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Comparing deliantra/server/server/spell_attack.C (file contents):
Revision 1.17 by root, Tue Dec 12 21:39:57 2006 UTC vs.
Revision 1.95 by elmex, Tue Jan 19 16:13:05 2010 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2002-2003 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002-2003,2007 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
8 it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
9 the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
10 (at your option) any later version. 11 * option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
18 along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
20 21 *
21 The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22*/ 23 */
23 24
24/* This file contains all the spell attack code. Grouping this code 25/* This file contains all the spell attack code. Grouping this code
25 * together should hopefully make it easier to find the relevent bits 26 * together should hopefully make it easier to find the relevent bits
26 * of code 27 * of code
27 */ 28 */
28 29
29#include <global.h> 30#include <global.h>
30#include <object.h> 31#include <object.h>
31#include <living.h> 32#include <living.h>
32#ifndef __CEXTRACT__
33# include <sproto.h> 33#include <sproto.h>
34#endif
35#include <spells.h> 34#include <spells.h>
36#include <sounds.h> 35#include <sounds.h>
37 36
38/* this function checks to see if a spell pushes objects as well 37/* this function checks to see if a spell pushes objects as well
39 * as flies over and damages them (only used for cones for now) 38 * as flies over and damages them (only used for cones for now)
40 * but moved here so it could be applied to bolts too 39 * but moved here so it could be applied to bolts too
41 * op is the spell object. 40 * op is the spell object.
42 */ 41 */
43 42static void
44void
45check_spell_knockback (object *op) 43check_spell_knockback (object *op)
46{ 44{
47 object *tmp, *tmp2; /* object on the map */
48 int weight_move; 45 int weight_move;
49 int frictionmod = 2; /*poor man's physics - multipy targets weight by this amount */ 46 int frictionmod = 2; /*poor man's physics - multipy targets weight by this amount */
50 47
51 if (!op->weight) 48 if (!op->weight)
52 { /*shouldn't happen but if cone object has no weight drop out */ 49 { /*shouldn't happen but if cone object has no weight drop out */
57 { 54 {
58 weight_move = op->weight + (op->weight * op->level) / 3; 55 weight_move = op->weight + (op->weight * op->level) / 3;
59 /*LOG (llevDebug, "DEBUG: arch weighs %d and masses %d (%s,level %d)\n", op->weight,weight_move,op->name,op->level); */ 56 /*LOG (llevDebug, "DEBUG: arch weighs %d and masses %d (%s,level %d)\n", op->weight,weight_move,op->name,op->level); */
60 } 57 }
61 58
62 for (tmp = get_map_ob (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 59 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
63 { 60 {
64 int num_sections = 1; 61 int num_sections = 1;
65 62
66 /* don't move DM */ 63 /* don't move DM */
67 if (QUERY_FLAG (tmp, FLAG_WIZ)) 64 if (QUERY_FLAG (tmp, FLAG_WIZ))
74 /* don't move floors or immobile objects */ 71 /* don't move floors or immobile objects */
75 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || (!QUERY_FLAG (tmp, FLAG_ALIVE) && QUERY_FLAG (tmp, FLAG_NO_PICK))) 72 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || (!QUERY_FLAG (tmp, FLAG_ALIVE) && QUERY_FLAG (tmp, FLAG_NO_PICK)))
76 continue; 73 continue;
77 74
78 /* count the object's sections */ 75 /* count the object's sections */
79 for (tmp2 = tmp; tmp2 != NULL; tmp2 = tmp2->more) 76 for (object *tmp2 = tmp; tmp2; tmp2 = tmp2->more)
80 num_sections++; 77 num_sections++;
81 78
82 /* I'm not sure if it makes sense to divide by num_sections - bigger 79 /* I'm not sure if it makes sense to divide by num_sections - bigger
83 * objects should be harder to move, and we are moving the entire 80 * objects should be harder to move, and we are moving the entire
84 * object, not just the head, so the total weight should be relevant. 81 * object, not just the head, so the total weight should be relevant.
108 * 105 *
109 * BOLT CODE 106 * BOLT CODE
110 * 107 *
111 ***************************************************************************/ 108 ***************************************************************************/
112 109
113/* Causes op to fork. op is the original bolt, tmp 110/* Causes op to fork. op is the original bolt, tmp
114 * is the first piece of the fork. 111 * is the first piece of the fork.
115 */ 112 */
116 113static void
117void
118forklightning (object *op, object *tmp) 114forklightning (object *op, object *tmp)
119{ 115{
120 int new_dir = 1; /* direction or -1 for left, +1 for right 0 if no new bolt */ 116 int new_dir = 1; /* direction or -1 for left, +1 for right 0 if no new bolt */
121 int t_dir; /* stores temporary dir calculation */ 117 int t_dir; /* stores temporary dir calculation */
122 maptile *m; 118 maptile *m;
140 136
141 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (m, sx, sy))) 137 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (m, sx, sy)))
142 return; 138 return;
143 139
144 /* OK, we made a fork */ 140 /* OK, we made a fork */
145 new_bolt = object::create (); 141 new_bolt = tmp->clone ();
146 tmp->copy_to (new_bolt);
147 142
148 /* reduce chances of subsequent forking */ 143 /* reduce chances of subsequent forking */
149 new_bolt->stats.Dex -= 10; 144 new_bolt->stats.Dex -= 10;
150 tmp->stats.Dex -= 10; /* less forks from main bolt too */ 145 tmp->stats.Dex -= 10; /* less forks from main bolt too */
151 new_bolt->stats.Con += 25 * new_dir; /* adjust the left bias */ 146 new_bolt->stats.Con += 25 * new_dir; /* adjust the left bias */
152 new_bolt->speed_left = -0.1; 147 new_bolt->speed_left = -0.1f;
153 new_bolt->direction = t_dir; 148 new_bolt->direction = t_dir;
154 new_bolt->duration++; 149 new_bolt->duration++;
155 new_bolt->x = sx;
156 new_bolt->y = sy;
157 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */ 150 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */
158 new_bolt->stats.dam++; 151 new_bolt->stats.dam++;
159 tmp->stats.dam /= 2; /* reduce father bolt damage */ 152 tmp->stats.dam /= 2; /* reduce father bolt damage */
160 tmp->stats.dam++; 153 tmp->stats.dam++;
161 new_bolt = insert_ob_in_map (new_bolt, m, op, 0); 154
155 if ((new_bolt = m->insert (new_bolt, sx, sy, op)))
162 update_turn_face (new_bolt); 156 update_turn_face (new_bolt);
163} 157}
164 158
165/* move_bolt: moves bolt 'op'. Basically, it just advances a space, 159/* move_bolt: moves bolt 'op'. Basically, it just advances a space,
166 * and checks for various things that may stop it. 160 * and checks for various things that may stop it.
167 */ 161 */
168
169void 162void
170move_bolt (object *op) 163move_bolt (object *op)
171{ 164{
172 object *tmp;
173 int mflags; 165 int mflags;
174 sint16 x, y; 166 sint16 x, y;
175 maptile *m; 167 maptile *m;
176 168
177 if (--(op->duration) < 0) 169 if (--op->duration < 0)
178 { 170 {
179 op->destroy (); 171 op->drop_and_destroy ();
180 return; 172 return;
181 } 173 }
182 174
183 hit_map (op, 0, op->attacktype, 1); 175 hit_map (op, 0, op->attacktype, 1);
184 176
185 if (!op->direction) 177 if (!op->direction)
186 return; 178 return;
187 179
188 if (--op->range < 0) 180 if (--op->range < 0)
189 {
190 op->range = 0; 181 op->range = 0;
191 }
192 else 182 else
193 { 183 {
194 x = op->x + DIRX (op); 184 x = op->x + DIRX (op);
195 y = op->y + DIRY (op); 185 y = op->y + DIRY (op);
196 m = op->map; 186 m = op->map;
204 * 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
205 * will be useful. 195 * will be useful.
206 */ 196 */
207 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)))
208 { 198 {
209
210 if (!QUERY_FLAG (op, FLAG_REFLECTING)) 199 if (!QUERY_FLAG (op, FLAG_REFLECTING))
211 return; 200 return;
212 201
213 /* Since walls don't run diagonal, if the bolt is in 202 /* Since walls don't run diagonal, if the bolt is in
214 * one of 4 main directions, it just reflects back in the 203 * one of 4 main directions, it just reflects back in the
244 else if (left) 233 else if (left)
245 op->direction = absdir (op->direction + 2); 234 op->direction = absdir (op->direction + 2);
246 else if (right) 235 else if (right)
247 op->direction = absdir (op->direction - 2); 236 op->direction = absdir (op->direction - 2);
248 } 237 }
238
249 update_turn_face (op); /* A bolt *must* be IS_TURNABLE */ 239 update_turn_face (op); /* A bolt *must* be IS_TURNABLE */
250 return; 240 return;
251 } 241 }
252 else 242 else
253 { /* Create a copy of this object and put it ahead */ 243 { /* Create a copy of this object and put it ahead */
254 tmp = object::create (); 244 object *tmp = op->clone ();
255 op->copy_to (tmp); 245
246 m->insert (tmp, x, y, op);
256 tmp->speed_left = -0.1; 247 tmp->speed_left = -0.1f;
257 tmp->x += DIRX (tmp), tmp->y += DIRY (tmp);
258 tmp = insert_ob_in_map (tmp, op->map, op, 0);
259 /* 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 */
260 tmp->duration++; 249 tmp->duration++;
261 250
262 /* New forking code. Possibly create forks of this object 251 /* New forking code. Possibly create forks of this object
263 * going off in other directions. 252 * going off in other directions.
264 */ 253 */
265
266 if (rndm (0, 99) < tmp->stats.Dex) 254 if (tmp->stats.Dex && rndm (0, 99) < tmp->stats.Dex)
267 { /* stats.Dex % of forking */ 255 forklightning (op, tmp); /* stats.Dex % of forking */
268 forklightning (op, tmp); 256
269 }
270 /* 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
271 * doesn't create any bolts that continue to move onward. 258 * doesn't create any bolts that continue to move onward.
272 */ 259 */
273 op->range = 0; 260 op->range = 0;
274 } /* copy object and move it along */ 261 } /* copy object and move it along */
281 * we remove the magic flag - that can be derived from 268 * we remove the magic flag - that can be derived from
282 * spob->attacktype. 269 * spob->attacktype.
283 * This function sets up the appropriate owner and skill 270 * This function sets up the appropriate owner and skill
284 * pointers. 271 * pointers.
285 */ 272 */
286
287int 273int
288fire_bolt (object *op, object *caster, int dir, object *spob, object *skill) 274fire_bolt (object *op, object *caster, int dir, object *spob, object *skill)
289{ 275{
290 object *tmp = NULL; 276 object *tmp = NULL;
291 int mflags; 277 int mflags;
292 278
293 if (!spob->other_arch) 279 if (!spob->other_arch)
294 return 0; 280 return 0;
295 281
296 tmp = arch_to_object (spob->other_arch); 282 tmp = spob->other_arch->instance ();
297 if (tmp == NULL) 283 if (tmp == NULL)
298 return 0; 284 return 0;
299 285
300 /* peterm: level dependency for bolts */ 286 /* peterm: level dependency for bolts */
301 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);
302 tmp->attacktype = spob->attacktype; 288 tmp->attacktype = spob->attacktype;
289
303 if (spob->slaying) 290 if (spob->slaying)
304 tmp->slaying = spob->slaying; 291 tmp->slaying = spob->slaying;
292
305 tmp->range = spob->range + SP_level_range_adjust (caster, spob); 293 tmp->range = spob->range + SP_level_range_adjust (caster, spob);
306 tmp->duration = spob->duration + SP_level_duration_adjust (caster, spob); 294 tmp->duration = spob->duration + SP_level_duration_adjust (caster, spob);
307 tmp->stats.Dex = spob->stats.Dex; 295 tmp->stats.Dex = spob->stats.Dex;
308 tmp->stats.Con = spob->stats.Con; 296 tmp->stats.Con = spob->stats.Con;
309 297
310 tmp->direction = dir; 298 tmp->direction = dir;
311 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) 299 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
312 SET_ANIMATION (tmp, dir); 300 SET_ANIMATION (tmp, dir);
313 301
314 set_owner (tmp, op); 302 tmp->set_owner (op);
315 set_spell_skill (op, caster, spob, tmp); 303 set_spell_skill (op, caster, spob, tmp);
316 304
317 tmp->x = op->x + DIRX (tmp); 305 tmp->x = op->x + DIRX (tmp);
318 tmp->y = op->y + DIRY (tmp); 306 tmp->y = op->y + DIRY (tmp);
319 tmp->map = op->map; 307 tmp->map = op->map;
320 308
309 maptile *newmap;
321 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);
322 if (mflags & P_OUT_OF_MAP) 311 if (mflags & P_OUT_OF_MAP)
323 { 312 {
324 tmp->destroy (); 313 tmp->drop_and_destroy ();
325 return 0; 314 return 0;
326 } 315 }
327 316
317 tmp->map = newmap;
318
328 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y))) 319 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y)))
329 { 320 {
330 if (!QUERY_FLAG (tmp, FLAG_REFLECTING)) 321 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
331 { 322 {
332 tmp->destroy (); 323 tmp->drop_and_destroy ();
333 return 0; 324 return 0;
334 } 325 }
335 326
336 tmp->x = op->x; 327 tmp->x = op->x;
337 tmp->y = op->y; 328 tmp->y = op->y;
338 tmp->direction = absdir (tmp->direction + 4); 329 tmp->direction = absdir (tmp->direction + 4);
339 tmp->map = op->map; 330 tmp->map = op->map;
340 } 331 }
341 332
342 if ((tmp = insert_ob_in_map (tmp, tmp->map, op, 0)) != NULL) 333 if ((tmp = tmp->insert_at (tmp, op)))
343 move_bolt (tmp); 334 move_bolt (tmp);
344 335
345 return 1; 336 return 1;
346} 337}
347
348
349 338
350/*************************************************************************** 339/***************************************************************************
351 * 340 *
352 * BULLET/BALL CODE 341 * BULLET/BALL CODE
353 * 342 *
354 ***************************************************************************/ 343 ***************************************************************************/
355 344
356/* expands an explosion. op is a piece of the 345/* expands an explosion. op is a piece of the
357 * explosion - this expans it in the different directions. 346 * explosion - this expands it in the different directions.
358 * At least that is what I think this does. 347 * At least that is what I think this does.
359 */ 348 */
360void 349void
361explosion (object *op) 350explosion (object *op)
362{ 351{
363 object *tmp;
364 maptile *m = op->map; 352 maptile *m = op->map;
365 int i; 353 int i;
366 354
367 if (--(op->duration) < 0) 355 if (--op->duration < 0)
368 { 356 {
369 op->destroy (); 357 op->destroy ();
370 return; 358 return;
371 } 359 }
372 360
378 { 366 {
379 sint16 dx, dy; 367 sint16 dx, dy;
380 368
381 dx = op->x + freearr_x[i]; 369 dx = op->x + freearr_x[i];
382 dy = op->y + freearr_y[i]; 370 dy = op->y + freearr_y[i];
371
383 /* ok_to_put_more already does things like checks for walls, 372 /* ok_to_put_more already does things like checks for walls,
384 * out of map, etc. 373 * out of map, etc.
385 */ 374 */
386 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))
387 { 376 {
388 tmp = object::create (); 377 object *tmp = op->clone ();
389 op->copy_to (tmp); 378
390 tmp->state = 0; 379 tmp->state = 0;
391 tmp->speed_left = -0.21; 380 tmp->speed_left = -0.21f;
392 tmp->range--; 381 tmp->range--;
393 tmp->value = 0; 382 tmp->value = 0;
394 tmp->x = dx; 383
395 tmp->y = dy; 384 m->insert (tmp, dx, dy, op);
396 insert_ob_in_map (tmp, m, op, 0);
397 } 385 }
398 } 386 }
399 } 387 }
400} 388}
401
402 389
403/* Causes an object to explode, eg, a firebullet, 390/* Causes an object to explode, eg, a firebullet,
404 * poison cloud ball, etc. op is the object to 391 * poison cloud ball, etc. op is the object to
405 * explode. 392 * explode.
406 */ 393 */
407void 394static void
408explode_bullet (object *op) 395explode_bullet (object *op)
409{ 396{
410 object *tmp, *owner; 397 object *tmp, *owner;
411 398
412 if (op->other_arch == NULL) 399 if (!op->other_arch)
413 { 400 {
414 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n"); 401 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n");
415 op->destroy (); 402 op->destroy ();
416 return; 403 return;
417 } 404 }
418 405
419 if (op->env) 406 if (op->env)
420 { 407 {
421 object *env; 408 object *env = op->outer_env ();
422 409
423 env = object_get_env_recursive (op);
424 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))
425 { 411 {
426 LOG (llevError, "BUG: explode_bullet(): env out of map\n"); 412 LOG (llevError, "BUG: explode_bullet(): env out of map\n");
427 op->destroy (); 413 op->destroy ();
428 return; 414 return;
429 } 415 }
430 416
431 op->remove (); 417 op->insert_at (env, op, INS_NO_MERGE | INS_NO_WALK_ON);
432 op->x = env->x;
433 op->y = env->y;
434 insert_ob_in_map (op, env->map, op, INS_NO_MERGE | INS_NO_WALK_ON);
435 } 418 }
436 else if (out_of_map (op->map, op->x, op->y)) 419 else if (out_of_map (op->map, op->x, op->y))
437 { 420 {
438 LOG (llevError, "BUG: explode_bullet(): op out of map\n"); 421 LOG (llevError, "BUG: explode_bullet(): op out of map\n");
439 op->destroy (); 422 op->destroy ();
450 } 433 }
451 434
452 if (op->attacktype) 435 if (op->attacktype)
453 { 436 {
454 hit_map (op, 0, op->attacktype, 1); 437 hit_map (op, 0, op->attacktype, 1);
438
455 if (op->destroyed ()) 439 if (op->destroyed ())
456 return; 440 return;
457 } 441 }
458 442
459 /* other_arch contains what this explodes into */ 443 /* other_arch contains what this explodes into */
460 tmp = arch_to_object (op->other_arch); 444 tmp = op->other_arch->instance ();
461 445
462 copy_owner (tmp, op); 446 tmp->set_owner (op);
463 tmp->skill = op->skill; 447 tmp->skill = op->skill;
464 448
465 owner = get_owner (op); 449 owner = op->owner;
466 450
467 if ((tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) && owner && !tailor_god_spell (tmp, owner)) 451 if ((tmp->attacktype & AT_HOLYWORD
452 || tmp->attacktype & AT_GODPOWER)
453 && owner
454 && !tailor_god_spell (tmp, owner))
468 { 455 {
469 op->destroy (); 456 op->destroy ();
470 return; 457 return;
471 } 458 }
472
473 tmp->x = op->x;
474 tmp->y = op->y;
475 459
476 /* special for bombs - it actually has sane values for these */ 460 /* special for bombs - it actually has sane values for these */
477 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB) 461 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB)
478 { 462 {
479 tmp->attacktype = op->attacktype; 463 tmp->attacktype = op->attacktype;
483 } 467 }
484 else 468 else
485 { 469 {
486 if (op->attacktype & AT_MAGIC) 470 if (op->attacktype & AT_MAGIC)
487 tmp->attacktype |= AT_MAGIC; 471 tmp->attacktype |= AT_MAGIC;
472
488 /* Spell doc describes what is going on here */ 473 /* Spell doc describes what is going on here */
489 tmp->stats.dam = op->dam_modifier; 474 tmp->stats.dam = op->dam_modifier;
490 tmp->range = op->stats.maxhp; 475 tmp->range = op->stats.maxhp;
491 tmp->duration = op->stats.hp; 476 tmp->duration = op->stats.hp;
492 /* 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 -
500 tmp->stats.sp = op->direction; 485 tmp->stats.sp = op->direction;
501 486
502 /* Prevent recursion */ 487 /* Prevent recursion */
503 op->move_on = 0; 488 op->move_on = 0;
504 489
505 insert_ob_in_map (tmp, op->map, op, 0); 490 tmp->insert_at (op, op);
491 tmp->play_sound (tmp->sound);
492
506 /* remove the firebullet */ 493 /* remove the firebullet */
507 if (!op->destroyed ())
508 {
509 op->destroy (); 494 op->destroy ();
510 }
511} 495}
512
513
514 496
515/* 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
516 * (eg, explode, damage player, etc) 498 * (eg, explode, damage player, etc)
517 */ 499 */
518
519void 500void
520check_bullet (object *op) 501check_bullet (object *op)
521{ 502{
522 object *tmp; 503 object *tmp;
523 int dam, mflags; 504 int dam, mflags;
538 519
539 /* 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 */
540 if (!(mflags & P_IS_ALIVE)) 521 if (!(mflags & P_IS_ALIVE))
541 return; 522 return;
542 523
543 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)
544 { 525 {
545 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 526 if (QUERY_FLAG (tmp, FLAG_ALIVE))
546 { 527 {
547 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
548 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0) 531 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0)
549 { 532 {
550 if (!QUERY_FLAG (op, FLAG_REMOVED)) 533 if (!QUERY_FLAG (op, FLAG_REMOVED))
551 { 534 {
552 op->destroy (); 535 op->destroy ();
555 } 538 }
556 } 539 }
557 } 540 }
558} 541}
559 542
560
561/* Basically, we move 'op' one square, and if it hits something, 543/* Basically, we move 'op' one square, and if it hits something,
562 * call check_bullet. 544 * call check_bullet.
563 * This function is only applicable to bullets, but not to all 545 * This function is only applicable to bullets, but not to all
564 * fired arches (eg, bolts). 546 * fired arches (eg, bolts).
565 */ 547 */
566
567void 548void
568move_bullet (object *op) 549move_bullet (object *op)
569{ 550{
570 sint16 new_x, new_y;
571 int mflags;
572 maptile *m;
573
574#if 0 551#if 0
575 /* We need a better general purpose way to do this */ 552 /* We need a better general purpose way to do this */
576 553
577 /* peterm: added to make comet leave a trail of burnouts 554 /* peterm: added to make comet leave a trail of burnouts
578 it's an unadulterated hack, but the effect is cool. */ 555 it's an unadulterated hack, but the effect is cool. */
593 op->destroy (); 570 op->destroy ();
594 571
595 return; 572 return;
596 } 573 }
597 574
598 new_x = op->x + DIRX (op); 575 mapxy pos (op);
599 new_y = op->y + DIRY (op); 576 pos.move (op->direction);
600 m = op->map;
601 mflags = get_map_flags (m, &m, new_x, new_y, &new_x, &new_y);
602 577
603 if (mflags & P_OUT_OF_MAP) 578 if (!pos.normalise ())
604 { 579 {
605 op->destroy (); 580 op->destroy ();
606 return; 581 return;
607 } 582 }
608 583
609 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))
610 { 589 {
611 if (op->other_arch) 590 if (op->other_arch)
612 explode_bullet (op); 591 explode_bullet (op);
613 else 592 else
614 op->destroy (); 593 op->destroy ();
615 594
616 return; 595 return;
617 } 596 }
618 597
619 op->remove (); 598 if (!(op = pos.insert (op, op)))
620 op->x = new_x;
621 op->y = new_y;
622 if ((op = insert_ob_in_map (op, m, op, 0)) == NULL)
623 return; 599 return;
624 600
625 if (reflwall (op->map, op->x, op->y, op)) 601 if (reflwall (op->map, op->x, op->y, op))
626 { 602 {
627 op->direction = absdir (op->direction + 4); 603 op->direction = absdir (op->direction + 4);
628 update_turn_face (op); 604 update_turn_face (op);
629 } 605 }
630 else 606 else
631 {
632 check_bullet (op); 607 check_bullet (op);
633 }
634} 608}
635
636
637
638 609
639/* fire_bullet 610/* fire_bullet
640 * object op (cast from caster) files a bolt in dir. 611 * object op (cast from caster) files a bolt in dir.
641 * spob is the spell object for the bolt. 612 * spob is the spell object for the bolt.
642 * we remove the magic flag - that can be derived from 613 * we remove the magic flag - that can be derived from
643 * spob->attacktype. 614 * spob->attacktype.
644 * This function sets up the appropriate owner and skill 615 * This function sets up the appropriate owner and skill
645 * pointers. 616 * pointers.
646 */ 617 */
647
648int 618int
649fire_bullet (object *op, object *caster, int dir, object *spob) 619fire_bullet (object *op, object *caster, int dir, object *spob)
650{ 620{
651 object *tmp = NULL; 621 object *tmp = NULL;
652 int mflags; 622 int mflags;
653 623
654 if (!spob->other_arch) 624 if (!spob->other_arch)
655 return 0; 625 return 0;
656 626
657 tmp = arch_to_object (spob->other_arch); 627 tmp = spob->other_arch->instance ();
658 if (tmp == NULL) 628 if (!tmp)
659 return 0; 629 return 0;
660 630
661 /* peterm: level dependency for bolts */ 631 /* peterm: level dependency for bolts */
662 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);
663 tmp->attacktype = spob->attacktype; 633 tmp->attacktype = spob->attacktype;
664 if (spob->slaying) 634 if (spob->slaying)
665 tmp->slaying = spob->slaying; 635 tmp->slaying = spob->slaying;
666 636
673 643
674 tmp->direction = dir; 644 tmp->direction = dir;
675 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) 645 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
676 SET_ANIMATION (tmp, dir); 646 SET_ANIMATION (tmp, dir);
677 647
678 set_owner (tmp, op); 648 tmp->set_owner (op);
679 set_spell_skill (op, caster, spob, tmp); 649 set_spell_skill (op, caster, spob, tmp);
680 650
681 tmp->x = op->x + freearr_x[dir]; 651 tmp->x = op->x + freearr_x[dir];
682 tmp->y = op->y + freearr_y[dir]; 652 tmp->y = op->y + freearr_y[dir];
683 tmp->map = op->map; 653 tmp->map = op->map;
684 654
655 maptile *newmap;
685 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);
686 if (mflags & P_OUT_OF_MAP) 657 if (mflags & P_OUT_OF_MAP)
687 { 658 {
688 tmp->destroy (); 659 tmp->destroy ();
660 return 0;
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
689 return 0; 675 return 0;
690 } 676 }
691 677
692 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)))
693 { 679 {
701 tmp->y = op->y; 687 tmp->y = op->y;
702 tmp->direction = absdir (tmp->direction + 4); 688 tmp->direction = absdir (tmp->direction + 4);
703 tmp->map = op->map; 689 tmp->map = op->map;
704 } 690 }
705 691
706 if ((tmp = insert_ob_in_map (tmp, tmp->map, op, 0)) != NULL) 692 if ((tmp = tmp->insert_at (tmp, op)))
707 check_bullet (tmp); 693 check_bullet (tmp);
708 694
709 return 1; 695 return 1;
710} 696}
711
712
713
714 697
715/***************************************************************************** 698/*****************************************************************************
716 * 699 *
717 * CONE RELATED FUNCTIONS 700 * CONE RELATED FUNCTIONS
718 * 701 *
719 *****************************************************************************/ 702 *****************************************************************************/
720 703
721
722/* 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" */
723void 705static void
724cone_drop (object *op) 706cone_drop (object *op)
725{ 707{
726 object *new_ob = arch_to_object (op->other_arch); 708 object *new_ob = op->other_arch->instance ();
727 709
728 new_ob->x = op->x;
729 new_ob->y = op->y;
730 new_ob->level = op->level; 710 new_ob->level = op->level;
731 set_owner (new_ob, op->owner); 711 new_ob->set_owner (op->owner);
732 712
733 /* preserve skill ownership */ 713 /* preserve skill ownership */
734 if (op->skill && op->skill != new_ob->skill) 714 if (op->skill && op->skill != new_ob->skill)
735 {
736 new_ob->skill = op->skill; 715 new_ob->skill = op->skill;
737 }
738 insert_ob_in_map (new_ob, op->map, op, 0);
739 716
717 new_ob->insert_at (op, op);
740} 718}
741 719
742/* 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 */
743 721
744void 722void
745move_cone (object *op) 723move_cone (object *op)
746{ 724{
747 int i;
748
749 /* 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 */
750 if (!op->map) 726 if (!op->map)
751 { 727 {
752 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");
753 op->speed = 0; 729 op->set_speed (0);
754 update_ob_speed (op);
755 return; 730 return;
756 } 731 }
757 732
758 /* lava saves it's life, but not yours :) */ 733 /* lava saves it's life, but not yours :) */
759 if (QUERY_FLAG (op, FLAG_LIFESAVE)) 734 if (QUERY_FLAG (op, FLAG_LIFESAVE))
765#if 0 740#if 0
766 /* Disable this - enabling it makes monsters easier, as 741 /* Disable this - enabling it makes monsters easier, as
767 * when their cone dies when they die. 742 * when their cone dies when they die.
768 */ 743 */
769 /* If no owner left, the spell dies out. */ 744 /* If no owner left, the spell dies out. */
770 if (get_owner (op) == NULL) 745 if (op->owner == NULL)
771 { 746 {
772 op->destroy (); 747 op->destroy ();
773 return; 748 return;
774 } 749 }
775#endif 750#endif
776 751
777 hit_map (op, 0, op->attacktype, 0); 752 hit_map (op, 0, op->attacktype, 0);
753
754 if (!op->is_on_map ())
755 return;
778 756
779 /* Check to see if we should push anything. 757 /* Check to see if we should push anything.
780 * Spell objects with weight push whatever they encounter to some 758 * Spell objects with weight push whatever they encounter to some
781 * degree. 759 * degree.
782 */ 760 */
783 if (op->weight) 761 if (op->weight)
762 {
784 check_spell_knockback (op); 763 check_spell_knockback (op);
785 764
786 if (op->destroyed ()) 765 if (!op->is_on_map ())
787 return; 766 return;
767 }
788 768
789 if ((op->duration--) < 0) 769 if (op->duration-- < 0)
790 { 770 {
791 op->destroy (); 771 op->destroy ();
792 return; 772 return;
793 } 773 }
794 /* Object has hit maximum range, so don't have it move 774 /* Object has hit maximum range, so don't have it move
799 { 779 {
800 op->range = 0; /* just so it doesn't wrap */ 780 op->range = 0; /* just so it doesn't wrap */
801 return; 781 return;
802 } 782 }
803 783
804 for (i = -1; i < 2; i++) 784 for (int i = -1; i <= 1; i++)
805 { 785 {
806 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)];
807 787
808 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))
809 { 789 {
810 object *tmp = object::create (); 790 object *tmp = op->clone ();
811
812 op->copy_to (tmp);
813 tmp->x = x;
814 tmp->y = y;
815 791
816 tmp->duration = op->duration + 1; 792 tmp->duration = op->duration + 1;
817 793
818 /* Use for spell tracking - see ok_to_put_more() */ 794 /* Use for spell tracking - see ok_to_put_more() */
819 tmp->stats.maxhp = op->stats.maxhp; 795 tmp->stats.maxhp = op->stats.maxhp;
820 insert_ob_in_map (tmp, op->map, op, 0); 796
797 op->map->insert (tmp, x, y, op);
798
821 if (tmp->other_arch) 799 if (tmp->other_arch)
822 cone_drop (tmp); 800 cone_drop (tmp);
823 } 801 }
824 } 802 }
825} 803}
858 836
859 /* 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
860 * 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
861 * insert it into is blocked. 839 * insert it into is blocked.
862 */ 840 */
863 movetype = spell->other_arch->clone.move_type; 841 movetype = spell->other_arch->move_type;
864 842
865 for (i = range_min; i <= range_max; i++) 843 for (i = range_min; i <= range_max; i++)
866 { 844 {
867 sint16 x, y, d; 845 sint16 x, y;
868 846
869 /* We can't use absdir here, because it never returns 847 /* We can't use absdir here, because it never returns
870 * 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
871 * 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
872 * to hit that person. 850 * to hit that person.
873 */ 851 */
874 d = dir + i; 852 int d = dir ? absdir (dir + i) : i;
875 while (d < 0)
876 d += 8;
877 while (d > 8)
878 d -= 8;
879 853
880 /* 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.
881 * In that case, we have to see - if dir is specified, 855 * In that case, we have to see - if dir is specified,
882 * turn this into direction 8. If dir is not specified (all 856 * turn this into direction 8. If dir is not specified (all
883 * direction) skip - otherwise, one line would do more damage 857 * direction) skip - otherwise, one line would do more damage
900 874
901 if ((movetype & GET_MAP_MOVE_BLOCK (m, sx, sy)) == movetype) 875 if ((movetype & GET_MAP_MOVE_BLOCK (m, sx, sy)) == movetype)
902 continue; 876 continue;
903 877
904 success = 1; 878 success = 1;
905 tmp = arch_to_object (spell->other_arch); 879 tmp = spell->other_arch->instance ();
906 set_owner (tmp, op); 880 tmp->set_owner (op);
907 set_spell_skill (op, caster, spell, tmp); 881 set_spell_skill (op, caster, spell, tmp);
908 tmp->level = caster_level (caster, spell); 882 tmp->level = casting_level (caster, spell);
909 tmp->x = sx;
910 tmp->y = sy;
911 tmp->attacktype = spell->attacktype; 883 tmp->attacktype = spell->attacktype;
912 884
913 /* holy word stuff */ 885 /* holy word stuff */
914 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER)) 886 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER))
915 if (!tailor_god_spell (tmp, op)) 887 if (!tailor_god_spell (tmp, op))
949 else 921 else
950 tmp->duration += caster->level / 3; 922 tmp->duration += caster->level / 3;
951 } 923 }
952 924
953 if (!(tmp->move_type & MOVE_FLY_LOW)) 925 if (!(tmp->move_type & MOVE_FLY_LOW))
954 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);
955 927
956 if (!tmp->move_on && tmp->stats.dam) 928 if (!tmp->move_on && tmp->stats.dam)
957 {
958 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);
959 }
960 930
961 insert_ob_in_map (tmp, m, op, 0); 931 m->insert (tmp, sx, sy, op);
962 932
963 /* 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
964 * a single space too many times. 934 * a single space too many times.
965 */ 935 */
966 tmp->stats.maxhp = tmp->count; 936 tmp->stats.maxhp = tmp->count;
976 * 946 *
977 * BOMB related code 947 * BOMB related code
978 * 948 *
979 ****************************************************************************/ 949 ****************************************************************************/
980 950
981
982/* This handles an exploding bomb. 951/* This handles an exploding bomb.
983 * op is the original bomb object. 952 * op is the original bomb object.
984 */ 953 */
985void 954void
986animate_bomb (object *op) 955animate_bomb (object *op)
987{ 956{
988 int i;
989 object *env, *tmp;
990 archetype *at;
991
992 if (op->state != NUM_ANIMATIONS (op) - 1) 957 if (op->state != NUM_ANIMATIONS (op) - 1)
993 return; 958 return;
994 959
995 env = object_get_env_recursive (op); 960 object *env = op->outer_env ();
996 961
997 if (op->env) 962 if (op->env)
998 { 963 {
999 if (env->map == NULL) 964 if (!env->map)
1000 return; 965 return;
1001 966
1002 if (env->type == PLAYER) 967 if (!(op = op->insert_at (env, op)))
1003 esrv_del_item (env->contr, op->count);
1004
1005 op->remove ();
1006 op->x = env->x;
1007 op->y = env->y;
1008 if ((op = insert_ob_in_map (op, env->map, op, 0)) == NULL)
1009 return; 968 return;
1010 } 969 }
1011 970
1012 // 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
1013 // 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
1014 // as bombs can be carried. 973 // as bombs can be carried.
1015 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE) 974 if (op->ms ().flags () & P_SAFE)
1016 { 975 {
1017 op->destroy (); 976 op->destroy ();
1018 return; 977 return;
1019 } 978 }
1020 979
1021 /* This copies a lot of the code from the fire bullet, 980 /* This copies a lot of the code from the fire bullet,
1022 * but using the cast_bullet isn't really feasible, 981 * but using the cast_bullet isn't really feasible,
1023 * so just set up the appropriate values. 982 * so just set up the appropriate values.
1024 */ 983 */
1025 at = archetype::find (SPLINT); 984 if (archetype *at = archetype::find (SPLINT))
1026 if (at)
1027 { 985 {
1028 for (i = 1; i < 9; i++) 986 for (int i = 1; i < 9; i++)
1029 { 987 {
1030 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]))
1031 continue; 989 continue;
1032 tmp = arch_to_object (at); 990
991 object *tmp = at->instance ();
1033 tmp->direction = i; 992 tmp->direction = i;
1034 tmp->range = op->range; 993 tmp->range = op->range;
1035 tmp->stats.dam = op->stats.dam; 994 tmp->stats.dam = op->stats.dam;
1036 tmp->duration = op->duration; 995 tmp->duration = op->duration;
1037 tmp->attacktype = op->attacktype; 996 tmp->attacktype = op->attacktype;
1038 copy_owner (tmp, op); 997 tmp->set_owner (op);
1039 if (op->skill && op->skill != tmp->skill) 998 if (op->skill && op->skill != tmp->skill)
1040 {
1041 tmp->skill = op->skill; 999 tmp->skill = op->skill;
1042 } 1000
1043 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) 1001 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
1044 SET_ANIMATION (tmp, i); 1002 SET_ANIMATION (tmp, i);
1045 tmp->x = op->x + freearr_x[i]; 1003
1046 tmp->y = op->y + freearr_x[i]; 1004 op->map->insert (tmp, op->x + freearr_x[i], op->y + freearr_x[i], op);
1047 insert_ob_in_map (tmp, op->map, op, 0);
1048 move_bullet (tmp); 1005 move_bullet (tmp);
1049 } 1006 }
1050 } 1007 }
1051 1008
1052 explode_bullet (op); 1009 explode_bullet (op);
1053} 1010}
1054 1011
1055int 1012int
1056create_bomb (object *op, object *caster, int dir, object *spell) 1013create_bomb (object *op, object *caster, int dir, object *spell)
1057{ 1014{
1058
1059 object *tmp; 1015 object *tmp;
1060 int mflags; 1016 int mflags;
1061 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];
1062 maptile *m; 1018 maptile *m;
1063 1019
1064 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 {
1065 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))
1066 { 1029 {
1067 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.");
1068 return 0; 1031 return 0;
1032 }
1069 } 1033 }
1070 tmp = arch_to_object (spell->other_arch); 1034
1035 tmp = spell->other_arch->instance ();
1071 1036
1072 /* level dependencies for bomb */ 1037 /* level dependencies for bomb */
1073 tmp->range = spell->range + SP_level_range_adjust (caster, spell); 1038 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
1074 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);
1075 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell); 1040 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
1076 tmp->attacktype = spell->attacktype; 1041 tmp->attacktype = spell->attacktype;
1077 1042
1078 set_owner (tmp, op); 1043 tmp->set_owner (op);
1079 set_spell_skill (op, caster, spell, tmp); 1044 set_spell_skill (op, caster, spell, tmp);
1080 tmp->x = dx; 1045
1081 tmp->y = dy; 1046 m->insert (tmp, dx, dy, op);
1082 insert_ob_in_map (tmp, m, op, 0);
1083 return 1; 1047 return 1;
1084} 1048}
1085 1049
1086/**************************************************************************** 1050/****************************************************************************
1087 * 1051 *
1096 * dir is the direction to look in. 1060 * dir is the direction to look in.
1097 * range is how far out to look. 1061 * range is how far out to look.
1098 * 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.
1099 * this info is used for blocked magic/unholy spaces. 1063 * this info is used for blocked magic/unholy spaces.
1100 */ 1064 */
1101 1065static object *
1102object *
1103get_pointed_target (object *op, int dir, int range, int type) 1066get_pointed_target (object *op, int dir, int range, int type)
1104{ 1067{
1105 object *target; 1068 object *target;
1106 sint16 x, y; 1069 sint16 x, y;
1107 int dist, mflags; 1070 int dist, mflags;
1125 return NULL; 1088 return NULL;
1126 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW) 1089 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW)
1127 return NULL; 1090 return NULL;
1128 1091
1129 if (mflags & P_IS_ALIVE) 1092 if (mflags & P_IS_ALIVE)
1130 {
1131 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)
1132 { 1094 if (QUERY_FLAG (target, FLAG_MONSTER))
1133 if (QUERY_FLAG (target->head ? target->head : target, FLAG_MONSTER))
1134 {
1135 return target; 1095 return target;
1136 }
1137 }
1138 }
1139 } 1096 }
1097
1140 return NULL; 1098 return NULL;
1141} 1099}
1142
1143 1100
1144/* cast_smite_arch() - the priest points to a creature and causes 1101/* cast_smite_arch() - the priest points to a creature and causes
1145 * a 'godly curse' to decend. 1102 * a 'godly curse' to decend.
1146 * usual params - 1103 * usual params -
1147 * op = player 1104 * op = player
1148 * caster = object casting the spell. 1105 * caster = object casting the spell.
1149 * dir = direction being cast 1106 * dir = direction being cast
1150 * spell = spell object 1107 * spell = spell object
1151 */ 1108 */
1152
1153int 1109int
1154cast_smite_spell (object *op, object *caster, int dir, object *spell) 1110cast_smite_spell (object *op, object *caster, int dir, object *spell)
1155{ 1111{
1156 object *effect, *target; 1112 object *effect, *target;
1157 object *god = find_god (determine_god (op)); 1113 object *god = find_god (determine_god (op));
1167 * interesting spell. 1123 * interesting spell.
1168 * 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
1169 * can't be friendly to your god. 1125 * can't be friendly to your god.
1170 */ 1126 */
1171 1127
1172 if (!target || QUERY_FLAG (target, FLAG_REFL_SPELL) 1128 if (!target
1129 || target->flag [FLAG_REFL_SPELL]
1173 || (!god && spell->stats.grace) 1130 || (!god && spell->stats.grace)
1174 || (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)))
1175 { 1133 {
1176 new_draw_info (NDI_UNIQUE, 0, op, "Your request is unheeded."); 1134 new_draw_info (NDI_UNIQUE, 0, op, "Your request is unheeded.");
1177 return 0; 1135 return 0;
1178 } 1136 }
1179 1137
1180 if (spell->other_arch) 1138 if (spell->other_arch)
1181 effect = arch_to_object (spell->other_arch); 1139 effect = spell->other_arch->instance ();
1182 else 1140 else
1183 return 0; 1141 return 0;
1184 1142
1185 /* tailor the effect by priest level and worshipped God */ 1143 /* tailor the effect by priest level and worshipped God */
1186 effect->level = caster_level (caster, spell); 1144 effect->level = casting_level (caster, spell);
1187 effect->attacktype = spell->attacktype; 1145 effect->attacktype = spell->attacktype;
1188 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER)) 1146 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER))
1189 { 1147 {
1190 if (tailor_god_spell (effect, op)) 1148 if (tailor_god_spell (effect, op))
1191 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));
1192 else 1150 else
1193 { 1151 {
1194 new_draw_info (NDI_UNIQUE, 0, op, "Your request is ignored."); 1152 new_draw_info (NDI_UNIQUE, 0, op, "Your request is ignored.");
1195 return 0; 1153 return 0;
1196 } 1154 }
1203 if (effect->attacktype & AT_DEATH) 1161 if (effect->attacktype & AT_DEATH)
1204 { 1162 {
1205 effect->level = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1163 effect->level = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1206 1164
1207 /* casting death spells at undead isn't a good thing */ 1165 /* casting death spells at undead isn't a good thing */
1208 if QUERY_FLAG
1209 (target, FLAG_UNDEAD) 1166 if (QUERY_FLAG (target, FLAG_UNDEAD))
1210 { 1167 {
1211 if (random_roll (0, 2, op, PREFER_LOW)) 1168 if (random_roll (0, 2, op, PREFER_LOW))
1212 { 1169 {
1213 new_draw_info (NDI_UNIQUE, 0, op, "Idiot! Your spell boomerangs!"); 1170 new_draw_info (NDI_UNIQUE, 0, op, "Idiot! Your spell boomerangs!");
1214 effect->x = op->x; 1171 effect->x = op->x;
1227 { 1184 {
1228 /* how much woe to inflict :) */ 1185 /* how much woe to inflict :) */
1229 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);
1230 } 1187 }
1231 1188
1232 set_owner (effect, op); 1189 effect->set_owner (op);
1233 set_spell_skill (op, caster, spell, effect); 1190 set_spell_skill (op, caster, spell, effect);
1234 1191
1235 /* ok, tell it where to be, and insert! */ 1192 /* ok, tell it where to be, and insert! */
1236 effect->x = target->x; 1193 effect->insert_at (target, op);
1237 effect->y = target->y;
1238 insert_ob_in_map (effect, target->map, op, 0);
1239 1194
1240 return 1; 1195 return 1;
1241} 1196}
1242
1243 1197
1244/**************************************************************************** 1198/****************************************************************************
1245 * 1199 *
1246 * MAGIC MISSILE code. 1200 * MAGIC MISSILE code.
1247 * 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
1250 1204
1251/* op is a missile that needs to be moved */ 1205/* op is a missile that needs to be moved */
1252void 1206void
1253move_missile (object *op) 1207move_missile (object *op)
1254{ 1208{
1255 int i, mflags;
1256 object *owner;
1257 sint16 new_x, new_y;
1258 maptile *m;
1259
1260 if (op->range-- <= 0) 1209 if (op->range-- <= 0)
1261 { 1210 {
1211 op->drop_and_destroy ();
1212 return;
1213 }
1214
1215 mapxy pos (op);
1216 pos.move (op->direction);
1217
1218 if (!pos.normalise ())
1219 {
1262 op->destroy (); 1220 op->destroy ();
1263 return; 1221 return;
1264 } 1222 }
1265 1223
1266 owner = get_owner (op); 1224 mapspace &ms = pos.ms ();
1267#if 0
1268 /* It'd make things nastier if this wasn't here - spells cast by
1269 * monster that are then killed would continue to survive
1270 */
1271 if (owner == NULL)
1272 {
1273 op->destroy ();
1274 return;
1275 }
1276#endif
1277 1225
1278 new_x = op->x + DIRX (op); 1226 if (ms.flags () & P_IS_ALIVE || ms.blocks (op))
1279 new_y = op->y + DIRY (op);
1280
1281 mflags = get_map_flags (op->map, &m, new_x, new_y, &new_x, &new_y);
1282
1283 if (!(mflags & P_OUT_OF_MAP) && ((mflags & P_IS_ALIVE) || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y))))
1284 { 1227 {
1285 hit_map (op, op->direction, AT_MAGIC, 1); 1228 hit_map (op, op->direction, AT_MAGIC, 1);
1286 /* Basically, missile only hits one thing then goes away. 1229 /* Basically, missile only hits one thing then goes away.
1287 * 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.
1288 */ 1231 */
1289 if (!op->destroyed ())
1290 op->destroy ();
1291
1292 return;
1293 }
1294
1295 op->remove ();
1296
1297 if (!op->direction || (mflags & P_OUT_OF_MAP))
1298 {
1299 op->destroy (); 1232 op->destroy ();
1300 return; 1233 return;
1301 } 1234 }
1302 1235
1303 op->x = new_x; 1236 if (!op->direction)
1304 op->y = new_y; 1237 {
1305 op->map = m; 1238 op->destroy ();
1306 i = spell_find_dir (op->map, op->x, op->y, get_owner (op)); 1239 return;
1240 }
1241
1242 int i = spell_find_dir (pos.m, pos.x, pos.y, op->owner);
1307 if (i > 0 && i != op->direction) 1243 if (i > 0 && i != op->direction)
1308 { 1244 {
1309 op->direction = i; 1245 op->direction = i;
1310 SET_ANIMATION (op, op->direction); 1246 SET_ANIMATION (op, op->direction);
1311 } 1247 }
1312 1248
1313 insert_ob_in_map (op, op->map, op, 0); 1249 pos.insert (op, op);
1314} 1250}
1315 1251
1316/**************************************************************************** 1252/****************************************************************************
1317 * Destruction 1253 * Destruction
1318 ****************************************************************************/ 1254 ****************************************************************************/
1321 * 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
1322 * object. if time is 0, the object glows permanently. To truely 1258 * object. if time is 0, the object glows permanently. To truely
1323 * make this work for non-living objects, we would have to 1259 * make this work for non-living objects, we would have to
1324 * give them the capability to have an inventory. b.t. 1260 * give them the capability to have an inventory. b.t.
1325 */ 1261 */
1326 1262static int
1327int
1328make_object_glow (object *op, int radius, int time) 1263make_object_glow (object *op, int radius, int time)
1329{ 1264{
1330 object *tmp;
1331
1332 /* some things are unaffected... */ 1265 /* some things are unaffected... */
1333 if (op->path_denied & PATH_LIGHT) 1266 if (op->path_denied & PATH_LIGHT)
1334 return 0; 1267 return 0;
1335 1268
1336 tmp = get_archetype (FORCE_NAME); 1269 object *tmp = get_archetype (FORCE_NAME);
1337 tmp->speed = 0.01; 1270 tmp->speed = 0.01;
1338 tmp->stats.food = time; 1271 tmp->stats.food = time;
1339 SET_FLAG (tmp, FLAG_IS_USED_UP); 1272 SET_FLAG (tmp, FLAG_IS_USED_UP);
1340 tmp->glow_radius = radius; 1273 tmp->set_glow_radius (min (MAX_LIGHT_RADIUS, radius));
1341 if (tmp->glow_radius > MAX_LIGHT_RADII)
1342 tmp->glow_radius = MAX_LIGHT_RADII;
1343
1344 tmp->x = op->x;
1345 tmp->y = op->y;
1346 if (tmp->speed < MIN_ACTIVE_SPEED)
1347 tmp->speed = MIN_ACTIVE_SPEED; /* safety */
1348 tmp = insert_ob_in_ob (tmp, op); 1274 tmp = insert_ob_in_ob (tmp, op);
1275
1349 if (tmp->glow_radius > op->glow_radius) 1276 if (tmp->glow_radius > op->glow_radius)
1350 op->glow_radius = tmp->glow_radius; 1277 op->set_glow_radius (tmp->glow_radius);
1351 1278
1352 if (!tmp->env || op != tmp->env)
1353 {
1354 LOG (llevError, "make_object_glow() failed to insert glowing force in %s\n", &op->name);
1355 return 0;
1356 }
1357 return 1; 1279 return 1;
1358} 1280}
1359
1360
1361
1362 1281
1363int 1282int
1364cast_destruction (object *op, object *caster, object *spell_ob) 1283cast_destruction (object *op, object *caster, object *spell_ob)
1365{ 1284{
1366 int i, j, range, mflags, friendly = 0, dam, dur;
1367 sint16 sx, sy;
1368 maptile *m;
1369 object *tmp;
1370 const char *skill;
1371
1372 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob); 1285 int range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
1373 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);
1374 dur = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob); 1287 int dur = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
1375 if (QUERY_FLAG (op, FLAG_FRIENDLY) || op->type == PLAYER) 1288
1376 friendly = 1; 1289 bool friendly = op->flag [FLAG_FRIENDLY] || op->is_player ();
1377 1290
1378 /* destruction doesn't use another spell object, so we need 1291 /* destruction doesn't use another spell object, so we need
1379 * update op's skill pointer so that exp is properly awarded. 1292 * update op's skill pointer so that exp is properly awarded.
1380 * We do some shortcuts here - since this is just temporary
1381 * and we'll reset the values back, we don't need to go through
1382 * the full share string/free_string route.
1383 */ 1293 */
1384 skill = op->skill; 1294 const shstr skill = op->skill;
1295
1385 if (caster == op) 1296 if (caster == op)
1386 op->skill = spell_ob->skill; 1297 op->skill = spell_ob->skill;
1387 else if (caster->skill) 1298 else if (caster->skill)
1388 op->skill = caster->skill; 1299 op->skill = caster->skill;
1389 else 1300 else
1390 op->skill = NULL; 1301 op->skill = 0;
1391 1302
1392 change_skill (op, find_skill_by_name (op, op->skill), 1); 1303 op->change_skill (find_skill_by_name (op, op->skill));
1393 1304
1394 for (i = -range; i < range; i++) 1305 unordered_mapwalk (op, -range, -range, range, range)
1395 { 1306 {
1396 for (j = -range; j < range; j++) 1307 mapspace &ms = m->at (nx, ny);
1397 { 1308
1398 m = op->map;
1399 sx = op->x + i;
1400 sy = op->y + j;
1401 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
1402 if (mflags & P_OUT_OF_MAP)
1403 continue;
1404 if (mflags & P_IS_ALIVE) 1309 if (ms.flags () & P_IS_ALIVE)
1310 for (object *next, *tmp = ms.bot; tmp; tmp = next)
1405 { 1311 {
1406 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 ())
1407 { 1315 {
1408 if (QUERY_FLAG (tmp, FLAG_ALIVE) || tmp->type == PLAYER)
1409 break;
1410 }
1411 if (tmp)
1412 {
1413 if (tmp->head)
1414 tmp = tmp->head; 1316 tmp = tmp->head_ ();
1415 1317
1416 if ((friendly && !QUERY_FLAG (tmp, FLAG_FRIENDLY) && tmp->type != PLAYER) || 1318 if ((friendly && !tmp->flag [FLAG_FRIENDLY] && !tmp->is_player ())
1417 (!friendly && (QUERY_FLAG (tmp, FLAG_FRIENDLY) || tmp->type == PLAYER))) 1319 || (!friendly && (tmp->flag [FLAG_FRIENDLY] || tmp->is_player ())))
1418 { 1320 {
1419 if (spell_ob->subtype == SP_DESTRUCTION) 1321 if (spell_ob->subtype == SP_DESTRUCTION)
1420 { 1322 {
1421 hit_player (tmp, dam, op, spell_ob->attacktype, 0); 1323 hit_player (tmp, dam, op, spell_ob->attacktype, 0);
1324
1422 if (spell_ob->other_arch) 1325 if (spell_ob->other_arch)
1423 { 1326 m->insert (spell_ob->other_arch->instance (), nx, ny, op);
1424 tmp = arch_to_object (spell_ob->other_arch);
1425 tmp->x = sx;
1426 tmp->y = sy;
1427 insert_ob_in_map (tmp, m, op, 0);
1428 }
1429 } 1327 }
1430 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)
1431 { 1329 {
1432 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch) 1330 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch)
1433 { 1331 m->insert (spell_ob->other_arch->instance (), nx, ny, op);
1434 object *effect = arch_to_object (spell_ob->other_arch);
1435
1436 effect->x = sx;
1437 effect->y = sy;
1438 insert_ob_in_map (effect, m, op, 0);
1439 }
1440 } 1332 }
1441 } 1333 }
1442 } 1334 }
1443 } 1335 }
1444 }
1445 } 1336 }
1337
1446 op->skill = skill; 1338 op->skill = skill;
1447 return 1; 1339 return 1;
1448} 1340}
1449 1341
1450/*************************************************************************** 1342/***************************************************************************
1451 * 1343 *
1452 * CURSE 1344 * CURSE
1453 * 1345 *
1454 ***************************************************************************/ 1346 ***************************************************************************/
1455
1456int 1347int
1457cast_curse (object *op, object *caster, object *spell_ob, int dir) 1348cast_curse (object *op, object *caster, object *spell_ob, int dir)
1458{ 1349{
1459 object *god = find_god (determine_god (op)); 1350 object *god = find_god (determine_god (op));
1460 object *tmp, *force; 1351 object *tmp, *force;
1464 { 1355 {
1465 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.");
1466 return 0; 1357 return 0;
1467 } 1358 }
1468 1359
1360 tmp = tmp->head_ ();
1361
1469 /* 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. */
1470 for (force = tmp->inv; force != NULL; force = force->below) 1363 for (force = tmp->inv; force; force = force->below)
1471 { 1364 {
1472 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY) 1365 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY)
1473 { 1366 {
1474 if (force->name == spell_ob->name) 1367 if (force->name == spell_ob->name)
1475 { 1368 {
1481 return 0; 1374 return 0;
1482 } 1375 }
1483 } 1376 }
1484 } 1377 }
1485 1378
1486 if (force == NULL) 1379 if (!force)
1487 { 1380 {
1488 force = get_archetype (FORCE_NAME); 1381 force = get_archetype (FORCE_NAME);
1489 force->subtype = FORCE_CHANGE_ABILITY; 1382 force->subtype = FORCE_CHANGE_ABILITY;
1383
1490 if (spell_ob->race) 1384 if (spell_ob->race)
1491 force->name = spell_ob->race; 1385 force->name = spell_ob->race;
1492 else 1386 else
1493 force->name = spell_ob->name; 1387 force->name = spell_ob->name;
1494 1388
1504 { 1398 {
1505 force->duration = duration; 1399 force->duration = duration;
1506 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.");
1507 } 1401 }
1508 else 1402 else
1509 {
1510 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.");
1511 } 1404
1512 return 1; 1405 return 1;
1513 } 1406 }
1407
1514 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;
1515 force->speed = 1.0; 1409 force->speed = 1.f;
1516 force->speed_left = -1.0; 1410 force->speed_left = -1.f;
1517 SET_FLAG (force, FLAG_APPLIED); 1411 SET_FLAG (force, FLAG_APPLIED);
1518 1412
1519 if (god) 1413 if (god)
1520 { 1414 {
1521 if (spell_ob->last_grace) 1415 if (spell_ob->last_grace)
1534 force->stats.ac = spell_ob->stats.ac; 1428 force->stats.ac = spell_ob->stats.ac;
1535 force->stats.wc = spell_ob->stats.wc; 1429 force->stats.wc = spell_ob->stats.wc;
1536 1430
1537 change_abil (tmp, force); /* Mostly to display any messages */ 1431 change_abil (tmp, force); /* Mostly to display any messages */
1538 insert_ob_in_ob (force, tmp); 1432 insert_ob_in_ob (force, tmp);
1539 fix_player (tmp); 1433 tmp->update_stats ();
1434
1540 return 1; 1435 return 1;
1541
1542} 1436}
1543
1544 1437
1545/********************************************************************** 1438/**********************************************************************
1546 * mood change 1439 * mood change
1547 * 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
1548 * effects monsters, it seems best to put it into this file 1441 * effects monsters, it seems best to put it into this file
1553 */ 1446 */
1554int 1447int
1555mood_change (object *op, object *caster, object *spell) 1448mood_change (object *op, object *caster, object *spell)
1556{ 1449{
1557 object *tmp, *god, *head; 1450 object *tmp, *god, *head;
1558 int done_one, range, mflags, level, at, best_at; 1451 int done_one, range, level, at, best_at;
1559 sint16 x, y, nx, ny;
1560 maptile *m;
1561 const char *race; 1452 const char *race;
1562 1453
1563 /* 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
1564 * doing it over and over again. 1455 * doing it over and over again.
1565 */ 1456 */
1566 god = find_god (determine_god (op)); 1457 god = find_god (determine_god (op));
1567 level = caster_level (caster, spell); 1458 level = casting_level (caster, spell);
1568 range = spell->range + SP_level_range_adjust (caster, spell); 1459 range = spell->range + SP_level_range_adjust (caster, spell);
1569 1460
1570 /* 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_...
1571 * 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
1572 * won't ever match anything. 1463 * won't ever match anything.
1573 */ 1464 */
1574 if (!spell->race) 1465 if (!spell->race)
1575 race = NULL; 1466 race = NULL;
1576 else if (god && !strcmp (spell->race, "GOD_SLAYING")) 1467 else if (god && spell->race == shstr_GOD_SLAYING)
1577 race = god->slaying; 1468 race = god->slaying;
1578 else if (god && !strcmp (spell->race, "GOD_FRIEND")) 1469 else if (god && spell->race == shstr_GOD_FRIEND)
1579 race = god->race; 1470 race = god->race;
1580 else 1471 else
1581 race = spell->race; 1472 race = spell->race;
1582 1473
1583 1474 unordered_mapwalk (op, -range, -range, range, range)
1584 for (x = op->x - range; x <= op->x + range; x++)
1585 for (y = op->y - range; y <= op->y + range; y++)
1586 { 1475 {
1476 mapspace &ms = m->at (nx, ny);
1587 1477
1588 done_one = 0;
1589 m = op->map;
1590 nx = x;
1591 ny = y;
1592 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1593 if (mflags & P_OUT_OF_MAP)
1594 continue;
1595
1596 /* 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 */
1597 if (!(mflags & P_IS_ALIVE)) 1479 if (!ms.flags () & P_IS_ALIVE)
1598 continue; 1480 continue;
1599 1481
1600 for (tmp = get_map_ob (m, nx, ny); tmp; tmp = tmp->above) 1482 // players can only affect spaces that they can actually see
1601 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])
1602 break; 1490 break;
1603 1491
1604 /* There can be living objects that are not monsters */ 1492 /* There can be living objects that are not monsters */
1605 if (!tmp || tmp->type == PLAYER) 1493 if (!tmp)
1606 continue; 1494 continue;
1607 1495
1608 /* Only the head has meaningful data, so resolve to that */ 1496 /* Only the head has meaningful data, so resolve to that */
1609 if (tmp->head)
1610 head = tmp->head; 1497 head = tmp->head_ ();
1611 else
1612 head = tmp;
1613 1498
1614 /* 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 */
1615 if (race && head->race && !strstr (race, head->race)) 1500 if (race && head->race && !strstr (race, head->race))
1616 continue; 1501 continue;
1502
1617 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD)) 1503 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD))
1618 continue; 1504 continue;
1619 1505
1620 /* Now do a bunch of stuff related to saving throws */ 1506 /* Now do a bunch of stuff related to saving throws */
1621 best_at = -1; 1507 best_at = -1;
1622 if (spell->attacktype) 1508 if (spell->attacktype)
1623 { 1509 {
1624 for (at = 0; at < NROFATTACKS; at++) 1510 for (at = 0; at < NROFATTACKS; at++)
1625 if (spell->attacktype & (1 << at)) 1511 if (spell->attacktype & (1 << at))
1626 if (best_at == -1 || head->resist[at] > head->resist[best_at]) 1512 if (best_at == -1 || head->resist[at] > head->resist[best_at])
1627 best_at = at; 1513 best_at = at;
1628 1514
1629 if (best_at == -1) 1515 if (best_at == -1)
1630 at = 0; 1516 at = 0;
1631 else 1517 else
1632 { 1518 {
1633 if (head->resist[best_at] == 100) 1519 if (head->resist[best_at] == 100)
1634 continue; 1520 continue;
1635 else 1521 else
1636 at = head->resist[best_at] / 5; 1522 at = head->resist[best_at] / 5;
1637 } 1523 }
1524
1638 at -= level / 5; 1525 at -= level / 5;
1639 if (did_make_save (head, head->level, at)) 1526 if (did_make_save (head, head->level, at))
1640 continue; 1527 continue;
1641 } 1528 }
1642 else /* spell->attacktype */ 1529 else /* spell->attacktype */
1530 {
1643 /* 1531 /*
1644 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:
1645 * if spell level < monster level, no go 1533 * if spell level < monster level, no go
1646 * 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 ) )
1647 1535
1649 1537
1650 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
1651 charm a level 125 monster... 1539 charm a level 125 monster...
1652 1540
1653 Ryo, august 14th 1541 Ryo, august 14th
1654 */ 1542 */
1655 {
1656 if (head->level > level) 1543 if (head->level > level)
1657 continue; 1544 continue;
1545
1658 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))))
1659 /* Failed, no effect */ 1547 /* Failed, no effect */
1660 continue; 1548 continue;
1661 } 1549 }
1662 1550
1663 /* Done with saving throw. Now start effecting the monster */ 1551 /* Done with saving throw. Now start affecting the monster */
1552 done_one = 0;
1664 1553
1665 /* aggravation */ 1554 /* aggravation */
1666 if (QUERY_FLAG (spell, FLAG_MONSTER)) 1555 if (QUERY_FLAG (spell, FLAG_MONSTER))
1667 { 1556 {
1668 CLEAR_FLAG (head, FLAG_SLEEP); 1557 CLEAR_FLAG (head, FLAG_SLEEP);
1669 if (QUERY_FLAG (head, FLAG_FRIENDLY))
1670 remove_friendly_object (head); 1558 remove_friendly_object (head);
1671
1672 done_one = 1; 1559 done_one = 1;
1673 head->enemy = op; 1560 head->enemy = op;
1674 } 1561 }
1675 1562
1676 /* calm monsters */ 1563 /* calm monsters */
1677 if (QUERY_FLAG (spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (head, FLAG_UNAGGRESSIVE)) 1564 if (QUERY_FLAG (spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (head, FLAG_UNAGGRESSIVE))
1678 { 1565 {
1679 SET_FLAG (head, FLAG_UNAGGRESSIVE); 1566 SET_FLAG (head, FLAG_UNAGGRESSIVE);
1680 head->enemy = NULL; 1567 head->enemy = NULL;
1681 done_one = 1; 1568 done_one = 1;
1682 } 1569 }
1683 1570
1684 /* berserk monsters */ 1571 /* berserk monsters */
1685 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK)) 1572 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK))
1686 { 1573 {
1687 SET_FLAG (head, FLAG_BERSERK); 1574 SET_FLAG (head, FLAG_BERSERK);
1688 done_one = 1; 1575 done_one = 1;
1689 } 1576 }
1577
1690 /* charm */ 1578 /* charm */
1691 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))
1692 { 1580 {
1693 SET_FLAG (head, FLAG_FRIENDLY); 1581 INVOKE_OBJECT (KILL, head, ARG_OBJECT (caster));
1582
1694 /* Prevent uncontolled outbreaks of self replicating monsters. 1583 /* Prevent uncontrolled outbreaks of self replicating monsters.
1695 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.
1696 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. */
1697 CLEAR_FLAG (head, FLAG_GENERATOR); 1586 CLEAR_FLAG (head, FLAG_GENERATOR);
1698 set_owner (head, op); 1587 head->set_owner (op);
1699 set_spell_skill (op, caster, spell, head); 1588 set_spell_skill (op, caster, spell, head);
1700 add_friendly_object (head); 1589 add_friendly_object (head);
1701 head->attack_movement = PETMOVE; 1590 head->attack_movement = PETMOVE;
1702 done_one = 1; 1591 done_one = 1;
1703 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);
1704 head->stats.exp = 0; 1593 head->stats.exp = 0;
1705 } 1594 }
1706 1595
1707 /* If a monster was effected, put an effect in */ 1596 /* If a monster was effected, put an effect in */
1708 if (done_one && spell->other_arch) 1597 if (done_one && spell->other_arch)
1709 { 1598 m->insert (spell->other_arch->instance (), nx, ny, op);
1710 tmp = arch_to_object (spell->other_arch); 1599 }
1711 tmp->x = nx;
1712 tmp->y = ny;
1713 insert_ob_in_map (tmp, m, op, 0);
1714 }
1715 } /* for y */
1716 1600
1717 return 1; 1601 return 1;
1718} 1602}
1719
1720 1603
1721/* 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
1722 * 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
1723 * lightning spell used it, that seemed misnamed. 1606 * lightning spell used it, that seemed misnamed.
1724 * op is the spell effect. 1607 * op is the spell effect.
1725 * note that duration is handled by process_object() in time.c 1608 * note that duration is handled by process_object() in time.c
1726 */ 1609 */
1727
1728void 1610void
1729move_ball_spell (object *op) 1611move_ball_spell (object *op)
1730{ 1612{
1731 int i, j, dam_save, dir, mflags; 1613 int i, j, dam_save, dir, mflags;
1732 sint16 nx, ny, hx, hy; 1614 sint16 nx, ny, hx, hy;
1733 object *owner; 1615 object *owner;
1734 maptile *m; 1616 maptile *m;
1735 1617
1736 owner = get_owner (op); 1618 owner = op->owner;
1737 1619
1738 /* 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,
1739 * 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
1740 * victim. The block immediately below more or less chooses a random 1622 * victim. The block immediately below more or less chooses a random
1741 * 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
1751 for (i = 1; i < 9; i++) 1633 for (i = 1; i < 9; i++)
1752 { 1634 {
1753 /* i bit 0: alters sign of offset 1635 /* i bit 0: alters sign of offset
1754 * other bits (i / 2): absolute value of offset 1636 * other bits (i / 2): absolute value of offset
1755 */ 1637 */
1756
1757 int offset = ((i ^ j) & 1) ? (i / 2) : -(i / 2); 1638 int offset = ((i ^ j) & 1) ? (i / 2) : -(i / 2);
1758 int tmpdir = absdir (op->direction + offset); 1639 int tmpdir = absdir (op->direction + offset);
1759 1640
1760 nx = op->x + freearr_x[tmpdir]; 1641 nx = op->x + freearr_x[tmpdir];
1761 ny = op->y + freearr_y[tmpdir]; 1642 ny = op->y + freearr_y[tmpdir];
1763 { 1644 {
1764 dir = tmpdir; 1645 dir = tmpdir;
1765 break; 1646 break;
1766 } 1647 }
1767 } 1648 }
1649
1768 if (dir == 0) 1650 if (dir == 0)
1769 { 1651 {
1770 nx = op->x; 1652 nx = op->x;
1771 ny = op->y; 1653 ny = op->y;
1772 m = op->map; 1654 m = op->map;
1773 } 1655 }
1774 1656
1775 op->remove (); 1657 m->insert (op, nx, ny, op);
1776 op->y = ny;
1777 op->x = nx;
1778 insert_ob_in_map (op, m, op, 0);
1779 1658
1780 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
1781 surrounding squares */ 1660 surrounding squares */
1782 1661
1783 /* loop over current square and neighbors to hit. 1662 /* loop over current square and neighbors to hit.
1784 * if this has an other_arch field, we insert that in 1663 * if this has an other_arch field, we insert that in
1785 * the surround spaces. 1664 * the surround spaces.
1786 */ 1665 */
1787 for (j = 0; j < 9; j++) 1666 for (j = 0; j < 9; j++)
1788 { 1667 {
1789 object *new_ob;
1790
1791 hx = nx + freearr_x[j]; 1668 hx = nx + freearr_x[j];
1792 hy = ny + freearr_y[j]; 1669 hy = ny + freearr_y[j];
1793 1670
1794 m = op->map; 1671 m = op->map;
1795 mflags = get_map_flags (m, &m, hx, hy, &hx, &hy); 1672 mflags = get_map_flags (m, &m, hx, hy, &hx, &hy);
1803 1680
1804 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)))
1805 { 1682 {
1806 if (j) 1683 if (j)
1807 op->stats.dam = dam_save / 2; 1684 op->stats.dam = dam_save / 2;
1685
1808 hit_map (op, j, op->attacktype, 1); 1686 hit_map (op, j, op->attacktype, 1);
1809
1810 } 1687 }
1811 1688
1812 /* insert the other arch */ 1689 /* insert the other arch */
1813 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))))
1814 { 1691 m->insert (op->other_arch->instance (), hx, hy, op);
1815 new_ob = arch_to_object (op->other_arch);
1816 new_ob->x = hx;
1817 new_ob->y = hy;
1818 insert_ob_in_map (new_ob, m, op, 0);
1819 }
1820 } 1692 }
1821 1693
1822 /* restore to the center location and damage */ 1694 /* restore to the center location and damage */
1823 op->stats.dam = dam_save; 1695 op->stats.dam = dam_save;
1824 1696
1825 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);
1826 1698
1827 if (i >= 0) 1699 if (i >= 0)
1828 { /* we have a preferred direction! */ 1700 { /* we have a preferred direction! */
1829 /* pick another direction if the preferred dir is blocked. */ 1701 /* pick another direction if the preferred dir is blocked. */
1830 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 ||
1831 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)))
1832 {
1833 i = absdir (i + rndm (0, 2) - 1); /* -1, 0, +1 */ 1704 i = absdir (i + rndm (0, 2) - 1); /* -1, 0, +1 */
1834 } 1705
1835 op->direction = i; 1706 op->direction = i;
1836 } 1707 }
1837} 1708}
1838 1709
1839
1840/* move_swarm_spell: peterm 1710/* move_swarm_spell: peterm
1841 * 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
1842 * 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
1843 * 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
1844 * 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
1845 * 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.
1846 */ 1716 */
1847
1848void 1717void
1849move_swarm_spell (object *op) 1718move_swarm_spell (object *op)
1850{ 1719{
1851#if 0 1720#if 0
1852 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 };
1853 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 };
1854 sint16 target_x, target_y, origin_x, origin_y; 1723 sint16 target_x, target_y, origin_x, origin_y;
1855 int adjustdir; 1724 int adjustdir;
1856 maptile *m; 1725 maptile *m;
1857#endif 1726#endif
1858 int basedir;
1859 object *owner; 1727 object *owner = op->env;
1860 1728
1861 owner = get_owner (op); 1729 if (!owner) // MUST not happen, remove when true TODO
1862 if (op->duration == 0 || owner == NULL)
1863 { 1730 {
1731 LOG (llevError, "swarm spell found outside inventory: %s\n", op->debug_desc ());
1864 op->destroy (); 1732 op->destroy ();
1865 return; 1733 return;
1866 } 1734 }
1867 1735
1736 if (!op->duration || !owner->is_on_map ())
1737 {
1738 op->drop_and_destroy ();
1739 return;
1740 }
1741
1868 op->duration--; 1742 op->duration--;
1869 1743
1870 basedir = op->direction; 1744 int basedir = op->direction;
1871 if (basedir == 0) 1745 if (!basedir)
1872 { 1746 {
1873 /* spray in all directions! 8) */ 1747 /* spray in all directions! 8) */
1874 basedir = rndm (1, 8); 1748 op->facing = (op->facing + op->state) & 7;
1749 basedir = op->facing + 1;
1875 } 1750 }
1876 1751
1877#if 0 1752#if 0
1878 // this is bogus: it causes wrong places to be checked below 1753 // this is bogus: it causes wrong places to be checked below
1879 // (a wall 2 cells away will block the effect...) and 1754 // (a wall 2 cells away will block the effect...) and
1880 // 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
1881 // space. 1756 // space.
1882 // should be fixed later, but correctness before featurs... 1757 // should be fixed later, but correctness before features...
1883 // (schmorp) 1758 // (schmorp)
1884 1759
1885 /* new offset calculation to make swarm element distribution 1760 /* new offset calculation to make swarm element distribution
1886 * more uniform 1761 * more uniform
1887 */ 1762 */
1940 { 1815 {
1941 /* 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 */
1942 if (op->spell->subtype == SP_BULLET) 1817 if (op->spell->subtype == SP_BULLET)
1943 fire_bullet (owner, op, basedir, op->spell); 1818 fire_bullet (owner, op, basedir, op->spell);
1944 else if (op->spell->subtype == SP_MAGIC_MISSILE) 1819 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1945 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);
1946 } 1821 }
1947} 1822}
1948
1949
1950
1951 1823
1952/* fire_swarm: 1824/* fire_swarm:
1953 * The following routine creates a swarm of objects. It actually 1825 * The following routine creates a swarm of objects. It actually
1954 * sets up a specific swarm object, which then fires off all 1826 * sets up a specific swarm object, which then fires off all
1955 * the parts of the swarm. 1827 * the parts of the swarm.
1958 * caster: the caster (owner, wand, rod, scroll) 1830 * caster: the caster (owner, wand, rod, scroll)
1959 * dir: the direction everything will be fired in 1831 * dir: the direction everything will be fired in
1960 * spell - the spell that is this spell. 1832 * spell - the spell that is this spell.
1961 * n: the number to be fired. 1833 * n: the number to be fired.
1962 */ 1834 */
1963
1964int 1835int
1965fire_swarm (object *op, object *caster, object *spell, int dir) 1836fire_swarm (object *op, object *caster, object *spell, int dir)
1966{ 1837{
1967 object *tmp;
1968 int i;
1969
1970 if (!spell->other_arch) 1838 if (!spell->other_arch)
1971 return 0; 1839 return 0;
1972 1840
1973 tmp = get_archetype (SWARM_SPELL); 1841 object *tmp = archetype::get (SWARM_SPELL);
1974 tmp->x = op->x; 1842
1975 tmp->y = op->y;
1976 set_owner (tmp, op); /* needed so that if swarm elements kill, caster gets xp. */
1977 set_spell_skill (op, caster, spell, tmp); 1843 set_spell_skill (op, caster, spell, tmp);
1978
1979 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. */
1980 tmp->spell = arch_to_object (spell->other_arch); 1845 tmp->spell = spell->other_arch->instance ();
1981
1982 tmp->attacktype = tmp->spell->attacktype; 1846 tmp->attacktype = tmp->spell->attacktype;
1983 1847
1984 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) 1848 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
1985 {
1986 if (!tailor_god_spell (tmp, op)) 1849 if (!tailor_god_spell (tmp, op))
1987 return 1; 1850 return 1;
1988 } 1851
1989 tmp->duration = SP_level_duration_adjust (caster, spell); 1852 tmp->duration = SP_level_duration_adjust (caster, spell);
1990 for (i = 0; i < spell->duration; i++) 1853 for (int i = 0; i < spell->duration; i++)
1991 tmp->duration += die_roll (1, 3, op, PREFER_HIGH); 1854 tmp->duration += die_roll (1, 3, op, PREFER_HIGH);
1992 1855
1856 tmp->invisible = 1;
1857 tmp->flag [FLAG_NO_DROP] = 1; // make sure it stays in inv, or else
1993 tmp->direction = dir; 1858 tmp->direction = dir;
1994 tmp->invisible = 1; 1859 tmp->facing = rndm (1, 8); // initial firing direction
1995 insert_ob_in_map (tmp, op->map, op, 0); 1860 tmp->state = rndm (4) * 2 + 1; // direction increment
1861
1862 op->insert (tmp);
1863
1996 return 1; 1864 return 1;
1997} 1865}
1998
1999 1866
2000/* See the spells documentation file for why this is its own 1867/* See the spells documentation file for why this is its own
2001 * function. 1868 * function.
2002 */ 1869 */
2003int 1870int
2008 int dam, mflags; 1875 int dam, mflags;
2009 maptile *m; 1876 maptile *m;
2010 1877
2011 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1878 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
2012 1879
2013 if (!dir) 1880 if (dir)
2014 {
2015 new_draw_info (NDI_UNIQUE, 0, op, "In what direction?");
2016 return 0;
2017 } 1881 {
2018
2019 x = op->x + freearr_x[dir]; 1882 x = op->x + freearr_x[dir];
2020 y = op->y + freearr_y[dir]; 1883 y = op->y + freearr_y[dir];
2021 m = op->map; 1884 m = op->map;
2022 1885
2023 mflags = get_map_flags (m, &m, x, y, &x, &y); 1886 mflags = get_map_flags (m, &m, x, y, &x, &y);
2024 1887
2025 if (mflags & P_OUT_OF_MAP) 1888 if (mflags & P_OUT_OF_MAP)
2026 { 1889 {
2027 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is there."); 1890 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is there.");
2028 return 0; 1891 return 0;
2029 } 1892 }
2030 1893
2031 if (mflags & P_IS_ALIVE && spell->attacktype) 1894 if (mflags & P_IS_ALIVE && spell->attacktype)
2032 { 1895 {
2033 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)
2034 if (QUERY_FLAG (target, FLAG_MONSTER)) 1897 if (QUERY_FLAG (target, FLAG_MONSTER))
2035 { 1898 {
2036 /* oky doky. got a target monster. Lets make a blinding attack */ 1899 /* oky doky. got a target monster. Lets make a blinding attack */
2037 if (target->head) 1900 if (target->head)
2038 target = target->head; 1901 target = target->head;
1902
2039 (void) hit_player (target, dam, op, spell->attacktype, 1); 1903 hit_player (target, dam, op, spell->attacktype, 1);
2040 return 1; /* one success only! */ 1904 return 1; /* one success only! */
1905 }
2041 } 1906 }
2042 }
2043 1907
2044 /* no live target, perhaps a wall is in the way? */ 1908 /* no live target, perhaps a wall is in the way? */
2045 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)))
2046 { 1910 {
2047 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.");
2048 return 0; 1912 return 0;
1913 }
2049 } 1914 }
2050 1915
2051 /* 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 */
2052 tmp = arch_to_object (spell->other_arch); 1917 tmp = spell->other_arch->instance ();
2053 if (!tmp) 1918 if (!tmp)
2054 { 1919 {
2055 LOG (llevError, "Error: spell arch for cast_light() missing.\n"); 1920 LOG (llevError, "Error: spell arch for cast_light() missing.\n");
2056 return 0; 1921 return 0;
2057 } 1922 }
1923
2058 tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell); 1924 tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell);
1925
2059 if (tmp->glow_radius) 1926 if (tmp->glow_radius)
2060 { 1927 tmp->set_glow_radius (
2061 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)
2062 if (tmp->glow_radius > MAX_LIGHT_RADII) 1929 );
2063 tmp->glow_radius = MAX_LIGHT_RADII; 1930
2064 } 1931 if (dir)
2065 tmp->x = x; 1932 m->insert (tmp, x, y, op);
2066 tmp->y = y; 1933 else
2067 insert_ob_in_map (tmp, m, op, 0); 1934 caster->outer_env_or_self ()->insert (tmp);
1935
2068 return 1; 1936 return 1;
2069} 1937}
2070
2071
2072
2073 1938
2074/* cast_cause_disease: this spell looks along <dir> from the 1939/* cast_cause_disease: this spell looks along <dir> from the
2075 * player and infects someone. 1940 * player and infects someone.
2076 * 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
2077 * 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
2078 * perhaps this should actually be in disease.c? 1943 * perhaps this should actually be in disease.c?
2079 */ 1944 */
2080
2081int 1945int
2082cast_cause_disease (object *op, object *caster, object *spell, int dir) 1946cast_cause_disease (object *op, object *caster, object *spell, int dir)
2083{ 1947{
2084 sint16 x, y; 1948 sint16 x, y;
2085 int i, mflags, range, dam_mod, dur_mod; 1949 int i, mflags, range, dam_mod, dur_mod;
2092 /* 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
2093 * direction the player is pointing. 1957 * direction the player is pointing.
2094 */ 1958 */
2095 if (!dir) 1959 if (!dir)
2096 dir = op->facing; 1960 dir = op->facing;
1961
2097 if (!dir) 1962 if (!dir)
2098 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 */
2099 1964
2100 /* Calculate these once here */ 1965 /* Calculate these once here */
2101 range = spell->range + SP_level_range_adjust (caster, spell); 1966 range = spell->range + SP_level_range_adjust (caster, spell);
2120 1985
2121 /* 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 */
2122 if (mflags & P_IS_ALIVE) 1987 if (mflags & P_IS_ALIVE)
2123 { 1988 {
2124 /* search this square for a victim */ 1989 /* search this square for a victim */
2125 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)
2126 if (QUERY_FLAG (walk, FLAG_MONSTER) || (walk->type == PLAYER)) 1991 if (QUERY_FLAG (walk, FLAG_MONSTER) || (walk->type == PLAYER))
2127 { /* found a victim */ 1992 { /* found a victim */
2128 object *disease = arch_to_object (spell->other_arch); 1993 object *disease = spell->other_arch->instance ();
2129 1994
2130 set_owner (disease, op); 1995 disease->set_owner (op);
2131 set_spell_skill (op, caster, spell, disease); 1996 set_spell_skill (op, caster, spell, disease);
2132 disease->stats.exp = 0; 1997 disease->stats.exp = 0;
2133 disease->level = caster_level (caster, spell); 1998 disease->level = casting_level (caster, spell);
2134 1999
2135 /* do level adjustments */ 2000 /* do level adjustments */
2136 if (disease->stats.wc) 2001 if (disease->stats.wc)
2137 disease->stats.wc += dur_mod / 2; 2002 disease->stats.wc += dur_mod / 2;
2138 2003
2139 if (disease->magic > 0) 2004 if (disease->magic > 0)
2140 disease->magic += dur_mod / 4; 2005 disease->magic += dur_mod / 8;
2141 2006
2142 if (disease->stats.maxhp > 0) 2007 if (disease->stats.maxhp > 0)
2143 disease->stats.maxhp += dur_mod; 2008 disease->stats.maxhp += dur_mod;
2144 2009
2145 if (disease->stats.maxgrace > 0) 2010 if (disease->stats.maxgrace > 0)
2180 if (disease->stats.sp) 2045 if (disease->stats.sp)
2181 disease->stats.sp -= dam_mod; 2046 disease->stats.sp -= dam_mod;
2182 2047
2183 if (infect_object (walk, disease, 1)) 2048 if (infect_object (walk, disease, 1))
2184 { 2049 {
2185 object *flash; /* visual effect for inflicting disease */
2186
2187 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);
2188 2051
2189 disease->destroy (); /* don't need this one anymore */ 2052 disease->destroy (); /* don't need this one anymore */
2190 flash = get_archetype (ARCH_DETECT_MAGIC); 2053 walk->map->insert (get_archetype (shstr_detect_magic), x, y, op);
2191 flash->x = x;
2192 flash->y = y;
2193 flash->map = walk->map;
2194 insert_ob_in_map (flash, walk->map, op, 0);
2195 return 1; 2054 return 1;
2196 } 2055 }
2197 2056
2198 disease->destroy (); 2057 disease->destroy ();
2199 } 2058 }
2200 } /* if living creature */ 2059 } /* if living creature */
2201 } /* for range of spaces */ 2060 } /* for range of spaces */
2061
2202 new_draw_info (NDI_UNIQUE, 0, op, "No one caught anything!"); 2062 new_draw_info (NDI_UNIQUE, 0, op, "No one caught anything!");
2203 return 1; 2063 return 1;
2204} 2064}

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