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Comparing deliantra/server/server/spell_attack.C (file contents):
Revision 1.15 by root, Sat Sep 16 22:24:13 2006 UTC vs.
Revision 1.83 by root, Mon Mar 2 11:45:19 2009 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007,2008 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
154 if ((new_bolt = m->insert (new_bolt, sx, sy, op)))
162 update_turn_face (new_bolt); 155 update_turn_face (new_bolt);
163} 156}
164 157
165/* move_bolt: moves bolt 'op'. Basically, it just advances a space, 158/* move_bolt: moves bolt 'op'. Basically, it just advances a space,
166 * and checks for various things that may stop it. 159 * and checks for various things that may stop it.
167 */ 160 */
168
169void 161void
170move_bolt (object *op) 162move_bolt (object *op)
171{ 163{
172 object *tmp;
173 int mflags; 164 int mflags;
174 sint16 x, y; 165 sint16 x, y;
175 maptile *m; 166 maptile *m;
176 167
177 if (--(op->duration) < 0) 168 if (--op->duration < 0)
178 { 169 {
179 remove_ob (op); 170 op->drop_and_destroy ();
180 free_object (op);
181 return; 171 return;
182 } 172 }
183 173
184 hit_map (op, 0, op->attacktype, 1); 174 hit_map (op, 0, op->attacktype, 1);
185 175
186 if (!op->direction) 176 if (!op->direction)
187 return; 177 return;
188 178
189 if (--op->range < 0) 179 if (--op->range < 0)
190 {
191 op->range = 0; 180 op->range = 0;
192 }
193 else 181 else
194 { 182 {
195 x = op->x + DIRX (op); 183 x = op->x + DIRX (op);
196 y = op->y + DIRY (op); 184 y = op->y + DIRY (op);
197 m = op->map; 185 m = op->map;
205 * on the space. So only call reflwall if we think the data it returns 193 * on the space. So only call reflwall if we think the data it returns
206 * will be useful. 194 * will be useful.
207 */ 195 */
208 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)) || ((mflags & P_IS_ALIVE) && reflwall (m, x, y, op))) 196 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)) || ((mflags & P_IS_ALIVE) && reflwall (m, x, y, op)))
209 { 197 {
210
211 if (!QUERY_FLAG (op, FLAG_REFLECTING)) 198 if (!QUERY_FLAG (op, FLAG_REFLECTING))
212 return; 199 return;
213 200
214 /* Since walls don't run diagonal, if the bolt is in 201 /* Since walls don't run diagonal, if the bolt is in
215 * one of 4 main directions, it just reflects back in the 202 * one of 4 main directions, it just reflects back in the
245 else if (left) 232 else if (left)
246 op->direction = absdir (op->direction + 2); 233 op->direction = absdir (op->direction + 2);
247 else if (right) 234 else if (right)
248 op->direction = absdir (op->direction - 2); 235 op->direction = absdir (op->direction - 2);
249 } 236 }
237
250 update_turn_face (op); /* A bolt *must* be IS_TURNABLE */ 238 update_turn_face (op); /* A bolt *must* be IS_TURNABLE */
251 return; 239 return;
252 } 240 }
253 else 241 else
254 { /* Create a copy of this object and put it ahead */ 242 { /* Create a copy of this object and put it ahead */
255 tmp = get_object (); 243 object *tmp = op->clone ();
256 copy_object (op, tmp); 244
245 m->insert (tmp, x, y, op);
257 tmp->speed_left = -0.1; 246 tmp->speed_left = -0.1f;
258 tmp->x += DIRX (tmp), tmp->y += DIRY (tmp);
259 tmp = insert_ob_in_map (tmp, op->map, op, 0);
260 /* To make up for the decrease at the top of the function */ 247 /* To make up for the decrease at the top of the function */
261 tmp->duration++; 248 tmp->duration++;
262 249
263 /* New forking code. Possibly create forks of this object 250 /* New forking code. Possibly create forks of this object
264 * going off in other directions. 251 * going off in other directions.
265 */ 252 */
266
267 if (rndm (0, 99) < tmp->stats.Dex) 253 if (tmp->stats.Dex && rndm (0, 99) < tmp->stats.Dex)
268 { /* stats.Dex % of forking */ 254 forklightning (op, tmp); /* stats.Dex % of forking */
269 forklightning (op, tmp); 255
270 }
271 /* In this way, the object left behind sticks on the space, but 256 /* In this way, the object left behind sticks on the space, but
272 * doesn't create any bolts that continue to move onward. 257 * doesn't create any bolts that continue to move onward.
273 */ 258 */
274 op->range = 0; 259 op->range = 0;
275 } /* copy object and move it along */ 260 } /* copy object and move it along */
282 * we remove the magic flag - that can be derived from 267 * we remove the magic flag - that can be derived from
283 * spob->attacktype. 268 * spob->attacktype.
284 * This function sets up the appropriate owner and skill 269 * This function sets up the appropriate owner and skill
285 * pointers. 270 * pointers.
286 */ 271 */
287
288int 272int
289fire_bolt (object *op, object *caster, int dir, object *spob, object *skill) 273fire_bolt (object *op, object *caster, int dir, object *spob, object *skill)
290{ 274{
291 object *tmp = NULL; 275 object *tmp = NULL;
292 int mflags; 276 int mflags;
299 return 0; 283 return 0;
300 284
301 /* peterm: level dependency for bolts */ 285 /* peterm: level dependency for bolts */
302 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob); 286 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob);
303 tmp->attacktype = spob->attacktype; 287 tmp->attacktype = spob->attacktype;
288
304 if (spob->slaying) 289 if (spob->slaying)
305 tmp->slaying = spob->slaying; 290 tmp->slaying = spob->slaying;
291
306 tmp->range = spob->range + SP_level_range_adjust (caster, spob); 292 tmp->range = spob->range + SP_level_range_adjust (caster, spob);
307 tmp->duration = spob->duration + SP_level_duration_adjust (caster, spob); 293 tmp->duration = spob->duration + SP_level_duration_adjust (caster, spob);
308 tmp->stats.Dex = spob->stats.Dex; 294 tmp->stats.Dex = spob->stats.Dex;
309 tmp->stats.Con = spob->stats.Con; 295 tmp->stats.Con = spob->stats.Con;
310 296
311 tmp->direction = dir; 297 tmp->direction = dir;
312 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) 298 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
313 SET_ANIMATION (tmp, dir); 299 SET_ANIMATION (tmp, dir);
314 300
315 set_owner (tmp, op); 301 tmp->set_owner (op);
316 set_spell_skill (op, caster, spob, tmp); 302 set_spell_skill (op, caster, spob, tmp);
317 303
318 tmp->x = op->x + DIRX (tmp); 304 tmp->x = op->x + DIRX (tmp);
319 tmp->y = op->y + DIRY (tmp); 305 tmp->y = op->y + DIRY (tmp);
320 tmp->map = op->map; 306 tmp->map = op->map;
321 307
308 maptile *newmap;
322 mflags = get_map_flags (tmp->map, &tmp->map, tmp->x, tmp->y, &tmp->x, &tmp->y); 309 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y);
323 if (mflags & P_OUT_OF_MAP) 310 if (mflags & P_OUT_OF_MAP)
324 { 311 {
325 free_object (tmp); 312 tmp->drop_and_destroy ();
326 return 0; 313 return 0;
327 } 314 }
315
316 tmp->map = newmap;
317
328 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y))) 318 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y)))
329 { 319 {
330 if (!QUERY_FLAG (tmp, FLAG_REFLECTING)) 320 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
331 { 321 {
332 free_object (tmp); 322 tmp->drop_and_destroy ();
333 return 0; 323 return 0;
334 } 324 }
325
335 tmp->x = op->x; 326 tmp->x = op->x;
336 tmp->y = op->y; 327 tmp->y = op->y;
337 tmp->direction = absdir (tmp->direction + 4); 328 tmp->direction = absdir (tmp->direction + 4);
338 tmp->map = op->map; 329 tmp->map = op->map;
339 } 330 }
340 if ((tmp = insert_ob_in_map (tmp, tmp->map, op, 0)) != NULL) 331
332 if ((tmp = tmp->insert_at (tmp, op)))
341 move_bolt (tmp); 333 move_bolt (tmp);
334
342 return 1; 335 return 1;
343} 336}
344
345
346 337
347/*************************************************************************** 338/***************************************************************************
348 * 339 *
349 * BULLET/BALL CODE 340 * BULLET/BALL CODE
350 * 341 *
351 ***************************************************************************/ 342 ***************************************************************************/
352 343
353/* expands an explosion. op is a piece of the 344/* expands an explosion. op is a piece of the
354 * explosion - this expans it in the different directions. 345 * explosion - this expands it in the different directions.
355 * At least that is what I think this does. 346 * At least that is what I think this does.
356 */ 347 */
357void 348void
358explosion (object *op) 349explosion (object *op)
359{ 350{
360 object *tmp;
361 maptile *m = op->map; 351 maptile *m = op->map;
362 int i; 352 int i;
363 353
364 if (--(op->duration) < 0) 354 if (--op->duration < 0)
365 {
366 remove_ob (op);
367 free_object (op);
368 return;
369 } 355 {
356 op->destroy ();
357 return;
358 }
359
370 hit_map (op, 0, op->attacktype, 0); 360 hit_map (op, 0, op->attacktype, 0);
371 361
372 if (op->range > 0) 362 if (op->range > 0)
373 { 363 {
374 for (i = 1; i < 9; i++) 364 for (i = 1; i < 9; i++)
375 { 365 {
376 sint16 dx, dy; 366 sint16 dx, dy;
377 367
378 dx = op->x + freearr_x[i]; 368 dx = op->x + freearr_x[i];
379 dy = op->y + freearr_y[i]; 369 dy = op->y + freearr_y[i];
370
380 /* ok_to_put_more already does things like checks for walls, 371 /* ok_to_put_more already does things like checks for walls,
381 * out of map, etc. 372 * out of map, etc.
382 */ 373 */
383 if (ok_to_put_more (op->map, dx, dy, op, op->attacktype)) 374 if (ok_to_put_more (op->map, dx, dy, op, op->attacktype))
384 { 375 {
385 tmp = get_object (); 376 object *tmp = op->clone ();
386 copy_object (op, tmp); 377
387 tmp->state = 0; 378 tmp->state = 0;
388 tmp->speed_left = -0.21; 379 tmp->speed_left = -0.21f;
389 tmp->range--; 380 tmp->range--;
390 tmp->value = 0; 381 tmp->value = 0;
391 tmp->x = dx; 382
392 tmp->y = dy; 383 m->insert (tmp, dx, dy, op);
393 insert_ob_in_map (tmp, m, op, 0);
394 } 384 }
395 } 385 }
396 } 386 }
397} 387}
398
399 388
400/* Causes an object to explode, eg, a firebullet, 389/* Causes an object to explode, eg, a firebullet,
401 * poison cloud ball, etc. op is the object to 390 * poison cloud ball, etc. op is the object to
402 * explode. 391 * explode.
403 */ 392 */
404void 393void
405explode_bullet (object *op) 394explode_bullet (object *op)
406{ 395{
407 object *tmp, *owner; 396 object *tmp, *owner;
408 397
409 if (op->other_arch == NULL) 398 if (!op->other_arch)
410 { 399 {
411 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n"); 400 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n");
412 remove_ob (op); 401 op->destroy ();
413 free_object (op);
414 return; 402 return;
415 } 403 }
416 404
417 if (op->env) 405 if (op->env)
418 { 406 {
419 object *env; 407 object *env = op->outer_env ();
420 408
421 env = object_get_env_recursive (op);
422 if (env->map == NULL || out_of_map (env->map, env->x, env->y)) 409 if (!env->map || out_of_map (env->map, env->x, env->y))
423 { 410 {
424 LOG (llevError, "BUG: explode_bullet(): env out of map\n"); 411 LOG (llevError, "BUG: explode_bullet(): env out of map\n");
425 remove_ob (op); 412 op->destroy ();
426 free_object (op);
427 return; 413 return;
428 } 414 }
429 remove_ob (op); 415
430 op->x = env->x; 416 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 } 417 }
434 else if (out_of_map (op->map, op->x, op->y)) 418 else if (out_of_map (op->map, op->x, op->y))
435 { 419 {
436 LOG (llevError, "BUG: explode_bullet(): op out of map\n"); 420 LOG (llevError, "BUG: explode_bullet(): op out of map\n");
437 remove_ob (op); 421 op->destroy ();
438 free_object (op);
439 return; 422 return;
440 } 423 }
441 424
442 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent explosions of any kind on safe maps 425 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent explosions of any kind on safe maps
443 // NOTE: If this breaks something important: remove this. I can't think of anything 426 // NOTE: If this breaks something important: remove this. I can't think of anything
444 // bad at the moment that might happen from this. 427 // 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) 428 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
446 { 429 {
447 remove_ob (op); 430 op->destroy ();
448 free_object (op);
449 return; 431 return;
450 } 432 }
451 433
452 if (op->attacktype) 434 if (op->attacktype)
453 { 435 {
454 hit_map (op, 0, op->attacktype, 1); 436 hit_map (op, 0, op->attacktype, 1);
437
455 if (op->destroyed ()) 438 if (op->destroyed ())
456 return; 439 return;
457 } 440 }
458 441
459 /* other_arch contains what this explodes into */ 442 /* other_arch contains what this explodes into */
460 tmp = arch_to_object (op->other_arch); 443 tmp = arch_to_object (op->other_arch);
461 444
462 copy_owner (tmp, op); 445 tmp->set_owner (op);
463 tmp->skill = op->skill; 446 tmp->skill = op->skill;
464 447
465 owner = get_owner (op); 448 owner = op->owner;
466 449
467 if ((tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) && owner && !tailor_god_spell (tmp, owner)) 450 if ((tmp->attacktype & AT_HOLYWORD
468 { 451 || tmp->attacktype & AT_GODPOWER)
469 remove_ob (op); 452 && owner
470 free_object (op); 453 && !tailor_god_spell (tmp, owner))
471 return;
472 } 454 {
473 455 op->destroy ();
474 tmp->x = op->x; 456 return;
475 tmp->y = op->y; 457 }
476 458
477 /* special for bombs - it actually has sane values for these */ 459 /* special for bombs - it actually has sane values for these */
478 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB) 460 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB)
479 { 461 {
480 tmp->attacktype = op->attacktype; 462 tmp->attacktype = op->attacktype;
484 } 466 }
485 else 467 else
486 { 468 {
487 if (op->attacktype & AT_MAGIC) 469 if (op->attacktype & AT_MAGIC)
488 tmp->attacktype |= AT_MAGIC; 470 tmp->attacktype |= AT_MAGIC;
471
489 /* Spell doc describes what is going on here */ 472 /* Spell doc describes what is going on here */
490 tmp->stats.dam = op->dam_modifier; 473 tmp->stats.dam = op->dam_modifier;
491 tmp->range = op->stats.maxhp; 474 tmp->range = op->stats.maxhp;
492 tmp->duration = op->stats.hp; 475 tmp->duration = op->stats.hp;
493 /* Used for spell tracking - just need a unique val for this spell - 476 /* Used for spell tracking - just need a unique val for this spell -
501 tmp->stats.sp = op->direction; 484 tmp->stats.sp = op->direction;
502 485
503 /* Prevent recursion */ 486 /* Prevent recursion */
504 op->move_on = 0; 487 op->move_on = 0;
505 488
506 insert_ob_in_map (tmp, op->map, op, 0); 489 tmp->insert_at (op, op);
490 tmp->play_sound (tmp->sound);
491
507 /* remove the firebullet */ 492 /* remove the firebullet */
508 if (!op->destroyed ()) 493 op->destroy ();
509 {
510 remove_ob (op);
511 free_object (op);
512 }
513} 494}
514
515
516 495
517/* checks to see what op should do, given the space it is on 496/* checks to see what op should do, given the space it is on
518 * (eg, explode, damage player, etc) 497 * (eg, explode, damage player, etc)
519 */ 498 */
520
521void 499void
522check_bullet (object *op) 500check_bullet (object *op)
523{ 501{
524 object *tmp; 502 object *tmp;
525 int dam, mflags; 503 int dam, mflags;
540 518
541 /* If nothing alive on this space, no reason to do anything further */ 519 /* If nothing alive on this space, no reason to do anything further */
542 if (!(mflags & P_IS_ALIVE)) 520 if (!(mflags & P_IS_ALIVE))
543 return; 521 return;
544 522
545 for (tmp = get_map_ob (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 523 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
546 { 524 {
547 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 525 if (QUERY_FLAG (tmp, FLAG_ALIVE))
548 { 526 {
549 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1); 527 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1);
528
529 // TODO: can't understand the following if's
550 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0) 530 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0)
551 { 531 {
552 if (!QUERY_FLAG (op, FLAG_REMOVED)) 532 if (!QUERY_FLAG (op, FLAG_REMOVED))
553 { 533 {
554 remove_ob (op); 534 op->destroy ();
555 free_object (op);
556 return; 535 return;
557 } 536 }
558 } 537 }
559 } 538 }
560 } 539 }
561} 540}
562
563 541
564/* Basically, we move 'op' one square, and if it hits something, 542/* Basically, we move 'op' one square, and if it hits something,
565 * call check_bullet. 543 * call check_bullet.
566 * This function is only applicable to bullets, but not to all 544 * This function is only applicable to bullets, but not to all
567 * fired arches (eg, bolts). 545 * fired arches (eg, bolts).
568 */ 546 */
569
570void 547void
571move_bullet (object *op) 548move_bullet (object *op)
572{ 549{
573 sint16 new_x, new_y; 550 sint16 new_x, new_y;
574 int mflags; 551 int mflags;
589 566
590 /* Reached the end of its life - remove it */ 567 /* Reached the end of its life - remove it */
591 if (--op->range <= 0) 568 if (--op->range <= 0)
592 { 569 {
593 if (op->other_arch) 570 if (op->other_arch)
594 {
595 explode_bullet (op); 571 explode_bullet (op);
596 }
597 else 572 else
598 { 573 op->destroy ();
599 remove_ob (op); 574
600 free_object (op);
601 }
602 return; 575 return;
603 } 576 }
604 577
605 new_x = op->x + DIRX (op); 578 new_x = op->x + DIRX (op);
606 new_y = op->y + DIRY (op); 579 new_y = op->y + DIRY (op);
607 m = op->map; 580 m = op->map;
608 mflags = get_map_flags (m, &m, new_x, new_y, &new_x, &new_y); 581 mflags = get_map_flags (m, &m, new_x, new_y, &new_x, &new_y);
609 582
610 if (mflags & P_OUT_OF_MAP) 583 if (mflags & P_OUT_OF_MAP)
611 { 584 {
612 remove_ob (op); 585 op->destroy ();
613 free_object (op);
614 return; 586 return;
615 } 587 }
616 588
617 if (!op->direction || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y))) 589 if (!op->direction || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y)))
618 { 590 {
619 if (op->other_arch) 591 if (op->other_arch)
620 {
621 explode_bullet (op); 592 explode_bullet (op);
622 }
623 else 593 else
624 { 594 op->destroy ();
625 remove_ob (op);
626 free_object (op);
627 }
628 return;
629 }
630 595
631 remove_ob (op); 596 return;
632 op->x = new_x; 597 }
633 op->y = new_y; 598
634 if ((op = insert_ob_in_map (op, m, op, 0)) == NULL) 599 if (!(op = m->insert (op, new_x, new_y, op)))
635 return; 600 return;
636 601
637 if (reflwall (op->map, op->x, op->y, op)) 602 if (reflwall (op->map, op->x, op->y, op))
638 { 603 {
639 op->direction = absdir (op->direction + 4); 604 op->direction = absdir (op->direction + 4);
640 update_turn_face (op); 605 update_turn_face (op);
641 } 606 }
642 else 607 else
643 {
644 check_bullet (op); 608 check_bullet (op);
645 }
646} 609}
647
648
649
650 610
651/* fire_bullet 611/* fire_bullet
652 * object op (cast from caster) files a bolt in dir. 612 * object op (cast from caster) files a bolt in dir.
653 * spob is the spell object for the bolt. 613 * spob is the spell object for the bolt.
654 * we remove the magic flag - that can be derived from 614 * we remove the magic flag - that can be derived from
655 * spob->attacktype. 615 * spob->attacktype.
656 * This function sets up the appropriate owner and skill 616 * This function sets up the appropriate owner and skill
657 * pointers. 617 * pointers.
658 */ 618 */
659
660int 619int
661fire_bullet (object *op, object *caster, int dir, object *spob) 620fire_bullet (object *op, object *caster, int dir, object *spob)
662{ 621{
663 object *tmp = NULL; 622 object *tmp = NULL;
664 int mflags; 623 int mflags;
665 624
666 if (!spob->other_arch) 625 if (!spob->other_arch)
667 return 0; 626 return 0;
668 627
669 tmp = arch_to_object (spob->other_arch); 628 tmp = spob->other_arch->instance ();
670 if (tmp == NULL) 629 if (!tmp)
671 return 0; 630 return 0;
672 631
673 /* peterm: level dependency for bolts */ 632 /* peterm: level dependency for bolts */
674 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob); 633 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob);
675 tmp->attacktype = spob->attacktype; 634 tmp->attacktype = spob->attacktype;
676 if (spob->slaying) 635 if (spob->slaying)
677 tmp->slaying = spob->slaying; 636 tmp->slaying = spob->slaying;
678 637
685 644
686 tmp->direction = dir; 645 tmp->direction = dir;
687 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) 646 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
688 SET_ANIMATION (tmp, dir); 647 SET_ANIMATION (tmp, dir);
689 648
690 set_owner (tmp, op); 649 tmp->set_owner (op);
691 set_spell_skill (op, caster, spob, tmp); 650 set_spell_skill (op, caster, spob, tmp);
692 651
693 tmp->x = op->x + freearr_x[dir]; 652 tmp->x = op->x + freearr_x[dir];
694 tmp->y = op->y + freearr_y[dir]; 653 tmp->y = op->y + freearr_y[dir];
695 tmp->map = op->map; 654 tmp->map = op->map;
696 655
656 maptile *newmap;
697 mflags = get_map_flags (tmp->map, &tmp->map, tmp->x, tmp->y, &tmp->x, &tmp->y); 657 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y);
698 if (mflags & P_OUT_OF_MAP) 658 if (mflags & P_OUT_OF_MAP)
699 { 659 {
700 free_object (tmp); 660 tmp->destroy ();
701 return 0; 661 return 0;
702 } 662 }
663
664 tmp->map = newmap;
665
703 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y))) 666 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y)))
704 { 667 {
705 if (!QUERY_FLAG (tmp, FLAG_REFLECTING)) 668 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
706 { 669 {
707 free_object (tmp); 670 tmp->destroy ();
708 return 0; 671 return 0;
709 } 672 }
673
710 tmp->x = op->x; 674 tmp->x = op->x;
711 tmp->y = op->y; 675 tmp->y = op->y;
712 tmp->direction = absdir (tmp->direction + 4); 676 tmp->direction = absdir (tmp->direction + 4);
713 tmp->map = op->map; 677 tmp->map = op->map;
714 } 678 }
715 if ((tmp = insert_ob_in_map (tmp, tmp->map, op, 0)) != NULL) 679
716 { 680 if ((tmp = tmp->insert_at (tmp, op)))
717 check_bullet (tmp); 681 check_bullet (tmp);
718 } 682
719 return 1; 683 return 1;
720} 684}
721
722
723
724 685
725/***************************************************************************** 686/*****************************************************************************
726 * 687 *
727 * CONE RELATED FUNCTIONS 688 * CONE RELATED FUNCTIONS
728 * 689 *
729 *****************************************************************************/ 690 *****************************************************************************/
730 691
731
732/* drops an object based on what is in the cone's "other_arch" */ 692/* drops an object based on what is in the cone's "other_arch" */
733void 693void
734cone_drop (object *op) 694cone_drop (object *op)
735{ 695{
736 object *new_ob = arch_to_object (op->other_arch); 696 object *new_ob = arch_to_object (op->other_arch);
737 697
738 new_ob->x = op->x;
739 new_ob->y = op->y;
740 new_ob->level = op->level; 698 new_ob->level = op->level;
741 set_owner (new_ob, op->owner); 699 new_ob->set_owner (op->owner);
742 700
743 /* preserve skill ownership */ 701 /* preserve skill ownership */
744 if (op->skill && op->skill != new_ob->skill) 702 if (op->skill && op->skill != new_ob->skill)
745 {
746 new_ob->skill = op->skill; 703 new_ob->skill = op->skill;
747 }
748 insert_ob_in_map (new_ob, op->map, op, 0);
749 704
705 new_ob->insert_at (op, op);
750} 706}
751 707
752/* move_cone: causes cone object 'op' to move a space/hit creatures */ 708/* move_cone: causes cone object 'op' to move a space/hit creatures */
753 709
754void 710void
755move_cone (object *op) 711move_cone (object *op)
756{ 712{
757 int i;
758
759 /* if no map then hit_map will crash so just ignore object */ 713 /* if no map then hit_map will crash so just ignore object */
760 if (!op->map) 714 if (!op->map)
761 { 715 {
762 LOG (llevError, "Tried to move_cone object %s without a map.\n", op->name ? &op->name : "unknown"); 716 LOG (llevError, "Tried to move_cone object %s without a map.\n", op->name ? &op->name : "unknown");
763 op->speed = 0; 717 op->set_speed (0);
764 update_ob_speed (op);
765 return; 718 return;
766 } 719 }
767 720
768 /* lava saves it's life, but not yours :) */ 721 /* lava saves it's life, but not yours :) */
769 if (QUERY_FLAG (op, FLAG_LIFESAVE)) 722 if (QUERY_FLAG (op, FLAG_LIFESAVE))
775#if 0 728#if 0
776 /* Disable this - enabling it makes monsters easier, as 729 /* Disable this - enabling it makes monsters easier, as
777 * when their cone dies when they die. 730 * when their cone dies when they die.
778 */ 731 */
779 /* If no owner left, the spell dies out. */ 732 /* If no owner left, the spell dies out. */
780 if (get_owner (op) == NULL) 733 if (op->owner == NULL)
781 { 734 {
782 remove_ob (op); 735 op->destroy ();
783 free_object (op);
784 return; 736 return;
785 } 737 }
786#endif 738#endif
787 739
788 hit_map (op, 0, op->attacktype, 0); 740 hit_map (op, 0, op->attacktype, 0);
741
742 if (!op->is_on_map ())
743 return;
789 744
790 /* Check to see if we should push anything. 745 /* Check to see if we should push anything.
791 * Spell objects with weight push whatever they encounter to some 746 * Spell objects with weight push whatever they encounter to some
792 * degree. 747 * degree.
793 */ 748 */
794 if (op->weight) 749 if (op->weight)
750 {
795 check_spell_knockback (op); 751 check_spell_knockback (op);
796 752
797 if (op->destroyed ()) 753 if (!op->is_on_map ())
798 return; 754 return;
755 }
799 756
800 if ((op->duration--) < 0) 757 if (op->duration-- < 0)
801 { 758 {
802 remove_ob (op); 759 op->destroy ();
803 free_object (op);
804 return; 760 return;
805 } 761 }
806 /* Object has hit maximum range, so don't have it move 762 /* Object has hit maximum range, so don't have it move
807 * any further. When the duration above expires, 763 * any further. When the duration above expires,
808 * then the object will get removed. 764 * then the object will get removed.
811 { 767 {
812 op->range = 0; /* just so it doesn't wrap */ 768 op->range = 0; /* just so it doesn't wrap */
813 return; 769 return;
814 } 770 }
815 771
816 for (i = -1; i < 2; i++) 772 for (int i = -1; i <= 1; i++)
817 { 773 {
818 sint16 x = op->x + freearr_x[absdir (op->stats.sp + i)], y = op->y + freearr_y[absdir (op->stats.sp + i)]; 774 sint16 x = op->x + freearr_x[absdir (op->stats.sp + i)], y = op->y + freearr_y[absdir (op->stats.sp + i)];
819 775
820 if (ok_to_put_more (op->map, x, y, op, op->attacktype)) 776 if (ok_to_put_more (op->map, x, y, op, op->attacktype))
821 { 777 {
822 object *tmp = get_object (); 778 object *tmp = op->clone ();
823
824 copy_object (op, tmp);
825 tmp->x = x;
826 tmp->y = y;
827 779
828 tmp->duration = op->duration + 1; 780 tmp->duration = op->duration + 1;
829 781
830 /* Use for spell tracking - see ok_to_put_more() */ 782 /* Use for spell tracking - see ok_to_put_more() */
831 tmp->stats.maxhp = op->stats.maxhp; 783 tmp->stats.maxhp = op->stats.maxhp;
832 insert_ob_in_map (tmp, op->map, op, 0); 784
785 op->map->insert (tmp, x, y, op);
786
833 if (tmp->other_arch) 787 if (tmp->other_arch)
834 cone_drop (tmp); 788 cone_drop (tmp);
835 } 789 }
836 } 790 }
837} 791}
870 824
871 /* Need to know what the movetype of the object we are about 825 /* 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 826 * to create is, so we can know if the space we are about to
873 * insert it into is blocked. 827 * insert it into is blocked.
874 */ 828 */
875 movetype = spell->other_arch->clone.move_type; 829 movetype = spell->other_arch->move_type;
876 830
877 for (i = range_min; i <= range_max; i++) 831 for (i = range_min; i <= range_max; i++)
878 { 832 {
879 sint16 x, y, d; 833 sint16 x, y;
880 834
881 /* We can't use absdir here, because it never returns 835 /* We can't use absdir here, because it never returns
882 * 0. If this is a rune, we want to hit the person on top 836 * 0. If this is a rune, we want to hit the person on top
883 * of the trap (d==0). If it is not a rune, then we don't want 837 * of the trap (d==0). If it is not a rune, then we don't want
884 * to hit that person. 838 * to hit that person.
885 */ 839 */
886 d = dir + i; 840 int d = dir ? absdir (dir + i) : i;
887 while (d < 0)
888 d += 8;
889 while (d > 8)
890 d -= 8;
891 841
892 /* If it's not a rune, we don't want to blast the caster. 842 /* If it's not a rune, we don't want to blast the caster.
893 * In that case, we have to see - if dir is specified, 843 * In that case, we have to see - if dir is specified,
894 * turn this into direction 8. If dir is not specified (all 844 * turn this into direction 8. If dir is not specified (all
895 * direction) skip - otherwise, one line would do more damage 845 * direction) skip - otherwise, one line would do more damage
913 if ((movetype & GET_MAP_MOVE_BLOCK (m, sx, sy)) == movetype) 863 if ((movetype & GET_MAP_MOVE_BLOCK (m, sx, sy)) == movetype)
914 continue; 864 continue;
915 865
916 success = 1; 866 success = 1;
917 tmp = arch_to_object (spell->other_arch); 867 tmp = arch_to_object (spell->other_arch);
918 set_owner (tmp, op); 868 tmp->set_owner (op);
919 set_spell_skill (op, caster, spell, tmp); 869 set_spell_skill (op, caster, spell, tmp);
920 tmp->level = caster_level (caster, spell); 870 tmp->level = casting_level (caster, spell);
921 tmp->x = sx;
922 tmp->y = sy;
923 tmp->attacktype = spell->attacktype; 871 tmp->attacktype = spell->attacktype;
924 872
925 /* holy word stuff */ 873 /* holy word stuff */
926 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER)) 874 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER))
927 if (!tailor_god_spell (tmp, op)) 875 if (!tailor_god_spell (tmp, op))
961 else 909 else
962 tmp->duration += caster->level / 3; 910 tmp->duration += caster->level / 3;
963 } 911 }
964 912
965 if (!(tmp->move_type & MOVE_FLY_LOW)) 913 if (!(tmp->move_type & MOVE_FLY_LOW))
966 LOG (llevDebug, "cast_cone(): arch %s doesn't have flying 1\n", &spell->other_arch->name); 914 LOG (llevDebug, "cast_cone(): arch %s doesn't have flying 1\n", &spell->other_arch->archname);
967 915
968 if (!tmp->move_on && tmp->stats.dam) 916 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); 917 LOG (llevDebug, "cast_cone(): arch %s doesn't have move_on set\n", &spell->other_arch->archname);
971 }
972 918
973 insert_ob_in_map (tmp, m, op, 0); 919 m->insert (tmp, sx, sy, op);
974 920
975 /* This is used for tracking spells so that one effect doesn't hit 921 /* This is used for tracking spells so that one effect doesn't hit
976 * a single space too many times. 922 * a single space too many times.
977 */ 923 */
978 tmp->stats.maxhp = tmp->count; 924 tmp->stats.maxhp = tmp->count;
988 * 934 *
989 * BOMB related code 935 * BOMB related code
990 * 936 *
991 ****************************************************************************/ 937 ****************************************************************************/
992 938
993
994/* This handles an exploding bomb. 939/* This handles an exploding bomb.
995 * op is the original bomb object. 940 * op is the original bomb object.
996 */ 941 */
997void 942void
998animate_bomb (object *op) 943animate_bomb (object *op)
999{ 944{
1000 int i;
1001 object *env, *tmp;
1002 archetype *at;
1003
1004 if (op->state != NUM_ANIMATIONS (op) - 1) 945 if (op->state != NUM_ANIMATIONS (op) - 1)
1005 return; 946 return;
1006 947
1007 env = object_get_env_recursive (op); 948 object *env = op->outer_env ();
1008 949
1009 if (op->env) 950 if (op->env)
1010 { 951 {
1011 if (env->map == NULL) 952 if (env->map == NULL)
1012 return; 953 return;
1013 954
1014 if (env->type == PLAYER) 955 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; 956 return;
1022 } 957 }
1023 958
1024 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent bomb from exploding 959 // 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 960 // on a safe map. I don't like this special casing, but it seems to be neccessary
1026 // as bombs can be carried. 961 // as bombs can be carried.
1027 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE) 962 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
1028 { 963 {
1029 remove_ob (op); 964 op->destroy ();
1030 free_object (op);
1031 return; 965 return;
1032 } 966 }
1033 967
1034 /* This copies a lot of the code from the fire bullet, 968 /* This copies a lot of the code from the fire bullet,
1035 * but using the cast_bullet isn't really feasible, 969 * but using the cast_bullet isn't really feasible,
1036 * so just set up the appropriate values. 970 * so just set up the appropriate values.
1037 */ 971 */
1038 at = archetype::find (SPLINT); 972 if (archetype *at = archetype::find (SPLINT))
1039 if (at)
1040 { 973 {
1041 for (i = 1; i < 9; i++) 974 for (int i = 1; i < 9; i++)
1042 { 975 {
1043 if (out_of_map (op->map, op->x + freearr_x[i], op->y + freearr_x[i])) 976 if (out_of_map (op->map, op->x + freearr_x[i], op->y + freearr_x[i]))
1044 continue; 977 continue;
978
1045 tmp = arch_to_object (at); 979 object *tmp = arch_to_object (at);
1046 tmp->direction = i; 980 tmp->direction = i;
1047 tmp->range = op->range; 981 tmp->range = op->range;
1048 tmp->stats.dam = op->stats.dam; 982 tmp->stats.dam = op->stats.dam;
1049 tmp->duration = op->duration; 983 tmp->duration = op->duration;
1050 tmp->attacktype = op->attacktype; 984 tmp->attacktype = op->attacktype;
1051 copy_owner (tmp, op); 985 tmp->set_owner (op);
1052 if (op->skill && op->skill != tmp->skill) 986 if (op->skill && op->skill != tmp->skill)
1053 {
1054 tmp->skill = op->skill; 987 tmp->skill = op->skill;
1055 } 988
1056 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) 989 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
1057 SET_ANIMATION (tmp, i); 990 SET_ANIMATION (tmp, i);
1058 tmp->x = op->x + freearr_x[i]; 991
1059 tmp->y = op->y + freearr_x[i]; 992 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); 993 move_bullet (tmp);
1062 } 994 }
1063 } 995 }
1064 996
1065 explode_bullet (op); 997 explode_bullet (op);
1066} 998}
1067 999
1068int 1000int
1069create_bomb (object *op, object *caster, int dir, object *spell) 1001create_bomb (object *op, object *caster, int dir, object *spell)
1070{ 1002{
1071
1072 object *tmp; 1003 object *tmp;
1073 int mflags; 1004 int mflags;
1074 sint16 dx = op->x + freearr_x[dir], dy = op->y + freearr_y[dir]; 1005 sint16 dx = op->x + freearr_x[dir], dy = op->y + freearr_y[dir];
1075 maptile *m; 1006 maptile *m;
1076 1007
1077 mflags = get_map_flags (op->map, &m, dx, dy, &dx, &dy); 1008 mflags = get_map_flags (op->map, &m, dx, dy, &dx, &dy);
1009
1010 // when creating a bomb below ourself it should always work, even
1011 // when movement is blocked (somehow we got here, somehow we are here,
1012 // so we should also be able to make a bomb here). (originally added
1013 // to fix create bomb traps in doors, which cast with dir=0).
1014 if (dir)
1015 {
1078 if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, dx, dy) & MOVE_WALK)) 1016 if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, dx, dy) & MOVE_WALK))
1079 { 1017 {
1080 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way."); 1018 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way.");
1081 return 0; 1019 return 0;
1020 }
1082 } 1021 }
1022
1083 tmp = arch_to_object (spell->other_arch); 1023 tmp = arch_to_object (spell->other_arch);
1084 1024
1085 /* level dependencies for bomb */ 1025 /* level dependencies for bomb */
1086 tmp->range = spell->range + SP_level_range_adjust (caster, spell); 1026 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
1087 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1027 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1088 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell); 1028 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
1089 tmp->attacktype = spell->attacktype; 1029 tmp->attacktype = spell->attacktype;
1090 1030
1091 set_owner (tmp, op); 1031 tmp->set_owner (op);
1092 set_spell_skill (op, caster, spell, tmp); 1032 set_spell_skill (op, caster, spell, tmp);
1093 tmp->x = dx; 1033
1094 tmp->y = dy; 1034 m->insert (tmp, dx, dy, op);
1095 insert_ob_in_map (tmp, m, op, 0);
1096 return 1; 1035 return 1;
1097} 1036}
1098 1037
1099/**************************************************************************** 1038/****************************************************************************
1100 * 1039 *
1109 * dir is the direction to look in. 1048 * dir is the direction to look in.
1110 * range is how far out to look. 1049 * range is how far out to look.
1111 * type is the type of spell - either SPELL_MANA or SPELL_GRACE. 1050 * type is the type of spell - either SPELL_MANA or SPELL_GRACE.
1112 * this info is used for blocked magic/unholy spaces. 1051 * this info is used for blocked magic/unholy spaces.
1113 */ 1052 */
1114
1115object * 1053object *
1116get_pointed_target (object *op, int dir, int range, int type) 1054get_pointed_target (object *op, int dir, int range, int type)
1117{ 1055{
1118 object *target; 1056 object *target;
1119 sint16 x, y; 1057 sint16 x, y;
1138 return NULL; 1076 return NULL;
1139 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW) 1077 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW)
1140 return NULL; 1078 return NULL;
1141 1079
1142 if (mflags & P_IS_ALIVE) 1080 if (mflags & P_IS_ALIVE)
1143 {
1144 for (target = get_map_ob (mp, x, y); target; target = target->above) 1081 for (target = GET_MAP_OB (mp, x, y); target; target = target->above)
1145 { 1082 if (QUERY_FLAG (target, FLAG_MONSTER))
1146 if (QUERY_FLAG (target->head ? target->head : target, FLAG_MONSTER))
1147 {
1148 return target; 1083 return target;
1149 }
1150 }
1151 }
1152 } 1084 }
1085
1153 return NULL; 1086 return NULL;
1154} 1087}
1155
1156 1088
1157/* cast_smite_arch() - the priest points to a creature and causes 1089/* cast_smite_arch() - the priest points to a creature and causes
1158 * a 'godly curse' to decend. 1090 * a 'godly curse' to decend.
1159 * usual params - 1091 * usual params -
1160 * op = player 1092 * op = player
1161 * caster = object casting the spell. 1093 * caster = object casting the spell.
1162 * dir = direction being cast 1094 * dir = direction being cast
1163 * spell = spell object 1095 * spell = spell object
1164 */ 1096 */
1165
1166int 1097int
1167cast_smite_spell (object *op, object *caster, int dir, object *spell) 1098cast_smite_spell (object *op, object *caster, int dir, object *spell)
1168{ 1099{
1169 object *effect, *target; 1100 object *effect, *target;
1170 object *god = find_god (determine_god (op)); 1101 object *god = find_god (determine_god (op));
1180 * interesting spell. 1111 * interesting spell.
1181 * if it is a cleric spell, you need a god, and the creature 1112 * if it is a cleric spell, you need a god, and the creature
1182 * can't be friendly to your god. 1113 * can't be friendly to your god.
1183 */ 1114 */
1184 1115
1185 if (!target || QUERY_FLAG (target, FLAG_REFL_SPELL) 1116 if (!target
1117 || target->flag [FLAG_REFL_SPELL]
1186 || (!god && spell->stats.grace) 1118 || (!god && spell->stats.grace)
1187 || (target->title && god && !strcmp (target->title, god->name)) || (target->race && god && strstr (target->race, god->race))) 1119 || (god && target->title == god->name)
1120 || (god && target->race.contains (god->race)))
1188 { 1121 {
1189 new_draw_info (NDI_UNIQUE, 0, op, "Your request is unheeded."); 1122 new_draw_info (NDI_UNIQUE, 0, op, "Your request is unheeded.");
1190 return 0; 1123 return 0;
1191 } 1124 }
1192 1125
1194 effect = arch_to_object (spell->other_arch); 1127 effect = arch_to_object (spell->other_arch);
1195 else 1128 else
1196 return 0; 1129 return 0;
1197 1130
1198 /* tailor the effect by priest level and worshipped God */ 1131 /* tailor the effect by priest level and worshipped God */
1199 effect->level = caster_level (caster, spell); 1132 effect->level = casting_level (caster, spell);
1200 effect->attacktype = spell->attacktype; 1133 effect->attacktype = spell->attacktype;
1201 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER)) 1134 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER))
1202 { 1135 {
1203 if (tailor_god_spell (effect, op)) 1136 if (tailor_god_spell (effect, op))
1204 new_draw_info_format (NDI_UNIQUE, 0, op, "%s answers your call!", determine_god (op)); 1137 new_draw_info_format (NDI_UNIQUE, 0, op, "%s answers your call!", (const char *)determine_god (op));
1205 else 1138 else
1206 { 1139 {
1207 new_draw_info (NDI_UNIQUE, 0, op, "Your request is ignored."); 1140 new_draw_info (NDI_UNIQUE, 0, op, "Your request is ignored.");
1208 return 0; 1141 return 0;
1209 } 1142 }
1216 if (effect->attacktype & AT_DEATH) 1149 if (effect->attacktype & AT_DEATH)
1217 { 1150 {
1218 effect->level = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1151 effect->level = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1219 1152
1220 /* casting death spells at undead isn't a good thing */ 1153 /* casting death spells at undead isn't a good thing */
1221 if QUERY_FLAG
1222 (target, FLAG_UNDEAD) 1154 if (QUERY_FLAG (target, FLAG_UNDEAD))
1223 { 1155 {
1224 if (random_roll (0, 2, op, PREFER_LOW)) 1156 if (random_roll (0, 2, op, PREFER_LOW))
1225 { 1157 {
1226 new_draw_info (NDI_UNIQUE, 0, op, "Idiot! Your spell boomerangs!"); 1158 new_draw_info (NDI_UNIQUE, 0, op, "Idiot! Your spell boomerangs!");
1227 effect->x = op->x; 1159 effect->x = op->x;
1229 } 1161 }
1230 else 1162 else
1231 { 1163 {
1232 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s looks stronger!", query_name (target)); 1164 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s looks stronger!", query_name (target));
1233 target->stats.hp = target->stats.maxhp * 2; 1165 target->stats.hp = target->stats.maxhp * 2;
1234 free_object (effect); 1166 effect->destroy ();
1235 return 0; 1167 return 0;
1236 } 1168 }
1237 } 1169 }
1238 } 1170 }
1239 else 1171 else
1240 { 1172 {
1241 /* how much woe to inflict :) */ 1173 /* how much woe to inflict :) */
1242 effect->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1174 effect->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1243 } 1175 }
1244 1176
1245 set_owner (effect, op); 1177 effect->set_owner (op);
1246 set_spell_skill (op, caster, spell, effect); 1178 set_spell_skill (op, caster, spell, effect);
1247 1179
1248 /* ok, tell it where to be, and insert! */ 1180 /* ok, tell it where to be, and insert! */
1249 effect->x = target->x; 1181 effect->insert_at (target, op);
1250 effect->y = target->y;
1251 insert_ob_in_map (effect, target->map, op, 0);
1252 1182
1253 return 1; 1183 return 1;
1254} 1184}
1255
1256 1185
1257/**************************************************************************** 1186/****************************************************************************
1258 * 1187 *
1259 * MAGIC MISSILE code. 1188 * MAGIC MISSILE code.
1260 * note that the fire_bullet is used to fire the missile. The 1189 * note that the fire_bullet is used to fire the missile. The
1263 1192
1264/* op is a missile that needs to be moved */ 1193/* op is a missile that needs to be moved */
1265void 1194void
1266move_missile (object *op) 1195move_missile (object *op)
1267{ 1196{
1268 int i, mflags;
1269 object *owner;
1270 sint16 new_x, new_y;
1271 maptile *m;
1272
1273 if (op->range-- <= 0) 1197 if (op->range-- <= 0)
1274 { 1198 {
1275 remove_ob (op); 1199 op->drop_and_destroy ();
1276 free_object (op);
1277 return; 1200 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 { 1201 }
1287 remove_ob (op); 1202
1288 free_object (op); 1203 mapxy pos (op);
1289 return; 1204 pos.move (op->direction);
1205
1206 if (!pos.normalise ())
1290 } 1207 {
1291#endif 1208 op->destroy ();
1209 return;
1210 }
1292 1211
1293 new_x = op->x + DIRX (op); 1212 mapspace &ms = pos.ms ();
1294 new_y = op->y + DIRY (op);
1295 1213
1296 mflags = get_map_flags (op->map, &m, new_x, new_y, &new_x, &new_y); 1214 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 { 1215 {
1300 hit_map (op, op->direction, AT_MAGIC, 1); 1216 hit_map (op, op->direction, AT_MAGIC, 1);
1301 /* Basically, missile only hits one thing then goes away. 1217 /* Basically, missile only hits one thing then goes away.
1302 * we need to remove it if someone hasn't already done so. 1218 * we need to remove it if someone hasn't already done so.
1303 */ 1219 */
1304 if (!op->destroyed ()) 1220 op->destroy ();
1305 free_object (op);
1306
1307 return; 1221 return;
1308 }
1309
1310 remove_ob (op);
1311
1312 if (!op->direction || (mflags & P_OUT_OF_MAP))
1313 { 1222 }
1314 free_object (op); 1223
1315 return; 1224 if (!op->direction)
1316 } 1225 {
1226 op->destroy ();
1227 return;
1228 }
1317 1229
1318 op->x = new_x; 1230 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) 1231 if (i > 0 && i != op->direction)
1323 { 1232 {
1324 op->direction = i; 1233 op->direction = i;
1325 SET_ANIMATION (op, op->direction); 1234 SET_ANIMATION (op, op->direction);
1326 } 1235 }
1327 1236
1328 insert_ob_in_map (op, op->map, op, 0); 1237 pos.insert (op, op);
1329} 1238}
1330 1239
1331/**************************************************************************** 1240/****************************************************************************
1332 * Destruction 1241 * Destruction
1333 ****************************************************************************/ 1242 ****************************************************************************/
1336 * we do this by creating a force and inserting it in the 1245 * we do this by creating a force and inserting it in the
1337 * object. if time is 0, the object glows permanently. To truely 1246 * object. if time is 0, the object glows permanently. To truely
1338 * make this work for non-living objects, we would have to 1247 * make this work for non-living objects, we would have to
1339 * give them the capability to have an inventory. b.t. 1248 * give them the capability to have an inventory. b.t.
1340 */ 1249 */
1341
1342int 1250int
1343make_object_glow (object *op, int radius, int time) 1251make_object_glow (object *op, int radius, int time)
1344{ 1252{
1345 object *tmp;
1346
1347 /* some things are unaffected... */ 1253 /* some things are unaffected... */
1348 if (op->path_denied & PATH_LIGHT) 1254 if (op->path_denied & PATH_LIGHT)
1349 return 0; 1255 return 0;
1350 1256
1351 tmp = get_archetype (FORCE_NAME); 1257 object *tmp = get_archetype (FORCE_NAME);
1352 tmp->speed = 0.01; 1258 tmp->speed = 0.01;
1353 tmp->stats.food = time; 1259 tmp->stats.food = time;
1354 SET_FLAG (tmp, FLAG_IS_USED_UP); 1260 SET_FLAG (tmp, FLAG_IS_USED_UP);
1355 tmp->glow_radius = radius; 1261 tmp->set_glow_radius (min (MAX_LIGHT_RADIUS, radius));
1356 if (tmp->glow_radius > MAX_LIGHT_RADII)
1357 tmp->glow_radius = MAX_LIGHT_RADII;
1358
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); 1262 tmp = insert_ob_in_ob (tmp, op);
1263
1364 if (tmp->glow_radius > op->glow_radius) 1264 if (tmp->glow_radius > op->glow_radius)
1365 op->glow_radius = tmp->glow_radius; 1265 op->set_glow_radius (tmp->glow_radius);
1366 1266
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; 1267 return 1;
1373} 1268}
1374
1375
1376
1377 1269
1378int 1270int
1379cast_destruction (object *op, object *caster, object *spell_ob) 1271cast_destruction (object *op, object *caster, object *spell_ob)
1380{ 1272{
1381 int i, j, range, mflags, friendly = 0, dam, dur;
1382 sint16 sx, sy;
1383 maptile *m;
1384 object *tmp;
1385 const char *skill;
1386
1387 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob); 1273 int range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
1388 dam = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob); 1274 int dam = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob);
1389 dur = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob); 1275 int dur = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
1390 if (QUERY_FLAG (op, FLAG_FRIENDLY) || op->type == PLAYER) 1276
1391 friendly = 1; 1277 bool friendly = op->flag [FLAG_FRIENDLY] || op->is_player ();
1392 1278
1393 /* destruction doesn't use another spell object, so we need 1279 /* destruction doesn't use another spell object, so we need
1394 * update op's skill pointer so that exp is properly awarded. 1280 * update op's skill pointer so that exp is properly awarded.
1395 * We do some shortcuts here - since this is just temporary
1396 * and we'll reset the values back, we don't need to go through
1397 * the full share string/free_string route.
1398 */ 1281 */
1399 skill = op->skill; 1282 const shstr skill = op->skill;
1283
1400 if (caster == op) 1284 if (caster == op)
1401 op->skill = spell_ob->skill; 1285 op->skill = spell_ob->skill;
1402 else if (caster->skill) 1286 else if (caster->skill)
1403 op->skill = caster->skill; 1287 op->skill = caster->skill;
1404 else 1288 else
1405 op->skill = NULL; 1289 op->skill = 0;
1406 1290
1407 change_skill (op, find_skill_by_name (op, op->skill), 1); 1291 op->change_skill (find_skill_by_name (op, op->skill));
1408 1292
1409 for (i = -range; i < range; i++) 1293 unordered_mapwalk (op, -range, -range, range, range)
1410 { 1294 {
1411 for (j = -range; j < range; j++) 1295 mapspace &ms = m->at (nx, ny);
1412 { 1296
1413 m = op->map;
1414 sx = op->x + i;
1415 sy = op->y + j;
1416 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
1417 if (mflags & P_OUT_OF_MAP)
1418 continue;
1419 if (mflags & P_IS_ALIVE) 1297 if (ms.flags () & P_IS_ALIVE)
1298 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1299 if (tmp->flag [FLAG_ALIVE] || tmp->is_player ())
1420 { 1300 {
1421 for (tmp = get_map_ob (m, sx, sy); tmp; tmp = tmp->above) 1301 tmp = tmp->head_ ();
1302
1303 if ((friendly && !tmp->flag [FLAG_FRIENDLY] && !tmp->is_player ())
1304 || (!friendly && (tmp->flag [FLAG_FRIENDLY] || tmp->is_player ())))
1422 { 1305 {
1423 if (QUERY_FLAG (tmp, FLAG_ALIVE) || tmp->type == PLAYER) 1306 if (spell_ob->subtype == SP_DESTRUCTION)
1424 break;
1425 }
1426 if (tmp)
1427 {
1428 if (tmp->head)
1429 tmp = tmp->head;
1430
1431 if ((friendly && !QUERY_FLAG (tmp, FLAG_FRIENDLY) && tmp->type != PLAYER) ||
1432 (!friendly && (QUERY_FLAG (tmp, FLAG_FRIENDLY) || tmp->type == PLAYER)))
1433 { 1307 {
1434 if (spell_ob->subtype == SP_DESTRUCTION)
1435 {
1436 hit_player (tmp, dam, op, spell_ob->attacktype, 0); 1308 hit_player (tmp, dam, op, spell_ob->attacktype, 0);
1309
1437 if (spell_ob->other_arch) 1310 if (spell_ob->other_arch)
1438 {
1439 tmp = arch_to_object (spell_ob->other_arch); 1311 m->insert (arch_to_object (spell_ob->other_arch), nx, ny, op);
1440 tmp->x = sx;
1441 tmp->y = sy;
1442 insert_ob_in_map (tmp, m, op, 0);
1443 }
1444 } 1312 }
1445 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist[ATNR_MAGIC] != 100) 1313 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist [ATNR_MAGIC] != 100)
1446 { 1314 {
1447 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch) 1315 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch)
1448 {
1449 object *effect = arch_to_object (spell_ob->other_arch); 1316 m->insert (arch_to_object (spell_ob->other_arch), nx, ny, op);
1450
1451 effect->x = sx;
1452 effect->y = sy;
1453 insert_ob_in_map (effect, m, op, 0);
1454 }
1455 }
1456 } 1317 }
1457 } 1318 }
1458 } 1319 }
1459 }
1460 } 1320 }
1321
1461 op->skill = skill; 1322 op->skill = skill;
1462 return 1; 1323 return 1;
1463} 1324}
1464 1325
1465/*************************************************************************** 1326/***************************************************************************
1479 { 1340 {
1480 new_draw_info (NDI_UNIQUE, 0, op, "There is no one in that direction to curse."); 1341 new_draw_info (NDI_UNIQUE, 0, op, "There is no one in that direction to curse.");
1481 return 0; 1342 return 0;
1482 } 1343 }
1483 1344
1345 tmp = tmp->head_ ();
1346
1484 /* If we've already got a force of this type, don't add a new one. */ 1347 /* If we've already got a force of this type, don't add a new one. */
1485 for (force = tmp->inv; force != NULL; force = force->below) 1348 for (force = tmp->inv; force; force = force->below)
1486 { 1349 {
1487 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY) 1350 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY)
1488 { 1351 {
1489 if (force->name == spell_ob->name) 1352 if (force->name == spell_ob->name)
1490 { 1353 {
1496 return 0; 1359 return 0;
1497 } 1360 }
1498 } 1361 }
1499 } 1362 }
1500 1363
1501 if (force == NULL) 1364 if (!force)
1502 { 1365 {
1503 force = get_archetype (FORCE_NAME); 1366 force = get_archetype (FORCE_NAME);
1504 force->subtype = FORCE_CHANGE_ABILITY; 1367 force->subtype = FORCE_CHANGE_ABILITY;
1368
1505 if (spell_ob->race) 1369 if (spell_ob->race)
1506 force->name = spell_ob->race; 1370 force->name = spell_ob->race;
1507 else 1371 else
1508 force->name = spell_ob->name; 1372 force->name = spell_ob->name;
1509 1373
1519 { 1383 {
1520 force->duration = duration; 1384 force->duration = duration;
1521 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 1385 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1522 } 1386 }
1523 else 1387 else
1524 {
1525 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1388 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1526 } 1389
1527 return 1; 1390 return 1;
1528 } 1391 }
1392
1529 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50; 1393 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1530 force->speed = 1.0; 1394 force->speed = 1.f;
1531 force->speed_left = -1.0; 1395 force->speed_left = -1.f;
1532 SET_FLAG (force, FLAG_APPLIED); 1396 SET_FLAG (force, FLAG_APPLIED);
1533 1397
1534 if (god) 1398 if (god)
1535 { 1399 {
1536 if (spell_ob->last_grace) 1400 if (spell_ob->last_grace)
1549 force->stats.ac = spell_ob->stats.ac; 1413 force->stats.ac = spell_ob->stats.ac;
1550 force->stats.wc = spell_ob->stats.wc; 1414 force->stats.wc = spell_ob->stats.wc;
1551 1415
1552 change_abil (tmp, force); /* Mostly to display any messages */ 1416 change_abil (tmp, force); /* Mostly to display any messages */
1553 insert_ob_in_ob (force, tmp); 1417 insert_ob_in_ob (force, tmp);
1554 fix_player (tmp); 1418 tmp->update_stats ();
1555 return 1; 1419 return 1;
1556 1420
1557} 1421}
1558
1559 1422
1560/********************************************************************** 1423/**********************************************************************
1561 * mood change 1424 * mood change
1562 * Arguably, this may or may not be an attack spell. But since it 1425 * Arguably, this may or may not be an attack spell. But since it
1563 * effects monsters, it seems best to put it into this file 1426 * effects monsters, it seems best to put it into this file
1568 */ 1431 */
1569int 1432int
1570mood_change (object *op, object *caster, object *spell) 1433mood_change (object *op, object *caster, object *spell)
1571{ 1434{
1572 object *tmp, *god, *head; 1435 object *tmp, *god, *head;
1573 int done_one, range, mflags, level, at, best_at; 1436 int done_one, range, level, at, best_at;
1574 sint16 x, y, nx, ny;
1575 maptile *m;
1576 const char *race; 1437 const char *race;
1577 1438
1578 /* We precompute some values here so that we don't have to keep 1439 /* We precompute some values here so that we don't have to keep
1579 * doing it over and over again. 1440 * doing it over and over again.
1580 */ 1441 */
1581 god = find_god (determine_god (op)); 1442 god = find_god (determine_god (op));
1582 level = caster_level (caster, spell); 1443 level = casting_level (caster, spell);
1583 range = spell->range + SP_level_range_adjust (caster, spell); 1444 range = spell->range + SP_level_range_adjust (caster, spell);
1584 1445
1585 /* On the bright side, no monster should ever have a race of GOD_... 1446 /* On the bright side, no monster should ever have a race of GOD_...
1586 * so even if the player doesn't worship a god, if race=GOD_.., it 1447 * so even if the player doesn't worship a god, if race=GOD_.., it
1587 * won't ever match anything. 1448 * won't ever match anything.
1588 */ 1449 */
1589 if (!spell->race) 1450 if (!spell->race)
1590 race = NULL; 1451 race = NULL;
1591 else if (god && !strcmp (spell->race, "GOD_SLAYING")) 1452 else if (god && spell->race == shstr_GOD_SLAYING)
1592 race = god->slaying; 1453 race = god->slaying;
1593 else if (god && !strcmp (spell->race, "GOD_FRIEND")) 1454 else if (god && spell->race == shstr_GOD_FRIEND)
1594 race = god->race; 1455 race = god->race;
1595 else 1456 else
1596 race = spell->race; 1457 race = spell->race;
1597 1458
1598 1459 unordered_mapwalk (op, -range, -range, range, range)
1599 for (x = op->x - range; x <= op->x + range; x++)
1600 for (y = op->y - range; y <= op->y + range; y++)
1601 { 1460 {
1461 mapspace &ms = m->at (nx, ny);
1602 1462
1603 done_one = 0;
1604 m = op->map;
1605 nx = x;
1606 ny = y;
1607 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1608 if (mflags & P_OUT_OF_MAP)
1609 continue;
1610
1611 /* If there is nothing living on this space, no need to go further */ 1463 /* If there is nothing living on this space, no need to go further */
1612 if (!(mflags & P_IS_ALIVE)) 1464 if (!ms.flags () & P_IS_ALIVE)
1613 continue; 1465 continue;
1614 1466
1615 for (tmp = get_map_ob (m, nx, ny); tmp; tmp = tmp->above) 1467 // players can only affect spaces that they can actually see
1616 if (QUERY_FLAG (tmp, FLAG_MONSTER)) 1468 if (caster
1469 && caster->contr
1470 && caster->contr->darkness_at (m, nx, ny) == LOS_BLOCKED)
1471 continue;
1472
1473 for (tmp = ms.top; tmp; tmp = tmp->below)
1474 if (tmp->flag [FLAG_MONSTER])
1617 break; 1475 break;
1618 1476
1619 /* There can be living objects that are not monsters */ 1477 /* There can be living objects that are not monsters */
1620 if (!tmp || tmp->type == PLAYER) 1478 if (!tmp)
1621 continue; 1479 continue;
1622 1480
1623 /* Only the head has meaningful data, so resolve to that */ 1481 /* Only the head has meaningful data, so resolve to that */
1624 if (tmp->head)
1625 head = tmp->head; 1482 head = tmp->head_ ();
1626 else
1627 head = tmp;
1628 1483
1629 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */ 1484 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */
1630 if (race && head->race && !strstr (race, head->race)) 1485 if (race && head->race && !strstr (race, head->race))
1631 continue; 1486 continue;
1487
1632 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD)) 1488 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD))
1633 continue; 1489 continue;
1634 1490
1635 /* Now do a bunch of stuff related to saving throws */ 1491 /* Now do a bunch of stuff related to saving throws */
1636 best_at = -1; 1492 best_at = -1;
1637 if (spell->attacktype) 1493 if (spell->attacktype)
1638 { 1494 {
1639 for (at = 0; at < NROFATTACKS; at++) 1495 for (at = 0; at < NROFATTACKS; at++)
1640 if (spell->attacktype & (1 << at)) 1496 if (spell->attacktype & (1 << at))
1641 if (best_at == -1 || head->resist[at] > head->resist[best_at]) 1497 if (best_at == -1 || head->resist[at] > head->resist[best_at])
1642 best_at = at; 1498 best_at = at;
1643 1499
1644 if (best_at == -1) 1500 if (best_at == -1)
1645 at = 0; 1501 at = 0;
1646 else 1502 else
1647 { 1503 {
1648 if (head->resist[best_at] == 100) 1504 if (head->resist[best_at] == 100)
1649 continue; 1505 continue;
1650 else 1506 else
1651 at = head->resist[best_at] / 5; 1507 at = head->resist[best_at] / 5;
1652 } 1508 }
1509
1653 at -= level / 5; 1510 at -= level / 5;
1654 if (did_make_save (head, head->level, at)) 1511 if (did_make_save (head, head->level, at))
1655 continue; 1512 continue;
1656 } 1513 }
1657 else /* spell->attacktype */ 1514 else /* spell->attacktype */
1515 {
1658 /* 1516 /*
1659 Spell has no attacktype (charm & such), so we'll have a specific saving: 1517 Spell has no attacktype (charm & such), so we'll have a specific saving:
1660 * if spell level < monster level, no go 1518 * if spell level < monster level, no go
1661 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) ) 1519 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) )
1662 1520
1664 1522
1665 This is required to fix the 'charm monster' abuse, where a player level 1 can 1523 This is required to fix the 'charm monster' abuse, where a player level 1 can
1666 charm a level 125 monster... 1524 charm a level 125 monster...
1667 1525
1668 Ryo, august 14th 1526 Ryo, august 14th
1669 */ 1527 */
1670 {
1671 if (head->level > level) 1528 if (head->level > level)
1672 continue; 1529 continue;
1530
1673 if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + MIN (50, 2 * (level - head->level)))) 1531 if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + MIN (50, 2 * (level - head->level))))
1674 /* Failed, no effect */ 1532 /* Failed, no effect */
1675 continue; 1533 continue;
1676 } 1534 }
1677 1535
1678 /* Done with saving throw. Now start effecting the monster */ 1536 /* Done with saving throw. Now start affecting the monster */
1537 done_one = 0;
1679 1538
1680 /* aggravation */ 1539 /* aggravation */
1681 if (QUERY_FLAG (spell, FLAG_MONSTER)) 1540 if (QUERY_FLAG (spell, FLAG_MONSTER))
1682 { 1541 {
1683 CLEAR_FLAG (head, FLAG_SLEEP); 1542 CLEAR_FLAG (head, FLAG_SLEEP);
1684 if (QUERY_FLAG (head, FLAG_FRIENDLY))
1685 remove_friendly_object (head); 1543 remove_friendly_object (head);
1686
1687 done_one = 1; 1544 done_one = 1;
1688 head->enemy = op; 1545 head->enemy = op;
1689 } 1546 }
1690 1547
1691 /* calm monsters */ 1548 /* calm monsters */
1692 if (QUERY_FLAG (spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (head, FLAG_UNAGGRESSIVE)) 1549 if (QUERY_FLAG (spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (head, FLAG_UNAGGRESSIVE))
1693 { 1550 {
1694 SET_FLAG (head, FLAG_UNAGGRESSIVE); 1551 SET_FLAG (head, FLAG_UNAGGRESSIVE);
1695 head->enemy = NULL; 1552 head->enemy = NULL;
1696 done_one = 1; 1553 done_one = 1;
1697 } 1554 }
1698 1555
1699 /* berserk monsters */ 1556 /* berserk monsters */
1700 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK)) 1557 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK))
1701 { 1558 {
1702 SET_FLAG (head, FLAG_BERSERK); 1559 SET_FLAG (head, FLAG_BERSERK);
1703 done_one = 1; 1560 done_one = 1;
1704 } 1561 }
1562
1705 /* charm */ 1563 /* charm */
1706 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY)) 1564 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY))
1707 { 1565 {
1708 SET_FLAG (head, FLAG_FRIENDLY); 1566 INVOKE_OBJECT (KILL, head, ARG_OBJECT (caster));
1567
1709 /* Prevent uncontolled outbreaks of self replicating monsters. 1568 /* Prevent uncontrolled outbreaks of self replicating monsters.
1710 Typical use case is charm, go somwhere, use aggravation to make hostile. 1569 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. */ 1570 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */
1712 CLEAR_FLAG (head, FLAG_GENERATOR); 1571 CLEAR_FLAG (head, FLAG_GENERATOR);
1713 set_owner (head, op); 1572 head->set_owner (op);
1714 set_spell_skill (op, caster, spell, head); 1573 set_spell_skill (op, caster, spell, head);
1715 add_friendly_object (head); 1574 add_friendly_object (head);
1716 head->attack_movement = PETMOVE; 1575 head->attack_movement = PETMOVE;
1717 done_one = 1; 1576 done_one = 1;
1718 change_exp (op, head->stats.exp / 2, head->skill, SK_EXP_ADD_SKILL); 1577 change_exp (op, head->stats.exp / 2, head->skill, SK_EXP_ADD_SKILL);
1719 head->stats.exp = 0; 1578 head->stats.exp = 0;
1720 } 1579 }
1721 1580
1722 /* If a monster was effected, put an effect in */ 1581 /* If a monster was effected, put an effect in */
1723 if (done_one && spell->other_arch) 1582 if (done_one && spell->other_arch)
1724 { 1583 m->insert (arch_to_object (spell->other_arch), nx, ny, op);
1725 tmp = arch_to_object (spell->other_arch); 1584 }
1726 tmp->x = nx;
1727 tmp->y = ny;
1728 insert_ob_in_map (tmp, m, op, 0);
1729 }
1730 } /* for y */
1731 1585
1732 return 1; 1586 return 1;
1733} 1587}
1734
1735 1588
1736/* Move_ball_spell: This handles ball type spells that just sort of wander 1589/* Move_ball_spell: This handles ball type spells that just sort of wander
1737 * about. was called move_ball_lightning, but since more than the ball 1590 * about. was called move_ball_lightning, but since more than the ball
1738 * lightning spell used it, that seemed misnamed. 1591 * lightning spell used it, that seemed misnamed.
1739 * op is the spell effect. 1592 * op is the spell effect.
1740 * note that duration is handled by process_object() in time.c 1593 * note that duration is handled by process_object() in time.c
1741 */ 1594 */
1742
1743void 1595void
1744move_ball_spell (object *op) 1596move_ball_spell (object *op)
1745{ 1597{
1746 int i, j, dam_save, dir, mflags; 1598 int i, j, dam_save, dir, mflags;
1747 sint16 nx, ny, hx, hy; 1599 sint16 nx, ny, hx, hy;
1748 object *owner; 1600 object *owner;
1749 maptile *m; 1601 maptile *m;
1750 1602
1751 owner = get_owner (op); 1603 owner = op->owner;
1752 1604
1753 /* the following logic makes sure that the ball doesn't move into a wall, 1605 /* 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 1606 * 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 1607 * 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 1608 * offset to move the ball, eg, keep it mostly on course, with some
1766 for (i = 1; i < 9; i++) 1618 for (i = 1; i < 9; i++)
1767 { 1619 {
1768 /* i bit 0: alters sign of offset 1620 /* i bit 0: alters sign of offset
1769 * other bits (i / 2): absolute value of offset 1621 * other bits (i / 2): absolute value of offset
1770 */ 1622 */
1771
1772 int offset = ((i ^ j) & 1) ? (i / 2) : -(i / 2); 1623 int offset = ((i ^ j) & 1) ? (i / 2) : -(i / 2);
1773 int tmpdir = absdir (op->direction + offset); 1624 int tmpdir = absdir (op->direction + offset);
1774 1625
1775 nx = op->x + freearr_x[tmpdir]; 1626 nx = op->x + freearr_x[tmpdir];
1776 ny = op->y + freearr_y[tmpdir]; 1627 ny = op->y + freearr_y[tmpdir];
1778 { 1629 {
1779 dir = tmpdir; 1630 dir = tmpdir;
1780 break; 1631 break;
1781 } 1632 }
1782 } 1633 }
1634
1783 if (dir == 0) 1635 if (dir == 0)
1784 { 1636 {
1785 nx = op->x; 1637 nx = op->x;
1786 ny = op->y; 1638 ny = op->y;
1787 m = op->map; 1639 m = op->map;
1788 } 1640 }
1789 1641
1790 remove_ob (op); 1642 m->insert (op, nx, ny, op);
1791 op->y = ny;
1792 op->x = nx;
1793 insert_ob_in_map (op, m, op, 0);
1794 1643
1795 dam_save = op->stats.dam; /* save the original dam: we do halfdam on 1644 dam_save = op->stats.dam; /* save the original dam: we do halfdam on
1796 surrounding squares */ 1645 surrounding squares */
1797 1646
1798 /* loop over current square and neighbors to hit. 1647 /* loop over current square and neighbors to hit.
1799 * if this has an other_arch field, we insert that in 1648 * if this has an other_arch field, we insert that in
1800 * the surround spaces. 1649 * the surround spaces.
1801 */ 1650 */
1802 for (j = 0; j < 9; j++) 1651 for (j = 0; j < 9; j++)
1803 { 1652 {
1804 object *new_ob;
1805
1806 hx = nx + freearr_x[j]; 1653 hx = nx + freearr_x[j];
1807 hy = ny + freearr_y[j]; 1654 hy = ny + freearr_y[j];
1808 1655
1809 m = op->map; 1656 m = op->map;
1810 mflags = get_map_flags (m, &m, hx, hy, &hx, &hy); 1657 mflags = get_map_flags (m, &m, hx, hy, &hx, &hy);
1818 1665
1819 if ((mflags & P_IS_ALIVE) && (!owner || owner->x != hx || owner->y != hy || !on_same_map (owner, op))) 1666 if ((mflags & P_IS_ALIVE) && (!owner || owner->x != hx || owner->y != hy || !on_same_map (owner, op)))
1820 { 1667 {
1821 if (j) 1668 if (j)
1822 op->stats.dam = dam_save / 2; 1669 op->stats.dam = dam_save / 2;
1670
1823 hit_map (op, j, op->attacktype, 1); 1671 hit_map (op, j, op->attacktype, 1);
1824
1825 } 1672 }
1826 1673
1827 /* insert the other arch */ 1674 /* insert the other arch */
1828 if (op->other_arch && !(OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy)))) 1675 if (op->other_arch && !(OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy))))
1829 { 1676 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 } 1677 }
1836 1678
1837 /* restore to the center location and damage */ 1679 /* restore to the center location and damage */
1838 op->stats.dam = dam_save; 1680 op->stats.dam = dam_save;
1839 1681
1840 i = spell_find_dir (op->map, op->x, op->y, get_owner (op)); 1682 i = spell_find_dir (op->map, op->x, op->y, op->owner);
1841 1683
1842 if (i >= 0) 1684 if (i >= 0)
1843 { /* we have a preferred direction! */ 1685 { /* we have a preferred direction! */
1844 /* pick another direction if the preferred dir is blocked. */ 1686 /* 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 || 1687 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))) 1688 OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy)))
1847 {
1848 i = absdir (i + rndm (0, 2) - 1); /* -1, 0, +1 */ 1689 i = absdir (i + rndm (0, 2) - 1); /* -1, 0, +1 */
1849 } 1690
1850 op->direction = i; 1691 op->direction = i;
1851 } 1692 }
1852} 1693}
1853 1694
1854
1855/* move_swarm_spell: peterm 1695/* move_swarm_spell: peterm
1856 * This is an implementation of the swarm spell. It was written for 1696 * 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 1697 * 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 1698 * 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 1699 * 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. 1700 * from a set of squares surrounding the caster, in a given direction.
1861 */ 1701 */
1862
1863void 1702void
1864move_swarm_spell (object *op) 1703move_swarm_spell (object *op)
1865{ 1704{
1866#if 0 1705#if 0
1867 static int cardinal_adjust[9] = { -3, -2, -1, 0, 0, 0, 1, 2, 3 }; 1706 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 }; 1707 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; 1708 sint16 target_x, target_y, origin_x, origin_y;
1870 int adjustdir; 1709 int adjustdir;
1871 maptile *m; 1710 maptile *m;
1872#endif 1711#endif
1873 int basedir;
1874 object *owner; 1712 object *owner = op->env;
1875 1713
1876 owner = get_owner (op); 1714 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 } 1715 {
1716 LOG (llevError, "swarm spell found outside inventory: %s\n", op->debug_desc ());
1717 op->destroy ();
1718 return;
1719 }
1720
1721 if (!op->duration || !owner->is_on_map ())
1722 {
1723 op->drop_and_destroy ();
1724 return;
1725 }
1726
1883 op->duration--; 1727 op->duration--;
1884 1728
1885 basedir = op->direction; 1729 int basedir = op->direction;
1886 if (basedir == 0) 1730 if (!basedir)
1887 { 1731 {
1888 /* spray in all directions! 8) */ 1732 /* spray in all directions! 8) */
1889 basedir = rndm (1, 8); 1733 op->facing = (op->facing + op->state) & 7;
1734 basedir = op->facing + 1;
1890 } 1735 }
1891 1736
1892#if 0 1737#if 0
1893 // this is bogus: it causes wrong places to be checked below 1738 // this is bogus: it causes wrong places to be checked below
1894 // (a wall 2 cells away will block the effect...) and 1739 // (a wall 2 cells away will block the effect...) and
1895 // doesn't work for SP_BULLET anyhow, so again tests the wrong 1740 // doesn't work for SP_BULLET anyhow, so again tests the wrong
1896 // space. 1741 // space.
1897 // should be fixed later, but correctness before featurs... 1742 // should be fixed later, but correctness before features...
1898 // (schmorp) 1743 // (schmorp)
1899 1744
1900 /* new offset calculation to make swarm element distribution 1745 /* new offset calculation to make swarm element distribution
1901 * more uniform 1746 * more uniform
1902 */ 1747 */
1955 { 1800 {
1956 /* Bullet spells have a bunch more customization that needs to be done */ 1801 /* Bullet spells have a bunch more customization that needs to be done */
1957 if (op->spell->subtype == SP_BULLET) 1802 if (op->spell->subtype == SP_BULLET)
1958 fire_bullet (owner, op, basedir, op->spell); 1803 fire_bullet (owner, op, basedir, op->spell);
1959 else if (op->spell->subtype == SP_MAGIC_MISSILE) 1804 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1960 fire_arch_from_position (owner, op, op->x, op->y, basedir, op->spell); 1805 fire_arch_from_position (owner, op, owner->x, owner->y, basedir, op->spell);
1961 } 1806 }
1962} 1807}
1963
1964
1965
1966 1808
1967/* fire_swarm: 1809/* fire_swarm:
1968 * The following routine creates a swarm of objects. It actually 1810 * The following routine creates a swarm of objects. It actually
1969 * sets up a specific swarm object, which then fires off all 1811 * sets up a specific swarm object, which then fires off all
1970 * the parts of the swarm. 1812 * the parts of the swarm.
1973 * caster: the caster (owner, wand, rod, scroll) 1815 * caster: the caster (owner, wand, rod, scroll)
1974 * dir: the direction everything will be fired in 1816 * dir: the direction everything will be fired in
1975 * spell - the spell that is this spell. 1817 * spell - the spell that is this spell.
1976 * n: the number to be fired. 1818 * n: the number to be fired.
1977 */ 1819 */
1978
1979int 1820int
1980fire_swarm (object *op, object *caster, object *spell, int dir) 1821fire_swarm (object *op, object *caster, object *spell, int dir)
1981{ 1822{
1982 object *tmp;
1983 int i;
1984
1985 if (!spell->other_arch) 1823 if (!spell->other_arch)
1986 return 0; 1824 return 0;
1987 1825
1988 tmp = get_archetype (SWARM_SPELL); 1826 object *tmp = archetype::get (SWARM_SPELL);
1989 tmp->x = op->x; 1827
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); 1828 set_spell_skill (op, caster, spell, tmp);
1993
1994 tmp->level = caster_level (caster, spell); /*needed later, to get level dep. right. */ 1829 tmp->level = casting_level (caster, spell); /* needed later, to get level dep. right. */
1995 tmp->spell = arch_to_object (spell->other_arch); 1830 tmp->spell = spell->other_arch->instance ();
1996
1997 tmp->attacktype = tmp->spell->attacktype; 1831 tmp->attacktype = tmp->spell->attacktype;
1998 1832
1999 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) 1833 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
2000 {
2001 if (!tailor_god_spell (tmp, op)) 1834 if (!tailor_god_spell (tmp, op))
2002 return 1; 1835 return 1;
2003 } 1836
2004 tmp->duration = SP_level_duration_adjust (caster, spell); 1837 tmp->duration = SP_level_duration_adjust (caster, spell);
2005 for (i = 0; i < spell->duration; i++) 1838 for (int i = 0; i < spell->duration; i++)
2006 tmp->duration += die_roll (1, 3, op, PREFER_HIGH); 1839 tmp->duration += die_roll (1, 3, op, PREFER_HIGH);
2007 1840
1841 tmp->invisible = 1;
1842 tmp->flag [FLAG_NO_DROP] = 1; // make sure it stays in inv, or else
2008 tmp->direction = dir; 1843 tmp->direction = dir;
2009 tmp->invisible = 1; 1844 tmp->facing = rndm (1, 8); // initial firing direction
2010 insert_ob_in_map (tmp, op->map, op, 0); 1845 tmp->state = rndm (4) * 2 + 1; // direction increment
1846
1847 op->insert (tmp);
1848
2011 return 1; 1849 return 1;
2012} 1850}
2013
2014 1851
2015/* See the spells documentation file for why this is its own 1852/* See the spells documentation file for why this is its own
2016 * function. 1853 * function.
2017 */ 1854 */
2018int 1855int
2023 int dam, mflags; 1860 int dam, mflags;
2024 maptile *m; 1861 maptile *m;
2025 1862
2026 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1863 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
2027 1864
2028 if (!dir) 1865 if (dir)
2029 {
2030 new_draw_info (NDI_UNIQUE, 0, op, "In what direction?");
2031 return 0;
2032 } 1866 {
2033
2034 x = op->x + freearr_x[dir]; 1867 x = op->x + freearr_x[dir];
2035 y = op->y + freearr_y[dir]; 1868 y = op->y + freearr_y[dir];
2036 m = op->map; 1869 m = op->map;
2037 1870
2038 mflags = get_map_flags (m, &m, x, y, &x, &y); 1871 mflags = get_map_flags (m, &m, x, y, &x, &y);
2039 1872
2040 if (mflags & P_OUT_OF_MAP) 1873 if (mflags & P_OUT_OF_MAP)
2041 { 1874 {
2042 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is there."); 1875 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is there.");
2043 return 0; 1876 return 0;
2044 } 1877 }
2045 1878
2046 if (mflags & P_IS_ALIVE && spell->attacktype) 1879 if (mflags & P_IS_ALIVE && spell->attacktype)
2047 { 1880 {
2048 for (target = get_map_ob (m, x, y); target; target = target->above) 1881 for (target = GET_MAP_OB (m, x, y); target; target = target->above)
2049 if (QUERY_FLAG (target, FLAG_MONSTER)) 1882 if (QUERY_FLAG (target, FLAG_MONSTER))
2050 { 1883 {
2051 /* oky doky. got a target monster. Lets make a blinding attack */ 1884 /* oky doky. got a target monster. Lets make a blinding attack */
2052 if (target->head) 1885 if (target->head)
2053 target = target->head; 1886 target = target->head;
1887
2054 (void) hit_player (target, dam, op, spell->attacktype, 1); 1888 hit_player (target, dam, op, spell->attacktype, 1);
2055 return 1; /* one success only! */ 1889 return 1; /* one success only! */
1890 }
2056 } 1891 }
2057 }
2058 1892
2059 /* no live target, perhaps a wall is in the way? */ 1893 /* no live target, perhaps a wall is in the way? */
2060 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y))) 1894 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)))
2061 { 1895 {
2062 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 1896 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
2063 return 0; 1897 return 0;
1898 }
2064 } 1899 }
2065 1900
2066 /* ok, looks groovy to just insert a new light on the map */ 1901 /* ok, looks groovy to just insert a new light on the map */
2067 tmp = arch_to_object (spell->other_arch); 1902 tmp = arch_to_object (spell->other_arch);
2068 if (!tmp) 1903 if (!tmp)
2069 { 1904 {
2070 LOG (llevError, "Error: spell arch for cast_light() missing.\n"); 1905 LOG (llevError, "Error: spell arch for cast_light() missing.\n");
2071 return 0; 1906 return 0;
2072 } 1907 }
1908
2073 tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell); 1909 tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell);
1910
2074 if (tmp->glow_radius) 1911 if (tmp->glow_radius)
2075 { 1912 tmp->set_glow_radius (
2076 tmp->glow_radius = spell->range + SP_level_range_adjust (caster, spell); 1913 min (MAX_LIGHT_RADIUS, spell->range + SP_level_range_adjust (caster, spell)));
2077 if (tmp->glow_radius > MAX_LIGHT_RADII) 1914
2078 tmp->glow_radius = MAX_LIGHT_RADII; 1915 if (dir)
2079 } 1916 m->insert (tmp, x, y, op);
2080 tmp->x = x; 1917 else
2081 tmp->y = y; 1918 caster->outer_env ()->insert (tmp);
2082 insert_ob_in_map (tmp, m, op, 0); 1919
2083 return 1; 1920 return 1;
2084} 1921}
2085
2086
2087
2088 1922
2089/* cast_cause_disease: this spell looks along <dir> from the 1923/* cast_cause_disease: this spell looks along <dir> from the
2090 * player and infects someone. 1924 * player and infects someone.
2091 * op is the player/monster, caster is the object, dir is the direction 1925 * 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 1926 * to cast, disease_arch is the specific disease, and type is the spell number
2093 * perhaps this should actually be in disease.c? 1927 * perhaps this should actually be in disease.c?
2094 */ 1928 */
2095
2096int 1929int
2097cast_cause_disease (object *op, object *caster, object *spell, int dir) 1930cast_cause_disease (object *op, object *caster, object *spell, int dir)
2098{ 1931{
2099 sint16 x, y; 1932 sint16 x, y;
2100 int i, mflags, range, dam_mod, dur_mod; 1933 int i, mflags, range, dam_mod, dur_mod;
2107 /* If casting from a scroll, no direction will be available, so refer to the 1940 /* If casting from a scroll, no direction will be available, so refer to the
2108 * direction the player is pointing. 1941 * direction the player is pointing.
2109 */ 1942 */
2110 if (!dir) 1943 if (!dir)
2111 dir = op->facing; 1944 dir = op->facing;
1945
2112 if (!dir) 1946 if (!dir)
2113 return 0; /* won't find anything if casting on ourself, so just return */ 1947 return 0; /* won't find anything if casting on ourself, so just return */
2114 1948
2115 /* Calculate these once here */ 1949 /* Calculate these once here */
2116 range = spell->range + SP_level_range_adjust (caster, spell); 1950 range = spell->range + SP_level_range_adjust (caster, spell);
2135 1969
2136 /* Only bother looking on this space if there is something living here */ 1970 /* Only bother looking on this space if there is something living here */
2137 if (mflags & P_IS_ALIVE) 1971 if (mflags & P_IS_ALIVE)
2138 { 1972 {
2139 /* search this square for a victim */ 1973 /* search this square for a victim */
2140 for (walk = get_map_ob (m, x, y); walk; walk = walk->above) 1974 for (walk = GET_MAP_OB (m, x, y); walk; walk = walk->above)
2141 if (QUERY_FLAG (walk, FLAG_MONSTER) || (walk->type == PLAYER)) 1975 if (QUERY_FLAG (walk, FLAG_MONSTER) || (walk->type == PLAYER))
2142 { /* found a victim */ 1976 { /* found a victim */
2143 object *disease = arch_to_object (spell->other_arch); 1977 object *disease = arch_to_object (spell->other_arch);
2144 1978
2145 set_owner (disease, op); 1979 disease->set_owner (op);
2146 set_spell_skill (op, caster, spell, disease); 1980 set_spell_skill (op, caster, spell, disease);
2147 disease->stats.exp = 0; 1981 disease->stats.exp = 0;
2148 disease->level = caster_level (caster, spell); 1982 disease->level = casting_level (caster, spell);
2149 1983
2150 /* do level adjustments */ 1984 /* do level adjustments */
2151 if (disease->stats.wc) 1985 if (disease->stats.wc)
2152 disease->stats.wc += dur_mod / 2; 1986 disease->stats.wc += dur_mod / 2;
2153 1987
2154 if (disease->magic > 0) 1988 if (disease->magic > 0)
2155 disease->magic += dur_mod / 4; 1989 disease->magic += dur_mod / 8;
2156 1990
2157 if (disease->stats.maxhp > 0) 1991 if (disease->stats.maxhp > 0)
2158 disease->stats.maxhp += dur_mod; 1992 disease->stats.maxhp += dur_mod;
2159 1993
2160 if (disease->stats.maxgrace > 0) 1994 if (disease->stats.maxgrace > 0)
2195 if (disease->stats.sp) 2029 if (disease->stats.sp)
2196 disease->stats.sp -= dam_mod; 2030 disease->stats.sp -= dam_mod;
2197 2031
2198 if (infect_object (walk, disease, 1)) 2032 if (infect_object (walk, disease, 1))
2199 { 2033 {
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); 2034 new_draw_info_format (NDI_UNIQUE, 0, op, "You inflict %s on %s!", &disease->name, &walk->name);
2203 2035
2204 free_object (disease); /* don't need this one anymore */ 2036 disease->destroy (); /* don't need this one anymore */
2205 flash = get_archetype (ARCH_DETECT_MAGIC); 2037 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; 2038 return 1;
2211 } 2039 }
2212 free_object (disease); 2040
2041 disease->destroy ();
2213 } 2042 }
2214 } /* if living creature */ 2043 } /* if living creature */
2215 } /* for range of spaces */ 2044 } /* for range of spaces */
2045
2216 new_draw_info (NDI_UNIQUE, 0, op, "No one caught anything!"); 2046 new_draw_info (NDI_UNIQUE, 0, op, "No one caught anything!");
2217 return 1; 2047 return 1;
2218} 2048}

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