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Comparing deliantra/server/server/spell_attack.C (file contents):
Revision 1.9 by root, Sun Sep 10 15:59:57 2006 UTC vs.
Revision 1.82 by root, Sat Feb 21 06:30:34 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 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
15 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
16 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
17 (at your option) any later version. 11 * (at your 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 GNU General Public License
25 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
26 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
27 21 * The authors can be reached via e-mail to <support@deliantra.net>
28 The authors can be reached via e-mail at crossfire-devel@real-time.com
29*/ 22 */
30 23
31/* This file contains all the spell attack code. Grouping this code 24/* This file contains all the spell attack code. Grouping this code
32 * together should hopefully make it easier to find the relevent bits 25 * together should hopefully make it easier to find the relevent bits
33 * of code 26 * of code
34 */ 27 */
35 28
36#include <global.h> 29#include <global.h>
37#include <object.h> 30#include <object.h>
38#include <living.h> 31#include <living.h>
39#ifndef __CEXTRACT__
40# include <sproto.h> 32#include <sproto.h>
41#endif
42#include <spells.h> 33#include <spells.h>
43#include <sounds.h> 34#include <sounds.h>
44 35
45/* this function checks to see if a spell pushes objects as well 36/* 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) 37 * as flies over and damages them (only used for cones for now)
47 * but moved here so it could be applied to bolts too 38 * but moved here so it could be applied to bolts too
48 * op is the spell object. 39 * op is the spell object.
49 */ 40 */
50
51void 41void
52check_spell_knockback (object *op) 42check_spell_knockback (object *op)
53{ 43{
54 object *tmp, *tmp2; /* object on the map */
55 int weight_move; 44 int weight_move;
56 int frictionmod = 2; /*poor man's physics - multipy targets weight by this amount */ 45 int frictionmod = 2; /*poor man's physics - multipy targets weight by this amount */
57 46
58 if (!op->weight) 47 if (!op->weight)
59 { /*shouldn't happen but if cone object has no weight drop out */ 48 { /*shouldn't happen but if cone object has no weight drop out */
64 { 53 {
65 weight_move = op->weight + (op->weight * op->level) / 3; 54 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); */ 55 /*LOG (llevDebug, "DEBUG: arch weighs %d and masses %d (%s,level %d)\n", op->weight,weight_move,op->name,op->level); */
67 } 56 }
68 57
69 for (tmp = get_map_ob (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 58 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
70 { 59 {
71 int num_sections = 1; 60 int num_sections = 1;
72 61
73 /* don't move DM */ 62 /* don't move DM */
74 if (QUERY_FLAG (tmp, FLAG_WIZ)) 63 if (QUERY_FLAG (tmp, FLAG_WIZ))
81 /* don't move floors or immobile objects */ 70 /* 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))) 71 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || (!QUERY_FLAG (tmp, FLAG_ALIVE) && QUERY_FLAG (tmp, FLAG_NO_PICK)))
83 continue; 72 continue;
84 73
85 /* count the object's sections */ 74 /* count the object's sections */
86 for (tmp2 = tmp; tmp2 != NULL; tmp2 = tmp2->more) 75 for (object *tmp2 = tmp; tmp2; tmp2 = tmp2->more)
87 num_sections++; 76 num_sections++;
88 77
89 /* I'm not sure if it makes sense to divide by num_sections - bigger 78 /* 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 79 * 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. 80 * object, not just the head, so the total weight should be relevant.
115 * 104 *
116 * BOLT CODE 105 * BOLT CODE
117 * 106 *
118 ***************************************************************************/ 107 ***************************************************************************/
119 108
120/* Causes op to fork. op is the original bolt, tmp 109/* Causes op to fork. op is the original bolt, tmp
121 * is the first piece of the fork. 110 * is the first piece of the fork.
122 */ 111 */
123
124void 112void
125forklightning (object *op, object *tmp) 113forklightning (object *op, object *tmp)
126{ 114{
127 int new_dir = 1; /* direction or -1 for left, +1 for right 0 if no new bolt */ 115 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 */ 116 int t_dir; /* stores temporary dir calculation */
129 mapstruct *m; 117 maptile *m;
130 sint16 sx, sy; 118 sint16 sx, sy;
131 object *new_bolt; 119 object *new_bolt;
132 120
133 /* pick a fork direction. tmp->stats.Con is the left bias 121 /* pick a fork direction. tmp->stats.Con is the left bias
134 * i.e., the chance in 100 of forking LEFT 122 * i.e., the chance in 100 of forking LEFT
147 135
148 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (m, sx, sy))) 136 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (m, sx, sy)))
149 return; 137 return;
150 138
151 /* OK, we made a fork */ 139 /* OK, we made a fork */
152 new_bolt = get_object (); 140 new_bolt = tmp->clone ();
153 copy_object (tmp, new_bolt);
154 141
155 /* reduce chances of subsequent forking */ 142 /* reduce chances of subsequent forking */
156 new_bolt->stats.Dex -= 10; 143 new_bolt->stats.Dex -= 10;
157 tmp->stats.Dex -= 10; /* less forks from main bolt too */ 144 tmp->stats.Dex -= 10; /* less forks from main bolt too */
158 new_bolt->stats.Con += 25 * new_dir; /* adjust the left bias */ 145 new_bolt->stats.Con += 25 * new_dir; /* adjust the left bias */
159 new_bolt->speed_left = -0.1; 146 new_bolt->speed_left = -0.1f;
160 new_bolt->direction = t_dir; 147 new_bolt->direction = t_dir;
161 new_bolt->duration++; 148 new_bolt->duration++;
162 new_bolt->x = sx;
163 new_bolt->y = sy;
164 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */ 149 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */
165 new_bolt->stats.dam++; 150 new_bolt->stats.dam++;
166 tmp->stats.dam /= 2; /* reduce father bolt damage */ 151 tmp->stats.dam /= 2; /* reduce father bolt damage */
167 tmp->stats.dam++; 152 tmp->stats.dam++;
168 new_bolt = insert_ob_in_map (new_bolt, m, op, 0); 153
154 if ((new_bolt = m->insert (new_bolt, sx, sy, op)))
169 update_turn_face (new_bolt); 155 update_turn_face (new_bolt);
170} 156}
171 157
172/* move_bolt: moves bolt 'op'. Basically, it just advances a space, 158/* move_bolt: moves bolt 'op'. Basically, it just advances a space,
173 * and checks for various things that may stop it. 159 * and checks for various things that may stop it.
174 */ 160 */
175
176void 161void
177move_bolt (object *op) 162move_bolt (object *op)
178{ 163{
179 object *tmp;
180 int mflags; 164 int mflags;
181 sint16 x, y; 165 sint16 x, y;
182 mapstruct *m; 166 maptile *m;
183 167
184 if (--(op->duration) < 0) 168 if (--op->duration < 0)
185 {
186 remove_ob (op);
187 free_object (op);
188 return;
189 } 169 {
170 op->drop_and_destroy ();
171 return;
172 }
173
190 hit_map (op, 0, op->attacktype, 1); 174 hit_map (op, 0, op->attacktype, 1);
191 175
192 if (!op->direction) 176 if (!op->direction)
193 return; 177 return;
194 178
195 if (--op->range < 0) 179 if (--op->range < 0)
196 {
197 op->range = 0; 180 op->range = 0;
198 }
199 else 181 else
200 { 182 {
201 x = op->x + DIRX (op); 183 x = op->x + DIRX (op);
202 y = op->y + DIRY (op); 184 y = op->y + DIRY (op);
203 m = op->map; 185 m = op->map;
211 * on the space. So only call reflwall if we think the data it returns 193 * on the space. So only call reflwall if we think the data it returns
212 * will be useful. 194 * will be useful.
213 */ 195 */
214 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)) || ((mflags & P_IS_ALIVE) && reflwall (m, x, y, op))) 196 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)) || ((mflags & P_IS_ALIVE) && reflwall (m, x, y, op)))
215 { 197 {
216
217 if (!QUERY_FLAG (op, FLAG_REFLECTING)) 198 if (!QUERY_FLAG (op, FLAG_REFLECTING))
218 return; 199 return;
219 200
220 /* Since walls don't run diagonal, if the bolt is in 201 /* Since walls don't run diagonal, if the bolt is in
221 * one of 4 main directions, it just reflects back in the 202 * one of 4 main directions, it just reflects back in the
251 else if (left) 232 else if (left)
252 op->direction = absdir (op->direction + 2); 233 op->direction = absdir (op->direction + 2);
253 else if (right) 234 else if (right)
254 op->direction = absdir (op->direction - 2); 235 op->direction = absdir (op->direction - 2);
255 } 236 }
237
256 update_turn_face (op); /* A bolt *must* be IS_TURNABLE */ 238 update_turn_face (op); /* A bolt *must* be IS_TURNABLE */
257 return; 239 return;
258 } 240 }
259 else 241 else
260 { /* Create a copy of this object and put it ahead */ 242 { /* Create a copy of this object and put it ahead */
261 tmp = get_object (); 243 object *tmp = op->clone ();
262 copy_object (op, tmp); 244
245 m->insert (tmp, x, y, op);
263 tmp->speed_left = -0.1; 246 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 */ 247 /* To make up for the decrease at the top of the function */
267 tmp->duration++; 248 tmp->duration++;
268 249
269 /* New forking code. Possibly create forks of this object 250 /* New forking code. Possibly create forks of this object
270 * going off in other directions. 251 * going off in other directions.
271 */ 252 */
272
273 if (rndm (0, 99) < tmp->stats.Dex) 253 if (tmp->stats.Dex && rndm (0, 99) < tmp->stats.Dex)
274 { /* stats.Dex % of forking */ 254 forklightning (op, tmp); /* stats.Dex % of forking */
275 forklightning (op, tmp); 255
276 }
277 /* In this way, the object left behind sticks on the space, but 256 /* In this way, the object left behind sticks on the space, but
278 * doesn't create any bolts that continue to move onward. 257 * doesn't create any bolts that continue to move onward.
279 */ 258 */
280 op->range = 0; 259 op->range = 0;
281 } /* copy object and move it along */ 260 } /* copy object and move it along */
288 * we remove the magic flag - that can be derived from 267 * we remove the magic flag - that can be derived from
289 * spob->attacktype. 268 * spob->attacktype.
290 * This function sets up the appropriate owner and skill 269 * This function sets up the appropriate owner and skill
291 * pointers. 270 * pointers.
292 */ 271 */
293
294int 272int
295fire_bolt (object *op, object *caster, int dir, object *spob, object *skill) 273fire_bolt (object *op, object *caster, int dir, object *spob, object *skill)
296{ 274{
297 object *tmp = NULL; 275 object *tmp = NULL;
298 int mflags; 276 int mflags;
305 return 0; 283 return 0;
306 284
307 /* peterm: level dependency for bolts */ 285 /* peterm: level dependency for bolts */
308 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob); 286 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob);
309 tmp->attacktype = spob->attacktype; 287 tmp->attacktype = spob->attacktype;
288
310 if (spob->slaying) 289 if (spob->slaying)
311 tmp->slaying = spob->slaying; 290 tmp->slaying = spob->slaying;
291
312 tmp->range = spob->range + SP_level_range_adjust (caster, spob); 292 tmp->range = spob->range + SP_level_range_adjust (caster, spob);
313 tmp->duration = spob->duration + SP_level_duration_adjust (caster, spob); 293 tmp->duration = spob->duration + SP_level_duration_adjust (caster, spob);
314 tmp->stats.Dex = spob->stats.Dex; 294 tmp->stats.Dex = spob->stats.Dex;
315 tmp->stats.Con = spob->stats.Con; 295 tmp->stats.Con = spob->stats.Con;
316 296
317 tmp->direction = dir; 297 tmp->direction = dir;
318 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) 298 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
319 SET_ANIMATION (tmp, dir); 299 SET_ANIMATION (tmp, dir);
320 300
321 set_owner (tmp, op); 301 tmp->set_owner (op);
322 set_spell_skill (op, caster, spob, tmp); 302 set_spell_skill (op, caster, spob, tmp);
323 303
324 tmp->x = op->x + DIRX (tmp); 304 tmp->x = op->x + DIRX (tmp);
325 tmp->y = op->y + DIRY (tmp); 305 tmp->y = op->y + DIRY (tmp);
326 tmp->map = op->map; 306 tmp->map = op->map;
327 307
308 maptile *newmap;
328 mflags = get_map_flags (tmp->map, &tmp->map, tmp->x, tmp->y, &tmp->x, &tmp->y); 309 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y);
329 if (mflags & P_OUT_OF_MAP) 310 if (mflags & P_OUT_OF_MAP)
330 { 311 {
331 free_object (tmp); 312 tmp->drop_and_destroy ();
332 return 0; 313 return 0;
333 } 314 }
315
316 tmp->map = newmap;
317
334 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y))) 318 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y)))
335 { 319 {
336 if (!QUERY_FLAG (tmp, FLAG_REFLECTING)) 320 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
337 { 321 {
338 free_object (tmp); 322 tmp->drop_and_destroy ();
339 return 0; 323 return 0;
340 } 324 }
325
341 tmp->x = op->x; 326 tmp->x = op->x;
342 tmp->y = op->y; 327 tmp->y = op->y;
343 tmp->direction = absdir (tmp->direction + 4); 328 tmp->direction = absdir (tmp->direction + 4);
344 tmp->map = op->map; 329 tmp->map = op->map;
345 } 330 }
346 if ((tmp = insert_ob_in_map (tmp, tmp->map, op, 0)) != NULL) 331
332 if ((tmp = tmp->insert_at (tmp, op)))
347 move_bolt (tmp); 333 move_bolt (tmp);
334
348 return 1; 335 return 1;
349} 336}
350
351
352 337
353/*************************************************************************** 338/***************************************************************************
354 * 339 *
355 * BULLET/BALL CODE 340 * BULLET/BALL CODE
356 * 341 *
357 ***************************************************************************/ 342 ***************************************************************************/
358 343
359/* expands an explosion. op is a piece of the 344/* expands an explosion. op is a piece of the
360 * explosion - this expans it in the different directions. 345 * explosion - this expands it in the different directions.
361 * At least that is what I think this does. 346 * At least that is what I think this does.
362 */ 347 */
363void 348void
364explosion (object *op) 349explosion (object *op)
365{ 350{
366 object *tmp;
367 mapstruct *m = op->map; 351 maptile *m = op->map;
368 int i; 352 int i;
369 353
370 if (--(op->duration) < 0) 354 if (--op->duration < 0)
371 {
372 remove_ob (op);
373 free_object (op);
374 return;
375 } 355 {
356 op->destroy ();
357 return;
358 }
359
376 hit_map (op, 0, op->attacktype, 0); 360 hit_map (op, 0, op->attacktype, 0);
377 361
378 if (op->range > 0) 362 if (op->range > 0)
379 { 363 {
380 for (i = 1; i < 9; i++) 364 for (i = 1; i < 9; i++)
381 { 365 {
382 sint16 dx, dy; 366 sint16 dx, dy;
383 367
384 dx = op->x + freearr_x[i]; 368 dx = op->x + freearr_x[i];
385 dy = op->y + freearr_y[i]; 369 dy = op->y + freearr_y[i];
370
386 /* ok_to_put_more already does things like checks for walls, 371 /* ok_to_put_more already does things like checks for walls,
387 * out of map, etc. 372 * out of map, etc.
388 */ 373 */
389 if (ok_to_put_more (op->map, dx, dy, op, op->attacktype)) 374 if (ok_to_put_more (op->map, dx, dy, op, op->attacktype))
390 { 375 {
391 tmp = get_object (); 376 object *tmp = op->clone ();
392 copy_object (op, tmp); 377
393 tmp->state = 0; 378 tmp->state = 0;
394 tmp->speed_left = -0.21; 379 tmp->speed_left = -0.21f;
395 tmp->range--; 380 tmp->range--;
396 tmp->value = 0; 381 tmp->value = 0;
397 tmp->x = dx; 382
398 tmp->y = dy; 383 m->insert (tmp, dx, dy, op);
399 insert_ob_in_map (tmp, m, op, 0);
400 } 384 }
401 } 385 }
402 } 386 }
403} 387}
404
405 388
406/* Causes an object to explode, eg, a firebullet, 389/* Causes an object to explode, eg, a firebullet,
407 * poison cloud ball, etc. op is the object to 390 * poison cloud ball, etc. op is the object to
408 * explode. 391 * explode.
409 */ 392 */
410void 393void
411explode_bullet (object *op) 394explode_bullet (object *op)
412{ 395{
413 tag_t op_tag = op->count;
414 object *tmp, *owner; 396 object *tmp, *owner;
415 397
416 if (op->other_arch == NULL) 398 if (!op->other_arch)
417 { 399 {
418 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n"); 400 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n");
419 remove_ob (op); 401 op->destroy ();
420 free_object (op);
421 return; 402 return;
422 } 403 }
423 404
424 if (op->env) 405 if (op->env)
425 { 406 {
426 object *env; 407 object *env = op->outer_env ();
427 408
428 env = object_get_env_recursive (op);
429 if (env->map == NULL || out_of_map (env->map, env->x, env->y)) 409 if (!env->map || out_of_map (env->map, env->x, env->y))
430 { 410 {
431 LOG (llevError, "BUG: explode_bullet(): env out of map\n"); 411 LOG (llevError, "BUG: explode_bullet(): env out of map\n");
432 remove_ob (op); 412 op->destroy ();
433 free_object (op);
434 return; 413 return;
435 } 414 }
436 remove_ob (op); 415
437 op->x = env->x; 416 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 } 417 }
441 else if (out_of_map (op->map, op->x, op->y)) 418 else if (out_of_map (op->map, op->x, op->y))
442 { 419 {
443 LOG (llevError, "BUG: explode_bullet(): op out of map\n"); 420 LOG (llevError, "BUG: explode_bullet(): op out of map\n");
444 remove_ob (op); 421 op->destroy ();
445 free_object (op);
446 return; 422 return;
447 } 423 }
448 424
449 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent explosions of any kind on safe maps 425 // 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 426 // NOTE: If this breaks something important: remove this. I can't think of anything
451 // bad at the moment that might happen from this. 427 // 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) 428 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
453 { 429 {
454 remove_ob (op); 430 op->destroy ();
455 free_object (op);
456 return; 431 return;
457 } 432 }
458 433
459 if (op->attacktype) 434 if (op->attacktype)
460 { 435 {
461 hit_map (op, 0, op->attacktype, 1); 436 hit_map (op, 0, op->attacktype, 1);
462 if (was_destroyed (op, op_tag)) 437
438 if (op->destroyed ())
463 return; 439 return;
464 } 440 }
465 441
466 /* other_arch contains what this explodes into */ 442 /* other_arch contains what this explodes into */
467 tmp = arch_to_object (op->other_arch); 443 tmp = arch_to_object (op->other_arch);
468 444
469 copy_owner (tmp, op); 445 tmp->set_owner (op);
470 tmp->skill = op->skill; 446 tmp->skill = op->skill;
471 447
472 owner = get_owner (op); 448 owner = op->owner;
473 if ((tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) && owner && !tailor_god_spell (tmp, owner)) 449
474 { 450 if ((tmp->attacktype & AT_HOLYWORD
475 remove_ob (op); 451 || tmp->attacktype & AT_GODPOWER)
476 free_object (op); 452 && owner
477 return; 453 && !tailor_god_spell (tmp, owner))
478 } 454 {
479 tmp->x = op->x; 455 op->destroy ();
480 tmp->y = op->y; 456 return;
457 }
481 458
482 /* special for bombs - it actually has sane values for these */ 459 /* special for bombs - it actually has sane values for these */
483 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB) 460 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB)
484 { 461 {
485 tmp->attacktype = op->attacktype; 462 tmp->attacktype = op->attacktype;
489 } 466 }
490 else 467 else
491 { 468 {
492 if (op->attacktype & AT_MAGIC) 469 if (op->attacktype & AT_MAGIC)
493 tmp->attacktype |= AT_MAGIC; 470 tmp->attacktype |= AT_MAGIC;
471
494 /* Spell doc describes what is going on here */ 472 /* Spell doc describes what is going on here */
495 tmp->stats.dam = op->dam_modifier; 473 tmp->stats.dam = op->dam_modifier;
496 tmp->range = op->stats.maxhp; 474 tmp->range = op->stats.maxhp;
497 tmp->duration = op->stats.hp; 475 tmp->duration = op->stats.hp;
498 /* Used for spell tracking - just need a unique val for this spell - 476 /* Used for spell tracking - just need a unique val for this spell -
506 tmp->stats.sp = op->direction; 484 tmp->stats.sp = op->direction;
507 485
508 /* Prevent recursion */ 486 /* Prevent recursion */
509 op->move_on = 0; 487 op->move_on = 0;
510 488
511 insert_ob_in_map (tmp, op->map, op, 0); 489 tmp->insert_at (op, op);
490 tmp->play_sound (tmp->sound);
491
512 /* remove the firebullet */ 492 /* remove the firebullet */
513 if (!was_destroyed (op, op_tag)) 493 op->destroy ();
514 {
515 remove_ob (op);
516 free_object (op);
517 }
518} 494}
519
520
521 495
522/* checks to see what op should do, given the space it is on 496/* checks to see what op should do, given the space it is on
523 * (eg, explode, damage player, etc) 497 * (eg, explode, damage player, etc)
524 */ 498 */
525
526void 499void
527check_bullet (object *op) 500check_bullet (object *op)
528{ 501{
529 tag_t op_tag = op->count, tmp_tag;
530 object *tmp; 502 object *tmp;
531 int dam, mflags; 503 int dam, mflags;
532 mapstruct *m; 504 maptile *m;
533 sint16 sx, sy; 505 sint16 sx, sy;
534 506
535 mflags = get_map_flags (op->map, &m, op->x, op->y, &sx, &sy); 507 mflags = get_map_flags (op->map, &m, op->x, op->y, &sx, &sy);
536 508
537 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy))) 509 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
546 518
547 /* If nothing alive on this space, no reason to do anything further */ 519 /* If nothing alive on this space, no reason to do anything further */
548 if (!(mflags & P_IS_ALIVE)) 520 if (!(mflags & P_IS_ALIVE))
549 return; 521 return;
550 522
551 for (tmp = get_map_ob (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 523 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
552 { 524 {
553 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 525 if (QUERY_FLAG (tmp, FLAG_ALIVE))
554 { 526 {
555 tmp_tag = tmp->count;
556 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1); 527 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1);
528
529 // 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) 530 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0)
558 { 531 {
559 if (!QUERY_FLAG (op, FLAG_REMOVED)) 532 if (!QUERY_FLAG (op, FLAG_REMOVED))
560 { 533 {
561 remove_ob (op); 534 op->destroy ();
562 free_object (op);
563 return; 535 return;
564 } 536 }
565 } 537 }
566 } 538 }
567 } 539 }
568} 540}
569
570 541
571/* Basically, we move 'op' one square, and if it hits something, 542/* Basically, we move 'op' one square, and if it hits something,
572 * call check_bullet. 543 * call check_bullet.
573 * This function is only applicable to bullets, but not to all 544 * This function is only applicable to bullets, but not to all
574 * fired arches (eg, bolts). 545 * fired arches (eg, bolts).
575 */ 546 */
576
577void 547void
578move_bullet (object *op) 548move_bullet (object *op)
579{ 549{
580 sint16 new_x, new_y; 550 sint16 new_x, new_y;
581 int mflags; 551 int mflags;
582 mapstruct *m; 552 maptile *m;
583 553
584#if 0 554#if 0
585 /* We need a better general purpose way to do this */ 555 /* We need a better general purpose way to do this */
586 556
587 /* peterm: added to make comet leave a trail of burnouts 557 /* peterm: added to make comet leave a trail of burnouts
588 it's an unadulterated hack, but the effect is cool. */ 558 it's an unadulterated hack, but the effect is cool. */
589 if (op->stats.sp == SP_METEOR) 559 if (op->stats.sp == SP_METEOR)
590 { 560 {
591 replace_insert_ob_in_map ("fire_trail", op); 561 replace_insert_ob_in_map ("fire_trail", op);
592 if (was_destroyed (op, op_tag)) 562 if (op->destroyed ())
593 return; 563 return;
594 } /* end addition. */ 564 } /* end addition. */
595#endif 565#endif
596 566
597 /* Reached the end of its life - remove it */ 567 /* Reached the end of its life - remove it */
598 if (--op->range <= 0) 568 if (--op->range <= 0)
599 { 569 {
600 if (op->other_arch) 570 if (op->other_arch)
601 {
602 explode_bullet (op); 571 explode_bullet (op);
603 }
604 else 572 else
605 { 573 op->destroy ();
606 remove_ob (op); 574
607 free_object (op);
608 }
609 return; 575 return;
610 } 576 }
611 577
612 new_x = op->x + DIRX (op); 578 new_x = op->x + DIRX (op);
613 new_y = op->y + DIRY (op); 579 new_y = op->y + DIRY (op);
614 m = op->map; 580 m = op->map;
615 mflags = get_map_flags (m, &m, new_x, new_y, &new_x, &new_y); 581 mflags = get_map_flags (m, &m, new_x, new_y, &new_x, &new_y);
616 582
617 if (mflags & P_OUT_OF_MAP) 583 if (mflags & P_OUT_OF_MAP)
618 { 584 {
619 remove_ob (op); 585 op->destroy ();
620 free_object (op);
621 return; 586 return;
622 } 587 }
623 588
624 if (!op->direction || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y))) 589 if (!op->direction || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y)))
625 { 590 {
626 if (op->other_arch) 591 if (op->other_arch)
627 {
628 explode_bullet (op); 592 explode_bullet (op);
629 }
630 else 593 else
631 { 594 op->destroy ();
632 remove_ob (op);
633 free_object (op);
634 }
635 return;
636 }
637 595
638 remove_ob (op); 596 return;
639 op->x = new_x; 597 }
640 op->y = new_y; 598
641 if ((op = insert_ob_in_map (op, m, op, 0)) == NULL) 599 if (!(op = m->insert (op, new_x, new_y, op)))
642 return; 600 return;
643 601
644 if (reflwall (op->map, op->x, op->y, op)) 602 if (reflwall (op->map, op->x, op->y, op))
645 { 603 {
646 op->direction = absdir (op->direction + 4); 604 op->direction = absdir (op->direction + 4);
647 update_turn_face (op); 605 update_turn_face (op);
648 } 606 }
649 else 607 else
650 {
651 check_bullet (op); 608 check_bullet (op);
652 }
653} 609}
654
655
656
657 610
658/* fire_bullet 611/* fire_bullet
659 * object op (cast from caster) files a bolt in dir. 612 * object op (cast from caster) files a bolt in dir.
660 * spob is the spell object for the bolt. 613 * spob is the spell object for the bolt.
661 * we remove the magic flag - that can be derived from 614 * we remove the magic flag - that can be derived from
662 * spob->attacktype. 615 * spob->attacktype.
663 * This function sets up the appropriate owner and skill 616 * This function sets up the appropriate owner and skill
664 * pointers. 617 * pointers.
665 */ 618 */
666
667int 619int
668fire_bullet (object *op, object *caster, int dir, object *spob) 620fire_bullet (object *op, object *caster, int dir, object *spob)
669{ 621{
670 object *tmp = NULL; 622 object *tmp = NULL;
671 int mflags; 623 int mflags;
672 624
673 if (!spob->other_arch) 625 if (!spob->other_arch)
674 return 0; 626 return 0;
675 627
676 tmp = arch_to_object (spob->other_arch); 628 tmp = spob->other_arch->instance ();
677 if (tmp == NULL) 629 if (!tmp)
678 return 0; 630 return 0;
679 631
680 /* peterm: level dependency for bolts */ 632 /* peterm: level dependency for bolts */
681 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob); 633 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob);
682 tmp->attacktype = spob->attacktype; 634 tmp->attacktype = spob->attacktype;
683 if (spob->slaying) 635 if (spob->slaying)
684 tmp->slaying = spob->slaying; 636 tmp->slaying = spob->slaying;
685 637
692 644
693 tmp->direction = dir; 645 tmp->direction = dir;
694 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) 646 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
695 SET_ANIMATION (tmp, dir); 647 SET_ANIMATION (tmp, dir);
696 648
697 set_owner (tmp, op); 649 tmp->set_owner (op);
698 set_spell_skill (op, caster, spob, tmp); 650 set_spell_skill (op, caster, spob, tmp);
699 651
700 tmp->x = op->x + freearr_x[dir]; 652 tmp->x = op->x + freearr_x[dir];
701 tmp->y = op->y + freearr_y[dir]; 653 tmp->y = op->y + freearr_y[dir];
702 tmp->map = op->map; 654 tmp->map = op->map;
703 655
656 maptile *newmap;
704 mflags = get_map_flags (tmp->map, &tmp->map, tmp->x, tmp->y, &tmp->x, &tmp->y); 657 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y);
705 if (mflags & P_OUT_OF_MAP) 658 if (mflags & P_OUT_OF_MAP)
706 { 659 {
707 free_object (tmp); 660 tmp->destroy ();
708 return 0; 661 return 0;
709 } 662 }
663
664 tmp->map = newmap;
665
710 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y))) 666 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y)))
711 { 667 {
712 if (!QUERY_FLAG (tmp, FLAG_REFLECTING)) 668 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
713 { 669 {
714 free_object (tmp); 670 tmp->destroy ();
715 return 0; 671 return 0;
716 } 672 }
673
717 tmp->x = op->x; 674 tmp->x = op->x;
718 tmp->y = op->y; 675 tmp->y = op->y;
719 tmp->direction = absdir (tmp->direction + 4); 676 tmp->direction = absdir (tmp->direction + 4);
720 tmp->map = op->map; 677 tmp->map = op->map;
721 } 678 }
722 if ((tmp = insert_ob_in_map (tmp, tmp->map, op, 0)) != NULL) 679
723 { 680 if ((tmp = tmp->insert_at (tmp, op)))
724 check_bullet (tmp); 681 check_bullet (tmp);
725 } 682
726 return 1; 683 return 1;
727} 684}
728
729
730
731 685
732/***************************************************************************** 686/*****************************************************************************
733 * 687 *
734 * CONE RELATED FUNCTIONS 688 * CONE RELATED FUNCTIONS
735 * 689 *
736 *****************************************************************************/ 690 *****************************************************************************/
737 691
738
739/* drops an object based on what is in the cone's "other_arch" */ 692/* drops an object based on what is in the cone's "other_arch" */
740void 693void
741cone_drop (object *op) 694cone_drop (object *op)
742{ 695{
743 object *new_ob = arch_to_object (op->other_arch); 696 object *new_ob = arch_to_object (op->other_arch);
744 697
745 new_ob->x = op->x;
746 new_ob->y = op->y;
747 new_ob->level = op->level; 698 new_ob->level = op->level;
748 set_owner (new_ob, op->owner); 699 new_ob->set_owner (op->owner);
749 700
750 /* preserve skill ownership */ 701 /* preserve skill ownership */
751 if (op->skill && op->skill != new_ob->skill) 702 if (op->skill && op->skill != new_ob->skill)
752 {
753 new_ob->skill = op->skill; 703 new_ob->skill = op->skill;
754 }
755 insert_ob_in_map (new_ob, op->map, op, 0);
756 704
705 new_ob->insert_at (op, op);
757} 706}
758 707
759/* move_cone: causes cone object 'op' to move a space/hit creatures */ 708/* move_cone: causes cone object 'op' to move a space/hit creatures */
760 709
761void 710void
762move_cone (object *op) 711move_cone (object *op)
763{ 712{
764 int i;
765 tag_t tag;
766
767 /* if no map then hit_map will crash so just ignore object */ 713 /* if no map then hit_map will crash so just ignore object */
768 if (!op->map) 714 if (!op->map)
769 { 715 {
770 LOG (llevError, "Tried to move_cone object %s without a map.\n", op->name ? &op->name : "unknown"); 716 LOG (llevError, "Tried to move_cone object %s without a map.\n", op->name ? &op->name : "unknown");
771 op->speed = 0; 717 op->set_speed (0);
772 update_ob_speed (op);
773 return; 718 return;
774 } 719 }
775 720
776 /* lava saves it's life, but not yours :) */ 721 /* lava saves it's life, but not yours :) */
777 if (QUERY_FLAG (op, FLAG_LIFESAVE)) 722 if (QUERY_FLAG (op, FLAG_LIFESAVE))
783#if 0 728#if 0
784 /* Disable this - enabling it makes monsters easier, as 729 /* Disable this - enabling it makes monsters easier, as
785 * when their cone dies when they die. 730 * when their cone dies when they die.
786 */ 731 */
787 /* If no owner left, the spell dies out. */ 732 /* If no owner left, the spell dies out. */
788 if (get_owner (op) == NULL) 733 if (op->owner == NULL)
789 { 734 {
790 remove_ob (op); 735 op->destroy ();
791 free_object (op);
792 return; 736 return;
793 } 737 }
794#endif 738#endif
795 739
796 tag = op->count;
797 hit_map (op, 0, op->attacktype, 0); 740 hit_map (op, 0, op->attacktype, 0);
741
742 if (!op->is_on_map ())
743 return;
798 744
799 /* Check to see if we should push anything. 745 /* Check to see if we should push anything.
800 * Spell objects with weight push whatever they encounter to some 746 * Spell objects with weight push whatever they encounter to some
801 * degree. 747 * degree.
802 */ 748 */
803 if (op->weight) 749 if (op->weight)
750 {
804 check_spell_knockback (op); 751 check_spell_knockback (op);
805 752
806 if (was_destroyed (op, tag)) 753 if (!op->is_on_map ())
807 return; 754 return;
755 }
808 756
809 if ((op->duration--) < 0) 757 if (op->duration-- < 0)
810 { 758 {
811 remove_ob (op); 759 op->destroy ();
812 free_object (op);
813 return; 760 return;
814 } 761 }
815 /* Object has hit maximum range, so don't have it move 762 /* Object has hit maximum range, so don't have it move
816 * any further. When the duration above expires, 763 * any further. When the duration above expires,
817 * then the object will get removed. 764 * then the object will get removed.
820 { 767 {
821 op->range = 0; /* just so it doesn't wrap */ 768 op->range = 0; /* just so it doesn't wrap */
822 return; 769 return;
823 } 770 }
824 771
825 for (i = -1; i < 2; i++) 772 for (int i = -1; i <= 1; i++)
826 { 773 {
827 sint16 x = op->x + freearr_x[absdir (op->stats.sp + i)], y = op->y + freearr_y[absdir (op->stats.sp + i)]; 774 sint16 x = op->x + freearr_x[absdir (op->stats.sp + i)], y = op->y + freearr_y[absdir (op->stats.sp + i)];
828 775
829 if (ok_to_put_more (op->map, x, y, op, op->attacktype)) 776 if (ok_to_put_more (op->map, x, y, op, op->attacktype))
830 { 777 {
831 object *tmp = get_object (); 778 object *tmp = op->clone ();
832
833 copy_object (op, tmp);
834 tmp->x = x;
835 tmp->y = y;
836 779
837 tmp->duration = op->duration + 1; 780 tmp->duration = op->duration + 1;
838 781
839 /* Use for spell tracking - see ok_to_put_more() */ 782 /* Use for spell tracking - see ok_to_put_more() */
840 tmp->stats.maxhp = op->stats.maxhp; 783 tmp->stats.maxhp = op->stats.maxhp;
841 insert_ob_in_map (tmp, op->map, op, 0); 784
785 op->map->insert (tmp, x, y, op);
786
842 if (tmp->other_arch) 787 if (tmp->other_arch)
843 cone_drop (tmp); 788 cone_drop (tmp);
844 } 789 }
845 } 790 }
846} 791}
856int 801int
857cast_cone (object *op, object *caster, int dir, object *spell) 802cast_cone (object *op, object *caster, int dir, object *spell)
858{ 803{
859 object *tmp; 804 object *tmp;
860 int i, success = 0, range_min = -1, range_max = 1; 805 int i, success = 0, range_min = -1, range_max = 1;
861 mapstruct *m; 806 maptile *m;
862 sint16 sx, sy; 807 sint16 sx, sy;
863 MoveType movetype; 808 MoveType movetype;
864 809
865 if (!spell->other_arch) 810 if (!spell->other_arch)
866 return 0; 811 return 0;
879 824
880 /* Need to know what the movetype of the object we are about 825 /* 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 826 * to create is, so we can know if the space we are about to
882 * insert it into is blocked. 827 * insert it into is blocked.
883 */ 828 */
884 movetype = spell->other_arch->clone.move_type; 829 movetype = spell->other_arch->move_type;
885 830
886 for (i = range_min; i <= range_max; i++) 831 for (i = range_min; i <= range_max; i++)
887 { 832 {
888 sint16 x, y, d; 833 sint16 x, y, d;
889 834
890 /* We can't use absdir here, because it never returns 835 /* 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 836 * 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 837 * of the trap (d==0). If it is not a rune, then we don't want
893 * to hit that person. 838 * to hit that person.
894 */ 839 */
895 d = dir + i; 840 d = dir ? absdir (dir + i) : 0;
896 while (d < 0)
897 d += 8;
898 while (d > 8)
899 d -= 8;
900 841
901 /* If it's not a rune, we don't want to blast the caster. 842 /* 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, 843 * In that case, we have to see - if dir is specified,
903 * turn this into direction 8. If dir is not specified (all 844 * turn this into direction 8. If dir is not specified (all
904 * direction) skip - otherwise, one line would do more damage 845 * direction) skip - otherwise, one line would do more damage
922 if ((movetype & GET_MAP_MOVE_BLOCK (m, sx, sy)) == movetype) 863 if ((movetype & GET_MAP_MOVE_BLOCK (m, sx, sy)) == movetype)
923 continue; 864 continue;
924 865
925 success = 1; 866 success = 1;
926 tmp = arch_to_object (spell->other_arch); 867 tmp = arch_to_object (spell->other_arch);
927 set_owner (tmp, op); 868 tmp->set_owner (op);
928 set_spell_skill (op, caster, spell, tmp); 869 set_spell_skill (op, caster, spell, tmp);
929 tmp->level = caster_level (caster, spell); 870 tmp->level = casting_level (caster, spell);
930 tmp->x = sx;
931 tmp->y = sy;
932 tmp->attacktype = spell->attacktype; 871 tmp->attacktype = spell->attacktype;
933 872
934 /* holy word stuff */ 873 /* holy word stuff */
935 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER)) 874 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER))
936 {
937 if (!tailor_god_spell (tmp, op)) 875 if (!tailor_god_spell (tmp, op))
938 return 0; 876 return 0;
939 }
940 877
941 if (dir) 878 if (dir)
942 tmp->stats.sp = dir; 879 tmp->stats.sp = dir;
943 else 880 else
944 tmp->stats.sp = i; 881 tmp->stats.sp = i;
950 { 887 {
951 tmp->range /= 4; 888 tmp->range /= 4;
952 if (tmp->range < 2 && spell->range >= 2) 889 if (tmp->range < 2 && spell->range >= 2)
953 tmp->range = 2; 890 tmp->range = 2;
954 } 891 }
892
955 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 893 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
956 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell); 894 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
957 895
958 /* Special bonus for fear attacks */ 896 /* Special bonus for fear attacks */
959 if (tmp->attacktype & AT_FEAR) 897 if (tmp->attacktype & AT_FEAR)
961 if (caster->type == PLAYER) 899 if (caster->type == PLAYER)
962 tmp->duration += fear_bonus[caster->stats.Cha]; 900 tmp->duration += fear_bonus[caster->stats.Cha];
963 else 901 else
964 tmp->duration += caster->level / 3; 902 tmp->duration += caster->level / 3;
965 } 903 }
904
966 if (tmp->attacktype & (AT_HOLYWORD | AT_TURN_UNDEAD)) 905 if (tmp->attacktype & (AT_HOLYWORD | AT_TURN_UNDEAD))
967 { 906 {
968 if (caster->type == PLAYER) 907 if (caster->type == PLAYER)
969 tmp->duration += turn_bonus[caster->stats.Wis] / 5; 908 tmp->duration += turn_bonus[caster->stats.Wis] / 5;
970 else 909 else
971 tmp->duration += caster->level / 3; 910 tmp->duration += caster->level / 3;
972 } 911 }
973 912
974
975 if (!(tmp->move_type & MOVE_FLY_LOW)) 913 if (!(tmp->move_type & MOVE_FLY_LOW))
976 LOG (llevDebug, "cast_cone(): arch %s doesn't have flying 1\n", &spell->other_arch->name); 914 LOG (llevDebug, "cast_cone(): arch %s doesn't have flying 1\n", &spell->other_arch->archname);
977 915
978 if (!tmp->move_on && tmp->stats.dam) 916 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); 917 LOG (llevDebug, "cast_cone(): arch %s doesn't have move_on set\n", &spell->other_arch->archname);
981 } 918
982 insert_ob_in_map (tmp, m, op, 0); 919 m->insert (tmp, sx, sy, op);
983 920
984 /* This is used for tracking spells so that one effect doesn't hit 921 /* This is used for tracking spells so that one effect doesn't hit
985 * a single space too many times. 922 * a single space too many times.
986 */ 923 */
987 tmp->stats.maxhp = tmp->count; 924 tmp->stats.maxhp = tmp->count;
988 925
989 if (tmp->other_arch) 926 if (tmp->other_arch)
990 cone_drop (tmp); 927 cone_drop (tmp);
991 } 928 }
929
992 return success; 930 return success;
993} 931}
994 932
995/**************************************************************************** 933/****************************************************************************
996 * 934 *
997 * BOMB related code 935 * BOMB related code
998 * 936 *
999 ****************************************************************************/ 937 ****************************************************************************/
1000 938
1001
1002/* This handles an exploding bomb. 939/* This handles an exploding bomb.
1003 * op is the original bomb object. 940 * op is the original bomb object.
1004 */ 941 */
1005void 942void
1006animate_bomb (object *op) 943animate_bomb (object *op)
1007{ 944{
1008 int i;
1009 object *env, *tmp;
1010 archetype *at;
1011
1012 if (op->state != NUM_ANIMATIONS (op) - 1) 945 if (op->state != NUM_ANIMATIONS (op) - 1)
1013 return; 946 return;
1014 947
1015 948 object *env = op->outer_env ();
1016 env = object_get_env_recursive (op);
1017 949
1018 if (op->env) 950 if (op->env)
1019 { 951 {
1020 if (env->map == NULL) 952 if (env->map == NULL)
1021 return; 953 return;
1022 954
1023 if (env->type == PLAYER) 955 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; 956 return;
1031 } 957 }
1032 958
1033 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent bomb from exploding 959 // 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 960 // on a safe map. I don't like this special casing, but it seems to be neccessary
1035 // as bombs can be carried. 961 // as bombs can be carried.
1036 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE) 962 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
1037 { 963 {
1038 remove_ob (op); 964 op->destroy ();
1039 free_object (op);
1040 return; 965 return;
1041 } 966 }
1042 967
1043 /* This copies a lot of the code from the fire bullet, 968 /* This copies a lot of the code from the fire bullet,
1044 * but using the cast_bullet isn't really feasible, 969 * but using the cast_bullet isn't really feasible,
1045 * so just set up the appropriate values. 970 * so just set up the appropriate values.
1046 */ 971 */
1047 at = find_archetype (SPLINT); 972 if (archetype *at = archetype::find (SPLINT))
1048 if (at)
1049 { 973 {
1050 for (i = 1; i < 9; i++) 974 for (int i = 1; i < 9; i++)
1051 { 975 {
1052 if (out_of_map (op->map, op->x + freearr_x[i], op->y + freearr_x[i])) 976 if (out_of_map (op->map, op->x + freearr_x[i], op->y + freearr_x[i]))
1053 continue; 977 continue;
978
1054 tmp = arch_to_object (at); 979 object *tmp = arch_to_object (at);
1055 tmp->direction = i; 980 tmp->direction = i;
1056 tmp->range = op->range; 981 tmp->range = op->range;
1057 tmp->stats.dam = op->stats.dam; 982 tmp->stats.dam = op->stats.dam;
1058 tmp->duration = op->duration; 983 tmp->duration = op->duration;
1059 tmp->attacktype = op->attacktype; 984 tmp->attacktype = op->attacktype;
1060 copy_owner (tmp, op); 985 tmp->set_owner (op);
1061 if (op->skill && op->skill != tmp->skill) 986 if (op->skill && op->skill != tmp->skill)
1062 {
1063 tmp->skill = op->skill; 987 tmp->skill = op->skill;
1064 } 988
1065 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) 989 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
1066 SET_ANIMATION (tmp, i); 990 SET_ANIMATION (tmp, i);
1067 tmp->x = op->x + freearr_x[i]; 991
1068 tmp->y = op->y + freearr_x[i]; 992 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); 993 move_bullet (tmp);
1071 } 994 }
1072 } 995 }
1073 996
1074 explode_bullet (op); 997 explode_bullet (op);
1075} 998}
1076 999
1077int 1000int
1078create_bomb (object *op, object *caster, int dir, object *spell) 1001create_bomb (object *op, object *caster, int dir, object *spell)
1079{ 1002{
1080
1081 object *tmp; 1003 object *tmp;
1082 int mflags; 1004 int mflags;
1083 sint16 dx = op->x + freearr_x[dir], dy = op->y + freearr_y[dir]; 1005 sint16 dx = op->x + freearr_x[dir], dy = op->y + freearr_y[dir];
1084 mapstruct *m; 1006 maptile *m;
1085 1007
1086 mflags = get_map_flags (op->map, &m, dx, dy, &dx, &dy); 1008 mflags = get_map_flags (op->map, &m, dx, dy, &dx, &dy);
1009
1010 // when creating a bomb below ourself it should always work, even
1011 // when movement is blocked (somehow we got here, somehow we are here,
1012 // so we should also be able to make a bomb here). (originally added
1013 // to fix create bomb traps in doors, which cast with dir=0).
1014 if (dir)
1015 {
1087 if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, dx, dy) & MOVE_WALK)) 1016 if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, dx, dy) & MOVE_WALK))
1088 { 1017 {
1089 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way."); 1018 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way.");
1090 return 0; 1019 return 0;
1020 }
1091 } 1021 }
1022
1092 tmp = arch_to_object (spell->other_arch); 1023 tmp = arch_to_object (spell->other_arch);
1093 1024
1094 /* level dependencies for bomb */ 1025 /* level dependencies for bomb */
1095 tmp->range = spell->range + SP_level_range_adjust (caster, spell); 1026 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
1096 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1027 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1097 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell); 1028 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
1098 tmp->attacktype = spell->attacktype; 1029 tmp->attacktype = spell->attacktype;
1099 1030
1100 set_owner (tmp, op); 1031 tmp->set_owner (op);
1101 set_spell_skill (op, caster, spell, tmp); 1032 set_spell_skill (op, caster, spell, tmp);
1102 tmp->x = dx; 1033
1103 tmp->y = dy; 1034 m->insert (tmp, dx, dy, op);
1104 insert_ob_in_map (tmp, m, op, 0);
1105 return 1; 1035 return 1;
1106} 1036}
1107 1037
1108/**************************************************************************** 1038/****************************************************************************
1109 * 1039 *
1118 * dir is the direction to look in. 1048 * dir is the direction to look in.
1119 * range is how far out to look. 1049 * range is how far out to look.
1120 * type is the type of spell - either SPELL_MANA or SPELL_GRACE. 1050 * type is the type of spell - either SPELL_MANA or SPELL_GRACE.
1121 * this info is used for blocked magic/unholy spaces. 1051 * this info is used for blocked magic/unholy spaces.
1122 */ 1052 */
1123
1124object * 1053object *
1125get_pointed_target (object *op, int dir, int range, int type) 1054get_pointed_target (object *op, int dir, int range, int type)
1126{ 1055{
1127 object *target; 1056 object *target;
1128 sint16 x, y; 1057 sint16 x, y;
1129 int dist, mflags; 1058 int dist, mflags;
1130 mapstruct *mp; 1059 maptile *mp;
1131 1060
1132 if (dir == 0) 1061 if (dir == 0)
1133 return NULL; 1062 return NULL;
1134 1063
1135 for (dist = 1; dist < range; dist++) 1064 for (dist = 1; dist < range; dist++)
1147 return NULL; 1076 return NULL;
1148 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW) 1077 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW)
1149 return NULL; 1078 return NULL;
1150 1079
1151 if (mflags & P_IS_ALIVE) 1080 if (mflags & P_IS_ALIVE)
1152 {
1153 for (target = get_map_ob (mp, x, y); target; target = target->above) 1081 for (target = GET_MAP_OB (mp, x, y); target; target = target->above)
1154 { 1082 if (QUERY_FLAG (target, FLAG_MONSTER))
1155 if (QUERY_FLAG (target->head ? target->head : target, FLAG_MONSTER))
1156 {
1157 return target; 1083 return target;
1158 }
1159 }
1160 }
1161 } 1084 }
1085
1162 return NULL; 1086 return NULL;
1163} 1087}
1164
1165 1088
1166/* cast_smite_arch() - the priest points to a creature and causes 1089/* cast_smite_arch() - the priest points to a creature and causes
1167 * a 'godly curse' to decend. 1090 * a 'godly curse' to decend.
1168 * usual params - 1091 * usual params -
1169 * op = player 1092 * op = player
1170 * caster = object casting the spell. 1093 * caster = object casting the spell.
1171 * dir = direction being cast 1094 * dir = direction being cast
1172 * spell = spell object 1095 * spell = spell object
1173 */ 1096 */
1174
1175int 1097int
1176cast_smite_spell (object *op, object *caster, int dir, object *spell) 1098cast_smite_spell (object *op, object *caster, int dir, object *spell)
1177{ 1099{
1178 object *effect, *target; 1100 object *effect, *target;
1179 object *god = find_god (determine_god (op)); 1101 object *god = find_god (determine_god (op));
1189 * interesting spell. 1111 * interesting spell.
1190 * if it is a cleric spell, you need a god, and the creature 1112 * if it is a cleric spell, you need a god, and the creature
1191 * can't be friendly to your god. 1113 * can't be friendly to your god.
1192 */ 1114 */
1193 1115
1194 if (!target || QUERY_FLAG (target, FLAG_REFL_SPELL) 1116 if (!target
1117 || target->flag [FLAG_REFL_SPELL]
1195 || (!god && spell->stats.grace) 1118 || (!god && spell->stats.grace)
1196 || (target->title && god && !strcmp (target->title, god->name)) || (target->race && god && strstr (target->race, god->race))) 1119 || (god && target->title == god->name)
1120 || (god && target->race.contains (god->race)))
1197 { 1121 {
1198 new_draw_info (NDI_UNIQUE, 0, op, "Your request is unheeded."); 1122 new_draw_info (NDI_UNIQUE, 0, op, "Your request is unheeded.");
1199 return 0; 1123 return 0;
1200 } 1124 }
1201 1125
1203 effect = arch_to_object (spell->other_arch); 1127 effect = arch_to_object (spell->other_arch);
1204 else 1128 else
1205 return 0; 1129 return 0;
1206 1130
1207 /* tailor the effect by priest level and worshipped God */ 1131 /* tailor the effect by priest level and worshipped God */
1208 effect->level = caster_level (caster, spell); 1132 effect->level = casting_level (caster, spell);
1209 effect->attacktype = spell->attacktype; 1133 effect->attacktype = spell->attacktype;
1210 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER)) 1134 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER))
1211 { 1135 {
1212 if (tailor_god_spell (effect, op)) 1136 if (tailor_god_spell (effect, op))
1213 new_draw_info_format (NDI_UNIQUE, 0, op, "%s answers your call!", determine_god (op)); 1137 new_draw_info_format (NDI_UNIQUE, 0, op, "%s answers your call!", (const char *)determine_god (op));
1214 else 1138 else
1215 { 1139 {
1216 new_draw_info (NDI_UNIQUE, 0, op, "Your request is ignored."); 1140 new_draw_info (NDI_UNIQUE, 0, op, "Your request is ignored.");
1217 return 0; 1141 return 0;
1218 } 1142 }
1225 if (effect->attacktype & AT_DEATH) 1149 if (effect->attacktype & AT_DEATH)
1226 { 1150 {
1227 effect->level = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1151 effect->level = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1228 1152
1229 /* casting death spells at undead isn't a good thing */ 1153 /* casting death spells at undead isn't a good thing */
1230 if QUERY_FLAG
1231 (target, FLAG_UNDEAD) 1154 if (QUERY_FLAG (target, FLAG_UNDEAD))
1232 { 1155 {
1233 if (random_roll (0, 2, op, PREFER_LOW)) 1156 if (random_roll (0, 2, op, PREFER_LOW))
1234 { 1157 {
1235 new_draw_info (NDI_UNIQUE, 0, op, "Idiot! Your spell boomerangs!"); 1158 new_draw_info (NDI_UNIQUE, 0, op, "Idiot! Your spell boomerangs!");
1236 effect->x = op->x; 1159 effect->x = op->x;
1238 } 1161 }
1239 else 1162 else
1240 { 1163 {
1241 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s looks stronger!", query_name (target)); 1164 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s looks stronger!", query_name (target));
1242 target->stats.hp = target->stats.maxhp * 2; 1165 target->stats.hp = target->stats.maxhp * 2;
1243 free_object (effect); 1166 effect->destroy ();
1244 return 0; 1167 return 0;
1245 } 1168 }
1246 } 1169 }
1247 } 1170 }
1248 else 1171 else
1249 { 1172 {
1250 /* how much woe to inflict :) */ 1173 /* how much woe to inflict :) */
1251 effect->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1174 effect->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1252 } 1175 }
1253 1176
1254 set_owner (effect, op); 1177 effect->set_owner (op);
1255 set_spell_skill (op, caster, spell, effect); 1178 set_spell_skill (op, caster, spell, effect);
1256 1179
1257 /* ok, tell it where to be, and insert! */ 1180 /* ok, tell it where to be, and insert! */
1258 effect->x = target->x; 1181 effect->insert_at (target, op);
1259 effect->y = target->y;
1260 insert_ob_in_map (effect, target->map, op, 0);
1261 1182
1262 return 1; 1183 return 1;
1263} 1184}
1264
1265 1185
1266/**************************************************************************** 1186/****************************************************************************
1267 * 1187 *
1268 * MAGIC MISSILE code. 1188 * MAGIC MISSILE code.
1269 * note that the fire_bullet is used to fire the missile. The 1189 * note that the fire_bullet is used to fire the missile. The
1272 1192
1273/* op is a missile that needs to be moved */ 1193/* op is a missile that needs to be moved */
1274void 1194void
1275move_missile (object *op) 1195move_missile (object *op)
1276{ 1196{
1277 int i, mflags;
1278 object *owner;
1279 sint16 new_x, new_y;
1280 mapstruct *m;
1281
1282 if (op->range-- <= 0) 1197 if (op->range-- <= 0)
1283 { 1198 {
1284 remove_ob (op); 1199 op->drop_and_destroy ();
1285 free_object (op);
1286 return; 1200 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 { 1201 }
1296 remove_ob (op); 1202
1297 free_object (op); 1203 mapxy pos (op);
1298 return; 1204 pos.move (op->direction);
1205
1206 if (!pos.normalise ())
1299 } 1207 {
1300#endif 1208 op->destroy ();
1301 1209 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 { 1210 }
1309 tag_t tag = op->count;
1310 1211
1212 mapspace &ms = pos.ms ();
1213
1214 if (ms.flags () & P_IS_ALIVE || ms.blocks (op))
1215 {
1311 hit_map (op, op->direction, AT_MAGIC, 1); 1216 hit_map (op, op->direction, AT_MAGIC, 1);
1312 /* Basically, missile only hits one thing then goes away. 1217 /* Basically, missile only hits one thing then goes away.
1313 * we need to remove it if someone hasn't already done so. 1218 * we need to remove it if someone hasn't already done so.
1314 */ 1219 */
1315 if (!was_destroyed (op, tag)) 1220 op->destroy ();
1316 {
1317 remove_ob (op);
1318 free_object (op);
1319 }
1320 return; 1221 return;
1321 }
1322
1323 remove_ob (op);
1324 if (!op->direction || (mflags & P_OUT_OF_MAP))
1325 { 1222 }
1326 free_object (op); 1223
1327 return; 1224 if (!op->direction)
1328 } 1225 {
1329 op->x = new_x; 1226 op->destroy ();
1330 op->y = new_y; 1227 return;
1331 op->map = m; 1228 }
1332 i = spell_find_dir (op->map, op->x, op->y, get_owner (op)); 1229
1230 int i = spell_find_dir (pos.m, pos.x, pos.y, op->owner);
1333 if (i > 0 && i != op->direction) 1231 if (i > 0 && i != op->direction)
1334 { 1232 {
1335 op->direction = i; 1233 op->direction = i;
1336 SET_ANIMATION (op, op->direction); 1234 SET_ANIMATION (op, op->direction);
1337 } 1235 }
1338 insert_ob_in_map (op, op->map, op, 0); 1236
1237 pos.insert (op, op);
1339} 1238}
1340 1239
1341/**************************************************************************** 1240/****************************************************************************
1342 * Destruction 1241 * Destruction
1343 ****************************************************************************/ 1242 ****************************************************************************/
1346 * we do this by creating a force and inserting it in the 1245 * we do this by creating a force and inserting it in the
1347 * object. if time is 0, the object glows permanently. To truely 1246 * object. if time is 0, the object glows permanently. To truely
1348 * make this work for non-living objects, we would have to 1247 * make this work for non-living objects, we would have to
1349 * give them the capability to have an inventory. b.t. 1248 * give them the capability to have an inventory. b.t.
1350 */ 1249 */
1351
1352int 1250int
1353make_object_glow (object *op, int radius, int time) 1251make_object_glow (object *op, int radius, int time)
1354{ 1252{
1355 object *tmp;
1356
1357 /* some things are unaffected... */ 1253 /* some things are unaffected... */
1358 if (op->path_denied & PATH_LIGHT) 1254 if (op->path_denied & PATH_LIGHT)
1359 return 0; 1255 return 0;
1360 1256
1361 tmp = get_archetype (FORCE_NAME); 1257 object *tmp = get_archetype (FORCE_NAME);
1362 tmp->speed = 0.01; 1258 tmp->speed = 0.01;
1363 tmp->stats.food = time; 1259 tmp->stats.food = time;
1364 SET_FLAG (tmp, FLAG_IS_USED_UP); 1260 SET_FLAG (tmp, FLAG_IS_USED_UP);
1365 tmp->glow_radius = radius; 1261 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); 1262 tmp = insert_ob_in_ob (tmp, op);
1263
1374 if (tmp->glow_radius > op->glow_radius) 1264 if (tmp->glow_radius > op->glow_radius)
1375 op->glow_radius = tmp->glow_radius; 1265 op->set_glow_radius (tmp->glow_radius);
1376 1266
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; 1267 return 1;
1383} 1268}
1384
1385
1386
1387 1269
1388int 1270int
1389cast_destruction (object *op, object *caster, object *spell_ob) 1271cast_destruction (object *op, object *caster, object *spell_ob)
1390{ 1272{
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); 1273 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); 1274 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); 1275 int dur = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
1400 if (QUERY_FLAG (op, FLAG_FRIENDLY) || op->type == PLAYER) 1276
1401 friendly = 1; 1277 bool friendly = op->flag [FLAG_FRIENDLY] || op->is_player ();
1402 1278
1403 /* destruction doesn't use another spell object, so we need 1279 /* destruction doesn't use another spell object, so we need
1404 * update op's skill pointer so that exp is properly awarded. 1280 * 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 */ 1281 */
1409 skill = op->skill; 1282 const shstr skill = op->skill;
1283
1410 if (caster == op) 1284 if (caster == op)
1411 op->skill = spell_ob->skill; 1285 op->skill = spell_ob->skill;
1412 else if (caster->skill) 1286 else if (caster->skill)
1413 op->skill = caster->skill; 1287 op->skill = caster->skill;
1414 else 1288 else
1415 op->skill = NULL; 1289 op->skill = 0;
1416 1290
1417 change_skill (op, find_skill_by_name (op, op->skill), 1); 1291 op->change_skill (find_skill_by_name (op, op->skill));
1418 1292
1419 for (i = -range; i < range; i++) 1293 unordered_mapwalk (op, -range, -range, range, range)
1420 { 1294 {
1421 for (j = -range; j < range; j++) 1295 mapspace &ms = m->at (nx, ny);
1422 { 1296
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) 1297 if (ms.flags () & P_IS_ALIVE)
1298 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1299 if (tmp->flag [FLAG_ALIVE] || tmp->is_player ())
1430 { 1300 {
1431 for (tmp = get_map_ob (m, sx, sy); tmp; tmp = tmp->above) 1301 tmp = tmp->head_ ();
1302
1303 if ((friendly && !tmp->flag [FLAG_FRIENDLY] && !tmp->is_player ())
1304 || (!friendly && (tmp->flag [FLAG_FRIENDLY] || tmp->is_player ())))
1432 { 1305 {
1433 if (QUERY_FLAG (tmp, FLAG_ALIVE) || tmp->type == PLAYER) 1306 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 { 1307 {
1444 if (spell_ob->subtype == SP_DESTRUCTION)
1445 {
1446 hit_player (tmp, dam, op, spell_ob->attacktype, 0); 1308 hit_player (tmp, dam, op, spell_ob->attacktype, 0);
1309
1447 if (spell_ob->other_arch) 1310 if (spell_ob->other_arch)
1448 {
1449 tmp = arch_to_object (spell_ob->other_arch); 1311 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 } 1312 }
1455 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist[ATNR_MAGIC] != 100) 1313 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist [ATNR_MAGIC] != 100)
1456 { 1314 {
1457 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch) 1315 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch)
1458 {
1459 object *effect = arch_to_object (spell_ob->other_arch); 1316 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 } 1317 }
1467 } 1318 }
1468 } 1319 }
1469 }
1470 } 1320 }
1321
1471 op->skill = skill; 1322 op->skill = skill;
1472 return 1; 1323 return 1;
1473} 1324}
1474 1325
1475/*************************************************************************** 1326/***************************************************************************
1489 { 1340 {
1490 new_draw_info (NDI_UNIQUE, 0, op, "There is no one in that direction to curse."); 1341 new_draw_info (NDI_UNIQUE, 0, op, "There is no one in that direction to curse.");
1491 return 0; 1342 return 0;
1492 } 1343 }
1493 1344
1345 tmp = tmp->head_ ();
1346
1494 /* If we've already got a force of this type, don't add a new one. */ 1347 /* 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) 1348 for (force = tmp->inv; force; force = force->below)
1496 { 1349 {
1497 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY) 1350 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY)
1498 { 1351 {
1499 if (force->name == spell_ob->name) 1352 if (force->name == spell_ob->name)
1500 { 1353 {
1506 return 0; 1359 return 0;
1507 } 1360 }
1508 } 1361 }
1509 } 1362 }
1510 1363
1511 if (force == NULL) 1364 if (!force)
1512 { 1365 {
1513 force = get_archetype (FORCE_NAME); 1366 force = get_archetype (FORCE_NAME);
1514 force->subtype = FORCE_CHANGE_ABILITY; 1367 force->subtype = FORCE_CHANGE_ABILITY;
1368
1515 if (spell_ob->race) 1369 if (spell_ob->race)
1516 force->name = spell_ob->race; 1370 force->name = spell_ob->race;
1517 else 1371 else
1518 force->name = spell_ob->name; 1372 force->name = spell_ob->name;
1519 1373
1529 { 1383 {
1530 force->duration = duration; 1384 force->duration = duration;
1531 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 1385 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1532 } 1386 }
1533 else 1387 else
1534 {
1535 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1388 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1536 } 1389
1537 return 1; 1390 return 1;
1538 } 1391 }
1392
1539 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50; 1393 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1540 force->speed = 1.0; 1394 force->speed = 1.f;
1541 force->speed_left = -1.0; 1395 force->speed_left = -1.f;
1542 SET_FLAG (force, FLAG_APPLIED); 1396 SET_FLAG (force, FLAG_APPLIED);
1543 1397
1544 if (god) 1398 if (god)
1545 { 1399 {
1546 if (spell_ob->last_grace) 1400 if (spell_ob->last_grace)
1559 force->stats.ac = spell_ob->stats.ac; 1413 force->stats.ac = spell_ob->stats.ac;
1560 force->stats.wc = spell_ob->stats.wc; 1414 force->stats.wc = spell_ob->stats.wc;
1561 1415
1562 change_abil (tmp, force); /* Mostly to display any messages */ 1416 change_abil (tmp, force); /* Mostly to display any messages */
1563 insert_ob_in_ob (force, tmp); 1417 insert_ob_in_ob (force, tmp);
1564 fix_player (tmp); 1418 tmp->update_stats ();
1565 return 1; 1419 return 1;
1566 1420
1567} 1421}
1568
1569 1422
1570/********************************************************************** 1423/**********************************************************************
1571 * mood change 1424 * mood change
1572 * Arguably, this may or may not be an attack spell. But since it 1425 * 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 1426 * effects monsters, it seems best to put it into this file
1578 */ 1431 */
1579int 1432int
1580mood_change (object *op, object *caster, object *spell) 1433mood_change (object *op, object *caster, object *spell)
1581{ 1434{
1582 object *tmp, *god, *head; 1435 object *tmp, *god, *head;
1583 int done_one, range, mflags, level, at, best_at; 1436 int done_one, range, level, at, best_at;
1584 sint16 x, y, nx, ny;
1585 mapstruct *m;
1586 const char *race; 1437 const char *race;
1587 1438
1588 /* We precompute some values here so that we don't have to keep 1439 /* We precompute some values here so that we don't have to keep
1589 * doing it over and over again. 1440 * doing it over and over again.
1590 */ 1441 */
1591 god = find_god (determine_god (op)); 1442 god = find_god (determine_god (op));
1592 level = caster_level (caster, spell); 1443 level = casting_level (caster, spell);
1593 range = spell->range + SP_level_range_adjust (caster, spell); 1444 range = spell->range + SP_level_range_adjust (caster, spell);
1594 1445
1595 /* On the bright side, no monster should ever have a race of GOD_... 1446 /* 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 1447 * so even if the player doesn't worship a god, if race=GOD_.., it
1597 * won't ever match anything. 1448 * won't ever match anything.
1598 */ 1449 */
1599 if (!spell->race) 1450 if (!spell->race)
1600 race = NULL; 1451 race = NULL;
1601 else if (god && !strcmp (spell->race, "GOD_SLAYING")) 1452 else if (god && spell->race == shstr_GOD_SLAYING)
1602 race = god->slaying; 1453 race = god->slaying;
1603 else if (god && !strcmp (spell->race, "GOD_FRIEND")) 1454 else if (god && spell->race == shstr_GOD_FRIEND)
1604 race = god->race; 1455 race = god->race;
1605 else 1456 else
1606 race = spell->race; 1457 race = spell->race;
1607 1458
1608 1459 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 { 1460 {
1461 mapspace &ms = m->at (nx, ny);
1612 1462
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 */ 1463 /* If there is nothing living on this space, no need to go further */
1622 if (!(mflags & P_IS_ALIVE)) 1464 if (!ms.flags () & P_IS_ALIVE)
1623 continue; 1465 continue;
1624 1466
1625 for (tmp = get_map_ob (m, nx, ny); tmp; tmp = tmp->above) 1467 // players can only affect spaces that they can actually see
1626 if (QUERY_FLAG (tmp, FLAG_MONSTER)) 1468 if (caster
1469 && caster->contr
1470 && caster->contr->darkness_at (m, nx, ny) == LOS_BLOCKED)
1471 continue;
1472
1473 for (tmp = ms.top; tmp; tmp = tmp->below)
1474 if (tmp->flag [FLAG_MONSTER])
1627 break; 1475 break;
1628 1476
1629 /* There can be living objects that are not monsters */ 1477 /* There can be living objects that are not monsters */
1630 if (!tmp || tmp->type == PLAYER) 1478 if (!tmp)
1631 continue; 1479 continue;
1632 1480
1633 /* Only the head has meaningful data, so resolve to that */ 1481 /* Only the head has meaningful data, so resolve to that */
1634 if (tmp->head)
1635 head = tmp->head; 1482 head = tmp->head_ ();
1636 else
1637 head = tmp;
1638 1483
1639 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */ 1484 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */
1640 if (race && head->race && !strstr (race, head->race)) 1485 if (race && head->race && !strstr (race, head->race))
1641 continue; 1486 continue;
1487
1642 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD)) 1488 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD))
1643 continue; 1489 continue;
1644 1490
1645 /* Now do a bunch of stuff related to saving throws */ 1491 /* Now do a bunch of stuff related to saving throws */
1646 best_at = -1; 1492 best_at = -1;
1647 if (spell->attacktype) 1493 if (spell->attacktype)
1648 { 1494 {
1649 for (at = 0; at < NROFATTACKS; at++) 1495 for (at = 0; at < NROFATTACKS; at++)
1650 if (spell->attacktype & (1 << at)) 1496 if (spell->attacktype & (1 << at))
1651 if (best_at == -1 || head->resist[at] > head->resist[best_at]) 1497 if (best_at == -1 || head->resist[at] > head->resist[best_at])
1652 best_at = at; 1498 best_at = at;
1653 1499
1654 if (best_at == -1) 1500 if (best_at == -1)
1655 at = 0; 1501 at = 0;
1656 else 1502 else
1657 { 1503 {
1658 if (head->resist[best_at] == 100) 1504 if (head->resist[best_at] == 100)
1659 continue; 1505 continue;
1660 else 1506 else
1661 at = head->resist[best_at] / 5; 1507 at = head->resist[best_at] / 5;
1662 } 1508 }
1509
1663 at -= level / 5; 1510 at -= level / 5;
1664 if (did_make_save (head, head->level, at)) 1511 if (did_make_save (head, head->level, at))
1665 continue; 1512 continue;
1666 } 1513 }
1667 else /* spell->attacktype */ 1514 else /* spell->attacktype */
1515 {
1668 /* 1516 /*
1669 Spell has no attacktype (charm & such), so we'll have a specific saving: 1517 Spell has no attacktype (charm & such), so we'll have a specific saving:
1670 * if spell level < monster level, no go 1518 * if spell level < monster level, no go
1671 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) ) 1519 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) )
1672 1520
1674 1522
1675 This is required to fix the 'charm monster' abuse, where a player level 1 can 1523 This is required to fix the 'charm monster' abuse, where a player level 1 can
1676 charm a level 125 monster... 1524 charm a level 125 monster...
1677 1525
1678 Ryo, august 14th 1526 Ryo, august 14th
1679 */ 1527 */
1680 {
1681 if (head->level > level) 1528 if (head->level > level)
1682 continue; 1529 continue;
1530
1683 if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + MIN (50, 2 * (level - head->level)))) 1531 if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + MIN (50, 2 * (level - head->level))))
1684 /* Failed, no effect */ 1532 /* Failed, no effect */
1685 continue; 1533 continue;
1686 } 1534 }
1687 1535
1688 /* Done with saving throw. Now start effecting the monster */ 1536 /* Done with saving throw. Now start affecting the monster */
1537 done_one = 0;
1689 1538
1690 /* aggravation */ 1539 /* aggravation */
1691 if (QUERY_FLAG (spell, FLAG_MONSTER)) 1540 if (QUERY_FLAG (spell, FLAG_MONSTER))
1692 { 1541 {
1693 CLEAR_FLAG (head, FLAG_SLEEP); 1542 CLEAR_FLAG (head, FLAG_SLEEP);
1694 if (QUERY_FLAG (head, FLAG_FRIENDLY))
1695 remove_friendly_object (head); 1543 remove_friendly_object (head);
1696
1697 done_one = 1; 1544 done_one = 1;
1698 head->enemy = op; 1545 head->enemy = op;
1699 } 1546 }
1700 1547
1701 /* calm monsters */ 1548 /* calm monsters */
1702 if (QUERY_FLAG (spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (head, FLAG_UNAGGRESSIVE)) 1549 if (QUERY_FLAG (spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (head, FLAG_UNAGGRESSIVE))
1703 { 1550 {
1704 SET_FLAG (head, FLAG_UNAGGRESSIVE); 1551 SET_FLAG (head, FLAG_UNAGGRESSIVE);
1705 head->enemy = NULL; 1552 head->enemy = NULL;
1706 done_one = 1; 1553 done_one = 1;
1707 } 1554 }
1708 1555
1709 /* berserk monsters */ 1556 /* berserk monsters */
1710 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK)) 1557 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK))
1711 { 1558 {
1712 SET_FLAG (head, FLAG_BERSERK); 1559 SET_FLAG (head, FLAG_BERSERK);
1713 done_one = 1; 1560 done_one = 1;
1714 } 1561 }
1562
1715 /* charm */ 1563 /* charm */
1716 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY)) 1564 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY))
1717 { 1565 {
1718 SET_FLAG (head, FLAG_FRIENDLY); 1566 INVOKE_OBJECT (KILL, head, ARG_OBJECT (caster));
1567
1719 /* Prevent uncontolled outbreaks of self replicating monsters. 1568 /* Prevent uncontrolled outbreaks of self replicating monsters.
1720 Typical use case is charm, go somwhere, use aggravation to make hostile. 1569 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. */ 1570 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */
1722 CLEAR_FLAG (head, FLAG_GENERATOR); 1571 CLEAR_FLAG (head, FLAG_GENERATOR);
1723 set_owner (head, op); 1572 head->set_owner (op);
1724 set_spell_skill (op, caster, spell, head); 1573 set_spell_skill (op, caster, spell, head);
1725 add_friendly_object (head); 1574 add_friendly_object (head);
1726 head->attack_movement = PETMOVE; 1575 head->attack_movement = PETMOVE;
1727 done_one = 1; 1576 done_one = 1;
1728 change_exp (op, head->stats.exp / 2, head->skill, SK_EXP_ADD_SKILL); 1577 change_exp (op, head->stats.exp / 2, head->skill, SK_EXP_ADD_SKILL);
1729 head->stats.exp = 0; 1578 head->stats.exp = 0;
1730 } 1579 }
1731 1580
1732 /* If a monster was effected, put an effect in */ 1581 /* If a monster was effected, put an effect in */
1733 if (done_one && spell->other_arch) 1582 if (done_one && spell->other_arch)
1734 { 1583 m->insert (arch_to_object (spell->other_arch), nx, ny, op);
1735 tmp = arch_to_object (spell->other_arch); 1584 }
1736 tmp->x = nx;
1737 tmp->y = ny;
1738 insert_ob_in_map (tmp, m, op, 0);
1739 }
1740 } /* for y */
1741 1585
1742 return 1; 1586 return 1;
1743} 1587}
1744
1745 1588
1746/* Move_ball_spell: This handles ball type spells that just sort of wander 1589/* 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 1590 * about. was called move_ball_lightning, but since more than the ball
1748 * lightning spell used it, that seemed misnamed. 1591 * lightning spell used it, that seemed misnamed.
1749 * op is the spell effect. 1592 * op is the spell effect.
1750 * note that duration is handled by process_object() in time.c 1593 * note that duration is handled by process_object() in time.c
1751 */ 1594 */
1752
1753void 1595void
1754move_ball_spell (object *op) 1596move_ball_spell (object *op)
1755{ 1597{
1756 int i, j, dam_save, dir, mflags; 1598 int i, j, dam_save, dir, mflags;
1757 sint16 nx, ny, hx, hy; 1599 sint16 nx, ny, hx, hy;
1758 object *owner; 1600 object *owner;
1759 mapstruct *m; 1601 maptile *m;
1760 1602
1761 owner = get_owner (op); 1603 owner = op->owner;
1762 1604
1763 /* the following logic makes sure that the ball doesn't move into a wall, 1605 /* 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 1606 * 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 1607 * 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 1608 * offset to move the ball, eg, keep it mostly on course, with some
1776 for (i = 1; i < 9; i++) 1618 for (i = 1; i < 9; i++)
1777 { 1619 {
1778 /* i bit 0: alters sign of offset 1620 /* i bit 0: alters sign of offset
1779 * other bits (i / 2): absolute value of offset 1621 * other bits (i / 2): absolute value of offset
1780 */ 1622 */
1781
1782 int offset = ((i ^ j) & 1) ? (i / 2) : -(i / 2); 1623 int offset = ((i ^ j) & 1) ? (i / 2) : -(i / 2);
1783 int tmpdir = absdir (op->direction + offset); 1624 int tmpdir = absdir (op->direction + offset);
1784 1625
1785 nx = op->x + freearr_x[tmpdir]; 1626 nx = op->x + freearr_x[tmpdir];
1786 ny = op->y + freearr_y[tmpdir]; 1627 ny = op->y + freearr_y[tmpdir];
1788 { 1629 {
1789 dir = tmpdir; 1630 dir = tmpdir;
1790 break; 1631 break;
1791 } 1632 }
1792 } 1633 }
1634
1793 if (dir == 0) 1635 if (dir == 0)
1794 { 1636 {
1795 nx = op->x; 1637 nx = op->x;
1796 ny = op->y; 1638 ny = op->y;
1797 m = op->map; 1639 m = op->map;
1798 } 1640 }
1799 1641
1800 remove_ob (op); 1642 m->insert (op, nx, ny, op);
1801 op->y = ny;
1802 op->x = nx;
1803 insert_ob_in_map (op, m, op, 0);
1804 1643
1805 dam_save = op->stats.dam; /* save the original dam: we do halfdam on 1644 dam_save = op->stats.dam; /* save the original dam: we do halfdam on
1806 surrounding squares */ 1645 surrounding squares */
1807 1646
1808 /* loop over current square and neighbors to hit. 1647 /* loop over current square and neighbors to hit.
1809 * if this has an other_arch field, we insert that in 1648 * if this has an other_arch field, we insert that in
1810 * the surround spaces. 1649 * the surround spaces.
1811 */ 1650 */
1812 for (j = 0; j < 9; j++) 1651 for (j = 0; j < 9; j++)
1813 { 1652 {
1814 object *new_ob;
1815
1816 hx = nx + freearr_x[j]; 1653 hx = nx + freearr_x[j];
1817 hy = ny + freearr_y[j]; 1654 hy = ny + freearr_y[j];
1818 1655
1819 m = op->map; 1656 m = op->map;
1820 mflags = get_map_flags (m, &m, hx, hy, &hx, &hy); 1657 mflags = get_map_flags (m, &m, hx, hy, &hx, &hy);
1828 1665
1829 if ((mflags & P_IS_ALIVE) && (!owner || owner->x != hx || owner->y != hy || !on_same_map (owner, op))) 1666 if ((mflags & P_IS_ALIVE) && (!owner || owner->x != hx || owner->y != hy || !on_same_map (owner, op)))
1830 { 1667 {
1831 if (j) 1668 if (j)
1832 op->stats.dam = dam_save / 2; 1669 op->stats.dam = dam_save / 2;
1670
1833 hit_map (op, j, op->attacktype, 1); 1671 hit_map (op, j, op->attacktype, 1);
1834
1835 } 1672 }
1836 1673
1837 /* insert the other arch */ 1674 /* insert the other arch */
1838 if (op->other_arch && !(OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy)))) 1675 if (op->other_arch && !(OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy))))
1839 { 1676 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 } 1677 }
1846 1678
1847 /* restore to the center location and damage */ 1679 /* restore to the center location and damage */
1848 op->stats.dam = dam_save; 1680 op->stats.dam = dam_save;
1849 1681
1850 i = spell_find_dir (op->map, op->x, op->y, get_owner (op)); 1682 i = spell_find_dir (op->map, op->x, op->y, op->owner);
1851 1683
1852 if (i >= 0) 1684 if (i >= 0)
1853 { /* we have a preferred direction! */ 1685 { /* we have a preferred direction! */
1854 /* pick another direction if the preferred dir is blocked. */ 1686 /* 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 || 1687 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))) 1688 OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy)))
1857 {
1858 i = absdir (i + rndm (0, 2) - 1); /* -1, 0, +1 */ 1689 i = absdir (i + rndm (0, 2) - 1); /* -1, 0, +1 */
1859 } 1690
1860 op->direction = i; 1691 op->direction = i;
1861 } 1692 }
1862} 1693}
1863 1694
1864
1865/* move_swarm_spell: peterm 1695/* move_swarm_spell: peterm
1866 * This is an implementation of the swarm spell. It was written for 1696 * 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 1697 * 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 1698 * 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 1699 * 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. 1700 * from a set of squares surrounding the caster, in a given direction.
1871 */ 1701 */
1872
1873void 1702void
1874move_swarm_spell (object *op) 1703move_swarm_spell (object *op)
1875{ 1704{
1876#if 0 1705#if 0
1877 static int cardinal_adjust[9] = { -3, -2, -1, 0, 0, 0, 1, 2, 3 }; 1706 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 }; 1707 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; 1708 sint16 target_x, target_y, origin_x, origin_y;
1880 int adjustdir; 1709 int adjustdir;
1881 mapstruct *m; 1710 maptile *m;
1882#endif 1711#endif
1883 int basedir;
1884 object *owner; 1712 object *owner = op->env;
1885 1713
1886 owner = get_owner (op); 1714 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 } 1715 {
1716 LOG (llevError, "swarm spell found outside inventory: %s\n", op->debug_desc ());
1717 op->destroy ();
1718 return;
1719 }
1720
1721 if (!op->duration || !owner->is_on_map ())
1722 {
1723 op->drop_and_destroy ();
1724 return;
1725 }
1726
1893 op->duration--; 1727 op->duration--;
1894 1728
1895 basedir = op->direction; 1729 int basedir = op->direction;
1896 if (basedir == 0) 1730 if (!basedir)
1897 { 1731 {
1898 /* spray in all directions! 8) */ 1732 /* spray in all directions! 8) */
1899 basedir = rndm (1, 8); 1733 op->facing = (op->facing + op->state) & 7;
1734 basedir = op->facing + 1;
1900 } 1735 }
1901 1736
1902#if 0 1737#if 0
1903 // this is bogus: it causes wrong places to be checked below 1738 // this is bogus: it causes wrong places to be checked below
1904 // (a wall 2 cells away will block the effect...) and 1739 // (a wall 2 cells away will block the effect...) and
1905 // doesn't work for SP_BULLET anyhow, so again tests the wrong 1740 // doesn't work for SP_BULLET anyhow, so again tests the wrong
1906 // space. 1741 // space.
1907 // should be fixed later, but correctness before featurs... 1742 // should be fixed later, but correctness before features...
1908 // (schmorp) 1743 // (schmorp)
1909 1744
1910 /* new offset calculation to make swarm element distribution 1745 /* new offset calculation to make swarm element distribution
1911 * more uniform 1746 * more uniform
1912 */ 1747 */
1965 { 1800 {
1966 /* Bullet spells have a bunch more customization that needs to be done */ 1801 /* Bullet spells have a bunch more customization that needs to be done */
1967 if (op->spell->subtype == SP_BULLET) 1802 if (op->spell->subtype == SP_BULLET)
1968 fire_bullet (owner, op, basedir, op->spell); 1803 fire_bullet (owner, op, basedir, op->spell);
1969 else if (op->spell->subtype == SP_MAGIC_MISSILE) 1804 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1970 fire_arch_from_position (owner, op, op->x, op->y, basedir, op->spell); 1805 fire_arch_from_position (owner, op, owner->x, owner->y, basedir, op->spell);
1971 } 1806 }
1972} 1807}
1973
1974
1975
1976 1808
1977/* fire_swarm: 1809/* fire_swarm:
1978 * The following routine creates a swarm of objects. It actually 1810 * The following routine creates a swarm of objects. It actually
1979 * sets up a specific swarm object, which then fires off all 1811 * sets up a specific swarm object, which then fires off all
1980 * the parts of the swarm. 1812 * the parts of the swarm.
1983 * caster: the caster (owner, wand, rod, scroll) 1815 * caster: the caster (owner, wand, rod, scroll)
1984 * dir: the direction everything will be fired in 1816 * dir: the direction everything will be fired in
1985 * spell - the spell that is this spell. 1817 * spell - the spell that is this spell.
1986 * n: the number to be fired. 1818 * n: the number to be fired.
1987 */ 1819 */
1988
1989int 1820int
1990fire_swarm (object *op, object *caster, object *spell, int dir) 1821fire_swarm (object *op, object *caster, object *spell, int dir)
1991{ 1822{
1992 object *tmp;
1993 int i;
1994
1995 if (!spell->other_arch) 1823 if (!spell->other_arch)
1996 return 0; 1824 return 0;
1997 1825
1998 tmp = get_archetype (SWARM_SPELL); 1826 object *tmp = archetype::get (SWARM_SPELL);
1999 tmp->x = op->x; 1827
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); 1828 set_spell_skill (op, caster, spell, tmp);
2003
2004 tmp->level = caster_level (caster, spell); /*needed later, to get level dep. right. */ 1829 tmp->level = casting_level (caster, spell); /* needed later, to get level dep. right. */
2005 tmp->spell = arch_to_object (spell->other_arch); 1830 tmp->spell = spell->other_arch->instance ();
2006
2007 tmp->attacktype = tmp->spell->attacktype; 1831 tmp->attacktype = tmp->spell->attacktype;
2008 1832
2009 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) 1833 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
2010 {
2011 if (!tailor_god_spell (tmp, op)) 1834 if (!tailor_god_spell (tmp, op))
2012 return 1; 1835 return 1;
2013 } 1836
2014 tmp->duration = SP_level_duration_adjust (caster, spell); 1837 tmp->duration = SP_level_duration_adjust (caster, spell);
2015 for (i = 0; i < spell->duration; i++) 1838 for (int i = 0; i < spell->duration; i++)
2016 tmp->duration += die_roll (1, 3, op, PREFER_HIGH); 1839 tmp->duration += die_roll (1, 3, op, PREFER_HIGH);
2017 1840
1841 tmp->invisible = 1;
1842 tmp->flag [FLAG_NO_DROP] = 1; // make sure it stays in inv, or else
2018 tmp->direction = dir; 1843 tmp->direction = dir;
2019 tmp->invisible = 1; 1844 tmp->facing = rndm (1, 8); // initial firing direction
2020 insert_ob_in_map (tmp, op->map, op, 0); 1845 tmp->state = rndm (4) * 2 + 1; // direction increment
1846
1847 op->insert (tmp);
1848
2021 return 1; 1849 return 1;
2022} 1850}
2023
2024 1851
2025/* See the spells documentation file for why this is its own 1852/* See the spells documentation file for why this is its own
2026 * function. 1853 * function.
2027 */ 1854 */
2028int 1855int
2029cast_light (object *op, object *caster, object *spell, int dir) 1856cast_light (object *op, object *caster, object *spell, int dir)
2030{ 1857{
2031 object *target = NULL, *tmp = NULL; 1858 object *target = NULL, *tmp = NULL;
2032 sint16 x, y; 1859 sint16 x, y;
2033 int dam, mflags; 1860 int dam, mflags;
2034 mapstruct *m; 1861 maptile *m;
2035 1862
2036 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1863 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
2037 1864
2038 if (!dir) 1865 if (dir)
2039 {
2040 new_draw_info (NDI_UNIQUE, 0, op, "In what direction?");
2041 return 0;
2042 } 1866 {
2043
2044 x = op->x + freearr_x[dir]; 1867 x = op->x + freearr_x[dir];
2045 y = op->y + freearr_y[dir]; 1868 y = op->y + freearr_y[dir];
2046 m = op->map; 1869 m = op->map;
2047 1870
2048 mflags = get_map_flags (m, &m, x, y, &x, &y); 1871 mflags = get_map_flags (m, &m, x, y, &x, &y);
2049 1872
2050 if (mflags & P_OUT_OF_MAP) 1873 if (mflags & P_OUT_OF_MAP)
2051 { 1874 {
2052 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is there."); 1875 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is there.");
2053 return 0; 1876 return 0;
2054 } 1877 }
2055 1878
2056 if (mflags & P_IS_ALIVE && spell->attacktype) 1879 if (mflags & P_IS_ALIVE && spell->attacktype)
2057 { 1880 {
2058 for (target = get_map_ob (m, x, y); target; target = target->above) 1881 for (target = GET_MAP_OB (m, x, y); target; target = target->above)
2059 if (QUERY_FLAG (target, FLAG_MONSTER)) 1882 if (QUERY_FLAG (target, FLAG_MONSTER))
2060 { 1883 {
2061 /* oky doky. got a target monster. Lets make a blinding attack */ 1884 /* oky doky. got a target monster. Lets make a blinding attack */
2062 if (target->head) 1885 if (target->head)
2063 target = target->head; 1886 target = target->head;
1887
2064 (void) hit_player (target, dam, op, spell->attacktype, 1); 1888 hit_player (target, dam, op, spell->attacktype, 1);
2065 return 1; /* one success only! */ 1889 return 1; /* one success only! */
1890 }
2066 } 1891 }
2067 }
2068 1892
2069 /* no live target, perhaps a wall is in the way? */ 1893 /* no live target, perhaps a wall is in the way? */
2070 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y))) 1894 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)))
2071 { 1895 {
2072 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 1896 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
2073 return 0; 1897 return 0;
1898 }
2074 } 1899 }
2075 1900
2076 /* ok, looks groovy to just insert a new light on the map */ 1901 /* ok, looks groovy to just insert a new light on the map */
2077 tmp = arch_to_object (spell->other_arch); 1902 tmp = arch_to_object (spell->other_arch);
2078 if (!tmp) 1903 if (!tmp)
2079 { 1904 {
2080 LOG (llevError, "Error: spell arch for cast_light() missing.\n"); 1905 LOG (llevError, "Error: spell arch for cast_light() missing.\n");
2081 return 0; 1906 return 0;
2082 } 1907 }
1908
2083 tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell); 1909 tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell);
1910
2084 if (tmp->glow_radius) 1911 if (tmp->glow_radius)
2085 { 1912 tmp->set_glow_radius (
2086 tmp->glow_radius = spell->range + SP_level_range_adjust (caster, spell); 1913 min (MAX_LIGHT_RADIUS, spell->range + SP_level_range_adjust (caster, spell)));
2087 if (tmp->glow_radius > MAX_LIGHT_RADII) 1914
2088 tmp->glow_radius = MAX_LIGHT_RADII; 1915 if (dir)
2089 } 1916 m->insert (tmp, x, y, op);
2090 tmp->x = x; 1917 else
2091 tmp->y = y; 1918 caster->outer_env ()->insert (tmp);
2092 insert_ob_in_map (tmp, m, op, 0); 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}

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