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

Comparing deliantra/server/server/spell_attack.C (file contents):
Revision 1.24 by root, Tue Dec 26 08:55:00 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 */
36/* 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
37 * 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)
38 * but moved here so it could be applied to bolts too 38 * but moved here so it could be applied to bolts too
39 * op is the spell object. 39 * op is the spell object.
40 */ 40 */
41
42void 41void
43check_spell_knockback (object *op) 42check_spell_knockback (object *op)
44{ 43{
45 object *tmp, *tmp2; /* object on the map */
46 int weight_move; 44 int weight_move;
47 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 */
48 46
49 if (!op->weight) 47 if (!op->weight)
50 { /*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 */
55 { 53 {
56 weight_move = op->weight + (op->weight * op->level) / 3; 54 weight_move = op->weight + (op->weight * op->level) / 3;
57 /*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); */
58 } 56 }
59 57
60 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)
61 { 59 {
62 int num_sections = 1; 60 int num_sections = 1;
63 61
64 /* don't move DM */ 62 /* don't move DM */
65 if (QUERY_FLAG (tmp, FLAG_WIZ)) 63 if (QUERY_FLAG (tmp, FLAG_WIZ))
72 /* don't move floors or immobile objects */ 70 /* don't move floors or immobile objects */
73 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)))
74 continue; 72 continue;
75 73
76 /* count the object's sections */ 74 /* count the object's sections */
77 for (tmp2 = tmp; tmp2 != NULL; tmp2 = tmp2->more) 75 for (object *tmp2 = tmp; tmp2; tmp2 = tmp2->more)
78 num_sections++; 76 num_sections++;
79 77
80 /* 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
81 * 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
82 * 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.
106 * 104 *
107 * BOLT CODE 105 * BOLT CODE
108 * 106 *
109 ***************************************************************************/ 107 ***************************************************************************/
110 108
111/* Causes op to fork. op is the original bolt, tmp 109/* Causes op to fork. op is the original bolt, tmp
112 * is the first piece of the fork. 110 * is the first piece of the fork.
113 */ 111 */
114
115void 112void
116forklightning (object *op, object *tmp) 113forklightning (object *op, object *tmp)
117{ 114{
118 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 */
119 int t_dir; /* stores temporary dir calculation */ 116 int t_dir; /* stores temporary dir calculation */
144 141
145 /* reduce chances of subsequent forking */ 142 /* reduce chances of subsequent forking */
146 new_bolt->stats.Dex -= 10; 143 new_bolt->stats.Dex -= 10;
147 tmp->stats.Dex -= 10; /* less forks from main bolt too */ 144 tmp->stats.Dex -= 10; /* less forks from main bolt too */
148 new_bolt->stats.Con += 25 * new_dir; /* adjust the left bias */ 145 new_bolt->stats.Con += 25 * new_dir; /* adjust the left bias */
149 new_bolt->speed_left = -0.1; 146 new_bolt->speed_left = -0.1f;
150 new_bolt->direction = t_dir; 147 new_bolt->direction = t_dir;
151 new_bolt->duration++; 148 new_bolt->duration++;
152 new_bolt->x = sx;
153 new_bolt->y = sy;
154 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */ 149 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */
155 new_bolt->stats.dam++; 150 new_bolt->stats.dam++;
156 tmp->stats.dam /= 2; /* reduce father bolt damage */ 151 tmp->stats.dam /= 2; /* reduce father bolt damage */
157 tmp->stats.dam++; 152 tmp->stats.dam++;
158 new_bolt = insert_ob_in_map (new_bolt, m, op, 0); 153
154 if ((new_bolt = m->insert (new_bolt, sx, sy, op)))
159 update_turn_face (new_bolt); 155 update_turn_face (new_bolt);
160} 156}
161 157
162/* move_bolt: moves bolt 'op'. Basically, it just advances a space, 158/* move_bolt: moves bolt 'op'. Basically, it just advances a space,
163 * and checks for various things that may stop it. 159 * and checks for various things that may stop it.
164 */ 160 */
165
166void 161void
167move_bolt (object *op) 162move_bolt (object *op)
168{ 163{
169 object *tmp;
170 int mflags; 164 int mflags;
171 sint16 x, y; 165 sint16 x, y;
172 maptile *m; 166 maptile *m;
173 167
174 if (--(op->duration) < 0) 168 if (--op->duration < 0)
175 { 169 {
176 op->destroy (); 170 op->destroy ();
177 return; 171 return;
178 } 172 }
179 173
181 175
182 if (!op->direction) 176 if (!op->direction)
183 return; 177 return;
184 178
185 if (--op->range < 0) 179 if (--op->range < 0)
186 {
187 op->range = 0; 180 op->range = 0;
188 }
189 else 181 else
190 { 182 {
191 x = op->x + DIRX (op); 183 x = op->x + DIRX (op);
192 y = op->y + DIRY (op); 184 y = op->y + DIRY (op);
193 m = op->map; 185 m = op->map;
201 * 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
202 * will be useful. 194 * will be useful.
203 */ 195 */
204 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)))
205 { 197 {
206
207 if (!QUERY_FLAG (op, FLAG_REFLECTING)) 198 if (!QUERY_FLAG (op, FLAG_REFLECTING))
208 return; 199 return;
209 200
210 /* Since walls don't run diagonal, if the bolt is in 201 /* Since walls don't run diagonal, if the bolt is in
211 * one of 4 main directions, it just reflects back in the 202 * one of 4 main directions, it just reflects back in the
241 else if (left) 232 else if (left)
242 op->direction = absdir (op->direction + 2); 233 op->direction = absdir (op->direction + 2);
243 else if (right) 234 else if (right)
244 op->direction = absdir (op->direction - 2); 235 op->direction = absdir (op->direction - 2);
245 } 236 }
237
246 update_turn_face (op); /* A bolt *must* be IS_TURNABLE */ 238 update_turn_face (op); /* A bolt *must* be IS_TURNABLE */
247 return; 239 return;
248 } 240 }
249 else 241 else
250 { /* Create a copy of this object and put it ahead */ 242 { /* Create a copy of this object and put it ahead */
251 tmp = op->clone (); 243 object *tmp = op->clone ();
252 244
245 m->insert (tmp, x, y, op);
253 tmp->speed_left = -0.1; 246 tmp->speed_left = -0.1f;
254 tmp->x += DIRX (tmp), tmp->y += DIRY (tmp);
255 tmp = insert_ob_in_map (tmp, op->map, op, 0);
256 /* 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 */
257 tmp->duration++; 248 tmp->duration++;
258 249
259 /* New forking code. Possibly create forks of this object 250 /* New forking code. Possibly create forks of this object
260 * going off in other directions. 251 * going off in other directions.
261 */ 252 */
262
263 if (rndm (0, 99) < tmp->stats.Dex) 253 if (tmp->stats.Dex && rndm (0, 99) < tmp->stats.Dex)
264 { /* stats.Dex % of forking */ 254 forklightning (op, tmp); /* stats.Dex % of forking */
265 forklightning (op, tmp); 255
266 }
267 /* 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
268 * doesn't create any bolts that continue to move onward. 257 * doesn't create any bolts that continue to move onward.
269 */ 258 */
270 op->range = 0; 259 op->range = 0;
271 } /* copy object and move it along */ 260 } /* copy object and move it along */
294 return 0; 283 return 0;
295 284
296 /* peterm: level dependency for bolts */ 285 /* peterm: level dependency for bolts */
297 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);
298 tmp->attacktype = spob->attacktype; 287 tmp->attacktype = spob->attacktype;
288
299 if (spob->slaying) 289 if (spob->slaying)
300 tmp->slaying = spob->slaying; 290 tmp->slaying = spob->slaying;
291
301 tmp->range = spob->range + SP_level_range_adjust (caster, spob); 292 tmp->range = spob->range + SP_level_range_adjust (caster, spob);
302 tmp->duration = spob->duration + SP_level_duration_adjust (caster, spob); 293 tmp->duration = spob->duration + SP_level_duration_adjust (caster, spob);
303 tmp->stats.Dex = spob->stats.Dex; 294 tmp->stats.Dex = spob->stats.Dex;
304 tmp->stats.Con = spob->stats.Con; 295 tmp->stats.Con = spob->stats.Con;
305 296
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 ();
610 op->destroy (); 590 op->destroy ();
611 591
612 return; 592 return;
613 } 593 }
614 594
615 op->remove (); 595 if (!(op = m->insert (op, new_x, new_y, op)))
616 op->x = new_x;
617 op->y = new_y;
618 if ((op = insert_ob_in_map (op, m, op, 0)) == NULL)
619 return; 596 return;
620 597
621 if (reflwall (op->map, op->x, op->y, op)) 598 if (reflwall (op->map, op->x, op->y, op))
622 { 599 {
623 op->direction = absdir (op->direction + 4); 600 op->direction = absdir (op->direction + 4);
624 update_turn_face (op); 601 update_turn_face (op);
625 } 602 }
626 else 603 else
627 check_bullet (op); 604 check_bullet (op);
628} 605}
629
630
631
632 606
633/* fire_bullet 607/* fire_bullet
634 * object op (cast from caster) files a bolt in dir. 608 * object op (cast from caster) files a bolt in dir.
635 * spob is the spell object for the bolt. 609 * spob is the spell object for the bolt.
636 * we remove the magic flag - that can be derived from 610 * we remove the magic flag - that can be derived from
637 * spob->attacktype. 611 * spob->attacktype.
638 * This function sets up the appropriate owner and skill 612 * This function sets up the appropriate owner and skill
639 * pointers. 613 * pointers.
640 */ 614 */
641
642int 615int
643fire_bullet (object *op, object *caster, int dir, object *spob) 616fire_bullet (object *op, object *caster, int dir, object *spob)
644{ 617{
645 object *tmp = NULL; 618 object *tmp = NULL;
646 int mflags; 619 int mflags;
647 620
648 if (!spob->other_arch) 621 if (!spob->other_arch)
649 return 0; 622 return 0;
650 623
651 tmp = arch_to_object (spob->other_arch); 624 tmp = spob->other_arch->instance ();
652 if (tmp == NULL) 625 if (!tmp)
653 return 0; 626 return 0;
654 627
655 /* peterm: level dependency for bolts */ 628 /* peterm: level dependency for bolts */
656 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);
657 tmp->attacktype = spob->attacktype; 630 tmp->attacktype = spob->attacktype;
658 if (spob->slaying) 631 if (spob->slaying)
659 tmp->slaying = spob->slaying; 632 tmp->slaying = spob->slaying;
660 633
670 SET_ANIMATION (tmp, dir); 643 SET_ANIMATION (tmp, dir);
671 644
672 tmp->set_owner (op); 645 tmp->set_owner (op);
673 set_spell_skill (op, caster, spob, tmp); 646 set_spell_skill (op, caster, spob, tmp);
674 647
675 tmp->x = op->x + freearr_x[dir]; 648 tmp->x = op->x + freearr_x[dir];
676 tmp->y = op->y + freearr_y[dir]; 649 tmp->y = op->y + freearr_y[dir];
677 tmp->map = op->map; 650 tmp->map = op->map;
678 651
679 maptile *newmap; 652 maptile *newmap;
680 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);
681 if (mflags & P_OUT_OF_MAP) 654 if (mflags & P_OUT_OF_MAP)
698 tmp->y = op->y; 671 tmp->y = op->y;
699 tmp->direction = absdir (tmp->direction + 4); 672 tmp->direction = absdir (tmp->direction + 4);
700 tmp->map = op->map; 673 tmp->map = op->map;
701 } 674 }
702 675
703 if ((tmp = insert_ob_in_map (tmp, tmp->map, op, 0))) 676 if ((tmp = tmp->insert_at (tmp, op)))
704 check_bullet (tmp); 677 check_bullet (tmp);
705 678
706 return 1; 679 return 1;
707} 680}
708
709
710
711 681
712/***************************************************************************** 682/*****************************************************************************
713 * 683 *
714 * CONE RELATED FUNCTIONS 684 * CONE RELATED FUNCTIONS
715 * 685 *
716 *****************************************************************************/ 686 *****************************************************************************/
717 687
718
719/* 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" */
720void 689void
721cone_drop (object *op) 690cone_drop (object *op)
722{ 691{
723 object *new_ob = arch_to_object (op->other_arch); 692 object *new_ob = arch_to_object (op->other_arch);
724 693
725 new_ob->x = op->x;
726 new_ob->y = op->y;
727 new_ob->level = op->level; 694 new_ob->level = op->level;
728 new_ob->set_owner (op->owner); 695 new_ob->set_owner (op->owner);
729 696
730 /* preserve skill ownership */ 697 /* preserve skill ownership */
731 if (op->skill && op->skill != new_ob->skill) 698 if (op->skill && op->skill != new_ob->skill)
732 {
733 new_ob->skill = op->skill; 699 new_ob->skill = op->skill;
734 }
735 insert_ob_in_map (new_ob, op->map, op, 0);
736 700
701 new_ob->insert_at (op, op);
737} 702}
738 703
739/* 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 */
740 705
741void 706void
742move_cone (object *op) 707move_cone (object *op)
743{ 708{
744 int i;
745
746 /* 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 */
747 if (!op->map) 710 if (!op->map)
748 { 711 {
749 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");
750 op->set_speed (0); 713 op->set_speed (0);
780 check_spell_knockback (op); 743 check_spell_knockback (op);
781 744
782 if (op->destroyed ()) 745 if (op->destroyed ())
783 return; 746 return;
784 747
785 if ((op->duration--) < 0) 748 if (op->duration-- < 0)
786 { 749 {
787 op->destroy (); 750 op->destroy ();
788 return; 751 return;
789 } 752 }
790 /* Object has hit maximum range, so don't have it move 753 /* Object has hit maximum range, so don't have it move
795 { 758 {
796 op->range = 0; /* just so it doesn't wrap */ 759 op->range = 0; /* just so it doesn't wrap */
797 return; 760 return;
798 } 761 }
799 762
800 for (i = -1; i < 2; i++) 763 for (int i = -1; i <= 1; i++)
801 { 764 {
802 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)];
803 766
804 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))
805 { 768 {
806 object *tmp = op->clone (); 769 object *tmp = op->clone ();
807
808 tmp->x = x;
809 tmp->y = y;
810 770
811 tmp->duration = op->duration + 1; 771 tmp->duration = op->duration + 1;
812 772
813 /* Use for spell tracking - see ok_to_put_more() */ 773 /* Use for spell tracking - see ok_to_put_more() */
814 tmp->stats.maxhp = op->stats.maxhp; 774 tmp->stats.maxhp = op->stats.maxhp;
815 insert_ob_in_map (tmp, op->map, op, 0); 775
776 op->map->insert (tmp, x, y, op);
777
816 if (tmp->other_arch) 778 if (tmp->other_arch)
817 cone_drop (tmp); 779 cone_drop (tmp);
818 } 780 }
819 } 781 }
820} 782}
853 815
854 /* 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
855 * 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
856 * insert it into is blocked. 818 * insert it into is blocked.
857 */ 819 */
858 movetype = spell->other_arch->clone.move_type; 820 movetype = spell->other_arch->move_type;
859 821
860 for (i = range_min; i <= range_max; i++) 822 for (i = range_min; i <= range_max; i++)
861 { 823 {
862 sint16 x, y, d; 824 sint16 x, y, d;
863 825
898 860
899 success = 1; 861 success = 1;
900 tmp = arch_to_object (spell->other_arch); 862 tmp = arch_to_object (spell->other_arch);
901 tmp->set_owner (op); 863 tmp->set_owner (op);
902 set_spell_skill (op, caster, spell, tmp); 864 set_spell_skill (op, caster, spell, tmp);
903 tmp->level = caster_level (caster, spell); 865 tmp->level = casting_level (caster, spell);
904 tmp->x = sx;
905 tmp->y = sy;
906 tmp->attacktype = spell->attacktype; 866 tmp->attacktype = spell->attacktype;
907 867
908 /* holy word stuff */ 868 /* holy word stuff */
909 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER)) 869 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER))
910 if (!tailor_god_spell (tmp, op)) 870 if (!tailor_god_spell (tmp, op))
944 else 904 else
945 tmp->duration += caster->level / 3; 905 tmp->duration += caster->level / 3;
946 } 906 }
947 907
948 if (!(tmp->move_type & MOVE_FLY_LOW)) 908 if (!(tmp->move_type & MOVE_FLY_LOW))
949 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);
950 910
951 if (!tmp->move_on && tmp->stats.dam) 911 if (!tmp->move_on && tmp->stats.dam)
952 {
953 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);
954 }
955 913
956 insert_ob_in_map (tmp, m, op, 0); 914 m->insert (tmp, sx, sy, op);
957 915
958 /* 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
959 * a single space too many times. 917 * a single space too many times.
960 */ 918 */
961 tmp->stats.maxhp = tmp->count; 919 tmp->stats.maxhp = tmp->count;
971 * 929 *
972 * BOMB related code 930 * BOMB related code
973 * 931 *
974 ****************************************************************************/ 932 ****************************************************************************/
975 933
976
977/* This handles an exploding bomb. 934/* This handles an exploding bomb.
978 * op is the original bomb object. 935 * op is the original bomb object.
979 */ 936 */
980void 937void
981animate_bomb (object *op) 938animate_bomb (object *op)
982{ 939{
983 int i;
984 object *env, *tmp;
985 archetype *at;
986
987 if (op->state != NUM_ANIMATIONS (op) - 1) 940 if (op->state != NUM_ANIMATIONS (op) - 1)
988 return; 941 return;
989 942
990 env = object_get_env_recursive (op); 943 object *env = op->outer_env ();
991 944
992 if (op->env) 945 if (op->env)
993 { 946 {
994 if (env->map == NULL) 947 if (env->map == NULL)
995 return; 948 return;
996 949
997 if (env->type == PLAYER) 950 if (!(op = op->insert_at (env, op)))
998 esrv_del_item (env->contr, op->count);
999
1000 op->remove ();
1001 op->x = env->x;
1002 op->y = env->y;
1003 if ((op = insert_ob_in_map (op, env->map, op, 0)) == NULL)
1004 return; 951 return;
1005 } 952 }
1006 953
1007 // 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
1008 // 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
1015 962
1016 /* This copies a lot of the code from the fire bullet, 963 /* This copies a lot of the code from the fire bullet,
1017 * but using the cast_bullet isn't really feasible, 964 * but using the cast_bullet isn't really feasible,
1018 * so just set up the appropriate values. 965 * so just set up the appropriate values.
1019 */ 966 */
1020 at = archetype::find (SPLINT); 967 if (archetype *at = archetype::find (SPLINT))
1021 if (at)
1022 { 968 {
1023 for (i = 1; i < 9; i++) 969 for (int i = 1; i < 9; i++)
1024 { 970 {
1025 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]))
1026 continue; 972 continue;
973
1027 tmp = arch_to_object (at); 974 object *tmp = arch_to_object (at);
1028 tmp->direction = i; 975 tmp->direction = i;
1029 tmp->range = op->range; 976 tmp->range = op->range;
1030 tmp->stats.dam = op->stats.dam; 977 tmp->stats.dam = op->stats.dam;
1031 tmp->duration = op->duration; 978 tmp->duration = op->duration;
1032 tmp->attacktype = op->attacktype; 979 tmp->attacktype = op->attacktype;
1033 tmp->set_owner (op); 980 tmp->set_owner (op);
1034 if (op->skill && op->skill != tmp->skill) 981 if (op->skill && op->skill != tmp->skill)
1035 {
1036 tmp->skill = op->skill; 982 tmp->skill = op->skill;
1037 } 983
1038 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) 984 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
1039 SET_ANIMATION (tmp, i); 985 SET_ANIMATION (tmp, i);
1040 tmp->x = op->x + freearr_x[i]; 986
1041 tmp->y = op->y + freearr_x[i]; 987 op->map->insert (tmp, op->x + freearr_x[i], op->y + freearr_x[i], op);
1042 insert_ob_in_map (tmp, op->map, op, 0);
1043 move_bullet (tmp); 988 move_bullet (tmp);
1044 } 989 }
1045 } 990 }
1046 991
1047 explode_bullet (op); 992 explode_bullet (op);
1048} 993}
1049 994
1050int 995int
1051create_bomb (object *op, object *caster, int dir, object *spell) 996create_bomb (object *op, object *caster, int dir, object *spell)
1052{ 997{
1053
1054 object *tmp; 998 object *tmp;
1055 int mflags; 999 int mflags;
1056 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];
1057 maptile *m; 1001 maptile *m;
1058 1002
1060 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))
1061 { 1005 {
1062 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.");
1063 return 0; 1007 return 0;
1064 } 1008 }
1009
1065 tmp = arch_to_object (spell->other_arch); 1010 tmp = arch_to_object (spell->other_arch);
1066 1011
1067 /* level dependencies for bomb */ 1012 /* level dependencies for bomb */
1068 tmp->range = spell->range + SP_level_range_adjust (caster, spell); 1013 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
1069 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);
1070 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell); 1015 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
1071 tmp->attacktype = spell->attacktype; 1016 tmp->attacktype = spell->attacktype;
1072 1017
1073 tmp->set_owner (op); 1018 tmp->set_owner (op);
1074 set_spell_skill (op, caster, spell, tmp); 1019 set_spell_skill (op, caster, spell, tmp);
1075 tmp->x = dx; 1020
1076 tmp->y = dy; 1021 m->insert (tmp, dx, dy, op);
1077 insert_ob_in_map (tmp, m, op, 0);
1078 return 1; 1022 return 1;
1079} 1023}
1080 1024
1081/**************************************************************************** 1025/****************************************************************************
1082 * 1026 *
1091 * dir is the direction to look in. 1035 * dir is the direction to look in.
1092 * range is how far out to look. 1036 * range is how far out to look.
1093 * 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.
1094 * this info is used for blocked magic/unholy spaces. 1038 * this info is used for blocked magic/unholy spaces.
1095 */ 1039 */
1096
1097object * 1040object *
1098get_pointed_target (object *op, int dir, int range, int type) 1041get_pointed_target (object *op, int dir, int range, int type)
1099{ 1042{
1100 object *target; 1043 object *target;
1101 sint16 x, y; 1044 sint16 x, y;
1120 return NULL; 1063 return NULL;
1121 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW) 1064 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW)
1122 return NULL; 1065 return NULL;
1123 1066
1124 if (mflags & P_IS_ALIVE) 1067 if (mflags & P_IS_ALIVE)
1125 {
1126 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)
1127 { 1069 if (QUERY_FLAG (target, FLAG_MONSTER))
1128 if (QUERY_FLAG (target->head ? target->head : target, FLAG_MONSTER))
1129 {
1130 return target; 1070 return target;
1131 }
1132 }
1133 }
1134 } 1071 }
1072
1135 return NULL; 1073 return NULL;
1136} 1074}
1137
1138 1075
1139/* cast_smite_arch() - the priest points to a creature and causes 1076/* cast_smite_arch() - the priest points to a creature and causes
1140 * a 'godly curse' to decend. 1077 * a 'godly curse' to decend.
1141 * usual params - 1078 * usual params -
1142 * op = player 1079 * op = player
1143 * caster = object casting the spell. 1080 * caster = object casting the spell.
1144 * dir = direction being cast 1081 * dir = direction being cast
1145 * spell = spell object 1082 * spell = spell object
1146 */ 1083 */
1147
1148int 1084int
1149cast_smite_spell (object *op, object *caster, int dir, object *spell) 1085cast_smite_spell (object *op, object *caster, int dir, object *spell)
1150{ 1086{
1151 object *effect, *target; 1087 object *effect, *target;
1152 object *god = find_god (determine_god (op)); 1088 object *god = find_god (determine_god (op));
1176 effect = arch_to_object (spell->other_arch); 1112 effect = arch_to_object (spell->other_arch);
1177 else 1113 else
1178 return 0; 1114 return 0;
1179 1115
1180 /* tailor the effect by priest level and worshipped God */ 1116 /* tailor the effect by priest level and worshipped God */
1181 effect->level = caster_level (caster, spell); 1117 effect->level = casting_level (caster, spell);
1182 effect->attacktype = spell->attacktype; 1118 effect->attacktype = spell->attacktype;
1183 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER)) 1119 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER))
1184 { 1120 {
1185 if (tailor_god_spell (effect, op)) 1121 if (tailor_god_spell (effect, op))
1186 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));
1225 1161
1226 effect->set_owner (op); 1162 effect->set_owner (op);
1227 set_spell_skill (op, caster, spell, effect); 1163 set_spell_skill (op, caster, spell, effect);
1228 1164
1229 /* ok, tell it where to be, and insert! */ 1165 /* ok, tell it where to be, and insert! */
1230 effect->x = target->x; 1166 effect->insert_at (target, op);
1231 effect->y = target->y;
1232 insert_ob_in_map (effect, target->map, op, 0);
1233 1167
1234 return 1; 1168 return 1;
1235} 1169}
1236
1237 1170
1238/**************************************************************************** 1171/****************************************************************************
1239 * 1172 *
1240 * MAGIC MISSILE code. 1173 * MAGIC MISSILE code.
1241 * 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
1244 1177
1245/* op is a missile that needs to be moved */ 1178/* op is a missile that needs to be moved */
1246void 1179void
1247move_missile (object *op) 1180move_missile (object *op)
1248{ 1181{
1249 int i, mflags;
1250 object *owner;
1251 sint16 new_x, new_y;
1252 maptile *m;
1253
1254 if (op->range-- <= 0) 1182 if (op->range-- <= 0)
1255 { 1183 {
1256 op->destroy (); 1184 op->destroy ();
1257 return; 1185 return;
1258 } 1186 }
1259 1187
1260 owner = op->owner; 1188 mapxy pos (op);
1261#if 0 1189 pos.move (op->direction);
1262 /* It'd make things nastier if this wasn't here - spells cast by 1190
1263 * monster that are then killed would continue to survive 1191 if (!pos.normalise ())
1264 */
1265 if (owner == NULL)
1266 { 1192 {
1267 op->destroy (); 1193 op->destroy ();
1268 return; 1194 return;
1269 } 1195 }
1270#endif
1271 1196
1272 new_x = op->x + DIRX (op); 1197 mapspace &ms = pos.ms ();
1273 new_y = op->y + DIRY (op);
1274 1198
1275 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))
1276
1277 if (!(mflags & P_OUT_OF_MAP) && ((mflags & P_IS_ALIVE) || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y))))
1278 { 1200 {
1279 hit_map (op, op->direction, AT_MAGIC, 1); 1201 hit_map (op, op->direction, AT_MAGIC, 1);
1280 /* Basically, missile only hits one thing then goes away. 1202 /* Basically, missile only hits one thing then goes away.
1281 * 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.
1282 */ 1204 */
1283 if (!op->destroyed ())
1284 op->destroy ();
1285
1286 return;
1287 }
1288
1289 op->remove ();
1290
1291 if (!op->direction || (mflags & P_OUT_OF_MAP))
1292 {
1293 op->destroy (); 1205 op->destroy ();
1294 return; 1206 return;
1295 } 1207 }
1296 1208
1297 op->x = new_x; 1209 if (!op->direction)
1298 op->y = new_y; 1210 {
1299 op->map = m; 1211 op->destroy ();
1212 return;
1213 }
1214
1300 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);
1301 if (i > 0 && i != op->direction) 1216 if (i > 0 && i != op->direction)
1302 { 1217 {
1303 op->direction = i; 1218 op->direction = i;
1304 SET_ANIMATION (op, op->direction); 1219 SET_ANIMATION (op, op->direction);
1305 } 1220 }
1306 1221
1307 insert_ob_in_map (op, op->map, op, 0); 1222 pos.insert (op, op);
1308} 1223}
1309 1224
1310/**************************************************************************** 1225/****************************************************************************
1311 * Destruction 1226 * Destruction
1312 ****************************************************************************/ 1227 ****************************************************************************/
1315 * 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
1316 * object. if time is 0, the object glows permanently. To truely 1231 * object. if time is 0, the object glows permanently. To truely
1317 * make this work for non-living objects, we would have to 1232 * make this work for non-living objects, we would have to
1318 * give them the capability to have an inventory. b.t. 1233 * give them the capability to have an inventory. b.t.
1319 */ 1234 */
1320
1321int 1235int
1322make_object_glow (object *op, int radius, int time) 1236make_object_glow (object *op, int radius, int time)
1323{ 1237{
1324 object *tmp;
1325
1326 /* some things are unaffected... */ 1238 /* some things are unaffected... */
1327 if (op->path_denied & PATH_LIGHT) 1239 if (op->path_denied & PATH_LIGHT)
1328 return 0; 1240 return 0;
1329 1241
1330 tmp = get_archetype (FORCE_NAME); 1242 object *tmp = get_archetype (FORCE_NAME);
1331 tmp->speed = 0.01; 1243 tmp->speed = 0.01;
1332 tmp->stats.food = time; 1244 tmp->stats.food = time;
1333 SET_FLAG (tmp, FLAG_IS_USED_UP); 1245 SET_FLAG (tmp, FLAG_IS_USED_UP);
1334 tmp->glow_radius = radius; 1246 tmp->glow_radius = radius;
1335 if (tmp->glow_radius > MAX_LIGHT_RADII) 1247 if (tmp->glow_radius > MAX_LIGHT_RADII)
1336 tmp->glow_radius = MAX_LIGHT_RADII; 1248 tmp->glow_radius = MAX_LIGHT_RADII;
1337 1249
1338 tmp->x = op->x;
1339 tmp->y = op->y;
1340 if (tmp->speed < MIN_ACTIVE_SPEED)
1341 tmp->speed = MIN_ACTIVE_SPEED; /* safety */
1342 tmp = insert_ob_in_ob (tmp, op); 1250 tmp = insert_ob_in_ob (tmp, op);
1251
1343 if (tmp->glow_radius > op->glow_radius) 1252 if (tmp->glow_radius > op->glow_radius)
1344 op->glow_radius = tmp->glow_radius; 1253 op->glow_radius = tmp->glow_radius;
1345 1254
1346 if (!tmp->env || op != tmp->env)
1347 {
1348 LOG (llevError, "make_object_glow() failed to insert glowing force in %s\n", &op->name);
1349 return 0;
1350 }
1351 return 1; 1255 return 1;
1352} 1256}
1353
1354
1355
1356 1257
1357int 1258int
1358cast_destruction (object *op, object *caster, object *spell_ob) 1259cast_destruction (object *op, object *caster, object *spell_ob)
1359{ 1260{
1360 int i, j, range, mflags, friendly = 0, dam, dur; 1261 int i, j, range, mflags, friendly = 0, dam, dur;
1381 else if (caster->skill) 1282 else if (caster->skill)
1382 op->skill = caster->skill; 1283 op->skill = caster->skill;
1383 else 1284 else
1384 op->skill = NULL; 1285 op->skill = NULL;
1385 1286
1386 change_skill (op, find_skill_by_name (op, op->skill), 1); 1287 op->change_skill (find_skill_by_name (op, op->skill));
1387 1288
1388 for (i = -range; i < range; i++) 1289 for (i = -range; i <= range; i++)
1389 { 1290 {
1390 for (j = -range; j < range; j++) 1291 for (j = -range; j <= range; j++)
1391 { 1292 {
1392 m = op->map; 1293 m = op->map;
1393 sx = op->x + i; 1294 sx = op->x + i;
1394 sy = op->y + j; 1295 sy = op->y + j;
1296
1395 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy); 1297 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
1396 if (mflags & P_OUT_OF_MAP) 1298 if (mflags & P_OUT_OF_MAP)
1397 continue; 1299 continue;
1300
1398 if (mflags & P_IS_ALIVE) 1301 if (mflags & P_IS_ALIVE)
1399 { 1302 {
1400 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)
1401 {
1402 if (QUERY_FLAG (tmp, FLAG_ALIVE) || tmp->type == PLAYER) 1304 if (QUERY_FLAG (tmp, FLAG_ALIVE) || tmp->type == PLAYER)
1403 break; 1305 break;
1404 } 1306
1405 if (tmp) 1307 if (tmp)
1406 { 1308 {
1407 if (tmp->head) 1309 if (tmp->head)
1408 tmp = tmp->head; 1310 tmp = tmp->head;
1409 1311
1411 (!friendly && (QUERY_FLAG (tmp, FLAG_FRIENDLY) || tmp->type == PLAYER))) 1313 (!friendly && (QUERY_FLAG (tmp, FLAG_FRIENDLY) || tmp->type == PLAYER)))
1412 { 1314 {
1413 if (spell_ob->subtype == SP_DESTRUCTION) 1315 if (spell_ob->subtype == SP_DESTRUCTION)
1414 { 1316 {
1415 hit_player (tmp, dam, op, spell_ob->attacktype, 0); 1317 hit_player (tmp, dam, op, spell_ob->attacktype, 0);
1318
1416 if (spell_ob->other_arch) 1319 if (spell_ob->other_arch)
1417 {
1418 tmp = arch_to_object (spell_ob->other_arch); 1320 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op);
1419 tmp->x = sx;
1420 tmp->y = sy;
1421 insert_ob_in_map (tmp, m, op, 0);
1422 }
1423 } 1321 }
1424 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)
1425 { 1323 {
1426 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch) 1324 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch)
1427 {
1428 object *effect = arch_to_object (spell_ob->other_arch); 1325 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op);
1429
1430 effect->x = sx;
1431 effect->y = sy;
1432 insert_ob_in_map (effect, m, op, 0);
1433 }
1434 } 1326 }
1435 } 1327 }
1436 } 1328 }
1437 } 1329 }
1438 } 1330 }
1439 } 1331 }
1332
1440 op->skill = skill; 1333 op->skill = skill;
1441 return 1; 1334 return 1;
1442} 1335}
1443 1336
1444/*************************************************************************** 1337/***************************************************************************
1458 { 1351 {
1459 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.");
1460 return 0; 1353 return 0;
1461 } 1354 }
1462 1355
1356 tmp = tmp->head_ ();
1357
1463 /* 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. */
1464 for (force = tmp->inv; force != NULL; force = force->below) 1359 for (force = tmp->inv; force; force = force->below)
1465 { 1360 {
1466 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY) 1361 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY)
1467 { 1362 {
1468 if (force->name == spell_ob->name) 1363 if (force->name == spell_ob->name)
1469 { 1364 {
1475 return 0; 1370 return 0;
1476 } 1371 }
1477 } 1372 }
1478 } 1373 }
1479 1374
1480 if (force == NULL) 1375 if (!force)
1481 { 1376 {
1482 force = get_archetype (FORCE_NAME); 1377 force = get_archetype (FORCE_NAME);
1483 force->subtype = FORCE_CHANGE_ABILITY; 1378 force->subtype = FORCE_CHANGE_ABILITY;
1379
1484 if (spell_ob->race) 1380 if (spell_ob->race)
1485 force->name = spell_ob->race; 1381 force->name = spell_ob->race;
1486 else 1382 else
1487 force->name = spell_ob->name; 1383 force->name = spell_ob->name;
1488 1384
1498 { 1394 {
1499 force->duration = duration; 1395 force->duration = duration;
1500 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.");
1501 } 1397 }
1502 else 1398 else
1503 {
1504 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.");
1505 } 1400
1506 return 1; 1401 return 1;
1507 } 1402 }
1403
1508 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;
1509 force->speed = 1.0; 1405 force->speed = 1.f;
1510 force->speed_left = -1.0; 1406 force->speed_left = -1.f;
1511 SET_FLAG (force, FLAG_APPLIED); 1407 SET_FLAG (force, FLAG_APPLIED);
1512 1408
1513 if (god) 1409 if (god)
1514 { 1410 {
1515 if (spell_ob->last_grace) 1411 if (spell_ob->last_grace)
1533 tmp->update_stats (); 1429 tmp->update_stats ();
1534 return 1; 1430 return 1;
1535 1431
1536} 1432}
1537 1433
1538
1539/********************************************************************** 1434/**********************************************************************
1540 * mood change 1435 * mood change
1541 * 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
1542 * effects monsters, it seems best to put it into this file 1437 * effects monsters, it seems best to put it into this file
1543 ***********************************************************************/ 1438 ***********************************************************************/
1556 1451
1557 /* 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
1558 * doing it over and over again. 1453 * doing it over and over again.
1559 */ 1454 */
1560 god = find_god (determine_god (op)); 1455 god = find_god (determine_god (op));
1561 level = caster_level (caster, spell); 1456 level = casting_level (caster, spell);
1562 range = spell->range + SP_level_range_adjust (caster, spell); 1457 range = spell->range + SP_level_range_adjust (caster, spell);
1563 1458
1564 /* 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_...
1565 * 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
1566 * won't ever match anything. 1461 * won't ever match anything.
1572 else if (god && !strcmp (spell->race, "GOD_FRIEND")) 1467 else if (god && !strcmp (spell->race, "GOD_FRIEND"))
1573 race = god->race; 1468 race = god->race;
1574 else 1469 else
1575 race = spell->race; 1470 race = spell->race;
1576 1471
1577
1578 for (x = op->x - range; x <= op->x + range; x++) 1472 for (x = op->x - range; x <= op->x + range; x++)
1579 for (y = op->y - range; y <= op->y + range; y++) 1473 for (y = op->y - range; y <= op->y + range; y++)
1580 { 1474 {
1581
1582 done_one = 0; 1475 done_one = 0;
1583 m = op->map; 1476 m = op->map;
1584 nx = x; 1477 nx = x;
1585 ny = y; 1478 ny = y;
1586 mflags = get_map_flags (m, &m, x, y, &nx, &ny); 1479 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1589 1482
1590 /* 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 */
1591 if (!(mflags & P_IS_ALIVE)) 1484 if (!(mflags & P_IS_ALIVE))
1592 continue; 1485 continue;
1593 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
1594 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)
1595 if (QUERY_FLAG (tmp, FLAG_MONSTER)) 1493 if (QUERY_FLAG (tmp, FLAG_MONSTER))
1596 break; 1494 break;
1597 1495
1598 /* There can be living objects that are not monsters */ 1496 /* There can be living objects that are not monsters */
1599 if (!tmp || tmp->type == PLAYER) 1497 if (!tmp || tmp->type == PLAYER)
1606 head = tmp; 1504 head = tmp;
1607 1505
1608 /* 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 */
1609 if (race && head->race && !strstr (race, head->race)) 1507 if (race && head->race && !strstr (race, head->race))
1610 continue; 1508 continue;
1509
1611 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD)) 1510 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD))
1612 continue; 1511 continue;
1613 1512
1614 /* Now do a bunch of stuff related to saving throws */ 1513 /* Now do a bunch of stuff related to saving throws */
1615 best_at = -1; 1514 best_at = -1;
1632 at -= level / 5; 1531 at -= level / 5;
1633 if (did_make_save (head, head->level, at)) 1532 if (did_make_save (head, head->level, at))
1634 continue; 1533 continue;
1635 } 1534 }
1636 else /* spell->attacktype */ 1535 else /* spell->attacktype */
1637 /*
1638 Spell has no attacktype (charm & such), so we'll have a specific saving:
1639 * if spell level < monster level, no go
1640 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) )
1641
1642 The chance will then be in the range [20-70] percent, not too bad.
1643
1644 This is required to fix the 'charm monster' abuse, where a player level 1 can
1645 charm a level 125 monster...
1646
1647 Ryo, august 14th
1648 */
1649 { 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 */
1650 if (head->level > level) 1549 if (head->level > level)
1651 continue; 1550 continue;
1551
1652 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))))
1653 /* Failed, no effect */ 1553 /* Failed, no effect */
1654 continue; 1554 continue;
1655 } 1555 }
1656 1556
1657 /* Done with saving throw. Now start effecting the monster */ 1557 /* Done with saving throw. Now start affecting the monster */
1658 1558
1659 /* aggravation */ 1559 /* aggravation */
1660 if (QUERY_FLAG (spell, FLAG_MONSTER)) 1560 if (QUERY_FLAG (spell, FLAG_MONSTER))
1661 { 1561 {
1662 CLEAR_FLAG (head, FLAG_SLEEP); 1562 CLEAR_FLAG (head, FLAG_SLEEP);
1663 if (QUERY_FLAG (head, FLAG_FRIENDLY))
1664 remove_friendly_object (head); 1563 remove_friendly_object (head);
1665
1666 done_one = 1; 1564 done_one = 1;
1667 head->enemy = op; 1565 head->enemy = op;
1668 } 1566 }
1669 1567
1670 /* calm monsters */ 1568 /* calm monsters */
1679 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK)) 1577 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK))
1680 { 1578 {
1681 SET_FLAG (head, FLAG_BERSERK); 1579 SET_FLAG (head, FLAG_BERSERK);
1682 done_one = 1; 1580 done_one = 1;
1683 } 1581 }
1582
1684 /* charm */ 1583 /* charm */
1685 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))
1686 { 1585 {
1687 SET_FLAG (head, FLAG_FRIENDLY); 1586 INVOKE_OBJECT (KILL, head, ARG_OBJECT (caster));
1587
1688 /* Prevent uncontolled outbreaks of self replicating monsters. 1588 /* Prevent uncontrolled outbreaks of self replicating monsters.
1689 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.
1690 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. */
1691 CLEAR_FLAG (head, FLAG_GENERATOR); 1591 CLEAR_FLAG (head, FLAG_GENERATOR);
1692 head->set_owner (op); 1592 head->set_owner (op);
1693 set_spell_skill (op, caster, spell, head); 1593 set_spell_skill (op, caster, spell, head);
1698 head->stats.exp = 0; 1598 head->stats.exp = 0;
1699 } 1599 }
1700 1600
1701 /* If a monster was effected, put an effect in */ 1601 /* If a monster was effected, put an effect in */
1702 if (done_one && spell->other_arch) 1602 if (done_one && spell->other_arch)
1703 {
1704 tmp = arch_to_object (spell->other_arch); 1603 m->insert (arch_to_object (spell->other_arch), nx, ny, op);
1705 tmp->x = nx;
1706 tmp->y = ny;
1707 insert_ob_in_map (tmp, m, op, 0);
1708 }
1709 } /* for y */ 1604 } /* for y */
1710 1605
1711 return 1; 1606 return 1;
1712} 1607}
1713 1608
1716 * 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
1717 * lightning spell used it, that seemed misnamed. 1612 * lightning spell used it, that seemed misnamed.
1718 * op is the spell effect. 1613 * op is the spell effect.
1719 * note that duration is handled by process_object() in time.c 1614 * note that duration is handled by process_object() in time.c
1720 */ 1615 */
1721
1722void 1616void
1723move_ball_spell (object *op) 1617move_ball_spell (object *op)
1724{ 1618{
1725 int i, j, dam_save, dir, mflags; 1619 int i, j, dam_save, dir, mflags;
1726 sint16 nx, ny, hx, hy; 1620 sint16 nx, ny, hx, hy;
1764 nx = op->x; 1658 nx = op->x;
1765 ny = op->y; 1659 ny = op->y;
1766 m = op->map; 1660 m = op->map;
1767 } 1661 }
1768 1662
1769 op->remove (); 1663 m->insert (op, nx, ny, op);
1770 op->y = ny;
1771 op->x = nx;
1772 insert_ob_in_map (op, m, op, 0);
1773 1664
1774 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
1775 surrounding squares */ 1666 surrounding squares */
1776 1667
1777 /* loop over current square and neighbors to hit. 1668 /* loop over current square and neighbors to hit.
1778 * if this has an other_arch field, we insert that in 1669 * if this has an other_arch field, we insert that in
1779 * the surround spaces. 1670 * the surround spaces.
1780 */ 1671 */
1781 for (j = 0; j < 9; j++) 1672 for (j = 0; j < 9; j++)
1782 { 1673 {
1783 object *new_ob;
1784
1785 hx = nx + freearr_x[j]; 1674 hx = nx + freearr_x[j];
1786 hy = ny + freearr_y[j]; 1675 hy = ny + freearr_y[j];
1787 1676
1788 m = op->map; 1677 m = op->map;
1789 mflags = get_map_flags (m, &m, hx, hy, &hx, &hy); 1678 mflags = get_map_flags (m, &m, hx, hy, &hx, &hy);
1797 1686
1798 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)))
1799 { 1688 {
1800 if (j) 1689 if (j)
1801 op->stats.dam = dam_save / 2; 1690 op->stats.dam = dam_save / 2;
1691
1802 hit_map (op, j, op->attacktype, 1); 1692 hit_map (op, j, op->attacktype, 1);
1803
1804 } 1693 }
1805 1694
1806 /* insert the other arch */ 1695 /* insert the other arch */
1807 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))))
1808 { 1697 m->insert (arch_to_object (op->other_arch), hx, hy, op);
1809 new_ob = arch_to_object (op->other_arch);
1810 new_ob->x = hx;
1811 new_ob->y = hy;
1812 insert_ob_in_map (new_ob, m, op, 0);
1813 }
1814 } 1698 }
1815 1699
1816 /* restore to the center location and damage */ 1700 /* restore to the center location and damage */
1817 op->stats.dam = dam_save; 1701 op->stats.dam = dam_save;
1818 1702
1821 if (i >= 0) 1705 if (i >= 0)
1822 { /* we have a preferred direction! */ 1706 { /* we have a preferred direction! */
1823 /* pick another direction if the preferred dir is blocked. */ 1707 /* pick another direction if the preferred dir is blocked. */
1824 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 ||
1825 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)))
1826 {
1827 i = absdir (i + rndm (0, 2) - 1); /* -1, 0, +1 */ 1710 i = absdir (i + rndm (0, 2) - 1); /* -1, 0, +1 */
1828 } 1711
1829 op->direction = i; 1712 op->direction = i;
1830 } 1713 }
1831} 1714}
1832 1715
1833
1834/* move_swarm_spell: peterm 1716/* move_swarm_spell: peterm
1835 * 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
1836 * 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
1837 * 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
1838 * 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
1839 * 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.
1840 */ 1722 */
1841
1842void 1723void
1843move_swarm_spell (object *op) 1724move_swarm_spell (object *op)
1844{ 1725{
1845#if 0 1726#if 0
1846 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 };
1847 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 };
1848 sint16 target_x, target_y, origin_x, origin_y; 1729 sint16 target_x, target_y, origin_x, origin_y;
1849 int adjustdir; 1730 int adjustdir;
1850 maptile *m; 1731 maptile *m;
1851#endif 1732#endif
1852 int basedir;
1853 object *owner; 1733 object *owner = op->env;
1854 1734
1855 owner = op->owner; 1735 if (!owner) // MUST not happen, remove when true TODO
1856 if (op->duration == 0 || owner == NULL)
1857 { 1736 {
1737 LOG (llevError, "swarm spell found outside inventory: %s\n", op->debug_desc ());
1858 op->destroy (); 1738 op->destroy ();
1859 return; 1739 return;
1860 } 1740 }
1861 1741
1742 if (!op->duration || !owner->is_on_map ())
1743 {
1744 op->destroy ();
1745 return;
1746 }
1747
1862 op->duration--; 1748 op->duration--;
1863 1749
1864 basedir = op->direction; 1750 int basedir = op->direction;
1865 if (basedir == 0) 1751 if (!basedir)
1866 { 1752 {
1867 /* spray in all directions! 8) */ 1753 /* spray in all directions! 8) */
1868 basedir = rndm (1, 8); 1754 op->facing = (op->facing + op->state) & 7;
1755 basedir = op->facing + 1;
1869 } 1756 }
1870 1757
1871#if 0 1758#if 0
1872 // this is bogus: it causes wrong places to be checked below 1759 // this is bogus: it causes wrong places to be checked below
1873 // (a wall 2 cells away will block the effect...) and 1760 // (a wall 2 cells away will block the effect...) and
1874 // 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
1875 // space. 1762 // space.
1876 // should be fixed later, but correctness before featurs... 1763 // should be fixed later, but correctness before features...
1877 // (schmorp) 1764 // (schmorp)
1878 1765
1879 /* new offset calculation to make swarm element distribution 1766 /* new offset calculation to make swarm element distribution
1880 * more uniform 1767 * more uniform
1881 */ 1768 */
1934 { 1821 {
1935 /* 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 */
1936 if (op->spell->subtype == SP_BULLET) 1823 if (op->spell->subtype == SP_BULLET)
1937 fire_bullet (owner, op, basedir, op->spell); 1824 fire_bullet (owner, op, basedir, op->spell);
1938 else if (op->spell->subtype == SP_MAGIC_MISSILE) 1825 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1939 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);
1940 } 1827 }
1941} 1828}
1942
1943
1944
1945 1829
1946/* fire_swarm: 1830/* fire_swarm:
1947 * The following routine creates a swarm of objects. It actually 1831 * The following routine creates a swarm of objects. It actually
1948 * sets up a specific swarm object, which then fires off all 1832 * sets up a specific swarm object, which then fires off all
1949 * the parts of the swarm. 1833 * the parts of the swarm.
1952 * caster: the caster (owner, wand, rod, scroll) 1836 * caster: the caster (owner, wand, rod, scroll)
1953 * dir: the direction everything will be fired in 1837 * dir: the direction everything will be fired in
1954 * spell - the spell that is this spell. 1838 * spell - the spell that is this spell.
1955 * n: the number to be fired. 1839 * n: the number to be fired.
1956 */ 1840 */
1957
1958int 1841int
1959fire_swarm (object *op, object *caster, object *spell, int dir) 1842fire_swarm (object *op, object *caster, object *spell, int dir)
1960{ 1843{
1961 object *tmp;
1962 int i;
1963
1964 if (!spell->other_arch) 1844 if (!spell->other_arch)
1965 return 0; 1845 return 0;
1966 1846
1967 tmp = get_archetype (SWARM_SPELL); 1847 object *tmp = archetype::get (SWARM_SPELL);
1968 tmp->x = op->x; 1848
1969 tmp->y = op->y;
1970 tmp->set_owner (op); /* needed so that if swarm elements kill, caster gets xp. */
1971 set_spell_skill (op, caster, spell, tmp); 1849 set_spell_skill (op, caster, spell, tmp);
1972
1973 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. */
1974 tmp->spell = arch_to_object (spell->other_arch); 1851 tmp->spell = spell->other_arch->instance ();
1975
1976 tmp->attacktype = tmp->spell->attacktype; 1852 tmp->attacktype = tmp->spell->attacktype;
1977 1853
1978 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) 1854 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
1979 {
1980 if (!tailor_god_spell (tmp, op)) 1855 if (!tailor_god_spell (tmp, op))
1981 return 1; 1856 return 1;
1982 } 1857
1983 tmp->duration = SP_level_duration_adjust (caster, spell); 1858 tmp->duration = SP_level_duration_adjust (caster, spell);
1984 for (i = 0; i < spell->duration; i++) 1859 for (int i = 0; i < spell->duration; i++)
1985 tmp->duration += die_roll (1, 3, op, PREFER_HIGH); 1860 tmp->duration += die_roll (1, 3, op, PREFER_HIGH);
1986 1861
1862 tmp->invisible = 1;
1863 tmp->flag [FLAG_NO_DROP] = 1; // make sure it stays in inv, or else
1987 tmp->direction = dir; 1864 tmp->direction = dir;
1988 tmp->invisible = 1; 1865 tmp->facing = rndm (1, 8); // initial firing direction
1989 insert_ob_in_map (tmp, op->map, op, 0); 1866 tmp->state = rndm (4) * 2 + 1; // direction increment
1867
1868 op->insert (tmp);
1869
1990 return 1; 1870 return 1;
1991} 1871}
1992
1993 1872
1994/* See the spells documentation file for why this is its own 1873/* See the spells documentation file for why this is its own
1995 * function. 1874 * function.
1996 */ 1875 */
1997int 1876int
2028 if (QUERY_FLAG (target, FLAG_MONSTER)) 1907 if (QUERY_FLAG (target, FLAG_MONSTER))
2029 { 1908 {
2030 /* oky doky. got a target monster. Lets make a blinding attack */ 1909 /* oky doky. got a target monster. Lets make a blinding attack */
2031 if (target->head) 1910 if (target->head)
2032 target = target->head; 1911 target = target->head;
1912
2033 (void) hit_player (target, dam, op, spell->attacktype, 1); 1913 hit_player (target, dam, op, spell->attacktype, 1);
2034 return 1; /* one success only! */ 1914 return 1; /* one success only! */
2035 } 1915 }
2036 } 1916 }
2037 1917
2038 /* no live target, perhaps a wall is in the way? */ 1918 /* no live target, perhaps a wall is in the way? */
2054 { 1934 {
2055 tmp->glow_radius = spell->range + SP_level_range_adjust (caster, spell); 1935 tmp->glow_radius = spell->range + SP_level_range_adjust (caster, spell);
2056 if (tmp->glow_radius > MAX_LIGHT_RADII) 1936 if (tmp->glow_radius > MAX_LIGHT_RADII)
2057 tmp->glow_radius = MAX_LIGHT_RADII; 1937 tmp->glow_radius = MAX_LIGHT_RADII;
2058 } 1938 }
2059 tmp->x = x; 1939
2060 tmp->y = y; 1940 m->insert (tmp, x, y, op);
2061 insert_ob_in_map (tmp, m, op, 0);
2062 return 1; 1941 return 1;
2063} 1942}
2064
2065
2066
2067 1943
2068/* cast_cause_disease: this spell looks along <dir> from the 1944/* cast_cause_disease: this spell looks along <dir> from the
2069 * player and infects someone. 1945 * player and infects someone.
2070 * 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
2071 * 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
2072 * perhaps this should actually be in disease.c? 1948 * perhaps this should actually be in disease.c?
2073 */ 1949 */
2074
2075int 1950int
2076cast_cause_disease (object *op, object *caster, object *spell, int dir) 1951cast_cause_disease (object *op, object *caster, object *spell, int dir)
2077{ 1952{
2078 sint16 x, y; 1953 sint16 x, y;
2079 int i, mflags, range, dam_mod, dur_mod; 1954 int i, mflags, range, dam_mod, dur_mod;
2086 /* 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
2087 * direction the player is pointing. 1962 * direction the player is pointing.
2088 */ 1963 */
2089 if (!dir) 1964 if (!dir)
2090 dir = op->facing; 1965 dir = op->facing;
1966
2091 if (!dir) 1967 if (!dir)
2092 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 */
2093 1969
2094 /* Calculate these once here */ 1970 /* Calculate these once here */
2095 range = spell->range + SP_level_range_adjust (caster, spell); 1971 range = spell->range + SP_level_range_adjust (caster, spell);
2122 object *disease = arch_to_object (spell->other_arch); 1998 object *disease = arch_to_object (spell->other_arch);
2123 1999
2124 disease->set_owner (op); 2000 disease->set_owner (op);
2125 set_spell_skill (op, caster, spell, disease); 2001 set_spell_skill (op, caster, spell, disease);
2126 disease->stats.exp = 0; 2002 disease->stats.exp = 0;
2127 disease->level = caster_level (caster, spell); 2003 disease->level = casting_level (caster, spell);
2128 2004
2129 /* do level adjustments */ 2005 /* do level adjustments */
2130 if (disease->stats.wc) 2006 if (disease->stats.wc)
2131 disease->stats.wc += dur_mod / 2; 2007 disease->stats.wc += dur_mod / 2;
2132 2008
2133 if (disease->magic > 0) 2009 if (disease->magic > 0)
2134 disease->magic += dur_mod / 4; 2010 disease->magic += dur_mod / 8;
2135 2011
2136 if (disease->stats.maxhp > 0) 2012 if (disease->stats.maxhp > 0)
2137 disease->stats.maxhp += dur_mod; 2013 disease->stats.maxhp += dur_mod;
2138 2014
2139 if (disease->stats.maxgrace > 0) 2015 if (disease->stats.maxgrace > 0)
2174 if (disease->stats.sp) 2050 if (disease->stats.sp)
2175 disease->stats.sp -= dam_mod; 2051 disease->stats.sp -= dam_mod;
2176 2052
2177 if (infect_object (walk, disease, 1)) 2053 if (infect_object (walk, disease, 1))
2178 { 2054 {
2179 object *flash; /* visual effect for inflicting disease */
2180
2181 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);
2182 2056
2183 disease->destroy (); /* don't need this one anymore */ 2057 disease->destroy (); /* don't need this one anymore */
2184 flash = get_archetype (ARCH_DETECT_MAGIC); 2058 walk->map->insert (get_archetype ("detect_magic"), x, y, op);
2185 flash->x = x;
2186 flash->y = y;
2187 flash->map = walk->map;
2188 insert_ob_in_map (flash, walk->map, op, 0);
2189 return 1; 2059 return 1;
2190 } 2060 }
2191 2061
2192 disease->destroy (); 2062 disease->destroy ();
2193 } 2063 }
2194 } /* if living creature */ 2064 } /* if living creature */
2195 } /* for range of spaces */ 2065 } /* for range of spaces */
2066
2196 new_draw_info (NDI_UNIQUE, 0, op, "No one caught anything!"); 2067 new_draw_info (NDI_UNIQUE, 0, op, "No one caught anything!");
2197 return 1; 2068 return 1;
2198} 2069}

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines