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Comparing deliantra/server/server/spell_attack.C (file contents):
Revision 1.15 by root, Sat Sep 16 22:24:13 2006 UTC vs.
Revision 1.57 by root, Sat May 17 14:11:13 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 */ 44 object *tmp, *tmp2; /* object on the map */
48 int weight_move; 45 int weight_move;
57 { 54 {
58 weight_move = op->weight + (op->weight * op->level) / 3; 55 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); */ 56 /*LOG (llevDebug, "DEBUG: arch weighs %d and masses %d (%s,level %d)\n", op->weight,weight_move,op->name,op->level); */
60 } 57 }
61 58
62 for (tmp = get_map_ob (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 59 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
63 { 60 {
64 int num_sections = 1; 61 int num_sections = 1;
65 62
66 /* don't move DM */ 63 /* don't move DM */
67 if (QUERY_FLAG (tmp, FLAG_WIZ)) 64 if (QUERY_FLAG (tmp, FLAG_WIZ))
108 * 105 *
109 * BOLT CODE 106 * BOLT CODE
110 * 107 *
111 ***************************************************************************/ 108 ***************************************************************************/
112 109
113/* Causes op to fork. op is the original bolt, tmp 110/* Causes op to fork. op is the original bolt, tmp
114 * is the first piece of the fork. 111 * is the first piece of the fork.
115 */ 112 */
116
117void 113void
118forklightning (object *op, object *tmp) 114forklightning (object *op, object *tmp)
119{ 115{
120 int new_dir = 1; /* direction or -1 for left, +1 for right 0 if no new bolt */ 116 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 */ 117 int t_dir; /* stores temporary dir calculation */
140 136
141 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (m, sx, sy))) 137 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (m, sx, sy)))
142 return; 138 return;
143 139
144 /* OK, we made a fork */ 140 /* OK, we made a fork */
145 new_bolt = get_object (); 141 new_bolt = tmp->clone ();
146 copy_object (tmp, new_bolt);
147 142
148 /* reduce chances of subsequent forking */ 143 /* reduce chances of subsequent forking */
149 new_bolt->stats.Dex -= 10; 144 new_bolt->stats.Dex -= 10;
150 tmp->stats.Dex -= 10; /* less forks from main bolt too */ 145 tmp->stats.Dex -= 10; /* less forks from main bolt too */
151 new_bolt->stats.Con += 25 * new_dir; /* adjust the left bias */ 146 new_bolt->stats.Con += 25 * new_dir; /* adjust the left bias */
152 new_bolt->speed_left = -0.1; 147 new_bolt->speed_left = -0.1f;
153 new_bolt->direction = t_dir; 148 new_bolt->direction = t_dir;
154 new_bolt->duration++; 149 new_bolt->duration++;
155 new_bolt->x = sx;
156 new_bolt->y = sy;
157 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */ 150 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */
158 new_bolt->stats.dam++; 151 new_bolt->stats.dam++;
159 tmp->stats.dam /= 2; /* reduce father bolt damage */ 152 tmp->stats.dam /= 2; /* reduce father bolt damage */
160 tmp->stats.dam++; 153 tmp->stats.dam++;
161 new_bolt = insert_ob_in_map (new_bolt, m, op, 0); 154 if ((new_bolt = m->insert (new_bolt, sx, sy, op)))
162 update_turn_face (new_bolt); 155 update_turn_face (new_bolt);
163} 156}
164 157
165/* move_bolt: moves bolt 'op'. Basically, it just advances a space, 158/* move_bolt: moves bolt 'op'. Basically, it just advances a space,
166 * and checks for various things that may stop it. 159 * and checks for various things that may stop it.
167 */ 160 */
168 161
169void 162void
170move_bolt (object *op) 163move_bolt (object *op)
171{ 164{
172 object *tmp;
173 int mflags; 165 int mflags;
174 sint16 x, y; 166 sint16 x, y;
175 maptile *m; 167 maptile *m;
176 168
177 if (--(op->duration) < 0) 169 if (--op->duration < 0)
178 { 170 {
179 remove_ob (op); 171 op->destroy ();
180 free_object (op);
181 return; 172 return;
182 } 173 }
183 174
184 hit_map (op, 0, op->attacktype, 1); 175 hit_map (op, 0, op->attacktype, 1);
185 176
186 if (!op->direction) 177 if (!op->direction)
187 return; 178 return;
188 179
189 if (--op->range < 0) 180 if (--op->range < 0)
190 {
191 op->range = 0; 181 op->range = 0;
192 }
193 else 182 else
194 { 183 {
195 x = op->x + DIRX (op); 184 x = op->x + DIRX (op);
196 y = op->y + DIRY (op); 185 y = op->y + DIRY (op);
197 m = op->map; 186 m = op->map;
205 * on the space. So only call reflwall if we think the data it returns 194 * on the space. So only call reflwall if we think the data it returns
206 * will be useful. 195 * will be useful.
207 */ 196 */
208 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)) || ((mflags & P_IS_ALIVE) && reflwall (m, x, y, op))) 197 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)) || ((mflags & P_IS_ALIVE) && reflwall (m, x, y, op)))
209 { 198 {
210
211 if (!QUERY_FLAG (op, FLAG_REFLECTING)) 199 if (!QUERY_FLAG (op, FLAG_REFLECTING))
212 return; 200 return;
213 201
214 /* Since walls don't run diagonal, if the bolt is in 202 /* Since walls don't run diagonal, if the bolt is in
215 * one of 4 main directions, it just reflects back in the 203 * one of 4 main directions, it just reflects back in the
245 else if (left) 233 else if (left)
246 op->direction = absdir (op->direction + 2); 234 op->direction = absdir (op->direction + 2);
247 else if (right) 235 else if (right)
248 op->direction = absdir (op->direction - 2); 236 op->direction = absdir (op->direction - 2);
249 } 237 }
238
250 update_turn_face (op); /* A bolt *must* be IS_TURNABLE */ 239 update_turn_face (op); /* A bolt *must* be IS_TURNABLE */
251 return; 240 return;
252 } 241 }
253 else 242 else
254 { /* Create a copy of this object and put it ahead */ 243 { /* Create a copy of this object and put it ahead */
255 tmp = get_object (); 244 object *tmp = op->clone ();
256 copy_object (op, tmp); 245
246 m->insert (tmp, x, y, op);
257 tmp->speed_left = -0.1; 247 tmp->speed_left = -0.1f;
258 tmp->x += DIRX (tmp), tmp->y += DIRY (tmp);
259 tmp = insert_ob_in_map (tmp, op->map, op, 0);
260 /* To make up for the decrease at the top of the function */ 248 /* To make up for the decrease at the top of the function */
261 tmp->duration++; 249 tmp->duration++;
262 250
263 /* New forking code. Possibly create forks of this object 251 /* New forking code. Possibly create forks of this object
264 * going off in other directions. 252 * going off in other directions.
265 */ 253 */
266
267 if (rndm (0, 99) < tmp->stats.Dex) 254 if (rndm (0, 99) < tmp->stats.Dex)
268 { /* stats.Dex % of forking */ 255 { /* stats.Dex % of forking */
269 forklightning (op, tmp); 256 forklightning (op, tmp);
270 } 257 }
258
271 /* In this way, the object left behind sticks on the space, but 259 /* In this way, the object left behind sticks on the space, but
272 * doesn't create any bolts that continue to move onward. 260 * doesn't create any bolts that continue to move onward.
273 */ 261 */
274 op->range = 0; 262 op->range = 0;
275 } /* copy object and move it along */ 263 } /* copy object and move it along */
282 * we remove the magic flag - that can be derived from 270 * we remove the magic flag - that can be derived from
283 * spob->attacktype. 271 * spob->attacktype.
284 * This function sets up the appropriate owner and skill 272 * This function sets up the appropriate owner and skill
285 * pointers. 273 * pointers.
286 */ 274 */
287
288int 275int
289fire_bolt (object *op, object *caster, int dir, object *spob, object *skill) 276fire_bolt (object *op, object *caster, int dir, object *spob, object *skill)
290{ 277{
291 object *tmp = NULL; 278 object *tmp = NULL;
292 int mflags; 279 int mflags;
310 297
311 tmp->direction = dir; 298 tmp->direction = dir;
312 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) 299 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
313 SET_ANIMATION (tmp, dir); 300 SET_ANIMATION (tmp, dir);
314 301
315 set_owner (tmp, op); 302 tmp->set_owner (op);
316 set_spell_skill (op, caster, spob, tmp); 303 set_spell_skill (op, caster, spob, tmp);
317 304
318 tmp->x = op->x + DIRX (tmp); 305 tmp->x = op->x + DIRX (tmp);
319 tmp->y = op->y + DIRY (tmp); 306 tmp->y = op->y + DIRY (tmp);
320 tmp->map = op->map; 307 tmp->map = op->map;
321 308
309 maptile *newmap;
322 mflags = get_map_flags (tmp->map, &tmp->map, tmp->x, tmp->y, &tmp->x, &tmp->y); 310 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y);
323 if (mflags & P_OUT_OF_MAP) 311 if (mflags & P_OUT_OF_MAP)
324 { 312 {
325 free_object (tmp); 313 tmp->destroy ();
326 return 0; 314 return 0;
327 } 315 }
316
317 tmp->map = newmap;
318
328 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y))) 319 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y)))
329 { 320 {
330 if (!QUERY_FLAG (tmp, FLAG_REFLECTING)) 321 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
331 { 322 {
332 free_object (tmp); 323 tmp->destroy ();
333 return 0; 324 return 0;
334 } 325 }
326
335 tmp->x = op->x; 327 tmp->x = op->x;
336 tmp->y = op->y; 328 tmp->y = op->y;
337 tmp->direction = absdir (tmp->direction + 4); 329 tmp->direction = absdir (tmp->direction + 4);
338 tmp->map = op->map; 330 tmp->map = op->map;
339 } 331 }
340 if ((tmp = insert_ob_in_map (tmp, tmp->map, op, 0)) != NULL) 332
333 if ((tmp = tmp->insert_at (tmp, op)))
341 move_bolt (tmp); 334 move_bolt (tmp);
335
342 return 1; 336 return 1;
343} 337}
344
345
346 338
347/*************************************************************************** 339/***************************************************************************
348 * 340 *
349 * BULLET/BALL CODE 341 * BULLET/BALL CODE
350 * 342 *
351 ***************************************************************************/ 343 ***************************************************************************/
352 344
353/* expands an explosion. op is a piece of the 345/* expands an explosion. op is a piece of the
354 * explosion - this expans it in the different directions. 346 * explosion - this expands it in the different directions.
355 * At least that is what I think this does. 347 * At least that is what I think this does.
356 */ 348 */
357void 349void
358explosion (object *op) 350explosion (object *op)
359{ 351{
360 object *tmp;
361 maptile *m = op->map; 352 maptile *m = op->map;
362 int i; 353 int i;
363 354
364 if (--(op->duration) < 0) 355 if (--op->duration < 0)
365 {
366 remove_ob (op);
367 free_object (op);
368 return;
369 } 356 {
357 op->destroy ();
358 return;
359 }
360
370 hit_map (op, 0, op->attacktype, 0); 361 hit_map (op, 0, op->attacktype, 0);
371 362
372 if (op->range > 0) 363 if (op->range > 0)
373 { 364 {
374 for (i = 1; i < 9; i++) 365 for (i = 1; i < 9; i++)
375 { 366 {
376 sint16 dx, dy; 367 sint16 dx, dy;
377 368
378 dx = op->x + freearr_x[i]; 369 dx = op->x + freearr_x[i];
379 dy = op->y + freearr_y[i]; 370 dy = op->y + freearr_y[i];
371
380 /* ok_to_put_more already does things like checks for walls, 372 /* ok_to_put_more already does things like checks for walls,
381 * out of map, etc. 373 * out of map, etc.
382 */ 374 */
383 if (ok_to_put_more (op->map, dx, dy, op, op->attacktype)) 375 if (ok_to_put_more (op->map, dx, dy, op, op->attacktype))
384 { 376 {
385 tmp = get_object (); 377 object *tmp = op->clone ();
386 copy_object (op, tmp); 378
387 tmp->state = 0; 379 tmp->state = 0;
388 tmp->speed_left = -0.21; 380 tmp->speed_left = -0.21f;
389 tmp->range--; 381 tmp->range--;
390 tmp->value = 0; 382 tmp->value = 0;
391 tmp->x = dx; 383
392 tmp->y = dy; 384 m->insert (tmp, dx, dy, op);
393 insert_ob_in_map (tmp, m, op, 0);
394 } 385 }
395 } 386 }
396 } 387 }
397} 388}
398
399 389
400/* Causes an object to explode, eg, a firebullet, 390/* Causes an object to explode, eg, a firebullet,
401 * poison cloud ball, etc. op is the object to 391 * poison cloud ball, etc. op is the object to
402 * explode. 392 * explode.
403 */ 393 */
407 object *tmp, *owner; 397 object *tmp, *owner;
408 398
409 if (op->other_arch == NULL) 399 if (op->other_arch == NULL)
410 { 400 {
411 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n"); 401 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n");
412 remove_ob (op); 402 op->destroy ();
413 free_object (op);
414 return; 403 return;
415 } 404 }
416 405
417 if (op->env) 406 if (op->env)
418 { 407 {
419 object *env; 408 object *env = op->outer_env ();
420 409
421 env = object_get_env_recursive (op);
422 if (env->map == NULL || out_of_map (env->map, env->x, env->y)) 410 if (!env->map || out_of_map (env->map, env->x, env->y))
423 { 411 {
424 LOG (llevError, "BUG: explode_bullet(): env out of map\n"); 412 LOG (llevError, "BUG: explode_bullet(): env out of map\n");
425 remove_ob (op); 413 op->destroy ();
426 free_object (op);
427 return; 414 return;
428 } 415 }
429 remove_ob (op); 416
430 op->x = env->x; 417 op->insert_at (env, op, INS_NO_MERGE | INS_NO_WALK_ON);
431 op->y = env->y;
432 insert_ob_in_map (op, env->map, op, INS_NO_MERGE | INS_NO_WALK_ON);
433 } 418 }
434 else if (out_of_map (op->map, op->x, op->y)) 419 else if (out_of_map (op->map, op->x, op->y))
435 { 420 {
436 LOG (llevError, "BUG: explode_bullet(): op out of map\n"); 421 LOG (llevError, "BUG: explode_bullet(): op out of map\n");
437 remove_ob (op); 422 op->destroy ();
438 free_object (op);
439 return; 423 return;
440 } 424 }
441 425
442 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent explosions of any kind on safe maps 426 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent explosions of any kind on safe maps
443 // NOTE: If this breaks something important: remove this. I can't think of anything 427 // NOTE: If this breaks something important: remove this. I can't think of anything
444 // bad at the moment that might happen from this. 428 // bad at the moment that might happen from this.
445 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE) 429 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
446 { 430 {
447 remove_ob (op); 431 op->destroy ();
448 free_object (op);
449 return; 432 return;
450 } 433 }
451 434
452 if (op->attacktype) 435 if (op->attacktype)
453 { 436 {
457 } 440 }
458 441
459 /* other_arch contains what this explodes into */ 442 /* other_arch contains what this explodes into */
460 tmp = arch_to_object (op->other_arch); 443 tmp = arch_to_object (op->other_arch);
461 444
462 copy_owner (tmp, op); 445 tmp->set_owner (op);
463 tmp->skill = op->skill; 446 tmp->skill = op->skill;
464 447
465 owner = get_owner (op); 448 owner = op->owner;
466 449
467 if ((tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) && owner && !tailor_god_spell (tmp, owner)) 450 if ((tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) && owner && !tailor_god_spell (tmp, owner))
468 { 451 {
469 remove_ob (op); 452 op->destroy ();
470 free_object (op);
471 return; 453 return;
472 } 454 }
473
474 tmp->x = op->x;
475 tmp->y = op->y;
476 455
477 /* special for bombs - it actually has sane values for these */ 456 /* special for bombs - it actually has sane values for these */
478 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB) 457 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB)
479 { 458 {
480 tmp->attacktype = op->attacktype; 459 tmp->attacktype = op->attacktype;
484 } 463 }
485 else 464 else
486 { 465 {
487 if (op->attacktype & AT_MAGIC) 466 if (op->attacktype & AT_MAGIC)
488 tmp->attacktype |= AT_MAGIC; 467 tmp->attacktype |= AT_MAGIC;
468
489 /* Spell doc describes what is going on here */ 469 /* Spell doc describes what is going on here */
490 tmp->stats.dam = op->dam_modifier; 470 tmp->stats.dam = op->dam_modifier;
491 tmp->range = op->stats.maxhp; 471 tmp->range = op->stats.maxhp;
492 tmp->duration = op->stats.hp; 472 tmp->duration = op->stats.hp;
493 /* Used for spell tracking - just need a unique val for this spell - 473 /* Used for spell tracking - just need a unique val for this spell -
501 tmp->stats.sp = op->direction; 481 tmp->stats.sp = op->direction;
502 482
503 /* Prevent recursion */ 483 /* Prevent recursion */
504 op->move_on = 0; 484 op->move_on = 0;
505 485
506 insert_ob_in_map (tmp, op->map, op, 0); 486 tmp->insert_at (op, op);
487 tmp->play_sound (tmp->sound);
488
507 /* remove the firebullet */ 489 /* remove the firebullet */
508 if (!op->destroyed ()) 490 op->destroy ();
509 {
510 remove_ob (op);
511 free_object (op);
512 }
513} 491}
514
515
516 492
517/* checks to see what op should do, given the space it is on 493/* checks to see what op should do, given the space it is on
518 * (eg, explode, damage player, etc) 494 * (eg, explode, damage player, etc)
519 */ 495 */
520
521void 496void
522check_bullet (object *op) 497check_bullet (object *op)
523{ 498{
524 object *tmp; 499 object *tmp;
525 int dam, mflags; 500 int dam, mflags;
540 515
541 /* If nothing alive on this space, no reason to do anything further */ 516 /* If nothing alive on this space, no reason to do anything further */
542 if (!(mflags & P_IS_ALIVE)) 517 if (!(mflags & P_IS_ALIVE))
543 return; 518 return;
544 519
545 for (tmp = get_map_ob (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 520 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
546 { 521 {
547 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 522 if (QUERY_FLAG (tmp, FLAG_ALIVE))
548 { 523 {
549 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1); 524 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1);
550 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0) 525 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0)
551 { 526 {
552 if (!QUERY_FLAG (op, FLAG_REMOVED)) 527 if (!QUERY_FLAG (op, FLAG_REMOVED))
553 { 528 {
554 remove_ob (op); 529 op->destroy ();
555 free_object (op);
556 return; 530 return;
557 } 531 }
558 } 532 }
559 } 533 }
560 } 534 }
561} 535}
562
563 536
564/* Basically, we move 'op' one square, and if it hits something, 537/* Basically, we move 'op' one square, and if it hits something,
565 * call check_bullet. 538 * call check_bullet.
566 * This function is only applicable to bullets, but not to all 539 * This function is only applicable to bullets, but not to all
567 * fired arches (eg, bolts). 540 * fired arches (eg, bolts).
568 */ 541 */
569
570void 542void
571move_bullet (object *op) 543move_bullet (object *op)
572{ 544{
573 sint16 new_x, new_y; 545 sint16 new_x, new_y;
574 int mflags; 546 int mflags;
589 561
590 /* Reached the end of its life - remove it */ 562 /* Reached the end of its life - remove it */
591 if (--op->range <= 0) 563 if (--op->range <= 0)
592 { 564 {
593 if (op->other_arch) 565 if (op->other_arch)
594 {
595 explode_bullet (op); 566 explode_bullet (op);
596 }
597 else 567 else
598 { 568 op->destroy ();
599 remove_ob (op); 569
600 free_object (op);
601 }
602 return; 570 return;
603 } 571 }
604 572
605 new_x = op->x + DIRX (op); 573 new_x = op->x + DIRX (op);
606 new_y = op->y + DIRY (op); 574 new_y = op->y + DIRY (op);
607 m = op->map; 575 m = op->map;
608 mflags = get_map_flags (m, &m, new_x, new_y, &new_x, &new_y); 576 mflags = get_map_flags (m, &m, new_x, new_y, &new_x, &new_y);
609 577
610 if (mflags & P_OUT_OF_MAP) 578 if (mflags & P_OUT_OF_MAP)
611 { 579 {
612 remove_ob (op); 580 op->destroy ();
613 free_object (op);
614 return; 581 return;
615 } 582 }
616 583
617 if (!op->direction || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y))) 584 if (!op->direction || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y)))
618 { 585 {
619 if (op->other_arch) 586 if (op->other_arch)
620 {
621 explode_bullet (op); 587 explode_bullet (op);
622 }
623 else 588 else
624 { 589 op->destroy ();
625 remove_ob (op);
626 free_object (op);
627 }
628 return;
629 }
630 590
631 remove_ob (op); 591 return;
632 op->x = new_x; 592 }
633 op->y = new_y; 593
634 if ((op = insert_ob_in_map (op, m, op, 0)) == NULL) 594 if (!(op = m->insert (op, new_x, new_y, op)))
635 return; 595 return;
636 596
637 if (reflwall (op->map, op->x, op->y, op)) 597 if (reflwall (op->map, op->x, op->y, op))
638 { 598 {
639 op->direction = absdir (op->direction + 4); 599 op->direction = absdir (op->direction + 4);
640 update_turn_face (op); 600 update_turn_face (op);
641 } 601 }
642 else 602 else
643 {
644 check_bullet (op); 603 check_bullet (op);
645 }
646} 604}
647
648
649
650 605
651/* fire_bullet 606/* fire_bullet
652 * object op (cast from caster) files a bolt in dir. 607 * object op (cast from caster) files a bolt in dir.
653 * spob is the spell object for the bolt. 608 * spob is the spell object for the bolt.
654 * we remove the magic flag - that can be derived from 609 * we remove the magic flag - that can be derived from
655 * spob->attacktype. 610 * spob->attacktype.
656 * This function sets up the appropriate owner and skill 611 * This function sets up the appropriate owner and skill
657 * pointers. 612 * pointers.
658 */ 613 */
659
660int 614int
661fire_bullet (object *op, object *caster, int dir, object *spob) 615fire_bullet (object *op, object *caster, int dir, object *spob)
662{ 616{
663 object *tmp = NULL; 617 object *tmp = NULL;
664 int mflags; 618 int mflags;
665 619
666 if (!spob->other_arch) 620 if (!spob->other_arch)
667 return 0; 621 return 0;
668 622
669 tmp = arch_to_object (spob->other_arch); 623 tmp = spob->other_arch->instance ();
670 if (tmp == NULL) 624 if (!tmp)
671 return 0; 625 return 0;
672 626
673 /* peterm: level dependency for bolts */ 627 /* peterm: level dependency for bolts */
674 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob); 628 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob);
675 tmp->attacktype = spob->attacktype; 629 tmp->attacktype = spob->attacktype;
676 if (spob->slaying) 630 if (spob->slaying)
677 tmp->slaying = spob->slaying; 631 tmp->slaying = spob->slaying;
678 632
685 639
686 tmp->direction = dir; 640 tmp->direction = dir;
687 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) 641 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
688 SET_ANIMATION (tmp, dir); 642 SET_ANIMATION (tmp, dir);
689 643
690 set_owner (tmp, op); 644 tmp->set_owner (op);
691 set_spell_skill (op, caster, spob, tmp); 645 set_spell_skill (op, caster, spob, tmp);
692 646
693 tmp->x = op->x + freearr_x[dir]; 647 tmp->x = op->x + freearr_x[dir];
694 tmp->y = op->y + freearr_y[dir]; 648 tmp->y = op->y + freearr_y[dir];
695 tmp->map = op->map; 649 tmp->map = op->map;
696 650
651 maptile *newmap;
697 mflags = get_map_flags (tmp->map, &tmp->map, tmp->x, tmp->y, &tmp->x, &tmp->y); 652 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y);
698 if (mflags & P_OUT_OF_MAP) 653 if (mflags & P_OUT_OF_MAP)
699 { 654 {
700 free_object (tmp); 655 tmp->destroy ();
701 return 0; 656 return 0;
702 } 657 }
658
659 tmp->map = newmap;
660
703 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y))) 661 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y)))
704 { 662 {
705 if (!QUERY_FLAG (tmp, FLAG_REFLECTING)) 663 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
706 { 664 {
707 free_object (tmp); 665 tmp->destroy ();
708 return 0; 666 return 0;
709 } 667 }
668
710 tmp->x = op->x; 669 tmp->x = op->x;
711 tmp->y = op->y; 670 tmp->y = op->y;
712 tmp->direction = absdir (tmp->direction + 4); 671 tmp->direction = absdir (tmp->direction + 4);
713 tmp->map = op->map; 672 tmp->map = op->map;
714 } 673 }
715 if ((tmp = insert_ob_in_map (tmp, tmp->map, op, 0)) != NULL) 674
716 { 675 if ((tmp = tmp->insert_at (tmp, op)))
717 check_bullet (tmp); 676 check_bullet (tmp);
718 } 677
719 return 1; 678 return 1;
720} 679}
721
722
723
724 680
725/***************************************************************************** 681/*****************************************************************************
726 * 682 *
727 * CONE RELATED FUNCTIONS 683 * CONE RELATED FUNCTIONS
728 * 684 *
729 *****************************************************************************/ 685 *****************************************************************************/
730 686
731
732/* drops an object based on what is in the cone's "other_arch" */ 687/* drops an object based on what is in the cone's "other_arch" */
733void 688void
734cone_drop (object *op) 689cone_drop (object *op)
735{ 690{
736 object *new_ob = arch_to_object (op->other_arch); 691 object *new_ob = arch_to_object (op->other_arch);
737 692
738 new_ob->x = op->x;
739 new_ob->y = op->y;
740 new_ob->level = op->level; 693 new_ob->level = op->level;
741 set_owner (new_ob, op->owner); 694 new_ob->set_owner (op->owner);
742 695
743 /* preserve skill ownership */ 696 /* preserve skill ownership */
744 if (op->skill && op->skill != new_ob->skill) 697 if (op->skill && op->skill != new_ob->skill)
745 {
746 new_ob->skill = op->skill; 698 new_ob->skill = op->skill;
747 }
748 insert_ob_in_map (new_ob, op->map, op, 0);
749 699
700 new_ob->insert_at (op, op);
750} 701}
751 702
752/* move_cone: causes cone object 'op' to move a space/hit creatures */ 703/* move_cone: causes cone object 'op' to move a space/hit creatures */
753 704
754void 705void
758 709
759 /* if no map then hit_map will crash so just ignore object */ 710 /* if no map then hit_map will crash so just ignore object */
760 if (!op->map) 711 if (!op->map)
761 { 712 {
762 LOG (llevError, "Tried to move_cone object %s without a map.\n", op->name ? &op->name : "unknown"); 713 LOG (llevError, "Tried to move_cone object %s without a map.\n", op->name ? &op->name : "unknown");
763 op->speed = 0; 714 op->set_speed (0);
764 update_ob_speed (op);
765 return; 715 return;
766 } 716 }
767 717
768 /* lava saves it's life, but not yours :) */ 718 /* lava saves it's life, but not yours :) */
769 if (QUERY_FLAG (op, FLAG_LIFESAVE)) 719 if (QUERY_FLAG (op, FLAG_LIFESAVE))
775#if 0 725#if 0
776 /* Disable this - enabling it makes monsters easier, as 726 /* Disable this - enabling it makes monsters easier, as
777 * when their cone dies when they die. 727 * when their cone dies when they die.
778 */ 728 */
779 /* If no owner left, the spell dies out. */ 729 /* If no owner left, the spell dies out. */
780 if (get_owner (op) == NULL) 730 if (op->owner == NULL)
781 { 731 {
782 remove_ob (op); 732 op->destroy ();
783 free_object (op);
784 return; 733 return;
785 } 734 }
786#endif 735#endif
787 736
788 hit_map (op, 0, op->attacktype, 0); 737 hit_map (op, 0, op->attacktype, 0);
797 if (op->destroyed ()) 746 if (op->destroyed ())
798 return; 747 return;
799 748
800 if ((op->duration--) < 0) 749 if ((op->duration--) < 0)
801 { 750 {
802 remove_ob (op); 751 op->destroy ();
803 free_object (op);
804 return; 752 return;
805 } 753 }
806 /* Object has hit maximum range, so don't have it move 754 /* Object has hit maximum range, so don't have it move
807 * any further. When the duration above expires, 755 * any further. When the duration above expires,
808 * then the object will get removed. 756 * then the object will get removed.
817 { 765 {
818 sint16 x = op->x + freearr_x[absdir (op->stats.sp + i)], y = op->y + freearr_y[absdir (op->stats.sp + i)]; 766 sint16 x = op->x + freearr_x[absdir (op->stats.sp + i)], y = op->y + freearr_y[absdir (op->stats.sp + i)];
819 767
820 if (ok_to_put_more (op->map, x, y, op, op->attacktype)) 768 if (ok_to_put_more (op->map, x, y, op, op->attacktype))
821 { 769 {
822 object *tmp = get_object (); 770 object *tmp = op->clone ();
823
824 copy_object (op, tmp);
825 tmp->x = x;
826 tmp->y = y;
827 771
828 tmp->duration = op->duration + 1; 772 tmp->duration = op->duration + 1;
829 773
830 /* Use for spell tracking - see ok_to_put_more() */ 774 /* Use for spell tracking - see ok_to_put_more() */
831 tmp->stats.maxhp = op->stats.maxhp; 775 tmp->stats.maxhp = op->stats.maxhp;
832 insert_ob_in_map (tmp, op->map, op, 0); 776
777 op->map->insert (tmp, x, y, op);
778
833 if (tmp->other_arch) 779 if (tmp->other_arch)
834 cone_drop (tmp); 780 cone_drop (tmp);
835 } 781 }
836 } 782 }
837} 783}
870 816
871 /* Need to know what the movetype of the object we are about 817 /* Need to know what the movetype of the object we are about
872 * to create is, so we can know if the space we are about to 818 * to create is, so we can know if the space we are about to
873 * insert it into is blocked. 819 * insert it into is blocked.
874 */ 820 */
875 movetype = spell->other_arch->clone.move_type; 821 movetype = spell->other_arch->move_type;
876 822
877 for (i = range_min; i <= range_max; i++) 823 for (i = range_min; i <= range_max; i++)
878 { 824 {
879 sint16 x, y, d; 825 sint16 x, y, d;
880 826
913 if ((movetype & GET_MAP_MOVE_BLOCK (m, sx, sy)) == movetype) 859 if ((movetype & GET_MAP_MOVE_BLOCK (m, sx, sy)) == movetype)
914 continue; 860 continue;
915 861
916 success = 1; 862 success = 1;
917 tmp = arch_to_object (spell->other_arch); 863 tmp = arch_to_object (spell->other_arch);
918 set_owner (tmp, op); 864 tmp->set_owner (op);
919 set_spell_skill (op, caster, spell, tmp); 865 set_spell_skill (op, caster, spell, tmp);
920 tmp->level = caster_level (caster, spell); 866 tmp->level = caster_level (caster, spell);
921 tmp->x = sx;
922 tmp->y = sy;
923 tmp->attacktype = spell->attacktype; 867 tmp->attacktype = spell->attacktype;
924 868
925 /* holy word stuff */ 869 /* holy word stuff */
926 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER)) 870 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER))
927 if (!tailor_god_spell (tmp, op)) 871 if (!tailor_god_spell (tmp, op))
961 else 905 else
962 tmp->duration += caster->level / 3; 906 tmp->duration += caster->level / 3;
963 } 907 }
964 908
965 if (!(tmp->move_type & MOVE_FLY_LOW)) 909 if (!(tmp->move_type & MOVE_FLY_LOW))
966 LOG (llevDebug, "cast_cone(): arch %s doesn't have flying 1\n", &spell->other_arch->name); 910 LOG (llevDebug, "cast_cone(): arch %s doesn't have flying 1\n", &spell->other_arch->archname);
967 911
968 if (!tmp->move_on && tmp->stats.dam) 912 if (!tmp->move_on && tmp->stats.dam)
969 {
970 LOG (llevDebug, "cast_cone(): arch %s doesn't have move_on set\n", &spell->other_arch->name); 913 LOG (llevDebug, "cast_cone(): arch %s doesn't have move_on set\n", &spell->other_arch->archname);
971 }
972 914
973 insert_ob_in_map (tmp, m, op, 0); 915 m->insert (tmp, sx, sy, op);
974 916
975 /* This is used for tracking spells so that one effect doesn't hit 917 /* This is used for tracking spells so that one effect doesn't hit
976 * a single space too many times. 918 * a single space too many times.
977 */ 919 */
978 tmp->stats.maxhp = tmp->count; 920 tmp->stats.maxhp = tmp->count;
988 * 930 *
989 * BOMB related code 931 * BOMB related code
990 * 932 *
991 ****************************************************************************/ 933 ****************************************************************************/
992 934
993
994/* This handles an exploding bomb. 935/* This handles an exploding bomb.
995 * op is the original bomb object. 936 * op is the original bomb object.
996 */ 937 */
997void 938void
998animate_bomb (object *op) 939animate_bomb (object *op)
999{ 940{
1000 int i;
1001 object *env, *tmp;
1002 archetype *at;
1003
1004 if (op->state != NUM_ANIMATIONS (op) - 1) 941 if (op->state != NUM_ANIMATIONS (op) - 1)
1005 return; 942 return;
1006 943
1007 env = object_get_env_recursive (op); 944 object *env = op->outer_env ();
1008 945
1009 if (op->env) 946 if (op->env)
1010 { 947 {
1011 if (env->map == NULL) 948 if (env->map == NULL)
1012 return; 949 return;
1013 950
1014 if (env->type == PLAYER) 951 if (!(op = op->insert_at (env, op)))
1015 esrv_del_item (env->contr, op->count);
1016
1017 remove_ob (op);
1018 op->x = env->x;
1019 op->y = env->y;
1020 if ((op = insert_ob_in_map (op, env->map, op, 0)) == NULL)
1021 return; 952 return;
1022 } 953 }
1023 954
1024 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent bomb from exploding 955 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent bomb from exploding
1025 // on a safe map. I don't like this special casing, but it seems to be neccessary 956 // on a safe map. I don't like this special casing, but it seems to be neccessary
1026 // as bombs can be carried. 957 // as bombs can be carried.
1027 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE) 958 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
1028 { 959 {
1029 remove_ob (op); 960 op->destroy ();
1030 free_object (op);
1031 return; 961 return;
1032 } 962 }
1033 963
1034 /* This copies a lot of the code from the fire bullet, 964 /* This copies a lot of the code from the fire bullet,
1035 * but using the cast_bullet isn't really feasible, 965 * but using the cast_bullet isn't really feasible,
1036 * so just set up the appropriate values. 966 * so just set up the appropriate values.
1037 */ 967 */
1038 at = archetype::find (SPLINT); 968 if (archetype *at = archetype::find (SPLINT))
1039 if (at)
1040 { 969 {
1041 for (i = 1; i < 9; i++) 970 for (int i = 1; i < 9; i++)
1042 { 971 {
1043 if (out_of_map (op->map, op->x + freearr_x[i], op->y + freearr_x[i])) 972 if (out_of_map (op->map, op->x + freearr_x[i], op->y + freearr_x[i]))
1044 continue; 973 continue;
974
1045 tmp = arch_to_object (at); 975 object *tmp = arch_to_object (at);
1046 tmp->direction = i; 976 tmp->direction = i;
1047 tmp->range = op->range; 977 tmp->range = op->range;
1048 tmp->stats.dam = op->stats.dam; 978 tmp->stats.dam = op->stats.dam;
1049 tmp->duration = op->duration; 979 tmp->duration = op->duration;
1050 tmp->attacktype = op->attacktype; 980 tmp->attacktype = op->attacktype;
1051 copy_owner (tmp, op); 981 tmp->set_owner (op);
1052 if (op->skill && op->skill != tmp->skill) 982 if (op->skill && op->skill != tmp->skill)
1053 {
1054 tmp->skill = op->skill; 983 tmp->skill = op->skill;
1055 } 984
1056 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) 985 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
1057 SET_ANIMATION (tmp, i); 986 SET_ANIMATION (tmp, i);
1058 tmp->x = op->x + freearr_x[i]; 987
1059 tmp->y = op->y + freearr_x[i]; 988 op->map->insert (tmp, op->x + freearr_x[i], op->y + freearr_x[i], op);
1060 insert_ob_in_map (tmp, op->map, op, 0);
1061 move_bullet (tmp); 989 move_bullet (tmp);
1062 } 990 }
1063 } 991 }
1064 992
1065 explode_bullet (op); 993 explode_bullet (op);
1066} 994}
1067 995
1068int 996int
1069create_bomb (object *op, object *caster, int dir, object *spell) 997create_bomb (object *op, object *caster, int dir, object *spell)
1070{ 998{
1071
1072 object *tmp; 999 object *tmp;
1073 int mflags; 1000 int mflags;
1074 sint16 dx = op->x + freearr_x[dir], dy = op->y + freearr_y[dir]; 1001 sint16 dx = op->x + freearr_x[dir], dy = op->y + freearr_y[dir];
1075 maptile *m; 1002 maptile *m;
1076 1003
1078 if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, dx, dy) & MOVE_WALK)) 1005 if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, dx, dy) & MOVE_WALK))
1079 { 1006 {
1080 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way."); 1007 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way.");
1081 return 0; 1008 return 0;
1082 } 1009 }
1010
1083 tmp = arch_to_object (spell->other_arch); 1011 tmp = arch_to_object (spell->other_arch);
1084 1012
1085 /* level dependencies for bomb */ 1013 /* level dependencies for bomb */
1086 tmp->range = spell->range + SP_level_range_adjust (caster, spell); 1014 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
1087 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1015 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1088 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell); 1016 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
1089 tmp->attacktype = spell->attacktype; 1017 tmp->attacktype = spell->attacktype;
1090 1018
1091 set_owner (tmp, op); 1019 tmp->set_owner (op);
1092 set_spell_skill (op, caster, spell, tmp); 1020 set_spell_skill (op, caster, spell, tmp);
1093 tmp->x = dx; 1021
1094 tmp->y = dy; 1022 m->insert (tmp, dx, dy, op);
1095 insert_ob_in_map (tmp, m, op, 0);
1096 return 1; 1023 return 1;
1097} 1024}
1098 1025
1099/**************************************************************************** 1026/****************************************************************************
1100 * 1027 *
1109 * dir is the direction to look in. 1036 * dir is the direction to look in.
1110 * range is how far out to look. 1037 * range is how far out to look.
1111 * type is the type of spell - either SPELL_MANA or SPELL_GRACE. 1038 * type is the type of spell - either SPELL_MANA or SPELL_GRACE.
1112 * this info is used for blocked magic/unholy spaces. 1039 * this info is used for blocked magic/unholy spaces.
1113 */ 1040 */
1114
1115object * 1041object *
1116get_pointed_target (object *op, int dir, int range, int type) 1042get_pointed_target (object *op, int dir, int range, int type)
1117{ 1043{
1118 object *target; 1044 object *target;
1119 sint16 x, y; 1045 sint16 x, y;
1138 return NULL; 1064 return NULL;
1139 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW) 1065 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW)
1140 return NULL; 1066 return NULL;
1141 1067
1142 if (mflags & P_IS_ALIVE) 1068 if (mflags & P_IS_ALIVE)
1143 {
1144 for (target = get_map_ob (mp, x, y); target; target = target->above) 1069 for (target = GET_MAP_OB (mp, x, y); target; target = target->above)
1145 { 1070 if (QUERY_FLAG (target, FLAG_MONSTER))
1146 if (QUERY_FLAG (target->head ? target->head : target, FLAG_MONSTER))
1147 {
1148 return target; 1071 return target;
1149 }
1150 }
1151 }
1152 } 1072 }
1073
1153 return NULL; 1074 return NULL;
1154} 1075}
1155
1156 1076
1157/* cast_smite_arch() - the priest points to a creature and causes 1077/* cast_smite_arch() - the priest points to a creature and causes
1158 * a 'godly curse' to decend. 1078 * a 'godly curse' to decend.
1159 * usual params - 1079 * usual params -
1160 * op = player 1080 * op = player
1161 * caster = object casting the spell. 1081 * caster = object casting the spell.
1162 * dir = direction being cast 1082 * dir = direction being cast
1163 * spell = spell object 1083 * spell = spell object
1164 */ 1084 */
1165
1166int 1085int
1167cast_smite_spell (object *op, object *caster, int dir, object *spell) 1086cast_smite_spell (object *op, object *caster, int dir, object *spell)
1168{ 1087{
1169 object *effect, *target; 1088 object *effect, *target;
1170 object *god = find_god (determine_god (op)); 1089 object *god = find_god (determine_god (op));
1216 if (effect->attacktype & AT_DEATH) 1135 if (effect->attacktype & AT_DEATH)
1217 { 1136 {
1218 effect->level = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1137 effect->level = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1219 1138
1220 /* casting death spells at undead isn't a good thing */ 1139 /* casting death spells at undead isn't a good thing */
1221 if QUERY_FLAG
1222 (target, FLAG_UNDEAD) 1140 if (QUERY_FLAG (target, FLAG_UNDEAD))
1223 { 1141 {
1224 if (random_roll (0, 2, op, PREFER_LOW)) 1142 if (random_roll (0, 2, op, PREFER_LOW))
1225 { 1143 {
1226 new_draw_info (NDI_UNIQUE, 0, op, "Idiot! Your spell boomerangs!"); 1144 new_draw_info (NDI_UNIQUE, 0, op, "Idiot! Your spell boomerangs!");
1227 effect->x = op->x; 1145 effect->x = op->x;
1229 } 1147 }
1230 else 1148 else
1231 { 1149 {
1232 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s looks stronger!", query_name (target)); 1150 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s looks stronger!", query_name (target));
1233 target->stats.hp = target->stats.maxhp * 2; 1151 target->stats.hp = target->stats.maxhp * 2;
1234 free_object (effect); 1152 effect->destroy ();
1235 return 0; 1153 return 0;
1236 } 1154 }
1237 } 1155 }
1238 } 1156 }
1239 else 1157 else
1240 { 1158 {
1241 /* how much woe to inflict :) */ 1159 /* how much woe to inflict :) */
1242 effect->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1160 effect->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1243 } 1161 }
1244 1162
1245 set_owner (effect, op); 1163 effect->set_owner (op);
1246 set_spell_skill (op, caster, spell, effect); 1164 set_spell_skill (op, caster, spell, effect);
1247 1165
1248 /* ok, tell it where to be, and insert! */ 1166 /* ok, tell it where to be, and insert! */
1249 effect->x = target->x; 1167 effect->insert_at (target, op);
1250 effect->y = target->y;
1251 insert_ob_in_map (effect, target->map, op, 0);
1252 1168
1253 return 1; 1169 return 1;
1254} 1170}
1255
1256 1171
1257/**************************************************************************** 1172/****************************************************************************
1258 * 1173 *
1259 * MAGIC MISSILE code. 1174 * MAGIC MISSILE code.
1260 * note that the fire_bullet is used to fire the missile. The 1175 * note that the fire_bullet is used to fire the missile. The
1270 sint16 new_x, new_y; 1185 sint16 new_x, new_y;
1271 maptile *m; 1186 maptile *m;
1272 1187
1273 if (op->range-- <= 0) 1188 if (op->range-- <= 0)
1274 { 1189 {
1275 remove_ob (op); 1190 op->destroy ();
1276 free_object (op);
1277 return; 1191 return;
1278 } 1192 }
1279 1193
1280 owner = get_owner (op); 1194 owner = op->owner;
1281#if 0 1195#if 0
1282 /* It'd make things nastier if this wasn't here - spells cast by 1196 /* It'd make things nastier if this wasn't here - spells cast by
1283 * monster that are then killed would continue to survive 1197 * monster that are then killed would continue to survive
1284 */ 1198 */
1285 if (owner == NULL) 1199 if (owner == NULL)
1286 { 1200 {
1287 remove_ob (op); 1201 op->destroy ();
1288 free_object (op);
1289 return; 1202 return;
1290 } 1203 }
1291#endif 1204#endif
1292 1205
1293 new_x = op->x + DIRX (op); 1206 new_x = op->x + DIRX (op);
1300 hit_map (op, op->direction, AT_MAGIC, 1); 1213 hit_map (op, op->direction, AT_MAGIC, 1);
1301 /* Basically, missile only hits one thing then goes away. 1214 /* Basically, missile only hits one thing then goes away.
1302 * we need to remove it if someone hasn't already done so. 1215 * we need to remove it if someone hasn't already done so.
1303 */ 1216 */
1304 if (!op->destroyed ()) 1217 if (!op->destroyed ())
1305 free_object (op); 1218 op->destroy ();
1306 1219
1307 return; 1220 return;
1308 } 1221 }
1309 1222
1310 remove_ob (op); 1223 op->remove ();
1311 1224
1312 if (!op->direction || (mflags & P_OUT_OF_MAP)) 1225 if (!op->direction || (mflags & P_OUT_OF_MAP))
1313 { 1226 {
1314 free_object (op); 1227 op->destroy ();
1315 return; 1228 return;
1316 } 1229 }
1317 1230
1318 op->x = new_x; 1231 i = spell_find_dir (m, new_x, new_y, op->owner);
1319 op->y = new_y;
1320 op->map = m;
1321 i = spell_find_dir (op->map, op->x, op->y, get_owner (op));
1322 if (i > 0 && i != op->direction) 1232 if (i > 0 && i != op->direction)
1323 { 1233 {
1324 op->direction = i; 1234 op->direction = i;
1325 SET_ANIMATION (op, op->direction); 1235 SET_ANIMATION (op, op->direction);
1326 } 1236 }
1327 1237
1328 insert_ob_in_map (op, op->map, op, 0); 1238 m->insert (op, new_x, new_y, op);
1329} 1239}
1330 1240
1331/**************************************************************************** 1241/****************************************************************************
1332 * Destruction 1242 * Destruction
1333 ****************************************************************************/ 1243 ****************************************************************************/
1336 * we do this by creating a force and inserting it in the 1246 * we do this by creating a force and inserting it in the
1337 * object. if time is 0, the object glows permanently. To truely 1247 * object. if time is 0, the object glows permanently. To truely
1338 * make this work for non-living objects, we would have to 1248 * make this work for non-living objects, we would have to
1339 * give them the capability to have an inventory. b.t. 1249 * give them the capability to have an inventory. b.t.
1340 */ 1250 */
1341
1342int 1251int
1343make_object_glow (object *op, int radius, int time) 1252make_object_glow (object *op, int radius, int time)
1344{ 1253{
1345 object *tmp;
1346
1347 /* some things are unaffected... */ 1254 /* some things are unaffected... */
1348 if (op->path_denied & PATH_LIGHT) 1255 if (op->path_denied & PATH_LIGHT)
1349 return 0; 1256 return 0;
1350 1257
1351 tmp = get_archetype (FORCE_NAME); 1258 object *tmp = get_archetype (FORCE_NAME);
1352 tmp->speed = 0.01; 1259 tmp->speed = 0.01;
1353 tmp->stats.food = time; 1260 tmp->stats.food = time;
1354 SET_FLAG (tmp, FLAG_IS_USED_UP); 1261 SET_FLAG (tmp, FLAG_IS_USED_UP);
1355 tmp->glow_radius = radius; 1262 tmp->glow_radius = radius;
1356 if (tmp->glow_radius > MAX_LIGHT_RADII) 1263 if (tmp->glow_radius > MAX_LIGHT_RADII)
1357 tmp->glow_radius = MAX_LIGHT_RADII; 1264 tmp->glow_radius = MAX_LIGHT_RADII;
1358 1265
1359 tmp->x = op->x;
1360 tmp->y = op->y;
1361 if (tmp->speed < MIN_ACTIVE_SPEED)
1362 tmp->speed = MIN_ACTIVE_SPEED; /* safety */
1363 tmp = insert_ob_in_ob (tmp, op); 1266 tmp = insert_ob_in_ob (tmp, op);
1267
1364 if (tmp->glow_radius > op->glow_radius) 1268 if (tmp->glow_radius > op->glow_radius)
1365 op->glow_radius = tmp->glow_radius; 1269 op->glow_radius = tmp->glow_radius;
1366 1270
1367 if (!tmp->env || op != tmp->env)
1368 {
1369 LOG (llevError, "make_object_glow() failed to insert glowing force in %s\n", &op->name);
1370 return 0;
1371 }
1372 return 1; 1271 return 1;
1373} 1272}
1374
1375
1376
1377 1273
1378int 1274int
1379cast_destruction (object *op, object *caster, object *spell_ob) 1275cast_destruction (object *op, object *caster, object *spell_ob)
1380{ 1276{
1381 int i, j, range, mflags, friendly = 0, dam, dur; 1277 int i, j, range, mflags, friendly = 0, dam, dur;
1402 else if (caster->skill) 1298 else if (caster->skill)
1403 op->skill = caster->skill; 1299 op->skill = caster->skill;
1404 else 1300 else
1405 op->skill = NULL; 1301 op->skill = NULL;
1406 1302
1407 change_skill (op, find_skill_by_name (op, op->skill), 1); 1303 op->change_skill (find_skill_by_name (op, op->skill));
1408 1304
1409 for (i = -range; i < range; i++) 1305 for (i = -range; i < range; i++)
1410 { 1306 {
1411 for (j = -range; j < range; j++) 1307 for (j = -range; j < range; j++)
1412 { 1308 {
1413 m = op->map; 1309 m = op->map;
1414 sx = op->x + i; 1310 sx = op->x + i;
1415 sy = op->y + j; 1311 sy = op->y + j;
1312
1416 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy); 1313 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
1417 if (mflags & P_OUT_OF_MAP) 1314 if (mflags & P_OUT_OF_MAP)
1418 continue; 1315 continue;
1316
1419 if (mflags & P_IS_ALIVE) 1317 if (mflags & P_IS_ALIVE)
1420 { 1318 {
1421 for (tmp = get_map_ob (m, sx, sy); tmp; tmp = tmp->above) 1319 for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above)
1422 {
1423 if (QUERY_FLAG (tmp, FLAG_ALIVE) || tmp->type == PLAYER) 1320 if (QUERY_FLAG (tmp, FLAG_ALIVE) || tmp->type == PLAYER)
1424 break; 1321 break;
1425 } 1322
1426 if (tmp) 1323 if (tmp)
1427 { 1324 {
1428 if (tmp->head) 1325 if (tmp->head)
1429 tmp = tmp->head; 1326 tmp = tmp->head;
1430 1327
1433 { 1330 {
1434 if (spell_ob->subtype == SP_DESTRUCTION) 1331 if (spell_ob->subtype == SP_DESTRUCTION)
1435 { 1332 {
1436 hit_player (tmp, dam, op, spell_ob->attacktype, 0); 1333 hit_player (tmp, dam, op, spell_ob->attacktype, 0);
1437 if (spell_ob->other_arch) 1334 if (spell_ob->other_arch)
1438 {
1439 tmp = arch_to_object (spell_ob->other_arch); 1335 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op);
1440 tmp->x = sx;
1441 tmp->y = sy;
1442 insert_ob_in_map (tmp, m, op, 0);
1443 }
1444 } 1336 }
1445 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist[ATNR_MAGIC] != 100) 1337 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist[ATNR_MAGIC] != 100)
1446 { 1338 {
1447 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch) 1339 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch)
1448 {
1449 object *effect = arch_to_object (spell_ob->other_arch); 1340 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op);
1450
1451 effect->x = sx;
1452 effect->y = sy;
1453 insert_ob_in_map (effect, m, op, 0);
1454 }
1455 } 1341 }
1456 } 1342 }
1457 } 1343 }
1458 } 1344 }
1459 } 1345 }
1460 } 1346 }
1347
1461 op->skill = skill; 1348 op->skill = skill;
1462 return 1; 1349 return 1;
1463} 1350}
1464 1351
1465/*************************************************************************** 1352/***************************************************************************
1479 { 1366 {
1480 new_draw_info (NDI_UNIQUE, 0, op, "There is no one in that direction to curse."); 1367 new_draw_info (NDI_UNIQUE, 0, op, "There is no one in that direction to curse.");
1481 return 0; 1368 return 0;
1482 } 1369 }
1483 1370
1371 tmp = tmp->head_ ();
1372
1484 /* If we've already got a force of this type, don't add a new one. */ 1373 /* If we've already got a force of this type, don't add a new one. */
1485 for (force = tmp->inv; force != NULL; force = force->below) 1374 for (force = tmp->inv; force; force = force->below)
1486 { 1375 {
1487 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY) 1376 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY)
1488 { 1377 {
1489 if (force->name == spell_ob->name) 1378 if (force->name == spell_ob->name)
1490 { 1379 {
1496 return 0; 1385 return 0;
1497 } 1386 }
1498 } 1387 }
1499 } 1388 }
1500 1389
1501 if (force == NULL) 1390 if (!force)
1502 { 1391 {
1503 force = get_archetype (FORCE_NAME); 1392 force = get_archetype (FORCE_NAME);
1504 force->subtype = FORCE_CHANGE_ABILITY; 1393 force->subtype = FORCE_CHANGE_ABILITY;
1394
1505 if (spell_ob->race) 1395 if (spell_ob->race)
1506 force->name = spell_ob->race; 1396 force->name = spell_ob->race;
1507 else 1397 else
1508 force->name = spell_ob->name; 1398 force->name = spell_ob->name;
1509 1399
1519 { 1409 {
1520 force->duration = duration; 1410 force->duration = duration;
1521 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 1411 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1522 } 1412 }
1523 else 1413 else
1524 {
1525 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1414 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1526 } 1415
1527 return 1; 1416 return 1;
1528 } 1417 }
1418
1529 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50; 1419 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1530 force->speed = 1.0; 1420 force->speed = 1.f;
1531 force->speed_left = -1.0; 1421 force->speed_left = -1.f;
1532 SET_FLAG (force, FLAG_APPLIED); 1422 SET_FLAG (force, FLAG_APPLIED);
1533 1423
1534 if (god) 1424 if (god)
1535 { 1425 {
1536 if (spell_ob->last_grace) 1426 if (spell_ob->last_grace)
1549 force->stats.ac = spell_ob->stats.ac; 1439 force->stats.ac = spell_ob->stats.ac;
1550 force->stats.wc = spell_ob->stats.wc; 1440 force->stats.wc = spell_ob->stats.wc;
1551 1441
1552 change_abil (tmp, force); /* Mostly to display any messages */ 1442 change_abil (tmp, force); /* Mostly to display any messages */
1553 insert_ob_in_ob (force, tmp); 1443 insert_ob_in_ob (force, tmp);
1554 fix_player (tmp); 1444 tmp->update_stats ();
1555 return 1; 1445 return 1;
1556 1446
1557} 1447}
1558
1559 1448
1560/********************************************************************** 1449/**********************************************************************
1561 * mood change 1450 * mood change
1562 * Arguably, this may or may not be an attack spell. But since it 1451 * Arguably, this may or may not be an attack spell. But since it
1563 * effects monsters, it seems best to put it into this file 1452 * effects monsters, it seems best to put it into this file
1593 else if (god && !strcmp (spell->race, "GOD_FRIEND")) 1482 else if (god && !strcmp (spell->race, "GOD_FRIEND"))
1594 race = god->race; 1483 race = god->race;
1595 else 1484 else
1596 race = spell->race; 1485 race = spell->race;
1597 1486
1598
1599 for (x = op->x - range; x <= op->x + range; x++) 1487 for (x = op->x - range; x <= op->x + range; x++)
1600 for (y = op->y - range; y <= op->y + range; y++) 1488 for (y = op->y - range; y <= op->y + range; y++)
1601 { 1489 {
1602
1603 done_one = 0; 1490 done_one = 0;
1604 m = op->map; 1491 m = op->map;
1605 nx = x; 1492 nx = x;
1606 ny = y; 1493 ny = y;
1607 mflags = get_map_flags (m, &m, x, y, &nx, &ny); 1494 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1610 1497
1611 /* If there is nothing living on this space, no need to go further */ 1498 /* If there is nothing living on this space, no need to go further */
1612 if (!(mflags & P_IS_ALIVE)) 1499 if (!(mflags & P_IS_ALIVE))
1613 continue; 1500 continue;
1614 1501
1502 // players can only affect spaces that they can actually see
1503 if (caster && caster->contr
1504 && caster->contr->visibility_at (m, nx, ny) < 70)
1505 continue;
1506
1615 for (tmp = get_map_ob (m, nx, ny); tmp; tmp = tmp->above) 1507 for (tmp = GET_MAP_TOP (m, nx, ny); tmp; tmp = tmp->below)
1616 if (QUERY_FLAG (tmp, FLAG_MONSTER)) 1508 if (QUERY_FLAG (tmp, FLAG_MONSTER))
1617 break; 1509 break;
1618 1510
1619 /* There can be living objects that are not monsters */ 1511 /* There can be living objects that are not monsters */
1620 if (!tmp || tmp->type == PLAYER) 1512 if (!tmp || tmp->type == PLAYER)
1627 head = tmp; 1519 head = tmp;
1628 1520
1629 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */ 1521 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */
1630 if (race && head->race && !strstr (race, head->race)) 1522 if (race && head->race && !strstr (race, head->race))
1631 continue; 1523 continue;
1524
1632 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD)) 1525 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD))
1633 continue; 1526 continue;
1634 1527
1635 /* Now do a bunch of stuff related to saving throws */ 1528 /* Now do a bunch of stuff related to saving throws */
1636 best_at = -1; 1529 best_at = -1;
1653 at -= level / 5; 1546 at -= level / 5;
1654 if (did_make_save (head, head->level, at)) 1547 if (did_make_save (head, head->level, at))
1655 continue; 1548 continue;
1656 } 1549 }
1657 else /* spell->attacktype */ 1550 else /* spell->attacktype */
1658 /*
1659 Spell has no attacktype (charm & such), so we'll have a specific saving:
1660 * if spell level < monster level, no go
1661 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) )
1662
1663 The chance will then be in the range [20-70] percent, not too bad.
1664
1665 This is required to fix the 'charm monster' abuse, where a player level 1 can
1666 charm a level 125 monster...
1667
1668 Ryo, august 14th
1669 */
1670 { 1551 {
1552 /*
1553 Spell has no attacktype (charm & such), so we'll have a specific saving:
1554 * if spell level < monster level, no go
1555 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) )
1556
1557 The chance will then be in the range [20-70] percent, not too bad.
1558
1559 This is required to fix the 'charm monster' abuse, where a player level 1 can
1560 charm a level 125 monster...
1561
1562 Ryo, august 14th
1563 */
1671 if (head->level > level) 1564 if (head->level > level)
1672 continue; 1565 continue;
1566
1673 if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + MIN (50, 2 * (level - head->level)))) 1567 if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + MIN (50, 2 * (level - head->level))))
1674 /* Failed, no effect */ 1568 /* Failed, no effect */
1675 continue; 1569 continue;
1676 } 1570 }
1677 1571
1678 /* Done with saving throw. Now start effecting the monster */ 1572 /* Done with saving throw. Now start affecting the monster */
1679 1573
1680 /* aggravation */ 1574 /* aggravation */
1681 if (QUERY_FLAG (spell, FLAG_MONSTER)) 1575 if (QUERY_FLAG (spell, FLAG_MONSTER))
1682 { 1576 {
1683 CLEAR_FLAG (head, FLAG_SLEEP); 1577 CLEAR_FLAG (head, FLAG_SLEEP);
1684 if (QUERY_FLAG (head, FLAG_FRIENDLY))
1685 remove_friendly_object (head); 1578 remove_friendly_object (head);
1686
1687 done_one = 1; 1579 done_one = 1;
1688 head->enemy = op; 1580 head->enemy = op;
1689 } 1581 }
1690 1582
1691 /* calm monsters */ 1583 /* calm monsters */
1700 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK)) 1592 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK))
1701 { 1593 {
1702 SET_FLAG (head, FLAG_BERSERK); 1594 SET_FLAG (head, FLAG_BERSERK);
1703 done_one = 1; 1595 done_one = 1;
1704 } 1596 }
1597
1705 /* charm */ 1598 /* charm */
1706 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY)) 1599 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY))
1707 { 1600 {
1708 SET_FLAG (head, FLAG_FRIENDLY); 1601 INVOKE_OBJECT (KILL, head, ARG_OBJECT (caster));
1602
1709 /* Prevent uncontolled outbreaks of self replicating monsters. 1603 /* Prevent uncontrolled outbreaks of self replicating monsters.
1710 Typical use case is charm, go somwhere, use aggravation to make hostile. 1604 Typical use case is charm, go somwhere, use aggravation to make hostile.
1711 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */ 1605 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */
1712 CLEAR_FLAG (head, FLAG_GENERATOR); 1606 CLEAR_FLAG (head, FLAG_GENERATOR);
1713 set_owner (head, op); 1607 head->set_owner (op);
1714 set_spell_skill (op, caster, spell, head); 1608 set_spell_skill (op, caster, spell, head);
1715 add_friendly_object (head); 1609 add_friendly_object (head);
1716 head->attack_movement = PETMOVE; 1610 head->attack_movement = PETMOVE;
1717 done_one = 1; 1611 done_one = 1;
1718 change_exp (op, head->stats.exp / 2, head->skill, SK_EXP_ADD_SKILL); 1612 change_exp (op, head->stats.exp / 2, head->skill, SK_EXP_ADD_SKILL);
1719 head->stats.exp = 0; 1613 head->stats.exp = 0;
1720 } 1614 }
1721 1615
1722 /* If a monster was effected, put an effect in */ 1616 /* If a monster was effected, put an effect in */
1723 if (done_one && spell->other_arch) 1617 if (done_one && spell->other_arch)
1724 {
1725 tmp = arch_to_object (spell->other_arch); 1618 m->insert (arch_to_object (spell->other_arch), nx, ny, op);
1726 tmp->x = nx;
1727 tmp->y = ny;
1728 insert_ob_in_map (tmp, m, op, 0);
1729 }
1730 } /* for y */ 1619 } /* for y */
1731 1620
1732 return 1; 1621 return 1;
1733} 1622}
1734 1623
1746 int i, j, dam_save, dir, mflags; 1635 int i, j, dam_save, dir, mflags;
1747 sint16 nx, ny, hx, hy; 1636 sint16 nx, ny, hx, hy;
1748 object *owner; 1637 object *owner;
1749 maptile *m; 1638 maptile *m;
1750 1639
1751 owner = get_owner (op); 1640 owner = op->owner;
1752 1641
1753 /* the following logic makes sure that the ball doesn't move into a wall, 1642 /* the following logic makes sure that the ball doesn't move into a wall,
1754 * and makes sure that it will move along a wall to try and get at it's 1643 * and makes sure that it will move along a wall to try and get at it's
1755 * victim. The block immediately below more or less chooses a random 1644 * victim. The block immediately below more or less chooses a random
1756 * offset to move the ball, eg, keep it mostly on course, with some 1645 * offset to move the ball, eg, keep it mostly on course, with some
1785 nx = op->x; 1674 nx = op->x;
1786 ny = op->y; 1675 ny = op->y;
1787 m = op->map; 1676 m = op->map;
1788 } 1677 }
1789 1678
1790 remove_ob (op); 1679 m->insert (op, nx, ny, op);
1791 op->y = ny;
1792 op->x = nx;
1793 insert_ob_in_map (op, m, op, 0);
1794 1680
1795 dam_save = op->stats.dam; /* save the original dam: we do halfdam on 1681 dam_save = op->stats.dam; /* save the original dam: we do halfdam on
1796 surrounding squares */ 1682 surrounding squares */
1797 1683
1798 /* loop over current square and neighbors to hit. 1684 /* loop over current square and neighbors to hit.
1799 * if this has an other_arch field, we insert that in 1685 * if this has an other_arch field, we insert that in
1800 * the surround spaces. 1686 * the surround spaces.
1801 */ 1687 */
1802 for (j = 0; j < 9; j++) 1688 for (j = 0; j < 9; j++)
1803 { 1689 {
1804 object *new_ob;
1805
1806 hx = nx + freearr_x[j]; 1690 hx = nx + freearr_x[j];
1807 hy = ny + freearr_y[j]; 1691 hy = ny + freearr_y[j];
1808 1692
1809 m = op->map; 1693 m = op->map;
1810 mflags = get_map_flags (m, &m, hx, hy, &hx, &hy); 1694 mflags = get_map_flags (m, &m, hx, hy, &hx, &hy);
1824 1708
1825 } 1709 }
1826 1710
1827 /* insert the other arch */ 1711 /* insert the other arch */
1828 if (op->other_arch && !(OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy)))) 1712 if (op->other_arch && !(OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy))))
1829 { 1713 m->insert (arch_to_object (op->other_arch), hx, hy, op);
1830 new_ob = arch_to_object (op->other_arch);
1831 new_ob->x = hx;
1832 new_ob->y = hy;
1833 insert_ob_in_map (new_ob, m, op, 0);
1834 }
1835 } 1714 }
1836 1715
1837 /* restore to the center location and damage */ 1716 /* restore to the center location and damage */
1838 op->stats.dam = dam_save; 1717 op->stats.dam = dam_save;
1839 1718
1840 i = spell_find_dir (op->map, op->x, op->y, get_owner (op)); 1719 i = spell_find_dir (op->map, op->x, op->y, op->owner);
1841 1720
1842 if (i >= 0) 1721 if (i >= 0)
1843 { /* we have a preferred direction! */ 1722 { /* we have a preferred direction! */
1844 /* pick another direction if the preferred dir is blocked. */ 1723 /* pick another direction if the preferred dir is blocked. */
1845 if (get_map_flags (op->map, &m, nx + freearr_x[i], ny + freearr_y[i], &hx, &hy) & P_OUT_OF_MAP || 1724 if (get_map_flags (op->map, &m, nx + freearr_x[i], ny + freearr_y[i], &hx, &hy) & P_OUT_OF_MAP ||
1846 OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy))) 1725 OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy)))
1847 {
1848 i = absdir (i + rndm (0, 2) - 1); /* -1, 0, +1 */ 1726 i = absdir (i + rndm (0, 2) - 1); /* -1, 0, +1 */
1849 } 1727
1850 op->direction = i; 1728 op->direction = i;
1851 } 1729 }
1852} 1730}
1853 1731
1854
1855/* move_swarm_spell: peterm 1732/* move_swarm_spell: peterm
1856 * This is an implementation of the swarm spell. It was written for 1733 * This is an implementation of the swarm spell. It was written for
1857 * meteor swarm, but it could be used for any swarm. A swarm spell 1734 * meteor swarm, but it could be used for any swarm. A swarm spell
1858 * is a special type of object that casts swarms of other types 1735 * is a special type of object that casts swarms of other types
1859 * of spells. Which spell it casts is flexible. It fires the spells 1736 * of spells. Which spell it casts is flexible. It fires the spells
1860 * from a set of squares surrounding the caster, in a given direction. 1737 * from a set of squares surrounding the caster, in a given direction.
1861 */ 1738 */
1862
1863void 1739void
1864move_swarm_spell (object *op) 1740move_swarm_spell (object *op)
1865{ 1741{
1866#if 0 1742#if 0
1867 static int cardinal_adjust[9] = { -3, -2, -1, 0, 0, 0, 1, 2, 3 }; 1743 static int cardinal_adjust[9] = { -3, -2, -1, 0, 0, 0, 1, 2, 3 };
1868 static int diagonal_adjust[10] = { -3, -2, -2, -1, 0, 0, 1, 2, 2, 3 }; 1744 static int diagonal_adjust[10] = { -3, -2, -2, -1, 0, 0, 1, 2, 2, 3 };
1869 sint16 target_x, target_y, origin_x, origin_y; 1745 sint16 target_x, target_y, origin_x, origin_y;
1870 int adjustdir; 1746 int adjustdir;
1871 maptile *m; 1747 maptile *m;
1872#endif 1748#endif
1873 int basedir;
1874 object *owner; 1749 object *owner = op->env;
1875 1750
1876 owner = get_owner (op); 1751 if (!op->duration || !owner->is_on_map ())
1877 if (op->duration == 0 || owner == NULL)
1878 {
1879 remove_ob (op);
1880 free_object (op);
1881 return;
1882 } 1752 {
1753 op->destroy ();
1754 return;
1755 }
1756
1883 op->duration--; 1757 op->duration--;
1884 1758
1885 basedir = op->direction; 1759 int basedir = op->direction;
1886 if (basedir == 0) 1760 if (!basedir)
1887 {
1888 /* spray in all directions! 8) */ 1761 /* spray in all directions! 8) */
1889 basedir = rndm (1, 8); 1762 basedir = (op->facing += op->state) % 8 + 1;
1890 }
1891 1763
1892#if 0 1764#if 0
1893 // this is bogus: it causes wrong places to be checked below 1765 // this is bogus: it causes wrong places to be checked below
1894 // (a wall 2 cells away will block the effect...) and 1766 // (a wall 2 cells away will block the effect...) and
1895 // doesn't work for SP_BULLET anyhow, so again tests the wrong 1767 // doesn't work for SP_BULLET anyhow, so again tests the wrong
1896 // space. 1768 // space.
1897 // should be fixed later, but correctness before featurs... 1769 // should be fixed later, but correctness before features...
1898 // (schmorp) 1770 // (schmorp)
1899 1771
1900 /* new offset calculation to make swarm element distribution 1772 /* new offset calculation to make swarm element distribution
1901 * more uniform 1773 * more uniform
1902 */ 1774 */
1955 { 1827 {
1956 /* Bullet spells have a bunch more customization that needs to be done */ 1828 /* Bullet spells have a bunch more customization that needs to be done */
1957 if (op->spell->subtype == SP_BULLET) 1829 if (op->spell->subtype == SP_BULLET)
1958 fire_bullet (owner, op, basedir, op->spell); 1830 fire_bullet (owner, op, basedir, op->spell);
1959 else if (op->spell->subtype == SP_MAGIC_MISSILE) 1831 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1960 fire_arch_from_position (owner, op, op->x, op->y, basedir, op->spell); 1832 fire_arch_from_position (owner, op, owner->x, owner->y, basedir, op->spell);
1961 } 1833 }
1962} 1834}
1963
1964
1965
1966 1835
1967/* fire_swarm: 1836/* fire_swarm:
1968 * The following routine creates a swarm of objects. It actually 1837 * The following routine creates a swarm of objects. It actually
1969 * sets up a specific swarm object, which then fires off all 1838 * sets up a specific swarm object, which then fires off all
1970 * the parts of the swarm. 1839 * the parts of the swarm.
1973 * caster: the caster (owner, wand, rod, scroll) 1842 * caster: the caster (owner, wand, rod, scroll)
1974 * dir: the direction everything will be fired in 1843 * dir: the direction everything will be fired in
1975 * spell - the spell that is this spell. 1844 * spell - the spell that is this spell.
1976 * n: the number to be fired. 1845 * n: the number to be fired.
1977 */ 1846 */
1978
1979int 1847int
1980fire_swarm (object *op, object *caster, object *spell, int dir) 1848fire_swarm (object *op, object *caster, object *spell, int dir)
1981{ 1849{
1982 object *tmp;
1983 int i;
1984
1985 if (!spell->other_arch) 1850 if (!spell->other_arch)
1986 return 0; 1851 return 0;
1987 1852
1988 tmp = get_archetype (SWARM_SPELL); 1853 object *tmp = archetype::get (SWARM_SPELL);
1989 tmp->x = op->x;
1990 tmp->y = op->y;
1991 set_owner (tmp, op); /* needed so that if swarm elements kill, caster gets xp. */
1992 set_spell_skill (op, caster, spell, tmp); 1854 set_spell_skill (op, caster, spell, tmp);
1993
1994 tmp->level = caster_level (caster, spell); /*needed later, to get level dep. right. */ 1855 tmp->level = caster_level (caster, spell); /* needed later, to get level dep. right. */
1995 tmp->spell = arch_to_object (spell->other_arch); 1856 tmp->spell = spell->other_arch->instance ();
1996
1997 tmp->attacktype = tmp->spell->attacktype; 1857 tmp->attacktype = tmp->spell->attacktype;
1998 1858
1999 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) 1859 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
2000 {
2001 if (!tailor_god_spell (tmp, op)) 1860 if (!tailor_god_spell (tmp, op))
2002 return 1; 1861 return 1;
2003 } 1862
2004 tmp->duration = SP_level_duration_adjust (caster, spell); 1863 tmp->duration = SP_level_duration_adjust (caster, spell);
2005 for (i = 0; i < spell->duration; i++) 1864 for (int i = 0; i < spell->duration; i++)
2006 tmp->duration += die_roll (1, 3, op, PREFER_HIGH); 1865 tmp->duration += die_roll (1, 3, op, PREFER_HIGH);
2007 1866
2008 tmp->direction = dir; 1867 tmp->direction = dir;
2009 tmp->invisible = 1; 1868 tmp->invisible = 1;
2010 insert_ob_in_map (tmp, op->map, op, 0); 1869 tmp->facing = rndm (1, 8); // initial firing direction
1870 tmp->state = rndm (4) * 2 + 1; // direction increment
1871
1872 op->insert (tmp);
1873
2011 return 1; 1874 return 1;
2012} 1875}
2013
2014 1876
2015/* See the spells documentation file for why this is its own 1877/* See the spells documentation file for why this is its own
2016 * function. 1878 * function.
2017 */ 1879 */
2018int 1880int
2043 return 0; 1905 return 0;
2044 } 1906 }
2045 1907
2046 if (mflags & P_IS_ALIVE && spell->attacktype) 1908 if (mflags & P_IS_ALIVE && spell->attacktype)
2047 { 1909 {
2048 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)
2049 if (QUERY_FLAG (target, FLAG_MONSTER)) 1911 if (QUERY_FLAG (target, FLAG_MONSTER))
2050 { 1912 {
2051 /* oky doky. got a target monster. Lets make a blinding attack */ 1913 /* oky doky. got a target monster. Lets make a blinding attack */
2052 if (target->head) 1914 if (target->head)
2053 target = target->head; 1915 target = target->head;
2075 { 1937 {
2076 tmp->glow_radius = spell->range + SP_level_range_adjust (caster, spell); 1938 tmp->glow_radius = spell->range + SP_level_range_adjust (caster, spell);
2077 if (tmp->glow_radius > MAX_LIGHT_RADII) 1939 if (tmp->glow_radius > MAX_LIGHT_RADII)
2078 tmp->glow_radius = MAX_LIGHT_RADII; 1940 tmp->glow_radius = MAX_LIGHT_RADII;
2079 } 1941 }
2080 tmp->x = x; 1942
2081 tmp->y = y; 1943 m->insert (tmp, x, y, op);
2082 insert_ob_in_map (tmp, m, op, 0);
2083 return 1; 1944 return 1;
2084} 1945}
2085
2086
2087
2088 1946
2089/* cast_cause_disease: this spell looks along <dir> from the 1947/* cast_cause_disease: this spell looks along <dir> from the
2090 * player and infects someone. 1948 * player and infects someone.
2091 * op is the player/monster, caster is the object, dir is the direction 1949 * op is the player/monster, caster is the object, dir is the direction
2092 * to cast, disease_arch is the specific disease, and type is the spell number 1950 * to cast, disease_arch is the specific disease, and type is the spell number
2093 * perhaps this should actually be in disease.c? 1951 * perhaps this should actually be in disease.c?
2094 */ 1952 */
2095
2096int 1953int
2097cast_cause_disease (object *op, object *caster, object *spell, int dir) 1954cast_cause_disease (object *op, object *caster, object *spell, int dir)
2098{ 1955{
2099 sint16 x, y; 1956 sint16 x, y;
2100 int i, mflags, range, dam_mod, dur_mod; 1957 int i, mflags, range, dam_mod, dur_mod;
2107 /* If casting from a scroll, no direction will be available, so refer to the 1964 /* If casting from a scroll, no direction will be available, so refer to the
2108 * direction the player is pointing. 1965 * direction the player is pointing.
2109 */ 1966 */
2110 if (!dir) 1967 if (!dir)
2111 dir = op->facing; 1968 dir = op->facing;
1969
2112 if (!dir) 1970 if (!dir)
2113 return 0; /* won't find anything if casting on ourself, so just return */ 1971 return 0; /* won't find anything if casting on ourself, so just return */
2114 1972
2115 /* Calculate these once here */ 1973 /* Calculate these once here */
2116 range = spell->range + SP_level_range_adjust (caster, spell); 1974 range = spell->range + SP_level_range_adjust (caster, spell);
2135 1993
2136 /* Only bother looking on this space if there is something living here */ 1994 /* Only bother looking on this space if there is something living here */
2137 if (mflags & P_IS_ALIVE) 1995 if (mflags & P_IS_ALIVE)
2138 { 1996 {
2139 /* search this square for a victim */ 1997 /* search this square for a victim */
2140 for (walk = get_map_ob (m, x, y); walk; walk = walk->above) 1998 for (walk = GET_MAP_OB (m, x, y); walk; walk = walk->above)
2141 if (QUERY_FLAG (walk, FLAG_MONSTER) || (walk->type == PLAYER)) 1999 if (QUERY_FLAG (walk, FLAG_MONSTER) || (walk->type == PLAYER))
2142 { /* found a victim */ 2000 { /* found a victim */
2143 object *disease = arch_to_object (spell->other_arch); 2001 object *disease = arch_to_object (spell->other_arch);
2144 2002
2145 set_owner (disease, op); 2003 disease->set_owner (op);
2146 set_spell_skill (op, caster, spell, disease); 2004 set_spell_skill (op, caster, spell, disease);
2147 disease->stats.exp = 0; 2005 disease->stats.exp = 0;
2148 disease->level = caster_level (caster, spell); 2006 disease->level = caster_level (caster, spell);
2149 2007
2150 /* do level adjustments */ 2008 /* do level adjustments */
2151 if (disease->stats.wc) 2009 if (disease->stats.wc)
2152 disease->stats.wc += dur_mod / 2; 2010 disease->stats.wc += dur_mod / 2;
2153 2011
2154 if (disease->magic > 0) 2012 if (disease->magic > 0)
2155 disease->magic += dur_mod / 4; 2013 disease->magic += dur_mod / 8;
2156 2014
2157 if (disease->stats.maxhp > 0) 2015 if (disease->stats.maxhp > 0)
2158 disease->stats.maxhp += dur_mod; 2016 disease->stats.maxhp += dur_mod;
2159 2017
2160 if (disease->stats.maxgrace > 0) 2018 if (disease->stats.maxgrace > 0)
2195 if (disease->stats.sp) 2053 if (disease->stats.sp)
2196 disease->stats.sp -= dam_mod; 2054 disease->stats.sp -= dam_mod;
2197 2055
2198 if (infect_object (walk, disease, 1)) 2056 if (infect_object (walk, disease, 1))
2199 { 2057 {
2200 object *flash; /* visual effect for inflicting disease */
2201
2202 new_draw_info_format (NDI_UNIQUE, 0, op, "You inflict %s on %s!", &disease->name, &walk->name); 2058 new_draw_info_format (NDI_UNIQUE, 0, op, "You inflict %s on %s!", &disease->name, &walk->name);
2203 2059
2204 free_object (disease); /* don't need this one anymore */ 2060 disease->destroy (); /* don't need this one anymore */
2205 flash = get_archetype (ARCH_DETECT_MAGIC); 2061 walk->map->insert (get_archetype ("detect_magic"), x, y, op);
2206 flash->x = x;
2207 flash->y = y;
2208 flash->map = walk->map;
2209 insert_ob_in_map (flash, walk->map, op, 0);
2210 return 1; 2062 return 1;
2211 } 2063 }
2212 free_object (disease); 2064
2065 disease->destroy ();
2213 } 2066 }
2214 } /* if living creature */ 2067 } /* if living creature */
2215 } /* for range of spaces */ 2068 } /* for range of spaces */
2069
2216 new_draw_info (NDI_UNIQUE, 0, op, "No one caught anything!"); 2070 new_draw_info (NDI_UNIQUE, 0, op, "No one caught anything!");
2217 return 1; 2071 return 1;
2218} 2072}

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