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Comparing deliantra/server/server/spell_attack.C (file contents):
Revision 1.23 by root, Mon Dec 25 11:25:50 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 */
289 int mflags; 278 int mflags;
290 279
291 if (!spob->other_arch) 280 if (!spob->other_arch)
292 return 0; 281 return 0;
293 282
294 tmp = arch_to_object (spob->other_arch); 283 tmp = spob->other_arch->instance ();
295 if (tmp == NULL) 284 if (tmp == NULL)
296 return 0; 285 return 0;
297 286
298 /* peterm: level dependency for bolts */ 287 /* peterm: level dependency for bolts */
299 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);
300 tmp->attacktype = spob->attacktype; 289 tmp->attacktype = spob->attacktype;
290
301 if (spob->slaying) 291 if (spob->slaying)
302 tmp->slaying = spob->slaying; 292 tmp->slaying = spob->slaying;
293
303 tmp->range = spob->range + SP_level_range_adjust (caster, spob); 294 tmp->range = spob->range + SP_level_range_adjust (caster, spob);
304 tmp->duration = spob->duration + SP_level_duration_adjust (caster, spob); 295 tmp->duration = spob->duration + SP_level_duration_adjust (caster, spob);
305 tmp->stats.Dex = spob->stats.Dex; 296 tmp->stats.Dex = spob->stats.Dex;
306 tmp->stats.Con = spob->stats.Con; 297 tmp->stats.Con = spob->stats.Con;
307 298
308 tmp->direction = dir; 299 tmp->direction = dir;
309 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) 300 if (tmp->flag [FLAG_IS_TURNABLE])
310 SET_ANIMATION (tmp, dir); 301 SET_ANIMATION (tmp, dir);
311 302
312 tmp->set_owner (op); 303 tmp->set_owner (op);
313 set_spell_skill (op, caster, spob, tmp); 304 set_spell_skill (op, caster, spob, tmp);
314 305
315 tmp->x = op->x + DIRX (tmp); 306 tmp->x = op->x + DIRX (tmp->direction);
316 tmp->y = op->y + DIRY (tmp); 307 tmp->y = op->y + DIRY (tmp->direction);
317 tmp->map = op->map; 308 tmp->map = op->map;
318 309
319 maptile *newmap; 310 maptile *newmap;
320 mflags = get_map_flags (tmp->map, &newmap, 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
327 tmp->map = newmap; 318 tmp->map = newmap;
328 319
329 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)))
330 { 321 {
331 if (!QUERY_FLAG (tmp, FLAG_REFLECTING)) 322 if (!tmp->flag [FLAG_REFLECTING])
332 { 323 {
333 tmp->destroy (); 324 tmp->drop_and_destroy ();
334 return 0; 325 return 0;
335 } 326 }
336 327
337 tmp->x = op->x; 328 tmp->x = op->x;
338 tmp->y = op->y; 329 tmp->y = op->y;
339 tmp->direction = absdir (tmp->direction + 4); 330 tmp->direction = absdir (tmp->direction + 4);
340 tmp->map = op->map; 331 tmp->map = op->map;
341 } 332 }
342 333
343 if ((tmp = insert_ob_in_map (tmp, tmp->map, op, 0)) != NULL) 334 if ((tmp = tmp->insert_at (tmp, op)))
344 move_bolt (tmp); 335 move_bolt (tmp);
345 336
346 return 1; 337 return 1;
347} 338}
348
349
350 339
351/*************************************************************************** 340/***************************************************************************
352 * 341 *
353 * BULLET/BALL CODE 342 * BULLET/BALL CODE
354 * 343 *
355 ***************************************************************************/ 344 ***************************************************************************/
356 345
357/* expands an explosion. op is a piece of the 346/* expands an explosion. op is a piece of the
358 * explosion - this expans it in the different directions. 347 * explosion - this expands it in the different directions.
359 * At least that is what I think this does. 348 * At least that is what I think this does.
360 */ 349 */
361void 350void
362explosion (object *op) 351explosion (object *op)
363{ 352{
364 object *tmp;
365 maptile *m = op->map; 353 maptile *m = op->map;
366 int i; 354 int i;
367 355
368 if (--(op->duration) < 0) 356 if (--op->duration < 0)
369 { 357 {
370 op->destroy (); 358 op->destroy ();
371 return; 359 return;
372 } 360 }
373 361
377 { 365 {
378 for (i = 1; i < 9; i++) 366 for (i = 1; i < 9; i++)
379 { 367 {
380 sint16 dx, dy; 368 sint16 dx, dy;
381 369
382 dx = op->x + freearr_x[i]; 370 dx = op->x + DIRX (i);
383 dy = op->y + freearr_y[i]; 371 dy = op->y + DIRY (i);
372
384 /* ok_to_put_more already does things like checks for walls, 373 /* ok_to_put_more already does things like checks for walls,
385 * out of map, etc. 374 * out of map, etc.
386 */ 375 */
387 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))
388 { 377 {
389 tmp = op->clone (); 378 object *tmp = op->clone ();
379
390 tmp->state = 0; 380 tmp->state = 0;
391 tmp->speed_left = -0.21; 381 tmp->speed_left = -0.21f;
392 tmp->range--; 382 tmp->range--;
393 tmp->value = 0; 383 tmp->value = 0;
394 tmp->x = dx; 384
395 tmp->y = dy; 385 m->insert (tmp, dx, dy, op);
396 insert_ob_in_map (tmp, m, op, 0);
397 } 386 }
398 } 387 }
399 } 388 }
400} 389}
401
402 390
403/* Causes an object to explode, eg, a firebullet, 391/* Causes an object to explode, eg, a firebullet,
404 * poison cloud ball, etc. op is the object to 392 * poison cloud ball, etc. op is the object to
405 * explode. 393 * explode.
406 */ 394 */
407void 395static void
408explode_bullet (object *op) 396explode_bullet (object *op)
409{ 397{
410 object *tmp, *owner; 398 object *tmp, *owner;
411 399
412 if (op->other_arch == NULL) 400 if (!op->other_arch)
413 { 401 {
414 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n"); 402 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n");
415 op->destroy (); 403 op->destroy ();
416 return; 404 return;
417 } 405 }
418 406
419 if (op->env) 407 if (op->env)
420 { 408 {
421 object *env; 409 object *env = op->outer_env ();
422 410
423 env = object_get_env_recursive (op);
424 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))
425 { 412 {
426 LOG (llevError, "BUG: explode_bullet(): env out of map\n"); 413 LOG (llevError, "BUG: explode_bullet(): env out of map\n");
427 op->destroy (); 414 op->destroy ();
428 return; 415 return;
429 } 416 }
430 417
431 op->remove (); 418 op->insert_at (env, op, INS_NO_MERGE | INS_NO_WALK_ON);
432 op->x = env->x;
433 op->y = env->y;
434 insert_ob_in_map (op, env->map, op, INS_NO_MERGE | INS_NO_WALK_ON);
435 } 419 }
436 else if (out_of_map (op->map, op->x, op->y)) 420 else if (out_of_map (op->map, op->x, op->y))
437 { 421 {
438 LOG (llevError, "BUG: explode_bullet(): op out of map\n"); 422 LOG (llevError, "BUG: explode_bullet(): op out of map\n");
439 op->destroy (); 423 op->destroy ();
450 } 434 }
451 435
452 if (op->attacktype) 436 if (op->attacktype)
453 { 437 {
454 hit_map (op, 0, op->attacktype, 1); 438 hit_map (op, 0, op->attacktype, 1);
439
455 if (op->destroyed ()) 440 if (op->destroyed ())
456 return; 441 return;
457 } 442 }
458 443
459 /* other_arch contains what this explodes into */ 444 /* other_arch contains what this explodes into */
460 tmp = arch_to_object (op->other_arch); 445 tmp = op->other_arch->instance ();
461 446
462 tmp->set_owner (op); 447 tmp->set_owner (op);
463 tmp->skill = op->skill; 448 tmp->skill = op->skill;
464 449
465 owner = op->owner; 450 owner = op->owner;
466 451
467 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))
468 { 456 {
469 op->destroy (); 457 op->destroy ();
470 return; 458 return;
471 } 459 }
472
473 tmp->x = op->x;
474 tmp->y = op->y;
475 460
476 /* special for bombs - it actually has sane values for these */ 461 /* special for bombs - it actually has sane values for these */
477 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB) 462 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB)
478 { 463 {
479 tmp->attacktype = op->attacktype; 464 tmp->attacktype = op->attacktype;
483 } 468 }
484 else 469 else
485 { 470 {
486 if (op->attacktype & AT_MAGIC) 471 if (op->attacktype & AT_MAGIC)
487 tmp->attacktype |= AT_MAGIC; 472 tmp->attacktype |= AT_MAGIC;
473
488 /* Spell doc describes what is going on here */ 474 /* Spell doc describes what is going on here */
489 tmp->stats.dam = op->dam_modifier; 475 tmp->stats.dam = op->dam_modifier;
490 tmp->range = op->stats.maxhp; 476 tmp->range = op->stats.maxhp;
491 tmp->duration = op->stats.hp; 477 tmp->duration = op->stats.hp;
492 /* 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 -
500 tmp->stats.sp = op->direction; 486 tmp->stats.sp = op->direction;
501 487
502 /* Prevent recursion */ 488 /* Prevent recursion */
503 op->move_on = 0; 489 op->move_on = 0;
504 490
505 insert_ob_in_map (tmp, op->map, op, 0); 491 tmp->insert_at (op, op);
492 tmp->play_sound (tmp->sound);
493
506 /* remove the firebullet */ 494 /* remove the firebullet */
507 if (!op->destroyed ())
508 {
509 op->destroy (); 495 op->destroy ();
510 }
511} 496}
512
513
514 497
515/* 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
516 * (eg, explode, damage player, etc) 499 * (eg, explode, damage player, etc)
517 */ 500 */
518
519void 501void
520check_bullet (object *op) 502check_bullet (object *op)
521{ 503{
522 object *tmp; 504 object *tmp;
523 int dam, mflags; 505 int dam, mflags;
538 520
539 /* 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 */
540 if (!(mflags & P_IS_ALIVE)) 522 if (!(mflags & P_IS_ALIVE))
541 return; 523 return;
542 524
543 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)
544 { 526 {
545 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 527 if (tmp->flag [FLAG_ALIVE])
546 { 528 {
547 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
548 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0) 532 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0)
549 { 533 {
550 if (!QUERY_FLAG (op, FLAG_REMOVED)) 534 if (!op->flag [FLAG_REMOVED])
551 { 535 {
552 op->destroy (); 536 op->destroy ();
553 return; 537 return;
554 } 538 }
555 } 539 }
563 * fired arches (eg, bolts). 547 * fired arches (eg, bolts).
564 */ 548 */
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 check_bullet (op); 608 check_bullet (op);
630} 609}
631
632
633
634 610
635/* fire_bullet 611/* fire_bullet
636 * object op (cast from caster) files a bolt in dir. 612 * object op (cast from caster) files a bolt in dir.
637 * spob is the spell object for the bolt. 613 * spob is the spell object for the bolt.
638 * we remove the magic flag - that can be derived from 614 * we remove the magic flag - that can be derived from
639 * spob->attacktype. 615 * spob->attacktype.
640 * This function sets up the appropriate owner and skill 616 * This function sets up the appropriate owner and skill
641 * pointers. 617 * pointers.
642 */ 618 */
643
644int 619int
645fire_bullet (object *op, object *caster, int dir, object *spob) 620fire_bullet (object *op, object *caster, int dir, object *spob)
646{ 621{
647 object *tmp = NULL; 622 object *tmp = NULL;
648 int mflags; 623 int mflags;
649 624
650 if (!spob->other_arch) 625 if (!spob->other_arch)
651 return 0; 626 return 0;
652 627
653 tmp = arch_to_object (spob->other_arch); 628 tmp = spob->other_arch->instance ();
654 if (tmp == NULL) 629 if (!tmp)
655 return 0; 630 return 0;
656 631
657 /* peterm: level dependency for bolts */ 632 /* peterm: level dependency for bolts */
658 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);
659 tmp->attacktype = spob->attacktype; 634 tmp->attacktype = spob->attacktype;
660 if (spob->slaying) 635 if (spob->slaying)
661 tmp->slaying = spob->slaying; 636 tmp->slaying = spob->slaying;
662 637
666 tmp->stats.hp = spob->duration + SP_level_duration_adjust (caster, spob); 641 tmp->stats.hp = spob->duration + SP_level_duration_adjust (caster, spob);
667 tmp->stats.maxhp = spob->range + SP_level_range_adjust (caster, spob); 642 tmp->stats.maxhp = spob->range + SP_level_range_adjust (caster, spob);
668 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);
669 644
670 tmp->direction = dir; 645 tmp->direction = dir;
671 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) 646 if (tmp->flag [FLAG_IS_TURNABLE])
672 SET_ANIMATION (tmp, dir); 647 SET_ANIMATION (tmp, dir);
673 648
674 tmp->set_owner (op); 649 tmp->set_owner (op);
675 set_spell_skill (op, caster, spob, tmp); 650 set_spell_skill (op, caster, spob, tmp);
676 651
677 tmp->x = op->x + freearr_x[dir]; 652 tmp->x = op->x + DIRX (dir);
678 tmp->y = op->y + freearr_y[dir]; 653 tmp->y = op->y + DIRY (dir);
679 tmp->map = op->map; 654 tmp->map = op->map;
680 655
681 maptile *newmap; 656 maptile *newmap;
682 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y); 657 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y);
683 if (mflags & P_OUT_OF_MAP) 658 if (mflags & P_OUT_OF_MAP)
686 return 0; 661 return 0;
687 } 662 }
688 663
689 tmp->map = newmap; 664 tmp->map = newmap;
690 665
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
691 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)))
692 { 680 {
693 if (!QUERY_FLAG (tmp, FLAG_REFLECTING)) 681 if (!tmp->flag [FLAG_REFLECTING])
694 { 682 {
695 tmp->destroy (); 683 tmp->destroy ();
696 return 0; 684 return 0;
697 } 685 }
698 686
700 tmp->y = op->y; 688 tmp->y = op->y;
701 tmp->direction = absdir (tmp->direction + 4); 689 tmp->direction = absdir (tmp->direction + 4);
702 tmp->map = op->map; 690 tmp->map = op->map;
703 } 691 }
704 692
705 if ((tmp = insert_ob_in_map (tmp, tmp->map, op, 0))) 693 if ((tmp = tmp->insert_at (tmp, op)))
706 check_bullet (tmp); 694 check_bullet (tmp);
707 695
708 return 1; 696 return 1;
709} 697}
710
711
712
713 698
714/***************************************************************************** 699/*****************************************************************************
715 * 700 *
716 * CONE RELATED FUNCTIONS 701 * CONE RELATED FUNCTIONS
717 * 702 *
718 *****************************************************************************/ 703 *****************************************************************************/
719 704
720
721/* 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" */
722void 706static void
723cone_drop (object *op) 707cone_drop (object *op)
724{ 708{
725 object *new_ob = arch_to_object (op->other_arch); 709 object *new_ob = op->other_arch->instance ();
726 710
727 new_ob->x = op->x;
728 new_ob->y = op->y;
729 new_ob->level = op->level; 711 new_ob->level = op->level;
730 new_ob->set_owner (op->owner); 712 new_ob->set_owner (op->owner);
731 713
732 /* preserve skill ownership */ 714 /* preserve skill ownership */
733 if (op->skill && op->skill != new_ob->skill) 715 if (op->skill && op->skill != new_ob->skill)
734 {
735 new_ob->skill = op->skill; 716 new_ob->skill = op->skill;
736 }
737 insert_ob_in_map (new_ob, op->map, op, 0);
738 717
718 new_ob->insert_at (op, op);
739} 719}
740 720
741/* 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 */
742 722
743void 723void
744move_cone (object *op) 724move_cone (object *op)
745{ 725{
746 int i;
747
748 /* 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 */
749 if (!op->map) 727 if (!op->map)
750 { 728 {
751 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");
752 op->speed = 0; 730 op->set_speed (0);
753 update_ob_speed (op);
754 return; 731 return;
755 } 732 }
756 733
757 /* lava saves it's life, but not yours :) */ 734 /* lava saves it's life, but not yours :) */
758 if (QUERY_FLAG (op, FLAG_LIFESAVE)) 735 if (op->flag [FLAG_LIFESAVE])
759 { 736 {
760 hit_map (op, 0, op->attacktype, 0); 737 hit_map (op, 0, op->attacktype, 0);
761 return; 738 return;
762 } 739 }
763 740
773 } 750 }
774#endif 751#endif
775 752
776 hit_map (op, 0, op->attacktype, 0); 753 hit_map (op, 0, op->attacktype, 0);
777 754
755 if (!op->is_on_map ())
756 return;
757
778 /* Check to see if we should push anything. 758 /* Check to see if we should push anything.
779 * Spell objects with weight push whatever they encounter to some 759 * Spell objects with weight push whatever they encounter to some
780 * degree. 760 * degree.
781 */ 761 */
782 if (op->weight) 762 if (op->weight)
763 {
783 check_spell_knockback (op); 764 check_spell_knockback (op);
784 765
785 if (op->destroyed ()) 766 if (!op->is_on_map ())
786 return; 767 return;
768 }
787 769
788 if ((op->duration--) < 0) 770 if (op->duration-- < 0)
789 { 771 {
790 op->destroy (); 772 op->destroy ();
791 return; 773 return;
792 } 774 }
793 /* Object has hit maximum range, so don't have it move 775 /* Object has hit maximum range, so don't have it move
798 { 780 {
799 op->range = 0; /* just so it doesn't wrap */ 781 op->range = 0; /* just so it doesn't wrap */
800 return; 782 return;
801 } 783 }
802 784
803 for (i = -1; i < 2; i++) 785 for (int i = -1; i <= 1; i++)
804 { 786 {
805 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));
806 788
807 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))
808 { 790 {
809 object *tmp = op->clone (); 791 object *tmp = op->clone ();
810
811 tmp->x = x;
812 tmp->y = y;
813 792
814 tmp->duration = op->duration + 1; 793 tmp->duration = op->duration + 1;
815 794
816 /* Use for spell tracking - see ok_to_put_more() */ 795 /* Use for spell tracking - see ok_to_put_more() */
817 tmp->stats.maxhp = op->stats.maxhp; 796 tmp->stats.maxhp = op->stats.maxhp;
818 insert_ob_in_map (tmp, op->map, op, 0); 797
798 op->map->insert (tmp, x, y, op);
799
819 if (tmp->other_arch) 800 if (tmp->other_arch)
820 cone_drop (tmp); 801 cone_drop (tmp);
821 } 802 }
822 } 803 }
823} 804}
840 MoveType movetype; 821 MoveType movetype;
841 822
842 if (!spell->other_arch) 823 if (!spell->other_arch)
843 return 0; 824 return 0;
844 825
845 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)
846 { 827 {
847 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!");
848 return 0; 829 return 0;
849 } 830 }
850 831
851 if (!dir) 832 if (!dir)
852 { 833 {
856 837
857 /* 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
858 * 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
859 * insert it into is blocked. 840 * insert it into is blocked.
860 */ 841 */
861 movetype = spell->other_arch->clone.move_type; 842 movetype = spell->other_arch->move_type;
862 843
863 for (i = range_min; i <= range_max; i++) 844 for (i = range_min; i <= range_max; i++)
864 { 845 {
865 sint16 x, y, d; 846 sint16 x, y;
866 847
867 /* We can't use absdir here, because it never returns 848 /* We can't use absdir here, because it never returns
868 * 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
869 * 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
870 * to hit that person. 851 * to hit that person.
871 */ 852 */
872 d = dir + i; 853 int d = dir ? absdir (dir + i) : i;
873 while (d < 0)
874 d += 8;
875 while (d > 8)
876 d -= 8;
877 854
878 /* 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.
879 * In that case, we have to see - if dir is specified, 856 * In that case, we have to see - if dir is specified,
880 * turn this into direction 8. If dir is not specified (all 857 * turn this into direction 8. If dir is not specified (all
881 * direction) skip - otherwise, one line would do more damage 858 * direction) skip - otherwise, one line would do more damage
888 d = 8; 865 d = 8;
889 else 866 else
890 continue; 867 continue;
891 } 868 }
892 869
893 x = op->x + freearr_x[d]; 870 x = op->x + DIRX (d);
894 y = op->y + freearr_y[d]; 871 y = op->y + DIRY (d);
895 872
896 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)
897 continue; 874 continue;
898 875
899 if ((movetype & GET_MAP_MOVE_BLOCK (m, sx, sy)) == movetype) 876 if ((movetype & GET_MAP_MOVE_BLOCK (m, sx, sy)) == movetype)
900 continue; 877 continue;
901 878
902 success = 1; 879 success = 1;
903 tmp = arch_to_object (spell->other_arch); 880 tmp = spell->other_arch->instance ();
904 tmp->set_owner (op); 881 tmp->set_owner (op);
905 set_spell_skill (op, caster, spell, tmp); 882 set_spell_skill (op, caster, spell, tmp);
906 tmp->level = caster_level (caster, spell); 883 tmp->level = casting_level (caster, spell);
907 tmp->x = sx;
908 tmp->y = sy;
909 tmp->attacktype = spell->attacktype; 884 tmp->attacktype = spell->attacktype;
910 885
911 /* holy word stuff */ 886 /* holy word stuff */
912 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER)) 887 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER))
913 if (!tailor_god_spell (tmp, op)) 888 if (!tailor_god_spell (tmp, op))
947 else 922 else
948 tmp->duration += caster->level / 3; 923 tmp->duration += caster->level / 3;
949 } 924 }
950 925
951 if (!(tmp->move_type & MOVE_FLY_LOW)) 926 if (!(tmp->move_type & MOVE_FLY_LOW))
952 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);
953 928
954 if (!tmp->move_on && tmp->stats.dam) 929 if (!tmp->move_on && tmp->stats.dam)
955 {
956 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);
957 }
958 931
959 insert_ob_in_map (tmp, m, op, 0); 932 m->insert (tmp, sx, sy, op);
960 933
961 /* 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
962 * a single space too many times. 935 * a single space too many times.
963 */ 936 */
964 tmp->stats.maxhp = tmp->count; 937 tmp->stats.maxhp = tmp->count;
974 * 947 *
975 * BOMB related code 948 * BOMB related code
976 * 949 *
977 ****************************************************************************/ 950 ****************************************************************************/
978 951
979
980/* This handles an exploding bomb. 952/* This handles an exploding bomb.
981 * op is the original bomb object. 953 * op is the original bomb object.
982 */ 954 */
983void 955void
984animate_bomb (object *op) 956animate_bomb (object *op)
985{ 957{
986 int i;
987 object *env, *tmp;
988 archetype *at;
989
990 if (op->state != NUM_ANIMATIONS (op) - 1) 958 if (op->state != NUM_ANIMATIONS (op) - 1)
991 return; 959 return;
992 960
993 env = object_get_env_recursive (op); 961 object *env = op->outer_env ();
994 962
995 if (op->env) 963 if (op->env)
996 { 964 {
997 if (env->map == NULL) 965 if (!env->map)
998 return; 966 return;
999 967
1000 if (env->type == PLAYER) 968 if (!(op = op->insert_at (env, op)))
1001 esrv_del_item (env->contr, op->count);
1002
1003 op->remove ();
1004 op->x = env->x;
1005 op->y = env->y;
1006 if ((op = insert_ob_in_map (op, env->map, op, 0)) == NULL)
1007 return; 969 return;
1008 } 970 }
1009 971
1010 // 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
1011 // 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
1012 // as bombs can be carried. 974 // as bombs can be carried.
1013 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE) 975 if (op->ms ().flags () & P_SAFE)
1014 { 976 {
1015 op->destroy (); 977 op->destroy ();
1016 return; 978 return;
1017 } 979 }
1018 980
1019 /* This copies a lot of the code from the fire bullet, 981 /* This copies a lot of the code from the fire bullet,
1020 * but using the cast_bullet isn't really feasible, 982 * but using the cast_bullet isn't really feasible,
1021 * so just set up the appropriate values. 983 * so just set up the appropriate values.
1022 */ 984 */
1023 at = archetype::find (SPLINT); 985 if (archetype *at = archetype::find (SPLINT))
1024 if (at)
1025 { 986 {
1026 for (i = 1; i < 9; i++) 987 for (int i = 1; i < 9; i++)
1027 { 988 {
1028 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)))
1029 continue; 990 continue;
1030 tmp = arch_to_object (at); 991
992 object *tmp = at->instance ();
1031 tmp->direction = i; 993 tmp->direction = i;
1032 tmp->range = op->range; 994 tmp->range = op->range;
1033 tmp->stats.dam = op->stats.dam; 995 tmp->stats.dam = op->stats.dam;
1034 tmp->duration = op->duration; 996 tmp->duration = op->duration;
1035 tmp->attacktype = op->attacktype; 997 tmp->attacktype = op->attacktype;
1036 tmp->set_owner (op); 998 tmp->set_owner (op);
1037 if (op->skill && op->skill != tmp->skill) 999 if (op->skill && op->skill != tmp->skill)
1038 {
1039 tmp->skill = op->skill; 1000 tmp->skill = op->skill;
1040 } 1001
1041 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) 1002 if (tmp->flag [FLAG_IS_TURNABLE])
1042 SET_ANIMATION (tmp, i); 1003 SET_ANIMATION (tmp, i);
1043 tmp->x = op->x + freearr_x[i]; 1004
1044 tmp->y = op->y + freearr_x[i]; 1005 op->map->insert (tmp, op->x + DIRX (i), op->y + DIRX (i), op);
1045 insert_ob_in_map (tmp, op->map, op, 0);
1046 move_bullet (tmp); 1006 move_bullet (tmp);
1047 } 1007 }
1048 } 1008 }
1049 1009
1050 explode_bullet (op); 1010 explode_bullet (op);
1051} 1011}
1052 1012
1053int 1013int
1054create_bomb (object *op, object *caster, int dir, object *spell) 1014create_bomb (object *op, object *caster, int dir, object *spell)
1055{ 1015{
1056
1057 object *tmp; 1016 object *tmp;
1058 int mflags; 1017 int mflags;
1059 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);
1060 maptile *m; 1019 maptile *m;
1061 1020
1062 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 {
1063 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))
1064 { 1030 {
1065 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way."); 1031 op->failmsg ("There is something in the way.");
1066 return 0; 1032 return 0;
1033 }
1067 } 1034 }
1068 tmp = arch_to_object (spell->other_arch); 1035
1036 tmp = spell->other_arch->instance ();
1069 1037
1070 /* level dependencies for bomb */ 1038 /* level dependencies for bomb */
1071 tmp->range = spell->range + SP_level_range_adjust (caster, spell); 1039 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
1072 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);
1073 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell); 1041 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
1074 tmp->attacktype = spell->attacktype; 1042 tmp->attacktype = spell->attacktype;
1075 1043
1076 tmp->set_owner (op); 1044 tmp->set_owner (op);
1077 set_spell_skill (op, caster, spell, tmp); 1045 set_spell_skill (op, caster, spell, tmp);
1078 tmp->x = dx; 1046
1079 tmp->y = dy; 1047 m->insert (tmp, dx, dy, op);
1080 insert_ob_in_map (tmp, m, op, 0);
1081 return 1; 1048 return 1;
1082} 1049}
1083 1050
1084/**************************************************************************** 1051/****************************************************************************
1085 * 1052 *
1094 * dir is the direction to look in. 1061 * dir is the direction to look in.
1095 * range is how far out to look. 1062 * range is how far out to look.
1096 * 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.
1097 * this info is used for blocked magic/unholy spaces. 1064 * this info is used for blocked magic/unholy spaces.
1098 */ 1065 */
1099 1066static object *
1100object *
1101get_pointed_target (object *op, int dir, int range, int type) 1067get_pointed_target (object *op, int dir, int range, int type)
1102{ 1068{
1103 object *target; 1069 object *target;
1104 sint16 x, y; 1070 sint16 x, y;
1105 int dist, mflags; 1071 int dist, mflags;
1108 if (dir == 0) 1074 if (dir == 0)
1109 return NULL; 1075 return NULL;
1110 1076
1111 for (dist = 1; dist < range; dist++) 1077 for (dist = 1; dist < range; dist++)
1112 { 1078 {
1113 x = op->x + freearr_x[dir] * dist; 1079 x = op->x + DIRX (dir) * dist;
1114 y = op->y + freearr_y[dir] * dist; 1080 y = op->y + DIRY (dir) * dist;
1115 mp = op->map; 1081 mp = op->map;
1116 mflags = get_map_flags (op->map, &mp, x, y, &x, &y); 1082 mflags = get_map_flags (op->map, &mp, x, y, &x, &y);
1117 1083
1118 if (mflags & P_OUT_OF_MAP) 1084 if (mflags & P_OUT_OF_MAP)
1119 return NULL; 1085 return NULL;
1123 return NULL; 1089 return NULL;
1124 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW) 1090 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW)
1125 return NULL; 1091 return NULL;
1126 1092
1127 if (mflags & P_IS_ALIVE) 1093 if (mflags & P_IS_ALIVE)
1128 {
1129 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)
1130 { 1095 if (target->flag [FLAG_MONSTER])
1131 if (QUERY_FLAG (target->head ? target->head : target, FLAG_MONSTER))
1132 {
1133 return target; 1096 return target;
1134 }
1135 }
1136 }
1137 } 1097 }
1098
1138 return NULL; 1099 return NULL;
1139} 1100}
1140 1101
1141
1142/* cast_smite_arch() - the priest points to a creature and causes 1102/* cast_smite_spell() - the priest points to a creature and causes
1143 * a 'godly curse' to decend. 1103 * a 'godly curse' to decend.
1144 * usual params - 1104 * usual params -
1145 * op = player 1105 * op = player
1146 * caster = object casting the spell. 1106 * caster = object casting the spell.
1147 * dir = direction being cast 1107 * dir = direction being cast
1148 * spell = spell object 1108 * spell = spell object
1149 */ 1109 */
1150
1151int 1110int
1152cast_smite_spell (object *op, object *caster, int dir, object *spell) 1111cast_smite_spell (object *op, object *caster, int dir, object *spell)
1153{ 1112{
1154 object *effect, *target; 1113 object *effect, *target;
1155 object *god = find_god (determine_god (op)); 1114 object *god = find_god (determine_god (op));
1156 int range;
1157 1115
1158 range = spell->range + SP_level_range_adjust (caster, spell);
1159 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);
1160 1117
1161 /* Bunch of conditions for casting this spell. Note that only 1118 /* Bunch of conditions for casting this spell. Note that only
1162 * require a god if this is a cleric spell (requires grace). 1119 * require a god if this is a cleric spell (requires grace).
1163 * 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
1164 * 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
1165 * interesting spell. 1122 * interesting spell.
1166 * 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
1167 * can't be friendly to your god. 1124 * can't be friendly to your god.
1168 */ 1125 */
1169 1126
1170 if (!target || QUERY_FLAG (target, FLAG_REFL_SPELL) 1127 if (!target
1128 || target->flag [FLAG_REFL_SPELL]
1171 || (!god && spell->stats.grace) 1129 || (!god && spell->stats.grace)
1172 || (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)))
1173 { 1132 {
1174 new_draw_info (NDI_UNIQUE, 0, op, "Your request is unheeded."); 1133 op->failmsg ("Your request is unheeded.");
1175 return 0; 1134 return 0;
1176 } 1135 }
1177 1136
1178 if (spell->other_arch) 1137 if (spell->other_arch)
1179 effect = arch_to_object (spell->other_arch); 1138 effect = spell->other_arch->instance ();
1180 else 1139 else
1181 return 0; 1140 return 0;
1182 1141
1183 /* tailor the effect by priest level and worshipped God */ 1142 /* tailor the effect by priest level and worshipped God */
1184 effect->level = caster_level (caster, spell); 1143 effect->level = casting_level (caster, spell);
1185 effect->attacktype = spell->attacktype; 1144 effect->attacktype = spell->attacktype;
1186 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER)) 1145 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER))
1187 { 1146 {
1188 if (tailor_god_spell (effect, op)) 1147 if (tailor_god_spell (effect, op))
1189 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));
1190 else 1149 else
1191 { 1150 {
1192 new_draw_info (NDI_UNIQUE, 0, op, "Your request is ignored."); 1151 op->failmsg ("Your request is ignored.");
1193 return 0; 1152 return 0;
1194 } 1153 }
1195 } 1154 }
1196 1155
1197 /* size of the area of destruction */ 1156 /* size of the area of destruction */
1201 if (effect->attacktype & AT_DEATH) 1160 if (effect->attacktype & AT_DEATH)
1202 { 1161 {
1203 effect->level = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1162 effect->level = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1204 1163
1205 /* casting death spells at undead isn't a good thing */ 1164 /* casting death spells at undead isn't a good thing */
1206 if (QUERY_FLAG (target, FLAG_UNDEAD)) 1165 if (target->flag [FLAG_UNDEAD])
1207 { 1166 {
1208 if (random_roll (0, 2, op, PREFER_LOW)) 1167 if (random_roll (0, 2, op, PREFER_LOW))
1209 { 1168 {
1210 new_draw_info (NDI_UNIQUE, 0, op, "Idiot! Your spell boomerangs!"); 1169 new_draw_info (NDI_UNIQUE, 0, op, "Idiot! Your spell boomerangs!");
1211 effect->x = op->x; 1170 effect->x = op->x;
1228 1187
1229 effect->set_owner (op); 1188 effect->set_owner (op);
1230 set_spell_skill (op, caster, spell, effect); 1189 set_spell_skill (op, caster, spell, effect);
1231 1190
1232 /* ok, tell it where to be, and insert! */ 1191 /* ok, tell it where to be, and insert! */
1233 effect->x = target->x; 1192 effect->insert_at (target, op);
1234 effect->y = target->y;
1235 insert_ob_in_map (effect, target->map, op, 0);
1236 1193
1237 return 1; 1194 return 1;
1238} 1195}
1239
1240 1196
1241/**************************************************************************** 1197/****************************************************************************
1242 * 1198 *
1243 * MAGIC MISSILE code. 1199 * MAGIC MISSILE code.
1244 * 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
1247 1203
1248/* op is a missile that needs to be moved */ 1204/* op is a missile that needs to be moved */
1249void 1205void
1250move_missile (object *op) 1206move_missile (object *op)
1251{ 1207{
1252 int i, mflags;
1253 object *owner;
1254 sint16 new_x, new_y;
1255 maptile *m;
1256
1257 if (op->range-- <= 0) 1208 if (op->range-- <= 0)
1258 { 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 {
1259 op->destroy (); 1219 op->destroy ();
1260 return; 1220 return;
1261 } 1221 }
1262 1222
1263 owner = op->owner; 1223 mapspace &ms = pos.ms ();
1264#if 0
1265 /* It'd make things nastier if this wasn't here - spells cast by
1266 * monster that are then killed would continue to survive
1267 */
1268 if (owner == NULL)
1269 {
1270 op->destroy ();
1271 return;
1272 }
1273#endif
1274 1224
1275 new_x = op->x + DIRX (op); 1225 if (ms.flags () & P_IS_ALIVE || ms.blocks (op))
1276 new_y = op->y + DIRY (op);
1277
1278 mflags = get_map_flags (op->map, &m, new_x, new_y, &new_x, &new_y);
1279
1280 if (!(mflags & P_OUT_OF_MAP) && ((mflags & P_IS_ALIVE) || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y))))
1281 { 1226 {
1282 hit_map (op, op->direction, AT_MAGIC, 1); 1227 hit_map (op, op->direction, AT_MAGIC, 1);
1283 /* Basically, missile only hits one thing then goes away. 1228 /* Basically, missile only hits one thing then goes away.
1284 * 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.
1285 */ 1230 */
1286 if (!op->destroyed ())
1287 op->destroy ();
1288
1289 return;
1290 }
1291
1292 op->remove ();
1293
1294 if (!op->direction || (mflags & P_OUT_OF_MAP))
1295 {
1296 op->destroy (); 1231 op->destroy ();
1297 return; 1232 return;
1298 } 1233 }
1299 1234
1300 op->x = new_x; 1235 if (!op->direction)
1301 op->y = new_y; 1236 {
1302 op->map = m; 1237 op->destroy ();
1238 return;
1239 }
1240
1303 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);
1304 if (i > 0 && i != op->direction) 1242 if (i > 0 && i != op->direction)
1305 { 1243 {
1306 op->direction = i; 1244 op->direction = i;
1307 SET_ANIMATION (op, op->direction); 1245 SET_ANIMATION (op, op->direction);
1308 } 1246 }
1309 1247
1310 insert_ob_in_map (op, op->map, op, 0); 1248 pos.insert (op, op);
1311} 1249}
1312 1250
1313/**************************************************************************** 1251/****************************************************************************
1314 * Destruction 1252 * Destruction
1315 ****************************************************************************/ 1253 ****************************************************************************/
1316 1254
1317/* make_object_glow() - currently only makes living objects glow. 1255/* make_object_glow() - currently only makes living objects glow.
1318 * 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
1319 * object. if time is 0, the object glows permanently. To truely 1257 * object. if time is 0, the object glows permanently. To truely
1320 * make this work for non-living objects, we would have to 1258 * make this work for non-living objects, we would have to
1321 * give them the capability to have an inventory. b.t. 1259 * give them the capability to have an inventory. b.t.
1322 */ 1260 */
1323 1261static int
1324int
1325make_object_glow (object *op, int radius, int time) 1262make_object_glow (object *op, int radius, int time)
1326{ 1263{
1327 object *tmp;
1328
1329 /* some things are unaffected... */ 1264 /* some things are unaffected... */
1330 if (op->path_denied & PATH_LIGHT) 1265 if (op->path_denied & PATH_LIGHT)
1331 return 0; 1266 return 0;
1332 1267
1333 tmp = get_archetype (FORCE_NAME); 1268 object *tmp = archetype::get (FORCE_NAME);
1334 tmp->speed = 0.01; 1269 tmp->set_speed (0.01);
1335 tmp->stats.food = time; 1270 tmp->stats.food = time;
1336 SET_FLAG (tmp, FLAG_IS_USED_UP); 1271 tmp->set_flag (FLAG_IS_USED_UP);
1337 tmp->glow_radius = radius; 1272 tmp->set_glow_radius (min (MAX_LIGHT_RADIUS, radius));
1338 if (tmp->glow_radius > MAX_LIGHT_RADII)
1339 tmp->glow_radius = MAX_LIGHT_RADII;
1340
1341 tmp->x = op->x;
1342 tmp->y = op->y;
1343 if (tmp->speed < MIN_ACTIVE_SPEED)
1344 tmp->speed = MIN_ACTIVE_SPEED; /* safety */
1345 tmp = insert_ob_in_ob (tmp, op); 1273 tmp = insert_ob_in_ob (tmp, op);
1274
1346 if (tmp->glow_radius > op->glow_radius) 1275 if (tmp->glow_radius > op->glow_radius)
1347 op->glow_radius = tmp->glow_radius; 1276 op->set_glow_radius (tmp->glow_radius);
1348 1277
1349 if (!tmp->env || op != tmp->env)
1350 {
1351 LOG (llevError, "make_object_glow() failed to insert glowing force in %s\n", &op->name);
1352 return 0;
1353 }
1354 return 1; 1278 return 1;
1355} 1279}
1356
1357
1358
1359 1280
1360int 1281int
1361cast_destruction (object *op, object *caster, object *spell_ob) 1282cast_destruction (object *op, object *caster, object *spell_ob)
1362{ 1283{
1363 int i, j, range, mflags, friendly = 0, dam, dur;
1364 sint16 sx, sy;
1365 maptile *m;
1366 object *tmp;
1367 const char *skill;
1368
1369 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob); 1284 int range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
1370 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);
1371 dur = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob); 1286 int dur = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
1372 if (QUERY_FLAG (op, FLAG_FRIENDLY) || op->type == PLAYER)
1373 friendly = 1;
1374 1287
1375 /* destruction doesn't use another spell object, so we need 1288 bool friendly = op->flag [FLAG_FRIENDLY] || op->is_player ();
1376 * update op's skill pointer so that exp is properly awarded.
1377 * We do some shortcuts here - since this is just temporary
1378 * and we'll reset the values back, we don't need to go through
1379 * the full share string/free_string route.
1380 */
1381 skill = op->skill;
1382 if (caster == op)
1383 op->skill = spell_ob->skill;
1384 else if (caster->skill)
1385 op->skill = caster->skill;
1386 else
1387 op->skill = NULL;
1388 1289
1389 change_skill (op, find_skill_by_name (op, op->skill), 1); 1290 dynbuf buf;
1390 1291 unordered_mapwalk (buf, op, -range, -range, range, range)
1391 for (i = -range; i < range; i++)
1392 { 1292 {
1393 for (j = -range; j < range; j++) 1293 mapspace &ms = m->at (nx, ny);
1394 { 1294
1395 m = op->map;
1396 sx = op->x + i;
1397 sy = op->y + j;
1398 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
1399 if (mflags & P_OUT_OF_MAP)
1400 continue;
1401 if (mflags & P_IS_ALIVE) 1295 if (ms.flags () & P_IS_ALIVE)
1296 for (object *next, *tmp = ms.bot; tmp; tmp = next)
1402 { 1297 {
1403 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 ())
1404 { 1301 {
1405 if (QUERY_FLAG (tmp, FLAG_ALIVE) || tmp->type == PLAYER)
1406 break;
1407 }
1408 if (tmp)
1409 {
1410 if (tmp->head)
1411 tmp = tmp->head; 1302 tmp = tmp->head_ ();
1412 1303
1413 if ((friendly && !QUERY_FLAG (tmp, FLAG_FRIENDLY) && tmp->type != PLAYER) || 1304 if ((friendly && !tmp->flag [FLAG_FRIENDLY] && !tmp->is_player ())
1414 (!friendly && (QUERY_FLAG (tmp, FLAG_FRIENDLY) || tmp->type == PLAYER))) 1305 || (!friendly && (tmp->flag [FLAG_FRIENDLY] || tmp->is_player ())))
1415 { 1306 {
1416 if (spell_ob->subtype == SP_DESTRUCTION) 1307 if (spell_ob->subtype == SP_DESTRUCTION)
1417 { 1308 {
1418 hit_player (tmp, dam, op, spell_ob->attacktype, 0); 1309 hit_player (tmp, dam, op, spell_ob->attacktype, 0);
1310
1419 if (spell_ob->other_arch) 1311 if (spell_ob->other_arch)
1420 { 1312 m->insert (spell_ob->other_arch->instance (), nx, ny, op);
1421 tmp = arch_to_object (spell_ob->other_arch);
1422 tmp->x = sx;
1423 tmp->y = sy;
1424 insert_ob_in_map (tmp, m, op, 0);
1425 }
1426 } 1313 }
1427 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)
1428 { 1315 {
1429 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch) 1316 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch)
1430 { 1317 m->insert (spell_ob->other_arch->instance (), nx, ny, op);
1431 object *effect = arch_to_object (spell_ob->other_arch);
1432
1433 effect->x = sx;
1434 effect->y = sy;
1435 insert_ob_in_map (effect, m, op, 0);
1436 }
1437 } 1318 }
1438 } 1319 }
1439 } 1320 }
1440 } 1321 }
1441 }
1442 } 1322 }
1443 op->skill = skill; 1323
1444 return 1; 1324 return 1;
1445} 1325}
1446 1326
1447/*************************************************************************** 1327/***************************************************************************
1448 * 1328 *
1449 * CURSE 1329 * CURSE
1450 * 1330 *
1451 ***************************************************************************/ 1331 ***************************************************************************/
1452
1453int 1332int
1454cast_curse (object *op, object *caster, object *spell_ob, int dir) 1333cast_curse (object *op, object *caster, object *spell_ob, int dir)
1455{ 1334{
1456 object *god = find_god (determine_god (op)); 1335 object *god = find_god (determine_god (op));
1457 object *tmp, *force; 1336 object *tmp, *force;
1458 1337
1459 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);
1460 if (!tmp) 1339 if (!tmp)
1461 { 1340 {
1462 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.");
1463 return 0; 1342 return 0;
1464 } 1343 }
1465 1344
1345 tmp = tmp->head_ ();
1346
1466 /* 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. */
1467 for (force = tmp->inv; force != NULL; force = force->below) 1348 for (force = tmp->inv; force; force = force->below)
1468 { 1349 {
1469 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY) 1350 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY)
1470 { 1351 {
1471 if (force->name == spell_ob->name) 1352 if (force->name == spell_ob->name)
1472 { 1353 {
1478 return 0; 1359 return 0;
1479 } 1360 }
1480 } 1361 }
1481 } 1362 }
1482 1363
1483 if (force == NULL) 1364 if (!force)
1484 { 1365 {
1485 force = get_archetype (FORCE_NAME); 1366 force = archetype::get (FORCE_NAME);
1486 force->subtype = FORCE_CHANGE_ABILITY; 1367 force->subtype = FORCE_CHANGE_ABILITY;
1368
1487 if (spell_ob->race) 1369 if (spell_ob->race)
1488 force->name = spell_ob->race; 1370 force->name = spell_ob->race;
1489 else 1371 else
1490 force->name = spell_ob->name; 1372 force->name = spell_ob->name;
1491 1373
1501 { 1383 {
1502 force->duration = duration; 1384 force->duration = duration;
1503 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.");
1504 } 1386 }
1505 else 1387 else
1506 {
1507 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.");
1508 } 1389
1509 return 1; 1390 return 1;
1510 } 1391 }
1392
1511 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;
1512 force->speed = 1.0;
1513 force->speed_left = -1.0; 1394 force->speed_left = -1.f;
1514 SET_FLAG (force, FLAG_APPLIED); 1395 force->set_speed (1.f);
1396 force->set_flag (FLAG_APPLIED);
1515 1397
1516 if (god) 1398 if (god)
1517 { 1399 {
1518 if (spell_ob->last_grace) 1400 if (spell_ob->last_grace)
1519 force->path_repelled = god->path_repelled; 1401 force->path_repelled = god->path_repelled;
1532 force->stats.wc = spell_ob->stats.wc; 1414 force->stats.wc = spell_ob->stats.wc;
1533 1415
1534 change_abil (tmp, force); /* Mostly to display any messages */ 1416 change_abil (tmp, force); /* Mostly to display any messages */
1535 insert_ob_in_ob (force, tmp); 1417 insert_ob_in_ob (force, tmp);
1536 tmp->update_stats (); 1418 tmp->update_stats ();
1419
1537 return 1; 1420 return 1;
1538
1539} 1421}
1540
1541 1422
1542/********************************************************************** 1423/**********************************************************************
1543 * mood change 1424 * mood change
1544 * 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
1545 * effects monsters, it seems best to put it into this file 1426 * effects monsters, it seems best to put it into this file
1550 */ 1431 */
1551int 1432int
1552mood_change (object *op, object *caster, object *spell) 1433mood_change (object *op, object *caster, object *spell)
1553{ 1434{
1554 object *tmp, *god, *head; 1435 object *tmp, *god, *head;
1555 int done_one, range, mflags, level, at, best_at; 1436 int done_one, range, level, at, best_at;
1556 sint16 x, y, nx, ny;
1557 maptile *m;
1558 const char *race; 1437 const char *race;
1559 1438
1560 /* 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
1561 * doing it over and over again. 1440 * doing it over and over again.
1562 */ 1441 */
1563 god = find_god (determine_god (op)); 1442 god = find_god (determine_god (op));
1564 level = caster_level (caster, spell); 1443 level = casting_level (caster, spell);
1565 range = spell->range + SP_level_range_adjust (caster, spell); 1444 range = spell->range + SP_level_range_adjust (caster, spell);
1566 1445
1567 /* 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_...
1568 * 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
1569 * won't ever match anything. 1448 * won't ever match anything.
1570 */ 1449 */
1571 if (!spell->race) 1450 if (!spell->race)
1572 race = NULL; 1451 race = NULL;
1573 else if (god && !strcmp (spell->race, "GOD_SLAYING")) 1452 else if (god && spell->race == shstr_GOD_SLAYING)
1574 race = god->slaying; 1453 race = god->slaying;
1575 else if (god && !strcmp (spell->race, "GOD_FRIEND")) 1454 else if (god && spell->race == shstr_GOD_FRIEND)
1576 race = god->race; 1455 race = god->race;
1577 else 1456 else
1578 race = spell->race; 1457 race = spell->race;
1579 1458
1580 1459 dynbuf buf;
1581 for (x = op->x - range; x <= op->x + range; x++) 1460 unordered_mapwalk (buf, op, -range, -range, range, range)
1582 for (y = op->y - range; y <= op->y + range; y++)
1583 { 1461 {
1462 mapspace &ms = m->at (nx, ny);
1584 1463
1585 done_one = 0;
1586 m = op->map;
1587 nx = x;
1588 ny = y;
1589 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1590 if (mflags & P_OUT_OF_MAP)
1591 continue;
1592
1593 /* 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 */
1594 if (!(mflags & P_IS_ALIVE)) 1465 if (!(ms.flags () & P_IS_ALIVE))
1595 continue; 1466 continue;
1596 1467
1597 for (tmp = GET_MAP_OB (m, nx, ny); tmp; tmp = tmp->above) 1468 // players can only affect spaces that they can actually see
1598 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])
1599 break; 1476 break;
1600 1477
1601 /* There can be living objects that are not monsters */ 1478 /* There can be living objects that are not monsters */
1602 if (!tmp || tmp->type == PLAYER) 1479 if (!tmp)
1603 continue; 1480 continue;
1604 1481
1605 /* Only the head has meaningful data, so resolve to that */ 1482 /* Only the head has meaningful data, so resolve to that */
1606 if (tmp->head)
1607 head = tmp->head; 1483 head = tmp->head_ ();
1608 else
1609 head = tmp;
1610 1484
1611 /* 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 */
1612 if (race && head->race && !strstr (race, head->race)) 1486 if (race && head->race && !strstr (race, head->race))
1613 continue; 1487 continue;
1614 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD)) 1488
1489 if (head->flag [FLAG_UNDEAD] && !spell->flag [FLAG_UNDEAD])
1615 continue; 1490 continue;
1616 1491
1617 /* Now do a bunch of stuff related to saving throws */ 1492 /* Now do a bunch of stuff related to saving throws */
1618 best_at = -1; 1493 best_at = -1;
1619 if (spell->attacktype) 1494 if (spell->attacktype)
1620 { 1495 {
1621 for (at = 0; at < NROFATTACKS; at++) 1496 for (at = 0; at < NROFATTACKS; at++)
1622 if (spell->attacktype & (1 << at)) 1497 if (spell->attacktype & (1 << at))
1623 if (best_at == -1 || head->resist[at] > head->resist[best_at]) 1498 if (best_at == -1 || head->resist[at] > head->resist[best_at])
1624 best_at = at; 1499 best_at = at;
1625 1500
1626 if (best_at == -1) 1501 if (best_at == -1)
1627 at = 0; 1502 at = 0;
1628 else 1503 else
1629 { 1504 {
1630 if (head->resist[best_at] == 100) 1505 if (head->resist[best_at] == 100)
1631 continue; 1506 continue;
1632 else 1507 else
1633 at = head->resist[best_at] / 5; 1508 at = head->resist[best_at] / 5;
1634 } 1509 }
1510
1635 at -= level / 5; 1511 at -= level / 5;
1636 if (did_make_save (head, head->level, at)) 1512 if (did_make_save (head, head->level, at))
1637 continue; 1513 continue;
1638 } 1514 }
1639 else /* spell->attacktype */ 1515 else /* spell->attacktype */
1516 {
1640 /* 1517 /*
1641 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:
1642 * if spell level < monster level, no go 1519 * if spell level < monster level, no go
1643 * 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 ) )
1644 1521
1646 1523
1647 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
1648 charm a level 125 monster... 1525 charm a level 125 monster...
1649 1526
1650 Ryo, august 14th 1527 Ryo, august 14th
1651 */ 1528 */
1652 {
1653 if (head->level > level) 1529 if (head->level > level)
1654 continue; 1530 continue;
1531
1655 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))))
1656 /* Failed, no effect */ 1533 /* Failed, no effect */
1657 continue; 1534 continue;
1658 } 1535 }
1659 1536
1660 /* Done with saving throw. Now start effecting the monster */ 1537 /* Done with saving throw. Now start affecting the monster */
1538 done_one = 0;
1661 1539
1662 /* aggravation */ 1540 /* aggravation */
1663 if (QUERY_FLAG (spell, FLAG_MONSTER)) 1541 if (spell->flag [FLAG_MONSTER])
1664 { 1542 {
1665 CLEAR_FLAG (head, FLAG_SLEEP); 1543 head->clr_flag (FLAG_SLEEP);
1666 if (QUERY_FLAG (head, FLAG_FRIENDLY))
1667 remove_friendly_object (head); 1544 remove_friendly_object (head);
1668
1669 done_one = 1; 1545 done_one = 1;
1670 head->enemy = op; 1546 head->enemy = op;
1671 } 1547 }
1672 1548
1673 /* calm monsters */ 1549 /* calm monsters */
1674 if (QUERY_FLAG (spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (head, FLAG_UNAGGRESSIVE)) 1550 if (spell->flag [FLAG_UNAGGRESSIVE] && !head->flag [FLAG_UNAGGRESSIVE])
1675 { 1551 {
1676 SET_FLAG (head, FLAG_UNAGGRESSIVE); 1552 head->set_flag (FLAG_UNAGGRESSIVE);
1677 head->enemy = NULL; 1553 head->enemy = NULL;
1678 done_one = 1; 1554 done_one = 1;
1679 } 1555 }
1680 1556
1681 /* berserk monsters */ 1557 /* berserk monsters */
1682 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK)) 1558 if (spell->flag [FLAG_BERSERK] && !head->flag [FLAG_BERSERK])
1683 { 1559 {
1684 SET_FLAG (head, FLAG_BERSERK); 1560 head->set_flag (FLAG_BERSERK);
1685 done_one = 1; 1561 done_one = 1;
1686 } 1562 }
1563
1687 /* charm */ 1564 /* charm */
1688 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY)) 1565 if (spell->flag [FLAG_NO_ATTACK] && !head->flag [FLAG_FRIENDLY])
1689 { 1566 {
1690 SET_FLAG (head, FLAG_FRIENDLY); 1567 INVOKE_OBJECT (KILL, head, ARG_OBJECT (caster));
1568
1691 /* Prevent uncontolled outbreaks of self replicating monsters. 1569 /* Prevent uncontrolled outbreaks of self replicating monsters.
1692 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.
1693 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. */
1694 CLEAR_FLAG (head, FLAG_GENERATOR); 1572 head->clr_flag (FLAG_GENERATOR);
1695 head->set_owner (op); 1573 head->set_owner (op);
1696 set_spell_skill (op, caster, spell, head); 1574 set_spell_skill (op, caster, spell, head);
1697 add_friendly_object (head); 1575 add_friendly_object (head);
1698 head->attack_movement = PETMOVE; 1576 head->attack_movement = PETMOVE;
1699 done_one = 1; 1577 done_one = 1;
1700 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);
1701 head->stats.exp = 0; 1579 head->stats.exp = 0;
1702 } 1580 }
1703 1581
1704 /* If a monster was effected, put an effect in */ 1582 /* If a monster was effected, put an effect in */
1705 if (done_one && spell->other_arch) 1583 if (done_one && spell->other_arch)
1706 { 1584 m->insert (spell->other_arch->instance (), nx, ny, op);
1707 tmp = arch_to_object (spell->other_arch); 1585 }
1708 tmp->x = nx;
1709 tmp->y = ny;
1710 insert_ob_in_map (tmp, m, op, 0);
1711 }
1712 } /* for y */
1713 1586
1714 return 1; 1587 return 1;
1715} 1588}
1716
1717 1589
1718/* 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
1719 * 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
1720 * lightning spell used it, that seemed misnamed. 1592 * lightning spell used it, that seemed misnamed.
1721 * op is the spell effect. 1593 * op is the spell effect.
1722 * note that duration is handled by process_object() in time.c 1594 * note that duration is handled by process_object() in time.c
1723 */ 1595 */
1724
1725void 1596void
1726move_ball_spell (object *op) 1597move_ball_spell (object *op)
1727{ 1598{
1728 int i, j, dam_save, dir, mflags; 1599 int i, j, dam_save, dir, mflags;
1729 sint16 nx, ny, hx, hy; 1600 sint16 nx, ny, hx, hy;
1748 for (i = 1; i < 9; i++) 1619 for (i = 1; i < 9; i++)
1749 { 1620 {
1750 /* i bit 0: alters sign of offset 1621 /* i bit 0: alters sign of offset
1751 * other bits (i / 2): absolute value of offset 1622 * other bits (i / 2): absolute value of offset
1752 */ 1623 */
1753
1754 int offset = ((i ^ j) & 1) ? (i / 2) : -(i / 2); 1624 int offset = ((i ^ j) & 1) ? (i / 2) : -(i / 2);
1755 int tmpdir = absdir (op->direction + offset); 1625 int tmpdir = absdir (op->direction + offset);
1756 1626
1757 nx = op->x + freearr_x[tmpdir]; 1627 nx = op->x + DIRX (tmpdir);
1758 ny = op->y + freearr_y[tmpdir]; 1628 ny = op->y + DIRY (tmpdir);
1759 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))))
1760 { 1630 {
1761 dir = tmpdir; 1631 dir = tmpdir;
1762 break; 1632 break;
1763 } 1633 }
1764 } 1634 }
1635
1765 if (dir == 0) 1636 if (dir == 0)
1766 { 1637 {
1767 nx = op->x; 1638 nx = op->x;
1768 ny = op->y; 1639 ny = op->y;
1769 m = op->map; 1640 m = op->map;
1770 } 1641 }
1771 1642
1772 op->remove (); 1643 m->insert (op, nx, ny, op);
1773 op->y = ny;
1774 op->x = nx;
1775 insert_ob_in_map (op, m, op, 0);
1776 1644
1777 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
1778 surrounding squares */ 1646 surrounding squares */
1779 1647
1780 /* loop over current square and neighbors to hit. 1648 /* loop over current square and neighbors to hit.
1781 * if this has an other_arch field, we insert that in 1649 * if this has an other_arch field, we insert that in
1782 * the surround spaces. 1650 * the surround spaces.
1783 */ 1651 */
1784 for (j = 0; j < 9; j++) 1652 for (j = 0; j < 9; j++)
1785 { 1653 {
1786 object *new_ob; 1654 hx = nx + DIRX (j);
1787 1655 hy = ny + DIRY (j);
1788 hx = nx + freearr_x[j];
1789 hy = ny + freearr_y[j];
1790 1656
1791 m = op->map; 1657 m = op->map;
1792 mflags = get_map_flags (m, &m, hx, hy, &hx, &hy); 1658 mflags = get_map_flags (m, &m, hx, hy, &hx, &hy);
1793 1659
1794 if (mflags & P_OUT_OF_MAP) 1660 if (mflags & P_OUT_OF_MAP)
1800 1666
1801 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)))
1802 { 1668 {
1803 if (j) 1669 if (j)
1804 op->stats.dam = dam_save / 2; 1670 op->stats.dam = dam_save / 2;
1671
1805 hit_map (op, j, op->attacktype, 1); 1672 hit_map (op, j, op->attacktype, 1);
1806
1807 } 1673 }
1808 1674
1809 /* insert the other arch */ 1675 /* insert the other arch */
1810 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))))
1811 { 1677 m->insert (op->other_arch->instance (), hx, hy, op);
1812 new_ob = arch_to_object (op->other_arch);
1813 new_ob->x = hx;
1814 new_ob->y = hy;
1815 insert_ob_in_map (new_ob, m, op, 0);
1816 }
1817 } 1678 }
1818 1679
1819 /* restore to the center location and damage */ 1680 /* restore to the center location and damage */
1820 op->stats.dam = dam_save; 1681 op->stats.dam = dam_save;
1821 1682
1822 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);
1823 1684
1824 if (i >= 0) 1685 if (i >= 0)
1825 { /* we have a preferred direction! */ 1686 { /* we have a preferred direction! */
1826 /* pick another direction if the preferred dir is blocked. */ 1687 /* pick another direction if the preferred dir is blocked. */
1827 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 ||
1828 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)))
1829 {
1830 i = absdir (i + rndm (0, 2) - 1); /* -1, 0, +1 */ 1690 i = absdir (i + rndm (0, 2) - 1); /* -1, 0, +1 */
1831 } 1691
1832 op->direction = i; 1692 op->direction = i;
1833 } 1693 }
1834} 1694}
1835 1695
1836
1837/* move_swarm_spell: peterm 1696/* move_swarm_spell: peterm
1838 * 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
1839 * 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
1840 * 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
1841 * 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
1842 * 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.
1843 */ 1702 */
1844
1845void 1703void
1846move_swarm_spell (object *op) 1704move_swarm_spell (object *op)
1847{ 1705{
1848#if 0 1706#if 0
1849 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 };
1850 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 };
1851 sint16 target_x, target_y, origin_x, origin_y; 1709 sint16 target_x, target_y, origin_x, origin_y;
1852 int adjustdir; 1710 int adjustdir;
1853 maptile *m; 1711 maptile *m;
1854#endif 1712#endif
1855 int basedir;
1856 object *owner; 1713 object *owner = op->env;
1857 1714
1858 owner = op->owner; 1715 if (!owner) // MUST not happen, remove when true TODO
1859 if (op->duration == 0 || owner == NULL)
1860 { 1716 {
1717 LOG (llevError, "swarm spell found outside inventory: %s\n", op->debug_desc ());
1861 op->destroy (); 1718 op->destroy ();
1862 return; 1719 return;
1863 } 1720 }
1864 1721
1722 if (!op->duration || !owner->is_on_map ())
1723 {
1724 op->drop_and_destroy ();
1725 return;
1726 }
1727
1865 op->duration--; 1728 op->duration--;
1866 1729
1867 basedir = op->direction; 1730 int basedir = op->direction;
1868 if (basedir == 0) 1731 if (!basedir)
1869 { 1732 {
1870 /* spray in all directions! 8) */ 1733 /* spray in all directions! 8) */
1871 basedir = rndm (1, 8); 1734 op->facing = (op->facing + op->state) & 7;
1735 basedir = op->facing + 1;
1872 } 1736 }
1873 1737
1874#if 0 1738#if 0
1875 // this is bogus: it causes wrong places to be checked below 1739 // this is bogus: it causes wrong places to be checked below
1876 // (a wall 2 cells away will block the effect...) and 1740 // (a wall 2 cells away will block the effect...) and
1877 // 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
1878 // space. 1742 // space.
1879 // should be fixed later, but correctness before featurs... 1743 // should be fixed later, but correctness before features...
1880 // (schmorp) 1744 // (schmorp)
1881 1745
1882 /* new offset calculation to make swarm element distribution 1746 /* new offset calculation to make swarm element distribution
1883 * more uniform 1747 * more uniform
1884 */ 1748 */
1885 if (op->duration) 1749 if (op->duration)
1886 { 1750 {
1887 if (basedir & 1) 1751 if (basedir & 1)
1888 { 1752 {
1896 else 1760 else
1897 { 1761 {
1898 adjustdir = 0; /* fire the last one from forward. */ 1762 adjustdir = 0; /* fire the last one from forward. */
1899 } 1763 }
1900 1764
1901 target_x = op->x + freearr_x[absdir (basedir + adjustdir)]; 1765 target_x = op->x + DIRX (absdir (basedir + adjustdir));
1902 target_y = op->y + freearr_y[absdir (basedir + adjustdir)]; 1766 target_y = op->y + DIRY (absdir (basedir + adjustdir));
1903 1767
1904 /* 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
1905 * necessitates extra out_of_map check below 1769 * necessitates extra out_of_map check below
1906 */ 1770 */
1907 origin_x = target_x - freearr_x[basedir]; 1771 origin_x = target_x - DIRX (basedir);
1908 origin_y = target_y - freearr_y[basedir]; 1772 origin_y = target_y - DIRY (basedir);
1909 1773
1910 1774
1911 /* 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
1912 * should just be a pointer to the spell in some inventory, 1776 * should just be a pointer to the spell in some inventory,
1913 * 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,
1937 { 1801 {
1938 /* 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 */
1939 if (op->spell->subtype == SP_BULLET) 1803 if (op->spell->subtype == SP_BULLET)
1940 fire_bullet (owner, op, basedir, op->spell); 1804 fire_bullet (owner, op, basedir, op->spell);
1941 else if (op->spell->subtype == SP_MAGIC_MISSILE) 1805 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1942 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);
1943 } 1807 }
1944} 1808}
1945
1946
1947
1948 1809
1949/* fire_swarm: 1810/* fire_swarm:
1950 * The following routine creates a swarm of objects. It actually 1811 * The following routine creates a swarm of objects. It actually
1951 * sets up a specific swarm object, which then fires off all 1812 * sets up a specific swarm object, which then fires off all
1952 * the parts of the swarm. 1813 * the parts of the swarm.
1953 * 1814 *
1954 * op: the owner 1815 * op: the owner
1955 * caster: the caster (owner, wand, rod, scroll) 1816 * caster: the caster (owner, wand, rod, scroll)
1956 * dir: the direction everything will be fired in 1817 * dir: the direction everything will be fired in
1957 * spell - the spell that is this spell. 1818 * spell - the spell that is this spell.
1958 * n: the number to be fired. 1819 * n: the number to be fired.
1959 */ 1820 */
1960
1961int 1821int
1962fire_swarm (object *op, object *caster, object *spell, int dir) 1822fire_swarm (object *op, object *caster, object *spell, int dir)
1963{ 1823{
1964 object *tmp;
1965 int i;
1966
1967 if (!spell->other_arch) 1824 if (!spell->other_arch)
1968 return 0; 1825 return 0;
1969 1826
1970 tmp = get_archetype (SWARM_SPELL); 1827 object *tmp = archetype::get (SWARM_SPELL);
1971 tmp->x = op->x; 1828
1972 tmp->y = op->y;
1973 tmp->set_owner (op); /* needed so that if swarm elements kill, caster gets xp. */
1974 set_spell_skill (op, caster, spell, tmp); 1829 set_spell_skill (op, caster, spell, tmp);
1975
1976 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. */
1977 tmp->spell = arch_to_object (spell->other_arch); 1831 tmp->spell = spell->other_arch->instance ();
1978
1979 tmp->attacktype = tmp->spell->attacktype; 1832 tmp->attacktype = tmp->spell->attacktype;
1980 1833
1981 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) 1834 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
1982 {
1983 if (!tailor_god_spell (tmp, op)) 1835 if (!tailor_god_spell (tmp, op))
1984 return 1; 1836 return 1;
1985 } 1837
1986 tmp->duration = SP_level_duration_adjust (caster, spell); 1838 tmp->duration = SP_level_duration_adjust (caster, spell);
1987 for (i = 0; i < spell->duration; i++) 1839 for (int i = 0; i < spell->duration; i++)
1988 tmp->duration += die_roll (1, 3, op, PREFER_HIGH); 1840 tmp->duration += die_roll (1, 3, op, PREFER_HIGH);
1989 1841
1842 tmp->invisible = 1;
1843 tmp->flag [FLAG_NO_DROP] = 1; // make sure it stays in inv, or else
1990 tmp->direction = dir; 1844 tmp->direction = dir;
1991 tmp->invisible = 1; 1845 tmp->facing = rndm (1, 8); // initial firing direction
1992 insert_ob_in_map (tmp, op->map, op, 0); 1846 tmp->state = rndm (4) * 2 + 1; // direction increment
1847
1848 op->insert (tmp);
1849
1993 return 1; 1850 return 1;
1994} 1851}
1995
1996 1852
1997/* See the spells documentation file for why this is its own 1853/* See the spells documentation file for why this is its own
1998 * function. 1854 * function.
1999 */ 1855 */
2000int 1856int
2005 int dam, mflags; 1861 int dam, mflags;
2006 maptile *m; 1862 maptile *m;
2007 1863
2008 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1864 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
2009 1865
2010 if (!dir) 1866 if (dir)
2011 {
2012 new_draw_info (NDI_UNIQUE, 0, op, "In what direction?");
2013 return 0;
2014 } 1867 {
2015 1868 x = op->x + DIRX (dir);
2016 x = op->x + freearr_x[dir]; 1869 y = op->y + DIRY (dir);
2017 y = op->y + freearr_y[dir];
2018 m = op->map; 1870 m = op->map;
2019 1871
2020 mflags = get_map_flags (m, &m, x, y, &x, &y); 1872 mflags = get_map_flags (m, &m, x, y, &x, &y);
2021 1873
2022 if (mflags & P_OUT_OF_MAP) 1874 if (mflags & P_OUT_OF_MAP)
2023 { 1875 {
2024 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is there."); 1876 op->failmsg ("Nothing is there.");
2025 return 0; 1877 return 0;
2026 } 1878 }
2027 1879
2028 if (mflags & P_IS_ALIVE && spell->attacktype) 1880 if (mflags & P_IS_ALIVE && spell->attacktype)
2029 { 1881 {
2030 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)
2031 if (QUERY_FLAG (target, FLAG_MONSTER)) 1883 if (target->flag [FLAG_MONSTER])
2032 { 1884 {
2033 /* oky doky. got a target monster. Lets make a blinding attack */ 1885 /* oky doky. got a target monster. Lets make a blinding attack */
2034 if (target->head) 1886 if (target->head)
2035 target = target->head; 1887 target = target->head;
1888
2036 (void) hit_player (target, dam, op, spell->attacktype, 1); 1889 hit_player (target, dam, op, spell->attacktype, 1);
2037 return 1; /* one success only! */ 1890 return 1; /* one success only! */
1891 }
2038 } 1892 }
2039 }
2040 1893
2041 /* no live target, perhaps a wall is in the way? */ 1894 /* no live target, perhaps a wall is in the way? */
2042 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)))
2043 { 1896 {
2044 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 1897 op->failmsg ("Something is in the way.");
2045 return 0; 1898 return 0;
1899 }
2046 } 1900 }
2047 1901
2048 /* 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 */
2049 tmp = arch_to_object (spell->other_arch); 1903 tmp = spell->other_arch->instance ();
2050 if (!tmp) 1904 if (!tmp)
2051 { 1905 {
2052 LOG (llevError, "Error: spell arch for cast_light() missing.\n"); 1906 LOG (llevError, "Error: spell arch for cast_light() missing.\n");
2053 return 0; 1907 return 0;
2054 } 1908 }
1909
2055 tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell); 1910 tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell);
1911
2056 if (tmp->glow_radius) 1912 if (tmp->glow_radius)
2057 { 1913 tmp->set_glow_radius (
2058 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)
2059 if (tmp->glow_radius > MAX_LIGHT_RADII) 1915 );
2060 tmp->glow_radius = MAX_LIGHT_RADII; 1916
2061 } 1917 if (dir)
2062 tmp->x = x; 1918 m->insert (tmp, x, y, op);
2063 tmp->y = y; 1919 else
2064 insert_ob_in_map (tmp, m, op, 0); 1920 caster->outer_env_or_self ()->insert (tmp);
1921
2065 return 1; 1922 return 1;
2066} 1923}
2067 1924
2068
2069
2070
2071/* cast_cause_disease: this spell looks along <dir> from the 1925/* cast_cause_disease: this spell looks along <dir> from the
2072 * player and infects someone. 1926 * player and infects someone.
2073 * 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
2074 * 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
2075 * perhaps this should actually be in disease.c? 1929 * perhaps this should actually be in disease.c?
2076 */ 1930 */
2077
2078int 1931int
2079cast_cause_disease (object *op, object *caster, object *spell, int dir) 1932cast_cause_disease (object *op, object *caster, object *spell, int dir)
2080{ 1933{
2081 sint16 x, y; 1934 sint16 x, y;
2082 int i, mflags, range, dam_mod, dur_mod; 1935 int i, mflags, range, dam_mod, dur_mod;
2084 maptile *m; 1937 maptile *m;
2085 1938
2086 x = op->x; 1939 x = op->x;
2087 y = op->y; 1940 y = op->y;
2088 1941
2089 /* 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
2090 * direction the player is pointing. 1943 * direction the player is pointing.
2091 */ 1944 */
2092 if (!dir) 1945 if (!dir)
2093 dir = op->facing; 1946 dir = op->facing;
1947
2094 if (!dir) 1948 if (!dir)
2095 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 */
2096 1950
2097 /* Calculate these once here */ 1951 /* Calculate these once here */
2098 range = spell->range + SP_level_range_adjust (caster, spell); 1952 range = spell->range + SP_level_range_adjust (caster, spell);
2100 dur_mod = SP_level_duration_adjust (caster, spell); 1954 dur_mod = SP_level_duration_adjust (caster, spell);
2101 1955
2102 /* search in a line for a victim */ 1956 /* search in a line for a victim */
2103 for (i = 1; i < range; i++) 1957 for (i = 1; i < range; i++)
2104 { 1958 {
2105 x = op->x + i * freearr_x[dir]; 1959 x = op->x + i * DIRX (dir);
2106 y = op->y + i * freearr_y[dir]; 1960 y = op->y + i * DIRY (dir);
2107 m = op->map; 1961 m = op->map;
2108 1962
2109 mflags = get_map_flags (m, &m, x, y, &x, &y); 1963 mflags = get_map_flags (m, &m, x, y, &x, &y);
2110 1964
2111 if (mflags & P_OUT_OF_MAP) 1965 if (mflags & P_OUT_OF_MAP)
2118 /* 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 */
2119 if (mflags & P_IS_ALIVE) 1973 if (mflags & P_IS_ALIVE)
2120 { 1974 {
2121 /* search this square for a victim */ 1975 /* search this square for a victim */
2122 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)
2123 if (QUERY_FLAG (walk, FLAG_MONSTER) || (walk->type == PLAYER)) 1977 if (walk->flag [FLAG_MONSTER] || (walk->type == PLAYER))
2124 { /* found a victim */ 1978 { /* found a victim */
2125 object *disease = arch_to_object (spell->other_arch); 1979 object *disease = spell->other_arch->instance ();
2126 1980
2127 disease->set_owner (op); 1981 disease->set_owner (op);
2128 set_spell_skill (op, caster, spell, disease); 1982 set_spell_skill (op, caster, spell, disease);
2129 disease->stats.exp = 0; 1983 disease->stats.exp = 0;
2130 disease->level = caster_level (caster, spell); 1984 disease->level = casting_level (caster, spell);
2131 1985
2132 /* do level adjustments */ 1986 /* do level adjustments */
2133 if (disease->stats.wc) 1987 if (disease->stats.wc ) disease->stats.wc += dur_mod / 2;
2134 disease->stats.wc += dur_mod / 2; 1988 if (disease->magic > 0) disease->magic += dur_mod / 8;
2135 1989 if (disease->stats.maxhp > 0) disease->stats.maxhp += dur_mod;
2136 if (disease->magic > 0) 1990 if (disease->stats.maxgrace > 0) disease->stats.maxgrace += dur_mod;
2137 disease->magic += dur_mod / 4;
2138
2139 if (disease->stats.maxhp > 0)
2140 disease->stats.maxhp += dur_mod;
2141
2142 if (disease->stats.maxgrace > 0)
2143 disease->stats.maxgrace += dur_mod;
2144
2145 if (disease->stats.dam)
2146 {
2147 if (disease->stats.dam > 0)
2148 disease->stats.dam += dam_mod;
2149 else
2150 disease->stats.dam -= dam_mod;
2151 }
2152 1991
2153 if (disease->last_sp) 1992 if (disease->last_sp)
2154 { 1993 {
2155 disease->last_sp -= 2 * dam_mod; 1994 disease->last_sp -= 2 * dam_mod;
1995
2156 if (disease->last_sp < 1) 1996 if (disease->last_sp < 1)
2157 disease->last_sp = 1; 1997 disease->last_sp = 1;
2158 } 1998 }
2159 1999
2160 if (disease->stats.maxsp) 2000 if (disease->stats.dam ) disease->stats.dam += copysignl (disease->stats.dam , dam_mod);
2161 { 2001 if (disease->stats.maxsp) disease->stats.maxsp += copysignl (disease->stats.maxsp, dam_mod);
2162 if (disease->stats.maxsp > 0) 2002 if (disease->stats.ac ) disease->stats.ac += dam_mod;
2163 disease->stats.maxsp += dam_mod; 2003 if (disease->last_eat ) disease->last_eat -= dam_mod;
2164 else 2004 if (disease->stats.hp ) disease->stats.hp -= dam_mod;
2165 disease->stats.maxsp -= dam_mod; 2005 if (disease->stats.sp ) disease->stats.sp -= dam_mod;
2166 }
2167
2168 if (disease->stats.ac)
2169 disease->stats.ac += dam_mod;
2170
2171 if (disease->last_eat)
2172 disease->last_eat -= dam_mod;
2173
2174 if (disease->stats.hp)
2175 disease->stats.hp -= dam_mod;
2176
2177 if (disease->stats.sp)
2178 disease->stats.sp -= dam_mod;
2179 2006
2180 if (infect_object (walk, disease, 1)) 2007 if (infect_object (walk, disease, 1))
2181 { 2008 {
2182 object *flash; /* visual effect for inflicting disease */
2183
2184 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));
2185 2010
2186 disease->destroy (); /* don't need this one anymore */ 2011 disease->destroy (); /* don't need this one anymore */
2187 flash = get_archetype (ARCH_DETECT_MAGIC); 2012 walk->map->insert (archetype::get (shstr_detect_magic), x, y, op);
2188 flash->x = x;
2189 flash->y = y;
2190 flash->map = walk->map;
2191 insert_ob_in_map (flash, walk->map, op, 0);
2192 return 1; 2013 return 1;
2193 } 2014 }
2194 2015
2195 disease->destroy (); 2016 disease->destroy ();
2196 } 2017 }
2197 } /* if living creature */ 2018 } /* if living creature */
2198 } /* for range of spaces */ 2019 } /* for range of spaces */
2020
2199 new_draw_info (NDI_UNIQUE, 0, op, "No one caught anything!"); 2021 new_draw_info (NDI_UNIQUE, 0, op, "No one caught anything!");
2200 return 1; 2022 return 1;
2201} 2023}

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