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Comparing deliantra/server/server/spell_attack.C (file contents):
Revision 1.9 by root, Sun Sep 10 15:59:57 2006 UTC vs.
Revision 1.95 by elmex, Tue Jan 19 16:13:05 2010 UTC

1
2/* 1/*
3 * static char *rcsid_spell_attack_c = 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
4 * "$Id: spell_attack.C,v 1.9 2006/09/10 15:59:57 root Exp $"; 3 *
5 */ 4 * Copyright (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
6
7
8/*
9 CrossFire, A Multiplayer game for X-windows
10
11 Copyright (C) 2002-2003 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002-2003,2007 Mark Wedel & Crossfire Development Team
12 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
13 7 *
14 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
15 it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
16 the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
17 (at your option) any later version. 11 * option) any later version.
18 12 *
19 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
20 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
21 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
22 GNU General Public License for more details. 16 * GNU General Public License for more details.
23 17 *
24 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
25 along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
26 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
27 21 *
28 The authors can be reached via e-mail at crossfire-devel@real-time.com 22 * The authors can be reached via e-mail to <support@deliantra.net>
29*/ 23 */
30 24
31/* This file contains all the spell attack code. Grouping this code 25/* This file contains all the spell attack code. Grouping this code
32 * together should hopefully make it easier to find the relevent bits 26 * together should hopefully make it easier to find the relevent bits
33 * of code 27 * of code
34 */ 28 */
35 29
36#include <global.h> 30#include <global.h>
37#include <object.h> 31#include <object.h>
38#include <living.h> 32#include <living.h>
39#ifndef __CEXTRACT__
40# include <sproto.h> 33#include <sproto.h>
41#endif
42#include <spells.h> 34#include <spells.h>
43#include <sounds.h> 35#include <sounds.h>
44 36
45/* this function checks to see if a spell pushes objects as well 37/* this function checks to see if a spell pushes objects as well
46 * as flies over and damages them (only used for cones for now) 38 * as flies over and damages them (only used for cones for now)
47 * but moved here so it could be applied to bolts too 39 * but moved here so it could be applied to bolts too
48 * op is the spell object. 40 * op is the spell object.
49 */ 41 */
50 42static void
51void
52check_spell_knockback (object *op) 43check_spell_knockback (object *op)
53{ 44{
54 object *tmp, *tmp2; /* object on the map */
55 int weight_move; 45 int weight_move;
56 int frictionmod = 2; /*poor man's physics - multipy targets weight by this amount */ 46 int frictionmod = 2; /*poor man's physics - multipy targets weight by this amount */
57 47
58 if (!op->weight) 48 if (!op->weight)
59 { /*shouldn't happen but if cone object has no weight drop out */ 49 { /*shouldn't happen but if cone object has no weight drop out */
64 { 54 {
65 weight_move = op->weight + (op->weight * op->level) / 3; 55 weight_move = op->weight + (op->weight * op->level) / 3;
66 /*LOG (llevDebug, "DEBUG: arch weighs %d and masses %d (%s,level %d)\n", op->weight,weight_move,op->name,op->level); */ 56 /*LOG (llevDebug, "DEBUG: arch weighs %d and masses %d (%s,level %d)\n", op->weight,weight_move,op->name,op->level); */
67 } 57 }
68 58
69 for (tmp = get_map_ob (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 59 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
70 { 60 {
71 int num_sections = 1; 61 int num_sections = 1;
72 62
73 /* don't move DM */ 63 /* don't move DM */
74 if (QUERY_FLAG (tmp, FLAG_WIZ)) 64 if (QUERY_FLAG (tmp, FLAG_WIZ))
81 /* don't move floors or immobile objects */ 71 /* don't move floors or immobile objects */
82 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || (!QUERY_FLAG (tmp, FLAG_ALIVE) && QUERY_FLAG (tmp, FLAG_NO_PICK))) 72 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || (!QUERY_FLAG (tmp, FLAG_ALIVE) && QUERY_FLAG (tmp, FLAG_NO_PICK)))
83 continue; 73 continue;
84 74
85 /* count the object's sections */ 75 /* count the object's sections */
86 for (tmp2 = tmp; tmp2 != NULL; tmp2 = tmp2->more) 76 for (object *tmp2 = tmp; tmp2; tmp2 = tmp2->more)
87 num_sections++; 77 num_sections++;
88 78
89 /* I'm not sure if it makes sense to divide by num_sections - bigger 79 /* I'm not sure if it makes sense to divide by num_sections - bigger
90 * objects should be harder to move, and we are moving the entire 80 * objects should be harder to move, and we are moving the entire
91 * object, not just the head, so the total weight should be relevant. 81 * object, not just the head, so the total weight should be relevant.
115 * 105 *
116 * BOLT CODE 106 * BOLT CODE
117 * 107 *
118 ***************************************************************************/ 108 ***************************************************************************/
119 109
120/* Causes op to fork. op is the original bolt, tmp 110/* Causes op to fork. op is the original bolt, tmp
121 * is the first piece of the fork. 111 * is the first piece of the fork.
122 */ 112 */
123 113static void
124void
125forklightning (object *op, object *tmp) 114forklightning (object *op, object *tmp)
126{ 115{
127 int new_dir = 1; /* direction or -1 for left, +1 for right 0 if no new bolt */ 116 int new_dir = 1; /* direction or -1 for left, +1 for right 0 if no new bolt */
128 int t_dir; /* stores temporary dir calculation */ 117 int t_dir; /* stores temporary dir calculation */
129 mapstruct *m; 118 maptile *m;
130 sint16 sx, sy; 119 sint16 sx, sy;
131 object *new_bolt; 120 object *new_bolt;
132 121
133 /* pick a fork direction. tmp->stats.Con is the left bias 122 /* pick a fork direction. tmp->stats.Con is the left bias
134 * i.e., the chance in 100 of forking LEFT 123 * i.e., the chance in 100 of forking LEFT
147 136
148 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (m, sx, sy))) 137 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (m, sx, sy)))
149 return; 138 return;
150 139
151 /* OK, we made a fork */ 140 /* OK, we made a fork */
152 new_bolt = get_object (); 141 new_bolt = tmp->clone ();
153 copy_object (tmp, new_bolt);
154 142
155 /* reduce chances of subsequent forking */ 143 /* reduce chances of subsequent forking */
156 new_bolt->stats.Dex -= 10; 144 new_bolt->stats.Dex -= 10;
157 tmp->stats.Dex -= 10; /* less forks from main bolt too */ 145 tmp->stats.Dex -= 10; /* less forks from main bolt too */
158 new_bolt->stats.Con += 25 * new_dir; /* adjust the left bias */ 146 new_bolt->stats.Con += 25 * new_dir; /* adjust the left bias */
159 new_bolt->speed_left = -0.1; 147 new_bolt->speed_left = -0.1f;
160 new_bolt->direction = t_dir; 148 new_bolt->direction = t_dir;
161 new_bolt->duration++; 149 new_bolt->duration++;
162 new_bolt->x = sx;
163 new_bolt->y = sy;
164 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */ 150 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */
165 new_bolt->stats.dam++; 151 new_bolt->stats.dam++;
166 tmp->stats.dam /= 2; /* reduce father bolt damage */ 152 tmp->stats.dam /= 2; /* reduce father bolt damage */
167 tmp->stats.dam++; 153 tmp->stats.dam++;
168 new_bolt = insert_ob_in_map (new_bolt, m, op, 0); 154
155 if ((new_bolt = m->insert (new_bolt, sx, sy, op)))
169 update_turn_face (new_bolt); 156 update_turn_face (new_bolt);
170} 157}
171 158
172/* move_bolt: moves bolt 'op'. Basically, it just advances a space, 159/* move_bolt: moves bolt 'op'. Basically, it just advances a space,
173 * and checks for various things that may stop it. 160 * and checks for various things that may stop it.
174 */ 161 */
175
176void 162void
177move_bolt (object *op) 163move_bolt (object *op)
178{ 164{
179 object *tmp;
180 int mflags; 165 int mflags;
181 sint16 x, y; 166 sint16 x, y;
182 mapstruct *m; 167 maptile *m;
183 168
184 if (--(op->duration) < 0) 169 if (--op->duration < 0)
185 {
186 remove_ob (op);
187 free_object (op);
188 return;
189 } 170 {
171 op->drop_and_destroy ();
172 return;
173 }
174
190 hit_map (op, 0, op->attacktype, 1); 175 hit_map (op, 0, op->attacktype, 1);
191 176
192 if (!op->direction) 177 if (!op->direction)
193 return; 178 return;
194 179
195 if (--op->range < 0) 180 if (--op->range < 0)
196 {
197 op->range = 0; 181 op->range = 0;
198 }
199 else 182 else
200 { 183 {
201 x = op->x + DIRX (op); 184 x = op->x + DIRX (op);
202 y = op->y + DIRY (op); 185 y = op->y + DIRY (op);
203 m = op->map; 186 m = op->map;
211 * on the space. So only call reflwall if we think the data it returns 194 * on the space. So only call reflwall if we think the data it returns
212 * will be useful. 195 * will be useful.
213 */ 196 */
214 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)) || ((mflags & P_IS_ALIVE) && reflwall (m, x, y, op))) 197 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)) || ((mflags & P_IS_ALIVE) && reflwall (m, x, y, op)))
215 { 198 {
216
217 if (!QUERY_FLAG (op, FLAG_REFLECTING)) 199 if (!QUERY_FLAG (op, FLAG_REFLECTING))
218 return; 200 return;
219 201
220 /* Since walls don't run diagonal, if the bolt is in 202 /* Since walls don't run diagonal, if the bolt is in
221 * one of 4 main directions, it just reflects back in the 203 * one of 4 main directions, it just reflects back in the
251 else if (left) 233 else if (left)
252 op->direction = absdir (op->direction + 2); 234 op->direction = absdir (op->direction + 2);
253 else if (right) 235 else if (right)
254 op->direction = absdir (op->direction - 2); 236 op->direction = absdir (op->direction - 2);
255 } 237 }
238
256 update_turn_face (op); /* A bolt *must* be IS_TURNABLE */ 239 update_turn_face (op); /* A bolt *must* be IS_TURNABLE */
257 return; 240 return;
258 } 241 }
259 else 242 else
260 { /* Create a copy of this object and put it ahead */ 243 { /* Create a copy of this object and put it ahead */
261 tmp = get_object (); 244 object *tmp = op->clone ();
262 copy_object (op, tmp); 245
246 m->insert (tmp, x, y, op);
263 tmp->speed_left = -0.1; 247 tmp->speed_left = -0.1f;
264 tmp->x += DIRX (tmp), tmp->y += DIRY (tmp);
265 tmp = insert_ob_in_map (tmp, op->map, op, 0);
266 /* To make up for the decrease at the top of the function */ 248 /* To make up for the decrease at the top of the function */
267 tmp->duration++; 249 tmp->duration++;
268 250
269 /* New forking code. Possibly create forks of this object 251 /* New forking code. Possibly create forks of this object
270 * going off in other directions. 252 * going off in other directions.
271 */ 253 */
272
273 if (rndm (0, 99) < tmp->stats.Dex) 254 if (tmp->stats.Dex && rndm (0, 99) < tmp->stats.Dex)
274 { /* stats.Dex % of forking */ 255 forklightning (op, tmp); /* stats.Dex % of forking */
275 forklightning (op, tmp); 256
276 }
277 /* In this way, the object left behind sticks on the space, but 257 /* In this way, the object left behind sticks on the space, but
278 * doesn't create any bolts that continue to move onward. 258 * doesn't create any bolts that continue to move onward.
279 */ 259 */
280 op->range = 0; 260 op->range = 0;
281 } /* copy object and move it along */ 261 } /* copy object and move it along */
288 * we remove the magic flag - that can be derived from 268 * we remove the magic flag - that can be derived from
289 * spob->attacktype. 269 * spob->attacktype.
290 * This function sets up the appropriate owner and skill 270 * This function sets up the appropriate owner and skill
291 * pointers. 271 * pointers.
292 */ 272 */
293
294int 273int
295fire_bolt (object *op, object *caster, int dir, object *spob, object *skill) 274fire_bolt (object *op, object *caster, int dir, object *spob, object *skill)
296{ 275{
297 object *tmp = NULL; 276 object *tmp = NULL;
298 int mflags; 277 int mflags;
299 278
300 if (!spob->other_arch) 279 if (!spob->other_arch)
301 return 0; 280 return 0;
302 281
303 tmp = arch_to_object (spob->other_arch); 282 tmp = spob->other_arch->instance ();
304 if (tmp == NULL) 283 if (tmp == NULL)
305 return 0; 284 return 0;
306 285
307 /* peterm: level dependency for bolts */ 286 /* peterm: level dependency for bolts */
308 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob); 287 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob);
309 tmp->attacktype = spob->attacktype; 288 tmp->attacktype = spob->attacktype;
289
310 if (spob->slaying) 290 if (spob->slaying)
311 tmp->slaying = spob->slaying; 291 tmp->slaying = spob->slaying;
292
312 tmp->range = spob->range + SP_level_range_adjust (caster, spob); 293 tmp->range = spob->range + SP_level_range_adjust (caster, spob);
313 tmp->duration = spob->duration + SP_level_duration_adjust (caster, spob); 294 tmp->duration = spob->duration + SP_level_duration_adjust (caster, spob);
314 tmp->stats.Dex = spob->stats.Dex; 295 tmp->stats.Dex = spob->stats.Dex;
315 tmp->stats.Con = spob->stats.Con; 296 tmp->stats.Con = spob->stats.Con;
316 297
317 tmp->direction = dir; 298 tmp->direction = dir;
318 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) 299 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
319 SET_ANIMATION (tmp, dir); 300 SET_ANIMATION (tmp, dir);
320 301
321 set_owner (tmp, op); 302 tmp->set_owner (op);
322 set_spell_skill (op, caster, spob, tmp); 303 set_spell_skill (op, caster, spob, tmp);
323 304
324 tmp->x = op->x + DIRX (tmp); 305 tmp->x = op->x + DIRX (tmp);
325 tmp->y = op->y + DIRY (tmp); 306 tmp->y = op->y + DIRY (tmp);
326 tmp->map = op->map; 307 tmp->map = op->map;
327 308
309 maptile *newmap;
328 mflags = get_map_flags (tmp->map, &tmp->map, tmp->x, tmp->y, &tmp->x, &tmp->y); 310 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y);
329 if (mflags & P_OUT_OF_MAP) 311 if (mflags & P_OUT_OF_MAP)
330 { 312 {
331 free_object (tmp); 313 tmp->drop_and_destroy ();
332 return 0; 314 return 0;
333 } 315 }
316
317 tmp->map = newmap;
318
334 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y))) 319 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y)))
335 { 320 {
336 if (!QUERY_FLAG (tmp, FLAG_REFLECTING)) 321 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
337 { 322 {
338 free_object (tmp); 323 tmp->drop_and_destroy ();
339 return 0; 324 return 0;
340 } 325 }
326
341 tmp->x = op->x; 327 tmp->x = op->x;
342 tmp->y = op->y; 328 tmp->y = op->y;
343 tmp->direction = absdir (tmp->direction + 4); 329 tmp->direction = absdir (tmp->direction + 4);
344 tmp->map = op->map; 330 tmp->map = op->map;
345 } 331 }
346 if ((tmp = insert_ob_in_map (tmp, tmp->map, op, 0)) != NULL) 332
333 if ((tmp = tmp->insert_at (tmp, op)))
347 move_bolt (tmp); 334 move_bolt (tmp);
335
348 return 1; 336 return 1;
349} 337}
350
351
352 338
353/*************************************************************************** 339/***************************************************************************
354 * 340 *
355 * BULLET/BALL CODE 341 * BULLET/BALL CODE
356 * 342 *
357 ***************************************************************************/ 343 ***************************************************************************/
358 344
359/* expands an explosion. op is a piece of the 345/* expands an explosion. op is a piece of the
360 * explosion - this expans it in the different directions. 346 * explosion - this expands it in the different directions.
361 * At least that is what I think this does. 347 * At least that is what I think this does.
362 */ 348 */
363void 349void
364explosion (object *op) 350explosion (object *op)
365{ 351{
366 object *tmp;
367 mapstruct *m = op->map; 352 maptile *m = op->map;
368 int i; 353 int i;
369 354
370 if (--(op->duration) < 0) 355 if (--op->duration < 0)
371 {
372 remove_ob (op);
373 free_object (op);
374 return;
375 } 356 {
357 op->destroy ();
358 return;
359 }
360
376 hit_map (op, 0, op->attacktype, 0); 361 hit_map (op, 0, op->attacktype, 0);
377 362
378 if (op->range > 0) 363 if (op->range > 0)
379 { 364 {
380 for (i = 1; i < 9; i++) 365 for (i = 1; i < 9; i++)
381 { 366 {
382 sint16 dx, dy; 367 sint16 dx, dy;
383 368
384 dx = op->x + freearr_x[i]; 369 dx = op->x + freearr_x[i];
385 dy = op->y + freearr_y[i]; 370 dy = op->y + freearr_y[i];
371
386 /* ok_to_put_more already does things like checks for walls, 372 /* ok_to_put_more already does things like checks for walls,
387 * out of map, etc. 373 * out of map, etc.
388 */ 374 */
389 if (ok_to_put_more (op->map, dx, dy, op, op->attacktype)) 375 if (ok_to_put_more (op->map, dx, dy, op, op->attacktype))
390 { 376 {
391 tmp = get_object (); 377 object *tmp = op->clone ();
392 copy_object (op, tmp); 378
393 tmp->state = 0; 379 tmp->state = 0;
394 tmp->speed_left = -0.21; 380 tmp->speed_left = -0.21f;
395 tmp->range--; 381 tmp->range--;
396 tmp->value = 0; 382 tmp->value = 0;
397 tmp->x = dx; 383
398 tmp->y = dy; 384 m->insert (tmp, dx, dy, op);
399 insert_ob_in_map (tmp, m, op, 0);
400 } 385 }
401 } 386 }
402 } 387 }
403} 388}
404
405 389
406/* Causes an object to explode, eg, a firebullet, 390/* Causes an object to explode, eg, a firebullet,
407 * poison cloud ball, etc. op is the object to 391 * poison cloud ball, etc. op is the object to
408 * explode. 392 * explode.
409 */ 393 */
410void 394static void
411explode_bullet (object *op) 395explode_bullet (object *op)
412{ 396{
413 tag_t op_tag = op->count;
414 object *tmp, *owner; 397 object *tmp, *owner;
415 398
416 if (op->other_arch == NULL) 399 if (!op->other_arch)
417 { 400 {
418 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n"); 401 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n");
419 remove_ob (op); 402 op->destroy ();
420 free_object (op);
421 return; 403 return;
422 } 404 }
423 405
424 if (op->env) 406 if (op->env)
425 { 407 {
426 object *env; 408 object *env = op->outer_env ();
427 409
428 env = object_get_env_recursive (op);
429 if (env->map == NULL || out_of_map (env->map, env->x, env->y)) 410 if (!env->map || out_of_map (env->map, env->x, env->y))
430 { 411 {
431 LOG (llevError, "BUG: explode_bullet(): env out of map\n"); 412 LOG (llevError, "BUG: explode_bullet(): env out of map\n");
432 remove_ob (op); 413 op->destroy ();
433 free_object (op);
434 return; 414 return;
435 } 415 }
436 remove_ob (op); 416
437 op->x = env->x; 417 op->insert_at (env, op, INS_NO_MERGE | INS_NO_WALK_ON);
438 op->y = env->y;
439 insert_ob_in_map (op, env->map, op, INS_NO_MERGE | INS_NO_WALK_ON);
440 } 418 }
441 else if (out_of_map (op->map, op->x, op->y)) 419 else if (out_of_map (op->map, op->x, op->y))
442 { 420 {
443 LOG (llevError, "BUG: explode_bullet(): op out of map\n"); 421 LOG (llevError, "BUG: explode_bullet(): op out of map\n");
444 remove_ob (op); 422 op->destroy ();
445 free_object (op);
446 return; 423 return;
447 } 424 }
448 425
449 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent explosions of any kind on safe maps 426 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent explosions of any kind on safe maps
450 // NOTE: If this breaks something important: remove this. I can't think of anything 427 // NOTE: If this breaks something important: remove this. I can't think of anything
451 // bad at the moment that might happen from this. 428 // bad at the moment that might happen from this.
452 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE) 429 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
453 { 430 {
454 remove_ob (op); 431 op->destroy ();
455 free_object (op);
456 return; 432 return;
457 } 433 }
458 434
459 if (op->attacktype) 435 if (op->attacktype)
460 { 436 {
461 hit_map (op, 0, op->attacktype, 1); 437 hit_map (op, 0, op->attacktype, 1);
462 if (was_destroyed (op, op_tag)) 438
439 if (op->destroyed ())
463 return; 440 return;
464 } 441 }
465 442
466 /* other_arch contains what this explodes into */ 443 /* other_arch contains what this explodes into */
467 tmp = arch_to_object (op->other_arch); 444 tmp = op->other_arch->instance ();
468 445
469 copy_owner (tmp, op); 446 tmp->set_owner (op);
470 tmp->skill = op->skill; 447 tmp->skill = op->skill;
471 448
472 owner = get_owner (op); 449 owner = op->owner;
473 if ((tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) && owner && !tailor_god_spell (tmp, owner)) 450
474 { 451 if ((tmp->attacktype & AT_HOLYWORD
475 remove_ob (op); 452 || tmp->attacktype & AT_GODPOWER)
476 free_object (op); 453 && owner
477 return; 454 && !tailor_god_spell (tmp, owner))
478 } 455 {
479 tmp->x = op->x; 456 op->destroy ();
480 tmp->y = op->y; 457 return;
458 }
481 459
482 /* special for bombs - it actually has sane values for these */ 460 /* special for bombs - it actually has sane values for these */
483 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB) 461 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB)
484 { 462 {
485 tmp->attacktype = op->attacktype; 463 tmp->attacktype = op->attacktype;
489 } 467 }
490 else 468 else
491 { 469 {
492 if (op->attacktype & AT_MAGIC) 470 if (op->attacktype & AT_MAGIC)
493 tmp->attacktype |= AT_MAGIC; 471 tmp->attacktype |= AT_MAGIC;
472
494 /* Spell doc describes what is going on here */ 473 /* Spell doc describes what is going on here */
495 tmp->stats.dam = op->dam_modifier; 474 tmp->stats.dam = op->dam_modifier;
496 tmp->range = op->stats.maxhp; 475 tmp->range = op->stats.maxhp;
497 tmp->duration = op->stats.hp; 476 tmp->duration = op->stats.hp;
498 /* Used for spell tracking - just need a unique val for this spell - 477 /* Used for spell tracking - just need a unique val for this spell -
506 tmp->stats.sp = op->direction; 485 tmp->stats.sp = op->direction;
507 486
508 /* Prevent recursion */ 487 /* Prevent recursion */
509 op->move_on = 0; 488 op->move_on = 0;
510 489
511 insert_ob_in_map (tmp, op->map, op, 0); 490 tmp->insert_at (op, op);
491 tmp->play_sound (tmp->sound);
492
512 /* remove the firebullet */ 493 /* remove the firebullet */
513 if (!was_destroyed (op, op_tag)) 494 op->destroy ();
514 {
515 remove_ob (op);
516 free_object (op);
517 }
518} 495}
519
520
521 496
522/* checks to see what op should do, given the space it is on 497/* checks to see what op should do, given the space it is on
523 * (eg, explode, damage player, etc) 498 * (eg, explode, damage player, etc)
524 */ 499 */
525
526void 500void
527check_bullet (object *op) 501check_bullet (object *op)
528{ 502{
529 tag_t op_tag = op->count, tmp_tag;
530 object *tmp; 503 object *tmp;
531 int dam, mflags; 504 int dam, mflags;
532 mapstruct *m; 505 maptile *m;
533 sint16 sx, sy; 506 sint16 sx, sy;
534 507
535 mflags = get_map_flags (op->map, &m, op->x, op->y, &sx, &sy); 508 mflags = get_map_flags (op->map, &m, op->x, op->y, &sx, &sy);
536 509
537 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy))) 510 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
546 519
547 /* If nothing alive on this space, no reason to do anything further */ 520 /* If nothing alive on this space, no reason to do anything further */
548 if (!(mflags & P_IS_ALIVE)) 521 if (!(mflags & P_IS_ALIVE))
549 return; 522 return;
550 523
551 for (tmp = get_map_ob (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 524 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
552 { 525 {
553 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 526 if (QUERY_FLAG (tmp, FLAG_ALIVE))
554 { 527 {
555 tmp_tag = tmp->count;
556 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1); 528 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1);
529
530 // TODO: can't understand the following if's
557 if (was_destroyed (op, op_tag) || !was_destroyed (tmp, tmp_tag) || (op->stats.dam -= dam) < 0) 531 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0)
558 { 532 {
559 if (!QUERY_FLAG (op, FLAG_REMOVED)) 533 if (!QUERY_FLAG (op, FLAG_REMOVED))
560 { 534 {
561 remove_ob (op); 535 op->destroy ();
562 free_object (op);
563 return; 536 return;
564 } 537 }
565 } 538 }
566 } 539 }
567 } 540 }
568} 541}
569
570 542
571/* Basically, we move 'op' one square, and if it hits something, 543/* Basically, we move 'op' one square, and if it hits something,
572 * call check_bullet. 544 * call check_bullet.
573 * This function is only applicable to bullets, but not to all 545 * This function is only applicable to bullets, but not to all
574 * fired arches (eg, bolts). 546 * fired arches (eg, bolts).
575 */ 547 */
576
577void 548void
578move_bullet (object *op) 549move_bullet (object *op)
579{ 550{
580 sint16 new_x, new_y;
581 int mflags;
582 mapstruct *m;
583
584#if 0 551#if 0
585 /* We need a better general purpose way to do this */ 552 /* We need a better general purpose way to do this */
586 553
587 /* peterm: added to make comet leave a trail of burnouts 554 /* peterm: added to make comet leave a trail of burnouts
588 it's an unadulterated hack, but the effect is cool. */ 555 it's an unadulterated hack, but the effect is cool. */
589 if (op->stats.sp == SP_METEOR) 556 if (op->stats.sp == SP_METEOR)
590 { 557 {
591 replace_insert_ob_in_map ("fire_trail", op); 558 replace_insert_ob_in_map ("fire_trail", op);
592 if (was_destroyed (op, op_tag)) 559 if (op->destroyed ())
593 return; 560 return;
594 } /* end addition. */ 561 } /* end addition. */
595#endif 562#endif
596 563
597 /* Reached the end of its life - remove it */ 564 /* Reached the end of its life - remove it */
598 if (--op->range <= 0) 565 if (--op->range <= 0)
599 { 566 {
600 if (op->other_arch) 567 if (op->other_arch)
601 {
602 explode_bullet (op); 568 explode_bullet (op);
603 }
604 else 569 else
605 { 570 op->destroy ();
606 remove_ob (op);
607 free_object (op);
608 }
609 return;
610 }
611 571
612 new_x = op->x + DIRX (op); 572 return;
613 new_y = op->y + DIRY (op);
614 m = op->map;
615 mflags = get_map_flags (m, &m, new_x, new_y, &new_x, &new_y);
616
617 if (mflags & P_OUT_OF_MAP)
618 { 573 }
619 remove_ob (op); 574
620 free_object (op); 575 mapxy pos (op);
621 return; 576 pos.move (op->direction);
577
578 if (!pos.normalise ())
622 } 579 {
580 op->destroy ();
581 return;
582 }
623 583
624 if (!op->direction || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y))) 584 mapspace &ms = pos.ms ();
585
586 ms.update ();
587
588 if (!op->direction || OB_TYPE_MOVE_BLOCK (op, ms.move_block))
625 { 589 {
626 if (op->other_arch) 590 if (op->other_arch)
627 {
628 explode_bullet (op); 591 explode_bullet (op);
629 }
630 else 592 else
631 { 593 op->destroy ();
632 remove_ob (op);
633 free_object (op);
634 }
635 return;
636 }
637 594
638 remove_ob (op); 595 return;
639 op->x = new_x; 596 }
640 op->y = new_y; 597
641 if ((op = insert_ob_in_map (op, m, op, 0)) == NULL) 598 if (!(op = pos.insert (op, op)))
642 return; 599 return;
643 600
644 if (reflwall (op->map, op->x, op->y, op)) 601 if (reflwall (op->map, op->x, op->y, op))
645 { 602 {
646 op->direction = absdir (op->direction + 4); 603 op->direction = absdir (op->direction + 4);
647 update_turn_face (op); 604 update_turn_face (op);
648 } 605 }
649 else 606 else
650 {
651 check_bullet (op); 607 check_bullet (op);
652 }
653} 608}
654
655
656
657 609
658/* fire_bullet 610/* fire_bullet
659 * object op (cast from caster) files a bolt in dir. 611 * object op (cast from caster) files a bolt in dir.
660 * spob is the spell object for the bolt. 612 * spob is the spell object for the bolt.
661 * we remove the magic flag - that can be derived from 613 * we remove the magic flag - that can be derived from
662 * spob->attacktype. 614 * spob->attacktype.
663 * This function sets up the appropriate owner and skill 615 * This function sets up the appropriate owner and skill
664 * pointers. 616 * pointers.
665 */ 617 */
666
667int 618int
668fire_bullet (object *op, object *caster, int dir, object *spob) 619fire_bullet (object *op, object *caster, int dir, object *spob)
669{ 620{
670 object *tmp = NULL; 621 object *tmp = NULL;
671 int mflags; 622 int mflags;
672 623
673 if (!spob->other_arch) 624 if (!spob->other_arch)
674 return 0; 625 return 0;
675 626
676 tmp = arch_to_object (spob->other_arch); 627 tmp = spob->other_arch->instance ();
677 if (tmp == NULL) 628 if (!tmp)
678 return 0; 629 return 0;
679 630
680 /* peterm: level dependency for bolts */ 631 /* peterm: level dependency for bolts */
681 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob); 632 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob);
682 tmp->attacktype = spob->attacktype; 633 tmp->attacktype = spob->attacktype;
683 if (spob->slaying) 634 if (spob->slaying)
684 tmp->slaying = spob->slaying; 635 tmp->slaying = spob->slaying;
685 636
692 643
693 tmp->direction = dir; 644 tmp->direction = dir;
694 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) 645 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
695 SET_ANIMATION (tmp, dir); 646 SET_ANIMATION (tmp, dir);
696 647
697 set_owner (tmp, op); 648 tmp->set_owner (op);
698 set_spell_skill (op, caster, spob, tmp); 649 set_spell_skill (op, caster, spob, tmp);
699 650
700 tmp->x = op->x + freearr_x[dir]; 651 tmp->x = op->x + freearr_x[dir];
701 tmp->y = op->y + freearr_y[dir]; 652 tmp->y = op->y + freearr_y[dir];
702 tmp->map = op->map; 653 tmp->map = op->map;
703 654
655 maptile *newmap;
704 mflags = get_map_flags (tmp->map, &tmp->map, tmp->x, tmp->y, &tmp->x, &tmp->y); 656 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y);
705 if (mflags & P_OUT_OF_MAP) 657 if (mflags & P_OUT_OF_MAP)
706 { 658 {
707 free_object (tmp); 659 tmp->destroy ();
708 return 0; 660 return 0;
709 } 661 }
662
663 tmp->map = newmap;
664
665 // in case the bullet has direction 0 we explode it in place.
666 // direction 0 is possible for instance when a poison cloud trap springs.
667 if (tmp->direction == 0)
668 {
669 if (tmp->other_arch
670 && (tmp = tmp->insert_at (tmp, op))) // insert before explode cleanly
671 explode_bullet (tmp); // explode object will/should remove tmp
672 else
673 tmp->destroy ();
674
675 return 0;
676 }
677
710 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)))
711 { 679 {
712 if (!QUERY_FLAG (tmp, FLAG_REFLECTING)) 680 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
713 { 681 {
714 free_object (tmp); 682 tmp->destroy ();
715 return 0; 683 return 0;
716 } 684 }
685
717 tmp->x = op->x; 686 tmp->x = op->x;
718 tmp->y = op->y; 687 tmp->y = op->y;
719 tmp->direction = absdir (tmp->direction + 4); 688 tmp->direction = absdir (tmp->direction + 4);
720 tmp->map = op->map; 689 tmp->map = op->map;
721 } 690 }
722 if ((tmp = insert_ob_in_map (tmp, tmp->map, op, 0)) != NULL) 691
723 { 692 if ((tmp = tmp->insert_at (tmp, op)))
724 check_bullet (tmp); 693 check_bullet (tmp);
725 } 694
726 return 1; 695 return 1;
727} 696}
728
729
730
731 697
732/***************************************************************************** 698/*****************************************************************************
733 * 699 *
734 * CONE RELATED FUNCTIONS 700 * CONE RELATED FUNCTIONS
735 * 701 *
736 *****************************************************************************/ 702 *****************************************************************************/
737 703
738
739/* 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" */
740void 705static void
741cone_drop (object *op) 706cone_drop (object *op)
742{ 707{
743 object *new_ob = arch_to_object (op->other_arch); 708 object *new_ob = op->other_arch->instance ();
744 709
745 new_ob->x = op->x;
746 new_ob->y = op->y;
747 new_ob->level = op->level; 710 new_ob->level = op->level;
748 set_owner (new_ob, op->owner); 711 new_ob->set_owner (op->owner);
749 712
750 /* preserve skill ownership */ 713 /* preserve skill ownership */
751 if (op->skill && op->skill != new_ob->skill) 714 if (op->skill && op->skill != new_ob->skill)
752 {
753 new_ob->skill = op->skill; 715 new_ob->skill = op->skill;
754 }
755 insert_ob_in_map (new_ob, op->map, op, 0);
756 716
717 new_ob->insert_at (op, op);
757} 718}
758 719
759/* 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 */
760 721
761void 722void
762move_cone (object *op) 723move_cone (object *op)
763{ 724{
764 int i;
765 tag_t tag;
766
767 /* 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 */
768 if (!op->map) 726 if (!op->map)
769 { 727 {
770 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");
771 op->speed = 0; 729 op->set_speed (0);
772 update_ob_speed (op);
773 return; 730 return;
774 } 731 }
775 732
776 /* lava saves it's life, but not yours :) */ 733 /* lava saves it's life, but not yours :) */
777 if (QUERY_FLAG (op, FLAG_LIFESAVE)) 734 if (QUERY_FLAG (op, FLAG_LIFESAVE))
783#if 0 740#if 0
784 /* Disable this - enabling it makes monsters easier, as 741 /* Disable this - enabling it makes monsters easier, as
785 * when their cone dies when they die. 742 * when their cone dies when they die.
786 */ 743 */
787 /* If no owner left, the spell dies out. */ 744 /* If no owner left, the spell dies out. */
788 if (get_owner (op) == NULL) 745 if (op->owner == NULL)
789 { 746 {
790 remove_ob (op); 747 op->destroy ();
791 free_object (op);
792 return; 748 return;
793 } 749 }
794#endif 750#endif
795 751
796 tag = op->count;
797 hit_map (op, 0, op->attacktype, 0); 752 hit_map (op, 0, op->attacktype, 0);
753
754 if (!op->is_on_map ())
755 return;
798 756
799 /* Check to see if we should push anything. 757 /* Check to see if we should push anything.
800 * Spell objects with weight push whatever they encounter to some 758 * Spell objects with weight push whatever they encounter to some
801 * degree. 759 * degree.
802 */ 760 */
803 if (op->weight) 761 if (op->weight)
762 {
804 check_spell_knockback (op); 763 check_spell_knockback (op);
805 764
806 if (was_destroyed (op, tag)) 765 if (!op->is_on_map ())
807 return; 766 return;
767 }
808 768
809 if ((op->duration--) < 0) 769 if (op->duration-- < 0)
810 { 770 {
811 remove_ob (op); 771 op->destroy ();
812 free_object (op);
813 return; 772 return;
814 } 773 }
815 /* Object has hit maximum range, so don't have it move 774 /* Object has hit maximum range, so don't have it move
816 * any further. When the duration above expires, 775 * any further. When the duration above expires,
817 * then the object will get removed. 776 * then the object will get removed.
820 { 779 {
821 op->range = 0; /* just so it doesn't wrap */ 780 op->range = 0; /* just so it doesn't wrap */
822 return; 781 return;
823 } 782 }
824 783
825 for (i = -1; i < 2; i++) 784 for (int i = -1; i <= 1; i++)
826 { 785 {
827 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)];
828 787
829 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))
830 { 789 {
831 object *tmp = get_object (); 790 object *tmp = op->clone ();
832
833 copy_object (op, tmp);
834 tmp->x = x;
835 tmp->y = y;
836 791
837 tmp->duration = op->duration + 1; 792 tmp->duration = op->duration + 1;
838 793
839 /* Use for spell tracking - see ok_to_put_more() */ 794 /* Use for spell tracking - see ok_to_put_more() */
840 tmp->stats.maxhp = op->stats.maxhp; 795 tmp->stats.maxhp = op->stats.maxhp;
841 insert_ob_in_map (tmp, op->map, op, 0); 796
797 op->map->insert (tmp, x, y, op);
798
842 if (tmp->other_arch) 799 if (tmp->other_arch)
843 cone_drop (tmp); 800 cone_drop (tmp);
844 } 801 }
845 } 802 }
846} 803}
856int 813int
857cast_cone (object *op, object *caster, int dir, object *spell) 814cast_cone (object *op, object *caster, int dir, object *spell)
858{ 815{
859 object *tmp; 816 object *tmp;
860 int i, success = 0, range_min = -1, range_max = 1; 817 int i, success = 0, range_min = -1, range_max = 1;
861 mapstruct *m; 818 maptile *m;
862 sint16 sx, sy; 819 sint16 sx, sy;
863 MoveType movetype; 820 MoveType movetype;
864 821
865 if (!spell->other_arch) 822 if (!spell->other_arch)
866 return 0; 823 return 0;
879 836
880 /* 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
881 * 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
882 * insert it into is blocked. 839 * insert it into is blocked.
883 */ 840 */
884 movetype = spell->other_arch->clone.move_type; 841 movetype = spell->other_arch->move_type;
885 842
886 for (i = range_min; i <= range_max; i++) 843 for (i = range_min; i <= range_max; i++)
887 { 844 {
888 sint16 x, y, d; 845 sint16 x, y;
889 846
890 /* We can't use absdir here, because it never returns 847 /* We can't use absdir here, because it never returns
891 * 0. If this is a rune, we want to hit the person on top 848 * 0. If this is a rune, we want to hit the person on top
892 * of the trap (d==0). If it is not a rune, then we don't want 849 * of the trap (d==0). If it is not a rune, then we don't want
893 * to hit that person. 850 * to hit that person.
894 */ 851 */
895 d = dir + i; 852 int d = dir ? absdir (dir + i) : i;
896 while (d < 0)
897 d += 8;
898 while (d > 8)
899 d -= 8;
900 853
901 /* 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.
902 * In that case, we have to see - if dir is specified, 855 * In that case, we have to see - if dir is specified,
903 * turn this into direction 8. If dir is not specified (all 856 * turn this into direction 8. If dir is not specified (all
904 * direction) skip - otherwise, one line would do more damage 857 * direction) skip - otherwise, one line would do more damage
921 874
922 if ((movetype & GET_MAP_MOVE_BLOCK (m, sx, sy)) == movetype) 875 if ((movetype & GET_MAP_MOVE_BLOCK (m, sx, sy)) == movetype)
923 continue; 876 continue;
924 877
925 success = 1; 878 success = 1;
926 tmp = arch_to_object (spell->other_arch); 879 tmp = spell->other_arch->instance ();
927 set_owner (tmp, op); 880 tmp->set_owner (op);
928 set_spell_skill (op, caster, spell, tmp); 881 set_spell_skill (op, caster, spell, tmp);
929 tmp->level = caster_level (caster, spell); 882 tmp->level = casting_level (caster, spell);
930 tmp->x = sx;
931 tmp->y = sy;
932 tmp->attacktype = spell->attacktype; 883 tmp->attacktype = spell->attacktype;
933 884
934 /* holy word stuff */ 885 /* holy word stuff */
935 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER)) 886 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER))
936 {
937 if (!tailor_god_spell (tmp, op)) 887 if (!tailor_god_spell (tmp, op))
938 return 0; 888 return 0;
939 }
940 889
941 if (dir) 890 if (dir)
942 tmp->stats.sp = dir; 891 tmp->stats.sp = dir;
943 else 892 else
944 tmp->stats.sp = i; 893 tmp->stats.sp = i;
950 { 899 {
951 tmp->range /= 4; 900 tmp->range /= 4;
952 if (tmp->range < 2 && spell->range >= 2) 901 if (tmp->range < 2 && spell->range >= 2)
953 tmp->range = 2; 902 tmp->range = 2;
954 } 903 }
904
955 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 905 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
956 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell); 906 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
957 907
958 /* Special bonus for fear attacks */ 908 /* Special bonus for fear attacks */
959 if (tmp->attacktype & AT_FEAR) 909 if (tmp->attacktype & AT_FEAR)
961 if (caster->type == PLAYER) 911 if (caster->type == PLAYER)
962 tmp->duration += fear_bonus[caster->stats.Cha]; 912 tmp->duration += fear_bonus[caster->stats.Cha];
963 else 913 else
964 tmp->duration += caster->level / 3; 914 tmp->duration += caster->level / 3;
965 } 915 }
916
966 if (tmp->attacktype & (AT_HOLYWORD | AT_TURN_UNDEAD)) 917 if (tmp->attacktype & (AT_HOLYWORD | AT_TURN_UNDEAD))
967 { 918 {
968 if (caster->type == PLAYER) 919 if (caster->type == PLAYER)
969 tmp->duration += turn_bonus[caster->stats.Wis] / 5; 920 tmp->duration += turn_bonus[caster->stats.Wis] / 5;
970 else 921 else
971 tmp->duration += caster->level / 3; 922 tmp->duration += caster->level / 3;
972 } 923 }
973 924
974
975 if (!(tmp->move_type & MOVE_FLY_LOW)) 925 if (!(tmp->move_type & MOVE_FLY_LOW))
976 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);
977 927
978 if (!tmp->move_on && tmp->stats.dam) 928 if (!tmp->move_on && tmp->stats.dam)
979 {
980 LOG (llevDebug, "cast_cone(): arch %s doesn't have move_on set\n", &spell->other_arch->name); 929 LOG (llevDebug, "cast_cone(): arch %s doesn't have move_on set\n", &spell->other_arch->archname);
981 } 930
982 insert_ob_in_map (tmp, m, op, 0); 931 m->insert (tmp, sx, sy, op);
983 932
984 /* 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
985 * a single space too many times. 934 * a single space too many times.
986 */ 935 */
987 tmp->stats.maxhp = tmp->count; 936 tmp->stats.maxhp = tmp->count;
988 937
989 if (tmp->other_arch) 938 if (tmp->other_arch)
990 cone_drop (tmp); 939 cone_drop (tmp);
991 } 940 }
941
992 return success; 942 return success;
993} 943}
994 944
995/**************************************************************************** 945/****************************************************************************
996 * 946 *
997 * BOMB related code 947 * BOMB related code
998 * 948 *
999 ****************************************************************************/ 949 ****************************************************************************/
1000 950
1001
1002/* This handles an exploding bomb. 951/* This handles an exploding bomb.
1003 * op is the original bomb object. 952 * op is the original bomb object.
1004 */ 953 */
1005void 954void
1006animate_bomb (object *op) 955animate_bomb (object *op)
1007{ 956{
1008 int i;
1009 object *env, *tmp;
1010 archetype *at;
1011
1012 if (op->state != NUM_ANIMATIONS (op) - 1) 957 if (op->state != NUM_ANIMATIONS (op) - 1)
1013 return; 958 return;
1014 959
1015 960 object *env = op->outer_env ();
1016 env = object_get_env_recursive (op);
1017 961
1018 if (op->env) 962 if (op->env)
1019 { 963 {
1020 if (env->map == NULL) 964 if (!env->map)
1021 return; 965 return;
1022 966
1023 if (env->type == PLAYER) 967 if (!(op = op->insert_at (env, op)))
1024 esrv_del_item (env->contr, op->count);
1025
1026 remove_ob (op);
1027 op->x = env->x;
1028 op->y = env->y;
1029 if ((op = insert_ob_in_map (op, env->map, op, 0)) == NULL)
1030 return; 968 return;
1031 } 969 }
1032 970
1033 // 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
1034 // 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
1035 // as bombs can be carried. 973 // as bombs can be carried.
1036 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE) 974 if (op->ms ().flags () & P_SAFE)
1037 { 975 {
1038 remove_ob (op); 976 op->destroy ();
1039 free_object (op);
1040 return; 977 return;
1041 } 978 }
1042 979
1043 /* This copies a lot of the code from the fire bullet, 980 /* This copies a lot of the code from the fire bullet,
1044 * but using the cast_bullet isn't really feasible, 981 * but using the cast_bullet isn't really feasible,
1045 * so just set up the appropriate values. 982 * so just set up the appropriate values.
1046 */ 983 */
1047 at = find_archetype (SPLINT); 984 if (archetype *at = archetype::find (SPLINT))
1048 if (at)
1049 { 985 {
1050 for (i = 1; i < 9; i++) 986 for (int i = 1; i < 9; i++)
1051 { 987 {
1052 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]))
1053 continue; 989 continue;
1054 tmp = arch_to_object (at); 990
991 object *tmp = at->instance ();
1055 tmp->direction = i; 992 tmp->direction = i;
1056 tmp->range = op->range; 993 tmp->range = op->range;
1057 tmp->stats.dam = op->stats.dam; 994 tmp->stats.dam = op->stats.dam;
1058 tmp->duration = op->duration; 995 tmp->duration = op->duration;
1059 tmp->attacktype = op->attacktype; 996 tmp->attacktype = op->attacktype;
1060 copy_owner (tmp, op); 997 tmp->set_owner (op);
1061 if (op->skill && op->skill != tmp->skill) 998 if (op->skill && op->skill != tmp->skill)
1062 {
1063 tmp->skill = op->skill; 999 tmp->skill = op->skill;
1064 } 1000
1065 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) 1001 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
1066 SET_ANIMATION (tmp, i); 1002 SET_ANIMATION (tmp, i);
1067 tmp->x = op->x + freearr_x[i]; 1003
1068 tmp->y = op->y + freearr_x[i]; 1004 op->map->insert (tmp, op->x + freearr_x[i], op->y + freearr_x[i], op);
1069 insert_ob_in_map (tmp, op->map, op, 0);
1070 move_bullet (tmp); 1005 move_bullet (tmp);
1071 } 1006 }
1072 } 1007 }
1073 1008
1074 explode_bullet (op); 1009 explode_bullet (op);
1075} 1010}
1076 1011
1077int 1012int
1078create_bomb (object *op, object *caster, int dir, object *spell) 1013create_bomb (object *op, object *caster, int dir, object *spell)
1079{ 1014{
1080
1081 object *tmp; 1015 object *tmp;
1082 int mflags; 1016 int mflags;
1083 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];
1084 mapstruct *m; 1018 maptile *m;
1085 1019
1086 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 {
1087 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))
1088 { 1029 {
1089 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.");
1090 return 0; 1031 return 0;
1032 }
1091 } 1033 }
1092 tmp = arch_to_object (spell->other_arch); 1034
1035 tmp = spell->other_arch->instance ();
1093 1036
1094 /* level dependencies for bomb */ 1037 /* level dependencies for bomb */
1095 tmp->range = spell->range + SP_level_range_adjust (caster, spell); 1038 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
1096 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);
1097 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell); 1040 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
1098 tmp->attacktype = spell->attacktype; 1041 tmp->attacktype = spell->attacktype;
1099 1042
1100 set_owner (tmp, op); 1043 tmp->set_owner (op);
1101 set_spell_skill (op, caster, spell, tmp); 1044 set_spell_skill (op, caster, spell, tmp);
1102 tmp->x = dx; 1045
1103 tmp->y = dy; 1046 m->insert (tmp, dx, dy, op);
1104 insert_ob_in_map (tmp, m, op, 0);
1105 return 1; 1047 return 1;
1106} 1048}
1107 1049
1108/**************************************************************************** 1050/****************************************************************************
1109 * 1051 *
1118 * dir is the direction to look in. 1060 * dir is the direction to look in.
1119 * range is how far out to look. 1061 * range is how far out to look.
1120 * 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.
1121 * this info is used for blocked magic/unholy spaces. 1063 * this info is used for blocked magic/unholy spaces.
1122 */ 1064 */
1123 1065static object *
1124object *
1125get_pointed_target (object *op, int dir, int range, int type) 1066get_pointed_target (object *op, int dir, int range, int type)
1126{ 1067{
1127 object *target; 1068 object *target;
1128 sint16 x, y; 1069 sint16 x, y;
1129 int dist, mflags; 1070 int dist, mflags;
1130 mapstruct *mp; 1071 maptile *mp;
1131 1072
1132 if (dir == 0) 1073 if (dir == 0)
1133 return NULL; 1074 return NULL;
1134 1075
1135 for (dist = 1; dist < range; dist++) 1076 for (dist = 1; dist < range; dist++)
1147 return NULL; 1088 return NULL;
1148 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW) 1089 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW)
1149 return NULL; 1090 return NULL;
1150 1091
1151 if (mflags & P_IS_ALIVE) 1092 if (mflags & P_IS_ALIVE)
1152 {
1153 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)
1154 { 1094 if (QUERY_FLAG (target, FLAG_MONSTER))
1155 if (QUERY_FLAG (target->head ? target->head : target, FLAG_MONSTER))
1156 {
1157 return target; 1095 return target;
1158 }
1159 }
1160 }
1161 } 1096 }
1097
1162 return NULL; 1098 return NULL;
1163} 1099}
1164
1165 1100
1166/* cast_smite_arch() - the priest points to a creature and causes 1101/* cast_smite_arch() - the priest points to a creature and causes
1167 * a 'godly curse' to decend. 1102 * a 'godly curse' to decend.
1168 * usual params - 1103 * usual params -
1169 * op = player 1104 * op = player
1170 * caster = object casting the spell. 1105 * caster = object casting the spell.
1171 * dir = direction being cast 1106 * dir = direction being cast
1172 * spell = spell object 1107 * spell = spell object
1173 */ 1108 */
1174
1175int 1109int
1176cast_smite_spell (object *op, object *caster, int dir, object *spell) 1110cast_smite_spell (object *op, object *caster, int dir, object *spell)
1177{ 1111{
1178 object *effect, *target; 1112 object *effect, *target;
1179 object *god = find_god (determine_god (op)); 1113 object *god = find_god (determine_god (op));
1189 * interesting spell. 1123 * interesting spell.
1190 * 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
1191 * can't be friendly to your god. 1125 * can't be friendly to your god.
1192 */ 1126 */
1193 1127
1194 if (!target || QUERY_FLAG (target, FLAG_REFL_SPELL) 1128 if (!target
1129 || target->flag [FLAG_REFL_SPELL]
1195 || (!god && spell->stats.grace) 1130 || (!god && spell->stats.grace)
1196 || (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)))
1197 { 1133 {
1198 new_draw_info (NDI_UNIQUE, 0, op, "Your request is unheeded."); 1134 new_draw_info (NDI_UNIQUE, 0, op, "Your request is unheeded.");
1199 return 0; 1135 return 0;
1200 } 1136 }
1201 1137
1202 if (spell->other_arch) 1138 if (spell->other_arch)
1203 effect = arch_to_object (spell->other_arch); 1139 effect = spell->other_arch->instance ();
1204 else 1140 else
1205 return 0; 1141 return 0;
1206 1142
1207 /* tailor the effect by priest level and worshipped God */ 1143 /* tailor the effect by priest level and worshipped God */
1208 effect->level = caster_level (caster, spell); 1144 effect->level = casting_level (caster, spell);
1209 effect->attacktype = spell->attacktype; 1145 effect->attacktype = spell->attacktype;
1210 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER)) 1146 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER))
1211 { 1147 {
1212 if (tailor_god_spell (effect, op)) 1148 if (tailor_god_spell (effect, op))
1213 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));
1214 else 1150 else
1215 { 1151 {
1216 new_draw_info (NDI_UNIQUE, 0, op, "Your request is ignored."); 1152 new_draw_info (NDI_UNIQUE, 0, op, "Your request is ignored.");
1217 return 0; 1153 return 0;
1218 } 1154 }
1225 if (effect->attacktype & AT_DEATH) 1161 if (effect->attacktype & AT_DEATH)
1226 { 1162 {
1227 effect->level = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1163 effect->level = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1228 1164
1229 /* casting death spells at undead isn't a good thing */ 1165 /* casting death spells at undead isn't a good thing */
1230 if QUERY_FLAG
1231 (target, FLAG_UNDEAD) 1166 if (QUERY_FLAG (target, FLAG_UNDEAD))
1232 { 1167 {
1233 if (random_roll (0, 2, op, PREFER_LOW)) 1168 if (random_roll (0, 2, op, PREFER_LOW))
1234 { 1169 {
1235 new_draw_info (NDI_UNIQUE, 0, op, "Idiot! Your spell boomerangs!"); 1170 new_draw_info (NDI_UNIQUE, 0, op, "Idiot! Your spell boomerangs!");
1236 effect->x = op->x; 1171 effect->x = op->x;
1238 } 1173 }
1239 else 1174 else
1240 { 1175 {
1241 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s looks stronger!", query_name (target)); 1176 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s looks stronger!", query_name (target));
1242 target->stats.hp = target->stats.maxhp * 2; 1177 target->stats.hp = target->stats.maxhp * 2;
1243 free_object (effect); 1178 effect->destroy ();
1244 return 0; 1179 return 0;
1245 } 1180 }
1246 } 1181 }
1247 } 1182 }
1248 else 1183 else
1249 { 1184 {
1250 /* how much woe to inflict :) */ 1185 /* how much woe to inflict :) */
1251 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);
1252 } 1187 }
1253 1188
1254 set_owner (effect, op); 1189 effect->set_owner (op);
1255 set_spell_skill (op, caster, spell, effect); 1190 set_spell_skill (op, caster, spell, effect);
1256 1191
1257 /* ok, tell it where to be, and insert! */ 1192 /* ok, tell it where to be, and insert! */
1258 effect->x = target->x; 1193 effect->insert_at (target, op);
1259 effect->y = target->y;
1260 insert_ob_in_map (effect, target->map, op, 0);
1261 1194
1262 return 1; 1195 return 1;
1263} 1196}
1264
1265 1197
1266/**************************************************************************** 1198/****************************************************************************
1267 * 1199 *
1268 * MAGIC MISSILE code. 1200 * MAGIC MISSILE code.
1269 * 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
1272 1204
1273/* op is a missile that needs to be moved */ 1205/* op is a missile that needs to be moved */
1274void 1206void
1275move_missile (object *op) 1207move_missile (object *op)
1276{ 1208{
1277 int i, mflags;
1278 object *owner;
1279 sint16 new_x, new_y;
1280 mapstruct *m;
1281
1282 if (op->range-- <= 0) 1209 if (op->range-- <= 0)
1283 { 1210 {
1284 remove_ob (op); 1211 op->drop_and_destroy ();
1285 free_object (op);
1286 return; 1212 return;
1287 }
1288
1289 owner = get_owner (op);
1290#if 0
1291 /* It'd make things nastier if this wasn't here - spells cast by
1292 * monster that are then killed would continue to survive
1293 */
1294 if (owner == NULL)
1295 { 1213 }
1296 remove_ob (op); 1214
1297 free_object (op); 1215 mapxy pos (op);
1298 return; 1216 pos.move (op->direction);
1217
1218 if (!pos.normalise ())
1299 } 1219 {
1300#endif 1220 op->destroy ();
1301 1221 return;
1302 new_x = op->x + DIRX (op);
1303 new_y = op->y + DIRY (op);
1304
1305 mflags = get_map_flags (op->map, &m, new_x, new_y, &new_x, &new_y);
1306
1307 if (!(mflags & P_OUT_OF_MAP) && ((mflags & P_IS_ALIVE) || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y))))
1308 { 1222 }
1309 tag_t tag = op->count;
1310 1223
1224 mapspace &ms = pos.ms ();
1225
1226 if (ms.flags () & P_IS_ALIVE || ms.blocks (op))
1227 {
1311 hit_map (op, op->direction, AT_MAGIC, 1); 1228 hit_map (op, op->direction, AT_MAGIC, 1);
1312 /* Basically, missile only hits one thing then goes away. 1229 /* Basically, missile only hits one thing then goes away.
1313 * 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.
1314 */ 1231 */
1315 if (!was_destroyed (op, tag)) 1232 op->destroy ();
1316 {
1317 remove_ob (op);
1318 free_object (op);
1319 }
1320 return; 1233 return;
1321 }
1322
1323 remove_ob (op);
1324 if (!op->direction || (mflags & P_OUT_OF_MAP))
1325 { 1234 }
1326 free_object (op); 1235
1327 return; 1236 if (!op->direction)
1328 } 1237 {
1329 op->x = new_x; 1238 op->destroy ();
1330 op->y = new_y; 1239 return;
1331 op->map = m; 1240 }
1332 i = spell_find_dir (op->map, op->x, op->y, get_owner (op)); 1241
1242 int i = spell_find_dir (pos.m, pos.x, pos.y, op->owner);
1333 if (i > 0 && i != op->direction) 1243 if (i > 0 && i != op->direction)
1334 { 1244 {
1335 op->direction = i; 1245 op->direction = i;
1336 SET_ANIMATION (op, op->direction); 1246 SET_ANIMATION (op, op->direction);
1337 } 1247 }
1338 insert_ob_in_map (op, op->map, op, 0); 1248
1249 pos.insert (op, op);
1339} 1250}
1340 1251
1341/**************************************************************************** 1252/****************************************************************************
1342 * Destruction 1253 * Destruction
1343 ****************************************************************************/ 1254 ****************************************************************************/
1346 * 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
1347 * object. if time is 0, the object glows permanently. To truely 1258 * object. if time is 0, the object glows permanently. To truely
1348 * make this work for non-living objects, we would have to 1259 * make this work for non-living objects, we would have to
1349 * give them the capability to have an inventory. b.t. 1260 * give them the capability to have an inventory. b.t.
1350 */ 1261 */
1351 1262static int
1352int
1353make_object_glow (object *op, int radius, int time) 1263make_object_glow (object *op, int radius, int time)
1354{ 1264{
1355 object *tmp;
1356
1357 /* some things are unaffected... */ 1265 /* some things are unaffected... */
1358 if (op->path_denied & PATH_LIGHT) 1266 if (op->path_denied & PATH_LIGHT)
1359 return 0; 1267 return 0;
1360 1268
1361 tmp = get_archetype (FORCE_NAME); 1269 object *tmp = get_archetype (FORCE_NAME);
1362 tmp->speed = 0.01; 1270 tmp->speed = 0.01;
1363 tmp->stats.food = time; 1271 tmp->stats.food = time;
1364 SET_FLAG (tmp, FLAG_IS_USED_UP); 1272 SET_FLAG (tmp, FLAG_IS_USED_UP);
1365 tmp->glow_radius = radius; 1273 tmp->set_glow_radius (min (MAX_LIGHT_RADIUS, radius));
1366 if (tmp->glow_radius > MAX_LIGHT_RADII)
1367 tmp->glow_radius = MAX_LIGHT_RADII;
1368
1369 tmp->x = op->x;
1370 tmp->y = op->y;
1371 if (tmp->speed < MIN_ACTIVE_SPEED)
1372 tmp->speed = MIN_ACTIVE_SPEED; /* safety */
1373 tmp = insert_ob_in_ob (tmp, op); 1274 tmp = insert_ob_in_ob (tmp, op);
1275
1374 if (tmp->glow_radius > op->glow_radius) 1276 if (tmp->glow_radius > op->glow_radius)
1375 op->glow_radius = tmp->glow_radius; 1277 op->set_glow_radius (tmp->glow_radius);
1376 1278
1377 if (!tmp->env || op != tmp->env)
1378 {
1379 LOG (llevError, "make_object_glow() failed to insert glowing force in %s\n", &op->name);
1380 return 0;
1381 }
1382 return 1; 1279 return 1;
1383} 1280}
1384
1385
1386
1387 1281
1388int 1282int
1389cast_destruction (object *op, object *caster, object *spell_ob) 1283cast_destruction (object *op, object *caster, object *spell_ob)
1390{ 1284{
1391 int i, j, range, mflags, friendly = 0, dam, dur;
1392 sint16 sx, sy;
1393 mapstruct *m;
1394 object *tmp;
1395 const char *skill;
1396
1397 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob); 1285 int range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
1398 dam = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob); 1286 int dam = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob);
1399 dur = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob); 1287 int dur = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
1400 if (QUERY_FLAG (op, FLAG_FRIENDLY) || op->type == PLAYER) 1288
1401 friendly = 1; 1289 bool friendly = op->flag [FLAG_FRIENDLY] || op->is_player ();
1402 1290
1403 /* destruction doesn't use another spell object, so we need 1291 /* destruction doesn't use another spell object, so we need
1404 * update op's skill pointer so that exp is properly awarded. 1292 * update op's skill pointer so that exp is properly awarded.
1405 * We do some shortcuts here - since this is just temporary
1406 * and we'll reset the values back, we don't need to go through
1407 * the full share string/free_string route.
1408 */ 1293 */
1409 skill = op->skill; 1294 const shstr skill = op->skill;
1295
1410 if (caster == op) 1296 if (caster == op)
1411 op->skill = spell_ob->skill; 1297 op->skill = spell_ob->skill;
1412 else if (caster->skill) 1298 else if (caster->skill)
1413 op->skill = caster->skill; 1299 op->skill = caster->skill;
1414 else 1300 else
1415 op->skill = NULL; 1301 op->skill = 0;
1416 1302
1417 change_skill (op, find_skill_by_name (op, op->skill), 1); 1303 op->change_skill (find_skill_by_name (op, op->skill));
1418 1304
1419 for (i = -range; i < range; i++) 1305 unordered_mapwalk (op, -range, -range, range, range)
1420 { 1306 {
1421 for (j = -range; j < range; j++) 1307 mapspace &ms = m->at (nx, ny);
1422 { 1308
1423 m = op->map;
1424 sx = op->x + i;
1425 sy = op->y + j;
1426 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
1427 if (mflags & P_OUT_OF_MAP)
1428 continue;
1429 if (mflags & P_IS_ALIVE) 1309 if (ms.flags () & P_IS_ALIVE)
1310 for (object *next, *tmp = ms.bot; tmp; tmp = next)
1430 { 1311 {
1431 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 ())
1432 { 1315 {
1433 if (QUERY_FLAG (tmp, FLAG_ALIVE) || tmp->type == PLAYER)
1434 break;
1435 }
1436 if (tmp)
1437 {
1438 if (tmp->head)
1439 tmp = tmp->head; 1316 tmp = tmp->head_ ();
1440 1317
1441 if ((friendly && !QUERY_FLAG (tmp, FLAG_FRIENDLY) && tmp->type != PLAYER) || 1318 if ((friendly && !tmp->flag [FLAG_FRIENDLY] && !tmp->is_player ())
1442 (!friendly && (QUERY_FLAG (tmp, FLAG_FRIENDLY) || tmp->type == PLAYER))) 1319 || (!friendly && (tmp->flag [FLAG_FRIENDLY] || tmp->is_player ())))
1443 { 1320 {
1444 if (spell_ob->subtype == SP_DESTRUCTION) 1321 if (spell_ob->subtype == SP_DESTRUCTION)
1445 { 1322 {
1446 hit_player (tmp, dam, op, spell_ob->attacktype, 0); 1323 hit_player (tmp, dam, op, spell_ob->attacktype, 0);
1324
1447 if (spell_ob->other_arch) 1325 if (spell_ob->other_arch)
1448 { 1326 m->insert (spell_ob->other_arch->instance (), nx, ny, op);
1449 tmp = arch_to_object (spell_ob->other_arch);
1450 tmp->x = sx;
1451 tmp->y = sy;
1452 insert_ob_in_map (tmp, m, op, 0);
1453 }
1454 } 1327 }
1455 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)
1456 { 1329 {
1457 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch) 1330 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch)
1458 { 1331 m->insert (spell_ob->other_arch->instance (), nx, ny, op);
1459 object *effect = arch_to_object (spell_ob->other_arch);
1460
1461 effect->x = sx;
1462 effect->y = sy;
1463 insert_ob_in_map (effect, m, op, 0);
1464 }
1465 } 1332 }
1466 } 1333 }
1467 } 1334 }
1468 } 1335 }
1469 }
1470 } 1336 }
1337
1471 op->skill = skill; 1338 op->skill = skill;
1472 return 1; 1339 return 1;
1473} 1340}
1474 1341
1475/*************************************************************************** 1342/***************************************************************************
1476 * 1343 *
1477 * CURSE 1344 * CURSE
1478 * 1345 *
1479 ***************************************************************************/ 1346 ***************************************************************************/
1480
1481int 1347int
1482cast_curse (object *op, object *caster, object *spell_ob, int dir) 1348cast_curse (object *op, object *caster, object *spell_ob, int dir)
1483{ 1349{
1484 object *god = find_god (determine_god (op)); 1350 object *god = find_god (determine_god (op));
1485 object *tmp, *force; 1351 object *tmp, *force;
1489 { 1355 {
1490 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.");
1491 return 0; 1357 return 0;
1492 } 1358 }
1493 1359
1360 tmp = tmp->head_ ();
1361
1494 /* 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. */
1495 for (force = tmp->inv; force != NULL; force = force->below) 1363 for (force = tmp->inv; force; force = force->below)
1496 { 1364 {
1497 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY) 1365 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY)
1498 { 1366 {
1499 if (force->name == spell_ob->name) 1367 if (force->name == spell_ob->name)
1500 { 1368 {
1506 return 0; 1374 return 0;
1507 } 1375 }
1508 } 1376 }
1509 } 1377 }
1510 1378
1511 if (force == NULL) 1379 if (!force)
1512 { 1380 {
1513 force = get_archetype (FORCE_NAME); 1381 force = get_archetype (FORCE_NAME);
1514 force->subtype = FORCE_CHANGE_ABILITY; 1382 force->subtype = FORCE_CHANGE_ABILITY;
1383
1515 if (spell_ob->race) 1384 if (spell_ob->race)
1516 force->name = spell_ob->race; 1385 force->name = spell_ob->race;
1517 else 1386 else
1518 force->name = spell_ob->name; 1387 force->name = spell_ob->name;
1519 1388
1529 { 1398 {
1530 force->duration = duration; 1399 force->duration = duration;
1531 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.");
1532 } 1401 }
1533 else 1402 else
1534 {
1535 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.");
1536 } 1404
1537 return 1; 1405 return 1;
1538 } 1406 }
1407
1539 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;
1540 force->speed = 1.0; 1409 force->speed = 1.f;
1541 force->speed_left = -1.0; 1410 force->speed_left = -1.f;
1542 SET_FLAG (force, FLAG_APPLIED); 1411 SET_FLAG (force, FLAG_APPLIED);
1543 1412
1544 if (god) 1413 if (god)
1545 { 1414 {
1546 if (spell_ob->last_grace) 1415 if (spell_ob->last_grace)
1559 force->stats.ac = spell_ob->stats.ac; 1428 force->stats.ac = spell_ob->stats.ac;
1560 force->stats.wc = spell_ob->stats.wc; 1429 force->stats.wc = spell_ob->stats.wc;
1561 1430
1562 change_abil (tmp, force); /* Mostly to display any messages */ 1431 change_abil (tmp, force); /* Mostly to display any messages */
1563 insert_ob_in_ob (force, tmp); 1432 insert_ob_in_ob (force, tmp);
1564 fix_player (tmp); 1433 tmp->update_stats ();
1434
1565 return 1; 1435 return 1;
1566
1567} 1436}
1568
1569 1437
1570/********************************************************************** 1438/**********************************************************************
1571 * mood change 1439 * mood change
1572 * 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
1573 * effects monsters, it seems best to put it into this file 1441 * effects monsters, it seems best to put it into this file
1578 */ 1446 */
1579int 1447int
1580mood_change (object *op, object *caster, object *spell) 1448mood_change (object *op, object *caster, object *spell)
1581{ 1449{
1582 object *tmp, *god, *head; 1450 object *tmp, *god, *head;
1583 int done_one, range, mflags, level, at, best_at; 1451 int done_one, range, level, at, best_at;
1584 sint16 x, y, nx, ny;
1585 mapstruct *m;
1586 const char *race; 1452 const char *race;
1587 1453
1588 /* 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
1589 * doing it over and over again. 1455 * doing it over and over again.
1590 */ 1456 */
1591 god = find_god (determine_god (op)); 1457 god = find_god (determine_god (op));
1592 level = caster_level (caster, spell); 1458 level = casting_level (caster, spell);
1593 range = spell->range + SP_level_range_adjust (caster, spell); 1459 range = spell->range + SP_level_range_adjust (caster, spell);
1594 1460
1595 /* 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_...
1596 * 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
1597 * won't ever match anything. 1463 * won't ever match anything.
1598 */ 1464 */
1599 if (!spell->race) 1465 if (!spell->race)
1600 race = NULL; 1466 race = NULL;
1601 else if (god && !strcmp (spell->race, "GOD_SLAYING")) 1467 else if (god && spell->race == shstr_GOD_SLAYING)
1602 race = god->slaying; 1468 race = god->slaying;
1603 else if (god && !strcmp (spell->race, "GOD_FRIEND")) 1469 else if (god && spell->race == shstr_GOD_FRIEND)
1604 race = god->race; 1470 race = god->race;
1605 else 1471 else
1606 race = spell->race; 1472 race = spell->race;
1607 1473
1608 1474 unordered_mapwalk (op, -range, -range, range, range)
1609 for (x = op->x - range; x <= op->x + range; x++)
1610 for (y = op->y - range; y <= op->y + range; y++)
1611 { 1475 {
1476 mapspace &ms = m->at (nx, ny);
1612 1477
1613 done_one = 0;
1614 m = op->map;
1615 nx = x;
1616 ny = y;
1617 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1618 if (mflags & P_OUT_OF_MAP)
1619 continue;
1620
1621 /* If there is nothing living on this space, no need to go further */ 1478 /* If there is nothing living on this space, no need to go further */
1622 if (!(mflags & P_IS_ALIVE)) 1479 if (!ms.flags () & P_IS_ALIVE)
1623 continue; 1480 continue;
1624 1481
1625 for (tmp = get_map_ob (m, nx, ny); tmp; tmp = tmp->above) 1482 // players can only affect spaces that they can actually see
1626 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])
1627 break; 1490 break;
1628 1491
1629 /* There can be living objects that are not monsters */ 1492 /* There can be living objects that are not monsters */
1630 if (!tmp || tmp->type == PLAYER) 1493 if (!tmp)
1631 continue; 1494 continue;
1632 1495
1633 /* Only the head has meaningful data, so resolve to that */ 1496 /* Only the head has meaningful data, so resolve to that */
1634 if (tmp->head)
1635 head = tmp->head; 1497 head = tmp->head_ ();
1636 else
1637 head = tmp;
1638 1498
1639 /* 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 */
1640 if (race && head->race && !strstr (race, head->race)) 1500 if (race && head->race && !strstr (race, head->race))
1641 continue; 1501 continue;
1502
1642 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD)) 1503 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD))
1643 continue; 1504 continue;
1644 1505
1645 /* Now do a bunch of stuff related to saving throws */ 1506 /* Now do a bunch of stuff related to saving throws */
1646 best_at = -1; 1507 best_at = -1;
1647 if (spell->attacktype) 1508 if (spell->attacktype)
1648 { 1509 {
1649 for (at = 0; at < NROFATTACKS; at++) 1510 for (at = 0; at < NROFATTACKS; at++)
1650 if (spell->attacktype & (1 << at)) 1511 if (spell->attacktype & (1 << at))
1651 if (best_at == -1 || head->resist[at] > head->resist[best_at]) 1512 if (best_at == -1 || head->resist[at] > head->resist[best_at])
1652 best_at = at; 1513 best_at = at;
1653 1514
1654 if (best_at == -1) 1515 if (best_at == -1)
1655 at = 0; 1516 at = 0;
1656 else 1517 else
1657 { 1518 {
1658 if (head->resist[best_at] == 100) 1519 if (head->resist[best_at] == 100)
1659 continue; 1520 continue;
1660 else 1521 else
1661 at = head->resist[best_at] / 5; 1522 at = head->resist[best_at] / 5;
1662 } 1523 }
1524
1663 at -= level / 5; 1525 at -= level / 5;
1664 if (did_make_save (head, head->level, at)) 1526 if (did_make_save (head, head->level, at))
1665 continue; 1527 continue;
1666 } 1528 }
1667 else /* spell->attacktype */ 1529 else /* spell->attacktype */
1530 {
1668 /* 1531 /*
1669 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:
1670 * if spell level < monster level, no go 1533 * if spell level < monster level, no go
1671 * 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 ) )
1672 1535
1674 1537
1675 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
1676 charm a level 125 monster... 1539 charm a level 125 monster...
1677 1540
1678 Ryo, august 14th 1541 Ryo, august 14th
1679 */ 1542 */
1680 {
1681 if (head->level > level) 1543 if (head->level > level)
1682 continue; 1544 continue;
1545
1683 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))))
1684 /* Failed, no effect */ 1547 /* Failed, no effect */
1685 continue; 1548 continue;
1686 } 1549 }
1687 1550
1688 /* Done with saving throw. Now start effecting the monster */ 1551 /* Done with saving throw. Now start affecting the monster */
1552 done_one = 0;
1689 1553
1690 /* aggravation */ 1554 /* aggravation */
1691 if (QUERY_FLAG (spell, FLAG_MONSTER)) 1555 if (QUERY_FLAG (spell, FLAG_MONSTER))
1692 { 1556 {
1693 CLEAR_FLAG (head, FLAG_SLEEP); 1557 CLEAR_FLAG (head, FLAG_SLEEP);
1694 if (QUERY_FLAG (head, FLAG_FRIENDLY))
1695 remove_friendly_object (head); 1558 remove_friendly_object (head);
1696
1697 done_one = 1; 1559 done_one = 1;
1698 head->enemy = op; 1560 head->enemy = op;
1699 } 1561 }
1700 1562
1701 /* calm monsters */ 1563 /* calm monsters */
1702 if (QUERY_FLAG (spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (head, FLAG_UNAGGRESSIVE)) 1564 if (QUERY_FLAG (spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (head, FLAG_UNAGGRESSIVE))
1703 { 1565 {
1704 SET_FLAG (head, FLAG_UNAGGRESSIVE); 1566 SET_FLAG (head, FLAG_UNAGGRESSIVE);
1705 head->enemy = NULL; 1567 head->enemy = NULL;
1706 done_one = 1; 1568 done_one = 1;
1707 } 1569 }
1708 1570
1709 /* berserk monsters */ 1571 /* berserk monsters */
1710 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK)) 1572 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK))
1711 { 1573 {
1712 SET_FLAG (head, FLAG_BERSERK); 1574 SET_FLAG (head, FLAG_BERSERK);
1713 done_one = 1; 1575 done_one = 1;
1714 } 1576 }
1577
1715 /* charm */ 1578 /* charm */
1716 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))
1717 { 1580 {
1718 SET_FLAG (head, FLAG_FRIENDLY); 1581 INVOKE_OBJECT (KILL, head, ARG_OBJECT (caster));
1582
1719 /* Prevent uncontolled outbreaks of self replicating monsters. 1583 /* Prevent uncontrolled outbreaks of self replicating monsters.
1720 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.
1721 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. */
1722 CLEAR_FLAG (head, FLAG_GENERATOR); 1586 CLEAR_FLAG (head, FLAG_GENERATOR);
1723 set_owner (head, op); 1587 head->set_owner (op);
1724 set_spell_skill (op, caster, spell, head); 1588 set_spell_skill (op, caster, spell, head);
1725 add_friendly_object (head); 1589 add_friendly_object (head);
1726 head->attack_movement = PETMOVE; 1590 head->attack_movement = PETMOVE;
1727 done_one = 1; 1591 done_one = 1;
1728 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);
1729 head->stats.exp = 0; 1593 head->stats.exp = 0;
1730 } 1594 }
1731 1595
1732 /* If a monster was effected, put an effect in */ 1596 /* If a monster was effected, put an effect in */
1733 if (done_one && spell->other_arch) 1597 if (done_one && spell->other_arch)
1734 { 1598 m->insert (spell->other_arch->instance (), nx, ny, op);
1735 tmp = arch_to_object (spell->other_arch); 1599 }
1736 tmp->x = nx;
1737 tmp->y = ny;
1738 insert_ob_in_map (tmp, m, op, 0);
1739 }
1740 } /* for y */
1741 1600
1742 return 1; 1601 return 1;
1743} 1602}
1744
1745 1603
1746/* 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
1747 * 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
1748 * lightning spell used it, that seemed misnamed. 1606 * lightning spell used it, that seemed misnamed.
1749 * op is the spell effect. 1607 * op is the spell effect.
1750 * note that duration is handled by process_object() in time.c 1608 * note that duration is handled by process_object() in time.c
1751 */ 1609 */
1752
1753void 1610void
1754move_ball_spell (object *op) 1611move_ball_spell (object *op)
1755{ 1612{
1756 int i, j, dam_save, dir, mflags; 1613 int i, j, dam_save, dir, mflags;
1757 sint16 nx, ny, hx, hy; 1614 sint16 nx, ny, hx, hy;
1758 object *owner; 1615 object *owner;
1759 mapstruct *m; 1616 maptile *m;
1760 1617
1761 owner = get_owner (op); 1618 owner = op->owner;
1762 1619
1763 /* 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,
1764 * 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
1765 * victim. The block immediately below more or less chooses a random 1622 * victim. The block immediately below more or less chooses a random
1766 * offset to move the ball, eg, keep it mostly on course, with some 1623 * offset to move the ball, eg, keep it mostly on course, with some
1776 for (i = 1; i < 9; i++) 1633 for (i = 1; i < 9; i++)
1777 { 1634 {
1778 /* i bit 0: alters sign of offset 1635 /* i bit 0: alters sign of offset
1779 * other bits (i / 2): absolute value of offset 1636 * other bits (i / 2): absolute value of offset
1780 */ 1637 */
1781
1782 int offset = ((i ^ j) & 1) ? (i / 2) : -(i / 2); 1638 int offset = ((i ^ j) & 1) ? (i / 2) : -(i / 2);
1783 int tmpdir = absdir (op->direction + offset); 1639 int tmpdir = absdir (op->direction + offset);
1784 1640
1785 nx = op->x + freearr_x[tmpdir]; 1641 nx = op->x + freearr_x[tmpdir];
1786 ny = op->y + freearr_y[tmpdir]; 1642 ny = op->y + freearr_y[tmpdir];
1788 { 1644 {
1789 dir = tmpdir; 1645 dir = tmpdir;
1790 break; 1646 break;
1791 } 1647 }
1792 } 1648 }
1649
1793 if (dir == 0) 1650 if (dir == 0)
1794 { 1651 {
1795 nx = op->x; 1652 nx = op->x;
1796 ny = op->y; 1653 ny = op->y;
1797 m = op->map; 1654 m = op->map;
1798 } 1655 }
1799 1656
1800 remove_ob (op); 1657 m->insert (op, nx, ny, op);
1801 op->y = ny;
1802 op->x = nx;
1803 insert_ob_in_map (op, m, op, 0);
1804 1658
1805 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
1806 surrounding squares */ 1660 surrounding squares */
1807 1661
1808 /* loop over current square and neighbors to hit. 1662 /* loop over current square and neighbors to hit.
1809 * if this has an other_arch field, we insert that in 1663 * if this has an other_arch field, we insert that in
1810 * the surround spaces. 1664 * the surround spaces.
1811 */ 1665 */
1812 for (j = 0; j < 9; j++) 1666 for (j = 0; j < 9; j++)
1813 { 1667 {
1814 object *new_ob;
1815
1816 hx = nx + freearr_x[j]; 1668 hx = nx + freearr_x[j];
1817 hy = ny + freearr_y[j]; 1669 hy = ny + freearr_y[j];
1818 1670
1819 m = op->map; 1671 m = op->map;
1820 mflags = get_map_flags (m, &m, hx, hy, &hx, &hy); 1672 mflags = get_map_flags (m, &m, hx, hy, &hx, &hy);
1828 1680
1829 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)))
1830 { 1682 {
1831 if (j) 1683 if (j)
1832 op->stats.dam = dam_save / 2; 1684 op->stats.dam = dam_save / 2;
1685
1833 hit_map (op, j, op->attacktype, 1); 1686 hit_map (op, j, op->attacktype, 1);
1834
1835 } 1687 }
1836 1688
1837 /* insert the other arch */ 1689 /* insert the other arch */
1838 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))))
1839 { 1691 m->insert (op->other_arch->instance (), hx, hy, op);
1840 new_ob = arch_to_object (op->other_arch);
1841 new_ob->x = hx;
1842 new_ob->y = hy;
1843 insert_ob_in_map (new_ob, m, op, 0);
1844 }
1845 } 1692 }
1846 1693
1847 /* restore to the center location and damage */ 1694 /* restore to the center location and damage */
1848 op->stats.dam = dam_save; 1695 op->stats.dam = dam_save;
1849 1696
1850 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);
1851 1698
1852 if (i >= 0) 1699 if (i >= 0)
1853 { /* we have a preferred direction! */ 1700 { /* we have a preferred direction! */
1854 /* pick another direction if the preferred dir is blocked. */ 1701 /* pick another direction if the preferred dir is blocked. */
1855 if (get_map_flags (op->map, &m, nx + freearr_x[i], ny + freearr_y[i], &hx, &hy) & P_OUT_OF_MAP || 1702 if (get_map_flags (op->map, &m, nx + freearr_x[i], ny + freearr_y[i], &hx, &hy) & P_OUT_OF_MAP ||
1856 OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy))) 1703 OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy)))
1857 {
1858 i = absdir (i + rndm (0, 2) - 1); /* -1, 0, +1 */ 1704 i = absdir (i + rndm (0, 2) - 1); /* -1, 0, +1 */
1859 } 1705
1860 op->direction = i; 1706 op->direction = i;
1861 } 1707 }
1862} 1708}
1863 1709
1864
1865/* move_swarm_spell: peterm 1710/* move_swarm_spell: peterm
1866 * 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
1867 * 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
1868 * 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
1869 * 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
1870 * 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.
1871 */ 1716 */
1872
1873void 1717void
1874move_swarm_spell (object *op) 1718move_swarm_spell (object *op)
1875{ 1719{
1876#if 0 1720#if 0
1877 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 };
1878 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 };
1879 sint16 target_x, target_y, origin_x, origin_y; 1723 sint16 target_x, target_y, origin_x, origin_y;
1880 int adjustdir; 1724 int adjustdir;
1881 mapstruct *m; 1725 maptile *m;
1882#endif 1726#endif
1883 int basedir;
1884 object *owner; 1727 object *owner = op->env;
1885 1728
1886 owner = get_owner (op); 1729 if (!owner) // MUST not happen, remove when true TODO
1887 if (op->duration == 0 || owner == NULL)
1888 {
1889 remove_ob (op);
1890 free_object (op);
1891 return;
1892 } 1730 {
1731 LOG (llevError, "swarm spell found outside inventory: %s\n", op->debug_desc ());
1732 op->destroy ();
1733 return;
1734 }
1735
1736 if (!op->duration || !owner->is_on_map ())
1737 {
1738 op->drop_and_destroy ();
1739 return;
1740 }
1741
1893 op->duration--; 1742 op->duration--;
1894 1743
1895 basedir = op->direction; 1744 int basedir = op->direction;
1896 if (basedir == 0) 1745 if (!basedir)
1897 { 1746 {
1898 /* spray in all directions! 8) */ 1747 /* spray in all directions! 8) */
1899 basedir = rndm (1, 8); 1748 op->facing = (op->facing + op->state) & 7;
1749 basedir = op->facing + 1;
1900 } 1750 }
1901 1751
1902#if 0 1752#if 0
1903 // this is bogus: it causes wrong places to be checked below 1753 // this is bogus: it causes wrong places to be checked below
1904 // (a wall 2 cells away will block the effect...) and 1754 // (a wall 2 cells away will block the effect...) and
1905 // 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
1906 // space. 1756 // space.
1907 // should be fixed later, but correctness before featurs... 1757 // should be fixed later, but correctness before features...
1908 // (schmorp) 1758 // (schmorp)
1909 1759
1910 /* new offset calculation to make swarm element distribution 1760 /* new offset calculation to make swarm element distribution
1911 * more uniform 1761 * more uniform
1912 */ 1762 */
1965 { 1815 {
1966 /* 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 */
1967 if (op->spell->subtype == SP_BULLET) 1817 if (op->spell->subtype == SP_BULLET)
1968 fire_bullet (owner, op, basedir, op->spell); 1818 fire_bullet (owner, op, basedir, op->spell);
1969 else if (op->spell->subtype == SP_MAGIC_MISSILE) 1819 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1970 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);
1971 } 1821 }
1972} 1822}
1973
1974
1975
1976 1823
1977/* fire_swarm: 1824/* fire_swarm:
1978 * The following routine creates a swarm of objects. It actually 1825 * The following routine creates a swarm of objects. It actually
1979 * sets up a specific swarm object, which then fires off all 1826 * sets up a specific swarm object, which then fires off all
1980 * the parts of the swarm. 1827 * the parts of the swarm.
1983 * caster: the caster (owner, wand, rod, scroll) 1830 * caster: the caster (owner, wand, rod, scroll)
1984 * dir: the direction everything will be fired in 1831 * dir: the direction everything will be fired in
1985 * spell - the spell that is this spell. 1832 * spell - the spell that is this spell.
1986 * n: the number to be fired. 1833 * n: the number to be fired.
1987 */ 1834 */
1988
1989int 1835int
1990fire_swarm (object *op, object *caster, object *spell, int dir) 1836fire_swarm (object *op, object *caster, object *spell, int dir)
1991{ 1837{
1992 object *tmp;
1993 int i;
1994
1995 if (!spell->other_arch) 1838 if (!spell->other_arch)
1996 return 0; 1839 return 0;
1997 1840
1998 tmp = get_archetype (SWARM_SPELL); 1841 object *tmp = archetype::get (SWARM_SPELL);
1999 tmp->x = op->x; 1842
2000 tmp->y = op->y;
2001 set_owner (tmp, op); /* needed so that if swarm elements kill, caster gets xp. */
2002 set_spell_skill (op, caster, spell, tmp); 1843 set_spell_skill (op, caster, spell, tmp);
2003
2004 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. */
2005 tmp->spell = arch_to_object (spell->other_arch); 1845 tmp->spell = spell->other_arch->instance ();
2006
2007 tmp->attacktype = tmp->spell->attacktype; 1846 tmp->attacktype = tmp->spell->attacktype;
2008 1847
2009 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) 1848 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
2010 {
2011 if (!tailor_god_spell (tmp, op)) 1849 if (!tailor_god_spell (tmp, op))
2012 return 1; 1850 return 1;
2013 } 1851
2014 tmp->duration = SP_level_duration_adjust (caster, spell); 1852 tmp->duration = SP_level_duration_adjust (caster, spell);
2015 for (i = 0; i < spell->duration; i++) 1853 for (int i = 0; i < spell->duration; i++)
2016 tmp->duration += die_roll (1, 3, op, PREFER_HIGH); 1854 tmp->duration += die_roll (1, 3, op, PREFER_HIGH);
2017 1855
1856 tmp->invisible = 1;
1857 tmp->flag [FLAG_NO_DROP] = 1; // make sure it stays in inv, or else
2018 tmp->direction = dir; 1858 tmp->direction = dir;
2019 tmp->invisible = 1; 1859 tmp->facing = rndm (1, 8); // initial firing direction
2020 insert_ob_in_map (tmp, op->map, op, 0); 1860 tmp->state = rndm (4) * 2 + 1; // direction increment
1861
1862 op->insert (tmp);
1863
2021 return 1; 1864 return 1;
2022} 1865}
2023
2024 1866
2025/* See the spells documentation file for why this is its own 1867/* See the spells documentation file for why this is its own
2026 * function. 1868 * function.
2027 */ 1869 */
2028int 1870int
2029cast_light (object *op, object *caster, object *spell, int dir) 1871cast_light (object *op, object *caster, object *spell, int dir)
2030{ 1872{
2031 object *target = NULL, *tmp = NULL; 1873 object *target = NULL, *tmp = NULL;
2032 sint16 x, y; 1874 sint16 x, y;
2033 int dam, mflags; 1875 int dam, mflags;
2034 mapstruct *m; 1876 maptile *m;
2035 1877
2036 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1878 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
2037 1879
2038 if (!dir) 1880 if (dir)
2039 {
2040 new_draw_info (NDI_UNIQUE, 0, op, "In what direction?");
2041 return 0;
2042 } 1881 {
2043
2044 x = op->x + freearr_x[dir]; 1882 x = op->x + freearr_x[dir];
2045 y = op->y + freearr_y[dir]; 1883 y = op->y + freearr_y[dir];
2046 m = op->map; 1884 m = op->map;
2047 1885
2048 mflags = get_map_flags (m, &m, x, y, &x, &y); 1886 mflags = get_map_flags (m, &m, x, y, &x, &y);
2049 1887
2050 if (mflags & P_OUT_OF_MAP) 1888 if (mflags & P_OUT_OF_MAP)
2051 { 1889 {
2052 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is there."); 1890 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is there.");
2053 return 0; 1891 return 0;
2054 } 1892 }
2055 1893
2056 if (mflags & P_IS_ALIVE && spell->attacktype) 1894 if (mflags & P_IS_ALIVE && spell->attacktype)
2057 { 1895 {
2058 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)
2059 if (QUERY_FLAG (target, FLAG_MONSTER)) 1897 if (QUERY_FLAG (target, FLAG_MONSTER))
2060 { 1898 {
2061 /* oky doky. got a target monster. Lets make a blinding attack */ 1899 /* oky doky. got a target monster. Lets make a blinding attack */
2062 if (target->head) 1900 if (target->head)
2063 target = target->head; 1901 target = target->head;
1902
2064 (void) hit_player (target, dam, op, spell->attacktype, 1); 1903 hit_player (target, dam, op, spell->attacktype, 1);
2065 return 1; /* one success only! */ 1904 return 1; /* one success only! */
1905 }
2066 } 1906 }
2067 }
2068 1907
2069 /* no live target, perhaps a wall is in the way? */ 1908 /* no live target, perhaps a wall is in the way? */
2070 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)))
2071 { 1910 {
2072 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.");
2073 return 0; 1912 return 0;
1913 }
2074 } 1914 }
2075 1915
2076 /* 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 */
2077 tmp = arch_to_object (spell->other_arch); 1917 tmp = spell->other_arch->instance ();
2078 if (!tmp) 1918 if (!tmp)
2079 { 1919 {
2080 LOG (llevError, "Error: spell arch for cast_light() missing.\n"); 1920 LOG (llevError, "Error: spell arch for cast_light() missing.\n");
2081 return 0; 1921 return 0;
2082 } 1922 }
1923
2083 tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell); 1924 tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell);
1925
2084 if (tmp->glow_radius) 1926 if (tmp->glow_radius)
2085 { 1927 tmp->set_glow_radius (
2086 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)
2087 if (tmp->glow_radius > MAX_LIGHT_RADII) 1929 );
2088 tmp->glow_radius = MAX_LIGHT_RADII; 1930
2089 } 1931 if (dir)
2090 tmp->x = x; 1932 m->insert (tmp, x, y, op);
2091 tmp->y = y; 1933 else
2092 insert_ob_in_map (tmp, m, op, 0); 1934 caster->outer_env_or_self ()->insert (tmp);
1935
2093 return 1; 1936 return 1;
2094} 1937}
2095
2096
2097
2098 1938
2099/* cast_cause_disease: this spell looks along <dir> from the 1939/* cast_cause_disease: this spell looks along <dir> from the
2100 * player and infects someone. 1940 * player and infects someone.
2101 * 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
2102 * 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
2103 * perhaps this should actually be in disease.c? 1943 * perhaps this should actually be in disease.c?
2104 */ 1944 */
2105
2106int 1945int
2107cast_cause_disease (object *op, object *caster, object *spell, int dir) 1946cast_cause_disease (object *op, object *caster, object *spell, int dir)
2108{ 1947{
2109 sint16 x, y; 1948 sint16 x, y;
2110 int i, mflags, range, dam_mod, dur_mod; 1949 int i, mflags, range, dam_mod, dur_mod;
2111 object *walk; 1950 object *walk;
2112 mapstruct *m; 1951 maptile *m;
2113 1952
2114 x = op->x; 1953 x = op->x;
2115 y = op->y; 1954 y = op->y;
2116 1955
2117 /* 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
2118 * direction the player is pointing. 1957 * direction the player is pointing.
2119 */ 1958 */
2120 if (!dir) 1959 if (!dir)
2121 dir = op->facing; 1960 dir = op->facing;
1961
2122 if (!dir) 1962 if (!dir)
2123 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 */
2124 1964
2125 /* Calculate these once here */ 1965 /* Calculate these once here */
2126 range = spell->range + SP_level_range_adjust (caster, spell); 1966 range = spell->range + SP_level_range_adjust (caster, spell);
2145 1985
2146 /* 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 */
2147 if (mflags & P_IS_ALIVE) 1987 if (mflags & P_IS_ALIVE)
2148 { 1988 {
2149 /* search this square for a victim */ 1989 /* search this square for a victim */
2150 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)
2151 if (QUERY_FLAG (walk, FLAG_MONSTER) || (walk->type == PLAYER)) 1991 if (QUERY_FLAG (walk, FLAG_MONSTER) || (walk->type == PLAYER))
2152 { /* found a victim */ 1992 { /* found a victim */
2153 object *disease = arch_to_object (spell->other_arch); 1993 object *disease = spell->other_arch->instance ();
2154 1994
2155 set_owner (disease, op); 1995 disease->set_owner (op);
2156 set_spell_skill (op, caster, spell, disease); 1996 set_spell_skill (op, caster, spell, disease);
2157 disease->stats.exp = 0; 1997 disease->stats.exp = 0;
2158 disease->level = caster_level (caster, spell); 1998 disease->level = casting_level (caster, spell);
2159 1999
2160 /* do level adjustments */ 2000 /* do level adjustments */
2161 if (disease->stats.wc) 2001 if (disease->stats.wc)
2162 disease->stats.wc += dur_mod / 2; 2002 disease->stats.wc += dur_mod / 2;
2163 2003
2164 if (disease->magic > 0) 2004 if (disease->magic > 0)
2165 disease->magic += dur_mod / 4; 2005 disease->magic += dur_mod / 8;
2166 2006
2167 if (disease->stats.maxhp > 0) 2007 if (disease->stats.maxhp > 0)
2168 disease->stats.maxhp += dur_mod; 2008 disease->stats.maxhp += dur_mod;
2169 2009
2170 if (disease->stats.maxgrace > 0) 2010 if (disease->stats.maxgrace > 0)
2205 if (disease->stats.sp) 2045 if (disease->stats.sp)
2206 disease->stats.sp -= dam_mod; 2046 disease->stats.sp -= dam_mod;
2207 2047
2208 if (infect_object (walk, disease, 1)) 2048 if (infect_object (walk, disease, 1))
2209 { 2049 {
2210 object *flash; /* visual effect for inflicting disease */
2211
2212 new_draw_info_format (NDI_UNIQUE, 0, op, "You inflict %s on %s!", &disease->name, &walk->name); 2050 new_draw_info_format (NDI_UNIQUE, 0, op, "You inflict %s on %s!", &disease->name, &walk->name);
2213 2051
2214 free_object (disease); /* don't need this one anymore */ 2052 disease->destroy (); /* don't need this one anymore */
2215 flash = get_archetype (ARCH_DETECT_MAGIC); 2053 walk->map->insert (get_archetype (shstr_detect_magic), x, y, op);
2216 flash->x = x;
2217 flash->y = y;
2218 flash->map = walk->map;
2219 insert_ob_in_map (flash, walk->map, op, 0);
2220 return 1; 2054 return 1;
2221 } 2055 }
2222 free_object (disease); 2056
2057 disease->destroy ();
2223 } 2058 }
2224 } /* if living creature */ 2059 } /* if living creature */
2225 } /* for range of spaces */ 2060 } /* for range of spaces */
2061
2226 new_draw_info (NDI_UNIQUE, 0, op, "No one caught anything!"); 2062 new_draw_info (NDI_UNIQUE, 0, op, "No one caught anything!");
2227 return 1; 2063 return 1;
2228} 2064}

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