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Comparing deliantra/server/server/spell_attack.C (file contents):
Revision 1.10 by root, Sun Sep 10 23:24:12 2006 UTC vs.
Revision 1.51 by root, Sun Apr 20 23:25:43 2008 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 1.10 2006/09/10 23:24:12 root Exp $"; 3 *
5 */ 4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
6
7
8/*
9 CrossFire, A Multiplayer game for X-windows
10
11 Copyright (C) 2002-2003 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002-2003,2007 Mark Wedel & Crossfire Development Team
12 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
13 7 *
14 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
15 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
16 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
17 (at your option) any later version. 11 * (at your option) any later version.
18 12 *
19 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
20 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
21 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
22 GNU General Public License for more details. 16 * GNU General Public License for more details.
23 17 *
24 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
25 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
26 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
27 21 * The authors can be reached via e-mail to <support@deliantra.net>
28 The authors can be reached via e-mail at crossfire-devel@real-time.com
29*/ 22 */
30 23
31/* This file contains all the spell attack code. Grouping this code 24/* This file contains all the spell attack code. Grouping this code
32 * together should hopefully make it easier to find the relevent bits 25 * together should hopefully make it easier to find the relevent bits
33 * of code 26 * of code
34 */ 27 */
35 28
36#include <global.h> 29#include <global.h>
37#include <object.h> 30#include <object.h>
38#include <living.h> 31#include <living.h>
39#ifndef __CEXTRACT__
40# include <sproto.h> 32#include <sproto.h>
41#endif
42#include <spells.h> 33#include <spells.h>
43#include <sounds.h> 34#include <sounds.h>
44 35
45/* this function checks to see if a spell pushes objects as well 36/* this function checks to see if a spell pushes objects as well
46 * as flies over and damages them (only used for cones for now) 37 * as flies over and damages them (only used for cones for now)
64 { 55 {
65 weight_move = op->weight + (op->weight * op->level) / 3; 56 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); */ 57 /*LOG (llevDebug, "DEBUG: arch weighs %d and masses %d (%s,level %d)\n", op->weight,weight_move,op->name,op->level); */
67 } 58 }
68 59
69 for (tmp = get_map_ob (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 60 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
70 { 61 {
71 int num_sections = 1; 62 int num_sections = 1;
72 63
73 /* don't move DM */ 64 /* don't move DM */
74 if (QUERY_FLAG (tmp, FLAG_WIZ)) 65 if (QUERY_FLAG (tmp, FLAG_WIZ))
124void 115void
125forklightning (object *op, object *tmp) 116forklightning (object *op, object *tmp)
126{ 117{
127 int new_dir = 1; /* direction or -1 for left, +1 for right 0 if no new bolt */ 118 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 */ 119 int t_dir; /* stores temporary dir calculation */
129 mapstruct *m; 120 maptile *m;
130 sint16 sx, sy; 121 sint16 sx, sy;
131 object *new_bolt; 122 object *new_bolt;
132 123
133 /* pick a fork direction. tmp->stats.Con is the left bias 124 /* pick a fork direction. tmp->stats.Con is the left bias
134 * i.e., the chance in 100 of forking LEFT 125 * i.e., the chance in 100 of forking LEFT
147 138
148 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (m, sx, sy))) 139 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (m, sx, sy)))
149 return; 140 return;
150 141
151 /* OK, we made a fork */ 142 /* OK, we made a fork */
152 new_bolt = get_object (); 143 new_bolt = tmp->clone ();
153 copy_object (tmp, new_bolt);
154 144
155 /* reduce chances of subsequent forking */ 145 /* reduce chances of subsequent forking */
156 new_bolt->stats.Dex -= 10; 146 new_bolt->stats.Dex -= 10;
157 tmp->stats.Dex -= 10; /* less forks from main bolt too */ 147 tmp->stats.Dex -= 10; /* less forks from main bolt too */
158 new_bolt->stats.Con += 25 * new_dir; /* adjust the left bias */ 148 new_bolt->stats.Con += 25 * new_dir; /* adjust the left bias */
159 new_bolt->speed_left = -0.1; 149 new_bolt->speed_left = -0.1f;
160 new_bolt->direction = t_dir; 150 new_bolt->direction = t_dir;
161 new_bolt->duration++; 151 new_bolt->duration++;
162 new_bolt->x = sx;
163 new_bolt->y = sy;
164 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */ 152 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */
165 new_bolt->stats.dam++; 153 new_bolt->stats.dam++;
166 tmp->stats.dam /= 2; /* reduce father bolt damage */ 154 tmp->stats.dam /= 2; /* reduce father bolt damage */
167 tmp->stats.dam++; 155 tmp->stats.dam++;
168 new_bolt = insert_ob_in_map (new_bolt, m, op, 0); 156 if ((new_bolt = m->insert (new_bolt, sx, sy, op)))
169 update_turn_face (new_bolt); 157 update_turn_face (new_bolt);
170} 158}
171 159
172/* move_bolt: moves bolt 'op'. Basically, it just advances a space, 160/* move_bolt: moves bolt 'op'. Basically, it just advances a space,
173 * and checks for various things that may stop it. 161 * and checks for various things that may stop it.
174 */ 162 */
175 163
176void 164void
177move_bolt (object *op) 165move_bolt (object *op)
178{ 166{
179 object *tmp;
180 int mflags; 167 int mflags;
181 sint16 x, y; 168 sint16 x, y;
182 mapstruct *m; 169 maptile *m;
183 170
184 if (--(op->duration) < 0) 171 if (--op->duration < 0)
185 {
186 remove_ob (op);
187 free_object (op);
188 return;
189 } 172 {
173 op->destroy ();
174 return;
175 }
176
190 hit_map (op, 0, op->attacktype, 1); 177 hit_map (op, 0, op->attacktype, 1);
191 178
192 if (!op->direction) 179 if (!op->direction)
193 return; 180 return;
194 181
195 if (--op->range < 0) 182 if (--op->range < 0)
196 {
197 op->range = 0; 183 op->range = 0;
198 }
199 else 184 else
200 { 185 {
201 x = op->x + DIRX (op); 186 x = op->x + DIRX (op);
202 y = op->y + DIRY (op); 187 y = op->y + DIRY (op);
203 m = op->map; 188 m = op->map;
211 * on the space. So only call reflwall if we think the data it returns 196 * on the space. So only call reflwall if we think the data it returns
212 * will be useful. 197 * will be useful.
213 */ 198 */
214 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)) || ((mflags & P_IS_ALIVE) && reflwall (m, x, y, op))) 199 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)) || ((mflags & P_IS_ALIVE) && reflwall (m, x, y, op)))
215 { 200 {
216
217 if (!QUERY_FLAG (op, FLAG_REFLECTING)) 201 if (!QUERY_FLAG (op, FLAG_REFLECTING))
218 return; 202 return;
219 203
220 /* Since walls don't run diagonal, if the bolt is in 204 /* Since walls don't run diagonal, if the bolt is in
221 * one of 4 main directions, it just reflects back in the 205 * one of 4 main directions, it just reflects back in the
251 else if (left) 235 else if (left)
252 op->direction = absdir (op->direction + 2); 236 op->direction = absdir (op->direction + 2);
253 else if (right) 237 else if (right)
254 op->direction = absdir (op->direction - 2); 238 op->direction = absdir (op->direction - 2);
255 } 239 }
240
256 update_turn_face (op); /* A bolt *must* be IS_TURNABLE */ 241 update_turn_face (op); /* A bolt *must* be IS_TURNABLE */
257 return; 242 return;
258 } 243 }
259 else 244 else
260 { /* Create a copy of this object and put it ahead */ 245 { /* Create a copy of this object and put it ahead */
261 tmp = get_object (); 246 object *tmp = op->clone ();
262 copy_object (op, tmp); 247
248 m->insert (tmp, x, y, op);
263 tmp->speed_left = -0.1; 249 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 */ 250 /* To make up for the decrease at the top of the function */
267 tmp->duration++; 251 tmp->duration++;
268 252
269 /* New forking code. Possibly create forks of this object 253 /* New forking code. Possibly create forks of this object
270 * going off in other directions. 254 * going off in other directions.
271 */ 255 */
272
273 if (rndm (0, 99) < tmp->stats.Dex) 256 if (rndm (0, 99) < tmp->stats.Dex)
274 { /* stats.Dex % of forking */ 257 { /* stats.Dex % of forking */
275 forklightning (op, tmp); 258 forklightning (op, tmp);
276 } 259 }
260
277 /* In this way, the object left behind sticks on the space, but 261 /* In this way, the object left behind sticks on the space, but
278 * doesn't create any bolts that continue to move onward. 262 * doesn't create any bolts that continue to move onward.
279 */ 263 */
280 op->range = 0; 264 op->range = 0;
281 } /* copy object and move it along */ 265 } /* copy object and move it along */
288 * we remove the magic flag - that can be derived from 272 * we remove the magic flag - that can be derived from
289 * spob->attacktype. 273 * spob->attacktype.
290 * This function sets up the appropriate owner and skill 274 * This function sets up the appropriate owner and skill
291 * pointers. 275 * pointers.
292 */ 276 */
293
294int 277int
295fire_bolt (object *op, object *caster, int dir, object *spob, object *skill) 278fire_bolt (object *op, object *caster, int dir, object *spob, object *skill)
296{ 279{
297 object *tmp = NULL; 280 object *tmp = NULL;
298 int mflags; 281 int mflags;
316 299
317 tmp->direction = dir; 300 tmp->direction = dir;
318 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) 301 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
319 SET_ANIMATION (tmp, dir); 302 SET_ANIMATION (tmp, dir);
320 303
321 set_owner (tmp, op); 304 tmp->set_owner (op);
322 set_spell_skill (op, caster, spob, tmp); 305 set_spell_skill (op, caster, spob, tmp);
323 306
324 tmp->x = op->x + DIRX (tmp); 307 tmp->x = op->x + DIRX (tmp);
325 tmp->y = op->y + DIRY (tmp); 308 tmp->y = op->y + DIRY (tmp);
326 tmp->map = op->map; 309 tmp->map = op->map;
327 310
311 maptile *newmap;
328 mflags = get_map_flags (tmp->map, &tmp->map, tmp->x, tmp->y, &tmp->x, &tmp->y); 312 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y);
329 if (mflags & P_OUT_OF_MAP) 313 if (mflags & P_OUT_OF_MAP)
330 { 314 {
331 free_object (tmp); 315 tmp->destroy ();
332 return 0; 316 return 0;
333 } 317 }
318
319 tmp->map = newmap;
320
334 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y))) 321 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y)))
335 { 322 {
336 if (!QUERY_FLAG (tmp, FLAG_REFLECTING)) 323 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
337 { 324 {
338 free_object (tmp); 325 tmp->destroy ();
339 return 0; 326 return 0;
340 } 327 }
328
341 tmp->x = op->x; 329 tmp->x = op->x;
342 tmp->y = op->y; 330 tmp->y = op->y;
343 tmp->direction = absdir (tmp->direction + 4); 331 tmp->direction = absdir (tmp->direction + 4);
344 tmp->map = op->map; 332 tmp->map = op->map;
345 } 333 }
346 if ((tmp = insert_ob_in_map (tmp, tmp->map, op, 0)) != NULL) 334
335 if ((tmp = tmp->insert_at (tmp, op)))
347 move_bolt (tmp); 336 move_bolt (tmp);
337
348 return 1; 338 return 1;
349} 339}
350
351
352 340
353/*************************************************************************** 341/***************************************************************************
354 * 342 *
355 * BULLET/BALL CODE 343 * BULLET/BALL CODE
356 * 344 *
357 ***************************************************************************/ 345 ***************************************************************************/
358 346
359/* expands an explosion. op is a piece of the 347/* expands an explosion. op is a piece of the
360 * explosion - this expans it in the different directions. 348 * explosion - this expands it in the different directions.
361 * At least that is what I think this does. 349 * At least that is what I think this does.
362 */ 350 */
363void 351void
364explosion (object *op) 352explosion (object *op)
365{ 353{
366 object *tmp;
367 mapstruct *m = op->map; 354 maptile *m = op->map;
368 int i; 355 int i;
369 356
370 if (--(op->duration) < 0) 357 if (--op->duration < 0)
371 {
372 remove_ob (op);
373 free_object (op);
374 return;
375 } 358 {
359 op->destroy ();
360 return;
361 }
362
376 hit_map (op, 0, op->attacktype, 0); 363 hit_map (op, 0, op->attacktype, 0);
377 364
378 if (op->range > 0) 365 if (op->range > 0)
379 { 366 {
380 for (i = 1; i < 9; i++) 367 for (i = 1; i < 9; i++)
381 { 368 {
382 sint16 dx, dy; 369 sint16 dx, dy;
383 370
384 dx = op->x + freearr_x[i]; 371 dx = op->x + freearr_x[i];
385 dy = op->y + freearr_y[i]; 372 dy = op->y + freearr_y[i];
373
386 /* ok_to_put_more already does things like checks for walls, 374 /* ok_to_put_more already does things like checks for walls,
387 * out of map, etc. 375 * out of map, etc.
388 */ 376 */
389 if (ok_to_put_more (op->map, dx, dy, op, op->attacktype)) 377 if (ok_to_put_more (op->map, dx, dy, op, op->attacktype))
390 { 378 {
391 tmp = get_object (); 379 object *tmp = op->clone ();
392 copy_object (op, tmp); 380
393 tmp->state = 0; 381 tmp->state = 0;
394 tmp->speed_left = -0.21; 382 tmp->speed_left = -0.21f;
395 tmp->range--; 383 tmp->range--;
396 tmp->value = 0; 384 tmp->value = 0;
397 tmp->x = dx; 385
398 tmp->y = dy; 386 m->insert (tmp, dx, dy, op);
399 insert_ob_in_map (tmp, m, op, 0);
400 } 387 }
401 } 388 }
402 } 389 }
403} 390}
404
405 391
406/* Causes an object to explode, eg, a firebullet, 392/* Causes an object to explode, eg, a firebullet,
407 * poison cloud ball, etc. op is the object to 393 * poison cloud ball, etc. op is the object to
408 * explode. 394 * explode.
409 */ 395 */
410void 396void
411explode_bullet (object *op) 397explode_bullet (object *op)
412{ 398{
413 tag_t op_tag = op->count;
414 object *tmp, *owner; 399 object *tmp, *owner;
415 400
416 if (op->other_arch == NULL) 401 if (op->other_arch == NULL)
417 { 402 {
418 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n"); 403 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n");
419 remove_ob (op); 404 op->destroy ();
420 free_object (op);
421 return; 405 return;
422 } 406 }
423 407
424 if (op->env) 408 if (op->env)
425 { 409 {
426 object *env; 410 object *env = op->outer_env ();
427 411
428 env = object_get_env_recursive (op);
429 if (env->map == NULL || out_of_map (env->map, env->x, env->y)) 412 if (!env->map || out_of_map (env->map, env->x, env->y))
430 { 413 {
431 LOG (llevError, "BUG: explode_bullet(): env out of map\n"); 414 LOG (llevError, "BUG: explode_bullet(): env out of map\n");
432 remove_ob (op); 415 op->destroy ();
433 free_object (op);
434 return; 416 return;
435 } 417 }
436 remove_ob (op); 418
437 op->x = env->x; 419 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 } 420 }
441 else if (out_of_map (op->map, op->x, op->y)) 421 else if (out_of_map (op->map, op->x, op->y))
442 { 422 {
443 LOG (llevError, "BUG: explode_bullet(): op out of map\n"); 423 LOG (llevError, "BUG: explode_bullet(): op out of map\n");
444 remove_ob (op); 424 op->destroy ();
445 free_object (op);
446 return; 425 return;
447 } 426 }
448 427
449 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent explosions of any kind on safe maps 428 // 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 429 // NOTE: If this breaks something important: remove this. I can't think of anything
451 // bad at the moment that might happen from this. 430 // 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) 431 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
453 { 432 {
454 remove_ob (op); 433 op->destroy ();
455 free_object (op);
456 return; 434 return;
457 } 435 }
458 436
459 if (op->attacktype) 437 if (op->attacktype)
460 { 438 {
461 hit_map (op, 0, op->attacktype, 1); 439 hit_map (op, 0, op->attacktype, 1);
462 if (was_destroyed (op, op_tag)) 440 if (op->destroyed ())
463 return; 441 return;
464 } 442 }
465 443
466 /* other_arch contains what this explodes into */ 444 /* other_arch contains what this explodes into */
467 tmp = arch_to_object (op->other_arch); 445 tmp = arch_to_object (op->other_arch);
468 446
469 copy_owner (tmp, op); 447 tmp->set_owner (op);
470 tmp->skill = op->skill; 448 tmp->skill = op->skill;
471 449
472 owner = get_owner (op); 450 owner = op->owner;
473 451
474 if ((tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) && owner && !tailor_god_spell (tmp, owner)) 452 if ((tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) && owner && !tailor_god_spell (tmp, owner))
475 { 453 {
476 remove_ob (op); 454 op->destroy ();
477 free_object (op);
478 return; 455 return;
479 } 456 }
480
481 tmp->x = op->x;
482 tmp->y = op->y;
483 457
484 /* special for bombs - it actually has sane values for these */ 458 /* special for bombs - it actually has sane values for these */
485 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB) 459 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB)
486 { 460 {
487 tmp->attacktype = op->attacktype; 461 tmp->attacktype = op->attacktype;
491 } 465 }
492 else 466 else
493 { 467 {
494 if (op->attacktype & AT_MAGIC) 468 if (op->attacktype & AT_MAGIC)
495 tmp->attacktype |= AT_MAGIC; 469 tmp->attacktype |= AT_MAGIC;
470
496 /* Spell doc describes what is going on here */ 471 /* Spell doc describes what is going on here */
497 tmp->stats.dam = op->dam_modifier; 472 tmp->stats.dam = op->dam_modifier;
498 tmp->range = op->stats.maxhp; 473 tmp->range = op->stats.maxhp;
499 tmp->duration = op->stats.hp; 474 tmp->duration = op->stats.hp;
500 /* Used for spell tracking - just need a unique val for this spell - 475 /* Used for spell tracking - just need a unique val for this spell -
508 tmp->stats.sp = op->direction; 483 tmp->stats.sp = op->direction;
509 484
510 /* Prevent recursion */ 485 /* Prevent recursion */
511 op->move_on = 0; 486 op->move_on = 0;
512 487
513 insert_ob_in_map (tmp, op->map, op, 0); 488 tmp->insert_at (op, op);
489 tmp->play_sound (tmp->sound);
490
514 /* remove the firebullet */ 491 /* remove the firebullet */
515 if (!was_destroyed (op, op_tag)) 492 op->destroy ();
516 {
517 remove_ob (op);
518 free_object (op);
519 }
520} 493}
521
522
523 494
524/* checks to see what op should do, given the space it is on 495/* checks to see what op should do, given the space it is on
525 * (eg, explode, damage player, etc) 496 * (eg, explode, damage player, etc)
526 */ 497 */
527
528void 498void
529check_bullet (object *op) 499check_bullet (object *op)
530{ 500{
531 tag_t op_tag = op->count, tmp_tag;
532 object *tmp; 501 object *tmp;
533 int dam, mflags; 502 int dam, mflags;
534 mapstruct *m; 503 maptile *m;
535 sint16 sx, sy; 504 sint16 sx, sy;
536 505
537 mflags = get_map_flags (op->map, &m, op->x, op->y, &sx, &sy); 506 mflags = get_map_flags (op->map, &m, op->x, op->y, &sx, &sy);
538 507
539 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy))) 508 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
548 517
549 /* If nothing alive on this space, no reason to do anything further */ 518 /* If nothing alive on this space, no reason to do anything further */
550 if (!(mflags & P_IS_ALIVE)) 519 if (!(mflags & P_IS_ALIVE))
551 return; 520 return;
552 521
553 for (tmp = get_map_ob (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 522 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
554 { 523 {
555 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 524 if (QUERY_FLAG (tmp, FLAG_ALIVE))
556 { 525 {
557 tmp_tag = tmp->count;
558 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1); 526 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1);
559 if (was_destroyed (op, op_tag) || !was_destroyed (tmp, tmp_tag) || (op->stats.dam -= dam) < 0) 527 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0)
560 { 528 {
561 if (!QUERY_FLAG (op, FLAG_REMOVED)) 529 if (!QUERY_FLAG (op, FLAG_REMOVED))
562 { 530 {
563 remove_ob (op); 531 op->destroy ();
564 free_object (op);
565 return; 532 return;
566 } 533 }
567 } 534 }
568 } 535 }
569 } 536 }
570} 537}
571
572 538
573/* Basically, we move 'op' one square, and if it hits something, 539/* Basically, we move 'op' one square, and if it hits something,
574 * call check_bullet. 540 * call check_bullet.
575 * This function is only applicable to bullets, but not to all 541 * This function is only applicable to bullets, but not to all
576 * fired arches (eg, bolts). 542 * fired arches (eg, bolts).
577 */ 543 */
578
579void 544void
580move_bullet (object *op) 545move_bullet (object *op)
581{ 546{
582 sint16 new_x, new_y; 547 sint16 new_x, new_y;
583 int mflags; 548 int mflags;
584 mapstruct *m; 549 maptile *m;
585 550
586#if 0 551#if 0
587 /* We need a better general purpose way to do this */ 552 /* We need a better general purpose way to do this */
588 553
589 /* peterm: added to make comet leave a trail of burnouts 554 /* peterm: added to make comet leave a trail of burnouts
590 it's an unadulterated hack, but the effect is cool. */ 555 it's an unadulterated hack, but the effect is cool. */
591 if (op->stats.sp == SP_METEOR) 556 if (op->stats.sp == SP_METEOR)
592 { 557 {
593 replace_insert_ob_in_map ("fire_trail", op); 558 replace_insert_ob_in_map ("fire_trail", op);
594 if (was_destroyed (op, op_tag)) 559 if (op->destroyed ())
595 return; 560 return;
596 } /* end addition. */ 561 } /* end addition. */
597#endif 562#endif
598 563
599 /* Reached the end of its life - remove it */ 564 /* Reached the end of its life - remove it */
600 if (--op->range <= 0) 565 if (--op->range <= 0)
601 { 566 {
602 if (op->other_arch) 567 if (op->other_arch)
603 {
604 explode_bullet (op); 568 explode_bullet (op);
605 }
606 else 569 else
607 { 570 op->destroy ();
608 remove_ob (op); 571
609 free_object (op);
610 }
611 return; 572 return;
612 } 573 }
613 574
614 new_x = op->x + DIRX (op); 575 new_x = op->x + DIRX (op);
615 new_y = op->y + DIRY (op); 576 new_y = op->y + DIRY (op);
616 m = op->map; 577 m = op->map;
617 mflags = get_map_flags (m, &m, new_x, new_y, &new_x, &new_y); 578 mflags = get_map_flags (m, &m, new_x, new_y, &new_x, &new_y);
618 579
619 if (mflags & P_OUT_OF_MAP) 580 if (mflags & P_OUT_OF_MAP)
620 { 581 {
621 remove_ob (op); 582 op->destroy ();
622 free_object (op);
623 return; 583 return;
624 } 584 }
625 585
626 if (!op->direction || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y))) 586 if (!op->direction || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y)))
627 { 587 {
628 if (op->other_arch) 588 if (op->other_arch)
629 {
630 explode_bullet (op); 589 explode_bullet (op);
631 }
632 else 590 else
633 { 591 op->destroy ();
634 remove_ob (op);
635 free_object (op);
636 }
637 return;
638 }
639 592
640 remove_ob (op); 593 return;
641 op->x = new_x; 594 }
642 op->y = new_y; 595
643 if ((op = insert_ob_in_map (op, m, op, 0)) == NULL) 596 if (!(op = m->insert (op, new_x, new_y, op)))
644 return; 597 return;
645 598
646 if (reflwall (op->map, op->x, op->y, op)) 599 if (reflwall (op->map, op->x, op->y, op))
647 { 600 {
648 op->direction = absdir (op->direction + 4); 601 op->direction = absdir (op->direction + 4);
649 update_turn_face (op); 602 update_turn_face (op);
650 } 603 }
651 else 604 else
652 {
653 check_bullet (op); 605 check_bullet (op);
654 }
655} 606}
656
657
658
659 607
660/* fire_bullet 608/* fire_bullet
661 * object op (cast from caster) files a bolt in dir. 609 * object op (cast from caster) files a bolt in dir.
662 * spob is the spell object for the bolt. 610 * spob is the spell object for the bolt.
663 * we remove the magic flag - that can be derived from 611 * we remove the magic flag - that can be derived from
664 * spob->attacktype. 612 * spob->attacktype.
665 * This function sets up the appropriate owner and skill 613 * This function sets up the appropriate owner and skill
666 * pointers. 614 * pointers.
667 */ 615 */
668
669int 616int
670fire_bullet (object *op, object *caster, int dir, object *spob) 617fire_bullet (object *op, object *caster, int dir, object *spob)
671{ 618{
672 object *tmp = NULL; 619 object *tmp = NULL;
673 int mflags; 620 int mflags;
694 641
695 tmp->direction = dir; 642 tmp->direction = dir;
696 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) 643 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
697 SET_ANIMATION (tmp, dir); 644 SET_ANIMATION (tmp, dir);
698 645
699 set_owner (tmp, op); 646 tmp->set_owner (op);
700 set_spell_skill (op, caster, spob, tmp); 647 set_spell_skill (op, caster, spob, tmp);
701 648
702 tmp->x = op->x + freearr_x[dir]; 649 tmp->x = op->x + freearr_x[dir];
703 tmp->y = op->y + freearr_y[dir]; 650 tmp->y = op->y + freearr_y[dir];
704 tmp->map = op->map; 651 tmp->map = op->map;
705 652
653 maptile *newmap;
706 mflags = get_map_flags (tmp->map, &tmp->map, tmp->x, tmp->y, &tmp->x, &tmp->y); 654 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y);
707 if (mflags & P_OUT_OF_MAP) 655 if (mflags & P_OUT_OF_MAP)
708 { 656 {
709 free_object (tmp); 657 tmp->destroy ();
710 return 0; 658 return 0;
711 } 659 }
660
661 tmp->map = newmap;
662
712 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y))) 663 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y)))
713 { 664 {
714 if (!QUERY_FLAG (tmp, FLAG_REFLECTING)) 665 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
715 { 666 {
716 free_object (tmp); 667 tmp->destroy ();
717 return 0; 668 return 0;
718 } 669 }
670
719 tmp->x = op->x; 671 tmp->x = op->x;
720 tmp->y = op->y; 672 tmp->y = op->y;
721 tmp->direction = absdir (tmp->direction + 4); 673 tmp->direction = absdir (tmp->direction + 4);
722 tmp->map = op->map; 674 tmp->map = op->map;
723 } 675 }
724 if ((tmp = insert_ob_in_map (tmp, tmp->map, op, 0)) != NULL) 676
725 { 677 if ((tmp = tmp->insert_at (tmp, op)))
726 check_bullet (tmp); 678 check_bullet (tmp);
727 } 679
728 return 1; 680 return 1;
729} 681}
730
731
732
733 682
734/***************************************************************************** 683/*****************************************************************************
735 * 684 *
736 * CONE RELATED FUNCTIONS 685 * CONE RELATED FUNCTIONS
737 * 686 *
738 *****************************************************************************/ 687 *****************************************************************************/
739 688
740
741/* drops an object based on what is in the cone's "other_arch" */ 689/* drops an object based on what is in the cone's "other_arch" */
742void 690void
743cone_drop (object *op) 691cone_drop (object *op)
744{ 692{
745 object *new_ob = arch_to_object (op->other_arch); 693 object *new_ob = arch_to_object (op->other_arch);
746 694
747 new_ob->x = op->x;
748 new_ob->y = op->y;
749 new_ob->level = op->level; 695 new_ob->level = op->level;
750 set_owner (new_ob, op->owner); 696 new_ob->set_owner (op->owner);
751 697
752 /* preserve skill ownership */ 698 /* preserve skill ownership */
753 if (op->skill && op->skill != new_ob->skill) 699 if (op->skill && op->skill != new_ob->skill)
754 {
755 new_ob->skill = op->skill; 700 new_ob->skill = op->skill;
756 }
757 insert_ob_in_map (new_ob, op->map, op, 0);
758 701
702 new_ob->insert_at (op, op);
759} 703}
760 704
761/* move_cone: causes cone object 'op' to move a space/hit creatures */ 705/* move_cone: causes cone object 'op' to move a space/hit creatures */
762 706
763void 707void
764move_cone (object *op) 708move_cone (object *op)
765{ 709{
766 int i; 710 int i;
767 tag_t tag;
768 711
769 /* if no map then hit_map will crash so just ignore object */ 712 /* if no map then hit_map will crash so just ignore object */
770 if (!op->map) 713 if (!op->map)
771 { 714 {
772 LOG (llevError, "Tried to move_cone object %s without a map.\n", op->name ? &op->name : "unknown"); 715 LOG (llevError, "Tried to move_cone object %s without a map.\n", op->name ? &op->name : "unknown");
773 op->speed = 0; 716 op->set_speed (0);
774 update_ob_speed (op);
775 return; 717 return;
776 } 718 }
777 719
778 /* lava saves it's life, but not yours :) */ 720 /* lava saves it's life, but not yours :) */
779 if (QUERY_FLAG (op, FLAG_LIFESAVE)) 721 if (QUERY_FLAG (op, FLAG_LIFESAVE))
785#if 0 727#if 0
786 /* Disable this - enabling it makes monsters easier, as 728 /* Disable this - enabling it makes monsters easier, as
787 * when their cone dies when they die. 729 * when their cone dies when they die.
788 */ 730 */
789 /* If no owner left, the spell dies out. */ 731 /* If no owner left, the spell dies out. */
790 if (get_owner (op) == NULL) 732 if (op->owner == NULL)
791 { 733 {
792 remove_ob (op); 734 op->destroy ();
793 free_object (op);
794 return; 735 return;
795 } 736 }
796#endif 737#endif
797 738
798 tag = op->count;
799 hit_map (op, 0, op->attacktype, 0); 739 hit_map (op, 0, op->attacktype, 0);
800 740
801 /* Check to see if we should push anything. 741 /* Check to see if we should push anything.
802 * Spell objects with weight push whatever they encounter to some 742 * Spell objects with weight push whatever they encounter to some
803 * degree. 743 * degree.
804 */ 744 */
805 if (op->weight) 745 if (op->weight)
806 check_spell_knockback (op); 746 check_spell_knockback (op);
807 747
808 if (was_destroyed (op, tag)) 748 if (op->destroyed ())
809 return; 749 return;
810 750
811 if ((op->duration--) < 0) 751 if ((op->duration--) < 0)
812 { 752 {
813 remove_ob (op); 753 op->destroy ();
814 free_object (op);
815 return; 754 return;
816 } 755 }
817 /* Object has hit maximum range, so don't have it move 756 /* Object has hit maximum range, so don't have it move
818 * any further. When the duration above expires, 757 * any further. When the duration above expires,
819 * then the object will get removed. 758 * then the object will get removed.
828 { 767 {
829 sint16 x = op->x + freearr_x[absdir (op->stats.sp + i)], y = op->y + freearr_y[absdir (op->stats.sp + i)]; 768 sint16 x = op->x + freearr_x[absdir (op->stats.sp + i)], y = op->y + freearr_y[absdir (op->stats.sp + i)];
830 769
831 if (ok_to_put_more (op->map, x, y, op, op->attacktype)) 770 if (ok_to_put_more (op->map, x, y, op, op->attacktype))
832 { 771 {
833 object *tmp = get_object (); 772 object *tmp = op->clone ();
834
835 copy_object (op, tmp);
836 tmp->x = x;
837 tmp->y = y;
838 773
839 tmp->duration = op->duration + 1; 774 tmp->duration = op->duration + 1;
840 775
841 /* Use for spell tracking - see ok_to_put_more() */ 776 /* Use for spell tracking - see ok_to_put_more() */
842 tmp->stats.maxhp = op->stats.maxhp; 777 tmp->stats.maxhp = op->stats.maxhp;
843 insert_ob_in_map (tmp, op->map, op, 0); 778
779 op->map->insert (tmp, x, y, op);
780
844 if (tmp->other_arch) 781 if (tmp->other_arch)
845 cone_drop (tmp); 782 cone_drop (tmp);
846 } 783 }
847 } 784 }
848} 785}
858int 795int
859cast_cone (object *op, object *caster, int dir, object *spell) 796cast_cone (object *op, object *caster, int dir, object *spell)
860{ 797{
861 object *tmp; 798 object *tmp;
862 int i, success = 0, range_min = -1, range_max = 1; 799 int i, success = 0, range_min = -1, range_max = 1;
863 mapstruct *m; 800 maptile *m;
864 sint16 sx, sy; 801 sint16 sx, sy;
865 MoveType movetype; 802 MoveType movetype;
866 803
867 if (!spell->other_arch) 804 if (!spell->other_arch)
868 return 0; 805 return 0;
881 818
882 /* Need to know what the movetype of the object we are about 819 /* Need to know what the movetype of the object we are about
883 * to create is, so we can know if the space we are about to 820 * to create is, so we can know if the space we are about to
884 * insert it into is blocked. 821 * insert it into is blocked.
885 */ 822 */
886 movetype = spell->other_arch->clone.move_type; 823 movetype = spell->other_arch->move_type;
887 824
888 for (i = range_min; i <= range_max; i++) 825 for (i = range_min; i <= range_max; i++)
889 { 826 {
890 sint16 x, y, d; 827 sint16 x, y, d;
891 828
924 if ((movetype & GET_MAP_MOVE_BLOCK (m, sx, sy)) == movetype) 861 if ((movetype & GET_MAP_MOVE_BLOCK (m, sx, sy)) == movetype)
925 continue; 862 continue;
926 863
927 success = 1; 864 success = 1;
928 tmp = arch_to_object (spell->other_arch); 865 tmp = arch_to_object (spell->other_arch);
929 set_owner (tmp, op); 866 tmp->set_owner (op);
930 set_spell_skill (op, caster, spell, tmp); 867 set_spell_skill (op, caster, spell, tmp);
931 tmp->level = caster_level (caster, spell); 868 tmp->level = caster_level (caster, spell);
932 tmp->x = sx;
933 tmp->y = sy;
934 tmp->attacktype = spell->attacktype; 869 tmp->attacktype = spell->attacktype;
935 870
936 /* holy word stuff */ 871 /* holy word stuff */
937 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER)) 872 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER))
938 if (!tailor_god_spell (tmp, op)) 873 if (!tailor_god_spell (tmp, op))
972 else 907 else
973 tmp->duration += caster->level / 3; 908 tmp->duration += caster->level / 3;
974 } 909 }
975 910
976 if (!(tmp->move_type & MOVE_FLY_LOW)) 911 if (!(tmp->move_type & MOVE_FLY_LOW))
977 LOG (llevDebug, "cast_cone(): arch %s doesn't have flying 1\n", &spell->other_arch->name); 912 LOG (llevDebug, "cast_cone(): arch %s doesn't have flying 1\n", &spell->other_arch->archname);
978 913
979 if (!tmp->move_on && tmp->stats.dam) 914 if (!tmp->move_on && tmp->stats.dam)
980 {
981 LOG (llevDebug, "cast_cone(): arch %s doesn't have move_on set\n", &spell->other_arch->name); 915 LOG (llevDebug, "cast_cone(): arch %s doesn't have move_on set\n", &spell->other_arch->archname);
982 }
983 916
984 insert_ob_in_map (tmp, m, op, 0); 917 m->insert (tmp, sx, sy, op);
985 918
986 /* This is used for tracking spells so that one effect doesn't hit 919 /* This is used for tracking spells so that one effect doesn't hit
987 * a single space too many times. 920 * a single space too many times.
988 */ 921 */
989 tmp->stats.maxhp = tmp->count; 922 tmp->stats.maxhp = tmp->count;
999 * 932 *
1000 * BOMB related code 933 * BOMB related code
1001 * 934 *
1002 ****************************************************************************/ 935 ****************************************************************************/
1003 936
1004
1005/* This handles an exploding bomb. 937/* This handles an exploding bomb.
1006 * op is the original bomb object. 938 * op is the original bomb object.
1007 */ 939 */
1008void 940void
1009animate_bomb (object *op) 941animate_bomb (object *op)
1010{ 942{
1011 int i;
1012 object *env, *tmp;
1013 archetype *at;
1014
1015 if (op->state != NUM_ANIMATIONS (op) - 1) 943 if (op->state != NUM_ANIMATIONS (op) - 1)
1016 return; 944 return;
1017 945
1018 env = object_get_env_recursive (op); 946 object *env = op->outer_env ();
1019 947
1020 if (op->env) 948 if (op->env)
1021 { 949 {
1022 if (env->map == NULL) 950 if (env->map == NULL)
1023 return; 951 return;
1024 952
1025 if (env->type == PLAYER) 953 if (env->type == PLAYER)
1026 esrv_del_item (env->contr, op->count); 954 esrv_del_item (env->contr, op->count);
1027 955
1028 remove_ob (op); 956 if (!(op = op->insert_at (env, op)))
1029 op->x = env->x;
1030 op->y = env->y;
1031 if ((op = insert_ob_in_map (op, env->map, op, 0)) == NULL)
1032 return; 957 return;
1033 } 958 }
1034 959
1035 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent bomb from exploding 960 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent bomb from exploding
1036 // on a safe map. I don't like this special casing, but it seems to be neccessary 961 // on a safe map. I don't like this special casing, but it seems to be neccessary
1037 // as bombs can be carried. 962 // as bombs can be carried.
1038 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE) 963 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
1039 { 964 {
1040 remove_ob (op); 965 op->destroy ();
1041 free_object (op);
1042 return; 966 return;
1043 } 967 }
1044 968
1045 /* This copies a lot of the code from the fire bullet, 969 /* This copies a lot of the code from the fire bullet,
1046 * but using the cast_bullet isn't really feasible, 970 * but using the cast_bullet isn't really feasible,
1047 * so just set up the appropriate values. 971 * so just set up the appropriate values.
1048 */ 972 */
1049 at = find_archetype (SPLINT); 973 if (archetype *at = archetype::find (SPLINT))
1050 if (at)
1051 { 974 {
1052 for (i = 1; i < 9; i++) 975 for (int i = 1; i < 9; i++)
1053 { 976 {
1054 if (out_of_map (op->map, op->x + freearr_x[i], op->y + freearr_x[i])) 977 if (out_of_map (op->map, op->x + freearr_x[i], op->y + freearr_x[i]))
1055 continue; 978 continue;
979
1056 tmp = arch_to_object (at); 980 object *tmp = arch_to_object (at);
1057 tmp->direction = i; 981 tmp->direction = i;
1058 tmp->range = op->range; 982 tmp->range = op->range;
1059 tmp->stats.dam = op->stats.dam; 983 tmp->stats.dam = op->stats.dam;
1060 tmp->duration = op->duration; 984 tmp->duration = op->duration;
1061 tmp->attacktype = op->attacktype; 985 tmp->attacktype = op->attacktype;
1062 copy_owner (tmp, op); 986 tmp->set_owner (op);
1063 if (op->skill && op->skill != tmp->skill) 987 if (op->skill && op->skill != tmp->skill)
1064 {
1065 tmp->skill = op->skill; 988 tmp->skill = op->skill;
1066 } 989
1067 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) 990 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
1068 SET_ANIMATION (tmp, i); 991 SET_ANIMATION (tmp, i);
1069 tmp->x = op->x + freearr_x[i]; 992
1070 tmp->y = op->y + freearr_x[i]; 993 op->map->insert (tmp, op->x + freearr_x[i], op->y + freearr_x[i], op);
1071 insert_ob_in_map (tmp, op->map, op, 0);
1072 move_bullet (tmp); 994 move_bullet (tmp);
1073 } 995 }
1074 } 996 }
1075 997
1076 explode_bullet (op); 998 explode_bullet (op);
1077} 999}
1078 1000
1079int 1001int
1080create_bomb (object *op, object *caster, int dir, object *spell) 1002create_bomb (object *op, object *caster, int dir, object *spell)
1081{ 1003{
1082
1083 object *tmp; 1004 object *tmp;
1084 int mflags; 1005 int mflags;
1085 sint16 dx = op->x + freearr_x[dir], dy = op->y + freearr_y[dir]; 1006 sint16 dx = op->x + freearr_x[dir], dy = op->y + freearr_y[dir];
1086 mapstruct *m; 1007 maptile *m;
1087 1008
1088 mflags = get_map_flags (op->map, &m, dx, dy, &dx, &dy); 1009 mflags = get_map_flags (op->map, &m, dx, dy, &dx, &dy);
1089 if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, dx, dy) & MOVE_WALK)) 1010 if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, dx, dy) & MOVE_WALK))
1090 { 1011 {
1091 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way."); 1012 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way.");
1092 return 0; 1013 return 0;
1093 } 1014 }
1015
1094 tmp = arch_to_object (spell->other_arch); 1016 tmp = arch_to_object (spell->other_arch);
1095 1017
1096 /* level dependencies for bomb */ 1018 /* level dependencies for bomb */
1097 tmp->range = spell->range + SP_level_range_adjust (caster, spell); 1019 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
1098 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1020 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1099 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell); 1021 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
1100 tmp->attacktype = spell->attacktype; 1022 tmp->attacktype = spell->attacktype;
1101 1023
1102 set_owner (tmp, op); 1024 tmp->set_owner (op);
1103 set_spell_skill (op, caster, spell, tmp); 1025 set_spell_skill (op, caster, spell, tmp);
1104 tmp->x = dx; 1026
1105 tmp->y = dy; 1027 m->insert (tmp, dx, dy, op);
1106 insert_ob_in_map (tmp, m, op, 0);
1107 return 1; 1028 return 1;
1108} 1029}
1109 1030
1110/**************************************************************************** 1031/****************************************************************************
1111 * 1032 *
1120 * dir is the direction to look in. 1041 * dir is the direction to look in.
1121 * range is how far out to look. 1042 * range is how far out to look.
1122 * type is the type of spell - either SPELL_MANA or SPELL_GRACE. 1043 * type is the type of spell - either SPELL_MANA or SPELL_GRACE.
1123 * this info is used for blocked magic/unholy spaces. 1044 * this info is used for blocked magic/unholy spaces.
1124 */ 1045 */
1125
1126object * 1046object *
1127get_pointed_target (object *op, int dir, int range, int type) 1047get_pointed_target (object *op, int dir, int range, int type)
1128{ 1048{
1129 object *target; 1049 object *target;
1130 sint16 x, y; 1050 sint16 x, y;
1131 int dist, mflags; 1051 int dist, mflags;
1132 mapstruct *mp; 1052 maptile *mp;
1133 1053
1134 if (dir == 0) 1054 if (dir == 0)
1135 return NULL; 1055 return NULL;
1136 1056
1137 for (dist = 1; dist < range; dist++) 1057 for (dist = 1; dist < range; dist++)
1149 return NULL; 1069 return NULL;
1150 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW) 1070 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW)
1151 return NULL; 1071 return NULL;
1152 1072
1153 if (mflags & P_IS_ALIVE) 1073 if (mflags & P_IS_ALIVE)
1154 {
1155 for (target = get_map_ob (mp, x, y); target; target = target->above) 1074 for (target = GET_MAP_OB (mp, x, y); target; target = target->above)
1156 { 1075 if (QUERY_FLAG (target, FLAG_MONSTER))
1157 if (QUERY_FLAG (target->head ? target->head : target, FLAG_MONSTER))
1158 {
1159 return target; 1076 return target;
1160 }
1161 }
1162 }
1163 } 1077 }
1078
1164 return NULL; 1079 return NULL;
1165} 1080}
1166
1167 1081
1168/* cast_smite_arch() - the priest points to a creature and causes 1082/* cast_smite_arch() - the priest points to a creature and causes
1169 * a 'godly curse' to decend. 1083 * a 'godly curse' to decend.
1170 * usual params - 1084 * usual params -
1171 * op = player 1085 * op = player
1172 * caster = object casting the spell. 1086 * caster = object casting the spell.
1173 * dir = direction being cast 1087 * dir = direction being cast
1174 * spell = spell object 1088 * spell = spell object
1175 */ 1089 */
1176
1177int 1090int
1178cast_smite_spell (object *op, object *caster, int dir, object *spell) 1091cast_smite_spell (object *op, object *caster, int dir, object *spell)
1179{ 1092{
1180 object *effect, *target; 1093 object *effect, *target;
1181 object *god = find_god (determine_god (op)); 1094 object *god = find_god (determine_god (op));
1227 if (effect->attacktype & AT_DEATH) 1140 if (effect->attacktype & AT_DEATH)
1228 { 1141 {
1229 effect->level = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1142 effect->level = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1230 1143
1231 /* casting death spells at undead isn't a good thing */ 1144 /* casting death spells at undead isn't a good thing */
1232 if QUERY_FLAG
1233 (target, FLAG_UNDEAD) 1145 if (QUERY_FLAG (target, FLAG_UNDEAD))
1234 { 1146 {
1235 if (random_roll (0, 2, op, PREFER_LOW)) 1147 if (random_roll (0, 2, op, PREFER_LOW))
1236 { 1148 {
1237 new_draw_info (NDI_UNIQUE, 0, op, "Idiot! Your spell boomerangs!"); 1149 new_draw_info (NDI_UNIQUE, 0, op, "Idiot! Your spell boomerangs!");
1238 effect->x = op->x; 1150 effect->x = op->x;
1240 } 1152 }
1241 else 1153 else
1242 { 1154 {
1243 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s looks stronger!", query_name (target)); 1155 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s looks stronger!", query_name (target));
1244 target->stats.hp = target->stats.maxhp * 2; 1156 target->stats.hp = target->stats.maxhp * 2;
1245 free_object (effect); 1157 effect->destroy ();
1246 return 0; 1158 return 0;
1247 } 1159 }
1248 } 1160 }
1249 } 1161 }
1250 else 1162 else
1251 { 1163 {
1252 /* how much woe to inflict :) */ 1164 /* how much woe to inflict :) */
1253 effect->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1165 effect->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1254 } 1166 }
1255 1167
1256 set_owner (effect, op); 1168 effect->set_owner (op);
1257 set_spell_skill (op, caster, spell, effect); 1169 set_spell_skill (op, caster, spell, effect);
1258 1170
1259 /* ok, tell it where to be, and insert! */ 1171 /* ok, tell it where to be, and insert! */
1260 effect->x = target->x; 1172 effect->insert_at (target, op);
1261 effect->y = target->y;
1262 insert_ob_in_map (effect, target->map, op, 0);
1263 1173
1264 return 1; 1174 return 1;
1265} 1175}
1266
1267 1176
1268/**************************************************************************** 1177/****************************************************************************
1269 * 1178 *
1270 * MAGIC MISSILE code. 1179 * MAGIC MISSILE code.
1271 * note that the fire_bullet is used to fire the missile. The 1180 * note that the fire_bullet is used to fire the missile. The
1277move_missile (object *op) 1186move_missile (object *op)
1278{ 1187{
1279 int i, mflags; 1188 int i, mflags;
1280 object *owner; 1189 object *owner;
1281 sint16 new_x, new_y; 1190 sint16 new_x, new_y;
1282 mapstruct *m; 1191 maptile *m;
1283 1192
1284 if (op->range-- <= 0) 1193 if (op->range-- <= 0)
1285 { 1194 {
1286 remove_ob (op); 1195 op->destroy ();
1287 free_object (op);
1288 return; 1196 return;
1289 } 1197 }
1290 1198
1291 owner = get_owner (op); 1199 owner = op->owner;
1292#if 0 1200#if 0
1293 /* It'd make things nastier if this wasn't here - spells cast by 1201 /* It'd make things nastier if this wasn't here - spells cast by
1294 * monster that are then killed would continue to survive 1202 * monster that are then killed would continue to survive
1295 */ 1203 */
1296 if (owner == NULL) 1204 if (owner == NULL)
1297 { 1205 {
1298 remove_ob (op); 1206 op->destroy ();
1299 free_object (op);
1300 return; 1207 return;
1301 } 1208 }
1302#endif 1209#endif
1303 1210
1304 new_x = op->x + DIRX (op); 1211 new_x = op->x + DIRX (op);
1306 1213
1307 mflags = get_map_flags (op->map, &m, new_x, new_y, &new_x, &new_y); 1214 mflags = get_map_flags (op->map, &m, new_x, new_y, &new_x, &new_y);
1308 1215
1309 if (!(mflags & P_OUT_OF_MAP) && ((mflags & P_IS_ALIVE) || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y)))) 1216 if (!(mflags & P_OUT_OF_MAP) && ((mflags & P_IS_ALIVE) || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y))))
1310 { 1217 {
1311 tag_t tag = op->count;
1312
1313 hit_map (op, op->direction, AT_MAGIC, 1); 1218 hit_map (op, op->direction, AT_MAGIC, 1);
1314 /* Basically, missile only hits one thing then goes away. 1219 /* Basically, missile only hits one thing then goes away.
1315 * we need to remove it if someone hasn't already done so. 1220 * we need to remove it if someone hasn't already done so.
1316 */ 1221 */
1317 if (!was_destroyed (op, tag)) 1222 if (!op->destroyed ())
1318 { 1223 op->destroy ();
1319 remove_ob (op);
1320 free_object (op);
1321 }
1322 return;
1323 }
1324 1224
1325 remove_ob (op); 1225 return;
1226 }
1227
1228 op->remove ();
1229
1326 if (!op->direction || (mflags & P_OUT_OF_MAP)) 1230 if (!op->direction || (mflags & P_OUT_OF_MAP))
1327 { 1231 {
1328 free_object (op); 1232 op->destroy ();
1329 return; 1233 return;
1330 } 1234 }
1331 op->x = new_x; 1235
1332 op->y = new_y; 1236 i = spell_find_dir (m, new_x, new_y, op->owner);
1333 op->map = m;
1334 i = spell_find_dir (op->map, op->x, op->y, get_owner (op));
1335 if (i > 0 && i != op->direction) 1237 if (i > 0 && i != op->direction)
1336 { 1238 {
1337 op->direction = i; 1239 op->direction = i;
1338 SET_ANIMATION (op, op->direction); 1240 SET_ANIMATION (op, op->direction);
1339 } 1241 }
1340 insert_ob_in_map (op, op->map, op, 0); 1242
1243 m->insert (op, new_x, new_y, op);
1341} 1244}
1342 1245
1343/**************************************************************************** 1246/****************************************************************************
1344 * Destruction 1247 * Destruction
1345 ****************************************************************************/ 1248 ****************************************************************************/
1348 * we do this by creating a force and inserting it in the 1251 * we do this by creating a force and inserting it in the
1349 * object. if time is 0, the object glows permanently. To truely 1252 * object. if time is 0, the object glows permanently. To truely
1350 * make this work for non-living objects, we would have to 1253 * make this work for non-living objects, we would have to
1351 * give them the capability to have an inventory. b.t. 1254 * give them the capability to have an inventory. b.t.
1352 */ 1255 */
1353
1354int 1256int
1355make_object_glow (object *op, int radius, int time) 1257make_object_glow (object *op, int radius, int time)
1356{ 1258{
1357 object *tmp;
1358
1359 /* some things are unaffected... */ 1259 /* some things are unaffected... */
1360 if (op->path_denied & PATH_LIGHT) 1260 if (op->path_denied & PATH_LIGHT)
1361 return 0; 1261 return 0;
1362 1262
1363 tmp = get_archetype (FORCE_NAME); 1263 object *tmp = get_archetype (FORCE_NAME);
1364 tmp->speed = 0.01; 1264 tmp->speed = 0.01;
1365 tmp->stats.food = time; 1265 tmp->stats.food = time;
1366 SET_FLAG (tmp, FLAG_IS_USED_UP); 1266 SET_FLAG (tmp, FLAG_IS_USED_UP);
1367 tmp->glow_radius = radius; 1267 tmp->glow_radius = radius;
1368 if (tmp->glow_radius > MAX_LIGHT_RADII) 1268 if (tmp->glow_radius > MAX_LIGHT_RADII)
1369 tmp->glow_radius = MAX_LIGHT_RADII; 1269 tmp->glow_radius = MAX_LIGHT_RADII;
1370 1270
1371 tmp->x = op->x;
1372 tmp->y = op->y;
1373 if (tmp->speed < MIN_ACTIVE_SPEED)
1374 tmp->speed = MIN_ACTIVE_SPEED; /* safety */
1375 tmp = insert_ob_in_ob (tmp, op); 1271 tmp = insert_ob_in_ob (tmp, op);
1272
1376 if (tmp->glow_radius > op->glow_radius) 1273 if (tmp->glow_radius > op->glow_radius)
1377 op->glow_radius = tmp->glow_radius; 1274 op->glow_radius = tmp->glow_radius;
1378 1275
1379 if (!tmp->env || op != tmp->env)
1380 {
1381 LOG (llevError, "make_object_glow() failed to insert glowing force in %s\n", &op->name);
1382 return 0;
1383 }
1384 return 1; 1276 return 1;
1385} 1277}
1386
1387
1388
1389 1278
1390int 1279int
1391cast_destruction (object *op, object *caster, object *spell_ob) 1280cast_destruction (object *op, object *caster, object *spell_ob)
1392{ 1281{
1393 int i, j, range, mflags, friendly = 0, dam, dur; 1282 int i, j, range, mflags, friendly = 0, dam, dur;
1394 sint16 sx, sy; 1283 sint16 sx, sy;
1395 mapstruct *m; 1284 maptile *m;
1396 object *tmp; 1285 object *tmp;
1397 const char *skill; 1286 const char *skill;
1398 1287
1399 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob); 1288 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
1400 dam = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob); 1289 dam = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob);
1414 else if (caster->skill) 1303 else if (caster->skill)
1415 op->skill = caster->skill; 1304 op->skill = caster->skill;
1416 else 1305 else
1417 op->skill = NULL; 1306 op->skill = NULL;
1418 1307
1419 change_skill (op, find_skill_by_name (op, op->skill), 1); 1308 op->change_skill (find_skill_by_name (op, op->skill));
1420 1309
1421 for (i = -range; i < range; i++) 1310 for (i = -range; i < range; i++)
1422 { 1311 {
1423 for (j = -range; j < range; j++) 1312 for (j = -range; j < range; j++)
1424 { 1313 {
1425 m = op->map; 1314 m = op->map;
1426 sx = op->x + i; 1315 sx = op->x + i;
1427 sy = op->y + j; 1316 sy = op->y + j;
1317
1428 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy); 1318 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
1429 if (mflags & P_OUT_OF_MAP) 1319 if (mflags & P_OUT_OF_MAP)
1430 continue; 1320 continue;
1321
1431 if (mflags & P_IS_ALIVE) 1322 if (mflags & P_IS_ALIVE)
1432 { 1323 {
1433 for (tmp = get_map_ob (m, sx, sy); tmp; tmp = tmp->above) 1324 for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above)
1434 {
1435 if (QUERY_FLAG (tmp, FLAG_ALIVE) || tmp->type == PLAYER) 1325 if (QUERY_FLAG (tmp, FLAG_ALIVE) || tmp->type == PLAYER)
1436 break; 1326 break;
1437 } 1327
1438 if (tmp) 1328 if (tmp)
1439 { 1329 {
1440 if (tmp->head) 1330 if (tmp->head)
1441 tmp = tmp->head; 1331 tmp = tmp->head;
1442 1332
1445 { 1335 {
1446 if (spell_ob->subtype == SP_DESTRUCTION) 1336 if (spell_ob->subtype == SP_DESTRUCTION)
1447 { 1337 {
1448 hit_player (tmp, dam, op, spell_ob->attacktype, 0); 1338 hit_player (tmp, dam, op, spell_ob->attacktype, 0);
1449 if (spell_ob->other_arch) 1339 if (spell_ob->other_arch)
1450 {
1451 tmp = arch_to_object (spell_ob->other_arch); 1340 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op);
1452 tmp->x = sx;
1453 tmp->y = sy;
1454 insert_ob_in_map (tmp, m, op, 0);
1455 }
1456 } 1341 }
1457 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist[ATNR_MAGIC] != 100) 1342 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist[ATNR_MAGIC] != 100)
1458 { 1343 {
1459 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch) 1344 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch)
1460 {
1461 object *effect = arch_to_object (spell_ob->other_arch); 1345 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op);
1462
1463 effect->x = sx;
1464 effect->y = sy;
1465 insert_ob_in_map (effect, m, op, 0);
1466 }
1467 } 1346 }
1468 } 1347 }
1469 } 1348 }
1470 } 1349 }
1471 } 1350 }
1472 } 1351 }
1352
1473 op->skill = skill; 1353 op->skill = skill;
1474 return 1; 1354 return 1;
1475} 1355}
1476 1356
1477/*************************************************************************** 1357/***************************************************************************
1491 { 1371 {
1492 new_draw_info (NDI_UNIQUE, 0, op, "There is no one in that direction to curse."); 1372 new_draw_info (NDI_UNIQUE, 0, op, "There is no one in that direction to curse.");
1493 return 0; 1373 return 0;
1494 } 1374 }
1495 1375
1376 tmp = tmp->head_ ();
1377
1496 /* If we've already got a force of this type, don't add a new one. */ 1378 /* If we've already got a force of this type, don't add a new one. */
1497 for (force = tmp->inv; force != NULL; force = force->below) 1379 for (force = tmp->inv; force; force = force->below)
1498 { 1380 {
1499 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY) 1381 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY)
1500 { 1382 {
1501 if (force->name == spell_ob->name) 1383 if (force->name == spell_ob->name)
1502 { 1384 {
1508 return 0; 1390 return 0;
1509 } 1391 }
1510 } 1392 }
1511 } 1393 }
1512 1394
1513 if (force == NULL) 1395 if (!force)
1514 { 1396 {
1515 force = get_archetype (FORCE_NAME); 1397 force = get_archetype (FORCE_NAME);
1516 force->subtype = FORCE_CHANGE_ABILITY; 1398 force->subtype = FORCE_CHANGE_ABILITY;
1399
1517 if (spell_ob->race) 1400 if (spell_ob->race)
1518 force->name = spell_ob->race; 1401 force->name = spell_ob->race;
1519 else 1402 else
1520 force->name = spell_ob->name; 1403 force->name = spell_ob->name;
1521 1404
1531 { 1414 {
1532 force->duration = duration; 1415 force->duration = duration;
1533 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 1416 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1534 } 1417 }
1535 else 1418 else
1536 {
1537 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1419 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1538 } 1420
1539 return 1; 1421 return 1;
1540 } 1422 }
1423
1541 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50; 1424 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1542 force->speed = 1.0; 1425 force->speed = 1.f;
1543 force->speed_left = -1.0; 1426 force->speed_left = -1.f;
1544 SET_FLAG (force, FLAG_APPLIED); 1427 SET_FLAG (force, FLAG_APPLIED);
1545 1428
1546 if (god) 1429 if (god)
1547 { 1430 {
1548 if (spell_ob->last_grace) 1431 if (spell_ob->last_grace)
1561 force->stats.ac = spell_ob->stats.ac; 1444 force->stats.ac = spell_ob->stats.ac;
1562 force->stats.wc = spell_ob->stats.wc; 1445 force->stats.wc = spell_ob->stats.wc;
1563 1446
1564 change_abil (tmp, force); /* Mostly to display any messages */ 1447 change_abil (tmp, force); /* Mostly to display any messages */
1565 insert_ob_in_ob (force, tmp); 1448 insert_ob_in_ob (force, tmp);
1566 fix_player (tmp); 1449 tmp->update_stats ();
1567 return 1; 1450 return 1;
1568 1451
1569} 1452}
1570
1571 1453
1572/********************************************************************** 1454/**********************************************************************
1573 * mood change 1455 * mood change
1574 * Arguably, this may or may not be an attack spell. But since it 1456 * Arguably, this may or may not be an attack spell. But since it
1575 * effects monsters, it seems best to put it into this file 1457 * effects monsters, it seems best to put it into this file
1582mood_change (object *op, object *caster, object *spell) 1464mood_change (object *op, object *caster, object *spell)
1583{ 1465{
1584 object *tmp, *god, *head; 1466 object *tmp, *god, *head;
1585 int done_one, range, mflags, level, at, best_at; 1467 int done_one, range, mflags, level, at, best_at;
1586 sint16 x, y, nx, ny; 1468 sint16 x, y, nx, ny;
1587 mapstruct *m; 1469 maptile *m;
1588 const char *race; 1470 const char *race;
1589 1471
1590 /* We precompute some values here so that we don't have to keep 1472 /* We precompute some values here so that we don't have to keep
1591 * doing it over and over again. 1473 * doing it over and over again.
1592 */ 1474 */
1605 else if (god && !strcmp (spell->race, "GOD_FRIEND")) 1487 else if (god && !strcmp (spell->race, "GOD_FRIEND"))
1606 race = god->race; 1488 race = god->race;
1607 else 1489 else
1608 race = spell->race; 1490 race = spell->race;
1609 1491
1610
1611 for (x = op->x - range; x <= op->x + range; x++) 1492 for (x = op->x - range; x <= op->x + range; x++)
1612 for (y = op->y - range; y <= op->y + range; y++) 1493 for (y = op->y - range; y <= op->y + range; y++)
1613 { 1494 {
1614
1615 done_one = 0; 1495 done_one = 0;
1616 m = op->map; 1496 m = op->map;
1617 nx = x; 1497 nx = x;
1618 ny = y; 1498 ny = y;
1619 mflags = get_map_flags (m, &m, x, y, &nx, &ny); 1499 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1622 1502
1623 /* If there is nothing living on this space, no need to go further */ 1503 /* If there is nothing living on this space, no need to go further */
1624 if (!(mflags & P_IS_ALIVE)) 1504 if (!(mflags & P_IS_ALIVE))
1625 continue; 1505 continue;
1626 1506
1507 // players can only affect spaces that they can actually see
1508 if (caster && caster->contr
1509 && caster->contr->visibility_at (m, nx, ny) < 70)
1510 continue;
1511
1627 for (tmp = get_map_ob (m, nx, ny); tmp; tmp = tmp->above) 1512 for (tmp = GET_MAP_TOP (m, nx, ny); tmp; tmp = tmp->below)
1628 if (QUERY_FLAG (tmp, FLAG_MONSTER)) 1513 if (QUERY_FLAG (tmp, FLAG_MONSTER))
1629 break; 1514 break;
1630 1515
1631 /* There can be living objects that are not monsters */ 1516 /* There can be living objects that are not monsters */
1632 if (!tmp || tmp->type == PLAYER) 1517 if (!tmp || tmp->type == PLAYER)
1639 head = tmp; 1524 head = tmp;
1640 1525
1641 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */ 1526 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */
1642 if (race && head->race && !strstr (race, head->race)) 1527 if (race && head->race && !strstr (race, head->race))
1643 continue; 1528 continue;
1529
1644 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD)) 1530 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD))
1645 continue; 1531 continue;
1646 1532
1647 /* Now do a bunch of stuff related to saving throws */ 1533 /* Now do a bunch of stuff related to saving throws */
1648 best_at = -1; 1534 best_at = -1;
1665 at -= level / 5; 1551 at -= level / 5;
1666 if (did_make_save (head, head->level, at)) 1552 if (did_make_save (head, head->level, at))
1667 continue; 1553 continue;
1668 } 1554 }
1669 else /* spell->attacktype */ 1555 else /* spell->attacktype */
1670 /*
1671 Spell has no attacktype (charm & such), so we'll have a specific saving:
1672 * if spell level < monster level, no go
1673 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) )
1674
1675 The chance will then be in the range [20-70] percent, not too bad.
1676
1677 This is required to fix the 'charm monster' abuse, where a player level 1 can
1678 charm a level 125 monster...
1679
1680 Ryo, august 14th
1681 */
1682 { 1556 {
1557 /*
1558 Spell has no attacktype (charm & such), so we'll have a specific saving:
1559 * if spell level < monster level, no go
1560 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) )
1561
1562 The chance will then be in the range [20-70] percent, not too bad.
1563
1564 This is required to fix the 'charm monster' abuse, where a player level 1 can
1565 charm a level 125 monster...
1566
1567 Ryo, august 14th
1568 */
1683 if (head->level > level) 1569 if (head->level > level)
1684 continue; 1570 continue;
1571
1685 if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + MIN (50, 2 * (level - head->level)))) 1572 if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + MIN (50, 2 * (level - head->level))))
1686 /* Failed, no effect */ 1573 /* Failed, no effect */
1687 continue; 1574 continue;
1688 } 1575 }
1689 1576
1690 /* Done with saving throw. Now start effecting the monster */ 1577 /* Done with saving throw. Now start affecting the monster */
1691 1578
1692 /* aggravation */ 1579 /* aggravation */
1693 if (QUERY_FLAG (spell, FLAG_MONSTER)) 1580 if (QUERY_FLAG (spell, FLAG_MONSTER))
1694 { 1581 {
1695 CLEAR_FLAG (head, FLAG_SLEEP); 1582 CLEAR_FLAG (head, FLAG_SLEEP);
1696 if (QUERY_FLAG (head, FLAG_FRIENDLY))
1697 remove_friendly_object (head); 1583 remove_friendly_object (head);
1698
1699 done_one = 1; 1584 done_one = 1;
1700 head->enemy = op; 1585 head->enemy = op;
1701 } 1586 }
1702 1587
1703 /* calm monsters */ 1588 /* calm monsters */
1712 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK)) 1597 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK))
1713 { 1598 {
1714 SET_FLAG (head, FLAG_BERSERK); 1599 SET_FLAG (head, FLAG_BERSERK);
1715 done_one = 1; 1600 done_one = 1;
1716 } 1601 }
1602
1717 /* charm */ 1603 /* charm */
1718 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY)) 1604 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY))
1719 { 1605 {
1720 SET_FLAG (head, FLAG_FRIENDLY);
1721 /* Prevent uncontolled outbreaks of self replicating monsters. 1606 /* Prevent uncontolled outbreaks of self replicating monsters.
1722 Typical use case is charm, go somwhere, use aggravation to make hostile. 1607 Typical use case is charm, go somwhere, use aggravation to make hostile.
1723 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */ 1608 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */
1724 CLEAR_FLAG (head, FLAG_GENERATOR); 1609 CLEAR_FLAG (head, FLAG_GENERATOR);
1725 set_owner (head, op); 1610 head->set_owner (op);
1726 set_spell_skill (op, caster, spell, head); 1611 set_spell_skill (op, caster, spell, head);
1727 add_friendly_object (head); 1612 add_friendly_object (head);
1728 head->attack_movement = PETMOVE; 1613 head->attack_movement = PETMOVE;
1729 done_one = 1; 1614 done_one = 1;
1730 change_exp (op, head->stats.exp / 2, head->skill, SK_EXP_ADD_SKILL); 1615 change_exp (op, head->stats.exp / 2, head->skill, SK_EXP_ADD_SKILL);
1731 head->stats.exp = 0; 1616 head->stats.exp = 0;
1732 } 1617 }
1733 1618
1734 /* If a monster was effected, put an effect in */ 1619 /* If a monster was effected, put an effect in */
1735 if (done_one && spell->other_arch) 1620 if (done_one && spell->other_arch)
1736 {
1737 tmp = arch_to_object (spell->other_arch); 1621 m->insert (arch_to_object (spell->other_arch), nx, ny, op);
1738 tmp->x = nx;
1739 tmp->y = ny;
1740 insert_ob_in_map (tmp, m, op, 0);
1741 }
1742 } /* for y */ 1622 } /* for y */
1743 1623
1744 return 1; 1624 return 1;
1745} 1625}
1746 1626
1756move_ball_spell (object *op) 1636move_ball_spell (object *op)
1757{ 1637{
1758 int i, j, dam_save, dir, mflags; 1638 int i, j, dam_save, dir, mflags;
1759 sint16 nx, ny, hx, hy; 1639 sint16 nx, ny, hx, hy;
1760 object *owner; 1640 object *owner;
1761 mapstruct *m; 1641 maptile *m;
1762 1642
1763 owner = get_owner (op); 1643 owner = op->owner;
1764 1644
1765 /* the following logic makes sure that the ball doesn't move into a wall, 1645 /* the following logic makes sure that the ball doesn't move into a wall,
1766 * and makes sure that it will move along a wall to try and get at it's 1646 * and makes sure that it will move along a wall to try and get at it's
1767 * victim. The block immediately below more or less chooses a random 1647 * victim. The block immediately below more or less chooses a random
1768 * offset to move the ball, eg, keep it mostly on course, with some 1648 * offset to move the ball, eg, keep it mostly on course, with some
1797 nx = op->x; 1677 nx = op->x;
1798 ny = op->y; 1678 ny = op->y;
1799 m = op->map; 1679 m = op->map;
1800 } 1680 }
1801 1681
1802 remove_ob (op); 1682 m->insert (op, nx, ny, op);
1803 op->y = ny;
1804 op->x = nx;
1805 insert_ob_in_map (op, m, op, 0);
1806 1683
1807 dam_save = op->stats.dam; /* save the original dam: we do halfdam on 1684 dam_save = op->stats.dam; /* save the original dam: we do halfdam on
1808 surrounding squares */ 1685 surrounding squares */
1809 1686
1810 /* loop over current square and neighbors to hit. 1687 /* loop over current square and neighbors to hit.
1811 * if this has an other_arch field, we insert that in 1688 * if this has an other_arch field, we insert that in
1812 * the surround spaces. 1689 * the surround spaces.
1813 */ 1690 */
1814 for (j = 0; j < 9; j++) 1691 for (j = 0; j < 9; j++)
1815 { 1692 {
1816 object *new_ob;
1817
1818 hx = nx + freearr_x[j]; 1693 hx = nx + freearr_x[j];
1819 hy = ny + freearr_y[j]; 1694 hy = ny + freearr_y[j];
1820 1695
1821 m = op->map; 1696 m = op->map;
1822 mflags = get_map_flags (m, &m, hx, hy, &hx, &hy); 1697 mflags = get_map_flags (m, &m, hx, hy, &hx, &hy);
1836 1711
1837 } 1712 }
1838 1713
1839 /* insert the other arch */ 1714 /* insert the other arch */
1840 if (op->other_arch && !(OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy)))) 1715 if (op->other_arch && !(OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy))))
1841 { 1716 m->insert (arch_to_object (op->other_arch), hx, hy, op);
1842 new_ob = arch_to_object (op->other_arch);
1843 new_ob->x = hx;
1844 new_ob->y = hy;
1845 insert_ob_in_map (new_ob, m, op, 0);
1846 }
1847 } 1717 }
1848 1718
1849 /* restore to the center location and damage */ 1719 /* restore to the center location and damage */
1850 op->stats.dam = dam_save; 1720 op->stats.dam = dam_save;
1851 1721
1852 i = spell_find_dir (op->map, op->x, op->y, get_owner (op)); 1722 i = spell_find_dir (op->map, op->x, op->y, op->owner);
1853 1723
1854 if (i >= 0) 1724 if (i >= 0)
1855 { /* we have a preferred direction! */ 1725 { /* we have a preferred direction! */
1856 /* pick another direction if the preferred dir is blocked. */ 1726 /* pick another direction if the preferred dir is blocked. */
1857 if (get_map_flags (op->map, &m, nx + freearr_x[i], ny + freearr_y[i], &hx, &hy) & P_OUT_OF_MAP || 1727 if (get_map_flags (op->map, &m, nx + freearr_x[i], ny + freearr_y[i], &hx, &hy) & P_OUT_OF_MAP ||
1858 OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy))) 1728 OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy)))
1859 {
1860 i = absdir (i + rndm (0, 2) - 1); /* -1, 0, +1 */ 1729 i = absdir (i + rndm (0, 2) - 1); /* -1, 0, +1 */
1861 } 1730
1862 op->direction = i; 1731 op->direction = i;
1863 } 1732 }
1864} 1733}
1865 1734
1866 1735
1878#if 0 1747#if 0
1879 static int cardinal_adjust[9] = { -3, -2, -1, 0, 0, 0, 1, 2, 3 }; 1748 static int cardinal_adjust[9] = { -3, -2, -1, 0, 0, 0, 1, 2, 3 };
1880 static int diagonal_adjust[10] = { -3, -2, -2, -1, 0, 0, 1, 2, 2, 3 }; 1749 static int diagonal_adjust[10] = { -3, -2, -2, -1, 0, 0, 1, 2, 2, 3 };
1881 sint16 target_x, target_y, origin_x, origin_y; 1750 sint16 target_x, target_y, origin_x, origin_y;
1882 int adjustdir; 1751 int adjustdir;
1883 mapstruct *m; 1752 maptile *m;
1884#endif 1753#endif
1885 int basedir; 1754 int basedir;
1886 object *owner; 1755 object *owner;
1887 1756
1888 owner = get_owner (op); 1757 owner = op->owner;
1889 if (op->duration == 0 || owner == NULL) 1758 if (op->duration == 0 || owner == NULL)
1890 { 1759 {
1891 remove_ob (op); 1760 op->destroy ();
1892 free_object (op);
1893 return; 1761 return;
1894 } 1762 }
1763
1895 op->duration--; 1764 op->duration--;
1896 1765
1897 basedir = op->direction; 1766 basedir = op->direction;
1898 if (basedir == 0) 1767 if (basedir == 0)
1899 { 1768 {
1904#if 0 1773#if 0
1905 // this is bogus: it causes wrong places to be checked below 1774 // this is bogus: it causes wrong places to be checked below
1906 // (a wall 2 cells away will block the effect...) and 1775 // (a wall 2 cells away will block the effect...) and
1907 // doesn't work for SP_BULLET anyhow, so again tests the wrong 1776 // doesn't work for SP_BULLET anyhow, so again tests the wrong
1908 // space. 1777 // space.
1909 // should be fixed later, but correctness before featurs... 1778 // should be fixed later, but correctness before features...
1910 // (schmorp) 1779 // (schmorp)
1911 1780
1912 /* new offset calculation to make swarm element distribution 1781 /* new offset calculation to make swarm element distribution
1913 * more uniform 1782 * more uniform
1914 */ 1783 */
1996 1865
1997 if (!spell->other_arch) 1866 if (!spell->other_arch)
1998 return 0; 1867 return 0;
1999 1868
2000 tmp = get_archetype (SWARM_SPELL); 1869 tmp = get_archetype (SWARM_SPELL);
2001 tmp->x = op->x;
2002 tmp->y = op->y;
2003 set_owner (tmp, op); /* needed so that if swarm elements kill, caster gets xp. */ 1870 tmp->set_owner (op); /* needed so that if swarm elements kill, caster gets xp. */
2004 set_spell_skill (op, caster, spell, tmp); 1871 set_spell_skill (op, caster, spell, tmp);
2005 1872
2006 tmp->level = caster_level (caster, spell); /*needed later, to get level dep. right. */ 1873 tmp->level = caster_level (caster, spell); /*needed later, to get level dep. right. */
2007 tmp->spell = arch_to_object (spell->other_arch); 1874 tmp->spell = arch_to_object (spell->other_arch);
2008 1875
2009 tmp->attacktype = tmp->spell->attacktype; 1876 tmp->attacktype = tmp->spell->attacktype;
2010 1877
2011 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) 1878 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
2012 {
2013 if (!tailor_god_spell (tmp, op)) 1879 if (!tailor_god_spell (tmp, op))
2014 return 1; 1880 return 1;
2015 } 1881
2016 tmp->duration = SP_level_duration_adjust (caster, spell); 1882 tmp->duration = SP_level_duration_adjust (caster, spell);
2017 for (i = 0; i < spell->duration; i++) 1883 for (i = 0; i < spell->duration; i++)
2018 tmp->duration += die_roll (1, 3, op, PREFER_HIGH); 1884 tmp->duration += die_roll (1, 3, op, PREFER_HIGH);
2019 1885
2020 tmp->direction = dir; 1886 tmp->direction = dir;
2021 tmp->invisible = 1; 1887 tmp->invisible = 1;
2022 insert_ob_in_map (tmp, op->map, op, 0); 1888
1889 tmp->insert_at (op, op);
2023 return 1; 1890 return 1;
2024} 1891}
2025 1892
2026 1893
2027/* See the spells documentation file for why this is its own 1894/* See the spells documentation file for why this is its own
2031cast_light (object *op, object *caster, object *spell, int dir) 1898cast_light (object *op, object *caster, object *spell, int dir)
2032{ 1899{
2033 object *target = NULL, *tmp = NULL; 1900 object *target = NULL, *tmp = NULL;
2034 sint16 x, y; 1901 sint16 x, y;
2035 int dam, mflags; 1902 int dam, mflags;
2036 mapstruct *m; 1903 maptile *m;
2037 1904
2038 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1905 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
2039 1906
2040 if (!dir) 1907 if (!dir)
2041 { 1908 {
2055 return 0; 1922 return 0;
2056 } 1923 }
2057 1924
2058 if (mflags & P_IS_ALIVE && spell->attacktype) 1925 if (mflags & P_IS_ALIVE && spell->attacktype)
2059 { 1926 {
2060 for (target = get_map_ob (m, x, y); target; target = target->above) 1927 for (target = GET_MAP_OB (m, x, y); target; target = target->above)
2061 if (QUERY_FLAG (target, FLAG_MONSTER)) 1928 if (QUERY_FLAG (target, FLAG_MONSTER))
2062 { 1929 {
2063 /* oky doky. got a target monster. Lets make a blinding attack */ 1930 /* oky doky. got a target monster. Lets make a blinding attack */
2064 if (target->head) 1931 if (target->head)
2065 target = target->head; 1932 target = target->head;
2087 { 1954 {
2088 tmp->glow_radius = spell->range + SP_level_range_adjust (caster, spell); 1955 tmp->glow_radius = spell->range + SP_level_range_adjust (caster, spell);
2089 if (tmp->glow_radius > MAX_LIGHT_RADII) 1956 if (tmp->glow_radius > MAX_LIGHT_RADII)
2090 tmp->glow_radius = MAX_LIGHT_RADII; 1957 tmp->glow_radius = MAX_LIGHT_RADII;
2091 } 1958 }
2092 tmp->x = x; 1959
2093 tmp->y = y; 1960 m->insert (tmp, x, y, op);
2094 insert_ob_in_map (tmp, m, op, 0);
2095 return 1; 1961 return 1;
2096} 1962}
2097
2098
2099
2100 1963
2101/* cast_cause_disease: this spell looks along <dir> from the 1964/* cast_cause_disease: this spell looks along <dir> from the
2102 * player and infects someone. 1965 * player and infects someone.
2103 * op is the player/monster, caster is the object, dir is the direction 1966 * op is the player/monster, caster is the object, dir is the direction
2104 * to cast, disease_arch is the specific disease, and type is the spell number 1967 * to cast, disease_arch is the specific disease, and type is the spell number
2105 * perhaps this should actually be in disease.c? 1968 * perhaps this should actually be in disease.c?
2106 */ 1969 */
2107
2108int 1970int
2109cast_cause_disease (object *op, object *caster, object *spell, int dir) 1971cast_cause_disease (object *op, object *caster, object *spell, int dir)
2110{ 1972{
2111 sint16 x, y; 1973 sint16 x, y;
2112 int i, mflags, range, dam_mod, dur_mod; 1974 int i, mflags, range, dam_mod, dur_mod;
2113 object *walk; 1975 object *walk;
2114 mapstruct *m; 1976 maptile *m;
2115 1977
2116 x = op->x; 1978 x = op->x;
2117 y = op->y; 1979 y = op->y;
2118 1980
2119 /* If casting from a scroll, no direction will be available, so refer to the 1981 /* If casting from a scroll, no direction will be available, so refer to the
2120 * direction the player is pointing. 1982 * direction the player is pointing.
2121 */ 1983 */
2122 if (!dir) 1984 if (!dir)
2123 dir = op->facing; 1985 dir = op->facing;
1986
2124 if (!dir) 1987 if (!dir)
2125 return 0; /* won't find anything if casting on ourself, so just return */ 1988 return 0; /* won't find anything if casting on ourself, so just return */
2126 1989
2127 /* Calculate these once here */ 1990 /* Calculate these once here */
2128 range = spell->range + SP_level_range_adjust (caster, spell); 1991 range = spell->range + SP_level_range_adjust (caster, spell);
2147 2010
2148 /* Only bother looking on this space if there is something living here */ 2011 /* Only bother looking on this space if there is something living here */
2149 if (mflags & P_IS_ALIVE) 2012 if (mflags & P_IS_ALIVE)
2150 { 2013 {
2151 /* search this square for a victim */ 2014 /* search this square for a victim */
2152 for (walk = get_map_ob (m, x, y); walk; walk = walk->above) 2015 for (walk = GET_MAP_OB (m, x, y); walk; walk = walk->above)
2153 if (QUERY_FLAG (walk, FLAG_MONSTER) || (walk->type == PLAYER)) 2016 if (QUERY_FLAG (walk, FLAG_MONSTER) || (walk->type == PLAYER))
2154 { /* found a victim */ 2017 { /* found a victim */
2155 object *disease = arch_to_object (spell->other_arch); 2018 object *disease = arch_to_object (spell->other_arch);
2156 2019
2157 set_owner (disease, op); 2020 disease->set_owner (op);
2158 set_spell_skill (op, caster, spell, disease); 2021 set_spell_skill (op, caster, spell, disease);
2159 disease->stats.exp = 0; 2022 disease->stats.exp = 0;
2160 disease->level = caster_level (caster, spell); 2023 disease->level = caster_level (caster, spell);
2161 2024
2162 /* do level adjustments */ 2025 /* do level adjustments */
2163 if (disease->stats.wc) 2026 if (disease->stats.wc)
2164 disease->stats.wc += dur_mod / 2; 2027 disease->stats.wc += dur_mod / 2;
2165 2028
2166 if (disease->magic > 0) 2029 if (disease->magic > 0)
2167 disease->magic += dur_mod / 4; 2030 disease->magic += dur_mod / 8;
2168 2031
2169 if (disease->stats.maxhp > 0) 2032 if (disease->stats.maxhp > 0)
2170 disease->stats.maxhp += dur_mod; 2033 disease->stats.maxhp += dur_mod;
2171 2034
2172 if (disease->stats.maxgrace > 0) 2035 if (disease->stats.maxgrace > 0)
2207 if (disease->stats.sp) 2070 if (disease->stats.sp)
2208 disease->stats.sp -= dam_mod; 2071 disease->stats.sp -= dam_mod;
2209 2072
2210 if (infect_object (walk, disease, 1)) 2073 if (infect_object (walk, disease, 1))
2211 { 2074 {
2212 object *flash; /* visual effect for inflicting disease */
2213
2214 new_draw_info_format (NDI_UNIQUE, 0, op, "You inflict %s on %s!", &disease->name, &walk->name); 2075 new_draw_info_format (NDI_UNIQUE, 0, op, "You inflict %s on %s!", &disease->name, &walk->name);
2215 2076
2216 free_object (disease); /* don't need this one anymore */ 2077 disease->destroy (); /* don't need this one anymore */
2217 flash = get_archetype (ARCH_DETECT_MAGIC); 2078 walk->map->insert (get_archetype ("detect_magic"), x, y, op);
2218 flash->x = x;
2219 flash->y = y;
2220 flash->map = walk->map;
2221 insert_ob_in_map (flash, walk->map, op, 0);
2222 return 1; 2079 return 1;
2223 } 2080 }
2224 free_object (disease); 2081
2082 disease->destroy ();
2225 } 2083 }
2226 } /* if living creature */ 2084 } /* if living creature */
2227 } /* for range of spaces */ 2085 } /* for range of spaces */
2086
2228 new_draw_info (NDI_UNIQUE, 0, op, "No one caught anything!"); 2087 new_draw_info (NDI_UNIQUE, 0, op, "No one caught anything!");
2229 return 1; 2088 return 1;
2230} 2089}

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