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Comparing deliantra/server/server/spell_attack.C (file contents):
Revision 1.44 by root, Sun Jul 22 14:17:58 2007 UTC vs.
Revision 1.65 by root, Mon Sep 29 10:20:49 2008 UTC

1/* 1/*
2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team 4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002-2003,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002-2003,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * Crossfire TRT 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 3 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,
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, see <http://www.gnu.org/licenses/>. 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 * 20 *
21 * The authors can be reached via e-mail to <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <support@deliantra.net>
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
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 */
151 new_bolt->duration++; 148 new_bolt->duration++;
152 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */ 149 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */
153 new_bolt->stats.dam++; 150 new_bolt->stats.dam++;
154 tmp->stats.dam /= 2; /* reduce father bolt damage */ 151 tmp->stats.dam /= 2; /* reduce father bolt damage */
155 tmp->stats.dam++; 152 tmp->stats.dam++;
153
156 if ((new_bolt = m->insert (new_bolt, sx, sy, op))) 154 if ((new_bolt = m->insert (new_bolt, sx, sy, op)))
157 update_turn_face (new_bolt); 155 update_turn_face (new_bolt);
158} 156}
159 157
160/* move_bolt: moves bolt 'op'. Basically, it just advances a space, 158/* move_bolt: moves bolt 'op'. Basically, it just advances a space,
161 * and checks for various things that may stop it. 159 * and checks for various things that may stop it.
162 */ 160 */
163
164void 161void
165move_bolt (object *op) 162move_bolt (object *op)
166{ 163{
167 int mflags; 164 int mflags;
168 sint16 x, y; 165 sint16 x, y;
169 maptile *m; 166 maptile *m;
170 167
171 if (--op->duration < 0) 168 if (--op->duration < 0)
172 { 169 {
170 op->destroy_inv (true); // be explicit about dropping
173 op->destroy (); 171 op->destroy (true);
174 return; 172 return;
175 } 173 }
176 174
177 hit_map (op, 0, op->attacktype, 1); 175 hit_map (op, 0, op->attacktype, 1);
178 176
251 tmp->duration++; 249 tmp->duration++;
252 250
253 /* New forking code. Possibly create forks of this object 251 /* New forking code. Possibly create forks of this object
254 * going off in other directions. 252 * going off in other directions.
255 */ 253 */
256 if (rndm (0, 99) < tmp->stats.Dex) 254 if (tmp->stats.Dex && rndm (0, 99) < tmp->stats.Dex)
257 { /* stats.Dex % of forking */ 255 forklightning (op, tmp); /* stats.Dex % of forking */
258 forklightning (op, tmp);
259 }
260 256
261 /* 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
262 * doesn't create any bolts that continue to move onward. 258 * doesn't create any bolts that continue to move onward.
263 */ 259 */
264 op->range = 0; 260 op->range = 0;
288 return 0; 284 return 0;
289 285
290 /* peterm: level dependency for bolts */ 286 /* peterm: level dependency for bolts */
291 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);
292 tmp->attacktype = spob->attacktype; 288 tmp->attacktype = spob->attacktype;
289
293 if (spob->slaying) 290 if (spob->slaying)
294 tmp->slaying = spob->slaying; 291 tmp->slaying = spob->slaying;
292
295 tmp->range = spob->range + SP_level_range_adjust (caster, spob); 293 tmp->range = spob->range + SP_level_range_adjust (caster, spob);
296 tmp->duration = spob->duration + SP_level_duration_adjust (caster, spob); 294 tmp->duration = spob->duration + SP_level_duration_adjust (caster, spob);
297 tmp->stats.Dex = spob->stats.Dex; 295 tmp->stats.Dex = spob->stats.Dex;
298 tmp->stats.Con = spob->stats.Con; 296 tmp->stats.Con = spob->stats.Con;
299 297
310 308
311 maptile *newmap; 309 maptile *newmap;
312 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);
313 if (mflags & P_OUT_OF_MAP) 311 if (mflags & P_OUT_OF_MAP)
314 { 312 {
313 tmp->destroy_inv (true); // be explicit about dropping
315 tmp->destroy (); 314 tmp->destroy (true);
316 return 0; 315 return 0;
317 } 316 }
318 317
319 tmp->map = newmap; 318 tmp->map = newmap;
320 319
321 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)))
322 { 321 {
323 if (!QUERY_FLAG (tmp, FLAG_REFLECTING)) 322 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
324 { 323 {
324 tmp->destroy_inv (true); // be explicit about dropping
325 tmp->destroy (); 325 tmp->destroy (true);
326 return 0; 326 return 0;
327 } 327 }
328 328
329 tmp->x = op->x; 329 tmp->x = op->x;
330 tmp->y = op->y; 330 tmp->y = op->y;
343 * BULLET/BALL CODE 343 * BULLET/BALL CODE
344 * 344 *
345 ***************************************************************************/ 345 ***************************************************************************/
346 346
347/* expands an explosion. op is a piece of the 347/* expands an explosion. op is a piece of the
348 * explosion - this expans it in the different directions. 348 * explosion - this expands it in the different directions.
349 * At least that is what I think this does. 349 * At least that is what I think this does.
350 */ 350 */
351void 351void
352explosion (object *op) 352explosion (object *op)
353{ 353{
354 maptile *m = op->map; 354 maptile *m = op->map;
355 int i; 355 int i;
356 356
357 if (--op->duration < 0) 357 if (--op->duration < 0)
358 { 358 {
359 op->destroy (); 359 op->destroy (true);
360 return; 360 return;
361 } 361 }
362 362
363 hit_map (op, 0, op->attacktype, 0); 363 hit_map (op, 0, op->attacktype, 0);
364 364
396void 396void
397explode_bullet (object *op) 397explode_bullet (object *op)
398{ 398{
399 object *tmp, *owner; 399 object *tmp, *owner;
400 400
401 if (op->other_arch == NULL) 401 if (!op->other_arch)
402 { 402 {
403 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n"); 403 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n");
404 op->destroy (); 404 op->destroy (true);
405 return; 405 return;
406 } 406 }
407 407
408 if (op->env) 408 if (op->env)
409 { 409 {
410 object *env = object_get_env_recursive (op); 410 object *env = op->outer_env ();
411
411 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))
412 { 413 {
413 LOG (llevError, "BUG: explode_bullet(): env out of map\n"); 414 LOG (llevError, "BUG: explode_bullet(): env out of map\n");
414 op->destroy (); 415 op->destroy (true);
415 return; 416 return;
416 } 417 }
417 418
418 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);
419 } 420 }
420 else if (out_of_map (op->map, op->x, op->y)) 421 else if (out_of_map (op->map, op->x, op->y))
421 { 422 {
422 LOG (llevError, "BUG: explode_bullet(): op out of map\n"); 423 LOG (llevError, "BUG: explode_bullet(): op out of map\n");
423 op->destroy (); 424 op->destroy (true);
424 return; 425 return;
425 } 426 }
426 427
427 // 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
428 // 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
429 // bad at the moment that might happen from this. 430 // bad at the moment that might happen from this.
430 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)
431 { 432 {
432 op->destroy (); 433 op->destroy (true);
433 return; 434 return;
434 } 435 }
435 436
436 if (op->attacktype) 437 if (op->attacktype)
437 { 438 {
438 hit_map (op, 0, op->attacktype, 1); 439 hit_map (op, 0, op->attacktype, 1);
440
439 if (op->destroyed ()) 441 if (op->destroyed ())
440 return; 442 return;
441 } 443 }
442 444
443 /* other_arch contains what this explodes into */ 445 /* other_arch contains what this explodes into */
446 tmp->set_owner (op); 448 tmp->set_owner (op);
447 tmp->skill = op->skill; 449 tmp->skill = op->skill;
448 450
449 owner = op->owner; 451 owner = op->owner;
450 452
451 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))
452 { 457 {
453 op->destroy (); 458 op->destroy (true);
454 return; 459 return;
455 } 460 }
456 461
457 /* special for bombs - it actually has sane values for these */ 462 /* special for bombs - it actually has sane values for these */
458 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB) 463 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB)
483 488
484 /* Prevent recursion */ 489 /* Prevent recursion */
485 op->move_on = 0; 490 op->move_on = 0;
486 491
487 tmp->insert_at (op, op); 492 tmp->insert_at (op, op);
493 tmp->play_sound (tmp->sound);
494
488 /* remove the firebullet */ 495 /* remove the firebullet */
489 op->destroy (); 496 op->destroy (true);
490} 497}
491 498
492/* 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
493 * (eg, explode, damage player, etc) 500 * (eg, explode, damage player, etc)
494 */ 501 */
519 for (tmp = op->ms ().bot; tmp; tmp = tmp->above) 526 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
520 { 527 {
521 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 528 if (QUERY_FLAG (tmp, FLAG_ALIVE))
522 { 529 {
523 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
524 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0) 533 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0)
525 { 534 {
526 if (!QUERY_FLAG (op, FLAG_REMOVED)) 535 if (!QUERY_FLAG (op, FLAG_REMOVED))
527 { 536 {
528 op->destroy (); 537 op->destroy (true);
529 return; 538 return;
530 } 539 }
531 } 540 }
532 } 541 }
533 } 542 }
562 if (--op->range <= 0) 571 if (--op->range <= 0)
563 { 572 {
564 if (op->other_arch) 573 if (op->other_arch)
565 explode_bullet (op); 574 explode_bullet (op);
566 else 575 else
567 op->destroy (); 576 op->destroy (true);
568 577
569 return; 578 return;
570 } 579 }
571 580
572 new_x = op->x + DIRX (op); 581 new_x = op->x + DIRX (op);
574 m = op->map; 583 m = op->map;
575 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);
576 585
577 if (mflags & P_OUT_OF_MAP) 586 if (mflags & P_OUT_OF_MAP)
578 { 587 {
579 op->destroy (); 588 op->destroy (true);
580 return; 589 return;
581 } 590 }
582 591
583 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)))
584 { 593 {
585 if (op->other_arch) 594 if (op->other_arch)
586 explode_bullet (op); 595 explode_bullet (op);
587 else 596 else
588 op->destroy (); 597 op->destroy (true);
589 598
590 return; 599 return;
591 } 600 }
592 601
593 if (!(op = m->insert (op, new_x, new_y, op))) 602 if (!(op = m->insert (op, new_x, new_y, op)))
617 int mflags; 626 int mflags;
618 627
619 if (!spob->other_arch) 628 if (!spob->other_arch)
620 return 0; 629 return 0;
621 630
622 tmp = arch_to_object (spob->other_arch); 631 tmp = spob->other_arch->instance ();
623 if (tmp == NULL) 632 if (!tmp)
624 return 0; 633 return 0;
625 634
626 /* peterm: level dependency for bolts */ 635 /* peterm: level dependency for bolts */
627 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);
628 tmp->attacktype = spob->attacktype; 637 tmp->attacktype = spob->attacktype;
629 if (spob->slaying) 638 if (spob->slaying)
630 tmp->slaying = spob->slaying; 639 tmp->slaying = spob->slaying;
631 640
641 SET_ANIMATION (tmp, dir); 650 SET_ANIMATION (tmp, dir);
642 651
643 tmp->set_owner (op); 652 tmp->set_owner (op);
644 set_spell_skill (op, caster, spob, tmp); 653 set_spell_skill (op, caster, spob, tmp);
645 654
646 tmp->x = op->x + freearr_x[dir]; 655 tmp->x = op->x + freearr_x[dir];
647 tmp->y = op->y + freearr_y[dir]; 656 tmp->y = op->y + freearr_y[dir];
648 tmp->map = op->map; 657 tmp->map = op->map;
649 658
650 maptile *newmap; 659 maptile *newmap;
651 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);
652 if (mflags & P_OUT_OF_MAP) 661 if (mflags & P_OUT_OF_MAP)
653 { 662 {
654 tmp->destroy (); 663 tmp->destroy (true);
655 return 0; 664 return 0;
656 } 665 }
657 666
658 tmp->map = newmap; 667 tmp->map = newmap;
659 668
660 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)))
661 { 670 {
662 if (!QUERY_FLAG (tmp, FLAG_REFLECTING)) 671 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
663 { 672 {
664 tmp->destroy (); 673 tmp->destroy (true);
665 return 0; 674 return 0;
666 } 675 }
667 676
668 tmp->x = op->x; 677 tmp->x = op->x;
669 tmp->y = op->y; 678 tmp->y = op->y;
702/* 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 */
703 712
704void 713void
705move_cone (object *op) 714move_cone (object *op)
706{ 715{
707 int i;
708
709 /* 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 */
710 if (!op->map) 717 if (!op->map)
711 { 718 {
712 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");
713 op->set_speed (0); 720 op->set_speed (0);
726 * when their cone dies when they die. 733 * when their cone dies when they die.
727 */ 734 */
728 /* If no owner left, the spell dies out. */ 735 /* If no owner left, the spell dies out. */
729 if (op->owner == NULL) 736 if (op->owner == NULL)
730 { 737 {
731 op->destroy (); 738 op->destroy (true);
732 return; 739 return;
733 } 740 }
734#endif 741#endif
735 742
736 hit_map (op, 0, op->attacktype, 0); 743 hit_map (op, 0, op->attacktype, 0);
743 check_spell_knockback (op); 750 check_spell_knockback (op);
744 751
745 if (op->destroyed ()) 752 if (op->destroyed ())
746 return; 753 return;
747 754
748 if ((op->duration--) < 0) 755 if (op->duration-- < 0)
749 { 756 {
750 op->destroy (); 757 op->destroy (true);
751 return; 758 return;
752 } 759 }
753 /* Object has hit maximum range, so don't have it move 760 /* Object has hit maximum range, so don't have it move
754 * any further. When the duration above expires, 761 * any further. When the duration above expires,
755 * then the object will get removed. 762 * then the object will get removed.
758 { 765 {
759 op->range = 0; /* just so it doesn't wrap */ 766 op->range = 0; /* just so it doesn't wrap */
760 return; 767 return;
761 } 768 }
762 769
763 for (i = -1; i < 2; i++) 770 for (int i = -1; i <= 1; i++)
764 { 771 {
765 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)];
766 773
767 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))
768 { 775 {
860 867
861 success = 1; 868 success = 1;
862 tmp = arch_to_object (spell->other_arch); 869 tmp = arch_to_object (spell->other_arch);
863 tmp->set_owner (op); 870 tmp->set_owner (op);
864 set_spell_skill (op, caster, spell, tmp); 871 set_spell_skill (op, caster, spell, tmp);
865 tmp->level = caster_level (caster, spell); 872 tmp->level = casting_level (caster, spell);
866 tmp->attacktype = spell->attacktype; 873 tmp->attacktype = spell->attacktype;
867 874
868 /* holy word stuff */ 875 /* holy word stuff */
869 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER)) 876 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER))
870 if (!tailor_god_spell (tmp, op)) 877 if (!tailor_god_spell (tmp, op))
935 * op is the original bomb object. 942 * op is the original bomb object.
936 */ 943 */
937void 944void
938animate_bomb (object *op) 945animate_bomb (object *op)
939{ 946{
940 int i;
941 object *env, *tmp;
942
943 if (op->state != NUM_ANIMATIONS (op) - 1) 947 if (op->state != NUM_ANIMATIONS (op) - 1)
944 return; 948 return;
945 949
946 env = object_get_env_recursive (op); 950 object *env = op->outer_env ();
947 951
948 if (op->env) 952 if (op->env)
949 { 953 {
950 if (env->map == NULL) 954 if (env->map == NULL)
951 return; 955 return;
952
953 if (env->type == PLAYER)
954 esrv_del_item (env->contr, op->count);
955 956
956 if (!(op = op->insert_at (env, op))) 957 if (!(op = op->insert_at (env, op)))
957 return; 958 return;
958 } 959 }
959 960
960 // 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
961 // 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
962 // as bombs can be carried. 963 // as bombs can be carried.
963 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)
964 { 965 {
965 op->destroy (); 966 op->destroy (true);
966 return; 967 return;
967 } 968 }
968 969
969 /* This copies a lot of the code from the fire bullet, 970 /* This copies a lot of the code from the fire bullet,
970 * but using the cast_bullet isn't really feasible, 971 * but using the cast_bullet isn't really feasible,
971 * so just set up the appropriate values. 972 * so just set up the appropriate values.
972 */ 973 */
973 if (archetype *at = archetype::find (SPLINT)) 974 if (archetype *at = archetype::find (SPLINT))
974 { 975 {
975 for (i = 1; i < 9; i++) 976 for (int i = 1; i < 9; i++)
976 { 977 {
977 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]))
978 continue; 979 continue;
979 980
980 tmp = arch_to_object (at); 981 object *tmp = arch_to_object (at);
981 tmp->direction = i; 982 tmp->direction = i;
982 tmp->range = op->range; 983 tmp->range = op->range;
983 tmp->stats.dam = op->stats.dam; 984 tmp->stats.dam = op->stats.dam;
984 tmp->duration = op->duration; 985 tmp->duration = op->duration;
985 tmp->attacktype = op->attacktype; 986 tmp->attacktype = op->attacktype;
999} 1000}
1000 1001
1001int 1002int
1002create_bomb (object *op, object *caster, int dir, object *spell) 1003create_bomb (object *op, object *caster, int dir, object *spell)
1003{ 1004{
1004
1005 object *tmp; 1005 object *tmp;
1006 int mflags; 1006 int mflags;
1007 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];
1008 maptile *m; 1008 maptile *m;
1009 1009
1011 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))
1012 { 1012 {
1013 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.");
1014 return 0; 1014 return 0;
1015 } 1015 }
1016
1016 tmp = arch_to_object (spell->other_arch); 1017 tmp = arch_to_object (spell->other_arch);
1017 1018
1018 /* level dependencies for bomb */ 1019 /* level dependencies for bomb */
1019 tmp->range = spell->range + SP_level_range_adjust (caster, spell); 1020 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
1020 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);
1118 effect = arch_to_object (spell->other_arch); 1119 effect = arch_to_object (spell->other_arch);
1119 else 1120 else
1120 return 0; 1121 return 0;
1121 1122
1122 /* tailor the effect by priest level and worshipped God */ 1123 /* tailor the effect by priest level and worshipped God */
1123 effect->level = caster_level (caster, spell); 1124 effect->level = casting_level (caster, spell);
1124 effect->attacktype = spell->attacktype; 1125 effect->attacktype = spell->attacktype;
1125 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER)) 1126 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER))
1126 { 1127 {
1127 if (tailor_god_spell (effect, op)) 1128 if (tailor_god_spell (effect, op))
1128 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));
1152 } 1153 }
1153 else 1154 else
1154 { 1155 {
1155 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));
1156 target->stats.hp = target->stats.maxhp * 2; 1157 target->stats.hp = target->stats.maxhp * 2;
1157 effect->destroy (); 1158 effect->destroy (true);
1158 return 0; 1159 return 0;
1159 } 1160 }
1160 } 1161 }
1161 } 1162 }
1162 else 1163 else
1171 /* ok, tell it where to be, and insert! */ 1172 /* ok, tell it where to be, and insert! */
1172 effect->insert_at (target, op); 1173 effect->insert_at (target, op);
1173 1174
1174 return 1; 1175 return 1;
1175} 1176}
1176
1177 1177
1178/**************************************************************************** 1178/****************************************************************************
1179 * 1179 *
1180 * MAGIC MISSILE code. 1180 * MAGIC MISSILE code.
1181 * 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
1184 1184
1185/* op is a missile that needs to be moved */ 1185/* op is a missile that needs to be moved */
1186void 1186void
1187move_missile (object *op) 1187move_missile (object *op)
1188{ 1188{
1189 int i, mflags;
1190 object *owner;
1191 sint16 new_x, new_y;
1192 maptile *m;
1193
1194 if (op->range-- <= 0) 1189 if (op->range-- <= 0)
1195 { 1190 {
1191 op->destroy_inv (true); // be explicit about dropping
1196 op->destroy (); 1192 op->destroy (true);
1197 return; 1193 return;
1198 }
1199
1200 owner = op->owner;
1201#if 0
1202 /* It'd make things nastier if this wasn't here - spells cast by
1203 * monster that are then killed would continue to survive
1204 */
1205 if (owner == NULL)
1206 { 1194 }
1195
1196 mapxy pos (op);
1197 pos.move (op->direction);
1198
1199 if (!pos.normalise ())
1200 {
1207 op->destroy (); 1201 op->destroy (true);
1208 return; 1202 return;
1209 } 1203 }
1210#endif
1211 1204
1212 new_x = op->x + DIRX (op); 1205 mapspace &ms = pos.ms ();
1213 new_y = op->y + DIRY (op);
1214 1206
1215 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))
1216
1217 if (!(mflags & P_OUT_OF_MAP) && ((mflags & P_IS_ALIVE) || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y))))
1218 { 1208 {
1219 hit_map (op, op->direction, AT_MAGIC, 1); 1209 hit_map (op, op->direction, AT_MAGIC, 1);
1220 /* Basically, missile only hits one thing then goes away. 1210 /* Basically, missile only hits one thing then goes away.
1221 * 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.
1222 */ 1212 */
1223 if (!op->destroyed ())
1224 op->destroy ();
1225
1226 return;
1227 }
1228
1229 op->remove ();
1230
1231 if (!op->direction || (mflags & P_OUT_OF_MAP))
1232 {
1233 op->destroy (); 1213 op->destroy (true);
1234 return; 1214 return;
1215 }
1216
1217 if (!op->direction)
1235 } 1218 {
1219 op->destroy (true);
1220 return;
1221 }
1236 1222
1237 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);
1238 if (i > 0 && i != op->direction) 1224 if (i > 0 && i != op->direction)
1239 { 1225 {
1240 op->direction = i; 1226 op->direction = i;
1241 SET_ANIMATION (op, op->direction); 1227 SET_ANIMATION (op, op->direction);
1242 } 1228 }
1243 1229
1244 m->insert (op, new_x, new_y, op); 1230 pos.insert (op, op);
1245} 1231}
1246 1232
1247/**************************************************************************** 1233/****************************************************************************
1248 * Destruction 1234 * Destruction
1249 ****************************************************************************/ 1235 ****************************************************************************/
1306 else 1292 else
1307 op->skill = NULL; 1293 op->skill = NULL;
1308 1294
1309 op->change_skill (find_skill_by_name (op, op->skill)); 1295 op->change_skill (find_skill_by_name (op, op->skill));
1310 1296
1311 for (i = -range; i < range; i++) 1297 for (i = -range; i <= range; i++)
1312 { 1298 {
1313 for (j = -range; j < range; j++) 1299 for (j = -range; j <= range; j++)
1314 { 1300 {
1315 m = op->map; 1301 m = op->map;
1316 sx = op->x + i; 1302 sx = op->x + i;
1317 sy = op->y + j; 1303 sy = op->y + j;
1318 1304
1335 (!friendly && (QUERY_FLAG (tmp, FLAG_FRIENDLY) || tmp->type == PLAYER))) 1321 (!friendly && (QUERY_FLAG (tmp, FLAG_FRIENDLY) || tmp->type == PLAYER)))
1336 { 1322 {
1337 if (spell_ob->subtype == SP_DESTRUCTION) 1323 if (spell_ob->subtype == SP_DESTRUCTION)
1338 { 1324 {
1339 hit_player (tmp, dam, op, spell_ob->attacktype, 0); 1325 hit_player (tmp, dam, op, spell_ob->attacktype, 0);
1326
1340 if (spell_ob->other_arch) 1327 if (spell_ob->other_arch)
1341 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);
1342 } 1329 }
1343 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)
1344 { 1331 {
1372 { 1359 {
1373 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.");
1374 return 0; 1361 return 0;
1375 } 1362 }
1376 1363
1364 tmp = tmp->head_ ();
1365
1377 /* 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. */
1378 for (force = tmp->inv; force != NULL; force = force->below) 1367 for (force = tmp->inv; force; force = force->below)
1379 { 1368 {
1380 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY) 1369 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY)
1381 { 1370 {
1382 if (force->name == spell_ob->name) 1371 if (force->name == spell_ob->name)
1383 { 1372 {
1389 return 0; 1378 return 0;
1390 } 1379 }
1391 } 1380 }
1392 } 1381 }
1393 1382
1394 if (force == NULL) 1383 if (!force)
1395 { 1384 {
1396 force = get_archetype (FORCE_NAME); 1385 force = get_archetype (FORCE_NAME);
1397 force->subtype = FORCE_CHANGE_ABILITY; 1386 force->subtype = FORCE_CHANGE_ABILITY;
1387
1398 if (spell_ob->race) 1388 if (spell_ob->race)
1399 force->name = spell_ob->race; 1389 force->name = spell_ob->race;
1400 else 1390 else
1401 force->name = spell_ob->name; 1391 force->name = spell_ob->name;
1402 1392
1412 { 1402 {
1413 force->duration = duration; 1403 force->duration = duration;
1414 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.");
1415 } 1405 }
1416 else 1406 else
1417 {
1418 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.");
1419 } 1408
1420 return 1; 1409 return 1;
1421 } 1410 }
1411
1422 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;
1423 force->speed = 1.f; 1413 force->speed = 1.f;
1424 force->speed_left = -1.f; 1414 force->speed_left = -1.f;
1425 SET_FLAG (force, FLAG_APPLIED); 1415 SET_FLAG (force, FLAG_APPLIED);
1426 1416
1469 1459
1470 /* 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
1471 * doing it over and over again. 1461 * doing it over and over again.
1472 */ 1462 */
1473 god = find_god (determine_god (op)); 1463 god = find_god (determine_god (op));
1474 level = caster_level (caster, spell); 1464 level = casting_level (caster, spell);
1475 range = spell->range + SP_level_range_adjust (caster, spell); 1465 range = spell->range + SP_level_range_adjust (caster, spell);
1476 1466
1477 /* 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_...
1478 * 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
1479 * won't ever match anything. 1469 * won't ever match anything.
1599 } 1589 }
1600 1590
1601 /* charm */ 1591 /* charm */
1602 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))
1603 { 1593 {
1594 INVOKE_OBJECT (KILL, head, ARG_OBJECT (caster));
1595
1604 /* Prevent uncontolled outbreaks of self replicating monsters. 1596 /* Prevent uncontrolled outbreaks of self replicating monsters.
1605 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.
1606 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. */
1607 CLEAR_FLAG (head, FLAG_GENERATOR); 1599 CLEAR_FLAG (head, FLAG_GENERATOR);
1608 head->set_owner (op); 1600 head->set_owner (op);
1609 set_spell_skill (op, caster, spell, head); 1601 set_spell_skill (op, caster, spell, head);
1627 * 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
1628 * lightning spell used it, that seemed misnamed. 1620 * lightning spell used it, that seemed misnamed.
1629 * op is the spell effect. 1621 * op is the spell effect.
1630 * note that duration is handled by process_object() in time.c 1622 * note that duration is handled by process_object() in time.c
1631 */ 1623 */
1632
1633void 1624void
1634move_ball_spell (object *op) 1625move_ball_spell (object *op)
1635{ 1626{
1636 int i, j, dam_save, dir, mflags; 1627 int i, j, dam_save, dir, mflags;
1637 sint16 nx, ny, hx, hy; 1628 sint16 nx, ny, hx, hy;
1703 1694
1704 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)))
1705 { 1696 {
1706 if (j) 1697 if (j)
1707 op->stats.dam = dam_save / 2; 1698 op->stats.dam = dam_save / 2;
1699
1708 hit_map (op, j, op->attacktype, 1); 1700 hit_map (op, j, op->attacktype, 1);
1709
1710 } 1701 }
1711 1702
1712 /* insert the other arch */ 1703 /* insert the other arch */
1713 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))))
1714 m->insert (arch_to_object (op->other_arch), hx, hy, op); 1705 m->insert (arch_to_object (op->other_arch), hx, hy, op);
1728 1719
1729 op->direction = i; 1720 op->direction = i;
1730 } 1721 }
1731} 1722}
1732 1723
1733
1734/* move_swarm_spell: peterm 1724/* move_swarm_spell: peterm
1735 * 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
1736 * 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
1737 * 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
1738 * 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
1739 * 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.
1740 */ 1730 */
1741
1742void 1731void
1743move_swarm_spell (object *op) 1732move_swarm_spell (object *op)
1744{ 1733{
1745#if 0 1734#if 0
1746 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 };
1747 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 };
1748 sint16 target_x, target_y, origin_x, origin_y; 1737 sint16 target_x, target_y, origin_x, origin_y;
1749 int adjustdir; 1738 int adjustdir;
1750 maptile *m; 1739 maptile *m;
1751#endif 1740#endif
1752 int basedir;
1753 object *owner; 1741 object *owner = op->env;
1754 1742
1755 owner = op->owner; 1743 if (!owner) // MUST not happen, remove when true TODO
1756 if (op->duration == 0 || owner == NULL)
1757 { 1744 {
1745 LOG (llevError, "swarm spell found outside inventory: %s\n", op->debug_desc ());
1758 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);
1759 return; 1754 return;
1760 } 1755 }
1761 1756
1762 op->duration--; 1757 op->duration--;
1763 1758
1764 basedir = op->direction; 1759 int basedir = op->direction;
1765 if (basedir == 0) 1760 if (!basedir)
1766 { 1761 {
1767 /* spray in all directions! 8) */ 1762 /* spray in all directions! 8) */
1768 basedir = rndm (1, 8); 1763 op->facing = (op->facing + op->state) & 7;
1764 basedir = op->facing + 1;
1769 } 1765 }
1770 1766
1771#if 0 1767#if 0
1772 // this is bogus: it causes wrong places to be checked below 1768 // this is bogus: it causes wrong places to be checked below
1773 // (a wall 2 cells away will block the effect...) and 1769 // (a wall 2 cells away will block the effect...) and
1834 { 1830 {
1835 /* 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 */
1836 if (op->spell->subtype == SP_BULLET) 1832 if (op->spell->subtype == SP_BULLET)
1837 fire_bullet (owner, op, basedir, op->spell); 1833 fire_bullet (owner, op, basedir, op->spell);
1838 else if (op->spell->subtype == SP_MAGIC_MISSILE) 1834 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1839 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);
1840 } 1836 }
1841} 1837}
1842
1843
1844
1845 1838
1846/* fire_swarm: 1839/* fire_swarm:
1847 * The following routine creates a swarm of objects. It actually 1840 * The following routine creates a swarm of objects. It actually
1848 * sets up a specific swarm object, which then fires off all 1841 * sets up a specific swarm object, which then fires off all
1849 * the parts of the swarm. 1842 * the parts of the swarm.
1852 * caster: the caster (owner, wand, rod, scroll) 1845 * caster: the caster (owner, wand, rod, scroll)
1853 * dir: the direction everything will be fired in 1846 * dir: the direction everything will be fired in
1854 * spell - the spell that is this spell. 1847 * spell - the spell that is this spell.
1855 * n: the number to be fired. 1848 * n: the number to be fired.
1856 */ 1849 */
1857
1858int 1850int
1859fire_swarm (object *op, object *caster, object *spell, int dir) 1851fire_swarm (object *op, object *caster, object *spell, int dir)
1860{ 1852{
1861 object *tmp;
1862 int i;
1863
1864 if (!spell->other_arch) 1853 if (!spell->other_arch)
1865 return 0; 1854 return 0;
1866 1855
1867 tmp = get_archetype (SWARM_SPELL); 1856 object *tmp = archetype::get (SWARM_SPELL);
1868 tmp->set_owner (op); /* needed so that if swarm elements kill, caster gets xp. */ 1857
1869 set_spell_skill (op, caster, spell, tmp); 1858 set_spell_skill (op, caster, spell, tmp);
1870
1871 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. */
1872 tmp->spell = arch_to_object (spell->other_arch); 1860 tmp->spell = spell->other_arch->instance ();
1873
1874 tmp->attacktype = tmp->spell->attacktype; 1861 tmp->attacktype = tmp->spell->attacktype;
1875 1862
1876 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) 1863 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
1877 if (!tailor_god_spell (tmp, op)) 1864 if (!tailor_god_spell (tmp, op))
1878 return 1; 1865 return 1;
1879 1866
1880 tmp->duration = SP_level_duration_adjust (caster, spell); 1867 tmp->duration = SP_level_duration_adjust (caster, spell);
1881 for (i = 0; i < spell->duration; i++) 1868 for (int i = 0; i < spell->duration; i++)
1882 tmp->duration += die_roll (1, 3, op, PREFER_HIGH); 1869 tmp->duration += die_roll (1, 3, op, PREFER_HIGH);
1883 1870
1871 tmp->invisible = 1;
1872 tmp->flag [FLAG_NO_DROP] = 1; // make sure it stays in inv, or else
1884 tmp->direction = dir; 1873 tmp->direction = dir;
1885 tmp->invisible = 1; 1874 tmp->facing = rndm (1, 8); // initial firing direction
1875 tmp->state = rndm (4) * 2 + 1; // direction increment
1886 1876
1887 tmp->insert_at (op, op); 1877 op->insert (tmp);
1878
1888 return 1; 1879 return 1;
1889} 1880}
1890
1891 1881
1892/* See the spells documentation file for why this is its own 1882/* See the spells documentation file for why this is its own
1893 * function. 1883 * function.
1894 */ 1884 */
1895int 1885int
1926 if (QUERY_FLAG (target, FLAG_MONSTER)) 1916 if (QUERY_FLAG (target, FLAG_MONSTER))
1927 { 1917 {
1928 /* oky doky. got a target monster. Lets make a blinding attack */ 1918 /* oky doky. got a target monster. Lets make a blinding attack */
1929 if (target->head) 1919 if (target->head)
1930 target = target->head; 1920 target = target->head;
1921
1931 (void) hit_player (target, dam, op, spell->attacktype, 1); 1922 hit_player (target, dam, op, spell->attacktype, 1);
1932 return 1; /* one success only! */ 1923 return 1; /* one success only! */
1933 } 1924 }
1934 } 1925 }
1935 1926
1936 /* no live target, perhaps a wall is in the way? */ 1927 /* no live target, perhaps a wall is in the way? */
1956 } 1947 }
1957 1948
1958 m->insert (tmp, x, y, op); 1949 m->insert (tmp, x, y, op);
1959 return 1; 1950 return 1;
1960} 1951}
1961
1962
1963
1964 1952
1965/* cast_cause_disease: this spell looks along <dir> from the 1953/* cast_cause_disease: this spell looks along <dir> from the
1966 * player and infects someone. 1954 * player and infects someone.
1967 * 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
1968 * 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
1969 * perhaps this should actually be in disease.c? 1957 * perhaps this should actually be in disease.c?
1970 */ 1958 */
1971
1972int 1959int
1973cast_cause_disease (object *op, object *caster, object *spell, int dir) 1960cast_cause_disease (object *op, object *caster, object *spell, int dir)
1974{ 1961{
1975 sint16 x, y; 1962 sint16 x, y;
1976 int i, mflags, range, dam_mod, dur_mod; 1963 int i, mflags, range, dam_mod, dur_mod;
1983 /* 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
1984 * direction the player is pointing. 1971 * direction the player is pointing.
1985 */ 1972 */
1986 if (!dir) 1973 if (!dir)
1987 dir = op->facing; 1974 dir = op->facing;
1975
1988 if (!dir) 1976 if (!dir)
1989 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 */
1990 1978
1991 /* Calculate these once here */ 1979 /* Calculate these once here */
1992 range = spell->range + SP_level_range_adjust (caster, spell); 1980 range = spell->range + SP_level_range_adjust (caster, spell);
2019 object *disease = arch_to_object (spell->other_arch); 2007 object *disease = arch_to_object (spell->other_arch);
2020 2008
2021 disease->set_owner (op); 2009 disease->set_owner (op);
2022 set_spell_skill (op, caster, spell, disease); 2010 set_spell_skill (op, caster, spell, disease);
2023 disease->stats.exp = 0; 2011 disease->stats.exp = 0;
2024 disease->level = caster_level (caster, spell); 2012 disease->level = casting_level (caster, spell);
2025 2013
2026 /* do level adjustments */ 2014 /* do level adjustments */
2027 if (disease->stats.wc) 2015 if (disease->stats.wc)
2028 disease->stats.wc += dur_mod / 2; 2016 disease->stats.wc += dur_mod / 2;
2029 2017
2030 if (disease->magic > 0) 2018 if (disease->magic > 0)
2031 disease->magic += dur_mod / 4; 2019 disease->magic += dur_mod / 8;
2032 2020
2033 if (disease->stats.maxhp > 0) 2021 if (disease->stats.maxhp > 0)
2034 disease->stats.maxhp += dur_mod; 2022 disease->stats.maxhp += dur_mod;
2035 2023
2036 if (disease->stats.maxgrace > 0) 2024 if (disease->stats.maxgrace > 0)
2073 2061
2074 if (infect_object (walk, disease, 1)) 2062 if (infect_object (walk, disease, 1))
2075 { 2063 {
2076 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);
2077 2065
2078 disease->destroy (); /* don't need this one anymore */ 2066 disease->destroy (true); /* don't need this one anymore */
2079 walk->map->insert (get_archetype ("detect_magic"), x, y, op); 2067 walk->map->insert (get_archetype ("detect_magic"), x, y, op);
2080 return 1; 2068 return 1;
2081 } 2069 }
2082 2070
2083 disease->destroy (); 2071 disease->destroy (true);
2084 } 2072 }
2085 } /* if living creature */ 2073 } /* if living creature */
2086 } /* for range of spaces */ 2074 } /* for range of spaces */
2087 2075
2088 new_draw_info (NDI_UNIQUE, 0, op, "No one caught anything!"); 2076 new_draw_info (NDI_UNIQUE, 0, op, "No one caught anything!");

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