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Comparing deliantra/server/server/spell_attack.C (file contents):
Revision 1.13 by root, Thu Sep 14 22:34:05 2006 UTC vs.
Revision 1.71 by root, Mon Dec 22 21:51:11 2008 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 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2002-2003 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002-2003,2007 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
20 21 * The authors can be reached via e-mail to <support@deliantra.net>
21 The authors can be reached via e-mail at <crossfire@schmorp.de>
22*/ 22 */
23 23
24/* This file contains all the spell attack code. Grouping this code 24/* This file contains all the spell attack code. Grouping this code
25 * together should hopefully make it easier to find the relevent bits 25 * together should hopefully make it easier to find the relevent bits
26 * of code 26 * of code
27 */ 27 */
28 28
29#include <global.h> 29#include <global.h>
30#include <object.h> 30#include <object.h>
31#include <living.h> 31#include <living.h>
32#ifndef __CEXTRACT__
33# include <sproto.h> 32#include <sproto.h>
34#endif
35#include <spells.h> 33#include <spells.h>
36#include <sounds.h> 34#include <sounds.h>
37 35
38/* this function checks to see if a spell pushes objects as well 36/* this function checks to see if a spell pushes objects as well
39 * as flies over and damages them (only used for cones for now) 37 * as flies over and damages them (only used for cones for now)
40 * but moved here so it could be applied to bolts too 38 * but moved here so it could be applied to bolts too
41 * op is the spell object. 39 * op is the spell object.
42 */ 40 */
43
44void 41void
45check_spell_knockback (object *op) 42check_spell_knockback (object *op)
46{ 43{
47 object *tmp, *tmp2; /* object on the map */
48 int weight_move; 44 int weight_move;
49 int frictionmod = 2; /*poor man's physics - multipy targets weight by this amount */ 45 int frictionmod = 2; /*poor man's physics - multipy targets weight by this amount */
50 46
51 if (!op->weight) 47 if (!op->weight)
52 { /*shouldn't happen but if cone object has no weight drop out */ 48 { /*shouldn't happen but if cone object has no weight drop out */
57 { 53 {
58 weight_move = op->weight + (op->weight * op->level) / 3; 54 weight_move = op->weight + (op->weight * op->level) / 3;
59 /*LOG (llevDebug, "DEBUG: arch weighs %d and masses %d (%s,level %d)\n", op->weight,weight_move,op->name,op->level); */ 55 /*LOG (llevDebug, "DEBUG: arch weighs %d and masses %d (%s,level %d)\n", op->weight,weight_move,op->name,op->level); */
60 } 56 }
61 57
62 for (tmp = get_map_ob (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 58 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
63 { 59 {
64 int num_sections = 1; 60 int num_sections = 1;
65 61
66 /* don't move DM */ 62 /* don't move DM */
67 if (QUERY_FLAG (tmp, FLAG_WIZ)) 63 if (QUERY_FLAG (tmp, FLAG_WIZ))
74 /* don't move floors or immobile objects */ 70 /* don't move floors or immobile objects */
75 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || (!QUERY_FLAG (tmp, FLAG_ALIVE) && QUERY_FLAG (tmp, FLAG_NO_PICK))) 71 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || (!QUERY_FLAG (tmp, FLAG_ALIVE) && QUERY_FLAG (tmp, FLAG_NO_PICK)))
76 continue; 72 continue;
77 73
78 /* count the object's sections */ 74 /* count the object's sections */
79 for (tmp2 = tmp; tmp2 != NULL; tmp2 = tmp2->more) 75 for (object *tmp2 = tmp; tmp2; tmp2 = tmp2->more)
80 num_sections++; 76 num_sections++;
81 77
82 /* I'm not sure if it makes sense to divide by num_sections - bigger 78 /* I'm not sure if it makes sense to divide by num_sections - bigger
83 * objects should be harder to move, and we are moving the entire 79 * objects should be harder to move, and we are moving the entire
84 * object, not just the head, so the total weight should be relevant. 80 * object, not just the head, so the total weight should be relevant.
108 * 104 *
109 * BOLT CODE 105 * BOLT CODE
110 * 106 *
111 ***************************************************************************/ 107 ***************************************************************************/
112 108
113/* Causes op to fork. op is the original bolt, tmp 109/* Causes op to fork. op is the original bolt, tmp
114 * is the first piece of the fork. 110 * is the first piece of the fork.
115 */ 111 */
116
117void 112void
118forklightning (object *op, object *tmp) 113forklightning (object *op, object *tmp)
119{ 114{
120 int new_dir = 1; /* direction or -1 for left, +1 for right 0 if no new bolt */ 115 int new_dir = 1; /* direction or -1 for left, +1 for right 0 if no new bolt */
121 int t_dir; /* stores temporary dir calculation */ 116 int t_dir; /* stores temporary dir calculation */
122 mapstruct *m; 117 maptile *m;
123 sint16 sx, sy; 118 sint16 sx, sy;
124 object *new_bolt; 119 object *new_bolt;
125 120
126 /* pick a fork direction. tmp->stats.Con is the left bias 121 /* pick a fork direction. tmp->stats.Con is the left bias
127 * i.e., the chance in 100 of forking LEFT 122 * i.e., the chance in 100 of forking LEFT
140 135
141 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (m, sx, sy))) 136 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (m, sx, sy)))
142 return; 137 return;
143 138
144 /* OK, we made a fork */ 139 /* OK, we made a fork */
145 new_bolt = get_object (); 140 new_bolt = tmp->clone ();
146 copy_object (tmp, new_bolt);
147 141
148 /* reduce chances of subsequent forking */ 142 /* reduce chances of subsequent forking */
149 new_bolt->stats.Dex -= 10; 143 new_bolt->stats.Dex -= 10;
150 tmp->stats.Dex -= 10; /* less forks from main bolt too */ 144 tmp->stats.Dex -= 10; /* less forks from main bolt too */
151 new_bolt->stats.Con += 25 * new_dir; /* adjust the left bias */ 145 new_bolt->stats.Con += 25 * new_dir; /* adjust the left bias */
152 new_bolt->speed_left = -0.1; 146 new_bolt->speed_left = -0.1f;
153 new_bolt->direction = t_dir; 147 new_bolt->direction = t_dir;
154 new_bolt->duration++; 148 new_bolt->duration++;
155 new_bolt->x = sx;
156 new_bolt->y = sy;
157 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */ 149 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */
158 new_bolt->stats.dam++; 150 new_bolt->stats.dam++;
159 tmp->stats.dam /= 2; /* reduce father bolt damage */ 151 tmp->stats.dam /= 2; /* reduce father bolt damage */
160 tmp->stats.dam++; 152 tmp->stats.dam++;
161 new_bolt = insert_ob_in_map (new_bolt, m, op, 0); 153
154 if ((new_bolt = m->insert (new_bolt, sx, sy, op)))
162 update_turn_face (new_bolt); 155 update_turn_face (new_bolt);
163} 156}
164 157
165/* move_bolt: moves bolt 'op'. Basically, it just advances a space, 158/* move_bolt: moves bolt 'op'. Basically, it just advances a space,
166 * and checks for various things that may stop it. 159 * and checks for various things that may stop it.
167 */ 160 */
168
169void 161void
170move_bolt (object *op) 162move_bolt (object *op)
171{ 163{
172 object *tmp;
173 int mflags; 164 int mflags;
174 sint16 x, y; 165 sint16 x, y;
175 mapstruct *m; 166 maptile *m;
176 167
177 if (--(op->duration) < 0) 168 if (--op->duration < 0)
178 { 169 {
179 remove_ob (op); 170 op->drop_and_destroy ();
180 free_object (op);
181 return; 171 return;
182 } 172 }
183 173
184 hit_map (op, 0, op->attacktype, 1); 174 hit_map (op, 0, op->attacktype, 1);
185 175
186 if (!op->direction) 176 if (!op->direction)
187 return; 177 return;
188 178
189 if (--op->range < 0) 179 if (--op->range < 0)
190 {
191 op->range = 0; 180 op->range = 0;
192 }
193 else 181 else
194 { 182 {
195 x = op->x + DIRX (op); 183 x = op->x + DIRX (op);
196 y = op->y + DIRY (op); 184 y = op->y + DIRY (op);
197 m = op->map; 185 m = op->map;
205 * on the space. So only call reflwall if we think the data it returns 193 * on the space. So only call reflwall if we think the data it returns
206 * will be useful. 194 * will be useful.
207 */ 195 */
208 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)) || ((mflags & P_IS_ALIVE) && reflwall (m, x, y, op))) 196 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)) || ((mflags & P_IS_ALIVE) && reflwall (m, x, y, op)))
209 { 197 {
210
211 if (!QUERY_FLAG (op, FLAG_REFLECTING)) 198 if (!QUERY_FLAG (op, FLAG_REFLECTING))
212 return; 199 return;
213 200
214 /* Since walls don't run diagonal, if the bolt is in 201 /* Since walls don't run diagonal, if the bolt is in
215 * one of 4 main directions, it just reflects back in the 202 * one of 4 main directions, it just reflects back in the
245 else if (left) 232 else if (left)
246 op->direction = absdir (op->direction + 2); 233 op->direction = absdir (op->direction + 2);
247 else if (right) 234 else if (right)
248 op->direction = absdir (op->direction - 2); 235 op->direction = absdir (op->direction - 2);
249 } 236 }
237
250 update_turn_face (op); /* A bolt *must* be IS_TURNABLE */ 238 update_turn_face (op); /* A bolt *must* be IS_TURNABLE */
251 return; 239 return;
252 } 240 }
253 else 241 else
254 { /* Create a copy of this object and put it ahead */ 242 { /* Create a copy of this object and put it ahead */
255 tmp = get_object (); 243 object *tmp = op->clone ();
256 copy_object (op, tmp); 244
245 m->insert (tmp, x, y, op);
257 tmp->speed_left = -0.1; 246 tmp->speed_left = -0.1f;
258 tmp->x += DIRX (tmp), tmp->y += DIRY (tmp);
259 tmp = insert_ob_in_map (tmp, op->map, op, 0);
260 /* To make up for the decrease at the top of the function */ 247 /* To make up for the decrease at the top of the function */
261 tmp->duration++; 248 tmp->duration++;
262 249
263 /* New forking code. Possibly create forks of this object 250 /* New forking code. Possibly create forks of this object
264 * going off in other directions. 251 * going off in other directions.
265 */ 252 */
266
267 if (rndm (0, 99) < tmp->stats.Dex) 253 if (tmp->stats.Dex && rndm (0, 99) < tmp->stats.Dex)
268 { /* stats.Dex % of forking */ 254 forklightning (op, tmp); /* stats.Dex % of forking */
269 forklightning (op, tmp); 255
270 }
271 /* In this way, the object left behind sticks on the space, but 256 /* In this way, the object left behind sticks on the space, but
272 * doesn't create any bolts that continue to move onward. 257 * doesn't create any bolts that continue to move onward.
273 */ 258 */
274 op->range = 0; 259 op->range = 0;
275 } /* copy object and move it along */ 260 } /* copy object and move it along */
282 * we remove the magic flag - that can be derived from 267 * we remove the magic flag - that can be derived from
283 * spob->attacktype. 268 * spob->attacktype.
284 * This function sets up the appropriate owner and skill 269 * This function sets up the appropriate owner and skill
285 * pointers. 270 * pointers.
286 */ 271 */
287
288int 272int
289fire_bolt (object *op, object *caster, int dir, object *spob, object *skill) 273fire_bolt (object *op, object *caster, int dir, object *spob, object *skill)
290{ 274{
291 object *tmp = NULL; 275 object *tmp = NULL;
292 int mflags; 276 int mflags;
299 return 0; 283 return 0;
300 284
301 /* peterm: level dependency for bolts */ 285 /* peterm: level dependency for bolts */
302 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob); 286 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob);
303 tmp->attacktype = spob->attacktype; 287 tmp->attacktype = spob->attacktype;
288
304 if (spob->slaying) 289 if (spob->slaying)
305 tmp->slaying = spob->slaying; 290 tmp->slaying = spob->slaying;
291
306 tmp->range = spob->range + SP_level_range_adjust (caster, spob); 292 tmp->range = spob->range + SP_level_range_adjust (caster, spob);
307 tmp->duration = spob->duration + SP_level_duration_adjust (caster, spob); 293 tmp->duration = spob->duration + SP_level_duration_adjust (caster, spob);
308 tmp->stats.Dex = spob->stats.Dex; 294 tmp->stats.Dex = spob->stats.Dex;
309 tmp->stats.Con = spob->stats.Con; 295 tmp->stats.Con = spob->stats.Con;
310 296
311 tmp->direction = dir; 297 tmp->direction = dir;
312 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) 298 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
313 SET_ANIMATION (tmp, dir); 299 SET_ANIMATION (tmp, dir);
314 300
315 set_owner (tmp, op); 301 tmp->set_owner (op);
316 set_spell_skill (op, caster, spob, tmp); 302 set_spell_skill (op, caster, spob, tmp);
317 303
318 tmp->x = op->x + DIRX (tmp); 304 tmp->x = op->x + DIRX (tmp);
319 tmp->y = op->y + DIRY (tmp); 305 tmp->y = op->y + DIRY (tmp);
320 tmp->map = op->map; 306 tmp->map = op->map;
321 307
308 maptile *newmap;
322 mflags = get_map_flags (tmp->map, &tmp->map, tmp->x, tmp->y, &tmp->x, &tmp->y); 309 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y);
323 if (mflags & P_OUT_OF_MAP) 310 if (mflags & P_OUT_OF_MAP)
324 { 311 {
325 free_object (tmp); 312 tmp->drop_and_destroy ();
326 return 0; 313 return 0;
327 } 314 }
315
316 tmp->map = newmap;
317
328 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y))) 318 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y)))
329 { 319 {
330 if (!QUERY_FLAG (tmp, FLAG_REFLECTING)) 320 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
331 { 321 {
332 free_object (tmp); 322 tmp->drop_and_destroy ();
333 return 0; 323 return 0;
334 } 324 }
325
335 tmp->x = op->x; 326 tmp->x = op->x;
336 tmp->y = op->y; 327 tmp->y = op->y;
337 tmp->direction = absdir (tmp->direction + 4); 328 tmp->direction = absdir (tmp->direction + 4);
338 tmp->map = op->map; 329 tmp->map = op->map;
339 } 330 }
340 if ((tmp = insert_ob_in_map (tmp, tmp->map, op, 0)) != NULL) 331
332 if ((tmp = tmp->insert_at (tmp, op)))
341 move_bolt (tmp); 333 move_bolt (tmp);
334
342 return 1; 335 return 1;
343} 336}
344
345
346 337
347/*************************************************************************** 338/***************************************************************************
348 * 339 *
349 * BULLET/BALL CODE 340 * BULLET/BALL CODE
350 * 341 *
351 ***************************************************************************/ 342 ***************************************************************************/
352 343
353/* expands an explosion. op is a piece of the 344/* expands an explosion. op is a piece of the
354 * explosion - this expans it in the different directions. 345 * explosion - this expands it in the different directions.
355 * At least that is what I think this does. 346 * At least that is what I think this does.
356 */ 347 */
357void 348void
358explosion (object *op) 349explosion (object *op)
359{ 350{
360 object *tmp;
361 mapstruct *m = op->map; 351 maptile *m = op->map;
362 int i; 352 int i;
363 353
364 if (--(op->duration) < 0) 354 if (--op->duration < 0)
365 {
366 remove_ob (op);
367 free_object (op);
368 return;
369 } 355 {
356 op->destroy ();
357 return;
358 }
359
370 hit_map (op, 0, op->attacktype, 0); 360 hit_map (op, 0, op->attacktype, 0);
371 361
372 if (op->range > 0) 362 if (op->range > 0)
373 { 363 {
374 for (i = 1; i < 9; i++) 364 for (i = 1; i < 9; i++)
375 { 365 {
376 sint16 dx, dy; 366 sint16 dx, dy;
377 367
378 dx = op->x + freearr_x[i]; 368 dx = op->x + freearr_x[i];
379 dy = op->y + freearr_y[i]; 369 dy = op->y + freearr_y[i];
370
380 /* ok_to_put_more already does things like checks for walls, 371 /* ok_to_put_more already does things like checks for walls,
381 * out of map, etc. 372 * out of map, etc.
382 */ 373 */
383 if (ok_to_put_more (op->map, dx, dy, op, op->attacktype)) 374 if (ok_to_put_more (op->map, dx, dy, op, op->attacktype))
384 { 375 {
385 tmp = get_object (); 376 object *tmp = op->clone ();
386 copy_object (op, tmp); 377
387 tmp->state = 0; 378 tmp->state = 0;
388 tmp->speed_left = -0.21; 379 tmp->speed_left = -0.21f;
389 tmp->range--; 380 tmp->range--;
390 tmp->value = 0; 381 tmp->value = 0;
391 tmp->x = dx; 382
392 tmp->y = dy; 383 m->insert (tmp, dx, dy, op);
393 insert_ob_in_map (tmp, m, op, 0);
394 } 384 }
395 } 385 }
396 } 386 }
397} 387}
398
399 388
400/* Causes an object to explode, eg, a firebullet, 389/* Causes an object to explode, eg, a firebullet,
401 * poison cloud ball, etc. op is the object to 390 * poison cloud ball, etc. op is the object to
402 * explode. 391 * explode.
403 */ 392 */
404void 393void
405explode_bullet (object *op) 394explode_bullet (object *op)
406{ 395{
407 tag_t op_tag = op->count;
408 object *tmp, *owner; 396 object *tmp, *owner;
409 397
410 if (op->other_arch == NULL) 398 if (!op->other_arch)
411 { 399 {
412 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n"); 400 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n");
413 remove_ob (op); 401 op->destroy ();
414 free_object (op);
415 return; 402 return;
416 } 403 }
417 404
418 if (op->env) 405 if (op->env)
419 { 406 {
420 object *env; 407 object *env = op->outer_env ();
421 408
422 env = object_get_env_recursive (op);
423 if (env->map == NULL || out_of_map (env->map, env->x, env->y)) 409 if (!env->map || out_of_map (env->map, env->x, env->y))
424 { 410 {
425 LOG (llevError, "BUG: explode_bullet(): env out of map\n"); 411 LOG (llevError, "BUG: explode_bullet(): env out of map\n");
426 remove_ob (op); 412 op->destroy ();
427 free_object (op);
428 return; 413 return;
429 } 414 }
430 remove_ob (op); 415
431 op->x = env->x; 416 op->insert_at (env, op, INS_NO_MERGE | INS_NO_WALK_ON);
432 op->y = env->y;
433 insert_ob_in_map (op, env->map, op, INS_NO_MERGE | INS_NO_WALK_ON);
434 } 417 }
435 else if (out_of_map (op->map, op->x, op->y)) 418 else if (out_of_map (op->map, op->x, op->y))
436 { 419 {
437 LOG (llevError, "BUG: explode_bullet(): op out of map\n"); 420 LOG (llevError, "BUG: explode_bullet(): op out of map\n");
438 remove_ob (op); 421 op->destroy ();
439 free_object (op);
440 return; 422 return;
441 } 423 }
442 424
443 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent explosions of any kind on safe maps 425 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent explosions of any kind on safe maps
444 // NOTE: If this breaks something important: remove this. I can't think of anything 426 // NOTE: If this breaks something important: remove this. I can't think of anything
445 // bad at the moment that might happen from this. 427 // bad at the moment that might happen from this.
446 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE) 428 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
447 { 429 {
448 remove_ob (op); 430 op->destroy ();
449 free_object (op);
450 return; 431 return;
451 } 432 }
452 433
453 if (op->attacktype) 434 if (op->attacktype)
454 { 435 {
455 hit_map (op, 0, op->attacktype, 1); 436 hit_map (op, 0, op->attacktype, 1);
456 if (was_destroyed (op, op_tag)) 437
438 if (op->destroyed ())
457 return; 439 return;
458 } 440 }
459 441
460 /* other_arch contains what this explodes into */ 442 /* other_arch contains what this explodes into */
461 tmp = arch_to_object (op->other_arch); 443 tmp = arch_to_object (op->other_arch);
462 444
463 copy_owner (tmp, op); 445 tmp->set_owner (op);
464 tmp->skill = op->skill; 446 tmp->skill = op->skill;
465 447
466 owner = get_owner (op); 448 owner = op->owner;
467 449
468 if ((tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) && owner && !tailor_god_spell (tmp, owner)) 450 if ((tmp->attacktype & AT_HOLYWORD
469 { 451 || tmp->attacktype & AT_GODPOWER)
470 remove_ob (op); 452 && owner
471 free_object (op); 453 && !tailor_god_spell (tmp, owner))
472 return;
473 } 454 {
474 455 op->destroy ();
475 tmp->x = op->x; 456 return;
476 tmp->y = op->y; 457 }
477 458
478 /* special for bombs - it actually has sane values for these */ 459 /* special for bombs - it actually has sane values for these */
479 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB) 460 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB)
480 { 461 {
481 tmp->attacktype = op->attacktype; 462 tmp->attacktype = op->attacktype;
485 } 466 }
486 else 467 else
487 { 468 {
488 if (op->attacktype & AT_MAGIC) 469 if (op->attacktype & AT_MAGIC)
489 tmp->attacktype |= AT_MAGIC; 470 tmp->attacktype |= AT_MAGIC;
471
490 /* Spell doc describes what is going on here */ 472 /* Spell doc describes what is going on here */
491 tmp->stats.dam = op->dam_modifier; 473 tmp->stats.dam = op->dam_modifier;
492 tmp->range = op->stats.maxhp; 474 tmp->range = op->stats.maxhp;
493 tmp->duration = op->stats.hp; 475 tmp->duration = op->stats.hp;
494 /* Used for spell tracking - just need a unique val for this spell - 476 /* Used for spell tracking - just need a unique val for this spell -
502 tmp->stats.sp = op->direction; 484 tmp->stats.sp = op->direction;
503 485
504 /* Prevent recursion */ 486 /* Prevent recursion */
505 op->move_on = 0; 487 op->move_on = 0;
506 488
507 insert_ob_in_map (tmp, op->map, op, 0); 489 tmp->insert_at (op, op);
490 tmp->play_sound (tmp->sound);
491
508 /* remove the firebullet */ 492 /* remove the firebullet */
509 if (!was_destroyed (op, op_tag)) 493 op->destroy ();
510 {
511 remove_ob (op);
512 free_object (op);
513 }
514} 494}
515
516
517 495
518/* checks to see what op should do, given the space it is on 496/* checks to see what op should do, given the space it is on
519 * (eg, explode, damage player, etc) 497 * (eg, explode, damage player, etc)
520 */ 498 */
521
522void 499void
523check_bullet (object *op) 500check_bullet (object *op)
524{ 501{
525 tag_t op_tag = op->count, tmp_tag;
526 object *tmp; 502 object *tmp;
527 int dam, mflags; 503 int dam, mflags;
528 mapstruct *m; 504 maptile *m;
529 sint16 sx, sy; 505 sint16 sx, sy;
530 506
531 mflags = get_map_flags (op->map, &m, op->x, op->y, &sx, &sy); 507 mflags = get_map_flags (op->map, &m, op->x, op->y, &sx, &sy);
532 508
533 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy))) 509 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
542 518
543 /* If nothing alive on this space, no reason to do anything further */ 519 /* If nothing alive on this space, no reason to do anything further */
544 if (!(mflags & P_IS_ALIVE)) 520 if (!(mflags & P_IS_ALIVE))
545 return; 521 return;
546 522
547 for (tmp = get_map_ob (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 523 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
548 { 524 {
549 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 525 if (QUERY_FLAG (tmp, FLAG_ALIVE))
550 { 526 {
551 tmp_tag = tmp->count;
552 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1); 527 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1);
528
529 // TODO: can't understand the following if's
553 if (was_destroyed (op, op_tag) || !was_destroyed (tmp, tmp_tag) || (op->stats.dam -= dam) < 0) 530 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0)
554 { 531 {
555 if (!QUERY_FLAG (op, FLAG_REMOVED)) 532 if (!QUERY_FLAG (op, FLAG_REMOVED))
556 { 533 {
557 remove_ob (op); 534 op->destroy ();
558 free_object (op);
559 return; 535 return;
560 } 536 }
561 } 537 }
562 } 538 }
563 } 539 }
564} 540}
565
566 541
567/* Basically, we move 'op' one square, and if it hits something, 542/* Basically, we move 'op' one square, and if it hits something,
568 * call check_bullet. 543 * call check_bullet.
569 * This function is only applicable to bullets, but not to all 544 * This function is only applicable to bullets, but not to all
570 * fired arches (eg, bolts). 545 * fired arches (eg, bolts).
571 */ 546 */
572
573void 547void
574move_bullet (object *op) 548move_bullet (object *op)
575{ 549{
576 sint16 new_x, new_y; 550 sint16 new_x, new_y;
577 int mflags; 551 int mflags;
578 mapstruct *m; 552 maptile *m;
579 553
580#if 0 554#if 0
581 /* We need a better general purpose way to do this */ 555 /* We need a better general purpose way to do this */
582 556
583 /* peterm: added to make comet leave a trail of burnouts 557 /* peterm: added to make comet leave a trail of burnouts
584 it's an unadulterated hack, but the effect is cool. */ 558 it's an unadulterated hack, but the effect is cool. */
585 if (op->stats.sp == SP_METEOR) 559 if (op->stats.sp == SP_METEOR)
586 { 560 {
587 replace_insert_ob_in_map ("fire_trail", op); 561 replace_insert_ob_in_map ("fire_trail", op);
588 if (was_destroyed (op, op_tag)) 562 if (op->destroyed ())
589 return; 563 return;
590 } /* end addition. */ 564 } /* end addition. */
591#endif 565#endif
592 566
593 /* Reached the end of its life - remove it */ 567 /* Reached the end of its life - remove it */
594 if (--op->range <= 0) 568 if (--op->range <= 0)
595 { 569 {
596 if (op->other_arch) 570 if (op->other_arch)
597 {
598 explode_bullet (op); 571 explode_bullet (op);
599 }
600 else 572 else
601 { 573 op->destroy ();
602 remove_ob (op); 574
603 free_object (op);
604 }
605 return; 575 return;
606 } 576 }
607 577
608 new_x = op->x + DIRX (op); 578 new_x = op->x + DIRX (op);
609 new_y = op->y + DIRY (op); 579 new_y = op->y + DIRY (op);
610 m = op->map; 580 m = op->map;
611 mflags = get_map_flags (m, &m, new_x, new_y, &new_x, &new_y); 581 mflags = get_map_flags (m, &m, new_x, new_y, &new_x, &new_y);
612 582
613 if (mflags & P_OUT_OF_MAP) 583 if (mflags & P_OUT_OF_MAP)
614 { 584 {
615 remove_ob (op); 585 op->destroy ();
616 free_object (op);
617 return; 586 return;
618 } 587 }
619 588
620 if (!op->direction || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y))) 589 if (!op->direction || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y)))
621 { 590 {
622 if (op->other_arch) 591 if (op->other_arch)
623 {
624 explode_bullet (op); 592 explode_bullet (op);
625 }
626 else 593 else
627 { 594 op->destroy ();
628 remove_ob (op);
629 free_object (op);
630 }
631 return;
632 }
633 595
634 remove_ob (op); 596 return;
635 op->x = new_x; 597 }
636 op->y = new_y; 598
637 if ((op = insert_ob_in_map (op, m, op, 0)) == NULL) 599 if (!(op = m->insert (op, new_x, new_y, op)))
638 return; 600 return;
639 601
640 if (reflwall (op->map, op->x, op->y, op)) 602 if (reflwall (op->map, op->x, op->y, op))
641 { 603 {
642 op->direction = absdir (op->direction + 4); 604 op->direction = absdir (op->direction + 4);
643 update_turn_face (op); 605 update_turn_face (op);
644 } 606 }
645 else 607 else
646 {
647 check_bullet (op); 608 check_bullet (op);
648 }
649} 609}
650
651
652
653 610
654/* fire_bullet 611/* fire_bullet
655 * object op (cast from caster) files a bolt in dir. 612 * object op (cast from caster) files a bolt in dir.
656 * spob is the spell object for the bolt. 613 * spob is the spell object for the bolt.
657 * we remove the magic flag - that can be derived from 614 * we remove the magic flag - that can be derived from
658 * spob->attacktype. 615 * spob->attacktype.
659 * This function sets up the appropriate owner and skill 616 * This function sets up the appropriate owner and skill
660 * pointers. 617 * pointers.
661 */ 618 */
662
663int 619int
664fire_bullet (object *op, object *caster, int dir, object *spob) 620fire_bullet (object *op, object *caster, int dir, object *spob)
665{ 621{
666 object *tmp = NULL; 622 object *tmp = NULL;
667 int mflags; 623 int mflags;
668 624
669 if (!spob->other_arch) 625 if (!spob->other_arch)
670 return 0; 626 return 0;
671 627
672 tmp = arch_to_object (spob->other_arch); 628 tmp = spob->other_arch->instance ();
673 if (tmp == NULL) 629 if (!tmp)
674 return 0; 630 return 0;
675 631
676 /* peterm: level dependency for bolts */ 632 /* peterm: level dependency for bolts */
677 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob); 633 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob);
678 tmp->attacktype = spob->attacktype; 634 tmp->attacktype = spob->attacktype;
679 if (spob->slaying) 635 if (spob->slaying)
680 tmp->slaying = spob->slaying; 636 tmp->slaying = spob->slaying;
681 637
688 644
689 tmp->direction = dir; 645 tmp->direction = dir;
690 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) 646 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
691 SET_ANIMATION (tmp, dir); 647 SET_ANIMATION (tmp, dir);
692 648
693 set_owner (tmp, op); 649 tmp->set_owner (op);
694 set_spell_skill (op, caster, spob, tmp); 650 set_spell_skill (op, caster, spob, tmp);
695 651
696 tmp->x = op->x + freearr_x[dir]; 652 tmp->x = op->x + freearr_x[dir];
697 tmp->y = op->y + freearr_y[dir]; 653 tmp->y = op->y + freearr_y[dir];
698 tmp->map = op->map; 654 tmp->map = op->map;
699 655
656 maptile *newmap;
700 mflags = get_map_flags (tmp->map, &tmp->map, tmp->x, tmp->y, &tmp->x, &tmp->y); 657 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y);
701 if (mflags & P_OUT_OF_MAP) 658 if (mflags & P_OUT_OF_MAP)
702 { 659 {
703 free_object (tmp); 660 tmp->destroy ();
704 return 0; 661 return 0;
705 } 662 }
663
664 tmp->map = newmap;
665
706 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y))) 666 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y)))
707 { 667 {
708 if (!QUERY_FLAG (tmp, FLAG_REFLECTING)) 668 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
709 { 669 {
710 free_object (tmp); 670 tmp->destroy ();
711 return 0; 671 return 0;
712 } 672 }
673
713 tmp->x = op->x; 674 tmp->x = op->x;
714 tmp->y = op->y; 675 tmp->y = op->y;
715 tmp->direction = absdir (tmp->direction + 4); 676 tmp->direction = absdir (tmp->direction + 4);
716 tmp->map = op->map; 677 tmp->map = op->map;
717 } 678 }
718 if ((tmp = insert_ob_in_map (tmp, tmp->map, op, 0)) != NULL) 679
719 { 680 if ((tmp = tmp->insert_at (tmp, op)))
720 check_bullet (tmp); 681 check_bullet (tmp);
721 } 682
722 return 1; 683 return 1;
723} 684}
724
725
726
727 685
728/***************************************************************************** 686/*****************************************************************************
729 * 687 *
730 * CONE RELATED FUNCTIONS 688 * CONE RELATED FUNCTIONS
731 * 689 *
732 *****************************************************************************/ 690 *****************************************************************************/
733 691
734
735/* drops an object based on what is in the cone's "other_arch" */ 692/* drops an object based on what is in the cone's "other_arch" */
736void 693void
737cone_drop (object *op) 694cone_drop (object *op)
738{ 695{
739 object *new_ob = arch_to_object (op->other_arch); 696 object *new_ob = arch_to_object (op->other_arch);
740 697
741 new_ob->x = op->x;
742 new_ob->y = op->y;
743 new_ob->level = op->level; 698 new_ob->level = op->level;
744 set_owner (new_ob, op->owner); 699 new_ob->set_owner (op->owner);
745 700
746 /* preserve skill ownership */ 701 /* preserve skill ownership */
747 if (op->skill && op->skill != new_ob->skill) 702 if (op->skill && op->skill != new_ob->skill)
748 {
749 new_ob->skill = op->skill; 703 new_ob->skill = op->skill;
750 }
751 insert_ob_in_map (new_ob, op->map, op, 0);
752 704
705 new_ob->insert_at (op, op);
753} 706}
754 707
755/* move_cone: causes cone object 'op' to move a space/hit creatures */ 708/* move_cone: causes cone object 'op' to move a space/hit creatures */
756 709
757void 710void
758move_cone (object *op) 711move_cone (object *op)
759{ 712{
760 int i;
761 tag_t tag;
762
763 /* if no map then hit_map will crash so just ignore object */ 713 /* if no map then hit_map will crash so just ignore object */
764 if (!op->map) 714 if (!op->map)
765 { 715 {
766 LOG (llevError, "Tried to move_cone object %s without a map.\n", op->name ? &op->name : "unknown"); 716 LOG (llevError, "Tried to move_cone object %s without a map.\n", op->name ? &op->name : "unknown");
767 op->speed = 0; 717 op->set_speed (0);
768 update_ob_speed (op);
769 return; 718 return;
770 } 719 }
771 720
772 /* lava saves it's life, but not yours :) */ 721 /* lava saves it's life, but not yours :) */
773 if (QUERY_FLAG (op, FLAG_LIFESAVE)) 722 if (QUERY_FLAG (op, FLAG_LIFESAVE))
779#if 0 728#if 0
780 /* Disable this - enabling it makes monsters easier, as 729 /* Disable this - enabling it makes monsters easier, as
781 * when their cone dies when they die. 730 * when their cone dies when they die.
782 */ 731 */
783 /* If no owner left, the spell dies out. */ 732 /* If no owner left, the spell dies out. */
784 if (get_owner (op) == NULL) 733 if (op->owner == NULL)
785 { 734 {
786 remove_ob (op); 735 op->destroy ();
787 free_object (op);
788 return; 736 return;
789 } 737 }
790#endif 738#endif
791 739
792 tag = op->count;
793 hit_map (op, 0, op->attacktype, 0); 740 hit_map (op, 0, op->attacktype, 0);
741
742 if (!op->is_on_map ())
743 return;
794 744
795 /* Check to see if we should push anything. 745 /* Check to see if we should push anything.
796 * Spell objects with weight push whatever they encounter to some 746 * Spell objects with weight push whatever they encounter to some
797 * degree. 747 * degree.
798 */ 748 */
799 if (op->weight) 749 if (op->weight)
750 {
800 check_spell_knockback (op); 751 check_spell_knockback (op);
801 752
802 if (was_destroyed (op, tag)) 753 if (!op->is_on_map ())
803 return; 754 return;
755 }
804 756
805 if ((op->duration--) < 0) 757 if (op->duration-- < 0)
806 { 758 {
807 remove_ob (op); 759 op->destroy ();
808 free_object (op);
809 return; 760 return;
810 } 761 }
811 /* Object has hit maximum range, so don't have it move 762 /* Object has hit maximum range, so don't have it move
812 * any further. When the duration above expires, 763 * any further. When the duration above expires,
813 * then the object will get removed. 764 * then the object will get removed.
816 { 767 {
817 op->range = 0; /* just so it doesn't wrap */ 768 op->range = 0; /* just so it doesn't wrap */
818 return; 769 return;
819 } 770 }
820 771
821 for (i = -1; i < 2; i++) 772 for (int i = -1; i <= 1; i++)
822 { 773 {
823 sint16 x = op->x + freearr_x[absdir (op->stats.sp + i)], y = op->y + freearr_y[absdir (op->stats.sp + i)]; 774 sint16 x = op->x + freearr_x[absdir (op->stats.sp + i)], y = op->y + freearr_y[absdir (op->stats.sp + i)];
824 775
825 if (ok_to_put_more (op->map, x, y, op, op->attacktype)) 776 if (ok_to_put_more (op->map, x, y, op, op->attacktype))
826 { 777 {
827 object *tmp = get_object (); 778 object *tmp = op->clone ();
828
829 copy_object (op, tmp);
830 tmp->x = x;
831 tmp->y = y;
832 779
833 tmp->duration = op->duration + 1; 780 tmp->duration = op->duration + 1;
834 781
835 /* Use for spell tracking - see ok_to_put_more() */ 782 /* Use for spell tracking - see ok_to_put_more() */
836 tmp->stats.maxhp = op->stats.maxhp; 783 tmp->stats.maxhp = op->stats.maxhp;
837 insert_ob_in_map (tmp, op->map, op, 0); 784
785 op->map->insert (tmp, x, y, op);
786
838 if (tmp->other_arch) 787 if (tmp->other_arch)
839 cone_drop (tmp); 788 cone_drop (tmp);
840 } 789 }
841 } 790 }
842} 791}
852int 801int
853cast_cone (object *op, object *caster, int dir, object *spell) 802cast_cone (object *op, object *caster, int dir, object *spell)
854{ 803{
855 object *tmp; 804 object *tmp;
856 int i, success = 0, range_min = -1, range_max = 1; 805 int i, success = 0, range_min = -1, range_max = 1;
857 mapstruct *m; 806 maptile *m;
858 sint16 sx, sy; 807 sint16 sx, sy;
859 MoveType movetype; 808 MoveType movetype;
860 809
861 if (!spell->other_arch) 810 if (!spell->other_arch)
862 return 0; 811 return 0;
875 824
876 /* Need to know what the movetype of the object we are about 825 /* Need to know what the movetype of the object we are about
877 * to create is, so we can know if the space we are about to 826 * to create is, so we can know if the space we are about to
878 * insert it into is blocked. 827 * insert it into is blocked.
879 */ 828 */
880 movetype = spell->other_arch->clone.move_type; 829 movetype = spell->other_arch->move_type;
881 830
882 for (i = range_min; i <= range_max; i++) 831 for (i = range_min; i <= range_max; i++)
883 { 832 {
884 sint16 x, y, d; 833 sint16 x, y, d;
885 834
918 if ((movetype & GET_MAP_MOVE_BLOCK (m, sx, sy)) == movetype) 867 if ((movetype & GET_MAP_MOVE_BLOCK (m, sx, sy)) == movetype)
919 continue; 868 continue;
920 869
921 success = 1; 870 success = 1;
922 tmp = arch_to_object (spell->other_arch); 871 tmp = arch_to_object (spell->other_arch);
923 set_owner (tmp, op); 872 tmp->set_owner (op);
924 set_spell_skill (op, caster, spell, tmp); 873 set_spell_skill (op, caster, spell, tmp);
925 tmp->level = caster_level (caster, spell); 874 tmp->level = casting_level (caster, spell);
926 tmp->x = sx;
927 tmp->y = sy;
928 tmp->attacktype = spell->attacktype; 875 tmp->attacktype = spell->attacktype;
929 876
930 /* holy word stuff */ 877 /* holy word stuff */
931 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER)) 878 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER))
932 if (!tailor_god_spell (tmp, op)) 879 if (!tailor_god_spell (tmp, op))
966 else 913 else
967 tmp->duration += caster->level / 3; 914 tmp->duration += caster->level / 3;
968 } 915 }
969 916
970 if (!(tmp->move_type & MOVE_FLY_LOW)) 917 if (!(tmp->move_type & MOVE_FLY_LOW))
971 LOG (llevDebug, "cast_cone(): arch %s doesn't have flying 1\n", &spell->other_arch->name); 918 LOG (llevDebug, "cast_cone(): arch %s doesn't have flying 1\n", &spell->other_arch->archname);
972 919
973 if (!tmp->move_on && tmp->stats.dam) 920 if (!tmp->move_on && tmp->stats.dam)
974 {
975 LOG (llevDebug, "cast_cone(): arch %s doesn't have move_on set\n", &spell->other_arch->name); 921 LOG (llevDebug, "cast_cone(): arch %s doesn't have move_on set\n", &spell->other_arch->archname);
976 }
977 922
978 insert_ob_in_map (tmp, m, op, 0); 923 m->insert (tmp, sx, sy, op);
979 924
980 /* This is used for tracking spells so that one effect doesn't hit 925 /* This is used for tracking spells so that one effect doesn't hit
981 * a single space too many times. 926 * a single space too many times.
982 */ 927 */
983 tmp->stats.maxhp = tmp->count; 928 tmp->stats.maxhp = tmp->count;
993 * 938 *
994 * BOMB related code 939 * BOMB related code
995 * 940 *
996 ****************************************************************************/ 941 ****************************************************************************/
997 942
998
999/* This handles an exploding bomb. 943/* This handles an exploding bomb.
1000 * op is the original bomb object. 944 * op is the original bomb object.
1001 */ 945 */
1002void 946void
1003animate_bomb (object *op) 947animate_bomb (object *op)
1004{ 948{
1005 int i;
1006 object *env, *tmp;
1007 archetype *at;
1008
1009 if (op->state != NUM_ANIMATIONS (op) - 1) 949 if (op->state != NUM_ANIMATIONS (op) - 1)
1010 return; 950 return;
1011 951
1012 env = object_get_env_recursive (op); 952 object *env = op->outer_env ();
1013 953
1014 if (op->env) 954 if (op->env)
1015 { 955 {
1016 if (env->map == NULL) 956 if (env->map == NULL)
1017 return; 957 return;
1018 958
1019 if (env->type == PLAYER) 959 if (!(op = op->insert_at (env, op)))
1020 esrv_del_item (env->contr, op->count);
1021
1022 remove_ob (op);
1023 op->x = env->x;
1024 op->y = env->y;
1025 if ((op = insert_ob_in_map (op, env->map, op, 0)) == NULL)
1026 return; 960 return;
1027 } 961 }
1028 962
1029 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent bomb from exploding 963 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent bomb from exploding
1030 // on a safe map. I don't like this special casing, but it seems to be neccessary 964 // on a safe map. I don't like this special casing, but it seems to be neccessary
1031 // as bombs can be carried. 965 // as bombs can be carried.
1032 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE) 966 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
1033 { 967 {
1034 remove_ob (op); 968 op->destroy ();
1035 free_object (op);
1036 return; 969 return;
1037 } 970 }
1038 971
1039 /* This copies a lot of the code from the fire bullet, 972 /* This copies a lot of the code from the fire bullet,
1040 * but using the cast_bullet isn't really feasible, 973 * but using the cast_bullet isn't really feasible,
1041 * so just set up the appropriate values. 974 * so just set up the appropriate values.
1042 */ 975 */
1043 at = archetype::find (SPLINT); 976 if (archetype *at = archetype::find (SPLINT))
1044 if (at)
1045 { 977 {
1046 for (i = 1; i < 9; i++) 978 for (int i = 1; i < 9; i++)
1047 { 979 {
1048 if (out_of_map (op->map, op->x + freearr_x[i], op->y + freearr_x[i])) 980 if (out_of_map (op->map, op->x + freearr_x[i], op->y + freearr_x[i]))
1049 continue; 981 continue;
982
1050 tmp = arch_to_object (at); 983 object *tmp = arch_to_object (at);
1051 tmp->direction = i; 984 tmp->direction = i;
1052 tmp->range = op->range; 985 tmp->range = op->range;
1053 tmp->stats.dam = op->stats.dam; 986 tmp->stats.dam = op->stats.dam;
1054 tmp->duration = op->duration; 987 tmp->duration = op->duration;
1055 tmp->attacktype = op->attacktype; 988 tmp->attacktype = op->attacktype;
1056 copy_owner (tmp, op); 989 tmp->set_owner (op);
1057 if (op->skill && op->skill != tmp->skill) 990 if (op->skill && op->skill != tmp->skill)
1058 {
1059 tmp->skill = op->skill; 991 tmp->skill = op->skill;
1060 } 992
1061 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) 993 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
1062 SET_ANIMATION (tmp, i); 994 SET_ANIMATION (tmp, i);
1063 tmp->x = op->x + freearr_x[i]; 995
1064 tmp->y = op->y + freearr_x[i]; 996 op->map->insert (tmp, op->x + freearr_x[i], op->y + freearr_x[i], op);
1065 insert_ob_in_map (tmp, op->map, op, 0);
1066 move_bullet (tmp); 997 move_bullet (tmp);
1067 } 998 }
1068 } 999 }
1069 1000
1070 explode_bullet (op); 1001 explode_bullet (op);
1071} 1002}
1072 1003
1073int 1004int
1074create_bomb (object *op, object *caster, int dir, object *spell) 1005create_bomb (object *op, object *caster, int dir, object *spell)
1075{ 1006{
1076
1077 object *tmp; 1007 object *tmp;
1078 int mflags; 1008 int mflags;
1079 sint16 dx = op->x + freearr_x[dir], dy = op->y + freearr_y[dir]; 1009 sint16 dx = op->x + freearr_x[dir], dy = op->y + freearr_y[dir];
1080 mapstruct *m; 1010 maptile *m;
1081 1011
1082 mflags = get_map_flags (op->map, &m, dx, dy, &dx, &dy); 1012 mflags = get_map_flags (op->map, &m, dx, dy, &dx, &dy);
1013
1014 // when creating a bomb below ourself it should always work, even
1015 // when movement is blocked (somehow we got here, somehow we are here,
1016 // so we should also be able to make a bomb here). (originally added
1017 // to fix create bomb traps in doors, which cast with dir=0).
1018 if (dir)
1019 {
1083 if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, dx, dy) & MOVE_WALK)) 1020 if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, dx, dy) & MOVE_WALK))
1084 { 1021 {
1085 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way."); 1022 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way.");
1086 return 0; 1023 return 0;
1024 }
1087 } 1025 }
1026
1088 tmp = arch_to_object (spell->other_arch); 1027 tmp = arch_to_object (spell->other_arch);
1089 1028
1090 /* level dependencies for bomb */ 1029 /* level dependencies for bomb */
1091 tmp->range = spell->range + SP_level_range_adjust (caster, spell); 1030 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
1092 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1031 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1093 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell); 1032 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
1094 tmp->attacktype = spell->attacktype; 1033 tmp->attacktype = spell->attacktype;
1095 1034
1096 set_owner (tmp, op); 1035 tmp->set_owner (op);
1097 set_spell_skill (op, caster, spell, tmp); 1036 set_spell_skill (op, caster, spell, tmp);
1098 tmp->x = dx; 1037
1099 tmp->y = dy; 1038 m->insert (tmp, dx, dy, op);
1100 insert_ob_in_map (tmp, m, op, 0);
1101 return 1; 1039 return 1;
1102} 1040}
1103 1041
1104/**************************************************************************** 1042/****************************************************************************
1105 * 1043 *
1114 * dir is the direction to look in. 1052 * dir is the direction to look in.
1115 * range is how far out to look. 1053 * range is how far out to look.
1116 * type is the type of spell - either SPELL_MANA or SPELL_GRACE. 1054 * type is the type of spell - either SPELL_MANA or SPELL_GRACE.
1117 * this info is used for blocked magic/unholy spaces. 1055 * this info is used for blocked magic/unholy spaces.
1118 */ 1056 */
1119
1120object * 1057object *
1121get_pointed_target (object *op, int dir, int range, int type) 1058get_pointed_target (object *op, int dir, int range, int type)
1122{ 1059{
1123 object *target; 1060 object *target;
1124 sint16 x, y; 1061 sint16 x, y;
1125 int dist, mflags; 1062 int dist, mflags;
1126 mapstruct *mp; 1063 maptile *mp;
1127 1064
1128 if (dir == 0) 1065 if (dir == 0)
1129 return NULL; 1066 return NULL;
1130 1067
1131 for (dist = 1; dist < range; dist++) 1068 for (dist = 1; dist < range; dist++)
1143 return NULL; 1080 return NULL;
1144 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW) 1081 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW)
1145 return NULL; 1082 return NULL;
1146 1083
1147 if (mflags & P_IS_ALIVE) 1084 if (mflags & P_IS_ALIVE)
1148 {
1149 for (target = get_map_ob (mp, x, y); target; target = target->above) 1085 for (target = GET_MAP_OB (mp, x, y); target; target = target->above)
1150 { 1086 if (QUERY_FLAG (target, FLAG_MONSTER))
1151 if (QUERY_FLAG (target->head ? target->head : target, FLAG_MONSTER))
1152 {
1153 return target; 1087 return target;
1154 }
1155 }
1156 }
1157 } 1088 }
1089
1158 return NULL; 1090 return NULL;
1159} 1091}
1160
1161 1092
1162/* cast_smite_arch() - the priest points to a creature and causes 1093/* cast_smite_arch() - the priest points to a creature and causes
1163 * a 'godly curse' to decend. 1094 * a 'godly curse' to decend.
1164 * usual params - 1095 * usual params -
1165 * op = player 1096 * op = player
1166 * caster = object casting the spell. 1097 * caster = object casting the spell.
1167 * dir = direction being cast 1098 * dir = direction being cast
1168 * spell = spell object 1099 * spell = spell object
1169 */ 1100 */
1170
1171int 1101int
1172cast_smite_spell (object *op, object *caster, int dir, object *spell) 1102cast_smite_spell (object *op, object *caster, int dir, object *spell)
1173{ 1103{
1174 object *effect, *target; 1104 object *effect, *target;
1175 object *god = find_god (determine_god (op)); 1105 object *god = find_god (determine_god (op));
1199 effect = arch_to_object (spell->other_arch); 1129 effect = arch_to_object (spell->other_arch);
1200 else 1130 else
1201 return 0; 1131 return 0;
1202 1132
1203 /* tailor the effect by priest level and worshipped God */ 1133 /* tailor the effect by priest level and worshipped God */
1204 effect->level = caster_level (caster, spell); 1134 effect->level = casting_level (caster, spell);
1205 effect->attacktype = spell->attacktype; 1135 effect->attacktype = spell->attacktype;
1206 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER)) 1136 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER))
1207 { 1137 {
1208 if (tailor_god_spell (effect, op)) 1138 if (tailor_god_spell (effect, op))
1209 new_draw_info_format (NDI_UNIQUE, 0, op, "%s answers your call!", determine_god (op)); 1139 new_draw_info_format (NDI_UNIQUE, 0, op, "%s answers your call!", determine_god (op));
1221 if (effect->attacktype & AT_DEATH) 1151 if (effect->attacktype & AT_DEATH)
1222 { 1152 {
1223 effect->level = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1153 effect->level = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1224 1154
1225 /* casting death spells at undead isn't a good thing */ 1155 /* casting death spells at undead isn't a good thing */
1226 if QUERY_FLAG
1227 (target, FLAG_UNDEAD) 1156 if (QUERY_FLAG (target, FLAG_UNDEAD))
1228 { 1157 {
1229 if (random_roll (0, 2, op, PREFER_LOW)) 1158 if (random_roll (0, 2, op, PREFER_LOW))
1230 { 1159 {
1231 new_draw_info (NDI_UNIQUE, 0, op, "Idiot! Your spell boomerangs!"); 1160 new_draw_info (NDI_UNIQUE, 0, op, "Idiot! Your spell boomerangs!");
1232 effect->x = op->x; 1161 effect->x = op->x;
1234 } 1163 }
1235 else 1164 else
1236 { 1165 {
1237 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s looks stronger!", query_name (target)); 1166 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s looks stronger!", query_name (target));
1238 target->stats.hp = target->stats.maxhp * 2; 1167 target->stats.hp = target->stats.maxhp * 2;
1239 free_object (effect); 1168 effect->destroy ();
1240 return 0; 1169 return 0;
1241 } 1170 }
1242 } 1171 }
1243 } 1172 }
1244 else 1173 else
1245 { 1174 {
1246 /* how much woe to inflict :) */ 1175 /* how much woe to inflict :) */
1247 effect->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1176 effect->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1248 } 1177 }
1249 1178
1250 set_owner (effect, op); 1179 effect->set_owner (op);
1251 set_spell_skill (op, caster, spell, effect); 1180 set_spell_skill (op, caster, spell, effect);
1252 1181
1253 /* ok, tell it where to be, and insert! */ 1182 /* ok, tell it where to be, and insert! */
1254 effect->x = target->x; 1183 effect->insert_at (target, op);
1255 effect->y = target->y;
1256 insert_ob_in_map (effect, target->map, op, 0);
1257 1184
1258 return 1; 1185 return 1;
1259} 1186}
1260
1261 1187
1262/**************************************************************************** 1188/****************************************************************************
1263 * 1189 *
1264 * MAGIC MISSILE code. 1190 * MAGIC MISSILE code.
1265 * note that the fire_bullet is used to fire the missile. The 1191 * note that the fire_bullet is used to fire the missile. The
1268 1194
1269/* op is a missile that needs to be moved */ 1195/* op is a missile that needs to be moved */
1270void 1196void
1271move_missile (object *op) 1197move_missile (object *op)
1272{ 1198{
1273 int i, mflags;
1274 object *owner;
1275 sint16 new_x, new_y;
1276 mapstruct *m;
1277
1278 if (op->range-- <= 0) 1199 if (op->range-- <= 0)
1279 { 1200 {
1280 remove_ob (op); 1201 op->drop_and_destroy ();
1281 free_object (op);
1282 return; 1202 return;
1283 }
1284
1285 owner = get_owner (op);
1286#if 0
1287 /* It'd make things nastier if this wasn't here - spells cast by
1288 * monster that are then killed would continue to survive
1289 */
1290 if (owner == NULL)
1291 { 1203 }
1292 remove_ob (op); 1204
1293 free_object (op); 1205 mapxy pos (op);
1294 return; 1206 pos.move (op->direction);
1207
1208 if (!pos.normalise ())
1295 } 1209 {
1296#endif 1210 op->destroy ();
1297 1211 return;
1298 new_x = op->x + DIRX (op);
1299 new_y = op->y + DIRY (op);
1300
1301 mflags = get_map_flags (op->map, &m, new_x, new_y, &new_x, &new_y);
1302
1303 if (!(mflags & P_OUT_OF_MAP) && ((mflags & P_IS_ALIVE) || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y))))
1304 { 1212 }
1305 tag_t tag = op->count;
1306 1213
1214 mapspace &ms = pos.ms ();
1215
1216 if (ms.flags () & P_IS_ALIVE || ms.blocks (op))
1217 {
1307 hit_map (op, op->direction, AT_MAGIC, 1); 1218 hit_map (op, op->direction, AT_MAGIC, 1);
1308 /* Basically, missile only hits one thing then goes away. 1219 /* Basically, missile only hits one thing then goes away.
1309 * we need to remove it if someone hasn't already done so. 1220 * we need to remove it if someone hasn't already done so.
1310 */ 1221 */
1311 if (!was_destroyed (op, tag)) 1222 op->destroy ();
1312 {
1313 remove_ob (op);
1314 free_object (op);
1315 }
1316 return; 1223 return;
1317 }
1318
1319 remove_ob (op);
1320 if (!op->direction || (mflags & P_OUT_OF_MAP))
1321 { 1224 }
1322 free_object (op); 1225
1323 return; 1226 if (!op->direction)
1324 } 1227 {
1325 op->x = new_x; 1228 op->destroy ();
1326 op->y = new_y; 1229 return;
1327 op->map = m; 1230 }
1328 i = spell_find_dir (op->map, op->x, op->y, get_owner (op)); 1231
1232 int i = spell_find_dir (pos.m, pos.x, pos.y, op->owner);
1329 if (i > 0 && i != op->direction) 1233 if (i > 0 && i != op->direction)
1330 { 1234 {
1331 op->direction = i; 1235 op->direction = i;
1332 SET_ANIMATION (op, op->direction); 1236 SET_ANIMATION (op, op->direction);
1333 } 1237 }
1334 insert_ob_in_map (op, op->map, op, 0); 1238
1239 pos.insert (op, op);
1335} 1240}
1336 1241
1337/**************************************************************************** 1242/****************************************************************************
1338 * Destruction 1243 * Destruction
1339 ****************************************************************************/ 1244 ****************************************************************************/
1342 * we do this by creating a force and inserting it in the 1247 * we do this by creating a force and inserting it in the
1343 * object. if time is 0, the object glows permanently. To truely 1248 * object. if time is 0, the object glows permanently. To truely
1344 * make this work for non-living objects, we would have to 1249 * make this work for non-living objects, we would have to
1345 * give them the capability to have an inventory. b.t. 1250 * give them the capability to have an inventory. b.t.
1346 */ 1251 */
1347
1348int 1252int
1349make_object_glow (object *op, int radius, int time) 1253make_object_glow (object *op, int radius, int time)
1350{ 1254{
1351 object *tmp;
1352
1353 /* some things are unaffected... */ 1255 /* some things are unaffected... */
1354 if (op->path_denied & PATH_LIGHT) 1256 if (op->path_denied & PATH_LIGHT)
1355 return 0; 1257 return 0;
1356 1258
1357 tmp = get_archetype (FORCE_NAME); 1259 object *tmp = get_archetype (FORCE_NAME);
1358 tmp->speed = 0.01; 1260 tmp->speed = 0.01;
1359 tmp->stats.food = time; 1261 tmp->stats.food = time;
1360 SET_FLAG (tmp, FLAG_IS_USED_UP); 1262 SET_FLAG (tmp, FLAG_IS_USED_UP);
1361 tmp->glow_radius = radius;
1362 if (tmp->glow_radius > MAX_LIGHT_RADII)
1363 tmp->glow_radius = MAX_LIGHT_RADII; 1263 tmp->glow_radius = min (MAX_LIGHT_RADIUS, radius);
1364
1365 tmp->x = op->x;
1366 tmp->y = op->y;
1367 if (tmp->speed < MIN_ACTIVE_SPEED)
1368 tmp->speed = MIN_ACTIVE_SPEED; /* safety */
1369 tmp = insert_ob_in_ob (tmp, op); 1264 tmp = insert_ob_in_ob (tmp, op);
1265
1370 if (tmp->glow_radius > op->glow_radius) 1266 if (tmp->glow_radius > op->glow_radius)
1371 op->glow_radius = tmp->glow_radius; 1267 op->glow_radius = tmp->glow_radius;
1372 1268
1373 if (!tmp->env || op != tmp->env)
1374 {
1375 LOG (llevError, "make_object_glow() failed to insert glowing force in %s\n", &op->name);
1376 return 0;
1377 }
1378 return 1; 1269 return 1;
1379} 1270}
1380
1381
1382
1383 1271
1384int 1272int
1385cast_destruction (object *op, object *caster, object *spell_ob) 1273cast_destruction (object *op, object *caster, object *spell_ob)
1386{ 1274{
1387 int i, j, range, mflags, friendly = 0, dam, dur; 1275 int i, j, range, mflags, friendly = 0, dam, dur;
1388 sint16 sx, sy; 1276 sint16 sx, sy;
1389 mapstruct *m; 1277 maptile *m;
1390 object *tmp; 1278 object *tmp;
1391 const char *skill; 1279 const char *skill;
1392 1280
1393 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob); 1281 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
1394 dam = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob); 1282 dam = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob);
1408 else if (caster->skill) 1296 else if (caster->skill)
1409 op->skill = caster->skill; 1297 op->skill = caster->skill;
1410 else 1298 else
1411 op->skill = NULL; 1299 op->skill = NULL;
1412 1300
1413 change_skill (op, find_skill_by_name (op, op->skill), 1); 1301 op->change_skill (find_skill_by_name (op, op->skill));
1414 1302
1415 for (i = -range; i < range; i++) 1303 for (i = -range; i <= range; i++)
1416 { 1304 {
1417 for (j = -range; j < range; j++) 1305 for (j = -range; j <= range; j++)
1418 { 1306 {
1419 m = op->map; 1307 m = op->map;
1420 sx = op->x + i; 1308 sx = op->x + i;
1421 sy = op->y + j; 1309 sy = op->y + j;
1310
1422 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy); 1311 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
1423 if (mflags & P_OUT_OF_MAP) 1312 if (mflags & P_OUT_OF_MAP)
1424 continue; 1313 continue;
1314
1425 if (mflags & P_IS_ALIVE) 1315 if (mflags & P_IS_ALIVE)
1426 { 1316 {
1427 for (tmp = get_map_ob (m, sx, sy); tmp; tmp = tmp->above) 1317 for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above)
1428 {
1429 if (QUERY_FLAG (tmp, FLAG_ALIVE) || tmp->type == PLAYER) 1318 if (QUERY_FLAG (tmp, FLAG_ALIVE) || tmp->type == PLAYER)
1430 break; 1319 break;
1431 } 1320
1432 if (tmp) 1321 if (tmp)
1433 { 1322 {
1434 if (tmp->head) 1323 if (tmp->head)
1435 tmp = tmp->head; 1324 tmp = tmp->head;
1436 1325
1438 (!friendly && (QUERY_FLAG (tmp, FLAG_FRIENDLY) || tmp->type == PLAYER))) 1327 (!friendly && (QUERY_FLAG (tmp, FLAG_FRIENDLY) || tmp->type == PLAYER)))
1439 { 1328 {
1440 if (spell_ob->subtype == SP_DESTRUCTION) 1329 if (spell_ob->subtype == SP_DESTRUCTION)
1441 { 1330 {
1442 hit_player (tmp, dam, op, spell_ob->attacktype, 0); 1331 hit_player (tmp, dam, op, spell_ob->attacktype, 0);
1332
1443 if (spell_ob->other_arch) 1333 if (spell_ob->other_arch)
1444 {
1445 tmp = arch_to_object (spell_ob->other_arch); 1334 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op);
1446 tmp->x = sx;
1447 tmp->y = sy;
1448 insert_ob_in_map (tmp, m, op, 0);
1449 }
1450 } 1335 }
1451 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist[ATNR_MAGIC] != 100) 1336 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist[ATNR_MAGIC] != 100)
1452 { 1337 {
1453 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch) 1338 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch)
1454 {
1455 object *effect = arch_to_object (spell_ob->other_arch); 1339 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op);
1456
1457 effect->x = sx;
1458 effect->y = sy;
1459 insert_ob_in_map (effect, m, op, 0);
1460 }
1461 } 1340 }
1462 } 1341 }
1463 } 1342 }
1464 } 1343 }
1465 } 1344 }
1466 } 1345 }
1346
1467 op->skill = skill; 1347 op->skill = skill;
1468 return 1; 1348 return 1;
1469} 1349}
1470 1350
1471/*************************************************************************** 1351/***************************************************************************
1485 { 1365 {
1486 new_draw_info (NDI_UNIQUE, 0, op, "There is no one in that direction to curse."); 1366 new_draw_info (NDI_UNIQUE, 0, op, "There is no one in that direction to curse.");
1487 return 0; 1367 return 0;
1488 } 1368 }
1489 1369
1370 tmp = tmp->head_ ();
1371
1490 /* If we've already got a force of this type, don't add a new one. */ 1372 /* If we've already got a force of this type, don't add a new one. */
1491 for (force = tmp->inv; force != NULL; force = force->below) 1373 for (force = tmp->inv; force; force = force->below)
1492 { 1374 {
1493 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY) 1375 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY)
1494 { 1376 {
1495 if (force->name == spell_ob->name) 1377 if (force->name == spell_ob->name)
1496 { 1378 {
1502 return 0; 1384 return 0;
1503 } 1385 }
1504 } 1386 }
1505 } 1387 }
1506 1388
1507 if (force == NULL) 1389 if (!force)
1508 { 1390 {
1509 force = get_archetype (FORCE_NAME); 1391 force = get_archetype (FORCE_NAME);
1510 force->subtype = FORCE_CHANGE_ABILITY; 1392 force->subtype = FORCE_CHANGE_ABILITY;
1393
1511 if (spell_ob->race) 1394 if (spell_ob->race)
1512 force->name = spell_ob->race; 1395 force->name = spell_ob->race;
1513 else 1396 else
1514 force->name = spell_ob->name; 1397 force->name = spell_ob->name;
1515 1398
1525 { 1408 {
1526 force->duration = duration; 1409 force->duration = duration;
1527 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 1410 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1528 } 1411 }
1529 else 1412 else
1530 {
1531 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1413 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1532 } 1414
1533 return 1; 1415 return 1;
1534 } 1416 }
1417
1535 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50; 1418 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1536 force->speed = 1.0; 1419 force->speed = 1.f;
1537 force->speed_left = -1.0; 1420 force->speed_left = -1.f;
1538 SET_FLAG (force, FLAG_APPLIED); 1421 SET_FLAG (force, FLAG_APPLIED);
1539 1422
1540 if (god) 1423 if (god)
1541 { 1424 {
1542 if (spell_ob->last_grace) 1425 if (spell_ob->last_grace)
1555 force->stats.ac = spell_ob->stats.ac; 1438 force->stats.ac = spell_ob->stats.ac;
1556 force->stats.wc = spell_ob->stats.wc; 1439 force->stats.wc = spell_ob->stats.wc;
1557 1440
1558 change_abil (tmp, force); /* Mostly to display any messages */ 1441 change_abil (tmp, force); /* Mostly to display any messages */
1559 insert_ob_in_ob (force, tmp); 1442 insert_ob_in_ob (force, tmp);
1560 fix_player (tmp); 1443 tmp->update_stats ();
1561 return 1; 1444 return 1;
1562 1445
1563} 1446}
1564
1565 1447
1566/********************************************************************** 1448/**********************************************************************
1567 * mood change 1449 * mood change
1568 * Arguably, this may or may not be an attack spell. But since it 1450 * Arguably, this may or may not be an attack spell. But since it
1569 * effects monsters, it seems best to put it into this file 1451 * effects monsters, it seems best to put it into this file
1576mood_change (object *op, object *caster, object *spell) 1458mood_change (object *op, object *caster, object *spell)
1577{ 1459{
1578 object *tmp, *god, *head; 1460 object *tmp, *god, *head;
1579 int done_one, range, mflags, level, at, best_at; 1461 int done_one, range, mflags, level, at, best_at;
1580 sint16 x, y, nx, ny; 1462 sint16 x, y, nx, ny;
1581 mapstruct *m; 1463 maptile *m;
1582 const char *race; 1464 const char *race;
1583 1465
1584 /* We precompute some values here so that we don't have to keep 1466 /* We precompute some values here so that we don't have to keep
1585 * doing it over and over again. 1467 * doing it over and over again.
1586 */ 1468 */
1587 god = find_god (determine_god (op)); 1469 god = find_god (determine_god (op));
1588 level = caster_level (caster, spell); 1470 level = casting_level (caster, spell);
1589 range = spell->range + SP_level_range_adjust (caster, spell); 1471 range = spell->range + SP_level_range_adjust (caster, spell);
1590 1472
1591 /* On the bright side, no monster should ever have a race of GOD_... 1473 /* On the bright side, no monster should ever have a race of GOD_...
1592 * so even if the player doesn't worship a god, if race=GOD_.., it 1474 * so even if the player doesn't worship a god, if race=GOD_.., it
1593 * won't ever match anything. 1475 * won't ever match anything.
1599 else if (god && !strcmp (spell->race, "GOD_FRIEND")) 1481 else if (god && !strcmp (spell->race, "GOD_FRIEND"))
1600 race = god->race; 1482 race = god->race;
1601 else 1483 else
1602 race = spell->race; 1484 race = spell->race;
1603 1485
1604
1605 for (x = op->x - range; x <= op->x + range; x++) 1486 for (x = op->x - range; x <= op->x + range; x++)
1606 for (y = op->y - range; y <= op->y + range; y++) 1487 for (y = op->y - range; y <= op->y + range; y++)
1607 { 1488 {
1608
1609 done_one = 0; 1489 done_one = 0;
1610 m = op->map; 1490 m = op->map;
1611 nx = x; 1491 nx = x;
1612 ny = y; 1492 ny = y;
1613 mflags = get_map_flags (m, &m, x, y, &nx, &ny); 1493 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1616 1496
1617 /* If there is nothing living on this space, no need to go further */ 1497 /* If there is nothing living on this space, no need to go further */
1618 if (!(mflags & P_IS_ALIVE)) 1498 if (!(mflags & P_IS_ALIVE))
1619 continue; 1499 continue;
1620 1500
1501 // players can only affect spaces that they can actually see
1502 if (caster && caster->contr
1503 && caster->contr->visibility_at (m, nx, ny) < 70)
1504 continue;
1505
1621 for (tmp = get_map_ob (m, nx, ny); tmp; tmp = tmp->above) 1506 for (tmp = GET_MAP_TOP (m, nx, ny); tmp; tmp = tmp->below)
1622 if (QUERY_FLAG (tmp, FLAG_MONSTER)) 1507 if (QUERY_FLAG (tmp, FLAG_MONSTER))
1623 break; 1508 break;
1624 1509
1625 /* There can be living objects that are not monsters */ 1510 /* There can be living objects that are not monsters */
1626 if (!tmp || tmp->type == PLAYER) 1511 if (!tmp || tmp->type == PLAYER)
1633 head = tmp; 1518 head = tmp;
1634 1519
1635 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */ 1520 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */
1636 if (race && head->race && !strstr (race, head->race)) 1521 if (race && head->race && !strstr (race, head->race))
1637 continue; 1522 continue;
1523
1638 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD)) 1524 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD))
1639 continue; 1525 continue;
1640 1526
1641 /* Now do a bunch of stuff related to saving throws */ 1527 /* Now do a bunch of stuff related to saving throws */
1642 best_at = -1; 1528 best_at = -1;
1659 at -= level / 5; 1545 at -= level / 5;
1660 if (did_make_save (head, head->level, at)) 1546 if (did_make_save (head, head->level, at))
1661 continue; 1547 continue;
1662 } 1548 }
1663 else /* spell->attacktype */ 1549 else /* spell->attacktype */
1664 /*
1665 Spell has no attacktype (charm & such), so we'll have a specific saving:
1666 * if spell level < monster level, no go
1667 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) )
1668
1669 The chance will then be in the range [20-70] percent, not too bad.
1670
1671 This is required to fix the 'charm monster' abuse, where a player level 1 can
1672 charm a level 125 monster...
1673
1674 Ryo, august 14th
1675 */
1676 { 1550 {
1551 /*
1552 Spell has no attacktype (charm & such), so we'll have a specific saving:
1553 * if spell level < monster level, no go
1554 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) )
1555
1556 The chance will then be in the range [20-70] percent, not too bad.
1557
1558 This is required to fix the 'charm monster' abuse, where a player level 1 can
1559 charm a level 125 monster...
1560
1561 Ryo, august 14th
1562 */
1677 if (head->level > level) 1563 if (head->level > level)
1678 continue; 1564 continue;
1565
1679 if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + MIN (50, 2 * (level - head->level)))) 1566 if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + MIN (50, 2 * (level - head->level))))
1680 /* Failed, no effect */ 1567 /* Failed, no effect */
1681 continue; 1568 continue;
1682 } 1569 }
1683 1570
1684 /* Done with saving throw. Now start effecting the monster */ 1571 /* Done with saving throw. Now start affecting the monster */
1685 1572
1686 /* aggravation */ 1573 /* aggravation */
1687 if (QUERY_FLAG (spell, FLAG_MONSTER)) 1574 if (QUERY_FLAG (spell, FLAG_MONSTER))
1688 { 1575 {
1689 CLEAR_FLAG (head, FLAG_SLEEP); 1576 CLEAR_FLAG (head, FLAG_SLEEP);
1690 if (QUERY_FLAG (head, FLAG_FRIENDLY))
1691 remove_friendly_object (head); 1577 remove_friendly_object (head);
1692
1693 done_one = 1; 1578 done_one = 1;
1694 head->enemy = op; 1579 head->enemy = op;
1695 } 1580 }
1696 1581
1697 /* calm monsters */ 1582 /* calm monsters */
1706 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK)) 1591 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK))
1707 { 1592 {
1708 SET_FLAG (head, FLAG_BERSERK); 1593 SET_FLAG (head, FLAG_BERSERK);
1709 done_one = 1; 1594 done_one = 1;
1710 } 1595 }
1596
1711 /* charm */ 1597 /* charm */
1712 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY)) 1598 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY))
1713 { 1599 {
1714 SET_FLAG (head, FLAG_FRIENDLY); 1600 INVOKE_OBJECT (KILL, head, ARG_OBJECT (caster));
1601
1715 /* Prevent uncontolled outbreaks of self replicating monsters. 1602 /* Prevent uncontrolled outbreaks of self replicating monsters.
1716 Typical use case is charm, go somwhere, use aggravation to make hostile. 1603 Typical use case is charm, go somwhere, use aggravation to make hostile.
1717 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */ 1604 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */
1718 CLEAR_FLAG (head, FLAG_GENERATOR); 1605 CLEAR_FLAG (head, FLAG_GENERATOR);
1719 set_owner (head, op); 1606 head->set_owner (op);
1720 set_spell_skill (op, caster, spell, head); 1607 set_spell_skill (op, caster, spell, head);
1721 add_friendly_object (head); 1608 add_friendly_object (head);
1722 head->attack_movement = PETMOVE; 1609 head->attack_movement = PETMOVE;
1723 done_one = 1; 1610 done_one = 1;
1724 change_exp (op, head->stats.exp / 2, head->skill, SK_EXP_ADD_SKILL); 1611 change_exp (op, head->stats.exp / 2, head->skill, SK_EXP_ADD_SKILL);
1725 head->stats.exp = 0; 1612 head->stats.exp = 0;
1726 } 1613 }
1727 1614
1728 /* If a monster was effected, put an effect in */ 1615 /* If a monster was effected, put an effect in */
1729 if (done_one && spell->other_arch) 1616 if (done_one && spell->other_arch)
1730 {
1731 tmp = arch_to_object (spell->other_arch); 1617 m->insert (arch_to_object (spell->other_arch), nx, ny, op);
1732 tmp->x = nx;
1733 tmp->y = ny;
1734 insert_ob_in_map (tmp, m, op, 0);
1735 }
1736 } /* for y */ 1618 } /* for y */
1737 1619
1738 return 1; 1620 return 1;
1739} 1621}
1740
1741 1622
1742/* Move_ball_spell: This handles ball type spells that just sort of wander 1623/* Move_ball_spell: This handles ball type spells that just sort of wander
1743 * about. was called move_ball_lightning, but since more than the ball 1624 * about. was called move_ball_lightning, but since more than the ball
1744 * lightning spell used it, that seemed misnamed. 1625 * lightning spell used it, that seemed misnamed.
1745 * op is the spell effect. 1626 * op is the spell effect.
1746 * note that duration is handled by process_object() in time.c 1627 * note that duration is handled by process_object() in time.c
1747 */ 1628 */
1748
1749void 1629void
1750move_ball_spell (object *op) 1630move_ball_spell (object *op)
1751{ 1631{
1752 int i, j, dam_save, dir, mflags; 1632 int i, j, dam_save, dir, mflags;
1753 sint16 nx, ny, hx, hy; 1633 sint16 nx, ny, hx, hy;
1754 object *owner; 1634 object *owner;
1755 mapstruct *m; 1635 maptile *m;
1756 1636
1757 owner = get_owner (op); 1637 owner = op->owner;
1758 1638
1759 /* the following logic makes sure that the ball doesn't move into a wall, 1639 /* the following logic makes sure that the ball doesn't move into a wall,
1760 * and makes sure that it will move along a wall to try and get at it's 1640 * and makes sure that it will move along a wall to try and get at it's
1761 * victim. The block immediately below more or less chooses a random 1641 * victim. The block immediately below more or less chooses a random
1762 * offset to move the ball, eg, keep it mostly on course, with some 1642 * offset to move the ball, eg, keep it mostly on course, with some
1772 for (i = 1; i < 9; i++) 1652 for (i = 1; i < 9; i++)
1773 { 1653 {
1774 /* i bit 0: alters sign of offset 1654 /* i bit 0: alters sign of offset
1775 * other bits (i / 2): absolute value of offset 1655 * other bits (i / 2): absolute value of offset
1776 */ 1656 */
1777
1778 int offset = ((i ^ j) & 1) ? (i / 2) : -(i / 2); 1657 int offset = ((i ^ j) & 1) ? (i / 2) : -(i / 2);
1779 int tmpdir = absdir (op->direction + offset); 1658 int tmpdir = absdir (op->direction + offset);
1780 1659
1781 nx = op->x + freearr_x[tmpdir]; 1660 nx = op->x + freearr_x[tmpdir];
1782 ny = op->y + freearr_y[tmpdir]; 1661 ny = op->y + freearr_y[tmpdir];
1784 { 1663 {
1785 dir = tmpdir; 1664 dir = tmpdir;
1786 break; 1665 break;
1787 } 1666 }
1788 } 1667 }
1668
1789 if (dir == 0) 1669 if (dir == 0)
1790 { 1670 {
1791 nx = op->x; 1671 nx = op->x;
1792 ny = op->y; 1672 ny = op->y;
1793 m = op->map; 1673 m = op->map;
1794 } 1674 }
1795 1675
1796 remove_ob (op); 1676 m->insert (op, nx, ny, op);
1797 op->y = ny;
1798 op->x = nx;
1799 insert_ob_in_map (op, m, op, 0);
1800 1677
1801 dam_save = op->stats.dam; /* save the original dam: we do halfdam on 1678 dam_save = op->stats.dam; /* save the original dam: we do halfdam on
1802 surrounding squares */ 1679 surrounding squares */
1803 1680
1804 /* loop over current square and neighbors to hit. 1681 /* loop over current square and neighbors to hit.
1805 * if this has an other_arch field, we insert that in 1682 * if this has an other_arch field, we insert that in
1806 * the surround spaces. 1683 * the surround spaces.
1807 */ 1684 */
1808 for (j = 0; j < 9; j++) 1685 for (j = 0; j < 9; j++)
1809 { 1686 {
1810 object *new_ob;
1811
1812 hx = nx + freearr_x[j]; 1687 hx = nx + freearr_x[j];
1813 hy = ny + freearr_y[j]; 1688 hy = ny + freearr_y[j];
1814 1689
1815 m = op->map; 1690 m = op->map;
1816 mflags = get_map_flags (m, &m, hx, hy, &hx, &hy); 1691 mflags = get_map_flags (m, &m, hx, hy, &hx, &hy);
1824 1699
1825 if ((mflags & P_IS_ALIVE) && (!owner || owner->x != hx || owner->y != hy || !on_same_map (owner, op))) 1700 if ((mflags & P_IS_ALIVE) && (!owner || owner->x != hx || owner->y != hy || !on_same_map (owner, op)))
1826 { 1701 {
1827 if (j) 1702 if (j)
1828 op->stats.dam = dam_save / 2; 1703 op->stats.dam = dam_save / 2;
1704
1829 hit_map (op, j, op->attacktype, 1); 1705 hit_map (op, j, op->attacktype, 1);
1830
1831 } 1706 }
1832 1707
1833 /* insert the other arch */ 1708 /* insert the other arch */
1834 if (op->other_arch && !(OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy)))) 1709 if (op->other_arch && !(OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy))))
1835 { 1710 m->insert (arch_to_object (op->other_arch), hx, hy, op);
1836 new_ob = arch_to_object (op->other_arch);
1837 new_ob->x = hx;
1838 new_ob->y = hy;
1839 insert_ob_in_map (new_ob, m, op, 0);
1840 }
1841 } 1711 }
1842 1712
1843 /* restore to the center location and damage */ 1713 /* restore to the center location and damage */
1844 op->stats.dam = dam_save; 1714 op->stats.dam = dam_save;
1845 1715
1846 i = spell_find_dir (op->map, op->x, op->y, get_owner (op)); 1716 i = spell_find_dir (op->map, op->x, op->y, op->owner);
1847 1717
1848 if (i >= 0) 1718 if (i >= 0)
1849 { /* we have a preferred direction! */ 1719 { /* we have a preferred direction! */
1850 /* pick another direction if the preferred dir is blocked. */ 1720 /* pick another direction if the preferred dir is blocked. */
1851 if (get_map_flags (op->map, &m, nx + freearr_x[i], ny + freearr_y[i], &hx, &hy) & P_OUT_OF_MAP || 1721 if (get_map_flags (op->map, &m, nx + freearr_x[i], ny + freearr_y[i], &hx, &hy) & P_OUT_OF_MAP ||
1852 OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy))) 1722 OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy)))
1853 {
1854 i = absdir (i + rndm (0, 2) - 1); /* -1, 0, +1 */ 1723 i = absdir (i + rndm (0, 2) - 1); /* -1, 0, +1 */
1855 } 1724
1856 op->direction = i; 1725 op->direction = i;
1857 } 1726 }
1858} 1727}
1859 1728
1860
1861/* move_swarm_spell: peterm 1729/* move_swarm_spell: peterm
1862 * This is an implementation of the swarm spell. It was written for 1730 * This is an implementation of the swarm spell. It was written for
1863 * meteor swarm, but it could be used for any swarm. A swarm spell 1731 * meteor swarm, but it could be used for any swarm. A swarm spell
1864 * is a special type of object that casts swarms of other types 1732 * is a special type of object that casts swarms of other types
1865 * of spells. Which spell it casts is flexible. It fires the spells 1733 * of spells. Which spell it casts is flexible. It fires the spells
1866 * from a set of squares surrounding the caster, in a given direction. 1734 * from a set of squares surrounding the caster, in a given direction.
1867 */ 1735 */
1868
1869void 1736void
1870move_swarm_spell (object *op) 1737move_swarm_spell (object *op)
1871{ 1738{
1872#if 0 1739#if 0
1873 static int cardinal_adjust[9] = { -3, -2, -1, 0, 0, 0, 1, 2, 3 }; 1740 static int cardinal_adjust[9] = { -3, -2, -1, 0, 0, 0, 1, 2, 3 };
1874 static int diagonal_adjust[10] = { -3, -2, -2, -1, 0, 0, 1, 2, 2, 3 }; 1741 static int diagonal_adjust[10] = { -3, -2, -2, -1, 0, 0, 1, 2, 2, 3 };
1875 sint16 target_x, target_y, origin_x, origin_y; 1742 sint16 target_x, target_y, origin_x, origin_y;
1876 int adjustdir; 1743 int adjustdir;
1877 mapstruct *m; 1744 maptile *m;
1878#endif 1745#endif
1879 int basedir;
1880 object *owner; 1746 object *owner = op->env;
1881 1747
1882 owner = get_owner (op); 1748 if (!owner) // MUST not happen, remove when true TODO
1883 if (op->duration == 0 || owner == NULL)
1884 {
1885 remove_ob (op);
1886 free_object (op);
1887 return;
1888 } 1749 {
1750 LOG (llevError, "swarm spell found outside inventory: %s\n", op->debug_desc ());
1751 op->destroy ();
1752 return;
1753 }
1754
1755 if (!op->duration || !owner->is_on_map ())
1756 {
1757 op->drop_and_destroy ();
1758 return;
1759 }
1760
1889 op->duration--; 1761 op->duration--;
1890 1762
1891 basedir = op->direction; 1763 int basedir = op->direction;
1892 if (basedir == 0) 1764 if (!basedir)
1893 { 1765 {
1894 /* spray in all directions! 8) */ 1766 /* spray in all directions! 8) */
1895 basedir = rndm (1, 8); 1767 op->facing = (op->facing + op->state) & 7;
1768 basedir = op->facing + 1;
1896 } 1769 }
1897 1770
1898#if 0 1771#if 0
1899 // this is bogus: it causes wrong places to be checked below 1772 // this is bogus: it causes wrong places to be checked below
1900 // (a wall 2 cells away will block the effect...) and 1773 // (a wall 2 cells away will block the effect...) and
1901 // doesn't work for SP_BULLET anyhow, so again tests the wrong 1774 // doesn't work for SP_BULLET anyhow, so again tests the wrong
1902 // space. 1775 // space.
1903 // should be fixed later, but correctness before featurs... 1776 // should be fixed later, but correctness before features...
1904 // (schmorp) 1777 // (schmorp)
1905 1778
1906 /* new offset calculation to make swarm element distribution 1779 /* new offset calculation to make swarm element distribution
1907 * more uniform 1780 * more uniform
1908 */ 1781 */
1961 { 1834 {
1962 /* Bullet spells have a bunch more customization that needs to be done */ 1835 /* Bullet spells have a bunch more customization that needs to be done */
1963 if (op->spell->subtype == SP_BULLET) 1836 if (op->spell->subtype == SP_BULLET)
1964 fire_bullet (owner, op, basedir, op->spell); 1837 fire_bullet (owner, op, basedir, op->spell);
1965 else if (op->spell->subtype == SP_MAGIC_MISSILE) 1838 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1966 fire_arch_from_position (owner, op, op->x, op->y, basedir, op->spell); 1839 fire_arch_from_position (owner, op, owner->x, owner->y, basedir, op->spell);
1967 } 1840 }
1968} 1841}
1969
1970
1971
1972 1842
1973/* fire_swarm: 1843/* fire_swarm:
1974 * The following routine creates a swarm of objects. It actually 1844 * The following routine creates a swarm of objects. It actually
1975 * sets up a specific swarm object, which then fires off all 1845 * sets up a specific swarm object, which then fires off all
1976 * the parts of the swarm. 1846 * the parts of the swarm.
1979 * caster: the caster (owner, wand, rod, scroll) 1849 * caster: the caster (owner, wand, rod, scroll)
1980 * dir: the direction everything will be fired in 1850 * dir: the direction everything will be fired in
1981 * spell - the spell that is this spell. 1851 * spell - the spell that is this spell.
1982 * n: the number to be fired. 1852 * n: the number to be fired.
1983 */ 1853 */
1984
1985int 1854int
1986fire_swarm (object *op, object *caster, object *spell, int dir) 1855fire_swarm (object *op, object *caster, object *spell, int dir)
1987{ 1856{
1988 object *tmp;
1989 int i;
1990
1991 if (!spell->other_arch) 1857 if (!spell->other_arch)
1992 return 0; 1858 return 0;
1993 1859
1994 tmp = get_archetype (SWARM_SPELL); 1860 object *tmp = archetype::get (SWARM_SPELL);
1995 tmp->x = op->x; 1861
1996 tmp->y = op->y;
1997 set_owner (tmp, op); /* needed so that if swarm elements kill, caster gets xp. */
1998 set_spell_skill (op, caster, spell, tmp); 1862 set_spell_skill (op, caster, spell, tmp);
1999
2000 tmp->level = caster_level (caster, spell); /*needed later, to get level dep. right. */ 1863 tmp->level = casting_level (caster, spell); /* needed later, to get level dep. right. */
2001 tmp->spell = arch_to_object (spell->other_arch); 1864 tmp->spell = spell->other_arch->instance ();
2002
2003 tmp->attacktype = tmp->spell->attacktype; 1865 tmp->attacktype = tmp->spell->attacktype;
2004 1866
2005 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) 1867 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
2006 {
2007 if (!tailor_god_spell (tmp, op)) 1868 if (!tailor_god_spell (tmp, op))
2008 return 1; 1869 return 1;
2009 } 1870
2010 tmp->duration = SP_level_duration_adjust (caster, spell); 1871 tmp->duration = SP_level_duration_adjust (caster, spell);
2011 for (i = 0; i < spell->duration; i++) 1872 for (int i = 0; i < spell->duration; i++)
2012 tmp->duration += die_roll (1, 3, op, PREFER_HIGH); 1873 tmp->duration += die_roll (1, 3, op, PREFER_HIGH);
2013 1874
1875 tmp->invisible = 1;
1876 tmp->flag [FLAG_NO_DROP] = 1; // make sure it stays in inv, or else
2014 tmp->direction = dir; 1877 tmp->direction = dir;
2015 tmp->invisible = 1; 1878 tmp->facing = rndm (1, 8); // initial firing direction
2016 insert_ob_in_map (tmp, op->map, op, 0); 1879 tmp->state = rndm (4) * 2 + 1; // direction increment
1880
1881 op->insert (tmp);
1882
2017 return 1; 1883 return 1;
2018} 1884}
2019
2020 1885
2021/* See the spells documentation file for why this is its own 1886/* See the spells documentation file for why this is its own
2022 * function. 1887 * function.
2023 */ 1888 */
2024int 1889int
2025cast_light (object *op, object *caster, object *spell, int dir) 1890cast_light (object *op, object *caster, object *spell, int dir)
2026{ 1891{
2027 object *target = NULL, *tmp = NULL; 1892 object *target = NULL, *tmp = NULL;
2028 sint16 x, y; 1893 sint16 x, y;
2029 int dam, mflags; 1894 int dam, mflags;
2030 mapstruct *m; 1895 maptile *m;
2031 1896
2032 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1897 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
2033 1898
2034 if (!dir) 1899 if (dir)
2035 {
2036 new_draw_info (NDI_UNIQUE, 0, op, "In what direction?");
2037 return 0;
2038 } 1900 {
2039
2040 x = op->x + freearr_x[dir]; 1901 x = op->x + freearr_x[dir];
2041 y = op->y + freearr_y[dir]; 1902 y = op->y + freearr_y[dir];
2042 m = op->map; 1903 m = op->map;
2043 1904
2044 mflags = get_map_flags (m, &m, x, y, &x, &y); 1905 mflags = get_map_flags (m, &m, x, y, &x, &y);
2045 1906
2046 if (mflags & P_OUT_OF_MAP) 1907 if (mflags & P_OUT_OF_MAP)
2047 { 1908 {
2048 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is there."); 1909 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is there.");
2049 return 0; 1910 return 0;
2050 } 1911 }
2051 1912
2052 if (mflags & P_IS_ALIVE && spell->attacktype) 1913 if (mflags & P_IS_ALIVE && spell->attacktype)
2053 { 1914 {
2054 for (target = get_map_ob (m, x, y); target; target = target->above) 1915 for (target = GET_MAP_OB (m, x, y); target; target = target->above)
2055 if (QUERY_FLAG (target, FLAG_MONSTER)) 1916 if (QUERY_FLAG (target, FLAG_MONSTER))
2056 { 1917 {
2057 /* oky doky. got a target monster. Lets make a blinding attack */ 1918 /* oky doky. got a target monster. Lets make a blinding attack */
2058 if (target->head) 1919 if (target->head)
2059 target = target->head; 1920 target = target->head;
1921
2060 (void) hit_player (target, dam, op, spell->attacktype, 1); 1922 hit_player (target, dam, op, spell->attacktype, 1);
2061 return 1; /* one success only! */ 1923 return 1; /* one success only! */
1924 }
2062 } 1925 }
2063 }
2064 1926
2065 /* no live target, perhaps a wall is in the way? */ 1927 /* no live target, perhaps a wall is in the way? */
2066 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y))) 1928 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)))
2067 { 1929 {
2068 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 1930 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
2069 return 0; 1931 return 0;
1932 }
2070 } 1933 }
2071 1934
2072 /* ok, looks groovy to just insert a new light on the map */ 1935 /* ok, looks groovy to just insert a new light on the map */
2073 tmp = arch_to_object (spell->other_arch); 1936 tmp = arch_to_object (spell->other_arch);
2074 if (!tmp) 1937 if (!tmp)
2075 { 1938 {
2076 LOG (llevError, "Error: spell arch for cast_light() missing.\n"); 1939 LOG (llevError, "Error: spell arch for cast_light() missing.\n");
2077 return 0; 1940 return 0;
2078 } 1941 }
1942
2079 tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell); 1943 tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell);
1944
2080 if (tmp->glow_radius) 1945 if (tmp->glow_radius)
2081 {
2082 tmp->glow_radius = spell->range + SP_level_range_adjust (caster, spell); 1946 tmp->glow_radius = min (MAX_LIGHT_RADIUS, spell->range + SP_level_range_adjust (caster, spell));
2083 if (tmp->glow_radius > MAX_LIGHT_RADII) 1947
2084 tmp->glow_radius = MAX_LIGHT_RADII; 1948 if (dir)
2085 } 1949 m->insert (tmp, x, y, op);
2086 tmp->x = x; 1950 else
2087 tmp->y = y; 1951 caster->outer_env ()->insert (tmp);
2088 insert_ob_in_map (tmp, m, op, 0); 1952
2089 return 1; 1953 return 1;
2090} 1954}
2091
2092
2093
2094 1955
2095/* cast_cause_disease: this spell looks along <dir> from the 1956/* cast_cause_disease: this spell looks along <dir> from the
2096 * player and infects someone. 1957 * player and infects someone.
2097 * op is the player/monster, caster is the object, dir is the direction 1958 * op is the player/monster, caster is the object, dir is the direction
2098 * to cast, disease_arch is the specific disease, and type is the spell number 1959 * to cast, disease_arch is the specific disease, and type is the spell number
2099 * perhaps this should actually be in disease.c? 1960 * perhaps this should actually be in disease.c?
2100 */ 1961 */
2101
2102int 1962int
2103cast_cause_disease (object *op, object *caster, object *spell, int dir) 1963cast_cause_disease (object *op, object *caster, object *spell, int dir)
2104{ 1964{
2105 sint16 x, y; 1965 sint16 x, y;
2106 int i, mflags, range, dam_mod, dur_mod; 1966 int i, mflags, range, dam_mod, dur_mod;
2107 object *walk; 1967 object *walk;
2108 mapstruct *m; 1968 maptile *m;
2109 1969
2110 x = op->x; 1970 x = op->x;
2111 y = op->y; 1971 y = op->y;
2112 1972
2113 /* If casting from a scroll, no direction will be available, so refer to the 1973 /* If casting from a scroll, no direction will be available, so refer to the
2114 * direction the player is pointing. 1974 * direction the player is pointing.
2115 */ 1975 */
2116 if (!dir) 1976 if (!dir)
2117 dir = op->facing; 1977 dir = op->facing;
1978
2118 if (!dir) 1979 if (!dir)
2119 return 0; /* won't find anything if casting on ourself, so just return */ 1980 return 0; /* won't find anything if casting on ourself, so just return */
2120 1981
2121 /* Calculate these once here */ 1982 /* Calculate these once here */
2122 range = spell->range + SP_level_range_adjust (caster, spell); 1983 range = spell->range + SP_level_range_adjust (caster, spell);
2141 2002
2142 /* Only bother looking on this space if there is something living here */ 2003 /* Only bother looking on this space if there is something living here */
2143 if (mflags & P_IS_ALIVE) 2004 if (mflags & P_IS_ALIVE)
2144 { 2005 {
2145 /* search this square for a victim */ 2006 /* search this square for a victim */
2146 for (walk = get_map_ob (m, x, y); walk; walk = walk->above) 2007 for (walk = GET_MAP_OB (m, x, y); walk; walk = walk->above)
2147 if (QUERY_FLAG (walk, FLAG_MONSTER) || (walk->type == PLAYER)) 2008 if (QUERY_FLAG (walk, FLAG_MONSTER) || (walk->type == PLAYER))
2148 { /* found a victim */ 2009 { /* found a victim */
2149 object *disease = arch_to_object (spell->other_arch); 2010 object *disease = arch_to_object (spell->other_arch);
2150 2011
2151 set_owner (disease, op); 2012 disease->set_owner (op);
2152 set_spell_skill (op, caster, spell, disease); 2013 set_spell_skill (op, caster, spell, disease);
2153 disease->stats.exp = 0; 2014 disease->stats.exp = 0;
2154 disease->level = caster_level (caster, spell); 2015 disease->level = casting_level (caster, spell);
2155 2016
2156 /* do level adjustments */ 2017 /* do level adjustments */
2157 if (disease->stats.wc) 2018 if (disease->stats.wc)
2158 disease->stats.wc += dur_mod / 2; 2019 disease->stats.wc += dur_mod / 2;
2159 2020
2160 if (disease->magic > 0) 2021 if (disease->magic > 0)
2161 disease->magic += dur_mod / 4; 2022 disease->magic += dur_mod / 8;
2162 2023
2163 if (disease->stats.maxhp > 0) 2024 if (disease->stats.maxhp > 0)
2164 disease->stats.maxhp += dur_mod; 2025 disease->stats.maxhp += dur_mod;
2165 2026
2166 if (disease->stats.maxgrace > 0) 2027 if (disease->stats.maxgrace > 0)
2201 if (disease->stats.sp) 2062 if (disease->stats.sp)
2202 disease->stats.sp -= dam_mod; 2063 disease->stats.sp -= dam_mod;
2203 2064
2204 if (infect_object (walk, disease, 1)) 2065 if (infect_object (walk, disease, 1))
2205 { 2066 {
2206 object *flash; /* visual effect for inflicting disease */
2207
2208 new_draw_info_format (NDI_UNIQUE, 0, op, "You inflict %s on %s!", &disease->name, &walk->name); 2067 new_draw_info_format (NDI_UNIQUE, 0, op, "You inflict %s on %s!", &disease->name, &walk->name);
2209 2068
2210 free_object (disease); /* don't need this one anymore */ 2069 disease->destroy (); /* don't need this one anymore */
2211 flash = get_archetype (ARCH_DETECT_MAGIC); 2070 walk->map->insert (get_archetype ("detect_magic"), x, y, op);
2212 flash->x = x;
2213 flash->y = y;
2214 flash->map = walk->map;
2215 insert_ob_in_map (flash, walk->map, op, 0);
2216 return 1; 2071 return 1;
2217 } 2072 }
2218 free_object (disease); 2073
2074 disease->destroy ();
2219 } 2075 }
2220 } /* if living creature */ 2076 } /* if living creature */
2221 } /* for range of spaces */ 2077 } /* for range of spaces */
2078
2222 new_draw_info (NDI_UNIQUE, 0, op, "No one caught anything!"); 2079 new_draw_info (NDI_UNIQUE, 0, op, "No one caught anything!");
2223 return 1; 2080 return 1;
2224} 2081}

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