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Comparing deliantra/server/server/spell_attack.C (file contents):
Revision 1.10 by root, Sun Sep 10 23:24:12 2006 UTC vs.
Revision 1.88 by root, Mon Oct 12 14:00:59 2009 UTC

1
2/* 1/*
3 * static char *rcsid_spell_attack_c = 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
4 * "$Id: spell_attack.C,v 1.10 2006/09/10 23:24:12 root Exp $"; 3 *
5 */ 4 * Copyright (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
6
7
8/*
9 CrossFire, A Multiplayer game for X-windows
10
11 Copyright (C) 2002-2003 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002-2003,2007 Mark Wedel & Crossfire Development Team
12 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
13 7 *
14 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
15 it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
16 the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
17 (at your option) any later version. 11 * option) any later version.
18 12 *
19 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,
20 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
21 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
22 GNU General Public License for more details. 16 * GNU General Public License for more details.
23 17 *
24 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
25 along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
26 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
27 21 *
28 The authors can be reached via e-mail at crossfire-devel@real-time.com 22 * The authors can be reached via e-mail to <support@deliantra.net>
29*/ 23 */
30 24
31/* This file contains all the spell attack code. Grouping this code 25/* This file contains all the spell attack code. Grouping this code
32 * together should hopefully make it easier to find the relevent bits 26 * together should hopefully make it easier to find the relevent bits
33 * of code 27 * of code
34 */ 28 */
35 29
36#include <global.h> 30#include <global.h>
37#include <object.h> 31#include <object.h>
38#include <living.h> 32#include <living.h>
39#ifndef __CEXTRACT__
40# include <sproto.h> 33#include <sproto.h>
41#endif
42#include <spells.h> 34#include <spells.h>
43#include <sounds.h> 35#include <sounds.h>
44 36
45/* this function checks to see if a spell pushes objects as well 37/* this function checks to see if a spell pushes objects as well
46 * as flies over and damages them (only used for cones for now) 38 * as flies over and damages them (only used for cones for now)
47 * but moved here so it could be applied to bolts too 39 * but moved here so it could be applied to bolts too
48 * op is the spell object. 40 * op is the spell object.
49 */ 41 */
50
51void 42void
52check_spell_knockback (object *op) 43check_spell_knockback (object *op)
53{ 44{
54 object *tmp, *tmp2; /* object on the map */
55 int weight_move; 45 int weight_move;
56 int frictionmod = 2; /*poor man's physics - multipy targets weight by this amount */ 46 int frictionmod = 2; /*poor man's physics - multipy targets weight by this amount */
57 47
58 if (!op->weight) 48 if (!op->weight)
59 { /*shouldn't happen but if cone object has no weight drop out */ 49 { /*shouldn't happen but if cone object has no weight drop out */
64 { 54 {
65 weight_move = op->weight + (op->weight * op->level) / 3; 55 weight_move = op->weight + (op->weight * op->level) / 3;
66 /*LOG (llevDebug, "DEBUG: arch weighs %d and masses %d (%s,level %d)\n", op->weight,weight_move,op->name,op->level); */ 56 /*LOG (llevDebug, "DEBUG: arch weighs %d and masses %d (%s,level %d)\n", op->weight,weight_move,op->name,op->level); */
67 } 57 }
68 58
69 for (tmp = get_map_ob (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 59 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
70 { 60 {
71 int num_sections = 1; 61 int num_sections = 1;
72 62
73 /* don't move DM */ 63 /* don't move DM */
74 if (QUERY_FLAG (tmp, FLAG_WIZ)) 64 if (QUERY_FLAG (tmp, FLAG_WIZ))
81 /* don't move floors or immobile objects */ 71 /* don't move floors or immobile objects */
82 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || (!QUERY_FLAG (tmp, FLAG_ALIVE) && QUERY_FLAG (tmp, FLAG_NO_PICK))) 72 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || (!QUERY_FLAG (tmp, FLAG_ALIVE) && QUERY_FLAG (tmp, FLAG_NO_PICK)))
83 continue; 73 continue;
84 74
85 /* count the object's sections */ 75 /* count the object's sections */
86 for (tmp2 = tmp; tmp2 != NULL; tmp2 = tmp2->more) 76 for (object *tmp2 = tmp; tmp2; tmp2 = tmp2->more)
87 num_sections++; 77 num_sections++;
88 78
89 /* I'm not sure if it makes sense to divide by num_sections - bigger 79 /* I'm not sure if it makes sense to divide by num_sections - bigger
90 * objects should be harder to move, and we are moving the entire 80 * objects should be harder to move, and we are moving the entire
91 * object, not just the head, so the total weight should be relevant. 81 * object, not just the head, so the total weight should be relevant.
115 * 105 *
116 * BOLT CODE 106 * BOLT CODE
117 * 107 *
118 ***************************************************************************/ 108 ***************************************************************************/
119 109
120/* Causes op to fork. op is the original bolt, tmp 110/* Causes op to fork. op is the original bolt, tmp
121 * is the first piece of the fork. 111 * is the first piece of the fork.
122 */ 112 */
123
124void 113void
125forklightning (object *op, object *tmp) 114forklightning (object *op, object *tmp)
126{ 115{
127 int new_dir = 1; /* direction or -1 for left, +1 for right 0 if no new bolt */ 116 int new_dir = 1; /* direction or -1 for left, +1 for right 0 if no new bolt */
128 int t_dir; /* stores temporary dir calculation */ 117 int t_dir; /* stores temporary dir calculation */
129 mapstruct *m; 118 maptile *m;
130 sint16 sx, sy; 119 sint16 sx, sy;
131 object *new_bolt; 120 object *new_bolt;
132 121
133 /* pick a fork direction. tmp->stats.Con is the left bias 122 /* pick a fork direction. tmp->stats.Con is the left bias
134 * i.e., the chance in 100 of forking LEFT 123 * i.e., the chance in 100 of forking LEFT
147 136
148 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (m, sx, sy))) 137 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (m, sx, sy)))
149 return; 138 return;
150 139
151 /* OK, we made a fork */ 140 /* OK, we made a fork */
152 new_bolt = get_object (); 141 new_bolt = tmp->clone ();
153 copy_object (tmp, new_bolt);
154 142
155 /* reduce chances of subsequent forking */ 143 /* reduce chances of subsequent forking */
156 new_bolt->stats.Dex -= 10; 144 new_bolt->stats.Dex -= 10;
157 tmp->stats.Dex -= 10; /* less forks from main bolt too */ 145 tmp->stats.Dex -= 10; /* less forks from main bolt too */
158 new_bolt->stats.Con += 25 * new_dir; /* adjust the left bias */ 146 new_bolt->stats.Con += 25 * new_dir; /* adjust the left bias */
159 new_bolt->speed_left = -0.1; 147 new_bolt->speed_left = -0.1f;
160 new_bolt->direction = t_dir; 148 new_bolt->direction = t_dir;
161 new_bolt->duration++; 149 new_bolt->duration++;
162 new_bolt->x = sx;
163 new_bolt->y = sy;
164 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */ 150 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */
165 new_bolt->stats.dam++; 151 new_bolt->stats.dam++;
166 tmp->stats.dam /= 2; /* reduce father bolt damage */ 152 tmp->stats.dam /= 2; /* reduce father bolt damage */
167 tmp->stats.dam++; 153 tmp->stats.dam++;
168 new_bolt = insert_ob_in_map (new_bolt, m, op, 0); 154
155 if ((new_bolt = m->insert (new_bolt, sx, sy, op)))
169 update_turn_face (new_bolt); 156 update_turn_face (new_bolt);
170} 157}
171 158
172/* move_bolt: moves bolt 'op'. Basically, it just advances a space, 159/* move_bolt: moves bolt 'op'. Basically, it just advances a space,
173 * and checks for various things that may stop it. 160 * and checks for various things that may stop it.
174 */ 161 */
175
176void 162void
177move_bolt (object *op) 163move_bolt (object *op)
178{ 164{
179 object *tmp;
180 int mflags; 165 int mflags;
181 sint16 x, y; 166 sint16 x, y;
182 mapstruct *m; 167 maptile *m;
183 168
184 if (--(op->duration) < 0) 169 if (--op->duration < 0)
185 {
186 remove_ob (op);
187 free_object (op);
188 return;
189 } 170 {
171 op->drop_and_destroy ();
172 return;
173 }
174
190 hit_map (op, 0, op->attacktype, 1); 175 hit_map (op, 0, op->attacktype, 1);
191 176
192 if (!op->direction) 177 if (!op->direction)
193 return; 178 return;
194 179
195 if (--op->range < 0) 180 if (--op->range < 0)
196 {
197 op->range = 0; 181 op->range = 0;
198 }
199 else 182 else
200 { 183 {
201 x = op->x + DIRX (op); 184 x = op->x + DIRX (op);
202 y = op->y + DIRY (op); 185 y = op->y + DIRY (op);
203 m = op->map; 186 m = op->map;
211 * on the space. So only call reflwall if we think the data it returns 194 * on the space. So only call reflwall if we think the data it returns
212 * will be useful. 195 * will be useful.
213 */ 196 */
214 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)) || ((mflags & P_IS_ALIVE) && reflwall (m, x, y, op))) 197 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)) || ((mflags & P_IS_ALIVE) && reflwall (m, x, y, op)))
215 { 198 {
216
217 if (!QUERY_FLAG (op, FLAG_REFLECTING)) 199 if (!QUERY_FLAG (op, FLAG_REFLECTING))
218 return; 200 return;
219 201
220 /* Since walls don't run diagonal, if the bolt is in 202 /* Since walls don't run diagonal, if the bolt is in
221 * one of 4 main directions, it just reflects back in the 203 * one of 4 main directions, it just reflects back in the
251 else if (left) 233 else if (left)
252 op->direction = absdir (op->direction + 2); 234 op->direction = absdir (op->direction + 2);
253 else if (right) 235 else if (right)
254 op->direction = absdir (op->direction - 2); 236 op->direction = absdir (op->direction - 2);
255 } 237 }
238
256 update_turn_face (op); /* A bolt *must* be IS_TURNABLE */ 239 update_turn_face (op); /* A bolt *must* be IS_TURNABLE */
257 return; 240 return;
258 } 241 }
259 else 242 else
260 { /* Create a copy of this object and put it ahead */ 243 { /* Create a copy of this object and put it ahead */
261 tmp = get_object (); 244 object *tmp = op->clone ();
262 copy_object (op, tmp); 245
246 m->insert (tmp, x, y, op);
263 tmp->speed_left = -0.1; 247 tmp->speed_left = -0.1f;
264 tmp->x += DIRX (tmp), tmp->y += DIRY (tmp);
265 tmp = insert_ob_in_map (tmp, op->map, op, 0);
266 /* To make up for the decrease at the top of the function */ 248 /* To make up for the decrease at the top of the function */
267 tmp->duration++; 249 tmp->duration++;
268 250
269 /* New forking code. Possibly create forks of this object 251 /* New forking code. Possibly create forks of this object
270 * going off in other directions. 252 * going off in other directions.
271 */ 253 */
272
273 if (rndm (0, 99) < tmp->stats.Dex) 254 if (tmp->stats.Dex && rndm (0, 99) < tmp->stats.Dex)
274 { /* stats.Dex % of forking */ 255 forklightning (op, tmp); /* stats.Dex % of forking */
275 forklightning (op, tmp); 256
276 }
277 /* In this way, the object left behind sticks on the space, but 257 /* In this way, the object left behind sticks on the space, but
278 * doesn't create any bolts that continue to move onward. 258 * doesn't create any bolts that continue to move onward.
279 */ 259 */
280 op->range = 0; 260 op->range = 0;
281 } /* copy object and move it along */ 261 } /* copy object and move it along */
288 * we remove the magic flag - that can be derived from 268 * we remove the magic flag - that can be derived from
289 * spob->attacktype. 269 * spob->attacktype.
290 * This function sets up the appropriate owner and skill 270 * This function sets up the appropriate owner and skill
291 * pointers. 271 * pointers.
292 */ 272 */
293
294int 273int
295fire_bolt (object *op, object *caster, int dir, object *spob, object *skill) 274fire_bolt (object *op, object *caster, int dir, object *spob, object *skill)
296{ 275{
297 object *tmp = NULL; 276 object *tmp = NULL;
298 int mflags; 277 int mflags;
305 return 0; 284 return 0;
306 285
307 /* peterm: level dependency for bolts */ 286 /* peterm: level dependency for bolts */
308 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob); 287 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob);
309 tmp->attacktype = spob->attacktype; 288 tmp->attacktype = spob->attacktype;
289
310 if (spob->slaying) 290 if (spob->slaying)
311 tmp->slaying = spob->slaying; 291 tmp->slaying = spob->slaying;
292
312 tmp->range = spob->range + SP_level_range_adjust (caster, spob); 293 tmp->range = spob->range + SP_level_range_adjust (caster, spob);
313 tmp->duration = spob->duration + SP_level_duration_adjust (caster, spob); 294 tmp->duration = spob->duration + SP_level_duration_adjust (caster, spob);
314 tmp->stats.Dex = spob->stats.Dex; 295 tmp->stats.Dex = spob->stats.Dex;
315 tmp->stats.Con = spob->stats.Con; 296 tmp->stats.Con = spob->stats.Con;
316 297
317 tmp->direction = dir; 298 tmp->direction = dir;
318 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) 299 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
319 SET_ANIMATION (tmp, dir); 300 SET_ANIMATION (tmp, dir);
320 301
321 set_owner (tmp, op); 302 tmp->set_owner (op);
322 set_spell_skill (op, caster, spob, tmp); 303 set_spell_skill (op, caster, spob, tmp);
323 304
324 tmp->x = op->x + DIRX (tmp); 305 tmp->x = op->x + DIRX (tmp);
325 tmp->y = op->y + DIRY (tmp); 306 tmp->y = op->y + DIRY (tmp);
326 tmp->map = op->map; 307 tmp->map = op->map;
327 308
309 maptile *newmap;
328 mflags = get_map_flags (tmp->map, &tmp->map, tmp->x, tmp->y, &tmp->x, &tmp->y); 310 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y);
329 if (mflags & P_OUT_OF_MAP) 311 if (mflags & P_OUT_OF_MAP)
330 { 312 {
331 free_object (tmp); 313 tmp->drop_and_destroy ();
332 return 0; 314 return 0;
333 } 315 }
316
317 tmp->map = newmap;
318
334 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y))) 319 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y)))
335 { 320 {
336 if (!QUERY_FLAG (tmp, FLAG_REFLECTING)) 321 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
337 { 322 {
338 free_object (tmp); 323 tmp->drop_and_destroy ();
339 return 0; 324 return 0;
340 } 325 }
326
341 tmp->x = op->x; 327 tmp->x = op->x;
342 tmp->y = op->y; 328 tmp->y = op->y;
343 tmp->direction = absdir (tmp->direction + 4); 329 tmp->direction = absdir (tmp->direction + 4);
344 tmp->map = op->map; 330 tmp->map = op->map;
345 } 331 }
346 if ((tmp = insert_ob_in_map (tmp, tmp->map, op, 0)) != NULL) 332
333 if ((tmp = tmp->insert_at (tmp, op)))
347 move_bolt (tmp); 334 move_bolt (tmp);
335
348 return 1; 336 return 1;
349} 337}
350
351
352 338
353/*************************************************************************** 339/***************************************************************************
354 * 340 *
355 * BULLET/BALL CODE 341 * BULLET/BALL CODE
356 * 342 *
357 ***************************************************************************/ 343 ***************************************************************************/
358 344
359/* expands an explosion. op is a piece of the 345/* expands an explosion. op is a piece of the
360 * explosion - this expans it in the different directions. 346 * explosion - this expands it in the different directions.
361 * At least that is what I think this does. 347 * At least that is what I think this does.
362 */ 348 */
363void 349void
364explosion (object *op) 350explosion (object *op)
365{ 351{
366 object *tmp;
367 mapstruct *m = op->map; 352 maptile *m = op->map;
368 int i; 353 int i;
369 354
370 if (--(op->duration) < 0) 355 if (--op->duration < 0)
371 {
372 remove_ob (op);
373 free_object (op);
374 return;
375 } 356 {
357 op->destroy ();
358 return;
359 }
360
376 hit_map (op, 0, op->attacktype, 0); 361 hit_map (op, 0, op->attacktype, 0);
377 362
378 if (op->range > 0) 363 if (op->range > 0)
379 { 364 {
380 for (i = 1; i < 9; i++) 365 for (i = 1; i < 9; i++)
381 { 366 {
382 sint16 dx, dy; 367 sint16 dx, dy;
383 368
384 dx = op->x + freearr_x[i]; 369 dx = op->x + freearr_x[i];
385 dy = op->y + freearr_y[i]; 370 dy = op->y + freearr_y[i];
371
386 /* ok_to_put_more already does things like checks for walls, 372 /* ok_to_put_more already does things like checks for walls,
387 * out of map, etc. 373 * out of map, etc.
388 */ 374 */
389 if (ok_to_put_more (op->map, dx, dy, op, op->attacktype)) 375 if (ok_to_put_more (op->map, dx, dy, op, op->attacktype))
390 { 376 {
391 tmp = get_object (); 377 object *tmp = op->clone ();
392 copy_object (op, tmp); 378
393 tmp->state = 0; 379 tmp->state = 0;
394 tmp->speed_left = -0.21; 380 tmp->speed_left = -0.21f;
395 tmp->range--; 381 tmp->range--;
396 tmp->value = 0; 382 tmp->value = 0;
397 tmp->x = dx; 383
398 tmp->y = dy; 384 m->insert (tmp, dx, dy, op);
399 insert_ob_in_map (tmp, m, op, 0);
400 } 385 }
401 } 386 }
402 } 387 }
403} 388}
404
405 389
406/* Causes an object to explode, eg, a firebullet, 390/* Causes an object to explode, eg, a firebullet,
407 * poison cloud ball, etc. op is the object to 391 * poison cloud ball, etc. op is the object to
408 * explode. 392 * explode.
409 */ 393 */
410void 394void
411explode_bullet (object *op) 395explode_bullet (object *op)
412{ 396{
413 tag_t op_tag = op->count;
414 object *tmp, *owner; 397 object *tmp, *owner;
415 398
416 if (op->other_arch == NULL) 399 if (!op->other_arch)
417 { 400 {
418 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n"); 401 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n");
419 remove_ob (op); 402 op->destroy ();
420 free_object (op);
421 return; 403 return;
422 } 404 }
423 405
424 if (op->env) 406 if (op->env)
425 { 407 {
426 object *env; 408 object *env = op->outer_env ();
427 409
428 env = object_get_env_recursive (op);
429 if (env->map == NULL || out_of_map (env->map, env->x, env->y)) 410 if (!env->map || out_of_map (env->map, env->x, env->y))
430 { 411 {
431 LOG (llevError, "BUG: explode_bullet(): env out of map\n"); 412 LOG (llevError, "BUG: explode_bullet(): env out of map\n");
432 remove_ob (op); 413 op->destroy ();
433 free_object (op);
434 return; 414 return;
435 } 415 }
436 remove_ob (op); 416
437 op->x = env->x; 417 op->insert_at (env, op, INS_NO_MERGE | INS_NO_WALK_ON);
438 op->y = env->y;
439 insert_ob_in_map (op, env->map, op, INS_NO_MERGE | INS_NO_WALK_ON);
440 } 418 }
441 else if (out_of_map (op->map, op->x, op->y)) 419 else if (out_of_map (op->map, op->x, op->y))
442 { 420 {
443 LOG (llevError, "BUG: explode_bullet(): op out of map\n"); 421 LOG (llevError, "BUG: explode_bullet(): op out of map\n");
444 remove_ob (op); 422 op->destroy ();
445 free_object (op);
446 return; 423 return;
447 } 424 }
448 425
449 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent explosions of any kind on safe maps 426 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent explosions of any kind on safe maps
450 // NOTE: If this breaks something important: remove this. I can't think of anything 427 // NOTE: If this breaks something important: remove this. I can't think of anything
451 // bad at the moment that might happen from this. 428 // bad at the moment that might happen from this.
452 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE) 429 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
453 { 430 {
454 remove_ob (op); 431 op->destroy ();
455 free_object (op);
456 return; 432 return;
457 } 433 }
458 434
459 if (op->attacktype) 435 if (op->attacktype)
460 { 436 {
461 hit_map (op, 0, op->attacktype, 1); 437 hit_map (op, 0, op->attacktype, 1);
462 if (was_destroyed (op, op_tag)) 438
439 if (op->destroyed ())
463 return; 440 return;
464 } 441 }
465 442
466 /* other_arch contains what this explodes into */ 443 /* other_arch contains what this explodes into */
467 tmp = arch_to_object (op->other_arch); 444 tmp = arch_to_object (op->other_arch);
468 445
469 copy_owner (tmp, op); 446 tmp->set_owner (op);
470 tmp->skill = op->skill; 447 tmp->skill = op->skill;
471 448
472 owner = get_owner (op); 449 owner = op->owner;
473 450
474 if ((tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) && owner && !tailor_god_spell (tmp, owner)) 451 if ((tmp->attacktype & AT_HOLYWORD
475 { 452 || tmp->attacktype & AT_GODPOWER)
476 remove_ob (op); 453 && owner
477 free_object (op); 454 && !tailor_god_spell (tmp, owner))
478 return;
479 } 455 {
480 456 op->destroy ();
481 tmp->x = op->x; 457 return;
482 tmp->y = op->y; 458 }
483 459
484 /* special for bombs - it actually has sane values for these */ 460 /* special for bombs - it actually has sane values for these */
485 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB) 461 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB)
486 { 462 {
487 tmp->attacktype = op->attacktype; 463 tmp->attacktype = op->attacktype;
491 } 467 }
492 else 468 else
493 { 469 {
494 if (op->attacktype & AT_MAGIC) 470 if (op->attacktype & AT_MAGIC)
495 tmp->attacktype |= AT_MAGIC; 471 tmp->attacktype |= AT_MAGIC;
472
496 /* Spell doc describes what is going on here */ 473 /* Spell doc describes what is going on here */
497 tmp->stats.dam = op->dam_modifier; 474 tmp->stats.dam = op->dam_modifier;
498 tmp->range = op->stats.maxhp; 475 tmp->range = op->stats.maxhp;
499 tmp->duration = op->stats.hp; 476 tmp->duration = op->stats.hp;
500 /* Used for spell tracking - just need a unique val for this spell - 477 /* Used for spell tracking - just need a unique val for this spell -
508 tmp->stats.sp = op->direction; 485 tmp->stats.sp = op->direction;
509 486
510 /* Prevent recursion */ 487 /* Prevent recursion */
511 op->move_on = 0; 488 op->move_on = 0;
512 489
513 insert_ob_in_map (tmp, op->map, op, 0); 490 tmp->insert_at (op, op);
491 tmp->play_sound (tmp->sound);
492
514 /* remove the firebullet */ 493 /* remove the firebullet */
515 if (!was_destroyed (op, op_tag)) 494 op->destroy ();
516 {
517 remove_ob (op);
518 free_object (op);
519 }
520} 495}
521
522
523 496
524/* checks to see what op should do, given the space it is on 497/* checks to see what op should do, given the space it is on
525 * (eg, explode, damage player, etc) 498 * (eg, explode, damage player, etc)
526 */ 499 */
527
528void 500void
529check_bullet (object *op) 501check_bullet (object *op)
530{ 502{
531 tag_t op_tag = op->count, tmp_tag;
532 object *tmp; 503 object *tmp;
533 int dam, mflags; 504 int dam, mflags;
534 mapstruct *m; 505 maptile *m;
535 sint16 sx, sy; 506 sint16 sx, sy;
536 507
537 mflags = get_map_flags (op->map, &m, op->x, op->y, &sx, &sy); 508 mflags = get_map_flags (op->map, &m, op->x, op->y, &sx, &sy);
538 509
539 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy))) 510 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
548 519
549 /* If nothing alive on this space, no reason to do anything further */ 520 /* If nothing alive on this space, no reason to do anything further */
550 if (!(mflags & P_IS_ALIVE)) 521 if (!(mflags & P_IS_ALIVE))
551 return; 522 return;
552 523
553 for (tmp = get_map_ob (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 524 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
554 { 525 {
555 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 526 if (QUERY_FLAG (tmp, FLAG_ALIVE))
556 { 527 {
557 tmp_tag = tmp->count;
558 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1); 528 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1);
529
530 // TODO: can't understand the following if's
559 if (was_destroyed (op, op_tag) || !was_destroyed (tmp, tmp_tag) || (op->stats.dam -= dam) < 0) 531 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0)
560 { 532 {
561 if (!QUERY_FLAG (op, FLAG_REMOVED)) 533 if (!QUERY_FLAG (op, FLAG_REMOVED))
562 { 534 {
563 remove_ob (op); 535 op->destroy ();
564 free_object (op);
565 return; 536 return;
566 } 537 }
567 } 538 }
568 } 539 }
569 } 540 }
570} 541}
571
572 542
573/* Basically, we move 'op' one square, and if it hits something, 543/* Basically, we move 'op' one square, and if it hits something,
574 * call check_bullet. 544 * call check_bullet.
575 * This function is only applicable to bullets, but not to all 545 * This function is only applicable to bullets, but not to all
576 * fired arches (eg, bolts). 546 * fired arches (eg, bolts).
577 */ 547 */
578
579void 548void
580move_bullet (object *op) 549move_bullet (object *op)
581{ 550{
582 sint16 new_x, new_y;
583 int mflags;
584 mapstruct *m;
585
586#if 0 551#if 0
587 /* We need a better general purpose way to do this */ 552 /* We need a better general purpose way to do this */
588 553
589 /* peterm: added to make comet leave a trail of burnouts 554 /* peterm: added to make comet leave a trail of burnouts
590 it's an unadulterated hack, but the effect is cool. */ 555 it's an unadulterated hack, but the effect is cool. */
591 if (op->stats.sp == SP_METEOR) 556 if (op->stats.sp == SP_METEOR)
592 { 557 {
593 replace_insert_ob_in_map ("fire_trail", op); 558 replace_insert_ob_in_map ("fire_trail", op);
594 if (was_destroyed (op, op_tag)) 559 if (op->destroyed ())
595 return; 560 return;
596 } /* end addition. */ 561 } /* end addition. */
597#endif 562#endif
598 563
599 /* Reached the end of its life - remove it */ 564 /* Reached the end of its life - remove it */
600 if (--op->range <= 0) 565 if (--op->range <= 0)
601 { 566 {
602 if (op->other_arch) 567 if (op->other_arch)
603 {
604 explode_bullet (op); 568 explode_bullet (op);
605 }
606 else 569 else
607 { 570 op->destroy ();
608 remove_ob (op);
609 free_object (op);
610 }
611 return;
612 }
613 571
614 new_x = op->x + DIRX (op); 572 return;
615 new_y = op->y + DIRY (op);
616 m = op->map;
617 mflags = get_map_flags (m, &m, new_x, new_y, &new_x, &new_y);
618
619 if (mflags & P_OUT_OF_MAP)
620 { 573 }
621 remove_ob (op); 574
622 free_object (op); 575 mapxy pos (op);
623 return; 576 pos.move (op->direction);
577
578 if (!pos.normalise ())
624 } 579 {
580 op->destroy ();
581 return;
582 }
625 583
626 if (!op->direction || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y))) 584 mapspace &ms = pos.ms ();
585
586 ms.update ();
587
588 if (!op->direction || OB_TYPE_MOVE_BLOCK (op, ms.move_block))
627 { 589 {
628 if (op->other_arch) 590 if (op->other_arch)
629 {
630 explode_bullet (op); 591 explode_bullet (op);
631 }
632 else 592 else
633 { 593 op->destroy ();
634 remove_ob (op);
635 free_object (op);
636 }
637 return;
638 }
639 594
640 remove_ob (op); 595 return;
641 op->x = new_x; 596 }
642 op->y = new_y; 597
643 if ((op = insert_ob_in_map (op, m, op, 0)) == NULL) 598 if (!(op = pos.insert (op, op)))
644 return; 599 return;
645 600
646 if (reflwall (op->map, op->x, op->y, op)) 601 if (reflwall (op->map, op->x, op->y, op))
647 { 602 {
648 op->direction = absdir (op->direction + 4); 603 op->direction = absdir (op->direction + 4);
649 update_turn_face (op); 604 update_turn_face (op);
650 } 605 }
651 else 606 else
652 {
653 check_bullet (op); 607 check_bullet (op);
654 }
655} 608}
656
657
658
659 609
660/* fire_bullet 610/* fire_bullet
661 * object op (cast from caster) files a bolt in dir. 611 * object op (cast from caster) files a bolt in dir.
662 * spob is the spell object for the bolt. 612 * spob is the spell object for the bolt.
663 * we remove the magic flag - that can be derived from 613 * we remove the magic flag - that can be derived from
664 * spob->attacktype. 614 * spob->attacktype.
665 * This function sets up the appropriate owner and skill 615 * This function sets up the appropriate owner and skill
666 * pointers. 616 * pointers.
667 */ 617 */
668
669int 618int
670fire_bullet (object *op, object *caster, int dir, object *spob) 619fire_bullet (object *op, object *caster, int dir, object *spob)
671{ 620{
672 object *tmp = NULL; 621 object *tmp = NULL;
673 int mflags; 622 int mflags;
674 623
675 if (!spob->other_arch) 624 if (!spob->other_arch)
676 return 0; 625 return 0;
677 626
678 tmp = arch_to_object (spob->other_arch); 627 tmp = spob->other_arch->instance ();
679 if (tmp == NULL) 628 if (!tmp)
680 return 0; 629 return 0;
681 630
682 /* peterm: level dependency for bolts */ 631 /* peterm: level dependency for bolts */
683 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob); 632 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob);
684 tmp->attacktype = spob->attacktype; 633 tmp->attacktype = spob->attacktype;
685 if (spob->slaying) 634 if (spob->slaying)
686 tmp->slaying = spob->slaying; 635 tmp->slaying = spob->slaying;
687 636
694 643
695 tmp->direction = dir; 644 tmp->direction = dir;
696 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) 645 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
697 SET_ANIMATION (tmp, dir); 646 SET_ANIMATION (tmp, dir);
698 647
699 set_owner (tmp, op); 648 tmp->set_owner (op);
700 set_spell_skill (op, caster, spob, tmp); 649 set_spell_skill (op, caster, spob, tmp);
701 650
702 tmp->x = op->x + freearr_x[dir]; 651 tmp->x = op->x + freearr_x[dir];
703 tmp->y = op->y + freearr_y[dir]; 652 tmp->y = op->y + freearr_y[dir];
704 tmp->map = op->map; 653 tmp->map = op->map;
705 654
655 maptile *newmap;
706 mflags = get_map_flags (tmp->map, &tmp->map, tmp->x, tmp->y, &tmp->x, &tmp->y); 656 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y);
707 if (mflags & P_OUT_OF_MAP) 657 if (mflags & P_OUT_OF_MAP)
708 { 658 {
709 free_object (tmp); 659 tmp->destroy ();
710 return 0; 660 return 0;
711 } 661 }
662
663 tmp->map = newmap;
664
712 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y))) 665 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y)))
713 { 666 {
714 if (!QUERY_FLAG (tmp, FLAG_REFLECTING)) 667 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
715 { 668 {
716 free_object (tmp); 669 tmp->destroy ();
717 return 0; 670 return 0;
718 } 671 }
672
719 tmp->x = op->x; 673 tmp->x = op->x;
720 tmp->y = op->y; 674 tmp->y = op->y;
721 tmp->direction = absdir (tmp->direction + 4); 675 tmp->direction = absdir (tmp->direction + 4);
722 tmp->map = op->map; 676 tmp->map = op->map;
723 } 677 }
724 if ((tmp = insert_ob_in_map (tmp, tmp->map, op, 0)) != NULL) 678
725 { 679 if ((tmp = tmp->insert_at (tmp, op)))
726 check_bullet (tmp); 680 check_bullet (tmp);
727 } 681
728 return 1; 682 return 1;
729} 683}
730
731
732
733 684
734/***************************************************************************** 685/*****************************************************************************
735 * 686 *
736 * CONE RELATED FUNCTIONS 687 * CONE RELATED FUNCTIONS
737 * 688 *
738 *****************************************************************************/ 689 *****************************************************************************/
739 690
740
741/* drops an object based on what is in the cone's "other_arch" */ 691/* drops an object based on what is in the cone's "other_arch" */
742void 692void
743cone_drop (object *op) 693cone_drop (object *op)
744{ 694{
745 object *new_ob = arch_to_object (op->other_arch); 695 object *new_ob = arch_to_object (op->other_arch);
746 696
747 new_ob->x = op->x;
748 new_ob->y = op->y;
749 new_ob->level = op->level; 697 new_ob->level = op->level;
750 set_owner (new_ob, op->owner); 698 new_ob->set_owner (op->owner);
751 699
752 /* preserve skill ownership */ 700 /* preserve skill ownership */
753 if (op->skill && op->skill != new_ob->skill) 701 if (op->skill && op->skill != new_ob->skill)
754 {
755 new_ob->skill = op->skill; 702 new_ob->skill = op->skill;
756 }
757 insert_ob_in_map (new_ob, op->map, op, 0);
758 703
704 new_ob->insert_at (op, op);
759} 705}
760 706
761/* move_cone: causes cone object 'op' to move a space/hit creatures */ 707/* move_cone: causes cone object 'op' to move a space/hit creatures */
762 708
763void 709void
764move_cone (object *op) 710move_cone (object *op)
765{ 711{
766 int i;
767 tag_t tag;
768
769 /* if no map then hit_map will crash so just ignore object */ 712 /* if no map then hit_map will crash so just ignore object */
770 if (!op->map) 713 if (!op->map)
771 { 714 {
772 LOG (llevError, "Tried to move_cone object %s without a map.\n", op->name ? &op->name : "unknown"); 715 LOG (llevError, "Tried to move_cone object %s without a map.\n", op->name ? &op->name : "unknown");
773 op->speed = 0; 716 op->set_speed (0);
774 update_ob_speed (op);
775 return; 717 return;
776 } 718 }
777 719
778 /* lava saves it's life, but not yours :) */ 720 /* lava saves it's life, but not yours :) */
779 if (QUERY_FLAG (op, FLAG_LIFESAVE)) 721 if (QUERY_FLAG (op, FLAG_LIFESAVE))
785#if 0 727#if 0
786 /* Disable this - enabling it makes monsters easier, as 728 /* Disable this - enabling it makes monsters easier, as
787 * when their cone dies when they die. 729 * when their cone dies when they die.
788 */ 730 */
789 /* If no owner left, the spell dies out. */ 731 /* If no owner left, the spell dies out. */
790 if (get_owner (op) == NULL) 732 if (op->owner == NULL)
791 { 733 {
792 remove_ob (op); 734 op->destroy ();
793 free_object (op);
794 return; 735 return;
795 } 736 }
796#endif 737#endif
797 738
798 tag = op->count;
799 hit_map (op, 0, op->attacktype, 0); 739 hit_map (op, 0, op->attacktype, 0);
740
741 if (!op->is_on_map ())
742 return;
800 743
801 /* Check to see if we should push anything. 744 /* Check to see if we should push anything.
802 * Spell objects with weight push whatever they encounter to some 745 * Spell objects with weight push whatever they encounter to some
803 * degree. 746 * degree.
804 */ 747 */
805 if (op->weight) 748 if (op->weight)
749 {
806 check_spell_knockback (op); 750 check_spell_knockback (op);
807 751
808 if (was_destroyed (op, tag)) 752 if (!op->is_on_map ())
809 return; 753 return;
754 }
810 755
811 if ((op->duration--) < 0) 756 if (op->duration-- < 0)
812 { 757 {
813 remove_ob (op); 758 op->destroy ();
814 free_object (op);
815 return; 759 return;
816 } 760 }
817 /* Object has hit maximum range, so don't have it move 761 /* Object has hit maximum range, so don't have it move
818 * any further. When the duration above expires, 762 * any further. When the duration above expires,
819 * then the object will get removed. 763 * then the object will get removed.
822 { 766 {
823 op->range = 0; /* just so it doesn't wrap */ 767 op->range = 0; /* just so it doesn't wrap */
824 return; 768 return;
825 } 769 }
826 770
827 for (i = -1; i < 2; i++) 771 for (int i = -1; i <= 1; i++)
828 { 772 {
829 sint16 x = op->x + freearr_x[absdir (op->stats.sp + i)], y = op->y + freearr_y[absdir (op->stats.sp + i)]; 773 sint16 x = op->x + freearr_x[absdir (op->stats.sp + i)], y = op->y + freearr_y[absdir (op->stats.sp + i)];
830 774
831 if (ok_to_put_more (op->map, x, y, op, op->attacktype)) 775 if (ok_to_put_more (op->map, x, y, op, op->attacktype))
832 { 776 {
833 object *tmp = get_object (); 777 object *tmp = op->clone ();
834
835 copy_object (op, tmp);
836 tmp->x = x;
837 tmp->y = y;
838 778
839 tmp->duration = op->duration + 1; 779 tmp->duration = op->duration + 1;
840 780
841 /* Use for spell tracking - see ok_to_put_more() */ 781 /* Use for spell tracking - see ok_to_put_more() */
842 tmp->stats.maxhp = op->stats.maxhp; 782 tmp->stats.maxhp = op->stats.maxhp;
843 insert_ob_in_map (tmp, op->map, op, 0); 783
784 op->map->insert (tmp, x, y, op);
785
844 if (tmp->other_arch) 786 if (tmp->other_arch)
845 cone_drop (tmp); 787 cone_drop (tmp);
846 } 788 }
847 } 789 }
848} 790}
858int 800int
859cast_cone (object *op, object *caster, int dir, object *spell) 801cast_cone (object *op, object *caster, int dir, object *spell)
860{ 802{
861 object *tmp; 803 object *tmp;
862 int i, success = 0, range_min = -1, range_max = 1; 804 int i, success = 0, range_min = -1, range_max = 1;
863 mapstruct *m; 805 maptile *m;
864 sint16 sx, sy; 806 sint16 sx, sy;
865 MoveType movetype; 807 MoveType movetype;
866 808
867 if (!spell->other_arch) 809 if (!spell->other_arch)
868 return 0; 810 return 0;
881 823
882 /* Need to know what the movetype of the object we are about 824 /* Need to know what the movetype of the object we are about
883 * to create is, so we can know if the space we are about to 825 * to create is, so we can know if the space we are about to
884 * insert it into is blocked. 826 * insert it into is blocked.
885 */ 827 */
886 movetype = spell->other_arch->clone.move_type; 828 movetype = spell->other_arch->move_type;
887 829
888 for (i = range_min; i <= range_max; i++) 830 for (i = range_min; i <= range_max; i++)
889 { 831 {
890 sint16 x, y, d; 832 sint16 x, y;
891 833
892 /* We can't use absdir here, because it never returns 834 /* We can't use absdir here, because it never returns
893 * 0. If this is a rune, we want to hit the person on top 835 * 0. If this is a rune, we want to hit the person on top
894 * of the trap (d==0). If it is not a rune, then we don't want 836 * of the trap (d==0). If it is not a rune, then we don't want
895 * to hit that person. 837 * to hit that person.
896 */ 838 */
897 d = dir + i; 839 int d = dir ? absdir (dir + i) : i;
898 while (d < 0)
899 d += 8;
900 while (d > 8)
901 d -= 8;
902 840
903 /* If it's not a rune, we don't want to blast the caster. 841 /* If it's not a rune, we don't want to blast the caster.
904 * In that case, we have to see - if dir is specified, 842 * In that case, we have to see - if dir is specified,
905 * turn this into direction 8. If dir is not specified (all 843 * turn this into direction 8. If dir is not specified (all
906 * direction) skip - otherwise, one line would do more damage 844 * direction) skip - otherwise, one line would do more damage
924 if ((movetype & GET_MAP_MOVE_BLOCK (m, sx, sy)) == movetype) 862 if ((movetype & GET_MAP_MOVE_BLOCK (m, sx, sy)) == movetype)
925 continue; 863 continue;
926 864
927 success = 1; 865 success = 1;
928 tmp = arch_to_object (spell->other_arch); 866 tmp = arch_to_object (spell->other_arch);
929 set_owner (tmp, op); 867 tmp->set_owner (op);
930 set_spell_skill (op, caster, spell, tmp); 868 set_spell_skill (op, caster, spell, tmp);
931 tmp->level = caster_level (caster, spell); 869 tmp->level = casting_level (caster, spell);
932 tmp->x = sx;
933 tmp->y = sy;
934 tmp->attacktype = spell->attacktype; 870 tmp->attacktype = spell->attacktype;
935 871
936 /* holy word stuff */ 872 /* holy word stuff */
937 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER)) 873 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER))
938 if (!tailor_god_spell (tmp, op)) 874 if (!tailor_god_spell (tmp, op))
972 else 908 else
973 tmp->duration += caster->level / 3; 909 tmp->duration += caster->level / 3;
974 } 910 }
975 911
976 if (!(tmp->move_type & MOVE_FLY_LOW)) 912 if (!(tmp->move_type & MOVE_FLY_LOW))
977 LOG (llevDebug, "cast_cone(): arch %s doesn't have flying 1\n", &spell->other_arch->name); 913 LOG (llevDebug, "cast_cone(): arch %s doesn't have flying 1\n", &spell->other_arch->archname);
978 914
979 if (!tmp->move_on && tmp->stats.dam) 915 if (!tmp->move_on && tmp->stats.dam)
980 {
981 LOG (llevDebug, "cast_cone(): arch %s doesn't have move_on set\n", &spell->other_arch->name); 916 LOG (llevDebug, "cast_cone(): arch %s doesn't have move_on set\n", &spell->other_arch->archname);
982 }
983 917
984 insert_ob_in_map (tmp, m, op, 0); 918 m->insert (tmp, sx, sy, op);
985 919
986 /* This is used for tracking spells so that one effect doesn't hit 920 /* This is used for tracking spells so that one effect doesn't hit
987 * a single space too many times. 921 * a single space too many times.
988 */ 922 */
989 tmp->stats.maxhp = tmp->count; 923 tmp->stats.maxhp = tmp->count;
999 * 933 *
1000 * BOMB related code 934 * BOMB related code
1001 * 935 *
1002 ****************************************************************************/ 936 ****************************************************************************/
1003 937
1004
1005/* This handles an exploding bomb. 938/* This handles an exploding bomb.
1006 * op is the original bomb object. 939 * op is the original bomb object.
1007 */ 940 */
1008void 941void
1009animate_bomb (object *op) 942animate_bomb (object *op)
1010{ 943{
1011 int i;
1012 object *env, *tmp;
1013 archetype *at;
1014
1015 if (op->state != NUM_ANIMATIONS (op) - 1) 944 if (op->state != NUM_ANIMATIONS (op) - 1)
1016 return; 945 return;
1017 946
1018 env = object_get_env_recursive (op); 947 object *env = op->outer_env ();
1019 948
1020 if (op->env) 949 if (op->env)
1021 { 950 {
1022 if (env->map == NULL) 951 if (!env->map)
1023 return; 952 return;
1024 953
1025 if (env->type == PLAYER) 954 if (!(op = op->insert_at (env, op)))
1026 esrv_del_item (env->contr, op->count);
1027
1028 remove_ob (op);
1029 op->x = env->x;
1030 op->y = env->y;
1031 if ((op = insert_ob_in_map (op, env->map, op, 0)) == NULL)
1032 return; 955 return;
1033 } 956 }
1034 957
1035 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent bomb from exploding 958 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent bomb from exploding
1036 // on a safe map. I don't like this special casing, but it seems to be neccessary 959 // on a safe map. I don't like this special casing, but it seems to be neccessary
1037 // as bombs can be carried. 960 // as bombs can be carried.
1038 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE) 961 if (op->ms ().flags () & P_SAFE)
1039 { 962 {
1040 remove_ob (op); 963 op->destroy ();
1041 free_object (op);
1042 return; 964 return;
1043 } 965 }
1044 966
1045 /* This copies a lot of the code from the fire bullet, 967 /* This copies a lot of the code from the fire bullet,
1046 * but using the cast_bullet isn't really feasible, 968 * but using the cast_bullet isn't really feasible,
1047 * so just set up the appropriate values. 969 * so just set up the appropriate values.
1048 */ 970 */
1049 at = find_archetype (SPLINT); 971 if (archetype *at = archetype::find (SPLINT))
1050 if (at)
1051 { 972 {
1052 for (i = 1; i < 9; i++) 973 for (int i = 1; i < 9; i++)
1053 { 974 {
1054 if (out_of_map (op->map, op->x + freearr_x[i], op->y + freearr_x[i])) 975 if (out_of_map (op->map, op->x + freearr_x[i], op->y + freearr_x[i]))
1055 continue; 976 continue;
977
1056 tmp = arch_to_object (at); 978 object *tmp = arch_to_object (at);
1057 tmp->direction = i; 979 tmp->direction = i;
1058 tmp->range = op->range; 980 tmp->range = op->range;
1059 tmp->stats.dam = op->stats.dam; 981 tmp->stats.dam = op->stats.dam;
1060 tmp->duration = op->duration; 982 tmp->duration = op->duration;
1061 tmp->attacktype = op->attacktype; 983 tmp->attacktype = op->attacktype;
1062 copy_owner (tmp, op); 984 tmp->set_owner (op);
1063 if (op->skill && op->skill != tmp->skill) 985 if (op->skill && op->skill != tmp->skill)
1064 {
1065 tmp->skill = op->skill; 986 tmp->skill = op->skill;
1066 } 987
1067 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) 988 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
1068 SET_ANIMATION (tmp, i); 989 SET_ANIMATION (tmp, i);
1069 tmp->x = op->x + freearr_x[i]; 990
1070 tmp->y = op->y + freearr_x[i]; 991 op->map->insert (tmp, op->x + freearr_x[i], op->y + freearr_x[i], op);
1071 insert_ob_in_map (tmp, op->map, op, 0);
1072 move_bullet (tmp); 992 move_bullet (tmp);
1073 } 993 }
1074 } 994 }
1075 995
1076 explode_bullet (op); 996 explode_bullet (op);
1077} 997}
1078 998
1079int 999int
1080create_bomb (object *op, object *caster, int dir, object *spell) 1000create_bomb (object *op, object *caster, int dir, object *spell)
1081{ 1001{
1082
1083 object *tmp; 1002 object *tmp;
1084 int mflags; 1003 int mflags;
1085 sint16 dx = op->x + freearr_x[dir], dy = op->y + freearr_y[dir]; 1004 sint16 dx = op->x + freearr_x[dir], dy = op->y + freearr_y[dir];
1086 mapstruct *m; 1005 maptile *m;
1087 1006
1088 mflags = get_map_flags (op->map, &m, dx, dy, &dx, &dy); 1007 mflags = get_map_flags (op->map, &m, dx, dy, &dx, &dy);
1008
1009 // when creating a bomb below ourself it should always work, even
1010 // when movement is blocked (somehow we got here, somehow we are here,
1011 // so we should also be able to make a bomb here). (originally added
1012 // to fix create bomb traps in doors, which cast with dir=0).
1013 if (dir)
1014 {
1089 if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, dx, dy) & MOVE_WALK)) 1015 if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, dx, dy) & MOVE_WALK))
1090 { 1016 {
1091 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way."); 1017 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way.");
1092 return 0; 1018 return 0;
1019 }
1093 } 1020 }
1021
1094 tmp = arch_to_object (spell->other_arch); 1022 tmp = arch_to_object (spell->other_arch);
1095 1023
1096 /* level dependencies for bomb */ 1024 /* level dependencies for bomb */
1097 tmp->range = spell->range + SP_level_range_adjust (caster, spell); 1025 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
1098 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1026 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1099 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell); 1027 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
1100 tmp->attacktype = spell->attacktype; 1028 tmp->attacktype = spell->attacktype;
1101 1029
1102 set_owner (tmp, op); 1030 tmp->set_owner (op);
1103 set_spell_skill (op, caster, spell, tmp); 1031 set_spell_skill (op, caster, spell, tmp);
1104 tmp->x = dx; 1032
1105 tmp->y = dy; 1033 m->insert (tmp, dx, dy, op);
1106 insert_ob_in_map (tmp, m, op, 0);
1107 return 1; 1034 return 1;
1108} 1035}
1109 1036
1110/**************************************************************************** 1037/****************************************************************************
1111 * 1038 *
1120 * dir is the direction to look in. 1047 * dir is the direction to look in.
1121 * range is how far out to look. 1048 * range is how far out to look.
1122 * type is the type of spell - either SPELL_MANA or SPELL_GRACE. 1049 * type is the type of spell - either SPELL_MANA or SPELL_GRACE.
1123 * this info is used for blocked magic/unholy spaces. 1050 * this info is used for blocked magic/unholy spaces.
1124 */ 1051 */
1125
1126object * 1052object *
1127get_pointed_target (object *op, int dir, int range, int type) 1053get_pointed_target (object *op, int dir, int range, int type)
1128{ 1054{
1129 object *target; 1055 object *target;
1130 sint16 x, y; 1056 sint16 x, y;
1131 int dist, mflags; 1057 int dist, mflags;
1132 mapstruct *mp; 1058 maptile *mp;
1133 1059
1134 if (dir == 0) 1060 if (dir == 0)
1135 return NULL; 1061 return NULL;
1136 1062
1137 for (dist = 1; dist < range; dist++) 1063 for (dist = 1; dist < range; dist++)
1149 return NULL; 1075 return NULL;
1150 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW) 1076 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW)
1151 return NULL; 1077 return NULL;
1152 1078
1153 if (mflags & P_IS_ALIVE) 1079 if (mflags & P_IS_ALIVE)
1154 {
1155 for (target = get_map_ob (mp, x, y); target; target = target->above) 1080 for (target = GET_MAP_OB (mp, x, y); target; target = target->above)
1156 { 1081 if (QUERY_FLAG (target, FLAG_MONSTER))
1157 if (QUERY_FLAG (target->head ? target->head : target, FLAG_MONSTER))
1158 {
1159 return target; 1082 return target;
1160 }
1161 }
1162 }
1163 } 1083 }
1084
1164 return NULL; 1085 return NULL;
1165} 1086}
1166
1167 1087
1168/* cast_smite_arch() - the priest points to a creature and causes 1088/* cast_smite_arch() - the priest points to a creature and causes
1169 * a 'godly curse' to decend. 1089 * a 'godly curse' to decend.
1170 * usual params - 1090 * usual params -
1171 * op = player 1091 * op = player
1172 * caster = object casting the spell. 1092 * caster = object casting the spell.
1173 * dir = direction being cast 1093 * dir = direction being cast
1174 * spell = spell object 1094 * spell = spell object
1175 */ 1095 */
1176
1177int 1096int
1178cast_smite_spell (object *op, object *caster, int dir, object *spell) 1097cast_smite_spell (object *op, object *caster, int dir, object *spell)
1179{ 1098{
1180 object *effect, *target; 1099 object *effect, *target;
1181 object *god = find_god (determine_god (op)); 1100 object *god = find_god (determine_god (op));
1191 * interesting spell. 1110 * interesting spell.
1192 * if it is a cleric spell, you need a god, and the creature 1111 * if it is a cleric spell, you need a god, and the creature
1193 * can't be friendly to your god. 1112 * can't be friendly to your god.
1194 */ 1113 */
1195 1114
1196 if (!target || QUERY_FLAG (target, FLAG_REFL_SPELL) 1115 if (!target
1116 || target->flag [FLAG_REFL_SPELL]
1197 || (!god && spell->stats.grace) 1117 || (!god && spell->stats.grace)
1198 || (target->title && god && !strcmp (target->title, god->name)) || (target->race && god && strstr (target->race, god->race))) 1118 || (god && target->title == god->name)
1119 || (god && target->race.contains (god->race)))
1199 { 1120 {
1200 new_draw_info (NDI_UNIQUE, 0, op, "Your request is unheeded."); 1121 new_draw_info (NDI_UNIQUE, 0, op, "Your request is unheeded.");
1201 return 0; 1122 return 0;
1202 } 1123 }
1203 1124
1205 effect = arch_to_object (spell->other_arch); 1126 effect = arch_to_object (spell->other_arch);
1206 else 1127 else
1207 return 0; 1128 return 0;
1208 1129
1209 /* tailor the effect by priest level and worshipped God */ 1130 /* tailor the effect by priest level and worshipped God */
1210 effect->level = caster_level (caster, spell); 1131 effect->level = casting_level (caster, spell);
1211 effect->attacktype = spell->attacktype; 1132 effect->attacktype = spell->attacktype;
1212 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER)) 1133 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER))
1213 { 1134 {
1214 if (tailor_god_spell (effect, op)) 1135 if (tailor_god_spell (effect, op))
1215 new_draw_info_format (NDI_UNIQUE, 0, op, "%s answers your call!", determine_god (op)); 1136 new_draw_info_format (NDI_UNIQUE, 0, op, "%s answers your call!", (const char *)determine_god (op));
1216 else 1137 else
1217 { 1138 {
1218 new_draw_info (NDI_UNIQUE, 0, op, "Your request is ignored."); 1139 new_draw_info (NDI_UNIQUE, 0, op, "Your request is ignored.");
1219 return 0; 1140 return 0;
1220 } 1141 }
1227 if (effect->attacktype & AT_DEATH) 1148 if (effect->attacktype & AT_DEATH)
1228 { 1149 {
1229 effect->level = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1150 effect->level = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1230 1151
1231 /* casting death spells at undead isn't a good thing */ 1152 /* casting death spells at undead isn't a good thing */
1232 if QUERY_FLAG
1233 (target, FLAG_UNDEAD) 1153 if (QUERY_FLAG (target, FLAG_UNDEAD))
1234 { 1154 {
1235 if (random_roll (0, 2, op, PREFER_LOW)) 1155 if (random_roll (0, 2, op, PREFER_LOW))
1236 { 1156 {
1237 new_draw_info (NDI_UNIQUE, 0, op, "Idiot! Your spell boomerangs!"); 1157 new_draw_info (NDI_UNIQUE, 0, op, "Idiot! Your spell boomerangs!");
1238 effect->x = op->x; 1158 effect->x = op->x;
1240 } 1160 }
1241 else 1161 else
1242 { 1162 {
1243 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s looks stronger!", query_name (target)); 1163 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s looks stronger!", query_name (target));
1244 target->stats.hp = target->stats.maxhp * 2; 1164 target->stats.hp = target->stats.maxhp * 2;
1245 free_object (effect); 1165 effect->destroy ();
1246 return 0; 1166 return 0;
1247 } 1167 }
1248 } 1168 }
1249 } 1169 }
1250 else 1170 else
1251 { 1171 {
1252 /* how much woe to inflict :) */ 1172 /* how much woe to inflict :) */
1253 effect->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1173 effect->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1254 } 1174 }
1255 1175
1256 set_owner (effect, op); 1176 effect->set_owner (op);
1257 set_spell_skill (op, caster, spell, effect); 1177 set_spell_skill (op, caster, spell, effect);
1258 1178
1259 /* ok, tell it where to be, and insert! */ 1179 /* ok, tell it where to be, and insert! */
1260 effect->x = target->x; 1180 effect->insert_at (target, op);
1261 effect->y = target->y;
1262 insert_ob_in_map (effect, target->map, op, 0);
1263 1181
1264 return 1; 1182 return 1;
1265} 1183}
1266
1267 1184
1268/**************************************************************************** 1185/****************************************************************************
1269 * 1186 *
1270 * MAGIC MISSILE code. 1187 * MAGIC MISSILE code.
1271 * note that the fire_bullet is used to fire the missile. The 1188 * note that the fire_bullet is used to fire the missile. The
1274 1191
1275/* op is a missile that needs to be moved */ 1192/* op is a missile that needs to be moved */
1276void 1193void
1277move_missile (object *op) 1194move_missile (object *op)
1278{ 1195{
1279 int i, mflags;
1280 object *owner;
1281 sint16 new_x, new_y;
1282 mapstruct *m;
1283
1284 if (op->range-- <= 0) 1196 if (op->range-- <= 0)
1285 { 1197 {
1286 remove_ob (op); 1198 op->drop_and_destroy ();
1287 free_object (op);
1288 return; 1199 return;
1289 }
1290
1291 owner = get_owner (op);
1292#if 0
1293 /* It'd make things nastier if this wasn't here - spells cast by
1294 * monster that are then killed would continue to survive
1295 */
1296 if (owner == NULL)
1297 { 1200 }
1298 remove_ob (op); 1201
1299 free_object (op); 1202 mapxy pos (op);
1300 return; 1203 pos.move (op->direction);
1204
1205 if (!pos.normalise ())
1301 } 1206 {
1302#endif 1207 op->destroy ();
1303 1208 return;
1304 new_x = op->x + DIRX (op);
1305 new_y = op->y + DIRY (op);
1306
1307 mflags = get_map_flags (op->map, &m, new_x, new_y, &new_x, &new_y);
1308
1309 if (!(mflags & P_OUT_OF_MAP) && ((mflags & P_IS_ALIVE) || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y))))
1310 { 1209 }
1311 tag_t tag = op->count;
1312 1210
1211 mapspace &ms = pos.ms ();
1212
1213 if (ms.flags () & P_IS_ALIVE || ms.blocks (op))
1214 {
1313 hit_map (op, op->direction, AT_MAGIC, 1); 1215 hit_map (op, op->direction, AT_MAGIC, 1);
1314 /* Basically, missile only hits one thing then goes away. 1216 /* Basically, missile only hits one thing then goes away.
1315 * we need to remove it if someone hasn't already done so. 1217 * we need to remove it if someone hasn't already done so.
1316 */ 1218 */
1317 if (!was_destroyed (op, tag)) 1219 op->destroy ();
1318 {
1319 remove_ob (op);
1320 free_object (op);
1321 }
1322 return; 1220 return;
1323 }
1324
1325 remove_ob (op);
1326 if (!op->direction || (mflags & P_OUT_OF_MAP))
1327 { 1221 }
1328 free_object (op); 1222
1329 return; 1223 if (!op->direction)
1330 } 1224 {
1331 op->x = new_x; 1225 op->destroy ();
1332 op->y = new_y; 1226 return;
1333 op->map = m; 1227 }
1334 i = spell_find_dir (op->map, op->x, op->y, get_owner (op)); 1228
1229 int i = spell_find_dir (pos.m, pos.x, pos.y, op->owner);
1335 if (i > 0 && i != op->direction) 1230 if (i > 0 && i != op->direction)
1336 { 1231 {
1337 op->direction = i; 1232 op->direction = i;
1338 SET_ANIMATION (op, op->direction); 1233 SET_ANIMATION (op, op->direction);
1339 } 1234 }
1340 insert_ob_in_map (op, op->map, op, 0); 1235
1236 pos.insert (op, op);
1341} 1237}
1342 1238
1343/**************************************************************************** 1239/****************************************************************************
1344 * Destruction 1240 * Destruction
1345 ****************************************************************************/ 1241 ****************************************************************************/
1348 * we do this by creating a force and inserting it in the 1244 * we do this by creating a force and inserting it in the
1349 * object. if time is 0, the object glows permanently. To truely 1245 * object. if time is 0, the object glows permanently. To truely
1350 * make this work for non-living objects, we would have to 1246 * make this work for non-living objects, we would have to
1351 * give them the capability to have an inventory. b.t. 1247 * give them the capability to have an inventory. b.t.
1352 */ 1248 */
1353
1354int 1249int
1355make_object_glow (object *op, int radius, int time) 1250make_object_glow (object *op, int radius, int time)
1356{ 1251{
1357 object *tmp;
1358
1359 /* some things are unaffected... */ 1252 /* some things are unaffected... */
1360 if (op->path_denied & PATH_LIGHT) 1253 if (op->path_denied & PATH_LIGHT)
1361 return 0; 1254 return 0;
1362 1255
1363 tmp = get_archetype (FORCE_NAME); 1256 object *tmp = get_archetype (FORCE_NAME);
1364 tmp->speed = 0.01; 1257 tmp->speed = 0.01;
1365 tmp->stats.food = time; 1258 tmp->stats.food = time;
1366 SET_FLAG (tmp, FLAG_IS_USED_UP); 1259 SET_FLAG (tmp, FLAG_IS_USED_UP);
1367 tmp->glow_radius = radius; 1260 tmp->set_glow_radius (min (MAX_LIGHT_RADIUS, radius));
1368 if (tmp->glow_radius > MAX_LIGHT_RADII)
1369 tmp->glow_radius = MAX_LIGHT_RADII;
1370
1371 tmp->x = op->x;
1372 tmp->y = op->y;
1373 if (tmp->speed < MIN_ACTIVE_SPEED)
1374 tmp->speed = MIN_ACTIVE_SPEED; /* safety */
1375 tmp = insert_ob_in_ob (tmp, op); 1261 tmp = insert_ob_in_ob (tmp, op);
1262
1376 if (tmp->glow_radius > op->glow_radius) 1263 if (tmp->glow_radius > op->glow_radius)
1377 op->glow_radius = tmp->glow_radius; 1264 op->set_glow_radius (tmp->glow_radius);
1378 1265
1379 if (!tmp->env || op != tmp->env)
1380 {
1381 LOG (llevError, "make_object_glow() failed to insert glowing force in %s\n", &op->name);
1382 return 0;
1383 }
1384 return 1; 1266 return 1;
1385} 1267}
1386
1387
1388
1389 1268
1390int 1269int
1391cast_destruction (object *op, object *caster, object *spell_ob) 1270cast_destruction (object *op, object *caster, object *spell_ob)
1392{ 1271{
1393 int i, j, range, mflags, friendly = 0, dam, dur;
1394 sint16 sx, sy;
1395 mapstruct *m;
1396 object *tmp;
1397 const char *skill;
1398
1399 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob); 1272 int range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
1400 dam = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob); 1273 int dam = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob);
1401 dur = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob); 1274 int dur = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
1402 if (QUERY_FLAG (op, FLAG_FRIENDLY) || op->type == PLAYER) 1275
1403 friendly = 1; 1276 bool friendly = op->flag [FLAG_FRIENDLY] || op->is_player ();
1404 1277
1405 /* destruction doesn't use another spell object, so we need 1278 /* destruction doesn't use another spell object, so we need
1406 * update op's skill pointer so that exp is properly awarded. 1279 * update op's skill pointer so that exp is properly awarded.
1407 * We do some shortcuts here - since this is just temporary
1408 * and we'll reset the values back, we don't need to go through
1409 * the full share string/free_string route.
1410 */ 1280 */
1411 skill = op->skill; 1281 const shstr skill = op->skill;
1282
1412 if (caster == op) 1283 if (caster == op)
1413 op->skill = spell_ob->skill; 1284 op->skill = spell_ob->skill;
1414 else if (caster->skill) 1285 else if (caster->skill)
1415 op->skill = caster->skill; 1286 op->skill = caster->skill;
1416 else 1287 else
1417 op->skill = NULL; 1288 op->skill = 0;
1418 1289
1419 change_skill (op, find_skill_by_name (op, op->skill), 1); 1290 op->change_skill (find_skill_by_name (op, op->skill));
1420 1291
1421 for (i = -range; i < range; i++) 1292 unordered_mapwalk (op, -range, -range, range, range)
1422 { 1293 {
1423 for (j = -range; j < range; j++) 1294 mapspace &ms = m->at (nx, ny);
1424 { 1295
1425 m = op->map;
1426 sx = op->x + i;
1427 sy = op->y + j;
1428 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
1429 if (mflags & P_OUT_OF_MAP)
1430 continue;
1431 if (mflags & P_IS_ALIVE) 1296 if (ms.flags () & P_IS_ALIVE)
1297 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1298 if (tmp->flag [FLAG_ALIVE] || tmp->is_player ())
1432 { 1299 {
1433 for (tmp = get_map_ob (m, sx, sy); tmp; tmp = tmp->above) 1300 tmp = tmp->head_ ();
1301
1302 if ((friendly && !tmp->flag [FLAG_FRIENDLY] && !tmp->is_player ())
1303 || (!friendly && (tmp->flag [FLAG_FRIENDLY] || tmp->is_player ())))
1434 { 1304 {
1435 if (QUERY_FLAG (tmp, FLAG_ALIVE) || tmp->type == PLAYER) 1305 if (spell_ob->subtype == SP_DESTRUCTION)
1436 break;
1437 }
1438 if (tmp)
1439 {
1440 if (tmp->head)
1441 tmp = tmp->head;
1442
1443 if ((friendly && !QUERY_FLAG (tmp, FLAG_FRIENDLY) && tmp->type != PLAYER) ||
1444 (!friendly && (QUERY_FLAG (tmp, FLAG_FRIENDLY) || tmp->type == PLAYER)))
1445 { 1306 {
1446 if (spell_ob->subtype == SP_DESTRUCTION)
1447 {
1448 hit_player (tmp, dam, op, spell_ob->attacktype, 0); 1307 hit_player (tmp, dam, op, spell_ob->attacktype, 0);
1308
1449 if (spell_ob->other_arch) 1309 if (spell_ob->other_arch)
1450 {
1451 tmp = arch_to_object (spell_ob->other_arch); 1310 m->insert (arch_to_object (spell_ob->other_arch), nx, ny, op);
1452 tmp->x = sx;
1453 tmp->y = sy;
1454 insert_ob_in_map (tmp, m, op, 0);
1455 }
1456 } 1311 }
1457 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist[ATNR_MAGIC] != 100) 1312 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist [ATNR_MAGIC] != 100)
1458 { 1313 {
1459 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch) 1314 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch)
1460 {
1461 object *effect = arch_to_object (spell_ob->other_arch); 1315 m->insert (arch_to_object (spell_ob->other_arch), nx, ny, op);
1462
1463 effect->x = sx;
1464 effect->y = sy;
1465 insert_ob_in_map (effect, m, op, 0);
1466 }
1467 }
1468 } 1316 }
1469 } 1317 }
1470 } 1318 }
1471 }
1472 } 1319 }
1320
1473 op->skill = skill; 1321 op->skill = skill;
1474 return 1; 1322 return 1;
1475} 1323}
1476 1324
1477/*************************************************************************** 1325/***************************************************************************
1491 { 1339 {
1492 new_draw_info (NDI_UNIQUE, 0, op, "There is no one in that direction to curse."); 1340 new_draw_info (NDI_UNIQUE, 0, op, "There is no one in that direction to curse.");
1493 return 0; 1341 return 0;
1494 } 1342 }
1495 1343
1344 tmp = tmp->head_ ();
1345
1496 /* If we've already got a force of this type, don't add a new one. */ 1346 /* If we've already got a force of this type, don't add a new one. */
1497 for (force = tmp->inv; force != NULL; force = force->below) 1347 for (force = tmp->inv; force; force = force->below)
1498 { 1348 {
1499 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY) 1349 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY)
1500 { 1350 {
1501 if (force->name == spell_ob->name) 1351 if (force->name == spell_ob->name)
1502 { 1352 {
1508 return 0; 1358 return 0;
1509 } 1359 }
1510 } 1360 }
1511 } 1361 }
1512 1362
1513 if (force == NULL) 1363 if (!force)
1514 { 1364 {
1515 force = get_archetype (FORCE_NAME); 1365 force = get_archetype (FORCE_NAME);
1516 force->subtype = FORCE_CHANGE_ABILITY; 1366 force->subtype = FORCE_CHANGE_ABILITY;
1367
1517 if (spell_ob->race) 1368 if (spell_ob->race)
1518 force->name = spell_ob->race; 1369 force->name = spell_ob->race;
1519 else 1370 else
1520 force->name = spell_ob->name; 1371 force->name = spell_ob->name;
1521 1372
1531 { 1382 {
1532 force->duration = duration; 1383 force->duration = duration;
1533 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 1384 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1534 } 1385 }
1535 else 1386 else
1536 {
1537 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1387 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1538 } 1388
1539 return 1; 1389 return 1;
1540 } 1390 }
1391
1541 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50; 1392 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1542 force->speed = 1.0; 1393 force->speed = 1.f;
1543 force->speed_left = -1.0; 1394 force->speed_left = -1.f;
1544 SET_FLAG (force, FLAG_APPLIED); 1395 SET_FLAG (force, FLAG_APPLIED);
1545 1396
1546 if (god) 1397 if (god)
1547 { 1398 {
1548 if (spell_ob->last_grace) 1399 if (spell_ob->last_grace)
1561 force->stats.ac = spell_ob->stats.ac; 1412 force->stats.ac = spell_ob->stats.ac;
1562 force->stats.wc = spell_ob->stats.wc; 1413 force->stats.wc = spell_ob->stats.wc;
1563 1414
1564 change_abil (tmp, force); /* Mostly to display any messages */ 1415 change_abil (tmp, force); /* Mostly to display any messages */
1565 insert_ob_in_ob (force, tmp); 1416 insert_ob_in_ob (force, tmp);
1566 fix_player (tmp); 1417 tmp->update_stats ();
1567 return 1; 1418 return 1;
1568 1419
1569} 1420}
1570
1571 1421
1572/********************************************************************** 1422/**********************************************************************
1573 * mood change 1423 * mood change
1574 * Arguably, this may or may not be an attack spell. But since it 1424 * Arguably, this may or may not be an attack spell. But since it
1575 * effects monsters, it seems best to put it into this file 1425 * effects monsters, it seems best to put it into this file
1580 */ 1430 */
1581int 1431int
1582mood_change (object *op, object *caster, object *spell) 1432mood_change (object *op, object *caster, object *spell)
1583{ 1433{
1584 object *tmp, *god, *head; 1434 object *tmp, *god, *head;
1585 int done_one, range, mflags, level, at, best_at; 1435 int done_one, range, level, at, best_at;
1586 sint16 x, y, nx, ny;
1587 mapstruct *m;
1588 const char *race; 1436 const char *race;
1589 1437
1590 /* We precompute some values here so that we don't have to keep 1438 /* We precompute some values here so that we don't have to keep
1591 * doing it over and over again. 1439 * doing it over and over again.
1592 */ 1440 */
1593 god = find_god (determine_god (op)); 1441 god = find_god (determine_god (op));
1594 level = caster_level (caster, spell); 1442 level = casting_level (caster, spell);
1595 range = spell->range + SP_level_range_adjust (caster, spell); 1443 range = spell->range + SP_level_range_adjust (caster, spell);
1596 1444
1597 /* On the bright side, no monster should ever have a race of GOD_... 1445 /* On the bright side, no monster should ever have a race of GOD_...
1598 * so even if the player doesn't worship a god, if race=GOD_.., it 1446 * so even if the player doesn't worship a god, if race=GOD_.., it
1599 * won't ever match anything. 1447 * won't ever match anything.
1600 */ 1448 */
1601 if (!spell->race) 1449 if (!spell->race)
1602 race = NULL; 1450 race = NULL;
1603 else if (god && !strcmp (spell->race, "GOD_SLAYING")) 1451 else if (god && spell->race == shstr_GOD_SLAYING)
1604 race = god->slaying; 1452 race = god->slaying;
1605 else if (god && !strcmp (spell->race, "GOD_FRIEND")) 1453 else if (god && spell->race == shstr_GOD_FRIEND)
1606 race = god->race; 1454 race = god->race;
1607 else 1455 else
1608 race = spell->race; 1456 race = spell->race;
1609 1457
1610 1458 unordered_mapwalk (op, -range, -range, range, range)
1611 for (x = op->x - range; x <= op->x + range; x++)
1612 for (y = op->y - range; y <= op->y + range; y++)
1613 { 1459 {
1460 mapspace &ms = m->at (nx, ny);
1614 1461
1615 done_one = 0;
1616 m = op->map;
1617 nx = x;
1618 ny = y;
1619 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1620 if (mflags & P_OUT_OF_MAP)
1621 continue;
1622
1623 /* If there is nothing living on this space, no need to go further */ 1462 /* If there is nothing living on this space, no need to go further */
1624 if (!(mflags & P_IS_ALIVE)) 1463 if (!ms.flags () & P_IS_ALIVE)
1625 continue; 1464 continue;
1626 1465
1627 for (tmp = get_map_ob (m, nx, ny); tmp; tmp = tmp->above) 1466 // players can only affect spaces that they can actually see
1628 if (QUERY_FLAG (tmp, FLAG_MONSTER)) 1467 if (caster
1468 && caster->contr
1469 && caster->contr->darkness_at (m, nx, ny) == LOS_BLOCKED)
1470 continue;
1471
1472 for (tmp = ms.top; tmp; tmp = tmp->below)
1473 if (tmp->flag [FLAG_MONSTER])
1629 break; 1474 break;
1630 1475
1631 /* There can be living objects that are not monsters */ 1476 /* There can be living objects that are not monsters */
1632 if (!tmp || tmp->type == PLAYER) 1477 if (!tmp)
1633 continue; 1478 continue;
1634 1479
1635 /* Only the head has meaningful data, so resolve to that */ 1480 /* Only the head has meaningful data, so resolve to that */
1636 if (tmp->head)
1637 head = tmp->head; 1481 head = tmp->head_ ();
1638 else
1639 head = tmp;
1640 1482
1641 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */ 1483 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */
1642 if (race && head->race && !strstr (race, head->race)) 1484 if (race && head->race && !strstr (race, head->race))
1643 continue; 1485 continue;
1486
1644 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD)) 1487 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD))
1645 continue; 1488 continue;
1646 1489
1647 /* Now do a bunch of stuff related to saving throws */ 1490 /* Now do a bunch of stuff related to saving throws */
1648 best_at = -1; 1491 best_at = -1;
1649 if (spell->attacktype) 1492 if (spell->attacktype)
1650 { 1493 {
1651 for (at = 0; at < NROFATTACKS; at++) 1494 for (at = 0; at < NROFATTACKS; at++)
1652 if (spell->attacktype & (1 << at)) 1495 if (spell->attacktype & (1 << at))
1653 if (best_at == -1 || head->resist[at] > head->resist[best_at]) 1496 if (best_at == -1 || head->resist[at] > head->resist[best_at])
1654 best_at = at; 1497 best_at = at;
1655 1498
1656 if (best_at == -1) 1499 if (best_at == -1)
1657 at = 0; 1500 at = 0;
1658 else 1501 else
1659 { 1502 {
1660 if (head->resist[best_at] == 100) 1503 if (head->resist[best_at] == 100)
1661 continue; 1504 continue;
1662 else 1505 else
1663 at = head->resist[best_at] / 5; 1506 at = head->resist[best_at] / 5;
1664 } 1507 }
1508
1665 at -= level / 5; 1509 at -= level / 5;
1666 if (did_make_save (head, head->level, at)) 1510 if (did_make_save (head, head->level, at))
1667 continue; 1511 continue;
1668 } 1512 }
1669 else /* spell->attacktype */ 1513 else /* spell->attacktype */
1514 {
1670 /* 1515 /*
1671 Spell has no attacktype (charm & such), so we'll have a specific saving: 1516 Spell has no attacktype (charm & such), so we'll have a specific saving:
1672 * if spell level < monster level, no go 1517 * if spell level < monster level, no go
1673 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) ) 1518 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) )
1674 1519
1676 1521
1677 This is required to fix the 'charm monster' abuse, where a player level 1 can 1522 This is required to fix the 'charm monster' abuse, where a player level 1 can
1678 charm a level 125 monster... 1523 charm a level 125 monster...
1679 1524
1680 Ryo, august 14th 1525 Ryo, august 14th
1681 */ 1526 */
1682 {
1683 if (head->level > level) 1527 if (head->level > level)
1684 continue; 1528 continue;
1529
1685 if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + MIN (50, 2 * (level - head->level)))) 1530 if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + MIN (50, 2 * (level - head->level))))
1686 /* Failed, no effect */ 1531 /* Failed, no effect */
1687 continue; 1532 continue;
1688 } 1533 }
1689 1534
1690 /* Done with saving throw. Now start effecting the monster */ 1535 /* Done with saving throw. Now start affecting the monster */
1536 done_one = 0;
1691 1537
1692 /* aggravation */ 1538 /* aggravation */
1693 if (QUERY_FLAG (spell, FLAG_MONSTER)) 1539 if (QUERY_FLAG (spell, FLAG_MONSTER))
1694 { 1540 {
1695 CLEAR_FLAG (head, FLAG_SLEEP); 1541 CLEAR_FLAG (head, FLAG_SLEEP);
1696 if (QUERY_FLAG (head, FLAG_FRIENDLY))
1697 remove_friendly_object (head); 1542 remove_friendly_object (head);
1698
1699 done_one = 1; 1543 done_one = 1;
1700 head->enemy = op; 1544 head->enemy = op;
1701 } 1545 }
1702 1546
1703 /* calm monsters */ 1547 /* calm monsters */
1704 if (QUERY_FLAG (spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (head, FLAG_UNAGGRESSIVE)) 1548 if (QUERY_FLAG (spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (head, FLAG_UNAGGRESSIVE))
1705 { 1549 {
1706 SET_FLAG (head, FLAG_UNAGGRESSIVE); 1550 SET_FLAG (head, FLAG_UNAGGRESSIVE);
1707 head->enemy = NULL; 1551 head->enemy = NULL;
1708 done_one = 1; 1552 done_one = 1;
1709 } 1553 }
1710 1554
1711 /* berserk monsters */ 1555 /* berserk monsters */
1712 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK)) 1556 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK))
1713 { 1557 {
1714 SET_FLAG (head, FLAG_BERSERK); 1558 SET_FLAG (head, FLAG_BERSERK);
1715 done_one = 1; 1559 done_one = 1;
1716 } 1560 }
1561
1717 /* charm */ 1562 /* charm */
1718 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY)) 1563 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY))
1719 { 1564 {
1720 SET_FLAG (head, FLAG_FRIENDLY); 1565 INVOKE_OBJECT (KILL, head, ARG_OBJECT (caster));
1566
1721 /* Prevent uncontolled outbreaks of self replicating monsters. 1567 /* Prevent uncontrolled outbreaks of self replicating monsters.
1722 Typical use case is charm, go somwhere, use aggravation to make hostile. 1568 Typical use case is charm, go somwhere, use aggravation to make hostile.
1723 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */ 1569 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */
1724 CLEAR_FLAG (head, FLAG_GENERATOR); 1570 CLEAR_FLAG (head, FLAG_GENERATOR);
1725 set_owner (head, op); 1571 head->set_owner (op);
1726 set_spell_skill (op, caster, spell, head); 1572 set_spell_skill (op, caster, spell, head);
1727 add_friendly_object (head); 1573 add_friendly_object (head);
1728 head->attack_movement = PETMOVE; 1574 head->attack_movement = PETMOVE;
1729 done_one = 1; 1575 done_one = 1;
1730 change_exp (op, head->stats.exp / 2, head->skill, SK_EXP_ADD_SKILL); 1576 change_exp (op, head->stats.exp / 2, head->skill, SK_EXP_ADD_SKILL);
1731 head->stats.exp = 0; 1577 head->stats.exp = 0;
1732 } 1578 }
1733 1579
1734 /* If a monster was effected, put an effect in */ 1580 /* If a monster was effected, put an effect in */
1735 if (done_one && spell->other_arch) 1581 if (done_one && spell->other_arch)
1736 { 1582 m->insert (arch_to_object (spell->other_arch), nx, ny, op);
1737 tmp = arch_to_object (spell->other_arch); 1583 }
1738 tmp->x = nx;
1739 tmp->y = ny;
1740 insert_ob_in_map (tmp, m, op, 0);
1741 }
1742 } /* for y */
1743 1584
1744 return 1; 1585 return 1;
1745} 1586}
1746
1747 1587
1748/* Move_ball_spell: This handles ball type spells that just sort of wander 1588/* Move_ball_spell: This handles ball type spells that just sort of wander
1749 * about. was called move_ball_lightning, but since more than the ball 1589 * about. was called move_ball_lightning, but since more than the ball
1750 * lightning spell used it, that seemed misnamed. 1590 * lightning spell used it, that seemed misnamed.
1751 * op is the spell effect. 1591 * op is the spell effect.
1752 * note that duration is handled by process_object() in time.c 1592 * note that duration is handled by process_object() in time.c
1753 */ 1593 */
1754
1755void 1594void
1756move_ball_spell (object *op) 1595move_ball_spell (object *op)
1757{ 1596{
1758 int i, j, dam_save, dir, mflags; 1597 int i, j, dam_save, dir, mflags;
1759 sint16 nx, ny, hx, hy; 1598 sint16 nx, ny, hx, hy;
1760 object *owner; 1599 object *owner;
1761 mapstruct *m; 1600 maptile *m;
1762 1601
1763 owner = get_owner (op); 1602 owner = op->owner;
1764 1603
1765 /* the following logic makes sure that the ball doesn't move into a wall, 1604 /* the following logic makes sure that the ball doesn't move into a wall,
1766 * and makes sure that it will move along a wall to try and get at it's 1605 * and makes sure that it will move along a wall to try and get at it's
1767 * victim. The block immediately below more or less chooses a random 1606 * victim. The block immediately below more or less chooses a random
1768 * offset to move the ball, eg, keep it mostly on course, with some 1607 * offset to move the ball, eg, keep it mostly on course, with some
1778 for (i = 1; i < 9; i++) 1617 for (i = 1; i < 9; i++)
1779 { 1618 {
1780 /* i bit 0: alters sign of offset 1619 /* i bit 0: alters sign of offset
1781 * other bits (i / 2): absolute value of offset 1620 * other bits (i / 2): absolute value of offset
1782 */ 1621 */
1783
1784 int offset = ((i ^ j) & 1) ? (i / 2) : -(i / 2); 1622 int offset = ((i ^ j) & 1) ? (i / 2) : -(i / 2);
1785 int tmpdir = absdir (op->direction + offset); 1623 int tmpdir = absdir (op->direction + offset);
1786 1624
1787 nx = op->x + freearr_x[tmpdir]; 1625 nx = op->x + freearr_x[tmpdir];
1788 ny = op->y + freearr_y[tmpdir]; 1626 ny = op->y + freearr_y[tmpdir];
1790 { 1628 {
1791 dir = tmpdir; 1629 dir = tmpdir;
1792 break; 1630 break;
1793 } 1631 }
1794 } 1632 }
1633
1795 if (dir == 0) 1634 if (dir == 0)
1796 { 1635 {
1797 nx = op->x; 1636 nx = op->x;
1798 ny = op->y; 1637 ny = op->y;
1799 m = op->map; 1638 m = op->map;
1800 } 1639 }
1801 1640
1802 remove_ob (op); 1641 m->insert (op, nx, ny, op);
1803 op->y = ny;
1804 op->x = nx;
1805 insert_ob_in_map (op, m, op, 0);
1806 1642
1807 dam_save = op->stats.dam; /* save the original dam: we do halfdam on 1643 dam_save = op->stats.dam; /* save the original dam: we do halfdam on
1808 surrounding squares */ 1644 surrounding squares */
1809 1645
1810 /* loop over current square and neighbors to hit. 1646 /* loop over current square and neighbors to hit.
1811 * if this has an other_arch field, we insert that in 1647 * if this has an other_arch field, we insert that in
1812 * the surround spaces. 1648 * the surround spaces.
1813 */ 1649 */
1814 for (j = 0; j < 9; j++) 1650 for (j = 0; j < 9; j++)
1815 { 1651 {
1816 object *new_ob;
1817
1818 hx = nx + freearr_x[j]; 1652 hx = nx + freearr_x[j];
1819 hy = ny + freearr_y[j]; 1653 hy = ny + freearr_y[j];
1820 1654
1821 m = op->map; 1655 m = op->map;
1822 mflags = get_map_flags (m, &m, hx, hy, &hx, &hy); 1656 mflags = get_map_flags (m, &m, hx, hy, &hx, &hy);
1830 1664
1831 if ((mflags & P_IS_ALIVE) && (!owner || owner->x != hx || owner->y != hy || !on_same_map (owner, op))) 1665 if ((mflags & P_IS_ALIVE) && (!owner || owner->x != hx || owner->y != hy || !on_same_map (owner, op)))
1832 { 1666 {
1833 if (j) 1667 if (j)
1834 op->stats.dam = dam_save / 2; 1668 op->stats.dam = dam_save / 2;
1669
1835 hit_map (op, j, op->attacktype, 1); 1670 hit_map (op, j, op->attacktype, 1);
1836
1837 } 1671 }
1838 1672
1839 /* insert the other arch */ 1673 /* insert the other arch */
1840 if (op->other_arch && !(OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy)))) 1674 if (op->other_arch && !(OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy))))
1841 { 1675 m->insert (arch_to_object (op->other_arch), hx, hy, op);
1842 new_ob = arch_to_object (op->other_arch);
1843 new_ob->x = hx;
1844 new_ob->y = hy;
1845 insert_ob_in_map (new_ob, m, op, 0);
1846 }
1847 } 1676 }
1848 1677
1849 /* restore to the center location and damage */ 1678 /* restore to the center location and damage */
1850 op->stats.dam = dam_save; 1679 op->stats.dam = dam_save;
1851 1680
1852 i = spell_find_dir (op->map, op->x, op->y, get_owner (op)); 1681 i = spell_find_dir (op->map, op->x, op->y, op->owner);
1853 1682
1854 if (i >= 0) 1683 if (i >= 0)
1855 { /* we have a preferred direction! */ 1684 { /* we have a preferred direction! */
1856 /* pick another direction if the preferred dir is blocked. */ 1685 /* pick another direction if the preferred dir is blocked. */
1857 if (get_map_flags (op->map, &m, nx + freearr_x[i], ny + freearr_y[i], &hx, &hy) & P_OUT_OF_MAP || 1686 if (get_map_flags (op->map, &m, nx + freearr_x[i], ny + freearr_y[i], &hx, &hy) & P_OUT_OF_MAP ||
1858 OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy))) 1687 OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy)))
1859 {
1860 i = absdir (i + rndm (0, 2) - 1); /* -1, 0, +1 */ 1688 i = absdir (i + rndm (0, 2) - 1); /* -1, 0, +1 */
1861 } 1689
1862 op->direction = i; 1690 op->direction = i;
1863 } 1691 }
1864} 1692}
1865 1693
1866
1867/* move_swarm_spell: peterm 1694/* move_swarm_spell: peterm
1868 * This is an implementation of the swarm spell. It was written for 1695 * This is an implementation of the swarm spell. It was written for
1869 * meteor swarm, but it could be used for any swarm. A swarm spell 1696 * meteor swarm, but it could be used for any swarm. A swarm spell
1870 * is a special type of object that casts swarms of other types 1697 * is a special type of object that casts swarms of other types
1871 * of spells. Which spell it casts is flexible. It fires the spells 1698 * of spells. Which spell it casts is flexible. It fires the spells
1872 * from a set of squares surrounding the caster, in a given direction. 1699 * from a set of squares surrounding the caster, in a given direction.
1873 */ 1700 */
1874
1875void 1701void
1876move_swarm_spell (object *op) 1702move_swarm_spell (object *op)
1877{ 1703{
1878#if 0 1704#if 0
1879 static int cardinal_adjust[9] = { -3, -2, -1, 0, 0, 0, 1, 2, 3 }; 1705 static int cardinal_adjust[9] = { -3, -2, -1, 0, 0, 0, 1, 2, 3 };
1880 static int diagonal_adjust[10] = { -3, -2, -2, -1, 0, 0, 1, 2, 2, 3 }; 1706 static int diagonal_adjust[10] = { -3, -2, -2, -1, 0, 0, 1, 2, 2, 3 };
1881 sint16 target_x, target_y, origin_x, origin_y; 1707 sint16 target_x, target_y, origin_x, origin_y;
1882 int adjustdir; 1708 int adjustdir;
1883 mapstruct *m; 1709 maptile *m;
1884#endif 1710#endif
1885 int basedir;
1886 object *owner; 1711 object *owner = op->env;
1887 1712
1888 owner = get_owner (op); 1713 if (!owner) // MUST not happen, remove when true TODO
1889 if (op->duration == 0 || owner == NULL)
1890 {
1891 remove_ob (op);
1892 free_object (op);
1893 return;
1894 } 1714 {
1715 LOG (llevError, "swarm spell found outside inventory: %s\n", op->debug_desc ());
1716 op->destroy ();
1717 return;
1718 }
1719
1720 if (!op->duration || !owner->is_on_map ())
1721 {
1722 op->drop_and_destroy ();
1723 return;
1724 }
1725
1895 op->duration--; 1726 op->duration--;
1896 1727
1897 basedir = op->direction; 1728 int basedir = op->direction;
1898 if (basedir == 0) 1729 if (!basedir)
1899 { 1730 {
1900 /* spray in all directions! 8) */ 1731 /* spray in all directions! 8) */
1901 basedir = rndm (1, 8); 1732 op->facing = (op->facing + op->state) & 7;
1733 basedir = op->facing + 1;
1902 } 1734 }
1903 1735
1904#if 0 1736#if 0
1905 // this is bogus: it causes wrong places to be checked below 1737 // this is bogus: it causes wrong places to be checked below
1906 // (a wall 2 cells away will block the effect...) and 1738 // (a wall 2 cells away will block the effect...) and
1907 // doesn't work for SP_BULLET anyhow, so again tests the wrong 1739 // doesn't work for SP_BULLET anyhow, so again tests the wrong
1908 // space. 1740 // space.
1909 // should be fixed later, but correctness before featurs... 1741 // should be fixed later, but correctness before features...
1910 // (schmorp) 1742 // (schmorp)
1911 1743
1912 /* new offset calculation to make swarm element distribution 1744 /* new offset calculation to make swarm element distribution
1913 * more uniform 1745 * more uniform
1914 */ 1746 */
1967 { 1799 {
1968 /* Bullet spells have a bunch more customization that needs to be done */ 1800 /* Bullet spells have a bunch more customization that needs to be done */
1969 if (op->spell->subtype == SP_BULLET) 1801 if (op->spell->subtype == SP_BULLET)
1970 fire_bullet (owner, op, basedir, op->spell); 1802 fire_bullet (owner, op, basedir, op->spell);
1971 else if (op->spell->subtype == SP_MAGIC_MISSILE) 1803 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1972 fire_arch_from_position (owner, op, op->x, op->y, basedir, op->spell); 1804 fire_arch_from_position (owner, op, owner->x, owner->y, basedir, op->spell);
1973 } 1805 }
1974} 1806}
1975
1976
1977
1978 1807
1979/* fire_swarm: 1808/* fire_swarm:
1980 * The following routine creates a swarm of objects. It actually 1809 * The following routine creates a swarm of objects. It actually
1981 * sets up a specific swarm object, which then fires off all 1810 * sets up a specific swarm object, which then fires off all
1982 * the parts of the swarm. 1811 * the parts of the swarm.
1985 * caster: the caster (owner, wand, rod, scroll) 1814 * caster: the caster (owner, wand, rod, scroll)
1986 * dir: the direction everything will be fired in 1815 * dir: the direction everything will be fired in
1987 * spell - the spell that is this spell. 1816 * spell - the spell that is this spell.
1988 * n: the number to be fired. 1817 * n: the number to be fired.
1989 */ 1818 */
1990
1991int 1819int
1992fire_swarm (object *op, object *caster, object *spell, int dir) 1820fire_swarm (object *op, object *caster, object *spell, int dir)
1993{ 1821{
1994 object *tmp;
1995 int i;
1996
1997 if (!spell->other_arch) 1822 if (!spell->other_arch)
1998 return 0; 1823 return 0;
1999 1824
2000 tmp = get_archetype (SWARM_SPELL); 1825 object *tmp = archetype::get (SWARM_SPELL);
2001 tmp->x = op->x; 1826
2002 tmp->y = op->y;
2003 set_owner (tmp, op); /* needed so that if swarm elements kill, caster gets xp. */
2004 set_spell_skill (op, caster, spell, tmp); 1827 set_spell_skill (op, caster, spell, tmp);
2005
2006 tmp->level = caster_level (caster, spell); /*needed later, to get level dep. right. */ 1828 tmp->level = casting_level (caster, spell); /* needed later, to get level dep. right. */
2007 tmp->spell = arch_to_object (spell->other_arch); 1829 tmp->spell = spell->other_arch->instance ();
2008
2009 tmp->attacktype = tmp->spell->attacktype; 1830 tmp->attacktype = tmp->spell->attacktype;
2010 1831
2011 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) 1832 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
2012 {
2013 if (!tailor_god_spell (tmp, op)) 1833 if (!tailor_god_spell (tmp, op))
2014 return 1; 1834 return 1;
2015 } 1835
2016 tmp->duration = SP_level_duration_adjust (caster, spell); 1836 tmp->duration = SP_level_duration_adjust (caster, spell);
2017 for (i = 0; i < spell->duration; i++) 1837 for (int i = 0; i < spell->duration; i++)
2018 tmp->duration += die_roll (1, 3, op, PREFER_HIGH); 1838 tmp->duration += die_roll (1, 3, op, PREFER_HIGH);
2019 1839
1840 tmp->invisible = 1;
1841 tmp->flag [FLAG_NO_DROP] = 1; // make sure it stays in inv, or else
2020 tmp->direction = dir; 1842 tmp->direction = dir;
2021 tmp->invisible = 1; 1843 tmp->facing = rndm (1, 8); // initial firing direction
2022 insert_ob_in_map (tmp, op->map, op, 0); 1844 tmp->state = rndm (4) * 2 + 1; // direction increment
1845
1846 op->insert (tmp);
1847
2023 return 1; 1848 return 1;
2024} 1849}
2025
2026 1850
2027/* See the spells documentation file for why this is its own 1851/* See the spells documentation file for why this is its own
2028 * function. 1852 * function.
2029 */ 1853 */
2030int 1854int
2031cast_light (object *op, object *caster, object *spell, int dir) 1855cast_light (object *op, object *caster, object *spell, int dir)
2032{ 1856{
2033 object *target = NULL, *tmp = NULL; 1857 object *target = NULL, *tmp = NULL;
2034 sint16 x, y; 1858 sint16 x, y;
2035 int dam, mflags; 1859 int dam, mflags;
2036 mapstruct *m; 1860 maptile *m;
2037 1861
2038 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1862 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
2039 1863
2040 if (!dir) 1864 if (dir)
2041 {
2042 new_draw_info (NDI_UNIQUE, 0, op, "In what direction?");
2043 return 0;
2044 } 1865 {
2045
2046 x = op->x + freearr_x[dir]; 1866 x = op->x + freearr_x[dir];
2047 y = op->y + freearr_y[dir]; 1867 y = op->y + freearr_y[dir];
2048 m = op->map; 1868 m = op->map;
2049 1869
2050 mflags = get_map_flags (m, &m, x, y, &x, &y); 1870 mflags = get_map_flags (m, &m, x, y, &x, &y);
2051 1871
2052 if (mflags & P_OUT_OF_MAP) 1872 if (mflags & P_OUT_OF_MAP)
2053 { 1873 {
2054 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is there."); 1874 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is there.");
2055 return 0; 1875 return 0;
2056 } 1876 }
2057 1877
2058 if (mflags & P_IS_ALIVE && spell->attacktype) 1878 if (mflags & P_IS_ALIVE && spell->attacktype)
2059 { 1879 {
2060 for (target = get_map_ob (m, x, y); target; target = target->above) 1880 for (target = GET_MAP_OB (m, x, y); target; target = target->above)
2061 if (QUERY_FLAG (target, FLAG_MONSTER)) 1881 if (QUERY_FLAG (target, FLAG_MONSTER))
2062 { 1882 {
2063 /* oky doky. got a target monster. Lets make a blinding attack */ 1883 /* oky doky. got a target monster. Lets make a blinding attack */
2064 if (target->head) 1884 if (target->head)
2065 target = target->head; 1885 target = target->head;
1886
2066 (void) hit_player (target, dam, op, spell->attacktype, 1); 1887 hit_player (target, dam, op, spell->attacktype, 1);
2067 return 1; /* one success only! */ 1888 return 1; /* one success only! */
1889 }
2068 } 1890 }
2069 }
2070 1891
2071 /* no live target, perhaps a wall is in the way? */ 1892 /* no live target, perhaps a wall is in the way? */
2072 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y))) 1893 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)))
2073 { 1894 {
2074 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 1895 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
2075 return 0; 1896 return 0;
1897 }
2076 } 1898 }
2077 1899
2078 /* ok, looks groovy to just insert a new light on the map */ 1900 /* ok, looks groovy to just insert a new light on the map */
2079 tmp = arch_to_object (spell->other_arch); 1901 tmp = arch_to_object (spell->other_arch);
2080 if (!tmp) 1902 if (!tmp)
2081 { 1903 {
2082 LOG (llevError, "Error: spell arch for cast_light() missing.\n"); 1904 LOG (llevError, "Error: spell arch for cast_light() missing.\n");
2083 return 0; 1905 return 0;
2084 } 1906 }
1907
2085 tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell); 1908 tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell);
1909
2086 if (tmp->glow_radius) 1910 if (tmp->glow_radius)
2087 { 1911 tmp->set_glow_radius (
2088 tmp->glow_radius = spell->range + SP_level_range_adjust (caster, spell); 1912 clamp (spell->range + SP_level_range_adjust (caster, spell), 1, MAX_LIGHT_RADIUS)
2089 if (tmp->glow_radius > MAX_LIGHT_RADII) 1913 );
2090 tmp->glow_radius = MAX_LIGHT_RADII; 1914
2091 } 1915 if (dir)
2092 tmp->x = x; 1916 m->insert (tmp, x, y, op);
2093 tmp->y = y; 1917 else
2094 insert_ob_in_map (tmp, m, op, 0); 1918 caster->outer_env_or_self ()->insert (tmp);
1919
2095 return 1; 1920 return 1;
2096} 1921}
2097
2098
2099
2100 1922
2101/* cast_cause_disease: this spell looks along <dir> from the 1923/* cast_cause_disease: this spell looks along <dir> from the
2102 * player and infects someone. 1924 * player and infects someone.
2103 * 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
2104 * 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
2105 * perhaps this should actually be in disease.c? 1927 * perhaps this should actually be in disease.c?
2106 */ 1928 */
2107
2108int 1929int
2109cast_cause_disease (object *op, object *caster, object *spell, int dir) 1930cast_cause_disease (object *op, object *caster, object *spell, int dir)
2110{ 1931{
2111 sint16 x, y; 1932 sint16 x, y;
2112 int i, mflags, range, dam_mod, dur_mod; 1933 int i, mflags, range, dam_mod, dur_mod;
2113 object *walk; 1934 object *walk;
2114 mapstruct *m; 1935 maptile *m;
2115 1936
2116 x = op->x; 1937 x = op->x;
2117 y = op->y; 1938 y = op->y;
2118 1939
2119 /* 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
2120 * direction the player is pointing. 1941 * direction the player is pointing.
2121 */ 1942 */
2122 if (!dir) 1943 if (!dir)
2123 dir = op->facing; 1944 dir = op->facing;
1945
2124 if (!dir) 1946 if (!dir)
2125 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 */
2126 1948
2127 /* Calculate these once here */ 1949 /* Calculate these once here */
2128 range = spell->range + SP_level_range_adjust (caster, spell); 1950 range = spell->range + SP_level_range_adjust (caster, spell);
2147 1969
2148 /* 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 */
2149 if (mflags & P_IS_ALIVE) 1971 if (mflags & P_IS_ALIVE)
2150 { 1972 {
2151 /* search this square for a victim */ 1973 /* search this square for a victim */
2152 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)
2153 if (QUERY_FLAG (walk, FLAG_MONSTER) || (walk->type == PLAYER)) 1975 if (QUERY_FLAG (walk, FLAG_MONSTER) || (walk->type == PLAYER))
2154 { /* found a victim */ 1976 { /* found a victim */
2155 object *disease = arch_to_object (spell->other_arch); 1977 object *disease = arch_to_object (spell->other_arch);
2156 1978
2157 set_owner (disease, op); 1979 disease->set_owner (op);
2158 set_spell_skill (op, caster, spell, disease); 1980 set_spell_skill (op, caster, spell, disease);
2159 disease->stats.exp = 0; 1981 disease->stats.exp = 0;
2160 disease->level = caster_level (caster, spell); 1982 disease->level = casting_level (caster, spell);
2161 1983
2162 /* do level adjustments */ 1984 /* do level adjustments */
2163 if (disease->stats.wc) 1985 if (disease->stats.wc)
2164 disease->stats.wc += dur_mod / 2; 1986 disease->stats.wc += dur_mod / 2;
2165 1987
2166 if (disease->magic > 0) 1988 if (disease->magic > 0)
2167 disease->magic += dur_mod / 4; 1989 disease->magic += dur_mod / 8;
2168 1990
2169 if (disease->stats.maxhp > 0) 1991 if (disease->stats.maxhp > 0)
2170 disease->stats.maxhp += dur_mod; 1992 disease->stats.maxhp += dur_mod;
2171 1993
2172 if (disease->stats.maxgrace > 0) 1994 if (disease->stats.maxgrace > 0)
2207 if (disease->stats.sp) 2029 if (disease->stats.sp)
2208 disease->stats.sp -= dam_mod; 2030 disease->stats.sp -= dam_mod;
2209 2031
2210 if (infect_object (walk, disease, 1)) 2032 if (infect_object (walk, disease, 1))
2211 { 2033 {
2212 object *flash; /* visual effect for inflicting disease */
2213
2214 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);
2215 2035
2216 free_object (disease); /* don't need this one anymore */ 2036 disease->destroy (); /* don't need this one anymore */
2217 flash = get_archetype (ARCH_DETECT_MAGIC); 2037 walk->map->insert (get_archetype ("detect_magic"), x, y, op);
2218 flash->x = x;
2219 flash->y = y;
2220 flash->map = walk->map;
2221 insert_ob_in_map (flash, walk->map, op, 0);
2222 return 1; 2038 return 1;
2223 } 2039 }
2224 free_object (disease); 2040
2041 disease->destroy ();
2225 } 2042 }
2226 } /* if living creature */ 2043 } /* if living creature */
2227 } /* for range of spaces */ 2044 } /* for range of spaces */
2045
2228 new_draw_info (NDI_UNIQUE, 0, op, "No one caught anything!"); 2046 new_draw_info (NDI_UNIQUE, 0, op, "No one caught anything!");
2229 return 1; 2047 return 1;
2230} 2048}

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