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Comparing deliantra/server/server/spell_attack.C (file contents):
Revision 1.13 by root, Thu Sep 14 22:34:05 2006 UTC vs.
Revision 1.89 by root, Fri Nov 6 12:49:19 2009 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2002-2003 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002-2003,2007 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
8 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
9 the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
10 (at your option) any later version. 11 * option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
18 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
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
20 21 *
21 The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22*/ 23 */
23 24
24/* This file contains all the spell attack code. Grouping this code 25/* This file contains all the spell attack code. Grouping this code
25 * together should hopefully make it easier to find the relevent bits 26 * together should hopefully make it easier to find the relevent bits
26 * of code 27 * of code
27 */ 28 */
28 29
29#include <global.h> 30#include <global.h>
30#include <object.h> 31#include <object.h>
31#include <living.h> 32#include <living.h>
32#ifndef __CEXTRACT__
33# include <sproto.h> 33#include <sproto.h>
34#endif
35#include <spells.h> 34#include <spells.h>
36#include <sounds.h> 35#include <sounds.h>
37 36
38/* 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
39 * 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)
40 * but moved here so it could be applied to bolts too 39 * but moved here so it could be applied to bolts too
41 * op is the spell object. 40 * op is the spell object.
42 */ 41 */
43 42static void
44void
45check_spell_knockback (object *op) 43check_spell_knockback (object *op)
46{ 44{
47 object *tmp, *tmp2; /* object on the map */
48 int weight_move; 45 int weight_move;
49 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 */
50 47
51 if (!op->weight) 48 if (!op->weight)
52 { /*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 */
57 { 54 {
58 weight_move = op->weight + (op->weight * op->level) / 3; 55 weight_move = op->weight + (op->weight * op->level) / 3;
59 /*LOG (llevDebug, "DEBUG: arch weighs %d and masses %d (%s,level %d)\n", op->weight,weight_move,op->name,op->level); */ 56 /*LOG (llevDebug, "DEBUG: arch weighs %d and masses %d (%s,level %d)\n", op->weight,weight_move,op->name,op->level); */
60 } 57 }
61 58
62 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)
63 { 60 {
64 int num_sections = 1; 61 int num_sections = 1;
65 62
66 /* don't move DM */ 63 /* don't move DM */
67 if (QUERY_FLAG (tmp, FLAG_WIZ)) 64 if (QUERY_FLAG (tmp, FLAG_WIZ))
74 /* don't move floors or immobile objects */ 71 /* don't move floors or immobile objects */
75 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || (!QUERY_FLAG (tmp, FLAG_ALIVE) && QUERY_FLAG (tmp, FLAG_NO_PICK))) 72 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || (!QUERY_FLAG (tmp, FLAG_ALIVE) && QUERY_FLAG (tmp, FLAG_NO_PICK)))
76 continue; 73 continue;
77 74
78 /* count the object's sections */ 75 /* count the object's sections */
79 for (tmp2 = tmp; tmp2 != NULL; tmp2 = tmp2->more) 76 for (object *tmp2 = tmp; tmp2; tmp2 = tmp2->more)
80 num_sections++; 77 num_sections++;
81 78
82 /* 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
83 * 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
84 * 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.
108 * 105 *
109 * BOLT CODE 106 * BOLT CODE
110 * 107 *
111 ***************************************************************************/ 108 ***************************************************************************/
112 109
113/* Causes op to fork. op is the original bolt, tmp 110/* Causes op to fork. op is the original bolt, tmp
114 * is the first piece of the fork. 111 * is the first piece of the fork.
115 */ 112 */
116
117void 113void
118forklightning (object *op, object *tmp) 114forklightning (object *op, object *tmp)
119{ 115{
120 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 */
121 int t_dir; /* stores temporary dir calculation */ 117 int t_dir; /* stores temporary dir calculation */
122 mapstruct *m; 118 maptile *m;
123 sint16 sx, sy; 119 sint16 sx, sy;
124 object *new_bolt; 120 object *new_bolt;
125 121
126 /* pick a fork direction. tmp->stats.Con is the left bias 122 /* pick a fork direction. tmp->stats.Con is the left bias
127 * i.e., the chance in 100 of forking LEFT 123 * i.e., the chance in 100 of forking LEFT
140 136
141 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)))
142 return; 138 return;
143 139
144 /* OK, we made a fork */ 140 /* OK, we made a fork */
145 new_bolt = get_object (); 141 new_bolt = tmp->clone ();
146 copy_object (tmp, new_bolt);
147 142
148 /* reduce chances of subsequent forking */ 143 /* reduce chances of subsequent forking */
149 new_bolt->stats.Dex -= 10; 144 new_bolt->stats.Dex -= 10;
150 tmp->stats.Dex -= 10; /* less forks from main bolt too */ 145 tmp->stats.Dex -= 10; /* less forks from main bolt too */
151 new_bolt->stats.Con += 25 * new_dir; /* adjust the left bias */ 146 new_bolt->stats.Con += 25 * new_dir; /* adjust the left bias */
152 new_bolt->speed_left = -0.1; 147 new_bolt->speed_left = -0.1f;
153 new_bolt->direction = t_dir; 148 new_bolt->direction = t_dir;
154 new_bolt->duration++; 149 new_bolt->duration++;
155 new_bolt->x = sx;
156 new_bolt->y = sy;
157 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */ 150 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */
158 new_bolt->stats.dam++; 151 new_bolt->stats.dam++;
159 tmp->stats.dam /= 2; /* reduce father bolt damage */ 152 tmp->stats.dam /= 2; /* reduce father bolt damage */
160 tmp->stats.dam++; 153 tmp->stats.dam++;
161 new_bolt = insert_ob_in_map (new_bolt, m, op, 0); 154
155 if ((new_bolt = m->insert (new_bolt, sx, sy, op)))
162 update_turn_face (new_bolt); 156 update_turn_face (new_bolt);
163} 157}
164 158
165/* move_bolt: moves bolt 'op'. Basically, it just advances a space, 159/* move_bolt: moves bolt 'op'. Basically, it just advances a space,
166 * and checks for various things that may stop it. 160 * and checks for various things that may stop it.
167 */ 161 */
168
169void 162void
170move_bolt (object *op) 163move_bolt (object *op)
171{ 164{
172 object *tmp;
173 int mflags; 165 int mflags;
174 sint16 x, y; 166 sint16 x, y;
175 mapstruct *m; 167 maptile *m;
176 168
177 if (--(op->duration) < 0) 169 if (--op->duration < 0)
178 { 170 {
179 remove_ob (op); 171 op->drop_and_destroy ();
180 free_object (op);
181 return; 172 return;
182 } 173 }
183 174
184 hit_map (op, 0, op->attacktype, 1); 175 hit_map (op, 0, op->attacktype, 1);
185 176
186 if (!op->direction) 177 if (!op->direction)
187 return; 178 return;
188 179
189 if (--op->range < 0) 180 if (--op->range < 0)
190 {
191 op->range = 0; 181 op->range = 0;
192 }
193 else 182 else
194 { 183 {
195 x = op->x + DIRX (op); 184 x = op->x + DIRX (op);
196 y = op->y + DIRY (op); 185 y = op->y + DIRY (op);
197 m = op->map; 186 m = op->map;
205 * 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
206 * will be useful. 195 * will be useful.
207 */ 196 */
208 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)))
209 { 198 {
210
211 if (!QUERY_FLAG (op, FLAG_REFLECTING)) 199 if (!QUERY_FLAG (op, FLAG_REFLECTING))
212 return; 200 return;
213 201
214 /* Since walls don't run diagonal, if the bolt is in 202 /* Since walls don't run diagonal, if the bolt is in
215 * one of 4 main directions, it just reflects back in the 203 * one of 4 main directions, it just reflects back in the
245 else if (left) 233 else if (left)
246 op->direction = absdir (op->direction + 2); 234 op->direction = absdir (op->direction + 2);
247 else if (right) 235 else if (right)
248 op->direction = absdir (op->direction - 2); 236 op->direction = absdir (op->direction - 2);
249 } 237 }
238
250 update_turn_face (op); /* A bolt *must* be IS_TURNABLE */ 239 update_turn_face (op); /* A bolt *must* be IS_TURNABLE */
251 return; 240 return;
252 } 241 }
253 else 242 else
254 { /* Create a copy of this object and put it ahead */ 243 { /* Create a copy of this object and put it ahead */
255 tmp = get_object (); 244 object *tmp = op->clone ();
256 copy_object (op, tmp); 245
246 m->insert (tmp, x, y, op);
257 tmp->speed_left = -0.1; 247 tmp->speed_left = -0.1f;
258 tmp->x += DIRX (tmp), tmp->y += DIRY (tmp);
259 tmp = insert_ob_in_map (tmp, op->map, op, 0);
260 /* To make up for the decrease at the top of the function */ 248 /* To make up for the decrease at the top of the function */
261 tmp->duration++; 249 tmp->duration++;
262 250
263 /* New forking code. Possibly create forks of this object 251 /* New forking code. Possibly create forks of this object
264 * going off in other directions. 252 * going off in other directions.
265 */ 253 */
266
267 if (rndm (0, 99) < tmp->stats.Dex) 254 if (tmp->stats.Dex && rndm (0, 99) < tmp->stats.Dex)
268 { /* stats.Dex % of forking */ 255 forklightning (op, tmp); /* stats.Dex % of forking */
269 forklightning (op, tmp); 256
270 }
271 /* 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
272 * doesn't create any bolts that continue to move onward. 258 * doesn't create any bolts that continue to move onward.
273 */ 259 */
274 op->range = 0; 260 op->range = 0;
275 } /* copy object and move it along */ 261 } /* copy object and move it along */
282 * we remove the magic flag - that can be derived from 268 * we remove the magic flag - that can be derived from
283 * spob->attacktype. 269 * spob->attacktype.
284 * This function sets up the appropriate owner and skill 270 * This function sets up the appropriate owner and skill
285 * pointers. 271 * pointers.
286 */ 272 */
287
288int 273int
289fire_bolt (object *op, object *caster, int dir, object *spob, object *skill) 274fire_bolt (object *op, object *caster, int dir, object *spob, object *skill)
290{ 275{
291 object *tmp = NULL; 276 object *tmp = NULL;
292 int mflags; 277 int mflags;
299 return 0; 284 return 0;
300 285
301 /* peterm: level dependency for bolts */ 286 /* peterm: level dependency for bolts */
302 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);
303 tmp->attacktype = spob->attacktype; 288 tmp->attacktype = spob->attacktype;
289
304 if (spob->slaying) 290 if (spob->slaying)
305 tmp->slaying = spob->slaying; 291 tmp->slaying = spob->slaying;
292
306 tmp->range = spob->range + SP_level_range_adjust (caster, spob); 293 tmp->range = spob->range + SP_level_range_adjust (caster, spob);
307 tmp->duration = spob->duration + SP_level_duration_adjust (caster, spob); 294 tmp->duration = spob->duration + SP_level_duration_adjust (caster, spob);
308 tmp->stats.Dex = spob->stats.Dex; 295 tmp->stats.Dex = spob->stats.Dex;
309 tmp->stats.Con = spob->stats.Con; 296 tmp->stats.Con = spob->stats.Con;
310 297
311 tmp->direction = dir; 298 tmp->direction = dir;
312 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) 299 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
313 SET_ANIMATION (tmp, dir); 300 SET_ANIMATION (tmp, dir);
314 301
315 set_owner (tmp, op); 302 tmp->set_owner (op);
316 set_spell_skill (op, caster, spob, tmp); 303 set_spell_skill (op, caster, spob, tmp);
317 304
318 tmp->x = op->x + DIRX (tmp); 305 tmp->x = op->x + DIRX (tmp);
319 tmp->y = op->y + DIRY (tmp); 306 tmp->y = op->y + DIRY (tmp);
320 tmp->map = op->map; 307 tmp->map = op->map;
321 308
309 maptile *newmap;
322 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);
323 if (mflags & P_OUT_OF_MAP) 311 if (mflags & P_OUT_OF_MAP)
324 { 312 {
325 free_object (tmp); 313 tmp->drop_and_destroy ();
326 return 0; 314 return 0;
327 } 315 }
316
317 tmp->map = newmap;
318
328 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)))
329 { 320 {
330 if (!QUERY_FLAG (tmp, FLAG_REFLECTING)) 321 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
331 { 322 {
332 free_object (tmp); 323 tmp->drop_and_destroy ();
333 return 0; 324 return 0;
334 } 325 }
326
335 tmp->x = op->x; 327 tmp->x = op->x;
336 tmp->y = op->y; 328 tmp->y = op->y;
337 tmp->direction = absdir (tmp->direction + 4); 329 tmp->direction = absdir (tmp->direction + 4);
338 tmp->map = op->map; 330 tmp->map = op->map;
339 } 331 }
340 if ((tmp = insert_ob_in_map (tmp, tmp->map, op, 0)) != NULL) 332
333 if ((tmp = tmp->insert_at (tmp, op)))
341 move_bolt (tmp); 334 move_bolt (tmp);
335
342 return 1; 336 return 1;
343} 337}
344
345
346 338
347/*************************************************************************** 339/***************************************************************************
348 * 340 *
349 * BULLET/BALL CODE 341 * BULLET/BALL CODE
350 * 342 *
351 ***************************************************************************/ 343 ***************************************************************************/
352 344
353/* expands an explosion. op is a piece of the 345/* expands an explosion. op is a piece of the
354 * explosion - this expans it in the different directions. 346 * explosion - this expands it in the different directions.
355 * At least that is what I think this does. 347 * At least that is what I think this does.
356 */ 348 */
357void 349void
358explosion (object *op) 350explosion (object *op)
359{ 351{
360 object *tmp;
361 mapstruct *m = op->map; 352 maptile *m = op->map;
362 int i; 353 int i;
363 354
364 if (--(op->duration) < 0) 355 if (--op->duration < 0)
365 {
366 remove_ob (op);
367 free_object (op);
368 return;
369 } 356 {
357 op->destroy ();
358 return;
359 }
360
370 hit_map (op, 0, op->attacktype, 0); 361 hit_map (op, 0, op->attacktype, 0);
371 362
372 if (op->range > 0) 363 if (op->range > 0)
373 { 364 {
374 for (i = 1; i < 9; i++) 365 for (i = 1; i < 9; i++)
375 { 366 {
376 sint16 dx, dy; 367 sint16 dx, dy;
377 368
378 dx = op->x + freearr_x[i]; 369 dx = op->x + freearr_x[i];
379 dy = op->y + freearr_y[i]; 370 dy = op->y + freearr_y[i];
371
380 /* ok_to_put_more already does things like checks for walls, 372 /* ok_to_put_more already does things like checks for walls,
381 * out of map, etc. 373 * out of map, etc.
382 */ 374 */
383 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))
384 { 376 {
385 tmp = get_object (); 377 object *tmp = op->clone ();
386 copy_object (op, tmp); 378
387 tmp->state = 0; 379 tmp->state = 0;
388 tmp->speed_left = -0.21; 380 tmp->speed_left = -0.21f;
389 tmp->range--; 381 tmp->range--;
390 tmp->value = 0; 382 tmp->value = 0;
391 tmp->x = dx; 383
392 tmp->y = dy; 384 m->insert (tmp, dx, dy, op);
393 insert_ob_in_map (tmp, m, op, 0);
394 } 385 }
395 } 386 }
396 } 387 }
397} 388}
398
399 389
400/* Causes an object to explode, eg, a firebullet, 390/* Causes an object to explode, eg, a firebullet,
401 * poison cloud ball, etc. op is the object to 391 * poison cloud ball, etc. op is the object to
402 * explode. 392 * explode.
403 */ 393 */
404void 394static void
405explode_bullet (object *op) 395explode_bullet (object *op)
406{ 396{
407 tag_t op_tag = op->count;
408 object *tmp, *owner; 397 object *tmp, *owner;
409 398
410 if (op->other_arch == NULL) 399 if (!op->other_arch)
411 { 400 {
412 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n"); 401 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n");
413 remove_ob (op); 402 op->destroy ();
414 free_object (op);
415 return; 403 return;
416 } 404 }
417 405
418 if (op->env) 406 if (op->env)
419 { 407 {
420 object *env; 408 object *env = op->outer_env ();
421 409
422 env = object_get_env_recursive (op);
423 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))
424 { 411 {
425 LOG (llevError, "BUG: explode_bullet(): env out of map\n"); 412 LOG (llevError, "BUG: explode_bullet(): env out of map\n");
426 remove_ob (op); 413 op->destroy ();
427 free_object (op);
428 return; 414 return;
429 } 415 }
430 remove_ob (op); 416
431 op->x = env->x; 417 op->insert_at (env, op, INS_NO_MERGE | INS_NO_WALK_ON);
432 op->y = env->y;
433 insert_ob_in_map (op, env->map, op, INS_NO_MERGE | INS_NO_WALK_ON);
434 } 418 }
435 else if (out_of_map (op->map, op->x, op->y)) 419 else if (out_of_map (op->map, op->x, op->y))
436 { 420 {
437 LOG (llevError, "BUG: explode_bullet(): op out of map\n"); 421 LOG (llevError, "BUG: explode_bullet(): op out of map\n");
438 remove_ob (op); 422 op->destroy ();
439 free_object (op);
440 return; 423 return;
441 } 424 }
442 425
443 // 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
444 // 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
445 // bad at the moment that might happen from this. 428 // bad at the moment that might happen from this.
446 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)
447 { 430 {
448 remove_ob (op); 431 op->destroy ();
449 free_object (op);
450 return; 432 return;
451 } 433 }
452 434
453 if (op->attacktype) 435 if (op->attacktype)
454 { 436 {
455 hit_map (op, 0, op->attacktype, 1); 437 hit_map (op, 0, op->attacktype, 1);
456 if (was_destroyed (op, op_tag)) 438
439 if (op->destroyed ())
457 return; 440 return;
458 } 441 }
459 442
460 /* other_arch contains what this explodes into */ 443 /* other_arch contains what this explodes into */
461 tmp = arch_to_object (op->other_arch); 444 tmp = arch_to_object (op->other_arch);
462 445
463 copy_owner (tmp, op); 446 tmp->set_owner (op);
464 tmp->skill = op->skill; 447 tmp->skill = op->skill;
465 448
466 owner = get_owner (op); 449 owner = op->owner;
467 450
468 if ((tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) && owner && !tailor_god_spell (tmp, owner)) 451 if ((tmp->attacktype & AT_HOLYWORD
469 { 452 || tmp->attacktype & AT_GODPOWER)
470 remove_ob (op); 453 && owner
471 free_object (op); 454 && !tailor_god_spell (tmp, owner))
472 return;
473 } 455 {
474 456 op->destroy ();
475 tmp->x = op->x; 457 return;
476 tmp->y = op->y; 458 }
477 459
478 /* special for bombs - it actually has sane values for these */ 460 /* special for bombs - it actually has sane values for these */
479 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB) 461 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB)
480 { 462 {
481 tmp->attacktype = op->attacktype; 463 tmp->attacktype = op->attacktype;
485 } 467 }
486 else 468 else
487 { 469 {
488 if (op->attacktype & AT_MAGIC) 470 if (op->attacktype & AT_MAGIC)
489 tmp->attacktype |= AT_MAGIC; 471 tmp->attacktype |= AT_MAGIC;
472
490 /* Spell doc describes what is going on here */ 473 /* Spell doc describes what is going on here */
491 tmp->stats.dam = op->dam_modifier; 474 tmp->stats.dam = op->dam_modifier;
492 tmp->range = op->stats.maxhp; 475 tmp->range = op->stats.maxhp;
493 tmp->duration = op->stats.hp; 476 tmp->duration = op->stats.hp;
494 /* 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 -
502 tmp->stats.sp = op->direction; 485 tmp->stats.sp = op->direction;
503 486
504 /* Prevent recursion */ 487 /* Prevent recursion */
505 op->move_on = 0; 488 op->move_on = 0;
506 489
507 insert_ob_in_map (tmp, op->map, op, 0); 490 tmp->insert_at (op, op);
491 tmp->play_sound (tmp->sound);
492
508 /* remove the firebullet */ 493 /* remove the firebullet */
509 if (!was_destroyed (op, op_tag)) 494 op->destroy ();
510 {
511 remove_ob (op);
512 free_object (op);
513 }
514} 495}
515
516
517 496
518/* 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
519 * (eg, explode, damage player, etc) 498 * (eg, explode, damage player, etc)
520 */ 499 */
521
522void 500void
523check_bullet (object *op) 501check_bullet (object *op)
524{ 502{
525 tag_t op_tag = op->count, tmp_tag;
526 object *tmp; 503 object *tmp;
527 int dam, mflags; 504 int dam, mflags;
528 mapstruct *m; 505 maptile *m;
529 sint16 sx, sy; 506 sint16 sx, sy;
530 507
531 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);
532 509
533 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)))
542 519
543 /* 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 */
544 if (!(mflags & P_IS_ALIVE)) 521 if (!(mflags & P_IS_ALIVE))
545 return; 522 return;
546 523
547 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)
548 { 525 {
549 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 526 if (QUERY_FLAG (tmp, FLAG_ALIVE))
550 { 527 {
551 tmp_tag = tmp->count;
552 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
553 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)
554 { 532 {
555 if (!QUERY_FLAG (op, FLAG_REMOVED)) 533 if (!QUERY_FLAG (op, FLAG_REMOVED))
556 { 534 {
557 remove_ob (op); 535 op->destroy ();
558 free_object (op);
559 return; 536 return;
560 } 537 }
561 } 538 }
562 } 539 }
563 } 540 }
564} 541}
565
566 542
567/* Basically, we move 'op' one square, and if it hits something, 543/* Basically, we move 'op' one square, and if it hits something,
568 * call check_bullet. 544 * call check_bullet.
569 * This function is only applicable to bullets, but not to all 545 * This function is only applicable to bullets, but not to all
570 * fired arches (eg, bolts). 546 * fired arches (eg, bolts).
571 */ 547 */
572
573void 548void
574move_bullet (object *op) 549move_bullet (object *op)
575{ 550{
576 sint16 new_x, new_y;
577 int mflags;
578 mapstruct *m;
579
580#if 0 551#if 0
581 /* We need a better general purpose way to do this */ 552 /* We need a better general purpose way to do this */
582 553
583 /* peterm: added to make comet leave a trail of burnouts 554 /* peterm: added to make comet leave a trail of burnouts
584 it's an unadulterated hack, but the effect is cool. */ 555 it's an unadulterated hack, but the effect is cool. */
585 if (op->stats.sp == SP_METEOR) 556 if (op->stats.sp == SP_METEOR)
586 { 557 {
587 replace_insert_ob_in_map ("fire_trail", op); 558 replace_insert_ob_in_map ("fire_trail", op);
588 if (was_destroyed (op, op_tag)) 559 if (op->destroyed ())
589 return; 560 return;
590 } /* end addition. */ 561 } /* end addition. */
591#endif 562#endif
592 563
593 /* Reached the end of its life - remove it */ 564 /* Reached the end of its life - remove it */
594 if (--op->range <= 0) 565 if (--op->range <= 0)
595 { 566 {
596 if (op->other_arch) 567 if (op->other_arch)
597 {
598 explode_bullet (op); 568 explode_bullet (op);
599 }
600 else 569 else
601 { 570 op->destroy ();
602 remove_ob (op);
603 free_object (op);
604 }
605 return;
606 }
607 571
608 new_x = op->x + DIRX (op); 572 return;
609 new_y = op->y + DIRY (op);
610 m = op->map;
611 mflags = get_map_flags (m, &m, new_x, new_y, &new_x, &new_y);
612
613 if (mflags & P_OUT_OF_MAP)
614 { 573 }
615 remove_ob (op); 574
616 free_object (op); 575 mapxy pos (op);
617 return; 576 pos.move (op->direction);
577
578 if (!pos.normalise ())
618 } 579 {
580 op->destroy ();
581 return;
582 }
619 583
620 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))
621 { 589 {
622 if (op->other_arch) 590 if (op->other_arch)
623 {
624 explode_bullet (op); 591 explode_bullet (op);
625 }
626 else 592 else
627 { 593 op->destroy ();
628 remove_ob (op);
629 free_object (op);
630 }
631 return;
632 }
633 594
634 remove_ob (op); 595 return;
635 op->x = new_x; 596 }
636 op->y = new_y; 597
637 if ((op = insert_ob_in_map (op, m, op, 0)) == NULL) 598 if (!(op = pos.insert (op, op)))
638 return; 599 return;
639 600
640 if (reflwall (op->map, op->x, op->y, op)) 601 if (reflwall (op->map, op->x, op->y, op))
641 { 602 {
642 op->direction = absdir (op->direction + 4); 603 op->direction = absdir (op->direction + 4);
643 update_turn_face (op); 604 update_turn_face (op);
644 } 605 }
645 else 606 else
646 {
647 check_bullet (op); 607 check_bullet (op);
648 }
649} 608}
650
651
652
653 609
654/* fire_bullet 610/* fire_bullet
655 * object op (cast from caster) files a bolt in dir. 611 * object op (cast from caster) files a bolt in dir.
656 * spob is the spell object for the bolt. 612 * spob is the spell object for the bolt.
657 * we remove the magic flag - that can be derived from 613 * we remove the magic flag - that can be derived from
658 * spob->attacktype. 614 * spob->attacktype.
659 * This function sets up the appropriate owner and skill 615 * This function sets up the appropriate owner and skill
660 * pointers. 616 * pointers.
661 */ 617 */
662
663int 618int
664fire_bullet (object *op, object *caster, int dir, object *spob) 619fire_bullet (object *op, object *caster, int dir, object *spob)
665{ 620{
666 object *tmp = NULL; 621 object *tmp = NULL;
667 int mflags; 622 int mflags;
668 623
669 if (!spob->other_arch) 624 if (!spob->other_arch)
670 return 0; 625 return 0;
671 626
672 tmp = arch_to_object (spob->other_arch); 627 tmp = spob->other_arch->instance ();
673 if (tmp == NULL) 628 if (!tmp)
674 return 0; 629 return 0;
675 630
676 /* peterm: level dependency for bolts */ 631 /* peterm: level dependency for bolts */
677 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);
678 tmp->attacktype = spob->attacktype; 633 tmp->attacktype = spob->attacktype;
679 if (spob->slaying) 634 if (spob->slaying)
680 tmp->slaying = spob->slaying; 635 tmp->slaying = spob->slaying;
681 636
688 643
689 tmp->direction = dir; 644 tmp->direction = dir;
690 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) 645 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
691 SET_ANIMATION (tmp, dir); 646 SET_ANIMATION (tmp, dir);
692 647
693 set_owner (tmp, op); 648 tmp->set_owner (op);
694 set_spell_skill (op, caster, spob, tmp); 649 set_spell_skill (op, caster, spob, tmp);
695 650
696 tmp->x = op->x + freearr_x[dir]; 651 tmp->x = op->x + freearr_x[dir];
697 tmp->y = op->y + freearr_y[dir]; 652 tmp->y = op->y + freearr_y[dir];
698 tmp->map = op->map; 653 tmp->map = op->map;
699 654
655 maptile *newmap;
700 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);
701 if (mflags & P_OUT_OF_MAP) 657 if (mflags & P_OUT_OF_MAP)
702 { 658 {
703 free_object (tmp); 659 tmp->destroy ();
704 return 0; 660 return 0;
705 } 661 }
662
663 tmp->map = newmap;
664
706 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)))
707 { 666 {
708 if (!QUERY_FLAG (tmp, FLAG_REFLECTING)) 667 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
709 { 668 {
710 free_object (tmp); 669 tmp->destroy ();
711 return 0; 670 return 0;
712 } 671 }
672
713 tmp->x = op->x; 673 tmp->x = op->x;
714 tmp->y = op->y; 674 tmp->y = op->y;
715 tmp->direction = absdir (tmp->direction + 4); 675 tmp->direction = absdir (tmp->direction + 4);
716 tmp->map = op->map; 676 tmp->map = op->map;
717 } 677 }
718 if ((tmp = insert_ob_in_map (tmp, tmp->map, op, 0)) != NULL) 678
719 { 679 if ((tmp = tmp->insert_at (tmp, op)))
720 check_bullet (tmp); 680 check_bullet (tmp);
721 } 681
722 return 1; 682 return 1;
723} 683}
724
725
726
727 684
728/***************************************************************************** 685/*****************************************************************************
729 * 686 *
730 * CONE RELATED FUNCTIONS 687 * CONE RELATED FUNCTIONS
731 * 688 *
732 *****************************************************************************/ 689 *****************************************************************************/
733 690
734
735/* 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" */
736void 692static void
737cone_drop (object *op) 693cone_drop (object *op)
738{ 694{
739 object *new_ob = arch_to_object (op->other_arch); 695 object *new_ob = arch_to_object (op->other_arch);
740 696
741 new_ob->x = op->x;
742 new_ob->y = op->y;
743 new_ob->level = op->level; 697 new_ob->level = op->level;
744 set_owner (new_ob, op->owner); 698 new_ob->set_owner (op->owner);
745 699
746 /* preserve skill ownership */ 700 /* preserve skill ownership */
747 if (op->skill && op->skill != new_ob->skill) 701 if (op->skill && op->skill != new_ob->skill)
748 {
749 new_ob->skill = op->skill; 702 new_ob->skill = op->skill;
750 }
751 insert_ob_in_map (new_ob, op->map, op, 0);
752 703
704 new_ob->insert_at (op, op);
753} 705}
754 706
755/* 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 */
756 708
757void 709void
758move_cone (object *op) 710move_cone (object *op)
759{ 711{
760 int i;
761 tag_t tag;
762
763 /* 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 */
764 if (!op->map) 713 if (!op->map)
765 { 714 {
766 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");
767 op->speed = 0; 716 op->set_speed (0);
768 update_ob_speed (op);
769 return; 717 return;
770 } 718 }
771 719
772 /* lava saves it's life, but not yours :) */ 720 /* lava saves it's life, but not yours :) */
773 if (QUERY_FLAG (op, FLAG_LIFESAVE)) 721 if (QUERY_FLAG (op, FLAG_LIFESAVE))
779#if 0 727#if 0
780 /* Disable this - enabling it makes monsters easier, as 728 /* Disable this - enabling it makes monsters easier, as
781 * when their cone dies when they die. 729 * when their cone dies when they die.
782 */ 730 */
783 /* If no owner left, the spell dies out. */ 731 /* If no owner left, the spell dies out. */
784 if (get_owner (op) == NULL) 732 if (op->owner == NULL)
785 { 733 {
786 remove_ob (op); 734 op->destroy ();
787 free_object (op);
788 return; 735 return;
789 } 736 }
790#endif 737#endif
791 738
792 tag = op->count;
793 hit_map (op, 0, op->attacktype, 0); 739 hit_map (op, 0, op->attacktype, 0);
740
741 if (!op->is_on_map ())
742 return;
794 743
795 /* Check to see if we should push anything. 744 /* Check to see if we should push anything.
796 * Spell objects with weight push whatever they encounter to some 745 * Spell objects with weight push whatever they encounter to some
797 * degree. 746 * degree.
798 */ 747 */
799 if (op->weight) 748 if (op->weight)
749 {
800 check_spell_knockback (op); 750 check_spell_knockback (op);
801 751
802 if (was_destroyed (op, tag)) 752 if (!op->is_on_map ())
803 return; 753 return;
754 }
804 755
805 if ((op->duration--) < 0) 756 if (op->duration-- < 0)
806 { 757 {
807 remove_ob (op); 758 op->destroy ();
808 free_object (op);
809 return; 759 return;
810 } 760 }
811 /* Object has hit maximum range, so don't have it move 761 /* Object has hit maximum range, so don't have it move
812 * any further. When the duration above expires, 762 * any further. When the duration above expires,
813 * then the object will get removed. 763 * then the object will get removed.
816 { 766 {
817 op->range = 0; /* just so it doesn't wrap */ 767 op->range = 0; /* just so it doesn't wrap */
818 return; 768 return;
819 } 769 }
820 770
821 for (i = -1; i < 2; i++) 771 for (int i = -1; i <= 1; i++)
822 { 772 {
823 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)];
824 774
825 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))
826 { 776 {
827 object *tmp = get_object (); 777 object *tmp = op->clone ();
828
829 copy_object (op, tmp);
830 tmp->x = x;
831 tmp->y = y;
832 778
833 tmp->duration = op->duration + 1; 779 tmp->duration = op->duration + 1;
834 780
835 /* Use for spell tracking - see ok_to_put_more() */ 781 /* Use for spell tracking - see ok_to_put_more() */
836 tmp->stats.maxhp = op->stats.maxhp; 782 tmp->stats.maxhp = op->stats.maxhp;
837 insert_ob_in_map (tmp, op->map, op, 0); 783
784 op->map->insert (tmp, x, y, op);
785
838 if (tmp->other_arch) 786 if (tmp->other_arch)
839 cone_drop (tmp); 787 cone_drop (tmp);
840 } 788 }
841 } 789 }
842} 790}
852int 800int
853cast_cone (object *op, object *caster, int dir, object *spell) 801cast_cone (object *op, object *caster, int dir, object *spell)
854{ 802{
855 object *tmp; 803 object *tmp;
856 int i, success = 0, range_min = -1, range_max = 1; 804 int i, success = 0, range_min = -1, range_max = 1;
857 mapstruct *m; 805 maptile *m;
858 sint16 sx, sy; 806 sint16 sx, sy;
859 MoveType movetype; 807 MoveType movetype;
860 808
861 if (!spell->other_arch) 809 if (!spell->other_arch)
862 return 0; 810 return 0;
875 823
876 /* 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
877 * 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
878 * insert it into is blocked. 826 * insert it into is blocked.
879 */ 827 */
880 movetype = spell->other_arch->clone.move_type; 828 movetype = spell->other_arch->move_type;
881 829
882 for (i = range_min; i <= range_max; i++) 830 for (i = range_min; i <= range_max; i++)
883 { 831 {
884 sint16 x, y, d; 832 sint16 x, y;
885 833
886 /* We can't use absdir here, because it never returns 834 /* We can't use absdir here, because it never returns
887 * 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
888 * 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
889 * to hit that person. 837 * to hit that person.
890 */ 838 */
891 d = dir + i; 839 int d = dir ? absdir (dir + i) : i;
892 while (d < 0)
893 d += 8;
894 while (d > 8)
895 d -= 8;
896 840
897 /* 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.
898 * In that case, we have to see - if dir is specified, 842 * In that case, we have to see - if dir is specified,
899 * turn this into direction 8. If dir is not specified (all 843 * turn this into direction 8. If dir is not specified (all
900 * direction) skip - otherwise, one line would do more damage 844 * direction) skip - otherwise, one line would do more damage
918 if ((movetype & GET_MAP_MOVE_BLOCK (m, sx, sy)) == movetype) 862 if ((movetype & GET_MAP_MOVE_BLOCK (m, sx, sy)) == movetype)
919 continue; 863 continue;
920 864
921 success = 1; 865 success = 1;
922 tmp = arch_to_object (spell->other_arch); 866 tmp = arch_to_object (spell->other_arch);
923 set_owner (tmp, op); 867 tmp->set_owner (op);
924 set_spell_skill (op, caster, spell, tmp); 868 set_spell_skill (op, caster, spell, tmp);
925 tmp->level = caster_level (caster, spell); 869 tmp->level = casting_level (caster, spell);
926 tmp->x = sx;
927 tmp->y = sy;
928 tmp->attacktype = spell->attacktype; 870 tmp->attacktype = spell->attacktype;
929 871
930 /* holy word stuff */ 872 /* holy word stuff */
931 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER)) 873 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER))
932 if (!tailor_god_spell (tmp, op)) 874 if (!tailor_god_spell (tmp, op))
966 else 908 else
967 tmp->duration += caster->level / 3; 909 tmp->duration += caster->level / 3;
968 } 910 }
969 911
970 if (!(tmp->move_type & MOVE_FLY_LOW)) 912 if (!(tmp->move_type & MOVE_FLY_LOW))
971 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);
972 914
973 if (!tmp->move_on && tmp->stats.dam) 915 if (!tmp->move_on && tmp->stats.dam)
974 {
975 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);
976 }
977 917
978 insert_ob_in_map (tmp, m, op, 0); 918 m->insert (tmp, sx, sy, op);
979 919
980 /* 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
981 * a single space too many times. 921 * a single space too many times.
982 */ 922 */
983 tmp->stats.maxhp = tmp->count; 923 tmp->stats.maxhp = tmp->count;
993 * 933 *
994 * BOMB related code 934 * BOMB related code
995 * 935 *
996 ****************************************************************************/ 936 ****************************************************************************/
997 937
998
999/* This handles an exploding bomb. 938/* This handles an exploding bomb.
1000 * op is the original bomb object. 939 * op is the original bomb object.
1001 */ 940 */
1002void 941void
1003animate_bomb (object *op) 942animate_bomb (object *op)
1004{ 943{
1005 int i;
1006 object *env, *tmp;
1007 archetype *at;
1008
1009 if (op->state != NUM_ANIMATIONS (op) - 1) 944 if (op->state != NUM_ANIMATIONS (op) - 1)
1010 return; 945 return;
1011 946
1012 env = object_get_env_recursive (op); 947 object *env = op->outer_env ();
1013 948
1014 if (op->env) 949 if (op->env)
1015 { 950 {
1016 if (env->map == NULL) 951 if (!env->map)
1017 return; 952 return;
1018 953
1019 if (env->type == PLAYER) 954 if (!(op = op->insert_at (env, op)))
1020 esrv_del_item (env->contr, op->count);
1021
1022 remove_ob (op);
1023 op->x = env->x;
1024 op->y = env->y;
1025 if ((op = insert_ob_in_map (op, env->map, op, 0)) == NULL)
1026 return; 955 return;
1027 } 956 }
1028 957
1029 // 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
1030 // 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
1031 // as bombs can be carried. 960 // as bombs can be carried.
1032 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE) 961 if (op->ms ().flags () & P_SAFE)
1033 { 962 {
1034 remove_ob (op); 963 op->destroy ();
1035 free_object (op);
1036 return; 964 return;
1037 } 965 }
1038 966
1039 /* This copies a lot of the code from the fire bullet, 967 /* This copies a lot of the code from the fire bullet,
1040 * but using the cast_bullet isn't really feasible, 968 * but using the cast_bullet isn't really feasible,
1041 * so just set up the appropriate values. 969 * so just set up the appropriate values.
1042 */ 970 */
1043 at = archetype::find (SPLINT); 971 if (archetype *at = archetype::find (SPLINT))
1044 if (at)
1045 { 972 {
1046 for (i = 1; i < 9; i++) 973 for (int i = 1; i < 9; i++)
1047 { 974 {
1048 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]))
1049 continue; 976 continue;
977
1050 tmp = arch_to_object (at); 978 object *tmp = arch_to_object (at);
1051 tmp->direction = i; 979 tmp->direction = i;
1052 tmp->range = op->range; 980 tmp->range = op->range;
1053 tmp->stats.dam = op->stats.dam; 981 tmp->stats.dam = op->stats.dam;
1054 tmp->duration = op->duration; 982 tmp->duration = op->duration;
1055 tmp->attacktype = op->attacktype; 983 tmp->attacktype = op->attacktype;
1056 copy_owner (tmp, op); 984 tmp->set_owner (op);
1057 if (op->skill && op->skill != tmp->skill) 985 if (op->skill && op->skill != tmp->skill)
1058 {
1059 tmp->skill = op->skill; 986 tmp->skill = op->skill;
1060 } 987
1061 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) 988 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
1062 SET_ANIMATION (tmp, i); 989 SET_ANIMATION (tmp, i);
1063 tmp->x = op->x + freearr_x[i]; 990
1064 tmp->y = op->y + freearr_x[i]; 991 op->map->insert (tmp, op->x + freearr_x[i], op->y + freearr_x[i], op);
1065 insert_ob_in_map (tmp, op->map, op, 0);
1066 move_bullet (tmp); 992 move_bullet (tmp);
1067 } 993 }
1068 } 994 }
1069 995
1070 explode_bullet (op); 996 explode_bullet (op);
1071} 997}
1072 998
1073int 999int
1074create_bomb (object *op, object *caster, int dir, object *spell) 1000create_bomb (object *op, object *caster, int dir, object *spell)
1075{ 1001{
1076
1077 object *tmp; 1002 object *tmp;
1078 int mflags; 1003 int mflags;
1079 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];
1080 mapstruct *m; 1005 maptile *m;
1081 1006
1082 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 {
1083 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))
1084 { 1016 {
1085 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.");
1086 return 0; 1018 return 0;
1019 }
1087 } 1020 }
1021
1088 tmp = arch_to_object (spell->other_arch); 1022 tmp = arch_to_object (spell->other_arch);
1089 1023
1090 /* level dependencies for bomb */ 1024 /* level dependencies for bomb */
1091 tmp->range = spell->range + SP_level_range_adjust (caster, spell); 1025 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
1092 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);
1093 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell); 1027 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
1094 tmp->attacktype = spell->attacktype; 1028 tmp->attacktype = spell->attacktype;
1095 1029
1096 set_owner (tmp, op); 1030 tmp->set_owner (op);
1097 set_spell_skill (op, caster, spell, tmp); 1031 set_spell_skill (op, caster, spell, tmp);
1098 tmp->x = dx; 1032
1099 tmp->y = dy; 1033 m->insert (tmp, dx, dy, op);
1100 insert_ob_in_map (tmp, m, op, 0);
1101 return 1; 1034 return 1;
1102} 1035}
1103 1036
1104/**************************************************************************** 1037/****************************************************************************
1105 * 1038 *
1114 * dir is the direction to look in. 1047 * dir is the direction to look in.
1115 * range is how far out to look. 1048 * range is how far out to look.
1116 * 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.
1117 * this info is used for blocked magic/unholy spaces. 1050 * this info is used for blocked magic/unholy spaces.
1118 */ 1051 */
1119
1120object * 1052object *
1121get_pointed_target (object *op, int dir, int range, int type) 1053get_pointed_target (object *op, int dir, int range, int type)
1122{ 1054{
1123 object *target; 1055 object *target;
1124 sint16 x, y; 1056 sint16 x, y;
1125 int dist, mflags; 1057 int dist, mflags;
1126 mapstruct *mp; 1058 maptile *mp;
1127 1059
1128 if (dir == 0) 1060 if (dir == 0)
1129 return NULL; 1061 return NULL;
1130 1062
1131 for (dist = 1; dist < range; dist++) 1063 for (dist = 1; dist < range; dist++)
1143 return NULL; 1075 return NULL;
1144 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW) 1076 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW)
1145 return NULL; 1077 return NULL;
1146 1078
1147 if (mflags & P_IS_ALIVE) 1079 if (mflags & P_IS_ALIVE)
1148 {
1149 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)
1150 { 1081 if (QUERY_FLAG (target, FLAG_MONSTER))
1151 if (QUERY_FLAG (target->head ? target->head : target, FLAG_MONSTER))
1152 {
1153 return target; 1082 return target;
1154 }
1155 }
1156 }
1157 } 1083 }
1084
1158 return NULL; 1085 return NULL;
1159} 1086}
1160
1161 1087
1162/* cast_smite_arch() - the priest points to a creature and causes 1088/* cast_smite_arch() - the priest points to a creature and causes
1163 * a 'godly curse' to decend. 1089 * a 'godly curse' to decend.
1164 * usual params - 1090 * usual params -
1165 * op = player 1091 * op = player
1166 * caster = object casting the spell. 1092 * caster = object casting the spell.
1167 * dir = direction being cast 1093 * dir = direction being cast
1168 * spell = spell object 1094 * spell = spell object
1169 */ 1095 */
1170
1171int 1096int
1172cast_smite_spell (object *op, object *caster, int dir, object *spell) 1097cast_smite_spell (object *op, object *caster, int dir, object *spell)
1173{ 1098{
1174 object *effect, *target; 1099 object *effect, *target;
1175 object *god = find_god (determine_god (op)); 1100 object *god = find_god (determine_god (op));
1185 * interesting spell. 1110 * interesting spell.
1186 * 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
1187 * can't be friendly to your god. 1112 * can't be friendly to your god.
1188 */ 1113 */
1189 1114
1190 if (!target || QUERY_FLAG (target, FLAG_REFL_SPELL) 1115 if (!target
1116 || target->flag [FLAG_REFL_SPELL]
1191 || (!god && spell->stats.grace) 1117 || (!god && spell->stats.grace)
1192 || (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)))
1193 { 1120 {
1194 new_draw_info (NDI_UNIQUE, 0, op, "Your request is unheeded."); 1121 new_draw_info (NDI_UNIQUE, 0, op, "Your request is unheeded.");
1195 return 0; 1122 return 0;
1196 } 1123 }
1197 1124
1199 effect = arch_to_object (spell->other_arch); 1126 effect = arch_to_object (spell->other_arch);
1200 else 1127 else
1201 return 0; 1128 return 0;
1202 1129
1203 /* tailor the effect by priest level and worshipped God */ 1130 /* tailor the effect by priest level and worshipped God */
1204 effect->level = caster_level (caster, spell); 1131 effect->level = casting_level (caster, spell);
1205 effect->attacktype = spell->attacktype; 1132 effect->attacktype = spell->attacktype;
1206 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER)) 1133 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER))
1207 { 1134 {
1208 if (tailor_god_spell (effect, op)) 1135 if (tailor_god_spell (effect, op))
1209 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));
1210 else 1137 else
1211 { 1138 {
1212 new_draw_info (NDI_UNIQUE, 0, op, "Your request is ignored."); 1139 new_draw_info (NDI_UNIQUE, 0, op, "Your request is ignored.");
1213 return 0; 1140 return 0;
1214 } 1141 }
1221 if (effect->attacktype & AT_DEATH) 1148 if (effect->attacktype & AT_DEATH)
1222 { 1149 {
1223 effect->level = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1150 effect->level = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1224 1151
1225 /* casting death spells at undead isn't a good thing */ 1152 /* casting death spells at undead isn't a good thing */
1226 if QUERY_FLAG
1227 (target, FLAG_UNDEAD) 1153 if (QUERY_FLAG (target, FLAG_UNDEAD))
1228 { 1154 {
1229 if (random_roll (0, 2, op, PREFER_LOW)) 1155 if (random_roll (0, 2, op, PREFER_LOW))
1230 { 1156 {
1231 new_draw_info (NDI_UNIQUE, 0, op, "Idiot! Your spell boomerangs!"); 1157 new_draw_info (NDI_UNIQUE, 0, op, "Idiot! Your spell boomerangs!");
1232 effect->x = op->x; 1158 effect->x = op->x;
1234 } 1160 }
1235 else 1161 else
1236 { 1162 {
1237 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));
1238 target->stats.hp = target->stats.maxhp * 2; 1164 target->stats.hp = target->stats.maxhp * 2;
1239 free_object (effect); 1165 effect->destroy ();
1240 return 0; 1166 return 0;
1241 } 1167 }
1242 } 1168 }
1243 } 1169 }
1244 else 1170 else
1245 { 1171 {
1246 /* how much woe to inflict :) */ 1172 /* how much woe to inflict :) */
1247 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);
1248 } 1174 }
1249 1175
1250 set_owner (effect, op); 1176 effect->set_owner (op);
1251 set_spell_skill (op, caster, spell, effect); 1177 set_spell_skill (op, caster, spell, effect);
1252 1178
1253 /* ok, tell it where to be, and insert! */ 1179 /* ok, tell it where to be, and insert! */
1254 effect->x = target->x; 1180 effect->insert_at (target, op);
1255 effect->y = target->y;
1256 insert_ob_in_map (effect, target->map, op, 0);
1257 1181
1258 return 1; 1182 return 1;
1259} 1183}
1260
1261 1184
1262/**************************************************************************** 1185/****************************************************************************
1263 * 1186 *
1264 * MAGIC MISSILE code. 1187 * MAGIC MISSILE code.
1265 * 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
1268 1191
1269/* op is a missile that needs to be moved */ 1192/* op is a missile that needs to be moved */
1270void 1193void
1271move_missile (object *op) 1194move_missile (object *op)
1272{ 1195{
1273 int i, mflags;
1274 object *owner;
1275 sint16 new_x, new_y;
1276 mapstruct *m;
1277
1278 if (op->range-- <= 0) 1196 if (op->range-- <= 0)
1279 { 1197 {
1280 remove_ob (op); 1198 op->drop_and_destroy ();
1281 free_object (op);
1282 return; 1199 return;
1283 }
1284
1285 owner = get_owner (op);
1286#if 0
1287 /* It'd make things nastier if this wasn't here - spells cast by
1288 * monster that are then killed would continue to survive
1289 */
1290 if (owner == NULL)
1291 { 1200 }
1292 remove_ob (op); 1201
1293 free_object (op); 1202 mapxy pos (op);
1294 return; 1203 pos.move (op->direction);
1204
1205 if (!pos.normalise ())
1295 } 1206 {
1296#endif 1207 op->destroy ();
1297 1208 return;
1298 new_x = op->x + DIRX (op);
1299 new_y = op->y + DIRY (op);
1300
1301 mflags = get_map_flags (op->map, &m, new_x, new_y, &new_x, &new_y);
1302
1303 if (!(mflags & P_OUT_OF_MAP) && ((mflags & P_IS_ALIVE) || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y))))
1304 { 1209 }
1305 tag_t tag = op->count;
1306 1210
1211 mapspace &ms = pos.ms ();
1212
1213 if (ms.flags () & P_IS_ALIVE || ms.blocks (op))
1214 {
1307 hit_map (op, op->direction, AT_MAGIC, 1); 1215 hit_map (op, op->direction, AT_MAGIC, 1);
1308 /* Basically, missile only hits one thing then goes away. 1216 /* Basically, missile only hits one thing then goes away.
1309 * 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.
1310 */ 1218 */
1311 if (!was_destroyed (op, tag)) 1219 op->destroy ();
1312 {
1313 remove_ob (op);
1314 free_object (op);
1315 }
1316 return; 1220 return;
1317 }
1318
1319 remove_ob (op);
1320 if (!op->direction || (mflags & P_OUT_OF_MAP))
1321 { 1221 }
1322 free_object (op); 1222
1323 return; 1223 if (!op->direction)
1324 } 1224 {
1325 op->x = new_x; 1225 op->destroy ();
1326 op->y = new_y; 1226 return;
1327 op->map = m; 1227 }
1328 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);
1329 if (i > 0 && i != op->direction) 1230 if (i > 0 && i != op->direction)
1330 { 1231 {
1331 op->direction = i; 1232 op->direction = i;
1332 SET_ANIMATION (op, op->direction); 1233 SET_ANIMATION (op, op->direction);
1333 } 1234 }
1334 insert_ob_in_map (op, op->map, op, 0); 1235
1236 pos.insert (op, op);
1335} 1237}
1336 1238
1337/**************************************************************************** 1239/****************************************************************************
1338 * Destruction 1240 * Destruction
1339 ****************************************************************************/ 1241 ****************************************************************************/
1342 * 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
1343 * object. if time is 0, the object glows permanently. To truely 1245 * object. if time is 0, the object glows permanently. To truely
1344 * make this work for non-living objects, we would have to 1246 * make this work for non-living objects, we would have to
1345 * give them the capability to have an inventory. b.t. 1247 * give them the capability to have an inventory. b.t.
1346 */ 1248 */
1347
1348int 1249int
1349make_object_glow (object *op, int radius, int time) 1250make_object_glow (object *op, int radius, int time)
1350{ 1251{
1351 object *tmp;
1352
1353 /* some things are unaffected... */ 1252 /* some things are unaffected... */
1354 if (op->path_denied & PATH_LIGHT) 1253 if (op->path_denied & PATH_LIGHT)
1355 return 0; 1254 return 0;
1356 1255
1357 tmp = get_archetype (FORCE_NAME); 1256 object *tmp = get_archetype (FORCE_NAME);
1358 tmp->speed = 0.01; 1257 tmp->speed = 0.01;
1359 tmp->stats.food = time; 1258 tmp->stats.food = time;
1360 SET_FLAG (tmp, FLAG_IS_USED_UP); 1259 SET_FLAG (tmp, FLAG_IS_USED_UP);
1361 tmp->glow_radius = radius; 1260 tmp->set_glow_radius (min (MAX_LIGHT_RADIUS, radius));
1362 if (tmp->glow_radius > MAX_LIGHT_RADII)
1363 tmp->glow_radius = MAX_LIGHT_RADII;
1364
1365 tmp->x = op->x;
1366 tmp->y = op->y;
1367 if (tmp->speed < MIN_ACTIVE_SPEED)
1368 tmp->speed = MIN_ACTIVE_SPEED; /* safety */
1369 tmp = insert_ob_in_ob (tmp, op); 1261 tmp = insert_ob_in_ob (tmp, op);
1262
1370 if (tmp->glow_radius > op->glow_radius) 1263 if (tmp->glow_radius > op->glow_radius)
1371 op->glow_radius = tmp->glow_radius; 1264 op->set_glow_radius (tmp->glow_radius);
1372 1265
1373 if (!tmp->env || op != tmp->env)
1374 {
1375 LOG (llevError, "make_object_glow() failed to insert glowing force in %s\n", &op->name);
1376 return 0;
1377 }
1378 return 1; 1266 return 1;
1379} 1267}
1380
1381
1382
1383 1268
1384int 1269int
1385cast_destruction (object *op, object *caster, object *spell_ob) 1270cast_destruction (object *op, object *caster, object *spell_ob)
1386{ 1271{
1387 int i, j, range, mflags, friendly = 0, dam, dur;
1388 sint16 sx, sy;
1389 mapstruct *m;
1390 object *tmp;
1391 const char *skill;
1392
1393 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob); 1272 int range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
1394 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);
1395 dur = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob); 1274 int dur = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
1396 if (QUERY_FLAG (op, FLAG_FRIENDLY) || op->type == PLAYER) 1275
1397 friendly = 1; 1276 bool friendly = op->flag [FLAG_FRIENDLY] || op->is_player ();
1398 1277
1399 /* destruction doesn't use another spell object, so we need 1278 /* destruction doesn't use another spell object, so we need
1400 * update op's skill pointer so that exp is properly awarded. 1279 * update op's skill pointer so that exp is properly awarded.
1401 * We do some shortcuts here - since this is just temporary
1402 * and we'll reset the values back, we don't need to go through
1403 * the full share string/free_string route.
1404 */ 1280 */
1405 skill = op->skill; 1281 const shstr skill = op->skill;
1282
1406 if (caster == op) 1283 if (caster == op)
1407 op->skill = spell_ob->skill; 1284 op->skill = spell_ob->skill;
1408 else if (caster->skill) 1285 else if (caster->skill)
1409 op->skill = caster->skill; 1286 op->skill = caster->skill;
1410 else 1287 else
1411 op->skill = NULL; 1288 op->skill = 0;
1412 1289
1413 change_skill (op, find_skill_by_name (op, op->skill), 1); 1290 op->change_skill (find_skill_by_name (op, op->skill));
1414 1291
1415 for (i = -range; i < range; i++) 1292 unordered_mapwalk (op, -range, -range, range, range)
1416 { 1293 {
1417 for (j = -range; j < range; j++) 1294 mapspace &ms = m->at (nx, ny);
1418 { 1295
1419 m = op->map;
1420 sx = op->x + i;
1421 sy = op->y + j;
1422 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
1423 if (mflags & P_OUT_OF_MAP)
1424 continue;
1425 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 ())
1426 { 1299 {
1427 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 ())))
1428 { 1304 {
1429 if (QUERY_FLAG (tmp, FLAG_ALIVE) || tmp->type == PLAYER) 1305 if (spell_ob->subtype == SP_DESTRUCTION)
1430 break;
1431 }
1432 if (tmp)
1433 {
1434 if (tmp->head)
1435 tmp = tmp->head;
1436
1437 if ((friendly && !QUERY_FLAG (tmp, FLAG_FRIENDLY) && tmp->type != PLAYER) ||
1438 (!friendly && (QUERY_FLAG (tmp, FLAG_FRIENDLY) || tmp->type == PLAYER)))
1439 { 1306 {
1440 if (spell_ob->subtype == SP_DESTRUCTION)
1441 {
1442 hit_player (tmp, dam, op, spell_ob->attacktype, 0); 1307 hit_player (tmp, dam, op, spell_ob->attacktype, 0);
1308
1443 if (spell_ob->other_arch) 1309 if (spell_ob->other_arch)
1444 {
1445 tmp = arch_to_object (spell_ob->other_arch); 1310 m->insert (arch_to_object (spell_ob->other_arch), nx, ny, op);
1446 tmp->x = sx;
1447 tmp->y = sy;
1448 insert_ob_in_map (tmp, m, op, 0);
1449 }
1450 } 1311 }
1451 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)
1452 { 1313 {
1453 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch) 1314 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch)
1454 {
1455 object *effect = arch_to_object (spell_ob->other_arch); 1315 m->insert (arch_to_object (spell_ob->other_arch), nx, ny, op);
1456
1457 effect->x = sx;
1458 effect->y = sy;
1459 insert_ob_in_map (effect, m, op, 0);
1460 }
1461 }
1462 } 1316 }
1463 } 1317 }
1464 } 1318 }
1465 }
1466 } 1319 }
1320
1467 op->skill = skill; 1321 op->skill = skill;
1468 return 1; 1322 return 1;
1469} 1323}
1470 1324
1471/*************************************************************************** 1325/***************************************************************************
1485 { 1339 {
1486 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.");
1487 return 0; 1341 return 0;
1488 } 1342 }
1489 1343
1344 tmp = tmp->head_ ();
1345
1490 /* 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. */
1491 for (force = tmp->inv; force != NULL; force = force->below) 1347 for (force = tmp->inv; force; force = force->below)
1492 { 1348 {
1493 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY) 1349 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY)
1494 { 1350 {
1495 if (force->name == spell_ob->name) 1351 if (force->name == spell_ob->name)
1496 { 1352 {
1502 return 0; 1358 return 0;
1503 } 1359 }
1504 } 1360 }
1505 } 1361 }
1506 1362
1507 if (force == NULL) 1363 if (!force)
1508 { 1364 {
1509 force = get_archetype (FORCE_NAME); 1365 force = get_archetype (FORCE_NAME);
1510 force->subtype = FORCE_CHANGE_ABILITY; 1366 force->subtype = FORCE_CHANGE_ABILITY;
1367
1511 if (spell_ob->race) 1368 if (spell_ob->race)
1512 force->name = spell_ob->race; 1369 force->name = spell_ob->race;
1513 else 1370 else
1514 force->name = spell_ob->name; 1371 force->name = spell_ob->name;
1515 1372
1525 { 1382 {
1526 force->duration = duration; 1383 force->duration = duration;
1527 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.");
1528 } 1385 }
1529 else 1386 else
1530 {
1531 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.");
1532 } 1388
1533 return 1; 1389 return 1;
1534 } 1390 }
1391
1535 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;
1536 force->speed = 1.0; 1393 force->speed = 1.f;
1537 force->speed_left = -1.0; 1394 force->speed_left = -1.f;
1538 SET_FLAG (force, FLAG_APPLIED); 1395 SET_FLAG (force, FLAG_APPLIED);
1539 1396
1540 if (god) 1397 if (god)
1541 { 1398 {
1542 if (spell_ob->last_grace) 1399 if (spell_ob->last_grace)
1555 force->stats.ac = spell_ob->stats.ac; 1412 force->stats.ac = spell_ob->stats.ac;
1556 force->stats.wc = spell_ob->stats.wc; 1413 force->stats.wc = spell_ob->stats.wc;
1557 1414
1558 change_abil (tmp, force); /* Mostly to display any messages */ 1415 change_abil (tmp, force); /* Mostly to display any messages */
1559 insert_ob_in_ob (force, tmp); 1416 insert_ob_in_ob (force, tmp);
1560 fix_player (tmp); 1417 tmp->update_stats ();
1561 return 1; 1418 return 1;
1562 1419
1563} 1420}
1564
1565 1421
1566/********************************************************************** 1422/**********************************************************************
1567 * mood change 1423 * mood change
1568 * 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
1569 * effects monsters, it seems best to put it into this file 1425 * effects monsters, it seems best to put it into this file
1574 */ 1430 */
1575int 1431int
1576mood_change (object *op, object *caster, object *spell) 1432mood_change (object *op, object *caster, object *spell)
1577{ 1433{
1578 object *tmp, *god, *head; 1434 object *tmp, *god, *head;
1579 int done_one, range, mflags, level, at, best_at; 1435 int done_one, range, level, at, best_at;
1580 sint16 x, y, nx, ny;
1581 mapstruct *m;
1582 const char *race; 1436 const char *race;
1583 1437
1584 /* 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
1585 * doing it over and over again. 1439 * doing it over and over again.
1586 */ 1440 */
1587 god = find_god (determine_god (op)); 1441 god = find_god (determine_god (op));
1588 level = caster_level (caster, spell); 1442 level = casting_level (caster, spell);
1589 range = spell->range + SP_level_range_adjust (caster, spell); 1443 range = spell->range + SP_level_range_adjust (caster, spell);
1590 1444
1591 /* 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_...
1592 * 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
1593 * won't ever match anything. 1447 * won't ever match anything.
1594 */ 1448 */
1595 if (!spell->race) 1449 if (!spell->race)
1596 race = NULL; 1450 race = NULL;
1597 else if (god && !strcmp (spell->race, "GOD_SLAYING")) 1451 else if (god && spell->race == shstr_GOD_SLAYING)
1598 race = god->slaying; 1452 race = god->slaying;
1599 else if (god && !strcmp (spell->race, "GOD_FRIEND")) 1453 else if (god && spell->race == shstr_GOD_FRIEND)
1600 race = god->race; 1454 race = god->race;
1601 else 1455 else
1602 race = spell->race; 1456 race = spell->race;
1603 1457
1604 1458 unordered_mapwalk (op, -range, -range, range, range)
1605 for (x = op->x - range; x <= op->x + range; x++)
1606 for (y = op->y - range; y <= op->y + range; y++)
1607 { 1459 {
1460 mapspace &ms = m->at (nx, ny);
1608 1461
1609 done_one = 0;
1610 m = op->map;
1611 nx = x;
1612 ny = y;
1613 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1614 if (mflags & P_OUT_OF_MAP)
1615 continue;
1616
1617 /* 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 */
1618 if (!(mflags & P_IS_ALIVE)) 1463 if (!ms.flags () & P_IS_ALIVE)
1619 continue; 1464 continue;
1620 1465
1621 for (tmp = get_map_ob (m, nx, ny); tmp; tmp = tmp->above) 1466 // players can only affect spaces that they can actually see
1622 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])
1623 break; 1474 break;
1624 1475
1625 /* There can be living objects that are not monsters */ 1476 /* There can be living objects that are not monsters */
1626 if (!tmp || tmp->type == PLAYER) 1477 if (!tmp)
1627 continue; 1478 continue;
1628 1479
1629 /* Only the head has meaningful data, so resolve to that */ 1480 /* Only the head has meaningful data, so resolve to that */
1630 if (tmp->head)
1631 head = tmp->head; 1481 head = tmp->head_ ();
1632 else
1633 head = tmp;
1634 1482
1635 /* 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 */
1636 if (race && head->race && !strstr (race, head->race)) 1484 if (race && head->race && !strstr (race, head->race))
1637 continue; 1485 continue;
1486
1638 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD)) 1487 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD))
1639 continue; 1488 continue;
1640 1489
1641 /* Now do a bunch of stuff related to saving throws */ 1490 /* Now do a bunch of stuff related to saving throws */
1642 best_at = -1; 1491 best_at = -1;
1643 if (spell->attacktype) 1492 if (spell->attacktype)
1644 { 1493 {
1645 for (at = 0; at < NROFATTACKS; at++) 1494 for (at = 0; at < NROFATTACKS; at++)
1646 if (spell->attacktype & (1 << at)) 1495 if (spell->attacktype & (1 << at))
1647 if (best_at == -1 || head->resist[at] > head->resist[best_at]) 1496 if (best_at == -1 || head->resist[at] > head->resist[best_at])
1648 best_at = at; 1497 best_at = at;
1649 1498
1650 if (best_at == -1) 1499 if (best_at == -1)
1651 at = 0; 1500 at = 0;
1652 else 1501 else
1653 { 1502 {
1654 if (head->resist[best_at] == 100) 1503 if (head->resist[best_at] == 100)
1655 continue; 1504 continue;
1656 else 1505 else
1657 at = head->resist[best_at] / 5; 1506 at = head->resist[best_at] / 5;
1658 } 1507 }
1508
1659 at -= level / 5; 1509 at -= level / 5;
1660 if (did_make_save (head, head->level, at)) 1510 if (did_make_save (head, head->level, at))
1661 continue; 1511 continue;
1662 } 1512 }
1663 else /* spell->attacktype */ 1513 else /* spell->attacktype */
1514 {
1664 /* 1515 /*
1665 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:
1666 * if spell level < monster level, no go 1517 * if spell level < monster level, no go
1667 * 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 ) )
1668 1519
1670 1521
1671 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
1672 charm a level 125 monster... 1523 charm a level 125 monster...
1673 1524
1674 Ryo, august 14th 1525 Ryo, august 14th
1675 */ 1526 */
1676 {
1677 if (head->level > level) 1527 if (head->level > level)
1678 continue; 1528 continue;
1529
1679 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))))
1680 /* Failed, no effect */ 1531 /* Failed, no effect */
1681 continue; 1532 continue;
1682 } 1533 }
1683 1534
1684 /* Done with saving throw. Now start effecting the monster */ 1535 /* Done with saving throw. Now start affecting the monster */
1536 done_one = 0;
1685 1537
1686 /* aggravation */ 1538 /* aggravation */
1687 if (QUERY_FLAG (spell, FLAG_MONSTER)) 1539 if (QUERY_FLAG (spell, FLAG_MONSTER))
1688 { 1540 {
1689 CLEAR_FLAG (head, FLAG_SLEEP); 1541 CLEAR_FLAG (head, FLAG_SLEEP);
1690 if (QUERY_FLAG (head, FLAG_FRIENDLY))
1691 remove_friendly_object (head); 1542 remove_friendly_object (head);
1692
1693 done_one = 1; 1543 done_one = 1;
1694 head->enemy = op; 1544 head->enemy = op;
1695 } 1545 }
1696 1546
1697 /* calm monsters */ 1547 /* calm monsters */
1698 if (QUERY_FLAG (spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (head, FLAG_UNAGGRESSIVE)) 1548 if (QUERY_FLAG (spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (head, FLAG_UNAGGRESSIVE))
1699 { 1549 {
1700 SET_FLAG (head, FLAG_UNAGGRESSIVE); 1550 SET_FLAG (head, FLAG_UNAGGRESSIVE);
1701 head->enemy = NULL; 1551 head->enemy = NULL;
1702 done_one = 1; 1552 done_one = 1;
1703 } 1553 }
1704 1554
1705 /* berserk monsters */ 1555 /* berserk monsters */
1706 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK)) 1556 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK))
1707 { 1557 {
1708 SET_FLAG (head, FLAG_BERSERK); 1558 SET_FLAG (head, FLAG_BERSERK);
1709 done_one = 1; 1559 done_one = 1;
1710 } 1560 }
1561
1711 /* charm */ 1562 /* charm */
1712 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))
1713 { 1564 {
1714 SET_FLAG (head, FLAG_FRIENDLY); 1565 INVOKE_OBJECT (KILL, head, ARG_OBJECT (caster));
1566
1715 /* Prevent uncontolled outbreaks of self replicating monsters. 1567 /* Prevent uncontrolled outbreaks of self replicating monsters.
1716 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.
1717 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. */
1718 CLEAR_FLAG (head, FLAG_GENERATOR); 1570 CLEAR_FLAG (head, FLAG_GENERATOR);
1719 set_owner (head, op); 1571 head->set_owner (op);
1720 set_spell_skill (op, caster, spell, head); 1572 set_spell_skill (op, caster, spell, head);
1721 add_friendly_object (head); 1573 add_friendly_object (head);
1722 head->attack_movement = PETMOVE; 1574 head->attack_movement = PETMOVE;
1723 done_one = 1; 1575 done_one = 1;
1724 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);
1725 head->stats.exp = 0; 1577 head->stats.exp = 0;
1726 } 1578 }
1727 1579
1728 /* If a monster was effected, put an effect in */ 1580 /* If a monster was effected, put an effect in */
1729 if (done_one && spell->other_arch) 1581 if (done_one && spell->other_arch)
1730 { 1582 m->insert (arch_to_object (spell->other_arch), nx, ny, op);
1731 tmp = arch_to_object (spell->other_arch); 1583 }
1732 tmp->x = nx;
1733 tmp->y = ny;
1734 insert_ob_in_map (tmp, m, op, 0);
1735 }
1736 } /* for y */
1737 1584
1738 return 1; 1585 return 1;
1739} 1586}
1740
1741 1587
1742/* 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
1743 * 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
1744 * lightning spell used it, that seemed misnamed. 1590 * lightning spell used it, that seemed misnamed.
1745 * op is the spell effect. 1591 * op is the spell effect.
1746 * note that duration is handled by process_object() in time.c 1592 * note that duration is handled by process_object() in time.c
1747 */ 1593 */
1748
1749void 1594void
1750move_ball_spell (object *op) 1595move_ball_spell (object *op)
1751{ 1596{
1752 int i, j, dam_save, dir, mflags; 1597 int i, j, dam_save, dir, mflags;
1753 sint16 nx, ny, hx, hy; 1598 sint16 nx, ny, hx, hy;
1754 object *owner; 1599 object *owner;
1755 mapstruct *m; 1600 maptile *m;
1756 1601
1757 owner = get_owner (op); 1602 owner = op->owner;
1758 1603
1759 /* 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,
1760 * 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
1761 * victim. The block immediately below more or less chooses a random 1606 * victim. The block immediately below more or less chooses a random
1762 * 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
1772 for (i = 1; i < 9; i++) 1617 for (i = 1; i < 9; i++)
1773 { 1618 {
1774 /* i bit 0: alters sign of offset 1619 /* i bit 0: alters sign of offset
1775 * other bits (i / 2): absolute value of offset 1620 * other bits (i / 2): absolute value of offset
1776 */ 1621 */
1777
1778 int offset = ((i ^ j) & 1) ? (i / 2) : -(i / 2); 1622 int offset = ((i ^ j) & 1) ? (i / 2) : -(i / 2);
1779 int tmpdir = absdir (op->direction + offset); 1623 int tmpdir = absdir (op->direction + offset);
1780 1624
1781 nx = op->x + freearr_x[tmpdir]; 1625 nx = op->x + freearr_x[tmpdir];
1782 ny = op->y + freearr_y[tmpdir]; 1626 ny = op->y + freearr_y[tmpdir];
1784 { 1628 {
1785 dir = tmpdir; 1629 dir = tmpdir;
1786 break; 1630 break;
1787 } 1631 }
1788 } 1632 }
1633
1789 if (dir == 0) 1634 if (dir == 0)
1790 { 1635 {
1791 nx = op->x; 1636 nx = op->x;
1792 ny = op->y; 1637 ny = op->y;
1793 m = op->map; 1638 m = op->map;
1794 } 1639 }
1795 1640
1796 remove_ob (op); 1641 m->insert (op, nx, ny, op);
1797 op->y = ny;
1798 op->x = nx;
1799 insert_ob_in_map (op, m, op, 0);
1800 1642
1801 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
1802 surrounding squares */ 1644 surrounding squares */
1803 1645
1804 /* loop over current square and neighbors to hit. 1646 /* loop over current square and neighbors to hit.
1805 * if this has an other_arch field, we insert that in 1647 * if this has an other_arch field, we insert that in
1806 * the surround spaces. 1648 * the surround spaces.
1807 */ 1649 */
1808 for (j = 0; j < 9; j++) 1650 for (j = 0; j < 9; j++)
1809 { 1651 {
1810 object *new_ob;
1811
1812 hx = nx + freearr_x[j]; 1652 hx = nx + freearr_x[j];
1813 hy = ny + freearr_y[j]; 1653 hy = ny + freearr_y[j];
1814 1654
1815 m = op->map; 1655 m = op->map;
1816 mflags = get_map_flags (m, &m, hx, hy, &hx, &hy); 1656 mflags = get_map_flags (m, &m, hx, hy, &hx, &hy);
1824 1664
1825 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)))
1826 { 1666 {
1827 if (j) 1667 if (j)
1828 op->stats.dam = dam_save / 2; 1668 op->stats.dam = dam_save / 2;
1669
1829 hit_map (op, j, op->attacktype, 1); 1670 hit_map (op, j, op->attacktype, 1);
1830
1831 } 1671 }
1832 1672
1833 /* insert the other arch */ 1673 /* insert the other arch */
1834 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))))
1835 { 1675 m->insert (arch_to_object (op->other_arch), hx, hy, op);
1836 new_ob = arch_to_object (op->other_arch);
1837 new_ob->x = hx;
1838 new_ob->y = hy;
1839 insert_ob_in_map (new_ob, m, op, 0);
1840 }
1841 } 1676 }
1842 1677
1843 /* restore to the center location and damage */ 1678 /* restore to the center location and damage */
1844 op->stats.dam = dam_save; 1679 op->stats.dam = dam_save;
1845 1680
1846 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);
1847 1682
1848 if (i >= 0) 1683 if (i >= 0)
1849 { /* we have a preferred direction! */ 1684 { /* we have a preferred direction! */
1850 /* pick another direction if the preferred dir is blocked. */ 1685 /* pick another direction if the preferred dir is blocked. */
1851 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 ||
1852 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)))
1853 {
1854 i = absdir (i + rndm (0, 2) - 1); /* -1, 0, +1 */ 1688 i = absdir (i + rndm (0, 2) - 1); /* -1, 0, +1 */
1855 } 1689
1856 op->direction = i; 1690 op->direction = i;
1857 } 1691 }
1858} 1692}
1859 1693
1860
1861/* move_swarm_spell: peterm 1694/* move_swarm_spell: peterm
1862 * 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
1863 * 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
1864 * 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
1865 * 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
1866 * 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.
1867 */ 1700 */
1868
1869void 1701void
1870move_swarm_spell (object *op) 1702move_swarm_spell (object *op)
1871{ 1703{
1872#if 0 1704#if 0
1873 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 };
1874 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 };
1875 sint16 target_x, target_y, origin_x, origin_y; 1707 sint16 target_x, target_y, origin_x, origin_y;
1876 int adjustdir; 1708 int adjustdir;
1877 mapstruct *m; 1709 maptile *m;
1878#endif 1710#endif
1879 int basedir;
1880 object *owner; 1711 object *owner = op->env;
1881 1712
1882 owner = get_owner (op); 1713 if (!owner) // MUST not happen, remove when true TODO
1883 if (op->duration == 0 || owner == NULL)
1884 {
1885 remove_ob (op);
1886 free_object (op);
1887 return;
1888 } 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
1889 op->duration--; 1726 op->duration--;
1890 1727
1891 basedir = op->direction; 1728 int basedir = op->direction;
1892 if (basedir == 0) 1729 if (!basedir)
1893 { 1730 {
1894 /* spray in all directions! 8) */ 1731 /* spray in all directions! 8) */
1895 basedir = rndm (1, 8); 1732 op->facing = (op->facing + op->state) & 7;
1733 basedir = op->facing + 1;
1896 } 1734 }
1897 1735
1898#if 0 1736#if 0
1899 // this is bogus: it causes wrong places to be checked below 1737 // this is bogus: it causes wrong places to be checked below
1900 // (a wall 2 cells away will block the effect...) and 1738 // (a wall 2 cells away will block the effect...) and
1901 // 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
1902 // space. 1740 // space.
1903 // should be fixed later, but correctness before featurs... 1741 // should be fixed later, but correctness before features...
1904 // (schmorp) 1742 // (schmorp)
1905 1743
1906 /* new offset calculation to make swarm element distribution 1744 /* new offset calculation to make swarm element distribution
1907 * more uniform 1745 * more uniform
1908 */ 1746 */
1961 { 1799 {
1962 /* 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 */
1963 if (op->spell->subtype == SP_BULLET) 1801 if (op->spell->subtype == SP_BULLET)
1964 fire_bullet (owner, op, basedir, op->spell); 1802 fire_bullet (owner, op, basedir, op->spell);
1965 else if (op->spell->subtype == SP_MAGIC_MISSILE) 1803 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1966 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);
1967 } 1805 }
1968} 1806}
1969
1970
1971
1972 1807
1973/* fire_swarm: 1808/* fire_swarm:
1974 * The following routine creates a swarm of objects. It actually 1809 * The following routine creates a swarm of objects. It actually
1975 * sets up a specific swarm object, which then fires off all 1810 * sets up a specific swarm object, which then fires off all
1976 * the parts of the swarm. 1811 * the parts of the swarm.
1979 * caster: the caster (owner, wand, rod, scroll) 1814 * caster: the caster (owner, wand, rod, scroll)
1980 * dir: the direction everything will be fired in 1815 * dir: the direction everything will be fired in
1981 * spell - the spell that is this spell. 1816 * spell - the spell that is this spell.
1982 * n: the number to be fired. 1817 * n: the number to be fired.
1983 */ 1818 */
1984
1985int 1819int
1986fire_swarm (object *op, object *caster, object *spell, int dir) 1820fire_swarm (object *op, object *caster, object *spell, int dir)
1987{ 1821{
1988 object *tmp;
1989 int i;
1990
1991 if (!spell->other_arch) 1822 if (!spell->other_arch)
1992 return 0; 1823 return 0;
1993 1824
1994 tmp = get_archetype (SWARM_SPELL); 1825 object *tmp = archetype::get (SWARM_SPELL);
1995 tmp->x = op->x; 1826
1996 tmp->y = op->y;
1997 set_owner (tmp, op); /* needed so that if swarm elements kill, caster gets xp. */
1998 set_spell_skill (op, caster, spell, tmp); 1827 set_spell_skill (op, caster, spell, tmp);
1999
2000 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. */
2001 tmp->spell = arch_to_object (spell->other_arch); 1829 tmp->spell = spell->other_arch->instance ();
2002
2003 tmp->attacktype = tmp->spell->attacktype; 1830 tmp->attacktype = tmp->spell->attacktype;
2004 1831
2005 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) 1832 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
2006 {
2007 if (!tailor_god_spell (tmp, op)) 1833 if (!tailor_god_spell (tmp, op))
2008 return 1; 1834 return 1;
2009 } 1835
2010 tmp->duration = SP_level_duration_adjust (caster, spell); 1836 tmp->duration = SP_level_duration_adjust (caster, spell);
2011 for (i = 0; i < spell->duration; i++) 1837 for (int i = 0; i < spell->duration; i++)
2012 tmp->duration += die_roll (1, 3, op, PREFER_HIGH); 1838 tmp->duration += die_roll (1, 3, op, PREFER_HIGH);
2013 1839
1840 tmp->invisible = 1;
1841 tmp->flag [FLAG_NO_DROP] = 1; // make sure it stays in inv, or else
2014 tmp->direction = dir; 1842 tmp->direction = dir;
2015 tmp->invisible = 1; 1843 tmp->facing = rndm (1, 8); // initial firing direction
2016 insert_ob_in_map (tmp, op->map, op, 0); 1844 tmp->state = rndm (4) * 2 + 1; // direction increment
1845
1846 op->insert (tmp);
1847
2017 return 1; 1848 return 1;
2018} 1849}
2019
2020 1850
2021/* See the spells documentation file for why this is its own 1851/* See the spells documentation file for why this is its own
2022 * function. 1852 * function.
2023 */ 1853 */
2024int 1854int
2025cast_light (object *op, object *caster, object *spell, int dir) 1855cast_light (object *op, object *caster, object *spell, int dir)
2026{ 1856{
2027 object *target = NULL, *tmp = NULL; 1857 object *target = NULL, *tmp = NULL;
2028 sint16 x, y; 1858 sint16 x, y;
2029 int dam, mflags; 1859 int dam, mflags;
2030 mapstruct *m; 1860 maptile *m;
2031 1861
2032 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1862 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
2033 1863
2034 if (!dir) 1864 if (dir)
2035 {
2036 new_draw_info (NDI_UNIQUE, 0, op, "In what direction?");
2037 return 0;
2038 } 1865 {
2039
2040 x = op->x + freearr_x[dir]; 1866 x = op->x + freearr_x[dir];
2041 y = op->y + freearr_y[dir]; 1867 y = op->y + freearr_y[dir];
2042 m = op->map; 1868 m = op->map;
2043 1869
2044 mflags = get_map_flags (m, &m, x, y, &x, &y); 1870 mflags = get_map_flags (m, &m, x, y, &x, &y);
2045 1871
2046 if (mflags & P_OUT_OF_MAP) 1872 if (mflags & P_OUT_OF_MAP)
2047 { 1873 {
2048 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is there."); 1874 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is there.");
2049 return 0; 1875 return 0;
2050 } 1876 }
2051 1877
2052 if (mflags & P_IS_ALIVE && spell->attacktype) 1878 if (mflags & P_IS_ALIVE && spell->attacktype)
2053 { 1879 {
2054 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)
2055 if (QUERY_FLAG (target, FLAG_MONSTER)) 1881 if (QUERY_FLAG (target, FLAG_MONSTER))
2056 { 1882 {
2057 /* oky doky. got a target monster. Lets make a blinding attack */ 1883 /* oky doky. got a target monster. Lets make a blinding attack */
2058 if (target->head) 1884 if (target->head)
2059 target = target->head; 1885 target = target->head;
1886
2060 (void) hit_player (target, dam, op, spell->attacktype, 1); 1887 hit_player (target, dam, op, spell->attacktype, 1);
2061 return 1; /* one success only! */ 1888 return 1; /* one success only! */
1889 }
2062 } 1890 }
2063 }
2064 1891
2065 /* no live target, perhaps a wall is in the way? */ 1892 /* no live target, perhaps a wall is in the way? */
2066 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)))
2067 { 1894 {
2068 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.");
2069 return 0; 1896 return 0;
1897 }
2070 } 1898 }
2071 1899
2072 /* 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 */
2073 tmp = arch_to_object (spell->other_arch); 1901 tmp = arch_to_object (spell->other_arch);
2074 if (!tmp) 1902 if (!tmp)
2075 { 1903 {
2076 LOG (llevError, "Error: spell arch for cast_light() missing.\n"); 1904 LOG (llevError, "Error: spell arch for cast_light() missing.\n");
2077 return 0; 1905 return 0;
2078 } 1906 }
1907
2079 tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell); 1908 tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell);
1909
2080 if (tmp->glow_radius) 1910 if (tmp->glow_radius)
2081 { 1911 tmp->set_glow_radius (
2082 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)
2083 if (tmp->glow_radius > MAX_LIGHT_RADII) 1913 );
2084 tmp->glow_radius = MAX_LIGHT_RADII; 1914
2085 } 1915 if (dir)
2086 tmp->x = x; 1916 m->insert (tmp, x, y, op);
2087 tmp->y = y; 1917 else
2088 insert_ob_in_map (tmp, m, op, 0); 1918 caster->outer_env_or_self ()->insert (tmp);
1919
2089 return 1; 1920 return 1;
2090} 1921}
2091
2092
2093
2094 1922
2095/* cast_cause_disease: this spell looks along <dir> from the 1923/* cast_cause_disease: this spell looks along <dir> from the
2096 * player and infects someone. 1924 * player and infects someone.
2097 * 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
2098 * 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
2099 * perhaps this should actually be in disease.c? 1927 * perhaps this should actually be in disease.c?
2100 */ 1928 */
2101
2102int 1929int
2103cast_cause_disease (object *op, object *caster, object *spell, int dir) 1930cast_cause_disease (object *op, object *caster, object *spell, int dir)
2104{ 1931{
2105 sint16 x, y; 1932 sint16 x, y;
2106 int i, mflags, range, dam_mod, dur_mod; 1933 int i, mflags, range, dam_mod, dur_mod;
2107 object *walk; 1934 object *walk;
2108 mapstruct *m; 1935 maptile *m;
2109 1936
2110 x = op->x; 1937 x = op->x;
2111 y = op->y; 1938 y = op->y;
2112 1939
2113 /* 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
2114 * direction the player is pointing. 1941 * direction the player is pointing.
2115 */ 1942 */
2116 if (!dir) 1943 if (!dir)
2117 dir = op->facing; 1944 dir = op->facing;
1945
2118 if (!dir) 1946 if (!dir)
2119 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 */
2120 1948
2121 /* Calculate these once here */ 1949 /* Calculate these once here */
2122 range = spell->range + SP_level_range_adjust (caster, spell); 1950 range = spell->range + SP_level_range_adjust (caster, spell);
2141 1969
2142 /* 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 */
2143 if (mflags & P_IS_ALIVE) 1971 if (mflags & P_IS_ALIVE)
2144 { 1972 {
2145 /* search this square for a victim */ 1973 /* search this square for a victim */
2146 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)
2147 if (QUERY_FLAG (walk, FLAG_MONSTER) || (walk->type == PLAYER)) 1975 if (QUERY_FLAG (walk, FLAG_MONSTER) || (walk->type == PLAYER))
2148 { /* found a victim */ 1976 { /* found a victim */
2149 object *disease = arch_to_object (spell->other_arch); 1977 object *disease = arch_to_object (spell->other_arch);
2150 1978
2151 set_owner (disease, op); 1979 disease->set_owner (op);
2152 set_spell_skill (op, caster, spell, disease); 1980 set_spell_skill (op, caster, spell, disease);
2153 disease->stats.exp = 0; 1981 disease->stats.exp = 0;
2154 disease->level = caster_level (caster, spell); 1982 disease->level = casting_level (caster, spell);
2155 1983
2156 /* do level adjustments */ 1984 /* do level adjustments */
2157 if (disease->stats.wc) 1985 if (disease->stats.wc)
2158 disease->stats.wc += dur_mod / 2; 1986 disease->stats.wc += dur_mod / 2;
2159 1987
2160 if (disease->magic > 0) 1988 if (disease->magic > 0)
2161 disease->magic += dur_mod / 4; 1989 disease->magic += dur_mod / 8;
2162 1990
2163 if (disease->stats.maxhp > 0) 1991 if (disease->stats.maxhp > 0)
2164 disease->stats.maxhp += dur_mod; 1992 disease->stats.maxhp += dur_mod;
2165 1993
2166 if (disease->stats.maxgrace > 0) 1994 if (disease->stats.maxgrace > 0)
2201 if (disease->stats.sp) 2029 if (disease->stats.sp)
2202 disease->stats.sp -= dam_mod; 2030 disease->stats.sp -= dam_mod;
2203 2031
2204 if (infect_object (walk, disease, 1)) 2032 if (infect_object (walk, disease, 1))
2205 { 2033 {
2206 object *flash; /* visual effect for inflicting disease */
2207
2208 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);
2209 2035
2210 free_object (disease); /* don't need this one anymore */ 2036 disease->destroy (); /* don't need this one anymore */
2211 flash = get_archetype (ARCH_DETECT_MAGIC); 2037 walk->map->insert (get_archetype ("detect_magic"), x, y, op);
2212 flash->x = x;
2213 flash->y = y;
2214 flash->map = walk->map;
2215 insert_ob_in_map (flash, walk->map, op, 0);
2216 return 1; 2038 return 1;
2217 } 2039 }
2218 free_object (disease); 2040
2041 disease->destroy ();
2219 } 2042 }
2220 } /* if living creature */ 2043 } /* if living creature */
2221 } /* for range of spaces */ 2044 } /* for range of spaces */
2045
2222 new_draw_info (NDI_UNIQUE, 0, op, "No one caught anything!"); 2046 new_draw_info (NDI_UNIQUE, 0, op, "No one caught anything!");
2223 return 1; 2047 return 1;
2224} 2048}

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