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 1.32 by root, Tue Apr 24 12:32:16 2007 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 (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (C) 2002-2003 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002-2003,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
9 * 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
10 * the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) any later version. 11 * (at your option) any later version.
12 * 12 *
13 * 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,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * 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
19 * along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 * 20 *
22 * The authors can be reached via e-mail at <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 22 */
24 23
25/* This file contains all the spell attack code. Grouping this code 24/* This file contains all the spell attack code. Grouping this code
26 * together should hopefully make it easier to find the relevent bits 25 * together should hopefully make it easier to find the relevent bits
27 * of code 26 * of code
37/* 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
38 * 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)
39 * but moved here so it could be applied to bolts too 38 * but moved here so it could be applied to bolts too
40 * op is the spell object. 39 * op is the spell object.
41 */ 40 */
42
43void 41void
44check_spell_knockback (object *op) 42check_spell_knockback (object *op)
45{ 43{
46 object *tmp, *tmp2; /* object on the map */
47 int weight_move; 44 int weight_move;
48 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 */
49 46
50 if (!op->weight) 47 if (!op->weight)
51 { /*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 */
56 { 53 {
57 weight_move = op->weight + (op->weight * op->level) / 3; 54 weight_move = op->weight + (op->weight * op->level) / 3;
58 /*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); */
59 } 56 }
60 57
61 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)
62 { 59 {
63 int num_sections = 1; 60 int num_sections = 1;
64 61
65 /* don't move DM */ 62 /* don't move DM */
66 if (QUERY_FLAG (tmp, FLAG_WIZ)) 63 if (QUERY_FLAG (tmp, FLAG_WIZ))
73 /* don't move floors or immobile objects */ 70 /* don't move floors or immobile objects */
74 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)))
75 continue; 72 continue;
76 73
77 /* count the object's sections */ 74 /* count the object's sections */
78 for (tmp2 = tmp; tmp2 != NULL; tmp2 = tmp2->more) 75 for (object *tmp2 = tmp; tmp2; tmp2 = tmp2->more)
79 num_sections++; 76 num_sections++;
80 77
81 /* 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
82 * 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
83 * 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.
107 * 104 *
108 * BOLT CODE 105 * BOLT CODE
109 * 106 *
110 ***************************************************************************/ 107 ***************************************************************************/
111 108
112/* Causes op to fork. op is the original bolt, tmp 109/* Causes op to fork. op is the original bolt, tmp
113 * is the first piece of the fork. 110 * is the first piece of the fork.
114 */ 111 */
115
116void 112void
117forklightning (object *op, object *tmp) 113forklightning (object *op, object *tmp)
118{ 114{
119 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 */
120 int t_dir; /* stores temporary dir calculation */ 116 int t_dir; /* stores temporary dir calculation */
145 141
146 /* reduce chances of subsequent forking */ 142 /* reduce chances of subsequent forking */
147 new_bolt->stats.Dex -= 10; 143 new_bolt->stats.Dex -= 10;
148 tmp->stats.Dex -= 10; /* less forks from main bolt too */ 144 tmp->stats.Dex -= 10; /* less forks from main bolt too */
149 new_bolt->stats.Con += 25 * new_dir; /* adjust the left bias */ 145 new_bolt->stats.Con += 25 * new_dir; /* adjust the left bias */
150 new_bolt->speed_left = -0.1; 146 new_bolt->speed_left = -0.1f;
151 new_bolt->direction = t_dir; 147 new_bolt->direction = t_dir;
152 new_bolt->duration++; 148 new_bolt->duration++;
153 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */ 149 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */
154 new_bolt->stats.dam++; 150 new_bolt->stats.dam++;
155 tmp->stats.dam /= 2; /* reduce father bolt damage */ 151 tmp->stats.dam /= 2; /* reduce father bolt damage */
156 tmp->stats.dam++; 152 tmp->stats.dam++;
153
157 if ((new_bolt = m->insert (new_bolt, sx, sy, op))) 154 if ((new_bolt = m->insert (new_bolt, sx, sy, op)))
158 update_turn_face (new_bolt); 155 update_turn_face (new_bolt);
159} 156}
160 157
161/* move_bolt: moves bolt 'op'. Basically, it just advances a space, 158/* move_bolt: moves bolt 'op'. Basically, it just advances a space,
162 * and checks for various things that may stop it. 159 * and checks for various things that may stop it.
163 */ 160 */
164
165void 161void
166move_bolt (object *op) 162move_bolt (object *op)
167{ 163{
168 int mflags; 164 int mflags;
169 sint16 x, y; 165 sint16 x, y;
170 maptile *m; 166 maptile *m;
171 167
172 if (--op->duration < 0) 168 if (--op->duration < 0)
173 { 169 {
170 op->destroy_inv (true); // be explicit about dropping
174 op->destroy (); 171 op->destroy (true);
175 return; 172 return;
176 } 173 }
177 174
178 hit_map (op, 0, op->attacktype, 1); 175 hit_map (op, 0, op->attacktype, 1);
179 176
245 else 242 else
246 { /* Create a copy of this object and put it ahead */ 243 { /* Create a copy of this object and put it ahead */
247 object *tmp = op->clone (); 244 object *tmp = op->clone ();
248 245
249 m->insert (tmp, x, y, op); 246 m->insert (tmp, x, y, op);
250 tmp->speed_left = -0.1; 247 tmp->speed_left = -0.1f;
251 /* 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 */
252 tmp->duration++; 249 tmp->duration++;
253 250
254 /* New forking code. Possibly create forks of this object 251 /* New forking code. Possibly create forks of this object
255 * going off in other directions. 252 * going off in other directions.
256 */ 253 */
257 if (rndm (0, 99) < tmp->stats.Dex) 254 if (tmp->stats.Dex && rndm (0, 99) < tmp->stats.Dex)
258 { /* stats.Dex % of forking */ 255 forklightning (op, tmp); /* stats.Dex % of forking */
259 forklightning (op, tmp);
260 }
261 256
262 /* 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
263 * doesn't create any bolts that continue to move onward. 258 * doesn't create any bolts that continue to move onward.
264 */ 259 */
265 op->range = 0; 260 op->range = 0;
289 return 0; 284 return 0;
290 285
291 /* peterm: level dependency for bolts */ 286 /* peterm: level dependency for bolts */
292 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);
293 tmp->attacktype = spob->attacktype; 288 tmp->attacktype = spob->attacktype;
289
294 if (spob->slaying) 290 if (spob->slaying)
295 tmp->slaying = spob->slaying; 291 tmp->slaying = spob->slaying;
292
296 tmp->range = spob->range + SP_level_range_adjust (caster, spob); 293 tmp->range = spob->range + SP_level_range_adjust (caster, spob);
297 tmp->duration = spob->duration + SP_level_duration_adjust (caster, spob); 294 tmp->duration = spob->duration + SP_level_duration_adjust (caster, spob);
298 tmp->stats.Dex = spob->stats.Dex; 295 tmp->stats.Dex = spob->stats.Dex;
299 tmp->stats.Con = spob->stats.Con; 296 tmp->stats.Con = spob->stats.Con;
300 297
311 308
312 maptile *newmap; 309 maptile *newmap;
313 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);
314 if (mflags & P_OUT_OF_MAP) 311 if (mflags & P_OUT_OF_MAP)
315 { 312 {
313 tmp->destroy_inv (true); // be explicit about dropping
316 tmp->destroy (); 314 tmp->destroy (true);
317 return 0; 315 return 0;
318 } 316 }
319 317
320 tmp->map = newmap; 318 tmp->map = newmap;
321 319
322 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)))
323 { 321 {
324 if (!QUERY_FLAG (tmp, FLAG_REFLECTING)) 322 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
325 { 323 {
324 tmp->destroy_inv (true); // be explicit about dropping
326 tmp->destroy (); 325 tmp->destroy (true);
327 return 0; 326 return 0;
328 } 327 }
329 328
330 tmp->x = op->x; 329 tmp->x = op->x;
331 tmp->y = op->y; 330 tmp->y = op->y;
336 if ((tmp = tmp->insert_at (tmp, op))) 335 if ((tmp = tmp->insert_at (tmp, op)))
337 move_bolt (tmp); 336 move_bolt (tmp);
338 337
339 return 1; 338 return 1;
340} 339}
341
342
343 340
344/*************************************************************************** 341/***************************************************************************
345 * 342 *
346 * BULLET/BALL CODE 343 * BULLET/BALL CODE
347 * 344 *
348 ***************************************************************************/ 345 ***************************************************************************/
349 346
350/* expands an explosion. op is a piece of the 347/* expands an explosion. op is a piece of the
351 * explosion - this expans it in the different directions. 348 * explosion - this expands it in the different directions.
352 * At least that is what I think this does. 349 * At least that is what I think this does.
353 */ 350 */
354void 351void
355explosion (object *op) 352explosion (object *op)
356{ 353{
357 maptile *m = op->map; 354 maptile *m = op->map;
358 int i; 355 int i;
359 356
360 if (--op->duration < 0) 357 if (--op->duration < 0)
361 { 358 {
362 op->destroy (); 359 op->destroy (true);
363 return; 360 return;
364 } 361 }
365 362
366 hit_map (op, 0, op->attacktype, 0); 363 hit_map (op, 0, op->attacktype, 0);
367 364
380 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))
381 { 378 {
382 object *tmp = op->clone (); 379 object *tmp = op->clone ();
383 380
384 tmp->state = 0; 381 tmp->state = 0;
385 tmp->speed_left = -0.21; 382 tmp->speed_left = -0.21f;
386 tmp->range--; 383 tmp->range--;
387 tmp->value = 0; 384 tmp->value = 0;
388 385
389 m->insert (tmp, dx, dy, op); 386 m->insert (tmp, dx, dy, op);
390 } 387 }
391 } 388 }
392 } 389 }
393} 390}
394
395 391
396/* Causes an object to explode, eg, a firebullet, 392/* Causes an object to explode, eg, a firebullet,
397 * poison cloud ball, etc. op is the object to 393 * poison cloud ball, etc. op is the object to
398 * explode. 394 * explode.
399 */ 395 */
400void 396void
401explode_bullet (object *op) 397explode_bullet (object *op)
402{ 398{
403 object *tmp, *owner; 399 object *tmp, *owner;
404 400
405 if (op->other_arch == NULL) 401 if (!op->other_arch)
406 { 402 {
407 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n"); 403 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n");
408 op->destroy (); 404 op->destroy (true);
409 return; 405 return;
410 } 406 }
411 407
412 if (op->env) 408 if (op->env)
413 { 409 {
414 object *env = object_get_env_recursive (op); 410 object *env = op->outer_env ();
411
415 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))
416 { 413 {
417 LOG (llevError, "BUG: explode_bullet(): env out of map\n"); 414 LOG (llevError, "BUG: explode_bullet(): env out of map\n");
418 op->destroy (); 415 op->destroy (true);
419 return; 416 return;
420 } 417 }
421 418
422 op->insert_at (env, op, INS_NO_MERGE | INS_NO_WALK_ON); 419 op->insert_at (env, op, INS_NO_MERGE | INS_NO_WALK_ON);
423 } 420 }
424 else if (out_of_map (op->map, op->x, op->y)) 421 else if (out_of_map (op->map, op->x, op->y))
425 { 422 {
426 LOG (llevError, "BUG: explode_bullet(): op out of map\n"); 423 LOG (llevError, "BUG: explode_bullet(): op out of map\n");
427 op->destroy (); 424 op->destroy (true);
428 return; 425 return;
429 } 426 }
430 427
431 // 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
432 // 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
433 // bad at the moment that might happen from this. 430 // bad at the moment that might happen from this.
434 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)
435 { 432 {
436 op->destroy (); 433 op->destroy (true);
437 return; 434 return;
438 } 435 }
439 436
440 if (op->attacktype) 437 if (op->attacktype)
441 { 438 {
442 hit_map (op, 0, op->attacktype, 1); 439 hit_map (op, 0, op->attacktype, 1);
440
443 if (op->destroyed ()) 441 if (op->destroyed ())
444 return; 442 return;
445 } 443 }
446 444
447 /* other_arch contains what this explodes into */ 445 /* other_arch contains what this explodes into */
450 tmp->set_owner (op); 448 tmp->set_owner (op);
451 tmp->skill = op->skill; 449 tmp->skill = op->skill;
452 450
453 owner = op->owner; 451 owner = op->owner;
454 452
455 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))
456 { 457 {
457 op->destroy (); 458 op->destroy (true);
458 return; 459 return;
459 } 460 }
460 461
461 /* special for bombs - it actually has sane values for these */ 462 /* special for bombs - it actually has sane values for these */
462 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB) 463 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB)
487 488
488 /* Prevent recursion */ 489 /* Prevent recursion */
489 op->move_on = 0; 490 op->move_on = 0;
490 491
491 tmp->insert_at (op, op); 492 tmp->insert_at (op, op);
493 tmp->play_sound (tmp->sound);
494
492 /* remove the firebullet */ 495 /* remove the firebullet */
493 op->destroy (); 496 op->destroy (true);
494} 497}
495 498
496/* 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
497 * (eg, explode, damage player, etc) 500 * (eg, explode, damage player, etc)
498 */ 501 */
523 for (tmp = op->ms ().bot; tmp; tmp = tmp->above) 526 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
524 { 527 {
525 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 528 if (QUERY_FLAG (tmp, FLAG_ALIVE))
526 { 529 {
527 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
528 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0) 533 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0)
529 { 534 {
530 if (!QUERY_FLAG (op, FLAG_REMOVED)) 535 if (!QUERY_FLAG (op, FLAG_REMOVED))
531 { 536 {
532 op->destroy (); 537 op->destroy (true);
533 return; 538 return;
534 } 539 }
535 } 540 }
536 } 541 }
537 } 542 }
566 if (--op->range <= 0) 571 if (--op->range <= 0)
567 { 572 {
568 if (op->other_arch) 573 if (op->other_arch)
569 explode_bullet (op); 574 explode_bullet (op);
570 else 575 else
571 op->destroy (); 576 op->destroy (true);
572 577
573 return; 578 return;
574 } 579 }
575 580
576 new_x = op->x + DIRX (op); 581 new_x = op->x + DIRX (op);
578 m = op->map; 583 m = op->map;
579 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);
580 585
581 if (mflags & P_OUT_OF_MAP) 586 if (mflags & P_OUT_OF_MAP)
582 { 587 {
583 op->destroy (); 588 op->destroy (true);
584 return; 589 return;
585 } 590 }
586 591
587 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)))
588 { 593 {
589 if (op->other_arch) 594 if (op->other_arch)
590 explode_bullet (op); 595 explode_bullet (op);
591 else 596 else
592 op->destroy (); 597 op->destroy (true);
593 598
594 return; 599 return;
595 } 600 }
596 601
597 if (!(op = m->insert (op, new_x, new_y, op))) 602 if (!(op = m->insert (op, new_x, new_y, op)))
612 * we remove the magic flag - that can be derived from 617 * we remove the magic flag - that can be derived from
613 * spob->attacktype. 618 * spob->attacktype.
614 * This function sets up the appropriate owner and skill 619 * This function sets up the appropriate owner and skill
615 * pointers. 620 * pointers.
616 */ 621 */
617
618int 622int
619fire_bullet (object *op, object *caster, int dir, object *spob) 623fire_bullet (object *op, object *caster, int dir, object *spob)
620{ 624{
621 object *tmp = NULL; 625 object *tmp = NULL;
622 int mflags; 626 int mflags;
623 627
624 if (!spob->other_arch) 628 if (!spob->other_arch)
625 return 0; 629 return 0;
626 630
627 tmp = arch_to_object (spob->other_arch); 631 tmp = spob->other_arch->instance ();
628 if (tmp == NULL) 632 if (!tmp)
629 return 0; 633 return 0;
630 634
631 /* peterm: level dependency for bolts */ 635 /* peterm: level dependency for bolts */
632 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);
633 tmp->attacktype = spob->attacktype; 637 tmp->attacktype = spob->attacktype;
634 if (spob->slaying) 638 if (spob->slaying)
635 tmp->slaying = spob->slaying; 639 tmp->slaying = spob->slaying;
636 640
646 SET_ANIMATION (tmp, dir); 650 SET_ANIMATION (tmp, dir);
647 651
648 tmp->set_owner (op); 652 tmp->set_owner (op);
649 set_spell_skill (op, caster, spob, tmp); 653 set_spell_skill (op, caster, spob, tmp);
650 654
651 tmp->x = op->x + freearr_x[dir]; 655 tmp->x = op->x + freearr_x[dir];
652 tmp->y = op->y + freearr_y[dir]; 656 tmp->y = op->y + freearr_y[dir];
653 tmp->map = op->map; 657 tmp->map = op->map;
654 658
655 maptile *newmap; 659 maptile *newmap;
656 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);
657 if (mflags & P_OUT_OF_MAP) 661 if (mflags & P_OUT_OF_MAP)
658 { 662 {
659 tmp->destroy (); 663 tmp->destroy (true);
660 return 0; 664 return 0;
661 } 665 }
662 666
663 tmp->map = newmap; 667 tmp->map = newmap;
664 668
665 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)))
666 { 670 {
667 if (!QUERY_FLAG (tmp, FLAG_REFLECTING)) 671 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
668 { 672 {
669 tmp->destroy (); 673 tmp->destroy (true);
670 return 0; 674 return 0;
671 } 675 }
672 676
673 tmp->x = op->x; 677 tmp->x = op->x;
674 tmp->y = op->y; 678 tmp->y = op->y;
707/* 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 */
708 712
709void 713void
710move_cone (object *op) 714move_cone (object *op)
711{ 715{
712 int i;
713
714 /* 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 */
715 if (!op->map) 717 if (!op->map)
716 { 718 {
717 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");
718 op->set_speed (0); 720 op->set_speed (0);
731 * when their cone dies when they die. 733 * when their cone dies when they die.
732 */ 734 */
733 /* If no owner left, the spell dies out. */ 735 /* If no owner left, the spell dies out. */
734 if (op->owner == NULL) 736 if (op->owner == NULL)
735 { 737 {
736 op->destroy (); 738 op->destroy (true);
737 return; 739 return;
738 } 740 }
739#endif 741#endif
740 742
741 hit_map (op, 0, op->attacktype, 0); 743 hit_map (op, 0, op->attacktype, 0);
748 check_spell_knockback (op); 750 check_spell_knockback (op);
749 751
750 if (op->destroyed ()) 752 if (op->destroyed ())
751 return; 753 return;
752 754
753 if ((op->duration--) < 0) 755 if (op->duration-- < 0)
754 { 756 {
755 op->destroy (); 757 op->destroy (true);
756 return; 758 return;
757 } 759 }
758 /* Object has hit maximum range, so don't have it move 760 /* Object has hit maximum range, so don't have it move
759 * any further. When the duration above expires, 761 * any further. When the duration above expires,
760 * then the object will get removed. 762 * then the object will get removed.
763 { 765 {
764 op->range = 0; /* just so it doesn't wrap */ 766 op->range = 0; /* just so it doesn't wrap */
765 return; 767 return;
766 } 768 }
767 769
768 for (i = -1; i < 2; i++) 770 for (int i = -1; i <= 1; i++)
769 { 771 {
770 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)];
771 773
772 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))
773 { 775 {
820 822
821 /* 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
822 * 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
823 * insert it into is blocked. 825 * insert it into is blocked.
824 */ 826 */
825 movetype = spell->other_arch->clone.move_type; 827 movetype = spell->other_arch->move_type;
826 828
827 for (i = range_min; i <= range_max; i++) 829 for (i = range_min; i <= range_max; i++)
828 { 830 {
829 sint16 x, y, d; 831 sint16 x, y, d;
830 832
865 867
866 success = 1; 868 success = 1;
867 tmp = arch_to_object (spell->other_arch); 869 tmp = arch_to_object (spell->other_arch);
868 tmp->set_owner (op); 870 tmp->set_owner (op);
869 set_spell_skill (op, caster, spell, tmp); 871 set_spell_skill (op, caster, spell, tmp);
870 tmp->level = caster_level (caster, spell); 872 tmp->level = casting_level (caster, spell);
871 tmp->attacktype = spell->attacktype; 873 tmp->attacktype = spell->attacktype;
872 874
873 /* holy word stuff */ 875 /* holy word stuff */
874 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER)) 876 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER))
875 if (!tailor_god_spell (tmp, op)) 877 if (!tailor_god_spell (tmp, op))
909 else 911 else
910 tmp->duration += caster->level / 3; 912 tmp->duration += caster->level / 3;
911 } 913 }
912 914
913 if (!(tmp->move_type & MOVE_FLY_LOW)) 915 if (!(tmp->move_type & MOVE_FLY_LOW))
914 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);
915 917
916 if (!tmp->move_on && tmp->stats.dam) 918 if (!tmp->move_on && tmp->stats.dam)
917 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);
918 920
919 m->insert (tmp, sx, sy, op); 921 m->insert (tmp, sx, sy, op);
920 922
921 /* 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
922 * a single space too many times. 924 * a single space too many times.
934 * 936 *
935 * BOMB related code 937 * BOMB related code
936 * 938 *
937 ****************************************************************************/ 939 ****************************************************************************/
938 940
939
940/* This handles an exploding bomb. 941/* This handles an exploding bomb.
941 * op is the original bomb object. 942 * op is the original bomb object.
942 */ 943 */
943void 944void
944animate_bomb (object *op) 945animate_bomb (object *op)
945{ 946{
946 int i;
947 object *env, *tmp;
948
949 if (op->state != NUM_ANIMATIONS (op) - 1) 947 if (op->state != NUM_ANIMATIONS (op) - 1)
950 return; 948 return;
951 949
952 env = object_get_env_recursive (op); 950 object *env = op->outer_env ();
953 951
954 if (op->env) 952 if (op->env)
955 { 953 {
956 if (env->map == NULL) 954 if (env->map == NULL)
957 return; 955 return;
958
959 if (env->type == PLAYER)
960 esrv_del_item (env->contr, op->count);
961 956
962 if (!(op = op->insert_at (env, op))) 957 if (!(op = op->insert_at (env, op)))
963 return; 958 return;
964 } 959 }
965 960
966 // 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
967 // 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
968 // as bombs can be carried. 963 // as bombs can be carried.
969 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)
970 { 965 {
971 op->destroy (); 966 op->destroy (true);
972 return; 967 return;
973 } 968 }
974 969
975 /* This copies a lot of the code from the fire bullet, 970 /* This copies a lot of the code from the fire bullet,
976 * but using the cast_bullet isn't really feasible, 971 * but using the cast_bullet isn't really feasible,
977 * so just set up the appropriate values. 972 * so just set up the appropriate values.
978 */ 973 */
979 if (archetype *at = archetype::find (SPLINT)) 974 if (archetype *at = archetype::find (SPLINT))
980 { 975 {
981 for (i = 1; i < 9; i++) 976 for (int i = 1; i < 9; i++)
982 { 977 {
983 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]))
984 continue; 979 continue;
985 980
986 tmp = arch_to_object (at); 981 object *tmp = arch_to_object (at);
987 tmp->direction = i; 982 tmp->direction = i;
988 tmp->range = op->range; 983 tmp->range = op->range;
989 tmp->stats.dam = op->stats.dam; 984 tmp->stats.dam = op->stats.dam;
990 tmp->duration = op->duration; 985 tmp->duration = op->duration;
991 tmp->attacktype = op->attacktype; 986 tmp->attacktype = op->attacktype;
1005} 1000}
1006 1001
1007int 1002int
1008create_bomb (object *op, object *caster, int dir, object *spell) 1003create_bomb (object *op, object *caster, int dir, object *spell)
1009{ 1004{
1010
1011 object *tmp; 1005 object *tmp;
1012 int mflags; 1006 int mflags;
1013 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];
1014 maptile *m; 1008 maptile *m;
1015 1009
1017 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))
1018 { 1012 {
1019 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.");
1020 return 0; 1014 return 0;
1021 } 1015 }
1016
1022 tmp = arch_to_object (spell->other_arch); 1017 tmp = arch_to_object (spell->other_arch);
1023 1018
1024 /* level dependencies for bomb */ 1019 /* level dependencies for bomb */
1025 tmp->range = spell->range + SP_level_range_adjust (caster, spell); 1020 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
1026 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);
1047 * dir is the direction to look in. 1042 * dir is the direction to look in.
1048 * range is how far out to look. 1043 * range is how far out to look.
1049 * 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.
1050 * this info is used for blocked magic/unholy spaces. 1045 * this info is used for blocked magic/unholy spaces.
1051 */ 1046 */
1052
1053object * 1047object *
1054get_pointed_target (object *op, int dir, int range, int type) 1048get_pointed_target (object *op, int dir, int range, int type)
1055{ 1049{
1056 object *target; 1050 object *target;
1057 sint16 x, y; 1051 sint16 x, y;
1076 return NULL; 1070 return NULL;
1077 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW) 1071 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW)
1078 return NULL; 1072 return NULL;
1079 1073
1080 if (mflags & P_IS_ALIVE) 1074 if (mflags & P_IS_ALIVE)
1081 {
1082 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)
1083 { 1076 if (QUERY_FLAG (target, FLAG_MONSTER))
1084 if (QUERY_FLAG (target->head ? target->head : target, FLAG_MONSTER))
1085 {
1086 return target; 1077 return target;
1087 }
1088 }
1089 }
1090 } 1078 }
1079
1091 return NULL; 1080 return NULL;
1092} 1081}
1093
1094 1082
1095/* cast_smite_arch() - the priest points to a creature and causes 1083/* cast_smite_arch() - the priest points to a creature and causes
1096 * a 'godly curse' to decend. 1084 * a 'godly curse' to decend.
1097 * usual params - 1085 * usual params -
1098 * op = player 1086 * op = player
1099 * caster = object casting the spell. 1087 * caster = object casting the spell.
1100 * dir = direction being cast 1088 * dir = direction being cast
1101 * spell = spell object 1089 * spell = spell object
1102 */ 1090 */
1103
1104int 1091int
1105cast_smite_spell (object *op, object *caster, int dir, object *spell) 1092cast_smite_spell (object *op, object *caster, int dir, object *spell)
1106{ 1093{
1107 object *effect, *target; 1094 object *effect, *target;
1108 object *god = find_god (determine_god (op)); 1095 object *god = find_god (determine_god (op));
1132 effect = arch_to_object (spell->other_arch); 1119 effect = arch_to_object (spell->other_arch);
1133 else 1120 else
1134 return 0; 1121 return 0;
1135 1122
1136 /* tailor the effect by priest level and worshipped God */ 1123 /* tailor the effect by priest level and worshipped God */
1137 effect->level = caster_level (caster, spell); 1124 effect->level = casting_level (caster, spell);
1138 effect->attacktype = spell->attacktype; 1125 effect->attacktype = spell->attacktype;
1139 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER)) 1126 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER))
1140 { 1127 {
1141 if (tailor_god_spell (effect, op)) 1128 if (tailor_god_spell (effect, op))
1142 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));
1166 } 1153 }
1167 else 1154 else
1168 { 1155 {
1169 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));
1170 target->stats.hp = target->stats.maxhp * 2; 1157 target->stats.hp = target->stats.maxhp * 2;
1171 effect->destroy (); 1158 effect->destroy (true);
1172 return 0; 1159 return 0;
1173 } 1160 }
1174 } 1161 }
1175 } 1162 }
1176 else 1163 else
1185 /* ok, tell it where to be, and insert! */ 1172 /* ok, tell it where to be, and insert! */
1186 effect->insert_at (target, op); 1173 effect->insert_at (target, op);
1187 1174
1188 return 1; 1175 return 1;
1189} 1176}
1190
1191 1177
1192/**************************************************************************** 1178/****************************************************************************
1193 * 1179 *
1194 * MAGIC MISSILE code. 1180 * MAGIC MISSILE code.
1195 * 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
1198 1184
1199/* op is a missile that needs to be moved */ 1185/* op is a missile that needs to be moved */
1200void 1186void
1201move_missile (object *op) 1187move_missile (object *op)
1202{ 1188{
1203 int i, mflags;
1204 object *owner;
1205 sint16 new_x, new_y;
1206 maptile *m;
1207
1208 if (op->range-- <= 0) 1189 if (op->range-- <= 0)
1209 { 1190 {
1191 op->destroy_inv (true); // be explicit about dropping
1210 op->destroy (); 1192 op->destroy (true);
1211 return; 1193 return;
1212 }
1213
1214 owner = op->owner;
1215#if 0
1216 /* It'd make things nastier if this wasn't here - spells cast by
1217 * monster that are then killed would continue to survive
1218 */
1219 if (owner == NULL)
1220 { 1194 }
1195
1196 mapxy pos (op);
1197 pos.move (op->direction);
1198
1199 if (!pos.normalise ())
1200 {
1221 op->destroy (); 1201 op->destroy (true);
1222 return; 1202 return;
1223 } 1203 }
1224#endif
1225 1204
1226 new_x = op->x + DIRX (op); 1205 mapspace &ms = pos.ms ();
1227 new_y = op->y + DIRY (op);
1228 1206
1229 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))
1230
1231 if (!(mflags & P_OUT_OF_MAP) && ((mflags & P_IS_ALIVE) || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y))))
1232 { 1208 {
1233 hit_map (op, op->direction, AT_MAGIC, 1); 1209 hit_map (op, op->direction, AT_MAGIC, 1);
1234 /* Basically, missile only hits one thing then goes away. 1210 /* Basically, missile only hits one thing then goes away.
1235 * 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.
1236 */ 1212 */
1237 if (!op->destroyed ())
1238 op->destroy ();
1239
1240 return;
1241 }
1242
1243 op->remove ();
1244
1245 if (!op->direction || (mflags & P_OUT_OF_MAP))
1246 {
1247 op->destroy (); 1213 op->destroy (true);
1248 return; 1214 return;
1215 }
1216
1217 if (!op->direction)
1249 } 1218 {
1219 op->destroy (true);
1220 return;
1221 }
1250 1222
1251 i = spell_find_dir (m, new_x, new_y, op->owner); 1223 int i = spell_find_dir (pos.m, pos.x, pos.y, op->owner);
1252 if (i > 0 && i != op->direction) 1224 if (i > 0 && i != op->direction)
1253 { 1225 {
1254 op->direction = i; 1226 op->direction = i;
1255 SET_ANIMATION (op, op->direction); 1227 SET_ANIMATION (op, op->direction);
1256 } 1228 }
1257 1229
1258 m->insert (op, new_x, new_y, op); 1230 pos.insert (op, op);
1259} 1231}
1260 1232
1261/**************************************************************************** 1233/****************************************************************************
1262 * Destruction 1234 * Destruction
1263 ****************************************************************************/ 1235 ****************************************************************************/
1266 * 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
1267 * object. if time is 0, the object glows permanently. To truely 1239 * object. if time is 0, the object glows permanently. To truely
1268 * make this work for non-living objects, we would have to 1240 * make this work for non-living objects, we would have to
1269 * give them the capability to have an inventory. b.t. 1241 * give them the capability to have an inventory. b.t.
1270 */ 1242 */
1271
1272int 1243int
1273make_object_glow (object *op, int radius, int time) 1244make_object_glow (object *op, int radius, int time)
1274{ 1245{
1275 object *tmp;
1276
1277 /* some things are unaffected... */ 1246 /* some things are unaffected... */
1278 if (op->path_denied & PATH_LIGHT) 1247 if (op->path_denied & PATH_LIGHT)
1279 return 0; 1248 return 0;
1280 1249
1281 tmp = get_archetype (FORCE_NAME); 1250 object *tmp = get_archetype (FORCE_NAME);
1282 tmp->speed = 0.01; 1251 tmp->speed = 0.01;
1283 tmp->stats.food = time; 1252 tmp->stats.food = time;
1284 SET_FLAG (tmp, FLAG_IS_USED_UP); 1253 SET_FLAG (tmp, FLAG_IS_USED_UP);
1285 tmp->glow_radius = radius; 1254 tmp->glow_radius = radius;
1286 if (tmp->glow_radius > MAX_LIGHT_RADII) 1255 if (tmp->glow_radius > MAX_LIGHT_RADII)
1287 tmp->glow_radius = MAX_LIGHT_RADII; 1256 tmp->glow_radius = MAX_LIGHT_RADII;
1288 1257
1289 tmp->x = op->x;
1290 tmp->y = op->y;
1291 if (tmp->speed < MIN_ACTIVE_SPEED)
1292 tmp->speed = MIN_ACTIVE_SPEED; /* safety */
1293 tmp = insert_ob_in_ob (tmp, op); 1258 tmp = insert_ob_in_ob (tmp, op);
1259
1294 if (tmp->glow_radius > op->glow_radius) 1260 if (tmp->glow_radius > op->glow_radius)
1295 op->glow_radius = tmp->glow_radius; 1261 op->glow_radius = tmp->glow_radius;
1296 1262
1297 if (!tmp->env || op != tmp->env)
1298 {
1299 LOG (llevError, "make_object_glow() failed to insert glowing force in %s\n", &op->name);
1300 return 0;
1301 }
1302 return 1; 1263 return 1;
1303} 1264}
1304
1305
1306
1307 1265
1308int 1266int
1309cast_destruction (object *op, object *caster, object *spell_ob) 1267cast_destruction (object *op, object *caster, object *spell_ob)
1310{ 1268{
1311 int i, j, range, mflags, friendly = 0, dam, dur; 1269 int i, j, range, mflags, friendly = 0, dam, dur;
1332 else if (caster->skill) 1290 else if (caster->skill)
1333 op->skill = caster->skill; 1291 op->skill = caster->skill;
1334 else 1292 else
1335 op->skill = NULL; 1293 op->skill = NULL;
1336 1294
1337 change_skill (op, find_skill_by_name (op, op->skill), 1); 1295 op->change_skill (find_skill_by_name (op, op->skill));
1338 1296
1339 for (i = -range; i < range; i++) 1297 for (i = -range; i <= range; i++)
1340 { 1298 {
1341 for (j = -range; j < range; j++) 1299 for (j = -range; j <= range; j++)
1342 { 1300 {
1343 m = op->map; 1301 m = op->map;
1344 sx = op->x + i; 1302 sx = op->x + i;
1345 sy = op->y + j; 1303 sy = op->y + j;
1346 1304
1363 (!friendly && (QUERY_FLAG (tmp, FLAG_FRIENDLY) || tmp->type == PLAYER))) 1321 (!friendly && (QUERY_FLAG (tmp, FLAG_FRIENDLY) || tmp->type == PLAYER)))
1364 { 1322 {
1365 if (spell_ob->subtype == SP_DESTRUCTION) 1323 if (spell_ob->subtype == SP_DESTRUCTION)
1366 { 1324 {
1367 hit_player (tmp, dam, op, spell_ob->attacktype, 0); 1325 hit_player (tmp, dam, op, spell_ob->attacktype, 0);
1326
1368 if (spell_ob->other_arch) 1327 if (spell_ob->other_arch)
1369 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op); 1328 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op);
1370 } 1329 }
1371 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)
1372 { 1331 {
1400 { 1359 {
1401 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.");
1402 return 0; 1361 return 0;
1403 } 1362 }
1404 1363
1364 tmp = tmp->head_ ();
1365
1405 /* 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. */
1406 for (force = tmp->inv; force != NULL; force = force->below) 1367 for (force = tmp->inv; force; force = force->below)
1407 { 1368 {
1408 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY) 1369 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY)
1409 { 1370 {
1410 if (force->name == spell_ob->name) 1371 if (force->name == spell_ob->name)
1411 { 1372 {
1417 return 0; 1378 return 0;
1418 } 1379 }
1419 } 1380 }
1420 } 1381 }
1421 1382
1422 if (force == NULL) 1383 if (!force)
1423 { 1384 {
1424 force = get_archetype (FORCE_NAME); 1385 force = get_archetype (FORCE_NAME);
1425 force->subtype = FORCE_CHANGE_ABILITY; 1386 force->subtype = FORCE_CHANGE_ABILITY;
1387
1426 if (spell_ob->race) 1388 if (spell_ob->race)
1427 force->name = spell_ob->race; 1389 force->name = spell_ob->race;
1428 else 1390 else
1429 force->name = spell_ob->name; 1391 force->name = spell_ob->name;
1430 1392
1440 { 1402 {
1441 force->duration = duration; 1403 force->duration = duration;
1442 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.");
1443 } 1405 }
1444 else 1406 else
1445 {
1446 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.");
1447 } 1408
1448 return 1; 1409 return 1;
1449 } 1410 }
1411
1450 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;
1451 force->speed = 1.0; 1413 force->speed = 1.f;
1452 force->speed_left = -1.0; 1414 force->speed_left = -1.f;
1453 SET_FLAG (force, FLAG_APPLIED); 1415 SET_FLAG (force, FLAG_APPLIED);
1454 1416
1455 if (god) 1417 if (god)
1456 { 1418 {
1457 if (spell_ob->last_grace) 1419 if (spell_ob->last_grace)
1497 1459
1498 /* 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
1499 * doing it over and over again. 1461 * doing it over and over again.
1500 */ 1462 */
1501 god = find_god (determine_god (op)); 1463 god = find_god (determine_god (op));
1502 level = caster_level (caster, spell); 1464 level = casting_level (caster, spell);
1503 range = spell->range + SP_level_range_adjust (caster, spell); 1465 range = spell->range + SP_level_range_adjust (caster, spell);
1504 1466
1505 /* 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_...
1506 * 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
1507 * won't ever match anything. 1469 * won't ever match anything.
1577 at -= level / 5; 1539 at -= level / 5;
1578 if (did_make_save (head, head->level, at)) 1540 if (did_make_save (head, head->level, at))
1579 continue; 1541 continue;
1580 } 1542 }
1581 else /* spell->attacktype */ 1543 else /* spell->attacktype */
1582 /*
1583 Spell has no attacktype (charm & such), so we'll have a specific saving:
1584 * if spell level < monster level, no go
1585 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) )
1586
1587 The chance will then be in the range [20-70] percent, not too bad.
1588
1589 This is required to fix the 'charm monster' abuse, where a player level 1 can
1590 charm a level 125 monster...
1591
1592 Ryo, august 14th
1593 */
1594 { 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 */
1595 if (head->level > level) 1557 if (head->level > level)
1596 continue; 1558 continue;
1559
1597 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))))
1598 /* Failed, no effect */ 1561 /* Failed, no effect */
1599 continue; 1562 continue;
1600 } 1563 }
1601 1564
1626 } 1589 }
1627 1590
1628 /* charm */ 1591 /* charm */
1629 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))
1630 { 1593 {
1594 INVOKE_OBJECT (KILL, head, ARG_OBJECT (caster));
1595
1631 /* Prevent uncontolled outbreaks of self replicating monsters. 1596 /* Prevent uncontrolled outbreaks of self replicating monsters.
1632 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.
1633 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. */
1634 CLEAR_FLAG (head, FLAG_GENERATOR); 1599 CLEAR_FLAG (head, FLAG_GENERATOR);
1635 head->set_owner (op); 1600 head->set_owner (op);
1636 set_spell_skill (op, caster, spell, head); 1601 set_spell_skill (op, caster, spell, head);
1654 * 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
1655 * lightning spell used it, that seemed misnamed. 1620 * lightning spell used it, that seemed misnamed.
1656 * op is the spell effect. 1621 * op is the spell effect.
1657 * note that duration is handled by process_object() in time.c 1622 * note that duration is handled by process_object() in time.c
1658 */ 1623 */
1659
1660void 1624void
1661move_ball_spell (object *op) 1625move_ball_spell (object *op)
1662{ 1626{
1663 int i, j, dam_save, dir, mflags; 1627 int i, j, dam_save, dir, mflags;
1664 sint16 nx, ny, hx, hy; 1628 sint16 nx, ny, hx, hy;
1730 1694
1731 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)))
1732 { 1696 {
1733 if (j) 1697 if (j)
1734 op->stats.dam = dam_save / 2; 1698 op->stats.dam = dam_save / 2;
1699
1735 hit_map (op, j, op->attacktype, 1); 1700 hit_map (op, j, op->attacktype, 1);
1736
1737 } 1701 }
1738 1702
1739 /* insert the other arch */ 1703 /* insert the other arch */
1740 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))))
1741 m->insert (arch_to_object (op->other_arch), hx, hy, op); 1705 m->insert (arch_to_object (op->other_arch), hx, hy, op);
1755 1719
1756 op->direction = i; 1720 op->direction = i;
1757 } 1721 }
1758} 1722}
1759 1723
1760
1761/* move_swarm_spell: peterm 1724/* move_swarm_spell: peterm
1762 * 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
1763 * 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
1764 * 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
1765 * 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
1766 * 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.
1767 */ 1730 */
1768
1769void 1731void
1770move_swarm_spell (object *op) 1732move_swarm_spell (object *op)
1771{ 1733{
1772#if 0 1734#if 0
1773 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 };
1774 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 };
1775 sint16 target_x, target_y, origin_x, origin_y; 1737 sint16 target_x, target_y, origin_x, origin_y;
1776 int adjustdir; 1738 int adjustdir;
1777 maptile *m; 1739 maptile *m;
1778#endif 1740#endif
1779 int basedir;
1780 object *owner; 1741 object *owner = op->env;
1781 1742
1782 owner = op->owner; 1743 if (!owner) // MUST not happen, remove when true TODO
1783 if (op->duration == 0 || owner == NULL)
1784 { 1744 {
1745 LOG (llevError, "swarm spell found outside inventory: %s\n", op->debug_desc ());
1785 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);
1786 return; 1754 return;
1787 } 1755 }
1788 1756
1789 op->duration--; 1757 op->duration--;
1790 1758
1791 basedir = op->direction; 1759 int basedir = op->direction;
1792 if (basedir == 0) 1760 if (!basedir)
1793 { 1761 {
1794 /* spray in all directions! 8) */ 1762 /* spray in all directions! 8) */
1795 basedir = rndm (1, 8); 1763 op->facing = (op->facing + op->state) & 7;
1764 basedir = op->facing + 1;
1796 } 1765 }
1797 1766
1798#if 0 1767#if 0
1799 // this is bogus: it causes wrong places to be checked below 1768 // this is bogus: it causes wrong places to be checked below
1800 // (a wall 2 cells away will block the effect...) and 1769 // (a wall 2 cells away will block the effect...) and
1861 { 1830 {
1862 /* 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 */
1863 if (op->spell->subtype == SP_BULLET) 1832 if (op->spell->subtype == SP_BULLET)
1864 fire_bullet (owner, op, basedir, op->spell); 1833 fire_bullet (owner, op, basedir, op->spell);
1865 else if (op->spell->subtype == SP_MAGIC_MISSILE) 1834 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1866 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);
1867 } 1836 }
1868} 1837}
1869
1870
1871
1872 1838
1873/* fire_swarm: 1839/* fire_swarm:
1874 * The following routine creates a swarm of objects. It actually 1840 * The following routine creates a swarm of objects. It actually
1875 * sets up a specific swarm object, which then fires off all 1841 * sets up a specific swarm object, which then fires off all
1876 * the parts of the swarm. 1842 * the parts of the swarm.
1879 * caster: the caster (owner, wand, rod, scroll) 1845 * caster: the caster (owner, wand, rod, scroll)
1880 * dir: the direction everything will be fired in 1846 * dir: the direction everything will be fired in
1881 * spell - the spell that is this spell. 1847 * spell - the spell that is this spell.
1882 * n: the number to be fired. 1848 * n: the number to be fired.
1883 */ 1849 */
1884
1885int 1850int
1886fire_swarm (object *op, object *caster, object *spell, int dir) 1851fire_swarm (object *op, object *caster, object *spell, int dir)
1887{ 1852{
1888 object *tmp;
1889 int i;
1890
1891 if (!spell->other_arch) 1853 if (!spell->other_arch)
1892 return 0; 1854 return 0;
1893 1855
1894 tmp = get_archetype (SWARM_SPELL); 1856 object *tmp = archetype::get (SWARM_SPELL);
1895 tmp->set_owner (op); /* needed so that if swarm elements kill, caster gets xp. */ 1857
1896 set_spell_skill (op, caster, spell, tmp); 1858 set_spell_skill (op, caster, spell, tmp);
1897
1898 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. */
1899 tmp->spell = arch_to_object (spell->other_arch); 1860 tmp->spell = spell->other_arch->instance ();
1900
1901 tmp->attacktype = tmp->spell->attacktype; 1861 tmp->attacktype = tmp->spell->attacktype;
1902 1862
1903 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) 1863 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
1904 if (!tailor_god_spell (tmp, op)) 1864 if (!tailor_god_spell (tmp, op))
1905 return 1; 1865 return 1;
1906 1866
1907 tmp->duration = SP_level_duration_adjust (caster, spell); 1867 tmp->duration = SP_level_duration_adjust (caster, spell);
1908 for (i = 0; i < spell->duration; i++) 1868 for (int i = 0; i < spell->duration; i++)
1909 tmp->duration += die_roll (1, 3, op, PREFER_HIGH); 1869 tmp->duration += die_roll (1, 3, op, PREFER_HIGH);
1910 1870
1871 tmp->invisible = 1;
1872 tmp->flag [FLAG_NO_DROP] = 1; // make sure it stays in inv, or else
1911 tmp->direction = dir; 1873 tmp->direction = dir;
1912 tmp->invisible = 1; 1874 tmp->facing = rndm (1, 8); // initial firing direction
1875 tmp->state = rndm (4) * 2 + 1; // direction increment
1913 1876
1914 tmp->insert_at (op, op); 1877 op->insert (tmp);
1878
1915 return 1; 1879 return 1;
1916} 1880}
1917
1918 1881
1919/* See the spells documentation file for why this is its own 1882/* See the spells documentation file for why this is its own
1920 * function. 1883 * function.
1921 */ 1884 */
1922int 1885int
1953 if (QUERY_FLAG (target, FLAG_MONSTER)) 1916 if (QUERY_FLAG (target, FLAG_MONSTER))
1954 { 1917 {
1955 /* oky doky. got a target monster. Lets make a blinding attack */ 1918 /* oky doky. got a target monster. Lets make a blinding attack */
1956 if (target->head) 1919 if (target->head)
1957 target = target->head; 1920 target = target->head;
1921
1958 (void) hit_player (target, dam, op, spell->attacktype, 1); 1922 hit_player (target, dam, op, spell->attacktype, 1);
1959 return 1; /* one success only! */ 1923 return 1; /* one success only! */
1960 } 1924 }
1961 } 1925 }
1962 1926
1963 /* no live target, perhaps a wall is in the way? */ 1927 /* no live target, perhaps a wall is in the way? */
1983 } 1947 }
1984 1948
1985 m->insert (tmp, x, y, op); 1949 m->insert (tmp, x, y, op);
1986 return 1; 1950 return 1;
1987} 1951}
1988
1989
1990
1991 1952
1992/* cast_cause_disease: this spell looks along <dir> from the 1953/* cast_cause_disease: this spell looks along <dir> from the
1993 * player and infects someone. 1954 * player and infects someone.
1994 * 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
1995 * 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
1996 * perhaps this should actually be in disease.c? 1957 * perhaps this should actually be in disease.c?
1997 */ 1958 */
1998
1999int 1959int
2000cast_cause_disease (object *op, object *caster, object *spell, int dir) 1960cast_cause_disease (object *op, object *caster, object *spell, int dir)
2001{ 1961{
2002 sint16 x, y; 1962 sint16 x, y;
2003 int i, mflags, range, dam_mod, dur_mod; 1963 int i, mflags, range, dam_mod, dur_mod;
2010 /* 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
2011 * direction the player is pointing. 1971 * direction the player is pointing.
2012 */ 1972 */
2013 if (!dir) 1973 if (!dir)
2014 dir = op->facing; 1974 dir = op->facing;
1975
2015 if (!dir) 1976 if (!dir)
2016 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 */
2017 1978
2018 /* Calculate these once here */ 1979 /* Calculate these once here */
2019 range = spell->range + SP_level_range_adjust (caster, spell); 1980 range = spell->range + SP_level_range_adjust (caster, spell);
2046 object *disease = arch_to_object (spell->other_arch); 2007 object *disease = arch_to_object (spell->other_arch);
2047 2008
2048 disease->set_owner (op); 2009 disease->set_owner (op);
2049 set_spell_skill (op, caster, spell, disease); 2010 set_spell_skill (op, caster, spell, disease);
2050 disease->stats.exp = 0; 2011 disease->stats.exp = 0;
2051 disease->level = caster_level (caster, spell); 2012 disease->level = casting_level (caster, spell);
2052 2013
2053 /* do level adjustments */ 2014 /* do level adjustments */
2054 if (disease->stats.wc) 2015 if (disease->stats.wc)
2055 disease->stats.wc += dur_mod / 2; 2016 disease->stats.wc += dur_mod / 2;
2056 2017
2057 if (disease->magic > 0) 2018 if (disease->magic > 0)
2058 disease->magic += dur_mod / 4; 2019 disease->magic += dur_mod / 8;
2059 2020
2060 if (disease->stats.maxhp > 0) 2021 if (disease->stats.maxhp > 0)
2061 disease->stats.maxhp += dur_mod; 2022 disease->stats.maxhp += dur_mod;
2062 2023
2063 if (disease->stats.maxgrace > 0) 2024 if (disease->stats.maxgrace > 0)
2100 2061
2101 if (infect_object (walk, disease, 1)) 2062 if (infect_object (walk, disease, 1))
2102 { 2063 {
2103 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);
2104 2065
2105 disease->destroy (); /* don't need this one anymore */ 2066 disease->destroy (true); /* don't need this one anymore */
2106 walk->map->insert (get_archetype (ARCH_DETECT_MAGIC), x, y, op); 2067 walk->map->insert (get_archetype ("detect_magic"), x, y, op);
2107 return 1; 2068 return 1;
2108 } 2069 }
2109 2070
2110 disease->destroy (); 2071 disease->destroy (true);
2111 } 2072 }
2112 } /* if living creature */ 2073 } /* if living creature */
2113 } /* for range of spaces */ 2074 } /* for range of spaces */
2114 2075
2115 new_draw_info (NDI_UNIQUE, 0, op, "No one caught anything!"); 2076 new_draw_info (NDI_UNIQUE, 0, op, "No one caught anything!");

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines