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Comparing deliantra/server/server/spell_attack.C (file contents):
Revision 1.15 by root, Sat Sep 16 22:24:13 2006 UTC vs.
Revision 1.87 by root, Mon Oct 12 04:02:17 2009 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2002-2003 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002-2003,2007 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
20 21 * The authors can be reached via e-mail to <support@deliantra.net>
21 The authors can be reached via e-mail at <crossfire@schmorp.de>
22*/ 22 */
23 23
24/* This file contains all the spell attack code. Grouping this code 24/* This file contains all the spell attack code. Grouping this code
25 * together should hopefully make it easier to find the relevent bits 25 * together should hopefully make it easier to find the relevent bits
26 * of code 26 * of code
27 */ 27 */
28 28
29#include <global.h> 29#include <global.h>
30#include <object.h> 30#include <object.h>
31#include <living.h> 31#include <living.h>
32#ifndef __CEXTRACT__
33# include <sproto.h> 32#include <sproto.h>
34#endif
35#include <spells.h> 33#include <spells.h>
36#include <sounds.h> 34#include <sounds.h>
37 35
38/* this function checks to see if a spell pushes objects as well 36/* this function checks to see if a spell pushes objects as well
39 * as flies over and damages them (only used for cones for now) 37 * as flies over and damages them (only used for cones for now)
40 * but moved here so it could be applied to bolts too 38 * but moved here so it could be applied to bolts too
41 * op is the spell object. 39 * op is the spell object.
42 */ 40 */
43
44void 41void
45check_spell_knockback (object *op) 42check_spell_knockback (object *op)
46{ 43{
47 object *tmp, *tmp2; /* object on the map */
48 int weight_move; 44 int weight_move;
49 int frictionmod = 2; /*poor man's physics - multipy targets weight by this amount */ 45 int frictionmod = 2; /*poor man's physics - multipy targets weight by this amount */
50 46
51 if (!op->weight) 47 if (!op->weight)
52 { /*shouldn't happen but if cone object has no weight drop out */ 48 { /*shouldn't happen but if cone object has no weight drop out */
57 { 53 {
58 weight_move = op->weight + (op->weight * op->level) / 3; 54 weight_move = op->weight + (op->weight * op->level) / 3;
59 /*LOG (llevDebug, "DEBUG: arch weighs %d and masses %d (%s,level %d)\n", op->weight,weight_move,op->name,op->level); */ 55 /*LOG (llevDebug, "DEBUG: arch weighs %d and masses %d (%s,level %d)\n", op->weight,weight_move,op->name,op->level); */
60 } 56 }
61 57
62 for (tmp = get_map_ob (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 58 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
63 { 59 {
64 int num_sections = 1; 60 int num_sections = 1;
65 61
66 /* don't move DM */ 62 /* don't move DM */
67 if (QUERY_FLAG (tmp, FLAG_WIZ)) 63 if (QUERY_FLAG (tmp, FLAG_WIZ))
74 /* don't move floors or immobile objects */ 70 /* don't move floors or immobile objects */
75 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || (!QUERY_FLAG (tmp, FLAG_ALIVE) && QUERY_FLAG (tmp, FLAG_NO_PICK))) 71 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || (!QUERY_FLAG (tmp, FLAG_ALIVE) && QUERY_FLAG (tmp, FLAG_NO_PICK)))
76 continue; 72 continue;
77 73
78 /* count the object's sections */ 74 /* count the object's sections */
79 for (tmp2 = tmp; tmp2 != NULL; tmp2 = tmp2->more) 75 for (object *tmp2 = tmp; tmp2; tmp2 = tmp2->more)
80 num_sections++; 76 num_sections++;
81 77
82 /* I'm not sure if it makes sense to divide by num_sections - bigger 78 /* I'm not sure if it makes sense to divide by num_sections - bigger
83 * objects should be harder to move, and we are moving the entire 79 * objects should be harder to move, and we are moving the entire
84 * object, not just the head, so the total weight should be relevant. 80 * object, not just the head, so the total weight should be relevant.
108 * 104 *
109 * BOLT CODE 105 * BOLT CODE
110 * 106 *
111 ***************************************************************************/ 107 ***************************************************************************/
112 108
113/* Causes op to fork. op is the original bolt, tmp 109/* Causes op to fork. op is the original bolt, tmp
114 * is the first piece of the fork. 110 * is the first piece of the fork.
115 */ 111 */
116
117void 112void
118forklightning (object *op, object *tmp) 113forklightning (object *op, object *tmp)
119{ 114{
120 int new_dir = 1; /* direction or -1 for left, +1 for right 0 if no new bolt */ 115 int new_dir = 1; /* direction or -1 for left, +1 for right 0 if no new bolt */
121 int t_dir; /* stores temporary dir calculation */ 116 int t_dir; /* stores temporary dir calculation */
140 135
141 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)))
142 return; 137 return;
143 138
144 /* OK, we made a fork */ 139 /* OK, we made a fork */
145 new_bolt = get_object (); 140 new_bolt = tmp->clone ();
146 copy_object (tmp, new_bolt);
147 141
148 /* reduce chances of subsequent forking */ 142 /* reduce chances of subsequent forking */
149 new_bolt->stats.Dex -= 10; 143 new_bolt->stats.Dex -= 10;
150 tmp->stats.Dex -= 10; /* less forks from main bolt too */ 144 tmp->stats.Dex -= 10; /* less forks from main bolt too */
151 new_bolt->stats.Con += 25 * new_dir; /* adjust the left bias */ 145 new_bolt->stats.Con += 25 * new_dir; /* adjust the left bias */
152 new_bolt->speed_left = -0.1; 146 new_bolt->speed_left = -0.1f;
153 new_bolt->direction = t_dir; 147 new_bolt->direction = t_dir;
154 new_bolt->duration++; 148 new_bolt->duration++;
155 new_bolt->x = sx;
156 new_bolt->y = sy;
157 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */ 149 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */
158 new_bolt->stats.dam++; 150 new_bolt->stats.dam++;
159 tmp->stats.dam /= 2; /* reduce father bolt damage */ 151 tmp->stats.dam /= 2; /* reduce father bolt damage */
160 tmp->stats.dam++; 152 tmp->stats.dam++;
161 new_bolt = insert_ob_in_map (new_bolt, m, op, 0); 153
154 if ((new_bolt = m->insert (new_bolt, sx, sy, op)))
162 update_turn_face (new_bolt); 155 update_turn_face (new_bolt);
163} 156}
164 157
165/* move_bolt: moves bolt 'op'. Basically, it just advances a space, 158/* move_bolt: moves bolt 'op'. Basically, it just advances a space,
166 * and checks for various things that may stop it. 159 * and checks for various things that may stop it.
167 */ 160 */
168
169void 161void
170move_bolt (object *op) 162move_bolt (object *op)
171{ 163{
172 object *tmp;
173 int mflags; 164 int mflags;
174 sint16 x, y; 165 sint16 x, y;
175 maptile *m; 166 maptile *m;
176 167
177 if (--(op->duration) < 0) 168 if (--op->duration < 0)
178 { 169 {
179 remove_ob (op); 170 op->drop_and_destroy ();
180 free_object (op);
181 return; 171 return;
182 } 172 }
183 173
184 hit_map (op, 0, op->attacktype, 1); 174 hit_map (op, 0, op->attacktype, 1);
185 175
186 if (!op->direction) 176 if (!op->direction)
187 return; 177 return;
188 178
189 if (--op->range < 0) 179 if (--op->range < 0)
190 {
191 op->range = 0; 180 op->range = 0;
192 }
193 else 181 else
194 { 182 {
195 x = op->x + DIRX (op); 183 x = op->x + DIRX (op);
196 y = op->y + DIRY (op); 184 y = op->y + DIRY (op);
197 m = op->map; 185 m = op->map;
205 * 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
206 * will be useful. 194 * will be useful.
207 */ 195 */
208 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)))
209 { 197 {
210
211 if (!QUERY_FLAG (op, FLAG_REFLECTING)) 198 if (!QUERY_FLAG (op, FLAG_REFLECTING))
212 return; 199 return;
213 200
214 /* Since walls don't run diagonal, if the bolt is in 201 /* Since walls don't run diagonal, if the bolt is in
215 * one of 4 main directions, it just reflects back in the 202 * one of 4 main directions, it just reflects back in the
245 else if (left) 232 else if (left)
246 op->direction = absdir (op->direction + 2); 233 op->direction = absdir (op->direction + 2);
247 else if (right) 234 else if (right)
248 op->direction = absdir (op->direction - 2); 235 op->direction = absdir (op->direction - 2);
249 } 236 }
237
250 update_turn_face (op); /* A bolt *must* be IS_TURNABLE */ 238 update_turn_face (op); /* A bolt *must* be IS_TURNABLE */
251 return; 239 return;
252 } 240 }
253 else 241 else
254 { /* Create a copy of this object and put it ahead */ 242 { /* Create a copy of this object and put it ahead */
255 tmp = get_object (); 243 object *tmp = op->clone ();
256 copy_object (op, tmp); 244
245 m->insert (tmp, x, y, op);
257 tmp->speed_left = -0.1; 246 tmp->speed_left = -0.1f;
258 tmp->x += DIRX (tmp), tmp->y += DIRY (tmp);
259 tmp = insert_ob_in_map (tmp, op->map, op, 0);
260 /* To make up for the decrease at the top of the function */ 247 /* To make up for the decrease at the top of the function */
261 tmp->duration++; 248 tmp->duration++;
262 249
263 /* New forking code. Possibly create forks of this object 250 /* New forking code. Possibly create forks of this object
264 * going off in other directions. 251 * going off in other directions.
265 */ 252 */
266
267 if (rndm (0, 99) < tmp->stats.Dex) 253 if (tmp->stats.Dex && rndm (0, 99) < tmp->stats.Dex)
268 { /* stats.Dex % of forking */ 254 forklightning (op, tmp); /* stats.Dex % of forking */
269 forklightning (op, tmp); 255
270 }
271 /* 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
272 * doesn't create any bolts that continue to move onward. 257 * doesn't create any bolts that continue to move onward.
273 */ 258 */
274 op->range = 0; 259 op->range = 0;
275 } /* copy object and move it along */ 260 } /* copy object and move it along */
282 * we remove the magic flag - that can be derived from 267 * we remove the magic flag - that can be derived from
283 * spob->attacktype. 268 * spob->attacktype.
284 * This function sets up the appropriate owner and skill 269 * This function sets up the appropriate owner and skill
285 * pointers. 270 * pointers.
286 */ 271 */
287
288int 272int
289fire_bolt (object *op, object *caster, int dir, object *spob, object *skill) 273fire_bolt (object *op, object *caster, int dir, object *spob, object *skill)
290{ 274{
291 object *tmp = NULL; 275 object *tmp = NULL;
292 int mflags; 276 int mflags;
299 return 0; 283 return 0;
300 284
301 /* peterm: level dependency for bolts */ 285 /* peterm: level dependency for bolts */
302 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);
303 tmp->attacktype = spob->attacktype; 287 tmp->attacktype = spob->attacktype;
288
304 if (spob->slaying) 289 if (spob->slaying)
305 tmp->slaying = spob->slaying; 290 tmp->slaying = spob->slaying;
291
306 tmp->range = spob->range + SP_level_range_adjust (caster, spob); 292 tmp->range = spob->range + SP_level_range_adjust (caster, spob);
307 tmp->duration = spob->duration + SP_level_duration_adjust (caster, spob); 293 tmp->duration = spob->duration + SP_level_duration_adjust (caster, spob);
308 tmp->stats.Dex = spob->stats.Dex; 294 tmp->stats.Dex = spob->stats.Dex;
309 tmp->stats.Con = spob->stats.Con; 295 tmp->stats.Con = spob->stats.Con;
310 296
311 tmp->direction = dir; 297 tmp->direction = dir;
312 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) 298 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
313 SET_ANIMATION (tmp, dir); 299 SET_ANIMATION (tmp, dir);
314 300
315 set_owner (tmp, op); 301 tmp->set_owner (op);
316 set_spell_skill (op, caster, spob, tmp); 302 set_spell_skill (op, caster, spob, tmp);
317 303
318 tmp->x = op->x + DIRX (tmp); 304 tmp->x = op->x + DIRX (tmp);
319 tmp->y = op->y + DIRY (tmp); 305 tmp->y = op->y + DIRY (tmp);
320 tmp->map = op->map; 306 tmp->map = op->map;
321 307
308 maptile *newmap;
322 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);
323 if (mflags & P_OUT_OF_MAP) 310 if (mflags & P_OUT_OF_MAP)
324 { 311 {
325 free_object (tmp); 312 tmp->drop_and_destroy ();
326 return 0; 313 return 0;
327 } 314 }
315
316 tmp->map = newmap;
317
328 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)))
329 { 319 {
330 if (!QUERY_FLAG (tmp, FLAG_REFLECTING)) 320 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
331 { 321 {
332 free_object (tmp); 322 tmp->drop_and_destroy ();
333 return 0; 323 return 0;
334 } 324 }
325
335 tmp->x = op->x; 326 tmp->x = op->x;
336 tmp->y = op->y; 327 tmp->y = op->y;
337 tmp->direction = absdir (tmp->direction + 4); 328 tmp->direction = absdir (tmp->direction + 4);
338 tmp->map = op->map; 329 tmp->map = op->map;
339 } 330 }
340 if ((tmp = insert_ob_in_map (tmp, tmp->map, op, 0)) != NULL) 331
332 if ((tmp = tmp->insert_at (tmp, op)))
341 move_bolt (tmp); 333 move_bolt (tmp);
334
342 return 1; 335 return 1;
343} 336}
344
345
346 337
347/*************************************************************************** 338/***************************************************************************
348 * 339 *
349 * BULLET/BALL CODE 340 * BULLET/BALL CODE
350 * 341 *
351 ***************************************************************************/ 342 ***************************************************************************/
352 343
353/* expands an explosion. op is a piece of the 344/* expands an explosion. op is a piece of the
354 * explosion - this expans it in the different directions. 345 * explosion - this expands it in the different directions.
355 * At least that is what I think this does. 346 * At least that is what I think this does.
356 */ 347 */
357void 348void
358explosion (object *op) 349explosion (object *op)
359{ 350{
360 object *tmp;
361 maptile *m = op->map; 351 maptile *m = op->map;
362 int i; 352 int i;
363 353
364 if (--(op->duration) < 0) 354 if (--op->duration < 0)
365 {
366 remove_ob (op);
367 free_object (op);
368 return;
369 } 355 {
356 op->destroy ();
357 return;
358 }
359
370 hit_map (op, 0, op->attacktype, 0); 360 hit_map (op, 0, op->attacktype, 0);
371 361
372 if (op->range > 0) 362 if (op->range > 0)
373 { 363 {
374 for (i = 1; i < 9; i++) 364 for (i = 1; i < 9; i++)
375 { 365 {
376 sint16 dx, dy; 366 sint16 dx, dy;
377 367
378 dx = op->x + freearr_x[i]; 368 dx = op->x + freearr_x[i];
379 dy = op->y + freearr_y[i]; 369 dy = op->y + freearr_y[i];
370
380 /* ok_to_put_more already does things like checks for walls, 371 /* ok_to_put_more already does things like checks for walls,
381 * out of map, etc. 372 * out of map, etc.
382 */ 373 */
383 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))
384 { 375 {
385 tmp = get_object (); 376 object *tmp = op->clone ();
386 copy_object (op, tmp); 377
387 tmp->state = 0; 378 tmp->state = 0;
388 tmp->speed_left = -0.21; 379 tmp->speed_left = -0.21f;
389 tmp->range--; 380 tmp->range--;
390 tmp->value = 0; 381 tmp->value = 0;
391 tmp->x = dx; 382
392 tmp->y = dy; 383 m->insert (tmp, dx, dy, op);
393 insert_ob_in_map (tmp, m, op, 0);
394 } 384 }
395 } 385 }
396 } 386 }
397} 387}
398
399 388
400/* Causes an object to explode, eg, a firebullet, 389/* Causes an object to explode, eg, a firebullet,
401 * poison cloud ball, etc. op is the object to 390 * poison cloud ball, etc. op is the object to
402 * explode. 391 * explode.
403 */ 392 */
404void 393void
405explode_bullet (object *op) 394explode_bullet (object *op)
406{ 395{
407 object *tmp, *owner; 396 object *tmp, *owner;
408 397
409 if (op->other_arch == NULL) 398 if (!op->other_arch)
410 { 399 {
411 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n"); 400 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n");
412 remove_ob (op); 401 op->destroy ();
413 free_object (op);
414 return; 402 return;
415 } 403 }
416 404
417 if (op->env) 405 if (op->env)
418 { 406 {
419 object *env; 407 object *env = op->outer_env ();
420 408
421 env = object_get_env_recursive (op);
422 if (env->map == NULL || out_of_map (env->map, env->x, env->y)) 409 if (!env->map || out_of_map (env->map, env->x, env->y))
423 { 410 {
424 LOG (llevError, "BUG: explode_bullet(): env out of map\n"); 411 LOG (llevError, "BUG: explode_bullet(): env out of map\n");
425 remove_ob (op); 412 op->destroy ();
426 free_object (op);
427 return; 413 return;
428 } 414 }
429 remove_ob (op); 415
430 op->x = env->x; 416 op->insert_at (env, op, INS_NO_MERGE | INS_NO_WALK_ON);
431 op->y = env->y;
432 insert_ob_in_map (op, env->map, op, INS_NO_MERGE | INS_NO_WALK_ON);
433 } 417 }
434 else if (out_of_map (op->map, op->x, op->y)) 418 else if (out_of_map (op->map, op->x, op->y))
435 { 419 {
436 LOG (llevError, "BUG: explode_bullet(): op out of map\n"); 420 LOG (llevError, "BUG: explode_bullet(): op out of map\n");
437 remove_ob (op); 421 op->destroy ();
438 free_object (op);
439 return; 422 return;
440 } 423 }
441 424
442 // 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
443 // 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
444 // bad at the moment that might happen from this. 427 // bad at the moment that might happen from this.
445 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE) 428 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
446 { 429 {
447 remove_ob (op); 430 op->destroy ();
448 free_object (op);
449 return; 431 return;
450 } 432 }
451 433
452 if (op->attacktype) 434 if (op->attacktype)
453 { 435 {
454 hit_map (op, 0, op->attacktype, 1); 436 hit_map (op, 0, op->attacktype, 1);
437
455 if (op->destroyed ()) 438 if (op->destroyed ())
456 return; 439 return;
457 } 440 }
458 441
459 /* other_arch contains what this explodes into */ 442 /* other_arch contains what this explodes into */
460 tmp = arch_to_object (op->other_arch); 443 tmp = arch_to_object (op->other_arch);
461 444
462 copy_owner (tmp, op); 445 tmp->set_owner (op);
463 tmp->skill = op->skill; 446 tmp->skill = op->skill;
464 447
465 owner = get_owner (op); 448 owner = op->owner;
466 449
467 if ((tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) && owner && !tailor_god_spell (tmp, owner)) 450 if ((tmp->attacktype & AT_HOLYWORD
468 { 451 || tmp->attacktype & AT_GODPOWER)
469 remove_ob (op); 452 && owner
470 free_object (op); 453 && !tailor_god_spell (tmp, owner))
471 return;
472 } 454 {
473 455 op->destroy ();
474 tmp->x = op->x; 456 return;
475 tmp->y = op->y; 457 }
476 458
477 /* special for bombs - it actually has sane values for these */ 459 /* special for bombs - it actually has sane values for these */
478 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB) 460 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB)
479 { 461 {
480 tmp->attacktype = op->attacktype; 462 tmp->attacktype = op->attacktype;
484 } 466 }
485 else 467 else
486 { 468 {
487 if (op->attacktype & AT_MAGIC) 469 if (op->attacktype & AT_MAGIC)
488 tmp->attacktype |= AT_MAGIC; 470 tmp->attacktype |= AT_MAGIC;
471
489 /* Spell doc describes what is going on here */ 472 /* Spell doc describes what is going on here */
490 tmp->stats.dam = op->dam_modifier; 473 tmp->stats.dam = op->dam_modifier;
491 tmp->range = op->stats.maxhp; 474 tmp->range = op->stats.maxhp;
492 tmp->duration = op->stats.hp; 475 tmp->duration = op->stats.hp;
493 /* 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 -
501 tmp->stats.sp = op->direction; 484 tmp->stats.sp = op->direction;
502 485
503 /* Prevent recursion */ 486 /* Prevent recursion */
504 op->move_on = 0; 487 op->move_on = 0;
505 488
506 insert_ob_in_map (tmp, op->map, op, 0); 489 tmp->insert_at (op, op);
490 tmp->play_sound (tmp->sound);
491
507 /* remove the firebullet */ 492 /* remove the firebullet */
508 if (!op->destroyed ()) 493 op->destroy ();
509 {
510 remove_ob (op);
511 free_object (op);
512 }
513} 494}
514
515
516 495
517/* 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
518 * (eg, explode, damage player, etc) 497 * (eg, explode, damage player, etc)
519 */ 498 */
520
521void 499void
522check_bullet (object *op) 500check_bullet (object *op)
523{ 501{
524 object *tmp; 502 object *tmp;
525 int dam, mflags; 503 int dam, mflags;
540 518
541 /* 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 */
542 if (!(mflags & P_IS_ALIVE)) 520 if (!(mflags & P_IS_ALIVE))
543 return; 521 return;
544 522
545 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)
546 { 524 {
547 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 525 if (QUERY_FLAG (tmp, FLAG_ALIVE))
548 { 526 {
549 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
550 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0) 530 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0)
551 { 531 {
552 if (!QUERY_FLAG (op, FLAG_REMOVED)) 532 if (!QUERY_FLAG (op, FLAG_REMOVED))
553 { 533 {
554 remove_ob (op); 534 op->destroy ();
555 free_object (op);
556 return; 535 return;
557 } 536 }
558 } 537 }
559 } 538 }
560 } 539 }
561} 540}
562
563 541
564/* Basically, we move 'op' one square, and if it hits something, 542/* Basically, we move 'op' one square, and if it hits something,
565 * call check_bullet. 543 * call check_bullet.
566 * This function is only applicable to bullets, but not to all 544 * This function is only applicable to bullets, but not to all
567 * fired arches (eg, bolts). 545 * fired arches (eg, bolts).
568 */ 546 */
569
570void 547void
571move_bullet (object *op) 548move_bullet (object *op)
572{ 549{
573 sint16 new_x, new_y;
574 int mflags;
575 maptile *m;
576
577#if 0 550#if 0
578 /* We need a better general purpose way to do this */ 551 /* We need a better general purpose way to do this */
579 552
580 /* peterm: added to make comet leave a trail of burnouts 553 /* peterm: added to make comet leave a trail of burnouts
581 it's an unadulterated hack, but the effect is cool. */ 554 it's an unadulterated hack, but the effect is cool. */
589 562
590 /* Reached the end of its life - remove it */ 563 /* Reached the end of its life - remove it */
591 if (--op->range <= 0) 564 if (--op->range <= 0)
592 { 565 {
593 if (op->other_arch) 566 if (op->other_arch)
594 {
595 explode_bullet (op); 567 explode_bullet (op);
596 }
597 else 568 else
598 { 569 op->destroy ();
599 remove_ob (op);
600 free_object (op);
601 }
602 return;
603 }
604 570
605 new_x = op->x + DIRX (op); 571 return;
606 new_y = op->y + DIRY (op);
607 m = op->map;
608 mflags = get_map_flags (m, &m, new_x, new_y, &new_x, &new_y);
609
610 if (mflags & P_OUT_OF_MAP)
611 { 572 }
612 remove_ob (op); 573
613 free_object (op); 574 mapxy pos (op);
614 return; 575 pos.move (op->direction);
576
577 if (!pos.normalise ())
615 } 578 {
579 op->destroy ();
580 return;
581 }
616 582
617 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))
618 { 588 {
619 if (op->other_arch) 589 if (op->other_arch)
620 {
621 explode_bullet (op); 590 explode_bullet (op);
622 }
623 else 591 else
624 { 592 op->destroy ();
625 remove_ob (op);
626 free_object (op);
627 }
628 return;
629 }
630 593
631 remove_ob (op); 594 return;
632 op->x = new_x; 595 }
633 op->y = new_y; 596
634 if ((op = insert_ob_in_map (op, m, op, 0)) == NULL) 597 if (!(op = pos.insert (op, op)))
635 return; 598 return;
636 599
637 if (reflwall (op->map, op->x, op->y, op)) 600 if (reflwall (op->map, op->x, op->y, op))
638 { 601 {
639 op->direction = absdir (op->direction + 4); 602 op->direction = absdir (op->direction + 4);
640 update_turn_face (op); 603 update_turn_face (op);
641 } 604 }
642 else 605 else
643 {
644 check_bullet (op); 606 check_bullet (op);
645 }
646} 607}
647
648
649
650 608
651/* fire_bullet 609/* fire_bullet
652 * object op (cast from caster) files a bolt in dir. 610 * object op (cast from caster) files a bolt in dir.
653 * spob is the spell object for the bolt. 611 * spob is the spell object for the bolt.
654 * we remove the magic flag - that can be derived from 612 * we remove the magic flag - that can be derived from
655 * spob->attacktype. 613 * spob->attacktype.
656 * This function sets up the appropriate owner and skill 614 * This function sets up the appropriate owner and skill
657 * pointers. 615 * pointers.
658 */ 616 */
659
660int 617int
661fire_bullet (object *op, object *caster, int dir, object *spob) 618fire_bullet (object *op, object *caster, int dir, object *spob)
662{ 619{
663 object *tmp = NULL; 620 object *tmp = NULL;
664 int mflags; 621 int mflags;
665 622
666 if (!spob->other_arch) 623 if (!spob->other_arch)
667 return 0; 624 return 0;
668 625
669 tmp = arch_to_object (spob->other_arch); 626 tmp = spob->other_arch->instance ();
670 if (tmp == NULL) 627 if (!tmp)
671 return 0; 628 return 0;
672 629
673 /* peterm: level dependency for bolts */ 630 /* peterm: level dependency for bolts */
674 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);
675 tmp->attacktype = spob->attacktype; 632 tmp->attacktype = spob->attacktype;
676 if (spob->slaying) 633 if (spob->slaying)
677 tmp->slaying = spob->slaying; 634 tmp->slaying = spob->slaying;
678 635
685 642
686 tmp->direction = dir; 643 tmp->direction = dir;
687 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) 644 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
688 SET_ANIMATION (tmp, dir); 645 SET_ANIMATION (tmp, dir);
689 646
690 set_owner (tmp, op); 647 tmp->set_owner (op);
691 set_spell_skill (op, caster, spob, tmp); 648 set_spell_skill (op, caster, spob, tmp);
692 649
693 tmp->x = op->x + freearr_x[dir]; 650 tmp->x = op->x + freearr_x[dir];
694 tmp->y = op->y + freearr_y[dir]; 651 tmp->y = op->y + freearr_y[dir];
695 tmp->map = op->map; 652 tmp->map = op->map;
696 653
654 maptile *newmap;
697 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);
698 if (mflags & P_OUT_OF_MAP) 656 if (mflags & P_OUT_OF_MAP)
699 { 657 {
700 free_object (tmp); 658 tmp->destroy ();
701 return 0; 659 return 0;
702 } 660 }
661
662 tmp->map = newmap;
663
703 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)))
704 { 665 {
705 if (!QUERY_FLAG (tmp, FLAG_REFLECTING)) 666 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
706 { 667 {
707 free_object (tmp); 668 tmp->destroy ();
708 return 0; 669 return 0;
709 } 670 }
671
710 tmp->x = op->x; 672 tmp->x = op->x;
711 tmp->y = op->y; 673 tmp->y = op->y;
712 tmp->direction = absdir (tmp->direction + 4); 674 tmp->direction = absdir (tmp->direction + 4);
713 tmp->map = op->map; 675 tmp->map = op->map;
714 } 676 }
715 if ((tmp = insert_ob_in_map (tmp, tmp->map, op, 0)) != NULL) 677
716 { 678 if ((tmp = tmp->insert_at (tmp, op)))
717 check_bullet (tmp); 679 check_bullet (tmp);
718 } 680
719 return 1; 681 return 1;
720} 682}
721
722
723
724 683
725/***************************************************************************** 684/*****************************************************************************
726 * 685 *
727 * CONE RELATED FUNCTIONS 686 * CONE RELATED FUNCTIONS
728 * 687 *
729 *****************************************************************************/ 688 *****************************************************************************/
730 689
731
732/* 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" */
733void 691void
734cone_drop (object *op) 692cone_drop (object *op)
735{ 693{
736 object *new_ob = arch_to_object (op->other_arch); 694 object *new_ob = arch_to_object (op->other_arch);
737 695
738 new_ob->x = op->x;
739 new_ob->y = op->y;
740 new_ob->level = op->level; 696 new_ob->level = op->level;
741 set_owner (new_ob, op->owner); 697 new_ob->set_owner (op->owner);
742 698
743 /* preserve skill ownership */ 699 /* preserve skill ownership */
744 if (op->skill && op->skill != new_ob->skill) 700 if (op->skill && op->skill != new_ob->skill)
745 {
746 new_ob->skill = op->skill; 701 new_ob->skill = op->skill;
747 }
748 insert_ob_in_map (new_ob, op->map, op, 0);
749 702
703 new_ob->insert_at (op, op);
750} 704}
751 705
752/* 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 */
753 707
754void 708void
755move_cone (object *op) 709move_cone (object *op)
756{ 710{
757 int i;
758
759 /* 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 */
760 if (!op->map) 712 if (!op->map)
761 { 713 {
762 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");
763 op->speed = 0; 715 op->set_speed (0);
764 update_ob_speed (op);
765 return; 716 return;
766 } 717 }
767 718
768 /* lava saves it's life, but not yours :) */ 719 /* lava saves it's life, but not yours :) */
769 if (QUERY_FLAG (op, FLAG_LIFESAVE)) 720 if (QUERY_FLAG (op, FLAG_LIFESAVE))
775#if 0 726#if 0
776 /* Disable this - enabling it makes monsters easier, as 727 /* Disable this - enabling it makes monsters easier, as
777 * when their cone dies when they die. 728 * when their cone dies when they die.
778 */ 729 */
779 /* If no owner left, the spell dies out. */ 730 /* If no owner left, the spell dies out. */
780 if (get_owner (op) == NULL) 731 if (op->owner == NULL)
781 { 732 {
782 remove_ob (op); 733 op->destroy ();
783 free_object (op);
784 return; 734 return;
785 } 735 }
786#endif 736#endif
787 737
788 hit_map (op, 0, op->attacktype, 0); 738 hit_map (op, 0, op->attacktype, 0);
739
740 if (!op->is_on_map ())
741 return;
789 742
790 /* Check to see if we should push anything. 743 /* Check to see if we should push anything.
791 * Spell objects with weight push whatever they encounter to some 744 * Spell objects with weight push whatever they encounter to some
792 * degree. 745 * degree.
793 */ 746 */
794 if (op->weight) 747 if (op->weight)
748 {
795 check_spell_knockback (op); 749 check_spell_knockback (op);
796 750
797 if (op->destroyed ()) 751 if (!op->is_on_map ())
798 return; 752 return;
753 }
799 754
800 if ((op->duration--) < 0) 755 if (op->duration-- < 0)
801 { 756 {
802 remove_ob (op); 757 op->destroy ();
803 free_object (op);
804 return; 758 return;
805 } 759 }
806 /* Object has hit maximum range, so don't have it move 760 /* Object has hit maximum range, so don't have it move
807 * any further. When the duration above expires, 761 * any further. When the duration above expires,
808 * then the object will get removed. 762 * then the object will get removed.
811 { 765 {
812 op->range = 0; /* just so it doesn't wrap */ 766 op->range = 0; /* just so it doesn't wrap */
813 return; 767 return;
814 } 768 }
815 769
816 for (i = -1; i < 2; i++) 770 for (int i = -1; i <= 1; i++)
817 { 771 {
818 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)];
819 773
820 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))
821 { 775 {
822 object *tmp = get_object (); 776 object *tmp = op->clone ();
823
824 copy_object (op, tmp);
825 tmp->x = x;
826 tmp->y = y;
827 777
828 tmp->duration = op->duration + 1; 778 tmp->duration = op->duration + 1;
829 779
830 /* Use for spell tracking - see ok_to_put_more() */ 780 /* Use for spell tracking - see ok_to_put_more() */
831 tmp->stats.maxhp = op->stats.maxhp; 781 tmp->stats.maxhp = op->stats.maxhp;
832 insert_ob_in_map (tmp, op->map, op, 0); 782
783 op->map->insert (tmp, x, y, op);
784
833 if (tmp->other_arch) 785 if (tmp->other_arch)
834 cone_drop (tmp); 786 cone_drop (tmp);
835 } 787 }
836 } 788 }
837} 789}
870 822
871 /* 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
872 * 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
873 * insert it into is blocked. 825 * insert it into is blocked.
874 */ 826 */
875 movetype = spell->other_arch->clone.move_type; 827 movetype = spell->other_arch->move_type;
876 828
877 for (i = range_min; i <= range_max; i++) 829 for (i = range_min; i <= range_max; i++)
878 { 830 {
879 sint16 x, y, d; 831 sint16 x, y;
880 832
881 /* We can't use absdir here, because it never returns 833 /* We can't use absdir here, because it never returns
882 * 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
883 * 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
884 * to hit that person. 836 * to hit that person.
885 */ 837 */
886 d = dir + i; 838 int d = dir ? absdir (dir + i) : i;
887 while (d < 0)
888 d += 8;
889 while (d > 8)
890 d -= 8;
891 839
892 /* 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.
893 * In that case, we have to see - if dir is specified, 841 * In that case, we have to see - if dir is specified,
894 * turn this into direction 8. If dir is not specified (all 842 * turn this into direction 8. If dir is not specified (all
895 * direction) skip - otherwise, one line would do more damage 843 * direction) skip - otherwise, one line would do more damage
913 if ((movetype & GET_MAP_MOVE_BLOCK (m, sx, sy)) == movetype) 861 if ((movetype & GET_MAP_MOVE_BLOCK (m, sx, sy)) == movetype)
914 continue; 862 continue;
915 863
916 success = 1; 864 success = 1;
917 tmp = arch_to_object (spell->other_arch); 865 tmp = arch_to_object (spell->other_arch);
918 set_owner (tmp, op); 866 tmp->set_owner (op);
919 set_spell_skill (op, caster, spell, tmp); 867 set_spell_skill (op, caster, spell, tmp);
920 tmp->level = caster_level (caster, spell); 868 tmp->level = casting_level (caster, spell);
921 tmp->x = sx;
922 tmp->y = sy;
923 tmp->attacktype = spell->attacktype; 869 tmp->attacktype = spell->attacktype;
924 870
925 /* holy word stuff */ 871 /* holy word stuff */
926 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER)) 872 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER))
927 if (!tailor_god_spell (tmp, op)) 873 if (!tailor_god_spell (tmp, op))
961 else 907 else
962 tmp->duration += caster->level / 3; 908 tmp->duration += caster->level / 3;
963 } 909 }
964 910
965 if (!(tmp->move_type & MOVE_FLY_LOW)) 911 if (!(tmp->move_type & MOVE_FLY_LOW))
966 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);
967 913
968 if (!tmp->move_on && tmp->stats.dam) 914 if (!tmp->move_on && tmp->stats.dam)
969 {
970 LOG (llevDebug, "cast_cone(): arch %s doesn't have move_on set\n", &spell->other_arch->name); 915 LOG (llevDebug, "cast_cone(): arch %s doesn't have move_on set\n", &spell->other_arch->archname);
971 }
972 916
973 insert_ob_in_map (tmp, m, op, 0); 917 m->insert (tmp, sx, sy, op);
974 918
975 /* 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
976 * a single space too many times. 920 * a single space too many times.
977 */ 921 */
978 tmp->stats.maxhp = tmp->count; 922 tmp->stats.maxhp = tmp->count;
988 * 932 *
989 * BOMB related code 933 * BOMB related code
990 * 934 *
991 ****************************************************************************/ 935 ****************************************************************************/
992 936
993
994/* This handles an exploding bomb. 937/* This handles an exploding bomb.
995 * op is the original bomb object. 938 * op is the original bomb object.
996 */ 939 */
997void 940void
998animate_bomb (object *op) 941animate_bomb (object *op)
999{ 942{
1000 int i;
1001 object *env, *tmp;
1002 archetype *at;
1003
1004 if (op->state != NUM_ANIMATIONS (op) - 1) 943 if (op->state != NUM_ANIMATIONS (op) - 1)
1005 return; 944 return;
1006 945
1007 env = object_get_env_recursive (op); 946 object *env = op->outer_env ();
1008 947
1009 if (op->env) 948 if (op->env)
1010 { 949 {
1011 if (env->map == NULL) 950 if (!env->map)
1012 return; 951 return;
1013 952
1014 if (env->type == PLAYER) 953 if (!(op = op->insert_at (env, op)))
1015 esrv_del_item (env->contr, op->count);
1016
1017 remove_ob (op);
1018 op->x = env->x;
1019 op->y = env->y;
1020 if ((op = insert_ob_in_map (op, env->map, op, 0)) == NULL)
1021 return; 954 return;
1022 } 955 }
1023 956
1024 // 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
1025 // 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
1026 // as bombs can be carried. 959 // as bombs can be carried.
1027 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE) 960 if (op->ms ().flags () & P_SAFE)
1028 { 961 {
1029 remove_ob (op); 962 op->destroy ();
1030 free_object (op);
1031 return; 963 return;
1032 } 964 }
1033 965
1034 /* This copies a lot of the code from the fire bullet, 966 /* This copies a lot of the code from the fire bullet,
1035 * but using the cast_bullet isn't really feasible, 967 * but using the cast_bullet isn't really feasible,
1036 * so just set up the appropriate values. 968 * so just set up the appropriate values.
1037 */ 969 */
1038 at = archetype::find (SPLINT); 970 if (archetype *at = archetype::find (SPLINT))
1039 if (at)
1040 { 971 {
1041 for (i = 1; i < 9; i++) 972 for (int i = 1; i < 9; i++)
1042 { 973 {
1043 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]))
1044 continue; 975 continue;
976
1045 tmp = arch_to_object (at); 977 object *tmp = arch_to_object (at);
1046 tmp->direction = i; 978 tmp->direction = i;
1047 tmp->range = op->range; 979 tmp->range = op->range;
1048 tmp->stats.dam = op->stats.dam; 980 tmp->stats.dam = op->stats.dam;
1049 tmp->duration = op->duration; 981 tmp->duration = op->duration;
1050 tmp->attacktype = op->attacktype; 982 tmp->attacktype = op->attacktype;
1051 copy_owner (tmp, op); 983 tmp->set_owner (op);
1052 if (op->skill && op->skill != tmp->skill) 984 if (op->skill && op->skill != tmp->skill)
1053 {
1054 tmp->skill = op->skill; 985 tmp->skill = op->skill;
1055 } 986
1056 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) 987 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
1057 SET_ANIMATION (tmp, i); 988 SET_ANIMATION (tmp, i);
1058 tmp->x = op->x + freearr_x[i]; 989
1059 tmp->y = op->y + freearr_x[i]; 990 op->map->insert (tmp, op->x + freearr_x[i], op->y + freearr_x[i], op);
1060 insert_ob_in_map (tmp, op->map, op, 0);
1061 move_bullet (tmp); 991 move_bullet (tmp);
1062 } 992 }
1063 } 993 }
1064 994
1065 explode_bullet (op); 995 explode_bullet (op);
1066} 996}
1067 997
1068int 998int
1069create_bomb (object *op, object *caster, int dir, object *spell) 999create_bomb (object *op, object *caster, int dir, object *spell)
1070{ 1000{
1071
1072 object *tmp; 1001 object *tmp;
1073 int mflags; 1002 int mflags;
1074 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];
1075 maptile *m; 1004 maptile *m;
1076 1005
1077 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 {
1078 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))
1079 { 1015 {
1080 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.");
1081 return 0; 1017 return 0;
1018 }
1082 } 1019 }
1020
1083 tmp = arch_to_object (spell->other_arch); 1021 tmp = arch_to_object (spell->other_arch);
1084 1022
1085 /* level dependencies for bomb */ 1023 /* level dependencies for bomb */
1086 tmp->range = spell->range + SP_level_range_adjust (caster, spell); 1024 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
1087 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);
1088 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell); 1026 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
1089 tmp->attacktype = spell->attacktype; 1027 tmp->attacktype = spell->attacktype;
1090 1028
1091 set_owner (tmp, op); 1029 tmp->set_owner (op);
1092 set_spell_skill (op, caster, spell, tmp); 1030 set_spell_skill (op, caster, spell, tmp);
1093 tmp->x = dx; 1031
1094 tmp->y = dy; 1032 m->insert (tmp, dx, dy, op);
1095 insert_ob_in_map (tmp, m, op, 0);
1096 return 1; 1033 return 1;
1097} 1034}
1098 1035
1099/**************************************************************************** 1036/****************************************************************************
1100 * 1037 *
1109 * dir is the direction to look in. 1046 * dir is the direction to look in.
1110 * range is how far out to look. 1047 * range is how far out to look.
1111 * 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.
1112 * this info is used for blocked magic/unholy spaces. 1049 * this info is used for blocked magic/unholy spaces.
1113 */ 1050 */
1114
1115object * 1051object *
1116get_pointed_target (object *op, int dir, int range, int type) 1052get_pointed_target (object *op, int dir, int range, int type)
1117{ 1053{
1118 object *target; 1054 object *target;
1119 sint16 x, y; 1055 sint16 x, y;
1138 return NULL; 1074 return NULL;
1139 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW) 1075 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW)
1140 return NULL; 1076 return NULL;
1141 1077
1142 if (mflags & P_IS_ALIVE) 1078 if (mflags & P_IS_ALIVE)
1143 {
1144 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)
1145 { 1080 if (QUERY_FLAG (target, FLAG_MONSTER))
1146 if (QUERY_FLAG (target->head ? target->head : target, FLAG_MONSTER))
1147 {
1148 return target; 1081 return target;
1149 }
1150 }
1151 }
1152 } 1082 }
1083
1153 return NULL; 1084 return NULL;
1154} 1085}
1155
1156 1086
1157/* cast_smite_arch() - the priest points to a creature and causes 1087/* cast_smite_arch() - the priest points to a creature and causes
1158 * a 'godly curse' to decend. 1088 * a 'godly curse' to decend.
1159 * usual params - 1089 * usual params -
1160 * op = player 1090 * op = player
1161 * caster = object casting the spell. 1091 * caster = object casting the spell.
1162 * dir = direction being cast 1092 * dir = direction being cast
1163 * spell = spell object 1093 * spell = spell object
1164 */ 1094 */
1165
1166int 1095int
1167cast_smite_spell (object *op, object *caster, int dir, object *spell) 1096cast_smite_spell (object *op, object *caster, int dir, object *spell)
1168{ 1097{
1169 object *effect, *target; 1098 object *effect, *target;
1170 object *god = find_god (determine_god (op)); 1099 object *god = find_god (determine_god (op));
1180 * interesting spell. 1109 * interesting spell.
1181 * 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
1182 * can't be friendly to your god. 1111 * can't be friendly to your god.
1183 */ 1112 */
1184 1113
1185 if (!target || QUERY_FLAG (target, FLAG_REFL_SPELL) 1114 if (!target
1115 || target->flag [FLAG_REFL_SPELL]
1186 || (!god && spell->stats.grace) 1116 || (!god && spell->stats.grace)
1187 || (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)))
1188 { 1119 {
1189 new_draw_info (NDI_UNIQUE, 0, op, "Your request is unheeded."); 1120 new_draw_info (NDI_UNIQUE, 0, op, "Your request is unheeded.");
1190 return 0; 1121 return 0;
1191 } 1122 }
1192 1123
1194 effect = arch_to_object (spell->other_arch); 1125 effect = arch_to_object (spell->other_arch);
1195 else 1126 else
1196 return 0; 1127 return 0;
1197 1128
1198 /* tailor the effect by priest level and worshipped God */ 1129 /* tailor the effect by priest level and worshipped God */
1199 effect->level = caster_level (caster, spell); 1130 effect->level = casting_level (caster, spell);
1200 effect->attacktype = spell->attacktype; 1131 effect->attacktype = spell->attacktype;
1201 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER)) 1132 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER))
1202 { 1133 {
1203 if (tailor_god_spell (effect, op)) 1134 if (tailor_god_spell (effect, op))
1204 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));
1205 else 1136 else
1206 { 1137 {
1207 new_draw_info (NDI_UNIQUE, 0, op, "Your request is ignored."); 1138 new_draw_info (NDI_UNIQUE, 0, op, "Your request is ignored.");
1208 return 0; 1139 return 0;
1209 } 1140 }
1216 if (effect->attacktype & AT_DEATH) 1147 if (effect->attacktype & AT_DEATH)
1217 { 1148 {
1218 effect->level = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1149 effect->level = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1219 1150
1220 /* casting death spells at undead isn't a good thing */ 1151 /* casting death spells at undead isn't a good thing */
1221 if QUERY_FLAG
1222 (target, FLAG_UNDEAD) 1152 if (QUERY_FLAG (target, FLAG_UNDEAD))
1223 { 1153 {
1224 if (random_roll (0, 2, op, PREFER_LOW)) 1154 if (random_roll (0, 2, op, PREFER_LOW))
1225 { 1155 {
1226 new_draw_info (NDI_UNIQUE, 0, op, "Idiot! Your spell boomerangs!"); 1156 new_draw_info (NDI_UNIQUE, 0, op, "Idiot! Your spell boomerangs!");
1227 effect->x = op->x; 1157 effect->x = op->x;
1229 } 1159 }
1230 else 1160 else
1231 { 1161 {
1232 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));
1233 target->stats.hp = target->stats.maxhp * 2; 1163 target->stats.hp = target->stats.maxhp * 2;
1234 free_object (effect); 1164 effect->destroy ();
1235 return 0; 1165 return 0;
1236 } 1166 }
1237 } 1167 }
1238 } 1168 }
1239 else 1169 else
1240 { 1170 {
1241 /* how much woe to inflict :) */ 1171 /* how much woe to inflict :) */
1242 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);
1243 } 1173 }
1244 1174
1245 set_owner (effect, op); 1175 effect->set_owner (op);
1246 set_spell_skill (op, caster, spell, effect); 1176 set_spell_skill (op, caster, spell, effect);
1247 1177
1248 /* ok, tell it where to be, and insert! */ 1178 /* ok, tell it where to be, and insert! */
1249 effect->x = target->x; 1179 effect->insert_at (target, op);
1250 effect->y = target->y;
1251 insert_ob_in_map (effect, target->map, op, 0);
1252 1180
1253 return 1; 1181 return 1;
1254} 1182}
1255
1256 1183
1257/**************************************************************************** 1184/****************************************************************************
1258 * 1185 *
1259 * MAGIC MISSILE code. 1186 * MAGIC MISSILE code.
1260 * 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
1263 1190
1264/* op is a missile that needs to be moved */ 1191/* op is a missile that needs to be moved */
1265void 1192void
1266move_missile (object *op) 1193move_missile (object *op)
1267{ 1194{
1268 int i, mflags;
1269 object *owner;
1270 sint16 new_x, new_y;
1271 maptile *m;
1272
1273 if (op->range-- <= 0) 1195 if (op->range-- <= 0)
1274 { 1196 {
1275 remove_ob (op); 1197 op->drop_and_destroy ();
1276 free_object (op);
1277 return; 1198 return;
1278 }
1279
1280 owner = get_owner (op);
1281#if 0
1282 /* It'd make things nastier if this wasn't here - spells cast by
1283 * monster that are then killed would continue to survive
1284 */
1285 if (owner == NULL)
1286 { 1199 }
1287 remove_ob (op); 1200
1288 free_object (op); 1201 mapxy pos (op);
1289 return; 1202 pos.move (op->direction);
1203
1204 if (!pos.normalise ())
1290 } 1205 {
1291#endif 1206 op->destroy ();
1207 return;
1208 }
1292 1209
1293 new_x = op->x + DIRX (op); 1210 mapspace &ms = pos.ms ();
1294 new_y = op->y + DIRY (op);
1295 1211
1296 mflags = get_map_flags (op->map, &m, new_x, new_y, &new_x, &new_y); 1212 if (ms.flags () & P_IS_ALIVE || ms.blocks (op))
1297
1298 if (!(mflags & P_OUT_OF_MAP) && ((mflags & P_IS_ALIVE) || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y))))
1299 { 1213 {
1300 hit_map (op, op->direction, AT_MAGIC, 1); 1214 hit_map (op, op->direction, AT_MAGIC, 1);
1301 /* Basically, missile only hits one thing then goes away. 1215 /* Basically, missile only hits one thing then goes away.
1302 * 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.
1303 */ 1217 */
1304 if (!op->destroyed ()) 1218 op->destroy ();
1305 free_object (op);
1306
1307 return; 1219 return;
1308 }
1309
1310 remove_ob (op);
1311
1312 if (!op->direction || (mflags & P_OUT_OF_MAP))
1313 { 1220 }
1314 free_object (op); 1221
1315 return; 1222 if (!op->direction)
1316 } 1223 {
1224 op->destroy ();
1225 return;
1226 }
1317 1227
1318 op->x = new_x; 1228 int i = spell_find_dir (pos.m, pos.x, pos.y, op->owner);
1319 op->y = new_y;
1320 op->map = m;
1321 i = spell_find_dir (op->map, op->x, op->y, get_owner (op));
1322 if (i > 0 && i != op->direction) 1229 if (i > 0 && i != op->direction)
1323 { 1230 {
1324 op->direction = i; 1231 op->direction = i;
1325 SET_ANIMATION (op, op->direction); 1232 SET_ANIMATION (op, op->direction);
1326 } 1233 }
1327 1234
1328 insert_ob_in_map (op, op->map, op, 0); 1235 pos.insert (op, op);
1329} 1236}
1330 1237
1331/**************************************************************************** 1238/****************************************************************************
1332 * Destruction 1239 * Destruction
1333 ****************************************************************************/ 1240 ****************************************************************************/
1336 * 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
1337 * object. if time is 0, the object glows permanently. To truely 1244 * object. if time is 0, the object glows permanently. To truely
1338 * make this work for non-living objects, we would have to 1245 * make this work for non-living objects, we would have to
1339 * give them the capability to have an inventory. b.t. 1246 * give them the capability to have an inventory. b.t.
1340 */ 1247 */
1341
1342int 1248int
1343make_object_glow (object *op, int radius, int time) 1249make_object_glow (object *op, int radius, int time)
1344{ 1250{
1345 object *tmp;
1346
1347 /* some things are unaffected... */ 1251 /* some things are unaffected... */
1348 if (op->path_denied & PATH_LIGHT) 1252 if (op->path_denied & PATH_LIGHT)
1349 return 0; 1253 return 0;
1350 1254
1351 tmp = get_archetype (FORCE_NAME); 1255 object *tmp = get_archetype (FORCE_NAME);
1352 tmp->speed = 0.01; 1256 tmp->speed = 0.01;
1353 tmp->stats.food = time; 1257 tmp->stats.food = time;
1354 SET_FLAG (tmp, FLAG_IS_USED_UP); 1258 SET_FLAG (tmp, FLAG_IS_USED_UP);
1355 tmp->glow_radius = radius; 1259 tmp->set_glow_radius (min (MAX_LIGHT_RADIUS, radius));
1356 if (tmp->glow_radius > MAX_LIGHT_RADII)
1357 tmp->glow_radius = MAX_LIGHT_RADII;
1358
1359 tmp->x = op->x;
1360 tmp->y = op->y;
1361 if (tmp->speed < MIN_ACTIVE_SPEED)
1362 tmp->speed = MIN_ACTIVE_SPEED; /* safety */
1363 tmp = insert_ob_in_ob (tmp, op); 1260 tmp = insert_ob_in_ob (tmp, op);
1261
1364 if (tmp->glow_radius > op->glow_radius) 1262 if (tmp->glow_radius > op->glow_radius)
1365 op->glow_radius = tmp->glow_radius; 1263 op->set_glow_radius (tmp->glow_radius);
1366 1264
1367 if (!tmp->env || op != tmp->env)
1368 {
1369 LOG (llevError, "make_object_glow() failed to insert glowing force in %s\n", &op->name);
1370 return 0;
1371 }
1372 return 1; 1265 return 1;
1373} 1266}
1374
1375
1376
1377 1267
1378int 1268int
1379cast_destruction (object *op, object *caster, object *spell_ob) 1269cast_destruction (object *op, object *caster, object *spell_ob)
1380{ 1270{
1381 int i, j, range, mflags, friendly = 0, dam, dur;
1382 sint16 sx, sy;
1383 maptile *m;
1384 object *tmp;
1385 const char *skill;
1386
1387 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob); 1271 int range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
1388 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);
1389 dur = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob); 1273 int dur = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
1390 if (QUERY_FLAG (op, FLAG_FRIENDLY) || op->type == PLAYER) 1274
1391 friendly = 1; 1275 bool friendly = op->flag [FLAG_FRIENDLY] || op->is_player ();
1392 1276
1393 /* destruction doesn't use another spell object, so we need 1277 /* destruction doesn't use another spell object, so we need
1394 * update op's skill pointer so that exp is properly awarded. 1278 * update op's skill pointer so that exp is properly awarded.
1395 * We do some shortcuts here - since this is just temporary
1396 * and we'll reset the values back, we don't need to go through
1397 * the full share string/free_string route.
1398 */ 1279 */
1399 skill = op->skill; 1280 const shstr skill = op->skill;
1281
1400 if (caster == op) 1282 if (caster == op)
1401 op->skill = spell_ob->skill; 1283 op->skill = spell_ob->skill;
1402 else if (caster->skill) 1284 else if (caster->skill)
1403 op->skill = caster->skill; 1285 op->skill = caster->skill;
1404 else 1286 else
1405 op->skill = NULL; 1287 op->skill = 0;
1406 1288
1407 change_skill (op, find_skill_by_name (op, op->skill), 1); 1289 op->change_skill (find_skill_by_name (op, op->skill));
1408 1290
1409 for (i = -range; i < range; i++) 1291 unordered_mapwalk (op, -range, -range, range, range)
1410 { 1292 {
1411 for (j = -range; j < range; j++) 1293 mapspace &ms = m->at (nx, ny);
1412 { 1294
1413 m = op->map;
1414 sx = op->x + i;
1415 sy = op->y + j;
1416 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
1417 if (mflags & P_OUT_OF_MAP)
1418 continue;
1419 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 ())
1420 { 1298 {
1421 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 ())))
1422 { 1303 {
1423 if (QUERY_FLAG (tmp, FLAG_ALIVE) || tmp->type == PLAYER) 1304 if (spell_ob->subtype == SP_DESTRUCTION)
1424 break;
1425 }
1426 if (tmp)
1427 {
1428 if (tmp->head)
1429 tmp = tmp->head;
1430
1431 if ((friendly && !QUERY_FLAG (tmp, FLAG_FRIENDLY) && tmp->type != PLAYER) ||
1432 (!friendly && (QUERY_FLAG (tmp, FLAG_FRIENDLY) || tmp->type == PLAYER)))
1433 { 1305 {
1434 if (spell_ob->subtype == SP_DESTRUCTION)
1435 {
1436 hit_player (tmp, dam, op, spell_ob->attacktype, 0); 1306 hit_player (tmp, dam, op, spell_ob->attacktype, 0);
1307
1437 if (spell_ob->other_arch) 1308 if (spell_ob->other_arch)
1438 {
1439 tmp = arch_to_object (spell_ob->other_arch); 1309 m->insert (arch_to_object (spell_ob->other_arch), nx, ny, op);
1440 tmp->x = sx;
1441 tmp->y = sy;
1442 insert_ob_in_map (tmp, m, op, 0);
1443 }
1444 } 1310 }
1445 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)
1446 { 1312 {
1447 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch) 1313 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch)
1448 {
1449 object *effect = arch_to_object (spell_ob->other_arch); 1314 m->insert (arch_to_object (spell_ob->other_arch), nx, ny, op);
1450
1451 effect->x = sx;
1452 effect->y = sy;
1453 insert_ob_in_map (effect, m, op, 0);
1454 }
1455 }
1456 } 1315 }
1457 } 1316 }
1458 } 1317 }
1459 }
1460 } 1318 }
1319
1461 op->skill = skill; 1320 op->skill = skill;
1462 return 1; 1321 return 1;
1463} 1322}
1464 1323
1465/*************************************************************************** 1324/***************************************************************************
1479 { 1338 {
1480 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.");
1481 return 0; 1340 return 0;
1482 } 1341 }
1483 1342
1343 tmp = tmp->head_ ();
1344
1484 /* 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. */
1485 for (force = tmp->inv; force != NULL; force = force->below) 1346 for (force = tmp->inv; force; force = force->below)
1486 { 1347 {
1487 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY) 1348 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY)
1488 { 1349 {
1489 if (force->name == spell_ob->name) 1350 if (force->name == spell_ob->name)
1490 { 1351 {
1496 return 0; 1357 return 0;
1497 } 1358 }
1498 } 1359 }
1499 } 1360 }
1500 1361
1501 if (force == NULL) 1362 if (!force)
1502 { 1363 {
1503 force = get_archetype (FORCE_NAME); 1364 force = get_archetype (FORCE_NAME);
1504 force->subtype = FORCE_CHANGE_ABILITY; 1365 force->subtype = FORCE_CHANGE_ABILITY;
1366
1505 if (spell_ob->race) 1367 if (spell_ob->race)
1506 force->name = spell_ob->race; 1368 force->name = spell_ob->race;
1507 else 1369 else
1508 force->name = spell_ob->name; 1370 force->name = spell_ob->name;
1509 1371
1519 { 1381 {
1520 force->duration = duration; 1382 force->duration = duration;
1521 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.");
1522 } 1384 }
1523 else 1385 else
1524 {
1525 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.");
1526 } 1387
1527 return 1; 1388 return 1;
1528 } 1389 }
1390
1529 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;
1530 force->speed = 1.0; 1392 force->speed = 1.f;
1531 force->speed_left = -1.0; 1393 force->speed_left = -1.f;
1532 SET_FLAG (force, FLAG_APPLIED); 1394 SET_FLAG (force, FLAG_APPLIED);
1533 1395
1534 if (god) 1396 if (god)
1535 { 1397 {
1536 if (spell_ob->last_grace) 1398 if (spell_ob->last_grace)
1549 force->stats.ac = spell_ob->stats.ac; 1411 force->stats.ac = spell_ob->stats.ac;
1550 force->stats.wc = spell_ob->stats.wc; 1412 force->stats.wc = spell_ob->stats.wc;
1551 1413
1552 change_abil (tmp, force); /* Mostly to display any messages */ 1414 change_abil (tmp, force); /* Mostly to display any messages */
1553 insert_ob_in_ob (force, tmp); 1415 insert_ob_in_ob (force, tmp);
1554 fix_player (tmp); 1416 tmp->update_stats ();
1555 return 1; 1417 return 1;
1556 1418
1557} 1419}
1558
1559 1420
1560/********************************************************************** 1421/**********************************************************************
1561 * mood change 1422 * mood change
1562 * 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
1563 * effects monsters, it seems best to put it into this file 1424 * effects monsters, it seems best to put it into this file
1568 */ 1429 */
1569int 1430int
1570mood_change (object *op, object *caster, object *spell) 1431mood_change (object *op, object *caster, object *spell)
1571{ 1432{
1572 object *tmp, *god, *head; 1433 object *tmp, *god, *head;
1573 int done_one, range, mflags, level, at, best_at; 1434 int done_one, range, level, at, best_at;
1574 sint16 x, y, nx, ny;
1575 maptile *m;
1576 const char *race; 1435 const char *race;
1577 1436
1578 /* 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
1579 * doing it over and over again. 1438 * doing it over and over again.
1580 */ 1439 */
1581 god = find_god (determine_god (op)); 1440 god = find_god (determine_god (op));
1582 level = caster_level (caster, spell); 1441 level = casting_level (caster, spell);
1583 range = spell->range + SP_level_range_adjust (caster, spell); 1442 range = spell->range + SP_level_range_adjust (caster, spell);
1584 1443
1585 /* 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_...
1586 * 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
1587 * won't ever match anything. 1446 * won't ever match anything.
1588 */ 1447 */
1589 if (!spell->race) 1448 if (!spell->race)
1590 race = NULL; 1449 race = NULL;
1591 else if (god && !strcmp (spell->race, "GOD_SLAYING")) 1450 else if (god && spell->race == shstr_GOD_SLAYING)
1592 race = god->slaying; 1451 race = god->slaying;
1593 else if (god && !strcmp (spell->race, "GOD_FRIEND")) 1452 else if (god && spell->race == shstr_GOD_FRIEND)
1594 race = god->race; 1453 race = god->race;
1595 else 1454 else
1596 race = spell->race; 1455 race = spell->race;
1597 1456
1598 1457 unordered_mapwalk (op, -range, -range, range, range)
1599 for (x = op->x - range; x <= op->x + range; x++)
1600 for (y = op->y - range; y <= op->y + range; y++)
1601 { 1458 {
1459 mapspace &ms = m->at (nx, ny);
1602 1460
1603 done_one = 0;
1604 m = op->map;
1605 nx = x;
1606 ny = y;
1607 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1608 if (mflags & P_OUT_OF_MAP)
1609 continue;
1610
1611 /* 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 */
1612 if (!(mflags & P_IS_ALIVE)) 1462 if (!ms.flags () & P_IS_ALIVE)
1613 continue; 1463 continue;
1614 1464
1615 for (tmp = get_map_ob (m, nx, ny); tmp; tmp = tmp->above) 1465 // players can only affect spaces that they can actually see
1616 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])
1617 break; 1473 break;
1618 1474
1619 /* There can be living objects that are not monsters */ 1475 /* There can be living objects that are not monsters */
1620 if (!tmp || tmp->type == PLAYER) 1476 if (!tmp)
1621 continue; 1477 continue;
1622 1478
1623 /* Only the head has meaningful data, so resolve to that */ 1479 /* Only the head has meaningful data, so resolve to that */
1624 if (tmp->head)
1625 head = tmp->head; 1480 head = tmp->head_ ();
1626 else
1627 head = tmp;
1628 1481
1629 /* 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 */
1630 if (race && head->race && !strstr (race, head->race)) 1483 if (race && head->race && !strstr (race, head->race))
1631 continue; 1484 continue;
1485
1632 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD)) 1486 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD))
1633 continue; 1487 continue;
1634 1488
1635 /* Now do a bunch of stuff related to saving throws */ 1489 /* Now do a bunch of stuff related to saving throws */
1636 best_at = -1; 1490 best_at = -1;
1637 if (spell->attacktype) 1491 if (spell->attacktype)
1638 { 1492 {
1639 for (at = 0; at < NROFATTACKS; at++) 1493 for (at = 0; at < NROFATTACKS; at++)
1640 if (spell->attacktype & (1 << at)) 1494 if (spell->attacktype & (1 << at))
1641 if (best_at == -1 || head->resist[at] > head->resist[best_at]) 1495 if (best_at == -1 || head->resist[at] > head->resist[best_at])
1642 best_at = at; 1496 best_at = at;
1643 1497
1644 if (best_at == -1) 1498 if (best_at == -1)
1645 at = 0; 1499 at = 0;
1646 else 1500 else
1647 { 1501 {
1648 if (head->resist[best_at] == 100) 1502 if (head->resist[best_at] == 100)
1649 continue; 1503 continue;
1650 else 1504 else
1651 at = head->resist[best_at] / 5; 1505 at = head->resist[best_at] / 5;
1652 } 1506 }
1507
1653 at -= level / 5; 1508 at -= level / 5;
1654 if (did_make_save (head, head->level, at)) 1509 if (did_make_save (head, head->level, at))
1655 continue; 1510 continue;
1656 } 1511 }
1657 else /* spell->attacktype */ 1512 else /* spell->attacktype */
1513 {
1658 /* 1514 /*
1659 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:
1660 * if spell level < monster level, no go 1516 * if spell level < monster level, no go
1661 * 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 ) )
1662 1518
1664 1520
1665 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
1666 charm a level 125 monster... 1522 charm a level 125 monster...
1667 1523
1668 Ryo, august 14th 1524 Ryo, august 14th
1669 */ 1525 */
1670 {
1671 if (head->level > level) 1526 if (head->level > level)
1672 continue; 1527 continue;
1528
1673 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))))
1674 /* Failed, no effect */ 1530 /* Failed, no effect */
1675 continue; 1531 continue;
1676 } 1532 }
1677 1533
1678 /* Done with saving throw. Now start effecting the monster */ 1534 /* Done with saving throw. Now start affecting the monster */
1535 done_one = 0;
1679 1536
1680 /* aggravation */ 1537 /* aggravation */
1681 if (QUERY_FLAG (spell, FLAG_MONSTER)) 1538 if (QUERY_FLAG (spell, FLAG_MONSTER))
1682 { 1539 {
1683 CLEAR_FLAG (head, FLAG_SLEEP); 1540 CLEAR_FLAG (head, FLAG_SLEEP);
1684 if (QUERY_FLAG (head, FLAG_FRIENDLY))
1685 remove_friendly_object (head); 1541 remove_friendly_object (head);
1686
1687 done_one = 1; 1542 done_one = 1;
1688 head->enemy = op; 1543 head->enemy = op;
1689 } 1544 }
1690 1545
1691 /* calm monsters */ 1546 /* calm monsters */
1692 if (QUERY_FLAG (spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (head, FLAG_UNAGGRESSIVE)) 1547 if (QUERY_FLAG (spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (head, FLAG_UNAGGRESSIVE))
1693 { 1548 {
1694 SET_FLAG (head, FLAG_UNAGGRESSIVE); 1549 SET_FLAG (head, FLAG_UNAGGRESSIVE);
1695 head->enemy = NULL; 1550 head->enemy = NULL;
1696 done_one = 1; 1551 done_one = 1;
1697 } 1552 }
1698 1553
1699 /* berserk monsters */ 1554 /* berserk monsters */
1700 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK)) 1555 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK))
1701 { 1556 {
1702 SET_FLAG (head, FLAG_BERSERK); 1557 SET_FLAG (head, FLAG_BERSERK);
1703 done_one = 1; 1558 done_one = 1;
1704 } 1559 }
1560
1705 /* charm */ 1561 /* charm */
1706 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))
1707 { 1563 {
1708 SET_FLAG (head, FLAG_FRIENDLY); 1564 INVOKE_OBJECT (KILL, head, ARG_OBJECT (caster));
1565
1709 /* Prevent uncontolled outbreaks of self replicating monsters. 1566 /* Prevent uncontrolled outbreaks of self replicating monsters.
1710 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.
1711 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. */
1712 CLEAR_FLAG (head, FLAG_GENERATOR); 1569 CLEAR_FLAG (head, FLAG_GENERATOR);
1713 set_owner (head, op); 1570 head->set_owner (op);
1714 set_spell_skill (op, caster, spell, head); 1571 set_spell_skill (op, caster, spell, head);
1715 add_friendly_object (head); 1572 add_friendly_object (head);
1716 head->attack_movement = PETMOVE; 1573 head->attack_movement = PETMOVE;
1717 done_one = 1; 1574 done_one = 1;
1718 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);
1719 head->stats.exp = 0; 1576 head->stats.exp = 0;
1720 } 1577 }
1721 1578
1722 /* If a monster was effected, put an effect in */ 1579 /* If a monster was effected, put an effect in */
1723 if (done_one && spell->other_arch) 1580 if (done_one && spell->other_arch)
1724 { 1581 m->insert (arch_to_object (spell->other_arch), nx, ny, op);
1725 tmp = arch_to_object (spell->other_arch); 1582 }
1726 tmp->x = nx;
1727 tmp->y = ny;
1728 insert_ob_in_map (tmp, m, op, 0);
1729 }
1730 } /* for y */
1731 1583
1732 return 1; 1584 return 1;
1733} 1585}
1734
1735 1586
1736/* 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
1737 * 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
1738 * lightning spell used it, that seemed misnamed. 1589 * lightning spell used it, that seemed misnamed.
1739 * op is the spell effect. 1590 * op is the spell effect.
1740 * note that duration is handled by process_object() in time.c 1591 * note that duration is handled by process_object() in time.c
1741 */ 1592 */
1742
1743void 1593void
1744move_ball_spell (object *op) 1594move_ball_spell (object *op)
1745{ 1595{
1746 int i, j, dam_save, dir, mflags; 1596 int i, j, dam_save, dir, mflags;
1747 sint16 nx, ny, hx, hy; 1597 sint16 nx, ny, hx, hy;
1748 object *owner; 1598 object *owner;
1749 maptile *m; 1599 maptile *m;
1750 1600
1751 owner = get_owner (op); 1601 owner = op->owner;
1752 1602
1753 /* 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,
1754 * 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
1755 * victim. The block immediately below more or less chooses a random 1605 * victim. The block immediately below more or less chooses a random
1756 * offset to move the ball, eg, keep it mostly on course, with some 1606 * offset to move the ball, eg, keep it mostly on course, with some
1766 for (i = 1; i < 9; i++) 1616 for (i = 1; i < 9; i++)
1767 { 1617 {
1768 /* i bit 0: alters sign of offset 1618 /* i bit 0: alters sign of offset
1769 * other bits (i / 2): absolute value of offset 1619 * other bits (i / 2): absolute value of offset
1770 */ 1620 */
1771
1772 int offset = ((i ^ j) & 1) ? (i / 2) : -(i / 2); 1621 int offset = ((i ^ j) & 1) ? (i / 2) : -(i / 2);
1773 int tmpdir = absdir (op->direction + offset); 1622 int tmpdir = absdir (op->direction + offset);
1774 1623
1775 nx = op->x + freearr_x[tmpdir]; 1624 nx = op->x + freearr_x[tmpdir];
1776 ny = op->y + freearr_y[tmpdir]; 1625 ny = op->y + freearr_y[tmpdir];
1778 { 1627 {
1779 dir = tmpdir; 1628 dir = tmpdir;
1780 break; 1629 break;
1781 } 1630 }
1782 } 1631 }
1632
1783 if (dir == 0) 1633 if (dir == 0)
1784 { 1634 {
1785 nx = op->x; 1635 nx = op->x;
1786 ny = op->y; 1636 ny = op->y;
1787 m = op->map; 1637 m = op->map;
1788 } 1638 }
1789 1639
1790 remove_ob (op); 1640 m->insert (op, nx, ny, op);
1791 op->y = ny;
1792 op->x = nx;
1793 insert_ob_in_map (op, m, op, 0);
1794 1641
1795 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
1796 surrounding squares */ 1643 surrounding squares */
1797 1644
1798 /* loop over current square and neighbors to hit. 1645 /* loop over current square and neighbors to hit.
1799 * if this has an other_arch field, we insert that in 1646 * if this has an other_arch field, we insert that in
1800 * the surround spaces. 1647 * the surround spaces.
1801 */ 1648 */
1802 for (j = 0; j < 9; j++) 1649 for (j = 0; j < 9; j++)
1803 { 1650 {
1804 object *new_ob;
1805
1806 hx = nx + freearr_x[j]; 1651 hx = nx + freearr_x[j];
1807 hy = ny + freearr_y[j]; 1652 hy = ny + freearr_y[j];
1808 1653
1809 m = op->map; 1654 m = op->map;
1810 mflags = get_map_flags (m, &m, hx, hy, &hx, &hy); 1655 mflags = get_map_flags (m, &m, hx, hy, &hx, &hy);
1818 1663
1819 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)))
1820 { 1665 {
1821 if (j) 1666 if (j)
1822 op->stats.dam = dam_save / 2; 1667 op->stats.dam = dam_save / 2;
1668
1823 hit_map (op, j, op->attacktype, 1); 1669 hit_map (op, j, op->attacktype, 1);
1824
1825 } 1670 }
1826 1671
1827 /* insert the other arch */ 1672 /* insert the other arch */
1828 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))))
1829 { 1674 m->insert (arch_to_object (op->other_arch), hx, hy, op);
1830 new_ob = arch_to_object (op->other_arch);
1831 new_ob->x = hx;
1832 new_ob->y = hy;
1833 insert_ob_in_map (new_ob, m, op, 0);
1834 }
1835 } 1675 }
1836 1676
1837 /* restore to the center location and damage */ 1677 /* restore to the center location and damage */
1838 op->stats.dam = dam_save; 1678 op->stats.dam = dam_save;
1839 1679
1840 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);
1841 1681
1842 if (i >= 0) 1682 if (i >= 0)
1843 { /* we have a preferred direction! */ 1683 { /* we have a preferred direction! */
1844 /* pick another direction if the preferred dir is blocked. */ 1684 /* pick another direction if the preferred dir is blocked. */
1845 if (get_map_flags (op->map, &m, nx + freearr_x[i], ny + freearr_y[i], &hx, &hy) & P_OUT_OF_MAP || 1685 if (get_map_flags (op->map, &m, nx + freearr_x[i], ny + freearr_y[i], &hx, &hy) & P_OUT_OF_MAP ||
1846 OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy))) 1686 OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy)))
1847 {
1848 i = absdir (i + rndm (0, 2) - 1); /* -1, 0, +1 */ 1687 i = absdir (i + rndm (0, 2) - 1); /* -1, 0, +1 */
1849 } 1688
1850 op->direction = i; 1689 op->direction = i;
1851 } 1690 }
1852} 1691}
1853 1692
1854
1855/* move_swarm_spell: peterm 1693/* move_swarm_spell: peterm
1856 * 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
1857 * 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
1858 * 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
1859 * 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
1860 * 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.
1861 */ 1699 */
1862
1863void 1700void
1864move_swarm_spell (object *op) 1701move_swarm_spell (object *op)
1865{ 1702{
1866#if 0 1703#if 0
1867 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 };
1868 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 };
1869 sint16 target_x, target_y, origin_x, origin_y; 1706 sint16 target_x, target_y, origin_x, origin_y;
1870 int adjustdir; 1707 int adjustdir;
1871 maptile *m; 1708 maptile *m;
1872#endif 1709#endif
1873 int basedir;
1874 object *owner; 1710 object *owner = op->env;
1875 1711
1876 owner = get_owner (op); 1712 if (!owner) // MUST not happen, remove when true TODO
1877 if (op->duration == 0 || owner == NULL)
1878 {
1879 remove_ob (op);
1880 free_object (op);
1881 return;
1882 } 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
1883 op->duration--; 1725 op->duration--;
1884 1726
1885 basedir = op->direction; 1727 int basedir = op->direction;
1886 if (basedir == 0) 1728 if (!basedir)
1887 { 1729 {
1888 /* spray in all directions! 8) */ 1730 /* spray in all directions! 8) */
1889 basedir = rndm (1, 8); 1731 op->facing = (op->facing + op->state) & 7;
1732 basedir = op->facing + 1;
1890 } 1733 }
1891 1734
1892#if 0 1735#if 0
1893 // this is bogus: it causes wrong places to be checked below 1736 // this is bogus: it causes wrong places to be checked below
1894 // (a wall 2 cells away will block the effect...) and 1737 // (a wall 2 cells away will block the effect...) and
1895 // 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
1896 // space. 1739 // space.
1897 // should be fixed later, but correctness before featurs... 1740 // should be fixed later, but correctness before features...
1898 // (schmorp) 1741 // (schmorp)
1899 1742
1900 /* new offset calculation to make swarm element distribution 1743 /* new offset calculation to make swarm element distribution
1901 * more uniform 1744 * more uniform
1902 */ 1745 */
1955 { 1798 {
1956 /* 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 */
1957 if (op->spell->subtype == SP_BULLET) 1800 if (op->spell->subtype == SP_BULLET)
1958 fire_bullet (owner, op, basedir, op->spell); 1801 fire_bullet (owner, op, basedir, op->spell);
1959 else if (op->spell->subtype == SP_MAGIC_MISSILE) 1802 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1960 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);
1961 } 1804 }
1962} 1805}
1963
1964
1965
1966 1806
1967/* fire_swarm: 1807/* fire_swarm:
1968 * The following routine creates a swarm of objects. It actually 1808 * The following routine creates a swarm of objects. It actually
1969 * sets up a specific swarm object, which then fires off all 1809 * sets up a specific swarm object, which then fires off all
1970 * the parts of the swarm. 1810 * the parts of the swarm.
1973 * caster: the caster (owner, wand, rod, scroll) 1813 * caster: the caster (owner, wand, rod, scroll)
1974 * dir: the direction everything will be fired in 1814 * dir: the direction everything will be fired in
1975 * spell - the spell that is this spell. 1815 * spell - the spell that is this spell.
1976 * n: the number to be fired. 1816 * n: the number to be fired.
1977 */ 1817 */
1978
1979int 1818int
1980fire_swarm (object *op, object *caster, object *spell, int dir) 1819fire_swarm (object *op, object *caster, object *spell, int dir)
1981{ 1820{
1982 object *tmp;
1983 int i;
1984
1985 if (!spell->other_arch) 1821 if (!spell->other_arch)
1986 return 0; 1822 return 0;
1987 1823
1988 tmp = get_archetype (SWARM_SPELL); 1824 object *tmp = archetype::get (SWARM_SPELL);
1989 tmp->x = op->x; 1825
1990 tmp->y = op->y;
1991 set_owner (tmp, op); /* needed so that if swarm elements kill, caster gets xp. */
1992 set_spell_skill (op, caster, spell, tmp); 1826 set_spell_skill (op, caster, spell, tmp);
1993
1994 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. */
1995 tmp->spell = arch_to_object (spell->other_arch); 1828 tmp->spell = spell->other_arch->instance ();
1996
1997 tmp->attacktype = tmp->spell->attacktype; 1829 tmp->attacktype = tmp->spell->attacktype;
1998 1830
1999 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) 1831 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
2000 {
2001 if (!tailor_god_spell (tmp, op)) 1832 if (!tailor_god_spell (tmp, op))
2002 return 1; 1833 return 1;
2003 } 1834
2004 tmp->duration = SP_level_duration_adjust (caster, spell); 1835 tmp->duration = SP_level_duration_adjust (caster, spell);
2005 for (i = 0; i < spell->duration; i++) 1836 for (int i = 0; i < spell->duration; i++)
2006 tmp->duration += die_roll (1, 3, op, PREFER_HIGH); 1837 tmp->duration += die_roll (1, 3, op, PREFER_HIGH);
2007 1838
1839 tmp->invisible = 1;
1840 tmp->flag [FLAG_NO_DROP] = 1; // make sure it stays in inv, or else
2008 tmp->direction = dir; 1841 tmp->direction = dir;
2009 tmp->invisible = 1; 1842 tmp->facing = rndm (1, 8); // initial firing direction
2010 insert_ob_in_map (tmp, op->map, op, 0); 1843 tmp->state = rndm (4) * 2 + 1; // direction increment
1844
1845 op->insert (tmp);
1846
2011 return 1; 1847 return 1;
2012} 1848}
2013
2014 1849
2015/* See the spells documentation file for why this is its own 1850/* See the spells documentation file for why this is its own
2016 * function. 1851 * function.
2017 */ 1852 */
2018int 1853int
2023 int dam, mflags; 1858 int dam, mflags;
2024 maptile *m; 1859 maptile *m;
2025 1860
2026 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1861 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
2027 1862
2028 if (!dir) 1863 if (dir)
2029 {
2030 new_draw_info (NDI_UNIQUE, 0, op, "In what direction?");
2031 return 0;
2032 } 1864 {
2033
2034 x = op->x + freearr_x[dir]; 1865 x = op->x + freearr_x[dir];
2035 y = op->y + freearr_y[dir]; 1866 y = op->y + freearr_y[dir];
2036 m = op->map; 1867 m = op->map;
2037 1868
2038 mflags = get_map_flags (m, &m, x, y, &x, &y); 1869 mflags = get_map_flags (m, &m, x, y, &x, &y);
2039 1870
2040 if (mflags & P_OUT_OF_MAP) 1871 if (mflags & P_OUT_OF_MAP)
2041 { 1872 {
2042 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is there."); 1873 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is there.");
2043 return 0; 1874 return 0;
2044 } 1875 }
2045 1876
2046 if (mflags & P_IS_ALIVE && spell->attacktype) 1877 if (mflags & P_IS_ALIVE && spell->attacktype)
2047 { 1878 {
2048 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)
2049 if (QUERY_FLAG (target, FLAG_MONSTER)) 1880 if (QUERY_FLAG (target, FLAG_MONSTER))
2050 { 1881 {
2051 /* oky doky. got a target monster. Lets make a blinding attack */ 1882 /* oky doky. got a target monster. Lets make a blinding attack */
2052 if (target->head) 1883 if (target->head)
2053 target = target->head; 1884 target = target->head;
1885
2054 (void) hit_player (target, dam, op, spell->attacktype, 1); 1886 hit_player (target, dam, op, spell->attacktype, 1);
2055 return 1; /* one success only! */ 1887 return 1; /* one success only! */
1888 }
2056 } 1889 }
2057 }
2058 1890
2059 /* no live target, perhaps a wall is in the way? */ 1891 /* no live target, perhaps a wall is in the way? */
2060 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)))
2061 { 1893 {
2062 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.");
2063 return 0; 1895 return 0;
1896 }
2064 } 1897 }
2065 1898
2066 /* 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 */
2067 tmp = arch_to_object (spell->other_arch); 1900 tmp = arch_to_object (spell->other_arch);
2068 if (!tmp) 1901 if (!tmp)
2069 { 1902 {
2070 LOG (llevError, "Error: spell arch for cast_light() missing.\n"); 1903 LOG (llevError, "Error: spell arch for cast_light() missing.\n");
2071 return 0; 1904 return 0;
2072 } 1905 }
1906
2073 tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell); 1907 tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell);
1908
2074 if (tmp->glow_radius) 1909 if (tmp->glow_radius)
2075 { 1910 tmp->set_glow_radius (
2076 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)
2077 if (tmp->glow_radius > MAX_LIGHT_RADII) 1912 );
2078 tmp->glow_radius = MAX_LIGHT_RADII; 1913
2079 } 1914 if (dir)
2080 tmp->x = x; 1915 m->insert (tmp, x, y, op);
2081 tmp->y = y; 1916 else
2082 insert_ob_in_map (tmp, m, op, 0); 1917 caster->outer_env_or_self ()->insert (tmp);
1918
2083 return 1; 1919 return 1;
2084} 1920}
2085
2086
2087
2088 1921
2089/* cast_cause_disease: this spell looks along <dir> from the 1922/* cast_cause_disease: this spell looks along <dir> from the
2090 * player and infects someone. 1923 * player and infects someone.
2091 * 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
2092 * 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
2093 * perhaps this should actually be in disease.c? 1926 * perhaps this should actually be in disease.c?
2094 */ 1927 */
2095
2096int 1928int
2097cast_cause_disease (object *op, object *caster, object *spell, int dir) 1929cast_cause_disease (object *op, object *caster, object *spell, int dir)
2098{ 1930{
2099 sint16 x, y; 1931 sint16 x, y;
2100 int i, mflags, range, dam_mod, dur_mod; 1932 int i, mflags, range, dam_mod, dur_mod;
2107 /* 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
2108 * direction the player is pointing. 1940 * direction the player is pointing.
2109 */ 1941 */
2110 if (!dir) 1942 if (!dir)
2111 dir = op->facing; 1943 dir = op->facing;
1944
2112 if (!dir) 1945 if (!dir)
2113 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 */
2114 1947
2115 /* Calculate these once here */ 1948 /* Calculate these once here */
2116 range = spell->range + SP_level_range_adjust (caster, spell); 1949 range = spell->range + SP_level_range_adjust (caster, spell);
2135 1968
2136 /* 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 */
2137 if (mflags & P_IS_ALIVE) 1970 if (mflags & P_IS_ALIVE)
2138 { 1971 {
2139 /* search this square for a victim */ 1972 /* search this square for a victim */
2140 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)
2141 if (QUERY_FLAG (walk, FLAG_MONSTER) || (walk->type == PLAYER)) 1974 if (QUERY_FLAG (walk, FLAG_MONSTER) || (walk->type == PLAYER))
2142 { /* found a victim */ 1975 { /* found a victim */
2143 object *disease = arch_to_object (spell->other_arch); 1976 object *disease = arch_to_object (spell->other_arch);
2144 1977
2145 set_owner (disease, op); 1978 disease->set_owner (op);
2146 set_spell_skill (op, caster, spell, disease); 1979 set_spell_skill (op, caster, spell, disease);
2147 disease->stats.exp = 0; 1980 disease->stats.exp = 0;
2148 disease->level = caster_level (caster, spell); 1981 disease->level = casting_level (caster, spell);
2149 1982
2150 /* do level adjustments */ 1983 /* do level adjustments */
2151 if (disease->stats.wc) 1984 if (disease->stats.wc)
2152 disease->stats.wc += dur_mod / 2; 1985 disease->stats.wc += dur_mod / 2;
2153 1986
2154 if (disease->magic > 0) 1987 if (disease->magic > 0)
2155 disease->magic += dur_mod / 4; 1988 disease->magic += dur_mod / 8;
2156 1989
2157 if (disease->stats.maxhp > 0) 1990 if (disease->stats.maxhp > 0)
2158 disease->stats.maxhp += dur_mod; 1991 disease->stats.maxhp += dur_mod;
2159 1992
2160 if (disease->stats.maxgrace > 0) 1993 if (disease->stats.maxgrace > 0)
2195 if (disease->stats.sp) 2028 if (disease->stats.sp)
2196 disease->stats.sp -= dam_mod; 2029 disease->stats.sp -= dam_mod;
2197 2030
2198 if (infect_object (walk, disease, 1)) 2031 if (infect_object (walk, disease, 1))
2199 { 2032 {
2200 object *flash; /* visual effect for inflicting disease */
2201
2202 new_draw_info_format (NDI_UNIQUE, 0, op, "You inflict %s on %s!", &disease->name, &walk->name); 2033 new_draw_info_format (NDI_UNIQUE, 0, op, "You inflict %s on %s!", &disease->name, &walk->name);
2203 2034
2204 free_object (disease); /* don't need this one anymore */ 2035 disease->destroy (); /* don't need this one anymore */
2205 flash = get_archetype (ARCH_DETECT_MAGIC); 2036 walk->map->insert (get_archetype ("detect_magic"), x, y, op);
2206 flash->x = x;
2207 flash->y = y;
2208 flash->map = walk->map;
2209 insert_ob_in_map (flash, walk->map, op, 0);
2210 return 1; 2037 return 1;
2211 } 2038 }
2212 free_object (disease); 2039
2040 disease->destroy ();
2213 } 2041 }
2214 } /* if living creature */ 2042 } /* if living creature */
2215 } /* for range of spaces */ 2043 } /* for range of spaces */
2044
2216 new_draw_info (NDI_UNIQUE, 0, op, "No one caught anything!"); 2045 new_draw_info (NDI_UNIQUE, 0, op, "No one caught anything!");
2217 return 1; 2046 return 1;
2218} 2047}

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