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Comparing deliantra/server/server/spell_attack.C (file contents):
Revision 1.19 by root, Wed Dec 13 03:28:42 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;
146 142
147 /* reduce chances of subsequent forking */ 143 /* reduce chances of subsequent forking */
148 new_bolt->stats.Dex -= 10; 144 new_bolt->stats.Dex -= 10;
149 tmp->stats.Dex -= 10; /* less forks from main bolt too */ 145 tmp->stats.Dex -= 10; /* less forks from main bolt too */
150 new_bolt->stats.Con += 25 * new_dir; /* adjust the left bias */ 146 new_bolt->stats.Con += 25 * new_dir; /* adjust the left bias */
151 new_bolt->speed_left = -0.1; 147 new_bolt->speed_left = -0.1f;
152 new_bolt->direction = t_dir; 148 new_bolt->direction = t_dir;
153 new_bolt->duration++; 149 new_bolt->duration++;
154 new_bolt->x = sx;
155 new_bolt->y = sy;
156 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */ 150 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */
157 new_bolt->stats.dam++; 151 new_bolt->stats.dam++;
158 tmp->stats.dam /= 2; /* reduce father bolt damage */ 152 tmp->stats.dam /= 2; /* reduce father bolt damage */
159 tmp->stats.dam++; 153 tmp->stats.dam++;
160 new_bolt = insert_ob_in_map (new_bolt, m, op, 0); 154
155 if ((new_bolt = m->insert (new_bolt, sx, sy, op)))
161 update_turn_face (new_bolt); 156 update_turn_face (new_bolt);
162} 157}
163 158
164/* move_bolt: moves bolt 'op'. Basically, it just advances a space, 159/* move_bolt: moves bolt 'op'. Basically, it just advances a space,
165 * and checks for various things that may stop it. 160 * and checks for various things that may stop it.
166 */ 161 */
167
168void 162void
169move_bolt (object *op) 163move_bolt (object *op)
170{ 164{
171 object *tmp;
172 int mflags; 165 int mflags;
173 sint16 x, y; 166 sint16 x, y;
174 maptile *m; 167 maptile *m;
175 168
176 if (--(op->duration) < 0) 169 if (--op->duration < 0)
177 { 170 {
178 op->destroy (); 171 op->drop_and_destroy ();
179 return; 172 return;
180 } 173 }
181 174
182 hit_map (op, 0, op->attacktype, 1); 175 hit_map (op, 0, op->attacktype, 1);
183 176
184 if (!op->direction) 177 if (!op->direction)
185 return; 178 return;
186 179
187 if (--op->range < 0) 180 if (--op->range < 0)
188 {
189 op->range = 0; 181 op->range = 0;
190 }
191 else 182 else
192 { 183 {
193 x = op->x + DIRX (op); 184 x = op->x + DIRX (op);
194 y = op->y + DIRY (op); 185 y = op->y + DIRY (op);
195 m = op->map; 186 m = op->map;
203 * 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
204 * will be useful. 195 * will be useful.
205 */ 196 */
206 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)))
207 { 198 {
208
209 if (!QUERY_FLAG (op, FLAG_REFLECTING)) 199 if (!QUERY_FLAG (op, FLAG_REFLECTING))
210 return; 200 return;
211 201
212 /* Since walls don't run diagonal, if the bolt is in 202 /* Since walls don't run diagonal, if the bolt is in
213 * one of 4 main directions, it just reflects back in the 203 * one of 4 main directions, it just reflects back in the
243 else if (left) 233 else if (left)
244 op->direction = absdir (op->direction + 2); 234 op->direction = absdir (op->direction + 2);
245 else if (right) 235 else if (right)
246 op->direction = absdir (op->direction - 2); 236 op->direction = absdir (op->direction - 2);
247 } 237 }
238
248 update_turn_face (op); /* A bolt *must* be IS_TURNABLE */ 239 update_turn_face (op); /* A bolt *must* be IS_TURNABLE */
249 return; 240 return;
250 } 241 }
251 else 242 else
252 { /* Create a copy of this object and put it ahead */ 243 { /* Create a copy of this object and put it ahead */
253 tmp = op->clone (); 244 object *tmp = op->clone ();
254 245
246 m->insert (tmp, x, y, op);
255 tmp->speed_left = -0.1; 247 tmp->speed_left = -0.1f;
256 tmp->x += DIRX (tmp), tmp->y += DIRY (tmp);
257 tmp = insert_ob_in_map (tmp, op->map, op, 0);
258 /* 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 */
259 tmp->duration++; 249 tmp->duration++;
260 250
261 /* New forking code. Possibly create forks of this object 251 /* New forking code. Possibly create forks of this object
262 * going off in other directions. 252 * going off in other directions.
263 */ 253 */
264
265 if (rndm (0, 99) < tmp->stats.Dex) 254 if (tmp->stats.Dex && rndm (0, 99) < tmp->stats.Dex)
266 { /* stats.Dex % of forking */ 255 forklightning (op, tmp); /* stats.Dex % of forking */
267 forklightning (op, tmp); 256
268 }
269 /* 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
270 * doesn't create any bolts that continue to move onward. 258 * doesn't create any bolts that continue to move onward.
271 */ 259 */
272 op->range = 0; 260 op->range = 0;
273 } /* copy object and move it along */ 261 } /* copy object and move it along */
280 * we remove the magic flag - that can be derived from 268 * we remove the magic flag - that can be derived from
281 * spob->attacktype. 269 * spob->attacktype.
282 * This function sets up the appropriate owner and skill 270 * This function sets up the appropriate owner and skill
283 * pointers. 271 * pointers.
284 */ 272 */
285
286int 273int
287fire_bolt (object *op, object *caster, int dir, object *spob, object *skill) 274fire_bolt (object *op, object *caster, int dir, object *spob, object *skill)
288{ 275{
289 object *tmp = NULL; 276 object *tmp = NULL;
290 int mflags; 277 int mflags;
291 278
292 if (!spob->other_arch) 279 if (!spob->other_arch)
293 return 0; 280 return 0;
294 281
295 tmp = arch_to_object (spob->other_arch); 282 tmp = spob->other_arch->instance ();
296 if (tmp == NULL) 283 if (tmp == NULL)
297 return 0; 284 return 0;
298 285
299 /* peterm: level dependency for bolts */ 286 /* peterm: level dependency for bolts */
300 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);
301 tmp->attacktype = spob->attacktype; 288 tmp->attacktype = spob->attacktype;
289
302 if (spob->slaying) 290 if (spob->slaying)
303 tmp->slaying = spob->slaying; 291 tmp->slaying = spob->slaying;
292
304 tmp->range = spob->range + SP_level_range_adjust (caster, spob); 293 tmp->range = spob->range + SP_level_range_adjust (caster, spob);
305 tmp->duration = spob->duration + SP_level_duration_adjust (caster, spob); 294 tmp->duration = spob->duration + SP_level_duration_adjust (caster, spob);
306 tmp->stats.Dex = spob->stats.Dex; 295 tmp->stats.Dex = spob->stats.Dex;
307 tmp->stats.Con = spob->stats.Con; 296 tmp->stats.Con = spob->stats.Con;
308 297
315 304
316 tmp->x = op->x + DIRX (tmp); 305 tmp->x = op->x + DIRX (tmp);
317 tmp->y = op->y + DIRY (tmp); 306 tmp->y = op->y + DIRY (tmp);
318 tmp->map = op->map; 307 tmp->map = op->map;
319 308
309 maptile *newmap;
320 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);
321 if (mflags & P_OUT_OF_MAP) 311 if (mflags & P_OUT_OF_MAP)
322 { 312 {
323 tmp->destroy (); 313 tmp->drop_and_destroy ();
324 return 0; 314 return 0;
325 } 315 }
326 316
317 tmp->map = newmap;
318
327 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)))
328 { 320 {
329 if (!QUERY_FLAG (tmp, FLAG_REFLECTING)) 321 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
330 { 322 {
331 tmp->destroy (); 323 tmp->drop_and_destroy ();
332 return 0; 324 return 0;
333 } 325 }
334 326
335 tmp->x = op->x; 327 tmp->x = op->x;
336 tmp->y = op->y; 328 tmp->y = op->y;
337 tmp->direction = absdir (tmp->direction + 4); 329 tmp->direction = absdir (tmp->direction + 4);
338 tmp->map = op->map; 330 tmp->map = op->map;
339 } 331 }
340 332
341 if ((tmp = insert_ob_in_map (tmp, tmp->map, op, 0)) != NULL) 333 if ((tmp = tmp->insert_at (tmp, op)))
342 move_bolt (tmp); 334 move_bolt (tmp);
343 335
344 return 1; 336 return 1;
345} 337}
346
347
348 338
349/*************************************************************************** 339/***************************************************************************
350 * 340 *
351 * BULLET/BALL CODE 341 * BULLET/BALL CODE
352 * 342 *
353 ***************************************************************************/ 343 ***************************************************************************/
354 344
355/* expands an explosion. op is a piece of the 345/* expands an explosion. op is a piece of the
356 * explosion - this expans it in the different directions. 346 * explosion - this expands it in the different directions.
357 * At least that is what I think this does. 347 * At least that is what I think this does.
358 */ 348 */
359void 349void
360explosion (object *op) 350explosion (object *op)
361{ 351{
362 object *tmp;
363 maptile *m = op->map; 352 maptile *m = op->map;
364 int i; 353 int i;
365 354
366 if (--(op->duration) < 0) 355 if (--op->duration < 0)
367 { 356 {
368 op->destroy (); 357 op->destroy ();
369 return; 358 return;
370 } 359 }
371 360
377 { 366 {
378 sint16 dx, dy; 367 sint16 dx, dy;
379 368
380 dx = op->x + freearr_x[i]; 369 dx = op->x + freearr_x[i];
381 dy = op->y + freearr_y[i]; 370 dy = op->y + freearr_y[i];
371
382 /* ok_to_put_more already does things like checks for walls, 372 /* ok_to_put_more already does things like checks for walls,
383 * out of map, etc. 373 * out of map, etc.
384 */ 374 */
385 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))
386 { 376 {
387 tmp = op->clone (); 377 object *tmp = op->clone ();
378
388 tmp->state = 0; 379 tmp->state = 0;
389 tmp->speed_left = -0.21; 380 tmp->speed_left = -0.21f;
390 tmp->range--; 381 tmp->range--;
391 tmp->value = 0; 382 tmp->value = 0;
392 tmp->x = dx; 383
393 tmp->y = dy; 384 m->insert (tmp, dx, dy, op);
394 insert_ob_in_map (tmp, m, op, 0);
395 } 385 }
396 } 386 }
397 } 387 }
398} 388}
399
400 389
401/* Causes an object to explode, eg, a firebullet, 390/* Causes an object to explode, eg, a firebullet,
402 * poison cloud ball, etc. op is the object to 391 * poison cloud ball, etc. op is the object to
403 * explode. 392 * explode.
404 */ 393 */
405void 394static void
406explode_bullet (object *op) 395explode_bullet (object *op)
407{ 396{
408 object *tmp, *owner; 397 object *tmp, *owner;
409 398
410 if (op->other_arch == NULL) 399 if (!op->other_arch)
411 { 400 {
412 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n"); 401 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n");
413 op->destroy (); 402 op->destroy ();
414 return; 403 return;
415 } 404 }
416 405
417 if (op->env) 406 if (op->env)
418 { 407 {
419 object *env; 408 object *env = op->outer_env ();
420 409
421 env = object_get_env_recursive (op);
422 if (env->map == NULL || out_of_map (env->map, env->x, env->y)) 410 if (!env->map || out_of_map (env->map, env->x, env->y))
423 { 411 {
424 LOG (llevError, "BUG: explode_bullet(): env out of map\n"); 412 LOG (llevError, "BUG: explode_bullet(): env out of map\n");
425 op->destroy (); 413 op->destroy ();
426 return; 414 return;
427 } 415 }
428 416
429 op->remove (); 417 op->insert_at (env, op, INS_NO_MERGE | INS_NO_WALK_ON);
430 op->x = env->x;
431 op->y = env->y;
432 insert_ob_in_map (op, env->map, op, INS_NO_MERGE | INS_NO_WALK_ON);
433 } 418 }
434 else if (out_of_map (op->map, op->x, op->y)) 419 else if (out_of_map (op->map, op->x, op->y))
435 { 420 {
436 LOG (llevError, "BUG: explode_bullet(): op out of map\n"); 421 LOG (llevError, "BUG: explode_bullet(): op out of map\n");
437 op->destroy (); 422 op->destroy ();
448 } 433 }
449 434
450 if (op->attacktype) 435 if (op->attacktype)
451 { 436 {
452 hit_map (op, 0, op->attacktype, 1); 437 hit_map (op, 0, op->attacktype, 1);
438
453 if (op->destroyed ()) 439 if (op->destroyed ())
454 return; 440 return;
455 } 441 }
456 442
457 /* other_arch contains what this explodes into */ 443 /* other_arch contains what this explodes into */
458 tmp = arch_to_object (op->other_arch); 444 tmp = op->other_arch->instance ();
459 445
460 tmp->set_owner (op); 446 tmp->set_owner (op);
461 tmp->skill = op->skill; 447 tmp->skill = op->skill;
462 448
463 owner = op->owner; 449 owner = op->owner;
464 450
465 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))
466 { 455 {
467 op->destroy (); 456 op->destroy ();
468 return; 457 return;
469 } 458 }
470
471 tmp->x = op->x;
472 tmp->y = op->y;
473 459
474 /* special for bombs - it actually has sane values for these */ 460 /* special for bombs - it actually has sane values for these */
475 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB) 461 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB)
476 { 462 {
477 tmp->attacktype = op->attacktype; 463 tmp->attacktype = op->attacktype;
481 } 467 }
482 else 468 else
483 { 469 {
484 if (op->attacktype & AT_MAGIC) 470 if (op->attacktype & AT_MAGIC)
485 tmp->attacktype |= AT_MAGIC; 471 tmp->attacktype |= AT_MAGIC;
472
486 /* Spell doc describes what is going on here */ 473 /* Spell doc describes what is going on here */
487 tmp->stats.dam = op->dam_modifier; 474 tmp->stats.dam = op->dam_modifier;
488 tmp->range = op->stats.maxhp; 475 tmp->range = op->stats.maxhp;
489 tmp->duration = op->stats.hp; 476 tmp->duration = op->stats.hp;
490 /* 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 -
498 tmp->stats.sp = op->direction; 485 tmp->stats.sp = op->direction;
499 486
500 /* Prevent recursion */ 487 /* Prevent recursion */
501 op->move_on = 0; 488 op->move_on = 0;
502 489
503 insert_ob_in_map (tmp, op->map, op, 0); 490 tmp->insert_at (op, op);
491 tmp->play_sound (tmp->sound);
492
504 /* remove the firebullet */ 493 /* remove the firebullet */
505 if (!op->destroyed ())
506 {
507 op->destroy (); 494 op->destroy ();
508 }
509} 495}
510
511
512 496
513/* 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
514 * (eg, explode, damage player, etc) 498 * (eg, explode, damage player, etc)
515 */ 499 */
516
517void 500void
518check_bullet (object *op) 501check_bullet (object *op)
519{ 502{
520 object *tmp; 503 object *tmp;
521 int dam, mflags; 504 int dam, mflags;
536 519
537 /* 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 */
538 if (!(mflags & P_IS_ALIVE)) 521 if (!(mflags & P_IS_ALIVE))
539 return; 522 return;
540 523
541 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)
542 { 525 {
543 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 526 if (QUERY_FLAG (tmp, FLAG_ALIVE))
544 { 527 {
545 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
546 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0) 531 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0)
547 { 532 {
548 if (!QUERY_FLAG (op, FLAG_REMOVED)) 533 if (!QUERY_FLAG (op, FLAG_REMOVED))
549 { 534 {
550 op->destroy (); 535 op->destroy ();
553 } 538 }
554 } 539 }
555 } 540 }
556} 541}
557 542
558
559/* Basically, we move 'op' one square, and if it hits something, 543/* Basically, we move 'op' one square, and if it hits something,
560 * call check_bullet. 544 * call check_bullet.
561 * This function is only applicable to bullets, but not to all 545 * This function is only applicable to bullets, but not to all
562 * fired arches (eg, bolts). 546 * fired arches (eg, bolts).
563 */ 547 */
564
565void 548void
566move_bullet (object *op) 549move_bullet (object *op)
567{ 550{
568 sint16 new_x, new_y;
569 int mflags;
570 maptile *m;
571
572#if 0 551#if 0
573 /* We need a better general purpose way to do this */ 552 /* We need a better general purpose way to do this */
574 553
575 /* peterm: added to make comet leave a trail of burnouts 554 /* peterm: added to make comet leave a trail of burnouts
576 it's an unadulterated hack, but the effect is cool. */ 555 it's an unadulterated hack, but the effect is cool. */
591 op->destroy (); 570 op->destroy ();
592 571
593 return; 572 return;
594 } 573 }
595 574
596 new_x = op->x + DIRX (op); 575 mapxy pos (op);
597 new_y = op->y + DIRY (op); 576 pos.move (op->direction);
598 m = op->map;
599 mflags = get_map_flags (m, &m, new_x, new_y, &new_x, &new_y);
600 577
601 if (mflags & P_OUT_OF_MAP) 578 if (!pos.normalise ())
602 { 579 {
603 op->destroy (); 580 op->destroy ();
604 return; 581 return;
605 } 582 }
606 583
607 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))
608 { 589 {
609 if (op->other_arch) 590 if (op->other_arch)
610 explode_bullet (op); 591 explode_bullet (op);
611 else 592 else
612 op->destroy (); 593 op->destroy ();
613 594
614 return; 595 return;
615 } 596 }
616 597
617 op->remove (); 598 if (!(op = pos.insert (op, op)))
618 op->x = new_x;
619 op->y = new_y;
620 if ((op = insert_ob_in_map (op, m, op, 0)) == NULL)
621 return; 599 return;
622 600
623 if (reflwall (op->map, op->x, op->y, op)) 601 if (reflwall (op->map, op->x, op->y, op))
624 { 602 {
625 op->direction = absdir (op->direction + 4); 603 op->direction = absdir (op->direction + 4);
626 update_turn_face (op); 604 update_turn_face (op);
627 } 605 }
628 else 606 else
629 {
630 check_bullet (op); 607 check_bullet (op);
631 }
632} 608}
633
634
635
636 609
637/* fire_bullet 610/* fire_bullet
638 * object op (cast from caster) files a bolt in dir. 611 * object op (cast from caster) files a bolt in dir.
639 * spob is the spell object for the bolt. 612 * spob is the spell object for the bolt.
640 * we remove the magic flag - that can be derived from 613 * we remove the magic flag - that can be derived from
641 * spob->attacktype. 614 * spob->attacktype.
642 * This function sets up the appropriate owner and skill 615 * This function sets up the appropriate owner and skill
643 * pointers. 616 * pointers.
644 */ 617 */
645
646int 618int
647fire_bullet (object *op, object *caster, int dir, object *spob) 619fire_bullet (object *op, object *caster, int dir, object *spob)
648{ 620{
649 object *tmp = NULL; 621 object *tmp = NULL;
650 int mflags; 622 int mflags;
651 623
652 if (!spob->other_arch) 624 if (!spob->other_arch)
653 return 0; 625 return 0;
654 626
655 tmp = arch_to_object (spob->other_arch); 627 tmp = spob->other_arch->instance ();
656 if (tmp == NULL) 628 if (!tmp)
657 return 0; 629 return 0;
658 630
659 /* peterm: level dependency for bolts */ 631 /* peterm: level dependency for bolts */
660 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);
661 tmp->attacktype = spob->attacktype; 633 tmp->attacktype = spob->attacktype;
662 if (spob->slaying) 634 if (spob->slaying)
663 tmp->slaying = spob->slaying; 635 tmp->slaying = spob->slaying;
664 636
674 SET_ANIMATION (tmp, dir); 646 SET_ANIMATION (tmp, dir);
675 647
676 tmp->set_owner (op); 648 tmp->set_owner (op);
677 set_spell_skill (op, caster, spob, tmp); 649 set_spell_skill (op, caster, spob, tmp);
678 650
679 tmp->x = op->x + freearr_x[dir]; 651 tmp->x = op->x + freearr_x[dir];
680 tmp->y = op->y + freearr_y[dir]; 652 tmp->y = op->y + freearr_y[dir];
681 tmp->map = op->map; 653 tmp->map = op->map;
682 654
655 maptile *newmap;
683 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);
684 if (mflags & P_OUT_OF_MAP) 657 if (mflags & P_OUT_OF_MAP)
685 { 658 {
686 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
687 return 0; 675 return 0;
688 } 676 }
689 677
690 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)))
691 { 679 {
699 tmp->y = op->y; 687 tmp->y = op->y;
700 tmp->direction = absdir (tmp->direction + 4); 688 tmp->direction = absdir (tmp->direction + 4);
701 tmp->map = op->map; 689 tmp->map = op->map;
702 } 690 }
703 691
704 if ((tmp = insert_ob_in_map (tmp, tmp->map, op, 0)) != NULL) 692 if ((tmp = tmp->insert_at (tmp, op)))
705 check_bullet (tmp); 693 check_bullet (tmp);
706 694
707 return 1; 695 return 1;
708} 696}
709
710
711
712 697
713/***************************************************************************** 698/*****************************************************************************
714 * 699 *
715 * CONE RELATED FUNCTIONS 700 * CONE RELATED FUNCTIONS
716 * 701 *
717 *****************************************************************************/ 702 *****************************************************************************/
718 703
719
720/* 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" */
721void 705static void
722cone_drop (object *op) 706cone_drop (object *op)
723{ 707{
724 object *new_ob = arch_to_object (op->other_arch); 708 object *new_ob = op->other_arch->instance ();
725 709
726 new_ob->x = op->x;
727 new_ob->y = op->y;
728 new_ob->level = op->level; 710 new_ob->level = op->level;
729 new_ob->set_owner (op->owner); 711 new_ob->set_owner (op->owner);
730 712
731 /* preserve skill ownership */ 713 /* preserve skill ownership */
732 if (op->skill && op->skill != new_ob->skill) 714 if (op->skill && op->skill != new_ob->skill)
733 {
734 new_ob->skill = op->skill; 715 new_ob->skill = op->skill;
735 }
736 insert_ob_in_map (new_ob, op->map, op, 0);
737 716
717 new_ob->insert_at (op, op);
738} 718}
739 719
740/* 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 */
741 721
742void 722void
743move_cone (object *op) 723move_cone (object *op)
744{ 724{
745 int i;
746
747 /* 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 */
748 if (!op->map) 726 if (!op->map)
749 { 727 {
750 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");
751 op->speed = 0; 729 op->set_speed (0);
752 update_ob_speed (op);
753 return; 730 return;
754 } 731 }
755 732
756 /* lava saves it's life, but not yours :) */ 733 /* lava saves it's life, but not yours :) */
757 if (QUERY_FLAG (op, FLAG_LIFESAVE)) 734 if (QUERY_FLAG (op, FLAG_LIFESAVE))
772 } 749 }
773#endif 750#endif
774 751
775 hit_map (op, 0, op->attacktype, 0); 752 hit_map (op, 0, op->attacktype, 0);
776 753
754 if (!op->is_on_map ())
755 return;
756
777 /* Check to see if we should push anything. 757 /* Check to see if we should push anything.
778 * Spell objects with weight push whatever they encounter to some 758 * Spell objects with weight push whatever they encounter to some
779 * degree. 759 * degree.
780 */ 760 */
781 if (op->weight) 761 if (op->weight)
762 {
782 check_spell_knockback (op); 763 check_spell_knockback (op);
783 764
784 if (op->destroyed ()) 765 if (!op->is_on_map ())
785 return; 766 return;
767 }
786 768
787 if ((op->duration--) < 0) 769 if (op->duration-- < 0)
788 { 770 {
789 op->destroy (); 771 op->destroy ();
790 return; 772 return;
791 } 773 }
792 /* Object has hit maximum range, so don't have it move 774 /* Object has hit maximum range, so don't have it move
797 { 779 {
798 op->range = 0; /* just so it doesn't wrap */ 780 op->range = 0; /* just so it doesn't wrap */
799 return; 781 return;
800 } 782 }
801 783
802 for (i = -1; i < 2; i++) 784 for (int i = -1; i <= 1; i++)
803 { 785 {
804 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)];
805 787
806 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))
807 { 789 {
808 object *tmp = op->clone (); 790 object *tmp = op->clone ();
809
810 tmp->x = x;
811 tmp->y = y;
812 791
813 tmp->duration = op->duration + 1; 792 tmp->duration = op->duration + 1;
814 793
815 /* Use for spell tracking - see ok_to_put_more() */ 794 /* Use for spell tracking - see ok_to_put_more() */
816 tmp->stats.maxhp = op->stats.maxhp; 795 tmp->stats.maxhp = op->stats.maxhp;
817 insert_ob_in_map (tmp, op->map, op, 0); 796
797 op->map->insert (tmp, x, y, op);
798
818 if (tmp->other_arch) 799 if (tmp->other_arch)
819 cone_drop (tmp); 800 cone_drop (tmp);
820 } 801 }
821 } 802 }
822} 803}
855 836
856 /* 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
857 * 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
858 * insert it into is blocked. 839 * insert it into is blocked.
859 */ 840 */
860 movetype = spell->other_arch->clone.move_type; 841 movetype = spell->other_arch->move_type;
861 842
862 for (i = range_min; i <= range_max; i++) 843 for (i = range_min; i <= range_max; i++)
863 { 844 {
864 sint16 x, y, d; 845 sint16 x, y;
865 846
866 /* We can't use absdir here, because it never returns 847 /* We can't use absdir here, because it never returns
867 * 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
868 * 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
869 * to hit that person. 850 * to hit that person.
870 */ 851 */
871 d = dir + i; 852 int d = dir ? absdir (dir + i) : i;
872 while (d < 0)
873 d += 8;
874 while (d > 8)
875 d -= 8;
876 853
877 /* 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.
878 * In that case, we have to see - if dir is specified, 855 * In that case, we have to see - if dir is specified,
879 * turn this into direction 8. If dir is not specified (all 856 * turn this into direction 8. If dir is not specified (all
880 * direction) skip - otherwise, one line would do more damage 857 * direction) skip - otherwise, one line would do more damage
897 874
898 if ((movetype & GET_MAP_MOVE_BLOCK (m, sx, sy)) == movetype) 875 if ((movetype & GET_MAP_MOVE_BLOCK (m, sx, sy)) == movetype)
899 continue; 876 continue;
900 877
901 success = 1; 878 success = 1;
902 tmp = arch_to_object (spell->other_arch); 879 tmp = spell->other_arch->instance ();
903 tmp->set_owner (op); 880 tmp->set_owner (op);
904 set_spell_skill (op, caster, spell, tmp); 881 set_spell_skill (op, caster, spell, tmp);
905 tmp->level = caster_level (caster, spell); 882 tmp->level = casting_level (caster, spell);
906 tmp->x = sx;
907 tmp->y = sy;
908 tmp->attacktype = spell->attacktype; 883 tmp->attacktype = spell->attacktype;
909 884
910 /* holy word stuff */ 885 /* holy word stuff */
911 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER)) 886 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER))
912 if (!tailor_god_spell (tmp, op)) 887 if (!tailor_god_spell (tmp, op))
946 else 921 else
947 tmp->duration += caster->level / 3; 922 tmp->duration += caster->level / 3;
948 } 923 }
949 924
950 if (!(tmp->move_type & MOVE_FLY_LOW)) 925 if (!(tmp->move_type & MOVE_FLY_LOW))
951 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);
952 927
953 if (!tmp->move_on && tmp->stats.dam) 928 if (!tmp->move_on && tmp->stats.dam)
954 {
955 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);
956 }
957 930
958 insert_ob_in_map (tmp, m, op, 0); 931 m->insert (tmp, sx, sy, op);
959 932
960 /* 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
961 * a single space too many times. 934 * a single space too many times.
962 */ 935 */
963 tmp->stats.maxhp = tmp->count; 936 tmp->stats.maxhp = tmp->count;
973 * 946 *
974 * BOMB related code 947 * BOMB related code
975 * 948 *
976 ****************************************************************************/ 949 ****************************************************************************/
977 950
978
979/* This handles an exploding bomb. 951/* This handles an exploding bomb.
980 * op is the original bomb object. 952 * op is the original bomb object.
981 */ 953 */
982void 954void
983animate_bomb (object *op) 955animate_bomb (object *op)
984{ 956{
985 int i;
986 object *env, *tmp;
987 archetype *at;
988
989 if (op->state != NUM_ANIMATIONS (op) - 1) 957 if (op->state != NUM_ANIMATIONS (op) - 1)
990 return; 958 return;
991 959
992 env = object_get_env_recursive (op); 960 object *env = op->outer_env ();
993 961
994 if (op->env) 962 if (op->env)
995 { 963 {
996 if (env->map == NULL) 964 if (!env->map)
997 return; 965 return;
998 966
999 if (env->type == PLAYER) 967 if (!(op = op->insert_at (env, op)))
1000 esrv_del_item (env->contr, op->count);
1001
1002 op->remove ();
1003 op->x = env->x;
1004 op->y = env->y;
1005 if ((op = insert_ob_in_map (op, env->map, op, 0)) == NULL)
1006 return; 968 return;
1007 } 969 }
1008 970
1009 // 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
1010 // 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
1011 // as bombs can be carried. 973 // as bombs can be carried.
1012 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE) 974 if (op->ms ().flags () & P_SAFE)
1013 { 975 {
1014 op->destroy (); 976 op->destroy ();
1015 return; 977 return;
1016 } 978 }
1017 979
1018 /* This copies a lot of the code from the fire bullet, 980 /* This copies a lot of the code from the fire bullet,
1019 * but using the cast_bullet isn't really feasible, 981 * but using the cast_bullet isn't really feasible,
1020 * so just set up the appropriate values. 982 * so just set up the appropriate values.
1021 */ 983 */
1022 at = archetype::find (SPLINT); 984 if (archetype *at = archetype::find (SPLINT))
1023 if (at)
1024 { 985 {
1025 for (i = 1; i < 9; i++) 986 for (int i = 1; i < 9; i++)
1026 { 987 {
1027 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]))
1028 continue; 989 continue;
1029 tmp = arch_to_object (at); 990
991 object *tmp = at->instance ();
1030 tmp->direction = i; 992 tmp->direction = i;
1031 tmp->range = op->range; 993 tmp->range = op->range;
1032 tmp->stats.dam = op->stats.dam; 994 tmp->stats.dam = op->stats.dam;
1033 tmp->duration = op->duration; 995 tmp->duration = op->duration;
1034 tmp->attacktype = op->attacktype; 996 tmp->attacktype = op->attacktype;
1035 tmp->set_owner (op); 997 tmp->set_owner (op);
1036 if (op->skill && op->skill != tmp->skill) 998 if (op->skill && op->skill != tmp->skill)
1037 {
1038 tmp->skill = op->skill; 999 tmp->skill = op->skill;
1039 } 1000
1040 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) 1001 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
1041 SET_ANIMATION (tmp, i); 1002 SET_ANIMATION (tmp, i);
1042 tmp->x = op->x + freearr_x[i]; 1003
1043 tmp->y = op->y + freearr_x[i]; 1004 op->map->insert (tmp, op->x + freearr_x[i], op->y + freearr_x[i], op);
1044 insert_ob_in_map (tmp, op->map, op, 0);
1045 move_bullet (tmp); 1005 move_bullet (tmp);
1046 } 1006 }
1047 } 1007 }
1048 1008
1049 explode_bullet (op); 1009 explode_bullet (op);
1050} 1010}
1051 1011
1052int 1012int
1053create_bomb (object *op, object *caster, int dir, object *spell) 1013create_bomb (object *op, object *caster, int dir, object *spell)
1054{ 1014{
1055
1056 object *tmp; 1015 object *tmp;
1057 int mflags; 1016 int mflags;
1058 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];
1059 maptile *m; 1018 maptile *m;
1060 1019
1061 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 {
1062 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))
1063 { 1029 {
1064 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.");
1065 return 0; 1031 return 0;
1032 }
1066 } 1033 }
1067 tmp = arch_to_object (spell->other_arch); 1034
1035 tmp = spell->other_arch->instance ();
1068 1036
1069 /* level dependencies for bomb */ 1037 /* level dependencies for bomb */
1070 tmp->range = spell->range + SP_level_range_adjust (caster, spell); 1038 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
1071 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);
1072 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell); 1040 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
1073 tmp->attacktype = spell->attacktype; 1041 tmp->attacktype = spell->attacktype;
1074 1042
1075 tmp->set_owner (op); 1043 tmp->set_owner (op);
1076 set_spell_skill (op, caster, spell, tmp); 1044 set_spell_skill (op, caster, spell, tmp);
1077 tmp->x = dx; 1045
1078 tmp->y = dy; 1046 m->insert (tmp, dx, dy, op);
1079 insert_ob_in_map (tmp, m, op, 0);
1080 return 1; 1047 return 1;
1081} 1048}
1082 1049
1083/**************************************************************************** 1050/****************************************************************************
1084 * 1051 *
1093 * dir is the direction to look in. 1060 * dir is the direction to look in.
1094 * range is how far out to look. 1061 * range is how far out to look.
1095 * 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.
1096 * this info is used for blocked magic/unholy spaces. 1063 * this info is used for blocked magic/unholy spaces.
1097 */ 1064 */
1098 1065static object *
1099object *
1100get_pointed_target (object *op, int dir, int range, int type) 1066get_pointed_target (object *op, int dir, int range, int type)
1101{ 1067{
1102 object *target; 1068 object *target;
1103 sint16 x, y; 1069 sint16 x, y;
1104 int dist, mflags; 1070 int dist, mflags;
1122 return NULL; 1088 return NULL;
1123 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW) 1089 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW)
1124 return NULL; 1090 return NULL;
1125 1091
1126 if (mflags & P_IS_ALIVE) 1092 if (mflags & P_IS_ALIVE)
1127 {
1128 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)
1129 { 1094 if (QUERY_FLAG (target, FLAG_MONSTER))
1130 if (QUERY_FLAG (target->head ? target->head : target, FLAG_MONSTER))
1131 {
1132 return target; 1095 return target;
1133 }
1134 }
1135 }
1136 } 1096 }
1097
1137 return NULL; 1098 return NULL;
1138} 1099}
1139
1140 1100
1141/* cast_smite_arch() - the priest points to a creature and causes 1101/* cast_smite_arch() - the priest points to a creature and causes
1142 * a 'godly curse' to decend. 1102 * a 'godly curse' to decend.
1143 * usual params - 1103 * usual params -
1144 * op = player 1104 * op = player
1145 * caster = object casting the spell. 1105 * caster = object casting the spell.
1146 * dir = direction being cast 1106 * dir = direction being cast
1147 * spell = spell object 1107 * spell = spell object
1148 */ 1108 */
1149
1150int 1109int
1151cast_smite_spell (object *op, object *caster, int dir, object *spell) 1110cast_smite_spell (object *op, object *caster, int dir, object *spell)
1152{ 1111{
1153 object *effect, *target; 1112 object *effect, *target;
1154 object *god = find_god (determine_god (op)); 1113 object *god = find_god (determine_god (op));
1164 * interesting spell. 1123 * interesting spell.
1165 * 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
1166 * can't be friendly to your god. 1125 * can't be friendly to your god.
1167 */ 1126 */
1168 1127
1169 if (!target || QUERY_FLAG (target, FLAG_REFL_SPELL) 1128 if (!target
1129 || target->flag [FLAG_REFL_SPELL]
1170 || (!god && spell->stats.grace) 1130 || (!god && spell->stats.grace)
1171 || (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)))
1172 { 1133 {
1173 new_draw_info (NDI_UNIQUE, 0, op, "Your request is unheeded."); 1134 new_draw_info (NDI_UNIQUE, 0, op, "Your request is unheeded.");
1174 return 0; 1135 return 0;
1175 } 1136 }
1176 1137
1177 if (spell->other_arch) 1138 if (spell->other_arch)
1178 effect = arch_to_object (spell->other_arch); 1139 effect = spell->other_arch->instance ();
1179 else 1140 else
1180 return 0; 1141 return 0;
1181 1142
1182 /* tailor the effect by priest level and worshipped God */ 1143 /* tailor the effect by priest level and worshipped God */
1183 effect->level = caster_level (caster, spell); 1144 effect->level = casting_level (caster, spell);
1184 effect->attacktype = spell->attacktype; 1145 effect->attacktype = spell->attacktype;
1185 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER)) 1146 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER))
1186 { 1147 {
1187 if (tailor_god_spell (effect, op)) 1148 if (tailor_god_spell (effect, op))
1188 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));
1189 else 1150 else
1190 { 1151 {
1191 new_draw_info (NDI_UNIQUE, 0, op, "Your request is ignored."); 1152 new_draw_info (NDI_UNIQUE, 0, op, "Your request is ignored.");
1192 return 0; 1153 return 0;
1193 } 1154 }
1200 if (effect->attacktype & AT_DEATH) 1161 if (effect->attacktype & AT_DEATH)
1201 { 1162 {
1202 effect->level = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1163 effect->level = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1203 1164
1204 /* casting death spells at undead isn't a good thing */ 1165 /* casting death spells at undead isn't a good thing */
1205 if QUERY_FLAG
1206 (target, FLAG_UNDEAD) 1166 if (QUERY_FLAG (target, FLAG_UNDEAD))
1207 { 1167 {
1208 if (random_roll (0, 2, op, PREFER_LOW)) 1168 if (random_roll (0, 2, op, PREFER_LOW))
1209 { 1169 {
1210 new_draw_info (NDI_UNIQUE, 0, op, "Idiot! Your spell boomerangs!"); 1170 new_draw_info (NDI_UNIQUE, 0, op, "Idiot! Your spell boomerangs!");
1211 effect->x = op->x; 1171 effect->x = op->x;
1228 1188
1229 effect->set_owner (op); 1189 effect->set_owner (op);
1230 set_spell_skill (op, caster, spell, effect); 1190 set_spell_skill (op, caster, spell, effect);
1231 1191
1232 /* ok, tell it where to be, and insert! */ 1192 /* ok, tell it where to be, and insert! */
1233 effect->x = target->x; 1193 effect->insert_at (target, op);
1234 effect->y = target->y;
1235 insert_ob_in_map (effect, target->map, op, 0);
1236 1194
1237 return 1; 1195 return 1;
1238} 1196}
1239
1240 1197
1241/**************************************************************************** 1198/****************************************************************************
1242 * 1199 *
1243 * MAGIC MISSILE code. 1200 * MAGIC MISSILE code.
1244 * 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
1247 1204
1248/* op is a missile that needs to be moved */ 1205/* op is a missile that needs to be moved */
1249void 1206void
1250move_missile (object *op) 1207move_missile (object *op)
1251{ 1208{
1252 int i, mflags;
1253 object *owner;
1254 sint16 new_x, new_y;
1255 maptile *m;
1256
1257 if (op->range-- <= 0) 1209 if (op->range-- <= 0)
1258 { 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 {
1259 op->destroy (); 1220 op->destroy ();
1260 return; 1221 return;
1261 } 1222 }
1262 1223
1263 owner = op->owner; 1224 mapspace &ms = pos.ms ();
1264#if 0
1265 /* It'd make things nastier if this wasn't here - spells cast by
1266 * monster that are then killed would continue to survive
1267 */
1268 if (owner == NULL)
1269 {
1270 op->destroy ();
1271 return;
1272 }
1273#endif
1274 1225
1275 new_x = op->x + DIRX (op); 1226 if (ms.flags () & P_IS_ALIVE || ms.blocks (op))
1276 new_y = op->y + DIRY (op);
1277
1278 mflags = get_map_flags (op->map, &m, new_x, new_y, &new_x, &new_y);
1279
1280 if (!(mflags & P_OUT_OF_MAP) && ((mflags & P_IS_ALIVE) || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y))))
1281 { 1227 {
1282 hit_map (op, op->direction, AT_MAGIC, 1); 1228 hit_map (op, op->direction, AT_MAGIC, 1);
1283 /* Basically, missile only hits one thing then goes away. 1229 /* Basically, missile only hits one thing then goes away.
1284 * 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.
1285 */ 1231 */
1286 if (!op->destroyed ())
1287 op->destroy ();
1288
1289 return;
1290 }
1291
1292 op->remove ();
1293
1294 if (!op->direction || (mflags & P_OUT_OF_MAP))
1295 {
1296 op->destroy (); 1232 op->destroy ();
1297 return; 1233 return;
1298 } 1234 }
1299 1235
1300 op->x = new_x; 1236 if (!op->direction)
1301 op->y = new_y; 1237 {
1302 op->map = m; 1238 op->destroy ();
1239 return;
1240 }
1241
1303 i = spell_find_dir (op->map, op->x, op->y, op->owner); 1242 int i = spell_find_dir (pos.m, pos.x, pos.y, op->owner);
1304 if (i > 0 && i != op->direction) 1243 if (i > 0 && i != op->direction)
1305 { 1244 {
1306 op->direction = i; 1245 op->direction = i;
1307 SET_ANIMATION (op, op->direction); 1246 SET_ANIMATION (op, op->direction);
1308 } 1247 }
1309 1248
1310 insert_ob_in_map (op, op->map, op, 0); 1249 pos.insert (op, op);
1311} 1250}
1312 1251
1313/**************************************************************************** 1252/****************************************************************************
1314 * Destruction 1253 * Destruction
1315 ****************************************************************************/ 1254 ****************************************************************************/
1318 * 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
1319 * object. if time is 0, the object glows permanently. To truely 1258 * object. if time is 0, the object glows permanently. To truely
1320 * make this work for non-living objects, we would have to 1259 * make this work for non-living objects, we would have to
1321 * give them the capability to have an inventory. b.t. 1260 * give them the capability to have an inventory. b.t.
1322 */ 1261 */
1323 1262static int
1324int
1325make_object_glow (object *op, int radius, int time) 1263make_object_glow (object *op, int radius, int time)
1326{ 1264{
1327 object *tmp;
1328
1329 /* some things are unaffected... */ 1265 /* some things are unaffected... */
1330 if (op->path_denied & PATH_LIGHT) 1266 if (op->path_denied & PATH_LIGHT)
1331 return 0; 1267 return 0;
1332 1268
1333 tmp = get_archetype (FORCE_NAME); 1269 object *tmp = get_archetype (FORCE_NAME);
1334 tmp->speed = 0.01; 1270 tmp->speed = 0.01;
1335 tmp->stats.food = time; 1271 tmp->stats.food = time;
1336 SET_FLAG (tmp, FLAG_IS_USED_UP); 1272 SET_FLAG (tmp, FLAG_IS_USED_UP);
1337 tmp->glow_radius = radius; 1273 tmp->set_glow_radius (min (MAX_LIGHT_RADIUS, radius));
1338 if (tmp->glow_radius > MAX_LIGHT_RADII)
1339 tmp->glow_radius = MAX_LIGHT_RADII;
1340
1341 tmp->x = op->x;
1342 tmp->y = op->y;
1343 if (tmp->speed < MIN_ACTIVE_SPEED)
1344 tmp->speed = MIN_ACTIVE_SPEED; /* safety */
1345 tmp = insert_ob_in_ob (tmp, op); 1274 tmp = insert_ob_in_ob (tmp, op);
1275
1346 if (tmp->glow_radius > op->glow_radius) 1276 if (tmp->glow_radius > op->glow_radius)
1347 op->glow_radius = tmp->glow_radius; 1277 op->set_glow_radius (tmp->glow_radius);
1348 1278
1349 if (!tmp->env || op != tmp->env)
1350 {
1351 LOG (llevError, "make_object_glow() failed to insert glowing force in %s\n", &op->name);
1352 return 0;
1353 }
1354 return 1; 1279 return 1;
1355} 1280}
1356
1357
1358
1359 1281
1360int 1282int
1361cast_destruction (object *op, object *caster, object *spell_ob) 1283cast_destruction (object *op, object *caster, object *spell_ob)
1362{ 1284{
1363 int i, j, range, mflags, friendly = 0, dam, dur;
1364 sint16 sx, sy;
1365 maptile *m;
1366 object *tmp;
1367 const char *skill;
1368
1369 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob); 1285 int range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
1370 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);
1371 dur = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob); 1287 int dur = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
1372 if (QUERY_FLAG (op, FLAG_FRIENDLY) || op->type == PLAYER) 1288
1373 friendly = 1; 1289 bool friendly = op->flag [FLAG_FRIENDLY] || op->is_player ();
1374 1290
1375 /* destruction doesn't use another spell object, so we need 1291 /* destruction doesn't use another spell object, so we need
1376 * update op's skill pointer so that exp is properly awarded. 1292 * update op's skill pointer so that exp is properly awarded.
1377 * We do some shortcuts here - since this is just temporary
1378 * and we'll reset the values back, we don't need to go through
1379 * the full share string/free_string route.
1380 */ 1293 */
1381 skill = op->skill; 1294 const shstr skill = op->skill;
1295
1382 if (caster == op) 1296 if (caster == op)
1383 op->skill = spell_ob->skill; 1297 op->skill = spell_ob->skill;
1384 else if (caster->skill) 1298 else if (caster->skill)
1385 op->skill = caster->skill; 1299 op->skill = caster->skill;
1386 else 1300 else
1387 op->skill = NULL; 1301 op->skill = 0;
1388 1302
1389 change_skill (op, find_skill_by_name (op, op->skill), 1); 1303 op->change_skill (find_skill_by_name (op, op->skill));
1390 1304
1391 for (i = -range; i < range; i++) 1305 unordered_mapwalk (op, -range, -range, range, range)
1392 { 1306 {
1393 for (j = -range; j < range; j++) 1307 mapspace &ms = m->at (nx, ny);
1394 { 1308
1395 m = op->map;
1396 sx = op->x + i;
1397 sy = op->y + j;
1398 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
1399 if (mflags & P_OUT_OF_MAP)
1400 continue;
1401 if (mflags & P_IS_ALIVE) 1309 if (ms.flags () & P_IS_ALIVE)
1310 for (object *next, *tmp = ms.bot; tmp; tmp = next)
1402 { 1311 {
1403 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 ())
1404 { 1315 {
1405 if (QUERY_FLAG (tmp, FLAG_ALIVE) || tmp->type == PLAYER)
1406 break;
1407 }
1408 if (tmp)
1409 {
1410 if (tmp->head)
1411 tmp = tmp->head; 1316 tmp = tmp->head_ ();
1412 1317
1413 if ((friendly && !QUERY_FLAG (tmp, FLAG_FRIENDLY) && tmp->type != PLAYER) || 1318 if ((friendly && !tmp->flag [FLAG_FRIENDLY] && !tmp->is_player ())
1414 (!friendly && (QUERY_FLAG (tmp, FLAG_FRIENDLY) || tmp->type == PLAYER))) 1319 || (!friendly && (tmp->flag [FLAG_FRIENDLY] || tmp->is_player ())))
1415 { 1320 {
1416 if (spell_ob->subtype == SP_DESTRUCTION) 1321 if (spell_ob->subtype == SP_DESTRUCTION)
1417 { 1322 {
1418 hit_player (tmp, dam, op, spell_ob->attacktype, 0); 1323 hit_player (tmp, dam, op, spell_ob->attacktype, 0);
1324
1419 if (spell_ob->other_arch) 1325 if (spell_ob->other_arch)
1420 { 1326 m->insert (spell_ob->other_arch->instance (), nx, ny, op);
1421 tmp = arch_to_object (spell_ob->other_arch);
1422 tmp->x = sx;
1423 tmp->y = sy;
1424 insert_ob_in_map (tmp, m, op, 0);
1425 }
1426 } 1327 }
1427 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)
1428 { 1329 {
1429 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch) 1330 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch)
1430 { 1331 m->insert (spell_ob->other_arch->instance (), nx, ny, op);
1431 object *effect = arch_to_object (spell_ob->other_arch);
1432
1433 effect->x = sx;
1434 effect->y = sy;
1435 insert_ob_in_map (effect, m, op, 0);
1436 }
1437 } 1332 }
1438 } 1333 }
1439 } 1334 }
1440 } 1335 }
1441 }
1442 } 1336 }
1337
1443 op->skill = skill; 1338 op->skill = skill;
1444 return 1; 1339 return 1;
1445} 1340}
1446 1341
1447/*************************************************************************** 1342/***************************************************************************
1448 * 1343 *
1449 * CURSE 1344 * CURSE
1450 * 1345 *
1451 ***************************************************************************/ 1346 ***************************************************************************/
1452
1453int 1347int
1454cast_curse (object *op, object *caster, object *spell_ob, int dir) 1348cast_curse (object *op, object *caster, object *spell_ob, int dir)
1455{ 1349{
1456 object *god = find_god (determine_god (op)); 1350 object *god = find_god (determine_god (op));
1457 object *tmp, *force; 1351 object *tmp, *force;
1461 { 1355 {
1462 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.");
1463 return 0; 1357 return 0;
1464 } 1358 }
1465 1359
1360 tmp = tmp->head_ ();
1361
1466 /* 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. */
1467 for (force = tmp->inv; force != NULL; force = force->below) 1363 for (force = tmp->inv; force; force = force->below)
1468 { 1364 {
1469 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY) 1365 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY)
1470 { 1366 {
1471 if (force->name == spell_ob->name) 1367 if (force->name == spell_ob->name)
1472 { 1368 {
1478 return 0; 1374 return 0;
1479 } 1375 }
1480 } 1376 }
1481 } 1377 }
1482 1378
1483 if (force == NULL) 1379 if (!force)
1484 { 1380 {
1485 force = get_archetype (FORCE_NAME); 1381 force = get_archetype (FORCE_NAME);
1486 force->subtype = FORCE_CHANGE_ABILITY; 1382 force->subtype = FORCE_CHANGE_ABILITY;
1383
1487 if (spell_ob->race) 1384 if (spell_ob->race)
1488 force->name = spell_ob->race; 1385 force->name = spell_ob->race;
1489 else 1386 else
1490 force->name = spell_ob->name; 1387 force->name = spell_ob->name;
1491 1388
1501 { 1398 {
1502 force->duration = duration; 1399 force->duration = duration;
1503 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.");
1504 } 1401 }
1505 else 1402 else
1506 {
1507 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.");
1508 } 1404
1509 return 1; 1405 return 1;
1510 } 1406 }
1407
1511 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;
1512 force->speed = 1.0; 1409 force->speed = 1.f;
1513 force->speed_left = -1.0; 1410 force->speed_left = -1.f;
1514 SET_FLAG (force, FLAG_APPLIED); 1411 SET_FLAG (force, FLAG_APPLIED);
1515 1412
1516 if (god) 1413 if (god)
1517 { 1414 {
1518 if (spell_ob->last_grace) 1415 if (spell_ob->last_grace)
1531 force->stats.ac = spell_ob->stats.ac; 1428 force->stats.ac = spell_ob->stats.ac;
1532 force->stats.wc = spell_ob->stats.wc; 1429 force->stats.wc = spell_ob->stats.wc;
1533 1430
1534 change_abil (tmp, force); /* Mostly to display any messages */ 1431 change_abil (tmp, force); /* Mostly to display any messages */
1535 insert_ob_in_ob (force, tmp); 1432 insert_ob_in_ob (force, tmp);
1536 fix_player (tmp); 1433 tmp->update_stats ();
1434
1537 return 1; 1435 return 1;
1538
1539} 1436}
1540
1541 1437
1542/********************************************************************** 1438/**********************************************************************
1543 * mood change 1439 * mood change
1544 * 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
1545 * effects monsters, it seems best to put it into this file 1441 * effects monsters, it seems best to put it into this file
1550 */ 1446 */
1551int 1447int
1552mood_change (object *op, object *caster, object *spell) 1448mood_change (object *op, object *caster, object *spell)
1553{ 1449{
1554 object *tmp, *god, *head; 1450 object *tmp, *god, *head;
1555 int done_one, range, mflags, level, at, best_at; 1451 int done_one, range, level, at, best_at;
1556 sint16 x, y, nx, ny;
1557 maptile *m;
1558 const char *race; 1452 const char *race;
1559 1453
1560 /* 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
1561 * doing it over and over again. 1455 * doing it over and over again.
1562 */ 1456 */
1563 god = find_god (determine_god (op)); 1457 god = find_god (determine_god (op));
1564 level = caster_level (caster, spell); 1458 level = casting_level (caster, spell);
1565 range = spell->range + SP_level_range_adjust (caster, spell); 1459 range = spell->range + SP_level_range_adjust (caster, spell);
1566 1460
1567 /* 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_...
1568 * 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
1569 * won't ever match anything. 1463 * won't ever match anything.
1570 */ 1464 */
1571 if (!spell->race) 1465 if (!spell->race)
1572 race = NULL; 1466 race = NULL;
1573 else if (god && !strcmp (spell->race, "GOD_SLAYING")) 1467 else if (god && spell->race == shstr_GOD_SLAYING)
1574 race = god->slaying; 1468 race = god->slaying;
1575 else if (god && !strcmp (spell->race, "GOD_FRIEND")) 1469 else if (god && spell->race == shstr_GOD_FRIEND)
1576 race = god->race; 1470 race = god->race;
1577 else 1471 else
1578 race = spell->race; 1472 race = spell->race;
1579 1473
1580 1474 unordered_mapwalk (op, -range, -range, range, range)
1581 for (x = op->x - range; x <= op->x + range; x++)
1582 for (y = op->y - range; y <= op->y + range; y++)
1583 { 1475 {
1476 mapspace &ms = m->at (nx, ny);
1584 1477
1585 done_one = 0;
1586 m = op->map;
1587 nx = x;
1588 ny = y;
1589 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1590 if (mflags & P_OUT_OF_MAP)
1591 continue;
1592
1593 /* 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 */
1594 if (!(mflags & P_IS_ALIVE)) 1479 if (!ms.flags () & P_IS_ALIVE)
1595 continue; 1480 continue;
1596 1481
1597 for (tmp = get_map_ob (m, nx, ny); tmp; tmp = tmp->above) 1482 // players can only affect spaces that they can actually see
1598 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])
1599 break; 1490 break;
1600 1491
1601 /* There can be living objects that are not monsters */ 1492 /* There can be living objects that are not monsters */
1602 if (!tmp || tmp->type == PLAYER) 1493 if (!tmp)
1603 continue; 1494 continue;
1604 1495
1605 /* Only the head has meaningful data, so resolve to that */ 1496 /* Only the head has meaningful data, so resolve to that */
1606 if (tmp->head)
1607 head = tmp->head; 1497 head = tmp->head_ ();
1608 else
1609 head = tmp;
1610 1498
1611 /* 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 */
1612 if (race && head->race && !strstr (race, head->race)) 1500 if (race && head->race && !strstr (race, head->race))
1613 continue; 1501 continue;
1502
1614 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD)) 1503 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD))
1615 continue; 1504 continue;
1616 1505
1617 /* Now do a bunch of stuff related to saving throws */ 1506 /* Now do a bunch of stuff related to saving throws */
1618 best_at = -1; 1507 best_at = -1;
1619 if (spell->attacktype) 1508 if (spell->attacktype)
1620 { 1509 {
1621 for (at = 0; at < NROFATTACKS; at++) 1510 for (at = 0; at < NROFATTACKS; at++)
1622 if (spell->attacktype & (1 << at)) 1511 if (spell->attacktype & (1 << at))
1623 if (best_at == -1 || head->resist[at] > head->resist[best_at]) 1512 if (best_at == -1 || head->resist[at] > head->resist[best_at])
1624 best_at = at; 1513 best_at = at;
1625 1514
1626 if (best_at == -1) 1515 if (best_at == -1)
1627 at = 0; 1516 at = 0;
1628 else 1517 else
1629 { 1518 {
1630 if (head->resist[best_at] == 100) 1519 if (head->resist[best_at] == 100)
1631 continue; 1520 continue;
1632 else 1521 else
1633 at = head->resist[best_at] / 5; 1522 at = head->resist[best_at] / 5;
1634 } 1523 }
1524
1635 at -= level / 5; 1525 at -= level / 5;
1636 if (did_make_save (head, head->level, at)) 1526 if (did_make_save (head, head->level, at))
1637 continue; 1527 continue;
1638 } 1528 }
1639 else /* spell->attacktype */ 1529 else /* spell->attacktype */
1530 {
1640 /* 1531 /*
1641 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:
1642 * if spell level < monster level, no go 1533 * if spell level < monster level, no go
1643 * 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 ) )
1644 1535
1646 1537
1647 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
1648 charm a level 125 monster... 1539 charm a level 125 monster...
1649 1540
1650 Ryo, august 14th 1541 Ryo, august 14th
1651 */ 1542 */
1652 {
1653 if (head->level > level) 1543 if (head->level > level)
1654 continue; 1544 continue;
1545
1655 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))))
1656 /* Failed, no effect */ 1547 /* Failed, no effect */
1657 continue; 1548 continue;
1658 } 1549 }
1659 1550
1660 /* Done with saving throw. Now start effecting the monster */ 1551 /* Done with saving throw. Now start affecting the monster */
1552 done_one = 0;
1661 1553
1662 /* aggravation */ 1554 /* aggravation */
1663 if (QUERY_FLAG (spell, FLAG_MONSTER)) 1555 if (QUERY_FLAG (spell, FLAG_MONSTER))
1664 { 1556 {
1665 CLEAR_FLAG (head, FLAG_SLEEP); 1557 CLEAR_FLAG (head, FLAG_SLEEP);
1666 if (QUERY_FLAG (head, FLAG_FRIENDLY))
1667 remove_friendly_object (head); 1558 remove_friendly_object (head);
1668
1669 done_one = 1; 1559 done_one = 1;
1670 head->enemy = op; 1560 head->enemy = op;
1671 } 1561 }
1672 1562
1673 /* calm monsters */ 1563 /* calm monsters */
1674 if (QUERY_FLAG (spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (head, FLAG_UNAGGRESSIVE)) 1564 if (QUERY_FLAG (spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (head, FLAG_UNAGGRESSIVE))
1675 { 1565 {
1676 SET_FLAG (head, FLAG_UNAGGRESSIVE); 1566 SET_FLAG (head, FLAG_UNAGGRESSIVE);
1677 head->enemy = NULL; 1567 head->enemy = NULL;
1678 done_one = 1; 1568 done_one = 1;
1679 } 1569 }
1680 1570
1681 /* berserk monsters */ 1571 /* berserk monsters */
1682 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK)) 1572 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK))
1683 { 1573 {
1684 SET_FLAG (head, FLAG_BERSERK); 1574 SET_FLAG (head, FLAG_BERSERK);
1685 done_one = 1; 1575 done_one = 1;
1686 } 1576 }
1577
1687 /* charm */ 1578 /* charm */
1688 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))
1689 { 1580 {
1690 SET_FLAG (head, FLAG_FRIENDLY); 1581 INVOKE_OBJECT (KILL, head, ARG_OBJECT (caster));
1582
1691 /* Prevent uncontolled outbreaks of self replicating monsters. 1583 /* Prevent uncontrolled outbreaks of self replicating monsters.
1692 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.
1693 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. */
1694 CLEAR_FLAG (head, FLAG_GENERATOR); 1586 CLEAR_FLAG (head, FLAG_GENERATOR);
1695 head->set_owner (op); 1587 head->set_owner (op);
1696 set_spell_skill (op, caster, spell, head); 1588 set_spell_skill (op, caster, spell, head);
1697 add_friendly_object (head); 1589 add_friendly_object (head);
1698 head->attack_movement = PETMOVE; 1590 head->attack_movement = PETMOVE;
1699 done_one = 1; 1591 done_one = 1;
1700 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);
1701 head->stats.exp = 0; 1593 head->stats.exp = 0;
1702 } 1594 }
1703 1595
1704 /* If a monster was effected, put an effect in */ 1596 /* If a monster was effected, put an effect in */
1705 if (done_one && spell->other_arch) 1597 if (done_one && spell->other_arch)
1706 { 1598 m->insert (spell->other_arch->instance (), nx, ny, op);
1707 tmp = arch_to_object (spell->other_arch); 1599 }
1708 tmp->x = nx;
1709 tmp->y = ny;
1710 insert_ob_in_map (tmp, m, op, 0);
1711 }
1712 } /* for y */
1713 1600
1714 return 1; 1601 return 1;
1715} 1602}
1716
1717 1603
1718/* 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
1719 * 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
1720 * lightning spell used it, that seemed misnamed. 1606 * lightning spell used it, that seemed misnamed.
1721 * op is the spell effect. 1607 * op is the spell effect.
1722 * note that duration is handled by process_object() in time.c 1608 * note that duration is handled by process_object() in time.c
1723 */ 1609 */
1724
1725void 1610void
1726move_ball_spell (object *op) 1611move_ball_spell (object *op)
1727{ 1612{
1728 int i, j, dam_save, dir, mflags; 1613 int i, j, dam_save, dir, mflags;
1729 sint16 nx, ny, hx, hy; 1614 sint16 nx, ny, hx, hy;
1748 for (i = 1; i < 9; i++) 1633 for (i = 1; i < 9; i++)
1749 { 1634 {
1750 /* i bit 0: alters sign of offset 1635 /* i bit 0: alters sign of offset
1751 * other bits (i / 2): absolute value of offset 1636 * other bits (i / 2): absolute value of offset
1752 */ 1637 */
1753
1754 int offset = ((i ^ j) & 1) ? (i / 2) : -(i / 2); 1638 int offset = ((i ^ j) & 1) ? (i / 2) : -(i / 2);
1755 int tmpdir = absdir (op->direction + offset); 1639 int tmpdir = absdir (op->direction + offset);
1756 1640
1757 nx = op->x + freearr_x[tmpdir]; 1641 nx = op->x + freearr_x[tmpdir];
1758 ny = op->y + freearr_y[tmpdir]; 1642 ny = op->y + freearr_y[tmpdir];
1760 { 1644 {
1761 dir = tmpdir; 1645 dir = tmpdir;
1762 break; 1646 break;
1763 } 1647 }
1764 } 1648 }
1649
1765 if (dir == 0) 1650 if (dir == 0)
1766 { 1651 {
1767 nx = op->x; 1652 nx = op->x;
1768 ny = op->y; 1653 ny = op->y;
1769 m = op->map; 1654 m = op->map;
1770 } 1655 }
1771 1656
1772 op->remove (); 1657 m->insert (op, nx, ny, op);
1773 op->y = ny;
1774 op->x = nx;
1775 insert_ob_in_map (op, m, op, 0);
1776 1658
1777 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
1778 surrounding squares */ 1660 surrounding squares */
1779 1661
1780 /* loop over current square and neighbors to hit. 1662 /* loop over current square and neighbors to hit.
1781 * if this has an other_arch field, we insert that in 1663 * if this has an other_arch field, we insert that in
1782 * the surround spaces. 1664 * the surround spaces.
1783 */ 1665 */
1784 for (j = 0; j < 9; j++) 1666 for (j = 0; j < 9; j++)
1785 { 1667 {
1786 object *new_ob;
1787
1788 hx = nx + freearr_x[j]; 1668 hx = nx + freearr_x[j];
1789 hy = ny + freearr_y[j]; 1669 hy = ny + freearr_y[j];
1790 1670
1791 m = op->map; 1671 m = op->map;
1792 mflags = get_map_flags (m, &m, hx, hy, &hx, &hy); 1672 mflags = get_map_flags (m, &m, hx, hy, &hx, &hy);
1800 1680
1801 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)))
1802 { 1682 {
1803 if (j) 1683 if (j)
1804 op->stats.dam = dam_save / 2; 1684 op->stats.dam = dam_save / 2;
1685
1805 hit_map (op, j, op->attacktype, 1); 1686 hit_map (op, j, op->attacktype, 1);
1806
1807 } 1687 }
1808 1688
1809 /* insert the other arch */ 1689 /* insert the other arch */
1810 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))))
1811 { 1691 m->insert (op->other_arch->instance (), hx, hy, op);
1812 new_ob = arch_to_object (op->other_arch);
1813 new_ob->x = hx;
1814 new_ob->y = hy;
1815 insert_ob_in_map (new_ob, m, op, 0);
1816 }
1817 } 1692 }
1818 1693
1819 /* restore to the center location and damage */ 1694 /* restore to the center location and damage */
1820 op->stats.dam = dam_save; 1695 op->stats.dam = dam_save;
1821 1696
1824 if (i >= 0) 1699 if (i >= 0)
1825 { /* we have a preferred direction! */ 1700 { /* we have a preferred direction! */
1826 /* pick another direction if the preferred dir is blocked. */ 1701 /* pick another direction if the preferred dir is blocked. */
1827 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 ||
1828 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)))
1829 {
1830 i = absdir (i + rndm (0, 2) - 1); /* -1, 0, +1 */ 1704 i = absdir (i + rndm (0, 2) - 1); /* -1, 0, +1 */
1831 } 1705
1832 op->direction = i; 1706 op->direction = i;
1833 } 1707 }
1834} 1708}
1835 1709
1836
1837/* move_swarm_spell: peterm 1710/* move_swarm_spell: peterm
1838 * 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
1839 * 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
1840 * 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
1841 * 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
1842 * 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.
1843 */ 1716 */
1844
1845void 1717void
1846move_swarm_spell (object *op) 1718move_swarm_spell (object *op)
1847{ 1719{
1848#if 0 1720#if 0
1849 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 };
1850 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 };
1851 sint16 target_x, target_y, origin_x, origin_y; 1723 sint16 target_x, target_y, origin_x, origin_y;
1852 int adjustdir; 1724 int adjustdir;
1853 maptile *m; 1725 maptile *m;
1854#endif 1726#endif
1855 int basedir;
1856 object *owner; 1727 object *owner = op->env;
1857 1728
1858 owner = op->owner; 1729 if (!owner) // MUST not happen, remove when true TODO
1859 if (op->duration == 0 || owner == NULL)
1860 { 1730 {
1731 LOG (llevError, "swarm spell found outside inventory: %s\n", op->debug_desc ());
1861 op->destroy (); 1732 op->destroy ();
1862 return; 1733 return;
1863 } 1734 }
1864 1735
1736 if (!op->duration || !owner->is_on_map ())
1737 {
1738 op->drop_and_destroy ();
1739 return;
1740 }
1741
1865 op->duration--; 1742 op->duration--;
1866 1743
1867 basedir = op->direction; 1744 int basedir = op->direction;
1868 if (basedir == 0) 1745 if (!basedir)
1869 { 1746 {
1870 /* spray in all directions! 8) */ 1747 /* spray in all directions! 8) */
1871 basedir = rndm (1, 8); 1748 op->facing = (op->facing + op->state) & 7;
1749 basedir = op->facing + 1;
1872 } 1750 }
1873 1751
1874#if 0 1752#if 0
1875 // this is bogus: it causes wrong places to be checked below 1753 // this is bogus: it causes wrong places to be checked below
1876 // (a wall 2 cells away will block the effect...) and 1754 // (a wall 2 cells away will block the effect...) and
1877 // 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
1878 // space. 1756 // space.
1879 // should be fixed later, but correctness before featurs... 1757 // should be fixed later, but correctness before features...
1880 // (schmorp) 1758 // (schmorp)
1881 1759
1882 /* new offset calculation to make swarm element distribution 1760 /* new offset calculation to make swarm element distribution
1883 * more uniform 1761 * more uniform
1884 */ 1762 */
1937 { 1815 {
1938 /* 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 */
1939 if (op->spell->subtype == SP_BULLET) 1817 if (op->spell->subtype == SP_BULLET)
1940 fire_bullet (owner, op, basedir, op->spell); 1818 fire_bullet (owner, op, basedir, op->spell);
1941 else if (op->spell->subtype == SP_MAGIC_MISSILE) 1819 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1942 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);
1943 } 1821 }
1944} 1822}
1945
1946
1947
1948 1823
1949/* fire_swarm: 1824/* fire_swarm:
1950 * The following routine creates a swarm of objects. It actually 1825 * The following routine creates a swarm of objects. It actually
1951 * sets up a specific swarm object, which then fires off all 1826 * sets up a specific swarm object, which then fires off all
1952 * the parts of the swarm. 1827 * the parts of the swarm.
1955 * caster: the caster (owner, wand, rod, scroll) 1830 * caster: the caster (owner, wand, rod, scroll)
1956 * dir: the direction everything will be fired in 1831 * dir: the direction everything will be fired in
1957 * spell - the spell that is this spell. 1832 * spell - the spell that is this spell.
1958 * n: the number to be fired. 1833 * n: the number to be fired.
1959 */ 1834 */
1960
1961int 1835int
1962fire_swarm (object *op, object *caster, object *spell, int dir) 1836fire_swarm (object *op, object *caster, object *spell, int dir)
1963{ 1837{
1964 object *tmp;
1965 int i;
1966
1967 if (!spell->other_arch) 1838 if (!spell->other_arch)
1968 return 0; 1839 return 0;
1969 1840
1970 tmp = get_archetype (SWARM_SPELL); 1841 object *tmp = archetype::get (SWARM_SPELL);
1971 tmp->x = op->x; 1842
1972 tmp->y = op->y;
1973 tmp->set_owner (op); /* needed so that if swarm elements kill, caster gets xp. */
1974 set_spell_skill (op, caster, spell, tmp); 1843 set_spell_skill (op, caster, spell, tmp);
1975
1976 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. */
1977 tmp->spell = arch_to_object (spell->other_arch); 1845 tmp->spell = spell->other_arch->instance ();
1978
1979 tmp->attacktype = tmp->spell->attacktype; 1846 tmp->attacktype = tmp->spell->attacktype;
1980 1847
1981 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) 1848 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
1982 {
1983 if (!tailor_god_spell (tmp, op)) 1849 if (!tailor_god_spell (tmp, op))
1984 return 1; 1850 return 1;
1985 } 1851
1986 tmp->duration = SP_level_duration_adjust (caster, spell); 1852 tmp->duration = SP_level_duration_adjust (caster, spell);
1987 for (i = 0; i < spell->duration; i++) 1853 for (int i = 0; i < spell->duration; i++)
1988 tmp->duration += die_roll (1, 3, op, PREFER_HIGH); 1854 tmp->duration += die_roll (1, 3, op, PREFER_HIGH);
1989 1855
1856 tmp->invisible = 1;
1857 tmp->flag [FLAG_NO_DROP] = 1; // make sure it stays in inv, or else
1990 tmp->direction = dir; 1858 tmp->direction = dir;
1991 tmp->invisible = 1; 1859 tmp->facing = rndm (1, 8); // initial firing direction
1992 insert_ob_in_map (tmp, op->map, op, 0); 1860 tmp->state = rndm (4) * 2 + 1; // direction increment
1861
1862 op->insert (tmp);
1863
1993 return 1; 1864 return 1;
1994} 1865}
1995
1996 1866
1997/* See the spells documentation file for why this is its own 1867/* See the spells documentation file for why this is its own
1998 * function. 1868 * function.
1999 */ 1869 */
2000int 1870int
2005 int dam, mflags; 1875 int dam, mflags;
2006 maptile *m; 1876 maptile *m;
2007 1877
2008 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1878 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
2009 1879
2010 if (!dir) 1880 if (dir)
2011 {
2012 new_draw_info (NDI_UNIQUE, 0, op, "In what direction?");
2013 return 0;
2014 } 1881 {
2015
2016 x = op->x + freearr_x[dir]; 1882 x = op->x + freearr_x[dir];
2017 y = op->y + freearr_y[dir]; 1883 y = op->y + freearr_y[dir];
2018 m = op->map; 1884 m = op->map;
2019 1885
2020 mflags = get_map_flags (m, &m, x, y, &x, &y); 1886 mflags = get_map_flags (m, &m, x, y, &x, &y);
2021 1887
2022 if (mflags & P_OUT_OF_MAP) 1888 if (mflags & P_OUT_OF_MAP)
2023 { 1889 {
2024 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is there."); 1890 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is there.");
2025 return 0; 1891 return 0;
2026 } 1892 }
2027 1893
2028 if (mflags & P_IS_ALIVE && spell->attacktype) 1894 if (mflags & P_IS_ALIVE && spell->attacktype)
2029 { 1895 {
2030 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)
2031 if (QUERY_FLAG (target, FLAG_MONSTER)) 1897 if (QUERY_FLAG (target, FLAG_MONSTER))
2032 { 1898 {
2033 /* oky doky. got a target monster. Lets make a blinding attack */ 1899 /* oky doky. got a target monster. Lets make a blinding attack */
2034 if (target->head) 1900 if (target->head)
2035 target = target->head; 1901 target = target->head;
1902
2036 (void) hit_player (target, dam, op, spell->attacktype, 1); 1903 hit_player (target, dam, op, spell->attacktype, 1);
2037 return 1; /* one success only! */ 1904 return 1; /* one success only! */
1905 }
2038 } 1906 }
2039 }
2040 1907
2041 /* no live target, perhaps a wall is in the way? */ 1908 /* no live target, perhaps a wall is in the way? */
2042 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)))
2043 { 1910 {
2044 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.");
2045 return 0; 1912 return 0;
1913 }
2046 } 1914 }
2047 1915
2048 /* 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 */
2049 tmp = arch_to_object (spell->other_arch); 1917 tmp = spell->other_arch->instance ();
2050 if (!tmp) 1918 if (!tmp)
2051 { 1919 {
2052 LOG (llevError, "Error: spell arch for cast_light() missing.\n"); 1920 LOG (llevError, "Error: spell arch for cast_light() missing.\n");
2053 return 0; 1921 return 0;
2054 } 1922 }
1923
2055 tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell); 1924 tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell);
1925
2056 if (tmp->glow_radius) 1926 if (tmp->glow_radius)
2057 { 1927 tmp->set_glow_radius (
2058 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)
2059 if (tmp->glow_radius > MAX_LIGHT_RADII) 1929 );
2060 tmp->glow_radius = MAX_LIGHT_RADII; 1930
2061 } 1931 if (dir)
2062 tmp->x = x; 1932 m->insert (tmp, x, y, op);
2063 tmp->y = y; 1933 else
2064 insert_ob_in_map (tmp, m, op, 0); 1934 caster->outer_env_or_self ()->insert (tmp);
1935
2065 return 1; 1936 return 1;
2066} 1937}
2067
2068
2069
2070 1938
2071/* cast_cause_disease: this spell looks along <dir> from the 1939/* cast_cause_disease: this spell looks along <dir> from the
2072 * player and infects someone. 1940 * player and infects someone.
2073 * 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
2074 * 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
2075 * perhaps this should actually be in disease.c? 1943 * perhaps this should actually be in disease.c?
2076 */ 1944 */
2077
2078int 1945int
2079cast_cause_disease (object *op, object *caster, object *spell, int dir) 1946cast_cause_disease (object *op, object *caster, object *spell, int dir)
2080{ 1947{
2081 sint16 x, y; 1948 sint16 x, y;
2082 int i, mflags, range, dam_mod, dur_mod; 1949 int i, mflags, range, dam_mod, dur_mod;
2089 /* 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
2090 * direction the player is pointing. 1957 * direction the player is pointing.
2091 */ 1958 */
2092 if (!dir) 1959 if (!dir)
2093 dir = op->facing; 1960 dir = op->facing;
1961
2094 if (!dir) 1962 if (!dir)
2095 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 */
2096 1964
2097 /* Calculate these once here */ 1965 /* Calculate these once here */
2098 range = spell->range + SP_level_range_adjust (caster, spell); 1966 range = spell->range + SP_level_range_adjust (caster, spell);
2117 1985
2118 /* 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 */
2119 if (mflags & P_IS_ALIVE) 1987 if (mflags & P_IS_ALIVE)
2120 { 1988 {
2121 /* search this square for a victim */ 1989 /* search this square for a victim */
2122 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)
2123 if (QUERY_FLAG (walk, FLAG_MONSTER) || (walk->type == PLAYER)) 1991 if (QUERY_FLAG (walk, FLAG_MONSTER) || (walk->type == PLAYER))
2124 { /* found a victim */ 1992 { /* found a victim */
2125 object *disease = arch_to_object (spell->other_arch); 1993 object *disease = spell->other_arch->instance ();
2126 1994
2127 disease->set_owner (op); 1995 disease->set_owner (op);
2128 set_spell_skill (op, caster, spell, disease); 1996 set_spell_skill (op, caster, spell, disease);
2129 disease->stats.exp = 0; 1997 disease->stats.exp = 0;
2130 disease->level = caster_level (caster, spell); 1998 disease->level = casting_level (caster, spell);
2131 1999
2132 /* do level adjustments */ 2000 /* do level adjustments */
2133 if (disease->stats.wc) 2001 if (disease->stats.wc)
2134 disease->stats.wc += dur_mod / 2; 2002 disease->stats.wc += dur_mod / 2;
2135 2003
2136 if (disease->magic > 0) 2004 if (disease->magic > 0)
2137 disease->magic += dur_mod / 4; 2005 disease->magic += dur_mod / 8;
2138 2006
2139 if (disease->stats.maxhp > 0) 2007 if (disease->stats.maxhp > 0)
2140 disease->stats.maxhp += dur_mod; 2008 disease->stats.maxhp += dur_mod;
2141 2009
2142 if (disease->stats.maxgrace > 0) 2010 if (disease->stats.maxgrace > 0)
2177 if (disease->stats.sp) 2045 if (disease->stats.sp)
2178 disease->stats.sp -= dam_mod; 2046 disease->stats.sp -= dam_mod;
2179 2047
2180 if (infect_object (walk, disease, 1)) 2048 if (infect_object (walk, disease, 1))
2181 { 2049 {
2182 object *flash; /* visual effect for inflicting disease */
2183
2184 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);
2185 2051
2186 disease->destroy (); /* don't need this one anymore */ 2052 disease->destroy (); /* don't need this one anymore */
2187 flash = get_archetype (ARCH_DETECT_MAGIC); 2053 walk->map->insert (get_archetype (shstr_detect_magic), x, y, op);
2188 flash->x = x;
2189 flash->y = y;
2190 flash->map = walk->map;
2191 insert_ob_in_map (flash, walk->map, op, 0);
2192 return 1; 2054 return 1;
2193 } 2055 }
2194 2056
2195 disease->destroy (); 2057 disease->destroy ();
2196 } 2058 }
2197 } /* if living creature */ 2059 } /* if living creature */
2198 } /* for range of spaces */ 2060 } /* for range of spaces */
2061
2199 new_draw_info (NDI_UNIQUE, 0, op, "No one caught anything!"); 2062 new_draw_info (NDI_UNIQUE, 0, op, "No one caught anything!");
2200 return 1; 2063 return 1;
2201} 2064}

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