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Comparing deliantra/server/server/spell_attack.C (file contents):
Revision 1.13 by root, Thu Sep 14 22:34:05 2006 UTC vs.
Revision 1.65 by root, Mon Sep 29 10:20:49 2008 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2002-2003 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002-2003,2007 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
8 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
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
20 21 * The authors can be reached via e-mail to <support@deliantra.net>
21 The authors can be reached via e-mail at <crossfire@schmorp.de>
22*/ 22 */
23 23
24/* This file contains all the spell attack code. Grouping this code 24/* This file contains all the spell attack code. Grouping this code
25 * together should hopefully make it easier to find the relevent bits 25 * together should hopefully make it easier to find the relevent bits
26 * of code 26 * of code
27 */ 27 */
28 28
29#include <global.h> 29#include <global.h>
30#include <object.h> 30#include <object.h>
31#include <living.h> 31#include <living.h>
32#ifndef __CEXTRACT__
33# include <sproto.h> 32#include <sproto.h>
34#endif
35#include <spells.h> 33#include <spells.h>
36#include <sounds.h> 34#include <sounds.h>
37 35
38/* 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
39 * 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)
40 * but moved here so it could be applied to bolts too 38 * but moved here so it could be applied to bolts too
41 * op is the spell object. 39 * op is the spell object.
42 */ 40 */
43
44void 41void
45check_spell_knockback (object *op) 42check_spell_knockback (object *op)
46{ 43{
47 object *tmp, *tmp2; /* object on the map */
48 int weight_move; 44 int weight_move;
49 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 */
50 46
51 if (!op->weight) 47 if (!op->weight)
52 { /*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 */
57 { 53 {
58 weight_move = op->weight + (op->weight * op->level) / 3; 54 weight_move = op->weight + (op->weight * op->level) / 3;
59 /*LOG (llevDebug, "DEBUG: arch weighs %d and masses %d (%s,level %d)\n", op->weight,weight_move,op->name,op->level); */ 55 /*LOG (llevDebug, "DEBUG: arch weighs %d and masses %d (%s,level %d)\n", op->weight,weight_move,op->name,op->level); */
60 } 56 }
61 57
62 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)
63 { 59 {
64 int num_sections = 1; 60 int num_sections = 1;
65 61
66 /* don't move DM */ 62 /* don't move DM */
67 if (QUERY_FLAG (tmp, FLAG_WIZ)) 63 if (QUERY_FLAG (tmp, FLAG_WIZ))
74 /* don't move floors or immobile objects */ 70 /* don't move floors or immobile objects */
75 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)))
76 continue; 72 continue;
77 73
78 /* count the object's sections */ 74 /* count the object's sections */
79 for (tmp2 = tmp; tmp2 != NULL; tmp2 = tmp2->more) 75 for (object *tmp2 = tmp; tmp2; tmp2 = tmp2->more)
80 num_sections++; 76 num_sections++;
81 77
82 /* 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
83 * 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
84 * 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.
108 * 104 *
109 * BOLT CODE 105 * BOLT CODE
110 * 106 *
111 ***************************************************************************/ 107 ***************************************************************************/
112 108
113/* Causes op to fork. op is the original bolt, tmp 109/* Causes op to fork. op is the original bolt, tmp
114 * is the first piece of the fork. 110 * is the first piece of the fork.
115 */ 111 */
116
117void 112void
118forklightning (object *op, object *tmp) 113forklightning (object *op, object *tmp)
119{ 114{
120 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 */
121 int t_dir; /* stores temporary dir calculation */ 116 int t_dir; /* stores temporary dir calculation */
122 mapstruct *m; 117 maptile *m;
123 sint16 sx, sy; 118 sint16 sx, sy;
124 object *new_bolt; 119 object *new_bolt;
125 120
126 /* pick a fork direction. tmp->stats.Con is the left bias 121 /* pick a fork direction. tmp->stats.Con is the left bias
127 * i.e., the chance in 100 of forking LEFT 122 * i.e., the chance in 100 of forking LEFT
140 135
141 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)))
142 return; 137 return;
143 138
144 /* OK, we made a fork */ 139 /* OK, we made a fork */
145 new_bolt = get_object (); 140 new_bolt = tmp->clone ();
146 copy_object (tmp, new_bolt);
147 141
148 /* reduce chances of subsequent forking */ 142 /* reduce chances of subsequent forking */
149 new_bolt->stats.Dex -= 10; 143 new_bolt->stats.Dex -= 10;
150 tmp->stats.Dex -= 10; /* less forks from main bolt too */ 144 tmp->stats.Dex -= 10; /* less forks from main bolt too */
151 new_bolt->stats.Con += 25 * new_dir; /* adjust the left bias */ 145 new_bolt->stats.Con += 25 * new_dir; /* adjust the left bias */
152 new_bolt->speed_left = -0.1; 146 new_bolt->speed_left = -0.1f;
153 new_bolt->direction = t_dir; 147 new_bolt->direction = t_dir;
154 new_bolt->duration++; 148 new_bolt->duration++;
155 new_bolt->x = sx;
156 new_bolt->y = sy;
157 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */ 149 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */
158 new_bolt->stats.dam++; 150 new_bolt->stats.dam++;
159 tmp->stats.dam /= 2; /* reduce father bolt damage */ 151 tmp->stats.dam /= 2; /* reduce father bolt damage */
160 tmp->stats.dam++; 152 tmp->stats.dam++;
161 new_bolt = insert_ob_in_map (new_bolt, m, op, 0); 153
154 if ((new_bolt = m->insert (new_bolt, sx, sy, op)))
162 update_turn_face (new_bolt); 155 update_turn_face (new_bolt);
163} 156}
164 157
165/* move_bolt: moves bolt 'op'. Basically, it just advances a space, 158/* move_bolt: moves bolt 'op'. Basically, it just advances a space,
166 * and checks for various things that may stop it. 159 * and checks for various things that may stop it.
167 */ 160 */
168
169void 161void
170move_bolt (object *op) 162move_bolt (object *op)
171{ 163{
172 object *tmp;
173 int mflags; 164 int mflags;
174 sint16 x, y; 165 sint16 x, y;
175 mapstruct *m; 166 maptile *m;
176 167
177 if (--(op->duration) < 0) 168 if (--op->duration < 0)
178 { 169 {
179 remove_ob (op); 170 op->destroy_inv (true); // be explicit about dropping
180 free_object (op); 171 op->destroy (true);
181 return; 172 return;
182 } 173 }
183 174
184 hit_map (op, 0, op->attacktype, 1); 175 hit_map (op, 0, op->attacktype, 1);
185 176
186 if (!op->direction) 177 if (!op->direction)
187 return; 178 return;
188 179
189 if (--op->range < 0) 180 if (--op->range < 0)
190 {
191 op->range = 0; 181 op->range = 0;
192 }
193 else 182 else
194 { 183 {
195 x = op->x + DIRX (op); 184 x = op->x + DIRX (op);
196 y = op->y + DIRY (op); 185 y = op->y + DIRY (op);
197 m = op->map; 186 m = op->map;
205 * 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
206 * will be useful. 195 * will be useful.
207 */ 196 */
208 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)))
209 { 198 {
210
211 if (!QUERY_FLAG (op, FLAG_REFLECTING)) 199 if (!QUERY_FLAG (op, FLAG_REFLECTING))
212 return; 200 return;
213 201
214 /* Since walls don't run diagonal, if the bolt is in 202 /* Since walls don't run diagonal, if the bolt is in
215 * one of 4 main directions, it just reflects back in the 203 * one of 4 main directions, it just reflects back in the
245 else if (left) 233 else if (left)
246 op->direction = absdir (op->direction + 2); 234 op->direction = absdir (op->direction + 2);
247 else if (right) 235 else if (right)
248 op->direction = absdir (op->direction - 2); 236 op->direction = absdir (op->direction - 2);
249 } 237 }
238
250 update_turn_face (op); /* A bolt *must* be IS_TURNABLE */ 239 update_turn_face (op); /* A bolt *must* be IS_TURNABLE */
251 return; 240 return;
252 } 241 }
253 else 242 else
254 { /* Create a copy of this object and put it ahead */ 243 { /* Create a copy of this object and put it ahead */
255 tmp = get_object (); 244 object *tmp = op->clone ();
256 copy_object (op, tmp); 245
246 m->insert (tmp, x, y, op);
257 tmp->speed_left = -0.1; 247 tmp->speed_left = -0.1f;
258 tmp->x += DIRX (tmp), tmp->y += DIRY (tmp);
259 tmp = insert_ob_in_map (tmp, op->map, op, 0);
260 /* To make up for the decrease at the top of the function */ 248 /* To make up for the decrease at the top of the function */
261 tmp->duration++; 249 tmp->duration++;
262 250
263 /* New forking code. Possibly create forks of this object 251 /* New forking code. Possibly create forks of this object
264 * going off in other directions. 252 * going off in other directions.
265 */ 253 */
266
267 if (rndm (0, 99) < tmp->stats.Dex) 254 if (tmp->stats.Dex && rndm (0, 99) < tmp->stats.Dex)
268 { /* stats.Dex % of forking */ 255 forklightning (op, tmp); /* stats.Dex % of forking */
269 forklightning (op, tmp); 256
270 }
271 /* 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
272 * doesn't create any bolts that continue to move onward. 258 * doesn't create any bolts that continue to move onward.
273 */ 259 */
274 op->range = 0; 260 op->range = 0;
275 } /* copy object and move it along */ 261 } /* copy object and move it along */
282 * we remove the magic flag - that can be derived from 268 * we remove the magic flag - that can be derived from
283 * spob->attacktype. 269 * spob->attacktype.
284 * This function sets up the appropriate owner and skill 270 * This function sets up the appropriate owner and skill
285 * pointers. 271 * pointers.
286 */ 272 */
287
288int 273int
289fire_bolt (object *op, object *caster, int dir, object *spob, object *skill) 274fire_bolt (object *op, object *caster, int dir, object *spob, object *skill)
290{ 275{
291 object *tmp = NULL; 276 object *tmp = NULL;
292 int mflags; 277 int mflags;
299 return 0; 284 return 0;
300 285
301 /* peterm: level dependency for bolts */ 286 /* peterm: level dependency for bolts */
302 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);
303 tmp->attacktype = spob->attacktype; 288 tmp->attacktype = spob->attacktype;
289
304 if (spob->slaying) 290 if (spob->slaying)
305 tmp->slaying = spob->slaying; 291 tmp->slaying = spob->slaying;
292
306 tmp->range = spob->range + SP_level_range_adjust (caster, spob); 293 tmp->range = spob->range + SP_level_range_adjust (caster, spob);
307 tmp->duration = spob->duration + SP_level_duration_adjust (caster, spob); 294 tmp->duration = spob->duration + SP_level_duration_adjust (caster, spob);
308 tmp->stats.Dex = spob->stats.Dex; 295 tmp->stats.Dex = spob->stats.Dex;
309 tmp->stats.Con = spob->stats.Con; 296 tmp->stats.Con = spob->stats.Con;
310 297
311 tmp->direction = dir; 298 tmp->direction = dir;
312 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) 299 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
313 SET_ANIMATION (tmp, dir); 300 SET_ANIMATION (tmp, dir);
314 301
315 set_owner (tmp, op); 302 tmp->set_owner (op);
316 set_spell_skill (op, caster, spob, tmp); 303 set_spell_skill (op, caster, spob, tmp);
317 304
318 tmp->x = op->x + DIRX (tmp); 305 tmp->x = op->x + DIRX (tmp);
319 tmp->y = op->y + DIRY (tmp); 306 tmp->y = op->y + DIRY (tmp);
320 tmp->map = op->map; 307 tmp->map = op->map;
321 308
309 maptile *newmap;
322 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);
323 if (mflags & P_OUT_OF_MAP) 311 if (mflags & P_OUT_OF_MAP)
324 { 312 {
325 free_object (tmp); 313 tmp->destroy_inv (true); // be explicit about dropping
314 tmp->destroy (true);
326 return 0; 315 return 0;
327 } 316 }
317
318 tmp->map = newmap;
319
328 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)))
329 { 321 {
330 if (!QUERY_FLAG (tmp, FLAG_REFLECTING)) 322 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
331 { 323 {
332 free_object (tmp); 324 tmp->destroy_inv (true); // be explicit about dropping
325 tmp->destroy (true);
333 return 0; 326 return 0;
334 } 327 }
328
335 tmp->x = op->x; 329 tmp->x = op->x;
336 tmp->y = op->y; 330 tmp->y = op->y;
337 tmp->direction = absdir (tmp->direction + 4); 331 tmp->direction = absdir (tmp->direction + 4);
338 tmp->map = op->map; 332 tmp->map = op->map;
339 } 333 }
340 if ((tmp = insert_ob_in_map (tmp, tmp->map, op, 0)) != NULL) 334
335 if ((tmp = tmp->insert_at (tmp, op)))
341 move_bolt (tmp); 336 move_bolt (tmp);
337
342 return 1; 338 return 1;
343} 339}
344
345
346 340
347/*************************************************************************** 341/***************************************************************************
348 * 342 *
349 * BULLET/BALL CODE 343 * BULLET/BALL CODE
350 * 344 *
351 ***************************************************************************/ 345 ***************************************************************************/
352 346
353/* expands an explosion. op is a piece of the 347/* expands an explosion. op is a piece of the
354 * explosion - this expans it in the different directions. 348 * explosion - this expands it in the different directions.
355 * At least that is what I think this does. 349 * At least that is what I think this does.
356 */ 350 */
357void 351void
358explosion (object *op) 352explosion (object *op)
359{ 353{
360 object *tmp;
361 mapstruct *m = op->map; 354 maptile *m = op->map;
362 int i; 355 int i;
363 356
364 if (--(op->duration) < 0) 357 if (--op->duration < 0)
365 {
366 remove_ob (op);
367 free_object (op);
368 return;
369 } 358 {
359 op->destroy (true);
360 return;
361 }
362
370 hit_map (op, 0, op->attacktype, 0); 363 hit_map (op, 0, op->attacktype, 0);
371 364
372 if (op->range > 0) 365 if (op->range > 0)
373 { 366 {
374 for (i = 1; i < 9; i++) 367 for (i = 1; i < 9; i++)
375 { 368 {
376 sint16 dx, dy; 369 sint16 dx, dy;
377 370
378 dx = op->x + freearr_x[i]; 371 dx = op->x + freearr_x[i];
379 dy = op->y + freearr_y[i]; 372 dy = op->y + freearr_y[i];
373
380 /* ok_to_put_more already does things like checks for walls, 374 /* ok_to_put_more already does things like checks for walls,
381 * out of map, etc. 375 * out of map, etc.
382 */ 376 */
383 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))
384 { 378 {
385 tmp = get_object (); 379 object *tmp = op->clone ();
386 copy_object (op, tmp); 380
387 tmp->state = 0; 381 tmp->state = 0;
388 tmp->speed_left = -0.21; 382 tmp->speed_left = -0.21f;
389 tmp->range--; 383 tmp->range--;
390 tmp->value = 0; 384 tmp->value = 0;
391 tmp->x = dx; 385
392 tmp->y = dy; 386 m->insert (tmp, dx, dy, op);
393 insert_ob_in_map (tmp, m, op, 0);
394 } 387 }
395 } 388 }
396 } 389 }
397} 390}
398
399 391
400/* Causes an object to explode, eg, a firebullet, 392/* Causes an object to explode, eg, a firebullet,
401 * poison cloud ball, etc. op is the object to 393 * poison cloud ball, etc. op is the object to
402 * explode. 394 * explode.
403 */ 395 */
404void 396void
405explode_bullet (object *op) 397explode_bullet (object *op)
406{ 398{
407 tag_t op_tag = op->count;
408 object *tmp, *owner; 399 object *tmp, *owner;
409 400
410 if (op->other_arch == NULL) 401 if (!op->other_arch)
411 { 402 {
412 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n"); 403 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n");
413 remove_ob (op); 404 op->destroy (true);
414 free_object (op);
415 return; 405 return;
416 } 406 }
417 407
418 if (op->env) 408 if (op->env)
419 { 409 {
420 object *env; 410 object *env = op->outer_env ();
421 411
422 env = object_get_env_recursive (op);
423 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))
424 { 413 {
425 LOG (llevError, "BUG: explode_bullet(): env out of map\n"); 414 LOG (llevError, "BUG: explode_bullet(): env out of map\n");
426 remove_ob (op); 415 op->destroy (true);
427 free_object (op);
428 return; 416 return;
429 } 417 }
430 remove_ob (op); 418
431 op->x = env->x; 419 op->insert_at (env, op, INS_NO_MERGE | INS_NO_WALK_ON);
432 op->y = env->y;
433 insert_ob_in_map (op, env->map, op, INS_NO_MERGE | INS_NO_WALK_ON);
434 } 420 }
435 else if (out_of_map (op->map, op->x, op->y)) 421 else if (out_of_map (op->map, op->x, op->y))
436 { 422 {
437 LOG (llevError, "BUG: explode_bullet(): op out of map\n"); 423 LOG (llevError, "BUG: explode_bullet(): op out of map\n");
438 remove_ob (op); 424 op->destroy (true);
439 free_object (op);
440 return; 425 return;
441 } 426 }
442 427
443 // 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
444 // 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
445 // bad at the moment that might happen from this. 430 // bad at the moment that might happen from this.
446 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)
447 { 432 {
448 remove_ob (op); 433 op->destroy (true);
449 free_object (op);
450 return; 434 return;
451 } 435 }
452 436
453 if (op->attacktype) 437 if (op->attacktype)
454 { 438 {
455 hit_map (op, 0, op->attacktype, 1); 439 hit_map (op, 0, op->attacktype, 1);
456 if (was_destroyed (op, op_tag)) 440
441 if (op->destroyed ())
457 return; 442 return;
458 } 443 }
459 444
460 /* other_arch contains what this explodes into */ 445 /* other_arch contains what this explodes into */
461 tmp = arch_to_object (op->other_arch); 446 tmp = arch_to_object (op->other_arch);
462 447
463 copy_owner (tmp, op); 448 tmp->set_owner (op);
464 tmp->skill = op->skill; 449 tmp->skill = op->skill;
465 450
466 owner = get_owner (op); 451 owner = op->owner;
467 452
468 if ((tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) && owner && !tailor_god_spell (tmp, owner)) 453 if ((tmp->attacktype & AT_HOLYWORD
469 { 454 || tmp->attacktype & AT_GODPOWER)
470 remove_ob (op); 455 && owner
471 free_object (op); 456 && !tailor_god_spell (tmp, owner))
472 return;
473 } 457 {
474 458 op->destroy (true);
475 tmp->x = op->x; 459 return;
476 tmp->y = op->y; 460 }
477 461
478 /* special for bombs - it actually has sane values for these */ 462 /* special for bombs - it actually has sane values for these */
479 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB) 463 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB)
480 { 464 {
481 tmp->attacktype = op->attacktype; 465 tmp->attacktype = op->attacktype;
485 } 469 }
486 else 470 else
487 { 471 {
488 if (op->attacktype & AT_MAGIC) 472 if (op->attacktype & AT_MAGIC)
489 tmp->attacktype |= AT_MAGIC; 473 tmp->attacktype |= AT_MAGIC;
474
490 /* Spell doc describes what is going on here */ 475 /* Spell doc describes what is going on here */
491 tmp->stats.dam = op->dam_modifier; 476 tmp->stats.dam = op->dam_modifier;
492 tmp->range = op->stats.maxhp; 477 tmp->range = op->stats.maxhp;
493 tmp->duration = op->stats.hp; 478 tmp->duration = op->stats.hp;
494 /* 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 -
502 tmp->stats.sp = op->direction; 487 tmp->stats.sp = op->direction;
503 488
504 /* Prevent recursion */ 489 /* Prevent recursion */
505 op->move_on = 0; 490 op->move_on = 0;
506 491
507 insert_ob_in_map (tmp, op->map, op, 0); 492 tmp->insert_at (op, op);
493 tmp->play_sound (tmp->sound);
494
508 /* remove the firebullet */ 495 /* remove the firebullet */
509 if (!was_destroyed (op, op_tag)) 496 op->destroy (true);
510 {
511 remove_ob (op);
512 free_object (op);
513 }
514} 497}
515
516
517 498
518/* 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
519 * (eg, explode, damage player, etc) 500 * (eg, explode, damage player, etc)
520 */ 501 */
521
522void 502void
523check_bullet (object *op) 503check_bullet (object *op)
524{ 504{
525 tag_t op_tag = op->count, tmp_tag;
526 object *tmp; 505 object *tmp;
527 int dam, mflags; 506 int dam, mflags;
528 mapstruct *m; 507 maptile *m;
529 sint16 sx, sy; 508 sint16 sx, sy;
530 509
531 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);
532 511
533 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)))
542 521
543 /* 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 */
544 if (!(mflags & P_IS_ALIVE)) 523 if (!(mflags & P_IS_ALIVE))
545 return; 524 return;
546 525
547 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)
548 { 527 {
549 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 528 if (QUERY_FLAG (tmp, FLAG_ALIVE))
550 { 529 {
551 tmp_tag = tmp->count;
552 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
553 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)
554 { 534 {
555 if (!QUERY_FLAG (op, FLAG_REMOVED)) 535 if (!QUERY_FLAG (op, FLAG_REMOVED))
556 { 536 {
557 remove_ob (op); 537 op->destroy (true);
558 free_object (op);
559 return; 538 return;
560 } 539 }
561 } 540 }
562 } 541 }
563 } 542 }
564} 543}
565
566 544
567/* Basically, we move 'op' one square, and if it hits something, 545/* Basically, we move 'op' one square, and if it hits something,
568 * call check_bullet. 546 * call check_bullet.
569 * This function is only applicable to bullets, but not to all 547 * This function is only applicable to bullets, but not to all
570 * fired arches (eg, bolts). 548 * fired arches (eg, bolts).
571 */ 549 */
572
573void 550void
574move_bullet (object *op) 551move_bullet (object *op)
575{ 552{
576 sint16 new_x, new_y; 553 sint16 new_x, new_y;
577 int mflags; 554 int mflags;
578 mapstruct *m; 555 maptile *m;
579 556
580#if 0 557#if 0
581 /* We need a better general purpose way to do this */ 558 /* We need a better general purpose way to do this */
582 559
583 /* peterm: added to make comet leave a trail of burnouts 560 /* peterm: added to make comet leave a trail of burnouts
584 it's an unadulterated hack, but the effect is cool. */ 561 it's an unadulterated hack, but the effect is cool. */
585 if (op->stats.sp == SP_METEOR) 562 if (op->stats.sp == SP_METEOR)
586 { 563 {
587 replace_insert_ob_in_map ("fire_trail", op); 564 replace_insert_ob_in_map ("fire_trail", op);
588 if (was_destroyed (op, op_tag)) 565 if (op->destroyed ())
589 return; 566 return;
590 } /* end addition. */ 567 } /* end addition. */
591#endif 568#endif
592 569
593 /* Reached the end of its life - remove it */ 570 /* Reached the end of its life - remove it */
594 if (--op->range <= 0) 571 if (--op->range <= 0)
595 { 572 {
596 if (op->other_arch) 573 if (op->other_arch)
597 {
598 explode_bullet (op); 574 explode_bullet (op);
599 }
600 else 575 else
601 { 576 op->destroy (true);
602 remove_ob (op); 577
603 free_object (op);
604 }
605 return; 578 return;
606 } 579 }
607 580
608 new_x = op->x + DIRX (op); 581 new_x = op->x + DIRX (op);
609 new_y = op->y + DIRY (op); 582 new_y = op->y + DIRY (op);
610 m = op->map; 583 m = op->map;
611 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);
612 585
613 if (mflags & P_OUT_OF_MAP) 586 if (mflags & P_OUT_OF_MAP)
614 { 587 {
615 remove_ob (op); 588 op->destroy (true);
616 free_object (op);
617 return; 589 return;
618 } 590 }
619 591
620 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)))
621 { 593 {
622 if (op->other_arch) 594 if (op->other_arch)
623 {
624 explode_bullet (op); 595 explode_bullet (op);
625 }
626 else 596 else
627 { 597 op->destroy (true);
628 remove_ob (op);
629 free_object (op);
630 }
631 return;
632 }
633 598
634 remove_ob (op); 599 return;
635 op->x = new_x; 600 }
636 op->y = new_y; 601
637 if ((op = insert_ob_in_map (op, m, op, 0)) == NULL) 602 if (!(op = m->insert (op, new_x, new_y, op)))
638 return; 603 return;
639 604
640 if (reflwall (op->map, op->x, op->y, op)) 605 if (reflwall (op->map, op->x, op->y, op))
641 { 606 {
642 op->direction = absdir (op->direction + 4); 607 op->direction = absdir (op->direction + 4);
643 update_turn_face (op); 608 update_turn_face (op);
644 } 609 }
645 else 610 else
646 {
647 check_bullet (op); 611 check_bullet (op);
648 }
649} 612}
650
651
652
653 613
654/* fire_bullet 614/* fire_bullet
655 * object op (cast from caster) files a bolt in dir. 615 * object op (cast from caster) files a bolt in dir.
656 * spob is the spell object for the bolt. 616 * spob is the spell object for the bolt.
657 * we remove the magic flag - that can be derived from 617 * we remove the magic flag - that can be derived from
658 * spob->attacktype. 618 * spob->attacktype.
659 * This function sets up the appropriate owner and skill 619 * This function sets up the appropriate owner and skill
660 * pointers. 620 * pointers.
661 */ 621 */
662
663int 622int
664fire_bullet (object *op, object *caster, int dir, object *spob) 623fire_bullet (object *op, object *caster, int dir, object *spob)
665{ 624{
666 object *tmp = NULL; 625 object *tmp = NULL;
667 int mflags; 626 int mflags;
668 627
669 if (!spob->other_arch) 628 if (!spob->other_arch)
670 return 0; 629 return 0;
671 630
672 tmp = arch_to_object (spob->other_arch); 631 tmp = spob->other_arch->instance ();
673 if (tmp == NULL) 632 if (!tmp)
674 return 0; 633 return 0;
675 634
676 /* peterm: level dependency for bolts */ 635 /* peterm: level dependency for bolts */
677 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);
678 tmp->attacktype = spob->attacktype; 637 tmp->attacktype = spob->attacktype;
679 if (spob->slaying) 638 if (spob->slaying)
680 tmp->slaying = spob->slaying; 639 tmp->slaying = spob->slaying;
681 640
688 647
689 tmp->direction = dir; 648 tmp->direction = dir;
690 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) 649 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
691 SET_ANIMATION (tmp, dir); 650 SET_ANIMATION (tmp, dir);
692 651
693 set_owner (tmp, op); 652 tmp->set_owner (op);
694 set_spell_skill (op, caster, spob, tmp); 653 set_spell_skill (op, caster, spob, tmp);
695 654
696 tmp->x = op->x + freearr_x[dir]; 655 tmp->x = op->x + freearr_x[dir];
697 tmp->y = op->y + freearr_y[dir]; 656 tmp->y = op->y + freearr_y[dir];
698 tmp->map = op->map; 657 tmp->map = op->map;
699 658
659 maptile *newmap;
700 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);
701 if (mflags & P_OUT_OF_MAP) 661 if (mflags & P_OUT_OF_MAP)
702 { 662 {
703 free_object (tmp); 663 tmp->destroy (true);
704 return 0; 664 return 0;
705 } 665 }
666
667 tmp->map = newmap;
668
706 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)))
707 { 670 {
708 if (!QUERY_FLAG (tmp, FLAG_REFLECTING)) 671 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
709 { 672 {
710 free_object (tmp); 673 tmp->destroy (true);
711 return 0; 674 return 0;
712 } 675 }
676
713 tmp->x = op->x; 677 tmp->x = op->x;
714 tmp->y = op->y; 678 tmp->y = op->y;
715 tmp->direction = absdir (tmp->direction + 4); 679 tmp->direction = absdir (tmp->direction + 4);
716 tmp->map = op->map; 680 tmp->map = op->map;
717 } 681 }
718 if ((tmp = insert_ob_in_map (tmp, tmp->map, op, 0)) != NULL) 682
719 { 683 if ((tmp = tmp->insert_at (tmp, op)))
720 check_bullet (tmp); 684 check_bullet (tmp);
721 } 685
722 return 1; 686 return 1;
723} 687}
724
725
726
727 688
728/***************************************************************************** 689/*****************************************************************************
729 * 690 *
730 * CONE RELATED FUNCTIONS 691 * CONE RELATED FUNCTIONS
731 * 692 *
732 *****************************************************************************/ 693 *****************************************************************************/
733 694
734
735/* 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" */
736void 696void
737cone_drop (object *op) 697cone_drop (object *op)
738{ 698{
739 object *new_ob = arch_to_object (op->other_arch); 699 object *new_ob = arch_to_object (op->other_arch);
740 700
741 new_ob->x = op->x;
742 new_ob->y = op->y;
743 new_ob->level = op->level; 701 new_ob->level = op->level;
744 set_owner (new_ob, op->owner); 702 new_ob->set_owner (op->owner);
745 703
746 /* preserve skill ownership */ 704 /* preserve skill ownership */
747 if (op->skill && op->skill != new_ob->skill) 705 if (op->skill && op->skill != new_ob->skill)
748 {
749 new_ob->skill = op->skill; 706 new_ob->skill = op->skill;
750 }
751 insert_ob_in_map (new_ob, op->map, op, 0);
752 707
708 new_ob->insert_at (op, op);
753} 709}
754 710
755/* 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 */
756 712
757void 713void
758move_cone (object *op) 714move_cone (object *op)
759{ 715{
760 int i;
761 tag_t tag;
762
763 /* 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 */
764 if (!op->map) 717 if (!op->map)
765 { 718 {
766 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");
767 op->speed = 0; 720 op->set_speed (0);
768 update_ob_speed (op);
769 return; 721 return;
770 } 722 }
771 723
772 /* lava saves it's life, but not yours :) */ 724 /* lava saves it's life, but not yours :) */
773 if (QUERY_FLAG (op, FLAG_LIFESAVE)) 725 if (QUERY_FLAG (op, FLAG_LIFESAVE))
779#if 0 731#if 0
780 /* Disable this - enabling it makes monsters easier, as 732 /* Disable this - enabling it makes monsters easier, as
781 * when their cone dies when they die. 733 * when their cone dies when they die.
782 */ 734 */
783 /* If no owner left, the spell dies out. */ 735 /* If no owner left, the spell dies out. */
784 if (get_owner (op) == NULL) 736 if (op->owner == NULL)
785 { 737 {
786 remove_ob (op); 738 op->destroy (true);
787 free_object (op);
788 return; 739 return;
789 } 740 }
790#endif 741#endif
791 742
792 tag = op->count;
793 hit_map (op, 0, op->attacktype, 0); 743 hit_map (op, 0, op->attacktype, 0);
794 744
795 /* Check to see if we should push anything. 745 /* Check to see if we should push anything.
796 * Spell objects with weight push whatever they encounter to some 746 * Spell objects with weight push whatever they encounter to some
797 * degree. 747 * degree.
798 */ 748 */
799 if (op->weight) 749 if (op->weight)
800 check_spell_knockback (op); 750 check_spell_knockback (op);
801 751
802 if (was_destroyed (op, tag)) 752 if (op->destroyed ())
803 return; 753 return;
804 754
805 if ((op->duration--) < 0) 755 if (op->duration-- < 0)
806 { 756 {
807 remove_ob (op); 757 op->destroy (true);
808 free_object (op);
809 return; 758 return;
810 } 759 }
811 /* Object has hit maximum range, so don't have it move 760 /* Object has hit maximum range, so don't have it move
812 * any further. When the duration above expires, 761 * any further. When the duration above expires,
813 * then the object will get removed. 762 * then the object will get removed.
816 { 765 {
817 op->range = 0; /* just so it doesn't wrap */ 766 op->range = 0; /* just so it doesn't wrap */
818 return; 767 return;
819 } 768 }
820 769
821 for (i = -1; i < 2; i++) 770 for (int i = -1; i <= 1; i++)
822 { 771 {
823 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)];
824 773
825 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))
826 { 775 {
827 object *tmp = get_object (); 776 object *tmp = op->clone ();
828
829 copy_object (op, tmp);
830 tmp->x = x;
831 tmp->y = y;
832 777
833 tmp->duration = op->duration + 1; 778 tmp->duration = op->duration + 1;
834 779
835 /* Use for spell tracking - see ok_to_put_more() */ 780 /* Use for spell tracking - see ok_to_put_more() */
836 tmp->stats.maxhp = op->stats.maxhp; 781 tmp->stats.maxhp = op->stats.maxhp;
837 insert_ob_in_map (tmp, op->map, op, 0); 782
783 op->map->insert (tmp, x, y, op);
784
838 if (tmp->other_arch) 785 if (tmp->other_arch)
839 cone_drop (tmp); 786 cone_drop (tmp);
840 } 787 }
841 } 788 }
842} 789}
852int 799int
853cast_cone (object *op, object *caster, int dir, object *spell) 800cast_cone (object *op, object *caster, int dir, object *spell)
854{ 801{
855 object *tmp; 802 object *tmp;
856 int i, success = 0, range_min = -1, range_max = 1; 803 int i, success = 0, range_min = -1, range_max = 1;
857 mapstruct *m; 804 maptile *m;
858 sint16 sx, sy; 805 sint16 sx, sy;
859 MoveType movetype; 806 MoveType movetype;
860 807
861 if (!spell->other_arch) 808 if (!spell->other_arch)
862 return 0; 809 return 0;
875 822
876 /* 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
877 * 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
878 * insert it into is blocked. 825 * insert it into is blocked.
879 */ 826 */
880 movetype = spell->other_arch->clone.move_type; 827 movetype = spell->other_arch->move_type;
881 828
882 for (i = range_min; i <= range_max; i++) 829 for (i = range_min; i <= range_max; i++)
883 { 830 {
884 sint16 x, y, d; 831 sint16 x, y, d;
885 832
918 if ((movetype & GET_MAP_MOVE_BLOCK (m, sx, sy)) == movetype) 865 if ((movetype & GET_MAP_MOVE_BLOCK (m, sx, sy)) == movetype)
919 continue; 866 continue;
920 867
921 success = 1; 868 success = 1;
922 tmp = arch_to_object (spell->other_arch); 869 tmp = arch_to_object (spell->other_arch);
923 set_owner (tmp, op); 870 tmp->set_owner (op);
924 set_spell_skill (op, caster, spell, tmp); 871 set_spell_skill (op, caster, spell, tmp);
925 tmp->level = caster_level (caster, spell); 872 tmp->level = casting_level (caster, spell);
926 tmp->x = sx;
927 tmp->y = sy;
928 tmp->attacktype = spell->attacktype; 873 tmp->attacktype = spell->attacktype;
929 874
930 /* holy word stuff */ 875 /* holy word stuff */
931 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER)) 876 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER))
932 if (!tailor_god_spell (tmp, op)) 877 if (!tailor_god_spell (tmp, op))
966 else 911 else
967 tmp->duration += caster->level / 3; 912 tmp->duration += caster->level / 3;
968 } 913 }
969 914
970 if (!(tmp->move_type & MOVE_FLY_LOW)) 915 if (!(tmp->move_type & MOVE_FLY_LOW))
971 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);
972 917
973 if (!tmp->move_on && tmp->stats.dam) 918 if (!tmp->move_on && tmp->stats.dam)
974 {
975 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);
976 }
977 920
978 insert_ob_in_map (tmp, m, op, 0); 921 m->insert (tmp, sx, sy, op);
979 922
980 /* 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
981 * a single space too many times. 924 * a single space too many times.
982 */ 925 */
983 tmp->stats.maxhp = tmp->count; 926 tmp->stats.maxhp = tmp->count;
993 * 936 *
994 * BOMB related code 937 * BOMB related code
995 * 938 *
996 ****************************************************************************/ 939 ****************************************************************************/
997 940
998
999/* This handles an exploding bomb. 941/* This handles an exploding bomb.
1000 * op is the original bomb object. 942 * op is the original bomb object.
1001 */ 943 */
1002void 944void
1003animate_bomb (object *op) 945animate_bomb (object *op)
1004{ 946{
1005 int i;
1006 object *env, *tmp;
1007 archetype *at;
1008
1009 if (op->state != NUM_ANIMATIONS (op) - 1) 947 if (op->state != NUM_ANIMATIONS (op) - 1)
1010 return; 948 return;
1011 949
1012 env = object_get_env_recursive (op); 950 object *env = op->outer_env ();
1013 951
1014 if (op->env) 952 if (op->env)
1015 { 953 {
1016 if (env->map == NULL) 954 if (env->map == NULL)
1017 return; 955 return;
1018 956
1019 if (env->type == PLAYER) 957 if (!(op = op->insert_at (env, op)))
1020 esrv_del_item (env->contr, op->count);
1021
1022 remove_ob (op);
1023 op->x = env->x;
1024 op->y = env->y;
1025 if ((op = insert_ob_in_map (op, env->map, op, 0)) == NULL)
1026 return; 958 return;
1027 } 959 }
1028 960
1029 // 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
1030 // 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
1031 // as bombs can be carried. 963 // as bombs can be carried.
1032 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)
1033 { 965 {
1034 remove_ob (op); 966 op->destroy (true);
1035 free_object (op);
1036 return; 967 return;
1037 } 968 }
1038 969
1039 /* This copies a lot of the code from the fire bullet, 970 /* This copies a lot of the code from the fire bullet,
1040 * but using the cast_bullet isn't really feasible, 971 * but using the cast_bullet isn't really feasible,
1041 * so just set up the appropriate values. 972 * so just set up the appropriate values.
1042 */ 973 */
1043 at = archetype::find (SPLINT); 974 if (archetype *at = archetype::find (SPLINT))
1044 if (at)
1045 { 975 {
1046 for (i = 1; i < 9; i++) 976 for (int i = 1; i < 9; i++)
1047 { 977 {
1048 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]))
1049 continue; 979 continue;
980
1050 tmp = arch_to_object (at); 981 object *tmp = arch_to_object (at);
1051 tmp->direction = i; 982 tmp->direction = i;
1052 tmp->range = op->range; 983 tmp->range = op->range;
1053 tmp->stats.dam = op->stats.dam; 984 tmp->stats.dam = op->stats.dam;
1054 tmp->duration = op->duration; 985 tmp->duration = op->duration;
1055 tmp->attacktype = op->attacktype; 986 tmp->attacktype = op->attacktype;
1056 copy_owner (tmp, op); 987 tmp->set_owner (op);
1057 if (op->skill && op->skill != tmp->skill) 988 if (op->skill && op->skill != tmp->skill)
1058 {
1059 tmp->skill = op->skill; 989 tmp->skill = op->skill;
1060 } 990
1061 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) 991 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
1062 SET_ANIMATION (tmp, i); 992 SET_ANIMATION (tmp, i);
1063 tmp->x = op->x + freearr_x[i]; 993
1064 tmp->y = op->y + freearr_x[i]; 994 op->map->insert (tmp, op->x + freearr_x[i], op->y + freearr_x[i], op);
1065 insert_ob_in_map (tmp, op->map, op, 0);
1066 move_bullet (tmp); 995 move_bullet (tmp);
1067 } 996 }
1068 } 997 }
1069 998
1070 explode_bullet (op); 999 explode_bullet (op);
1071} 1000}
1072 1001
1073int 1002int
1074create_bomb (object *op, object *caster, int dir, object *spell) 1003create_bomb (object *op, object *caster, int dir, object *spell)
1075{ 1004{
1076
1077 object *tmp; 1005 object *tmp;
1078 int mflags; 1006 int mflags;
1079 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];
1080 mapstruct *m; 1008 maptile *m;
1081 1009
1082 mflags = get_map_flags (op->map, &m, dx, dy, &dx, &dy); 1010 mflags = get_map_flags (op->map, &m, dx, dy, &dx, &dy);
1083 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))
1084 { 1012 {
1085 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.");
1086 return 0; 1014 return 0;
1087 } 1015 }
1016
1088 tmp = arch_to_object (spell->other_arch); 1017 tmp = arch_to_object (spell->other_arch);
1089 1018
1090 /* level dependencies for bomb */ 1019 /* level dependencies for bomb */
1091 tmp->range = spell->range + SP_level_range_adjust (caster, spell); 1020 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
1092 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);
1093 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell); 1022 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
1094 tmp->attacktype = spell->attacktype; 1023 tmp->attacktype = spell->attacktype;
1095 1024
1096 set_owner (tmp, op); 1025 tmp->set_owner (op);
1097 set_spell_skill (op, caster, spell, tmp); 1026 set_spell_skill (op, caster, spell, tmp);
1098 tmp->x = dx; 1027
1099 tmp->y = dy; 1028 m->insert (tmp, dx, dy, op);
1100 insert_ob_in_map (tmp, m, op, 0);
1101 return 1; 1029 return 1;
1102} 1030}
1103 1031
1104/**************************************************************************** 1032/****************************************************************************
1105 * 1033 *
1114 * dir is the direction to look in. 1042 * dir is the direction to look in.
1115 * range is how far out to look. 1043 * range is how far out to look.
1116 * 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.
1117 * this info is used for blocked magic/unholy spaces. 1045 * this info is used for blocked magic/unholy spaces.
1118 */ 1046 */
1119
1120object * 1047object *
1121get_pointed_target (object *op, int dir, int range, int type) 1048get_pointed_target (object *op, int dir, int range, int type)
1122{ 1049{
1123 object *target; 1050 object *target;
1124 sint16 x, y; 1051 sint16 x, y;
1125 int dist, mflags; 1052 int dist, mflags;
1126 mapstruct *mp; 1053 maptile *mp;
1127 1054
1128 if (dir == 0) 1055 if (dir == 0)
1129 return NULL; 1056 return NULL;
1130 1057
1131 for (dist = 1; dist < range; dist++) 1058 for (dist = 1; dist < range; dist++)
1143 return NULL; 1070 return NULL;
1144 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW) 1071 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW)
1145 return NULL; 1072 return NULL;
1146 1073
1147 if (mflags & P_IS_ALIVE) 1074 if (mflags & P_IS_ALIVE)
1148 {
1149 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)
1150 { 1076 if (QUERY_FLAG (target, FLAG_MONSTER))
1151 if (QUERY_FLAG (target->head ? target->head : target, FLAG_MONSTER))
1152 {
1153 return target; 1077 return target;
1154 }
1155 }
1156 }
1157 } 1078 }
1079
1158 return NULL; 1080 return NULL;
1159} 1081}
1160
1161 1082
1162/* cast_smite_arch() - the priest points to a creature and causes 1083/* cast_smite_arch() - the priest points to a creature and causes
1163 * a 'godly curse' to decend. 1084 * a 'godly curse' to decend.
1164 * usual params - 1085 * usual params -
1165 * op = player 1086 * op = player
1166 * caster = object casting the spell. 1087 * caster = object casting the spell.
1167 * dir = direction being cast 1088 * dir = direction being cast
1168 * spell = spell object 1089 * spell = spell object
1169 */ 1090 */
1170
1171int 1091int
1172cast_smite_spell (object *op, object *caster, int dir, object *spell) 1092cast_smite_spell (object *op, object *caster, int dir, object *spell)
1173{ 1093{
1174 object *effect, *target; 1094 object *effect, *target;
1175 object *god = find_god (determine_god (op)); 1095 object *god = find_god (determine_god (op));
1199 effect = arch_to_object (spell->other_arch); 1119 effect = arch_to_object (spell->other_arch);
1200 else 1120 else
1201 return 0; 1121 return 0;
1202 1122
1203 /* tailor the effect by priest level and worshipped God */ 1123 /* tailor the effect by priest level and worshipped God */
1204 effect->level = caster_level (caster, spell); 1124 effect->level = casting_level (caster, spell);
1205 effect->attacktype = spell->attacktype; 1125 effect->attacktype = spell->attacktype;
1206 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER)) 1126 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER))
1207 { 1127 {
1208 if (tailor_god_spell (effect, op)) 1128 if (tailor_god_spell (effect, op))
1209 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));
1221 if (effect->attacktype & AT_DEATH) 1141 if (effect->attacktype & AT_DEATH)
1222 { 1142 {
1223 effect->level = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1143 effect->level = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1224 1144
1225 /* casting death spells at undead isn't a good thing */ 1145 /* casting death spells at undead isn't a good thing */
1226 if QUERY_FLAG
1227 (target, FLAG_UNDEAD) 1146 if (QUERY_FLAG (target, FLAG_UNDEAD))
1228 { 1147 {
1229 if (random_roll (0, 2, op, PREFER_LOW)) 1148 if (random_roll (0, 2, op, PREFER_LOW))
1230 { 1149 {
1231 new_draw_info (NDI_UNIQUE, 0, op, "Idiot! Your spell boomerangs!"); 1150 new_draw_info (NDI_UNIQUE, 0, op, "Idiot! Your spell boomerangs!");
1232 effect->x = op->x; 1151 effect->x = op->x;
1234 } 1153 }
1235 else 1154 else
1236 { 1155 {
1237 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));
1238 target->stats.hp = target->stats.maxhp * 2; 1157 target->stats.hp = target->stats.maxhp * 2;
1239 free_object (effect); 1158 effect->destroy (true);
1240 return 0; 1159 return 0;
1241 } 1160 }
1242 } 1161 }
1243 } 1162 }
1244 else 1163 else
1245 { 1164 {
1246 /* how much woe to inflict :) */ 1165 /* how much woe to inflict :) */
1247 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);
1248 } 1167 }
1249 1168
1250 set_owner (effect, op); 1169 effect->set_owner (op);
1251 set_spell_skill (op, caster, spell, effect); 1170 set_spell_skill (op, caster, spell, effect);
1252 1171
1253 /* ok, tell it where to be, and insert! */ 1172 /* ok, tell it where to be, and insert! */
1254 effect->x = target->x; 1173 effect->insert_at (target, op);
1255 effect->y = target->y;
1256 insert_ob_in_map (effect, target->map, op, 0);
1257 1174
1258 return 1; 1175 return 1;
1259} 1176}
1260
1261 1177
1262/**************************************************************************** 1178/****************************************************************************
1263 * 1179 *
1264 * MAGIC MISSILE code. 1180 * MAGIC MISSILE code.
1265 * 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
1268 1184
1269/* op is a missile that needs to be moved */ 1185/* op is a missile that needs to be moved */
1270void 1186void
1271move_missile (object *op) 1187move_missile (object *op)
1272{ 1188{
1273 int i, mflags;
1274 object *owner;
1275 sint16 new_x, new_y;
1276 mapstruct *m;
1277
1278 if (op->range-- <= 0) 1189 if (op->range-- <= 0)
1279 { 1190 {
1280 remove_ob (op); 1191 op->destroy_inv (true); // be explicit about dropping
1281 free_object (op); 1192 op->destroy (true);
1282 return; 1193 return;
1283 }
1284
1285 owner = get_owner (op);
1286#if 0
1287 /* It'd make things nastier if this wasn't here - spells cast by
1288 * monster that are then killed would continue to survive
1289 */
1290 if (owner == NULL)
1291 { 1194 }
1292 remove_ob (op); 1195
1293 free_object (op); 1196 mapxy pos (op);
1294 return; 1197 pos.move (op->direction);
1198
1199 if (!pos.normalise ())
1295 } 1200 {
1296#endif 1201 op->destroy (true);
1297 1202 return;
1298 new_x = op->x + DIRX (op);
1299 new_y = op->y + DIRY (op);
1300
1301 mflags = get_map_flags (op->map, &m, new_x, new_y, &new_x, &new_y);
1302
1303 if (!(mflags & P_OUT_OF_MAP) && ((mflags & P_IS_ALIVE) || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y))))
1304 { 1203 }
1305 tag_t tag = op->count;
1306 1204
1205 mapspace &ms = pos.ms ();
1206
1207 if (ms.flags () & P_IS_ALIVE || ms.blocks (op))
1208 {
1307 hit_map (op, op->direction, AT_MAGIC, 1); 1209 hit_map (op, op->direction, AT_MAGIC, 1);
1308 /* Basically, missile only hits one thing then goes away. 1210 /* Basically, missile only hits one thing then goes away.
1309 * 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.
1310 */ 1212 */
1311 if (!was_destroyed (op, tag)) 1213 op->destroy (true);
1312 {
1313 remove_ob (op);
1314 free_object (op);
1315 }
1316 return; 1214 return;
1317 }
1318
1319 remove_ob (op);
1320 if (!op->direction || (mflags & P_OUT_OF_MAP))
1321 { 1215 }
1322 free_object (op); 1216
1323 return; 1217 if (!op->direction)
1324 } 1218 {
1325 op->x = new_x; 1219 op->destroy (true);
1326 op->y = new_y; 1220 return;
1327 op->map = m; 1221 }
1328 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);
1329 if (i > 0 && i != op->direction) 1224 if (i > 0 && i != op->direction)
1330 { 1225 {
1331 op->direction = i; 1226 op->direction = i;
1332 SET_ANIMATION (op, op->direction); 1227 SET_ANIMATION (op, op->direction);
1333 } 1228 }
1334 insert_ob_in_map (op, op->map, op, 0); 1229
1230 pos.insert (op, op);
1335} 1231}
1336 1232
1337/**************************************************************************** 1233/****************************************************************************
1338 * Destruction 1234 * Destruction
1339 ****************************************************************************/ 1235 ****************************************************************************/
1342 * 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
1343 * object. if time is 0, the object glows permanently. To truely 1239 * object. if time is 0, the object glows permanently. To truely
1344 * make this work for non-living objects, we would have to 1240 * make this work for non-living objects, we would have to
1345 * give them the capability to have an inventory. b.t. 1241 * give them the capability to have an inventory. b.t.
1346 */ 1242 */
1347
1348int 1243int
1349make_object_glow (object *op, int radius, int time) 1244make_object_glow (object *op, int radius, int time)
1350{ 1245{
1351 object *tmp;
1352
1353 /* some things are unaffected... */ 1246 /* some things are unaffected... */
1354 if (op->path_denied & PATH_LIGHT) 1247 if (op->path_denied & PATH_LIGHT)
1355 return 0; 1248 return 0;
1356 1249
1357 tmp = get_archetype (FORCE_NAME); 1250 object *tmp = get_archetype (FORCE_NAME);
1358 tmp->speed = 0.01; 1251 tmp->speed = 0.01;
1359 tmp->stats.food = time; 1252 tmp->stats.food = time;
1360 SET_FLAG (tmp, FLAG_IS_USED_UP); 1253 SET_FLAG (tmp, FLAG_IS_USED_UP);
1361 tmp->glow_radius = radius; 1254 tmp->glow_radius = radius;
1362 if (tmp->glow_radius > MAX_LIGHT_RADII) 1255 if (tmp->glow_radius > MAX_LIGHT_RADII)
1363 tmp->glow_radius = MAX_LIGHT_RADII; 1256 tmp->glow_radius = MAX_LIGHT_RADII;
1364 1257
1365 tmp->x = op->x;
1366 tmp->y = op->y;
1367 if (tmp->speed < MIN_ACTIVE_SPEED)
1368 tmp->speed = MIN_ACTIVE_SPEED; /* safety */
1369 tmp = insert_ob_in_ob (tmp, op); 1258 tmp = insert_ob_in_ob (tmp, op);
1259
1370 if (tmp->glow_radius > op->glow_radius) 1260 if (tmp->glow_radius > op->glow_radius)
1371 op->glow_radius = tmp->glow_radius; 1261 op->glow_radius = tmp->glow_radius;
1372 1262
1373 if (!tmp->env || op != tmp->env)
1374 {
1375 LOG (llevError, "make_object_glow() failed to insert glowing force in %s\n", &op->name);
1376 return 0;
1377 }
1378 return 1; 1263 return 1;
1379} 1264}
1380
1381
1382
1383 1265
1384int 1266int
1385cast_destruction (object *op, object *caster, object *spell_ob) 1267cast_destruction (object *op, object *caster, object *spell_ob)
1386{ 1268{
1387 int i, j, range, mflags, friendly = 0, dam, dur; 1269 int i, j, range, mflags, friendly = 0, dam, dur;
1388 sint16 sx, sy; 1270 sint16 sx, sy;
1389 mapstruct *m; 1271 maptile *m;
1390 object *tmp; 1272 object *tmp;
1391 const char *skill; 1273 const char *skill;
1392 1274
1393 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob); 1275 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
1394 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);
1408 else if (caster->skill) 1290 else if (caster->skill)
1409 op->skill = caster->skill; 1291 op->skill = caster->skill;
1410 else 1292 else
1411 op->skill = NULL; 1293 op->skill = NULL;
1412 1294
1413 change_skill (op, find_skill_by_name (op, op->skill), 1); 1295 op->change_skill (find_skill_by_name (op, op->skill));
1414 1296
1415 for (i = -range; i < range; i++) 1297 for (i = -range; i <= range; i++)
1416 { 1298 {
1417 for (j = -range; j < range; j++) 1299 for (j = -range; j <= range; j++)
1418 { 1300 {
1419 m = op->map; 1301 m = op->map;
1420 sx = op->x + i; 1302 sx = op->x + i;
1421 sy = op->y + j; 1303 sy = op->y + j;
1304
1422 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy); 1305 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
1423 if (mflags & P_OUT_OF_MAP) 1306 if (mflags & P_OUT_OF_MAP)
1424 continue; 1307 continue;
1308
1425 if (mflags & P_IS_ALIVE) 1309 if (mflags & P_IS_ALIVE)
1426 { 1310 {
1427 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)
1428 {
1429 if (QUERY_FLAG (tmp, FLAG_ALIVE) || tmp->type == PLAYER) 1312 if (QUERY_FLAG (tmp, FLAG_ALIVE) || tmp->type == PLAYER)
1430 break; 1313 break;
1431 } 1314
1432 if (tmp) 1315 if (tmp)
1433 { 1316 {
1434 if (tmp->head) 1317 if (tmp->head)
1435 tmp = tmp->head; 1318 tmp = tmp->head;
1436 1319
1438 (!friendly && (QUERY_FLAG (tmp, FLAG_FRIENDLY) || tmp->type == PLAYER))) 1321 (!friendly && (QUERY_FLAG (tmp, FLAG_FRIENDLY) || tmp->type == PLAYER)))
1439 { 1322 {
1440 if (spell_ob->subtype == SP_DESTRUCTION) 1323 if (spell_ob->subtype == SP_DESTRUCTION)
1441 { 1324 {
1442 hit_player (tmp, dam, op, spell_ob->attacktype, 0); 1325 hit_player (tmp, dam, op, spell_ob->attacktype, 0);
1326
1443 if (spell_ob->other_arch) 1327 if (spell_ob->other_arch)
1444 {
1445 tmp = arch_to_object (spell_ob->other_arch); 1328 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op);
1446 tmp->x = sx;
1447 tmp->y = sy;
1448 insert_ob_in_map (tmp, m, op, 0);
1449 }
1450 } 1329 }
1451 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)
1452 { 1331 {
1453 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch) 1332 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch)
1454 {
1455 object *effect = arch_to_object (spell_ob->other_arch); 1333 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op);
1456
1457 effect->x = sx;
1458 effect->y = sy;
1459 insert_ob_in_map (effect, m, op, 0);
1460 }
1461 } 1334 }
1462 } 1335 }
1463 } 1336 }
1464 } 1337 }
1465 } 1338 }
1466 } 1339 }
1340
1467 op->skill = skill; 1341 op->skill = skill;
1468 return 1; 1342 return 1;
1469} 1343}
1470 1344
1471/*************************************************************************** 1345/***************************************************************************
1485 { 1359 {
1486 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.");
1487 return 0; 1361 return 0;
1488 } 1362 }
1489 1363
1364 tmp = tmp->head_ ();
1365
1490 /* 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. */
1491 for (force = tmp->inv; force != NULL; force = force->below) 1367 for (force = tmp->inv; force; force = force->below)
1492 { 1368 {
1493 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY) 1369 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY)
1494 { 1370 {
1495 if (force->name == spell_ob->name) 1371 if (force->name == spell_ob->name)
1496 { 1372 {
1502 return 0; 1378 return 0;
1503 } 1379 }
1504 } 1380 }
1505 } 1381 }
1506 1382
1507 if (force == NULL) 1383 if (!force)
1508 { 1384 {
1509 force = get_archetype (FORCE_NAME); 1385 force = get_archetype (FORCE_NAME);
1510 force->subtype = FORCE_CHANGE_ABILITY; 1386 force->subtype = FORCE_CHANGE_ABILITY;
1387
1511 if (spell_ob->race) 1388 if (spell_ob->race)
1512 force->name = spell_ob->race; 1389 force->name = spell_ob->race;
1513 else 1390 else
1514 force->name = spell_ob->name; 1391 force->name = spell_ob->name;
1515 1392
1525 { 1402 {
1526 force->duration = duration; 1403 force->duration = duration;
1527 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.");
1528 } 1405 }
1529 else 1406 else
1530 {
1531 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.");
1532 } 1408
1533 return 1; 1409 return 1;
1534 } 1410 }
1411
1535 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;
1536 force->speed = 1.0; 1413 force->speed = 1.f;
1537 force->speed_left = -1.0; 1414 force->speed_left = -1.f;
1538 SET_FLAG (force, FLAG_APPLIED); 1415 SET_FLAG (force, FLAG_APPLIED);
1539 1416
1540 if (god) 1417 if (god)
1541 { 1418 {
1542 if (spell_ob->last_grace) 1419 if (spell_ob->last_grace)
1555 force->stats.ac = spell_ob->stats.ac; 1432 force->stats.ac = spell_ob->stats.ac;
1556 force->stats.wc = spell_ob->stats.wc; 1433 force->stats.wc = spell_ob->stats.wc;
1557 1434
1558 change_abil (tmp, force); /* Mostly to display any messages */ 1435 change_abil (tmp, force); /* Mostly to display any messages */
1559 insert_ob_in_ob (force, tmp); 1436 insert_ob_in_ob (force, tmp);
1560 fix_player (tmp); 1437 tmp->update_stats ();
1561 return 1; 1438 return 1;
1562 1439
1563} 1440}
1564
1565 1441
1566/********************************************************************** 1442/**********************************************************************
1567 * mood change 1443 * mood change
1568 * 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
1569 * effects monsters, it seems best to put it into this file 1445 * effects monsters, it seems best to put it into this file
1576mood_change (object *op, object *caster, object *spell) 1452mood_change (object *op, object *caster, object *spell)
1577{ 1453{
1578 object *tmp, *god, *head; 1454 object *tmp, *god, *head;
1579 int done_one, range, mflags, level, at, best_at; 1455 int done_one, range, mflags, level, at, best_at;
1580 sint16 x, y, nx, ny; 1456 sint16 x, y, nx, ny;
1581 mapstruct *m; 1457 maptile *m;
1582 const char *race; 1458 const char *race;
1583 1459
1584 /* 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
1585 * doing it over and over again. 1461 * doing it over and over again.
1586 */ 1462 */
1587 god = find_god (determine_god (op)); 1463 god = find_god (determine_god (op));
1588 level = caster_level (caster, spell); 1464 level = casting_level (caster, spell);
1589 range = spell->range + SP_level_range_adjust (caster, spell); 1465 range = spell->range + SP_level_range_adjust (caster, spell);
1590 1466
1591 /* 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_...
1592 * 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
1593 * won't ever match anything. 1469 * won't ever match anything.
1599 else if (god && !strcmp (spell->race, "GOD_FRIEND")) 1475 else if (god && !strcmp (spell->race, "GOD_FRIEND"))
1600 race = god->race; 1476 race = god->race;
1601 else 1477 else
1602 race = spell->race; 1478 race = spell->race;
1603 1479
1604
1605 for (x = op->x - range; x <= op->x + range; x++) 1480 for (x = op->x - range; x <= op->x + range; x++)
1606 for (y = op->y - range; y <= op->y + range; y++) 1481 for (y = op->y - range; y <= op->y + range; y++)
1607 { 1482 {
1608
1609 done_one = 0; 1483 done_one = 0;
1610 m = op->map; 1484 m = op->map;
1611 nx = x; 1485 nx = x;
1612 ny = y; 1486 ny = y;
1613 mflags = get_map_flags (m, &m, x, y, &nx, &ny); 1487 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1616 1490
1617 /* 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 */
1618 if (!(mflags & P_IS_ALIVE)) 1492 if (!(mflags & P_IS_ALIVE))
1619 continue; 1493 continue;
1620 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
1621 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)
1622 if (QUERY_FLAG (tmp, FLAG_MONSTER)) 1501 if (QUERY_FLAG (tmp, FLAG_MONSTER))
1623 break; 1502 break;
1624 1503
1625 /* There can be living objects that are not monsters */ 1504 /* There can be living objects that are not monsters */
1626 if (!tmp || tmp->type == PLAYER) 1505 if (!tmp || tmp->type == PLAYER)
1633 head = tmp; 1512 head = tmp;
1634 1513
1635 /* 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 */
1636 if (race && head->race && !strstr (race, head->race)) 1515 if (race && head->race && !strstr (race, head->race))
1637 continue; 1516 continue;
1517
1638 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD)) 1518 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD))
1639 continue; 1519 continue;
1640 1520
1641 /* Now do a bunch of stuff related to saving throws */ 1521 /* Now do a bunch of stuff related to saving throws */
1642 best_at = -1; 1522 best_at = -1;
1659 at -= level / 5; 1539 at -= level / 5;
1660 if (did_make_save (head, head->level, at)) 1540 if (did_make_save (head, head->level, at))
1661 continue; 1541 continue;
1662 } 1542 }
1663 else /* spell->attacktype */ 1543 else /* spell->attacktype */
1664 /*
1665 Spell has no attacktype (charm & such), so we'll have a specific saving:
1666 * if spell level < monster level, no go
1667 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) )
1668
1669 The chance will then be in the range [20-70] percent, not too bad.
1670
1671 This is required to fix the 'charm monster' abuse, where a player level 1 can
1672 charm a level 125 monster...
1673
1674 Ryo, august 14th
1675 */
1676 { 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 */
1677 if (head->level > level) 1557 if (head->level > level)
1678 continue; 1558 continue;
1559
1679 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))))
1680 /* Failed, no effect */ 1561 /* Failed, no effect */
1681 continue; 1562 continue;
1682 } 1563 }
1683 1564
1684 /* Done with saving throw. Now start effecting the monster */ 1565 /* Done with saving throw. Now start affecting the monster */
1685 1566
1686 /* aggravation */ 1567 /* aggravation */
1687 if (QUERY_FLAG (spell, FLAG_MONSTER)) 1568 if (QUERY_FLAG (spell, FLAG_MONSTER))
1688 { 1569 {
1689 CLEAR_FLAG (head, FLAG_SLEEP); 1570 CLEAR_FLAG (head, FLAG_SLEEP);
1690 if (QUERY_FLAG (head, FLAG_FRIENDLY))
1691 remove_friendly_object (head); 1571 remove_friendly_object (head);
1692
1693 done_one = 1; 1572 done_one = 1;
1694 head->enemy = op; 1573 head->enemy = op;
1695 } 1574 }
1696 1575
1697 /* calm monsters */ 1576 /* calm monsters */
1706 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK)) 1585 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK))
1707 { 1586 {
1708 SET_FLAG (head, FLAG_BERSERK); 1587 SET_FLAG (head, FLAG_BERSERK);
1709 done_one = 1; 1588 done_one = 1;
1710 } 1589 }
1590
1711 /* charm */ 1591 /* charm */
1712 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))
1713 { 1593 {
1714 SET_FLAG (head, FLAG_FRIENDLY); 1594 INVOKE_OBJECT (KILL, head, ARG_OBJECT (caster));
1595
1715 /* Prevent uncontolled outbreaks of self replicating monsters. 1596 /* Prevent uncontrolled outbreaks of self replicating monsters.
1716 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.
1717 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. */
1718 CLEAR_FLAG (head, FLAG_GENERATOR); 1599 CLEAR_FLAG (head, FLAG_GENERATOR);
1719 set_owner (head, op); 1600 head->set_owner (op);
1720 set_spell_skill (op, caster, spell, head); 1601 set_spell_skill (op, caster, spell, head);
1721 add_friendly_object (head); 1602 add_friendly_object (head);
1722 head->attack_movement = PETMOVE; 1603 head->attack_movement = PETMOVE;
1723 done_one = 1; 1604 done_one = 1;
1724 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);
1725 head->stats.exp = 0; 1606 head->stats.exp = 0;
1726 } 1607 }
1727 1608
1728 /* If a monster was effected, put an effect in */ 1609 /* If a monster was effected, put an effect in */
1729 if (done_one && spell->other_arch) 1610 if (done_one && spell->other_arch)
1730 {
1731 tmp = arch_to_object (spell->other_arch); 1611 m->insert (arch_to_object (spell->other_arch), nx, ny, op);
1732 tmp->x = nx;
1733 tmp->y = ny;
1734 insert_ob_in_map (tmp, m, op, 0);
1735 }
1736 } /* for y */ 1612 } /* for y */
1737 1613
1738 return 1; 1614 return 1;
1739} 1615}
1740 1616
1743 * 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
1744 * lightning spell used it, that seemed misnamed. 1620 * lightning spell used it, that seemed misnamed.
1745 * op is the spell effect. 1621 * op is the spell effect.
1746 * note that duration is handled by process_object() in time.c 1622 * note that duration is handled by process_object() in time.c
1747 */ 1623 */
1748
1749void 1624void
1750move_ball_spell (object *op) 1625move_ball_spell (object *op)
1751{ 1626{
1752 int i, j, dam_save, dir, mflags; 1627 int i, j, dam_save, dir, mflags;
1753 sint16 nx, ny, hx, hy; 1628 sint16 nx, ny, hx, hy;
1754 object *owner; 1629 object *owner;
1755 mapstruct *m; 1630 maptile *m;
1756 1631
1757 owner = get_owner (op); 1632 owner = op->owner;
1758 1633
1759 /* 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,
1760 * 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
1761 * victim. The block immediately below more or less chooses a random 1636 * victim. The block immediately below more or less chooses a random
1762 * 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
1791 nx = op->x; 1666 nx = op->x;
1792 ny = op->y; 1667 ny = op->y;
1793 m = op->map; 1668 m = op->map;
1794 } 1669 }
1795 1670
1796 remove_ob (op); 1671 m->insert (op, nx, ny, op);
1797 op->y = ny;
1798 op->x = nx;
1799 insert_ob_in_map (op, m, op, 0);
1800 1672
1801 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
1802 surrounding squares */ 1674 surrounding squares */
1803 1675
1804 /* loop over current square and neighbors to hit. 1676 /* loop over current square and neighbors to hit.
1805 * if this has an other_arch field, we insert that in 1677 * if this has an other_arch field, we insert that in
1806 * the surround spaces. 1678 * the surround spaces.
1807 */ 1679 */
1808 for (j = 0; j < 9; j++) 1680 for (j = 0; j < 9; j++)
1809 { 1681 {
1810 object *new_ob;
1811
1812 hx = nx + freearr_x[j]; 1682 hx = nx + freearr_x[j];
1813 hy = ny + freearr_y[j]; 1683 hy = ny + freearr_y[j];
1814 1684
1815 m = op->map; 1685 m = op->map;
1816 mflags = get_map_flags (m, &m, hx, hy, &hx, &hy); 1686 mflags = get_map_flags (m, &m, hx, hy, &hx, &hy);
1824 1694
1825 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)))
1826 { 1696 {
1827 if (j) 1697 if (j)
1828 op->stats.dam = dam_save / 2; 1698 op->stats.dam = dam_save / 2;
1699
1829 hit_map (op, j, op->attacktype, 1); 1700 hit_map (op, j, op->attacktype, 1);
1830
1831 } 1701 }
1832 1702
1833 /* insert the other arch */ 1703 /* insert the other arch */
1834 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))))
1835 { 1705 m->insert (arch_to_object (op->other_arch), hx, hy, op);
1836 new_ob = arch_to_object (op->other_arch);
1837 new_ob->x = hx;
1838 new_ob->y = hy;
1839 insert_ob_in_map (new_ob, m, op, 0);
1840 }
1841 } 1706 }
1842 1707
1843 /* restore to the center location and damage */ 1708 /* restore to the center location and damage */
1844 op->stats.dam = dam_save; 1709 op->stats.dam = dam_save;
1845 1710
1846 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);
1847 1712
1848 if (i >= 0) 1713 if (i >= 0)
1849 { /* we have a preferred direction! */ 1714 { /* we have a preferred direction! */
1850 /* pick another direction if the preferred dir is blocked. */ 1715 /* pick another direction if the preferred dir is blocked. */
1851 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 ||
1852 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)))
1853 {
1854 i = absdir (i + rndm (0, 2) - 1); /* -1, 0, +1 */ 1718 i = absdir (i + rndm (0, 2) - 1); /* -1, 0, +1 */
1855 } 1719
1856 op->direction = i; 1720 op->direction = i;
1857 } 1721 }
1858} 1722}
1859 1723
1860
1861/* move_swarm_spell: peterm 1724/* move_swarm_spell: peterm
1862 * 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
1863 * 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
1864 * 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
1865 * 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
1866 * 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.
1867 */ 1730 */
1868
1869void 1731void
1870move_swarm_spell (object *op) 1732move_swarm_spell (object *op)
1871{ 1733{
1872#if 0 1734#if 0
1873 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 };
1874 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 };
1875 sint16 target_x, target_y, origin_x, origin_y; 1737 sint16 target_x, target_y, origin_x, origin_y;
1876 int adjustdir; 1738 int adjustdir;
1877 mapstruct *m; 1739 maptile *m;
1878#endif 1740#endif
1879 int basedir;
1880 object *owner; 1741 object *owner = op->env;
1881 1742
1882 owner = get_owner (op); 1743 if (!owner) // MUST not happen, remove when true TODO
1883 if (op->duration == 0 || owner == NULL)
1884 {
1885 remove_ob (op);
1886 free_object (op);
1887 return;
1888 } 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
1889 op->duration--; 1757 op->duration--;
1890 1758
1891 basedir = op->direction; 1759 int basedir = op->direction;
1892 if (basedir == 0) 1760 if (!basedir)
1893 { 1761 {
1894 /* spray in all directions! 8) */ 1762 /* spray in all directions! 8) */
1895 basedir = rndm (1, 8); 1763 op->facing = (op->facing + op->state) & 7;
1764 basedir = op->facing + 1;
1896 } 1765 }
1897 1766
1898#if 0 1767#if 0
1899 // this is bogus: it causes wrong places to be checked below 1768 // this is bogus: it causes wrong places to be checked below
1900 // (a wall 2 cells away will block the effect...) and 1769 // (a wall 2 cells away will block the effect...) and
1901 // 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
1902 // space. 1771 // space.
1903 // should be fixed later, but correctness before featurs... 1772 // should be fixed later, but correctness before features...
1904 // (schmorp) 1773 // (schmorp)
1905 1774
1906 /* new offset calculation to make swarm element distribution 1775 /* new offset calculation to make swarm element distribution
1907 * more uniform 1776 * more uniform
1908 */ 1777 */
1961 { 1830 {
1962 /* 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 */
1963 if (op->spell->subtype == SP_BULLET) 1832 if (op->spell->subtype == SP_BULLET)
1964 fire_bullet (owner, op, basedir, op->spell); 1833 fire_bullet (owner, op, basedir, op->spell);
1965 else if (op->spell->subtype == SP_MAGIC_MISSILE) 1834 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1966 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);
1967 } 1836 }
1968} 1837}
1969
1970
1971
1972 1838
1973/* fire_swarm: 1839/* fire_swarm:
1974 * The following routine creates a swarm of objects. It actually 1840 * The following routine creates a swarm of objects. It actually
1975 * sets up a specific swarm object, which then fires off all 1841 * sets up a specific swarm object, which then fires off all
1976 * the parts of the swarm. 1842 * the parts of the swarm.
1979 * caster: the caster (owner, wand, rod, scroll) 1845 * caster: the caster (owner, wand, rod, scroll)
1980 * dir: the direction everything will be fired in 1846 * dir: the direction everything will be fired in
1981 * spell - the spell that is this spell. 1847 * spell - the spell that is this spell.
1982 * n: the number to be fired. 1848 * n: the number to be fired.
1983 */ 1849 */
1984
1985int 1850int
1986fire_swarm (object *op, object *caster, object *spell, int dir) 1851fire_swarm (object *op, object *caster, object *spell, int dir)
1987{ 1852{
1988 object *tmp;
1989 int i;
1990
1991 if (!spell->other_arch) 1853 if (!spell->other_arch)
1992 return 0; 1854 return 0;
1993 1855
1994 tmp = get_archetype (SWARM_SPELL); 1856 object *tmp = archetype::get (SWARM_SPELL);
1995 tmp->x = op->x; 1857
1996 tmp->y = op->y;
1997 set_owner (tmp, op); /* needed so that if swarm elements kill, caster gets xp. */
1998 set_spell_skill (op, caster, spell, tmp); 1858 set_spell_skill (op, caster, spell, tmp);
1999
2000 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. */
2001 tmp->spell = arch_to_object (spell->other_arch); 1860 tmp->spell = spell->other_arch->instance ();
2002
2003 tmp->attacktype = tmp->spell->attacktype; 1861 tmp->attacktype = tmp->spell->attacktype;
2004 1862
2005 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) 1863 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
2006 {
2007 if (!tailor_god_spell (tmp, op)) 1864 if (!tailor_god_spell (tmp, op))
2008 return 1; 1865 return 1;
2009 } 1866
2010 tmp->duration = SP_level_duration_adjust (caster, spell); 1867 tmp->duration = SP_level_duration_adjust (caster, spell);
2011 for (i = 0; i < spell->duration; i++) 1868 for (int i = 0; i < spell->duration; i++)
2012 tmp->duration += die_roll (1, 3, op, PREFER_HIGH); 1869 tmp->duration += die_roll (1, 3, op, PREFER_HIGH);
2013 1870
1871 tmp->invisible = 1;
1872 tmp->flag [FLAG_NO_DROP] = 1; // make sure it stays in inv, or else
2014 tmp->direction = dir; 1873 tmp->direction = dir;
2015 tmp->invisible = 1; 1874 tmp->facing = rndm (1, 8); // initial firing direction
2016 insert_ob_in_map (tmp, op->map, op, 0); 1875 tmp->state = rndm (4) * 2 + 1; // direction increment
1876
1877 op->insert (tmp);
1878
2017 return 1; 1879 return 1;
2018} 1880}
2019
2020 1881
2021/* See the spells documentation file for why this is its own 1882/* See the spells documentation file for why this is its own
2022 * function. 1883 * function.
2023 */ 1884 */
2024int 1885int
2025cast_light (object *op, object *caster, object *spell, int dir) 1886cast_light (object *op, object *caster, object *spell, int dir)
2026{ 1887{
2027 object *target = NULL, *tmp = NULL; 1888 object *target = NULL, *tmp = NULL;
2028 sint16 x, y; 1889 sint16 x, y;
2029 int dam, mflags; 1890 int dam, mflags;
2030 mapstruct *m; 1891 maptile *m;
2031 1892
2032 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1893 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
2033 1894
2034 if (!dir) 1895 if (!dir)
2035 { 1896 {
2049 return 0; 1910 return 0;
2050 } 1911 }
2051 1912
2052 if (mflags & P_IS_ALIVE && spell->attacktype) 1913 if (mflags & P_IS_ALIVE && spell->attacktype)
2053 { 1914 {
2054 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)
2055 if (QUERY_FLAG (target, FLAG_MONSTER)) 1916 if (QUERY_FLAG (target, FLAG_MONSTER))
2056 { 1917 {
2057 /* oky doky. got a target monster. Lets make a blinding attack */ 1918 /* oky doky. got a target monster. Lets make a blinding attack */
2058 if (target->head) 1919 if (target->head)
2059 target = target->head; 1920 target = target->head;
1921
2060 (void) hit_player (target, dam, op, spell->attacktype, 1); 1922 hit_player (target, dam, op, spell->attacktype, 1);
2061 return 1; /* one success only! */ 1923 return 1; /* one success only! */
2062 } 1924 }
2063 } 1925 }
2064 1926
2065 /* no live target, perhaps a wall is in the way? */ 1927 /* no live target, perhaps a wall is in the way? */
2081 { 1943 {
2082 tmp->glow_radius = spell->range + SP_level_range_adjust (caster, spell); 1944 tmp->glow_radius = spell->range + SP_level_range_adjust (caster, spell);
2083 if (tmp->glow_radius > MAX_LIGHT_RADII) 1945 if (tmp->glow_radius > MAX_LIGHT_RADII)
2084 tmp->glow_radius = MAX_LIGHT_RADII; 1946 tmp->glow_radius = MAX_LIGHT_RADII;
2085 } 1947 }
2086 tmp->x = x; 1948
2087 tmp->y = y; 1949 m->insert (tmp, x, y, op);
2088 insert_ob_in_map (tmp, m, op, 0);
2089 return 1; 1950 return 1;
2090} 1951}
2091
2092
2093
2094 1952
2095/* cast_cause_disease: this spell looks along <dir> from the 1953/* cast_cause_disease: this spell looks along <dir> from the
2096 * player and infects someone. 1954 * player and infects someone.
2097 * 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
2098 * 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
2099 * perhaps this should actually be in disease.c? 1957 * perhaps this should actually be in disease.c?
2100 */ 1958 */
2101
2102int 1959int
2103cast_cause_disease (object *op, object *caster, object *spell, int dir) 1960cast_cause_disease (object *op, object *caster, object *spell, int dir)
2104{ 1961{
2105 sint16 x, y; 1962 sint16 x, y;
2106 int i, mflags, range, dam_mod, dur_mod; 1963 int i, mflags, range, dam_mod, dur_mod;
2107 object *walk; 1964 object *walk;
2108 mapstruct *m; 1965 maptile *m;
2109 1966
2110 x = op->x; 1967 x = op->x;
2111 y = op->y; 1968 y = op->y;
2112 1969
2113 /* 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
2114 * direction the player is pointing. 1971 * direction the player is pointing.
2115 */ 1972 */
2116 if (!dir) 1973 if (!dir)
2117 dir = op->facing; 1974 dir = op->facing;
1975
2118 if (!dir) 1976 if (!dir)
2119 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 */
2120 1978
2121 /* Calculate these once here */ 1979 /* Calculate these once here */
2122 range = spell->range + SP_level_range_adjust (caster, spell); 1980 range = spell->range + SP_level_range_adjust (caster, spell);
2141 1999
2142 /* 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 */
2143 if (mflags & P_IS_ALIVE) 2001 if (mflags & P_IS_ALIVE)
2144 { 2002 {
2145 /* search this square for a victim */ 2003 /* search this square for a victim */
2146 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)
2147 if (QUERY_FLAG (walk, FLAG_MONSTER) || (walk->type == PLAYER)) 2005 if (QUERY_FLAG (walk, FLAG_MONSTER) || (walk->type == PLAYER))
2148 { /* found a victim */ 2006 { /* found a victim */
2149 object *disease = arch_to_object (spell->other_arch); 2007 object *disease = arch_to_object (spell->other_arch);
2150 2008
2151 set_owner (disease, op); 2009 disease->set_owner (op);
2152 set_spell_skill (op, caster, spell, disease); 2010 set_spell_skill (op, caster, spell, disease);
2153 disease->stats.exp = 0; 2011 disease->stats.exp = 0;
2154 disease->level = caster_level (caster, spell); 2012 disease->level = casting_level (caster, spell);
2155 2013
2156 /* do level adjustments */ 2014 /* do level adjustments */
2157 if (disease->stats.wc) 2015 if (disease->stats.wc)
2158 disease->stats.wc += dur_mod / 2; 2016 disease->stats.wc += dur_mod / 2;
2159 2017
2160 if (disease->magic > 0) 2018 if (disease->magic > 0)
2161 disease->magic += dur_mod / 4; 2019 disease->magic += dur_mod / 8;
2162 2020
2163 if (disease->stats.maxhp > 0) 2021 if (disease->stats.maxhp > 0)
2164 disease->stats.maxhp += dur_mod; 2022 disease->stats.maxhp += dur_mod;
2165 2023
2166 if (disease->stats.maxgrace > 0) 2024 if (disease->stats.maxgrace > 0)
2201 if (disease->stats.sp) 2059 if (disease->stats.sp)
2202 disease->stats.sp -= dam_mod; 2060 disease->stats.sp -= dam_mod;
2203 2061
2204 if (infect_object (walk, disease, 1)) 2062 if (infect_object (walk, disease, 1))
2205 { 2063 {
2206 object *flash; /* visual effect for inflicting disease */
2207
2208 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);
2209 2065
2210 free_object (disease); /* don't need this one anymore */ 2066 disease->destroy (true); /* don't need this one anymore */
2211 flash = get_archetype (ARCH_DETECT_MAGIC); 2067 walk->map->insert (get_archetype ("detect_magic"), x, y, op);
2212 flash->x = x;
2213 flash->y = y;
2214 flash->map = walk->map;
2215 insert_ob_in_map (flash, walk->map, op, 0);
2216 return 1; 2068 return 1;
2217 } 2069 }
2218 free_object (disease); 2070
2071 disease->destroy (true);
2219 } 2072 }
2220 } /* if living creature */ 2073 } /* if living creature */
2221 } /* for range of spaces */ 2074 } /* for range of spaces */
2075
2222 new_draw_info (NDI_UNIQUE, 0, op, "No one caught anything!"); 2076 new_draw_info (NDI_UNIQUE, 0, op, "No one caught anything!");
2223 return 1; 2077 return 1;
2224} 2078}

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