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Comparing deliantra/server/server/spell_attack.C (file contents):
Revision 1.9 by root, Sun Sep 10 15:59:57 2006 UTC vs.
Revision 1.74 by root, Sun Dec 28 07:48:44 2008 UTC

1
2/* 1/*
3 * static char *rcsid_spell_attack_c = 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
4 * "$Id: spell_attack.C,v 1.9 2006/09/10 15:59:57 root Exp $"; 3 *
5 */ 4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
6
7
8/*
9 CrossFire, A Multiplayer game for X-windows
10
11 Copyright (C) 2002-2003 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002-2003,2007 Mark Wedel & Crossfire Development Team
12 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
13 7 *
14 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
15 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
16 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
17 (at your option) any later version. 11 * (at your option) any later version.
18 12 *
19 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
20 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
21 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
22 GNU General Public License for more details. 16 * GNU General Public License for more details.
23 17 *
24 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
25 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
26 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
27 21 * The authors can be reached via e-mail to <support@deliantra.net>
28 The authors can be reached via e-mail at crossfire-devel@real-time.com
29*/ 22 */
30 23
31/* This file contains all the spell attack code. Grouping this code 24/* This file contains all the spell attack code. Grouping this code
32 * together should hopefully make it easier to find the relevent bits 25 * together should hopefully make it easier to find the relevent bits
33 * of code 26 * of code
34 */ 27 */
35 28
36#include <global.h> 29#include <global.h>
37#include <object.h> 30#include <object.h>
38#include <living.h> 31#include <living.h>
39#ifndef __CEXTRACT__
40# include <sproto.h> 32#include <sproto.h>
41#endif
42#include <spells.h> 33#include <spells.h>
43#include <sounds.h> 34#include <sounds.h>
44 35
45/* this function checks to see if a spell pushes objects as well 36/* this function checks to see if a spell pushes objects as well
46 * as flies over and damages them (only used for cones for now) 37 * as flies over and damages them (only used for cones for now)
47 * but moved here so it could be applied to bolts too 38 * but moved here so it could be applied to bolts too
48 * op is the spell object. 39 * op is the spell object.
49 */ 40 */
50
51void 41void
52check_spell_knockback (object *op) 42check_spell_knockback (object *op)
53{ 43{
54 object *tmp, *tmp2; /* object on the map */
55 int weight_move; 44 int weight_move;
56 int frictionmod = 2; /*poor man's physics - multipy targets weight by this amount */ 45 int frictionmod = 2; /*poor man's physics - multipy targets weight by this amount */
57 46
58 if (!op->weight) 47 if (!op->weight)
59 { /*shouldn't happen but if cone object has no weight drop out */ 48 { /*shouldn't happen but if cone object has no weight drop out */
64 { 53 {
65 weight_move = op->weight + (op->weight * op->level) / 3; 54 weight_move = op->weight + (op->weight * op->level) / 3;
66 /*LOG (llevDebug, "DEBUG: arch weighs %d and masses %d (%s,level %d)\n", op->weight,weight_move,op->name,op->level); */ 55 /*LOG (llevDebug, "DEBUG: arch weighs %d and masses %d (%s,level %d)\n", op->weight,weight_move,op->name,op->level); */
67 } 56 }
68 57
69 for (tmp = get_map_ob (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 58 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
70 { 59 {
71 int num_sections = 1; 60 int num_sections = 1;
72 61
73 /* don't move DM */ 62 /* don't move DM */
74 if (QUERY_FLAG (tmp, FLAG_WIZ)) 63 if (QUERY_FLAG (tmp, FLAG_WIZ))
81 /* don't move floors or immobile objects */ 70 /* don't move floors or immobile objects */
82 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || (!QUERY_FLAG (tmp, FLAG_ALIVE) && QUERY_FLAG (tmp, FLAG_NO_PICK))) 71 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || (!QUERY_FLAG (tmp, FLAG_ALIVE) && QUERY_FLAG (tmp, FLAG_NO_PICK)))
83 continue; 72 continue;
84 73
85 /* count the object's sections */ 74 /* count the object's sections */
86 for (tmp2 = tmp; tmp2 != NULL; tmp2 = tmp2->more) 75 for (object *tmp2 = tmp; tmp2; tmp2 = tmp2->more)
87 num_sections++; 76 num_sections++;
88 77
89 /* I'm not sure if it makes sense to divide by num_sections - bigger 78 /* I'm not sure if it makes sense to divide by num_sections - bigger
90 * objects should be harder to move, and we are moving the entire 79 * objects should be harder to move, and we are moving the entire
91 * object, not just the head, so the total weight should be relevant. 80 * object, not just the head, so the total weight should be relevant.
115 * 104 *
116 * BOLT CODE 105 * BOLT CODE
117 * 106 *
118 ***************************************************************************/ 107 ***************************************************************************/
119 108
120/* Causes op to fork. op is the original bolt, tmp 109/* Causes op to fork. op is the original bolt, tmp
121 * is the first piece of the fork. 110 * is the first piece of the fork.
122 */ 111 */
123
124void 112void
125forklightning (object *op, object *tmp) 113forklightning (object *op, object *tmp)
126{ 114{
127 int new_dir = 1; /* direction or -1 for left, +1 for right 0 if no new bolt */ 115 int new_dir = 1; /* direction or -1 for left, +1 for right 0 if no new bolt */
128 int t_dir; /* stores temporary dir calculation */ 116 int t_dir; /* stores temporary dir calculation */
129 mapstruct *m; 117 maptile *m;
130 sint16 sx, sy; 118 sint16 sx, sy;
131 object *new_bolt; 119 object *new_bolt;
132 120
133 /* pick a fork direction. tmp->stats.Con is the left bias 121 /* pick a fork direction. tmp->stats.Con is the left bias
134 * i.e., the chance in 100 of forking LEFT 122 * i.e., the chance in 100 of forking LEFT
147 135
148 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (m, sx, sy))) 136 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (m, sx, sy)))
149 return; 137 return;
150 138
151 /* OK, we made a fork */ 139 /* OK, we made a fork */
152 new_bolt = get_object (); 140 new_bolt = tmp->clone ();
153 copy_object (tmp, new_bolt);
154 141
155 /* reduce chances of subsequent forking */ 142 /* reduce chances of subsequent forking */
156 new_bolt->stats.Dex -= 10; 143 new_bolt->stats.Dex -= 10;
157 tmp->stats.Dex -= 10; /* less forks from main bolt too */ 144 tmp->stats.Dex -= 10; /* less forks from main bolt too */
158 new_bolt->stats.Con += 25 * new_dir; /* adjust the left bias */ 145 new_bolt->stats.Con += 25 * new_dir; /* adjust the left bias */
159 new_bolt->speed_left = -0.1; 146 new_bolt->speed_left = -0.1f;
160 new_bolt->direction = t_dir; 147 new_bolt->direction = t_dir;
161 new_bolt->duration++; 148 new_bolt->duration++;
162 new_bolt->x = sx;
163 new_bolt->y = sy;
164 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */ 149 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */
165 new_bolt->stats.dam++; 150 new_bolt->stats.dam++;
166 tmp->stats.dam /= 2; /* reduce father bolt damage */ 151 tmp->stats.dam /= 2; /* reduce father bolt damage */
167 tmp->stats.dam++; 152 tmp->stats.dam++;
168 new_bolt = insert_ob_in_map (new_bolt, m, op, 0); 153
154 if ((new_bolt = m->insert (new_bolt, sx, sy, op)))
169 update_turn_face (new_bolt); 155 update_turn_face (new_bolt);
170} 156}
171 157
172/* move_bolt: moves bolt 'op'. Basically, it just advances a space, 158/* move_bolt: moves bolt 'op'. Basically, it just advances a space,
173 * and checks for various things that may stop it. 159 * and checks for various things that may stop it.
174 */ 160 */
175
176void 161void
177move_bolt (object *op) 162move_bolt (object *op)
178{ 163{
179 object *tmp;
180 int mflags; 164 int mflags;
181 sint16 x, y; 165 sint16 x, y;
182 mapstruct *m; 166 maptile *m;
183 167
184 if (--(op->duration) < 0) 168 if (--op->duration < 0)
185 {
186 remove_ob (op);
187 free_object (op);
188 return;
189 } 169 {
170 op->drop_and_destroy ();
171 return;
172 }
173
190 hit_map (op, 0, op->attacktype, 1); 174 hit_map (op, 0, op->attacktype, 1);
191 175
192 if (!op->direction) 176 if (!op->direction)
193 return; 177 return;
194 178
195 if (--op->range < 0) 179 if (--op->range < 0)
196 {
197 op->range = 0; 180 op->range = 0;
198 }
199 else 181 else
200 { 182 {
201 x = op->x + DIRX (op); 183 x = op->x + DIRX (op);
202 y = op->y + DIRY (op); 184 y = op->y + DIRY (op);
203 m = op->map; 185 m = op->map;
211 * 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
212 * will be useful. 194 * will be useful.
213 */ 195 */
214 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)))
215 { 197 {
216
217 if (!QUERY_FLAG (op, FLAG_REFLECTING)) 198 if (!QUERY_FLAG (op, FLAG_REFLECTING))
218 return; 199 return;
219 200
220 /* Since walls don't run diagonal, if the bolt is in 201 /* Since walls don't run diagonal, if the bolt is in
221 * one of 4 main directions, it just reflects back in the 202 * one of 4 main directions, it just reflects back in the
251 else if (left) 232 else if (left)
252 op->direction = absdir (op->direction + 2); 233 op->direction = absdir (op->direction + 2);
253 else if (right) 234 else if (right)
254 op->direction = absdir (op->direction - 2); 235 op->direction = absdir (op->direction - 2);
255 } 236 }
237
256 update_turn_face (op); /* A bolt *must* be IS_TURNABLE */ 238 update_turn_face (op); /* A bolt *must* be IS_TURNABLE */
257 return; 239 return;
258 } 240 }
259 else 241 else
260 { /* Create a copy of this object and put it ahead */ 242 { /* Create a copy of this object and put it ahead */
261 tmp = get_object (); 243 object *tmp = op->clone ();
262 copy_object (op, tmp); 244
245 m->insert (tmp, x, y, op);
263 tmp->speed_left = -0.1; 246 tmp->speed_left = -0.1f;
264 tmp->x += DIRX (tmp), tmp->y += DIRY (tmp);
265 tmp = insert_ob_in_map (tmp, op->map, op, 0);
266 /* To make up for the decrease at the top of the function */ 247 /* To make up for the decrease at the top of the function */
267 tmp->duration++; 248 tmp->duration++;
268 249
269 /* New forking code. Possibly create forks of this object 250 /* New forking code. Possibly create forks of this object
270 * going off in other directions. 251 * going off in other directions.
271 */ 252 */
272
273 if (rndm (0, 99) < tmp->stats.Dex) 253 if (tmp->stats.Dex && rndm (0, 99) < tmp->stats.Dex)
274 { /* stats.Dex % of forking */ 254 forklightning (op, tmp); /* stats.Dex % of forking */
275 forklightning (op, tmp); 255
276 }
277 /* 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
278 * doesn't create any bolts that continue to move onward. 257 * doesn't create any bolts that continue to move onward.
279 */ 258 */
280 op->range = 0; 259 op->range = 0;
281 } /* copy object and move it along */ 260 } /* copy object and move it along */
288 * we remove the magic flag - that can be derived from 267 * we remove the magic flag - that can be derived from
289 * spob->attacktype. 268 * spob->attacktype.
290 * This function sets up the appropriate owner and skill 269 * This function sets up the appropriate owner and skill
291 * pointers. 270 * pointers.
292 */ 271 */
293
294int 272int
295fire_bolt (object *op, object *caster, int dir, object *spob, object *skill) 273fire_bolt (object *op, object *caster, int dir, object *spob, object *skill)
296{ 274{
297 object *tmp = NULL; 275 object *tmp = NULL;
298 int mflags; 276 int mflags;
305 return 0; 283 return 0;
306 284
307 /* peterm: level dependency for bolts */ 285 /* peterm: level dependency for bolts */
308 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);
309 tmp->attacktype = spob->attacktype; 287 tmp->attacktype = spob->attacktype;
288
310 if (spob->slaying) 289 if (spob->slaying)
311 tmp->slaying = spob->slaying; 290 tmp->slaying = spob->slaying;
291
312 tmp->range = spob->range + SP_level_range_adjust (caster, spob); 292 tmp->range = spob->range + SP_level_range_adjust (caster, spob);
313 tmp->duration = spob->duration + SP_level_duration_adjust (caster, spob); 293 tmp->duration = spob->duration + SP_level_duration_adjust (caster, spob);
314 tmp->stats.Dex = spob->stats.Dex; 294 tmp->stats.Dex = spob->stats.Dex;
315 tmp->stats.Con = spob->stats.Con; 295 tmp->stats.Con = spob->stats.Con;
316 296
317 tmp->direction = dir; 297 tmp->direction = dir;
318 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) 298 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
319 SET_ANIMATION (tmp, dir); 299 SET_ANIMATION (tmp, dir);
320 300
321 set_owner (tmp, op); 301 tmp->set_owner (op);
322 set_spell_skill (op, caster, spob, tmp); 302 set_spell_skill (op, caster, spob, tmp);
323 303
324 tmp->x = op->x + DIRX (tmp); 304 tmp->x = op->x + DIRX (tmp);
325 tmp->y = op->y + DIRY (tmp); 305 tmp->y = op->y + DIRY (tmp);
326 tmp->map = op->map; 306 tmp->map = op->map;
327 307
308 maptile *newmap;
328 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);
329 if (mflags & P_OUT_OF_MAP) 310 if (mflags & P_OUT_OF_MAP)
330 { 311 {
331 free_object (tmp); 312 tmp->drop_and_destroy ();
332 return 0; 313 return 0;
333 } 314 }
315
316 tmp->map = newmap;
317
334 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)))
335 { 319 {
336 if (!QUERY_FLAG (tmp, FLAG_REFLECTING)) 320 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
337 { 321 {
338 free_object (tmp); 322 tmp->drop_and_destroy ();
339 return 0; 323 return 0;
340 } 324 }
325
341 tmp->x = op->x; 326 tmp->x = op->x;
342 tmp->y = op->y; 327 tmp->y = op->y;
343 tmp->direction = absdir (tmp->direction + 4); 328 tmp->direction = absdir (tmp->direction + 4);
344 tmp->map = op->map; 329 tmp->map = op->map;
345 } 330 }
346 if ((tmp = insert_ob_in_map (tmp, tmp->map, op, 0)) != NULL) 331
332 if ((tmp = tmp->insert_at (tmp, op)))
347 move_bolt (tmp); 333 move_bolt (tmp);
334
348 return 1; 335 return 1;
349} 336}
350
351
352 337
353/*************************************************************************** 338/***************************************************************************
354 * 339 *
355 * BULLET/BALL CODE 340 * BULLET/BALL CODE
356 * 341 *
357 ***************************************************************************/ 342 ***************************************************************************/
358 343
359/* expands an explosion. op is a piece of the 344/* expands an explosion. op is a piece of the
360 * explosion - this expans it in the different directions. 345 * explosion - this expands it in the different directions.
361 * At least that is what I think this does. 346 * At least that is what I think this does.
362 */ 347 */
363void 348void
364explosion (object *op) 349explosion (object *op)
365{ 350{
366 object *tmp;
367 mapstruct *m = op->map; 351 maptile *m = op->map;
368 int i; 352 int i;
369 353
370 if (--(op->duration) < 0) 354 if (--op->duration < 0)
371 {
372 remove_ob (op);
373 free_object (op);
374 return;
375 } 355 {
356 op->destroy ();
357 return;
358 }
359
376 hit_map (op, 0, op->attacktype, 0); 360 hit_map (op, 0, op->attacktype, 0);
377 361
378 if (op->range > 0) 362 if (op->range > 0)
379 { 363 {
380 for (i = 1; i < 9; i++) 364 for (i = 1; i < 9; i++)
381 { 365 {
382 sint16 dx, dy; 366 sint16 dx, dy;
383 367
384 dx = op->x + freearr_x[i]; 368 dx = op->x + freearr_x[i];
385 dy = op->y + freearr_y[i]; 369 dy = op->y + freearr_y[i];
370
386 /* ok_to_put_more already does things like checks for walls, 371 /* ok_to_put_more already does things like checks for walls,
387 * out of map, etc. 372 * out of map, etc.
388 */ 373 */
389 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))
390 { 375 {
391 tmp = get_object (); 376 object *tmp = op->clone ();
392 copy_object (op, tmp); 377
393 tmp->state = 0; 378 tmp->state = 0;
394 tmp->speed_left = -0.21; 379 tmp->speed_left = -0.21f;
395 tmp->range--; 380 tmp->range--;
396 tmp->value = 0; 381 tmp->value = 0;
397 tmp->x = dx; 382
398 tmp->y = dy; 383 m->insert (tmp, dx, dy, op);
399 insert_ob_in_map (tmp, m, op, 0);
400 } 384 }
401 } 385 }
402 } 386 }
403} 387}
404
405 388
406/* Causes an object to explode, eg, a firebullet, 389/* Causes an object to explode, eg, a firebullet,
407 * poison cloud ball, etc. op is the object to 390 * poison cloud ball, etc. op is the object to
408 * explode. 391 * explode.
409 */ 392 */
410void 393void
411explode_bullet (object *op) 394explode_bullet (object *op)
412{ 395{
413 tag_t op_tag = op->count;
414 object *tmp, *owner; 396 object *tmp, *owner;
415 397
416 if (op->other_arch == NULL) 398 if (!op->other_arch)
417 { 399 {
418 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n"); 400 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n");
419 remove_ob (op); 401 op->destroy ();
420 free_object (op);
421 return; 402 return;
422 } 403 }
423 404
424 if (op->env) 405 if (op->env)
425 { 406 {
426 object *env; 407 object *env = op->outer_env ();
427 408
428 env = object_get_env_recursive (op);
429 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))
430 { 410 {
431 LOG (llevError, "BUG: explode_bullet(): env out of map\n"); 411 LOG (llevError, "BUG: explode_bullet(): env out of map\n");
432 remove_ob (op); 412 op->destroy ();
433 free_object (op);
434 return; 413 return;
435 } 414 }
436 remove_ob (op); 415
437 op->x = env->x; 416 op->insert_at (env, op, INS_NO_MERGE | INS_NO_WALK_ON);
438 op->y = env->y;
439 insert_ob_in_map (op, env->map, op, INS_NO_MERGE | INS_NO_WALK_ON);
440 } 417 }
441 else if (out_of_map (op->map, op->x, op->y)) 418 else if (out_of_map (op->map, op->x, op->y))
442 { 419 {
443 LOG (llevError, "BUG: explode_bullet(): op out of map\n"); 420 LOG (llevError, "BUG: explode_bullet(): op out of map\n");
444 remove_ob (op); 421 op->destroy ();
445 free_object (op);
446 return; 422 return;
447 } 423 }
448 424
449 // 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
450 // 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
451 // bad at the moment that might happen from this. 427 // bad at the moment that might happen from this.
452 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE) 428 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
453 { 429 {
454 remove_ob (op); 430 op->destroy ();
455 free_object (op);
456 return; 431 return;
457 } 432 }
458 433
459 if (op->attacktype) 434 if (op->attacktype)
460 { 435 {
461 hit_map (op, 0, op->attacktype, 1); 436 hit_map (op, 0, op->attacktype, 1);
462 if (was_destroyed (op, op_tag)) 437
438 if (op->destroyed ())
463 return; 439 return;
464 } 440 }
465 441
466 /* other_arch contains what this explodes into */ 442 /* other_arch contains what this explodes into */
467 tmp = arch_to_object (op->other_arch); 443 tmp = arch_to_object (op->other_arch);
468 444
469 copy_owner (tmp, op); 445 tmp->set_owner (op);
470 tmp->skill = op->skill; 446 tmp->skill = op->skill;
471 447
472 owner = get_owner (op); 448 owner = op->owner;
473 if ((tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) && owner && !tailor_god_spell (tmp, owner)) 449
474 { 450 if ((tmp->attacktype & AT_HOLYWORD
475 remove_ob (op); 451 || tmp->attacktype & AT_GODPOWER)
476 free_object (op); 452 && owner
477 return; 453 && !tailor_god_spell (tmp, owner))
478 } 454 {
479 tmp->x = op->x; 455 op->destroy ();
480 tmp->y = op->y; 456 return;
457 }
481 458
482 /* special for bombs - it actually has sane values for these */ 459 /* special for bombs - it actually has sane values for these */
483 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB) 460 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB)
484 { 461 {
485 tmp->attacktype = op->attacktype; 462 tmp->attacktype = op->attacktype;
489 } 466 }
490 else 467 else
491 { 468 {
492 if (op->attacktype & AT_MAGIC) 469 if (op->attacktype & AT_MAGIC)
493 tmp->attacktype |= AT_MAGIC; 470 tmp->attacktype |= AT_MAGIC;
471
494 /* Spell doc describes what is going on here */ 472 /* Spell doc describes what is going on here */
495 tmp->stats.dam = op->dam_modifier; 473 tmp->stats.dam = op->dam_modifier;
496 tmp->range = op->stats.maxhp; 474 tmp->range = op->stats.maxhp;
497 tmp->duration = op->stats.hp; 475 tmp->duration = op->stats.hp;
498 /* 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 -
506 tmp->stats.sp = op->direction; 484 tmp->stats.sp = op->direction;
507 485
508 /* Prevent recursion */ 486 /* Prevent recursion */
509 op->move_on = 0; 487 op->move_on = 0;
510 488
511 insert_ob_in_map (tmp, op->map, op, 0); 489 tmp->insert_at (op, op);
490 tmp->play_sound (tmp->sound);
491
512 /* remove the firebullet */ 492 /* remove the firebullet */
513 if (!was_destroyed (op, op_tag)) 493 op->destroy ();
514 {
515 remove_ob (op);
516 free_object (op);
517 }
518} 494}
519
520
521 495
522/* 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
523 * (eg, explode, damage player, etc) 497 * (eg, explode, damage player, etc)
524 */ 498 */
525
526void 499void
527check_bullet (object *op) 500check_bullet (object *op)
528{ 501{
529 tag_t op_tag = op->count, tmp_tag;
530 object *tmp; 502 object *tmp;
531 int dam, mflags; 503 int dam, mflags;
532 mapstruct *m; 504 maptile *m;
533 sint16 sx, sy; 505 sint16 sx, sy;
534 506
535 mflags = get_map_flags (op->map, &m, op->x, op->y, &sx, &sy); 507 mflags = get_map_flags (op->map, &m, op->x, op->y, &sx, &sy);
536 508
537 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy))) 509 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
546 518
547 /* 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 */
548 if (!(mflags & P_IS_ALIVE)) 520 if (!(mflags & P_IS_ALIVE))
549 return; 521 return;
550 522
551 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)
552 { 524 {
553 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 525 if (QUERY_FLAG (tmp, FLAG_ALIVE))
554 { 526 {
555 tmp_tag = tmp->count;
556 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
557 if (was_destroyed (op, op_tag) || !was_destroyed (tmp, tmp_tag) || (op->stats.dam -= dam) < 0) 530 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0)
558 { 531 {
559 if (!QUERY_FLAG (op, FLAG_REMOVED)) 532 if (!QUERY_FLAG (op, FLAG_REMOVED))
560 { 533 {
561 remove_ob (op); 534 op->destroy ();
562 free_object (op);
563 return; 535 return;
564 } 536 }
565 } 537 }
566 } 538 }
567 } 539 }
568} 540}
569
570 541
571/* Basically, we move 'op' one square, and if it hits something, 542/* Basically, we move 'op' one square, and if it hits something,
572 * call check_bullet. 543 * call check_bullet.
573 * This function is only applicable to bullets, but not to all 544 * This function is only applicable to bullets, but not to all
574 * fired arches (eg, bolts). 545 * fired arches (eg, bolts).
575 */ 546 */
576
577void 547void
578move_bullet (object *op) 548move_bullet (object *op)
579{ 549{
580 sint16 new_x, new_y; 550 sint16 new_x, new_y;
581 int mflags; 551 int mflags;
582 mapstruct *m; 552 maptile *m;
583 553
584#if 0 554#if 0
585 /* We need a better general purpose way to do this */ 555 /* We need a better general purpose way to do this */
586 556
587 /* peterm: added to make comet leave a trail of burnouts 557 /* peterm: added to make comet leave a trail of burnouts
588 it's an unadulterated hack, but the effect is cool. */ 558 it's an unadulterated hack, but the effect is cool. */
589 if (op->stats.sp == SP_METEOR) 559 if (op->stats.sp == SP_METEOR)
590 { 560 {
591 replace_insert_ob_in_map ("fire_trail", op); 561 replace_insert_ob_in_map ("fire_trail", op);
592 if (was_destroyed (op, op_tag)) 562 if (op->destroyed ())
593 return; 563 return;
594 } /* end addition. */ 564 } /* end addition. */
595#endif 565#endif
596 566
597 /* Reached the end of its life - remove it */ 567 /* Reached the end of its life - remove it */
598 if (--op->range <= 0) 568 if (--op->range <= 0)
599 { 569 {
600 if (op->other_arch) 570 if (op->other_arch)
601 {
602 explode_bullet (op); 571 explode_bullet (op);
603 }
604 else 572 else
605 { 573 op->destroy ();
606 remove_ob (op); 574
607 free_object (op);
608 }
609 return; 575 return;
610 } 576 }
611 577
612 new_x = op->x + DIRX (op); 578 new_x = op->x + DIRX (op);
613 new_y = op->y + DIRY (op); 579 new_y = op->y + DIRY (op);
614 m = op->map; 580 m = op->map;
615 mflags = get_map_flags (m, &m, new_x, new_y, &new_x, &new_y); 581 mflags = get_map_flags (m, &m, new_x, new_y, &new_x, &new_y);
616 582
617 if (mflags & P_OUT_OF_MAP) 583 if (mflags & P_OUT_OF_MAP)
618 { 584 {
619 remove_ob (op); 585 op->destroy ();
620 free_object (op);
621 return; 586 return;
622 } 587 }
623 588
624 if (!op->direction || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y))) 589 if (!op->direction || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y)))
625 { 590 {
626 if (op->other_arch) 591 if (op->other_arch)
627 {
628 explode_bullet (op); 592 explode_bullet (op);
629 }
630 else 593 else
631 { 594 op->destroy ();
632 remove_ob (op);
633 free_object (op);
634 }
635 return;
636 }
637 595
638 remove_ob (op); 596 return;
639 op->x = new_x; 597 }
640 op->y = new_y; 598
641 if ((op = insert_ob_in_map (op, m, op, 0)) == NULL) 599 if (!(op = m->insert (op, new_x, new_y, op)))
642 return; 600 return;
643 601
644 if (reflwall (op->map, op->x, op->y, op)) 602 if (reflwall (op->map, op->x, op->y, op))
645 { 603 {
646 op->direction = absdir (op->direction + 4); 604 op->direction = absdir (op->direction + 4);
647 update_turn_face (op); 605 update_turn_face (op);
648 } 606 }
649 else 607 else
650 {
651 check_bullet (op); 608 check_bullet (op);
652 }
653} 609}
654
655
656
657 610
658/* fire_bullet 611/* fire_bullet
659 * object op (cast from caster) files a bolt in dir. 612 * object op (cast from caster) files a bolt in dir.
660 * spob is the spell object for the bolt. 613 * spob is the spell object for the bolt.
661 * we remove the magic flag - that can be derived from 614 * we remove the magic flag - that can be derived from
662 * spob->attacktype. 615 * spob->attacktype.
663 * This function sets up the appropriate owner and skill 616 * This function sets up the appropriate owner and skill
664 * pointers. 617 * pointers.
665 */ 618 */
666
667int 619int
668fire_bullet (object *op, object *caster, int dir, object *spob) 620fire_bullet (object *op, object *caster, int dir, object *spob)
669{ 621{
670 object *tmp = NULL; 622 object *tmp = NULL;
671 int mflags; 623 int mflags;
672 624
673 if (!spob->other_arch) 625 if (!spob->other_arch)
674 return 0; 626 return 0;
675 627
676 tmp = arch_to_object (spob->other_arch); 628 tmp = spob->other_arch->instance ();
677 if (tmp == NULL) 629 if (!tmp)
678 return 0; 630 return 0;
679 631
680 /* peterm: level dependency for bolts */ 632 /* peterm: level dependency for bolts */
681 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob); 633 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob);
682 tmp->attacktype = spob->attacktype; 634 tmp->attacktype = spob->attacktype;
683 if (spob->slaying) 635 if (spob->slaying)
684 tmp->slaying = spob->slaying; 636 tmp->slaying = spob->slaying;
685 637
692 644
693 tmp->direction = dir; 645 tmp->direction = dir;
694 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) 646 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
695 SET_ANIMATION (tmp, dir); 647 SET_ANIMATION (tmp, dir);
696 648
697 set_owner (tmp, op); 649 tmp->set_owner (op);
698 set_spell_skill (op, caster, spob, tmp); 650 set_spell_skill (op, caster, spob, tmp);
699 651
700 tmp->x = op->x + freearr_x[dir]; 652 tmp->x = op->x + freearr_x[dir];
701 tmp->y = op->y + freearr_y[dir]; 653 tmp->y = op->y + freearr_y[dir];
702 tmp->map = op->map; 654 tmp->map = op->map;
703 655
656 maptile *newmap;
704 mflags = get_map_flags (tmp->map, &tmp->map, tmp->x, tmp->y, &tmp->x, &tmp->y); 657 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y);
705 if (mflags & P_OUT_OF_MAP) 658 if (mflags & P_OUT_OF_MAP)
706 { 659 {
707 free_object (tmp); 660 tmp->destroy ();
708 return 0; 661 return 0;
709 } 662 }
663
664 tmp->map = newmap;
665
710 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y))) 666 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y)))
711 { 667 {
712 if (!QUERY_FLAG (tmp, FLAG_REFLECTING)) 668 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
713 { 669 {
714 free_object (tmp); 670 tmp->destroy ();
715 return 0; 671 return 0;
716 } 672 }
673
717 tmp->x = op->x; 674 tmp->x = op->x;
718 tmp->y = op->y; 675 tmp->y = op->y;
719 tmp->direction = absdir (tmp->direction + 4); 676 tmp->direction = absdir (tmp->direction + 4);
720 tmp->map = op->map; 677 tmp->map = op->map;
721 } 678 }
722 if ((tmp = insert_ob_in_map (tmp, tmp->map, op, 0)) != NULL) 679
723 { 680 if ((tmp = tmp->insert_at (tmp, op)))
724 check_bullet (tmp); 681 check_bullet (tmp);
725 } 682
726 return 1; 683 return 1;
727} 684}
728
729
730
731 685
732/***************************************************************************** 686/*****************************************************************************
733 * 687 *
734 * CONE RELATED FUNCTIONS 688 * CONE RELATED FUNCTIONS
735 * 689 *
736 *****************************************************************************/ 690 *****************************************************************************/
737 691
738
739/* drops an object based on what is in the cone's "other_arch" */ 692/* drops an object based on what is in the cone's "other_arch" */
740void 693void
741cone_drop (object *op) 694cone_drop (object *op)
742{ 695{
743 object *new_ob = arch_to_object (op->other_arch); 696 object *new_ob = arch_to_object (op->other_arch);
744 697
745 new_ob->x = op->x;
746 new_ob->y = op->y;
747 new_ob->level = op->level; 698 new_ob->level = op->level;
748 set_owner (new_ob, op->owner); 699 new_ob->set_owner (op->owner);
749 700
750 /* preserve skill ownership */ 701 /* preserve skill ownership */
751 if (op->skill && op->skill != new_ob->skill) 702 if (op->skill && op->skill != new_ob->skill)
752 {
753 new_ob->skill = op->skill; 703 new_ob->skill = op->skill;
754 }
755 insert_ob_in_map (new_ob, op->map, op, 0);
756 704
705 new_ob->insert_at (op, op);
757} 706}
758 707
759/* move_cone: causes cone object 'op' to move a space/hit creatures */ 708/* move_cone: causes cone object 'op' to move a space/hit creatures */
760 709
761void 710void
762move_cone (object *op) 711move_cone (object *op)
763{ 712{
764 int i;
765 tag_t tag;
766
767 /* if no map then hit_map will crash so just ignore object */ 713 /* if no map then hit_map will crash so just ignore object */
768 if (!op->map) 714 if (!op->map)
769 { 715 {
770 LOG (llevError, "Tried to move_cone object %s without a map.\n", op->name ? &op->name : "unknown"); 716 LOG (llevError, "Tried to move_cone object %s without a map.\n", op->name ? &op->name : "unknown");
771 op->speed = 0; 717 op->set_speed (0);
772 update_ob_speed (op);
773 return; 718 return;
774 } 719 }
775 720
776 /* lava saves it's life, but not yours :) */ 721 /* lava saves it's life, but not yours :) */
777 if (QUERY_FLAG (op, FLAG_LIFESAVE)) 722 if (QUERY_FLAG (op, FLAG_LIFESAVE))
783#if 0 728#if 0
784 /* Disable this - enabling it makes monsters easier, as 729 /* Disable this - enabling it makes monsters easier, as
785 * when their cone dies when they die. 730 * when their cone dies when they die.
786 */ 731 */
787 /* If no owner left, the spell dies out. */ 732 /* If no owner left, the spell dies out. */
788 if (get_owner (op) == NULL) 733 if (op->owner == NULL)
789 { 734 {
790 remove_ob (op); 735 op->destroy ();
791 free_object (op);
792 return; 736 return;
793 } 737 }
794#endif 738#endif
795 739
796 tag = op->count;
797 hit_map (op, 0, op->attacktype, 0); 740 hit_map (op, 0, op->attacktype, 0);
741
742 if (!op->is_on_map ())
743 return;
798 744
799 /* Check to see if we should push anything. 745 /* Check to see if we should push anything.
800 * Spell objects with weight push whatever they encounter to some 746 * Spell objects with weight push whatever they encounter to some
801 * degree. 747 * degree.
802 */ 748 */
803 if (op->weight) 749 if (op->weight)
750 {
804 check_spell_knockback (op); 751 check_spell_knockback (op);
805 752
806 if (was_destroyed (op, tag)) 753 if (!op->is_on_map ())
807 return; 754 return;
755 }
808 756
809 if ((op->duration--) < 0) 757 if (op->duration-- < 0)
810 { 758 {
811 remove_ob (op); 759 op->destroy ();
812 free_object (op);
813 return; 760 return;
814 } 761 }
815 /* Object has hit maximum range, so don't have it move 762 /* Object has hit maximum range, so don't have it move
816 * any further. When the duration above expires, 763 * any further. When the duration above expires,
817 * then the object will get removed. 764 * then the object will get removed.
820 { 767 {
821 op->range = 0; /* just so it doesn't wrap */ 768 op->range = 0; /* just so it doesn't wrap */
822 return; 769 return;
823 } 770 }
824 771
825 for (i = -1; i < 2; i++) 772 for (int i = -1; i <= 1; i++)
826 { 773 {
827 sint16 x = op->x + freearr_x[absdir (op->stats.sp + i)], y = op->y + freearr_y[absdir (op->stats.sp + i)]; 774 sint16 x = op->x + freearr_x[absdir (op->stats.sp + i)], y = op->y + freearr_y[absdir (op->stats.sp + i)];
828 775
829 if (ok_to_put_more (op->map, x, y, op, op->attacktype)) 776 if (ok_to_put_more (op->map, x, y, op, op->attacktype))
830 { 777 {
831 object *tmp = get_object (); 778 object *tmp = op->clone ();
832
833 copy_object (op, tmp);
834 tmp->x = x;
835 tmp->y = y;
836 779
837 tmp->duration = op->duration + 1; 780 tmp->duration = op->duration + 1;
838 781
839 /* Use for spell tracking - see ok_to_put_more() */ 782 /* Use for spell tracking - see ok_to_put_more() */
840 tmp->stats.maxhp = op->stats.maxhp; 783 tmp->stats.maxhp = op->stats.maxhp;
841 insert_ob_in_map (tmp, op->map, op, 0); 784
785 op->map->insert (tmp, x, y, op);
786
842 if (tmp->other_arch) 787 if (tmp->other_arch)
843 cone_drop (tmp); 788 cone_drop (tmp);
844 } 789 }
845 } 790 }
846} 791}
856int 801int
857cast_cone (object *op, object *caster, int dir, object *spell) 802cast_cone (object *op, object *caster, int dir, object *spell)
858{ 803{
859 object *tmp; 804 object *tmp;
860 int i, success = 0, range_min = -1, range_max = 1; 805 int i, success = 0, range_min = -1, range_max = 1;
861 mapstruct *m; 806 maptile *m;
862 sint16 sx, sy; 807 sint16 sx, sy;
863 MoveType movetype; 808 MoveType movetype;
864 809
865 if (!spell->other_arch) 810 if (!spell->other_arch)
866 return 0; 811 return 0;
879 824
880 /* Need to know what the movetype of the object we are about 825 /* Need to know what the movetype of the object we are about
881 * to create is, so we can know if the space we are about to 826 * to create is, so we can know if the space we are about to
882 * insert it into is blocked. 827 * insert it into is blocked.
883 */ 828 */
884 movetype = spell->other_arch->clone.move_type; 829 movetype = spell->other_arch->move_type;
885 830
886 for (i = range_min; i <= range_max; i++) 831 for (i = range_min; i <= range_max; i++)
887 { 832 {
888 sint16 x, y, d; 833 sint16 x, y, d;
889 834
922 if ((movetype & GET_MAP_MOVE_BLOCK (m, sx, sy)) == movetype) 867 if ((movetype & GET_MAP_MOVE_BLOCK (m, sx, sy)) == movetype)
923 continue; 868 continue;
924 869
925 success = 1; 870 success = 1;
926 tmp = arch_to_object (spell->other_arch); 871 tmp = arch_to_object (spell->other_arch);
927 set_owner (tmp, op); 872 tmp->set_owner (op);
928 set_spell_skill (op, caster, spell, tmp); 873 set_spell_skill (op, caster, spell, tmp);
929 tmp->level = caster_level (caster, spell); 874 tmp->level = casting_level (caster, spell);
930 tmp->x = sx;
931 tmp->y = sy;
932 tmp->attacktype = spell->attacktype; 875 tmp->attacktype = spell->attacktype;
933 876
934 /* holy word stuff */ 877 /* holy word stuff */
935 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER)) 878 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER))
936 {
937 if (!tailor_god_spell (tmp, op)) 879 if (!tailor_god_spell (tmp, op))
938 return 0; 880 return 0;
939 }
940 881
941 if (dir) 882 if (dir)
942 tmp->stats.sp = dir; 883 tmp->stats.sp = dir;
943 else 884 else
944 tmp->stats.sp = i; 885 tmp->stats.sp = i;
950 { 891 {
951 tmp->range /= 4; 892 tmp->range /= 4;
952 if (tmp->range < 2 && spell->range >= 2) 893 if (tmp->range < 2 && spell->range >= 2)
953 tmp->range = 2; 894 tmp->range = 2;
954 } 895 }
896
955 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 897 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
956 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell); 898 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
957 899
958 /* Special bonus for fear attacks */ 900 /* Special bonus for fear attacks */
959 if (tmp->attacktype & AT_FEAR) 901 if (tmp->attacktype & AT_FEAR)
961 if (caster->type == PLAYER) 903 if (caster->type == PLAYER)
962 tmp->duration += fear_bonus[caster->stats.Cha]; 904 tmp->duration += fear_bonus[caster->stats.Cha];
963 else 905 else
964 tmp->duration += caster->level / 3; 906 tmp->duration += caster->level / 3;
965 } 907 }
908
966 if (tmp->attacktype & (AT_HOLYWORD | AT_TURN_UNDEAD)) 909 if (tmp->attacktype & (AT_HOLYWORD | AT_TURN_UNDEAD))
967 { 910 {
968 if (caster->type == PLAYER) 911 if (caster->type == PLAYER)
969 tmp->duration += turn_bonus[caster->stats.Wis] / 5; 912 tmp->duration += turn_bonus[caster->stats.Wis] / 5;
970 else 913 else
971 tmp->duration += caster->level / 3; 914 tmp->duration += caster->level / 3;
972 } 915 }
973 916
974
975 if (!(tmp->move_type & MOVE_FLY_LOW)) 917 if (!(tmp->move_type & MOVE_FLY_LOW))
976 LOG (llevDebug, "cast_cone(): arch %s doesn't have flying 1\n", &spell->other_arch->name); 918 LOG (llevDebug, "cast_cone(): arch %s doesn't have flying 1\n", &spell->other_arch->archname);
977 919
978 if (!tmp->move_on && tmp->stats.dam) 920 if (!tmp->move_on && tmp->stats.dam)
979 {
980 LOG (llevDebug, "cast_cone(): arch %s doesn't have move_on set\n", &spell->other_arch->name); 921 LOG (llevDebug, "cast_cone(): arch %s doesn't have move_on set\n", &spell->other_arch->archname);
981 } 922
982 insert_ob_in_map (tmp, m, op, 0); 923 m->insert (tmp, sx, sy, op);
983 924
984 /* This is used for tracking spells so that one effect doesn't hit 925 /* This is used for tracking spells so that one effect doesn't hit
985 * a single space too many times. 926 * a single space too many times.
986 */ 927 */
987 tmp->stats.maxhp = tmp->count; 928 tmp->stats.maxhp = tmp->count;
988 929
989 if (tmp->other_arch) 930 if (tmp->other_arch)
990 cone_drop (tmp); 931 cone_drop (tmp);
991 } 932 }
933
992 return success; 934 return success;
993} 935}
994 936
995/**************************************************************************** 937/****************************************************************************
996 * 938 *
997 * BOMB related code 939 * BOMB related code
998 * 940 *
999 ****************************************************************************/ 941 ****************************************************************************/
1000 942
1001
1002/* This handles an exploding bomb. 943/* This handles an exploding bomb.
1003 * op is the original bomb object. 944 * op is the original bomb object.
1004 */ 945 */
1005void 946void
1006animate_bomb (object *op) 947animate_bomb (object *op)
1007{ 948{
1008 int i;
1009 object *env, *tmp;
1010 archetype *at;
1011
1012 if (op->state != NUM_ANIMATIONS (op) - 1) 949 if (op->state != NUM_ANIMATIONS (op) - 1)
1013 return; 950 return;
1014 951
1015 952 object *env = op->outer_env ();
1016 env = object_get_env_recursive (op);
1017 953
1018 if (op->env) 954 if (op->env)
1019 { 955 {
1020 if (env->map == NULL) 956 if (env->map == NULL)
1021 return; 957 return;
1022 958
1023 if (env->type == PLAYER) 959 if (!(op = op->insert_at (env, op)))
1024 esrv_del_item (env->contr, op->count);
1025
1026 remove_ob (op);
1027 op->x = env->x;
1028 op->y = env->y;
1029 if ((op = insert_ob_in_map (op, env->map, op, 0)) == NULL)
1030 return; 960 return;
1031 } 961 }
1032 962
1033 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent bomb from exploding 963 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent bomb from exploding
1034 // on a safe map. I don't like this special casing, but it seems to be neccessary 964 // on a safe map. I don't like this special casing, but it seems to be neccessary
1035 // as bombs can be carried. 965 // as bombs can be carried.
1036 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE) 966 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
1037 { 967 {
1038 remove_ob (op); 968 op->destroy ();
1039 free_object (op);
1040 return; 969 return;
1041 } 970 }
1042 971
1043 /* This copies a lot of the code from the fire bullet, 972 /* This copies a lot of the code from the fire bullet,
1044 * but using the cast_bullet isn't really feasible, 973 * but using the cast_bullet isn't really feasible,
1045 * so just set up the appropriate values. 974 * so just set up the appropriate values.
1046 */ 975 */
1047 at = find_archetype (SPLINT); 976 if (archetype *at = archetype::find (SPLINT))
1048 if (at)
1049 { 977 {
1050 for (i = 1; i < 9; i++) 978 for (int i = 1; i < 9; i++)
1051 { 979 {
1052 if (out_of_map (op->map, op->x + freearr_x[i], op->y + freearr_x[i])) 980 if (out_of_map (op->map, op->x + freearr_x[i], op->y + freearr_x[i]))
1053 continue; 981 continue;
982
1054 tmp = arch_to_object (at); 983 object *tmp = arch_to_object (at);
1055 tmp->direction = i; 984 tmp->direction = i;
1056 tmp->range = op->range; 985 tmp->range = op->range;
1057 tmp->stats.dam = op->stats.dam; 986 tmp->stats.dam = op->stats.dam;
1058 tmp->duration = op->duration; 987 tmp->duration = op->duration;
1059 tmp->attacktype = op->attacktype; 988 tmp->attacktype = op->attacktype;
1060 copy_owner (tmp, op); 989 tmp->set_owner (op);
1061 if (op->skill && op->skill != tmp->skill) 990 if (op->skill && op->skill != tmp->skill)
1062 {
1063 tmp->skill = op->skill; 991 tmp->skill = op->skill;
1064 } 992
1065 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) 993 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
1066 SET_ANIMATION (tmp, i); 994 SET_ANIMATION (tmp, i);
1067 tmp->x = op->x + freearr_x[i]; 995
1068 tmp->y = op->y + freearr_x[i]; 996 op->map->insert (tmp, op->x + freearr_x[i], op->y + freearr_x[i], op);
1069 insert_ob_in_map (tmp, op->map, op, 0);
1070 move_bullet (tmp); 997 move_bullet (tmp);
1071 } 998 }
1072 } 999 }
1073 1000
1074 explode_bullet (op); 1001 explode_bullet (op);
1075} 1002}
1076 1003
1077int 1004int
1078create_bomb (object *op, object *caster, int dir, object *spell) 1005create_bomb (object *op, object *caster, int dir, object *spell)
1079{ 1006{
1080
1081 object *tmp; 1007 object *tmp;
1082 int mflags; 1008 int mflags;
1083 sint16 dx = op->x + freearr_x[dir], dy = op->y + freearr_y[dir]; 1009 sint16 dx = op->x + freearr_x[dir], dy = op->y + freearr_y[dir];
1084 mapstruct *m; 1010 maptile *m;
1085 1011
1086 mflags = get_map_flags (op->map, &m, dx, dy, &dx, &dy); 1012 mflags = get_map_flags (op->map, &m, dx, dy, &dx, &dy);
1013
1014 // when creating a bomb below ourself it should always work, even
1015 // when movement is blocked (somehow we got here, somehow we are here,
1016 // so we should also be able to make a bomb here). (originally added
1017 // to fix create bomb traps in doors, which cast with dir=0).
1018 if (dir)
1019 {
1087 if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, dx, dy) & MOVE_WALK)) 1020 if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, dx, dy) & MOVE_WALK))
1088 { 1021 {
1089 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way."); 1022 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way.");
1090 return 0; 1023 return 0;
1024 }
1091 } 1025 }
1026
1092 tmp = arch_to_object (spell->other_arch); 1027 tmp = arch_to_object (spell->other_arch);
1093 1028
1094 /* level dependencies for bomb */ 1029 /* level dependencies for bomb */
1095 tmp->range = spell->range + SP_level_range_adjust (caster, spell); 1030 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
1096 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1031 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1097 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell); 1032 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
1098 tmp->attacktype = spell->attacktype; 1033 tmp->attacktype = spell->attacktype;
1099 1034
1100 set_owner (tmp, op); 1035 tmp->set_owner (op);
1101 set_spell_skill (op, caster, spell, tmp); 1036 set_spell_skill (op, caster, spell, tmp);
1102 tmp->x = dx; 1037
1103 tmp->y = dy; 1038 m->insert (tmp, dx, dy, op);
1104 insert_ob_in_map (tmp, m, op, 0);
1105 return 1; 1039 return 1;
1106} 1040}
1107 1041
1108/**************************************************************************** 1042/****************************************************************************
1109 * 1043 *
1118 * dir is the direction to look in. 1052 * dir is the direction to look in.
1119 * range is how far out to look. 1053 * range is how far out to look.
1120 * type is the type of spell - either SPELL_MANA or SPELL_GRACE. 1054 * type is the type of spell - either SPELL_MANA or SPELL_GRACE.
1121 * this info is used for blocked magic/unholy spaces. 1055 * this info is used for blocked magic/unholy spaces.
1122 */ 1056 */
1123
1124object * 1057object *
1125get_pointed_target (object *op, int dir, int range, int type) 1058get_pointed_target (object *op, int dir, int range, int type)
1126{ 1059{
1127 object *target; 1060 object *target;
1128 sint16 x, y; 1061 sint16 x, y;
1129 int dist, mflags; 1062 int dist, mflags;
1130 mapstruct *mp; 1063 maptile *mp;
1131 1064
1132 if (dir == 0) 1065 if (dir == 0)
1133 return NULL; 1066 return NULL;
1134 1067
1135 for (dist = 1; dist < range; dist++) 1068 for (dist = 1; dist < range; dist++)
1147 return NULL; 1080 return NULL;
1148 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW) 1081 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW)
1149 return NULL; 1082 return NULL;
1150 1083
1151 if (mflags & P_IS_ALIVE) 1084 if (mflags & P_IS_ALIVE)
1152 {
1153 for (target = get_map_ob (mp, x, y); target; target = target->above) 1085 for (target = GET_MAP_OB (mp, x, y); target; target = target->above)
1154 { 1086 if (QUERY_FLAG (target, FLAG_MONSTER))
1155 if (QUERY_FLAG (target->head ? target->head : target, FLAG_MONSTER))
1156 {
1157 return target; 1087 return target;
1158 }
1159 }
1160 }
1161 } 1088 }
1089
1162 return NULL; 1090 return NULL;
1163} 1091}
1164
1165 1092
1166/* cast_smite_arch() - the priest points to a creature and causes 1093/* cast_smite_arch() - the priest points to a creature and causes
1167 * a 'godly curse' to decend. 1094 * a 'godly curse' to decend.
1168 * usual params - 1095 * usual params -
1169 * op = player 1096 * op = player
1170 * caster = object casting the spell. 1097 * caster = object casting the spell.
1171 * dir = direction being cast 1098 * dir = direction being cast
1172 * spell = spell object 1099 * spell = spell object
1173 */ 1100 */
1174
1175int 1101int
1176cast_smite_spell (object *op, object *caster, int dir, object *spell) 1102cast_smite_spell (object *op, object *caster, int dir, object *spell)
1177{ 1103{
1178 object *effect, *target; 1104 object *effect, *target;
1179 object *god = find_god (determine_god (op)); 1105 object *god = find_god (determine_god (op));
1203 effect = arch_to_object (spell->other_arch); 1129 effect = arch_to_object (spell->other_arch);
1204 else 1130 else
1205 return 0; 1131 return 0;
1206 1132
1207 /* tailor the effect by priest level and worshipped God */ 1133 /* tailor the effect by priest level and worshipped God */
1208 effect->level = caster_level (caster, spell); 1134 effect->level = casting_level (caster, spell);
1209 effect->attacktype = spell->attacktype; 1135 effect->attacktype = spell->attacktype;
1210 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER)) 1136 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER))
1211 { 1137 {
1212 if (tailor_god_spell (effect, op)) 1138 if (tailor_god_spell (effect, op))
1213 new_draw_info_format (NDI_UNIQUE, 0, op, "%s answers your call!", determine_god (op)); 1139 new_draw_info_format (NDI_UNIQUE, 0, op, "%s answers your call!", determine_god (op));
1225 if (effect->attacktype & AT_DEATH) 1151 if (effect->attacktype & AT_DEATH)
1226 { 1152 {
1227 effect->level = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1153 effect->level = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1228 1154
1229 /* casting death spells at undead isn't a good thing */ 1155 /* casting death spells at undead isn't a good thing */
1230 if QUERY_FLAG
1231 (target, FLAG_UNDEAD) 1156 if (QUERY_FLAG (target, FLAG_UNDEAD))
1232 { 1157 {
1233 if (random_roll (0, 2, op, PREFER_LOW)) 1158 if (random_roll (0, 2, op, PREFER_LOW))
1234 { 1159 {
1235 new_draw_info (NDI_UNIQUE, 0, op, "Idiot! Your spell boomerangs!"); 1160 new_draw_info (NDI_UNIQUE, 0, op, "Idiot! Your spell boomerangs!");
1236 effect->x = op->x; 1161 effect->x = op->x;
1238 } 1163 }
1239 else 1164 else
1240 { 1165 {
1241 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s looks stronger!", query_name (target)); 1166 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s looks stronger!", query_name (target));
1242 target->stats.hp = target->stats.maxhp * 2; 1167 target->stats.hp = target->stats.maxhp * 2;
1243 free_object (effect); 1168 effect->destroy ();
1244 return 0; 1169 return 0;
1245 } 1170 }
1246 } 1171 }
1247 } 1172 }
1248 else 1173 else
1249 { 1174 {
1250 /* how much woe to inflict :) */ 1175 /* how much woe to inflict :) */
1251 effect->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1176 effect->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1252 } 1177 }
1253 1178
1254 set_owner (effect, op); 1179 effect->set_owner (op);
1255 set_spell_skill (op, caster, spell, effect); 1180 set_spell_skill (op, caster, spell, effect);
1256 1181
1257 /* ok, tell it where to be, and insert! */ 1182 /* ok, tell it where to be, and insert! */
1258 effect->x = target->x; 1183 effect->insert_at (target, op);
1259 effect->y = target->y;
1260 insert_ob_in_map (effect, target->map, op, 0);
1261 1184
1262 return 1; 1185 return 1;
1263} 1186}
1264
1265 1187
1266/**************************************************************************** 1188/****************************************************************************
1267 * 1189 *
1268 * MAGIC MISSILE code. 1190 * MAGIC MISSILE code.
1269 * note that the fire_bullet is used to fire the missile. The 1191 * note that the fire_bullet is used to fire the missile. The
1272 1194
1273/* op is a missile that needs to be moved */ 1195/* op is a missile that needs to be moved */
1274void 1196void
1275move_missile (object *op) 1197move_missile (object *op)
1276{ 1198{
1277 int i, mflags;
1278 object *owner;
1279 sint16 new_x, new_y;
1280 mapstruct *m;
1281
1282 if (op->range-- <= 0) 1199 if (op->range-- <= 0)
1283 { 1200 {
1284 remove_ob (op); 1201 op->drop_and_destroy ();
1285 free_object (op);
1286 return; 1202 return;
1287 }
1288
1289 owner = get_owner (op);
1290#if 0
1291 /* It'd make things nastier if this wasn't here - spells cast by
1292 * monster that are then killed would continue to survive
1293 */
1294 if (owner == NULL)
1295 { 1203 }
1296 remove_ob (op); 1204
1297 free_object (op); 1205 mapxy pos (op);
1298 return; 1206 pos.move (op->direction);
1207
1208 if (!pos.normalise ())
1299 } 1209 {
1300#endif 1210 op->destroy ();
1301 1211 return;
1302 new_x = op->x + DIRX (op);
1303 new_y = op->y + DIRY (op);
1304
1305 mflags = get_map_flags (op->map, &m, new_x, new_y, &new_x, &new_y);
1306
1307 if (!(mflags & P_OUT_OF_MAP) && ((mflags & P_IS_ALIVE) || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y))))
1308 { 1212 }
1309 tag_t tag = op->count;
1310 1213
1214 mapspace &ms = pos.ms ();
1215
1216 if (ms.flags () & P_IS_ALIVE || ms.blocks (op))
1217 {
1311 hit_map (op, op->direction, AT_MAGIC, 1); 1218 hit_map (op, op->direction, AT_MAGIC, 1);
1312 /* Basically, missile only hits one thing then goes away. 1219 /* Basically, missile only hits one thing then goes away.
1313 * we need to remove it if someone hasn't already done so. 1220 * we need to remove it if someone hasn't already done so.
1314 */ 1221 */
1315 if (!was_destroyed (op, tag)) 1222 op->destroy ();
1316 {
1317 remove_ob (op);
1318 free_object (op);
1319 }
1320 return; 1223 return;
1321 }
1322
1323 remove_ob (op);
1324 if (!op->direction || (mflags & P_OUT_OF_MAP))
1325 { 1224 }
1326 free_object (op); 1225
1327 return; 1226 if (!op->direction)
1328 } 1227 {
1329 op->x = new_x; 1228 op->destroy ();
1330 op->y = new_y; 1229 return;
1331 op->map = m; 1230 }
1332 i = spell_find_dir (op->map, op->x, op->y, get_owner (op)); 1231
1232 int i = spell_find_dir (pos.m, pos.x, pos.y, op->owner);
1333 if (i > 0 && i != op->direction) 1233 if (i > 0 && i != op->direction)
1334 { 1234 {
1335 op->direction = i; 1235 op->direction = i;
1336 SET_ANIMATION (op, op->direction); 1236 SET_ANIMATION (op, op->direction);
1337 } 1237 }
1338 insert_ob_in_map (op, op->map, op, 0); 1238
1239 pos.insert (op, op);
1339} 1240}
1340 1241
1341/**************************************************************************** 1242/****************************************************************************
1342 * Destruction 1243 * Destruction
1343 ****************************************************************************/ 1244 ****************************************************************************/
1346 * we do this by creating a force and inserting it in the 1247 * we do this by creating a force and inserting it in the
1347 * object. if time is 0, the object glows permanently. To truely 1248 * object. if time is 0, the object glows permanently. To truely
1348 * make this work for non-living objects, we would have to 1249 * make this work for non-living objects, we would have to
1349 * give them the capability to have an inventory. b.t. 1250 * give them the capability to have an inventory. b.t.
1350 */ 1251 */
1351
1352int 1252int
1353make_object_glow (object *op, int radius, int time) 1253make_object_glow (object *op, int radius, int time)
1354{ 1254{
1355 object *tmp;
1356
1357 /* some things are unaffected... */ 1255 /* some things are unaffected... */
1358 if (op->path_denied & PATH_LIGHT) 1256 if (op->path_denied & PATH_LIGHT)
1359 return 0; 1257 return 0;
1360 1258
1361 tmp = get_archetype (FORCE_NAME); 1259 object *tmp = get_archetype (FORCE_NAME);
1362 tmp->speed = 0.01; 1260 tmp->speed = 0.01;
1363 tmp->stats.food = time; 1261 tmp->stats.food = time;
1364 SET_FLAG (tmp, FLAG_IS_USED_UP); 1262 SET_FLAG (tmp, FLAG_IS_USED_UP);
1365 tmp->glow_radius = radius;
1366 if (tmp->glow_radius > MAX_LIGHT_RADII)
1367 tmp->glow_radius = MAX_LIGHT_RADII; 1263 tmp->glow_radius = min (MAX_LIGHT_RADIUS, radius);
1368
1369 tmp->x = op->x;
1370 tmp->y = op->y;
1371 if (tmp->speed < MIN_ACTIVE_SPEED)
1372 tmp->speed = MIN_ACTIVE_SPEED; /* safety */
1373 tmp = insert_ob_in_ob (tmp, op); 1264 tmp = insert_ob_in_ob (tmp, op);
1265
1374 if (tmp->glow_radius > op->glow_radius) 1266 if (tmp->glow_radius > op->glow_radius)
1375 op->glow_radius = tmp->glow_radius; 1267 op->glow_radius = tmp->glow_radius;
1376 1268
1377 if (!tmp->env || op != tmp->env)
1378 {
1379 LOG (llevError, "make_object_glow() failed to insert glowing force in %s\n", &op->name);
1380 return 0;
1381 }
1382 return 1; 1269 return 1;
1383} 1270}
1384
1385
1386
1387 1271
1388int 1272int
1389cast_destruction (object *op, object *caster, object *spell_ob) 1273cast_destruction (object *op, object *caster, object *spell_ob)
1390{ 1274{
1391 int i, j, range, mflags, friendly = 0, dam, dur;
1392 sint16 sx, sy;
1393 mapstruct *m;
1394 object *tmp;
1395 const char *skill;
1396
1397 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob); 1275 int range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
1398 dam = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob); 1276 int dam = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob);
1399 dur = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob); 1277 int dur = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
1400 if (QUERY_FLAG (op, FLAG_FRIENDLY) || op->type == PLAYER) 1278
1401 friendly = 1; 1279 bool friendly = op->flag [FLAG_FRIENDLY] || op->is_player ();
1402 1280
1403 /* destruction doesn't use another spell object, so we need 1281 /* destruction doesn't use another spell object, so we need
1404 * update op's skill pointer so that exp is properly awarded. 1282 * update op's skill pointer so that exp is properly awarded.
1405 * We do some shortcuts here - since this is just temporary
1406 * and we'll reset the values back, we don't need to go through
1407 * the full share string/free_string route.
1408 */ 1283 */
1409 skill = op->skill; 1284 const shstr skill = op->skill;
1285
1410 if (caster == op) 1286 if (caster == op)
1411 op->skill = spell_ob->skill; 1287 op->skill = spell_ob->skill;
1412 else if (caster->skill) 1288 else if (caster->skill)
1413 op->skill = caster->skill; 1289 op->skill = caster->skill;
1414 else 1290 else
1415 op->skill = NULL; 1291 op->skill = 0;
1416 1292
1417 change_skill (op, find_skill_by_name (op, op->skill), 1); 1293 op->change_skill (find_skill_by_name (op, op->skill));
1418 1294
1419 for (i = -range; i < range; i++) 1295 unordered_mapwalk (op, -range, -range, range, range)
1420 { 1296 {
1421 for (j = -range; j < range; j++) 1297 mapspace &ms = m->at (nx, ny);
1422 { 1298
1423 m = op->map;
1424 sx = op->x + i;
1425 sy = op->y + j;
1426 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
1427 if (mflags & P_OUT_OF_MAP)
1428 continue;
1429 if (mflags & P_IS_ALIVE) 1299 if (ms.flags () & P_IS_ALIVE)
1300 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1301 if (tmp->flag [FLAG_ALIVE] || tmp->is_player ())
1430 { 1302 {
1431 for (tmp = get_map_ob (m, sx, sy); tmp; tmp = tmp->above) 1303 tmp = tmp->head_ ();
1304
1305 if ((friendly && !tmp->flag [FLAG_FRIENDLY] && !tmp->is_player ())
1306 || (!friendly && (tmp->flag [FLAG_FRIENDLY] || tmp->is_player ())))
1432 { 1307 {
1433 if (QUERY_FLAG (tmp, FLAG_ALIVE) || tmp->type == PLAYER) 1308 if (spell_ob->subtype == SP_DESTRUCTION)
1434 break;
1435 }
1436 if (tmp)
1437 {
1438 if (tmp->head)
1439 tmp = tmp->head;
1440
1441 if ((friendly && !QUERY_FLAG (tmp, FLAG_FRIENDLY) && tmp->type != PLAYER) ||
1442 (!friendly && (QUERY_FLAG (tmp, FLAG_FRIENDLY) || tmp->type == PLAYER)))
1443 { 1309 {
1444 if (spell_ob->subtype == SP_DESTRUCTION)
1445 {
1446 hit_player (tmp, dam, op, spell_ob->attacktype, 0); 1310 hit_player (tmp, dam, op, spell_ob->attacktype, 0);
1311
1447 if (spell_ob->other_arch) 1312 if (spell_ob->other_arch)
1448 {
1449 tmp = arch_to_object (spell_ob->other_arch); 1313 m->insert (arch_to_object (spell_ob->other_arch), nx, ny, op);
1450 tmp->x = sx;
1451 tmp->y = sy;
1452 insert_ob_in_map (tmp, m, op, 0);
1453 }
1454 } 1314 }
1455 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist[ATNR_MAGIC] != 100) 1315 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist [ATNR_MAGIC] != 100)
1456 { 1316 {
1457 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch) 1317 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch)
1458 {
1459 object *effect = arch_to_object (spell_ob->other_arch); 1318 m->insert (arch_to_object (spell_ob->other_arch), nx, ny, op);
1460
1461 effect->x = sx;
1462 effect->y = sy;
1463 insert_ob_in_map (effect, m, op, 0);
1464 }
1465 }
1466 } 1319 }
1467 } 1320 }
1468 } 1321 }
1469 }
1470 } 1322 }
1323
1471 op->skill = skill; 1324 op->skill = skill;
1472 return 1; 1325 return 1;
1473} 1326}
1474 1327
1475/*************************************************************************** 1328/***************************************************************************
1489 { 1342 {
1490 new_draw_info (NDI_UNIQUE, 0, op, "There is no one in that direction to curse."); 1343 new_draw_info (NDI_UNIQUE, 0, op, "There is no one in that direction to curse.");
1491 return 0; 1344 return 0;
1492 } 1345 }
1493 1346
1347 tmp = tmp->head_ ();
1348
1494 /* If we've already got a force of this type, don't add a new one. */ 1349 /* If we've already got a force of this type, don't add a new one. */
1495 for (force = tmp->inv; force != NULL; force = force->below) 1350 for (force = tmp->inv; force; force = force->below)
1496 { 1351 {
1497 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY) 1352 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY)
1498 { 1353 {
1499 if (force->name == spell_ob->name) 1354 if (force->name == spell_ob->name)
1500 { 1355 {
1506 return 0; 1361 return 0;
1507 } 1362 }
1508 } 1363 }
1509 } 1364 }
1510 1365
1511 if (force == NULL) 1366 if (!force)
1512 { 1367 {
1513 force = get_archetype (FORCE_NAME); 1368 force = get_archetype (FORCE_NAME);
1514 force->subtype = FORCE_CHANGE_ABILITY; 1369 force->subtype = FORCE_CHANGE_ABILITY;
1370
1515 if (spell_ob->race) 1371 if (spell_ob->race)
1516 force->name = spell_ob->race; 1372 force->name = spell_ob->race;
1517 else 1373 else
1518 force->name = spell_ob->name; 1374 force->name = spell_ob->name;
1519 1375
1529 { 1385 {
1530 force->duration = duration; 1386 force->duration = duration;
1531 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 1387 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1532 } 1388 }
1533 else 1389 else
1534 {
1535 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1390 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1536 } 1391
1537 return 1; 1392 return 1;
1538 } 1393 }
1394
1539 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50; 1395 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1540 force->speed = 1.0; 1396 force->speed = 1.f;
1541 force->speed_left = -1.0; 1397 force->speed_left = -1.f;
1542 SET_FLAG (force, FLAG_APPLIED); 1398 SET_FLAG (force, FLAG_APPLIED);
1543 1399
1544 if (god) 1400 if (god)
1545 { 1401 {
1546 if (spell_ob->last_grace) 1402 if (spell_ob->last_grace)
1559 force->stats.ac = spell_ob->stats.ac; 1415 force->stats.ac = spell_ob->stats.ac;
1560 force->stats.wc = spell_ob->stats.wc; 1416 force->stats.wc = spell_ob->stats.wc;
1561 1417
1562 change_abil (tmp, force); /* Mostly to display any messages */ 1418 change_abil (tmp, force); /* Mostly to display any messages */
1563 insert_ob_in_ob (force, tmp); 1419 insert_ob_in_ob (force, tmp);
1564 fix_player (tmp); 1420 tmp->update_stats ();
1565 return 1; 1421 return 1;
1566 1422
1567} 1423}
1568
1569 1424
1570/********************************************************************** 1425/**********************************************************************
1571 * mood change 1426 * mood change
1572 * Arguably, this may or may not be an attack spell. But since it 1427 * Arguably, this may or may not be an attack spell. But since it
1573 * effects monsters, it seems best to put it into this file 1428 * effects monsters, it seems best to put it into this file
1580mood_change (object *op, object *caster, object *spell) 1435mood_change (object *op, object *caster, object *spell)
1581{ 1436{
1582 object *tmp, *god, *head; 1437 object *tmp, *god, *head;
1583 int done_one, range, mflags, level, at, best_at; 1438 int done_one, range, mflags, level, at, best_at;
1584 sint16 x, y, nx, ny; 1439 sint16 x, y, nx, ny;
1585 mapstruct *m; 1440 maptile *m;
1586 const char *race; 1441 const char *race;
1587 1442
1588 /* We precompute some values here so that we don't have to keep 1443 /* We precompute some values here so that we don't have to keep
1589 * doing it over and over again. 1444 * doing it over and over again.
1590 */ 1445 */
1591 god = find_god (determine_god (op)); 1446 god = find_god (determine_god (op));
1592 level = caster_level (caster, spell); 1447 level = casting_level (caster, spell);
1593 range = spell->range + SP_level_range_adjust (caster, spell); 1448 range = spell->range + SP_level_range_adjust (caster, spell);
1594 1449
1595 /* On the bright side, no monster should ever have a race of GOD_... 1450 /* On the bright side, no monster should ever have a race of GOD_...
1596 * so even if the player doesn't worship a god, if race=GOD_.., it 1451 * so even if the player doesn't worship a god, if race=GOD_.., it
1597 * won't ever match anything. 1452 * won't ever match anything.
1603 else if (god && !strcmp (spell->race, "GOD_FRIEND")) 1458 else if (god && !strcmp (spell->race, "GOD_FRIEND"))
1604 race = god->race; 1459 race = god->race;
1605 else 1460 else
1606 race = spell->race; 1461 race = spell->race;
1607 1462
1608
1609 for (x = op->x - range; x <= op->x + range; x++) 1463 for (x = op->x - range; x <= op->x + range; x++)
1610 for (y = op->y - range; y <= op->y + range; y++) 1464 for (y = op->y - range; y <= op->y + range; y++)
1611 { 1465 {
1612
1613 done_one = 0; 1466 done_one = 0;
1614 m = op->map; 1467 m = op->map;
1615 nx = x; 1468 nx = x;
1616 ny = y; 1469 ny = y;
1617 mflags = get_map_flags (m, &m, x, y, &nx, &ny); 1470 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1620 1473
1621 /* If there is nothing living on this space, no need to go further */ 1474 /* If there is nothing living on this space, no need to go further */
1622 if (!(mflags & P_IS_ALIVE)) 1475 if (!(mflags & P_IS_ALIVE))
1623 continue; 1476 continue;
1624 1477
1478 // players can only affect spaces that they can actually see
1479 if (caster
1480 && caster->contr
1481 && caster->contr->darkness_at (m, nx, ny) == LOS_BLOCKED)
1482 continue;
1483
1625 for (tmp = get_map_ob (m, nx, ny); tmp; tmp = tmp->above) 1484 for (tmp = GET_MAP_TOP (m, nx, ny); tmp; tmp = tmp->below)
1626 if (QUERY_FLAG (tmp, FLAG_MONSTER)) 1485 if (QUERY_FLAG (tmp, FLAG_MONSTER))
1627 break; 1486 break;
1628 1487
1629 /* There can be living objects that are not monsters */ 1488 /* There can be living objects that are not monsters */
1630 if (!tmp || tmp->type == PLAYER) 1489 if (!tmp || tmp->type == PLAYER)
1637 head = tmp; 1496 head = tmp;
1638 1497
1639 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */ 1498 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */
1640 if (race && head->race && !strstr (race, head->race)) 1499 if (race && head->race && !strstr (race, head->race))
1641 continue; 1500 continue;
1501
1642 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD)) 1502 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD))
1643 continue; 1503 continue;
1644 1504
1645 /* Now do a bunch of stuff related to saving throws */ 1505 /* Now do a bunch of stuff related to saving throws */
1646 best_at = -1; 1506 best_at = -1;
1663 at -= level / 5; 1523 at -= level / 5;
1664 if (did_make_save (head, head->level, at)) 1524 if (did_make_save (head, head->level, at))
1665 continue; 1525 continue;
1666 } 1526 }
1667 else /* spell->attacktype */ 1527 else /* spell->attacktype */
1668 /*
1669 Spell has no attacktype (charm & such), so we'll have a specific saving:
1670 * if spell level < monster level, no go
1671 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) )
1672
1673 The chance will then be in the range [20-70] percent, not too bad.
1674
1675 This is required to fix the 'charm monster' abuse, where a player level 1 can
1676 charm a level 125 monster...
1677
1678 Ryo, august 14th
1679 */
1680 { 1528 {
1529 /*
1530 Spell has no attacktype (charm & such), so we'll have a specific saving:
1531 * if spell level < monster level, no go
1532 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) )
1533
1534 The chance will then be in the range [20-70] percent, not too bad.
1535
1536 This is required to fix the 'charm monster' abuse, where a player level 1 can
1537 charm a level 125 monster...
1538
1539 Ryo, august 14th
1540 */
1681 if (head->level > level) 1541 if (head->level > level)
1682 continue; 1542 continue;
1543
1683 if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + MIN (50, 2 * (level - head->level)))) 1544 if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + MIN (50, 2 * (level - head->level))))
1684 /* Failed, no effect */ 1545 /* Failed, no effect */
1685 continue; 1546 continue;
1686 } 1547 }
1687 1548
1688 /* Done with saving throw. Now start effecting the monster */ 1549 /* Done with saving throw. Now start affecting the monster */
1689 1550
1690 /* aggravation */ 1551 /* aggravation */
1691 if (QUERY_FLAG (spell, FLAG_MONSTER)) 1552 if (QUERY_FLAG (spell, FLAG_MONSTER))
1692 { 1553 {
1693 CLEAR_FLAG (head, FLAG_SLEEP); 1554 CLEAR_FLAG (head, FLAG_SLEEP);
1694 if (QUERY_FLAG (head, FLAG_FRIENDLY))
1695 remove_friendly_object (head); 1555 remove_friendly_object (head);
1696
1697 done_one = 1; 1556 done_one = 1;
1698 head->enemy = op; 1557 head->enemy = op;
1699 } 1558 }
1700 1559
1701 /* calm monsters */ 1560 /* calm monsters */
1710 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK)) 1569 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK))
1711 { 1570 {
1712 SET_FLAG (head, FLAG_BERSERK); 1571 SET_FLAG (head, FLAG_BERSERK);
1713 done_one = 1; 1572 done_one = 1;
1714 } 1573 }
1574
1715 /* charm */ 1575 /* charm */
1716 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY)) 1576 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY))
1717 { 1577 {
1718 SET_FLAG (head, FLAG_FRIENDLY); 1578 INVOKE_OBJECT (KILL, head, ARG_OBJECT (caster));
1579
1719 /* Prevent uncontolled outbreaks of self replicating monsters. 1580 /* Prevent uncontrolled outbreaks of self replicating monsters.
1720 Typical use case is charm, go somwhere, use aggravation to make hostile. 1581 Typical use case is charm, go somwhere, use aggravation to make hostile.
1721 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */ 1582 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */
1722 CLEAR_FLAG (head, FLAG_GENERATOR); 1583 CLEAR_FLAG (head, FLAG_GENERATOR);
1723 set_owner (head, op); 1584 head->set_owner (op);
1724 set_spell_skill (op, caster, spell, head); 1585 set_spell_skill (op, caster, spell, head);
1725 add_friendly_object (head); 1586 add_friendly_object (head);
1726 head->attack_movement = PETMOVE; 1587 head->attack_movement = PETMOVE;
1727 done_one = 1; 1588 done_one = 1;
1728 change_exp (op, head->stats.exp / 2, head->skill, SK_EXP_ADD_SKILL); 1589 change_exp (op, head->stats.exp / 2, head->skill, SK_EXP_ADD_SKILL);
1729 head->stats.exp = 0; 1590 head->stats.exp = 0;
1730 } 1591 }
1731 1592
1732 /* If a monster was effected, put an effect in */ 1593 /* If a monster was effected, put an effect in */
1733 if (done_one && spell->other_arch) 1594 if (done_one && spell->other_arch)
1734 {
1735 tmp = arch_to_object (spell->other_arch); 1595 m->insert (arch_to_object (spell->other_arch), nx, ny, op);
1736 tmp->x = nx;
1737 tmp->y = ny;
1738 insert_ob_in_map (tmp, m, op, 0);
1739 }
1740 } /* for y */ 1596 } /* for y */
1741 1597
1742 return 1; 1598 return 1;
1743} 1599}
1744
1745 1600
1746/* Move_ball_spell: This handles ball type spells that just sort of wander 1601/* Move_ball_spell: This handles ball type spells that just sort of wander
1747 * about. was called move_ball_lightning, but since more than the ball 1602 * about. was called move_ball_lightning, but since more than the ball
1748 * lightning spell used it, that seemed misnamed. 1603 * lightning spell used it, that seemed misnamed.
1749 * op is the spell effect. 1604 * op is the spell effect.
1750 * note that duration is handled by process_object() in time.c 1605 * note that duration is handled by process_object() in time.c
1751 */ 1606 */
1752
1753void 1607void
1754move_ball_spell (object *op) 1608move_ball_spell (object *op)
1755{ 1609{
1756 int i, j, dam_save, dir, mflags; 1610 int i, j, dam_save, dir, mflags;
1757 sint16 nx, ny, hx, hy; 1611 sint16 nx, ny, hx, hy;
1758 object *owner; 1612 object *owner;
1759 mapstruct *m; 1613 maptile *m;
1760 1614
1761 owner = get_owner (op); 1615 owner = op->owner;
1762 1616
1763 /* the following logic makes sure that the ball doesn't move into a wall, 1617 /* the following logic makes sure that the ball doesn't move into a wall,
1764 * and makes sure that it will move along a wall to try and get at it's 1618 * and makes sure that it will move along a wall to try and get at it's
1765 * victim. The block immediately below more or less chooses a random 1619 * victim. The block immediately below more or less chooses a random
1766 * offset to move the ball, eg, keep it mostly on course, with some 1620 * offset to move the ball, eg, keep it mostly on course, with some
1776 for (i = 1; i < 9; i++) 1630 for (i = 1; i < 9; i++)
1777 { 1631 {
1778 /* i bit 0: alters sign of offset 1632 /* i bit 0: alters sign of offset
1779 * other bits (i / 2): absolute value of offset 1633 * other bits (i / 2): absolute value of offset
1780 */ 1634 */
1781
1782 int offset = ((i ^ j) & 1) ? (i / 2) : -(i / 2); 1635 int offset = ((i ^ j) & 1) ? (i / 2) : -(i / 2);
1783 int tmpdir = absdir (op->direction + offset); 1636 int tmpdir = absdir (op->direction + offset);
1784 1637
1785 nx = op->x + freearr_x[tmpdir]; 1638 nx = op->x + freearr_x[tmpdir];
1786 ny = op->y + freearr_y[tmpdir]; 1639 ny = op->y + freearr_y[tmpdir];
1788 { 1641 {
1789 dir = tmpdir; 1642 dir = tmpdir;
1790 break; 1643 break;
1791 } 1644 }
1792 } 1645 }
1646
1793 if (dir == 0) 1647 if (dir == 0)
1794 { 1648 {
1795 nx = op->x; 1649 nx = op->x;
1796 ny = op->y; 1650 ny = op->y;
1797 m = op->map; 1651 m = op->map;
1798 } 1652 }
1799 1653
1800 remove_ob (op); 1654 m->insert (op, nx, ny, op);
1801 op->y = ny;
1802 op->x = nx;
1803 insert_ob_in_map (op, m, op, 0);
1804 1655
1805 dam_save = op->stats.dam; /* save the original dam: we do halfdam on 1656 dam_save = op->stats.dam; /* save the original dam: we do halfdam on
1806 surrounding squares */ 1657 surrounding squares */
1807 1658
1808 /* loop over current square and neighbors to hit. 1659 /* loop over current square and neighbors to hit.
1809 * if this has an other_arch field, we insert that in 1660 * if this has an other_arch field, we insert that in
1810 * the surround spaces. 1661 * the surround spaces.
1811 */ 1662 */
1812 for (j = 0; j < 9; j++) 1663 for (j = 0; j < 9; j++)
1813 { 1664 {
1814 object *new_ob;
1815
1816 hx = nx + freearr_x[j]; 1665 hx = nx + freearr_x[j];
1817 hy = ny + freearr_y[j]; 1666 hy = ny + freearr_y[j];
1818 1667
1819 m = op->map; 1668 m = op->map;
1820 mflags = get_map_flags (m, &m, hx, hy, &hx, &hy); 1669 mflags = get_map_flags (m, &m, hx, hy, &hx, &hy);
1828 1677
1829 if ((mflags & P_IS_ALIVE) && (!owner || owner->x != hx || owner->y != hy || !on_same_map (owner, op))) 1678 if ((mflags & P_IS_ALIVE) && (!owner || owner->x != hx || owner->y != hy || !on_same_map (owner, op)))
1830 { 1679 {
1831 if (j) 1680 if (j)
1832 op->stats.dam = dam_save / 2; 1681 op->stats.dam = dam_save / 2;
1682
1833 hit_map (op, j, op->attacktype, 1); 1683 hit_map (op, j, op->attacktype, 1);
1834
1835 } 1684 }
1836 1685
1837 /* insert the other arch */ 1686 /* insert the other arch */
1838 if (op->other_arch && !(OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy)))) 1687 if (op->other_arch && !(OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy))))
1839 { 1688 m->insert (arch_to_object (op->other_arch), hx, hy, op);
1840 new_ob = arch_to_object (op->other_arch);
1841 new_ob->x = hx;
1842 new_ob->y = hy;
1843 insert_ob_in_map (new_ob, m, op, 0);
1844 }
1845 } 1689 }
1846 1690
1847 /* restore to the center location and damage */ 1691 /* restore to the center location and damage */
1848 op->stats.dam = dam_save; 1692 op->stats.dam = dam_save;
1849 1693
1850 i = spell_find_dir (op->map, op->x, op->y, get_owner (op)); 1694 i = spell_find_dir (op->map, op->x, op->y, op->owner);
1851 1695
1852 if (i >= 0) 1696 if (i >= 0)
1853 { /* we have a preferred direction! */ 1697 { /* we have a preferred direction! */
1854 /* pick another direction if the preferred dir is blocked. */ 1698 /* pick another direction if the preferred dir is blocked. */
1855 if (get_map_flags (op->map, &m, nx + freearr_x[i], ny + freearr_y[i], &hx, &hy) & P_OUT_OF_MAP || 1699 if (get_map_flags (op->map, &m, nx + freearr_x[i], ny + freearr_y[i], &hx, &hy) & P_OUT_OF_MAP ||
1856 OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy))) 1700 OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy)))
1857 {
1858 i = absdir (i + rndm (0, 2) - 1); /* -1, 0, +1 */ 1701 i = absdir (i + rndm (0, 2) - 1); /* -1, 0, +1 */
1859 } 1702
1860 op->direction = i; 1703 op->direction = i;
1861 } 1704 }
1862} 1705}
1863 1706
1864
1865/* move_swarm_spell: peterm 1707/* move_swarm_spell: peterm
1866 * This is an implementation of the swarm spell. It was written for 1708 * This is an implementation of the swarm spell. It was written for
1867 * meteor swarm, but it could be used for any swarm. A swarm spell 1709 * meteor swarm, but it could be used for any swarm. A swarm spell
1868 * is a special type of object that casts swarms of other types 1710 * is a special type of object that casts swarms of other types
1869 * of spells. Which spell it casts is flexible. It fires the spells 1711 * of spells. Which spell it casts is flexible. It fires the spells
1870 * from a set of squares surrounding the caster, in a given direction. 1712 * from a set of squares surrounding the caster, in a given direction.
1871 */ 1713 */
1872
1873void 1714void
1874move_swarm_spell (object *op) 1715move_swarm_spell (object *op)
1875{ 1716{
1876#if 0 1717#if 0
1877 static int cardinal_adjust[9] = { -3, -2, -1, 0, 0, 0, 1, 2, 3 }; 1718 static int cardinal_adjust[9] = { -3, -2, -1, 0, 0, 0, 1, 2, 3 };
1878 static int diagonal_adjust[10] = { -3, -2, -2, -1, 0, 0, 1, 2, 2, 3 }; 1719 static int diagonal_adjust[10] = { -3, -2, -2, -1, 0, 0, 1, 2, 2, 3 };
1879 sint16 target_x, target_y, origin_x, origin_y; 1720 sint16 target_x, target_y, origin_x, origin_y;
1880 int adjustdir; 1721 int adjustdir;
1881 mapstruct *m; 1722 maptile *m;
1882#endif 1723#endif
1883 int basedir;
1884 object *owner; 1724 object *owner = op->env;
1885 1725
1886 owner = get_owner (op); 1726 if (!owner) // MUST not happen, remove when true TODO
1887 if (op->duration == 0 || owner == NULL)
1888 {
1889 remove_ob (op);
1890 free_object (op);
1891 return;
1892 } 1727 {
1728 LOG (llevError, "swarm spell found outside inventory: %s\n", op->debug_desc ());
1729 op->destroy ();
1730 return;
1731 }
1732
1733 if (!op->duration || !owner->is_on_map ())
1734 {
1735 op->drop_and_destroy ();
1736 return;
1737 }
1738
1893 op->duration--; 1739 op->duration--;
1894 1740
1895 basedir = op->direction; 1741 int basedir = op->direction;
1896 if (basedir == 0) 1742 if (!basedir)
1897 { 1743 {
1898 /* spray in all directions! 8) */ 1744 /* spray in all directions! 8) */
1899 basedir = rndm (1, 8); 1745 op->facing = (op->facing + op->state) & 7;
1746 basedir = op->facing + 1;
1900 } 1747 }
1901 1748
1902#if 0 1749#if 0
1903 // this is bogus: it causes wrong places to be checked below 1750 // this is bogus: it causes wrong places to be checked below
1904 // (a wall 2 cells away will block the effect...) and 1751 // (a wall 2 cells away will block the effect...) and
1905 // doesn't work for SP_BULLET anyhow, so again tests the wrong 1752 // doesn't work for SP_BULLET anyhow, so again tests the wrong
1906 // space. 1753 // space.
1907 // should be fixed later, but correctness before featurs... 1754 // should be fixed later, but correctness before features...
1908 // (schmorp) 1755 // (schmorp)
1909 1756
1910 /* new offset calculation to make swarm element distribution 1757 /* new offset calculation to make swarm element distribution
1911 * more uniform 1758 * more uniform
1912 */ 1759 */
1965 { 1812 {
1966 /* Bullet spells have a bunch more customization that needs to be done */ 1813 /* Bullet spells have a bunch more customization that needs to be done */
1967 if (op->spell->subtype == SP_BULLET) 1814 if (op->spell->subtype == SP_BULLET)
1968 fire_bullet (owner, op, basedir, op->spell); 1815 fire_bullet (owner, op, basedir, op->spell);
1969 else if (op->spell->subtype == SP_MAGIC_MISSILE) 1816 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1970 fire_arch_from_position (owner, op, op->x, op->y, basedir, op->spell); 1817 fire_arch_from_position (owner, op, owner->x, owner->y, basedir, op->spell);
1971 } 1818 }
1972} 1819}
1973
1974
1975
1976 1820
1977/* fire_swarm: 1821/* fire_swarm:
1978 * The following routine creates a swarm of objects. It actually 1822 * The following routine creates a swarm of objects. It actually
1979 * sets up a specific swarm object, which then fires off all 1823 * sets up a specific swarm object, which then fires off all
1980 * the parts of the swarm. 1824 * the parts of the swarm.
1983 * caster: the caster (owner, wand, rod, scroll) 1827 * caster: the caster (owner, wand, rod, scroll)
1984 * dir: the direction everything will be fired in 1828 * dir: the direction everything will be fired in
1985 * spell - the spell that is this spell. 1829 * spell - the spell that is this spell.
1986 * n: the number to be fired. 1830 * n: the number to be fired.
1987 */ 1831 */
1988
1989int 1832int
1990fire_swarm (object *op, object *caster, object *spell, int dir) 1833fire_swarm (object *op, object *caster, object *spell, int dir)
1991{ 1834{
1992 object *tmp;
1993 int i;
1994
1995 if (!spell->other_arch) 1835 if (!spell->other_arch)
1996 return 0; 1836 return 0;
1997 1837
1998 tmp = get_archetype (SWARM_SPELL); 1838 object *tmp = archetype::get (SWARM_SPELL);
1999 tmp->x = op->x; 1839
2000 tmp->y = op->y;
2001 set_owner (tmp, op); /* needed so that if swarm elements kill, caster gets xp. */
2002 set_spell_skill (op, caster, spell, tmp); 1840 set_spell_skill (op, caster, spell, tmp);
2003
2004 tmp->level = caster_level (caster, spell); /*needed later, to get level dep. right. */ 1841 tmp->level = casting_level (caster, spell); /* needed later, to get level dep. right. */
2005 tmp->spell = arch_to_object (spell->other_arch); 1842 tmp->spell = spell->other_arch->instance ();
2006
2007 tmp->attacktype = tmp->spell->attacktype; 1843 tmp->attacktype = tmp->spell->attacktype;
2008 1844
2009 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) 1845 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
2010 {
2011 if (!tailor_god_spell (tmp, op)) 1846 if (!tailor_god_spell (tmp, op))
2012 return 1; 1847 return 1;
2013 } 1848
2014 tmp->duration = SP_level_duration_adjust (caster, spell); 1849 tmp->duration = SP_level_duration_adjust (caster, spell);
2015 for (i = 0; i < spell->duration; i++) 1850 for (int i = 0; i < spell->duration; i++)
2016 tmp->duration += die_roll (1, 3, op, PREFER_HIGH); 1851 tmp->duration += die_roll (1, 3, op, PREFER_HIGH);
2017 1852
1853 tmp->invisible = 1;
1854 tmp->flag [FLAG_NO_DROP] = 1; // make sure it stays in inv, or else
2018 tmp->direction = dir; 1855 tmp->direction = dir;
2019 tmp->invisible = 1; 1856 tmp->facing = rndm (1, 8); // initial firing direction
2020 insert_ob_in_map (tmp, op->map, op, 0); 1857 tmp->state = rndm (4) * 2 + 1; // direction increment
1858
1859 op->insert (tmp);
1860
2021 return 1; 1861 return 1;
2022} 1862}
2023
2024 1863
2025/* See the spells documentation file for why this is its own 1864/* See the spells documentation file for why this is its own
2026 * function. 1865 * function.
2027 */ 1866 */
2028int 1867int
2029cast_light (object *op, object *caster, object *spell, int dir) 1868cast_light (object *op, object *caster, object *spell, int dir)
2030{ 1869{
2031 object *target = NULL, *tmp = NULL; 1870 object *target = NULL, *tmp = NULL;
2032 sint16 x, y; 1871 sint16 x, y;
2033 int dam, mflags; 1872 int dam, mflags;
2034 mapstruct *m; 1873 maptile *m;
2035 1874
2036 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1875 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
2037 1876
2038 if (!dir) 1877 if (dir)
2039 {
2040 new_draw_info (NDI_UNIQUE, 0, op, "In what direction?");
2041 return 0;
2042 } 1878 {
2043
2044 x = op->x + freearr_x[dir]; 1879 x = op->x + freearr_x[dir];
2045 y = op->y + freearr_y[dir]; 1880 y = op->y + freearr_y[dir];
2046 m = op->map; 1881 m = op->map;
2047 1882
2048 mflags = get_map_flags (m, &m, x, y, &x, &y); 1883 mflags = get_map_flags (m, &m, x, y, &x, &y);
2049 1884
2050 if (mflags & P_OUT_OF_MAP) 1885 if (mflags & P_OUT_OF_MAP)
2051 { 1886 {
2052 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is there."); 1887 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is there.");
2053 return 0; 1888 return 0;
2054 } 1889 }
2055 1890
2056 if (mflags & P_IS_ALIVE && spell->attacktype) 1891 if (mflags & P_IS_ALIVE && spell->attacktype)
2057 { 1892 {
2058 for (target = get_map_ob (m, x, y); target; target = target->above) 1893 for (target = GET_MAP_OB (m, x, y); target; target = target->above)
2059 if (QUERY_FLAG (target, FLAG_MONSTER)) 1894 if (QUERY_FLAG (target, FLAG_MONSTER))
2060 { 1895 {
2061 /* oky doky. got a target monster. Lets make a blinding attack */ 1896 /* oky doky. got a target monster. Lets make a blinding attack */
2062 if (target->head) 1897 if (target->head)
2063 target = target->head; 1898 target = target->head;
1899
2064 (void) hit_player (target, dam, op, spell->attacktype, 1); 1900 hit_player (target, dam, op, spell->attacktype, 1);
2065 return 1; /* one success only! */ 1901 return 1; /* one success only! */
1902 }
2066 } 1903 }
2067 }
2068 1904
2069 /* no live target, perhaps a wall is in the way? */ 1905 /* no live target, perhaps a wall is in the way? */
2070 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y))) 1906 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)))
2071 { 1907 {
2072 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 1908 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
2073 return 0; 1909 return 0;
1910 }
2074 } 1911 }
2075 1912
2076 /* ok, looks groovy to just insert a new light on the map */ 1913 /* ok, looks groovy to just insert a new light on the map */
2077 tmp = arch_to_object (spell->other_arch); 1914 tmp = arch_to_object (spell->other_arch);
2078 if (!tmp) 1915 if (!tmp)
2079 { 1916 {
2080 LOG (llevError, "Error: spell arch for cast_light() missing.\n"); 1917 LOG (llevError, "Error: spell arch for cast_light() missing.\n");
2081 return 0; 1918 return 0;
2082 } 1919 }
1920
2083 tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell); 1921 tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell);
1922
2084 if (tmp->glow_radius) 1923 if (tmp->glow_radius)
2085 {
2086 tmp->glow_radius = spell->range + SP_level_range_adjust (caster, spell); 1924 tmp->glow_radius = min (MAX_LIGHT_RADIUS, spell->range + SP_level_range_adjust (caster, spell));
2087 if (tmp->glow_radius > MAX_LIGHT_RADII) 1925
2088 tmp->glow_radius = MAX_LIGHT_RADII; 1926 if (dir)
2089 } 1927 m->insert (tmp, x, y, op);
2090 tmp->x = x; 1928 else
2091 tmp->y = y; 1929 caster->outer_env ()->insert (tmp);
2092 insert_ob_in_map (tmp, m, op, 0); 1930
2093 return 1; 1931 return 1;
2094} 1932}
2095
2096
2097
2098 1933
2099/* cast_cause_disease: this spell looks along <dir> from the 1934/* cast_cause_disease: this spell looks along <dir> from the
2100 * player and infects someone. 1935 * player and infects someone.
2101 * op is the player/monster, caster is the object, dir is the direction 1936 * op is the player/monster, caster is the object, dir is the direction
2102 * to cast, disease_arch is the specific disease, and type is the spell number 1937 * to cast, disease_arch is the specific disease, and type is the spell number
2103 * perhaps this should actually be in disease.c? 1938 * perhaps this should actually be in disease.c?
2104 */ 1939 */
2105
2106int 1940int
2107cast_cause_disease (object *op, object *caster, object *spell, int dir) 1941cast_cause_disease (object *op, object *caster, object *spell, int dir)
2108{ 1942{
2109 sint16 x, y; 1943 sint16 x, y;
2110 int i, mflags, range, dam_mod, dur_mod; 1944 int i, mflags, range, dam_mod, dur_mod;
2111 object *walk; 1945 object *walk;
2112 mapstruct *m; 1946 maptile *m;
2113 1947
2114 x = op->x; 1948 x = op->x;
2115 y = op->y; 1949 y = op->y;
2116 1950
2117 /* If casting from a scroll, no direction will be available, so refer to the 1951 /* If casting from a scroll, no direction will be available, so refer to the
2118 * direction the player is pointing. 1952 * direction the player is pointing.
2119 */ 1953 */
2120 if (!dir) 1954 if (!dir)
2121 dir = op->facing; 1955 dir = op->facing;
1956
2122 if (!dir) 1957 if (!dir)
2123 return 0; /* won't find anything if casting on ourself, so just return */ 1958 return 0; /* won't find anything if casting on ourself, so just return */
2124 1959
2125 /* Calculate these once here */ 1960 /* Calculate these once here */
2126 range = spell->range + SP_level_range_adjust (caster, spell); 1961 range = spell->range + SP_level_range_adjust (caster, spell);
2145 1980
2146 /* Only bother looking on this space if there is something living here */ 1981 /* Only bother looking on this space if there is something living here */
2147 if (mflags & P_IS_ALIVE) 1982 if (mflags & P_IS_ALIVE)
2148 { 1983 {
2149 /* search this square for a victim */ 1984 /* search this square for a victim */
2150 for (walk = get_map_ob (m, x, y); walk; walk = walk->above) 1985 for (walk = GET_MAP_OB (m, x, y); walk; walk = walk->above)
2151 if (QUERY_FLAG (walk, FLAG_MONSTER) || (walk->type == PLAYER)) 1986 if (QUERY_FLAG (walk, FLAG_MONSTER) || (walk->type == PLAYER))
2152 { /* found a victim */ 1987 { /* found a victim */
2153 object *disease = arch_to_object (spell->other_arch); 1988 object *disease = arch_to_object (spell->other_arch);
2154 1989
2155 set_owner (disease, op); 1990 disease->set_owner (op);
2156 set_spell_skill (op, caster, spell, disease); 1991 set_spell_skill (op, caster, spell, disease);
2157 disease->stats.exp = 0; 1992 disease->stats.exp = 0;
2158 disease->level = caster_level (caster, spell); 1993 disease->level = casting_level (caster, spell);
2159 1994
2160 /* do level adjustments */ 1995 /* do level adjustments */
2161 if (disease->stats.wc) 1996 if (disease->stats.wc)
2162 disease->stats.wc += dur_mod / 2; 1997 disease->stats.wc += dur_mod / 2;
2163 1998
2164 if (disease->magic > 0) 1999 if (disease->magic > 0)
2165 disease->magic += dur_mod / 4; 2000 disease->magic += dur_mod / 8;
2166 2001
2167 if (disease->stats.maxhp > 0) 2002 if (disease->stats.maxhp > 0)
2168 disease->stats.maxhp += dur_mod; 2003 disease->stats.maxhp += dur_mod;
2169 2004
2170 if (disease->stats.maxgrace > 0) 2005 if (disease->stats.maxgrace > 0)
2205 if (disease->stats.sp) 2040 if (disease->stats.sp)
2206 disease->stats.sp -= dam_mod; 2041 disease->stats.sp -= dam_mod;
2207 2042
2208 if (infect_object (walk, disease, 1)) 2043 if (infect_object (walk, disease, 1))
2209 { 2044 {
2210 object *flash; /* visual effect for inflicting disease */
2211
2212 new_draw_info_format (NDI_UNIQUE, 0, op, "You inflict %s on %s!", &disease->name, &walk->name); 2045 new_draw_info_format (NDI_UNIQUE, 0, op, "You inflict %s on %s!", &disease->name, &walk->name);
2213 2046
2214 free_object (disease); /* don't need this one anymore */ 2047 disease->destroy (); /* don't need this one anymore */
2215 flash = get_archetype (ARCH_DETECT_MAGIC); 2048 walk->map->insert (get_archetype ("detect_magic"), x, y, op);
2216 flash->x = x;
2217 flash->y = y;
2218 flash->map = walk->map;
2219 insert_ob_in_map (flash, walk->map, op, 0);
2220 return 1; 2049 return 1;
2221 } 2050 }
2222 free_object (disease); 2051
2052 disease->destroy ();
2223 } 2053 }
2224 } /* if living creature */ 2054 } /* if living creature */
2225 } /* for range of spaces */ 2055 } /* for range of spaces */
2056
2226 new_draw_info (NDI_UNIQUE, 0, op, "No one caught anything!"); 2057 new_draw_info (NDI_UNIQUE, 0, op, "No one caught anything!");
2227 return 1; 2058 return 1;
2228} 2059}

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