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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 1.41 by root, Sat Jun 9 21:16:12 2007 UTC

1
2/* 1/*
3 * static char *rcsid_spell_attack_c = 2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
4 * "$Id: spell_attack.C,v 1.10 2006/09/10 23:24:12 root Exp $"; 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
5 * Copyright (©) 2002-2003,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 *
8 * Crossfire TRT is free software; you can redistribute it and/or modify it
9 * under the terms of the GNU General Public License as published by the Free
10 * Software Foundation; either version 2 of the License, or (at your option)
11 * any later version.
12 *
13 * This program is distributed in the hope that it will be useful, but
14 * WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY
15 * or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License
16 * for more details.
17 *
18 * You should have received a copy of the GNU General Public License along
19 * with Crossfire TRT; if not, write to the Free Software Foundation, Inc. 51
20 * Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
21 *
22 * The authors can be reached via e-mail to <crossfire@schmorp.de>
5 */ 23 */
6
7
8/*
9 CrossFire, A Multiplayer game for X-windows
10
11 Copyright (C) 2002-2003 Mark Wedel & Crossfire Development Team
12 Copyright (C) 1992 Frank Tore Johansen
13
14 This program is free software; you can redistribute it and/or modify
15 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
17 (at your option) any later version.
18
19 This program is distributed in the hope that it will be useful,
20 but WITHOUT ANY WARRANTY; without even the implied warranty of
21 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
22 GNU General Public License for more details.
23
24 You should have received a copy of the GNU General Public License
25 along with this program; if not, write to the Free Software
26 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
27
28 The authors can be reached via e-mail at crossfire-devel@real-time.com
29*/
30 24
31/* This file contains all the spell attack code. Grouping this code 25/* This file contains all the spell attack code. Grouping this code
32 * together should hopefully make it easier to find the relevent bits 26 * together should hopefully make it easier to find the relevent bits
33 * of code 27 * of code
34 */ 28 */
35 29
36#include <global.h> 30#include <global.h>
37#include <object.h> 31#include <object.h>
38#include <living.h> 32#include <living.h>
39#ifndef __CEXTRACT__
40# include <sproto.h> 33#include <sproto.h>
41#endif
42#include <spells.h> 34#include <spells.h>
43#include <sounds.h> 35#include <sounds.h>
44 36
45/* this function checks to see if a spell pushes objects as well 37/* this function checks to see if a spell pushes objects as well
46 * as flies over and damages them (only used for cones for now) 38 * as flies over and damages them (only used for cones for now)
64 { 56 {
65 weight_move = op->weight + (op->weight * op->level) / 3; 57 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); */ 58 /*LOG (llevDebug, "DEBUG: arch weighs %d and masses %d (%s,level %d)\n", op->weight,weight_move,op->name,op->level); */
67 } 59 }
68 60
69 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)
70 { 62 {
71 int num_sections = 1; 63 int num_sections = 1;
72 64
73 /* don't move DM */ 65 /* don't move DM */
74 if (QUERY_FLAG (tmp, FLAG_WIZ)) 66 if (QUERY_FLAG (tmp, FLAG_WIZ))
124void 116void
125forklightning (object *op, object *tmp) 117forklightning (object *op, object *tmp)
126{ 118{
127 int new_dir = 1; /* direction or -1 for left, +1 for right 0 if no new bolt */ 119 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 */ 120 int t_dir; /* stores temporary dir calculation */
129 mapstruct *m; 121 maptile *m;
130 sint16 sx, sy; 122 sint16 sx, sy;
131 object *new_bolt; 123 object *new_bolt;
132 124
133 /* pick a fork direction. tmp->stats.Con is the left bias 125 /* pick a fork direction. tmp->stats.Con is the left bias
134 * i.e., the chance in 100 of forking LEFT 126 * i.e., the chance in 100 of forking LEFT
147 139
148 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)))
149 return; 141 return;
150 142
151 /* OK, we made a fork */ 143 /* OK, we made a fork */
152 new_bolt = get_object (); 144 new_bolt = tmp->clone ();
153 copy_object (tmp, new_bolt);
154 145
155 /* reduce chances of subsequent forking */ 146 /* reduce chances of subsequent forking */
156 new_bolt->stats.Dex -= 10; 147 new_bolt->stats.Dex -= 10;
157 tmp->stats.Dex -= 10; /* less forks from main bolt too */ 148 tmp->stats.Dex -= 10; /* less forks from main bolt too */
158 new_bolt->stats.Con += 25 * new_dir; /* adjust the left bias */ 149 new_bolt->stats.Con += 25 * new_dir; /* adjust the left bias */
159 new_bolt->speed_left = -0.1; 150 new_bolt->speed_left = -0.1f;
160 new_bolt->direction = t_dir; 151 new_bolt->direction = t_dir;
161 new_bolt->duration++; 152 new_bolt->duration++;
162 new_bolt->x = sx;
163 new_bolt->y = sy;
164 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */ 153 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */
165 new_bolt->stats.dam++; 154 new_bolt->stats.dam++;
166 tmp->stats.dam /= 2; /* reduce father bolt damage */ 155 tmp->stats.dam /= 2; /* reduce father bolt damage */
167 tmp->stats.dam++; 156 tmp->stats.dam++;
168 new_bolt = insert_ob_in_map (new_bolt, m, op, 0); 157 if ((new_bolt = m->insert (new_bolt, sx, sy, op)))
169 update_turn_face (new_bolt); 158 update_turn_face (new_bolt);
170} 159}
171 160
172/* move_bolt: moves bolt 'op'. Basically, it just advances a space, 161/* move_bolt: moves bolt 'op'. Basically, it just advances a space,
173 * and checks for various things that may stop it. 162 * and checks for various things that may stop it.
174 */ 163 */
175 164
176void 165void
177move_bolt (object *op) 166move_bolt (object *op)
178{ 167{
179 object *tmp;
180 int mflags; 168 int mflags;
181 sint16 x, y; 169 sint16 x, y;
182 mapstruct *m; 170 maptile *m;
183 171
184 if (--(op->duration) < 0) 172 if (--op->duration < 0)
185 { 173 {
186 remove_ob (op); 174 op->destroy ();
187 free_object (op);
188 return; 175 return;
189 } 176 }
177
190 hit_map (op, 0, op->attacktype, 1); 178 hit_map (op, 0, op->attacktype, 1);
191 179
192 if (!op->direction) 180 if (!op->direction)
193 return; 181 return;
194 182
195 if (--op->range < 0) 183 if (--op->range < 0)
196 {
197 op->range = 0; 184 op->range = 0;
198 }
199 else 185 else
200 { 186 {
201 x = op->x + DIRX (op); 187 x = op->x + DIRX (op);
202 y = op->y + DIRY (op); 188 y = op->y + DIRY (op);
203 m = op->map; 189 m = op->map;
211 * 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
212 * will be useful. 198 * will be useful.
213 */ 199 */
214 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)))
215 { 201 {
216
217 if (!QUERY_FLAG (op, FLAG_REFLECTING)) 202 if (!QUERY_FLAG (op, FLAG_REFLECTING))
218 return; 203 return;
219 204
220 /* Since walls don't run diagonal, if the bolt is in 205 /* Since walls don't run diagonal, if the bolt is in
221 * one of 4 main directions, it just reflects back in the 206 * one of 4 main directions, it just reflects back in the
251 else if (left) 236 else if (left)
252 op->direction = absdir (op->direction + 2); 237 op->direction = absdir (op->direction + 2);
253 else if (right) 238 else if (right)
254 op->direction = absdir (op->direction - 2); 239 op->direction = absdir (op->direction - 2);
255 } 240 }
241
256 update_turn_face (op); /* A bolt *must* be IS_TURNABLE */ 242 update_turn_face (op); /* A bolt *must* be IS_TURNABLE */
257 return; 243 return;
258 } 244 }
259 else 245 else
260 { /* Create a copy of this object and put it ahead */ 246 { /* Create a copy of this object and put it ahead */
261 tmp = get_object (); 247 object *tmp = op->clone ();
262 copy_object (op, tmp); 248
249 m->insert (tmp, x, y, op);
263 tmp->speed_left = -0.1; 250 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 */ 251 /* To make up for the decrease at the top of the function */
267 tmp->duration++; 252 tmp->duration++;
268 253
269 /* New forking code. Possibly create forks of this object 254 /* New forking code. Possibly create forks of this object
270 * going off in other directions. 255 * going off in other directions.
271 */ 256 */
272
273 if (rndm (0, 99) < tmp->stats.Dex) 257 if (rndm (0, 99) < tmp->stats.Dex)
274 { /* stats.Dex % of forking */ 258 { /* stats.Dex % of forking */
275 forklightning (op, tmp); 259 forklightning (op, tmp);
276 } 260 }
261
277 /* 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
278 * doesn't create any bolts that continue to move onward. 263 * doesn't create any bolts that continue to move onward.
279 */ 264 */
280 op->range = 0; 265 op->range = 0;
281 } /* copy object and move it along */ 266 } /* copy object and move it along */
288 * we remove the magic flag - that can be derived from 273 * we remove the magic flag - that can be derived from
289 * spob->attacktype. 274 * spob->attacktype.
290 * This function sets up the appropriate owner and skill 275 * This function sets up the appropriate owner and skill
291 * pointers. 276 * pointers.
292 */ 277 */
293
294int 278int
295fire_bolt (object *op, object *caster, int dir, object *spob, object *skill) 279fire_bolt (object *op, object *caster, int dir, object *spob, object *skill)
296{ 280{
297 object *tmp = NULL; 281 object *tmp = NULL;
298 int mflags; 282 int mflags;
316 300
317 tmp->direction = dir; 301 tmp->direction = dir;
318 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) 302 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
319 SET_ANIMATION (tmp, dir); 303 SET_ANIMATION (tmp, dir);
320 304
321 set_owner (tmp, op); 305 tmp->set_owner (op);
322 set_spell_skill (op, caster, spob, tmp); 306 set_spell_skill (op, caster, spob, tmp);
323 307
324 tmp->x = op->x + DIRX (tmp); 308 tmp->x = op->x + DIRX (tmp);
325 tmp->y = op->y + DIRY (tmp); 309 tmp->y = op->y + DIRY (tmp);
326 tmp->map = op->map; 310 tmp->map = op->map;
327 311
312 maptile *newmap;
328 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);
329 if (mflags & P_OUT_OF_MAP) 314 if (mflags & P_OUT_OF_MAP)
330 { 315 {
331 free_object (tmp); 316 tmp->destroy ();
332 return 0; 317 return 0;
333 } 318 }
319
320 tmp->map = newmap;
321
334 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)))
335 { 323 {
336 if (!QUERY_FLAG (tmp, FLAG_REFLECTING)) 324 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
337 { 325 {
338 free_object (tmp); 326 tmp->destroy ();
339 return 0; 327 return 0;
340 } 328 }
329
341 tmp->x = op->x; 330 tmp->x = op->x;
342 tmp->y = op->y; 331 tmp->y = op->y;
343 tmp->direction = absdir (tmp->direction + 4); 332 tmp->direction = absdir (tmp->direction + 4);
344 tmp->map = op->map; 333 tmp->map = op->map;
345 } 334 }
346 if ((tmp = insert_ob_in_map (tmp, tmp->map, op, 0)) != NULL) 335
336 if ((tmp = tmp->insert_at (tmp, op)))
347 move_bolt (tmp); 337 move_bolt (tmp);
338
348 return 1; 339 return 1;
349} 340}
350
351
352 341
353/*************************************************************************** 342/***************************************************************************
354 * 343 *
355 * BULLET/BALL CODE 344 * BULLET/BALL CODE
356 * 345 *
361 * At least that is what I think this does. 350 * At least that is what I think this does.
362 */ 351 */
363void 352void
364explosion (object *op) 353explosion (object *op)
365{ 354{
366 object *tmp;
367 mapstruct *m = op->map; 355 maptile *m = op->map;
368 int i; 356 int i;
369 357
370 if (--(op->duration) < 0) 358 if (--op->duration < 0)
371 { 359 {
372 remove_ob (op); 360 op->destroy ();
373 free_object (op);
374 return; 361 return;
375 } 362 }
363
376 hit_map (op, 0, op->attacktype, 0); 364 hit_map (op, 0, op->attacktype, 0);
377 365
378 if (op->range > 0) 366 if (op->range > 0)
379 { 367 {
380 for (i = 1; i < 9; i++) 368 for (i = 1; i < 9; i++)
381 { 369 {
382 sint16 dx, dy; 370 sint16 dx, dy;
383 371
384 dx = op->x + freearr_x[i]; 372 dx = op->x + freearr_x[i];
385 dy = op->y + freearr_y[i]; 373 dy = op->y + freearr_y[i];
374
386 /* ok_to_put_more already does things like checks for walls, 375 /* ok_to_put_more already does things like checks for walls,
387 * out of map, etc. 376 * out of map, etc.
388 */ 377 */
389 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))
390 { 379 {
391 tmp = get_object (); 380 object *tmp = op->clone ();
392 copy_object (op, tmp); 381
393 tmp->state = 0; 382 tmp->state = 0;
394 tmp->speed_left = -0.21; 383 tmp->speed_left = -0.21f;
395 tmp->range--; 384 tmp->range--;
396 tmp->value = 0; 385 tmp->value = 0;
397 tmp->x = dx; 386
398 tmp->y = dy; 387 m->insert (tmp, dx, dy, op);
399 insert_ob_in_map (tmp, m, op, 0);
400 } 388 }
401 } 389 }
402 } 390 }
403} 391}
404
405 392
406/* Causes an object to explode, eg, a firebullet, 393/* Causes an object to explode, eg, a firebullet,
407 * poison cloud ball, etc. op is the object to 394 * poison cloud ball, etc. op is the object to
408 * explode. 395 * explode.
409 */ 396 */
410void 397void
411explode_bullet (object *op) 398explode_bullet (object *op)
412{ 399{
413 tag_t op_tag = op->count;
414 object *tmp, *owner; 400 object *tmp, *owner;
415 401
416 if (op->other_arch == NULL) 402 if (op->other_arch == NULL)
417 { 403 {
418 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n"); 404 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n");
419 remove_ob (op); 405 op->destroy ();
420 free_object (op);
421 return; 406 return;
422 } 407 }
423 408
424 if (op->env) 409 if (op->env)
425 { 410 {
426 object *env;
427
428 env = object_get_env_recursive (op); 411 object *env = object_get_env_recursive (op);
429 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))
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);
514 /* remove the firebullet */ 489 /* remove the firebullet */
515 if (!was_destroyed (op, op_tag)) 490 op->destroy ();
516 {
517 remove_ob (op);
518 free_object (op);
519 }
520} 491}
521
522
523 492
524/* 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
525 * (eg, explode, damage player, etc) 494 * (eg, explode, damage player, etc)
526 */ 495 */
527
528void 496void
529check_bullet (object *op) 497check_bullet (object *op)
530{ 498{
531 tag_t op_tag = op->count, tmp_tag;
532 object *tmp; 499 object *tmp;
533 int dam, mflags; 500 int dam, mflags;
534 mapstruct *m; 501 maptile *m;
535 sint16 sx, sy; 502 sint16 sx, sy;
536 503
537 mflags = get_map_flags (op->map, &m, op->x, op->y, &sx, &sy); 504 mflags = get_map_flags (op->map, &m, op->x, op->y, &sx, &sy);
538 505
539 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy))) 506 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
548 515
549 /* 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 */
550 if (!(mflags & P_IS_ALIVE)) 517 if (!(mflags & P_IS_ALIVE))
551 return; 518 return;
552 519
553 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)
554 { 521 {
555 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 522 if (QUERY_FLAG (tmp, FLAG_ALIVE))
556 { 523 {
557 tmp_tag = tmp->count;
558 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1); 524 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) 525 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0)
560 { 526 {
561 if (!QUERY_FLAG (op, FLAG_REMOVED)) 527 if (!QUERY_FLAG (op, FLAG_REMOVED))
562 { 528 {
563 remove_ob (op); 529 op->destroy ();
564 free_object (op);
565 return; 530 return;
566 } 531 }
567 } 532 }
568 } 533 }
569 } 534 }
570} 535}
571
572 536
573/* Basically, we move 'op' one square, and if it hits something, 537/* Basically, we move 'op' one square, and if it hits something,
574 * call check_bullet. 538 * call check_bullet.
575 * This function is only applicable to bullets, but not to all 539 * This function is only applicable to bullets, but not to all
576 * fired arches (eg, bolts). 540 * fired arches (eg, bolts).
577 */ 541 */
578
579void 542void
580move_bullet (object *op) 543move_bullet (object *op)
581{ 544{
582 sint16 new_x, new_y; 545 sint16 new_x, new_y;
583 int mflags; 546 int mflags;
584 mapstruct *m; 547 maptile *m;
585 548
586#if 0 549#if 0
587 /* We need a better general purpose way to do this */ 550 /* We need a better general purpose way to do this */
588 551
589 /* peterm: added to make comet leave a trail of burnouts 552 /* peterm: added to make comet leave a trail of burnouts
590 it's an unadulterated hack, but the effect is cool. */ 553 it's an unadulterated hack, but the effect is cool. */
591 if (op->stats.sp == SP_METEOR) 554 if (op->stats.sp == SP_METEOR)
592 { 555 {
593 replace_insert_ob_in_map ("fire_trail", op); 556 replace_insert_ob_in_map ("fire_trail", op);
594 if (was_destroyed (op, op_tag)) 557 if (op->destroyed ())
595 return; 558 return;
596 } /* end addition. */ 559 } /* end addition. */
597#endif 560#endif
598 561
599 /* Reached the end of its life - remove it */ 562 /* Reached the end of its life - remove it */
600 if (--op->range <= 0) 563 if (--op->range <= 0)
601 { 564 {
602 if (op->other_arch) 565 if (op->other_arch)
603 {
604 explode_bullet (op); 566 explode_bullet (op);
605 }
606 else 567 else
607 { 568 op->destroy ();
608 remove_ob (op); 569
609 free_object (op);
610 }
611 return; 570 return;
612 } 571 }
613 572
614 new_x = op->x + DIRX (op); 573 new_x = op->x + DIRX (op);
615 new_y = op->y + DIRY (op); 574 new_y = op->y + DIRY (op);
616 m = op->map; 575 m = op->map;
617 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);
618 577
619 if (mflags & P_OUT_OF_MAP) 578 if (mflags & P_OUT_OF_MAP)
620 { 579 {
621 remove_ob (op); 580 op->destroy ();
622 free_object (op);
623 return; 581 return;
624 } 582 }
625 583
626 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)))
627 { 585 {
628 if (op->other_arch) 586 if (op->other_arch)
629 {
630 explode_bullet (op); 587 explode_bullet (op);
631 }
632 else 588 else
633 { 589 op->destroy ();
634 remove_ob (op); 590
635 free_object (op);
636 }
637 return; 591 return;
638 } 592 }
639 593
640 remove_ob (op); 594 if (!(op = m->insert (op, new_x, new_y, op)))
641 op->x = new_x;
642 op->y = new_y;
643 if ((op = insert_ob_in_map (op, m, op, 0)) == NULL)
644 return; 595 return;
645 596
646 if (reflwall (op->map, op->x, op->y, op)) 597 if (reflwall (op->map, op->x, op->y, op))
647 { 598 {
648 op->direction = absdir (op->direction + 4); 599 op->direction = absdir (op->direction + 4);
649 update_turn_face (op); 600 update_turn_face (op);
650 } 601 }
651 else 602 else
652 {
653 check_bullet (op); 603 check_bullet (op);
654 }
655} 604}
656
657
658
659 605
660/* fire_bullet 606/* fire_bullet
661 * object op (cast from caster) files a bolt in dir. 607 * object op (cast from caster) files a bolt in dir.
662 * spob is the spell object for the bolt. 608 * spob is the spell object for the bolt.
663 * we remove the magic flag - that can be derived from 609 * we remove the magic flag - that can be derived from
664 * spob->attacktype. 610 * spob->attacktype.
665 * This function sets up the appropriate owner and skill 611 * This function sets up the appropriate owner and skill
666 * pointers. 612 * pointers.
667 */ 613 */
668
669int 614int
670fire_bullet (object *op, object *caster, int dir, object *spob) 615fire_bullet (object *op, object *caster, int dir, object *spob)
671{ 616{
672 object *tmp = NULL; 617 object *tmp = NULL;
673 int mflags; 618 int mflags;
694 639
695 tmp->direction = dir; 640 tmp->direction = dir;
696 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) 641 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
697 SET_ANIMATION (tmp, dir); 642 SET_ANIMATION (tmp, dir);
698 643
699 set_owner (tmp, op); 644 tmp->set_owner (op);
700 set_spell_skill (op, caster, spob, tmp); 645 set_spell_skill (op, caster, spob, tmp);
701 646
702 tmp->x = op->x + freearr_x[dir]; 647 tmp->x = op->x + freearr_x[dir];
703 tmp->y = op->y + freearr_y[dir]; 648 tmp->y = op->y + freearr_y[dir];
704 tmp->map = op->map; 649 tmp->map = op->map;
705 650
651 maptile *newmap;
706 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);
707 if (mflags & P_OUT_OF_MAP) 653 if (mflags & P_OUT_OF_MAP)
708 { 654 {
709 free_object (tmp); 655 tmp->destroy ();
710 return 0; 656 return 0;
711 } 657 }
658
659 tmp->map = newmap;
660
712 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)))
713 { 662 {
714 if (!QUERY_FLAG (tmp, FLAG_REFLECTING)) 663 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
715 { 664 {
716 free_object (tmp); 665 tmp->destroy ();
717 return 0; 666 return 0;
718 } 667 }
668
719 tmp->x = op->x; 669 tmp->x = op->x;
720 tmp->y = op->y; 670 tmp->y = op->y;
721 tmp->direction = absdir (tmp->direction + 4); 671 tmp->direction = absdir (tmp->direction + 4);
722 tmp->map = op->map; 672 tmp->map = op->map;
723 } 673 }
724 if ((tmp = insert_ob_in_map (tmp, tmp->map, op, 0)) != NULL) 674
725 { 675 if ((tmp = tmp->insert_at (tmp, op)))
726 check_bullet (tmp); 676 check_bullet (tmp);
727 } 677
728 return 1; 678 return 1;
729} 679}
730
731
732
733 680
734/***************************************************************************** 681/*****************************************************************************
735 * 682 *
736 * CONE RELATED FUNCTIONS 683 * CONE RELATED FUNCTIONS
737 * 684 *
738 *****************************************************************************/ 685 *****************************************************************************/
739 686
740
741/* 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" */
742void 688void
743cone_drop (object *op) 689cone_drop (object *op)
744{ 690{
745 object *new_ob = arch_to_object (op->other_arch); 691 object *new_ob = arch_to_object (op->other_arch);
746 692
747 new_ob->x = op->x;
748 new_ob->y = op->y;
749 new_ob->level = op->level; 693 new_ob->level = op->level;
750 set_owner (new_ob, op->owner); 694 new_ob->set_owner (op->owner);
751 695
752 /* preserve skill ownership */ 696 /* preserve skill ownership */
753 if (op->skill && op->skill != new_ob->skill) 697 if (op->skill && op->skill != new_ob->skill)
754 {
755 new_ob->skill = op->skill; 698 new_ob->skill = op->skill;
756 }
757 insert_ob_in_map (new_ob, op->map, op, 0);
758 699
700 new_ob->insert_at (op, op);
759} 701}
760 702
761/* 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 */
762 704
763void 705void
764move_cone (object *op) 706move_cone (object *op)
765{ 707{
766 int i; 708 int i;
767 tag_t tag;
768 709
769 /* 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 */
770 if (!op->map) 711 if (!op->map)
771 { 712 {
772 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");
773 op->speed = 0; 714 op->set_speed (0);
774 update_ob_speed (op);
775 return; 715 return;
776 } 716 }
777 717
778 /* lava saves it's life, but not yours :) */ 718 /* lava saves it's life, but not yours :) */
779 if (QUERY_FLAG (op, FLAG_LIFESAVE)) 719 if (QUERY_FLAG (op, FLAG_LIFESAVE))
785#if 0 725#if 0
786 /* Disable this - enabling it makes monsters easier, as 726 /* Disable this - enabling it makes monsters easier, as
787 * when their cone dies when they die. 727 * when their cone dies when they die.
788 */ 728 */
789 /* If no owner left, the spell dies out. */ 729 /* If no owner left, the spell dies out. */
790 if (get_owner (op) == NULL) 730 if (op->owner == NULL)
791 { 731 {
792 remove_ob (op); 732 op->destroy ();
793 free_object (op);
794 return; 733 return;
795 } 734 }
796#endif 735#endif
797 736
798 tag = op->count;
799 hit_map (op, 0, op->attacktype, 0); 737 hit_map (op, 0, op->attacktype, 0);
800 738
801 /* Check to see if we should push anything. 739 /* Check to see if we should push anything.
802 * Spell objects with weight push whatever they encounter to some 740 * Spell objects with weight push whatever they encounter to some
803 * degree. 741 * degree.
804 */ 742 */
805 if (op->weight) 743 if (op->weight)
806 check_spell_knockback (op); 744 check_spell_knockback (op);
807 745
808 if (was_destroyed (op, tag)) 746 if (op->destroyed ())
809 return; 747 return;
810 748
811 if ((op->duration--) < 0) 749 if ((op->duration--) < 0)
812 { 750 {
813 remove_ob (op); 751 op->destroy ();
814 free_object (op);
815 return; 752 return;
816 } 753 }
817 /* Object has hit maximum range, so don't have it move 754 /* Object has hit maximum range, so don't have it move
818 * any further. When the duration above expires, 755 * any further. When the duration above expires,
819 * then the object will get removed. 756 * then the object will get removed.
828 { 765 {
829 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)];
830 767
831 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))
832 { 769 {
833 object *tmp = get_object (); 770 object *tmp = op->clone ();
834
835 copy_object (op, tmp);
836 tmp->x = x;
837 tmp->y = y;
838 771
839 tmp->duration = op->duration + 1; 772 tmp->duration = op->duration + 1;
840 773
841 /* Use for spell tracking - see ok_to_put_more() */ 774 /* Use for spell tracking - see ok_to_put_more() */
842 tmp->stats.maxhp = op->stats.maxhp; 775 tmp->stats.maxhp = op->stats.maxhp;
843 insert_ob_in_map (tmp, op->map, op, 0); 776
777 op->map->insert (tmp, x, y, op);
778
844 if (tmp->other_arch) 779 if (tmp->other_arch)
845 cone_drop (tmp); 780 cone_drop (tmp);
846 } 781 }
847 } 782 }
848} 783}
858int 793int
859cast_cone (object *op, object *caster, int dir, object *spell) 794cast_cone (object *op, object *caster, int dir, object *spell)
860{ 795{
861 object *tmp; 796 object *tmp;
862 int i, success = 0, range_min = -1, range_max = 1; 797 int i, success = 0, range_min = -1, range_max = 1;
863 mapstruct *m; 798 maptile *m;
864 sint16 sx, sy; 799 sint16 sx, sy;
865 MoveType movetype; 800 MoveType movetype;
866 801
867 if (!spell->other_arch) 802 if (!spell->other_arch)
868 return 0; 803 return 0;
881 816
882 /* 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
883 * 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
884 * insert it into is blocked. 819 * insert it into is blocked.
885 */ 820 */
886 movetype = spell->other_arch->clone.move_type; 821 movetype = spell->other_arch->move_type;
887 822
888 for (i = range_min; i <= range_max; i++) 823 for (i = range_min; i <= range_max; i++)
889 { 824 {
890 sint16 x, y, d; 825 sint16 x, y, d;
891 826
924 if ((movetype & GET_MAP_MOVE_BLOCK (m, sx, sy)) == movetype) 859 if ((movetype & GET_MAP_MOVE_BLOCK (m, sx, sy)) == movetype)
925 continue; 860 continue;
926 861
927 success = 1; 862 success = 1;
928 tmp = arch_to_object (spell->other_arch); 863 tmp = arch_to_object (spell->other_arch);
929 set_owner (tmp, op); 864 tmp->set_owner (op);
930 set_spell_skill (op, caster, spell, tmp); 865 set_spell_skill (op, caster, spell, tmp);
931 tmp->level = caster_level (caster, spell); 866 tmp->level = caster_level (caster, spell);
932 tmp->x = sx;
933 tmp->y = sy;
934 tmp->attacktype = spell->attacktype; 867 tmp->attacktype = spell->attacktype;
935 868
936 /* holy word stuff */ 869 /* holy word stuff */
937 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER)) 870 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER))
938 if (!tailor_god_spell (tmp, op)) 871 if (!tailor_god_spell (tmp, op))
972 else 905 else
973 tmp->duration += caster->level / 3; 906 tmp->duration += caster->level / 3;
974 } 907 }
975 908
976 if (!(tmp->move_type & MOVE_FLY_LOW)) 909 if (!(tmp->move_type & MOVE_FLY_LOW))
977 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);
978 911
979 if (!tmp->move_on && tmp->stats.dam) 912 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); 913 LOG (llevDebug, "cast_cone(): arch %s doesn't have move_on set\n", &spell->other_arch->archname);
982 }
983 914
984 insert_ob_in_map (tmp, m, op, 0); 915 m->insert (tmp, sx, sy, op);
985 916
986 /* 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
987 * a single space too many times. 918 * a single space too many times.
988 */ 919 */
989 tmp->stats.maxhp = tmp->count; 920 tmp->stats.maxhp = tmp->count;
999 * 930 *
1000 * BOMB related code 931 * BOMB related code
1001 * 932 *
1002 ****************************************************************************/ 933 ****************************************************************************/
1003 934
1004
1005/* This handles an exploding bomb. 935/* This handles an exploding bomb.
1006 * op is the original bomb object. 936 * op is the original bomb object.
1007 */ 937 */
1008void 938void
1009animate_bomb (object *op) 939animate_bomb (object *op)
1010{ 940{
1011 int i; 941 int i;
1012 object *env, *tmp; 942 object *env, *tmp;
1013 archetype *at;
1014 943
1015 if (op->state != NUM_ANIMATIONS (op) - 1) 944 if (op->state != NUM_ANIMATIONS (op) - 1)
1016 return; 945 return;
1017 946
1018 env = object_get_env_recursive (op); 947 env = object_get_env_recursive (op);
1023 return; 952 return;
1024 953
1025 if (env->type == PLAYER) 954 if (env->type == PLAYER)
1026 esrv_del_item (env->contr, op->count); 955 esrv_del_item (env->contr, op->count);
1027 956
1028 remove_ob (op); 957 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; 958 return;
1033 } 959 }
1034 960
1035 // 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
1036 // 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
1037 // as bombs can be carried. 963 // as bombs can be carried.
1038 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)
1039 { 965 {
1040 remove_ob (op); 966 op->destroy ();
1041 free_object (op);
1042 return; 967 return;
1043 } 968 }
1044 969
1045 /* This copies a lot of the code from the fire bullet, 970 /* This copies a lot of the code from the fire bullet,
1046 * but using the cast_bullet isn't really feasible, 971 * but using the cast_bullet isn't really feasible,
1047 * so just set up the appropriate values. 972 * so just set up the appropriate values.
1048 */ 973 */
1049 at = find_archetype (SPLINT); 974 if (archetype *at = archetype::find (SPLINT))
1050 if (at)
1051 { 975 {
1052 for (i = 1; i < 9; i++) 976 for (i = 1; i < 9; i++)
1053 { 977 {
1054 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]))
1055 continue; 979 continue;
980
1056 tmp = arch_to_object (at); 981 tmp = arch_to_object (at);
1057 tmp->direction = i; 982 tmp->direction = i;
1058 tmp->range = op->range; 983 tmp->range = op->range;
1059 tmp->stats.dam = op->stats.dam; 984 tmp->stats.dam = op->stats.dam;
1060 tmp->duration = op->duration; 985 tmp->duration = op->duration;
1061 tmp->attacktype = op->attacktype; 986 tmp->attacktype = op->attacktype;
1062 copy_owner (tmp, op); 987 tmp->set_owner (op);
1063 if (op->skill && op->skill != tmp->skill) 988 if (op->skill && op->skill != tmp->skill)
1064 {
1065 tmp->skill = op->skill; 989 tmp->skill = op->skill;
1066 } 990
1067 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) 991 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
1068 SET_ANIMATION (tmp, i); 992 SET_ANIMATION (tmp, i);
1069 tmp->x = op->x + freearr_x[i]; 993
1070 tmp->y = op->y + freearr_x[i]; 994 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); 995 move_bullet (tmp);
1073 } 996 }
1074 } 997 }
1075 998
1076 explode_bullet (op); 999 explode_bullet (op);
1081{ 1004{
1082 1005
1083 object *tmp; 1006 object *tmp;
1084 int mflags; 1007 int mflags;
1085 sint16 dx = op->x + freearr_x[dir], dy = op->y + freearr_y[dir]; 1008 sint16 dx = op->x + freearr_x[dir], dy = op->y + freearr_y[dir];
1086 mapstruct *m; 1009 maptile *m;
1087 1010
1088 mflags = get_map_flags (op->map, &m, dx, dy, &dx, &dy); 1011 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)) 1012 if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, dx, dy) & MOVE_WALK))
1090 { 1013 {
1091 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way."); 1014 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way.");
1097 tmp->range = spell->range + SP_level_range_adjust (caster, spell); 1020 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
1098 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);
1099 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell); 1022 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
1100 tmp->attacktype = spell->attacktype; 1023 tmp->attacktype = spell->attacktype;
1101 1024
1102 set_owner (tmp, op); 1025 tmp->set_owner (op);
1103 set_spell_skill (op, caster, spell, tmp); 1026 set_spell_skill (op, caster, spell, tmp);
1104 tmp->x = dx; 1027
1105 tmp->y = dy; 1028 m->insert (tmp, dx, dy, op);
1106 insert_ob_in_map (tmp, m, op, 0);
1107 return 1; 1029 return 1;
1108} 1030}
1109 1031
1110/**************************************************************************** 1032/****************************************************************************
1111 * 1033 *
1120 * dir is the direction to look in. 1042 * dir is the direction to look in.
1121 * range is how far out to look. 1043 * range is how far out to look.
1122 * 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.
1123 * this info is used for blocked magic/unholy spaces. 1045 * this info is used for blocked magic/unholy spaces.
1124 */ 1046 */
1125
1126object * 1047object *
1127get_pointed_target (object *op, int dir, int range, int type) 1048get_pointed_target (object *op, int dir, int range, int type)
1128{ 1049{
1129 object *target; 1050 object *target;
1130 sint16 x, y; 1051 sint16 x, y;
1131 int dist, mflags; 1052 int dist, mflags;
1132 mapstruct *mp; 1053 maptile *mp;
1133 1054
1134 if (dir == 0) 1055 if (dir == 0)
1135 return NULL; 1056 return NULL;
1136 1057
1137 for (dist = 1; dist < range; dist++) 1058 for (dist = 1; dist < range; dist++)
1149 return NULL; 1070 return NULL;
1150 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW) 1071 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW)
1151 return NULL; 1072 return NULL;
1152 1073
1153 if (mflags & P_IS_ALIVE) 1074 if (mflags & P_IS_ALIVE)
1154 {
1155 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)
1156 { 1076 if (QUERY_FLAG (target, FLAG_MONSTER))
1157 if (QUERY_FLAG (target->head ? target->head : target, FLAG_MONSTER))
1158 {
1159 return target; 1077 return target;
1160 }
1161 }
1162 }
1163 } 1078 }
1079
1164 return NULL; 1080 return NULL;
1165} 1081}
1166
1167 1082
1168/* cast_smite_arch() - the priest points to a creature and causes 1083/* cast_smite_arch() - the priest points to a creature and causes
1169 * a 'godly curse' to decend. 1084 * a 'godly curse' to decend.
1170 * usual params - 1085 * usual params -
1171 * op = player 1086 * op = player
1227 if (effect->attacktype & AT_DEATH) 1142 if (effect->attacktype & AT_DEATH)
1228 { 1143 {
1229 effect->level = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1144 effect->level = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1230 1145
1231 /* casting death spells at undead isn't a good thing */ 1146 /* casting death spells at undead isn't a good thing */
1232 if QUERY_FLAG
1233 (target, FLAG_UNDEAD) 1147 if (QUERY_FLAG (target, FLAG_UNDEAD))
1234 { 1148 {
1235 if (random_roll (0, 2, op, PREFER_LOW)) 1149 if (random_roll (0, 2, op, PREFER_LOW))
1236 { 1150 {
1237 new_draw_info (NDI_UNIQUE, 0, op, "Idiot! Your spell boomerangs!"); 1151 new_draw_info (NDI_UNIQUE, 0, op, "Idiot! Your spell boomerangs!");
1238 effect->x = op->x; 1152 effect->x = op->x;
1240 } 1154 }
1241 else 1155 else
1242 { 1156 {
1243 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));
1244 target->stats.hp = target->stats.maxhp * 2; 1158 target->stats.hp = target->stats.maxhp * 2;
1245 free_object (effect); 1159 effect->destroy ();
1246 return 0; 1160 return 0;
1247 } 1161 }
1248 } 1162 }
1249 } 1163 }
1250 else 1164 else
1251 { 1165 {
1252 /* how much woe to inflict :) */ 1166 /* how much woe to inflict :) */
1253 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);
1254 } 1168 }
1255 1169
1256 set_owner (effect, op); 1170 effect->set_owner (op);
1257 set_spell_skill (op, caster, spell, effect); 1171 set_spell_skill (op, caster, spell, effect);
1258 1172
1259 /* ok, tell it where to be, and insert! */ 1173 /* ok, tell it where to be, and insert! */
1260 effect->x = target->x; 1174 effect->insert_at (target, op);
1261 effect->y = target->y;
1262 insert_ob_in_map (effect, target->map, op, 0);
1263 1175
1264 return 1; 1176 return 1;
1265} 1177}
1266 1178
1267 1179
1277move_missile (object *op) 1189move_missile (object *op)
1278{ 1190{
1279 int i, mflags; 1191 int i, mflags;
1280 object *owner; 1192 object *owner;
1281 sint16 new_x, new_y; 1193 sint16 new_x, new_y;
1282 mapstruct *m; 1194 maptile *m;
1283 1195
1284 if (op->range-- <= 0) 1196 if (op->range-- <= 0)
1285 { 1197 {
1286 remove_ob (op); 1198 op->destroy ();
1287 free_object (op);
1288 return; 1199 return;
1289 } 1200 }
1290 1201
1291 owner = get_owner (op); 1202 owner = op->owner;
1292#if 0 1203#if 0
1293 /* 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
1294 * monster that are then killed would continue to survive 1205 * monster that are then killed would continue to survive
1295 */ 1206 */
1296 if (owner == NULL) 1207 if (owner == NULL)
1297 { 1208 {
1298 remove_ob (op); 1209 op->destroy ();
1299 free_object (op);
1300 return; 1210 return;
1301 } 1211 }
1302#endif 1212#endif
1303 1213
1304 new_x = op->x + DIRX (op); 1214 new_x = op->x + DIRX (op);
1306 1216
1307 mflags = get_map_flags (op->map, &m, new_x, new_y, &new_x, &new_y); 1217 mflags = get_map_flags (op->map, &m, new_x, new_y, &new_x, &new_y);
1308 1218
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)))) 1219 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 { 1220 {
1311 tag_t tag = op->count;
1312
1313 hit_map (op, op->direction, AT_MAGIC, 1); 1221 hit_map (op, op->direction, AT_MAGIC, 1);
1314 /* Basically, missile only hits one thing then goes away. 1222 /* Basically, missile only hits one thing then goes away.
1315 * 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.
1316 */ 1224 */
1317 if (!was_destroyed (op, tag)) 1225 if (!op->destroyed ())
1318 { 1226 op->destroy ();
1319 remove_ob (op); 1227
1320 free_object (op);
1321 }
1322 return; 1228 return;
1323 } 1229 }
1324 1230
1325 remove_ob (op); 1231 op->remove ();
1232
1326 if (!op->direction || (mflags & P_OUT_OF_MAP)) 1233 if (!op->direction || (mflags & P_OUT_OF_MAP))
1327 { 1234 {
1328 free_object (op); 1235 op->destroy ();
1329 return; 1236 return;
1330 } 1237 }
1331 op->x = new_x; 1238
1332 op->y = new_y; 1239 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) 1240 if (i > 0 && i != op->direction)
1336 { 1241 {
1337 op->direction = i; 1242 op->direction = i;
1338 SET_ANIMATION (op, op->direction); 1243 SET_ANIMATION (op, op->direction);
1339 } 1244 }
1340 insert_ob_in_map (op, op->map, op, 0); 1245
1246 m->insert (op, new_x, new_y, op);
1341} 1247}
1342 1248
1343/**************************************************************************** 1249/****************************************************************************
1344 * Destruction 1250 * Destruction
1345 ****************************************************************************/ 1251 ****************************************************************************/
1382 return 0; 1288 return 0;
1383 } 1289 }
1384 return 1; 1290 return 1;
1385} 1291}
1386 1292
1387
1388
1389
1390int 1293int
1391cast_destruction (object *op, object *caster, object *spell_ob) 1294cast_destruction (object *op, object *caster, object *spell_ob)
1392{ 1295{
1393 int i, j, range, mflags, friendly = 0, dam, dur; 1296 int i, j, range, mflags, friendly = 0, dam, dur;
1394 sint16 sx, sy; 1297 sint16 sx, sy;
1395 mapstruct *m; 1298 maptile *m;
1396 object *tmp; 1299 object *tmp;
1397 const char *skill; 1300 const char *skill;
1398 1301
1399 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob); 1302 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
1400 dam = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob); 1303 dam = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob);
1414 else if (caster->skill) 1317 else if (caster->skill)
1415 op->skill = caster->skill; 1318 op->skill = caster->skill;
1416 else 1319 else
1417 op->skill = NULL; 1320 op->skill = NULL;
1418 1321
1419 change_skill (op, find_skill_by_name (op, op->skill), 1); 1322 op->change_skill (find_skill_by_name (op, op->skill));
1420 1323
1421 for (i = -range; i < range; i++) 1324 for (i = -range; i < range; i++)
1422 { 1325 {
1423 for (j = -range; j < range; j++) 1326 for (j = -range; j < range; j++)
1424 { 1327 {
1425 m = op->map; 1328 m = op->map;
1426 sx = op->x + i; 1329 sx = op->x + i;
1427 sy = op->y + j; 1330 sy = op->y + j;
1331
1428 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy); 1332 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
1429 if (mflags & P_OUT_OF_MAP) 1333 if (mflags & P_OUT_OF_MAP)
1430 continue; 1334 continue;
1335
1431 if (mflags & P_IS_ALIVE) 1336 if (mflags & P_IS_ALIVE)
1432 { 1337 {
1433 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)
1434 {
1435 if (QUERY_FLAG (tmp, FLAG_ALIVE) || tmp->type == PLAYER) 1339 if (QUERY_FLAG (tmp, FLAG_ALIVE) || tmp->type == PLAYER)
1436 break; 1340 break;
1437 } 1341
1438 if (tmp) 1342 if (tmp)
1439 { 1343 {
1440 if (tmp->head) 1344 if (tmp->head)
1441 tmp = tmp->head; 1345 tmp = tmp->head;
1442 1346
1445 { 1349 {
1446 if (spell_ob->subtype == SP_DESTRUCTION) 1350 if (spell_ob->subtype == SP_DESTRUCTION)
1447 { 1351 {
1448 hit_player (tmp, dam, op, spell_ob->attacktype, 0); 1352 hit_player (tmp, dam, op, spell_ob->attacktype, 0);
1449 if (spell_ob->other_arch) 1353 if (spell_ob->other_arch)
1450 {
1451 tmp = arch_to_object (spell_ob->other_arch); 1354 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 } 1355 }
1457 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)
1458 { 1357 {
1459 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch) 1358 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch)
1460 {
1461 object *effect = arch_to_object (spell_ob->other_arch); 1359 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 } 1360 }
1468 } 1361 }
1469 } 1362 }
1470 } 1363 }
1471 } 1364 }
1472 } 1365 }
1366
1473 op->skill = skill; 1367 op->skill = skill;
1474 return 1; 1368 return 1;
1475} 1369}
1476 1370
1477/*************************************************************************** 1371/***************************************************************************
1537 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.");
1538 } 1432 }
1539 return 1; 1433 return 1;
1540 } 1434 }
1541 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;
1542 force->speed = 1.0; 1436 force->speed = 1.f;
1543 force->speed_left = -1.0; 1437 force->speed_left = -1.f;
1544 SET_FLAG (force, FLAG_APPLIED); 1438 SET_FLAG (force, FLAG_APPLIED);
1545 1439
1546 if (god) 1440 if (god)
1547 { 1441 {
1548 if (spell_ob->last_grace) 1442 if (spell_ob->last_grace)
1561 force->stats.ac = spell_ob->stats.ac; 1455 force->stats.ac = spell_ob->stats.ac;
1562 force->stats.wc = spell_ob->stats.wc; 1456 force->stats.wc = spell_ob->stats.wc;
1563 1457
1564 change_abil (tmp, force); /* Mostly to display any messages */ 1458 change_abil (tmp, force); /* Mostly to display any messages */
1565 insert_ob_in_ob (force, tmp); 1459 insert_ob_in_ob (force, tmp);
1566 fix_player (tmp); 1460 tmp->update_stats ();
1567 return 1; 1461 return 1;
1568 1462
1569} 1463}
1570
1571 1464
1572/********************************************************************** 1465/**********************************************************************
1573 * mood change 1466 * mood change
1574 * 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
1575 * effects monsters, it seems best to put it into this file 1468 * effects monsters, it seems best to put it into this file
1582mood_change (object *op, object *caster, object *spell) 1475mood_change (object *op, object *caster, object *spell)
1583{ 1476{
1584 object *tmp, *god, *head; 1477 object *tmp, *god, *head;
1585 int done_one, range, mflags, level, at, best_at; 1478 int done_one, range, mflags, level, at, best_at;
1586 sint16 x, y, nx, ny; 1479 sint16 x, y, nx, ny;
1587 mapstruct *m; 1480 maptile *m;
1588 const char *race; 1481 const char *race;
1589 1482
1590 /* We precompute some values here so that we don't have to keep 1483 /* We precompute some values here so that we don't have to keep
1591 * doing it over and over again. 1484 * doing it over and over again.
1592 */ 1485 */
1605 else if (god && !strcmp (spell->race, "GOD_FRIEND")) 1498 else if (god && !strcmp (spell->race, "GOD_FRIEND"))
1606 race = god->race; 1499 race = god->race;
1607 else 1500 else
1608 race = spell->race; 1501 race = spell->race;
1609 1502
1610
1611 for (x = op->x - range; x <= op->x + range; x++) 1503 for (x = op->x - range; x <= op->x + range; x++)
1612 for (y = op->y - range; y <= op->y + range; y++) 1504 for (y = op->y - range; y <= op->y + range; y++)
1613 { 1505 {
1614
1615 done_one = 0; 1506 done_one = 0;
1616 m = op->map; 1507 m = op->map;
1617 nx = x; 1508 nx = x;
1618 ny = y; 1509 ny = y;
1619 mflags = get_map_flags (m, &m, x, y, &nx, &ny); 1510 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1622 1513
1623 /* 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 */
1624 if (!(mflags & P_IS_ALIVE)) 1515 if (!(mflags & P_IS_ALIVE))
1625 continue; 1516 continue;
1626 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
1627 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)
1628 if (QUERY_FLAG (tmp, FLAG_MONSTER)) 1524 if (QUERY_FLAG (tmp, FLAG_MONSTER))
1629 break; 1525 break;
1630 1526
1631 /* There can be living objects that are not monsters */ 1527 /* There can be living objects that are not monsters */
1632 if (!tmp || tmp->type == PLAYER) 1528 if (!tmp || tmp->type == PLAYER)
1639 head = tmp; 1535 head = tmp;
1640 1536
1641 /* 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 */
1642 if (race && head->race && !strstr (race, head->race)) 1538 if (race && head->race && !strstr (race, head->race))
1643 continue; 1539 continue;
1540
1644 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD)) 1541 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD))
1645 continue; 1542 continue;
1646 1543
1647 /* Now do a bunch of stuff related to saving throws */ 1544 /* Now do a bunch of stuff related to saving throws */
1648 best_at = -1; 1545 best_at = -1;
1665 at -= level / 5; 1562 at -= level / 5;
1666 if (did_make_save (head, head->level, at)) 1563 if (did_make_save (head, head->level, at))
1667 continue; 1564 continue;
1668 } 1565 }
1669 else /* spell->attacktype */ 1566 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 { 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 */
1683 if (head->level > level) 1580 if (head->level > level)
1684 continue; 1581 continue;
1582
1685 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))))
1686 /* Failed, no effect */ 1584 /* Failed, no effect */
1687 continue; 1585 continue;
1688 } 1586 }
1689 1587
1690 /* Done with saving throw. Now start effecting the monster */ 1588 /* Done with saving throw. Now start affecting the monster */
1691 1589
1692 /* aggravation */ 1590 /* aggravation */
1693 if (QUERY_FLAG (spell, FLAG_MONSTER)) 1591 if (QUERY_FLAG (spell, FLAG_MONSTER))
1694 { 1592 {
1695 CLEAR_FLAG (head, FLAG_SLEEP); 1593 CLEAR_FLAG (head, FLAG_SLEEP);
1696 if (QUERY_FLAG (head, FLAG_FRIENDLY))
1697 remove_friendly_object (head); 1594 remove_friendly_object (head);
1698
1699 done_one = 1; 1595 done_one = 1;
1700 head->enemy = op; 1596 head->enemy = op;
1701 } 1597 }
1702 1598
1703 /* calm monsters */ 1599 /* calm monsters */
1712 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK)) 1608 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK))
1713 { 1609 {
1714 SET_FLAG (head, FLAG_BERSERK); 1610 SET_FLAG (head, FLAG_BERSERK);
1715 done_one = 1; 1611 done_one = 1;
1716 } 1612 }
1613
1717 /* charm */ 1614 /* charm */
1718 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))
1719 { 1616 {
1720 SET_FLAG (head, FLAG_FRIENDLY);
1721 /* Prevent uncontolled outbreaks of self replicating monsters. 1617 /* Prevent uncontolled outbreaks of self replicating monsters.
1722 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.
1723 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. */
1724 CLEAR_FLAG (head, FLAG_GENERATOR); 1620 CLEAR_FLAG (head, FLAG_GENERATOR);
1725 set_owner (head, op); 1621 head->set_owner (op);
1726 set_spell_skill (op, caster, spell, head); 1622 set_spell_skill (op, caster, spell, head);
1727 add_friendly_object (head); 1623 add_friendly_object (head);
1728 head->attack_movement = PETMOVE; 1624 head->attack_movement = PETMOVE;
1729 done_one = 1; 1625 done_one = 1;
1730 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);
1731 head->stats.exp = 0; 1627 head->stats.exp = 0;
1732 } 1628 }
1733 1629
1734 /* If a monster was effected, put an effect in */ 1630 /* If a monster was effected, put an effect in */
1735 if (done_one && spell->other_arch) 1631 if (done_one && spell->other_arch)
1736 {
1737 tmp = arch_to_object (spell->other_arch); 1632 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 */ 1633 } /* for y */
1743 1634
1744 return 1; 1635 return 1;
1745} 1636}
1746 1637
1756move_ball_spell (object *op) 1647move_ball_spell (object *op)
1757{ 1648{
1758 int i, j, dam_save, dir, mflags; 1649 int i, j, dam_save, dir, mflags;
1759 sint16 nx, ny, hx, hy; 1650 sint16 nx, ny, hx, hy;
1760 object *owner; 1651 object *owner;
1761 mapstruct *m; 1652 maptile *m;
1762 1653
1763 owner = get_owner (op); 1654 owner = op->owner;
1764 1655
1765 /* 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,
1766 * 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
1767 * victim. The block immediately below more or less chooses a random 1658 * 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 1659 * offset to move the ball, eg, keep it mostly on course, with some
1797 nx = op->x; 1688 nx = op->x;
1798 ny = op->y; 1689 ny = op->y;
1799 m = op->map; 1690 m = op->map;
1800 } 1691 }
1801 1692
1802 remove_ob (op); 1693 m->insert (op, nx, ny, op);
1803 op->y = ny;
1804 op->x = nx;
1805 insert_ob_in_map (op, m, op, 0);
1806 1694
1807 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
1808 surrounding squares */ 1696 surrounding squares */
1809 1697
1810 /* loop over current square and neighbors to hit. 1698 /* loop over current square and neighbors to hit.
1811 * if this has an other_arch field, we insert that in 1699 * if this has an other_arch field, we insert that in
1812 * the surround spaces. 1700 * the surround spaces.
1813 */ 1701 */
1814 for (j = 0; j < 9; j++) 1702 for (j = 0; j < 9; j++)
1815 { 1703 {
1816 object *new_ob;
1817
1818 hx = nx + freearr_x[j]; 1704 hx = nx + freearr_x[j];
1819 hy = ny + freearr_y[j]; 1705 hy = ny + freearr_y[j];
1820 1706
1821 m = op->map; 1707 m = op->map;
1822 mflags = get_map_flags (m, &m, hx, hy, &hx, &hy); 1708 mflags = get_map_flags (m, &m, hx, hy, &hx, &hy);
1836 1722
1837 } 1723 }
1838 1724
1839 /* insert the other arch */ 1725 /* insert the other arch */
1840 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))))
1841 { 1727 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 } 1728 }
1848 1729
1849 /* restore to the center location and damage */ 1730 /* restore to the center location and damage */
1850 op->stats.dam = dam_save; 1731 op->stats.dam = dam_save;
1851 1732
1852 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);
1853 1734
1854 if (i >= 0) 1735 if (i >= 0)
1855 { /* we have a preferred direction! */ 1736 { /* we have a preferred direction! */
1856 /* pick another direction if the preferred dir is blocked. */ 1737 /* 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 || 1738 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))) 1739 OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy)))
1859 {
1860 i = absdir (i + rndm (0, 2) - 1); /* -1, 0, +1 */ 1740 i = absdir (i + rndm (0, 2) - 1); /* -1, 0, +1 */
1861 } 1741
1862 op->direction = i; 1742 op->direction = i;
1863 } 1743 }
1864} 1744}
1865 1745
1866 1746
1878#if 0 1758#if 0
1879 static int cardinal_adjust[9] = { -3, -2, -1, 0, 0, 0, 1, 2, 3 }; 1759 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 }; 1760 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; 1761 sint16 target_x, target_y, origin_x, origin_y;
1882 int adjustdir; 1762 int adjustdir;
1883 mapstruct *m; 1763 maptile *m;
1884#endif 1764#endif
1885 int basedir; 1765 int basedir;
1886 object *owner; 1766 object *owner;
1887 1767
1888 owner = get_owner (op); 1768 owner = op->owner;
1889 if (op->duration == 0 || owner == NULL) 1769 if (op->duration == 0 || owner == NULL)
1890 { 1770 {
1891 remove_ob (op); 1771 op->destroy ();
1892 free_object (op);
1893 return; 1772 return;
1894 } 1773 }
1774
1895 op->duration--; 1775 op->duration--;
1896 1776
1897 basedir = op->direction; 1777 basedir = op->direction;
1898 if (basedir == 0) 1778 if (basedir == 0)
1899 { 1779 {
1904#if 0 1784#if 0
1905 // this is bogus: it causes wrong places to be checked below 1785 // this is bogus: it causes wrong places to be checked below
1906 // (a wall 2 cells away will block the effect...) and 1786 // (a wall 2 cells away will block the effect...) and
1907 // 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
1908 // space. 1788 // space.
1909 // should be fixed later, but correctness before featurs... 1789 // should be fixed later, but correctness before features...
1910 // (schmorp) 1790 // (schmorp)
1911 1791
1912 /* new offset calculation to make swarm element distribution 1792 /* new offset calculation to make swarm element distribution
1913 * more uniform 1793 * more uniform
1914 */ 1794 */
1996 1876
1997 if (!spell->other_arch) 1877 if (!spell->other_arch)
1998 return 0; 1878 return 0;
1999 1879
2000 tmp = get_archetype (SWARM_SPELL); 1880 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. */ 1881 tmp->set_owner (op); /* needed so that if swarm elements kill, caster gets xp. */
2004 set_spell_skill (op, caster, spell, tmp); 1882 set_spell_skill (op, caster, spell, tmp);
2005 1883
2006 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. */
2007 tmp->spell = arch_to_object (spell->other_arch); 1885 tmp->spell = arch_to_object (spell->other_arch);
2008 1886
2009 tmp->attacktype = tmp->spell->attacktype; 1887 tmp->attacktype = tmp->spell->attacktype;
2010 1888
2011 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) 1889 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
2012 {
2013 if (!tailor_god_spell (tmp, op)) 1890 if (!tailor_god_spell (tmp, op))
2014 return 1; 1891 return 1;
2015 } 1892
2016 tmp->duration = SP_level_duration_adjust (caster, spell); 1893 tmp->duration = SP_level_duration_adjust (caster, spell);
2017 for (i = 0; i < spell->duration; i++) 1894 for (i = 0; i < spell->duration; i++)
2018 tmp->duration += die_roll (1, 3, op, PREFER_HIGH); 1895 tmp->duration += die_roll (1, 3, op, PREFER_HIGH);
2019 1896
2020 tmp->direction = dir; 1897 tmp->direction = dir;
2021 tmp->invisible = 1; 1898 tmp->invisible = 1;
2022 insert_ob_in_map (tmp, op->map, op, 0); 1899
1900 tmp->insert_at (op, op);
2023 return 1; 1901 return 1;
2024} 1902}
2025 1903
2026 1904
2027/* See the spells documentation file for why this is its own 1905/* See the spells documentation file for why this is its own
2031cast_light (object *op, object *caster, object *spell, int dir) 1909cast_light (object *op, object *caster, object *spell, int dir)
2032{ 1910{
2033 object *target = NULL, *tmp = NULL; 1911 object *target = NULL, *tmp = NULL;
2034 sint16 x, y; 1912 sint16 x, y;
2035 int dam, mflags; 1913 int dam, mflags;
2036 mapstruct *m; 1914 maptile *m;
2037 1915
2038 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1916 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
2039 1917
2040 if (!dir) 1918 if (!dir)
2041 { 1919 {
2055 return 0; 1933 return 0;
2056 } 1934 }
2057 1935
2058 if (mflags & P_IS_ALIVE && spell->attacktype) 1936 if (mflags & P_IS_ALIVE && spell->attacktype)
2059 { 1937 {
2060 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)
2061 if (QUERY_FLAG (target, FLAG_MONSTER)) 1939 if (QUERY_FLAG (target, FLAG_MONSTER))
2062 { 1940 {
2063 /* oky doky. got a target monster. Lets make a blinding attack */ 1941 /* oky doky. got a target monster. Lets make a blinding attack */
2064 if (target->head) 1942 if (target->head)
2065 target = target->head; 1943 target = target->head;
2087 { 1965 {
2088 tmp->glow_radius = spell->range + SP_level_range_adjust (caster, spell); 1966 tmp->glow_radius = spell->range + SP_level_range_adjust (caster, spell);
2089 if (tmp->glow_radius > MAX_LIGHT_RADII) 1967 if (tmp->glow_radius > MAX_LIGHT_RADII)
2090 tmp->glow_radius = MAX_LIGHT_RADII; 1968 tmp->glow_radius = MAX_LIGHT_RADII;
2091 } 1969 }
2092 tmp->x = x; 1970
2093 tmp->y = y; 1971 m->insert (tmp, x, y, op);
2094 insert_ob_in_map (tmp, m, op, 0);
2095 return 1; 1972 return 1;
2096} 1973}
2097 1974
2098 1975
2099 1976
2109cast_cause_disease (object *op, object *caster, object *spell, int dir) 1986cast_cause_disease (object *op, object *caster, object *spell, int dir)
2110{ 1987{
2111 sint16 x, y; 1988 sint16 x, y;
2112 int i, mflags, range, dam_mod, dur_mod; 1989 int i, mflags, range, dam_mod, dur_mod;
2113 object *walk; 1990 object *walk;
2114 mapstruct *m; 1991 maptile *m;
2115 1992
2116 x = op->x; 1993 x = op->x;
2117 y = op->y; 1994 y = op->y;
2118 1995
2119 /* If casting from a scroll, no direction will be available, so refer to the 1996 /* If casting from a scroll, no direction will be available, so refer to the
2147 2024
2148 /* 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 */
2149 if (mflags & P_IS_ALIVE) 2026 if (mflags & P_IS_ALIVE)
2150 { 2027 {
2151 /* search this square for a victim */ 2028 /* search this square for a victim */
2152 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)
2153 if (QUERY_FLAG (walk, FLAG_MONSTER) || (walk->type == PLAYER)) 2030 if (QUERY_FLAG (walk, FLAG_MONSTER) || (walk->type == PLAYER))
2154 { /* found a victim */ 2031 { /* found a victim */
2155 object *disease = arch_to_object (spell->other_arch); 2032 object *disease = arch_to_object (spell->other_arch);
2156 2033
2157 set_owner (disease, op); 2034 disease->set_owner (op);
2158 set_spell_skill (op, caster, spell, disease); 2035 set_spell_skill (op, caster, spell, disease);
2159 disease->stats.exp = 0; 2036 disease->stats.exp = 0;
2160 disease->level = caster_level (caster, spell); 2037 disease->level = caster_level (caster, spell);
2161 2038
2162 /* do level adjustments */ 2039 /* do level adjustments */
2207 if (disease->stats.sp) 2084 if (disease->stats.sp)
2208 disease->stats.sp -= dam_mod; 2085 disease->stats.sp -= dam_mod;
2209 2086
2210 if (infect_object (walk, disease, 1)) 2087 if (infect_object (walk, disease, 1))
2211 { 2088 {
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); 2089 new_draw_info_format (NDI_UNIQUE, 0, op, "You inflict %s on %s!", &disease->name, &walk->name);
2215 2090
2216 free_object (disease); /* don't need this one anymore */ 2091 disease->destroy (); /* don't need this one anymore */
2217 flash = get_archetype (ARCH_DETECT_MAGIC); 2092 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; 2093 return 1;
2223 } 2094 }
2224 free_object (disease); 2095
2096 disease->destroy ();
2225 } 2097 }
2226 } /* if living creature */ 2098 } /* if living creature */
2227 } /* for range of spaces */ 2099 } /* for range of spaces */
2100
2228 new_draw_info (NDI_UNIQUE, 0, op, "No one caught anything!"); 2101 new_draw_info (NDI_UNIQUE, 0, op, "No one caught anything!");
2229 return 1; 2102 return 1;
2230} 2103}

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