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Comparing deliantra/server/server/spell_attack.C (file contents):
Revision 1.24 by root, Tue Dec 26 08:55:00 2006 UTC vs.
Revision 1.65 by root, Mon Sep 29 10:20:49 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 {
170 op->destroy_inv (true); // be explicit about dropping
176 op->destroy (); 171 op->destroy (true);
177 return; 172 return;
178 } 173 }
179 174
180 hit_map (op, 0, op->attacktype, 1); 175 hit_map (op, 0, op->attacktype, 1);
181 176
182 if (!op->direction) 177 if (!op->direction)
183 return; 178 return;
184 179
185 if (--op->range < 0) 180 if (--op->range < 0)
186 {
187 op->range = 0; 181 op->range = 0;
188 }
189 else 182 else
190 { 183 {
191 x = op->x + DIRX (op); 184 x = op->x + DIRX (op);
192 y = op->y + DIRY (op); 185 y = op->y + DIRY (op);
193 m = op->map; 186 m = op->map;
201 * on the space. So only call reflwall if we think the data it returns 194 * on the space. So only call reflwall if we think the data it returns
202 * will be useful. 195 * will be useful.
203 */ 196 */
204 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)) || ((mflags & P_IS_ALIVE) && reflwall (m, x, y, op))) 197 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)) || ((mflags & P_IS_ALIVE) && reflwall (m, x, y, op)))
205 { 198 {
206
207 if (!QUERY_FLAG (op, FLAG_REFLECTING)) 199 if (!QUERY_FLAG (op, FLAG_REFLECTING))
208 return; 200 return;
209 201
210 /* Since walls don't run diagonal, if the bolt is in 202 /* Since walls don't run diagonal, if the bolt is in
211 * one of 4 main directions, it just reflects back in the 203 * one of 4 main directions, it just reflects back in the
241 else if (left) 233 else if (left)
242 op->direction = absdir (op->direction + 2); 234 op->direction = absdir (op->direction + 2);
243 else if (right) 235 else if (right)
244 op->direction = absdir (op->direction - 2); 236 op->direction = absdir (op->direction - 2);
245 } 237 }
238
246 update_turn_face (op); /* A bolt *must* be IS_TURNABLE */ 239 update_turn_face (op); /* A bolt *must* be IS_TURNABLE */
247 return; 240 return;
248 } 241 }
249 else 242 else
250 { /* Create a copy of this object and put it ahead */ 243 { /* Create a copy of this object and put it ahead */
251 tmp = op->clone (); 244 object *tmp = op->clone ();
252 245
246 m->insert (tmp, x, y, op);
253 tmp->speed_left = -0.1; 247 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 */ 248 /* To make up for the decrease at the top of the function */
257 tmp->duration++; 249 tmp->duration++;
258 250
259 /* New forking code. Possibly create forks of this object 251 /* New forking code. Possibly create forks of this object
260 * going off in other directions. 252 * going off in other directions.
261 */ 253 */
262
263 if (rndm (0, 99) < tmp->stats.Dex) 254 if (tmp->stats.Dex && rndm (0, 99) < tmp->stats.Dex)
264 { /* stats.Dex % of forking */ 255 forklightning (op, tmp); /* stats.Dex % of forking */
265 forklightning (op, tmp); 256
266 }
267 /* In this way, the object left behind sticks on the space, but 257 /* In this way, the object left behind sticks on the space, but
268 * doesn't create any bolts that continue to move onward. 258 * doesn't create any bolts that continue to move onward.
269 */ 259 */
270 op->range = 0; 260 op->range = 0;
271 } /* copy object and move it along */ 261 } /* copy object and move it along */
294 return 0; 284 return 0;
295 285
296 /* peterm: level dependency for bolts */ 286 /* peterm: level dependency for bolts */
297 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob); 287 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob);
298 tmp->attacktype = spob->attacktype; 288 tmp->attacktype = spob->attacktype;
289
299 if (spob->slaying) 290 if (spob->slaying)
300 tmp->slaying = spob->slaying; 291 tmp->slaying = spob->slaying;
292
301 tmp->range = spob->range + SP_level_range_adjust (caster, spob); 293 tmp->range = spob->range + SP_level_range_adjust (caster, spob);
302 tmp->duration = spob->duration + SP_level_duration_adjust (caster, spob); 294 tmp->duration = spob->duration + SP_level_duration_adjust (caster, spob);
303 tmp->stats.Dex = spob->stats.Dex; 295 tmp->stats.Dex = spob->stats.Dex;
304 tmp->stats.Con = spob->stats.Con; 296 tmp->stats.Con = spob->stats.Con;
305 297
316 308
317 maptile *newmap; 309 maptile *newmap;
318 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y); 310 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y);
319 if (mflags & P_OUT_OF_MAP) 311 if (mflags & P_OUT_OF_MAP)
320 { 312 {
313 tmp->destroy_inv (true); // be explicit about dropping
321 tmp->destroy (); 314 tmp->destroy (true);
322 return 0; 315 return 0;
323 } 316 }
324 317
325 tmp->map = newmap; 318 tmp->map = newmap;
326 319
327 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y))) 320 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y)))
328 { 321 {
329 if (!QUERY_FLAG (tmp, FLAG_REFLECTING)) 322 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
330 { 323 {
324 tmp->destroy_inv (true); // be explicit about dropping
331 tmp->destroy (); 325 tmp->destroy (true);
332 return 0; 326 return 0;
333 } 327 }
334 328
335 tmp->x = op->x; 329 tmp->x = op->x;
336 tmp->y = op->y; 330 tmp->y = op->y;
337 tmp->direction = absdir (tmp->direction + 4); 331 tmp->direction = absdir (tmp->direction + 4);
338 tmp->map = op->map; 332 tmp->map = op->map;
339 } 333 }
340 334
341 if ((tmp = insert_ob_in_map (tmp, tmp->map, op, 0)) != NULL) 335 if ((tmp = tmp->insert_at (tmp, op)))
342 move_bolt (tmp); 336 move_bolt (tmp);
343 337
344 return 1; 338 return 1;
345} 339}
346
347
348 340
349/*************************************************************************** 341/***************************************************************************
350 * 342 *
351 * BULLET/BALL CODE 343 * BULLET/BALL CODE
352 * 344 *
353 ***************************************************************************/ 345 ***************************************************************************/
354 346
355/* expands an explosion. op is a piece of the 347/* expands an explosion. op is a piece of the
356 * explosion - this expans it in the different directions. 348 * explosion - this expands it in the different directions.
357 * At least that is what I think this does. 349 * At least that is what I think this does.
358 */ 350 */
359void 351void
360explosion (object *op) 352explosion (object *op)
361{ 353{
362 object *tmp;
363 maptile *m = op->map; 354 maptile *m = op->map;
364 int i; 355 int i;
365 356
366 if (--(op->duration) < 0) 357 if (--op->duration < 0)
367 { 358 {
368 op->destroy (); 359 op->destroy (true);
369 return; 360 return;
370 } 361 }
371 362
372 hit_map (op, 0, op->attacktype, 0); 363 hit_map (op, 0, op->attacktype, 0);
373 364
377 { 368 {
378 sint16 dx, dy; 369 sint16 dx, dy;
379 370
380 dx = op->x + freearr_x[i]; 371 dx = op->x + freearr_x[i];
381 dy = op->y + freearr_y[i]; 372 dy = op->y + freearr_y[i];
373
382 /* ok_to_put_more already does things like checks for walls, 374 /* ok_to_put_more already does things like checks for walls,
383 * out of map, etc. 375 * out of map, etc.
384 */ 376 */
385 if (ok_to_put_more (op->map, dx, dy, op, op->attacktype)) 377 if (ok_to_put_more (op->map, dx, dy, op, op->attacktype))
386 { 378 {
387 tmp = op->clone (); 379 object *tmp = op->clone ();
380
388 tmp->state = 0; 381 tmp->state = 0;
389 tmp->speed_left = -0.21; 382 tmp->speed_left = -0.21f;
390 tmp->range--; 383 tmp->range--;
391 tmp->value = 0; 384 tmp->value = 0;
392 tmp->x = dx; 385
393 tmp->y = dy; 386 m->insert (tmp, dx, dy, op);
394 insert_ob_in_map (tmp, m, op, 0);
395 } 387 }
396 } 388 }
397 } 389 }
398} 390}
399
400 391
401/* Causes an object to explode, eg, a firebullet, 392/* Causes an object to explode, eg, a firebullet,
402 * poison cloud ball, etc. op is the object to 393 * poison cloud ball, etc. op is the object to
403 * explode. 394 * explode.
404 */ 395 */
405void 396void
406explode_bullet (object *op) 397explode_bullet (object *op)
407{ 398{
408 object *tmp, *owner; 399 object *tmp, *owner;
409 400
410 if (op->other_arch == NULL) 401 if (!op->other_arch)
411 { 402 {
412 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n"); 403 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n");
413 op->destroy (); 404 op->destroy (true);
414 return; 405 return;
415 } 406 }
416 407
417 if (op->env) 408 if (op->env)
418 { 409 {
419 object *env; 410 object *env = op->outer_env ();
420 411
421 env = object_get_env_recursive (op);
422 if (env->map == NULL || out_of_map (env->map, env->x, env->y)) 412 if (!env->map || out_of_map (env->map, env->x, env->y))
423 { 413 {
424 LOG (llevError, "BUG: explode_bullet(): env out of map\n"); 414 LOG (llevError, "BUG: explode_bullet(): env out of map\n");
425 op->destroy (); 415 op->destroy (true);
426 return; 416 return;
427 } 417 }
428 418
429 op->remove (); 419 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 } 420 }
434 else if (out_of_map (op->map, op->x, op->y)) 421 else if (out_of_map (op->map, op->x, op->y))
435 { 422 {
436 LOG (llevError, "BUG: explode_bullet(): op out of map\n"); 423 LOG (llevError, "BUG: explode_bullet(): op out of map\n");
437 op->destroy (); 424 op->destroy (true);
438 return; 425 return;
439 } 426 }
440 427
441 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent explosions of any kind on safe maps 428 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent explosions of any kind on safe maps
442 // NOTE: If this breaks something important: remove this. I can't think of anything 429 // NOTE: If this breaks something important: remove this. I can't think of anything
443 // bad at the moment that might happen from this. 430 // bad at the moment that might happen from this.
444 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE) 431 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
445 { 432 {
446 op->destroy (); 433 op->destroy (true);
447 return; 434 return;
448 } 435 }
449 436
450 if (op->attacktype) 437 if (op->attacktype)
451 { 438 {
452 hit_map (op, 0, op->attacktype, 1); 439 hit_map (op, 0, op->attacktype, 1);
440
453 if (op->destroyed ()) 441 if (op->destroyed ())
454 return; 442 return;
455 } 443 }
456 444
457 /* other_arch contains what this explodes into */ 445 /* other_arch contains what this explodes into */
460 tmp->set_owner (op); 448 tmp->set_owner (op);
461 tmp->skill = op->skill; 449 tmp->skill = op->skill;
462 450
463 owner = op->owner; 451 owner = op->owner;
464 452
465 if ((tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) && owner && !tailor_god_spell (tmp, owner)) 453 if ((tmp->attacktype & AT_HOLYWORD
454 || tmp->attacktype & AT_GODPOWER)
455 && owner
456 && !tailor_god_spell (tmp, owner))
466 { 457 {
467 op->destroy (); 458 op->destroy (true);
468 return; 459 return;
469 } 460 }
470
471 tmp->x = op->x;
472 tmp->y = op->y;
473 461
474 /* special for bombs - it actually has sane values for these */ 462 /* special for bombs - it actually has sane values for these */
475 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB) 463 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB)
476 { 464 {
477 tmp->attacktype = op->attacktype; 465 tmp->attacktype = op->attacktype;
481 } 469 }
482 else 470 else
483 { 471 {
484 if (op->attacktype & AT_MAGIC) 472 if (op->attacktype & AT_MAGIC)
485 tmp->attacktype |= AT_MAGIC; 473 tmp->attacktype |= AT_MAGIC;
474
486 /* Spell doc describes what is going on here */ 475 /* Spell doc describes what is going on here */
487 tmp->stats.dam = op->dam_modifier; 476 tmp->stats.dam = op->dam_modifier;
488 tmp->range = op->stats.maxhp; 477 tmp->range = op->stats.maxhp;
489 tmp->duration = op->stats.hp; 478 tmp->duration = op->stats.hp;
490 /* Used for spell tracking - just need a unique val for this spell - 479 /* Used for spell tracking - just need a unique val for this spell -
498 tmp->stats.sp = op->direction; 487 tmp->stats.sp = op->direction;
499 488
500 /* Prevent recursion */ 489 /* Prevent recursion */
501 op->move_on = 0; 490 op->move_on = 0;
502 491
503 insert_ob_in_map (tmp, op->map, op, 0); 492 tmp->insert_at (op, op);
493 tmp->play_sound (tmp->sound);
494
504 /* remove the firebullet */ 495 /* remove the firebullet */
505 if (!op->destroyed ())
506 {
507 op->destroy (); 496 op->destroy (true);
508 }
509} 497}
510
511
512 498
513/* checks to see what op should do, given the space it is on 499/* checks to see what op should do, given the space it is on
514 * (eg, explode, damage player, etc) 500 * (eg, explode, damage player, etc)
515 */ 501 */
516
517void 502void
518check_bullet (object *op) 503check_bullet (object *op)
519{ 504{
520 object *tmp; 505 object *tmp;
521 int dam, mflags; 506 int dam, mflags;
536 521
537 /* If nothing alive on this space, no reason to do anything further */ 522 /* If nothing alive on this space, no reason to do anything further */
538 if (!(mflags & P_IS_ALIVE)) 523 if (!(mflags & P_IS_ALIVE))
539 return; 524 return;
540 525
541 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 526 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
542 { 527 {
543 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 528 if (QUERY_FLAG (tmp, FLAG_ALIVE))
544 { 529 {
545 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1); 530 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1);
531
532 // TODO: can't understand the following if's
546 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0) 533 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0)
547 { 534 {
548 if (!QUERY_FLAG (op, FLAG_REMOVED)) 535 if (!QUERY_FLAG (op, FLAG_REMOVED))
549 { 536 {
550 op->destroy (); 537 op->destroy (true);
551 return; 538 return;
552 } 539 }
553 } 540 }
554 } 541 }
555 } 542 }
584 if (--op->range <= 0) 571 if (--op->range <= 0)
585 { 572 {
586 if (op->other_arch) 573 if (op->other_arch)
587 explode_bullet (op); 574 explode_bullet (op);
588 else 575 else
589 op->destroy (); 576 op->destroy (true);
590 577
591 return; 578 return;
592 } 579 }
593 580
594 new_x = op->x + DIRX (op); 581 new_x = op->x + DIRX (op);
596 m = op->map; 583 m = op->map;
597 mflags = get_map_flags (m, &m, new_x, new_y, &new_x, &new_y); 584 mflags = get_map_flags (m, &m, new_x, new_y, &new_x, &new_y);
598 585
599 if (mflags & P_OUT_OF_MAP) 586 if (mflags & P_OUT_OF_MAP)
600 { 587 {
601 op->destroy (); 588 op->destroy (true);
602 return; 589 return;
603 } 590 }
604 591
605 if (!op->direction || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y))) 592 if (!op->direction || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y)))
606 { 593 {
607 if (op->other_arch) 594 if (op->other_arch)
608 explode_bullet (op); 595 explode_bullet (op);
609 else 596 else
610 op->destroy (); 597 op->destroy (true);
611 598
612 return; 599 return;
613 } 600 }
614 601
615 op->remove (); 602 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; 603 return;
620 604
621 if (reflwall (op->map, op->x, op->y, op)) 605 if (reflwall (op->map, op->x, op->y, op))
622 { 606 {
623 op->direction = absdir (op->direction + 4); 607 op->direction = absdir (op->direction + 4);
624 update_turn_face (op); 608 update_turn_face (op);
625 } 609 }
626 else 610 else
627 check_bullet (op); 611 check_bullet (op);
628} 612}
629
630
631
632 613
633/* fire_bullet 614/* fire_bullet
634 * object op (cast from caster) files a bolt in dir. 615 * object op (cast from caster) files a bolt in dir.
635 * spob is the spell object for the bolt. 616 * spob is the spell object for the bolt.
636 * we remove the magic flag - that can be derived from 617 * we remove the magic flag - that can be derived from
637 * spob->attacktype. 618 * spob->attacktype.
638 * This function sets up the appropriate owner and skill 619 * This function sets up the appropriate owner and skill
639 * pointers. 620 * pointers.
640 */ 621 */
641
642int 622int
643fire_bullet (object *op, object *caster, int dir, object *spob) 623fire_bullet (object *op, object *caster, int dir, object *spob)
644{ 624{
645 object *tmp = NULL; 625 object *tmp = NULL;
646 int mflags; 626 int mflags;
647 627
648 if (!spob->other_arch) 628 if (!spob->other_arch)
649 return 0; 629 return 0;
650 630
651 tmp = arch_to_object (spob->other_arch); 631 tmp = spob->other_arch->instance ();
652 if (tmp == NULL) 632 if (!tmp)
653 return 0; 633 return 0;
654 634
655 /* peterm: level dependency for bolts */ 635 /* peterm: level dependency for bolts */
656 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob); 636 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob);
657 tmp->attacktype = spob->attacktype; 637 tmp->attacktype = spob->attacktype;
658 if (spob->slaying) 638 if (spob->slaying)
659 tmp->slaying = spob->slaying; 639 tmp->slaying = spob->slaying;
660 640
670 SET_ANIMATION (tmp, dir); 650 SET_ANIMATION (tmp, dir);
671 651
672 tmp->set_owner (op); 652 tmp->set_owner (op);
673 set_spell_skill (op, caster, spob, tmp); 653 set_spell_skill (op, caster, spob, tmp);
674 654
675 tmp->x = op->x + freearr_x[dir]; 655 tmp->x = op->x + freearr_x[dir];
676 tmp->y = op->y + freearr_y[dir]; 656 tmp->y = op->y + freearr_y[dir];
677 tmp->map = op->map; 657 tmp->map = op->map;
678 658
679 maptile *newmap; 659 maptile *newmap;
680 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y); 660 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y);
681 if (mflags & P_OUT_OF_MAP) 661 if (mflags & P_OUT_OF_MAP)
682 { 662 {
683 tmp->destroy (); 663 tmp->destroy (true);
684 return 0; 664 return 0;
685 } 665 }
686 666
687 tmp->map = newmap; 667 tmp->map = newmap;
688 668
689 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y))) 669 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y)))
690 { 670 {
691 if (!QUERY_FLAG (tmp, FLAG_REFLECTING)) 671 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
692 { 672 {
693 tmp->destroy (); 673 tmp->destroy (true);
694 return 0; 674 return 0;
695 } 675 }
696 676
697 tmp->x = op->x; 677 tmp->x = op->x;
698 tmp->y = op->y; 678 tmp->y = op->y;
699 tmp->direction = absdir (tmp->direction + 4); 679 tmp->direction = absdir (tmp->direction + 4);
700 tmp->map = op->map; 680 tmp->map = op->map;
701 } 681 }
702 682
703 if ((tmp = insert_ob_in_map (tmp, tmp->map, op, 0))) 683 if ((tmp = tmp->insert_at (tmp, op)))
704 check_bullet (tmp); 684 check_bullet (tmp);
705 685
706 return 1; 686 return 1;
707} 687}
708
709
710
711 688
712/***************************************************************************** 689/*****************************************************************************
713 * 690 *
714 * CONE RELATED FUNCTIONS 691 * CONE RELATED FUNCTIONS
715 * 692 *
716 *****************************************************************************/ 693 *****************************************************************************/
717 694
718
719/* drops an object based on what is in the cone's "other_arch" */ 695/* drops an object based on what is in the cone's "other_arch" */
720void 696void
721cone_drop (object *op) 697cone_drop (object *op)
722{ 698{
723 object *new_ob = arch_to_object (op->other_arch); 699 object *new_ob = arch_to_object (op->other_arch);
724 700
725 new_ob->x = op->x;
726 new_ob->y = op->y;
727 new_ob->level = op->level; 701 new_ob->level = op->level;
728 new_ob->set_owner (op->owner); 702 new_ob->set_owner (op->owner);
729 703
730 /* preserve skill ownership */ 704 /* preserve skill ownership */
731 if (op->skill && op->skill != new_ob->skill) 705 if (op->skill && op->skill != new_ob->skill)
732 {
733 new_ob->skill = op->skill; 706 new_ob->skill = op->skill;
734 }
735 insert_ob_in_map (new_ob, op->map, op, 0);
736 707
708 new_ob->insert_at (op, op);
737} 709}
738 710
739/* move_cone: causes cone object 'op' to move a space/hit creatures */ 711/* move_cone: causes cone object 'op' to move a space/hit creatures */
740 712
741void 713void
742move_cone (object *op) 714move_cone (object *op)
743{ 715{
744 int i;
745
746 /* if no map then hit_map will crash so just ignore object */ 716 /* if no map then hit_map will crash so just ignore object */
747 if (!op->map) 717 if (!op->map)
748 { 718 {
749 LOG (llevError, "Tried to move_cone object %s without a map.\n", op->name ? &op->name : "unknown"); 719 LOG (llevError, "Tried to move_cone object %s without a map.\n", op->name ? &op->name : "unknown");
750 op->set_speed (0); 720 op->set_speed (0);
763 * when their cone dies when they die. 733 * when their cone dies when they die.
764 */ 734 */
765 /* If no owner left, the spell dies out. */ 735 /* If no owner left, the spell dies out. */
766 if (op->owner == NULL) 736 if (op->owner == NULL)
767 { 737 {
768 op->destroy (); 738 op->destroy (true);
769 return; 739 return;
770 } 740 }
771#endif 741#endif
772 742
773 hit_map (op, 0, op->attacktype, 0); 743 hit_map (op, 0, op->attacktype, 0);
780 check_spell_knockback (op); 750 check_spell_knockback (op);
781 751
782 if (op->destroyed ()) 752 if (op->destroyed ())
783 return; 753 return;
784 754
785 if ((op->duration--) < 0) 755 if (op->duration-- < 0)
786 { 756 {
787 op->destroy (); 757 op->destroy (true);
788 return; 758 return;
789 } 759 }
790 /* Object has hit maximum range, so don't have it move 760 /* Object has hit maximum range, so don't have it move
791 * any further. When the duration above expires, 761 * any further. When the duration above expires,
792 * then the object will get removed. 762 * then the object will get removed.
795 { 765 {
796 op->range = 0; /* just so it doesn't wrap */ 766 op->range = 0; /* just so it doesn't wrap */
797 return; 767 return;
798 } 768 }
799 769
800 for (i = -1; i < 2; i++) 770 for (int i = -1; i <= 1; i++)
801 { 771 {
802 sint16 x = op->x + freearr_x[absdir (op->stats.sp + i)], y = op->y + freearr_y[absdir (op->stats.sp + i)]; 772 sint16 x = op->x + freearr_x[absdir (op->stats.sp + i)], y = op->y + freearr_y[absdir (op->stats.sp + i)];
803 773
804 if (ok_to_put_more (op->map, x, y, op, op->attacktype)) 774 if (ok_to_put_more (op->map, x, y, op, op->attacktype))
805 { 775 {
806 object *tmp = op->clone (); 776 object *tmp = op->clone ();
807
808 tmp->x = x;
809 tmp->y = y;
810 777
811 tmp->duration = op->duration + 1; 778 tmp->duration = op->duration + 1;
812 779
813 /* Use for spell tracking - see ok_to_put_more() */ 780 /* Use for spell tracking - see ok_to_put_more() */
814 tmp->stats.maxhp = op->stats.maxhp; 781 tmp->stats.maxhp = op->stats.maxhp;
815 insert_ob_in_map (tmp, op->map, op, 0); 782
783 op->map->insert (tmp, x, y, op);
784
816 if (tmp->other_arch) 785 if (tmp->other_arch)
817 cone_drop (tmp); 786 cone_drop (tmp);
818 } 787 }
819 } 788 }
820} 789}
853 822
854 /* Need to know what the movetype of the object we are about 823 /* 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 824 * to create is, so we can know if the space we are about to
856 * insert it into is blocked. 825 * insert it into is blocked.
857 */ 826 */
858 movetype = spell->other_arch->clone.move_type; 827 movetype = spell->other_arch->move_type;
859 828
860 for (i = range_min; i <= range_max; i++) 829 for (i = range_min; i <= range_max; i++)
861 { 830 {
862 sint16 x, y, d; 831 sint16 x, y, d;
863 832
898 867
899 success = 1; 868 success = 1;
900 tmp = arch_to_object (spell->other_arch); 869 tmp = arch_to_object (spell->other_arch);
901 tmp->set_owner (op); 870 tmp->set_owner (op);
902 set_spell_skill (op, caster, spell, tmp); 871 set_spell_skill (op, caster, spell, tmp);
903 tmp->level = caster_level (caster, spell); 872 tmp->level = casting_level (caster, spell);
904 tmp->x = sx;
905 tmp->y = sy;
906 tmp->attacktype = spell->attacktype; 873 tmp->attacktype = spell->attacktype;
907 874
908 /* holy word stuff */ 875 /* holy word stuff */
909 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER)) 876 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER))
910 if (!tailor_god_spell (tmp, op)) 877 if (!tailor_god_spell (tmp, op))
944 else 911 else
945 tmp->duration += caster->level / 3; 912 tmp->duration += caster->level / 3;
946 } 913 }
947 914
948 if (!(tmp->move_type & MOVE_FLY_LOW)) 915 if (!(tmp->move_type & MOVE_FLY_LOW))
949 LOG (llevDebug, "cast_cone(): arch %s doesn't have flying 1\n", &spell->other_arch->name); 916 LOG (llevDebug, "cast_cone(): arch %s doesn't have flying 1\n", &spell->other_arch->archname);
950 917
951 if (!tmp->move_on && tmp->stats.dam) 918 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); 919 LOG (llevDebug, "cast_cone(): arch %s doesn't have move_on set\n", &spell->other_arch->archname);
954 }
955 920
956 insert_ob_in_map (tmp, m, op, 0); 921 m->insert (tmp, sx, sy, op);
957 922
958 /* This is used for tracking spells so that one effect doesn't hit 923 /* This is used for tracking spells so that one effect doesn't hit
959 * a single space too many times. 924 * a single space too many times.
960 */ 925 */
961 tmp->stats.maxhp = tmp->count; 926 tmp->stats.maxhp = tmp->count;
971 * 936 *
972 * BOMB related code 937 * BOMB related code
973 * 938 *
974 ****************************************************************************/ 939 ****************************************************************************/
975 940
976
977/* This handles an exploding bomb. 941/* This handles an exploding bomb.
978 * op is the original bomb object. 942 * op is the original bomb object.
979 */ 943 */
980void 944void
981animate_bomb (object *op) 945animate_bomb (object *op)
982{ 946{
983 int i;
984 object *env, *tmp;
985 archetype *at;
986
987 if (op->state != NUM_ANIMATIONS (op) - 1) 947 if (op->state != NUM_ANIMATIONS (op) - 1)
988 return; 948 return;
989 949
990 env = object_get_env_recursive (op); 950 object *env = op->outer_env ();
991 951
992 if (op->env) 952 if (op->env)
993 { 953 {
994 if (env->map == NULL) 954 if (env->map == NULL)
995 return; 955 return;
996 956
997 if (env->type == PLAYER) 957 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; 958 return;
1005 } 959 }
1006 960
1007 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent bomb from exploding 961 // 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 962 // on a safe map. I don't like this special casing, but it seems to be neccessary
1009 // as bombs can be carried. 963 // as bombs can be carried.
1010 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE) 964 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
1011 { 965 {
1012 op->destroy (); 966 op->destroy (true);
1013 return; 967 return;
1014 } 968 }
1015 969
1016 /* This copies a lot of the code from the fire bullet, 970 /* This copies a lot of the code from the fire bullet,
1017 * but using the cast_bullet isn't really feasible, 971 * but using the cast_bullet isn't really feasible,
1018 * so just set up the appropriate values. 972 * so just set up the appropriate values.
1019 */ 973 */
1020 at = archetype::find (SPLINT); 974 if (archetype *at = archetype::find (SPLINT))
1021 if (at)
1022 { 975 {
1023 for (i = 1; i < 9; i++) 976 for (int i = 1; i < 9; i++)
1024 { 977 {
1025 if (out_of_map (op->map, op->x + freearr_x[i], op->y + freearr_x[i])) 978 if (out_of_map (op->map, op->x + freearr_x[i], op->y + freearr_x[i]))
1026 continue; 979 continue;
980
1027 tmp = arch_to_object (at); 981 object *tmp = arch_to_object (at);
1028 tmp->direction = i; 982 tmp->direction = i;
1029 tmp->range = op->range; 983 tmp->range = op->range;
1030 tmp->stats.dam = op->stats.dam; 984 tmp->stats.dam = op->stats.dam;
1031 tmp->duration = op->duration; 985 tmp->duration = op->duration;
1032 tmp->attacktype = op->attacktype; 986 tmp->attacktype = op->attacktype;
1033 tmp->set_owner (op); 987 tmp->set_owner (op);
1034 if (op->skill && op->skill != tmp->skill) 988 if (op->skill && op->skill != tmp->skill)
1035 {
1036 tmp->skill = op->skill; 989 tmp->skill = op->skill;
1037 } 990
1038 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) 991 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
1039 SET_ANIMATION (tmp, i); 992 SET_ANIMATION (tmp, i);
1040 tmp->x = op->x + freearr_x[i]; 993
1041 tmp->y = op->y + freearr_x[i]; 994 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); 995 move_bullet (tmp);
1044 } 996 }
1045 } 997 }
1046 998
1047 explode_bullet (op); 999 explode_bullet (op);
1048} 1000}
1049 1001
1050int 1002int
1051create_bomb (object *op, object *caster, int dir, object *spell) 1003create_bomb (object *op, object *caster, int dir, object *spell)
1052{ 1004{
1053
1054 object *tmp; 1005 object *tmp;
1055 int mflags; 1006 int mflags;
1056 sint16 dx = op->x + freearr_x[dir], dy = op->y + freearr_y[dir]; 1007 sint16 dx = op->x + freearr_x[dir], dy = op->y + freearr_y[dir];
1057 maptile *m; 1008 maptile *m;
1058 1009
1060 if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, dx, dy) & MOVE_WALK)) 1011 if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, dx, dy) & MOVE_WALK))
1061 { 1012 {
1062 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way."); 1013 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way.");
1063 return 0; 1014 return 0;
1064 } 1015 }
1016
1065 tmp = arch_to_object (spell->other_arch); 1017 tmp = arch_to_object (spell->other_arch);
1066 1018
1067 /* level dependencies for bomb */ 1019 /* level dependencies for bomb */
1068 tmp->range = spell->range + SP_level_range_adjust (caster, spell); 1020 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
1069 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1021 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1070 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell); 1022 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
1071 tmp->attacktype = spell->attacktype; 1023 tmp->attacktype = spell->attacktype;
1072 1024
1073 tmp->set_owner (op); 1025 tmp->set_owner (op);
1074 set_spell_skill (op, caster, spell, tmp); 1026 set_spell_skill (op, caster, spell, tmp);
1075 tmp->x = dx; 1027
1076 tmp->y = dy; 1028 m->insert (tmp, dx, dy, op);
1077 insert_ob_in_map (tmp, m, op, 0);
1078 return 1; 1029 return 1;
1079} 1030}
1080 1031
1081/**************************************************************************** 1032/****************************************************************************
1082 * 1033 *
1091 * dir is the direction to look in. 1042 * dir is the direction to look in.
1092 * range is how far out to look. 1043 * range is how far out to look.
1093 * type is the type of spell - either SPELL_MANA or SPELL_GRACE. 1044 * type is the type of spell - either SPELL_MANA or SPELL_GRACE.
1094 * this info is used for blocked magic/unholy spaces. 1045 * this info is used for blocked magic/unholy spaces.
1095 */ 1046 */
1096
1097object * 1047object *
1098get_pointed_target (object *op, int dir, int range, int type) 1048get_pointed_target (object *op, int dir, int range, int type)
1099{ 1049{
1100 object *target; 1050 object *target;
1101 sint16 x, y; 1051 sint16 x, y;
1120 return NULL; 1070 return NULL;
1121 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW) 1071 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW)
1122 return NULL; 1072 return NULL;
1123 1073
1124 if (mflags & P_IS_ALIVE) 1074 if (mflags & P_IS_ALIVE)
1125 {
1126 for (target = GET_MAP_OB (mp, x, y); target; target = target->above) 1075 for (target = GET_MAP_OB (mp, x, y); target; target = target->above)
1127 { 1076 if (QUERY_FLAG (target, FLAG_MONSTER))
1128 if (QUERY_FLAG (target->head ? target->head : target, FLAG_MONSTER))
1129 {
1130 return target; 1077 return target;
1131 }
1132 }
1133 }
1134 } 1078 }
1079
1135 return NULL; 1080 return NULL;
1136} 1081}
1137
1138 1082
1139/* cast_smite_arch() - the priest points to a creature and causes 1083/* cast_smite_arch() - the priest points to a creature and causes
1140 * a 'godly curse' to decend. 1084 * a 'godly curse' to decend.
1141 * usual params - 1085 * usual params -
1142 * op = player 1086 * op = player
1143 * caster = object casting the spell. 1087 * caster = object casting the spell.
1144 * dir = direction being cast 1088 * dir = direction being cast
1145 * spell = spell object 1089 * spell = spell object
1146 */ 1090 */
1147
1148int 1091int
1149cast_smite_spell (object *op, object *caster, int dir, object *spell) 1092cast_smite_spell (object *op, object *caster, int dir, object *spell)
1150{ 1093{
1151 object *effect, *target; 1094 object *effect, *target;
1152 object *god = find_god (determine_god (op)); 1095 object *god = find_god (determine_god (op));
1176 effect = arch_to_object (spell->other_arch); 1119 effect = arch_to_object (spell->other_arch);
1177 else 1120 else
1178 return 0; 1121 return 0;
1179 1122
1180 /* tailor the effect by priest level and worshipped God */ 1123 /* tailor the effect by priest level and worshipped God */
1181 effect->level = caster_level (caster, spell); 1124 effect->level = casting_level (caster, spell);
1182 effect->attacktype = spell->attacktype; 1125 effect->attacktype = spell->attacktype;
1183 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER)) 1126 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER))
1184 { 1127 {
1185 if (tailor_god_spell (effect, op)) 1128 if (tailor_god_spell (effect, op))
1186 new_draw_info_format (NDI_UNIQUE, 0, op, "%s answers your call!", determine_god (op)); 1129 new_draw_info_format (NDI_UNIQUE, 0, op, "%s answers your call!", determine_god (op));
1210 } 1153 }
1211 else 1154 else
1212 { 1155 {
1213 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s looks stronger!", query_name (target)); 1156 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s looks stronger!", query_name (target));
1214 target->stats.hp = target->stats.maxhp * 2; 1157 target->stats.hp = target->stats.maxhp * 2;
1215 effect->destroy (); 1158 effect->destroy (true);
1216 return 0; 1159 return 0;
1217 } 1160 }
1218 } 1161 }
1219 } 1162 }
1220 else 1163 else
1225 1168
1226 effect->set_owner (op); 1169 effect->set_owner (op);
1227 set_spell_skill (op, caster, spell, effect); 1170 set_spell_skill (op, caster, spell, effect);
1228 1171
1229 /* ok, tell it where to be, and insert! */ 1172 /* ok, tell it where to be, and insert! */
1230 effect->x = target->x; 1173 effect->insert_at (target, op);
1231 effect->y = target->y;
1232 insert_ob_in_map (effect, target->map, op, 0);
1233 1174
1234 return 1; 1175 return 1;
1235} 1176}
1236
1237 1177
1238/**************************************************************************** 1178/****************************************************************************
1239 * 1179 *
1240 * MAGIC MISSILE code. 1180 * MAGIC MISSILE code.
1241 * note that the fire_bullet is used to fire the missile. The 1181 * note that the fire_bullet is used to fire the missile. The
1244 1184
1245/* op is a missile that needs to be moved */ 1185/* op is a missile that needs to be moved */
1246void 1186void
1247move_missile (object *op) 1187move_missile (object *op)
1248{ 1188{
1249 int i, mflags;
1250 object *owner;
1251 sint16 new_x, new_y;
1252 maptile *m;
1253
1254 if (op->range-- <= 0) 1189 if (op->range-- <= 0)
1255 { 1190 {
1191 op->destroy_inv (true); // be explicit about dropping
1256 op->destroy (); 1192 op->destroy (true);
1257 return; 1193 return;
1258 }
1259
1260 owner = op->owner;
1261#if 0
1262 /* It'd make things nastier if this wasn't here - spells cast by
1263 * monster that are then killed would continue to survive
1264 */
1265 if (owner == NULL)
1266 { 1194 }
1195
1196 mapxy pos (op);
1197 pos.move (op->direction);
1198
1199 if (!pos.normalise ())
1200 {
1267 op->destroy (); 1201 op->destroy (true);
1268 return; 1202 return;
1269 } 1203 }
1270#endif
1271 1204
1272 new_x = op->x + DIRX (op); 1205 mapspace &ms = pos.ms ();
1273 new_y = op->y + DIRY (op);
1274 1206
1275 mflags = get_map_flags (op->map, &m, new_x, new_y, &new_x, &new_y); 1207 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 { 1208 {
1279 hit_map (op, op->direction, AT_MAGIC, 1); 1209 hit_map (op, op->direction, AT_MAGIC, 1);
1280 /* Basically, missile only hits one thing then goes away. 1210 /* Basically, missile only hits one thing then goes away.
1281 * we need to remove it if someone hasn't already done so. 1211 * we need to remove it if someone hasn't already done so.
1282 */ 1212 */
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 (); 1213 op->destroy (true);
1294 return; 1214 return;
1215 }
1216
1217 if (!op->direction)
1295 } 1218 {
1219 op->destroy (true);
1220 return;
1221 }
1296 1222
1297 op->x = new_x;
1298 op->y = new_y;
1299 op->map = m;
1300 i = spell_find_dir (op->map, op->x, op->y, op->owner); 1223 int i = spell_find_dir (pos.m, pos.x, pos.y, op->owner);
1301 if (i > 0 && i != op->direction) 1224 if (i > 0 && i != op->direction)
1302 { 1225 {
1303 op->direction = i; 1226 op->direction = i;
1304 SET_ANIMATION (op, op->direction); 1227 SET_ANIMATION (op, op->direction);
1305 } 1228 }
1306 1229
1307 insert_ob_in_map (op, op->map, op, 0); 1230 pos.insert (op, op);
1308} 1231}
1309 1232
1310/**************************************************************************** 1233/****************************************************************************
1311 * Destruction 1234 * Destruction
1312 ****************************************************************************/ 1235 ****************************************************************************/
1315 * we do this by creating a force and inserting it in the 1238 * we do this by creating a force and inserting it in the
1316 * object. if time is 0, the object glows permanently. To truely 1239 * object. if time is 0, the object glows permanently. To truely
1317 * make this work for non-living objects, we would have to 1240 * make this work for non-living objects, we would have to
1318 * give them the capability to have an inventory. b.t. 1241 * give them the capability to have an inventory. b.t.
1319 */ 1242 */
1320
1321int 1243int
1322make_object_glow (object *op, int radius, int time) 1244make_object_glow (object *op, int radius, int time)
1323{ 1245{
1324 object *tmp;
1325
1326 /* some things are unaffected... */ 1246 /* some things are unaffected... */
1327 if (op->path_denied & PATH_LIGHT) 1247 if (op->path_denied & PATH_LIGHT)
1328 return 0; 1248 return 0;
1329 1249
1330 tmp = get_archetype (FORCE_NAME); 1250 object *tmp = get_archetype (FORCE_NAME);
1331 tmp->speed = 0.01; 1251 tmp->speed = 0.01;
1332 tmp->stats.food = time; 1252 tmp->stats.food = time;
1333 SET_FLAG (tmp, FLAG_IS_USED_UP); 1253 SET_FLAG (tmp, FLAG_IS_USED_UP);
1334 tmp->glow_radius = radius; 1254 tmp->glow_radius = radius;
1335 if (tmp->glow_radius > MAX_LIGHT_RADII) 1255 if (tmp->glow_radius > MAX_LIGHT_RADII)
1336 tmp->glow_radius = MAX_LIGHT_RADII; 1256 tmp->glow_radius = MAX_LIGHT_RADII;
1337 1257
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); 1258 tmp = insert_ob_in_ob (tmp, op);
1259
1343 if (tmp->glow_radius > op->glow_radius) 1260 if (tmp->glow_radius > op->glow_radius)
1344 op->glow_radius = tmp->glow_radius; 1261 op->glow_radius = tmp->glow_radius;
1345 1262
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; 1263 return 1;
1352} 1264}
1353
1354
1355
1356 1265
1357int 1266int
1358cast_destruction (object *op, object *caster, object *spell_ob) 1267cast_destruction (object *op, object *caster, object *spell_ob)
1359{ 1268{
1360 int i, j, range, mflags, friendly = 0, dam, dur; 1269 int i, j, range, mflags, friendly = 0, dam, dur;
1381 else if (caster->skill) 1290 else if (caster->skill)
1382 op->skill = caster->skill; 1291 op->skill = caster->skill;
1383 else 1292 else
1384 op->skill = NULL; 1293 op->skill = NULL;
1385 1294
1386 change_skill (op, find_skill_by_name (op, op->skill), 1); 1295 op->change_skill (find_skill_by_name (op, op->skill));
1387 1296
1388 for (i = -range; i < range; i++) 1297 for (i = -range; i <= range; i++)
1389 { 1298 {
1390 for (j = -range; j < range; j++) 1299 for (j = -range; j <= range; j++)
1391 { 1300 {
1392 m = op->map; 1301 m = op->map;
1393 sx = op->x + i; 1302 sx = op->x + i;
1394 sy = op->y + j; 1303 sy = op->y + j;
1304
1395 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy); 1305 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
1396 if (mflags & P_OUT_OF_MAP) 1306 if (mflags & P_OUT_OF_MAP)
1397 continue; 1307 continue;
1308
1398 if (mflags & P_IS_ALIVE) 1309 if (mflags & P_IS_ALIVE)
1399 { 1310 {
1400 for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above) 1311 for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above)
1401 {
1402 if (QUERY_FLAG (tmp, FLAG_ALIVE) || tmp->type == PLAYER) 1312 if (QUERY_FLAG (tmp, FLAG_ALIVE) || tmp->type == PLAYER)
1403 break; 1313 break;
1404 } 1314
1405 if (tmp) 1315 if (tmp)
1406 { 1316 {
1407 if (tmp->head) 1317 if (tmp->head)
1408 tmp = tmp->head; 1318 tmp = tmp->head;
1409 1319
1411 (!friendly && (QUERY_FLAG (tmp, FLAG_FRIENDLY) || tmp->type == PLAYER))) 1321 (!friendly && (QUERY_FLAG (tmp, FLAG_FRIENDLY) || tmp->type == PLAYER)))
1412 { 1322 {
1413 if (spell_ob->subtype == SP_DESTRUCTION) 1323 if (spell_ob->subtype == SP_DESTRUCTION)
1414 { 1324 {
1415 hit_player (tmp, dam, op, spell_ob->attacktype, 0); 1325 hit_player (tmp, dam, op, spell_ob->attacktype, 0);
1326
1416 if (spell_ob->other_arch) 1327 if (spell_ob->other_arch)
1417 {
1418 tmp = arch_to_object (spell_ob->other_arch); 1328 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 } 1329 }
1424 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist[ATNR_MAGIC] != 100) 1330 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist[ATNR_MAGIC] != 100)
1425 { 1331 {
1426 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch) 1332 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch)
1427 {
1428 object *effect = arch_to_object (spell_ob->other_arch); 1333 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 } 1334 }
1435 } 1335 }
1436 } 1336 }
1437 } 1337 }
1438 } 1338 }
1439 } 1339 }
1340
1440 op->skill = skill; 1341 op->skill = skill;
1441 return 1; 1342 return 1;
1442} 1343}
1443 1344
1444/*************************************************************************** 1345/***************************************************************************
1458 { 1359 {
1459 new_draw_info (NDI_UNIQUE, 0, op, "There is no one in that direction to curse."); 1360 new_draw_info (NDI_UNIQUE, 0, op, "There is no one in that direction to curse.");
1460 return 0; 1361 return 0;
1461 } 1362 }
1462 1363
1364 tmp = tmp->head_ ();
1365
1463 /* If we've already got a force of this type, don't add a new one. */ 1366 /* 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) 1367 for (force = tmp->inv; force; force = force->below)
1465 { 1368 {
1466 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY) 1369 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY)
1467 { 1370 {
1468 if (force->name == spell_ob->name) 1371 if (force->name == spell_ob->name)
1469 { 1372 {
1475 return 0; 1378 return 0;
1476 } 1379 }
1477 } 1380 }
1478 } 1381 }
1479 1382
1480 if (force == NULL) 1383 if (!force)
1481 { 1384 {
1482 force = get_archetype (FORCE_NAME); 1385 force = get_archetype (FORCE_NAME);
1483 force->subtype = FORCE_CHANGE_ABILITY; 1386 force->subtype = FORCE_CHANGE_ABILITY;
1387
1484 if (spell_ob->race) 1388 if (spell_ob->race)
1485 force->name = spell_ob->race; 1389 force->name = spell_ob->race;
1486 else 1390 else
1487 force->name = spell_ob->name; 1391 force->name = spell_ob->name;
1488 1392
1498 { 1402 {
1499 force->duration = duration; 1403 force->duration = duration;
1500 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 1404 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1501 } 1405 }
1502 else 1406 else
1503 {
1504 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1407 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1505 } 1408
1506 return 1; 1409 return 1;
1507 } 1410 }
1411
1508 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50; 1412 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1509 force->speed = 1.0; 1413 force->speed = 1.f;
1510 force->speed_left = -1.0; 1414 force->speed_left = -1.f;
1511 SET_FLAG (force, FLAG_APPLIED); 1415 SET_FLAG (force, FLAG_APPLIED);
1512 1416
1513 if (god) 1417 if (god)
1514 { 1418 {
1515 if (spell_ob->last_grace) 1419 if (spell_ob->last_grace)
1533 tmp->update_stats (); 1437 tmp->update_stats ();
1534 return 1; 1438 return 1;
1535 1439
1536} 1440}
1537 1441
1538
1539/********************************************************************** 1442/**********************************************************************
1540 * mood change 1443 * mood change
1541 * Arguably, this may or may not be an attack spell. But since it 1444 * 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 1445 * effects monsters, it seems best to put it into this file
1543 ***********************************************************************/ 1446 ***********************************************************************/
1556 1459
1557 /* We precompute some values here so that we don't have to keep 1460 /* We precompute some values here so that we don't have to keep
1558 * doing it over and over again. 1461 * doing it over and over again.
1559 */ 1462 */
1560 god = find_god (determine_god (op)); 1463 god = find_god (determine_god (op));
1561 level = caster_level (caster, spell); 1464 level = casting_level (caster, spell);
1562 range = spell->range + SP_level_range_adjust (caster, spell); 1465 range = spell->range + SP_level_range_adjust (caster, spell);
1563 1466
1564 /* On the bright side, no monster should ever have a race of GOD_... 1467 /* 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 1468 * so even if the player doesn't worship a god, if race=GOD_.., it
1566 * won't ever match anything. 1469 * won't ever match anything.
1572 else if (god && !strcmp (spell->race, "GOD_FRIEND")) 1475 else if (god && !strcmp (spell->race, "GOD_FRIEND"))
1573 race = god->race; 1476 race = god->race;
1574 else 1477 else
1575 race = spell->race; 1478 race = spell->race;
1576 1479
1577
1578 for (x = op->x - range; x <= op->x + range; x++) 1480 for (x = op->x - range; x <= op->x + range; x++)
1579 for (y = op->y - range; y <= op->y + range; y++) 1481 for (y = op->y - range; y <= op->y + range; y++)
1580 { 1482 {
1581
1582 done_one = 0; 1483 done_one = 0;
1583 m = op->map; 1484 m = op->map;
1584 nx = x; 1485 nx = x;
1585 ny = y; 1486 ny = y;
1586 mflags = get_map_flags (m, &m, x, y, &nx, &ny); 1487 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1589 1490
1590 /* If there is nothing living on this space, no need to go further */ 1491 /* If there is nothing living on this space, no need to go further */
1591 if (!(mflags & P_IS_ALIVE)) 1492 if (!(mflags & P_IS_ALIVE))
1592 continue; 1493 continue;
1593 1494
1495 // players can only affect spaces that they can actually see
1496 if (caster && caster->contr
1497 && caster->contr->visibility_at (m, nx, ny) < 70)
1498 continue;
1499
1594 for (tmp = GET_MAP_OB (m, nx, ny); tmp; tmp = tmp->above) 1500 for (tmp = GET_MAP_TOP (m, nx, ny); tmp; tmp = tmp->below)
1595 if (QUERY_FLAG (tmp, FLAG_MONSTER)) 1501 if (QUERY_FLAG (tmp, FLAG_MONSTER))
1596 break; 1502 break;
1597 1503
1598 /* There can be living objects that are not monsters */ 1504 /* There can be living objects that are not monsters */
1599 if (!tmp || tmp->type == PLAYER) 1505 if (!tmp || tmp->type == PLAYER)
1606 head = tmp; 1512 head = tmp;
1607 1513
1608 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */ 1514 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */
1609 if (race && head->race && !strstr (race, head->race)) 1515 if (race && head->race && !strstr (race, head->race))
1610 continue; 1516 continue;
1517
1611 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD)) 1518 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD))
1612 continue; 1519 continue;
1613 1520
1614 /* Now do a bunch of stuff related to saving throws */ 1521 /* Now do a bunch of stuff related to saving throws */
1615 best_at = -1; 1522 best_at = -1;
1632 at -= level / 5; 1539 at -= level / 5;
1633 if (did_make_save (head, head->level, at)) 1540 if (did_make_save (head, head->level, at))
1634 continue; 1541 continue;
1635 } 1542 }
1636 else /* spell->attacktype */ 1543 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 { 1544 {
1545 /*
1546 Spell has no attacktype (charm & such), so we'll have a specific saving:
1547 * if spell level < monster level, no go
1548 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) )
1549
1550 The chance will then be in the range [20-70] percent, not too bad.
1551
1552 This is required to fix the 'charm monster' abuse, where a player level 1 can
1553 charm a level 125 monster...
1554
1555 Ryo, august 14th
1556 */
1650 if (head->level > level) 1557 if (head->level > level)
1651 continue; 1558 continue;
1559
1652 if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + MIN (50, 2 * (level - head->level)))) 1560 if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + MIN (50, 2 * (level - head->level))))
1653 /* Failed, no effect */ 1561 /* Failed, no effect */
1654 continue; 1562 continue;
1655 } 1563 }
1656 1564
1657 /* Done with saving throw. Now start effecting the monster */ 1565 /* Done with saving throw. Now start affecting the monster */
1658 1566
1659 /* aggravation */ 1567 /* aggravation */
1660 if (QUERY_FLAG (spell, FLAG_MONSTER)) 1568 if (QUERY_FLAG (spell, FLAG_MONSTER))
1661 { 1569 {
1662 CLEAR_FLAG (head, FLAG_SLEEP); 1570 CLEAR_FLAG (head, FLAG_SLEEP);
1663 if (QUERY_FLAG (head, FLAG_FRIENDLY))
1664 remove_friendly_object (head); 1571 remove_friendly_object (head);
1665
1666 done_one = 1; 1572 done_one = 1;
1667 head->enemy = op; 1573 head->enemy = op;
1668 } 1574 }
1669 1575
1670 /* calm monsters */ 1576 /* calm monsters */
1679 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK)) 1585 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK))
1680 { 1586 {
1681 SET_FLAG (head, FLAG_BERSERK); 1587 SET_FLAG (head, FLAG_BERSERK);
1682 done_one = 1; 1588 done_one = 1;
1683 } 1589 }
1590
1684 /* charm */ 1591 /* charm */
1685 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY)) 1592 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY))
1686 { 1593 {
1687 SET_FLAG (head, FLAG_FRIENDLY); 1594 INVOKE_OBJECT (KILL, head, ARG_OBJECT (caster));
1595
1688 /* Prevent uncontolled outbreaks of self replicating monsters. 1596 /* Prevent uncontrolled outbreaks of self replicating monsters.
1689 Typical use case is charm, go somwhere, use aggravation to make hostile. 1597 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. */ 1598 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */
1691 CLEAR_FLAG (head, FLAG_GENERATOR); 1599 CLEAR_FLAG (head, FLAG_GENERATOR);
1692 head->set_owner (op); 1600 head->set_owner (op);
1693 set_spell_skill (op, caster, spell, head); 1601 set_spell_skill (op, caster, spell, head);
1698 head->stats.exp = 0; 1606 head->stats.exp = 0;
1699 } 1607 }
1700 1608
1701 /* If a monster was effected, put an effect in */ 1609 /* If a monster was effected, put an effect in */
1702 if (done_one && spell->other_arch) 1610 if (done_one && spell->other_arch)
1703 {
1704 tmp = arch_to_object (spell->other_arch); 1611 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 */ 1612 } /* for y */
1710 1613
1711 return 1; 1614 return 1;
1712} 1615}
1713 1616
1716 * about. was called move_ball_lightning, but since more than the ball 1619 * about. was called move_ball_lightning, but since more than the ball
1717 * lightning spell used it, that seemed misnamed. 1620 * lightning spell used it, that seemed misnamed.
1718 * op is the spell effect. 1621 * op is the spell effect.
1719 * note that duration is handled by process_object() in time.c 1622 * note that duration is handled by process_object() in time.c
1720 */ 1623 */
1721
1722void 1624void
1723move_ball_spell (object *op) 1625move_ball_spell (object *op)
1724{ 1626{
1725 int i, j, dam_save, dir, mflags; 1627 int i, j, dam_save, dir, mflags;
1726 sint16 nx, ny, hx, hy; 1628 sint16 nx, ny, hx, hy;
1764 nx = op->x; 1666 nx = op->x;
1765 ny = op->y; 1667 ny = op->y;
1766 m = op->map; 1668 m = op->map;
1767 } 1669 }
1768 1670
1769 op->remove (); 1671 m->insert (op, nx, ny, op);
1770 op->y = ny;
1771 op->x = nx;
1772 insert_ob_in_map (op, m, op, 0);
1773 1672
1774 dam_save = op->stats.dam; /* save the original dam: we do halfdam on 1673 dam_save = op->stats.dam; /* save the original dam: we do halfdam on
1775 surrounding squares */ 1674 surrounding squares */
1776 1675
1777 /* loop over current square and neighbors to hit. 1676 /* loop over current square and neighbors to hit.
1778 * if this has an other_arch field, we insert that in 1677 * if this has an other_arch field, we insert that in
1779 * the surround spaces. 1678 * the surround spaces.
1780 */ 1679 */
1781 for (j = 0; j < 9; j++) 1680 for (j = 0; j < 9; j++)
1782 { 1681 {
1783 object *new_ob;
1784
1785 hx = nx + freearr_x[j]; 1682 hx = nx + freearr_x[j];
1786 hy = ny + freearr_y[j]; 1683 hy = ny + freearr_y[j];
1787 1684
1788 m = op->map; 1685 m = op->map;
1789 mflags = get_map_flags (m, &m, hx, hy, &hx, &hy); 1686 mflags = get_map_flags (m, &m, hx, hy, &hx, &hy);
1797 1694
1798 if ((mflags & P_IS_ALIVE) && (!owner || owner->x != hx || owner->y != hy || !on_same_map (owner, op))) 1695 if ((mflags & P_IS_ALIVE) && (!owner || owner->x != hx || owner->y != hy || !on_same_map (owner, op)))
1799 { 1696 {
1800 if (j) 1697 if (j)
1801 op->stats.dam = dam_save / 2; 1698 op->stats.dam = dam_save / 2;
1699
1802 hit_map (op, j, op->attacktype, 1); 1700 hit_map (op, j, op->attacktype, 1);
1803
1804 } 1701 }
1805 1702
1806 /* insert the other arch */ 1703 /* insert the other arch */
1807 if (op->other_arch && !(OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy)))) 1704 if (op->other_arch && !(OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy))))
1808 { 1705 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 } 1706 }
1815 1707
1816 /* restore to the center location and damage */ 1708 /* restore to the center location and damage */
1817 op->stats.dam = dam_save; 1709 op->stats.dam = dam_save;
1818 1710
1821 if (i >= 0) 1713 if (i >= 0)
1822 { /* we have a preferred direction! */ 1714 { /* we have a preferred direction! */
1823 /* pick another direction if the preferred dir is blocked. */ 1715 /* 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 || 1716 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))) 1717 OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy)))
1826 {
1827 i = absdir (i + rndm (0, 2) - 1); /* -1, 0, +1 */ 1718 i = absdir (i + rndm (0, 2) - 1); /* -1, 0, +1 */
1828 } 1719
1829 op->direction = i; 1720 op->direction = i;
1830 } 1721 }
1831} 1722}
1832 1723
1833
1834/* move_swarm_spell: peterm 1724/* move_swarm_spell: peterm
1835 * This is an implementation of the swarm spell. It was written for 1725 * 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 1726 * 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 1727 * 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 1728 * 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. 1729 * from a set of squares surrounding the caster, in a given direction.
1840 */ 1730 */
1841
1842void 1731void
1843move_swarm_spell (object *op) 1732move_swarm_spell (object *op)
1844{ 1733{
1845#if 0 1734#if 0
1846 static int cardinal_adjust[9] = { -3, -2, -1, 0, 0, 0, 1, 2, 3 }; 1735 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 }; 1736 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; 1737 sint16 target_x, target_y, origin_x, origin_y;
1849 int adjustdir; 1738 int adjustdir;
1850 maptile *m; 1739 maptile *m;
1851#endif 1740#endif
1852 int basedir;
1853 object *owner; 1741 object *owner = op->env;
1854 1742
1855 owner = op->owner; 1743 if (!owner) // MUST not happen, remove when true TODO
1856 if (op->duration == 0 || owner == NULL)
1857 { 1744 {
1745 LOG (llevError, "swarm spell found outside inventory: %s\n", op->debug_desc ());
1858 op->destroy (); 1746 op->destroy (true);
1747 return;
1748 }
1749
1750 if (!op->duration || !owner->is_on_map ())
1751 {
1752 op->destroy_inv (true); // be explicit about dropping
1753 op->destroy (true);
1859 return; 1754 return;
1860 } 1755 }
1861 1756
1862 op->duration--; 1757 op->duration--;
1863 1758
1864 basedir = op->direction; 1759 int basedir = op->direction;
1865 if (basedir == 0) 1760 if (!basedir)
1866 { 1761 {
1867 /* spray in all directions! 8) */ 1762 /* spray in all directions! 8) */
1868 basedir = rndm (1, 8); 1763 op->facing = (op->facing + op->state) & 7;
1764 basedir = op->facing + 1;
1869 } 1765 }
1870 1766
1871#if 0 1767#if 0
1872 // this is bogus: it causes wrong places to be checked below 1768 // this is bogus: it causes wrong places to be checked below
1873 // (a wall 2 cells away will block the effect...) and 1769 // (a wall 2 cells away will block the effect...) and
1874 // doesn't work for SP_BULLET anyhow, so again tests the wrong 1770 // doesn't work for SP_BULLET anyhow, so again tests the wrong
1875 // space. 1771 // space.
1876 // should be fixed later, but correctness before featurs... 1772 // should be fixed later, but correctness before features...
1877 // (schmorp) 1773 // (schmorp)
1878 1774
1879 /* new offset calculation to make swarm element distribution 1775 /* new offset calculation to make swarm element distribution
1880 * more uniform 1776 * more uniform
1881 */ 1777 */
1934 { 1830 {
1935 /* Bullet spells have a bunch more customization that needs to be done */ 1831 /* Bullet spells have a bunch more customization that needs to be done */
1936 if (op->spell->subtype == SP_BULLET) 1832 if (op->spell->subtype == SP_BULLET)
1937 fire_bullet (owner, op, basedir, op->spell); 1833 fire_bullet (owner, op, basedir, op->spell);
1938 else if (op->spell->subtype == SP_MAGIC_MISSILE) 1834 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1939 fire_arch_from_position (owner, op, op->x, op->y, basedir, op->spell); 1835 fire_arch_from_position (owner, op, owner->x, owner->y, basedir, op->spell);
1940 } 1836 }
1941} 1837}
1942
1943
1944
1945 1838
1946/* fire_swarm: 1839/* fire_swarm:
1947 * The following routine creates a swarm of objects. It actually 1840 * The following routine creates a swarm of objects. It actually
1948 * sets up a specific swarm object, which then fires off all 1841 * sets up a specific swarm object, which then fires off all
1949 * the parts of the swarm. 1842 * the parts of the swarm.
1952 * caster: the caster (owner, wand, rod, scroll) 1845 * caster: the caster (owner, wand, rod, scroll)
1953 * dir: the direction everything will be fired in 1846 * dir: the direction everything will be fired in
1954 * spell - the spell that is this spell. 1847 * spell - the spell that is this spell.
1955 * n: the number to be fired. 1848 * n: the number to be fired.
1956 */ 1849 */
1957
1958int 1850int
1959fire_swarm (object *op, object *caster, object *spell, int dir) 1851fire_swarm (object *op, object *caster, object *spell, int dir)
1960{ 1852{
1961 object *tmp;
1962 int i;
1963
1964 if (!spell->other_arch) 1853 if (!spell->other_arch)
1965 return 0; 1854 return 0;
1966 1855
1967 tmp = get_archetype (SWARM_SPELL); 1856 object *tmp = archetype::get (SWARM_SPELL);
1968 tmp->x = op->x; 1857
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); 1858 set_spell_skill (op, caster, spell, tmp);
1972
1973 tmp->level = caster_level (caster, spell); /*needed later, to get level dep. right. */ 1859 tmp->level = casting_level (caster, spell); /* needed later, to get level dep. right. */
1974 tmp->spell = arch_to_object (spell->other_arch); 1860 tmp->spell = spell->other_arch->instance ();
1975
1976 tmp->attacktype = tmp->spell->attacktype; 1861 tmp->attacktype = tmp->spell->attacktype;
1977 1862
1978 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) 1863 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
1979 {
1980 if (!tailor_god_spell (tmp, op)) 1864 if (!tailor_god_spell (tmp, op))
1981 return 1; 1865 return 1;
1982 } 1866
1983 tmp->duration = SP_level_duration_adjust (caster, spell); 1867 tmp->duration = SP_level_duration_adjust (caster, spell);
1984 for (i = 0; i < spell->duration; i++) 1868 for (int i = 0; i < spell->duration; i++)
1985 tmp->duration += die_roll (1, 3, op, PREFER_HIGH); 1869 tmp->duration += die_roll (1, 3, op, PREFER_HIGH);
1986 1870
1871 tmp->invisible = 1;
1872 tmp->flag [FLAG_NO_DROP] = 1; // make sure it stays in inv, or else
1987 tmp->direction = dir; 1873 tmp->direction = dir;
1988 tmp->invisible = 1; 1874 tmp->facing = rndm (1, 8); // initial firing direction
1989 insert_ob_in_map (tmp, op->map, op, 0); 1875 tmp->state = rndm (4) * 2 + 1; // direction increment
1876
1877 op->insert (tmp);
1878
1990 return 1; 1879 return 1;
1991} 1880}
1992
1993 1881
1994/* See the spells documentation file for why this is its own 1882/* See the spells documentation file for why this is its own
1995 * function. 1883 * function.
1996 */ 1884 */
1997int 1885int
2028 if (QUERY_FLAG (target, FLAG_MONSTER)) 1916 if (QUERY_FLAG (target, FLAG_MONSTER))
2029 { 1917 {
2030 /* oky doky. got a target monster. Lets make a blinding attack */ 1918 /* oky doky. got a target monster. Lets make a blinding attack */
2031 if (target->head) 1919 if (target->head)
2032 target = target->head; 1920 target = target->head;
1921
2033 (void) hit_player (target, dam, op, spell->attacktype, 1); 1922 hit_player (target, dam, op, spell->attacktype, 1);
2034 return 1; /* one success only! */ 1923 return 1; /* one success only! */
2035 } 1924 }
2036 } 1925 }
2037 1926
2038 /* no live target, perhaps a wall is in the way? */ 1927 /* no live target, perhaps a wall is in the way? */
2054 { 1943 {
2055 tmp->glow_radius = spell->range + SP_level_range_adjust (caster, spell); 1944 tmp->glow_radius = spell->range + SP_level_range_adjust (caster, spell);
2056 if (tmp->glow_radius > MAX_LIGHT_RADII) 1945 if (tmp->glow_radius > MAX_LIGHT_RADII)
2057 tmp->glow_radius = MAX_LIGHT_RADII; 1946 tmp->glow_radius = MAX_LIGHT_RADII;
2058 } 1947 }
2059 tmp->x = x; 1948
2060 tmp->y = y; 1949 m->insert (tmp, x, y, op);
2061 insert_ob_in_map (tmp, m, op, 0);
2062 return 1; 1950 return 1;
2063} 1951}
2064
2065
2066
2067 1952
2068/* cast_cause_disease: this spell looks along <dir> from the 1953/* cast_cause_disease: this spell looks along <dir> from the
2069 * player and infects someone. 1954 * player and infects someone.
2070 * op is the player/monster, caster is the object, dir is the direction 1955 * 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 1956 * to cast, disease_arch is the specific disease, and type is the spell number
2072 * perhaps this should actually be in disease.c? 1957 * perhaps this should actually be in disease.c?
2073 */ 1958 */
2074
2075int 1959int
2076cast_cause_disease (object *op, object *caster, object *spell, int dir) 1960cast_cause_disease (object *op, object *caster, object *spell, int dir)
2077{ 1961{
2078 sint16 x, y; 1962 sint16 x, y;
2079 int i, mflags, range, dam_mod, dur_mod; 1963 int i, mflags, range, dam_mod, dur_mod;
2086 /* If casting from a scroll, no direction will be available, so refer to the 1970 /* If casting from a scroll, no direction will be available, so refer to the
2087 * direction the player is pointing. 1971 * direction the player is pointing.
2088 */ 1972 */
2089 if (!dir) 1973 if (!dir)
2090 dir = op->facing; 1974 dir = op->facing;
1975
2091 if (!dir) 1976 if (!dir)
2092 return 0; /* won't find anything if casting on ourself, so just return */ 1977 return 0; /* won't find anything if casting on ourself, so just return */
2093 1978
2094 /* Calculate these once here */ 1979 /* Calculate these once here */
2095 range = spell->range + SP_level_range_adjust (caster, spell); 1980 range = spell->range + SP_level_range_adjust (caster, spell);
2122 object *disease = arch_to_object (spell->other_arch); 2007 object *disease = arch_to_object (spell->other_arch);
2123 2008
2124 disease->set_owner (op); 2009 disease->set_owner (op);
2125 set_spell_skill (op, caster, spell, disease); 2010 set_spell_skill (op, caster, spell, disease);
2126 disease->stats.exp = 0; 2011 disease->stats.exp = 0;
2127 disease->level = caster_level (caster, spell); 2012 disease->level = casting_level (caster, spell);
2128 2013
2129 /* do level adjustments */ 2014 /* do level adjustments */
2130 if (disease->stats.wc) 2015 if (disease->stats.wc)
2131 disease->stats.wc += dur_mod / 2; 2016 disease->stats.wc += dur_mod / 2;
2132 2017
2133 if (disease->magic > 0) 2018 if (disease->magic > 0)
2134 disease->magic += dur_mod / 4; 2019 disease->magic += dur_mod / 8;
2135 2020
2136 if (disease->stats.maxhp > 0) 2021 if (disease->stats.maxhp > 0)
2137 disease->stats.maxhp += dur_mod; 2022 disease->stats.maxhp += dur_mod;
2138 2023
2139 if (disease->stats.maxgrace > 0) 2024 if (disease->stats.maxgrace > 0)
2174 if (disease->stats.sp) 2059 if (disease->stats.sp)
2175 disease->stats.sp -= dam_mod; 2060 disease->stats.sp -= dam_mod;
2176 2061
2177 if (infect_object (walk, disease, 1)) 2062 if (infect_object (walk, disease, 1))
2178 { 2063 {
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); 2064 new_draw_info_format (NDI_UNIQUE, 0, op, "You inflict %s on %s!", &disease->name, &walk->name);
2182 2065
2183 disease->destroy (); /* don't need this one anymore */ 2066 disease->destroy (true); /* don't need this one anymore */
2184 flash = get_archetype (ARCH_DETECT_MAGIC); 2067 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; 2068 return 1;
2190 } 2069 }
2191 2070
2192 disease->destroy (); 2071 disease->destroy (true);
2193 } 2072 }
2194 } /* if living creature */ 2073 } /* if living creature */
2195 } /* for range of spaces */ 2074 } /* for range of spaces */
2075
2196 new_draw_info (NDI_UNIQUE, 0, op, "No one caught anything!"); 2076 new_draw_info (NDI_UNIQUE, 0, op, "No one caught anything!");
2197 return 1; 2077 return 1;
2198} 2078}

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