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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 1.58 by root, Sat May 17 14:57:23 2008 UTC

1
2/* 1/*
3 * static char *rcsid_spell_attack_c = 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
4 * "$Id: spell_attack.C,v 1.9 2006/09/10 15:59:57 root Exp $"; 3 *
5 */ 4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
6
7
8/*
9 CrossFire, A Multiplayer game for X-windows
10
11 Copyright (C) 2002-2003 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002-2003,2007 Mark Wedel & Crossfire Development Team
12 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
13 7 *
14 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
15 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
16 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
17 (at your option) any later version. 11 * (at your option) any later version.
18 12 *
19 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
20 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
21 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
22 GNU General Public License for more details. 16 * GNU General Public License for more details.
23 17 *
24 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
25 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
26 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
27 21 * The authors can be reached via e-mail to <support@deliantra.net>
28 The authors can be reached via e-mail at crossfire-devel@real-time.com
29*/ 22 */
30 23
31/* This file contains all the spell attack code. Grouping this code 24/* This file contains all the spell attack code. Grouping this code
32 * together should hopefully make it easier to find the relevent bits 25 * together should hopefully make it easier to find the relevent bits
33 * of code 26 * of code
34 */ 27 */
35 28
36#include <global.h> 29#include <global.h>
37#include <object.h> 30#include <object.h>
38#include <living.h> 31#include <living.h>
39#ifndef __CEXTRACT__
40# include <sproto.h> 32#include <sproto.h>
41#endif
42#include <spells.h> 33#include <spells.h>
43#include <sounds.h> 34#include <sounds.h>
44 35
45/* this function checks to see if a spell pushes objects as well 36/* this function checks to see if a spell pushes objects as well
46 * as flies over and damages them (only used for cones for now) 37 * as flies over and damages them (only used for cones for now)
47 * but moved here so it could be applied to bolts too 38 * but moved here so it could be applied to bolts too
48 * op is the spell object. 39 * op is the spell object.
49 */ 40 */
50
51void 41void
52check_spell_knockback (object *op) 42check_spell_knockback (object *op)
53{ 43{
54 object *tmp, *tmp2; /* object on the map */
55 int weight_move; 44 int weight_move;
56 int frictionmod = 2; /*poor man's physics - multipy targets weight by this amount */ 45 int frictionmod = 2; /*poor man's physics - multipy targets weight by this amount */
57 46
58 if (!op->weight) 47 if (!op->weight)
59 { /*shouldn't happen but if cone object has no weight drop out */ 48 { /*shouldn't happen but if cone object has no weight drop out */
64 { 53 {
65 weight_move = op->weight + (op->weight * op->level) / 3; 54 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); */ 55 /*LOG (llevDebug, "DEBUG: arch weighs %d and masses %d (%s,level %d)\n", op->weight,weight_move,op->name,op->level); */
67 } 56 }
68 57
69 for (tmp = get_map_ob (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 58 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
70 { 59 {
71 int num_sections = 1; 60 int num_sections = 1;
72 61
73 /* don't move DM */ 62 /* don't move DM */
74 if (QUERY_FLAG (tmp, FLAG_WIZ)) 63 if (QUERY_FLAG (tmp, FLAG_WIZ))
81 /* don't move floors or immobile objects */ 70 /* don't move floors or immobile objects */
82 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || (!QUERY_FLAG (tmp, FLAG_ALIVE) && QUERY_FLAG (tmp, FLAG_NO_PICK))) 71 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || (!QUERY_FLAG (tmp, FLAG_ALIVE) && QUERY_FLAG (tmp, FLAG_NO_PICK)))
83 continue; 72 continue;
84 73
85 /* count the object's sections */ 74 /* count the object's sections */
86 for (tmp2 = tmp; tmp2 != NULL; tmp2 = tmp2->more) 75 for (object *tmp2 = tmp; tmp2; tmp2 = tmp2->more)
87 num_sections++; 76 num_sections++;
88 77
89 /* I'm not sure if it makes sense to divide by num_sections - bigger 78 /* I'm not sure if it makes sense to divide by num_sections - bigger
90 * objects should be harder to move, and we are moving the entire 79 * objects should be harder to move, and we are moving the entire
91 * object, not just the head, so the total weight should be relevant. 80 * object, not just the head, so the total weight should be relevant.
115 * 104 *
116 * BOLT CODE 105 * BOLT CODE
117 * 106 *
118 ***************************************************************************/ 107 ***************************************************************************/
119 108
120/* Causes op to fork. op is the original bolt, tmp 109/* Causes op to fork. op is the original bolt, tmp
121 * is the first piece of the fork. 110 * is the first piece of the fork.
122 */ 111 */
123
124void 112void
125forklightning (object *op, object *tmp) 113forklightning (object *op, object *tmp)
126{ 114{
127 int new_dir = 1; /* direction or -1 for left, +1 for right 0 if no new bolt */ 115 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 */ 116 int t_dir; /* stores temporary dir calculation */
129 mapstruct *m; 117 maptile *m;
130 sint16 sx, sy; 118 sint16 sx, sy;
131 object *new_bolt; 119 object *new_bolt;
132 120
133 /* pick a fork direction. tmp->stats.Con is the left bias 121 /* pick a fork direction. tmp->stats.Con is the left bias
134 * i.e., the chance in 100 of forking LEFT 122 * i.e., the chance in 100 of forking LEFT
147 135
148 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (m, sx, sy))) 136 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (m, sx, sy)))
149 return; 137 return;
150 138
151 /* OK, we made a fork */ 139 /* OK, we made a fork */
152 new_bolt = get_object (); 140 new_bolt = tmp->clone ();
153 copy_object (tmp, new_bolt);
154 141
155 /* reduce chances of subsequent forking */ 142 /* reduce chances of subsequent forking */
156 new_bolt->stats.Dex -= 10; 143 new_bolt->stats.Dex -= 10;
157 tmp->stats.Dex -= 10; /* less forks from main bolt too */ 144 tmp->stats.Dex -= 10; /* less forks from main bolt too */
158 new_bolt->stats.Con += 25 * new_dir; /* adjust the left bias */ 145 new_bolt->stats.Con += 25 * new_dir; /* adjust the left bias */
159 new_bolt->speed_left = -0.1; 146 new_bolt->speed_left = -0.1f;
160 new_bolt->direction = t_dir; 147 new_bolt->direction = t_dir;
161 new_bolt->duration++; 148 new_bolt->duration++;
162 new_bolt->x = sx;
163 new_bolt->y = sy;
164 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */ 149 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */
165 new_bolt->stats.dam++; 150 new_bolt->stats.dam++;
166 tmp->stats.dam /= 2; /* reduce father bolt damage */ 151 tmp->stats.dam /= 2; /* reduce father bolt damage */
167 tmp->stats.dam++; 152 tmp->stats.dam++;
168 new_bolt = insert_ob_in_map (new_bolt, m, op, 0); 153 if ((new_bolt = m->insert (new_bolt, sx, sy, op)))
169 update_turn_face (new_bolt); 154 update_turn_face (new_bolt);
170} 155}
171 156
172/* move_bolt: moves bolt 'op'. Basically, it just advances a space, 157/* move_bolt: moves bolt 'op'. Basically, it just advances a space,
173 * and checks for various things that may stop it. 158 * and checks for various things that may stop it.
174 */ 159 */
175
176void 160void
177move_bolt (object *op) 161move_bolt (object *op)
178{ 162{
179 object *tmp;
180 int mflags; 163 int mflags;
181 sint16 x, y; 164 sint16 x, y;
182 mapstruct *m; 165 maptile *m;
183 166
184 if (--(op->duration) < 0) 167 if (--op->duration < 0)
185 {
186 remove_ob (op);
187 free_object (op);
188 return;
189 } 168 {
169 op->destroy ();
170 return;
171 }
172
190 hit_map (op, 0, op->attacktype, 1); 173 hit_map (op, 0, op->attacktype, 1);
191 174
192 if (!op->direction) 175 if (!op->direction)
193 return; 176 return;
194 177
195 if (--op->range < 0) 178 if (--op->range < 0)
196 {
197 op->range = 0; 179 op->range = 0;
198 }
199 else 180 else
200 { 181 {
201 x = op->x + DIRX (op); 182 x = op->x + DIRX (op);
202 y = op->y + DIRY (op); 183 y = op->y + DIRY (op);
203 m = op->map; 184 m = op->map;
211 * on the space. So only call reflwall if we think the data it returns 192 * on the space. So only call reflwall if we think the data it returns
212 * will be useful. 193 * will be useful.
213 */ 194 */
214 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)) || ((mflags & P_IS_ALIVE) && reflwall (m, x, y, op))) 195 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)) || ((mflags & P_IS_ALIVE) && reflwall (m, x, y, op)))
215 { 196 {
216
217 if (!QUERY_FLAG (op, FLAG_REFLECTING)) 197 if (!QUERY_FLAG (op, FLAG_REFLECTING))
218 return; 198 return;
219 199
220 /* Since walls don't run diagonal, if the bolt is in 200 /* Since walls don't run diagonal, if the bolt is in
221 * one of 4 main directions, it just reflects back in the 201 * one of 4 main directions, it just reflects back in the
251 else if (left) 231 else if (left)
252 op->direction = absdir (op->direction + 2); 232 op->direction = absdir (op->direction + 2);
253 else if (right) 233 else if (right)
254 op->direction = absdir (op->direction - 2); 234 op->direction = absdir (op->direction - 2);
255 } 235 }
236
256 update_turn_face (op); /* A bolt *must* be IS_TURNABLE */ 237 update_turn_face (op); /* A bolt *must* be IS_TURNABLE */
257 return; 238 return;
258 } 239 }
259 else 240 else
260 { /* Create a copy of this object and put it ahead */ 241 { /* Create a copy of this object and put it ahead */
261 tmp = get_object (); 242 object *tmp = op->clone ();
262 copy_object (op, tmp); 243
244 m->insert (tmp, x, y, op);
263 tmp->speed_left = -0.1; 245 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 */ 246 /* To make up for the decrease at the top of the function */
267 tmp->duration++; 247 tmp->duration++;
268 248
269 /* New forking code. Possibly create forks of this object 249 /* New forking code. Possibly create forks of this object
270 * going off in other directions. 250 * going off in other directions.
271 */ 251 */
272
273 if (rndm (0, 99) < tmp->stats.Dex) 252 if (tmp->stats.Dex && rndm (0, 99) < tmp->stats.Dex)
274 { /* stats.Dex % of forking */ 253 forklightning (op, tmp); /* stats.Dex % of forking */
275 forklightning (op, tmp); 254
276 }
277 /* In this way, the object left behind sticks on the space, but 255 /* In this way, the object left behind sticks on the space, but
278 * doesn't create any bolts that continue to move onward. 256 * doesn't create any bolts that continue to move onward.
279 */ 257 */
280 op->range = 0; 258 op->range = 0;
281 } /* copy object and move it along */ 259 } /* copy object and move it along */
288 * we remove the magic flag - that can be derived from 266 * we remove the magic flag - that can be derived from
289 * spob->attacktype. 267 * spob->attacktype.
290 * This function sets up the appropriate owner and skill 268 * This function sets up the appropriate owner and skill
291 * pointers. 269 * pointers.
292 */ 270 */
293
294int 271int
295fire_bolt (object *op, object *caster, int dir, object *spob, object *skill) 272fire_bolt (object *op, object *caster, int dir, object *spob, object *skill)
296{ 273{
297 object *tmp = NULL; 274 object *tmp = NULL;
298 int mflags; 275 int mflags;
305 return 0; 282 return 0;
306 283
307 /* peterm: level dependency for bolts */ 284 /* peterm: level dependency for bolts */
308 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob); 285 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob);
309 tmp->attacktype = spob->attacktype; 286 tmp->attacktype = spob->attacktype;
287
310 if (spob->slaying) 288 if (spob->slaying)
311 tmp->slaying = spob->slaying; 289 tmp->slaying = spob->slaying;
290
312 tmp->range = spob->range + SP_level_range_adjust (caster, spob); 291 tmp->range = spob->range + SP_level_range_adjust (caster, spob);
313 tmp->duration = spob->duration + SP_level_duration_adjust (caster, spob); 292 tmp->duration = spob->duration + SP_level_duration_adjust (caster, spob);
314 tmp->stats.Dex = spob->stats.Dex; 293 tmp->stats.Dex = spob->stats.Dex;
315 tmp->stats.Con = spob->stats.Con; 294 tmp->stats.Con = spob->stats.Con;
316 295
317 tmp->direction = dir; 296 tmp->direction = dir;
318 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) 297 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
319 SET_ANIMATION (tmp, dir); 298 SET_ANIMATION (tmp, dir);
320 299
321 set_owner (tmp, op); 300 tmp->set_owner (op);
322 set_spell_skill (op, caster, spob, tmp); 301 set_spell_skill (op, caster, spob, tmp);
323 302
324 tmp->x = op->x + DIRX (tmp); 303 tmp->x = op->x + DIRX (tmp);
325 tmp->y = op->y + DIRY (tmp); 304 tmp->y = op->y + DIRY (tmp);
326 tmp->map = op->map; 305 tmp->map = op->map;
327 306
307 maptile *newmap;
328 mflags = get_map_flags (tmp->map, &tmp->map, tmp->x, tmp->y, &tmp->x, &tmp->y); 308 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y);
329 if (mflags & P_OUT_OF_MAP) 309 if (mflags & P_OUT_OF_MAP)
330 { 310 {
331 free_object (tmp); 311 tmp->destroy ();
332 return 0; 312 return 0;
333 } 313 }
314
315 tmp->map = newmap;
316
334 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y))) 317 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y)))
335 { 318 {
336 if (!QUERY_FLAG (tmp, FLAG_REFLECTING)) 319 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
337 { 320 {
338 free_object (tmp); 321 tmp->destroy ();
339 return 0; 322 return 0;
340 } 323 }
324
341 tmp->x = op->x; 325 tmp->x = op->x;
342 tmp->y = op->y; 326 tmp->y = op->y;
343 tmp->direction = absdir (tmp->direction + 4); 327 tmp->direction = absdir (tmp->direction + 4);
344 tmp->map = op->map; 328 tmp->map = op->map;
345 } 329 }
346 if ((tmp = insert_ob_in_map (tmp, tmp->map, op, 0)) != NULL) 330
331 if ((tmp = tmp->insert_at (tmp, op)))
347 move_bolt (tmp); 332 move_bolt (tmp);
333
348 return 1; 334 return 1;
349} 335}
350
351
352 336
353/*************************************************************************** 337/***************************************************************************
354 * 338 *
355 * BULLET/BALL CODE 339 * BULLET/BALL CODE
356 * 340 *
357 ***************************************************************************/ 341 ***************************************************************************/
358 342
359/* expands an explosion. op is a piece of the 343/* expands an explosion. op is a piece of the
360 * explosion - this expans it in the different directions. 344 * explosion - this expands it in the different directions.
361 * At least that is what I think this does. 345 * At least that is what I think this does.
362 */ 346 */
363void 347void
364explosion (object *op) 348explosion (object *op)
365{ 349{
366 object *tmp;
367 mapstruct *m = op->map; 350 maptile *m = op->map;
368 int i; 351 int i;
369 352
370 if (--(op->duration) < 0) 353 if (--op->duration < 0)
371 {
372 remove_ob (op);
373 free_object (op);
374 return;
375 } 354 {
355 op->destroy ();
356 return;
357 }
358
376 hit_map (op, 0, op->attacktype, 0); 359 hit_map (op, 0, op->attacktype, 0);
377 360
378 if (op->range > 0) 361 if (op->range > 0)
379 { 362 {
380 for (i = 1; i < 9; i++) 363 for (i = 1; i < 9; i++)
381 { 364 {
382 sint16 dx, dy; 365 sint16 dx, dy;
383 366
384 dx = op->x + freearr_x[i]; 367 dx = op->x + freearr_x[i];
385 dy = op->y + freearr_y[i]; 368 dy = op->y + freearr_y[i];
369
386 /* ok_to_put_more already does things like checks for walls, 370 /* ok_to_put_more already does things like checks for walls,
387 * out of map, etc. 371 * out of map, etc.
388 */ 372 */
389 if (ok_to_put_more (op->map, dx, dy, op, op->attacktype)) 373 if (ok_to_put_more (op->map, dx, dy, op, op->attacktype))
390 { 374 {
391 tmp = get_object (); 375 object *tmp = op->clone ();
392 copy_object (op, tmp); 376
393 tmp->state = 0; 377 tmp->state = 0;
394 tmp->speed_left = -0.21; 378 tmp->speed_left = -0.21f;
395 tmp->range--; 379 tmp->range--;
396 tmp->value = 0; 380 tmp->value = 0;
397 tmp->x = dx; 381
398 tmp->y = dy; 382 m->insert (tmp, dx, dy, op);
399 insert_ob_in_map (tmp, m, op, 0);
400 } 383 }
401 } 384 }
402 } 385 }
403} 386}
404
405 387
406/* Causes an object to explode, eg, a firebullet, 388/* Causes an object to explode, eg, a firebullet,
407 * poison cloud ball, etc. op is the object to 389 * poison cloud ball, etc. op is the object to
408 * explode. 390 * explode.
409 */ 391 */
410void 392void
411explode_bullet (object *op) 393explode_bullet (object *op)
412{ 394{
413 tag_t op_tag = op->count;
414 object *tmp, *owner; 395 object *tmp, *owner;
415 396
416 if (op->other_arch == NULL) 397 if (op->other_arch == NULL)
417 { 398 {
418 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n"); 399 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n");
419 remove_ob (op); 400 op->destroy ();
420 free_object (op);
421 return; 401 return;
422 } 402 }
423 403
424 if (op->env) 404 if (op->env)
425 { 405 {
426 object *env; 406 object *env = op->outer_env ();
427 407
428 env = object_get_env_recursive (op);
429 if (env->map == NULL || out_of_map (env->map, env->x, env->y)) 408 if (!env->map || out_of_map (env->map, env->x, env->y))
430 { 409 {
431 LOG (llevError, "BUG: explode_bullet(): env out of map\n"); 410 LOG (llevError, "BUG: explode_bullet(): env out of map\n");
432 remove_ob (op); 411 op->destroy ();
433 free_object (op);
434 return; 412 return;
435 } 413 }
436 remove_ob (op); 414
437 op->x = env->x; 415 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 } 416 }
441 else if (out_of_map (op->map, op->x, op->y)) 417 else if (out_of_map (op->map, op->x, op->y))
442 { 418 {
443 LOG (llevError, "BUG: explode_bullet(): op out of map\n"); 419 LOG (llevError, "BUG: explode_bullet(): op out of map\n");
444 remove_ob (op); 420 op->destroy ();
445 free_object (op);
446 return; 421 return;
447 } 422 }
448 423
449 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent explosions of any kind on safe maps 424 // 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 425 // NOTE: If this breaks something important: remove this. I can't think of anything
451 // bad at the moment that might happen from this. 426 // 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) 427 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
453 { 428 {
454 remove_ob (op); 429 op->destroy ();
455 free_object (op);
456 return; 430 return;
457 } 431 }
458 432
459 if (op->attacktype) 433 if (op->attacktype)
460 { 434 {
461 hit_map (op, 0, op->attacktype, 1); 435 hit_map (op, 0, op->attacktype, 1);
462 if (was_destroyed (op, op_tag)) 436
437 if (op->destroyed ())
463 return; 438 return;
464 } 439 }
465 440
466 /* other_arch contains what this explodes into */ 441 /* other_arch contains what this explodes into */
467 tmp = arch_to_object (op->other_arch); 442 tmp = arch_to_object (op->other_arch);
468 443
469 copy_owner (tmp, op); 444 tmp->set_owner (op);
470 tmp->skill = op->skill; 445 tmp->skill = op->skill;
471 446
472 owner = get_owner (op); 447 owner = op->owner;
448
473 if ((tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) && owner && !tailor_god_spell (tmp, owner)) 449 if ((tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) && owner && !tailor_god_spell (tmp, owner))
474 { 450 {
475 remove_ob (op); 451 op->destroy ();
476 free_object (op);
477 return; 452 return;
478 } 453 }
479 tmp->x = op->x;
480 tmp->y = op->y;
481 454
482 /* special for bombs - it actually has sane values for these */ 455 /* special for bombs - it actually has sane values for these */
483 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB) 456 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB)
484 { 457 {
485 tmp->attacktype = op->attacktype; 458 tmp->attacktype = op->attacktype;
489 } 462 }
490 else 463 else
491 { 464 {
492 if (op->attacktype & AT_MAGIC) 465 if (op->attacktype & AT_MAGIC)
493 tmp->attacktype |= AT_MAGIC; 466 tmp->attacktype |= AT_MAGIC;
467
494 /* Spell doc describes what is going on here */ 468 /* Spell doc describes what is going on here */
495 tmp->stats.dam = op->dam_modifier; 469 tmp->stats.dam = op->dam_modifier;
496 tmp->range = op->stats.maxhp; 470 tmp->range = op->stats.maxhp;
497 tmp->duration = op->stats.hp; 471 tmp->duration = op->stats.hp;
498 /* Used for spell tracking - just need a unique val for this spell - 472 /* Used for spell tracking - just need a unique val for this spell -
506 tmp->stats.sp = op->direction; 480 tmp->stats.sp = op->direction;
507 481
508 /* Prevent recursion */ 482 /* Prevent recursion */
509 op->move_on = 0; 483 op->move_on = 0;
510 484
511 insert_ob_in_map (tmp, op->map, op, 0); 485 tmp->insert_at (op, op);
486 tmp->play_sound (tmp->sound);
487
512 /* remove the firebullet */ 488 /* remove the firebullet */
513 if (!was_destroyed (op, op_tag)) 489 op->destroy ();
514 {
515 remove_ob (op);
516 free_object (op);
517 }
518} 490}
519
520
521 491
522/* checks to see what op should do, given the space it is on 492/* checks to see what op should do, given the space it is on
523 * (eg, explode, damage player, etc) 493 * (eg, explode, damage player, etc)
524 */ 494 */
525
526void 495void
527check_bullet (object *op) 496check_bullet (object *op)
528{ 497{
529 tag_t op_tag = op->count, tmp_tag;
530 object *tmp; 498 object *tmp;
531 int dam, mflags; 499 int dam, mflags;
532 mapstruct *m; 500 maptile *m;
533 sint16 sx, sy; 501 sint16 sx, sy;
534 502
535 mflags = get_map_flags (op->map, &m, op->x, op->y, &sx, &sy); 503 mflags = get_map_flags (op->map, &m, op->x, op->y, &sx, &sy);
536 504
537 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy))) 505 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
546 514
547 /* If nothing alive on this space, no reason to do anything further */ 515 /* If nothing alive on this space, no reason to do anything further */
548 if (!(mflags & P_IS_ALIVE)) 516 if (!(mflags & P_IS_ALIVE))
549 return; 517 return;
550 518
551 for (tmp = get_map_ob (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 519 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
552 { 520 {
553 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 521 if (QUERY_FLAG (tmp, FLAG_ALIVE))
554 { 522 {
555 tmp_tag = tmp->count;
556 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1); 523 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1);
524
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);
633 free_object (op);
634 }
635 return;
636 }
637 590
638 remove_ob (op); 591 return;
639 op->x = new_x; 592 }
640 op->y = new_y; 593
641 if ((op = insert_ob_in_map (op, m, op, 0)) == NULL) 594 if (!(op = m->insert (op, new_x, new_y, op)))
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;
672 619
673 if (!spob->other_arch) 620 if (!spob->other_arch)
674 return 0; 621 return 0;
675 622
676 tmp = arch_to_object (spob->other_arch); 623 tmp = spob->other_arch->instance ();
677 if (tmp == NULL) 624 if (!tmp)
678 return 0; 625 return 0;
679 626
680 /* peterm: level dependency for bolts */ 627 /* peterm: level dependency for bolts */
681 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob); 628 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob);
682 tmp->attacktype = spob->attacktype; 629 tmp->attacktype = spob->attacktype;
683 if (spob->slaying) 630 if (spob->slaying)
684 tmp->slaying = spob->slaying; 631 tmp->slaying = spob->slaying;
685 632
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;
765 tag_t tag;
766
767 /* if no map then hit_map will crash so just ignore object */ 708 /* if no map then hit_map will crash so just ignore object */
768 if (!op->map) 709 if (!op->map)
769 { 710 {
770 LOG (llevError, "Tried to move_cone object %s without a map.\n", op->name ? &op->name : "unknown"); 711 LOG (llevError, "Tried to move_cone object %s without a map.\n", op->name ? &op->name : "unknown");
771 op->speed = 0; 712 op->set_speed (0);
772 update_ob_speed (op);
773 return; 713 return;
774 } 714 }
775 715
776 /* lava saves it's life, but not yours :) */ 716 /* lava saves it's life, but not yours :) */
777 if (QUERY_FLAG (op, FLAG_LIFESAVE)) 717 if (QUERY_FLAG (op, FLAG_LIFESAVE))
783#if 0 723#if 0
784 /* Disable this - enabling it makes monsters easier, as 724 /* Disable this - enabling it makes monsters easier, as
785 * when their cone dies when they die. 725 * when their cone dies when they die.
786 */ 726 */
787 /* If no owner left, the spell dies out. */ 727 /* If no owner left, the spell dies out. */
788 if (get_owner (op) == NULL) 728 if (op->owner == NULL)
789 { 729 {
790 remove_ob (op); 730 op->destroy ();
791 free_object (op);
792 return; 731 return;
793 } 732 }
794#endif 733#endif
795 734
796 tag = op->count;
797 hit_map (op, 0, op->attacktype, 0); 735 hit_map (op, 0, op->attacktype, 0);
798 736
799 /* Check to see if we should push anything. 737 /* Check to see if we should push anything.
800 * Spell objects with weight push whatever they encounter to some 738 * Spell objects with weight push whatever they encounter to some
801 * degree. 739 * degree.
802 */ 740 */
803 if (op->weight) 741 if (op->weight)
804 check_spell_knockback (op); 742 check_spell_knockback (op);
805 743
806 if (was_destroyed (op, tag)) 744 if (op->destroyed ())
807 return; 745 return;
808 746
809 if ((op->duration--) < 0) 747 if ((op->duration--) < 0)
810 { 748 {
811 remove_ob (op); 749 op->destroy ();
812 free_object (op);
813 return; 750 return;
814 } 751 }
815 /* Object has hit maximum range, so don't have it move 752 /* Object has hit maximum range, so don't have it move
816 * any further. When the duration above expires, 753 * any further. When the duration above expires,
817 * then the object will get removed. 754 * then the object will get removed.
820 { 757 {
821 op->range = 0; /* just so it doesn't wrap */ 758 op->range = 0; /* just so it doesn't wrap */
822 return; 759 return;
823 } 760 }
824 761
825 for (i = -1; i < 2; i++) 762 for (int i = -1; i <= 1; i++)
826 { 763 {
827 sint16 x = op->x + freearr_x[absdir (op->stats.sp + i)], y = op->y + freearr_y[absdir (op->stats.sp + i)]; 764 sint16 x = op->x + freearr_x[absdir (op->stats.sp + i)], y = op->y + freearr_y[absdir (op->stats.sp + i)];
828 765
829 if (ok_to_put_more (op->map, x, y, op, op->attacktype)) 766 if (ok_to_put_more (op->map, x, y, op, op->attacktype))
830 { 767 {
831 object *tmp = get_object (); 768 object *tmp = op->clone ();
832
833 copy_object (op, tmp);
834 tmp->x = x;
835 tmp->y = y;
836 769
837 tmp->duration = op->duration + 1; 770 tmp->duration = op->duration + 1;
838 771
839 /* Use for spell tracking - see ok_to_put_more() */ 772 /* Use for spell tracking - see ok_to_put_more() */
840 tmp->stats.maxhp = op->stats.maxhp; 773 tmp->stats.maxhp = op->stats.maxhp;
841 insert_ob_in_map (tmp, op->map, op, 0); 774
775 op->map->insert (tmp, x, y, op);
776
842 if (tmp->other_arch) 777 if (tmp->other_arch)
843 cone_drop (tmp); 778 cone_drop (tmp);
844 } 779 }
845 } 780 }
846} 781}
856int 791int
857cast_cone (object *op, object *caster, int dir, object *spell) 792cast_cone (object *op, object *caster, int dir, object *spell)
858{ 793{
859 object *tmp; 794 object *tmp;
860 int i, success = 0, range_min = -1, range_max = 1; 795 int i, success = 0, range_min = -1, range_max = 1;
861 mapstruct *m; 796 maptile *m;
862 sint16 sx, sy; 797 sint16 sx, sy;
863 MoveType movetype; 798 MoveType movetype;
864 799
865 if (!spell->other_arch) 800 if (!spell->other_arch)
866 return 0; 801 return 0;
879 814
880 /* Need to know what the movetype of the object we are about 815 /* 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 816 * to create is, so we can know if the space we are about to
882 * insert it into is blocked. 817 * insert it into is blocked.
883 */ 818 */
884 movetype = spell->other_arch->clone.move_type; 819 movetype = spell->other_arch->move_type;
885 820
886 for (i = range_min; i <= range_max; i++) 821 for (i = range_min; i <= range_max; i++)
887 { 822 {
888 sint16 x, y, d; 823 sint16 x, y, d;
889 824
922 if ((movetype & GET_MAP_MOVE_BLOCK (m, sx, sy)) == movetype) 857 if ((movetype & GET_MAP_MOVE_BLOCK (m, sx, sy)) == movetype)
923 continue; 858 continue;
924 859
925 success = 1; 860 success = 1;
926 tmp = arch_to_object (spell->other_arch); 861 tmp = arch_to_object (spell->other_arch);
927 set_owner (tmp, op); 862 tmp->set_owner (op);
928 set_spell_skill (op, caster, spell, tmp); 863 set_spell_skill (op, caster, spell, tmp);
929 tmp->level = caster_level (caster, spell); 864 tmp->level = caster_level (caster, spell);
930 tmp->x = sx;
931 tmp->y = sy;
932 tmp->attacktype = spell->attacktype; 865 tmp->attacktype = spell->attacktype;
933 866
934 /* holy word stuff */ 867 /* holy word stuff */
935 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER)) 868 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER))
936 {
937 if (!tailor_god_spell (tmp, op)) 869 if (!tailor_god_spell (tmp, op))
938 return 0; 870 return 0;
939 }
940 871
941 if (dir) 872 if (dir)
942 tmp->stats.sp = dir; 873 tmp->stats.sp = dir;
943 else 874 else
944 tmp->stats.sp = i; 875 tmp->stats.sp = i;
950 { 881 {
951 tmp->range /= 4; 882 tmp->range /= 4;
952 if (tmp->range < 2 && spell->range >= 2) 883 if (tmp->range < 2 && spell->range >= 2)
953 tmp->range = 2; 884 tmp->range = 2;
954 } 885 }
886
955 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 887 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
956 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell); 888 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
957 889
958 /* Special bonus for fear attacks */ 890 /* Special bonus for fear attacks */
959 if (tmp->attacktype & AT_FEAR) 891 if (tmp->attacktype & AT_FEAR)
961 if (caster->type == PLAYER) 893 if (caster->type == PLAYER)
962 tmp->duration += fear_bonus[caster->stats.Cha]; 894 tmp->duration += fear_bonus[caster->stats.Cha];
963 else 895 else
964 tmp->duration += caster->level / 3; 896 tmp->duration += caster->level / 3;
965 } 897 }
898
966 if (tmp->attacktype & (AT_HOLYWORD | AT_TURN_UNDEAD)) 899 if (tmp->attacktype & (AT_HOLYWORD | AT_TURN_UNDEAD))
967 { 900 {
968 if (caster->type == PLAYER) 901 if (caster->type == PLAYER)
969 tmp->duration += turn_bonus[caster->stats.Wis] / 5; 902 tmp->duration += turn_bonus[caster->stats.Wis] / 5;
970 else 903 else
971 tmp->duration += caster->level / 3; 904 tmp->duration += caster->level / 3;
972 } 905 }
973 906
974
975 if (!(tmp->move_type & MOVE_FLY_LOW)) 907 if (!(tmp->move_type & MOVE_FLY_LOW))
976 LOG (llevDebug, "cast_cone(): arch %s doesn't have flying 1\n", &spell->other_arch->name); 908 LOG (llevDebug, "cast_cone(): arch %s doesn't have flying 1\n", &spell->other_arch->archname);
977 909
978 if (!tmp->move_on && tmp->stats.dam) 910 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); 911 LOG (llevDebug, "cast_cone(): arch %s doesn't have move_on set\n", &spell->other_arch->archname);
981 } 912
982 insert_ob_in_map (tmp, m, op, 0); 913 m->insert (tmp, sx, sy, op);
983 914
984 /* This is used for tracking spells so that one effect doesn't hit 915 /* This is used for tracking spells so that one effect doesn't hit
985 * a single space too many times. 916 * a single space too many times.
986 */ 917 */
987 tmp->stats.maxhp = tmp->count; 918 tmp->stats.maxhp = tmp->count;
988 919
989 if (tmp->other_arch) 920 if (tmp->other_arch)
990 cone_drop (tmp); 921 cone_drop (tmp);
991 } 922 }
923
992 return success; 924 return success;
993} 925}
994 926
995/**************************************************************************** 927/****************************************************************************
996 * 928 *
997 * BOMB related code 929 * BOMB related code
998 * 930 *
999 ****************************************************************************/ 931 ****************************************************************************/
1000 932
1001
1002/* This handles an exploding bomb. 933/* This handles an exploding bomb.
1003 * op is the original bomb object. 934 * op is the original bomb object.
1004 */ 935 */
1005void 936void
1006animate_bomb (object *op) 937animate_bomb (object *op)
1007{ 938{
1008 int i;
1009 object *env, *tmp;
1010 archetype *at;
1011
1012 if (op->state != NUM_ANIMATIONS (op) - 1) 939 if (op->state != NUM_ANIMATIONS (op) - 1)
1013 return; 940 return;
1014 941
1015 942 object *env = op->outer_env ();
1016 env = object_get_env_recursive (op);
1017 943
1018 if (op->env) 944 if (op->env)
1019 { 945 {
1020 if (env->map == NULL) 946 if (env->map == NULL)
1021 return; 947 return;
1022 948
1023 if (env->type == PLAYER) 949 if (!(op = op->insert_at (env, op)))
1024 esrv_del_item (env->contr, op->count);
1025
1026 remove_ob (op);
1027 op->x = env->x;
1028 op->y = env->y;
1029 if ((op = insert_ob_in_map (op, env->map, op, 0)) == NULL)
1030 return; 950 return;
1031 } 951 }
1032 952
1033 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent bomb from exploding 953 // 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 954 // on a safe map. I don't like this special casing, but it seems to be neccessary
1035 // as bombs can be carried. 955 // as bombs can be carried.
1036 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE) 956 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
1037 { 957 {
1038 remove_ob (op); 958 op->destroy ();
1039 free_object (op);
1040 return; 959 return;
1041 } 960 }
1042 961
1043 /* This copies a lot of the code from the fire bullet, 962 /* This copies a lot of the code from the fire bullet,
1044 * but using the cast_bullet isn't really feasible, 963 * but using the cast_bullet isn't really feasible,
1045 * so just set up the appropriate values. 964 * so just set up the appropriate values.
1046 */ 965 */
1047 at = find_archetype (SPLINT); 966 if (archetype *at = archetype::find (SPLINT))
1048 if (at)
1049 { 967 {
1050 for (i = 1; i < 9; i++) 968 for (int i = 1; i < 9; i++)
1051 { 969 {
1052 if (out_of_map (op->map, op->x + freearr_x[i], op->y + freearr_x[i])) 970 if (out_of_map (op->map, op->x + freearr_x[i], op->y + freearr_x[i]))
1053 continue; 971 continue;
972
1054 tmp = arch_to_object (at); 973 object *tmp = arch_to_object (at);
1055 tmp->direction = i; 974 tmp->direction = i;
1056 tmp->range = op->range; 975 tmp->range = op->range;
1057 tmp->stats.dam = op->stats.dam; 976 tmp->stats.dam = op->stats.dam;
1058 tmp->duration = op->duration; 977 tmp->duration = op->duration;
1059 tmp->attacktype = op->attacktype; 978 tmp->attacktype = op->attacktype;
1060 copy_owner (tmp, op); 979 tmp->set_owner (op);
1061 if (op->skill && op->skill != tmp->skill) 980 if (op->skill && op->skill != tmp->skill)
1062 {
1063 tmp->skill = op->skill; 981 tmp->skill = op->skill;
1064 } 982
1065 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) 983 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
1066 SET_ANIMATION (tmp, i); 984 SET_ANIMATION (tmp, i);
1067 tmp->x = op->x + freearr_x[i]; 985
1068 tmp->y = op->y + freearr_x[i]; 986 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); 987 move_bullet (tmp);
1071 } 988 }
1072 } 989 }
1073 990
1074 explode_bullet (op); 991 explode_bullet (op);
1075} 992}
1076 993
1077int 994int
1078create_bomb (object *op, object *caster, int dir, object *spell) 995create_bomb (object *op, object *caster, int dir, object *spell)
1079{ 996{
1080
1081 object *tmp; 997 object *tmp;
1082 int mflags; 998 int mflags;
1083 sint16 dx = op->x + freearr_x[dir], dy = op->y + freearr_y[dir]; 999 sint16 dx = op->x + freearr_x[dir], dy = op->y + freearr_y[dir];
1084 mapstruct *m; 1000 maptile *m;
1085 1001
1086 mflags = get_map_flags (op->map, &m, dx, dy, &dx, &dy); 1002 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)) 1003 if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, dx, dy) & MOVE_WALK))
1088 { 1004 {
1089 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way."); 1005 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way.");
1090 return 0; 1006 return 0;
1091 } 1007 }
1008
1092 tmp = arch_to_object (spell->other_arch); 1009 tmp = arch_to_object (spell->other_arch);
1093 1010
1094 /* level dependencies for bomb */ 1011 /* level dependencies for bomb */
1095 tmp->range = spell->range + SP_level_range_adjust (caster, spell); 1012 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
1096 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1013 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1097 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell); 1014 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
1098 tmp->attacktype = spell->attacktype; 1015 tmp->attacktype = spell->attacktype;
1099 1016
1100 set_owner (tmp, op); 1017 tmp->set_owner (op);
1101 set_spell_skill (op, caster, spell, tmp); 1018 set_spell_skill (op, caster, spell, tmp);
1102 tmp->x = dx; 1019
1103 tmp->y = dy; 1020 m->insert (tmp, dx, dy, op);
1104 insert_ob_in_map (tmp, m, op, 0);
1105 return 1; 1021 return 1;
1106} 1022}
1107 1023
1108/**************************************************************************** 1024/****************************************************************************
1109 * 1025 *
1118 * dir is the direction to look in. 1034 * dir is the direction to look in.
1119 * range is how far out to look. 1035 * range is how far out to look.
1120 * type is the type of spell - either SPELL_MANA or SPELL_GRACE. 1036 * type is the type of spell - either SPELL_MANA or SPELL_GRACE.
1121 * this info is used for blocked magic/unholy spaces. 1037 * this info is used for blocked magic/unholy spaces.
1122 */ 1038 */
1123
1124object * 1039object *
1125get_pointed_target (object *op, int dir, int range, int type) 1040get_pointed_target (object *op, int dir, int range, int type)
1126{ 1041{
1127 object *target; 1042 object *target;
1128 sint16 x, y; 1043 sint16 x, y;
1129 int dist, mflags; 1044 int dist, mflags;
1130 mapstruct *mp; 1045 maptile *mp;
1131 1046
1132 if (dir == 0) 1047 if (dir == 0)
1133 return NULL; 1048 return NULL;
1134 1049
1135 for (dist = 1; dist < range; dist++) 1050 for (dist = 1; dist < range; dist++)
1147 return NULL; 1062 return NULL;
1148 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW) 1063 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW)
1149 return NULL; 1064 return NULL;
1150 1065
1151 if (mflags & P_IS_ALIVE) 1066 if (mflags & P_IS_ALIVE)
1152 {
1153 for (target = get_map_ob (mp, x, y); target; target = target->above) 1067 for (target = GET_MAP_OB (mp, x, y); target; target = target->above)
1154 { 1068 if (QUERY_FLAG (target, FLAG_MONSTER))
1155 if (QUERY_FLAG (target->head ? target->head : target, FLAG_MONSTER))
1156 {
1157 return target; 1069 return target;
1158 }
1159 }
1160 }
1161 } 1070 }
1071
1162 return NULL; 1072 return NULL;
1163} 1073}
1164
1165 1074
1166/* cast_smite_arch() - the priest points to a creature and causes 1075/* cast_smite_arch() - the priest points to a creature and causes
1167 * a 'godly curse' to decend. 1076 * a 'godly curse' to decend.
1168 * usual params - 1077 * usual params -
1169 * op = player 1078 * op = player
1170 * caster = object casting the spell. 1079 * caster = object casting the spell.
1171 * dir = direction being cast 1080 * dir = direction being cast
1172 * spell = spell object 1081 * spell = spell object
1173 */ 1082 */
1174
1175int 1083int
1176cast_smite_spell (object *op, object *caster, int dir, object *spell) 1084cast_smite_spell (object *op, object *caster, int dir, object *spell)
1177{ 1085{
1178 object *effect, *target; 1086 object *effect, *target;
1179 object *god = find_god (determine_god (op)); 1087 object *god = find_god (determine_god (op));
1225 if (effect->attacktype & AT_DEATH) 1133 if (effect->attacktype & AT_DEATH)
1226 { 1134 {
1227 effect->level = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1135 effect->level = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1228 1136
1229 /* casting death spells at undead isn't a good thing */ 1137 /* casting death spells at undead isn't a good thing */
1230 if QUERY_FLAG
1231 (target, FLAG_UNDEAD) 1138 if (QUERY_FLAG (target, FLAG_UNDEAD))
1232 { 1139 {
1233 if (random_roll (0, 2, op, PREFER_LOW)) 1140 if (random_roll (0, 2, op, PREFER_LOW))
1234 { 1141 {
1235 new_draw_info (NDI_UNIQUE, 0, op, "Idiot! Your spell boomerangs!"); 1142 new_draw_info (NDI_UNIQUE, 0, op, "Idiot! Your spell boomerangs!");
1236 effect->x = op->x; 1143 effect->x = op->x;
1238 } 1145 }
1239 else 1146 else
1240 { 1147 {
1241 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s looks stronger!", query_name (target)); 1148 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s looks stronger!", query_name (target));
1242 target->stats.hp = target->stats.maxhp * 2; 1149 target->stats.hp = target->stats.maxhp * 2;
1243 free_object (effect); 1150 effect->destroy ();
1244 return 0; 1151 return 0;
1245 } 1152 }
1246 } 1153 }
1247 } 1154 }
1248 else 1155 else
1249 { 1156 {
1250 /* how much woe to inflict :) */ 1157 /* how much woe to inflict :) */
1251 effect->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1158 effect->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1252 } 1159 }
1253 1160
1254 set_owner (effect, op); 1161 effect->set_owner (op);
1255 set_spell_skill (op, caster, spell, effect); 1162 set_spell_skill (op, caster, spell, effect);
1256 1163
1257 /* ok, tell it where to be, and insert! */ 1164 /* ok, tell it where to be, and insert! */
1258 effect->x = target->x; 1165 effect->insert_at (target, op);
1259 effect->y = target->y;
1260 insert_ob_in_map (effect, target->map, op, 0);
1261 1166
1262 return 1; 1167 return 1;
1263} 1168}
1264
1265 1169
1266/**************************************************************************** 1170/****************************************************************************
1267 * 1171 *
1268 * MAGIC MISSILE code. 1172 * MAGIC MISSILE code.
1269 * note that the fire_bullet is used to fire the missile. The 1173 * note that the fire_bullet is used to fire the missile. The
1272 1176
1273/* op is a missile that needs to be moved */ 1177/* op is a missile that needs to be moved */
1274void 1178void
1275move_missile (object *op) 1179move_missile (object *op)
1276{ 1180{
1277 int i, mflags;
1278 object *owner;
1279 sint16 new_x, new_y;
1280 mapstruct *m;
1281
1282 if (op->range-- <= 0) 1181 if (op->range-- <= 0)
1283 { 1182 {
1284 remove_ob (op); 1183 op->destroy ();
1285 free_object (op);
1286 return; 1184 return;
1287 }
1288
1289 owner = get_owner (op);
1290#if 0
1291 /* It'd make things nastier if this wasn't here - spells cast by
1292 * monster that are then killed would continue to survive
1293 */
1294 if (owner == NULL)
1295 { 1185 }
1296 remove_ob (op); 1186
1297 free_object (op); 1187 mapxy pos (op);
1298 return; 1188 pos.move (op->direction);
1189
1190 if (!pos.normalise ())
1299 } 1191 {
1300#endif 1192 op->destroy ();
1301 1193 return;
1302 new_x = op->x + DIRX (op);
1303 new_y = op->y + DIRY (op);
1304
1305 mflags = get_map_flags (op->map, &m, new_x, new_y, &new_x, &new_y);
1306
1307 if (!(mflags & P_OUT_OF_MAP) && ((mflags & P_IS_ALIVE) || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y))))
1308 { 1194 }
1309 tag_t tag = op->count;
1310 1195
1196 mapspace &ms = pos.ms ();
1197
1198 if (ms.flags () & P_IS_ALIVE || ms.blocks (op))
1199 {
1311 hit_map (op, op->direction, AT_MAGIC, 1); 1200 hit_map (op, op->direction, AT_MAGIC, 1);
1312 /* Basically, missile only hits one thing then goes away. 1201 /* Basically, missile only hits one thing then goes away.
1313 * we need to remove it if someone hasn't already done so. 1202 * we need to remove it if someone hasn't already done so.
1314 */ 1203 */
1315 if (!was_destroyed (op, tag)) 1204 op->destroy ();
1316 {
1317 remove_ob (op);
1318 free_object (op);
1319 }
1320 return; 1205 return;
1321 }
1322
1323 remove_ob (op);
1324 if (!op->direction || (mflags & P_OUT_OF_MAP))
1325 { 1206 }
1326 free_object (op); 1207
1327 return; 1208 if (!op->direction)
1328 } 1209 {
1329 op->x = new_x; 1210 op->destroy ();
1330 op->y = new_y; 1211 return;
1331 op->map = m; 1212 }
1332 i = spell_find_dir (op->map, op->x, op->y, get_owner (op)); 1213
1214 int i = spell_find_dir (pos.m, pos.x, pos.y, op->owner);
1333 if (i > 0 && i != op->direction) 1215 if (i > 0 && i != op->direction)
1334 { 1216 {
1335 op->direction = i; 1217 op->direction = i;
1336 SET_ANIMATION (op, op->direction); 1218 SET_ANIMATION (op, op->direction);
1337 } 1219 }
1338 insert_ob_in_map (op, op->map, op, 0); 1220
1221 pos.insert (op, op);
1339} 1222}
1340 1223
1341/**************************************************************************** 1224/****************************************************************************
1342 * Destruction 1225 * Destruction
1343 ****************************************************************************/ 1226 ****************************************************************************/
1346 * we do this by creating a force and inserting it in the 1229 * we do this by creating a force and inserting it in the
1347 * object. if time is 0, the object glows permanently. To truely 1230 * object. if time is 0, the object glows permanently. To truely
1348 * make this work for non-living objects, we would have to 1231 * make this work for non-living objects, we would have to
1349 * give them the capability to have an inventory. b.t. 1232 * give them the capability to have an inventory. b.t.
1350 */ 1233 */
1351
1352int 1234int
1353make_object_glow (object *op, int radius, int time) 1235make_object_glow (object *op, int radius, int time)
1354{ 1236{
1355 object *tmp;
1356
1357 /* some things are unaffected... */ 1237 /* some things are unaffected... */
1358 if (op->path_denied & PATH_LIGHT) 1238 if (op->path_denied & PATH_LIGHT)
1359 return 0; 1239 return 0;
1360 1240
1361 tmp = get_archetype (FORCE_NAME); 1241 object *tmp = get_archetype (FORCE_NAME);
1362 tmp->speed = 0.01; 1242 tmp->speed = 0.01;
1363 tmp->stats.food = time; 1243 tmp->stats.food = time;
1364 SET_FLAG (tmp, FLAG_IS_USED_UP); 1244 SET_FLAG (tmp, FLAG_IS_USED_UP);
1365 tmp->glow_radius = radius; 1245 tmp->glow_radius = radius;
1366 if (tmp->glow_radius > MAX_LIGHT_RADII) 1246 if (tmp->glow_radius > MAX_LIGHT_RADII)
1367 tmp->glow_radius = MAX_LIGHT_RADII; 1247 tmp->glow_radius = MAX_LIGHT_RADII;
1368 1248
1369 tmp->x = op->x;
1370 tmp->y = op->y;
1371 if (tmp->speed < MIN_ACTIVE_SPEED)
1372 tmp->speed = MIN_ACTIVE_SPEED; /* safety */
1373 tmp = insert_ob_in_ob (tmp, op); 1249 tmp = insert_ob_in_ob (tmp, op);
1250
1374 if (tmp->glow_radius > op->glow_radius) 1251 if (tmp->glow_radius > op->glow_radius)
1375 op->glow_radius = tmp->glow_radius; 1252 op->glow_radius = tmp->glow_radius;
1376 1253
1377 if (!tmp->env || op != tmp->env)
1378 {
1379 LOG (llevError, "make_object_glow() failed to insert glowing force in %s\n", &op->name);
1380 return 0;
1381 }
1382 return 1; 1254 return 1;
1383} 1255}
1384
1385
1386
1387 1256
1388int 1257int
1389cast_destruction (object *op, object *caster, object *spell_ob) 1258cast_destruction (object *op, object *caster, object *spell_ob)
1390{ 1259{
1391 int i, j, range, mflags, friendly = 0, dam, dur; 1260 int i, j, range, mflags, friendly = 0, dam, dur;
1392 sint16 sx, sy; 1261 sint16 sx, sy;
1393 mapstruct *m; 1262 maptile *m;
1394 object *tmp; 1263 object *tmp;
1395 const char *skill; 1264 const char *skill;
1396 1265
1397 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob); 1266 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
1398 dam = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob); 1267 dam = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob);
1412 else if (caster->skill) 1281 else if (caster->skill)
1413 op->skill = caster->skill; 1282 op->skill = caster->skill;
1414 else 1283 else
1415 op->skill = NULL; 1284 op->skill = NULL;
1416 1285
1417 change_skill (op, find_skill_by_name (op, op->skill), 1); 1286 op->change_skill (find_skill_by_name (op, op->skill));
1418 1287
1419 for (i = -range; i < range; i++) 1288 for (i = -range; i <= range; i++)
1420 { 1289 {
1421 for (j = -range; j < range; j++) 1290 for (j = -range; j <= range; j++)
1422 { 1291 {
1423 m = op->map; 1292 m = op->map;
1424 sx = op->x + i; 1293 sx = op->x + i;
1425 sy = op->y + j; 1294 sy = op->y + j;
1295
1426 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy); 1296 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
1427 if (mflags & P_OUT_OF_MAP) 1297 if (mflags & P_OUT_OF_MAP)
1428 continue; 1298 continue;
1299
1429 if (mflags & P_IS_ALIVE) 1300 if (mflags & P_IS_ALIVE)
1430 { 1301 {
1431 for (tmp = get_map_ob (m, sx, sy); tmp; tmp = tmp->above) 1302 for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above)
1432 {
1433 if (QUERY_FLAG (tmp, FLAG_ALIVE) || tmp->type == PLAYER) 1303 if (QUERY_FLAG (tmp, FLAG_ALIVE) || tmp->type == PLAYER)
1434 break; 1304 break;
1435 } 1305
1436 if (tmp) 1306 if (tmp)
1437 { 1307 {
1438 if (tmp->head) 1308 if (tmp->head)
1439 tmp = tmp->head; 1309 tmp = tmp->head;
1440 1310
1442 (!friendly && (QUERY_FLAG (tmp, FLAG_FRIENDLY) || tmp->type == PLAYER))) 1312 (!friendly && (QUERY_FLAG (tmp, FLAG_FRIENDLY) || tmp->type == PLAYER)))
1443 { 1313 {
1444 if (spell_ob->subtype == SP_DESTRUCTION) 1314 if (spell_ob->subtype == SP_DESTRUCTION)
1445 { 1315 {
1446 hit_player (tmp, dam, op, spell_ob->attacktype, 0); 1316 hit_player (tmp, dam, op, spell_ob->attacktype, 0);
1317
1447 if (spell_ob->other_arch) 1318 if (spell_ob->other_arch)
1448 {
1449 tmp = arch_to_object (spell_ob->other_arch); 1319 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 } 1320 }
1455 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist[ATNR_MAGIC] != 100) 1321 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist[ATNR_MAGIC] != 100)
1456 { 1322 {
1457 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch) 1323 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch)
1458 {
1459 object *effect = arch_to_object (spell_ob->other_arch); 1324 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 } 1325 }
1466 } 1326 }
1467 } 1327 }
1468 } 1328 }
1469 } 1329 }
1470 } 1330 }
1331
1471 op->skill = skill; 1332 op->skill = skill;
1472 return 1; 1333 return 1;
1473} 1334}
1474 1335
1475/*************************************************************************** 1336/***************************************************************************
1489 { 1350 {
1490 new_draw_info (NDI_UNIQUE, 0, op, "There is no one in that direction to curse."); 1351 new_draw_info (NDI_UNIQUE, 0, op, "There is no one in that direction to curse.");
1491 return 0; 1352 return 0;
1492 } 1353 }
1493 1354
1355 tmp = tmp->head_ ();
1356
1494 /* If we've already got a force of this type, don't add a new one. */ 1357 /* If we've already got a force of this type, don't add a new one. */
1495 for (force = tmp->inv; force != NULL; force = force->below) 1358 for (force = tmp->inv; force; force = force->below)
1496 { 1359 {
1497 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY) 1360 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY)
1498 { 1361 {
1499 if (force->name == spell_ob->name) 1362 if (force->name == spell_ob->name)
1500 { 1363 {
1506 return 0; 1369 return 0;
1507 } 1370 }
1508 } 1371 }
1509 } 1372 }
1510 1373
1511 if (force == NULL) 1374 if (!force)
1512 { 1375 {
1513 force = get_archetype (FORCE_NAME); 1376 force = get_archetype (FORCE_NAME);
1514 force->subtype = FORCE_CHANGE_ABILITY; 1377 force->subtype = FORCE_CHANGE_ABILITY;
1378
1515 if (spell_ob->race) 1379 if (spell_ob->race)
1516 force->name = spell_ob->race; 1380 force->name = spell_ob->race;
1517 else 1381 else
1518 force->name = spell_ob->name; 1382 force->name = spell_ob->name;
1519 1383
1529 { 1393 {
1530 force->duration = duration; 1394 force->duration = duration;
1531 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 1395 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1532 } 1396 }
1533 else 1397 else
1534 {
1535 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1398 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1536 } 1399
1537 return 1; 1400 return 1;
1538 } 1401 }
1402
1539 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50; 1403 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1540 force->speed = 1.0; 1404 force->speed = 1.f;
1541 force->speed_left = -1.0; 1405 force->speed_left = -1.f;
1542 SET_FLAG (force, FLAG_APPLIED); 1406 SET_FLAG (force, FLAG_APPLIED);
1543 1407
1544 if (god) 1408 if (god)
1545 { 1409 {
1546 if (spell_ob->last_grace) 1410 if (spell_ob->last_grace)
1559 force->stats.ac = spell_ob->stats.ac; 1423 force->stats.ac = spell_ob->stats.ac;
1560 force->stats.wc = spell_ob->stats.wc; 1424 force->stats.wc = spell_ob->stats.wc;
1561 1425
1562 change_abil (tmp, force); /* Mostly to display any messages */ 1426 change_abil (tmp, force); /* Mostly to display any messages */
1563 insert_ob_in_ob (force, tmp); 1427 insert_ob_in_ob (force, tmp);
1564 fix_player (tmp); 1428 tmp->update_stats ();
1565 return 1; 1429 return 1;
1566 1430
1567} 1431}
1568
1569 1432
1570/********************************************************************** 1433/**********************************************************************
1571 * mood change 1434 * mood change
1572 * Arguably, this may or may not be an attack spell. But since it 1435 * 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 1436 * effects monsters, it seems best to put it into this file
1580mood_change (object *op, object *caster, object *spell) 1443mood_change (object *op, object *caster, object *spell)
1581{ 1444{
1582 object *tmp, *god, *head; 1445 object *tmp, *god, *head;
1583 int done_one, range, mflags, level, at, best_at; 1446 int done_one, range, mflags, level, at, best_at;
1584 sint16 x, y, nx, ny; 1447 sint16 x, y, nx, ny;
1585 mapstruct *m; 1448 maptile *m;
1586 const char *race; 1449 const char *race;
1587 1450
1588 /* We precompute some values here so that we don't have to keep 1451 /* We precompute some values here so that we don't have to keep
1589 * doing it over and over again. 1452 * doing it over and over again.
1590 */ 1453 */
1603 else if (god && !strcmp (spell->race, "GOD_FRIEND")) 1466 else if (god && !strcmp (spell->race, "GOD_FRIEND"))
1604 race = god->race; 1467 race = god->race;
1605 else 1468 else
1606 race = spell->race; 1469 race = spell->race;
1607 1470
1608
1609 for (x = op->x - range; x <= op->x + range; x++) 1471 for (x = op->x - range; x <= op->x + range; x++)
1610 for (y = op->y - range; y <= op->y + range; y++) 1472 for (y = op->y - range; y <= op->y + range; y++)
1611 { 1473 {
1612
1613 done_one = 0; 1474 done_one = 0;
1614 m = op->map; 1475 m = op->map;
1615 nx = x; 1476 nx = x;
1616 ny = y; 1477 ny = y;
1617 mflags = get_map_flags (m, &m, x, y, &nx, &ny); 1478 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1620 1481
1621 /* If there is nothing living on this space, no need to go further */ 1482 /* If there is nothing living on this space, no need to go further */
1622 if (!(mflags & P_IS_ALIVE)) 1483 if (!(mflags & P_IS_ALIVE))
1623 continue; 1484 continue;
1624 1485
1486 // players can only affect spaces that they can actually see
1487 if (caster && caster->contr
1488 && caster->contr->visibility_at (m, nx, ny) < 70)
1489 continue;
1490
1625 for (tmp = get_map_ob (m, nx, ny); tmp; tmp = tmp->above) 1491 for (tmp = GET_MAP_TOP (m, nx, ny); tmp; tmp = tmp->below)
1626 if (QUERY_FLAG (tmp, FLAG_MONSTER)) 1492 if (QUERY_FLAG (tmp, FLAG_MONSTER))
1627 break; 1493 break;
1628 1494
1629 /* There can be living objects that are not monsters */ 1495 /* There can be living objects that are not monsters */
1630 if (!tmp || tmp->type == PLAYER) 1496 if (!tmp || tmp->type == PLAYER)
1637 head = tmp; 1503 head = tmp;
1638 1504
1639 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */ 1505 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */
1640 if (race && head->race && !strstr (race, head->race)) 1506 if (race && head->race && !strstr (race, head->race))
1641 continue; 1507 continue;
1508
1642 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD)) 1509 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD))
1643 continue; 1510 continue;
1644 1511
1645 /* Now do a bunch of stuff related to saving throws */ 1512 /* Now do a bunch of stuff related to saving throws */
1646 best_at = -1; 1513 best_at = -1;
1663 at -= level / 5; 1530 at -= level / 5;
1664 if (did_make_save (head, head->level, at)) 1531 if (did_make_save (head, head->level, at))
1665 continue; 1532 continue;
1666 } 1533 }
1667 else /* spell->attacktype */ 1534 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 { 1535 {
1536 /*
1537 Spell has no attacktype (charm & such), so we'll have a specific saving:
1538 * if spell level < monster level, no go
1539 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) )
1540
1541 The chance will then be in the range [20-70] percent, not too bad.
1542
1543 This is required to fix the 'charm monster' abuse, where a player level 1 can
1544 charm a level 125 monster...
1545
1546 Ryo, august 14th
1547 */
1681 if (head->level > level) 1548 if (head->level > level)
1682 continue; 1549 continue;
1550
1683 if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + MIN (50, 2 * (level - head->level)))) 1551 if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + MIN (50, 2 * (level - head->level))))
1684 /* Failed, no effect */ 1552 /* Failed, no effect */
1685 continue; 1553 continue;
1686 } 1554 }
1687 1555
1688 /* Done with saving throw. Now start effecting the monster */ 1556 /* Done with saving throw. Now start affecting the monster */
1689 1557
1690 /* aggravation */ 1558 /* aggravation */
1691 if (QUERY_FLAG (spell, FLAG_MONSTER)) 1559 if (QUERY_FLAG (spell, FLAG_MONSTER))
1692 { 1560 {
1693 CLEAR_FLAG (head, FLAG_SLEEP); 1561 CLEAR_FLAG (head, FLAG_SLEEP);
1694 if (QUERY_FLAG (head, FLAG_FRIENDLY))
1695 remove_friendly_object (head); 1562 remove_friendly_object (head);
1696
1697 done_one = 1; 1563 done_one = 1;
1698 head->enemy = op; 1564 head->enemy = op;
1699 } 1565 }
1700 1566
1701 /* calm monsters */ 1567 /* calm monsters */
1710 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK)) 1576 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK))
1711 { 1577 {
1712 SET_FLAG (head, FLAG_BERSERK); 1578 SET_FLAG (head, FLAG_BERSERK);
1713 done_one = 1; 1579 done_one = 1;
1714 } 1580 }
1581
1715 /* charm */ 1582 /* charm */
1716 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY)) 1583 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY))
1717 { 1584 {
1718 SET_FLAG (head, FLAG_FRIENDLY); 1585 INVOKE_OBJECT (KILL, head, ARG_OBJECT (caster));
1586
1719 /* Prevent uncontolled outbreaks of self replicating monsters. 1587 /* Prevent uncontrolled outbreaks of self replicating monsters.
1720 Typical use case is charm, go somwhere, use aggravation to make hostile. 1588 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. */ 1589 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */
1722 CLEAR_FLAG (head, FLAG_GENERATOR); 1590 CLEAR_FLAG (head, FLAG_GENERATOR);
1723 set_owner (head, op); 1591 head->set_owner (op);
1724 set_spell_skill (op, caster, spell, head); 1592 set_spell_skill (op, caster, spell, head);
1725 add_friendly_object (head); 1593 add_friendly_object (head);
1726 head->attack_movement = PETMOVE; 1594 head->attack_movement = PETMOVE;
1727 done_one = 1; 1595 done_one = 1;
1728 change_exp (op, head->stats.exp / 2, head->skill, SK_EXP_ADD_SKILL); 1596 change_exp (op, head->stats.exp / 2, head->skill, SK_EXP_ADD_SKILL);
1729 head->stats.exp = 0; 1597 head->stats.exp = 0;
1730 } 1598 }
1731 1599
1732 /* If a monster was effected, put an effect in */ 1600 /* If a monster was effected, put an effect in */
1733 if (done_one && spell->other_arch) 1601 if (done_one && spell->other_arch)
1734 {
1735 tmp = arch_to_object (spell->other_arch); 1602 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 */ 1603 } /* for y */
1741 1604
1742 return 1; 1605 return 1;
1743} 1606}
1744 1607
1754move_ball_spell (object *op) 1617move_ball_spell (object *op)
1755{ 1618{
1756 int i, j, dam_save, dir, mflags; 1619 int i, j, dam_save, dir, mflags;
1757 sint16 nx, ny, hx, hy; 1620 sint16 nx, ny, hx, hy;
1758 object *owner; 1621 object *owner;
1759 mapstruct *m; 1622 maptile *m;
1760 1623
1761 owner = get_owner (op); 1624 owner = op->owner;
1762 1625
1763 /* the following logic makes sure that the ball doesn't move into a wall, 1626 /* 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 1627 * 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 1628 * 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 1629 * offset to move the ball, eg, keep it mostly on course, with some
1795 nx = op->x; 1658 nx = op->x;
1796 ny = op->y; 1659 ny = op->y;
1797 m = op->map; 1660 m = op->map;
1798 } 1661 }
1799 1662
1800 remove_ob (op); 1663 m->insert (op, nx, ny, op);
1801 op->y = ny;
1802 op->x = nx;
1803 insert_ob_in_map (op, m, op, 0);
1804 1664
1805 dam_save = op->stats.dam; /* save the original dam: we do halfdam on 1665 dam_save = op->stats.dam; /* save the original dam: we do halfdam on
1806 surrounding squares */ 1666 surrounding squares */
1807 1667
1808 /* loop over current square and neighbors to hit. 1668 /* loop over current square and neighbors to hit.
1809 * if this has an other_arch field, we insert that in 1669 * if this has an other_arch field, we insert that in
1810 * the surround spaces. 1670 * the surround spaces.
1811 */ 1671 */
1812 for (j = 0; j < 9; j++) 1672 for (j = 0; j < 9; j++)
1813 { 1673 {
1814 object *new_ob;
1815
1816 hx = nx + freearr_x[j]; 1674 hx = nx + freearr_x[j];
1817 hy = ny + freearr_y[j]; 1675 hy = ny + freearr_y[j];
1818 1676
1819 m = op->map; 1677 m = op->map;
1820 mflags = get_map_flags (m, &m, hx, hy, &hx, &hy); 1678 mflags = get_map_flags (m, &m, hx, hy, &hx, &hy);
1828 1686
1829 if ((mflags & P_IS_ALIVE) && (!owner || owner->x != hx || owner->y != hy || !on_same_map (owner, op))) 1687 if ((mflags & P_IS_ALIVE) && (!owner || owner->x != hx || owner->y != hy || !on_same_map (owner, op)))
1830 { 1688 {
1831 if (j) 1689 if (j)
1832 op->stats.dam = dam_save / 2; 1690 op->stats.dam = dam_save / 2;
1691
1833 hit_map (op, j, op->attacktype, 1); 1692 hit_map (op, j, op->attacktype, 1);
1834
1835 } 1693 }
1836 1694
1837 /* insert the other arch */ 1695 /* insert the other arch */
1838 if (op->other_arch && !(OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy)))) 1696 if (op->other_arch && !(OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy))))
1839 { 1697 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 } 1698 }
1846 1699
1847 /* restore to the center location and damage */ 1700 /* restore to the center location and damage */
1848 op->stats.dam = dam_save; 1701 op->stats.dam = dam_save;
1849 1702
1850 i = spell_find_dir (op->map, op->x, op->y, get_owner (op)); 1703 i = spell_find_dir (op->map, op->x, op->y, op->owner);
1851 1704
1852 if (i >= 0) 1705 if (i >= 0)
1853 { /* we have a preferred direction! */ 1706 { /* we have a preferred direction! */
1854 /* pick another direction if the preferred dir is blocked. */ 1707 /* 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 || 1708 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))) 1709 OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy)))
1857 {
1858 i = absdir (i + rndm (0, 2) - 1); /* -1, 0, +1 */ 1710 i = absdir (i + rndm (0, 2) - 1); /* -1, 0, +1 */
1859 } 1711
1860 op->direction = i; 1712 op->direction = i;
1861 } 1713 }
1862} 1714}
1863 1715
1864
1865/* move_swarm_spell: peterm 1716/* move_swarm_spell: peterm
1866 * This is an implementation of the swarm spell. It was written for 1717 * This is an implementation of the swarm spell. It was written for
1867 * meteor swarm, but it could be used for any swarm. A swarm spell 1718 * meteor swarm, but it could be used for any swarm. A swarm spell
1868 * is a special type of object that casts swarms of other types 1719 * is a special type of object that casts swarms of other types
1869 * of spells. Which spell it casts is flexible. It fires the spells 1720 * of spells. Which spell it casts is flexible. It fires the spells
1870 * from a set of squares surrounding the caster, in a given direction. 1721 * from a set of squares surrounding the caster, in a given direction.
1871 */ 1722 */
1872
1873void 1723void
1874move_swarm_spell (object *op) 1724move_swarm_spell (object *op)
1875{ 1725{
1876#if 0 1726#if 0
1877 static int cardinal_adjust[9] = { -3, -2, -1, 0, 0, 0, 1, 2, 3 }; 1727 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 }; 1728 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; 1729 sint16 target_x, target_y, origin_x, origin_y;
1880 int adjustdir; 1730 int adjustdir;
1881 mapstruct *m; 1731 maptile *m;
1882#endif 1732#endif
1883 int basedir;
1884 object *owner; 1733 object *owner = op->env;
1885 1734
1886 owner = get_owner (op); 1735 if (!op->duration || !owner->is_on_map ())
1887 if (op->duration == 0 || owner == NULL)
1888 {
1889 remove_ob (op);
1890 free_object (op);
1891 return;
1892 } 1736 {
1737 op->destroy ();
1738 return;
1739 }
1740
1893 op->duration--; 1741 op->duration--;
1894 1742
1895 basedir = op->direction; 1743 int basedir = op->direction;
1896 if (basedir == 0) 1744 if (!basedir)
1897 {
1898 /* spray in all directions! 8) */ 1745 /* spray in all directions! 8) */
1899 basedir = rndm (1, 8); 1746 basedir = (op->facing += op->state) % 8 + 1;
1900 }
1901 1747
1902#if 0 1748#if 0
1903 // this is bogus: it causes wrong places to be checked below 1749 // this is bogus: it causes wrong places to be checked below
1904 // (a wall 2 cells away will block the effect...) and 1750 // (a wall 2 cells away will block the effect...) and
1905 // doesn't work for SP_BULLET anyhow, so again tests the wrong 1751 // doesn't work for SP_BULLET anyhow, so again tests the wrong
1906 // space. 1752 // space.
1907 // should be fixed later, but correctness before featurs... 1753 // should be fixed later, but correctness before features...
1908 // (schmorp) 1754 // (schmorp)
1909 1755
1910 /* new offset calculation to make swarm element distribution 1756 /* new offset calculation to make swarm element distribution
1911 * more uniform 1757 * more uniform
1912 */ 1758 */
1965 { 1811 {
1966 /* Bullet spells have a bunch more customization that needs to be done */ 1812 /* Bullet spells have a bunch more customization that needs to be done */
1967 if (op->spell->subtype == SP_BULLET) 1813 if (op->spell->subtype == SP_BULLET)
1968 fire_bullet (owner, op, basedir, op->spell); 1814 fire_bullet (owner, op, basedir, op->spell);
1969 else if (op->spell->subtype == SP_MAGIC_MISSILE) 1815 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1970 fire_arch_from_position (owner, op, op->x, op->y, basedir, op->spell); 1816 fire_arch_from_position (owner, op, owner->x, owner->y, basedir, op->spell);
1971 } 1817 }
1972} 1818}
1973
1974
1975
1976 1819
1977/* fire_swarm: 1820/* fire_swarm:
1978 * The following routine creates a swarm of objects. It actually 1821 * The following routine creates a swarm of objects. It actually
1979 * sets up a specific swarm object, which then fires off all 1822 * sets up a specific swarm object, which then fires off all
1980 * the parts of the swarm. 1823 * the parts of the swarm.
1983 * caster: the caster (owner, wand, rod, scroll) 1826 * caster: the caster (owner, wand, rod, scroll)
1984 * dir: the direction everything will be fired in 1827 * dir: the direction everything will be fired in
1985 * spell - the spell that is this spell. 1828 * spell - the spell that is this spell.
1986 * n: the number to be fired. 1829 * n: the number to be fired.
1987 */ 1830 */
1988
1989int 1831int
1990fire_swarm (object *op, object *caster, object *spell, int dir) 1832fire_swarm (object *op, object *caster, object *spell, int dir)
1991{ 1833{
1992 object *tmp;
1993 int i;
1994
1995 if (!spell->other_arch) 1834 if (!spell->other_arch)
1996 return 0; 1835 return 0;
1997 1836
1998 tmp = get_archetype (SWARM_SPELL); 1837 object *tmp = archetype::get (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. */
2002 set_spell_skill (op, caster, spell, tmp); 1838 set_spell_skill (op, caster, spell, tmp);
2003
2004 tmp->level = caster_level (caster, spell); /*needed later, to get level dep. right. */ 1839 tmp->level = caster_level (caster, spell); /* needed later, to get level dep. right. */
2005 tmp->spell = arch_to_object (spell->other_arch); 1840 tmp->spell = spell->other_arch->instance ();
2006
2007 tmp->attacktype = tmp->spell->attacktype; 1841 tmp->attacktype = tmp->spell->attacktype;
2008 1842
2009 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) 1843 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
2010 {
2011 if (!tailor_god_spell (tmp, op)) 1844 if (!tailor_god_spell (tmp, op))
2012 return 1; 1845 return 1;
2013 } 1846
2014 tmp->duration = SP_level_duration_adjust (caster, spell); 1847 tmp->duration = SP_level_duration_adjust (caster, spell);
2015 for (i = 0; i < spell->duration; i++) 1848 for (int i = 0; i < spell->duration; i++)
2016 tmp->duration += die_roll (1, 3, op, PREFER_HIGH); 1849 tmp->duration += die_roll (1, 3, op, PREFER_HIGH);
2017 1850
2018 tmp->direction = dir; 1851 tmp->direction = dir;
2019 tmp->invisible = 1; 1852 tmp->invisible = 1;
2020 insert_ob_in_map (tmp, op->map, op, 0); 1853 tmp->facing = rndm (1, 8); // initial firing direction
1854 tmp->state = rndm (4) * 2 + 1; // direction increment
1855
1856 op->insert (tmp);
1857
2021 return 1; 1858 return 1;
2022} 1859}
2023
2024 1860
2025/* See the spells documentation file for why this is its own 1861/* See the spells documentation file for why this is its own
2026 * function. 1862 * function.
2027 */ 1863 */
2028int 1864int
2029cast_light (object *op, object *caster, object *spell, int dir) 1865cast_light (object *op, object *caster, object *spell, int dir)
2030{ 1866{
2031 object *target = NULL, *tmp = NULL; 1867 object *target = NULL, *tmp = NULL;
2032 sint16 x, y; 1868 sint16 x, y;
2033 int dam, mflags; 1869 int dam, mflags;
2034 mapstruct *m; 1870 maptile *m;
2035 1871
2036 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1872 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
2037 1873
2038 if (!dir) 1874 if (!dir)
2039 { 1875 {
2053 return 0; 1889 return 0;
2054 } 1890 }
2055 1891
2056 if (mflags & P_IS_ALIVE && spell->attacktype) 1892 if (mflags & P_IS_ALIVE && spell->attacktype)
2057 { 1893 {
2058 for (target = get_map_ob (m, x, y); target; target = target->above) 1894 for (target = GET_MAP_OB (m, x, y); target; target = target->above)
2059 if (QUERY_FLAG (target, FLAG_MONSTER)) 1895 if (QUERY_FLAG (target, FLAG_MONSTER))
2060 { 1896 {
2061 /* oky doky. got a target monster. Lets make a blinding attack */ 1897 /* oky doky. got a target monster. Lets make a blinding attack */
2062 if (target->head) 1898 if (target->head)
2063 target = target->head; 1899 target = target->head;
1900
2064 (void) hit_player (target, dam, op, spell->attacktype, 1); 1901 hit_player (target, dam, op, spell->attacktype, 1);
2065 return 1; /* one success only! */ 1902 return 1; /* one success only! */
2066 } 1903 }
2067 } 1904 }
2068 1905
2069 /* no live target, perhaps a wall is in the way? */ 1906 /* no live target, perhaps a wall is in the way? */
2085 { 1922 {
2086 tmp->glow_radius = spell->range + SP_level_range_adjust (caster, spell); 1923 tmp->glow_radius = spell->range + SP_level_range_adjust (caster, spell);
2087 if (tmp->glow_radius > MAX_LIGHT_RADII) 1924 if (tmp->glow_radius > MAX_LIGHT_RADII)
2088 tmp->glow_radius = MAX_LIGHT_RADII; 1925 tmp->glow_radius = MAX_LIGHT_RADII;
2089 } 1926 }
2090 tmp->x = x; 1927
2091 tmp->y = y; 1928 m->insert (tmp, x, y, op);
2092 insert_ob_in_map (tmp, m, op, 0);
2093 return 1; 1929 return 1;
2094} 1930}
2095
2096
2097
2098 1931
2099/* cast_cause_disease: this spell looks along <dir> from the 1932/* cast_cause_disease: this spell looks along <dir> from the
2100 * player and infects someone. 1933 * player and infects someone.
2101 * op is the player/monster, caster is the object, dir is the direction 1934 * op is the player/monster, caster is the object, dir is the direction
2102 * to cast, disease_arch is the specific disease, and type is the spell number 1935 * to cast, disease_arch is the specific disease, and type is the spell number
2103 * perhaps this should actually be in disease.c? 1936 * perhaps this should actually be in disease.c?
2104 */ 1937 */
2105
2106int 1938int
2107cast_cause_disease (object *op, object *caster, object *spell, int dir) 1939cast_cause_disease (object *op, object *caster, object *spell, int dir)
2108{ 1940{
2109 sint16 x, y; 1941 sint16 x, y;
2110 int i, mflags, range, dam_mod, dur_mod; 1942 int i, mflags, range, dam_mod, dur_mod;
2111 object *walk; 1943 object *walk;
2112 mapstruct *m; 1944 maptile *m;
2113 1945
2114 x = op->x; 1946 x = op->x;
2115 y = op->y; 1947 y = op->y;
2116 1948
2117 /* If casting from a scroll, no direction will be available, so refer to the 1949 /* If casting from a scroll, no direction will be available, so refer to the
2118 * direction the player is pointing. 1950 * direction the player is pointing.
2119 */ 1951 */
2120 if (!dir) 1952 if (!dir)
2121 dir = op->facing; 1953 dir = op->facing;
1954
2122 if (!dir) 1955 if (!dir)
2123 return 0; /* won't find anything if casting on ourself, so just return */ 1956 return 0; /* won't find anything if casting on ourself, so just return */
2124 1957
2125 /* Calculate these once here */ 1958 /* Calculate these once here */
2126 range = spell->range + SP_level_range_adjust (caster, spell); 1959 range = spell->range + SP_level_range_adjust (caster, spell);
2145 1978
2146 /* Only bother looking on this space if there is something living here */ 1979 /* Only bother looking on this space if there is something living here */
2147 if (mflags & P_IS_ALIVE) 1980 if (mflags & P_IS_ALIVE)
2148 { 1981 {
2149 /* search this square for a victim */ 1982 /* search this square for a victim */
2150 for (walk = get_map_ob (m, x, y); walk; walk = walk->above) 1983 for (walk = GET_MAP_OB (m, x, y); walk; walk = walk->above)
2151 if (QUERY_FLAG (walk, FLAG_MONSTER) || (walk->type == PLAYER)) 1984 if (QUERY_FLAG (walk, FLAG_MONSTER) || (walk->type == PLAYER))
2152 { /* found a victim */ 1985 { /* found a victim */
2153 object *disease = arch_to_object (spell->other_arch); 1986 object *disease = arch_to_object (spell->other_arch);
2154 1987
2155 set_owner (disease, op); 1988 disease->set_owner (op);
2156 set_spell_skill (op, caster, spell, disease); 1989 set_spell_skill (op, caster, spell, disease);
2157 disease->stats.exp = 0; 1990 disease->stats.exp = 0;
2158 disease->level = caster_level (caster, spell); 1991 disease->level = caster_level (caster, spell);
2159 1992
2160 /* do level adjustments */ 1993 /* do level adjustments */
2161 if (disease->stats.wc) 1994 if (disease->stats.wc)
2162 disease->stats.wc += dur_mod / 2; 1995 disease->stats.wc += dur_mod / 2;
2163 1996
2164 if (disease->magic > 0) 1997 if (disease->magic > 0)
2165 disease->magic += dur_mod / 4; 1998 disease->magic += dur_mod / 8;
2166 1999
2167 if (disease->stats.maxhp > 0) 2000 if (disease->stats.maxhp > 0)
2168 disease->stats.maxhp += dur_mod; 2001 disease->stats.maxhp += dur_mod;
2169 2002
2170 if (disease->stats.maxgrace > 0) 2003 if (disease->stats.maxgrace > 0)
2205 if (disease->stats.sp) 2038 if (disease->stats.sp)
2206 disease->stats.sp -= dam_mod; 2039 disease->stats.sp -= dam_mod;
2207 2040
2208 if (infect_object (walk, disease, 1)) 2041 if (infect_object (walk, disease, 1))
2209 { 2042 {
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); 2043 new_draw_info_format (NDI_UNIQUE, 0, op, "You inflict %s on %s!", &disease->name, &walk->name);
2213 2044
2214 free_object (disease); /* don't need this one anymore */ 2045 disease->destroy (); /* don't need this one anymore */
2215 flash = get_archetype (ARCH_DETECT_MAGIC); 2046 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; 2047 return 1;
2221 } 2048 }
2222 free_object (disease); 2049
2050 disease->destroy ();
2223 } 2051 }
2224 } /* if living creature */ 2052 } /* if living creature */
2225 } /* for range of spaces */ 2053 } /* for range of spaces */
2054
2226 new_draw_info (NDI_UNIQUE, 0, op, "No one caught anything!"); 2055 new_draw_info (NDI_UNIQUE, 0, op, "No one caught anything!");
2227 return 1; 2056 return 1;
2228} 2057}

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