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Comparing deliantra/server/server/spell_attack.C (file contents):
Revision 1.21 by root, Wed Dec 20 09:14:22 2006 UTC vs.
Revision 1.117 by root, Sat Nov 17 23:40:04 2018 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 (©) 2017,2018 Marc Alexander Lehmann / the Deliantra team
5 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2002-2003 Mark Wedel & Crossfire Development Team 6 * Copyright (©) 2002-2003 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 7 * Copyright (©) 1992 Frank Tore Johansen
6 8 *
7 This program is free software; you can redistribute it and/or modify 9 * Deliantra is free software: you can redistribute it and/or modify it under
8 it under the terms of the GNU General Public License as published by 10 * the terms of the Affero GNU General Public License as published by the
9 the Free Software Foundation; either version 2 of the License, or 11 * Free Software Foundation, either version 3 of the License, or (at your
10 (at your option) any later version. 12 * option) any later version.
11 13 *
12 This program is distributed in the hope that it will be useful, 14 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 17 * GNU General Public License for more details.
16 18 *
17 You should have received a copy of the GNU General Public License 19 * You should have received a copy of the Affero GNU General Public License
18 along with this program; if not, write to the Free Software 20 * and the GNU General Public License along with this program. If not, see
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 21 * <http://www.gnu.org/licenses/>.
20 22 *
21 The authors can be reached via e-mail at <crossfire@schmorp.de> 23 * The authors can be reached via e-mail to <support@deliantra.net>
22*/ 24 */
23 25
24/* This file contains all the spell attack code. Grouping this code 26/* This file contains all the spell attack code. Grouping this code
25 * together should hopefully make it easier to find the relevent bits 27 * together should hopefully make it easier to find the relevent bits
26 * of code 28 * of code
27 */ 29 */
28 30
29#include <global.h> 31#include <global.h>
30#include <object.h> 32#include <object.h>
31#include <living.h> 33#include <living.h>
32#ifndef __CEXTRACT__
33# include <sproto.h> 34#include <sproto.h>
34#endif
35#include <spells.h> 35#include <spells.h>
36#include <sounds.h> 36#include <sounds.h>
37 37
38/* this function checks to see if a spell pushes objects as well 38/* 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) 39 * as flies over and damages them (only used for cones for now)
40 * but moved here so it could be applied to bolts too 40 * but moved here so it could be applied to bolts too
41 * op is the spell object. 41 * op is the spell object.
42 */ 42 */
43 43static void
44void
45check_spell_knockback (object *op) 44check_spell_knockback (object *op)
46{ 45{
47 object *tmp, *tmp2; /* object on the map */
48 int weight_move; 46 int weight_move;
49 int frictionmod = 2; /*poor man's physics - multipy targets weight by this amount */ 47 int frictionmod = 2; /*poor man's physics - multipy targets weight by this amount */
50 48
51 if (!op->weight) 49 if (!op->weight)
52 { /*shouldn't happen but if cone object has no weight drop out */ 50 { /*shouldn't happen but if cone object has no weight drop out */
57 { 55 {
58 weight_move = op->weight + (op->weight * op->level) / 3; 56 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); */ 57 /*LOG (llevDebug, "DEBUG: arch weighs %d and masses %d (%s,level %d)\n", op->weight,weight_move,op->name,op->level); */
60 } 58 }
61 59
62 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 60 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
63 { 61 {
64 int num_sections = 1; 62 int num_sections = 1;
65 63
66 /* don't move DM */ 64 /* don't move DM */
67 if (QUERY_FLAG (tmp, FLAG_WIZ)) 65 if (tmp->flag [FLAG_WIZ])
68 return; 66 return;
69 67
70 /* don't move parts of objects */ 68 /* don't move parts of objects */
71 if (tmp->head) 69 if (tmp->head)
72 continue; 70 continue;
73 71
74 /* don't move floors or immobile objects */ 72 /* 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))) 73 if (tmp->flag [FLAG_IS_FLOOR] || (!tmp->flag [FLAG_ALIVE] && tmp->flag [FLAG_NO_PICK]))
76 continue; 74 continue;
77 75
78 /* count the object's sections */ 76 /* count the object's sections */
79 for (tmp2 = tmp; tmp2 != NULL; tmp2 = tmp2->more) 77 for (object *tmp2 = tmp; tmp2; tmp2 = tmp2->more)
80 num_sections++; 78 num_sections++;
81 79
82 /* I'm not sure if it makes sense to divide by num_sections - bigger 80 /* 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 81 * 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. 82 * object, not just the head, so the total weight should be relevant.
89 if (tmp->move_type & MOVE_FLYING) 87 if (tmp->move_type & MOVE_FLYING)
90 frictionmod = 1; /* flying objects loose the friction modifier */ 88 frictionmod = 1; /* flying objects loose the friction modifier */
91 89
92 if (rndm (0, weight_move - 1) > ((tmp->weight / num_sections) * frictionmod)) 90 if (rndm (0, weight_move - 1) > ((tmp->weight / num_sections) * frictionmod))
93 { /* move it. */ 91 { /* move it. */
94 /* move_object is really for monsters, but looking at 92 /* move_object is really for monsters, but looking at
95 * the move_object function, it appears that it should 93 * the move_object function, it appears that it should
96 * also be safe for objects. 94 * also be safe for objects.
97 * This does return if successful or not, but 95 * This does return if successful or not, but
98 * I don't see us doing anything useful with that information 96 * I don't see us doing anything useful with that information
99 * right now. 97 * right now.
100 */ 98 */
101 move_object (tmp, absdir (op->stats.sp)); 99 tmp->move (absdir (op->stats.sp));
102 } 100 }
103 101
104 } 102 }
105} 103}
106 104
108 * 106 *
109 * BOLT CODE 107 * BOLT CODE
110 * 108 *
111 ***************************************************************************/ 109 ***************************************************************************/
112 110
113/* Causes op to fork. op is the original bolt, tmp 111/* Causes op to fork. op is the original bolt, tmp
114 * is the first piece of the fork. 112 * is the first piece of the fork.
115 */ 113 */
116 114static void
117void
118forklightning (object *op, object *tmp) 115forklightning (object *op, object *tmp)
119{ 116{
120 int new_dir = 1; /* direction or -1 for left, +1 for right 0 if no new bolt */ 117 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 */ 118 int t_dir; /* stores temporary dir calculation */
122 maptile *m; 119 maptile *m;
133 new_dir = -1; 130 new_dir = -1;
134 131
135 /* check the new dir for a wall and in the map */ 132 /* check the new dir for a wall and in the map */
136 t_dir = absdir (tmp->direction + new_dir); 133 t_dir = absdir (tmp->direction + new_dir);
137 134
138 if (get_map_flags (tmp->map, &m, tmp->x + freearr_x[t_dir], tmp->y + freearr_y[t_dir], &sx, &sy) & P_OUT_OF_MAP) 135 if (get_map_flags (tmp->map, &m, tmp->x + DIRX (t_dir), tmp->y + DIRY (t_dir), &sx, &sy) & P_OUT_OF_MAP)
139 return; 136 return;
140 137
141 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (m, sx, sy))) 138 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (m, sx, sy)))
142 return; 139 return;
143 140
146 143
147 /* reduce chances of subsequent forking */ 144 /* reduce chances of subsequent forking */
148 new_bolt->stats.Dex -= 10; 145 new_bolt->stats.Dex -= 10;
149 tmp->stats.Dex -= 10; /* less forks from main bolt too */ 146 tmp->stats.Dex -= 10; /* less forks from main bolt too */
150 new_bolt->stats.Con += 25 * new_dir; /* adjust the left bias */ 147 new_bolt->stats.Con += 25 * new_dir; /* adjust the left bias */
151 new_bolt->speed_left = -0.1; 148 new_bolt->speed_left = -0.1f;
152 new_bolt->direction = t_dir; 149 new_bolt->direction = t_dir;
153 new_bolt->duration++; 150 new_bolt->duration++;
154 new_bolt->x = sx;
155 new_bolt->y = sy;
156 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */ 151 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */
157 new_bolt->stats.dam++; 152 new_bolt->stats.dam++;
158 tmp->stats.dam /= 2; /* reduce father bolt damage */ 153 tmp->stats.dam /= 2; /* reduce father bolt damage */
159 tmp->stats.dam++; 154 tmp->stats.dam++;
160 new_bolt = insert_ob_in_map (new_bolt, m, op, 0); 155
156 if ((new_bolt = m->insert (new_bolt, sx, sy, op)))
161 update_turn_face (new_bolt); 157 update_turn_face (new_bolt);
162} 158}
163 159
164/* move_bolt: moves bolt 'op'. Basically, it just advances a space, 160/* move_bolt: moves bolt 'op'. Basically, it just advances a space,
165 * and checks for various things that may stop it. 161 * and checks for various things that may stop it.
166 */ 162 */
167
168void 163void
169move_bolt (object *op) 164move_bolt (object *op)
170{ 165{
171 object *tmp;
172 int mflags; 166 int mflags;
173 sint16 x, y; 167 sint16 x, y;
174 maptile *m; 168 maptile *m;
175 169
176 if (--(op->duration) < 0) 170 if (--op->duration < 0)
177 { 171 {
178 op->destroy (); 172 op->drop_and_destroy ();
179 return; 173 return;
180 } 174 }
181 175
182 hit_map (op, 0, op->attacktype, 1); 176 hit_map (op, 0, op->attacktype, 1);
183 177
184 if (!op->direction) 178 if (!op->direction)
185 return; 179 return;
186 180
187 if (--op->range < 0) 181 if (--op->range < 0)
188 {
189 op->range = 0; 182 op->range = 0;
190 }
191 else 183 else
192 { 184 {
193 x = op->x + DIRX (op); 185 x = op->x + DIRX (op->direction);
194 y = op->y + DIRY (op); 186 y = op->y + DIRY (op->direction);
195 m = op->map; 187 m = op->map;
196 mflags = get_map_flags (m, &m, x, y, &x, &y); 188 mflags = get_map_flags (m, &m, x, y, &x, &y);
197 189
198 if (mflags & P_OUT_OF_MAP) 190 if (mflags & P_OUT_OF_MAP)
199 return; 191 return;
203 * on the space. So only call reflwall if we think the data it returns 195 * on the space. So only call reflwall if we think the data it returns
204 * will be useful. 196 * will be useful.
205 */ 197 */
206 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)) || ((mflags & P_IS_ALIVE) && reflwall (m, x, y, op))) 198 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)) || ((mflags & P_IS_ALIVE) && reflwall (m, x, y, op)))
207 { 199 {
208 200 if (!op->flag [FLAG_REFLECTING])
209 if (!QUERY_FLAG (op, FLAG_REFLECTING))
210 return; 201 return;
211 202
212 /* Since walls don't run diagonal, if the bolt is in 203 /* Since walls don't run diagonal, if the bolt is in
213 * one of 4 main directions, it just reflects back in the 204 * one of 4 main directions, it just reflects back in the
214 * opposite direction. However, if the bolt is travelling 205 * opposite direction. However, if the bolt is travelling
227 /* Need to check for P_OUT_OF_MAP: if the bolt is tavelling 218 /* Need to check for P_OUT_OF_MAP: if the bolt is tavelling
228 * over a corner in a tiled map, it is possible that 219 * over a corner in a tiled map, it is possible that
229 * op->direction is within an adjacent map but either 220 * op->direction is within an adjacent map but either
230 * op->direction-1 or op->direction+1 does not exist. 221 * op->direction-1 or op->direction+1 does not exist.
231 */ 222 */
232 mflags = get_map_flags (op->map, &m, op->x + freearr_x[absdir (op->direction - 1)], 223 mflags = get_map_flags (op->map, &m, op->x + DIRX (absdir (op->direction - 1)),
233 op->y + freearr_y[absdir (op->direction - 1)], &x, &y); 224 op->y + DIRY (absdir (op->direction - 1)), &x, &y);
234 225
235 left = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)); 226 left = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y));
236 227
237 mflags = get_map_flags (op->map, &m, op->x + freearr_x[absdir (op->direction + 1)], 228 mflags = get_map_flags (op->map, &m, op->x + DIRX (absdir (op->direction + 1)),
238 op->y + freearr_y[absdir (op->direction + 1)], &x, &y); 229 op->y + DIRY (absdir (op->direction + 1)), &x, &y);
239 right = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)); 230 right = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y));
240 231
241 if (left == right) 232 if (left == right)
242 op->direction = absdir (op->direction + 4); 233 op->direction = absdir (op->direction + 4);
243 else if (left) 234 else if (left)
244 op->direction = absdir (op->direction + 2); 235 op->direction = absdir (op->direction + 2);
245 else if (right) 236 else if (right)
246 op->direction = absdir (op->direction - 2); 237 op->direction = absdir (op->direction - 2);
247 } 238 }
239
248 update_turn_face (op); /* A bolt *must* be IS_TURNABLE */ 240 update_turn_face (op); /* A bolt *must* be IS_TURNABLE */
249 return; 241 return;
250 } 242 }
251 else 243 else
252 { /* Create a copy of this object and put it ahead */ 244 { /* Create a copy of this object and put it ahead */
253 tmp = op->clone (); 245 object *tmp = op->clone ();
254 246
247 m->insert (tmp, x, y, op);
255 tmp->speed_left = -0.1; 248 tmp->speed_left = -0.1f;
256 tmp->x += DIRX (tmp), tmp->y += DIRY (tmp);
257 tmp = insert_ob_in_map (tmp, op->map, op, 0);
258 /* To make up for the decrease at the top of the function */ 249 /* To make up for the decrease at the top of the function */
259 tmp->duration++; 250 tmp->duration++;
260 251
261 /* New forking code. Possibly create forks of this object 252 /* New forking code. Possibly create forks of this object
262 * going off in other directions. 253 * going off in other directions.
263 */ 254 */
264
265 if (rndm (0, 99) < tmp->stats.Dex) 255 if (tmp->stats.Dex && rndm (0, 99) < tmp->stats.Dex)
266 { /* stats.Dex % of forking */ 256 forklightning (op, tmp); /* stats.Dex % of forking */
267 forklightning (op, tmp); 257
268 }
269 /* In this way, the object left behind sticks on the space, but 258 /* In this way, the object left behind sticks on the space, but
270 * doesn't create any bolts that continue to move onward. 259 * doesn't create any bolts that continue to move onward.
271 */ 260 */
272 op->range = 0; 261 op->range = 0;
273 } /* copy object and move it along */ 262 } /* copy object and move it along */
280 * we remove the magic flag - that can be derived from 269 * we remove the magic flag - that can be derived from
281 * spob->attacktype. 270 * spob->attacktype.
282 * This function sets up the appropriate owner and skill 271 * This function sets up the appropriate owner and skill
283 * pointers. 272 * pointers.
284 */ 273 */
285
286int 274int
287fire_bolt (object *op, object *caster, int dir, object *spob, object *skill) 275fire_bolt (object *op, object *caster, int dir, object *spob, object *skill)
288{ 276{
289 object *tmp = NULL; 277 object *tmp = NULL;
290 int mflags; 278 int mflags;
291 279
292 if (!spob->other_arch) 280 if (!spob->other_arch)
293 return 0; 281 return 0;
294 282
295 tmp = arch_to_object (spob->other_arch); 283 tmp = spob->other_arch->instance ();
296 if (tmp == NULL) 284 if (tmp == NULL)
297 return 0; 285 return 0;
298 286
299 /* peterm: level dependency for bolts */ 287 /* peterm: level dependency for bolts */
300 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob); 288 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob);
301 tmp->attacktype = spob->attacktype; 289 tmp->attacktype = spob->attacktype;
290
302 if (spob->slaying) 291 if (spob->slaying)
303 tmp->slaying = spob->slaying; 292 tmp->slaying = spob->slaying;
293
304 tmp->range = spob->range + SP_level_range_adjust (caster, spob); 294 tmp->range = spob->range + SP_level_range_adjust (caster, spob);
305 tmp->duration = spob->duration + SP_level_duration_adjust (caster, spob); 295 tmp->duration = spob->duration + SP_level_duration_adjust (caster, spob);
306 tmp->stats.Dex = spob->stats.Dex; 296 tmp->stats.Dex = spob->stats.Dex;
307 tmp->stats.Con = spob->stats.Con; 297 tmp->stats.Con = spob->stats.Con;
308 298
309 tmp->direction = dir; 299 tmp->direction = dir;
310 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) 300 if (tmp->flag [FLAG_IS_TURNABLE])
311 SET_ANIMATION (tmp, dir); 301 SET_ANIMATION (tmp, dir);
312 302
313 tmp->set_owner (op); 303 tmp->set_owner (op);
314 set_spell_skill (op, caster, spob, tmp); 304 set_spell_skill (op, caster, spob, tmp);
315 305
316 tmp->x = op->x + DIRX (tmp); 306 tmp->x = op->x + DIRX (tmp->direction);
317 tmp->y = op->y + DIRY (tmp); 307 tmp->y = op->y + DIRY (tmp->direction);
318 tmp->map = op->map; 308 tmp->map = op->map;
319 309
310 maptile *newmap;
320 mflags = get_map_flags (tmp->map, &tmp->map, tmp->x, tmp->y, &tmp->x, &tmp->y); 311 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y);
321 if (mflags & P_OUT_OF_MAP) 312 if (mflags & P_OUT_OF_MAP)
322 { 313 {
323 tmp->destroy (); 314 tmp->drop_and_destroy ();
324 return 0; 315 return 0;
325 } 316 }
326 317
318 tmp->map = newmap;
319
327 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y))) 320 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y)))
328 { 321 {
329 if (!QUERY_FLAG (tmp, FLAG_REFLECTING)) 322 if (!tmp->flag [FLAG_REFLECTING])
330 { 323 {
331 tmp->destroy (); 324 tmp->drop_and_destroy ();
332 return 0; 325 return 0;
333 } 326 }
334 327
335 tmp->x = op->x; 328 tmp->x = op->x;
336 tmp->y = op->y; 329 tmp->y = op->y;
337 tmp->direction = absdir (tmp->direction + 4); 330 tmp->direction = absdir (tmp->direction + 4);
338 tmp->map = op->map; 331 tmp->map = op->map;
339 } 332 }
340 333
341 if ((tmp = insert_ob_in_map (tmp, tmp->map, op, 0)) != NULL) 334 if ((tmp = tmp->insert_at (tmp, op)))
342 move_bolt (tmp); 335 move_bolt (tmp);
343 336
344 return 1; 337 return 1;
345} 338}
346
347
348 339
349/*************************************************************************** 340/***************************************************************************
350 * 341 *
351 * BULLET/BALL CODE 342 * BULLET/BALL CODE
352 * 343 *
353 ***************************************************************************/ 344 ***************************************************************************/
354 345
355/* expands an explosion. op is a piece of the 346/* expands an explosion. op is a piece of the
356 * explosion - this expans it in the different directions. 347 * explosion - this expands it in the different directions.
357 * At least that is what I think this does. 348 * At least that is what I think this does.
358 */ 349 */
359void 350void
360explosion (object *op) 351explosion (object *op)
361{ 352{
362 object *tmp;
363 maptile *m = op->map; 353 maptile *m = op->map;
364 int i; 354 int i;
365 355
366 if (--(op->duration) < 0) 356 if (--op->duration < 0)
367 { 357 {
368 op->destroy (); 358 op->destroy ();
369 return; 359 return;
370 } 360 }
371 361
375 { 365 {
376 for (i = 1; i < 9; i++) 366 for (i = 1; i < 9; i++)
377 { 367 {
378 sint16 dx, dy; 368 sint16 dx, dy;
379 369
380 dx = op->x + freearr_x[i]; 370 dx = op->x + DIRX (i);
381 dy = op->y + freearr_y[i]; 371 dy = op->y + DIRY (i);
372
382 /* ok_to_put_more already does things like checks for walls, 373 /* ok_to_put_more already does things like checks for walls,
383 * out of map, etc. 374 * out of map, etc.
384 */ 375 */
385 if (ok_to_put_more (op->map, dx, dy, op, op->attacktype)) 376 if (ok_to_put_more (op->map, dx, dy, op, op->attacktype))
386 { 377 {
387 tmp = op->clone (); 378 object *tmp = op->clone ();
379
388 tmp->state = 0; 380 tmp->state = 0;
389 tmp->speed_left = -0.21; 381 tmp->speed_left = -0.21f;
390 tmp->range--; 382 tmp->range--;
391 tmp->value = 0; 383 tmp->value = 0;
392 tmp->x = dx; 384
393 tmp->y = dy; 385 m->insert (tmp, dx, dy, op);
394 insert_ob_in_map (tmp, m, op, 0);
395 } 386 }
396 } 387 }
397 } 388 }
398} 389}
399
400 390
401/* Causes an object to explode, eg, a firebullet, 391/* Causes an object to explode, eg, a firebullet,
402 * poison cloud ball, etc. op is the object to 392 * poison cloud ball, etc. op is the object to
403 * explode. 393 * explode.
404 */ 394 */
405void 395static void
406explode_bullet (object *op) 396explode_bullet (object *op)
407{ 397{
408 object *tmp, *owner; 398 object *tmp, *owner;
409 399
410 if (op->other_arch == NULL) 400 if (!op->other_arch)
411 { 401 {
412 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n"); 402 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n");
413 op->destroy (); 403 op->destroy ();
414 return; 404 return;
415 } 405 }
416 406
417 if (op->env) 407 if (op->env)
418 { 408 {
419 object *env; 409 object *env = op->outer_env ();
420 410
421 env = object_get_env_recursive (op);
422 if (env->map == NULL || out_of_map (env->map, env->x, env->y)) 411 if (!env->map || out_of_map (env->map, env->x, env->y))
423 { 412 {
424 LOG (llevError, "BUG: explode_bullet(): env out of map\n"); 413 LOG (llevError, "BUG: explode_bullet(): env out of map\n");
425 op->destroy (); 414 op->destroy ();
426 return; 415 return;
427 } 416 }
428 417
429 op->remove (); 418 op->insert_at (env, op, INS_NO_MERGE | INS_NO_WALK_ON);
430 op->x = env->x;
431 op->y = env->y;
432 insert_ob_in_map (op, env->map, op, INS_NO_MERGE | INS_NO_WALK_ON);
433 } 419 }
434 else if (out_of_map (op->map, op->x, op->y)) 420 else if (out_of_map (op->map, op->x, op->y))
435 { 421 {
436 LOG (llevError, "BUG: explode_bullet(): op out of map\n"); 422 LOG (llevError, "BUG: explode_bullet(): op out of map\n");
437 op->destroy (); 423 op->destroy ();
448 } 434 }
449 435
450 if (op->attacktype) 436 if (op->attacktype)
451 { 437 {
452 hit_map (op, 0, op->attacktype, 1); 438 hit_map (op, 0, op->attacktype, 1);
439
453 if (op->destroyed ()) 440 if (op->destroyed ())
454 return; 441 return;
455 } 442 }
456 443
457 /* other_arch contains what this explodes into */ 444 /* other_arch contains what this explodes into */
458 tmp = arch_to_object (op->other_arch); 445 tmp = op->other_arch->instance ();
459 446
460 tmp->set_owner (op); 447 tmp->set_owner (op);
461 tmp->skill = op->skill; 448 tmp->skill = op->skill;
462 449
463 owner = op->owner; 450 owner = op->owner;
464 451
465 if ((tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) && owner && !tailor_god_spell (tmp, owner)) 452 if ((tmp->attacktype & AT_HOLYWORD
453 || tmp->attacktype & AT_GODPOWER)
454 && owner
455 && !tailor_god_spell (tmp, owner))
466 { 456 {
467 op->destroy (); 457 op->destroy ();
468 return; 458 return;
469 } 459 }
470
471 tmp->x = op->x;
472 tmp->y = op->y;
473 460
474 /* special for bombs - it actually has sane values for these */ 461 /* special for bombs - it actually has sane values for these */
475 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB) 462 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB)
476 { 463 {
477 tmp->attacktype = op->attacktype; 464 tmp->attacktype = op->attacktype;
481 } 468 }
482 else 469 else
483 { 470 {
484 if (op->attacktype & AT_MAGIC) 471 if (op->attacktype & AT_MAGIC)
485 tmp->attacktype |= AT_MAGIC; 472 tmp->attacktype |= AT_MAGIC;
473
486 /* Spell doc describes what is going on here */ 474 /* Spell doc describes what is going on here */
487 tmp->stats.dam = op->dam_modifier; 475 tmp->stats.dam = op->dam_modifier;
488 tmp->range = op->stats.maxhp; 476 tmp->range = op->stats.maxhp;
489 tmp->duration = op->stats.hp; 477 tmp->duration = op->stats.hp;
490 /* Used for spell tracking - just need a unique val for this spell - 478 /* Used for spell tracking - just need a unique val for this spell -
498 tmp->stats.sp = op->direction; 486 tmp->stats.sp = op->direction;
499 487
500 /* Prevent recursion */ 488 /* Prevent recursion */
501 op->move_on = 0; 489 op->move_on = 0;
502 490
503 insert_ob_in_map (tmp, op->map, op, 0); 491 tmp->insert_at (op, op);
492 tmp->play_sound (tmp->sound);
493
504 /* remove the firebullet */ 494 /* remove the firebullet */
505 if (!op->destroyed ())
506 {
507 op->destroy (); 495 op->destroy ();
508 }
509} 496}
510
511
512 497
513/* checks to see what op should do, given the space it is on 498/* checks to see what op should do, given the space it is on
514 * (eg, explode, damage player, etc) 499 * (eg, explode, damage player, etc)
515 */ 500 */
516
517void 501void
518check_bullet (object *op) 502check_bullet (object *op)
519{ 503{
520 object *tmp; 504 object *tmp;
521 int dam, mflags; 505 int dam, mflags;
536 520
537 /* If nothing alive on this space, no reason to do anything further */ 521 /* If nothing alive on this space, no reason to do anything further */
538 if (!(mflags & P_IS_ALIVE)) 522 if (!(mflags & P_IS_ALIVE))
539 return; 523 return;
540 524
541 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 525 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
542 { 526 {
543 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 527 if (tmp->flag [FLAG_ALIVE])
544 { 528 {
545 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1); 529 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1);
530
531 // TODO: can't understand the following if's
546 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0) 532 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0)
547 { 533 {
548 if (!QUERY_FLAG (op, FLAG_REMOVED)) 534 if (!op->flag [FLAG_REMOVED])
549 { 535 {
550 op->destroy (); 536 op->destroy ();
551 return; 537 return;
552 } 538 }
553 } 539 }
554 } 540 }
555 } 541 }
556} 542}
557 543
558
559/* Basically, we move 'op' one square, and if it hits something, 544/* Basically, we move 'op' one square, and if it hits something,
560 * call check_bullet. 545 * call check_bullet.
561 * This function is only applicable to bullets, but not to all 546 * This function is only applicable to bullets, but not to all
562 * fired arches (eg, bolts). 547 * fired arches (eg, bolts).
563 */ 548 */
564
565void 549void
566move_bullet (object *op) 550move_bullet (object *op)
567{ 551{
568 sint16 new_x, new_y;
569 int mflags;
570 maptile *m;
571
572#if 0 552#if 0
573 /* We need a better general purpose way to do this */ 553 /* We need a better general purpose way to do this */
574 554
575 /* peterm: added to make comet leave a trail of burnouts 555 /* peterm: added to make comet leave a trail of burnouts
576 it's an unadulterated hack, but the effect is cool. */ 556 it's an unadulterated hack, but the effect is cool. */
577 if (op->stats.sp == SP_METEOR) 557 if (op->stats.sp == SP_METEOR)
578 { 558 {
579 replace_insert_ob_in_map ("fire_trail", op); 559 replace_insert_ob_in_map ("fire_trail", op);
580 if (op->destroyed ()) 560 if (op->destroyed ())
591 op->destroy (); 571 op->destroy ();
592 572
593 return; 573 return;
594 } 574 }
595 575
596 new_x = op->x + DIRX (op); 576 mapxy pos (op);
597 new_y = op->y + DIRY (op); 577 pos.move (op->direction);
598 m = op->map;
599 mflags = get_map_flags (m, &m, new_x, new_y, &new_x, &new_y);
600 578
601 if (mflags & P_OUT_OF_MAP) 579 if (!pos.normalise ())
602 { 580 {
603 op->destroy (); 581 op->destroy ();
604 return; 582 return;
605 } 583 }
606 584
607 if (!op->direction || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y))) 585 mapspace &ms = pos.ms ();
586
587 ms.update ();
588
589 if (!op->direction || OB_TYPE_MOVE_BLOCK (op, ms.move_block))
608 { 590 {
609 if (op->other_arch) 591 if (op->other_arch)
610 explode_bullet (op); 592 explode_bullet (op);
611 else 593 else
612 op->destroy (); 594 op->destroy ();
613 595
614 return; 596 return;
615 } 597 }
616 598
617 op->remove (); 599 if (!(op = pos.insert (op, op)))
618 op->x = new_x;
619 op->y = new_y;
620 if ((op = insert_ob_in_map (op, m, op, 0)) == NULL)
621 return; 600 return;
622 601
623 if (reflwall (op->map, op->x, op->y, op)) 602 if (reflwall (op->map, op->x, op->y, op))
624 { 603 {
625 op->direction = absdir (op->direction + 4); 604 op->direction = absdir (op->direction + 4);
626 update_turn_face (op); 605 update_turn_face (op);
627 } 606 }
628 else 607 else
629 {
630 check_bullet (op); 608 check_bullet (op);
631 }
632} 609}
633
634
635
636 610
637/* fire_bullet 611/* fire_bullet
638 * object op (cast from caster) files a bolt in dir. 612 * object op (cast from caster) files a bolt in dir.
639 * spob is the spell object for the bolt. 613 * spob is the spell object for the bolt.
640 * we remove the magic flag - that can be derived from 614 * we remove the magic flag - that can be derived from
641 * spob->attacktype. 615 * spob->attacktype.
642 * This function sets up the appropriate owner and skill 616 * This function sets up the appropriate owner and skill
643 * pointers. 617 * pointers.
644 */ 618 */
645
646int 619int
647fire_bullet (object *op, object *caster, int dir, object *spob) 620fire_bullet (object *op, object *caster, int dir, object *spob)
648{ 621{
649 object *tmp = NULL; 622 object *tmp = NULL;
650 int mflags; 623 int mflags;
651 624
652 if (!spob->other_arch) 625 if (!spob->other_arch)
653 return 0; 626 return 0;
654 627
655 tmp = arch_to_object (spob->other_arch); 628 tmp = spob->other_arch->instance ();
656 if (tmp == NULL) 629 if (!tmp)
657 return 0; 630 return 0;
658 631
659 /* peterm: level dependency for bolts */ 632 /* peterm: level dependency for bolts */
660 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob); 633 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob);
661 tmp->attacktype = spob->attacktype; 634 tmp->attacktype = spob->attacktype;
662 if (spob->slaying) 635 if (spob->slaying)
663 tmp->slaying = spob->slaying; 636 tmp->slaying = spob->slaying;
664 637
668 tmp->stats.hp = spob->duration + SP_level_duration_adjust (caster, spob); 641 tmp->stats.hp = spob->duration + SP_level_duration_adjust (caster, spob);
669 tmp->stats.maxhp = spob->range + SP_level_range_adjust (caster, spob); 642 tmp->stats.maxhp = spob->range + SP_level_range_adjust (caster, spob);
670 tmp->dam_modifier = spob->stats.food + SP_level_dam_adjust (caster, spob); 643 tmp->dam_modifier = spob->stats.food + SP_level_dam_adjust (caster, spob);
671 644
672 tmp->direction = dir; 645 tmp->direction = dir;
673 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) 646 if (tmp->flag [FLAG_IS_TURNABLE])
674 SET_ANIMATION (tmp, dir); 647 SET_ANIMATION (tmp, dir);
675 648
676 tmp->set_owner (op); 649 tmp->set_owner (op);
677 set_spell_skill (op, caster, spob, tmp); 650 set_spell_skill (op, caster, spob, tmp);
678 651
679 tmp->x = op->x + freearr_x[dir]; 652 tmp->x = op->x + DIRX (dir);
680 tmp->y = op->y + freearr_y[dir]; 653 tmp->y = op->y + DIRY (dir);
681 tmp->map = op->map; 654 tmp->map = op->map;
682 655
656 maptile *newmap;
683 mflags = get_map_flags (tmp->map, &tmp->map, tmp->x, tmp->y, &tmp->x, &tmp->y); 657 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y);
684 if (mflags & P_OUT_OF_MAP) 658 if (mflags & P_OUT_OF_MAP)
685 { 659 {
686 tmp->destroy (); 660 tmp->destroy ();
687 return 0; 661 return 0;
688 } 662 }
689 663
664 tmp->map = newmap;
665
666 // in case the bullet has direction 0 we explode it in place.
667 // direction 0 is possible for instance when a poison cloud trap springs.
668 if (tmp->direction == 0)
669 {
670 if (tmp->other_arch
671 && (tmp = tmp->insert_at (tmp, op))) // insert before explode cleanly
672 explode_bullet (tmp); // explode object will/should remove tmp
673 else
674 tmp->destroy ();
675
676 return 0;
677 }
678
690 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y))) 679 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y)))
691 { 680 {
692 if (!QUERY_FLAG (tmp, FLAG_REFLECTING)) 681 if (!tmp->flag [FLAG_REFLECTING])
693 { 682 {
694 tmp->destroy (); 683 tmp->destroy ();
695 return 0; 684 return 0;
696 } 685 }
697 686
699 tmp->y = op->y; 688 tmp->y = op->y;
700 tmp->direction = absdir (tmp->direction + 4); 689 tmp->direction = absdir (tmp->direction + 4);
701 tmp->map = op->map; 690 tmp->map = op->map;
702 } 691 }
703 692
704 if ((tmp = insert_ob_in_map (tmp, tmp->map, op, 0)) != NULL) 693 if ((tmp = tmp->insert_at (tmp, op)))
705 check_bullet (tmp); 694 check_bullet (tmp);
706 695
707 return 1; 696 return 1;
708} 697}
709
710
711
712 698
713/***************************************************************************** 699/*****************************************************************************
714 * 700 *
715 * CONE RELATED FUNCTIONS 701 * CONE RELATED FUNCTIONS
716 * 702 *
717 *****************************************************************************/ 703 *****************************************************************************/
718 704
719
720/* drops an object based on what is in the cone's "other_arch" */ 705/* drops an object based on what is in the cone's "other_arch" */
721void 706static void
722cone_drop (object *op) 707cone_drop (object *op)
723{ 708{
724 object *new_ob = arch_to_object (op->other_arch); 709 object *new_ob = op->other_arch->instance ();
725 710
726 new_ob->x = op->x;
727 new_ob->y = op->y;
728 new_ob->level = op->level; 711 new_ob->level = op->level;
729 new_ob->set_owner (op->owner); 712 new_ob->set_owner (op->owner);
730 713
731 /* preserve skill ownership */ 714 /* preserve skill ownership */
732 if (op->skill && op->skill != new_ob->skill) 715 if (op->skill && op->skill != new_ob->skill)
733 {
734 new_ob->skill = op->skill; 716 new_ob->skill = op->skill;
735 }
736 insert_ob_in_map (new_ob, op->map, op, 0);
737 717
718 new_ob->insert_at (op, op);
738} 719}
739 720
740/* move_cone: causes cone object 'op' to move a space/hit creatures */ 721/* move_cone: causes cone object 'op' to move a space/hit creatures */
741 722
742void 723void
743move_cone (object *op) 724move_cone (object *op)
744{ 725{
745 int i;
746
747 /* if no map then hit_map will crash so just ignore object */ 726 /* if no map then hit_map will crash so just ignore object */
748 if (!op->map) 727 if (!op->map)
749 { 728 {
750 LOG (llevError, "Tried to move_cone object %s without a map.\n", op->name ? &op->name : "unknown"); 729 LOG (llevError, "Tried to move_cone object %s without a map.\n", op->name ? &op->name : "unknown");
751 op->speed = 0; 730 op->set_speed (0);
752 update_ob_speed (op);
753 return; 731 return;
754 } 732 }
755 733
756 /* lava saves it's life, but not yours :) */ 734 /* lava saves it's life, but not yours :) */
757 if (QUERY_FLAG (op, FLAG_LIFESAVE)) 735 if (op->flag [FLAG_LIFESAVE])
758 { 736 {
759 hit_map (op, 0, op->attacktype, 0); 737 hit_map (op, 0, op->attacktype, 0);
760 return; 738 return;
761 } 739 }
762 740
772 } 750 }
773#endif 751#endif
774 752
775 hit_map (op, 0, op->attacktype, 0); 753 hit_map (op, 0, op->attacktype, 0);
776 754
755 if (!op->is_on_map ())
756 return;
757
777 /* Check to see if we should push anything. 758 /* Check to see if we should push anything.
778 * Spell objects with weight push whatever they encounter to some 759 * Spell objects with weight push whatever they encounter to some
779 * degree. 760 * degree.
780 */ 761 */
781 if (op->weight) 762 if (op->weight)
763 {
782 check_spell_knockback (op); 764 check_spell_knockback (op);
783 765
784 if (op->destroyed ()) 766 if (!op->is_on_map ())
785 return; 767 return;
768 }
786 769
787 if ((op->duration--) < 0) 770 if (op->duration-- < 0)
788 { 771 {
789 op->destroy (); 772 op->destroy ();
790 return; 773 return;
791 } 774 }
792 /* Object has hit maximum range, so don't have it move 775 /* Object has hit maximum range, so don't have it move
797 { 780 {
798 op->range = 0; /* just so it doesn't wrap */ 781 op->range = 0; /* just so it doesn't wrap */
799 return; 782 return;
800 } 783 }
801 784
802 for (i = -1; i < 2; i++) 785 for (int i = -1; i <= 1; i++)
803 { 786 {
804 sint16 x = op->x + freearr_x[absdir (op->stats.sp + i)], y = op->y + freearr_y[absdir (op->stats.sp + i)]; 787 sint16 x = op->x + DIRX (absdir (op->stats.sp + i)), y = op->y + DIRY (absdir (op->stats.sp + i));
805 788
806 if (ok_to_put_more (op->map, x, y, op, op->attacktype)) 789 if (ok_to_put_more (op->map, x, y, op, op->attacktype))
807 { 790 {
808 object *tmp = op->clone (); 791 object *tmp = op->clone ();
809
810 tmp->x = x;
811 tmp->y = y;
812 792
813 tmp->duration = op->duration + 1; 793 tmp->duration = op->duration + 1;
814 794
815 /* Use for spell tracking - see ok_to_put_more() */ 795 /* Use for spell tracking - see ok_to_put_more() */
816 tmp->stats.maxhp = op->stats.maxhp; 796 tmp->stats.maxhp = op->stats.maxhp;
817 insert_ob_in_map (tmp, op->map, op, 0); 797
798 op->map->insert (tmp, x, y, op);
799
818 if (tmp->other_arch) 800 if (tmp->other_arch)
819 cone_drop (tmp); 801 cone_drop (tmp);
820 } 802 }
821 } 803 }
822} 804}
839 MoveType movetype; 821 MoveType movetype;
840 822
841 if (!spell->other_arch) 823 if (!spell->other_arch)
842 return 0; 824 return 0;
843 825
844 if (op->type == PLAYER && QUERY_FLAG (op, FLAG_UNDEAD) && op->attacktype & AT_TURN_UNDEAD) 826 if (op->type == PLAYER && op->flag [FLAG_UNDEAD] && op->attacktype & AT_TURN_UNDEAD)
845 { 827 {
846 new_draw_info (NDI_UNIQUE, 0, op, "Your undead nature prevents you from turning undead!"); 828 op->failmsg ("Your undead nature prevents you from turning undead!");
847 return 0; 829 return 0;
848 } 830 }
849 831
850 if (!dir) 832 if (!dir)
851 { 833 {
855 837
856 /* Need to know what the movetype of the object we are about 838 /* Need to know what the movetype of the object we are about
857 * to create is, so we can know if the space we are about to 839 * to create is, so we can know if the space we are about to
858 * insert it into is blocked. 840 * insert it into is blocked.
859 */ 841 */
860 movetype = spell->other_arch->clone.move_type; 842 movetype = spell->other_arch->move_type;
861 843
862 for (i = range_min; i <= range_max; i++) 844 for (i = range_min; i <= range_max; i++)
863 { 845 {
864 sint16 x, y, d; 846 sint16 x, y;
865 847
866 /* We can't use absdir here, because it never returns 848 /* We can't use absdir here, because it never returns
867 * 0. If this is a rune, we want to hit the person on top 849 * 0. If this is a rune, we want to hit the person on top
868 * of the trap (d==0). If it is not a rune, then we don't want 850 * of the trap (d==0). If it is not a rune, then we don't want
869 * to hit that person. 851 * to hit that person.
870 */ 852 */
871 d = dir + i; 853 int d = dir ? absdir (dir + i) : i;
872 while (d < 0)
873 d += 8;
874 while (d > 8)
875 d -= 8;
876 854
877 /* If it's not a rune, we don't want to blast the caster. 855 /* If it's not a rune, we don't want to blast the caster.
878 * In that case, we have to see - if dir is specified, 856 * In that case, we have to see - if dir is specified,
879 * turn this into direction 8. If dir is not specified (all 857 * turn this into direction 8. If dir is not specified (all
880 * direction) skip - otherwise, one line would do more damage 858 * direction) skip - otherwise, one line would do more damage
887 d = 8; 865 d = 8;
888 else 866 else
889 continue; 867 continue;
890 } 868 }
891 869
892 x = op->x + freearr_x[d]; 870 x = op->x + DIRX (d);
893 y = op->y + freearr_y[d]; 871 y = op->y + DIRY (d);
894 872
895 if (get_map_flags (op->map, &m, x, y, &sx, &sy) & P_OUT_OF_MAP) 873 if (get_map_flags (op->map, &m, x, y, &sx, &sy) & P_OUT_OF_MAP)
896 continue; 874 continue;
897 875
898 if ((movetype & GET_MAP_MOVE_BLOCK (m, sx, sy)) == movetype) 876 if ((movetype & GET_MAP_MOVE_BLOCK (m, sx, sy)) == movetype)
899 continue; 877 continue;
900 878
901 success = 1; 879 success = 1;
902 tmp = arch_to_object (spell->other_arch); 880 tmp = spell->other_arch->instance ();
903 tmp->set_owner (op); 881 tmp->set_owner (op);
904 set_spell_skill (op, caster, spell, tmp); 882 set_spell_skill (op, caster, spell, tmp);
905 tmp->level = caster_level (caster, spell); 883 tmp->level = casting_level (caster, spell);
906 tmp->x = sx;
907 tmp->y = sy;
908 tmp->attacktype = spell->attacktype; 884 tmp->attacktype = spell->attacktype;
909 885
910 /* holy word stuff */ 886 /* holy word stuff */
911 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER)) 887 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER))
912 if (!tailor_god_spell (tmp, op)) 888 if (!tailor_god_spell (tmp, op))
946 else 922 else
947 tmp->duration += caster->level / 3; 923 tmp->duration += caster->level / 3;
948 } 924 }
949 925
950 if (!(tmp->move_type & MOVE_FLY_LOW)) 926 if (!(tmp->move_type & MOVE_FLY_LOW))
951 LOG (llevDebug, "cast_cone(): arch %s doesn't have flying 1\n", &spell->other_arch->name); 927 LOG (llevDebug, "cast_cone(): arch %s doesn't have flying 1\n", &spell->other_arch->archname);
952 928
953 if (!tmp->move_on && tmp->stats.dam) 929 if (!tmp->move_on && tmp->stats.dam)
954 {
955 LOG (llevDebug, "cast_cone(): arch %s doesn't have move_on set\n", &spell->other_arch->name); 930 LOG (llevDebug, "cast_cone(): arch %s doesn't have move_on set\n", &spell->other_arch->archname);
956 }
957 931
958 insert_ob_in_map (tmp, m, op, 0); 932 m->insert (tmp, sx, sy, op);
959 933
960 /* This is used for tracking spells so that one effect doesn't hit 934 /* This is used for tracking spells so that one effect doesn't hit
961 * a single space too many times. 935 * a single space too many times.
962 */ 936 */
963 tmp->stats.maxhp = tmp->count; 937 tmp->stats.maxhp = tmp->count;
973 * 947 *
974 * BOMB related code 948 * BOMB related code
975 * 949 *
976 ****************************************************************************/ 950 ****************************************************************************/
977 951
978
979/* This handles an exploding bomb. 952/* This handles an exploding bomb.
980 * op is the original bomb object. 953 * op is the original bomb object.
981 */ 954 */
982void 955void
983animate_bomb (object *op) 956animate_bomb (object *op)
984{ 957{
985 int i;
986 object *env, *tmp;
987 archetype *at;
988
989 if (op->state != NUM_ANIMATIONS (op) - 1) 958 if (op->state != NUM_ANIMATIONS (op) - 1)
990 return; 959 return;
991 960
992 env = object_get_env_recursive (op); 961 object *env = op->outer_env ();
993 962
994 if (op->env) 963 if (op->env)
995 { 964 {
996 if (env->map == NULL) 965 if (!env->map)
997 return; 966 return;
998 967
999 if (env->type == PLAYER) 968 if (!(op = op->insert_at (env, op)))
1000 esrv_del_item (env->contr, op->count);
1001
1002 op->remove ();
1003 op->x = env->x;
1004 op->y = env->y;
1005 if ((op = insert_ob_in_map (op, env->map, op, 0)) == NULL)
1006 return; 969 return;
1007 } 970 }
1008 971
1009 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent bomb from exploding 972 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent bomb from exploding
1010 // on a safe map. I don't like this special casing, but it seems to be neccessary 973 // on a safe map. I don't like this special casing, but it seems to be neccessary
1011 // as bombs can be carried. 974 // as bombs can be carried.
1012 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE) 975 if (op->ms ().flags () & P_SAFE)
1013 { 976 {
1014 op->destroy (); 977 op->destroy ();
1015 return; 978 return;
1016 } 979 }
1017 980
1018 /* This copies a lot of the code from the fire bullet, 981 /* This copies a lot of the code from the fire bullet,
1019 * but using the cast_bullet isn't really feasible, 982 * but using the cast_bullet isn't really feasible,
1020 * so just set up the appropriate values. 983 * so just set up the appropriate values.
1021 */ 984 */
1022 at = archetype::find (SPLINT); 985 if (archetype *at = archetype::find (SPLINT))
1023 if (at)
1024 { 986 {
1025 for (i = 1; i < 9; i++) 987 for (int i = 1; i < 9; i++)
1026 { 988 {
1027 if (out_of_map (op->map, op->x + freearr_x[i], op->y + freearr_x[i])) 989 if (out_of_map (op->map, op->x + DIRX (i), op->y + DIRX (i)))
1028 continue; 990 continue;
1029 tmp = arch_to_object (at); 991
992 object *tmp = at->instance ();
1030 tmp->direction = i; 993 tmp->direction = i;
1031 tmp->range = op->range; 994 tmp->range = op->range;
1032 tmp->stats.dam = op->stats.dam; 995 tmp->stats.dam = op->stats.dam;
1033 tmp->duration = op->duration; 996 tmp->duration = op->duration;
1034 tmp->attacktype = op->attacktype; 997 tmp->attacktype = op->attacktype;
1035 tmp->set_owner (op); 998 tmp->set_owner (op);
1036 if (op->skill && op->skill != tmp->skill) 999 if (op->skill && op->skill != tmp->skill)
1037 {
1038 tmp->skill = op->skill; 1000 tmp->skill = op->skill;
1039 } 1001
1040 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) 1002 if (tmp->flag [FLAG_IS_TURNABLE])
1041 SET_ANIMATION (tmp, i); 1003 SET_ANIMATION (tmp, i);
1042 tmp->x = op->x + freearr_x[i]; 1004
1043 tmp->y = op->y + freearr_x[i]; 1005 op->map->insert (tmp, op->x + DIRX (i), op->y + DIRX (i), op);
1044 insert_ob_in_map (tmp, op->map, op, 0);
1045 move_bullet (tmp); 1006 move_bullet (tmp);
1046 } 1007 }
1047 } 1008 }
1048 1009
1049 explode_bullet (op); 1010 explode_bullet (op);
1050} 1011}
1051 1012
1052int 1013int
1053create_bomb (object *op, object *caster, int dir, object *spell) 1014create_bomb (object *op, object *caster, int dir, object *spell)
1054{ 1015{
1055
1056 object *tmp; 1016 object *tmp;
1057 int mflags; 1017 int mflags;
1058 sint16 dx = op->x + freearr_x[dir], dy = op->y + freearr_y[dir]; 1018 sint16 dx = op->x + DIRX (dir), dy = op->y + DIRY (dir);
1059 maptile *m; 1019 maptile *m;
1060 1020
1061 mflags = get_map_flags (op->map, &m, dx, dy, &dx, &dy); 1021 mflags = get_map_flags (op->map, &m, dx, dy, &dx, &dy);
1022
1023 // when creating a bomb below ourself it should always work, even
1024 // when movement is blocked (somehow we got here, somehow we are here,
1025 // so we should also be able to make a bomb here). (originally added
1026 // to fix create bomb traps in doors, which cast with dir=0).
1027 if (dir)
1028 {
1062 if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, dx, dy) & MOVE_WALK)) 1029 if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, dx, dy) & MOVE_WALK))
1063 { 1030 {
1064 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way."); 1031 op->failmsg ("There is something in the way.");
1065 return 0; 1032 return 0;
1033 }
1066 } 1034 }
1067 tmp = arch_to_object (spell->other_arch); 1035
1036 tmp = spell->other_arch->instance ();
1068 1037
1069 /* level dependencies for bomb */ 1038 /* level dependencies for bomb */
1070 tmp->range = spell->range + SP_level_range_adjust (caster, spell); 1039 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
1071 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1040 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1072 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell); 1041 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
1073 tmp->attacktype = spell->attacktype; 1042 tmp->attacktype = spell->attacktype;
1074 1043
1075 tmp->set_owner (op); 1044 tmp->set_owner (op);
1076 set_spell_skill (op, caster, spell, tmp); 1045 set_spell_skill (op, caster, spell, tmp);
1077 tmp->x = dx; 1046
1078 tmp->y = dy; 1047 m->insert (tmp, dx, dy, op);
1079 insert_ob_in_map (tmp, m, op, 0);
1080 return 1; 1048 return 1;
1081} 1049}
1082 1050
1083/**************************************************************************** 1051/****************************************************************************
1084 * 1052 *
1093 * dir is the direction to look in. 1061 * dir is the direction to look in.
1094 * range is how far out to look. 1062 * range is how far out to look.
1095 * type is the type of spell - either SPELL_MANA or SPELL_GRACE. 1063 * type is the type of spell - either SPELL_MANA or SPELL_GRACE.
1096 * this info is used for blocked magic/unholy spaces. 1064 * this info is used for blocked magic/unholy spaces.
1097 */ 1065 */
1098 1066static object *
1099object *
1100get_pointed_target (object *op, int dir, int range, int type) 1067get_pointed_target (object *op, int dir, int range, int type)
1101{ 1068{
1102 object *target; 1069 object *target;
1103 sint16 x, y; 1070 sint16 x, y;
1104 int dist, mflags; 1071 int dist, mflags;
1107 if (dir == 0) 1074 if (dir == 0)
1108 return NULL; 1075 return NULL;
1109 1076
1110 for (dist = 1; dist < range; dist++) 1077 for (dist = 1; dist < range; dist++)
1111 { 1078 {
1112 x = op->x + freearr_x[dir] * dist; 1079 x = op->x + DIRX (dir) * dist;
1113 y = op->y + freearr_y[dir] * dist; 1080 y = op->y + DIRY (dir) * dist;
1114 mp = op->map; 1081 mp = op->map;
1115 mflags = get_map_flags (op->map, &mp, x, y, &x, &y); 1082 mflags = get_map_flags (op->map, &mp, x, y, &x, &y);
1116 1083
1117 if (mflags & P_OUT_OF_MAP) 1084 if (mflags & P_OUT_OF_MAP)
1118 return NULL; 1085 return NULL;
1122 return NULL; 1089 return NULL;
1123 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW) 1090 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW)
1124 return NULL; 1091 return NULL;
1125 1092
1126 if (mflags & P_IS_ALIVE) 1093 if (mflags & P_IS_ALIVE)
1127 {
1128 for (target = GET_MAP_OB (mp, x, y); target; target = target->above) 1094 for (target = GET_MAP_OB (mp, x, y); target; target = target->above)
1129 { 1095 if (target->flag [FLAG_MONSTER])
1130 if (QUERY_FLAG (target->head ? target->head : target, FLAG_MONSTER))
1131 {
1132 return target; 1096 return target;
1133 }
1134 }
1135 }
1136 } 1097 }
1098
1137 return NULL; 1099 return NULL;
1138} 1100}
1139 1101
1140
1141/* cast_smite_arch() - the priest points to a creature and causes 1102/* cast_smite_spell() - the priest points to a creature and causes
1142 * a 'godly curse' to decend. 1103 * a 'godly curse' to decend.
1143 * usual params - 1104 * usual params -
1144 * op = player 1105 * op = player
1145 * caster = object casting the spell. 1106 * caster = object casting the spell.
1146 * dir = direction being cast 1107 * dir = direction being cast
1147 * spell = spell object 1108 * spell = spell object
1148 */ 1109 */
1149
1150int 1110int
1151cast_smite_spell (object *op, object *caster, int dir, object *spell) 1111cast_smite_spell (object *op, object *caster, int dir, object *spell)
1152{ 1112{
1153 object *effect, *target; 1113 object *effect, *target;
1154 object *god = find_god (determine_god (op)); 1114 object *god = find_god (determine_god (op));
1155 int range;
1156 1115
1157 range = spell->range + SP_level_range_adjust (caster, spell);
1158 target = get_pointed_target (op, dir, 50, spell->stats.grace ? SPELL_GRACE : SPELL_MANA); 1116 target = get_pointed_target (op, dir, 50, spell->stats.grace ? SPELL_GRACE : SPELL_MANA);
1159 1117
1160 /* Bunch of conditions for casting this spell. Note that only 1118 /* Bunch of conditions for casting this spell. Note that only
1161 * require a god if this is a cleric spell (requires grace). 1119 * require a god if this is a cleric spell (requires grace).
1162 * This makes this spell much more general purpose - it can be used 1120 * This makes this spell much more general purpose - it can be used
1163 * by wizards also, which is good, because I think this is a very 1121 * by wizards also, which is good, because I think this is a very
1164 * interesting spell. 1122 * interesting spell.
1165 * if it is a cleric spell, you need a god, and the creature 1123 * if it is a cleric spell, you need a god, and the creature
1166 * can't be friendly to your god. 1124 * can't be friendly to your god.
1167 */ 1125 */
1168 1126
1169 if (!target || QUERY_FLAG (target, FLAG_REFL_SPELL) 1127 if (!target
1128 || target->flag [FLAG_REFL_SPELL]
1170 || (!god && spell->stats.grace) 1129 || (!god && spell->stats.grace)
1171 || (target->title && god && !strcmp (target->title, god->name)) || (target->race && god && strstr (target->race, god->race))) 1130 || (god && target->title == god->name)
1131 || (god && target->race.contains (god->race)))
1172 { 1132 {
1173 new_draw_info (NDI_UNIQUE, 0, op, "Your request is unheeded."); 1133 op->failmsg ("Your request is unheeded.");
1174 return 0; 1134 return 0;
1175 } 1135 }
1176 1136
1177 if (spell->other_arch) 1137 if (spell->other_arch)
1178 effect = arch_to_object (spell->other_arch); 1138 effect = spell->other_arch->instance ();
1179 else 1139 else
1180 return 0; 1140 return 0;
1181 1141
1182 /* tailor the effect by priest level and worshipped God */ 1142 /* tailor the effect by priest level and worshipped God */
1183 effect->level = caster_level (caster, spell); 1143 effect->level = casting_level (caster, spell);
1184 effect->attacktype = spell->attacktype; 1144 effect->attacktype = spell->attacktype;
1185 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER)) 1145 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER))
1186 { 1146 {
1187 if (tailor_god_spell (effect, op)) 1147 if (tailor_god_spell (effect, op))
1188 new_draw_info_format (NDI_UNIQUE, 0, op, "%s answers your call!", determine_god (op)); 1148 new_draw_info_format (NDI_UNIQUE, 0, op, "%s answers your call!", (const char *)determine_god (op));
1189 else 1149 else
1190 { 1150 {
1191 new_draw_info (NDI_UNIQUE, 0, op, "Your request is ignored."); 1151 op->failmsg ("Your request is ignored.");
1192 return 0; 1152 return 0;
1193 } 1153 }
1194 } 1154 }
1195 1155
1196 /* size of the area of destruction */ 1156 /* size of the area of destruction */
1200 if (effect->attacktype & AT_DEATH) 1160 if (effect->attacktype & AT_DEATH)
1201 { 1161 {
1202 effect->level = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1162 effect->level = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1203 1163
1204 /* casting death spells at undead isn't a good thing */ 1164 /* casting death spells at undead isn't a good thing */
1205 if (QUERY_FLAG (target, FLAG_UNDEAD)) 1165 if (target->flag [FLAG_UNDEAD])
1206 { 1166 {
1207 if (random_roll (0, 2, op, PREFER_LOW)) 1167 if (random_roll (0, 2, op, PREFER_LOW))
1208 { 1168 {
1209 new_draw_info (NDI_UNIQUE, 0, op, "Idiot! Your spell boomerangs!"); 1169 new_draw_info (NDI_UNIQUE, 0, op, "Idiot! Your spell boomerangs!");
1210 effect->x = op->x; 1170 effect->x = op->x;
1227 1187
1228 effect->set_owner (op); 1188 effect->set_owner (op);
1229 set_spell_skill (op, caster, spell, effect); 1189 set_spell_skill (op, caster, spell, effect);
1230 1190
1231 /* ok, tell it where to be, and insert! */ 1191 /* ok, tell it where to be, and insert! */
1232 effect->x = target->x; 1192 effect->insert_at (target, op);
1233 effect->y = target->y;
1234 insert_ob_in_map (effect, target->map, op, 0);
1235 1193
1236 return 1; 1194 return 1;
1237} 1195}
1238
1239 1196
1240/**************************************************************************** 1197/****************************************************************************
1241 * 1198 *
1242 * MAGIC MISSILE code. 1199 * MAGIC MISSILE code.
1243 * note that the fire_bullet is used to fire the missile. The 1200 * note that the fire_bullet is used to fire the missile. The
1246 1203
1247/* op is a missile that needs to be moved */ 1204/* op is a missile that needs to be moved */
1248void 1205void
1249move_missile (object *op) 1206move_missile (object *op)
1250{ 1207{
1251 int i, mflags;
1252 object *owner;
1253 sint16 new_x, new_y;
1254 maptile *m;
1255
1256 if (op->range-- <= 0) 1208 if (op->range-- <= 0)
1257 { 1209 {
1210 op->drop_and_destroy ();
1211 return;
1212 }
1213
1214 mapxy pos (op);
1215 pos.move (op->direction);
1216
1217 if (!pos.normalise ())
1218 {
1258 op->destroy (); 1219 op->destroy ();
1259 return; 1220 return;
1260 } 1221 }
1261 1222
1262 owner = op->owner; 1223 mapspace &ms = pos.ms ();
1263#if 0
1264 /* It'd make things nastier if this wasn't here - spells cast by
1265 * monster that are then killed would continue to survive
1266 */
1267 if (owner == NULL)
1268 {
1269 op->destroy ();
1270 return;
1271 }
1272#endif
1273 1224
1274 new_x = op->x + DIRX (op); 1225 if (ms.flags () & P_IS_ALIVE || ms.blocks (op))
1275 new_y = op->y + DIRY (op);
1276
1277 mflags = get_map_flags (op->map, &m, new_x, new_y, &new_x, &new_y);
1278
1279 if (!(mflags & P_OUT_OF_MAP) && ((mflags & P_IS_ALIVE) || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y))))
1280 { 1226 {
1281 hit_map (op, op->direction, AT_MAGIC, 1); 1227 hit_map (op, op->direction, AT_MAGIC, 1);
1282 /* Basically, missile only hits one thing then goes away. 1228 /* Basically, missile only hits one thing then goes away.
1283 * we need to remove it if someone hasn't already done so. 1229 * we need to remove it if someone hasn't already done so.
1284 */ 1230 */
1285 if (!op->destroyed ())
1286 op->destroy ();
1287
1288 return;
1289 }
1290
1291 op->remove ();
1292
1293 if (!op->direction || (mflags & P_OUT_OF_MAP))
1294 {
1295 op->destroy (); 1231 op->destroy ();
1296 return; 1232 return;
1297 } 1233 }
1298 1234
1299 op->x = new_x; 1235 if (!op->direction)
1300 op->y = new_y; 1236 {
1301 op->map = m; 1237 op->destroy ();
1238 return;
1239 }
1240
1302 i = spell_find_dir (op->map, op->x, op->y, op->owner); 1241 int i = spell_find_dir (pos.m, pos.x, pos.y, op->owner);
1303 if (i > 0 && i != op->direction) 1242 if (i > 0 && i != op->direction)
1304 { 1243 {
1305 op->direction = i; 1244 op->direction = i;
1306 SET_ANIMATION (op, op->direction); 1245 SET_ANIMATION (op, op->direction);
1307 } 1246 }
1308 1247
1309 insert_ob_in_map (op, op->map, op, 0); 1248 pos.insert (op, op);
1310} 1249}
1311 1250
1312/**************************************************************************** 1251/****************************************************************************
1313 * Destruction 1252 * Destruction
1314 ****************************************************************************/ 1253 ****************************************************************************/
1315 1254
1316/* make_object_glow() - currently only makes living objects glow. 1255/* make_object_glow() - currently only makes living objects glow.
1317 * we do this by creating a force and inserting it in the 1256 * we do this by creating a force and inserting it in the
1318 * object. if time is 0, the object glows permanently. To truely 1257 * object. if time is 0, the object glows permanently. To truely
1319 * make this work for non-living objects, we would have to 1258 * make this work for non-living objects, we would have to
1320 * give them the capability to have an inventory. b.t. 1259 * give them the capability to have an inventory. b.t.
1321 */ 1260 */
1322 1261static int
1323int
1324make_object_glow (object *op, int radius, int time) 1262make_object_glow (object *op, int radius, int time)
1325{ 1263{
1326 object *tmp;
1327
1328 /* some things are unaffected... */ 1264 /* some things are unaffected... */
1329 if (op->path_denied & PATH_LIGHT) 1265 if (op->path_denied & PATH_LIGHT)
1330 return 0; 1266 return 0;
1331 1267
1332 tmp = get_archetype (FORCE_NAME); 1268 object *tmp = archetype::get (FORCE_NAME);
1333 tmp->speed = 0.01; 1269 tmp->set_speed (0.01);
1334 tmp->stats.food = time; 1270 tmp->stats.food = time;
1335 SET_FLAG (tmp, FLAG_IS_USED_UP); 1271 tmp->set_flag (FLAG_IS_USED_UP);
1336 tmp->glow_radius = radius; 1272 tmp->set_glow_radius (min (MAX_LIGHT_RADIUS, radius));
1337 if (tmp->glow_radius > MAX_LIGHT_RADII)
1338 tmp->glow_radius = MAX_LIGHT_RADII;
1339
1340 tmp->x = op->x;
1341 tmp->y = op->y;
1342 if (tmp->speed < MIN_ACTIVE_SPEED)
1343 tmp->speed = MIN_ACTIVE_SPEED; /* safety */
1344 tmp = insert_ob_in_ob (tmp, op); 1273 tmp = insert_ob_in_ob (tmp, op);
1274
1345 if (tmp->glow_radius > op->glow_radius) 1275 if (tmp->glow_radius > op->glow_radius)
1346 op->glow_radius = tmp->glow_radius; 1276 op->set_glow_radius (tmp->glow_radius);
1347 1277
1348 if (!tmp->env || op != tmp->env)
1349 {
1350 LOG (llevError, "make_object_glow() failed to insert glowing force in %s\n", &op->name);
1351 return 0;
1352 }
1353 return 1; 1278 return 1;
1354} 1279}
1355
1356
1357
1358 1280
1359int 1281int
1360cast_destruction (object *op, object *caster, object *spell_ob) 1282cast_destruction (object *op, object *caster, object *spell_ob)
1361{ 1283{
1362 int i, j, range, mflags, friendly = 0, dam, dur;
1363 sint16 sx, sy;
1364 maptile *m;
1365 object *tmp;
1366 const char *skill;
1367
1368 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob); 1284 int range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
1369 dam = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob); 1285 int dam = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob);
1370 dur = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob); 1286 int dur = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
1371 if (QUERY_FLAG (op, FLAG_FRIENDLY) || op->type == PLAYER)
1372 friendly = 1;
1373 1287
1374 /* destruction doesn't use another spell object, so we need 1288 bool friendly = op->flag [FLAG_FRIENDLY] || op->is_player ();
1375 * update op's skill pointer so that exp is properly awarded.
1376 * We do some shortcuts here - since this is just temporary
1377 * and we'll reset the values back, we don't need to go through
1378 * the full share string/free_string route.
1379 */
1380 skill = op->skill;
1381 if (caster == op)
1382 op->skill = spell_ob->skill;
1383 else if (caster->skill)
1384 op->skill = caster->skill;
1385 else
1386 op->skill = NULL;
1387 1289
1388 change_skill (op, find_skill_by_name (op, op->skill), 1); 1290 dynbuf buf;
1389 1291 unordered_mapwalk (buf, op, -range, -range, range, range)
1390 for (i = -range; i < range; i++)
1391 { 1292 {
1392 for (j = -range; j < range; j++) 1293 mapspace &ms = m->at (nx, ny);
1393 { 1294
1394 m = op->map;
1395 sx = op->x + i;
1396 sy = op->y + j;
1397 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
1398 if (mflags & P_OUT_OF_MAP)
1399 continue;
1400 if (mflags & P_IS_ALIVE) 1295 if (ms.flags () & P_IS_ALIVE)
1296 for (object *next, *tmp = ms.bot; tmp; tmp = next)
1401 { 1297 {
1402 for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above) 1298 next = tmp->above;
1299
1300 if (tmp->flag [FLAG_ALIVE] || tmp->is_player ())
1403 { 1301 {
1404 if (QUERY_FLAG (tmp, FLAG_ALIVE) || tmp->type == PLAYER)
1405 break;
1406 }
1407 if (tmp)
1408 {
1409 if (tmp->head)
1410 tmp = tmp->head; 1302 tmp = tmp->head_ ();
1411 1303
1412 if ((friendly && !QUERY_FLAG (tmp, FLAG_FRIENDLY) && tmp->type != PLAYER) || 1304 if ((friendly && !tmp->flag [FLAG_FRIENDLY] && !tmp->is_player ())
1413 (!friendly && (QUERY_FLAG (tmp, FLAG_FRIENDLY) || tmp->type == PLAYER))) 1305 || (!friendly && (tmp->flag [FLAG_FRIENDLY] || tmp->is_player ())))
1414 { 1306 {
1415 if (spell_ob->subtype == SP_DESTRUCTION) 1307 if (spell_ob->subtype == SP_DESTRUCTION)
1416 { 1308 {
1417 hit_player (tmp, dam, op, spell_ob->attacktype, 0); 1309 hit_player (tmp, dam, op, spell_ob->attacktype, 0);
1310
1418 if (spell_ob->other_arch) 1311 if (spell_ob->other_arch)
1419 { 1312 m->insert (spell_ob->other_arch->instance (), nx, ny, op);
1420 tmp = arch_to_object (spell_ob->other_arch);
1421 tmp->x = sx;
1422 tmp->y = sy;
1423 insert_ob_in_map (tmp, m, op, 0);
1424 }
1425 } 1313 }
1426 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist[ATNR_MAGIC] != 100) 1314 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist [ATNR_MAGIC] != 100)
1427 { 1315 {
1428 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch) 1316 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch)
1429 { 1317 m->insert (spell_ob->other_arch->instance (), nx, ny, op);
1430 object *effect = arch_to_object (spell_ob->other_arch);
1431
1432 effect->x = sx;
1433 effect->y = sy;
1434 insert_ob_in_map (effect, m, op, 0);
1435 }
1436 } 1318 }
1437 } 1319 }
1438 } 1320 }
1439 } 1321 }
1440 }
1441 } 1322 }
1442 op->skill = skill; 1323
1443 return 1; 1324 return 1;
1444} 1325}
1445 1326
1446/*************************************************************************** 1327/***************************************************************************
1447 * 1328 *
1448 * CURSE 1329 * CURSE
1449 * 1330 *
1450 ***************************************************************************/ 1331 ***************************************************************************/
1451
1452int 1332int
1453cast_curse (object *op, object *caster, object *spell_ob, int dir) 1333cast_curse (object *op, object *caster, object *spell_ob, int dir)
1454{ 1334{
1455 object *god = find_god (determine_god (op)); 1335 object *god = find_god (determine_god (op));
1456 object *tmp, *force; 1336 object *tmp, *force;
1457 1337
1458 tmp = get_pointed_target (op, (dir == 0) ? op->direction : dir, spell_ob->range, SPELL_GRACE); 1338 tmp = get_pointed_target (op, (dir == 0) ? op->direction : dir, spell_ob->range, SPELL_GRACE);
1459 if (!tmp) 1339 if (!tmp)
1460 { 1340 {
1461 new_draw_info (NDI_UNIQUE, 0, op, "There is no one in that direction to curse."); 1341 op->failmsg ("There is no one in that direction to curse.");
1462 return 0; 1342 return 0;
1463 } 1343 }
1464 1344
1345 tmp = tmp->head_ ();
1346
1465 /* If we've already got a force of this type, don't add a new one. */ 1347 /* If we've already got a force of this type, don't add a new one. */
1466 for (force = tmp->inv; force != NULL; force = force->below) 1348 for (force = tmp->inv; force; force = force->below)
1467 { 1349 {
1468 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY) 1350 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY)
1469 { 1351 {
1470 if (force->name == spell_ob->name) 1352 if (force->name == spell_ob->name)
1471 { 1353 {
1477 return 0; 1359 return 0;
1478 } 1360 }
1479 } 1361 }
1480 } 1362 }
1481 1363
1482 if (force == NULL) 1364 if (!force)
1483 { 1365 {
1484 force = get_archetype (FORCE_NAME); 1366 force = archetype::get (FORCE_NAME);
1485 force->subtype = FORCE_CHANGE_ABILITY; 1367 force->subtype = FORCE_CHANGE_ABILITY;
1368
1486 if (spell_ob->race) 1369 if (spell_ob->race)
1487 force->name = spell_ob->race; 1370 force->name = spell_ob->race;
1488 else 1371 else
1489 force->name = spell_ob->name; 1372 force->name = spell_ob->name;
1490 1373
1500 { 1383 {
1501 force->duration = duration; 1384 force->duration = duration;
1502 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 1385 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1503 } 1386 }
1504 else 1387 else
1505 {
1506 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1388 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1507 } 1389
1508 return 1; 1390 return 1;
1509 } 1391 }
1392
1510 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50; 1393 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1511 force->speed = 1.0;
1512 force->speed_left = -1.0; 1394 force->speed_left = -1.f;
1513 SET_FLAG (force, FLAG_APPLIED); 1395 force->set_speed (1.f);
1396 force->set_flag (FLAG_APPLIED);
1514 1397
1515 if (god) 1398 if (god)
1516 { 1399 {
1517 if (spell_ob->last_grace) 1400 if (spell_ob->last_grace)
1518 force->path_repelled = god->path_repelled; 1401 force->path_repelled = god->path_repelled;
1530 force->stats.ac = spell_ob->stats.ac; 1413 force->stats.ac = spell_ob->stats.ac;
1531 force->stats.wc = spell_ob->stats.wc; 1414 force->stats.wc = spell_ob->stats.wc;
1532 1415
1533 change_abil (tmp, force); /* Mostly to display any messages */ 1416 change_abil (tmp, force); /* Mostly to display any messages */
1534 insert_ob_in_ob (force, tmp); 1417 insert_ob_in_ob (force, tmp);
1535 fix_player (tmp); 1418 tmp->update_stats ();
1419
1536 return 1; 1420 return 1;
1537
1538} 1421}
1539
1540 1422
1541/********************************************************************** 1423/**********************************************************************
1542 * mood change 1424 * mood change
1543 * Arguably, this may or may not be an attack spell. But since it 1425 * Arguably, this may or may not be an attack spell. But since it
1544 * effects monsters, it seems best to put it into this file 1426 * effects monsters, it seems best to put it into this file
1549 */ 1431 */
1550int 1432int
1551mood_change (object *op, object *caster, object *spell) 1433mood_change (object *op, object *caster, object *spell)
1552{ 1434{
1553 object *tmp, *god, *head; 1435 object *tmp, *god, *head;
1554 int done_one, range, mflags, level, at, best_at; 1436 int done_one, range, level, at, best_at;
1555 sint16 x, y, nx, ny;
1556 maptile *m;
1557 const char *race; 1437 const char *race;
1558 1438
1559 /* We precompute some values here so that we don't have to keep 1439 /* We precompute some values here so that we don't have to keep
1560 * doing it over and over again. 1440 * doing it over and over again.
1561 */ 1441 */
1562 god = find_god (determine_god (op)); 1442 god = find_god (determine_god (op));
1563 level = caster_level (caster, spell); 1443 level = casting_level (caster, spell);
1564 range = spell->range + SP_level_range_adjust (caster, spell); 1444 range = spell->range + SP_level_range_adjust (caster, spell);
1565 1445
1566 /* On the bright side, no monster should ever have a race of GOD_... 1446 /* On the bright side, no monster should ever have a race of GOD_...
1567 * so even if the player doesn't worship a god, if race=GOD_.., it 1447 * so even if the player doesn't worship a god, if race=GOD_.., it
1568 * won't ever match anything. 1448 * won't ever match anything.
1569 */ 1449 */
1570 if (!spell->race) 1450 if (!spell->race)
1571 race = NULL; 1451 race = NULL;
1572 else if (god && !strcmp (spell->race, "GOD_SLAYING")) 1452 else if (god && spell->race == shstr_GOD_SLAYING)
1573 race = god->slaying; 1453 race = god->slaying;
1574 else if (god && !strcmp (spell->race, "GOD_FRIEND")) 1454 else if (god && spell->race == shstr_GOD_FRIEND)
1575 race = god->race; 1455 race = god->race;
1576 else 1456 else
1577 race = spell->race; 1457 race = spell->race;
1578 1458
1579 1459 dynbuf buf;
1580 for (x = op->x - range; x <= op->x + range; x++) 1460 unordered_mapwalk (buf, op, -range, -range, range, range)
1581 for (y = op->y - range; y <= op->y + range; y++)
1582 { 1461 {
1462 mapspace &ms = m->at (nx, ny);
1583 1463
1584 done_one = 0;
1585 m = op->map;
1586 nx = x;
1587 ny = y;
1588 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1589 if (mflags & P_OUT_OF_MAP)
1590 continue;
1591
1592 /* If there is nothing living on this space, no need to go further */ 1464 /* If there is nothing living on this space, no need to go further */
1593 if (!(mflags & P_IS_ALIVE)) 1465 if (!(ms.flags () & P_IS_ALIVE))
1594 continue; 1466 continue;
1595 1467
1596 for (tmp = GET_MAP_OB (m, nx, ny); tmp; tmp = tmp->above) 1468 // players can only affect spaces that they can actually see
1597 if (QUERY_FLAG (tmp, FLAG_MONSTER)) 1469 if (caster
1470 && caster->contr
1471 && caster->contr->darkness_at (m, nx, ny) == LOS_BLOCKED)
1472 continue;
1473
1474 for (tmp = ms.top; tmp; tmp = tmp->below)
1475 if (tmp->flag [FLAG_MONSTER])
1598 break; 1476 break;
1599 1477
1600 /* There can be living objects that are not monsters */ 1478 /* There can be living objects that are not monsters */
1601 if (!tmp || tmp->type == PLAYER) 1479 if (!tmp)
1602 continue; 1480 continue;
1603 1481
1604 /* Only the head has meaningful data, so resolve to that */ 1482 /* Only the head has meaningful data, so resolve to that */
1605 if (tmp->head)
1606 head = tmp->head; 1483 head = tmp->head_ ();
1607 else
1608 head = tmp;
1609 1484
1610 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */ 1485 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */
1611 if (race && head->race && !strstr (race, head->race)) 1486 if (race && head->race && !strstr (race, head->race))
1612 continue; 1487 continue;
1613 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD)) 1488
1489 if (head->flag [FLAG_UNDEAD] && !spell->flag [FLAG_UNDEAD])
1614 continue; 1490 continue;
1615 1491
1616 /* Now do a bunch of stuff related to saving throws */ 1492 /* Now do a bunch of stuff related to saving throws */
1617 best_at = -1; 1493 best_at = -1;
1618 if (spell->attacktype) 1494 if (spell->attacktype)
1619 { 1495 {
1620 for (at = 0; at < NROFATTACKS; at++) 1496 for (at = 0; at < NROFATTACKS; at++)
1621 if (spell->attacktype & (1 << at)) 1497 if (spell->attacktype & (1 << at))
1622 if (best_at == -1 || head->resist[at] > head->resist[best_at]) 1498 if (best_at == -1 || head->resist[at] > head->resist[best_at])
1623 best_at = at; 1499 best_at = at;
1624 1500
1625 if (best_at == -1) 1501 if (best_at == -1)
1626 at = 0; 1502 at = 0;
1627 else 1503 else
1628 { 1504 {
1629 if (head->resist[best_at] == 100) 1505 if (head->resist[best_at] == 100)
1630 continue; 1506 continue;
1631 else 1507 else
1632 at = head->resist[best_at] / 5; 1508 at = head->resist[best_at] / 5;
1633 } 1509 }
1510
1634 at -= level / 5; 1511 at -= level / 5;
1635 if (did_make_save (head, head->level, at)) 1512 if (did_make_save (head, head->level, at))
1636 continue; 1513 continue;
1637 } 1514 }
1638 else /* spell->attacktype */ 1515 else /* spell->attacktype */
1516 {
1639 /* 1517 /*
1640 Spell has no attacktype (charm & such), so we'll have a specific saving: 1518 Spell has no attacktype (charm & such), so we'll have a specific saving:
1641 * if spell level < monster level, no go 1519 * if spell level < monster level, no go
1642 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) ) 1520 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) )
1643 1521
1645 1523
1646 This is required to fix the 'charm monster' abuse, where a player level 1 can 1524 This is required to fix the 'charm monster' abuse, where a player level 1 can
1647 charm a level 125 monster... 1525 charm a level 125 monster...
1648 1526
1649 Ryo, august 14th 1527 Ryo, august 14th
1650 */ 1528 */
1651 {
1652 if (head->level > level) 1529 if (head->level > level)
1653 continue; 1530 continue;
1531
1654 if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + MIN (50, 2 * (level - head->level)))) 1532 if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + min (50, 2 * (level - head->level))))
1655 /* Failed, no effect */ 1533 /* Failed, no effect */
1656 continue; 1534 continue;
1657 } 1535 }
1658 1536
1659 /* Done with saving throw. Now start effecting the monster */ 1537 /* Done with saving throw. Now start affecting the monster */
1538 done_one = 0;
1660 1539
1661 /* aggravation */ 1540 /* aggravation */
1662 if (QUERY_FLAG (spell, FLAG_MONSTER)) 1541 if (spell->flag [FLAG_MONSTER])
1663 { 1542 {
1664 CLEAR_FLAG (head, FLAG_SLEEP); 1543 head->clr_flag (FLAG_SLEEP);
1665 if (QUERY_FLAG (head, FLAG_FRIENDLY))
1666 remove_friendly_object (head); 1544 remove_friendly_object (head);
1667
1668 done_one = 1; 1545 done_one = 1;
1669 head->enemy = op; 1546 head->enemy = op;
1670 } 1547 }
1671 1548
1672 /* calm monsters */ 1549 /* calm monsters */
1673 if (QUERY_FLAG (spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (head, FLAG_UNAGGRESSIVE)) 1550 if (spell->flag [FLAG_UNAGGRESSIVE] && !head->flag [FLAG_UNAGGRESSIVE])
1674 { 1551 {
1675 SET_FLAG (head, FLAG_UNAGGRESSIVE); 1552 head->set_flag (FLAG_UNAGGRESSIVE);
1676 head->enemy = NULL; 1553 head->enemy = NULL;
1677 done_one = 1; 1554 done_one = 1;
1678 } 1555 }
1679 1556
1680 /* berserk monsters */ 1557 /* berserk monsters */
1681 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK)) 1558 if (spell->flag [FLAG_BERSERK] && !head->flag [FLAG_BERSERK])
1682 { 1559 {
1683 SET_FLAG (head, FLAG_BERSERK); 1560 head->set_flag (FLAG_BERSERK);
1684 done_one = 1; 1561 done_one = 1;
1685 } 1562 }
1563
1686 /* charm */ 1564 /* charm */
1687 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY)) 1565 if (spell->flag [FLAG_NO_ATTACK] && !head->flag [FLAG_FRIENDLY])
1688 { 1566 {
1689 SET_FLAG (head, FLAG_FRIENDLY); 1567 INVOKE_OBJECT (KILL, head, ARG_OBJECT (caster));
1568
1690 /* Prevent uncontolled outbreaks of self replicating monsters. 1569 /* Prevent uncontrolled outbreaks of self replicating monsters.
1691 Typical use case is charm, go somwhere, use aggravation to make hostile. 1570 Typical use case is charm, go somwhere, use aggravation to make hostile.
1692 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */ 1571 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */
1693 CLEAR_FLAG (head, FLAG_GENERATOR); 1572 head->clr_flag (FLAG_GENERATOR);
1694 head->set_owner (op); 1573 head->set_owner (op);
1695 set_spell_skill (op, caster, spell, head); 1574 set_spell_skill (op, caster, spell, head);
1696 add_friendly_object (head); 1575 add_friendly_object (head);
1697 head->attack_movement = PETMOVE; 1576 head->attack_movement = PETMOVE;
1698 done_one = 1; 1577 done_one = 1;
1699 change_exp (op, head->stats.exp / 2, head->skill, SK_EXP_ADD_SKILL); 1578 change_exp (op, head->stats.exp / 2, head->skill, SK_EXP_ADD_SKILL);
1700 head->stats.exp = 0; 1579 head->stats.exp = 0;
1701 } 1580 }
1702 1581
1703 /* If a monster was effected, put an effect in */ 1582 /* If a monster was effected, put an effect in */
1704 if (done_one && spell->other_arch) 1583 if (done_one && spell->other_arch)
1705 { 1584 m->insert (spell->other_arch->instance (), nx, ny, op);
1706 tmp = arch_to_object (spell->other_arch); 1585 }
1707 tmp->x = nx;
1708 tmp->y = ny;
1709 insert_ob_in_map (tmp, m, op, 0);
1710 }
1711 } /* for y */
1712 1586
1713 return 1; 1587 return 1;
1714} 1588}
1715
1716 1589
1717/* Move_ball_spell: This handles ball type spells that just sort of wander 1590/* Move_ball_spell: This handles ball type spells that just sort of wander
1718 * about. was called move_ball_lightning, but since more than the ball 1591 * about. was called move_ball_lightning, but since more than the ball
1719 * lightning spell used it, that seemed misnamed. 1592 * lightning spell used it, that seemed misnamed.
1720 * op is the spell effect. 1593 * op is the spell effect.
1721 * note that duration is handled by process_object() in time.c 1594 * note that duration is handled by process_object() in time.c
1722 */ 1595 */
1723
1724void 1596void
1725move_ball_spell (object *op) 1597move_ball_spell (object *op)
1726{ 1598{
1727 int i, j, dam_save, dir, mflags; 1599 int i, j, dam_save, dir, mflags;
1728 sint16 nx, ny, hx, hy; 1600 sint16 nx, ny, hx, hy;
1747 for (i = 1; i < 9; i++) 1619 for (i = 1; i < 9; i++)
1748 { 1620 {
1749 /* i bit 0: alters sign of offset 1621 /* i bit 0: alters sign of offset
1750 * other bits (i / 2): absolute value of offset 1622 * other bits (i / 2): absolute value of offset
1751 */ 1623 */
1752
1753 int offset = ((i ^ j) & 1) ? (i / 2) : -(i / 2); 1624 int offset = ((i ^ j) & 1) ? (i / 2) : -(i / 2);
1754 int tmpdir = absdir (op->direction + offset); 1625 int tmpdir = absdir (op->direction + offset);
1755 1626
1756 nx = op->x + freearr_x[tmpdir]; 1627 nx = op->x + DIRX (tmpdir);
1757 ny = op->y + freearr_y[tmpdir]; 1628 ny = op->y + DIRY (tmpdir);
1758 if (!(get_map_flags (op->map, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP) && !(OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, nx, ny)))) 1629 if (!(get_map_flags (op->map, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP) && !(OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, nx, ny))))
1759 { 1630 {
1760 dir = tmpdir; 1631 dir = tmpdir;
1761 break; 1632 break;
1762 } 1633 }
1763 } 1634 }
1635
1764 if (dir == 0) 1636 if (dir == 0)
1765 { 1637 {
1766 nx = op->x; 1638 nx = op->x;
1767 ny = op->y; 1639 ny = op->y;
1768 m = op->map; 1640 m = op->map;
1769 } 1641 }
1770 1642
1771 op->remove (); 1643 m->insert (op, nx, ny, op);
1772 op->y = ny;
1773 op->x = nx;
1774 insert_ob_in_map (op, m, op, 0);
1775 1644
1776 dam_save = op->stats.dam; /* save the original dam: we do halfdam on 1645 dam_save = op->stats.dam; /* save the original dam: we do halfdam on
1777 surrounding squares */ 1646 surrounding squares */
1778 1647
1779 /* loop over current square and neighbors to hit. 1648 /* loop over current square and neighbors to hit.
1780 * if this has an other_arch field, we insert that in 1649 * if this has an other_arch field, we insert that in
1781 * the surround spaces. 1650 * the surround spaces.
1782 */ 1651 */
1783 for (j = 0; j < 9; j++) 1652 for (j = 0; j < 9; j++)
1784 { 1653 {
1785 object *new_ob; 1654 hx = nx + DIRX (j);
1786 1655 hy = ny + DIRY (j);
1787 hx = nx + freearr_x[j];
1788 hy = ny + freearr_y[j];
1789 1656
1790 m = op->map; 1657 m = op->map;
1791 mflags = get_map_flags (m, &m, hx, hy, &hx, &hy); 1658 mflags = get_map_flags (m, &m, hx, hy, &hx, &hy);
1792 1659
1793 if (mflags & P_OUT_OF_MAP) 1660 if (mflags & P_OUT_OF_MAP)
1799 1666
1800 if ((mflags & P_IS_ALIVE) && (!owner || owner->x != hx || owner->y != hy || !on_same_map (owner, op))) 1667 if ((mflags & P_IS_ALIVE) && (!owner || owner->x != hx || owner->y != hy || !on_same_map (owner, op)))
1801 { 1668 {
1802 if (j) 1669 if (j)
1803 op->stats.dam = dam_save / 2; 1670 op->stats.dam = dam_save / 2;
1671
1804 hit_map (op, j, op->attacktype, 1); 1672 hit_map (op, j, op->attacktype, 1);
1805
1806 } 1673 }
1807 1674
1808 /* insert the other arch */ 1675 /* insert the other arch */
1809 if (op->other_arch && !(OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy)))) 1676 if (op->other_arch && !(OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy))))
1810 { 1677 m->insert (op->other_arch->instance (), hx, hy, op);
1811 new_ob = arch_to_object (op->other_arch);
1812 new_ob->x = hx;
1813 new_ob->y = hy;
1814 insert_ob_in_map (new_ob, m, op, 0);
1815 }
1816 } 1678 }
1817 1679
1818 /* restore to the center location and damage */ 1680 /* restore to the center location and damage */
1819 op->stats.dam = dam_save; 1681 op->stats.dam = dam_save;
1820 1682
1821 i = spell_find_dir (op->map, op->x, op->y, op->owner); 1683 i = spell_find_dir (op->map, op->x, op->y, op->owner);
1822 1684
1823 if (i >= 0) 1685 if (i >= 0)
1824 { /* we have a preferred direction! */ 1686 { /* we have a preferred direction! */
1825 /* pick another direction if the preferred dir is blocked. */ 1687 /* pick another direction if the preferred dir is blocked. */
1826 if (get_map_flags (op->map, &m, nx + freearr_x[i], ny + freearr_y[i], &hx, &hy) & P_OUT_OF_MAP || 1688 if (get_map_flags (op->map, &m, nx + DIRX (i), ny + DIRY (i), &hx, &hy) & P_OUT_OF_MAP ||
1827 OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy))) 1689 OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy)))
1828 {
1829 i = absdir (i + rndm (0, 2) - 1); /* -1, 0, +1 */ 1690 i = absdir (i + rndm (0, 2) - 1); /* -1, 0, +1 */
1830 } 1691
1831 op->direction = i; 1692 op->direction = i;
1832 } 1693 }
1833} 1694}
1834 1695
1835
1836/* move_swarm_spell: peterm 1696/* move_swarm_spell: peterm
1837 * This is an implementation of the swarm spell. It was written for 1697 * This is an implementation of the swarm spell. It was written for
1838 * meteor swarm, but it could be used for any swarm. A swarm spell 1698 * meteor swarm, but it could be used for any swarm. A swarm spell
1839 * is a special type of object that casts swarms of other types 1699 * is a special type of object that casts swarms of other types
1840 * of spells. Which spell it casts is flexible. It fires the spells 1700 * of spells. Which spell it casts is flexible. It fires the spells
1841 * from a set of squares surrounding the caster, in a given direction. 1701 * from a set of squares surrounding the caster, in a given direction.
1842 */ 1702 */
1843
1844void 1703void
1845move_swarm_spell (object *op) 1704move_swarm_spell (object *op)
1846{ 1705{
1847#if 0 1706#if 0
1848 static int cardinal_adjust[9] = { -3, -2, -1, 0, 0, 0, 1, 2, 3 }; 1707 static int cardinal_adjust[9] = { -3, -2, -1, 0, 0, 0, 1, 2, 3 };
1849 static int diagonal_adjust[10] = { -3, -2, -2, -1, 0, 0, 1, 2, 2, 3 }; 1708 static int diagonal_adjust[10] = { -3, -2, -2, -1, 0, 0, 1, 2, 2, 3 };
1850 sint16 target_x, target_y, origin_x, origin_y; 1709 sint16 target_x, target_y, origin_x, origin_y;
1851 int adjustdir; 1710 int adjustdir;
1852 maptile *m; 1711 maptile *m;
1853#endif 1712#endif
1854 int basedir;
1855 object *owner; 1713 object *owner = op->env;
1856 1714
1857 owner = op->owner; 1715 if (!owner) // MUST not happen, remove when true TODO
1858 if (op->duration == 0 || owner == NULL)
1859 { 1716 {
1717 LOG (llevError, "swarm spell found outside inventory: %s\n", op->debug_desc ());
1860 op->destroy (); 1718 op->destroy ();
1861 return; 1719 return;
1862 } 1720 }
1863 1721
1722 if (!op->duration || !owner->is_on_map ())
1723 {
1724 op->drop_and_destroy ();
1725 return;
1726 }
1727
1864 op->duration--; 1728 op->duration--;
1865 1729
1866 basedir = op->direction; 1730 int basedir = op->direction;
1867 if (basedir == 0) 1731 if (!basedir)
1868 { 1732 {
1869 /* spray in all directions! 8) */ 1733 /* spray in all directions! 8) */
1870 basedir = rndm (1, 8); 1734 op->facing = (op->facing + op->state) & 7;
1735 basedir = op->facing + 1;
1871 } 1736 }
1872 1737
1873#if 0 1738#if 0
1874 // this is bogus: it causes wrong places to be checked below 1739 // this is bogus: it causes wrong places to be checked below
1875 // (a wall 2 cells away will block the effect...) and 1740 // (a wall 2 cells away will block the effect...) and
1876 // doesn't work for SP_BULLET anyhow, so again tests the wrong 1741 // doesn't work for SP_BULLET anyhow, so again tests the wrong
1877 // space. 1742 // space.
1878 // should be fixed later, but correctness before featurs... 1743 // should be fixed later, but correctness before features...
1879 // (schmorp) 1744 // (schmorp)
1880 1745
1881 /* new offset calculation to make swarm element distribution 1746 /* new offset calculation to make swarm element distribution
1882 * more uniform 1747 * more uniform
1883 */ 1748 */
1884 if (op->duration) 1749 if (op->duration)
1885 { 1750 {
1886 if (basedir & 1) 1751 if (basedir & 1)
1887 { 1752 {
1895 else 1760 else
1896 { 1761 {
1897 adjustdir = 0; /* fire the last one from forward. */ 1762 adjustdir = 0; /* fire the last one from forward. */
1898 } 1763 }
1899 1764
1900 target_x = op->x + freearr_x[absdir (basedir + adjustdir)]; 1765 target_x = op->x + DIRX (absdir (basedir + adjustdir));
1901 target_y = op->y + freearr_y[absdir (basedir + adjustdir)]; 1766 target_y = op->y + DIRY (absdir (basedir + adjustdir));
1902 1767
1903 /* back up one space so we can hit point-blank targets, but this 1768 /* back up one space so we can hit point-blank targets, but this
1904 * necessitates extra out_of_map check below 1769 * necessitates extra out_of_map check below
1905 */ 1770 */
1906 origin_x = target_x - freearr_x[basedir]; 1771 origin_x = target_x - DIRX (basedir);
1907 origin_y = target_y - freearr_y[basedir]; 1772 origin_y = target_y - DIRY (basedir);
1908 1773
1909 1774
1910 /* spell pointer is set up for the spell this casts. Since this 1775 /* spell pointer is set up for the spell this casts. Since this
1911 * should just be a pointer to the spell in some inventory, 1776 * should just be a pointer to the spell in some inventory,
1912 * it is unlikely to disappear by the time we need it. However, 1777 * it is unlikely to disappear by the time we need it. However,
1936 { 1801 {
1937 /* Bullet spells have a bunch more customization that needs to be done */ 1802 /* Bullet spells have a bunch more customization that needs to be done */
1938 if (op->spell->subtype == SP_BULLET) 1803 if (op->spell->subtype == SP_BULLET)
1939 fire_bullet (owner, op, basedir, op->spell); 1804 fire_bullet (owner, op, basedir, op->spell);
1940 else if (op->spell->subtype == SP_MAGIC_MISSILE) 1805 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1941 fire_arch_from_position (owner, op, op->x, op->y, basedir, op->spell); 1806 fire_arch_from_position (owner, op, owner->x, owner->y, basedir, op->spell);
1942 } 1807 }
1943} 1808}
1944
1945
1946
1947 1809
1948/* fire_swarm: 1810/* fire_swarm:
1949 * The following routine creates a swarm of objects. It actually 1811 * The following routine creates a swarm of objects. It actually
1950 * sets up a specific swarm object, which then fires off all 1812 * sets up a specific swarm object, which then fires off all
1951 * the parts of the swarm. 1813 * the parts of the swarm.
1952 * 1814 *
1953 * op: the owner 1815 * op: the owner
1954 * caster: the caster (owner, wand, rod, scroll) 1816 * caster: the caster (owner, wand, rod, scroll)
1955 * dir: the direction everything will be fired in 1817 * dir: the direction everything will be fired in
1956 * spell - the spell that is this spell. 1818 * spell - the spell that is this spell.
1957 * n: the number to be fired. 1819 * n: the number to be fired.
1958 */ 1820 */
1959
1960int 1821int
1961fire_swarm (object *op, object *caster, object *spell, int dir) 1822fire_swarm (object *op, object *caster, object *spell, int dir)
1962{ 1823{
1963 object *tmp;
1964 int i;
1965
1966 if (!spell->other_arch) 1824 if (!spell->other_arch)
1967 return 0; 1825 return 0;
1968 1826
1969 tmp = get_archetype (SWARM_SPELL); 1827 object *tmp = archetype::get (SWARM_SPELL);
1970 tmp->x = op->x; 1828
1971 tmp->y = op->y;
1972 tmp->set_owner (op); /* needed so that if swarm elements kill, caster gets xp. */
1973 set_spell_skill (op, caster, spell, tmp); 1829 set_spell_skill (op, caster, spell, tmp);
1974
1975 tmp->level = caster_level (caster, spell); /*needed later, to get level dep. right. */ 1830 tmp->level = casting_level (caster, spell); /* needed later, to get level dep. right. */
1976 tmp->spell = arch_to_object (spell->other_arch); 1831 tmp->spell = spell->other_arch->instance ();
1977
1978 tmp->attacktype = tmp->spell->attacktype; 1832 tmp->attacktype = tmp->spell->attacktype;
1979 1833
1980 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) 1834 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
1981 {
1982 if (!tailor_god_spell (tmp, op)) 1835 if (!tailor_god_spell (tmp, op))
1983 return 1; 1836 return 1;
1984 } 1837
1985 tmp->duration = SP_level_duration_adjust (caster, spell); 1838 tmp->duration = SP_level_duration_adjust (caster, spell);
1986 for (i = 0; i < spell->duration; i++) 1839 for (int i = 0; i < spell->duration; i++)
1987 tmp->duration += die_roll (1, 3, op, PREFER_HIGH); 1840 tmp->duration += die_roll (1, 3, op, PREFER_HIGH);
1988 1841
1842 tmp->invisible = 1;
1843 tmp->flag [FLAG_NO_DROP] = 1; // make sure it stays in inv, or else
1989 tmp->direction = dir; 1844 tmp->direction = dir;
1990 tmp->invisible = 1; 1845 tmp->facing = rndm (1, 8); // initial firing direction
1991 insert_ob_in_map (tmp, op->map, op, 0); 1846 tmp->state = rndm (4) * 2 + 1; // direction increment
1847
1848 op->insert (tmp);
1849
1992 return 1; 1850 return 1;
1993} 1851}
1994
1995 1852
1996/* See the spells documentation file for why this is its own 1853/* See the spells documentation file for why this is its own
1997 * function. 1854 * function.
1998 */ 1855 */
1999int 1856int
2004 int dam, mflags; 1861 int dam, mflags;
2005 maptile *m; 1862 maptile *m;
2006 1863
2007 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1864 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
2008 1865
2009 if (!dir) 1866 if (dir)
2010 {
2011 new_draw_info (NDI_UNIQUE, 0, op, "In what direction?");
2012 return 0;
2013 } 1867 {
2014 1868 x = op->x + DIRX (dir);
2015 x = op->x + freearr_x[dir]; 1869 y = op->y + DIRY (dir);
2016 y = op->y + freearr_y[dir];
2017 m = op->map; 1870 m = op->map;
2018 1871
2019 mflags = get_map_flags (m, &m, x, y, &x, &y); 1872 mflags = get_map_flags (m, &m, x, y, &x, &y);
2020 1873
2021 if (mflags & P_OUT_OF_MAP) 1874 if (mflags & P_OUT_OF_MAP)
2022 { 1875 {
2023 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is there."); 1876 op->failmsg ("Nothing is there.");
2024 return 0; 1877 return 0;
2025 } 1878 }
2026 1879
2027 if (mflags & P_IS_ALIVE && spell->attacktype) 1880 if (mflags & P_IS_ALIVE && spell->attacktype)
2028 { 1881 {
2029 for (target = GET_MAP_OB (m, x, y); target; target = target->above) 1882 for (target = GET_MAP_OB (m, x, y); target; target = target->above)
2030 if (QUERY_FLAG (target, FLAG_MONSTER)) 1883 if (target->flag [FLAG_MONSTER])
2031 { 1884 {
2032 /* oky doky. got a target monster. Lets make a blinding attack */ 1885 /* oky doky. got a target monster. Lets make a blinding attack */
2033 if (target->head) 1886 if (target->head)
2034 target = target->head; 1887 target = target->head;
1888
2035 (void) hit_player (target, dam, op, spell->attacktype, 1); 1889 hit_player (target, dam, op, spell->attacktype, 1);
2036 return 1; /* one success only! */ 1890 return 1; /* one success only! */
1891 }
2037 } 1892 }
2038 }
2039 1893
2040 /* no live target, perhaps a wall is in the way? */ 1894 /* no live target, perhaps a wall is in the way? */
2041 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y))) 1895 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)))
2042 { 1896 {
2043 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 1897 op->failmsg ("Something is in the way.");
2044 return 0; 1898 return 0;
1899 }
2045 } 1900 }
2046 1901
2047 /* ok, looks groovy to just insert a new light on the map */ 1902 /* ok, looks groovy to just insert a new light on the map */
2048 tmp = arch_to_object (spell->other_arch); 1903 tmp = spell->other_arch->instance ();
2049 if (!tmp) 1904 if (!tmp)
2050 { 1905 {
2051 LOG (llevError, "Error: spell arch for cast_light() missing.\n"); 1906 LOG (llevError, "Error: spell arch for cast_light() missing.\n");
2052 return 0; 1907 return 0;
2053 } 1908 }
1909
2054 tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell); 1910 tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell);
1911
2055 if (tmp->glow_radius) 1912 if (tmp->glow_radius)
2056 { 1913 tmp->set_glow_radius (
2057 tmp->glow_radius = spell->range + SP_level_range_adjust (caster, spell); 1914 clamp (spell->range + SP_level_range_adjust (caster, spell), 1, MAX_LIGHT_RADIUS)
2058 if (tmp->glow_radius > MAX_LIGHT_RADII) 1915 );
2059 tmp->glow_radius = MAX_LIGHT_RADII; 1916
2060 } 1917 if (dir)
2061 tmp->x = x; 1918 m->insert (tmp, x, y, op);
2062 tmp->y = y; 1919 else
2063 insert_ob_in_map (tmp, m, op, 0); 1920 caster->outer_env_or_self ()->insert (tmp);
1921
2064 return 1; 1922 return 1;
2065} 1923}
2066 1924
2067
2068
2069
2070/* cast_cause_disease: this spell looks along <dir> from the 1925/* cast_cause_disease: this spell looks along <dir> from the
2071 * player and infects someone. 1926 * player and infects someone.
2072 * op is the player/monster, caster is the object, dir is the direction 1927 * op is the player/monster, caster is the object, dir is the direction
2073 * to cast, disease_arch is the specific disease, and type is the spell number 1928 * to cast, disease_arch is the specific disease, and type is the spell number
2074 * perhaps this should actually be in disease.c? 1929 * perhaps this should actually be in disease.c?
2075 */ 1930 */
2076
2077int 1931int
2078cast_cause_disease (object *op, object *caster, object *spell, int dir) 1932cast_cause_disease (object *op, object *caster, object *spell, int dir)
2079{ 1933{
2080 sint16 x, y; 1934 sint16 x, y;
2081 int i, mflags, range, dam_mod, dur_mod; 1935 int i, mflags, range, dam_mod, dur_mod;
2083 maptile *m; 1937 maptile *m;
2084 1938
2085 x = op->x; 1939 x = op->x;
2086 y = op->y; 1940 y = op->y;
2087 1941
2088 /* If casting from a scroll, no direction will be available, so refer to the 1942 /* If casting from a scroll, no direction will be available, so refer to the
2089 * direction the player is pointing. 1943 * direction the player is pointing.
2090 */ 1944 */
2091 if (!dir) 1945 if (!dir)
2092 dir = op->facing; 1946 dir = op->facing;
1947
2093 if (!dir) 1948 if (!dir)
2094 return 0; /* won't find anything if casting on ourself, so just return */ 1949 return 0; /* won't find anything if casting on ourself, so just return */
2095 1950
2096 /* Calculate these once here */ 1951 /* Calculate these once here */
2097 range = spell->range + SP_level_range_adjust (caster, spell); 1952 range = spell->range + SP_level_range_adjust (caster, spell);
2099 dur_mod = SP_level_duration_adjust (caster, spell); 1954 dur_mod = SP_level_duration_adjust (caster, spell);
2100 1955
2101 /* search in a line for a victim */ 1956 /* search in a line for a victim */
2102 for (i = 1; i < range; i++) 1957 for (i = 1; i < range; i++)
2103 { 1958 {
2104 x = op->x + i * freearr_x[dir]; 1959 x = op->x + i * DIRX (dir);
2105 y = op->y + i * freearr_y[dir]; 1960 y = op->y + i * DIRY (dir);
2106 m = op->map; 1961 m = op->map;
2107 1962
2108 mflags = get_map_flags (m, &m, x, y, &x, &y); 1963 mflags = get_map_flags (m, &m, x, y, &x, &y);
2109 1964
2110 if (mflags & P_OUT_OF_MAP) 1965 if (mflags & P_OUT_OF_MAP)
2117 /* Only bother looking on this space if there is something living here */ 1972 /* Only bother looking on this space if there is something living here */
2118 if (mflags & P_IS_ALIVE) 1973 if (mflags & P_IS_ALIVE)
2119 { 1974 {
2120 /* search this square for a victim */ 1975 /* search this square for a victim */
2121 for (walk = GET_MAP_OB (m, x, y); walk; walk = walk->above) 1976 for (walk = GET_MAP_OB (m, x, y); walk; walk = walk->above)
2122 if (QUERY_FLAG (walk, FLAG_MONSTER) || (walk->type == PLAYER)) 1977 if (walk->flag [FLAG_MONSTER] || (walk->type == PLAYER))
2123 { /* found a victim */ 1978 { /* found a victim */
2124 object *disease = arch_to_object (spell->other_arch); 1979 object *disease = spell->other_arch->instance ();
2125 1980
2126 disease->set_owner (op); 1981 disease->set_owner (op);
2127 set_spell_skill (op, caster, spell, disease); 1982 set_spell_skill (op, caster, spell, disease);
2128 disease->stats.exp = 0; 1983 disease->stats.exp = 0;
2129 disease->level = caster_level (caster, spell); 1984 disease->level = casting_level (caster, spell);
2130 1985
2131 /* do level adjustments */ 1986 /* do level adjustments */
2132 if (disease->stats.wc) 1987 if (disease->stats.wc ) disease->stats.wc += dur_mod / 2;
2133 disease->stats.wc += dur_mod / 2; 1988 if (disease->magic > 0) disease->magic += dur_mod / 8;
2134 1989 if (disease->stats.maxhp > 0) disease->stats.maxhp += dur_mod;
2135 if (disease->magic > 0) 1990 if (disease->stats.maxgrace > 0) disease->stats.maxgrace += dur_mod;
2136 disease->magic += dur_mod / 4;
2137
2138 if (disease->stats.maxhp > 0)
2139 disease->stats.maxhp += dur_mod;
2140
2141 if (disease->stats.maxgrace > 0)
2142 disease->stats.maxgrace += dur_mod;
2143
2144 if (disease->stats.dam)
2145 {
2146 if (disease->stats.dam > 0)
2147 disease->stats.dam += dam_mod;
2148 else
2149 disease->stats.dam -= dam_mod;
2150 }
2151 1991
2152 if (disease->last_sp) 1992 if (disease->last_sp)
2153 { 1993 {
2154 disease->last_sp -= 2 * dam_mod; 1994 disease->last_sp -= 2 * dam_mod;
1995
2155 if (disease->last_sp < 1) 1996 if (disease->last_sp < 1)
2156 disease->last_sp = 1; 1997 disease->last_sp = 1;
2157 } 1998 }
2158 1999
2159 if (disease->stats.maxsp) 2000 if (disease->stats.dam ) disease->stats.dam += copysignl (disease->stats.dam , dam_mod);
2160 { 2001 if (disease->stats.maxsp) disease->stats.maxsp += copysignl (disease->stats.maxsp, dam_mod);
2161 if (disease->stats.maxsp > 0) 2002 if (disease->stats.ac ) disease->stats.ac += dam_mod;
2162 disease->stats.maxsp += dam_mod; 2003 if (disease->last_eat ) disease->last_eat -= dam_mod;
2163 else 2004 if (disease->stats.hp ) disease->stats.hp -= dam_mod;
2164 disease->stats.maxsp -= dam_mod; 2005 if (disease->stats.sp ) disease->stats.sp -= dam_mod;
2165 }
2166
2167 if (disease->stats.ac)
2168 disease->stats.ac += dam_mod;
2169
2170 if (disease->last_eat)
2171 disease->last_eat -= dam_mod;
2172
2173 if (disease->stats.hp)
2174 disease->stats.hp -= dam_mod;
2175
2176 if (disease->stats.sp)
2177 disease->stats.sp -= dam_mod;
2178 2006
2179 if (infect_object (walk, disease, 1)) 2007 if (infect_object (walk, disease, 1))
2180 { 2008 {
2181 object *flash; /* visual effect for inflicting disease */
2182
2183 new_draw_info_format (NDI_UNIQUE, 0, op, "You inflict %s on %s!", &disease->name, &walk->name); 2009 op->statusmsg (format ("You inflict %s on %s!", &disease->name, &walk->name));
2184 2010
2185 disease->destroy (); /* don't need this one anymore */ 2011 disease->destroy (); /* don't need this one anymore */
2186 flash = get_archetype (ARCH_DETECT_MAGIC); 2012 walk->map->insert (archetype::get (shstr_detect_magic), x, y, op);
2187 flash->x = x;
2188 flash->y = y;
2189 flash->map = walk->map;
2190 insert_ob_in_map (flash, walk->map, op, 0);
2191 return 1; 2013 return 1;
2192 } 2014 }
2193 2015
2194 disease->destroy (); 2016 disease->destroy ();
2195 } 2017 }
2196 } /* if living creature */ 2018 } /* if living creature */
2197 } /* for range of spaces */ 2019 } /* for range of spaces */
2020
2198 new_draw_info (NDI_UNIQUE, 0, op, "No one caught anything!"); 2021 new_draw_info (NDI_UNIQUE, 0, op, "No one caught anything!");
2199 return 1; 2022 return 1;
2200} 2023}

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