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Comparing deliantra/server/server/spell_attack.C (file contents):
Revision 1.22 by root, Fri Dec 22 16:34:00 2006 UTC vs.
Revision 1.108 by root, Tue Jan 3 11:25:37 2012 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2002-2003 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002-2003 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
8 it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
9 the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
10 (at your option) any later version. 11 * option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
18 along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
20 21 *
21 The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22*/ 23 */
23 24
24/* This file contains all the spell attack code. Grouping this code 25/* This file contains all the spell attack code. Grouping this code
25 * together should hopefully make it easier to find the relevent bits 26 * together should hopefully make it easier to find the relevent bits
26 * of code 27 * of code
27 */ 28 */
28 29
29#include <global.h> 30#include <global.h>
30#include <object.h> 31#include <object.h>
31#include <living.h> 32#include <living.h>
32#ifndef __CEXTRACT__
33# include <sproto.h> 33#include <sproto.h>
34#endif
35#include <spells.h> 34#include <spells.h>
36#include <sounds.h> 35#include <sounds.h>
37 36
38/* this function checks to see if a spell pushes objects as well 37/* this function checks to see if a spell pushes objects as well
39 * as flies over and damages them (only used for cones for now) 38 * as flies over and damages them (only used for cones for now)
40 * but moved here so it could be applied to bolts too 39 * but moved here so it could be applied to bolts too
41 * op is the spell object. 40 * op is the spell object.
42 */ 41 */
43 42static void
44void
45check_spell_knockback (object *op) 43check_spell_knockback (object *op)
46{ 44{
47 object *tmp, *tmp2; /* object on the map */
48 int weight_move; 45 int weight_move;
49 int frictionmod = 2; /*poor man's physics - multipy targets weight by this amount */ 46 int frictionmod = 2; /*poor man's physics - multipy targets weight by this amount */
50 47
51 if (!op->weight) 48 if (!op->weight)
52 { /*shouldn't happen but if cone object has no weight drop out */ 49 { /*shouldn't happen but if cone object has no weight drop out */
57 { 54 {
58 weight_move = op->weight + (op->weight * op->level) / 3; 55 weight_move = op->weight + (op->weight * op->level) / 3;
59 /*LOG (llevDebug, "DEBUG: arch weighs %d and masses %d (%s,level %d)\n", op->weight,weight_move,op->name,op->level); */ 56 /*LOG (llevDebug, "DEBUG: arch weighs %d and masses %d (%s,level %d)\n", op->weight,weight_move,op->name,op->level); */
60 } 57 }
61 58
62 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 59 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
63 { 60 {
64 int num_sections = 1; 61 int num_sections = 1;
65 62
66 /* don't move DM */ 63 /* don't move DM */
67 if (QUERY_FLAG (tmp, FLAG_WIZ)) 64 if (tmp->flag [FLAG_WIZ])
68 return; 65 return;
69 66
70 /* don't move parts of objects */ 67 /* don't move parts of objects */
71 if (tmp->head) 68 if (tmp->head)
72 continue; 69 continue;
73 70
74 /* don't move floors or immobile objects */ 71 /* don't move floors or immobile objects */
75 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || (!QUERY_FLAG (tmp, FLAG_ALIVE) && QUERY_FLAG (tmp, FLAG_NO_PICK))) 72 if (tmp->flag [FLAG_IS_FLOOR] || (!tmp->flag [FLAG_ALIVE] && tmp->flag [FLAG_NO_PICK]))
76 continue; 73 continue;
77 74
78 /* count the object's sections */ 75 /* count the object's sections */
79 for (tmp2 = tmp; tmp2 != NULL; tmp2 = tmp2->more) 76 for (object *tmp2 = tmp; tmp2; tmp2 = tmp2->more)
80 num_sections++; 77 num_sections++;
81 78
82 /* I'm not sure if it makes sense to divide by num_sections - bigger 79 /* I'm not sure if it makes sense to divide by num_sections - bigger
83 * objects should be harder to move, and we are moving the entire 80 * objects should be harder to move, and we are moving the entire
84 * object, not just the head, so the total weight should be relevant. 81 * object, not just the head, so the total weight should be relevant.
96 * also be safe for objects. 93 * also be safe for objects.
97 * This does return if successful or not, but 94 * This does return if successful or not, but
98 * I don't see us doing anything useful with that information 95 * I don't see us doing anything useful with that information
99 * right now. 96 * right now.
100 */ 97 */
101 move_object (tmp, absdir (op->stats.sp)); 98 tmp->move (absdir (op->stats.sp));
102 } 99 }
103 100
104 } 101 }
105} 102}
106 103
108 * 105 *
109 * BOLT CODE 106 * BOLT CODE
110 * 107 *
111 ***************************************************************************/ 108 ***************************************************************************/
112 109
113/* Causes op to fork. op is the original bolt, tmp 110/* Causes op to fork. op is the original bolt, tmp
114 * is the first piece of the fork. 111 * is the first piece of the fork.
115 */ 112 */
116 113static void
117void
118forklightning (object *op, object *tmp) 114forklightning (object *op, object *tmp)
119{ 115{
120 int new_dir = 1; /* direction or -1 for left, +1 for right 0 if no new bolt */ 116 int new_dir = 1; /* direction or -1 for left, +1 for right 0 if no new bolt */
121 int t_dir; /* stores temporary dir calculation */ 117 int t_dir; /* stores temporary dir calculation */
122 maptile *m; 118 maptile *m;
146 142
147 /* reduce chances of subsequent forking */ 143 /* reduce chances of subsequent forking */
148 new_bolt->stats.Dex -= 10; 144 new_bolt->stats.Dex -= 10;
149 tmp->stats.Dex -= 10; /* less forks from main bolt too */ 145 tmp->stats.Dex -= 10; /* less forks from main bolt too */
150 new_bolt->stats.Con += 25 * new_dir; /* adjust the left bias */ 146 new_bolt->stats.Con += 25 * new_dir; /* adjust the left bias */
151 new_bolt->speed_left = -0.1; 147 new_bolt->speed_left = -0.1f;
152 new_bolt->direction = t_dir; 148 new_bolt->direction = t_dir;
153 new_bolt->duration++; 149 new_bolt->duration++;
154 new_bolt->x = sx;
155 new_bolt->y = sy;
156 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */ 150 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */
157 new_bolt->stats.dam++; 151 new_bolt->stats.dam++;
158 tmp->stats.dam /= 2; /* reduce father bolt damage */ 152 tmp->stats.dam /= 2; /* reduce father bolt damage */
159 tmp->stats.dam++; 153 tmp->stats.dam++;
160 new_bolt = insert_ob_in_map (new_bolt, m, op, 0); 154
155 if ((new_bolt = m->insert (new_bolt, sx, sy, op)))
161 update_turn_face (new_bolt); 156 update_turn_face (new_bolt);
162} 157}
163 158
164/* move_bolt: moves bolt 'op'. Basically, it just advances a space, 159/* move_bolt: moves bolt 'op'. Basically, it just advances a space,
165 * and checks for various things that may stop it. 160 * and checks for various things that may stop it.
166 */ 161 */
167
168void 162void
169move_bolt (object *op) 163move_bolt (object *op)
170{ 164{
171 object *tmp;
172 int mflags; 165 int mflags;
173 sint16 x, y; 166 sint16 x, y;
174 maptile *m; 167 maptile *m;
175 168
176 if (--(op->duration) < 0) 169 if (--op->duration < 0)
177 { 170 {
178 op->destroy (); 171 op->drop_and_destroy ();
179 return; 172 return;
180 } 173 }
181 174
182 hit_map (op, 0, op->attacktype, 1); 175 hit_map (op, 0, op->attacktype, 1);
183 176
184 if (!op->direction) 177 if (!op->direction)
185 return; 178 return;
186 179
187 if (--op->range < 0) 180 if (--op->range < 0)
188 {
189 op->range = 0; 181 op->range = 0;
190 }
191 else 182 else
192 { 183 {
193 x = op->x + DIRX (op); 184 x = op->x + DIRX (op);
194 y = op->y + DIRY (op); 185 y = op->y + DIRY (op);
195 m = op->map; 186 m = op->map;
203 * on the space. So only call reflwall if we think the data it returns 194 * on the space. So only call reflwall if we think the data it returns
204 * will be useful. 195 * will be useful.
205 */ 196 */
206 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)) || ((mflags & P_IS_ALIVE) && reflwall (m, x, y, op))) 197 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)) || ((mflags & P_IS_ALIVE) && reflwall (m, x, y, op)))
207 { 198 {
208 199 if (!op->flag [FLAG_REFLECTING])
209 if (!QUERY_FLAG (op, FLAG_REFLECTING))
210 return; 200 return;
211 201
212 /* Since walls don't run diagonal, if the bolt is in 202 /* Since walls don't run diagonal, if the bolt is in
213 * one of 4 main directions, it just reflects back in the 203 * one of 4 main directions, it just reflects back in the
214 * opposite direction. However, if the bolt is travelling 204 * opposite direction. However, if the bolt is travelling
243 else if (left) 233 else if (left)
244 op->direction = absdir (op->direction + 2); 234 op->direction = absdir (op->direction + 2);
245 else if (right) 235 else if (right)
246 op->direction = absdir (op->direction - 2); 236 op->direction = absdir (op->direction - 2);
247 } 237 }
238
248 update_turn_face (op); /* A bolt *must* be IS_TURNABLE */ 239 update_turn_face (op); /* A bolt *must* be IS_TURNABLE */
249 return; 240 return;
250 } 241 }
251 else 242 else
252 { /* Create a copy of this object and put it ahead */ 243 { /* Create a copy of this object and put it ahead */
253 tmp = op->clone (); 244 object *tmp = op->clone ();
254 245
246 m->insert (tmp, x, y, op);
255 tmp->speed_left = -0.1; 247 tmp->speed_left = -0.1f;
256 tmp->x += DIRX (tmp), tmp->y += DIRY (tmp);
257 tmp = insert_ob_in_map (tmp, op->map, op, 0);
258 /* To make up for the decrease at the top of the function */ 248 /* To make up for the decrease at the top of the function */
259 tmp->duration++; 249 tmp->duration++;
260 250
261 /* New forking code. Possibly create forks of this object 251 /* New forking code. Possibly create forks of this object
262 * going off in other directions. 252 * going off in other directions.
263 */ 253 */
264
265 if (rndm (0, 99) < tmp->stats.Dex) 254 if (tmp->stats.Dex && rndm (0, 99) < tmp->stats.Dex)
266 { /* stats.Dex % of forking */ 255 forklightning (op, tmp); /* stats.Dex % of forking */
267 forklightning (op, tmp); 256
268 }
269 /* In this way, the object left behind sticks on the space, but 257 /* In this way, the object left behind sticks on the space, but
270 * doesn't create any bolts that continue to move onward. 258 * doesn't create any bolts that continue to move onward.
271 */ 259 */
272 op->range = 0; 260 op->range = 0;
273 } /* copy object and move it along */ 261 } /* copy object and move it along */
280 * we remove the magic flag - that can be derived from 268 * we remove the magic flag - that can be derived from
281 * spob->attacktype. 269 * spob->attacktype.
282 * This function sets up the appropriate owner and skill 270 * This function sets up the appropriate owner and skill
283 * pointers. 271 * pointers.
284 */ 272 */
285
286int 273int
287fire_bolt (object *op, object *caster, int dir, object *spob, object *skill) 274fire_bolt (object *op, object *caster, int dir, object *spob, object *skill)
288{ 275{
289 object *tmp = NULL; 276 object *tmp = NULL;
290 int mflags; 277 int mflags;
291 278
292 if (!spob->other_arch) 279 if (!spob->other_arch)
293 return 0; 280 return 0;
294 281
295 tmp = arch_to_object (spob->other_arch); 282 tmp = spob->other_arch->instance ();
296 if (tmp == NULL) 283 if (tmp == NULL)
297 return 0; 284 return 0;
298 285
299 /* peterm: level dependency for bolts */ 286 /* peterm: level dependency for bolts */
300 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob); 287 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob);
301 tmp->attacktype = spob->attacktype; 288 tmp->attacktype = spob->attacktype;
289
302 if (spob->slaying) 290 if (spob->slaying)
303 tmp->slaying = spob->slaying; 291 tmp->slaying = spob->slaying;
292
304 tmp->range = spob->range + SP_level_range_adjust (caster, spob); 293 tmp->range = spob->range + SP_level_range_adjust (caster, spob);
305 tmp->duration = spob->duration + SP_level_duration_adjust (caster, spob); 294 tmp->duration = spob->duration + SP_level_duration_adjust (caster, spob);
306 tmp->stats.Dex = spob->stats.Dex; 295 tmp->stats.Dex = spob->stats.Dex;
307 tmp->stats.Con = spob->stats.Con; 296 tmp->stats.Con = spob->stats.Con;
308 297
309 tmp->direction = dir; 298 tmp->direction = dir;
310 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) 299 if (tmp->flag [FLAG_IS_TURNABLE])
311 SET_ANIMATION (tmp, dir); 300 SET_ANIMATION (tmp, dir);
312 301
313 tmp->set_owner (op); 302 tmp->set_owner (op);
314 set_spell_skill (op, caster, spob, tmp); 303 set_spell_skill (op, caster, spob, tmp);
315 304
316 tmp->x = op->x + DIRX (tmp); 305 tmp->x = op->x + DIRX (tmp);
317 tmp->y = op->y + DIRY (tmp); 306 tmp->y = op->y + DIRY (tmp);
318 tmp->map = op->map; 307 tmp->map = op->map;
319 308
309 maptile *newmap;
320 mflags = get_map_flags (tmp->map, &tmp->map, tmp->x, tmp->y, &tmp->x, &tmp->y); 310 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y);
321 if (mflags & P_OUT_OF_MAP) 311 if (mflags & P_OUT_OF_MAP)
322 { 312 {
323 tmp->destroy (); 313 tmp->drop_and_destroy ();
324 return 0; 314 return 0;
325 } 315 }
326 316
317 tmp->map = newmap;
318
327 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y))) 319 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y)))
328 { 320 {
329 if (!QUERY_FLAG (tmp, FLAG_REFLECTING)) 321 if (!tmp->flag [FLAG_REFLECTING])
330 { 322 {
331 tmp->destroy (); 323 tmp->drop_and_destroy ();
332 return 0; 324 return 0;
333 } 325 }
334 326
335 tmp->x = op->x; 327 tmp->x = op->x;
336 tmp->y = op->y; 328 tmp->y = op->y;
337 tmp->direction = absdir (tmp->direction + 4); 329 tmp->direction = absdir (tmp->direction + 4);
338 tmp->map = op->map; 330 tmp->map = op->map;
339 } 331 }
340 332
341 if ((tmp = insert_ob_in_map (tmp, tmp->map, op, 0)) != NULL) 333 if ((tmp = tmp->insert_at (tmp, op)))
342 move_bolt (tmp); 334 move_bolt (tmp);
343 335
344 return 1; 336 return 1;
345} 337}
346
347
348 338
349/*************************************************************************** 339/***************************************************************************
350 * 340 *
351 * BULLET/BALL CODE 341 * BULLET/BALL CODE
352 * 342 *
353 ***************************************************************************/ 343 ***************************************************************************/
354 344
355/* expands an explosion. op is a piece of the 345/* expands an explosion. op is a piece of the
356 * explosion - this expans it in the different directions. 346 * explosion - this expands it in the different directions.
357 * At least that is what I think this does. 347 * At least that is what I think this does.
358 */ 348 */
359void 349void
360explosion (object *op) 350explosion (object *op)
361{ 351{
362 object *tmp;
363 maptile *m = op->map; 352 maptile *m = op->map;
364 int i; 353 int i;
365 354
366 if (--(op->duration) < 0) 355 if (--op->duration < 0)
367 { 356 {
368 op->destroy (); 357 op->destroy ();
369 return; 358 return;
370 } 359 }
371 360
377 { 366 {
378 sint16 dx, dy; 367 sint16 dx, dy;
379 368
380 dx = op->x + freearr_x[i]; 369 dx = op->x + freearr_x[i];
381 dy = op->y + freearr_y[i]; 370 dy = op->y + freearr_y[i];
371
382 /* ok_to_put_more already does things like checks for walls, 372 /* ok_to_put_more already does things like checks for walls,
383 * out of map, etc. 373 * out of map, etc.
384 */ 374 */
385 if (ok_to_put_more (op->map, dx, dy, op, op->attacktype)) 375 if (ok_to_put_more (op->map, dx, dy, op, op->attacktype))
386 { 376 {
387 tmp = op->clone (); 377 object *tmp = op->clone ();
378
388 tmp->state = 0; 379 tmp->state = 0;
389 tmp->speed_left = -0.21; 380 tmp->speed_left = -0.21f;
390 tmp->range--; 381 tmp->range--;
391 tmp->value = 0; 382 tmp->value = 0;
392 tmp->x = dx; 383
393 tmp->y = dy; 384 m->insert (tmp, dx, dy, op);
394 insert_ob_in_map (tmp, m, op, 0);
395 } 385 }
396 } 386 }
397 } 387 }
398} 388}
399
400 389
401/* Causes an object to explode, eg, a firebullet, 390/* Causes an object to explode, eg, a firebullet,
402 * poison cloud ball, etc. op is the object to 391 * poison cloud ball, etc. op is the object to
403 * explode. 392 * explode.
404 */ 393 */
405void 394static void
406explode_bullet (object *op) 395explode_bullet (object *op)
407{ 396{
408 object *tmp, *owner; 397 object *tmp, *owner;
409 398
410 if (op->other_arch == NULL) 399 if (!op->other_arch)
411 { 400 {
412 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n"); 401 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n");
413 op->destroy (); 402 op->destroy ();
414 return; 403 return;
415 } 404 }
416 405
417 if (op->env) 406 if (op->env)
418 { 407 {
419 object *env; 408 object *env = op->outer_env ();
420 409
421 env = object_get_env_recursive (op);
422 if (env->map == NULL || out_of_map (env->map, env->x, env->y)) 410 if (!env->map || out_of_map (env->map, env->x, env->y))
423 { 411 {
424 LOG (llevError, "BUG: explode_bullet(): env out of map\n"); 412 LOG (llevError, "BUG: explode_bullet(): env out of map\n");
425 op->destroy (); 413 op->destroy ();
426 return; 414 return;
427 } 415 }
428 416
429 op->remove (); 417 op->insert_at (env, op, INS_NO_MERGE | INS_NO_WALK_ON);
430 op->x = env->x;
431 op->y = env->y;
432 insert_ob_in_map (op, env->map, op, INS_NO_MERGE | INS_NO_WALK_ON);
433 } 418 }
434 else if (out_of_map (op->map, op->x, op->y)) 419 else if (out_of_map (op->map, op->x, op->y))
435 { 420 {
436 LOG (llevError, "BUG: explode_bullet(): op out of map\n"); 421 LOG (llevError, "BUG: explode_bullet(): op out of map\n");
437 op->destroy (); 422 op->destroy ();
448 } 433 }
449 434
450 if (op->attacktype) 435 if (op->attacktype)
451 { 436 {
452 hit_map (op, 0, op->attacktype, 1); 437 hit_map (op, 0, op->attacktype, 1);
438
453 if (op->destroyed ()) 439 if (op->destroyed ())
454 return; 440 return;
455 } 441 }
456 442
457 /* other_arch contains what this explodes into */ 443 /* other_arch contains what this explodes into */
458 tmp = arch_to_object (op->other_arch); 444 tmp = op->other_arch->instance ();
459 445
460 tmp->set_owner (op); 446 tmp->set_owner (op);
461 tmp->skill = op->skill; 447 tmp->skill = op->skill;
462 448
463 owner = op->owner; 449 owner = op->owner;
464 450
465 if ((tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) && owner && !tailor_god_spell (tmp, owner)) 451 if ((tmp->attacktype & AT_HOLYWORD
452 || tmp->attacktype & AT_GODPOWER)
453 && owner
454 && !tailor_god_spell (tmp, owner))
466 { 455 {
467 op->destroy (); 456 op->destroy ();
468 return; 457 return;
469 } 458 }
470
471 tmp->x = op->x;
472 tmp->y = op->y;
473 459
474 /* special for bombs - it actually has sane values for these */ 460 /* special for bombs - it actually has sane values for these */
475 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB) 461 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB)
476 { 462 {
477 tmp->attacktype = op->attacktype; 463 tmp->attacktype = op->attacktype;
481 } 467 }
482 else 468 else
483 { 469 {
484 if (op->attacktype & AT_MAGIC) 470 if (op->attacktype & AT_MAGIC)
485 tmp->attacktype |= AT_MAGIC; 471 tmp->attacktype |= AT_MAGIC;
472
486 /* Spell doc describes what is going on here */ 473 /* Spell doc describes what is going on here */
487 tmp->stats.dam = op->dam_modifier; 474 tmp->stats.dam = op->dam_modifier;
488 tmp->range = op->stats.maxhp; 475 tmp->range = op->stats.maxhp;
489 tmp->duration = op->stats.hp; 476 tmp->duration = op->stats.hp;
490 /* Used for spell tracking - just need a unique val for this spell - 477 /* Used for spell tracking - just need a unique val for this spell -
498 tmp->stats.sp = op->direction; 485 tmp->stats.sp = op->direction;
499 486
500 /* Prevent recursion */ 487 /* Prevent recursion */
501 op->move_on = 0; 488 op->move_on = 0;
502 489
503 insert_ob_in_map (tmp, op->map, op, 0); 490 tmp->insert_at (op, op);
491 tmp->play_sound (tmp->sound);
492
504 /* remove the firebullet */ 493 /* remove the firebullet */
505 if (!op->destroyed ())
506 {
507 op->destroy (); 494 op->destroy ();
508 }
509} 495}
510
511
512 496
513/* checks to see what op should do, given the space it is on 497/* checks to see what op should do, given the space it is on
514 * (eg, explode, damage player, etc) 498 * (eg, explode, damage player, etc)
515 */ 499 */
516
517void 500void
518check_bullet (object *op) 501check_bullet (object *op)
519{ 502{
520 object *tmp; 503 object *tmp;
521 int dam, mflags; 504 int dam, mflags;
536 519
537 /* If nothing alive on this space, no reason to do anything further */ 520 /* If nothing alive on this space, no reason to do anything further */
538 if (!(mflags & P_IS_ALIVE)) 521 if (!(mflags & P_IS_ALIVE))
539 return; 522 return;
540 523
541 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 524 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
542 { 525 {
543 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 526 if (tmp->flag [FLAG_ALIVE])
544 { 527 {
545 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1); 528 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1);
529
530 // TODO: can't understand the following if's
546 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0) 531 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0)
547 { 532 {
548 if (!QUERY_FLAG (op, FLAG_REMOVED)) 533 if (!op->flag [FLAG_REMOVED])
549 { 534 {
550 op->destroy (); 535 op->destroy ();
551 return; 536 return;
552 } 537 }
553 } 538 }
554 } 539 }
555 } 540 }
556} 541}
557 542
558
559/* Basically, we move 'op' one square, and if it hits something, 543/* Basically, we move 'op' one square, and if it hits something,
560 * call check_bullet. 544 * call check_bullet.
561 * This function is only applicable to bullets, but not to all 545 * This function is only applicable to bullets, but not to all
562 * fired arches (eg, bolts). 546 * fired arches (eg, bolts).
563 */ 547 */
564
565void 548void
566move_bullet (object *op) 549move_bullet (object *op)
567{ 550{
568 sint16 new_x, new_y;
569 int mflags;
570 maptile *m;
571
572#if 0 551#if 0
573 /* We need a better general purpose way to do this */ 552 /* We need a better general purpose way to do this */
574 553
575 /* peterm: added to make comet leave a trail of burnouts 554 /* peterm: added to make comet leave a trail of burnouts
576 it's an unadulterated hack, but the effect is cool. */ 555 it's an unadulterated hack, but the effect is cool. */
591 op->destroy (); 570 op->destroy ();
592 571
593 return; 572 return;
594 } 573 }
595 574
596 new_x = op->x + DIRX (op); 575 mapxy pos (op);
597 new_y = op->y + DIRY (op); 576 pos.move (op->direction);
598 m = op->map;
599 mflags = get_map_flags (m, &m, new_x, new_y, &new_x, &new_y);
600 577
601 if (mflags & P_OUT_OF_MAP) 578 if (!pos.normalise ())
602 { 579 {
603 op->destroy (); 580 op->destroy ();
604 return; 581 return;
605 } 582 }
606 583
607 if (!op->direction || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y))) 584 mapspace &ms = pos.ms ();
585
586 ms.update ();
587
588 if (!op->direction || OB_TYPE_MOVE_BLOCK (op, ms.move_block))
608 { 589 {
609 if (op->other_arch) 590 if (op->other_arch)
610 explode_bullet (op); 591 explode_bullet (op);
611 else 592 else
612 op->destroy (); 593 op->destroy ();
613 594
614 return; 595 return;
615 } 596 }
616 597
617 op->remove (); 598 if (!(op = pos.insert (op, op)))
618 op->x = new_x;
619 op->y = new_y;
620 if ((op = insert_ob_in_map (op, m, op, 0)) == NULL)
621 return; 599 return;
622 600
623 if (reflwall (op->map, op->x, op->y, op)) 601 if (reflwall (op->map, op->x, op->y, op))
624 { 602 {
625 op->direction = absdir (op->direction + 4); 603 op->direction = absdir (op->direction + 4);
626 update_turn_face (op); 604 update_turn_face (op);
627 } 605 }
628 else 606 else
629 {
630 check_bullet (op); 607 check_bullet (op);
631 }
632} 608}
633
634
635
636 609
637/* fire_bullet 610/* fire_bullet
638 * object op (cast from caster) files a bolt in dir. 611 * object op (cast from caster) files a bolt in dir.
639 * spob is the spell object for the bolt. 612 * spob is the spell object for the bolt.
640 * we remove the magic flag - that can be derived from 613 * we remove the magic flag - that can be derived from
641 * spob->attacktype. 614 * spob->attacktype.
642 * This function sets up the appropriate owner and skill 615 * This function sets up the appropriate owner and skill
643 * pointers. 616 * pointers.
644 */ 617 */
645
646int 618int
647fire_bullet (object *op, object *caster, int dir, object *spob) 619fire_bullet (object *op, object *caster, int dir, object *spob)
648{ 620{
649 object *tmp = NULL; 621 object *tmp = NULL;
650 int mflags; 622 int mflags;
651 623
652 if (!spob->other_arch) 624 if (!spob->other_arch)
653 return 0; 625 return 0;
654 626
655 tmp = arch_to_object (spob->other_arch); 627 tmp = spob->other_arch->instance ();
656 if (tmp == NULL) 628 if (!tmp)
657 return 0; 629 return 0;
658 630
659 /* peterm: level dependency for bolts */ 631 /* peterm: level dependency for bolts */
660 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob); 632 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob);
661 tmp->attacktype = spob->attacktype; 633 tmp->attacktype = spob->attacktype;
662 if (spob->slaying) 634 if (spob->slaying)
663 tmp->slaying = spob->slaying; 635 tmp->slaying = spob->slaying;
664 636
668 tmp->stats.hp = spob->duration + SP_level_duration_adjust (caster, spob); 640 tmp->stats.hp = spob->duration + SP_level_duration_adjust (caster, spob);
669 tmp->stats.maxhp = spob->range + SP_level_range_adjust (caster, spob); 641 tmp->stats.maxhp = spob->range + SP_level_range_adjust (caster, spob);
670 tmp->dam_modifier = spob->stats.food + SP_level_dam_adjust (caster, spob); 642 tmp->dam_modifier = spob->stats.food + SP_level_dam_adjust (caster, spob);
671 643
672 tmp->direction = dir; 644 tmp->direction = dir;
673 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) 645 if (tmp->flag [FLAG_IS_TURNABLE])
674 SET_ANIMATION (tmp, dir); 646 SET_ANIMATION (tmp, dir);
675 647
676 tmp->set_owner (op); 648 tmp->set_owner (op);
677 set_spell_skill (op, caster, spob, tmp); 649 set_spell_skill (op, caster, spob, tmp);
678 650
679 tmp->x = op->x + freearr_x[dir]; 651 tmp->x = op->x + freearr_x[dir];
680 tmp->y = op->y + freearr_y[dir]; 652 tmp->y = op->y + freearr_y[dir];
681 tmp->map = op->map; 653 tmp->map = op->map;
682 654
655 maptile *newmap;
683 mflags = get_map_flags (tmp->map, &tmp->map, tmp->x, tmp->y, &tmp->x, &tmp->y); 656 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y);
684 if (mflags & P_OUT_OF_MAP) 657 if (mflags & P_OUT_OF_MAP)
685 { 658 {
686 tmp->destroy (); 659 tmp->destroy ();
687 return 0; 660 return 0;
688 } 661 }
689 662
663 tmp->map = newmap;
664
665 // in case the bullet has direction 0 we explode it in place.
666 // direction 0 is possible for instance when a poison cloud trap springs.
667 if (tmp->direction == 0)
668 {
669 if (tmp->other_arch
670 && (tmp = tmp->insert_at (tmp, op))) // insert before explode cleanly
671 explode_bullet (tmp); // explode object will/should remove tmp
672 else
673 tmp->destroy ();
674
675 return 0;
676 }
677
690 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y))) 678 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y)))
691 { 679 {
692 if (!QUERY_FLAG (tmp, FLAG_REFLECTING)) 680 if (!tmp->flag [FLAG_REFLECTING])
693 { 681 {
694 tmp->destroy (); 682 tmp->destroy ();
695 return 0; 683 return 0;
696 } 684 }
697 685
699 tmp->y = op->y; 687 tmp->y = op->y;
700 tmp->direction = absdir (tmp->direction + 4); 688 tmp->direction = absdir (tmp->direction + 4);
701 tmp->map = op->map; 689 tmp->map = op->map;
702 } 690 }
703 691
704 if ((tmp = insert_ob_in_map (tmp, tmp->map, op, 0)) != NULL) 692 if ((tmp = tmp->insert_at (tmp, op)))
705 check_bullet (tmp); 693 check_bullet (tmp);
706 694
707 return 1; 695 return 1;
708} 696}
709
710
711
712 697
713/***************************************************************************** 698/*****************************************************************************
714 * 699 *
715 * CONE RELATED FUNCTIONS 700 * CONE RELATED FUNCTIONS
716 * 701 *
717 *****************************************************************************/ 702 *****************************************************************************/
718 703
719
720/* drops an object based on what is in the cone's "other_arch" */ 704/* drops an object based on what is in the cone's "other_arch" */
721void 705static void
722cone_drop (object *op) 706cone_drop (object *op)
723{ 707{
724 object *new_ob = arch_to_object (op->other_arch); 708 object *new_ob = op->other_arch->instance ();
725 709
726 new_ob->x = op->x;
727 new_ob->y = op->y;
728 new_ob->level = op->level; 710 new_ob->level = op->level;
729 new_ob->set_owner (op->owner); 711 new_ob->set_owner (op->owner);
730 712
731 /* preserve skill ownership */ 713 /* preserve skill ownership */
732 if (op->skill && op->skill != new_ob->skill) 714 if (op->skill && op->skill != new_ob->skill)
733 {
734 new_ob->skill = op->skill; 715 new_ob->skill = op->skill;
735 }
736 insert_ob_in_map (new_ob, op->map, op, 0);
737 716
717 new_ob->insert_at (op, op);
738} 718}
739 719
740/* move_cone: causes cone object 'op' to move a space/hit creatures */ 720/* move_cone: causes cone object 'op' to move a space/hit creatures */
741 721
742void 722void
743move_cone (object *op) 723move_cone (object *op)
744{ 724{
745 int i;
746
747 /* if no map then hit_map will crash so just ignore object */ 725 /* if no map then hit_map will crash so just ignore object */
748 if (!op->map) 726 if (!op->map)
749 { 727 {
750 LOG (llevError, "Tried to move_cone object %s without a map.\n", op->name ? &op->name : "unknown"); 728 LOG (llevError, "Tried to move_cone object %s without a map.\n", op->name ? &op->name : "unknown");
751 op->speed = 0; 729 op->set_speed (0);
752 update_ob_speed (op);
753 return; 730 return;
754 } 731 }
755 732
756 /* lava saves it's life, but not yours :) */ 733 /* lava saves it's life, but not yours :) */
757 if (QUERY_FLAG (op, FLAG_LIFESAVE)) 734 if (op->flag [FLAG_LIFESAVE])
758 { 735 {
759 hit_map (op, 0, op->attacktype, 0); 736 hit_map (op, 0, op->attacktype, 0);
760 return; 737 return;
761 } 738 }
762 739
772 } 749 }
773#endif 750#endif
774 751
775 hit_map (op, 0, op->attacktype, 0); 752 hit_map (op, 0, op->attacktype, 0);
776 753
754 if (!op->is_on_map ())
755 return;
756
777 /* Check to see if we should push anything. 757 /* Check to see if we should push anything.
778 * Spell objects with weight push whatever they encounter to some 758 * Spell objects with weight push whatever they encounter to some
779 * degree. 759 * degree.
780 */ 760 */
781 if (op->weight) 761 if (op->weight)
762 {
782 check_spell_knockback (op); 763 check_spell_knockback (op);
783 764
784 if (op->destroyed ()) 765 if (!op->is_on_map ())
785 return; 766 return;
767 }
786 768
787 if ((op->duration--) < 0) 769 if (op->duration-- < 0)
788 { 770 {
789 op->destroy (); 771 op->destroy ();
790 return; 772 return;
791 } 773 }
792 /* Object has hit maximum range, so don't have it move 774 /* Object has hit maximum range, so don't have it move
797 { 779 {
798 op->range = 0; /* just so it doesn't wrap */ 780 op->range = 0; /* just so it doesn't wrap */
799 return; 781 return;
800 } 782 }
801 783
802 for (i = -1; i < 2; i++) 784 for (int i = -1; i <= 1; i++)
803 { 785 {
804 sint16 x = op->x + freearr_x[absdir (op->stats.sp + i)], y = op->y + freearr_y[absdir (op->stats.sp + i)]; 786 sint16 x = op->x + freearr_x[absdir (op->stats.sp + i)], y = op->y + freearr_y[absdir (op->stats.sp + i)];
805 787
806 if (ok_to_put_more (op->map, x, y, op, op->attacktype)) 788 if (ok_to_put_more (op->map, x, y, op, op->attacktype))
807 { 789 {
808 object *tmp = op->clone (); 790 object *tmp = op->clone ();
809
810 tmp->x = x;
811 tmp->y = y;
812 791
813 tmp->duration = op->duration + 1; 792 tmp->duration = op->duration + 1;
814 793
815 /* Use for spell tracking - see ok_to_put_more() */ 794 /* Use for spell tracking - see ok_to_put_more() */
816 tmp->stats.maxhp = op->stats.maxhp; 795 tmp->stats.maxhp = op->stats.maxhp;
817 insert_ob_in_map (tmp, op->map, op, 0); 796
797 op->map->insert (tmp, x, y, op);
798
818 if (tmp->other_arch) 799 if (tmp->other_arch)
819 cone_drop (tmp); 800 cone_drop (tmp);
820 } 801 }
821 } 802 }
822} 803}
839 MoveType movetype; 820 MoveType movetype;
840 821
841 if (!spell->other_arch) 822 if (!spell->other_arch)
842 return 0; 823 return 0;
843 824
844 if (op->type == PLAYER && QUERY_FLAG (op, FLAG_UNDEAD) && op->attacktype & AT_TURN_UNDEAD) 825 if (op->type == PLAYER && op->flag [FLAG_UNDEAD] && op->attacktype & AT_TURN_UNDEAD)
845 { 826 {
846 new_draw_info (NDI_UNIQUE, 0, op, "Your undead nature prevents you from turning undead!"); 827 op->failmsg ("Your undead nature prevents you from turning undead!");
847 return 0; 828 return 0;
848 } 829 }
849 830
850 if (!dir) 831 if (!dir)
851 { 832 {
855 836
856 /* Need to know what the movetype of the object we are about 837 /* Need to know what the movetype of the object we are about
857 * to create is, so we can know if the space we are about to 838 * to create is, so we can know if the space we are about to
858 * insert it into is blocked. 839 * insert it into is blocked.
859 */ 840 */
860 movetype = spell->other_arch->clone.move_type; 841 movetype = spell->other_arch->move_type;
861 842
862 for (i = range_min; i <= range_max; i++) 843 for (i = range_min; i <= range_max; i++)
863 { 844 {
864 sint16 x, y, d; 845 sint16 x, y;
865 846
866 /* We can't use absdir here, because it never returns 847 /* We can't use absdir here, because it never returns
867 * 0. If this is a rune, we want to hit the person on top 848 * 0. If this is a rune, we want to hit the person on top
868 * of the trap (d==0). If it is not a rune, then we don't want 849 * of the trap (d==0). If it is not a rune, then we don't want
869 * to hit that person. 850 * to hit that person.
870 */ 851 */
871 d = dir + i; 852 int d = dir ? absdir (dir + i) : i;
872 while (d < 0)
873 d += 8;
874 while (d > 8)
875 d -= 8;
876 853
877 /* If it's not a rune, we don't want to blast the caster. 854 /* If it's not a rune, we don't want to blast the caster.
878 * In that case, we have to see - if dir is specified, 855 * In that case, we have to see - if dir is specified,
879 * turn this into direction 8. If dir is not specified (all 856 * turn this into direction 8. If dir is not specified (all
880 * direction) skip - otherwise, one line would do more damage 857 * direction) skip - otherwise, one line would do more damage
897 874
898 if ((movetype & GET_MAP_MOVE_BLOCK (m, sx, sy)) == movetype) 875 if ((movetype & GET_MAP_MOVE_BLOCK (m, sx, sy)) == movetype)
899 continue; 876 continue;
900 877
901 success = 1; 878 success = 1;
902 tmp = arch_to_object (spell->other_arch); 879 tmp = spell->other_arch->instance ();
903 tmp->set_owner (op); 880 tmp->set_owner (op);
904 set_spell_skill (op, caster, spell, tmp); 881 set_spell_skill (op, caster, spell, tmp);
905 tmp->level = caster_level (caster, spell); 882 tmp->level = casting_level (caster, spell);
906 tmp->x = sx;
907 tmp->y = sy;
908 tmp->attacktype = spell->attacktype; 883 tmp->attacktype = spell->attacktype;
909 884
910 /* holy word stuff */ 885 /* holy word stuff */
911 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER)) 886 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER))
912 if (!tailor_god_spell (tmp, op)) 887 if (!tailor_god_spell (tmp, op))
946 else 921 else
947 tmp->duration += caster->level / 3; 922 tmp->duration += caster->level / 3;
948 } 923 }
949 924
950 if (!(tmp->move_type & MOVE_FLY_LOW)) 925 if (!(tmp->move_type & MOVE_FLY_LOW))
951 LOG (llevDebug, "cast_cone(): arch %s doesn't have flying 1\n", &spell->other_arch->name); 926 LOG (llevDebug, "cast_cone(): arch %s doesn't have flying 1\n", &spell->other_arch->archname);
952 927
953 if (!tmp->move_on && tmp->stats.dam) 928 if (!tmp->move_on && tmp->stats.dam)
954 {
955 LOG (llevDebug, "cast_cone(): arch %s doesn't have move_on set\n", &spell->other_arch->name); 929 LOG (llevDebug, "cast_cone(): arch %s doesn't have move_on set\n", &spell->other_arch->archname);
956 }
957 930
958 insert_ob_in_map (tmp, m, op, 0); 931 m->insert (tmp, sx, sy, op);
959 932
960 /* This is used for tracking spells so that one effect doesn't hit 933 /* This is used for tracking spells so that one effect doesn't hit
961 * a single space too many times. 934 * a single space too many times.
962 */ 935 */
963 tmp->stats.maxhp = tmp->count; 936 tmp->stats.maxhp = tmp->count;
973 * 946 *
974 * BOMB related code 947 * BOMB related code
975 * 948 *
976 ****************************************************************************/ 949 ****************************************************************************/
977 950
978
979/* This handles an exploding bomb. 951/* This handles an exploding bomb.
980 * op is the original bomb object. 952 * op is the original bomb object.
981 */ 953 */
982void 954void
983animate_bomb (object *op) 955animate_bomb (object *op)
984{ 956{
985 int i;
986 object *env, *tmp;
987 archetype *at;
988
989 if (op->state != NUM_ANIMATIONS (op) - 1) 957 if (op->state != NUM_ANIMATIONS (op) - 1)
990 return; 958 return;
991 959
992 env = object_get_env_recursive (op); 960 object *env = op->outer_env ();
993 961
994 if (op->env) 962 if (op->env)
995 { 963 {
996 if (env->map == NULL) 964 if (!env->map)
997 return; 965 return;
998 966
999 if (env->type == PLAYER) 967 if (!(op = op->insert_at (env, op)))
1000 esrv_del_item (env->contr, op->count);
1001
1002 op->remove ();
1003 op->x = env->x;
1004 op->y = env->y;
1005 if ((op = insert_ob_in_map (op, env->map, op, 0)) == NULL)
1006 return; 968 return;
1007 } 969 }
1008 970
1009 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent bomb from exploding 971 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent bomb from exploding
1010 // on a safe map. I don't like this special casing, but it seems to be neccessary 972 // on a safe map. I don't like this special casing, but it seems to be neccessary
1011 // as bombs can be carried. 973 // as bombs can be carried.
1012 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE) 974 if (op->ms ().flags () & P_SAFE)
1013 { 975 {
1014 op->destroy (); 976 op->destroy ();
1015 return; 977 return;
1016 } 978 }
1017 979
1018 /* This copies a lot of the code from the fire bullet, 980 /* This copies a lot of the code from the fire bullet,
1019 * but using the cast_bullet isn't really feasible, 981 * but using the cast_bullet isn't really feasible,
1020 * so just set up the appropriate values. 982 * so just set up the appropriate values.
1021 */ 983 */
1022 at = archetype::find (SPLINT); 984 if (archetype *at = archetype::find (SPLINT))
1023 if (at)
1024 { 985 {
1025 for (i = 1; i < 9; i++) 986 for (int i = 1; i < 9; i++)
1026 { 987 {
1027 if (out_of_map (op->map, op->x + freearr_x[i], op->y + freearr_x[i])) 988 if (out_of_map (op->map, op->x + freearr_x[i], op->y + freearr_x[i]))
1028 continue; 989 continue;
1029 tmp = arch_to_object (at); 990
991 object *tmp = at->instance ();
1030 tmp->direction = i; 992 tmp->direction = i;
1031 tmp->range = op->range; 993 tmp->range = op->range;
1032 tmp->stats.dam = op->stats.dam; 994 tmp->stats.dam = op->stats.dam;
1033 tmp->duration = op->duration; 995 tmp->duration = op->duration;
1034 tmp->attacktype = op->attacktype; 996 tmp->attacktype = op->attacktype;
1035 tmp->set_owner (op); 997 tmp->set_owner (op);
1036 if (op->skill && op->skill != tmp->skill) 998 if (op->skill && op->skill != tmp->skill)
1037 {
1038 tmp->skill = op->skill; 999 tmp->skill = op->skill;
1039 } 1000
1040 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) 1001 if (tmp->flag [FLAG_IS_TURNABLE])
1041 SET_ANIMATION (tmp, i); 1002 SET_ANIMATION (tmp, i);
1042 tmp->x = op->x + freearr_x[i]; 1003
1043 tmp->y = op->y + freearr_x[i]; 1004 op->map->insert (tmp, op->x + freearr_x[i], op->y + freearr_x[i], op);
1044 insert_ob_in_map (tmp, op->map, op, 0);
1045 move_bullet (tmp); 1005 move_bullet (tmp);
1046 } 1006 }
1047 } 1007 }
1048 1008
1049 explode_bullet (op); 1009 explode_bullet (op);
1050} 1010}
1051 1011
1052int 1012int
1053create_bomb (object *op, object *caster, int dir, object *spell) 1013create_bomb (object *op, object *caster, int dir, object *spell)
1054{ 1014{
1055
1056 object *tmp; 1015 object *tmp;
1057 int mflags; 1016 int mflags;
1058 sint16 dx = op->x + freearr_x[dir], dy = op->y + freearr_y[dir]; 1017 sint16 dx = op->x + freearr_x[dir], dy = op->y + freearr_y[dir];
1059 maptile *m; 1018 maptile *m;
1060 1019
1061 mflags = get_map_flags (op->map, &m, dx, dy, &dx, &dy); 1020 mflags = get_map_flags (op->map, &m, dx, dy, &dx, &dy);
1021
1022 // when creating a bomb below ourself it should always work, even
1023 // when movement is blocked (somehow we got here, somehow we are here,
1024 // so we should also be able to make a bomb here). (originally added
1025 // to fix create bomb traps in doors, which cast with dir=0).
1026 if (dir)
1027 {
1062 if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, dx, dy) & MOVE_WALK)) 1028 if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, dx, dy) & MOVE_WALK))
1063 { 1029 {
1064 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way."); 1030 op->failmsg ("There is something in the way.");
1065 return 0; 1031 return 0;
1032 }
1066 } 1033 }
1067 tmp = arch_to_object (spell->other_arch); 1034
1035 tmp = spell->other_arch->instance ();
1068 1036
1069 /* level dependencies for bomb */ 1037 /* level dependencies for bomb */
1070 tmp->range = spell->range + SP_level_range_adjust (caster, spell); 1038 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
1071 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1039 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1072 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell); 1040 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
1073 tmp->attacktype = spell->attacktype; 1041 tmp->attacktype = spell->attacktype;
1074 1042
1075 tmp->set_owner (op); 1043 tmp->set_owner (op);
1076 set_spell_skill (op, caster, spell, tmp); 1044 set_spell_skill (op, caster, spell, tmp);
1077 tmp->x = dx; 1045
1078 tmp->y = dy; 1046 m->insert (tmp, dx, dy, op);
1079 insert_ob_in_map (tmp, m, op, 0);
1080 return 1; 1047 return 1;
1081} 1048}
1082 1049
1083/**************************************************************************** 1050/****************************************************************************
1084 * 1051 *
1093 * dir is the direction to look in. 1060 * dir is the direction to look in.
1094 * range is how far out to look. 1061 * range is how far out to look.
1095 * type is the type of spell - either SPELL_MANA or SPELL_GRACE. 1062 * type is the type of spell - either SPELL_MANA or SPELL_GRACE.
1096 * this info is used for blocked magic/unholy spaces. 1063 * this info is used for blocked magic/unholy spaces.
1097 */ 1064 */
1098 1065static object *
1099object *
1100get_pointed_target (object *op, int dir, int range, int type) 1066get_pointed_target (object *op, int dir, int range, int type)
1101{ 1067{
1102 object *target; 1068 object *target;
1103 sint16 x, y; 1069 sint16 x, y;
1104 int dist, mflags; 1070 int dist, mflags;
1122 return NULL; 1088 return NULL;
1123 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW) 1089 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW)
1124 return NULL; 1090 return NULL;
1125 1091
1126 if (mflags & P_IS_ALIVE) 1092 if (mflags & P_IS_ALIVE)
1127 {
1128 for (target = GET_MAP_OB (mp, x, y); target; target = target->above) 1093 for (target = GET_MAP_OB (mp, x, y); target; target = target->above)
1129 { 1094 if (target->flag [FLAG_MONSTER])
1130 if (QUERY_FLAG (target->head ? target->head : target, FLAG_MONSTER))
1131 {
1132 return target; 1095 return target;
1133 }
1134 }
1135 }
1136 } 1096 }
1097
1137 return NULL; 1098 return NULL;
1138} 1099}
1139
1140 1100
1141/* cast_smite_arch() - the priest points to a creature and causes 1101/* cast_smite_arch() - the priest points to a creature and causes
1142 * a 'godly curse' to decend. 1102 * a 'godly curse' to decend.
1143 * usual params - 1103 * usual params -
1144 * op = player 1104 * op = player
1145 * caster = object casting the spell. 1105 * caster = object casting the spell.
1146 * dir = direction being cast 1106 * dir = direction being cast
1147 * spell = spell object 1107 * spell = spell object
1148 */ 1108 */
1149
1150int 1109int
1151cast_smite_spell (object *op, object *caster, int dir, object *spell) 1110cast_smite_spell (object *op, object *caster, int dir, object *spell)
1152{ 1111{
1153 object *effect, *target; 1112 object *effect, *target;
1154 object *god = find_god (determine_god (op)); 1113 object *god = find_god (determine_god (op));
1164 * interesting spell. 1123 * interesting spell.
1165 * if it is a cleric spell, you need a god, and the creature 1124 * if it is a cleric spell, you need a god, and the creature
1166 * can't be friendly to your god. 1125 * can't be friendly to your god.
1167 */ 1126 */
1168 1127
1169 if (!target || QUERY_FLAG (target, FLAG_REFL_SPELL) 1128 if (!target
1129 || target->flag [FLAG_REFL_SPELL]
1170 || (!god && spell->stats.grace) 1130 || (!god && spell->stats.grace)
1171 || (target->title && god && !strcmp (target->title, god->name)) || (target->race && god && strstr (target->race, god->race))) 1131 || (god && target->title == god->name)
1132 || (god && target->race.contains (god->race)))
1172 { 1133 {
1173 new_draw_info (NDI_UNIQUE, 0, op, "Your request is unheeded."); 1134 op->failmsg ("Your request is unheeded.");
1174 return 0; 1135 return 0;
1175 } 1136 }
1176 1137
1177 if (spell->other_arch) 1138 if (spell->other_arch)
1178 effect = arch_to_object (spell->other_arch); 1139 effect = spell->other_arch->instance ();
1179 else 1140 else
1180 return 0; 1141 return 0;
1181 1142
1182 /* tailor the effect by priest level and worshipped God */ 1143 /* tailor the effect by priest level and worshipped God */
1183 effect->level = caster_level (caster, spell); 1144 effect->level = casting_level (caster, spell);
1184 effect->attacktype = spell->attacktype; 1145 effect->attacktype = spell->attacktype;
1185 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER)) 1146 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER))
1186 { 1147 {
1187 if (tailor_god_spell (effect, op)) 1148 if (tailor_god_spell (effect, op))
1188 new_draw_info_format (NDI_UNIQUE, 0, op, "%s answers your call!", determine_god (op)); 1149 new_draw_info_format (NDI_UNIQUE, 0, op, "%s answers your call!", (const char *)determine_god (op));
1189 else 1150 else
1190 { 1151 {
1191 new_draw_info (NDI_UNIQUE, 0, op, "Your request is ignored."); 1152 op->failmsg ("Your request is ignored.");
1192 return 0; 1153 return 0;
1193 } 1154 }
1194 } 1155 }
1195 1156
1196 /* size of the area of destruction */ 1157 /* size of the area of destruction */
1200 if (effect->attacktype & AT_DEATH) 1161 if (effect->attacktype & AT_DEATH)
1201 { 1162 {
1202 effect->level = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1163 effect->level = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1203 1164
1204 /* casting death spells at undead isn't a good thing */ 1165 /* casting death spells at undead isn't a good thing */
1205 if (QUERY_FLAG (target, FLAG_UNDEAD)) 1166 if (target->flag [FLAG_UNDEAD])
1206 { 1167 {
1207 if (random_roll (0, 2, op, PREFER_LOW)) 1168 if (random_roll (0, 2, op, PREFER_LOW))
1208 { 1169 {
1209 new_draw_info (NDI_UNIQUE, 0, op, "Idiot! Your spell boomerangs!"); 1170 new_draw_info (NDI_UNIQUE, 0, op, "Idiot! Your spell boomerangs!");
1210 effect->x = op->x; 1171 effect->x = op->x;
1227 1188
1228 effect->set_owner (op); 1189 effect->set_owner (op);
1229 set_spell_skill (op, caster, spell, effect); 1190 set_spell_skill (op, caster, spell, effect);
1230 1191
1231 /* ok, tell it where to be, and insert! */ 1192 /* ok, tell it where to be, and insert! */
1232 effect->x = target->x; 1193 effect->insert_at (target, op);
1233 effect->y = target->y;
1234 insert_ob_in_map (effect, target->map, op, 0);
1235 1194
1236 return 1; 1195 return 1;
1237} 1196}
1238
1239 1197
1240/**************************************************************************** 1198/****************************************************************************
1241 * 1199 *
1242 * MAGIC MISSILE code. 1200 * MAGIC MISSILE code.
1243 * note that the fire_bullet is used to fire the missile. The 1201 * note that the fire_bullet is used to fire the missile. The
1246 1204
1247/* op is a missile that needs to be moved */ 1205/* op is a missile that needs to be moved */
1248void 1206void
1249move_missile (object *op) 1207move_missile (object *op)
1250{ 1208{
1251 int i, mflags;
1252 object *owner;
1253 sint16 new_x, new_y;
1254 maptile *m;
1255
1256 if (op->range-- <= 0) 1209 if (op->range-- <= 0)
1257 { 1210 {
1211 op->drop_and_destroy ();
1212 return;
1213 }
1214
1215 mapxy pos (op);
1216 pos.move (op->direction);
1217
1218 if (!pos.normalise ())
1219 {
1258 op->destroy (); 1220 op->destroy ();
1259 return; 1221 return;
1260 } 1222 }
1261 1223
1262 owner = op->owner; 1224 mapspace &ms = pos.ms ();
1263#if 0
1264 /* It'd make things nastier if this wasn't here - spells cast by
1265 * monster that are then killed would continue to survive
1266 */
1267 if (owner == NULL)
1268 {
1269 op->destroy ();
1270 return;
1271 }
1272#endif
1273 1225
1274 new_x = op->x + DIRX (op); 1226 if (ms.flags () & P_IS_ALIVE || ms.blocks (op))
1275 new_y = op->y + DIRY (op);
1276
1277 mflags = get_map_flags (op->map, &m, new_x, new_y, &new_x, &new_y);
1278
1279 if (!(mflags & P_OUT_OF_MAP) && ((mflags & P_IS_ALIVE) || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y))))
1280 { 1227 {
1281 hit_map (op, op->direction, AT_MAGIC, 1); 1228 hit_map (op, op->direction, AT_MAGIC, 1);
1282 /* Basically, missile only hits one thing then goes away. 1229 /* Basically, missile only hits one thing then goes away.
1283 * we need to remove it if someone hasn't already done so. 1230 * we need to remove it if someone hasn't already done so.
1284 */ 1231 */
1285 if (!op->destroyed ())
1286 op->destroy ();
1287
1288 return;
1289 }
1290
1291 op->remove ();
1292
1293 if (!op->direction || (mflags & P_OUT_OF_MAP))
1294 {
1295 op->destroy (); 1232 op->destroy ();
1296 return; 1233 return;
1297 } 1234 }
1298 1235
1299 op->x = new_x; 1236 if (!op->direction)
1300 op->y = new_y; 1237 {
1301 op->map = m; 1238 op->destroy ();
1239 return;
1240 }
1241
1302 i = spell_find_dir (op->map, op->x, op->y, op->owner); 1242 int i = spell_find_dir (pos.m, pos.x, pos.y, op->owner);
1303 if (i > 0 && i != op->direction) 1243 if (i > 0 && i != op->direction)
1304 { 1244 {
1305 op->direction = i; 1245 op->direction = i;
1306 SET_ANIMATION (op, op->direction); 1246 SET_ANIMATION (op, op->direction);
1307 } 1247 }
1308 1248
1309 insert_ob_in_map (op, op->map, op, 0); 1249 pos.insert (op, op);
1310} 1250}
1311 1251
1312/**************************************************************************** 1252/****************************************************************************
1313 * Destruction 1253 * Destruction
1314 ****************************************************************************/ 1254 ****************************************************************************/
1317 * we do this by creating a force and inserting it in the 1257 * we do this by creating a force and inserting it in the
1318 * object. if time is 0, the object glows permanently. To truely 1258 * object. if time is 0, the object glows permanently. To truely
1319 * make this work for non-living objects, we would have to 1259 * make this work for non-living objects, we would have to
1320 * give them the capability to have an inventory. b.t. 1260 * give them the capability to have an inventory. b.t.
1321 */ 1261 */
1322 1262static int
1323int
1324make_object_glow (object *op, int radius, int time) 1263make_object_glow (object *op, int radius, int time)
1325{ 1264{
1326 object *tmp;
1327
1328 /* some things are unaffected... */ 1265 /* some things are unaffected... */
1329 if (op->path_denied & PATH_LIGHT) 1266 if (op->path_denied & PATH_LIGHT)
1330 return 0; 1267 return 0;
1331 1268
1332 tmp = get_archetype (FORCE_NAME); 1269 object *tmp = archetype::get (FORCE_NAME);
1333 tmp->speed = 0.01; 1270 tmp->set_speed (0.01);
1334 tmp->stats.food = time; 1271 tmp->stats.food = time;
1335 SET_FLAG (tmp, FLAG_IS_USED_UP); 1272 tmp->set_flag (FLAG_IS_USED_UP);
1336 tmp->glow_radius = radius; 1273 tmp->set_glow_radius (min (MAX_LIGHT_RADIUS, radius));
1337 if (tmp->glow_radius > MAX_LIGHT_RADII)
1338 tmp->glow_radius = MAX_LIGHT_RADII;
1339
1340 tmp->x = op->x;
1341 tmp->y = op->y;
1342 if (tmp->speed < MIN_ACTIVE_SPEED)
1343 tmp->speed = MIN_ACTIVE_SPEED; /* safety */
1344 tmp = insert_ob_in_ob (tmp, op); 1274 tmp = insert_ob_in_ob (tmp, op);
1275
1345 if (tmp->glow_radius > op->glow_radius) 1276 if (tmp->glow_radius > op->glow_radius)
1346 op->glow_radius = tmp->glow_radius; 1277 op->set_glow_radius (tmp->glow_radius);
1347 1278
1348 if (!tmp->env || op != tmp->env)
1349 {
1350 LOG (llevError, "make_object_glow() failed to insert glowing force in %s\n", &op->name);
1351 return 0;
1352 }
1353 return 1; 1279 return 1;
1354} 1280}
1355
1356
1357
1358 1281
1359int 1282int
1360cast_destruction (object *op, object *caster, object *spell_ob) 1283cast_destruction (object *op, object *caster, object *spell_ob)
1361{ 1284{
1362 int i, j, range, mflags, friendly = 0, dam, dur;
1363 sint16 sx, sy;
1364 maptile *m;
1365 object *tmp;
1366 const char *skill;
1367
1368 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob); 1285 int range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
1369 dam = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob); 1286 int dam = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob);
1370 dur = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob); 1287 int dur = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
1371 if (QUERY_FLAG (op, FLAG_FRIENDLY) || op->type == PLAYER)
1372 friendly = 1;
1373 1288
1374 /* destruction doesn't use another spell object, so we need 1289 bool friendly = op->flag [FLAG_FRIENDLY] || op->is_player ();
1375 * update op's skill pointer so that exp is properly awarded.
1376 * We do some shortcuts here - since this is just temporary
1377 * and we'll reset the values back, we don't need to go through
1378 * the full share string/free_string route.
1379 */
1380 skill = op->skill;
1381 if (caster == op)
1382 op->skill = spell_ob->skill;
1383 else if (caster->skill)
1384 op->skill = caster->skill;
1385 else
1386 op->skill = NULL;
1387 1290
1388 change_skill (op, find_skill_by_name (op, op->skill), 1); 1291 dynbuf buf;
1389 1292 unordered_mapwalk (buf, op, -range, -range, range, range)
1390 for (i = -range; i < range; i++)
1391 { 1293 {
1392 for (j = -range; j < range; j++) 1294 mapspace &ms = m->at (nx, ny);
1393 { 1295
1394 m = op->map;
1395 sx = op->x + i;
1396 sy = op->y + j;
1397 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
1398 if (mflags & P_OUT_OF_MAP)
1399 continue;
1400 if (mflags & P_IS_ALIVE) 1296 if (ms.flags () & P_IS_ALIVE)
1297 for (object *next, *tmp = ms.bot; tmp; tmp = next)
1401 { 1298 {
1402 for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above) 1299 next = tmp->above;
1300
1301 if (tmp->flag [FLAG_ALIVE] || tmp->is_player ())
1403 { 1302 {
1404 if (QUERY_FLAG (tmp, FLAG_ALIVE) || tmp->type == PLAYER)
1405 break;
1406 }
1407 if (tmp)
1408 {
1409 if (tmp->head)
1410 tmp = tmp->head; 1303 tmp = tmp->head_ ();
1411 1304
1412 if ((friendly && !QUERY_FLAG (tmp, FLAG_FRIENDLY) && tmp->type != PLAYER) || 1305 if ((friendly && !tmp->flag [FLAG_FRIENDLY] && !tmp->is_player ())
1413 (!friendly && (QUERY_FLAG (tmp, FLAG_FRIENDLY) || tmp->type == PLAYER))) 1306 || (!friendly && (tmp->flag [FLAG_FRIENDLY] || tmp->is_player ())))
1414 { 1307 {
1415 if (spell_ob->subtype == SP_DESTRUCTION) 1308 if (spell_ob->subtype == SP_DESTRUCTION)
1416 { 1309 {
1417 hit_player (tmp, dam, op, spell_ob->attacktype, 0); 1310 hit_player (tmp, dam, op, spell_ob->attacktype, 0);
1311
1418 if (spell_ob->other_arch) 1312 if (spell_ob->other_arch)
1419 { 1313 m->insert (spell_ob->other_arch->instance (), nx, ny, op);
1420 tmp = arch_to_object (spell_ob->other_arch);
1421 tmp->x = sx;
1422 tmp->y = sy;
1423 insert_ob_in_map (tmp, m, op, 0);
1424 }
1425 } 1314 }
1426 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist[ATNR_MAGIC] != 100) 1315 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist [ATNR_MAGIC] != 100)
1427 { 1316 {
1428 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch) 1317 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch)
1429 { 1318 m->insert (spell_ob->other_arch->instance (), nx, ny, op);
1430 object *effect = arch_to_object (spell_ob->other_arch);
1431
1432 effect->x = sx;
1433 effect->y = sy;
1434 insert_ob_in_map (effect, m, op, 0);
1435 }
1436 } 1319 }
1437 } 1320 }
1438 } 1321 }
1439 } 1322 }
1440 }
1441 } 1323 }
1442 op->skill = skill; 1324
1443 return 1; 1325 return 1;
1444} 1326}
1445 1327
1446/*************************************************************************** 1328/***************************************************************************
1447 * 1329 *
1448 * CURSE 1330 * CURSE
1449 * 1331 *
1450 ***************************************************************************/ 1332 ***************************************************************************/
1451
1452int 1333int
1453cast_curse (object *op, object *caster, object *spell_ob, int dir) 1334cast_curse (object *op, object *caster, object *spell_ob, int dir)
1454{ 1335{
1455 object *god = find_god (determine_god (op)); 1336 object *god = find_god (determine_god (op));
1456 object *tmp, *force; 1337 object *tmp, *force;
1457 1338
1458 tmp = get_pointed_target (op, (dir == 0) ? op->direction : dir, spell_ob->range, SPELL_GRACE); 1339 tmp = get_pointed_target (op, (dir == 0) ? op->direction : dir, spell_ob->range, SPELL_GRACE);
1459 if (!tmp) 1340 if (!tmp)
1460 { 1341 {
1461 new_draw_info (NDI_UNIQUE, 0, op, "There is no one in that direction to curse."); 1342 op->failmsg ("There is no one in that direction to curse.");
1462 return 0; 1343 return 0;
1463 } 1344 }
1464 1345
1346 tmp = tmp->head_ ();
1347
1465 /* If we've already got a force of this type, don't add a new one. */ 1348 /* If we've already got a force of this type, don't add a new one. */
1466 for (force = tmp->inv; force != NULL; force = force->below) 1349 for (force = tmp->inv; force; force = force->below)
1467 { 1350 {
1468 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY) 1351 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY)
1469 { 1352 {
1470 if (force->name == spell_ob->name) 1353 if (force->name == spell_ob->name)
1471 { 1354 {
1477 return 0; 1360 return 0;
1478 } 1361 }
1479 } 1362 }
1480 } 1363 }
1481 1364
1482 if (force == NULL) 1365 if (!force)
1483 { 1366 {
1484 force = get_archetype (FORCE_NAME); 1367 force = archetype::get (FORCE_NAME);
1485 force->subtype = FORCE_CHANGE_ABILITY; 1368 force->subtype = FORCE_CHANGE_ABILITY;
1369
1486 if (spell_ob->race) 1370 if (spell_ob->race)
1487 force->name = spell_ob->race; 1371 force->name = spell_ob->race;
1488 else 1372 else
1489 force->name = spell_ob->name; 1373 force->name = spell_ob->name;
1490 1374
1500 { 1384 {
1501 force->duration = duration; 1385 force->duration = duration;
1502 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 1386 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1503 } 1387 }
1504 else 1388 else
1505 {
1506 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1389 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1507 } 1390
1508 return 1; 1391 return 1;
1509 } 1392 }
1393
1510 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50; 1394 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1511 force->speed = 1.0;
1512 force->speed_left = -1.0; 1395 force->speed_left = -1.f;
1513 SET_FLAG (force, FLAG_APPLIED); 1396 force->set_speed (1.f);
1397 force->set_flag (FLAG_APPLIED);
1514 1398
1515 if (god) 1399 if (god)
1516 { 1400 {
1517 if (spell_ob->last_grace) 1401 if (spell_ob->last_grace)
1518 force->path_repelled = god->path_repelled; 1402 force->path_repelled = god->path_repelled;
1531 force->stats.wc = spell_ob->stats.wc; 1415 force->stats.wc = spell_ob->stats.wc;
1532 1416
1533 change_abil (tmp, force); /* Mostly to display any messages */ 1417 change_abil (tmp, force); /* Mostly to display any messages */
1534 insert_ob_in_ob (force, tmp); 1418 insert_ob_in_ob (force, tmp);
1535 tmp->update_stats (); 1419 tmp->update_stats ();
1420
1536 return 1; 1421 return 1;
1537
1538} 1422}
1539
1540 1423
1541/********************************************************************** 1424/**********************************************************************
1542 * mood change 1425 * mood change
1543 * Arguably, this may or may not be an attack spell. But since it 1426 * Arguably, this may or may not be an attack spell. But since it
1544 * effects monsters, it seems best to put it into this file 1427 * effects monsters, it seems best to put it into this file
1549 */ 1432 */
1550int 1433int
1551mood_change (object *op, object *caster, object *spell) 1434mood_change (object *op, object *caster, object *spell)
1552{ 1435{
1553 object *tmp, *god, *head; 1436 object *tmp, *god, *head;
1554 int done_one, range, mflags, level, at, best_at; 1437 int done_one, range, level, at, best_at;
1555 sint16 x, y, nx, ny;
1556 maptile *m;
1557 const char *race; 1438 const char *race;
1558 1439
1559 /* We precompute some values here so that we don't have to keep 1440 /* We precompute some values here so that we don't have to keep
1560 * doing it over and over again. 1441 * doing it over and over again.
1561 */ 1442 */
1562 god = find_god (determine_god (op)); 1443 god = find_god (determine_god (op));
1563 level = caster_level (caster, spell); 1444 level = casting_level (caster, spell);
1564 range = spell->range + SP_level_range_adjust (caster, spell); 1445 range = spell->range + SP_level_range_adjust (caster, spell);
1565 1446
1566 /* On the bright side, no monster should ever have a race of GOD_... 1447 /* On the bright side, no monster should ever have a race of GOD_...
1567 * so even if the player doesn't worship a god, if race=GOD_.., it 1448 * so even if the player doesn't worship a god, if race=GOD_.., it
1568 * won't ever match anything. 1449 * won't ever match anything.
1569 */ 1450 */
1570 if (!spell->race) 1451 if (!spell->race)
1571 race = NULL; 1452 race = NULL;
1572 else if (god && !strcmp (spell->race, "GOD_SLAYING")) 1453 else if (god && spell->race == shstr_GOD_SLAYING)
1573 race = god->slaying; 1454 race = god->slaying;
1574 else if (god && !strcmp (spell->race, "GOD_FRIEND")) 1455 else if (god && spell->race == shstr_GOD_FRIEND)
1575 race = god->race; 1456 race = god->race;
1576 else 1457 else
1577 race = spell->race; 1458 race = spell->race;
1578 1459
1579 1460 dynbuf buf;
1580 for (x = op->x - range; x <= op->x + range; x++) 1461 unordered_mapwalk (buf, op, -range, -range, range, range)
1581 for (y = op->y - range; y <= op->y + range; y++)
1582 { 1462 {
1463 mapspace &ms = m->at (nx, ny);
1583 1464
1584 done_one = 0;
1585 m = op->map;
1586 nx = x;
1587 ny = y;
1588 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1589 if (mflags & P_OUT_OF_MAP)
1590 continue;
1591
1592 /* If there is nothing living on this space, no need to go further */ 1465 /* If there is nothing living on this space, no need to go further */
1593 if (!(mflags & P_IS_ALIVE)) 1466 if (!ms.flags () & P_IS_ALIVE)
1594 continue; 1467 continue;
1595 1468
1596 for (tmp = GET_MAP_OB (m, nx, ny); tmp; tmp = tmp->above) 1469 // players can only affect spaces that they can actually see
1597 if (QUERY_FLAG (tmp, FLAG_MONSTER)) 1470 if (caster
1471 && caster->contr
1472 && caster->contr->darkness_at (m, nx, ny) == LOS_BLOCKED)
1473 continue;
1474
1475 for (tmp = ms.top; tmp; tmp = tmp->below)
1476 if (tmp->flag [FLAG_MONSTER])
1598 break; 1477 break;
1599 1478
1600 /* There can be living objects that are not monsters */ 1479 /* There can be living objects that are not monsters */
1601 if (!tmp || tmp->type == PLAYER) 1480 if (!tmp)
1602 continue; 1481 continue;
1603 1482
1604 /* Only the head has meaningful data, so resolve to that */ 1483 /* Only the head has meaningful data, so resolve to that */
1605 if (tmp->head)
1606 head = tmp->head; 1484 head = tmp->head_ ();
1607 else
1608 head = tmp;
1609 1485
1610 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */ 1486 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */
1611 if (race && head->race && !strstr (race, head->race)) 1487 if (race && head->race && !strstr (race, head->race))
1612 continue; 1488 continue;
1613 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD)) 1489
1490 if (head->flag [FLAG_UNDEAD] && !spell->flag [FLAG_UNDEAD])
1614 continue; 1491 continue;
1615 1492
1616 /* Now do a bunch of stuff related to saving throws */ 1493 /* Now do a bunch of stuff related to saving throws */
1617 best_at = -1; 1494 best_at = -1;
1618 if (spell->attacktype) 1495 if (spell->attacktype)
1619 { 1496 {
1620 for (at = 0; at < NROFATTACKS; at++) 1497 for (at = 0; at < NROFATTACKS; at++)
1621 if (spell->attacktype & (1 << at)) 1498 if (spell->attacktype & (1 << at))
1622 if (best_at == -1 || head->resist[at] > head->resist[best_at]) 1499 if (best_at == -1 || head->resist[at] > head->resist[best_at])
1623 best_at = at; 1500 best_at = at;
1624 1501
1625 if (best_at == -1) 1502 if (best_at == -1)
1626 at = 0; 1503 at = 0;
1627 else 1504 else
1628 { 1505 {
1629 if (head->resist[best_at] == 100) 1506 if (head->resist[best_at] == 100)
1630 continue; 1507 continue;
1631 else 1508 else
1632 at = head->resist[best_at] / 5; 1509 at = head->resist[best_at] / 5;
1633 } 1510 }
1511
1634 at -= level / 5; 1512 at -= level / 5;
1635 if (did_make_save (head, head->level, at)) 1513 if (did_make_save (head, head->level, at))
1636 continue; 1514 continue;
1637 } 1515 }
1638 else /* spell->attacktype */ 1516 else /* spell->attacktype */
1517 {
1639 /* 1518 /*
1640 Spell has no attacktype (charm & such), so we'll have a specific saving: 1519 Spell has no attacktype (charm & such), so we'll have a specific saving:
1641 * if spell level < monster level, no go 1520 * if spell level < monster level, no go
1642 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) ) 1521 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) )
1643 1522
1645 1524
1646 This is required to fix the 'charm monster' abuse, where a player level 1 can 1525 This is required to fix the 'charm monster' abuse, where a player level 1 can
1647 charm a level 125 monster... 1526 charm a level 125 monster...
1648 1527
1649 Ryo, august 14th 1528 Ryo, august 14th
1650 */ 1529 */
1651 {
1652 if (head->level > level) 1530 if (head->level > level)
1653 continue; 1531 continue;
1532
1654 if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + MIN (50, 2 * (level - head->level)))) 1533 if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + min (50, 2 * (level - head->level))))
1655 /* Failed, no effect */ 1534 /* Failed, no effect */
1656 continue; 1535 continue;
1657 } 1536 }
1658 1537
1659 /* Done with saving throw. Now start effecting the monster */ 1538 /* Done with saving throw. Now start affecting the monster */
1539 done_one = 0;
1660 1540
1661 /* aggravation */ 1541 /* aggravation */
1662 if (QUERY_FLAG (spell, FLAG_MONSTER)) 1542 if (spell->flag [FLAG_MONSTER])
1663 { 1543 {
1664 CLEAR_FLAG (head, FLAG_SLEEP); 1544 head->clr_flag (FLAG_SLEEP);
1665 if (QUERY_FLAG (head, FLAG_FRIENDLY))
1666 remove_friendly_object (head); 1545 remove_friendly_object (head);
1667
1668 done_one = 1; 1546 done_one = 1;
1669 head->enemy = op; 1547 head->enemy = op;
1670 } 1548 }
1671 1549
1672 /* calm monsters */ 1550 /* calm monsters */
1673 if (QUERY_FLAG (spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (head, FLAG_UNAGGRESSIVE)) 1551 if (spell->flag [FLAG_UNAGGRESSIVE] && !head->flag [FLAG_UNAGGRESSIVE])
1674 { 1552 {
1675 SET_FLAG (head, FLAG_UNAGGRESSIVE); 1553 head->set_flag (FLAG_UNAGGRESSIVE);
1676 head->enemy = NULL; 1554 head->enemy = NULL;
1677 done_one = 1; 1555 done_one = 1;
1678 } 1556 }
1679 1557
1680 /* berserk monsters */ 1558 /* berserk monsters */
1681 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK)) 1559 if (spell->flag [FLAG_BERSERK] && !head->flag [FLAG_BERSERK])
1682 { 1560 {
1683 SET_FLAG (head, FLAG_BERSERK); 1561 head->set_flag (FLAG_BERSERK);
1684 done_one = 1; 1562 done_one = 1;
1685 } 1563 }
1564
1686 /* charm */ 1565 /* charm */
1687 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY)) 1566 if (spell->flag [FLAG_NO_ATTACK] && !head->flag [FLAG_FRIENDLY])
1688 { 1567 {
1689 SET_FLAG (head, FLAG_FRIENDLY); 1568 INVOKE_OBJECT (KILL, head, ARG_OBJECT (caster));
1569
1690 /* Prevent uncontolled outbreaks of self replicating monsters. 1570 /* Prevent uncontrolled outbreaks of self replicating monsters.
1691 Typical use case is charm, go somwhere, use aggravation to make hostile. 1571 Typical use case is charm, go somwhere, use aggravation to make hostile.
1692 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */ 1572 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */
1693 CLEAR_FLAG (head, FLAG_GENERATOR); 1573 head->clr_flag (FLAG_GENERATOR);
1694 head->set_owner (op); 1574 head->set_owner (op);
1695 set_spell_skill (op, caster, spell, head); 1575 set_spell_skill (op, caster, spell, head);
1696 add_friendly_object (head); 1576 add_friendly_object (head);
1697 head->attack_movement = PETMOVE; 1577 head->attack_movement = PETMOVE;
1698 done_one = 1; 1578 done_one = 1;
1699 change_exp (op, head->stats.exp / 2, head->skill, SK_EXP_ADD_SKILL); 1579 change_exp (op, head->stats.exp / 2, head->skill, SK_EXP_ADD_SKILL);
1700 head->stats.exp = 0; 1580 head->stats.exp = 0;
1701 } 1581 }
1702 1582
1703 /* If a monster was effected, put an effect in */ 1583 /* If a monster was effected, put an effect in */
1704 if (done_one && spell->other_arch) 1584 if (done_one && spell->other_arch)
1705 { 1585 m->insert (spell->other_arch->instance (), nx, ny, op);
1706 tmp = arch_to_object (spell->other_arch); 1586 }
1707 tmp->x = nx;
1708 tmp->y = ny;
1709 insert_ob_in_map (tmp, m, op, 0);
1710 }
1711 } /* for y */
1712 1587
1713 return 1; 1588 return 1;
1714} 1589}
1715
1716 1590
1717/* Move_ball_spell: This handles ball type spells that just sort of wander 1591/* Move_ball_spell: This handles ball type spells that just sort of wander
1718 * about. was called move_ball_lightning, but since more than the ball 1592 * about. was called move_ball_lightning, but since more than the ball
1719 * lightning spell used it, that seemed misnamed. 1593 * lightning spell used it, that seemed misnamed.
1720 * op is the spell effect. 1594 * op is the spell effect.
1721 * note that duration is handled by process_object() in time.c 1595 * note that duration is handled by process_object() in time.c
1722 */ 1596 */
1723
1724void 1597void
1725move_ball_spell (object *op) 1598move_ball_spell (object *op)
1726{ 1599{
1727 int i, j, dam_save, dir, mflags; 1600 int i, j, dam_save, dir, mflags;
1728 sint16 nx, ny, hx, hy; 1601 sint16 nx, ny, hx, hy;
1747 for (i = 1; i < 9; i++) 1620 for (i = 1; i < 9; i++)
1748 { 1621 {
1749 /* i bit 0: alters sign of offset 1622 /* i bit 0: alters sign of offset
1750 * other bits (i / 2): absolute value of offset 1623 * other bits (i / 2): absolute value of offset
1751 */ 1624 */
1752
1753 int offset = ((i ^ j) & 1) ? (i / 2) : -(i / 2); 1625 int offset = ((i ^ j) & 1) ? (i / 2) : -(i / 2);
1754 int tmpdir = absdir (op->direction + offset); 1626 int tmpdir = absdir (op->direction + offset);
1755 1627
1756 nx = op->x + freearr_x[tmpdir]; 1628 nx = op->x + freearr_x[tmpdir];
1757 ny = op->y + freearr_y[tmpdir]; 1629 ny = op->y + freearr_y[tmpdir];
1759 { 1631 {
1760 dir = tmpdir; 1632 dir = tmpdir;
1761 break; 1633 break;
1762 } 1634 }
1763 } 1635 }
1636
1764 if (dir == 0) 1637 if (dir == 0)
1765 { 1638 {
1766 nx = op->x; 1639 nx = op->x;
1767 ny = op->y; 1640 ny = op->y;
1768 m = op->map; 1641 m = op->map;
1769 } 1642 }
1770 1643
1771 op->remove (); 1644 m->insert (op, nx, ny, op);
1772 op->y = ny;
1773 op->x = nx;
1774 insert_ob_in_map (op, m, op, 0);
1775 1645
1776 dam_save = op->stats.dam; /* save the original dam: we do halfdam on 1646 dam_save = op->stats.dam; /* save the original dam: we do halfdam on
1777 surrounding squares */ 1647 surrounding squares */
1778 1648
1779 /* loop over current square and neighbors to hit. 1649 /* loop over current square and neighbors to hit.
1780 * if this has an other_arch field, we insert that in 1650 * if this has an other_arch field, we insert that in
1781 * the surround spaces. 1651 * the surround spaces.
1782 */ 1652 */
1783 for (j = 0; j < 9; j++) 1653 for (j = 0; j < 9; j++)
1784 { 1654 {
1785 object *new_ob;
1786
1787 hx = nx + freearr_x[j]; 1655 hx = nx + freearr_x[j];
1788 hy = ny + freearr_y[j]; 1656 hy = ny + freearr_y[j];
1789 1657
1790 m = op->map; 1658 m = op->map;
1791 mflags = get_map_flags (m, &m, hx, hy, &hx, &hy); 1659 mflags = get_map_flags (m, &m, hx, hy, &hx, &hy);
1799 1667
1800 if ((mflags & P_IS_ALIVE) && (!owner || owner->x != hx || owner->y != hy || !on_same_map (owner, op))) 1668 if ((mflags & P_IS_ALIVE) && (!owner || owner->x != hx || owner->y != hy || !on_same_map (owner, op)))
1801 { 1669 {
1802 if (j) 1670 if (j)
1803 op->stats.dam = dam_save / 2; 1671 op->stats.dam = dam_save / 2;
1672
1804 hit_map (op, j, op->attacktype, 1); 1673 hit_map (op, j, op->attacktype, 1);
1805
1806 } 1674 }
1807 1675
1808 /* insert the other arch */ 1676 /* insert the other arch */
1809 if (op->other_arch && !(OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy)))) 1677 if (op->other_arch && !(OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy))))
1810 { 1678 m->insert (op->other_arch->instance (), hx, hy, op);
1811 new_ob = arch_to_object (op->other_arch);
1812 new_ob->x = hx;
1813 new_ob->y = hy;
1814 insert_ob_in_map (new_ob, m, op, 0);
1815 }
1816 } 1679 }
1817 1680
1818 /* restore to the center location and damage */ 1681 /* restore to the center location and damage */
1819 op->stats.dam = dam_save; 1682 op->stats.dam = dam_save;
1820 1683
1823 if (i >= 0) 1686 if (i >= 0)
1824 { /* we have a preferred direction! */ 1687 { /* we have a preferred direction! */
1825 /* pick another direction if the preferred dir is blocked. */ 1688 /* pick another direction if the preferred dir is blocked. */
1826 if (get_map_flags (op->map, &m, nx + freearr_x[i], ny + freearr_y[i], &hx, &hy) & P_OUT_OF_MAP || 1689 if (get_map_flags (op->map, &m, nx + freearr_x[i], ny + freearr_y[i], &hx, &hy) & P_OUT_OF_MAP ||
1827 OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy))) 1690 OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy)))
1828 {
1829 i = absdir (i + rndm (0, 2) - 1); /* -1, 0, +1 */ 1691 i = absdir (i + rndm (0, 2) - 1); /* -1, 0, +1 */
1830 } 1692
1831 op->direction = i; 1693 op->direction = i;
1832 } 1694 }
1833} 1695}
1834 1696
1835
1836/* move_swarm_spell: peterm 1697/* move_swarm_spell: peterm
1837 * This is an implementation of the swarm spell. It was written for 1698 * This is an implementation of the swarm spell. It was written for
1838 * meteor swarm, but it could be used for any swarm. A swarm spell 1699 * meteor swarm, but it could be used for any swarm. A swarm spell
1839 * is a special type of object that casts swarms of other types 1700 * is a special type of object that casts swarms of other types
1840 * of spells. Which spell it casts is flexible. It fires the spells 1701 * of spells. Which spell it casts is flexible. It fires the spells
1841 * from a set of squares surrounding the caster, in a given direction. 1702 * from a set of squares surrounding the caster, in a given direction.
1842 */ 1703 */
1843
1844void 1704void
1845move_swarm_spell (object *op) 1705move_swarm_spell (object *op)
1846{ 1706{
1847#if 0 1707#if 0
1848 static int cardinal_adjust[9] = { -3, -2, -1, 0, 0, 0, 1, 2, 3 }; 1708 static int cardinal_adjust[9] = { -3, -2, -1, 0, 0, 0, 1, 2, 3 };
1849 static int diagonal_adjust[10] = { -3, -2, -2, -1, 0, 0, 1, 2, 2, 3 }; 1709 static int diagonal_adjust[10] = { -3, -2, -2, -1, 0, 0, 1, 2, 2, 3 };
1850 sint16 target_x, target_y, origin_x, origin_y; 1710 sint16 target_x, target_y, origin_x, origin_y;
1851 int adjustdir; 1711 int adjustdir;
1852 maptile *m; 1712 maptile *m;
1853#endif 1713#endif
1854 int basedir;
1855 object *owner; 1714 object *owner = op->env;
1856 1715
1857 owner = op->owner; 1716 if (!owner) // MUST not happen, remove when true TODO
1858 if (op->duration == 0 || owner == NULL)
1859 { 1717 {
1718 LOG (llevError, "swarm spell found outside inventory: %s\n", op->debug_desc ());
1860 op->destroy (); 1719 op->destroy ();
1861 return; 1720 return;
1862 } 1721 }
1863 1722
1723 if (!op->duration || !owner->is_on_map ())
1724 {
1725 op->drop_and_destroy ();
1726 return;
1727 }
1728
1864 op->duration--; 1729 op->duration--;
1865 1730
1866 basedir = op->direction; 1731 int basedir = op->direction;
1867 if (basedir == 0) 1732 if (!basedir)
1868 { 1733 {
1869 /* spray in all directions! 8) */ 1734 /* spray in all directions! 8) */
1870 basedir = rndm (1, 8); 1735 op->facing = (op->facing + op->state) & 7;
1736 basedir = op->facing + 1;
1871 } 1737 }
1872 1738
1873#if 0 1739#if 0
1874 // this is bogus: it causes wrong places to be checked below 1740 // this is bogus: it causes wrong places to be checked below
1875 // (a wall 2 cells away will block the effect...) and 1741 // (a wall 2 cells away will block the effect...) and
1876 // doesn't work for SP_BULLET anyhow, so again tests the wrong 1742 // doesn't work for SP_BULLET anyhow, so again tests the wrong
1877 // space. 1743 // space.
1878 // should be fixed later, but correctness before featurs... 1744 // should be fixed later, but correctness before features...
1879 // (schmorp) 1745 // (schmorp)
1880 1746
1881 /* new offset calculation to make swarm element distribution 1747 /* new offset calculation to make swarm element distribution
1882 * more uniform 1748 * more uniform
1883 */ 1749 */
1936 { 1802 {
1937 /* Bullet spells have a bunch more customization that needs to be done */ 1803 /* Bullet spells have a bunch more customization that needs to be done */
1938 if (op->spell->subtype == SP_BULLET) 1804 if (op->spell->subtype == SP_BULLET)
1939 fire_bullet (owner, op, basedir, op->spell); 1805 fire_bullet (owner, op, basedir, op->spell);
1940 else if (op->spell->subtype == SP_MAGIC_MISSILE) 1806 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1941 fire_arch_from_position (owner, op, op->x, op->y, basedir, op->spell); 1807 fire_arch_from_position (owner, op, owner->x, owner->y, basedir, op->spell);
1942 } 1808 }
1943} 1809}
1944
1945
1946
1947 1810
1948/* fire_swarm: 1811/* fire_swarm:
1949 * The following routine creates a swarm of objects. It actually 1812 * The following routine creates a swarm of objects. It actually
1950 * sets up a specific swarm object, which then fires off all 1813 * sets up a specific swarm object, which then fires off all
1951 * the parts of the swarm. 1814 * the parts of the swarm.
1954 * caster: the caster (owner, wand, rod, scroll) 1817 * caster: the caster (owner, wand, rod, scroll)
1955 * dir: the direction everything will be fired in 1818 * dir: the direction everything will be fired in
1956 * spell - the spell that is this spell. 1819 * spell - the spell that is this spell.
1957 * n: the number to be fired. 1820 * n: the number to be fired.
1958 */ 1821 */
1959
1960int 1822int
1961fire_swarm (object *op, object *caster, object *spell, int dir) 1823fire_swarm (object *op, object *caster, object *spell, int dir)
1962{ 1824{
1963 object *tmp;
1964 int i;
1965
1966 if (!spell->other_arch) 1825 if (!spell->other_arch)
1967 return 0; 1826 return 0;
1968 1827
1969 tmp = get_archetype (SWARM_SPELL); 1828 object *tmp = archetype::get (SWARM_SPELL);
1970 tmp->x = op->x; 1829
1971 tmp->y = op->y;
1972 tmp->set_owner (op); /* needed so that if swarm elements kill, caster gets xp. */
1973 set_spell_skill (op, caster, spell, tmp); 1830 set_spell_skill (op, caster, spell, tmp);
1974
1975 tmp->level = caster_level (caster, spell); /*needed later, to get level dep. right. */ 1831 tmp->level = casting_level (caster, spell); /* needed later, to get level dep. right. */
1976 tmp->spell = arch_to_object (spell->other_arch); 1832 tmp->spell = spell->other_arch->instance ();
1977
1978 tmp->attacktype = tmp->spell->attacktype; 1833 tmp->attacktype = tmp->spell->attacktype;
1979 1834
1980 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) 1835 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
1981 {
1982 if (!tailor_god_spell (tmp, op)) 1836 if (!tailor_god_spell (tmp, op))
1983 return 1; 1837 return 1;
1984 } 1838
1985 tmp->duration = SP_level_duration_adjust (caster, spell); 1839 tmp->duration = SP_level_duration_adjust (caster, spell);
1986 for (i = 0; i < spell->duration; i++) 1840 for (int i = 0; i < spell->duration; i++)
1987 tmp->duration += die_roll (1, 3, op, PREFER_HIGH); 1841 tmp->duration += die_roll (1, 3, op, PREFER_HIGH);
1988 1842
1843 tmp->invisible = 1;
1844 tmp->flag [FLAG_NO_DROP] = 1; // make sure it stays in inv, or else
1989 tmp->direction = dir; 1845 tmp->direction = dir;
1990 tmp->invisible = 1; 1846 tmp->facing = rndm (1, 8); // initial firing direction
1991 insert_ob_in_map (tmp, op->map, op, 0); 1847 tmp->state = rndm (4) * 2 + 1; // direction increment
1848
1849 op->insert (tmp);
1850
1992 return 1; 1851 return 1;
1993} 1852}
1994
1995 1853
1996/* See the spells documentation file for why this is its own 1854/* See the spells documentation file for why this is its own
1997 * function. 1855 * function.
1998 */ 1856 */
1999int 1857int
2004 int dam, mflags; 1862 int dam, mflags;
2005 maptile *m; 1863 maptile *m;
2006 1864
2007 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1865 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
2008 1866
2009 if (!dir) 1867 if (dir)
2010 {
2011 new_draw_info (NDI_UNIQUE, 0, op, "In what direction?");
2012 return 0;
2013 } 1868 {
2014
2015 x = op->x + freearr_x[dir]; 1869 x = op->x + freearr_x[dir];
2016 y = op->y + freearr_y[dir]; 1870 y = op->y + freearr_y[dir];
2017 m = op->map; 1871 m = op->map;
2018 1872
2019 mflags = get_map_flags (m, &m, x, y, &x, &y); 1873 mflags = get_map_flags (m, &m, x, y, &x, &y);
2020 1874
2021 if (mflags & P_OUT_OF_MAP) 1875 if (mflags & P_OUT_OF_MAP)
2022 { 1876 {
2023 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is there."); 1877 op->failmsg ("Nothing is there.");
2024 return 0; 1878 return 0;
2025 } 1879 }
2026 1880
2027 if (mflags & P_IS_ALIVE && spell->attacktype) 1881 if (mflags & P_IS_ALIVE && spell->attacktype)
2028 { 1882 {
2029 for (target = GET_MAP_OB (m, x, y); target; target = target->above) 1883 for (target = GET_MAP_OB (m, x, y); target; target = target->above)
2030 if (QUERY_FLAG (target, FLAG_MONSTER)) 1884 if (target->flag [FLAG_MONSTER])
2031 { 1885 {
2032 /* oky doky. got a target monster. Lets make a blinding attack */ 1886 /* oky doky. got a target monster. Lets make a blinding attack */
2033 if (target->head) 1887 if (target->head)
2034 target = target->head; 1888 target = target->head;
1889
2035 (void) hit_player (target, dam, op, spell->attacktype, 1); 1890 hit_player (target, dam, op, spell->attacktype, 1);
2036 return 1; /* one success only! */ 1891 return 1; /* one success only! */
1892 }
2037 } 1893 }
2038 }
2039 1894
2040 /* no live target, perhaps a wall is in the way? */ 1895 /* no live target, perhaps a wall is in the way? */
2041 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y))) 1896 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)))
2042 { 1897 {
2043 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 1898 op->failmsg ("Something is in the way.");
2044 return 0; 1899 return 0;
1900 }
2045 } 1901 }
2046 1902
2047 /* ok, looks groovy to just insert a new light on the map */ 1903 /* ok, looks groovy to just insert a new light on the map */
2048 tmp = arch_to_object (spell->other_arch); 1904 tmp = spell->other_arch->instance ();
2049 if (!tmp) 1905 if (!tmp)
2050 { 1906 {
2051 LOG (llevError, "Error: spell arch for cast_light() missing.\n"); 1907 LOG (llevError, "Error: spell arch for cast_light() missing.\n");
2052 return 0; 1908 return 0;
2053 } 1909 }
1910
2054 tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell); 1911 tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell);
1912
2055 if (tmp->glow_radius) 1913 if (tmp->glow_radius)
2056 { 1914 tmp->set_glow_radius (
2057 tmp->glow_radius = spell->range + SP_level_range_adjust (caster, spell); 1915 clamp (spell->range + SP_level_range_adjust (caster, spell), 1, MAX_LIGHT_RADIUS)
2058 if (tmp->glow_radius > MAX_LIGHT_RADII) 1916 );
2059 tmp->glow_radius = MAX_LIGHT_RADII; 1917
2060 } 1918 if (dir)
2061 tmp->x = x; 1919 m->insert (tmp, x, y, op);
2062 tmp->y = y; 1920 else
2063 insert_ob_in_map (tmp, m, op, 0); 1921 caster->outer_env_or_self ()->insert (tmp);
1922
2064 return 1; 1923 return 1;
2065} 1924}
2066
2067
2068
2069 1925
2070/* cast_cause_disease: this spell looks along <dir> from the 1926/* cast_cause_disease: this spell looks along <dir> from the
2071 * player and infects someone. 1927 * player and infects someone.
2072 * op is the player/monster, caster is the object, dir is the direction 1928 * op is the player/monster, caster is the object, dir is the direction
2073 * to cast, disease_arch is the specific disease, and type is the spell number 1929 * to cast, disease_arch is the specific disease, and type is the spell number
2074 * perhaps this should actually be in disease.c? 1930 * perhaps this should actually be in disease.c?
2075 */ 1931 */
2076
2077int 1932int
2078cast_cause_disease (object *op, object *caster, object *spell, int dir) 1933cast_cause_disease (object *op, object *caster, object *spell, int dir)
2079{ 1934{
2080 sint16 x, y; 1935 sint16 x, y;
2081 int i, mflags, range, dam_mod, dur_mod; 1936 int i, mflags, range, dam_mod, dur_mod;
2088 /* If casting from a scroll, no direction will be available, so refer to the 1943 /* If casting from a scroll, no direction will be available, so refer to the
2089 * direction the player is pointing. 1944 * direction the player is pointing.
2090 */ 1945 */
2091 if (!dir) 1946 if (!dir)
2092 dir = op->facing; 1947 dir = op->facing;
1948
2093 if (!dir) 1949 if (!dir)
2094 return 0; /* won't find anything if casting on ourself, so just return */ 1950 return 0; /* won't find anything if casting on ourself, so just return */
2095 1951
2096 /* Calculate these once here */ 1952 /* Calculate these once here */
2097 range = spell->range + SP_level_range_adjust (caster, spell); 1953 range = spell->range + SP_level_range_adjust (caster, spell);
2117 /* Only bother looking on this space if there is something living here */ 1973 /* Only bother looking on this space if there is something living here */
2118 if (mflags & P_IS_ALIVE) 1974 if (mflags & P_IS_ALIVE)
2119 { 1975 {
2120 /* search this square for a victim */ 1976 /* search this square for a victim */
2121 for (walk = GET_MAP_OB (m, x, y); walk; walk = walk->above) 1977 for (walk = GET_MAP_OB (m, x, y); walk; walk = walk->above)
2122 if (QUERY_FLAG (walk, FLAG_MONSTER) || (walk->type == PLAYER)) 1978 if (walk->flag [FLAG_MONSTER] || (walk->type == PLAYER))
2123 { /* found a victim */ 1979 { /* found a victim */
2124 object *disease = arch_to_object (spell->other_arch); 1980 object *disease = spell->other_arch->instance ();
2125 1981
2126 disease->set_owner (op); 1982 disease->set_owner (op);
2127 set_spell_skill (op, caster, spell, disease); 1983 set_spell_skill (op, caster, spell, disease);
2128 disease->stats.exp = 0; 1984 disease->stats.exp = 0;
2129 disease->level = caster_level (caster, spell); 1985 disease->level = casting_level (caster, spell);
2130 1986
2131 /* do level adjustments */ 1987 /* do level adjustments */
2132 if (disease->stats.wc) 1988 if (disease->stats.wc ) disease->stats.wc += dur_mod / 2;
2133 disease->stats.wc += dur_mod / 2; 1989 if (disease->magic > 0) disease->magic += dur_mod / 8;
2134 1990 if (disease->stats.maxhp > 0) disease->stats.maxhp += dur_mod;
2135 if (disease->magic > 0) 1991 if (disease->stats.maxgrace > 0) disease->stats.maxgrace += dur_mod;
2136 disease->magic += dur_mod / 4;
2137
2138 if (disease->stats.maxhp > 0)
2139 disease->stats.maxhp += dur_mod;
2140
2141 if (disease->stats.maxgrace > 0)
2142 disease->stats.maxgrace += dur_mod;
2143
2144 if (disease->stats.dam)
2145 {
2146 if (disease->stats.dam > 0)
2147 disease->stats.dam += dam_mod;
2148 else
2149 disease->stats.dam -= dam_mod;
2150 }
2151 1992
2152 if (disease->last_sp) 1993 if (disease->last_sp)
2153 { 1994 {
2154 disease->last_sp -= 2 * dam_mod; 1995 disease->last_sp -= 2 * dam_mod;
1996
2155 if (disease->last_sp < 1) 1997 if (disease->last_sp < 1)
2156 disease->last_sp = 1; 1998 disease->last_sp = 1;
2157 } 1999 }
2158 2000
2159 if (disease->stats.maxsp) 2001 if (disease->stats.dam ) disease->stats.dam += copysign (disease->stats.dam , dam_mod);
2160 { 2002 if (disease->stats.maxsp) disease->stats.maxsp += copysign (disease->stats.maxsp, dam_mod);
2161 if (disease->stats.maxsp > 0) 2003 if (disease->stats.ac ) disease->stats.ac += dam_mod;
2162 disease->stats.maxsp += dam_mod; 2004 if (disease->last_eat ) disease->last_eat -= dam_mod;
2163 else 2005 if (disease->stats.hp ) disease->stats.hp -= dam_mod;
2164 disease->stats.maxsp -= dam_mod; 2006 if (disease->stats.sp ) disease->stats.sp -= dam_mod;
2165 }
2166
2167 if (disease->stats.ac)
2168 disease->stats.ac += dam_mod;
2169
2170 if (disease->last_eat)
2171 disease->last_eat -= dam_mod;
2172
2173 if (disease->stats.hp)
2174 disease->stats.hp -= dam_mod;
2175
2176 if (disease->stats.sp)
2177 disease->stats.sp -= dam_mod;
2178 2007
2179 if (infect_object (walk, disease, 1)) 2008 if (infect_object (walk, disease, 1))
2180 { 2009 {
2181 object *flash; /* visual effect for inflicting disease */
2182
2183 new_draw_info_format (NDI_UNIQUE, 0, op, "You inflict %s on %s!", &disease->name, &walk->name); 2010 op->statusmsg (format ("You inflict %s on %s!", &disease->name, &walk->name));
2184 2011
2185 disease->destroy (); /* don't need this one anymore */ 2012 disease->destroy (); /* don't need this one anymore */
2186 flash = get_archetype (ARCH_DETECT_MAGIC); 2013 walk->map->insert (archetype::get (shstr_detect_magic), x, y, op);
2187 flash->x = x;
2188 flash->y = y;
2189 flash->map = walk->map;
2190 insert_ob_in_map (flash, walk->map, op, 0);
2191 return 1; 2014 return 1;
2192 } 2015 }
2193 2016
2194 disease->destroy (); 2017 disease->destroy ();
2195 } 2018 }
2196 } /* if living creature */ 2019 } /* if living creature */
2197 } /* for range of spaces */ 2020 } /* for range of spaces */
2021
2198 new_draw_info (NDI_UNIQUE, 0, op, "No one caught anything!"); 2022 new_draw_info (NDI_UNIQUE, 0, op, "No one caught anything!");
2199 return 1; 2023 return 1;
2200} 2024}

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