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Comparing deliantra/server/server/spell_attack.C (file contents):
Revision 1.23 by root, Mon Dec 25 11:25:50 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 */
296 return 0; 283 return 0;
297 284
298 /* peterm: level dependency for bolts */ 285 /* peterm: level dependency for bolts */
299 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);
300 tmp->attacktype = spob->attacktype; 287 tmp->attacktype = spob->attacktype;
288
301 if (spob->slaying) 289 if (spob->slaying)
302 tmp->slaying = spob->slaying; 290 tmp->slaying = spob->slaying;
291
303 tmp->range = spob->range + SP_level_range_adjust (caster, spob); 292 tmp->range = spob->range + SP_level_range_adjust (caster, spob);
304 tmp->duration = spob->duration + SP_level_duration_adjust (caster, spob); 293 tmp->duration = spob->duration + SP_level_duration_adjust (caster, spob);
305 tmp->stats.Dex = spob->stats.Dex; 294 tmp->stats.Dex = spob->stats.Dex;
306 tmp->stats.Con = spob->stats.Con; 295 tmp->stats.Con = spob->stats.Con;
307 296
338 tmp->y = op->y; 327 tmp->y = op->y;
339 tmp->direction = absdir (tmp->direction + 4); 328 tmp->direction = absdir (tmp->direction + 4);
340 tmp->map = op->map; 329 tmp->map = op->map;
341 } 330 }
342 331
343 if ((tmp = insert_ob_in_map (tmp, tmp->map, op, 0)) != NULL) 332 if ((tmp = tmp->insert_at (tmp, op)))
344 move_bolt (tmp); 333 move_bolt (tmp);
345 334
346 return 1; 335 return 1;
347} 336}
348
349
350 337
351/*************************************************************************** 338/***************************************************************************
352 * 339 *
353 * BULLET/BALL CODE 340 * BULLET/BALL CODE
354 * 341 *
355 ***************************************************************************/ 342 ***************************************************************************/
356 343
357/* expands an explosion. op is a piece of the 344/* expands an explosion. op is a piece of the
358 * explosion - this expans it in the different directions. 345 * explosion - this expands it in the different directions.
359 * At least that is what I think this does. 346 * At least that is what I think this does.
360 */ 347 */
361void 348void
362explosion (object *op) 349explosion (object *op)
363{ 350{
364 object *tmp;
365 maptile *m = op->map; 351 maptile *m = op->map;
366 int i; 352 int i;
367 353
368 if (--(op->duration) < 0) 354 if (--op->duration < 0)
369 { 355 {
370 op->destroy (); 356 op->destroy ();
371 return; 357 return;
372 } 358 }
373 359
379 { 365 {
380 sint16 dx, dy; 366 sint16 dx, dy;
381 367
382 dx = op->x + freearr_x[i]; 368 dx = op->x + freearr_x[i];
383 dy = op->y + freearr_y[i]; 369 dy = op->y + freearr_y[i];
370
384 /* ok_to_put_more already does things like checks for walls, 371 /* ok_to_put_more already does things like checks for walls,
385 * out of map, etc. 372 * out of map, etc.
386 */ 373 */
387 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))
388 { 375 {
389 tmp = op->clone (); 376 object *tmp = op->clone ();
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 */
407void 393void
408explode_bullet (object *op) 394explode_bullet (object *op)
409{ 395{
410 object *tmp, *owner; 396 object *tmp, *owner;
411 397
412 if (op->other_arch == NULL) 398 if (!op->other_arch)
413 { 399 {
414 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n"); 400 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n");
415 op->destroy (); 401 op->destroy ();
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 */
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 ();
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 check_bullet (op); 604 check_bullet (op);
630} 605}
631
632
633
634 606
635/* fire_bullet 607/* fire_bullet
636 * object op (cast from caster) files a bolt in dir. 608 * object op (cast from caster) files a bolt in dir.
637 * spob is the spell object for the bolt. 609 * spob is the spell object for the bolt.
638 * we remove the magic flag - that can be derived from 610 * we remove the magic flag - that can be derived from
639 * spob->attacktype. 611 * spob->attacktype.
640 * This function sets up the appropriate owner and skill 612 * This function sets up the appropriate owner and skill
641 * pointers. 613 * pointers.
642 */ 614 */
643
644int 615int
645fire_bullet (object *op, object *caster, int dir, object *spob) 616fire_bullet (object *op, object *caster, int dir, object *spob)
646{ 617{
647 object *tmp = NULL; 618 object *tmp = NULL;
648 int mflags; 619 int mflags;
649 620
650 if (!spob->other_arch) 621 if (!spob->other_arch)
651 return 0; 622 return 0;
652 623
653 tmp = arch_to_object (spob->other_arch); 624 tmp = spob->other_arch->instance ();
654 if (tmp == NULL) 625 if (!tmp)
655 return 0; 626 return 0;
656 627
657 /* peterm: level dependency for bolts */ 628 /* peterm: level dependency for bolts */
658 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);
659 tmp->attacktype = spob->attacktype; 630 tmp->attacktype = spob->attacktype;
660 if (spob->slaying) 631 if (spob->slaying)
661 tmp->slaying = spob->slaying; 632 tmp->slaying = spob->slaying;
662 633
672 SET_ANIMATION (tmp, dir); 643 SET_ANIMATION (tmp, dir);
673 644
674 tmp->set_owner (op); 645 tmp->set_owner (op);
675 set_spell_skill (op, caster, spob, tmp); 646 set_spell_skill (op, caster, spob, tmp);
676 647
677 tmp->x = op->x + freearr_x[dir]; 648 tmp->x = op->x + freearr_x[dir];
678 tmp->y = op->y + freearr_y[dir]; 649 tmp->y = op->y + freearr_y[dir];
679 tmp->map = op->map; 650 tmp->map = op->map;
680 651
681 maptile *newmap; 652 maptile *newmap;
682 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y); 653 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y);
683 if (mflags & P_OUT_OF_MAP) 654 if (mflags & P_OUT_OF_MAP)
700 tmp->y = op->y; 671 tmp->y = op->y;
701 tmp->direction = absdir (tmp->direction + 4); 672 tmp->direction = absdir (tmp->direction + 4);
702 tmp->map = op->map; 673 tmp->map = op->map;
703 } 674 }
704 675
705 if ((tmp = insert_ob_in_map (tmp, tmp->map, op, 0))) 676 if ((tmp = tmp->insert_at (tmp, op)))
706 check_bullet (tmp); 677 check_bullet (tmp);
707 678
708 return 1; 679 return 1;
709} 680}
710
711
712
713 681
714/***************************************************************************** 682/*****************************************************************************
715 * 683 *
716 * CONE RELATED FUNCTIONS 684 * CONE RELATED FUNCTIONS
717 * 685 *
718 *****************************************************************************/ 686 *****************************************************************************/
719 687
720
721/* 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" */
722void 689void
723cone_drop (object *op) 690cone_drop (object *op)
724{ 691{
725 object *new_ob = arch_to_object (op->other_arch); 692 object *new_ob = arch_to_object (op->other_arch);
726 693
727 new_ob->x = op->x;
728 new_ob->y = op->y;
729 new_ob->level = op->level; 694 new_ob->level = op->level;
730 new_ob->set_owner (op->owner); 695 new_ob->set_owner (op->owner);
731 696
732 /* preserve skill ownership */ 697 /* preserve skill ownership */
733 if (op->skill && op->skill != new_ob->skill) 698 if (op->skill && op->skill != new_ob->skill)
734 {
735 new_ob->skill = op->skill; 699 new_ob->skill = op->skill;
736 }
737 insert_ob_in_map (new_ob, op->map, op, 0);
738 700
701 new_ob->insert_at (op, op);
739} 702}
740 703
741/* 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 */
742 705
743void 706void
744move_cone (object *op) 707move_cone (object *op)
745{ 708{
746 int i;
747
748 /* 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 */
749 if (!op->map) 710 if (!op->map)
750 { 711 {
751 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");
752 op->speed = 0; 713 op->set_speed (0);
753 update_ob_speed (op);
754 return; 714 return;
755 } 715 }
756 716
757 /* lava saves it's life, but not yours :) */ 717 /* lava saves it's life, but not yours :) */
758 if (QUERY_FLAG (op, FLAG_LIFESAVE)) 718 if (QUERY_FLAG (op, FLAG_LIFESAVE))
783 check_spell_knockback (op); 743 check_spell_knockback (op);
784 744
785 if (op->destroyed ()) 745 if (op->destroyed ())
786 return; 746 return;
787 747
788 if ((op->duration--) < 0) 748 if (op->duration-- < 0)
789 { 749 {
790 op->destroy (); 750 op->destroy ();
791 return; 751 return;
792 } 752 }
793 /* Object has hit maximum range, so don't have it move 753 /* Object has hit maximum range, so don't have it move
798 { 758 {
799 op->range = 0; /* just so it doesn't wrap */ 759 op->range = 0; /* just so it doesn't wrap */
800 return; 760 return;
801 } 761 }
802 762
803 for (i = -1; i < 2; i++) 763 for (int i = -1; i <= 1; i++)
804 { 764 {
805 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)];
806 766
807 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))
808 { 768 {
809 object *tmp = op->clone (); 769 object *tmp = op->clone ();
810
811 tmp->x = x;
812 tmp->y = y;
813 770
814 tmp->duration = op->duration + 1; 771 tmp->duration = op->duration + 1;
815 772
816 /* Use for spell tracking - see ok_to_put_more() */ 773 /* Use for spell tracking - see ok_to_put_more() */
817 tmp->stats.maxhp = op->stats.maxhp; 774 tmp->stats.maxhp = op->stats.maxhp;
818 insert_ob_in_map (tmp, op->map, op, 0); 775
776 op->map->insert (tmp, x, y, op);
777
819 if (tmp->other_arch) 778 if (tmp->other_arch)
820 cone_drop (tmp); 779 cone_drop (tmp);
821 } 780 }
822 } 781 }
823} 782}
856 815
857 /* 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
858 * 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
859 * insert it into is blocked. 818 * insert it into is blocked.
860 */ 819 */
861 movetype = spell->other_arch->clone.move_type; 820 movetype = spell->other_arch->move_type;
862 821
863 for (i = range_min; i <= range_max; i++) 822 for (i = range_min; i <= range_max; i++)
864 { 823 {
865 sint16 x, y, d; 824 sint16 x, y, d;
866 825
901 860
902 success = 1; 861 success = 1;
903 tmp = arch_to_object (spell->other_arch); 862 tmp = arch_to_object (spell->other_arch);
904 tmp->set_owner (op); 863 tmp->set_owner (op);
905 set_spell_skill (op, caster, spell, tmp); 864 set_spell_skill (op, caster, spell, tmp);
906 tmp->level = caster_level (caster, spell); 865 tmp->level = casting_level (caster, spell);
907 tmp->x = sx;
908 tmp->y = sy;
909 tmp->attacktype = spell->attacktype; 866 tmp->attacktype = spell->attacktype;
910 867
911 /* holy word stuff */ 868 /* holy word stuff */
912 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER)) 869 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER))
913 if (!tailor_god_spell (tmp, op)) 870 if (!tailor_god_spell (tmp, op))
947 else 904 else
948 tmp->duration += caster->level / 3; 905 tmp->duration += caster->level / 3;
949 } 906 }
950 907
951 if (!(tmp->move_type & MOVE_FLY_LOW)) 908 if (!(tmp->move_type & MOVE_FLY_LOW))
952 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);
953 910
954 if (!tmp->move_on && tmp->stats.dam) 911 if (!tmp->move_on && tmp->stats.dam)
955 {
956 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);
957 }
958 913
959 insert_ob_in_map (tmp, m, op, 0); 914 m->insert (tmp, sx, sy, op);
960 915
961 /* 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
962 * a single space too many times. 917 * a single space too many times.
963 */ 918 */
964 tmp->stats.maxhp = tmp->count; 919 tmp->stats.maxhp = tmp->count;
974 * 929 *
975 * BOMB related code 930 * BOMB related code
976 * 931 *
977 ****************************************************************************/ 932 ****************************************************************************/
978 933
979
980/* This handles an exploding bomb. 934/* This handles an exploding bomb.
981 * op is the original bomb object. 935 * op is the original bomb object.
982 */ 936 */
983void 937void
984animate_bomb (object *op) 938animate_bomb (object *op)
985{ 939{
986 int i;
987 object *env, *tmp;
988 archetype *at;
989
990 if (op->state != NUM_ANIMATIONS (op) - 1) 940 if (op->state != NUM_ANIMATIONS (op) - 1)
991 return; 941 return;
992 942
993 env = object_get_env_recursive (op); 943 object *env = op->outer_env ();
994 944
995 if (op->env) 945 if (op->env)
996 { 946 {
997 if (env->map == NULL) 947 if (env->map == NULL)
998 return; 948 return;
999 949
1000 if (env->type == PLAYER) 950 if (!(op = op->insert_at (env, op)))
1001 esrv_del_item (env->contr, op->count);
1002
1003 op->remove ();
1004 op->x = env->x;
1005 op->y = env->y;
1006 if ((op = insert_ob_in_map (op, env->map, op, 0)) == NULL)
1007 return; 951 return;
1008 } 952 }
1009 953
1010 // 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
1011 // 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
1018 962
1019 /* This copies a lot of the code from the fire bullet, 963 /* This copies a lot of the code from the fire bullet,
1020 * but using the cast_bullet isn't really feasible, 964 * but using the cast_bullet isn't really feasible,
1021 * so just set up the appropriate values. 965 * so just set up the appropriate values.
1022 */ 966 */
1023 at = archetype::find (SPLINT); 967 if (archetype *at = archetype::find (SPLINT))
1024 if (at)
1025 { 968 {
1026 for (i = 1; i < 9; i++) 969 for (int i = 1; i < 9; i++)
1027 { 970 {
1028 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]))
1029 continue; 972 continue;
973
1030 tmp = arch_to_object (at); 974 object *tmp = arch_to_object (at);
1031 tmp->direction = i; 975 tmp->direction = i;
1032 tmp->range = op->range; 976 tmp->range = op->range;
1033 tmp->stats.dam = op->stats.dam; 977 tmp->stats.dam = op->stats.dam;
1034 tmp->duration = op->duration; 978 tmp->duration = op->duration;
1035 tmp->attacktype = op->attacktype; 979 tmp->attacktype = op->attacktype;
1036 tmp->set_owner (op); 980 tmp->set_owner (op);
1037 if (op->skill && op->skill != tmp->skill) 981 if (op->skill && op->skill != tmp->skill)
1038 {
1039 tmp->skill = op->skill; 982 tmp->skill = op->skill;
1040 } 983
1041 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) 984 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
1042 SET_ANIMATION (tmp, i); 985 SET_ANIMATION (tmp, i);
1043 tmp->x = op->x + freearr_x[i]; 986
1044 tmp->y = op->y + freearr_x[i]; 987 op->map->insert (tmp, op->x + freearr_x[i], op->y + freearr_x[i], op);
1045 insert_ob_in_map (tmp, op->map, op, 0);
1046 move_bullet (tmp); 988 move_bullet (tmp);
1047 } 989 }
1048 } 990 }
1049 991
1050 explode_bullet (op); 992 explode_bullet (op);
1051} 993}
1052 994
1053int 995int
1054create_bomb (object *op, object *caster, int dir, object *spell) 996create_bomb (object *op, object *caster, int dir, object *spell)
1055{ 997{
1056
1057 object *tmp; 998 object *tmp;
1058 int mflags; 999 int mflags;
1059 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];
1060 maptile *m; 1001 maptile *m;
1061 1002
1063 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))
1064 { 1005 {
1065 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.");
1066 return 0; 1007 return 0;
1067 } 1008 }
1009
1068 tmp = arch_to_object (spell->other_arch); 1010 tmp = arch_to_object (spell->other_arch);
1069 1011
1070 /* level dependencies for bomb */ 1012 /* level dependencies for bomb */
1071 tmp->range = spell->range + SP_level_range_adjust (caster, spell); 1013 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
1072 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);
1073 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell); 1015 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
1074 tmp->attacktype = spell->attacktype; 1016 tmp->attacktype = spell->attacktype;
1075 1017
1076 tmp->set_owner (op); 1018 tmp->set_owner (op);
1077 set_spell_skill (op, caster, spell, tmp); 1019 set_spell_skill (op, caster, spell, tmp);
1078 tmp->x = dx; 1020
1079 tmp->y = dy; 1021 m->insert (tmp, dx, dy, op);
1080 insert_ob_in_map (tmp, m, op, 0);
1081 return 1; 1022 return 1;
1082} 1023}
1083 1024
1084/**************************************************************************** 1025/****************************************************************************
1085 * 1026 *
1094 * dir is the direction to look in. 1035 * dir is the direction to look in.
1095 * range is how far out to look. 1036 * range is how far out to look.
1096 * 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.
1097 * this info is used for blocked magic/unholy spaces. 1038 * this info is used for blocked magic/unholy spaces.
1098 */ 1039 */
1099
1100object * 1040object *
1101get_pointed_target (object *op, int dir, int range, int type) 1041get_pointed_target (object *op, int dir, int range, int type)
1102{ 1042{
1103 object *target; 1043 object *target;
1104 sint16 x, y; 1044 sint16 x, y;
1123 return NULL; 1063 return NULL;
1124 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW) 1064 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW)
1125 return NULL; 1065 return NULL;
1126 1066
1127 if (mflags & P_IS_ALIVE) 1067 if (mflags & P_IS_ALIVE)
1128 {
1129 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)
1130 { 1069 if (QUERY_FLAG (target, FLAG_MONSTER))
1131 if (QUERY_FLAG (target->head ? target->head : target, FLAG_MONSTER))
1132 {
1133 return target; 1070 return target;
1134 }
1135 }
1136 }
1137 } 1071 }
1072
1138 return NULL; 1073 return NULL;
1139} 1074}
1140
1141 1075
1142/* cast_smite_arch() - the priest points to a creature and causes 1076/* cast_smite_arch() - the priest points to a creature and causes
1143 * a 'godly curse' to decend. 1077 * a 'godly curse' to decend.
1144 * usual params - 1078 * usual params -
1145 * op = player 1079 * op = player
1146 * caster = object casting the spell. 1080 * caster = object casting the spell.
1147 * dir = direction being cast 1081 * dir = direction being cast
1148 * spell = spell object 1082 * spell = spell object
1149 */ 1083 */
1150
1151int 1084int
1152cast_smite_spell (object *op, object *caster, int dir, object *spell) 1085cast_smite_spell (object *op, object *caster, int dir, object *spell)
1153{ 1086{
1154 object *effect, *target; 1087 object *effect, *target;
1155 object *god = find_god (determine_god (op)); 1088 object *god = find_god (determine_god (op));
1179 effect = arch_to_object (spell->other_arch); 1112 effect = arch_to_object (spell->other_arch);
1180 else 1113 else
1181 return 0; 1114 return 0;
1182 1115
1183 /* tailor the effect by priest level and worshipped God */ 1116 /* tailor the effect by priest level and worshipped God */
1184 effect->level = caster_level (caster, spell); 1117 effect->level = casting_level (caster, spell);
1185 effect->attacktype = spell->attacktype; 1118 effect->attacktype = spell->attacktype;
1186 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER)) 1119 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER))
1187 { 1120 {
1188 if (tailor_god_spell (effect, op)) 1121 if (tailor_god_spell (effect, op))
1189 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));
1228 1161
1229 effect->set_owner (op); 1162 effect->set_owner (op);
1230 set_spell_skill (op, caster, spell, effect); 1163 set_spell_skill (op, caster, spell, effect);
1231 1164
1232 /* ok, tell it where to be, and insert! */ 1165 /* ok, tell it where to be, and insert! */
1233 effect->x = target->x; 1166 effect->insert_at (target, op);
1234 effect->y = target->y;
1235 insert_ob_in_map (effect, target->map, op, 0);
1236 1167
1237 return 1; 1168 return 1;
1238} 1169}
1239
1240 1170
1241/**************************************************************************** 1171/****************************************************************************
1242 * 1172 *
1243 * MAGIC MISSILE code. 1173 * MAGIC MISSILE code.
1244 * 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
1247 1177
1248/* op is a missile that needs to be moved */ 1178/* op is a missile that needs to be moved */
1249void 1179void
1250move_missile (object *op) 1180move_missile (object *op)
1251{ 1181{
1252 int i, mflags;
1253 object *owner;
1254 sint16 new_x, new_y;
1255 maptile *m;
1256
1257 if (op->range-- <= 0) 1182 if (op->range-- <= 0)
1258 { 1183 {
1259 op->destroy (); 1184 op->destroy ();
1260 return; 1185 return;
1261 } 1186 }
1262 1187
1263 owner = op->owner; 1188 mapxy pos (op);
1264#if 0 1189 pos.move (op->direction);
1265 /* It'd make things nastier if this wasn't here - spells cast by 1190
1266 * monster that are then killed would continue to survive 1191 if (!pos.normalise ())
1267 */
1268 if (owner == NULL)
1269 { 1192 {
1270 op->destroy (); 1193 op->destroy ();
1271 return; 1194 return;
1272 } 1195 }
1273#endif
1274 1196
1275 new_x = op->x + DIRX (op); 1197 mapspace &ms = pos.ms ();
1276 new_y = op->y + DIRY (op);
1277 1198
1278 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))
1279
1280 if (!(mflags & P_OUT_OF_MAP) && ((mflags & P_IS_ALIVE) || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y))))
1281 { 1200 {
1282 hit_map (op, op->direction, AT_MAGIC, 1); 1201 hit_map (op, op->direction, AT_MAGIC, 1);
1283 /* Basically, missile only hits one thing then goes away. 1202 /* Basically, missile only hits one thing then goes away.
1284 * 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.
1285 */ 1204 */
1286 if (!op->destroyed ())
1287 op->destroy ();
1288
1289 return;
1290 }
1291
1292 op->remove ();
1293
1294 if (!op->direction || (mflags & P_OUT_OF_MAP))
1295 {
1296 op->destroy (); 1205 op->destroy ();
1297 return; 1206 return;
1298 } 1207 }
1299 1208
1300 op->x = new_x; 1209 if (!op->direction)
1301 op->y = new_y; 1210 {
1302 op->map = m; 1211 op->destroy ();
1212 return;
1213 }
1214
1303 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);
1304 if (i > 0 && i != op->direction) 1216 if (i > 0 && i != op->direction)
1305 { 1217 {
1306 op->direction = i; 1218 op->direction = i;
1307 SET_ANIMATION (op, op->direction); 1219 SET_ANIMATION (op, op->direction);
1308 } 1220 }
1309 1221
1310 insert_ob_in_map (op, op->map, op, 0); 1222 pos.insert (op, op);
1311} 1223}
1312 1224
1313/**************************************************************************** 1225/****************************************************************************
1314 * Destruction 1226 * Destruction
1315 ****************************************************************************/ 1227 ****************************************************************************/
1318 * 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
1319 * object. if time is 0, the object glows permanently. To truely 1231 * object. if time is 0, the object glows permanently. To truely
1320 * make this work for non-living objects, we would have to 1232 * make this work for non-living objects, we would have to
1321 * give them the capability to have an inventory. b.t. 1233 * give them the capability to have an inventory. b.t.
1322 */ 1234 */
1323
1324int 1235int
1325make_object_glow (object *op, int radius, int time) 1236make_object_glow (object *op, int radius, int time)
1326{ 1237{
1327 object *tmp;
1328
1329 /* some things are unaffected... */ 1238 /* some things are unaffected... */
1330 if (op->path_denied & PATH_LIGHT) 1239 if (op->path_denied & PATH_LIGHT)
1331 return 0; 1240 return 0;
1332 1241
1333 tmp = get_archetype (FORCE_NAME); 1242 object *tmp = get_archetype (FORCE_NAME);
1334 tmp->speed = 0.01; 1243 tmp->speed = 0.01;
1335 tmp->stats.food = time; 1244 tmp->stats.food = time;
1336 SET_FLAG (tmp, FLAG_IS_USED_UP); 1245 SET_FLAG (tmp, FLAG_IS_USED_UP);
1337 tmp->glow_radius = radius; 1246 tmp->glow_radius = radius;
1338 if (tmp->glow_radius > MAX_LIGHT_RADII) 1247 if (tmp->glow_radius > MAX_LIGHT_RADII)
1339 tmp->glow_radius = MAX_LIGHT_RADII; 1248 tmp->glow_radius = MAX_LIGHT_RADII;
1340 1249
1341 tmp->x = op->x;
1342 tmp->y = op->y;
1343 if (tmp->speed < MIN_ACTIVE_SPEED)
1344 tmp->speed = MIN_ACTIVE_SPEED; /* safety */
1345 tmp = insert_ob_in_ob (tmp, op); 1250 tmp = insert_ob_in_ob (tmp, op);
1251
1346 if (tmp->glow_radius > op->glow_radius) 1252 if (tmp->glow_radius > op->glow_radius)
1347 op->glow_radius = tmp->glow_radius; 1253 op->glow_radius = tmp->glow_radius;
1348 1254
1349 if (!tmp->env || op != tmp->env)
1350 {
1351 LOG (llevError, "make_object_glow() failed to insert glowing force in %s\n", &op->name);
1352 return 0;
1353 }
1354 return 1; 1255 return 1;
1355} 1256}
1356
1357
1358
1359 1257
1360int 1258int
1361cast_destruction (object *op, object *caster, object *spell_ob) 1259cast_destruction (object *op, object *caster, object *spell_ob)
1362{ 1260{
1363 int i, j, range, mflags, friendly = 0, dam, dur; 1261 int i, j, range, mflags, friendly = 0, dam, dur;
1384 else if (caster->skill) 1282 else if (caster->skill)
1385 op->skill = caster->skill; 1283 op->skill = caster->skill;
1386 else 1284 else
1387 op->skill = NULL; 1285 op->skill = NULL;
1388 1286
1389 change_skill (op, find_skill_by_name (op, op->skill), 1); 1287 op->change_skill (find_skill_by_name (op, op->skill));
1390 1288
1391 for (i = -range; i < range; i++) 1289 for (i = -range; i <= range; i++)
1392 { 1290 {
1393 for (j = -range; j < range; j++) 1291 for (j = -range; j <= range; j++)
1394 { 1292 {
1395 m = op->map; 1293 m = op->map;
1396 sx = op->x + i; 1294 sx = op->x + i;
1397 sy = op->y + j; 1295 sy = op->y + j;
1296
1398 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy); 1297 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
1399 if (mflags & P_OUT_OF_MAP) 1298 if (mflags & P_OUT_OF_MAP)
1400 continue; 1299 continue;
1300
1401 if (mflags & P_IS_ALIVE) 1301 if (mflags & P_IS_ALIVE)
1402 { 1302 {
1403 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)
1404 {
1405 if (QUERY_FLAG (tmp, FLAG_ALIVE) || tmp->type == PLAYER) 1304 if (QUERY_FLAG (tmp, FLAG_ALIVE) || tmp->type == PLAYER)
1406 break; 1305 break;
1407 } 1306
1408 if (tmp) 1307 if (tmp)
1409 { 1308 {
1410 if (tmp->head) 1309 if (tmp->head)
1411 tmp = tmp->head; 1310 tmp = tmp->head;
1412 1311
1414 (!friendly && (QUERY_FLAG (tmp, FLAG_FRIENDLY) || tmp->type == PLAYER))) 1313 (!friendly && (QUERY_FLAG (tmp, FLAG_FRIENDLY) || tmp->type == PLAYER)))
1415 { 1314 {
1416 if (spell_ob->subtype == SP_DESTRUCTION) 1315 if (spell_ob->subtype == SP_DESTRUCTION)
1417 { 1316 {
1418 hit_player (tmp, dam, op, spell_ob->attacktype, 0); 1317 hit_player (tmp, dam, op, spell_ob->attacktype, 0);
1318
1419 if (spell_ob->other_arch) 1319 if (spell_ob->other_arch)
1420 {
1421 tmp = arch_to_object (spell_ob->other_arch); 1320 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op);
1422 tmp->x = sx;
1423 tmp->y = sy;
1424 insert_ob_in_map (tmp, m, op, 0);
1425 }
1426 } 1321 }
1427 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)
1428 { 1323 {
1429 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch) 1324 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch)
1430 {
1431 object *effect = arch_to_object (spell_ob->other_arch); 1325 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op);
1432
1433 effect->x = sx;
1434 effect->y = sy;
1435 insert_ob_in_map (effect, m, op, 0);
1436 }
1437 } 1326 }
1438 } 1327 }
1439 } 1328 }
1440 } 1329 }
1441 } 1330 }
1442 } 1331 }
1332
1443 op->skill = skill; 1333 op->skill = skill;
1444 return 1; 1334 return 1;
1445} 1335}
1446 1336
1447/*************************************************************************** 1337/***************************************************************************
1461 { 1351 {
1462 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.");
1463 return 0; 1353 return 0;
1464 } 1354 }
1465 1355
1356 tmp = tmp->head_ ();
1357
1466 /* 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. */
1467 for (force = tmp->inv; force != NULL; force = force->below) 1359 for (force = tmp->inv; force; force = force->below)
1468 { 1360 {
1469 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY) 1361 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY)
1470 { 1362 {
1471 if (force->name == spell_ob->name) 1363 if (force->name == spell_ob->name)
1472 { 1364 {
1478 return 0; 1370 return 0;
1479 } 1371 }
1480 } 1372 }
1481 } 1373 }
1482 1374
1483 if (force == NULL) 1375 if (!force)
1484 { 1376 {
1485 force = get_archetype (FORCE_NAME); 1377 force = get_archetype (FORCE_NAME);
1486 force->subtype = FORCE_CHANGE_ABILITY; 1378 force->subtype = FORCE_CHANGE_ABILITY;
1379
1487 if (spell_ob->race) 1380 if (spell_ob->race)
1488 force->name = spell_ob->race; 1381 force->name = spell_ob->race;
1489 else 1382 else
1490 force->name = spell_ob->name; 1383 force->name = spell_ob->name;
1491 1384
1501 { 1394 {
1502 force->duration = duration; 1395 force->duration = duration;
1503 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.");
1504 } 1397 }
1505 else 1398 else
1506 {
1507 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.");
1508 } 1400
1509 return 1; 1401 return 1;
1510 } 1402 }
1403
1511 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;
1512 force->speed = 1.0; 1405 force->speed = 1.f;
1513 force->speed_left = -1.0; 1406 force->speed_left = -1.f;
1514 SET_FLAG (force, FLAG_APPLIED); 1407 SET_FLAG (force, FLAG_APPLIED);
1515 1408
1516 if (god) 1409 if (god)
1517 { 1410 {
1518 if (spell_ob->last_grace) 1411 if (spell_ob->last_grace)
1536 tmp->update_stats (); 1429 tmp->update_stats ();
1537 return 1; 1430 return 1;
1538 1431
1539} 1432}
1540 1433
1541
1542/********************************************************************** 1434/**********************************************************************
1543 * mood change 1435 * mood change
1544 * 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
1545 * effects monsters, it seems best to put it into this file 1437 * effects monsters, it seems best to put it into this file
1546 ***********************************************************************/ 1438 ***********************************************************************/
1559 1451
1560 /* 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
1561 * doing it over and over again. 1453 * doing it over and over again.
1562 */ 1454 */
1563 god = find_god (determine_god (op)); 1455 god = find_god (determine_god (op));
1564 level = caster_level (caster, spell); 1456 level = casting_level (caster, spell);
1565 range = spell->range + SP_level_range_adjust (caster, spell); 1457 range = spell->range + SP_level_range_adjust (caster, spell);
1566 1458
1567 /* 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_...
1568 * 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
1569 * won't ever match anything. 1461 * won't ever match anything.
1575 else if (god && !strcmp (spell->race, "GOD_FRIEND")) 1467 else if (god && !strcmp (spell->race, "GOD_FRIEND"))
1576 race = god->race; 1468 race = god->race;
1577 else 1469 else
1578 race = spell->race; 1470 race = spell->race;
1579 1471
1580
1581 for (x = op->x - range; x <= op->x + range; x++) 1472 for (x = op->x - range; x <= op->x + range; x++)
1582 for (y = op->y - range; y <= op->y + range; y++) 1473 for (y = op->y - range; y <= op->y + range; y++)
1583 { 1474 {
1584
1585 done_one = 0; 1475 done_one = 0;
1586 m = op->map; 1476 m = op->map;
1587 nx = x; 1477 nx = x;
1588 ny = y; 1478 ny = y;
1589 mflags = get_map_flags (m, &m, x, y, &nx, &ny); 1479 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1592 1482
1593 /* 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 */
1594 if (!(mflags & P_IS_ALIVE)) 1484 if (!(mflags & P_IS_ALIVE))
1595 continue; 1485 continue;
1596 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
1597 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)
1598 if (QUERY_FLAG (tmp, FLAG_MONSTER)) 1493 if (QUERY_FLAG (tmp, FLAG_MONSTER))
1599 break; 1494 break;
1600 1495
1601 /* There can be living objects that are not monsters */ 1496 /* There can be living objects that are not monsters */
1602 if (!tmp || tmp->type == PLAYER) 1497 if (!tmp || tmp->type == PLAYER)
1609 head = tmp; 1504 head = tmp;
1610 1505
1611 /* 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 */
1612 if (race && head->race && !strstr (race, head->race)) 1507 if (race && head->race && !strstr (race, head->race))
1613 continue; 1508 continue;
1509
1614 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD)) 1510 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD))
1615 continue; 1511 continue;
1616 1512
1617 /* Now do a bunch of stuff related to saving throws */ 1513 /* Now do a bunch of stuff related to saving throws */
1618 best_at = -1; 1514 best_at = -1;
1635 at -= level / 5; 1531 at -= level / 5;
1636 if (did_make_save (head, head->level, at)) 1532 if (did_make_save (head, head->level, at))
1637 continue; 1533 continue;
1638 } 1534 }
1639 else /* spell->attacktype */ 1535 else /* spell->attacktype */
1640 /*
1641 Spell has no attacktype (charm & such), so we'll have a specific saving:
1642 * if spell level < monster level, no go
1643 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) )
1644
1645 The chance will then be in the range [20-70] percent, not too bad.
1646
1647 This is required to fix the 'charm monster' abuse, where a player level 1 can
1648 charm a level 125 monster...
1649
1650 Ryo, august 14th
1651 */
1652 { 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 */
1653 if (head->level > level) 1549 if (head->level > level)
1654 continue; 1550 continue;
1551
1655 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))))
1656 /* Failed, no effect */ 1553 /* Failed, no effect */
1657 continue; 1554 continue;
1658 } 1555 }
1659 1556
1660 /* Done with saving throw. Now start effecting the monster */ 1557 /* Done with saving throw. Now start affecting the monster */
1661 1558
1662 /* aggravation */ 1559 /* aggravation */
1663 if (QUERY_FLAG (spell, FLAG_MONSTER)) 1560 if (QUERY_FLAG (spell, FLAG_MONSTER))
1664 { 1561 {
1665 CLEAR_FLAG (head, FLAG_SLEEP); 1562 CLEAR_FLAG (head, FLAG_SLEEP);
1666 if (QUERY_FLAG (head, FLAG_FRIENDLY))
1667 remove_friendly_object (head); 1563 remove_friendly_object (head);
1668
1669 done_one = 1; 1564 done_one = 1;
1670 head->enemy = op; 1565 head->enemy = op;
1671 } 1566 }
1672 1567
1673 /* calm monsters */ 1568 /* calm monsters */
1682 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK)) 1577 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK))
1683 { 1578 {
1684 SET_FLAG (head, FLAG_BERSERK); 1579 SET_FLAG (head, FLAG_BERSERK);
1685 done_one = 1; 1580 done_one = 1;
1686 } 1581 }
1582
1687 /* charm */ 1583 /* charm */
1688 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))
1689 { 1585 {
1690 SET_FLAG (head, FLAG_FRIENDLY); 1586 INVOKE_OBJECT (KILL, head, ARG_OBJECT (caster));
1587
1691 /* Prevent uncontolled outbreaks of self replicating monsters. 1588 /* Prevent uncontrolled outbreaks of self replicating monsters.
1692 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.
1693 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. */
1694 CLEAR_FLAG (head, FLAG_GENERATOR); 1591 CLEAR_FLAG (head, FLAG_GENERATOR);
1695 head->set_owner (op); 1592 head->set_owner (op);
1696 set_spell_skill (op, caster, spell, head); 1593 set_spell_skill (op, caster, spell, head);
1701 head->stats.exp = 0; 1598 head->stats.exp = 0;
1702 } 1599 }
1703 1600
1704 /* If a monster was effected, put an effect in */ 1601 /* If a monster was effected, put an effect in */
1705 if (done_one && spell->other_arch) 1602 if (done_one && spell->other_arch)
1706 {
1707 tmp = arch_to_object (spell->other_arch); 1603 m->insert (arch_to_object (spell->other_arch), nx, ny, op);
1708 tmp->x = nx;
1709 tmp->y = ny;
1710 insert_ob_in_map (tmp, m, op, 0);
1711 }
1712 } /* for y */ 1604 } /* for y */
1713 1605
1714 return 1; 1606 return 1;
1715} 1607}
1716 1608
1719 * 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
1720 * lightning spell used it, that seemed misnamed. 1612 * lightning spell used it, that seemed misnamed.
1721 * op is the spell effect. 1613 * op is the spell effect.
1722 * note that duration is handled by process_object() in time.c 1614 * note that duration is handled by process_object() in time.c
1723 */ 1615 */
1724
1725void 1616void
1726move_ball_spell (object *op) 1617move_ball_spell (object *op)
1727{ 1618{
1728 int i, j, dam_save, dir, mflags; 1619 int i, j, dam_save, dir, mflags;
1729 sint16 nx, ny, hx, hy; 1620 sint16 nx, ny, hx, hy;
1767 nx = op->x; 1658 nx = op->x;
1768 ny = op->y; 1659 ny = op->y;
1769 m = op->map; 1660 m = op->map;
1770 } 1661 }
1771 1662
1772 op->remove (); 1663 m->insert (op, nx, ny, op);
1773 op->y = ny;
1774 op->x = nx;
1775 insert_ob_in_map (op, m, op, 0);
1776 1664
1777 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
1778 surrounding squares */ 1666 surrounding squares */
1779 1667
1780 /* loop over current square and neighbors to hit. 1668 /* loop over current square and neighbors to hit.
1781 * if this has an other_arch field, we insert that in 1669 * if this has an other_arch field, we insert that in
1782 * the surround spaces. 1670 * the surround spaces.
1783 */ 1671 */
1784 for (j = 0; j < 9; j++) 1672 for (j = 0; j < 9; j++)
1785 { 1673 {
1786 object *new_ob;
1787
1788 hx = nx + freearr_x[j]; 1674 hx = nx + freearr_x[j];
1789 hy = ny + freearr_y[j]; 1675 hy = ny + freearr_y[j];
1790 1676
1791 m = op->map; 1677 m = op->map;
1792 mflags = get_map_flags (m, &m, hx, hy, &hx, &hy); 1678 mflags = get_map_flags (m, &m, hx, hy, &hx, &hy);
1800 1686
1801 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)))
1802 { 1688 {
1803 if (j) 1689 if (j)
1804 op->stats.dam = dam_save / 2; 1690 op->stats.dam = dam_save / 2;
1691
1805 hit_map (op, j, op->attacktype, 1); 1692 hit_map (op, j, op->attacktype, 1);
1806
1807 } 1693 }
1808 1694
1809 /* insert the other arch */ 1695 /* insert the other arch */
1810 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))))
1811 { 1697 m->insert (arch_to_object (op->other_arch), hx, hy, op);
1812 new_ob = arch_to_object (op->other_arch);
1813 new_ob->x = hx;
1814 new_ob->y = hy;
1815 insert_ob_in_map (new_ob, m, op, 0);
1816 }
1817 } 1698 }
1818 1699
1819 /* restore to the center location and damage */ 1700 /* restore to the center location and damage */
1820 op->stats.dam = dam_save; 1701 op->stats.dam = dam_save;
1821 1702
1824 if (i >= 0) 1705 if (i >= 0)
1825 { /* we have a preferred direction! */ 1706 { /* we have a preferred direction! */
1826 /* pick another direction if the preferred dir is blocked. */ 1707 /* pick another direction if the preferred dir is blocked. */
1827 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 ||
1828 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)))
1829 {
1830 i = absdir (i + rndm (0, 2) - 1); /* -1, 0, +1 */ 1710 i = absdir (i + rndm (0, 2) - 1); /* -1, 0, +1 */
1831 } 1711
1832 op->direction = i; 1712 op->direction = i;
1833 } 1713 }
1834} 1714}
1835 1715
1836
1837/* move_swarm_spell: peterm 1716/* move_swarm_spell: peterm
1838 * 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
1839 * 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
1840 * 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
1841 * 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
1842 * 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.
1843 */ 1722 */
1844
1845void 1723void
1846move_swarm_spell (object *op) 1724move_swarm_spell (object *op)
1847{ 1725{
1848#if 0 1726#if 0
1849 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 };
1850 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 };
1851 sint16 target_x, target_y, origin_x, origin_y; 1729 sint16 target_x, target_y, origin_x, origin_y;
1852 int adjustdir; 1730 int adjustdir;
1853 maptile *m; 1731 maptile *m;
1854#endif 1732#endif
1855 int basedir;
1856 object *owner; 1733 object *owner = op->env;
1857 1734
1858 owner = op->owner; 1735 if (!owner) // MUST not happen, remove when true TODO
1859 if (op->duration == 0 || owner == NULL)
1860 { 1736 {
1737 LOG (llevError, "swarm spell found outside inventory: %s\n", op->debug_desc ());
1861 op->destroy (); 1738 op->destroy ();
1862 return; 1739 return;
1863 } 1740 }
1864 1741
1742 if (!op->duration || !owner->is_on_map ())
1743 {
1744 op->destroy ();
1745 return;
1746 }
1747
1865 op->duration--; 1748 op->duration--;
1866 1749
1867 basedir = op->direction; 1750 int basedir = op->direction;
1868 if (basedir == 0) 1751 if (!basedir)
1869 { 1752 {
1870 /* spray in all directions! 8) */ 1753 /* spray in all directions! 8) */
1871 basedir = rndm (1, 8); 1754 op->facing = (op->facing + op->state) & 7;
1755 basedir = op->facing + 1;
1872 } 1756 }
1873 1757
1874#if 0 1758#if 0
1875 // this is bogus: it causes wrong places to be checked below 1759 // this is bogus: it causes wrong places to be checked below
1876 // (a wall 2 cells away will block the effect...) and 1760 // (a wall 2 cells away will block the effect...) and
1877 // 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
1878 // space. 1762 // space.
1879 // should be fixed later, but correctness before featurs... 1763 // should be fixed later, but correctness before features...
1880 // (schmorp) 1764 // (schmorp)
1881 1765
1882 /* new offset calculation to make swarm element distribution 1766 /* new offset calculation to make swarm element distribution
1883 * more uniform 1767 * more uniform
1884 */ 1768 */
1937 { 1821 {
1938 /* 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 */
1939 if (op->spell->subtype == SP_BULLET) 1823 if (op->spell->subtype == SP_BULLET)
1940 fire_bullet (owner, op, basedir, op->spell); 1824 fire_bullet (owner, op, basedir, op->spell);
1941 else if (op->spell->subtype == SP_MAGIC_MISSILE) 1825 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1942 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);
1943 } 1827 }
1944} 1828}
1945
1946
1947
1948 1829
1949/* fire_swarm: 1830/* fire_swarm:
1950 * The following routine creates a swarm of objects. It actually 1831 * The following routine creates a swarm of objects. It actually
1951 * sets up a specific swarm object, which then fires off all 1832 * sets up a specific swarm object, which then fires off all
1952 * the parts of the swarm. 1833 * the parts of the swarm.
1955 * caster: the caster (owner, wand, rod, scroll) 1836 * caster: the caster (owner, wand, rod, scroll)
1956 * dir: the direction everything will be fired in 1837 * dir: the direction everything will be fired in
1957 * spell - the spell that is this spell. 1838 * spell - the spell that is this spell.
1958 * n: the number to be fired. 1839 * n: the number to be fired.
1959 */ 1840 */
1960
1961int 1841int
1962fire_swarm (object *op, object *caster, object *spell, int dir) 1842fire_swarm (object *op, object *caster, object *spell, int dir)
1963{ 1843{
1964 object *tmp;
1965 int i;
1966
1967 if (!spell->other_arch) 1844 if (!spell->other_arch)
1968 return 0; 1845 return 0;
1969 1846
1970 tmp = get_archetype (SWARM_SPELL); 1847 object *tmp = archetype::get (SWARM_SPELL);
1971 tmp->x = op->x; 1848
1972 tmp->y = op->y;
1973 tmp->set_owner (op); /* needed so that if swarm elements kill, caster gets xp. */
1974 set_spell_skill (op, caster, spell, tmp); 1849 set_spell_skill (op, caster, spell, tmp);
1975
1976 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. */
1977 tmp->spell = arch_to_object (spell->other_arch); 1851 tmp->spell = spell->other_arch->instance ();
1978
1979 tmp->attacktype = tmp->spell->attacktype; 1852 tmp->attacktype = tmp->spell->attacktype;
1980 1853
1981 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) 1854 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
1982 {
1983 if (!tailor_god_spell (tmp, op)) 1855 if (!tailor_god_spell (tmp, op))
1984 return 1; 1856 return 1;
1985 } 1857
1986 tmp->duration = SP_level_duration_adjust (caster, spell); 1858 tmp->duration = SP_level_duration_adjust (caster, spell);
1987 for (i = 0; i < spell->duration; i++) 1859 for (int i = 0; i < spell->duration; i++)
1988 tmp->duration += die_roll (1, 3, op, PREFER_HIGH); 1860 tmp->duration += die_roll (1, 3, op, PREFER_HIGH);
1989 1861
1862 tmp->invisible = 1;
1863 tmp->flag [FLAG_NO_DROP] = 1; // make sure it stays in inv, or else
1990 tmp->direction = dir; 1864 tmp->direction = dir;
1991 tmp->invisible = 1; 1865 tmp->facing = rndm (1, 8); // initial firing direction
1992 insert_ob_in_map (tmp, op->map, op, 0); 1866 tmp->state = rndm (4) * 2 + 1; // direction increment
1867
1868 op->insert (tmp);
1869
1993 return 1; 1870 return 1;
1994} 1871}
1995
1996 1872
1997/* See the spells documentation file for why this is its own 1873/* See the spells documentation file for why this is its own
1998 * function. 1874 * function.
1999 */ 1875 */
2000int 1876int
2031 if (QUERY_FLAG (target, FLAG_MONSTER)) 1907 if (QUERY_FLAG (target, FLAG_MONSTER))
2032 { 1908 {
2033 /* oky doky. got a target monster. Lets make a blinding attack */ 1909 /* oky doky. got a target monster. Lets make a blinding attack */
2034 if (target->head) 1910 if (target->head)
2035 target = target->head; 1911 target = target->head;
1912
2036 (void) hit_player (target, dam, op, spell->attacktype, 1); 1913 hit_player (target, dam, op, spell->attacktype, 1);
2037 return 1; /* one success only! */ 1914 return 1; /* one success only! */
2038 } 1915 }
2039 } 1916 }
2040 1917
2041 /* no live target, perhaps a wall is in the way? */ 1918 /* no live target, perhaps a wall is in the way? */
2057 { 1934 {
2058 tmp->glow_radius = spell->range + SP_level_range_adjust (caster, spell); 1935 tmp->glow_radius = spell->range + SP_level_range_adjust (caster, spell);
2059 if (tmp->glow_radius > MAX_LIGHT_RADII) 1936 if (tmp->glow_radius > MAX_LIGHT_RADII)
2060 tmp->glow_radius = MAX_LIGHT_RADII; 1937 tmp->glow_radius = MAX_LIGHT_RADII;
2061 } 1938 }
2062 tmp->x = x; 1939
2063 tmp->y = y; 1940 m->insert (tmp, x, y, op);
2064 insert_ob_in_map (tmp, m, op, 0);
2065 return 1; 1941 return 1;
2066} 1942}
2067
2068
2069
2070 1943
2071/* cast_cause_disease: this spell looks along <dir> from the 1944/* cast_cause_disease: this spell looks along <dir> from the
2072 * player and infects someone. 1945 * player and infects someone.
2073 * 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
2074 * 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
2075 * perhaps this should actually be in disease.c? 1948 * perhaps this should actually be in disease.c?
2076 */ 1949 */
2077
2078int 1950int
2079cast_cause_disease (object *op, object *caster, object *spell, int dir) 1951cast_cause_disease (object *op, object *caster, object *spell, int dir)
2080{ 1952{
2081 sint16 x, y; 1953 sint16 x, y;
2082 int i, mflags, range, dam_mod, dur_mod; 1954 int i, mflags, range, dam_mod, dur_mod;
2089 /* 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
2090 * direction the player is pointing. 1962 * direction the player is pointing.
2091 */ 1963 */
2092 if (!dir) 1964 if (!dir)
2093 dir = op->facing; 1965 dir = op->facing;
1966
2094 if (!dir) 1967 if (!dir)
2095 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 */
2096 1969
2097 /* Calculate these once here */ 1970 /* Calculate these once here */
2098 range = spell->range + SP_level_range_adjust (caster, spell); 1971 range = spell->range + SP_level_range_adjust (caster, spell);
2125 object *disease = arch_to_object (spell->other_arch); 1998 object *disease = arch_to_object (spell->other_arch);
2126 1999
2127 disease->set_owner (op); 2000 disease->set_owner (op);
2128 set_spell_skill (op, caster, spell, disease); 2001 set_spell_skill (op, caster, spell, disease);
2129 disease->stats.exp = 0; 2002 disease->stats.exp = 0;
2130 disease->level = caster_level (caster, spell); 2003 disease->level = casting_level (caster, spell);
2131 2004
2132 /* do level adjustments */ 2005 /* do level adjustments */
2133 if (disease->stats.wc) 2006 if (disease->stats.wc)
2134 disease->stats.wc += dur_mod / 2; 2007 disease->stats.wc += dur_mod / 2;
2135 2008
2136 if (disease->magic > 0) 2009 if (disease->magic > 0)
2137 disease->magic += dur_mod / 4; 2010 disease->magic += dur_mod / 8;
2138 2011
2139 if (disease->stats.maxhp > 0) 2012 if (disease->stats.maxhp > 0)
2140 disease->stats.maxhp += dur_mod; 2013 disease->stats.maxhp += dur_mod;
2141 2014
2142 if (disease->stats.maxgrace > 0) 2015 if (disease->stats.maxgrace > 0)
2177 if (disease->stats.sp) 2050 if (disease->stats.sp)
2178 disease->stats.sp -= dam_mod; 2051 disease->stats.sp -= dam_mod;
2179 2052
2180 if (infect_object (walk, disease, 1)) 2053 if (infect_object (walk, disease, 1))
2181 { 2054 {
2182 object *flash; /* visual effect for inflicting disease */
2183
2184 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);
2185 2056
2186 disease->destroy (); /* don't need this one anymore */ 2057 disease->destroy (); /* don't need this one anymore */
2187 flash = get_archetype (ARCH_DETECT_MAGIC); 2058 walk->map->insert (get_archetype ("detect_magic"), x, y, op);
2188 flash->x = x;
2189 flash->y = y;
2190 flash->map = walk->map;
2191 insert_ob_in_map (flash, walk->map, op, 0);
2192 return 1; 2059 return 1;
2193 } 2060 }
2194 2061
2195 disease->destroy (); 2062 disease->destroy ();
2196 } 2063 }
2197 } /* if living creature */ 2064 } /* if living creature */
2198 } /* for range of spaces */ 2065 } /* for range of spaces */
2066
2199 new_draw_info (NDI_UNIQUE, 0, op, "No one caught anything!"); 2067 new_draw_info (NDI_UNIQUE, 0, op, "No one caught anything!");
2200 return 1; 2068 return 1;
2201} 2069}

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