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Comparing deliantra/server/server/spell_attack.C (file contents):
Revision 1.11 by root, Mon Sep 11 20:26:41 2006 UTC vs.
Revision 1.89 by root, Fri Nov 6 12:49:19 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 1.11 2006/09/11 20:26:41 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 42static void
51void
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 { 170 {
186 remove_ob (op); 171 op->drop_and_destroy ();
187 free_object (op);
188 return; 172 return;
189 } 173 }
190 174
191 hit_map (op, 0, op->attacktype, 1); 175 hit_map (op, 0, op->attacktype, 1);
192 176
193 if (!op->direction) 177 if (!op->direction)
194 return; 178 return;
195 179
196 if (--op->range < 0) 180 if (--op->range < 0)
197 {
198 op->range = 0; 181 op->range = 0;
199 }
200 else 182 else
201 { 183 {
202 x = op->x + DIRX (op); 184 x = op->x + DIRX (op);
203 y = op->y + DIRY (op); 185 y = op->y + DIRY (op);
204 m = op->map; 186 m = op->map;
212 * 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
213 * will be useful. 195 * will be useful.
214 */ 196 */
215 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)))
216 { 198 {
217
218 if (!QUERY_FLAG (op, FLAG_REFLECTING)) 199 if (!QUERY_FLAG (op, FLAG_REFLECTING))
219 return; 200 return;
220 201
221 /* Since walls don't run diagonal, if the bolt is in 202 /* Since walls don't run diagonal, if the bolt is in
222 * one of 4 main directions, it just reflects back in the 203 * one of 4 main directions, it just reflects back in the
252 else if (left) 233 else if (left)
253 op->direction = absdir (op->direction + 2); 234 op->direction = absdir (op->direction + 2);
254 else if (right) 235 else if (right)
255 op->direction = absdir (op->direction - 2); 236 op->direction = absdir (op->direction - 2);
256 } 237 }
238
257 update_turn_face (op); /* A bolt *must* be IS_TURNABLE */ 239 update_turn_face (op); /* A bolt *must* be IS_TURNABLE */
258 return; 240 return;
259 } 241 }
260 else 242 else
261 { /* Create a copy of this object and put it ahead */ 243 { /* Create a copy of this object and put it ahead */
262 tmp = get_object (); 244 object *tmp = op->clone ();
263 copy_object (op, tmp); 245
246 m->insert (tmp, x, y, op);
264 tmp->speed_left = -0.1; 247 tmp->speed_left = -0.1f;
265 tmp->x += DIRX (tmp), tmp->y += DIRY (tmp);
266 tmp = insert_ob_in_map (tmp, op->map, op, 0);
267 /* 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 */
268 tmp->duration++; 249 tmp->duration++;
269 250
270 /* New forking code. Possibly create forks of this object 251 /* New forking code. Possibly create forks of this object
271 * going off in other directions. 252 * going off in other directions.
272 */ 253 */
273
274 if (rndm (0, 99) < tmp->stats.Dex) 254 if (tmp->stats.Dex && rndm (0, 99) < tmp->stats.Dex)
275 { /* stats.Dex % of forking */ 255 forklightning (op, tmp); /* stats.Dex % of forking */
276 forklightning (op, tmp); 256
277 }
278 /* 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
279 * doesn't create any bolts that continue to move onward. 258 * doesn't create any bolts that continue to move onward.
280 */ 259 */
281 op->range = 0; 260 op->range = 0;
282 } /* copy object and move it along */ 261 } /* copy object and move it along */
289 * we remove the magic flag - that can be derived from 268 * we remove the magic flag - that can be derived from
290 * spob->attacktype. 269 * spob->attacktype.
291 * This function sets up the appropriate owner and skill 270 * This function sets up the appropriate owner and skill
292 * pointers. 271 * pointers.
293 */ 272 */
294
295int 273int
296fire_bolt (object *op, object *caster, int dir, object *spob, object *skill) 274fire_bolt (object *op, object *caster, int dir, object *spob, object *skill)
297{ 275{
298 object *tmp = NULL; 276 object *tmp = NULL;
299 int mflags; 277 int mflags;
306 return 0; 284 return 0;
307 285
308 /* peterm: level dependency for bolts */ 286 /* peterm: level dependency for bolts */
309 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);
310 tmp->attacktype = spob->attacktype; 288 tmp->attacktype = spob->attacktype;
289
311 if (spob->slaying) 290 if (spob->slaying)
312 tmp->slaying = spob->slaying; 291 tmp->slaying = spob->slaying;
292
313 tmp->range = spob->range + SP_level_range_adjust (caster, spob); 293 tmp->range = spob->range + SP_level_range_adjust (caster, spob);
314 tmp->duration = spob->duration + SP_level_duration_adjust (caster, spob); 294 tmp->duration = spob->duration + SP_level_duration_adjust (caster, spob);
315 tmp->stats.Dex = spob->stats.Dex; 295 tmp->stats.Dex = spob->stats.Dex;
316 tmp->stats.Con = spob->stats.Con; 296 tmp->stats.Con = spob->stats.Con;
317 297
318 tmp->direction = dir; 298 tmp->direction = dir;
319 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) 299 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
320 SET_ANIMATION (tmp, dir); 300 SET_ANIMATION (tmp, dir);
321 301
322 set_owner (tmp, op); 302 tmp->set_owner (op);
323 set_spell_skill (op, caster, spob, tmp); 303 set_spell_skill (op, caster, spob, tmp);
324 304
325 tmp->x = op->x + DIRX (tmp); 305 tmp->x = op->x + DIRX (tmp);
326 tmp->y = op->y + DIRY (tmp); 306 tmp->y = op->y + DIRY (tmp);
327 tmp->map = op->map; 307 tmp->map = op->map;
328 308
309 maptile *newmap;
329 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);
330 if (mflags & P_OUT_OF_MAP) 311 if (mflags & P_OUT_OF_MAP)
331 { 312 {
332 free_object (tmp); 313 tmp->drop_and_destroy ();
333 return 0; 314 return 0;
334 } 315 }
316
317 tmp->map = newmap;
318
335 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)))
336 { 320 {
337 if (!QUERY_FLAG (tmp, FLAG_REFLECTING)) 321 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
338 { 322 {
339 free_object (tmp); 323 tmp->drop_and_destroy ();
340 return 0; 324 return 0;
341 } 325 }
326
342 tmp->x = op->x; 327 tmp->x = op->x;
343 tmp->y = op->y; 328 tmp->y = op->y;
344 tmp->direction = absdir (tmp->direction + 4); 329 tmp->direction = absdir (tmp->direction + 4);
345 tmp->map = op->map; 330 tmp->map = op->map;
346 } 331 }
347 if ((tmp = insert_ob_in_map (tmp, tmp->map, op, 0)) != NULL) 332
333 if ((tmp = tmp->insert_at (tmp, op)))
348 move_bolt (tmp); 334 move_bolt (tmp);
335
349 return 1; 336 return 1;
350} 337}
351
352
353 338
354/*************************************************************************** 339/***************************************************************************
355 * 340 *
356 * BULLET/BALL CODE 341 * BULLET/BALL CODE
357 * 342 *
358 ***************************************************************************/ 343 ***************************************************************************/
359 344
360/* expands an explosion. op is a piece of the 345/* expands an explosion. op is a piece of the
361 * explosion - this expans it in the different directions. 346 * explosion - this expands it in the different directions.
362 * At least that is what I think this does. 347 * At least that is what I think this does.
363 */ 348 */
364void 349void
365explosion (object *op) 350explosion (object *op)
366{ 351{
367 object *tmp;
368 mapstruct *m = op->map; 352 maptile *m = op->map;
369 int i; 353 int i;
370 354
371 if (--(op->duration) < 0) 355 if (--op->duration < 0)
372 {
373 remove_ob (op);
374 free_object (op);
375 return;
376 } 356 {
357 op->destroy ();
358 return;
359 }
360
377 hit_map (op, 0, op->attacktype, 0); 361 hit_map (op, 0, op->attacktype, 0);
378 362
379 if (op->range > 0) 363 if (op->range > 0)
380 { 364 {
381 for (i = 1; i < 9; i++) 365 for (i = 1; i < 9; i++)
382 { 366 {
383 sint16 dx, dy; 367 sint16 dx, dy;
384 368
385 dx = op->x + freearr_x[i]; 369 dx = op->x + freearr_x[i];
386 dy = op->y + freearr_y[i]; 370 dy = op->y + freearr_y[i];
371
387 /* ok_to_put_more already does things like checks for walls, 372 /* ok_to_put_more already does things like checks for walls,
388 * out of map, etc. 373 * out of map, etc.
389 */ 374 */
390 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))
391 { 376 {
392 tmp = get_object (); 377 object *tmp = op->clone ();
393 copy_object (op, tmp); 378
394 tmp->state = 0; 379 tmp->state = 0;
395 tmp->speed_left = -0.21; 380 tmp->speed_left = -0.21f;
396 tmp->range--; 381 tmp->range--;
397 tmp->value = 0; 382 tmp->value = 0;
398 tmp->x = dx; 383
399 tmp->y = dy; 384 m->insert (tmp, dx, dy, op);
400 insert_ob_in_map (tmp, m, op, 0);
401 } 385 }
402 } 386 }
403 } 387 }
404} 388}
405
406 389
407/* Causes an object to explode, eg, a firebullet, 390/* Causes an object to explode, eg, a firebullet,
408 * poison cloud ball, etc. op is the object to 391 * poison cloud ball, etc. op is the object to
409 * explode. 392 * explode.
410 */ 393 */
411void 394static void
412explode_bullet (object *op) 395explode_bullet (object *op)
413{ 396{
414 tag_t op_tag = op->count;
415 object *tmp, *owner; 397 object *tmp, *owner;
416 398
417 if (op->other_arch == NULL) 399 if (!op->other_arch)
418 { 400 {
419 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n"); 401 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n");
420 remove_ob (op); 402 op->destroy ();
421 free_object (op);
422 return; 403 return;
423 } 404 }
424 405
425 if (op->env) 406 if (op->env)
426 { 407 {
427 object *env; 408 object *env = op->outer_env ();
428 409
429 env = object_get_env_recursive (op);
430 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))
431 { 411 {
432 LOG (llevError, "BUG: explode_bullet(): env out of map\n"); 412 LOG (llevError, "BUG: explode_bullet(): env out of map\n");
433 remove_ob (op); 413 op->destroy ();
434 free_object (op);
435 return; 414 return;
436 } 415 }
437 remove_ob (op); 416
438 op->x = env->x; 417 op->insert_at (env, op, INS_NO_MERGE | INS_NO_WALK_ON);
439 op->y = env->y;
440 insert_ob_in_map (op, env->map, op, INS_NO_MERGE | INS_NO_WALK_ON);
441 } 418 }
442 else if (out_of_map (op->map, op->x, op->y)) 419 else if (out_of_map (op->map, op->x, op->y))
443 { 420 {
444 LOG (llevError, "BUG: explode_bullet(): op out of map\n"); 421 LOG (llevError, "BUG: explode_bullet(): op out of map\n");
445 remove_ob (op); 422 op->destroy ();
446 free_object (op);
447 return; 423 return;
448 } 424 }
449 425
450 // 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
451 // 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
452 // bad at the moment that might happen from this. 428 // bad at the moment that might happen from this.
453 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)
454 { 430 {
455 remove_ob (op); 431 op->destroy ();
456 free_object (op);
457 return; 432 return;
458 } 433 }
459 434
460 if (op->attacktype) 435 if (op->attacktype)
461 { 436 {
462 hit_map (op, 0, op->attacktype, 1); 437 hit_map (op, 0, op->attacktype, 1);
463 if (was_destroyed (op, op_tag)) 438
439 if (op->destroyed ())
464 return; 440 return;
465 } 441 }
466 442
467 /* other_arch contains what this explodes into */ 443 /* other_arch contains what this explodes into */
468 tmp = arch_to_object (op->other_arch); 444 tmp = arch_to_object (op->other_arch);
469 445
470 copy_owner (tmp, op); 446 tmp->set_owner (op);
471 tmp->skill = op->skill; 447 tmp->skill = op->skill;
472 448
473 owner = get_owner (op); 449 owner = op->owner;
474 450
475 if ((tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) && owner && !tailor_god_spell (tmp, owner)) 451 if ((tmp->attacktype & AT_HOLYWORD
476 { 452 || tmp->attacktype & AT_GODPOWER)
477 remove_ob (op); 453 && owner
478 free_object (op); 454 && !tailor_god_spell (tmp, owner))
479 return;
480 } 455 {
481 456 op->destroy ();
482 tmp->x = op->x; 457 return;
483 tmp->y = op->y; 458 }
484 459
485 /* special for bombs - it actually has sane values for these */ 460 /* special for bombs - it actually has sane values for these */
486 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB) 461 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB)
487 { 462 {
488 tmp->attacktype = op->attacktype; 463 tmp->attacktype = op->attacktype;
492 } 467 }
493 else 468 else
494 { 469 {
495 if (op->attacktype & AT_MAGIC) 470 if (op->attacktype & AT_MAGIC)
496 tmp->attacktype |= AT_MAGIC; 471 tmp->attacktype |= AT_MAGIC;
472
497 /* Spell doc describes what is going on here */ 473 /* Spell doc describes what is going on here */
498 tmp->stats.dam = op->dam_modifier; 474 tmp->stats.dam = op->dam_modifier;
499 tmp->range = op->stats.maxhp; 475 tmp->range = op->stats.maxhp;
500 tmp->duration = op->stats.hp; 476 tmp->duration = op->stats.hp;
501 /* 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 -
509 tmp->stats.sp = op->direction; 485 tmp->stats.sp = op->direction;
510 486
511 /* Prevent recursion */ 487 /* Prevent recursion */
512 op->move_on = 0; 488 op->move_on = 0;
513 489
514 insert_ob_in_map (tmp, op->map, op, 0); 490 tmp->insert_at (op, op);
491 tmp->play_sound (tmp->sound);
492
515 /* remove the firebullet */ 493 /* remove the firebullet */
516 if (!was_destroyed (op, op_tag)) 494 op->destroy ();
517 {
518 remove_ob (op);
519 free_object (op);
520 }
521} 495}
522
523
524 496
525/* 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
526 * (eg, explode, damage player, etc) 498 * (eg, explode, damage player, etc)
527 */ 499 */
528
529void 500void
530check_bullet (object *op) 501check_bullet (object *op)
531{ 502{
532 tag_t op_tag = op->count, tmp_tag;
533 object *tmp; 503 object *tmp;
534 int dam, mflags; 504 int dam, mflags;
535 mapstruct *m; 505 maptile *m;
536 sint16 sx, sy; 506 sint16 sx, sy;
537 507
538 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);
539 509
540 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)))
549 519
550 /* 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 */
551 if (!(mflags & P_IS_ALIVE)) 521 if (!(mflags & P_IS_ALIVE))
552 return; 522 return;
553 523
554 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)
555 { 525 {
556 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 526 if (QUERY_FLAG (tmp, FLAG_ALIVE))
557 { 527 {
558 tmp_tag = tmp->count;
559 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
560 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)
561 { 532 {
562 if (!QUERY_FLAG (op, FLAG_REMOVED)) 533 if (!QUERY_FLAG (op, FLAG_REMOVED))
563 { 534 {
564 remove_ob (op); 535 op->destroy ();
565 free_object (op);
566 return; 536 return;
567 } 537 }
568 } 538 }
569 } 539 }
570 } 540 }
571} 541}
572
573 542
574/* Basically, we move 'op' one square, and if it hits something, 543/* Basically, we move 'op' one square, and if it hits something,
575 * call check_bullet. 544 * call check_bullet.
576 * This function is only applicable to bullets, but not to all 545 * This function is only applicable to bullets, but not to all
577 * fired arches (eg, bolts). 546 * fired arches (eg, bolts).
578 */ 547 */
579
580void 548void
581move_bullet (object *op) 549move_bullet (object *op)
582{ 550{
583 sint16 new_x, new_y;
584 int mflags;
585 mapstruct *m;
586
587#if 0 551#if 0
588 /* We need a better general purpose way to do this */ 552 /* We need a better general purpose way to do this */
589 553
590 /* peterm: added to make comet leave a trail of burnouts 554 /* peterm: added to make comet leave a trail of burnouts
591 it's an unadulterated hack, but the effect is cool. */ 555 it's an unadulterated hack, but the effect is cool. */
592 if (op->stats.sp == SP_METEOR) 556 if (op->stats.sp == SP_METEOR)
593 { 557 {
594 replace_insert_ob_in_map ("fire_trail", op); 558 replace_insert_ob_in_map ("fire_trail", op);
595 if (was_destroyed (op, op_tag)) 559 if (op->destroyed ())
596 return; 560 return;
597 } /* end addition. */ 561 } /* end addition. */
598#endif 562#endif
599 563
600 /* Reached the end of its life - remove it */ 564 /* Reached the end of its life - remove it */
601 if (--op->range <= 0) 565 if (--op->range <= 0)
602 { 566 {
603 if (op->other_arch) 567 if (op->other_arch)
604 {
605 explode_bullet (op); 568 explode_bullet (op);
606 }
607 else 569 else
608 { 570 op->destroy ();
609 remove_ob (op);
610 free_object (op);
611 }
612 return;
613 }
614 571
615 new_x = op->x + DIRX (op); 572 return;
616 new_y = op->y + DIRY (op);
617 m = op->map;
618 mflags = get_map_flags (m, &m, new_x, new_y, &new_x, &new_y);
619
620 if (mflags & P_OUT_OF_MAP)
621 { 573 }
622 remove_ob (op); 574
623 free_object (op); 575 mapxy pos (op);
624 return; 576 pos.move (op->direction);
577
578 if (!pos.normalise ())
625 } 579 {
580 op->destroy ();
581 return;
582 }
626 583
627 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))
628 { 589 {
629 if (op->other_arch) 590 if (op->other_arch)
630 {
631 explode_bullet (op); 591 explode_bullet (op);
632 }
633 else 592 else
634 { 593 op->destroy ();
635 remove_ob (op);
636 free_object (op);
637 }
638 return;
639 }
640 594
641 remove_ob (op); 595 return;
642 op->x = new_x; 596 }
643 op->y = new_y; 597
644 if ((op = insert_ob_in_map (op, m, op, 0)) == NULL) 598 if (!(op = pos.insert (op, op)))
645 return; 599 return;
646 600
647 if (reflwall (op->map, op->x, op->y, op)) 601 if (reflwall (op->map, op->x, op->y, op))
648 { 602 {
649 op->direction = absdir (op->direction + 4); 603 op->direction = absdir (op->direction + 4);
650 update_turn_face (op); 604 update_turn_face (op);
651 } 605 }
652 else 606 else
653 {
654 check_bullet (op); 607 check_bullet (op);
655 }
656} 608}
657
658
659
660 609
661/* fire_bullet 610/* fire_bullet
662 * object op (cast from caster) files a bolt in dir. 611 * object op (cast from caster) files a bolt in dir.
663 * spob is the spell object for the bolt. 612 * spob is the spell object for the bolt.
664 * we remove the magic flag - that can be derived from 613 * we remove the magic flag - that can be derived from
665 * spob->attacktype. 614 * spob->attacktype.
666 * This function sets up the appropriate owner and skill 615 * This function sets up the appropriate owner and skill
667 * pointers. 616 * pointers.
668 */ 617 */
669
670int 618int
671fire_bullet (object *op, object *caster, int dir, object *spob) 619fire_bullet (object *op, object *caster, int dir, object *spob)
672{ 620{
673 object *tmp = NULL; 621 object *tmp = NULL;
674 int mflags; 622 int mflags;
675 623
676 if (!spob->other_arch) 624 if (!spob->other_arch)
677 return 0; 625 return 0;
678 626
679 tmp = arch_to_object (spob->other_arch); 627 tmp = spob->other_arch->instance ();
680 if (tmp == NULL) 628 if (!tmp)
681 return 0; 629 return 0;
682 630
683 /* peterm: level dependency for bolts */ 631 /* peterm: level dependency for bolts */
684 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);
685 tmp->attacktype = spob->attacktype; 633 tmp->attacktype = spob->attacktype;
686 if (spob->slaying) 634 if (spob->slaying)
687 tmp->slaying = spob->slaying; 635 tmp->slaying = spob->slaying;
688 636
695 643
696 tmp->direction = dir; 644 tmp->direction = dir;
697 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) 645 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
698 SET_ANIMATION (tmp, dir); 646 SET_ANIMATION (tmp, dir);
699 647
700 set_owner (tmp, op); 648 tmp->set_owner (op);
701 set_spell_skill (op, caster, spob, tmp); 649 set_spell_skill (op, caster, spob, tmp);
702 650
703 tmp->x = op->x + freearr_x[dir]; 651 tmp->x = op->x + freearr_x[dir];
704 tmp->y = op->y + freearr_y[dir]; 652 tmp->y = op->y + freearr_y[dir];
705 tmp->map = op->map; 653 tmp->map = op->map;
706 654
655 maptile *newmap;
707 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);
708 if (mflags & P_OUT_OF_MAP) 657 if (mflags & P_OUT_OF_MAP)
709 { 658 {
710 free_object (tmp); 659 tmp->destroy ();
711 return 0; 660 return 0;
712 } 661 }
662
663 tmp->map = newmap;
664
713 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)))
714 { 666 {
715 if (!QUERY_FLAG (tmp, FLAG_REFLECTING)) 667 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
716 { 668 {
717 free_object (tmp); 669 tmp->destroy ();
718 return 0; 670 return 0;
719 } 671 }
672
720 tmp->x = op->x; 673 tmp->x = op->x;
721 tmp->y = op->y; 674 tmp->y = op->y;
722 tmp->direction = absdir (tmp->direction + 4); 675 tmp->direction = absdir (tmp->direction + 4);
723 tmp->map = op->map; 676 tmp->map = op->map;
724 } 677 }
725 if ((tmp = insert_ob_in_map (tmp, tmp->map, op, 0)) != NULL) 678
726 { 679 if ((tmp = tmp->insert_at (tmp, op)))
727 check_bullet (tmp); 680 check_bullet (tmp);
728 } 681
729 return 1; 682 return 1;
730} 683}
731
732
733
734 684
735/***************************************************************************** 685/*****************************************************************************
736 * 686 *
737 * CONE RELATED FUNCTIONS 687 * CONE RELATED FUNCTIONS
738 * 688 *
739 *****************************************************************************/ 689 *****************************************************************************/
740 690
741
742/* 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" */
743void 692static void
744cone_drop (object *op) 693cone_drop (object *op)
745{ 694{
746 object *new_ob = arch_to_object (op->other_arch); 695 object *new_ob = arch_to_object (op->other_arch);
747 696
748 new_ob->x = op->x;
749 new_ob->y = op->y;
750 new_ob->level = op->level; 697 new_ob->level = op->level;
751 set_owner (new_ob, op->owner); 698 new_ob->set_owner (op->owner);
752 699
753 /* preserve skill ownership */ 700 /* preserve skill ownership */
754 if (op->skill && op->skill != new_ob->skill) 701 if (op->skill && op->skill != new_ob->skill)
755 {
756 new_ob->skill = op->skill; 702 new_ob->skill = op->skill;
757 }
758 insert_ob_in_map (new_ob, op->map, op, 0);
759 703
704 new_ob->insert_at (op, op);
760} 705}
761 706
762/* 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 */
763 708
764void 709void
765move_cone (object *op) 710move_cone (object *op)
766{ 711{
767 int i;
768 tag_t tag;
769
770 /* 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 */
771 if (!op->map) 713 if (!op->map)
772 { 714 {
773 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");
774 op->speed = 0; 716 op->set_speed (0);
775 update_ob_speed (op);
776 return; 717 return;
777 } 718 }
778 719
779 /* lava saves it's life, but not yours :) */ 720 /* lava saves it's life, but not yours :) */
780 if (QUERY_FLAG (op, FLAG_LIFESAVE)) 721 if (QUERY_FLAG (op, FLAG_LIFESAVE))
786#if 0 727#if 0
787 /* Disable this - enabling it makes monsters easier, as 728 /* Disable this - enabling it makes monsters easier, as
788 * when their cone dies when they die. 729 * when their cone dies when they die.
789 */ 730 */
790 /* If no owner left, the spell dies out. */ 731 /* If no owner left, the spell dies out. */
791 if (get_owner (op) == NULL) 732 if (op->owner == NULL)
792 { 733 {
793 remove_ob (op); 734 op->destroy ();
794 free_object (op);
795 return; 735 return;
796 } 736 }
797#endif 737#endif
798 738
799 tag = op->count;
800 hit_map (op, 0, op->attacktype, 0); 739 hit_map (op, 0, op->attacktype, 0);
740
741 if (!op->is_on_map ())
742 return;
801 743
802 /* Check to see if we should push anything. 744 /* Check to see if we should push anything.
803 * Spell objects with weight push whatever they encounter to some 745 * Spell objects with weight push whatever they encounter to some
804 * degree. 746 * degree.
805 */ 747 */
806 if (op->weight) 748 if (op->weight)
749 {
807 check_spell_knockback (op); 750 check_spell_knockback (op);
808 751
809 if (was_destroyed (op, tag)) 752 if (!op->is_on_map ())
810 return; 753 return;
754 }
811 755
812 if ((op->duration--) < 0) 756 if (op->duration-- < 0)
813 { 757 {
814 remove_ob (op); 758 op->destroy ();
815 free_object (op);
816 return; 759 return;
817 } 760 }
818 /* Object has hit maximum range, so don't have it move 761 /* Object has hit maximum range, so don't have it move
819 * any further. When the duration above expires, 762 * any further. When the duration above expires,
820 * then the object will get removed. 763 * then the object will get removed.
823 { 766 {
824 op->range = 0; /* just so it doesn't wrap */ 767 op->range = 0; /* just so it doesn't wrap */
825 return; 768 return;
826 } 769 }
827 770
828 for (i = -1; i < 2; i++) 771 for (int i = -1; i <= 1; i++)
829 { 772 {
830 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)];
831 774
832 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))
833 { 776 {
834 object *tmp = get_object (); 777 object *tmp = op->clone ();
835
836 copy_object (op, tmp);
837 tmp->x = x;
838 tmp->y = y;
839 778
840 tmp->duration = op->duration + 1; 779 tmp->duration = op->duration + 1;
841 780
842 /* Use for spell tracking - see ok_to_put_more() */ 781 /* Use for spell tracking - see ok_to_put_more() */
843 tmp->stats.maxhp = op->stats.maxhp; 782 tmp->stats.maxhp = op->stats.maxhp;
844 insert_ob_in_map (tmp, op->map, op, 0); 783
784 op->map->insert (tmp, x, y, op);
785
845 if (tmp->other_arch) 786 if (tmp->other_arch)
846 cone_drop (tmp); 787 cone_drop (tmp);
847 } 788 }
848 } 789 }
849} 790}
859int 800int
860cast_cone (object *op, object *caster, int dir, object *spell) 801cast_cone (object *op, object *caster, int dir, object *spell)
861{ 802{
862 object *tmp; 803 object *tmp;
863 int i, success = 0, range_min = -1, range_max = 1; 804 int i, success = 0, range_min = -1, range_max = 1;
864 mapstruct *m; 805 maptile *m;
865 sint16 sx, sy; 806 sint16 sx, sy;
866 MoveType movetype; 807 MoveType movetype;
867 808
868 if (!spell->other_arch) 809 if (!spell->other_arch)
869 return 0; 810 return 0;
882 823
883 /* 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
884 * 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
885 * insert it into is blocked. 826 * insert it into is blocked.
886 */ 827 */
887 movetype = spell->other_arch->clone.move_type; 828 movetype = spell->other_arch->move_type;
888 829
889 for (i = range_min; i <= range_max; i++) 830 for (i = range_min; i <= range_max; i++)
890 { 831 {
891 sint16 x, y, d; 832 sint16 x, y;
892 833
893 /* We can't use absdir here, because it never returns 834 /* We can't use absdir here, because it never returns
894 * 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
895 * 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
896 * to hit that person. 837 * to hit that person.
897 */ 838 */
898 d = dir + i; 839 int d = dir ? absdir (dir + i) : i;
899 while (d < 0)
900 d += 8;
901 while (d > 8)
902 d -= 8;
903 840
904 /* 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.
905 * In that case, we have to see - if dir is specified, 842 * In that case, we have to see - if dir is specified,
906 * turn this into direction 8. If dir is not specified (all 843 * turn this into direction 8. If dir is not specified (all
907 * direction) skip - otherwise, one line would do more damage 844 * direction) skip - otherwise, one line would do more damage
925 if ((movetype & GET_MAP_MOVE_BLOCK (m, sx, sy)) == movetype) 862 if ((movetype & GET_MAP_MOVE_BLOCK (m, sx, sy)) == movetype)
926 continue; 863 continue;
927 864
928 success = 1; 865 success = 1;
929 tmp = arch_to_object (spell->other_arch); 866 tmp = arch_to_object (spell->other_arch);
930 set_owner (tmp, op); 867 tmp->set_owner (op);
931 set_spell_skill (op, caster, spell, tmp); 868 set_spell_skill (op, caster, spell, tmp);
932 tmp->level = caster_level (caster, spell); 869 tmp->level = casting_level (caster, spell);
933 tmp->x = sx;
934 tmp->y = sy;
935 tmp->attacktype = spell->attacktype; 870 tmp->attacktype = spell->attacktype;
936 871
937 /* holy word stuff */ 872 /* holy word stuff */
938 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER)) 873 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER))
939 if (!tailor_god_spell (tmp, op)) 874 if (!tailor_god_spell (tmp, op))
973 else 908 else
974 tmp->duration += caster->level / 3; 909 tmp->duration += caster->level / 3;
975 } 910 }
976 911
977 if (!(tmp->move_type & MOVE_FLY_LOW)) 912 if (!(tmp->move_type & MOVE_FLY_LOW))
978 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);
979 914
980 if (!tmp->move_on && tmp->stats.dam) 915 if (!tmp->move_on && tmp->stats.dam)
981 {
982 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);
983 }
984 917
985 insert_ob_in_map (tmp, m, op, 0); 918 m->insert (tmp, sx, sy, op);
986 919
987 /* 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
988 * a single space too many times. 921 * a single space too many times.
989 */ 922 */
990 tmp->stats.maxhp = tmp->count; 923 tmp->stats.maxhp = tmp->count;
1000 * 933 *
1001 * BOMB related code 934 * BOMB related code
1002 * 935 *
1003 ****************************************************************************/ 936 ****************************************************************************/
1004 937
1005
1006/* This handles an exploding bomb. 938/* This handles an exploding bomb.
1007 * op is the original bomb object. 939 * op is the original bomb object.
1008 */ 940 */
1009void 941void
1010animate_bomb (object *op) 942animate_bomb (object *op)
1011{ 943{
1012 int i;
1013 object *env, *tmp;
1014 archetype *at;
1015
1016 if (op->state != NUM_ANIMATIONS (op) - 1) 944 if (op->state != NUM_ANIMATIONS (op) - 1)
1017 return; 945 return;
1018 946
1019 env = object_get_env_recursive (op); 947 object *env = op->outer_env ();
1020 948
1021 if (op->env) 949 if (op->env)
1022 { 950 {
1023 if (env->map == NULL) 951 if (!env->map)
1024 return; 952 return;
1025 953
1026 if (env->type == PLAYER) 954 if (!(op = op->insert_at (env, op)))
1027 esrv_del_item (env->contr, op->count);
1028
1029 remove_ob (op);
1030 op->x = env->x;
1031 op->y = env->y;
1032 if ((op = insert_ob_in_map (op, env->map, op, 0)) == NULL)
1033 return; 955 return;
1034 } 956 }
1035 957
1036 // 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
1037 // 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
1038 // as bombs can be carried. 960 // as bombs can be carried.
1039 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE) 961 if (op->ms ().flags () & P_SAFE)
1040 { 962 {
1041 remove_ob (op); 963 op->destroy ();
1042 free_object (op);
1043 return; 964 return;
1044 } 965 }
1045 966
1046 /* This copies a lot of the code from the fire bullet, 967 /* This copies a lot of the code from the fire bullet,
1047 * but using the cast_bullet isn't really feasible, 968 * but using the cast_bullet isn't really feasible,
1048 * so just set up the appropriate values. 969 * so just set up the appropriate values.
1049 */ 970 */
1050 at = find_archetype (SPLINT); 971 if (archetype *at = archetype::find (SPLINT))
1051 if (at)
1052 { 972 {
1053 for (i = 1; i < 9; i++) 973 for (int i = 1; i < 9; i++)
1054 { 974 {
1055 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]))
1056 continue; 976 continue;
977
1057 tmp = arch_to_object (at); 978 object *tmp = arch_to_object (at);
1058 tmp->direction = i; 979 tmp->direction = i;
1059 tmp->range = op->range; 980 tmp->range = op->range;
1060 tmp->stats.dam = op->stats.dam; 981 tmp->stats.dam = op->stats.dam;
1061 tmp->duration = op->duration; 982 tmp->duration = op->duration;
1062 tmp->attacktype = op->attacktype; 983 tmp->attacktype = op->attacktype;
1063 copy_owner (tmp, op); 984 tmp->set_owner (op);
1064 if (op->skill && op->skill != tmp->skill) 985 if (op->skill && op->skill != tmp->skill)
1065 {
1066 tmp->skill = op->skill; 986 tmp->skill = op->skill;
1067 } 987
1068 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) 988 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
1069 SET_ANIMATION (tmp, i); 989 SET_ANIMATION (tmp, i);
1070 tmp->x = op->x + freearr_x[i]; 990
1071 tmp->y = op->y + freearr_x[i]; 991 op->map->insert (tmp, op->x + freearr_x[i], op->y + freearr_x[i], op);
1072 insert_ob_in_map (tmp, op->map, op, 0);
1073 move_bullet (tmp); 992 move_bullet (tmp);
1074 } 993 }
1075 } 994 }
1076 995
1077 explode_bullet (op); 996 explode_bullet (op);
1078} 997}
1079 998
1080int 999int
1081create_bomb (object *op, object *caster, int dir, object *spell) 1000create_bomb (object *op, object *caster, int dir, object *spell)
1082{ 1001{
1083
1084 object *tmp; 1002 object *tmp;
1085 int mflags; 1003 int mflags;
1086 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];
1087 mapstruct *m; 1005 maptile *m;
1088 1006
1089 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 {
1090 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))
1091 { 1016 {
1092 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.");
1093 return 0; 1018 return 0;
1019 }
1094 } 1020 }
1021
1095 tmp = arch_to_object (spell->other_arch); 1022 tmp = arch_to_object (spell->other_arch);
1096 1023
1097 /* level dependencies for bomb */ 1024 /* level dependencies for bomb */
1098 tmp->range = spell->range + SP_level_range_adjust (caster, spell); 1025 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
1099 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);
1100 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell); 1027 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
1101 tmp->attacktype = spell->attacktype; 1028 tmp->attacktype = spell->attacktype;
1102 1029
1103 set_owner (tmp, op); 1030 tmp->set_owner (op);
1104 set_spell_skill (op, caster, spell, tmp); 1031 set_spell_skill (op, caster, spell, tmp);
1105 tmp->x = dx; 1032
1106 tmp->y = dy; 1033 m->insert (tmp, dx, dy, op);
1107 insert_ob_in_map (tmp, m, op, 0);
1108 return 1; 1034 return 1;
1109} 1035}
1110 1036
1111/**************************************************************************** 1037/****************************************************************************
1112 * 1038 *
1121 * dir is the direction to look in. 1047 * dir is the direction to look in.
1122 * range is how far out to look. 1048 * range is how far out to look.
1123 * 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.
1124 * this info is used for blocked magic/unholy spaces. 1050 * this info is used for blocked magic/unholy spaces.
1125 */ 1051 */
1126
1127object * 1052object *
1128get_pointed_target (object *op, int dir, int range, int type) 1053get_pointed_target (object *op, int dir, int range, int type)
1129{ 1054{
1130 object *target; 1055 object *target;
1131 sint16 x, y; 1056 sint16 x, y;
1132 int dist, mflags; 1057 int dist, mflags;
1133 mapstruct *mp; 1058 maptile *mp;
1134 1059
1135 if (dir == 0) 1060 if (dir == 0)
1136 return NULL; 1061 return NULL;
1137 1062
1138 for (dist = 1; dist < range; dist++) 1063 for (dist = 1; dist < range; dist++)
1150 return NULL; 1075 return NULL;
1151 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW) 1076 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW)
1152 return NULL; 1077 return NULL;
1153 1078
1154 if (mflags & P_IS_ALIVE) 1079 if (mflags & P_IS_ALIVE)
1155 {
1156 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)
1157 { 1081 if (QUERY_FLAG (target, FLAG_MONSTER))
1158 if (QUERY_FLAG (target->head ? target->head : target, FLAG_MONSTER))
1159 {
1160 return target; 1082 return target;
1161 }
1162 }
1163 }
1164 } 1083 }
1084
1165 return NULL; 1085 return NULL;
1166} 1086}
1167
1168 1087
1169/* cast_smite_arch() - the priest points to a creature and causes 1088/* cast_smite_arch() - the priest points to a creature and causes
1170 * a 'godly curse' to decend. 1089 * a 'godly curse' to decend.
1171 * usual params - 1090 * usual params -
1172 * op = player 1091 * op = player
1173 * caster = object casting the spell. 1092 * caster = object casting the spell.
1174 * dir = direction being cast 1093 * dir = direction being cast
1175 * spell = spell object 1094 * spell = spell object
1176 */ 1095 */
1177
1178int 1096int
1179cast_smite_spell (object *op, object *caster, int dir, object *spell) 1097cast_smite_spell (object *op, object *caster, int dir, object *spell)
1180{ 1098{
1181 object *effect, *target; 1099 object *effect, *target;
1182 object *god = find_god (determine_god (op)); 1100 object *god = find_god (determine_god (op));
1192 * interesting spell. 1110 * interesting spell.
1193 * 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
1194 * can't be friendly to your god. 1112 * can't be friendly to your god.
1195 */ 1113 */
1196 1114
1197 if (!target || QUERY_FLAG (target, FLAG_REFL_SPELL) 1115 if (!target
1116 || target->flag [FLAG_REFL_SPELL]
1198 || (!god && spell->stats.grace) 1117 || (!god && spell->stats.grace)
1199 || (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)))
1200 { 1120 {
1201 new_draw_info (NDI_UNIQUE, 0, op, "Your request is unheeded."); 1121 new_draw_info (NDI_UNIQUE, 0, op, "Your request is unheeded.");
1202 return 0; 1122 return 0;
1203 } 1123 }
1204 1124
1206 effect = arch_to_object (spell->other_arch); 1126 effect = arch_to_object (spell->other_arch);
1207 else 1127 else
1208 return 0; 1128 return 0;
1209 1129
1210 /* tailor the effect by priest level and worshipped God */ 1130 /* tailor the effect by priest level and worshipped God */
1211 effect->level = caster_level (caster, spell); 1131 effect->level = casting_level (caster, spell);
1212 effect->attacktype = spell->attacktype; 1132 effect->attacktype = spell->attacktype;
1213 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER)) 1133 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER))
1214 { 1134 {
1215 if (tailor_god_spell (effect, op)) 1135 if (tailor_god_spell (effect, op))
1216 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));
1217 else 1137 else
1218 { 1138 {
1219 new_draw_info (NDI_UNIQUE, 0, op, "Your request is ignored."); 1139 new_draw_info (NDI_UNIQUE, 0, op, "Your request is ignored.");
1220 return 0; 1140 return 0;
1221 } 1141 }
1228 if (effect->attacktype & AT_DEATH) 1148 if (effect->attacktype & AT_DEATH)
1229 { 1149 {
1230 effect->level = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1150 effect->level = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1231 1151
1232 /* casting death spells at undead isn't a good thing */ 1152 /* casting death spells at undead isn't a good thing */
1233 if QUERY_FLAG
1234 (target, FLAG_UNDEAD) 1153 if (QUERY_FLAG (target, FLAG_UNDEAD))
1235 { 1154 {
1236 if (random_roll (0, 2, op, PREFER_LOW)) 1155 if (random_roll (0, 2, op, PREFER_LOW))
1237 { 1156 {
1238 new_draw_info (NDI_UNIQUE, 0, op, "Idiot! Your spell boomerangs!"); 1157 new_draw_info (NDI_UNIQUE, 0, op, "Idiot! Your spell boomerangs!");
1239 effect->x = op->x; 1158 effect->x = op->x;
1241 } 1160 }
1242 else 1161 else
1243 { 1162 {
1244 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));
1245 target->stats.hp = target->stats.maxhp * 2; 1164 target->stats.hp = target->stats.maxhp * 2;
1246 free_object (effect); 1165 effect->destroy ();
1247 return 0; 1166 return 0;
1248 } 1167 }
1249 } 1168 }
1250 } 1169 }
1251 else 1170 else
1252 { 1171 {
1253 /* how much woe to inflict :) */ 1172 /* how much woe to inflict :) */
1254 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);
1255 } 1174 }
1256 1175
1257 set_owner (effect, op); 1176 effect->set_owner (op);
1258 set_spell_skill (op, caster, spell, effect); 1177 set_spell_skill (op, caster, spell, effect);
1259 1178
1260 /* ok, tell it where to be, and insert! */ 1179 /* ok, tell it where to be, and insert! */
1261 effect->x = target->x; 1180 effect->insert_at (target, op);
1262 effect->y = target->y;
1263 insert_ob_in_map (effect, target->map, op, 0);
1264 1181
1265 return 1; 1182 return 1;
1266} 1183}
1267
1268 1184
1269/**************************************************************************** 1185/****************************************************************************
1270 * 1186 *
1271 * MAGIC MISSILE code. 1187 * MAGIC MISSILE code.
1272 * 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
1275 1191
1276/* op is a missile that needs to be moved */ 1192/* op is a missile that needs to be moved */
1277void 1193void
1278move_missile (object *op) 1194move_missile (object *op)
1279{ 1195{
1280 int i, mflags;
1281 object *owner;
1282 sint16 new_x, new_y;
1283 mapstruct *m;
1284
1285 if (op->range-- <= 0) 1196 if (op->range-- <= 0)
1286 { 1197 {
1287 remove_ob (op); 1198 op->drop_and_destroy ();
1288 free_object (op);
1289 return; 1199 return;
1290 }
1291
1292 owner = get_owner (op);
1293#if 0
1294 /* It'd make things nastier if this wasn't here - spells cast by
1295 * monster that are then killed would continue to survive
1296 */
1297 if (owner == NULL)
1298 { 1200 }
1299 remove_ob (op); 1201
1300 free_object (op); 1202 mapxy pos (op);
1301 return; 1203 pos.move (op->direction);
1204
1205 if (!pos.normalise ())
1302 } 1206 {
1303#endif 1207 op->destroy ();
1304 1208 return;
1305 new_x = op->x + DIRX (op);
1306 new_y = op->y + DIRY (op);
1307
1308 mflags = get_map_flags (op->map, &m, new_x, new_y, &new_x, &new_y);
1309
1310 if (!(mflags & P_OUT_OF_MAP) && ((mflags & P_IS_ALIVE) || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y))))
1311 { 1209 }
1312 tag_t tag = op->count;
1313 1210
1211 mapspace &ms = pos.ms ();
1212
1213 if (ms.flags () & P_IS_ALIVE || ms.blocks (op))
1214 {
1314 hit_map (op, op->direction, AT_MAGIC, 1); 1215 hit_map (op, op->direction, AT_MAGIC, 1);
1315 /* Basically, missile only hits one thing then goes away. 1216 /* Basically, missile only hits one thing then goes away.
1316 * 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.
1317 */ 1218 */
1318 if (!was_destroyed (op, tag)) 1219 op->destroy ();
1319 {
1320 remove_ob (op);
1321 free_object (op);
1322 }
1323 return; 1220 return;
1324 }
1325
1326 remove_ob (op);
1327 if (!op->direction || (mflags & P_OUT_OF_MAP))
1328 { 1221 }
1329 free_object (op); 1222
1330 return; 1223 if (!op->direction)
1331 } 1224 {
1332 op->x = new_x; 1225 op->destroy ();
1333 op->y = new_y; 1226 return;
1334 op->map = m; 1227 }
1335 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);
1336 if (i > 0 && i != op->direction) 1230 if (i > 0 && i != op->direction)
1337 { 1231 {
1338 op->direction = i; 1232 op->direction = i;
1339 SET_ANIMATION (op, op->direction); 1233 SET_ANIMATION (op, op->direction);
1340 } 1234 }
1341 insert_ob_in_map (op, op->map, op, 0); 1235
1236 pos.insert (op, op);
1342} 1237}
1343 1238
1344/**************************************************************************** 1239/****************************************************************************
1345 * Destruction 1240 * Destruction
1346 ****************************************************************************/ 1241 ****************************************************************************/
1349 * 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
1350 * object. if time is 0, the object glows permanently. To truely 1245 * object. if time is 0, the object glows permanently. To truely
1351 * make this work for non-living objects, we would have to 1246 * make this work for non-living objects, we would have to
1352 * give them the capability to have an inventory. b.t. 1247 * give them the capability to have an inventory. b.t.
1353 */ 1248 */
1354
1355int 1249int
1356make_object_glow (object *op, int radius, int time) 1250make_object_glow (object *op, int radius, int time)
1357{ 1251{
1358 object *tmp;
1359
1360 /* some things are unaffected... */ 1252 /* some things are unaffected... */
1361 if (op->path_denied & PATH_LIGHT) 1253 if (op->path_denied & PATH_LIGHT)
1362 return 0; 1254 return 0;
1363 1255
1364 tmp = get_archetype (FORCE_NAME); 1256 object *tmp = get_archetype (FORCE_NAME);
1365 tmp->speed = 0.01; 1257 tmp->speed = 0.01;
1366 tmp->stats.food = time; 1258 tmp->stats.food = time;
1367 SET_FLAG (tmp, FLAG_IS_USED_UP); 1259 SET_FLAG (tmp, FLAG_IS_USED_UP);
1368 tmp->glow_radius = radius; 1260 tmp->set_glow_radius (min (MAX_LIGHT_RADIUS, radius));
1369 if (tmp->glow_radius > MAX_LIGHT_RADII)
1370 tmp->glow_radius = MAX_LIGHT_RADII;
1371
1372 tmp->x = op->x;
1373 tmp->y = op->y;
1374 if (tmp->speed < MIN_ACTIVE_SPEED)
1375 tmp->speed = MIN_ACTIVE_SPEED; /* safety */
1376 tmp = insert_ob_in_ob (tmp, op); 1261 tmp = insert_ob_in_ob (tmp, op);
1262
1377 if (tmp->glow_radius > op->glow_radius) 1263 if (tmp->glow_radius > op->glow_radius)
1378 op->glow_radius = tmp->glow_radius; 1264 op->set_glow_radius (tmp->glow_radius);
1379 1265
1380 if (!tmp->env || op != tmp->env)
1381 {
1382 LOG (llevError, "make_object_glow() failed to insert glowing force in %s\n", &op->name);
1383 return 0;
1384 }
1385 return 1; 1266 return 1;
1386} 1267}
1387
1388
1389
1390 1268
1391int 1269int
1392cast_destruction (object *op, object *caster, object *spell_ob) 1270cast_destruction (object *op, object *caster, object *spell_ob)
1393{ 1271{
1394 int i, j, range, mflags, friendly = 0, dam, dur;
1395 sint16 sx, sy;
1396 mapstruct *m;
1397 object *tmp;
1398 const char *skill;
1399
1400 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob); 1272 int range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
1401 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);
1402 dur = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob); 1274 int dur = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
1403 if (QUERY_FLAG (op, FLAG_FRIENDLY) || op->type == PLAYER) 1275
1404 friendly = 1; 1276 bool friendly = op->flag [FLAG_FRIENDLY] || op->is_player ();
1405 1277
1406 /* destruction doesn't use another spell object, so we need 1278 /* destruction doesn't use another spell object, so we need
1407 * update op's skill pointer so that exp is properly awarded. 1279 * update op's skill pointer so that exp is properly awarded.
1408 * We do some shortcuts here - since this is just temporary
1409 * and we'll reset the values back, we don't need to go through
1410 * the full share string/free_string route.
1411 */ 1280 */
1412 skill = op->skill; 1281 const shstr skill = op->skill;
1282
1413 if (caster == op) 1283 if (caster == op)
1414 op->skill = spell_ob->skill; 1284 op->skill = spell_ob->skill;
1415 else if (caster->skill) 1285 else if (caster->skill)
1416 op->skill = caster->skill; 1286 op->skill = caster->skill;
1417 else 1287 else
1418 op->skill = NULL; 1288 op->skill = 0;
1419 1289
1420 change_skill (op, find_skill_by_name (op, op->skill), 1); 1290 op->change_skill (find_skill_by_name (op, op->skill));
1421 1291
1422 for (i = -range; i < range; i++) 1292 unordered_mapwalk (op, -range, -range, range, range)
1423 { 1293 {
1424 for (j = -range; j < range; j++) 1294 mapspace &ms = m->at (nx, ny);
1425 { 1295
1426 m = op->map;
1427 sx = op->x + i;
1428 sy = op->y + j;
1429 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
1430 if (mflags & P_OUT_OF_MAP)
1431 continue;
1432 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 ())
1433 { 1299 {
1434 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 ())))
1435 { 1304 {
1436 if (QUERY_FLAG (tmp, FLAG_ALIVE) || tmp->type == PLAYER) 1305 if (spell_ob->subtype == SP_DESTRUCTION)
1437 break;
1438 }
1439 if (tmp)
1440 {
1441 if (tmp->head)
1442 tmp = tmp->head;
1443
1444 if ((friendly && !QUERY_FLAG (tmp, FLAG_FRIENDLY) && tmp->type != PLAYER) ||
1445 (!friendly && (QUERY_FLAG (tmp, FLAG_FRIENDLY) || tmp->type == PLAYER)))
1446 { 1306 {
1447 if (spell_ob->subtype == SP_DESTRUCTION)
1448 {
1449 hit_player (tmp, dam, op, spell_ob->attacktype, 0); 1307 hit_player (tmp, dam, op, spell_ob->attacktype, 0);
1308
1450 if (spell_ob->other_arch) 1309 if (spell_ob->other_arch)
1451 {
1452 tmp = arch_to_object (spell_ob->other_arch); 1310 m->insert (arch_to_object (spell_ob->other_arch), nx, ny, op);
1453 tmp->x = sx;
1454 tmp->y = sy;
1455 insert_ob_in_map (tmp, m, op, 0);
1456 }
1457 } 1311 }
1458 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)
1459 { 1313 {
1460 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch) 1314 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch)
1461 {
1462 object *effect = arch_to_object (spell_ob->other_arch); 1315 m->insert (arch_to_object (spell_ob->other_arch), nx, ny, op);
1463
1464 effect->x = sx;
1465 effect->y = sy;
1466 insert_ob_in_map (effect, m, op, 0);
1467 }
1468 }
1469 } 1316 }
1470 } 1317 }
1471 } 1318 }
1472 }
1473 } 1319 }
1320
1474 op->skill = skill; 1321 op->skill = skill;
1475 return 1; 1322 return 1;
1476} 1323}
1477 1324
1478/*************************************************************************** 1325/***************************************************************************
1492 { 1339 {
1493 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.");
1494 return 0; 1341 return 0;
1495 } 1342 }
1496 1343
1344 tmp = tmp->head_ ();
1345
1497 /* 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. */
1498 for (force = tmp->inv; force != NULL; force = force->below) 1347 for (force = tmp->inv; force; force = force->below)
1499 { 1348 {
1500 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY) 1349 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY)
1501 { 1350 {
1502 if (force->name == spell_ob->name) 1351 if (force->name == spell_ob->name)
1503 { 1352 {
1509 return 0; 1358 return 0;
1510 } 1359 }
1511 } 1360 }
1512 } 1361 }
1513 1362
1514 if (force == NULL) 1363 if (!force)
1515 { 1364 {
1516 force = get_archetype (FORCE_NAME); 1365 force = get_archetype (FORCE_NAME);
1517 force->subtype = FORCE_CHANGE_ABILITY; 1366 force->subtype = FORCE_CHANGE_ABILITY;
1367
1518 if (spell_ob->race) 1368 if (spell_ob->race)
1519 force->name = spell_ob->race; 1369 force->name = spell_ob->race;
1520 else 1370 else
1521 force->name = spell_ob->name; 1371 force->name = spell_ob->name;
1522 1372
1532 { 1382 {
1533 force->duration = duration; 1383 force->duration = duration;
1534 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.");
1535 } 1385 }
1536 else 1386 else
1537 {
1538 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.");
1539 } 1388
1540 return 1; 1389 return 1;
1541 } 1390 }
1391
1542 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;
1543 force->speed = 1.0; 1393 force->speed = 1.f;
1544 force->speed_left = -1.0; 1394 force->speed_left = -1.f;
1545 SET_FLAG (force, FLAG_APPLIED); 1395 SET_FLAG (force, FLAG_APPLIED);
1546 1396
1547 if (god) 1397 if (god)
1548 { 1398 {
1549 if (spell_ob->last_grace) 1399 if (spell_ob->last_grace)
1562 force->stats.ac = spell_ob->stats.ac; 1412 force->stats.ac = spell_ob->stats.ac;
1563 force->stats.wc = spell_ob->stats.wc; 1413 force->stats.wc = spell_ob->stats.wc;
1564 1414
1565 change_abil (tmp, force); /* Mostly to display any messages */ 1415 change_abil (tmp, force); /* Mostly to display any messages */
1566 insert_ob_in_ob (force, tmp); 1416 insert_ob_in_ob (force, tmp);
1567 fix_player (tmp); 1417 tmp->update_stats ();
1568 return 1; 1418 return 1;
1569 1419
1570} 1420}
1571
1572 1421
1573/********************************************************************** 1422/**********************************************************************
1574 * mood change 1423 * mood change
1575 * 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
1576 * effects monsters, it seems best to put it into this file 1425 * effects monsters, it seems best to put it into this file
1581 */ 1430 */
1582int 1431int
1583mood_change (object *op, object *caster, object *spell) 1432mood_change (object *op, object *caster, object *spell)
1584{ 1433{
1585 object *tmp, *god, *head; 1434 object *tmp, *god, *head;
1586 int done_one, range, mflags, level, at, best_at; 1435 int done_one, range, level, at, best_at;
1587 sint16 x, y, nx, ny;
1588 mapstruct *m;
1589 const char *race; 1436 const char *race;
1590 1437
1591 /* 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
1592 * doing it over and over again. 1439 * doing it over and over again.
1593 */ 1440 */
1594 god = find_god (determine_god (op)); 1441 god = find_god (determine_god (op));
1595 level = caster_level (caster, spell); 1442 level = casting_level (caster, spell);
1596 range = spell->range + SP_level_range_adjust (caster, spell); 1443 range = spell->range + SP_level_range_adjust (caster, spell);
1597 1444
1598 /* 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_...
1599 * 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
1600 * won't ever match anything. 1447 * won't ever match anything.
1601 */ 1448 */
1602 if (!spell->race) 1449 if (!spell->race)
1603 race = NULL; 1450 race = NULL;
1604 else if (god && !strcmp (spell->race, "GOD_SLAYING")) 1451 else if (god && spell->race == shstr_GOD_SLAYING)
1605 race = god->slaying; 1452 race = god->slaying;
1606 else if (god && !strcmp (spell->race, "GOD_FRIEND")) 1453 else if (god && spell->race == shstr_GOD_FRIEND)
1607 race = god->race; 1454 race = god->race;
1608 else 1455 else
1609 race = spell->race; 1456 race = spell->race;
1610 1457
1611 1458 unordered_mapwalk (op, -range, -range, range, range)
1612 for (x = op->x - range; x <= op->x + range; x++)
1613 for (y = op->y - range; y <= op->y + range; y++)
1614 { 1459 {
1460 mapspace &ms = m->at (nx, ny);
1615 1461
1616 done_one = 0;
1617 m = op->map;
1618 nx = x;
1619 ny = y;
1620 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1621 if (mflags & P_OUT_OF_MAP)
1622 continue;
1623
1624 /* 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 */
1625 if (!(mflags & P_IS_ALIVE)) 1463 if (!ms.flags () & P_IS_ALIVE)
1626 continue; 1464 continue;
1627 1465
1628 for (tmp = get_map_ob (m, nx, ny); tmp; tmp = tmp->above) 1466 // players can only affect spaces that they can actually see
1629 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])
1630 break; 1474 break;
1631 1475
1632 /* There can be living objects that are not monsters */ 1476 /* There can be living objects that are not monsters */
1633 if (!tmp || tmp->type == PLAYER) 1477 if (!tmp)
1634 continue; 1478 continue;
1635 1479
1636 /* Only the head has meaningful data, so resolve to that */ 1480 /* Only the head has meaningful data, so resolve to that */
1637 if (tmp->head)
1638 head = tmp->head; 1481 head = tmp->head_ ();
1639 else
1640 head = tmp;
1641 1482
1642 /* 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 */
1643 if (race && head->race && !strstr (race, head->race)) 1484 if (race && head->race && !strstr (race, head->race))
1644 continue; 1485 continue;
1486
1645 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD)) 1487 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD))
1646 continue; 1488 continue;
1647 1489
1648 /* Now do a bunch of stuff related to saving throws */ 1490 /* Now do a bunch of stuff related to saving throws */
1649 best_at = -1; 1491 best_at = -1;
1650 if (spell->attacktype) 1492 if (spell->attacktype)
1651 { 1493 {
1652 for (at = 0; at < NROFATTACKS; at++) 1494 for (at = 0; at < NROFATTACKS; at++)
1653 if (spell->attacktype & (1 << at)) 1495 if (spell->attacktype & (1 << at))
1654 if (best_at == -1 || head->resist[at] > head->resist[best_at]) 1496 if (best_at == -1 || head->resist[at] > head->resist[best_at])
1655 best_at = at; 1497 best_at = at;
1656 1498
1657 if (best_at == -1) 1499 if (best_at == -1)
1658 at = 0; 1500 at = 0;
1659 else 1501 else
1660 { 1502 {
1661 if (head->resist[best_at] == 100) 1503 if (head->resist[best_at] == 100)
1662 continue; 1504 continue;
1663 else 1505 else
1664 at = head->resist[best_at] / 5; 1506 at = head->resist[best_at] / 5;
1665 } 1507 }
1508
1666 at -= level / 5; 1509 at -= level / 5;
1667 if (did_make_save (head, head->level, at)) 1510 if (did_make_save (head, head->level, at))
1668 continue; 1511 continue;
1669 } 1512 }
1670 else /* spell->attacktype */ 1513 else /* spell->attacktype */
1514 {
1671 /* 1515 /*
1672 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:
1673 * if spell level < monster level, no go 1517 * if spell level < monster level, no go
1674 * 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 ) )
1675 1519
1677 1521
1678 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
1679 charm a level 125 monster... 1523 charm a level 125 monster...
1680 1524
1681 Ryo, august 14th 1525 Ryo, august 14th
1682 */ 1526 */
1683 {
1684 if (head->level > level) 1527 if (head->level > level)
1685 continue; 1528 continue;
1529
1686 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))))
1687 /* Failed, no effect */ 1531 /* Failed, no effect */
1688 continue; 1532 continue;
1689 } 1533 }
1690 1534
1691 /* Done with saving throw. Now start effecting the monster */ 1535 /* Done with saving throw. Now start affecting the monster */
1536 done_one = 0;
1692 1537
1693 /* aggravation */ 1538 /* aggravation */
1694 if (QUERY_FLAG (spell, FLAG_MONSTER)) 1539 if (QUERY_FLAG (spell, FLAG_MONSTER))
1695 { 1540 {
1696 CLEAR_FLAG (head, FLAG_SLEEP); 1541 CLEAR_FLAG (head, FLAG_SLEEP);
1697 if (QUERY_FLAG (head, FLAG_FRIENDLY))
1698 remove_friendly_object (head); 1542 remove_friendly_object (head);
1699
1700 done_one = 1; 1543 done_one = 1;
1701 head->enemy = op; 1544 head->enemy = op;
1702 } 1545 }
1703 1546
1704 /* calm monsters */ 1547 /* calm monsters */
1705 if (QUERY_FLAG (spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (head, FLAG_UNAGGRESSIVE)) 1548 if (QUERY_FLAG (spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (head, FLAG_UNAGGRESSIVE))
1706 { 1549 {
1707 SET_FLAG (head, FLAG_UNAGGRESSIVE); 1550 SET_FLAG (head, FLAG_UNAGGRESSIVE);
1708 head->enemy = NULL; 1551 head->enemy = NULL;
1709 done_one = 1; 1552 done_one = 1;
1710 } 1553 }
1711 1554
1712 /* berserk monsters */ 1555 /* berserk monsters */
1713 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK)) 1556 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK))
1714 { 1557 {
1715 SET_FLAG (head, FLAG_BERSERK); 1558 SET_FLAG (head, FLAG_BERSERK);
1716 done_one = 1; 1559 done_one = 1;
1717 } 1560 }
1561
1718 /* charm */ 1562 /* charm */
1719 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))
1720 { 1564 {
1721 SET_FLAG (head, FLAG_FRIENDLY); 1565 INVOKE_OBJECT (KILL, head, ARG_OBJECT (caster));
1566
1722 /* Prevent uncontolled outbreaks of self replicating monsters. 1567 /* Prevent uncontrolled outbreaks of self replicating monsters.
1723 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.
1724 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. */
1725 CLEAR_FLAG (head, FLAG_GENERATOR); 1570 CLEAR_FLAG (head, FLAG_GENERATOR);
1726 set_owner (head, op); 1571 head->set_owner (op);
1727 set_spell_skill (op, caster, spell, head); 1572 set_spell_skill (op, caster, spell, head);
1728 add_friendly_object (head); 1573 add_friendly_object (head);
1729 head->attack_movement = PETMOVE; 1574 head->attack_movement = PETMOVE;
1730 done_one = 1; 1575 done_one = 1;
1731 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);
1732 head->stats.exp = 0; 1577 head->stats.exp = 0;
1733 } 1578 }
1734 1579
1735 /* If a monster was effected, put an effect in */ 1580 /* If a monster was effected, put an effect in */
1736 if (done_one && spell->other_arch) 1581 if (done_one && spell->other_arch)
1737 { 1582 m->insert (arch_to_object (spell->other_arch), nx, ny, op);
1738 tmp = arch_to_object (spell->other_arch); 1583 }
1739 tmp->x = nx;
1740 tmp->y = ny;
1741 insert_ob_in_map (tmp, m, op, 0);
1742 }
1743 } /* for y */
1744 1584
1745 return 1; 1585 return 1;
1746} 1586}
1747
1748 1587
1749/* 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
1750 * 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
1751 * lightning spell used it, that seemed misnamed. 1590 * lightning spell used it, that seemed misnamed.
1752 * op is the spell effect. 1591 * op is the spell effect.
1753 * note that duration is handled by process_object() in time.c 1592 * note that duration is handled by process_object() in time.c
1754 */ 1593 */
1755
1756void 1594void
1757move_ball_spell (object *op) 1595move_ball_spell (object *op)
1758{ 1596{
1759 int i, j, dam_save, dir, mflags; 1597 int i, j, dam_save, dir, mflags;
1760 sint16 nx, ny, hx, hy; 1598 sint16 nx, ny, hx, hy;
1761 object *owner; 1599 object *owner;
1762 mapstruct *m; 1600 maptile *m;
1763 1601
1764 owner = get_owner (op); 1602 owner = op->owner;
1765 1603
1766 /* 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,
1767 * 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
1768 * victim. The block immediately below more or less chooses a random 1606 * victim. The block immediately below more or less chooses a random
1769 * 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
1779 for (i = 1; i < 9; i++) 1617 for (i = 1; i < 9; i++)
1780 { 1618 {
1781 /* i bit 0: alters sign of offset 1619 /* i bit 0: alters sign of offset
1782 * other bits (i / 2): absolute value of offset 1620 * other bits (i / 2): absolute value of offset
1783 */ 1621 */
1784
1785 int offset = ((i ^ j) & 1) ? (i / 2) : -(i / 2); 1622 int offset = ((i ^ j) & 1) ? (i / 2) : -(i / 2);
1786 int tmpdir = absdir (op->direction + offset); 1623 int tmpdir = absdir (op->direction + offset);
1787 1624
1788 nx = op->x + freearr_x[tmpdir]; 1625 nx = op->x + freearr_x[tmpdir];
1789 ny = op->y + freearr_y[tmpdir]; 1626 ny = op->y + freearr_y[tmpdir];
1791 { 1628 {
1792 dir = tmpdir; 1629 dir = tmpdir;
1793 break; 1630 break;
1794 } 1631 }
1795 } 1632 }
1633
1796 if (dir == 0) 1634 if (dir == 0)
1797 { 1635 {
1798 nx = op->x; 1636 nx = op->x;
1799 ny = op->y; 1637 ny = op->y;
1800 m = op->map; 1638 m = op->map;
1801 } 1639 }
1802 1640
1803 remove_ob (op); 1641 m->insert (op, nx, ny, op);
1804 op->y = ny;
1805 op->x = nx;
1806 insert_ob_in_map (op, m, op, 0);
1807 1642
1808 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
1809 surrounding squares */ 1644 surrounding squares */
1810 1645
1811 /* loop over current square and neighbors to hit. 1646 /* loop over current square and neighbors to hit.
1812 * if this has an other_arch field, we insert that in 1647 * if this has an other_arch field, we insert that in
1813 * the surround spaces. 1648 * the surround spaces.
1814 */ 1649 */
1815 for (j = 0; j < 9; j++) 1650 for (j = 0; j < 9; j++)
1816 { 1651 {
1817 object *new_ob;
1818
1819 hx = nx + freearr_x[j]; 1652 hx = nx + freearr_x[j];
1820 hy = ny + freearr_y[j]; 1653 hy = ny + freearr_y[j];
1821 1654
1822 m = op->map; 1655 m = op->map;
1823 mflags = get_map_flags (m, &m, hx, hy, &hx, &hy); 1656 mflags = get_map_flags (m, &m, hx, hy, &hx, &hy);
1831 1664
1832 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)))
1833 { 1666 {
1834 if (j) 1667 if (j)
1835 op->stats.dam = dam_save / 2; 1668 op->stats.dam = dam_save / 2;
1669
1836 hit_map (op, j, op->attacktype, 1); 1670 hit_map (op, j, op->attacktype, 1);
1837
1838 } 1671 }
1839 1672
1840 /* insert the other arch */ 1673 /* insert the other arch */
1841 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))))
1842 { 1675 m->insert (arch_to_object (op->other_arch), hx, hy, op);
1843 new_ob = arch_to_object (op->other_arch);
1844 new_ob->x = hx;
1845 new_ob->y = hy;
1846 insert_ob_in_map (new_ob, m, op, 0);
1847 }
1848 } 1676 }
1849 1677
1850 /* restore to the center location and damage */ 1678 /* restore to the center location and damage */
1851 op->stats.dam = dam_save; 1679 op->stats.dam = dam_save;
1852 1680
1853 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);
1854 1682
1855 if (i >= 0) 1683 if (i >= 0)
1856 { /* we have a preferred direction! */ 1684 { /* we have a preferred direction! */
1857 /* pick another direction if the preferred dir is blocked. */ 1685 /* pick another direction if the preferred dir is blocked. */
1858 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 ||
1859 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)))
1860 {
1861 i = absdir (i + rndm (0, 2) - 1); /* -1, 0, +1 */ 1688 i = absdir (i + rndm (0, 2) - 1); /* -1, 0, +1 */
1862 } 1689
1863 op->direction = i; 1690 op->direction = i;
1864 } 1691 }
1865} 1692}
1866 1693
1867
1868/* move_swarm_spell: peterm 1694/* move_swarm_spell: peterm
1869 * 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
1870 * 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
1871 * 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
1872 * 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
1873 * 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.
1874 */ 1700 */
1875
1876void 1701void
1877move_swarm_spell (object *op) 1702move_swarm_spell (object *op)
1878{ 1703{
1879#if 0 1704#if 0
1880 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 };
1881 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 };
1882 sint16 target_x, target_y, origin_x, origin_y; 1707 sint16 target_x, target_y, origin_x, origin_y;
1883 int adjustdir; 1708 int adjustdir;
1884 mapstruct *m; 1709 maptile *m;
1885#endif 1710#endif
1886 int basedir;
1887 object *owner; 1711 object *owner = op->env;
1888 1712
1889 owner = get_owner (op); 1713 if (!owner) // MUST not happen, remove when true TODO
1890 if (op->duration == 0 || owner == NULL)
1891 {
1892 remove_ob (op);
1893 free_object (op);
1894 return;
1895 } 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
1896 op->duration--; 1726 op->duration--;
1897 1727
1898 basedir = op->direction; 1728 int basedir = op->direction;
1899 if (basedir == 0) 1729 if (!basedir)
1900 { 1730 {
1901 /* spray in all directions! 8) */ 1731 /* spray in all directions! 8) */
1902 basedir = rndm (1, 8); 1732 op->facing = (op->facing + op->state) & 7;
1733 basedir = op->facing + 1;
1903 } 1734 }
1904 1735
1905#if 0 1736#if 0
1906 // this is bogus: it causes wrong places to be checked below 1737 // this is bogus: it causes wrong places to be checked below
1907 // (a wall 2 cells away will block the effect...) and 1738 // (a wall 2 cells away will block the effect...) and
1908 // 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
1909 // space. 1740 // space.
1910 // should be fixed later, but correctness before featurs... 1741 // should be fixed later, but correctness before features...
1911 // (schmorp) 1742 // (schmorp)
1912 1743
1913 /* new offset calculation to make swarm element distribution 1744 /* new offset calculation to make swarm element distribution
1914 * more uniform 1745 * more uniform
1915 */ 1746 */
1968 { 1799 {
1969 /* 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 */
1970 if (op->spell->subtype == SP_BULLET) 1801 if (op->spell->subtype == SP_BULLET)
1971 fire_bullet (owner, op, basedir, op->spell); 1802 fire_bullet (owner, op, basedir, op->spell);
1972 else if (op->spell->subtype == SP_MAGIC_MISSILE) 1803 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1973 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);
1974 } 1805 }
1975} 1806}
1976
1977
1978
1979 1807
1980/* fire_swarm: 1808/* fire_swarm:
1981 * The following routine creates a swarm of objects. It actually 1809 * The following routine creates a swarm of objects. It actually
1982 * sets up a specific swarm object, which then fires off all 1810 * sets up a specific swarm object, which then fires off all
1983 * the parts of the swarm. 1811 * the parts of the swarm.
1986 * caster: the caster (owner, wand, rod, scroll) 1814 * caster: the caster (owner, wand, rod, scroll)
1987 * dir: the direction everything will be fired in 1815 * dir: the direction everything will be fired in
1988 * spell - the spell that is this spell. 1816 * spell - the spell that is this spell.
1989 * n: the number to be fired. 1817 * n: the number to be fired.
1990 */ 1818 */
1991
1992int 1819int
1993fire_swarm (object *op, object *caster, object *spell, int dir) 1820fire_swarm (object *op, object *caster, object *spell, int dir)
1994{ 1821{
1995 object *tmp;
1996 int i;
1997
1998 if (!spell->other_arch) 1822 if (!spell->other_arch)
1999 return 0; 1823 return 0;
2000 1824
2001 tmp = get_archetype (SWARM_SPELL); 1825 object *tmp = archetype::get (SWARM_SPELL);
2002 tmp->x = op->x; 1826
2003 tmp->y = op->y;
2004 set_owner (tmp, op); /* needed so that if swarm elements kill, caster gets xp. */
2005 set_spell_skill (op, caster, spell, tmp); 1827 set_spell_skill (op, caster, spell, tmp);
2006
2007 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. */
2008 tmp->spell = arch_to_object (spell->other_arch); 1829 tmp->spell = spell->other_arch->instance ();
2009
2010 tmp->attacktype = tmp->spell->attacktype; 1830 tmp->attacktype = tmp->spell->attacktype;
2011 1831
2012 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) 1832 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
2013 {
2014 if (!tailor_god_spell (tmp, op)) 1833 if (!tailor_god_spell (tmp, op))
2015 return 1; 1834 return 1;
2016 } 1835
2017 tmp->duration = SP_level_duration_adjust (caster, spell); 1836 tmp->duration = SP_level_duration_adjust (caster, spell);
2018 for (i = 0; i < spell->duration; i++) 1837 for (int i = 0; i < spell->duration; i++)
2019 tmp->duration += die_roll (1, 3, op, PREFER_HIGH); 1838 tmp->duration += die_roll (1, 3, op, PREFER_HIGH);
2020 1839
1840 tmp->invisible = 1;
1841 tmp->flag [FLAG_NO_DROP] = 1; // make sure it stays in inv, or else
2021 tmp->direction = dir; 1842 tmp->direction = dir;
2022 tmp->invisible = 1; 1843 tmp->facing = rndm (1, 8); // initial firing direction
2023 insert_ob_in_map (tmp, op->map, op, 0); 1844 tmp->state = rndm (4) * 2 + 1; // direction increment
1845
1846 op->insert (tmp);
1847
2024 return 1; 1848 return 1;
2025} 1849}
2026
2027 1850
2028/* See the spells documentation file for why this is its own 1851/* See the spells documentation file for why this is its own
2029 * function. 1852 * function.
2030 */ 1853 */
2031int 1854int
2032cast_light (object *op, object *caster, object *spell, int dir) 1855cast_light (object *op, object *caster, object *spell, int dir)
2033{ 1856{
2034 object *target = NULL, *tmp = NULL; 1857 object *target = NULL, *tmp = NULL;
2035 sint16 x, y; 1858 sint16 x, y;
2036 int dam, mflags; 1859 int dam, mflags;
2037 mapstruct *m; 1860 maptile *m;
2038 1861
2039 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1862 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
2040 1863
2041 if (!dir) 1864 if (dir)
2042 {
2043 new_draw_info (NDI_UNIQUE, 0, op, "In what direction?");
2044 return 0;
2045 } 1865 {
2046
2047 x = op->x + freearr_x[dir]; 1866 x = op->x + freearr_x[dir];
2048 y = op->y + freearr_y[dir]; 1867 y = op->y + freearr_y[dir];
2049 m = op->map; 1868 m = op->map;
2050 1869
2051 mflags = get_map_flags (m, &m, x, y, &x, &y); 1870 mflags = get_map_flags (m, &m, x, y, &x, &y);
2052 1871
2053 if (mflags & P_OUT_OF_MAP) 1872 if (mflags & P_OUT_OF_MAP)
2054 { 1873 {
2055 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is there."); 1874 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is there.");
2056 return 0; 1875 return 0;
2057 } 1876 }
2058 1877
2059 if (mflags & P_IS_ALIVE && spell->attacktype) 1878 if (mflags & P_IS_ALIVE && spell->attacktype)
2060 { 1879 {
2061 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)
2062 if (QUERY_FLAG (target, FLAG_MONSTER)) 1881 if (QUERY_FLAG (target, FLAG_MONSTER))
2063 { 1882 {
2064 /* oky doky. got a target monster. Lets make a blinding attack */ 1883 /* oky doky. got a target monster. Lets make a blinding attack */
2065 if (target->head) 1884 if (target->head)
2066 target = target->head; 1885 target = target->head;
1886
2067 (void) hit_player (target, dam, op, spell->attacktype, 1); 1887 hit_player (target, dam, op, spell->attacktype, 1);
2068 return 1; /* one success only! */ 1888 return 1; /* one success only! */
1889 }
2069 } 1890 }
2070 }
2071 1891
2072 /* no live target, perhaps a wall is in the way? */ 1892 /* no live target, perhaps a wall is in the way? */
2073 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)))
2074 { 1894 {
2075 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.");
2076 return 0; 1896 return 0;
1897 }
2077 } 1898 }
2078 1899
2079 /* 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 */
2080 tmp = arch_to_object (spell->other_arch); 1901 tmp = arch_to_object (spell->other_arch);
2081 if (!tmp) 1902 if (!tmp)
2082 { 1903 {
2083 LOG (llevError, "Error: spell arch for cast_light() missing.\n"); 1904 LOG (llevError, "Error: spell arch for cast_light() missing.\n");
2084 return 0; 1905 return 0;
2085 } 1906 }
1907
2086 tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell); 1908 tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell);
1909
2087 if (tmp->glow_radius) 1910 if (tmp->glow_radius)
2088 { 1911 tmp->set_glow_radius (
2089 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)
2090 if (tmp->glow_radius > MAX_LIGHT_RADII) 1913 );
2091 tmp->glow_radius = MAX_LIGHT_RADII; 1914
2092 } 1915 if (dir)
2093 tmp->x = x; 1916 m->insert (tmp, x, y, op);
2094 tmp->y = y; 1917 else
2095 insert_ob_in_map (tmp, m, op, 0); 1918 caster->outer_env_or_self ()->insert (tmp);
1919
2096 return 1; 1920 return 1;
2097} 1921}
2098
2099
2100
2101 1922
2102/* cast_cause_disease: this spell looks along <dir> from the 1923/* cast_cause_disease: this spell looks along <dir> from the
2103 * player and infects someone. 1924 * player and infects someone.
2104 * 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
2105 * 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
2106 * perhaps this should actually be in disease.c? 1927 * perhaps this should actually be in disease.c?
2107 */ 1928 */
2108
2109int 1929int
2110cast_cause_disease (object *op, object *caster, object *spell, int dir) 1930cast_cause_disease (object *op, object *caster, object *spell, int dir)
2111{ 1931{
2112 sint16 x, y; 1932 sint16 x, y;
2113 int i, mflags, range, dam_mod, dur_mod; 1933 int i, mflags, range, dam_mod, dur_mod;
2114 object *walk; 1934 object *walk;
2115 mapstruct *m; 1935 maptile *m;
2116 1936
2117 x = op->x; 1937 x = op->x;
2118 y = op->y; 1938 y = op->y;
2119 1939
2120 /* 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
2121 * direction the player is pointing. 1941 * direction the player is pointing.
2122 */ 1942 */
2123 if (!dir) 1943 if (!dir)
2124 dir = op->facing; 1944 dir = op->facing;
1945
2125 if (!dir) 1946 if (!dir)
2126 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 */
2127 1948
2128 /* Calculate these once here */ 1949 /* Calculate these once here */
2129 range = spell->range + SP_level_range_adjust (caster, spell); 1950 range = spell->range + SP_level_range_adjust (caster, spell);
2148 1969
2149 /* 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 */
2150 if (mflags & P_IS_ALIVE) 1971 if (mflags & P_IS_ALIVE)
2151 { 1972 {
2152 /* search this square for a victim */ 1973 /* search this square for a victim */
2153 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)
2154 if (QUERY_FLAG (walk, FLAG_MONSTER) || (walk->type == PLAYER)) 1975 if (QUERY_FLAG (walk, FLAG_MONSTER) || (walk->type == PLAYER))
2155 { /* found a victim */ 1976 { /* found a victim */
2156 object *disease = arch_to_object (spell->other_arch); 1977 object *disease = arch_to_object (spell->other_arch);
2157 1978
2158 set_owner (disease, op); 1979 disease->set_owner (op);
2159 set_spell_skill (op, caster, spell, disease); 1980 set_spell_skill (op, caster, spell, disease);
2160 disease->stats.exp = 0; 1981 disease->stats.exp = 0;
2161 disease->level = caster_level (caster, spell); 1982 disease->level = casting_level (caster, spell);
2162 1983
2163 /* do level adjustments */ 1984 /* do level adjustments */
2164 if (disease->stats.wc) 1985 if (disease->stats.wc)
2165 disease->stats.wc += dur_mod / 2; 1986 disease->stats.wc += dur_mod / 2;
2166 1987
2167 if (disease->magic > 0) 1988 if (disease->magic > 0)
2168 disease->magic += dur_mod / 4; 1989 disease->magic += dur_mod / 8;
2169 1990
2170 if (disease->stats.maxhp > 0) 1991 if (disease->stats.maxhp > 0)
2171 disease->stats.maxhp += dur_mod; 1992 disease->stats.maxhp += dur_mod;
2172 1993
2173 if (disease->stats.maxgrace > 0) 1994 if (disease->stats.maxgrace > 0)
2208 if (disease->stats.sp) 2029 if (disease->stats.sp)
2209 disease->stats.sp -= dam_mod; 2030 disease->stats.sp -= dam_mod;
2210 2031
2211 if (infect_object (walk, disease, 1)) 2032 if (infect_object (walk, disease, 1))
2212 { 2033 {
2213 object *flash; /* visual effect for inflicting disease */
2214
2215 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);
2216 2035
2217 free_object (disease); /* don't need this one anymore */ 2036 disease->destroy (); /* don't need this one anymore */
2218 flash = get_archetype (ARCH_DETECT_MAGIC); 2037 walk->map->insert (get_archetype ("detect_magic"), x, y, op);
2219 flash->x = x;
2220 flash->y = y;
2221 flash->map = walk->map;
2222 insert_ob_in_map (flash, walk->map, op, 0);
2223 return 1; 2038 return 1;
2224 } 2039 }
2225 free_object (disease); 2040
2041 disease->destroy ();
2226 } 2042 }
2227 } /* if living creature */ 2043 } /* if living creature */
2228 } /* for range of spaces */ 2044 } /* for range of spaces */
2045
2229 new_draw_info (NDI_UNIQUE, 0, op, "No one caught anything!"); 2046 new_draw_info (NDI_UNIQUE, 0, op, "No one caught anything!");
2230 return 1; 2047 return 1;
2231} 2048}

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