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Comparing deliantra/server/server/spell_attack.C (file contents):
Revision 1.9 by root, Sun Sep 10 15:59:57 2006 UTC vs.
Revision 1.65 by root, Mon Sep 29 10:20:49 2008 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 1.9 2006/09/10 15:59:57 root Exp $"; 3 *
5 */ 4 * Copyright (©) 2005,2006,2007,2008 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 {
186 remove_ob (op);
187 free_object (op);
188 return;
189 } 169 {
170 op->destroy_inv (true); // be explicit about dropping
171 op->destroy (true);
172 return;
173 }
174
190 hit_map (op, 0, op->attacktype, 1); 175 hit_map (op, 0, op->attacktype, 1);
191 176
192 if (!op->direction) 177 if (!op->direction)
193 return; 178 return;
194 179
195 if (--op->range < 0) 180 if (--op->range < 0)
196 {
197 op->range = 0; 181 op->range = 0;
198 }
199 else 182 else
200 { 183 {
201 x = op->x + DIRX (op); 184 x = op->x + DIRX (op);
202 y = op->y + DIRY (op); 185 y = op->y + DIRY (op);
203 m = op->map; 186 m = op->map;
211 * on the space. So only call reflwall if we think the data it returns 194 * on the space. So only call reflwall if we think the data it returns
212 * will be useful. 195 * will be useful.
213 */ 196 */
214 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)) || ((mflags & P_IS_ALIVE) && reflwall (m, x, y, op))) 197 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)) || ((mflags & P_IS_ALIVE) && reflwall (m, x, y, op)))
215 { 198 {
216
217 if (!QUERY_FLAG (op, FLAG_REFLECTING)) 199 if (!QUERY_FLAG (op, FLAG_REFLECTING))
218 return; 200 return;
219 201
220 /* Since walls don't run diagonal, if the bolt is in 202 /* Since walls don't run diagonal, if the bolt is in
221 * one of 4 main directions, it just reflects back in the 203 * one of 4 main directions, it just reflects back in the
251 else if (left) 233 else if (left)
252 op->direction = absdir (op->direction + 2); 234 op->direction = absdir (op->direction + 2);
253 else if (right) 235 else if (right)
254 op->direction = absdir (op->direction - 2); 236 op->direction = absdir (op->direction - 2);
255 } 237 }
238
256 update_turn_face (op); /* A bolt *must* be IS_TURNABLE */ 239 update_turn_face (op); /* A bolt *must* be IS_TURNABLE */
257 return; 240 return;
258 } 241 }
259 else 242 else
260 { /* Create a copy of this object and put it ahead */ 243 { /* Create a copy of this object and put it ahead */
261 tmp = get_object (); 244 object *tmp = op->clone ();
262 copy_object (op, tmp); 245
246 m->insert (tmp, x, y, op);
263 tmp->speed_left = -0.1; 247 tmp->speed_left = -0.1f;
264 tmp->x += DIRX (tmp), tmp->y += DIRY (tmp);
265 tmp = insert_ob_in_map (tmp, op->map, op, 0);
266 /* To make up for the decrease at the top of the function */ 248 /* To make up for the decrease at the top of the function */
267 tmp->duration++; 249 tmp->duration++;
268 250
269 /* New forking code. Possibly create forks of this object 251 /* New forking code. Possibly create forks of this object
270 * going off in other directions. 252 * going off in other directions.
271 */ 253 */
272
273 if (rndm (0, 99) < tmp->stats.Dex) 254 if (tmp->stats.Dex && rndm (0, 99) < tmp->stats.Dex)
274 { /* stats.Dex % of forking */ 255 forklightning (op, tmp); /* stats.Dex % of forking */
275 forklightning (op, tmp); 256
276 }
277 /* In this way, the object left behind sticks on the space, but 257 /* In this way, the object left behind sticks on the space, but
278 * doesn't create any bolts that continue to move onward. 258 * doesn't create any bolts that continue to move onward.
279 */ 259 */
280 op->range = 0; 260 op->range = 0;
281 } /* copy object and move it along */ 261 } /* copy object and move it along */
288 * we remove the magic flag - that can be derived from 268 * we remove the magic flag - that can be derived from
289 * spob->attacktype. 269 * spob->attacktype.
290 * This function sets up the appropriate owner and skill 270 * This function sets up the appropriate owner and skill
291 * pointers. 271 * pointers.
292 */ 272 */
293
294int 273int
295fire_bolt (object *op, object *caster, int dir, object *spob, object *skill) 274fire_bolt (object *op, object *caster, int dir, object *spob, object *skill)
296{ 275{
297 object *tmp = NULL; 276 object *tmp = NULL;
298 int mflags; 277 int mflags;
305 return 0; 284 return 0;
306 285
307 /* peterm: level dependency for bolts */ 286 /* peterm: level dependency for bolts */
308 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob); 287 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob);
309 tmp->attacktype = spob->attacktype; 288 tmp->attacktype = spob->attacktype;
289
310 if (spob->slaying) 290 if (spob->slaying)
311 tmp->slaying = spob->slaying; 291 tmp->slaying = spob->slaying;
292
312 tmp->range = spob->range + SP_level_range_adjust (caster, spob); 293 tmp->range = spob->range + SP_level_range_adjust (caster, spob);
313 tmp->duration = spob->duration + SP_level_duration_adjust (caster, spob); 294 tmp->duration = spob->duration + SP_level_duration_adjust (caster, spob);
314 tmp->stats.Dex = spob->stats.Dex; 295 tmp->stats.Dex = spob->stats.Dex;
315 tmp->stats.Con = spob->stats.Con; 296 tmp->stats.Con = spob->stats.Con;
316 297
317 tmp->direction = dir; 298 tmp->direction = dir;
318 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) 299 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
319 SET_ANIMATION (tmp, dir); 300 SET_ANIMATION (tmp, dir);
320 301
321 set_owner (tmp, op); 302 tmp->set_owner (op);
322 set_spell_skill (op, caster, spob, tmp); 303 set_spell_skill (op, caster, spob, tmp);
323 304
324 tmp->x = op->x + DIRX (tmp); 305 tmp->x = op->x + DIRX (tmp);
325 tmp->y = op->y + DIRY (tmp); 306 tmp->y = op->y + DIRY (tmp);
326 tmp->map = op->map; 307 tmp->map = op->map;
327 308
309 maptile *newmap;
328 mflags = get_map_flags (tmp->map, &tmp->map, tmp->x, tmp->y, &tmp->x, &tmp->y); 310 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y);
329 if (mflags & P_OUT_OF_MAP) 311 if (mflags & P_OUT_OF_MAP)
330 { 312 {
331 free_object (tmp); 313 tmp->destroy_inv (true); // be explicit about dropping
314 tmp->destroy (true);
332 return 0; 315 return 0;
333 } 316 }
317
318 tmp->map = newmap;
319
334 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y))) 320 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y)))
335 { 321 {
336 if (!QUERY_FLAG (tmp, FLAG_REFLECTING)) 322 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
337 { 323 {
338 free_object (tmp); 324 tmp->destroy_inv (true); // be explicit about dropping
325 tmp->destroy (true);
339 return 0; 326 return 0;
340 } 327 }
328
341 tmp->x = op->x; 329 tmp->x = op->x;
342 tmp->y = op->y; 330 tmp->y = op->y;
343 tmp->direction = absdir (tmp->direction + 4); 331 tmp->direction = absdir (tmp->direction + 4);
344 tmp->map = op->map; 332 tmp->map = op->map;
345 } 333 }
346 if ((tmp = insert_ob_in_map (tmp, tmp->map, op, 0)) != NULL) 334
335 if ((tmp = tmp->insert_at (tmp, op)))
347 move_bolt (tmp); 336 move_bolt (tmp);
337
348 return 1; 338 return 1;
349} 339}
350
351
352 340
353/*************************************************************************** 341/***************************************************************************
354 * 342 *
355 * BULLET/BALL CODE 343 * BULLET/BALL CODE
356 * 344 *
357 ***************************************************************************/ 345 ***************************************************************************/
358 346
359/* expands an explosion. op is a piece of the 347/* expands an explosion. op is a piece of the
360 * explosion - this expans it in the different directions. 348 * explosion - this expands it in the different directions.
361 * At least that is what I think this does. 349 * At least that is what I think this does.
362 */ 350 */
363void 351void
364explosion (object *op) 352explosion (object *op)
365{ 353{
366 object *tmp;
367 mapstruct *m = op->map; 354 maptile *m = op->map;
368 int i; 355 int i;
369 356
370 if (--(op->duration) < 0) 357 if (--op->duration < 0)
371 {
372 remove_ob (op);
373 free_object (op);
374 return;
375 } 358 {
359 op->destroy (true);
360 return;
361 }
362
376 hit_map (op, 0, op->attacktype, 0); 363 hit_map (op, 0, op->attacktype, 0);
377 364
378 if (op->range > 0) 365 if (op->range > 0)
379 { 366 {
380 for (i = 1; i < 9; i++) 367 for (i = 1; i < 9; i++)
381 { 368 {
382 sint16 dx, dy; 369 sint16 dx, dy;
383 370
384 dx = op->x + freearr_x[i]; 371 dx = op->x + freearr_x[i];
385 dy = op->y + freearr_y[i]; 372 dy = op->y + freearr_y[i];
373
386 /* ok_to_put_more already does things like checks for walls, 374 /* ok_to_put_more already does things like checks for walls,
387 * out of map, etc. 375 * out of map, etc.
388 */ 376 */
389 if (ok_to_put_more (op->map, dx, dy, op, op->attacktype)) 377 if (ok_to_put_more (op->map, dx, dy, op, op->attacktype))
390 { 378 {
391 tmp = get_object (); 379 object *tmp = op->clone ();
392 copy_object (op, tmp); 380
393 tmp->state = 0; 381 tmp->state = 0;
394 tmp->speed_left = -0.21; 382 tmp->speed_left = -0.21f;
395 tmp->range--; 383 tmp->range--;
396 tmp->value = 0; 384 tmp->value = 0;
397 tmp->x = dx; 385
398 tmp->y = dy; 386 m->insert (tmp, dx, dy, op);
399 insert_ob_in_map (tmp, m, op, 0);
400 } 387 }
401 } 388 }
402 } 389 }
403} 390}
404
405 391
406/* Causes an object to explode, eg, a firebullet, 392/* Causes an object to explode, eg, a firebullet,
407 * poison cloud ball, etc. op is the object to 393 * poison cloud ball, etc. op is the object to
408 * explode. 394 * explode.
409 */ 395 */
410void 396void
411explode_bullet (object *op) 397explode_bullet (object *op)
412{ 398{
413 tag_t op_tag = op->count;
414 object *tmp, *owner; 399 object *tmp, *owner;
415 400
416 if (op->other_arch == NULL) 401 if (!op->other_arch)
417 { 402 {
418 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n"); 403 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n");
419 remove_ob (op); 404 op->destroy (true);
420 free_object (op);
421 return; 405 return;
422 } 406 }
423 407
424 if (op->env) 408 if (op->env)
425 { 409 {
426 object *env; 410 object *env = op->outer_env ();
427 411
428 env = object_get_env_recursive (op);
429 if (env->map == NULL || out_of_map (env->map, env->x, env->y)) 412 if (!env->map || out_of_map (env->map, env->x, env->y))
430 { 413 {
431 LOG (llevError, "BUG: explode_bullet(): env out of map\n"); 414 LOG (llevError, "BUG: explode_bullet(): env out of map\n");
432 remove_ob (op); 415 op->destroy (true);
433 free_object (op);
434 return; 416 return;
435 } 417 }
436 remove_ob (op); 418
437 op->x = env->x; 419 op->insert_at (env, op, INS_NO_MERGE | INS_NO_WALK_ON);
438 op->y = env->y;
439 insert_ob_in_map (op, env->map, op, INS_NO_MERGE | INS_NO_WALK_ON);
440 } 420 }
441 else if (out_of_map (op->map, op->x, op->y)) 421 else if (out_of_map (op->map, op->x, op->y))
442 { 422 {
443 LOG (llevError, "BUG: explode_bullet(): op out of map\n"); 423 LOG (llevError, "BUG: explode_bullet(): op out of map\n");
444 remove_ob (op); 424 op->destroy (true);
445 free_object (op);
446 return; 425 return;
447 } 426 }
448 427
449 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent explosions of any kind on safe maps 428 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent explosions of any kind on safe maps
450 // NOTE: If this breaks something important: remove this. I can't think of anything 429 // NOTE: If this breaks something important: remove this. I can't think of anything
451 // bad at the moment that might happen from this. 430 // bad at the moment that might happen from this.
452 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE) 431 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
453 { 432 {
454 remove_ob (op); 433 op->destroy (true);
455 free_object (op);
456 return; 434 return;
457 } 435 }
458 436
459 if (op->attacktype) 437 if (op->attacktype)
460 { 438 {
461 hit_map (op, 0, op->attacktype, 1); 439 hit_map (op, 0, op->attacktype, 1);
462 if (was_destroyed (op, op_tag)) 440
441 if (op->destroyed ())
463 return; 442 return;
464 } 443 }
465 444
466 /* other_arch contains what this explodes into */ 445 /* other_arch contains what this explodes into */
467 tmp = arch_to_object (op->other_arch); 446 tmp = arch_to_object (op->other_arch);
468 447
469 copy_owner (tmp, op); 448 tmp->set_owner (op);
470 tmp->skill = op->skill; 449 tmp->skill = op->skill;
471 450
472 owner = get_owner (op); 451 owner = op->owner;
473 if ((tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) && owner && !tailor_god_spell (tmp, owner)) 452
474 { 453 if ((tmp->attacktype & AT_HOLYWORD
475 remove_ob (op); 454 || tmp->attacktype & AT_GODPOWER)
476 free_object (op); 455 && owner
477 return; 456 && !tailor_god_spell (tmp, owner))
478 } 457 {
479 tmp->x = op->x; 458 op->destroy (true);
480 tmp->y = op->y; 459 return;
460 }
481 461
482 /* special for bombs - it actually has sane values for these */ 462 /* special for bombs - it actually has sane values for these */
483 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB) 463 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB)
484 { 464 {
485 tmp->attacktype = op->attacktype; 465 tmp->attacktype = op->attacktype;
489 } 469 }
490 else 470 else
491 { 471 {
492 if (op->attacktype & AT_MAGIC) 472 if (op->attacktype & AT_MAGIC)
493 tmp->attacktype |= AT_MAGIC; 473 tmp->attacktype |= AT_MAGIC;
474
494 /* Spell doc describes what is going on here */ 475 /* Spell doc describes what is going on here */
495 tmp->stats.dam = op->dam_modifier; 476 tmp->stats.dam = op->dam_modifier;
496 tmp->range = op->stats.maxhp; 477 tmp->range = op->stats.maxhp;
497 tmp->duration = op->stats.hp; 478 tmp->duration = op->stats.hp;
498 /* Used for spell tracking - just need a unique val for this spell - 479 /* Used for spell tracking - just need a unique val for this spell -
506 tmp->stats.sp = op->direction; 487 tmp->stats.sp = op->direction;
507 488
508 /* Prevent recursion */ 489 /* Prevent recursion */
509 op->move_on = 0; 490 op->move_on = 0;
510 491
511 insert_ob_in_map (tmp, op->map, op, 0); 492 tmp->insert_at (op, op);
493 tmp->play_sound (tmp->sound);
494
512 /* remove the firebullet */ 495 /* remove the firebullet */
513 if (!was_destroyed (op, op_tag)) 496 op->destroy (true);
514 {
515 remove_ob (op);
516 free_object (op);
517 }
518} 497}
519
520
521 498
522/* checks to see what op should do, given the space it is on 499/* checks to see what op should do, given the space it is on
523 * (eg, explode, damage player, etc) 500 * (eg, explode, damage player, etc)
524 */ 501 */
525
526void 502void
527check_bullet (object *op) 503check_bullet (object *op)
528{ 504{
529 tag_t op_tag = op->count, tmp_tag;
530 object *tmp; 505 object *tmp;
531 int dam, mflags; 506 int dam, mflags;
532 mapstruct *m; 507 maptile *m;
533 sint16 sx, sy; 508 sint16 sx, sy;
534 509
535 mflags = get_map_flags (op->map, &m, op->x, op->y, &sx, &sy); 510 mflags = get_map_flags (op->map, &m, op->x, op->y, &sx, &sy);
536 511
537 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy))) 512 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
546 521
547 /* If nothing alive on this space, no reason to do anything further */ 522 /* If nothing alive on this space, no reason to do anything further */
548 if (!(mflags & P_IS_ALIVE)) 523 if (!(mflags & P_IS_ALIVE))
549 return; 524 return;
550 525
551 for (tmp = get_map_ob (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 526 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
552 { 527 {
553 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 528 if (QUERY_FLAG (tmp, FLAG_ALIVE))
554 { 529 {
555 tmp_tag = tmp->count;
556 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1); 530 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1);
531
532 // TODO: can't understand the following if's
557 if (was_destroyed (op, op_tag) || !was_destroyed (tmp, tmp_tag) || (op->stats.dam -= dam) < 0) 533 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0)
558 { 534 {
559 if (!QUERY_FLAG (op, FLAG_REMOVED)) 535 if (!QUERY_FLAG (op, FLAG_REMOVED))
560 { 536 {
561 remove_ob (op); 537 op->destroy (true);
562 free_object (op);
563 return; 538 return;
564 } 539 }
565 } 540 }
566 } 541 }
567 } 542 }
568} 543}
569
570 544
571/* Basically, we move 'op' one square, and if it hits something, 545/* Basically, we move 'op' one square, and if it hits something,
572 * call check_bullet. 546 * call check_bullet.
573 * This function is only applicable to bullets, but not to all 547 * This function is only applicable to bullets, but not to all
574 * fired arches (eg, bolts). 548 * fired arches (eg, bolts).
575 */ 549 */
576
577void 550void
578move_bullet (object *op) 551move_bullet (object *op)
579{ 552{
580 sint16 new_x, new_y; 553 sint16 new_x, new_y;
581 int mflags; 554 int mflags;
582 mapstruct *m; 555 maptile *m;
583 556
584#if 0 557#if 0
585 /* We need a better general purpose way to do this */ 558 /* We need a better general purpose way to do this */
586 559
587 /* peterm: added to make comet leave a trail of burnouts 560 /* peterm: added to make comet leave a trail of burnouts
588 it's an unadulterated hack, but the effect is cool. */ 561 it's an unadulterated hack, but the effect is cool. */
589 if (op->stats.sp == SP_METEOR) 562 if (op->stats.sp == SP_METEOR)
590 { 563 {
591 replace_insert_ob_in_map ("fire_trail", op); 564 replace_insert_ob_in_map ("fire_trail", op);
592 if (was_destroyed (op, op_tag)) 565 if (op->destroyed ())
593 return; 566 return;
594 } /* end addition. */ 567 } /* end addition. */
595#endif 568#endif
596 569
597 /* Reached the end of its life - remove it */ 570 /* Reached the end of its life - remove it */
598 if (--op->range <= 0) 571 if (--op->range <= 0)
599 { 572 {
600 if (op->other_arch) 573 if (op->other_arch)
601 {
602 explode_bullet (op); 574 explode_bullet (op);
603 }
604 else 575 else
605 { 576 op->destroy (true);
606 remove_ob (op); 577
607 free_object (op);
608 }
609 return; 578 return;
610 } 579 }
611 580
612 new_x = op->x + DIRX (op); 581 new_x = op->x + DIRX (op);
613 new_y = op->y + DIRY (op); 582 new_y = op->y + DIRY (op);
614 m = op->map; 583 m = op->map;
615 mflags = get_map_flags (m, &m, new_x, new_y, &new_x, &new_y); 584 mflags = get_map_flags (m, &m, new_x, new_y, &new_x, &new_y);
616 585
617 if (mflags & P_OUT_OF_MAP) 586 if (mflags & P_OUT_OF_MAP)
618 { 587 {
619 remove_ob (op); 588 op->destroy (true);
620 free_object (op);
621 return; 589 return;
622 } 590 }
623 591
624 if (!op->direction || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y))) 592 if (!op->direction || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y)))
625 { 593 {
626 if (op->other_arch) 594 if (op->other_arch)
627 {
628 explode_bullet (op); 595 explode_bullet (op);
629 }
630 else 596 else
631 { 597 op->destroy (true);
632 remove_ob (op);
633 free_object (op);
634 }
635 return;
636 }
637 598
638 remove_ob (op); 599 return;
639 op->x = new_x; 600 }
640 op->y = new_y; 601
641 if ((op = insert_ob_in_map (op, m, op, 0)) == NULL) 602 if (!(op = m->insert (op, new_x, new_y, op)))
642 return; 603 return;
643 604
644 if (reflwall (op->map, op->x, op->y, op)) 605 if (reflwall (op->map, op->x, op->y, op))
645 { 606 {
646 op->direction = absdir (op->direction + 4); 607 op->direction = absdir (op->direction + 4);
647 update_turn_face (op); 608 update_turn_face (op);
648 } 609 }
649 else 610 else
650 {
651 check_bullet (op); 611 check_bullet (op);
652 }
653} 612}
654
655
656
657 613
658/* fire_bullet 614/* fire_bullet
659 * object op (cast from caster) files a bolt in dir. 615 * object op (cast from caster) files a bolt in dir.
660 * spob is the spell object for the bolt. 616 * spob is the spell object for the bolt.
661 * we remove the magic flag - that can be derived from 617 * we remove the magic flag - that can be derived from
662 * spob->attacktype. 618 * spob->attacktype.
663 * This function sets up the appropriate owner and skill 619 * This function sets up the appropriate owner and skill
664 * pointers. 620 * pointers.
665 */ 621 */
666
667int 622int
668fire_bullet (object *op, object *caster, int dir, object *spob) 623fire_bullet (object *op, object *caster, int dir, object *spob)
669{ 624{
670 object *tmp = NULL; 625 object *tmp = NULL;
671 int mflags; 626 int mflags;
672 627
673 if (!spob->other_arch) 628 if (!spob->other_arch)
674 return 0; 629 return 0;
675 630
676 tmp = arch_to_object (spob->other_arch); 631 tmp = spob->other_arch->instance ();
677 if (tmp == NULL) 632 if (!tmp)
678 return 0; 633 return 0;
679 634
680 /* peterm: level dependency for bolts */ 635 /* peterm: level dependency for bolts */
681 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob); 636 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob);
682 tmp->attacktype = spob->attacktype; 637 tmp->attacktype = spob->attacktype;
683 if (spob->slaying) 638 if (spob->slaying)
684 tmp->slaying = spob->slaying; 639 tmp->slaying = spob->slaying;
685 640
692 647
693 tmp->direction = dir; 648 tmp->direction = dir;
694 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) 649 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
695 SET_ANIMATION (tmp, dir); 650 SET_ANIMATION (tmp, dir);
696 651
697 set_owner (tmp, op); 652 tmp->set_owner (op);
698 set_spell_skill (op, caster, spob, tmp); 653 set_spell_skill (op, caster, spob, tmp);
699 654
700 tmp->x = op->x + freearr_x[dir]; 655 tmp->x = op->x + freearr_x[dir];
701 tmp->y = op->y + freearr_y[dir]; 656 tmp->y = op->y + freearr_y[dir];
702 tmp->map = op->map; 657 tmp->map = op->map;
703 658
659 maptile *newmap;
704 mflags = get_map_flags (tmp->map, &tmp->map, tmp->x, tmp->y, &tmp->x, &tmp->y); 660 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y);
705 if (mflags & P_OUT_OF_MAP) 661 if (mflags & P_OUT_OF_MAP)
706 { 662 {
707 free_object (tmp); 663 tmp->destroy (true);
708 return 0; 664 return 0;
709 } 665 }
666
667 tmp->map = newmap;
668
710 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y))) 669 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y)))
711 { 670 {
712 if (!QUERY_FLAG (tmp, FLAG_REFLECTING)) 671 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
713 { 672 {
714 free_object (tmp); 673 tmp->destroy (true);
715 return 0; 674 return 0;
716 } 675 }
676
717 tmp->x = op->x; 677 tmp->x = op->x;
718 tmp->y = op->y; 678 tmp->y = op->y;
719 tmp->direction = absdir (tmp->direction + 4); 679 tmp->direction = absdir (tmp->direction + 4);
720 tmp->map = op->map; 680 tmp->map = op->map;
721 } 681 }
722 if ((tmp = insert_ob_in_map (tmp, tmp->map, op, 0)) != NULL) 682
723 { 683 if ((tmp = tmp->insert_at (tmp, op)))
724 check_bullet (tmp); 684 check_bullet (tmp);
725 } 685
726 return 1; 686 return 1;
727} 687}
728
729
730
731 688
732/***************************************************************************** 689/*****************************************************************************
733 * 690 *
734 * CONE RELATED FUNCTIONS 691 * CONE RELATED FUNCTIONS
735 * 692 *
736 *****************************************************************************/ 693 *****************************************************************************/
737 694
738
739/* drops an object based on what is in the cone's "other_arch" */ 695/* drops an object based on what is in the cone's "other_arch" */
740void 696void
741cone_drop (object *op) 697cone_drop (object *op)
742{ 698{
743 object *new_ob = arch_to_object (op->other_arch); 699 object *new_ob = arch_to_object (op->other_arch);
744 700
745 new_ob->x = op->x;
746 new_ob->y = op->y;
747 new_ob->level = op->level; 701 new_ob->level = op->level;
748 set_owner (new_ob, op->owner); 702 new_ob->set_owner (op->owner);
749 703
750 /* preserve skill ownership */ 704 /* preserve skill ownership */
751 if (op->skill && op->skill != new_ob->skill) 705 if (op->skill && op->skill != new_ob->skill)
752 {
753 new_ob->skill = op->skill; 706 new_ob->skill = op->skill;
754 }
755 insert_ob_in_map (new_ob, op->map, op, 0);
756 707
708 new_ob->insert_at (op, op);
757} 709}
758 710
759/* move_cone: causes cone object 'op' to move a space/hit creatures */ 711/* move_cone: causes cone object 'op' to move a space/hit creatures */
760 712
761void 713void
762move_cone (object *op) 714move_cone (object *op)
763{ 715{
764 int i;
765 tag_t tag;
766
767 /* if no map then hit_map will crash so just ignore object */ 716 /* if no map then hit_map will crash so just ignore object */
768 if (!op->map) 717 if (!op->map)
769 { 718 {
770 LOG (llevError, "Tried to move_cone object %s without a map.\n", op->name ? &op->name : "unknown"); 719 LOG (llevError, "Tried to move_cone object %s without a map.\n", op->name ? &op->name : "unknown");
771 op->speed = 0; 720 op->set_speed (0);
772 update_ob_speed (op);
773 return; 721 return;
774 } 722 }
775 723
776 /* lava saves it's life, but not yours :) */ 724 /* lava saves it's life, but not yours :) */
777 if (QUERY_FLAG (op, FLAG_LIFESAVE)) 725 if (QUERY_FLAG (op, FLAG_LIFESAVE))
783#if 0 731#if 0
784 /* Disable this - enabling it makes monsters easier, as 732 /* Disable this - enabling it makes monsters easier, as
785 * when their cone dies when they die. 733 * when their cone dies when they die.
786 */ 734 */
787 /* If no owner left, the spell dies out. */ 735 /* If no owner left, the spell dies out. */
788 if (get_owner (op) == NULL) 736 if (op->owner == NULL)
789 { 737 {
790 remove_ob (op); 738 op->destroy (true);
791 free_object (op);
792 return; 739 return;
793 } 740 }
794#endif 741#endif
795 742
796 tag = op->count;
797 hit_map (op, 0, op->attacktype, 0); 743 hit_map (op, 0, op->attacktype, 0);
798 744
799 /* Check to see if we should push anything. 745 /* Check to see if we should push anything.
800 * Spell objects with weight push whatever they encounter to some 746 * Spell objects with weight push whatever they encounter to some
801 * degree. 747 * degree.
802 */ 748 */
803 if (op->weight) 749 if (op->weight)
804 check_spell_knockback (op); 750 check_spell_knockback (op);
805 751
806 if (was_destroyed (op, tag)) 752 if (op->destroyed ())
807 return; 753 return;
808 754
809 if ((op->duration--) < 0) 755 if (op->duration-- < 0)
810 { 756 {
811 remove_ob (op); 757 op->destroy (true);
812 free_object (op);
813 return; 758 return;
814 } 759 }
815 /* Object has hit maximum range, so don't have it move 760 /* Object has hit maximum range, so don't have it move
816 * any further. When the duration above expires, 761 * any further. When the duration above expires,
817 * then the object will get removed. 762 * then the object will get removed.
820 { 765 {
821 op->range = 0; /* just so it doesn't wrap */ 766 op->range = 0; /* just so it doesn't wrap */
822 return; 767 return;
823 } 768 }
824 769
825 for (i = -1; i < 2; i++) 770 for (int i = -1; i <= 1; i++)
826 { 771 {
827 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)];
828 773
829 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))
830 { 775 {
831 object *tmp = get_object (); 776 object *tmp = op->clone ();
832
833 copy_object (op, tmp);
834 tmp->x = x;
835 tmp->y = y;
836 777
837 tmp->duration = op->duration + 1; 778 tmp->duration = op->duration + 1;
838 779
839 /* Use for spell tracking - see ok_to_put_more() */ 780 /* Use for spell tracking - see ok_to_put_more() */
840 tmp->stats.maxhp = op->stats.maxhp; 781 tmp->stats.maxhp = op->stats.maxhp;
841 insert_ob_in_map (tmp, op->map, op, 0); 782
783 op->map->insert (tmp, x, y, op);
784
842 if (tmp->other_arch) 785 if (tmp->other_arch)
843 cone_drop (tmp); 786 cone_drop (tmp);
844 } 787 }
845 } 788 }
846} 789}
856int 799int
857cast_cone (object *op, object *caster, int dir, object *spell) 800cast_cone (object *op, object *caster, int dir, object *spell)
858{ 801{
859 object *tmp; 802 object *tmp;
860 int i, success = 0, range_min = -1, range_max = 1; 803 int i, success = 0, range_min = -1, range_max = 1;
861 mapstruct *m; 804 maptile *m;
862 sint16 sx, sy; 805 sint16 sx, sy;
863 MoveType movetype; 806 MoveType movetype;
864 807
865 if (!spell->other_arch) 808 if (!spell->other_arch)
866 return 0; 809 return 0;
879 822
880 /* 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
881 * 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
882 * insert it into is blocked. 825 * insert it into is blocked.
883 */ 826 */
884 movetype = spell->other_arch->clone.move_type; 827 movetype = spell->other_arch->move_type;
885 828
886 for (i = range_min; i <= range_max; i++) 829 for (i = range_min; i <= range_max; i++)
887 { 830 {
888 sint16 x, y, d; 831 sint16 x, y, d;
889 832
922 if ((movetype & GET_MAP_MOVE_BLOCK (m, sx, sy)) == movetype) 865 if ((movetype & GET_MAP_MOVE_BLOCK (m, sx, sy)) == movetype)
923 continue; 866 continue;
924 867
925 success = 1; 868 success = 1;
926 tmp = arch_to_object (spell->other_arch); 869 tmp = arch_to_object (spell->other_arch);
927 set_owner (tmp, op); 870 tmp->set_owner (op);
928 set_spell_skill (op, caster, spell, tmp); 871 set_spell_skill (op, caster, spell, tmp);
929 tmp->level = caster_level (caster, spell); 872 tmp->level = casting_level (caster, spell);
930 tmp->x = sx;
931 tmp->y = sy;
932 tmp->attacktype = spell->attacktype; 873 tmp->attacktype = spell->attacktype;
933 874
934 /* holy word stuff */ 875 /* holy word stuff */
935 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER)) 876 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER))
936 {
937 if (!tailor_god_spell (tmp, op)) 877 if (!tailor_god_spell (tmp, op))
938 return 0; 878 return 0;
939 }
940 879
941 if (dir) 880 if (dir)
942 tmp->stats.sp = dir; 881 tmp->stats.sp = dir;
943 else 882 else
944 tmp->stats.sp = i; 883 tmp->stats.sp = i;
950 { 889 {
951 tmp->range /= 4; 890 tmp->range /= 4;
952 if (tmp->range < 2 && spell->range >= 2) 891 if (tmp->range < 2 && spell->range >= 2)
953 tmp->range = 2; 892 tmp->range = 2;
954 } 893 }
894
955 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 895 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
956 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell); 896 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
957 897
958 /* Special bonus for fear attacks */ 898 /* Special bonus for fear attacks */
959 if (tmp->attacktype & AT_FEAR) 899 if (tmp->attacktype & AT_FEAR)
961 if (caster->type == PLAYER) 901 if (caster->type == PLAYER)
962 tmp->duration += fear_bonus[caster->stats.Cha]; 902 tmp->duration += fear_bonus[caster->stats.Cha];
963 else 903 else
964 tmp->duration += caster->level / 3; 904 tmp->duration += caster->level / 3;
965 } 905 }
906
966 if (tmp->attacktype & (AT_HOLYWORD | AT_TURN_UNDEAD)) 907 if (tmp->attacktype & (AT_HOLYWORD | AT_TURN_UNDEAD))
967 { 908 {
968 if (caster->type == PLAYER) 909 if (caster->type == PLAYER)
969 tmp->duration += turn_bonus[caster->stats.Wis] / 5; 910 tmp->duration += turn_bonus[caster->stats.Wis] / 5;
970 else 911 else
971 tmp->duration += caster->level / 3; 912 tmp->duration += caster->level / 3;
972 } 913 }
973 914
974
975 if (!(tmp->move_type & MOVE_FLY_LOW)) 915 if (!(tmp->move_type & MOVE_FLY_LOW))
976 LOG (llevDebug, "cast_cone(): arch %s doesn't have flying 1\n", &spell->other_arch->name); 916 LOG (llevDebug, "cast_cone(): arch %s doesn't have flying 1\n", &spell->other_arch->archname);
977 917
978 if (!tmp->move_on && tmp->stats.dam) 918 if (!tmp->move_on && tmp->stats.dam)
979 {
980 LOG (llevDebug, "cast_cone(): arch %s doesn't have move_on set\n", &spell->other_arch->name); 919 LOG (llevDebug, "cast_cone(): arch %s doesn't have move_on set\n", &spell->other_arch->archname);
981 } 920
982 insert_ob_in_map (tmp, m, op, 0); 921 m->insert (tmp, sx, sy, op);
983 922
984 /* This is used for tracking spells so that one effect doesn't hit 923 /* This is used for tracking spells so that one effect doesn't hit
985 * a single space too many times. 924 * a single space too many times.
986 */ 925 */
987 tmp->stats.maxhp = tmp->count; 926 tmp->stats.maxhp = tmp->count;
988 927
989 if (tmp->other_arch) 928 if (tmp->other_arch)
990 cone_drop (tmp); 929 cone_drop (tmp);
991 } 930 }
931
992 return success; 932 return success;
993} 933}
994 934
995/**************************************************************************** 935/****************************************************************************
996 * 936 *
997 * BOMB related code 937 * BOMB related code
998 * 938 *
999 ****************************************************************************/ 939 ****************************************************************************/
1000 940
1001
1002/* This handles an exploding bomb. 941/* This handles an exploding bomb.
1003 * op is the original bomb object. 942 * op is the original bomb object.
1004 */ 943 */
1005void 944void
1006animate_bomb (object *op) 945animate_bomb (object *op)
1007{ 946{
1008 int i;
1009 object *env, *tmp;
1010 archetype *at;
1011
1012 if (op->state != NUM_ANIMATIONS (op) - 1) 947 if (op->state != NUM_ANIMATIONS (op) - 1)
1013 return; 948 return;
1014 949
1015 950 object *env = op->outer_env ();
1016 env = object_get_env_recursive (op);
1017 951
1018 if (op->env) 952 if (op->env)
1019 { 953 {
1020 if (env->map == NULL) 954 if (env->map == NULL)
1021 return; 955 return;
1022 956
1023 if (env->type == PLAYER) 957 if (!(op = op->insert_at (env, op)))
1024 esrv_del_item (env->contr, op->count);
1025
1026 remove_ob (op);
1027 op->x = env->x;
1028 op->y = env->y;
1029 if ((op = insert_ob_in_map (op, env->map, op, 0)) == NULL)
1030 return; 958 return;
1031 } 959 }
1032 960
1033 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent bomb from exploding 961 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent bomb from exploding
1034 // on a safe map. I don't like this special casing, but it seems to be neccessary 962 // on a safe map. I don't like this special casing, but it seems to be neccessary
1035 // as bombs can be carried. 963 // as bombs can be carried.
1036 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE) 964 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
1037 { 965 {
1038 remove_ob (op); 966 op->destroy (true);
1039 free_object (op);
1040 return; 967 return;
1041 } 968 }
1042 969
1043 /* This copies a lot of the code from the fire bullet, 970 /* This copies a lot of the code from the fire bullet,
1044 * but using the cast_bullet isn't really feasible, 971 * but using the cast_bullet isn't really feasible,
1045 * so just set up the appropriate values. 972 * so just set up the appropriate values.
1046 */ 973 */
1047 at = find_archetype (SPLINT); 974 if (archetype *at = archetype::find (SPLINT))
1048 if (at)
1049 { 975 {
1050 for (i = 1; i < 9; i++) 976 for (int i = 1; i < 9; i++)
1051 { 977 {
1052 if (out_of_map (op->map, op->x + freearr_x[i], op->y + freearr_x[i])) 978 if (out_of_map (op->map, op->x + freearr_x[i], op->y + freearr_x[i]))
1053 continue; 979 continue;
980
1054 tmp = arch_to_object (at); 981 object *tmp = arch_to_object (at);
1055 tmp->direction = i; 982 tmp->direction = i;
1056 tmp->range = op->range; 983 tmp->range = op->range;
1057 tmp->stats.dam = op->stats.dam; 984 tmp->stats.dam = op->stats.dam;
1058 tmp->duration = op->duration; 985 tmp->duration = op->duration;
1059 tmp->attacktype = op->attacktype; 986 tmp->attacktype = op->attacktype;
1060 copy_owner (tmp, op); 987 tmp->set_owner (op);
1061 if (op->skill && op->skill != tmp->skill) 988 if (op->skill && op->skill != tmp->skill)
1062 {
1063 tmp->skill = op->skill; 989 tmp->skill = op->skill;
1064 } 990
1065 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) 991 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
1066 SET_ANIMATION (tmp, i); 992 SET_ANIMATION (tmp, i);
1067 tmp->x = op->x + freearr_x[i]; 993
1068 tmp->y = op->y + freearr_x[i]; 994 op->map->insert (tmp, op->x + freearr_x[i], op->y + freearr_x[i], op);
1069 insert_ob_in_map (tmp, op->map, op, 0);
1070 move_bullet (tmp); 995 move_bullet (tmp);
1071 } 996 }
1072 } 997 }
1073 998
1074 explode_bullet (op); 999 explode_bullet (op);
1075} 1000}
1076 1001
1077int 1002int
1078create_bomb (object *op, object *caster, int dir, object *spell) 1003create_bomb (object *op, object *caster, int dir, object *spell)
1079{ 1004{
1080
1081 object *tmp; 1005 object *tmp;
1082 int mflags; 1006 int mflags;
1083 sint16 dx = op->x + freearr_x[dir], dy = op->y + freearr_y[dir]; 1007 sint16 dx = op->x + freearr_x[dir], dy = op->y + freearr_y[dir];
1084 mapstruct *m; 1008 maptile *m;
1085 1009
1086 mflags = get_map_flags (op->map, &m, dx, dy, &dx, &dy); 1010 mflags = get_map_flags (op->map, &m, dx, dy, &dx, &dy);
1087 if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, dx, dy) & MOVE_WALK)) 1011 if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, dx, dy) & MOVE_WALK))
1088 { 1012 {
1089 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way."); 1013 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way.");
1090 return 0; 1014 return 0;
1091 } 1015 }
1016
1092 tmp = arch_to_object (spell->other_arch); 1017 tmp = arch_to_object (spell->other_arch);
1093 1018
1094 /* level dependencies for bomb */ 1019 /* level dependencies for bomb */
1095 tmp->range = spell->range + SP_level_range_adjust (caster, spell); 1020 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
1096 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1021 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1097 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell); 1022 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
1098 tmp->attacktype = spell->attacktype; 1023 tmp->attacktype = spell->attacktype;
1099 1024
1100 set_owner (tmp, op); 1025 tmp->set_owner (op);
1101 set_spell_skill (op, caster, spell, tmp); 1026 set_spell_skill (op, caster, spell, tmp);
1102 tmp->x = dx; 1027
1103 tmp->y = dy; 1028 m->insert (tmp, dx, dy, op);
1104 insert_ob_in_map (tmp, m, op, 0);
1105 return 1; 1029 return 1;
1106} 1030}
1107 1031
1108/**************************************************************************** 1032/****************************************************************************
1109 * 1033 *
1118 * dir is the direction to look in. 1042 * dir is the direction to look in.
1119 * range is how far out to look. 1043 * range is how far out to look.
1120 * type is the type of spell - either SPELL_MANA or SPELL_GRACE. 1044 * type is the type of spell - either SPELL_MANA or SPELL_GRACE.
1121 * this info is used for blocked magic/unholy spaces. 1045 * this info is used for blocked magic/unholy spaces.
1122 */ 1046 */
1123
1124object * 1047object *
1125get_pointed_target (object *op, int dir, int range, int type) 1048get_pointed_target (object *op, int dir, int range, int type)
1126{ 1049{
1127 object *target; 1050 object *target;
1128 sint16 x, y; 1051 sint16 x, y;
1129 int dist, mflags; 1052 int dist, mflags;
1130 mapstruct *mp; 1053 maptile *mp;
1131 1054
1132 if (dir == 0) 1055 if (dir == 0)
1133 return NULL; 1056 return NULL;
1134 1057
1135 for (dist = 1; dist < range; dist++) 1058 for (dist = 1; dist < range; dist++)
1147 return NULL; 1070 return NULL;
1148 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW) 1071 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW)
1149 return NULL; 1072 return NULL;
1150 1073
1151 if (mflags & P_IS_ALIVE) 1074 if (mflags & P_IS_ALIVE)
1152 {
1153 for (target = get_map_ob (mp, x, y); target; target = target->above) 1075 for (target = GET_MAP_OB (mp, x, y); target; target = target->above)
1154 { 1076 if (QUERY_FLAG (target, FLAG_MONSTER))
1155 if (QUERY_FLAG (target->head ? target->head : target, FLAG_MONSTER))
1156 {
1157 return target; 1077 return target;
1158 }
1159 }
1160 }
1161 } 1078 }
1079
1162 return NULL; 1080 return NULL;
1163} 1081}
1164
1165 1082
1166/* cast_smite_arch() - the priest points to a creature and causes 1083/* cast_smite_arch() - the priest points to a creature and causes
1167 * a 'godly curse' to decend. 1084 * a 'godly curse' to decend.
1168 * usual params - 1085 * usual params -
1169 * op = player 1086 * op = player
1170 * caster = object casting the spell. 1087 * caster = object casting the spell.
1171 * dir = direction being cast 1088 * dir = direction being cast
1172 * spell = spell object 1089 * spell = spell object
1173 */ 1090 */
1174
1175int 1091int
1176cast_smite_spell (object *op, object *caster, int dir, object *spell) 1092cast_smite_spell (object *op, object *caster, int dir, object *spell)
1177{ 1093{
1178 object *effect, *target; 1094 object *effect, *target;
1179 object *god = find_god (determine_god (op)); 1095 object *god = find_god (determine_god (op));
1203 effect = arch_to_object (spell->other_arch); 1119 effect = arch_to_object (spell->other_arch);
1204 else 1120 else
1205 return 0; 1121 return 0;
1206 1122
1207 /* tailor the effect by priest level and worshipped God */ 1123 /* tailor the effect by priest level and worshipped God */
1208 effect->level = caster_level (caster, spell); 1124 effect->level = casting_level (caster, spell);
1209 effect->attacktype = spell->attacktype; 1125 effect->attacktype = spell->attacktype;
1210 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER)) 1126 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER))
1211 { 1127 {
1212 if (tailor_god_spell (effect, op)) 1128 if (tailor_god_spell (effect, op))
1213 new_draw_info_format (NDI_UNIQUE, 0, op, "%s answers your call!", determine_god (op)); 1129 new_draw_info_format (NDI_UNIQUE, 0, op, "%s answers your call!", determine_god (op));
1225 if (effect->attacktype & AT_DEATH) 1141 if (effect->attacktype & AT_DEATH)
1226 { 1142 {
1227 effect->level = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1143 effect->level = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1228 1144
1229 /* casting death spells at undead isn't a good thing */ 1145 /* casting death spells at undead isn't a good thing */
1230 if QUERY_FLAG
1231 (target, FLAG_UNDEAD) 1146 if (QUERY_FLAG (target, FLAG_UNDEAD))
1232 { 1147 {
1233 if (random_roll (0, 2, op, PREFER_LOW)) 1148 if (random_roll (0, 2, op, PREFER_LOW))
1234 { 1149 {
1235 new_draw_info (NDI_UNIQUE, 0, op, "Idiot! Your spell boomerangs!"); 1150 new_draw_info (NDI_UNIQUE, 0, op, "Idiot! Your spell boomerangs!");
1236 effect->x = op->x; 1151 effect->x = op->x;
1238 } 1153 }
1239 else 1154 else
1240 { 1155 {
1241 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s looks stronger!", query_name (target)); 1156 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s looks stronger!", query_name (target));
1242 target->stats.hp = target->stats.maxhp * 2; 1157 target->stats.hp = target->stats.maxhp * 2;
1243 free_object (effect); 1158 effect->destroy (true);
1244 return 0; 1159 return 0;
1245 } 1160 }
1246 } 1161 }
1247 } 1162 }
1248 else 1163 else
1249 { 1164 {
1250 /* how much woe to inflict :) */ 1165 /* how much woe to inflict :) */
1251 effect->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1166 effect->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1252 } 1167 }
1253 1168
1254 set_owner (effect, op); 1169 effect->set_owner (op);
1255 set_spell_skill (op, caster, spell, effect); 1170 set_spell_skill (op, caster, spell, effect);
1256 1171
1257 /* ok, tell it where to be, and insert! */ 1172 /* ok, tell it where to be, and insert! */
1258 effect->x = target->x; 1173 effect->insert_at (target, op);
1259 effect->y = target->y;
1260 insert_ob_in_map (effect, target->map, op, 0);
1261 1174
1262 return 1; 1175 return 1;
1263} 1176}
1264
1265 1177
1266/**************************************************************************** 1178/****************************************************************************
1267 * 1179 *
1268 * MAGIC MISSILE code. 1180 * MAGIC MISSILE code.
1269 * note that the fire_bullet is used to fire the missile. The 1181 * note that the fire_bullet is used to fire the missile. The
1272 1184
1273/* op is a missile that needs to be moved */ 1185/* op is a missile that needs to be moved */
1274void 1186void
1275move_missile (object *op) 1187move_missile (object *op)
1276{ 1188{
1277 int i, mflags;
1278 object *owner;
1279 sint16 new_x, new_y;
1280 mapstruct *m;
1281
1282 if (op->range-- <= 0) 1189 if (op->range-- <= 0)
1283 { 1190 {
1284 remove_ob (op); 1191 op->destroy_inv (true); // be explicit about dropping
1285 free_object (op); 1192 op->destroy (true);
1286 return; 1193 return;
1287 }
1288
1289 owner = get_owner (op);
1290#if 0
1291 /* It'd make things nastier if this wasn't here - spells cast by
1292 * monster that are then killed would continue to survive
1293 */
1294 if (owner == NULL)
1295 { 1194 }
1296 remove_ob (op); 1195
1297 free_object (op); 1196 mapxy pos (op);
1298 return; 1197 pos.move (op->direction);
1198
1199 if (!pos.normalise ())
1299 } 1200 {
1300#endif 1201 op->destroy (true);
1301 1202 return;
1302 new_x = op->x + DIRX (op);
1303 new_y = op->y + DIRY (op);
1304
1305 mflags = get_map_flags (op->map, &m, new_x, new_y, &new_x, &new_y);
1306
1307 if (!(mflags & P_OUT_OF_MAP) && ((mflags & P_IS_ALIVE) || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y))))
1308 { 1203 }
1309 tag_t tag = op->count;
1310 1204
1205 mapspace &ms = pos.ms ();
1206
1207 if (ms.flags () & P_IS_ALIVE || ms.blocks (op))
1208 {
1311 hit_map (op, op->direction, AT_MAGIC, 1); 1209 hit_map (op, op->direction, AT_MAGIC, 1);
1312 /* Basically, missile only hits one thing then goes away. 1210 /* Basically, missile only hits one thing then goes away.
1313 * we need to remove it if someone hasn't already done so. 1211 * we need to remove it if someone hasn't already done so.
1314 */ 1212 */
1315 if (!was_destroyed (op, tag)) 1213 op->destroy (true);
1316 {
1317 remove_ob (op);
1318 free_object (op);
1319 }
1320 return; 1214 return;
1321 }
1322
1323 remove_ob (op);
1324 if (!op->direction || (mflags & P_OUT_OF_MAP))
1325 { 1215 }
1326 free_object (op); 1216
1327 return; 1217 if (!op->direction)
1328 } 1218 {
1329 op->x = new_x; 1219 op->destroy (true);
1330 op->y = new_y; 1220 return;
1331 op->map = m; 1221 }
1332 i = spell_find_dir (op->map, op->x, op->y, get_owner (op)); 1222
1223 int i = spell_find_dir (pos.m, pos.x, pos.y, op->owner);
1333 if (i > 0 && i != op->direction) 1224 if (i > 0 && i != op->direction)
1334 { 1225 {
1335 op->direction = i; 1226 op->direction = i;
1336 SET_ANIMATION (op, op->direction); 1227 SET_ANIMATION (op, op->direction);
1337 } 1228 }
1338 insert_ob_in_map (op, op->map, op, 0); 1229
1230 pos.insert (op, op);
1339} 1231}
1340 1232
1341/**************************************************************************** 1233/****************************************************************************
1342 * Destruction 1234 * Destruction
1343 ****************************************************************************/ 1235 ****************************************************************************/
1346 * we do this by creating a force and inserting it in the 1238 * we do this by creating a force and inserting it in the
1347 * object. if time is 0, the object glows permanently. To truely 1239 * object. if time is 0, the object glows permanently. To truely
1348 * make this work for non-living objects, we would have to 1240 * make this work for non-living objects, we would have to
1349 * give them the capability to have an inventory. b.t. 1241 * give them the capability to have an inventory. b.t.
1350 */ 1242 */
1351
1352int 1243int
1353make_object_glow (object *op, int radius, int time) 1244make_object_glow (object *op, int radius, int time)
1354{ 1245{
1355 object *tmp;
1356
1357 /* some things are unaffected... */ 1246 /* some things are unaffected... */
1358 if (op->path_denied & PATH_LIGHT) 1247 if (op->path_denied & PATH_LIGHT)
1359 return 0; 1248 return 0;
1360 1249
1361 tmp = get_archetype (FORCE_NAME); 1250 object *tmp = get_archetype (FORCE_NAME);
1362 tmp->speed = 0.01; 1251 tmp->speed = 0.01;
1363 tmp->stats.food = time; 1252 tmp->stats.food = time;
1364 SET_FLAG (tmp, FLAG_IS_USED_UP); 1253 SET_FLAG (tmp, FLAG_IS_USED_UP);
1365 tmp->glow_radius = radius; 1254 tmp->glow_radius = radius;
1366 if (tmp->glow_radius > MAX_LIGHT_RADII) 1255 if (tmp->glow_radius > MAX_LIGHT_RADII)
1367 tmp->glow_radius = MAX_LIGHT_RADII; 1256 tmp->glow_radius = MAX_LIGHT_RADII;
1368 1257
1369 tmp->x = op->x;
1370 tmp->y = op->y;
1371 if (tmp->speed < MIN_ACTIVE_SPEED)
1372 tmp->speed = MIN_ACTIVE_SPEED; /* safety */
1373 tmp = insert_ob_in_ob (tmp, op); 1258 tmp = insert_ob_in_ob (tmp, op);
1259
1374 if (tmp->glow_radius > op->glow_radius) 1260 if (tmp->glow_radius > op->glow_radius)
1375 op->glow_radius = tmp->glow_radius; 1261 op->glow_radius = tmp->glow_radius;
1376 1262
1377 if (!tmp->env || op != tmp->env)
1378 {
1379 LOG (llevError, "make_object_glow() failed to insert glowing force in %s\n", &op->name);
1380 return 0;
1381 }
1382 return 1; 1263 return 1;
1383} 1264}
1384
1385
1386
1387 1265
1388int 1266int
1389cast_destruction (object *op, object *caster, object *spell_ob) 1267cast_destruction (object *op, object *caster, object *spell_ob)
1390{ 1268{
1391 int i, j, range, mflags, friendly = 0, dam, dur; 1269 int i, j, range, mflags, friendly = 0, dam, dur;
1392 sint16 sx, sy; 1270 sint16 sx, sy;
1393 mapstruct *m; 1271 maptile *m;
1394 object *tmp; 1272 object *tmp;
1395 const char *skill; 1273 const char *skill;
1396 1274
1397 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob); 1275 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
1398 dam = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob); 1276 dam = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob);
1412 else if (caster->skill) 1290 else if (caster->skill)
1413 op->skill = caster->skill; 1291 op->skill = caster->skill;
1414 else 1292 else
1415 op->skill = NULL; 1293 op->skill = NULL;
1416 1294
1417 change_skill (op, find_skill_by_name (op, op->skill), 1); 1295 op->change_skill (find_skill_by_name (op, op->skill));
1418 1296
1419 for (i = -range; i < range; i++) 1297 for (i = -range; i <= range; i++)
1420 { 1298 {
1421 for (j = -range; j < range; j++) 1299 for (j = -range; j <= range; j++)
1422 { 1300 {
1423 m = op->map; 1301 m = op->map;
1424 sx = op->x + i; 1302 sx = op->x + i;
1425 sy = op->y + j; 1303 sy = op->y + j;
1304
1426 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy); 1305 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
1427 if (mflags & P_OUT_OF_MAP) 1306 if (mflags & P_OUT_OF_MAP)
1428 continue; 1307 continue;
1308
1429 if (mflags & P_IS_ALIVE) 1309 if (mflags & P_IS_ALIVE)
1430 { 1310 {
1431 for (tmp = get_map_ob (m, sx, sy); tmp; tmp = tmp->above) 1311 for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above)
1432 {
1433 if (QUERY_FLAG (tmp, FLAG_ALIVE) || tmp->type == PLAYER) 1312 if (QUERY_FLAG (tmp, FLAG_ALIVE) || tmp->type == PLAYER)
1434 break; 1313 break;
1435 } 1314
1436 if (tmp) 1315 if (tmp)
1437 { 1316 {
1438 if (tmp->head) 1317 if (tmp->head)
1439 tmp = tmp->head; 1318 tmp = tmp->head;
1440 1319
1442 (!friendly && (QUERY_FLAG (tmp, FLAG_FRIENDLY) || tmp->type == PLAYER))) 1321 (!friendly && (QUERY_FLAG (tmp, FLAG_FRIENDLY) || tmp->type == PLAYER)))
1443 { 1322 {
1444 if (spell_ob->subtype == SP_DESTRUCTION) 1323 if (spell_ob->subtype == SP_DESTRUCTION)
1445 { 1324 {
1446 hit_player (tmp, dam, op, spell_ob->attacktype, 0); 1325 hit_player (tmp, dam, op, spell_ob->attacktype, 0);
1326
1447 if (spell_ob->other_arch) 1327 if (spell_ob->other_arch)
1448 {
1449 tmp = arch_to_object (spell_ob->other_arch); 1328 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op);
1450 tmp->x = sx;
1451 tmp->y = sy;
1452 insert_ob_in_map (tmp, m, op, 0);
1453 }
1454 } 1329 }
1455 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist[ATNR_MAGIC] != 100) 1330 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist[ATNR_MAGIC] != 100)
1456 { 1331 {
1457 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch) 1332 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch)
1458 {
1459 object *effect = arch_to_object (spell_ob->other_arch); 1333 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op);
1460
1461 effect->x = sx;
1462 effect->y = sy;
1463 insert_ob_in_map (effect, m, op, 0);
1464 }
1465 } 1334 }
1466 } 1335 }
1467 } 1336 }
1468 } 1337 }
1469 } 1338 }
1470 } 1339 }
1340
1471 op->skill = skill; 1341 op->skill = skill;
1472 return 1; 1342 return 1;
1473} 1343}
1474 1344
1475/*************************************************************************** 1345/***************************************************************************
1489 { 1359 {
1490 new_draw_info (NDI_UNIQUE, 0, op, "There is no one in that direction to curse."); 1360 new_draw_info (NDI_UNIQUE, 0, op, "There is no one in that direction to curse.");
1491 return 0; 1361 return 0;
1492 } 1362 }
1493 1363
1364 tmp = tmp->head_ ();
1365
1494 /* If we've already got a force of this type, don't add a new one. */ 1366 /* If we've already got a force of this type, don't add a new one. */
1495 for (force = tmp->inv; force != NULL; force = force->below) 1367 for (force = tmp->inv; force; force = force->below)
1496 { 1368 {
1497 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY) 1369 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY)
1498 { 1370 {
1499 if (force->name == spell_ob->name) 1371 if (force->name == spell_ob->name)
1500 { 1372 {
1506 return 0; 1378 return 0;
1507 } 1379 }
1508 } 1380 }
1509 } 1381 }
1510 1382
1511 if (force == NULL) 1383 if (!force)
1512 { 1384 {
1513 force = get_archetype (FORCE_NAME); 1385 force = get_archetype (FORCE_NAME);
1514 force->subtype = FORCE_CHANGE_ABILITY; 1386 force->subtype = FORCE_CHANGE_ABILITY;
1387
1515 if (spell_ob->race) 1388 if (spell_ob->race)
1516 force->name = spell_ob->race; 1389 force->name = spell_ob->race;
1517 else 1390 else
1518 force->name = spell_ob->name; 1391 force->name = spell_ob->name;
1519 1392
1529 { 1402 {
1530 force->duration = duration; 1403 force->duration = duration;
1531 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 1404 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1532 } 1405 }
1533 else 1406 else
1534 {
1535 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1407 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1536 } 1408
1537 return 1; 1409 return 1;
1538 } 1410 }
1411
1539 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50; 1412 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1540 force->speed = 1.0; 1413 force->speed = 1.f;
1541 force->speed_left = -1.0; 1414 force->speed_left = -1.f;
1542 SET_FLAG (force, FLAG_APPLIED); 1415 SET_FLAG (force, FLAG_APPLIED);
1543 1416
1544 if (god) 1417 if (god)
1545 { 1418 {
1546 if (spell_ob->last_grace) 1419 if (spell_ob->last_grace)
1559 force->stats.ac = spell_ob->stats.ac; 1432 force->stats.ac = spell_ob->stats.ac;
1560 force->stats.wc = spell_ob->stats.wc; 1433 force->stats.wc = spell_ob->stats.wc;
1561 1434
1562 change_abil (tmp, force); /* Mostly to display any messages */ 1435 change_abil (tmp, force); /* Mostly to display any messages */
1563 insert_ob_in_ob (force, tmp); 1436 insert_ob_in_ob (force, tmp);
1564 fix_player (tmp); 1437 tmp->update_stats ();
1565 return 1; 1438 return 1;
1566 1439
1567} 1440}
1568
1569 1441
1570/********************************************************************** 1442/**********************************************************************
1571 * mood change 1443 * mood change
1572 * Arguably, this may or may not be an attack spell. But since it 1444 * Arguably, this may or may not be an attack spell. But since it
1573 * effects monsters, it seems best to put it into this file 1445 * effects monsters, it seems best to put it into this file
1580mood_change (object *op, object *caster, object *spell) 1452mood_change (object *op, object *caster, object *spell)
1581{ 1453{
1582 object *tmp, *god, *head; 1454 object *tmp, *god, *head;
1583 int done_one, range, mflags, level, at, best_at; 1455 int done_one, range, mflags, level, at, best_at;
1584 sint16 x, y, nx, ny; 1456 sint16 x, y, nx, ny;
1585 mapstruct *m; 1457 maptile *m;
1586 const char *race; 1458 const char *race;
1587 1459
1588 /* We precompute some values here so that we don't have to keep 1460 /* We precompute some values here so that we don't have to keep
1589 * doing it over and over again. 1461 * doing it over and over again.
1590 */ 1462 */
1591 god = find_god (determine_god (op)); 1463 god = find_god (determine_god (op));
1592 level = caster_level (caster, spell); 1464 level = casting_level (caster, spell);
1593 range = spell->range + SP_level_range_adjust (caster, spell); 1465 range = spell->range + SP_level_range_adjust (caster, spell);
1594 1466
1595 /* On the bright side, no monster should ever have a race of GOD_... 1467 /* On the bright side, no monster should ever have a race of GOD_...
1596 * so even if the player doesn't worship a god, if race=GOD_.., it 1468 * so even if the player doesn't worship a god, if race=GOD_.., it
1597 * won't ever match anything. 1469 * won't ever match anything.
1603 else if (god && !strcmp (spell->race, "GOD_FRIEND")) 1475 else if (god && !strcmp (spell->race, "GOD_FRIEND"))
1604 race = god->race; 1476 race = god->race;
1605 else 1477 else
1606 race = spell->race; 1478 race = spell->race;
1607 1479
1608
1609 for (x = op->x - range; x <= op->x + range; x++) 1480 for (x = op->x - range; x <= op->x + range; x++)
1610 for (y = op->y - range; y <= op->y + range; y++) 1481 for (y = op->y - range; y <= op->y + range; y++)
1611 { 1482 {
1612
1613 done_one = 0; 1483 done_one = 0;
1614 m = op->map; 1484 m = op->map;
1615 nx = x; 1485 nx = x;
1616 ny = y; 1486 ny = y;
1617 mflags = get_map_flags (m, &m, x, y, &nx, &ny); 1487 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1620 1490
1621 /* If there is nothing living on this space, no need to go further */ 1491 /* If there is nothing living on this space, no need to go further */
1622 if (!(mflags & P_IS_ALIVE)) 1492 if (!(mflags & P_IS_ALIVE))
1623 continue; 1493 continue;
1624 1494
1495 // players can only affect spaces that they can actually see
1496 if (caster && caster->contr
1497 && caster->contr->visibility_at (m, nx, ny) < 70)
1498 continue;
1499
1625 for (tmp = get_map_ob (m, nx, ny); tmp; tmp = tmp->above) 1500 for (tmp = GET_MAP_TOP (m, nx, ny); tmp; tmp = tmp->below)
1626 if (QUERY_FLAG (tmp, FLAG_MONSTER)) 1501 if (QUERY_FLAG (tmp, FLAG_MONSTER))
1627 break; 1502 break;
1628 1503
1629 /* There can be living objects that are not monsters */ 1504 /* There can be living objects that are not monsters */
1630 if (!tmp || tmp->type == PLAYER) 1505 if (!tmp || tmp->type == PLAYER)
1637 head = tmp; 1512 head = tmp;
1638 1513
1639 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */ 1514 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */
1640 if (race && head->race && !strstr (race, head->race)) 1515 if (race && head->race && !strstr (race, head->race))
1641 continue; 1516 continue;
1517
1642 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD)) 1518 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD))
1643 continue; 1519 continue;
1644 1520
1645 /* Now do a bunch of stuff related to saving throws */ 1521 /* Now do a bunch of stuff related to saving throws */
1646 best_at = -1; 1522 best_at = -1;
1663 at -= level / 5; 1539 at -= level / 5;
1664 if (did_make_save (head, head->level, at)) 1540 if (did_make_save (head, head->level, at))
1665 continue; 1541 continue;
1666 } 1542 }
1667 else /* spell->attacktype */ 1543 else /* spell->attacktype */
1668 /*
1669 Spell has no attacktype (charm & such), so we'll have a specific saving:
1670 * if spell level < monster level, no go
1671 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) )
1672
1673 The chance will then be in the range [20-70] percent, not too bad.
1674
1675 This is required to fix the 'charm monster' abuse, where a player level 1 can
1676 charm a level 125 monster...
1677
1678 Ryo, august 14th
1679 */
1680 { 1544 {
1545 /*
1546 Spell has no attacktype (charm & such), so we'll have a specific saving:
1547 * if spell level < monster level, no go
1548 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) )
1549
1550 The chance will then be in the range [20-70] percent, not too bad.
1551
1552 This is required to fix the 'charm monster' abuse, where a player level 1 can
1553 charm a level 125 monster...
1554
1555 Ryo, august 14th
1556 */
1681 if (head->level > level) 1557 if (head->level > level)
1682 continue; 1558 continue;
1559
1683 if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + MIN (50, 2 * (level - head->level)))) 1560 if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + MIN (50, 2 * (level - head->level))))
1684 /* Failed, no effect */ 1561 /* Failed, no effect */
1685 continue; 1562 continue;
1686 } 1563 }
1687 1564
1688 /* Done with saving throw. Now start effecting the monster */ 1565 /* Done with saving throw. Now start affecting the monster */
1689 1566
1690 /* aggravation */ 1567 /* aggravation */
1691 if (QUERY_FLAG (spell, FLAG_MONSTER)) 1568 if (QUERY_FLAG (spell, FLAG_MONSTER))
1692 { 1569 {
1693 CLEAR_FLAG (head, FLAG_SLEEP); 1570 CLEAR_FLAG (head, FLAG_SLEEP);
1694 if (QUERY_FLAG (head, FLAG_FRIENDLY))
1695 remove_friendly_object (head); 1571 remove_friendly_object (head);
1696
1697 done_one = 1; 1572 done_one = 1;
1698 head->enemy = op; 1573 head->enemy = op;
1699 } 1574 }
1700 1575
1701 /* calm monsters */ 1576 /* calm monsters */
1710 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK)) 1585 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK))
1711 { 1586 {
1712 SET_FLAG (head, FLAG_BERSERK); 1587 SET_FLAG (head, FLAG_BERSERK);
1713 done_one = 1; 1588 done_one = 1;
1714 } 1589 }
1590
1715 /* charm */ 1591 /* charm */
1716 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY)) 1592 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY))
1717 { 1593 {
1718 SET_FLAG (head, FLAG_FRIENDLY); 1594 INVOKE_OBJECT (KILL, head, ARG_OBJECT (caster));
1595
1719 /* Prevent uncontolled outbreaks of self replicating monsters. 1596 /* Prevent uncontrolled outbreaks of self replicating monsters.
1720 Typical use case is charm, go somwhere, use aggravation to make hostile. 1597 Typical use case is charm, go somwhere, use aggravation to make hostile.
1721 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */ 1598 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */
1722 CLEAR_FLAG (head, FLAG_GENERATOR); 1599 CLEAR_FLAG (head, FLAG_GENERATOR);
1723 set_owner (head, op); 1600 head->set_owner (op);
1724 set_spell_skill (op, caster, spell, head); 1601 set_spell_skill (op, caster, spell, head);
1725 add_friendly_object (head); 1602 add_friendly_object (head);
1726 head->attack_movement = PETMOVE; 1603 head->attack_movement = PETMOVE;
1727 done_one = 1; 1604 done_one = 1;
1728 change_exp (op, head->stats.exp / 2, head->skill, SK_EXP_ADD_SKILL); 1605 change_exp (op, head->stats.exp / 2, head->skill, SK_EXP_ADD_SKILL);
1729 head->stats.exp = 0; 1606 head->stats.exp = 0;
1730 } 1607 }
1731 1608
1732 /* If a monster was effected, put an effect in */ 1609 /* If a monster was effected, put an effect in */
1733 if (done_one && spell->other_arch) 1610 if (done_one && spell->other_arch)
1734 {
1735 tmp = arch_to_object (spell->other_arch); 1611 m->insert (arch_to_object (spell->other_arch), nx, ny, op);
1736 tmp->x = nx;
1737 tmp->y = ny;
1738 insert_ob_in_map (tmp, m, op, 0);
1739 }
1740 } /* for y */ 1612 } /* for y */
1741 1613
1742 return 1; 1614 return 1;
1743} 1615}
1744 1616
1747 * about. was called move_ball_lightning, but since more than the ball 1619 * about. was called move_ball_lightning, but since more than the ball
1748 * lightning spell used it, that seemed misnamed. 1620 * lightning spell used it, that seemed misnamed.
1749 * op is the spell effect. 1621 * op is the spell effect.
1750 * note that duration is handled by process_object() in time.c 1622 * note that duration is handled by process_object() in time.c
1751 */ 1623 */
1752
1753void 1624void
1754move_ball_spell (object *op) 1625move_ball_spell (object *op)
1755{ 1626{
1756 int i, j, dam_save, dir, mflags; 1627 int i, j, dam_save, dir, mflags;
1757 sint16 nx, ny, hx, hy; 1628 sint16 nx, ny, hx, hy;
1758 object *owner; 1629 object *owner;
1759 mapstruct *m; 1630 maptile *m;
1760 1631
1761 owner = get_owner (op); 1632 owner = op->owner;
1762 1633
1763 /* the following logic makes sure that the ball doesn't move into a wall, 1634 /* the following logic makes sure that the ball doesn't move into a wall,
1764 * and makes sure that it will move along a wall to try and get at it's 1635 * and makes sure that it will move along a wall to try and get at it's
1765 * victim. The block immediately below more or less chooses a random 1636 * victim. The block immediately below more or less chooses a random
1766 * offset to move the ball, eg, keep it mostly on course, with some 1637 * offset to move the ball, eg, keep it mostly on course, with some
1795 nx = op->x; 1666 nx = op->x;
1796 ny = op->y; 1667 ny = op->y;
1797 m = op->map; 1668 m = op->map;
1798 } 1669 }
1799 1670
1800 remove_ob (op); 1671 m->insert (op, nx, ny, op);
1801 op->y = ny;
1802 op->x = nx;
1803 insert_ob_in_map (op, m, op, 0);
1804 1672
1805 dam_save = op->stats.dam; /* save the original dam: we do halfdam on 1673 dam_save = op->stats.dam; /* save the original dam: we do halfdam on
1806 surrounding squares */ 1674 surrounding squares */
1807 1675
1808 /* loop over current square and neighbors to hit. 1676 /* loop over current square and neighbors to hit.
1809 * if this has an other_arch field, we insert that in 1677 * if this has an other_arch field, we insert that in
1810 * the surround spaces. 1678 * the surround spaces.
1811 */ 1679 */
1812 for (j = 0; j < 9; j++) 1680 for (j = 0; j < 9; j++)
1813 { 1681 {
1814 object *new_ob;
1815
1816 hx = nx + freearr_x[j]; 1682 hx = nx + freearr_x[j];
1817 hy = ny + freearr_y[j]; 1683 hy = ny + freearr_y[j];
1818 1684
1819 m = op->map; 1685 m = op->map;
1820 mflags = get_map_flags (m, &m, hx, hy, &hx, &hy); 1686 mflags = get_map_flags (m, &m, hx, hy, &hx, &hy);
1828 1694
1829 if ((mflags & P_IS_ALIVE) && (!owner || owner->x != hx || owner->y != hy || !on_same_map (owner, op))) 1695 if ((mflags & P_IS_ALIVE) && (!owner || owner->x != hx || owner->y != hy || !on_same_map (owner, op)))
1830 { 1696 {
1831 if (j) 1697 if (j)
1832 op->stats.dam = dam_save / 2; 1698 op->stats.dam = dam_save / 2;
1699
1833 hit_map (op, j, op->attacktype, 1); 1700 hit_map (op, j, op->attacktype, 1);
1834
1835 } 1701 }
1836 1702
1837 /* insert the other arch */ 1703 /* insert the other arch */
1838 if (op->other_arch && !(OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy)))) 1704 if (op->other_arch && !(OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy))))
1839 { 1705 m->insert (arch_to_object (op->other_arch), hx, hy, op);
1840 new_ob = arch_to_object (op->other_arch);
1841 new_ob->x = hx;
1842 new_ob->y = hy;
1843 insert_ob_in_map (new_ob, m, op, 0);
1844 }
1845 } 1706 }
1846 1707
1847 /* restore to the center location and damage */ 1708 /* restore to the center location and damage */
1848 op->stats.dam = dam_save; 1709 op->stats.dam = dam_save;
1849 1710
1850 i = spell_find_dir (op->map, op->x, op->y, get_owner (op)); 1711 i = spell_find_dir (op->map, op->x, op->y, op->owner);
1851 1712
1852 if (i >= 0) 1713 if (i >= 0)
1853 { /* we have a preferred direction! */ 1714 { /* we have a preferred direction! */
1854 /* pick another direction if the preferred dir is blocked. */ 1715 /* pick another direction if the preferred dir is blocked. */
1855 if (get_map_flags (op->map, &m, nx + freearr_x[i], ny + freearr_y[i], &hx, &hy) & P_OUT_OF_MAP || 1716 if (get_map_flags (op->map, &m, nx + freearr_x[i], ny + freearr_y[i], &hx, &hy) & P_OUT_OF_MAP ||
1856 OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy))) 1717 OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy)))
1857 {
1858 i = absdir (i + rndm (0, 2) - 1); /* -1, 0, +1 */ 1718 i = absdir (i + rndm (0, 2) - 1); /* -1, 0, +1 */
1859 } 1719
1860 op->direction = i; 1720 op->direction = i;
1861 } 1721 }
1862} 1722}
1863 1723
1864
1865/* move_swarm_spell: peterm 1724/* move_swarm_spell: peterm
1866 * This is an implementation of the swarm spell. It was written for 1725 * This is an implementation of the swarm spell. It was written for
1867 * meteor swarm, but it could be used for any swarm. A swarm spell 1726 * meteor swarm, but it could be used for any swarm. A swarm spell
1868 * is a special type of object that casts swarms of other types 1727 * is a special type of object that casts swarms of other types
1869 * of spells. Which spell it casts is flexible. It fires the spells 1728 * of spells. Which spell it casts is flexible. It fires the spells
1870 * from a set of squares surrounding the caster, in a given direction. 1729 * from a set of squares surrounding the caster, in a given direction.
1871 */ 1730 */
1872
1873void 1731void
1874move_swarm_spell (object *op) 1732move_swarm_spell (object *op)
1875{ 1733{
1876#if 0 1734#if 0
1877 static int cardinal_adjust[9] = { -3, -2, -1, 0, 0, 0, 1, 2, 3 }; 1735 static int cardinal_adjust[9] = { -3, -2, -1, 0, 0, 0, 1, 2, 3 };
1878 static int diagonal_adjust[10] = { -3, -2, -2, -1, 0, 0, 1, 2, 2, 3 }; 1736 static int diagonal_adjust[10] = { -3, -2, -2, -1, 0, 0, 1, 2, 2, 3 };
1879 sint16 target_x, target_y, origin_x, origin_y; 1737 sint16 target_x, target_y, origin_x, origin_y;
1880 int adjustdir; 1738 int adjustdir;
1881 mapstruct *m; 1739 maptile *m;
1882#endif 1740#endif
1883 int basedir;
1884 object *owner; 1741 object *owner = op->env;
1885 1742
1886 owner = get_owner (op); 1743 if (!owner) // MUST not happen, remove when true TODO
1887 if (op->duration == 0 || owner == NULL)
1888 {
1889 remove_ob (op);
1890 free_object (op);
1891 return;
1892 } 1744 {
1745 LOG (llevError, "swarm spell found outside inventory: %s\n", op->debug_desc ());
1746 op->destroy (true);
1747 return;
1748 }
1749
1750 if (!op->duration || !owner->is_on_map ())
1751 {
1752 op->destroy_inv (true); // be explicit about dropping
1753 op->destroy (true);
1754 return;
1755 }
1756
1893 op->duration--; 1757 op->duration--;
1894 1758
1895 basedir = op->direction; 1759 int basedir = op->direction;
1896 if (basedir == 0) 1760 if (!basedir)
1897 { 1761 {
1898 /* spray in all directions! 8) */ 1762 /* spray in all directions! 8) */
1899 basedir = rndm (1, 8); 1763 op->facing = (op->facing + op->state) & 7;
1764 basedir = op->facing + 1;
1900 } 1765 }
1901 1766
1902#if 0 1767#if 0
1903 // this is bogus: it causes wrong places to be checked below 1768 // this is bogus: it causes wrong places to be checked below
1904 // (a wall 2 cells away will block the effect...) and 1769 // (a wall 2 cells away will block the effect...) and
1905 // doesn't work for SP_BULLET anyhow, so again tests the wrong 1770 // doesn't work for SP_BULLET anyhow, so again tests the wrong
1906 // space. 1771 // space.
1907 // should be fixed later, but correctness before featurs... 1772 // should be fixed later, but correctness before features...
1908 // (schmorp) 1773 // (schmorp)
1909 1774
1910 /* new offset calculation to make swarm element distribution 1775 /* new offset calculation to make swarm element distribution
1911 * more uniform 1776 * more uniform
1912 */ 1777 */
1965 { 1830 {
1966 /* Bullet spells have a bunch more customization that needs to be done */ 1831 /* Bullet spells have a bunch more customization that needs to be done */
1967 if (op->spell->subtype == SP_BULLET) 1832 if (op->spell->subtype == SP_BULLET)
1968 fire_bullet (owner, op, basedir, op->spell); 1833 fire_bullet (owner, op, basedir, op->spell);
1969 else if (op->spell->subtype == SP_MAGIC_MISSILE) 1834 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1970 fire_arch_from_position (owner, op, op->x, op->y, basedir, op->spell); 1835 fire_arch_from_position (owner, op, owner->x, owner->y, basedir, op->spell);
1971 } 1836 }
1972} 1837}
1973
1974
1975
1976 1838
1977/* fire_swarm: 1839/* fire_swarm:
1978 * The following routine creates a swarm of objects. It actually 1840 * The following routine creates a swarm of objects. It actually
1979 * sets up a specific swarm object, which then fires off all 1841 * sets up a specific swarm object, which then fires off all
1980 * the parts of the swarm. 1842 * the parts of the swarm.
1983 * caster: the caster (owner, wand, rod, scroll) 1845 * caster: the caster (owner, wand, rod, scroll)
1984 * dir: the direction everything will be fired in 1846 * dir: the direction everything will be fired in
1985 * spell - the spell that is this spell. 1847 * spell - the spell that is this spell.
1986 * n: the number to be fired. 1848 * n: the number to be fired.
1987 */ 1849 */
1988
1989int 1850int
1990fire_swarm (object *op, object *caster, object *spell, int dir) 1851fire_swarm (object *op, object *caster, object *spell, int dir)
1991{ 1852{
1992 object *tmp;
1993 int i;
1994
1995 if (!spell->other_arch) 1853 if (!spell->other_arch)
1996 return 0; 1854 return 0;
1997 1855
1998 tmp = get_archetype (SWARM_SPELL); 1856 object *tmp = archetype::get (SWARM_SPELL);
1999 tmp->x = op->x; 1857
2000 tmp->y = op->y;
2001 set_owner (tmp, op); /* needed so that if swarm elements kill, caster gets xp. */
2002 set_spell_skill (op, caster, spell, tmp); 1858 set_spell_skill (op, caster, spell, tmp);
2003
2004 tmp->level = caster_level (caster, spell); /*needed later, to get level dep. right. */ 1859 tmp->level = casting_level (caster, spell); /* needed later, to get level dep. right. */
2005 tmp->spell = arch_to_object (spell->other_arch); 1860 tmp->spell = spell->other_arch->instance ();
2006
2007 tmp->attacktype = tmp->spell->attacktype; 1861 tmp->attacktype = tmp->spell->attacktype;
2008 1862
2009 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) 1863 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
2010 {
2011 if (!tailor_god_spell (tmp, op)) 1864 if (!tailor_god_spell (tmp, op))
2012 return 1; 1865 return 1;
2013 } 1866
2014 tmp->duration = SP_level_duration_adjust (caster, spell); 1867 tmp->duration = SP_level_duration_adjust (caster, spell);
2015 for (i = 0; i < spell->duration; i++) 1868 for (int i = 0; i < spell->duration; i++)
2016 tmp->duration += die_roll (1, 3, op, PREFER_HIGH); 1869 tmp->duration += die_roll (1, 3, op, PREFER_HIGH);
2017 1870
1871 tmp->invisible = 1;
1872 tmp->flag [FLAG_NO_DROP] = 1; // make sure it stays in inv, or else
2018 tmp->direction = dir; 1873 tmp->direction = dir;
2019 tmp->invisible = 1; 1874 tmp->facing = rndm (1, 8); // initial firing direction
2020 insert_ob_in_map (tmp, op->map, op, 0); 1875 tmp->state = rndm (4) * 2 + 1; // direction increment
1876
1877 op->insert (tmp);
1878
2021 return 1; 1879 return 1;
2022} 1880}
2023
2024 1881
2025/* See the spells documentation file for why this is its own 1882/* See the spells documentation file for why this is its own
2026 * function. 1883 * function.
2027 */ 1884 */
2028int 1885int
2029cast_light (object *op, object *caster, object *spell, int dir) 1886cast_light (object *op, object *caster, object *spell, int dir)
2030{ 1887{
2031 object *target = NULL, *tmp = NULL; 1888 object *target = NULL, *tmp = NULL;
2032 sint16 x, y; 1889 sint16 x, y;
2033 int dam, mflags; 1890 int dam, mflags;
2034 mapstruct *m; 1891 maptile *m;
2035 1892
2036 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1893 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
2037 1894
2038 if (!dir) 1895 if (!dir)
2039 { 1896 {
2053 return 0; 1910 return 0;
2054 } 1911 }
2055 1912
2056 if (mflags & P_IS_ALIVE && spell->attacktype) 1913 if (mflags & P_IS_ALIVE && spell->attacktype)
2057 { 1914 {
2058 for (target = get_map_ob (m, x, y); target; target = target->above) 1915 for (target = GET_MAP_OB (m, x, y); target; target = target->above)
2059 if (QUERY_FLAG (target, FLAG_MONSTER)) 1916 if (QUERY_FLAG (target, FLAG_MONSTER))
2060 { 1917 {
2061 /* oky doky. got a target monster. Lets make a blinding attack */ 1918 /* oky doky. got a target monster. Lets make a blinding attack */
2062 if (target->head) 1919 if (target->head)
2063 target = target->head; 1920 target = target->head;
1921
2064 (void) hit_player (target, dam, op, spell->attacktype, 1); 1922 hit_player (target, dam, op, spell->attacktype, 1);
2065 return 1; /* one success only! */ 1923 return 1; /* one success only! */
2066 } 1924 }
2067 } 1925 }
2068 1926
2069 /* no live target, perhaps a wall is in the way? */ 1927 /* no live target, perhaps a wall is in the way? */
2085 { 1943 {
2086 tmp->glow_radius = spell->range + SP_level_range_adjust (caster, spell); 1944 tmp->glow_radius = spell->range + SP_level_range_adjust (caster, spell);
2087 if (tmp->glow_radius > MAX_LIGHT_RADII) 1945 if (tmp->glow_radius > MAX_LIGHT_RADII)
2088 tmp->glow_radius = MAX_LIGHT_RADII; 1946 tmp->glow_radius = MAX_LIGHT_RADII;
2089 } 1947 }
2090 tmp->x = x; 1948
2091 tmp->y = y; 1949 m->insert (tmp, x, y, op);
2092 insert_ob_in_map (tmp, m, op, 0);
2093 return 1; 1950 return 1;
2094} 1951}
2095
2096
2097
2098 1952
2099/* cast_cause_disease: this spell looks along <dir> from the 1953/* cast_cause_disease: this spell looks along <dir> from the
2100 * player and infects someone. 1954 * player and infects someone.
2101 * op is the player/monster, caster is the object, dir is the direction 1955 * op is the player/monster, caster is the object, dir is the direction
2102 * to cast, disease_arch is the specific disease, and type is the spell number 1956 * to cast, disease_arch is the specific disease, and type is the spell number
2103 * perhaps this should actually be in disease.c? 1957 * perhaps this should actually be in disease.c?
2104 */ 1958 */
2105
2106int 1959int
2107cast_cause_disease (object *op, object *caster, object *spell, int dir) 1960cast_cause_disease (object *op, object *caster, object *spell, int dir)
2108{ 1961{
2109 sint16 x, y; 1962 sint16 x, y;
2110 int i, mflags, range, dam_mod, dur_mod; 1963 int i, mflags, range, dam_mod, dur_mod;
2111 object *walk; 1964 object *walk;
2112 mapstruct *m; 1965 maptile *m;
2113 1966
2114 x = op->x; 1967 x = op->x;
2115 y = op->y; 1968 y = op->y;
2116 1969
2117 /* If casting from a scroll, no direction will be available, so refer to the 1970 /* If casting from a scroll, no direction will be available, so refer to the
2118 * direction the player is pointing. 1971 * direction the player is pointing.
2119 */ 1972 */
2120 if (!dir) 1973 if (!dir)
2121 dir = op->facing; 1974 dir = op->facing;
1975
2122 if (!dir) 1976 if (!dir)
2123 return 0; /* won't find anything if casting on ourself, so just return */ 1977 return 0; /* won't find anything if casting on ourself, so just return */
2124 1978
2125 /* Calculate these once here */ 1979 /* Calculate these once here */
2126 range = spell->range + SP_level_range_adjust (caster, spell); 1980 range = spell->range + SP_level_range_adjust (caster, spell);
2145 1999
2146 /* Only bother looking on this space if there is something living here */ 2000 /* Only bother looking on this space if there is something living here */
2147 if (mflags & P_IS_ALIVE) 2001 if (mflags & P_IS_ALIVE)
2148 { 2002 {
2149 /* search this square for a victim */ 2003 /* search this square for a victim */
2150 for (walk = get_map_ob (m, x, y); walk; walk = walk->above) 2004 for (walk = GET_MAP_OB (m, x, y); walk; walk = walk->above)
2151 if (QUERY_FLAG (walk, FLAG_MONSTER) || (walk->type == PLAYER)) 2005 if (QUERY_FLAG (walk, FLAG_MONSTER) || (walk->type == PLAYER))
2152 { /* found a victim */ 2006 { /* found a victim */
2153 object *disease = arch_to_object (spell->other_arch); 2007 object *disease = arch_to_object (spell->other_arch);
2154 2008
2155 set_owner (disease, op); 2009 disease->set_owner (op);
2156 set_spell_skill (op, caster, spell, disease); 2010 set_spell_skill (op, caster, spell, disease);
2157 disease->stats.exp = 0; 2011 disease->stats.exp = 0;
2158 disease->level = caster_level (caster, spell); 2012 disease->level = casting_level (caster, spell);
2159 2013
2160 /* do level adjustments */ 2014 /* do level adjustments */
2161 if (disease->stats.wc) 2015 if (disease->stats.wc)
2162 disease->stats.wc += dur_mod / 2; 2016 disease->stats.wc += dur_mod / 2;
2163 2017
2164 if (disease->magic > 0) 2018 if (disease->magic > 0)
2165 disease->magic += dur_mod / 4; 2019 disease->magic += dur_mod / 8;
2166 2020
2167 if (disease->stats.maxhp > 0) 2021 if (disease->stats.maxhp > 0)
2168 disease->stats.maxhp += dur_mod; 2022 disease->stats.maxhp += dur_mod;
2169 2023
2170 if (disease->stats.maxgrace > 0) 2024 if (disease->stats.maxgrace > 0)
2205 if (disease->stats.sp) 2059 if (disease->stats.sp)
2206 disease->stats.sp -= dam_mod; 2060 disease->stats.sp -= dam_mod;
2207 2061
2208 if (infect_object (walk, disease, 1)) 2062 if (infect_object (walk, disease, 1))
2209 { 2063 {
2210 object *flash; /* visual effect for inflicting disease */
2211
2212 new_draw_info_format (NDI_UNIQUE, 0, op, "You inflict %s on %s!", &disease->name, &walk->name); 2064 new_draw_info_format (NDI_UNIQUE, 0, op, "You inflict %s on %s!", &disease->name, &walk->name);
2213 2065
2214 free_object (disease); /* don't need this one anymore */ 2066 disease->destroy (true); /* don't need this one anymore */
2215 flash = get_archetype (ARCH_DETECT_MAGIC); 2067 walk->map->insert (get_archetype ("detect_magic"), x, y, op);
2216 flash->x = x;
2217 flash->y = y;
2218 flash->map = walk->map;
2219 insert_ob_in_map (flash, walk->map, op, 0);
2220 return 1; 2068 return 1;
2221 } 2069 }
2222 free_object (disease); 2070
2071 disease->destroy (true);
2223 } 2072 }
2224 } /* if living creature */ 2073 } /* if living creature */
2225 } /* for range of spaces */ 2074 } /* for range of spaces */
2075
2226 new_draw_info (NDI_UNIQUE, 0, op, "No one caught anything!"); 2076 new_draw_info (NDI_UNIQUE, 0, op, "No one caught anything!");
2227 return 1; 2077 return 1;
2228} 2078}

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