ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/server/spell_attack.C
(Generate patch)

Comparing deliantra/server/server/spell_attack.C (file contents):
Revision 1.10 by root, Sun Sep 10 23:24:12 2006 UTC vs.
Revision 1.65 by root, Mon Sep 29 10:20:49 2008 UTC

1
2/* 1/*
3 * static char *rcsid_spell_attack_c = 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
4 * "$Id: spell_attack.C,v 1.10 2006/09/10 23:24:12 root Exp $"; 3 *
5 */ 4 * Copyright (©) 2005,2006,2007,2008 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
154 if ((new_bolt = m->insert (new_bolt, sx, sy, op)))
169 update_turn_face (new_bolt); 155 update_turn_face (new_bolt);
170} 156}
171 157
172/* move_bolt: moves bolt 'op'. Basically, it just advances a space, 158/* move_bolt: moves bolt 'op'. Basically, it just advances a space,
173 * and checks for various things that may stop it. 159 * and checks for various things that may stop it.
174 */ 160 */
175
176void 161void
177move_bolt (object *op) 162move_bolt (object *op)
178{ 163{
179 object *tmp;
180 int mflags; 164 int mflags;
181 sint16 x, y; 165 sint16 x, y;
182 mapstruct *m; 166 maptile *m;
183 167
184 if (--(op->duration) < 0) 168 if (--op->duration < 0)
185 {
186 remove_ob (op);
187 free_object (op);
188 return;
189 } 169 {
170 op->destroy_inv (true); // be explicit about dropping
171 op->destroy (true);
172 return;
173 }
174
190 hit_map (op, 0, op->attacktype, 1); 175 hit_map (op, 0, op->attacktype, 1);
191 176
192 if (!op->direction) 177 if (!op->direction)
193 return; 178 return;
194 179
195 if (--op->range < 0) 180 if (--op->range < 0)
196 {
197 op->range = 0; 181 op->range = 0;
198 }
199 else 182 else
200 { 183 {
201 x = op->x + DIRX (op); 184 x = op->x + DIRX (op);
202 y = op->y + DIRY (op); 185 y = op->y + DIRY (op);
203 m = op->map; 186 m = op->map;
211 * on the space. So only call reflwall if we think the data it returns 194 * on the space. So only call reflwall if we think the data it returns
212 * will be useful. 195 * will be useful.
213 */ 196 */
214 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)) || ((mflags & P_IS_ALIVE) && reflwall (m, x, y, op))) 197 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)) || ((mflags & P_IS_ALIVE) && reflwall (m, x, y, op)))
215 { 198 {
216
217 if (!QUERY_FLAG (op, FLAG_REFLECTING)) 199 if (!QUERY_FLAG (op, FLAG_REFLECTING))
218 return; 200 return;
219 201
220 /* Since walls don't run diagonal, if the bolt is in 202 /* Since walls don't run diagonal, if the bolt is in
221 * one of 4 main directions, it just reflects back in the 203 * one of 4 main directions, it just reflects back in the
251 else if (left) 233 else if (left)
252 op->direction = absdir (op->direction + 2); 234 op->direction = absdir (op->direction + 2);
253 else if (right) 235 else if (right)
254 op->direction = absdir (op->direction - 2); 236 op->direction = absdir (op->direction - 2);
255 } 237 }
238
256 update_turn_face (op); /* A bolt *must* be IS_TURNABLE */ 239 update_turn_face (op); /* A bolt *must* be IS_TURNABLE */
257 return; 240 return;
258 } 241 }
259 else 242 else
260 { /* Create a copy of this object and put it ahead */ 243 { /* Create a copy of this object and put it ahead */
261 tmp = get_object (); 244 object *tmp = op->clone ();
262 copy_object (op, tmp); 245
246 m->insert (tmp, x, y, op);
263 tmp->speed_left = -0.1; 247 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 */ 248 /* To make up for the decrease at the top of the function */
267 tmp->duration++; 249 tmp->duration++;
268 250
269 /* New forking code. Possibly create forks of this object 251 /* New forking code. Possibly create forks of this object
270 * going off in other directions. 252 * going off in other directions.
271 */ 253 */
272
273 if (rndm (0, 99) < tmp->stats.Dex) 254 if (tmp->stats.Dex && rndm (0, 99) < tmp->stats.Dex)
274 { /* stats.Dex % of forking */ 255 forklightning (op, tmp); /* stats.Dex % of forking */
275 forklightning (op, tmp); 256
276 }
277 /* In this way, the object left behind sticks on the space, but 257 /* In this way, the object left behind sticks on the space, but
278 * doesn't create any bolts that continue to move onward. 258 * doesn't create any bolts that continue to move onward.
279 */ 259 */
280 op->range = 0; 260 op->range = 0;
281 } /* copy object and move it along */ 261 } /* copy object and move it along */
288 * we remove the magic flag - that can be derived from 268 * we remove the magic flag - that can be derived from
289 * spob->attacktype. 269 * spob->attacktype.
290 * This function sets up the appropriate owner and skill 270 * This function sets up the appropriate owner and skill
291 * pointers. 271 * pointers.
292 */ 272 */
293
294int 273int
295fire_bolt (object *op, object *caster, int dir, object *spob, object *skill) 274fire_bolt (object *op, object *caster, int dir, object *spob, object *skill)
296{ 275{
297 object *tmp = NULL; 276 object *tmp = NULL;
298 int mflags; 277 int mflags;
305 return 0; 284 return 0;
306 285
307 /* peterm: level dependency for bolts */ 286 /* peterm: level dependency for bolts */
308 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob); 287 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob);
309 tmp->attacktype = spob->attacktype; 288 tmp->attacktype = spob->attacktype;
289
310 if (spob->slaying) 290 if (spob->slaying)
311 tmp->slaying = spob->slaying; 291 tmp->slaying = spob->slaying;
292
312 tmp->range = spob->range + SP_level_range_adjust (caster, spob); 293 tmp->range = spob->range + SP_level_range_adjust (caster, spob);
313 tmp->duration = spob->duration + SP_level_duration_adjust (caster, spob); 294 tmp->duration = spob->duration + SP_level_duration_adjust (caster, spob);
314 tmp->stats.Dex = spob->stats.Dex; 295 tmp->stats.Dex = spob->stats.Dex;
315 tmp->stats.Con = spob->stats.Con; 296 tmp->stats.Con = spob->stats.Con;
316 297
317 tmp->direction = dir; 298 tmp->direction = dir;
318 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) 299 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
319 SET_ANIMATION (tmp, dir); 300 SET_ANIMATION (tmp, dir);
320 301
321 set_owner (tmp, op); 302 tmp->set_owner (op);
322 set_spell_skill (op, caster, spob, tmp); 303 set_spell_skill (op, caster, spob, tmp);
323 304
324 tmp->x = op->x + DIRX (tmp); 305 tmp->x = op->x + DIRX (tmp);
325 tmp->y = op->y + DIRY (tmp); 306 tmp->y = op->y + DIRY (tmp);
326 tmp->map = op->map; 307 tmp->map = op->map;
327 308
309 maptile *newmap;
328 mflags = get_map_flags (tmp->map, &tmp->map, tmp->x, tmp->y, &tmp->x, &tmp->y); 310 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y);
329 if (mflags & P_OUT_OF_MAP) 311 if (mflags & P_OUT_OF_MAP)
330 { 312 {
331 free_object (tmp); 313 tmp->destroy_inv (true); // be explicit about dropping
314 tmp->destroy (true);
332 return 0; 315 return 0;
333 } 316 }
317
318 tmp->map = newmap;
319
334 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y))) 320 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y)))
335 { 321 {
336 if (!QUERY_FLAG (tmp, FLAG_REFLECTING)) 322 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
337 { 323 {
338 free_object (tmp); 324 tmp->destroy_inv (true); // be explicit about dropping
325 tmp->destroy (true);
339 return 0; 326 return 0;
340 } 327 }
328
341 tmp->x = op->x; 329 tmp->x = op->x;
342 tmp->y = op->y; 330 tmp->y = op->y;
343 tmp->direction = absdir (tmp->direction + 4); 331 tmp->direction = absdir (tmp->direction + 4);
344 tmp->map = op->map; 332 tmp->map = op->map;
345 } 333 }
346 if ((tmp = insert_ob_in_map (tmp, tmp->map, op, 0)) != NULL) 334
335 if ((tmp = tmp->insert_at (tmp, op)))
347 move_bolt (tmp); 336 move_bolt (tmp);
337
348 return 1; 338 return 1;
349} 339}
350
351
352 340
353/*************************************************************************** 341/***************************************************************************
354 * 342 *
355 * BULLET/BALL CODE 343 * BULLET/BALL CODE
356 * 344 *
357 ***************************************************************************/ 345 ***************************************************************************/
358 346
359/* expands an explosion. op is a piece of the 347/* expands an explosion. op is a piece of the
360 * explosion - this expans it in the different directions. 348 * explosion - this expands it in the different directions.
361 * At least that is what I think this does. 349 * At least that is what I think this does.
362 */ 350 */
363void 351void
364explosion (object *op) 352explosion (object *op)
365{ 353{
366 object *tmp;
367 mapstruct *m = op->map; 354 maptile *m = op->map;
368 int i; 355 int i;
369 356
370 if (--(op->duration) < 0) 357 if (--op->duration < 0)
371 {
372 remove_ob (op);
373 free_object (op);
374 return;
375 } 358 {
359 op->destroy (true);
360 return;
361 }
362
376 hit_map (op, 0, op->attacktype, 0); 363 hit_map (op, 0, op->attacktype, 0);
377 364
378 if (op->range > 0) 365 if (op->range > 0)
379 { 366 {
380 for (i = 1; i < 9; i++) 367 for (i = 1; i < 9; i++)
381 { 368 {
382 sint16 dx, dy; 369 sint16 dx, dy;
383 370
384 dx = op->x + freearr_x[i]; 371 dx = op->x + freearr_x[i];
385 dy = op->y + freearr_y[i]; 372 dy = op->y + freearr_y[i];
373
386 /* ok_to_put_more already does things like checks for walls, 374 /* ok_to_put_more already does things like checks for walls,
387 * out of map, etc. 375 * out of map, etc.
388 */ 376 */
389 if (ok_to_put_more (op->map, dx, dy, op, op->attacktype)) 377 if (ok_to_put_more (op->map, dx, dy, op, op->attacktype))
390 { 378 {
391 tmp = get_object (); 379 object *tmp = op->clone ();
392 copy_object (op, tmp); 380
393 tmp->state = 0; 381 tmp->state = 0;
394 tmp->speed_left = -0.21; 382 tmp->speed_left = -0.21f;
395 tmp->range--; 383 tmp->range--;
396 tmp->value = 0; 384 tmp->value = 0;
397 tmp->x = dx; 385
398 tmp->y = dy; 386 m->insert (tmp, dx, dy, op);
399 insert_ob_in_map (tmp, m, op, 0);
400 } 387 }
401 } 388 }
402 } 389 }
403} 390}
404
405 391
406/* Causes an object to explode, eg, a firebullet, 392/* Causes an object to explode, eg, a firebullet,
407 * poison cloud ball, etc. op is the object to 393 * poison cloud ball, etc. op is the object to
408 * explode. 394 * explode.
409 */ 395 */
410void 396void
411explode_bullet (object *op) 397explode_bullet (object *op)
412{ 398{
413 tag_t op_tag = op->count;
414 object *tmp, *owner; 399 object *tmp, *owner;
415 400
416 if (op->other_arch == NULL) 401 if (!op->other_arch)
417 { 402 {
418 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n"); 403 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n");
419 remove_ob (op); 404 op->destroy (true);
420 free_object (op);
421 return; 405 return;
422 } 406 }
423 407
424 if (op->env) 408 if (op->env)
425 { 409 {
426 object *env; 410 object *env = op->outer_env ();
427 411
428 env = object_get_env_recursive (op);
429 if (env->map == NULL || out_of_map (env->map, env->x, env->y)) 412 if (!env->map || out_of_map (env->map, env->x, env->y))
430 { 413 {
431 LOG (llevError, "BUG: explode_bullet(): env out of map\n"); 414 LOG (llevError, "BUG: explode_bullet(): env out of map\n");
432 remove_ob (op); 415 op->destroy (true);
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 (true);
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 (true);
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
441 if (op->destroyed ())
463 return; 442 return;
464 } 443 }
465 444
466 /* other_arch contains what this explodes into */ 445 /* other_arch contains what this explodes into */
467 tmp = arch_to_object (op->other_arch); 446 tmp = arch_to_object (op->other_arch);
468 447
469 copy_owner (tmp, op); 448 tmp->set_owner (op);
470 tmp->skill = op->skill; 449 tmp->skill = op->skill;
471 450
472 owner = get_owner (op); 451 owner = op->owner;
473 452
474 if ((tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) && owner && !tailor_god_spell (tmp, owner)) 453 if ((tmp->attacktype & AT_HOLYWORD
475 { 454 || tmp->attacktype & AT_GODPOWER)
476 remove_ob (op); 455 && owner
477 free_object (op); 456 && !tailor_god_spell (tmp, owner))
478 return;
479 } 457 {
480 458 op->destroy (true);
481 tmp->x = op->x; 459 return;
482 tmp->y = op->y; 460 }
483 461
484 /* special for bombs - it actually has sane values for these */ 462 /* special for bombs - it actually has sane values for these */
485 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB) 463 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB)
486 { 464 {
487 tmp->attacktype = op->attacktype; 465 tmp->attacktype = op->attacktype;
491 } 469 }
492 else 470 else
493 { 471 {
494 if (op->attacktype & AT_MAGIC) 472 if (op->attacktype & AT_MAGIC)
495 tmp->attacktype |= AT_MAGIC; 473 tmp->attacktype |= AT_MAGIC;
474
496 /* Spell doc describes what is going on here */ 475 /* Spell doc describes what is going on here */
497 tmp->stats.dam = op->dam_modifier; 476 tmp->stats.dam = op->dam_modifier;
498 tmp->range = op->stats.maxhp; 477 tmp->range = op->stats.maxhp;
499 tmp->duration = op->stats.hp; 478 tmp->duration = op->stats.hp;
500 /* Used for spell tracking - just need a unique val for this spell - 479 /* Used for spell tracking - just need a unique val for this spell -
508 tmp->stats.sp = op->direction; 487 tmp->stats.sp = op->direction;
509 488
510 /* Prevent recursion */ 489 /* Prevent recursion */
511 op->move_on = 0; 490 op->move_on = 0;
512 491
513 insert_ob_in_map (tmp, op->map, op, 0); 492 tmp->insert_at (op, op);
493 tmp->play_sound (tmp->sound);
494
514 /* remove the firebullet */ 495 /* remove the firebullet */
515 if (!was_destroyed (op, op_tag)) 496 op->destroy (true);
516 {
517 remove_ob (op);
518 free_object (op);
519 }
520} 497}
521
522
523 498
524/* checks to see what op should do, given the space it is on 499/* checks to see what op should do, given the space it is on
525 * (eg, explode, damage player, etc) 500 * (eg, explode, damage player, etc)
526 */ 501 */
527
528void 502void
529check_bullet (object *op) 503check_bullet (object *op)
530{ 504{
531 tag_t op_tag = op->count, tmp_tag;
532 object *tmp; 505 object *tmp;
533 int dam, mflags; 506 int dam, mflags;
534 mapstruct *m; 507 maptile *m;
535 sint16 sx, sy; 508 sint16 sx, sy;
536 509
537 mflags = get_map_flags (op->map, &m, op->x, op->y, &sx, &sy); 510 mflags = get_map_flags (op->map, &m, op->x, op->y, &sx, &sy);
538 511
539 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy))) 512 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
548 521
549 /* If nothing alive on this space, no reason to do anything further */ 522 /* If nothing alive on this space, no reason to do anything further */
550 if (!(mflags & P_IS_ALIVE)) 523 if (!(mflags & P_IS_ALIVE))
551 return; 524 return;
552 525
553 for (tmp = get_map_ob (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 526 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
554 { 527 {
555 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 528 if (QUERY_FLAG (tmp, FLAG_ALIVE))
556 { 529 {
557 tmp_tag = tmp->count;
558 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1); 530 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1);
531
532 // TODO: can't understand the following if's
559 if (was_destroyed (op, op_tag) || !was_destroyed (tmp, tmp_tag) || (op->stats.dam -= dam) < 0) 533 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0)
560 { 534 {
561 if (!QUERY_FLAG (op, FLAG_REMOVED)) 535 if (!QUERY_FLAG (op, FLAG_REMOVED))
562 { 536 {
563 remove_ob (op); 537 op->destroy (true);
564 free_object (op);
565 return; 538 return;
566 } 539 }
567 } 540 }
568 } 541 }
569 } 542 }
570} 543}
571
572 544
573/* Basically, we move 'op' one square, and if it hits something, 545/* Basically, we move 'op' one square, and if it hits something,
574 * call check_bullet. 546 * call check_bullet.
575 * This function is only applicable to bullets, but not to all 547 * This function is only applicable to bullets, but not to all
576 * fired arches (eg, bolts). 548 * fired arches (eg, bolts).
577 */ 549 */
578
579void 550void
580move_bullet (object *op) 551move_bullet (object *op)
581{ 552{
582 sint16 new_x, new_y; 553 sint16 new_x, new_y;
583 int mflags; 554 int mflags;
584 mapstruct *m; 555 maptile *m;
585 556
586#if 0 557#if 0
587 /* We need a better general purpose way to do this */ 558 /* We need a better general purpose way to do this */
588 559
589 /* peterm: added to make comet leave a trail of burnouts 560 /* peterm: added to make comet leave a trail of burnouts
590 it's an unadulterated hack, but the effect is cool. */ 561 it's an unadulterated hack, but the effect is cool. */
591 if (op->stats.sp == SP_METEOR) 562 if (op->stats.sp == SP_METEOR)
592 { 563 {
593 replace_insert_ob_in_map ("fire_trail", op); 564 replace_insert_ob_in_map ("fire_trail", op);
594 if (was_destroyed (op, op_tag)) 565 if (op->destroyed ())
595 return; 566 return;
596 } /* end addition. */ 567 } /* end addition. */
597#endif 568#endif
598 569
599 /* Reached the end of its life - remove it */ 570 /* Reached the end of its life - remove it */
600 if (--op->range <= 0) 571 if (--op->range <= 0)
601 { 572 {
602 if (op->other_arch) 573 if (op->other_arch)
603 {
604 explode_bullet (op); 574 explode_bullet (op);
605 }
606 else 575 else
607 { 576 op->destroy (true);
608 remove_ob (op); 577
609 free_object (op);
610 }
611 return; 578 return;
612 } 579 }
613 580
614 new_x = op->x + DIRX (op); 581 new_x = op->x + DIRX (op);
615 new_y = op->y + DIRY (op); 582 new_y = op->y + DIRY (op);
616 m = op->map; 583 m = op->map;
617 mflags = get_map_flags (m, &m, new_x, new_y, &new_x, &new_y); 584 mflags = get_map_flags (m, &m, new_x, new_y, &new_x, &new_y);
618 585
619 if (mflags & P_OUT_OF_MAP) 586 if (mflags & P_OUT_OF_MAP)
620 { 587 {
621 remove_ob (op); 588 op->destroy (true);
622 free_object (op);
623 return; 589 return;
624 } 590 }
625 591
626 if (!op->direction || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y))) 592 if (!op->direction || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y)))
627 { 593 {
628 if (op->other_arch) 594 if (op->other_arch)
629 {
630 explode_bullet (op); 595 explode_bullet (op);
631 }
632 else 596 else
633 { 597 op->destroy (true);
634 remove_ob (op);
635 free_object (op);
636 }
637 return;
638 }
639 598
640 remove_ob (op); 599 return;
641 op->x = new_x; 600 }
642 op->y = new_y; 601
643 if ((op = insert_ob_in_map (op, m, op, 0)) == NULL) 602 if (!(op = m->insert (op, new_x, new_y, op)))
644 return; 603 return;
645 604
646 if (reflwall (op->map, op->x, op->y, op)) 605 if (reflwall (op->map, op->x, op->y, op))
647 { 606 {
648 op->direction = absdir (op->direction + 4); 607 op->direction = absdir (op->direction + 4);
649 update_turn_face (op); 608 update_turn_face (op);
650 } 609 }
651 else 610 else
652 {
653 check_bullet (op); 611 check_bullet (op);
654 }
655} 612}
656
657
658
659 613
660/* fire_bullet 614/* fire_bullet
661 * object op (cast from caster) files a bolt in dir. 615 * object op (cast from caster) files a bolt in dir.
662 * spob is the spell object for the bolt. 616 * spob is the spell object for the bolt.
663 * we remove the magic flag - that can be derived from 617 * we remove the magic flag - that can be derived from
664 * spob->attacktype. 618 * spob->attacktype.
665 * This function sets up the appropriate owner and skill 619 * This function sets up the appropriate owner and skill
666 * pointers. 620 * pointers.
667 */ 621 */
668
669int 622int
670fire_bullet (object *op, object *caster, int dir, object *spob) 623fire_bullet (object *op, object *caster, int dir, object *spob)
671{ 624{
672 object *tmp = NULL; 625 object *tmp = NULL;
673 int mflags; 626 int mflags;
674 627
675 if (!spob->other_arch) 628 if (!spob->other_arch)
676 return 0; 629 return 0;
677 630
678 tmp = arch_to_object (spob->other_arch); 631 tmp = spob->other_arch->instance ();
679 if (tmp == NULL) 632 if (!tmp)
680 return 0; 633 return 0;
681 634
682 /* peterm: level dependency for bolts */ 635 /* peterm: level dependency for bolts */
683 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob); 636 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob);
684 tmp->attacktype = spob->attacktype; 637 tmp->attacktype = spob->attacktype;
685 if (spob->slaying) 638 if (spob->slaying)
686 tmp->slaying = spob->slaying; 639 tmp->slaying = spob->slaying;
687 640
694 647
695 tmp->direction = dir; 648 tmp->direction = dir;
696 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) 649 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
697 SET_ANIMATION (tmp, dir); 650 SET_ANIMATION (tmp, dir);
698 651
699 set_owner (tmp, op); 652 tmp->set_owner (op);
700 set_spell_skill (op, caster, spob, tmp); 653 set_spell_skill (op, caster, spob, tmp);
701 654
702 tmp->x = op->x + freearr_x[dir]; 655 tmp->x = op->x + freearr_x[dir];
703 tmp->y = op->y + freearr_y[dir]; 656 tmp->y = op->y + freearr_y[dir];
704 tmp->map = op->map; 657 tmp->map = op->map;
705 658
659 maptile *newmap;
706 mflags = get_map_flags (tmp->map, &tmp->map, tmp->x, tmp->y, &tmp->x, &tmp->y); 660 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y);
707 if (mflags & P_OUT_OF_MAP) 661 if (mflags & P_OUT_OF_MAP)
708 { 662 {
709 free_object (tmp); 663 tmp->destroy (true);
710 return 0; 664 return 0;
711 } 665 }
666
667 tmp->map = newmap;
668
712 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y))) 669 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y)))
713 { 670 {
714 if (!QUERY_FLAG (tmp, FLAG_REFLECTING)) 671 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
715 { 672 {
716 free_object (tmp); 673 tmp->destroy (true);
717 return 0; 674 return 0;
718 } 675 }
676
719 tmp->x = op->x; 677 tmp->x = op->x;
720 tmp->y = op->y; 678 tmp->y = op->y;
721 tmp->direction = absdir (tmp->direction + 4); 679 tmp->direction = absdir (tmp->direction + 4);
722 tmp->map = op->map; 680 tmp->map = op->map;
723 } 681 }
724 if ((tmp = insert_ob_in_map (tmp, tmp->map, op, 0)) != NULL) 682
725 { 683 if ((tmp = tmp->insert_at (tmp, op)))
726 check_bullet (tmp); 684 check_bullet (tmp);
727 } 685
728 return 1; 686 return 1;
729} 687}
730
731
732
733 688
734/***************************************************************************** 689/*****************************************************************************
735 * 690 *
736 * CONE RELATED FUNCTIONS 691 * CONE RELATED FUNCTIONS
737 * 692 *
738 *****************************************************************************/ 693 *****************************************************************************/
739 694
740
741/* drops an object based on what is in the cone's "other_arch" */ 695/* drops an object based on what is in the cone's "other_arch" */
742void 696void
743cone_drop (object *op) 697cone_drop (object *op)
744{ 698{
745 object *new_ob = arch_to_object (op->other_arch); 699 object *new_ob = arch_to_object (op->other_arch);
746 700
747 new_ob->x = op->x;
748 new_ob->y = op->y;
749 new_ob->level = op->level; 701 new_ob->level = op->level;
750 set_owner (new_ob, op->owner); 702 new_ob->set_owner (op->owner);
751 703
752 /* preserve skill ownership */ 704 /* preserve skill ownership */
753 if (op->skill && op->skill != new_ob->skill) 705 if (op->skill && op->skill != new_ob->skill)
754 {
755 new_ob->skill = op->skill; 706 new_ob->skill = op->skill;
756 }
757 insert_ob_in_map (new_ob, op->map, op, 0);
758 707
708 new_ob->insert_at (op, op);
759} 709}
760 710
761/* move_cone: causes cone object 'op' to move a space/hit creatures */ 711/* move_cone: causes cone object 'op' to move a space/hit creatures */
762 712
763void 713void
764move_cone (object *op) 714move_cone (object *op)
765{ 715{
766 int i;
767 tag_t tag;
768
769 /* if no map then hit_map will crash so just ignore object */ 716 /* if no map then hit_map will crash so just ignore object */
770 if (!op->map) 717 if (!op->map)
771 { 718 {
772 LOG (llevError, "Tried to move_cone object %s without a map.\n", op->name ? &op->name : "unknown"); 719 LOG (llevError, "Tried to move_cone object %s without a map.\n", op->name ? &op->name : "unknown");
773 op->speed = 0; 720 op->set_speed (0);
774 update_ob_speed (op);
775 return; 721 return;
776 } 722 }
777 723
778 /* lava saves it's life, but not yours :) */ 724 /* lava saves it's life, but not yours :) */
779 if (QUERY_FLAG (op, FLAG_LIFESAVE)) 725 if (QUERY_FLAG (op, FLAG_LIFESAVE))
785#if 0 731#if 0
786 /* Disable this - enabling it makes monsters easier, as 732 /* Disable this - enabling it makes monsters easier, as
787 * when their cone dies when they die. 733 * when their cone dies when they die.
788 */ 734 */
789 /* If no owner left, the spell dies out. */ 735 /* If no owner left, the spell dies out. */
790 if (get_owner (op) == NULL) 736 if (op->owner == NULL)
791 { 737 {
792 remove_ob (op); 738 op->destroy (true);
793 free_object (op);
794 return; 739 return;
795 } 740 }
796#endif 741#endif
797 742
798 tag = op->count;
799 hit_map (op, 0, op->attacktype, 0); 743 hit_map (op, 0, op->attacktype, 0);
800 744
801 /* Check to see if we should push anything. 745 /* Check to see if we should push anything.
802 * Spell objects with weight push whatever they encounter to some 746 * Spell objects with weight push whatever they encounter to some
803 * degree. 747 * degree.
804 */ 748 */
805 if (op->weight) 749 if (op->weight)
806 check_spell_knockback (op); 750 check_spell_knockback (op);
807 751
808 if (was_destroyed (op, tag)) 752 if (op->destroyed ())
809 return; 753 return;
810 754
811 if ((op->duration--) < 0) 755 if (op->duration-- < 0)
812 { 756 {
813 remove_ob (op); 757 op->destroy (true);
814 free_object (op);
815 return; 758 return;
816 } 759 }
817 /* Object has hit maximum range, so don't have it move 760 /* Object has hit maximum range, so don't have it move
818 * any further. When the duration above expires, 761 * any further. When the duration above expires,
819 * then the object will get removed. 762 * then the object will get removed.
822 { 765 {
823 op->range = 0; /* just so it doesn't wrap */ 766 op->range = 0; /* just so it doesn't wrap */
824 return; 767 return;
825 } 768 }
826 769
827 for (i = -1; i < 2; i++) 770 for (int i = -1; i <= 1; i++)
828 { 771 {
829 sint16 x = op->x + freearr_x[absdir (op->stats.sp + i)], y = op->y + freearr_y[absdir (op->stats.sp + i)]; 772 sint16 x = op->x + freearr_x[absdir (op->stats.sp + i)], y = op->y + freearr_y[absdir (op->stats.sp + i)];
830 773
831 if (ok_to_put_more (op->map, x, y, op, op->attacktype)) 774 if (ok_to_put_more (op->map, x, y, op, op->attacktype))
832 { 775 {
833 object *tmp = get_object (); 776 object *tmp = op->clone ();
834
835 copy_object (op, tmp);
836 tmp->x = x;
837 tmp->y = y;
838 777
839 tmp->duration = op->duration + 1; 778 tmp->duration = op->duration + 1;
840 779
841 /* Use for spell tracking - see ok_to_put_more() */ 780 /* Use for spell tracking - see ok_to_put_more() */
842 tmp->stats.maxhp = op->stats.maxhp; 781 tmp->stats.maxhp = op->stats.maxhp;
843 insert_ob_in_map (tmp, op->map, op, 0); 782
783 op->map->insert (tmp, x, y, op);
784
844 if (tmp->other_arch) 785 if (tmp->other_arch)
845 cone_drop (tmp); 786 cone_drop (tmp);
846 } 787 }
847 } 788 }
848} 789}
858int 799int
859cast_cone (object *op, object *caster, int dir, object *spell) 800cast_cone (object *op, object *caster, int dir, object *spell)
860{ 801{
861 object *tmp; 802 object *tmp;
862 int i, success = 0, range_min = -1, range_max = 1; 803 int i, success = 0, range_min = -1, range_max = 1;
863 mapstruct *m; 804 maptile *m;
864 sint16 sx, sy; 805 sint16 sx, sy;
865 MoveType movetype; 806 MoveType movetype;
866 807
867 if (!spell->other_arch) 808 if (!spell->other_arch)
868 return 0; 809 return 0;
881 822
882 /* Need to know what the movetype of the object we are about 823 /* Need to know what the movetype of the object we are about
883 * to create is, so we can know if the space we are about to 824 * to create is, so we can know if the space we are about to
884 * insert it into is blocked. 825 * insert it into is blocked.
885 */ 826 */
886 movetype = spell->other_arch->clone.move_type; 827 movetype = spell->other_arch->move_type;
887 828
888 for (i = range_min; i <= range_max; i++) 829 for (i = range_min; i <= range_max; i++)
889 { 830 {
890 sint16 x, y, d; 831 sint16 x, y, d;
891 832
924 if ((movetype & GET_MAP_MOVE_BLOCK (m, sx, sy)) == movetype) 865 if ((movetype & GET_MAP_MOVE_BLOCK (m, sx, sy)) == movetype)
925 continue; 866 continue;
926 867
927 success = 1; 868 success = 1;
928 tmp = arch_to_object (spell->other_arch); 869 tmp = arch_to_object (spell->other_arch);
929 set_owner (tmp, op); 870 tmp->set_owner (op);
930 set_spell_skill (op, caster, spell, tmp); 871 set_spell_skill (op, caster, spell, tmp);
931 tmp->level = caster_level (caster, spell); 872 tmp->level = casting_level (caster, spell);
932 tmp->x = sx;
933 tmp->y = sy;
934 tmp->attacktype = spell->attacktype; 873 tmp->attacktype = spell->attacktype;
935 874
936 /* holy word stuff */ 875 /* holy word stuff */
937 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER)) 876 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER))
938 if (!tailor_god_spell (tmp, op)) 877 if (!tailor_god_spell (tmp, op))
972 else 911 else
973 tmp->duration += caster->level / 3; 912 tmp->duration += caster->level / 3;
974 } 913 }
975 914
976 if (!(tmp->move_type & MOVE_FLY_LOW)) 915 if (!(tmp->move_type & MOVE_FLY_LOW))
977 LOG (llevDebug, "cast_cone(): arch %s doesn't have flying 1\n", &spell->other_arch->name); 916 LOG (llevDebug, "cast_cone(): arch %s doesn't have flying 1\n", &spell->other_arch->archname);
978 917
979 if (!tmp->move_on && tmp->stats.dam) 918 if (!tmp->move_on && tmp->stats.dam)
980 {
981 LOG (llevDebug, "cast_cone(): arch %s doesn't have move_on set\n", &spell->other_arch->name); 919 LOG (llevDebug, "cast_cone(): arch %s doesn't have move_on set\n", &spell->other_arch->archname);
982 }
983 920
984 insert_ob_in_map (tmp, m, op, 0); 921 m->insert (tmp, sx, sy, op);
985 922
986 /* This is used for tracking spells so that one effect doesn't hit 923 /* This is used for tracking spells so that one effect doesn't hit
987 * a single space too many times. 924 * a single space too many times.
988 */ 925 */
989 tmp->stats.maxhp = tmp->count; 926 tmp->stats.maxhp = tmp->count;
999 * 936 *
1000 * BOMB related code 937 * BOMB related code
1001 * 938 *
1002 ****************************************************************************/ 939 ****************************************************************************/
1003 940
1004
1005/* This handles an exploding bomb. 941/* This handles an exploding bomb.
1006 * op is the original bomb object. 942 * op is the original bomb object.
1007 */ 943 */
1008void 944void
1009animate_bomb (object *op) 945animate_bomb (object *op)
1010{ 946{
1011 int i;
1012 object *env, *tmp;
1013 archetype *at;
1014
1015 if (op->state != NUM_ANIMATIONS (op) - 1) 947 if (op->state != NUM_ANIMATIONS (op) - 1)
1016 return; 948 return;
1017 949
1018 env = object_get_env_recursive (op); 950 object *env = op->outer_env ();
1019 951
1020 if (op->env) 952 if (op->env)
1021 { 953 {
1022 if (env->map == NULL) 954 if (env->map == NULL)
1023 return; 955 return;
1024 956
1025 if (env->type == PLAYER) 957 if (!(op = op->insert_at (env, op)))
1026 esrv_del_item (env->contr, op->count);
1027
1028 remove_ob (op);
1029 op->x = env->x;
1030 op->y = env->y;
1031 if ((op = insert_ob_in_map (op, env->map, op, 0)) == NULL)
1032 return; 958 return;
1033 } 959 }
1034 960
1035 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent bomb from exploding 961 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent bomb from exploding
1036 // on a safe map. I don't like this special casing, but it seems to be neccessary 962 // on a safe map. I don't like this special casing, but it seems to be neccessary
1037 // as bombs can be carried. 963 // as bombs can be carried.
1038 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE) 964 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
1039 { 965 {
1040 remove_ob (op); 966 op->destroy (true);
1041 free_object (op);
1042 return; 967 return;
1043 } 968 }
1044 969
1045 /* This copies a lot of the code from the fire bullet, 970 /* This copies a lot of the code from the fire bullet,
1046 * but using the cast_bullet isn't really feasible, 971 * but using the cast_bullet isn't really feasible,
1047 * so just set up the appropriate values. 972 * so just set up the appropriate values.
1048 */ 973 */
1049 at = find_archetype (SPLINT); 974 if (archetype *at = archetype::find (SPLINT))
1050 if (at)
1051 { 975 {
1052 for (i = 1; i < 9; i++) 976 for (int i = 1; i < 9; i++)
1053 { 977 {
1054 if (out_of_map (op->map, op->x + freearr_x[i], op->y + freearr_x[i])) 978 if (out_of_map (op->map, op->x + freearr_x[i], op->y + freearr_x[i]))
1055 continue; 979 continue;
980
1056 tmp = arch_to_object (at); 981 object *tmp = arch_to_object (at);
1057 tmp->direction = i; 982 tmp->direction = i;
1058 tmp->range = op->range; 983 tmp->range = op->range;
1059 tmp->stats.dam = op->stats.dam; 984 tmp->stats.dam = op->stats.dam;
1060 tmp->duration = op->duration; 985 tmp->duration = op->duration;
1061 tmp->attacktype = op->attacktype; 986 tmp->attacktype = op->attacktype;
1062 copy_owner (tmp, op); 987 tmp->set_owner (op);
1063 if (op->skill && op->skill != tmp->skill) 988 if (op->skill && op->skill != tmp->skill)
1064 {
1065 tmp->skill = op->skill; 989 tmp->skill = op->skill;
1066 } 990
1067 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) 991 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
1068 SET_ANIMATION (tmp, i); 992 SET_ANIMATION (tmp, i);
1069 tmp->x = op->x + freearr_x[i]; 993
1070 tmp->y = op->y + freearr_x[i]; 994 op->map->insert (tmp, op->x + freearr_x[i], op->y + freearr_x[i], op);
1071 insert_ob_in_map (tmp, op->map, op, 0);
1072 move_bullet (tmp); 995 move_bullet (tmp);
1073 } 996 }
1074 } 997 }
1075 998
1076 explode_bullet (op); 999 explode_bullet (op);
1077} 1000}
1078 1001
1079int 1002int
1080create_bomb (object *op, object *caster, int dir, object *spell) 1003create_bomb (object *op, object *caster, int dir, object *spell)
1081{ 1004{
1082
1083 object *tmp; 1005 object *tmp;
1084 int mflags; 1006 int mflags;
1085 sint16 dx = op->x + freearr_x[dir], dy = op->y + freearr_y[dir]; 1007 sint16 dx = op->x + freearr_x[dir], dy = op->y + freearr_y[dir];
1086 mapstruct *m; 1008 maptile *m;
1087 1009
1088 mflags = get_map_flags (op->map, &m, dx, dy, &dx, &dy); 1010 mflags = get_map_flags (op->map, &m, dx, dy, &dx, &dy);
1089 if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, dx, dy) & MOVE_WALK)) 1011 if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, dx, dy) & MOVE_WALK))
1090 { 1012 {
1091 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way."); 1013 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way.");
1092 return 0; 1014 return 0;
1093 } 1015 }
1016
1094 tmp = arch_to_object (spell->other_arch); 1017 tmp = arch_to_object (spell->other_arch);
1095 1018
1096 /* level dependencies for bomb */ 1019 /* level dependencies for bomb */
1097 tmp->range = spell->range + SP_level_range_adjust (caster, spell); 1020 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
1098 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1021 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1099 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell); 1022 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
1100 tmp->attacktype = spell->attacktype; 1023 tmp->attacktype = spell->attacktype;
1101 1024
1102 set_owner (tmp, op); 1025 tmp->set_owner (op);
1103 set_spell_skill (op, caster, spell, tmp); 1026 set_spell_skill (op, caster, spell, tmp);
1104 tmp->x = dx; 1027
1105 tmp->y = dy; 1028 m->insert (tmp, dx, dy, op);
1106 insert_ob_in_map (tmp, m, op, 0);
1107 return 1; 1029 return 1;
1108} 1030}
1109 1031
1110/**************************************************************************** 1032/****************************************************************************
1111 * 1033 *
1120 * dir is the direction to look in. 1042 * dir is the direction to look in.
1121 * range is how far out to look. 1043 * range is how far out to look.
1122 * type is the type of spell - either SPELL_MANA or SPELL_GRACE. 1044 * type is the type of spell - either SPELL_MANA or SPELL_GRACE.
1123 * this info is used for blocked magic/unholy spaces. 1045 * this info is used for blocked magic/unholy spaces.
1124 */ 1046 */
1125
1126object * 1047object *
1127get_pointed_target (object *op, int dir, int range, int type) 1048get_pointed_target (object *op, int dir, int range, int type)
1128{ 1049{
1129 object *target; 1050 object *target;
1130 sint16 x, y; 1051 sint16 x, y;
1131 int dist, mflags; 1052 int dist, mflags;
1132 mapstruct *mp; 1053 maptile *mp;
1133 1054
1134 if (dir == 0) 1055 if (dir == 0)
1135 return NULL; 1056 return NULL;
1136 1057
1137 for (dist = 1; dist < range; dist++) 1058 for (dist = 1; dist < range; dist++)
1149 return NULL; 1070 return NULL;
1150 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW) 1071 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW)
1151 return NULL; 1072 return NULL;
1152 1073
1153 if (mflags & P_IS_ALIVE) 1074 if (mflags & P_IS_ALIVE)
1154 {
1155 for (target = get_map_ob (mp, x, y); target; target = target->above) 1075 for (target = GET_MAP_OB (mp, x, y); target; target = target->above)
1156 { 1076 if (QUERY_FLAG (target, FLAG_MONSTER))
1157 if (QUERY_FLAG (target->head ? target->head : target, FLAG_MONSTER))
1158 {
1159 return target; 1077 return target;
1160 }
1161 }
1162 }
1163 } 1078 }
1079
1164 return NULL; 1080 return NULL;
1165} 1081}
1166
1167 1082
1168/* cast_smite_arch() - the priest points to a creature and causes 1083/* cast_smite_arch() - the priest points to a creature and causes
1169 * a 'godly curse' to decend. 1084 * a 'godly curse' to decend.
1170 * usual params - 1085 * usual params -
1171 * op = player 1086 * op = player
1172 * caster = object casting the spell. 1087 * caster = object casting the spell.
1173 * dir = direction being cast 1088 * dir = direction being cast
1174 * spell = spell object 1089 * spell = spell object
1175 */ 1090 */
1176
1177int 1091int
1178cast_smite_spell (object *op, object *caster, int dir, object *spell) 1092cast_smite_spell (object *op, object *caster, int dir, object *spell)
1179{ 1093{
1180 object *effect, *target; 1094 object *effect, *target;
1181 object *god = find_god (determine_god (op)); 1095 object *god = find_god (determine_god (op));
1205 effect = arch_to_object (spell->other_arch); 1119 effect = arch_to_object (spell->other_arch);
1206 else 1120 else
1207 return 0; 1121 return 0;
1208 1122
1209 /* tailor the effect by priest level and worshipped God */ 1123 /* tailor the effect by priest level and worshipped God */
1210 effect->level = caster_level (caster, spell); 1124 effect->level = casting_level (caster, spell);
1211 effect->attacktype = spell->attacktype; 1125 effect->attacktype = spell->attacktype;
1212 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER)) 1126 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER))
1213 { 1127 {
1214 if (tailor_god_spell (effect, op)) 1128 if (tailor_god_spell (effect, op))
1215 new_draw_info_format (NDI_UNIQUE, 0, op, "%s answers your call!", determine_god (op)); 1129 new_draw_info_format (NDI_UNIQUE, 0, op, "%s answers your call!", determine_god (op));
1227 if (effect->attacktype & AT_DEATH) 1141 if (effect->attacktype & AT_DEATH)
1228 { 1142 {
1229 effect->level = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1143 effect->level = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1230 1144
1231 /* casting death spells at undead isn't a good thing */ 1145 /* casting death spells at undead isn't a good thing */
1232 if QUERY_FLAG
1233 (target, FLAG_UNDEAD) 1146 if (QUERY_FLAG (target, FLAG_UNDEAD))
1234 { 1147 {
1235 if (random_roll (0, 2, op, PREFER_LOW)) 1148 if (random_roll (0, 2, op, PREFER_LOW))
1236 { 1149 {
1237 new_draw_info (NDI_UNIQUE, 0, op, "Idiot! Your spell boomerangs!"); 1150 new_draw_info (NDI_UNIQUE, 0, op, "Idiot! Your spell boomerangs!");
1238 effect->x = op->x; 1151 effect->x = op->x;
1240 } 1153 }
1241 else 1154 else
1242 { 1155 {
1243 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s looks stronger!", query_name (target)); 1156 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s looks stronger!", query_name (target));
1244 target->stats.hp = target->stats.maxhp * 2; 1157 target->stats.hp = target->stats.maxhp * 2;
1245 free_object (effect); 1158 effect->destroy (true);
1246 return 0; 1159 return 0;
1247 } 1160 }
1248 } 1161 }
1249 } 1162 }
1250 else 1163 else
1251 { 1164 {
1252 /* how much woe to inflict :) */ 1165 /* how much woe to inflict :) */
1253 effect->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1166 effect->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1254 } 1167 }
1255 1168
1256 set_owner (effect, op); 1169 effect->set_owner (op);
1257 set_spell_skill (op, caster, spell, effect); 1170 set_spell_skill (op, caster, spell, effect);
1258 1171
1259 /* ok, tell it where to be, and insert! */ 1172 /* ok, tell it where to be, and insert! */
1260 effect->x = target->x; 1173 effect->insert_at (target, op);
1261 effect->y = target->y;
1262 insert_ob_in_map (effect, target->map, op, 0);
1263 1174
1264 return 1; 1175 return 1;
1265} 1176}
1266
1267 1177
1268/**************************************************************************** 1178/****************************************************************************
1269 * 1179 *
1270 * MAGIC MISSILE code. 1180 * MAGIC MISSILE code.
1271 * note that the fire_bullet is used to fire the missile. The 1181 * note that the fire_bullet is used to fire the missile. The
1274 1184
1275/* op is a missile that needs to be moved */ 1185/* op is a missile that needs to be moved */
1276void 1186void
1277move_missile (object *op) 1187move_missile (object *op)
1278{ 1188{
1279 int i, mflags;
1280 object *owner;
1281 sint16 new_x, new_y;
1282 mapstruct *m;
1283
1284 if (op->range-- <= 0) 1189 if (op->range-- <= 0)
1285 { 1190 {
1286 remove_ob (op); 1191 op->destroy_inv (true); // be explicit about dropping
1287 free_object (op); 1192 op->destroy (true);
1288 return; 1193 return;
1289 }
1290
1291 owner = get_owner (op);
1292#if 0
1293 /* It'd make things nastier if this wasn't here - spells cast by
1294 * monster that are then killed would continue to survive
1295 */
1296 if (owner == NULL)
1297 { 1194 }
1298 remove_ob (op); 1195
1299 free_object (op); 1196 mapxy pos (op);
1300 return; 1197 pos.move (op->direction);
1198
1199 if (!pos.normalise ())
1301 } 1200 {
1302#endif 1201 op->destroy (true);
1303 1202 return;
1304 new_x = op->x + DIRX (op);
1305 new_y = op->y + DIRY (op);
1306
1307 mflags = get_map_flags (op->map, &m, new_x, new_y, &new_x, &new_y);
1308
1309 if (!(mflags & P_OUT_OF_MAP) && ((mflags & P_IS_ALIVE) || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y))))
1310 { 1203 }
1311 tag_t tag = op->count;
1312 1204
1205 mapspace &ms = pos.ms ();
1206
1207 if (ms.flags () & P_IS_ALIVE || ms.blocks (op))
1208 {
1313 hit_map (op, op->direction, AT_MAGIC, 1); 1209 hit_map (op, op->direction, AT_MAGIC, 1);
1314 /* Basically, missile only hits one thing then goes away. 1210 /* Basically, missile only hits one thing then goes away.
1315 * we need to remove it if someone hasn't already done so. 1211 * we need to remove it if someone hasn't already done so.
1316 */ 1212 */
1317 if (!was_destroyed (op, tag)) 1213 op->destroy (true);
1318 {
1319 remove_ob (op);
1320 free_object (op);
1321 }
1322 return; 1214 return;
1323 }
1324
1325 remove_ob (op);
1326 if (!op->direction || (mflags & P_OUT_OF_MAP))
1327 { 1215 }
1328 free_object (op); 1216
1329 return; 1217 if (!op->direction)
1330 } 1218 {
1331 op->x = new_x; 1219 op->destroy (true);
1332 op->y = new_y; 1220 return;
1333 op->map = m; 1221 }
1334 i = spell_find_dir (op->map, op->x, op->y, get_owner (op)); 1222
1223 int i = spell_find_dir (pos.m, pos.x, pos.y, op->owner);
1335 if (i > 0 && i != op->direction) 1224 if (i > 0 && i != op->direction)
1336 { 1225 {
1337 op->direction = i; 1226 op->direction = i;
1338 SET_ANIMATION (op, op->direction); 1227 SET_ANIMATION (op, op->direction);
1339 } 1228 }
1340 insert_ob_in_map (op, op->map, op, 0); 1229
1230 pos.insert (op, op);
1341} 1231}
1342 1232
1343/**************************************************************************** 1233/****************************************************************************
1344 * Destruction 1234 * Destruction
1345 ****************************************************************************/ 1235 ****************************************************************************/
1348 * we do this by creating a force and inserting it in the 1238 * we do this by creating a force and inserting it in the
1349 * object. if time is 0, the object glows permanently. To truely 1239 * object. if time is 0, the object glows permanently. To truely
1350 * make this work for non-living objects, we would have to 1240 * make this work for non-living objects, we would have to
1351 * give them the capability to have an inventory. b.t. 1241 * give them the capability to have an inventory. b.t.
1352 */ 1242 */
1353
1354int 1243int
1355make_object_glow (object *op, int radius, int time) 1244make_object_glow (object *op, int radius, int time)
1356{ 1245{
1357 object *tmp;
1358
1359 /* some things are unaffected... */ 1246 /* some things are unaffected... */
1360 if (op->path_denied & PATH_LIGHT) 1247 if (op->path_denied & PATH_LIGHT)
1361 return 0; 1248 return 0;
1362 1249
1363 tmp = get_archetype (FORCE_NAME); 1250 object *tmp = get_archetype (FORCE_NAME);
1364 tmp->speed = 0.01; 1251 tmp->speed = 0.01;
1365 tmp->stats.food = time; 1252 tmp->stats.food = time;
1366 SET_FLAG (tmp, FLAG_IS_USED_UP); 1253 SET_FLAG (tmp, FLAG_IS_USED_UP);
1367 tmp->glow_radius = radius; 1254 tmp->glow_radius = radius;
1368 if (tmp->glow_radius > MAX_LIGHT_RADII) 1255 if (tmp->glow_radius > MAX_LIGHT_RADII)
1369 tmp->glow_radius = MAX_LIGHT_RADII; 1256 tmp->glow_radius = MAX_LIGHT_RADII;
1370 1257
1371 tmp->x = op->x;
1372 tmp->y = op->y;
1373 if (tmp->speed < MIN_ACTIVE_SPEED)
1374 tmp->speed = MIN_ACTIVE_SPEED; /* safety */
1375 tmp = insert_ob_in_ob (tmp, op); 1258 tmp = insert_ob_in_ob (tmp, op);
1259
1376 if (tmp->glow_radius > op->glow_radius) 1260 if (tmp->glow_radius > op->glow_radius)
1377 op->glow_radius = tmp->glow_radius; 1261 op->glow_radius = tmp->glow_radius;
1378 1262
1379 if (!tmp->env || op != tmp->env)
1380 {
1381 LOG (llevError, "make_object_glow() failed to insert glowing force in %s\n", &op->name);
1382 return 0;
1383 }
1384 return 1; 1263 return 1;
1385} 1264}
1386
1387
1388
1389 1265
1390int 1266int
1391cast_destruction (object *op, object *caster, object *spell_ob) 1267cast_destruction (object *op, object *caster, object *spell_ob)
1392{ 1268{
1393 int i, j, range, mflags, friendly = 0, dam, dur; 1269 int i, j, range, mflags, friendly = 0, dam, dur;
1394 sint16 sx, sy; 1270 sint16 sx, sy;
1395 mapstruct *m; 1271 maptile *m;
1396 object *tmp; 1272 object *tmp;
1397 const char *skill; 1273 const char *skill;
1398 1274
1399 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob); 1275 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
1400 dam = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob); 1276 dam = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob);
1414 else if (caster->skill) 1290 else if (caster->skill)
1415 op->skill = caster->skill; 1291 op->skill = caster->skill;
1416 else 1292 else
1417 op->skill = NULL; 1293 op->skill = NULL;
1418 1294
1419 change_skill (op, find_skill_by_name (op, op->skill), 1); 1295 op->change_skill (find_skill_by_name (op, op->skill));
1420 1296
1421 for (i = -range; i < range; i++) 1297 for (i = -range; i <= range; i++)
1422 { 1298 {
1423 for (j = -range; j < range; j++) 1299 for (j = -range; j <= range; j++)
1424 { 1300 {
1425 m = op->map; 1301 m = op->map;
1426 sx = op->x + i; 1302 sx = op->x + i;
1427 sy = op->y + j; 1303 sy = op->y + j;
1304
1428 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy); 1305 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
1429 if (mflags & P_OUT_OF_MAP) 1306 if (mflags & P_OUT_OF_MAP)
1430 continue; 1307 continue;
1308
1431 if (mflags & P_IS_ALIVE) 1309 if (mflags & P_IS_ALIVE)
1432 { 1310 {
1433 for (tmp = get_map_ob (m, sx, sy); tmp; tmp = tmp->above) 1311 for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above)
1434 {
1435 if (QUERY_FLAG (tmp, FLAG_ALIVE) || tmp->type == PLAYER) 1312 if (QUERY_FLAG (tmp, FLAG_ALIVE) || tmp->type == PLAYER)
1436 break; 1313 break;
1437 } 1314
1438 if (tmp) 1315 if (tmp)
1439 { 1316 {
1440 if (tmp->head) 1317 if (tmp->head)
1441 tmp = tmp->head; 1318 tmp = tmp->head;
1442 1319
1444 (!friendly && (QUERY_FLAG (tmp, FLAG_FRIENDLY) || tmp->type == PLAYER))) 1321 (!friendly && (QUERY_FLAG (tmp, FLAG_FRIENDLY) || tmp->type == PLAYER)))
1445 { 1322 {
1446 if (spell_ob->subtype == SP_DESTRUCTION) 1323 if (spell_ob->subtype == SP_DESTRUCTION)
1447 { 1324 {
1448 hit_player (tmp, dam, op, spell_ob->attacktype, 0); 1325 hit_player (tmp, dam, op, spell_ob->attacktype, 0);
1326
1449 if (spell_ob->other_arch) 1327 if (spell_ob->other_arch)
1450 {
1451 tmp = arch_to_object (spell_ob->other_arch); 1328 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op);
1452 tmp->x = sx;
1453 tmp->y = sy;
1454 insert_ob_in_map (tmp, m, op, 0);
1455 }
1456 } 1329 }
1457 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist[ATNR_MAGIC] != 100) 1330 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist[ATNR_MAGIC] != 100)
1458 { 1331 {
1459 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch) 1332 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch)
1460 {
1461 object *effect = arch_to_object (spell_ob->other_arch); 1333 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op);
1462
1463 effect->x = sx;
1464 effect->y = sy;
1465 insert_ob_in_map (effect, m, op, 0);
1466 }
1467 } 1334 }
1468 } 1335 }
1469 } 1336 }
1470 } 1337 }
1471 } 1338 }
1472 } 1339 }
1340
1473 op->skill = skill; 1341 op->skill = skill;
1474 return 1; 1342 return 1;
1475} 1343}
1476 1344
1477/*************************************************************************** 1345/***************************************************************************
1491 { 1359 {
1492 new_draw_info (NDI_UNIQUE, 0, op, "There is no one in that direction to curse."); 1360 new_draw_info (NDI_UNIQUE, 0, op, "There is no one in that direction to curse.");
1493 return 0; 1361 return 0;
1494 } 1362 }
1495 1363
1364 tmp = tmp->head_ ();
1365
1496 /* If we've already got a force of this type, don't add a new one. */ 1366 /* If we've already got a force of this type, don't add a new one. */
1497 for (force = tmp->inv; force != NULL; force = force->below) 1367 for (force = tmp->inv; force; force = force->below)
1498 { 1368 {
1499 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY) 1369 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY)
1500 { 1370 {
1501 if (force->name == spell_ob->name) 1371 if (force->name == spell_ob->name)
1502 { 1372 {
1508 return 0; 1378 return 0;
1509 } 1379 }
1510 } 1380 }
1511 } 1381 }
1512 1382
1513 if (force == NULL) 1383 if (!force)
1514 { 1384 {
1515 force = get_archetype (FORCE_NAME); 1385 force = get_archetype (FORCE_NAME);
1516 force->subtype = FORCE_CHANGE_ABILITY; 1386 force->subtype = FORCE_CHANGE_ABILITY;
1387
1517 if (spell_ob->race) 1388 if (spell_ob->race)
1518 force->name = spell_ob->race; 1389 force->name = spell_ob->race;
1519 else 1390 else
1520 force->name = spell_ob->name; 1391 force->name = spell_ob->name;
1521 1392
1531 { 1402 {
1532 force->duration = duration; 1403 force->duration = duration;
1533 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 1404 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1534 } 1405 }
1535 else 1406 else
1536 {
1537 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1407 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1538 } 1408
1539 return 1; 1409 return 1;
1540 } 1410 }
1411
1541 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50; 1412 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1542 force->speed = 1.0; 1413 force->speed = 1.f;
1543 force->speed_left = -1.0; 1414 force->speed_left = -1.f;
1544 SET_FLAG (force, FLAG_APPLIED); 1415 SET_FLAG (force, FLAG_APPLIED);
1545 1416
1546 if (god) 1417 if (god)
1547 { 1418 {
1548 if (spell_ob->last_grace) 1419 if (spell_ob->last_grace)
1561 force->stats.ac = spell_ob->stats.ac; 1432 force->stats.ac = spell_ob->stats.ac;
1562 force->stats.wc = spell_ob->stats.wc; 1433 force->stats.wc = spell_ob->stats.wc;
1563 1434
1564 change_abil (tmp, force); /* Mostly to display any messages */ 1435 change_abil (tmp, force); /* Mostly to display any messages */
1565 insert_ob_in_ob (force, tmp); 1436 insert_ob_in_ob (force, tmp);
1566 fix_player (tmp); 1437 tmp->update_stats ();
1567 return 1; 1438 return 1;
1568 1439
1569} 1440}
1570
1571 1441
1572/********************************************************************** 1442/**********************************************************************
1573 * mood change 1443 * mood change
1574 * Arguably, this may or may not be an attack spell. But since it 1444 * Arguably, this may or may not be an attack spell. But since it
1575 * effects monsters, it seems best to put it into this file 1445 * effects monsters, it seems best to put it into this file
1582mood_change (object *op, object *caster, object *spell) 1452mood_change (object *op, object *caster, object *spell)
1583{ 1453{
1584 object *tmp, *god, *head; 1454 object *tmp, *god, *head;
1585 int done_one, range, mflags, level, at, best_at; 1455 int done_one, range, mflags, level, at, best_at;
1586 sint16 x, y, nx, ny; 1456 sint16 x, y, nx, ny;
1587 mapstruct *m; 1457 maptile *m;
1588 const char *race; 1458 const char *race;
1589 1459
1590 /* We precompute some values here so that we don't have to keep 1460 /* We precompute some values here so that we don't have to keep
1591 * doing it over and over again. 1461 * doing it over and over again.
1592 */ 1462 */
1593 god = find_god (determine_god (op)); 1463 god = find_god (determine_god (op));
1594 level = caster_level (caster, spell); 1464 level = casting_level (caster, spell);
1595 range = spell->range + SP_level_range_adjust (caster, spell); 1465 range = spell->range + SP_level_range_adjust (caster, spell);
1596 1466
1597 /* On the bright side, no monster should ever have a race of GOD_... 1467 /* On the bright side, no monster should ever have a race of GOD_...
1598 * so even if the player doesn't worship a god, if race=GOD_.., it 1468 * so even if the player doesn't worship a god, if race=GOD_.., it
1599 * won't ever match anything. 1469 * won't ever match anything.
1605 else if (god && !strcmp (spell->race, "GOD_FRIEND")) 1475 else if (god && !strcmp (spell->race, "GOD_FRIEND"))
1606 race = god->race; 1476 race = god->race;
1607 else 1477 else
1608 race = spell->race; 1478 race = spell->race;
1609 1479
1610
1611 for (x = op->x - range; x <= op->x + range; x++) 1480 for (x = op->x - range; x <= op->x + range; x++)
1612 for (y = op->y - range; y <= op->y + range; y++) 1481 for (y = op->y - range; y <= op->y + range; y++)
1613 { 1482 {
1614
1615 done_one = 0; 1483 done_one = 0;
1616 m = op->map; 1484 m = op->map;
1617 nx = x; 1485 nx = x;
1618 ny = y; 1486 ny = y;
1619 mflags = get_map_flags (m, &m, x, y, &nx, &ny); 1487 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1622 1490
1623 /* If there is nothing living on this space, no need to go further */ 1491 /* If there is nothing living on this space, no need to go further */
1624 if (!(mflags & P_IS_ALIVE)) 1492 if (!(mflags & P_IS_ALIVE))
1625 continue; 1493 continue;
1626 1494
1495 // players can only affect spaces that they can actually see
1496 if (caster && caster->contr
1497 && caster->contr->visibility_at (m, nx, ny) < 70)
1498 continue;
1499
1627 for (tmp = get_map_ob (m, nx, ny); tmp; tmp = tmp->above) 1500 for (tmp = GET_MAP_TOP (m, nx, ny); tmp; tmp = tmp->below)
1628 if (QUERY_FLAG (tmp, FLAG_MONSTER)) 1501 if (QUERY_FLAG (tmp, FLAG_MONSTER))
1629 break; 1502 break;
1630 1503
1631 /* There can be living objects that are not monsters */ 1504 /* There can be living objects that are not monsters */
1632 if (!tmp || tmp->type == PLAYER) 1505 if (!tmp || tmp->type == PLAYER)
1639 head = tmp; 1512 head = tmp;
1640 1513
1641 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */ 1514 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */
1642 if (race && head->race && !strstr (race, head->race)) 1515 if (race && head->race && !strstr (race, head->race))
1643 continue; 1516 continue;
1517
1644 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD)) 1518 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD))
1645 continue; 1519 continue;
1646 1520
1647 /* Now do a bunch of stuff related to saving throws */ 1521 /* Now do a bunch of stuff related to saving throws */
1648 best_at = -1; 1522 best_at = -1;
1665 at -= level / 5; 1539 at -= level / 5;
1666 if (did_make_save (head, head->level, at)) 1540 if (did_make_save (head, head->level, at))
1667 continue; 1541 continue;
1668 } 1542 }
1669 else /* spell->attacktype */ 1543 else /* spell->attacktype */
1670 /*
1671 Spell has no attacktype (charm & such), so we'll have a specific saving:
1672 * if spell level < monster level, no go
1673 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) )
1674
1675 The chance will then be in the range [20-70] percent, not too bad.
1676
1677 This is required to fix the 'charm monster' abuse, where a player level 1 can
1678 charm a level 125 monster...
1679
1680 Ryo, august 14th
1681 */
1682 { 1544 {
1545 /*
1546 Spell has no attacktype (charm & such), so we'll have a specific saving:
1547 * if spell level < monster level, no go
1548 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) )
1549
1550 The chance will then be in the range [20-70] percent, not too bad.
1551
1552 This is required to fix the 'charm monster' abuse, where a player level 1 can
1553 charm a level 125 monster...
1554
1555 Ryo, august 14th
1556 */
1683 if (head->level > level) 1557 if (head->level > level)
1684 continue; 1558 continue;
1559
1685 if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + MIN (50, 2 * (level - head->level)))) 1560 if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + MIN (50, 2 * (level - head->level))))
1686 /* Failed, no effect */ 1561 /* Failed, no effect */
1687 continue; 1562 continue;
1688 } 1563 }
1689 1564
1690 /* Done with saving throw. Now start effecting the monster */ 1565 /* Done with saving throw. Now start affecting the monster */
1691 1566
1692 /* aggravation */ 1567 /* aggravation */
1693 if (QUERY_FLAG (spell, FLAG_MONSTER)) 1568 if (QUERY_FLAG (spell, FLAG_MONSTER))
1694 { 1569 {
1695 CLEAR_FLAG (head, FLAG_SLEEP); 1570 CLEAR_FLAG (head, FLAG_SLEEP);
1696 if (QUERY_FLAG (head, FLAG_FRIENDLY))
1697 remove_friendly_object (head); 1571 remove_friendly_object (head);
1698
1699 done_one = 1; 1572 done_one = 1;
1700 head->enemy = op; 1573 head->enemy = op;
1701 } 1574 }
1702 1575
1703 /* calm monsters */ 1576 /* calm monsters */
1712 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK)) 1585 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK))
1713 { 1586 {
1714 SET_FLAG (head, FLAG_BERSERK); 1587 SET_FLAG (head, FLAG_BERSERK);
1715 done_one = 1; 1588 done_one = 1;
1716 } 1589 }
1590
1717 /* charm */ 1591 /* charm */
1718 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY)) 1592 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY))
1719 { 1593 {
1720 SET_FLAG (head, FLAG_FRIENDLY); 1594 INVOKE_OBJECT (KILL, head, ARG_OBJECT (caster));
1595
1721 /* Prevent uncontolled outbreaks of self replicating monsters. 1596 /* Prevent uncontrolled outbreaks of self replicating monsters.
1722 Typical use case is charm, go somwhere, use aggravation to make hostile. 1597 Typical use case is charm, go somwhere, use aggravation to make hostile.
1723 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */ 1598 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */
1724 CLEAR_FLAG (head, FLAG_GENERATOR); 1599 CLEAR_FLAG (head, FLAG_GENERATOR);
1725 set_owner (head, op); 1600 head->set_owner (op);
1726 set_spell_skill (op, caster, spell, head); 1601 set_spell_skill (op, caster, spell, head);
1727 add_friendly_object (head); 1602 add_friendly_object (head);
1728 head->attack_movement = PETMOVE; 1603 head->attack_movement = PETMOVE;
1729 done_one = 1; 1604 done_one = 1;
1730 change_exp (op, head->stats.exp / 2, head->skill, SK_EXP_ADD_SKILL); 1605 change_exp (op, head->stats.exp / 2, head->skill, SK_EXP_ADD_SKILL);
1731 head->stats.exp = 0; 1606 head->stats.exp = 0;
1732 } 1607 }
1733 1608
1734 /* If a monster was effected, put an effect in */ 1609 /* If a monster was effected, put an effect in */
1735 if (done_one && spell->other_arch) 1610 if (done_one && spell->other_arch)
1736 {
1737 tmp = arch_to_object (spell->other_arch); 1611 m->insert (arch_to_object (spell->other_arch), nx, ny, op);
1738 tmp->x = nx;
1739 tmp->y = ny;
1740 insert_ob_in_map (tmp, m, op, 0);
1741 }
1742 } /* for y */ 1612 } /* for y */
1743 1613
1744 return 1; 1614 return 1;
1745} 1615}
1746 1616
1749 * about. was called move_ball_lightning, but since more than the ball 1619 * about. was called move_ball_lightning, but since more than the ball
1750 * lightning spell used it, that seemed misnamed. 1620 * lightning spell used it, that seemed misnamed.
1751 * op is the spell effect. 1621 * op is the spell effect.
1752 * note that duration is handled by process_object() in time.c 1622 * note that duration is handled by process_object() in time.c
1753 */ 1623 */
1754
1755void 1624void
1756move_ball_spell (object *op) 1625move_ball_spell (object *op)
1757{ 1626{
1758 int i, j, dam_save, dir, mflags; 1627 int i, j, dam_save, dir, mflags;
1759 sint16 nx, ny, hx, hy; 1628 sint16 nx, ny, hx, hy;
1760 object *owner; 1629 object *owner;
1761 mapstruct *m; 1630 maptile *m;
1762 1631
1763 owner = get_owner (op); 1632 owner = op->owner;
1764 1633
1765 /* the following logic makes sure that the ball doesn't move into a wall, 1634 /* the following logic makes sure that the ball doesn't move into a wall,
1766 * and makes sure that it will move along a wall to try and get at it's 1635 * and makes sure that it will move along a wall to try and get at it's
1767 * victim. The block immediately below more or less chooses a random 1636 * victim. The block immediately below more or less chooses a random
1768 * offset to move the ball, eg, keep it mostly on course, with some 1637 * offset to move the ball, eg, keep it mostly on course, with some
1797 nx = op->x; 1666 nx = op->x;
1798 ny = op->y; 1667 ny = op->y;
1799 m = op->map; 1668 m = op->map;
1800 } 1669 }
1801 1670
1802 remove_ob (op); 1671 m->insert (op, nx, ny, op);
1803 op->y = ny;
1804 op->x = nx;
1805 insert_ob_in_map (op, m, op, 0);
1806 1672
1807 dam_save = op->stats.dam; /* save the original dam: we do halfdam on 1673 dam_save = op->stats.dam; /* save the original dam: we do halfdam on
1808 surrounding squares */ 1674 surrounding squares */
1809 1675
1810 /* loop over current square and neighbors to hit. 1676 /* loop over current square and neighbors to hit.
1811 * if this has an other_arch field, we insert that in 1677 * if this has an other_arch field, we insert that in
1812 * the surround spaces. 1678 * the surround spaces.
1813 */ 1679 */
1814 for (j = 0; j < 9; j++) 1680 for (j = 0; j < 9; j++)
1815 { 1681 {
1816 object *new_ob;
1817
1818 hx = nx + freearr_x[j]; 1682 hx = nx + freearr_x[j];
1819 hy = ny + freearr_y[j]; 1683 hy = ny + freearr_y[j];
1820 1684
1821 m = op->map; 1685 m = op->map;
1822 mflags = get_map_flags (m, &m, hx, hy, &hx, &hy); 1686 mflags = get_map_flags (m, &m, hx, hy, &hx, &hy);
1830 1694
1831 if ((mflags & P_IS_ALIVE) && (!owner || owner->x != hx || owner->y != hy || !on_same_map (owner, op))) 1695 if ((mflags & P_IS_ALIVE) && (!owner || owner->x != hx || owner->y != hy || !on_same_map (owner, op)))
1832 { 1696 {
1833 if (j) 1697 if (j)
1834 op->stats.dam = dam_save / 2; 1698 op->stats.dam = dam_save / 2;
1699
1835 hit_map (op, j, op->attacktype, 1); 1700 hit_map (op, j, op->attacktype, 1);
1836
1837 } 1701 }
1838 1702
1839 /* insert the other arch */ 1703 /* insert the other arch */
1840 if (op->other_arch && !(OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy)))) 1704 if (op->other_arch && !(OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy))))
1841 { 1705 m->insert (arch_to_object (op->other_arch), hx, hy, op);
1842 new_ob = arch_to_object (op->other_arch);
1843 new_ob->x = hx;
1844 new_ob->y = hy;
1845 insert_ob_in_map (new_ob, m, op, 0);
1846 }
1847 } 1706 }
1848 1707
1849 /* restore to the center location and damage */ 1708 /* restore to the center location and damage */
1850 op->stats.dam = dam_save; 1709 op->stats.dam = dam_save;
1851 1710
1852 i = spell_find_dir (op->map, op->x, op->y, get_owner (op)); 1711 i = spell_find_dir (op->map, op->x, op->y, op->owner);
1853 1712
1854 if (i >= 0) 1713 if (i >= 0)
1855 { /* we have a preferred direction! */ 1714 { /* we have a preferred direction! */
1856 /* pick another direction if the preferred dir is blocked. */ 1715 /* pick another direction if the preferred dir is blocked. */
1857 if (get_map_flags (op->map, &m, nx + freearr_x[i], ny + freearr_y[i], &hx, &hy) & P_OUT_OF_MAP || 1716 if (get_map_flags (op->map, &m, nx + freearr_x[i], ny + freearr_y[i], &hx, &hy) & P_OUT_OF_MAP ||
1858 OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy))) 1717 OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy)))
1859 {
1860 i = absdir (i + rndm (0, 2) - 1); /* -1, 0, +1 */ 1718 i = absdir (i + rndm (0, 2) - 1); /* -1, 0, +1 */
1861 } 1719
1862 op->direction = i; 1720 op->direction = i;
1863 } 1721 }
1864} 1722}
1865 1723
1866
1867/* move_swarm_spell: peterm 1724/* move_swarm_spell: peterm
1868 * This is an implementation of the swarm spell. It was written for 1725 * This is an implementation of the swarm spell. It was written for
1869 * meteor swarm, but it could be used for any swarm. A swarm spell 1726 * meteor swarm, but it could be used for any swarm. A swarm spell
1870 * is a special type of object that casts swarms of other types 1727 * is a special type of object that casts swarms of other types
1871 * of spells. Which spell it casts is flexible. It fires the spells 1728 * of spells. Which spell it casts is flexible. It fires the spells
1872 * from a set of squares surrounding the caster, in a given direction. 1729 * from a set of squares surrounding the caster, in a given direction.
1873 */ 1730 */
1874
1875void 1731void
1876move_swarm_spell (object *op) 1732move_swarm_spell (object *op)
1877{ 1733{
1878#if 0 1734#if 0
1879 static int cardinal_adjust[9] = { -3, -2, -1, 0, 0, 0, 1, 2, 3 }; 1735 static int cardinal_adjust[9] = { -3, -2, -1, 0, 0, 0, 1, 2, 3 };
1880 static int diagonal_adjust[10] = { -3, -2, -2, -1, 0, 0, 1, 2, 2, 3 }; 1736 static int diagonal_adjust[10] = { -3, -2, -2, -1, 0, 0, 1, 2, 2, 3 };
1881 sint16 target_x, target_y, origin_x, origin_y; 1737 sint16 target_x, target_y, origin_x, origin_y;
1882 int adjustdir; 1738 int adjustdir;
1883 mapstruct *m; 1739 maptile *m;
1884#endif 1740#endif
1885 int basedir;
1886 object *owner; 1741 object *owner = op->env;
1887 1742
1888 owner = get_owner (op); 1743 if (!owner) // MUST not happen, remove when true TODO
1889 if (op->duration == 0 || owner == NULL)
1890 {
1891 remove_ob (op);
1892 free_object (op);
1893 return;
1894 } 1744 {
1745 LOG (llevError, "swarm spell found outside inventory: %s\n", op->debug_desc ());
1746 op->destroy (true);
1747 return;
1748 }
1749
1750 if (!op->duration || !owner->is_on_map ())
1751 {
1752 op->destroy_inv (true); // be explicit about dropping
1753 op->destroy (true);
1754 return;
1755 }
1756
1895 op->duration--; 1757 op->duration--;
1896 1758
1897 basedir = op->direction; 1759 int basedir = op->direction;
1898 if (basedir == 0) 1760 if (!basedir)
1899 { 1761 {
1900 /* spray in all directions! 8) */ 1762 /* spray in all directions! 8) */
1901 basedir = rndm (1, 8); 1763 op->facing = (op->facing + op->state) & 7;
1764 basedir = op->facing + 1;
1902 } 1765 }
1903 1766
1904#if 0 1767#if 0
1905 // this is bogus: it causes wrong places to be checked below 1768 // this is bogus: it causes wrong places to be checked below
1906 // (a wall 2 cells away will block the effect...) and 1769 // (a wall 2 cells away will block the effect...) and
1907 // doesn't work for SP_BULLET anyhow, so again tests the wrong 1770 // doesn't work for SP_BULLET anyhow, so again tests the wrong
1908 // space. 1771 // space.
1909 // should be fixed later, but correctness before featurs... 1772 // should be fixed later, but correctness before features...
1910 // (schmorp) 1773 // (schmorp)
1911 1774
1912 /* new offset calculation to make swarm element distribution 1775 /* new offset calculation to make swarm element distribution
1913 * more uniform 1776 * more uniform
1914 */ 1777 */
1967 { 1830 {
1968 /* Bullet spells have a bunch more customization that needs to be done */ 1831 /* Bullet spells have a bunch more customization that needs to be done */
1969 if (op->spell->subtype == SP_BULLET) 1832 if (op->spell->subtype == SP_BULLET)
1970 fire_bullet (owner, op, basedir, op->spell); 1833 fire_bullet (owner, op, basedir, op->spell);
1971 else if (op->spell->subtype == SP_MAGIC_MISSILE) 1834 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1972 fire_arch_from_position (owner, op, op->x, op->y, basedir, op->spell); 1835 fire_arch_from_position (owner, op, owner->x, owner->y, basedir, op->spell);
1973 } 1836 }
1974} 1837}
1975
1976
1977
1978 1838
1979/* fire_swarm: 1839/* fire_swarm:
1980 * The following routine creates a swarm of objects. It actually 1840 * The following routine creates a swarm of objects. It actually
1981 * sets up a specific swarm object, which then fires off all 1841 * sets up a specific swarm object, which then fires off all
1982 * the parts of the swarm. 1842 * the parts of the swarm.
1985 * caster: the caster (owner, wand, rod, scroll) 1845 * caster: the caster (owner, wand, rod, scroll)
1986 * dir: the direction everything will be fired in 1846 * dir: the direction everything will be fired in
1987 * spell - the spell that is this spell. 1847 * spell - the spell that is this spell.
1988 * n: the number to be fired. 1848 * n: the number to be fired.
1989 */ 1849 */
1990
1991int 1850int
1992fire_swarm (object *op, object *caster, object *spell, int dir) 1851fire_swarm (object *op, object *caster, object *spell, int dir)
1993{ 1852{
1994 object *tmp;
1995 int i;
1996
1997 if (!spell->other_arch) 1853 if (!spell->other_arch)
1998 return 0; 1854 return 0;
1999 1855
2000 tmp = get_archetype (SWARM_SPELL); 1856 object *tmp = archetype::get (SWARM_SPELL);
2001 tmp->x = op->x; 1857
2002 tmp->y = op->y;
2003 set_owner (tmp, op); /* needed so that if swarm elements kill, caster gets xp. */
2004 set_spell_skill (op, caster, spell, tmp); 1858 set_spell_skill (op, caster, spell, tmp);
2005
2006 tmp->level = caster_level (caster, spell); /*needed later, to get level dep. right. */ 1859 tmp->level = casting_level (caster, spell); /* needed later, to get level dep. right. */
2007 tmp->spell = arch_to_object (spell->other_arch); 1860 tmp->spell = spell->other_arch->instance ();
2008
2009 tmp->attacktype = tmp->spell->attacktype; 1861 tmp->attacktype = tmp->spell->attacktype;
2010 1862
2011 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) 1863 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
2012 {
2013 if (!tailor_god_spell (tmp, op)) 1864 if (!tailor_god_spell (tmp, op))
2014 return 1; 1865 return 1;
2015 } 1866
2016 tmp->duration = SP_level_duration_adjust (caster, spell); 1867 tmp->duration = SP_level_duration_adjust (caster, spell);
2017 for (i = 0; i < spell->duration; i++) 1868 for (int i = 0; i < spell->duration; i++)
2018 tmp->duration += die_roll (1, 3, op, PREFER_HIGH); 1869 tmp->duration += die_roll (1, 3, op, PREFER_HIGH);
2019 1870
1871 tmp->invisible = 1;
1872 tmp->flag [FLAG_NO_DROP] = 1; // make sure it stays in inv, or else
2020 tmp->direction = dir; 1873 tmp->direction = dir;
2021 tmp->invisible = 1; 1874 tmp->facing = rndm (1, 8); // initial firing direction
2022 insert_ob_in_map (tmp, op->map, op, 0); 1875 tmp->state = rndm (4) * 2 + 1; // direction increment
1876
1877 op->insert (tmp);
1878
2023 return 1; 1879 return 1;
2024} 1880}
2025
2026 1881
2027/* See the spells documentation file for why this is its own 1882/* See the spells documentation file for why this is its own
2028 * function. 1883 * function.
2029 */ 1884 */
2030int 1885int
2031cast_light (object *op, object *caster, object *spell, int dir) 1886cast_light (object *op, object *caster, object *spell, int dir)
2032{ 1887{
2033 object *target = NULL, *tmp = NULL; 1888 object *target = NULL, *tmp = NULL;
2034 sint16 x, y; 1889 sint16 x, y;
2035 int dam, mflags; 1890 int dam, mflags;
2036 mapstruct *m; 1891 maptile *m;
2037 1892
2038 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1893 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
2039 1894
2040 if (!dir) 1895 if (!dir)
2041 { 1896 {
2055 return 0; 1910 return 0;
2056 } 1911 }
2057 1912
2058 if (mflags & P_IS_ALIVE && spell->attacktype) 1913 if (mflags & P_IS_ALIVE && spell->attacktype)
2059 { 1914 {
2060 for (target = get_map_ob (m, x, y); target; target = target->above) 1915 for (target = GET_MAP_OB (m, x, y); target; target = target->above)
2061 if (QUERY_FLAG (target, FLAG_MONSTER)) 1916 if (QUERY_FLAG (target, FLAG_MONSTER))
2062 { 1917 {
2063 /* oky doky. got a target monster. Lets make a blinding attack */ 1918 /* oky doky. got a target monster. Lets make a blinding attack */
2064 if (target->head) 1919 if (target->head)
2065 target = target->head; 1920 target = target->head;
1921
2066 (void) hit_player (target, dam, op, spell->attacktype, 1); 1922 hit_player (target, dam, op, spell->attacktype, 1);
2067 return 1; /* one success only! */ 1923 return 1; /* one success only! */
2068 } 1924 }
2069 } 1925 }
2070 1926
2071 /* no live target, perhaps a wall is in the way? */ 1927 /* no live target, perhaps a wall is in the way? */
2087 { 1943 {
2088 tmp->glow_radius = spell->range + SP_level_range_adjust (caster, spell); 1944 tmp->glow_radius = spell->range + SP_level_range_adjust (caster, spell);
2089 if (tmp->glow_radius > MAX_LIGHT_RADII) 1945 if (tmp->glow_radius > MAX_LIGHT_RADII)
2090 tmp->glow_radius = MAX_LIGHT_RADII; 1946 tmp->glow_radius = MAX_LIGHT_RADII;
2091 } 1947 }
2092 tmp->x = x; 1948
2093 tmp->y = y; 1949 m->insert (tmp, x, y, op);
2094 insert_ob_in_map (tmp, m, op, 0);
2095 return 1; 1950 return 1;
2096} 1951}
2097
2098
2099
2100 1952
2101/* cast_cause_disease: this spell looks along <dir> from the 1953/* cast_cause_disease: this spell looks along <dir> from the
2102 * player and infects someone. 1954 * player and infects someone.
2103 * op is the player/monster, caster is the object, dir is the direction 1955 * op is the player/monster, caster is the object, dir is the direction
2104 * to cast, disease_arch is the specific disease, and type is the spell number 1956 * to cast, disease_arch is the specific disease, and type is the spell number
2105 * perhaps this should actually be in disease.c? 1957 * perhaps this should actually be in disease.c?
2106 */ 1958 */
2107
2108int 1959int
2109cast_cause_disease (object *op, object *caster, object *spell, int dir) 1960cast_cause_disease (object *op, object *caster, object *spell, int dir)
2110{ 1961{
2111 sint16 x, y; 1962 sint16 x, y;
2112 int i, mflags, range, dam_mod, dur_mod; 1963 int i, mflags, range, dam_mod, dur_mod;
2113 object *walk; 1964 object *walk;
2114 mapstruct *m; 1965 maptile *m;
2115 1966
2116 x = op->x; 1967 x = op->x;
2117 y = op->y; 1968 y = op->y;
2118 1969
2119 /* If casting from a scroll, no direction will be available, so refer to the 1970 /* If casting from a scroll, no direction will be available, so refer to the
2120 * direction the player is pointing. 1971 * direction the player is pointing.
2121 */ 1972 */
2122 if (!dir) 1973 if (!dir)
2123 dir = op->facing; 1974 dir = op->facing;
1975
2124 if (!dir) 1976 if (!dir)
2125 return 0; /* won't find anything if casting on ourself, so just return */ 1977 return 0; /* won't find anything if casting on ourself, so just return */
2126 1978
2127 /* Calculate these once here */ 1979 /* Calculate these once here */
2128 range = spell->range + SP_level_range_adjust (caster, spell); 1980 range = spell->range + SP_level_range_adjust (caster, spell);
2147 1999
2148 /* Only bother looking on this space if there is something living here */ 2000 /* Only bother looking on this space if there is something living here */
2149 if (mflags & P_IS_ALIVE) 2001 if (mflags & P_IS_ALIVE)
2150 { 2002 {
2151 /* search this square for a victim */ 2003 /* search this square for a victim */
2152 for (walk = get_map_ob (m, x, y); walk; walk = walk->above) 2004 for (walk = GET_MAP_OB (m, x, y); walk; walk = walk->above)
2153 if (QUERY_FLAG (walk, FLAG_MONSTER) || (walk->type == PLAYER)) 2005 if (QUERY_FLAG (walk, FLAG_MONSTER) || (walk->type == PLAYER))
2154 { /* found a victim */ 2006 { /* found a victim */
2155 object *disease = arch_to_object (spell->other_arch); 2007 object *disease = arch_to_object (spell->other_arch);
2156 2008
2157 set_owner (disease, op); 2009 disease->set_owner (op);
2158 set_spell_skill (op, caster, spell, disease); 2010 set_spell_skill (op, caster, spell, disease);
2159 disease->stats.exp = 0; 2011 disease->stats.exp = 0;
2160 disease->level = caster_level (caster, spell); 2012 disease->level = casting_level (caster, spell);
2161 2013
2162 /* do level adjustments */ 2014 /* do level adjustments */
2163 if (disease->stats.wc) 2015 if (disease->stats.wc)
2164 disease->stats.wc += dur_mod / 2; 2016 disease->stats.wc += dur_mod / 2;
2165 2017
2166 if (disease->magic > 0) 2018 if (disease->magic > 0)
2167 disease->magic += dur_mod / 4; 2019 disease->magic += dur_mod / 8;
2168 2020
2169 if (disease->stats.maxhp > 0) 2021 if (disease->stats.maxhp > 0)
2170 disease->stats.maxhp += dur_mod; 2022 disease->stats.maxhp += dur_mod;
2171 2023
2172 if (disease->stats.maxgrace > 0) 2024 if (disease->stats.maxgrace > 0)
2207 if (disease->stats.sp) 2059 if (disease->stats.sp)
2208 disease->stats.sp -= dam_mod; 2060 disease->stats.sp -= dam_mod;
2209 2061
2210 if (infect_object (walk, disease, 1)) 2062 if (infect_object (walk, disease, 1))
2211 { 2063 {
2212 object *flash; /* visual effect for inflicting disease */
2213
2214 new_draw_info_format (NDI_UNIQUE, 0, op, "You inflict %s on %s!", &disease->name, &walk->name); 2064 new_draw_info_format (NDI_UNIQUE, 0, op, "You inflict %s on %s!", &disease->name, &walk->name);
2215 2065
2216 free_object (disease); /* don't need this one anymore */ 2066 disease->destroy (true); /* don't need this one anymore */
2217 flash = get_archetype (ARCH_DETECT_MAGIC); 2067 walk->map->insert (get_archetype ("detect_magic"), x, y, op);
2218 flash->x = x;
2219 flash->y = y;
2220 flash->map = walk->map;
2221 insert_ob_in_map (flash, walk->map, op, 0);
2222 return 1; 2068 return 1;
2223 } 2069 }
2224 free_object (disease); 2070
2071 disease->destroy (true);
2225 } 2072 }
2226 } /* if living creature */ 2073 } /* if living creature */
2227 } /* for range of spaces */ 2074 } /* for range of spaces */
2075
2228 new_draw_info (NDI_UNIQUE, 0, op, "No one caught anything!"); 2076 new_draw_info (NDI_UNIQUE, 0, op, "No one caught anything!");
2229 return 1; 2077 return 1;
2230} 2078}

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines