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Comparing deliantra/server/server/spell_attack.C (file contents):
Revision 1.12 by root, Thu Sep 14 21:16:13 2006 UTC vs.
Revision 1.95 by elmex, Tue Jan 19 16:13:05 2010 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 1.12 2006/09/14 21:16:13 root Exp $"; 3 *
5 */ 4 * Copyright (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
6
7
8/*
9 CrossFire, A Multiplayer game for X-windows
10
11 Copyright (C) 2002-2003 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002-2003,2007 Mark Wedel & Crossfire Development Team
12 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
13 7 *
14 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
15 it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
16 the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
17 (at your option) any later version. 11 * option) any later version.
18 12 *
19 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
20 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
21 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
22 GNU General Public License for more details. 16 * GNU General Public License for more details.
23 17 *
24 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
25 along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
26 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
27 21 *
28 The authors can be reached via e-mail at crossfire-devel@real-time.com 22 * The authors can be reached via e-mail to <support@deliantra.net>
29*/ 23 */
30 24
31/* This file contains all the spell attack code. Grouping this code 25/* This file contains all the spell attack code. Grouping this code
32 * together should hopefully make it easier to find the relevent bits 26 * together should hopefully make it easier to find the relevent bits
33 * of code 27 * of code
34 */ 28 */
35 29
36#include <global.h> 30#include <global.h>
37#include <object.h> 31#include <object.h>
38#include <living.h> 32#include <living.h>
39#ifndef __CEXTRACT__
40# include <sproto.h> 33#include <sproto.h>
41#endif
42#include <spells.h> 34#include <spells.h>
43#include <sounds.h> 35#include <sounds.h>
44 36
45/* this function checks to see if a spell pushes objects as well 37/* this function checks to see if a spell pushes objects as well
46 * as flies over and damages them (only used for cones for now) 38 * as flies over and damages them (only used for cones for now)
47 * but moved here so it could be applied to bolts too 39 * but moved here so it could be applied to bolts too
48 * op is the spell object. 40 * op is the spell object.
49 */ 41 */
50 42static void
51void
52check_spell_knockback (object *op) 43check_spell_knockback (object *op)
53{ 44{
54 object *tmp, *tmp2; /* object on the map */
55 int weight_move; 45 int weight_move;
56 int frictionmod = 2; /*poor man's physics - multipy targets weight by this amount */ 46 int frictionmod = 2; /*poor man's physics - multipy targets weight by this amount */
57 47
58 if (!op->weight) 48 if (!op->weight)
59 { /*shouldn't happen but if cone object has no weight drop out */ 49 { /*shouldn't happen but if cone object has no weight drop out */
64 { 54 {
65 weight_move = op->weight + (op->weight * op->level) / 3; 55 weight_move = op->weight + (op->weight * op->level) / 3;
66 /*LOG (llevDebug, "DEBUG: arch weighs %d and masses %d (%s,level %d)\n", op->weight,weight_move,op->name,op->level); */ 56 /*LOG (llevDebug, "DEBUG: arch weighs %d and masses %d (%s,level %d)\n", op->weight,weight_move,op->name,op->level); */
67 } 57 }
68 58
69 for (tmp = get_map_ob (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 59 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
70 { 60 {
71 int num_sections = 1; 61 int num_sections = 1;
72 62
73 /* don't move DM */ 63 /* don't move DM */
74 if (QUERY_FLAG (tmp, FLAG_WIZ)) 64 if (QUERY_FLAG (tmp, FLAG_WIZ))
81 /* don't move floors or immobile objects */ 71 /* don't move floors or immobile objects */
82 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || (!QUERY_FLAG (tmp, FLAG_ALIVE) && QUERY_FLAG (tmp, FLAG_NO_PICK))) 72 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || (!QUERY_FLAG (tmp, FLAG_ALIVE) && QUERY_FLAG (tmp, FLAG_NO_PICK)))
83 continue; 73 continue;
84 74
85 /* count the object's sections */ 75 /* count the object's sections */
86 for (tmp2 = tmp; tmp2 != NULL; tmp2 = tmp2->more) 76 for (object *tmp2 = tmp; tmp2; tmp2 = tmp2->more)
87 num_sections++; 77 num_sections++;
88 78
89 /* I'm not sure if it makes sense to divide by num_sections - bigger 79 /* I'm not sure if it makes sense to divide by num_sections - bigger
90 * objects should be harder to move, and we are moving the entire 80 * objects should be harder to move, and we are moving the entire
91 * object, not just the head, so the total weight should be relevant. 81 * object, not just the head, so the total weight should be relevant.
115 * 105 *
116 * BOLT CODE 106 * BOLT CODE
117 * 107 *
118 ***************************************************************************/ 108 ***************************************************************************/
119 109
120/* Causes op to fork. op is the original bolt, tmp 110/* Causes op to fork. op is the original bolt, tmp
121 * is the first piece of the fork. 111 * is the first piece of the fork.
122 */ 112 */
123 113static void
124void
125forklightning (object *op, object *tmp) 114forklightning (object *op, object *tmp)
126{ 115{
127 int new_dir = 1; /* direction or -1 for left, +1 for right 0 if no new bolt */ 116 int new_dir = 1; /* direction or -1 for left, +1 for right 0 if no new bolt */
128 int t_dir; /* stores temporary dir calculation */ 117 int t_dir; /* stores temporary dir calculation */
129 mapstruct *m; 118 maptile *m;
130 sint16 sx, sy; 119 sint16 sx, sy;
131 object *new_bolt; 120 object *new_bolt;
132 121
133 /* pick a fork direction. tmp->stats.Con is the left bias 122 /* pick a fork direction. tmp->stats.Con is the left bias
134 * i.e., the chance in 100 of forking LEFT 123 * i.e., the chance in 100 of forking LEFT
147 136
148 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (m, sx, sy))) 137 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (m, sx, sy)))
149 return; 138 return;
150 139
151 /* OK, we made a fork */ 140 /* OK, we made a fork */
152 new_bolt = get_object (); 141 new_bolt = tmp->clone ();
153 copy_object (tmp, new_bolt);
154 142
155 /* reduce chances of subsequent forking */ 143 /* reduce chances of subsequent forking */
156 new_bolt->stats.Dex -= 10; 144 new_bolt->stats.Dex -= 10;
157 tmp->stats.Dex -= 10; /* less forks from main bolt too */ 145 tmp->stats.Dex -= 10; /* less forks from main bolt too */
158 new_bolt->stats.Con += 25 * new_dir; /* adjust the left bias */ 146 new_bolt->stats.Con += 25 * new_dir; /* adjust the left bias */
159 new_bolt->speed_left = -0.1; 147 new_bolt->speed_left = -0.1f;
160 new_bolt->direction = t_dir; 148 new_bolt->direction = t_dir;
161 new_bolt->duration++; 149 new_bolt->duration++;
162 new_bolt->x = sx;
163 new_bolt->y = sy;
164 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */ 150 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */
165 new_bolt->stats.dam++; 151 new_bolt->stats.dam++;
166 tmp->stats.dam /= 2; /* reduce father bolt damage */ 152 tmp->stats.dam /= 2; /* reduce father bolt damage */
167 tmp->stats.dam++; 153 tmp->stats.dam++;
168 new_bolt = insert_ob_in_map (new_bolt, m, op, 0); 154
155 if ((new_bolt = m->insert (new_bolt, sx, sy, op)))
169 update_turn_face (new_bolt); 156 update_turn_face (new_bolt);
170} 157}
171 158
172/* move_bolt: moves bolt 'op'. Basically, it just advances a space, 159/* move_bolt: moves bolt 'op'. Basically, it just advances a space,
173 * and checks for various things that may stop it. 160 * and checks for various things that may stop it.
174 */ 161 */
175
176void 162void
177move_bolt (object *op) 163move_bolt (object *op)
178{ 164{
179 object *tmp;
180 int mflags; 165 int mflags;
181 sint16 x, y; 166 sint16 x, y;
182 mapstruct *m; 167 maptile *m;
183 168
184 if (--(op->duration) < 0) 169 if (--op->duration < 0)
185 { 170 {
186 remove_ob (op); 171 op->drop_and_destroy ();
187 free_object (op);
188 return; 172 return;
189 } 173 }
190 174
191 hit_map (op, 0, op->attacktype, 1); 175 hit_map (op, 0, op->attacktype, 1);
192 176
193 if (!op->direction) 177 if (!op->direction)
194 return; 178 return;
195 179
196 if (--op->range < 0) 180 if (--op->range < 0)
197 {
198 op->range = 0; 181 op->range = 0;
199 }
200 else 182 else
201 { 183 {
202 x = op->x + DIRX (op); 184 x = op->x + DIRX (op);
203 y = op->y + DIRY (op); 185 y = op->y + DIRY (op);
204 m = op->map; 186 m = op->map;
212 * on the space. So only call reflwall if we think the data it returns 194 * on the space. So only call reflwall if we think the data it returns
213 * will be useful. 195 * will be useful.
214 */ 196 */
215 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)) || ((mflags & P_IS_ALIVE) && reflwall (m, x, y, op))) 197 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)) || ((mflags & P_IS_ALIVE) && reflwall (m, x, y, op)))
216 { 198 {
217
218 if (!QUERY_FLAG (op, FLAG_REFLECTING)) 199 if (!QUERY_FLAG (op, FLAG_REFLECTING))
219 return; 200 return;
220 201
221 /* Since walls don't run diagonal, if the bolt is in 202 /* Since walls don't run diagonal, if the bolt is in
222 * one of 4 main directions, it just reflects back in the 203 * one of 4 main directions, it just reflects back in the
252 else if (left) 233 else if (left)
253 op->direction = absdir (op->direction + 2); 234 op->direction = absdir (op->direction + 2);
254 else if (right) 235 else if (right)
255 op->direction = absdir (op->direction - 2); 236 op->direction = absdir (op->direction - 2);
256 } 237 }
238
257 update_turn_face (op); /* A bolt *must* be IS_TURNABLE */ 239 update_turn_face (op); /* A bolt *must* be IS_TURNABLE */
258 return; 240 return;
259 } 241 }
260 else 242 else
261 { /* Create a copy of this object and put it ahead */ 243 { /* Create a copy of this object and put it ahead */
262 tmp = get_object (); 244 object *tmp = op->clone ();
263 copy_object (op, tmp); 245
246 m->insert (tmp, x, y, op);
264 tmp->speed_left = -0.1; 247 tmp->speed_left = -0.1f;
265 tmp->x += DIRX (tmp), tmp->y += DIRY (tmp);
266 tmp = insert_ob_in_map (tmp, op->map, op, 0);
267 /* To make up for the decrease at the top of the function */ 248 /* To make up for the decrease at the top of the function */
268 tmp->duration++; 249 tmp->duration++;
269 250
270 /* New forking code. Possibly create forks of this object 251 /* New forking code. Possibly create forks of this object
271 * going off in other directions. 252 * going off in other directions.
272 */ 253 */
273
274 if (rndm (0, 99) < tmp->stats.Dex) 254 if (tmp->stats.Dex && rndm (0, 99) < tmp->stats.Dex)
275 { /* stats.Dex % of forking */ 255 forklightning (op, tmp); /* stats.Dex % of forking */
276 forklightning (op, tmp); 256
277 }
278 /* In this way, the object left behind sticks on the space, but 257 /* In this way, the object left behind sticks on the space, but
279 * doesn't create any bolts that continue to move onward. 258 * doesn't create any bolts that continue to move onward.
280 */ 259 */
281 op->range = 0; 260 op->range = 0;
282 } /* copy object and move it along */ 261 } /* copy object and move it along */
289 * we remove the magic flag - that can be derived from 268 * we remove the magic flag - that can be derived from
290 * spob->attacktype. 269 * spob->attacktype.
291 * This function sets up the appropriate owner and skill 270 * This function sets up the appropriate owner and skill
292 * pointers. 271 * pointers.
293 */ 272 */
294
295int 273int
296fire_bolt (object *op, object *caster, int dir, object *spob, object *skill) 274fire_bolt (object *op, object *caster, int dir, object *spob, object *skill)
297{ 275{
298 object *tmp = NULL; 276 object *tmp = NULL;
299 int mflags; 277 int mflags;
300 278
301 if (!spob->other_arch) 279 if (!spob->other_arch)
302 return 0; 280 return 0;
303 281
304 tmp = arch_to_object (spob->other_arch); 282 tmp = spob->other_arch->instance ();
305 if (tmp == NULL) 283 if (tmp == NULL)
306 return 0; 284 return 0;
307 285
308 /* peterm: level dependency for bolts */ 286 /* peterm: level dependency for bolts */
309 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob); 287 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob);
310 tmp->attacktype = spob->attacktype; 288 tmp->attacktype = spob->attacktype;
289
311 if (spob->slaying) 290 if (spob->slaying)
312 tmp->slaying = spob->slaying; 291 tmp->slaying = spob->slaying;
292
313 tmp->range = spob->range + SP_level_range_adjust (caster, spob); 293 tmp->range = spob->range + SP_level_range_adjust (caster, spob);
314 tmp->duration = spob->duration + SP_level_duration_adjust (caster, spob); 294 tmp->duration = spob->duration + SP_level_duration_adjust (caster, spob);
315 tmp->stats.Dex = spob->stats.Dex; 295 tmp->stats.Dex = spob->stats.Dex;
316 tmp->stats.Con = spob->stats.Con; 296 tmp->stats.Con = spob->stats.Con;
317 297
318 tmp->direction = dir; 298 tmp->direction = dir;
319 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) 299 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
320 SET_ANIMATION (tmp, dir); 300 SET_ANIMATION (tmp, dir);
321 301
322 set_owner (tmp, op); 302 tmp->set_owner (op);
323 set_spell_skill (op, caster, spob, tmp); 303 set_spell_skill (op, caster, spob, tmp);
324 304
325 tmp->x = op->x + DIRX (tmp); 305 tmp->x = op->x + DIRX (tmp);
326 tmp->y = op->y + DIRY (tmp); 306 tmp->y = op->y + DIRY (tmp);
327 tmp->map = op->map; 307 tmp->map = op->map;
328 308
309 maptile *newmap;
329 mflags = get_map_flags (tmp->map, &tmp->map, tmp->x, tmp->y, &tmp->x, &tmp->y); 310 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y);
330 if (mflags & P_OUT_OF_MAP) 311 if (mflags & P_OUT_OF_MAP)
331 { 312 {
332 free_object (tmp); 313 tmp->drop_and_destroy ();
333 return 0; 314 return 0;
334 } 315 }
316
317 tmp->map = newmap;
318
335 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y))) 319 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y)))
336 { 320 {
337 if (!QUERY_FLAG (tmp, FLAG_REFLECTING)) 321 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
338 { 322 {
339 free_object (tmp); 323 tmp->drop_and_destroy ();
340 return 0; 324 return 0;
341 } 325 }
326
342 tmp->x = op->x; 327 tmp->x = op->x;
343 tmp->y = op->y; 328 tmp->y = op->y;
344 tmp->direction = absdir (tmp->direction + 4); 329 tmp->direction = absdir (tmp->direction + 4);
345 tmp->map = op->map; 330 tmp->map = op->map;
346 } 331 }
347 if ((tmp = insert_ob_in_map (tmp, tmp->map, op, 0)) != NULL) 332
333 if ((tmp = tmp->insert_at (tmp, op)))
348 move_bolt (tmp); 334 move_bolt (tmp);
335
349 return 1; 336 return 1;
350} 337}
351
352
353 338
354/*************************************************************************** 339/***************************************************************************
355 * 340 *
356 * BULLET/BALL CODE 341 * BULLET/BALL CODE
357 * 342 *
358 ***************************************************************************/ 343 ***************************************************************************/
359 344
360/* expands an explosion. op is a piece of the 345/* expands an explosion. op is a piece of the
361 * explosion - this expans it in the different directions. 346 * explosion - this expands it in the different directions.
362 * At least that is what I think this does. 347 * At least that is what I think this does.
363 */ 348 */
364void 349void
365explosion (object *op) 350explosion (object *op)
366{ 351{
367 object *tmp;
368 mapstruct *m = op->map; 352 maptile *m = op->map;
369 int i; 353 int i;
370 354
371 if (--(op->duration) < 0) 355 if (--op->duration < 0)
372 {
373 remove_ob (op);
374 free_object (op);
375 return;
376 } 356 {
357 op->destroy ();
358 return;
359 }
360
377 hit_map (op, 0, op->attacktype, 0); 361 hit_map (op, 0, op->attacktype, 0);
378 362
379 if (op->range > 0) 363 if (op->range > 0)
380 { 364 {
381 for (i = 1; i < 9; i++) 365 for (i = 1; i < 9; i++)
382 { 366 {
383 sint16 dx, dy; 367 sint16 dx, dy;
384 368
385 dx = op->x + freearr_x[i]; 369 dx = op->x + freearr_x[i];
386 dy = op->y + freearr_y[i]; 370 dy = op->y + freearr_y[i];
371
387 /* ok_to_put_more already does things like checks for walls, 372 /* ok_to_put_more already does things like checks for walls,
388 * out of map, etc. 373 * out of map, etc.
389 */ 374 */
390 if (ok_to_put_more (op->map, dx, dy, op, op->attacktype)) 375 if (ok_to_put_more (op->map, dx, dy, op, op->attacktype))
391 { 376 {
392 tmp = get_object (); 377 object *tmp = op->clone ();
393 copy_object (op, tmp); 378
394 tmp->state = 0; 379 tmp->state = 0;
395 tmp->speed_left = -0.21; 380 tmp->speed_left = -0.21f;
396 tmp->range--; 381 tmp->range--;
397 tmp->value = 0; 382 tmp->value = 0;
398 tmp->x = dx; 383
399 tmp->y = dy; 384 m->insert (tmp, dx, dy, op);
400 insert_ob_in_map (tmp, m, op, 0);
401 } 385 }
402 } 386 }
403 } 387 }
404} 388}
405
406 389
407/* Causes an object to explode, eg, a firebullet, 390/* Causes an object to explode, eg, a firebullet,
408 * poison cloud ball, etc. op is the object to 391 * poison cloud ball, etc. op is the object to
409 * explode. 392 * explode.
410 */ 393 */
411void 394static void
412explode_bullet (object *op) 395explode_bullet (object *op)
413{ 396{
414 tag_t op_tag = op->count;
415 object *tmp, *owner; 397 object *tmp, *owner;
416 398
417 if (op->other_arch == NULL) 399 if (!op->other_arch)
418 { 400 {
419 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n"); 401 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n");
420 remove_ob (op); 402 op->destroy ();
421 free_object (op);
422 return; 403 return;
423 } 404 }
424 405
425 if (op->env) 406 if (op->env)
426 { 407 {
427 object *env; 408 object *env = op->outer_env ();
428 409
429 env = object_get_env_recursive (op);
430 if (env->map == NULL || out_of_map (env->map, env->x, env->y)) 410 if (!env->map || out_of_map (env->map, env->x, env->y))
431 { 411 {
432 LOG (llevError, "BUG: explode_bullet(): env out of map\n"); 412 LOG (llevError, "BUG: explode_bullet(): env out of map\n");
433 remove_ob (op); 413 op->destroy ();
434 free_object (op);
435 return; 414 return;
436 } 415 }
437 remove_ob (op); 416
438 op->x = env->x; 417 op->insert_at (env, op, INS_NO_MERGE | INS_NO_WALK_ON);
439 op->y = env->y;
440 insert_ob_in_map (op, env->map, op, INS_NO_MERGE | INS_NO_WALK_ON);
441 } 418 }
442 else if (out_of_map (op->map, op->x, op->y)) 419 else if (out_of_map (op->map, op->x, op->y))
443 { 420 {
444 LOG (llevError, "BUG: explode_bullet(): op out of map\n"); 421 LOG (llevError, "BUG: explode_bullet(): op out of map\n");
445 remove_ob (op); 422 op->destroy ();
446 free_object (op);
447 return; 423 return;
448 } 424 }
449 425
450 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent explosions of any kind on safe maps 426 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent explosions of any kind on safe maps
451 // NOTE: If this breaks something important: remove this. I can't think of anything 427 // NOTE: If this breaks something important: remove this. I can't think of anything
452 // bad at the moment that might happen from this. 428 // bad at the moment that might happen from this.
453 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE) 429 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
454 { 430 {
455 remove_ob (op); 431 op->destroy ();
456 free_object (op);
457 return; 432 return;
458 } 433 }
459 434
460 if (op->attacktype) 435 if (op->attacktype)
461 { 436 {
462 hit_map (op, 0, op->attacktype, 1); 437 hit_map (op, 0, op->attacktype, 1);
463 if (was_destroyed (op, op_tag)) 438
439 if (op->destroyed ())
464 return; 440 return;
465 } 441 }
466 442
467 /* other_arch contains what this explodes into */ 443 /* other_arch contains what this explodes into */
468 tmp = arch_to_object (op->other_arch); 444 tmp = op->other_arch->instance ();
469 445
470 copy_owner (tmp, op); 446 tmp->set_owner (op);
471 tmp->skill = op->skill; 447 tmp->skill = op->skill;
472 448
473 owner = get_owner (op); 449 owner = op->owner;
474 450
475 if ((tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) && owner && !tailor_god_spell (tmp, owner)) 451 if ((tmp->attacktype & AT_HOLYWORD
476 { 452 || tmp->attacktype & AT_GODPOWER)
477 remove_ob (op); 453 && owner
478 free_object (op); 454 && !tailor_god_spell (tmp, owner))
479 return;
480 } 455 {
481 456 op->destroy ();
482 tmp->x = op->x; 457 return;
483 tmp->y = op->y; 458 }
484 459
485 /* special for bombs - it actually has sane values for these */ 460 /* special for bombs - it actually has sane values for these */
486 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB) 461 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB)
487 { 462 {
488 tmp->attacktype = op->attacktype; 463 tmp->attacktype = op->attacktype;
492 } 467 }
493 else 468 else
494 { 469 {
495 if (op->attacktype & AT_MAGIC) 470 if (op->attacktype & AT_MAGIC)
496 tmp->attacktype |= AT_MAGIC; 471 tmp->attacktype |= AT_MAGIC;
472
497 /* Spell doc describes what is going on here */ 473 /* Spell doc describes what is going on here */
498 tmp->stats.dam = op->dam_modifier; 474 tmp->stats.dam = op->dam_modifier;
499 tmp->range = op->stats.maxhp; 475 tmp->range = op->stats.maxhp;
500 tmp->duration = op->stats.hp; 476 tmp->duration = op->stats.hp;
501 /* Used for spell tracking - just need a unique val for this spell - 477 /* Used for spell tracking - just need a unique val for this spell -
509 tmp->stats.sp = op->direction; 485 tmp->stats.sp = op->direction;
510 486
511 /* Prevent recursion */ 487 /* Prevent recursion */
512 op->move_on = 0; 488 op->move_on = 0;
513 489
514 insert_ob_in_map (tmp, op->map, op, 0); 490 tmp->insert_at (op, op);
491 tmp->play_sound (tmp->sound);
492
515 /* remove the firebullet */ 493 /* remove the firebullet */
516 if (!was_destroyed (op, op_tag)) 494 op->destroy ();
517 {
518 remove_ob (op);
519 free_object (op);
520 }
521} 495}
522
523
524 496
525/* checks to see what op should do, given the space it is on 497/* checks to see what op should do, given the space it is on
526 * (eg, explode, damage player, etc) 498 * (eg, explode, damage player, etc)
527 */ 499 */
528
529void 500void
530check_bullet (object *op) 501check_bullet (object *op)
531{ 502{
532 tag_t op_tag = op->count, tmp_tag;
533 object *tmp; 503 object *tmp;
534 int dam, mflags; 504 int dam, mflags;
535 mapstruct *m; 505 maptile *m;
536 sint16 sx, sy; 506 sint16 sx, sy;
537 507
538 mflags = get_map_flags (op->map, &m, op->x, op->y, &sx, &sy); 508 mflags = get_map_flags (op->map, &m, op->x, op->y, &sx, &sy);
539 509
540 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy))) 510 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
549 519
550 /* If nothing alive on this space, no reason to do anything further */ 520 /* If nothing alive on this space, no reason to do anything further */
551 if (!(mflags & P_IS_ALIVE)) 521 if (!(mflags & P_IS_ALIVE))
552 return; 522 return;
553 523
554 for (tmp = get_map_ob (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 524 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
555 { 525 {
556 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 526 if (QUERY_FLAG (tmp, FLAG_ALIVE))
557 { 527 {
558 tmp_tag = tmp->count;
559 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1); 528 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1);
529
530 // TODO: can't understand the following if's
560 if (was_destroyed (op, op_tag) || !was_destroyed (tmp, tmp_tag) || (op->stats.dam -= dam) < 0) 531 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0)
561 { 532 {
562 if (!QUERY_FLAG (op, FLAG_REMOVED)) 533 if (!QUERY_FLAG (op, FLAG_REMOVED))
563 { 534 {
564 remove_ob (op); 535 op->destroy ();
565 free_object (op);
566 return; 536 return;
567 } 537 }
568 } 538 }
569 } 539 }
570 } 540 }
571} 541}
572
573 542
574/* Basically, we move 'op' one square, and if it hits something, 543/* Basically, we move 'op' one square, and if it hits something,
575 * call check_bullet. 544 * call check_bullet.
576 * This function is only applicable to bullets, but not to all 545 * This function is only applicable to bullets, but not to all
577 * fired arches (eg, bolts). 546 * fired arches (eg, bolts).
578 */ 547 */
579
580void 548void
581move_bullet (object *op) 549move_bullet (object *op)
582{ 550{
583 sint16 new_x, new_y;
584 int mflags;
585 mapstruct *m;
586
587#if 0 551#if 0
588 /* We need a better general purpose way to do this */ 552 /* We need a better general purpose way to do this */
589 553
590 /* peterm: added to make comet leave a trail of burnouts 554 /* peterm: added to make comet leave a trail of burnouts
591 it's an unadulterated hack, but the effect is cool. */ 555 it's an unadulterated hack, but the effect is cool. */
592 if (op->stats.sp == SP_METEOR) 556 if (op->stats.sp == SP_METEOR)
593 { 557 {
594 replace_insert_ob_in_map ("fire_trail", op); 558 replace_insert_ob_in_map ("fire_trail", op);
595 if (was_destroyed (op, op_tag)) 559 if (op->destroyed ())
596 return; 560 return;
597 } /* end addition. */ 561 } /* end addition. */
598#endif 562#endif
599 563
600 /* Reached the end of its life - remove it */ 564 /* Reached the end of its life - remove it */
601 if (--op->range <= 0) 565 if (--op->range <= 0)
602 { 566 {
603 if (op->other_arch) 567 if (op->other_arch)
604 {
605 explode_bullet (op); 568 explode_bullet (op);
606 }
607 else 569 else
608 { 570 op->destroy ();
609 remove_ob (op);
610 free_object (op);
611 }
612 return;
613 }
614 571
615 new_x = op->x + DIRX (op); 572 return;
616 new_y = op->y + DIRY (op);
617 m = op->map;
618 mflags = get_map_flags (m, &m, new_x, new_y, &new_x, &new_y);
619
620 if (mflags & P_OUT_OF_MAP)
621 { 573 }
622 remove_ob (op); 574
623 free_object (op); 575 mapxy pos (op);
624 return; 576 pos.move (op->direction);
577
578 if (!pos.normalise ())
625 } 579 {
580 op->destroy ();
581 return;
582 }
626 583
627 if (!op->direction || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y))) 584 mapspace &ms = pos.ms ();
585
586 ms.update ();
587
588 if (!op->direction || OB_TYPE_MOVE_BLOCK (op, ms.move_block))
628 { 589 {
629 if (op->other_arch) 590 if (op->other_arch)
630 {
631 explode_bullet (op); 591 explode_bullet (op);
632 }
633 else 592 else
634 { 593 op->destroy ();
635 remove_ob (op);
636 free_object (op);
637 }
638 return;
639 }
640 594
641 remove_ob (op); 595 return;
642 op->x = new_x; 596 }
643 op->y = new_y; 597
644 if ((op = insert_ob_in_map (op, m, op, 0)) == NULL) 598 if (!(op = pos.insert (op, op)))
645 return; 599 return;
646 600
647 if (reflwall (op->map, op->x, op->y, op)) 601 if (reflwall (op->map, op->x, op->y, op))
648 { 602 {
649 op->direction = absdir (op->direction + 4); 603 op->direction = absdir (op->direction + 4);
650 update_turn_face (op); 604 update_turn_face (op);
651 } 605 }
652 else 606 else
653 {
654 check_bullet (op); 607 check_bullet (op);
655 }
656} 608}
657
658
659
660 609
661/* fire_bullet 610/* fire_bullet
662 * object op (cast from caster) files a bolt in dir. 611 * object op (cast from caster) files a bolt in dir.
663 * spob is the spell object for the bolt. 612 * spob is the spell object for the bolt.
664 * we remove the magic flag - that can be derived from 613 * we remove the magic flag - that can be derived from
665 * spob->attacktype. 614 * spob->attacktype.
666 * This function sets up the appropriate owner and skill 615 * This function sets up the appropriate owner and skill
667 * pointers. 616 * pointers.
668 */ 617 */
669
670int 618int
671fire_bullet (object *op, object *caster, int dir, object *spob) 619fire_bullet (object *op, object *caster, int dir, object *spob)
672{ 620{
673 object *tmp = NULL; 621 object *tmp = NULL;
674 int mflags; 622 int mflags;
675 623
676 if (!spob->other_arch) 624 if (!spob->other_arch)
677 return 0; 625 return 0;
678 626
679 tmp = arch_to_object (spob->other_arch); 627 tmp = spob->other_arch->instance ();
680 if (tmp == NULL) 628 if (!tmp)
681 return 0; 629 return 0;
682 630
683 /* peterm: level dependency for bolts */ 631 /* peterm: level dependency for bolts */
684 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob); 632 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob);
685 tmp->attacktype = spob->attacktype; 633 tmp->attacktype = spob->attacktype;
686 if (spob->slaying) 634 if (spob->slaying)
687 tmp->slaying = spob->slaying; 635 tmp->slaying = spob->slaying;
688 636
695 643
696 tmp->direction = dir; 644 tmp->direction = dir;
697 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) 645 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
698 SET_ANIMATION (tmp, dir); 646 SET_ANIMATION (tmp, dir);
699 647
700 set_owner (tmp, op); 648 tmp->set_owner (op);
701 set_spell_skill (op, caster, spob, tmp); 649 set_spell_skill (op, caster, spob, tmp);
702 650
703 tmp->x = op->x + freearr_x[dir]; 651 tmp->x = op->x + freearr_x[dir];
704 tmp->y = op->y + freearr_y[dir]; 652 tmp->y = op->y + freearr_y[dir];
705 tmp->map = op->map; 653 tmp->map = op->map;
706 654
655 maptile *newmap;
707 mflags = get_map_flags (tmp->map, &tmp->map, tmp->x, tmp->y, &tmp->x, &tmp->y); 656 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y);
708 if (mflags & P_OUT_OF_MAP) 657 if (mflags & P_OUT_OF_MAP)
709 { 658 {
710 free_object (tmp); 659 tmp->destroy ();
711 return 0; 660 return 0;
712 } 661 }
662
663 tmp->map = newmap;
664
665 // in case the bullet has direction 0 we explode it in place.
666 // direction 0 is possible for instance when a poison cloud trap springs.
667 if (tmp->direction == 0)
668 {
669 if (tmp->other_arch
670 && (tmp = tmp->insert_at (tmp, op))) // insert before explode cleanly
671 explode_bullet (tmp); // explode object will/should remove tmp
672 else
673 tmp->destroy ();
674
675 return 0;
676 }
677
713 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y))) 678 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y)))
714 { 679 {
715 if (!QUERY_FLAG (tmp, FLAG_REFLECTING)) 680 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
716 { 681 {
717 free_object (tmp); 682 tmp->destroy ();
718 return 0; 683 return 0;
719 } 684 }
685
720 tmp->x = op->x; 686 tmp->x = op->x;
721 tmp->y = op->y; 687 tmp->y = op->y;
722 tmp->direction = absdir (tmp->direction + 4); 688 tmp->direction = absdir (tmp->direction + 4);
723 tmp->map = op->map; 689 tmp->map = op->map;
724 } 690 }
725 if ((tmp = insert_ob_in_map (tmp, tmp->map, op, 0)) != NULL) 691
726 { 692 if ((tmp = tmp->insert_at (tmp, op)))
727 check_bullet (tmp); 693 check_bullet (tmp);
728 } 694
729 return 1; 695 return 1;
730} 696}
731
732
733
734 697
735/***************************************************************************** 698/*****************************************************************************
736 * 699 *
737 * CONE RELATED FUNCTIONS 700 * CONE RELATED FUNCTIONS
738 * 701 *
739 *****************************************************************************/ 702 *****************************************************************************/
740 703
741
742/* drops an object based on what is in the cone's "other_arch" */ 704/* drops an object based on what is in the cone's "other_arch" */
743void 705static void
744cone_drop (object *op) 706cone_drop (object *op)
745{ 707{
746 object *new_ob = arch_to_object (op->other_arch); 708 object *new_ob = op->other_arch->instance ();
747 709
748 new_ob->x = op->x;
749 new_ob->y = op->y;
750 new_ob->level = op->level; 710 new_ob->level = op->level;
751 set_owner (new_ob, op->owner); 711 new_ob->set_owner (op->owner);
752 712
753 /* preserve skill ownership */ 713 /* preserve skill ownership */
754 if (op->skill && op->skill != new_ob->skill) 714 if (op->skill && op->skill != new_ob->skill)
755 {
756 new_ob->skill = op->skill; 715 new_ob->skill = op->skill;
757 }
758 insert_ob_in_map (new_ob, op->map, op, 0);
759 716
717 new_ob->insert_at (op, op);
760} 718}
761 719
762/* move_cone: causes cone object 'op' to move a space/hit creatures */ 720/* move_cone: causes cone object 'op' to move a space/hit creatures */
763 721
764void 722void
765move_cone (object *op) 723move_cone (object *op)
766{ 724{
767 int i;
768 tag_t tag;
769
770 /* if no map then hit_map will crash so just ignore object */ 725 /* if no map then hit_map will crash so just ignore object */
771 if (!op->map) 726 if (!op->map)
772 { 727 {
773 LOG (llevError, "Tried to move_cone object %s without a map.\n", op->name ? &op->name : "unknown"); 728 LOG (llevError, "Tried to move_cone object %s without a map.\n", op->name ? &op->name : "unknown");
774 op->speed = 0; 729 op->set_speed (0);
775 update_ob_speed (op);
776 return; 730 return;
777 } 731 }
778 732
779 /* lava saves it's life, but not yours :) */ 733 /* lava saves it's life, but not yours :) */
780 if (QUERY_FLAG (op, FLAG_LIFESAVE)) 734 if (QUERY_FLAG (op, FLAG_LIFESAVE))
786#if 0 740#if 0
787 /* Disable this - enabling it makes monsters easier, as 741 /* Disable this - enabling it makes monsters easier, as
788 * when their cone dies when they die. 742 * when their cone dies when they die.
789 */ 743 */
790 /* If no owner left, the spell dies out. */ 744 /* If no owner left, the spell dies out. */
791 if (get_owner (op) == NULL) 745 if (op->owner == NULL)
792 { 746 {
793 remove_ob (op); 747 op->destroy ();
794 free_object (op);
795 return; 748 return;
796 } 749 }
797#endif 750#endif
798 751
799 tag = op->count;
800 hit_map (op, 0, op->attacktype, 0); 752 hit_map (op, 0, op->attacktype, 0);
753
754 if (!op->is_on_map ())
755 return;
801 756
802 /* Check to see if we should push anything. 757 /* Check to see if we should push anything.
803 * Spell objects with weight push whatever they encounter to some 758 * Spell objects with weight push whatever they encounter to some
804 * degree. 759 * degree.
805 */ 760 */
806 if (op->weight) 761 if (op->weight)
762 {
807 check_spell_knockback (op); 763 check_spell_knockback (op);
808 764
809 if (was_destroyed (op, tag)) 765 if (!op->is_on_map ())
810 return; 766 return;
767 }
811 768
812 if ((op->duration--) < 0) 769 if (op->duration-- < 0)
813 { 770 {
814 remove_ob (op); 771 op->destroy ();
815 free_object (op);
816 return; 772 return;
817 } 773 }
818 /* Object has hit maximum range, so don't have it move 774 /* Object has hit maximum range, so don't have it move
819 * any further. When the duration above expires, 775 * any further. When the duration above expires,
820 * then the object will get removed. 776 * then the object will get removed.
823 { 779 {
824 op->range = 0; /* just so it doesn't wrap */ 780 op->range = 0; /* just so it doesn't wrap */
825 return; 781 return;
826 } 782 }
827 783
828 for (i = -1; i < 2; i++) 784 for (int i = -1; i <= 1; i++)
829 { 785 {
830 sint16 x = op->x + freearr_x[absdir (op->stats.sp + i)], y = op->y + freearr_y[absdir (op->stats.sp + i)]; 786 sint16 x = op->x + freearr_x[absdir (op->stats.sp + i)], y = op->y + freearr_y[absdir (op->stats.sp + i)];
831 787
832 if (ok_to_put_more (op->map, x, y, op, op->attacktype)) 788 if (ok_to_put_more (op->map, x, y, op, op->attacktype))
833 { 789 {
834 object *tmp = get_object (); 790 object *tmp = op->clone ();
835
836 copy_object (op, tmp);
837 tmp->x = x;
838 tmp->y = y;
839 791
840 tmp->duration = op->duration + 1; 792 tmp->duration = op->duration + 1;
841 793
842 /* Use for spell tracking - see ok_to_put_more() */ 794 /* Use for spell tracking - see ok_to_put_more() */
843 tmp->stats.maxhp = op->stats.maxhp; 795 tmp->stats.maxhp = op->stats.maxhp;
844 insert_ob_in_map (tmp, op->map, op, 0); 796
797 op->map->insert (tmp, x, y, op);
798
845 if (tmp->other_arch) 799 if (tmp->other_arch)
846 cone_drop (tmp); 800 cone_drop (tmp);
847 } 801 }
848 } 802 }
849} 803}
859int 813int
860cast_cone (object *op, object *caster, int dir, object *spell) 814cast_cone (object *op, object *caster, int dir, object *spell)
861{ 815{
862 object *tmp; 816 object *tmp;
863 int i, success = 0, range_min = -1, range_max = 1; 817 int i, success = 0, range_min = -1, range_max = 1;
864 mapstruct *m; 818 maptile *m;
865 sint16 sx, sy; 819 sint16 sx, sy;
866 MoveType movetype; 820 MoveType movetype;
867 821
868 if (!spell->other_arch) 822 if (!spell->other_arch)
869 return 0; 823 return 0;
882 836
883 /* Need to know what the movetype of the object we are about 837 /* Need to know what the movetype of the object we are about
884 * to create is, so we can know if the space we are about to 838 * to create is, so we can know if the space we are about to
885 * insert it into is blocked. 839 * insert it into is blocked.
886 */ 840 */
887 movetype = spell->other_arch->clone.move_type; 841 movetype = spell->other_arch->move_type;
888 842
889 for (i = range_min; i <= range_max; i++) 843 for (i = range_min; i <= range_max; i++)
890 { 844 {
891 sint16 x, y, d; 845 sint16 x, y;
892 846
893 /* We can't use absdir here, because it never returns 847 /* We can't use absdir here, because it never returns
894 * 0. If this is a rune, we want to hit the person on top 848 * 0. If this is a rune, we want to hit the person on top
895 * of the trap (d==0). If it is not a rune, then we don't want 849 * of the trap (d==0). If it is not a rune, then we don't want
896 * to hit that person. 850 * to hit that person.
897 */ 851 */
898 d = dir + i; 852 int d = dir ? absdir (dir + i) : i;
899 while (d < 0)
900 d += 8;
901 while (d > 8)
902 d -= 8;
903 853
904 /* If it's not a rune, we don't want to blast the caster. 854 /* If it's not a rune, we don't want to blast the caster.
905 * In that case, we have to see - if dir is specified, 855 * In that case, we have to see - if dir is specified,
906 * turn this into direction 8. If dir is not specified (all 856 * turn this into direction 8. If dir is not specified (all
907 * direction) skip - otherwise, one line would do more damage 857 * direction) skip - otherwise, one line would do more damage
924 874
925 if ((movetype & GET_MAP_MOVE_BLOCK (m, sx, sy)) == movetype) 875 if ((movetype & GET_MAP_MOVE_BLOCK (m, sx, sy)) == movetype)
926 continue; 876 continue;
927 877
928 success = 1; 878 success = 1;
929 tmp = arch_to_object (spell->other_arch); 879 tmp = spell->other_arch->instance ();
930 set_owner (tmp, op); 880 tmp->set_owner (op);
931 set_spell_skill (op, caster, spell, tmp); 881 set_spell_skill (op, caster, spell, tmp);
932 tmp->level = caster_level (caster, spell); 882 tmp->level = casting_level (caster, spell);
933 tmp->x = sx;
934 tmp->y = sy;
935 tmp->attacktype = spell->attacktype; 883 tmp->attacktype = spell->attacktype;
936 884
937 /* holy word stuff */ 885 /* holy word stuff */
938 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER)) 886 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER))
939 if (!tailor_god_spell (tmp, op)) 887 if (!tailor_god_spell (tmp, op))
973 else 921 else
974 tmp->duration += caster->level / 3; 922 tmp->duration += caster->level / 3;
975 } 923 }
976 924
977 if (!(tmp->move_type & MOVE_FLY_LOW)) 925 if (!(tmp->move_type & MOVE_FLY_LOW))
978 LOG (llevDebug, "cast_cone(): arch %s doesn't have flying 1\n", &spell->other_arch->name); 926 LOG (llevDebug, "cast_cone(): arch %s doesn't have flying 1\n", &spell->other_arch->archname);
979 927
980 if (!tmp->move_on && tmp->stats.dam) 928 if (!tmp->move_on && tmp->stats.dam)
981 {
982 LOG (llevDebug, "cast_cone(): arch %s doesn't have move_on set\n", &spell->other_arch->name); 929 LOG (llevDebug, "cast_cone(): arch %s doesn't have move_on set\n", &spell->other_arch->archname);
983 }
984 930
985 insert_ob_in_map (tmp, m, op, 0); 931 m->insert (tmp, sx, sy, op);
986 932
987 /* This is used for tracking spells so that one effect doesn't hit 933 /* This is used for tracking spells so that one effect doesn't hit
988 * a single space too many times. 934 * a single space too many times.
989 */ 935 */
990 tmp->stats.maxhp = tmp->count; 936 tmp->stats.maxhp = tmp->count;
1000 * 946 *
1001 * BOMB related code 947 * BOMB related code
1002 * 948 *
1003 ****************************************************************************/ 949 ****************************************************************************/
1004 950
1005
1006/* This handles an exploding bomb. 951/* This handles an exploding bomb.
1007 * op is the original bomb object. 952 * op is the original bomb object.
1008 */ 953 */
1009void 954void
1010animate_bomb (object *op) 955animate_bomb (object *op)
1011{ 956{
1012 int i;
1013 object *env, *tmp;
1014 archetype *at;
1015
1016 if (op->state != NUM_ANIMATIONS (op) - 1) 957 if (op->state != NUM_ANIMATIONS (op) - 1)
1017 return; 958 return;
1018 959
1019 env = object_get_env_recursive (op); 960 object *env = op->outer_env ();
1020 961
1021 if (op->env) 962 if (op->env)
1022 { 963 {
1023 if (env->map == NULL) 964 if (!env->map)
1024 return; 965 return;
1025 966
1026 if (env->type == PLAYER) 967 if (!(op = op->insert_at (env, op)))
1027 esrv_del_item (env->contr, op->count);
1028
1029 remove_ob (op);
1030 op->x = env->x;
1031 op->y = env->y;
1032 if ((op = insert_ob_in_map (op, env->map, op, 0)) == NULL)
1033 return; 968 return;
1034 } 969 }
1035 970
1036 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent bomb from exploding 971 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent bomb from exploding
1037 // on a safe map. I don't like this special casing, but it seems to be neccessary 972 // on a safe map. I don't like this special casing, but it seems to be neccessary
1038 // as bombs can be carried. 973 // as bombs can be carried.
1039 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE) 974 if (op->ms ().flags () & P_SAFE)
1040 { 975 {
1041 remove_ob (op); 976 op->destroy ();
1042 free_object (op);
1043 return; 977 return;
1044 } 978 }
1045 979
1046 /* This copies a lot of the code from the fire bullet, 980 /* This copies a lot of the code from the fire bullet,
1047 * but using the cast_bullet isn't really feasible, 981 * but using the cast_bullet isn't really feasible,
1048 * so just set up the appropriate values. 982 * so just set up the appropriate values.
1049 */ 983 */
1050 at = archetype::find (SPLINT); 984 if (archetype *at = archetype::find (SPLINT))
1051 if (at)
1052 { 985 {
1053 for (i = 1; i < 9; i++) 986 for (int i = 1; i < 9; i++)
1054 { 987 {
1055 if (out_of_map (op->map, op->x + freearr_x[i], op->y + freearr_x[i])) 988 if (out_of_map (op->map, op->x + freearr_x[i], op->y + freearr_x[i]))
1056 continue; 989 continue;
1057 tmp = arch_to_object (at); 990
991 object *tmp = at->instance ();
1058 tmp->direction = i; 992 tmp->direction = i;
1059 tmp->range = op->range; 993 tmp->range = op->range;
1060 tmp->stats.dam = op->stats.dam; 994 tmp->stats.dam = op->stats.dam;
1061 tmp->duration = op->duration; 995 tmp->duration = op->duration;
1062 tmp->attacktype = op->attacktype; 996 tmp->attacktype = op->attacktype;
1063 copy_owner (tmp, op); 997 tmp->set_owner (op);
1064 if (op->skill && op->skill != tmp->skill) 998 if (op->skill && op->skill != tmp->skill)
1065 {
1066 tmp->skill = op->skill; 999 tmp->skill = op->skill;
1067 } 1000
1068 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) 1001 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
1069 SET_ANIMATION (tmp, i); 1002 SET_ANIMATION (tmp, i);
1070 tmp->x = op->x + freearr_x[i]; 1003
1071 tmp->y = op->y + freearr_x[i]; 1004 op->map->insert (tmp, op->x + freearr_x[i], op->y + freearr_x[i], op);
1072 insert_ob_in_map (tmp, op->map, op, 0);
1073 move_bullet (tmp); 1005 move_bullet (tmp);
1074 } 1006 }
1075 } 1007 }
1076 1008
1077 explode_bullet (op); 1009 explode_bullet (op);
1078} 1010}
1079 1011
1080int 1012int
1081create_bomb (object *op, object *caster, int dir, object *spell) 1013create_bomb (object *op, object *caster, int dir, object *spell)
1082{ 1014{
1083
1084 object *tmp; 1015 object *tmp;
1085 int mflags; 1016 int mflags;
1086 sint16 dx = op->x + freearr_x[dir], dy = op->y + freearr_y[dir]; 1017 sint16 dx = op->x + freearr_x[dir], dy = op->y + freearr_y[dir];
1087 mapstruct *m; 1018 maptile *m;
1088 1019
1089 mflags = get_map_flags (op->map, &m, dx, dy, &dx, &dy); 1020 mflags = get_map_flags (op->map, &m, dx, dy, &dx, &dy);
1021
1022 // when creating a bomb below ourself it should always work, even
1023 // when movement is blocked (somehow we got here, somehow we are here,
1024 // so we should also be able to make a bomb here). (originally added
1025 // to fix create bomb traps in doors, which cast with dir=0).
1026 if (dir)
1027 {
1090 if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, dx, dy) & MOVE_WALK)) 1028 if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, dx, dy) & MOVE_WALK))
1091 { 1029 {
1092 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way."); 1030 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way.");
1093 return 0; 1031 return 0;
1032 }
1094 } 1033 }
1095 tmp = arch_to_object (spell->other_arch); 1034
1035 tmp = spell->other_arch->instance ();
1096 1036
1097 /* level dependencies for bomb */ 1037 /* level dependencies for bomb */
1098 tmp->range = spell->range + SP_level_range_adjust (caster, spell); 1038 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
1099 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1039 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1100 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell); 1040 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
1101 tmp->attacktype = spell->attacktype; 1041 tmp->attacktype = spell->attacktype;
1102 1042
1103 set_owner (tmp, op); 1043 tmp->set_owner (op);
1104 set_spell_skill (op, caster, spell, tmp); 1044 set_spell_skill (op, caster, spell, tmp);
1105 tmp->x = dx; 1045
1106 tmp->y = dy; 1046 m->insert (tmp, dx, dy, op);
1107 insert_ob_in_map (tmp, m, op, 0);
1108 return 1; 1047 return 1;
1109} 1048}
1110 1049
1111/**************************************************************************** 1050/****************************************************************************
1112 * 1051 *
1121 * dir is the direction to look in. 1060 * dir is the direction to look in.
1122 * range is how far out to look. 1061 * range is how far out to look.
1123 * type is the type of spell - either SPELL_MANA or SPELL_GRACE. 1062 * type is the type of spell - either SPELL_MANA or SPELL_GRACE.
1124 * this info is used for blocked magic/unholy spaces. 1063 * this info is used for blocked magic/unholy spaces.
1125 */ 1064 */
1126 1065static object *
1127object *
1128get_pointed_target (object *op, int dir, int range, int type) 1066get_pointed_target (object *op, int dir, int range, int type)
1129{ 1067{
1130 object *target; 1068 object *target;
1131 sint16 x, y; 1069 sint16 x, y;
1132 int dist, mflags; 1070 int dist, mflags;
1133 mapstruct *mp; 1071 maptile *mp;
1134 1072
1135 if (dir == 0) 1073 if (dir == 0)
1136 return NULL; 1074 return NULL;
1137 1075
1138 for (dist = 1; dist < range; dist++) 1076 for (dist = 1; dist < range; dist++)
1150 return NULL; 1088 return NULL;
1151 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW) 1089 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW)
1152 return NULL; 1090 return NULL;
1153 1091
1154 if (mflags & P_IS_ALIVE) 1092 if (mflags & P_IS_ALIVE)
1155 {
1156 for (target = get_map_ob (mp, x, y); target; target = target->above) 1093 for (target = GET_MAP_OB (mp, x, y); target; target = target->above)
1157 { 1094 if (QUERY_FLAG (target, FLAG_MONSTER))
1158 if (QUERY_FLAG (target->head ? target->head : target, FLAG_MONSTER))
1159 {
1160 return target; 1095 return target;
1161 }
1162 }
1163 }
1164 } 1096 }
1097
1165 return NULL; 1098 return NULL;
1166} 1099}
1167
1168 1100
1169/* cast_smite_arch() - the priest points to a creature and causes 1101/* cast_smite_arch() - the priest points to a creature and causes
1170 * a 'godly curse' to decend. 1102 * a 'godly curse' to decend.
1171 * usual params - 1103 * usual params -
1172 * op = player 1104 * op = player
1173 * caster = object casting the spell. 1105 * caster = object casting the spell.
1174 * dir = direction being cast 1106 * dir = direction being cast
1175 * spell = spell object 1107 * spell = spell object
1176 */ 1108 */
1177
1178int 1109int
1179cast_smite_spell (object *op, object *caster, int dir, object *spell) 1110cast_smite_spell (object *op, object *caster, int dir, object *spell)
1180{ 1111{
1181 object *effect, *target; 1112 object *effect, *target;
1182 object *god = find_god (determine_god (op)); 1113 object *god = find_god (determine_god (op));
1192 * interesting spell. 1123 * interesting spell.
1193 * if it is a cleric spell, you need a god, and the creature 1124 * if it is a cleric spell, you need a god, and the creature
1194 * can't be friendly to your god. 1125 * can't be friendly to your god.
1195 */ 1126 */
1196 1127
1197 if (!target || QUERY_FLAG (target, FLAG_REFL_SPELL) 1128 if (!target
1129 || target->flag [FLAG_REFL_SPELL]
1198 || (!god && spell->stats.grace) 1130 || (!god && spell->stats.grace)
1199 || (target->title && god && !strcmp (target->title, god->name)) || (target->race && god && strstr (target->race, god->race))) 1131 || (god && target->title == god->name)
1132 || (god && target->race.contains (god->race)))
1200 { 1133 {
1201 new_draw_info (NDI_UNIQUE, 0, op, "Your request is unheeded."); 1134 new_draw_info (NDI_UNIQUE, 0, op, "Your request is unheeded.");
1202 return 0; 1135 return 0;
1203 } 1136 }
1204 1137
1205 if (spell->other_arch) 1138 if (spell->other_arch)
1206 effect = arch_to_object (spell->other_arch); 1139 effect = spell->other_arch->instance ();
1207 else 1140 else
1208 return 0; 1141 return 0;
1209 1142
1210 /* tailor the effect by priest level and worshipped God */ 1143 /* tailor the effect by priest level and worshipped God */
1211 effect->level = caster_level (caster, spell); 1144 effect->level = casting_level (caster, spell);
1212 effect->attacktype = spell->attacktype; 1145 effect->attacktype = spell->attacktype;
1213 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER)) 1146 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER))
1214 { 1147 {
1215 if (tailor_god_spell (effect, op)) 1148 if (tailor_god_spell (effect, op))
1216 new_draw_info_format (NDI_UNIQUE, 0, op, "%s answers your call!", determine_god (op)); 1149 new_draw_info_format (NDI_UNIQUE, 0, op, "%s answers your call!", (const char *)determine_god (op));
1217 else 1150 else
1218 { 1151 {
1219 new_draw_info (NDI_UNIQUE, 0, op, "Your request is ignored."); 1152 new_draw_info (NDI_UNIQUE, 0, op, "Your request is ignored.");
1220 return 0; 1153 return 0;
1221 } 1154 }
1228 if (effect->attacktype & AT_DEATH) 1161 if (effect->attacktype & AT_DEATH)
1229 { 1162 {
1230 effect->level = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1163 effect->level = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1231 1164
1232 /* casting death spells at undead isn't a good thing */ 1165 /* casting death spells at undead isn't a good thing */
1233 if QUERY_FLAG
1234 (target, FLAG_UNDEAD) 1166 if (QUERY_FLAG (target, FLAG_UNDEAD))
1235 { 1167 {
1236 if (random_roll (0, 2, op, PREFER_LOW)) 1168 if (random_roll (0, 2, op, PREFER_LOW))
1237 { 1169 {
1238 new_draw_info (NDI_UNIQUE, 0, op, "Idiot! Your spell boomerangs!"); 1170 new_draw_info (NDI_UNIQUE, 0, op, "Idiot! Your spell boomerangs!");
1239 effect->x = op->x; 1171 effect->x = op->x;
1241 } 1173 }
1242 else 1174 else
1243 { 1175 {
1244 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s looks stronger!", query_name (target)); 1176 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s looks stronger!", query_name (target));
1245 target->stats.hp = target->stats.maxhp * 2; 1177 target->stats.hp = target->stats.maxhp * 2;
1246 free_object (effect); 1178 effect->destroy ();
1247 return 0; 1179 return 0;
1248 } 1180 }
1249 } 1181 }
1250 } 1182 }
1251 else 1183 else
1252 { 1184 {
1253 /* how much woe to inflict :) */ 1185 /* how much woe to inflict :) */
1254 effect->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1186 effect->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1255 } 1187 }
1256 1188
1257 set_owner (effect, op); 1189 effect->set_owner (op);
1258 set_spell_skill (op, caster, spell, effect); 1190 set_spell_skill (op, caster, spell, effect);
1259 1191
1260 /* ok, tell it where to be, and insert! */ 1192 /* ok, tell it where to be, and insert! */
1261 effect->x = target->x; 1193 effect->insert_at (target, op);
1262 effect->y = target->y;
1263 insert_ob_in_map (effect, target->map, op, 0);
1264 1194
1265 return 1; 1195 return 1;
1266} 1196}
1267
1268 1197
1269/**************************************************************************** 1198/****************************************************************************
1270 * 1199 *
1271 * MAGIC MISSILE code. 1200 * MAGIC MISSILE code.
1272 * note that the fire_bullet is used to fire the missile. The 1201 * note that the fire_bullet is used to fire the missile. The
1275 1204
1276/* op is a missile that needs to be moved */ 1205/* op is a missile that needs to be moved */
1277void 1206void
1278move_missile (object *op) 1207move_missile (object *op)
1279{ 1208{
1280 int i, mflags;
1281 object *owner;
1282 sint16 new_x, new_y;
1283 mapstruct *m;
1284
1285 if (op->range-- <= 0) 1209 if (op->range-- <= 0)
1286 { 1210 {
1287 remove_ob (op); 1211 op->drop_and_destroy ();
1288 free_object (op);
1289 return; 1212 return;
1290 }
1291
1292 owner = get_owner (op);
1293#if 0
1294 /* It'd make things nastier if this wasn't here - spells cast by
1295 * monster that are then killed would continue to survive
1296 */
1297 if (owner == NULL)
1298 { 1213 }
1299 remove_ob (op); 1214
1300 free_object (op); 1215 mapxy pos (op);
1301 return; 1216 pos.move (op->direction);
1217
1218 if (!pos.normalise ())
1302 } 1219 {
1303#endif 1220 op->destroy ();
1304 1221 return;
1305 new_x = op->x + DIRX (op);
1306 new_y = op->y + DIRY (op);
1307
1308 mflags = get_map_flags (op->map, &m, new_x, new_y, &new_x, &new_y);
1309
1310 if (!(mflags & P_OUT_OF_MAP) && ((mflags & P_IS_ALIVE) || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y))))
1311 { 1222 }
1312 tag_t tag = op->count;
1313 1223
1224 mapspace &ms = pos.ms ();
1225
1226 if (ms.flags () & P_IS_ALIVE || ms.blocks (op))
1227 {
1314 hit_map (op, op->direction, AT_MAGIC, 1); 1228 hit_map (op, op->direction, AT_MAGIC, 1);
1315 /* Basically, missile only hits one thing then goes away. 1229 /* Basically, missile only hits one thing then goes away.
1316 * we need to remove it if someone hasn't already done so. 1230 * we need to remove it if someone hasn't already done so.
1317 */ 1231 */
1318 if (!was_destroyed (op, tag)) 1232 op->destroy ();
1319 {
1320 remove_ob (op);
1321 free_object (op);
1322 }
1323 return; 1233 return;
1324 }
1325
1326 remove_ob (op);
1327 if (!op->direction || (mflags & P_OUT_OF_MAP))
1328 { 1234 }
1329 free_object (op); 1235
1330 return; 1236 if (!op->direction)
1331 } 1237 {
1332 op->x = new_x; 1238 op->destroy ();
1333 op->y = new_y; 1239 return;
1334 op->map = m; 1240 }
1335 i = spell_find_dir (op->map, op->x, op->y, get_owner (op)); 1241
1242 int i = spell_find_dir (pos.m, pos.x, pos.y, op->owner);
1336 if (i > 0 && i != op->direction) 1243 if (i > 0 && i != op->direction)
1337 { 1244 {
1338 op->direction = i; 1245 op->direction = i;
1339 SET_ANIMATION (op, op->direction); 1246 SET_ANIMATION (op, op->direction);
1340 } 1247 }
1341 insert_ob_in_map (op, op->map, op, 0); 1248
1249 pos.insert (op, op);
1342} 1250}
1343 1251
1344/**************************************************************************** 1252/****************************************************************************
1345 * Destruction 1253 * Destruction
1346 ****************************************************************************/ 1254 ****************************************************************************/
1349 * we do this by creating a force and inserting it in the 1257 * we do this by creating a force and inserting it in the
1350 * object. if time is 0, the object glows permanently. To truely 1258 * object. if time is 0, the object glows permanently. To truely
1351 * make this work for non-living objects, we would have to 1259 * make this work for non-living objects, we would have to
1352 * give them the capability to have an inventory. b.t. 1260 * give them the capability to have an inventory. b.t.
1353 */ 1261 */
1354 1262static int
1355int
1356make_object_glow (object *op, int radius, int time) 1263make_object_glow (object *op, int radius, int time)
1357{ 1264{
1358 object *tmp;
1359
1360 /* some things are unaffected... */ 1265 /* some things are unaffected... */
1361 if (op->path_denied & PATH_LIGHT) 1266 if (op->path_denied & PATH_LIGHT)
1362 return 0; 1267 return 0;
1363 1268
1364 tmp = get_archetype (FORCE_NAME); 1269 object *tmp = get_archetype (FORCE_NAME);
1365 tmp->speed = 0.01; 1270 tmp->speed = 0.01;
1366 tmp->stats.food = time; 1271 tmp->stats.food = time;
1367 SET_FLAG (tmp, FLAG_IS_USED_UP); 1272 SET_FLAG (tmp, FLAG_IS_USED_UP);
1368 tmp->glow_radius = radius; 1273 tmp->set_glow_radius (min (MAX_LIGHT_RADIUS, radius));
1369 if (tmp->glow_radius > MAX_LIGHT_RADII)
1370 tmp->glow_radius = MAX_LIGHT_RADII;
1371
1372 tmp->x = op->x;
1373 tmp->y = op->y;
1374 if (tmp->speed < MIN_ACTIVE_SPEED)
1375 tmp->speed = MIN_ACTIVE_SPEED; /* safety */
1376 tmp = insert_ob_in_ob (tmp, op); 1274 tmp = insert_ob_in_ob (tmp, op);
1275
1377 if (tmp->glow_radius > op->glow_radius) 1276 if (tmp->glow_radius > op->glow_radius)
1378 op->glow_radius = tmp->glow_radius; 1277 op->set_glow_radius (tmp->glow_radius);
1379 1278
1380 if (!tmp->env || op != tmp->env)
1381 {
1382 LOG (llevError, "make_object_glow() failed to insert glowing force in %s\n", &op->name);
1383 return 0;
1384 }
1385 return 1; 1279 return 1;
1386} 1280}
1387
1388
1389
1390 1281
1391int 1282int
1392cast_destruction (object *op, object *caster, object *spell_ob) 1283cast_destruction (object *op, object *caster, object *spell_ob)
1393{ 1284{
1394 int i, j, range, mflags, friendly = 0, dam, dur;
1395 sint16 sx, sy;
1396 mapstruct *m;
1397 object *tmp;
1398 const char *skill;
1399
1400 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob); 1285 int range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
1401 dam = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob); 1286 int dam = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob);
1402 dur = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob); 1287 int dur = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
1403 if (QUERY_FLAG (op, FLAG_FRIENDLY) || op->type == PLAYER) 1288
1404 friendly = 1; 1289 bool friendly = op->flag [FLAG_FRIENDLY] || op->is_player ();
1405 1290
1406 /* destruction doesn't use another spell object, so we need 1291 /* destruction doesn't use another spell object, so we need
1407 * update op's skill pointer so that exp is properly awarded. 1292 * update op's skill pointer so that exp is properly awarded.
1408 * We do some shortcuts here - since this is just temporary
1409 * and we'll reset the values back, we don't need to go through
1410 * the full share string/free_string route.
1411 */ 1293 */
1412 skill = op->skill; 1294 const shstr skill = op->skill;
1295
1413 if (caster == op) 1296 if (caster == op)
1414 op->skill = spell_ob->skill; 1297 op->skill = spell_ob->skill;
1415 else if (caster->skill) 1298 else if (caster->skill)
1416 op->skill = caster->skill; 1299 op->skill = caster->skill;
1417 else 1300 else
1418 op->skill = NULL; 1301 op->skill = 0;
1419 1302
1420 change_skill (op, find_skill_by_name (op, op->skill), 1); 1303 op->change_skill (find_skill_by_name (op, op->skill));
1421 1304
1422 for (i = -range; i < range; i++) 1305 unordered_mapwalk (op, -range, -range, range, range)
1423 { 1306 {
1424 for (j = -range; j < range; j++) 1307 mapspace &ms = m->at (nx, ny);
1425 { 1308
1426 m = op->map;
1427 sx = op->x + i;
1428 sy = op->y + j;
1429 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
1430 if (mflags & P_OUT_OF_MAP)
1431 continue;
1432 if (mflags & P_IS_ALIVE) 1309 if (ms.flags () & P_IS_ALIVE)
1310 for (object *next, *tmp = ms.bot; tmp; tmp = next)
1433 { 1311 {
1434 for (tmp = get_map_ob (m, sx, sy); tmp; tmp = tmp->above) 1312 next = tmp->above;
1313
1314 if (tmp->flag [FLAG_ALIVE] || tmp->is_player ())
1435 { 1315 {
1436 if (QUERY_FLAG (tmp, FLAG_ALIVE) || tmp->type == PLAYER)
1437 break;
1438 }
1439 if (tmp)
1440 {
1441 if (tmp->head)
1442 tmp = tmp->head; 1316 tmp = tmp->head_ ();
1443 1317
1444 if ((friendly && !QUERY_FLAG (tmp, FLAG_FRIENDLY) && tmp->type != PLAYER) || 1318 if ((friendly && !tmp->flag [FLAG_FRIENDLY] && !tmp->is_player ())
1445 (!friendly && (QUERY_FLAG (tmp, FLAG_FRIENDLY) || tmp->type == PLAYER))) 1319 || (!friendly && (tmp->flag [FLAG_FRIENDLY] || tmp->is_player ())))
1446 { 1320 {
1447 if (spell_ob->subtype == SP_DESTRUCTION) 1321 if (spell_ob->subtype == SP_DESTRUCTION)
1448 { 1322 {
1449 hit_player (tmp, dam, op, spell_ob->attacktype, 0); 1323 hit_player (tmp, dam, op, spell_ob->attacktype, 0);
1324
1450 if (spell_ob->other_arch) 1325 if (spell_ob->other_arch)
1451 { 1326 m->insert (spell_ob->other_arch->instance (), nx, ny, op);
1452 tmp = arch_to_object (spell_ob->other_arch);
1453 tmp->x = sx;
1454 tmp->y = sy;
1455 insert_ob_in_map (tmp, m, op, 0);
1456 }
1457 } 1327 }
1458 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist[ATNR_MAGIC] != 100) 1328 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist [ATNR_MAGIC] != 100)
1459 { 1329 {
1460 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch) 1330 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch)
1461 { 1331 m->insert (spell_ob->other_arch->instance (), nx, ny, op);
1462 object *effect = arch_to_object (spell_ob->other_arch);
1463
1464 effect->x = sx;
1465 effect->y = sy;
1466 insert_ob_in_map (effect, m, op, 0);
1467 }
1468 } 1332 }
1469 } 1333 }
1470 } 1334 }
1471 } 1335 }
1472 }
1473 } 1336 }
1337
1474 op->skill = skill; 1338 op->skill = skill;
1475 return 1; 1339 return 1;
1476} 1340}
1477 1341
1478/*************************************************************************** 1342/***************************************************************************
1479 * 1343 *
1480 * CURSE 1344 * CURSE
1481 * 1345 *
1482 ***************************************************************************/ 1346 ***************************************************************************/
1483
1484int 1347int
1485cast_curse (object *op, object *caster, object *spell_ob, int dir) 1348cast_curse (object *op, object *caster, object *spell_ob, int dir)
1486{ 1349{
1487 object *god = find_god (determine_god (op)); 1350 object *god = find_god (determine_god (op));
1488 object *tmp, *force; 1351 object *tmp, *force;
1492 { 1355 {
1493 new_draw_info (NDI_UNIQUE, 0, op, "There is no one in that direction to curse."); 1356 new_draw_info (NDI_UNIQUE, 0, op, "There is no one in that direction to curse.");
1494 return 0; 1357 return 0;
1495 } 1358 }
1496 1359
1360 tmp = tmp->head_ ();
1361
1497 /* If we've already got a force of this type, don't add a new one. */ 1362 /* If we've already got a force of this type, don't add a new one. */
1498 for (force = tmp->inv; force != NULL; force = force->below) 1363 for (force = tmp->inv; force; force = force->below)
1499 { 1364 {
1500 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY) 1365 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY)
1501 { 1366 {
1502 if (force->name == spell_ob->name) 1367 if (force->name == spell_ob->name)
1503 { 1368 {
1509 return 0; 1374 return 0;
1510 } 1375 }
1511 } 1376 }
1512 } 1377 }
1513 1378
1514 if (force == NULL) 1379 if (!force)
1515 { 1380 {
1516 force = get_archetype (FORCE_NAME); 1381 force = get_archetype (FORCE_NAME);
1517 force->subtype = FORCE_CHANGE_ABILITY; 1382 force->subtype = FORCE_CHANGE_ABILITY;
1383
1518 if (spell_ob->race) 1384 if (spell_ob->race)
1519 force->name = spell_ob->race; 1385 force->name = spell_ob->race;
1520 else 1386 else
1521 force->name = spell_ob->name; 1387 force->name = spell_ob->name;
1522 1388
1532 { 1398 {
1533 force->duration = duration; 1399 force->duration = duration;
1534 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 1400 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1535 } 1401 }
1536 else 1402 else
1537 {
1538 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1403 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1539 } 1404
1540 return 1; 1405 return 1;
1541 } 1406 }
1407
1542 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50; 1408 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1543 force->speed = 1.0; 1409 force->speed = 1.f;
1544 force->speed_left = -1.0; 1410 force->speed_left = -1.f;
1545 SET_FLAG (force, FLAG_APPLIED); 1411 SET_FLAG (force, FLAG_APPLIED);
1546 1412
1547 if (god) 1413 if (god)
1548 { 1414 {
1549 if (spell_ob->last_grace) 1415 if (spell_ob->last_grace)
1562 force->stats.ac = spell_ob->stats.ac; 1428 force->stats.ac = spell_ob->stats.ac;
1563 force->stats.wc = spell_ob->stats.wc; 1429 force->stats.wc = spell_ob->stats.wc;
1564 1430
1565 change_abil (tmp, force); /* Mostly to display any messages */ 1431 change_abil (tmp, force); /* Mostly to display any messages */
1566 insert_ob_in_ob (force, tmp); 1432 insert_ob_in_ob (force, tmp);
1567 fix_player (tmp); 1433 tmp->update_stats ();
1434
1568 return 1; 1435 return 1;
1569
1570} 1436}
1571
1572 1437
1573/********************************************************************** 1438/**********************************************************************
1574 * mood change 1439 * mood change
1575 * Arguably, this may or may not be an attack spell. But since it 1440 * Arguably, this may or may not be an attack spell. But since it
1576 * effects monsters, it seems best to put it into this file 1441 * effects monsters, it seems best to put it into this file
1581 */ 1446 */
1582int 1447int
1583mood_change (object *op, object *caster, object *spell) 1448mood_change (object *op, object *caster, object *spell)
1584{ 1449{
1585 object *tmp, *god, *head; 1450 object *tmp, *god, *head;
1586 int done_one, range, mflags, level, at, best_at; 1451 int done_one, range, level, at, best_at;
1587 sint16 x, y, nx, ny;
1588 mapstruct *m;
1589 const char *race; 1452 const char *race;
1590 1453
1591 /* We precompute some values here so that we don't have to keep 1454 /* We precompute some values here so that we don't have to keep
1592 * doing it over and over again. 1455 * doing it over and over again.
1593 */ 1456 */
1594 god = find_god (determine_god (op)); 1457 god = find_god (determine_god (op));
1595 level = caster_level (caster, spell); 1458 level = casting_level (caster, spell);
1596 range = spell->range + SP_level_range_adjust (caster, spell); 1459 range = spell->range + SP_level_range_adjust (caster, spell);
1597 1460
1598 /* On the bright side, no monster should ever have a race of GOD_... 1461 /* On the bright side, no monster should ever have a race of GOD_...
1599 * so even if the player doesn't worship a god, if race=GOD_.., it 1462 * so even if the player doesn't worship a god, if race=GOD_.., it
1600 * won't ever match anything. 1463 * won't ever match anything.
1601 */ 1464 */
1602 if (!spell->race) 1465 if (!spell->race)
1603 race = NULL; 1466 race = NULL;
1604 else if (god && !strcmp (spell->race, "GOD_SLAYING")) 1467 else if (god && spell->race == shstr_GOD_SLAYING)
1605 race = god->slaying; 1468 race = god->slaying;
1606 else if (god && !strcmp (spell->race, "GOD_FRIEND")) 1469 else if (god && spell->race == shstr_GOD_FRIEND)
1607 race = god->race; 1470 race = god->race;
1608 else 1471 else
1609 race = spell->race; 1472 race = spell->race;
1610 1473
1611 1474 unordered_mapwalk (op, -range, -range, range, range)
1612 for (x = op->x - range; x <= op->x + range; x++)
1613 for (y = op->y - range; y <= op->y + range; y++)
1614 { 1475 {
1476 mapspace &ms = m->at (nx, ny);
1615 1477
1616 done_one = 0;
1617 m = op->map;
1618 nx = x;
1619 ny = y;
1620 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1621 if (mflags & P_OUT_OF_MAP)
1622 continue;
1623
1624 /* If there is nothing living on this space, no need to go further */ 1478 /* If there is nothing living on this space, no need to go further */
1625 if (!(mflags & P_IS_ALIVE)) 1479 if (!ms.flags () & P_IS_ALIVE)
1626 continue; 1480 continue;
1627 1481
1628 for (tmp = get_map_ob (m, nx, ny); tmp; tmp = tmp->above) 1482 // players can only affect spaces that they can actually see
1629 if (QUERY_FLAG (tmp, FLAG_MONSTER)) 1483 if (caster
1484 && caster->contr
1485 && caster->contr->darkness_at (m, nx, ny) == LOS_BLOCKED)
1486 continue;
1487
1488 for (tmp = ms.top; tmp; tmp = tmp->below)
1489 if (tmp->flag [FLAG_MONSTER])
1630 break; 1490 break;
1631 1491
1632 /* There can be living objects that are not monsters */ 1492 /* There can be living objects that are not monsters */
1633 if (!tmp || tmp->type == PLAYER) 1493 if (!tmp)
1634 continue; 1494 continue;
1635 1495
1636 /* Only the head has meaningful data, so resolve to that */ 1496 /* Only the head has meaningful data, so resolve to that */
1637 if (tmp->head)
1638 head = tmp->head; 1497 head = tmp->head_ ();
1639 else
1640 head = tmp;
1641 1498
1642 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */ 1499 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */
1643 if (race && head->race && !strstr (race, head->race)) 1500 if (race && head->race && !strstr (race, head->race))
1644 continue; 1501 continue;
1502
1645 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD)) 1503 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD))
1646 continue; 1504 continue;
1647 1505
1648 /* Now do a bunch of stuff related to saving throws */ 1506 /* Now do a bunch of stuff related to saving throws */
1649 best_at = -1; 1507 best_at = -1;
1650 if (spell->attacktype) 1508 if (spell->attacktype)
1651 { 1509 {
1652 for (at = 0; at < NROFATTACKS; at++) 1510 for (at = 0; at < NROFATTACKS; at++)
1653 if (spell->attacktype & (1 << at)) 1511 if (spell->attacktype & (1 << at))
1654 if (best_at == -1 || head->resist[at] > head->resist[best_at]) 1512 if (best_at == -1 || head->resist[at] > head->resist[best_at])
1655 best_at = at; 1513 best_at = at;
1656 1514
1657 if (best_at == -1) 1515 if (best_at == -1)
1658 at = 0; 1516 at = 0;
1659 else 1517 else
1660 { 1518 {
1661 if (head->resist[best_at] == 100) 1519 if (head->resist[best_at] == 100)
1662 continue; 1520 continue;
1663 else 1521 else
1664 at = head->resist[best_at] / 5; 1522 at = head->resist[best_at] / 5;
1665 } 1523 }
1524
1666 at -= level / 5; 1525 at -= level / 5;
1667 if (did_make_save (head, head->level, at)) 1526 if (did_make_save (head, head->level, at))
1668 continue; 1527 continue;
1669 } 1528 }
1670 else /* spell->attacktype */ 1529 else /* spell->attacktype */
1530 {
1671 /* 1531 /*
1672 Spell has no attacktype (charm & such), so we'll have a specific saving: 1532 Spell has no attacktype (charm & such), so we'll have a specific saving:
1673 * if spell level < monster level, no go 1533 * if spell level < monster level, no go
1674 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) ) 1534 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) )
1675 1535
1677 1537
1678 This is required to fix the 'charm monster' abuse, where a player level 1 can 1538 This is required to fix the 'charm monster' abuse, where a player level 1 can
1679 charm a level 125 monster... 1539 charm a level 125 monster...
1680 1540
1681 Ryo, august 14th 1541 Ryo, august 14th
1682 */ 1542 */
1683 {
1684 if (head->level > level) 1543 if (head->level > level)
1685 continue; 1544 continue;
1545
1686 if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + MIN (50, 2 * (level - head->level)))) 1546 if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + min (50, 2 * (level - head->level))))
1687 /* Failed, no effect */ 1547 /* Failed, no effect */
1688 continue; 1548 continue;
1689 } 1549 }
1690 1550
1691 /* Done with saving throw. Now start effecting the monster */ 1551 /* Done with saving throw. Now start affecting the monster */
1552 done_one = 0;
1692 1553
1693 /* aggravation */ 1554 /* aggravation */
1694 if (QUERY_FLAG (spell, FLAG_MONSTER)) 1555 if (QUERY_FLAG (spell, FLAG_MONSTER))
1695 { 1556 {
1696 CLEAR_FLAG (head, FLAG_SLEEP); 1557 CLEAR_FLAG (head, FLAG_SLEEP);
1697 if (QUERY_FLAG (head, FLAG_FRIENDLY))
1698 remove_friendly_object (head); 1558 remove_friendly_object (head);
1699
1700 done_one = 1; 1559 done_one = 1;
1701 head->enemy = op; 1560 head->enemy = op;
1702 } 1561 }
1703 1562
1704 /* calm monsters */ 1563 /* calm monsters */
1705 if (QUERY_FLAG (spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (head, FLAG_UNAGGRESSIVE)) 1564 if (QUERY_FLAG (spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (head, FLAG_UNAGGRESSIVE))
1706 { 1565 {
1707 SET_FLAG (head, FLAG_UNAGGRESSIVE); 1566 SET_FLAG (head, FLAG_UNAGGRESSIVE);
1708 head->enemy = NULL; 1567 head->enemy = NULL;
1709 done_one = 1; 1568 done_one = 1;
1710 } 1569 }
1711 1570
1712 /* berserk monsters */ 1571 /* berserk monsters */
1713 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK)) 1572 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK))
1714 { 1573 {
1715 SET_FLAG (head, FLAG_BERSERK); 1574 SET_FLAG (head, FLAG_BERSERK);
1716 done_one = 1; 1575 done_one = 1;
1717 } 1576 }
1577
1718 /* charm */ 1578 /* charm */
1719 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY)) 1579 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY))
1720 { 1580 {
1721 SET_FLAG (head, FLAG_FRIENDLY); 1581 INVOKE_OBJECT (KILL, head, ARG_OBJECT (caster));
1582
1722 /* Prevent uncontolled outbreaks of self replicating monsters. 1583 /* Prevent uncontrolled outbreaks of self replicating monsters.
1723 Typical use case is charm, go somwhere, use aggravation to make hostile. 1584 Typical use case is charm, go somwhere, use aggravation to make hostile.
1724 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */ 1585 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */
1725 CLEAR_FLAG (head, FLAG_GENERATOR); 1586 CLEAR_FLAG (head, FLAG_GENERATOR);
1726 set_owner (head, op); 1587 head->set_owner (op);
1727 set_spell_skill (op, caster, spell, head); 1588 set_spell_skill (op, caster, spell, head);
1728 add_friendly_object (head); 1589 add_friendly_object (head);
1729 head->attack_movement = PETMOVE; 1590 head->attack_movement = PETMOVE;
1730 done_one = 1; 1591 done_one = 1;
1731 change_exp (op, head->stats.exp / 2, head->skill, SK_EXP_ADD_SKILL); 1592 change_exp (op, head->stats.exp / 2, head->skill, SK_EXP_ADD_SKILL);
1732 head->stats.exp = 0; 1593 head->stats.exp = 0;
1733 } 1594 }
1734 1595
1735 /* If a monster was effected, put an effect in */ 1596 /* If a monster was effected, put an effect in */
1736 if (done_one && spell->other_arch) 1597 if (done_one && spell->other_arch)
1737 { 1598 m->insert (spell->other_arch->instance (), nx, ny, op);
1738 tmp = arch_to_object (spell->other_arch); 1599 }
1739 tmp->x = nx;
1740 tmp->y = ny;
1741 insert_ob_in_map (tmp, m, op, 0);
1742 }
1743 } /* for y */
1744 1600
1745 return 1; 1601 return 1;
1746} 1602}
1747
1748 1603
1749/* Move_ball_spell: This handles ball type spells that just sort of wander 1604/* Move_ball_spell: This handles ball type spells that just sort of wander
1750 * about. was called move_ball_lightning, but since more than the ball 1605 * about. was called move_ball_lightning, but since more than the ball
1751 * lightning spell used it, that seemed misnamed. 1606 * lightning spell used it, that seemed misnamed.
1752 * op is the spell effect. 1607 * op is the spell effect.
1753 * note that duration is handled by process_object() in time.c 1608 * note that duration is handled by process_object() in time.c
1754 */ 1609 */
1755
1756void 1610void
1757move_ball_spell (object *op) 1611move_ball_spell (object *op)
1758{ 1612{
1759 int i, j, dam_save, dir, mflags; 1613 int i, j, dam_save, dir, mflags;
1760 sint16 nx, ny, hx, hy; 1614 sint16 nx, ny, hx, hy;
1761 object *owner; 1615 object *owner;
1762 mapstruct *m; 1616 maptile *m;
1763 1617
1764 owner = get_owner (op); 1618 owner = op->owner;
1765 1619
1766 /* the following logic makes sure that the ball doesn't move into a wall, 1620 /* the following logic makes sure that the ball doesn't move into a wall,
1767 * and makes sure that it will move along a wall to try and get at it's 1621 * and makes sure that it will move along a wall to try and get at it's
1768 * victim. The block immediately below more or less chooses a random 1622 * victim. The block immediately below more or less chooses a random
1769 * offset to move the ball, eg, keep it mostly on course, with some 1623 * offset to move the ball, eg, keep it mostly on course, with some
1779 for (i = 1; i < 9; i++) 1633 for (i = 1; i < 9; i++)
1780 { 1634 {
1781 /* i bit 0: alters sign of offset 1635 /* i bit 0: alters sign of offset
1782 * other bits (i / 2): absolute value of offset 1636 * other bits (i / 2): absolute value of offset
1783 */ 1637 */
1784
1785 int offset = ((i ^ j) & 1) ? (i / 2) : -(i / 2); 1638 int offset = ((i ^ j) & 1) ? (i / 2) : -(i / 2);
1786 int tmpdir = absdir (op->direction + offset); 1639 int tmpdir = absdir (op->direction + offset);
1787 1640
1788 nx = op->x + freearr_x[tmpdir]; 1641 nx = op->x + freearr_x[tmpdir];
1789 ny = op->y + freearr_y[tmpdir]; 1642 ny = op->y + freearr_y[tmpdir];
1791 { 1644 {
1792 dir = tmpdir; 1645 dir = tmpdir;
1793 break; 1646 break;
1794 } 1647 }
1795 } 1648 }
1649
1796 if (dir == 0) 1650 if (dir == 0)
1797 { 1651 {
1798 nx = op->x; 1652 nx = op->x;
1799 ny = op->y; 1653 ny = op->y;
1800 m = op->map; 1654 m = op->map;
1801 } 1655 }
1802 1656
1803 remove_ob (op); 1657 m->insert (op, nx, ny, op);
1804 op->y = ny;
1805 op->x = nx;
1806 insert_ob_in_map (op, m, op, 0);
1807 1658
1808 dam_save = op->stats.dam; /* save the original dam: we do halfdam on 1659 dam_save = op->stats.dam; /* save the original dam: we do halfdam on
1809 surrounding squares */ 1660 surrounding squares */
1810 1661
1811 /* loop over current square and neighbors to hit. 1662 /* loop over current square and neighbors to hit.
1812 * if this has an other_arch field, we insert that in 1663 * if this has an other_arch field, we insert that in
1813 * the surround spaces. 1664 * the surround spaces.
1814 */ 1665 */
1815 for (j = 0; j < 9; j++) 1666 for (j = 0; j < 9; j++)
1816 { 1667 {
1817 object *new_ob;
1818
1819 hx = nx + freearr_x[j]; 1668 hx = nx + freearr_x[j];
1820 hy = ny + freearr_y[j]; 1669 hy = ny + freearr_y[j];
1821 1670
1822 m = op->map; 1671 m = op->map;
1823 mflags = get_map_flags (m, &m, hx, hy, &hx, &hy); 1672 mflags = get_map_flags (m, &m, hx, hy, &hx, &hy);
1831 1680
1832 if ((mflags & P_IS_ALIVE) && (!owner || owner->x != hx || owner->y != hy || !on_same_map (owner, op))) 1681 if ((mflags & P_IS_ALIVE) && (!owner || owner->x != hx || owner->y != hy || !on_same_map (owner, op)))
1833 { 1682 {
1834 if (j) 1683 if (j)
1835 op->stats.dam = dam_save / 2; 1684 op->stats.dam = dam_save / 2;
1685
1836 hit_map (op, j, op->attacktype, 1); 1686 hit_map (op, j, op->attacktype, 1);
1837
1838 } 1687 }
1839 1688
1840 /* insert the other arch */ 1689 /* insert the other arch */
1841 if (op->other_arch && !(OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy)))) 1690 if (op->other_arch && !(OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy))))
1842 { 1691 m->insert (op->other_arch->instance (), hx, hy, op);
1843 new_ob = arch_to_object (op->other_arch);
1844 new_ob->x = hx;
1845 new_ob->y = hy;
1846 insert_ob_in_map (new_ob, m, op, 0);
1847 }
1848 } 1692 }
1849 1693
1850 /* restore to the center location and damage */ 1694 /* restore to the center location and damage */
1851 op->stats.dam = dam_save; 1695 op->stats.dam = dam_save;
1852 1696
1853 i = spell_find_dir (op->map, op->x, op->y, get_owner (op)); 1697 i = spell_find_dir (op->map, op->x, op->y, op->owner);
1854 1698
1855 if (i >= 0) 1699 if (i >= 0)
1856 { /* we have a preferred direction! */ 1700 { /* we have a preferred direction! */
1857 /* pick another direction if the preferred dir is blocked. */ 1701 /* pick another direction if the preferred dir is blocked. */
1858 if (get_map_flags (op->map, &m, nx + freearr_x[i], ny + freearr_y[i], &hx, &hy) & P_OUT_OF_MAP || 1702 if (get_map_flags (op->map, &m, nx + freearr_x[i], ny + freearr_y[i], &hx, &hy) & P_OUT_OF_MAP ||
1859 OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy))) 1703 OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy)))
1860 {
1861 i = absdir (i + rndm (0, 2) - 1); /* -1, 0, +1 */ 1704 i = absdir (i + rndm (0, 2) - 1); /* -1, 0, +1 */
1862 } 1705
1863 op->direction = i; 1706 op->direction = i;
1864 } 1707 }
1865} 1708}
1866 1709
1867
1868/* move_swarm_spell: peterm 1710/* move_swarm_spell: peterm
1869 * This is an implementation of the swarm spell. It was written for 1711 * This is an implementation of the swarm spell. It was written for
1870 * meteor swarm, but it could be used for any swarm. A swarm spell 1712 * meteor swarm, but it could be used for any swarm. A swarm spell
1871 * is a special type of object that casts swarms of other types 1713 * is a special type of object that casts swarms of other types
1872 * of spells. Which spell it casts is flexible. It fires the spells 1714 * of spells. Which spell it casts is flexible. It fires the spells
1873 * from a set of squares surrounding the caster, in a given direction. 1715 * from a set of squares surrounding the caster, in a given direction.
1874 */ 1716 */
1875
1876void 1717void
1877move_swarm_spell (object *op) 1718move_swarm_spell (object *op)
1878{ 1719{
1879#if 0 1720#if 0
1880 static int cardinal_adjust[9] = { -3, -2, -1, 0, 0, 0, 1, 2, 3 }; 1721 static int cardinal_adjust[9] = { -3, -2, -1, 0, 0, 0, 1, 2, 3 };
1881 static int diagonal_adjust[10] = { -3, -2, -2, -1, 0, 0, 1, 2, 2, 3 }; 1722 static int diagonal_adjust[10] = { -3, -2, -2, -1, 0, 0, 1, 2, 2, 3 };
1882 sint16 target_x, target_y, origin_x, origin_y; 1723 sint16 target_x, target_y, origin_x, origin_y;
1883 int adjustdir; 1724 int adjustdir;
1884 mapstruct *m; 1725 maptile *m;
1885#endif 1726#endif
1886 int basedir;
1887 object *owner; 1727 object *owner = op->env;
1888 1728
1889 owner = get_owner (op); 1729 if (!owner) // MUST not happen, remove when true TODO
1890 if (op->duration == 0 || owner == NULL)
1891 {
1892 remove_ob (op);
1893 free_object (op);
1894 return;
1895 } 1730 {
1731 LOG (llevError, "swarm spell found outside inventory: %s\n", op->debug_desc ());
1732 op->destroy ();
1733 return;
1734 }
1735
1736 if (!op->duration || !owner->is_on_map ())
1737 {
1738 op->drop_and_destroy ();
1739 return;
1740 }
1741
1896 op->duration--; 1742 op->duration--;
1897 1743
1898 basedir = op->direction; 1744 int basedir = op->direction;
1899 if (basedir == 0) 1745 if (!basedir)
1900 { 1746 {
1901 /* spray in all directions! 8) */ 1747 /* spray in all directions! 8) */
1902 basedir = rndm (1, 8); 1748 op->facing = (op->facing + op->state) & 7;
1749 basedir = op->facing + 1;
1903 } 1750 }
1904 1751
1905#if 0 1752#if 0
1906 // this is bogus: it causes wrong places to be checked below 1753 // this is bogus: it causes wrong places to be checked below
1907 // (a wall 2 cells away will block the effect...) and 1754 // (a wall 2 cells away will block the effect...) and
1908 // doesn't work for SP_BULLET anyhow, so again tests the wrong 1755 // doesn't work for SP_BULLET anyhow, so again tests the wrong
1909 // space. 1756 // space.
1910 // should be fixed later, but correctness before featurs... 1757 // should be fixed later, but correctness before features...
1911 // (schmorp) 1758 // (schmorp)
1912 1759
1913 /* new offset calculation to make swarm element distribution 1760 /* new offset calculation to make swarm element distribution
1914 * more uniform 1761 * more uniform
1915 */ 1762 */
1968 { 1815 {
1969 /* Bullet spells have a bunch more customization that needs to be done */ 1816 /* Bullet spells have a bunch more customization that needs to be done */
1970 if (op->spell->subtype == SP_BULLET) 1817 if (op->spell->subtype == SP_BULLET)
1971 fire_bullet (owner, op, basedir, op->spell); 1818 fire_bullet (owner, op, basedir, op->spell);
1972 else if (op->spell->subtype == SP_MAGIC_MISSILE) 1819 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1973 fire_arch_from_position (owner, op, op->x, op->y, basedir, op->spell); 1820 fire_arch_from_position (owner, op, owner->x, owner->y, basedir, op->spell);
1974 } 1821 }
1975} 1822}
1976
1977
1978
1979 1823
1980/* fire_swarm: 1824/* fire_swarm:
1981 * The following routine creates a swarm of objects. It actually 1825 * The following routine creates a swarm of objects. It actually
1982 * sets up a specific swarm object, which then fires off all 1826 * sets up a specific swarm object, which then fires off all
1983 * the parts of the swarm. 1827 * the parts of the swarm.
1986 * caster: the caster (owner, wand, rod, scroll) 1830 * caster: the caster (owner, wand, rod, scroll)
1987 * dir: the direction everything will be fired in 1831 * dir: the direction everything will be fired in
1988 * spell - the spell that is this spell. 1832 * spell - the spell that is this spell.
1989 * n: the number to be fired. 1833 * n: the number to be fired.
1990 */ 1834 */
1991
1992int 1835int
1993fire_swarm (object *op, object *caster, object *spell, int dir) 1836fire_swarm (object *op, object *caster, object *spell, int dir)
1994{ 1837{
1995 object *tmp;
1996 int i;
1997
1998 if (!spell->other_arch) 1838 if (!spell->other_arch)
1999 return 0; 1839 return 0;
2000 1840
2001 tmp = get_archetype (SWARM_SPELL); 1841 object *tmp = archetype::get (SWARM_SPELL);
2002 tmp->x = op->x; 1842
2003 tmp->y = op->y;
2004 set_owner (tmp, op); /* needed so that if swarm elements kill, caster gets xp. */
2005 set_spell_skill (op, caster, spell, tmp); 1843 set_spell_skill (op, caster, spell, tmp);
2006
2007 tmp->level = caster_level (caster, spell); /*needed later, to get level dep. right. */ 1844 tmp->level = casting_level (caster, spell); /* needed later, to get level dep. right. */
2008 tmp->spell = arch_to_object (spell->other_arch); 1845 tmp->spell = spell->other_arch->instance ();
2009
2010 tmp->attacktype = tmp->spell->attacktype; 1846 tmp->attacktype = tmp->spell->attacktype;
2011 1847
2012 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) 1848 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
2013 {
2014 if (!tailor_god_spell (tmp, op)) 1849 if (!tailor_god_spell (tmp, op))
2015 return 1; 1850 return 1;
2016 } 1851
2017 tmp->duration = SP_level_duration_adjust (caster, spell); 1852 tmp->duration = SP_level_duration_adjust (caster, spell);
2018 for (i = 0; i < spell->duration; i++) 1853 for (int i = 0; i < spell->duration; i++)
2019 tmp->duration += die_roll (1, 3, op, PREFER_HIGH); 1854 tmp->duration += die_roll (1, 3, op, PREFER_HIGH);
2020 1855
1856 tmp->invisible = 1;
1857 tmp->flag [FLAG_NO_DROP] = 1; // make sure it stays in inv, or else
2021 tmp->direction = dir; 1858 tmp->direction = dir;
2022 tmp->invisible = 1; 1859 tmp->facing = rndm (1, 8); // initial firing direction
2023 insert_ob_in_map (tmp, op->map, op, 0); 1860 tmp->state = rndm (4) * 2 + 1; // direction increment
1861
1862 op->insert (tmp);
1863
2024 return 1; 1864 return 1;
2025} 1865}
2026
2027 1866
2028/* See the spells documentation file for why this is its own 1867/* See the spells documentation file for why this is its own
2029 * function. 1868 * function.
2030 */ 1869 */
2031int 1870int
2032cast_light (object *op, object *caster, object *spell, int dir) 1871cast_light (object *op, object *caster, object *spell, int dir)
2033{ 1872{
2034 object *target = NULL, *tmp = NULL; 1873 object *target = NULL, *tmp = NULL;
2035 sint16 x, y; 1874 sint16 x, y;
2036 int dam, mflags; 1875 int dam, mflags;
2037 mapstruct *m; 1876 maptile *m;
2038 1877
2039 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1878 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
2040 1879
2041 if (!dir) 1880 if (dir)
2042 {
2043 new_draw_info (NDI_UNIQUE, 0, op, "In what direction?");
2044 return 0;
2045 } 1881 {
2046
2047 x = op->x + freearr_x[dir]; 1882 x = op->x + freearr_x[dir];
2048 y = op->y + freearr_y[dir]; 1883 y = op->y + freearr_y[dir];
2049 m = op->map; 1884 m = op->map;
2050 1885
2051 mflags = get_map_flags (m, &m, x, y, &x, &y); 1886 mflags = get_map_flags (m, &m, x, y, &x, &y);
2052 1887
2053 if (mflags & P_OUT_OF_MAP) 1888 if (mflags & P_OUT_OF_MAP)
2054 { 1889 {
2055 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is there."); 1890 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is there.");
2056 return 0; 1891 return 0;
2057 } 1892 }
2058 1893
2059 if (mflags & P_IS_ALIVE && spell->attacktype) 1894 if (mflags & P_IS_ALIVE && spell->attacktype)
2060 { 1895 {
2061 for (target = get_map_ob (m, x, y); target; target = target->above) 1896 for (target = GET_MAP_OB (m, x, y); target; target = target->above)
2062 if (QUERY_FLAG (target, FLAG_MONSTER)) 1897 if (QUERY_FLAG (target, FLAG_MONSTER))
2063 { 1898 {
2064 /* oky doky. got a target monster. Lets make a blinding attack */ 1899 /* oky doky. got a target monster. Lets make a blinding attack */
2065 if (target->head) 1900 if (target->head)
2066 target = target->head; 1901 target = target->head;
1902
2067 (void) hit_player (target, dam, op, spell->attacktype, 1); 1903 hit_player (target, dam, op, spell->attacktype, 1);
2068 return 1; /* one success only! */ 1904 return 1; /* one success only! */
1905 }
2069 } 1906 }
2070 }
2071 1907
2072 /* no live target, perhaps a wall is in the way? */ 1908 /* no live target, perhaps a wall is in the way? */
2073 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y))) 1909 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)))
2074 { 1910 {
2075 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 1911 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
2076 return 0; 1912 return 0;
1913 }
2077 } 1914 }
2078 1915
2079 /* ok, looks groovy to just insert a new light on the map */ 1916 /* ok, looks groovy to just insert a new light on the map */
2080 tmp = arch_to_object (spell->other_arch); 1917 tmp = spell->other_arch->instance ();
2081 if (!tmp) 1918 if (!tmp)
2082 { 1919 {
2083 LOG (llevError, "Error: spell arch for cast_light() missing.\n"); 1920 LOG (llevError, "Error: spell arch for cast_light() missing.\n");
2084 return 0; 1921 return 0;
2085 } 1922 }
1923
2086 tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell); 1924 tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell);
1925
2087 if (tmp->glow_radius) 1926 if (tmp->glow_radius)
2088 { 1927 tmp->set_glow_radius (
2089 tmp->glow_radius = spell->range + SP_level_range_adjust (caster, spell); 1928 clamp (spell->range + SP_level_range_adjust (caster, spell), 1, MAX_LIGHT_RADIUS)
2090 if (tmp->glow_radius > MAX_LIGHT_RADII) 1929 );
2091 tmp->glow_radius = MAX_LIGHT_RADII; 1930
2092 } 1931 if (dir)
2093 tmp->x = x; 1932 m->insert (tmp, x, y, op);
2094 tmp->y = y; 1933 else
2095 insert_ob_in_map (tmp, m, op, 0); 1934 caster->outer_env_or_self ()->insert (tmp);
1935
2096 return 1; 1936 return 1;
2097} 1937}
2098
2099
2100
2101 1938
2102/* cast_cause_disease: this spell looks along <dir> from the 1939/* cast_cause_disease: this spell looks along <dir> from the
2103 * player and infects someone. 1940 * player and infects someone.
2104 * op is the player/monster, caster is the object, dir is the direction 1941 * op is the player/monster, caster is the object, dir is the direction
2105 * to cast, disease_arch is the specific disease, and type is the spell number 1942 * to cast, disease_arch is the specific disease, and type is the spell number
2106 * perhaps this should actually be in disease.c? 1943 * perhaps this should actually be in disease.c?
2107 */ 1944 */
2108
2109int 1945int
2110cast_cause_disease (object *op, object *caster, object *spell, int dir) 1946cast_cause_disease (object *op, object *caster, object *spell, int dir)
2111{ 1947{
2112 sint16 x, y; 1948 sint16 x, y;
2113 int i, mflags, range, dam_mod, dur_mod; 1949 int i, mflags, range, dam_mod, dur_mod;
2114 object *walk; 1950 object *walk;
2115 mapstruct *m; 1951 maptile *m;
2116 1952
2117 x = op->x; 1953 x = op->x;
2118 y = op->y; 1954 y = op->y;
2119 1955
2120 /* If casting from a scroll, no direction will be available, so refer to the 1956 /* If casting from a scroll, no direction will be available, so refer to the
2121 * direction the player is pointing. 1957 * direction the player is pointing.
2122 */ 1958 */
2123 if (!dir) 1959 if (!dir)
2124 dir = op->facing; 1960 dir = op->facing;
1961
2125 if (!dir) 1962 if (!dir)
2126 return 0; /* won't find anything if casting on ourself, so just return */ 1963 return 0; /* won't find anything if casting on ourself, so just return */
2127 1964
2128 /* Calculate these once here */ 1965 /* Calculate these once here */
2129 range = spell->range + SP_level_range_adjust (caster, spell); 1966 range = spell->range + SP_level_range_adjust (caster, spell);
2148 1985
2149 /* Only bother looking on this space if there is something living here */ 1986 /* Only bother looking on this space if there is something living here */
2150 if (mflags & P_IS_ALIVE) 1987 if (mflags & P_IS_ALIVE)
2151 { 1988 {
2152 /* search this square for a victim */ 1989 /* search this square for a victim */
2153 for (walk = get_map_ob (m, x, y); walk; walk = walk->above) 1990 for (walk = GET_MAP_OB (m, x, y); walk; walk = walk->above)
2154 if (QUERY_FLAG (walk, FLAG_MONSTER) || (walk->type == PLAYER)) 1991 if (QUERY_FLAG (walk, FLAG_MONSTER) || (walk->type == PLAYER))
2155 { /* found a victim */ 1992 { /* found a victim */
2156 object *disease = arch_to_object (spell->other_arch); 1993 object *disease = spell->other_arch->instance ();
2157 1994
2158 set_owner (disease, op); 1995 disease->set_owner (op);
2159 set_spell_skill (op, caster, spell, disease); 1996 set_spell_skill (op, caster, spell, disease);
2160 disease->stats.exp = 0; 1997 disease->stats.exp = 0;
2161 disease->level = caster_level (caster, spell); 1998 disease->level = casting_level (caster, spell);
2162 1999
2163 /* do level adjustments */ 2000 /* do level adjustments */
2164 if (disease->stats.wc) 2001 if (disease->stats.wc)
2165 disease->stats.wc += dur_mod / 2; 2002 disease->stats.wc += dur_mod / 2;
2166 2003
2167 if (disease->magic > 0) 2004 if (disease->magic > 0)
2168 disease->magic += dur_mod / 4; 2005 disease->magic += dur_mod / 8;
2169 2006
2170 if (disease->stats.maxhp > 0) 2007 if (disease->stats.maxhp > 0)
2171 disease->stats.maxhp += dur_mod; 2008 disease->stats.maxhp += dur_mod;
2172 2009
2173 if (disease->stats.maxgrace > 0) 2010 if (disease->stats.maxgrace > 0)
2208 if (disease->stats.sp) 2045 if (disease->stats.sp)
2209 disease->stats.sp -= dam_mod; 2046 disease->stats.sp -= dam_mod;
2210 2047
2211 if (infect_object (walk, disease, 1)) 2048 if (infect_object (walk, disease, 1))
2212 { 2049 {
2213 object *flash; /* visual effect for inflicting disease */
2214
2215 new_draw_info_format (NDI_UNIQUE, 0, op, "You inflict %s on %s!", &disease->name, &walk->name); 2050 new_draw_info_format (NDI_UNIQUE, 0, op, "You inflict %s on %s!", &disease->name, &walk->name);
2216 2051
2217 free_object (disease); /* don't need this one anymore */ 2052 disease->destroy (); /* don't need this one anymore */
2218 flash = get_archetype (ARCH_DETECT_MAGIC); 2053 walk->map->insert (get_archetype (shstr_detect_magic), x, y, op);
2219 flash->x = x;
2220 flash->y = y;
2221 flash->map = walk->map;
2222 insert_ob_in_map (flash, walk->map, op, 0);
2223 return 1; 2054 return 1;
2224 } 2055 }
2225 free_object (disease); 2056
2057 disease->destroy ();
2226 } 2058 }
2227 } /* if living creature */ 2059 } /* if living creature */
2228 } /* for range of spaces */ 2060 } /* for range of spaces */
2061
2229 new_draw_info (NDI_UNIQUE, 0, op, "No one caught anything!"); 2062 new_draw_info (NDI_UNIQUE, 0, op, "No one caught anything!");
2230 return 1; 2063 return 1;
2231} 2064}

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