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Comparing deliantra/server/server/spell_attack.C (file contents):
Revision 1.16 by root, Tue Dec 12 20:53:03 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 */
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 maptile *m; 167 maptile *m;
176 168
177 if (--(op->duration) < 0) 169 if (--op->duration < 0)
178 { 170 {
179 op->remove ();
180 op->destroy (0); 171 op->drop_and_destroy ();
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 tmp->destroy (0); 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 tmp->destroy (0); 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 maptile *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 { 356 {
366 op->remove ();
367 op->destroy (0); 357 op->destroy ();
368 return; 358 return;
369 } 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 object *tmp, *owner; 397 object *tmp, *owner;
408 398
409 if (op->other_arch == NULL) 399 if (!op->other_arch)
410 { 400 {
411 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n"); 401 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n");
412 op->remove ();
413 op->destroy (0); 402 op->destroy ();
414 return; 403 return;
415 } 404 }
416 405
417 if (op->env) 406 if (op->env)
418 { 407 {
419 object *env; 408 object *env = op->outer_env ();
420 409
421 env = object_get_env_recursive (op);
422 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))
423 { 411 {
424 LOG (llevError, "BUG: explode_bullet(): env out of map\n"); 412 LOG (llevError, "BUG: explode_bullet(): env out of map\n");
425 op->remove ();
426 op->destroy (0); 413 op->destroy ();
427 return; 414 return;
428 } 415 }
429 op->remove (); 416
430 op->x = env->x; 417 op->insert_at (env, op, INS_NO_MERGE | INS_NO_WALK_ON);
431 op->y = env->y;
432 insert_ob_in_map (op, env->map, op, INS_NO_MERGE | INS_NO_WALK_ON);
433 } 418 }
434 else if (out_of_map (op->map, op->x, op->y)) 419 else if (out_of_map (op->map, op->x, op->y))
435 { 420 {
436 LOG (llevError, "BUG: explode_bullet(): op out of map\n"); 421 LOG (llevError, "BUG: explode_bullet(): op out of map\n");
437 op->remove ();
438 op->destroy (0); 422 op->destroy ();
439 return; 423 return;
440 } 424 }
441 425
442 // 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
443 // 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
444 // bad at the moment that might happen from this. 428 // bad at the moment that might happen from this.
445 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE) 429 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
446 { 430 {
447 op->remove ();
448 op->destroy (0); 431 op->destroy ();
449 return; 432 return;
450 } 433 }
451 434
452 if (op->attacktype) 435 if (op->attacktype)
453 { 436 {
454 hit_map (op, 0, op->attacktype, 1); 437 hit_map (op, 0, op->attacktype, 1);
438
455 if (op->destroyed ()) 439 if (op->destroyed ())
456 return; 440 return;
457 } 441 }
458 442
459 /* other_arch contains what this explodes into */ 443 /* other_arch contains what this explodes into */
460 tmp = arch_to_object (op->other_arch); 444 tmp = arch_to_object (op->other_arch);
461 445
462 copy_owner (tmp, op); 446 tmp->set_owner (op);
463 tmp->skill = op->skill; 447 tmp->skill = op->skill;
464 448
465 owner = get_owner (op); 449 owner = op->owner;
466 450
467 if ((tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) && owner && !tailor_god_spell (tmp, owner)) 451 if ((tmp->attacktype & AT_HOLYWORD
452 || tmp->attacktype & AT_GODPOWER)
453 && owner
454 && !tailor_god_spell (tmp, owner))
468 { 455 {
469 op->remove ();
470 op->destroy (0); 456 op->destroy ();
471 return; 457 return;
472 } 458 }
473
474 tmp->x = op->x;
475 tmp->y = op->y;
476 459
477 /* special for bombs - it actually has sane values for these */ 460 /* special for bombs - it actually has sane values for these */
478 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB) 461 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB)
479 { 462 {
480 tmp->attacktype = op->attacktype; 463 tmp->attacktype = op->attacktype;
484 } 467 }
485 else 468 else
486 { 469 {
487 if (op->attacktype & AT_MAGIC) 470 if (op->attacktype & AT_MAGIC)
488 tmp->attacktype |= AT_MAGIC; 471 tmp->attacktype |= AT_MAGIC;
472
489 /* Spell doc describes what is going on here */ 473 /* Spell doc describes what is going on here */
490 tmp->stats.dam = op->dam_modifier; 474 tmp->stats.dam = op->dam_modifier;
491 tmp->range = op->stats.maxhp; 475 tmp->range = op->stats.maxhp;
492 tmp->duration = op->stats.hp; 476 tmp->duration = op->stats.hp;
493 /* 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 -
501 tmp->stats.sp = op->direction; 485 tmp->stats.sp = op->direction;
502 486
503 /* Prevent recursion */ 487 /* Prevent recursion */
504 op->move_on = 0; 488 op->move_on = 0;
505 489
506 insert_ob_in_map (tmp, op->map, op, 0); 490 tmp->insert_at (op, op);
491 tmp->play_sound (tmp->sound);
492
507 /* remove the firebullet */ 493 /* remove the firebullet */
508 if (!op->destroyed ())
509 {
510 op->remove ();
511 op->destroy (0); 494 op->destroy ();
512 }
513} 495}
514
515
516 496
517/* 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
518 * (eg, explode, damage player, etc) 498 * (eg, explode, damage player, etc)
519 */ 499 */
520
521void 500void
522check_bullet (object *op) 501check_bullet (object *op)
523{ 502{
524 object *tmp; 503 object *tmp;
525 int dam, mflags; 504 int dam, mflags;
540 519
541 /* 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 */
542 if (!(mflags & P_IS_ALIVE)) 521 if (!(mflags & P_IS_ALIVE))
543 return; 522 return;
544 523
545 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)
546 { 525 {
547 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 526 if (QUERY_FLAG (tmp, FLAG_ALIVE))
548 { 527 {
549 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
550 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0) 531 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0)
551 { 532 {
552 if (!QUERY_FLAG (op, FLAG_REMOVED)) 533 if (!QUERY_FLAG (op, FLAG_REMOVED))
553 { 534 {
554 op->remove ();
555 op->destroy (0); 535 op->destroy ();
556 return; 536 return;
557 } 537 }
558 } 538 }
559 } 539 }
560 } 540 }
561} 541}
562
563 542
564/* Basically, we move 'op' one square, and if it hits something, 543/* Basically, we move 'op' one square, and if it hits something,
565 * call check_bullet. 544 * call check_bullet.
566 * This function is only applicable to bullets, but not to all 545 * This function is only applicable to bullets, but not to all
567 * fired arches (eg, bolts). 546 * fired arches (eg, bolts).
568 */ 547 */
569
570void 548void
571move_bullet (object *op) 549move_bullet (object *op)
572{ 550{
573 sint16 new_x, new_y;
574 int mflags;
575 maptile *m;
576
577#if 0 551#if 0
578 /* We need a better general purpose way to do this */ 552 /* We need a better general purpose way to do this */
579 553
580 /* peterm: added to make comet leave a trail of burnouts 554 /* peterm: added to make comet leave a trail of burnouts
581 it's an unadulterated hack, but the effect is cool. */ 555 it's an unadulterated hack, but the effect is cool. */
589 563
590 /* Reached the end of its life - remove it */ 564 /* Reached the end of its life - remove it */
591 if (--op->range <= 0) 565 if (--op->range <= 0)
592 { 566 {
593 if (op->other_arch) 567 if (op->other_arch)
594 {
595 explode_bullet (op); 568 explode_bullet (op);
596 }
597 else 569 else
598 {
599 op->remove ();
600 op->destroy (0); 570 op->destroy ();
601 }
602 return;
603 }
604 571
605 new_x = op->x + DIRX (op); 572 return;
606 new_y = op->y + DIRY (op);
607 m = op->map;
608 mflags = get_map_flags (m, &m, new_x, new_y, &new_x, &new_y);
609
610 if (mflags & P_OUT_OF_MAP)
611 { 573 }
612 op->remove (); 574
575 mapxy pos (op);
576 pos.move (op->direction);
577
578 if (!pos.normalise ())
579 {
613 op->destroy (0); 580 op->destroy ();
614 return; 581 return;
615 } 582 }
616 583
617 if (!op->direction || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y))) 584 mapspace &ms = pos.ms ();
585
586 ms.update ();
587
588 if (!op->direction || OB_TYPE_MOVE_BLOCK (op, ms.move_block))
618 { 589 {
619 if (op->other_arch) 590 if (op->other_arch)
620 {
621 explode_bullet (op); 591 explode_bullet (op);
622 }
623 else 592 else
624 {
625 op->remove ();
626 op->destroy (0); 593 op->destroy ();
627 }
628 return;
629 }
630 594
631 op->remove (); 595 return;
632 op->x = new_x; 596 }
633 op->y = new_y; 597
634 if ((op = insert_ob_in_map (op, m, op, 0)) == NULL) 598 if (!(op = pos.insert (op, op)))
635 return; 599 return;
636 600
637 if (reflwall (op->map, op->x, op->y, op)) 601 if (reflwall (op->map, op->x, op->y, op))
638 { 602 {
639 op->direction = absdir (op->direction + 4); 603 op->direction = absdir (op->direction + 4);
640 update_turn_face (op); 604 update_turn_face (op);
641 } 605 }
642 else 606 else
643 {
644 check_bullet (op); 607 check_bullet (op);
645 }
646} 608}
647
648
649
650 609
651/* fire_bullet 610/* fire_bullet
652 * object op (cast from caster) files a bolt in dir. 611 * object op (cast from caster) files a bolt in dir.
653 * spob is the spell object for the bolt. 612 * spob is the spell object for the bolt.
654 * we remove the magic flag - that can be derived from 613 * we remove the magic flag - that can be derived from
655 * spob->attacktype. 614 * spob->attacktype.
656 * This function sets up the appropriate owner and skill 615 * This function sets up the appropriate owner and skill
657 * pointers. 616 * pointers.
658 */ 617 */
659
660int 618int
661fire_bullet (object *op, object *caster, int dir, object *spob) 619fire_bullet (object *op, object *caster, int dir, object *spob)
662{ 620{
663 object *tmp = NULL; 621 object *tmp = NULL;
664 int mflags; 622 int mflags;
665 623
666 if (!spob->other_arch) 624 if (!spob->other_arch)
667 return 0; 625 return 0;
668 626
669 tmp = arch_to_object (spob->other_arch); 627 tmp = spob->other_arch->instance ();
670 if (tmp == NULL) 628 if (!tmp)
671 return 0; 629 return 0;
672 630
673 /* peterm: level dependency for bolts */ 631 /* peterm: level dependency for bolts */
674 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);
675 tmp->attacktype = spob->attacktype; 633 tmp->attacktype = spob->attacktype;
676 if (spob->slaying) 634 if (spob->slaying)
677 tmp->slaying = spob->slaying; 635 tmp->slaying = spob->slaying;
678 636
685 643
686 tmp->direction = dir; 644 tmp->direction = dir;
687 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) 645 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
688 SET_ANIMATION (tmp, dir); 646 SET_ANIMATION (tmp, dir);
689 647
690 set_owner (tmp, op); 648 tmp->set_owner (op);
691 set_spell_skill (op, caster, spob, tmp); 649 set_spell_skill (op, caster, spob, tmp);
692 650
693 tmp->x = op->x + freearr_x[dir]; 651 tmp->x = op->x + freearr_x[dir];
694 tmp->y = op->y + freearr_y[dir]; 652 tmp->y = op->y + freearr_y[dir];
695 tmp->map = op->map; 653 tmp->map = op->map;
696 654
655 maptile *newmap;
697 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);
698 if (mflags & P_OUT_OF_MAP) 657 if (mflags & P_OUT_OF_MAP)
699 { 658 {
700 tmp->destroy (0); 659 tmp->destroy ();
701 return 0; 660 return 0;
702 } 661 }
662
663 tmp->map = newmap;
664
703 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)))
704 { 666 {
705 if (!QUERY_FLAG (tmp, FLAG_REFLECTING)) 667 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
706 { 668 {
707 tmp->destroy (0); 669 tmp->destroy ();
708 return 0; 670 return 0;
709 } 671 }
672
710 tmp->x = op->x; 673 tmp->x = op->x;
711 tmp->y = op->y; 674 tmp->y = op->y;
712 tmp->direction = absdir (tmp->direction + 4); 675 tmp->direction = absdir (tmp->direction + 4);
713 tmp->map = op->map; 676 tmp->map = op->map;
714 } 677 }
715 if ((tmp = insert_ob_in_map (tmp, tmp->map, op, 0)) != NULL) 678
716 { 679 if ((tmp = tmp->insert_at (tmp, op)))
717 check_bullet (tmp); 680 check_bullet (tmp);
718 } 681
719 return 1; 682 return 1;
720} 683}
721
722
723
724 684
725/***************************************************************************** 685/*****************************************************************************
726 * 686 *
727 * CONE RELATED FUNCTIONS 687 * CONE RELATED FUNCTIONS
728 * 688 *
729 *****************************************************************************/ 689 *****************************************************************************/
730 690
731
732/* 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" */
733void 692static void
734cone_drop (object *op) 693cone_drop (object *op)
735{ 694{
736 object *new_ob = arch_to_object (op->other_arch); 695 object *new_ob = arch_to_object (op->other_arch);
737 696
738 new_ob->x = op->x;
739 new_ob->y = op->y;
740 new_ob->level = op->level; 697 new_ob->level = op->level;
741 set_owner (new_ob, op->owner); 698 new_ob->set_owner (op->owner);
742 699
743 /* preserve skill ownership */ 700 /* preserve skill ownership */
744 if (op->skill && op->skill != new_ob->skill) 701 if (op->skill && op->skill != new_ob->skill)
745 {
746 new_ob->skill = op->skill; 702 new_ob->skill = op->skill;
747 }
748 insert_ob_in_map (new_ob, op->map, op, 0);
749 703
704 new_ob->insert_at (op, op);
750} 705}
751 706
752/* 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 */
753 708
754void 709void
755move_cone (object *op) 710move_cone (object *op)
756{ 711{
757 int i;
758
759 /* 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 */
760 if (!op->map) 713 if (!op->map)
761 { 714 {
762 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");
763 op->speed = 0; 716 op->set_speed (0);
764 update_ob_speed (op);
765 return; 717 return;
766 } 718 }
767 719
768 /* lava saves it's life, but not yours :) */ 720 /* lava saves it's life, but not yours :) */
769 if (QUERY_FLAG (op, FLAG_LIFESAVE)) 721 if (QUERY_FLAG (op, FLAG_LIFESAVE))
775#if 0 727#if 0
776 /* Disable this - enabling it makes monsters easier, as 728 /* Disable this - enabling it makes monsters easier, as
777 * when their cone dies when they die. 729 * when their cone dies when they die.
778 */ 730 */
779 /* If no owner left, the spell dies out. */ 731 /* If no owner left, the spell dies out. */
780 if (get_owner (op) == NULL) 732 if (op->owner == NULL)
781 { 733 {
782 op->remove ();
783 op->destroy (0); 734 op->destroy ();
784 return; 735 return;
785 } 736 }
786#endif 737#endif
787 738
788 hit_map (op, 0, op->attacktype, 0); 739 hit_map (op, 0, op->attacktype, 0);
740
741 if (!op->is_on_map ())
742 return;
789 743
790 /* Check to see if we should push anything. 744 /* Check to see if we should push anything.
791 * Spell objects with weight push whatever they encounter to some 745 * Spell objects with weight push whatever they encounter to some
792 * degree. 746 * degree.
793 */ 747 */
794 if (op->weight) 748 if (op->weight)
749 {
795 check_spell_knockback (op); 750 check_spell_knockback (op);
796 751
797 if (op->destroyed ()) 752 if (!op->is_on_map ())
798 return; 753 return;
754 }
799 755
800 if ((op->duration--) < 0) 756 if (op->duration-- < 0)
801 { 757 {
802 op->remove ();
803 op->destroy (0); 758 op->destroy ();
804 return; 759 return;
805 } 760 }
806 /* Object has hit maximum range, so don't have it move 761 /* Object has hit maximum range, so don't have it move
807 * any further. When the duration above expires, 762 * any further. When the duration above expires,
808 * then the object will get removed. 763 * then the object will get removed.
811 { 766 {
812 op->range = 0; /* just so it doesn't wrap */ 767 op->range = 0; /* just so it doesn't wrap */
813 return; 768 return;
814 } 769 }
815 770
816 for (i = -1; i < 2; i++) 771 for (int i = -1; i <= 1; i++)
817 { 772 {
818 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)];
819 774
820 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))
821 { 776 {
822 object *tmp = get_object (); 777 object *tmp = op->clone ();
823
824 copy_object (op, tmp);
825 tmp->x = x;
826 tmp->y = y;
827 778
828 tmp->duration = op->duration + 1; 779 tmp->duration = op->duration + 1;
829 780
830 /* Use for spell tracking - see ok_to_put_more() */ 781 /* Use for spell tracking - see ok_to_put_more() */
831 tmp->stats.maxhp = op->stats.maxhp; 782 tmp->stats.maxhp = op->stats.maxhp;
832 insert_ob_in_map (tmp, op->map, op, 0); 783
784 op->map->insert (tmp, x, y, op);
785
833 if (tmp->other_arch) 786 if (tmp->other_arch)
834 cone_drop (tmp); 787 cone_drop (tmp);
835 } 788 }
836 } 789 }
837} 790}
870 823
871 /* 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
872 * 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
873 * insert it into is blocked. 826 * insert it into is blocked.
874 */ 827 */
875 movetype = spell->other_arch->clone.move_type; 828 movetype = spell->other_arch->move_type;
876 829
877 for (i = range_min; i <= range_max; i++) 830 for (i = range_min; i <= range_max; i++)
878 { 831 {
879 sint16 x, y, d; 832 sint16 x, y;
880 833
881 /* We can't use absdir here, because it never returns 834 /* We can't use absdir here, because it never returns
882 * 0. If this is a rune, we want to hit the person on top 835 * 0. If this is a rune, we want to hit the person on top
883 * of the trap (d==0). If it is not a rune, then we don't want 836 * of the trap (d==0). If it is not a rune, then we don't want
884 * to hit that person. 837 * to hit that person.
885 */ 838 */
886 d = dir + i; 839 int d = dir ? absdir (dir + i) : i;
887 while (d < 0)
888 d += 8;
889 while (d > 8)
890 d -= 8;
891 840
892 /* 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.
893 * In that case, we have to see - if dir is specified, 842 * In that case, we have to see - if dir is specified,
894 * turn this into direction 8. If dir is not specified (all 843 * turn this into direction 8. If dir is not specified (all
895 * direction) skip - otherwise, one line would do more damage 844 * direction) skip - otherwise, one line would do more damage
913 if ((movetype & GET_MAP_MOVE_BLOCK (m, sx, sy)) == movetype) 862 if ((movetype & GET_MAP_MOVE_BLOCK (m, sx, sy)) == movetype)
914 continue; 863 continue;
915 864
916 success = 1; 865 success = 1;
917 tmp = arch_to_object (spell->other_arch); 866 tmp = arch_to_object (spell->other_arch);
918 set_owner (tmp, op); 867 tmp->set_owner (op);
919 set_spell_skill (op, caster, spell, tmp); 868 set_spell_skill (op, caster, spell, tmp);
920 tmp->level = caster_level (caster, spell); 869 tmp->level = casting_level (caster, spell);
921 tmp->x = sx;
922 tmp->y = sy;
923 tmp->attacktype = spell->attacktype; 870 tmp->attacktype = spell->attacktype;
924 871
925 /* holy word stuff */ 872 /* holy word stuff */
926 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER)) 873 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER))
927 if (!tailor_god_spell (tmp, op)) 874 if (!tailor_god_spell (tmp, op))
961 else 908 else
962 tmp->duration += caster->level / 3; 909 tmp->duration += caster->level / 3;
963 } 910 }
964 911
965 if (!(tmp->move_type & MOVE_FLY_LOW)) 912 if (!(tmp->move_type & MOVE_FLY_LOW))
966 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);
967 914
968 if (!tmp->move_on && tmp->stats.dam) 915 if (!tmp->move_on && tmp->stats.dam)
969 {
970 LOG (llevDebug, "cast_cone(): arch %s doesn't have move_on set\n", &spell->other_arch->name); 916 LOG (llevDebug, "cast_cone(): arch %s doesn't have move_on set\n", &spell->other_arch->archname);
971 }
972 917
973 insert_ob_in_map (tmp, m, op, 0); 918 m->insert (tmp, sx, sy, op);
974 919
975 /* 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
976 * a single space too many times. 921 * a single space too many times.
977 */ 922 */
978 tmp->stats.maxhp = tmp->count; 923 tmp->stats.maxhp = tmp->count;
988 * 933 *
989 * BOMB related code 934 * BOMB related code
990 * 935 *
991 ****************************************************************************/ 936 ****************************************************************************/
992 937
993
994/* This handles an exploding bomb. 938/* This handles an exploding bomb.
995 * op is the original bomb object. 939 * op is the original bomb object.
996 */ 940 */
997void 941void
998animate_bomb (object *op) 942animate_bomb (object *op)
999{ 943{
1000 int i;
1001 object *env, *tmp;
1002 archetype *at;
1003
1004 if (op->state != NUM_ANIMATIONS (op) - 1) 944 if (op->state != NUM_ANIMATIONS (op) - 1)
1005 return; 945 return;
1006 946
1007 env = object_get_env_recursive (op); 947 object *env = op->outer_env ();
1008 948
1009 if (op->env) 949 if (op->env)
1010 { 950 {
1011 if (env->map == NULL) 951 if (!env->map)
1012 return; 952 return;
1013 953
1014 if (env->type == PLAYER) 954 if (!(op = op->insert_at (env, op)))
1015 esrv_del_item (env->contr, op->count);
1016
1017 op->remove ();
1018 op->x = env->x;
1019 op->y = env->y;
1020 if ((op = insert_ob_in_map (op, env->map, op, 0)) == NULL)
1021 return; 955 return;
1022 } 956 }
1023 957
1024 // 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
1025 // 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
1026 // as bombs can be carried. 960 // as bombs can be carried.
1027 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE) 961 if (op->ms ().flags () & P_SAFE)
1028 { 962 {
1029 op->remove ();
1030 op->destroy (0); 963 op->destroy ();
1031 return; 964 return;
1032 } 965 }
1033 966
1034 /* This copies a lot of the code from the fire bullet, 967 /* This copies a lot of the code from the fire bullet,
1035 * but using the cast_bullet isn't really feasible, 968 * but using the cast_bullet isn't really feasible,
1036 * so just set up the appropriate values. 969 * so just set up the appropriate values.
1037 */ 970 */
1038 at = archetype::find (SPLINT); 971 if (archetype *at = archetype::find (SPLINT))
1039 if (at)
1040 { 972 {
1041 for (i = 1; i < 9; i++) 973 for (int i = 1; i < 9; i++)
1042 { 974 {
1043 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]))
1044 continue; 976 continue;
977
1045 tmp = arch_to_object (at); 978 object *tmp = arch_to_object (at);
1046 tmp->direction = i; 979 tmp->direction = i;
1047 tmp->range = op->range; 980 tmp->range = op->range;
1048 tmp->stats.dam = op->stats.dam; 981 tmp->stats.dam = op->stats.dam;
1049 tmp->duration = op->duration; 982 tmp->duration = op->duration;
1050 tmp->attacktype = op->attacktype; 983 tmp->attacktype = op->attacktype;
1051 copy_owner (tmp, op); 984 tmp->set_owner (op);
1052 if (op->skill && op->skill != tmp->skill) 985 if (op->skill && op->skill != tmp->skill)
1053 {
1054 tmp->skill = op->skill; 986 tmp->skill = op->skill;
1055 } 987
1056 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) 988 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
1057 SET_ANIMATION (tmp, i); 989 SET_ANIMATION (tmp, i);
1058 tmp->x = op->x + freearr_x[i]; 990
1059 tmp->y = op->y + freearr_x[i]; 991 op->map->insert (tmp, op->x + freearr_x[i], op->y + freearr_x[i], op);
1060 insert_ob_in_map (tmp, op->map, op, 0);
1061 move_bullet (tmp); 992 move_bullet (tmp);
1062 } 993 }
1063 } 994 }
1064 995
1065 explode_bullet (op); 996 explode_bullet (op);
1066} 997}
1067 998
1068int 999int
1069create_bomb (object *op, object *caster, int dir, object *spell) 1000create_bomb (object *op, object *caster, int dir, object *spell)
1070{ 1001{
1071
1072 object *tmp; 1002 object *tmp;
1073 int mflags; 1003 int mflags;
1074 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];
1075 maptile *m; 1005 maptile *m;
1076 1006
1077 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 {
1078 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))
1079 { 1016 {
1080 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.");
1081 return 0; 1018 return 0;
1019 }
1082 } 1020 }
1021
1083 tmp = arch_to_object (spell->other_arch); 1022 tmp = arch_to_object (spell->other_arch);
1084 1023
1085 /* level dependencies for bomb */ 1024 /* level dependencies for bomb */
1086 tmp->range = spell->range + SP_level_range_adjust (caster, spell); 1025 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
1087 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);
1088 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell); 1027 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
1089 tmp->attacktype = spell->attacktype; 1028 tmp->attacktype = spell->attacktype;
1090 1029
1091 set_owner (tmp, op); 1030 tmp->set_owner (op);
1092 set_spell_skill (op, caster, spell, tmp); 1031 set_spell_skill (op, caster, spell, tmp);
1093 tmp->x = dx; 1032
1094 tmp->y = dy; 1033 m->insert (tmp, dx, dy, op);
1095 insert_ob_in_map (tmp, m, op, 0);
1096 return 1; 1034 return 1;
1097} 1035}
1098 1036
1099/**************************************************************************** 1037/****************************************************************************
1100 * 1038 *
1109 * dir is the direction to look in. 1047 * dir is the direction to look in.
1110 * range is how far out to look. 1048 * range is how far out to look.
1111 * 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.
1112 * this info is used for blocked magic/unholy spaces. 1050 * this info is used for blocked magic/unholy spaces.
1113 */ 1051 */
1114
1115object * 1052object *
1116get_pointed_target (object *op, int dir, int range, int type) 1053get_pointed_target (object *op, int dir, int range, int type)
1117{ 1054{
1118 object *target; 1055 object *target;
1119 sint16 x, y; 1056 sint16 x, y;
1138 return NULL; 1075 return NULL;
1139 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW) 1076 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW)
1140 return NULL; 1077 return NULL;
1141 1078
1142 if (mflags & P_IS_ALIVE) 1079 if (mflags & P_IS_ALIVE)
1143 {
1144 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)
1145 { 1081 if (QUERY_FLAG (target, FLAG_MONSTER))
1146 if (QUERY_FLAG (target->head ? target->head : target, FLAG_MONSTER))
1147 {
1148 return target; 1082 return target;
1149 }
1150 }
1151 }
1152 } 1083 }
1084
1153 return NULL; 1085 return NULL;
1154} 1086}
1155
1156 1087
1157/* cast_smite_arch() - the priest points to a creature and causes 1088/* cast_smite_arch() - the priest points to a creature and causes
1158 * a 'godly curse' to decend. 1089 * a 'godly curse' to decend.
1159 * usual params - 1090 * usual params -
1160 * op = player 1091 * op = player
1161 * caster = object casting the spell. 1092 * caster = object casting the spell.
1162 * dir = direction being cast 1093 * dir = direction being cast
1163 * spell = spell object 1094 * spell = spell object
1164 */ 1095 */
1165
1166int 1096int
1167cast_smite_spell (object *op, object *caster, int dir, object *spell) 1097cast_smite_spell (object *op, object *caster, int dir, object *spell)
1168{ 1098{
1169 object *effect, *target; 1099 object *effect, *target;
1170 object *god = find_god (determine_god (op)); 1100 object *god = find_god (determine_god (op));
1180 * interesting spell. 1110 * interesting spell.
1181 * 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
1182 * can't be friendly to your god. 1112 * can't be friendly to your god.
1183 */ 1113 */
1184 1114
1185 if (!target || QUERY_FLAG (target, FLAG_REFL_SPELL) 1115 if (!target
1116 || target->flag [FLAG_REFL_SPELL]
1186 || (!god && spell->stats.grace) 1117 || (!god && spell->stats.grace)
1187 || (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)))
1188 { 1120 {
1189 new_draw_info (NDI_UNIQUE, 0, op, "Your request is unheeded."); 1121 new_draw_info (NDI_UNIQUE, 0, op, "Your request is unheeded.");
1190 return 0; 1122 return 0;
1191 } 1123 }
1192 1124
1194 effect = arch_to_object (spell->other_arch); 1126 effect = arch_to_object (spell->other_arch);
1195 else 1127 else
1196 return 0; 1128 return 0;
1197 1129
1198 /* tailor the effect by priest level and worshipped God */ 1130 /* tailor the effect by priest level and worshipped God */
1199 effect->level = caster_level (caster, spell); 1131 effect->level = casting_level (caster, spell);
1200 effect->attacktype = spell->attacktype; 1132 effect->attacktype = spell->attacktype;
1201 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER)) 1133 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER))
1202 { 1134 {
1203 if (tailor_god_spell (effect, op)) 1135 if (tailor_god_spell (effect, op))
1204 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));
1205 else 1137 else
1206 { 1138 {
1207 new_draw_info (NDI_UNIQUE, 0, op, "Your request is ignored."); 1139 new_draw_info (NDI_UNIQUE, 0, op, "Your request is ignored.");
1208 return 0; 1140 return 0;
1209 } 1141 }
1216 if (effect->attacktype & AT_DEATH) 1148 if (effect->attacktype & AT_DEATH)
1217 { 1149 {
1218 effect->level = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1150 effect->level = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1219 1151
1220 /* casting death spells at undead isn't a good thing */ 1152 /* casting death spells at undead isn't a good thing */
1221 if QUERY_FLAG
1222 (target, FLAG_UNDEAD) 1153 if (QUERY_FLAG (target, FLAG_UNDEAD))
1223 { 1154 {
1224 if (random_roll (0, 2, op, PREFER_LOW)) 1155 if (random_roll (0, 2, op, PREFER_LOW))
1225 { 1156 {
1226 new_draw_info (NDI_UNIQUE, 0, op, "Idiot! Your spell boomerangs!"); 1157 new_draw_info (NDI_UNIQUE, 0, op, "Idiot! Your spell boomerangs!");
1227 effect->x = op->x; 1158 effect->x = op->x;
1229 } 1160 }
1230 else 1161 else
1231 { 1162 {
1232 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));
1233 target->stats.hp = target->stats.maxhp * 2; 1164 target->stats.hp = target->stats.maxhp * 2;
1234 effect->destroy (0); 1165 effect->destroy ();
1235 return 0; 1166 return 0;
1236 } 1167 }
1237 } 1168 }
1238 } 1169 }
1239 else 1170 else
1240 { 1171 {
1241 /* how much woe to inflict :) */ 1172 /* how much woe to inflict :) */
1242 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);
1243 } 1174 }
1244 1175
1245 set_owner (effect, op); 1176 effect->set_owner (op);
1246 set_spell_skill (op, caster, spell, effect); 1177 set_spell_skill (op, caster, spell, effect);
1247 1178
1248 /* ok, tell it where to be, and insert! */ 1179 /* ok, tell it where to be, and insert! */
1249 effect->x = target->x; 1180 effect->insert_at (target, op);
1250 effect->y = target->y;
1251 insert_ob_in_map (effect, target->map, op, 0);
1252 1181
1253 return 1; 1182 return 1;
1254} 1183}
1255
1256 1184
1257/**************************************************************************** 1185/****************************************************************************
1258 * 1186 *
1259 * MAGIC MISSILE code. 1187 * MAGIC MISSILE code.
1260 * 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
1263 1191
1264/* op is a missile that needs to be moved */ 1192/* op is a missile that needs to be moved */
1265void 1193void
1266move_missile (object *op) 1194move_missile (object *op)
1267{ 1195{
1268 int i, mflags;
1269 object *owner;
1270 sint16 new_x, new_y;
1271 maptile *m;
1272
1273 if (op->range-- <= 0) 1196 if (op->range-- <= 0)
1274 { 1197 {
1275 op->remove (); 1198 op->drop_and_destroy ();
1199 return;
1200 }
1201
1202 mapxy pos (op);
1203 pos.move (op->direction);
1204
1205 if (!pos.normalise ())
1206 {
1276 op->destroy (0); 1207 op->destroy ();
1277 return; 1208 return;
1278 }
1279
1280 owner = get_owner (op);
1281#if 0
1282 /* It'd make things nastier if this wasn't here - spells cast by
1283 * monster that are then killed would continue to survive
1284 */
1285 if (owner == NULL)
1286 { 1209 }
1287 op->remove ();
1288 op->destroy (0);
1289 return;
1290 }
1291#endif
1292 1210
1293 new_x = op->x + DIRX (op); 1211 mapspace &ms = pos.ms ();
1294 new_y = op->y + DIRY (op);
1295 1212
1296 mflags = get_map_flags (op->map, &m, new_x, new_y, &new_x, &new_y); 1213 if (ms.flags () & P_IS_ALIVE || ms.blocks (op))
1297
1298 if (!(mflags & P_OUT_OF_MAP) && ((mflags & P_IS_ALIVE) || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y))))
1299 { 1214 {
1300 hit_map (op, op->direction, AT_MAGIC, 1); 1215 hit_map (op, op->direction, AT_MAGIC, 1);
1301 /* Basically, missile only hits one thing then goes away. 1216 /* Basically, missile only hits one thing then goes away.
1302 * 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.
1303 */ 1218 */
1304 if (!op->destroyed ())
1305 op->destroy (0);
1306
1307 return;
1308 }
1309
1310 op->remove ();
1311
1312 if (!op->direction || (mflags & P_OUT_OF_MAP))
1313 {
1314 op->destroy (0); 1219 op->destroy ();
1315 return; 1220 return;
1221 }
1222
1223 if (!op->direction)
1316 } 1224 {
1225 op->destroy ();
1226 return;
1227 }
1317 1228
1318 op->x = new_x; 1229 int i = spell_find_dir (pos.m, pos.x, pos.y, op->owner);
1319 op->y = new_y;
1320 op->map = m;
1321 i = spell_find_dir (op->map, op->x, op->y, get_owner (op));
1322 if (i > 0 && i != op->direction) 1230 if (i > 0 && i != op->direction)
1323 { 1231 {
1324 op->direction = i; 1232 op->direction = i;
1325 SET_ANIMATION (op, op->direction); 1233 SET_ANIMATION (op, op->direction);
1326 } 1234 }
1327 1235
1328 insert_ob_in_map (op, op->map, op, 0); 1236 pos.insert (op, op);
1329} 1237}
1330 1238
1331/**************************************************************************** 1239/****************************************************************************
1332 * Destruction 1240 * Destruction
1333 ****************************************************************************/ 1241 ****************************************************************************/
1336 * 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
1337 * object. if time is 0, the object glows permanently. To truely 1245 * object. if time is 0, the object glows permanently. To truely
1338 * make this work for non-living objects, we would have to 1246 * make this work for non-living objects, we would have to
1339 * give them the capability to have an inventory. b.t. 1247 * give them the capability to have an inventory. b.t.
1340 */ 1248 */
1341
1342int 1249int
1343make_object_glow (object *op, int radius, int time) 1250make_object_glow (object *op, int radius, int time)
1344{ 1251{
1345 object *tmp;
1346
1347 /* some things are unaffected... */ 1252 /* some things are unaffected... */
1348 if (op->path_denied & PATH_LIGHT) 1253 if (op->path_denied & PATH_LIGHT)
1349 return 0; 1254 return 0;
1350 1255
1351 tmp = get_archetype (FORCE_NAME); 1256 object *tmp = get_archetype (FORCE_NAME);
1352 tmp->speed = 0.01; 1257 tmp->speed = 0.01;
1353 tmp->stats.food = time; 1258 tmp->stats.food = time;
1354 SET_FLAG (tmp, FLAG_IS_USED_UP); 1259 SET_FLAG (tmp, FLAG_IS_USED_UP);
1355 tmp->glow_radius = radius; 1260 tmp->set_glow_radius (min (MAX_LIGHT_RADIUS, radius));
1356 if (tmp->glow_radius > MAX_LIGHT_RADII)
1357 tmp->glow_radius = MAX_LIGHT_RADII;
1358
1359 tmp->x = op->x;
1360 tmp->y = op->y;
1361 if (tmp->speed < MIN_ACTIVE_SPEED)
1362 tmp->speed = MIN_ACTIVE_SPEED; /* safety */
1363 tmp = insert_ob_in_ob (tmp, op); 1261 tmp = insert_ob_in_ob (tmp, op);
1262
1364 if (tmp->glow_radius > op->glow_radius) 1263 if (tmp->glow_radius > op->glow_radius)
1365 op->glow_radius = tmp->glow_radius; 1264 op->set_glow_radius (tmp->glow_radius);
1366 1265
1367 if (!tmp->env || op != tmp->env)
1368 {
1369 LOG (llevError, "make_object_glow() failed to insert glowing force in %s\n", &op->name);
1370 return 0;
1371 }
1372 return 1; 1266 return 1;
1373} 1267}
1374
1375
1376
1377 1268
1378int 1269int
1379cast_destruction (object *op, object *caster, object *spell_ob) 1270cast_destruction (object *op, object *caster, object *spell_ob)
1380{ 1271{
1381 int i, j, range, mflags, friendly = 0, dam, dur;
1382 sint16 sx, sy;
1383 maptile *m;
1384 object *tmp;
1385 const char *skill;
1386
1387 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob); 1272 int range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
1388 dam = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob); 1273 int dam = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob);
1389 dur = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob); 1274 int dur = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
1390 if (QUERY_FLAG (op, FLAG_FRIENDLY) || op->type == PLAYER) 1275
1391 friendly = 1; 1276 bool friendly = op->flag [FLAG_FRIENDLY] || op->is_player ();
1392 1277
1393 /* destruction doesn't use another spell object, so we need 1278 /* destruction doesn't use another spell object, so we need
1394 * update op's skill pointer so that exp is properly awarded. 1279 * update op's skill pointer so that exp is properly awarded.
1395 * We do some shortcuts here - since this is just temporary
1396 * and we'll reset the values back, we don't need to go through
1397 * the full share string/free_string route.
1398 */ 1280 */
1399 skill = op->skill; 1281 const shstr skill = op->skill;
1282
1400 if (caster == op) 1283 if (caster == op)
1401 op->skill = spell_ob->skill; 1284 op->skill = spell_ob->skill;
1402 else if (caster->skill) 1285 else if (caster->skill)
1403 op->skill = caster->skill; 1286 op->skill = caster->skill;
1404 else 1287 else
1405 op->skill = NULL; 1288 op->skill = 0;
1406 1289
1407 change_skill (op, find_skill_by_name (op, op->skill), 1); 1290 op->change_skill (find_skill_by_name (op, op->skill));
1408 1291
1409 for (i = -range; i < range; i++) 1292 unordered_mapwalk (op, -range, -range, range, range)
1410 { 1293 {
1411 for (j = -range; j < range; j++) 1294 mapspace &ms = m->at (nx, ny);
1412 { 1295
1413 m = op->map;
1414 sx = op->x + i;
1415 sy = op->y + j;
1416 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
1417 if (mflags & P_OUT_OF_MAP)
1418 continue;
1419 if (mflags & P_IS_ALIVE) 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 ())
1420 { 1299 {
1421 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 ())))
1422 { 1304 {
1423 if (QUERY_FLAG (tmp, FLAG_ALIVE) || tmp->type == PLAYER) 1305 if (spell_ob->subtype == SP_DESTRUCTION)
1424 break;
1425 }
1426 if (tmp)
1427 {
1428 if (tmp->head)
1429 tmp = tmp->head;
1430
1431 if ((friendly && !QUERY_FLAG (tmp, FLAG_FRIENDLY) && tmp->type != PLAYER) ||
1432 (!friendly && (QUERY_FLAG (tmp, FLAG_FRIENDLY) || tmp->type == PLAYER)))
1433 { 1306 {
1434 if (spell_ob->subtype == SP_DESTRUCTION)
1435 {
1436 hit_player (tmp, dam, op, spell_ob->attacktype, 0); 1307 hit_player (tmp, dam, op, spell_ob->attacktype, 0);
1308
1437 if (spell_ob->other_arch) 1309 if (spell_ob->other_arch)
1438 {
1439 tmp = arch_to_object (spell_ob->other_arch); 1310 m->insert (arch_to_object (spell_ob->other_arch), nx, ny, op);
1440 tmp->x = sx;
1441 tmp->y = sy;
1442 insert_ob_in_map (tmp, m, op, 0);
1443 }
1444 } 1311 }
1445 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)
1446 { 1313 {
1447 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch) 1314 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch)
1448 {
1449 object *effect = arch_to_object (spell_ob->other_arch); 1315 m->insert (arch_to_object (spell_ob->other_arch), nx, ny, op);
1450
1451 effect->x = sx;
1452 effect->y = sy;
1453 insert_ob_in_map (effect, m, op, 0);
1454 }
1455 }
1456 } 1316 }
1457 } 1317 }
1458 } 1318 }
1459 }
1460 } 1319 }
1320
1461 op->skill = skill; 1321 op->skill = skill;
1462 return 1; 1322 return 1;
1463} 1323}
1464 1324
1465/*************************************************************************** 1325/***************************************************************************
1479 { 1339 {
1480 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.");
1481 return 0; 1341 return 0;
1482 } 1342 }
1483 1343
1344 tmp = tmp->head_ ();
1345
1484 /* 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. */
1485 for (force = tmp->inv; force != NULL; force = force->below) 1347 for (force = tmp->inv; force; force = force->below)
1486 { 1348 {
1487 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY) 1349 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY)
1488 { 1350 {
1489 if (force->name == spell_ob->name) 1351 if (force->name == spell_ob->name)
1490 { 1352 {
1496 return 0; 1358 return 0;
1497 } 1359 }
1498 } 1360 }
1499 } 1361 }
1500 1362
1501 if (force == NULL) 1363 if (!force)
1502 { 1364 {
1503 force = get_archetype (FORCE_NAME); 1365 force = get_archetype (FORCE_NAME);
1504 force->subtype = FORCE_CHANGE_ABILITY; 1366 force->subtype = FORCE_CHANGE_ABILITY;
1367
1505 if (spell_ob->race) 1368 if (spell_ob->race)
1506 force->name = spell_ob->race; 1369 force->name = spell_ob->race;
1507 else 1370 else
1508 force->name = spell_ob->name; 1371 force->name = spell_ob->name;
1509 1372
1519 { 1382 {
1520 force->duration = duration; 1383 force->duration = duration;
1521 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.");
1522 } 1385 }
1523 else 1386 else
1524 {
1525 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.");
1526 } 1388
1527 return 1; 1389 return 1;
1528 } 1390 }
1391
1529 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;
1530 force->speed = 1.0; 1393 force->speed = 1.f;
1531 force->speed_left = -1.0; 1394 force->speed_left = -1.f;
1532 SET_FLAG (force, FLAG_APPLIED); 1395 SET_FLAG (force, FLAG_APPLIED);
1533 1396
1534 if (god) 1397 if (god)
1535 { 1398 {
1536 if (spell_ob->last_grace) 1399 if (spell_ob->last_grace)
1549 force->stats.ac = spell_ob->stats.ac; 1412 force->stats.ac = spell_ob->stats.ac;
1550 force->stats.wc = spell_ob->stats.wc; 1413 force->stats.wc = spell_ob->stats.wc;
1551 1414
1552 change_abil (tmp, force); /* Mostly to display any messages */ 1415 change_abil (tmp, force); /* Mostly to display any messages */
1553 insert_ob_in_ob (force, tmp); 1416 insert_ob_in_ob (force, tmp);
1554 fix_player (tmp); 1417 tmp->update_stats ();
1555 return 1; 1418 return 1;
1556 1419
1557} 1420}
1558
1559 1421
1560/********************************************************************** 1422/**********************************************************************
1561 * mood change 1423 * mood change
1562 * 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
1563 * effects monsters, it seems best to put it into this file 1425 * effects monsters, it seems best to put it into this file
1568 */ 1430 */
1569int 1431int
1570mood_change (object *op, object *caster, object *spell) 1432mood_change (object *op, object *caster, object *spell)
1571{ 1433{
1572 object *tmp, *god, *head; 1434 object *tmp, *god, *head;
1573 int done_one, range, mflags, level, at, best_at; 1435 int done_one, range, level, at, best_at;
1574 sint16 x, y, nx, ny;
1575 maptile *m;
1576 const char *race; 1436 const char *race;
1577 1437
1578 /* 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
1579 * doing it over and over again. 1439 * doing it over and over again.
1580 */ 1440 */
1581 god = find_god (determine_god (op)); 1441 god = find_god (determine_god (op));
1582 level = caster_level (caster, spell); 1442 level = casting_level (caster, spell);
1583 range = spell->range + SP_level_range_adjust (caster, spell); 1443 range = spell->range + SP_level_range_adjust (caster, spell);
1584 1444
1585 /* 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_...
1586 * 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
1587 * won't ever match anything. 1447 * won't ever match anything.
1588 */ 1448 */
1589 if (!spell->race) 1449 if (!spell->race)
1590 race = NULL; 1450 race = NULL;
1591 else if (god && !strcmp (spell->race, "GOD_SLAYING")) 1451 else if (god && spell->race == shstr_GOD_SLAYING)
1592 race = god->slaying; 1452 race = god->slaying;
1593 else if (god && !strcmp (spell->race, "GOD_FRIEND")) 1453 else if (god && spell->race == shstr_GOD_FRIEND)
1594 race = god->race; 1454 race = god->race;
1595 else 1455 else
1596 race = spell->race; 1456 race = spell->race;
1597 1457
1598 1458 unordered_mapwalk (op, -range, -range, range, range)
1599 for (x = op->x - range; x <= op->x + range; x++)
1600 for (y = op->y - range; y <= op->y + range; y++)
1601 { 1459 {
1460 mapspace &ms = m->at (nx, ny);
1602 1461
1603 done_one = 0;
1604 m = op->map;
1605 nx = x;
1606 ny = y;
1607 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1608 if (mflags & P_OUT_OF_MAP)
1609 continue;
1610
1611 /* If there is nothing living on this space, no need to go further */ 1462 /* If there is nothing living on this space, no need to go further */
1612 if (!(mflags & P_IS_ALIVE)) 1463 if (!ms.flags () & P_IS_ALIVE)
1613 continue; 1464 continue;
1614 1465
1615 for (tmp = get_map_ob (m, nx, ny); tmp; tmp = tmp->above) 1466 // players can only affect spaces that they can actually see
1616 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])
1617 break; 1474 break;
1618 1475
1619 /* There can be living objects that are not monsters */ 1476 /* There can be living objects that are not monsters */
1620 if (!tmp || tmp->type == PLAYER) 1477 if (!tmp)
1621 continue; 1478 continue;
1622 1479
1623 /* Only the head has meaningful data, so resolve to that */ 1480 /* Only the head has meaningful data, so resolve to that */
1624 if (tmp->head)
1625 head = tmp->head; 1481 head = tmp->head_ ();
1626 else
1627 head = tmp;
1628 1482
1629 /* 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 */
1630 if (race && head->race && !strstr (race, head->race)) 1484 if (race && head->race && !strstr (race, head->race))
1631 continue; 1485 continue;
1486
1632 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD)) 1487 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD))
1633 continue; 1488 continue;
1634 1489
1635 /* Now do a bunch of stuff related to saving throws */ 1490 /* Now do a bunch of stuff related to saving throws */
1636 best_at = -1; 1491 best_at = -1;
1637 if (spell->attacktype) 1492 if (spell->attacktype)
1638 { 1493 {
1639 for (at = 0; at < NROFATTACKS; at++) 1494 for (at = 0; at < NROFATTACKS; at++)
1640 if (spell->attacktype & (1 << at)) 1495 if (spell->attacktype & (1 << at))
1641 if (best_at == -1 || head->resist[at] > head->resist[best_at]) 1496 if (best_at == -1 || head->resist[at] > head->resist[best_at])
1642 best_at = at; 1497 best_at = at;
1643 1498
1644 if (best_at == -1) 1499 if (best_at == -1)
1645 at = 0; 1500 at = 0;
1646 else 1501 else
1647 { 1502 {
1648 if (head->resist[best_at] == 100) 1503 if (head->resist[best_at] == 100)
1649 continue; 1504 continue;
1650 else 1505 else
1651 at = head->resist[best_at] / 5; 1506 at = head->resist[best_at] / 5;
1652 } 1507 }
1508
1653 at -= level / 5; 1509 at -= level / 5;
1654 if (did_make_save (head, head->level, at)) 1510 if (did_make_save (head, head->level, at))
1655 continue; 1511 continue;
1656 } 1512 }
1657 else /* spell->attacktype */ 1513 else /* spell->attacktype */
1514 {
1658 /* 1515 /*
1659 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:
1660 * if spell level < monster level, no go 1517 * if spell level < monster level, no go
1661 * 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 ) )
1662 1519
1664 1521
1665 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
1666 charm a level 125 monster... 1523 charm a level 125 monster...
1667 1524
1668 Ryo, august 14th 1525 Ryo, august 14th
1669 */ 1526 */
1670 {
1671 if (head->level > level) 1527 if (head->level > level)
1672 continue; 1528 continue;
1529
1673 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))))
1674 /* Failed, no effect */ 1531 /* Failed, no effect */
1675 continue; 1532 continue;
1676 } 1533 }
1677 1534
1678 /* Done with saving throw. Now start effecting the monster */ 1535 /* Done with saving throw. Now start affecting the monster */
1536 done_one = 0;
1679 1537
1680 /* aggravation */ 1538 /* aggravation */
1681 if (QUERY_FLAG (spell, FLAG_MONSTER)) 1539 if (QUERY_FLAG (spell, FLAG_MONSTER))
1682 { 1540 {
1683 CLEAR_FLAG (head, FLAG_SLEEP); 1541 CLEAR_FLAG (head, FLAG_SLEEP);
1684 if (QUERY_FLAG (head, FLAG_FRIENDLY))
1685 remove_friendly_object (head); 1542 remove_friendly_object (head);
1686
1687 done_one = 1; 1543 done_one = 1;
1688 head->enemy = op; 1544 head->enemy = op;
1689 } 1545 }
1690 1546
1691 /* calm monsters */ 1547 /* calm monsters */
1692 if (QUERY_FLAG (spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (head, FLAG_UNAGGRESSIVE)) 1548 if (QUERY_FLAG (spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (head, FLAG_UNAGGRESSIVE))
1693 { 1549 {
1694 SET_FLAG (head, FLAG_UNAGGRESSIVE); 1550 SET_FLAG (head, FLAG_UNAGGRESSIVE);
1695 head->enemy = NULL; 1551 head->enemy = NULL;
1696 done_one = 1; 1552 done_one = 1;
1697 } 1553 }
1698 1554
1699 /* berserk monsters */ 1555 /* berserk monsters */
1700 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK)) 1556 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK))
1701 { 1557 {
1702 SET_FLAG (head, FLAG_BERSERK); 1558 SET_FLAG (head, FLAG_BERSERK);
1703 done_one = 1; 1559 done_one = 1;
1704 } 1560 }
1561
1705 /* charm */ 1562 /* charm */
1706 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))
1707 { 1564 {
1708 SET_FLAG (head, FLAG_FRIENDLY); 1565 INVOKE_OBJECT (KILL, head, ARG_OBJECT (caster));
1566
1709 /* Prevent uncontolled outbreaks of self replicating monsters. 1567 /* Prevent uncontrolled outbreaks of self replicating monsters.
1710 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.
1711 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. */
1712 CLEAR_FLAG (head, FLAG_GENERATOR); 1570 CLEAR_FLAG (head, FLAG_GENERATOR);
1713 set_owner (head, op); 1571 head->set_owner (op);
1714 set_spell_skill (op, caster, spell, head); 1572 set_spell_skill (op, caster, spell, head);
1715 add_friendly_object (head); 1573 add_friendly_object (head);
1716 head->attack_movement = PETMOVE; 1574 head->attack_movement = PETMOVE;
1717 done_one = 1; 1575 done_one = 1;
1718 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);
1719 head->stats.exp = 0; 1577 head->stats.exp = 0;
1720 } 1578 }
1721 1579
1722 /* If a monster was effected, put an effect in */ 1580 /* If a monster was effected, put an effect in */
1723 if (done_one && spell->other_arch) 1581 if (done_one && spell->other_arch)
1724 { 1582 m->insert (arch_to_object (spell->other_arch), nx, ny, op);
1725 tmp = arch_to_object (spell->other_arch); 1583 }
1726 tmp->x = nx;
1727 tmp->y = ny;
1728 insert_ob_in_map (tmp, m, op, 0);
1729 }
1730 } /* for y */
1731 1584
1732 return 1; 1585 return 1;
1733} 1586}
1734
1735 1587
1736/* 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
1737 * 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
1738 * lightning spell used it, that seemed misnamed. 1590 * lightning spell used it, that seemed misnamed.
1739 * op is the spell effect. 1591 * op is the spell effect.
1740 * note that duration is handled by process_object() in time.c 1592 * note that duration is handled by process_object() in time.c
1741 */ 1593 */
1742
1743void 1594void
1744move_ball_spell (object *op) 1595move_ball_spell (object *op)
1745{ 1596{
1746 int i, j, dam_save, dir, mflags; 1597 int i, j, dam_save, dir, mflags;
1747 sint16 nx, ny, hx, hy; 1598 sint16 nx, ny, hx, hy;
1748 object *owner; 1599 object *owner;
1749 maptile *m; 1600 maptile *m;
1750 1601
1751 owner = get_owner (op); 1602 owner = op->owner;
1752 1603
1753 /* 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,
1754 * 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
1755 * victim. The block immediately below more or less chooses a random 1606 * victim. The block immediately below more or less chooses a random
1756 * offset to move the ball, eg, keep it mostly on course, with some 1607 * offset to move the ball, eg, keep it mostly on course, with some
1766 for (i = 1; i < 9; i++) 1617 for (i = 1; i < 9; i++)
1767 { 1618 {
1768 /* i bit 0: alters sign of offset 1619 /* i bit 0: alters sign of offset
1769 * other bits (i / 2): absolute value of offset 1620 * other bits (i / 2): absolute value of offset
1770 */ 1621 */
1771
1772 int offset = ((i ^ j) & 1) ? (i / 2) : -(i / 2); 1622 int offset = ((i ^ j) & 1) ? (i / 2) : -(i / 2);
1773 int tmpdir = absdir (op->direction + offset); 1623 int tmpdir = absdir (op->direction + offset);
1774 1624
1775 nx = op->x + freearr_x[tmpdir]; 1625 nx = op->x + freearr_x[tmpdir];
1776 ny = op->y + freearr_y[tmpdir]; 1626 ny = op->y + freearr_y[tmpdir];
1778 { 1628 {
1779 dir = tmpdir; 1629 dir = tmpdir;
1780 break; 1630 break;
1781 } 1631 }
1782 } 1632 }
1633
1783 if (dir == 0) 1634 if (dir == 0)
1784 { 1635 {
1785 nx = op->x; 1636 nx = op->x;
1786 ny = op->y; 1637 ny = op->y;
1787 m = op->map; 1638 m = op->map;
1788 } 1639 }
1789 1640
1790 op->remove (); 1641 m->insert (op, nx, ny, op);
1791 op->y = ny;
1792 op->x = nx;
1793 insert_ob_in_map (op, m, op, 0);
1794 1642
1795 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
1796 surrounding squares */ 1644 surrounding squares */
1797 1645
1798 /* loop over current square and neighbors to hit. 1646 /* loop over current square and neighbors to hit.
1799 * if this has an other_arch field, we insert that in 1647 * if this has an other_arch field, we insert that in
1800 * the surround spaces. 1648 * the surround spaces.
1801 */ 1649 */
1802 for (j = 0; j < 9; j++) 1650 for (j = 0; j < 9; j++)
1803 { 1651 {
1804 object *new_ob;
1805
1806 hx = nx + freearr_x[j]; 1652 hx = nx + freearr_x[j];
1807 hy = ny + freearr_y[j]; 1653 hy = ny + freearr_y[j];
1808 1654
1809 m = op->map; 1655 m = op->map;
1810 mflags = get_map_flags (m, &m, hx, hy, &hx, &hy); 1656 mflags = get_map_flags (m, &m, hx, hy, &hx, &hy);
1818 1664
1819 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)))
1820 { 1666 {
1821 if (j) 1667 if (j)
1822 op->stats.dam = dam_save / 2; 1668 op->stats.dam = dam_save / 2;
1669
1823 hit_map (op, j, op->attacktype, 1); 1670 hit_map (op, j, op->attacktype, 1);
1824
1825 } 1671 }
1826 1672
1827 /* insert the other arch */ 1673 /* insert the other arch */
1828 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))))
1829 { 1675 m->insert (arch_to_object (op->other_arch), hx, hy, op);
1830 new_ob = arch_to_object (op->other_arch);
1831 new_ob->x = hx;
1832 new_ob->y = hy;
1833 insert_ob_in_map (new_ob, m, op, 0);
1834 }
1835 } 1676 }
1836 1677
1837 /* restore to the center location and damage */ 1678 /* restore to the center location and damage */
1838 op->stats.dam = dam_save; 1679 op->stats.dam = dam_save;
1839 1680
1840 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);
1841 1682
1842 if (i >= 0) 1683 if (i >= 0)
1843 { /* we have a preferred direction! */ 1684 { /* we have a preferred direction! */
1844 /* pick another direction if the preferred dir is blocked. */ 1685 /* pick another direction if the preferred dir is blocked. */
1845 if (get_map_flags (op->map, &m, nx + freearr_x[i], ny + freearr_y[i], &hx, &hy) & P_OUT_OF_MAP || 1686 if (get_map_flags (op->map, &m, nx + freearr_x[i], ny + freearr_y[i], &hx, &hy) & P_OUT_OF_MAP ||
1846 OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy))) 1687 OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy)))
1847 {
1848 i = absdir (i + rndm (0, 2) - 1); /* -1, 0, +1 */ 1688 i = absdir (i + rndm (0, 2) - 1); /* -1, 0, +1 */
1849 } 1689
1850 op->direction = i; 1690 op->direction = i;
1851 } 1691 }
1852} 1692}
1853 1693
1854
1855/* move_swarm_spell: peterm 1694/* move_swarm_spell: peterm
1856 * 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
1857 * 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
1858 * 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
1859 * 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
1860 * 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.
1861 */ 1700 */
1862
1863void 1701void
1864move_swarm_spell (object *op) 1702move_swarm_spell (object *op)
1865{ 1703{
1866#if 0 1704#if 0
1867 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 };
1868 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 };
1869 sint16 target_x, target_y, origin_x, origin_y; 1707 sint16 target_x, target_y, origin_x, origin_y;
1870 int adjustdir; 1708 int adjustdir;
1871 maptile *m; 1709 maptile *m;
1872#endif 1710#endif
1873 int basedir;
1874 object *owner; 1711 object *owner = op->env;
1875 1712
1876 owner = get_owner (op); 1713 if (!owner) // MUST not happen, remove when true TODO
1877 if (op->duration == 0 || owner == NULL)
1878 { 1714 {
1879 op->remove (); 1715 LOG (llevError, "swarm spell found outside inventory: %s\n", op->debug_desc ());
1880 op->destroy (0); 1716 op->destroy ();
1881 return; 1717 return;
1718 }
1719
1720 if (!op->duration || !owner->is_on_map ())
1882 } 1721 {
1722 op->drop_and_destroy ();
1723 return;
1724 }
1725
1883 op->duration--; 1726 op->duration--;
1884 1727
1885 basedir = op->direction; 1728 int basedir = op->direction;
1886 if (basedir == 0) 1729 if (!basedir)
1887 { 1730 {
1888 /* spray in all directions! 8) */ 1731 /* spray in all directions! 8) */
1889 basedir = rndm (1, 8); 1732 op->facing = (op->facing + op->state) & 7;
1733 basedir = op->facing + 1;
1890 } 1734 }
1891 1735
1892#if 0 1736#if 0
1893 // this is bogus: it causes wrong places to be checked below 1737 // this is bogus: it causes wrong places to be checked below
1894 // (a wall 2 cells away will block the effect...) and 1738 // (a wall 2 cells away will block the effect...) and
1895 // 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
1896 // space. 1740 // space.
1897 // should be fixed later, but correctness before featurs... 1741 // should be fixed later, but correctness before features...
1898 // (schmorp) 1742 // (schmorp)
1899 1743
1900 /* new offset calculation to make swarm element distribution 1744 /* new offset calculation to make swarm element distribution
1901 * more uniform 1745 * more uniform
1902 */ 1746 */
1955 { 1799 {
1956 /* 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 */
1957 if (op->spell->subtype == SP_BULLET) 1801 if (op->spell->subtype == SP_BULLET)
1958 fire_bullet (owner, op, basedir, op->spell); 1802 fire_bullet (owner, op, basedir, op->spell);
1959 else if (op->spell->subtype == SP_MAGIC_MISSILE) 1803 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1960 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);
1961 } 1805 }
1962} 1806}
1963
1964
1965
1966 1807
1967/* fire_swarm: 1808/* fire_swarm:
1968 * The following routine creates a swarm of objects. It actually 1809 * The following routine creates a swarm of objects. It actually
1969 * sets up a specific swarm object, which then fires off all 1810 * sets up a specific swarm object, which then fires off all
1970 * the parts of the swarm. 1811 * the parts of the swarm.
1973 * caster: the caster (owner, wand, rod, scroll) 1814 * caster: the caster (owner, wand, rod, scroll)
1974 * dir: the direction everything will be fired in 1815 * dir: the direction everything will be fired in
1975 * spell - the spell that is this spell. 1816 * spell - the spell that is this spell.
1976 * n: the number to be fired. 1817 * n: the number to be fired.
1977 */ 1818 */
1978
1979int 1819int
1980fire_swarm (object *op, object *caster, object *spell, int dir) 1820fire_swarm (object *op, object *caster, object *spell, int dir)
1981{ 1821{
1982 object *tmp;
1983 int i;
1984
1985 if (!spell->other_arch) 1822 if (!spell->other_arch)
1986 return 0; 1823 return 0;
1987 1824
1988 tmp = get_archetype (SWARM_SPELL); 1825 object *tmp = archetype::get (SWARM_SPELL);
1989 tmp->x = op->x; 1826
1990 tmp->y = op->y;
1991 set_owner (tmp, op); /* needed so that if swarm elements kill, caster gets xp. */
1992 set_spell_skill (op, caster, spell, tmp); 1827 set_spell_skill (op, caster, spell, tmp);
1993
1994 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. */
1995 tmp->spell = arch_to_object (spell->other_arch); 1829 tmp->spell = spell->other_arch->instance ();
1996
1997 tmp->attacktype = tmp->spell->attacktype; 1830 tmp->attacktype = tmp->spell->attacktype;
1998 1831
1999 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) 1832 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
2000 {
2001 if (!tailor_god_spell (tmp, op)) 1833 if (!tailor_god_spell (tmp, op))
2002 return 1; 1834 return 1;
2003 } 1835
2004 tmp->duration = SP_level_duration_adjust (caster, spell); 1836 tmp->duration = SP_level_duration_adjust (caster, spell);
2005 for (i = 0; i < spell->duration; i++) 1837 for (int i = 0; i < spell->duration; i++)
2006 tmp->duration += die_roll (1, 3, op, PREFER_HIGH); 1838 tmp->duration += die_roll (1, 3, op, PREFER_HIGH);
2007 1839
1840 tmp->invisible = 1;
1841 tmp->flag [FLAG_NO_DROP] = 1; // make sure it stays in inv, or else
2008 tmp->direction = dir; 1842 tmp->direction = dir;
2009 tmp->invisible = 1; 1843 tmp->facing = rndm (1, 8); // initial firing direction
2010 insert_ob_in_map (tmp, op->map, op, 0); 1844 tmp->state = rndm (4) * 2 + 1; // direction increment
1845
1846 op->insert (tmp);
1847
2011 return 1; 1848 return 1;
2012} 1849}
2013
2014 1850
2015/* See the spells documentation file for why this is its own 1851/* See the spells documentation file for why this is its own
2016 * function. 1852 * function.
2017 */ 1853 */
2018int 1854int
2023 int dam, mflags; 1859 int dam, mflags;
2024 maptile *m; 1860 maptile *m;
2025 1861
2026 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1862 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
2027 1863
2028 if (!dir) 1864 if (dir)
2029 {
2030 new_draw_info (NDI_UNIQUE, 0, op, "In what direction?");
2031 return 0;
2032 } 1865 {
2033
2034 x = op->x + freearr_x[dir]; 1866 x = op->x + freearr_x[dir];
2035 y = op->y + freearr_y[dir]; 1867 y = op->y + freearr_y[dir];
2036 m = op->map; 1868 m = op->map;
2037 1869
2038 mflags = get_map_flags (m, &m, x, y, &x, &y); 1870 mflags = get_map_flags (m, &m, x, y, &x, &y);
2039 1871
2040 if (mflags & P_OUT_OF_MAP) 1872 if (mflags & P_OUT_OF_MAP)
2041 { 1873 {
2042 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is there."); 1874 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is there.");
2043 return 0; 1875 return 0;
2044 } 1876 }
2045 1877
2046 if (mflags & P_IS_ALIVE && spell->attacktype) 1878 if (mflags & P_IS_ALIVE && spell->attacktype)
2047 { 1879 {
2048 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)
2049 if (QUERY_FLAG (target, FLAG_MONSTER)) 1881 if (QUERY_FLAG (target, FLAG_MONSTER))
2050 { 1882 {
2051 /* oky doky. got a target monster. Lets make a blinding attack */ 1883 /* oky doky. got a target monster. Lets make a blinding attack */
2052 if (target->head) 1884 if (target->head)
2053 target = target->head; 1885 target = target->head;
1886
2054 (void) hit_player (target, dam, op, spell->attacktype, 1); 1887 hit_player (target, dam, op, spell->attacktype, 1);
2055 return 1; /* one success only! */ 1888 return 1; /* one success only! */
1889 }
2056 } 1890 }
2057 }
2058 1891
2059 /* no live target, perhaps a wall is in the way? */ 1892 /* no live target, perhaps a wall is in the way? */
2060 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)))
2061 { 1894 {
2062 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.");
2063 return 0; 1896 return 0;
1897 }
2064 } 1898 }
2065 1899
2066 /* 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 */
2067 tmp = arch_to_object (spell->other_arch); 1901 tmp = arch_to_object (spell->other_arch);
2068 if (!tmp) 1902 if (!tmp)
2069 { 1903 {
2070 LOG (llevError, "Error: spell arch for cast_light() missing.\n"); 1904 LOG (llevError, "Error: spell arch for cast_light() missing.\n");
2071 return 0; 1905 return 0;
2072 } 1906 }
1907
2073 tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell); 1908 tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell);
1909
2074 if (tmp->glow_radius) 1910 if (tmp->glow_radius)
2075 { 1911 tmp->set_glow_radius (
2076 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)
2077 if (tmp->glow_radius > MAX_LIGHT_RADII) 1913 );
2078 tmp->glow_radius = MAX_LIGHT_RADII; 1914
2079 } 1915 if (dir)
2080 tmp->x = x; 1916 m->insert (tmp, x, y, op);
2081 tmp->y = y; 1917 else
2082 insert_ob_in_map (tmp, m, op, 0); 1918 caster->outer_env_or_self ()->insert (tmp);
1919
2083 return 1; 1920 return 1;
2084} 1921}
2085
2086
2087
2088 1922
2089/* cast_cause_disease: this spell looks along <dir> from the 1923/* cast_cause_disease: this spell looks along <dir> from the
2090 * player and infects someone. 1924 * player and infects someone.
2091 * op is the player/monster, caster is the object, dir is the direction 1925 * op is the player/monster, caster is the object, dir is the direction
2092 * to cast, disease_arch is the specific disease, and type is the spell number 1926 * to cast, disease_arch is the specific disease, and type is the spell number
2093 * perhaps this should actually be in disease.c? 1927 * perhaps this should actually be in disease.c?
2094 */ 1928 */
2095
2096int 1929int
2097cast_cause_disease (object *op, object *caster, object *spell, int dir) 1930cast_cause_disease (object *op, object *caster, object *spell, int dir)
2098{ 1931{
2099 sint16 x, y; 1932 sint16 x, y;
2100 int i, mflags, range, dam_mod, dur_mod; 1933 int i, mflags, range, dam_mod, dur_mod;
2107 /* If casting from a scroll, no direction will be available, so refer to the 1940 /* If casting from a scroll, no direction will be available, so refer to the
2108 * direction the player is pointing. 1941 * direction the player is pointing.
2109 */ 1942 */
2110 if (!dir) 1943 if (!dir)
2111 dir = op->facing; 1944 dir = op->facing;
1945
2112 if (!dir) 1946 if (!dir)
2113 return 0; /* won't find anything if casting on ourself, so just return */ 1947 return 0; /* won't find anything if casting on ourself, so just return */
2114 1948
2115 /* Calculate these once here */ 1949 /* Calculate these once here */
2116 range = spell->range + SP_level_range_adjust (caster, spell); 1950 range = spell->range + SP_level_range_adjust (caster, spell);
2135 1969
2136 /* Only bother looking on this space if there is something living here */ 1970 /* Only bother looking on this space if there is something living here */
2137 if (mflags & P_IS_ALIVE) 1971 if (mflags & P_IS_ALIVE)
2138 { 1972 {
2139 /* search this square for a victim */ 1973 /* search this square for a victim */
2140 for (walk = get_map_ob (m, x, y); walk; walk = walk->above) 1974 for (walk = GET_MAP_OB (m, x, y); walk; walk = walk->above)
2141 if (QUERY_FLAG (walk, FLAG_MONSTER) || (walk->type == PLAYER)) 1975 if (QUERY_FLAG (walk, FLAG_MONSTER) || (walk->type == PLAYER))
2142 { /* found a victim */ 1976 { /* found a victim */
2143 object *disease = arch_to_object (spell->other_arch); 1977 object *disease = arch_to_object (spell->other_arch);
2144 1978
2145 set_owner (disease, op); 1979 disease->set_owner (op);
2146 set_spell_skill (op, caster, spell, disease); 1980 set_spell_skill (op, caster, spell, disease);
2147 disease->stats.exp = 0; 1981 disease->stats.exp = 0;
2148 disease->level = caster_level (caster, spell); 1982 disease->level = casting_level (caster, spell);
2149 1983
2150 /* do level adjustments */ 1984 /* do level adjustments */
2151 if (disease->stats.wc) 1985 if (disease->stats.wc)
2152 disease->stats.wc += dur_mod / 2; 1986 disease->stats.wc += dur_mod / 2;
2153 1987
2154 if (disease->magic > 0) 1988 if (disease->magic > 0)
2155 disease->magic += dur_mod / 4; 1989 disease->magic += dur_mod / 8;
2156 1990
2157 if (disease->stats.maxhp > 0) 1991 if (disease->stats.maxhp > 0)
2158 disease->stats.maxhp += dur_mod; 1992 disease->stats.maxhp += dur_mod;
2159 1993
2160 if (disease->stats.maxgrace > 0) 1994 if (disease->stats.maxgrace > 0)
2195 if (disease->stats.sp) 2029 if (disease->stats.sp)
2196 disease->stats.sp -= dam_mod; 2030 disease->stats.sp -= dam_mod;
2197 2031
2198 if (infect_object (walk, disease, 1)) 2032 if (infect_object (walk, disease, 1))
2199 { 2033 {
2200 object *flash; /* visual effect for inflicting disease */
2201
2202 new_draw_info_format (NDI_UNIQUE, 0, op, "You inflict %s on %s!", &disease->name, &walk->name); 2034 new_draw_info_format (NDI_UNIQUE, 0, op, "You inflict %s on %s!", &disease->name, &walk->name);
2203 2035
2204 disease->destroy (0); /* don't need this one anymore */ 2036 disease->destroy (); /* don't need this one anymore */
2205 flash = get_archetype (ARCH_DETECT_MAGIC); 2037 walk->map->insert (get_archetype ("detect_magic"), x, y, op);
2206 flash->x = x;
2207 flash->y = y;
2208 flash->map = walk->map;
2209 insert_ob_in_map (flash, walk->map, op, 0);
2210 return 1; 2038 return 1;
2211 } 2039 }
2040
2212 disease->destroy (0); 2041 disease->destroy ();
2213 } 2042 }
2214 } /* if living creature */ 2043 } /* if living creature */
2215 } /* for range of spaces */ 2044 } /* for range of spaces */
2045
2216 new_draw_info (NDI_UNIQUE, 0, op, "No one caught anything!"); 2046 new_draw_info (NDI_UNIQUE, 0, op, "No one caught anything!");
2217 return 1; 2047 return 1;
2218} 2048}

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