ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/server/spell_attack.C
(Generate patch)

Comparing deliantra/server/server/spell_attack.C (file contents):
Revision 1.9 by root, Sun Sep 10 15:59:57 2006 UTC vs.
Revision 1.89 by root, Fri Nov 6 12:49:19 2009 UTC

1
2/* 1/*
3 * static char *rcsid_spell_attack_c = 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
4 * "$Id: spell_attack.C,v 1.9 2006/09/10 15:59:57 root Exp $"; 3 *
5 */ 4 * Copyright (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
6
7
8/*
9 CrossFire, A Multiplayer game for X-windows
10
11 Copyright (C) 2002-2003 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002-2003,2007 Mark Wedel & Crossfire Development Team
12 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
13 7 *
14 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
15 it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
16 the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
17 (at your option) any later version. 11 * option) any later version.
18 12 *
19 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
20 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
21 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
22 GNU General Public License for more details. 16 * GNU General Public License for more details.
23 17 *
24 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
25 along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
26 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
27 21 *
28 The authors can be reached via e-mail at crossfire-devel@real-time.com 22 * The authors can be reached via e-mail to <support@deliantra.net>
29*/ 23 */
30 24
31/* This file contains all the spell attack code. Grouping this code 25/* This file contains all the spell attack code. Grouping this code
32 * together should hopefully make it easier to find the relevent bits 26 * together should hopefully make it easier to find the relevent bits
33 * of code 27 * of code
34 */ 28 */
35 29
36#include <global.h> 30#include <global.h>
37#include <object.h> 31#include <object.h>
38#include <living.h> 32#include <living.h>
39#ifndef __CEXTRACT__
40# include <sproto.h> 33#include <sproto.h>
41#endif
42#include <spells.h> 34#include <spells.h>
43#include <sounds.h> 35#include <sounds.h>
44 36
45/* this function checks to see if a spell pushes objects as well 37/* this function checks to see if a spell pushes objects as well
46 * as flies over and damages them (only used for cones for now) 38 * as flies over and damages them (only used for cones for now)
47 * but moved here so it could be applied to bolts too 39 * but moved here so it could be applied to bolts too
48 * op is the spell object. 40 * op is the spell object.
49 */ 41 */
50 42static void
51void
52check_spell_knockback (object *op) 43check_spell_knockback (object *op)
53{ 44{
54 object *tmp, *tmp2; /* object on the map */
55 int weight_move; 45 int weight_move;
56 int frictionmod = 2; /*poor man's physics - multipy targets weight by this amount */ 46 int frictionmod = 2; /*poor man's physics - multipy targets weight by this amount */
57 47
58 if (!op->weight) 48 if (!op->weight)
59 { /*shouldn't happen but if cone object has no weight drop out */ 49 { /*shouldn't happen but if cone object has no weight drop out */
64 { 54 {
65 weight_move = op->weight + (op->weight * op->level) / 3; 55 weight_move = op->weight + (op->weight * op->level) / 3;
66 /*LOG (llevDebug, "DEBUG: arch weighs %d and masses %d (%s,level %d)\n", op->weight,weight_move,op->name,op->level); */ 56 /*LOG (llevDebug, "DEBUG: arch weighs %d and masses %d (%s,level %d)\n", op->weight,weight_move,op->name,op->level); */
67 } 57 }
68 58
69 for (tmp = get_map_ob (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 59 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
70 { 60 {
71 int num_sections = 1; 61 int num_sections = 1;
72 62
73 /* don't move DM */ 63 /* don't move DM */
74 if (QUERY_FLAG (tmp, FLAG_WIZ)) 64 if (QUERY_FLAG (tmp, FLAG_WIZ))
81 /* don't move floors or immobile objects */ 71 /* don't move floors or immobile objects */
82 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || (!QUERY_FLAG (tmp, FLAG_ALIVE) && QUERY_FLAG (tmp, FLAG_NO_PICK))) 72 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || (!QUERY_FLAG (tmp, FLAG_ALIVE) && QUERY_FLAG (tmp, FLAG_NO_PICK)))
83 continue; 73 continue;
84 74
85 /* count the object's sections */ 75 /* count the object's sections */
86 for (tmp2 = tmp; tmp2 != NULL; tmp2 = tmp2->more) 76 for (object *tmp2 = tmp; tmp2; tmp2 = tmp2->more)
87 num_sections++; 77 num_sections++;
88 78
89 /* I'm not sure if it makes sense to divide by num_sections - bigger 79 /* I'm not sure if it makes sense to divide by num_sections - bigger
90 * objects should be harder to move, and we are moving the entire 80 * objects should be harder to move, and we are moving the entire
91 * object, not just the head, so the total weight should be relevant. 81 * object, not just the head, so the total weight should be relevant.
115 * 105 *
116 * BOLT CODE 106 * BOLT CODE
117 * 107 *
118 ***************************************************************************/ 108 ***************************************************************************/
119 109
120/* Causes op to fork. op is the original bolt, tmp 110/* Causes op to fork. op is the original bolt, tmp
121 * is the first piece of the fork. 111 * is the first piece of the fork.
122 */ 112 */
123
124void 113void
125forklightning (object *op, object *tmp) 114forklightning (object *op, object *tmp)
126{ 115{
127 int new_dir = 1; /* direction or -1 for left, +1 for right 0 if no new bolt */ 116 int new_dir = 1; /* direction or -1 for left, +1 for right 0 if no new bolt */
128 int t_dir; /* stores temporary dir calculation */ 117 int t_dir; /* stores temporary dir calculation */
129 mapstruct *m; 118 maptile *m;
130 sint16 sx, sy; 119 sint16 sx, sy;
131 object *new_bolt; 120 object *new_bolt;
132 121
133 /* pick a fork direction. tmp->stats.Con is the left bias 122 /* pick a fork direction. tmp->stats.Con is the left bias
134 * i.e., the chance in 100 of forking LEFT 123 * i.e., the chance in 100 of forking LEFT
147 136
148 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (m, sx, sy))) 137 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (m, sx, sy)))
149 return; 138 return;
150 139
151 /* OK, we made a fork */ 140 /* OK, we made a fork */
152 new_bolt = get_object (); 141 new_bolt = tmp->clone ();
153 copy_object (tmp, new_bolt);
154 142
155 /* reduce chances of subsequent forking */ 143 /* reduce chances of subsequent forking */
156 new_bolt->stats.Dex -= 10; 144 new_bolt->stats.Dex -= 10;
157 tmp->stats.Dex -= 10; /* less forks from main bolt too */ 145 tmp->stats.Dex -= 10; /* less forks from main bolt too */
158 new_bolt->stats.Con += 25 * new_dir; /* adjust the left bias */ 146 new_bolt->stats.Con += 25 * new_dir; /* adjust the left bias */
159 new_bolt->speed_left = -0.1; 147 new_bolt->speed_left = -0.1f;
160 new_bolt->direction = t_dir; 148 new_bolt->direction = t_dir;
161 new_bolt->duration++; 149 new_bolt->duration++;
162 new_bolt->x = sx;
163 new_bolt->y = sy;
164 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */ 150 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */
165 new_bolt->stats.dam++; 151 new_bolt->stats.dam++;
166 tmp->stats.dam /= 2; /* reduce father bolt damage */ 152 tmp->stats.dam /= 2; /* reduce father bolt damage */
167 tmp->stats.dam++; 153 tmp->stats.dam++;
168 new_bolt = insert_ob_in_map (new_bolt, m, op, 0); 154
155 if ((new_bolt = m->insert (new_bolt, sx, sy, op)))
169 update_turn_face (new_bolt); 156 update_turn_face (new_bolt);
170} 157}
171 158
172/* move_bolt: moves bolt 'op'. Basically, it just advances a space, 159/* move_bolt: moves bolt 'op'. Basically, it just advances a space,
173 * and checks for various things that may stop it. 160 * and checks for various things that may stop it.
174 */ 161 */
175
176void 162void
177move_bolt (object *op) 163move_bolt (object *op)
178{ 164{
179 object *tmp;
180 int mflags; 165 int mflags;
181 sint16 x, y; 166 sint16 x, y;
182 mapstruct *m; 167 maptile *m;
183 168
184 if (--(op->duration) < 0) 169 if (--op->duration < 0)
185 {
186 remove_ob (op);
187 free_object (op);
188 return;
189 } 170 {
171 op->drop_and_destroy ();
172 return;
173 }
174
190 hit_map (op, 0, op->attacktype, 1); 175 hit_map (op, 0, op->attacktype, 1);
191 176
192 if (!op->direction) 177 if (!op->direction)
193 return; 178 return;
194 179
195 if (--op->range < 0) 180 if (--op->range < 0)
196 {
197 op->range = 0; 181 op->range = 0;
198 }
199 else 182 else
200 { 183 {
201 x = op->x + DIRX (op); 184 x = op->x + DIRX (op);
202 y = op->y + DIRY (op); 185 y = op->y + DIRY (op);
203 m = op->map; 186 m = op->map;
211 * on the space. So only call reflwall if we think the data it returns 194 * on the space. So only call reflwall if we think the data it returns
212 * will be useful. 195 * will be useful.
213 */ 196 */
214 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)) || ((mflags & P_IS_ALIVE) && reflwall (m, x, y, op))) 197 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)) || ((mflags & P_IS_ALIVE) && reflwall (m, x, y, op)))
215 { 198 {
216
217 if (!QUERY_FLAG (op, FLAG_REFLECTING)) 199 if (!QUERY_FLAG (op, FLAG_REFLECTING))
218 return; 200 return;
219 201
220 /* Since walls don't run diagonal, if the bolt is in 202 /* Since walls don't run diagonal, if the bolt is in
221 * one of 4 main directions, it just reflects back in the 203 * one of 4 main directions, it just reflects back in the
251 else if (left) 233 else if (left)
252 op->direction = absdir (op->direction + 2); 234 op->direction = absdir (op->direction + 2);
253 else if (right) 235 else if (right)
254 op->direction = absdir (op->direction - 2); 236 op->direction = absdir (op->direction - 2);
255 } 237 }
238
256 update_turn_face (op); /* A bolt *must* be IS_TURNABLE */ 239 update_turn_face (op); /* A bolt *must* be IS_TURNABLE */
257 return; 240 return;
258 } 241 }
259 else 242 else
260 { /* Create a copy of this object and put it ahead */ 243 { /* Create a copy of this object and put it ahead */
261 tmp = get_object (); 244 object *tmp = op->clone ();
262 copy_object (op, tmp); 245
246 m->insert (tmp, x, y, op);
263 tmp->speed_left = -0.1; 247 tmp->speed_left = -0.1f;
264 tmp->x += DIRX (tmp), tmp->y += DIRY (tmp);
265 tmp = insert_ob_in_map (tmp, op->map, op, 0);
266 /* To make up for the decrease at the top of the function */ 248 /* To make up for the decrease at the top of the function */
267 tmp->duration++; 249 tmp->duration++;
268 250
269 /* New forking code. Possibly create forks of this object 251 /* New forking code. Possibly create forks of this object
270 * going off in other directions. 252 * going off in other directions.
271 */ 253 */
272
273 if (rndm (0, 99) < tmp->stats.Dex) 254 if (tmp->stats.Dex && rndm (0, 99) < tmp->stats.Dex)
274 { /* stats.Dex % of forking */ 255 forklightning (op, tmp); /* stats.Dex % of forking */
275 forklightning (op, tmp); 256
276 }
277 /* In this way, the object left behind sticks on the space, but 257 /* In this way, the object left behind sticks on the space, but
278 * doesn't create any bolts that continue to move onward. 258 * doesn't create any bolts that continue to move onward.
279 */ 259 */
280 op->range = 0; 260 op->range = 0;
281 } /* copy object and move it along */ 261 } /* copy object and move it along */
288 * we remove the magic flag - that can be derived from 268 * we remove the magic flag - that can be derived from
289 * spob->attacktype. 269 * spob->attacktype.
290 * This function sets up the appropriate owner and skill 270 * This function sets up the appropriate owner and skill
291 * pointers. 271 * pointers.
292 */ 272 */
293
294int 273int
295fire_bolt (object *op, object *caster, int dir, object *spob, object *skill) 274fire_bolt (object *op, object *caster, int dir, object *spob, object *skill)
296{ 275{
297 object *tmp = NULL; 276 object *tmp = NULL;
298 int mflags; 277 int mflags;
305 return 0; 284 return 0;
306 285
307 /* peterm: level dependency for bolts */ 286 /* peterm: level dependency for bolts */
308 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob); 287 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob);
309 tmp->attacktype = spob->attacktype; 288 tmp->attacktype = spob->attacktype;
289
310 if (spob->slaying) 290 if (spob->slaying)
311 tmp->slaying = spob->slaying; 291 tmp->slaying = spob->slaying;
292
312 tmp->range = spob->range + SP_level_range_adjust (caster, spob); 293 tmp->range = spob->range + SP_level_range_adjust (caster, spob);
313 tmp->duration = spob->duration + SP_level_duration_adjust (caster, spob); 294 tmp->duration = spob->duration + SP_level_duration_adjust (caster, spob);
314 tmp->stats.Dex = spob->stats.Dex; 295 tmp->stats.Dex = spob->stats.Dex;
315 tmp->stats.Con = spob->stats.Con; 296 tmp->stats.Con = spob->stats.Con;
316 297
317 tmp->direction = dir; 298 tmp->direction = dir;
318 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) 299 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
319 SET_ANIMATION (tmp, dir); 300 SET_ANIMATION (tmp, dir);
320 301
321 set_owner (tmp, op); 302 tmp->set_owner (op);
322 set_spell_skill (op, caster, spob, tmp); 303 set_spell_skill (op, caster, spob, tmp);
323 304
324 tmp->x = op->x + DIRX (tmp); 305 tmp->x = op->x + DIRX (tmp);
325 tmp->y = op->y + DIRY (tmp); 306 tmp->y = op->y + DIRY (tmp);
326 tmp->map = op->map; 307 tmp->map = op->map;
327 308
309 maptile *newmap;
328 mflags = get_map_flags (tmp->map, &tmp->map, tmp->x, tmp->y, &tmp->x, &tmp->y); 310 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y);
329 if (mflags & P_OUT_OF_MAP) 311 if (mflags & P_OUT_OF_MAP)
330 { 312 {
331 free_object (tmp); 313 tmp->drop_and_destroy ();
332 return 0; 314 return 0;
333 } 315 }
316
317 tmp->map = newmap;
318
334 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y))) 319 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y)))
335 { 320 {
336 if (!QUERY_FLAG (tmp, FLAG_REFLECTING)) 321 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
337 { 322 {
338 free_object (tmp); 323 tmp->drop_and_destroy ();
339 return 0; 324 return 0;
340 } 325 }
326
341 tmp->x = op->x; 327 tmp->x = op->x;
342 tmp->y = op->y; 328 tmp->y = op->y;
343 tmp->direction = absdir (tmp->direction + 4); 329 tmp->direction = absdir (tmp->direction + 4);
344 tmp->map = op->map; 330 tmp->map = op->map;
345 } 331 }
346 if ((tmp = insert_ob_in_map (tmp, tmp->map, op, 0)) != NULL) 332
333 if ((tmp = tmp->insert_at (tmp, op)))
347 move_bolt (tmp); 334 move_bolt (tmp);
335
348 return 1; 336 return 1;
349} 337}
350
351
352 338
353/*************************************************************************** 339/***************************************************************************
354 * 340 *
355 * BULLET/BALL CODE 341 * BULLET/BALL CODE
356 * 342 *
357 ***************************************************************************/ 343 ***************************************************************************/
358 344
359/* expands an explosion. op is a piece of the 345/* expands an explosion. op is a piece of the
360 * explosion - this expans it in the different directions. 346 * explosion - this expands it in the different directions.
361 * At least that is what I think this does. 347 * At least that is what I think this does.
362 */ 348 */
363void 349void
364explosion (object *op) 350explosion (object *op)
365{ 351{
366 object *tmp;
367 mapstruct *m = op->map; 352 maptile *m = op->map;
368 int i; 353 int i;
369 354
370 if (--(op->duration) < 0) 355 if (--op->duration < 0)
371 {
372 remove_ob (op);
373 free_object (op);
374 return;
375 } 356 {
357 op->destroy ();
358 return;
359 }
360
376 hit_map (op, 0, op->attacktype, 0); 361 hit_map (op, 0, op->attacktype, 0);
377 362
378 if (op->range > 0) 363 if (op->range > 0)
379 { 364 {
380 for (i = 1; i < 9; i++) 365 for (i = 1; i < 9; i++)
381 { 366 {
382 sint16 dx, dy; 367 sint16 dx, dy;
383 368
384 dx = op->x + freearr_x[i]; 369 dx = op->x + freearr_x[i];
385 dy = op->y + freearr_y[i]; 370 dy = op->y + freearr_y[i];
371
386 /* ok_to_put_more already does things like checks for walls, 372 /* ok_to_put_more already does things like checks for walls,
387 * out of map, etc. 373 * out of map, etc.
388 */ 374 */
389 if (ok_to_put_more (op->map, dx, dy, op, op->attacktype)) 375 if (ok_to_put_more (op->map, dx, dy, op, op->attacktype))
390 { 376 {
391 tmp = get_object (); 377 object *tmp = op->clone ();
392 copy_object (op, tmp); 378
393 tmp->state = 0; 379 tmp->state = 0;
394 tmp->speed_left = -0.21; 380 tmp->speed_left = -0.21f;
395 tmp->range--; 381 tmp->range--;
396 tmp->value = 0; 382 tmp->value = 0;
397 tmp->x = dx; 383
398 tmp->y = dy; 384 m->insert (tmp, dx, dy, op);
399 insert_ob_in_map (tmp, m, op, 0);
400 } 385 }
401 } 386 }
402 } 387 }
403} 388}
404
405 389
406/* Causes an object to explode, eg, a firebullet, 390/* Causes an object to explode, eg, a firebullet,
407 * poison cloud ball, etc. op is the object to 391 * poison cloud ball, etc. op is the object to
408 * explode. 392 * explode.
409 */ 393 */
410void 394static void
411explode_bullet (object *op) 395explode_bullet (object *op)
412{ 396{
413 tag_t op_tag = op->count;
414 object *tmp, *owner; 397 object *tmp, *owner;
415 398
416 if (op->other_arch == NULL) 399 if (!op->other_arch)
417 { 400 {
418 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n"); 401 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n");
419 remove_ob (op); 402 op->destroy ();
420 free_object (op);
421 return; 403 return;
422 } 404 }
423 405
424 if (op->env) 406 if (op->env)
425 { 407 {
426 object *env; 408 object *env = op->outer_env ();
427 409
428 env = object_get_env_recursive (op);
429 if (env->map == NULL || out_of_map (env->map, env->x, env->y)) 410 if (!env->map || out_of_map (env->map, env->x, env->y))
430 { 411 {
431 LOG (llevError, "BUG: explode_bullet(): env out of map\n"); 412 LOG (llevError, "BUG: explode_bullet(): env out of map\n");
432 remove_ob (op); 413 op->destroy ();
433 free_object (op);
434 return; 414 return;
435 } 415 }
436 remove_ob (op); 416
437 op->x = env->x; 417 op->insert_at (env, op, INS_NO_MERGE | INS_NO_WALK_ON);
438 op->y = env->y;
439 insert_ob_in_map (op, env->map, op, INS_NO_MERGE | INS_NO_WALK_ON);
440 } 418 }
441 else if (out_of_map (op->map, op->x, op->y)) 419 else if (out_of_map (op->map, op->x, op->y))
442 { 420 {
443 LOG (llevError, "BUG: explode_bullet(): op out of map\n"); 421 LOG (llevError, "BUG: explode_bullet(): op out of map\n");
444 remove_ob (op); 422 op->destroy ();
445 free_object (op);
446 return; 423 return;
447 } 424 }
448 425
449 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent explosions of any kind on safe maps 426 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent explosions of any kind on safe maps
450 // NOTE: If this breaks something important: remove this. I can't think of anything 427 // NOTE: If this breaks something important: remove this. I can't think of anything
451 // bad at the moment that might happen from this. 428 // bad at the moment that might happen from this.
452 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE) 429 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
453 { 430 {
454 remove_ob (op); 431 op->destroy ();
455 free_object (op);
456 return; 432 return;
457 } 433 }
458 434
459 if (op->attacktype) 435 if (op->attacktype)
460 { 436 {
461 hit_map (op, 0, op->attacktype, 1); 437 hit_map (op, 0, op->attacktype, 1);
462 if (was_destroyed (op, op_tag)) 438
439 if (op->destroyed ())
463 return; 440 return;
464 } 441 }
465 442
466 /* other_arch contains what this explodes into */ 443 /* other_arch contains what this explodes into */
467 tmp = arch_to_object (op->other_arch); 444 tmp = arch_to_object (op->other_arch);
468 445
469 copy_owner (tmp, op); 446 tmp->set_owner (op);
470 tmp->skill = op->skill; 447 tmp->skill = op->skill;
471 448
472 owner = get_owner (op); 449 owner = op->owner;
473 if ((tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) && owner && !tailor_god_spell (tmp, owner)) 450
474 { 451 if ((tmp->attacktype & AT_HOLYWORD
475 remove_ob (op); 452 || tmp->attacktype & AT_GODPOWER)
476 free_object (op); 453 && owner
477 return; 454 && !tailor_god_spell (tmp, owner))
478 } 455 {
479 tmp->x = op->x; 456 op->destroy ();
480 tmp->y = op->y; 457 return;
458 }
481 459
482 /* special for bombs - it actually has sane values for these */ 460 /* special for bombs - it actually has sane values for these */
483 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB) 461 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB)
484 { 462 {
485 tmp->attacktype = op->attacktype; 463 tmp->attacktype = op->attacktype;
489 } 467 }
490 else 468 else
491 { 469 {
492 if (op->attacktype & AT_MAGIC) 470 if (op->attacktype & AT_MAGIC)
493 tmp->attacktype |= AT_MAGIC; 471 tmp->attacktype |= AT_MAGIC;
472
494 /* Spell doc describes what is going on here */ 473 /* Spell doc describes what is going on here */
495 tmp->stats.dam = op->dam_modifier; 474 tmp->stats.dam = op->dam_modifier;
496 tmp->range = op->stats.maxhp; 475 tmp->range = op->stats.maxhp;
497 tmp->duration = op->stats.hp; 476 tmp->duration = op->stats.hp;
498 /* 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 -
506 tmp->stats.sp = op->direction; 485 tmp->stats.sp = op->direction;
507 486
508 /* Prevent recursion */ 487 /* Prevent recursion */
509 op->move_on = 0; 488 op->move_on = 0;
510 489
511 insert_ob_in_map (tmp, op->map, op, 0); 490 tmp->insert_at (op, op);
491 tmp->play_sound (tmp->sound);
492
512 /* remove the firebullet */ 493 /* remove the firebullet */
513 if (!was_destroyed (op, op_tag)) 494 op->destroy ();
514 {
515 remove_ob (op);
516 free_object (op);
517 }
518} 495}
519
520
521 496
522/* 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
523 * (eg, explode, damage player, etc) 498 * (eg, explode, damage player, etc)
524 */ 499 */
525
526void 500void
527check_bullet (object *op) 501check_bullet (object *op)
528{ 502{
529 tag_t op_tag = op->count, tmp_tag;
530 object *tmp; 503 object *tmp;
531 int dam, mflags; 504 int dam, mflags;
532 mapstruct *m; 505 maptile *m;
533 sint16 sx, sy; 506 sint16 sx, sy;
534 507
535 mflags = get_map_flags (op->map, &m, op->x, op->y, &sx, &sy); 508 mflags = get_map_flags (op->map, &m, op->x, op->y, &sx, &sy);
536 509
537 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy))) 510 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
546 519
547 /* 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 */
548 if (!(mflags & P_IS_ALIVE)) 521 if (!(mflags & P_IS_ALIVE))
549 return; 522 return;
550 523
551 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)
552 { 525 {
553 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 526 if (QUERY_FLAG (tmp, FLAG_ALIVE))
554 { 527 {
555 tmp_tag = tmp->count;
556 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
557 if (was_destroyed (op, op_tag) || !was_destroyed (tmp, tmp_tag) || (op->stats.dam -= dam) < 0) 531 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0)
558 { 532 {
559 if (!QUERY_FLAG (op, FLAG_REMOVED)) 533 if (!QUERY_FLAG (op, FLAG_REMOVED))
560 { 534 {
561 remove_ob (op); 535 op->destroy ();
562 free_object (op);
563 return; 536 return;
564 } 537 }
565 } 538 }
566 } 539 }
567 } 540 }
568} 541}
569
570 542
571/* Basically, we move 'op' one square, and if it hits something, 543/* Basically, we move 'op' one square, and if it hits something,
572 * call check_bullet. 544 * call check_bullet.
573 * This function is only applicable to bullets, but not to all 545 * This function is only applicable to bullets, but not to all
574 * fired arches (eg, bolts). 546 * fired arches (eg, bolts).
575 */ 547 */
576
577void 548void
578move_bullet (object *op) 549move_bullet (object *op)
579{ 550{
580 sint16 new_x, new_y;
581 int mflags;
582 mapstruct *m;
583
584#if 0 551#if 0
585 /* We need a better general purpose way to do this */ 552 /* We need a better general purpose way to do this */
586 553
587 /* peterm: added to make comet leave a trail of burnouts 554 /* peterm: added to make comet leave a trail of burnouts
588 it's an unadulterated hack, but the effect is cool. */ 555 it's an unadulterated hack, but the effect is cool. */
589 if (op->stats.sp == SP_METEOR) 556 if (op->stats.sp == SP_METEOR)
590 { 557 {
591 replace_insert_ob_in_map ("fire_trail", op); 558 replace_insert_ob_in_map ("fire_trail", op);
592 if (was_destroyed (op, op_tag)) 559 if (op->destroyed ())
593 return; 560 return;
594 } /* end addition. */ 561 } /* end addition. */
595#endif 562#endif
596 563
597 /* Reached the end of its life - remove it */ 564 /* Reached the end of its life - remove it */
598 if (--op->range <= 0) 565 if (--op->range <= 0)
599 { 566 {
600 if (op->other_arch) 567 if (op->other_arch)
601 {
602 explode_bullet (op); 568 explode_bullet (op);
603 }
604 else 569 else
605 { 570 op->destroy ();
606 remove_ob (op);
607 free_object (op);
608 }
609 return;
610 }
611 571
612 new_x = op->x + DIRX (op); 572 return;
613 new_y = op->y + DIRY (op);
614 m = op->map;
615 mflags = get_map_flags (m, &m, new_x, new_y, &new_x, &new_y);
616
617 if (mflags & P_OUT_OF_MAP)
618 { 573 }
619 remove_ob (op); 574
620 free_object (op); 575 mapxy pos (op);
621 return; 576 pos.move (op->direction);
577
578 if (!pos.normalise ())
622 } 579 {
580 op->destroy ();
581 return;
582 }
623 583
624 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))
625 { 589 {
626 if (op->other_arch) 590 if (op->other_arch)
627 {
628 explode_bullet (op); 591 explode_bullet (op);
629 }
630 else 592 else
631 { 593 op->destroy ();
632 remove_ob (op);
633 free_object (op);
634 }
635 return;
636 }
637 594
638 remove_ob (op); 595 return;
639 op->x = new_x; 596 }
640 op->y = new_y; 597
641 if ((op = insert_ob_in_map (op, m, op, 0)) == NULL) 598 if (!(op = pos.insert (op, op)))
642 return; 599 return;
643 600
644 if (reflwall (op->map, op->x, op->y, op)) 601 if (reflwall (op->map, op->x, op->y, op))
645 { 602 {
646 op->direction = absdir (op->direction + 4); 603 op->direction = absdir (op->direction + 4);
647 update_turn_face (op); 604 update_turn_face (op);
648 } 605 }
649 else 606 else
650 {
651 check_bullet (op); 607 check_bullet (op);
652 }
653} 608}
654
655
656
657 609
658/* fire_bullet 610/* fire_bullet
659 * object op (cast from caster) files a bolt in dir. 611 * object op (cast from caster) files a bolt in dir.
660 * spob is the spell object for the bolt. 612 * spob is the spell object for the bolt.
661 * we remove the magic flag - that can be derived from 613 * we remove the magic flag - that can be derived from
662 * spob->attacktype. 614 * spob->attacktype.
663 * This function sets up the appropriate owner and skill 615 * This function sets up the appropriate owner and skill
664 * pointers. 616 * pointers.
665 */ 617 */
666
667int 618int
668fire_bullet (object *op, object *caster, int dir, object *spob) 619fire_bullet (object *op, object *caster, int dir, object *spob)
669{ 620{
670 object *tmp = NULL; 621 object *tmp = NULL;
671 int mflags; 622 int mflags;
672 623
673 if (!spob->other_arch) 624 if (!spob->other_arch)
674 return 0; 625 return 0;
675 626
676 tmp = arch_to_object (spob->other_arch); 627 tmp = spob->other_arch->instance ();
677 if (tmp == NULL) 628 if (!tmp)
678 return 0; 629 return 0;
679 630
680 /* peterm: level dependency for bolts */ 631 /* peterm: level dependency for bolts */
681 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);
682 tmp->attacktype = spob->attacktype; 633 tmp->attacktype = spob->attacktype;
683 if (spob->slaying) 634 if (spob->slaying)
684 tmp->slaying = spob->slaying; 635 tmp->slaying = spob->slaying;
685 636
692 643
693 tmp->direction = dir; 644 tmp->direction = dir;
694 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) 645 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
695 SET_ANIMATION (tmp, dir); 646 SET_ANIMATION (tmp, dir);
696 647
697 set_owner (tmp, op); 648 tmp->set_owner (op);
698 set_spell_skill (op, caster, spob, tmp); 649 set_spell_skill (op, caster, spob, tmp);
699 650
700 tmp->x = op->x + freearr_x[dir]; 651 tmp->x = op->x + freearr_x[dir];
701 tmp->y = op->y + freearr_y[dir]; 652 tmp->y = op->y + freearr_y[dir];
702 tmp->map = op->map; 653 tmp->map = op->map;
703 654
655 maptile *newmap;
704 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);
705 if (mflags & P_OUT_OF_MAP) 657 if (mflags & P_OUT_OF_MAP)
706 { 658 {
707 free_object (tmp); 659 tmp->destroy ();
708 return 0; 660 return 0;
709 } 661 }
662
663 tmp->map = newmap;
664
710 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)))
711 { 666 {
712 if (!QUERY_FLAG (tmp, FLAG_REFLECTING)) 667 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
713 { 668 {
714 free_object (tmp); 669 tmp->destroy ();
715 return 0; 670 return 0;
716 } 671 }
672
717 tmp->x = op->x; 673 tmp->x = op->x;
718 tmp->y = op->y; 674 tmp->y = op->y;
719 tmp->direction = absdir (tmp->direction + 4); 675 tmp->direction = absdir (tmp->direction + 4);
720 tmp->map = op->map; 676 tmp->map = op->map;
721 } 677 }
722 if ((tmp = insert_ob_in_map (tmp, tmp->map, op, 0)) != NULL) 678
723 { 679 if ((tmp = tmp->insert_at (tmp, op)))
724 check_bullet (tmp); 680 check_bullet (tmp);
725 } 681
726 return 1; 682 return 1;
727} 683}
728
729
730
731 684
732/***************************************************************************** 685/*****************************************************************************
733 * 686 *
734 * CONE RELATED FUNCTIONS 687 * CONE RELATED FUNCTIONS
735 * 688 *
736 *****************************************************************************/ 689 *****************************************************************************/
737 690
738
739/* 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" */
740void 692static void
741cone_drop (object *op) 693cone_drop (object *op)
742{ 694{
743 object *new_ob = arch_to_object (op->other_arch); 695 object *new_ob = arch_to_object (op->other_arch);
744 696
745 new_ob->x = op->x;
746 new_ob->y = op->y;
747 new_ob->level = op->level; 697 new_ob->level = op->level;
748 set_owner (new_ob, op->owner); 698 new_ob->set_owner (op->owner);
749 699
750 /* preserve skill ownership */ 700 /* preserve skill ownership */
751 if (op->skill && op->skill != new_ob->skill) 701 if (op->skill && op->skill != new_ob->skill)
752 {
753 new_ob->skill = op->skill; 702 new_ob->skill = op->skill;
754 }
755 insert_ob_in_map (new_ob, op->map, op, 0);
756 703
704 new_ob->insert_at (op, op);
757} 705}
758 706
759/* 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 */
760 708
761void 709void
762move_cone (object *op) 710move_cone (object *op)
763{ 711{
764 int i;
765 tag_t tag;
766
767 /* 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 */
768 if (!op->map) 713 if (!op->map)
769 { 714 {
770 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");
771 op->speed = 0; 716 op->set_speed (0);
772 update_ob_speed (op);
773 return; 717 return;
774 } 718 }
775 719
776 /* lava saves it's life, but not yours :) */ 720 /* lava saves it's life, but not yours :) */
777 if (QUERY_FLAG (op, FLAG_LIFESAVE)) 721 if (QUERY_FLAG (op, FLAG_LIFESAVE))
783#if 0 727#if 0
784 /* Disable this - enabling it makes monsters easier, as 728 /* Disable this - enabling it makes monsters easier, as
785 * when their cone dies when they die. 729 * when their cone dies when they die.
786 */ 730 */
787 /* If no owner left, the spell dies out. */ 731 /* If no owner left, the spell dies out. */
788 if (get_owner (op) == NULL) 732 if (op->owner == NULL)
789 { 733 {
790 remove_ob (op); 734 op->destroy ();
791 free_object (op);
792 return; 735 return;
793 } 736 }
794#endif 737#endif
795 738
796 tag = op->count;
797 hit_map (op, 0, op->attacktype, 0); 739 hit_map (op, 0, op->attacktype, 0);
740
741 if (!op->is_on_map ())
742 return;
798 743
799 /* Check to see if we should push anything. 744 /* Check to see if we should push anything.
800 * Spell objects with weight push whatever they encounter to some 745 * Spell objects with weight push whatever they encounter to some
801 * degree. 746 * degree.
802 */ 747 */
803 if (op->weight) 748 if (op->weight)
749 {
804 check_spell_knockback (op); 750 check_spell_knockback (op);
805 751
806 if (was_destroyed (op, tag)) 752 if (!op->is_on_map ())
807 return; 753 return;
754 }
808 755
809 if ((op->duration--) < 0) 756 if (op->duration-- < 0)
810 { 757 {
811 remove_ob (op); 758 op->destroy ();
812 free_object (op);
813 return; 759 return;
814 } 760 }
815 /* Object has hit maximum range, so don't have it move 761 /* Object has hit maximum range, so don't have it move
816 * any further. When the duration above expires, 762 * any further. When the duration above expires,
817 * then the object will get removed. 763 * then the object will get removed.
820 { 766 {
821 op->range = 0; /* just so it doesn't wrap */ 767 op->range = 0; /* just so it doesn't wrap */
822 return; 768 return;
823 } 769 }
824 770
825 for (i = -1; i < 2; i++) 771 for (int i = -1; i <= 1; i++)
826 { 772 {
827 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)];
828 774
829 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))
830 { 776 {
831 object *tmp = get_object (); 777 object *tmp = op->clone ();
832
833 copy_object (op, tmp);
834 tmp->x = x;
835 tmp->y = y;
836 778
837 tmp->duration = op->duration + 1; 779 tmp->duration = op->duration + 1;
838 780
839 /* Use for spell tracking - see ok_to_put_more() */ 781 /* Use for spell tracking - see ok_to_put_more() */
840 tmp->stats.maxhp = op->stats.maxhp; 782 tmp->stats.maxhp = op->stats.maxhp;
841 insert_ob_in_map (tmp, op->map, op, 0); 783
784 op->map->insert (tmp, x, y, op);
785
842 if (tmp->other_arch) 786 if (tmp->other_arch)
843 cone_drop (tmp); 787 cone_drop (tmp);
844 } 788 }
845 } 789 }
846} 790}
856int 800int
857cast_cone (object *op, object *caster, int dir, object *spell) 801cast_cone (object *op, object *caster, int dir, object *spell)
858{ 802{
859 object *tmp; 803 object *tmp;
860 int i, success = 0, range_min = -1, range_max = 1; 804 int i, success = 0, range_min = -1, range_max = 1;
861 mapstruct *m; 805 maptile *m;
862 sint16 sx, sy; 806 sint16 sx, sy;
863 MoveType movetype; 807 MoveType movetype;
864 808
865 if (!spell->other_arch) 809 if (!spell->other_arch)
866 return 0; 810 return 0;
879 823
880 /* 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
881 * 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
882 * insert it into is blocked. 826 * insert it into is blocked.
883 */ 827 */
884 movetype = spell->other_arch->clone.move_type; 828 movetype = spell->other_arch->move_type;
885 829
886 for (i = range_min; i <= range_max; i++) 830 for (i = range_min; i <= range_max; i++)
887 { 831 {
888 sint16 x, y, d; 832 sint16 x, y;
889 833
890 /* We can't use absdir here, because it never returns 834 /* We can't use absdir here, because it never returns
891 * 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
892 * 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
893 * to hit that person. 837 * to hit that person.
894 */ 838 */
895 d = dir + i; 839 int d = dir ? absdir (dir + i) : i;
896 while (d < 0)
897 d += 8;
898 while (d > 8)
899 d -= 8;
900 840
901 /* 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.
902 * In that case, we have to see - if dir is specified, 842 * In that case, we have to see - if dir is specified,
903 * turn this into direction 8. If dir is not specified (all 843 * turn this into direction 8. If dir is not specified (all
904 * direction) skip - otherwise, one line would do more damage 844 * direction) skip - otherwise, one line would do more damage
922 if ((movetype & GET_MAP_MOVE_BLOCK (m, sx, sy)) == movetype) 862 if ((movetype & GET_MAP_MOVE_BLOCK (m, sx, sy)) == movetype)
923 continue; 863 continue;
924 864
925 success = 1; 865 success = 1;
926 tmp = arch_to_object (spell->other_arch); 866 tmp = arch_to_object (spell->other_arch);
927 set_owner (tmp, op); 867 tmp->set_owner (op);
928 set_spell_skill (op, caster, spell, tmp); 868 set_spell_skill (op, caster, spell, tmp);
929 tmp->level = caster_level (caster, spell); 869 tmp->level = casting_level (caster, spell);
930 tmp->x = sx;
931 tmp->y = sy;
932 tmp->attacktype = spell->attacktype; 870 tmp->attacktype = spell->attacktype;
933 871
934 /* holy word stuff */ 872 /* holy word stuff */
935 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER)) 873 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER))
936 {
937 if (!tailor_god_spell (tmp, op)) 874 if (!tailor_god_spell (tmp, op))
938 return 0; 875 return 0;
939 }
940 876
941 if (dir) 877 if (dir)
942 tmp->stats.sp = dir; 878 tmp->stats.sp = dir;
943 else 879 else
944 tmp->stats.sp = i; 880 tmp->stats.sp = i;
950 { 886 {
951 tmp->range /= 4; 887 tmp->range /= 4;
952 if (tmp->range < 2 && spell->range >= 2) 888 if (tmp->range < 2 && spell->range >= 2)
953 tmp->range = 2; 889 tmp->range = 2;
954 } 890 }
891
955 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 892 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
956 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell); 893 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
957 894
958 /* Special bonus for fear attacks */ 895 /* Special bonus for fear attacks */
959 if (tmp->attacktype & AT_FEAR) 896 if (tmp->attacktype & AT_FEAR)
961 if (caster->type == PLAYER) 898 if (caster->type == PLAYER)
962 tmp->duration += fear_bonus[caster->stats.Cha]; 899 tmp->duration += fear_bonus[caster->stats.Cha];
963 else 900 else
964 tmp->duration += caster->level / 3; 901 tmp->duration += caster->level / 3;
965 } 902 }
903
966 if (tmp->attacktype & (AT_HOLYWORD | AT_TURN_UNDEAD)) 904 if (tmp->attacktype & (AT_HOLYWORD | AT_TURN_UNDEAD))
967 { 905 {
968 if (caster->type == PLAYER) 906 if (caster->type == PLAYER)
969 tmp->duration += turn_bonus[caster->stats.Wis] / 5; 907 tmp->duration += turn_bonus[caster->stats.Wis] / 5;
970 else 908 else
971 tmp->duration += caster->level / 3; 909 tmp->duration += caster->level / 3;
972 } 910 }
973 911
974
975 if (!(tmp->move_type & MOVE_FLY_LOW)) 912 if (!(tmp->move_type & MOVE_FLY_LOW))
976 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);
977 914
978 if (!tmp->move_on && tmp->stats.dam) 915 if (!tmp->move_on && tmp->stats.dam)
979 {
980 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);
981 } 917
982 insert_ob_in_map (tmp, m, op, 0); 918 m->insert (tmp, sx, sy, op);
983 919
984 /* 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
985 * a single space too many times. 921 * a single space too many times.
986 */ 922 */
987 tmp->stats.maxhp = tmp->count; 923 tmp->stats.maxhp = tmp->count;
988 924
989 if (tmp->other_arch) 925 if (tmp->other_arch)
990 cone_drop (tmp); 926 cone_drop (tmp);
991 } 927 }
928
992 return success; 929 return success;
993} 930}
994 931
995/**************************************************************************** 932/****************************************************************************
996 * 933 *
997 * BOMB related code 934 * BOMB related code
998 * 935 *
999 ****************************************************************************/ 936 ****************************************************************************/
1000 937
1001
1002/* This handles an exploding bomb. 938/* This handles an exploding bomb.
1003 * op is the original bomb object. 939 * op is the original bomb object.
1004 */ 940 */
1005void 941void
1006animate_bomb (object *op) 942animate_bomb (object *op)
1007{ 943{
1008 int i;
1009 object *env, *tmp;
1010 archetype *at;
1011
1012 if (op->state != NUM_ANIMATIONS (op) - 1) 944 if (op->state != NUM_ANIMATIONS (op) - 1)
1013 return; 945 return;
1014 946
1015 947 object *env = op->outer_env ();
1016 env = object_get_env_recursive (op);
1017 948
1018 if (op->env) 949 if (op->env)
1019 { 950 {
1020 if (env->map == NULL) 951 if (!env->map)
1021 return; 952 return;
1022 953
1023 if (env->type == PLAYER) 954 if (!(op = op->insert_at (env, op)))
1024 esrv_del_item (env->contr, op->count);
1025
1026 remove_ob (op);
1027 op->x = env->x;
1028 op->y = env->y;
1029 if ((op = insert_ob_in_map (op, env->map, op, 0)) == NULL)
1030 return; 955 return;
1031 } 956 }
1032 957
1033 // 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
1034 // 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
1035 // as bombs can be carried. 960 // as bombs can be carried.
1036 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE) 961 if (op->ms ().flags () & P_SAFE)
1037 { 962 {
1038 remove_ob (op); 963 op->destroy ();
1039 free_object (op);
1040 return; 964 return;
1041 } 965 }
1042 966
1043 /* This copies a lot of the code from the fire bullet, 967 /* This copies a lot of the code from the fire bullet,
1044 * but using the cast_bullet isn't really feasible, 968 * but using the cast_bullet isn't really feasible,
1045 * so just set up the appropriate values. 969 * so just set up the appropriate values.
1046 */ 970 */
1047 at = find_archetype (SPLINT); 971 if (archetype *at = archetype::find (SPLINT))
1048 if (at)
1049 { 972 {
1050 for (i = 1; i < 9; i++) 973 for (int i = 1; i < 9; i++)
1051 { 974 {
1052 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]))
1053 continue; 976 continue;
977
1054 tmp = arch_to_object (at); 978 object *tmp = arch_to_object (at);
1055 tmp->direction = i; 979 tmp->direction = i;
1056 tmp->range = op->range; 980 tmp->range = op->range;
1057 tmp->stats.dam = op->stats.dam; 981 tmp->stats.dam = op->stats.dam;
1058 tmp->duration = op->duration; 982 tmp->duration = op->duration;
1059 tmp->attacktype = op->attacktype; 983 tmp->attacktype = op->attacktype;
1060 copy_owner (tmp, op); 984 tmp->set_owner (op);
1061 if (op->skill && op->skill != tmp->skill) 985 if (op->skill && op->skill != tmp->skill)
1062 {
1063 tmp->skill = op->skill; 986 tmp->skill = op->skill;
1064 } 987
1065 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) 988 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
1066 SET_ANIMATION (tmp, i); 989 SET_ANIMATION (tmp, i);
1067 tmp->x = op->x + freearr_x[i]; 990
1068 tmp->y = op->y + freearr_x[i]; 991 op->map->insert (tmp, op->x + freearr_x[i], op->y + freearr_x[i], op);
1069 insert_ob_in_map (tmp, op->map, op, 0);
1070 move_bullet (tmp); 992 move_bullet (tmp);
1071 } 993 }
1072 } 994 }
1073 995
1074 explode_bullet (op); 996 explode_bullet (op);
1075} 997}
1076 998
1077int 999int
1078create_bomb (object *op, object *caster, int dir, object *spell) 1000create_bomb (object *op, object *caster, int dir, object *spell)
1079{ 1001{
1080
1081 object *tmp; 1002 object *tmp;
1082 int mflags; 1003 int mflags;
1083 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];
1084 mapstruct *m; 1005 maptile *m;
1085 1006
1086 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 {
1087 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))
1088 { 1016 {
1089 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.");
1090 return 0; 1018 return 0;
1019 }
1091 } 1020 }
1021
1092 tmp = arch_to_object (spell->other_arch); 1022 tmp = arch_to_object (spell->other_arch);
1093 1023
1094 /* level dependencies for bomb */ 1024 /* level dependencies for bomb */
1095 tmp->range = spell->range + SP_level_range_adjust (caster, spell); 1025 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
1096 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);
1097 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell); 1027 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
1098 tmp->attacktype = spell->attacktype; 1028 tmp->attacktype = spell->attacktype;
1099 1029
1100 set_owner (tmp, op); 1030 tmp->set_owner (op);
1101 set_spell_skill (op, caster, spell, tmp); 1031 set_spell_skill (op, caster, spell, tmp);
1102 tmp->x = dx; 1032
1103 tmp->y = dy; 1033 m->insert (tmp, dx, dy, op);
1104 insert_ob_in_map (tmp, m, op, 0);
1105 return 1; 1034 return 1;
1106} 1035}
1107 1036
1108/**************************************************************************** 1037/****************************************************************************
1109 * 1038 *
1118 * dir is the direction to look in. 1047 * dir is the direction to look in.
1119 * range is how far out to look. 1048 * range is how far out to look.
1120 * 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.
1121 * this info is used for blocked magic/unholy spaces. 1050 * this info is used for blocked magic/unholy spaces.
1122 */ 1051 */
1123
1124object * 1052object *
1125get_pointed_target (object *op, int dir, int range, int type) 1053get_pointed_target (object *op, int dir, int range, int type)
1126{ 1054{
1127 object *target; 1055 object *target;
1128 sint16 x, y; 1056 sint16 x, y;
1129 int dist, mflags; 1057 int dist, mflags;
1130 mapstruct *mp; 1058 maptile *mp;
1131 1059
1132 if (dir == 0) 1060 if (dir == 0)
1133 return NULL; 1061 return NULL;
1134 1062
1135 for (dist = 1; dist < range; dist++) 1063 for (dist = 1; dist < range; dist++)
1147 return NULL; 1075 return NULL;
1148 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW) 1076 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW)
1149 return NULL; 1077 return NULL;
1150 1078
1151 if (mflags & P_IS_ALIVE) 1079 if (mflags & P_IS_ALIVE)
1152 {
1153 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)
1154 { 1081 if (QUERY_FLAG (target, FLAG_MONSTER))
1155 if (QUERY_FLAG (target->head ? target->head : target, FLAG_MONSTER))
1156 {
1157 return target; 1082 return target;
1158 }
1159 }
1160 }
1161 } 1083 }
1084
1162 return NULL; 1085 return NULL;
1163} 1086}
1164
1165 1087
1166/* cast_smite_arch() - the priest points to a creature and causes 1088/* cast_smite_arch() - the priest points to a creature and causes
1167 * a 'godly curse' to decend. 1089 * a 'godly curse' to decend.
1168 * usual params - 1090 * usual params -
1169 * op = player 1091 * op = player
1170 * caster = object casting the spell. 1092 * caster = object casting the spell.
1171 * dir = direction being cast 1093 * dir = direction being cast
1172 * spell = spell object 1094 * spell = spell object
1173 */ 1095 */
1174
1175int 1096int
1176cast_smite_spell (object *op, object *caster, int dir, object *spell) 1097cast_smite_spell (object *op, object *caster, int dir, object *spell)
1177{ 1098{
1178 object *effect, *target; 1099 object *effect, *target;
1179 object *god = find_god (determine_god (op)); 1100 object *god = find_god (determine_god (op));
1189 * interesting spell. 1110 * interesting spell.
1190 * 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
1191 * can't be friendly to your god. 1112 * can't be friendly to your god.
1192 */ 1113 */
1193 1114
1194 if (!target || QUERY_FLAG (target, FLAG_REFL_SPELL) 1115 if (!target
1116 || target->flag [FLAG_REFL_SPELL]
1195 || (!god && spell->stats.grace) 1117 || (!god && spell->stats.grace)
1196 || (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)))
1197 { 1120 {
1198 new_draw_info (NDI_UNIQUE, 0, op, "Your request is unheeded."); 1121 new_draw_info (NDI_UNIQUE, 0, op, "Your request is unheeded.");
1199 return 0; 1122 return 0;
1200 } 1123 }
1201 1124
1203 effect = arch_to_object (spell->other_arch); 1126 effect = arch_to_object (spell->other_arch);
1204 else 1127 else
1205 return 0; 1128 return 0;
1206 1129
1207 /* tailor the effect by priest level and worshipped God */ 1130 /* tailor the effect by priest level and worshipped God */
1208 effect->level = caster_level (caster, spell); 1131 effect->level = casting_level (caster, spell);
1209 effect->attacktype = spell->attacktype; 1132 effect->attacktype = spell->attacktype;
1210 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER)) 1133 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER))
1211 { 1134 {
1212 if (tailor_god_spell (effect, op)) 1135 if (tailor_god_spell (effect, op))
1213 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));
1214 else 1137 else
1215 { 1138 {
1216 new_draw_info (NDI_UNIQUE, 0, op, "Your request is ignored."); 1139 new_draw_info (NDI_UNIQUE, 0, op, "Your request is ignored.");
1217 return 0; 1140 return 0;
1218 } 1141 }
1225 if (effect->attacktype & AT_DEATH) 1148 if (effect->attacktype & AT_DEATH)
1226 { 1149 {
1227 effect->level = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1150 effect->level = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1228 1151
1229 /* casting death spells at undead isn't a good thing */ 1152 /* casting death spells at undead isn't a good thing */
1230 if QUERY_FLAG
1231 (target, FLAG_UNDEAD) 1153 if (QUERY_FLAG (target, FLAG_UNDEAD))
1232 { 1154 {
1233 if (random_roll (0, 2, op, PREFER_LOW)) 1155 if (random_roll (0, 2, op, PREFER_LOW))
1234 { 1156 {
1235 new_draw_info (NDI_UNIQUE, 0, op, "Idiot! Your spell boomerangs!"); 1157 new_draw_info (NDI_UNIQUE, 0, op, "Idiot! Your spell boomerangs!");
1236 effect->x = op->x; 1158 effect->x = op->x;
1238 } 1160 }
1239 else 1161 else
1240 { 1162 {
1241 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));
1242 target->stats.hp = target->stats.maxhp * 2; 1164 target->stats.hp = target->stats.maxhp * 2;
1243 free_object (effect); 1165 effect->destroy ();
1244 return 0; 1166 return 0;
1245 } 1167 }
1246 } 1168 }
1247 } 1169 }
1248 else 1170 else
1249 { 1171 {
1250 /* how much woe to inflict :) */ 1172 /* how much woe to inflict :) */
1251 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);
1252 } 1174 }
1253 1175
1254 set_owner (effect, op); 1176 effect->set_owner (op);
1255 set_spell_skill (op, caster, spell, effect); 1177 set_spell_skill (op, caster, spell, effect);
1256 1178
1257 /* ok, tell it where to be, and insert! */ 1179 /* ok, tell it where to be, and insert! */
1258 effect->x = target->x; 1180 effect->insert_at (target, op);
1259 effect->y = target->y;
1260 insert_ob_in_map (effect, target->map, op, 0);
1261 1181
1262 return 1; 1182 return 1;
1263} 1183}
1264
1265 1184
1266/**************************************************************************** 1185/****************************************************************************
1267 * 1186 *
1268 * MAGIC MISSILE code. 1187 * MAGIC MISSILE code.
1269 * 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
1272 1191
1273/* op is a missile that needs to be moved */ 1192/* op is a missile that needs to be moved */
1274void 1193void
1275move_missile (object *op) 1194move_missile (object *op)
1276{ 1195{
1277 int i, mflags;
1278 object *owner;
1279 sint16 new_x, new_y;
1280 mapstruct *m;
1281
1282 if (op->range-- <= 0) 1196 if (op->range-- <= 0)
1283 { 1197 {
1284 remove_ob (op); 1198 op->drop_and_destroy ();
1285 free_object (op);
1286 return; 1199 return;
1287 }
1288
1289 owner = get_owner (op);
1290#if 0
1291 /* It'd make things nastier if this wasn't here - spells cast by
1292 * monster that are then killed would continue to survive
1293 */
1294 if (owner == NULL)
1295 { 1200 }
1296 remove_ob (op); 1201
1297 free_object (op); 1202 mapxy pos (op);
1298 return; 1203 pos.move (op->direction);
1204
1205 if (!pos.normalise ())
1299 } 1206 {
1300#endif 1207 op->destroy ();
1301 1208 return;
1302 new_x = op->x + DIRX (op);
1303 new_y = op->y + DIRY (op);
1304
1305 mflags = get_map_flags (op->map, &m, new_x, new_y, &new_x, &new_y);
1306
1307 if (!(mflags & P_OUT_OF_MAP) && ((mflags & P_IS_ALIVE) || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y))))
1308 { 1209 }
1309 tag_t tag = op->count;
1310 1210
1211 mapspace &ms = pos.ms ();
1212
1213 if (ms.flags () & P_IS_ALIVE || ms.blocks (op))
1214 {
1311 hit_map (op, op->direction, AT_MAGIC, 1); 1215 hit_map (op, op->direction, AT_MAGIC, 1);
1312 /* Basically, missile only hits one thing then goes away. 1216 /* Basically, missile only hits one thing then goes away.
1313 * 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.
1314 */ 1218 */
1315 if (!was_destroyed (op, tag)) 1219 op->destroy ();
1316 {
1317 remove_ob (op);
1318 free_object (op);
1319 }
1320 return; 1220 return;
1321 }
1322
1323 remove_ob (op);
1324 if (!op->direction || (mflags & P_OUT_OF_MAP))
1325 { 1221 }
1326 free_object (op); 1222
1327 return; 1223 if (!op->direction)
1328 } 1224 {
1329 op->x = new_x; 1225 op->destroy ();
1330 op->y = new_y; 1226 return;
1331 op->map = m; 1227 }
1332 i = spell_find_dir (op->map, op->x, op->y, get_owner (op)); 1228
1229 int i = spell_find_dir (pos.m, pos.x, pos.y, op->owner);
1333 if (i > 0 && i != op->direction) 1230 if (i > 0 && i != op->direction)
1334 { 1231 {
1335 op->direction = i; 1232 op->direction = i;
1336 SET_ANIMATION (op, op->direction); 1233 SET_ANIMATION (op, op->direction);
1337 } 1234 }
1338 insert_ob_in_map (op, op->map, op, 0); 1235
1236 pos.insert (op, op);
1339} 1237}
1340 1238
1341/**************************************************************************** 1239/****************************************************************************
1342 * Destruction 1240 * Destruction
1343 ****************************************************************************/ 1241 ****************************************************************************/
1346 * 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
1347 * object. if time is 0, the object glows permanently. To truely 1245 * object. if time is 0, the object glows permanently. To truely
1348 * make this work for non-living objects, we would have to 1246 * make this work for non-living objects, we would have to
1349 * give them the capability to have an inventory. b.t. 1247 * give them the capability to have an inventory. b.t.
1350 */ 1248 */
1351
1352int 1249int
1353make_object_glow (object *op, int radius, int time) 1250make_object_glow (object *op, int radius, int time)
1354{ 1251{
1355 object *tmp;
1356
1357 /* some things are unaffected... */ 1252 /* some things are unaffected... */
1358 if (op->path_denied & PATH_LIGHT) 1253 if (op->path_denied & PATH_LIGHT)
1359 return 0; 1254 return 0;
1360 1255
1361 tmp = get_archetype (FORCE_NAME); 1256 object *tmp = get_archetype (FORCE_NAME);
1362 tmp->speed = 0.01; 1257 tmp->speed = 0.01;
1363 tmp->stats.food = time; 1258 tmp->stats.food = time;
1364 SET_FLAG (tmp, FLAG_IS_USED_UP); 1259 SET_FLAG (tmp, FLAG_IS_USED_UP);
1365 tmp->glow_radius = radius; 1260 tmp->set_glow_radius (min (MAX_LIGHT_RADIUS, radius));
1366 if (tmp->glow_radius > MAX_LIGHT_RADII)
1367 tmp->glow_radius = MAX_LIGHT_RADII;
1368
1369 tmp->x = op->x;
1370 tmp->y = op->y;
1371 if (tmp->speed < MIN_ACTIVE_SPEED)
1372 tmp->speed = MIN_ACTIVE_SPEED; /* safety */
1373 tmp = insert_ob_in_ob (tmp, op); 1261 tmp = insert_ob_in_ob (tmp, op);
1262
1374 if (tmp->glow_radius > op->glow_radius) 1263 if (tmp->glow_radius > op->glow_radius)
1375 op->glow_radius = tmp->glow_radius; 1264 op->set_glow_radius (tmp->glow_radius);
1376 1265
1377 if (!tmp->env || op != tmp->env)
1378 {
1379 LOG (llevError, "make_object_glow() failed to insert glowing force in %s\n", &op->name);
1380 return 0;
1381 }
1382 return 1; 1266 return 1;
1383} 1267}
1384
1385
1386
1387 1268
1388int 1269int
1389cast_destruction (object *op, object *caster, object *spell_ob) 1270cast_destruction (object *op, object *caster, object *spell_ob)
1390{ 1271{
1391 int i, j, range, mflags, friendly = 0, dam, dur;
1392 sint16 sx, sy;
1393 mapstruct *m;
1394 object *tmp;
1395 const char *skill;
1396
1397 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob); 1272 int range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
1398 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);
1399 dur = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob); 1274 int dur = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
1400 if (QUERY_FLAG (op, FLAG_FRIENDLY) || op->type == PLAYER) 1275
1401 friendly = 1; 1276 bool friendly = op->flag [FLAG_FRIENDLY] || op->is_player ();
1402 1277
1403 /* destruction doesn't use another spell object, so we need 1278 /* destruction doesn't use another spell object, so we need
1404 * update op's skill pointer so that exp is properly awarded. 1279 * update op's skill pointer so that exp is properly awarded.
1405 * We do some shortcuts here - since this is just temporary
1406 * and we'll reset the values back, we don't need to go through
1407 * the full share string/free_string route.
1408 */ 1280 */
1409 skill = op->skill; 1281 const shstr skill = op->skill;
1282
1410 if (caster == op) 1283 if (caster == op)
1411 op->skill = spell_ob->skill; 1284 op->skill = spell_ob->skill;
1412 else if (caster->skill) 1285 else if (caster->skill)
1413 op->skill = caster->skill; 1286 op->skill = caster->skill;
1414 else 1287 else
1415 op->skill = NULL; 1288 op->skill = 0;
1416 1289
1417 change_skill (op, find_skill_by_name (op, op->skill), 1); 1290 op->change_skill (find_skill_by_name (op, op->skill));
1418 1291
1419 for (i = -range; i < range; i++) 1292 unordered_mapwalk (op, -range, -range, range, range)
1420 { 1293 {
1421 for (j = -range; j < range; j++) 1294 mapspace &ms = m->at (nx, ny);
1422 { 1295
1423 m = op->map;
1424 sx = op->x + i;
1425 sy = op->y + j;
1426 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
1427 if (mflags & P_OUT_OF_MAP)
1428 continue;
1429 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 ())
1430 { 1299 {
1431 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 ())))
1432 { 1304 {
1433 if (QUERY_FLAG (tmp, FLAG_ALIVE) || tmp->type == PLAYER) 1305 if (spell_ob->subtype == SP_DESTRUCTION)
1434 break;
1435 }
1436 if (tmp)
1437 {
1438 if (tmp->head)
1439 tmp = tmp->head;
1440
1441 if ((friendly && !QUERY_FLAG (tmp, FLAG_FRIENDLY) && tmp->type != PLAYER) ||
1442 (!friendly && (QUERY_FLAG (tmp, FLAG_FRIENDLY) || tmp->type == PLAYER)))
1443 { 1306 {
1444 if (spell_ob->subtype == SP_DESTRUCTION)
1445 {
1446 hit_player (tmp, dam, op, spell_ob->attacktype, 0); 1307 hit_player (tmp, dam, op, spell_ob->attacktype, 0);
1308
1447 if (spell_ob->other_arch) 1309 if (spell_ob->other_arch)
1448 {
1449 tmp = arch_to_object (spell_ob->other_arch); 1310 m->insert (arch_to_object (spell_ob->other_arch), nx, ny, op);
1450 tmp->x = sx;
1451 tmp->y = sy;
1452 insert_ob_in_map (tmp, m, op, 0);
1453 }
1454 } 1311 }
1455 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)
1456 { 1313 {
1457 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch) 1314 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch)
1458 {
1459 object *effect = arch_to_object (spell_ob->other_arch); 1315 m->insert (arch_to_object (spell_ob->other_arch), nx, ny, op);
1460
1461 effect->x = sx;
1462 effect->y = sy;
1463 insert_ob_in_map (effect, m, op, 0);
1464 }
1465 }
1466 } 1316 }
1467 } 1317 }
1468 } 1318 }
1469 }
1470 } 1319 }
1320
1471 op->skill = skill; 1321 op->skill = skill;
1472 return 1; 1322 return 1;
1473} 1323}
1474 1324
1475/*************************************************************************** 1325/***************************************************************************
1489 { 1339 {
1490 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.");
1491 return 0; 1341 return 0;
1492 } 1342 }
1493 1343
1344 tmp = tmp->head_ ();
1345
1494 /* 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. */
1495 for (force = tmp->inv; force != NULL; force = force->below) 1347 for (force = tmp->inv; force; force = force->below)
1496 { 1348 {
1497 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY) 1349 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY)
1498 { 1350 {
1499 if (force->name == spell_ob->name) 1351 if (force->name == spell_ob->name)
1500 { 1352 {
1506 return 0; 1358 return 0;
1507 } 1359 }
1508 } 1360 }
1509 } 1361 }
1510 1362
1511 if (force == NULL) 1363 if (!force)
1512 { 1364 {
1513 force = get_archetype (FORCE_NAME); 1365 force = get_archetype (FORCE_NAME);
1514 force->subtype = FORCE_CHANGE_ABILITY; 1366 force->subtype = FORCE_CHANGE_ABILITY;
1367
1515 if (spell_ob->race) 1368 if (spell_ob->race)
1516 force->name = spell_ob->race; 1369 force->name = spell_ob->race;
1517 else 1370 else
1518 force->name = spell_ob->name; 1371 force->name = spell_ob->name;
1519 1372
1529 { 1382 {
1530 force->duration = duration; 1383 force->duration = duration;
1531 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.");
1532 } 1385 }
1533 else 1386 else
1534 {
1535 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.");
1536 } 1388
1537 return 1; 1389 return 1;
1538 } 1390 }
1391
1539 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;
1540 force->speed = 1.0; 1393 force->speed = 1.f;
1541 force->speed_left = -1.0; 1394 force->speed_left = -1.f;
1542 SET_FLAG (force, FLAG_APPLIED); 1395 SET_FLAG (force, FLAG_APPLIED);
1543 1396
1544 if (god) 1397 if (god)
1545 { 1398 {
1546 if (spell_ob->last_grace) 1399 if (spell_ob->last_grace)
1559 force->stats.ac = spell_ob->stats.ac; 1412 force->stats.ac = spell_ob->stats.ac;
1560 force->stats.wc = spell_ob->stats.wc; 1413 force->stats.wc = spell_ob->stats.wc;
1561 1414
1562 change_abil (tmp, force); /* Mostly to display any messages */ 1415 change_abil (tmp, force); /* Mostly to display any messages */
1563 insert_ob_in_ob (force, tmp); 1416 insert_ob_in_ob (force, tmp);
1564 fix_player (tmp); 1417 tmp->update_stats ();
1565 return 1; 1418 return 1;
1566 1419
1567} 1420}
1568
1569 1421
1570/********************************************************************** 1422/**********************************************************************
1571 * mood change 1423 * mood change
1572 * 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
1573 * effects monsters, it seems best to put it into this file 1425 * effects monsters, it seems best to put it into this file
1578 */ 1430 */
1579int 1431int
1580mood_change (object *op, object *caster, object *spell) 1432mood_change (object *op, object *caster, object *spell)
1581{ 1433{
1582 object *tmp, *god, *head; 1434 object *tmp, *god, *head;
1583 int done_one, range, mflags, level, at, best_at; 1435 int done_one, range, level, at, best_at;
1584 sint16 x, y, nx, ny;
1585 mapstruct *m;
1586 const char *race; 1436 const char *race;
1587 1437
1588 /* 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
1589 * doing it over and over again. 1439 * doing it over and over again.
1590 */ 1440 */
1591 god = find_god (determine_god (op)); 1441 god = find_god (determine_god (op));
1592 level = caster_level (caster, spell); 1442 level = casting_level (caster, spell);
1593 range = spell->range + SP_level_range_adjust (caster, spell); 1443 range = spell->range + SP_level_range_adjust (caster, spell);
1594 1444
1595 /* 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_...
1596 * 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
1597 * won't ever match anything. 1447 * won't ever match anything.
1598 */ 1448 */
1599 if (!spell->race) 1449 if (!spell->race)
1600 race = NULL; 1450 race = NULL;
1601 else if (god && !strcmp (spell->race, "GOD_SLAYING")) 1451 else if (god && spell->race == shstr_GOD_SLAYING)
1602 race = god->slaying; 1452 race = god->slaying;
1603 else if (god && !strcmp (spell->race, "GOD_FRIEND")) 1453 else if (god && spell->race == shstr_GOD_FRIEND)
1604 race = god->race; 1454 race = god->race;
1605 else 1455 else
1606 race = spell->race; 1456 race = spell->race;
1607 1457
1608 1458 unordered_mapwalk (op, -range, -range, range, range)
1609 for (x = op->x - range; x <= op->x + range; x++)
1610 for (y = op->y - range; y <= op->y + range; y++)
1611 { 1459 {
1460 mapspace &ms = m->at (nx, ny);
1612 1461
1613 done_one = 0;
1614 m = op->map;
1615 nx = x;
1616 ny = y;
1617 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1618 if (mflags & P_OUT_OF_MAP)
1619 continue;
1620
1621 /* 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 */
1622 if (!(mflags & P_IS_ALIVE)) 1463 if (!ms.flags () & P_IS_ALIVE)
1623 continue; 1464 continue;
1624 1465
1625 for (tmp = get_map_ob (m, nx, ny); tmp; tmp = tmp->above) 1466 // players can only affect spaces that they can actually see
1626 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])
1627 break; 1474 break;
1628 1475
1629 /* There can be living objects that are not monsters */ 1476 /* There can be living objects that are not monsters */
1630 if (!tmp || tmp->type == PLAYER) 1477 if (!tmp)
1631 continue; 1478 continue;
1632 1479
1633 /* Only the head has meaningful data, so resolve to that */ 1480 /* Only the head has meaningful data, so resolve to that */
1634 if (tmp->head)
1635 head = tmp->head; 1481 head = tmp->head_ ();
1636 else
1637 head = tmp;
1638 1482
1639 /* 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 */
1640 if (race && head->race && !strstr (race, head->race)) 1484 if (race && head->race && !strstr (race, head->race))
1641 continue; 1485 continue;
1486
1642 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD)) 1487 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD))
1643 continue; 1488 continue;
1644 1489
1645 /* Now do a bunch of stuff related to saving throws */ 1490 /* Now do a bunch of stuff related to saving throws */
1646 best_at = -1; 1491 best_at = -1;
1647 if (spell->attacktype) 1492 if (spell->attacktype)
1648 { 1493 {
1649 for (at = 0; at < NROFATTACKS; at++) 1494 for (at = 0; at < NROFATTACKS; at++)
1650 if (spell->attacktype & (1 << at)) 1495 if (spell->attacktype & (1 << at))
1651 if (best_at == -1 || head->resist[at] > head->resist[best_at]) 1496 if (best_at == -1 || head->resist[at] > head->resist[best_at])
1652 best_at = at; 1497 best_at = at;
1653 1498
1654 if (best_at == -1) 1499 if (best_at == -1)
1655 at = 0; 1500 at = 0;
1656 else 1501 else
1657 { 1502 {
1658 if (head->resist[best_at] == 100) 1503 if (head->resist[best_at] == 100)
1659 continue; 1504 continue;
1660 else 1505 else
1661 at = head->resist[best_at] / 5; 1506 at = head->resist[best_at] / 5;
1662 } 1507 }
1508
1663 at -= level / 5; 1509 at -= level / 5;
1664 if (did_make_save (head, head->level, at)) 1510 if (did_make_save (head, head->level, at))
1665 continue; 1511 continue;
1666 } 1512 }
1667 else /* spell->attacktype */ 1513 else /* spell->attacktype */
1514 {
1668 /* 1515 /*
1669 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:
1670 * if spell level < monster level, no go 1517 * if spell level < monster level, no go
1671 * 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 ) )
1672 1519
1674 1521
1675 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
1676 charm a level 125 monster... 1523 charm a level 125 monster...
1677 1524
1678 Ryo, august 14th 1525 Ryo, august 14th
1679 */ 1526 */
1680 {
1681 if (head->level > level) 1527 if (head->level > level)
1682 continue; 1528 continue;
1529
1683 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))))
1684 /* Failed, no effect */ 1531 /* Failed, no effect */
1685 continue; 1532 continue;
1686 } 1533 }
1687 1534
1688 /* Done with saving throw. Now start effecting the monster */ 1535 /* Done with saving throw. Now start affecting the monster */
1536 done_one = 0;
1689 1537
1690 /* aggravation */ 1538 /* aggravation */
1691 if (QUERY_FLAG (spell, FLAG_MONSTER)) 1539 if (QUERY_FLAG (spell, FLAG_MONSTER))
1692 { 1540 {
1693 CLEAR_FLAG (head, FLAG_SLEEP); 1541 CLEAR_FLAG (head, FLAG_SLEEP);
1694 if (QUERY_FLAG (head, FLAG_FRIENDLY))
1695 remove_friendly_object (head); 1542 remove_friendly_object (head);
1696
1697 done_one = 1; 1543 done_one = 1;
1698 head->enemy = op; 1544 head->enemy = op;
1699 } 1545 }
1700 1546
1701 /* calm monsters */ 1547 /* calm monsters */
1702 if (QUERY_FLAG (spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (head, FLAG_UNAGGRESSIVE)) 1548 if (QUERY_FLAG (spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (head, FLAG_UNAGGRESSIVE))
1703 { 1549 {
1704 SET_FLAG (head, FLAG_UNAGGRESSIVE); 1550 SET_FLAG (head, FLAG_UNAGGRESSIVE);
1705 head->enemy = NULL; 1551 head->enemy = NULL;
1706 done_one = 1; 1552 done_one = 1;
1707 } 1553 }
1708 1554
1709 /* berserk monsters */ 1555 /* berserk monsters */
1710 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK)) 1556 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK))
1711 { 1557 {
1712 SET_FLAG (head, FLAG_BERSERK); 1558 SET_FLAG (head, FLAG_BERSERK);
1713 done_one = 1; 1559 done_one = 1;
1714 } 1560 }
1561
1715 /* charm */ 1562 /* charm */
1716 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))
1717 { 1564 {
1718 SET_FLAG (head, FLAG_FRIENDLY); 1565 INVOKE_OBJECT (KILL, head, ARG_OBJECT (caster));
1566
1719 /* Prevent uncontolled outbreaks of self replicating monsters. 1567 /* Prevent uncontrolled outbreaks of self replicating monsters.
1720 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.
1721 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. */
1722 CLEAR_FLAG (head, FLAG_GENERATOR); 1570 CLEAR_FLAG (head, FLAG_GENERATOR);
1723 set_owner (head, op); 1571 head->set_owner (op);
1724 set_spell_skill (op, caster, spell, head); 1572 set_spell_skill (op, caster, spell, head);
1725 add_friendly_object (head); 1573 add_friendly_object (head);
1726 head->attack_movement = PETMOVE; 1574 head->attack_movement = PETMOVE;
1727 done_one = 1; 1575 done_one = 1;
1728 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);
1729 head->stats.exp = 0; 1577 head->stats.exp = 0;
1730 } 1578 }
1731 1579
1732 /* If a monster was effected, put an effect in */ 1580 /* If a monster was effected, put an effect in */
1733 if (done_one && spell->other_arch) 1581 if (done_one && spell->other_arch)
1734 { 1582 m->insert (arch_to_object (spell->other_arch), nx, ny, op);
1735 tmp = arch_to_object (spell->other_arch); 1583 }
1736 tmp->x = nx;
1737 tmp->y = ny;
1738 insert_ob_in_map (tmp, m, op, 0);
1739 }
1740 } /* for y */
1741 1584
1742 return 1; 1585 return 1;
1743} 1586}
1744
1745 1587
1746/* 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
1747 * 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
1748 * lightning spell used it, that seemed misnamed. 1590 * lightning spell used it, that seemed misnamed.
1749 * op is the spell effect. 1591 * op is the spell effect.
1750 * note that duration is handled by process_object() in time.c 1592 * note that duration is handled by process_object() in time.c
1751 */ 1593 */
1752
1753void 1594void
1754move_ball_spell (object *op) 1595move_ball_spell (object *op)
1755{ 1596{
1756 int i, j, dam_save, dir, mflags; 1597 int i, j, dam_save, dir, mflags;
1757 sint16 nx, ny, hx, hy; 1598 sint16 nx, ny, hx, hy;
1758 object *owner; 1599 object *owner;
1759 mapstruct *m; 1600 maptile *m;
1760 1601
1761 owner = get_owner (op); 1602 owner = op->owner;
1762 1603
1763 /* 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,
1764 * 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
1765 * victim. The block immediately below more or less chooses a random 1606 * victim. The block immediately below more or less chooses a random
1766 * 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
1776 for (i = 1; i < 9; i++) 1617 for (i = 1; i < 9; i++)
1777 { 1618 {
1778 /* i bit 0: alters sign of offset 1619 /* i bit 0: alters sign of offset
1779 * other bits (i / 2): absolute value of offset 1620 * other bits (i / 2): absolute value of offset
1780 */ 1621 */
1781
1782 int offset = ((i ^ j) & 1) ? (i / 2) : -(i / 2); 1622 int offset = ((i ^ j) & 1) ? (i / 2) : -(i / 2);
1783 int tmpdir = absdir (op->direction + offset); 1623 int tmpdir = absdir (op->direction + offset);
1784 1624
1785 nx = op->x + freearr_x[tmpdir]; 1625 nx = op->x + freearr_x[tmpdir];
1786 ny = op->y + freearr_y[tmpdir]; 1626 ny = op->y + freearr_y[tmpdir];
1788 { 1628 {
1789 dir = tmpdir; 1629 dir = tmpdir;
1790 break; 1630 break;
1791 } 1631 }
1792 } 1632 }
1633
1793 if (dir == 0) 1634 if (dir == 0)
1794 { 1635 {
1795 nx = op->x; 1636 nx = op->x;
1796 ny = op->y; 1637 ny = op->y;
1797 m = op->map; 1638 m = op->map;
1798 } 1639 }
1799 1640
1800 remove_ob (op); 1641 m->insert (op, nx, ny, op);
1801 op->y = ny;
1802 op->x = nx;
1803 insert_ob_in_map (op, m, op, 0);
1804 1642
1805 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
1806 surrounding squares */ 1644 surrounding squares */
1807 1645
1808 /* loop over current square and neighbors to hit. 1646 /* loop over current square and neighbors to hit.
1809 * if this has an other_arch field, we insert that in 1647 * if this has an other_arch field, we insert that in
1810 * the surround spaces. 1648 * the surround spaces.
1811 */ 1649 */
1812 for (j = 0; j < 9; j++) 1650 for (j = 0; j < 9; j++)
1813 { 1651 {
1814 object *new_ob;
1815
1816 hx = nx + freearr_x[j]; 1652 hx = nx + freearr_x[j];
1817 hy = ny + freearr_y[j]; 1653 hy = ny + freearr_y[j];
1818 1654
1819 m = op->map; 1655 m = op->map;
1820 mflags = get_map_flags (m, &m, hx, hy, &hx, &hy); 1656 mflags = get_map_flags (m, &m, hx, hy, &hx, &hy);
1828 1664
1829 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)))
1830 { 1666 {
1831 if (j) 1667 if (j)
1832 op->stats.dam = dam_save / 2; 1668 op->stats.dam = dam_save / 2;
1669
1833 hit_map (op, j, op->attacktype, 1); 1670 hit_map (op, j, op->attacktype, 1);
1834
1835 } 1671 }
1836 1672
1837 /* insert the other arch */ 1673 /* insert the other arch */
1838 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))))
1839 { 1675 m->insert (arch_to_object (op->other_arch), hx, hy, op);
1840 new_ob = arch_to_object (op->other_arch);
1841 new_ob->x = hx;
1842 new_ob->y = hy;
1843 insert_ob_in_map (new_ob, m, op, 0);
1844 }
1845 } 1676 }
1846 1677
1847 /* restore to the center location and damage */ 1678 /* restore to the center location and damage */
1848 op->stats.dam = dam_save; 1679 op->stats.dam = dam_save;
1849 1680
1850 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);
1851 1682
1852 if (i >= 0) 1683 if (i >= 0)
1853 { /* we have a preferred direction! */ 1684 { /* we have a preferred direction! */
1854 /* pick another direction if the preferred dir is blocked. */ 1685 /* pick another direction if the preferred dir is blocked. */
1855 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 ||
1856 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)))
1857 {
1858 i = absdir (i + rndm (0, 2) - 1); /* -1, 0, +1 */ 1688 i = absdir (i + rndm (0, 2) - 1); /* -1, 0, +1 */
1859 } 1689
1860 op->direction = i; 1690 op->direction = i;
1861 } 1691 }
1862} 1692}
1863 1693
1864
1865/* move_swarm_spell: peterm 1694/* move_swarm_spell: peterm
1866 * 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
1867 * 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
1868 * 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
1869 * 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
1870 * 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.
1871 */ 1700 */
1872
1873void 1701void
1874move_swarm_spell (object *op) 1702move_swarm_spell (object *op)
1875{ 1703{
1876#if 0 1704#if 0
1877 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 };
1878 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 };
1879 sint16 target_x, target_y, origin_x, origin_y; 1707 sint16 target_x, target_y, origin_x, origin_y;
1880 int adjustdir; 1708 int adjustdir;
1881 mapstruct *m; 1709 maptile *m;
1882#endif 1710#endif
1883 int basedir;
1884 object *owner; 1711 object *owner = op->env;
1885 1712
1886 owner = get_owner (op); 1713 if (!owner) // MUST not happen, remove when true TODO
1887 if (op->duration == 0 || owner == NULL)
1888 {
1889 remove_ob (op);
1890 free_object (op);
1891 return;
1892 } 1714 {
1715 LOG (llevError, "swarm spell found outside inventory: %s\n", op->debug_desc ());
1716 op->destroy ();
1717 return;
1718 }
1719
1720 if (!op->duration || !owner->is_on_map ())
1721 {
1722 op->drop_and_destroy ();
1723 return;
1724 }
1725
1893 op->duration--; 1726 op->duration--;
1894 1727
1895 basedir = op->direction; 1728 int basedir = op->direction;
1896 if (basedir == 0) 1729 if (!basedir)
1897 { 1730 {
1898 /* spray in all directions! 8) */ 1731 /* spray in all directions! 8) */
1899 basedir = rndm (1, 8); 1732 op->facing = (op->facing + op->state) & 7;
1733 basedir = op->facing + 1;
1900 } 1734 }
1901 1735
1902#if 0 1736#if 0
1903 // this is bogus: it causes wrong places to be checked below 1737 // this is bogus: it causes wrong places to be checked below
1904 // (a wall 2 cells away will block the effect...) and 1738 // (a wall 2 cells away will block the effect...) and
1905 // 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
1906 // space. 1740 // space.
1907 // should be fixed later, but correctness before featurs... 1741 // should be fixed later, but correctness before features...
1908 // (schmorp) 1742 // (schmorp)
1909 1743
1910 /* new offset calculation to make swarm element distribution 1744 /* new offset calculation to make swarm element distribution
1911 * more uniform 1745 * more uniform
1912 */ 1746 */
1965 { 1799 {
1966 /* 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 */
1967 if (op->spell->subtype == SP_BULLET) 1801 if (op->spell->subtype == SP_BULLET)
1968 fire_bullet (owner, op, basedir, op->spell); 1802 fire_bullet (owner, op, basedir, op->spell);
1969 else if (op->spell->subtype == SP_MAGIC_MISSILE) 1803 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1970 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);
1971 } 1805 }
1972} 1806}
1973
1974
1975
1976 1807
1977/* fire_swarm: 1808/* fire_swarm:
1978 * The following routine creates a swarm of objects. It actually 1809 * The following routine creates a swarm of objects. It actually
1979 * sets up a specific swarm object, which then fires off all 1810 * sets up a specific swarm object, which then fires off all
1980 * the parts of the swarm. 1811 * the parts of the swarm.
1983 * caster: the caster (owner, wand, rod, scroll) 1814 * caster: the caster (owner, wand, rod, scroll)
1984 * dir: the direction everything will be fired in 1815 * dir: the direction everything will be fired in
1985 * spell - the spell that is this spell. 1816 * spell - the spell that is this spell.
1986 * n: the number to be fired. 1817 * n: the number to be fired.
1987 */ 1818 */
1988
1989int 1819int
1990fire_swarm (object *op, object *caster, object *spell, int dir) 1820fire_swarm (object *op, object *caster, object *spell, int dir)
1991{ 1821{
1992 object *tmp;
1993 int i;
1994
1995 if (!spell->other_arch) 1822 if (!spell->other_arch)
1996 return 0; 1823 return 0;
1997 1824
1998 tmp = get_archetype (SWARM_SPELL); 1825 object *tmp = archetype::get (SWARM_SPELL);
1999 tmp->x = op->x; 1826
2000 tmp->y = op->y;
2001 set_owner (tmp, op); /* needed so that if swarm elements kill, caster gets xp. */
2002 set_spell_skill (op, caster, spell, tmp); 1827 set_spell_skill (op, caster, spell, tmp);
2003
2004 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. */
2005 tmp->spell = arch_to_object (spell->other_arch); 1829 tmp->spell = spell->other_arch->instance ();
2006
2007 tmp->attacktype = tmp->spell->attacktype; 1830 tmp->attacktype = tmp->spell->attacktype;
2008 1831
2009 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) 1832 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
2010 {
2011 if (!tailor_god_spell (tmp, op)) 1833 if (!tailor_god_spell (tmp, op))
2012 return 1; 1834 return 1;
2013 } 1835
2014 tmp->duration = SP_level_duration_adjust (caster, spell); 1836 tmp->duration = SP_level_duration_adjust (caster, spell);
2015 for (i = 0; i < spell->duration; i++) 1837 for (int i = 0; i < spell->duration; i++)
2016 tmp->duration += die_roll (1, 3, op, PREFER_HIGH); 1838 tmp->duration += die_roll (1, 3, op, PREFER_HIGH);
2017 1839
1840 tmp->invisible = 1;
1841 tmp->flag [FLAG_NO_DROP] = 1; // make sure it stays in inv, or else
2018 tmp->direction = dir; 1842 tmp->direction = dir;
2019 tmp->invisible = 1; 1843 tmp->facing = rndm (1, 8); // initial firing direction
2020 insert_ob_in_map (tmp, op->map, op, 0); 1844 tmp->state = rndm (4) * 2 + 1; // direction increment
1845
1846 op->insert (tmp);
1847
2021 return 1; 1848 return 1;
2022} 1849}
2023
2024 1850
2025/* See the spells documentation file for why this is its own 1851/* See the spells documentation file for why this is its own
2026 * function. 1852 * function.
2027 */ 1853 */
2028int 1854int
2029cast_light (object *op, object *caster, object *spell, int dir) 1855cast_light (object *op, object *caster, object *spell, int dir)
2030{ 1856{
2031 object *target = NULL, *tmp = NULL; 1857 object *target = NULL, *tmp = NULL;
2032 sint16 x, y; 1858 sint16 x, y;
2033 int dam, mflags; 1859 int dam, mflags;
2034 mapstruct *m; 1860 maptile *m;
2035 1861
2036 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1862 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
2037 1863
2038 if (!dir) 1864 if (dir)
2039 {
2040 new_draw_info (NDI_UNIQUE, 0, op, "In what direction?");
2041 return 0;
2042 } 1865 {
2043
2044 x = op->x + freearr_x[dir]; 1866 x = op->x + freearr_x[dir];
2045 y = op->y + freearr_y[dir]; 1867 y = op->y + freearr_y[dir];
2046 m = op->map; 1868 m = op->map;
2047 1869
2048 mflags = get_map_flags (m, &m, x, y, &x, &y); 1870 mflags = get_map_flags (m, &m, x, y, &x, &y);
2049 1871
2050 if (mflags & P_OUT_OF_MAP) 1872 if (mflags & P_OUT_OF_MAP)
2051 { 1873 {
2052 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is there."); 1874 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is there.");
2053 return 0; 1875 return 0;
2054 } 1876 }
2055 1877
2056 if (mflags & P_IS_ALIVE && spell->attacktype) 1878 if (mflags & P_IS_ALIVE && spell->attacktype)
2057 { 1879 {
2058 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)
2059 if (QUERY_FLAG (target, FLAG_MONSTER)) 1881 if (QUERY_FLAG (target, FLAG_MONSTER))
2060 { 1882 {
2061 /* oky doky. got a target monster. Lets make a blinding attack */ 1883 /* oky doky. got a target monster. Lets make a blinding attack */
2062 if (target->head) 1884 if (target->head)
2063 target = target->head; 1885 target = target->head;
1886
2064 (void) hit_player (target, dam, op, spell->attacktype, 1); 1887 hit_player (target, dam, op, spell->attacktype, 1);
2065 return 1; /* one success only! */ 1888 return 1; /* one success only! */
1889 }
2066 } 1890 }
2067 }
2068 1891
2069 /* no live target, perhaps a wall is in the way? */ 1892 /* no live target, perhaps a wall is in the way? */
2070 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)))
2071 { 1894 {
2072 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.");
2073 return 0; 1896 return 0;
1897 }
2074 } 1898 }
2075 1899
2076 /* 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 */
2077 tmp = arch_to_object (spell->other_arch); 1901 tmp = arch_to_object (spell->other_arch);
2078 if (!tmp) 1902 if (!tmp)
2079 { 1903 {
2080 LOG (llevError, "Error: spell arch for cast_light() missing.\n"); 1904 LOG (llevError, "Error: spell arch for cast_light() missing.\n");
2081 return 0; 1905 return 0;
2082 } 1906 }
1907
2083 tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell); 1908 tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell);
1909
2084 if (tmp->glow_radius) 1910 if (tmp->glow_radius)
2085 { 1911 tmp->set_glow_radius (
2086 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)
2087 if (tmp->glow_radius > MAX_LIGHT_RADII) 1913 );
2088 tmp->glow_radius = MAX_LIGHT_RADII; 1914
2089 } 1915 if (dir)
2090 tmp->x = x; 1916 m->insert (tmp, x, y, op);
2091 tmp->y = y; 1917 else
2092 insert_ob_in_map (tmp, m, op, 0); 1918 caster->outer_env_or_self ()->insert (tmp);
1919
2093 return 1; 1920 return 1;
2094} 1921}
2095
2096
2097
2098 1922
2099/* cast_cause_disease: this spell looks along <dir> from the 1923/* cast_cause_disease: this spell looks along <dir> from the
2100 * player and infects someone. 1924 * player and infects someone.
2101 * 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
2102 * 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
2103 * perhaps this should actually be in disease.c? 1927 * perhaps this should actually be in disease.c?
2104 */ 1928 */
2105
2106int 1929int
2107cast_cause_disease (object *op, object *caster, object *spell, int dir) 1930cast_cause_disease (object *op, object *caster, object *spell, int dir)
2108{ 1931{
2109 sint16 x, y; 1932 sint16 x, y;
2110 int i, mflags, range, dam_mod, dur_mod; 1933 int i, mflags, range, dam_mod, dur_mod;
2111 object *walk; 1934 object *walk;
2112 mapstruct *m; 1935 maptile *m;
2113 1936
2114 x = op->x; 1937 x = op->x;
2115 y = op->y; 1938 y = op->y;
2116 1939
2117 /* 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
2118 * direction the player is pointing. 1941 * direction the player is pointing.
2119 */ 1942 */
2120 if (!dir) 1943 if (!dir)
2121 dir = op->facing; 1944 dir = op->facing;
1945
2122 if (!dir) 1946 if (!dir)
2123 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 */
2124 1948
2125 /* Calculate these once here */ 1949 /* Calculate these once here */
2126 range = spell->range + SP_level_range_adjust (caster, spell); 1950 range = spell->range + SP_level_range_adjust (caster, spell);
2145 1969
2146 /* 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 */
2147 if (mflags & P_IS_ALIVE) 1971 if (mflags & P_IS_ALIVE)
2148 { 1972 {
2149 /* search this square for a victim */ 1973 /* search this square for a victim */
2150 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)
2151 if (QUERY_FLAG (walk, FLAG_MONSTER) || (walk->type == PLAYER)) 1975 if (QUERY_FLAG (walk, FLAG_MONSTER) || (walk->type == PLAYER))
2152 { /* found a victim */ 1976 { /* found a victim */
2153 object *disease = arch_to_object (spell->other_arch); 1977 object *disease = arch_to_object (spell->other_arch);
2154 1978
2155 set_owner (disease, op); 1979 disease->set_owner (op);
2156 set_spell_skill (op, caster, spell, disease); 1980 set_spell_skill (op, caster, spell, disease);
2157 disease->stats.exp = 0; 1981 disease->stats.exp = 0;
2158 disease->level = caster_level (caster, spell); 1982 disease->level = casting_level (caster, spell);
2159 1983
2160 /* do level adjustments */ 1984 /* do level adjustments */
2161 if (disease->stats.wc) 1985 if (disease->stats.wc)
2162 disease->stats.wc += dur_mod / 2; 1986 disease->stats.wc += dur_mod / 2;
2163 1987
2164 if (disease->magic > 0) 1988 if (disease->magic > 0)
2165 disease->magic += dur_mod / 4; 1989 disease->magic += dur_mod / 8;
2166 1990
2167 if (disease->stats.maxhp > 0) 1991 if (disease->stats.maxhp > 0)
2168 disease->stats.maxhp += dur_mod; 1992 disease->stats.maxhp += dur_mod;
2169 1993
2170 if (disease->stats.maxgrace > 0) 1994 if (disease->stats.maxgrace > 0)
2205 if (disease->stats.sp) 2029 if (disease->stats.sp)
2206 disease->stats.sp -= dam_mod; 2030 disease->stats.sp -= dam_mod;
2207 2031
2208 if (infect_object (walk, disease, 1)) 2032 if (infect_object (walk, disease, 1))
2209 { 2033 {
2210 object *flash; /* visual effect for inflicting disease */
2211
2212 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);
2213 2035
2214 free_object (disease); /* don't need this one anymore */ 2036 disease->destroy (); /* don't need this one anymore */
2215 flash = get_archetype (ARCH_DETECT_MAGIC); 2037 walk->map->insert (get_archetype ("detect_magic"), x, y, op);
2216 flash->x = x;
2217 flash->y = y;
2218 flash->map = walk->map;
2219 insert_ob_in_map (flash, walk->map, op, 0);
2220 return 1; 2038 return 1;
2221 } 2039 }
2222 free_object (disease); 2040
2041 disease->destroy ();
2223 } 2042 }
2224 } /* if living creature */ 2043 } /* if living creature */
2225 } /* for range of spaces */ 2044 } /* for range of spaces */
2045
2226 new_draw_info (NDI_UNIQUE, 0, op, "No one caught anything!"); 2046 new_draw_info (NDI_UNIQUE, 0, op, "No one caught anything!");
2227 return 1; 2047 return 1;
2228} 2048}

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines