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Comparing deliantra/server/server/spell_attack.C (file contents):
Revision 1.10 by root, Sun Sep 10 23:24:12 2006 UTC vs.
Revision 1.85 by root, Tue Sep 1 22:40:26 2009 UTC

1
2/* 1/*
3 * static char *rcsid_spell_attack_c = 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
4 * "$Id: spell_attack.C,v 1.10 2006/09/10 23:24:12 root Exp $"; 3 *
5 */ 4 * Copyright (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
6
7
8/*
9 CrossFire, A Multiplayer game for X-windows
10
11 Copyright (C) 2002-2003 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002-2003,2007 Mark Wedel & Crossfire Development Team
12 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
13 7 *
14 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
15 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
16 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
17 (at your option) any later version. 11 * (at your option) any later version.
18 12 *
19 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
20 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
21 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
22 GNU General Public License for more details. 16 * GNU General Public License for more details.
23 17 *
24 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
25 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
26 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
27 21 * The authors can be reached via e-mail to <support@deliantra.net>
28 The authors can be reached via e-mail at crossfire-devel@real-time.com
29*/ 22 */
30 23
31/* This file contains all the spell attack code. Grouping this code 24/* This file contains all the spell attack code. Grouping this code
32 * together should hopefully make it easier to find the relevent bits 25 * together should hopefully make it easier to find the relevent bits
33 * of code 26 * of code
34 */ 27 */
35 28
36#include <global.h> 29#include <global.h>
37#include <object.h> 30#include <object.h>
38#include <living.h> 31#include <living.h>
39#ifndef __CEXTRACT__
40# include <sproto.h> 32#include <sproto.h>
41#endif
42#include <spells.h> 33#include <spells.h>
43#include <sounds.h> 34#include <sounds.h>
44 35
45/* this function checks to see if a spell pushes objects as well 36/* this function checks to see if a spell pushes objects as well
46 * as flies over and damages them (only used for cones for now) 37 * as flies over and damages them (only used for cones for now)
47 * but moved here so it could be applied to bolts too 38 * but moved here so it could be applied to bolts too
48 * op is the spell object. 39 * op is the spell object.
49 */ 40 */
50
51void 41void
52check_spell_knockback (object *op) 42check_spell_knockback (object *op)
53{ 43{
54 object *tmp, *tmp2; /* object on the map */
55 int weight_move; 44 int weight_move;
56 int frictionmod = 2; /*poor man's physics - multipy targets weight by this amount */ 45 int frictionmod = 2; /*poor man's physics - multipy targets weight by this amount */
57 46
58 if (!op->weight) 47 if (!op->weight)
59 { /*shouldn't happen but if cone object has no weight drop out */ 48 { /*shouldn't happen but if cone object has no weight drop out */
64 { 53 {
65 weight_move = op->weight + (op->weight * op->level) / 3; 54 weight_move = op->weight + (op->weight * op->level) / 3;
66 /*LOG (llevDebug, "DEBUG: arch weighs %d and masses %d (%s,level %d)\n", op->weight,weight_move,op->name,op->level); */ 55 /*LOG (llevDebug, "DEBUG: arch weighs %d and masses %d (%s,level %d)\n", op->weight,weight_move,op->name,op->level); */
67 } 56 }
68 57
69 for (tmp = get_map_ob (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 58 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
70 { 59 {
71 int num_sections = 1; 60 int num_sections = 1;
72 61
73 /* don't move DM */ 62 /* don't move DM */
74 if (QUERY_FLAG (tmp, FLAG_WIZ)) 63 if (QUERY_FLAG (tmp, FLAG_WIZ))
81 /* don't move floors or immobile objects */ 70 /* don't move floors or immobile objects */
82 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || (!QUERY_FLAG (tmp, FLAG_ALIVE) && QUERY_FLAG (tmp, FLAG_NO_PICK))) 71 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || (!QUERY_FLAG (tmp, FLAG_ALIVE) && QUERY_FLAG (tmp, FLAG_NO_PICK)))
83 continue; 72 continue;
84 73
85 /* count the object's sections */ 74 /* count the object's sections */
86 for (tmp2 = tmp; tmp2 != NULL; tmp2 = tmp2->more) 75 for (object *tmp2 = tmp; tmp2; tmp2 = tmp2->more)
87 num_sections++; 76 num_sections++;
88 77
89 /* I'm not sure if it makes sense to divide by num_sections - bigger 78 /* I'm not sure if it makes sense to divide by num_sections - bigger
90 * objects should be harder to move, and we are moving the entire 79 * objects should be harder to move, and we are moving the entire
91 * object, not just the head, so the total weight should be relevant. 80 * object, not just the head, so the total weight should be relevant.
115 * 104 *
116 * BOLT CODE 105 * BOLT CODE
117 * 106 *
118 ***************************************************************************/ 107 ***************************************************************************/
119 108
120/* Causes op to fork. op is the original bolt, tmp 109/* Causes op to fork. op is the original bolt, tmp
121 * is the first piece of the fork. 110 * is the first piece of the fork.
122 */ 111 */
123
124void 112void
125forklightning (object *op, object *tmp) 113forklightning (object *op, object *tmp)
126{ 114{
127 int new_dir = 1; /* direction or -1 for left, +1 for right 0 if no new bolt */ 115 int new_dir = 1; /* direction or -1 for left, +1 for right 0 if no new bolt */
128 int t_dir; /* stores temporary dir calculation */ 116 int t_dir; /* stores temporary dir calculation */
129 mapstruct *m; 117 maptile *m;
130 sint16 sx, sy; 118 sint16 sx, sy;
131 object *new_bolt; 119 object *new_bolt;
132 120
133 /* pick a fork direction. tmp->stats.Con is the left bias 121 /* pick a fork direction. tmp->stats.Con is the left bias
134 * i.e., the chance in 100 of forking LEFT 122 * i.e., the chance in 100 of forking LEFT
147 135
148 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (m, sx, sy))) 136 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (m, sx, sy)))
149 return; 137 return;
150 138
151 /* OK, we made a fork */ 139 /* OK, we made a fork */
152 new_bolt = get_object (); 140 new_bolt = tmp->clone ();
153 copy_object (tmp, new_bolt);
154 141
155 /* reduce chances of subsequent forking */ 142 /* reduce chances of subsequent forking */
156 new_bolt->stats.Dex -= 10; 143 new_bolt->stats.Dex -= 10;
157 tmp->stats.Dex -= 10; /* less forks from main bolt too */ 144 tmp->stats.Dex -= 10; /* less forks from main bolt too */
158 new_bolt->stats.Con += 25 * new_dir; /* adjust the left bias */ 145 new_bolt->stats.Con += 25 * new_dir; /* adjust the left bias */
159 new_bolt->speed_left = -0.1; 146 new_bolt->speed_left = -0.1f;
160 new_bolt->direction = t_dir; 147 new_bolt->direction = t_dir;
161 new_bolt->duration++; 148 new_bolt->duration++;
162 new_bolt->x = sx;
163 new_bolt->y = sy;
164 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */ 149 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */
165 new_bolt->stats.dam++; 150 new_bolt->stats.dam++;
166 tmp->stats.dam /= 2; /* reduce father bolt damage */ 151 tmp->stats.dam /= 2; /* reduce father bolt damage */
167 tmp->stats.dam++; 152 tmp->stats.dam++;
168 new_bolt = insert_ob_in_map (new_bolt, m, op, 0); 153
154 if ((new_bolt = m->insert (new_bolt, sx, sy, op)))
169 update_turn_face (new_bolt); 155 update_turn_face (new_bolt);
170} 156}
171 157
172/* move_bolt: moves bolt 'op'. Basically, it just advances a space, 158/* move_bolt: moves bolt 'op'. Basically, it just advances a space,
173 * and checks for various things that may stop it. 159 * and checks for various things that may stop it.
174 */ 160 */
175
176void 161void
177move_bolt (object *op) 162move_bolt (object *op)
178{ 163{
179 object *tmp;
180 int mflags; 164 int mflags;
181 sint16 x, y; 165 sint16 x, y;
182 mapstruct *m; 166 maptile *m;
183 167
184 if (--(op->duration) < 0) 168 if (--op->duration < 0)
185 {
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;
473 449
474 if ((tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) && owner && !tailor_god_spell (tmp, owner)) 450 if ((tmp->attacktype & AT_HOLYWORD
475 { 451 || tmp->attacktype & AT_GODPOWER)
476 remove_ob (op); 452 && owner
477 free_object (op); 453 && !tailor_god_spell (tmp, owner))
478 return;
479 } 454 {
480 455 op->destroy ();
481 tmp->x = op->x; 456 return;
482 tmp->y = op->y; 457 }
483 458
484 /* special for bombs - it actually has sane values for these */ 459 /* special for bombs - it actually has sane values for these */
485 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB) 460 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB)
486 { 461 {
487 tmp->attacktype = op->attacktype; 462 tmp->attacktype = op->attacktype;
491 } 466 }
492 else 467 else
493 { 468 {
494 if (op->attacktype & AT_MAGIC) 469 if (op->attacktype & AT_MAGIC)
495 tmp->attacktype |= AT_MAGIC; 470 tmp->attacktype |= AT_MAGIC;
471
496 /* Spell doc describes what is going on here */ 472 /* Spell doc describes what is going on here */
497 tmp->stats.dam = op->dam_modifier; 473 tmp->stats.dam = op->dam_modifier;
498 tmp->range = op->stats.maxhp; 474 tmp->range = op->stats.maxhp;
499 tmp->duration = op->stats.hp; 475 tmp->duration = op->stats.hp;
500 /* 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 -
508 tmp->stats.sp = op->direction; 484 tmp->stats.sp = op->direction;
509 485
510 /* Prevent recursion */ 486 /* Prevent recursion */
511 op->move_on = 0; 487 op->move_on = 0;
512 488
513 insert_ob_in_map (tmp, op->map, op, 0); 489 tmp->insert_at (op, op);
490 tmp->play_sound (tmp->sound);
491
514 /* remove the firebullet */ 492 /* remove the firebullet */
515 if (!was_destroyed (op, op_tag)) 493 op->destroy ();
516 {
517 remove_ob (op);
518 free_object (op);
519 }
520} 494}
521
522
523 495
524/* 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
525 * (eg, explode, damage player, etc) 497 * (eg, explode, damage player, etc)
526 */ 498 */
527
528void 499void
529check_bullet (object *op) 500check_bullet (object *op)
530{ 501{
531 tag_t op_tag = op->count, tmp_tag;
532 object *tmp; 502 object *tmp;
533 int dam, mflags; 503 int dam, mflags;
534 mapstruct *m; 504 maptile *m;
535 sint16 sx, sy; 505 sint16 sx, sy;
536 506
537 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);
538 508
539 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)))
548 518
549 /* 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 */
550 if (!(mflags & P_IS_ALIVE)) 520 if (!(mflags & P_IS_ALIVE))
551 return; 521 return;
552 522
553 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)
554 { 524 {
555 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 525 if (QUERY_FLAG (tmp, FLAG_ALIVE))
556 { 526 {
557 tmp_tag = tmp->count;
558 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
559 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)
560 { 531 {
561 if (!QUERY_FLAG (op, FLAG_REMOVED)) 532 if (!QUERY_FLAG (op, FLAG_REMOVED))
562 { 533 {
563 remove_ob (op); 534 op->destroy ();
564 free_object (op);
565 return; 535 return;
566 } 536 }
567 } 537 }
568 } 538 }
569 } 539 }
570} 540}
571
572 541
573/* Basically, we move 'op' one square, and if it hits something, 542/* Basically, we move 'op' one square, and if it hits something,
574 * call check_bullet. 543 * call check_bullet.
575 * This function is only applicable to bullets, but not to all 544 * This function is only applicable to bullets, but not to all
576 * fired arches (eg, bolts). 545 * fired arches (eg, bolts).
577 */ 546 */
578
579void 547void
580move_bullet (object *op) 548move_bullet (object *op)
581{ 549{
582 sint16 new_x, new_y; 550 sint16 new_x, new_y;
583 int mflags; 551 int mflags;
584 mapstruct *m; 552 maptile *m;
585 553
586#if 0 554#if 0
587 /* We need a better general purpose way to do this */ 555 /* We need a better general purpose way to do this */
588 556
589 /* peterm: added to make comet leave a trail of burnouts 557 /* peterm: added to make comet leave a trail of burnouts
590 it's an unadulterated hack, but the effect is cool. */ 558 it's an unadulterated hack, but the effect is cool. */
591 if (op->stats.sp == SP_METEOR) 559 if (op->stats.sp == SP_METEOR)
592 { 560 {
593 replace_insert_ob_in_map ("fire_trail", op); 561 replace_insert_ob_in_map ("fire_trail", op);
594 if (was_destroyed (op, op_tag)) 562 if (op->destroyed ())
595 return; 563 return;
596 } /* end addition. */ 564 } /* end addition. */
597#endif 565#endif
598 566
599 /* Reached the end of its life - remove it */ 567 /* Reached the end of its life - remove it */
600 if (--op->range <= 0) 568 if (--op->range <= 0)
601 { 569 {
602 if (op->other_arch) 570 if (op->other_arch)
603 {
604 explode_bullet (op); 571 explode_bullet (op);
605 }
606 else 572 else
607 { 573 op->destroy ();
608 remove_ob (op); 574
609 free_object (op);
610 }
611 return; 575 return;
612 } 576 }
613 577
614 new_x = op->x + DIRX (op); 578 new_x = op->x + DIRX (op);
615 new_y = op->y + DIRY (op); 579 new_y = op->y + DIRY (op);
616 m = op->map; 580 m = op->map;
617 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);
618 582
619 if (mflags & P_OUT_OF_MAP) 583 if (mflags & P_OUT_OF_MAP)
620 { 584 {
621 remove_ob (op); 585 op->destroy ();
622 free_object (op);
623 return; 586 return;
624 } 587 }
625 588
626 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)))
627 { 590 {
628 if (op->other_arch) 591 if (op->other_arch)
629 {
630 explode_bullet (op); 592 explode_bullet (op);
631 }
632 else 593 else
633 { 594 op->destroy ();
634 remove_ob (op);
635 free_object (op);
636 }
637 return;
638 }
639 595
640 remove_ob (op); 596 return;
641 op->x = new_x; 597 }
642 op->y = new_y; 598
643 if ((op = insert_ob_in_map (op, m, op, 0)) == NULL) 599 if (!(op = m->insert (op, new_x, new_y, op)))
644 return; 600 return;
645 601
646 if (reflwall (op->map, op->x, op->y, op)) 602 if (reflwall (op->map, op->x, op->y, op))
647 { 603 {
648 op->direction = absdir (op->direction + 4); 604 op->direction = absdir (op->direction + 4);
649 update_turn_face (op); 605 update_turn_face (op);
650 } 606 }
651 else 607 else
652 {
653 check_bullet (op); 608 check_bullet (op);
654 }
655} 609}
656
657
658
659 610
660/* fire_bullet 611/* fire_bullet
661 * object op (cast from caster) files a bolt in dir. 612 * object op (cast from caster) files a bolt in dir.
662 * spob is the spell object for the bolt. 613 * spob is the spell object for the bolt.
663 * we remove the magic flag - that can be derived from 614 * we remove the magic flag - that can be derived from
664 * spob->attacktype. 615 * spob->attacktype.
665 * This function sets up the appropriate owner and skill 616 * This function sets up the appropriate owner and skill
666 * pointers. 617 * pointers.
667 */ 618 */
668
669int 619int
670fire_bullet (object *op, object *caster, int dir, object *spob) 620fire_bullet (object *op, object *caster, int dir, object *spob)
671{ 621{
672 object *tmp = NULL; 622 object *tmp = NULL;
673 int mflags; 623 int mflags;
674 624
675 if (!spob->other_arch) 625 if (!spob->other_arch)
676 return 0; 626 return 0;
677 627
678 tmp = arch_to_object (spob->other_arch); 628 tmp = spob->other_arch->instance ();
679 if (tmp == NULL) 629 if (!tmp)
680 return 0; 630 return 0;
681 631
682 /* peterm: level dependency for bolts */ 632 /* peterm: level dependency for bolts */
683 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);
684 tmp->attacktype = spob->attacktype; 634 tmp->attacktype = spob->attacktype;
685 if (spob->slaying) 635 if (spob->slaying)
686 tmp->slaying = spob->slaying; 636 tmp->slaying = spob->slaying;
687 637
694 644
695 tmp->direction = dir; 645 tmp->direction = dir;
696 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) 646 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
697 SET_ANIMATION (tmp, dir); 647 SET_ANIMATION (tmp, dir);
698 648
699 set_owner (tmp, op); 649 tmp->set_owner (op);
700 set_spell_skill (op, caster, spob, tmp); 650 set_spell_skill (op, caster, spob, tmp);
701 651
702 tmp->x = op->x + freearr_x[dir]; 652 tmp->x = op->x + freearr_x[dir];
703 tmp->y = op->y + freearr_y[dir]; 653 tmp->y = op->y + freearr_y[dir];
704 tmp->map = op->map; 654 tmp->map = op->map;
705 655
656 maptile *newmap;
706 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);
707 if (mflags & P_OUT_OF_MAP) 658 if (mflags & P_OUT_OF_MAP)
708 { 659 {
709 free_object (tmp); 660 tmp->destroy ();
710 return 0; 661 return 0;
711 } 662 }
663
664 tmp->map = newmap;
665
712 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)))
713 { 667 {
714 if (!QUERY_FLAG (tmp, FLAG_REFLECTING)) 668 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
715 { 669 {
716 free_object (tmp); 670 tmp->destroy ();
717 return 0; 671 return 0;
718 } 672 }
673
719 tmp->x = op->x; 674 tmp->x = op->x;
720 tmp->y = op->y; 675 tmp->y = op->y;
721 tmp->direction = absdir (tmp->direction + 4); 676 tmp->direction = absdir (tmp->direction + 4);
722 tmp->map = op->map; 677 tmp->map = op->map;
723 } 678 }
724 if ((tmp = insert_ob_in_map (tmp, tmp->map, op, 0)) != NULL) 679
725 { 680 if ((tmp = tmp->insert_at (tmp, op)))
726 check_bullet (tmp); 681 check_bullet (tmp);
727 } 682
728 return 1; 683 return 1;
729} 684}
730
731
732
733 685
734/***************************************************************************** 686/*****************************************************************************
735 * 687 *
736 * CONE RELATED FUNCTIONS 688 * CONE RELATED FUNCTIONS
737 * 689 *
738 *****************************************************************************/ 690 *****************************************************************************/
739 691
740
741/* 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" */
742void 693void
743cone_drop (object *op) 694cone_drop (object *op)
744{ 695{
745 object *new_ob = arch_to_object (op->other_arch); 696 object *new_ob = arch_to_object (op->other_arch);
746 697
747 new_ob->x = op->x;
748 new_ob->y = op->y;
749 new_ob->level = op->level; 698 new_ob->level = op->level;
750 set_owner (new_ob, op->owner); 699 new_ob->set_owner (op->owner);
751 700
752 /* preserve skill ownership */ 701 /* preserve skill ownership */
753 if (op->skill && op->skill != new_ob->skill) 702 if (op->skill && op->skill != new_ob->skill)
754 {
755 new_ob->skill = op->skill; 703 new_ob->skill = op->skill;
756 }
757 insert_ob_in_map (new_ob, op->map, op, 0);
758 704
705 new_ob->insert_at (op, op);
759} 706}
760 707
761/* 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 */
762 709
763void 710void
764move_cone (object *op) 711move_cone (object *op)
765{ 712{
766 int i;
767 tag_t tag;
768
769 /* 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 */
770 if (!op->map) 714 if (!op->map)
771 { 715 {
772 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");
773 op->speed = 0; 717 op->set_speed (0);
774 update_ob_speed (op);
775 return; 718 return;
776 } 719 }
777 720
778 /* lava saves it's life, but not yours :) */ 721 /* lava saves it's life, but not yours :) */
779 if (QUERY_FLAG (op, FLAG_LIFESAVE)) 722 if (QUERY_FLAG (op, FLAG_LIFESAVE))
785#if 0 728#if 0
786 /* Disable this - enabling it makes monsters easier, as 729 /* Disable this - enabling it makes monsters easier, as
787 * when their cone dies when they die. 730 * when their cone dies when they die.
788 */ 731 */
789 /* If no owner left, the spell dies out. */ 732 /* If no owner left, the spell dies out. */
790 if (get_owner (op) == NULL) 733 if (op->owner == NULL)
791 { 734 {
792 remove_ob (op); 735 op->destroy ();
793 free_object (op);
794 return; 736 return;
795 } 737 }
796#endif 738#endif
797 739
798 tag = op->count;
799 hit_map (op, 0, op->attacktype, 0); 740 hit_map (op, 0, op->attacktype, 0);
741
742 if (!op->is_on_map ())
743 return;
800 744
801 /* Check to see if we should push anything. 745 /* Check to see if we should push anything.
802 * Spell objects with weight push whatever they encounter to some 746 * Spell objects with weight push whatever they encounter to some
803 * degree. 747 * degree.
804 */ 748 */
805 if (op->weight) 749 if (op->weight)
750 {
806 check_spell_knockback (op); 751 check_spell_knockback (op);
807 752
808 if (was_destroyed (op, tag)) 753 if (!op->is_on_map ())
809 return; 754 return;
755 }
810 756
811 if ((op->duration--) < 0) 757 if (op->duration-- < 0)
812 { 758 {
813 remove_ob (op); 759 op->destroy ();
814 free_object (op);
815 return; 760 return;
816 } 761 }
817 /* Object has hit maximum range, so don't have it move 762 /* Object has hit maximum range, so don't have it move
818 * any further. When the duration above expires, 763 * any further. When the duration above expires,
819 * then the object will get removed. 764 * then the object will get removed.
822 { 767 {
823 op->range = 0; /* just so it doesn't wrap */ 768 op->range = 0; /* just so it doesn't wrap */
824 return; 769 return;
825 } 770 }
826 771
827 for (i = -1; i < 2; i++) 772 for (int i = -1; i <= 1; i++)
828 { 773 {
829 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)];
830 775
831 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))
832 { 777 {
833 object *tmp = get_object (); 778 object *tmp = op->clone ();
834
835 copy_object (op, tmp);
836 tmp->x = x;
837 tmp->y = y;
838 779
839 tmp->duration = op->duration + 1; 780 tmp->duration = op->duration + 1;
840 781
841 /* Use for spell tracking - see ok_to_put_more() */ 782 /* Use for spell tracking - see ok_to_put_more() */
842 tmp->stats.maxhp = op->stats.maxhp; 783 tmp->stats.maxhp = op->stats.maxhp;
843 insert_ob_in_map (tmp, op->map, op, 0); 784
785 op->map->insert (tmp, x, y, op);
786
844 if (tmp->other_arch) 787 if (tmp->other_arch)
845 cone_drop (tmp); 788 cone_drop (tmp);
846 } 789 }
847 } 790 }
848} 791}
858int 801int
859cast_cone (object *op, object *caster, int dir, object *spell) 802cast_cone (object *op, object *caster, int dir, object *spell)
860{ 803{
861 object *tmp; 804 object *tmp;
862 int i, success = 0, range_min = -1, range_max = 1; 805 int i, success = 0, range_min = -1, range_max = 1;
863 mapstruct *m; 806 maptile *m;
864 sint16 sx, sy; 807 sint16 sx, sy;
865 MoveType movetype; 808 MoveType movetype;
866 809
867 if (!spell->other_arch) 810 if (!spell->other_arch)
868 return 0; 811 return 0;
881 824
882 /* 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
883 * 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
884 * insert it into is blocked. 827 * insert it into is blocked.
885 */ 828 */
886 movetype = spell->other_arch->clone.move_type; 829 movetype = spell->other_arch->move_type;
887 830
888 for (i = range_min; i <= range_max; i++) 831 for (i = range_min; i <= range_max; i++)
889 { 832 {
890 sint16 x, y, d; 833 sint16 x, y;
891 834
892 /* We can't use absdir here, because it never returns 835 /* We can't use absdir here, because it never returns
893 * 0. If this is a rune, we want to hit the person on top 836 * 0. If this is a rune, we want to hit the person on top
894 * of the trap (d==0). If it is not a rune, then we don't want 837 * of the trap (d==0). If it is not a rune, then we don't want
895 * to hit that person. 838 * to hit that person.
896 */ 839 */
897 d = dir + i; 840 int d = dir ? absdir (dir + i) : i;
898 while (d < 0)
899 d += 8;
900 while (d > 8)
901 d -= 8;
902 841
903 /* If it's not a rune, we don't want to blast the caster. 842 /* If it's not a rune, we don't want to blast the caster.
904 * In that case, we have to see - if dir is specified, 843 * In that case, we have to see - if dir is specified,
905 * turn this into direction 8. If dir is not specified (all 844 * turn this into direction 8. If dir is not specified (all
906 * direction) skip - otherwise, one line would do more damage 845 * direction) skip - otherwise, one line would do more damage
924 if ((movetype & GET_MAP_MOVE_BLOCK (m, sx, sy)) == movetype) 863 if ((movetype & GET_MAP_MOVE_BLOCK (m, sx, sy)) == movetype)
925 continue; 864 continue;
926 865
927 success = 1; 866 success = 1;
928 tmp = arch_to_object (spell->other_arch); 867 tmp = arch_to_object (spell->other_arch);
929 set_owner (tmp, op); 868 tmp->set_owner (op);
930 set_spell_skill (op, caster, spell, tmp); 869 set_spell_skill (op, caster, spell, tmp);
931 tmp->level = caster_level (caster, spell); 870 tmp->level = casting_level (caster, spell);
932 tmp->x = sx;
933 tmp->y = sy;
934 tmp->attacktype = spell->attacktype; 871 tmp->attacktype = spell->attacktype;
935 872
936 /* holy word stuff */ 873 /* holy word stuff */
937 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER)) 874 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER))
938 if (!tailor_god_spell (tmp, op)) 875 if (!tailor_god_spell (tmp, op))
972 else 909 else
973 tmp->duration += caster->level / 3; 910 tmp->duration += caster->level / 3;
974 } 911 }
975 912
976 if (!(tmp->move_type & MOVE_FLY_LOW)) 913 if (!(tmp->move_type & MOVE_FLY_LOW))
977 LOG (llevDebug, "cast_cone(): arch %s doesn't have flying 1\n", &spell->other_arch->name); 914 LOG (llevDebug, "cast_cone(): arch %s doesn't have flying 1\n", &spell->other_arch->archname);
978 915
979 if (!tmp->move_on && tmp->stats.dam) 916 if (!tmp->move_on && tmp->stats.dam)
980 {
981 LOG (llevDebug, "cast_cone(): arch %s doesn't have move_on set\n", &spell->other_arch->name); 917 LOG (llevDebug, "cast_cone(): arch %s doesn't have move_on set\n", &spell->other_arch->archname);
982 }
983 918
984 insert_ob_in_map (tmp, m, op, 0); 919 m->insert (tmp, sx, sy, op);
985 920
986 /* This is used for tracking spells so that one effect doesn't hit 921 /* This is used for tracking spells so that one effect doesn't hit
987 * a single space too many times. 922 * a single space too many times.
988 */ 923 */
989 tmp->stats.maxhp = tmp->count; 924 tmp->stats.maxhp = tmp->count;
999 * 934 *
1000 * BOMB related code 935 * BOMB related code
1001 * 936 *
1002 ****************************************************************************/ 937 ****************************************************************************/
1003 938
1004
1005/* This handles an exploding bomb. 939/* This handles an exploding bomb.
1006 * op is the original bomb object. 940 * op is the original bomb object.
1007 */ 941 */
1008void 942void
1009animate_bomb (object *op) 943animate_bomb (object *op)
1010{ 944{
1011 int i;
1012 object *env, *tmp;
1013 archetype *at;
1014
1015 if (op->state != NUM_ANIMATIONS (op) - 1) 945 if (op->state != NUM_ANIMATIONS (op) - 1)
1016 return; 946 return;
1017 947
1018 env = object_get_env_recursive (op); 948 object *env = op->outer_env ();
1019 949
1020 if (op->env) 950 if (op->env)
1021 { 951 {
1022 if (env->map == NULL) 952 if (!env->map)
1023 return; 953 return;
1024 954
1025 if (env->type == PLAYER) 955 if (!(op = op->insert_at (env, op)))
1026 esrv_del_item (env->contr, op->count);
1027
1028 remove_ob (op);
1029 op->x = env->x;
1030 op->y = env->y;
1031 if ((op = insert_ob_in_map (op, env->map, op, 0)) == NULL)
1032 return; 956 return;
1033 } 957 }
1034 958
1035 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent bomb from exploding 959 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent bomb from exploding
1036 // on a safe map. I don't like this special casing, but it seems to be neccessary 960 // on a safe map. I don't like this special casing, but it seems to be neccessary
1037 // as bombs can be carried. 961 // as bombs can be carried.
1038 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE) 962 if (op->ms ().flags () & P_SAFE)
1039 { 963 {
1040 remove_ob (op); 964 op->destroy ();
1041 free_object (op);
1042 return; 965 return;
1043 } 966 }
1044 967
1045 /* This copies a lot of the code from the fire bullet, 968 /* This copies a lot of the code from the fire bullet,
1046 * but using the cast_bullet isn't really feasible, 969 * but using the cast_bullet isn't really feasible,
1047 * so just set up the appropriate values. 970 * so just set up the appropriate values.
1048 */ 971 */
1049 at = find_archetype (SPLINT); 972 if (archetype *at = archetype::find (SPLINT))
1050 if (at)
1051 { 973 {
1052 for (i = 1; i < 9; i++) 974 for (int i = 1; i < 9; i++)
1053 { 975 {
1054 if (out_of_map (op->map, op->x + freearr_x[i], op->y + freearr_x[i])) 976 if (out_of_map (op->map, op->x + freearr_x[i], op->y + freearr_x[i]))
1055 continue; 977 continue;
978
1056 tmp = arch_to_object (at); 979 object *tmp = arch_to_object (at);
1057 tmp->direction = i; 980 tmp->direction = i;
1058 tmp->range = op->range; 981 tmp->range = op->range;
1059 tmp->stats.dam = op->stats.dam; 982 tmp->stats.dam = op->stats.dam;
1060 tmp->duration = op->duration; 983 tmp->duration = op->duration;
1061 tmp->attacktype = op->attacktype; 984 tmp->attacktype = op->attacktype;
1062 copy_owner (tmp, op); 985 tmp->set_owner (op);
1063 if (op->skill && op->skill != tmp->skill) 986 if (op->skill && op->skill != tmp->skill)
1064 {
1065 tmp->skill = op->skill; 987 tmp->skill = op->skill;
1066 } 988
1067 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) 989 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
1068 SET_ANIMATION (tmp, i); 990 SET_ANIMATION (tmp, i);
1069 tmp->x = op->x + freearr_x[i]; 991
1070 tmp->y = op->y + freearr_x[i]; 992 op->map->insert (tmp, op->x + freearr_x[i], op->y + freearr_x[i], op);
1071 insert_ob_in_map (tmp, op->map, op, 0);
1072 move_bullet (tmp); 993 move_bullet (tmp);
1073 } 994 }
1074 } 995 }
1075 996
1076 explode_bullet (op); 997 explode_bullet (op);
1077} 998}
1078 999
1079int 1000int
1080create_bomb (object *op, object *caster, int dir, object *spell) 1001create_bomb (object *op, object *caster, int dir, object *spell)
1081{ 1002{
1082
1083 object *tmp; 1003 object *tmp;
1084 int mflags; 1004 int mflags;
1085 sint16 dx = op->x + freearr_x[dir], dy = op->y + freearr_y[dir]; 1005 sint16 dx = op->x + freearr_x[dir], dy = op->y + freearr_y[dir];
1086 mapstruct *m; 1006 maptile *m;
1087 1007
1088 mflags = get_map_flags (op->map, &m, dx, dy, &dx, &dy); 1008 mflags = get_map_flags (op->map, &m, dx, dy, &dx, &dy);
1009
1010 // when creating a bomb below ourself it should always work, even
1011 // when movement is blocked (somehow we got here, somehow we are here,
1012 // so we should also be able to make a bomb here). (originally added
1013 // to fix create bomb traps in doors, which cast with dir=0).
1014 if (dir)
1015 {
1089 if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, dx, dy) & MOVE_WALK)) 1016 if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, dx, dy) & MOVE_WALK))
1090 { 1017 {
1091 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way."); 1018 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way.");
1092 return 0; 1019 return 0;
1020 }
1093 } 1021 }
1022
1094 tmp = arch_to_object (spell->other_arch); 1023 tmp = arch_to_object (spell->other_arch);
1095 1024
1096 /* level dependencies for bomb */ 1025 /* level dependencies for bomb */
1097 tmp->range = spell->range + SP_level_range_adjust (caster, spell); 1026 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
1098 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1027 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1099 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell); 1028 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
1100 tmp->attacktype = spell->attacktype; 1029 tmp->attacktype = spell->attacktype;
1101 1030
1102 set_owner (tmp, op); 1031 tmp->set_owner (op);
1103 set_spell_skill (op, caster, spell, tmp); 1032 set_spell_skill (op, caster, spell, tmp);
1104 tmp->x = dx; 1033
1105 tmp->y = dy; 1034 m->insert (tmp, dx, dy, op);
1106 insert_ob_in_map (tmp, m, op, 0);
1107 return 1; 1035 return 1;
1108} 1036}
1109 1037
1110/**************************************************************************** 1038/****************************************************************************
1111 * 1039 *
1120 * dir is the direction to look in. 1048 * dir is the direction to look in.
1121 * range is how far out to look. 1049 * range is how far out to look.
1122 * type is the type of spell - either SPELL_MANA or SPELL_GRACE. 1050 * type is the type of spell - either SPELL_MANA or SPELL_GRACE.
1123 * this info is used for blocked magic/unholy spaces. 1051 * this info is used for blocked magic/unholy spaces.
1124 */ 1052 */
1125
1126object * 1053object *
1127get_pointed_target (object *op, int dir, int range, int type) 1054get_pointed_target (object *op, int dir, int range, int type)
1128{ 1055{
1129 object *target; 1056 object *target;
1130 sint16 x, y; 1057 sint16 x, y;
1131 int dist, mflags; 1058 int dist, mflags;
1132 mapstruct *mp; 1059 maptile *mp;
1133 1060
1134 if (dir == 0) 1061 if (dir == 0)
1135 return NULL; 1062 return NULL;
1136 1063
1137 for (dist = 1; dist < range; dist++) 1064 for (dist = 1; dist < range; dist++)
1149 return NULL; 1076 return NULL;
1150 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW) 1077 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW)
1151 return NULL; 1078 return NULL;
1152 1079
1153 if (mflags & P_IS_ALIVE) 1080 if (mflags & P_IS_ALIVE)
1154 {
1155 for (target = get_map_ob (mp, x, y); target; target = target->above) 1081 for (target = GET_MAP_OB (mp, x, y); target; target = target->above)
1156 { 1082 if (QUERY_FLAG (target, FLAG_MONSTER))
1157 if (QUERY_FLAG (target->head ? target->head : target, FLAG_MONSTER))
1158 {
1159 return target; 1083 return target;
1160 }
1161 }
1162 }
1163 } 1084 }
1085
1164 return NULL; 1086 return NULL;
1165} 1087}
1166
1167 1088
1168/* cast_smite_arch() - the priest points to a creature and causes 1089/* cast_smite_arch() - the priest points to a creature and causes
1169 * a 'godly curse' to decend. 1090 * a 'godly curse' to decend.
1170 * usual params - 1091 * usual params -
1171 * op = player 1092 * op = player
1172 * caster = object casting the spell. 1093 * caster = object casting the spell.
1173 * dir = direction being cast 1094 * dir = direction being cast
1174 * spell = spell object 1095 * spell = spell object
1175 */ 1096 */
1176
1177int 1097int
1178cast_smite_spell (object *op, object *caster, int dir, object *spell) 1098cast_smite_spell (object *op, object *caster, int dir, object *spell)
1179{ 1099{
1180 object *effect, *target; 1100 object *effect, *target;
1181 object *god = find_god (determine_god (op)); 1101 object *god = find_god (determine_god (op));
1191 * interesting spell. 1111 * interesting spell.
1192 * if it is a cleric spell, you need a god, and the creature 1112 * if it is a cleric spell, you need a god, and the creature
1193 * can't be friendly to your god. 1113 * can't be friendly to your god.
1194 */ 1114 */
1195 1115
1196 if (!target || QUERY_FLAG (target, FLAG_REFL_SPELL) 1116 if (!target
1117 || target->flag [FLAG_REFL_SPELL]
1197 || (!god && spell->stats.grace) 1118 || (!god && spell->stats.grace)
1198 || (target->title && god && !strcmp (target->title, god->name)) || (target->race && god && strstr (target->race, god->race))) 1119 || (god && target->title == god->name)
1120 || (god && target->race.contains (god->race)))
1199 { 1121 {
1200 new_draw_info (NDI_UNIQUE, 0, op, "Your request is unheeded."); 1122 new_draw_info (NDI_UNIQUE, 0, op, "Your request is unheeded.");
1201 return 0; 1123 return 0;
1202 } 1124 }
1203 1125
1205 effect = arch_to_object (spell->other_arch); 1127 effect = arch_to_object (spell->other_arch);
1206 else 1128 else
1207 return 0; 1129 return 0;
1208 1130
1209 /* tailor the effect by priest level and worshipped God */ 1131 /* tailor the effect by priest level and worshipped God */
1210 effect->level = caster_level (caster, spell); 1132 effect->level = casting_level (caster, spell);
1211 effect->attacktype = spell->attacktype; 1133 effect->attacktype = spell->attacktype;
1212 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER)) 1134 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER))
1213 { 1135 {
1214 if (tailor_god_spell (effect, op)) 1136 if (tailor_god_spell (effect, op))
1215 new_draw_info_format (NDI_UNIQUE, 0, op, "%s answers your call!", determine_god (op)); 1137 new_draw_info_format (NDI_UNIQUE, 0, op, "%s answers your call!", (const char *)determine_god (op));
1216 else 1138 else
1217 { 1139 {
1218 new_draw_info (NDI_UNIQUE, 0, op, "Your request is ignored."); 1140 new_draw_info (NDI_UNIQUE, 0, op, "Your request is ignored.");
1219 return 0; 1141 return 0;
1220 } 1142 }
1227 if (effect->attacktype & AT_DEATH) 1149 if (effect->attacktype & AT_DEATH)
1228 { 1150 {
1229 effect->level = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1151 effect->level = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1230 1152
1231 /* casting death spells at undead isn't a good thing */ 1153 /* casting death spells at undead isn't a good thing */
1232 if QUERY_FLAG
1233 (target, FLAG_UNDEAD) 1154 if (QUERY_FLAG (target, FLAG_UNDEAD))
1234 { 1155 {
1235 if (random_roll (0, 2, op, PREFER_LOW)) 1156 if (random_roll (0, 2, op, PREFER_LOW))
1236 { 1157 {
1237 new_draw_info (NDI_UNIQUE, 0, op, "Idiot! Your spell boomerangs!"); 1158 new_draw_info (NDI_UNIQUE, 0, op, "Idiot! Your spell boomerangs!");
1238 effect->x = op->x; 1159 effect->x = op->x;
1240 } 1161 }
1241 else 1162 else
1242 { 1163 {
1243 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s looks stronger!", query_name (target)); 1164 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s looks stronger!", query_name (target));
1244 target->stats.hp = target->stats.maxhp * 2; 1165 target->stats.hp = target->stats.maxhp * 2;
1245 free_object (effect); 1166 effect->destroy ();
1246 return 0; 1167 return 0;
1247 } 1168 }
1248 } 1169 }
1249 } 1170 }
1250 else 1171 else
1251 { 1172 {
1252 /* how much woe to inflict :) */ 1173 /* how much woe to inflict :) */
1253 effect->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1174 effect->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1254 } 1175 }
1255 1176
1256 set_owner (effect, op); 1177 effect->set_owner (op);
1257 set_spell_skill (op, caster, spell, effect); 1178 set_spell_skill (op, caster, spell, effect);
1258 1179
1259 /* ok, tell it where to be, and insert! */ 1180 /* ok, tell it where to be, and insert! */
1260 effect->x = target->x; 1181 effect->insert_at (target, op);
1261 effect->y = target->y;
1262 insert_ob_in_map (effect, target->map, op, 0);
1263 1182
1264 return 1; 1183 return 1;
1265} 1184}
1266
1267 1185
1268/**************************************************************************** 1186/****************************************************************************
1269 * 1187 *
1270 * MAGIC MISSILE code. 1188 * MAGIC MISSILE code.
1271 * note that the fire_bullet is used to fire the missile. The 1189 * note that the fire_bullet is used to fire the missile. The
1274 1192
1275/* op is a missile that needs to be moved */ 1193/* op is a missile that needs to be moved */
1276void 1194void
1277move_missile (object *op) 1195move_missile (object *op)
1278{ 1196{
1279 int i, mflags;
1280 object *owner;
1281 sint16 new_x, new_y;
1282 mapstruct *m;
1283
1284 if (op->range-- <= 0) 1197 if (op->range-- <= 0)
1285 { 1198 {
1286 remove_ob (op); 1199 op->drop_and_destroy ();
1287 free_object (op);
1288 return; 1200 return;
1289 }
1290
1291 owner = get_owner (op);
1292#if 0
1293 /* It'd make things nastier if this wasn't here - spells cast by
1294 * monster that are then killed would continue to survive
1295 */
1296 if (owner == NULL)
1297 { 1201 }
1298 remove_ob (op); 1202
1299 free_object (op); 1203 mapxy pos (op);
1300 return; 1204 pos.move (op->direction);
1205
1206 if (!pos.normalise ())
1301 } 1207 {
1302#endif 1208 op->destroy ();
1303 1209 return;
1304 new_x = op->x + DIRX (op);
1305 new_y = op->y + DIRY (op);
1306
1307 mflags = get_map_flags (op->map, &m, new_x, new_y, &new_x, &new_y);
1308
1309 if (!(mflags & P_OUT_OF_MAP) && ((mflags & P_IS_ALIVE) || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y))))
1310 { 1210 }
1311 tag_t tag = op->count;
1312 1211
1212 mapspace &ms = pos.ms ();
1213
1214 if (ms.flags () & P_IS_ALIVE || ms.blocks (op))
1215 {
1313 hit_map (op, op->direction, AT_MAGIC, 1); 1216 hit_map (op, op->direction, AT_MAGIC, 1);
1314 /* Basically, missile only hits one thing then goes away. 1217 /* Basically, missile only hits one thing then goes away.
1315 * we need to remove it if someone hasn't already done so. 1218 * we need to remove it if someone hasn't already done so.
1316 */ 1219 */
1317 if (!was_destroyed (op, tag)) 1220 op->destroy ();
1318 {
1319 remove_ob (op);
1320 free_object (op);
1321 }
1322 return; 1221 return;
1323 }
1324
1325 remove_ob (op);
1326 if (!op->direction || (mflags & P_OUT_OF_MAP))
1327 { 1222 }
1328 free_object (op); 1223
1329 return; 1224 if (!op->direction)
1330 } 1225 {
1331 op->x = new_x; 1226 op->destroy ();
1332 op->y = new_y; 1227 return;
1333 op->map = m; 1228 }
1334 i = spell_find_dir (op->map, op->x, op->y, get_owner (op)); 1229
1230 int i = spell_find_dir (pos.m, pos.x, pos.y, op->owner);
1335 if (i > 0 && i != op->direction) 1231 if (i > 0 && i != op->direction)
1336 { 1232 {
1337 op->direction = i; 1233 op->direction = i;
1338 SET_ANIMATION (op, op->direction); 1234 SET_ANIMATION (op, op->direction);
1339 } 1235 }
1340 insert_ob_in_map (op, op->map, op, 0); 1236
1237 pos.insert (op, op);
1341} 1238}
1342 1239
1343/**************************************************************************** 1240/****************************************************************************
1344 * Destruction 1241 * Destruction
1345 ****************************************************************************/ 1242 ****************************************************************************/
1348 * we do this by creating a force and inserting it in the 1245 * we do this by creating a force and inserting it in the
1349 * object. if time is 0, the object glows permanently. To truely 1246 * object. if time is 0, the object glows permanently. To truely
1350 * make this work for non-living objects, we would have to 1247 * make this work for non-living objects, we would have to
1351 * give them the capability to have an inventory. b.t. 1248 * give them the capability to have an inventory. b.t.
1352 */ 1249 */
1353
1354int 1250int
1355make_object_glow (object *op, int radius, int time) 1251make_object_glow (object *op, int radius, int time)
1356{ 1252{
1357 object *tmp;
1358
1359 /* some things are unaffected... */ 1253 /* some things are unaffected... */
1360 if (op->path_denied & PATH_LIGHT) 1254 if (op->path_denied & PATH_LIGHT)
1361 return 0; 1255 return 0;
1362 1256
1363 tmp = get_archetype (FORCE_NAME); 1257 object *tmp = get_archetype (FORCE_NAME);
1364 tmp->speed = 0.01; 1258 tmp->speed = 0.01;
1365 tmp->stats.food = time; 1259 tmp->stats.food = time;
1366 SET_FLAG (tmp, FLAG_IS_USED_UP); 1260 SET_FLAG (tmp, FLAG_IS_USED_UP);
1367 tmp->glow_radius = radius; 1261 tmp->set_glow_radius (min (MAX_LIGHT_RADIUS, radius));
1368 if (tmp->glow_radius > MAX_LIGHT_RADII)
1369 tmp->glow_radius = MAX_LIGHT_RADII;
1370
1371 tmp->x = op->x;
1372 tmp->y = op->y;
1373 if (tmp->speed < MIN_ACTIVE_SPEED)
1374 tmp->speed = MIN_ACTIVE_SPEED; /* safety */
1375 tmp = insert_ob_in_ob (tmp, op); 1262 tmp = insert_ob_in_ob (tmp, op);
1263
1376 if (tmp->glow_radius > op->glow_radius) 1264 if (tmp->glow_radius > op->glow_radius)
1377 op->glow_radius = tmp->glow_radius; 1265 op->set_glow_radius (tmp->glow_radius);
1378 1266
1379 if (!tmp->env || op != tmp->env)
1380 {
1381 LOG (llevError, "make_object_glow() failed to insert glowing force in %s\n", &op->name);
1382 return 0;
1383 }
1384 return 1; 1267 return 1;
1385} 1268}
1386
1387
1388
1389 1269
1390int 1270int
1391cast_destruction (object *op, object *caster, object *spell_ob) 1271cast_destruction (object *op, object *caster, object *spell_ob)
1392{ 1272{
1393 int i, j, range, mflags, friendly = 0, dam, dur;
1394 sint16 sx, sy;
1395 mapstruct *m;
1396 object *tmp;
1397 const char *skill;
1398
1399 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob); 1273 int range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
1400 dam = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob); 1274 int dam = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob);
1401 dur = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob); 1275 int dur = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
1402 if (QUERY_FLAG (op, FLAG_FRIENDLY) || op->type == PLAYER) 1276
1403 friendly = 1; 1277 bool friendly = op->flag [FLAG_FRIENDLY] || op->is_player ();
1404 1278
1405 /* destruction doesn't use another spell object, so we need 1279 /* destruction doesn't use another spell object, so we need
1406 * update op's skill pointer so that exp is properly awarded. 1280 * update op's skill pointer so that exp is properly awarded.
1407 * We do some shortcuts here - since this is just temporary
1408 * and we'll reset the values back, we don't need to go through
1409 * the full share string/free_string route.
1410 */ 1281 */
1411 skill = op->skill; 1282 const shstr skill = op->skill;
1283
1412 if (caster == op) 1284 if (caster == op)
1413 op->skill = spell_ob->skill; 1285 op->skill = spell_ob->skill;
1414 else if (caster->skill) 1286 else if (caster->skill)
1415 op->skill = caster->skill; 1287 op->skill = caster->skill;
1416 else 1288 else
1417 op->skill = NULL; 1289 op->skill = 0;
1418 1290
1419 change_skill (op, find_skill_by_name (op, op->skill), 1); 1291 op->change_skill (find_skill_by_name (op, op->skill));
1420 1292
1421 for (i = -range; i < range; i++) 1293 unordered_mapwalk (op, -range, -range, range, range)
1422 { 1294 {
1423 for (j = -range; j < range; j++) 1295 mapspace &ms = m->at (nx, ny);
1424 { 1296
1425 m = op->map;
1426 sx = op->x + i;
1427 sy = op->y + j;
1428 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
1429 if (mflags & P_OUT_OF_MAP)
1430 continue;
1431 if (mflags & P_IS_ALIVE) 1297 if (ms.flags () & P_IS_ALIVE)
1298 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1299 if (tmp->flag [FLAG_ALIVE] || tmp->is_player ())
1432 { 1300 {
1433 for (tmp = get_map_ob (m, sx, sy); tmp; tmp = tmp->above) 1301 tmp = tmp->head_ ();
1302
1303 if ((friendly && !tmp->flag [FLAG_FRIENDLY] && !tmp->is_player ())
1304 || (!friendly && (tmp->flag [FLAG_FRIENDLY] || tmp->is_player ())))
1434 { 1305 {
1435 if (QUERY_FLAG (tmp, FLAG_ALIVE) || tmp->type == PLAYER) 1306 if (spell_ob->subtype == SP_DESTRUCTION)
1436 break;
1437 }
1438 if (tmp)
1439 {
1440 if (tmp->head)
1441 tmp = tmp->head;
1442
1443 if ((friendly && !QUERY_FLAG (tmp, FLAG_FRIENDLY) && tmp->type != PLAYER) ||
1444 (!friendly && (QUERY_FLAG (tmp, FLAG_FRIENDLY) || tmp->type == PLAYER)))
1445 { 1307 {
1446 if (spell_ob->subtype == SP_DESTRUCTION)
1447 {
1448 hit_player (tmp, dam, op, spell_ob->attacktype, 0); 1308 hit_player (tmp, dam, op, spell_ob->attacktype, 0);
1309
1449 if (spell_ob->other_arch) 1310 if (spell_ob->other_arch)
1450 {
1451 tmp = arch_to_object (spell_ob->other_arch); 1311 m->insert (arch_to_object (spell_ob->other_arch), nx, ny, op);
1452 tmp->x = sx;
1453 tmp->y = sy;
1454 insert_ob_in_map (tmp, m, op, 0);
1455 }
1456 } 1312 }
1457 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist[ATNR_MAGIC] != 100) 1313 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist [ATNR_MAGIC] != 100)
1458 { 1314 {
1459 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch) 1315 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch)
1460 {
1461 object *effect = arch_to_object (spell_ob->other_arch); 1316 m->insert (arch_to_object (spell_ob->other_arch), nx, ny, op);
1462
1463 effect->x = sx;
1464 effect->y = sy;
1465 insert_ob_in_map (effect, m, op, 0);
1466 }
1467 }
1468 } 1317 }
1469 } 1318 }
1470 } 1319 }
1471 }
1472 } 1320 }
1321
1473 op->skill = skill; 1322 op->skill = skill;
1474 return 1; 1323 return 1;
1475} 1324}
1476 1325
1477/*************************************************************************** 1326/***************************************************************************
1491 { 1340 {
1492 new_draw_info (NDI_UNIQUE, 0, op, "There is no one in that direction to curse."); 1341 new_draw_info (NDI_UNIQUE, 0, op, "There is no one in that direction to curse.");
1493 return 0; 1342 return 0;
1494 } 1343 }
1495 1344
1345 tmp = tmp->head_ ();
1346
1496 /* If we've already got a force of this type, don't add a new one. */ 1347 /* If we've already got a force of this type, don't add a new one. */
1497 for (force = tmp->inv; force != NULL; force = force->below) 1348 for (force = tmp->inv; force; force = force->below)
1498 { 1349 {
1499 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY) 1350 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY)
1500 { 1351 {
1501 if (force->name == spell_ob->name) 1352 if (force->name == spell_ob->name)
1502 { 1353 {
1508 return 0; 1359 return 0;
1509 } 1360 }
1510 } 1361 }
1511 } 1362 }
1512 1363
1513 if (force == NULL) 1364 if (!force)
1514 { 1365 {
1515 force = get_archetype (FORCE_NAME); 1366 force = get_archetype (FORCE_NAME);
1516 force->subtype = FORCE_CHANGE_ABILITY; 1367 force->subtype = FORCE_CHANGE_ABILITY;
1368
1517 if (spell_ob->race) 1369 if (spell_ob->race)
1518 force->name = spell_ob->race; 1370 force->name = spell_ob->race;
1519 else 1371 else
1520 force->name = spell_ob->name; 1372 force->name = spell_ob->name;
1521 1373
1531 { 1383 {
1532 force->duration = duration; 1384 force->duration = duration;
1533 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 1385 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1534 } 1386 }
1535 else 1387 else
1536 {
1537 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1388 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1538 } 1389
1539 return 1; 1390 return 1;
1540 } 1391 }
1392
1541 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50; 1393 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1542 force->speed = 1.0; 1394 force->speed = 1.f;
1543 force->speed_left = -1.0; 1395 force->speed_left = -1.f;
1544 SET_FLAG (force, FLAG_APPLIED); 1396 SET_FLAG (force, FLAG_APPLIED);
1545 1397
1546 if (god) 1398 if (god)
1547 { 1399 {
1548 if (spell_ob->last_grace) 1400 if (spell_ob->last_grace)
1561 force->stats.ac = spell_ob->stats.ac; 1413 force->stats.ac = spell_ob->stats.ac;
1562 force->stats.wc = spell_ob->stats.wc; 1414 force->stats.wc = spell_ob->stats.wc;
1563 1415
1564 change_abil (tmp, force); /* Mostly to display any messages */ 1416 change_abil (tmp, force); /* Mostly to display any messages */
1565 insert_ob_in_ob (force, tmp); 1417 insert_ob_in_ob (force, tmp);
1566 fix_player (tmp); 1418 tmp->update_stats ();
1567 return 1; 1419 return 1;
1568 1420
1569} 1421}
1570
1571 1422
1572/********************************************************************** 1423/**********************************************************************
1573 * mood change 1424 * mood change
1574 * Arguably, this may or may not be an attack spell. But since it 1425 * Arguably, this may or may not be an attack spell. But since it
1575 * effects monsters, it seems best to put it into this file 1426 * effects monsters, it seems best to put it into this file
1580 */ 1431 */
1581int 1432int
1582mood_change (object *op, object *caster, object *spell) 1433mood_change (object *op, object *caster, object *spell)
1583{ 1434{
1584 object *tmp, *god, *head; 1435 object *tmp, *god, *head;
1585 int done_one, range, mflags, level, at, best_at; 1436 int done_one, range, level, at, best_at;
1586 sint16 x, y, nx, ny;
1587 mapstruct *m;
1588 const char *race; 1437 const char *race;
1589 1438
1590 /* We precompute some values here so that we don't have to keep 1439 /* We precompute some values here so that we don't have to keep
1591 * doing it over and over again. 1440 * doing it over and over again.
1592 */ 1441 */
1593 god = find_god (determine_god (op)); 1442 god = find_god (determine_god (op));
1594 level = caster_level (caster, spell); 1443 level = casting_level (caster, spell);
1595 range = spell->range + SP_level_range_adjust (caster, spell); 1444 range = spell->range + SP_level_range_adjust (caster, spell);
1596 1445
1597 /* On the bright side, no monster should ever have a race of GOD_... 1446 /* On the bright side, no monster should ever have a race of GOD_...
1598 * so even if the player doesn't worship a god, if race=GOD_.., it 1447 * so even if the player doesn't worship a god, if race=GOD_.., it
1599 * won't ever match anything. 1448 * won't ever match anything.
1600 */ 1449 */
1601 if (!spell->race) 1450 if (!spell->race)
1602 race = NULL; 1451 race = NULL;
1603 else if (god && !strcmp (spell->race, "GOD_SLAYING")) 1452 else if (god && spell->race == shstr_GOD_SLAYING)
1604 race = god->slaying; 1453 race = god->slaying;
1605 else if (god && !strcmp (spell->race, "GOD_FRIEND")) 1454 else if (god && spell->race == shstr_GOD_FRIEND)
1606 race = god->race; 1455 race = god->race;
1607 else 1456 else
1608 race = spell->race; 1457 race = spell->race;
1609 1458
1610 1459 unordered_mapwalk (op, -range, -range, range, range)
1611 for (x = op->x - range; x <= op->x + range; x++)
1612 for (y = op->y - range; y <= op->y + range; y++)
1613 { 1460 {
1461 mapspace &ms = m->at (nx, ny);
1614 1462
1615 done_one = 0;
1616 m = op->map;
1617 nx = x;
1618 ny = y;
1619 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1620 if (mflags & P_OUT_OF_MAP)
1621 continue;
1622
1623 /* If there is nothing living on this space, no need to go further */ 1463 /* If there is nothing living on this space, no need to go further */
1624 if (!(mflags & P_IS_ALIVE)) 1464 if (!ms.flags () & P_IS_ALIVE)
1625 continue; 1465 continue;
1626 1466
1627 for (tmp = get_map_ob (m, nx, ny); tmp; tmp = tmp->above) 1467 // players can only affect spaces that they can actually see
1628 if (QUERY_FLAG (tmp, FLAG_MONSTER)) 1468 if (caster
1469 && caster->contr
1470 && caster->contr->darkness_at (m, nx, ny) == LOS_BLOCKED)
1471 continue;
1472
1473 for (tmp = ms.top; tmp; tmp = tmp->below)
1474 if (tmp->flag [FLAG_MONSTER])
1629 break; 1475 break;
1630 1476
1631 /* There can be living objects that are not monsters */ 1477 /* There can be living objects that are not monsters */
1632 if (!tmp || tmp->type == PLAYER) 1478 if (!tmp)
1633 continue; 1479 continue;
1634 1480
1635 /* Only the head has meaningful data, so resolve to that */ 1481 /* Only the head has meaningful data, so resolve to that */
1636 if (tmp->head)
1637 head = tmp->head; 1482 head = tmp->head_ ();
1638 else
1639 head = tmp;
1640 1483
1641 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */ 1484 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */
1642 if (race && head->race && !strstr (race, head->race)) 1485 if (race && head->race && !strstr (race, head->race))
1643 continue; 1486 continue;
1487
1644 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD)) 1488 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD))
1645 continue; 1489 continue;
1646 1490
1647 /* Now do a bunch of stuff related to saving throws */ 1491 /* Now do a bunch of stuff related to saving throws */
1648 best_at = -1; 1492 best_at = -1;
1649 if (spell->attacktype) 1493 if (spell->attacktype)
1650 { 1494 {
1651 for (at = 0; at < NROFATTACKS; at++) 1495 for (at = 0; at < NROFATTACKS; at++)
1652 if (spell->attacktype & (1 << at)) 1496 if (spell->attacktype & (1 << at))
1653 if (best_at == -1 || head->resist[at] > head->resist[best_at]) 1497 if (best_at == -1 || head->resist[at] > head->resist[best_at])
1654 best_at = at; 1498 best_at = at;
1655 1499
1656 if (best_at == -1) 1500 if (best_at == -1)
1657 at = 0; 1501 at = 0;
1658 else 1502 else
1659 { 1503 {
1660 if (head->resist[best_at] == 100) 1504 if (head->resist[best_at] == 100)
1661 continue; 1505 continue;
1662 else 1506 else
1663 at = head->resist[best_at] / 5; 1507 at = head->resist[best_at] / 5;
1664 } 1508 }
1509
1665 at -= level / 5; 1510 at -= level / 5;
1666 if (did_make_save (head, head->level, at)) 1511 if (did_make_save (head, head->level, at))
1667 continue; 1512 continue;
1668 } 1513 }
1669 else /* spell->attacktype */ 1514 else /* spell->attacktype */
1515 {
1670 /* 1516 /*
1671 Spell has no attacktype (charm & such), so we'll have a specific saving: 1517 Spell has no attacktype (charm & such), so we'll have a specific saving:
1672 * if spell level < monster level, no go 1518 * if spell level < monster level, no go
1673 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) ) 1519 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) )
1674 1520
1676 1522
1677 This is required to fix the 'charm monster' abuse, where a player level 1 can 1523 This is required to fix the 'charm monster' abuse, where a player level 1 can
1678 charm a level 125 monster... 1524 charm a level 125 monster...
1679 1525
1680 Ryo, august 14th 1526 Ryo, august 14th
1681 */ 1527 */
1682 {
1683 if (head->level > level) 1528 if (head->level > level)
1684 continue; 1529 continue;
1530
1685 if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + MIN (50, 2 * (level - head->level)))) 1531 if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + MIN (50, 2 * (level - head->level))))
1686 /* Failed, no effect */ 1532 /* Failed, no effect */
1687 continue; 1533 continue;
1688 } 1534 }
1689 1535
1690 /* Done with saving throw. Now start effecting the monster */ 1536 /* Done with saving throw. Now start affecting the monster */
1537 done_one = 0;
1691 1538
1692 /* aggravation */ 1539 /* aggravation */
1693 if (QUERY_FLAG (spell, FLAG_MONSTER)) 1540 if (QUERY_FLAG (spell, FLAG_MONSTER))
1694 { 1541 {
1695 CLEAR_FLAG (head, FLAG_SLEEP); 1542 CLEAR_FLAG (head, FLAG_SLEEP);
1696 if (QUERY_FLAG (head, FLAG_FRIENDLY))
1697 remove_friendly_object (head); 1543 remove_friendly_object (head);
1698
1699 done_one = 1; 1544 done_one = 1;
1700 head->enemy = op; 1545 head->enemy = op;
1701 } 1546 }
1702 1547
1703 /* calm monsters */ 1548 /* calm monsters */
1704 if (QUERY_FLAG (spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (head, FLAG_UNAGGRESSIVE)) 1549 if (QUERY_FLAG (spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (head, FLAG_UNAGGRESSIVE))
1705 { 1550 {
1706 SET_FLAG (head, FLAG_UNAGGRESSIVE); 1551 SET_FLAG (head, FLAG_UNAGGRESSIVE);
1707 head->enemy = NULL; 1552 head->enemy = NULL;
1708 done_one = 1; 1553 done_one = 1;
1709 } 1554 }
1710 1555
1711 /* berserk monsters */ 1556 /* berserk monsters */
1712 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK)) 1557 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK))
1713 { 1558 {
1714 SET_FLAG (head, FLAG_BERSERK); 1559 SET_FLAG (head, FLAG_BERSERK);
1715 done_one = 1; 1560 done_one = 1;
1716 } 1561 }
1562
1717 /* charm */ 1563 /* charm */
1718 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY)) 1564 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY))
1719 { 1565 {
1720 SET_FLAG (head, FLAG_FRIENDLY); 1566 INVOKE_OBJECT (KILL, head, ARG_OBJECT (caster));
1567
1721 /* Prevent uncontolled outbreaks of self replicating monsters. 1568 /* Prevent uncontrolled outbreaks of self replicating monsters.
1722 Typical use case is charm, go somwhere, use aggravation to make hostile. 1569 Typical use case is charm, go somwhere, use aggravation to make hostile.
1723 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */ 1570 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */
1724 CLEAR_FLAG (head, FLAG_GENERATOR); 1571 CLEAR_FLAG (head, FLAG_GENERATOR);
1725 set_owner (head, op); 1572 head->set_owner (op);
1726 set_spell_skill (op, caster, spell, head); 1573 set_spell_skill (op, caster, spell, head);
1727 add_friendly_object (head); 1574 add_friendly_object (head);
1728 head->attack_movement = PETMOVE; 1575 head->attack_movement = PETMOVE;
1729 done_one = 1; 1576 done_one = 1;
1730 change_exp (op, head->stats.exp / 2, head->skill, SK_EXP_ADD_SKILL); 1577 change_exp (op, head->stats.exp / 2, head->skill, SK_EXP_ADD_SKILL);
1731 head->stats.exp = 0; 1578 head->stats.exp = 0;
1732 } 1579 }
1733 1580
1734 /* If a monster was effected, put an effect in */ 1581 /* If a monster was effected, put an effect in */
1735 if (done_one && spell->other_arch) 1582 if (done_one && spell->other_arch)
1736 { 1583 m->insert (arch_to_object (spell->other_arch), nx, ny, op);
1737 tmp = arch_to_object (spell->other_arch); 1584 }
1738 tmp->x = nx;
1739 tmp->y = ny;
1740 insert_ob_in_map (tmp, m, op, 0);
1741 }
1742 } /* for y */
1743 1585
1744 return 1; 1586 return 1;
1745} 1587}
1746
1747 1588
1748/* Move_ball_spell: This handles ball type spells that just sort of wander 1589/* Move_ball_spell: This handles ball type spells that just sort of wander
1749 * about. was called move_ball_lightning, but since more than the ball 1590 * about. was called move_ball_lightning, but since more than the ball
1750 * lightning spell used it, that seemed misnamed. 1591 * lightning spell used it, that seemed misnamed.
1751 * op is the spell effect. 1592 * op is the spell effect.
1752 * note that duration is handled by process_object() in time.c 1593 * note that duration is handled by process_object() in time.c
1753 */ 1594 */
1754
1755void 1595void
1756move_ball_spell (object *op) 1596move_ball_spell (object *op)
1757{ 1597{
1758 int i, j, dam_save, dir, mflags; 1598 int i, j, dam_save, dir, mflags;
1759 sint16 nx, ny, hx, hy; 1599 sint16 nx, ny, hx, hy;
1760 object *owner; 1600 object *owner;
1761 mapstruct *m; 1601 maptile *m;
1762 1602
1763 owner = get_owner (op); 1603 owner = op->owner;
1764 1604
1765 /* the following logic makes sure that the ball doesn't move into a wall, 1605 /* the following logic makes sure that the ball doesn't move into a wall,
1766 * and makes sure that it will move along a wall to try and get at it's 1606 * and makes sure that it will move along a wall to try and get at it's
1767 * victim. The block immediately below more or less chooses a random 1607 * victim. The block immediately below more or less chooses a random
1768 * offset to move the ball, eg, keep it mostly on course, with some 1608 * offset to move the ball, eg, keep it mostly on course, with some
1778 for (i = 1; i < 9; i++) 1618 for (i = 1; i < 9; i++)
1779 { 1619 {
1780 /* i bit 0: alters sign of offset 1620 /* i bit 0: alters sign of offset
1781 * other bits (i / 2): absolute value of offset 1621 * other bits (i / 2): absolute value of offset
1782 */ 1622 */
1783
1784 int offset = ((i ^ j) & 1) ? (i / 2) : -(i / 2); 1623 int offset = ((i ^ j) & 1) ? (i / 2) : -(i / 2);
1785 int tmpdir = absdir (op->direction + offset); 1624 int tmpdir = absdir (op->direction + offset);
1786 1625
1787 nx = op->x + freearr_x[tmpdir]; 1626 nx = op->x + freearr_x[tmpdir];
1788 ny = op->y + freearr_y[tmpdir]; 1627 ny = op->y + freearr_y[tmpdir];
1790 { 1629 {
1791 dir = tmpdir; 1630 dir = tmpdir;
1792 break; 1631 break;
1793 } 1632 }
1794 } 1633 }
1634
1795 if (dir == 0) 1635 if (dir == 0)
1796 { 1636 {
1797 nx = op->x; 1637 nx = op->x;
1798 ny = op->y; 1638 ny = op->y;
1799 m = op->map; 1639 m = op->map;
1800 } 1640 }
1801 1641
1802 remove_ob (op); 1642 m->insert (op, nx, ny, op);
1803 op->y = ny;
1804 op->x = nx;
1805 insert_ob_in_map (op, m, op, 0);
1806 1643
1807 dam_save = op->stats.dam; /* save the original dam: we do halfdam on 1644 dam_save = op->stats.dam; /* save the original dam: we do halfdam on
1808 surrounding squares */ 1645 surrounding squares */
1809 1646
1810 /* loop over current square and neighbors to hit. 1647 /* loop over current square and neighbors to hit.
1811 * if this has an other_arch field, we insert that in 1648 * if this has an other_arch field, we insert that in
1812 * the surround spaces. 1649 * the surround spaces.
1813 */ 1650 */
1814 for (j = 0; j < 9; j++) 1651 for (j = 0; j < 9; j++)
1815 { 1652 {
1816 object *new_ob;
1817
1818 hx = nx + freearr_x[j]; 1653 hx = nx + freearr_x[j];
1819 hy = ny + freearr_y[j]; 1654 hy = ny + freearr_y[j];
1820 1655
1821 m = op->map; 1656 m = op->map;
1822 mflags = get_map_flags (m, &m, hx, hy, &hx, &hy); 1657 mflags = get_map_flags (m, &m, hx, hy, &hx, &hy);
1830 1665
1831 if ((mflags & P_IS_ALIVE) && (!owner || owner->x != hx || owner->y != hy || !on_same_map (owner, op))) 1666 if ((mflags & P_IS_ALIVE) && (!owner || owner->x != hx || owner->y != hy || !on_same_map (owner, op)))
1832 { 1667 {
1833 if (j) 1668 if (j)
1834 op->stats.dam = dam_save / 2; 1669 op->stats.dam = dam_save / 2;
1670
1835 hit_map (op, j, op->attacktype, 1); 1671 hit_map (op, j, op->attacktype, 1);
1836
1837 } 1672 }
1838 1673
1839 /* insert the other arch */ 1674 /* insert the other arch */
1840 if (op->other_arch && !(OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy)))) 1675 if (op->other_arch && !(OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy))))
1841 { 1676 m->insert (arch_to_object (op->other_arch), hx, hy, op);
1842 new_ob = arch_to_object (op->other_arch);
1843 new_ob->x = hx;
1844 new_ob->y = hy;
1845 insert_ob_in_map (new_ob, m, op, 0);
1846 }
1847 } 1677 }
1848 1678
1849 /* restore to the center location and damage */ 1679 /* restore to the center location and damage */
1850 op->stats.dam = dam_save; 1680 op->stats.dam = dam_save;
1851 1681
1852 i = spell_find_dir (op->map, op->x, op->y, get_owner (op)); 1682 i = spell_find_dir (op->map, op->x, op->y, op->owner);
1853 1683
1854 if (i >= 0) 1684 if (i >= 0)
1855 { /* we have a preferred direction! */ 1685 { /* we have a preferred direction! */
1856 /* pick another direction if the preferred dir is blocked. */ 1686 /* pick another direction if the preferred dir is blocked. */
1857 if (get_map_flags (op->map, &m, nx + freearr_x[i], ny + freearr_y[i], &hx, &hy) & P_OUT_OF_MAP || 1687 if (get_map_flags (op->map, &m, nx + freearr_x[i], ny + freearr_y[i], &hx, &hy) & P_OUT_OF_MAP ||
1858 OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy))) 1688 OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy)))
1859 {
1860 i = absdir (i + rndm (0, 2) - 1); /* -1, 0, +1 */ 1689 i = absdir (i + rndm (0, 2) - 1); /* -1, 0, +1 */
1861 } 1690
1862 op->direction = i; 1691 op->direction = i;
1863 } 1692 }
1864} 1693}
1865 1694
1866
1867/* move_swarm_spell: peterm 1695/* move_swarm_spell: peterm
1868 * This is an implementation of the swarm spell. It was written for 1696 * This is an implementation of the swarm spell. It was written for
1869 * meteor swarm, but it could be used for any swarm. A swarm spell 1697 * meteor swarm, but it could be used for any swarm. A swarm spell
1870 * is a special type of object that casts swarms of other types 1698 * is a special type of object that casts swarms of other types
1871 * of spells. Which spell it casts is flexible. It fires the spells 1699 * of spells. Which spell it casts is flexible. It fires the spells
1872 * from a set of squares surrounding the caster, in a given direction. 1700 * from a set of squares surrounding the caster, in a given direction.
1873 */ 1701 */
1874
1875void 1702void
1876move_swarm_spell (object *op) 1703move_swarm_spell (object *op)
1877{ 1704{
1878#if 0 1705#if 0
1879 static int cardinal_adjust[9] = { -3, -2, -1, 0, 0, 0, 1, 2, 3 }; 1706 static int cardinal_adjust[9] = { -3, -2, -1, 0, 0, 0, 1, 2, 3 };
1880 static int diagonal_adjust[10] = { -3, -2, -2, -1, 0, 0, 1, 2, 2, 3 }; 1707 static int diagonal_adjust[10] = { -3, -2, -2, -1, 0, 0, 1, 2, 2, 3 };
1881 sint16 target_x, target_y, origin_x, origin_y; 1708 sint16 target_x, target_y, origin_x, origin_y;
1882 int adjustdir; 1709 int adjustdir;
1883 mapstruct *m; 1710 maptile *m;
1884#endif 1711#endif
1885 int basedir;
1886 object *owner; 1712 object *owner = op->env;
1887 1713
1888 owner = get_owner (op); 1714 if (!owner) // MUST not happen, remove when true TODO
1889 if (op->duration == 0 || owner == NULL)
1890 {
1891 remove_ob (op);
1892 free_object (op);
1893 return;
1894 } 1715 {
1716 LOG (llevError, "swarm spell found outside inventory: %s\n", op->debug_desc ());
1717 op->destroy ();
1718 return;
1719 }
1720
1721 if (!op->duration || !owner->is_on_map ())
1722 {
1723 op->drop_and_destroy ();
1724 return;
1725 }
1726
1895 op->duration--; 1727 op->duration--;
1896 1728
1897 basedir = op->direction; 1729 int basedir = op->direction;
1898 if (basedir == 0) 1730 if (!basedir)
1899 { 1731 {
1900 /* spray in all directions! 8) */ 1732 /* spray in all directions! 8) */
1901 basedir = rndm (1, 8); 1733 op->facing = (op->facing + op->state) & 7;
1734 basedir = op->facing + 1;
1902 } 1735 }
1903 1736
1904#if 0 1737#if 0
1905 // this is bogus: it causes wrong places to be checked below 1738 // this is bogus: it causes wrong places to be checked below
1906 // (a wall 2 cells away will block the effect...) and 1739 // (a wall 2 cells away will block the effect...) and
1907 // doesn't work for SP_BULLET anyhow, so again tests the wrong 1740 // doesn't work for SP_BULLET anyhow, so again tests the wrong
1908 // space. 1741 // space.
1909 // should be fixed later, but correctness before featurs... 1742 // should be fixed later, but correctness before features...
1910 // (schmorp) 1743 // (schmorp)
1911 1744
1912 /* new offset calculation to make swarm element distribution 1745 /* new offset calculation to make swarm element distribution
1913 * more uniform 1746 * more uniform
1914 */ 1747 */
1967 { 1800 {
1968 /* Bullet spells have a bunch more customization that needs to be done */ 1801 /* Bullet spells have a bunch more customization that needs to be done */
1969 if (op->spell->subtype == SP_BULLET) 1802 if (op->spell->subtype == SP_BULLET)
1970 fire_bullet (owner, op, basedir, op->spell); 1803 fire_bullet (owner, op, basedir, op->spell);
1971 else if (op->spell->subtype == SP_MAGIC_MISSILE) 1804 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1972 fire_arch_from_position (owner, op, op->x, op->y, basedir, op->spell); 1805 fire_arch_from_position (owner, op, owner->x, owner->y, basedir, op->spell);
1973 } 1806 }
1974} 1807}
1975
1976
1977
1978 1808
1979/* fire_swarm: 1809/* fire_swarm:
1980 * The following routine creates a swarm of objects. It actually 1810 * The following routine creates a swarm of objects. It actually
1981 * sets up a specific swarm object, which then fires off all 1811 * sets up a specific swarm object, which then fires off all
1982 * the parts of the swarm. 1812 * the parts of the swarm.
1985 * caster: the caster (owner, wand, rod, scroll) 1815 * caster: the caster (owner, wand, rod, scroll)
1986 * dir: the direction everything will be fired in 1816 * dir: the direction everything will be fired in
1987 * spell - the spell that is this spell. 1817 * spell - the spell that is this spell.
1988 * n: the number to be fired. 1818 * n: the number to be fired.
1989 */ 1819 */
1990
1991int 1820int
1992fire_swarm (object *op, object *caster, object *spell, int dir) 1821fire_swarm (object *op, object *caster, object *spell, int dir)
1993{ 1822{
1994 object *tmp;
1995 int i;
1996
1997 if (!spell->other_arch) 1823 if (!spell->other_arch)
1998 return 0; 1824 return 0;
1999 1825
2000 tmp = get_archetype (SWARM_SPELL); 1826 object *tmp = archetype::get (SWARM_SPELL);
2001 tmp->x = op->x; 1827
2002 tmp->y = op->y;
2003 set_owner (tmp, op); /* needed so that if swarm elements kill, caster gets xp. */
2004 set_spell_skill (op, caster, spell, tmp); 1828 set_spell_skill (op, caster, spell, tmp);
2005
2006 tmp->level = caster_level (caster, spell); /*needed later, to get level dep. right. */ 1829 tmp->level = casting_level (caster, spell); /* needed later, to get level dep. right. */
2007 tmp->spell = arch_to_object (spell->other_arch); 1830 tmp->spell = spell->other_arch->instance ();
2008
2009 tmp->attacktype = tmp->spell->attacktype; 1831 tmp->attacktype = tmp->spell->attacktype;
2010 1832
2011 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) 1833 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
2012 {
2013 if (!tailor_god_spell (tmp, op)) 1834 if (!tailor_god_spell (tmp, op))
2014 return 1; 1835 return 1;
2015 } 1836
2016 tmp->duration = SP_level_duration_adjust (caster, spell); 1837 tmp->duration = SP_level_duration_adjust (caster, spell);
2017 for (i = 0; i < spell->duration; i++) 1838 for (int i = 0; i < spell->duration; i++)
2018 tmp->duration += die_roll (1, 3, op, PREFER_HIGH); 1839 tmp->duration += die_roll (1, 3, op, PREFER_HIGH);
2019 1840
1841 tmp->invisible = 1;
1842 tmp->flag [FLAG_NO_DROP] = 1; // make sure it stays in inv, or else
2020 tmp->direction = dir; 1843 tmp->direction = dir;
2021 tmp->invisible = 1; 1844 tmp->facing = rndm (1, 8); // initial firing direction
2022 insert_ob_in_map (tmp, op->map, op, 0); 1845 tmp->state = rndm (4) * 2 + 1; // direction increment
1846
1847 op->insert (tmp);
1848
2023 return 1; 1849 return 1;
2024} 1850}
2025
2026 1851
2027/* See the spells documentation file for why this is its own 1852/* See the spells documentation file for why this is its own
2028 * function. 1853 * function.
2029 */ 1854 */
2030int 1855int
2031cast_light (object *op, object *caster, object *spell, int dir) 1856cast_light (object *op, object *caster, object *spell, int dir)
2032{ 1857{
2033 object *target = NULL, *tmp = NULL; 1858 object *target = NULL, *tmp = NULL;
2034 sint16 x, y; 1859 sint16 x, y;
2035 int dam, mflags; 1860 int dam, mflags;
2036 mapstruct *m; 1861 maptile *m;
2037 1862
2038 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1863 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
2039 1864
2040 if (!dir) 1865 if (dir)
2041 {
2042 new_draw_info (NDI_UNIQUE, 0, op, "In what direction?");
2043 return 0;
2044 } 1866 {
2045
2046 x = op->x + freearr_x[dir]; 1867 x = op->x + freearr_x[dir];
2047 y = op->y + freearr_y[dir]; 1868 y = op->y + freearr_y[dir];
2048 m = op->map; 1869 m = op->map;
2049 1870
2050 mflags = get_map_flags (m, &m, x, y, &x, &y); 1871 mflags = get_map_flags (m, &m, x, y, &x, &y);
2051 1872
2052 if (mflags & P_OUT_OF_MAP) 1873 if (mflags & P_OUT_OF_MAP)
2053 { 1874 {
2054 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is there."); 1875 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is there.");
2055 return 0; 1876 return 0;
2056 } 1877 }
2057 1878
2058 if (mflags & P_IS_ALIVE && spell->attacktype) 1879 if (mflags & P_IS_ALIVE && spell->attacktype)
2059 { 1880 {
2060 for (target = get_map_ob (m, x, y); target; target = target->above) 1881 for (target = GET_MAP_OB (m, x, y); target; target = target->above)
2061 if (QUERY_FLAG (target, FLAG_MONSTER)) 1882 if (QUERY_FLAG (target, FLAG_MONSTER))
2062 { 1883 {
2063 /* oky doky. got a target monster. Lets make a blinding attack */ 1884 /* oky doky. got a target monster. Lets make a blinding attack */
2064 if (target->head) 1885 if (target->head)
2065 target = target->head; 1886 target = target->head;
1887
2066 (void) hit_player (target, dam, op, spell->attacktype, 1); 1888 hit_player (target, dam, op, spell->attacktype, 1);
2067 return 1; /* one success only! */ 1889 return 1; /* one success only! */
1890 }
2068 } 1891 }
2069 }
2070 1892
2071 /* no live target, perhaps a wall is in the way? */ 1893 /* no live target, perhaps a wall is in the way? */
2072 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y))) 1894 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)))
2073 { 1895 {
2074 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 1896 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
2075 return 0; 1897 return 0;
1898 }
2076 } 1899 }
2077 1900
2078 /* ok, looks groovy to just insert a new light on the map */ 1901 /* ok, looks groovy to just insert a new light on the map */
2079 tmp = arch_to_object (spell->other_arch); 1902 tmp = arch_to_object (spell->other_arch);
2080 if (!tmp) 1903 if (!tmp)
2081 { 1904 {
2082 LOG (llevError, "Error: spell arch for cast_light() missing.\n"); 1905 LOG (llevError, "Error: spell arch for cast_light() missing.\n");
2083 return 0; 1906 return 0;
2084 } 1907 }
1908
2085 tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell); 1909 tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell);
1910
2086 if (tmp->glow_radius) 1911 if (tmp->glow_radius)
2087 { 1912 tmp->set_glow_radius (
2088 tmp->glow_radius = spell->range + SP_level_range_adjust (caster, spell); 1913 clamp (spell->range + SP_level_range_adjust (caster, spell), 1, MAX_LIGHT_RADIUS)
2089 if (tmp->glow_radius > MAX_LIGHT_RADII) 1914 );
2090 tmp->glow_radius = MAX_LIGHT_RADII; 1915
2091 } 1916 if (dir)
2092 tmp->x = x; 1917 m->insert (tmp, x, y, op);
2093 tmp->y = y; 1918 else
2094 insert_ob_in_map (tmp, m, op, 0); 1919 caster->outer_env ()->insert (tmp);
1920
2095 return 1; 1921 return 1;
2096} 1922}
2097
2098
2099
2100 1923
2101/* cast_cause_disease: this spell looks along <dir> from the 1924/* cast_cause_disease: this spell looks along <dir> from the
2102 * player and infects someone. 1925 * player and infects someone.
2103 * op is the player/monster, caster is the object, dir is the direction 1926 * op is the player/monster, caster is the object, dir is the direction
2104 * to cast, disease_arch is the specific disease, and type is the spell number 1927 * to cast, disease_arch is the specific disease, and type is the spell number
2105 * perhaps this should actually be in disease.c? 1928 * perhaps this should actually be in disease.c?
2106 */ 1929 */
2107
2108int 1930int
2109cast_cause_disease (object *op, object *caster, object *spell, int dir) 1931cast_cause_disease (object *op, object *caster, object *spell, int dir)
2110{ 1932{
2111 sint16 x, y; 1933 sint16 x, y;
2112 int i, mflags, range, dam_mod, dur_mod; 1934 int i, mflags, range, dam_mod, dur_mod;
2113 object *walk; 1935 object *walk;
2114 mapstruct *m; 1936 maptile *m;
2115 1937
2116 x = op->x; 1938 x = op->x;
2117 y = op->y; 1939 y = op->y;
2118 1940
2119 /* If casting from a scroll, no direction will be available, so refer to the 1941 /* If casting from a scroll, no direction will be available, so refer to the
2120 * direction the player is pointing. 1942 * direction the player is pointing.
2121 */ 1943 */
2122 if (!dir) 1944 if (!dir)
2123 dir = op->facing; 1945 dir = op->facing;
1946
2124 if (!dir) 1947 if (!dir)
2125 return 0; /* won't find anything if casting on ourself, so just return */ 1948 return 0; /* won't find anything if casting on ourself, so just return */
2126 1949
2127 /* Calculate these once here */ 1950 /* Calculate these once here */
2128 range = spell->range + SP_level_range_adjust (caster, spell); 1951 range = spell->range + SP_level_range_adjust (caster, spell);
2147 1970
2148 /* Only bother looking on this space if there is something living here */ 1971 /* Only bother looking on this space if there is something living here */
2149 if (mflags & P_IS_ALIVE) 1972 if (mflags & P_IS_ALIVE)
2150 { 1973 {
2151 /* search this square for a victim */ 1974 /* search this square for a victim */
2152 for (walk = get_map_ob (m, x, y); walk; walk = walk->above) 1975 for (walk = GET_MAP_OB (m, x, y); walk; walk = walk->above)
2153 if (QUERY_FLAG (walk, FLAG_MONSTER) || (walk->type == PLAYER)) 1976 if (QUERY_FLAG (walk, FLAG_MONSTER) || (walk->type == PLAYER))
2154 { /* found a victim */ 1977 { /* found a victim */
2155 object *disease = arch_to_object (spell->other_arch); 1978 object *disease = arch_to_object (spell->other_arch);
2156 1979
2157 set_owner (disease, op); 1980 disease->set_owner (op);
2158 set_spell_skill (op, caster, spell, disease); 1981 set_spell_skill (op, caster, spell, disease);
2159 disease->stats.exp = 0; 1982 disease->stats.exp = 0;
2160 disease->level = caster_level (caster, spell); 1983 disease->level = casting_level (caster, spell);
2161 1984
2162 /* do level adjustments */ 1985 /* do level adjustments */
2163 if (disease->stats.wc) 1986 if (disease->stats.wc)
2164 disease->stats.wc += dur_mod / 2; 1987 disease->stats.wc += dur_mod / 2;
2165 1988
2166 if (disease->magic > 0) 1989 if (disease->magic > 0)
2167 disease->magic += dur_mod / 4; 1990 disease->magic += dur_mod / 8;
2168 1991
2169 if (disease->stats.maxhp > 0) 1992 if (disease->stats.maxhp > 0)
2170 disease->stats.maxhp += dur_mod; 1993 disease->stats.maxhp += dur_mod;
2171 1994
2172 if (disease->stats.maxgrace > 0) 1995 if (disease->stats.maxgrace > 0)
2207 if (disease->stats.sp) 2030 if (disease->stats.sp)
2208 disease->stats.sp -= dam_mod; 2031 disease->stats.sp -= dam_mod;
2209 2032
2210 if (infect_object (walk, disease, 1)) 2033 if (infect_object (walk, disease, 1))
2211 { 2034 {
2212 object *flash; /* visual effect for inflicting disease */
2213
2214 new_draw_info_format (NDI_UNIQUE, 0, op, "You inflict %s on %s!", &disease->name, &walk->name); 2035 new_draw_info_format (NDI_UNIQUE, 0, op, "You inflict %s on %s!", &disease->name, &walk->name);
2215 2036
2216 free_object (disease); /* don't need this one anymore */ 2037 disease->destroy (); /* don't need this one anymore */
2217 flash = get_archetype (ARCH_DETECT_MAGIC); 2038 walk->map->insert (get_archetype ("detect_magic"), x, y, op);
2218 flash->x = x;
2219 flash->y = y;
2220 flash->map = walk->map;
2221 insert_ob_in_map (flash, walk->map, op, 0);
2222 return 1; 2039 return 1;
2223 } 2040 }
2224 free_object (disease); 2041
2042 disease->destroy ();
2225 } 2043 }
2226 } /* if living creature */ 2044 } /* if living creature */
2227 } /* for range of spaces */ 2045 } /* for range of spaces */
2046
2228 new_draw_info (NDI_UNIQUE, 0, op, "No one caught anything!"); 2047 new_draw_info (NDI_UNIQUE, 0, op, "No one caught anything!");
2229 return 1; 2048 return 1;
2230} 2049}

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