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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 1.87 by root, Mon Oct 12 04:02:17 2009 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2002-2003 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002-2003,2007 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
20 21 * The authors can be reached via e-mail to <support@deliantra.net>
21 The authors can be reached via e-mail at <crossfire@schmorp.de>
22*/ 22 */
23 23
24/* This file contains all the spell attack code. Grouping this code 24/* This file contains all the spell attack code. Grouping this code
25 * together should hopefully make it easier to find the relevent bits 25 * together should hopefully make it easier to find the relevent bits
26 * of code 26 * of code
27 */ 27 */
28 28
29#include <global.h> 29#include <global.h>
30#include <object.h> 30#include <object.h>
31#include <living.h> 31#include <living.h>
32#ifndef __CEXTRACT__
33# include <sproto.h> 32#include <sproto.h>
34#endif
35#include <spells.h> 33#include <spells.h>
36#include <sounds.h> 34#include <sounds.h>
37 35
38/* this function checks to see if a spell pushes objects as well 36/* this function checks to see if a spell pushes objects as well
39 * as flies over and damages them (only used for cones for now) 37 * as flies over and damages them (only used for cones for now)
40 * but moved here so it could be applied to bolts too 38 * but moved here so it could be applied to bolts too
41 * op is the spell object. 39 * op is the spell object.
42 */ 40 */
43
44void 41void
45check_spell_knockback (object *op) 42check_spell_knockback (object *op)
46{ 43{
47 object *tmp, *tmp2; /* object on the map */
48 int weight_move; 44 int weight_move;
49 int frictionmod = 2; /*poor man's physics - multipy targets weight by this amount */ 45 int frictionmod = 2; /*poor man's physics - multipy targets weight by this amount */
50 46
51 if (!op->weight) 47 if (!op->weight)
52 { /*shouldn't happen but if cone object has no weight drop out */ 48 { /*shouldn't happen but if cone object has no weight drop out */
57 { 53 {
58 weight_move = op->weight + (op->weight * op->level) / 3; 54 weight_move = op->weight + (op->weight * op->level) / 3;
59 /*LOG (llevDebug, "DEBUG: arch weighs %d and masses %d (%s,level %d)\n", op->weight,weight_move,op->name,op->level); */ 55 /*LOG (llevDebug, "DEBUG: arch weighs %d and masses %d (%s,level %d)\n", op->weight,weight_move,op->name,op->level); */
60 } 56 }
61 57
62 for (tmp = get_map_ob (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 58 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
63 { 59 {
64 int num_sections = 1; 60 int num_sections = 1;
65 61
66 /* don't move DM */ 62 /* don't move DM */
67 if (QUERY_FLAG (tmp, FLAG_WIZ)) 63 if (QUERY_FLAG (tmp, FLAG_WIZ))
74 /* don't move floors or immobile objects */ 70 /* don't move floors or immobile objects */
75 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || (!QUERY_FLAG (tmp, FLAG_ALIVE) && QUERY_FLAG (tmp, FLAG_NO_PICK))) 71 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || (!QUERY_FLAG (tmp, FLAG_ALIVE) && QUERY_FLAG (tmp, FLAG_NO_PICK)))
76 continue; 72 continue;
77 73
78 /* count the object's sections */ 74 /* count the object's sections */
79 for (tmp2 = tmp; tmp2 != NULL; tmp2 = tmp2->more) 75 for (object *tmp2 = tmp; tmp2; tmp2 = tmp2->more)
80 num_sections++; 76 num_sections++;
81 77
82 /* I'm not sure if it makes sense to divide by num_sections - bigger 78 /* I'm not sure if it makes sense to divide by num_sections - bigger
83 * objects should be harder to move, and we are moving the entire 79 * objects should be harder to move, and we are moving the entire
84 * object, not just the head, so the total weight should be relevant. 80 * object, not just the head, so the total weight should be relevant.
108 * 104 *
109 * BOLT CODE 105 * BOLT CODE
110 * 106 *
111 ***************************************************************************/ 107 ***************************************************************************/
112 108
113/* Causes op to fork. op is the original bolt, tmp 109/* Causes op to fork. op is the original bolt, tmp
114 * is the first piece of the fork. 110 * is the first piece of the fork.
115 */ 111 */
116
117void 112void
118forklightning (object *op, object *tmp) 113forklightning (object *op, object *tmp)
119{ 114{
120 int new_dir = 1; /* direction or -1 for left, +1 for right 0 if no new bolt */ 115 int new_dir = 1; /* direction or -1 for left, +1 for right 0 if no new bolt */
121 int t_dir; /* stores temporary dir calculation */ 116 int t_dir; /* stores temporary dir calculation */
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;
577 int mflags;
578 mapstruct *m;
579
580#if 0 550#if 0
581 /* We need a better general purpose way to do this */ 551 /* We need a better general purpose way to do this */
582 552
583 /* peterm: added to make comet leave a trail of burnouts 553 /* peterm: added to make comet leave a trail of burnouts
584 it's an unadulterated hack, but the effect is cool. */ 554 it's an unadulterated hack, but the effect is cool. */
585 if (op->stats.sp == SP_METEOR) 555 if (op->stats.sp == SP_METEOR)
586 { 556 {
587 replace_insert_ob_in_map ("fire_trail", op); 557 replace_insert_ob_in_map ("fire_trail", op);
588 if (was_destroyed (op, op_tag)) 558 if (op->destroyed ())
589 return; 559 return;
590 } /* end addition. */ 560 } /* end addition. */
591#endif 561#endif
592 562
593 /* Reached the end of its life - remove it */ 563 /* Reached the end of its life - remove it */
594 if (--op->range <= 0) 564 if (--op->range <= 0)
595 { 565 {
596 if (op->other_arch) 566 if (op->other_arch)
597 {
598 explode_bullet (op); 567 explode_bullet (op);
599 }
600 else 568 else
601 { 569 op->destroy ();
602 remove_ob (op);
603 free_object (op);
604 }
605 return;
606 }
607 570
608 new_x = op->x + DIRX (op); 571 return;
609 new_y = op->y + DIRY (op);
610 m = op->map;
611 mflags = get_map_flags (m, &m, new_x, new_y, &new_x, &new_y);
612
613 if (mflags & P_OUT_OF_MAP)
614 { 572 }
615 remove_ob (op); 573
616 free_object (op); 574 mapxy pos (op);
617 return; 575 pos.move (op->direction);
576
577 if (!pos.normalise ())
618 } 578 {
579 op->destroy ();
580 return;
581 }
619 582
620 if (!op->direction || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y))) 583 mapspace &ms = pos.ms ();
584
585 ms.update ();
586
587 if (!op->direction || OB_TYPE_MOVE_BLOCK (op, ms.move_block))
621 { 588 {
622 if (op->other_arch) 589 if (op->other_arch)
623 {
624 explode_bullet (op); 590 explode_bullet (op);
625 }
626 else 591 else
627 { 592 op->destroy ();
628 remove_ob (op);
629 free_object (op);
630 }
631 return;
632 }
633 593
634 remove_ob (op); 594 return;
635 op->x = new_x; 595 }
636 op->y = new_y; 596
637 if ((op = insert_ob_in_map (op, m, op, 0)) == NULL) 597 if (!(op = pos.insert (op, op)))
638 return; 598 return;
639 599
640 if (reflwall (op->map, op->x, op->y, op)) 600 if (reflwall (op->map, op->x, op->y, op))
641 { 601 {
642 op->direction = absdir (op->direction + 4); 602 op->direction = absdir (op->direction + 4);
643 update_turn_face (op); 603 update_turn_face (op);
644 } 604 }
645 else 605 else
646 {
647 check_bullet (op); 606 check_bullet (op);
648 }
649} 607}
650
651
652
653 608
654/* fire_bullet 609/* fire_bullet
655 * object op (cast from caster) files a bolt in dir. 610 * object op (cast from caster) files a bolt in dir.
656 * spob is the spell object for the bolt. 611 * spob is the spell object for the bolt.
657 * we remove the magic flag - that can be derived from 612 * we remove the magic flag - that can be derived from
658 * spob->attacktype. 613 * spob->attacktype.
659 * This function sets up the appropriate owner and skill 614 * This function sets up the appropriate owner and skill
660 * pointers. 615 * pointers.
661 */ 616 */
662
663int 617int
664fire_bullet (object *op, object *caster, int dir, object *spob) 618fire_bullet (object *op, object *caster, int dir, object *spob)
665{ 619{
666 object *tmp = NULL; 620 object *tmp = NULL;
667 int mflags; 621 int mflags;
668 622
669 if (!spob->other_arch) 623 if (!spob->other_arch)
670 return 0; 624 return 0;
671 625
672 tmp = arch_to_object (spob->other_arch); 626 tmp = spob->other_arch->instance ();
673 if (tmp == NULL) 627 if (!tmp)
674 return 0; 628 return 0;
675 629
676 /* peterm: level dependency for bolts */ 630 /* peterm: level dependency for bolts */
677 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob); 631 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob);
678 tmp->attacktype = spob->attacktype; 632 tmp->attacktype = spob->attacktype;
679 if (spob->slaying) 633 if (spob->slaying)
680 tmp->slaying = spob->slaying; 634 tmp->slaying = spob->slaying;
681 635
688 642
689 tmp->direction = dir; 643 tmp->direction = dir;
690 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) 644 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
691 SET_ANIMATION (tmp, dir); 645 SET_ANIMATION (tmp, dir);
692 646
693 set_owner (tmp, op); 647 tmp->set_owner (op);
694 set_spell_skill (op, caster, spob, tmp); 648 set_spell_skill (op, caster, spob, tmp);
695 649
696 tmp->x = op->x + freearr_x[dir]; 650 tmp->x = op->x + freearr_x[dir];
697 tmp->y = op->y + freearr_y[dir]; 651 tmp->y = op->y + freearr_y[dir];
698 tmp->map = op->map; 652 tmp->map = op->map;
699 653
654 maptile *newmap;
700 mflags = get_map_flags (tmp->map, &tmp->map, tmp->x, tmp->y, &tmp->x, &tmp->y); 655 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y);
701 if (mflags & P_OUT_OF_MAP) 656 if (mflags & P_OUT_OF_MAP)
702 { 657 {
703 free_object (tmp); 658 tmp->destroy ();
704 return 0; 659 return 0;
705 } 660 }
661
662 tmp->map = newmap;
663
706 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y))) 664 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y)))
707 { 665 {
708 if (!QUERY_FLAG (tmp, FLAG_REFLECTING)) 666 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
709 { 667 {
710 free_object (tmp); 668 tmp->destroy ();
711 return 0; 669 return 0;
712 } 670 }
671
713 tmp->x = op->x; 672 tmp->x = op->x;
714 tmp->y = op->y; 673 tmp->y = op->y;
715 tmp->direction = absdir (tmp->direction + 4); 674 tmp->direction = absdir (tmp->direction + 4);
716 tmp->map = op->map; 675 tmp->map = op->map;
717 } 676 }
718 if ((tmp = insert_ob_in_map (tmp, tmp->map, op, 0)) != NULL) 677
719 { 678 if ((tmp = tmp->insert_at (tmp, op)))
720 check_bullet (tmp); 679 check_bullet (tmp);
721 } 680
722 return 1; 681 return 1;
723} 682}
724
725
726
727 683
728/***************************************************************************** 684/*****************************************************************************
729 * 685 *
730 * CONE RELATED FUNCTIONS 686 * CONE RELATED FUNCTIONS
731 * 687 *
732 *****************************************************************************/ 688 *****************************************************************************/
733 689
734
735/* drops an object based on what is in the cone's "other_arch" */ 690/* drops an object based on what is in the cone's "other_arch" */
736void 691void
737cone_drop (object *op) 692cone_drop (object *op)
738{ 693{
739 object *new_ob = arch_to_object (op->other_arch); 694 object *new_ob = arch_to_object (op->other_arch);
740 695
741 new_ob->x = op->x;
742 new_ob->y = op->y;
743 new_ob->level = op->level; 696 new_ob->level = op->level;
744 set_owner (new_ob, op->owner); 697 new_ob->set_owner (op->owner);
745 698
746 /* preserve skill ownership */ 699 /* preserve skill ownership */
747 if (op->skill && op->skill != new_ob->skill) 700 if (op->skill && op->skill != new_ob->skill)
748 {
749 new_ob->skill = op->skill; 701 new_ob->skill = op->skill;
750 }
751 insert_ob_in_map (new_ob, op->map, op, 0);
752 702
703 new_ob->insert_at (op, op);
753} 704}
754 705
755/* move_cone: causes cone object 'op' to move a space/hit creatures */ 706/* move_cone: causes cone object 'op' to move a space/hit creatures */
756 707
757void 708void
758move_cone (object *op) 709move_cone (object *op)
759{ 710{
760 int i;
761 tag_t tag;
762
763 /* if no map then hit_map will crash so just ignore object */ 711 /* if no map then hit_map will crash so just ignore object */
764 if (!op->map) 712 if (!op->map)
765 { 713 {
766 LOG (llevError, "Tried to move_cone object %s without a map.\n", op->name ? &op->name : "unknown"); 714 LOG (llevError, "Tried to move_cone object %s without a map.\n", op->name ? &op->name : "unknown");
767 op->speed = 0; 715 op->set_speed (0);
768 update_ob_speed (op);
769 return; 716 return;
770 } 717 }
771 718
772 /* lava saves it's life, but not yours :) */ 719 /* lava saves it's life, but not yours :) */
773 if (QUERY_FLAG (op, FLAG_LIFESAVE)) 720 if (QUERY_FLAG (op, FLAG_LIFESAVE))
779#if 0 726#if 0
780 /* Disable this - enabling it makes monsters easier, as 727 /* Disable this - enabling it makes monsters easier, as
781 * when their cone dies when they die. 728 * when their cone dies when they die.
782 */ 729 */
783 /* If no owner left, the spell dies out. */ 730 /* If no owner left, the spell dies out. */
784 if (get_owner (op) == NULL) 731 if (op->owner == NULL)
785 { 732 {
786 remove_ob (op); 733 op->destroy ();
787 free_object (op);
788 return; 734 return;
789 } 735 }
790#endif 736#endif
791 737
792 tag = op->count;
793 hit_map (op, 0, op->attacktype, 0); 738 hit_map (op, 0, op->attacktype, 0);
739
740 if (!op->is_on_map ())
741 return;
794 742
795 /* Check to see if we should push anything. 743 /* Check to see if we should push anything.
796 * Spell objects with weight push whatever they encounter to some 744 * Spell objects with weight push whatever they encounter to some
797 * degree. 745 * degree.
798 */ 746 */
799 if (op->weight) 747 if (op->weight)
748 {
800 check_spell_knockback (op); 749 check_spell_knockback (op);
801 750
802 if (was_destroyed (op, tag)) 751 if (!op->is_on_map ())
803 return; 752 return;
753 }
804 754
805 if ((op->duration--) < 0) 755 if (op->duration-- < 0)
806 { 756 {
807 remove_ob (op); 757 op->destroy ();
808 free_object (op);
809 return; 758 return;
810 } 759 }
811 /* Object has hit maximum range, so don't have it move 760 /* Object has hit maximum range, so don't have it move
812 * any further. When the duration above expires, 761 * any further. When the duration above expires,
813 * then the object will get removed. 762 * then the object will get removed.
816 { 765 {
817 op->range = 0; /* just so it doesn't wrap */ 766 op->range = 0; /* just so it doesn't wrap */
818 return; 767 return;
819 } 768 }
820 769
821 for (i = -1; i < 2; i++) 770 for (int i = -1; i <= 1; i++)
822 { 771 {
823 sint16 x = op->x + freearr_x[absdir (op->stats.sp + i)], y = op->y + freearr_y[absdir (op->stats.sp + i)]; 772 sint16 x = op->x + freearr_x[absdir (op->stats.sp + i)], y = op->y + freearr_y[absdir (op->stats.sp + i)];
824 773
825 if (ok_to_put_more (op->map, x, y, op, op->attacktype)) 774 if (ok_to_put_more (op->map, x, y, op, op->attacktype))
826 { 775 {
827 object *tmp = get_object (); 776 object *tmp = op->clone ();
828
829 copy_object (op, tmp);
830 tmp->x = x;
831 tmp->y = y;
832 777
833 tmp->duration = op->duration + 1; 778 tmp->duration = op->duration + 1;
834 779
835 /* Use for spell tracking - see ok_to_put_more() */ 780 /* Use for spell tracking - see ok_to_put_more() */
836 tmp->stats.maxhp = op->stats.maxhp; 781 tmp->stats.maxhp = op->stats.maxhp;
837 insert_ob_in_map (tmp, op->map, op, 0); 782
783 op->map->insert (tmp, x, y, op);
784
838 if (tmp->other_arch) 785 if (tmp->other_arch)
839 cone_drop (tmp); 786 cone_drop (tmp);
840 } 787 }
841 } 788 }
842} 789}
852int 799int
853cast_cone (object *op, object *caster, int dir, object *spell) 800cast_cone (object *op, object *caster, int dir, object *spell)
854{ 801{
855 object *tmp; 802 object *tmp;
856 int i, success = 0, range_min = -1, range_max = 1; 803 int i, success = 0, range_min = -1, range_max = 1;
857 mapstruct *m; 804 maptile *m;
858 sint16 sx, sy; 805 sint16 sx, sy;
859 MoveType movetype; 806 MoveType movetype;
860 807
861 if (!spell->other_arch) 808 if (!spell->other_arch)
862 return 0; 809 return 0;
875 822
876 /* Need to know what the movetype of the object we are about 823 /* Need to know what the movetype of the object we are about
877 * to create is, so we can know if the space we are about to 824 * to create is, so we can know if the space we are about to
878 * insert it into is blocked. 825 * insert it into is blocked.
879 */ 826 */
880 movetype = spell->other_arch->clone.move_type; 827 movetype = spell->other_arch->move_type;
881 828
882 for (i = range_min; i <= range_max; i++) 829 for (i = range_min; i <= range_max; i++)
883 { 830 {
884 sint16 x, y, d; 831 sint16 x, y;
885 832
886 /* We can't use absdir here, because it never returns 833 /* We can't use absdir here, because it never returns
887 * 0. If this is a rune, we want to hit the person on top 834 * 0. If this is a rune, we want to hit the person on top
888 * of the trap (d==0). If it is not a rune, then we don't want 835 * of the trap (d==0). If it is not a rune, then we don't want
889 * to hit that person. 836 * to hit that person.
890 */ 837 */
891 d = dir + i; 838 int d = dir ? absdir (dir + i) : i;
892 while (d < 0)
893 d += 8;
894 while (d > 8)
895 d -= 8;
896 839
897 /* If it's not a rune, we don't want to blast the caster. 840 /* If it's not a rune, we don't want to blast the caster.
898 * In that case, we have to see - if dir is specified, 841 * In that case, we have to see - if dir is specified,
899 * turn this into direction 8. If dir is not specified (all 842 * turn this into direction 8. If dir is not specified (all
900 * direction) skip - otherwise, one line would do more damage 843 * direction) skip - otherwise, one line would do more damage
918 if ((movetype & GET_MAP_MOVE_BLOCK (m, sx, sy)) == movetype) 861 if ((movetype & GET_MAP_MOVE_BLOCK (m, sx, sy)) == movetype)
919 continue; 862 continue;
920 863
921 success = 1; 864 success = 1;
922 tmp = arch_to_object (spell->other_arch); 865 tmp = arch_to_object (spell->other_arch);
923 set_owner (tmp, op); 866 tmp->set_owner (op);
924 set_spell_skill (op, caster, spell, tmp); 867 set_spell_skill (op, caster, spell, tmp);
925 tmp->level = caster_level (caster, spell); 868 tmp->level = casting_level (caster, spell);
926 tmp->x = sx;
927 tmp->y = sy;
928 tmp->attacktype = spell->attacktype; 869 tmp->attacktype = spell->attacktype;
929 870
930 /* holy word stuff */ 871 /* holy word stuff */
931 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER)) 872 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER))
932 if (!tailor_god_spell (tmp, op)) 873 if (!tailor_god_spell (tmp, op))
966 else 907 else
967 tmp->duration += caster->level / 3; 908 tmp->duration += caster->level / 3;
968 } 909 }
969 910
970 if (!(tmp->move_type & MOVE_FLY_LOW)) 911 if (!(tmp->move_type & MOVE_FLY_LOW))
971 LOG (llevDebug, "cast_cone(): arch %s doesn't have flying 1\n", &spell->other_arch->name); 912 LOG (llevDebug, "cast_cone(): arch %s doesn't have flying 1\n", &spell->other_arch->archname);
972 913
973 if (!tmp->move_on && tmp->stats.dam) 914 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); 915 LOG (llevDebug, "cast_cone(): arch %s doesn't have move_on set\n", &spell->other_arch->archname);
976 }
977 916
978 insert_ob_in_map (tmp, m, op, 0); 917 m->insert (tmp, sx, sy, op);
979 918
980 /* This is used for tracking spells so that one effect doesn't hit 919 /* This is used for tracking spells so that one effect doesn't hit
981 * a single space too many times. 920 * a single space too many times.
982 */ 921 */
983 tmp->stats.maxhp = tmp->count; 922 tmp->stats.maxhp = tmp->count;
993 * 932 *
994 * BOMB related code 933 * BOMB related code
995 * 934 *
996 ****************************************************************************/ 935 ****************************************************************************/
997 936
998
999/* This handles an exploding bomb. 937/* This handles an exploding bomb.
1000 * op is the original bomb object. 938 * op is the original bomb object.
1001 */ 939 */
1002void 940void
1003animate_bomb (object *op) 941animate_bomb (object *op)
1004{ 942{
1005 int i;
1006 object *env, *tmp;
1007 archetype *at;
1008
1009 if (op->state != NUM_ANIMATIONS (op) - 1) 943 if (op->state != NUM_ANIMATIONS (op) - 1)
1010 return; 944 return;
1011 945
1012 env = object_get_env_recursive (op); 946 object *env = op->outer_env ();
1013 947
1014 if (op->env) 948 if (op->env)
1015 { 949 {
1016 if (env->map == NULL) 950 if (!env->map)
1017 return; 951 return;
1018 952
1019 if (env->type == PLAYER) 953 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; 954 return;
1027 } 955 }
1028 956
1029 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent bomb from exploding 957 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent bomb from exploding
1030 // on a safe map. I don't like this special casing, but it seems to be neccessary 958 // on a safe map. I don't like this special casing, but it seems to be neccessary
1031 // as bombs can be carried. 959 // as bombs can be carried.
1032 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE) 960 if (op->ms ().flags () & P_SAFE)
1033 { 961 {
1034 remove_ob (op); 962 op->destroy ();
1035 free_object (op);
1036 return; 963 return;
1037 } 964 }
1038 965
1039 /* This copies a lot of the code from the fire bullet, 966 /* This copies a lot of the code from the fire bullet,
1040 * but using the cast_bullet isn't really feasible, 967 * but using the cast_bullet isn't really feasible,
1041 * so just set up the appropriate values. 968 * so just set up the appropriate values.
1042 */ 969 */
1043 at = archetype::find (SPLINT); 970 if (archetype *at = archetype::find (SPLINT))
1044 if (at)
1045 { 971 {
1046 for (i = 1; i < 9; i++) 972 for (int i = 1; i < 9; i++)
1047 { 973 {
1048 if (out_of_map (op->map, op->x + freearr_x[i], op->y + freearr_x[i])) 974 if (out_of_map (op->map, op->x + freearr_x[i], op->y + freearr_x[i]))
1049 continue; 975 continue;
976
1050 tmp = arch_to_object (at); 977 object *tmp = arch_to_object (at);
1051 tmp->direction = i; 978 tmp->direction = i;
1052 tmp->range = op->range; 979 tmp->range = op->range;
1053 tmp->stats.dam = op->stats.dam; 980 tmp->stats.dam = op->stats.dam;
1054 tmp->duration = op->duration; 981 tmp->duration = op->duration;
1055 tmp->attacktype = op->attacktype; 982 tmp->attacktype = op->attacktype;
1056 copy_owner (tmp, op); 983 tmp->set_owner (op);
1057 if (op->skill && op->skill != tmp->skill) 984 if (op->skill && op->skill != tmp->skill)
1058 {
1059 tmp->skill = op->skill; 985 tmp->skill = op->skill;
1060 } 986
1061 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) 987 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
1062 SET_ANIMATION (tmp, i); 988 SET_ANIMATION (tmp, i);
1063 tmp->x = op->x + freearr_x[i]; 989
1064 tmp->y = op->y + freearr_x[i]; 990 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); 991 move_bullet (tmp);
1067 } 992 }
1068 } 993 }
1069 994
1070 explode_bullet (op); 995 explode_bullet (op);
1071} 996}
1072 997
1073int 998int
1074create_bomb (object *op, object *caster, int dir, object *spell) 999create_bomb (object *op, object *caster, int dir, object *spell)
1075{ 1000{
1076
1077 object *tmp; 1001 object *tmp;
1078 int mflags; 1002 int mflags;
1079 sint16 dx = op->x + freearr_x[dir], dy = op->y + freearr_y[dir]; 1003 sint16 dx = op->x + freearr_x[dir], dy = op->y + freearr_y[dir];
1080 mapstruct *m; 1004 maptile *m;
1081 1005
1082 mflags = get_map_flags (op->map, &m, dx, dy, &dx, &dy); 1006 mflags = get_map_flags (op->map, &m, dx, dy, &dx, &dy);
1007
1008 // when creating a bomb below ourself it should always work, even
1009 // when movement is blocked (somehow we got here, somehow we are here,
1010 // so we should also be able to make a bomb here). (originally added
1011 // to fix create bomb traps in doors, which cast with dir=0).
1012 if (dir)
1013 {
1083 if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, dx, dy) & MOVE_WALK)) 1014 if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, dx, dy) & MOVE_WALK))
1084 { 1015 {
1085 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way."); 1016 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way.");
1086 return 0; 1017 return 0;
1018 }
1087 } 1019 }
1020
1088 tmp = arch_to_object (spell->other_arch); 1021 tmp = arch_to_object (spell->other_arch);
1089 1022
1090 /* level dependencies for bomb */ 1023 /* level dependencies for bomb */
1091 tmp->range = spell->range + SP_level_range_adjust (caster, spell); 1024 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
1092 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1025 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1093 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell); 1026 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
1094 tmp->attacktype = spell->attacktype; 1027 tmp->attacktype = spell->attacktype;
1095 1028
1096 set_owner (tmp, op); 1029 tmp->set_owner (op);
1097 set_spell_skill (op, caster, spell, tmp); 1030 set_spell_skill (op, caster, spell, tmp);
1098 tmp->x = dx; 1031
1099 tmp->y = dy; 1032 m->insert (tmp, dx, dy, op);
1100 insert_ob_in_map (tmp, m, op, 0);
1101 return 1; 1033 return 1;
1102} 1034}
1103 1035
1104/**************************************************************************** 1036/****************************************************************************
1105 * 1037 *
1114 * dir is the direction to look in. 1046 * dir is the direction to look in.
1115 * range is how far out to look. 1047 * range is how far out to look.
1116 * type is the type of spell - either SPELL_MANA or SPELL_GRACE. 1048 * type is the type of spell - either SPELL_MANA or SPELL_GRACE.
1117 * this info is used for blocked magic/unholy spaces. 1049 * this info is used for blocked magic/unholy spaces.
1118 */ 1050 */
1119
1120object * 1051object *
1121get_pointed_target (object *op, int dir, int range, int type) 1052get_pointed_target (object *op, int dir, int range, int type)
1122{ 1053{
1123 object *target; 1054 object *target;
1124 sint16 x, y; 1055 sint16 x, y;
1125 int dist, mflags; 1056 int dist, mflags;
1126 mapstruct *mp; 1057 maptile *mp;
1127 1058
1128 if (dir == 0) 1059 if (dir == 0)
1129 return NULL; 1060 return NULL;
1130 1061
1131 for (dist = 1; dist < range; dist++) 1062 for (dist = 1; dist < range; dist++)
1143 return NULL; 1074 return NULL;
1144 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW) 1075 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW)
1145 return NULL; 1076 return NULL;
1146 1077
1147 if (mflags & P_IS_ALIVE) 1078 if (mflags & P_IS_ALIVE)
1148 {
1149 for (target = get_map_ob (mp, x, y); target; target = target->above) 1079 for (target = GET_MAP_OB (mp, x, y); target; target = target->above)
1150 { 1080 if (QUERY_FLAG (target, FLAG_MONSTER))
1151 if (QUERY_FLAG (target->head ? target->head : target, FLAG_MONSTER))
1152 {
1153 return target; 1081 return target;
1154 }
1155 }
1156 }
1157 } 1082 }
1083
1158 return NULL; 1084 return NULL;
1159} 1085}
1160
1161 1086
1162/* cast_smite_arch() - the priest points to a creature and causes 1087/* cast_smite_arch() - the priest points to a creature and causes
1163 * a 'godly curse' to decend. 1088 * a 'godly curse' to decend.
1164 * usual params - 1089 * usual params -
1165 * op = player 1090 * op = player
1166 * caster = object casting the spell. 1091 * caster = object casting the spell.
1167 * dir = direction being cast 1092 * dir = direction being cast
1168 * spell = spell object 1093 * spell = spell object
1169 */ 1094 */
1170
1171int 1095int
1172cast_smite_spell (object *op, object *caster, int dir, object *spell) 1096cast_smite_spell (object *op, object *caster, int dir, object *spell)
1173{ 1097{
1174 object *effect, *target; 1098 object *effect, *target;
1175 object *god = find_god (determine_god (op)); 1099 object *god = find_god (determine_god (op));
1185 * interesting spell. 1109 * interesting spell.
1186 * if it is a cleric spell, you need a god, and the creature 1110 * if it is a cleric spell, you need a god, and the creature
1187 * can't be friendly to your god. 1111 * can't be friendly to your god.
1188 */ 1112 */
1189 1113
1190 if (!target || QUERY_FLAG (target, FLAG_REFL_SPELL) 1114 if (!target
1115 || target->flag [FLAG_REFL_SPELL]
1191 || (!god && spell->stats.grace) 1116 || (!god && spell->stats.grace)
1192 || (target->title && god && !strcmp (target->title, god->name)) || (target->race && god && strstr (target->race, god->race))) 1117 || (god && target->title == god->name)
1118 || (god && target->race.contains (god->race)))
1193 { 1119 {
1194 new_draw_info (NDI_UNIQUE, 0, op, "Your request is unheeded."); 1120 new_draw_info (NDI_UNIQUE, 0, op, "Your request is unheeded.");
1195 return 0; 1121 return 0;
1196 } 1122 }
1197 1123
1199 effect = arch_to_object (spell->other_arch); 1125 effect = arch_to_object (spell->other_arch);
1200 else 1126 else
1201 return 0; 1127 return 0;
1202 1128
1203 /* tailor the effect by priest level and worshipped God */ 1129 /* tailor the effect by priest level and worshipped God */
1204 effect->level = caster_level (caster, spell); 1130 effect->level = casting_level (caster, spell);
1205 effect->attacktype = spell->attacktype; 1131 effect->attacktype = spell->attacktype;
1206 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER)) 1132 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER))
1207 { 1133 {
1208 if (tailor_god_spell (effect, op)) 1134 if (tailor_god_spell (effect, op))
1209 new_draw_info_format (NDI_UNIQUE, 0, op, "%s answers your call!", determine_god (op)); 1135 new_draw_info_format (NDI_UNIQUE, 0, op, "%s answers your call!", (const char *)determine_god (op));
1210 else 1136 else
1211 { 1137 {
1212 new_draw_info (NDI_UNIQUE, 0, op, "Your request is ignored."); 1138 new_draw_info (NDI_UNIQUE, 0, op, "Your request is ignored.");
1213 return 0; 1139 return 0;
1214 } 1140 }
1221 if (effect->attacktype & AT_DEATH) 1147 if (effect->attacktype & AT_DEATH)
1222 { 1148 {
1223 effect->level = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1149 effect->level = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1224 1150
1225 /* casting death spells at undead isn't a good thing */ 1151 /* casting death spells at undead isn't a good thing */
1226 if QUERY_FLAG
1227 (target, FLAG_UNDEAD) 1152 if (QUERY_FLAG (target, FLAG_UNDEAD))
1228 { 1153 {
1229 if (random_roll (0, 2, op, PREFER_LOW)) 1154 if (random_roll (0, 2, op, PREFER_LOW))
1230 { 1155 {
1231 new_draw_info (NDI_UNIQUE, 0, op, "Idiot! Your spell boomerangs!"); 1156 new_draw_info (NDI_UNIQUE, 0, op, "Idiot! Your spell boomerangs!");
1232 effect->x = op->x; 1157 effect->x = op->x;
1234 } 1159 }
1235 else 1160 else
1236 { 1161 {
1237 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s looks stronger!", query_name (target)); 1162 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s looks stronger!", query_name (target));
1238 target->stats.hp = target->stats.maxhp * 2; 1163 target->stats.hp = target->stats.maxhp * 2;
1239 free_object (effect); 1164 effect->destroy ();
1240 return 0; 1165 return 0;
1241 } 1166 }
1242 } 1167 }
1243 } 1168 }
1244 else 1169 else
1245 { 1170 {
1246 /* how much woe to inflict :) */ 1171 /* how much woe to inflict :) */
1247 effect->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1172 effect->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1248 } 1173 }
1249 1174
1250 set_owner (effect, op); 1175 effect->set_owner (op);
1251 set_spell_skill (op, caster, spell, effect); 1176 set_spell_skill (op, caster, spell, effect);
1252 1177
1253 /* ok, tell it where to be, and insert! */ 1178 /* ok, tell it where to be, and insert! */
1254 effect->x = target->x; 1179 effect->insert_at (target, op);
1255 effect->y = target->y;
1256 insert_ob_in_map (effect, target->map, op, 0);
1257 1180
1258 return 1; 1181 return 1;
1259} 1182}
1260
1261 1183
1262/**************************************************************************** 1184/****************************************************************************
1263 * 1185 *
1264 * MAGIC MISSILE code. 1186 * MAGIC MISSILE code.
1265 * note that the fire_bullet is used to fire the missile. The 1187 * note that the fire_bullet is used to fire the missile. The
1268 1190
1269/* op is a missile that needs to be moved */ 1191/* op is a missile that needs to be moved */
1270void 1192void
1271move_missile (object *op) 1193move_missile (object *op)
1272{ 1194{
1273 int i, mflags;
1274 object *owner;
1275 sint16 new_x, new_y;
1276 mapstruct *m;
1277
1278 if (op->range-- <= 0) 1195 if (op->range-- <= 0)
1279 { 1196 {
1280 remove_ob (op); 1197 op->drop_and_destroy ();
1281 free_object (op);
1282 return; 1198 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 { 1199 }
1292 remove_ob (op); 1200
1293 free_object (op); 1201 mapxy pos (op);
1294 return; 1202 pos.move (op->direction);
1203
1204 if (!pos.normalise ())
1295 } 1205 {
1296#endif 1206 op->destroy ();
1297 1207 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 { 1208 }
1305 tag_t tag = op->count;
1306 1209
1210 mapspace &ms = pos.ms ();
1211
1212 if (ms.flags () & P_IS_ALIVE || ms.blocks (op))
1213 {
1307 hit_map (op, op->direction, AT_MAGIC, 1); 1214 hit_map (op, op->direction, AT_MAGIC, 1);
1308 /* Basically, missile only hits one thing then goes away. 1215 /* Basically, missile only hits one thing then goes away.
1309 * we need to remove it if someone hasn't already done so. 1216 * we need to remove it if someone hasn't already done so.
1310 */ 1217 */
1311 if (!was_destroyed (op, tag)) 1218 op->destroy ();
1312 {
1313 remove_ob (op);
1314 free_object (op);
1315 }
1316 return; 1219 return;
1317 }
1318
1319 remove_ob (op);
1320 if (!op->direction || (mflags & P_OUT_OF_MAP))
1321 { 1220 }
1322 free_object (op); 1221
1323 return; 1222 if (!op->direction)
1324 } 1223 {
1325 op->x = new_x; 1224 op->destroy ();
1326 op->y = new_y; 1225 return;
1327 op->map = m; 1226 }
1328 i = spell_find_dir (op->map, op->x, op->y, get_owner (op)); 1227
1228 int i = spell_find_dir (pos.m, pos.x, pos.y, op->owner);
1329 if (i > 0 && i != op->direction) 1229 if (i > 0 && i != op->direction)
1330 { 1230 {
1331 op->direction = i; 1231 op->direction = i;
1332 SET_ANIMATION (op, op->direction); 1232 SET_ANIMATION (op, op->direction);
1333 } 1233 }
1334 insert_ob_in_map (op, op->map, op, 0); 1234
1235 pos.insert (op, op);
1335} 1236}
1336 1237
1337/**************************************************************************** 1238/****************************************************************************
1338 * Destruction 1239 * Destruction
1339 ****************************************************************************/ 1240 ****************************************************************************/
1342 * we do this by creating a force and inserting it in the 1243 * we do this by creating a force and inserting it in the
1343 * object. if time is 0, the object glows permanently. To truely 1244 * object. if time is 0, the object glows permanently. To truely
1344 * make this work for non-living objects, we would have to 1245 * make this work for non-living objects, we would have to
1345 * give them the capability to have an inventory. b.t. 1246 * give them the capability to have an inventory. b.t.
1346 */ 1247 */
1347
1348int 1248int
1349make_object_glow (object *op, int radius, int time) 1249make_object_glow (object *op, int radius, int time)
1350{ 1250{
1351 object *tmp;
1352
1353 /* some things are unaffected... */ 1251 /* some things are unaffected... */
1354 if (op->path_denied & PATH_LIGHT) 1252 if (op->path_denied & PATH_LIGHT)
1355 return 0; 1253 return 0;
1356 1254
1357 tmp = get_archetype (FORCE_NAME); 1255 object *tmp = get_archetype (FORCE_NAME);
1358 tmp->speed = 0.01; 1256 tmp->speed = 0.01;
1359 tmp->stats.food = time; 1257 tmp->stats.food = time;
1360 SET_FLAG (tmp, FLAG_IS_USED_UP); 1258 SET_FLAG (tmp, FLAG_IS_USED_UP);
1361 tmp->glow_radius = radius; 1259 tmp->set_glow_radius (min (MAX_LIGHT_RADIUS, radius));
1362 if (tmp->glow_radius > MAX_LIGHT_RADII)
1363 tmp->glow_radius = MAX_LIGHT_RADII;
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); 1260 tmp = insert_ob_in_ob (tmp, op);
1261
1370 if (tmp->glow_radius > op->glow_radius) 1262 if (tmp->glow_radius > op->glow_radius)
1371 op->glow_radius = tmp->glow_radius; 1263 op->set_glow_radius (tmp->glow_radius);
1372 1264
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; 1265 return 1;
1379} 1266}
1380
1381
1382
1383 1267
1384int 1268int
1385cast_destruction (object *op, object *caster, object *spell_ob) 1269cast_destruction (object *op, object *caster, object *spell_ob)
1386{ 1270{
1387 int i, j, range, mflags, friendly = 0, dam, dur;
1388 sint16 sx, sy;
1389 mapstruct *m;
1390 object *tmp;
1391 const char *skill;
1392
1393 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob); 1271 int range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
1394 dam = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob); 1272 int dam = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob);
1395 dur = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob); 1273 int dur = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
1396 if (QUERY_FLAG (op, FLAG_FRIENDLY) || op->type == PLAYER) 1274
1397 friendly = 1; 1275 bool friendly = op->flag [FLAG_FRIENDLY] || op->is_player ();
1398 1276
1399 /* destruction doesn't use another spell object, so we need 1277 /* destruction doesn't use another spell object, so we need
1400 * update op's skill pointer so that exp is properly awarded. 1278 * update op's skill pointer so that exp is properly awarded.
1401 * We do some shortcuts here - since this is just temporary
1402 * and we'll reset the values back, we don't need to go through
1403 * the full share string/free_string route.
1404 */ 1279 */
1405 skill = op->skill; 1280 const shstr skill = op->skill;
1281
1406 if (caster == op) 1282 if (caster == op)
1407 op->skill = spell_ob->skill; 1283 op->skill = spell_ob->skill;
1408 else if (caster->skill) 1284 else if (caster->skill)
1409 op->skill = caster->skill; 1285 op->skill = caster->skill;
1410 else 1286 else
1411 op->skill = NULL; 1287 op->skill = 0;
1412 1288
1413 change_skill (op, find_skill_by_name (op, op->skill), 1); 1289 op->change_skill (find_skill_by_name (op, op->skill));
1414 1290
1415 for (i = -range; i < range; i++) 1291 unordered_mapwalk (op, -range, -range, range, range)
1416 { 1292 {
1417 for (j = -range; j < range; j++) 1293 mapspace &ms = m->at (nx, ny);
1418 { 1294
1419 m = op->map;
1420 sx = op->x + i;
1421 sy = op->y + j;
1422 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
1423 if (mflags & P_OUT_OF_MAP)
1424 continue;
1425 if (mflags & P_IS_ALIVE) 1295 if (ms.flags () & P_IS_ALIVE)
1296 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1297 if (tmp->flag [FLAG_ALIVE] || tmp->is_player ())
1426 { 1298 {
1427 for (tmp = get_map_ob (m, sx, sy); tmp; tmp = tmp->above) 1299 tmp = tmp->head_ ();
1300
1301 if ((friendly && !tmp->flag [FLAG_FRIENDLY] && !tmp->is_player ())
1302 || (!friendly && (tmp->flag [FLAG_FRIENDLY] || tmp->is_player ())))
1428 { 1303 {
1429 if (QUERY_FLAG (tmp, FLAG_ALIVE) || tmp->type == PLAYER) 1304 if (spell_ob->subtype == SP_DESTRUCTION)
1430 break;
1431 }
1432 if (tmp)
1433 {
1434 if (tmp->head)
1435 tmp = tmp->head;
1436
1437 if ((friendly && !QUERY_FLAG (tmp, FLAG_FRIENDLY) && tmp->type != PLAYER) ||
1438 (!friendly && (QUERY_FLAG (tmp, FLAG_FRIENDLY) || tmp->type == PLAYER)))
1439 { 1305 {
1440 if (spell_ob->subtype == SP_DESTRUCTION)
1441 {
1442 hit_player (tmp, dam, op, spell_ob->attacktype, 0); 1306 hit_player (tmp, dam, op, spell_ob->attacktype, 0);
1307
1443 if (spell_ob->other_arch) 1308 if (spell_ob->other_arch)
1444 {
1445 tmp = arch_to_object (spell_ob->other_arch); 1309 m->insert (arch_to_object (spell_ob->other_arch), nx, ny, op);
1446 tmp->x = sx;
1447 tmp->y = sy;
1448 insert_ob_in_map (tmp, m, op, 0);
1449 }
1450 } 1310 }
1451 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist[ATNR_MAGIC] != 100) 1311 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist [ATNR_MAGIC] != 100)
1452 { 1312 {
1453 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch) 1313 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch)
1454 {
1455 object *effect = arch_to_object (spell_ob->other_arch); 1314 m->insert (arch_to_object (spell_ob->other_arch), nx, ny, op);
1456
1457 effect->x = sx;
1458 effect->y = sy;
1459 insert_ob_in_map (effect, m, op, 0);
1460 }
1461 }
1462 } 1315 }
1463 } 1316 }
1464 } 1317 }
1465 }
1466 } 1318 }
1319
1467 op->skill = skill; 1320 op->skill = skill;
1468 return 1; 1321 return 1;
1469} 1322}
1470 1323
1471/*************************************************************************** 1324/***************************************************************************
1485 { 1338 {
1486 new_draw_info (NDI_UNIQUE, 0, op, "There is no one in that direction to curse."); 1339 new_draw_info (NDI_UNIQUE, 0, op, "There is no one in that direction to curse.");
1487 return 0; 1340 return 0;
1488 } 1341 }
1489 1342
1343 tmp = tmp->head_ ();
1344
1490 /* If we've already got a force of this type, don't add a new one. */ 1345 /* If we've already got a force of this type, don't add a new one. */
1491 for (force = tmp->inv; force != NULL; force = force->below) 1346 for (force = tmp->inv; force; force = force->below)
1492 { 1347 {
1493 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY) 1348 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY)
1494 { 1349 {
1495 if (force->name == spell_ob->name) 1350 if (force->name == spell_ob->name)
1496 { 1351 {
1502 return 0; 1357 return 0;
1503 } 1358 }
1504 } 1359 }
1505 } 1360 }
1506 1361
1507 if (force == NULL) 1362 if (!force)
1508 { 1363 {
1509 force = get_archetype (FORCE_NAME); 1364 force = get_archetype (FORCE_NAME);
1510 force->subtype = FORCE_CHANGE_ABILITY; 1365 force->subtype = FORCE_CHANGE_ABILITY;
1366
1511 if (spell_ob->race) 1367 if (spell_ob->race)
1512 force->name = spell_ob->race; 1368 force->name = spell_ob->race;
1513 else 1369 else
1514 force->name = spell_ob->name; 1370 force->name = spell_ob->name;
1515 1371
1525 { 1381 {
1526 force->duration = duration; 1382 force->duration = duration;
1527 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 1383 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1528 } 1384 }
1529 else 1385 else
1530 {
1531 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1386 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1532 } 1387
1533 return 1; 1388 return 1;
1534 } 1389 }
1390
1535 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50; 1391 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1536 force->speed = 1.0; 1392 force->speed = 1.f;
1537 force->speed_left = -1.0; 1393 force->speed_left = -1.f;
1538 SET_FLAG (force, FLAG_APPLIED); 1394 SET_FLAG (force, FLAG_APPLIED);
1539 1395
1540 if (god) 1396 if (god)
1541 { 1397 {
1542 if (spell_ob->last_grace) 1398 if (spell_ob->last_grace)
1555 force->stats.ac = spell_ob->stats.ac; 1411 force->stats.ac = spell_ob->stats.ac;
1556 force->stats.wc = spell_ob->stats.wc; 1412 force->stats.wc = spell_ob->stats.wc;
1557 1413
1558 change_abil (tmp, force); /* Mostly to display any messages */ 1414 change_abil (tmp, force); /* Mostly to display any messages */
1559 insert_ob_in_ob (force, tmp); 1415 insert_ob_in_ob (force, tmp);
1560 fix_player (tmp); 1416 tmp->update_stats ();
1561 return 1; 1417 return 1;
1562 1418
1563} 1419}
1564
1565 1420
1566/********************************************************************** 1421/**********************************************************************
1567 * mood change 1422 * mood change
1568 * Arguably, this may or may not be an attack spell. But since it 1423 * Arguably, this may or may not be an attack spell. But since it
1569 * effects monsters, it seems best to put it into this file 1424 * effects monsters, it seems best to put it into this file
1574 */ 1429 */
1575int 1430int
1576mood_change (object *op, object *caster, object *spell) 1431mood_change (object *op, object *caster, object *spell)
1577{ 1432{
1578 object *tmp, *god, *head; 1433 object *tmp, *god, *head;
1579 int done_one, range, mflags, level, at, best_at; 1434 int done_one, range, level, at, best_at;
1580 sint16 x, y, nx, ny;
1581 mapstruct *m;
1582 const char *race; 1435 const char *race;
1583 1436
1584 /* We precompute some values here so that we don't have to keep 1437 /* We precompute some values here so that we don't have to keep
1585 * doing it over and over again. 1438 * doing it over and over again.
1586 */ 1439 */
1587 god = find_god (determine_god (op)); 1440 god = find_god (determine_god (op));
1588 level = caster_level (caster, spell); 1441 level = casting_level (caster, spell);
1589 range = spell->range + SP_level_range_adjust (caster, spell); 1442 range = spell->range + SP_level_range_adjust (caster, spell);
1590 1443
1591 /* On the bright side, no monster should ever have a race of GOD_... 1444 /* On the bright side, no monster should ever have a race of GOD_...
1592 * so even if the player doesn't worship a god, if race=GOD_.., it 1445 * so even if the player doesn't worship a god, if race=GOD_.., it
1593 * won't ever match anything. 1446 * won't ever match anything.
1594 */ 1447 */
1595 if (!spell->race) 1448 if (!spell->race)
1596 race = NULL; 1449 race = NULL;
1597 else if (god && !strcmp (spell->race, "GOD_SLAYING")) 1450 else if (god && spell->race == shstr_GOD_SLAYING)
1598 race = god->slaying; 1451 race = god->slaying;
1599 else if (god && !strcmp (spell->race, "GOD_FRIEND")) 1452 else if (god && spell->race == shstr_GOD_FRIEND)
1600 race = god->race; 1453 race = god->race;
1601 else 1454 else
1602 race = spell->race; 1455 race = spell->race;
1603 1456
1604 1457 unordered_mapwalk (op, -range, -range, range, range)
1605 for (x = op->x - range; x <= op->x + range; x++)
1606 for (y = op->y - range; y <= op->y + range; y++)
1607 { 1458 {
1459 mapspace &ms = m->at (nx, ny);
1608 1460
1609 done_one = 0;
1610 m = op->map;
1611 nx = x;
1612 ny = y;
1613 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1614 if (mflags & P_OUT_OF_MAP)
1615 continue;
1616
1617 /* If there is nothing living on this space, no need to go further */ 1461 /* If there is nothing living on this space, no need to go further */
1618 if (!(mflags & P_IS_ALIVE)) 1462 if (!ms.flags () & P_IS_ALIVE)
1619 continue; 1463 continue;
1620 1464
1621 for (tmp = get_map_ob (m, nx, ny); tmp; tmp = tmp->above) 1465 // players can only affect spaces that they can actually see
1622 if (QUERY_FLAG (tmp, FLAG_MONSTER)) 1466 if (caster
1467 && caster->contr
1468 && caster->contr->darkness_at (m, nx, ny) == LOS_BLOCKED)
1469 continue;
1470
1471 for (tmp = ms.top; tmp; tmp = tmp->below)
1472 if (tmp->flag [FLAG_MONSTER])
1623 break; 1473 break;
1624 1474
1625 /* There can be living objects that are not monsters */ 1475 /* There can be living objects that are not monsters */
1626 if (!tmp || tmp->type == PLAYER) 1476 if (!tmp)
1627 continue; 1477 continue;
1628 1478
1629 /* Only the head has meaningful data, so resolve to that */ 1479 /* Only the head has meaningful data, so resolve to that */
1630 if (tmp->head)
1631 head = tmp->head; 1480 head = tmp->head_ ();
1632 else
1633 head = tmp;
1634 1481
1635 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */ 1482 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */
1636 if (race && head->race && !strstr (race, head->race)) 1483 if (race && head->race && !strstr (race, head->race))
1637 continue; 1484 continue;
1485
1638 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD)) 1486 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD))
1639 continue; 1487 continue;
1640 1488
1641 /* Now do a bunch of stuff related to saving throws */ 1489 /* Now do a bunch of stuff related to saving throws */
1642 best_at = -1; 1490 best_at = -1;
1643 if (spell->attacktype) 1491 if (spell->attacktype)
1644 { 1492 {
1645 for (at = 0; at < NROFATTACKS; at++) 1493 for (at = 0; at < NROFATTACKS; at++)
1646 if (spell->attacktype & (1 << at)) 1494 if (spell->attacktype & (1 << at))
1647 if (best_at == -1 || head->resist[at] > head->resist[best_at]) 1495 if (best_at == -1 || head->resist[at] > head->resist[best_at])
1648 best_at = at; 1496 best_at = at;
1649 1497
1650 if (best_at == -1) 1498 if (best_at == -1)
1651 at = 0; 1499 at = 0;
1652 else 1500 else
1653 { 1501 {
1654 if (head->resist[best_at] == 100) 1502 if (head->resist[best_at] == 100)
1655 continue; 1503 continue;
1656 else 1504 else
1657 at = head->resist[best_at] / 5; 1505 at = head->resist[best_at] / 5;
1658 } 1506 }
1507
1659 at -= level / 5; 1508 at -= level / 5;
1660 if (did_make_save (head, head->level, at)) 1509 if (did_make_save (head, head->level, at))
1661 continue; 1510 continue;
1662 } 1511 }
1663 else /* spell->attacktype */ 1512 else /* spell->attacktype */
1513 {
1664 /* 1514 /*
1665 Spell has no attacktype (charm & such), so we'll have a specific saving: 1515 Spell has no attacktype (charm & such), so we'll have a specific saving:
1666 * if spell level < monster level, no go 1516 * if spell level < monster level, no go
1667 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) ) 1517 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) )
1668 1518
1670 1520
1671 This is required to fix the 'charm monster' abuse, where a player level 1 can 1521 This is required to fix the 'charm monster' abuse, where a player level 1 can
1672 charm a level 125 monster... 1522 charm a level 125 monster...
1673 1523
1674 Ryo, august 14th 1524 Ryo, august 14th
1675 */ 1525 */
1676 {
1677 if (head->level > level) 1526 if (head->level > level)
1678 continue; 1527 continue;
1528
1679 if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + MIN (50, 2 * (level - head->level)))) 1529 if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + MIN (50, 2 * (level - head->level))))
1680 /* Failed, no effect */ 1530 /* Failed, no effect */
1681 continue; 1531 continue;
1682 } 1532 }
1683 1533
1684 /* Done with saving throw. Now start effecting the monster */ 1534 /* Done with saving throw. Now start affecting the monster */
1535 done_one = 0;
1685 1536
1686 /* aggravation */ 1537 /* aggravation */
1687 if (QUERY_FLAG (spell, FLAG_MONSTER)) 1538 if (QUERY_FLAG (spell, FLAG_MONSTER))
1688 { 1539 {
1689 CLEAR_FLAG (head, FLAG_SLEEP); 1540 CLEAR_FLAG (head, FLAG_SLEEP);
1690 if (QUERY_FLAG (head, FLAG_FRIENDLY))
1691 remove_friendly_object (head); 1541 remove_friendly_object (head);
1692
1693 done_one = 1; 1542 done_one = 1;
1694 head->enemy = op; 1543 head->enemy = op;
1695 } 1544 }
1696 1545
1697 /* calm monsters */ 1546 /* calm monsters */
1698 if (QUERY_FLAG (spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (head, FLAG_UNAGGRESSIVE)) 1547 if (QUERY_FLAG (spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (head, FLAG_UNAGGRESSIVE))
1699 { 1548 {
1700 SET_FLAG (head, FLAG_UNAGGRESSIVE); 1549 SET_FLAG (head, FLAG_UNAGGRESSIVE);
1701 head->enemy = NULL; 1550 head->enemy = NULL;
1702 done_one = 1; 1551 done_one = 1;
1703 } 1552 }
1704 1553
1705 /* berserk monsters */ 1554 /* berserk monsters */
1706 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK)) 1555 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK))
1707 { 1556 {
1708 SET_FLAG (head, FLAG_BERSERK); 1557 SET_FLAG (head, FLAG_BERSERK);
1709 done_one = 1; 1558 done_one = 1;
1710 } 1559 }
1560
1711 /* charm */ 1561 /* charm */
1712 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY)) 1562 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY))
1713 { 1563 {
1714 SET_FLAG (head, FLAG_FRIENDLY); 1564 INVOKE_OBJECT (KILL, head, ARG_OBJECT (caster));
1565
1715 /* Prevent uncontolled outbreaks of self replicating monsters. 1566 /* Prevent uncontrolled outbreaks of self replicating monsters.
1716 Typical use case is charm, go somwhere, use aggravation to make hostile. 1567 Typical use case is charm, go somwhere, use aggravation to make hostile.
1717 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */ 1568 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */
1718 CLEAR_FLAG (head, FLAG_GENERATOR); 1569 CLEAR_FLAG (head, FLAG_GENERATOR);
1719 set_owner (head, op); 1570 head->set_owner (op);
1720 set_spell_skill (op, caster, spell, head); 1571 set_spell_skill (op, caster, spell, head);
1721 add_friendly_object (head); 1572 add_friendly_object (head);
1722 head->attack_movement = PETMOVE; 1573 head->attack_movement = PETMOVE;
1723 done_one = 1; 1574 done_one = 1;
1724 change_exp (op, head->stats.exp / 2, head->skill, SK_EXP_ADD_SKILL); 1575 change_exp (op, head->stats.exp / 2, head->skill, SK_EXP_ADD_SKILL);
1725 head->stats.exp = 0; 1576 head->stats.exp = 0;
1726 } 1577 }
1727 1578
1728 /* If a monster was effected, put an effect in */ 1579 /* If a monster was effected, put an effect in */
1729 if (done_one && spell->other_arch) 1580 if (done_one && spell->other_arch)
1730 { 1581 m->insert (arch_to_object (spell->other_arch), nx, ny, op);
1731 tmp = arch_to_object (spell->other_arch); 1582 }
1732 tmp->x = nx;
1733 tmp->y = ny;
1734 insert_ob_in_map (tmp, m, op, 0);
1735 }
1736 } /* for y */
1737 1583
1738 return 1; 1584 return 1;
1739} 1585}
1740
1741 1586
1742/* Move_ball_spell: This handles ball type spells that just sort of wander 1587/* Move_ball_spell: This handles ball type spells that just sort of wander
1743 * about. was called move_ball_lightning, but since more than the ball 1588 * about. was called move_ball_lightning, but since more than the ball
1744 * lightning spell used it, that seemed misnamed. 1589 * lightning spell used it, that seemed misnamed.
1745 * op is the spell effect. 1590 * op is the spell effect.
1746 * note that duration is handled by process_object() in time.c 1591 * note that duration is handled by process_object() in time.c
1747 */ 1592 */
1748
1749void 1593void
1750move_ball_spell (object *op) 1594move_ball_spell (object *op)
1751{ 1595{
1752 int i, j, dam_save, dir, mflags; 1596 int i, j, dam_save, dir, mflags;
1753 sint16 nx, ny, hx, hy; 1597 sint16 nx, ny, hx, hy;
1754 object *owner; 1598 object *owner;
1755 mapstruct *m; 1599 maptile *m;
1756 1600
1757 owner = get_owner (op); 1601 owner = op->owner;
1758 1602
1759 /* the following logic makes sure that the ball doesn't move into a wall, 1603 /* the following logic makes sure that the ball doesn't move into a wall,
1760 * and makes sure that it will move along a wall to try and get at it's 1604 * and makes sure that it will move along a wall to try and get at it's
1761 * victim. The block immediately below more or less chooses a random 1605 * 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 1606 * offset to move the ball, eg, keep it mostly on course, with some
1772 for (i = 1; i < 9; i++) 1616 for (i = 1; i < 9; i++)
1773 { 1617 {
1774 /* i bit 0: alters sign of offset 1618 /* i bit 0: alters sign of offset
1775 * other bits (i / 2): absolute value of offset 1619 * other bits (i / 2): absolute value of offset
1776 */ 1620 */
1777
1778 int offset = ((i ^ j) & 1) ? (i / 2) : -(i / 2); 1621 int offset = ((i ^ j) & 1) ? (i / 2) : -(i / 2);
1779 int tmpdir = absdir (op->direction + offset); 1622 int tmpdir = absdir (op->direction + offset);
1780 1623
1781 nx = op->x + freearr_x[tmpdir]; 1624 nx = op->x + freearr_x[tmpdir];
1782 ny = op->y + freearr_y[tmpdir]; 1625 ny = op->y + freearr_y[tmpdir];
1784 { 1627 {
1785 dir = tmpdir; 1628 dir = tmpdir;
1786 break; 1629 break;
1787 } 1630 }
1788 } 1631 }
1632
1789 if (dir == 0) 1633 if (dir == 0)
1790 { 1634 {
1791 nx = op->x; 1635 nx = op->x;
1792 ny = op->y; 1636 ny = op->y;
1793 m = op->map; 1637 m = op->map;
1794 } 1638 }
1795 1639
1796 remove_ob (op); 1640 m->insert (op, nx, ny, op);
1797 op->y = ny;
1798 op->x = nx;
1799 insert_ob_in_map (op, m, op, 0);
1800 1641
1801 dam_save = op->stats.dam; /* save the original dam: we do halfdam on 1642 dam_save = op->stats.dam; /* save the original dam: we do halfdam on
1802 surrounding squares */ 1643 surrounding squares */
1803 1644
1804 /* loop over current square and neighbors to hit. 1645 /* loop over current square and neighbors to hit.
1805 * if this has an other_arch field, we insert that in 1646 * if this has an other_arch field, we insert that in
1806 * the surround spaces. 1647 * the surround spaces.
1807 */ 1648 */
1808 for (j = 0; j < 9; j++) 1649 for (j = 0; j < 9; j++)
1809 { 1650 {
1810 object *new_ob;
1811
1812 hx = nx + freearr_x[j]; 1651 hx = nx + freearr_x[j];
1813 hy = ny + freearr_y[j]; 1652 hy = ny + freearr_y[j];
1814 1653
1815 m = op->map; 1654 m = op->map;
1816 mflags = get_map_flags (m, &m, hx, hy, &hx, &hy); 1655 mflags = get_map_flags (m, &m, hx, hy, &hx, &hy);
1824 1663
1825 if ((mflags & P_IS_ALIVE) && (!owner || owner->x != hx || owner->y != hy || !on_same_map (owner, op))) 1664 if ((mflags & P_IS_ALIVE) && (!owner || owner->x != hx || owner->y != hy || !on_same_map (owner, op)))
1826 { 1665 {
1827 if (j) 1666 if (j)
1828 op->stats.dam = dam_save / 2; 1667 op->stats.dam = dam_save / 2;
1668
1829 hit_map (op, j, op->attacktype, 1); 1669 hit_map (op, j, op->attacktype, 1);
1830
1831 } 1670 }
1832 1671
1833 /* insert the other arch */ 1672 /* insert the other arch */
1834 if (op->other_arch && !(OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy)))) 1673 if (op->other_arch && !(OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy))))
1835 { 1674 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 } 1675 }
1842 1676
1843 /* restore to the center location and damage */ 1677 /* restore to the center location and damage */
1844 op->stats.dam = dam_save; 1678 op->stats.dam = dam_save;
1845 1679
1846 i = spell_find_dir (op->map, op->x, op->y, get_owner (op)); 1680 i = spell_find_dir (op->map, op->x, op->y, op->owner);
1847 1681
1848 if (i >= 0) 1682 if (i >= 0)
1849 { /* we have a preferred direction! */ 1683 { /* we have a preferred direction! */
1850 /* pick another direction if the preferred dir is blocked. */ 1684 /* 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 || 1685 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))) 1686 OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy)))
1853 {
1854 i = absdir (i + rndm (0, 2) - 1); /* -1, 0, +1 */ 1687 i = absdir (i + rndm (0, 2) - 1); /* -1, 0, +1 */
1855 } 1688
1856 op->direction = i; 1689 op->direction = i;
1857 } 1690 }
1858} 1691}
1859 1692
1860
1861/* move_swarm_spell: peterm 1693/* move_swarm_spell: peterm
1862 * This is an implementation of the swarm spell. It was written for 1694 * This is an implementation of the swarm spell. It was written for
1863 * meteor swarm, but it could be used for any swarm. A swarm spell 1695 * meteor swarm, but it could be used for any swarm. A swarm spell
1864 * is a special type of object that casts swarms of other types 1696 * is a special type of object that casts swarms of other types
1865 * of spells. Which spell it casts is flexible. It fires the spells 1697 * of spells. Which spell it casts is flexible. It fires the spells
1866 * from a set of squares surrounding the caster, in a given direction. 1698 * from a set of squares surrounding the caster, in a given direction.
1867 */ 1699 */
1868
1869void 1700void
1870move_swarm_spell (object *op) 1701move_swarm_spell (object *op)
1871{ 1702{
1872#if 0 1703#if 0
1873 static int cardinal_adjust[9] = { -3, -2, -1, 0, 0, 0, 1, 2, 3 }; 1704 static int cardinal_adjust[9] = { -3, -2, -1, 0, 0, 0, 1, 2, 3 };
1874 static int diagonal_adjust[10] = { -3, -2, -2, -1, 0, 0, 1, 2, 2, 3 }; 1705 static int diagonal_adjust[10] = { -3, -2, -2, -1, 0, 0, 1, 2, 2, 3 };
1875 sint16 target_x, target_y, origin_x, origin_y; 1706 sint16 target_x, target_y, origin_x, origin_y;
1876 int adjustdir; 1707 int adjustdir;
1877 mapstruct *m; 1708 maptile *m;
1878#endif 1709#endif
1879 int basedir;
1880 object *owner; 1710 object *owner = op->env;
1881 1711
1882 owner = get_owner (op); 1712 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 } 1713 {
1714 LOG (llevError, "swarm spell found outside inventory: %s\n", op->debug_desc ());
1715 op->destroy ();
1716 return;
1717 }
1718
1719 if (!op->duration || !owner->is_on_map ())
1720 {
1721 op->drop_and_destroy ();
1722 return;
1723 }
1724
1889 op->duration--; 1725 op->duration--;
1890 1726
1891 basedir = op->direction; 1727 int basedir = op->direction;
1892 if (basedir == 0) 1728 if (!basedir)
1893 { 1729 {
1894 /* spray in all directions! 8) */ 1730 /* spray in all directions! 8) */
1895 basedir = rndm (1, 8); 1731 op->facing = (op->facing + op->state) & 7;
1732 basedir = op->facing + 1;
1896 } 1733 }
1897 1734
1898#if 0 1735#if 0
1899 // this is bogus: it causes wrong places to be checked below 1736 // this is bogus: it causes wrong places to be checked below
1900 // (a wall 2 cells away will block the effect...) and 1737 // (a wall 2 cells away will block the effect...) and
1901 // doesn't work for SP_BULLET anyhow, so again tests the wrong 1738 // doesn't work for SP_BULLET anyhow, so again tests the wrong
1902 // space. 1739 // space.
1903 // should be fixed later, but correctness before featurs... 1740 // should be fixed later, but correctness before features...
1904 // (schmorp) 1741 // (schmorp)
1905 1742
1906 /* new offset calculation to make swarm element distribution 1743 /* new offset calculation to make swarm element distribution
1907 * more uniform 1744 * more uniform
1908 */ 1745 */
1961 { 1798 {
1962 /* Bullet spells have a bunch more customization that needs to be done */ 1799 /* Bullet spells have a bunch more customization that needs to be done */
1963 if (op->spell->subtype == SP_BULLET) 1800 if (op->spell->subtype == SP_BULLET)
1964 fire_bullet (owner, op, basedir, op->spell); 1801 fire_bullet (owner, op, basedir, op->spell);
1965 else if (op->spell->subtype == SP_MAGIC_MISSILE) 1802 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1966 fire_arch_from_position (owner, op, op->x, op->y, basedir, op->spell); 1803 fire_arch_from_position (owner, op, owner->x, owner->y, basedir, op->spell);
1967 } 1804 }
1968} 1805}
1969
1970
1971
1972 1806
1973/* fire_swarm: 1807/* fire_swarm:
1974 * The following routine creates a swarm of objects. It actually 1808 * The following routine creates a swarm of objects. It actually
1975 * sets up a specific swarm object, which then fires off all 1809 * sets up a specific swarm object, which then fires off all
1976 * the parts of the swarm. 1810 * the parts of the swarm.
1979 * caster: the caster (owner, wand, rod, scroll) 1813 * caster: the caster (owner, wand, rod, scroll)
1980 * dir: the direction everything will be fired in 1814 * dir: the direction everything will be fired in
1981 * spell - the spell that is this spell. 1815 * spell - the spell that is this spell.
1982 * n: the number to be fired. 1816 * n: the number to be fired.
1983 */ 1817 */
1984
1985int 1818int
1986fire_swarm (object *op, object *caster, object *spell, int dir) 1819fire_swarm (object *op, object *caster, object *spell, int dir)
1987{ 1820{
1988 object *tmp;
1989 int i;
1990
1991 if (!spell->other_arch) 1821 if (!spell->other_arch)
1992 return 0; 1822 return 0;
1993 1823
1994 tmp = get_archetype (SWARM_SPELL); 1824 object *tmp = archetype::get (SWARM_SPELL);
1995 tmp->x = op->x; 1825
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); 1826 set_spell_skill (op, caster, spell, tmp);
1999
2000 tmp->level = caster_level (caster, spell); /*needed later, to get level dep. right. */ 1827 tmp->level = casting_level (caster, spell); /* needed later, to get level dep. right. */
2001 tmp->spell = arch_to_object (spell->other_arch); 1828 tmp->spell = spell->other_arch->instance ();
2002
2003 tmp->attacktype = tmp->spell->attacktype; 1829 tmp->attacktype = tmp->spell->attacktype;
2004 1830
2005 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) 1831 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
2006 {
2007 if (!tailor_god_spell (tmp, op)) 1832 if (!tailor_god_spell (tmp, op))
2008 return 1; 1833 return 1;
2009 } 1834
2010 tmp->duration = SP_level_duration_adjust (caster, spell); 1835 tmp->duration = SP_level_duration_adjust (caster, spell);
2011 for (i = 0; i < spell->duration; i++) 1836 for (int i = 0; i < spell->duration; i++)
2012 tmp->duration += die_roll (1, 3, op, PREFER_HIGH); 1837 tmp->duration += die_roll (1, 3, op, PREFER_HIGH);
2013 1838
1839 tmp->invisible = 1;
1840 tmp->flag [FLAG_NO_DROP] = 1; // make sure it stays in inv, or else
2014 tmp->direction = dir; 1841 tmp->direction = dir;
2015 tmp->invisible = 1; 1842 tmp->facing = rndm (1, 8); // initial firing direction
2016 insert_ob_in_map (tmp, op->map, op, 0); 1843 tmp->state = rndm (4) * 2 + 1; // direction increment
1844
1845 op->insert (tmp);
1846
2017 return 1; 1847 return 1;
2018} 1848}
2019
2020 1849
2021/* See the spells documentation file for why this is its own 1850/* See the spells documentation file for why this is its own
2022 * function. 1851 * function.
2023 */ 1852 */
2024int 1853int
2025cast_light (object *op, object *caster, object *spell, int dir) 1854cast_light (object *op, object *caster, object *spell, int dir)
2026{ 1855{
2027 object *target = NULL, *tmp = NULL; 1856 object *target = NULL, *tmp = NULL;
2028 sint16 x, y; 1857 sint16 x, y;
2029 int dam, mflags; 1858 int dam, mflags;
2030 mapstruct *m; 1859 maptile *m;
2031 1860
2032 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1861 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
2033 1862
2034 if (!dir) 1863 if (dir)
2035 {
2036 new_draw_info (NDI_UNIQUE, 0, op, "In what direction?");
2037 return 0;
2038 } 1864 {
2039
2040 x = op->x + freearr_x[dir]; 1865 x = op->x + freearr_x[dir];
2041 y = op->y + freearr_y[dir]; 1866 y = op->y + freearr_y[dir];
2042 m = op->map; 1867 m = op->map;
2043 1868
2044 mflags = get_map_flags (m, &m, x, y, &x, &y); 1869 mflags = get_map_flags (m, &m, x, y, &x, &y);
2045 1870
2046 if (mflags & P_OUT_OF_MAP) 1871 if (mflags & P_OUT_OF_MAP)
2047 { 1872 {
2048 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is there."); 1873 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is there.");
2049 return 0; 1874 return 0;
2050 } 1875 }
2051 1876
2052 if (mflags & P_IS_ALIVE && spell->attacktype) 1877 if (mflags & P_IS_ALIVE && spell->attacktype)
2053 { 1878 {
2054 for (target = get_map_ob (m, x, y); target; target = target->above) 1879 for (target = GET_MAP_OB (m, x, y); target; target = target->above)
2055 if (QUERY_FLAG (target, FLAG_MONSTER)) 1880 if (QUERY_FLAG (target, FLAG_MONSTER))
2056 { 1881 {
2057 /* oky doky. got a target monster. Lets make a blinding attack */ 1882 /* oky doky. got a target monster. Lets make a blinding attack */
2058 if (target->head) 1883 if (target->head)
2059 target = target->head; 1884 target = target->head;
1885
2060 (void) hit_player (target, dam, op, spell->attacktype, 1); 1886 hit_player (target, dam, op, spell->attacktype, 1);
2061 return 1; /* one success only! */ 1887 return 1; /* one success only! */
1888 }
2062 } 1889 }
2063 }
2064 1890
2065 /* no live target, perhaps a wall is in the way? */ 1891 /* no live target, perhaps a wall is in the way? */
2066 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y))) 1892 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)))
2067 { 1893 {
2068 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 1894 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
2069 return 0; 1895 return 0;
1896 }
2070 } 1897 }
2071 1898
2072 /* ok, looks groovy to just insert a new light on the map */ 1899 /* ok, looks groovy to just insert a new light on the map */
2073 tmp = arch_to_object (spell->other_arch); 1900 tmp = arch_to_object (spell->other_arch);
2074 if (!tmp) 1901 if (!tmp)
2075 { 1902 {
2076 LOG (llevError, "Error: spell arch for cast_light() missing.\n"); 1903 LOG (llevError, "Error: spell arch for cast_light() missing.\n");
2077 return 0; 1904 return 0;
2078 } 1905 }
1906
2079 tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell); 1907 tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell);
1908
2080 if (tmp->glow_radius) 1909 if (tmp->glow_radius)
2081 { 1910 tmp->set_glow_radius (
2082 tmp->glow_radius = spell->range + SP_level_range_adjust (caster, spell); 1911 clamp (spell->range + SP_level_range_adjust (caster, spell), 1, MAX_LIGHT_RADIUS)
2083 if (tmp->glow_radius > MAX_LIGHT_RADII) 1912 );
2084 tmp->glow_radius = MAX_LIGHT_RADII; 1913
2085 } 1914 if (dir)
2086 tmp->x = x; 1915 m->insert (tmp, x, y, op);
2087 tmp->y = y; 1916 else
2088 insert_ob_in_map (tmp, m, op, 0); 1917 caster->outer_env_or_self ()->insert (tmp);
1918
2089 return 1; 1919 return 1;
2090} 1920}
2091
2092
2093
2094 1921
2095/* cast_cause_disease: this spell looks along <dir> from the 1922/* cast_cause_disease: this spell looks along <dir> from the
2096 * player and infects someone. 1923 * player and infects someone.
2097 * op is the player/monster, caster is the object, dir is the direction 1924 * op is the player/monster, caster is the object, dir is the direction
2098 * to cast, disease_arch is the specific disease, and type is the spell number 1925 * to cast, disease_arch is the specific disease, and type is the spell number
2099 * perhaps this should actually be in disease.c? 1926 * perhaps this should actually be in disease.c?
2100 */ 1927 */
2101
2102int 1928int
2103cast_cause_disease (object *op, object *caster, object *spell, int dir) 1929cast_cause_disease (object *op, object *caster, object *spell, int dir)
2104{ 1930{
2105 sint16 x, y; 1931 sint16 x, y;
2106 int i, mflags, range, dam_mod, dur_mod; 1932 int i, mflags, range, dam_mod, dur_mod;
2107 object *walk; 1933 object *walk;
2108 mapstruct *m; 1934 maptile *m;
2109 1935
2110 x = op->x; 1936 x = op->x;
2111 y = op->y; 1937 y = op->y;
2112 1938
2113 /* If casting from a scroll, no direction will be available, so refer to the 1939 /* If casting from a scroll, no direction will be available, so refer to the
2114 * direction the player is pointing. 1940 * direction the player is pointing.
2115 */ 1941 */
2116 if (!dir) 1942 if (!dir)
2117 dir = op->facing; 1943 dir = op->facing;
1944
2118 if (!dir) 1945 if (!dir)
2119 return 0; /* won't find anything if casting on ourself, so just return */ 1946 return 0; /* won't find anything if casting on ourself, so just return */
2120 1947
2121 /* Calculate these once here */ 1948 /* Calculate these once here */
2122 range = spell->range + SP_level_range_adjust (caster, spell); 1949 range = spell->range + SP_level_range_adjust (caster, spell);
2141 1968
2142 /* Only bother looking on this space if there is something living here */ 1969 /* Only bother looking on this space if there is something living here */
2143 if (mflags & P_IS_ALIVE) 1970 if (mflags & P_IS_ALIVE)
2144 { 1971 {
2145 /* search this square for a victim */ 1972 /* search this square for a victim */
2146 for (walk = get_map_ob (m, x, y); walk; walk = walk->above) 1973 for (walk = GET_MAP_OB (m, x, y); walk; walk = walk->above)
2147 if (QUERY_FLAG (walk, FLAG_MONSTER) || (walk->type == PLAYER)) 1974 if (QUERY_FLAG (walk, FLAG_MONSTER) || (walk->type == PLAYER))
2148 { /* found a victim */ 1975 { /* found a victim */
2149 object *disease = arch_to_object (spell->other_arch); 1976 object *disease = arch_to_object (spell->other_arch);
2150 1977
2151 set_owner (disease, op); 1978 disease->set_owner (op);
2152 set_spell_skill (op, caster, spell, disease); 1979 set_spell_skill (op, caster, spell, disease);
2153 disease->stats.exp = 0; 1980 disease->stats.exp = 0;
2154 disease->level = caster_level (caster, spell); 1981 disease->level = casting_level (caster, spell);
2155 1982
2156 /* do level adjustments */ 1983 /* do level adjustments */
2157 if (disease->stats.wc) 1984 if (disease->stats.wc)
2158 disease->stats.wc += dur_mod / 2; 1985 disease->stats.wc += dur_mod / 2;
2159 1986
2160 if (disease->magic > 0) 1987 if (disease->magic > 0)
2161 disease->magic += dur_mod / 4; 1988 disease->magic += dur_mod / 8;
2162 1989
2163 if (disease->stats.maxhp > 0) 1990 if (disease->stats.maxhp > 0)
2164 disease->stats.maxhp += dur_mod; 1991 disease->stats.maxhp += dur_mod;
2165 1992
2166 if (disease->stats.maxgrace > 0) 1993 if (disease->stats.maxgrace > 0)
2201 if (disease->stats.sp) 2028 if (disease->stats.sp)
2202 disease->stats.sp -= dam_mod; 2029 disease->stats.sp -= dam_mod;
2203 2030
2204 if (infect_object (walk, disease, 1)) 2031 if (infect_object (walk, disease, 1))
2205 { 2032 {
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); 2033 new_draw_info_format (NDI_UNIQUE, 0, op, "You inflict %s on %s!", &disease->name, &walk->name);
2209 2034
2210 free_object (disease); /* don't need this one anymore */ 2035 disease->destroy (); /* don't need this one anymore */
2211 flash = get_archetype (ARCH_DETECT_MAGIC); 2036 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; 2037 return 1;
2217 } 2038 }
2218 free_object (disease); 2039
2040 disease->destroy ();
2219 } 2041 }
2220 } /* if living creature */ 2042 } /* if living creature */
2221 } /* for range of spaces */ 2043 } /* for range of spaces */
2044
2222 new_draw_info (NDI_UNIQUE, 0, op, "No one caught anything!"); 2045 new_draw_info (NDI_UNIQUE, 0, op, "No one caught anything!");
2223 return 1; 2046 return 1;
2224} 2047}

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