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Comparing deliantra/server/server/spell_attack.C (file contents):
Revision 1.9 by root, Sun Sep 10 15:59:57 2006 UTC vs.
Revision 1.41 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 1.9 2006/09/10 15:59:57 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;
451
473 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))
474 { 453 {
475 remove_ob (op); 454 op->destroy ();
476 free_object (op);
477 return; 455 return;
478 } 456 }
479 tmp->x = op->x;
480 tmp->y = op->y;
481 457
482 /* special for bombs - it actually has sane values for these */ 458 /* special for bombs - it actually has sane values for these */
483 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB) 459 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB)
484 { 460 {
485 tmp->attacktype = op->attacktype; 461 tmp->attacktype = op->attacktype;
489 } 465 }
490 else 466 else
491 { 467 {
492 if (op->attacktype & AT_MAGIC) 468 if (op->attacktype & AT_MAGIC)
493 tmp->attacktype |= AT_MAGIC; 469 tmp->attacktype |= AT_MAGIC;
470
494 /* Spell doc describes what is going on here */ 471 /* Spell doc describes what is going on here */
495 tmp->stats.dam = op->dam_modifier; 472 tmp->stats.dam = op->dam_modifier;
496 tmp->range = op->stats.maxhp; 473 tmp->range = op->stats.maxhp;
497 tmp->duration = op->stats.hp; 474 tmp->duration = op->stats.hp;
498 /* 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 -
506 tmp->stats.sp = op->direction; 483 tmp->stats.sp = op->direction;
507 484
508 /* Prevent recursion */ 485 /* Prevent recursion */
509 op->move_on = 0; 486 op->move_on = 0;
510 487
511 insert_ob_in_map (tmp, op->map, op, 0); 488 tmp->insert_at (op, op);
512 /* remove the firebullet */ 489 /* remove the firebullet */
513 if (!was_destroyed (op, op_tag)) 490 op->destroy ();
514 {
515 remove_ob (op);
516 free_object (op);
517 }
518} 491}
519
520
521 492
522/* 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
523 * (eg, explode, damage player, etc) 494 * (eg, explode, damage player, etc)
524 */ 495 */
525
526void 496void
527check_bullet (object *op) 497check_bullet (object *op)
528{ 498{
529 tag_t op_tag = op->count, tmp_tag;
530 object *tmp; 499 object *tmp;
531 int dam, mflags; 500 int dam, mflags;
532 mapstruct *m; 501 maptile *m;
533 sint16 sx, sy; 502 sint16 sx, sy;
534 503
535 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);
536 505
537 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)))
546 515
547 /* 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 */
548 if (!(mflags & P_IS_ALIVE)) 517 if (!(mflags & P_IS_ALIVE))
549 return; 518 return;
550 519
551 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)
552 { 521 {
553 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 522 if (QUERY_FLAG (tmp, FLAG_ALIVE))
554 { 523 {
555 tmp_tag = tmp->count;
556 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1); 524 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1);
557 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)
558 { 526 {
559 if (!QUERY_FLAG (op, FLAG_REMOVED)) 527 if (!QUERY_FLAG (op, FLAG_REMOVED))
560 { 528 {
561 remove_ob (op); 529 op->destroy ();
562 free_object (op);
563 return; 530 return;
564 } 531 }
565 } 532 }
566 } 533 }
567 } 534 }
568} 535}
569
570 536
571/* Basically, we move 'op' one square, and if it hits something, 537/* Basically, we move 'op' one square, and if it hits something,
572 * call check_bullet. 538 * call check_bullet.
573 * This function is only applicable to bullets, but not to all 539 * This function is only applicable to bullets, but not to all
574 * fired arches (eg, bolts). 540 * fired arches (eg, bolts).
575 */ 541 */
576
577void 542void
578move_bullet (object *op) 543move_bullet (object *op)
579{ 544{
580 sint16 new_x, new_y; 545 sint16 new_x, new_y;
581 int mflags; 546 int mflags;
582 mapstruct *m; 547 maptile *m;
583 548
584#if 0 549#if 0
585 /* We need a better general purpose way to do this */ 550 /* We need a better general purpose way to do this */
586 551
587 /* peterm: added to make comet leave a trail of burnouts 552 /* peterm: added to make comet leave a trail of burnouts
588 it's an unadulterated hack, but the effect is cool. */ 553 it's an unadulterated hack, but the effect is cool. */
589 if (op->stats.sp == SP_METEOR) 554 if (op->stats.sp == SP_METEOR)
590 { 555 {
591 replace_insert_ob_in_map ("fire_trail", op); 556 replace_insert_ob_in_map ("fire_trail", op);
592 if (was_destroyed (op, op_tag)) 557 if (op->destroyed ())
593 return; 558 return;
594 } /* end addition. */ 559 } /* end addition. */
595#endif 560#endif
596 561
597 /* Reached the end of its life - remove it */ 562 /* Reached the end of its life - remove it */
598 if (--op->range <= 0) 563 if (--op->range <= 0)
599 { 564 {
600 if (op->other_arch) 565 if (op->other_arch)
601 {
602 explode_bullet (op); 566 explode_bullet (op);
603 }
604 else 567 else
605 { 568 op->destroy ();
606 remove_ob (op); 569
607 free_object (op);
608 }
609 return; 570 return;
610 } 571 }
611 572
612 new_x = op->x + DIRX (op); 573 new_x = op->x + DIRX (op);
613 new_y = op->y + DIRY (op); 574 new_y = op->y + DIRY (op);
614 m = op->map; 575 m = op->map;
615 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);
616 577
617 if (mflags & P_OUT_OF_MAP) 578 if (mflags & P_OUT_OF_MAP)
618 { 579 {
619 remove_ob (op); 580 op->destroy ();
620 free_object (op);
621 return; 581 return;
622 } 582 }
623 583
624 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)))
625 { 585 {
626 if (op->other_arch) 586 if (op->other_arch)
627 {
628 explode_bullet (op); 587 explode_bullet (op);
629 }
630 else 588 else
631 { 589 op->destroy ();
632 remove_ob (op); 590
633 free_object (op);
634 }
635 return; 591 return;
636 } 592 }
637 593
638 remove_ob (op); 594 if (!(op = m->insert (op, new_x, new_y, op)))
639 op->x = new_x;
640 op->y = new_y;
641 if ((op = insert_ob_in_map (op, m, op, 0)) == NULL)
642 return; 595 return;
643 596
644 if (reflwall (op->map, op->x, op->y, op)) 597 if (reflwall (op->map, op->x, op->y, op))
645 { 598 {
646 op->direction = absdir (op->direction + 4); 599 op->direction = absdir (op->direction + 4);
647 update_turn_face (op); 600 update_turn_face (op);
648 } 601 }
649 else 602 else
650 {
651 check_bullet (op); 603 check_bullet (op);
652 }
653} 604}
654
655
656
657 605
658/* fire_bullet 606/* fire_bullet
659 * object op (cast from caster) files a bolt in dir. 607 * object op (cast from caster) files a bolt in dir.
660 * spob is the spell object for the bolt. 608 * spob is the spell object for the bolt.
661 * we remove the magic flag - that can be derived from 609 * we remove the magic flag - that can be derived from
662 * spob->attacktype. 610 * spob->attacktype.
663 * This function sets up the appropriate owner and skill 611 * This function sets up the appropriate owner and skill
664 * pointers. 612 * pointers.
665 */ 613 */
666
667int 614int
668fire_bullet (object *op, object *caster, int dir, object *spob) 615fire_bullet (object *op, object *caster, int dir, object *spob)
669{ 616{
670 object *tmp = NULL; 617 object *tmp = NULL;
671 int mflags; 618 int mflags;
692 639
693 tmp->direction = dir; 640 tmp->direction = dir;
694 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) 641 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
695 SET_ANIMATION (tmp, dir); 642 SET_ANIMATION (tmp, dir);
696 643
697 set_owner (tmp, op); 644 tmp->set_owner (op);
698 set_spell_skill (op, caster, spob, tmp); 645 set_spell_skill (op, caster, spob, tmp);
699 646
700 tmp->x = op->x + freearr_x[dir]; 647 tmp->x = op->x + freearr_x[dir];
701 tmp->y = op->y + freearr_y[dir]; 648 tmp->y = op->y + freearr_y[dir];
702 tmp->map = op->map; 649 tmp->map = op->map;
703 650
651 maptile *newmap;
704 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);
705 if (mflags & P_OUT_OF_MAP) 653 if (mflags & P_OUT_OF_MAP)
706 { 654 {
707 free_object (tmp); 655 tmp->destroy ();
708 return 0; 656 return 0;
709 } 657 }
658
659 tmp->map = newmap;
660
710 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)))
711 { 662 {
712 if (!QUERY_FLAG (tmp, FLAG_REFLECTING)) 663 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
713 { 664 {
714 free_object (tmp); 665 tmp->destroy ();
715 return 0; 666 return 0;
716 } 667 }
668
717 tmp->x = op->x; 669 tmp->x = op->x;
718 tmp->y = op->y; 670 tmp->y = op->y;
719 tmp->direction = absdir (tmp->direction + 4); 671 tmp->direction = absdir (tmp->direction + 4);
720 tmp->map = op->map; 672 tmp->map = op->map;
721 } 673 }
722 if ((tmp = insert_ob_in_map (tmp, tmp->map, op, 0)) != NULL) 674
723 { 675 if ((tmp = tmp->insert_at (tmp, op)))
724 check_bullet (tmp); 676 check_bullet (tmp);
725 } 677
726 return 1; 678 return 1;
727} 679}
728
729
730
731 680
732/***************************************************************************** 681/*****************************************************************************
733 * 682 *
734 * CONE RELATED FUNCTIONS 683 * CONE RELATED FUNCTIONS
735 * 684 *
736 *****************************************************************************/ 685 *****************************************************************************/
737 686
738
739/* 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" */
740void 688void
741cone_drop (object *op) 689cone_drop (object *op)
742{ 690{
743 object *new_ob = arch_to_object (op->other_arch); 691 object *new_ob = arch_to_object (op->other_arch);
744 692
745 new_ob->x = op->x;
746 new_ob->y = op->y;
747 new_ob->level = op->level; 693 new_ob->level = op->level;
748 set_owner (new_ob, op->owner); 694 new_ob->set_owner (op->owner);
749 695
750 /* preserve skill ownership */ 696 /* preserve skill ownership */
751 if (op->skill && op->skill != new_ob->skill) 697 if (op->skill && op->skill != new_ob->skill)
752 {
753 new_ob->skill = op->skill; 698 new_ob->skill = op->skill;
754 }
755 insert_ob_in_map (new_ob, op->map, op, 0);
756 699
700 new_ob->insert_at (op, op);
757} 701}
758 702
759/* 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 */
760 704
761void 705void
762move_cone (object *op) 706move_cone (object *op)
763{ 707{
764 int i; 708 int i;
765 tag_t tag;
766 709
767 /* 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 */
768 if (!op->map) 711 if (!op->map)
769 { 712 {
770 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");
771 op->speed = 0; 714 op->set_speed (0);
772 update_ob_speed (op);
773 return; 715 return;
774 } 716 }
775 717
776 /* lava saves it's life, but not yours :) */ 718 /* lava saves it's life, but not yours :) */
777 if (QUERY_FLAG (op, FLAG_LIFESAVE)) 719 if (QUERY_FLAG (op, FLAG_LIFESAVE))
783#if 0 725#if 0
784 /* Disable this - enabling it makes monsters easier, as 726 /* Disable this - enabling it makes monsters easier, as
785 * when their cone dies when they die. 727 * when their cone dies when they die.
786 */ 728 */
787 /* If no owner left, the spell dies out. */ 729 /* If no owner left, the spell dies out. */
788 if (get_owner (op) == NULL) 730 if (op->owner == NULL)
789 { 731 {
790 remove_ob (op); 732 op->destroy ();
791 free_object (op);
792 return; 733 return;
793 } 734 }
794#endif 735#endif
795 736
796 tag = op->count;
797 hit_map (op, 0, op->attacktype, 0); 737 hit_map (op, 0, op->attacktype, 0);
798 738
799 /* Check to see if we should push anything. 739 /* Check to see if we should push anything.
800 * Spell objects with weight push whatever they encounter to some 740 * Spell objects with weight push whatever they encounter to some
801 * degree. 741 * degree.
802 */ 742 */
803 if (op->weight) 743 if (op->weight)
804 check_spell_knockback (op); 744 check_spell_knockback (op);
805 745
806 if (was_destroyed (op, tag)) 746 if (op->destroyed ())
807 return; 747 return;
808 748
809 if ((op->duration--) < 0) 749 if ((op->duration--) < 0)
810 { 750 {
811 remove_ob (op); 751 op->destroy ();
812 free_object (op);
813 return; 752 return;
814 } 753 }
815 /* Object has hit maximum range, so don't have it move 754 /* Object has hit maximum range, so don't have it move
816 * any further. When the duration above expires, 755 * any further. When the duration above expires,
817 * then the object will get removed. 756 * then the object will get removed.
826 { 765 {
827 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)];
828 767
829 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))
830 { 769 {
831 object *tmp = get_object (); 770 object *tmp = op->clone ();
832
833 copy_object (op, tmp);
834 tmp->x = x;
835 tmp->y = y;
836 771
837 tmp->duration = op->duration + 1; 772 tmp->duration = op->duration + 1;
838 773
839 /* Use for spell tracking - see ok_to_put_more() */ 774 /* Use for spell tracking - see ok_to_put_more() */
840 tmp->stats.maxhp = op->stats.maxhp; 775 tmp->stats.maxhp = op->stats.maxhp;
841 insert_ob_in_map (tmp, op->map, op, 0); 776
777 op->map->insert (tmp, x, y, op);
778
842 if (tmp->other_arch) 779 if (tmp->other_arch)
843 cone_drop (tmp); 780 cone_drop (tmp);
844 } 781 }
845 } 782 }
846} 783}
856int 793int
857cast_cone (object *op, object *caster, int dir, object *spell) 794cast_cone (object *op, object *caster, int dir, object *spell)
858{ 795{
859 object *tmp; 796 object *tmp;
860 int i, success = 0, range_min = -1, range_max = 1; 797 int i, success = 0, range_min = -1, range_max = 1;
861 mapstruct *m; 798 maptile *m;
862 sint16 sx, sy; 799 sint16 sx, sy;
863 MoveType movetype; 800 MoveType movetype;
864 801
865 if (!spell->other_arch) 802 if (!spell->other_arch)
866 return 0; 803 return 0;
879 816
880 /* 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
881 * 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
882 * insert it into is blocked. 819 * insert it into is blocked.
883 */ 820 */
884 movetype = spell->other_arch->clone.move_type; 821 movetype = spell->other_arch->move_type;
885 822
886 for (i = range_min; i <= range_max; i++) 823 for (i = range_min; i <= range_max; i++)
887 { 824 {
888 sint16 x, y, d; 825 sint16 x, y, d;
889 826
922 if ((movetype & GET_MAP_MOVE_BLOCK (m, sx, sy)) == movetype) 859 if ((movetype & GET_MAP_MOVE_BLOCK (m, sx, sy)) == movetype)
923 continue; 860 continue;
924 861
925 success = 1; 862 success = 1;
926 tmp = arch_to_object (spell->other_arch); 863 tmp = arch_to_object (spell->other_arch);
927 set_owner (tmp, op); 864 tmp->set_owner (op);
928 set_spell_skill (op, caster, spell, tmp); 865 set_spell_skill (op, caster, spell, tmp);
929 tmp->level = caster_level (caster, spell); 866 tmp->level = caster_level (caster, spell);
930 tmp->x = sx;
931 tmp->y = sy;
932 tmp->attacktype = spell->attacktype; 867 tmp->attacktype = spell->attacktype;
933 868
934 /* holy word stuff */ 869 /* holy word stuff */
935 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER)) 870 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER))
936 {
937 if (!tailor_god_spell (tmp, op)) 871 if (!tailor_god_spell (tmp, op))
938 return 0; 872 return 0;
939 }
940 873
941 if (dir) 874 if (dir)
942 tmp->stats.sp = dir; 875 tmp->stats.sp = dir;
943 else 876 else
944 tmp->stats.sp = i; 877 tmp->stats.sp = i;
950 { 883 {
951 tmp->range /= 4; 884 tmp->range /= 4;
952 if (tmp->range < 2 && spell->range >= 2) 885 if (tmp->range < 2 && spell->range >= 2)
953 tmp->range = 2; 886 tmp->range = 2;
954 } 887 }
888
955 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 889 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
956 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell); 890 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
957 891
958 /* Special bonus for fear attacks */ 892 /* Special bonus for fear attacks */
959 if (tmp->attacktype & AT_FEAR) 893 if (tmp->attacktype & AT_FEAR)
961 if (caster->type == PLAYER) 895 if (caster->type == PLAYER)
962 tmp->duration += fear_bonus[caster->stats.Cha]; 896 tmp->duration += fear_bonus[caster->stats.Cha];
963 else 897 else
964 tmp->duration += caster->level / 3; 898 tmp->duration += caster->level / 3;
965 } 899 }
900
966 if (tmp->attacktype & (AT_HOLYWORD | AT_TURN_UNDEAD)) 901 if (tmp->attacktype & (AT_HOLYWORD | AT_TURN_UNDEAD))
967 { 902 {
968 if (caster->type == PLAYER) 903 if (caster->type == PLAYER)
969 tmp->duration += turn_bonus[caster->stats.Wis] / 5; 904 tmp->duration += turn_bonus[caster->stats.Wis] / 5;
970 else 905 else
971 tmp->duration += caster->level / 3; 906 tmp->duration += caster->level / 3;
972 } 907 }
973 908
974
975 if (!(tmp->move_type & MOVE_FLY_LOW)) 909 if (!(tmp->move_type & MOVE_FLY_LOW))
976 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);
977 911
978 if (!tmp->move_on && tmp->stats.dam) 912 if (!tmp->move_on && tmp->stats.dam)
979 {
980 LOG (llevDebug, "cast_cone(): arch %s doesn't have move_on set\n", &spell->other_arch->name); 913 LOG (llevDebug, "cast_cone(): arch %s doesn't have move_on set\n", &spell->other_arch->archname);
981 } 914
982 insert_ob_in_map (tmp, m, op, 0); 915 m->insert (tmp, sx, sy, op);
983 916
984 /* 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
985 * a single space too many times. 918 * a single space too many times.
986 */ 919 */
987 tmp->stats.maxhp = tmp->count; 920 tmp->stats.maxhp = tmp->count;
988 921
989 if (tmp->other_arch) 922 if (tmp->other_arch)
990 cone_drop (tmp); 923 cone_drop (tmp);
991 } 924 }
925
992 return success; 926 return success;
993} 927}
994 928
995/**************************************************************************** 929/****************************************************************************
996 * 930 *
997 * BOMB related code 931 * BOMB related code
998 * 932 *
999 ****************************************************************************/ 933 ****************************************************************************/
1000 934
1001
1002/* This handles an exploding bomb. 935/* This handles an exploding bomb.
1003 * op is the original bomb object. 936 * op is the original bomb object.
1004 */ 937 */
1005void 938void
1006animate_bomb (object *op) 939animate_bomb (object *op)
1007{ 940{
1008 int i; 941 int i;
1009 object *env, *tmp; 942 object *env, *tmp;
1010 archetype *at;
1011 943
1012 if (op->state != NUM_ANIMATIONS (op) - 1) 944 if (op->state != NUM_ANIMATIONS (op) - 1)
1013 return; 945 return;
1014 946
1015
1016 env = object_get_env_recursive (op); 947 env = object_get_env_recursive (op);
1017 948
1018 if (op->env) 949 if (op->env)
1019 { 950 {
1020 if (env->map == NULL) 951 if (env->map == NULL)
1021 return; 952 return;
1022 953
1023 if (env->type == PLAYER) 954 if (env->type == PLAYER)
1024 esrv_del_item (env->contr, op->count); 955 esrv_del_item (env->contr, op->count);
1025 956
1026 remove_ob (op); 957 if (!(op = op->insert_at (env, op)))
1027 op->x = env->x;
1028 op->y = env->y;
1029 if ((op = insert_ob_in_map (op, env->map, op, 0)) == NULL)
1030 return; 958 return;
1031 } 959 }
1032 960
1033 // 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
1034 // 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
1035 // as bombs can be carried. 963 // as bombs can be carried.
1036 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)
1037 { 965 {
1038 remove_ob (op); 966 op->destroy ();
1039 free_object (op);
1040 return; 967 return;
1041 } 968 }
1042 969
1043 /* This copies a lot of the code from the fire bullet, 970 /* This copies a lot of the code from the fire bullet,
1044 * but using the cast_bullet isn't really feasible, 971 * but using the cast_bullet isn't really feasible,
1045 * so just set up the appropriate values. 972 * so just set up the appropriate values.
1046 */ 973 */
1047 at = find_archetype (SPLINT); 974 if (archetype *at = archetype::find (SPLINT))
1048 if (at)
1049 { 975 {
1050 for (i = 1; i < 9; i++) 976 for (i = 1; i < 9; i++)
1051 { 977 {
1052 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]))
1053 continue; 979 continue;
980
1054 tmp = arch_to_object (at); 981 tmp = arch_to_object (at);
1055 tmp->direction = i; 982 tmp->direction = i;
1056 tmp->range = op->range; 983 tmp->range = op->range;
1057 tmp->stats.dam = op->stats.dam; 984 tmp->stats.dam = op->stats.dam;
1058 tmp->duration = op->duration; 985 tmp->duration = op->duration;
1059 tmp->attacktype = op->attacktype; 986 tmp->attacktype = op->attacktype;
1060 copy_owner (tmp, op); 987 tmp->set_owner (op);
1061 if (op->skill && op->skill != tmp->skill) 988 if (op->skill && op->skill != tmp->skill)
1062 {
1063 tmp->skill = op->skill; 989 tmp->skill = op->skill;
1064 } 990
1065 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) 991 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
1066 SET_ANIMATION (tmp, i); 992 SET_ANIMATION (tmp, i);
1067 tmp->x = op->x + freearr_x[i]; 993
1068 tmp->y = op->y + freearr_x[i]; 994 op->map->insert (tmp, op->x + freearr_x[i], op->y + freearr_x[i], op);
1069 insert_ob_in_map (tmp, op->map, op, 0);
1070 move_bullet (tmp); 995 move_bullet (tmp);
1071 } 996 }
1072 } 997 }
1073 998
1074 explode_bullet (op); 999 explode_bullet (op);
1079{ 1004{
1080 1005
1081 object *tmp; 1006 object *tmp;
1082 int mflags; 1007 int mflags;
1083 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];
1084 mapstruct *m; 1009 maptile *m;
1085 1010
1086 mflags = get_map_flags (op->map, &m, dx, dy, &dx, &dy); 1011 mflags = get_map_flags (op->map, &m, dx, dy, &dx, &dy);
1087 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))
1088 { 1013 {
1089 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.");
1095 tmp->range = spell->range + SP_level_range_adjust (caster, spell); 1020 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
1096 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);
1097 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell); 1022 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
1098 tmp->attacktype = spell->attacktype; 1023 tmp->attacktype = spell->attacktype;
1099 1024
1100 set_owner (tmp, op); 1025 tmp->set_owner (op);
1101 set_spell_skill (op, caster, spell, tmp); 1026 set_spell_skill (op, caster, spell, tmp);
1102 tmp->x = dx; 1027
1103 tmp->y = dy; 1028 m->insert (tmp, dx, dy, op);
1104 insert_ob_in_map (tmp, m, op, 0);
1105 return 1; 1029 return 1;
1106} 1030}
1107 1031
1108/**************************************************************************** 1032/****************************************************************************
1109 * 1033 *
1118 * dir is the direction to look in. 1042 * dir is the direction to look in.
1119 * range is how far out to look. 1043 * range is how far out to look.
1120 * 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.
1121 * this info is used for blocked magic/unholy spaces. 1045 * this info is used for blocked magic/unholy spaces.
1122 */ 1046 */
1123
1124object * 1047object *
1125get_pointed_target (object *op, int dir, int range, int type) 1048get_pointed_target (object *op, int dir, int range, int type)
1126{ 1049{
1127 object *target; 1050 object *target;
1128 sint16 x, y; 1051 sint16 x, y;
1129 int dist, mflags; 1052 int dist, mflags;
1130 mapstruct *mp; 1053 maptile *mp;
1131 1054
1132 if (dir == 0) 1055 if (dir == 0)
1133 return NULL; 1056 return NULL;
1134 1057
1135 for (dist = 1; dist < range; dist++) 1058 for (dist = 1; dist < range; dist++)
1147 return NULL; 1070 return NULL;
1148 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW) 1071 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW)
1149 return NULL; 1072 return NULL;
1150 1073
1151 if (mflags & P_IS_ALIVE) 1074 if (mflags & P_IS_ALIVE)
1152 {
1153 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)
1154 { 1076 if (QUERY_FLAG (target, FLAG_MONSTER))
1155 if (QUERY_FLAG (target->head ? target->head : target, FLAG_MONSTER))
1156 {
1157 return target; 1077 return target;
1158 }
1159 }
1160 }
1161 } 1078 }
1079
1162 return NULL; 1080 return NULL;
1163} 1081}
1164
1165 1082
1166/* cast_smite_arch() - the priest points to a creature and causes 1083/* cast_smite_arch() - the priest points to a creature and causes
1167 * a 'godly curse' to decend. 1084 * a 'godly curse' to decend.
1168 * usual params - 1085 * usual params -
1169 * op = player 1086 * op = player
1225 if (effect->attacktype & AT_DEATH) 1142 if (effect->attacktype & AT_DEATH)
1226 { 1143 {
1227 effect->level = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1144 effect->level = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1228 1145
1229 /* casting death spells at undead isn't a good thing */ 1146 /* casting death spells at undead isn't a good thing */
1230 if QUERY_FLAG
1231 (target, FLAG_UNDEAD) 1147 if (QUERY_FLAG (target, FLAG_UNDEAD))
1232 { 1148 {
1233 if (random_roll (0, 2, op, PREFER_LOW)) 1149 if (random_roll (0, 2, op, PREFER_LOW))
1234 { 1150 {
1235 new_draw_info (NDI_UNIQUE, 0, op, "Idiot! Your spell boomerangs!"); 1151 new_draw_info (NDI_UNIQUE, 0, op, "Idiot! Your spell boomerangs!");
1236 effect->x = op->x; 1152 effect->x = op->x;
1238 } 1154 }
1239 else 1155 else
1240 { 1156 {
1241 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));
1242 target->stats.hp = target->stats.maxhp * 2; 1158 target->stats.hp = target->stats.maxhp * 2;
1243 free_object (effect); 1159 effect->destroy ();
1244 return 0; 1160 return 0;
1245 } 1161 }
1246 } 1162 }
1247 } 1163 }
1248 else 1164 else
1249 { 1165 {
1250 /* how much woe to inflict :) */ 1166 /* how much woe to inflict :) */
1251 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);
1252 } 1168 }
1253 1169
1254 set_owner (effect, op); 1170 effect->set_owner (op);
1255 set_spell_skill (op, caster, spell, effect); 1171 set_spell_skill (op, caster, spell, effect);
1256 1172
1257 /* ok, tell it where to be, and insert! */ 1173 /* ok, tell it where to be, and insert! */
1258 effect->x = target->x; 1174 effect->insert_at (target, op);
1259 effect->y = target->y;
1260 insert_ob_in_map (effect, target->map, op, 0);
1261 1175
1262 return 1; 1176 return 1;
1263} 1177}
1264 1178
1265 1179
1275move_missile (object *op) 1189move_missile (object *op)
1276{ 1190{
1277 int i, mflags; 1191 int i, mflags;
1278 object *owner; 1192 object *owner;
1279 sint16 new_x, new_y; 1193 sint16 new_x, new_y;
1280 mapstruct *m; 1194 maptile *m;
1281 1195
1282 if (op->range-- <= 0) 1196 if (op->range-- <= 0)
1283 { 1197 {
1284 remove_ob (op); 1198 op->destroy ();
1285 free_object (op);
1286 return; 1199 return;
1287 } 1200 }
1288 1201
1289 owner = get_owner (op); 1202 owner = op->owner;
1290#if 0 1203#if 0
1291 /* 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
1292 * monster that are then killed would continue to survive 1205 * monster that are then killed would continue to survive
1293 */ 1206 */
1294 if (owner == NULL) 1207 if (owner == NULL)
1295 { 1208 {
1296 remove_ob (op); 1209 op->destroy ();
1297 free_object (op);
1298 return; 1210 return;
1299 } 1211 }
1300#endif 1212#endif
1301 1213
1302 new_x = op->x + DIRX (op); 1214 new_x = op->x + DIRX (op);
1304 1216
1305 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);
1306 1218
1307 if (!(mflags & P_OUT_OF_MAP) && ((mflags & P_IS_ALIVE) || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y)))) 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))))
1308 { 1220 {
1309 tag_t tag = op->count;
1310
1311 hit_map (op, op->direction, AT_MAGIC, 1); 1221 hit_map (op, op->direction, AT_MAGIC, 1);
1312 /* Basically, missile only hits one thing then goes away. 1222 /* Basically, missile only hits one thing then goes away.
1313 * 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.
1314 */ 1224 */
1315 if (!was_destroyed (op, tag)) 1225 if (!op->destroyed ())
1316 { 1226 op->destroy ();
1317 remove_ob (op); 1227
1318 free_object (op);
1319 }
1320 return; 1228 return;
1321 } 1229 }
1322 1230
1323 remove_ob (op); 1231 op->remove ();
1232
1324 if (!op->direction || (mflags & P_OUT_OF_MAP)) 1233 if (!op->direction || (mflags & P_OUT_OF_MAP))
1325 { 1234 {
1326 free_object (op); 1235 op->destroy ();
1327 return; 1236 return;
1328 } 1237 }
1329 op->x = new_x; 1238
1330 op->y = new_y; 1239 i = spell_find_dir (m, new_x, new_y, op->owner);
1331 op->map = m;
1332 i = spell_find_dir (op->map, op->x, op->y, get_owner (op));
1333 if (i > 0 && i != op->direction) 1240 if (i > 0 && i != op->direction)
1334 { 1241 {
1335 op->direction = i; 1242 op->direction = i;
1336 SET_ANIMATION (op, op->direction); 1243 SET_ANIMATION (op, op->direction);
1337 } 1244 }
1338 insert_ob_in_map (op, op->map, op, 0); 1245
1246 m->insert (op, new_x, new_y, op);
1339} 1247}
1340 1248
1341/**************************************************************************** 1249/****************************************************************************
1342 * Destruction 1250 * Destruction
1343 ****************************************************************************/ 1251 ****************************************************************************/
1380 return 0; 1288 return 0;
1381 } 1289 }
1382 return 1; 1290 return 1;
1383} 1291}
1384 1292
1385
1386
1387
1388int 1293int
1389cast_destruction (object *op, object *caster, object *spell_ob) 1294cast_destruction (object *op, object *caster, object *spell_ob)
1390{ 1295{
1391 int i, j, range, mflags, friendly = 0, dam, dur; 1296 int i, j, range, mflags, friendly = 0, dam, dur;
1392 sint16 sx, sy; 1297 sint16 sx, sy;
1393 mapstruct *m; 1298 maptile *m;
1394 object *tmp; 1299 object *tmp;
1395 const char *skill; 1300 const char *skill;
1396 1301
1397 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob); 1302 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
1398 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);
1412 else if (caster->skill) 1317 else if (caster->skill)
1413 op->skill = caster->skill; 1318 op->skill = caster->skill;
1414 else 1319 else
1415 op->skill = NULL; 1320 op->skill = NULL;
1416 1321
1417 change_skill (op, find_skill_by_name (op, op->skill), 1); 1322 op->change_skill (find_skill_by_name (op, op->skill));
1418 1323
1419 for (i = -range; i < range; i++) 1324 for (i = -range; i < range; i++)
1420 { 1325 {
1421 for (j = -range; j < range; j++) 1326 for (j = -range; j < range; j++)
1422 { 1327 {
1423 m = op->map; 1328 m = op->map;
1424 sx = op->x + i; 1329 sx = op->x + i;
1425 sy = op->y + j; 1330 sy = op->y + j;
1331
1426 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy); 1332 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
1427 if (mflags & P_OUT_OF_MAP) 1333 if (mflags & P_OUT_OF_MAP)
1428 continue; 1334 continue;
1335
1429 if (mflags & P_IS_ALIVE) 1336 if (mflags & P_IS_ALIVE)
1430 { 1337 {
1431 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)
1432 {
1433 if (QUERY_FLAG (tmp, FLAG_ALIVE) || tmp->type == PLAYER) 1339 if (QUERY_FLAG (tmp, FLAG_ALIVE) || tmp->type == PLAYER)
1434 break; 1340 break;
1435 } 1341
1436 if (tmp) 1342 if (tmp)
1437 { 1343 {
1438 if (tmp->head) 1344 if (tmp->head)
1439 tmp = tmp->head; 1345 tmp = tmp->head;
1440 1346
1443 { 1349 {
1444 if (spell_ob->subtype == SP_DESTRUCTION) 1350 if (spell_ob->subtype == SP_DESTRUCTION)
1445 { 1351 {
1446 hit_player (tmp, dam, op, spell_ob->attacktype, 0); 1352 hit_player (tmp, dam, op, spell_ob->attacktype, 0);
1447 if (spell_ob->other_arch) 1353 if (spell_ob->other_arch)
1448 {
1449 tmp = arch_to_object (spell_ob->other_arch); 1354 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op);
1450 tmp->x = sx;
1451 tmp->y = sy;
1452 insert_ob_in_map (tmp, m, op, 0);
1453 }
1454 } 1355 }
1455 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)
1456 { 1357 {
1457 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch) 1358 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch)
1458 {
1459 object *effect = arch_to_object (spell_ob->other_arch); 1359 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op);
1460
1461 effect->x = sx;
1462 effect->y = sy;
1463 insert_ob_in_map (effect, m, op, 0);
1464 }
1465 } 1360 }
1466 } 1361 }
1467 } 1362 }
1468 } 1363 }
1469 } 1364 }
1470 } 1365 }
1366
1471 op->skill = skill; 1367 op->skill = skill;
1472 return 1; 1368 return 1;
1473} 1369}
1474 1370
1475/*************************************************************************** 1371/***************************************************************************
1535 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.");
1536 } 1432 }
1537 return 1; 1433 return 1;
1538 } 1434 }
1539 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;
1540 force->speed = 1.0; 1436 force->speed = 1.f;
1541 force->speed_left = -1.0; 1437 force->speed_left = -1.f;
1542 SET_FLAG (force, FLAG_APPLIED); 1438 SET_FLAG (force, FLAG_APPLIED);
1543 1439
1544 if (god) 1440 if (god)
1545 { 1441 {
1546 if (spell_ob->last_grace) 1442 if (spell_ob->last_grace)
1559 force->stats.ac = spell_ob->stats.ac; 1455 force->stats.ac = spell_ob->stats.ac;
1560 force->stats.wc = spell_ob->stats.wc; 1456 force->stats.wc = spell_ob->stats.wc;
1561 1457
1562 change_abil (tmp, force); /* Mostly to display any messages */ 1458 change_abil (tmp, force); /* Mostly to display any messages */
1563 insert_ob_in_ob (force, tmp); 1459 insert_ob_in_ob (force, tmp);
1564 fix_player (tmp); 1460 tmp->update_stats ();
1565 return 1; 1461 return 1;
1566 1462
1567} 1463}
1568
1569 1464
1570/********************************************************************** 1465/**********************************************************************
1571 * mood change 1466 * mood change
1572 * 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
1573 * effects monsters, it seems best to put it into this file 1468 * effects monsters, it seems best to put it into this file
1580mood_change (object *op, object *caster, object *spell) 1475mood_change (object *op, object *caster, object *spell)
1581{ 1476{
1582 object *tmp, *god, *head; 1477 object *tmp, *god, *head;
1583 int done_one, range, mflags, level, at, best_at; 1478 int done_one, range, mflags, level, at, best_at;
1584 sint16 x, y, nx, ny; 1479 sint16 x, y, nx, ny;
1585 mapstruct *m; 1480 maptile *m;
1586 const char *race; 1481 const char *race;
1587 1482
1588 /* 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
1589 * doing it over and over again. 1484 * doing it over and over again.
1590 */ 1485 */
1603 else if (god && !strcmp (spell->race, "GOD_FRIEND")) 1498 else if (god && !strcmp (spell->race, "GOD_FRIEND"))
1604 race = god->race; 1499 race = god->race;
1605 else 1500 else
1606 race = spell->race; 1501 race = spell->race;
1607 1502
1608
1609 for (x = op->x - range; x <= op->x + range; x++) 1503 for (x = op->x - range; x <= op->x + range; x++)
1610 for (y = op->y - range; y <= op->y + range; y++) 1504 for (y = op->y - range; y <= op->y + range; y++)
1611 { 1505 {
1612
1613 done_one = 0; 1506 done_one = 0;
1614 m = op->map; 1507 m = op->map;
1615 nx = x; 1508 nx = x;
1616 ny = y; 1509 ny = y;
1617 mflags = get_map_flags (m, &m, x, y, &nx, &ny); 1510 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1620 1513
1621 /* 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 */
1622 if (!(mflags & P_IS_ALIVE)) 1515 if (!(mflags & P_IS_ALIVE))
1623 continue; 1516 continue;
1624 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
1625 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)
1626 if (QUERY_FLAG (tmp, FLAG_MONSTER)) 1524 if (QUERY_FLAG (tmp, FLAG_MONSTER))
1627 break; 1525 break;
1628 1526
1629 /* There can be living objects that are not monsters */ 1527 /* There can be living objects that are not monsters */
1630 if (!tmp || tmp->type == PLAYER) 1528 if (!tmp || tmp->type == PLAYER)
1637 head = tmp; 1535 head = tmp;
1638 1536
1639 /* 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 */
1640 if (race && head->race && !strstr (race, head->race)) 1538 if (race && head->race && !strstr (race, head->race))
1641 continue; 1539 continue;
1540
1642 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD)) 1541 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD))
1643 continue; 1542 continue;
1644 1543
1645 /* Now do a bunch of stuff related to saving throws */ 1544 /* Now do a bunch of stuff related to saving throws */
1646 best_at = -1; 1545 best_at = -1;
1663 at -= level / 5; 1562 at -= level / 5;
1664 if (did_make_save (head, head->level, at)) 1563 if (did_make_save (head, head->level, at))
1665 continue; 1564 continue;
1666 } 1565 }
1667 else /* spell->attacktype */ 1566 else /* spell->attacktype */
1668 /*
1669 Spell has no attacktype (charm & such), so we'll have a specific saving:
1670 * if spell level < monster level, no go
1671 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) )
1672
1673 The chance will then be in the range [20-70] percent, not too bad.
1674
1675 This is required to fix the 'charm monster' abuse, where a player level 1 can
1676 charm a level 125 monster...
1677
1678 Ryo, august 14th
1679 */
1680 { 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 */
1681 if (head->level > level) 1580 if (head->level > level)
1682 continue; 1581 continue;
1582
1683 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))))
1684 /* Failed, no effect */ 1584 /* Failed, no effect */
1685 continue; 1585 continue;
1686 } 1586 }
1687 1587
1688 /* Done with saving throw. Now start effecting the monster */ 1588 /* Done with saving throw. Now start affecting the monster */
1689 1589
1690 /* aggravation */ 1590 /* aggravation */
1691 if (QUERY_FLAG (spell, FLAG_MONSTER)) 1591 if (QUERY_FLAG (spell, FLAG_MONSTER))
1692 { 1592 {
1693 CLEAR_FLAG (head, FLAG_SLEEP); 1593 CLEAR_FLAG (head, FLAG_SLEEP);
1694 if (QUERY_FLAG (head, FLAG_FRIENDLY))
1695 remove_friendly_object (head); 1594 remove_friendly_object (head);
1696
1697 done_one = 1; 1595 done_one = 1;
1698 head->enemy = op; 1596 head->enemy = op;
1699 } 1597 }
1700 1598
1701 /* calm monsters */ 1599 /* calm monsters */
1710 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK)) 1608 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK))
1711 { 1609 {
1712 SET_FLAG (head, FLAG_BERSERK); 1610 SET_FLAG (head, FLAG_BERSERK);
1713 done_one = 1; 1611 done_one = 1;
1714 } 1612 }
1613
1715 /* charm */ 1614 /* charm */
1716 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))
1717 { 1616 {
1718 SET_FLAG (head, FLAG_FRIENDLY);
1719 /* Prevent uncontolled outbreaks of self replicating monsters. 1617 /* Prevent uncontolled outbreaks of self replicating monsters.
1720 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.
1721 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. */
1722 CLEAR_FLAG (head, FLAG_GENERATOR); 1620 CLEAR_FLAG (head, FLAG_GENERATOR);
1723 set_owner (head, op); 1621 head->set_owner (op);
1724 set_spell_skill (op, caster, spell, head); 1622 set_spell_skill (op, caster, spell, head);
1725 add_friendly_object (head); 1623 add_friendly_object (head);
1726 head->attack_movement = PETMOVE; 1624 head->attack_movement = PETMOVE;
1727 done_one = 1; 1625 done_one = 1;
1728 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);
1729 head->stats.exp = 0; 1627 head->stats.exp = 0;
1730 } 1628 }
1731 1629
1732 /* If a monster was effected, put an effect in */ 1630 /* If a monster was effected, put an effect in */
1733 if (done_one && spell->other_arch) 1631 if (done_one && spell->other_arch)
1734 {
1735 tmp = arch_to_object (spell->other_arch); 1632 m->insert (arch_to_object (spell->other_arch), nx, ny, op);
1736 tmp->x = nx;
1737 tmp->y = ny;
1738 insert_ob_in_map (tmp, m, op, 0);
1739 }
1740 } /* for y */ 1633 } /* for y */
1741 1634
1742 return 1; 1635 return 1;
1743} 1636}
1744 1637
1754move_ball_spell (object *op) 1647move_ball_spell (object *op)
1755{ 1648{
1756 int i, j, dam_save, dir, mflags; 1649 int i, j, dam_save, dir, mflags;
1757 sint16 nx, ny, hx, hy; 1650 sint16 nx, ny, hx, hy;
1758 object *owner; 1651 object *owner;
1759 mapstruct *m; 1652 maptile *m;
1760 1653
1761 owner = get_owner (op); 1654 owner = op->owner;
1762 1655
1763 /* 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,
1764 * 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
1765 * victim. The block immediately below more or less chooses a random 1658 * victim. The block immediately below more or less chooses a random
1766 * offset to move the ball, eg, keep it mostly on course, with some 1659 * offset to move the ball, eg, keep it mostly on course, with some
1795 nx = op->x; 1688 nx = op->x;
1796 ny = op->y; 1689 ny = op->y;
1797 m = op->map; 1690 m = op->map;
1798 } 1691 }
1799 1692
1800 remove_ob (op); 1693 m->insert (op, nx, ny, op);
1801 op->y = ny;
1802 op->x = nx;
1803 insert_ob_in_map (op, m, op, 0);
1804 1694
1805 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
1806 surrounding squares */ 1696 surrounding squares */
1807 1697
1808 /* loop over current square and neighbors to hit. 1698 /* loop over current square and neighbors to hit.
1809 * if this has an other_arch field, we insert that in 1699 * if this has an other_arch field, we insert that in
1810 * the surround spaces. 1700 * the surround spaces.
1811 */ 1701 */
1812 for (j = 0; j < 9; j++) 1702 for (j = 0; j < 9; j++)
1813 { 1703 {
1814 object *new_ob;
1815
1816 hx = nx + freearr_x[j]; 1704 hx = nx + freearr_x[j];
1817 hy = ny + freearr_y[j]; 1705 hy = ny + freearr_y[j];
1818 1706
1819 m = op->map; 1707 m = op->map;
1820 mflags = get_map_flags (m, &m, hx, hy, &hx, &hy); 1708 mflags = get_map_flags (m, &m, hx, hy, &hx, &hy);
1834 1722
1835 } 1723 }
1836 1724
1837 /* insert the other arch */ 1725 /* insert the other arch */
1838 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))))
1839 { 1727 m->insert (arch_to_object (op->other_arch), hx, hy, op);
1840 new_ob = arch_to_object (op->other_arch);
1841 new_ob->x = hx;
1842 new_ob->y = hy;
1843 insert_ob_in_map (new_ob, m, op, 0);
1844 }
1845 } 1728 }
1846 1729
1847 /* restore to the center location and damage */ 1730 /* restore to the center location and damage */
1848 op->stats.dam = dam_save; 1731 op->stats.dam = dam_save;
1849 1732
1850 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);
1851 1734
1852 if (i >= 0) 1735 if (i >= 0)
1853 { /* we have a preferred direction! */ 1736 { /* we have a preferred direction! */
1854 /* pick another direction if the preferred dir is blocked. */ 1737 /* pick another direction if the preferred dir is blocked. */
1855 if (get_map_flags (op->map, &m, nx + freearr_x[i], ny + freearr_y[i], &hx, &hy) & P_OUT_OF_MAP || 1738 if (get_map_flags (op->map, &m, nx + freearr_x[i], ny + freearr_y[i], &hx, &hy) & P_OUT_OF_MAP ||
1856 OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy))) 1739 OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy)))
1857 {
1858 i = absdir (i + rndm (0, 2) - 1); /* -1, 0, +1 */ 1740 i = absdir (i + rndm (0, 2) - 1); /* -1, 0, +1 */
1859 } 1741
1860 op->direction = i; 1742 op->direction = i;
1861 } 1743 }
1862} 1744}
1863 1745
1864 1746
1876#if 0 1758#if 0
1877 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 };
1878 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 };
1879 sint16 target_x, target_y, origin_x, origin_y; 1761 sint16 target_x, target_y, origin_x, origin_y;
1880 int adjustdir; 1762 int adjustdir;
1881 mapstruct *m; 1763 maptile *m;
1882#endif 1764#endif
1883 int basedir; 1765 int basedir;
1884 object *owner; 1766 object *owner;
1885 1767
1886 owner = get_owner (op); 1768 owner = op->owner;
1887 if (op->duration == 0 || owner == NULL) 1769 if (op->duration == 0 || owner == NULL)
1888 { 1770 {
1889 remove_ob (op); 1771 op->destroy ();
1890 free_object (op);
1891 return; 1772 return;
1892 } 1773 }
1774
1893 op->duration--; 1775 op->duration--;
1894 1776
1895 basedir = op->direction; 1777 basedir = op->direction;
1896 if (basedir == 0) 1778 if (basedir == 0)
1897 { 1779 {
1902#if 0 1784#if 0
1903 // this is bogus: it causes wrong places to be checked below 1785 // this is bogus: it causes wrong places to be checked below
1904 // (a wall 2 cells away will block the effect...) and 1786 // (a wall 2 cells away will block the effect...) and
1905 // 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
1906 // space. 1788 // space.
1907 // should be fixed later, but correctness before featurs... 1789 // should be fixed later, but correctness before features...
1908 // (schmorp) 1790 // (schmorp)
1909 1791
1910 /* new offset calculation to make swarm element distribution 1792 /* new offset calculation to make swarm element distribution
1911 * more uniform 1793 * more uniform
1912 */ 1794 */
1994 1876
1995 if (!spell->other_arch) 1877 if (!spell->other_arch)
1996 return 0; 1878 return 0;
1997 1879
1998 tmp = get_archetype (SWARM_SPELL); 1880 tmp = get_archetype (SWARM_SPELL);
1999 tmp->x = op->x;
2000 tmp->y = op->y;
2001 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. */
2002 set_spell_skill (op, caster, spell, tmp); 1882 set_spell_skill (op, caster, spell, tmp);
2003 1883
2004 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. */
2005 tmp->spell = arch_to_object (spell->other_arch); 1885 tmp->spell = arch_to_object (spell->other_arch);
2006 1886
2007 tmp->attacktype = tmp->spell->attacktype; 1887 tmp->attacktype = tmp->spell->attacktype;
2008 1888
2009 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) 1889 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
2010 {
2011 if (!tailor_god_spell (tmp, op)) 1890 if (!tailor_god_spell (tmp, op))
2012 return 1; 1891 return 1;
2013 } 1892
2014 tmp->duration = SP_level_duration_adjust (caster, spell); 1893 tmp->duration = SP_level_duration_adjust (caster, spell);
2015 for (i = 0; i < spell->duration; i++) 1894 for (i = 0; i < spell->duration; i++)
2016 tmp->duration += die_roll (1, 3, op, PREFER_HIGH); 1895 tmp->duration += die_roll (1, 3, op, PREFER_HIGH);
2017 1896
2018 tmp->direction = dir; 1897 tmp->direction = dir;
2019 tmp->invisible = 1; 1898 tmp->invisible = 1;
2020 insert_ob_in_map (tmp, op->map, op, 0); 1899
1900 tmp->insert_at (op, op);
2021 return 1; 1901 return 1;
2022} 1902}
2023 1903
2024 1904
2025/* See the spells documentation file for why this is its own 1905/* See the spells documentation file for why this is its own
2029cast_light (object *op, object *caster, object *spell, int dir) 1909cast_light (object *op, object *caster, object *spell, int dir)
2030{ 1910{
2031 object *target = NULL, *tmp = NULL; 1911 object *target = NULL, *tmp = NULL;
2032 sint16 x, y; 1912 sint16 x, y;
2033 int dam, mflags; 1913 int dam, mflags;
2034 mapstruct *m; 1914 maptile *m;
2035 1915
2036 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1916 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
2037 1917
2038 if (!dir) 1918 if (!dir)
2039 { 1919 {
2053 return 0; 1933 return 0;
2054 } 1934 }
2055 1935
2056 if (mflags & P_IS_ALIVE && spell->attacktype) 1936 if (mflags & P_IS_ALIVE && spell->attacktype)
2057 { 1937 {
2058 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)
2059 if (QUERY_FLAG (target, FLAG_MONSTER)) 1939 if (QUERY_FLAG (target, FLAG_MONSTER))
2060 { 1940 {
2061 /* oky doky. got a target monster. Lets make a blinding attack */ 1941 /* oky doky. got a target monster. Lets make a blinding attack */
2062 if (target->head) 1942 if (target->head)
2063 target = target->head; 1943 target = target->head;
2085 { 1965 {
2086 tmp->glow_radius = spell->range + SP_level_range_adjust (caster, spell); 1966 tmp->glow_radius = spell->range + SP_level_range_adjust (caster, spell);
2087 if (tmp->glow_radius > MAX_LIGHT_RADII) 1967 if (tmp->glow_radius > MAX_LIGHT_RADII)
2088 tmp->glow_radius = MAX_LIGHT_RADII; 1968 tmp->glow_radius = MAX_LIGHT_RADII;
2089 } 1969 }
2090 tmp->x = x; 1970
2091 tmp->y = y; 1971 m->insert (tmp, x, y, op);
2092 insert_ob_in_map (tmp, m, op, 0);
2093 return 1; 1972 return 1;
2094} 1973}
2095 1974
2096 1975
2097 1976
2107cast_cause_disease (object *op, object *caster, object *spell, int dir) 1986cast_cause_disease (object *op, object *caster, object *spell, int dir)
2108{ 1987{
2109 sint16 x, y; 1988 sint16 x, y;
2110 int i, mflags, range, dam_mod, dur_mod; 1989 int i, mflags, range, dam_mod, dur_mod;
2111 object *walk; 1990 object *walk;
2112 mapstruct *m; 1991 maptile *m;
2113 1992
2114 x = op->x; 1993 x = op->x;
2115 y = op->y; 1994 y = op->y;
2116 1995
2117 /* 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
2145 2024
2146 /* 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 */
2147 if (mflags & P_IS_ALIVE) 2026 if (mflags & P_IS_ALIVE)
2148 { 2027 {
2149 /* search this square for a victim */ 2028 /* search this square for a victim */
2150 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)
2151 if (QUERY_FLAG (walk, FLAG_MONSTER) || (walk->type == PLAYER)) 2030 if (QUERY_FLAG (walk, FLAG_MONSTER) || (walk->type == PLAYER))
2152 { /* found a victim */ 2031 { /* found a victim */
2153 object *disease = arch_to_object (spell->other_arch); 2032 object *disease = arch_to_object (spell->other_arch);
2154 2033
2155 set_owner (disease, op); 2034 disease->set_owner (op);
2156 set_spell_skill (op, caster, spell, disease); 2035 set_spell_skill (op, caster, spell, disease);
2157 disease->stats.exp = 0; 2036 disease->stats.exp = 0;
2158 disease->level = caster_level (caster, spell); 2037 disease->level = caster_level (caster, spell);
2159 2038
2160 /* do level adjustments */ 2039 /* do level adjustments */
2205 if (disease->stats.sp) 2084 if (disease->stats.sp)
2206 disease->stats.sp -= dam_mod; 2085 disease->stats.sp -= dam_mod;
2207 2086
2208 if (infect_object (walk, disease, 1)) 2087 if (infect_object (walk, disease, 1))
2209 { 2088 {
2210 object *flash; /* visual effect for inflicting disease */
2211
2212 new_draw_info_format (NDI_UNIQUE, 0, op, "You inflict %s on %s!", &disease->name, &walk->name); 2089 new_draw_info_format (NDI_UNIQUE, 0, op, "You inflict %s on %s!", &disease->name, &walk->name);
2213 2090
2214 free_object (disease); /* don't need this one anymore */ 2091 disease->destroy (); /* don't need this one anymore */
2215 flash = get_archetype (ARCH_DETECT_MAGIC); 2092 walk->map->insert (get_archetype ("detect_magic"), x, y, op);
2216 flash->x = x;
2217 flash->y = y;
2218 flash->map = walk->map;
2219 insert_ob_in_map (flash, walk->map, op, 0);
2220 return 1; 2093 return 1;
2221 } 2094 }
2222 free_object (disease); 2095
2096 disease->destroy ();
2223 } 2097 }
2224 } /* if living creature */ 2098 } /* if living creature */
2225 } /* for range of spaces */ 2099 } /* for range of spaces */
2100
2226 new_draw_info (NDI_UNIQUE, 0, op, "No one caught anything!"); 2101 new_draw_info (NDI_UNIQUE, 0, op, "No one caught anything!");
2227 return 1; 2102 return 1;
2228} 2103}

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