--- deliantra/server/server/spell_attack.C 2006/09/14 21:16:13 1.12 +++ deliantra/server/server/spell_attack.C 2007/11/08 19:43:28 1.49 @@ -1,33 +1,26 @@ - /* - * static char *rcsid_spell_attack_c = - * "$Id: spell_attack.C,v 1.12 2006/09/14 21:16:13 root Exp $"; + * This file is part of Deliantra, the Roguelike Realtime MMORPG. + * + * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Deliantra team + * Copyright (©) 2002-2003,2007 Mark Wedel & Crossfire Development Team + * Copyright (©) 1992,2007 Frank Tore Johansen + * + * Deliantra is free software: you can redistribute it and/or modify + * it under the terms of the GNU General Public License as published by + * the Free Software Foundation, either version 3 of the License, or + * (at your option) any later version. + * + * This program is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the + * GNU General Public License for more details. + * + * You should have received a copy of the GNU General Public License + * along with this program. If not, see . + * + * The authors can be reached via e-mail to */ - -/* - CrossFire, A Multiplayer game for X-windows - - Copyright (C) 2002-2003 Mark Wedel & Crossfire Development Team - Copyright (C) 1992 Frank Tore Johansen - - This program is free software; you can redistribute it and/or modify - it under the terms of the GNU General Public License as published by - the Free Software Foundation; either version 2 of the License, or - (at your option) any later version. - - This program is distributed in the hope that it will be useful, - but WITHOUT ANY WARRANTY; without even the implied warranty of - MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the - GNU General Public License for more details. - - You should have received a copy of the GNU General Public License - along with this program; if not, write to the Free Software - Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. - - The authors can be reached via e-mail at crossfire-devel@real-time.com -*/ - /* This file contains all the spell attack code. Grouping this code * together should hopefully make it easier to find the relevent bits * of code @@ -36,9 +29,7 @@ #include #include #include -#ifndef __CEXTRACT__ -# include -#endif +#include #include #include @@ -66,7 +57,7 @@ /*LOG (llevDebug, "DEBUG: arch weighs %d and masses %d (%s,level %d)\n", op->weight,weight_move,op->name,op->level); */ } - for (tmp = get_map_ob (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) + for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) { int num_sections = 1; @@ -126,7 +117,7 @@ { int new_dir = 1; /* direction or -1 for left, +1 for right 0 if no new bolt */ int t_dir; /* stores temporary dir calculation */ - mapstruct *m; + maptile *m; sint16 sx, sy; object *new_bolt; @@ -149,24 +140,21 @@ return; /* OK, we made a fork */ - new_bolt = get_object (); - copy_object (tmp, new_bolt); + new_bolt = tmp->clone (); /* reduce chances of subsequent forking */ new_bolt->stats.Dex -= 10; tmp->stats.Dex -= 10; /* less forks from main bolt too */ new_bolt->stats.Con += 25 * new_dir; /* adjust the left bias */ - new_bolt->speed_left = -0.1; + new_bolt->speed_left = -0.1f; new_bolt->direction = t_dir; new_bolt->duration++; - new_bolt->x = sx; - new_bolt->y = sy; new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */ new_bolt->stats.dam++; tmp->stats.dam /= 2; /* reduce father bolt damage */ tmp->stats.dam++; - new_bolt = insert_ob_in_map (new_bolt, m, op, 0); - update_turn_face (new_bolt); + if ((new_bolt = m->insert (new_bolt, sx, sy, op))) + update_turn_face (new_bolt); } /* move_bolt: moves bolt 'op'. Basically, it just advances a space, @@ -176,15 +164,13 @@ void move_bolt (object *op) { - object *tmp; int mflags; sint16 x, y; - mapstruct *m; + maptile *m; - if (--(op->duration) < 0) + if (--op->duration < 0) { - remove_ob (op); - free_object (op); + op->destroy (); return; } @@ -194,9 +180,7 @@ return; if (--op->range < 0) - { - op->range = 0; - } + op->range = 0; else { x = op->x + DIRX (op); @@ -214,7 +198,6 @@ */ if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)) || ((mflags & P_IS_ALIVE) && reflwall (m, x, y, op))) { - if (!QUERY_FLAG (op, FLAG_REFLECTING)) return; @@ -254,27 +237,27 @@ else if (right) op->direction = absdir (op->direction - 2); } + update_turn_face (op); /* A bolt *must* be IS_TURNABLE */ return; } else { /* Create a copy of this object and put it ahead */ - tmp = get_object (); - copy_object (op, tmp); - tmp->speed_left = -0.1; - tmp->x += DIRX (tmp), tmp->y += DIRY (tmp); - tmp = insert_ob_in_map (tmp, op->map, op, 0); + object *tmp = op->clone (); + + m->insert (tmp, x, y, op); + tmp->speed_left = -0.1f; /* To make up for the decrease at the top of the function */ tmp->duration++; /* New forking code. Possibly create forks of this object * going off in other directions. */ - if (rndm (0, 99) < tmp->stats.Dex) { /* stats.Dex % of forking */ forklightning (op, tmp); } + /* In this way, the object left behind sticks on the space, but * doesn't create any bolts that continue to move onward. */ @@ -291,7 +274,6 @@ * This function sets up the appropriate owner and skill * pointers. */ - int fire_bolt (object *op, object *caster, int dir, object *spob, object *skill) { @@ -319,38 +301,43 @@ if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) SET_ANIMATION (tmp, dir); - set_owner (tmp, op); + tmp->set_owner (op); set_spell_skill (op, caster, spob, tmp); tmp->x = op->x + DIRX (tmp); tmp->y = op->y + DIRY (tmp); tmp->map = op->map; - mflags = get_map_flags (tmp->map, &tmp->map, tmp->x, tmp->y, &tmp->x, &tmp->y); + maptile *newmap; + mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y); if (mflags & P_OUT_OF_MAP) { - free_object (tmp); + tmp->destroy (); return 0; } + + tmp->map = newmap; + if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y))) { if (!QUERY_FLAG (tmp, FLAG_REFLECTING)) { - free_object (tmp); + tmp->destroy (); return 0; } + tmp->x = op->x; tmp->y = op->y; tmp->direction = absdir (tmp->direction + 4); tmp->map = op->map; } - if ((tmp = insert_ob_in_map (tmp, tmp->map, op, 0)) != NULL) + + if ((tmp = tmp->insert_at (tmp, op))) move_bolt (tmp); + return 1; } - - /*************************************************************************** * * BULLET/BALL CODE @@ -358,22 +345,21 @@ ***************************************************************************/ /* expands an explosion. op is a piece of the - * explosion - this expans it in the different directions. + * explosion - this expands it in the different directions. * At least that is what I think this does. */ void explosion (object *op) { - object *tmp; - mapstruct *m = op->map; + maptile *m = op->map; int i; - if (--(op->duration) < 0) + if (--op->duration < 0) { - remove_ob (op); - free_object (op); + op->destroy (); return; } + hit_map (op, 0, op->attacktype, 0); if (op->range > 0) @@ -384,26 +370,25 @@ dx = op->x + freearr_x[i]; dy = op->y + freearr_y[i]; + /* ok_to_put_more already does things like checks for walls, * out of map, etc. */ if (ok_to_put_more (op->map, dx, dy, op, op->attacktype)) { - tmp = get_object (); - copy_object (op, tmp); + object *tmp = op->clone (); + tmp->state = 0; - tmp->speed_left = -0.21; + tmp->speed_left = -0.21f; tmp->range--; tmp->value = 0; - tmp->x = dx; - tmp->y = dy; - insert_ob_in_map (tmp, m, op, 0); + + m->insert (tmp, dx, dy, op); } } } } - /* Causes an object to explode, eg, a firebullet, * poison cloud ball, etc. op is the object to * explode. @@ -411,39 +396,31 @@ void explode_bullet (object *op) { - tag_t op_tag = op->count; object *tmp, *owner; if (op->other_arch == NULL) { LOG (llevError, "BUG: explode_bullet(): op without other_arch\n"); - remove_ob (op); - free_object (op); + op->destroy (); return; } if (op->env) { - object *env; - - env = object_get_env_recursive (op); + object *env = object_get_env_recursive (op); if (env->map == NULL || out_of_map (env->map, env->x, env->y)) { LOG (llevError, "BUG: explode_bullet(): env out of map\n"); - remove_ob (op); - free_object (op); + op->destroy (); return; } - remove_ob (op); - op->x = env->x; - op->y = env->y; - insert_ob_in_map (op, env->map, op, INS_NO_MERGE | INS_NO_WALK_ON); + + op->insert_at (env, op, INS_NO_MERGE | INS_NO_WALK_ON); } else if (out_of_map (op->map, op->x, op->y)) { LOG (llevError, "BUG: explode_bullet(): op out of map\n"); - remove_ob (op); - free_object (op); + op->destroy (); return; } @@ -452,36 +429,31 @@ // bad at the moment that might happen from this. if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE) { - remove_ob (op); - free_object (op); + op->destroy (); return; } if (op->attacktype) { hit_map (op, 0, op->attacktype, 1); - if (was_destroyed (op, op_tag)) + if (op->destroyed ()) return; } /* other_arch contains what this explodes into */ tmp = arch_to_object (op->other_arch); - copy_owner (tmp, op); + tmp->set_owner (op); tmp->skill = op->skill; - owner = get_owner (op); + owner = op->owner; if ((tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) && owner && !tailor_god_spell (tmp, owner)) { - remove_ob (op); - free_object (op); + op->destroy (); return; } - tmp->x = op->x; - tmp->y = op->y; - /* special for bombs - it actually has sane values for these */ if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB) { @@ -494,6 +466,7 @@ { if (op->attacktype & AT_MAGIC) tmp->attacktype |= AT_MAGIC; + /* Spell doc describes what is going on here */ tmp->stats.dam = op->dam_modifier; tmp->range = op->stats.maxhp; @@ -511,28 +484,22 @@ /* Prevent recursion */ op->move_on = 0; - insert_ob_in_map (tmp, op->map, op, 0); + tmp->insert_at (op, op); + tmp->play_sound (tmp->sound); + /* remove the firebullet */ - if (!was_destroyed (op, op_tag)) - { - remove_ob (op); - free_object (op); - } + op->destroy (); } - - /* checks to see what op should do, given the space it is on * (eg, explode, damage player, etc) */ - void check_bullet (object *op) { - tag_t op_tag = op->count, tmp_tag; object *tmp; int dam, mflags; - mapstruct *m; + maptile *m; sint16 sx, sy; mflags = get_map_flags (op->map, &m, op->x, op->y, &sx, &sy); @@ -551,18 +518,16 @@ if (!(mflags & P_IS_ALIVE)) return; - for (tmp = get_map_ob (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) + for (tmp = op->ms ().bot; tmp; tmp = tmp->above) { if (QUERY_FLAG (tmp, FLAG_ALIVE)) { - tmp_tag = tmp->count; dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1); - if (was_destroyed (op, op_tag) || !was_destroyed (tmp, tmp_tag) || (op->stats.dam -= dam) < 0) + if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0) { if (!QUERY_FLAG (op, FLAG_REMOVED)) { - remove_ob (op); - free_object (op); + op->destroy (); return; } } @@ -570,19 +535,17 @@ } } - /* Basically, we move 'op' one square, and if it hits something, * call check_bullet. * This function is only applicable to bullets, but not to all * fired arches (eg, bolts). */ - void move_bullet (object *op) { sint16 new_x, new_y; int mflags; - mapstruct *m; + maptile *m; #if 0 /* We need a better general purpose way to do this */ @@ -592,7 +555,7 @@ if (op->stats.sp == SP_METEOR) { replace_insert_ob_in_map ("fire_trail", op); - if (was_destroyed (op, op_tag)) + if (op->destroyed ()) return; } /* end addition. */ #endif @@ -601,14 +564,10 @@ if (--op->range <= 0) { if (op->other_arch) - { - explode_bullet (op); - } + explode_bullet (op); else - { - remove_ob (op); - free_object (op); - } + op->destroy (); + return; } @@ -619,29 +578,21 @@ if (mflags & P_OUT_OF_MAP) { - remove_ob (op); - free_object (op); + op->destroy (); return; } if (!op->direction || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y))) { if (op->other_arch) - { - explode_bullet (op); - } + explode_bullet (op); else - { - remove_ob (op); - free_object (op); - } + op->destroy (); + return; } - remove_ob (op); - op->x = new_x; - op->y = new_y; - if ((op = insert_ob_in_map (op, m, op, 0)) == NULL) + if (!(op = m->insert (op, new_x, new_y, op))) return; if (reflwall (op->map, op->x, op->y, op)) @@ -650,14 +601,9 @@ update_turn_face (op); } else - { - check_bullet (op); - } + check_bullet (op); } - - - /* fire_bullet * object op (cast from caster) files a bolt in dir. * spob is the spell object for the bolt. @@ -666,7 +612,6 @@ * This function sets up the appropriate owner and skill * pointers. */ - int fire_bullet (object *op, object *caster, int dir, object *spob) { @@ -697,40 +642,42 @@ if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) SET_ANIMATION (tmp, dir); - set_owner (tmp, op); + tmp->set_owner (op); set_spell_skill (op, caster, spob, tmp); tmp->x = op->x + freearr_x[dir]; tmp->y = op->y + freearr_y[dir]; tmp->map = op->map; - mflags = get_map_flags (tmp->map, &tmp->map, tmp->x, tmp->y, &tmp->x, &tmp->y); + maptile *newmap; + mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y); if (mflags & P_OUT_OF_MAP) { - free_object (tmp); + tmp->destroy (); return 0; } + + tmp->map = newmap; + if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y))) { if (!QUERY_FLAG (tmp, FLAG_REFLECTING)) { - free_object (tmp); + tmp->destroy (); return 0; } + tmp->x = op->x; tmp->y = op->y; tmp->direction = absdir (tmp->direction + 4); tmp->map = op->map; } - if ((tmp = insert_ob_in_map (tmp, tmp->map, op, 0)) != NULL) - { - check_bullet (tmp); - } - return 1; -} - + if ((tmp = tmp->insert_at (tmp, op))) + check_bullet (tmp); + return 1; +} /***************************************************************************** * @@ -738,25 +685,20 @@ * *****************************************************************************/ - /* drops an object based on what is in the cone's "other_arch" */ void cone_drop (object *op) { object *new_ob = arch_to_object (op->other_arch); - new_ob->x = op->x; - new_ob->y = op->y; new_ob->level = op->level; - set_owner (new_ob, op->owner); + new_ob->set_owner (op->owner); /* preserve skill ownership */ if (op->skill && op->skill != new_ob->skill) - { - new_ob->skill = op->skill; - } - insert_ob_in_map (new_ob, op->map, op, 0); + new_ob->skill = op->skill; + new_ob->insert_at (op, op); } /* move_cone: causes cone object 'op' to move a space/hit creatures */ @@ -765,14 +707,12 @@ move_cone (object *op) { int i; - tag_t tag; /* if no map then hit_map will crash so just ignore object */ if (!op->map) { LOG (llevError, "Tried to move_cone object %s without a map.\n", op->name ? &op->name : "unknown"); - op->speed = 0; - update_ob_speed (op); + op->set_speed (0); return; } @@ -788,15 +728,13 @@ * when their cone dies when they die. */ /* If no owner left, the spell dies out. */ - if (get_owner (op) == NULL) + if (op->owner == NULL) { - remove_ob (op); - free_object (op); + op->destroy (); return; } #endif - tag = op->count; hit_map (op, 0, op->attacktype, 0); /* Check to see if we should push anything. @@ -806,13 +744,12 @@ if (op->weight) check_spell_knockback (op); - if (was_destroyed (op, tag)) + if (op->destroyed ()) return; if ((op->duration--) < 0) { - remove_ob (op); - free_object (op); + op->destroy (); return; } /* Object has hit maximum range, so don't have it move @@ -831,17 +768,15 @@ if (ok_to_put_more (op->map, x, y, op, op->attacktype)) { - object *tmp = get_object (); - - copy_object (op, tmp); - tmp->x = x; - tmp->y = y; + object *tmp = op->clone (); tmp->duration = op->duration + 1; /* Use for spell tracking - see ok_to_put_more() */ tmp->stats.maxhp = op->stats.maxhp; - insert_ob_in_map (tmp, op->map, op, 0); + + op->map->insert (tmp, x, y, op); + if (tmp->other_arch) cone_drop (tmp); } @@ -861,7 +796,7 @@ { object *tmp; int i, success = 0, range_min = -1, range_max = 1; - mapstruct *m; + maptile *m; sint16 sx, sy; MoveType movetype; @@ -884,7 +819,7 @@ * to create is, so we can know if the space we are about to * insert it into is blocked. */ - movetype = spell->other_arch->clone.move_type; + movetype = spell->other_arch->move_type; for (i = range_min; i <= range_max; i++) { @@ -927,11 +862,9 @@ success = 1; tmp = arch_to_object (spell->other_arch); - set_owner (tmp, op); + tmp->set_owner (op); set_spell_skill (op, caster, spell, tmp); tmp->level = caster_level (caster, spell); - tmp->x = sx; - tmp->y = sy; tmp->attacktype = spell->attacktype; /* holy word stuff */ @@ -975,14 +908,12 @@ } if (!(tmp->move_type & MOVE_FLY_LOW)) - LOG (llevDebug, "cast_cone(): arch %s doesn't have flying 1\n", &spell->other_arch->name); + LOG (llevDebug, "cast_cone(): arch %s doesn't have flying 1\n", &spell->other_arch->archname); if (!tmp->move_on && tmp->stats.dam) - { - LOG (llevDebug, "cast_cone(): arch %s doesn't have move_on set\n", &spell->other_arch->name); - } + LOG (llevDebug, "cast_cone(): arch %s doesn't have move_on set\n", &spell->other_arch->archname); - insert_ob_in_map (tmp, m, op, 0); + m->insert (tmp, sx, sy, op); /* This is used for tracking spells so that one effect doesn't hit * a single space too many times. @@ -1002,7 +933,6 @@ * ****************************************************************************/ - /* This handles an exploding bomb. * op is the original bomb object. */ @@ -1011,7 +941,6 @@ { int i; object *env, *tmp; - archetype *at; if (op->state != NUM_ANIMATIONS (op) - 1) return; @@ -1026,10 +955,7 @@ if (env->type == PLAYER) esrv_del_item (env->contr, op->count); - remove_ob (op); - op->x = env->x; - op->y = env->y; - if ((op = insert_ob_in_map (op, env->map, op, 0)) == NULL) + if (!(op = op->insert_at (env, op))) return; } @@ -1038,8 +964,7 @@ // as bombs can be carried. if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE) { - remove_ob (op); - free_object (op); + op->destroy (); return; } @@ -1047,29 +972,27 @@ * but using the cast_bullet isn't really feasible, * so just set up the appropriate values. */ - at = archetype::find (SPLINT); - if (at) + if (archetype *at = archetype::find (SPLINT)) { for (i = 1; i < 9; i++) { if (out_of_map (op->map, op->x + freearr_x[i], op->y + freearr_x[i])) continue; + tmp = arch_to_object (at); tmp->direction = i; tmp->range = op->range; tmp->stats.dam = op->stats.dam; tmp->duration = op->duration; tmp->attacktype = op->attacktype; - copy_owner (tmp, op); + tmp->set_owner (op); if (op->skill && op->skill != tmp->skill) - { - tmp->skill = op->skill; - } + tmp->skill = op->skill; + if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) SET_ANIMATION (tmp, i); - tmp->x = op->x + freearr_x[i]; - tmp->y = op->y + freearr_x[i]; - insert_ob_in_map (tmp, op->map, op, 0); + + op->map->insert (tmp, op->x + freearr_x[i], op->y + freearr_x[i], op); move_bullet (tmp); } } @@ -1084,7 +1007,7 @@ object *tmp; int mflags; sint16 dx = op->x + freearr_x[dir], dy = op->y + freearr_y[dir]; - mapstruct *m; + maptile *m; mflags = get_map_flags (op->map, &m, dx, dy, &dx, &dy); if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, dx, dy) & MOVE_WALK)) @@ -1100,11 +1023,10 @@ tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell); tmp->attacktype = spell->attacktype; - set_owner (tmp, op); + tmp->set_owner (op); set_spell_skill (op, caster, spell, tmp); - tmp->x = dx; - tmp->y = dy; - insert_ob_in_map (tmp, m, op, 0); + + m->insert (tmp, dx, dy, op); return 1; } @@ -1123,14 +1045,13 @@ * type is the type of spell - either SPELL_MANA or SPELL_GRACE. * this info is used for blocked magic/unholy spaces. */ - object * get_pointed_target (object *op, int dir, int range, int type) { object *target; sint16 x, y; int dist, mflags; - mapstruct *mp; + maptile *mp; if (dir == 0) return NULL; @@ -1152,20 +1073,14 @@ return NULL; if (mflags & P_IS_ALIVE) - { - for (target = get_map_ob (mp, x, y); target; target = target->above) - { - if (QUERY_FLAG (target->head ? target->head : target, FLAG_MONSTER)) - { - return target; - } - } - } + for (target = GET_MAP_OB (mp, x, y); target; target = target->above) + if (QUERY_FLAG (target, FLAG_MONSTER)) + return target; } + return NULL; } - /* cast_smite_arch() - the priest points to a creature and causes * a 'godly curse' to decend. * usual params - @@ -1174,7 +1089,6 @@ * dir = direction being cast * spell = spell object */ - int cast_smite_spell (object *op, object *caster, int dir, object *spell) { @@ -1230,8 +1144,7 @@ effect->level = spell->stats.dam + SP_level_dam_adjust (caster, spell); /* casting death spells at undead isn't a good thing */ - if QUERY_FLAG - (target, FLAG_UNDEAD) + if (QUERY_FLAG (target, FLAG_UNDEAD)) { if (random_roll (0, 2, op, PREFER_LOW)) { @@ -1243,7 +1156,7 @@ { new_draw_info_format (NDI_UNIQUE, 0, op, "The %s looks stronger!", query_name (target)); target->stats.hp = target->stats.maxhp * 2; - free_object (effect); + effect->destroy (); return 0; } } @@ -1254,18 +1167,15 @@ effect->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); } - set_owner (effect, op); + effect->set_owner (op); set_spell_skill (op, caster, spell, effect); /* ok, tell it where to be, and insert! */ - effect->x = target->x; - effect->y = target->y; - insert_ob_in_map (effect, target->map, op, 0); + effect->insert_at (target, op); return 1; } - /**************************************************************************** * * MAGIC MISSILE code. @@ -1280,24 +1190,22 @@ int i, mflags; object *owner; sint16 new_x, new_y; - mapstruct *m; + maptile *m; if (op->range-- <= 0) { - remove_ob (op); - free_object (op); + op->destroy (); return; } - owner = get_owner (op); + owner = op->owner; #if 0 /* It'd make things nastier if this wasn't here - spells cast by * monster that are then killed would continue to survive */ if (owner == NULL) { - remove_ob (op); - free_object (op); + op->destroy (); return; } #endif @@ -1309,36 +1217,32 @@ if (!(mflags & P_OUT_OF_MAP) && ((mflags & P_IS_ALIVE) || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y)))) { - tag_t tag = op->count; - hit_map (op, op->direction, AT_MAGIC, 1); /* Basically, missile only hits one thing then goes away. * we need to remove it if someone hasn't already done so. */ - if (!was_destroyed (op, tag)) - { - remove_ob (op); - free_object (op); - } + if (!op->destroyed ()) + op->destroy (); + return; } - remove_ob (op); + op->remove (); + if (!op->direction || (mflags & P_OUT_OF_MAP)) { - free_object (op); + op->destroy (); return; } - op->x = new_x; - op->y = new_y; - op->map = m; - i = spell_find_dir (op->map, op->x, op->y, get_owner (op)); + + i = spell_find_dir (m, new_x, new_y, op->owner); if (i > 0 && i != op->direction) { op->direction = i; SET_ANIMATION (op, op->direction); } - insert_ob_in_map (op, op->map, op, 0); + + m->insert (op, new_x, new_y, op); } /**************************************************************************** @@ -1351,17 +1255,14 @@ * make this work for non-living objects, we would have to * give them the capability to have an inventory. b.t. */ - int make_object_glow (object *op, int radius, int time) { - object *tmp; - /* some things are unaffected... */ if (op->path_denied & PATH_LIGHT) return 0; - tmp = get_archetype (FORCE_NAME); + object *tmp = get_archetype (FORCE_NAME); tmp->speed = 0.01; tmp->stats.food = time; SET_FLAG (tmp, FLAG_IS_USED_UP); @@ -1369,31 +1270,20 @@ if (tmp->glow_radius > MAX_LIGHT_RADII) tmp->glow_radius = MAX_LIGHT_RADII; - tmp->x = op->x; - tmp->y = op->y; - if (tmp->speed < MIN_ACTIVE_SPEED) - tmp->speed = MIN_ACTIVE_SPEED; /* safety */ tmp = insert_ob_in_ob (tmp, op); + if (tmp->glow_radius > op->glow_radius) op->glow_radius = tmp->glow_radius; - if (!tmp->env || op != tmp->env) - { - LOG (llevError, "make_object_glow() failed to insert glowing force in %s\n", &op->name); - return 0; - } return 1; } - - - int cast_destruction (object *op, object *caster, object *spell_ob) { int i, j, range, mflags, friendly = 0, dam, dur; sint16 sx, sy; - mapstruct *m; + maptile *m; object *tmp; const char *skill; @@ -1417,7 +1307,7 @@ else op->skill = NULL; - change_skill (op, find_skill_by_name (op, op->skill), 1); + op->change_skill (find_skill_by_name (op, op->skill)); for (i = -range; i < range; i++) { @@ -1426,16 +1316,17 @@ m = op->map; sx = op->x + i; sy = op->y + j; + mflags = get_map_flags (m, &m, sx, sy, &sx, &sy); if (mflags & P_OUT_OF_MAP) continue; + if (mflags & P_IS_ALIVE) { - for (tmp = get_map_ob (m, sx, sy); tmp; tmp = tmp->above) - { - if (QUERY_FLAG (tmp, FLAG_ALIVE) || tmp->type == PLAYER) - break; - } + for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above) + if (QUERY_FLAG (tmp, FLAG_ALIVE) || tmp->type == PLAYER) + break; + if (tmp) { if (tmp->head) @@ -1448,29 +1339,19 @@ { hit_player (tmp, dam, op, spell_ob->attacktype, 0); if (spell_ob->other_arch) - { - tmp = arch_to_object (spell_ob->other_arch); - tmp->x = sx; - tmp->y = sy; - insert_ob_in_map (tmp, m, op, 0); - } + m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op); } else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist[ATNR_MAGIC] != 100) { if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch) - { - object *effect = arch_to_object (spell_ob->other_arch); - - effect->x = sx; - effect->y = sy; - insert_ob_in_map (effect, m, op, 0); - } + m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op); } } } } } } + op->skill = skill; return 1; } @@ -1494,8 +1375,10 @@ return 0; } + tmp = tmp->head_ (); + /* If we've already got a force of this type, don't add a new one. */ - for (force = tmp->inv; force != NULL; force = force->below) + for (force = tmp->inv; force; force = force->below) { if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY) { @@ -1511,10 +1394,11 @@ } } - if (force == NULL) + if (!force) { force = get_archetype (FORCE_NAME); force->subtype = FORCE_CHANGE_ABILITY; + if (spell_ob->race) force->name = spell_ob->race; else @@ -1534,14 +1418,14 @@ new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect."); } else - { - new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); - } + new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); + return 1; } + force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50; - force->speed = 1.0; - force->speed_left = -1.0; + force->speed = 1.f; + force->speed_left = -1.f; SET_FLAG (force, FLAG_APPLIED); if (god) @@ -1564,12 +1448,11 @@ change_abil (tmp, force); /* Mostly to display any messages */ insert_ob_in_ob (force, tmp); - fix_player (tmp); + tmp->update_stats (); return 1; } - /********************************************************************** * mood change * Arguably, this may or may not be an attack spell. But since it @@ -1585,7 +1468,7 @@ object *tmp, *god, *head; int done_one, range, mflags, level, at, best_at; sint16 x, y, nx, ny; - mapstruct *m; + maptile *m; const char *race; /* We precompute some values here so that we don't have to keep @@ -1608,11 +1491,9 @@ else race = spell->race; - for (x = op->x - range; x <= op->x + range; x++) for (y = op->y - range; y <= op->y + range; y++) { - done_one = 0; m = op->map; nx = x; @@ -1625,7 +1506,12 @@ if (!(mflags & P_IS_ALIVE)) continue; - for (tmp = get_map_ob (m, nx, ny); tmp; tmp = tmp->above) + // players can only affect spaces that they can actually see + if (caster && caster->contr + && caster->contr->visibility_at (m, nx, ny) < 70) + continue; + + for (tmp = GET_MAP_TOP (m, nx, ny); tmp; tmp = tmp->below) if (QUERY_FLAG (tmp, FLAG_MONSTER)) break; @@ -1642,6 +1528,7 @@ /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */ if (race && head->race && !strstr (race, head->race)) continue; + if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD)) continue; @@ -1668,35 +1555,34 @@ continue; } else /* spell->attacktype */ - /* - Spell has no attacktype (charm & such), so we'll have a specific saving: - * if spell level < monster level, no go - * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) ) + { + /* + Spell has no attacktype (charm & such), so we'll have a specific saving: + * if spell level < monster level, no go + * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) ) - The chance will then be in the range [20-70] percent, not too bad. + The chance will then be in the range [20-70] percent, not too bad. - This is required to fix the 'charm monster' abuse, where a player level 1 can - charm a level 125 monster... + This is required to fix the 'charm monster' abuse, where a player level 1 can + charm a level 125 monster... - Ryo, august 14th - */ - { + Ryo, august 14th + */ if (head->level > level) continue; + if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + MIN (50, 2 * (level - head->level)))) /* Failed, no effect */ continue; } - /* Done with saving throw. Now start effecting the monster */ + /* Done with saving throw. Now start affecting the monster */ /* aggravation */ if (QUERY_FLAG (spell, FLAG_MONSTER)) { CLEAR_FLAG (head, FLAG_SLEEP); - if (QUERY_FLAG (head, FLAG_FRIENDLY)) - remove_friendly_object (head); - + remove_friendly_object (head); done_one = 1; head->enemy = op; } @@ -1715,15 +1601,15 @@ SET_FLAG (head, FLAG_BERSERK); done_one = 1; } + /* charm */ if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY)) { - SET_FLAG (head, FLAG_FRIENDLY); /* Prevent uncontolled outbreaks of self replicating monsters. Typical use case is charm, go somwhere, use aggravation to make hostile. This could lead to fun stuff like mice outbreak in bigworld and server crawl. */ CLEAR_FLAG (head, FLAG_GENERATOR); - set_owner (head, op); + head->set_owner (op); set_spell_skill (op, caster, spell, head); add_friendly_object (head); head->attack_movement = PETMOVE; @@ -1734,12 +1620,7 @@ /* If a monster was effected, put an effect in */ if (done_one && spell->other_arch) - { - tmp = arch_to_object (spell->other_arch); - tmp->x = nx; - tmp->y = ny; - insert_ob_in_map (tmp, m, op, 0); - } + m->insert (arch_to_object (spell->other_arch), nx, ny, op); } /* for y */ return 1; @@ -1759,9 +1640,9 @@ int i, j, dam_save, dir, mflags; sint16 nx, ny, hx, hy; object *owner; - mapstruct *m; + maptile *m; - owner = get_owner (op); + owner = op->owner; /* the following logic makes sure that the ball doesn't move into a wall, * and makes sure that it will move along a wall to try and get at it's @@ -1800,10 +1681,7 @@ m = op->map; } - remove_ob (op); - op->y = ny; - op->x = nx; - insert_ob_in_map (op, m, op, 0); + m->insert (op, nx, ny, op); dam_save = op->stats.dam; /* save the original dam: we do halfdam on surrounding squares */ @@ -1814,8 +1692,6 @@ */ for (j = 0; j < 9; j++) { - object *new_ob; - hx = nx + freearr_x[j]; hy = ny + freearr_y[j]; @@ -1839,27 +1715,21 @@ /* insert the other arch */ if (op->other_arch && !(OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy)))) - { - new_ob = arch_to_object (op->other_arch); - new_ob->x = hx; - new_ob->y = hy; - insert_ob_in_map (new_ob, m, op, 0); - } + m->insert (arch_to_object (op->other_arch), hx, hy, op); } /* restore to the center location and damage */ op->stats.dam = dam_save; - i = spell_find_dir (op->map, op->x, op->y, get_owner (op)); + i = spell_find_dir (op->map, op->x, op->y, op->owner); if (i >= 0) { /* we have a preferred direction! */ /* pick another direction if the preferred dir is blocked. */ if (get_map_flags (op->map, &m, nx + freearr_x[i], ny + freearr_y[i], &hx, &hy) & P_OUT_OF_MAP || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy))) - { - i = absdir (i + rndm (0, 2) - 1); /* -1, 0, +1 */ - } + i = absdir (i + rndm (0, 2) - 1); /* -1, 0, +1 */ + op->direction = i; } } @@ -1881,18 +1751,18 @@ static int diagonal_adjust[10] = { -3, -2, -2, -1, 0, 0, 1, 2, 2, 3 }; sint16 target_x, target_y, origin_x, origin_y; int adjustdir; - mapstruct *m; + maptile *m; #endif int basedir; object *owner; - owner = get_owner (op); + owner = op->owner; if (op->duration == 0 || owner == NULL) { - remove_ob (op); - free_object (op); + op->destroy (); return; } + op->duration--; basedir = op->direction; @@ -1907,7 +1777,7 @@ // (a wall 2 cells away will block the effect...) and // doesn't work for SP_BULLET anyhow, so again tests the wrong // space. - // should be fixed later, but correctness before featurs... + // should be fixed later, but correctness before features... // (schmorp) /* new offset calculation to make swarm element distribution @@ -1999,9 +1869,7 @@ return 0; tmp = get_archetype (SWARM_SPELL); - tmp->x = op->x; - tmp->y = op->y; - set_owner (tmp, op); /* needed so that if swarm elements kill, caster gets xp. */ + tmp->set_owner (op); /* needed so that if swarm elements kill, caster gets xp. */ set_spell_skill (op, caster, spell, tmp); tmp->level = caster_level (caster, spell); /*needed later, to get level dep. right. */ @@ -2010,17 +1878,17 @@ tmp->attacktype = tmp->spell->attacktype; if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) - { - if (!tailor_god_spell (tmp, op)) - return 1; - } + if (!tailor_god_spell (tmp, op)) + return 1; + tmp->duration = SP_level_duration_adjust (caster, spell); for (i = 0; i < spell->duration; i++) tmp->duration += die_roll (1, 3, op, PREFER_HIGH); tmp->direction = dir; tmp->invisible = 1; - insert_ob_in_map (tmp, op->map, op, 0); + + tmp->insert_at (op, op); return 1; } @@ -2034,7 +1902,7 @@ object *target = NULL, *tmp = NULL; sint16 x, y; int dam, mflags; - mapstruct *m; + maptile *m; dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); @@ -2058,7 +1926,7 @@ if (mflags & P_IS_ALIVE && spell->attacktype) { - for (target = get_map_ob (m, x, y); target; target = target->above) + for (target = GET_MAP_OB (m, x, y); target; target = target->above) if (QUERY_FLAG (target, FLAG_MONSTER)) { /* oky doky. got a target monster. Lets make a blinding attack */ @@ -2090,29 +1958,24 @@ if (tmp->glow_radius > MAX_LIGHT_RADII) tmp->glow_radius = MAX_LIGHT_RADII; } - tmp->x = x; - tmp->y = y; - insert_ob_in_map (tmp, m, op, 0); + + m->insert (tmp, x, y, op); return 1; } - - - /* cast_cause_disease: this spell looks along from the * player and infects someone. * op is the player/monster, caster is the object, dir is the direction * to cast, disease_arch is the specific disease, and type is the spell number * perhaps this should actually be in disease.c? */ - int cast_cause_disease (object *op, object *caster, object *spell, int dir) { sint16 x, y; int i, mflags, range, dam_mod, dur_mod; object *walk; - mapstruct *m; + maptile *m; x = op->x; y = op->y; @@ -2122,6 +1985,7 @@ */ if (!dir) dir = op->facing; + if (!dir) return 0; /* won't find anything if casting on ourself, so just return */ @@ -2150,12 +2014,12 @@ if (mflags & P_IS_ALIVE) { /* search this square for a victim */ - for (walk = get_map_ob (m, x, y); walk; walk = walk->above) + for (walk = GET_MAP_OB (m, x, y); walk; walk = walk->above) if (QUERY_FLAG (walk, FLAG_MONSTER) || (walk->type == PLAYER)) { /* found a victim */ object *disease = arch_to_object (spell->other_arch); - set_owner (disease, op); + disease->set_owner (op); set_spell_skill (op, caster, spell, disease); disease->stats.exp = 0; disease->level = caster_level (caster, spell); @@ -2165,7 +2029,7 @@ disease->stats.wc += dur_mod / 2; if (disease->magic > 0) - disease->magic += dur_mod / 4; + disease->magic += dur_mod / 8; if (disease->stats.maxhp > 0) disease->stats.maxhp += dur_mod; @@ -2210,22 +2074,18 @@ if (infect_object (walk, disease, 1)) { - object *flash; /* visual effect for inflicting disease */ - new_draw_info_format (NDI_UNIQUE, 0, op, "You inflict %s on %s!", &disease->name, &walk->name); - free_object (disease); /* don't need this one anymore */ - flash = get_archetype (ARCH_DETECT_MAGIC); - flash->x = x; - flash->y = y; - flash->map = walk->map; - insert_ob_in_map (flash, walk->map, op, 0); + disease->destroy (); /* don't need this one anymore */ + walk->map->insert (get_archetype ("detect_magic"), x, y, op); return 1; } - free_object (disease); + + disease->destroy (); } } /* if living creature */ } /* for range of spaces */ + new_draw_info (NDI_UNIQUE, 0, op, "No one caught anything!"); return 1; }