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Comparing deliantra/server/server/spell_attack.C (file contents):
Revision 1.12 by root, Thu Sep 14 21:16:13 2006 UTC vs.
Revision 1.87 by root, Mon Oct 12 04:02:17 2009 UTC

1
2/* 1/*
3 * static char *rcsid_spell_attack_c = 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
4 * "$Id: spell_attack.C,v 1.12 2006/09/14 21:16:13 root Exp $"; 3 *
5 */ 4 * Copyright (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
6
7
8/*
9 CrossFire, A Multiplayer game for X-windows
10
11 Copyright (C) 2002-2003 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002-2003,2007 Mark Wedel & Crossfire Development Team
12 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
13 7 *
14 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
15 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
16 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
17 (at your option) any later version. 11 * (at your option) any later version.
18 12 *
19 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,
20 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
21 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
22 GNU General Public License for more details. 16 * GNU General Public License for more details.
23 17 *
24 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
25 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
26 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
27 21 * The authors can be reached via e-mail to <support@deliantra.net>
28 The authors can be reached via e-mail at crossfire-devel@real-time.com
29*/ 22 */
30 23
31/* This file contains all the spell attack code. Grouping this code 24/* This file contains all the spell attack code. Grouping this code
32 * together should hopefully make it easier to find the relevent bits 25 * together should hopefully make it easier to find the relevent bits
33 * of code 26 * of code
34 */ 27 */
35 28
36#include <global.h> 29#include <global.h>
37#include <object.h> 30#include <object.h>
38#include <living.h> 31#include <living.h>
39#ifndef __CEXTRACT__
40# include <sproto.h> 32#include <sproto.h>
41#endif
42#include <spells.h> 33#include <spells.h>
43#include <sounds.h> 34#include <sounds.h>
44 35
45/* 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
46 * 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)
47 * but moved here so it could be applied to bolts too 38 * but moved here so it could be applied to bolts too
48 * op is the spell object. 39 * op is the spell object.
49 */ 40 */
50
51void 41void
52check_spell_knockback (object *op) 42check_spell_knockback (object *op)
53{ 43{
54 object *tmp, *tmp2; /* object on the map */
55 int weight_move; 44 int weight_move;
56 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 */
57 46
58 if (!op->weight) 47 if (!op->weight)
59 { /*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 */
64 { 53 {
65 weight_move = op->weight + (op->weight * op->level) / 3; 54 weight_move = op->weight + (op->weight * op->level) / 3;
66 /*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); */
67 } 56 }
68 57
69 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)
70 { 59 {
71 int num_sections = 1; 60 int num_sections = 1;
72 61
73 /* don't move DM */ 62 /* don't move DM */
74 if (QUERY_FLAG (tmp, FLAG_WIZ)) 63 if (QUERY_FLAG (tmp, FLAG_WIZ))
81 /* don't move floors or immobile objects */ 70 /* don't move floors or immobile objects */
82 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)))
83 continue; 72 continue;
84 73
85 /* count the object's sections */ 74 /* count the object's sections */
86 for (tmp2 = tmp; tmp2 != NULL; tmp2 = tmp2->more) 75 for (object *tmp2 = tmp; tmp2; tmp2 = tmp2->more)
87 num_sections++; 76 num_sections++;
88 77
89 /* 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
90 * 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
91 * 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.
115 * 104 *
116 * BOLT CODE 105 * BOLT CODE
117 * 106 *
118 ***************************************************************************/ 107 ***************************************************************************/
119 108
120/* Causes op to fork. op is the original bolt, tmp 109/* Causes op to fork. op is the original bolt, tmp
121 * is the first piece of the fork. 110 * is the first piece of the fork.
122 */ 111 */
123
124void 112void
125forklightning (object *op, object *tmp) 113forklightning (object *op, object *tmp)
126{ 114{
127 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 */
128 int t_dir; /* stores temporary dir calculation */ 116 int t_dir; /* stores temporary dir calculation */
129 mapstruct *m; 117 maptile *m;
130 sint16 sx, sy; 118 sint16 sx, sy;
131 object *new_bolt; 119 object *new_bolt;
132 120
133 /* pick a fork direction. tmp->stats.Con is the left bias 121 /* pick a fork direction. tmp->stats.Con is the left bias
134 * i.e., the chance in 100 of forking LEFT 122 * i.e., the chance in 100 of forking LEFT
147 135
148 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (m, sx, sy))) 136 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (m, sx, sy)))
149 return; 137 return;
150 138
151 /* OK, we made a fork */ 139 /* OK, we made a fork */
152 new_bolt = get_object (); 140 new_bolt = tmp->clone ();
153 copy_object (tmp, new_bolt);
154 141
155 /* reduce chances of subsequent forking */ 142 /* reduce chances of subsequent forking */
156 new_bolt->stats.Dex -= 10; 143 new_bolt->stats.Dex -= 10;
157 tmp->stats.Dex -= 10; /* less forks from main bolt too */ 144 tmp->stats.Dex -= 10; /* less forks from main bolt too */
158 new_bolt->stats.Con += 25 * new_dir; /* adjust the left bias */ 145 new_bolt->stats.Con += 25 * new_dir; /* adjust the left bias */
159 new_bolt->speed_left = -0.1; 146 new_bolt->speed_left = -0.1f;
160 new_bolt->direction = t_dir; 147 new_bolt->direction = t_dir;
161 new_bolt->duration++; 148 new_bolt->duration++;
162 new_bolt->x = sx;
163 new_bolt->y = sy;
164 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */ 149 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */
165 new_bolt->stats.dam++; 150 new_bolt->stats.dam++;
166 tmp->stats.dam /= 2; /* reduce father bolt damage */ 151 tmp->stats.dam /= 2; /* reduce father bolt damage */
167 tmp->stats.dam++; 152 tmp->stats.dam++;
168 new_bolt = insert_ob_in_map (new_bolt, m, op, 0); 153
154 if ((new_bolt = m->insert (new_bolt, sx, sy, op)))
169 update_turn_face (new_bolt); 155 update_turn_face (new_bolt);
170} 156}
171 157
172/* move_bolt: moves bolt 'op'. Basically, it just advances a space, 158/* move_bolt: moves bolt 'op'. Basically, it just advances a space,
173 * and checks for various things that may stop it. 159 * and checks for various things that may stop it.
174 */ 160 */
175
176void 161void
177move_bolt (object *op) 162move_bolt (object *op)
178{ 163{
179 object *tmp;
180 int mflags; 164 int mflags;
181 sint16 x, y; 165 sint16 x, y;
182 mapstruct *m; 166 maptile *m;
183 167
184 if (--(op->duration) < 0) 168 if (--op->duration < 0)
185 { 169 {
186 remove_ob (op); 170 op->drop_and_destroy ();
187 free_object (op);
188 return; 171 return;
189 } 172 }
190 173
191 hit_map (op, 0, op->attacktype, 1); 174 hit_map (op, 0, op->attacktype, 1);
192 175
193 if (!op->direction) 176 if (!op->direction)
194 return; 177 return;
195 178
196 if (--op->range < 0) 179 if (--op->range < 0)
197 {
198 op->range = 0; 180 op->range = 0;
199 }
200 else 181 else
201 { 182 {
202 x = op->x + DIRX (op); 183 x = op->x + DIRX (op);
203 y = op->y + DIRY (op); 184 y = op->y + DIRY (op);
204 m = op->map; 185 m = op->map;
212 * on the space. So only call reflwall if we think the data it returns 193 * on the space. So only call reflwall if we think the data it returns
213 * will be useful. 194 * will be useful.
214 */ 195 */
215 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)) || ((mflags & P_IS_ALIVE) && reflwall (m, x, y, op))) 196 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)) || ((mflags & P_IS_ALIVE) && reflwall (m, x, y, op)))
216 { 197 {
217
218 if (!QUERY_FLAG (op, FLAG_REFLECTING)) 198 if (!QUERY_FLAG (op, FLAG_REFLECTING))
219 return; 199 return;
220 200
221 /* Since walls don't run diagonal, if the bolt is in 201 /* Since walls don't run diagonal, if the bolt is in
222 * one of 4 main directions, it just reflects back in the 202 * one of 4 main directions, it just reflects back in the
252 else if (left) 232 else if (left)
253 op->direction = absdir (op->direction + 2); 233 op->direction = absdir (op->direction + 2);
254 else if (right) 234 else if (right)
255 op->direction = absdir (op->direction - 2); 235 op->direction = absdir (op->direction - 2);
256 } 236 }
237
257 update_turn_face (op); /* A bolt *must* be IS_TURNABLE */ 238 update_turn_face (op); /* A bolt *must* be IS_TURNABLE */
258 return; 239 return;
259 } 240 }
260 else 241 else
261 { /* Create a copy of this object and put it ahead */ 242 { /* Create a copy of this object and put it ahead */
262 tmp = get_object (); 243 object *tmp = op->clone ();
263 copy_object (op, tmp); 244
245 m->insert (tmp, x, y, op);
264 tmp->speed_left = -0.1; 246 tmp->speed_left = -0.1f;
265 tmp->x += DIRX (tmp), tmp->y += DIRY (tmp);
266 tmp = insert_ob_in_map (tmp, op->map, op, 0);
267 /* 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 */
268 tmp->duration++; 248 tmp->duration++;
269 249
270 /* New forking code. Possibly create forks of this object 250 /* New forking code. Possibly create forks of this object
271 * going off in other directions. 251 * going off in other directions.
272 */ 252 */
273
274 if (rndm (0, 99) < tmp->stats.Dex) 253 if (tmp->stats.Dex && rndm (0, 99) < tmp->stats.Dex)
275 { /* stats.Dex % of forking */ 254 forklightning (op, tmp); /* stats.Dex % of forking */
276 forklightning (op, tmp); 255
277 }
278 /* 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
279 * doesn't create any bolts that continue to move onward. 257 * doesn't create any bolts that continue to move onward.
280 */ 258 */
281 op->range = 0; 259 op->range = 0;
282 } /* copy object and move it along */ 260 } /* copy object and move it along */
289 * we remove the magic flag - that can be derived from 267 * we remove the magic flag - that can be derived from
290 * spob->attacktype. 268 * spob->attacktype.
291 * This function sets up the appropriate owner and skill 269 * This function sets up the appropriate owner and skill
292 * pointers. 270 * pointers.
293 */ 271 */
294
295int 272int
296fire_bolt (object *op, object *caster, int dir, object *spob, object *skill) 273fire_bolt (object *op, object *caster, int dir, object *spob, object *skill)
297{ 274{
298 object *tmp = NULL; 275 object *tmp = NULL;
299 int mflags; 276 int mflags;
306 return 0; 283 return 0;
307 284
308 /* peterm: level dependency for bolts */ 285 /* peterm: level dependency for bolts */
309 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);
310 tmp->attacktype = spob->attacktype; 287 tmp->attacktype = spob->attacktype;
288
311 if (spob->slaying) 289 if (spob->slaying)
312 tmp->slaying = spob->slaying; 290 tmp->slaying = spob->slaying;
291
313 tmp->range = spob->range + SP_level_range_adjust (caster, spob); 292 tmp->range = spob->range + SP_level_range_adjust (caster, spob);
314 tmp->duration = spob->duration + SP_level_duration_adjust (caster, spob); 293 tmp->duration = spob->duration + SP_level_duration_adjust (caster, spob);
315 tmp->stats.Dex = spob->stats.Dex; 294 tmp->stats.Dex = spob->stats.Dex;
316 tmp->stats.Con = spob->stats.Con; 295 tmp->stats.Con = spob->stats.Con;
317 296
318 tmp->direction = dir; 297 tmp->direction = dir;
319 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) 298 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
320 SET_ANIMATION (tmp, dir); 299 SET_ANIMATION (tmp, dir);
321 300
322 set_owner (tmp, op); 301 tmp->set_owner (op);
323 set_spell_skill (op, caster, spob, tmp); 302 set_spell_skill (op, caster, spob, tmp);
324 303
325 tmp->x = op->x + DIRX (tmp); 304 tmp->x = op->x + DIRX (tmp);
326 tmp->y = op->y + DIRY (tmp); 305 tmp->y = op->y + DIRY (tmp);
327 tmp->map = op->map; 306 tmp->map = op->map;
328 307
308 maptile *newmap;
329 mflags = get_map_flags (tmp->map, &tmp->map, tmp->x, tmp->y, &tmp->x, &tmp->y); 309 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y);
330 if (mflags & P_OUT_OF_MAP) 310 if (mflags & P_OUT_OF_MAP)
331 { 311 {
332 free_object (tmp); 312 tmp->drop_and_destroy ();
333 return 0; 313 return 0;
334 } 314 }
315
316 tmp->map = newmap;
317
335 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)))
336 { 319 {
337 if (!QUERY_FLAG (tmp, FLAG_REFLECTING)) 320 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
338 { 321 {
339 free_object (tmp); 322 tmp->drop_and_destroy ();
340 return 0; 323 return 0;
341 } 324 }
325
342 tmp->x = op->x; 326 tmp->x = op->x;
343 tmp->y = op->y; 327 tmp->y = op->y;
344 tmp->direction = absdir (tmp->direction + 4); 328 tmp->direction = absdir (tmp->direction + 4);
345 tmp->map = op->map; 329 tmp->map = op->map;
346 } 330 }
347 if ((tmp = insert_ob_in_map (tmp, tmp->map, op, 0)) != NULL) 331
332 if ((tmp = tmp->insert_at (tmp, op)))
348 move_bolt (tmp); 333 move_bolt (tmp);
334
349 return 1; 335 return 1;
350} 336}
351
352
353 337
354/*************************************************************************** 338/***************************************************************************
355 * 339 *
356 * BULLET/BALL CODE 340 * BULLET/BALL CODE
357 * 341 *
358 ***************************************************************************/ 342 ***************************************************************************/
359 343
360/* expands an explosion. op is a piece of the 344/* expands an explosion. op is a piece of the
361 * explosion - this expans it in the different directions. 345 * explosion - this expands it in the different directions.
362 * At least that is what I think this does. 346 * At least that is what I think this does.
363 */ 347 */
364void 348void
365explosion (object *op) 349explosion (object *op)
366{ 350{
367 object *tmp;
368 mapstruct *m = op->map; 351 maptile *m = op->map;
369 int i; 352 int i;
370 353
371 if (--(op->duration) < 0) 354 if (--op->duration < 0)
372 {
373 remove_ob (op);
374 free_object (op);
375 return;
376 } 355 {
356 op->destroy ();
357 return;
358 }
359
377 hit_map (op, 0, op->attacktype, 0); 360 hit_map (op, 0, op->attacktype, 0);
378 361
379 if (op->range > 0) 362 if (op->range > 0)
380 { 363 {
381 for (i = 1; i < 9; i++) 364 for (i = 1; i < 9; i++)
382 { 365 {
383 sint16 dx, dy; 366 sint16 dx, dy;
384 367
385 dx = op->x + freearr_x[i]; 368 dx = op->x + freearr_x[i];
386 dy = op->y + freearr_y[i]; 369 dy = op->y + freearr_y[i];
370
387 /* ok_to_put_more already does things like checks for walls, 371 /* ok_to_put_more already does things like checks for walls,
388 * out of map, etc. 372 * out of map, etc.
389 */ 373 */
390 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))
391 { 375 {
392 tmp = get_object (); 376 object *tmp = op->clone ();
393 copy_object (op, tmp); 377
394 tmp->state = 0; 378 tmp->state = 0;
395 tmp->speed_left = -0.21; 379 tmp->speed_left = -0.21f;
396 tmp->range--; 380 tmp->range--;
397 tmp->value = 0; 381 tmp->value = 0;
398 tmp->x = dx; 382
399 tmp->y = dy; 383 m->insert (tmp, dx, dy, op);
400 insert_ob_in_map (tmp, m, op, 0);
401 } 384 }
402 } 385 }
403 } 386 }
404} 387}
405
406 388
407/* Causes an object to explode, eg, a firebullet, 389/* Causes an object to explode, eg, a firebullet,
408 * poison cloud ball, etc. op is the object to 390 * poison cloud ball, etc. op is the object to
409 * explode. 391 * explode.
410 */ 392 */
411void 393void
412explode_bullet (object *op) 394explode_bullet (object *op)
413{ 395{
414 tag_t op_tag = op->count;
415 object *tmp, *owner; 396 object *tmp, *owner;
416 397
417 if (op->other_arch == NULL) 398 if (!op->other_arch)
418 { 399 {
419 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n"); 400 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n");
420 remove_ob (op); 401 op->destroy ();
421 free_object (op);
422 return; 402 return;
423 } 403 }
424 404
425 if (op->env) 405 if (op->env)
426 { 406 {
427 object *env; 407 object *env = op->outer_env ();
428 408
429 env = object_get_env_recursive (op);
430 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))
431 { 410 {
432 LOG (llevError, "BUG: explode_bullet(): env out of map\n"); 411 LOG (llevError, "BUG: explode_bullet(): env out of map\n");
433 remove_ob (op); 412 op->destroy ();
434 free_object (op);
435 return; 413 return;
436 } 414 }
437 remove_ob (op); 415
438 op->x = env->x; 416 op->insert_at (env, op, INS_NO_MERGE | INS_NO_WALK_ON);
439 op->y = env->y;
440 insert_ob_in_map (op, env->map, op, INS_NO_MERGE | INS_NO_WALK_ON);
441 } 417 }
442 else if (out_of_map (op->map, op->x, op->y)) 418 else if (out_of_map (op->map, op->x, op->y))
443 { 419 {
444 LOG (llevError, "BUG: explode_bullet(): op out of map\n"); 420 LOG (llevError, "BUG: explode_bullet(): op out of map\n");
445 remove_ob (op); 421 op->destroy ();
446 free_object (op);
447 return; 422 return;
448 } 423 }
449 424
450 // 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
451 // 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
452 // bad at the moment that might happen from this. 427 // bad at the moment that might happen from this.
453 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)
454 { 429 {
455 remove_ob (op); 430 op->destroy ();
456 free_object (op);
457 return; 431 return;
458 } 432 }
459 433
460 if (op->attacktype) 434 if (op->attacktype)
461 { 435 {
462 hit_map (op, 0, op->attacktype, 1); 436 hit_map (op, 0, op->attacktype, 1);
463 if (was_destroyed (op, op_tag)) 437
438 if (op->destroyed ())
464 return; 439 return;
465 } 440 }
466 441
467 /* other_arch contains what this explodes into */ 442 /* other_arch contains what this explodes into */
468 tmp = arch_to_object (op->other_arch); 443 tmp = arch_to_object (op->other_arch);
469 444
470 copy_owner (tmp, op); 445 tmp->set_owner (op);
471 tmp->skill = op->skill; 446 tmp->skill = op->skill;
472 447
473 owner = get_owner (op); 448 owner = op->owner;
474 449
475 if ((tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) && owner && !tailor_god_spell (tmp, owner)) 450 if ((tmp->attacktype & AT_HOLYWORD
476 { 451 || tmp->attacktype & AT_GODPOWER)
477 remove_ob (op); 452 && owner
478 free_object (op); 453 && !tailor_god_spell (tmp, owner))
479 return;
480 } 454 {
481 455 op->destroy ();
482 tmp->x = op->x; 456 return;
483 tmp->y = op->y; 457 }
484 458
485 /* special for bombs - it actually has sane values for these */ 459 /* special for bombs - it actually has sane values for these */
486 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB) 460 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB)
487 { 461 {
488 tmp->attacktype = op->attacktype; 462 tmp->attacktype = op->attacktype;
492 } 466 }
493 else 467 else
494 { 468 {
495 if (op->attacktype & AT_MAGIC) 469 if (op->attacktype & AT_MAGIC)
496 tmp->attacktype |= AT_MAGIC; 470 tmp->attacktype |= AT_MAGIC;
471
497 /* Spell doc describes what is going on here */ 472 /* Spell doc describes what is going on here */
498 tmp->stats.dam = op->dam_modifier; 473 tmp->stats.dam = op->dam_modifier;
499 tmp->range = op->stats.maxhp; 474 tmp->range = op->stats.maxhp;
500 tmp->duration = op->stats.hp; 475 tmp->duration = op->stats.hp;
501 /* Used for spell tracking - just need a unique val for this spell - 476 /* Used for spell tracking - just need a unique val for this spell -
509 tmp->stats.sp = op->direction; 484 tmp->stats.sp = op->direction;
510 485
511 /* Prevent recursion */ 486 /* Prevent recursion */
512 op->move_on = 0; 487 op->move_on = 0;
513 488
514 insert_ob_in_map (tmp, op->map, op, 0); 489 tmp->insert_at (op, op);
490 tmp->play_sound (tmp->sound);
491
515 /* remove the firebullet */ 492 /* remove the firebullet */
516 if (!was_destroyed (op, op_tag)) 493 op->destroy ();
517 {
518 remove_ob (op);
519 free_object (op);
520 }
521} 494}
522
523
524 495
525/* 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
526 * (eg, explode, damage player, etc) 497 * (eg, explode, damage player, etc)
527 */ 498 */
528
529void 499void
530check_bullet (object *op) 500check_bullet (object *op)
531{ 501{
532 tag_t op_tag = op->count, tmp_tag;
533 object *tmp; 502 object *tmp;
534 int dam, mflags; 503 int dam, mflags;
535 mapstruct *m; 504 maptile *m;
536 sint16 sx, sy; 505 sint16 sx, sy;
537 506
538 mflags = get_map_flags (op->map, &m, op->x, op->y, &sx, &sy); 507 mflags = get_map_flags (op->map, &m, op->x, op->y, &sx, &sy);
539 508
540 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy))) 509 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
549 518
550 /* 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 */
551 if (!(mflags & P_IS_ALIVE)) 520 if (!(mflags & P_IS_ALIVE))
552 return; 521 return;
553 522
554 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)
555 { 524 {
556 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 525 if (QUERY_FLAG (tmp, FLAG_ALIVE))
557 { 526 {
558 tmp_tag = tmp->count;
559 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
560 if (was_destroyed (op, op_tag) || !was_destroyed (tmp, tmp_tag) || (op->stats.dam -= dam) < 0) 530 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0)
561 { 531 {
562 if (!QUERY_FLAG (op, FLAG_REMOVED)) 532 if (!QUERY_FLAG (op, FLAG_REMOVED))
563 { 533 {
564 remove_ob (op); 534 op->destroy ();
565 free_object (op);
566 return; 535 return;
567 } 536 }
568 } 537 }
569 } 538 }
570 } 539 }
571} 540}
572
573 541
574/* Basically, we move 'op' one square, and if it hits something, 542/* Basically, we move 'op' one square, and if it hits something,
575 * call check_bullet. 543 * call check_bullet.
576 * This function is only applicable to bullets, but not to all 544 * This function is only applicable to bullets, but not to all
577 * fired arches (eg, bolts). 545 * fired arches (eg, bolts).
578 */ 546 */
579
580void 547void
581move_bullet (object *op) 548move_bullet (object *op)
582{ 549{
583 sint16 new_x, new_y;
584 int mflags;
585 mapstruct *m;
586
587#if 0 550#if 0
588 /* We need a better general purpose way to do this */ 551 /* We need a better general purpose way to do this */
589 552
590 /* peterm: added to make comet leave a trail of burnouts 553 /* peterm: added to make comet leave a trail of burnouts
591 it's an unadulterated hack, but the effect is cool. */ 554 it's an unadulterated hack, but the effect is cool. */
592 if (op->stats.sp == SP_METEOR) 555 if (op->stats.sp == SP_METEOR)
593 { 556 {
594 replace_insert_ob_in_map ("fire_trail", op); 557 replace_insert_ob_in_map ("fire_trail", op);
595 if (was_destroyed (op, op_tag)) 558 if (op->destroyed ())
596 return; 559 return;
597 } /* end addition. */ 560 } /* end addition. */
598#endif 561#endif
599 562
600 /* Reached the end of its life - remove it */ 563 /* Reached the end of its life - remove it */
601 if (--op->range <= 0) 564 if (--op->range <= 0)
602 { 565 {
603 if (op->other_arch) 566 if (op->other_arch)
604 {
605 explode_bullet (op); 567 explode_bullet (op);
606 }
607 else 568 else
608 { 569 op->destroy ();
609 remove_ob (op);
610 free_object (op);
611 }
612 return;
613 }
614 570
615 new_x = op->x + DIRX (op); 571 return;
616 new_y = op->y + DIRY (op);
617 m = op->map;
618 mflags = get_map_flags (m, &m, new_x, new_y, &new_x, &new_y);
619
620 if (mflags & P_OUT_OF_MAP)
621 { 572 }
622 remove_ob (op); 573
623 free_object (op); 574 mapxy pos (op);
624 return; 575 pos.move (op->direction);
576
577 if (!pos.normalise ())
625 } 578 {
579 op->destroy ();
580 return;
581 }
626 582
627 if (!op->direction || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y))) 583 mapspace &ms = pos.ms ();
584
585 ms.update ();
586
587 if (!op->direction || OB_TYPE_MOVE_BLOCK (op, ms.move_block))
628 { 588 {
629 if (op->other_arch) 589 if (op->other_arch)
630 {
631 explode_bullet (op); 590 explode_bullet (op);
632 }
633 else 591 else
634 { 592 op->destroy ();
635 remove_ob (op);
636 free_object (op);
637 }
638 return;
639 }
640 593
641 remove_ob (op); 594 return;
642 op->x = new_x; 595 }
643 op->y = new_y; 596
644 if ((op = insert_ob_in_map (op, m, op, 0)) == NULL) 597 if (!(op = pos.insert (op, op)))
645 return; 598 return;
646 599
647 if (reflwall (op->map, op->x, op->y, op)) 600 if (reflwall (op->map, op->x, op->y, op))
648 { 601 {
649 op->direction = absdir (op->direction + 4); 602 op->direction = absdir (op->direction + 4);
650 update_turn_face (op); 603 update_turn_face (op);
651 } 604 }
652 else 605 else
653 {
654 check_bullet (op); 606 check_bullet (op);
655 }
656} 607}
657
658
659
660 608
661/* fire_bullet 609/* fire_bullet
662 * object op (cast from caster) files a bolt in dir. 610 * object op (cast from caster) files a bolt in dir.
663 * spob is the spell object for the bolt. 611 * spob is the spell object for the bolt.
664 * we remove the magic flag - that can be derived from 612 * we remove the magic flag - that can be derived from
665 * spob->attacktype. 613 * spob->attacktype.
666 * This function sets up the appropriate owner and skill 614 * This function sets up the appropriate owner and skill
667 * pointers. 615 * pointers.
668 */ 616 */
669
670int 617int
671fire_bullet (object *op, object *caster, int dir, object *spob) 618fire_bullet (object *op, object *caster, int dir, object *spob)
672{ 619{
673 object *tmp = NULL; 620 object *tmp = NULL;
674 int mflags; 621 int mflags;
675 622
676 if (!spob->other_arch) 623 if (!spob->other_arch)
677 return 0; 624 return 0;
678 625
679 tmp = arch_to_object (spob->other_arch); 626 tmp = spob->other_arch->instance ();
680 if (tmp == NULL) 627 if (!tmp)
681 return 0; 628 return 0;
682 629
683 /* peterm: level dependency for bolts */ 630 /* peterm: level dependency for bolts */
684 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob); 631 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob);
685 tmp->attacktype = spob->attacktype; 632 tmp->attacktype = spob->attacktype;
686 if (spob->slaying) 633 if (spob->slaying)
687 tmp->slaying = spob->slaying; 634 tmp->slaying = spob->slaying;
688 635
695 642
696 tmp->direction = dir; 643 tmp->direction = dir;
697 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) 644 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
698 SET_ANIMATION (tmp, dir); 645 SET_ANIMATION (tmp, dir);
699 646
700 set_owner (tmp, op); 647 tmp->set_owner (op);
701 set_spell_skill (op, caster, spob, tmp); 648 set_spell_skill (op, caster, spob, tmp);
702 649
703 tmp->x = op->x + freearr_x[dir]; 650 tmp->x = op->x + freearr_x[dir];
704 tmp->y = op->y + freearr_y[dir]; 651 tmp->y = op->y + freearr_y[dir];
705 tmp->map = op->map; 652 tmp->map = op->map;
706 653
654 maptile *newmap;
707 mflags = get_map_flags (tmp->map, &tmp->map, tmp->x, tmp->y, &tmp->x, &tmp->y); 655 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y);
708 if (mflags & P_OUT_OF_MAP) 656 if (mflags & P_OUT_OF_MAP)
709 { 657 {
710 free_object (tmp); 658 tmp->destroy ();
711 return 0; 659 return 0;
712 } 660 }
661
662 tmp->map = newmap;
663
713 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y))) 664 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y)))
714 { 665 {
715 if (!QUERY_FLAG (tmp, FLAG_REFLECTING)) 666 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
716 { 667 {
717 free_object (tmp); 668 tmp->destroy ();
718 return 0; 669 return 0;
719 } 670 }
671
720 tmp->x = op->x; 672 tmp->x = op->x;
721 tmp->y = op->y; 673 tmp->y = op->y;
722 tmp->direction = absdir (tmp->direction + 4); 674 tmp->direction = absdir (tmp->direction + 4);
723 tmp->map = op->map; 675 tmp->map = op->map;
724 } 676 }
725 if ((tmp = insert_ob_in_map (tmp, tmp->map, op, 0)) != NULL) 677
726 { 678 if ((tmp = tmp->insert_at (tmp, op)))
727 check_bullet (tmp); 679 check_bullet (tmp);
728 } 680
729 return 1; 681 return 1;
730} 682}
731
732
733
734 683
735/***************************************************************************** 684/*****************************************************************************
736 * 685 *
737 * CONE RELATED FUNCTIONS 686 * CONE RELATED FUNCTIONS
738 * 687 *
739 *****************************************************************************/ 688 *****************************************************************************/
740 689
741
742/* drops an object based on what is in the cone's "other_arch" */ 690/* drops an object based on what is in the cone's "other_arch" */
743void 691void
744cone_drop (object *op) 692cone_drop (object *op)
745{ 693{
746 object *new_ob = arch_to_object (op->other_arch); 694 object *new_ob = arch_to_object (op->other_arch);
747 695
748 new_ob->x = op->x;
749 new_ob->y = op->y;
750 new_ob->level = op->level; 696 new_ob->level = op->level;
751 set_owner (new_ob, op->owner); 697 new_ob->set_owner (op->owner);
752 698
753 /* preserve skill ownership */ 699 /* preserve skill ownership */
754 if (op->skill && op->skill != new_ob->skill) 700 if (op->skill && op->skill != new_ob->skill)
755 {
756 new_ob->skill = op->skill; 701 new_ob->skill = op->skill;
757 }
758 insert_ob_in_map (new_ob, op->map, op, 0);
759 702
703 new_ob->insert_at (op, op);
760} 704}
761 705
762/* move_cone: causes cone object 'op' to move a space/hit creatures */ 706/* move_cone: causes cone object 'op' to move a space/hit creatures */
763 707
764void 708void
765move_cone (object *op) 709move_cone (object *op)
766{ 710{
767 int i;
768 tag_t tag;
769
770 /* if no map then hit_map will crash so just ignore object */ 711 /* if no map then hit_map will crash so just ignore object */
771 if (!op->map) 712 if (!op->map)
772 { 713 {
773 LOG (llevError, "Tried to move_cone object %s without a map.\n", op->name ? &op->name : "unknown"); 714 LOG (llevError, "Tried to move_cone object %s without a map.\n", op->name ? &op->name : "unknown");
774 op->speed = 0; 715 op->set_speed (0);
775 update_ob_speed (op);
776 return; 716 return;
777 } 717 }
778 718
779 /* lava saves it's life, but not yours :) */ 719 /* lava saves it's life, but not yours :) */
780 if (QUERY_FLAG (op, FLAG_LIFESAVE)) 720 if (QUERY_FLAG (op, FLAG_LIFESAVE))
786#if 0 726#if 0
787 /* Disable this - enabling it makes monsters easier, as 727 /* Disable this - enabling it makes monsters easier, as
788 * when their cone dies when they die. 728 * when their cone dies when they die.
789 */ 729 */
790 /* If no owner left, the spell dies out. */ 730 /* If no owner left, the spell dies out. */
791 if (get_owner (op) == NULL) 731 if (op->owner == NULL)
792 { 732 {
793 remove_ob (op); 733 op->destroy ();
794 free_object (op);
795 return; 734 return;
796 } 735 }
797#endif 736#endif
798 737
799 tag = op->count;
800 hit_map (op, 0, op->attacktype, 0); 738 hit_map (op, 0, op->attacktype, 0);
739
740 if (!op->is_on_map ())
741 return;
801 742
802 /* Check to see if we should push anything. 743 /* Check to see if we should push anything.
803 * Spell objects with weight push whatever they encounter to some 744 * Spell objects with weight push whatever they encounter to some
804 * degree. 745 * degree.
805 */ 746 */
806 if (op->weight) 747 if (op->weight)
748 {
807 check_spell_knockback (op); 749 check_spell_knockback (op);
808 750
809 if (was_destroyed (op, tag)) 751 if (!op->is_on_map ())
810 return; 752 return;
753 }
811 754
812 if ((op->duration--) < 0) 755 if (op->duration-- < 0)
813 { 756 {
814 remove_ob (op); 757 op->destroy ();
815 free_object (op);
816 return; 758 return;
817 } 759 }
818 /* Object has hit maximum range, so don't have it move 760 /* Object has hit maximum range, so don't have it move
819 * any further. When the duration above expires, 761 * any further. When the duration above expires,
820 * then the object will get removed. 762 * then the object will get removed.
823 { 765 {
824 op->range = 0; /* just so it doesn't wrap */ 766 op->range = 0; /* just so it doesn't wrap */
825 return; 767 return;
826 } 768 }
827 769
828 for (i = -1; i < 2; i++) 770 for (int i = -1; i <= 1; i++)
829 { 771 {
830 sint16 x = op->x + freearr_x[absdir (op->stats.sp + i)], y = op->y + freearr_y[absdir (op->stats.sp + i)]; 772 sint16 x = op->x + freearr_x[absdir (op->stats.sp + i)], y = op->y + freearr_y[absdir (op->stats.sp + i)];
831 773
832 if (ok_to_put_more (op->map, x, y, op, op->attacktype)) 774 if (ok_to_put_more (op->map, x, y, op, op->attacktype))
833 { 775 {
834 object *tmp = get_object (); 776 object *tmp = op->clone ();
835
836 copy_object (op, tmp);
837 tmp->x = x;
838 tmp->y = y;
839 777
840 tmp->duration = op->duration + 1; 778 tmp->duration = op->duration + 1;
841 779
842 /* Use for spell tracking - see ok_to_put_more() */ 780 /* Use for spell tracking - see ok_to_put_more() */
843 tmp->stats.maxhp = op->stats.maxhp; 781 tmp->stats.maxhp = op->stats.maxhp;
844 insert_ob_in_map (tmp, op->map, op, 0); 782
783 op->map->insert (tmp, x, y, op);
784
845 if (tmp->other_arch) 785 if (tmp->other_arch)
846 cone_drop (tmp); 786 cone_drop (tmp);
847 } 787 }
848 } 788 }
849} 789}
859int 799int
860cast_cone (object *op, object *caster, int dir, object *spell) 800cast_cone (object *op, object *caster, int dir, object *spell)
861{ 801{
862 object *tmp; 802 object *tmp;
863 int i, success = 0, range_min = -1, range_max = 1; 803 int i, success = 0, range_min = -1, range_max = 1;
864 mapstruct *m; 804 maptile *m;
865 sint16 sx, sy; 805 sint16 sx, sy;
866 MoveType movetype; 806 MoveType movetype;
867 807
868 if (!spell->other_arch) 808 if (!spell->other_arch)
869 return 0; 809 return 0;
882 822
883 /* Need to know what the movetype of the object we are about 823 /* Need to know what the movetype of the object we are about
884 * to create is, so we can know if the space we are about to 824 * to create is, so we can know if the space we are about to
885 * insert it into is blocked. 825 * insert it into is blocked.
886 */ 826 */
887 movetype = spell->other_arch->clone.move_type; 827 movetype = spell->other_arch->move_type;
888 828
889 for (i = range_min; i <= range_max; i++) 829 for (i = range_min; i <= range_max; i++)
890 { 830 {
891 sint16 x, y, d; 831 sint16 x, y;
892 832
893 /* We can't use absdir here, because it never returns 833 /* We can't use absdir here, because it never returns
894 * 0. If this is a rune, we want to hit the person on top 834 * 0. If this is a rune, we want to hit the person on top
895 * of the trap (d==0). If it is not a rune, then we don't want 835 * of the trap (d==0). If it is not a rune, then we don't want
896 * to hit that person. 836 * to hit that person.
897 */ 837 */
898 d = dir + i; 838 int d = dir ? absdir (dir + i) : i;
899 while (d < 0)
900 d += 8;
901 while (d > 8)
902 d -= 8;
903 839
904 /* If it's not a rune, we don't want to blast the caster. 840 /* If it's not a rune, we don't want to blast the caster.
905 * In that case, we have to see - if dir is specified, 841 * In that case, we have to see - if dir is specified,
906 * turn this into direction 8. If dir is not specified (all 842 * turn this into direction 8. If dir is not specified (all
907 * direction) skip - otherwise, one line would do more damage 843 * direction) skip - otherwise, one line would do more damage
925 if ((movetype & GET_MAP_MOVE_BLOCK (m, sx, sy)) == movetype) 861 if ((movetype & GET_MAP_MOVE_BLOCK (m, sx, sy)) == movetype)
926 continue; 862 continue;
927 863
928 success = 1; 864 success = 1;
929 tmp = arch_to_object (spell->other_arch); 865 tmp = arch_to_object (spell->other_arch);
930 set_owner (tmp, op); 866 tmp->set_owner (op);
931 set_spell_skill (op, caster, spell, tmp); 867 set_spell_skill (op, caster, spell, tmp);
932 tmp->level = caster_level (caster, spell); 868 tmp->level = casting_level (caster, spell);
933 tmp->x = sx;
934 tmp->y = sy;
935 tmp->attacktype = spell->attacktype; 869 tmp->attacktype = spell->attacktype;
936 870
937 /* holy word stuff */ 871 /* holy word stuff */
938 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER)) 872 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER))
939 if (!tailor_god_spell (tmp, op)) 873 if (!tailor_god_spell (tmp, op))
973 else 907 else
974 tmp->duration += caster->level / 3; 908 tmp->duration += caster->level / 3;
975 } 909 }
976 910
977 if (!(tmp->move_type & MOVE_FLY_LOW)) 911 if (!(tmp->move_type & MOVE_FLY_LOW))
978 LOG (llevDebug, "cast_cone(): arch %s doesn't have flying 1\n", &spell->other_arch->name); 912 LOG (llevDebug, "cast_cone(): arch %s doesn't have flying 1\n", &spell->other_arch->archname);
979 913
980 if (!tmp->move_on && tmp->stats.dam) 914 if (!tmp->move_on && tmp->stats.dam)
981 {
982 LOG (llevDebug, "cast_cone(): arch %s doesn't have move_on set\n", &spell->other_arch->name); 915 LOG (llevDebug, "cast_cone(): arch %s doesn't have move_on set\n", &spell->other_arch->archname);
983 }
984 916
985 insert_ob_in_map (tmp, m, op, 0); 917 m->insert (tmp, sx, sy, op);
986 918
987 /* This is used for tracking spells so that one effect doesn't hit 919 /* This is used for tracking spells so that one effect doesn't hit
988 * a single space too many times. 920 * a single space too many times.
989 */ 921 */
990 tmp->stats.maxhp = tmp->count; 922 tmp->stats.maxhp = tmp->count;
1000 * 932 *
1001 * BOMB related code 933 * BOMB related code
1002 * 934 *
1003 ****************************************************************************/ 935 ****************************************************************************/
1004 936
1005
1006/* This handles an exploding bomb. 937/* This handles an exploding bomb.
1007 * op is the original bomb object. 938 * op is the original bomb object.
1008 */ 939 */
1009void 940void
1010animate_bomb (object *op) 941animate_bomb (object *op)
1011{ 942{
1012 int i;
1013 object *env, *tmp;
1014 archetype *at;
1015
1016 if (op->state != NUM_ANIMATIONS (op) - 1) 943 if (op->state != NUM_ANIMATIONS (op) - 1)
1017 return; 944 return;
1018 945
1019 env = object_get_env_recursive (op); 946 object *env = op->outer_env ();
1020 947
1021 if (op->env) 948 if (op->env)
1022 { 949 {
1023 if (env->map == NULL) 950 if (!env->map)
1024 return; 951 return;
1025 952
1026 if (env->type == PLAYER) 953 if (!(op = op->insert_at (env, op)))
1027 esrv_del_item (env->contr, op->count);
1028
1029 remove_ob (op);
1030 op->x = env->x;
1031 op->y = env->y;
1032 if ((op = insert_ob_in_map (op, env->map, op, 0)) == NULL)
1033 return; 954 return;
1034 } 955 }
1035 956
1036 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent bomb from exploding 957 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent bomb from exploding
1037 // on a safe map. I don't like this special casing, but it seems to be neccessary 958 // on a safe map. I don't like this special casing, but it seems to be neccessary
1038 // as bombs can be carried. 959 // as bombs can be carried.
1039 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE) 960 if (op->ms ().flags () & P_SAFE)
1040 { 961 {
1041 remove_ob (op); 962 op->destroy ();
1042 free_object (op);
1043 return; 963 return;
1044 } 964 }
1045 965
1046 /* This copies a lot of the code from the fire bullet, 966 /* This copies a lot of the code from the fire bullet,
1047 * but using the cast_bullet isn't really feasible, 967 * but using the cast_bullet isn't really feasible,
1048 * so just set up the appropriate values. 968 * so just set up the appropriate values.
1049 */ 969 */
1050 at = archetype::find (SPLINT); 970 if (archetype *at = archetype::find (SPLINT))
1051 if (at)
1052 { 971 {
1053 for (i = 1; i < 9; i++) 972 for (int i = 1; i < 9; i++)
1054 { 973 {
1055 if (out_of_map (op->map, op->x + freearr_x[i], op->y + freearr_x[i])) 974 if (out_of_map (op->map, op->x + freearr_x[i], op->y + freearr_x[i]))
1056 continue; 975 continue;
976
1057 tmp = arch_to_object (at); 977 object *tmp = arch_to_object (at);
1058 tmp->direction = i; 978 tmp->direction = i;
1059 tmp->range = op->range; 979 tmp->range = op->range;
1060 tmp->stats.dam = op->stats.dam; 980 tmp->stats.dam = op->stats.dam;
1061 tmp->duration = op->duration; 981 tmp->duration = op->duration;
1062 tmp->attacktype = op->attacktype; 982 tmp->attacktype = op->attacktype;
1063 copy_owner (tmp, op); 983 tmp->set_owner (op);
1064 if (op->skill && op->skill != tmp->skill) 984 if (op->skill && op->skill != tmp->skill)
1065 {
1066 tmp->skill = op->skill; 985 tmp->skill = op->skill;
1067 } 986
1068 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) 987 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
1069 SET_ANIMATION (tmp, i); 988 SET_ANIMATION (tmp, i);
1070 tmp->x = op->x + freearr_x[i]; 989
1071 tmp->y = op->y + freearr_x[i]; 990 op->map->insert (tmp, op->x + freearr_x[i], op->y + freearr_x[i], op);
1072 insert_ob_in_map (tmp, op->map, op, 0);
1073 move_bullet (tmp); 991 move_bullet (tmp);
1074 } 992 }
1075 } 993 }
1076 994
1077 explode_bullet (op); 995 explode_bullet (op);
1078} 996}
1079 997
1080int 998int
1081create_bomb (object *op, object *caster, int dir, object *spell) 999create_bomb (object *op, object *caster, int dir, object *spell)
1082{ 1000{
1083
1084 object *tmp; 1001 object *tmp;
1085 int mflags; 1002 int mflags;
1086 sint16 dx = op->x + freearr_x[dir], dy = op->y + freearr_y[dir]; 1003 sint16 dx = op->x + freearr_x[dir], dy = op->y + freearr_y[dir];
1087 mapstruct *m; 1004 maptile *m;
1088 1005
1089 mflags = get_map_flags (op->map, &m, dx, dy, &dx, &dy); 1006 mflags = get_map_flags (op->map, &m, dx, dy, &dx, &dy);
1007
1008 // when creating a bomb below ourself it should always work, even
1009 // when movement is blocked (somehow we got here, somehow we are here,
1010 // so we should also be able to make a bomb here). (originally added
1011 // to fix create bomb traps in doors, which cast with dir=0).
1012 if (dir)
1013 {
1090 if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, dx, dy) & MOVE_WALK)) 1014 if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, dx, dy) & MOVE_WALK))
1091 { 1015 {
1092 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way."); 1016 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way.");
1093 return 0; 1017 return 0;
1018 }
1094 } 1019 }
1020
1095 tmp = arch_to_object (spell->other_arch); 1021 tmp = arch_to_object (spell->other_arch);
1096 1022
1097 /* level dependencies for bomb */ 1023 /* level dependencies for bomb */
1098 tmp->range = spell->range + SP_level_range_adjust (caster, spell); 1024 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
1099 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1025 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1100 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell); 1026 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
1101 tmp->attacktype = spell->attacktype; 1027 tmp->attacktype = spell->attacktype;
1102 1028
1103 set_owner (tmp, op); 1029 tmp->set_owner (op);
1104 set_spell_skill (op, caster, spell, tmp); 1030 set_spell_skill (op, caster, spell, tmp);
1105 tmp->x = dx; 1031
1106 tmp->y = dy; 1032 m->insert (tmp, dx, dy, op);
1107 insert_ob_in_map (tmp, m, op, 0);
1108 return 1; 1033 return 1;
1109} 1034}
1110 1035
1111/**************************************************************************** 1036/****************************************************************************
1112 * 1037 *
1121 * dir is the direction to look in. 1046 * dir is the direction to look in.
1122 * range is how far out to look. 1047 * range is how far out to look.
1123 * type is the type of spell - either SPELL_MANA or SPELL_GRACE. 1048 * type is the type of spell - either SPELL_MANA or SPELL_GRACE.
1124 * this info is used for blocked magic/unholy spaces. 1049 * this info is used for blocked magic/unholy spaces.
1125 */ 1050 */
1126
1127object * 1051object *
1128get_pointed_target (object *op, int dir, int range, int type) 1052get_pointed_target (object *op, int dir, int range, int type)
1129{ 1053{
1130 object *target; 1054 object *target;
1131 sint16 x, y; 1055 sint16 x, y;
1132 int dist, mflags; 1056 int dist, mflags;
1133 mapstruct *mp; 1057 maptile *mp;
1134 1058
1135 if (dir == 0) 1059 if (dir == 0)
1136 return NULL; 1060 return NULL;
1137 1061
1138 for (dist = 1; dist < range; dist++) 1062 for (dist = 1; dist < range; dist++)
1150 return NULL; 1074 return NULL;
1151 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW) 1075 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW)
1152 return NULL; 1076 return NULL;
1153 1077
1154 if (mflags & P_IS_ALIVE) 1078 if (mflags & P_IS_ALIVE)
1155 {
1156 for (target = get_map_ob (mp, x, y); target; target = target->above) 1079 for (target = GET_MAP_OB (mp, x, y); target; target = target->above)
1157 { 1080 if (QUERY_FLAG (target, FLAG_MONSTER))
1158 if (QUERY_FLAG (target->head ? target->head : target, FLAG_MONSTER))
1159 {
1160 return target; 1081 return target;
1161 }
1162 }
1163 }
1164 } 1082 }
1083
1165 return NULL; 1084 return NULL;
1166} 1085}
1167
1168 1086
1169/* cast_smite_arch() - the priest points to a creature and causes 1087/* cast_smite_arch() - the priest points to a creature and causes
1170 * a 'godly curse' to decend. 1088 * a 'godly curse' to decend.
1171 * usual params - 1089 * usual params -
1172 * op = player 1090 * op = player
1173 * caster = object casting the spell. 1091 * caster = object casting the spell.
1174 * dir = direction being cast 1092 * dir = direction being cast
1175 * spell = spell object 1093 * spell = spell object
1176 */ 1094 */
1177
1178int 1095int
1179cast_smite_spell (object *op, object *caster, int dir, object *spell) 1096cast_smite_spell (object *op, object *caster, int dir, object *spell)
1180{ 1097{
1181 object *effect, *target; 1098 object *effect, *target;
1182 object *god = find_god (determine_god (op)); 1099 object *god = find_god (determine_god (op));
1192 * interesting spell. 1109 * interesting spell.
1193 * if it is a cleric spell, you need a god, and the creature 1110 * if it is a cleric spell, you need a god, and the creature
1194 * can't be friendly to your god. 1111 * can't be friendly to your god.
1195 */ 1112 */
1196 1113
1197 if (!target || QUERY_FLAG (target, FLAG_REFL_SPELL) 1114 if (!target
1115 || target->flag [FLAG_REFL_SPELL]
1198 || (!god && spell->stats.grace) 1116 || (!god && spell->stats.grace)
1199 || (target->title && god && !strcmp (target->title, god->name)) || (target->race && god && strstr (target->race, god->race))) 1117 || (god && target->title == god->name)
1118 || (god && target->race.contains (god->race)))
1200 { 1119 {
1201 new_draw_info (NDI_UNIQUE, 0, op, "Your request is unheeded."); 1120 new_draw_info (NDI_UNIQUE, 0, op, "Your request is unheeded.");
1202 return 0; 1121 return 0;
1203 } 1122 }
1204 1123
1206 effect = arch_to_object (spell->other_arch); 1125 effect = arch_to_object (spell->other_arch);
1207 else 1126 else
1208 return 0; 1127 return 0;
1209 1128
1210 /* tailor the effect by priest level and worshipped God */ 1129 /* tailor the effect by priest level and worshipped God */
1211 effect->level = caster_level (caster, spell); 1130 effect->level = casting_level (caster, spell);
1212 effect->attacktype = spell->attacktype; 1131 effect->attacktype = spell->attacktype;
1213 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER)) 1132 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER))
1214 { 1133 {
1215 if (tailor_god_spell (effect, op)) 1134 if (tailor_god_spell (effect, op))
1216 new_draw_info_format (NDI_UNIQUE, 0, op, "%s answers your call!", determine_god (op)); 1135 new_draw_info_format (NDI_UNIQUE, 0, op, "%s answers your call!", (const char *)determine_god (op));
1217 else 1136 else
1218 { 1137 {
1219 new_draw_info (NDI_UNIQUE, 0, op, "Your request is ignored."); 1138 new_draw_info (NDI_UNIQUE, 0, op, "Your request is ignored.");
1220 return 0; 1139 return 0;
1221 } 1140 }
1228 if (effect->attacktype & AT_DEATH) 1147 if (effect->attacktype & AT_DEATH)
1229 { 1148 {
1230 effect->level = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1149 effect->level = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1231 1150
1232 /* casting death spells at undead isn't a good thing */ 1151 /* casting death spells at undead isn't a good thing */
1233 if QUERY_FLAG
1234 (target, FLAG_UNDEAD) 1152 if (QUERY_FLAG (target, FLAG_UNDEAD))
1235 { 1153 {
1236 if (random_roll (0, 2, op, PREFER_LOW)) 1154 if (random_roll (0, 2, op, PREFER_LOW))
1237 { 1155 {
1238 new_draw_info (NDI_UNIQUE, 0, op, "Idiot! Your spell boomerangs!"); 1156 new_draw_info (NDI_UNIQUE, 0, op, "Idiot! Your spell boomerangs!");
1239 effect->x = op->x; 1157 effect->x = op->x;
1241 } 1159 }
1242 else 1160 else
1243 { 1161 {
1244 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s looks stronger!", query_name (target)); 1162 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s looks stronger!", query_name (target));
1245 target->stats.hp = target->stats.maxhp * 2; 1163 target->stats.hp = target->stats.maxhp * 2;
1246 free_object (effect); 1164 effect->destroy ();
1247 return 0; 1165 return 0;
1248 } 1166 }
1249 } 1167 }
1250 } 1168 }
1251 else 1169 else
1252 { 1170 {
1253 /* how much woe to inflict :) */ 1171 /* how much woe to inflict :) */
1254 effect->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1172 effect->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1255 } 1173 }
1256 1174
1257 set_owner (effect, op); 1175 effect->set_owner (op);
1258 set_spell_skill (op, caster, spell, effect); 1176 set_spell_skill (op, caster, spell, effect);
1259 1177
1260 /* ok, tell it where to be, and insert! */ 1178 /* ok, tell it where to be, and insert! */
1261 effect->x = target->x; 1179 effect->insert_at (target, op);
1262 effect->y = target->y;
1263 insert_ob_in_map (effect, target->map, op, 0);
1264 1180
1265 return 1; 1181 return 1;
1266} 1182}
1267
1268 1183
1269/**************************************************************************** 1184/****************************************************************************
1270 * 1185 *
1271 * MAGIC MISSILE code. 1186 * MAGIC MISSILE code.
1272 * note that the fire_bullet is used to fire the missile. The 1187 * note that the fire_bullet is used to fire the missile. The
1275 1190
1276/* op is a missile that needs to be moved */ 1191/* op is a missile that needs to be moved */
1277void 1192void
1278move_missile (object *op) 1193move_missile (object *op)
1279{ 1194{
1280 int i, mflags;
1281 object *owner;
1282 sint16 new_x, new_y;
1283 mapstruct *m;
1284
1285 if (op->range-- <= 0) 1195 if (op->range-- <= 0)
1286 { 1196 {
1287 remove_ob (op); 1197 op->drop_and_destroy ();
1288 free_object (op);
1289 return; 1198 return;
1290 }
1291
1292 owner = get_owner (op);
1293#if 0
1294 /* It'd make things nastier if this wasn't here - spells cast by
1295 * monster that are then killed would continue to survive
1296 */
1297 if (owner == NULL)
1298 { 1199 }
1299 remove_ob (op); 1200
1300 free_object (op); 1201 mapxy pos (op);
1301 return; 1202 pos.move (op->direction);
1203
1204 if (!pos.normalise ())
1302 } 1205 {
1303#endif 1206 op->destroy ();
1304 1207 return;
1305 new_x = op->x + DIRX (op);
1306 new_y = op->y + DIRY (op);
1307
1308 mflags = get_map_flags (op->map, &m, new_x, new_y, &new_x, &new_y);
1309
1310 if (!(mflags & P_OUT_OF_MAP) && ((mflags & P_IS_ALIVE) || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y))))
1311 { 1208 }
1312 tag_t tag = op->count;
1313 1209
1210 mapspace &ms = pos.ms ();
1211
1212 if (ms.flags () & P_IS_ALIVE || ms.blocks (op))
1213 {
1314 hit_map (op, op->direction, AT_MAGIC, 1); 1214 hit_map (op, op->direction, AT_MAGIC, 1);
1315 /* Basically, missile only hits one thing then goes away. 1215 /* Basically, missile only hits one thing then goes away.
1316 * we need to remove it if someone hasn't already done so. 1216 * we need to remove it if someone hasn't already done so.
1317 */ 1217 */
1318 if (!was_destroyed (op, tag)) 1218 op->destroy ();
1319 {
1320 remove_ob (op);
1321 free_object (op);
1322 }
1323 return; 1219 return;
1324 }
1325
1326 remove_ob (op);
1327 if (!op->direction || (mflags & P_OUT_OF_MAP))
1328 { 1220 }
1329 free_object (op); 1221
1330 return; 1222 if (!op->direction)
1331 } 1223 {
1332 op->x = new_x; 1224 op->destroy ();
1333 op->y = new_y; 1225 return;
1334 op->map = m; 1226 }
1335 i = spell_find_dir (op->map, op->x, op->y, get_owner (op)); 1227
1228 int i = spell_find_dir (pos.m, pos.x, pos.y, op->owner);
1336 if (i > 0 && i != op->direction) 1229 if (i > 0 && i != op->direction)
1337 { 1230 {
1338 op->direction = i; 1231 op->direction = i;
1339 SET_ANIMATION (op, op->direction); 1232 SET_ANIMATION (op, op->direction);
1340 } 1233 }
1341 insert_ob_in_map (op, op->map, op, 0); 1234
1235 pos.insert (op, op);
1342} 1236}
1343 1237
1344/**************************************************************************** 1238/****************************************************************************
1345 * Destruction 1239 * Destruction
1346 ****************************************************************************/ 1240 ****************************************************************************/
1349 * we do this by creating a force and inserting it in the 1243 * we do this by creating a force and inserting it in the
1350 * object. if time is 0, the object glows permanently. To truely 1244 * object. if time is 0, the object glows permanently. To truely
1351 * make this work for non-living objects, we would have to 1245 * make this work for non-living objects, we would have to
1352 * give them the capability to have an inventory. b.t. 1246 * give them the capability to have an inventory. b.t.
1353 */ 1247 */
1354
1355int 1248int
1356make_object_glow (object *op, int radius, int time) 1249make_object_glow (object *op, int radius, int time)
1357{ 1250{
1358 object *tmp;
1359
1360 /* some things are unaffected... */ 1251 /* some things are unaffected... */
1361 if (op->path_denied & PATH_LIGHT) 1252 if (op->path_denied & PATH_LIGHT)
1362 return 0; 1253 return 0;
1363 1254
1364 tmp = get_archetype (FORCE_NAME); 1255 object *tmp = get_archetype (FORCE_NAME);
1365 tmp->speed = 0.01; 1256 tmp->speed = 0.01;
1366 tmp->stats.food = time; 1257 tmp->stats.food = time;
1367 SET_FLAG (tmp, FLAG_IS_USED_UP); 1258 SET_FLAG (tmp, FLAG_IS_USED_UP);
1368 tmp->glow_radius = radius; 1259 tmp->set_glow_radius (min (MAX_LIGHT_RADIUS, radius));
1369 if (tmp->glow_radius > MAX_LIGHT_RADII)
1370 tmp->glow_radius = MAX_LIGHT_RADII;
1371
1372 tmp->x = op->x;
1373 tmp->y = op->y;
1374 if (tmp->speed < MIN_ACTIVE_SPEED)
1375 tmp->speed = MIN_ACTIVE_SPEED; /* safety */
1376 tmp = insert_ob_in_ob (tmp, op); 1260 tmp = insert_ob_in_ob (tmp, op);
1261
1377 if (tmp->glow_radius > op->glow_radius) 1262 if (tmp->glow_radius > op->glow_radius)
1378 op->glow_radius = tmp->glow_radius; 1263 op->set_glow_radius (tmp->glow_radius);
1379 1264
1380 if (!tmp->env || op != tmp->env)
1381 {
1382 LOG (llevError, "make_object_glow() failed to insert glowing force in %s\n", &op->name);
1383 return 0;
1384 }
1385 return 1; 1265 return 1;
1386} 1266}
1387
1388
1389
1390 1267
1391int 1268int
1392cast_destruction (object *op, object *caster, object *spell_ob) 1269cast_destruction (object *op, object *caster, object *spell_ob)
1393{ 1270{
1394 int i, j, range, mflags, friendly = 0, dam, dur;
1395 sint16 sx, sy;
1396 mapstruct *m;
1397 object *tmp;
1398 const char *skill;
1399
1400 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob); 1271 int range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
1401 dam = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob); 1272 int dam = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob);
1402 dur = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob); 1273 int dur = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
1403 if (QUERY_FLAG (op, FLAG_FRIENDLY) || op->type == PLAYER) 1274
1404 friendly = 1; 1275 bool friendly = op->flag [FLAG_FRIENDLY] || op->is_player ();
1405 1276
1406 /* destruction doesn't use another spell object, so we need 1277 /* destruction doesn't use another spell object, so we need
1407 * update op's skill pointer so that exp is properly awarded. 1278 * update op's skill pointer so that exp is properly awarded.
1408 * We do some shortcuts here - since this is just temporary
1409 * and we'll reset the values back, we don't need to go through
1410 * the full share string/free_string route.
1411 */ 1279 */
1412 skill = op->skill; 1280 const shstr skill = op->skill;
1281
1413 if (caster == op) 1282 if (caster == op)
1414 op->skill = spell_ob->skill; 1283 op->skill = spell_ob->skill;
1415 else if (caster->skill) 1284 else if (caster->skill)
1416 op->skill = caster->skill; 1285 op->skill = caster->skill;
1417 else 1286 else
1418 op->skill = NULL; 1287 op->skill = 0;
1419 1288
1420 change_skill (op, find_skill_by_name (op, op->skill), 1); 1289 op->change_skill (find_skill_by_name (op, op->skill));
1421 1290
1422 for (i = -range; i < range; i++) 1291 unordered_mapwalk (op, -range, -range, range, range)
1423 { 1292 {
1424 for (j = -range; j < range; j++) 1293 mapspace &ms = m->at (nx, ny);
1425 { 1294
1426 m = op->map;
1427 sx = op->x + i;
1428 sy = op->y + j;
1429 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
1430 if (mflags & P_OUT_OF_MAP)
1431 continue;
1432 if (mflags & P_IS_ALIVE) 1295 if (ms.flags () & P_IS_ALIVE)
1296 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1297 if (tmp->flag [FLAG_ALIVE] || tmp->is_player ())
1433 { 1298 {
1434 for (tmp = get_map_ob (m, sx, sy); tmp; tmp = tmp->above) 1299 tmp = tmp->head_ ();
1300
1301 if ((friendly && !tmp->flag [FLAG_FRIENDLY] && !tmp->is_player ())
1302 || (!friendly && (tmp->flag [FLAG_FRIENDLY] || tmp->is_player ())))
1435 { 1303 {
1436 if (QUERY_FLAG (tmp, FLAG_ALIVE) || tmp->type == PLAYER) 1304 if (spell_ob->subtype == SP_DESTRUCTION)
1437 break;
1438 }
1439 if (tmp)
1440 {
1441 if (tmp->head)
1442 tmp = tmp->head;
1443
1444 if ((friendly && !QUERY_FLAG (tmp, FLAG_FRIENDLY) && tmp->type != PLAYER) ||
1445 (!friendly && (QUERY_FLAG (tmp, FLAG_FRIENDLY) || tmp->type == PLAYER)))
1446 { 1305 {
1447 if (spell_ob->subtype == SP_DESTRUCTION)
1448 {
1449 hit_player (tmp, dam, op, spell_ob->attacktype, 0); 1306 hit_player (tmp, dam, op, spell_ob->attacktype, 0);
1307
1450 if (spell_ob->other_arch) 1308 if (spell_ob->other_arch)
1451 {
1452 tmp = arch_to_object (spell_ob->other_arch); 1309 m->insert (arch_to_object (spell_ob->other_arch), nx, ny, op);
1453 tmp->x = sx;
1454 tmp->y = sy;
1455 insert_ob_in_map (tmp, m, op, 0);
1456 }
1457 } 1310 }
1458 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist[ATNR_MAGIC] != 100) 1311 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist [ATNR_MAGIC] != 100)
1459 { 1312 {
1460 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch) 1313 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch)
1461 {
1462 object *effect = arch_to_object (spell_ob->other_arch); 1314 m->insert (arch_to_object (spell_ob->other_arch), nx, ny, op);
1463
1464 effect->x = sx;
1465 effect->y = sy;
1466 insert_ob_in_map (effect, m, op, 0);
1467 }
1468 }
1469 } 1315 }
1470 } 1316 }
1471 } 1317 }
1472 }
1473 } 1318 }
1319
1474 op->skill = skill; 1320 op->skill = skill;
1475 return 1; 1321 return 1;
1476} 1322}
1477 1323
1478/*************************************************************************** 1324/***************************************************************************
1492 { 1338 {
1493 new_draw_info (NDI_UNIQUE, 0, op, "There is no one in that direction to curse."); 1339 new_draw_info (NDI_UNIQUE, 0, op, "There is no one in that direction to curse.");
1494 return 0; 1340 return 0;
1495 } 1341 }
1496 1342
1343 tmp = tmp->head_ ();
1344
1497 /* If we've already got a force of this type, don't add a new one. */ 1345 /* If we've already got a force of this type, don't add a new one. */
1498 for (force = tmp->inv; force != NULL; force = force->below) 1346 for (force = tmp->inv; force; force = force->below)
1499 { 1347 {
1500 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY) 1348 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY)
1501 { 1349 {
1502 if (force->name == spell_ob->name) 1350 if (force->name == spell_ob->name)
1503 { 1351 {
1509 return 0; 1357 return 0;
1510 } 1358 }
1511 } 1359 }
1512 } 1360 }
1513 1361
1514 if (force == NULL) 1362 if (!force)
1515 { 1363 {
1516 force = get_archetype (FORCE_NAME); 1364 force = get_archetype (FORCE_NAME);
1517 force->subtype = FORCE_CHANGE_ABILITY; 1365 force->subtype = FORCE_CHANGE_ABILITY;
1366
1518 if (spell_ob->race) 1367 if (spell_ob->race)
1519 force->name = spell_ob->race; 1368 force->name = spell_ob->race;
1520 else 1369 else
1521 force->name = spell_ob->name; 1370 force->name = spell_ob->name;
1522 1371
1532 { 1381 {
1533 force->duration = duration; 1382 force->duration = duration;
1534 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 1383 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1535 } 1384 }
1536 else 1385 else
1537 {
1538 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1386 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1539 } 1387
1540 return 1; 1388 return 1;
1541 } 1389 }
1390
1542 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50; 1391 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1543 force->speed = 1.0; 1392 force->speed = 1.f;
1544 force->speed_left = -1.0; 1393 force->speed_left = -1.f;
1545 SET_FLAG (force, FLAG_APPLIED); 1394 SET_FLAG (force, FLAG_APPLIED);
1546 1395
1547 if (god) 1396 if (god)
1548 { 1397 {
1549 if (spell_ob->last_grace) 1398 if (spell_ob->last_grace)
1562 force->stats.ac = spell_ob->stats.ac; 1411 force->stats.ac = spell_ob->stats.ac;
1563 force->stats.wc = spell_ob->stats.wc; 1412 force->stats.wc = spell_ob->stats.wc;
1564 1413
1565 change_abil (tmp, force); /* Mostly to display any messages */ 1414 change_abil (tmp, force); /* Mostly to display any messages */
1566 insert_ob_in_ob (force, tmp); 1415 insert_ob_in_ob (force, tmp);
1567 fix_player (tmp); 1416 tmp->update_stats ();
1568 return 1; 1417 return 1;
1569 1418
1570} 1419}
1571
1572 1420
1573/********************************************************************** 1421/**********************************************************************
1574 * mood change 1422 * mood change
1575 * Arguably, this may or may not be an attack spell. But since it 1423 * Arguably, this may or may not be an attack spell. But since it
1576 * effects monsters, it seems best to put it into this file 1424 * effects monsters, it seems best to put it into this file
1581 */ 1429 */
1582int 1430int
1583mood_change (object *op, object *caster, object *spell) 1431mood_change (object *op, object *caster, object *spell)
1584{ 1432{
1585 object *tmp, *god, *head; 1433 object *tmp, *god, *head;
1586 int done_one, range, mflags, level, at, best_at; 1434 int done_one, range, level, at, best_at;
1587 sint16 x, y, nx, ny;
1588 mapstruct *m;
1589 const char *race; 1435 const char *race;
1590 1436
1591 /* We precompute some values here so that we don't have to keep 1437 /* We precompute some values here so that we don't have to keep
1592 * doing it over and over again. 1438 * doing it over and over again.
1593 */ 1439 */
1594 god = find_god (determine_god (op)); 1440 god = find_god (determine_god (op));
1595 level = caster_level (caster, spell); 1441 level = casting_level (caster, spell);
1596 range = spell->range + SP_level_range_adjust (caster, spell); 1442 range = spell->range + SP_level_range_adjust (caster, spell);
1597 1443
1598 /* On the bright side, no monster should ever have a race of GOD_... 1444 /* On the bright side, no monster should ever have a race of GOD_...
1599 * so even if the player doesn't worship a god, if race=GOD_.., it 1445 * so even if the player doesn't worship a god, if race=GOD_.., it
1600 * won't ever match anything. 1446 * won't ever match anything.
1601 */ 1447 */
1602 if (!spell->race) 1448 if (!spell->race)
1603 race = NULL; 1449 race = NULL;
1604 else if (god && !strcmp (spell->race, "GOD_SLAYING")) 1450 else if (god && spell->race == shstr_GOD_SLAYING)
1605 race = god->slaying; 1451 race = god->slaying;
1606 else if (god && !strcmp (spell->race, "GOD_FRIEND")) 1452 else if (god && spell->race == shstr_GOD_FRIEND)
1607 race = god->race; 1453 race = god->race;
1608 else 1454 else
1609 race = spell->race; 1455 race = spell->race;
1610 1456
1611 1457 unordered_mapwalk (op, -range, -range, range, range)
1612 for (x = op->x - range; x <= op->x + range; x++)
1613 for (y = op->y - range; y <= op->y + range; y++)
1614 { 1458 {
1459 mapspace &ms = m->at (nx, ny);
1615 1460
1616 done_one = 0;
1617 m = op->map;
1618 nx = x;
1619 ny = y;
1620 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1621 if (mflags & P_OUT_OF_MAP)
1622 continue;
1623
1624 /* If there is nothing living on this space, no need to go further */ 1461 /* If there is nothing living on this space, no need to go further */
1625 if (!(mflags & P_IS_ALIVE)) 1462 if (!ms.flags () & P_IS_ALIVE)
1626 continue; 1463 continue;
1627 1464
1628 for (tmp = get_map_ob (m, nx, ny); tmp; tmp = tmp->above) 1465 // players can only affect spaces that they can actually see
1629 if (QUERY_FLAG (tmp, FLAG_MONSTER)) 1466 if (caster
1467 && caster->contr
1468 && caster->contr->darkness_at (m, nx, ny) == LOS_BLOCKED)
1469 continue;
1470
1471 for (tmp = ms.top; tmp; tmp = tmp->below)
1472 if (tmp->flag [FLAG_MONSTER])
1630 break; 1473 break;
1631 1474
1632 /* There can be living objects that are not monsters */ 1475 /* There can be living objects that are not monsters */
1633 if (!tmp || tmp->type == PLAYER) 1476 if (!tmp)
1634 continue; 1477 continue;
1635 1478
1636 /* Only the head has meaningful data, so resolve to that */ 1479 /* Only the head has meaningful data, so resolve to that */
1637 if (tmp->head)
1638 head = tmp->head; 1480 head = tmp->head_ ();
1639 else
1640 head = tmp;
1641 1481
1642 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */ 1482 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */
1643 if (race && head->race && !strstr (race, head->race)) 1483 if (race && head->race && !strstr (race, head->race))
1644 continue; 1484 continue;
1485
1645 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD)) 1486 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD))
1646 continue; 1487 continue;
1647 1488
1648 /* Now do a bunch of stuff related to saving throws */ 1489 /* Now do a bunch of stuff related to saving throws */
1649 best_at = -1; 1490 best_at = -1;
1650 if (spell->attacktype) 1491 if (spell->attacktype)
1651 { 1492 {
1652 for (at = 0; at < NROFATTACKS; at++) 1493 for (at = 0; at < NROFATTACKS; at++)
1653 if (spell->attacktype & (1 << at)) 1494 if (spell->attacktype & (1 << at))
1654 if (best_at == -1 || head->resist[at] > head->resist[best_at]) 1495 if (best_at == -1 || head->resist[at] > head->resist[best_at])
1655 best_at = at; 1496 best_at = at;
1656 1497
1657 if (best_at == -1) 1498 if (best_at == -1)
1658 at = 0; 1499 at = 0;
1659 else 1500 else
1660 { 1501 {
1661 if (head->resist[best_at] == 100) 1502 if (head->resist[best_at] == 100)
1662 continue; 1503 continue;
1663 else 1504 else
1664 at = head->resist[best_at] / 5; 1505 at = head->resist[best_at] / 5;
1665 } 1506 }
1507
1666 at -= level / 5; 1508 at -= level / 5;
1667 if (did_make_save (head, head->level, at)) 1509 if (did_make_save (head, head->level, at))
1668 continue; 1510 continue;
1669 } 1511 }
1670 else /* spell->attacktype */ 1512 else /* spell->attacktype */
1513 {
1671 /* 1514 /*
1672 Spell has no attacktype (charm & such), so we'll have a specific saving: 1515 Spell has no attacktype (charm & such), so we'll have a specific saving:
1673 * if spell level < monster level, no go 1516 * if spell level < monster level, no go
1674 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) ) 1517 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) )
1675 1518
1677 1520
1678 This is required to fix the 'charm monster' abuse, where a player level 1 can 1521 This is required to fix the 'charm monster' abuse, where a player level 1 can
1679 charm a level 125 monster... 1522 charm a level 125 monster...
1680 1523
1681 Ryo, august 14th 1524 Ryo, august 14th
1682 */ 1525 */
1683 {
1684 if (head->level > level) 1526 if (head->level > level)
1685 continue; 1527 continue;
1528
1686 if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + MIN (50, 2 * (level - head->level)))) 1529 if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + MIN (50, 2 * (level - head->level))))
1687 /* Failed, no effect */ 1530 /* Failed, no effect */
1688 continue; 1531 continue;
1689 } 1532 }
1690 1533
1691 /* Done with saving throw. Now start effecting the monster */ 1534 /* Done with saving throw. Now start affecting the monster */
1535 done_one = 0;
1692 1536
1693 /* aggravation */ 1537 /* aggravation */
1694 if (QUERY_FLAG (spell, FLAG_MONSTER)) 1538 if (QUERY_FLAG (spell, FLAG_MONSTER))
1695 { 1539 {
1696 CLEAR_FLAG (head, FLAG_SLEEP); 1540 CLEAR_FLAG (head, FLAG_SLEEP);
1697 if (QUERY_FLAG (head, FLAG_FRIENDLY))
1698 remove_friendly_object (head); 1541 remove_friendly_object (head);
1699
1700 done_one = 1; 1542 done_one = 1;
1701 head->enemy = op; 1543 head->enemy = op;
1702 } 1544 }
1703 1545
1704 /* calm monsters */ 1546 /* calm monsters */
1705 if (QUERY_FLAG (spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (head, FLAG_UNAGGRESSIVE)) 1547 if (QUERY_FLAG (spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (head, FLAG_UNAGGRESSIVE))
1706 { 1548 {
1707 SET_FLAG (head, FLAG_UNAGGRESSIVE); 1549 SET_FLAG (head, FLAG_UNAGGRESSIVE);
1708 head->enemy = NULL; 1550 head->enemy = NULL;
1709 done_one = 1; 1551 done_one = 1;
1710 } 1552 }
1711 1553
1712 /* berserk monsters */ 1554 /* berserk monsters */
1713 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK)) 1555 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK))
1714 { 1556 {
1715 SET_FLAG (head, FLAG_BERSERK); 1557 SET_FLAG (head, FLAG_BERSERK);
1716 done_one = 1; 1558 done_one = 1;
1717 } 1559 }
1560
1718 /* charm */ 1561 /* charm */
1719 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY)) 1562 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY))
1720 { 1563 {
1721 SET_FLAG (head, FLAG_FRIENDLY); 1564 INVOKE_OBJECT (KILL, head, ARG_OBJECT (caster));
1565
1722 /* Prevent uncontolled outbreaks of self replicating monsters. 1566 /* Prevent uncontrolled outbreaks of self replicating monsters.
1723 Typical use case is charm, go somwhere, use aggravation to make hostile. 1567 Typical use case is charm, go somwhere, use aggravation to make hostile.
1724 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */ 1568 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */
1725 CLEAR_FLAG (head, FLAG_GENERATOR); 1569 CLEAR_FLAG (head, FLAG_GENERATOR);
1726 set_owner (head, op); 1570 head->set_owner (op);
1727 set_spell_skill (op, caster, spell, head); 1571 set_spell_skill (op, caster, spell, head);
1728 add_friendly_object (head); 1572 add_friendly_object (head);
1729 head->attack_movement = PETMOVE; 1573 head->attack_movement = PETMOVE;
1730 done_one = 1; 1574 done_one = 1;
1731 change_exp (op, head->stats.exp / 2, head->skill, SK_EXP_ADD_SKILL); 1575 change_exp (op, head->stats.exp / 2, head->skill, SK_EXP_ADD_SKILL);
1732 head->stats.exp = 0; 1576 head->stats.exp = 0;
1733 } 1577 }
1734 1578
1735 /* If a monster was effected, put an effect in */ 1579 /* If a monster was effected, put an effect in */
1736 if (done_one && spell->other_arch) 1580 if (done_one && spell->other_arch)
1737 { 1581 m->insert (arch_to_object (spell->other_arch), nx, ny, op);
1738 tmp = arch_to_object (spell->other_arch); 1582 }
1739 tmp->x = nx;
1740 tmp->y = ny;
1741 insert_ob_in_map (tmp, m, op, 0);
1742 }
1743 } /* for y */
1744 1583
1745 return 1; 1584 return 1;
1746} 1585}
1747
1748 1586
1749/* Move_ball_spell: This handles ball type spells that just sort of wander 1587/* Move_ball_spell: This handles ball type spells that just sort of wander
1750 * about. was called move_ball_lightning, but since more than the ball 1588 * about. was called move_ball_lightning, but since more than the ball
1751 * lightning spell used it, that seemed misnamed. 1589 * lightning spell used it, that seemed misnamed.
1752 * op is the spell effect. 1590 * op is the spell effect.
1753 * note that duration is handled by process_object() in time.c 1591 * note that duration is handled by process_object() in time.c
1754 */ 1592 */
1755
1756void 1593void
1757move_ball_spell (object *op) 1594move_ball_spell (object *op)
1758{ 1595{
1759 int i, j, dam_save, dir, mflags; 1596 int i, j, dam_save, dir, mflags;
1760 sint16 nx, ny, hx, hy; 1597 sint16 nx, ny, hx, hy;
1761 object *owner; 1598 object *owner;
1762 mapstruct *m; 1599 maptile *m;
1763 1600
1764 owner = get_owner (op); 1601 owner = op->owner;
1765 1602
1766 /* the following logic makes sure that the ball doesn't move into a wall, 1603 /* the following logic makes sure that the ball doesn't move into a wall,
1767 * and makes sure that it will move along a wall to try and get at it's 1604 * and makes sure that it will move along a wall to try and get at it's
1768 * victim. The block immediately below more or less chooses a random 1605 * victim. The block immediately below more or less chooses a random
1769 * offset to move the ball, eg, keep it mostly on course, with some 1606 * offset to move the ball, eg, keep it mostly on course, with some
1779 for (i = 1; i < 9; i++) 1616 for (i = 1; i < 9; i++)
1780 { 1617 {
1781 /* i bit 0: alters sign of offset 1618 /* i bit 0: alters sign of offset
1782 * other bits (i / 2): absolute value of offset 1619 * other bits (i / 2): absolute value of offset
1783 */ 1620 */
1784
1785 int offset = ((i ^ j) & 1) ? (i / 2) : -(i / 2); 1621 int offset = ((i ^ j) & 1) ? (i / 2) : -(i / 2);
1786 int tmpdir = absdir (op->direction + offset); 1622 int tmpdir = absdir (op->direction + offset);
1787 1623
1788 nx = op->x + freearr_x[tmpdir]; 1624 nx = op->x + freearr_x[tmpdir];
1789 ny = op->y + freearr_y[tmpdir]; 1625 ny = op->y + freearr_y[tmpdir];
1791 { 1627 {
1792 dir = tmpdir; 1628 dir = tmpdir;
1793 break; 1629 break;
1794 } 1630 }
1795 } 1631 }
1632
1796 if (dir == 0) 1633 if (dir == 0)
1797 { 1634 {
1798 nx = op->x; 1635 nx = op->x;
1799 ny = op->y; 1636 ny = op->y;
1800 m = op->map; 1637 m = op->map;
1801 } 1638 }
1802 1639
1803 remove_ob (op); 1640 m->insert (op, nx, ny, op);
1804 op->y = ny;
1805 op->x = nx;
1806 insert_ob_in_map (op, m, op, 0);
1807 1641
1808 dam_save = op->stats.dam; /* save the original dam: we do halfdam on 1642 dam_save = op->stats.dam; /* save the original dam: we do halfdam on
1809 surrounding squares */ 1643 surrounding squares */
1810 1644
1811 /* loop over current square and neighbors to hit. 1645 /* loop over current square and neighbors to hit.
1812 * if this has an other_arch field, we insert that in 1646 * if this has an other_arch field, we insert that in
1813 * the surround spaces. 1647 * the surround spaces.
1814 */ 1648 */
1815 for (j = 0; j < 9; j++) 1649 for (j = 0; j < 9; j++)
1816 { 1650 {
1817 object *new_ob;
1818
1819 hx = nx + freearr_x[j]; 1651 hx = nx + freearr_x[j];
1820 hy = ny + freearr_y[j]; 1652 hy = ny + freearr_y[j];
1821 1653
1822 m = op->map; 1654 m = op->map;
1823 mflags = get_map_flags (m, &m, hx, hy, &hx, &hy); 1655 mflags = get_map_flags (m, &m, hx, hy, &hx, &hy);
1831 1663
1832 if ((mflags & P_IS_ALIVE) && (!owner || owner->x != hx || owner->y != hy || !on_same_map (owner, op))) 1664 if ((mflags & P_IS_ALIVE) && (!owner || owner->x != hx || owner->y != hy || !on_same_map (owner, op)))
1833 { 1665 {
1834 if (j) 1666 if (j)
1835 op->stats.dam = dam_save / 2; 1667 op->stats.dam = dam_save / 2;
1668
1836 hit_map (op, j, op->attacktype, 1); 1669 hit_map (op, j, op->attacktype, 1);
1837
1838 } 1670 }
1839 1671
1840 /* insert the other arch */ 1672 /* insert the other arch */
1841 if (op->other_arch && !(OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy)))) 1673 if (op->other_arch && !(OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy))))
1842 { 1674 m->insert (arch_to_object (op->other_arch), hx, hy, op);
1843 new_ob = arch_to_object (op->other_arch);
1844 new_ob->x = hx;
1845 new_ob->y = hy;
1846 insert_ob_in_map (new_ob, m, op, 0);
1847 }
1848 } 1675 }
1849 1676
1850 /* restore to the center location and damage */ 1677 /* restore to the center location and damage */
1851 op->stats.dam = dam_save; 1678 op->stats.dam = dam_save;
1852 1679
1853 i = spell_find_dir (op->map, op->x, op->y, get_owner (op)); 1680 i = spell_find_dir (op->map, op->x, op->y, op->owner);
1854 1681
1855 if (i >= 0) 1682 if (i >= 0)
1856 { /* we have a preferred direction! */ 1683 { /* we have a preferred direction! */
1857 /* pick another direction if the preferred dir is blocked. */ 1684 /* pick another direction if the preferred dir is blocked. */
1858 if (get_map_flags (op->map, &m, nx + freearr_x[i], ny + freearr_y[i], &hx, &hy) & P_OUT_OF_MAP || 1685 if (get_map_flags (op->map, &m, nx + freearr_x[i], ny + freearr_y[i], &hx, &hy) & P_OUT_OF_MAP ||
1859 OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy))) 1686 OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy)))
1860 {
1861 i = absdir (i + rndm (0, 2) - 1); /* -1, 0, +1 */ 1687 i = absdir (i + rndm (0, 2) - 1); /* -1, 0, +1 */
1862 } 1688
1863 op->direction = i; 1689 op->direction = i;
1864 } 1690 }
1865} 1691}
1866 1692
1867
1868/* move_swarm_spell: peterm 1693/* move_swarm_spell: peterm
1869 * This is an implementation of the swarm spell. It was written for 1694 * This is an implementation of the swarm spell. It was written for
1870 * meteor swarm, but it could be used for any swarm. A swarm spell 1695 * meteor swarm, but it could be used for any swarm. A swarm spell
1871 * is a special type of object that casts swarms of other types 1696 * is a special type of object that casts swarms of other types
1872 * of spells. Which spell it casts is flexible. It fires the spells 1697 * of spells. Which spell it casts is flexible. It fires the spells
1873 * from a set of squares surrounding the caster, in a given direction. 1698 * from a set of squares surrounding the caster, in a given direction.
1874 */ 1699 */
1875
1876void 1700void
1877move_swarm_spell (object *op) 1701move_swarm_spell (object *op)
1878{ 1702{
1879#if 0 1703#if 0
1880 static int cardinal_adjust[9] = { -3, -2, -1, 0, 0, 0, 1, 2, 3 }; 1704 static int cardinal_adjust[9] = { -3, -2, -1, 0, 0, 0, 1, 2, 3 };
1881 static int diagonal_adjust[10] = { -3, -2, -2, -1, 0, 0, 1, 2, 2, 3 }; 1705 static int diagonal_adjust[10] = { -3, -2, -2, -1, 0, 0, 1, 2, 2, 3 };
1882 sint16 target_x, target_y, origin_x, origin_y; 1706 sint16 target_x, target_y, origin_x, origin_y;
1883 int adjustdir; 1707 int adjustdir;
1884 mapstruct *m; 1708 maptile *m;
1885#endif 1709#endif
1886 int basedir;
1887 object *owner; 1710 object *owner = op->env;
1888 1711
1889 owner = get_owner (op); 1712 if (!owner) // MUST not happen, remove when true TODO
1890 if (op->duration == 0 || owner == NULL)
1891 {
1892 remove_ob (op);
1893 free_object (op);
1894 return;
1895 } 1713 {
1714 LOG (llevError, "swarm spell found outside inventory: %s\n", op->debug_desc ());
1715 op->destroy ();
1716 return;
1717 }
1718
1719 if (!op->duration || !owner->is_on_map ())
1720 {
1721 op->drop_and_destroy ();
1722 return;
1723 }
1724
1896 op->duration--; 1725 op->duration--;
1897 1726
1898 basedir = op->direction; 1727 int basedir = op->direction;
1899 if (basedir == 0) 1728 if (!basedir)
1900 { 1729 {
1901 /* spray in all directions! 8) */ 1730 /* spray in all directions! 8) */
1902 basedir = rndm (1, 8); 1731 op->facing = (op->facing + op->state) & 7;
1732 basedir = op->facing + 1;
1903 } 1733 }
1904 1734
1905#if 0 1735#if 0
1906 // this is bogus: it causes wrong places to be checked below 1736 // this is bogus: it causes wrong places to be checked below
1907 // (a wall 2 cells away will block the effect...) and 1737 // (a wall 2 cells away will block the effect...) and
1908 // doesn't work for SP_BULLET anyhow, so again tests the wrong 1738 // doesn't work for SP_BULLET anyhow, so again tests the wrong
1909 // space. 1739 // space.
1910 // should be fixed later, but correctness before featurs... 1740 // should be fixed later, but correctness before features...
1911 // (schmorp) 1741 // (schmorp)
1912 1742
1913 /* new offset calculation to make swarm element distribution 1743 /* new offset calculation to make swarm element distribution
1914 * more uniform 1744 * more uniform
1915 */ 1745 */
1968 { 1798 {
1969 /* Bullet spells have a bunch more customization that needs to be done */ 1799 /* Bullet spells have a bunch more customization that needs to be done */
1970 if (op->spell->subtype == SP_BULLET) 1800 if (op->spell->subtype == SP_BULLET)
1971 fire_bullet (owner, op, basedir, op->spell); 1801 fire_bullet (owner, op, basedir, op->spell);
1972 else if (op->spell->subtype == SP_MAGIC_MISSILE) 1802 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1973 fire_arch_from_position (owner, op, op->x, op->y, basedir, op->spell); 1803 fire_arch_from_position (owner, op, owner->x, owner->y, basedir, op->spell);
1974 } 1804 }
1975} 1805}
1976
1977
1978
1979 1806
1980/* fire_swarm: 1807/* fire_swarm:
1981 * The following routine creates a swarm of objects. It actually 1808 * The following routine creates a swarm of objects. It actually
1982 * sets up a specific swarm object, which then fires off all 1809 * sets up a specific swarm object, which then fires off all
1983 * the parts of the swarm. 1810 * the parts of the swarm.
1986 * caster: the caster (owner, wand, rod, scroll) 1813 * caster: the caster (owner, wand, rod, scroll)
1987 * dir: the direction everything will be fired in 1814 * dir: the direction everything will be fired in
1988 * spell - the spell that is this spell. 1815 * spell - the spell that is this spell.
1989 * n: the number to be fired. 1816 * n: the number to be fired.
1990 */ 1817 */
1991
1992int 1818int
1993fire_swarm (object *op, object *caster, object *spell, int dir) 1819fire_swarm (object *op, object *caster, object *spell, int dir)
1994{ 1820{
1995 object *tmp;
1996 int i;
1997
1998 if (!spell->other_arch) 1821 if (!spell->other_arch)
1999 return 0; 1822 return 0;
2000 1823
2001 tmp = get_archetype (SWARM_SPELL); 1824 object *tmp = archetype::get (SWARM_SPELL);
2002 tmp->x = op->x; 1825
2003 tmp->y = op->y;
2004 set_owner (tmp, op); /* needed so that if swarm elements kill, caster gets xp. */
2005 set_spell_skill (op, caster, spell, tmp); 1826 set_spell_skill (op, caster, spell, tmp);
2006
2007 tmp->level = caster_level (caster, spell); /*needed later, to get level dep. right. */ 1827 tmp->level = casting_level (caster, spell); /* needed later, to get level dep. right. */
2008 tmp->spell = arch_to_object (spell->other_arch); 1828 tmp->spell = spell->other_arch->instance ();
2009
2010 tmp->attacktype = tmp->spell->attacktype; 1829 tmp->attacktype = tmp->spell->attacktype;
2011 1830
2012 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) 1831 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
2013 {
2014 if (!tailor_god_spell (tmp, op)) 1832 if (!tailor_god_spell (tmp, op))
2015 return 1; 1833 return 1;
2016 } 1834
2017 tmp->duration = SP_level_duration_adjust (caster, spell); 1835 tmp->duration = SP_level_duration_adjust (caster, spell);
2018 for (i = 0; i < spell->duration; i++) 1836 for (int i = 0; i < spell->duration; i++)
2019 tmp->duration += die_roll (1, 3, op, PREFER_HIGH); 1837 tmp->duration += die_roll (1, 3, op, PREFER_HIGH);
2020 1838
1839 tmp->invisible = 1;
1840 tmp->flag [FLAG_NO_DROP] = 1; // make sure it stays in inv, or else
2021 tmp->direction = dir; 1841 tmp->direction = dir;
2022 tmp->invisible = 1; 1842 tmp->facing = rndm (1, 8); // initial firing direction
2023 insert_ob_in_map (tmp, op->map, op, 0); 1843 tmp->state = rndm (4) * 2 + 1; // direction increment
1844
1845 op->insert (tmp);
1846
2024 return 1; 1847 return 1;
2025} 1848}
2026
2027 1849
2028/* See the spells documentation file for why this is its own 1850/* See the spells documentation file for why this is its own
2029 * function. 1851 * function.
2030 */ 1852 */
2031int 1853int
2032cast_light (object *op, object *caster, object *spell, int dir) 1854cast_light (object *op, object *caster, object *spell, int dir)
2033{ 1855{
2034 object *target = NULL, *tmp = NULL; 1856 object *target = NULL, *tmp = NULL;
2035 sint16 x, y; 1857 sint16 x, y;
2036 int dam, mflags; 1858 int dam, mflags;
2037 mapstruct *m; 1859 maptile *m;
2038 1860
2039 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1861 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
2040 1862
2041 if (!dir) 1863 if (dir)
2042 {
2043 new_draw_info (NDI_UNIQUE, 0, op, "In what direction?");
2044 return 0;
2045 } 1864 {
2046
2047 x = op->x + freearr_x[dir]; 1865 x = op->x + freearr_x[dir];
2048 y = op->y + freearr_y[dir]; 1866 y = op->y + freearr_y[dir];
2049 m = op->map; 1867 m = op->map;
2050 1868
2051 mflags = get_map_flags (m, &m, x, y, &x, &y); 1869 mflags = get_map_flags (m, &m, x, y, &x, &y);
2052 1870
2053 if (mflags & P_OUT_OF_MAP) 1871 if (mflags & P_OUT_OF_MAP)
2054 { 1872 {
2055 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is there."); 1873 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is there.");
2056 return 0; 1874 return 0;
2057 } 1875 }
2058 1876
2059 if (mflags & P_IS_ALIVE && spell->attacktype) 1877 if (mflags & P_IS_ALIVE && spell->attacktype)
2060 { 1878 {
2061 for (target = get_map_ob (m, x, y); target; target = target->above) 1879 for (target = GET_MAP_OB (m, x, y); target; target = target->above)
2062 if (QUERY_FLAG (target, FLAG_MONSTER)) 1880 if (QUERY_FLAG (target, FLAG_MONSTER))
2063 { 1881 {
2064 /* oky doky. got a target monster. Lets make a blinding attack */ 1882 /* oky doky. got a target monster. Lets make a blinding attack */
2065 if (target->head) 1883 if (target->head)
2066 target = target->head; 1884 target = target->head;
1885
2067 (void) hit_player (target, dam, op, spell->attacktype, 1); 1886 hit_player (target, dam, op, spell->attacktype, 1);
2068 return 1; /* one success only! */ 1887 return 1; /* one success only! */
1888 }
2069 } 1889 }
2070 }
2071 1890
2072 /* no live target, perhaps a wall is in the way? */ 1891 /* no live target, perhaps a wall is in the way? */
2073 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y))) 1892 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)))
2074 { 1893 {
2075 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 1894 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
2076 return 0; 1895 return 0;
1896 }
2077 } 1897 }
2078 1898
2079 /* ok, looks groovy to just insert a new light on the map */ 1899 /* ok, looks groovy to just insert a new light on the map */
2080 tmp = arch_to_object (spell->other_arch); 1900 tmp = arch_to_object (spell->other_arch);
2081 if (!tmp) 1901 if (!tmp)
2082 { 1902 {
2083 LOG (llevError, "Error: spell arch for cast_light() missing.\n"); 1903 LOG (llevError, "Error: spell arch for cast_light() missing.\n");
2084 return 0; 1904 return 0;
2085 } 1905 }
1906
2086 tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell); 1907 tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell);
1908
2087 if (tmp->glow_radius) 1909 if (tmp->glow_radius)
2088 { 1910 tmp->set_glow_radius (
2089 tmp->glow_radius = spell->range + SP_level_range_adjust (caster, spell); 1911 clamp (spell->range + SP_level_range_adjust (caster, spell), 1, MAX_LIGHT_RADIUS)
2090 if (tmp->glow_radius > MAX_LIGHT_RADII) 1912 );
2091 tmp->glow_radius = MAX_LIGHT_RADII; 1913
2092 } 1914 if (dir)
2093 tmp->x = x; 1915 m->insert (tmp, x, y, op);
2094 tmp->y = y; 1916 else
2095 insert_ob_in_map (tmp, m, op, 0); 1917 caster->outer_env_or_self ()->insert (tmp);
1918
2096 return 1; 1919 return 1;
2097} 1920}
2098
2099
2100
2101 1921
2102/* cast_cause_disease: this spell looks along <dir> from the 1922/* cast_cause_disease: this spell looks along <dir> from the
2103 * player and infects someone. 1923 * player and infects someone.
2104 * op is the player/monster, caster is the object, dir is the direction 1924 * op is the player/monster, caster is the object, dir is the direction
2105 * to cast, disease_arch is the specific disease, and type is the spell number 1925 * to cast, disease_arch is the specific disease, and type is the spell number
2106 * perhaps this should actually be in disease.c? 1926 * perhaps this should actually be in disease.c?
2107 */ 1927 */
2108
2109int 1928int
2110cast_cause_disease (object *op, object *caster, object *spell, int dir) 1929cast_cause_disease (object *op, object *caster, object *spell, int dir)
2111{ 1930{
2112 sint16 x, y; 1931 sint16 x, y;
2113 int i, mflags, range, dam_mod, dur_mod; 1932 int i, mflags, range, dam_mod, dur_mod;
2114 object *walk; 1933 object *walk;
2115 mapstruct *m; 1934 maptile *m;
2116 1935
2117 x = op->x; 1936 x = op->x;
2118 y = op->y; 1937 y = op->y;
2119 1938
2120 /* If casting from a scroll, no direction will be available, so refer to the 1939 /* If casting from a scroll, no direction will be available, so refer to the
2121 * direction the player is pointing. 1940 * direction the player is pointing.
2122 */ 1941 */
2123 if (!dir) 1942 if (!dir)
2124 dir = op->facing; 1943 dir = op->facing;
1944
2125 if (!dir) 1945 if (!dir)
2126 return 0; /* won't find anything if casting on ourself, so just return */ 1946 return 0; /* won't find anything if casting on ourself, so just return */
2127 1947
2128 /* Calculate these once here */ 1948 /* Calculate these once here */
2129 range = spell->range + SP_level_range_adjust (caster, spell); 1949 range = spell->range + SP_level_range_adjust (caster, spell);
2148 1968
2149 /* Only bother looking on this space if there is something living here */ 1969 /* Only bother looking on this space if there is something living here */
2150 if (mflags & P_IS_ALIVE) 1970 if (mflags & P_IS_ALIVE)
2151 { 1971 {
2152 /* search this square for a victim */ 1972 /* search this square for a victim */
2153 for (walk = get_map_ob (m, x, y); walk; walk = walk->above) 1973 for (walk = GET_MAP_OB (m, x, y); walk; walk = walk->above)
2154 if (QUERY_FLAG (walk, FLAG_MONSTER) || (walk->type == PLAYER)) 1974 if (QUERY_FLAG (walk, FLAG_MONSTER) || (walk->type == PLAYER))
2155 { /* found a victim */ 1975 { /* found a victim */
2156 object *disease = arch_to_object (spell->other_arch); 1976 object *disease = arch_to_object (spell->other_arch);
2157 1977
2158 set_owner (disease, op); 1978 disease->set_owner (op);
2159 set_spell_skill (op, caster, spell, disease); 1979 set_spell_skill (op, caster, spell, disease);
2160 disease->stats.exp = 0; 1980 disease->stats.exp = 0;
2161 disease->level = caster_level (caster, spell); 1981 disease->level = casting_level (caster, spell);
2162 1982
2163 /* do level adjustments */ 1983 /* do level adjustments */
2164 if (disease->stats.wc) 1984 if (disease->stats.wc)
2165 disease->stats.wc += dur_mod / 2; 1985 disease->stats.wc += dur_mod / 2;
2166 1986
2167 if (disease->magic > 0) 1987 if (disease->magic > 0)
2168 disease->magic += dur_mod / 4; 1988 disease->magic += dur_mod / 8;
2169 1989
2170 if (disease->stats.maxhp > 0) 1990 if (disease->stats.maxhp > 0)
2171 disease->stats.maxhp += dur_mod; 1991 disease->stats.maxhp += dur_mod;
2172 1992
2173 if (disease->stats.maxgrace > 0) 1993 if (disease->stats.maxgrace > 0)
2208 if (disease->stats.sp) 2028 if (disease->stats.sp)
2209 disease->stats.sp -= dam_mod; 2029 disease->stats.sp -= dam_mod;
2210 2030
2211 if (infect_object (walk, disease, 1)) 2031 if (infect_object (walk, disease, 1))
2212 { 2032 {
2213 object *flash; /* visual effect for inflicting disease */
2214
2215 new_draw_info_format (NDI_UNIQUE, 0, op, "You inflict %s on %s!", &disease->name, &walk->name); 2033 new_draw_info_format (NDI_UNIQUE, 0, op, "You inflict %s on %s!", &disease->name, &walk->name);
2216 2034
2217 free_object (disease); /* don't need this one anymore */ 2035 disease->destroy (); /* don't need this one anymore */
2218 flash = get_archetype (ARCH_DETECT_MAGIC); 2036 walk->map->insert (get_archetype ("detect_magic"), x, y, op);
2219 flash->x = x;
2220 flash->y = y;
2221 flash->map = walk->map;
2222 insert_ob_in_map (flash, walk->map, op, 0);
2223 return 1; 2037 return 1;
2224 } 2038 }
2225 free_object (disease); 2039
2040 disease->destroy ();
2226 } 2041 }
2227 } /* if living creature */ 2042 } /* if living creature */
2228 } /* for range of spaces */ 2043 } /* for range of spaces */
2044
2229 new_draw_info (NDI_UNIQUE, 0, op, "No one caught anything!"); 2045 new_draw_info (NDI_UNIQUE, 0, op, "No one caught anything!");
2230 return 1; 2046 return 1;
2231} 2047}

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