ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/server/spell_attack.C
(Generate patch)

Comparing deliantra/server/server/spell_attack.C (file contents):
Revision 1.15 by root, Sat Sep 16 22:24:13 2006 UTC vs.
Revision 1.59 by root, Sat May 17 15:25:19 2008 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2002-2003 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002-2003,2007 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
20 21 * The authors can be reached via e-mail to <support@deliantra.net>
21 The authors can be reached via e-mail at <crossfire@schmorp.de>
22*/ 22 */
23 23
24/* This file contains all the spell attack code. Grouping this code 24/* This file contains all the spell attack code. Grouping this code
25 * together should hopefully make it easier to find the relevent bits 25 * together should hopefully make it easier to find the relevent bits
26 * of code 26 * of code
27 */ 27 */
28 28
29#include <global.h> 29#include <global.h>
30#include <object.h> 30#include <object.h>
31#include <living.h> 31#include <living.h>
32#ifndef __CEXTRACT__
33# include <sproto.h> 32#include <sproto.h>
34#endif
35#include <spells.h> 33#include <spells.h>
36#include <sounds.h> 34#include <sounds.h>
37 35
38/* this function checks to see if a spell pushes objects as well 36/* this function checks to see if a spell pushes objects as well
39 * as flies over and damages them (only used for cones for now) 37 * as flies over and damages them (only used for cones for now)
40 * but moved here so it could be applied to bolts too 38 * but moved here so it could be applied to bolts too
41 * op is the spell object. 39 * op is the spell object.
42 */ 40 */
43
44void 41void
45check_spell_knockback (object *op) 42check_spell_knockback (object *op)
46{ 43{
47 object *tmp, *tmp2; /* object on the map */
48 int weight_move; 44 int weight_move;
49 int frictionmod = 2; /*poor man's physics - multipy targets weight by this amount */ 45 int frictionmod = 2; /*poor man's physics - multipy targets weight by this amount */
50 46
51 if (!op->weight) 47 if (!op->weight)
52 { /*shouldn't happen but if cone object has no weight drop out */ 48 { /*shouldn't happen but if cone object has no weight drop out */
57 { 53 {
58 weight_move = op->weight + (op->weight * op->level) / 3; 54 weight_move = op->weight + (op->weight * op->level) / 3;
59 /*LOG (llevDebug, "DEBUG: arch weighs %d and masses %d (%s,level %d)\n", op->weight,weight_move,op->name,op->level); */ 55 /*LOG (llevDebug, "DEBUG: arch weighs %d and masses %d (%s,level %d)\n", op->weight,weight_move,op->name,op->level); */
60 } 56 }
61 57
62 for (tmp = get_map_ob (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 58 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
63 { 59 {
64 int num_sections = 1; 60 int num_sections = 1;
65 61
66 /* don't move DM */ 62 /* don't move DM */
67 if (QUERY_FLAG (tmp, FLAG_WIZ)) 63 if (QUERY_FLAG (tmp, FLAG_WIZ))
74 /* don't move floors or immobile objects */ 70 /* don't move floors or immobile objects */
75 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || (!QUERY_FLAG (tmp, FLAG_ALIVE) && QUERY_FLAG (tmp, FLAG_NO_PICK))) 71 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || (!QUERY_FLAG (tmp, FLAG_ALIVE) && QUERY_FLAG (tmp, FLAG_NO_PICK)))
76 continue; 72 continue;
77 73
78 /* count the object's sections */ 74 /* count the object's sections */
79 for (tmp2 = tmp; tmp2 != NULL; tmp2 = tmp2->more) 75 for (object *tmp2 = tmp; tmp2; tmp2 = tmp2->more)
80 num_sections++; 76 num_sections++;
81 77
82 /* I'm not sure if it makes sense to divide by num_sections - bigger 78 /* I'm not sure if it makes sense to divide by num_sections - bigger
83 * objects should be harder to move, and we are moving the entire 79 * objects should be harder to move, and we are moving the entire
84 * object, not just the head, so the total weight should be relevant. 80 * object, not just the head, so the total weight should be relevant.
108 * 104 *
109 * BOLT CODE 105 * BOLT CODE
110 * 106 *
111 ***************************************************************************/ 107 ***************************************************************************/
112 108
113/* Causes op to fork. op is the original bolt, tmp 109/* Causes op to fork. op is the original bolt, tmp
114 * is the first piece of the fork. 110 * is the first piece of the fork.
115 */ 111 */
116
117void 112void
118forklightning (object *op, object *tmp) 113forklightning (object *op, object *tmp)
119{ 114{
120 int new_dir = 1; /* direction or -1 for left, +1 for right 0 if no new bolt */ 115 int new_dir = 1; /* direction or -1 for left, +1 for right 0 if no new bolt */
121 int t_dir; /* stores temporary dir calculation */ 116 int t_dir; /* stores temporary dir calculation */
140 135
141 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (m, sx, sy))) 136 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (m, sx, sy)))
142 return; 137 return;
143 138
144 /* OK, we made a fork */ 139 /* OK, we made a fork */
145 new_bolt = get_object (); 140 new_bolt = tmp->clone ();
146 copy_object (tmp, new_bolt);
147 141
148 /* reduce chances of subsequent forking */ 142 /* reduce chances of subsequent forking */
149 new_bolt->stats.Dex -= 10; 143 new_bolt->stats.Dex -= 10;
150 tmp->stats.Dex -= 10; /* less forks from main bolt too */ 144 tmp->stats.Dex -= 10; /* less forks from main bolt too */
151 new_bolt->stats.Con += 25 * new_dir; /* adjust the left bias */ 145 new_bolt->stats.Con += 25 * new_dir; /* adjust the left bias */
152 new_bolt->speed_left = -0.1; 146 new_bolt->speed_left = -0.1f;
153 new_bolt->direction = t_dir; 147 new_bolt->direction = t_dir;
154 new_bolt->duration++; 148 new_bolt->duration++;
155 new_bolt->x = sx;
156 new_bolt->y = sy;
157 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */ 149 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */
158 new_bolt->stats.dam++; 150 new_bolt->stats.dam++;
159 tmp->stats.dam /= 2; /* reduce father bolt damage */ 151 tmp->stats.dam /= 2; /* reduce father bolt damage */
160 tmp->stats.dam++; 152 tmp->stats.dam++;
161 new_bolt = insert_ob_in_map (new_bolt, m, op, 0); 153 if ((new_bolt = m->insert (new_bolt, sx, sy, op)))
162 update_turn_face (new_bolt); 154 update_turn_face (new_bolt);
163} 155}
164 156
165/* move_bolt: moves bolt 'op'. Basically, it just advances a space, 157/* move_bolt: moves bolt 'op'. Basically, it just advances a space,
166 * and checks for various things that may stop it. 158 * and checks for various things that may stop it.
167 */ 159 */
168
169void 160void
170move_bolt (object *op) 161move_bolt (object *op)
171{ 162{
172 object *tmp;
173 int mflags; 163 int mflags;
174 sint16 x, y; 164 sint16 x, y;
175 maptile *m; 165 maptile *m;
176 166
177 if (--(op->duration) < 0) 167 if (--op->duration < 0)
178 { 168 {
179 remove_ob (op); 169 op->destroy ();
180 free_object (op);
181 return; 170 return;
182 } 171 }
183 172
184 hit_map (op, 0, op->attacktype, 1); 173 hit_map (op, 0, op->attacktype, 1);
185 174
186 if (!op->direction) 175 if (!op->direction)
187 return; 176 return;
188 177
189 if (--op->range < 0) 178 if (--op->range < 0)
190 {
191 op->range = 0; 179 op->range = 0;
192 }
193 else 180 else
194 { 181 {
195 x = op->x + DIRX (op); 182 x = op->x + DIRX (op);
196 y = op->y + DIRY (op); 183 y = op->y + DIRY (op);
197 m = op->map; 184 m = op->map;
205 * on the space. So only call reflwall if we think the data it returns 192 * on the space. So only call reflwall if we think the data it returns
206 * will be useful. 193 * will be useful.
207 */ 194 */
208 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)) || ((mflags & P_IS_ALIVE) && reflwall (m, x, y, op))) 195 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)) || ((mflags & P_IS_ALIVE) && reflwall (m, x, y, op)))
209 { 196 {
210
211 if (!QUERY_FLAG (op, FLAG_REFLECTING)) 197 if (!QUERY_FLAG (op, FLAG_REFLECTING))
212 return; 198 return;
213 199
214 /* Since walls don't run diagonal, if the bolt is in 200 /* Since walls don't run diagonal, if the bolt is in
215 * one of 4 main directions, it just reflects back in the 201 * one of 4 main directions, it just reflects back in the
245 else if (left) 231 else if (left)
246 op->direction = absdir (op->direction + 2); 232 op->direction = absdir (op->direction + 2);
247 else if (right) 233 else if (right)
248 op->direction = absdir (op->direction - 2); 234 op->direction = absdir (op->direction - 2);
249 } 235 }
236
250 update_turn_face (op); /* A bolt *must* be IS_TURNABLE */ 237 update_turn_face (op); /* A bolt *must* be IS_TURNABLE */
251 return; 238 return;
252 } 239 }
253 else 240 else
254 { /* Create a copy of this object and put it ahead */ 241 { /* Create a copy of this object and put it ahead */
255 tmp = get_object (); 242 object *tmp = op->clone ();
256 copy_object (op, tmp); 243
244 m->insert (tmp, x, y, op);
257 tmp->speed_left = -0.1; 245 tmp->speed_left = -0.1f;
258 tmp->x += DIRX (tmp), tmp->y += DIRY (tmp);
259 tmp = insert_ob_in_map (tmp, op->map, op, 0);
260 /* To make up for the decrease at the top of the function */ 246 /* To make up for the decrease at the top of the function */
261 tmp->duration++; 247 tmp->duration++;
262 248
263 /* New forking code. Possibly create forks of this object 249 /* New forking code. Possibly create forks of this object
264 * going off in other directions. 250 * going off in other directions.
265 */ 251 */
266
267 if (rndm (0, 99) < tmp->stats.Dex) 252 if (tmp->stats.Dex && rndm (0, 99) < tmp->stats.Dex)
268 { /* stats.Dex % of forking */ 253 forklightning (op, tmp); /* stats.Dex % of forking */
269 forklightning (op, tmp); 254
270 }
271 /* In this way, the object left behind sticks on the space, but 255 /* In this way, the object left behind sticks on the space, but
272 * doesn't create any bolts that continue to move onward. 256 * doesn't create any bolts that continue to move onward.
273 */ 257 */
274 op->range = 0; 258 op->range = 0;
275 } /* copy object and move it along */ 259 } /* copy object and move it along */
282 * we remove the magic flag - that can be derived from 266 * we remove the magic flag - that can be derived from
283 * spob->attacktype. 267 * spob->attacktype.
284 * This function sets up the appropriate owner and skill 268 * This function sets up the appropriate owner and skill
285 * pointers. 269 * pointers.
286 */ 270 */
287
288int 271int
289fire_bolt (object *op, object *caster, int dir, object *spob, object *skill) 272fire_bolt (object *op, object *caster, int dir, object *spob, object *skill)
290{ 273{
291 object *tmp = NULL; 274 object *tmp = NULL;
292 int mflags; 275 int mflags;
299 return 0; 282 return 0;
300 283
301 /* peterm: level dependency for bolts */ 284 /* peterm: level dependency for bolts */
302 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob); 285 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob);
303 tmp->attacktype = spob->attacktype; 286 tmp->attacktype = spob->attacktype;
287
304 if (spob->slaying) 288 if (spob->slaying)
305 tmp->slaying = spob->slaying; 289 tmp->slaying = spob->slaying;
290
306 tmp->range = spob->range + SP_level_range_adjust (caster, spob); 291 tmp->range = spob->range + SP_level_range_adjust (caster, spob);
307 tmp->duration = spob->duration + SP_level_duration_adjust (caster, spob); 292 tmp->duration = spob->duration + SP_level_duration_adjust (caster, spob);
308 tmp->stats.Dex = spob->stats.Dex; 293 tmp->stats.Dex = spob->stats.Dex;
309 tmp->stats.Con = spob->stats.Con; 294 tmp->stats.Con = spob->stats.Con;
310 295
311 tmp->direction = dir; 296 tmp->direction = dir;
312 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) 297 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
313 SET_ANIMATION (tmp, dir); 298 SET_ANIMATION (tmp, dir);
314 299
315 set_owner (tmp, op); 300 tmp->set_owner (op);
316 set_spell_skill (op, caster, spob, tmp); 301 set_spell_skill (op, caster, spob, tmp);
317 302
318 tmp->x = op->x + DIRX (tmp); 303 tmp->x = op->x + DIRX (tmp);
319 tmp->y = op->y + DIRY (tmp); 304 tmp->y = op->y + DIRY (tmp);
320 tmp->map = op->map; 305 tmp->map = op->map;
321 306
307 maptile *newmap;
322 mflags = get_map_flags (tmp->map, &tmp->map, tmp->x, tmp->y, &tmp->x, &tmp->y); 308 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y);
323 if (mflags & P_OUT_OF_MAP) 309 if (mflags & P_OUT_OF_MAP)
324 { 310 {
325 free_object (tmp); 311 tmp->destroy ();
326 return 0; 312 return 0;
327 } 313 }
314
315 tmp->map = newmap;
316
328 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y))) 317 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y)))
329 { 318 {
330 if (!QUERY_FLAG (tmp, FLAG_REFLECTING)) 319 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
331 { 320 {
332 free_object (tmp); 321 tmp->destroy ();
333 return 0; 322 return 0;
334 } 323 }
324
335 tmp->x = op->x; 325 tmp->x = op->x;
336 tmp->y = op->y; 326 tmp->y = op->y;
337 tmp->direction = absdir (tmp->direction + 4); 327 tmp->direction = absdir (tmp->direction + 4);
338 tmp->map = op->map; 328 tmp->map = op->map;
339 } 329 }
340 if ((tmp = insert_ob_in_map (tmp, tmp->map, op, 0)) != NULL) 330
331 if ((tmp = tmp->insert_at (tmp, op)))
341 move_bolt (tmp); 332 move_bolt (tmp);
333
342 return 1; 334 return 1;
343} 335}
344
345
346 336
347/*************************************************************************** 337/***************************************************************************
348 * 338 *
349 * BULLET/BALL CODE 339 * BULLET/BALL CODE
350 * 340 *
351 ***************************************************************************/ 341 ***************************************************************************/
352 342
353/* expands an explosion. op is a piece of the 343/* expands an explosion. op is a piece of the
354 * explosion - this expans it in the different directions. 344 * explosion - this expands it in the different directions.
355 * At least that is what I think this does. 345 * At least that is what I think this does.
356 */ 346 */
357void 347void
358explosion (object *op) 348explosion (object *op)
359{ 349{
360 object *tmp;
361 maptile *m = op->map; 350 maptile *m = op->map;
362 int i; 351 int i;
363 352
364 if (--(op->duration) < 0) 353 if (--op->duration < 0)
365 {
366 remove_ob (op);
367 free_object (op);
368 return;
369 } 354 {
355 op->destroy ();
356 return;
357 }
358
370 hit_map (op, 0, op->attacktype, 0); 359 hit_map (op, 0, op->attacktype, 0);
371 360
372 if (op->range > 0) 361 if (op->range > 0)
373 { 362 {
374 for (i = 1; i < 9; i++) 363 for (i = 1; i < 9; i++)
375 { 364 {
376 sint16 dx, dy; 365 sint16 dx, dy;
377 366
378 dx = op->x + freearr_x[i]; 367 dx = op->x + freearr_x[i];
379 dy = op->y + freearr_y[i]; 368 dy = op->y + freearr_y[i];
369
380 /* ok_to_put_more already does things like checks for walls, 370 /* ok_to_put_more already does things like checks for walls,
381 * out of map, etc. 371 * out of map, etc.
382 */ 372 */
383 if (ok_to_put_more (op->map, dx, dy, op, op->attacktype)) 373 if (ok_to_put_more (op->map, dx, dy, op, op->attacktype))
384 { 374 {
385 tmp = get_object (); 375 object *tmp = op->clone ();
386 copy_object (op, tmp); 376
387 tmp->state = 0; 377 tmp->state = 0;
388 tmp->speed_left = -0.21; 378 tmp->speed_left = -0.21f;
389 tmp->range--; 379 tmp->range--;
390 tmp->value = 0; 380 tmp->value = 0;
391 tmp->x = dx; 381
392 tmp->y = dy; 382 m->insert (tmp, dx, dy, op);
393 insert_ob_in_map (tmp, m, op, 0);
394 } 383 }
395 } 384 }
396 } 385 }
397} 386}
398
399 387
400/* Causes an object to explode, eg, a firebullet, 388/* Causes an object to explode, eg, a firebullet,
401 * poison cloud ball, etc. op is the object to 389 * poison cloud ball, etc. op is the object to
402 * explode. 390 * explode.
403 */ 391 */
407 object *tmp, *owner; 395 object *tmp, *owner;
408 396
409 if (op->other_arch == NULL) 397 if (op->other_arch == NULL)
410 { 398 {
411 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n"); 399 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n");
412 remove_ob (op); 400 op->destroy ();
413 free_object (op);
414 return; 401 return;
415 } 402 }
416 403
417 if (op->env) 404 if (op->env)
418 { 405 {
419 object *env; 406 object *env = op->outer_env ();
420 407
421 env = object_get_env_recursive (op);
422 if (env->map == NULL || out_of_map (env->map, env->x, env->y)) 408 if (!env->map || out_of_map (env->map, env->x, env->y))
423 { 409 {
424 LOG (llevError, "BUG: explode_bullet(): env out of map\n"); 410 LOG (llevError, "BUG: explode_bullet(): env out of map\n");
425 remove_ob (op); 411 op->destroy ();
426 free_object (op);
427 return; 412 return;
428 } 413 }
429 remove_ob (op); 414
430 op->x = env->x; 415 op->insert_at (env, op, INS_NO_MERGE | INS_NO_WALK_ON);
431 op->y = env->y;
432 insert_ob_in_map (op, env->map, op, INS_NO_MERGE | INS_NO_WALK_ON);
433 } 416 }
434 else if (out_of_map (op->map, op->x, op->y)) 417 else if (out_of_map (op->map, op->x, op->y))
435 { 418 {
436 LOG (llevError, "BUG: explode_bullet(): op out of map\n"); 419 LOG (llevError, "BUG: explode_bullet(): op out of map\n");
437 remove_ob (op); 420 op->destroy ();
438 free_object (op);
439 return; 421 return;
440 } 422 }
441 423
442 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent explosions of any kind on safe maps 424 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent explosions of any kind on safe maps
443 // NOTE: If this breaks something important: remove this. I can't think of anything 425 // NOTE: If this breaks something important: remove this. I can't think of anything
444 // bad at the moment that might happen from this. 426 // bad at the moment that might happen from this.
445 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE) 427 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
446 { 428 {
447 remove_ob (op); 429 op->destroy ();
448 free_object (op);
449 return; 430 return;
450 } 431 }
451 432
452 if (op->attacktype) 433 if (op->attacktype)
453 { 434 {
454 hit_map (op, 0, op->attacktype, 1); 435 hit_map (op, 0, op->attacktype, 1);
436
455 if (op->destroyed ()) 437 if (op->destroyed ())
456 return; 438 return;
457 } 439 }
458 440
459 /* other_arch contains what this explodes into */ 441 /* other_arch contains what this explodes into */
460 tmp = arch_to_object (op->other_arch); 442 tmp = arch_to_object (op->other_arch);
461 443
462 copy_owner (tmp, op); 444 tmp->set_owner (op);
463 tmp->skill = op->skill; 445 tmp->skill = op->skill;
464 446
465 owner = get_owner (op); 447 owner = op->owner;
466 448
467 if ((tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) && owner && !tailor_god_spell (tmp, owner)) 449 if ((tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) && owner && !tailor_god_spell (tmp, owner))
468 { 450 {
469 remove_ob (op); 451 op->destroy ();
470 free_object (op);
471 return; 452 return;
472 } 453 }
473
474 tmp->x = op->x;
475 tmp->y = op->y;
476 454
477 /* special for bombs - it actually has sane values for these */ 455 /* special for bombs - it actually has sane values for these */
478 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB) 456 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB)
479 { 457 {
480 tmp->attacktype = op->attacktype; 458 tmp->attacktype = op->attacktype;
484 } 462 }
485 else 463 else
486 { 464 {
487 if (op->attacktype & AT_MAGIC) 465 if (op->attacktype & AT_MAGIC)
488 tmp->attacktype |= AT_MAGIC; 466 tmp->attacktype |= AT_MAGIC;
467
489 /* Spell doc describes what is going on here */ 468 /* Spell doc describes what is going on here */
490 tmp->stats.dam = op->dam_modifier; 469 tmp->stats.dam = op->dam_modifier;
491 tmp->range = op->stats.maxhp; 470 tmp->range = op->stats.maxhp;
492 tmp->duration = op->stats.hp; 471 tmp->duration = op->stats.hp;
493 /* Used for spell tracking - just need a unique val for this spell - 472 /* Used for spell tracking - just need a unique val for this spell -
501 tmp->stats.sp = op->direction; 480 tmp->stats.sp = op->direction;
502 481
503 /* Prevent recursion */ 482 /* Prevent recursion */
504 op->move_on = 0; 483 op->move_on = 0;
505 484
506 insert_ob_in_map (tmp, op->map, op, 0); 485 tmp->insert_at (op, op);
486 tmp->play_sound (tmp->sound);
487
507 /* remove the firebullet */ 488 /* remove the firebullet */
508 if (!op->destroyed ()) 489 op->destroy ();
509 {
510 remove_ob (op);
511 free_object (op);
512 }
513} 490}
514
515
516 491
517/* checks to see what op should do, given the space it is on 492/* checks to see what op should do, given the space it is on
518 * (eg, explode, damage player, etc) 493 * (eg, explode, damage player, etc)
519 */ 494 */
520
521void 495void
522check_bullet (object *op) 496check_bullet (object *op)
523{ 497{
524 object *tmp; 498 object *tmp;
525 int dam, mflags; 499 int dam, mflags;
540 514
541 /* If nothing alive on this space, no reason to do anything further */ 515 /* If nothing alive on this space, no reason to do anything further */
542 if (!(mflags & P_IS_ALIVE)) 516 if (!(mflags & P_IS_ALIVE))
543 return; 517 return;
544 518
545 for (tmp = get_map_ob (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 519 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
546 { 520 {
547 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 521 if (QUERY_FLAG (tmp, FLAG_ALIVE))
548 { 522 {
549 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1); 523 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1);
524
550 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0) 525 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0)
551 { 526 {
552 if (!QUERY_FLAG (op, FLAG_REMOVED)) 527 if (!QUERY_FLAG (op, FLAG_REMOVED))
553 { 528 {
554 remove_ob (op); 529 op->destroy ();
555 free_object (op);
556 return; 530 return;
557 } 531 }
558 } 532 }
559 } 533 }
560 } 534 }
561} 535}
562
563 536
564/* Basically, we move 'op' one square, and if it hits something, 537/* Basically, we move 'op' one square, and if it hits something,
565 * call check_bullet. 538 * call check_bullet.
566 * This function is only applicable to bullets, but not to all 539 * This function is only applicable to bullets, but not to all
567 * fired arches (eg, bolts). 540 * fired arches (eg, bolts).
568 */ 541 */
569
570void 542void
571move_bullet (object *op) 543move_bullet (object *op)
572{ 544{
573 sint16 new_x, new_y; 545 sint16 new_x, new_y;
574 int mflags; 546 int mflags;
589 561
590 /* Reached the end of its life - remove it */ 562 /* Reached the end of its life - remove it */
591 if (--op->range <= 0) 563 if (--op->range <= 0)
592 { 564 {
593 if (op->other_arch) 565 if (op->other_arch)
594 {
595 explode_bullet (op); 566 explode_bullet (op);
596 }
597 else 567 else
598 { 568 op->destroy ();
599 remove_ob (op); 569
600 free_object (op);
601 }
602 return; 570 return;
603 } 571 }
604 572
605 new_x = op->x + DIRX (op); 573 new_x = op->x + DIRX (op);
606 new_y = op->y + DIRY (op); 574 new_y = op->y + DIRY (op);
607 m = op->map; 575 m = op->map;
608 mflags = get_map_flags (m, &m, new_x, new_y, &new_x, &new_y); 576 mflags = get_map_flags (m, &m, new_x, new_y, &new_x, &new_y);
609 577
610 if (mflags & P_OUT_OF_MAP) 578 if (mflags & P_OUT_OF_MAP)
611 { 579 {
612 remove_ob (op); 580 op->destroy ();
613 free_object (op);
614 return; 581 return;
615 } 582 }
616 583
617 if (!op->direction || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y))) 584 if (!op->direction || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y)))
618 { 585 {
619 if (op->other_arch) 586 if (op->other_arch)
620 {
621 explode_bullet (op); 587 explode_bullet (op);
622 }
623 else 588 else
624 { 589 op->destroy ();
625 remove_ob (op);
626 free_object (op);
627 }
628 return;
629 }
630 590
631 remove_ob (op); 591 return;
632 op->x = new_x; 592 }
633 op->y = new_y; 593
634 if ((op = insert_ob_in_map (op, m, op, 0)) == NULL) 594 if (!(op = m->insert (op, new_x, new_y, op)))
635 return; 595 return;
636 596
637 if (reflwall (op->map, op->x, op->y, op)) 597 if (reflwall (op->map, op->x, op->y, op))
638 { 598 {
639 op->direction = absdir (op->direction + 4); 599 op->direction = absdir (op->direction + 4);
640 update_turn_face (op); 600 update_turn_face (op);
641 } 601 }
642 else 602 else
643 {
644 check_bullet (op); 603 check_bullet (op);
645 }
646} 604}
647
648
649
650 605
651/* fire_bullet 606/* fire_bullet
652 * object op (cast from caster) files a bolt in dir. 607 * object op (cast from caster) files a bolt in dir.
653 * spob is the spell object for the bolt. 608 * spob is the spell object for the bolt.
654 * we remove the magic flag - that can be derived from 609 * we remove the magic flag - that can be derived from
655 * spob->attacktype. 610 * spob->attacktype.
656 * This function sets up the appropriate owner and skill 611 * This function sets up the appropriate owner and skill
657 * pointers. 612 * pointers.
658 */ 613 */
659
660int 614int
661fire_bullet (object *op, object *caster, int dir, object *spob) 615fire_bullet (object *op, object *caster, int dir, object *spob)
662{ 616{
663 object *tmp = NULL; 617 object *tmp = NULL;
664 int mflags; 618 int mflags;
665 619
666 if (!spob->other_arch) 620 if (!spob->other_arch)
667 return 0; 621 return 0;
668 622
669 tmp = arch_to_object (spob->other_arch); 623 tmp = spob->other_arch->instance ();
670 if (tmp == NULL) 624 if (!tmp)
671 return 0; 625 return 0;
672 626
673 /* peterm: level dependency for bolts */ 627 /* peterm: level dependency for bolts */
674 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob); 628 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob);
675 tmp->attacktype = spob->attacktype; 629 tmp->attacktype = spob->attacktype;
676 if (spob->slaying) 630 if (spob->slaying)
677 tmp->slaying = spob->slaying; 631 tmp->slaying = spob->slaying;
678 632
685 639
686 tmp->direction = dir; 640 tmp->direction = dir;
687 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) 641 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
688 SET_ANIMATION (tmp, dir); 642 SET_ANIMATION (tmp, dir);
689 643
690 set_owner (tmp, op); 644 tmp->set_owner (op);
691 set_spell_skill (op, caster, spob, tmp); 645 set_spell_skill (op, caster, spob, tmp);
692 646
693 tmp->x = op->x + freearr_x[dir]; 647 tmp->x = op->x + freearr_x[dir];
694 tmp->y = op->y + freearr_y[dir]; 648 tmp->y = op->y + freearr_y[dir];
695 tmp->map = op->map; 649 tmp->map = op->map;
696 650
651 maptile *newmap;
697 mflags = get_map_flags (tmp->map, &tmp->map, tmp->x, tmp->y, &tmp->x, &tmp->y); 652 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y);
698 if (mflags & P_OUT_OF_MAP) 653 if (mflags & P_OUT_OF_MAP)
699 { 654 {
700 free_object (tmp); 655 tmp->destroy ();
701 return 0; 656 return 0;
702 } 657 }
658
659 tmp->map = newmap;
660
703 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y))) 661 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y)))
704 { 662 {
705 if (!QUERY_FLAG (tmp, FLAG_REFLECTING)) 663 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
706 { 664 {
707 free_object (tmp); 665 tmp->destroy ();
708 return 0; 666 return 0;
709 } 667 }
668
710 tmp->x = op->x; 669 tmp->x = op->x;
711 tmp->y = op->y; 670 tmp->y = op->y;
712 tmp->direction = absdir (tmp->direction + 4); 671 tmp->direction = absdir (tmp->direction + 4);
713 tmp->map = op->map; 672 tmp->map = op->map;
714 } 673 }
715 if ((tmp = insert_ob_in_map (tmp, tmp->map, op, 0)) != NULL) 674
716 { 675 if ((tmp = tmp->insert_at (tmp, op)))
717 check_bullet (tmp); 676 check_bullet (tmp);
718 } 677
719 return 1; 678 return 1;
720} 679}
721
722
723
724 680
725/***************************************************************************** 681/*****************************************************************************
726 * 682 *
727 * CONE RELATED FUNCTIONS 683 * CONE RELATED FUNCTIONS
728 * 684 *
729 *****************************************************************************/ 685 *****************************************************************************/
730 686
731
732/* drops an object based on what is in the cone's "other_arch" */ 687/* drops an object based on what is in the cone's "other_arch" */
733void 688void
734cone_drop (object *op) 689cone_drop (object *op)
735{ 690{
736 object *new_ob = arch_to_object (op->other_arch); 691 object *new_ob = arch_to_object (op->other_arch);
737 692
738 new_ob->x = op->x;
739 new_ob->y = op->y;
740 new_ob->level = op->level; 693 new_ob->level = op->level;
741 set_owner (new_ob, op->owner); 694 new_ob->set_owner (op->owner);
742 695
743 /* preserve skill ownership */ 696 /* preserve skill ownership */
744 if (op->skill && op->skill != new_ob->skill) 697 if (op->skill && op->skill != new_ob->skill)
745 {
746 new_ob->skill = op->skill; 698 new_ob->skill = op->skill;
747 }
748 insert_ob_in_map (new_ob, op->map, op, 0);
749 699
700 new_ob->insert_at (op, op);
750} 701}
751 702
752/* move_cone: causes cone object 'op' to move a space/hit creatures */ 703/* move_cone: causes cone object 'op' to move a space/hit creatures */
753 704
754void 705void
755move_cone (object *op) 706move_cone (object *op)
756{ 707{
757 int i;
758
759 /* if no map then hit_map will crash so just ignore object */ 708 /* if no map then hit_map will crash so just ignore object */
760 if (!op->map) 709 if (!op->map)
761 { 710 {
762 LOG (llevError, "Tried to move_cone object %s without a map.\n", op->name ? &op->name : "unknown"); 711 LOG (llevError, "Tried to move_cone object %s without a map.\n", op->name ? &op->name : "unknown");
763 op->speed = 0; 712 op->set_speed (0);
764 update_ob_speed (op);
765 return; 713 return;
766 } 714 }
767 715
768 /* lava saves it's life, but not yours :) */ 716 /* lava saves it's life, but not yours :) */
769 if (QUERY_FLAG (op, FLAG_LIFESAVE)) 717 if (QUERY_FLAG (op, FLAG_LIFESAVE))
775#if 0 723#if 0
776 /* Disable this - enabling it makes monsters easier, as 724 /* Disable this - enabling it makes monsters easier, as
777 * when their cone dies when they die. 725 * when their cone dies when they die.
778 */ 726 */
779 /* If no owner left, the spell dies out. */ 727 /* If no owner left, the spell dies out. */
780 if (get_owner (op) == NULL) 728 if (op->owner == NULL)
781 { 729 {
782 remove_ob (op); 730 op->destroy ();
783 free_object (op);
784 return; 731 return;
785 } 732 }
786#endif 733#endif
787 734
788 hit_map (op, 0, op->attacktype, 0); 735 hit_map (op, 0, op->attacktype, 0);
797 if (op->destroyed ()) 744 if (op->destroyed ())
798 return; 745 return;
799 746
800 if ((op->duration--) < 0) 747 if ((op->duration--) < 0)
801 { 748 {
802 remove_ob (op); 749 op->destroy ();
803 free_object (op);
804 return; 750 return;
805 } 751 }
806 /* Object has hit maximum range, so don't have it move 752 /* Object has hit maximum range, so don't have it move
807 * any further. When the duration above expires, 753 * any further. When the duration above expires,
808 * then the object will get removed. 754 * then the object will get removed.
811 { 757 {
812 op->range = 0; /* just so it doesn't wrap */ 758 op->range = 0; /* just so it doesn't wrap */
813 return; 759 return;
814 } 760 }
815 761
816 for (i = -1; i < 2; i++) 762 for (int i = -1; i <= 1; i++)
817 { 763 {
818 sint16 x = op->x + freearr_x[absdir (op->stats.sp + i)], y = op->y + freearr_y[absdir (op->stats.sp + i)]; 764 sint16 x = op->x + freearr_x[absdir (op->stats.sp + i)], y = op->y + freearr_y[absdir (op->stats.sp + i)];
819 765
820 if (ok_to_put_more (op->map, x, y, op, op->attacktype)) 766 if (ok_to_put_more (op->map, x, y, op, op->attacktype))
821 { 767 {
822 object *tmp = get_object (); 768 object *tmp = op->clone ();
823
824 copy_object (op, tmp);
825 tmp->x = x;
826 tmp->y = y;
827 769
828 tmp->duration = op->duration + 1; 770 tmp->duration = op->duration + 1;
829 771
830 /* Use for spell tracking - see ok_to_put_more() */ 772 /* Use for spell tracking - see ok_to_put_more() */
831 tmp->stats.maxhp = op->stats.maxhp; 773 tmp->stats.maxhp = op->stats.maxhp;
832 insert_ob_in_map (tmp, op->map, op, 0); 774
775 op->map->insert (tmp, x, y, op);
776
833 if (tmp->other_arch) 777 if (tmp->other_arch)
834 cone_drop (tmp); 778 cone_drop (tmp);
835 } 779 }
836 } 780 }
837} 781}
870 814
871 /* Need to know what the movetype of the object we are about 815 /* Need to know what the movetype of the object we are about
872 * to create is, so we can know if the space we are about to 816 * to create is, so we can know if the space we are about to
873 * insert it into is blocked. 817 * insert it into is blocked.
874 */ 818 */
875 movetype = spell->other_arch->clone.move_type; 819 movetype = spell->other_arch->move_type;
876 820
877 for (i = range_min; i <= range_max; i++) 821 for (i = range_min; i <= range_max; i++)
878 { 822 {
879 sint16 x, y, d; 823 sint16 x, y, d;
880 824
913 if ((movetype & GET_MAP_MOVE_BLOCK (m, sx, sy)) == movetype) 857 if ((movetype & GET_MAP_MOVE_BLOCK (m, sx, sy)) == movetype)
914 continue; 858 continue;
915 859
916 success = 1; 860 success = 1;
917 tmp = arch_to_object (spell->other_arch); 861 tmp = arch_to_object (spell->other_arch);
918 set_owner (tmp, op); 862 tmp->set_owner (op);
919 set_spell_skill (op, caster, spell, tmp); 863 set_spell_skill (op, caster, spell, tmp);
920 tmp->level = caster_level (caster, spell); 864 tmp->level = caster_level (caster, spell);
921 tmp->x = sx;
922 tmp->y = sy;
923 tmp->attacktype = spell->attacktype; 865 tmp->attacktype = spell->attacktype;
924 866
925 /* holy word stuff */ 867 /* holy word stuff */
926 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER)) 868 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER))
927 if (!tailor_god_spell (tmp, op)) 869 if (!tailor_god_spell (tmp, op))
961 else 903 else
962 tmp->duration += caster->level / 3; 904 tmp->duration += caster->level / 3;
963 } 905 }
964 906
965 if (!(tmp->move_type & MOVE_FLY_LOW)) 907 if (!(tmp->move_type & MOVE_FLY_LOW))
966 LOG (llevDebug, "cast_cone(): arch %s doesn't have flying 1\n", &spell->other_arch->name); 908 LOG (llevDebug, "cast_cone(): arch %s doesn't have flying 1\n", &spell->other_arch->archname);
967 909
968 if (!tmp->move_on && tmp->stats.dam) 910 if (!tmp->move_on && tmp->stats.dam)
969 {
970 LOG (llevDebug, "cast_cone(): arch %s doesn't have move_on set\n", &spell->other_arch->name); 911 LOG (llevDebug, "cast_cone(): arch %s doesn't have move_on set\n", &spell->other_arch->archname);
971 }
972 912
973 insert_ob_in_map (tmp, m, op, 0); 913 m->insert (tmp, sx, sy, op);
974 914
975 /* This is used for tracking spells so that one effect doesn't hit 915 /* This is used for tracking spells so that one effect doesn't hit
976 * a single space too many times. 916 * a single space too many times.
977 */ 917 */
978 tmp->stats.maxhp = tmp->count; 918 tmp->stats.maxhp = tmp->count;
988 * 928 *
989 * BOMB related code 929 * BOMB related code
990 * 930 *
991 ****************************************************************************/ 931 ****************************************************************************/
992 932
993
994/* This handles an exploding bomb. 933/* This handles an exploding bomb.
995 * op is the original bomb object. 934 * op is the original bomb object.
996 */ 935 */
997void 936void
998animate_bomb (object *op) 937animate_bomb (object *op)
999{ 938{
1000 int i;
1001 object *env, *tmp;
1002 archetype *at;
1003
1004 if (op->state != NUM_ANIMATIONS (op) - 1) 939 if (op->state != NUM_ANIMATIONS (op) - 1)
1005 return; 940 return;
1006 941
1007 env = object_get_env_recursive (op); 942 object *env = op->outer_env ();
1008 943
1009 if (op->env) 944 if (op->env)
1010 { 945 {
1011 if (env->map == NULL) 946 if (env->map == NULL)
1012 return; 947 return;
1013 948
1014 if (env->type == PLAYER) 949 if (!(op = op->insert_at (env, op)))
1015 esrv_del_item (env->contr, op->count);
1016
1017 remove_ob (op);
1018 op->x = env->x;
1019 op->y = env->y;
1020 if ((op = insert_ob_in_map (op, env->map, op, 0)) == NULL)
1021 return; 950 return;
1022 } 951 }
1023 952
1024 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent bomb from exploding 953 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent bomb from exploding
1025 // on a safe map. I don't like this special casing, but it seems to be neccessary 954 // on a safe map. I don't like this special casing, but it seems to be neccessary
1026 // as bombs can be carried. 955 // as bombs can be carried.
1027 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE) 956 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
1028 { 957 {
1029 remove_ob (op); 958 op->destroy ();
1030 free_object (op);
1031 return; 959 return;
1032 } 960 }
1033 961
1034 /* This copies a lot of the code from the fire bullet, 962 /* This copies a lot of the code from the fire bullet,
1035 * but using the cast_bullet isn't really feasible, 963 * but using the cast_bullet isn't really feasible,
1036 * so just set up the appropriate values. 964 * so just set up the appropriate values.
1037 */ 965 */
1038 at = archetype::find (SPLINT); 966 if (archetype *at = archetype::find (SPLINT))
1039 if (at)
1040 { 967 {
1041 for (i = 1; i < 9; i++) 968 for (int i = 1; i < 9; i++)
1042 { 969 {
1043 if (out_of_map (op->map, op->x + freearr_x[i], op->y + freearr_x[i])) 970 if (out_of_map (op->map, op->x + freearr_x[i], op->y + freearr_x[i]))
1044 continue; 971 continue;
972
1045 tmp = arch_to_object (at); 973 object *tmp = arch_to_object (at);
1046 tmp->direction = i; 974 tmp->direction = i;
1047 tmp->range = op->range; 975 tmp->range = op->range;
1048 tmp->stats.dam = op->stats.dam; 976 tmp->stats.dam = op->stats.dam;
1049 tmp->duration = op->duration; 977 tmp->duration = op->duration;
1050 tmp->attacktype = op->attacktype; 978 tmp->attacktype = op->attacktype;
1051 copy_owner (tmp, op); 979 tmp->set_owner (op);
1052 if (op->skill && op->skill != tmp->skill) 980 if (op->skill && op->skill != tmp->skill)
1053 {
1054 tmp->skill = op->skill; 981 tmp->skill = op->skill;
1055 } 982
1056 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) 983 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
1057 SET_ANIMATION (tmp, i); 984 SET_ANIMATION (tmp, i);
1058 tmp->x = op->x + freearr_x[i]; 985
1059 tmp->y = op->y + freearr_x[i]; 986 op->map->insert (tmp, op->x + freearr_x[i], op->y + freearr_x[i], op);
1060 insert_ob_in_map (tmp, op->map, op, 0);
1061 move_bullet (tmp); 987 move_bullet (tmp);
1062 } 988 }
1063 } 989 }
1064 990
1065 explode_bullet (op); 991 explode_bullet (op);
1066} 992}
1067 993
1068int 994int
1069create_bomb (object *op, object *caster, int dir, object *spell) 995create_bomb (object *op, object *caster, int dir, object *spell)
1070{ 996{
1071
1072 object *tmp; 997 object *tmp;
1073 int mflags; 998 int mflags;
1074 sint16 dx = op->x + freearr_x[dir], dy = op->y + freearr_y[dir]; 999 sint16 dx = op->x + freearr_x[dir], dy = op->y + freearr_y[dir];
1075 maptile *m; 1000 maptile *m;
1076 1001
1078 if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, dx, dy) & MOVE_WALK)) 1003 if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, dx, dy) & MOVE_WALK))
1079 { 1004 {
1080 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way."); 1005 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way.");
1081 return 0; 1006 return 0;
1082 } 1007 }
1008
1083 tmp = arch_to_object (spell->other_arch); 1009 tmp = arch_to_object (spell->other_arch);
1084 1010
1085 /* level dependencies for bomb */ 1011 /* level dependencies for bomb */
1086 tmp->range = spell->range + SP_level_range_adjust (caster, spell); 1012 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
1087 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1013 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1088 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell); 1014 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
1089 tmp->attacktype = spell->attacktype; 1015 tmp->attacktype = spell->attacktype;
1090 1016
1091 set_owner (tmp, op); 1017 tmp->set_owner (op);
1092 set_spell_skill (op, caster, spell, tmp); 1018 set_spell_skill (op, caster, spell, tmp);
1093 tmp->x = dx; 1019
1094 tmp->y = dy; 1020 m->insert (tmp, dx, dy, op);
1095 insert_ob_in_map (tmp, m, op, 0);
1096 return 1; 1021 return 1;
1097} 1022}
1098 1023
1099/**************************************************************************** 1024/****************************************************************************
1100 * 1025 *
1109 * dir is the direction to look in. 1034 * dir is the direction to look in.
1110 * range is how far out to look. 1035 * range is how far out to look.
1111 * type is the type of spell - either SPELL_MANA or SPELL_GRACE. 1036 * type is the type of spell - either SPELL_MANA or SPELL_GRACE.
1112 * this info is used for blocked magic/unholy spaces. 1037 * this info is used for blocked magic/unholy spaces.
1113 */ 1038 */
1114
1115object * 1039object *
1116get_pointed_target (object *op, int dir, int range, int type) 1040get_pointed_target (object *op, int dir, int range, int type)
1117{ 1041{
1118 object *target; 1042 object *target;
1119 sint16 x, y; 1043 sint16 x, y;
1138 return NULL; 1062 return NULL;
1139 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW) 1063 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW)
1140 return NULL; 1064 return NULL;
1141 1065
1142 if (mflags & P_IS_ALIVE) 1066 if (mflags & P_IS_ALIVE)
1143 {
1144 for (target = get_map_ob (mp, x, y); target; target = target->above) 1067 for (target = GET_MAP_OB (mp, x, y); target; target = target->above)
1145 { 1068 if (QUERY_FLAG (target, FLAG_MONSTER))
1146 if (QUERY_FLAG (target->head ? target->head : target, FLAG_MONSTER))
1147 {
1148 return target; 1069 return target;
1149 }
1150 }
1151 }
1152 } 1070 }
1071
1153 return NULL; 1072 return NULL;
1154} 1073}
1155
1156 1074
1157/* cast_smite_arch() - the priest points to a creature and causes 1075/* cast_smite_arch() - the priest points to a creature and causes
1158 * a 'godly curse' to decend. 1076 * a 'godly curse' to decend.
1159 * usual params - 1077 * usual params -
1160 * op = player 1078 * op = player
1161 * caster = object casting the spell. 1079 * caster = object casting the spell.
1162 * dir = direction being cast 1080 * dir = direction being cast
1163 * spell = spell object 1081 * spell = spell object
1164 */ 1082 */
1165
1166int 1083int
1167cast_smite_spell (object *op, object *caster, int dir, object *spell) 1084cast_smite_spell (object *op, object *caster, int dir, object *spell)
1168{ 1085{
1169 object *effect, *target; 1086 object *effect, *target;
1170 object *god = find_god (determine_god (op)); 1087 object *god = find_god (determine_god (op));
1216 if (effect->attacktype & AT_DEATH) 1133 if (effect->attacktype & AT_DEATH)
1217 { 1134 {
1218 effect->level = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1135 effect->level = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1219 1136
1220 /* casting death spells at undead isn't a good thing */ 1137 /* casting death spells at undead isn't a good thing */
1221 if QUERY_FLAG
1222 (target, FLAG_UNDEAD) 1138 if (QUERY_FLAG (target, FLAG_UNDEAD))
1223 { 1139 {
1224 if (random_roll (0, 2, op, PREFER_LOW)) 1140 if (random_roll (0, 2, op, PREFER_LOW))
1225 { 1141 {
1226 new_draw_info (NDI_UNIQUE, 0, op, "Idiot! Your spell boomerangs!"); 1142 new_draw_info (NDI_UNIQUE, 0, op, "Idiot! Your spell boomerangs!");
1227 effect->x = op->x; 1143 effect->x = op->x;
1229 } 1145 }
1230 else 1146 else
1231 { 1147 {
1232 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s looks stronger!", query_name (target)); 1148 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s looks stronger!", query_name (target));
1233 target->stats.hp = target->stats.maxhp * 2; 1149 target->stats.hp = target->stats.maxhp * 2;
1234 free_object (effect); 1150 effect->destroy ();
1235 return 0; 1151 return 0;
1236 } 1152 }
1237 } 1153 }
1238 } 1154 }
1239 else 1155 else
1240 { 1156 {
1241 /* how much woe to inflict :) */ 1157 /* how much woe to inflict :) */
1242 effect->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1158 effect->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1243 } 1159 }
1244 1160
1245 set_owner (effect, op); 1161 effect->set_owner (op);
1246 set_spell_skill (op, caster, spell, effect); 1162 set_spell_skill (op, caster, spell, effect);
1247 1163
1248 /* ok, tell it where to be, and insert! */ 1164 /* ok, tell it where to be, and insert! */
1249 effect->x = target->x; 1165 effect->insert_at (target, op);
1250 effect->y = target->y;
1251 insert_ob_in_map (effect, target->map, op, 0);
1252 1166
1253 return 1; 1167 return 1;
1254} 1168}
1255
1256 1169
1257/**************************************************************************** 1170/****************************************************************************
1258 * 1171 *
1259 * MAGIC MISSILE code. 1172 * MAGIC MISSILE code.
1260 * note that the fire_bullet is used to fire the missile. The 1173 * note that the fire_bullet is used to fire the missile. The
1263 1176
1264/* op is a missile that needs to be moved */ 1177/* op is a missile that needs to be moved */
1265void 1178void
1266move_missile (object *op) 1179move_missile (object *op)
1267{ 1180{
1268 int i, mflags;
1269 object *owner;
1270 sint16 new_x, new_y;
1271 maptile *m;
1272
1273 if (op->range-- <= 0) 1181 if (op->range-- <= 0)
1274 { 1182 {
1275 remove_ob (op); 1183 op->destroy ();
1276 free_object (op);
1277 return; 1184 return;
1278 }
1279
1280 owner = get_owner (op);
1281#if 0
1282 /* It'd make things nastier if this wasn't here - spells cast by
1283 * monster that are then killed would continue to survive
1284 */
1285 if (owner == NULL)
1286 { 1185 }
1287 remove_ob (op); 1186
1288 free_object (op); 1187 mapxy pos (op);
1289 return; 1188 pos.move (op->direction);
1189
1190 if (!pos.normalise ())
1290 } 1191 {
1291#endif 1192 op->destroy ();
1193 return;
1194 }
1292 1195
1293 new_x = op->x + DIRX (op); 1196 mapspace &ms = pos.ms ();
1294 new_y = op->y + DIRY (op);
1295 1197
1296 mflags = get_map_flags (op->map, &m, new_x, new_y, &new_x, &new_y); 1198 if (ms.flags () & P_IS_ALIVE || ms.blocks (op))
1297
1298 if (!(mflags & P_OUT_OF_MAP) && ((mflags & P_IS_ALIVE) || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y))))
1299 { 1199 {
1300 hit_map (op, op->direction, AT_MAGIC, 1); 1200 hit_map (op, op->direction, AT_MAGIC, 1);
1301 /* Basically, missile only hits one thing then goes away. 1201 /* Basically, missile only hits one thing then goes away.
1302 * we need to remove it if someone hasn't already done so. 1202 * we need to remove it if someone hasn't already done so.
1303 */ 1203 */
1304 if (!op->destroyed ()) 1204 op->destroy ();
1305 free_object (op);
1306
1307 return; 1205 return;
1308 }
1309
1310 remove_ob (op);
1311
1312 if (!op->direction || (mflags & P_OUT_OF_MAP))
1313 { 1206 }
1314 free_object (op); 1207
1315 return; 1208 if (!op->direction)
1316 } 1209 {
1210 op->destroy ();
1211 return;
1212 }
1317 1213
1318 op->x = new_x; 1214 int i = spell_find_dir (pos.m, pos.x, pos.y, op->owner);
1319 op->y = new_y;
1320 op->map = m;
1321 i = spell_find_dir (op->map, op->x, op->y, get_owner (op));
1322 if (i > 0 && i != op->direction) 1215 if (i > 0 && i != op->direction)
1323 { 1216 {
1324 op->direction = i; 1217 op->direction = i;
1325 SET_ANIMATION (op, op->direction); 1218 SET_ANIMATION (op, op->direction);
1326 } 1219 }
1327 1220
1328 insert_ob_in_map (op, op->map, op, 0); 1221 pos.insert (op, op);
1329} 1222}
1330 1223
1331/**************************************************************************** 1224/****************************************************************************
1332 * Destruction 1225 * Destruction
1333 ****************************************************************************/ 1226 ****************************************************************************/
1336 * we do this by creating a force and inserting it in the 1229 * we do this by creating a force and inserting it in the
1337 * object. if time is 0, the object glows permanently. To truely 1230 * object. if time is 0, the object glows permanently. To truely
1338 * make this work for non-living objects, we would have to 1231 * make this work for non-living objects, we would have to
1339 * give them the capability to have an inventory. b.t. 1232 * give them the capability to have an inventory. b.t.
1340 */ 1233 */
1341
1342int 1234int
1343make_object_glow (object *op, int radius, int time) 1235make_object_glow (object *op, int radius, int time)
1344{ 1236{
1345 object *tmp;
1346
1347 /* some things are unaffected... */ 1237 /* some things are unaffected... */
1348 if (op->path_denied & PATH_LIGHT) 1238 if (op->path_denied & PATH_LIGHT)
1349 return 0; 1239 return 0;
1350 1240
1351 tmp = get_archetype (FORCE_NAME); 1241 object *tmp = get_archetype (FORCE_NAME);
1352 tmp->speed = 0.01; 1242 tmp->speed = 0.01;
1353 tmp->stats.food = time; 1243 tmp->stats.food = time;
1354 SET_FLAG (tmp, FLAG_IS_USED_UP); 1244 SET_FLAG (tmp, FLAG_IS_USED_UP);
1355 tmp->glow_radius = radius; 1245 tmp->glow_radius = radius;
1356 if (tmp->glow_radius > MAX_LIGHT_RADII) 1246 if (tmp->glow_radius > MAX_LIGHT_RADII)
1357 tmp->glow_radius = MAX_LIGHT_RADII; 1247 tmp->glow_radius = MAX_LIGHT_RADII;
1358 1248
1359 tmp->x = op->x;
1360 tmp->y = op->y;
1361 if (tmp->speed < MIN_ACTIVE_SPEED)
1362 tmp->speed = MIN_ACTIVE_SPEED; /* safety */
1363 tmp = insert_ob_in_ob (tmp, op); 1249 tmp = insert_ob_in_ob (tmp, op);
1250
1364 if (tmp->glow_radius > op->glow_radius) 1251 if (tmp->glow_radius > op->glow_radius)
1365 op->glow_radius = tmp->glow_radius; 1252 op->glow_radius = tmp->glow_radius;
1366 1253
1367 if (!tmp->env || op != tmp->env)
1368 {
1369 LOG (llevError, "make_object_glow() failed to insert glowing force in %s\n", &op->name);
1370 return 0;
1371 }
1372 return 1; 1254 return 1;
1373} 1255}
1374
1375
1376
1377 1256
1378int 1257int
1379cast_destruction (object *op, object *caster, object *spell_ob) 1258cast_destruction (object *op, object *caster, object *spell_ob)
1380{ 1259{
1381 int i, j, range, mflags, friendly = 0, dam, dur; 1260 int i, j, range, mflags, friendly = 0, dam, dur;
1402 else if (caster->skill) 1281 else if (caster->skill)
1403 op->skill = caster->skill; 1282 op->skill = caster->skill;
1404 else 1283 else
1405 op->skill = NULL; 1284 op->skill = NULL;
1406 1285
1407 change_skill (op, find_skill_by_name (op, op->skill), 1); 1286 op->change_skill (find_skill_by_name (op, op->skill));
1408 1287
1409 for (i = -range; i < range; i++) 1288 for (i = -range; i <= range; i++)
1410 { 1289 {
1411 for (j = -range; j < range; j++) 1290 for (j = -range; j <= range; j++)
1412 { 1291 {
1413 m = op->map; 1292 m = op->map;
1414 sx = op->x + i; 1293 sx = op->x + i;
1415 sy = op->y + j; 1294 sy = op->y + j;
1295
1416 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy); 1296 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
1417 if (mflags & P_OUT_OF_MAP) 1297 if (mflags & P_OUT_OF_MAP)
1418 continue; 1298 continue;
1299
1419 if (mflags & P_IS_ALIVE) 1300 if (mflags & P_IS_ALIVE)
1420 { 1301 {
1421 for (tmp = get_map_ob (m, sx, sy); tmp; tmp = tmp->above) 1302 for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above)
1422 {
1423 if (QUERY_FLAG (tmp, FLAG_ALIVE) || tmp->type == PLAYER) 1303 if (QUERY_FLAG (tmp, FLAG_ALIVE) || tmp->type == PLAYER)
1424 break; 1304 break;
1425 } 1305
1426 if (tmp) 1306 if (tmp)
1427 { 1307 {
1428 if (tmp->head) 1308 if (tmp->head)
1429 tmp = tmp->head; 1309 tmp = tmp->head;
1430 1310
1432 (!friendly && (QUERY_FLAG (tmp, FLAG_FRIENDLY) || tmp->type == PLAYER))) 1312 (!friendly && (QUERY_FLAG (tmp, FLAG_FRIENDLY) || tmp->type == PLAYER)))
1433 { 1313 {
1434 if (spell_ob->subtype == SP_DESTRUCTION) 1314 if (spell_ob->subtype == SP_DESTRUCTION)
1435 { 1315 {
1436 hit_player (tmp, dam, op, spell_ob->attacktype, 0); 1316 hit_player (tmp, dam, op, spell_ob->attacktype, 0);
1317
1437 if (spell_ob->other_arch) 1318 if (spell_ob->other_arch)
1438 {
1439 tmp = arch_to_object (spell_ob->other_arch); 1319 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op);
1440 tmp->x = sx;
1441 tmp->y = sy;
1442 insert_ob_in_map (tmp, m, op, 0);
1443 }
1444 } 1320 }
1445 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist[ATNR_MAGIC] != 100) 1321 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist[ATNR_MAGIC] != 100)
1446 { 1322 {
1447 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch) 1323 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch)
1448 {
1449 object *effect = arch_to_object (spell_ob->other_arch); 1324 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op);
1450
1451 effect->x = sx;
1452 effect->y = sy;
1453 insert_ob_in_map (effect, m, op, 0);
1454 }
1455 } 1325 }
1456 } 1326 }
1457 } 1327 }
1458 } 1328 }
1459 } 1329 }
1460 } 1330 }
1331
1461 op->skill = skill; 1332 op->skill = skill;
1462 return 1; 1333 return 1;
1463} 1334}
1464 1335
1465/*************************************************************************** 1336/***************************************************************************
1479 { 1350 {
1480 new_draw_info (NDI_UNIQUE, 0, op, "There is no one in that direction to curse."); 1351 new_draw_info (NDI_UNIQUE, 0, op, "There is no one in that direction to curse.");
1481 return 0; 1352 return 0;
1482 } 1353 }
1483 1354
1355 tmp = tmp->head_ ();
1356
1484 /* If we've already got a force of this type, don't add a new one. */ 1357 /* If we've already got a force of this type, don't add a new one. */
1485 for (force = tmp->inv; force != NULL; force = force->below) 1358 for (force = tmp->inv; force; force = force->below)
1486 { 1359 {
1487 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY) 1360 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY)
1488 { 1361 {
1489 if (force->name == spell_ob->name) 1362 if (force->name == spell_ob->name)
1490 { 1363 {
1496 return 0; 1369 return 0;
1497 } 1370 }
1498 } 1371 }
1499 } 1372 }
1500 1373
1501 if (force == NULL) 1374 if (!force)
1502 { 1375 {
1503 force = get_archetype (FORCE_NAME); 1376 force = get_archetype (FORCE_NAME);
1504 force->subtype = FORCE_CHANGE_ABILITY; 1377 force->subtype = FORCE_CHANGE_ABILITY;
1378
1505 if (spell_ob->race) 1379 if (spell_ob->race)
1506 force->name = spell_ob->race; 1380 force->name = spell_ob->race;
1507 else 1381 else
1508 force->name = spell_ob->name; 1382 force->name = spell_ob->name;
1509 1383
1519 { 1393 {
1520 force->duration = duration; 1394 force->duration = duration;
1521 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 1395 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1522 } 1396 }
1523 else 1397 else
1524 {
1525 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1398 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1526 } 1399
1527 return 1; 1400 return 1;
1528 } 1401 }
1402
1529 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50; 1403 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1530 force->speed = 1.0; 1404 force->speed = 1.f;
1531 force->speed_left = -1.0; 1405 force->speed_left = -1.f;
1532 SET_FLAG (force, FLAG_APPLIED); 1406 SET_FLAG (force, FLAG_APPLIED);
1533 1407
1534 if (god) 1408 if (god)
1535 { 1409 {
1536 if (spell_ob->last_grace) 1410 if (spell_ob->last_grace)
1549 force->stats.ac = spell_ob->stats.ac; 1423 force->stats.ac = spell_ob->stats.ac;
1550 force->stats.wc = spell_ob->stats.wc; 1424 force->stats.wc = spell_ob->stats.wc;
1551 1425
1552 change_abil (tmp, force); /* Mostly to display any messages */ 1426 change_abil (tmp, force); /* Mostly to display any messages */
1553 insert_ob_in_ob (force, tmp); 1427 insert_ob_in_ob (force, tmp);
1554 fix_player (tmp); 1428 tmp->update_stats ();
1555 return 1; 1429 return 1;
1556 1430
1557} 1431}
1558
1559 1432
1560/********************************************************************** 1433/**********************************************************************
1561 * mood change 1434 * mood change
1562 * Arguably, this may or may not be an attack spell. But since it 1435 * Arguably, this may or may not be an attack spell. But since it
1563 * effects monsters, it seems best to put it into this file 1436 * effects monsters, it seems best to put it into this file
1593 else if (god && !strcmp (spell->race, "GOD_FRIEND")) 1466 else if (god && !strcmp (spell->race, "GOD_FRIEND"))
1594 race = god->race; 1467 race = god->race;
1595 else 1468 else
1596 race = spell->race; 1469 race = spell->race;
1597 1470
1598
1599 for (x = op->x - range; x <= op->x + range; x++) 1471 for (x = op->x - range; x <= op->x + range; x++)
1600 for (y = op->y - range; y <= op->y + range; y++) 1472 for (y = op->y - range; y <= op->y + range; y++)
1601 { 1473 {
1602
1603 done_one = 0; 1474 done_one = 0;
1604 m = op->map; 1475 m = op->map;
1605 nx = x; 1476 nx = x;
1606 ny = y; 1477 ny = y;
1607 mflags = get_map_flags (m, &m, x, y, &nx, &ny); 1478 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1610 1481
1611 /* If there is nothing living on this space, no need to go further */ 1482 /* If there is nothing living on this space, no need to go further */
1612 if (!(mflags & P_IS_ALIVE)) 1483 if (!(mflags & P_IS_ALIVE))
1613 continue; 1484 continue;
1614 1485
1486 // players can only affect spaces that they can actually see
1487 if (caster && caster->contr
1488 && caster->contr->visibility_at (m, nx, ny) < 70)
1489 continue;
1490
1615 for (tmp = get_map_ob (m, nx, ny); tmp; tmp = tmp->above) 1491 for (tmp = GET_MAP_TOP (m, nx, ny); tmp; tmp = tmp->below)
1616 if (QUERY_FLAG (tmp, FLAG_MONSTER)) 1492 if (QUERY_FLAG (tmp, FLAG_MONSTER))
1617 break; 1493 break;
1618 1494
1619 /* There can be living objects that are not monsters */ 1495 /* There can be living objects that are not monsters */
1620 if (!tmp || tmp->type == PLAYER) 1496 if (!tmp || tmp->type == PLAYER)
1627 head = tmp; 1503 head = tmp;
1628 1504
1629 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */ 1505 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */
1630 if (race && head->race && !strstr (race, head->race)) 1506 if (race && head->race && !strstr (race, head->race))
1631 continue; 1507 continue;
1508
1632 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD)) 1509 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD))
1633 continue; 1510 continue;
1634 1511
1635 /* Now do a bunch of stuff related to saving throws */ 1512 /* Now do a bunch of stuff related to saving throws */
1636 best_at = -1; 1513 best_at = -1;
1653 at -= level / 5; 1530 at -= level / 5;
1654 if (did_make_save (head, head->level, at)) 1531 if (did_make_save (head, head->level, at))
1655 continue; 1532 continue;
1656 } 1533 }
1657 else /* spell->attacktype */ 1534 else /* spell->attacktype */
1658 /*
1659 Spell has no attacktype (charm & such), so we'll have a specific saving:
1660 * if spell level < monster level, no go
1661 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) )
1662
1663 The chance will then be in the range [20-70] percent, not too bad.
1664
1665 This is required to fix the 'charm monster' abuse, where a player level 1 can
1666 charm a level 125 monster...
1667
1668 Ryo, august 14th
1669 */
1670 { 1535 {
1536 /*
1537 Spell has no attacktype (charm & such), so we'll have a specific saving:
1538 * if spell level < monster level, no go
1539 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) )
1540
1541 The chance will then be in the range [20-70] percent, not too bad.
1542
1543 This is required to fix the 'charm monster' abuse, where a player level 1 can
1544 charm a level 125 monster...
1545
1546 Ryo, august 14th
1547 */
1671 if (head->level > level) 1548 if (head->level > level)
1672 continue; 1549 continue;
1550
1673 if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + MIN (50, 2 * (level - head->level)))) 1551 if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + MIN (50, 2 * (level - head->level))))
1674 /* Failed, no effect */ 1552 /* Failed, no effect */
1675 continue; 1553 continue;
1676 } 1554 }
1677 1555
1678 /* Done with saving throw. Now start effecting the monster */ 1556 /* Done with saving throw. Now start affecting the monster */
1679 1557
1680 /* aggravation */ 1558 /* aggravation */
1681 if (QUERY_FLAG (spell, FLAG_MONSTER)) 1559 if (QUERY_FLAG (spell, FLAG_MONSTER))
1682 { 1560 {
1683 CLEAR_FLAG (head, FLAG_SLEEP); 1561 CLEAR_FLAG (head, FLAG_SLEEP);
1684 if (QUERY_FLAG (head, FLAG_FRIENDLY))
1685 remove_friendly_object (head); 1562 remove_friendly_object (head);
1686
1687 done_one = 1; 1563 done_one = 1;
1688 head->enemy = op; 1564 head->enemy = op;
1689 } 1565 }
1690 1566
1691 /* calm monsters */ 1567 /* calm monsters */
1700 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK)) 1576 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK))
1701 { 1577 {
1702 SET_FLAG (head, FLAG_BERSERK); 1578 SET_FLAG (head, FLAG_BERSERK);
1703 done_one = 1; 1579 done_one = 1;
1704 } 1580 }
1581
1705 /* charm */ 1582 /* charm */
1706 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY)) 1583 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY))
1707 { 1584 {
1708 SET_FLAG (head, FLAG_FRIENDLY); 1585 INVOKE_OBJECT (KILL, head, ARG_OBJECT (caster));
1586
1709 /* Prevent uncontolled outbreaks of self replicating monsters. 1587 /* Prevent uncontrolled outbreaks of self replicating monsters.
1710 Typical use case is charm, go somwhere, use aggravation to make hostile. 1588 Typical use case is charm, go somwhere, use aggravation to make hostile.
1711 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */ 1589 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */
1712 CLEAR_FLAG (head, FLAG_GENERATOR); 1590 CLEAR_FLAG (head, FLAG_GENERATOR);
1713 set_owner (head, op); 1591 head->set_owner (op);
1714 set_spell_skill (op, caster, spell, head); 1592 set_spell_skill (op, caster, spell, head);
1715 add_friendly_object (head); 1593 add_friendly_object (head);
1716 head->attack_movement = PETMOVE; 1594 head->attack_movement = PETMOVE;
1717 done_one = 1; 1595 done_one = 1;
1718 change_exp (op, head->stats.exp / 2, head->skill, SK_EXP_ADD_SKILL); 1596 change_exp (op, head->stats.exp / 2, head->skill, SK_EXP_ADD_SKILL);
1719 head->stats.exp = 0; 1597 head->stats.exp = 0;
1720 } 1598 }
1721 1599
1722 /* If a monster was effected, put an effect in */ 1600 /* If a monster was effected, put an effect in */
1723 if (done_one && spell->other_arch) 1601 if (done_one && spell->other_arch)
1724 {
1725 tmp = arch_to_object (spell->other_arch); 1602 m->insert (arch_to_object (spell->other_arch), nx, ny, op);
1726 tmp->x = nx;
1727 tmp->y = ny;
1728 insert_ob_in_map (tmp, m, op, 0);
1729 }
1730 } /* for y */ 1603 } /* for y */
1731 1604
1732 return 1; 1605 return 1;
1733} 1606}
1734 1607
1746 int i, j, dam_save, dir, mflags; 1619 int i, j, dam_save, dir, mflags;
1747 sint16 nx, ny, hx, hy; 1620 sint16 nx, ny, hx, hy;
1748 object *owner; 1621 object *owner;
1749 maptile *m; 1622 maptile *m;
1750 1623
1751 owner = get_owner (op); 1624 owner = op->owner;
1752 1625
1753 /* the following logic makes sure that the ball doesn't move into a wall, 1626 /* the following logic makes sure that the ball doesn't move into a wall,
1754 * and makes sure that it will move along a wall to try and get at it's 1627 * and makes sure that it will move along a wall to try and get at it's
1755 * victim. The block immediately below more or less chooses a random 1628 * victim. The block immediately below more or less chooses a random
1756 * offset to move the ball, eg, keep it mostly on course, with some 1629 * offset to move the ball, eg, keep it mostly on course, with some
1785 nx = op->x; 1658 nx = op->x;
1786 ny = op->y; 1659 ny = op->y;
1787 m = op->map; 1660 m = op->map;
1788 } 1661 }
1789 1662
1790 remove_ob (op); 1663 m->insert (op, nx, ny, op);
1791 op->y = ny;
1792 op->x = nx;
1793 insert_ob_in_map (op, m, op, 0);
1794 1664
1795 dam_save = op->stats.dam; /* save the original dam: we do halfdam on 1665 dam_save = op->stats.dam; /* save the original dam: we do halfdam on
1796 surrounding squares */ 1666 surrounding squares */
1797 1667
1798 /* loop over current square and neighbors to hit. 1668 /* loop over current square and neighbors to hit.
1799 * if this has an other_arch field, we insert that in 1669 * if this has an other_arch field, we insert that in
1800 * the surround spaces. 1670 * the surround spaces.
1801 */ 1671 */
1802 for (j = 0; j < 9; j++) 1672 for (j = 0; j < 9; j++)
1803 { 1673 {
1804 object *new_ob;
1805
1806 hx = nx + freearr_x[j]; 1674 hx = nx + freearr_x[j];
1807 hy = ny + freearr_y[j]; 1675 hy = ny + freearr_y[j];
1808 1676
1809 m = op->map; 1677 m = op->map;
1810 mflags = get_map_flags (m, &m, hx, hy, &hx, &hy); 1678 mflags = get_map_flags (m, &m, hx, hy, &hx, &hy);
1818 1686
1819 if ((mflags & P_IS_ALIVE) && (!owner || owner->x != hx || owner->y != hy || !on_same_map (owner, op))) 1687 if ((mflags & P_IS_ALIVE) && (!owner || owner->x != hx || owner->y != hy || !on_same_map (owner, op)))
1820 { 1688 {
1821 if (j) 1689 if (j)
1822 op->stats.dam = dam_save / 2; 1690 op->stats.dam = dam_save / 2;
1691
1823 hit_map (op, j, op->attacktype, 1); 1692 hit_map (op, j, op->attacktype, 1);
1824
1825 } 1693 }
1826 1694
1827 /* insert the other arch */ 1695 /* insert the other arch */
1828 if (op->other_arch && !(OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy)))) 1696 if (op->other_arch && !(OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy))))
1829 { 1697 m->insert (arch_to_object (op->other_arch), hx, hy, op);
1830 new_ob = arch_to_object (op->other_arch);
1831 new_ob->x = hx;
1832 new_ob->y = hy;
1833 insert_ob_in_map (new_ob, m, op, 0);
1834 }
1835 } 1698 }
1836 1699
1837 /* restore to the center location and damage */ 1700 /* restore to the center location and damage */
1838 op->stats.dam = dam_save; 1701 op->stats.dam = dam_save;
1839 1702
1840 i = spell_find_dir (op->map, op->x, op->y, get_owner (op)); 1703 i = spell_find_dir (op->map, op->x, op->y, op->owner);
1841 1704
1842 if (i >= 0) 1705 if (i >= 0)
1843 { /* we have a preferred direction! */ 1706 { /* we have a preferred direction! */
1844 /* pick another direction if the preferred dir is blocked. */ 1707 /* pick another direction if the preferred dir is blocked. */
1845 if (get_map_flags (op->map, &m, nx + freearr_x[i], ny + freearr_y[i], &hx, &hy) & P_OUT_OF_MAP || 1708 if (get_map_flags (op->map, &m, nx + freearr_x[i], ny + freearr_y[i], &hx, &hy) & P_OUT_OF_MAP ||
1846 OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy))) 1709 OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy)))
1847 {
1848 i = absdir (i + rndm (0, 2) - 1); /* -1, 0, +1 */ 1710 i = absdir (i + rndm (0, 2) - 1); /* -1, 0, +1 */
1849 } 1711
1850 op->direction = i; 1712 op->direction = i;
1851 } 1713 }
1852} 1714}
1853 1715
1854
1855/* move_swarm_spell: peterm 1716/* move_swarm_spell: peterm
1856 * This is an implementation of the swarm spell. It was written for 1717 * This is an implementation of the swarm spell. It was written for
1857 * meteor swarm, but it could be used for any swarm. A swarm spell 1718 * meteor swarm, but it could be used for any swarm. A swarm spell
1858 * is a special type of object that casts swarms of other types 1719 * is a special type of object that casts swarms of other types
1859 * of spells. Which spell it casts is flexible. It fires the spells 1720 * of spells. Which spell it casts is flexible. It fires the spells
1860 * from a set of squares surrounding the caster, in a given direction. 1721 * from a set of squares surrounding the caster, in a given direction.
1861 */ 1722 */
1862
1863void 1723void
1864move_swarm_spell (object *op) 1724move_swarm_spell (object *op)
1865{ 1725{
1866#if 0 1726#if 0
1867 static int cardinal_adjust[9] = { -3, -2, -1, 0, 0, 0, 1, 2, 3 }; 1727 static int cardinal_adjust[9] = { -3, -2, -1, 0, 0, 0, 1, 2, 3 };
1868 static int diagonal_adjust[10] = { -3, -2, -2, -1, 0, 0, 1, 2, 2, 3 }; 1728 static int diagonal_adjust[10] = { -3, -2, -2, -1, 0, 0, 1, 2, 2, 3 };
1869 sint16 target_x, target_y, origin_x, origin_y; 1729 sint16 target_x, target_y, origin_x, origin_y;
1870 int adjustdir; 1730 int adjustdir;
1871 maptile *m; 1731 maptile *m;
1872#endif 1732#endif
1873 int basedir;
1874 object *owner; 1733 object *owner = op->env;
1875 1734
1876 owner = get_owner (op); 1735 if (!owner) // MUST not happen, remove when true TODO
1877 if (op->duration == 0 || owner == NULL)
1878 {
1879 remove_ob (op);
1880 free_object (op);
1881 return;
1882 } 1736 {
1737 LOG (llevError, "swarm spell found outside inventory: %s\n", op->debug_desc ());
1738 op->destroy ();
1739 return;
1740 }
1741
1742 if (!op->duration || !owner->is_on_map ())
1743 {
1744 op->destroy ();
1745 return;
1746 }
1747
1883 op->duration--; 1748 op->duration--;
1884 1749
1885 basedir = op->direction; 1750 int basedir = op->direction;
1886 if (basedir == 0) 1751 if (!basedir)
1887 {
1888 /* spray in all directions! 8) */ 1752 /* spray in all directions! 8) */
1889 basedir = rndm (1, 8); 1753 basedir = (op->facing += op->state) % 8 + 1;
1890 }
1891 1754
1892#if 0 1755#if 0
1893 // this is bogus: it causes wrong places to be checked below 1756 // this is bogus: it causes wrong places to be checked below
1894 // (a wall 2 cells away will block the effect...) and 1757 // (a wall 2 cells away will block the effect...) and
1895 // doesn't work for SP_BULLET anyhow, so again tests the wrong 1758 // doesn't work for SP_BULLET anyhow, so again tests the wrong
1896 // space. 1759 // space.
1897 // should be fixed later, but correctness before featurs... 1760 // should be fixed later, but correctness before features...
1898 // (schmorp) 1761 // (schmorp)
1899 1762
1900 /* new offset calculation to make swarm element distribution 1763 /* new offset calculation to make swarm element distribution
1901 * more uniform 1764 * more uniform
1902 */ 1765 */
1955 { 1818 {
1956 /* Bullet spells have a bunch more customization that needs to be done */ 1819 /* Bullet spells have a bunch more customization that needs to be done */
1957 if (op->spell->subtype == SP_BULLET) 1820 if (op->spell->subtype == SP_BULLET)
1958 fire_bullet (owner, op, basedir, op->spell); 1821 fire_bullet (owner, op, basedir, op->spell);
1959 else if (op->spell->subtype == SP_MAGIC_MISSILE) 1822 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1960 fire_arch_from_position (owner, op, op->x, op->y, basedir, op->spell); 1823 fire_arch_from_position (owner, op, owner->x, owner->y, basedir, op->spell);
1961 } 1824 }
1962} 1825}
1963
1964
1965
1966 1826
1967/* fire_swarm: 1827/* fire_swarm:
1968 * The following routine creates a swarm of objects. It actually 1828 * The following routine creates a swarm of objects. It actually
1969 * sets up a specific swarm object, which then fires off all 1829 * sets up a specific swarm object, which then fires off all
1970 * the parts of the swarm. 1830 * the parts of the swarm.
1973 * caster: the caster (owner, wand, rod, scroll) 1833 * caster: the caster (owner, wand, rod, scroll)
1974 * dir: the direction everything will be fired in 1834 * dir: the direction everything will be fired in
1975 * spell - the spell that is this spell. 1835 * spell - the spell that is this spell.
1976 * n: the number to be fired. 1836 * n: the number to be fired.
1977 */ 1837 */
1978
1979int 1838int
1980fire_swarm (object *op, object *caster, object *spell, int dir) 1839fire_swarm (object *op, object *caster, object *spell, int dir)
1981{ 1840{
1982 object *tmp;
1983 int i;
1984
1985 if (!spell->other_arch) 1841 if (!spell->other_arch)
1986 return 0; 1842 return 0;
1987 1843
1988 tmp = get_archetype (SWARM_SPELL); 1844 object *tmp = archetype::get (SWARM_SPELL);
1989 tmp->x = op->x;
1990 tmp->y = op->y;
1991 set_owner (tmp, op); /* needed so that if swarm elements kill, caster gets xp. */
1992 set_spell_skill (op, caster, spell, tmp); 1845 set_spell_skill (op, caster, spell, tmp);
1993
1994 tmp->level = caster_level (caster, spell); /*needed later, to get level dep. right. */ 1846 tmp->level = caster_level (caster, spell); /* needed later, to get level dep. right. */
1995 tmp->spell = arch_to_object (spell->other_arch); 1847 tmp->spell = spell->other_arch->instance ();
1996
1997 tmp->attacktype = tmp->spell->attacktype; 1848 tmp->attacktype = tmp->spell->attacktype;
1998 1849
1999 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) 1850 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
2000 {
2001 if (!tailor_god_spell (tmp, op)) 1851 if (!tailor_god_spell (tmp, op))
2002 return 1; 1852 return 1;
2003 } 1853
2004 tmp->duration = SP_level_duration_adjust (caster, spell); 1854 tmp->duration = SP_level_duration_adjust (caster, spell);
2005 for (i = 0; i < spell->duration; i++) 1855 for (int i = 0; i < spell->duration; i++)
2006 tmp->duration += die_roll (1, 3, op, PREFER_HIGH); 1856 tmp->duration += die_roll (1, 3, op, PREFER_HIGH);
2007 1857
1858 tmp->invisible = 1;
1859 tmp->flag [FLAG_NO_DROP] = 1; // make sure it stays in inv, or else
2008 tmp->direction = dir; 1860 tmp->direction = dir;
2009 tmp->invisible = 1; 1861 tmp->facing = rndm (1, 8); // initial firing direction
2010 insert_ob_in_map (tmp, op->map, op, 0); 1862 tmp->state = rndm (4) * 2 + 1; // direction increment
1863
1864 op->insert (tmp);
1865
2011 return 1; 1866 return 1;
2012} 1867}
2013
2014 1868
2015/* See the spells documentation file for why this is its own 1869/* See the spells documentation file for why this is its own
2016 * function. 1870 * function.
2017 */ 1871 */
2018int 1872int
2043 return 0; 1897 return 0;
2044 } 1898 }
2045 1899
2046 if (mflags & P_IS_ALIVE && spell->attacktype) 1900 if (mflags & P_IS_ALIVE && spell->attacktype)
2047 { 1901 {
2048 for (target = get_map_ob (m, x, y); target; target = target->above) 1902 for (target = GET_MAP_OB (m, x, y); target; target = target->above)
2049 if (QUERY_FLAG (target, FLAG_MONSTER)) 1903 if (QUERY_FLAG (target, FLAG_MONSTER))
2050 { 1904 {
2051 /* oky doky. got a target monster. Lets make a blinding attack */ 1905 /* oky doky. got a target monster. Lets make a blinding attack */
2052 if (target->head) 1906 if (target->head)
2053 target = target->head; 1907 target = target->head;
1908
2054 (void) hit_player (target, dam, op, spell->attacktype, 1); 1909 hit_player (target, dam, op, spell->attacktype, 1);
2055 return 1; /* one success only! */ 1910 return 1; /* one success only! */
2056 } 1911 }
2057 } 1912 }
2058 1913
2059 /* no live target, perhaps a wall is in the way? */ 1914 /* no live target, perhaps a wall is in the way? */
2075 { 1930 {
2076 tmp->glow_radius = spell->range + SP_level_range_adjust (caster, spell); 1931 tmp->glow_radius = spell->range + SP_level_range_adjust (caster, spell);
2077 if (tmp->glow_radius > MAX_LIGHT_RADII) 1932 if (tmp->glow_radius > MAX_LIGHT_RADII)
2078 tmp->glow_radius = MAX_LIGHT_RADII; 1933 tmp->glow_radius = MAX_LIGHT_RADII;
2079 } 1934 }
2080 tmp->x = x; 1935
2081 tmp->y = y; 1936 m->insert (tmp, x, y, op);
2082 insert_ob_in_map (tmp, m, op, 0);
2083 return 1; 1937 return 1;
2084} 1938}
2085
2086
2087
2088 1939
2089/* cast_cause_disease: this spell looks along <dir> from the 1940/* cast_cause_disease: this spell looks along <dir> from the
2090 * player and infects someone. 1941 * player and infects someone.
2091 * op is the player/monster, caster is the object, dir is the direction 1942 * op is the player/monster, caster is the object, dir is the direction
2092 * to cast, disease_arch is the specific disease, and type is the spell number 1943 * to cast, disease_arch is the specific disease, and type is the spell number
2093 * perhaps this should actually be in disease.c? 1944 * perhaps this should actually be in disease.c?
2094 */ 1945 */
2095
2096int 1946int
2097cast_cause_disease (object *op, object *caster, object *spell, int dir) 1947cast_cause_disease (object *op, object *caster, object *spell, int dir)
2098{ 1948{
2099 sint16 x, y; 1949 sint16 x, y;
2100 int i, mflags, range, dam_mod, dur_mod; 1950 int i, mflags, range, dam_mod, dur_mod;
2107 /* If casting from a scroll, no direction will be available, so refer to the 1957 /* If casting from a scroll, no direction will be available, so refer to the
2108 * direction the player is pointing. 1958 * direction the player is pointing.
2109 */ 1959 */
2110 if (!dir) 1960 if (!dir)
2111 dir = op->facing; 1961 dir = op->facing;
1962
2112 if (!dir) 1963 if (!dir)
2113 return 0; /* won't find anything if casting on ourself, so just return */ 1964 return 0; /* won't find anything if casting on ourself, so just return */
2114 1965
2115 /* Calculate these once here */ 1966 /* Calculate these once here */
2116 range = spell->range + SP_level_range_adjust (caster, spell); 1967 range = spell->range + SP_level_range_adjust (caster, spell);
2135 1986
2136 /* Only bother looking on this space if there is something living here */ 1987 /* Only bother looking on this space if there is something living here */
2137 if (mflags & P_IS_ALIVE) 1988 if (mflags & P_IS_ALIVE)
2138 { 1989 {
2139 /* search this square for a victim */ 1990 /* search this square for a victim */
2140 for (walk = get_map_ob (m, x, y); walk; walk = walk->above) 1991 for (walk = GET_MAP_OB (m, x, y); walk; walk = walk->above)
2141 if (QUERY_FLAG (walk, FLAG_MONSTER) || (walk->type == PLAYER)) 1992 if (QUERY_FLAG (walk, FLAG_MONSTER) || (walk->type == PLAYER))
2142 { /* found a victim */ 1993 { /* found a victim */
2143 object *disease = arch_to_object (spell->other_arch); 1994 object *disease = arch_to_object (spell->other_arch);
2144 1995
2145 set_owner (disease, op); 1996 disease->set_owner (op);
2146 set_spell_skill (op, caster, spell, disease); 1997 set_spell_skill (op, caster, spell, disease);
2147 disease->stats.exp = 0; 1998 disease->stats.exp = 0;
2148 disease->level = caster_level (caster, spell); 1999 disease->level = caster_level (caster, spell);
2149 2000
2150 /* do level adjustments */ 2001 /* do level adjustments */
2151 if (disease->stats.wc) 2002 if (disease->stats.wc)
2152 disease->stats.wc += dur_mod / 2; 2003 disease->stats.wc += dur_mod / 2;
2153 2004
2154 if (disease->magic > 0) 2005 if (disease->magic > 0)
2155 disease->magic += dur_mod / 4; 2006 disease->magic += dur_mod / 8;
2156 2007
2157 if (disease->stats.maxhp > 0) 2008 if (disease->stats.maxhp > 0)
2158 disease->stats.maxhp += dur_mod; 2009 disease->stats.maxhp += dur_mod;
2159 2010
2160 if (disease->stats.maxgrace > 0) 2011 if (disease->stats.maxgrace > 0)
2195 if (disease->stats.sp) 2046 if (disease->stats.sp)
2196 disease->stats.sp -= dam_mod; 2047 disease->stats.sp -= dam_mod;
2197 2048
2198 if (infect_object (walk, disease, 1)) 2049 if (infect_object (walk, disease, 1))
2199 { 2050 {
2200 object *flash; /* visual effect for inflicting disease */
2201
2202 new_draw_info_format (NDI_UNIQUE, 0, op, "You inflict %s on %s!", &disease->name, &walk->name); 2051 new_draw_info_format (NDI_UNIQUE, 0, op, "You inflict %s on %s!", &disease->name, &walk->name);
2203 2052
2204 free_object (disease); /* don't need this one anymore */ 2053 disease->destroy (); /* don't need this one anymore */
2205 flash = get_archetype (ARCH_DETECT_MAGIC); 2054 walk->map->insert (get_archetype ("detect_magic"), x, y, op);
2206 flash->x = x;
2207 flash->y = y;
2208 flash->map = walk->map;
2209 insert_ob_in_map (flash, walk->map, op, 0);
2210 return 1; 2055 return 1;
2211 } 2056 }
2212 free_object (disease); 2057
2058 disease->destroy ();
2213 } 2059 }
2214 } /* if living creature */ 2060 } /* if living creature */
2215 } /* for range of spaces */ 2061 } /* for range of spaces */
2062
2216 new_draw_info (NDI_UNIQUE, 0, op, "No one caught anything!"); 2063 new_draw_info (NDI_UNIQUE, 0, op, "No one caught anything!");
2217 return 1; 2064 return 1;
2218} 2065}

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines