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Comparing deliantra/server/server/spell_attack.C (file contents):
Revision 1.29 by root, Mon Jan 29 16:11:48 2007 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 (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (C) 2002-2003 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002-2003,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) any later version. 11 * (at your option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
19 * along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 * 20 *
22 * The authors can be reached via e-mail at <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 22 */
24 23
25/* This file contains all the spell attack code. Grouping this code 24/* This file contains all the spell attack code. Grouping this code
26 * together should hopefully make it easier to find the relevent bits 25 * together should hopefully make it easier to find the relevent bits
27 * of code 26 * of code
37/* this function checks to see if a spell pushes objects as well 36/* this function checks to see if a spell pushes objects as well
38 * as flies over and damages them (only used for cones for now) 37 * as flies over and damages them (only used for cones for now)
39 * but moved here so it could be applied to bolts too 38 * but moved here so it could be applied to bolts too
40 * op is the spell object. 39 * op is the spell object.
41 */ 40 */
42
43void 41void
44check_spell_knockback (object *op) 42check_spell_knockback (object *op)
45{ 43{
46 object *tmp, *tmp2; /* object on the map */
47 int weight_move; 44 int weight_move;
48 int frictionmod = 2; /*poor man's physics - multipy targets weight by this amount */ 45 int frictionmod = 2; /*poor man's physics - multipy targets weight by this amount */
49 46
50 if (!op->weight) 47 if (!op->weight)
51 { /*shouldn't happen but if cone object has no weight drop out */ 48 { /*shouldn't happen but if cone object has no weight drop out */
56 { 53 {
57 weight_move = op->weight + (op->weight * op->level) / 3; 54 weight_move = op->weight + (op->weight * op->level) / 3;
58 /*LOG (llevDebug, "DEBUG: arch weighs %d and masses %d (%s,level %d)\n", op->weight,weight_move,op->name,op->level); */ 55 /*LOG (llevDebug, "DEBUG: arch weighs %d and masses %d (%s,level %d)\n", op->weight,weight_move,op->name,op->level); */
59 } 56 }
60 57
61 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 58 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
62 { 59 {
63 int num_sections = 1; 60 int num_sections = 1;
64 61
65 /* don't move DM */ 62 /* don't move DM */
66 if (QUERY_FLAG (tmp, FLAG_WIZ)) 63 if (QUERY_FLAG (tmp, FLAG_WIZ))
73 /* don't move floors or immobile objects */ 70 /* don't move floors or immobile objects */
74 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || (!QUERY_FLAG (tmp, FLAG_ALIVE) && QUERY_FLAG (tmp, FLAG_NO_PICK))) 71 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || (!QUERY_FLAG (tmp, FLAG_ALIVE) && QUERY_FLAG (tmp, FLAG_NO_PICK)))
75 continue; 72 continue;
76 73
77 /* count the object's sections */ 74 /* count the object's sections */
78 for (tmp2 = tmp; tmp2 != NULL; tmp2 = tmp2->more) 75 for (object *tmp2 = tmp; tmp2; tmp2 = tmp2->more)
79 num_sections++; 76 num_sections++;
80 77
81 /* I'm not sure if it makes sense to divide by num_sections - bigger 78 /* I'm not sure if it makes sense to divide by num_sections - bigger
82 * objects should be harder to move, and we are moving the entire 79 * objects should be harder to move, and we are moving the entire
83 * object, not just the head, so the total weight should be relevant. 80 * object, not just the head, so the total weight should be relevant.
107 * 104 *
108 * BOLT CODE 105 * BOLT CODE
109 * 106 *
110 ***************************************************************************/ 107 ***************************************************************************/
111 108
112/* Causes op to fork. op is the original bolt, tmp 109/* Causes op to fork. op is the original bolt, tmp
113 * is the first piece of the fork. 110 * is the first piece of the fork.
114 */ 111 */
115
116void 112void
117forklightning (object *op, object *tmp) 113forklightning (object *op, object *tmp)
118{ 114{
119 int new_dir = 1; /* direction or -1 for left, +1 for right 0 if no new bolt */ 115 int new_dir = 1; /* direction or -1 for left, +1 for right 0 if no new bolt */
120 int t_dir; /* stores temporary dir calculation */ 116 int t_dir; /* stores temporary dir calculation */
145 141
146 /* reduce chances of subsequent forking */ 142 /* reduce chances of subsequent forking */
147 new_bolt->stats.Dex -= 10; 143 new_bolt->stats.Dex -= 10;
148 tmp->stats.Dex -= 10; /* less forks from main bolt too */ 144 tmp->stats.Dex -= 10; /* less forks from main bolt too */
149 new_bolt->stats.Con += 25 * new_dir; /* adjust the left bias */ 145 new_bolt->stats.Con += 25 * new_dir; /* adjust the left bias */
150 new_bolt->speed_left = -0.1; 146 new_bolt->speed_left = -0.1f;
151 new_bolt->direction = t_dir; 147 new_bolt->direction = t_dir;
152 new_bolt->duration++; 148 new_bolt->duration++;
153 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */ 149 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */
154 new_bolt->stats.dam++; 150 new_bolt->stats.dam++;
155 tmp->stats.dam /= 2; /* reduce father bolt damage */ 151 tmp->stats.dam /= 2; /* reduce father bolt damage */
156 tmp->stats.dam++; 152 tmp->stats.dam++;
153
157 if ((new_bolt = m->insert (new_bolt, sx, sy, op))) 154 if ((new_bolt = m->insert (new_bolt, sx, sy, op)))
158 update_turn_face (new_bolt); 155 update_turn_face (new_bolt);
159} 156}
160 157
161/* move_bolt: moves bolt 'op'. Basically, it just advances a space, 158/* move_bolt: moves bolt 'op'. Basically, it just advances a space,
162 * and checks for various things that may stop it. 159 * and checks for various things that may stop it.
163 */ 160 */
164
165void 161void
166move_bolt (object *op) 162move_bolt (object *op)
167{ 163{
168 object *tmp;
169 int mflags; 164 int mflags;
170 sint16 x, y; 165 sint16 x, y;
171 maptile *m; 166 maptile *m;
172 167
173 if (--op->duration < 0) 168 if (--op->duration < 0)
174 { 169 {
175 op->destroy (); 170 op->drop_and_destroy ();
176 return; 171 return;
177 } 172 }
178 173
179 hit_map (op, 0, op->attacktype, 1); 174 hit_map (op, 0, op->attacktype, 1);
180 175
246 else 241 else
247 { /* Create a copy of this object and put it ahead */ 242 { /* Create a copy of this object and put it ahead */
248 object *tmp = op->clone (); 243 object *tmp = op->clone ();
249 244
250 m->insert (tmp, x, y, op); 245 m->insert (tmp, x, y, op);
251 tmp->speed_left = -0.1; 246 tmp->speed_left = -0.1f;
252 /* 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 */
253 tmp->duration++; 248 tmp->duration++;
254 249
255 /* New forking code. Possibly create forks of this object 250 /* New forking code. Possibly create forks of this object
256 * going off in other directions. 251 * going off in other directions.
257 */ 252 */
258 if (rndm (0, 99) < tmp->stats.Dex) 253 if (tmp->stats.Dex && rndm (0, 99) < tmp->stats.Dex)
259 { /* stats.Dex % of forking */ 254 forklightning (op, tmp); /* stats.Dex % of forking */
260 forklightning (op, tmp);
261 }
262 255
263 /* 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
264 * doesn't create any bolts that continue to move onward. 257 * doesn't create any bolts that continue to move onward.
265 */ 258 */
266 op->range = 0; 259 op->range = 0;
290 return 0; 283 return 0;
291 284
292 /* peterm: level dependency for bolts */ 285 /* peterm: level dependency for bolts */
293 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);
294 tmp->attacktype = spob->attacktype; 287 tmp->attacktype = spob->attacktype;
288
295 if (spob->slaying) 289 if (spob->slaying)
296 tmp->slaying = spob->slaying; 290 tmp->slaying = spob->slaying;
291
297 tmp->range = spob->range + SP_level_range_adjust (caster, spob); 292 tmp->range = spob->range + SP_level_range_adjust (caster, spob);
298 tmp->duration = spob->duration + SP_level_duration_adjust (caster, spob); 293 tmp->duration = spob->duration + SP_level_duration_adjust (caster, spob);
299 tmp->stats.Dex = spob->stats.Dex; 294 tmp->stats.Dex = spob->stats.Dex;
300 tmp->stats.Con = spob->stats.Con; 295 tmp->stats.Con = spob->stats.Con;
301 296
312 307
313 maptile *newmap; 308 maptile *newmap;
314 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y); 309 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y);
315 if (mflags & P_OUT_OF_MAP) 310 if (mflags & P_OUT_OF_MAP)
316 { 311 {
317 tmp->destroy (); 312 tmp->drop_and_destroy ();
318 return 0; 313 return 0;
319 } 314 }
320 315
321 tmp->map = newmap; 316 tmp->map = newmap;
322 317
323 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)))
324 { 319 {
325 if (!QUERY_FLAG (tmp, FLAG_REFLECTING)) 320 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
326 { 321 {
327 tmp->destroy (); 322 tmp->drop_and_destroy ();
328 return 0; 323 return 0;
329 } 324 }
330 325
331 tmp->x = op->x; 326 tmp->x = op->x;
332 tmp->y = op->y; 327 tmp->y = op->y;
337 if ((tmp = tmp->insert_at (tmp, op))) 332 if ((tmp = tmp->insert_at (tmp, op)))
338 move_bolt (tmp); 333 move_bolt (tmp);
339 334
340 return 1; 335 return 1;
341} 336}
342
343
344 337
345/*************************************************************************** 338/***************************************************************************
346 * 339 *
347 * BULLET/BALL CODE 340 * BULLET/BALL CODE
348 * 341 *
349 ***************************************************************************/ 342 ***************************************************************************/
350 343
351/* expands an explosion. op is a piece of the 344/* expands an explosion. op is a piece of the
352 * explosion - this expans it in the different directions. 345 * explosion - this expands it in the different directions.
353 * At least that is what I think this does. 346 * At least that is what I think this does.
354 */ 347 */
355void 348void
356explosion (object *op) 349explosion (object *op)
357{ 350{
358 maptile *m = op->map; 351 maptile *m = op->map;
359 int i; 352 int i;
360 353
361 if (--op->duration < 0) 354 if (--op->duration < 0)
362 { 355 {
363 op->destroy (); 356 op->destroy (true);
364 return; 357 return;
365 } 358 }
366 359
367 hit_map (op, 0, op->attacktype, 0); 360 hit_map (op, 0, op->attacktype, 0);
368 361
381 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))
382 { 375 {
383 object *tmp = op->clone (); 376 object *tmp = op->clone ();
384 377
385 tmp->state = 0; 378 tmp->state = 0;
386 tmp->speed_left = -0.21; 379 tmp->speed_left = -0.21f;
387 tmp->range--; 380 tmp->range--;
388 tmp->value = 0; 381 tmp->value = 0;
389 382
390 m->insert (tmp, dx, dy, op); 383 m->insert (tmp, dx, dy, op);
391 } 384 }
392 } 385 }
393 } 386 }
394} 387}
395
396 388
397/* Causes an object to explode, eg, a firebullet, 389/* Causes an object to explode, eg, a firebullet,
398 * poison cloud ball, etc. op is the object to 390 * poison cloud ball, etc. op is the object to
399 * explode. 391 * explode.
400 */ 392 */
401void 393void
402explode_bullet (object *op) 394explode_bullet (object *op)
403{ 395{
404 object *tmp, *owner; 396 object *tmp, *owner;
405 397
406 if (op->other_arch == NULL) 398 if (!op->other_arch)
407 { 399 {
408 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n"); 400 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n");
409 op->destroy (); 401 op->destroy (true);
410 return; 402 return;
411 } 403 }
412 404
413 if (op->env) 405 if (op->env)
414 { 406 {
415 object *env = object_get_env_recursive (op); 407 object *env = op->outer_env ();
408
416 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))
417 { 410 {
418 LOG (llevError, "BUG: explode_bullet(): env out of map\n"); 411 LOG (llevError, "BUG: explode_bullet(): env out of map\n");
419 op->destroy (); 412 op->destroy (true);
420 return; 413 return;
421 } 414 }
422 415
423 op->insert_at (env, op, INS_NO_MERGE | INS_NO_WALK_ON); 416 op->insert_at (env, op, INS_NO_MERGE | INS_NO_WALK_ON);
424 } 417 }
425 else if (out_of_map (op->map, op->x, op->y)) 418 else if (out_of_map (op->map, op->x, op->y))
426 { 419 {
427 LOG (llevError, "BUG: explode_bullet(): op out of map\n"); 420 LOG (llevError, "BUG: explode_bullet(): op out of map\n");
428 op->destroy (); 421 op->destroy (true);
429 return; 422 return;
430 } 423 }
431 424
432 // 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
433 // 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
434 // bad at the moment that might happen from this. 427 // bad at the moment that might happen from this.
435 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)
436 { 429 {
437 op->destroy (); 430 op->destroy (true);
438 return; 431 return;
439 } 432 }
440 433
441 if (op->attacktype) 434 if (op->attacktype)
442 { 435 {
443 hit_map (op, 0, op->attacktype, 1); 436 hit_map (op, 0, op->attacktype, 1);
437
444 if (op->destroyed ()) 438 if (op->destroyed ())
445 return; 439 return;
446 } 440 }
447 441
448 /* other_arch contains what this explodes into */ 442 /* other_arch contains what this explodes into */
451 tmp->set_owner (op); 445 tmp->set_owner (op);
452 tmp->skill = op->skill; 446 tmp->skill = op->skill;
453 447
454 owner = op->owner; 448 owner = op->owner;
455 449
456 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))
457 { 454 {
458 op->destroy (); 455 op->destroy (true);
459 return; 456 return;
460 } 457 }
461 458
462 /* special for bombs - it actually has sane values for these */ 459 /* special for bombs - it actually has sane values for these */
463 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB) 460 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB)
488 485
489 /* Prevent recursion */ 486 /* Prevent recursion */
490 op->move_on = 0; 487 op->move_on = 0;
491 488
492 tmp->insert_at (op, op); 489 tmp->insert_at (op, op);
490 tmp->play_sound (tmp->sound);
491
493 /* remove the firebullet */ 492 /* remove the firebullet */
494 op->destroy (); 493 op->destroy (true);
495} 494}
496 495
497/* 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
498 * (eg, explode, damage player, etc) 497 * (eg, explode, damage player, etc)
499 */ 498 */
519 518
520 /* 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 */
521 if (!(mflags & P_IS_ALIVE)) 520 if (!(mflags & P_IS_ALIVE))
522 return; 521 return;
523 522
524 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)
525 { 524 {
526 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 525 if (QUERY_FLAG (tmp, FLAG_ALIVE))
527 { 526 {
528 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
529 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0) 530 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0)
530 { 531 {
531 if (!QUERY_FLAG (op, FLAG_REMOVED)) 532 if (!QUERY_FLAG (op, FLAG_REMOVED))
532 { 533 {
533 op->destroy (); 534 op->destroy (true);
534 return; 535 return;
535 } 536 }
536 } 537 }
537 } 538 }
538 } 539 }
567 if (--op->range <= 0) 568 if (--op->range <= 0)
568 { 569 {
569 if (op->other_arch) 570 if (op->other_arch)
570 explode_bullet (op); 571 explode_bullet (op);
571 else 572 else
572 op->destroy (); 573 op->destroy (true);
573 574
574 return; 575 return;
575 } 576 }
576 577
577 new_x = op->x + DIRX (op); 578 new_x = op->x + DIRX (op);
579 m = op->map; 580 m = op->map;
580 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);
581 582
582 if (mflags & P_OUT_OF_MAP) 583 if (mflags & P_OUT_OF_MAP)
583 { 584 {
584 op->destroy (); 585 op->destroy (true);
585 return; 586 return;
586 } 587 }
587 588
588 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)))
589 { 590 {
590 if (op->other_arch) 591 if (op->other_arch)
591 explode_bullet (op); 592 explode_bullet (op);
592 else 593 else
593 op->destroy (); 594 op->destroy (true);
594 595
595 return; 596 return;
596 } 597 }
597 598
598 if (!(op = m->insert (op, new_x, new_y, op))) 599 if (!(op = m->insert (op, new_x, new_y, op)))
604 update_turn_face (op); 605 update_turn_face (op);
605 } 606 }
606 else 607 else
607 check_bullet (op); 608 check_bullet (op);
608} 609}
609
610
611
612 610
613/* fire_bullet 611/* fire_bullet
614 * object op (cast from caster) files a bolt in dir. 612 * object op (cast from caster) files a bolt in dir.
615 * spob is the spell object for the bolt. 613 * spob is the spell object for the bolt.
616 * we remove the magic flag - that can be derived from 614 * we remove the magic flag - that can be derived from
617 * spob->attacktype. 615 * spob->attacktype.
618 * This function sets up the appropriate owner and skill 616 * This function sets up the appropriate owner and skill
619 * pointers. 617 * pointers.
620 */ 618 */
621
622int 619int
623fire_bullet (object *op, object *caster, int dir, object *spob) 620fire_bullet (object *op, object *caster, int dir, object *spob)
624{ 621{
625 object *tmp = NULL; 622 object *tmp = NULL;
626 int mflags; 623 int mflags;
627 624
628 if (!spob->other_arch) 625 if (!spob->other_arch)
629 return 0; 626 return 0;
630 627
631 tmp = arch_to_object (spob->other_arch); 628 tmp = spob->other_arch->instance ();
632 if (tmp == NULL) 629 if (!tmp)
633 return 0; 630 return 0;
634 631
635 /* peterm: level dependency for bolts */ 632 /* peterm: level dependency for bolts */
636 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);
637 tmp->attacktype = spob->attacktype; 634 tmp->attacktype = spob->attacktype;
638 if (spob->slaying) 635 if (spob->slaying)
639 tmp->slaying = spob->slaying; 636 tmp->slaying = spob->slaying;
640 637
650 SET_ANIMATION (tmp, dir); 647 SET_ANIMATION (tmp, dir);
651 648
652 tmp->set_owner (op); 649 tmp->set_owner (op);
653 set_spell_skill (op, caster, spob, tmp); 650 set_spell_skill (op, caster, spob, tmp);
654 651
655 tmp->x = op->x + freearr_x[dir]; 652 tmp->x = op->x + freearr_x[dir];
656 tmp->y = op->y + freearr_y[dir]; 653 tmp->y = op->y + freearr_y[dir];
657 tmp->map = op->map; 654 tmp->map = op->map;
658 655
659 maptile *newmap; 656 maptile *newmap;
660 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y); 657 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y);
661 if (mflags & P_OUT_OF_MAP) 658 if (mflags & P_OUT_OF_MAP)
662 { 659 {
663 tmp->destroy (); 660 tmp->destroy (true);
664 return 0; 661 return 0;
665 } 662 }
666 663
667 tmp->map = newmap; 664 tmp->map = newmap;
668 665
669 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)))
670 { 667 {
671 if (!QUERY_FLAG (tmp, FLAG_REFLECTING)) 668 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
672 { 669 {
673 tmp->destroy (); 670 tmp->destroy (true);
674 return 0; 671 return 0;
675 } 672 }
676 673
677 tmp->x = op->x; 674 tmp->x = op->x;
678 tmp->y = op->y; 675 tmp->y = op->y;
683 if ((tmp = tmp->insert_at (tmp, op))) 680 if ((tmp = tmp->insert_at (tmp, op)))
684 check_bullet (tmp); 681 check_bullet (tmp);
685 682
686 return 1; 683 return 1;
687} 684}
688
689
690
691 685
692/***************************************************************************** 686/*****************************************************************************
693 * 687 *
694 * CONE RELATED FUNCTIONS 688 * CONE RELATED FUNCTIONS
695 * 689 *
696 *****************************************************************************/ 690 *****************************************************************************/
697 691
698
699/* 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" */
700void 693void
701cone_drop (object *op) 694cone_drop (object *op)
702{ 695{
703 object *new_ob = arch_to_object (op->other_arch); 696 object *new_ob = arch_to_object (op->other_arch);
715/* 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 */
716 709
717void 710void
718move_cone (object *op) 711move_cone (object *op)
719{ 712{
720 int i;
721
722 /* 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 */
723 if (!op->map) 714 if (!op->map)
724 { 715 {
725 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");
726 op->set_speed (0); 717 op->set_speed (0);
739 * when their cone dies when they die. 730 * when their cone dies when they die.
740 */ 731 */
741 /* If no owner left, the spell dies out. */ 732 /* If no owner left, the spell dies out. */
742 if (op->owner == NULL) 733 if (op->owner == NULL)
743 { 734 {
744 op->destroy (); 735 op->destroy (true);
745 return; 736 return;
746 } 737 }
747#endif 738#endif
748 739
749 hit_map (op, 0, op->attacktype, 0); 740 hit_map (op, 0, op->attacktype, 0);
756 check_spell_knockback (op); 747 check_spell_knockback (op);
757 748
758 if (op->destroyed ()) 749 if (op->destroyed ())
759 return; 750 return;
760 751
761 if ((op->duration--) < 0) 752 if (op->duration-- < 0)
762 { 753 {
763 op->destroy (); 754 op->destroy (true);
764 return; 755 return;
765 } 756 }
766 /* Object has hit maximum range, so don't have it move 757 /* Object has hit maximum range, so don't have it move
767 * any further. When the duration above expires, 758 * any further. When the duration above expires,
768 * then the object will get removed. 759 * then the object will get removed.
771 { 762 {
772 op->range = 0; /* just so it doesn't wrap */ 763 op->range = 0; /* just so it doesn't wrap */
773 return; 764 return;
774 } 765 }
775 766
776 for (i = -1; i < 2; i++) 767 for (int i = -1; i <= 1; i++)
777 { 768 {
778 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)];
779 770
780 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))
781 { 772 {
828 819
829 /* 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
830 * 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
831 * insert it into is blocked. 822 * insert it into is blocked.
832 */ 823 */
833 movetype = spell->other_arch->clone.move_type; 824 movetype = spell->other_arch->move_type;
834 825
835 for (i = range_min; i <= range_max; i++) 826 for (i = range_min; i <= range_max; i++)
836 { 827 {
837 sint16 x, y, d; 828 sint16 x, y, d;
838 829
873 864
874 success = 1; 865 success = 1;
875 tmp = arch_to_object (spell->other_arch); 866 tmp = arch_to_object (spell->other_arch);
876 tmp->set_owner (op); 867 tmp->set_owner (op);
877 set_spell_skill (op, caster, spell, tmp); 868 set_spell_skill (op, caster, spell, tmp);
878 tmp->level = caster_level (caster, spell); 869 tmp->level = casting_level (caster, spell);
879 tmp->attacktype = spell->attacktype; 870 tmp->attacktype = spell->attacktype;
880 871
881 /* holy word stuff */ 872 /* holy word stuff */
882 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER)) 873 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER))
883 if (!tailor_god_spell (tmp, op)) 874 if (!tailor_god_spell (tmp, op))
917 else 908 else
918 tmp->duration += caster->level / 3; 909 tmp->duration += caster->level / 3;
919 } 910 }
920 911
921 if (!(tmp->move_type & MOVE_FLY_LOW)) 912 if (!(tmp->move_type & MOVE_FLY_LOW))
922 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);
923 914
924 if (!tmp->move_on && tmp->stats.dam) 915 if (!tmp->move_on && tmp->stats.dam)
925 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);
926 917
927 m->insert (tmp, sx, sy, op); 918 m->insert (tmp, sx, sy, op);
928 919
929 /* 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
930 * a single space too many times. 921 * a single space too many times.
942 * 933 *
943 * BOMB related code 934 * BOMB related code
944 * 935 *
945 ****************************************************************************/ 936 ****************************************************************************/
946 937
947
948/* This handles an exploding bomb. 938/* This handles an exploding bomb.
949 * op is the original bomb object. 939 * op is the original bomb object.
950 */ 940 */
951void 941void
952animate_bomb (object *op) 942animate_bomb (object *op)
953{ 943{
954 int i;
955 object *env, *tmp;
956
957 if (op->state != NUM_ANIMATIONS (op) - 1) 944 if (op->state != NUM_ANIMATIONS (op) - 1)
958 return; 945 return;
959 946
960 env = object_get_env_recursive (op); 947 object *env = op->outer_env ();
961 948
962 if (op->env) 949 if (op->env)
963 { 950 {
964 if (env->map == NULL) 951 if (env->map == NULL)
965 return; 952 return;
966
967 if (env->type == PLAYER)
968 esrv_del_item (env->contr, op->count);
969 953
970 if (!(op = op->insert_at (env, op))) 954 if (!(op = op->insert_at (env, op)))
971 return; 955 return;
972 } 956 }
973 957
974 // 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
975 // 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
976 // as bombs can be carried. 960 // as bombs can be carried.
977 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)
978 { 962 {
979 op->destroy (); 963 op->destroy (true);
980 return; 964 return;
981 } 965 }
982 966
983 /* This copies a lot of the code from the fire bullet, 967 /* This copies a lot of the code from the fire bullet,
984 * but using the cast_bullet isn't really feasible, 968 * but using the cast_bullet isn't really feasible,
985 * so just set up the appropriate values. 969 * so just set up the appropriate values.
986 */ 970 */
987 if (archetype *at = archetype::find (SPLINT)) 971 if (archetype *at = archetype::find (SPLINT))
988 { 972 {
989 for (i = 1; i < 9; i++) 973 for (int i = 1; i < 9; i++)
990 { 974 {
991 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]))
992 continue; 976 continue;
993 977
994 tmp = arch_to_object (at); 978 object *tmp = arch_to_object (at);
995 tmp->direction = i; 979 tmp->direction = i;
996 tmp->range = op->range; 980 tmp->range = op->range;
997 tmp->stats.dam = op->stats.dam; 981 tmp->stats.dam = op->stats.dam;
998 tmp->duration = op->duration; 982 tmp->duration = op->duration;
999 tmp->attacktype = op->attacktype; 983 tmp->attacktype = op->attacktype;
1013} 997}
1014 998
1015int 999int
1016create_bomb (object *op, object *caster, int dir, object *spell) 1000create_bomb (object *op, object *caster, int dir, object *spell)
1017{ 1001{
1018
1019 object *tmp; 1002 object *tmp;
1020 int mflags; 1003 int mflags;
1021 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];
1022 maptile *m; 1005 maptile *m;
1023 1006
1025 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))
1026 { 1009 {
1027 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.");
1028 return 0; 1011 return 0;
1029 } 1012 }
1013
1030 tmp = arch_to_object (spell->other_arch); 1014 tmp = arch_to_object (spell->other_arch);
1031 1015
1032 /* level dependencies for bomb */ 1016 /* level dependencies for bomb */
1033 tmp->range = spell->range + SP_level_range_adjust (caster, spell); 1017 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
1034 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);
1055 * dir is the direction to look in. 1039 * dir is the direction to look in.
1056 * range is how far out to look. 1040 * range is how far out to look.
1057 * 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.
1058 * this info is used for blocked magic/unholy spaces. 1042 * this info is used for blocked magic/unholy spaces.
1059 */ 1043 */
1060
1061object * 1044object *
1062get_pointed_target (object *op, int dir, int range, int type) 1045get_pointed_target (object *op, int dir, int range, int type)
1063{ 1046{
1064 object *target; 1047 object *target;
1065 sint16 x, y; 1048 sint16 x, y;
1084 return NULL; 1067 return NULL;
1085 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW) 1068 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW)
1086 return NULL; 1069 return NULL;
1087 1070
1088 if (mflags & P_IS_ALIVE) 1071 if (mflags & P_IS_ALIVE)
1089 {
1090 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)
1091 { 1073 if (QUERY_FLAG (target, FLAG_MONSTER))
1092 if (QUERY_FLAG (target->head ? target->head : target, FLAG_MONSTER))
1093 {
1094 return target; 1074 return target;
1095 }
1096 }
1097 }
1098 } 1075 }
1076
1099 return NULL; 1077 return NULL;
1100} 1078}
1101
1102 1079
1103/* cast_smite_arch() - the priest points to a creature and causes 1080/* cast_smite_arch() - the priest points to a creature and causes
1104 * a 'godly curse' to decend. 1081 * a 'godly curse' to decend.
1105 * usual params - 1082 * usual params -
1106 * op = player 1083 * op = player
1107 * caster = object casting the spell. 1084 * caster = object casting the spell.
1108 * dir = direction being cast 1085 * dir = direction being cast
1109 * spell = spell object 1086 * spell = spell object
1110 */ 1087 */
1111
1112int 1088int
1113cast_smite_spell (object *op, object *caster, int dir, object *spell) 1089cast_smite_spell (object *op, object *caster, int dir, object *spell)
1114{ 1090{
1115 object *effect, *target; 1091 object *effect, *target;
1116 object *god = find_god (determine_god (op)); 1092 object *god = find_god (determine_god (op));
1140 effect = arch_to_object (spell->other_arch); 1116 effect = arch_to_object (spell->other_arch);
1141 else 1117 else
1142 return 0; 1118 return 0;
1143 1119
1144 /* tailor the effect by priest level and worshipped God */ 1120 /* tailor the effect by priest level and worshipped God */
1145 effect->level = caster_level (caster, spell); 1121 effect->level = casting_level (caster, spell);
1146 effect->attacktype = spell->attacktype; 1122 effect->attacktype = spell->attacktype;
1147 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER)) 1123 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER))
1148 { 1124 {
1149 if (tailor_god_spell (effect, op)) 1125 if (tailor_god_spell (effect, op))
1150 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));
1174 } 1150 }
1175 else 1151 else
1176 { 1152 {
1177 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));
1178 target->stats.hp = target->stats.maxhp * 2; 1154 target->stats.hp = target->stats.maxhp * 2;
1179 effect->destroy (); 1155 effect->destroy (true);
1180 return 0; 1156 return 0;
1181 } 1157 }
1182 } 1158 }
1183 } 1159 }
1184 else 1160 else
1193 /* ok, tell it where to be, and insert! */ 1169 /* ok, tell it where to be, and insert! */
1194 effect->insert_at (target, op); 1170 effect->insert_at (target, op);
1195 1171
1196 return 1; 1172 return 1;
1197} 1173}
1198
1199 1174
1200/**************************************************************************** 1175/****************************************************************************
1201 * 1176 *
1202 * MAGIC MISSILE code. 1177 * MAGIC MISSILE code.
1203 * 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
1206 1181
1207/* op is a missile that needs to be moved */ 1182/* op is a missile that needs to be moved */
1208void 1183void
1209move_missile (object *op) 1184move_missile (object *op)
1210{ 1185{
1211 int i, mflags;
1212 object *owner;
1213 sint16 new_x, new_y;
1214 maptile *m;
1215
1216 if (op->range-- <= 0) 1186 if (op->range-- <= 0)
1217 { 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 {
1218 op->destroy (); 1197 op->destroy (true);
1219 return; 1198 return;
1220 }
1221
1222 owner = op->owner;
1223#if 0
1224 /* It'd make things nastier if this wasn't here - spells cast by
1225 * monster that are then killed would continue to survive
1226 */
1227 if (owner == NULL)
1228 { 1199 }
1229 op->destroy ();
1230 return;
1231 }
1232#endif
1233 1200
1234 new_x = op->x + DIRX (op); 1201 mapspace &ms = pos.ms ();
1235 new_y = op->y + DIRY (op);
1236 1202
1237 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))
1238
1239 if (!(mflags & P_OUT_OF_MAP) && ((mflags & P_IS_ALIVE) || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y))))
1240 { 1204 {
1241 hit_map (op, op->direction, AT_MAGIC, 1); 1205 hit_map (op, op->direction, AT_MAGIC, 1);
1242 /* Basically, missile only hits one thing then goes away. 1206 /* Basically, missile only hits one thing then goes away.
1243 * 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.
1244 */ 1208 */
1245 if (!op->destroyed ())
1246 op->destroy ();
1247
1248 return;
1249 }
1250
1251 op->remove ();
1252
1253 if (!op->direction || (mflags & P_OUT_OF_MAP))
1254 {
1255 op->destroy (); 1209 op->destroy (true);
1256 return; 1210 return;
1211 }
1212
1213 if (!op->direction)
1257 } 1214 {
1215 op->destroy (true);
1216 return;
1217 }
1258 1218
1259 i = spell_find_dir (m, new_x, new_y, op->owner); 1219 int i = spell_find_dir (pos.m, pos.x, pos.y, op->owner);
1260 if (i > 0 && i != op->direction) 1220 if (i > 0 && i != op->direction)
1261 { 1221 {
1262 op->direction = i; 1222 op->direction = i;
1263 SET_ANIMATION (op, op->direction); 1223 SET_ANIMATION (op, op->direction);
1264 } 1224 }
1265 1225
1266 m->insert (op, new_x, new_y, op); 1226 pos.insert (op, op);
1267} 1227}
1268 1228
1269/**************************************************************************** 1229/****************************************************************************
1270 * Destruction 1230 * Destruction
1271 ****************************************************************************/ 1231 ****************************************************************************/
1274 * 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
1275 * object. if time is 0, the object glows permanently. To truely 1235 * object. if time is 0, the object glows permanently. To truely
1276 * make this work for non-living objects, we would have to 1236 * make this work for non-living objects, we would have to
1277 * give them the capability to have an inventory. b.t. 1237 * give them the capability to have an inventory. b.t.
1278 */ 1238 */
1279
1280int 1239int
1281make_object_glow (object *op, int radius, int time) 1240make_object_glow (object *op, int radius, int time)
1282{ 1241{
1283 object *tmp;
1284
1285 /* some things are unaffected... */ 1242 /* some things are unaffected... */
1286 if (op->path_denied & PATH_LIGHT) 1243 if (op->path_denied & PATH_LIGHT)
1287 return 0; 1244 return 0;
1288 1245
1289 tmp = get_archetype (FORCE_NAME); 1246 object *tmp = get_archetype (FORCE_NAME);
1290 tmp->speed = 0.01; 1247 tmp->speed = 0.01;
1291 tmp->stats.food = time; 1248 tmp->stats.food = time;
1292 SET_FLAG (tmp, FLAG_IS_USED_UP); 1249 SET_FLAG (tmp, FLAG_IS_USED_UP);
1293 tmp->glow_radius = radius; 1250 tmp->glow_radius = radius;
1294 if (tmp->glow_radius > MAX_LIGHT_RADII) 1251 if (tmp->glow_radius > MAX_LIGHT_RADII)
1295 tmp->glow_radius = MAX_LIGHT_RADII; 1252 tmp->glow_radius = MAX_LIGHT_RADII;
1296 1253
1297 tmp->x = op->x;
1298 tmp->y = op->y;
1299 if (tmp->speed < MIN_ACTIVE_SPEED)
1300 tmp->speed = MIN_ACTIVE_SPEED; /* safety */
1301 tmp = insert_ob_in_ob (tmp, op); 1254 tmp = insert_ob_in_ob (tmp, op);
1255
1302 if (tmp->glow_radius > op->glow_radius) 1256 if (tmp->glow_radius > op->glow_radius)
1303 op->glow_radius = tmp->glow_radius; 1257 op->glow_radius = tmp->glow_radius;
1304 1258
1305 if (!tmp->env || op != tmp->env)
1306 {
1307 LOG (llevError, "make_object_glow() failed to insert glowing force in %s\n", &op->name);
1308 return 0;
1309 }
1310 return 1; 1259 return 1;
1311} 1260}
1312
1313
1314
1315 1261
1316int 1262int
1317cast_destruction (object *op, object *caster, object *spell_ob) 1263cast_destruction (object *op, object *caster, object *spell_ob)
1318{ 1264{
1319 int i, j, range, mflags, friendly = 0, dam, dur; 1265 int i, j, range, mflags, friendly = 0, dam, dur;
1340 else if (caster->skill) 1286 else if (caster->skill)
1341 op->skill = caster->skill; 1287 op->skill = caster->skill;
1342 else 1288 else
1343 op->skill = NULL; 1289 op->skill = NULL;
1344 1290
1345 change_skill (op, find_skill_by_name (op, op->skill), 1); 1291 op->change_skill (find_skill_by_name (op, op->skill));
1346 1292
1347 for (i = -range; i < range; i++) 1293 for (i = -range; i <= range; i++)
1348 { 1294 {
1349 for (j = -range; j < range; j++) 1295 for (j = -range; j <= range; j++)
1350 { 1296 {
1351 m = op->map; 1297 m = op->map;
1352 sx = op->x + i; 1298 sx = op->x + i;
1353 sy = op->y + j; 1299 sy = op->y + j;
1354 1300
1371 (!friendly && (QUERY_FLAG (tmp, FLAG_FRIENDLY) || tmp->type == PLAYER))) 1317 (!friendly && (QUERY_FLAG (tmp, FLAG_FRIENDLY) || tmp->type == PLAYER)))
1372 { 1318 {
1373 if (spell_ob->subtype == SP_DESTRUCTION) 1319 if (spell_ob->subtype == SP_DESTRUCTION)
1374 { 1320 {
1375 hit_player (tmp, dam, op, spell_ob->attacktype, 0); 1321 hit_player (tmp, dam, op, spell_ob->attacktype, 0);
1322
1376 if (spell_ob->other_arch) 1323 if (spell_ob->other_arch)
1377 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op); 1324 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op);
1378 } 1325 }
1379 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)
1380 { 1327 {
1408 { 1355 {
1409 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.");
1410 return 0; 1357 return 0;
1411 } 1358 }
1412 1359
1360 tmp = tmp->head_ ();
1361
1413 /* 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. */
1414 for (force = tmp->inv; force != NULL; force = force->below) 1363 for (force = tmp->inv; force; force = force->below)
1415 { 1364 {
1416 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY) 1365 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY)
1417 { 1366 {
1418 if (force->name == spell_ob->name) 1367 if (force->name == spell_ob->name)
1419 { 1368 {
1425 return 0; 1374 return 0;
1426 } 1375 }
1427 } 1376 }
1428 } 1377 }
1429 1378
1430 if (force == NULL) 1379 if (!force)
1431 { 1380 {
1432 force = get_archetype (FORCE_NAME); 1381 force = get_archetype (FORCE_NAME);
1433 force->subtype = FORCE_CHANGE_ABILITY; 1382 force->subtype = FORCE_CHANGE_ABILITY;
1383
1434 if (spell_ob->race) 1384 if (spell_ob->race)
1435 force->name = spell_ob->race; 1385 force->name = spell_ob->race;
1436 else 1386 else
1437 force->name = spell_ob->name; 1387 force->name = spell_ob->name;
1438 1388
1448 { 1398 {
1449 force->duration = duration; 1399 force->duration = duration;
1450 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.");
1451 } 1401 }
1452 else 1402 else
1453 {
1454 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.");
1455 } 1404
1456 return 1; 1405 return 1;
1457 } 1406 }
1407
1458 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;
1459 force->speed = 1.0; 1409 force->speed = 1.f;
1460 force->speed_left = -1.0; 1410 force->speed_left = -1.f;
1461 SET_FLAG (force, FLAG_APPLIED); 1411 SET_FLAG (force, FLAG_APPLIED);
1462 1412
1463 if (god) 1413 if (god)
1464 { 1414 {
1465 if (spell_ob->last_grace) 1415 if (spell_ob->last_grace)
1505 1455
1506 /* 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
1507 * doing it over and over again. 1457 * doing it over and over again.
1508 */ 1458 */
1509 god = find_god (determine_god (op)); 1459 god = find_god (determine_god (op));
1510 level = caster_level (caster, spell); 1460 level = casting_level (caster, spell);
1511 range = spell->range + SP_level_range_adjust (caster, spell); 1461 range = spell->range + SP_level_range_adjust (caster, spell);
1512 1462
1513 /* 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_...
1514 * 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
1515 * won't ever match anything. 1465 * won't ever match anything.
1585 at -= level / 5; 1535 at -= level / 5;
1586 if (did_make_save (head, head->level, at)) 1536 if (did_make_save (head, head->level, at))
1587 continue; 1537 continue;
1588 } 1538 }
1589 else /* spell->attacktype */ 1539 else /* spell->attacktype */
1590 /*
1591 Spell has no attacktype (charm & such), so we'll have a specific saving:
1592 * if spell level < monster level, no go
1593 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) )
1594
1595 The chance will then be in the range [20-70] percent, not too bad.
1596
1597 This is required to fix the 'charm monster' abuse, where a player level 1 can
1598 charm a level 125 monster...
1599
1600 Ryo, august 14th
1601 */
1602 { 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 */
1603 if (head->level > level) 1553 if (head->level > level)
1604 continue; 1554 continue;
1555
1605 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))))
1606 /* Failed, no effect */ 1557 /* Failed, no effect */
1607 continue; 1558 continue;
1608 } 1559 }
1609 1560
1611 1562
1612 /* aggravation */ 1563 /* aggravation */
1613 if (QUERY_FLAG (spell, FLAG_MONSTER)) 1564 if (QUERY_FLAG (spell, FLAG_MONSTER))
1614 { 1565 {
1615 CLEAR_FLAG (head, FLAG_SLEEP); 1566 CLEAR_FLAG (head, FLAG_SLEEP);
1616 if (QUERY_FLAG (head, FLAG_FRIENDLY))
1617 remove_friendly_object (head); 1567 remove_friendly_object (head);
1618
1619 done_one = 1; 1568 done_one = 1;
1620 head->enemy = op; 1569 head->enemy = op;
1621 } 1570 }
1622 1571
1623 /* calm monsters */ 1572 /* calm monsters */
1636 } 1585 }
1637 1586
1638 /* charm */ 1587 /* charm */
1639 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))
1640 { 1589 {
1590 INVOKE_OBJECT (KILL, head, ARG_OBJECT (caster));
1591
1641 /* Prevent uncontolled outbreaks of self replicating monsters. 1592 /* Prevent uncontrolled outbreaks of self replicating monsters.
1642 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.
1643 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. */
1644 CLEAR_FLAG (head, FLAG_GENERATOR); 1595 CLEAR_FLAG (head, FLAG_GENERATOR);
1645 head->set_owner (op); 1596 head->set_owner (op);
1646 set_spell_skill (op, caster, spell, head); 1597 set_spell_skill (op, caster, spell, head);
1664 * 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
1665 * lightning spell used it, that seemed misnamed. 1616 * lightning spell used it, that seemed misnamed.
1666 * op is the spell effect. 1617 * op is the spell effect.
1667 * note that duration is handled by process_object() in time.c 1618 * note that duration is handled by process_object() in time.c
1668 */ 1619 */
1669
1670void 1620void
1671move_ball_spell (object *op) 1621move_ball_spell (object *op)
1672{ 1622{
1673 int i, j, dam_save, dir, mflags; 1623 int i, j, dam_save, dir, mflags;
1674 sint16 nx, ny, hx, hy; 1624 sint16 nx, ny, hx, hy;
1723 * if this has an other_arch field, we insert that in 1673 * if this has an other_arch field, we insert that in
1724 * the surround spaces. 1674 * the surround spaces.
1725 */ 1675 */
1726 for (j = 0; j < 9; j++) 1676 for (j = 0; j < 9; j++)
1727 { 1677 {
1728 object *new_ob;
1729
1730 hx = nx + freearr_x[j]; 1678 hx = nx + freearr_x[j];
1731 hy = ny + freearr_y[j]; 1679 hy = ny + freearr_y[j];
1732 1680
1733 m = op->map; 1681 m = op->map;
1734 mflags = get_map_flags (m, &m, hx, hy, &hx, &hy); 1682 mflags = get_map_flags (m, &m, hx, hy, &hx, &hy);
1742 1690
1743 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)))
1744 { 1692 {
1745 if (j) 1693 if (j)
1746 op->stats.dam = dam_save / 2; 1694 op->stats.dam = dam_save / 2;
1695
1747 hit_map (op, j, op->attacktype, 1); 1696 hit_map (op, j, op->attacktype, 1);
1748
1749 } 1697 }
1750 1698
1751 /* insert the other arch */ 1699 /* insert the other arch */
1752 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))))
1753 m->insert (arch_to_object (op->other_arch), hx, hy, op); 1701 m->insert (arch_to_object (op->other_arch), hx, hy, op);
1767 1715
1768 op->direction = i; 1716 op->direction = i;
1769 } 1717 }
1770} 1718}
1771 1719
1772
1773/* move_swarm_spell: peterm 1720/* move_swarm_spell: peterm
1774 * 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
1775 * 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
1776 * 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
1777 * 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
1778 * 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.
1779 */ 1726 */
1780
1781void 1727void
1782move_swarm_spell (object *op) 1728move_swarm_spell (object *op)
1783{ 1729{
1784#if 0 1730#if 0
1785 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 };
1786 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 };
1787 sint16 target_x, target_y, origin_x, origin_y; 1733 sint16 target_x, target_y, origin_x, origin_y;
1788 int adjustdir; 1734 int adjustdir;
1789 maptile *m; 1735 maptile *m;
1790#endif 1736#endif
1791 int basedir;
1792 object *owner; 1737 object *owner = op->env;
1793 1738
1794 owner = op->owner; 1739 if (!owner) // MUST not happen, remove when true TODO
1795 if (op->duration == 0 || owner == NULL)
1796 { 1740 {
1741 LOG (llevError, "swarm spell found outside inventory: %s\n", op->debug_desc ());
1797 op->destroy (); 1742 op->destroy (true);
1743 return;
1744 }
1745
1746 if (!op->duration || !owner->is_on_map ())
1747 {
1748 op->drop_and_destroy ();
1798 return; 1749 return;
1799 } 1750 }
1800 1751
1801 op->duration--; 1752 op->duration--;
1802 1753
1803 basedir = op->direction; 1754 int basedir = op->direction;
1804 if (basedir == 0) 1755 if (!basedir)
1805 { 1756 {
1806 /* spray in all directions! 8) */ 1757 /* spray in all directions! 8) */
1807 basedir = rndm (1, 8); 1758 op->facing = (op->facing + op->state) & 7;
1759 basedir = op->facing + 1;
1808 } 1760 }
1809 1761
1810#if 0 1762#if 0
1811 // this is bogus: it causes wrong places to be checked below 1763 // this is bogus: it causes wrong places to be checked below
1812 // (a wall 2 cells away will block the effect...) and 1764 // (a wall 2 cells away will block the effect...) and
1813 // 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
1814 // space. 1766 // space.
1815 // should be fixed later, but correctness before featurs... 1767 // should be fixed later, but correctness before features...
1816 // (schmorp) 1768 // (schmorp)
1817 1769
1818 /* new offset calculation to make swarm element distribution 1770 /* new offset calculation to make swarm element distribution
1819 * more uniform 1771 * more uniform
1820 */ 1772 */
1873 { 1825 {
1874 /* 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 */
1875 if (op->spell->subtype == SP_BULLET) 1827 if (op->spell->subtype == SP_BULLET)
1876 fire_bullet (owner, op, basedir, op->spell); 1828 fire_bullet (owner, op, basedir, op->spell);
1877 else if (op->spell->subtype == SP_MAGIC_MISSILE) 1829 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1878 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);
1879 } 1831 }
1880} 1832}
1881
1882
1883
1884 1833
1885/* fire_swarm: 1834/* fire_swarm:
1886 * The following routine creates a swarm of objects. It actually 1835 * The following routine creates a swarm of objects. It actually
1887 * sets up a specific swarm object, which then fires off all 1836 * sets up a specific swarm object, which then fires off all
1888 * the parts of the swarm. 1837 * the parts of the swarm.
1891 * caster: the caster (owner, wand, rod, scroll) 1840 * caster: the caster (owner, wand, rod, scroll)
1892 * dir: the direction everything will be fired in 1841 * dir: the direction everything will be fired in
1893 * spell - the spell that is this spell. 1842 * spell - the spell that is this spell.
1894 * n: the number to be fired. 1843 * n: the number to be fired.
1895 */ 1844 */
1896
1897int 1845int
1898fire_swarm (object *op, object *caster, object *spell, int dir) 1846fire_swarm (object *op, object *caster, object *spell, int dir)
1899{ 1847{
1900 object *tmp;
1901 int i;
1902
1903 if (!spell->other_arch) 1848 if (!spell->other_arch)
1904 return 0; 1849 return 0;
1905 1850
1906 tmp = get_archetype (SWARM_SPELL); 1851 object *tmp = archetype::get (SWARM_SPELL);
1907 tmp->set_owner (op); /* needed so that if swarm elements kill, caster gets xp. */ 1852
1908 set_spell_skill (op, caster, spell, tmp); 1853 set_spell_skill (op, caster, spell, tmp);
1909
1910 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. */
1911 tmp->spell = arch_to_object (spell->other_arch); 1855 tmp->spell = spell->other_arch->instance ();
1912
1913 tmp->attacktype = tmp->spell->attacktype; 1856 tmp->attacktype = tmp->spell->attacktype;
1914 1857
1915 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) 1858 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
1916 if (!tailor_god_spell (tmp, op)) 1859 if (!tailor_god_spell (tmp, op))
1917 return 1; 1860 return 1;
1918 1861
1919 tmp->duration = SP_level_duration_adjust (caster, spell); 1862 tmp->duration = SP_level_duration_adjust (caster, spell);
1920 for (i = 0; i < spell->duration; i++) 1863 for (int i = 0; i < spell->duration; i++)
1921 tmp->duration += die_roll (1, 3, op, PREFER_HIGH); 1864 tmp->duration += die_roll (1, 3, op, PREFER_HIGH);
1922 1865
1866 tmp->invisible = 1;
1867 tmp->flag [FLAG_NO_DROP] = 1; // make sure it stays in inv, or else
1923 tmp->direction = dir; 1868 tmp->direction = dir;
1924 tmp->invisible = 1; 1869 tmp->facing = rndm (1, 8); // initial firing direction
1870 tmp->state = rndm (4) * 2 + 1; // direction increment
1925 1871
1926 tmp->insert_at (op, op); 1872 op->insert (tmp);
1873
1927 return 1; 1874 return 1;
1928} 1875}
1929
1930 1876
1931/* See the spells documentation file for why this is its own 1877/* See the spells documentation file for why this is its own
1932 * function. 1878 * function.
1933 */ 1879 */
1934int 1880int
1965 if (QUERY_FLAG (target, FLAG_MONSTER)) 1911 if (QUERY_FLAG (target, FLAG_MONSTER))
1966 { 1912 {
1967 /* oky doky. got a target monster. Lets make a blinding attack */ 1913 /* oky doky. got a target monster. Lets make a blinding attack */
1968 if (target->head) 1914 if (target->head)
1969 target = target->head; 1915 target = target->head;
1916
1970 (void) hit_player (target, dam, op, spell->attacktype, 1); 1917 hit_player (target, dam, op, spell->attacktype, 1);
1971 return 1; /* one success only! */ 1918 return 1; /* one success only! */
1972 } 1919 }
1973 } 1920 }
1974 1921
1975 /* no live target, perhaps a wall is in the way? */ 1922 /* no live target, perhaps a wall is in the way? */
1995 } 1942 }
1996 1943
1997 m->insert (tmp, x, y, op); 1944 m->insert (tmp, x, y, op);
1998 return 1; 1945 return 1;
1999} 1946}
2000
2001
2002
2003 1947
2004/* cast_cause_disease: this spell looks along <dir> from the 1948/* cast_cause_disease: this spell looks along <dir> from the
2005 * player and infects someone. 1949 * player and infects someone.
2006 * 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
2007 * 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
2008 * perhaps this should actually be in disease.c? 1952 * perhaps this should actually be in disease.c?
2009 */ 1953 */
2010
2011int 1954int
2012cast_cause_disease (object *op, object *caster, object *spell, int dir) 1955cast_cause_disease (object *op, object *caster, object *spell, int dir)
2013{ 1956{
2014 sint16 x, y; 1957 sint16 x, y;
2015 int i, mflags, range, dam_mod, dur_mod; 1958 int i, mflags, range, dam_mod, dur_mod;
2022 /* 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
2023 * direction the player is pointing. 1966 * direction the player is pointing.
2024 */ 1967 */
2025 if (!dir) 1968 if (!dir)
2026 dir = op->facing; 1969 dir = op->facing;
1970
2027 if (!dir) 1971 if (!dir)
2028 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 */
2029 1973
2030 /* Calculate these once here */ 1974 /* Calculate these once here */
2031 range = spell->range + SP_level_range_adjust (caster, spell); 1975 range = spell->range + SP_level_range_adjust (caster, spell);
2058 object *disease = arch_to_object (spell->other_arch); 2002 object *disease = arch_to_object (spell->other_arch);
2059 2003
2060 disease->set_owner (op); 2004 disease->set_owner (op);
2061 set_spell_skill (op, caster, spell, disease); 2005 set_spell_skill (op, caster, spell, disease);
2062 disease->stats.exp = 0; 2006 disease->stats.exp = 0;
2063 disease->level = caster_level (caster, spell); 2007 disease->level = casting_level (caster, spell);
2064 2008
2065 /* do level adjustments */ 2009 /* do level adjustments */
2066 if (disease->stats.wc) 2010 if (disease->stats.wc)
2067 disease->stats.wc += dur_mod / 2; 2011 disease->stats.wc += dur_mod / 2;
2068 2012
2069 if (disease->magic > 0) 2013 if (disease->magic > 0)
2070 disease->magic += dur_mod / 4; 2014 disease->magic += dur_mod / 8;
2071 2015
2072 if (disease->stats.maxhp > 0) 2016 if (disease->stats.maxhp > 0)
2073 disease->stats.maxhp += dur_mod; 2017 disease->stats.maxhp += dur_mod;
2074 2018
2075 if (disease->stats.maxgrace > 0) 2019 if (disease->stats.maxgrace > 0)
2110 if (disease->stats.sp) 2054 if (disease->stats.sp)
2111 disease->stats.sp -= dam_mod; 2055 disease->stats.sp -= dam_mod;
2112 2056
2113 if (infect_object (walk, disease, 1)) 2057 if (infect_object (walk, disease, 1))
2114 { 2058 {
2115 object *flash; /* visual effect for inflicting disease */
2116
2117 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);
2118 2060
2119 disease->destroy (); /* don't need this one anymore */ 2061 disease->destroy (true); /* don't need this one anymore */
2120 walk->map->insert (get_archetype (ARCH_DETECT_MAGIC), x, y, op); 2062 walk->map->insert (get_archetype ("detect_magic"), x, y, op);
2121 return 1; 2063 return 1;
2122 } 2064 }
2123 2065
2124 disease->destroy (); 2066 disease->destroy (true);
2125 } 2067 }
2126 } /* if living creature */ 2068 } /* if living creature */
2127 } /* for range of spaces */ 2069 } /* for range of spaces */
2128 2070
2129 new_draw_info (NDI_UNIQUE, 0, op, "No one caught anything!"); 2071 new_draw_info (NDI_UNIQUE, 0, op, "No one caught anything!");

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