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Comparing deliantra/server/server/spell_attack.C (file contents):
Revision 1.15 by root, Sat Sep 16 22:24:13 2006 UTC vs.
Revision 1.41 by root, Sat Jun 9 21:16:12 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
4 Copyright (C) 2002-2003 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002-2003,2007 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Crossfire TRT is free software; you can redistribute it and/or modify it
8 it under the terms of the GNU General Public License as published by 9 * under the terms of the GNU General Public License as published by the Free
9 the Free Software Foundation; either version 2 of the License, or 10 * Software Foundation; either version 2 of the License, or (at your option)
10 (at your option) any later version. 11 * any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful, but
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License
15 GNU General Public License for more details. 16 * for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License along
18 along with this program; if not, write to the Free Software 19 * with Crossfire TRT; if not, write to the Free Software Foundation, Inc. 51
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
20 21 *
21 The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <crossfire@schmorp.de>
22*/ 23 */
23 24
24/* This file contains all the spell attack code. Grouping this code 25/* This file contains all the spell attack code. Grouping this code
25 * together should hopefully make it easier to find the relevent bits 26 * together should hopefully make it easier to find the relevent bits
26 * of code 27 * of code
27 */ 28 */
28 29
29#include <global.h> 30#include <global.h>
30#include <object.h> 31#include <object.h>
31#include <living.h> 32#include <living.h>
32#ifndef __CEXTRACT__
33# include <sproto.h> 33#include <sproto.h>
34#endif
35#include <spells.h> 34#include <spells.h>
36#include <sounds.h> 35#include <sounds.h>
37 36
38/* this function checks to see if a spell pushes objects as well 37/* this function checks to see if a spell pushes objects as well
39 * as flies over and damages them (only used for cones for now) 38 * as flies over and damages them (only used for cones for now)
57 { 56 {
58 weight_move = op->weight + (op->weight * op->level) / 3; 57 weight_move = op->weight + (op->weight * op->level) / 3;
59 /*LOG (llevDebug, "DEBUG: arch weighs %d and masses %d (%s,level %d)\n", op->weight,weight_move,op->name,op->level); */ 58 /*LOG (llevDebug, "DEBUG: arch weighs %d and masses %d (%s,level %d)\n", op->weight,weight_move,op->name,op->level); */
60 } 59 }
61 60
62 for (tmp = get_map_ob (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 61 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
63 { 62 {
64 int num_sections = 1; 63 int num_sections = 1;
65 64
66 /* don't move DM */ 65 /* don't move DM */
67 if (QUERY_FLAG (tmp, FLAG_WIZ)) 66 if (QUERY_FLAG (tmp, FLAG_WIZ))
140 139
141 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (m, sx, sy))) 140 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (m, sx, sy)))
142 return; 141 return;
143 142
144 /* OK, we made a fork */ 143 /* OK, we made a fork */
145 new_bolt = get_object (); 144 new_bolt = tmp->clone ();
146 copy_object (tmp, new_bolt);
147 145
148 /* reduce chances of subsequent forking */ 146 /* reduce chances of subsequent forking */
149 new_bolt->stats.Dex -= 10; 147 new_bolt->stats.Dex -= 10;
150 tmp->stats.Dex -= 10; /* less forks from main bolt too */ 148 tmp->stats.Dex -= 10; /* less forks from main bolt too */
151 new_bolt->stats.Con += 25 * new_dir; /* adjust the left bias */ 149 new_bolt->stats.Con += 25 * new_dir; /* adjust the left bias */
152 new_bolt->speed_left = -0.1; 150 new_bolt->speed_left = -0.1f;
153 new_bolt->direction = t_dir; 151 new_bolt->direction = t_dir;
154 new_bolt->duration++; 152 new_bolt->duration++;
155 new_bolt->x = sx;
156 new_bolt->y = sy;
157 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */ 153 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */
158 new_bolt->stats.dam++; 154 new_bolt->stats.dam++;
159 tmp->stats.dam /= 2; /* reduce father bolt damage */ 155 tmp->stats.dam /= 2; /* reduce father bolt damage */
160 tmp->stats.dam++; 156 tmp->stats.dam++;
161 new_bolt = insert_ob_in_map (new_bolt, m, op, 0); 157 if ((new_bolt = m->insert (new_bolt, sx, sy, op)))
162 update_turn_face (new_bolt); 158 update_turn_face (new_bolt);
163} 159}
164 160
165/* move_bolt: moves bolt 'op'. Basically, it just advances a space, 161/* move_bolt: moves bolt 'op'. Basically, it just advances a space,
166 * and checks for various things that may stop it. 162 * and checks for various things that may stop it.
167 */ 163 */
168 164
169void 165void
170move_bolt (object *op) 166move_bolt (object *op)
171{ 167{
172 object *tmp;
173 int mflags; 168 int mflags;
174 sint16 x, y; 169 sint16 x, y;
175 maptile *m; 170 maptile *m;
176 171
177 if (--(op->duration) < 0) 172 if (--op->duration < 0)
178 { 173 {
179 remove_ob (op); 174 op->destroy ();
180 free_object (op);
181 return; 175 return;
182 } 176 }
183 177
184 hit_map (op, 0, op->attacktype, 1); 178 hit_map (op, 0, op->attacktype, 1);
185 179
186 if (!op->direction) 180 if (!op->direction)
187 return; 181 return;
188 182
189 if (--op->range < 0) 183 if (--op->range < 0)
190 {
191 op->range = 0; 184 op->range = 0;
192 }
193 else 185 else
194 { 186 {
195 x = op->x + DIRX (op); 187 x = op->x + DIRX (op);
196 y = op->y + DIRY (op); 188 y = op->y + DIRY (op);
197 m = op->map; 189 m = op->map;
205 * on the space. So only call reflwall if we think the data it returns 197 * on the space. So only call reflwall if we think the data it returns
206 * will be useful. 198 * will be useful.
207 */ 199 */
208 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)) || ((mflags & P_IS_ALIVE) && reflwall (m, x, y, op))) 200 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)) || ((mflags & P_IS_ALIVE) && reflwall (m, x, y, op)))
209 { 201 {
210
211 if (!QUERY_FLAG (op, FLAG_REFLECTING)) 202 if (!QUERY_FLAG (op, FLAG_REFLECTING))
212 return; 203 return;
213 204
214 /* Since walls don't run diagonal, if the bolt is in 205 /* Since walls don't run diagonal, if the bolt is in
215 * one of 4 main directions, it just reflects back in the 206 * one of 4 main directions, it just reflects back in the
245 else if (left) 236 else if (left)
246 op->direction = absdir (op->direction + 2); 237 op->direction = absdir (op->direction + 2);
247 else if (right) 238 else if (right)
248 op->direction = absdir (op->direction - 2); 239 op->direction = absdir (op->direction - 2);
249 } 240 }
241
250 update_turn_face (op); /* A bolt *must* be IS_TURNABLE */ 242 update_turn_face (op); /* A bolt *must* be IS_TURNABLE */
251 return; 243 return;
252 } 244 }
253 else 245 else
254 { /* Create a copy of this object and put it ahead */ 246 { /* Create a copy of this object and put it ahead */
255 tmp = get_object (); 247 object *tmp = op->clone ();
256 copy_object (op, tmp); 248
249 m->insert (tmp, x, y, op);
257 tmp->speed_left = -0.1; 250 tmp->speed_left = -0.1f;
258 tmp->x += DIRX (tmp), tmp->y += DIRY (tmp);
259 tmp = insert_ob_in_map (tmp, op->map, op, 0);
260 /* To make up for the decrease at the top of the function */ 251 /* To make up for the decrease at the top of the function */
261 tmp->duration++; 252 tmp->duration++;
262 253
263 /* New forking code. Possibly create forks of this object 254 /* New forking code. Possibly create forks of this object
264 * going off in other directions. 255 * going off in other directions.
265 */ 256 */
266
267 if (rndm (0, 99) < tmp->stats.Dex) 257 if (rndm (0, 99) < tmp->stats.Dex)
268 { /* stats.Dex % of forking */ 258 { /* stats.Dex % of forking */
269 forklightning (op, tmp); 259 forklightning (op, tmp);
270 } 260 }
261
271 /* In this way, the object left behind sticks on the space, but 262 /* In this way, the object left behind sticks on the space, but
272 * doesn't create any bolts that continue to move onward. 263 * doesn't create any bolts that continue to move onward.
273 */ 264 */
274 op->range = 0; 265 op->range = 0;
275 } /* copy object and move it along */ 266 } /* copy object and move it along */
282 * we remove the magic flag - that can be derived from 273 * we remove the magic flag - that can be derived from
283 * spob->attacktype. 274 * spob->attacktype.
284 * This function sets up the appropriate owner and skill 275 * This function sets up the appropriate owner and skill
285 * pointers. 276 * pointers.
286 */ 277 */
287
288int 278int
289fire_bolt (object *op, object *caster, int dir, object *spob, object *skill) 279fire_bolt (object *op, object *caster, int dir, object *spob, object *skill)
290{ 280{
291 object *tmp = NULL; 281 object *tmp = NULL;
292 int mflags; 282 int mflags;
310 300
311 tmp->direction = dir; 301 tmp->direction = dir;
312 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) 302 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
313 SET_ANIMATION (tmp, dir); 303 SET_ANIMATION (tmp, dir);
314 304
315 set_owner (tmp, op); 305 tmp->set_owner (op);
316 set_spell_skill (op, caster, spob, tmp); 306 set_spell_skill (op, caster, spob, tmp);
317 307
318 tmp->x = op->x + DIRX (tmp); 308 tmp->x = op->x + DIRX (tmp);
319 tmp->y = op->y + DIRY (tmp); 309 tmp->y = op->y + DIRY (tmp);
320 tmp->map = op->map; 310 tmp->map = op->map;
321 311
312 maptile *newmap;
322 mflags = get_map_flags (tmp->map, &tmp->map, tmp->x, tmp->y, &tmp->x, &tmp->y); 313 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y);
323 if (mflags & P_OUT_OF_MAP) 314 if (mflags & P_OUT_OF_MAP)
324 { 315 {
325 free_object (tmp); 316 tmp->destroy ();
326 return 0; 317 return 0;
327 } 318 }
319
320 tmp->map = newmap;
321
328 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y))) 322 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y)))
329 { 323 {
330 if (!QUERY_FLAG (tmp, FLAG_REFLECTING)) 324 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
331 { 325 {
332 free_object (tmp); 326 tmp->destroy ();
333 return 0; 327 return 0;
334 } 328 }
329
335 tmp->x = op->x; 330 tmp->x = op->x;
336 tmp->y = op->y; 331 tmp->y = op->y;
337 tmp->direction = absdir (tmp->direction + 4); 332 tmp->direction = absdir (tmp->direction + 4);
338 tmp->map = op->map; 333 tmp->map = op->map;
339 } 334 }
340 if ((tmp = insert_ob_in_map (tmp, tmp->map, op, 0)) != NULL) 335
336 if ((tmp = tmp->insert_at (tmp, op)))
341 move_bolt (tmp); 337 move_bolt (tmp);
338
342 return 1; 339 return 1;
343} 340}
344
345
346 341
347/*************************************************************************** 342/***************************************************************************
348 * 343 *
349 * BULLET/BALL CODE 344 * BULLET/BALL CODE
350 * 345 *
355 * At least that is what I think this does. 350 * At least that is what I think this does.
356 */ 351 */
357void 352void
358explosion (object *op) 353explosion (object *op)
359{ 354{
360 object *tmp;
361 maptile *m = op->map; 355 maptile *m = op->map;
362 int i; 356 int i;
363 357
364 if (--(op->duration) < 0) 358 if (--op->duration < 0)
365 { 359 {
366 remove_ob (op); 360 op->destroy ();
367 free_object (op);
368 return; 361 return;
369 } 362 }
363
370 hit_map (op, 0, op->attacktype, 0); 364 hit_map (op, 0, op->attacktype, 0);
371 365
372 if (op->range > 0) 366 if (op->range > 0)
373 { 367 {
374 for (i = 1; i < 9; i++) 368 for (i = 1; i < 9; i++)
375 { 369 {
376 sint16 dx, dy; 370 sint16 dx, dy;
377 371
378 dx = op->x + freearr_x[i]; 372 dx = op->x + freearr_x[i];
379 dy = op->y + freearr_y[i]; 373 dy = op->y + freearr_y[i];
374
380 /* ok_to_put_more already does things like checks for walls, 375 /* ok_to_put_more already does things like checks for walls,
381 * out of map, etc. 376 * out of map, etc.
382 */ 377 */
383 if (ok_to_put_more (op->map, dx, dy, op, op->attacktype)) 378 if (ok_to_put_more (op->map, dx, dy, op, op->attacktype))
384 { 379 {
385 tmp = get_object (); 380 object *tmp = op->clone ();
386 copy_object (op, tmp); 381
387 tmp->state = 0; 382 tmp->state = 0;
388 tmp->speed_left = -0.21; 383 tmp->speed_left = -0.21f;
389 tmp->range--; 384 tmp->range--;
390 tmp->value = 0; 385 tmp->value = 0;
391 tmp->x = dx; 386
392 tmp->y = dy; 387 m->insert (tmp, dx, dy, op);
393 insert_ob_in_map (tmp, m, op, 0);
394 } 388 }
395 } 389 }
396 } 390 }
397} 391}
398
399 392
400/* Causes an object to explode, eg, a firebullet, 393/* Causes an object to explode, eg, a firebullet,
401 * poison cloud ball, etc. op is the object to 394 * poison cloud ball, etc. op is the object to
402 * explode. 395 * explode.
403 */ 396 */
407 object *tmp, *owner; 400 object *tmp, *owner;
408 401
409 if (op->other_arch == NULL) 402 if (op->other_arch == NULL)
410 { 403 {
411 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n"); 404 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n");
412 remove_ob (op); 405 op->destroy ();
413 free_object (op);
414 return; 406 return;
415 } 407 }
416 408
417 if (op->env) 409 if (op->env)
418 { 410 {
419 object *env;
420
421 env = object_get_env_recursive (op); 411 object *env = object_get_env_recursive (op);
422 if (env->map == NULL || out_of_map (env->map, env->x, env->y)) 412 if (env->map == NULL || out_of_map (env->map, env->x, env->y))
423 { 413 {
424 LOG (llevError, "BUG: explode_bullet(): env out of map\n"); 414 LOG (llevError, "BUG: explode_bullet(): env out of map\n");
425 remove_ob (op); 415 op->destroy ();
426 free_object (op);
427 return; 416 return;
428 } 417 }
429 remove_ob (op); 418
430 op->x = env->x; 419 op->insert_at (env, op, INS_NO_MERGE | INS_NO_WALK_ON);
431 op->y = env->y;
432 insert_ob_in_map (op, env->map, op, INS_NO_MERGE | INS_NO_WALK_ON);
433 } 420 }
434 else if (out_of_map (op->map, op->x, op->y)) 421 else if (out_of_map (op->map, op->x, op->y))
435 { 422 {
436 LOG (llevError, "BUG: explode_bullet(): op out of map\n"); 423 LOG (llevError, "BUG: explode_bullet(): op out of map\n");
437 remove_ob (op); 424 op->destroy ();
438 free_object (op);
439 return; 425 return;
440 } 426 }
441 427
442 // 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
443 // 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
444 // bad at the moment that might happen from this. 430 // bad at the moment that might happen from this.
445 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)
446 { 432 {
447 remove_ob (op); 433 op->destroy ();
448 free_object (op);
449 return; 434 return;
450 } 435 }
451 436
452 if (op->attacktype) 437 if (op->attacktype)
453 { 438 {
457 } 442 }
458 443
459 /* other_arch contains what this explodes into */ 444 /* other_arch contains what this explodes into */
460 tmp = arch_to_object (op->other_arch); 445 tmp = arch_to_object (op->other_arch);
461 446
462 copy_owner (tmp, op); 447 tmp->set_owner (op);
463 tmp->skill = op->skill; 448 tmp->skill = op->skill;
464 449
465 owner = get_owner (op); 450 owner = op->owner;
466 451
467 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))
468 { 453 {
469 remove_ob (op); 454 op->destroy ();
470 free_object (op);
471 return; 455 return;
472 } 456 }
473
474 tmp->x = op->x;
475 tmp->y = op->y;
476 457
477 /* special for bombs - it actually has sane values for these */ 458 /* special for bombs - it actually has sane values for these */
478 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB) 459 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB)
479 { 460 {
480 tmp->attacktype = op->attacktype; 461 tmp->attacktype = op->attacktype;
484 } 465 }
485 else 466 else
486 { 467 {
487 if (op->attacktype & AT_MAGIC) 468 if (op->attacktype & AT_MAGIC)
488 tmp->attacktype |= AT_MAGIC; 469 tmp->attacktype |= AT_MAGIC;
470
489 /* Spell doc describes what is going on here */ 471 /* Spell doc describes what is going on here */
490 tmp->stats.dam = op->dam_modifier; 472 tmp->stats.dam = op->dam_modifier;
491 tmp->range = op->stats.maxhp; 473 tmp->range = op->stats.maxhp;
492 tmp->duration = op->stats.hp; 474 tmp->duration = op->stats.hp;
493 /* 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 -
501 tmp->stats.sp = op->direction; 483 tmp->stats.sp = op->direction;
502 484
503 /* Prevent recursion */ 485 /* Prevent recursion */
504 op->move_on = 0; 486 op->move_on = 0;
505 487
506 insert_ob_in_map (tmp, op->map, op, 0); 488 tmp->insert_at (op, op);
507 /* remove the firebullet */ 489 /* remove the firebullet */
508 if (!op->destroyed ()) 490 op->destroy ();
509 {
510 remove_ob (op);
511 free_object (op);
512 }
513} 491}
514
515
516 492
517/* checks to see what op should do, given the space it is on 493/* checks to see what op should do, given the space it is on
518 * (eg, explode, damage player, etc) 494 * (eg, explode, damage player, etc)
519 */ 495 */
520
521void 496void
522check_bullet (object *op) 497check_bullet (object *op)
523{ 498{
524 object *tmp; 499 object *tmp;
525 int dam, mflags; 500 int dam, mflags;
540 515
541 /* If nothing alive on this space, no reason to do anything further */ 516 /* If nothing alive on this space, no reason to do anything further */
542 if (!(mflags & P_IS_ALIVE)) 517 if (!(mflags & P_IS_ALIVE))
543 return; 518 return;
544 519
545 for (tmp = get_map_ob (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 520 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
546 { 521 {
547 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 522 if (QUERY_FLAG (tmp, FLAG_ALIVE))
548 { 523 {
549 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1); 524 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1);
550 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0) 525 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0)
551 { 526 {
552 if (!QUERY_FLAG (op, FLAG_REMOVED)) 527 if (!QUERY_FLAG (op, FLAG_REMOVED))
553 { 528 {
554 remove_ob (op); 529 op->destroy ();
555 free_object (op);
556 return; 530 return;
557 } 531 }
558 } 532 }
559 } 533 }
560 } 534 }
561} 535}
562
563 536
564/* Basically, we move 'op' one square, and if it hits something, 537/* Basically, we move 'op' one square, and if it hits something,
565 * call check_bullet. 538 * call check_bullet.
566 * This function is only applicable to bullets, but not to all 539 * This function is only applicable to bullets, but not to all
567 * fired arches (eg, bolts). 540 * fired arches (eg, bolts).
568 */ 541 */
569
570void 542void
571move_bullet (object *op) 543move_bullet (object *op)
572{ 544{
573 sint16 new_x, new_y; 545 sint16 new_x, new_y;
574 int mflags; 546 int mflags;
589 561
590 /* Reached the end of its life - remove it */ 562 /* Reached the end of its life - remove it */
591 if (--op->range <= 0) 563 if (--op->range <= 0)
592 { 564 {
593 if (op->other_arch) 565 if (op->other_arch)
594 {
595 explode_bullet (op); 566 explode_bullet (op);
596 }
597 else 567 else
598 { 568 op->destroy ();
599 remove_ob (op); 569
600 free_object (op);
601 }
602 return; 570 return;
603 } 571 }
604 572
605 new_x = op->x + DIRX (op); 573 new_x = op->x + DIRX (op);
606 new_y = op->y + DIRY (op); 574 new_y = op->y + DIRY (op);
607 m = op->map; 575 m = op->map;
608 mflags = get_map_flags (m, &m, new_x, new_y, &new_x, &new_y); 576 mflags = get_map_flags (m, &m, new_x, new_y, &new_x, &new_y);
609 577
610 if (mflags & P_OUT_OF_MAP) 578 if (mflags & P_OUT_OF_MAP)
611 { 579 {
612 remove_ob (op); 580 op->destroy ();
613 free_object (op);
614 return; 581 return;
615 } 582 }
616 583
617 if (!op->direction || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y))) 584 if (!op->direction || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y)))
618 { 585 {
619 if (op->other_arch) 586 if (op->other_arch)
620 {
621 explode_bullet (op); 587 explode_bullet (op);
622 }
623 else 588 else
624 { 589 op->destroy ();
625 remove_ob (op); 590
626 free_object (op);
627 }
628 return; 591 return;
629 } 592 }
630 593
631 remove_ob (op); 594 if (!(op = m->insert (op, new_x, new_y, op)))
632 op->x = new_x;
633 op->y = new_y;
634 if ((op = insert_ob_in_map (op, m, op, 0)) == NULL)
635 return; 595 return;
636 596
637 if (reflwall (op->map, op->x, op->y, op)) 597 if (reflwall (op->map, op->x, op->y, op))
638 { 598 {
639 op->direction = absdir (op->direction + 4); 599 op->direction = absdir (op->direction + 4);
640 update_turn_face (op); 600 update_turn_face (op);
641 } 601 }
642 else 602 else
643 {
644 check_bullet (op); 603 check_bullet (op);
645 }
646} 604}
647
648
649
650 605
651/* fire_bullet 606/* fire_bullet
652 * object op (cast from caster) files a bolt in dir. 607 * object op (cast from caster) files a bolt in dir.
653 * spob is the spell object for the bolt. 608 * spob is the spell object for the bolt.
654 * we remove the magic flag - that can be derived from 609 * we remove the magic flag - that can be derived from
655 * spob->attacktype. 610 * spob->attacktype.
656 * This function sets up the appropriate owner and skill 611 * This function sets up the appropriate owner and skill
657 * pointers. 612 * pointers.
658 */ 613 */
659
660int 614int
661fire_bullet (object *op, object *caster, int dir, object *spob) 615fire_bullet (object *op, object *caster, int dir, object *spob)
662{ 616{
663 object *tmp = NULL; 617 object *tmp = NULL;
664 int mflags; 618 int mflags;
685 639
686 tmp->direction = dir; 640 tmp->direction = dir;
687 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) 641 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
688 SET_ANIMATION (tmp, dir); 642 SET_ANIMATION (tmp, dir);
689 643
690 set_owner (tmp, op); 644 tmp->set_owner (op);
691 set_spell_skill (op, caster, spob, tmp); 645 set_spell_skill (op, caster, spob, tmp);
692 646
693 tmp->x = op->x + freearr_x[dir]; 647 tmp->x = op->x + freearr_x[dir];
694 tmp->y = op->y + freearr_y[dir]; 648 tmp->y = op->y + freearr_y[dir];
695 tmp->map = op->map; 649 tmp->map = op->map;
696 650
651 maptile *newmap;
697 mflags = get_map_flags (tmp->map, &tmp->map, tmp->x, tmp->y, &tmp->x, &tmp->y); 652 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y);
698 if (mflags & P_OUT_OF_MAP) 653 if (mflags & P_OUT_OF_MAP)
699 { 654 {
700 free_object (tmp); 655 tmp->destroy ();
701 return 0; 656 return 0;
702 } 657 }
658
659 tmp->map = newmap;
660
703 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y))) 661 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y)))
704 { 662 {
705 if (!QUERY_FLAG (tmp, FLAG_REFLECTING)) 663 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
706 { 664 {
707 free_object (tmp); 665 tmp->destroy ();
708 return 0; 666 return 0;
709 } 667 }
668
710 tmp->x = op->x; 669 tmp->x = op->x;
711 tmp->y = op->y; 670 tmp->y = op->y;
712 tmp->direction = absdir (tmp->direction + 4); 671 tmp->direction = absdir (tmp->direction + 4);
713 tmp->map = op->map; 672 tmp->map = op->map;
714 } 673 }
715 if ((tmp = insert_ob_in_map (tmp, tmp->map, op, 0)) != NULL) 674
716 { 675 if ((tmp = tmp->insert_at (tmp, op)))
717 check_bullet (tmp); 676 check_bullet (tmp);
718 } 677
719 return 1; 678 return 1;
720} 679}
721
722
723
724 680
725/***************************************************************************** 681/*****************************************************************************
726 * 682 *
727 * CONE RELATED FUNCTIONS 683 * CONE RELATED FUNCTIONS
728 * 684 *
729 *****************************************************************************/ 685 *****************************************************************************/
730 686
731
732/* drops an object based on what is in the cone's "other_arch" */ 687/* drops an object based on what is in the cone's "other_arch" */
733void 688void
734cone_drop (object *op) 689cone_drop (object *op)
735{ 690{
736 object *new_ob = arch_to_object (op->other_arch); 691 object *new_ob = arch_to_object (op->other_arch);
737 692
738 new_ob->x = op->x;
739 new_ob->y = op->y;
740 new_ob->level = op->level; 693 new_ob->level = op->level;
741 set_owner (new_ob, op->owner); 694 new_ob->set_owner (op->owner);
742 695
743 /* preserve skill ownership */ 696 /* preserve skill ownership */
744 if (op->skill && op->skill != new_ob->skill) 697 if (op->skill && op->skill != new_ob->skill)
745 {
746 new_ob->skill = op->skill; 698 new_ob->skill = op->skill;
747 }
748 insert_ob_in_map (new_ob, op->map, op, 0);
749 699
700 new_ob->insert_at (op, op);
750} 701}
751 702
752/* move_cone: causes cone object 'op' to move a space/hit creatures */ 703/* move_cone: causes cone object 'op' to move a space/hit creatures */
753 704
754void 705void
758 709
759 /* if no map then hit_map will crash so just ignore object */ 710 /* if no map then hit_map will crash so just ignore object */
760 if (!op->map) 711 if (!op->map)
761 { 712 {
762 LOG (llevError, "Tried to move_cone object %s without a map.\n", op->name ? &op->name : "unknown"); 713 LOG (llevError, "Tried to move_cone object %s without a map.\n", op->name ? &op->name : "unknown");
763 op->speed = 0; 714 op->set_speed (0);
764 update_ob_speed (op);
765 return; 715 return;
766 } 716 }
767 717
768 /* lava saves it's life, but not yours :) */ 718 /* lava saves it's life, but not yours :) */
769 if (QUERY_FLAG (op, FLAG_LIFESAVE)) 719 if (QUERY_FLAG (op, FLAG_LIFESAVE))
775#if 0 725#if 0
776 /* Disable this - enabling it makes monsters easier, as 726 /* Disable this - enabling it makes monsters easier, as
777 * when their cone dies when they die. 727 * when their cone dies when they die.
778 */ 728 */
779 /* If no owner left, the spell dies out. */ 729 /* If no owner left, the spell dies out. */
780 if (get_owner (op) == NULL) 730 if (op->owner == NULL)
781 { 731 {
782 remove_ob (op); 732 op->destroy ();
783 free_object (op);
784 return; 733 return;
785 } 734 }
786#endif 735#endif
787 736
788 hit_map (op, 0, op->attacktype, 0); 737 hit_map (op, 0, op->attacktype, 0);
797 if (op->destroyed ()) 746 if (op->destroyed ())
798 return; 747 return;
799 748
800 if ((op->duration--) < 0) 749 if ((op->duration--) < 0)
801 { 750 {
802 remove_ob (op); 751 op->destroy ();
803 free_object (op);
804 return; 752 return;
805 } 753 }
806 /* Object has hit maximum range, so don't have it move 754 /* Object has hit maximum range, so don't have it move
807 * any further. When the duration above expires, 755 * any further. When the duration above expires,
808 * then the object will get removed. 756 * then the object will get removed.
817 { 765 {
818 sint16 x = op->x + freearr_x[absdir (op->stats.sp + i)], y = op->y + freearr_y[absdir (op->stats.sp + i)]; 766 sint16 x = op->x + freearr_x[absdir (op->stats.sp + i)], y = op->y + freearr_y[absdir (op->stats.sp + i)];
819 767
820 if (ok_to_put_more (op->map, x, y, op, op->attacktype)) 768 if (ok_to_put_more (op->map, x, y, op, op->attacktype))
821 { 769 {
822 object *tmp = get_object (); 770 object *tmp = op->clone ();
823
824 copy_object (op, tmp);
825 tmp->x = x;
826 tmp->y = y;
827 771
828 tmp->duration = op->duration + 1; 772 tmp->duration = op->duration + 1;
829 773
830 /* Use for spell tracking - see ok_to_put_more() */ 774 /* Use for spell tracking - see ok_to_put_more() */
831 tmp->stats.maxhp = op->stats.maxhp; 775 tmp->stats.maxhp = op->stats.maxhp;
832 insert_ob_in_map (tmp, op->map, op, 0); 776
777 op->map->insert (tmp, x, y, op);
778
833 if (tmp->other_arch) 779 if (tmp->other_arch)
834 cone_drop (tmp); 780 cone_drop (tmp);
835 } 781 }
836 } 782 }
837} 783}
870 816
871 /* Need to know what the movetype of the object we are about 817 /* Need to know what the movetype of the object we are about
872 * to create is, so we can know if the space we are about to 818 * to create is, so we can know if the space we are about to
873 * insert it into is blocked. 819 * insert it into is blocked.
874 */ 820 */
875 movetype = spell->other_arch->clone.move_type; 821 movetype = spell->other_arch->move_type;
876 822
877 for (i = range_min; i <= range_max; i++) 823 for (i = range_min; i <= range_max; i++)
878 { 824 {
879 sint16 x, y, d; 825 sint16 x, y, d;
880 826
913 if ((movetype & GET_MAP_MOVE_BLOCK (m, sx, sy)) == movetype) 859 if ((movetype & GET_MAP_MOVE_BLOCK (m, sx, sy)) == movetype)
914 continue; 860 continue;
915 861
916 success = 1; 862 success = 1;
917 tmp = arch_to_object (spell->other_arch); 863 tmp = arch_to_object (spell->other_arch);
918 set_owner (tmp, op); 864 tmp->set_owner (op);
919 set_spell_skill (op, caster, spell, tmp); 865 set_spell_skill (op, caster, spell, tmp);
920 tmp->level = caster_level (caster, spell); 866 tmp->level = caster_level (caster, spell);
921 tmp->x = sx;
922 tmp->y = sy;
923 tmp->attacktype = spell->attacktype; 867 tmp->attacktype = spell->attacktype;
924 868
925 /* holy word stuff */ 869 /* holy word stuff */
926 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER)) 870 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER))
927 if (!tailor_god_spell (tmp, op)) 871 if (!tailor_god_spell (tmp, op))
961 else 905 else
962 tmp->duration += caster->level / 3; 906 tmp->duration += caster->level / 3;
963 } 907 }
964 908
965 if (!(tmp->move_type & MOVE_FLY_LOW)) 909 if (!(tmp->move_type & MOVE_FLY_LOW))
966 LOG (llevDebug, "cast_cone(): arch %s doesn't have flying 1\n", &spell->other_arch->name); 910 LOG (llevDebug, "cast_cone(): arch %s doesn't have flying 1\n", &spell->other_arch->archname);
967 911
968 if (!tmp->move_on && tmp->stats.dam) 912 if (!tmp->move_on && tmp->stats.dam)
969 {
970 LOG (llevDebug, "cast_cone(): arch %s doesn't have move_on set\n", &spell->other_arch->name); 913 LOG (llevDebug, "cast_cone(): arch %s doesn't have move_on set\n", &spell->other_arch->archname);
971 }
972 914
973 insert_ob_in_map (tmp, m, op, 0); 915 m->insert (tmp, sx, sy, op);
974 916
975 /* This is used for tracking spells so that one effect doesn't hit 917 /* This is used for tracking spells so that one effect doesn't hit
976 * a single space too many times. 918 * a single space too many times.
977 */ 919 */
978 tmp->stats.maxhp = tmp->count; 920 tmp->stats.maxhp = tmp->count;
988 * 930 *
989 * BOMB related code 931 * BOMB related code
990 * 932 *
991 ****************************************************************************/ 933 ****************************************************************************/
992 934
993
994/* This handles an exploding bomb. 935/* This handles an exploding bomb.
995 * op is the original bomb object. 936 * op is the original bomb object.
996 */ 937 */
997void 938void
998animate_bomb (object *op) 939animate_bomb (object *op)
999{ 940{
1000 int i; 941 int i;
1001 object *env, *tmp; 942 object *env, *tmp;
1002 archetype *at;
1003 943
1004 if (op->state != NUM_ANIMATIONS (op) - 1) 944 if (op->state != NUM_ANIMATIONS (op) - 1)
1005 return; 945 return;
1006 946
1007 env = object_get_env_recursive (op); 947 env = object_get_env_recursive (op);
1012 return; 952 return;
1013 953
1014 if (env->type == PLAYER) 954 if (env->type == PLAYER)
1015 esrv_del_item (env->contr, op->count); 955 esrv_del_item (env->contr, op->count);
1016 956
1017 remove_ob (op); 957 if (!(op = op->insert_at (env, op)))
1018 op->x = env->x;
1019 op->y = env->y;
1020 if ((op = insert_ob_in_map (op, env->map, op, 0)) == NULL)
1021 return; 958 return;
1022 } 959 }
1023 960
1024 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent bomb from exploding 961 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent bomb from exploding
1025 // on a safe map. I don't like this special casing, but it seems to be neccessary 962 // on a safe map. I don't like this special casing, but it seems to be neccessary
1026 // as bombs can be carried. 963 // as bombs can be carried.
1027 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE) 964 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
1028 { 965 {
1029 remove_ob (op); 966 op->destroy ();
1030 free_object (op);
1031 return; 967 return;
1032 } 968 }
1033 969
1034 /* This copies a lot of the code from the fire bullet, 970 /* This copies a lot of the code from the fire bullet,
1035 * but using the cast_bullet isn't really feasible, 971 * but using the cast_bullet isn't really feasible,
1036 * so just set up the appropriate values. 972 * so just set up the appropriate values.
1037 */ 973 */
1038 at = archetype::find (SPLINT); 974 if (archetype *at = archetype::find (SPLINT))
1039 if (at)
1040 { 975 {
1041 for (i = 1; i < 9; i++) 976 for (i = 1; i < 9; i++)
1042 { 977 {
1043 if (out_of_map (op->map, op->x + freearr_x[i], op->y + freearr_x[i])) 978 if (out_of_map (op->map, op->x + freearr_x[i], op->y + freearr_x[i]))
1044 continue; 979 continue;
980
1045 tmp = arch_to_object (at); 981 tmp = arch_to_object (at);
1046 tmp->direction = i; 982 tmp->direction = i;
1047 tmp->range = op->range; 983 tmp->range = op->range;
1048 tmp->stats.dam = op->stats.dam; 984 tmp->stats.dam = op->stats.dam;
1049 tmp->duration = op->duration; 985 tmp->duration = op->duration;
1050 tmp->attacktype = op->attacktype; 986 tmp->attacktype = op->attacktype;
1051 copy_owner (tmp, op); 987 tmp->set_owner (op);
1052 if (op->skill && op->skill != tmp->skill) 988 if (op->skill && op->skill != tmp->skill)
1053 {
1054 tmp->skill = op->skill; 989 tmp->skill = op->skill;
1055 } 990
1056 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) 991 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
1057 SET_ANIMATION (tmp, i); 992 SET_ANIMATION (tmp, i);
1058 tmp->x = op->x + freearr_x[i]; 993
1059 tmp->y = op->y + freearr_x[i]; 994 op->map->insert (tmp, op->x + freearr_x[i], op->y + freearr_x[i], op);
1060 insert_ob_in_map (tmp, op->map, op, 0);
1061 move_bullet (tmp); 995 move_bullet (tmp);
1062 } 996 }
1063 } 997 }
1064 998
1065 explode_bullet (op); 999 explode_bullet (op);
1086 tmp->range = spell->range + SP_level_range_adjust (caster, spell); 1020 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
1087 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1021 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1088 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell); 1022 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
1089 tmp->attacktype = spell->attacktype; 1023 tmp->attacktype = spell->attacktype;
1090 1024
1091 set_owner (tmp, op); 1025 tmp->set_owner (op);
1092 set_spell_skill (op, caster, spell, tmp); 1026 set_spell_skill (op, caster, spell, tmp);
1093 tmp->x = dx; 1027
1094 tmp->y = dy; 1028 m->insert (tmp, dx, dy, op);
1095 insert_ob_in_map (tmp, m, op, 0);
1096 return 1; 1029 return 1;
1097} 1030}
1098 1031
1099/**************************************************************************** 1032/****************************************************************************
1100 * 1033 *
1109 * dir is the direction to look in. 1042 * dir is the direction to look in.
1110 * range is how far out to look. 1043 * range is how far out to look.
1111 * type is the type of spell - either SPELL_MANA or SPELL_GRACE. 1044 * type is the type of spell - either SPELL_MANA or SPELL_GRACE.
1112 * this info is used for blocked magic/unholy spaces. 1045 * this info is used for blocked magic/unholy spaces.
1113 */ 1046 */
1114
1115object * 1047object *
1116get_pointed_target (object *op, int dir, int range, int type) 1048get_pointed_target (object *op, int dir, int range, int type)
1117{ 1049{
1118 object *target; 1050 object *target;
1119 sint16 x, y; 1051 sint16 x, y;
1138 return NULL; 1070 return NULL;
1139 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW) 1071 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW)
1140 return NULL; 1072 return NULL;
1141 1073
1142 if (mflags & P_IS_ALIVE) 1074 if (mflags & P_IS_ALIVE)
1143 {
1144 for (target = get_map_ob (mp, x, y); target; target = target->above) 1075 for (target = GET_MAP_OB (mp, x, y); target; target = target->above)
1145 { 1076 if (QUERY_FLAG (target, FLAG_MONSTER))
1146 if (QUERY_FLAG (target->head ? target->head : target, FLAG_MONSTER))
1147 {
1148 return target; 1077 return target;
1149 }
1150 }
1151 }
1152 } 1078 }
1079
1153 return NULL; 1080 return NULL;
1154} 1081}
1155
1156 1082
1157/* cast_smite_arch() - the priest points to a creature and causes 1083/* cast_smite_arch() - the priest points to a creature and causes
1158 * a 'godly curse' to decend. 1084 * a 'godly curse' to decend.
1159 * usual params - 1085 * usual params -
1160 * op = player 1086 * op = player
1216 if (effect->attacktype & AT_DEATH) 1142 if (effect->attacktype & AT_DEATH)
1217 { 1143 {
1218 effect->level = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1144 effect->level = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1219 1145
1220 /* casting death spells at undead isn't a good thing */ 1146 /* casting death spells at undead isn't a good thing */
1221 if QUERY_FLAG
1222 (target, FLAG_UNDEAD) 1147 if (QUERY_FLAG (target, FLAG_UNDEAD))
1223 { 1148 {
1224 if (random_roll (0, 2, op, PREFER_LOW)) 1149 if (random_roll (0, 2, op, PREFER_LOW))
1225 { 1150 {
1226 new_draw_info (NDI_UNIQUE, 0, op, "Idiot! Your spell boomerangs!"); 1151 new_draw_info (NDI_UNIQUE, 0, op, "Idiot! Your spell boomerangs!");
1227 effect->x = op->x; 1152 effect->x = op->x;
1229 } 1154 }
1230 else 1155 else
1231 { 1156 {
1232 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s looks stronger!", query_name (target)); 1157 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s looks stronger!", query_name (target));
1233 target->stats.hp = target->stats.maxhp * 2; 1158 target->stats.hp = target->stats.maxhp * 2;
1234 free_object (effect); 1159 effect->destroy ();
1235 return 0; 1160 return 0;
1236 } 1161 }
1237 } 1162 }
1238 } 1163 }
1239 else 1164 else
1240 { 1165 {
1241 /* how much woe to inflict :) */ 1166 /* how much woe to inflict :) */
1242 effect->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1167 effect->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1243 } 1168 }
1244 1169
1245 set_owner (effect, op); 1170 effect->set_owner (op);
1246 set_spell_skill (op, caster, spell, effect); 1171 set_spell_skill (op, caster, spell, effect);
1247 1172
1248 /* ok, tell it where to be, and insert! */ 1173 /* ok, tell it where to be, and insert! */
1249 effect->x = target->x; 1174 effect->insert_at (target, op);
1250 effect->y = target->y;
1251 insert_ob_in_map (effect, target->map, op, 0);
1252 1175
1253 return 1; 1176 return 1;
1254} 1177}
1255 1178
1256 1179
1270 sint16 new_x, new_y; 1193 sint16 new_x, new_y;
1271 maptile *m; 1194 maptile *m;
1272 1195
1273 if (op->range-- <= 0) 1196 if (op->range-- <= 0)
1274 { 1197 {
1275 remove_ob (op); 1198 op->destroy ();
1276 free_object (op);
1277 return; 1199 return;
1278 } 1200 }
1279 1201
1280 owner = get_owner (op); 1202 owner = op->owner;
1281#if 0 1203#if 0
1282 /* It'd make things nastier if this wasn't here - spells cast by 1204 /* It'd make things nastier if this wasn't here - spells cast by
1283 * monster that are then killed would continue to survive 1205 * monster that are then killed would continue to survive
1284 */ 1206 */
1285 if (owner == NULL) 1207 if (owner == NULL)
1286 { 1208 {
1287 remove_ob (op); 1209 op->destroy ();
1288 free_object (op);
1289 return; 1210 return;
1290 } 1211 }
1291#endif 1212#endif
1292 1213
1293 new_x = op->x + DIRX (op); 1214 new_x = op->x + DIRX (op);
1300 hit_map (op, op->direction, AT_MAGIC, 1); 1221 hit_map (op, op->direction, AT_MAGIC, 1);
1301 /* Basically, missile only hits one thing then goes away. 1222 /* Basically, missile only hits one thing then goes away.
1302 * we need to remove it if someone hasn't already done so. 1223 * we need to remove it if someone hasn't already done so.
1303 */ 1224 */
1304 if (!op->destroyed ()) 1225 if (!op->destroyed ())
1305 free_object (op); 1226 op->destroy ();
1306 1227
1307 return; 1228 return;
1308 } 1229 }
1309 1230
1310 remove_ob (op); 1231 op->remove ();
1311 1232
1312 if (!op->direction || (mflags & P_OUT_OF_MAP)) 1233 if (!op->direction || (mflags & P_OUT_OF_MAP))
1313 { 1234 {
1314 free_object (op); 1235 op->destroy ();
1315 return; 1236 return;
1316 } 1237 }
1317 1238
1318 op->x = new_x; 1239 i = spell_find_dir (m, new_x, new_y, op->owner);
1319 op->y = new_y;
1320 op->map = m;
1321 i = spell_find_dir (op->map, op->x, op->y, get_owner (op));
1322 if (i > 0 && i != op->direction) 1240 if (i > 0 && i != op->direction)
1323 { 1241 {
1324 op->direction = i; 1242 op->direction = i;
1325 SET_ANIMATION (op, op->direction); 1243 SET_ANIMATION (op, op->direction);
1326 } 1244 }
1327 1245
1328 insert_ob_in_map (op, op->map, op, 0); 1246 m->insert (op, new_x, new_y, op);
1329} 1247}
1330 1248
1331/**************************************************************************** 1249/****************************************************************************
1332 * Destruction 1250 * Destruction
1333 ****************************************************************************/ 1251 ****************************************************************************/
1369 LOG (llevError, "make_object_glow() failed to insert glowing force in %s\n", &op->name); 1287 LOG (llevError, "make_object_glow() failed to insert glowing force in %s\n", &op->name);
1370 return 0; 1288 return 0;
1371 } 1289 }
1372 return 1; 1290 return 1;
1373} 1291}
1374
1375
1376
1377 1292
1378int 1293int
1379cast_destruction (object *op, object *caster, object *spell_ob) 1294cast_destruction (object *op, object *caster, object *spell_ob)
1380{ 1295{
1381 int i, j, range, mflags, friendly = 0, dam, dur; 1296 int i, j, range, mflags, friendly = 0, dam, dur;
1402 else if (caster->skill) 1317 else if (caster->skill)
1403 op->skill = caster->skill; 1318 op->skill = caster->skill;
1404 else 1319 else
1405 op->skill = NULL; 1320 op->skill = NULL;
1406 1321
1407 change_skill (op, find_skill_by_name (op, op->skill), 1); 1322 op->change_skill (find_skill_by_name (op, op->skill));
1408 1323
1409 for (i = -range; i < range; i++) 1324 for (i = -range; i < range; i++)
1410 { 1325 {
1411 for (j = -range; j < range; j++) 1326 for (j = -range; j < range; j++)
1412 { 1327 {
1413 m = op->map; 1328 m = op->map;
1414 sx = op->x + i; 1329 sx = op->x + i;
1415 sy = op->y + j; 1330 sy = op->y + j;
1331
1416 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy); 1332 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
1417 if (mflags & P_OUT_OF_MAP) 1333 if (mflags & P_OUT_OF_MAP)
1418 continue; 1334 continue;
1335
1419 if (mflags & P_IS_ALIVE) 1336 if (mflags & P_IS_ALIVE)
1420 { 1337 {
1421 for (tmp = get_map_ob (m, sx, sy); tmp; tmp = tmp->above) 1338 for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above)
1422 {
1423 if (QUERY_FLAG (tmp, FLAG_ALIVE) || tmp->type == PLAYER) 1339 if (QUERY_FLAG (tmp, FLAG_ALIVE) || tmp->type == PLAYER)
1424 break; 1340 break;
1425 } 1341
1426 if (tmp) 1342 if (tmp)
1427 { 1343 {
1428 if (tmp->head) 1344 if (tmp->head)
1429 tmp = tmp->head; 1345 tmp = tmp->head;
1430 1346
1433 { 1349 {
1434 if (spell_ob->subtype == SP_DESTRUCTION) 1350 if (spell_ob->subtype == SP_DESTRUCTION)
1435 { 1351 {
1436 hit_player (tmp, dam, op, spell_ob->attacktype, 0); 1352 hit_player (tmp, dam, op, spell_ob->attacktype, 0);
1437 if (spell_ob->other_arch) 1353 if (spell_ob->other_arch)
1438 {
1439 tmp = arch_to_object (spell_ob->other_arch); 1354 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op);
1440 tmp->x = sx;
1441 tmp->y = sy;
1442 insert_ob_in_map (tmp, m, op, 0);
1443 }
1444 } 1355 }
1445 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist[ATNR_MAGIC] != 100) 1356 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist[ATNR_MAGIC] != 100)
1446 { 1357 {
1447 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch) 1358 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch)
1448 {
1449 object *effect = arch_to_object (spell_ob->other_arch); 1359 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op);
1450
1451 effect->x = sx;
1452 effect->y = sy;
1453 insert_ob_in_map (effect, m, op, 0);
1454 }
1455 } 1360 }
1456 } 1361 }
1457 } 1362 }
1458 } 1363 }
1459 } 1364 }
1460 } 1365 }
1366
1461 op->skill = skill; 1367 op->skill = skill;
1462 return 1; 1368 return 1;
1463} 1369}
1464 1370
1465/*************************************************************************** 1371/***************************************************************************
1525 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1431 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1526 } 1432 }
1527 return 1; 1433 return 1;
1528 } 1434 }
1529 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50; 1435 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1530 force->speed = 1.0; 1436 force->speed = 1.f;
1531 force->speed_left = -1.0; 1437 force->speed_left = -1.f;
1532 SET_FLAG (force, FLAG_APPLIED); 1438 SET_FLAG (force, FLAG_APPLIED);
1533 1439
1534 if (god) 1440 if (god)
1535 { 1441 {
1536 if (spell_ob->last_grace) 1442 if (spell_ob->last_grace)
1549 force->stats.ac = spell_ob->stats.ac; 1455 force->stats.ac = spell_ob->stats.ac;
1550 force->stats.wc = spell_ob->stats.wc; 1456 force->stats.wc = spell_ob->stats.wc;
1551 1457
1552 change_abil (tmp, force); /* Mostly to display any messages */ 1458 change_abil (tmp, force); /* Mostly to display any messages */
1553 insert_ob_in_ob (force, tmp); 1459 insert_ob_in_ob (force, tmp);
1554 fix_player (tmp); 1460 tmp->update_stats ();
1555 return 1; 1461 return 1;
1556 1462
1557} 1463}
1558
1559 1464
1560/********************************************************************** 1465/**********************************************************************
1561 * mood change 1466 * mood change
1562 * Arguably, this may or may not be an attack spell. But since it 1467 * Arguably, this may or may not be an attack spell. But since it
1563 * effects monsters, it seems best to put it into this file 1468 * effects monsters, it seems best to put it into this file
1593 else if (god && !strcmp (spell->race, "GOD_FRIEND")) 1498 else if (god && !strcmp (spell->race, "GOD_FRIEND"))
1594 race = god->race; 1499 race = god->race;
1595 else 1500 else
1596 race = spell->race; 1501 race = spell->race;
1597 1502
1598
1599 for (x = op->x - range; x <= op->x + range; x++) 1503 for (x = op->x - range; x <= op->x + range; x++)
1600 for (y = op->y - range; y <= op->y + range; y++) 1504 for (y = op->y - range; y <= op->y + range; y++)
1601 { 1505 {
1602
1603 done_one = 0; 1506 done_one = 0;
1604 m = op->map; 1507 m = op->map;
1605 nx = x; 1508 nx = x;
1606 ny = y; 1509 ny = y;
1607 mflags = get_map_flags (m, &m, x, y, &nx, &ny); 1510 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1610 1513
1611 /* If there is nothing living on this space, no need to go further */ 1514 /* If there is nothing living on this space, no need to go further */
1612 if (!(mflags & P_IS_ALIVE)) 1515 if (!(mflags & P_IS_ALIVE))
1613 continue; 1516 continue;
1614 1517
1518 // players can only affect spaces that they can actually see
1519 if (caster && caster->contr
1520 && caster->contr->visibility_at (m, nx, ny) < 70)
1521 continue;
1522
1615 for (tmp = get_map_ob (m, nx, ny); tmp; tmp = tmp->above) 1523 for (tmp = GET_MAP_TOP (m, nx, ny); tmp; tmp = tmp->below)
1616 if (QUERY_FLAG (tmp, FLAG_MONSTER)) 1524 if (QUERY_FLAG (tmp, FLAG_MONSTER))
1617 break; 1525 break;
1618 1526
1619 /* There can be living objects that are not monsters */ 1527 /* There can be living objects that are not monsters */
1620 if (!tmp || tmp->type == PLAYER) 1528 if (!tmp || tmp->type == PLAYER)
1627 head = tmp; 1535 head = tmp;
1628 1536
1629 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */ 1537 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */
1630 if (race && head->race && !strstr (race, head->race)) 1538 if (race && head->race && !strstr (race, head->race))
1631 continue; 1539 continue;
1540
1632 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD)) 1541 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD))
1633 continue; 1542 continue;
1634 1543
1635 /* Now do a bunch of stuff related to saving throws */ 1544 /* Now do a bunch of stuff related to saving throws */
1636 best_at = -1; 1545 best_at = -1;
1653 at -= level / 5; 1562 at -= level / 5;
1654 if (did_make_save (head, head->level, at)) 1563 if (did_make_save (head, head->level, at))
1655 continue; 1564 continue;
1656 } 1565 }
1657 else /* spell->attacktype */ 1566 else /* spell->attacktype */
1658 /*
1659 Spell has no attacktype (charm & such), so we'll have a specific saving:
1660 * if spell level < monster level, no go
1661 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) )
1662
1663 The chance will then be in the range [20-70] percent, not too bad.
1664
1665 This is required to fix the 'charm monster' abuse, where a player level 1 can
1666 charm a level 125 monster...
1667
1668 Ryo, august 14th
1669 */
1670 { 1567 {
1568 /*
1569 Spell has no attacktype (charm & such), so we'll have a specific saving:
1570 * if spell level < monster level, no go
1571 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) )
1572
1573 The chance will then be in the range [20-70] percent, not too bad.
1574
1575 This is required to fix the 'charm monster' abuse, where a player level 1 can
1576 charm a level 125 monster...
1577
1578 Ryo, august 14th
1579 */
1671 if (head->level > level) 1580 if (head->level > level)
1672 continue; 1581 continue;
1582
1673 if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + MIN (50, 2 * (level - head->level)))) 1583 if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + MIN (50, 2 * (level - head->level))))
1674 /* Failed, no effect */ 1584 /* Failed, no effect */
1675 continue; 1585 continue;
1676 } 1586 }
1677 1587
1678 /* Done with saving throw. Now start effecting the monster */ 1588 /* Done with saving throw. Now start affecting the monster */
1679 1589
1680 /* aggravation */ 1590 /* aggravation */
1681 if (QUERY_FLAG (spell, FLAG_MONSTER)) 1591 if (QUERY_FLAG (spell, FLAG_MONSTER))
1682 { 1592 {
1683 CLEAR_FLAG (head, FLAG_SLEEP); 1593 CLEAR_FLAG (head, FLAG_SLEEP);
1684 if (QUERY_FLAG (head, FLAG_FRIENDLY))
1685 remove_friendly_object (head); 1594 remove_friendly_object (head);
1686
1687 done_one = 1; 1595 done_one = 1;
1688 head->enemy = op; 1596 head->enemy = op;
1689 } 1597 }
1690 1598
1691 /* calm monsters */ 1599 /* calm monsters */
1700 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK)) 1608 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK))
1701 { 1609 {
1702 SET_FLAG (head, FLAG_BERSERK); 1610 SET_FLAG (head, FLAG_BERSERK);
1703 done_one = 1; 1611 done_one = 1;
1704 } 1612 }
1613
1705 /* charm */ 1614 /* charm */
1706 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY)) 1615 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY))
1707 { 1616 {
1708 SET_FLAG (head, FLAG_FRIENDLY);
1709 /* Prevent uncontolled outbreaks of self replicating monsters. 1617 /* Prevent uncontolled outbreaks of self replicating monsters.
1710 Typical use case is charm, go somwhere, use aggravation to make hostile. 1618 Typical use case is charm, go somwhere, use aggravation to make hostile.
1711 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */ 1619 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */
1712 CLEAR_FLAG (head, FLAG_GENERATOR); 1620 CLEAR_FLAG (head, FLAG_GENERATOR);
1713 set_owner (head, op); 1621 head->set_owner (op);
1714 set_spell_skill (op, caster, spell, head); 1622 set_spell_skill (op, caster, spell, head);
1715 add_friendly_object (head); 1623 add_friendly_object (head);
1716 head->attack_movement = PETMOVE; 1624 head->attack_movement = PETMOVE;
1717 done_one = 1; 1625 done_one = 1;
1718 change_exp (op, head->stats.exp / 2, head->skill, SK_EXP_ADD_SKILL); 1626 change_exp (op, head->stats.exp / 2, head->skill, SK_EXP_ADD_SKILL);
1719 head->stats.exp = 0; 1627 head->stats.exp = 0;
1720 } 1628 }
1721 1629
1722 /* If a monster was effected, put an effect in */ 1630 /* If a monster was effected, put an effect in */
1723 if (done_one && spell->other_arch) 1631 if (done_one && spell->other_arch)
1724 {
1725 tmp = arch_to_object (spell->other_arch); 1632 m->insert (arch_to_object (spell->other_arch), nx, ny, op);
1726 tmp->x = nx;
1727 tmp->y = ny;
1728 insert_ob_in_map (tmp, m, op, 0);
1729 }
1730 } /* for y */ 1633 } /* for y */
1731 1634
1732 return 1; 1635 return 1;
1733} 1636}
1734 1637
1746 int i, j, dam_save, dir, mflags; 1649 int i, j, dam_save, dir, mflags;
1747 sint16 nx, ny, hx, hy; 1650 sint16 nx, ny, hx, hy;
1748 object *owner; 1651 object *owner;
1749 maptile *m; 1652 maptile *m;
1750 1653
1751 owner = get_owner (op); 1654 owner = op->owner;
1752 1655
1753 /* the following logic makes sure that the ball doesn't move into a wall, 1656 /* the following logic makes sure that the ball doesn't move into a wall,
1754 * and makes sure that it will move along a wall to try and get at it's 1657 * and makes sure that it will move along a wall to try and get at it's
1755 * victim. The block immediately below more or less chooses a random 1658 * victim. The block immediately below more or less chooses a random
1756 * offset to move the ball, eg, keep it mostly on course, with some 1659 * offset to move the ball, eg, keep it mostly on course, with some
1785 nx = op->x; 1688 nx = op->x;
1786 ny = op->y; 1689 ny = op->y;
1787 m = op->map; 1690 m = op->map;
1788 } 1691 }
1789 1692
1790 remove_ob (op); 1693 m->insert (op, nx, ny, op);
1791 op->y = ny;
1792 op->x = nx;
1793 insert_ob_in_map (op, m, op, 0);
1794 1694
1795 dam_save = op->stats.dam; /* save the original dam: we do halfdam on 1695 dam_save = op->stats.dam; /* save the original dam: we do halfdam on
1796 surrounding squares */ 1696 surrounding squares */
1797 1697
1798 /* loop over current square and neighbors to hit. 1698 /* loop over current square and neighbors to hit.
1799 * if this has an other_arch field, we insert that in 1699 * if this has an other_arch field, we insert that in
1800 * the surround spaces. 1700 * the surround spaces.
1801 */ 1701 */
1802 for (j = 0; j < 9; j++) 1702 for (j = 0; j < 9; j++)
1803 { 1703 {
1804 object *new_ob;
1805
1806 hx = nx + freearr_x[j]; 1704 hx = nx + freearr_x[j];
1807 hy = ny + freearr_y[j]; 1705 hy = ny + freearr_y[j];
1808 1706
1809 m = op->map; 1707 m = op->map;
1810 mflags = get_map_flags (m, &m, hx, hy, &hx, &hy); 1708 mflags = get_map_flags (m, &m, hx, hy, &hx, &hy);
1824 1722
1825 } 1723 }
1826 1724
1827 /* insert the other arch */ 1725 /* insert the other arch */
1828 if (op->other_arch && !(OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy)))) 1726 if (op->other_arch && !(OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy))))
1829 { 1727 m->insert (arch_to_object (op->other_arch), hx, hy, op);
1830 new_ob = arch_to_object (op->other_arch);
1831 new_ob->x = hx;
1832 new_ob->y = hy;
1833 insert_ob_in_map (new_ob, m, op, 0);
1834 }
1835 } 1728 }
1836 1729
1837 /* restore to the center location and damage */ 1730 /* restore to the center location and damage */
1838 op->stats.dam = dam_save; 1731 op->stats.dam = dam_save;
1839 1732
1840 i = spell_find_dir (op->map, op->x, op->y, get_owner (op)); 1733 i = spell_find_dir (op->map, op->x, op->y, op->owner);
1841 1734
1842 if (i >= 0) 1735 if (i >= 0)
1843 { /* we have a preferred direction! */ 1736 { /* we have a preferred direction! */
1844 /* pick another direction if the preferred dir is blocked. */ 1737 /* pick another direction if the preferred dir is blocked. */
1845 if (get_map_flags (op->map, &m, nx + freearr_x[i], ny + freearr_y[i], &hx, &hy) & P_OUT_OF_MAP || 1738 if (get_map_flags (op->map, &m, nx + freearr_x[i], ny + freearr_y[i], &hx, &hy) & P_OUT_OF_MAP ||
1846 OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy))) 1739 OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy)))
1847 {
1848 i = absdir (i + rndm (0, 2) - 1); /* -1, 0, +1 */ 1740 i = absdir (i + rndm (0, 2) - 1); /* -1, 0, +1 */
1849 } 1741
1850 op->direction = i; 1742 op->direction = i;
1851 } 1743 }
1852} 1744}
1853 1745
1854 1746
1871 maptile *m; 1763 maptile *m;
1872#endif 1764#endif
1873 int basedir; 1765 int basedir;
1874 object *owner; 1766 object *owner;
1875 1767
1876 owner = get_owner (op); 1768 owner = op->owner;
1877 if (op->duration == 0 || owner == NULL) 1769 if (op->duration == 0 || owner == NULL)
1878 { 1770 {
1879 remove_ob (op); 1771 op->destroy ();
1880 free_object (op);
1881 return; 1772 return;
1882 } 1773 }
1774
1883 op->duration--; 1775 op->duration--;
1884 1776
1885 basedir = op->direction; 1777 basedir = op->direction;
1886 if (basedir == 0) 1778 if (basedir == 0)
1887 { 1779 {
1892#if 0 1784#if 0
1893 // this is bogus: it causes wrong places to be checked below 1785 // this is bogus: it causes wrong places to be checked below
1894 // (a wall 2 cells away will block the effect...) and 1786 // (a wall 2 cells away will block the effect...) and
1895 // doesn't work for SP_BULLET anyhow, so again tests the wrong 1787 // doesn't work for SP_BULLET anyhow, so again tests the wrong
1896 // space. 1788 // space.
1897 // should be fixed later, but correctness before featurs... 1789 // should be fixed later, but correctness before features...
1898 // (schmorp) 1790 // (schmorp)
1899 1791
1900 /* new offset calculation to make swarm element distribution 1792 /* new offset calculation to make swarm element distribution
1901 * more uniform 1793 * more uniform
1902 */ 1794 */
1984 1876
1985 if (!spell->other_arch) 1877 if (!spell->other_arch)
1986 return 0; 1878 return 0;
1987 1879
1988 tmp = get_archetype (SWARM_SPELL); 1880 tmp = get_archetype (SWARM_SPELL);
1989 tmp->x = op->x;
1990 tmp->y = op->y;
1991 set_owner (tmp, op); /* needed so that if swarm elements kill, caster gets xp. */ 1881 tmp->set_owner (op); /* needed so that if swarm elements kill, caster gets xp. */
1992 set_spell_skill (op, caster, spell, tmp); 1882 set_spell_skill (op, caster, spell, tmp);
1993 1883
1994 tmp->level = caster_level (caster, spell); /*needed later, to get level dep. right. */ 1884 tmp->level = caster_level (caster, spell); /*needed later, to get level dep. right. */
1995 tmp->spell = arch_to_object (spell->other_arch); 1885 tmp->spell = arch_to_object (spell->other_arch);
1996 1886
1997 tmp->attacktype = tmp->spell->attacktype; 1887 tmp->attacktype = tmp->spell->attacktype;
1998 1888
1999 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) 1889 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
2000 {
2001 if (!tailor_god_spell (tmp, op)) 1890 if (!tailor_god_spell (tmp, op))
2002 return 1; 1891 return 1;
2003 } 1892
2004 tmp->duration = SP_level_duration_adjust (caster, spell); 1893 tmp->duration = SP_level_duration_adjust (caster, spell);
2005 for (i = 0; i < spell->duration; i++) 1894 for (i = 0; i < spell->duration; i++)
2006 tmp->duration += die_roll (1, 3, op, PREFER_HIGH); 1895 tmp->duration += die_roll (1, 3, op, PREFER_HIGH);
2007 1896
2008 tmp->direction = dir; 1897 tmp->direction = dir;
2009 tmp->invisible = 1; 1898 tmp->invisible = 1;
2010 insert_ob_in_map (tmp, op->map, op, 0); 1899
1900 tmp->insert_at (op, op);
2011 return 1; 1901 return 1;
2012} 1902}
2013 1903
2014 1904
2015/* See the spells documentation file for why this is its own 1905/* See the spells documentation file for why this is its own
2043 return 0; 1933 return 0;
2044 } 1934 }
2045 1935
2046 if (mflags & P_IS_ALIVE && spell->attacktype) 1936 if (mflags & P_IS_ALIVE && spell->attacktype)
2047 { 1937 {
2048 for (target = get_map_ob (m, x, y); target; target = target->above) 1938 for (target = GET_MAP_OB (m, x, y); target; target = target->above)
2049 if (QUERY_FLAG (target, FLAG_MONSTER)) 1939 if (QUERY_FLAG (target, FLAG_MONSTER))
2050 { 1940 {
2051 /* oky doky. got a target monster. Lets make a blinding attack */ 1941 /* oky doky. got a target monster. Lets make a blinding attack */
2052 if (target->head) 1942 if (target->head)
2053 target = target->head; 1943 target = target->head;
2075 { 1965 {
2076 tmp->glow_radius = spell->range + SP_level_range_adjust (caster, spell); 1966 tmp->glow_radius = spell->range + SP_level_range_adjust (caster, spell);
2077 if (tmp->glow_radius > MAX_LIGHT_RADII) 1967 if (tmp->glow_radius > MAX_LIGHT_RADII)
2078 tmp->glow_radius = MAX_LIGHT_RADII; 1968 tmp->glow_radius = MAX_LIGHT_RADII;
2079 } 1969 }
2080 tmp->x = x; 1970
2081 tmp->y = y; 1971 m->insert (tmp, x, y, op);
2082 insert_ob_in_map (tmp, m, op, 0);
2083 return 1; 1972 return 1;
2084} 1973}
2085 1974
2086 1975
2087 1976
2135 2024
2136 /* Only bother looking on this space if there is something living here */ 2025 /* Only bother looking on this space if there is something living here */
2137 if (mflags & P_IS_ALIVE) 2026 if (mflags & P_IS_ALIVE)
2138 { 2027 {
2139 /* search this square for a victim */ 2028 /* search this square for a victim */
2140 for (walk = get_map_ob (m, x, y); walk; walk = walk->above) 2029 for (walk = GET_MAP_OB (m, x, y); walk; walk = walk->above)
2141 if (QUERY_FLAG (walk, FLAG_MONSTER) || (walk->type == PLAYER)) 2030 if (QUERY_FLAG (walk, FLAG_MONSTER) || (walk->type == PLAYER))
2142 { /* found a victim */ 2031 { /* found a victim */
2143 object *disease = arch_to_object (spell->other_arch); 2032 object *disease = arch_to_object (spell->other_arch);
2144 2033
2145 set_owner (disease, op); 2034 disease->set_owner (op);
2146 set_spell_skill (op, caster, spell, disease); 2035 set_spell_skill (op, caster, spell, disease);
2147 disease->stats.exp = 0; 2036 disease->stats.exp = 0;
2148 disease->level = caster_level (caster, spell); 2037 disease->level = caster_level (caster, spell);
2149 2038
2150 /* do level adjustments */ 2039 /* do level adjustments */
2195 if (disease->stats.sp) 2084 if (disease->stats.sp)
2196 disease->stats.sp -= dam_mod; 2085 disease->stats.sp -= dam_mod;
2197 2086
2198 if (infect_object (walk, disease, 1)) 2087 if (infect_object (walk, disease, 1))
2199 { 2088 {
2200 object *flash; /* visual effect for inflicting disease */
2201
2202 new_draw_info_format (NDI_UNIQUE, 0, op, "You inflict %s on %s!", &disease->name, &walk->name); 2089 new_draw_info_format (NDI_UNIQUE, 0, op, "You inflict %s on %s!", &disease->name, &walk->name);
2203 2090
2204 free_object (disease); /* don't need this one anymore */ 2091 disease->destroy (); /* don't need this one anymore */
2205 flash = get_archetype (ARCH_DETECT_MAGIC); 2092 walk->map->insert (get_archetype ("detect_magic"), x, y, op);
2206 flash->x = x;
2207 flash->y = y;
2208 flash->map = walk->map;
2209 insert_ob_in_map (flash, walk->map, op, 0);
2210 return 1; 2093 return 1;
2211 } 2094 }
2212 free_object (disease); 2095
2096 disease->destroy ();
2213 } 2097 }
2214 } /* if living creature */ 2098 } /* if living creature */
2215 } /* for range of spaces */ 2099 } /* for range of spaces */
2100
2216 new_draw_info (NDI_UNIQUE, 0, op, "No one caught anything!"); 2101 new_draw_info (NDI_UNIQUE, 0, op, "No one caught anything!");
2217 return 1; 2102 return 1;
2218} 2103}

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