930 * BOMB related code
978 * 931 *
979 ****************************************************************************/ 932 ****************************************************************************/
980 933
981
982/* This handles an exploding bomb. 934/* This handles an exploding bomb.
983 * op is the original bomb object. 935 * op is the original bomb object.
984 */ 936 */
985void 937void
986animate_bomb (object *op) 938animate_bomb (object *op)
987{ 939{
988 int i;
989 object *env, *tmp;
990 archetype *at;
991
992 if (op->state != NUM_ANIMATIONS (op) - 1) 940 if (op->state != NUM_ANIMATIONS (op) - 1)
993 return; 941 return;
994 942
995 env = object_get_env_recursive (op); 943 object *env = op->outer_env ();
996 944
997 if (op->env) 945 if (op->env)
998 { 946 {
999 if (env->map == NULL) 947 if (env->map == NULL)
1000 return; 948 return;
1001 949
1002 if (env->type == PLAYER) 950 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; 951 return;
1010 } 952 }
1011 953
1012 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent bomb from exploding 954 // 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 955 // on a safe map. I don't like this special casing, but it seems to be neccessary
1020 962
1021 /* This copies a lot of the code from the fire bullet, 963 /* This copies a lot of the code from the fire bullet,
1022 * but using the cast_bullet isn't really feasible, 964 * but using the cast_bullet isn't really feasible,
1023 * so just set up the appropriate values. 965 * so just set up the appropriate values.
1024 */ 966 */
1025 at = archetype::find (SPLINT); 967 if (archetype *at = archetype::find (SPLINT))
1026 if (at)
1027 { 968 {
1028 for (i = 1; i < 9; i++) 969 for (int i = 1; i < 9; i++)
1029 { 970 {
1030 if (out_of_map (op->map, op->x + freearr_x[i], op->y + freearr_x[i])) 971 if (out_of_map (op->map, op->x + freearr_x[i], op->y + freearr_x[i]))
1031 continue; 972 continue;
973
1032 tmp = arch_to_object (at); 974 object *tmp = arch_to_object (at);
1033 tmp->direction = i; 975 tmp->direction = i;
1034 tmp->range = op->range; 976 tmp->range = op->range;
1035 tmp->stats.dam = op->stats.dam; 977 tmp->stats.dam = op->stats.dam;
1036 tmp->duration = op->duration; 978 tmp->duration = op->duration;
1037 tmp->attacktype = op->attacktype; 979 tmp->attacktype = op->attacktype;
1038 copy_owner (tmp, op); 980 tmp->set_owner (op);
1039 if (op->skill && op->skill != tmp->skill) 981 if (op->skill && op->skill != tmp->skill)
1040 {
1041 tmp->skill = op->skill; 982 tmp->skill = op->skill;
1042 } 983
1043 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) 984 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
1044 SET_ANIMATION (tmp, i); 985 SET_ANIMATION (tmp, i);
1045 tmp->x = op->x + freearr_x[i]; 986
1046 tmp->y = op->y + freearr_x[i]; 987 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); 988 move_bullet (tmp);
1049 } 989 }
1050 } 990 }
1051 991
1052 explode_bullet (op); 992 explode_bullet (op);
1053} 993}
1054 994
1055int 995int
1056create_bomb (object *op, object *caster, int dir, object *spell) 996create_bomb (object *op, object *caster, int dir, object *spell)
1057{ 997{
1058
1059 object *tmp; 998 object *tmp;
1060 int mflags; 999 int mflags;
1061 sint16 dx = op->x + freearr_x[dir], dy = op->y + freearr_y[dir]; 1000 sint16 dx = op->x + freearr_x[dir], dy = op->y + freearr_y[dir];
1062 maptile *m; 1001 maptile *m;
1063 1002
1065 if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, dx, dy) & MOVE_WALK)) 1004 if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, dx, dy) & MOVE_WALK))
1066 { 1005 {
1067 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way."); 1006 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way.");
1068 return 0; 1007 return 0;
1069 } 1008 }
1009
1070 tmp = arch_to_object (spell->other_arch); 1010 tmp = arch_to_object (spell->other_arch);
1071 1011
1072 /* level dependencies for bomb */ 1012 /* level dependencies for bomb */
1073 tmp->range = spell->range + SP_level_range_adjust (caster, spell); 1013 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
1074 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1014 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1075 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell); 1015 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
1076 tmp->attacktype = spell->attacktype; 1016 tmp->attacktype = spell->attacktype;
1077 1017
1078 set_owner (tmp, op); 1018 tmp->set_owner (op);
1079 set_spell_skill (op, caster, spell, tmp); 1019 set_spell_skill (op, caster, spell, tmp);
1080 tmp->x = dx; 1020
1081 tmp->y = dy; 1021 m->insert (tmp, dx, dy, op);
1082 insert_ob_in_map (tmp, m, op, 0);
1083 return 1; 1022 return 1;
1084} 1023}
1085 1024
1086/**************************************************************************** 1025/****************************************************************************
1087 * 1026 *
1096 * dir is the direction to look in. 1035 * dir is the direction to look in.
1097 * range is how far out to look. 1036 * range is how far out to look.
1098 * type is the type of spell - either SPELL_MANA or SPELL_GRACE. 1037 * type is the type of spell - either SPELL_MANA or SPELL_GRACE.
1099 * this info is used for blocked magic/unholy spaces. 1038 * this info is used for blocked magic/unholy spaces.
1100 */ 1039 */
1101
1102object * 1040object *
1103get_pointed_target (object *op, int dir, int range, int type) 1041get_pointed_target (object *op, int dir, int range, int type)
1104{ 1042{
1105 object *target; 1043 object *target;
1106 sint16 x, y; 1044 sint16 x, y;
1125 return NULL; 1063 return NULL;
1126 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW) 1064 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW)
1127 return NULL; 1065 return NULL;
1128 1066
1129 if (mflags & P_IS_ALIVE) 1067 if (mflags & P_IS_ALIVE)
1130 {
1131 for (target = get_map_ob (mp, x, y); target; target = target->above) 1068 for (target = GET_MAP_OB (mp, x, y); target; target = target->above)
1132 { 1069 if (QUERY_FLAG (target, FLAG_MONSTER))
1133 if (QUERY_FLAG (target->head ? target->head : target, FLAG_MONSTER))
1134 {
1135 return target; 1070 return target;
1136 }
1137 }
1138 }
1139 } 1071 }
1072
1140 return NULL; 1073 return NULL;
1141} 1074}
1142
1143 1075
1144/* cast_smite_arch() - the priest points to a creature and causes 1076/* cast_smite_arch() - the priest points to a creature and causes
1145 * a 'godly curse' to decend. 1077 * a 'godly curse' to decend.
1146 * usual params - 1078 * usual params -
1147 * op = player 1079 * op = player
1148 * caster = object casting the spell. 1080 * caster = object casting the spell.
1149 * dir = direction being cast 1081 * dir = direction being cast
1150 * spell = spell object 1082 * spell = spell object
1151 */ 1083 */
1152
1153int 1084int
1154cast_smite_spell (object *op, object *caster, int dir, object *spell) 1085cast_smite_spell (object *op, object *caster, int dir, object *spell)
1155{ 1086{
1156 object *effect, *target; 1087 object *effect, *target;
1157 object *god = find_god (determine_god (op)); 1088 object *god = find_god (determine_god (op));
1203 if (effect->attacktype & AT_DEATH) 1134 if (effect->attacktype & AT_DEATH)
1204 { 1135 {
1205 effect->level = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1136 effect->level = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1206 1137
1207 /* casting death spells at undead isn't a good thing */ 1138 /* casting death spells at undead isn't a good thing */
1208 if QUERY_FLAG
1209 (target, FLAG_UNDEAD) 1139 if (QUERY_FLAG (target, FLAG_UNDEAD))
1210 { 1140 {
1211 if (random_roll (0, 2, op, PREFER_LOW)) 1141 if (random_roll (0, 2, op, PREFER_LOW))
1212 { 1142 {
1213 new_draw_info (NDI_UNIQUE, 0, op, "Idiot! Your spell boomerangs!"); 1143 new_draw_info (NDI_UNIQUE, 0, op, "Idiot! Your spell boomerangs!");
1214 effect->x = op->x; 1144 effect->x = op->x;
1227 { 1157 {
1228 /* how much woe to inflict :) */ 1158 /* how much woe to inflict :) */
1229 effect->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1159 effect->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1230 } 1160 }
1231 1161
1232 set_owner (effect, op); 1162 effect->set_owner (op);
1233 set_spell_skill (op, caster, spell, effect); 1163 set_spell_skill (op, caster, spell, effect);
1234 1164
1235 /* ok, tell it where to be, and insert! */ 1165 /* ok, tell it where to be, and insert! */
1236 effect->x = target->x; 1166 effect->insert_at (target, op);
1237 effect->y = target->y;
1238 insert_ob_in_map (effect, target->map, op, 0);
1239 1167
1240 return 1; 1168 return 1;
1241} 1169}
1242
1243 1170
1244/**************************************************************************** 1171/****************************************************************************
1245 * 1172 *
1246 * MAGIC MISSILE code. 1173 * MAGIC MISSILE code.
1247 * note that the fire_bullet is used to fire the missile. The 1174 * note that the fire_bullet is used to fire the missile. The
1250 1177
1251/* op is a missile that needs to be moved */ 1178/* op is a missile that needs to be moved */
1252void 1179void
1253move_missile (object *op) 1180move_missile (object *op)
1254{ 1181{
1255 int i, mflags;
1256 object *owner;
1257 sint16 new_x, new_y;
1258 maptile *m;
1259
1260 if (op->range-- <= 0) 1182 if (op->range-- <= 0)
1261 { 1183 {
1262 op->destroy (); 1184 op->destroy ();
1263 return; 1185 return;
1264 } 1186 }
1265 1187
1266 owner = get_owner (op); 1188 mapxy pos (op);
1267#if 0 1189 pos.move (op->direction);
1268 /* It'd make things nastier if this wasn't here - spells cast by 1190
1269 * monster that are then killed would continue to survive 1191 if (!pos.normalise ())
1270 */
1271 if (owner == NULL)
1272 { 1192 {
1273 op->destroy (); 1193 op->destroy ();
1274 return; 1194 return;
1275 } 1195 }
1276#endif
1277 1196
1278 new_x = op->x + DIRX (op); 1197 mapspace &ms = pos.ms ();
1279 new_y = op->y + DIRY (op);
1280 1198
1281 mflags = get_map_flags (op->map, &m, new_x, new_y, &new_x, &new_y); 1199 if (ms.flags () & P_IS_ALIVE || ms.blocks (op))
1282
1283 if (!(mflags & P_OUT_OF_MAP) && ((mflags & P_IS_ALIVE) || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y))))
1284 { 1200 {
1285 hit_map (op, op->direction, AT_MAGIC, 1); 1201 hit_map (op, op->direction, AT_MAGIC, 1);
1286 /* Basically, missile only hits one thing then goes away. 1202 /* Basically, missile only hits one thing then goes away.
1287 * we need to remove it if someone hasn't already done so. 1203 * we need to remove it if someone hasn't already done so.
1288 */ 1204 */
1289 if (!op->destroyed ())
1290 op->destroy ();
1291
1292 return;
1293 }
1294
1295 op->remove ();
1296
1297 if (!op->direction || (mflags & P_OUT_OF_MAP))
1298 {
1299 op->destroy (); 1205 op->destroy ();
1300 return; 1206 return;
1301 } 1207 }
1302 1208
1303 op->x = new_x; 1209 if (!op->direction)
1304 op->y = new_y; 1210 {
1305 op->map = m; 1211 op->destroy ();
1306 i = spell_find_dir (op->map, op->x, op->y, get_owner (op)); 1212 return;
1213 }
1214
1215 int i = spell_find_dir (pos.m, pos.x, pos.y, op->owner);
1307 if (i > 0 && i != op->direction) 1216 if (i > 0 && i != op->direction)
1308 { 1217 {
1309 op->direction = i; 1218 op->direction = i;
1310 SET_ANIMATION (op, op->direction); 1219 SET_ANIMATION (op, op->direction);
1311 } 1220 }
1312 1221
1313 insert_ob_in_map (op, op->map, op, 0); 1222 pos.insert (op, op);
1314} 1223}
1315 1224
1316/**************************************************************************** 1225/****************************************************************************
1317 * Destruction 1226 * Destruction
1318 ****************************************************************************/ 1227 ****************************************************************************/
1321 * we do this by creating a force and inserting it in the 1230 * we do this by creating a force and inserting it in the
1322 * object. if time is 0, the object glows permanently. To truely 1231 * object. if time is 0, the object glows permanently. To truely
1323 * make this work for non-living objects, we would have to 1232 * make this work for non-living objects, we would have to
1324 * give them the capability to have an inventory. b.t. 1233 * give them the capability to have an inventory. b.t.
1325 */ 1234 */
1326
1327int 1235int
1328make_object_glow (object *op, int radius, int time) 1236make_object_glow (object *op, int radius, int time)
1329{ 1237{
1330 object *tmp;
1331
1332 /* some things are unaffected... */ 1238 /* some things are unaffected... */
1333 if (op->path_denied & PATH_LIGHT) 1239 if (op->path_denied & PATH_LIGHT)
1334 return 0; 1240 return 0;
1335 1241
1336 tmp = get_archetype (FORCE_NAME); 1242 object *tmp = get_archetype (FORCE_NAME);
1337 tmp->speed = 0.01; 1243 tmp->speed = 0.01;
1338 tmp->stats.food = time; 1244 tmp->stats.food = time;
1339 SET_FLAG (tmp, FLAG_IS_USED_UP); 1245 SET_FLAG (tmp, FLAG_IS_USED_UP);
1340 tmp->glow_radius = radius; 1246 tmp->glow_radius = radius;
1341 if (tmp->glow_radius > MAX_LIGHT_RADII) 1247 if (tmp->glow_radius > MAX_LIGHT_RADII)
1342 tmp->glow_radius = MAX_LIGHT_RADII; 1248 tmp->glow_radius = MAX_LIGHT_RADII;
1343 1249
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); 1250 tmp = insert_ob_in_ob (tmp, op);
1251
1349 if (tmp->glow_radius > op->glow_radius) 1252 if (tmp->glow_radius > op->glow_radius)
1350 op->glow_radius = tmp->glow_radius; 1253 op->glow_radius = tmp->glow_radius;
1351 1254
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; 1255 return 1;
1358} 1256}
1359
1360
1361
1362 1257
1363int 1258int
1364cast_destruction (object *op, object *caster, object *spell_ob) 1259cast_destruction (object *op, object *caster, object *spell_ob)
1365{ 1260{
1366 int i, j, range, mflags, friendly = 0, dam, dur; 1261 int i, j, range, mflags, friendly = 0, dam, dur;
1387 else if (caster->skill) 1282 else if (caster->skill)
1388 op->skill = caster->skill; 1283 op->skill = caster->skill;
1389 else 1284 else
1390 op->skill = NULL; 1285 op->skill = NULL;
1391 1286
1392 change_skill (op, find_skill_by_name (op, op->skill), 1); 1287 op->change_skill (find_skill_by_name (op, op->skill));
1393 1288
1394 for (i = -range; i < range; i++) 1289 for (i = -range; i <= range; i++)
1395 { 1290 {
1396 for (j = -range; j < range; j++) 1291 for (j = -range; j <= range; j++)
1397 { 1292 {
1398 m = op->map; 1293 m = op->map;
1399 sx = op->x + i; 1294 sx = op->x + i;
1400 sy = op->y + j; 1295 sy = op->y + j;
1296
1401 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy); 1297 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
1402 if (mflags & P_OUT_OF_MAP) 1298 if (mflags & P_OUT_OF_MAP)
1403 continue; 1299 continue;
1300
1404 if (mflags & P_IS_ALIVE) 1301 if (mflags & P_IS_ALIVE)
1405 { 1302 {
1406 for (tmp = get_map_ob (m, sx, sy); tmp; tmp = tmp->above) 1303 for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above)
1407 {
1408 if (QUERY_FLAG (tmp, FLAG_ALIVE) || tmp->type == PLAYER) 1304 if (QUERY_FLAG (tmp, FLAG_ALIVE) || tmp->type == PLAYER)
1409 break; 1305 break;
1410 } 1306
1411 if (tmp) 1307 if (tmp)
1412 { 1308 {
1413 if (tmp->head) 1309 if (tmp->head)
1414 tmp = tmp->head; 1310 tmp = tmp->head;
1415 1311
1417 (!friendly && (QUERY_FLAG (tmp, FLAG_FRIENDLY) || tmp->type == PLAYER))) 1313 (!friendly && (QUERY_FLAG (tmp, FLAG_FRIENDLY) || tmp->type == PLAYER)))
1418 { 1314 {
1419 if (spell_ob->subtype == SP_DESTRUCTION) 1315 if (spell_ob->subtype == SP_DESTRUCTION)
1420 { 1316 {
1421 hit_player (tmp, dam, op, spell_ob->attacktype, 0); 1317 hit_player (tmp, dam, op, spell_ob->attacktype, 0);
1318
1422 if (spell_ob->other_arch) 1319 if (spell_ob->other_arch)
1423 {
1424 tmp = arch_to_object (spell_ob->other_arch); 1320 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 } 1321 }
1430 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist[ATNR_MAGIC] != 100) 1322 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist[ATNR_MAGIC] != 100)
1431 { 1323 {
1432 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch) 1324 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch)
1433 {
1434 object *effect = arch_to_object (spell_ob->other_arch); 1325 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 } 1326 }
1441 } 1327 }
1442 } 1328 }
1443 } 1329 }
1444 } 1330 }
1445 } 1331 }
1332
1446 op->skill = skill; 1333 op->skill = skill;
1447 return 1; 1334 return 1;
1448} 1335}
1449 1336
1450/*************************************************************************** 1337/***************************************************************************
1464 { 1351 {
1465 new_draw_info (NDI_UNIQUE, 0, op, "There is no one in that direction to curse."); 1352 new_draw_info (NDI_UNIQUE, 0, op, "There is no one in that direction to curse.");
1466 return 0; 1353 return 0;
1467 } 1354 }
1468 1355
1356 tmp = tmp->head_ ();
1357
1469 /* If we've already got a force of this type, don't add a new one. */ 1358 /* 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) 1359 for (force = tmp->inv; force; force = force->below)
1471 { 1360 {
1472 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY) 1361 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY)
1473 { 1362 {
1474 if (force->name == spell_ob->name) 1363 if (force->name == spell_ob->name)
1475 { 1364 {
1481 return 0; 1370 return 0;
1482 } 1371 }
1483 } 1372 }
1484 } 1373 }
1485 1374
1486 if (force == NULL) 1375 if (!force)
1487 { 1376 {
1488 force = get_archetype (FORCE_NAME); 1377 force = get_archetype (FORCE_NAME);
1489 force->subtype = FORCE_CHANGE_ABILITY; 1378 force->subtype = FORCE_CHANGE_ABILITY;
1379
1490 if (spell_ob->race) 1380 if (spell_ob->race)
1491 force->name = spell_ob->race; 1381 force->name = spell_ob->race;
1492 else 1382 else
1493 force->name = spell_ob->name; 1383 force->name = spell_ob->name;
1494 1384
1504 { 1394 {
1505 force->duration = duration; 1395 force->duration = duration;
1506 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 1396 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1507 } 1397 }
1508 else 1398 else
1509 {
1510 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1399 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1511 } 1400
1512 return 1; 1401 return 1;
1513 } 1402 }
1403
1514 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50; 1404 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1515 force->speed = 1.0; 1405 force->speed = 1.f;
1516 force->speed_left = -1.0; 1406 force->speed_left = -1.f;
1517 SET_FLAG (force, FLAG_APPLIED); 1407 SET_FLAG (force, FLAG_APPLIED);
1518 1408
1519 if (god) 1409 if (god)
1520 { 1410 {
1521 if (spell_ob->last_grace) 1411 if (spell_ob->last_grace)
1534 force->stats.ac = spell_ob->stats.ac; 1424 force->stats.ac = spell_ob->stats.ac;
1535 force->stats.wc = spell_ob->stats.wc; 1425 force->stats.wc = spell_ob->stats.wc;
1536 1426
1537 change_abil (tmp, force); /* Mostly to display any messages */ 1427 change_abil (tmp, force); /* Mostly to display any messages */
1538 insert_ob_in_ob (force, tmp); 1428 insert_ob_in_ob (force, tmp);
1539 fix_player (tmp); 1429 tmp->update_stats ();
1540 return 1; 1430 return 1;
1541 1431
1542} 1432}
1543
1544 1433
1545/********************************************************************** 1434/**********************************************************************
1546 * mood change 1435 * mood change
1547 * Arguably, this may or may not be an attack spell. But since it 1436 * 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 1437 * effects monsters, it seems best to put it into this file
1578 else if (god && !strcmp (spell->race, "GOD_FRIEND")) 1467 else if (god && !strcmp (spell->race, "GOD_FRIEND"))
1579 race = god->race; 1468 race = god->race;
1580 else 1469 else
1581 race = spell->race; 1470 race = spell->race;
1582 1471
1583
1584 for (x = op->x - range; x <= op->x + range; x++) 1472 for (x = op->x - range; x <= op->x + range; x++)
1585 for (y = op->y - range; y <= op->y + range; y++) 1473 for (y = op->y - range; y <= op->y + range; y++)
1586 { 1474 {
1587
1588 done_one = 0; 1475 done_one = 0;
1589 m = op->map; 1476 m = op->map;
1590 nx = x; 1477 nx = x;
1591 ny = y; 1478 ny = y;
1592 mflags = get_map_flags (m, &m, x, y, &nx, &ny); 1479 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1595 1482
1596 /* If there is nothing living on this space, no need to go further */ 1483 /* If there is nothing living on this space, no need to go further */
1597 if (!(mflags & P_IS_ALIVE)) 1484 if (!(mflags & P_IS_ALIVE))
1598 continue; 1485 continue;
1599 1486
1487 // players can only affect spaces that they can actually see
1488 if (caster && caster->contr
1489 && caster->contr->visibility_at (m, nx, ny) < 70)
1490 continue;
1491
1600 for (tmp = get_map_ob (m, nx, ny); tmp; tmp = tmp->above) 1492 for (tmp = GET_MAP_TOP (m, nx, ny); tmp; tmp = tmp->below)
1601 if (QUERY_FLAG (tmp, FLAG_MONSTER)) 1493 if (QUERY_FLAG (tmp, FLAG_MONSTER))
1602 break; 1494 break;
1603 1495
1604 /* There can be living objects that are not monsters */ 1496 /* There can be living objects that are not monsters */
1605 if (!tmp || tmp->type == PLAYER) 1497 if (!tmp || tmp->type == PLAYER)
1612 head = tmp; 1504 head = tmp;
1613 1505
1614 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */ 1506 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */
1615 if (race && head->race && !strstr (race, head->race)) 1507 if (race && head->race && !strstr (race, head->race))
1616 continue; 1508 continue;
1509
1617 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD)) 1510 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD))
1618 continue; 1511 continue;
1619 1512
1620 /* Now do a bunch of stuff related to saving throws */ 1513 /* Now do a bunch of stuff related to saving throws */
1621 best_at = -1; 1514 best_at = -1;
1638 at -= level / 5; 1531 at -= level / 5;
1639 if (did_make_save (head, head->level, at)) 1532 if (did_make_save (head, head->level, at))
1640 continue; 1533 continue;
1641 } 1534 }
1642 else /* spell->attacktype */ 1535 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 { 1536 {
1537 /*
1538 Spell has no attacktype (charm & such), so we'll have a specific saving:
1539 * if spell level < monster level, no go
1540 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) )
1541
1542 The chance will then be in the range [20-70] percent, not too bad.
1543
1544 This is required to fix the 'charm monster' abuse, where a player level 1 can
1545 charm a level 125 monster...
1546
1547 Ryo, august 14th
1548 */
1656 if (head->level > level) 1549 if (head->level > level)
1657 continue; 1550 continue;
1551
1658 if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + MIN (50, 2 * (level - head->level)))) 1552 if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + MIN (50, 2 * (level - head->level))))
1659 /* Failed, no effect */ 1553 /* Failed, no effect */
1660 continue; 1554 continue;
1661 } 1555 }
1662 1556
1663 /* Done with saving throw. Now start effecting the monster */ 1557 /* Done with saving throw. Now start affecting the monster */
1664 1558
1665 /* aggravation */ 1559 /* aggravation */
1666 if (QUERY_FLAG (spell, FLAG_MONSTER)) 1560 if (QUERY_FLAG (spell, FLAG_MONSTER))
1667 { 1561 {
1668 CLEAR_FLAG (head, FLAG_SLEEP); 1562 CLEAR_FLAG (head, FLAG_SLEEP);
1669 if (QUERY_FLAG (head, FLAG_FRIENDLY))
1670 remove_friendly_object (head); 1563 remove_friendly_object (head);
1671
1672 done_one = 1; 1564 done_one = 1;
1673 head->enemy = op; 1565 head->enemy = op;
1674 } 1566 }
1675 1567
1676 /* calm monsters */ 1568 /* calm monsters */
1685 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK)) 1577 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK))
1686 { 1578 {
1687 SET_FLAG (head, FLAG_BERSERK); 1579 SET_FLAG (head, FLAG_BERSERK);
1688 done_one = 1; 1580 done_one = 1;
1689 } 1581 }
1582
1690 /* charm */ 1583 /* charm */
1691 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY)) 1584 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY))
1692 { 1585 {
1693 SET_FLAG (head, FLAG_FRIENDLY); 1586 INVOKE_OBJECT (KILL, head, ARG_OBJECT (caster));
1587
1694 /* Prevent uncontolled outbreaks of self replicating monsters. 1588 /* Prevent uncontrolled outbreaks of self replicating monsters.
1695 Typical use case is charm, go somwhere, use aggravation to make hostile. 1589 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. */ 1590 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */
1697 CLEAR_FLAG (head, FLAG_GENERATOR); 1591 CLEAR_FLAG (head, FLAG_GENERATOR);
1698 set_owner (head, op); 1592 head->set_owner (op);
1699 set_spell_skill (op, caster, spell, head); 1593 set_spell_skill (op, caster, spell, head);
1700 add_friendly_object (head); 1594 add_friendly_object (head);
1701 head->attack_movement = PETMOVE; 1595 head->attack_movement = PETMOVE;
1702 done_one = 1; 1596 done_one = 1;
1703 change_exp (op, head->stats.exp / 2, head->skill, SK_EXP_ADD_SKILL); 1597 change_exp (op, head->stats.exp / 2, head->skill, SK_EXP_ADD_SKILL);
1704 head->stats.exp = 0; 1598 head->stats.exp = 0;
1705 } 1599 }
1706 1600
1707 /* If a monster was effected, put an effect in */ 1601 /* If a monster was effected, put an effect in */
1708 if (done_one && spell->other_arch) 1602 if (done_one && spell->other_arch)
1709 {
1710 tmp = arch_to_object (spell->other_arch); 1603 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 */ 1604 } /* for y */
1716 1605
1717 return 1; 1606 return 1;
1718} 1607}
1719 1608
1722 * about. was called move_ball_lightning, but since more than the ball 1611 * about. was called move_ball_lightning, but since more than the ball
1723 * lightning spell used it, that seemed misnamed. 1612 * lightning spell used it, that seemed misnamed.
1724 * op is the spell effect. 1613 * op is the spell effect.
1725 * note that duration is handled by process_object() in time.c 1614 * note that duration is handled by process_object() in time.c
1726 */ 1615 */
1727
1728void 1616void
1729move_ball_spell (object *op) 1617move_ball_spell (object *op)
1730{ 1618{
1731 int i, j, dam_save, dir, mflags; 1619 int i, j, dam_save, dir, mflags;
1732 sint16 nx, ny, hx, hy; 1620 sint16 nx, ny, hx, hy;
1733 object *owner; 1621 object *owner;
1734 maptile *m; 1622 maptile *m;
1735 1623
1736 owner = get_owner (op); 1624 owner = op->owner;
1737 1625
1738 /* the following logic makes sure that the ball doesn't move into a wall, 1626 /* 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 1627 * 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 1628 * 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 1629 * offset to move the ball, eg, keep it mostly on course, with some
1770 nx = op->x; 1658 nx = op->x;
1771 ny = op->y; 1659 ny = op->y;
1772 m = op->map; 1660 m = op->map;
1773 } 1661 }
1774 1662
1775 op->remove (); 1663 m->insert (op, nx, ny, op);
1776 op->y = ny;
1777 op->x = nx;
1778 insert_ob_in_map (op, m, op, 0);
1779 1664
1780 dam_save = op->stats.dam; /* save the original dam: we do halfdam on 1665 dam_save = op->stats.dam; /* save the original dam: we do halfdam on
1781 surrounding squares */ 1666 surrounding squares */
1782 1667
1783 /* loop over current square and neighbors to hit. 1668 /* loop over current square and neighbors to hit.
1784 * if this has an other_arch field, we insert that in 1669 * if this has an other_arch field, we insert that in
1785 * the surround spaces. 1670 * the surround spaces.
1786 */ 1671 */
1787 for (j = 0; j < 9; j++) 1672 for (j = 0; j < 9; j++)
1788 { 1673 {
1789 object *new_ob;
1790
1791 hx = nx + freearr_x[j]; 1674 hx = nx + freearr_x[j];
1792 hy = ny + freearr_y[j]; 1675 hy = ny + freearr_y[j];
1793 1676
1794 m = op->map; 1677 m = op->map;
1795 mflags = get_map_flags (m, &m, hx, hy, &hx, &hy); 1678 mflags = get_map_flags (m, &m, hx, hy, &hx, &hy);
1803 1686
1804 if ((mflags & P_IS_ALIVE) && (!owner || owner->x != hx || owner->y != hy || !on_same_map (owner, op))) 1687 if ((mflags & P_IS_ALIVE) && (!owner || owner->x != hx || owner->y != hy || !on_same_map (owner, op)))
1805 { 1688 {
1806 if (j) 1689 if (j)
1807 op->stats.dam = dam_save / 2; 1690 op->stats.dam = dam_save / 2;
1691
1808 hit_map (op, j, op->attacktype, 1); 1692 hit_map (op, j, op->attacktype, 1);
1809
1810 } 1693 }
1811 1694
1812 /* insert the other arch */ 1695 /* insert the other arch */
1813 if (op->other_arch && !(OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy)))) 1696 if (op->other_arch && !(OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy))))
1814 { 1697 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 } 1698 }
1821 1699
1822 /* restore to the center location and damage */ 1700 /* restore to the center location and damage */
1823 op->stats.dam = dam_save; 1701 op->stats.dam = dam_save;
1824 1702
1825 i = spell_find_dir (op->map, op->x, op->y, get_owner (op)); 1703 i = spell_find_dir (op->map, op->x, op->y, op->owner);
1826 1704
1827 if (i >= 0) 1705 if (i >= 0)
1828 { /* we have a preferred direction! */ 1706 { /* we have a preferred direction! */
1829 /* pick another direction if the preferred dir is blocked. */ 1707 /* 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 || 1708 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))) 1709 OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy)))
1832 {
1833 i = absdir (i + rndm (0, 2) - 1); /* -1, 0, +1 */ 1710 i = absdir (i + rndm (0, 2) - 1); /* -1, 0, +1 */
1834 } 1711
1835 op->direction = i; 1712 op->direction = i;
1836 } 1713 }
1837} 1714}
1838 1715
1839
1840/* move_swarm_spell: peterm 1716/* move_swarm_spell: peterm
1841 * This is an implementation of the swarm spell. It was written for 1717 * 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 1718 * 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 1719 * 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 1720 * 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. 1721 * from a set of squares surrounding the caster, in a given direction.
1846 */ 1722 */
1847
1848void 1723void
1849move_swarm_spell (object *op) 1724move_swarm_spell (object *op)
1850{ 1725{
1851#if 0 1726#if 0
1852 static int cardinal_adjust[9] = { -3, -2, -1, 0, 0, 0, 1, 2, 3 }; 1727 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 }; 1728 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; 1729 sint16 target_x, target_y, origin_x, origin_y;
1855 int adjustdir; 1730 int adjustdir;
1856 maptile *m; 1731 maptile *m;
1857#endif 1732#endif
1858 int basedir;
1859 object *owner; 1733 object *owner = op->env;
1860 1734
1861 owner = get_owner (op); 1735 if (!owner) // MUST not happen, remove when true TODO
1862 if (op->duration == 0 || owner == NULL)
1863 { 1736 {
1737 LOG (llevError, "swarm spell found outside inventory: %s\n", op->debug_desc ());
1864 op->destroy (); 1738 op->destroy ();
1865 return; 1739 return;
1866 } 1740 }
1867 1741
1742 if (!op->duration || !owner->is_on_map ())
1743 {
1744 op->destroy ();
1745 return;
1746 }
1747
1868 op->duration--; 1748 op->duration--;
1869 1749
1870 basedir = op->direction; 1750 int basedir = op->direction;
1871 if (basedir == 0) 1751 if (!basedir)
1872 { 1752 {
1873 /* spray in all directions! 8) */ 1753 /* spray in all directions! 8) */
1874 basedir = rndm (1, 8); 1754 op->facing = (op->facing + op->state) & 7;
1755 basedir = op->facing + 1;
1875 } 1756 }
1876 1757
1877#if 0 1758#if 0
1878 // this is bogus: it causes wrong places to be checked below 1759 // this is bogus: it causes wrong places to be checked below
1879 // (a wall 2 cells away will block the effect...) and 1760 // (a wall 2 cells away will block the effect...) and
1880 // doesn't work for SP_BULLET anyhow, so again tests the wrong 1761 // doesn't work for SP_BULLET anyhow, so again tests the wrong
1881 // space. 1762 // space.
1882 // should be fixed later, but correctness before featurs... 1763 // should be fixed later, but correctness before features...
1883 // (schmorp) 1764 // (schmorp)
1884 1765
1885 /* new offset calculation to make swarm element distribution 1766 /* new offset calculation to make swarm element distribution
1886 * more uniform 1767 * more uniform
1887 */ 1768 */
1940 { 1821 {
1941 /* Bullet spells have a bunch more customization that needs to be done */ 1822 /* Bullet spells have a bunch more customization that needs to be done */
1942 if (op->spell->subtype == SP_BULLET) 1823 if (op->spell->subtype == SP_BULLET)
1943 fire_bullet (owner, op, basedir, op->spell); 1824 fire_bullet (owner, op, basedir, op->spell);
1944 else if (op->spell->subtype == SP_MAGIC_MISSILE) 1825 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1945 fire_arch_from_position (owner, op, op->x, op->y, basedir, op->spell); 1826 fire_arch_from_position (owner, op, owner->x, owner->y, basedir, op->spell);
1946 } 1827 }
1947} 1828}
1948
1949
1950
1951 1829
1952/* fire_swarm: 1830/* fire_swarm:
1953 * The following routine creates a swarm of objects. It actually 1831 * The following routine creates a swarm of objects. It actually
1954 * sets up a specific swarm object, which then fires off all 1832 * sets up a specific swarm object, which then fires off all
1955 * the parts of the swarm. 1833 * the parts of the swarm.
1958 * caster: the caster (owner, wand, rod, scroll) 1836 * caster: the caster (owner, wand, rod, scroll)
1959 * dir: the direction everything will be fired in 1837 * dir: the direction everything will be fired in
1960 * spell - the spell that is this spell. 1838 * spell - the spell that is this spell.
1961 * n: the number to be fired. 1839 * n: the number to be fired.
1962 */ 1840 */
1963
1964int 1841int
1965fire_swarm (object *op, object *caster, object *spell, int dir) 1842fire_swarm (object *op, object *caster, object *spell, int dir)
1966{ 1843{
1967 object *tmp;
1968 int i;
1969
1970 if (!spell->other_arch) 1844 if (!spell->other_arch)
1971 return 0; 1845 return 0;
1972 1846
1973 tmp = get_archetype (SWARM_SPELL); 1847 object *tmp = archetype::get (SWARM_SPELL);
1974 tmp->x = op->x; 1848
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); 1849 set_spell_skill (op, caster, spell, tmp);
1978
1979 tmp->level = caster_level (caster, spell); /*needed later, to get level dep. right. */ 1850 tmp->level = caster_level (caster, spell); /* needed later, to get level dep. right. */
1980 tmp->spell = arch_to_object (spell->other_arch); 1851 tmp->spell = spell->other_arch->instance ();
1981
1982 tmp->attacktype = tmp->spell->attacktype; 1852 tmp->attacktype = tmp->spell->attacktype;
1983 1853
1984 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) 1854 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
1985 {
1986 if (!tailor_god_spell (tmp, op)) 1855 if (!tailor_god_spell (tmp, op))
1987 return 1; 1856 return 1;
1988 } 1857
1989 tmp->duration = SP_level_duration_adjust (caster, spell); 1858 tmp->duration = SP_level_duration_adjust (caster, spell);
1990 for (i = 0; i < spell->duration; i++) 1859 for (int i = 0; i < spell->duration; i++)
1991 tmp->duration += die_roll (1, 3, op, PREFER_HIGH); 1860 tmp->duration += die_roll (1, 3, op, PREFER_HIGH);
1992 1861
1862 tmp->invisible = 1;
1863 tmp->flag [FLAG_NO_DROP] = 1; // make sure it stays in inv, or else
1993 tmp->direction = dir; 1864 tmp->direction = dir;
1994 tmp->invisible = 1; 1865 tmp->facing = rndm (1, 8); // initial firing direction
1995 insert_ob_in_map (tmp, op->map, op, 0); 1866 tmp->state = rndm (4) * 2 + 1; // direction increment
1867
1868 op->insert (tmp);
1869
1996 return 1; 1870 return 1;
1997} 1871}
1998
1999 1872
2000/* See the spells documentation file for why this is its own 1873/* See the spells documentation file for why this is its own
2001 * function. 1874 * function.
2002 */ 1875 */
2003int 1876int
2028 return 0; 1901 return 0;
2029 } 1902 }
2030 1903
2031 if (mflags & P_IS_ALIVE && spell->attacktype) 1904 if (mflags & P_IS_ALIVE && spell->attacktype)
2032 { 1905 {
2033 for (target = get_map_ob (m, x, y); target; target = target->above) 1906 for (target = GET_MAP_OB (m, x, y); target; target = target->above)
2034 if (QUERY_FLAG (target, FLAG_MONSTER)) 1907 if (QUERY_FLAG (target, FLAG_MONSTER))
2035 { 1908 {
2036 /* oky doky. got a target monster. Lets make a blinding attack */ 1909 /* oky doky. got a target monster. Lets make a blinding attack */
2037 if (target->head) 1910 if (target->head)
2038 target = target->head; 1911 target = target->head;
1912
2039 (void) hit_player (target, dam, op, spell->attacktype, 1); 1913 hit_player (target, dam, op, spell->attacktype, 1);
2040 return 1; /* one success only! */ 1914 return 1; /* one success only! */
2041 } 1915 }
2042 } 1916 }
2043 1917
2044 /* no live target, perhaps a wall is in the way? */ 1918 /* no live target, perhaps a wall is in the way? */
2060 { 1934 {
2061 tmp->glow_radius = spell->range + SP_level_range_adjust (caster, spell); 1935 tmp->glow_radius = spell->range + SP_level_range_adjust (caster, spell);
2062 if (tmp->glow_radius > MAX_LIGHT_RADII) 1936 if (tmp->glow_radius > MAX_LIGHT_RADII)
2063 tmp->glow_radius = MAX_LIGHT_RADII; 1937 tmp->glow_radius = MAX_LIGHT_RADII;
2064 } 1938 }
2065 tmp->x = x; 1939
2066 tmp->y = y; 1940 m->insert (tmp, x, y, op);
2067 insert_ob_in_map (tmp, m, op, 0);
2068 return 1; 1941 return 1;
2069} 1942}
2070
2071
2072
2073 1943
2074/* cast_cause_disease: this spell looks along <dir> from the 1944/* cast_cause_disease: this spell looks along <dir> from the
2075 * player and infects someone. 1945 * player and infects someone.
2076 * op is the player/monster, caster is the object, dir is the direction 1946 * 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 1947 * to cast, disease_arch is the specific disease, and type is the spell number
2078 * perhaps this should actually be in disease.c? 1948 * perhaps this should actually be in disease.c?
2079 */ 1949 */
2080
2081int 1950int
2082cast_cause_disease (object *op, object *caster, object *spell, int dir) 1951cast_cause_disease (object *op, object *caster, object *spell, int dir)
2083{ 1952{
2084 sint16 x, y; 1953 sint16 x, y;
2085 int i, mflags, range, dam_mod, dur_mod; 1954 int i, mflags, range, dam_mod, dur_mod;
2092 /* If casting from a scroll, no direction will be available, so refer to the 1961 /* If casting from a scroll, no direction will be available, so refer to the
2093 * direction the player is pointing. 1962 * direction the player is pointing.
2094 */ 1963 */
2095 if (!dir) 1964 if (!dir)
2096 dir = op->facing; 1965 dir = op->facing;
1966
2097 if (!dir) 1967 if (!dir)
2098 return 0; /* won't find anything if casting on ourself, so just return */ 1968 return 0; /* won't find anything if casting on ourself, so just return */
2099 1969
2100 /* Calculate these once here */ 1970 /* Calculate these once here */
2101 range = spell->range + SP_level_range_adjust (caster, spell); 1971 range = spell->range + SP_level_range_adjust (caster, spell);
2120 1990
2121 /* Only bother looking on this space if there is something living here */ 1991 /* Only bother looking on this space if there is something living here */
2122 if (mflags & P_IS_ALIVE) 1992 if (mflags & P_IS_ALIVE)
2123 { 1993 {
2124 /* search this square for a victim */ 1994 /* search this square for a victim */
2125 for (walk = get_map_ob (m, x, y); walk; walk = walk->above) 1995 for (walk = GET_MAP_OB (m, x, y); walk; walk = walk->above)
2126 if (QUERY_FLAG (walk, FLAG_MONSTER) || (walk->type == PLAYER)) 1996 if (QUERY_FLAG (walk, FLAG_MONSTER) || (walk->type == PLAYER))
2127 { /* found a victim */ 1997 { /* found a victim */
2128 object *disease = arch_to_object (spell->other_arch); 1998 object *disease = arch_to_object (spell->other_arch);
2129 1999
2130 set_owner (disease, op); 2000 disease->set_owner (op);
2131 set_spell_skill (op, caster, spell, disease); 2001 set_spell_skill (op, caster, spell, disease);
2132 disease->stats.exp = 0; 2002 disease->stats.exp = 0;
2133 disease->level = caster_level (caster, spell); 2003 disease->level = caster_level (caster, spell);
2134 2004
2135 /* do level adjustments */ 2005 /* do level adjustments */
2136 if (disease->stats.wc) 2006 if (disease->stats.wc)
2137 disease->stats.wc += dur_mod / 2; 2007 disease->stats.wc += dur_mod / 2;
2138 2008
2139 if (disease->magic > 0) 2009 if (disease->magic > 0)
2140 disease->magic += dur_mod / 4; 2010 disease->magic += dur_mod / 8;
2141 2011
2142 if (disease->stats.maxhp > 0) 2012 if (disease->stats.maxhp > 0)
2143 disease->stats.maxhp += dur_mod; 2013 disease->stats.maxhp += dur_mod;
2144 2014
2145 if (disease->stats.maxgrace > 0) 2015 if (disease->stats.maxgrace > 0)
2180 if (disease->stats.sp) 2050 if (disease->stats.sp)
2181 disease->stats.sp -= dam_mod; 2051 disease->stats.sp -= dam_mod;
2182 2052
2183 if (infect_object (walk, disease, 1)) 2053 if (infect_object (walk, disease, 1))
2184 { 2054 {
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); 2055 new_draw_info_format (NDI_UNIQUE, 0, op, "You inflict %s on %s!", &disease->name, &walk->name);
2188 2056
2189 disease->destroy (); /* don't need this one anymore */ 2057 disease->destroy (); /* don't need this one anymore */
2190 flash = get_archetype (ARCH_DETECT_MAGIC); 2058 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; 2059 return 1;
2196 } 2060 }
2197 2061
2198 disease->destroy (); 2062 disease->destroy ();
2199 } 2063 }
2200 } /* if living creature */ 2064 } /* if living creature */
2201 } /* for range of spaces */ 2065 } /* for range of spaces */
2066
2202 new_draw_info (NDI_UNIQUE, 0, op, "No one caught anything!"); 2067 new_draw_info (NDI_UNIQUE, 0, op, "No one caught anything!");
2203 return 1; 2068 return 1;
2204} 2069}

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines