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Comparing deliantra/server/server/spell_attack.C (file contents):
Revision 1.19 by root, Wed Dec 13 03:28:42 2006 UTC vs.
Revision 1.66 by root, Mon Sep 29 10:31:32 2008 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2002-2003 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002-2003,2007 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
20 21 * The authors can be reached via e-mail to <support@deliantra.net>
21 The authors can be reached via e-mail at <crossfire@schmorp.de>
22*/ 22 */
23 23
24/* This file contains all the spell attack code. Grouping this code 24/* This file contains all the spell attack code. Grouping this code
25 * together should hopefully make it easier to find the relevent bits 25 * together should hopefully make it easier to find the relevent bits
26 * of code 26 * of code
27 */ 27 */
28 28
29#include <global.h> 29#include <global.h>
30#include <object.h> 30#include <object.h>
31#include <living.h> 31#include <living.h>
32#ifndef __CEXTRACT__
33# include <sproto.h> 32#include <sproto.h>
34#endif
35#include <spells.h> 33#include <spells.h>
36#include <sounds.h> 34#include <sounds.h>
37 35
38/* this function checks to see if a spell pushes objects as well 36/* this function checks to see if a spell pushes objects as well
39 * as flies over and damages them (only used for cones for now) 37 * as flies over and damages them (only used for cones for now)
40 * but moved here so it could be applied to bolts too 38 * but moved here so it could be applied to bolts too
41 * op is the spell object. 39 * op is the spell object.
42 */ 40 */
43
44void 41void
45check_spell_knockback (object *op) 42check_spell_knockback (object *op)
46{ 43{
47 object *tmp, *tmp2; /* object on the map */
48 int weight_move; 44 int weight_move;
49 int frictionmod = 2; /*poor man's physics - multipy targets weight by this amount */ 45 int frictionmod = 2; /*poor man's physics - multipy targets weight by this amount */
50 46
51 if (!op->weight) 47 if (!op->weight)
52 { /*shouldn't happen but if cone object has no weight drop out */ 48 { /*shouldn't happen but if cone object has no weight drop out */
57 { 53 {
58 weight_move = op->weight + (op->weight * op->level) / 3; 54 weight_move = op->weight + (op->weight * op->level) / 3;
59 /*LOG (llevDebug, "DEBUG: arch weighs %d and masses %d (%s,level %d)\n", op->weight,weight_move,op->name,op->level); */ 55 /*LOG (llevDebug, "DEBUG: arch weighs %d and masses %d (%s,level %d)\n", op->weight,weight_move,op->name,op->level); */
60 } 56 }
61 57
62 for (tmp = get_map_ob (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 58 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
63 { 59 {
64 int num_sections = 1; 60 int num_sections = 1;
65 61
66 /* don't move DM */ 62 /* don't move DM */
67 if (QUERY_FLAG (tmp, FLAG_WIZ)) 63 if (QUERY_FLAG (tmp, FLAG_WIZ))
74 /* don't move floors or immobile objects */ 70 /* don't move floors or immobile objects */
75 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || (!QUERY_FLAG (tmp, FLAG_ALIVE) && QUERY_FLAG (tmp, FLAG_NO_PICK))) 71 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || (!QUERY_FLAG (tmp, FLAG_ALIVE) && QUERY_FLAG (tmp, FLAG_NO_PICK)))
76 continue; 72 continue;
77 73
78 /* count the object's sections */ 74 /* count the object's sections */
79 for (tmp2 = tmp; tmp2 != NULL; tmp2 = tmp2->more) 75 for (object *tmp2 = tmp; tmp2; tmp2 = tmp2->more)
80 num_sections++; 76 num_sections++;
81 77
82 /* I'm not sure if it makes sense to divide by num_sections - bigger 78 /* I'm not sure if it makes sense to divide by num_sections - bigger
83 * objects should be harder to move, and we are moving the entire 79 * objects should be harder to move, and we are moving the entire
84 * object, not just the head, so the total weight should be relevant. 80 * object, not just the head, so the total weight should be relevant.
108 * 104 *
109 * BOLT CODE 105 * BOLT CODE
110 * 106 *
111 ***************************************************************************/ 107 ***************************************************************************/
112 108
113/* Causes op to fork. op is the original bolt, tmp 109/* Causes op to fork. op is the original bolt, tmp
114 * is the first piece of the fork. 110 * is the first piece of the fork.
115 */ 111 */
116
117void 112void
118forklightning (object *op, object *tmp) 113forklightning (object *op, object *tmp)
119{ 114{
120 int new_dir = 1; /* direction or -1 for left, +1 for right 0 if no new bolt */ 115 int new_dir = 1; /* direction or -1 for left, +1 for right 0 if no new bolt */
121 int t_dir; /* stores temporary dir calculation */ 116 int t_dir; /* stores temporary dir calculation */
146 141
147 /* reduce chances of subsequent forking */ 142 /* reduce chances of subsequent forking */
148 new_bolt->stats.Dex -= 10; 143 new_bolt->stats.Dex -= 10;
149 tmp->stats.Dex -= 10; /* less forks from main bolt too */ 144 tmp->stats.Dex -= 10; /* less forks from main bolt too */
150 new_bolt->stats.Con += 25 * new_dir; /* adjust the left bias */ 145 new_bolt->stats.Con += 25 * new_dir; /* adjust the left bias */
151 new_bolt->speed_left = -0.1; 146 new_bolt->speed_left = -0.1f;
152 new_bolt->direction = t_dir; 147 new_bolt->direction = t_dir;
153 new_bolt->duration++; 148 new_bolt->duration++;
154 new_bolt->x = sx;
155 new_bolt->y = sy;
156 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */ 149 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */
157 new_bolt->stats.dam++; 150 new_bolt->stats.dam++;
158 tmp->stats.dam /= 2; /* reduce father bolt damage */ 151 tmp->stats.dam /= 2; /* reduce father bolt damage */
159 tmp->stats.dam++; 152 tmp->stats.dam++;
160 new_bolt = insert_ob_in_map (new_bolt, m, op, 0); 153
154 if ((new_bolt = m->insert (new_bolt, sx, sy, op)))
161 update_turn_face (new_bolt); 155 update_turn_face (new_bolt);
162} 156}
163 157
164/* move_bolt: moves bolt 'op'. Basically, it just advances a space, 158/* move_bolt: moves bolt 'op'. Basically, it just advances a space,
165 * and checks for various things that may stop it. 159 * and checks for various things that may stop it.
166 */ 160 */
167
168void 161void
169move_bolt (object *op) 162move_bolt (object *op)
170{ 163{
171 object *tmp;
172 int mflags; 164 int mflags;
173 sint16 x, y; 165 sint16 x, y;
174 maptile *m; 166 maptile *m;
175 167
176 if (--(op->duration) < 0) 168 if (--op->duration < 0)
177 { 169 {
178 op->destroy (); 170 op->drop_and_destroy ();
179 return; 171 return;
180 } 172 }
181 173
182 hit_map (op, 0, op->attacktype, 1); 174 hit_map (op, 0, op->attacktype, 1);
183 175
184 if (!op->direction) 176 if (!op->direction)
185 return; 177 return;
186 178
187 if (--op->range < 0) 179 if (--op->range < 0)
188 {
189 op->range = 0; 180 op->range = 0;
190 }
191 else 181 else
192 { 182 {
193 x = op->x + DIRX (op); 183 x = op->x + DIRX (op);
194 y = op->y + DIRY (op); 184 y = op->y + DIRY (op);
195 m = op->map; 185 m = op->map;
203 * on the space. So only call reflwall if we think the data it returns 193 * on the space. So only call reflwall if we think the data it returns
204 * will be useful. 194 * will be useful.
205 */ 195 */
206 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)) || ((mflags & P_IS_ALIVE) && reflwall (m, x, y, op))) 196 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)) || ((mflags & P_IS_ALIVE) && reflwall (m, x, y, op)))
207 { 197 {
208
209 if (!QUERY_FLAG (op, FLAG_REFLECTING)) 198 if (!QUERY_FLAG (op, FLAG_REFLECTING))
210 return; 199 return;
211 200
212 /* Since walls don't run diagonal, if the bolt is in 201 /* Since walls don't run diagonal, if the bolt is in
213 * one of 4 main directions, it just reflects back in the 202 * one of 4 main directions, it just reflects back in the
243 else if (left) 232 else if (left)
244 op->direction = absdir (op->direction + 2); 233 op->direction = absdir (op->direction + 2);
245 else if (right) 234 else if (right)
246 op->direction = absdir (op->direction - 2); 235 op->direction = absdir (op->direction - 2);
247 } 236 }
237
248 update_turn_face (op); /* A bolt *must* be IS_TURNABLE */ 238 update_turn_face (op); /* A bolt *must* be IS_TURNABLE */
249 return; 239 return;
250 } 240 }
251 else 241 else
252 { /* Create a copy of this object and put it ahead */ 242 { /* Create a copy of this object and put it ahead */
253 tmp = op->clone (); 243 object *tmp = op->clone ();
254 244
245 m->insert (tmp, x, y, op);
255 tmp->speed_left = -0.1; 246 tmp->speed_left = -0.1f;
256 tmp->x += DIRX (tmp), tmp->y += DIRY (tmp);
257 tmp = insert_ob_in_map (tmp, op->map, op, 0);
258 /* To make up for the decrease at the top of the function */ 247 /* To make up for the decrease at the top of the function */
259 tmp->duration++; 248 tmp->duration++;
260 249
261 /* New forking code. Possibly create forks of this object 250 /* New forking code. Possibly create forks of this object
262 * going off in other directions. 251 * going off in other directions.
263 */ 252 */
264
265 if (rndm (0, 99) < tmp->stats.Dex) 253 if (tmp->stats.Dex && rndm (0, 99) < tmp->stats.Dex)
266 { /* stats.Dex % of forking */ 254 forklightning (op, tmp); /* stats.Dex % of forking */
267 forklightning (op, tmp); 255
268 }
269 /* In this way, the object left behind sticks on the space, but 256 /* In this way, the object left behind sticks on the space, but
270 * doesn't create any bolts that continue to move onward. 257 * doesn't create any bolts that continue to move onward.
271 */ 258 */
272 op->range = 0; 259 op->range = 0;
273 } /* copy object and move it along */ 260 } /* copy object and move it along */
280 * we remove the magic flag - that can be derived from 267 * we remove the magic flag - that can be derived from
281 * spob->attacktype. 268 * spob->attacktype.
282 * This function sets up the appropriate owner and skill 269 * This function sets up the appropriate owner and skill
283 * pointers. 270 * pointers.
284 */ 271 */
285
286int 272int
287fire_bolt (object *op, object *caster, int dir, object *spob, object *skill) 273fire_bolt (object *op, object *caster, int dir, object *spob, object *skill)
288{ 274{
289 object *tmp = NULL; 275 object *tmp = NULL;
290 int mflags; 276 int mflags;
297 return 0; 283 return 0;
298 284
299 /* peterm: level dependency for bolts */ 285 /* peterm: level dependency for bolts */
300 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob); 286 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob);
301 tmp->attacktype = spob->attacktype; 287 tmp->attacktype = spob->attacktype;
288
302 if (spob->slaying) 289 if (spob->slaying)
303 tmp->slaying = spob->slaying; 290 tmp->slaying = spob->slaying;
291
304 tmp->range = spob->range + SP_level_range_adjust (caster, spob); 292 tmp->range = spob->range + SP_level_range_adjust (caster, spob);
305 tmp->duration = spob->duration + SP_level_duration_adjust (caster, spob); 293 tmp->duration = spob->duration + SP_level_duration_adjust (caster, spob);
306 tmp->stats.Dex = spob->stats.Dex; 294 tmp->stats.Dex = spob->stats.Dex;
307 tmp->stats.Con = spob->stats.Con; 295 tmp->stats.Con = spob->stats.Con;
308 296
315 303
316 tmp->x = op->x + DIRX (tmp); 304 tmp->x = op->x + DIRX (tmp);
317 tmp->y = op->y + DIRY (tmp); 305 tmp->y = op->y + DIRY (tmp);
318 tmp->map = op->map; 306 tmp->map = op->map;
319 307
308 maptile *newmap;
320 mflags = get_map_flags (tmp->map, &tmp->map, tmp->x, tmp->y, &tmp->x, &tmp->y); 309 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y);
321 if (mflags & P_OUT_OF_MAP) 310 if (mflags & P_OUT_OF_MAP)
322 { 311 {
323 tmp->destroy (); 312 tmp->drop_and_destroy ();
324 return 0; 313 return 0;
325 } 314 }
326 315
316 tmp->map = newmap;
317
327 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y))) 318 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y)))
328 { 319 {
329 if (!QUERY_FLAG (tmp, FLAG_REFLECTING)) 320 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
330 { 321 {
331 tmp->destroy (); 322 tmp->drop_and_destroy ();
332 return 0; 323 return 0;
333 } 324 }
334 325
335 tmp->x = op->x; 326 tmp->x = op->x;
336 tmp->y = op->y; 327 tmp->y = op->y;
337 tmp->direction = absdir (tmp->direction + 4); 328 tmp->direction = absdir (tmp->direction + 4);
338 tmp->map = op->map; 329 tmp->map = op->map;
339 } 330 }
340 331
341 if ((tmp = insert_ob_in_map (tmp, tmp->map, op, 0)) != NULL) 332 if ((tmp = tmp->insert_at (tmp, op)))
342 move_bolt (tmp); 333 move_bolt (tmp);
343 334
344 return 1; 335 return 1;
345} 336}
346
347
348 337
349/*************************************************************************** 338/***************************************************************************
350 * 339 *
351 * BULLET/BALL CODE 340 * BULLET/BALL CODE
352 * 341 *
353 ***************************************************************************/ 342 ***************************************************************************/
354 343
355/* expands an explosion. op is a piece of the 344/* expands an explosion. op is a piece of the
356 * explosion - this expans it in the different directions. 345 * explosion - this expands it in the different directions.
357 * At least that is what I think this does. 346 * At least that is what I think this does.
358 */ 347 */
359void 348void
360explosion (object *op) 349explosion (object *op)
361{ 350{
362 object *tmp;
363 maptile *m = op->map; 351 maptile *m = op->map;
364 int i; 352 int i;
365 353
366 if (--(op->duration) < 0) 354 if (--op->duration < 0)
367 { 355 {
368 op->destroy (); 356 op->destroy (true);
369 return; 357 return;
370 } 358 }
371 359
372 hit_map (op, 0, op->attacktype, 0); 360 hit_map (op, 0, op->attacktype, 0);
373 361
377 { 365 {
378 sint16 dx, dy; 366 sint16 dx, dy;
379 367
380 dx = op->x + freearr_x[i]; 368 dx = op->x + freearr_x[i];
381 dy = op->y + freearr_y[i]; 369 dy = op->y + freearr_y[i];
370
382 /* ok_to_put_more already does things like checks for walls, 371 /* ok_to_put_more already does things like checks for walls,
383 * out of map, etc. 372 * out of map, etc.
384 */ 373 */
385 if (ok_to_put_more (op->map, dx, dy, op, op->attacktype)) 374 if (ok_to_put_more (op->map, dx, dy, op, op->attacktype))
386 { 375 {
387 tmp = op->clone (); 376 object *tmp = op->clone ();
377
388 tmp->state = 0; 378 tmp->state = 0;
389 tmp->speed_left = -0.21; 379 tmp->speed_left = -0.21f;
390 tmp->range--; 380 tmp->range--;
391 tmp->value = 0; 381 tmp->value = 0;
392 tmp->x = dx; 382
393 tmp->y = dy; 383 m->insert (tmp, dx, dy, op);
394 insert_ob_in_map (tmp, m, op, 0);
395 } 384 }
396 } 385 }
397 } 386 }
398} 387}
399
400 388
401/* Causes an object to explode, eg, a firebullet, 389/* Causes an object to explode, eg, a firebullet,
402 * poison cloud ball, etc. op is the object to 390 * poison cloud ball, etc. op is the object to
403 * explode. 391 * explode.
404 */ 392 */
405void 393void
406explode_bullet (object *op) 394explode_bullet (object *op)
407{ 395{
408 object *tmp, *owner; 396 object *tmp, *owner;
409 397
410 if (op->other_arch == NULL) 398 if (!op->other_arch)
411 { 399 {
412 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n"); 400 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n");
413 op->destroy (); 401 op->destroy (true);
414 return; 402 return;
415 } 403 }
416 404
417 if (op->env) 405 if (op->env)
418 { 406 {
419 object *env; 407 object *env = op->outer_env ();
420 408
421 env = object_get_env_recursive (op);
422 if (env->map == NULL || out_of_map (env->map, env->x, env->y)) 409 if (!env->map || out_of_map (env->map, env->x, env->y))
423 { 410 {
424 LOG (llevError, "BUG: explode_bullet(): env out of map\n"); 411 LOG (llevError, "BUG: explode_bullet(): env out of map\n");
425 op->destroy (); 412 op->destroy (true);
426 return; 413 return;
427 } 414 }
428 415
429 op->remove (); 416 op->insert_at (env, op, INS_NO_MERGE | INS_NO_WALK_ON);
430 op->x = env->x;
431 op->y = env->y;
432 insert_ob_in_map (op, env->map, op, INS_NO_MERGE | INS_NO_WALK_ON);
433 } 417 }
434 else if (out_of_map (op->map, op->x, op->y)) 418 else if (out_of_map (op->map, op->x, op->y))
435 { 419 {
436 LOG (llevError, "BUG: explode_bullet(): op out of map\n"); 420 LOG (llevError, "BUG: explode_bullet(): op out of map\n");
437 op->destroy (); 421 op->destroy (true);
438 return; 422 return;
439 } 423 }
440 424
441 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent explosions of any kind on safe maps 425 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent explosions of any kind on safe maps
442 // NOTE: If this breaks something important: remove this. I can't think of anything 426 // NOTE: If this breaks something important: remove this. I can't think of anything
443 // bad at the moment that might happen from this. 427 // bad at the moment that might happen from this.
444 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE) 428 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
445 { 429 {
446 op->destroy (); 430 op->destroy (true);
447 return; 431 return;
448 } 432 }
449 433
450 if (op->attacktype) 434 if (op->attacktype)
451 { 435 {
452 hit_map (op, 0, op->attacktype, 1); 436 hit_map (op, 0, op->attacktype, 1);
437
453 if (op->destroyed ()) 438 if (op->destroyed ())
454 return; 439 return;
455 } 440 }
456 441
457 /* other_arch contains what this explodes into */ 442 /* other_arch contains what this explodes into */
460 tmp->set_owner (op); 445 tmp->set_owner (op);
461 tmp->skill = op->skill; 446 tmp->skill = op->skill;
462 447
463 owner = op->owner; 448 owner = op->owner;
464 449
465 if ((tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) && owner && !tailor_god_spell (tmp, owner)) 450 if ((tmp->attacktype & AT_HOLYWORD
451 || tmp->attacktype & AT_GODPOWER)
452 && owner
453 && !tailor_god_spell (tmp, owner))
466 { 454 {
467 op->destroy (); 455 op->destroy (true);
468 return; 456 return;
469 } 457 }
470
471 tmp->x = op->x;
472 tmp->y = op->y;
473 458
474 /* special for bombs - it actually has sane values for these */ 459 /* special for bombs - it actually has sane values for these */
475 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB) 460 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB)
476 { 461 {
477 tmp->attacktype = op->attacktype; 462 tmp->attacktype = op->attacktype;
481 } 466 }
482 else 467 else
483 { 468 {
484 if (op->attacktype & AT_MAGIC) 469 if (op->attacktype & AT_MAGIC)
485 tmp->attacktype |= AT_MAGIC; 470 tmp->attacktype |= AT_MAGIC;
471
486 /* Spell doc describes what is going on here */ 472 /* Spell doc describes what is going on here */
487 tmp->stats.dam = op->dam_modifier; 473 tmp->stats.dam = op->dam_modifier;
488 tmp->range = op->stats.maxhp; 474 tmp->range = op->stats.maxhp;
489 tmp->duration = op->stats.hp; 475 tmp->duration = op->stats.hp;
490 /* Used for spell tracking - just need a unique val for this spell - 476 /* Used for spell tracking - just need a unique val for this spell -
498 tmp->stats.sp = op->direction; 484 tmp->stats.sp = op->direction;
499 485
500 /* Prevent recursion */ 486 /* Prevent recursion */
501 op->move_on = 0; 487 op->move_on = 0;
502 488
503 insert_ob_in_map (tmp, op->map, op, 0); 489 tmp->insert_at (op, op);
490 tmp->play_sound (tmp->sound);
491
504 /* remove the firebullet */ 492 /* remove the firebullet */
505 if (!op->destroyed ())
506 {
507 op->destroy (); 493 op->destroy (true);
508 }
509} 494}
510
511
512 495
513/* checks to see what op should do, given the space it is on 496/* checks to see what op should do, given the space it is on
514 * (eg, explode, damage player, etc) 497 * (eg, explode, damage player, etc)
515 */ 498 */
516
517void 499void
518check_bullet (object *op) 500check_bullet (object *op)
519{ 501{
520 object *tmp; 502 object *tmp;
521 int dam, mflags; 503 int dam, mflags;
536 518
537 /* If nothing alive on this space, no reason to do anything further */ 519 /* If nothing alive on this space, no reason to do anything further */
538 if (!(mflags & P_IS_ALIVE)) 520 if (!(mflags & P_IS_ALIVE))
539 return; 521 return;
540 522
541 for (tmp = get_map_ob (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 523 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
542 { 524 {
543 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 525 if (QUERY_FLAG (tmp, FLAG_ALIVE))
544 { 526 {
545 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1); 527 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1);
528
529 // TODO: can't understand the following if's
546 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0) 530 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0)
547 { 531 {
548 if (!QUERY_FLAG (op, FLAG_REMOVED)) 532 if (!QUERY_FLAG (op, FLAG_REMOVED))
549 { 533 {
550 op->destroy (); 534 op->destroy (true);
551 return; 535 return;
552 } 536 }
553 } 537 }
554 } 538 }
555 } 539 }
556} 540}
557
558 541
559/* Basically, we move 'op' one square, and if it hits something, 542/* Basically, we move 'op' one square, and if it hits something,
560 * call check_bullet. 543 * call check_bullet.
561 * This function is only applicable to bullets, but not to all 544 * This function is only applicable to bullets, but not to all
562 * fired arches (eg, bolts). 545 * fired arches (eg, bolts).
563 */ 546 */
564
565void 547void
566move_bullet (object *op) 548move_bullet (object *op)
567{ 549{
568 sint16 new_x, new_y; 550 sint16 new_x, new_y;
569 int mflags; 551 int mflags;
586 if (--op->range <= 0) 568 if (--op->range <= 0)
587 { 569 {
588 if (op->other_arch) 570 if (op->other_arch)
589 explode_bullet (op); 571 explode_bullet (op);
590 else 572 else
591 op->destroy (); 573 op->destroy (true);
592 574
593 return; 575 return;
594 } 576 }
595 577
596 new_x = op->x + DIRX (op); 578 new_x = op->x + DIRX (op);
598 m = op->map; 580 m = op->map;
599 mflags = get_map_flags (m, &m, new_x, new_y, &new_x, &new_y); 581 mflags = get_map_flags (m, &m, new_x, new_y, &new_x, &new_y);
600 582
601 if (mflags & P_OUT_OF_MAP) 583 if (mflags & P_OUT_OF_MAP)
602 { 584 {
603 op->destroy (); 585 op->destroy (true);
604 return; 586 return;
605 } 587 }
606 588
607 if (!op->direction || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y))) 589 if (!op->direction || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y)))
608 { 590 {
609 if (op->other_arch) 591 if (op->other_arch)
610 explode_bullet (op); 592 explode_bullet (op);
611 else 593 else
612 op->destroy (); 594 op->destroy (true);
613 595
614 return; 596 return;
615 } 597 }
616 598
617 op->remove (); 599 if (!(op = m->insert (op, new_x, new_y, op)))
618 op->x = new_x;
619 op->y = new_y;
620 if ((op = insert_ob_in_map (op, m, op, 0)) == NULL)
621 return; 600 return;
622 601
623 if (reflwall (op->map, op->x, op->y, op)) 602 if (reflwall (op->map, op->x, op->y, op))
624 { 603 {
625 op->direction = absdir (op->direction + 4); 604 op->direction = absdir (op->direction + 4);
626 update_turn_face (op); 605 update_turn_face (op);
627 } 606 }
628 else 607 else
629 {
630 check_bullet (op); 608 check_bullet (op);
631 }
632} 609}
633
634
635
636 610
637/* fire_bullet 611/* fire_bullet
638 * object op (cast from caster) files a bolt in dir. 612 * object op (cast from caster) files a bolt in dir.
639 * spob is the spell object for the bolt. 613 * spob is the spell object for the bolt.
640 * we remove the magic flag - that can be derived from 614 * we remove the magic flag - that can be derived from
641 * spob->attacktype. 615 * spob->attacktype.
642 * This function sets up the appropriate owner and skill 616 * This function sets up the appropriate owner and skill
643 * pointers. 617 * pointers.
644 */ 618 */
645
646int 619int
647fire_bullet (object *op, object *caster, int dir, object *spob) 620fire_bullet (object *op, object *caster, int dir, object *spob)
648{ 621{
649 object *tmp = NULL; 622 object *tmp = NULL;
650 int mflags; 623 int mflags;
651 624
652 if (!spob->other_arch) 625 if (!spob->other_arch)
653 return 0; 626 return 0;
654 627
655 tmp = arch_to_object (spob->other_arch); 628 tmp = spob->other_arch->instance ();
656 if (tmp == NULL) 629 if (!tmp)
657 return 0; 630 return 0;
658 631
659 /* peterm: level dependency for bolts */ 632 /* peterm: level dependency for bolts */
660 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob); 633 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob);
661 tmp->attacktype = spob->attacktype; 634 tmp->attacktype = spob->attacktype;
662 if (spob->slaying) 635 if (spob->slaying)
663 tmp->slaying = spob->slaying; 636 tmp->slaying = spob->slaying;
664 637
674 SET_ANIMATION (tmp, dir); 647 SET_ANIMATION (tmp, dir);
675 648
676 tmp->set_owner (op); 649 tmp->set_owner (op);
677 set_spell_skill (op, caster, spob, tmp); 650 set_spell_skill (op, caster, spob, tmp);
678 651
679 tmp->x = op->x + freearr_x[dir]; 652 tmp->x = op->x + freearr_x[dir];
680 tmp->y = op->y + freearr_y[dir]; 653 tmp->y = op->y + freearr_y[dir];
681 tmp->map = op->map; 654 tmp->map = op->map;
682 655
656 maptile *newmap;
683 mflags = get_map_flags (tmp->map, &tmp->map, tmp->x, tmp->y, &tmp->x, &tmp->y); 657 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y);
684 if (mflags & P_OUT_OF_MAP) 658 if (mflags & P_OUT_OF_MAP)
685 { 659 {
686 tmp->destroy (); 660 tmp->destroy (true);
687 return 0; 661 return 0;
688 } 662 }
689 663
664 tmp->map = newmap;
665
690 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y))) 666 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y)))
691 { 667 {
692 if (!QUERY_FLAG (tmp, FLAG_REFLECTING)) 668 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
693 { 669 {
694 tmp->destroy (); 670 tmp->destroy (true);
695 return 0; 671 return 0;
696 } 672 }
697 673
698 tmp->x = op->x; 674 tmp->x = op->x;
699 tmp->y = op->y; 675 tmp->y = op->y;
700 tmp->direction = absdir (tmp->direction + 4); 676 tmp->direction = absdir (tmp->direction + 4);
701 tmp->map = op->map; 677 tmp->map = op->map;
702 } 678 }
703 679
704 if ((tmp = insert_ob_in_map (tmp, tmp->map, op, 0)) != NULL) 680 if ((tmp = tmp->insert_at (tmp, op)))
705 check_bullet (tmp); 681 check_bullet (tmp);
706 682
707 return 1; 683 return 1;
708} 684}
709
710
711
712 685
713/***************************************************************************** 686/*****************************************************************************
714 * 687 *
715 * CONE RELATED FUNCTIONS 688 * CONE RELATED FUNCTIONS
716 * 689 *
717 *****************************************************************************/ 690 *****************************************************************************/
718 691
719
720/* drops an object based on what is in the cone's "other_arch" */ 692/* drops an object based on what is in the cone's "other_arch" */
721void 693void
722cone_drop (object *op) 694cone_drop (object *op)
723{ 695{
724 object *new_ob = arch_to_object (op->other_arch); 696 object *new_ob = arch_to_object (op->other_arch);
725 697
726 new_ob->x = op->x;
727 new_ob->y = op->y;
728 new_ob->level = op->level; 698 new_ob->level = op->level;
729 new_ob->set_owner (op->owner); 699 new_ob->set_owner (op->owner);
730 700
731 /* preserve skill ownership */ 701 /* preserve skill ownership */
732 if (op->skill && op->skill != new_ob->skill) 702 if (op->skill && op->skill != new_ob->skill)
733 {
734 new_ob->skill = op->skill; 703 new_ob->skill = op->skill;
735 }
736 insert_ob_in_map (new_ob, op->map, op, 0);
737 704
705 new_ob->insert_at (op, op);
738} 706}
739 707
740/* move_cone: causes cone object 'op' to move a space/hit creatures */ 708/* move_cone: causes cone object 'op' to move a space/hit creatures */
741 709
742void 710void
743move_cone (object *op) 711move_cone (object *op)
744{ 712{
745 int i;
746
747 /* if no map then hit_map will crash so just ignore object */ 713 /* if no map then hit_map will crash so just ignore object */
748 if (!op->map) 714 if (!op->map)
749 { 715 {
750 LOG (llevError, "Tried to move_cone object %s without a map.\n", op->name ? &op->name : "unknown"); 716 LOG (llevError, "Tried to move_cone object %s without a map.\n", op->name ? &op->name : "unknown");
751 op->speed = 0; 717 op->set_speed (0);
752 update_ob_speed (op);
753 return; 718 return;
754 } 719 }
755 720
756 /* lava saves it's life, but not yours :) */ 721 /* lava saves it's life, but not yours :) */
757 if (QUERY_FLAG (op, FLAG_LIFESAVE)) 722 if (QUERY_FLAG (op, FLAG_LIFESAVE))
765 * when their cone dies when they die. 730 * when their cone dies when they die.
766 */ 731 */
767 /* If no owner left, the spell dies out. */ 732 /* If no owner left, the spell dies out. */
768 if (op->owner == NULL) 733 if (op->owner == NULL)
769 { 734 {
770 op->destroy (); 735 op->destroy (true);
771 return; 736 return;
772 } 737 }
773#endif 738#endif
774 739
775 hit_map (op, 0, op->attacktype, 0); 740 hit_map (op, 0, op->attacktype, 0);
782 check_spell_knockback (op); 747 check_spell_knockback (op);
783 748
784 if (op->destroyed ()) 749 if (op->destroyed ())
785 return; 750 return;
786 751
787 if ((op->duration--) < 0) 752 if (op->duration-- < 0)
788 { 753 {
789 op->destroy (); 754 op->destroy (true);
790 return; 755 return;
791 } 756 }
792 /* Object has hit maximum range, so don't have it move 757 /* Object has hit maximum range, so don't have it move
793 * any further. When the duration above expires, 758 * any further. When the duration above expires,
794 * then the object will get removed. 759 * then the object will get removed.
797 { 762 {
798 op->range = 0; /* just so it doesn't wrap */ 763 op->range = 0; /* just so it doesn't wrap */
799 return; 764 return;
800 } 765 }
801 766
802 for (i = -1; i < 2; i++) 767 for (int i = -1; i <= 1; i++)
803 { 768 {
804 sint16 x = op->x + freearr_x[absdir (op->stats.sp + i)], y = op->y + freearr_y[absdir (op->stats.sp + i)]; 769 sint16 x = op->x + freearr_x[absdir (op->stats.sp + i)], y = op->y + freearr_y[absdir (op->stats.sp + i)];
805 770
806 if (ok_to_put_more (op->map, x, y, op, op->attacktype)) 771 if (ok_to_put_more (op->map, x, y, op, op->attacktype))
807 { 772 {
808 object *tmp = op->clone (); 773 object *tmp = op->clone ();
809
810 tmp->x = x;
811 tmp->y = y;
812 774
813 tmp->duration = op->duration + 1; 775 tmp->duration = op->duration + 1;
814 776
815 /* Use for spell tracking - see ok_to_put_more() */ 777 /* Use for spell tracking - see ok_to_put_more() */
816 tmp->stats.maxhp = op->stats.maxhp; 778 tmp->stats.maxhp = op->stats.maxhp;
817 insert_ob_in_map (tmp, op->map, op, 0); 779
780 op->map->insert (tmp, x, y, op);
781
818 if (tmp->other_arch) 782 if (tmp->other_arch)
819 cone_drop (tmp); 783 cone_drop (tmp);
820 } 784 }
821 } 785 }
822} 786}
855 819
856 /* Need to know what the movetype of the object we are about 820 /* Need to know what the movetype of the object we are about
857 * to create is, so we can know if the space we are about to 821 * to create is, so we can know if the space we are about to
858 * insert it into is blocked. 822 * insert it into is blocked.
859 */ 823 */
860 movetype = spell->other_arch->clone.move_type; 824 movetype = spell->other_arch->move_type;
861 825
862 for (i = range_min; i <= range_max; i++) 826 for (i = range_min; i <= range_max; i++)
863 { 827 {
864 sint16 x, y, d; 828 sint16 x, y, d;
865 829
900 864
901 success = 1; 865 success = 1;
902 tmp = arch_to_object (spell->other_arch); 866 tmp = arch_to_object (spell->other_arch);
903 tmp->set_owner (op); 867 tmp->set_owner (op);
904 set_spell_skill (op, caster, spell, tmp); 868 set_spell_skill (op, caster, spell, tmp);
905 tmp->level = caster_level (caster, spell); 869 tmp->level = casting_level (caster, spell);
906 tmp->x = sx;
907 tmp->y = sy;
908 tmp->attacktype = spell->attacktype; 870 tmp->attacktype = spell->attacktype;
909 871
910 /* holy word stuff */ 872 /* holy word stuff */
911 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER)) 873 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER))
912 if (!tailor_god_spell (tmp, op)) 874 if (!tailor_god_spell (tmp, op))
946 else 908 else
947 tmp->duration += caster->level / 3; 909 tmp->duration += caster->level / 3;
948 } 910 }
949 911
950 if (!(tmp->move_type & MOVE_FLY_LOW)) 912 if (!(tmp->move_type & MOVE_FLY_LOW))
951 LOG (llevDebug, "cast_cone(): arch %s doesn't have flying 1\n", &spell->other_arch->name); 913 LOG (llevDebug, "cast_cone(): arch %s doesn't have flying 1\n", &spell->other_arch->archname);
952 914
953 if (!tmp->move_on && tmp->stats.dam) 915 if (!tmp->move_on && tmp->stats.dam)
954 {
955 LOG (llevDebug, "cast_cone(): arch %s doesn't have move_on set\n", &spell->other_arch->name); 916 LOG (llevDebug, "cast_cone(): arch %s doesn't have move_on set\n", &spell->other_arch->archname);
956 }
957 917
958 insert_ob_in_map (tmp, m, op, 0); 918 m->insert (tmp, sx, sy, op);
959 919
960 /* This is used for tracking spells so that one effect doesn't hit 920 /* This is used for tracking spells so that one effect doesn't hit
961 * a single space too many times. 921 * a single space too many times.
962 */ 922 */
963 tmp->stats.maxhp = tmp->count; 923 tmp->stats.maxhp = tmp->count;
973 * 933 *
974 * BOMB related code 934 * BOMB related code
975 * 935 *
976 ****************************************************************************/ 936 ****************************************************************************/
977 937
978
979/* This handles an exploding bomb. 938/* This handles an exploding bomb.
980 * op is the original bomb object. 939 * op is the original bomb object.
981 */ 940 */
982void 941void
983animate_bomb (object *op) 942animate_bomb (object *op)
984{ 943{
985 int i;
986 object *env, *tmp;
987 archetype *at;
988
989 if (op->state != NUM_ANIMATIONS (op) - 1) 944 if (op->state != NUM_ANIMATIONS (op) - 1)
990 return; 945 return;
991 946
992 env = object_get_env_recursive (op); 947 object *env = op->outer_env ();
993 948
994 if (op->env) 949 if (op->env)
995 { 950 {
996 if (env->map == NULL) 951 if (env->map == NULL)
997 return; 952 return;
998 953
999 if (env->type == PLAYER) 954 if (!(op = op->insert_at (env, op)))
1000 esrv_del_item (env->contr, op->count);
1001
1002 op->remove ();
1003 op->x = env->x;
1004 op->y = env->y;
1005 if ((op = insert_ob_in_map (op, env->map, op, 0)) == NULL)
1006 return; 955 return;
1007 } 956 }
1008 957
1009 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent bomb from exploding 958 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent bomb from exploding
1010 // on a safe map. I don't like this special casing, but it seems to be neccessary 959 // on a safe map. I don't like this special casing, but it seems to be neccessary
1011 // as bombs can be carried. 960 // as bombs can be carried.
1012 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE) 961 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
1013 { 962 {
1014 op->destroy (); 963 op->destroy (true);
1015 return; 964 return;
1016 } 965 }
1017 966
1018 /* This copies a lot of the code from the fire bullet, 967 /* This copies a lot of the code from the fire bullet,
1019 * but using the cast_bullet isn't really feasible, 968 * but using the cast_bullet isn't really feasible,
1020 * so just set up the appropriate values. 969 * so just set up the appropriate values.
1021 */ 970 */
1022 at = archetype::find (SPLINT); 971 if (archetype *at = archetype::find (SPLINT))
1023 if (at)
1024 { 972 {
1025 for (i = 1; i < 9; i++) 973 for (int i = 1; i < 9; i++)
1026 { 974 {
1027 if (out_of_map (op->map, op->x + freearr_x[i], op->y + freearr_x[i])) 975 if (out_of_map (op->map, op->x + freearr_x[i], op->y + freearr_x[i]))
1028 continue; 976 continue;
977
1029 tmp = arch_to_object (at); 978 object *tmp = arch_to_object (at);
1030 tmp->direction = i; 979 tmp->direction = i;
1031 tmp->range = op->range; 980 tmp->range = op->range;
1032 tmp->stats.dam = op->stats.dam; 981 tmp->stats.dam = op->stats.dam;
1033 tmp->duration = op->duration; 982 tmp->duration = op->duration;
1034 tmp->attacktype = op->attacktype; 983 tmp->attacktype = op->attacktype;
1035 tmp->set_owner (op); 984 tmp->set_owner (op);
1036 if (op->skill && op->skill != tmp->skill) 985 if (op->skill && op->skill != tmp->skill)
1037 {
1038 tmp->skill = op->skill; 986 tmp->skill = op->skill;
1039 } 987
1040 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) 988 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
1041 SET_ANIMATION (tmp, i); 989 SET_ANIMATION (tmp, i);
1042 tmp->x = op->x + freearr_x[i]; 990
1043 tmp->y = op->y + freearr_x[i]; 991 op->map->insert (tmp, op->x + freearr_x[i], op->y + freearr_x[i], op);
1044 insert_ob_in_map (tmp, op->map, op, 0);
1045 move_bullet (tmp); 992 move_bullet (tmp);
1046 } 993 }
1047 } 994 }
1048 995
1049 explode_bullet (op); 996 explode_bullet (op);
1050} 997}
1051 998
1052int 999int
1053create_bomb (object *op, object *caster, int dir, object *spell) 1000create_bomb (object *op, object *caster, int dir, object *spell)
1054{ 1001{
1055
1056 object *tmp; 1002 object *tmp;
1057 int mflags; 1003 int mflags;
1058 sint16 dx = op->x + freearr_x[dir], dy = op->y + freearr_y[dir]; 1004 sint16 dx = op->x + freearr_x[dir], dy = op->y + freearr_y[dir];
1059 maptile *m; 1005 maptile *m;
1060 1006
1062 if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, dx, dy) & MOVE_WALK)) 1008 if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, dx, dy) & MOVE_WALK))
1063 { 1009 {
1064 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way."); 1010 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way.");
1065 return 0; 1011 return 0;
1066 } 1012 }
1013
1067 tmp = arch_to_object (spell->other_arch); 1014 tmp = arch_to_object (spell->other_arch);
1068 1015
1069 /* level dependencies for bomb */ 1016 /* level dependencies for bomb */
1070 tmp->range = spell->range + SP_level_range_adjust (caster, spell); 1017 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
1071 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1018 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1072 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell); 1019 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
1073 tmp->attacktype = spell->attacktype; 1020 tmp->attacktype = spell->attacktype;
1074 1021
1075 tmp->set_owner (op); 1022 tmp->set_owner (op);
1076 set_spell_skill (op, caster, spell, tmp); 1023 set_spell_skill (op, caster, spell, tmp);
1077 tmp->x = dx; 1024
1078 tmp->y = dy; 1025 m->insert (tmp, dx, dy, op);
1079 insert_ob_in_map (tmp, m, op, 0);
1080 return 1; 1026 return 1;
1081} 1027}
1082 1028
1083/**************************************************************************** 1029/****************************************************************************
1084 * 1030 *
1093 * dir is the direction to look in. 1039 * dir is the direction to look in.
1094 * range is how far out to look. 1040 * range is how far out to look.
1095 * type is the type of spell - either SPELL_MANA or SPELL_GRACE. 1041 * type is the type of spell - either SPELL_MANA or SPELL_GRACE.
1096 * this info is used for blocked magic/unholy spaces. 1042 * this info is used for blocked magic/unholy spaces.
1097 */ 1043 */
1098
1099object * 1044object *
1100get_pointed_target (object *op, int dir, int range, int type) 1045get_pointed_target (object *op, int dir, int range, int type)
1101{ 1046{
1102 object *target; 1047 object *target;
1103 sint16 x, y; 1048 sint16 x, y;
1122 return NULL; 1067 return NULL;
1123 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW) 1068 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW)
1124 return NULL; 1069 return NULL;
1125 1070
1126 if (mflags & P_IS_ALIVE) 1071 if (mflags & P_IS_ALIVE)
1127 {
1128 for (target = get_map_ob (mp, x, y); target; target = target->above) 1072 for (target = GET_MAP_OB (mp, x, y); target; target = target->above)
1129 { 1073 if (QUERY_FLAG (target, FLAG_MONSTER))
1130 if (QUERY_FLAG (target->head ? target->head : target, FLAG_MONSTER))
1131 {
1132 return target; 1074 return target;
1133 }
1134 }
1135 }
1136 } 1075 }
1076
1137 return NULL; 1077 return NULL;
1138} 1078}
1139
1140 1079
1141/* cast_smite_arch() - the priest points to a creature and causes 1080/* cast_smite_arch() - the priest points to a creature and causes
1142 * a 'godly curse' to decend. 1081 * a 'godly curse' to decend.
1143 * usual params - 1082 * usual params -
1144 * op = player 1083 * op = player
1145 * caster = object casting the spell. 1084 * caster = object casting the spell.
1146 * dir = direction being cast 1085 * dir = direction being cast
1147 * spell = spell object 1086 * spell = spell object
1148 */ 1087 */
1149
1150int 1088int
1151cast_smite_spell (object *op, object *caster, int dir, object *spell) 1089cast_smite_spell (object *op, object *caster, int dir, object *spell)
1152{ 1090{
1153 object *effect, *target; 1091 object *effect, *target;
1154 object *god = find_god (determine_god (op)); 1092 object *god = find_god (determine_god (op));
1178 effect = arch_to_object (spell->other_arch); 1116 effect = arch_to_object (spell->other_arch);
1179 else 1117 else
1180 return 0; 1118 return 0;
1181 1119
1182 /* tailor the effect by priest level and worshipped God */ 1120 /* tailor the effect by priest level and worshipped God */
1183 effect->level = caster_level (caster, spell); 1121 effect->level = casting_level (caster, spell);
1184 effect->attacktype = spell->attacktype; 1122 effect->attacktype = spell->attacktype;
1185 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER)) 1123 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER))
1186 { 1124 {
1187 if (tailor_god_spell (effect, op)) 1125 if (tailor_god_spell (effect, op))
1188 new_draw_info_format (NDI_UNIQUE, 0, op, "%s answers your call!", determine_god (op)); 1126 new_draw_info_format (NDI_UNIQUE, 0, op, "%s answers your call!", determine_god (op));
1200 if (effect->attacktype & AT_DEATH) 1138 if (effect->attacktype & AT_DEATH)
1201 { 1139 {
1202 effect->level = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1140 effect->level = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1203 1141
1204 /* casting death spells at undead isn't a good thing */ 1142 /* casting death spells at undead isn't a good thing */
1205 if QUERY_FLAG
1206 (target, FLAG_UNDEAD) 1143 if (QUERY_FLAG (target, FLAG_UNDEAD))
1207 { 1144 {
1208 if (random_roll (0, 2, op, PREFER_LOW)) 1145 if (random_roll (0, 2, op, PREFER_LOW))
1209 { 1146 {
1210 new_draw_info (NDI_UNIQUE, 0, op, "Idiot! Your spell boomerangs!"); 1147 new_draw_info (NDI_UNIQUE, 0, op, "Idiot! Your spell boomerangs!");
1211 effect->x = op->x; 1148 effect->x = op->x;
1213 } 1150 }
1214 else 1151 else
1215 { 1152 {
1216 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s looks stronger!", query_name (target)); 1153 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s looks stronger!", query_name (target));
1217 target->stats.hp = target->stats.maxhp * 2; 1154 target->stats.hp = target->stats.maxhp * 2;
1218 effect->destroy (); 1155 effect->destroy (true);
1219 return 0; 1156 return 0;
1220 } 1157 }
1221 } 1158 }
1222 } 1159 }
1223 else 1160 else
1228 1165
1229 effect->set_owner (op); 1166 effect->set_owner (op);
1230 set_spell_skill (op, caster, spell, effect); 1167 set_spell_skill (op, caster, spell, effect);
1231 1168
1232 /* ok, tell it where to be, and insert! */ 1169 /* ok, tell it where to be, and insert! */
1233 effect->x = target->x; 1170 effect->insert_at (target, op);
1234 effect->y = target->y;
1235 insert_ob_in_map (effect, target->map, op, 0);
1236 1171
1237 return 1; 1172 return 1;
1238} 1173}
1239
1240 1174
1241/**************************************************************************** 1175/****************************************************************************
1242 * 1176 *
1243 * MAGIC MISSILE code. 1177 * MAGIC MISSILE code.
1244 * note that the fire_bullet is used to fire the missile. The 1178 * note that the fire_bullet is used to fire the missile. The
1247 1181
1248/* op is a missile that needs to be moved */ 1182/* op is a missile that needs to be moved */
1249void 1183void
1250move_missile (object *op) 1184move_missile (object *op)
1251{ 1185{
1252 int i, mflags;
1253 object *owner;
1254 sint16 new_x, new_y;
1255 maptile *m;
1256
1257 if (op->range-- <= 0) 1186 if (op->range-- <= 0)
1258 { 1187 {
1188 op->drop_and_destroy ();
1189 return;
1190 }
1191
1192 mapxy pos (op);
1193 pos.move (op->direction);
1194
1195 if (!pos.normalise ())
1196 {
1259 op->destroy (); 1197 op->destroy (true);
1260 return; 1198 return;
1261 }
1262
1263 owner = op->owner;
1264#if 0
1265 /* It'd make things nastier if this wasn't here - spells cast by
1266 * monster that are then killed would continue to survive
1267 */
1268 if (owner == NULL)
1269 { 1199 }
1270 op->destroy ();
1271 return;
1272 }
1273#endif
1274 1200
1275 new_x = op->x + DIRX (op); 1201 mapspace &ms = pos.ms ();
1276 new_y = op->y + DIRY (op);
1277 1202
1278 mflags = get_map_flags (op->map, &m, new_x, new_y, &new_x, &new_y); 1203 if (ms.flags () & P_IS_ALIVE || ms.blocks (op))
1279
1280 if (!(mflags & P_OUT_OF_MAP) && ((mflags & P_IS_ALIVE) || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y))))
1281 { 1204 {
1282 hit_map (op, op->direction, AT_MAGIC, 1); 1205 hit_map (op, op->direction, AT_MAGIC, 1);
1283 /* Basically, missile only hits one thing then goes away. 1206 /* Basically, missile only hits one thing then goes away.
1284 * we need to remove it if someone hasn't already done so. 1207 * we need to remove it if someone hasn't already done so.
1285 */ 1208 */
1286 if (!op->destroyed ())
1287 op->destroy ();
1288
1289 return;
1290 }
1291
1292 op->remove ();
1293
1294 if (!op->direction || (mflags & P_OUT_OF_MAP))
1295 {
1296 op->destroy (); 1209 op->destroy (true);
1297 return; 1210 return;
1211 }
1212
1213 if (!op->direction)
1298 } 1214 {
1215 op->destroy (true);
1216 return;
1217 }
1299 1218
1300 op->x = new_x;
1301 op->y = new_y;
1302 op->map = m;
1303 i = spell_find_dir (op->map, op->x, op->y, op->owner); 1219 int i = spell_find_dir (pos.m, pos.x, pos.y, op->owner);
1304 if (i > 0 && i != op->direction) 1220 if (i > 0 && i != op->direction)
1305 { 1221 {
1306 op->direction = i; 1222 op->direction = i;
1307 SET_ANIMATION (op, op->direction); 1223 SET_ANIMATION (op, op->direction);
1308 } 1224 }
1309 1225
1310 insert_ob_in_map (op, op->map, op, 0); 1226 pos.insert (op, op);
1311} 1227}
1312 1228
1313/**************************************************************************** 1229/****************************************************************************
1314 * Destruction 1230 * Destruction
1315 ****************************************************************************/ 1231 ****************************************************************************/
1318 * we do this by creating a force and inserting it in the 1234 * we do this by creating a force and inserting it in the
1319 * object. if time is 0, the object glows permanently. To truely 1235 * object. if time is 0, the object glows permanently. To truely
1320 * make this work for non-living objects, we would have to 1236 * make this work for non-living objects, we would have to
1321 * give them the capability to have an inventory. b.t. 1237 * give them the capability to have an inventory. b.t.
1322 */ 1238 */
1323
1324int 1239int
1325make_object_glow (object *op, int radius, int time) 1240make_object_glow (object *op, int radius, int time)
1326{ 1241{
1327 object *tmp;
1328
1329 /* some things are unaffected... */ 1242 /* some things are unaffected... */
1330 if (op->path_denied & PATH_LIGHT) 1243 if (op->path_denied & PATH_LIGHT)
1331 return 0; 1244 return 0;
1332 1245
1333 tmp = get_archetype (FORCE_NAME); 1246 object *tmp = get_archetype (FORCE_NAME);
1334 tmp->speed = 0.01; 1247 tmp->speed = 0.01;
1335 tmp->stats.food = time; 1248 tmp->stats.food = time;
1336 SET_FLAG (tmp, FLAG_IS_USED_UP); 1249 SET_FLAG (tmp, FLAG_IS_USED_UP);
1337 tmp->glow_radius = radius; 1250 tmp->glow_radius = radius;
1338 if (tmp->glow_radius > MAX_LIGHT_RADII) 1251 if (tmp->glow_radius > MAX_LIGHT_RADII)
1339 tmp->glow_radius = MAX_LIGHT_RADII; 1252 tmp->glow_radius = MAX_LIGHT_RADII;
1340 1253
1341 tmp->x = op->x;
1342 tmp->y = op->y;
1343 if (tmp->speed < MIN_ACTIVE_SPEED)
1344 tmp->speed = MIN_ACTIVE_SPEED; /* safety */
1345 tmp = insert_ob_in_ob (tmp, op); 1254 tmp = insert_ob_in_ob (tmp, op);
1255
1346 if (tmp->glow_radius > op->glow_radius) 1256 if (tmp->glow_radius > op->glow_radius)
1347 op->glow_radius = tmp->glow_radius; 1257 op->glow_radius = tmp->glow_radius;
1348 1258
1349 if (!tmp->env || op != tmp->env)
1350 {
1351 LOG (llevError, "make_object_glow() failed to insert glowing force in %s\n", &op->name);
1352 return 0;
1353 }
1354 return 1; 1259 return 1;
1355} 1260}
1356
1357
1358
1359 1261
1360int 1262int
1361cast_destruction (object *op, object *caster, object *spell_ob) 1263cast_destruction (object *op, object *caster, object *spell_ob)
1362{ 1264{
1363 int i, j, range, mflags, friendly = 0, dam, dur; 1265 int i, j, range, mflags, friendly = 0, dam, dur;
1384 else if (caster->skill) 1286 else if (caster->skill)
1385 op->skill = caster->skill; 1287 op->skill = caster->skill;
1386 else 1288 else
1387 op->skill = NULL; 1289 op->skill = NULL;
1388 1290
1389 change_skill (op, find_skill_by_name (op, op->skill), 1); 1291 op->change_skill (find_skill_by_name (op, op->skill));
1390 1292
1391 for (i = -range; i < range; i++) 1293 for (i = -range; i <= range; i++)
1392 { 1294 {
1393 for (j = -range; j < range; j++) 1295 for (j = -range; j <= range; j++)
1394 { 1296 {
1395 m = op->map; 1297 m = op->map;
1396 sx = op->x + i; 1298 sx = op->x + i;
1397 sy = op->y + j; 1299 sy = op->y + j;
1300
1398 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy); 1301 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
1399 if (mflags & P_OUT_OF_MAP) 1302 if (mflags & P_OUT_OF_MAP)
1400 continue; 1303 continue;
1304
1401 if (mflags & P_IS_ALIVE) 1305 if (mflags & P_IS_ALIVE)
1402 { 1306 {
1403 for (tmp = get_map_ob (m, sx, sy); tmp; tmp = tmp->above) 1307 for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above)
1404 {
1405 if (QUERY_FLAG (tmp, FLAG_ALIVE) || tmp->type == PLAYER) 1308 if (QUERY_FLAG (tmp, FLAG_ALIVE) || tmp->type == PLAYER)
1406 break; 1309 break;
1407 } 1310
1408 if (tmp) 1311 if (tmp)
1409 { 1312 {
1410 if (tmp->head) 1313 if (tmp->head)
1411 tmp = tmp->head; 1314 tmp = tmp->head;
1412 1315
1414 (!friendly && (QUERY_FLAG (tmp, FLAG_FRIENDLY) || tmp->type == PLAYER))) 1317 (!friendly && (QUERY_FLAG (tmp, FLAG_FRIENDLY) || tmp->type == PLAYER)))
1415 { 1318 {
1416 if (spell_ob->subtype == SP_DESTRUCTION) 1319 if (spell_ob->subtype == SP_DESTRUCTION)
1417 { 1320 {
1418 hit_player (tmp, dam, op, spell_ob->attacktype, 0); 1321 hit_player (tmp, dam, op, spell_ob->attacktype, 0);
1322
1419 if (spell_ob->other_arch) 1323 if (spell_ob->other_arch)
1420 {
1421 tmp = arch_to_object (spell_ob->other_arch); 1324 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op);
1422 tmp->x = sx;
1423 tmp->y = sy;
1424 insert_ob_in_map (tmp, m, op, 0);
1425 }
1426 } 1325 }
1427 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist[ATNR_MAGIC] != 100) 1326 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist[ATNR_MAGIC] != 100)
1428 { 1327 {
1429 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch) 1328 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch)
1430 {
1431 object *effect = arch_to_object (spell_ob->other_arch); 1329 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op);
1432
1433 effect->x = sx;
1434 effect->y = sy;
1435 insert_ob_in_map (effect, m, op, 0);
1436 }
1437 } 1330 }
1438 } 1331 }
1439 } 1332 }
1440 } 1333 }
1441 } 1334 }
1442 } 1335 }
1336
1443 op->skill = skill; 1337 op->skill = skill;
1444 return 1; 1338 return 1;
1445} 1339}
1446 1340
1447/*************************************************************************** 1341/***************************************************************************
1461 { 1355 {
1462 new_draw_info (NDI_UNIQUE, 0, op, "There is no one in that direction to curse."); 1356 new_draw_info (NDI_UNIQUE, 0, op, "There is no one in that direction to curse.");
1463 return 0; 1357 return 0;
1464 } 1358 }
1465 1359
1360 tmp = tmp->head_ ();
1361
1466 /* If we've already got a force of this type, don't add a new one. */ 1362 /* If we've already got a force of this type, don't add a new one. */
1467 for (force = tmp->inv; force != NULL; force = force->below) 1363 for (force = tmp->inv; force; force = force->below)
1468 { 1364 {
1469 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY) 1365 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY)
1470 { 1366 {
1471 if (force->name == spell_ob->name) 1367 if (force->name == spell_ob->name)
1472 { 1368 {
1478 return 0; 1374 return 0;
1479 } 1375 }
1480 } 1376 }
1481 } 1377 }
1482 1378
1483 if (force == NULL) 1379 if (!force)
1484 { 1380 {
1485 force = get_archetype (FORCE_NAME); 1381 force = get_archetype (FORCE_NAME);
1486 force->subtype = FORCE_CHANGE_ABILITY; 1382 force->subtype = FORCE_CHANGE_ABILITY;
1383
1487 if (spell_ob->race) 1384 if (spell_ob->race)
1488 force->name = spell_ob->race; 1385 force->name = spell_ob->race;
1489 else 1386 else
1490 force->name = spell_ob->name; 1387 force->name = spell_ob->name;
1491 1388
1501 { 1398 {
1502 force->duration = duration; 1399 force->duration = duration;
1503 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 1400 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1504 } 1401 }
1505 else 1402 else
1506 {
1507 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1403 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1508 } 1404
1509 return 1; 1405 return 1;
1510 } 1406 }
1407
1511 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50; 1408 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1512 force->speed = 1.0; 1409 force->speed = 1.f;
1513 force->speed_left = -1.0; 1410 force->speed_left = -1.f;
1514 SET_FLAG (force, FLAG_APPLIED); 1411 SET_FLAG (force, FLAG_APPLIED);
1515 1412
1516 if (god) 1413 if (god)
1517 { 1414 {
1518 if (spell_ob->last_grace) 1415 if (spell_ob->last_grace)
1531 force->stats.ac = spell_ob->stats.ac; 1428 force->stats.ac = spell_ob->stats.ac;
1532 force->stats.wc = spell_ob->stats.wc; 1429 force->stats.wc = spell_ob->stats.wc;
1533 1430
1534 change_abil (tmp, force); /* Mostly to display any messages */ 1431 change_abil (tmp, force); /* Mostly to display any messages */
1535 insert_ob_in_ob (force, tmp); 1432 insert_ob_in_ob (force, tmp);
1536 fix_player (tmp); 1433 tmp->update_stats ();
1537 return 1; 1434 return 1;
1538 1435
1539} 1436}
1540
1541 1437
1542/********************************************************************** 1438/**********************************************************************
1543 * mood change 1439 * mood change
1544 * Arguably, this may or may not be an attack spell. But since it 1440 * Arguably, this may or may not be an attack spell. But since it
1545 * effects monsters, it seems best to put it into this file 1441 * effects monsters, it seems best to put it into this file
1559 1455
1560 /* We precompute some values here so that we don't have to keep 1456 /* We precompute some values here so that we don't have to keep
1561 * doing it over and over again. 1457 * doing it over and over again.
1562 */ 1458 */
1563 god = find_god (determine_god (op)); 1459 god = find_god (determine_god (op));
1564 level = caster_level (caster, spell); 1460 level = casting_level (caster, spell);
1565 range = spell->range + SP_level_range_adjust (caster, spell); 1461 range = spell->range + SP_level_range_adjust (caster, spell);
1566 1462
1567 /* On the bright side, no monster should ever have a race of GOD_... 1463 /* On the bright side, no monster should ever have a race of GOD_...
1568 * so even if the player doesn't worship a god, if race=GOD_.., it 1464 * so even if the player doesn't worship a god, if race=GOD_.., it
1569 * won't ever match anything. 1465 * won't ever match anything.
1575 else if (god && !strcmp (spell->race, "GOD_FRIEND")) 1471 else if (god && !strcmp (spell->race, "GOD_FRIEND"))
1576 race = god->race; 1472 race = god->race;
1577 else 1473 else
1578 race = spell->race; 1474 race = spell->race;
1579 1475
1580
1581 for (x = op->x - range; x <= op->x + range; x++) 1476 for (x = op->x - range; x <= op->x + range; x++)
1582 for (y = op->y - range; y <= op->y + range; y++) 1477 for (y = op->y - range; y <= op->y + range; y++)
1583 { 1478 {
1584
1585 done_one = 0; 1479 done_one = 0;
1586 m = op->map; 1480 m = op->map;
1587 nx = x; 1481 nx = x;
1588 ny = y; 1482 ny = y;
1589 mflags = get_map_flags (m, &m, x, y, &nx, &ny); 1483 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1592 1486
1593 /* If there is nothing living on this space, no need to go further */ 1487 /* If there is nothing living on this space, no need to go further */
1594 if (!(mflags & P_IS_ALIVE)) 1488 if (!(mflags & P_IS_ALIVE))
1595 continue; 1489 continue;
1596 1490
1491 // players can only affect spaces that they can actually see
1492 if (caster && caster->contr
1493 && caster->contr->visibility_at (m, nx, ny) < 70)
1494 continue;
1495
1597 for (tmp = get_map_ob (m, nx, ny); tmp; tmp = tmp->above) 1496 for (tmp = GET_MAP_TOP (m, nx, ny); tmp; tmp = tmp->below)
1598 if (QUERY_FLAG (tmp, FLAG_MONSTER)) 1497 if (QUERY_FLAG (tmp, FLAG_MONSTER))
1599 break; 1498 break;
1600 1499
1601 /* There can be living objects that are not monsters */ 1500 /* There can be living objects that are not monsters */
1602 if (!tmp || tmp->type == PLAYER) 1501 if (!tmp || tmp->type == PLAYER)
1609 head = tmp; 1508 head = tmp;
1610 1509
1611 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */ 1510 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */
1612 if (race && head->race && !strstr (race, head->race)) 1511 if (race && head->race && !strstr (race, head->race))
1613 continue; 1512 continue;
1513
1614 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD)) 1514 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD))
1615 continue; 1515 continue;
1616 1516
1617 /* Now do a bunch of stuff related to saving throws */ 1517 /* Now do a bunch of stuff related to saving throws */
1618 best_at = -1; 1518 best_at = -1;
1635 at -= level / 5; 1535 at -= level / 5;
1636 if (did_make_save (head, head->level, at)) 1536 if (did_make_save (head, head->level, at))
1637 continue; 1537 continue;
1638 } 1538 }
1639 else /* spell->attacktype */ 1539 else /* spell->attacktype */
1640 /*
1641 Spell has no attacktype (charm & such), so we'll have a specific saving:
1642 * if spell level < monster level, no go
1643 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) )
1644
1645 The chance will then be in the range [20-70] percent, not too bad.
1646
1647 This is required to fix the 'charm monster' abuse, where a player level 1 can
1648 charm a level 125 monster...
1649
1650 Ryo, august 14th
1651 */
1652 { 1540 {
1541 /*
1542 Spell has no attacktype (charm & such), so we'll have a specific saving:
1543 * if spell level < monster level, no go
1544 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) )
1545
1546 The chance will then be in the range [20-70] percent, not too bad.
1547
1548 This is required to fix the 'charm monster' abuse, where a player level 1 can
1549 charm a level 125 monster...
1550
1551 Ryo, august 14th
1552 */
1653 if (head->level > level) 1553 if (head->level > level)
1654 continue; 1554 continue;
1555
1655 if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + MIN (50, 2 * (level - head->level)))) 1556 if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + MIN (50, 2 * (level - head->level))))
1656 /* Failed, no effect */ 1557 /* Failed, no effect */
1657 continue; 1558 continue;
1658 } 1559 }
1659 1560
1660 /* Done with saving throw. Now start effecting the monster */ 1561 /* Done with saving throw. Now start affecting the monster */
1661 1562
1662 /* aggravation */ 1563 /* aggravation */
1663 if (QUERY_FLAG (spell, FLAG_MONSTER)) 1564 if (QUERY_FLAG (spell, FLAG_MONSTER))
1664 { 1565 {
1665 CLEAR_FLAG (head, FLAG_SLEEP); 1566 CLEAR_FLAG (head, FLAG_SLEEP);
1666 if (QUERY_FLAG (head, FLAG_FRIENDLY))
1667 remove_friendly_object (head); 1567 remove_friendly_object (head);
1668
1669 done_one = 1; 1568 done_one = 1;
1670 head->enemy = op; 1569 head->enemy = op;
1671 } 1570 }
1672 1571
1673 /* calm monsters */ 1572 /* calm monsters */
1682 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK)) 1581 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK))
1683 { 1582 {
1684 SET_FLAG (head, FLAG_BERSERK); 1583 SET_FLAG (head, FLAG_BERSERK);
1685 done_one = 1; 1584 done_one = 1;
1686 } 1585 }
1586
1687 /* charm */ 1587 /* charm */
1688 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY)) 1588 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY))
1689 { 1589 {
1690 SET_FLAG (head, FLAG_FRIENDLY); 1590 INVOKE_OBJECT (KILL, head, ARG_OBJECT (caster));
1591
1691 /* Prevent uncontolled outbreaks of self replicating monsters. 1592 /* Prevent uncontrolled outbreaks of self replicating monsters.
1692 Typical use case is charm, go somwhere, use aggravation to make hostile. 1593 Typical use case is charm, go somwhere, use aggravation to make hostile.
1693 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */ 1594 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */
1694 CLEAR_FLAG (head, FLAG_GENERATOR); 1595 CLEAR_FLAG (head, FLAG_GENERATOR);
1695 head->set_owner (op); 1596 head->set_owner (op);
1696 set_spell_skill (op, caster, spell, head); 1597 set_spell_skill (op, caster, spell, head);
1701 head->stats.exp = 0; 1602 head->stats.exp = 0;
1702 } 1603 }
1703 1604
1704 /* If a monster was effected, put an effect in */ 1605 /* If a monster was effected, put an effect in */
1705 if (done_one && spell->other_arch) 1606 if (done_one && spell->other_arch)
1706 {
1707 tmp = arch_to_object (spell->other_arch); 1607 m->insert (arch_to_object (spell->other_arch), nx, ny, op);
1708 tmp->x = nx;
1709 tmp->y = ny;
1710 insert_ob_in_map (tmp, m, op, 0);
1711 }
1712 } /* for y */ 1608 } /* for y */
1713 1609
1714 return 1; 1610 return 1;
1715} 1611}
1716 1612
1719 * about. was called move_ball_lightning, but since more than the ball 1615 * about. was called move_ball_lightning, but since more than the ball
1720 * lightning spell used it, that seemed misnamed. 1616 * lightning spell used it, that seemed misnamed.
1721 * op is the spell effect. 1617 * op is the spell effect.
1722 * note that duration is handled by process_object() in time.c 1618 * note that duration is handled by process_object() in time.c
1723 */ 1619 */
1724
1725void 1620void
1726move_ball_spell (object *op) 1621move_ball_spell (object *op)
1727{ 1622{
1728 int i, j, dam_save, dir, mflags; 1623 int i, j, dam_save, dir, mflags;
1729 sint16 nx, ny, hx, hy; 1624 sint16 nx, ny, hx, hy;
1767 nx = op->x; 1662 nx = op->x;
1768 ny = op->y; 1663 ny = op->y;
1769 m = op->map; 1664 m = op->map;
1770 } 1665 }
1771 1666
1772 op->remove (); 1667 m->insert (op, nx, ny, op);
1773 op->y = ny;
1774 op->x = nx;
1775 insert_ob_in_map (op, m, op, 0);
1776 1668
1777 dam_save = op->stats.dam; /* save the original dam: we do halfdam on 1669 dam_save = op->stats.dam; /* save the original dam: we do halfdam on
1778 surrounding squares */ 1670 surrounding squares */
1779 1671
1780 /* loop over current square and neighbors to hit. 1672 /* loop over current square and neighbors to hit.
1781 * if this has an other_arch field, we insert that in 1673 * if this has an other_arch field, we insert that in
1782 * the surround spaces. 1674 * the surround spaces.
1783 */ 1675 */
1784 for (j = 0; j < 9; j++) 1676 for (j = 0; j < 9; j++)
1785 { 1677 {
1786 object *new_ob;
1787
1788 hx = nx + freearr_x[j]; 1678 hx = nx + freearr_x[j];
1789 hy = ny + freearr_y[j]; 1679 hy = ny + freearr_y[j];
1790 1680
1791 m = op->map; 1681 m = op->map;
1792 mflags = get_map_flags (m, &m, hx, hy, &hx, &hy); 1682 mflags = get_map_flags (m, &m, hx, hy, &hx, &hy);
1800 1690
1801 if ((mflags & P_IS_ALIVE) && (!owner || owner->x != hx || owner->y != hy || !on_same_map (owner, op))) 1691 if ((mflags & P_IS_ALIVE) && (!owner || owner->x != hx || owner->y != hy || !on_same_map (owner, op)))
1802 { 1692 {
1803 if (j) 1693 if (j)
1804 op->stats.dam = dam_save / 2; 1694 op->stats.dam = dam_save / 2;
1695
1805 hit_map (op, j, op->attacktype, 1); 1696 hit_map (op, j, op->attacktype, 1);
1806
1807 } 1697 }
1808 1698
1809 /* insert the other arch */ 1699 /* insert the other arch */
1810 if (op->other_arch && !(OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy)))) 1700 if (op->other_arch && !(OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy))))
1811 { 1701 m->insert (arch_to_object (op->other_arch), hx, hy, op);
1812 new_ob = arch_to_object (op->other_arch);
1813 new_ob->x = hx;
1814 new_ob->y = hy;
1815 insert_ob_in_map (new_ob, m, op, 0);
1816 }
1817 } 1702 }
1818 1703
1819 /* restore to the center location and damage */ 1704 /* restore to the center location and damage */
1820 op->stats.dam = dam_save; 1705 op->stats.dam = dam_save;
1821 1706
1824 if (i >= 0) 1709 if (i >= 0)
1825 { /* we have a preferred direction! */ 1710 { /* we have a preferred direction! */
1826 /* pick another direction if the preferred dir is blocked. */ 1711 /* pick another direction if the preferred dir is blocked. */
1827 if (get_map_flags (op->map, &m, nx + freearr_x[i], ny + freearr_y[i], &hx, &hy) & P_OUT_OF_MAP || 1712 if (get_map_flags (op->map, &m, nx + freearr_x[i], ny + freearr_y[i], &hx, &hy) & P_OUT_OF_MAP ||
1828 OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy))) 1713 OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy)))
1829 {
1830 i = absdir (i + rndm (0, 2) - 1); /* -1, 0, +1 */ 1714 i = absdir (i + rndm (0, 2) - 1); /* -1, 0, +1 */
1831 } 1715
1832 op->direction = i; 1716 op->direction = i;
1833 } 1717 }
1834} 1718}
1835 1719
1836
1837/* move_swarm_spell: peterm 1720/* move_swarm_spell: peterm
1838 * This is an implementation of the swarm spell. It was written for 1721 * This is an implementation of the swarm spell. It was written for
1839 * meteor swarm, but it could be used for any swarm. A swarm spell 1722 * meteor swarm, but it could be used for any swarm. A swarm spell
1840 * is a special type of object that casts swarms of other types 1723 * is a special type of object that casts swarms of other types
1841 * of spells. Which spell it casts is flexible. It fires the spells 1724 * of spells. Which spell it casts is flexible. It fires the spells
1842 * from a set of squares surrounding the caster, in a given direction. 1725 * from a set of squares surrounding the caster, in a given direction.
1843 */ 1726 */
1844
1845void 1727void
1846move_swarm_spell (object *op) 1728move_swarm_spell (object *op)
1847{ 1729{
1848#if 0 1730#if 0
1849 static int cardinal_adjust[9] = { -3, -2, -1, 0, 0, 0, 1, 2, 3 }; 1731 static int cardinal_adjust[9] = { -3, -2, -1, 0, 0, 0, 1, 2, 3 };
1850 static int diagonal_adjust[10] = { -3, -2, -2, -1, 0, 0, 1, 2, 2, 3 }; 1732 static int diagonal_adjust[10] = { -3, -2, -2, -1, 0, 0, 1, 2, 2, 3 };
1851 sint16 target_x, target_y, origin_x, origin_y; 1733 sint16 target_x, target_y, origin_x, origin_y;
1852 int adjustdir; 1734 int adjustdir;
1853 maptile *m; 1735 maptile *m;
1854#endif 1736#endif
1855 int basedir;
1856 object *owner; 1737 object *owner = op->env;
1857 1738
1858 owner = op->owner; 1739 if (!owner) // MUST not happen, remove when true TODO
1859 if (op->duration == 0 || owner == NULL)
1860 { 1740 {
1741 LOG (llevError, "swarm spell found outside inventory: %s\n", op->debug_desc ());
1861 op->destroy (); 1742 op->destroy (true);
1743 return;
1744 }
1745
1746 if (!op->duration || !owner->is_on_map ())
1747 {
1748 op->drop_and_destroy ();
1862 return; 1749 return;
1863 } 1750 }
1864 1751
1865 op->duration--; 1752 op->duration--;
1866 1753
1867 basedir = op->direction; 1754 int basedir = op->direction;
1868 if (basedir == 0) 1755 if (!basedir)
1869 { 1756 {
1870 /* spray in all directions! 8) */ 1757 /* spray in all directions! 8) */
1871 basedir = rndm (1, 8); 1758 op->facing = (op->facing + op->state) & 7;
1759 basedir = op->facing + 1;
1872 } 1760 }
1873 1761
1874#if 0 1762#if 0
1875 // this is bogus: it causes wrong places to be checked below 1763 // this is bogus: it causes wrong places to be checked below
1876 // (a wall 2 cells away will block the effect...) and 1764 // (a wall 2 cells away will block the effect...) and
1877 // doesn't work for SP_BULLET anyhow, so again tests the wrong 1765 // doesn't work for SP_BULLET anyhow, so again tests the wrong
1878 // space. 1766 // space.
1879 // should be fixed later, but correctness before featurs... 1767 // should be fixed later, but correctness before features...
1880 // (schmorp) 1768 // (schmorp)
1881 1769
1882 /* new offset calculation to make swarm element distribution 1770 /* new offset calculation to make swarm element distribution
1883 * more uniform 1771 * more uniform
1884 */ 1772 */
1937 { 1825 {
1938 /* Bullet spells have a bunch more customization that needs to be done */ 1826 /* Bullet spells have a bunch more customization that needs to be done */
1939 if (op->spell->subtype == SP_BULLET) 1827 if (op->spell->subtype == SP_BULLET)
1940 fire_bullet (owner, op, basedir, op->spell); 1828 fire_bullet (owner, op, basedir, op->spell);
1941 else if (op->spell->subtype == SP_MAGIC_MISSILE) 1829 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1942 fire_arch_from_position (owner, op, op->x, op->y, basedir, op->spell); 1830 fire_arch_from_position (owner, op, owner->x, owner->y, basedir, op->spell);
1943 } 1831 }
1944} 1832}
1945
1946
1947
1948 1833
1949/* fire_swarm: 1834/* fire_swarm:
1950 * The following routine creates a swarm of objects. It actually 1835 * The following routine creates a swarm of objects. It actually
1951 * sets up a specific swarm object, which then fires off all 1836 * sets up a specific swarm object, which then fires off all
1952 * the parts of the swarm. 1837 * the parts of the swarm.
1955 * caster: the caster (owner, wand, rod, scroll) 1840 * caster: the caster (owner, wand, rod, scroll)
1956 * dir: the direction everything will be fired in 1841 * dir: the direction everything will be fired in
1957 * spell - the spell that is this spell. 1842 * spell - the spell that is this spell.
1958 * n: the number to be fired. 1843 * n: the number to be fired.
1959 */ 1844 */
1960
1961int 1845int
1962fire_swarm (object *op, object *caster, object *spell, int dir) 1846fire_swarm (object *op, object *caster, object *spell, int dir)
1963{ 1847{
1964 object *tmp;
1965 int i;
1966
1967 if (!spell->other_arch) 1848 if (!spell->other_arch)
1968 return 0; 1849 return 0;
1969 1850
1970 tmp = get_archetype (SWARM_SPELL); 1851 object *tmp = archetype::get (SWARM_SPELL);
1971 tmp->x = op->x; 1852
1972 tmp->y = op->y;
1973 tmp->set_owner (op); /* needed so that if swarm elements kill, caster gets xp. */
1974 set_spell_skill (op, caster, spell, tmp); 1853 set_spell_skill (op, caster, spell, tmp);
1975
1976 tmp->level = caster_level (caster, spell); /*needed later, to get level dep. right. */ 1854 tmp->level = casting_level (caster, spell); /* needed later, to get level dep. right. */
1977 tmp->spell = arch_to_object (spell->other_arch); 1855 tmp->spell = spell->other_arch->instance ();
1978
1979 tmp->attacktype = tmp->spell->attacktype; 1856 tmp->attacktype = tmp->spell->attacktype;
1980 1857
1981 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) 1858 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
1982 {
1983 if (!tailor_god_spell (tmp, op)) 1859 if (!tailor_god_spell (tmp, op))
1984 return 1; 1860 return 1;
1985 } 1861
1986 tmp->duration = SP_level_duration_adjust (caster, spell); 1862 tmp->duration = SP_level_duration_adjust (caster, spell);
1987 for (i = 0; i < spell->duration; i++) 1863 for (int i = 0; i < spell->duration; i++)
1988 tmp->duration += die_roll (1, 3, op, PREFER_HIGH); 1864 tmp->duration += die_roll (1, 3, op, PREFER_HIGH);
1989 1865
1866 tmp->invisible = 1;
1867 tmp->flag [FLAG_NO_DROP] = 1; // make sure it stays in inv, or else
1990 tmp->direction = dir; 1868 tmp->direction = dir;
1991 tmp->invisible = 1; 1869 tmp->facing = rndm (1, 8); // initial firing direction
1992 insert_ob_in_map (tmp, op->map, op, 0); 1870 tmp->state = rndm (4) * 2 + 1; // direction increment
1871
1872 op->insert (tmp);
1873
1993 return 1; 1874 return 1;
1994} 1875}
1995
1996 1876
1997/* See the spells documentation file for why this is its own 1877/* See the spells documentation file for why this is its own
1998 * function. 1878 * function.
1999 */ 1879 */
2000int 1880int
2025 return 0; 1905 return 0;
2026 } 1906 }
2027 1907
2028 if (mflags & P_IS_ALIVE && spell->attacktype) 1908 if (mflags & P_IS_ALIVE && spell->attacktype)
2029 { 1909 {
2030 for (target = get_map_ob (m, x, y); target; target = target->above) 1910 for (target = GET_MAP_OB (m, x, y); target; target = target->above)
2031 if (QUERY_FLAG (target, FLAG_MONSTER)) 1911 if (QUERY_FLAG (target, FLAG_MONSTER))
2032 { 1912 {
2033 /* oky doky. got a target monster. Lets make a blinding attack */ 1913 /* oky doky. got a target monster. Lets make a blinding attack */
2034 if (target->head) 1914 if (target->head)
2035 target = target->head; 1915 target = target->head;
1916
2036 (void) hit_player (target, dam, op, spell->attacktype, 1); 1917 hit_player (target, dam, op, spell->attacktype, 1);
2037 return 1; /* one success only! */ 1918 return 1; /* one success only! */
2038 } 1919 }
2039 } 1920 }
2040 1921
2041 /* no live target, perhaps a wall is in the way? */ 1922 /* no live target, perhaps a wall is in the way? */
2057 { 1938 {
2058 tmp->glow_radius = spell->range + SP_level_range_adjust (caster, spell); 1939 tmp->glow_radius = spell->range + SP_level_range_adjust (caster, spell);
2059 if (tmp->glow_radius > MAX_LIGHT_RADII) 1940 if (tmp->glow_radius > MAX_LIGHT_RADII)
2060 tmp->glow_radius = MAX_LIGHT_RADII; 1941 tmp->glow_radius = MAX_LIGHT_RADII;
2061 } 1942 }
2062 tmp->x = x; 1943
2063 tmp->y = y; 1944 m->insert (tmp, x, y, op);
2064 insert_ob_in_map (tmp, m, op, 0);
2065 return 1; 1945 return 1;
2066} 1946}
2067
2068
2069
2070 1947
2071/* cast_cause_disease: this spell looks along <dir> from the 1948/* cast_cause_disease: this spell looks along <dir> from the
2072 * player and infects someone. 1949 * player and infects someone.
2073 * op is the player/monster, caster is the object, dir is the direction 1950 * op is the player/monster, caster is the object, dir is the direction
2074 * to cast, disease_arch is the specific disease, and type is the spell number 1951 * to cast, disease_arch is the specific disease, and type is the spell number
2075 * perhaps this should actually be in disease.c? 1952 * perhaps this should actually be in disease.c?
2076 */ 1953 */
2077
2078int 1954int
2079cast_cause_disease (object *op, object *caster, object *spell, int dir) 1955cast_cause_disease (object *op, object *caster, object *spell, int dir)
2080{ 1956{
2081 sint16 x, y; 1957 sint16 x, y;
2082 int i, mflags, range, dam_mod, dur_mod; 1958 int i, mflags, range, dam_mod, dur_mod;
2089 /* If casting from a scroll, no direction will be available, so refer to the 1965 /* If casting from a scroll, no direction will be available, so refer to the
2090 * direction the player is pointing. 1966 * direction the player is pointing.
2091 */ 1967 */
2092 if (!dir) 1968 if (!dir)
2093 dir = op->facing; 1969 dir = op->facing;
1970
2094 if (!dir) 1971 if (!dir)
2095 return 0; /* won't find anything if casting on ourself, so just return */ 1972 return 0; /* won't find anything if casting on ourself, so just return */
2096 1973
2097 /* Calculate these once here */ 1974 /* Calculate these once here */
2098 range = spell->range + SP_level_range_adjust (caster, spell); 1975 range = spell->range + SP_level_range_adjust (caster, spell);
2117 1994
2118 /* Only bother looking on this space if there is something living here */ 1995 /* Only bother looking on this space if there is something living here */
2119 if (mflags & P_IS_ALIVE) 1996 if (mflags & P_IS_ALIVE)
2120 { 1997 {
2121 /* search this square for a victim */ 1998 /* search this square for a victim */
2122 for (walk = get_map_ob (m, x, y); walk; walk = walk->above) 1999 for (walk = GET_MAP_OB (m, x, y); walk; walk = walk->above)
2123 if (QUERY_FLAG (walk, FLAG_MONSTER) || (walk->type == PLAYER)) 2000 if (QUERY_FLAG (walk, FLAG_MONSTER) || (walk->type == PLAYER))
2124 { /* found a victim */ 2001 { /* found a victim */
2125 object *disease = arch_to_object (spell->other_arch); 2002 object *disease = arch_to_object (spell->other_arch);
2126 2003
2127 disease->set_owner (op); 2004 disease->set_owner (op);
2128 set_spell_skill (op, caster, spell, disease); 2005 set_spell_skill (op, caster, spell, disease);
2129 disease->stats.exp = 0; 2006 disease->stats.exp = 0;
2130 disease->level = caster_level (caster, spell); 2007 disease->level = casting_level (caster, spell);
2131 2008
2132 /* do level adjustments */ 2009 /* do level adjustments */
2133 if (disease->stats.wc) 2010 if (disease->stats.wc)
2134 disease->stats.wc += dur_mod / 2; 2011 disease->stats.wc += dur_mod / 2;
2135 2012
2136 if (disease->magic > 0) 2013 if (disease->magic > 0)
2137 disease->magic += dur_mod / 4; 2014 disease->magic += dur_mod / 8;
2138 2015
2139 if (disease->stats.maxhp > 0) 2016 if (disease->stats.maxhp > 0)
2140 disease->stats.maxhp += dur_mod; 2017 disease->stats.maxhp += dur_mod;
2141 2018
2142 if (disease->stats.maxgrace > 0) 2019 if (disease->stats.maxgrace > 0)
2177 if (disease->stats.sp) 2054 if (disease->stats.sp)
2178 disease->stats.sp -= dam_mod; 2055 disease->stats.sp -= dam_mod;
2179 2056
2180 if (infect_object (walk, disease, 1)) 2057 if (infect_object (walk, disease, 1))
2181 { 2058 {
2182 object *flash; /* visual effect for inflicting disease */
2183
2184 new_draw_info_format (NDI_UNIQUE, 0, op, "You inflict %s on %s!", &disease->name, &walk->name); 2059 new_draw_info_format (NDI_UNIQUE, 0, op, "You inflict %s on %s!", &disease->name, &walk->name);
2185 2060
2186 disease->destroy (); /* don't need this one anymore */ 2061 disease->destroy (true); /* don't need this one anymore */
2187 flash = get_archetype (ARCH_DETECT_MAGIC); 2062 walk->map->insert (get_archetype ("detect_magic"), x, y, op);
2188 flash->x = x;
2189 flash->y = y;
2190 flash->map = walk->map;
2191 insert_ob_in_map (flash, walk->map, op, 0);
2192 return 1; 2063 return 1;
2193 } 2064 }
2194 2065
2195 disease->destroy (); 2066 disease->destroy (true);
2196 } 2067 }
2197 } /* if living creature */ 2068 } /* if living creature */
2198 } /* for range of spaces */ 2069 } /* for range of spaces */
2070
2199 new_draw_info (NDI_UNIQUE, 0, op, "No one caught anything!"); 2071 new_draw_info (NDI_UNIQUE, 0, op, "No one caught anything!");
2200 return 1; 2072 return 1;
2201} 2073}

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