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Comparing deliantra/server/server/spell_attack.C (file contents):
Revision 1.20 by root, Mon Dec 18 02:35:01 2006 UTC vs.
Revision 1.64 by root, Mon Sep 29 06:32:09 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 */
146 141
147 /* reduce chances of subsequent forking */ 142 /* reduce chances of subsequent forking */
148 new_bolt->stats.Dex -= 10; 143 new_bolt->stats.Dex -= 10;
149 tmp->stats.Dex -= 10; /* less forks from main bolt too */ 144 tmp->stats.Dex -= 10; /* less forks from main bolt too */
150 new_bolt->stats.Con += 25 * new_dir; /* adjust the left bias */ 145 new_bolt->stats.Con += 25 * new_dir; /* adjust the left bias */
151 new_bolt->speed_left = -0.1; 146 new_bolt->speed_left = -0.1f;
152 new_bolt->direction = t_dir; 147 new_bolt->direction = t_dir;
153 new_bolt->duration++; 148 new_bolt->duration++;
154 new_bolt->x = sx;
155 new_bolt->y = sy;
156 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */ 149 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */
157 new_bolt->stats.dam++; 150 new_bolt->stats.dam++;
158 tmp->stats.dam /= 2; /* reduce father bolt damage */ 151 tmp->stats.dam /= 2; /* reduce father bolt damage */
159 tmp->stats.dam++; 152 tmp->stats.dam++;
160 new_bolt = insert_ob_in_map (new_bolt, m, op, 0); 153
154 if ((new_bolt = m->insert (new_bolt, sx, sy, op)))
161 update_turn_face (new_bolt); 155 update_turn_face (new_bolt);
162} 156}
163 157
164/* move_bolt: moves bolt 'op'. Basically, it just advances a space, 158/* move_bolt: moves bolt 'op'. Basically, it just advances a space,
165 * and checks for various things that may stop it. 159 * and checks for various things that may stop it.
166 */ 160 */
167
168void 161void
169move_bolt (object *op) 162move_bolt (object *op)
170{ 163{
171 object *tmp;
172 int mflags; 164 int mflags;
173 sint16 x, y; 165 sint16 x, y;
174 maptile *m; 166 maptile *m;
175 167
176 if (--(op->duration) < 0) 168 if (--op->duration < 0)
177 { 169 {
178 op->destroy (); 170 op->destroy ();
179 return; 171 return;
180 } 172 }
181 173
183 175
184 if (!op->direction) 176 if (!op->direction)
185 return; 177 return;
186 178
187 if (--op->range < 0) 179 if (--op->range < 0)
188 {
189 op->range = 0; 180 op->range = 0;
190 }
191 else 181 else
192 { 182 {
193 x = op->x + DIRX (op); 183 x = op->x + DIRX (op);
194 y = op->y + DIRY (op); 184 y = op->y + DIRY (op);
195 m = op->map; 185 m = op->map;
203 * 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
204 * will be useful. 194 * will be useful.
205 */ 195 */
206 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)))
207 { 197 {
208
209 if (!QUERY_FLAG (op, FLAG_REFLECTING)) 198 if (!QUERY_FLAG (op, FLAG_REFLECTING))
210 return; 199 return;
211 200
212 /* Since walls don't run diagonal, if the bolt is in 201 /* Since walls don't run diagonal, if the bolt is in
213 * one of 4 main directions, it just reflects back in the 202 * one of 4 main directions, it just reflects back in the
243 else if (left) 232 else if (left)
244 op->direction = absdir (op->direction + 2); 233 op->direction = absdir (op->direction + 2);
245 else if (right) 234 else if (right)
246 op->direction = absdir (op->direction - 2); 235 op->direction = absdir (op->direction - 2);
247 } 236 }
237
248 update_turn_face (op); /* A bolt *must* be IS_TURNABLE */ 238 update_turn_face (op); /* A bolt *must* be IS_TURNABLE */
249 return; 239 return;
250 } 240 }
251 else 241 else
252 { /* Create a copy of this object and put it ahead */ 242 { /* Create a copy of this object and put it ahead */
253 tmp = op->clone (); 243 object *tmp = op->clone ();
254 244
245 m->insert (tmp, x, y, op);
255 tmp->speed_left = -0.1; 246 tmp->speed_left = -0.1f;
256 tmp->x += DIRX (tmp), tmp->y += DIRY (tmp);
257 tmp = insert_ob_in_map (tmp, op->map, op, 0);
258 /* To make up for the decrease at the top of the function */ 247 /* To make up for the decrease at the top of the function */
259 tmp->duration++; 248 tmp->duration++;
260 249
261 /* New forking code. Possibly create forks of this object 250 /* New forking code. Possibly create forks of this object
262 * going off in other directions. 251 * going off in other directions.
263 */ 252 */
264
265 if (rndm (0, 99) < tmp->stats.Dex) 253 if (tmp->stats.Dex && rndm (0, 99) < tmp->stats.Dex)
266 { /* stats.Dex % of forking */ 254 forklightning (op, tmp); /* stats.Dex % of forking */
267 forklightning (op, tmp); 255
268 }
269 /* 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
270 * doesn't create any bolts that continue to move onward. 257 * doesn't create any bolts that continue to move onward.
271 */ 258 */
272 op->range = 0; 259 op->range = 0;
273 } /* copy object and move it along */ 260 } /* copy object and move it along */
280 * we remove the magic flag - that can be derived from 267 * we remove the magic flag - that can be derived from
281 * spob->attacktype. 268 * spob->attacktype.
282 * This function sets up the appropriate owner and skill 269 * This function sets up the appropriate owner and skill
283 * pointers. 270 * pointers.
284 */ 271 */
285
286int 272int
287fire_bolt (object *op, object *caster, int dir, object *spob, object *skill) 273fire_bolt (object *op, object *caster, int dir, object *spob, object *skill)
288{ 274{
289 object *tmp = NULL; 275 object *tmp = NULL;
290 int mflags; 276 int mflags;
297 return 0; 283 return 0;
298 284
299 /* peterm: level dependency for bolts */ 285 /* peterm: level dependency for bolts */
300 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);
301 tmp->attacktype = spob->attacktype; 287 tmp->attacktype = spob->attacktype;
288
302 if (spob->slaying) 289 if (spob->slaying)
303 tmp->slaying = spob->slaying; 290 tmp->slaying = spob->slaying;
291
304 tmp->range = spob->range + SP_level_range_adjust (caster, spob); 292 tmp->range = spob->range + SP_level_range_adjust (caster, spob);
305 tmp->duration = spob->duration + SP_level_duration_adjust (caster, spob); 293 tmp->duration = spob->duration + SP_level_duration_adjust (caster, spob);
306 tmp->stats.Dex = spob->stats.Dex; 294 tmp->stats.Dex = spob->stats.Dex;
307 tmp->stats.Con = spob->stats.Con; 295 tmp->stats.Con = spob->stats.Con;
308 296
315 303
316 tmp->x = op->x + DIRX (tmp); 304 tmp->x = op->x + DIRX (tmp);
317 tmp->y = op->y + DIRY (tmp); 305 tmp->y = op->y + DIRY (tmp);
318 tmp->map = op->map; 306 tmp->map = op->map;
319 307
308 maptile *newmap;
320 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);
321 if (mflags & P_OUT_OF_MAP) 310 if (mflags & P_OUT_OF_MAP)
322 { 311 {
323 tmp->destroy (); 312 tmp->destroy ();
324 return 0; 313 return 0;
325 } 314 }
315
316 tmp->map = newmap;
326 317
327 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y))) 318 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y)))
328 { 319 {
329 if (!QUERY_FLAG (tmp, FLAG_REFLECTING)) 320 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
330 { 321 {
336 tmp->y = op->y; 327 tmp->y = op->y;
337 tmp->direction = absdir (tmp->direction + 4); 328 tmp->direction = absdir (tmp->direction + 4);
338 tmp->map = op->map; 329 tmp->map = op->map;
339 } 330 }
340 331
341 if ((tmp = insert_ob_in_map (tmp, tmp->map, op, 0)) != NULL) 332 if ((tmp = tmp->insert_at (tmp, op)))
342 move_bolt (tmp); 333 move_bolt (tmp);
343 334
344 return 1; 335 return 1;
345} 336}
346
347
348 337
349/*************************************************************************** 338/***************************************************************************
350 * 339 *
351 * BULLET/BALL CODE 340 * BULLET/BALL CODE
352 * 341 *
353 ***************************************************************************/ 342 ***************************************************************************/
354 343
355/* expands an explosion. op is a piece of the 344/* expands an explosion. op is a piece of the
356 * explosion - this expans it in the different directions. 345 * explosion - this expands it in the different directions.
357 * At least that is what I think this does. 346 * At least that is what I think this does.
358 */ 347 */
359void 348void
360explosion (object *op) 349explosion (object *op)
361{ 350{
362 object *tmp;
363 maptile *m = op->map; 351 maptile *m = op->map;
364 int i; 352 int i;
365 353
366 if (--(op->duration) < 0) 354 if (--op->duration < 0)
367 { 355 {
368 op->destroy (); 356 op->destroy ();
369 return; 357 return;
370 } 358 }
371 359
377 { 365 {
378 sint16 dx, dy; 366 sint16 dx, dy;
379 367
380 dx = op->x + freearr_x[i]; 368 dx = op->x + freearr_x[i];
381 dy = op->y + freearr_y[i]; 369 dy = op->y + freearr_y[i];
370
382 /* ok_to_put_more already does things like checks for walls, 371 /* ok_to_put_more already does things like checks for walls,
383 * out of map, etc. 372 * out of map, etc.
384 */ 373 */
385 if (ok_to_put_more (op->map, dx, dy, op, op->attacktype)) 374 if (ok_to_put_more (op->map, dx, dy, op, op->attacktype))
386 { 375 {
387 tmp = op->clone (); 376 object *tmp = op->clone ();
377
388 tmp->state = 0; 378 tmp->state = 0;
389 tmp->speed_left = -0.21; 379 tmp->speed_left = -0.21f;
390 tmp->range--; 380 tmp->range--;
391 tmp->value = 0; 381 tmp->value = 0;
392 tmp->x = dx; 382
393 tmp->y = dy; 383 m->insert (tmp, dx, dy, op);
394 insert_ob_in_map (tmp, m, op, 0);
395 } 384 }
396 } 385 }
397 } 386 }
398} 387}
399
400 388
401/* Causes an object to explode, eg, a firebullet, 389/* Causes an object to explode, eg, a firebullet,
402 * poison cloud ball, etc. op is the object to 390 * poison cloud ball, etc. op is the object to
403 * explode. 391 * explode.
404 */ 392 */
405void 393void
406explode_bullet (object *op) 394explode_bullet (object *op)
407{ 395{
408 object *tmp, *owner; 396 object *tmp, *owner;
409 397
410 if (op->other_arch == NULL) 398 if (!op->other_arch)
411 { 399 {
412 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n"); 400 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n");
413 op->destroy (); 401 op->destroy ();
414 return; 402 return;
415 } 403 }
416 404
417 if (op->env) 405 if (op->env)
418 { 406 {
419 object *env; 407 object *env = op->outer_env ();
420 408
421 env = object_get_env_recursive (op);
422 if (env->map == NULL || out_of_map (env->map, env->x, env->y)) 409 if (!env->map || out_of_map (env->map, env->x, env->y))
423 { 410 {
424 LOG (llevError, "BUG: explode_bullet(): env out of map\n"); 411 LOG (llevError, "BUG: explode_bullet(): env out of map\n");
425 op->destroy (); 412 op->destroy ();
426 return; 413 return;
427 } 414 }
428 415
429 op->remove (); 416 op->insert_at (env, op, INS_NO_MERGE | INS_NO_WALK_ON);
430 op->x = env->x;
431 op->y = env->y;
432 insert_ob_in_map (op, env->map, op, INS_NO_MERGE | INS_NO_WALK_ON);
433 } 417 }
434 else if (out_of_map (op->map, op->x, op->y)) 418 else if (out_of_map (op->map, op->x, op->y))
435 { 419 {
436 LOG (llevError, "BUG: explode_bullet(): op out of map\n"); 420 LOG (llevError, "BUG: explode_bullet(): op out of map\n");
437 op->destroy (); 421 op->destroy ();
448 } 432 }
449 433
450 if (op->attacktype) 434 if (op->attacktype)
451 { 435 {
452 hit_map (op, 0, op->attacktype, 1); 436 hit_map (op, 0, op->attacktype, 1);
437
453 if (op->destroyed ()) 438 if (op->destroyed ())
454 return; 439 return;
455 } 440 }
456 441
457 /* other_arch contains what this explodes into */ 442 /* other_arch contains what this explodes into */
465 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))
466 { 451 {
467 op->destroy (); 452 op->destroy ();
468 return; 453 return;
469 } 454 }
470
471 tmp->x = op->x;
472 tmp->y = op->y;
473 455
474 /* special for bombs - it actually has sane values for these */ 456 /* special for bombs - it actually has sane values for these */
475 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB) 457 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB)
476 { 458 {
477 tmp->attacktype = op->attacktype; 459 tmp->attacktype = op->attacktype;
481 } 463 }
482 else 464 else
483 { 465 {
484 if (op->attacktype & AT_MAGIC) 466 if (op->attacktype & AT_MAGIC)
485 tmp->attacktype |= AT_MAGIC; 467 tmp->attacktype |= AT_MAGIC;
468
486 /* Spell doc describes what is going on here */ 469 /* Spell doc describes what is going on here */
487 tmp->stats.dam = op->dam_modifier; 470 tmp->stats.dam = op->dam_modifier;
488 tmp->range = op->stats.maxhp; 471 tmp->range = op->stats.maxhp;
489 tmp->duration = op->stats.hp; 472 tmp->duration = op->stats.hp;
490 /* 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 -
498 tmp->stats.sp = op->direction; 481 tmp->stats.sp = op->direction;
499 482
500 /* Prevent recursion */ 483 /* Prevent recursion */
501 op->move_on = 0; 484 op->move_on = 0;
502 485
503 insert_ob_in_map (tmp, op->map, op, 0); 486 tmp->insert_at (op, op);
487 tmp->play_sound (tmp->sound);
488
504 /* remove the firebullet */ 489 /* remove the firebullet */
505 if (!op->destroyed ())
506 {
507 op->destroy (); 490 op->destroy ();
508 }
509} 491}
510
511
512 492
513/* 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
514 * (eg, explode, damage player, etc) 494 * (eg, explode, damage player, etc)
515 */ 495 */
516
517void 496void
518check_bullet (object *op) 497check_bullet (object *op)
519{ 498{
520 object *tmp; 499 object *tmp;
521 int dam, mflags; 500 int dam, mflags;
536 515
537 /* 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 */
538 if (!(mflags & P_IS_ALIVE)) 517 if (!(mflags & P_IS_ALIVE))
539 return; 518 return;
540 519
541 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)
542 { 521 {
543 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 522 if (QUERY_FLAG (tmp, FLAG_ALIVE))
544 { 523 {
545 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1); 524 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1);
525
546 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0) 526 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0)
547 { 527 {
548 if (!QUERY_FLAG (op, FLAG_REMOVED)) 528 if (!QUERY_FLAG (op, FLAG_REMOVED))
549 { 529 {
550 op->destroy (); 530 op->destroy ();
553 } 533 }
554 } 534 }
555 } 535 }
556} 536}
557 537
558
559/* Basically, we move 'op' one square, and if it hits something, 538/* Basically, we move 'op' one square, and if it hits something,
560 * call check_bullet. 539 * call check_bullet.
561 * This function is only applicable to bullets, but not to all 540 * This function is only applicable to bullets, but not to all
562 * fired arches (eg, bolts). 541 * fired arches (eg, bolts).
563 */ 542 */
564
565void 543void
566move_bullet (object *op) 544move_bullet (object *op)
567{ 545{
568 sint16 new_x, new_y; 546 sint16 new_x, new_y;
569 int mflags; 547 int mflags;
612 op->destroy (); 590 op->destroy ();
613 591
614 return; 592 return;
615 } 593 }
616 594
617 op->remove (); 595 if (!(op = m->insert (op, new_x, new_y, op)))
618 op->x = new_x;
619 op->y = new_y;
620 if ((op = insert_ob_in_map (op, m, op, 0)) == NULL)
621 return; 596 return;
622 597
623 if (reflwall (op->map, op->x, op->y, op)) 598 if (reflwall (op->map, op->x, op->y, op))
624 { 599 {
625 op->direction = absdir (op->direction + 4); 600 op->direction = absdir (op->direction + 4);
626 update_turn_face (op); 601 update_turn_face (op);
627 } 602 }
628 else 603 else
629 {
630 check_bullet (op); 604 check_bullet (op);
631 }
632} 605}
633
634
635
636 606
637/* fire_bullet 607/* fire_bullet
638 * object op (cast from caster) files a bolt in dir. 608 * object op (cast from caster) files a bolt in dir.
639 * spob is the spell object for the bolt. 609 * spob is the spell object for the bolt.
640 * we remove the magic flag - that can be derived from 610 * we remove the magic flag - that can be derived from
641 * spob->attacktype. 611 * spob->attacktype.
642 * This function sets up the appropriate owner and skill 612 * This function sets up the appropriate owner and skill
643 * pointers. 613 * pointers.
644 */ 614 */
645
646int 615int
647fire_bullet (object *op, object *caster, int dir, object *spob) 616fire_bullet (object *op, object *caster, int dir, object *spob)
648{ 617{
649 object *tmp = NULL; 618 object *tmp = NULL;
650 int mflags; 619 int mflags;
651 620
652 if (!spob->other_arch) 621 if (!spob->other_arch)
653 return 0; 622 return 0;
654 623
655 tmp = arch_to_object (spob->other_arch); 624 tmp = spob->other_arch->instance ();
656 if (tmp == NULL) 625 if (!tmp)
657 return 0; 626 return 0;
658 627
659 /* peterm: level dependency for bolts */ 628 /* peterm: level dependency for bolts */
660 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);
661 tmp->attacktype = spob->attacktype; 630 tmp->attacktype = spob->attacktype;
662 if (spob->slaying) 631 if (spob->slaying)
663 tmp->slaying = spob->slaying; 632 tmp->slaying = spob->slaying;
664 633
674 SET_ANIMATION (tmp, dir); 643 SET_ANIMATION (tmp, dir);
675 644
676 tmp->set_owner (op); 645 tmp->set_owner (op);
677 set_spell_skill (op, caster, spob, tmp); 646 set_spell_skill (op, caster, spob, tmp);
678 647
679 tmp->x = op->x + freearr_x[dir]; 648 tmp->x = op->x + freearr_x[dir];
680 tmp->y = op->y + freearr_y[dir]; 649 tmp->y = op->y + freearr_y[dir];
681 tmp->map = op->map; 650 tmp->map = op->map;
682 651
652 maptile *newmap;
683 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);
684 if (mflags & P_OUT_OF_MAP) 654 if (mflags & P_OUT_OF_MAP)
685 { 655 {
686 tmp->destroy (); 656 tmp->destroy ();
687 return 0; 657 return 0;
688 } 658 }
659
660 tmp->map = newmap;
689 661
690 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)))
691 { 663 {
692 if (!QUERY_FLAG (tmp, FLAG_REFLECTING)) 664 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
693 { 665 {
699 tmp->y = op->y; 671 tmp->y = op->y;
700 tmp->direction = absdir (tmp->direction + 4); 672 tmp->direction = absdir (tmp->direction + 4);
701 tmp->map = op->map; 673 tmp->map = op->map;
702 } 674 }
703 675
704 if ((tmp = insert_ob_in_map (tmp, tmp->map, op, 0)) != NULL) 676 if ((tmp = tmp->insert_at (tmp, op)))
705 check_bullet (tmp); 677 check_bullet (tmp);
706 678
707 return 1; 679 return 1;
708} 680}
709
710
711
712 681
713/***************************************************************************** 682/*****************************************************************************
714 * 683 *
715 * CONE RELATED FUNCTIONS 684 * CONE RELATED FUNCTIONS
716 * 685 *
717 *****************************************************************************/ 686 *****************************************************************************/
718 687
719
720/* 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" */
721void 689void
722cone_drop (object *op) 690cone_drop (object *op)
723{ 691{
724 object *new_ob = arch_to_object (op->other_arch); 692 object *new_ob = arch_to_object (op->other_arch);
725 693
726 new_ob->x = op->x;
727 new_ob->y = op->y;
728 new_ob->level = op->level; 694 new_ob->level = op->level;
729 new_ob->set_owner (op->owner); 695 new_ob->set_owner (op->owner);
730 696
731 /* preserve skill ownership */ 697 /* preserve skill ownership */
732 if (op->skill && op->skill != new_ob->skill) 698 if (op->skill && op->skill != new_ob->skill)
733 {
734 new_ob->skill = op->skill; 699 new_ob->skill = op->skill;
735 }
736 insert_ob_in_map (new_ob, op->map, op, 0);
737 700
701 new_ob->insert_at (op, op);
738} 702}
739 703
740/* 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 */
741 705
742void 706void
743move_cone (object *op) 707move_cone (object *op)
744{ 708{
745 int i;
746
747 /* 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 */
748 if (!op->map) 710 if (!op->map)
749 { 711 {
750 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");
751 op->speed = 0; 713 op->set_speed (0);
752 update_ob_speed (op);
753 return; 714 return;
754 } 715 }
755 716
756 /* lava saves it's life, but not yours :) */ 717 /* lava saves it's life, but not yours :) */
757 if (QUERY_FLAG (op, FLAG_LIFESAVE)) 718 if (QUERY_FLAG (op, FLAG_LIFESAVE))
782 check_spell_knockback (op); 743 check_spell_knockback (op);
783 744
784 if (op->destroyed ()) 745 if (op->destroyed ())
785 return; 746 return;
786 747
787 if ((op->duration--) < 0) 748 if (op->duration-- < 0)
788 { 749 {
789 op->destroy (); 750 op->destroy ();
790 return; 751 return;
791 } 752 }
792 /* Object has hit maximum range, so don't have it move 753 /* Object has hit maximum range, so don't have it move
797 { 758 {
798 op->range = 0; /* just so it doesn't wrap */ 759 op->range = 0; /* just so it doesn't wrap */
799 return; 760 return;
800 } 761 }
801 762
802 for (i = -1; i < 2; i++) 763 for (int i = -1; i <= 1; i++)
803 { 764 {
804 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)];
805 766
806 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))
807 { 768 {
808 object *tmp = op->clone (); 769 object *tmp = op->clone ();
809
810 tmp->x = x;
811 tmp->y = y;
812 770
813 tmp->duration = op->duration + 1; 771 tmp->duration = op->duration + 1;
814 772
815 /* Use for spell tracking - see ok_to_put_more() */ 773 /* Use for spell tracking - see ok_to_put_more() */
816 tmp->stats.maxhp = op->stats.maxhp; 774 tmp->stats.maxhp = op->stats.maxhp;
817 insert_ob_in_map (tmp, op->map, op, 0); 775
776 op->map->insert (tmp, x, y, op);
777
818 if (tmp->other_arch) 778 if (tmp->other_arch)
819 cone_drop (tmp); 779 cone_drop (tmp);
820 } 780 }
821 } 781 }
822} 782}
855 815
856 /* 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
857 * 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
858 * insert it into is blocked. 818 * insert it into is blocked.
859 */ 819 */
860 movetype = spell->other_arch->clone.move_type; 820 movetype = spell->other_arch->move_type;
861 821
862 for (i = range_min; i <= range_max; i++) 822 for (i = range_min; i <= range_max; i++)
863 { 823 {
864 sint16 x, y, d; 824 sint16 x, y, d;
865 825
900 860
901 success = 1; 861 success = 1;
902 tmp = arch_to_object (spell->other_arch); 862 tmp = arch_to_object (spell->other_arch);
903 tmp->set_owner (op); 863 tmp->set_owner (op);
904 set_spell_skill (op, caster, spell, tmp); 864 set_spell_skill (op, caster, spell, tmp);
905 tmp->level = caster_level (caster, spell); 865 tmp->level = casting_level (caster, spell);
906 tmp->x = sx;
907 tmp->y = sy;
908 tmp->attacktype = spell->attacktype; 866 tmp->attacktype = spell->attacktype;
909 867
910 /* holy word stuff */ 868 /* holy word stuff */
911 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER)) 869 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER))
912 if (!tailor_god_spell (tmp, op)) 870 if (!tailor_god_spell (tmp, op))
946 else 904 else
947 tmp->duration += caster->level / 3; 905 tmp->duration += caster->level / 3;
948 } 906 }
949 907
950 if (!(tmp->move_type & MOVE_FLY_LOW)) 908 if (!(tmp->move_type & MOVE_FLY_LOW))
951 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);
952 910
953 if (!tmp->move_on && tmp->stats.dam) 911 if (!tmp->move_on && tmp->stats.dam)
954 {
955 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);
956 }
957 913
958 insert_ob_in_map (tmp, m, op, 0); 914 m->insert (tmp, sx, sy, op);
959 915
960 /* 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
961 * a single space too many times. 917 * a single space too many times.
962 */ 918 */
963 tmp->stats.maxhp = tmp->count; 919 tmp->stats.maxhp = tmp->count;
973 * 929 *
974 * BOMB related code 930 * BOMB related code
975 * 931 *
976 ****************************************************************************/ 932 ****************************************************************************/
977 933
978
979/* This handles an exploding bomb. 934/* This handles an exploding bomb.
980 * op is the original bomb object. 935 * op is the original bomb object.
981 */ 936 */
982void 937void
983animate_bomb (object *op) 938animate_bomb (object *op)
984{ 939{
985 int i;
986 object *env, *tmp;
987 archetype *at;
988
989 if (op->state != NUM_ANIMATIONS (op) - 1) 940 if (op->state != NUM_ANIMATIONS (op) - 1)
990 return; 941 return;
991 942
992 env = object_get_env_recursive (op); 943 object *env = op->outer_env ();
993 944
994 if (op->env) 945 if (op->env)
995 { 946 {
996 if (env->map == NULL) 947 if (env->map == NULL)
997 return; 948 return;
998 949
999 if (env->type == PLAYER) 950 if (!(op = op->insert_at (env, op)))
1000 esrv_del_item (env->contr, op->count);
1001
1002 op->remove ();
1003 op->x = env->x;
1004 op->y = env->y;
1005 if ((op = insert_ob_in_map (op, env->map, op, 0)) == NULL)
1006 return; 951 return;
1007 } 952 }
1008 953
1009 // 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
1010 // 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
1017 962
1018 /* This copies a lot of the code from the fire bullet, 963 /* This copies a lot of the code from the fire bullet,
1019 * but using the cast_bullet isn't really feasible, 964 * but using the cast_bullet isn't really feasible,
1020 * so just set up the appropriate values. 965 * so just set up the appropriate values.
1021 */ 966 */
1022 at = archetype::find (SPLINT); 967 if (archetype *at = archetype::find (SPLINT))
1023 if (at)
1024 { 968 {
1025 for (i = 1; i < 9; i++) 969 for (int i = 1; i < 9; i++)
1026 { 970 {
1027 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]))
1028 continue; 972 continue;
973
1029 tmp = arch_to_object (at); 974 object *tmp = arch_to_object (at);
1030 tmp->direction = i; 975 tmp->direction = i;
1031 tmp->range = op->range; 976 tmp->range = op->range;
1032 tmp->stats.dam = op->stats.dam; 977 tmp->stats.dam = op->stats.dam;
1033 tmp->duration = op->duration; 978 tmp->duration = op->duration;
1034 tmp->attacktype = op->attacktype; 979 tmp->attacktype = op->attacktype;
1035 tmp->set_owner (op); 980 tmp->set_owner (op);
1036 if (op->skill && op->skill != tmp->skill) 981 if (op->skill && op->skill != tmp->skill)
1037 {
1038 tmp->skill = op->skill; 982 tmp->skill = op->skill;
1039 } 983
1040 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) 984 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
1041 SET_ANIMATION (tmp, i); 985 SET_ANIMATION (tmp, i);
1042 tmp->x = op->x + freearr_x[i]; 986
1043 tmp->y = op->y + freearr_x[i]; 987 op->map->insert (tmp, op->x + freearr_x[i], op->y + freearr_x[i], op);
1044 insert_ob_in_map (tmp, op->map, op, 0);
1045 move_bullet (tmp); 988 move_bullet (tmp);
1046 } 989 }
1047 } 990 }
1048 991
1049 explode_bullet (op); 992 explode_bullet (op);
1050} 993}
1051 994
1052int 995int
1053create_bomb (object *op, object *caster, int dir, object *spell) 996create_bomb (object *op, object *caster, int dir, object *spell)
1054{ 997{
1055
1056 object *tmp; 998 object *tmp;
1057 int mflags; 999 int mflags;
1058 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];
1059 maptile *m; 1001 maptile *m;
1060 1002
1062 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))
1063 { 1005 {
1064 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.");
1065 return 0; 1007 return 0;
1066 } 1008 }
1009
1067 tmp = arch_to_object (spell->other_arch); 1010 tmp = arch_to_object (spell->other_arch);
1068 1011
1069 /* level dependencies for bomb */ 1012 /* level dependencies for bomb */
1070 tmp->range = spell->range + SP_level_range_adjust (caster, spell); 1013 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
1071 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);
1072 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell); 1015 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
1073 tmp->attacktype = spell->attacktype; 1016 tmp->attacktype = spell->attacktype;
1074 1017
1075 tmp->set_owner (op); 1018 tmp->set_owner (op);
1076 set_spell_skill (op, caster, spell, tmp); 1019 set_spell_skill (op, caster, spell, tmp);
1077 tmp->x = dx; 1020
1078 tmp->y = dy; 1021 m->insert (tmp, dx, dy, op);
1079 insert_ob_in_map (tmp, m, op, 0);
1080 return 1; 1022 return 1;
1081} 1023}
1082 1024
1083/**************************************************************************** 1025/****************************************************************************
1084 * 1026 *
1093 * dir is the direction to look in. 1035 * dir is the direction to look in.
1094 * range is how far out to look. 1036 * range is how far out to look.
1095 * 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.
1096 * this info is used for blocked magic/unholy spaces. 1038 * this info is used for blocked magic/unholy spaces.
1097 */ 1039 */
1098
1099object * 1040object *
1100get_pointed_target (object *op, int dir, int range, int type) 1041get_pointed_target (object *op, int dir, int range, int type)
1101{ 1042{
1102 object *target; 1043 object *target;
1103 sint16 x, y; 1044 sint16 x, y;
1122 return NULL; 1063 return NULL;
1123 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW) 1064 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW)
1124 return NULL; 1065 return NULL;
1125 1066
1126 if (mflags & P_IS_ALIVE) 1067 if (mflags & P_IS_ALIVE)
1127 {
1128 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)
1129 { 1069 if (QUERY_FLAG (target, FLAG_MONSTER))
1130 if (QUERY_FLAG (target->head ? target->head : target, FLAG_MONSTER))
1131 {
1132 return target; 1070 return target;
1133 }
1134 }
1135 }
1136 } 1071 }
1072
1137 return NULL; 1073 return NULL;
1138} 1074}
1139
1140 1075
1141/* cast_smite_arch() - the priest points to a creature and causes 1076/* cast_smite_arch() - the priest points to a creature and causes
1142 * a 'godly curse' to decend. 1077 * a 'godly curse' to decend.
1143 * usual params - 1078 * usual params -
1144 * op = player 1079 * op = player
1145 * caster = object casting the spell. 1080 * caster = object casting the spell.
1146 * dir = direction being cast 1081 * dir = direction being cast
1147 * spell = spell object 1082 * spell = spell object
1148 */ 1083 */
1149
1150int 1084int
1151cast_smite_spell (object *op, object *caster, int dir, object *spell) 1085cast_smite_spell (object *op, object *caster, int dir, object *spell)
1152{ 1086{
1153 object *effect, *target; 1087 object *effect, *target;
1154 object *god = find_god (determine_god (op)); 1088 object *god = find_god (determine_god (op));
1178 effect = arch_to_object (spell->other_arch); 1112 effect = arch_to_object (spell->other_arch);
1179 else 1113 else
1180 return 0; 1114 return 0;
1181 1115
1182 /* tailor the effect by priest level and worshipped God */ 1116 /* tailor the effect by priest level and worshipped God */
1183 effect->level = caster_level (caster, spell); 1117 effect->level = casting_level (caster, spell);
1184 effect->attacktype = spell->attacktype; 1118 effect->attacktype = spell->attacktype;
1185 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER)) 1119 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER))
1186 { 1120 {
1187 if (tailor_god_spell (effect, op)) 1121 if (tailor_god_spell (effect, op))
1188 new_draw_info_format (NDI_UNIQUE, 0, op, "%s answers your call!", determine_god (op)); 1122 new_draw_info_format (NDI_UNIQUE, 0, op, "%s answers your call!", determine_god (op));
1227 1161
1228 effect->set_owner (op); 1162 effect->set_owner (op);
1229 set_spell_skill (op, caster, spell, effect); 1163 set_spell_skill (op, caster, spell, effect);
1230 1164
1231 /* ok, tell it where to be, and insert! */ 1165 /* ok, tell it where to be, and insert! */
1232 effect->x = target->x; 1166 effect->insert_at (target, op);
1233 effect->y = target->y;
1234 insert_ob_in_map (effect, target->map, op, 0);
1235 1167
1236 return 1; 1168 return 1;
1237} 1169}
1238
1239 1170
1240/**************************************************************************** 1171/****************************************************************************
1241 * 1172 *
1242 * MAGIC MISSILE code. 1173 * MAGIC MISSILE code.
1243 * 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
1246 1177
1247/* op is a missile that needs to be moved */ 1178/* op is a missile that needs to be moved */
1248void 1179void
1249move_missile (object *op) 1180move_missile (object *op)
1250{ 1181{
1251 int i, mflags;
1252 object *owner;
1253 sint16 new_x, new_y;
1254 maptile *m;
1255
1256 if (op->range-- <= 0) 1182 if (op->range-- <= 0)
1257 { 1183 {
1258 op->destroy (); 1184 op->destroy ();
1259 return; 1185 return;
1260 } 1186 }
1261 1187
1262 owner = op->owner; 1188 mapxy pos (op);
1263#if 0 1189 pos.move (op->direction);
1264 /* It'd make things nastier if this wasn't here - spells cast by 1190
1265 * monster that are then killed would continue to survive 1191 if (!pos.normalise ())
1266 */
1267 if (owner == NULL)
1268 { 1192 {
1269 op->destroy (); 1193 op->destroy ();
1270 return; 1194 return;
1271 } 1195 }
1272#endif
1273 1196
1274 new_x = op->x + DIRX (op); 1197 mapspace &ms = pos.ms ();
1275 new_y = op->y + DIRY (op);
1276 1198
1277 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))
1278
1279 if (!(mflags & P_OUT_OF_MAP) && ((mflags & P_IS_ALIVE) || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y))))
1280 { 1200 {
1281 hit_map (op, op->direction, AT_MAGIC, 1); 1201 hit_map (op, op->direction, AT_MAGIC, 1);
1282 /* Basically, missile only hits one thing then goes away. 1202 /* Basically, missile only hits one thing then goes away.
1283 * 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.
1284 */ 1204 */
1285 if (!op->destroyed ())
1286 op->destroy ();
1287
1288 return;
1289 }
1290
1291 op->remove ();
1292
1293 if (!op->direction || (mflags & P_OUT_OF_MAP))
1294 {
1295 op->destroy (); 1205 op->destroy ();
1296 return; 1206 return;
1297 } 1207 }
1298 1208
1299 op->x = new_x; 1209 if (!op->direction)
1300 op->y = new_y; 1210 {
1301 op->map = m; 1211 op->destroy ();
1212 return;
1213 }
1214
1302 i = spell_find_dir (op->map, op->x, op->y, op->owner); 1215 int i = spell_find_dir (pos.m, pos.x, pos.y, op->owner);
1303 if (i > 0 && i != op->direction) 1216 if (i > 0 && i != op->direction)
1304 { 1217 {
1305 op->direction = i; 1218 op->direction = i;
1306 SET_ANIMATION (op, op->direction); 1219 SET_ANIMATION (op, op->direction);
1307 } 1220 }
1308 1221
1309 insert_ob_in_map (op, op->map, op, 0); 1222 pos.insert (op, op);
1310} 1223}
1311 1224
1312/**************************************************************************** 1225/****************************************************************************
1313 * Destruction 1226 * Destruction
1314 ****************************************************************************/ 1227 ****************************************************************************/
1317 * 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
1318 * object. if time is 0, the object glows permanently. To truely 1231 * object. if time is 0, the object glows permanently. To truely
1319 * make this work for non-living objects, we would have to 1232 * make this work for non-living objects, we would have to
1320 * give them the capability to have an inventory. b.t. 1233 * give them the capability to have an inventory. b.t.
1321 */ 1234 */
1322
1323int 1235int
1324make_object_glow (object *op, int radius, int time) 1236make_object_glow (object *op, int radius, int time)
1325{ 1237{
1326 object *tmp;
1327
1328 /* some things are unaffected... */ 1238 /* some things are unaffected... */
1329 if (op->path_denied & PATH_LIGHT) 1239 if (op->path_denied & PATH_LIGHT)
1330 return 0; 1240 return 0;
1331 1241
1332 tmp = get_archetype (FORCE_NAME); 1242 object *tmp = get_archetype (FORCE_NAME);
1333 tmp->speed = 0.01; 1243 tmp->speed = 0.01;
1334 tmp->stats.food = time; 1244 tmp->stats.food = time;
1335 SET_FLAG (tmp, FLAG_IS_USED_UP); 1245 SET_FLAG (tmp, FLAG_IS_USED_UP);
1336 tmp->glow_radius = radius; 1246 tmp->glow_radius = radius;
1337 if (tmp->glow_radius > MAX_LIGHT_RADII) 1247 if (tmp->glow_radius > MAX_LIGHT_RADII)
1338 tmp->glow_radius = MAX_LIGHT_RADII; 1248 tmp->glow_radius = MAX_LIGHT_RADII;
1339 1249
1340 tmp->x = op->x;
1341 tmp->y = op->y;
1342 if (tmp->speed < MIN_ACTIVE_SPEED)
1343 tmp->speed = MIN_ACTIVE_SPEED; /* safety */
1344 tmp = insert_ob_in_ob (tmp, op); 1250 tmp = insert_ob_in_ob (tmp, op);
1251
1345 if (tmp->glow_radius > op->glow_radius) 1252 if (tmp->glow_radius > op->glow_radius)
1346 op->glow_radius = tmp->glow_radius; 1253 op->glow_radius = tmp->glow_radius;
1347 1254
1348 if (!tmp->env || op != tmp->env)
1349 {
1350 LOG (llevError, "make_object_glow() failed to insert glowing force in %s\n", &op->name);
1351 return 0;
1352 }
1353 return 1; 1255 return 1;
1354} 1256}
1355
1356
1357
1358 1257
1359int 1258int
1360cast_destruction (object *op, object *caster, object *spell_ob) 1259cast_destruction (object *op, object *caster, object *spell_ob)
1361{ 1260{
1362 int i, j, range, mflags, friendly = 0, dam, dur; 1261 int i, j, range, mflags, friendly = 0, dam, dur;
1383 else if (caster->skill) 1282 else if (caster->skill)
1384 op->skill = caster->skill; 1283 op->skill = caster->skill;
1385 else 1284 else
1386 op->skill = NULL; 1285 op->skill = NULL;
1387 1286
1388 change_skill (op, find_skill_by_name (op, op->skill), 1); 1287 op->change_skill (find_skill_by_name (op, op->skill));
1389 1288
1390 for (i = -range; i < range; i++) 1289 for (i = -range; i <= range; i++)
1391 { 1290 {
1392 for (j = -range; j < range; j++) 1291 for (j = -range; j <= range; j++)
1393 { 1292 {
1394 m = op->map; 1293 m = op->map;
1395 sx = op->x + i; 1294 sx = op->x + i;
1396 sy = op->y + j; 1295 sy = op->y + j;
1296
1397 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy); 1297 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
1398 if (mflags & P_OUT_OF_MAP) 1298 if (mflags & P_OUT_OF_MAP)
1399 continue; 1299 continue;
1300
1400 if (mflags & P_IS_ALIVE) 1301 if (mflags & P_IS_ALIVE)
1401 { 1302 {
1402 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)
1403 {
1404 if (QUERY_FLAG (tmp, FLAG_ALIVE) || tmp->type == PLAYER) 1304 if (QUERY_FLAG (tmp, FLAG_ALIVE) || tmp->type == PLAYER)
1405 break; 1305 break;
1406 } 1306
1407 if (tmp) 1307 if (tmp)
1408 { 1308 {
1409 if (tmp->head) 1309 if (tmp->head)
1410 tmp = tmp->head; 1310 tmp = tmp->head;
1411 1311
1413 (!friendly && (QUERY_FLAG (tmp, FLAG_FRIENDLY) || tmp->type == PLAYER))) 1313 (!friendly && (QUERY_FLAG (tmp, FLAG_FRIENDLY) || tmp->type == PLAYER)))
1414 { 1314 {
1415 if (spell_ob->subtype == SP_DESTRUCTION) 1315 if (spell_ob->subtype == SP_DESTRUCTION)
1416 { 1316 {
1417 hit_player (tmp, dam, op, spell_ob->attacktype, 0); 1317 hit_player (tmp, dam, op, spell_ob->attacktype, 0);
1318
1418 if (spell_ob->other_arch) 1319 if (spell_ob->other_arch)
1419 {
1420 tmp = arch_to_object (spell_ob->other_arch); 1320 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op);
1421 tmp->x = sx;
1422 tmp->y = sy;
1423 insert_ob_in_map (tmp, m, op, 0);
1424 }
1425 } 1321 }
1426 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)
1427 { 1323 {
1428 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch) 1324 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch)
1429 {
1430 object *effect = arch_to_object (spell_ob->other_arch); 1325 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op);
1431
1432 effect->x = sx;
1433 effect->y = sy;
1434 insert_ob_in_map (effect, m, op, 0);
1435 }
1436 } 1326 }
1437 } 1327 }
1438 } 1328 }
1439 } 1329 }
1440 } 1330 }
1441 } 1331 }
1332
1442 op->skill = skill; 1333 op->skill = skill;
1443 return 1; 1334 return 1;
1444} 1335}
1445 1336
1446/*************************************************************************** 1337/***************************************************************************
1460 { 1351 {
1461 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.");
1462 return 0; 1353 return 0;
1463 } 1354 }
1464 1355
1356 tmp = tmp->head_ ();
1357
1465 /* 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. */
1466 for (force = tmp->inv; force != NULL; force = force->below) 1359 for (force = tmp->inv; force; force = force->below)
1467 { 1360 {
1468 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY) 1361 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY)
1469 { 1362 {
1470 if (force->name == spell_ob->name) 1363 if (force->name == spell_ob->name)
1471 { 1364 {
1477 return 0; 1370 return 0;
1478 } 1371 }
1479 } 1372 }
1480 } 1373 }
1481 1374
1482 if (force == NULL) 1375 if (!force)
1483 { 1376 {
1484 force = get_archetype (FORCE_NAME); 1377 force = get_archetype (FORCE_NAME);
1485 force->subtype = FORCE_CHANGE_ABILITY; 1378 force->subtype = FORCE_CHANGE_ABILITY;
1379
1486 if (spell_ob->race) 1380 if (spell_ob->race)
1487 force->name = spell_ob->race; 1381 force->name = spell_ob->race;
1488 else 1382 else
1489 force->name = spell_ob->name; 1383 force->name = spell_ob->name;
1490 1384
1500 { 1394 {
1501 force->duration = duration; 1395 force->duration = duration;
1502 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.");
1503 } 1397 }
1504 else 1398 else
1505 {
1506 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.");
1507 } 1400
1508 return 1; 1401 return 1;
1509 } 1402 }
1403
1510 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;
1511 force->speed = 1.0; 1405 force->speed = 1.f;
1512 force->speed_left = -1.0; 1406 force->speed_left = -1.f;
1513 SET_FLAG (force, FLAG_APPLIED); 1407 SET_FLAG (force, FLAG_APPLIED);
1514 1408
1515 if (god) 1409 if (god)
1516 { 1410 {
1517 if (spell_ob->last_grace) 1411 if (spell_ob->last_grace)
1530 force->stats.ac = spell_ob->stats.ac; 1424 force->stats.ac = spell_ob->stats.ac;
1531 force->stats.wc = spell_ob->stats.wc; 1425 force->stats.wc = spell_ob->stats.wc;
1532 1426
1533 change_abil (tmp, force); /* Mostly to display any messages */ 1427 change_abil (tmp, force); /* Mostly to display any messages */
1534 insert_ob_in_ob (force, tmp); 1428 insert_ob_in_ob (force, tmp);
1535 fix_player (tmp); 1429 tmp->update_stats ();
1536 return 1; 1430 return 1;
1537 1431
1538} 1432}
1539
1540 1433
1541/********************************************************************** 1434/**********************************************************************
1542 * mood change 1435 * mood change
1543 * 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
1544 * effects monsters, it seems best to put it into this file 1437 * effects monsters, it seems best to put it into this file
1558 1451
1559 /* We precompute some values here so that we don't have to keep 1452 /* We precompute some values here so that we don't have to keep
1560 * doing it over and over again. 1453 * doing it over and over again.
1561 */ 1454 */
1562 god = find_god (determine_god (op)); 1455 god = find_god (determine_god (op));
1563 level = caster_level (caster, spell); 1456 level = casting_level (caster, spell);
1564 range = spell->range + SP_level_range_adjust (caster, spell); 1457 range = spell->range + SP_level_range_adjust (caster, spell);
1565 1458
1566 /* On the bright side, no monster should ever have a race of GOD_... 1459 /* On the bright side, no monster should ever have a race of GOD_...
1567 * so even if the player doesn't worship a god, if race=GOD_.., it 1460 * so even if the player doesn't worship a god, if race=GOD_.., it
1568 * won't ever match anything. 1461 * won't ever match anything.
1574 else if (god && !strcmp (spell->race, "GOD_FRIEND")) 1467 else if (god && !strcmp (spell->race, "GOD_FRIEND"))
1575 race = god->race; 1468 race = god->race;
1576 else 1469 else
1577 race = spell->race; 1470 race = spell->race;
1578 1471
1579
1580 for (x = op->x - range; x <= op->x + range; x++) 1472 for (x = op->x - range; x <= op->x + range; x++)
1581 for (y = op->y - range; y <= op->y + range; y++) 1473 for (y = op->y - range; y <= op->y + range; y++)
1582 { 1474 {
1583
1584 done_one = 0; 1475 done_one = 0;
1585 m = op->map; 1476 m = op->map;
1586 nx = x; 1477 nx = x;
1587 ny = y; 1478 ny = y;
1588 mflags = get_map_flags (m, &m, x, y, &nx, &ny); 1479 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1591 1482
1592 /* 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 */
1593 if (!(mflags & P_IS_ALIVE)) 1484 if (!(mflags & P_IS_ALIVE))
1594 continue; 1485 continue;
1595 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
1596 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)
1597 if (QUERY_FLAG (tmp, FLAG_MONSTER)) 1493 if (QUERY_FLAG (tmp, FLAG_MONSTER))
1598 break; 1494 break;
1599 1495
1600 /* There can be living objects that are not monsters */ 1496 /* There can be living objects that are not monsters */
1601 if (!tmp || tmp->type == PLAYER) 1497 if (!tmp || tmp->type == PLAYER)
1608 head = tmp; 1504 head = tmp;
1609 1505
1610 /* 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 */
1611 if (race && head->race && !strstr (race, head->race)) 1507 if (race && head->race && !strstr (race, head->race))
1612 continue; 1508 continue;
1509
1613 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD)) 1510 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD))
1614 continue; 1511 continue;
1615 1512
1616 /* Now do a bunch of stuff related to saving throws */ 1513 /* Now do a bunch of stuff related to saving throws */
1617 best_at = -1; 1514 best_at = -1;
1634 at -= level / 5; 1531 at -= level / 5;
1635 if (did_make_save (head, head->level, at)) 1532 if (did_make_save (head, head->level, at))
1636 continue; 1533 continue;
1637 } 1534 }
1638 else /* spell->attacktype */ 1535 else /* spell->attacktype */
1639 /*
1640 Spell has no attacktype (charm & such), so we'll have a specific saving:
1641 * if spell level < monster level, no go
1642 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) )
1643
1644 The chance will then be in the range [20-70] percent, not too bad.
1645
1646 This is required to fix the 'charm monster' abuse, where a player level 1 can
1647 charm a level 125 monster...
1648
1649 Ryo, august 14th
1650 */
1651 { 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 */
1652 if (head->level > level) 1549 if (head->level > level)
1653 continue; 1550 continue;
1551
1654 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))))
1655 /* Failed, no effect */ 1553 /* Failed, no effect */
1656 continue; 1554 continue;
1657 } 1555 }
1658 1556
1659 /* Done with saving throw. Now start effecting the monster */ 1557 /* Done with saving throw. Now start affecting the monster */
1660 1558
1661 /* aggravation */ 1559 /* aggravation */
1662 if (QUERY_FLAG (spell, FLAG_MONSTER)) 1560 if (QUERY_FLAG (spell, FLAG_MONSTER))
1663 { 1561 {
1664 CLEAR_FLAG (head, FLAG_SLEEP); 1562 CLEAR_FLAG (head, FLAG_SLEEP);
1665 if (QUERY_FLAG (head, FLAG_FRIENDLY))
1666 remove_friendly_object (head); 1563 remove_friendly_object (head);
1667
1668 done_one = 1; 1564 done_one = 1;
1669 head->enemy = op; 1565 head->enemy = op;
1670 } 1566 }
1671 1567
1672 /* calm monsters */ 1568 /* calm monsters */
1681 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK)) 1577 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK))
1682 { 1578 {
1683 SET_FLAG (head, FLAG_BERSERK); 1579 SET_FLAG (head, FLAG_BERSERK);
1684 done_one = 1; 1580 done_one = 1;
1685 } 1581 }
1582
1686 /* charm */ 1583 /* charm */
1687 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))
1688 { 1585 {
1689 SET_FLAG (head, FLAG_FRIENDLY); 1586 INVOKE_OBJECT (KILL, head, ARG_OBJECT (caster));
1587
1690 /* Prevent uncontolled outbreaks of self replicating monsters. 1588 /* Prevent uncontrolled outbreaks of self replicating monsters.
1691 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.
1692 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. */
1693 CLEAR_FLAG (head, FLAG_GENERATOR); 1591 CLEAR_FLAG (head, FLAG_GENERATOR);
1694 head->set_owner (op); 1592 head->set_owner (op);
1695 set_spell_skill (op, caster, spell, head); 1593 set_spell_skill (op, caster, spell, head);
1700 head->stats.exp = 0; 1598 head->stats.exp = 0;
1701 } 1599 }
1702 1600
1703 /* If a monster was effected, put an effect in */ 1601 /* If a monster was effected, put an effect in */
1704 if (done_one && spell->other_arch) 1602 if (done_one && spell->other_arch)
1705 {
1706 tmp = arch_to_object (spell->other_arch); 1603 m->insert (arch_to_object (spell->other_arch), nx, ny, op);
1707 tmp->x = nx;
1708 tmp->y = ny;
1709 insert_ob_in_map (tmp, m, op, 0);
1710 }
1711 } /* for y */ 1604 } /* for y */
1712 1605
1713 return 1; 1606 return 1;
1714} 1607}
1715 1608
1718 * 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
1719 * lightning spell used it, that seemed misnamed. 1612 * lightning spell used it, that seemed misnamed.
1720 * op is the spell effect. 1613 * op is the spell effect.
1721 * note that duration is handled by process_object() in time.c 1614 * note that duration is handled by process_object() in time.c
1722 */ 1615 */
1723
1724void 1616void
1725move_ball_spell (object *op) 1617move_ball_spell (object *op)
1726{ 1618{
1727 int i, j, dam_save, dir, mflags; 1619 int i, j, dam_save, dir, mflags;
1728 sint16 nx, ny, hx, hy; 1620 sint16 nx, ny, hx, hy;
1766 nx = op->x; 1658 nx = op->x;
1767 ny = op->y; 1659 ny = op->y;
1768 m = op->map; 1660 m = op->map;
1769 } 1661 }
1770 1662
1771 op->remove (); 1663 m->insert (op, nx, ny, op);
1772 op->y = ny;
1773 op->x = nx;
1774 insert_ob_in_map (op, m, op, 0);
1775 1664
1776 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
1777 surrounding squares */ 1666 surrounding squares */
1778 1667
1779 /* loop over current square and neighbors to hit. 1668 /* loop over current square and neighbors to hit.
1780 * if this has an other_arch field, we insert that in 1669 * if this has an other_arch field, we insert that in
1781 * the surround spaces. 1670 * the surround spaces.
1782 */ 1671 */
1783 for (j = 0; j < 9; j++) 1672 for (j = 0; j < 9; j++)
1784 { 1673 {
1785 object *new_ob;
1786
1787 hx = nx + freearr_x[j]; 1674 hx = nx + freearr_x[j];
1788 hy = ny + freearr_y[j]; 1675 hy = ny + freearr_y[j];
1789 1676
1790 m = op->map; 1677 m = op->map;
1791 mflags = get_map_flags (m, &m, hx, hy, &hx, &hy); 1678 mflags = get_map_flags (m, &m, hx, hy, &hx, &hy);
1799 1686
1800 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)))
1801 { 1688 {
1802 if (j) 1689 if (j)
1803 op->stats.dam = dam_save / 2; 1690 op->stats.dam = dam_save / 2;
1691
1804 hit_map (op, j, op->attacktype, 1); 1692 hit_map (op, j, op->attacktype, 1);
1805
1806 } 1693 }
1807 1694
1808 /* insert the other arch */ 1695 /* insert the other arch */
1809 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))))
1810 { 1697 m->insert (arch_to_object (op->other_arch), hx, hy, op);
1811 new_ob = arch_to_object (op->other_arch);
1812 new_ob->x = hx;
1813 new_ob->y = hy;
1814 insert_ob_in_map (new_ob, m, op, 0);
1815 }
1816 } 1698 }
1817 1699
1818 /* restore to the center location and damage */ 1700 /* restore to the center location and damage */
1819 op->stats.dam = dam_save; 1701 op->stats.dam = dam_save;
1820 1702
1823 if (i >= 0) 1705 if (i >= 0)
1824 { /* we have a preferred direction! */ 1706 { /* we have a preferred direction! */
1825 /* pick another direction if the preferred dir is blocked. */ 1707 /* pick another direction if the preferred dir is blocked. */
1826 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 ||
1827 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)))
1828 {
1829 i = absdir (i + rndm (0, 2) - 1); /* -1, 0, +1 */ 1710 i = absdir (i + rndm (0, 2) - 1); /* -1, 0, +1 */
1830 } 1711
1831 op->direction = i; 1712 op->direction = i;
1832 } 1713 }
1833} 1714}
1834 1715
1835
1836/* move_swarm_spell: peterm 1716/* move_swarm_spell: peterm
1837 * 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
1838 * 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
1839 * 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
1840 * 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
1841 * 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.
1842 */ 1722 */
1843
1844void 1723void
1845move_swarm_spell (object *op) 1724move_swarm_spell (object *op)
1846{ 1725{
1847#if 0 1726#if 0
1848 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 };
1849 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 };
1850 sint16 target_x, target_y, origin_x, origin_y; 1729 sint16 target_x, target_y, origin_x, origin_y;
1851 int adjustdir; 1730 int adjustdir;
1852 maptile *m; 1731 maptile *m;
1853#endif 1732#endif
1854 int basedir;
1855 object *owner; 1733 object *owner = op->env;
1856 1734
1857 owner = op->owner; 1735 if (!owner) // MUST not happen, remove when true TODO
1858 if (op->duration == 0 || owner == NULL)
1859 { 1736 {
1737 LOG (llevError, "swarm spell found outside inventory: %s\n", op->debug_desc ());
1860 op->destroy (); 1738 op->destroy ();
1861 return; 1739 return;
1862 } 1740 }
1863 1741
1742 if (!op->duration || !owner->is_on_map ())
1743 {
1744 op->destroy ();
1745 return;
1746 }
1747
1864 op->duration--; 1748 op->duration--;
1865 1749
1866 basedir = op->direction; 1750 int basedir = op->direction;
1867 if (basedir == 0) 1751 if (!basedir)
1868 { 1752 {
1869 /* spray in all directions! 8) */ 1753 /* spray in all directions! 8) */
1870 basedir = rndm (1, 8); 1754 op->facing = (op->facing + op->state) & 7;
1755 basedir = op->facing + 1;
1871 } 1756 }
1872 1757
1873#if 0 1758#if 0
1874 // this is bogus: it causes wrong places to be checked below 1759 // this is bogus: it causes wrong places to be checked below
1875 // (a wall 2 cells away will block the effect...) and 1760 // (a wall 2 cells away will block the effect...) and
1876 // 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
1877 // space. 1762 // space.
1878 // should be fixed later, but correctness before featurs... 1763 // should be fixed later, but correctness before features...
1879 // (schmorp) 1764 // (schmorp)
1880 1765
1881 /* new offset calculation to make swarm element distribution 1766 /* new offset calculation to make swarm element distribution
1882 * more uniform 1767 * more uniform
1883 */ 1768 */
1936 { 1821 {
1937 /* 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 */
1938 if (op->spell->subtype == SP_BULLET) 1823 if (op->spell->subtype == SP_BULLET)
1939 fire_bullet (owner, op, basedir, op->spell); 1824 fire_bullet (owner, op, basedir, op->spell);
1940 else if (op->spell->subtype == SP_MAGIC_MISSILE) 1825 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1941 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);
1942 } 1827 }
1943} 1828}
1944
1945
1946
1947 1829
1948/* fire_swarm: 1830/* fire_swarm:
1949 * The following routine creates a swarm of objects. It actually 1831 * The following routine creates a swarm of objects. It actually
1950 * sets up a specific swarm object, which then fires off all 1832 * sets up a specific swarm object, which then fires off all
1951 * the parts of the swarm. 1833 * the parts of the swarm.
1954 * caster: the caster (owner, wand, rod, scroll) 1836 * caster: the caster (owner, wand, rod, scroll)
1955 * dir: the direction everything will be fired in 1837 * dir: the direction everything will be fired in
1956 * spell - the spell that is this spell. 1838 * spell - the spell that is this spell.
1957 * n: the number to be fired. 1839 * n: the number to be fired.
1958 */ 1840 */
1959
1960int 1841int
1961fire_swarm (object *op, object *caster, object *spell, int dir) 1842fire_swarm (object *op, object *caster, object *spell, int dir)
1962{ 1843{
1963 object *tmp;
1964 int i;
1965
1966 if (!spell->other_arch) 1844 if (!spell->other_arch)
1967 return 0; 1845 return 0;
1968 1846
1969 tmp = get_archetype (SWARM_SPELL); 1847 object *tmp = archetype::get (SWARM_SPELL);
1970 tmp->x = op->x; 1848
1971 tmp->y = op->y;
1972 tmp->set_owner (op); /* needed so that if swarm elements kill, caster gets xp. */
1973 set_spell_skill (op, caster, spell, tmp); 1849 set_spell_skill (op, caster, spell, tmp);
1974
1975 tmp->level = caster_level (caster, spell); /*needed later, to get level dep. right. */ 1850 tmp->level = casting_level (caster, spell); /* needed later, to get level dep. right. */
1976 tmp->spell = arch_to_object (spell->other_arch); 1851 tmp->spell = spell->other_arch->instance ();
1977
1978 tmp->attacktype = tmp->spell->attacktype; 1852 tmp->attacktype = tmp->spell->attacktype;
1979 1853
1980 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) 1854 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
1981 {
1982 if (!tailor_god_spell (tmp, op)) 1855 if (!tailor_god_spell (tmp, op))
1983 return 1; 1856 return 1;
1984 } 1857
1985 tmp->duration = SP_level_duration_adjust (caster, spell); 1858 tmp->duration = SP_level_duration_adjust (caster, spell);
1986 for (i = 0; i < spell->duration; i++) 1859 for (int i = 0; i < spell->duration; i++)
1987 tmp->duration += die_roll (1, 3, op, PREFER_HIGH); 1860 tmp->duration += die_roll (1, 3, op, PREFER_HIGH);
1988 1861
1862 tmp->invisible = 1;
1863 tmp->flag [FLAG_NO_DROP] = 1; // make sure it stays in inv, or else
1989 tmp->direction = dir; 1864 tmp->direction = dir;
1990 tmp->invisible = 1; 1865 tmp->facing = rndm (1, 8); // initial firing direction
1991 insert_ob_in_map (tmp, op->map, op, 0); 1866 tmp->state = rndm (4) * 2 + 1; // direction increment
1867
1868 op->insert (tmp);
1869
1992 return 1; 1870 return 1;
1993} 1871}
1994
1995 1872
1996/* See the spells documentation file for why this is its own 1873/* See the spells documentation file for why this is its own
1997 * function. 1874 * function.
1998 */ 1875 */
1999int 1876int
2024 return 0; 1901 return 0;
2025 } 1902 }
2026 1903
2027 if (mflags & P_IS_ALIVE && spell->attacktype) 1904 if (mflags & P_IS_ALIVE && spell->attacktype)
2028 { 1905 {
2029 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)
2030 if (QUERY_FLAG (target, FLAG_MONSTER)) 1907 if (QUERY_FLAG (target, FLAG_MONSTER))
2031 { 1908 {
2032 /* oky doky. got a target monster. Lets make a blinding attack */ 1909 /* oky doky. got a target monster. Lets make a blinding attack */
2033 if (target->head) 1910 if (target->head)
2034 target = target->head; 1911 target = target->head;
1912
2035 (void) hit_player (target, dam, op, spell->attacktype, 1); 1913 hit_player (target, dam, op, spell->attacktype, 1);
2036 return 1; /* one success only! */ 1914 return 1; /* one success only! */
2037 } 1915 }
2038 } 1916 }
2039 1917
2040 /* no live target, perhaps a wall is in the way? */ 1918 /* no live target, perhaps a wall is in the way? */
2056 { 1934 {
2057 tmp->glow_radius = spell->range + SP_level_range_adjust (caster, spell); 1935 tmp->glow_radius = spell->range + SP_level_range_adjust (caster, spell);
2058 if (tmp->glow_radius > MAX_LIGHT_RADII) 1936 if (tmp->glow_radius > MAX_LIGHT_RADII)
2059 tmp->glow_radius = MAX_LIGHT_RADII; 1937 tmp->glow_radius = MAX_LIGHT_RADII;
2060 } 1938 }
2061 tmp->x = x; 1939
2062 tmp->y = y; 1940 m->insert (tmp, x, y, op);
2063 insert_ob_in_map (tmp, m, op, 0);
2064 return 1; 1941 return 1;
2065} 1942}
2066
2067
2068
2069 1943
2070/* cast_cause_disease: this spell looks along <dir> from the 1944/* cast_cause_disease: this spell looks along <dir> from the
2071 * player and infects someone. 1945 * player and infects someone.
2072 * 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
2073 * 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
2074 * perhaps this should actually be in disease.c? 1948 * perhaps this should actually be in disease.c?
2075 */ 1949 */
2076
2077int 1950int
2078cast_cause_disease (object *op, object *caster, object *spell, int dir) 1951cast_cause_disease (object *op, object *caster, object *spell, int dir)
2079{ 1952{
2080 sint16 x, y; 1953 sint16 x, y;
2081 int i, mflags, range, dam_mod, dur_mod; 1954 int i, mflags, range, dam_mod, dur_mod;
2088 /* 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
2089 * direction the player is pointing. 1962 * direction the player is pointing.
2090 */ 1963 */
2091 if (!dir) 1964 if (!dir)
2092 dir = op->facing; 1965 dir = op->facing;
1966
2093 if (!dir) 1967 if (!dir)
2094 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 */
2095 1969
2096 /* Calculate these once here */ 1970 /* Calculate these once here */
2097 range = spell->range + SP_level_range_adjust (caster, spell); 1971 range = spell->range + SP_level_range_adjust (caster, spell);
2116 1990
2117 /* 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 */
2118 if (mflags & P_IS_ALIVE) 1992 if (mflags & P_IS_ALIVE)
2119 { 1993 {
2120 /* search this square for a victim */ 1994 /* search this square for a victim */
2121 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)
2122 if (QUERY_FLAG (walk, FLAG_MONSTER) || (walk->type == PLAYER)) 1996 if (QUERY_FLAG (walk, FLAG_MONSTER) || (walk->type == PLAYER))
2123 { /* found a victim */ 1997 { /* found a victim */
2124 object *disease = arch_to_object (spell->other_arch); 1998 object *disease = arch_to_object (spell->other_arch);
2125 1999
2126 disease->set_owner (op); 2000 disease->set_owner (op);
2127 set_spell_skill (op, caster, spell, disease); 2001 set_spell_skill (op, caster, spell, disease);
2128 disease->stats.exp = 0; 2002 disease->stats.exp = 0;
2129 disease->level = caster_level (caster, spell); 2003 disease->level = casting_level (caster, spell);
2130 2004
2131 /* do level adjustments */ 2005 /* do level adjustments */
2132 if (disease->stats.wc) 2006 if (disease->stats.wc)
2133 disease->stats.wc += dur_mod / 2; 2007 disease->stats.wc += dur_mod / 2;
2134 2008
2135 if (disease->magic > 0) 2009 if (disease->magic > 0)
2136 disease->magic += dur_mod / 4; 2010 disease->magic += dur_mod / 8;
2137 2011
2138 if (disease->stats.maxhp > 0) 2012 if (disease->stats.maxhp > 0)
2139 disease->stats.maxhp += dur_mod; 2013 disease->stats.maxhp += dur_mod;
2140 2014
2141 if (disease->stats.maxgrace > 0) 2015 if (disease->stats.maxgrace > 0)
2176 if (disease->stats.sp) 2050 if (disease->stats.sp)
2177 disease->stats.sp -= dam_mod; 2051 disease->stats.sp -= dam_mod;
2178 2052
2179 if (infect_object (walk, disease, 1)) 2053 if (infect_object (walk, disease, 1))
2180 { 2054 {
2181 object *flash; /* visual effect for inflicting disease */
2182
2183 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);
2184 2056
2185 disease->destroy (); /* don't need this one anymore */ 2057 disease->destroy (); /* don't need this one anymore */
2186 flash = get_archetype (ARCH_DETECT_MAGIC); 2058 walk->map->insert (get_archetype ("detect_magic"), x, y, op);
2187 flash->x = x;
2188 flash->y = y;
2189 flash->map = walk->map;
2190 insert_ob_in_map (flash, walk->map, op, 0);
2191 return 1; 2059 return 1;
2192 } 2060 }
2193 2061
2194 disease->destroy (); 2062 disease->destroy ();
2195 } 2063 }
2196 } /* if living creature */ 2064 } /* if living creature */
2197 } /* for range of spaces */ 2065 } /* for range of spaces */
2066
2198 new_draw_info (NDI_UNIQUE, 0, op, "No one caught anything!"); 2067 new_draw_info (NDI_UNIQUE, 0, op, "No one caught anything!");
2199 return 1; 2068 return 1;
2200} 2069}

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