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Comparing deliantra/server/server/spell_attack.C (file contents):
Revision 1.14 by root, Thu Sep 14 23:13:49 2006 UTC vs.
Revision 1.42 by root, Sun Jul 1 05:00:20 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT 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 * Crossfire TRT 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 at <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <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)
57 { 55 {
58 weight_move = op->weight + (op->weight * op->level) / 3; 56 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); */ 57 /*LOG (llevDebug, "DEBUG: arch weighs %d and masses %d (%s,level %d)\n", op->weight,weight_move,op->name,op->level); */
60 } 58 }
61 59
62 for (tmp = get_map_ob (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 60 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
63 { 61 {
64 int num_sections = 1; 62 int num_sections = 1;
65 63
66 /* don't move DM */ 64 /* don't move DM */
67 if (QUERY_FLAG (tmp, FLAG_WIZ)) 65 if (QUERY_FLAG (tmp, FLAG_WIZ))
117void 115void
118forklightning (object *op, object *tmp) 116forklightning (object *op, object *tmp)
119{ 117{
120 int new_dir = 1; /* direction or -1 for left, +1 for right 0 if no new bolt */ 118 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 */ 119 int t_dir; /* stores temporary dir calculation */
122 mapstruct *m; 120 maptile *m;
123 sint16 sx, sy; 121 sint16 sx, sy;
124 object *new_bolt; 122 object *new_bolt;
125 123
126 /* pick a fork direction. tmp->stats.Con is the left bias 124 /* pick a fork direction. tmp->stats.Con is the left bias
127 * i.e., the chance in 100 of forking LEFT 125 * i.e., the chance in 100 of forking LEFT
140 138
141 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (m, sx, sy))) 139 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (m, sx, sy)))
142 return; 140 return;
143 141
144 /* OK, we made a fork */ 142 /* OK, we made a fork */
145 new_bolt = get_object (); 143 new_bolt = tmp->clone ();
146 copy_object (tmp, new_bolt);
147 144
148 /* reduce chances of subsequent forking */ 145 /* reduce chances of subsequent forking */
149 new_bolt->stats.Dex -= 10; 146 new_bolt->stats.Dex -= 10;
150 tmp->stats.Dex -= 10; /* less forks from main bolt too */ 147 tmp->stats.Dex -= 10; /* less forks from main bolt too */
151 new_bolt->stats.Con += 25 * new_dir; /* adjust the left bias */ 148 new_bolt->stats.Con += 25 * new_dir; /* adjust the left bias */
152 new_bolt->speed_left = -0.1; 149 new_bolt->speed_left = -0.1f;
153 new_bolt->direction = t_dir; 150 new_bolt->direction = t_dir;
154 new_bolt->duration++; 151 new_bolt->duration++;
155 new_bolt->x = sx;
156 new_bolt->y = sy;
157 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */ 152 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */
158 new_bolt->stats.dam++; 153 new_bolt->stats.dam++;
159 tmp->stats.dam /= 2; /* reduce father bolt damage */ 154 tmp->stats.dam /= 2; /* reduce father bolt damage */
160 tmp->stats.dam++; 155 tmp->stats.dam++;
161 new_bolt = insert_ob_in_map (new_bolt, m, op, 0); 156 if ((new_bolt = m->insert (new_bolt, sx, sy, op)))
162 update_turn_face (new_bolt); 157 update_turn_face (new_bolt);
163} 158}
164 159
165/* move_bolt: moves bolt 'op'. Basically, it just advances a space, 160/* move_bolt: moves bolt 'op'. Basically, it just advances a space,
166 * and checks for various things that may stop it. 161 * and checks for various things that may stop it.
167 */ 162 */
168 163
169void 164void
170move_bolt (object *op) 165move_bolt (object *op)
171{ 166{
172 object *tmp;
173 int mflags; 167 int mflags;
174 sint16 x, y; 168 sint16 x, y;
175 mapstruct *m; 169 maptile *m;
176 170
177 if (--(op->duration) < 0) 171 if (--op->duration < 0)
178 { 172 {
179 remove_ob (op); 173 op->destroy ();
180 free_object (op);
181 return; 174 return;
182 } 175 }
183 176
184 hit_map (op, 0, op->attacktype, 1); 177 hit_map (op, 0, op->attacktype, 1);
185 178
186 if (!op->direction) 179 if (!op->direction)
187 return; 180 return;
188 181
189 if (--op->range < 0) 182 if (--op->range < 0)
190 {
191 op->range = 0; 183 op->range = 0;
192 }
193 else 184 else
194 { 185 {
195 x = op->x + DIRX (op); 186 x = op->x + DIRX (op);
196 y = op->y + DIRY (op); 187 y = op->y + DIRY (op);
197 m = op->map; 188 m = op->map;
205 * on the space. So only call reflwall if we think the data it returns 196 * on the space. So only call reflwall if we think the data it returns
206 * will be useful. 197 * will be useful.
207 */ 198 */
208 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)) || ((mflags & P_IS_ALIVE) && reflwall (m, x, y, op))) 199 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)) || ((mflags & P_IS_ALIVE) && reflwall (m, x, y, op)))
209 { 200 {
210
211 if (!QUERY_FLAG (op, FLAG_REFLECTING)) 201 if (!QUERY_FLAG (op, FLAG_REFLECTING))
212 return; 202 return;
213 203
214 /* Since walls don't run diagonal, if the bolt is in 204 /* Since walls don't run diagonal, if the bolt is in
215 * one of 4 main directions, it just reflects back in the 205 * one of 4 main directions, it just reflects back in the
245 else if (left) 235 else if (left)
246 op->direction = absdir (op->direction + 2); 236 op->direction = absdir (op->direction + 2);
247 else if (right) 237 else if (right)
248 op->direction = absdir (op->direction - 2); 238 op->direction = absdir (op->direction - 2);
249 } 239 }
240
250 update_turn_face (op); /* A bolt *must* be IS_TURNABLE */ 241 update_turn_face (op); /* A bolt *must* be IS_TURNABLE */
251 return; 242 return;
252 } 243 }
253 else 244 else
254 { /* Create a copy of this object and put it ahead */ 245 { /* Create a copy of this object and put it ahead */
255 tmp = get_object (); 246 object *tmp = op->clone ();
256 copy_object (op, tmp); 247
248 m->insert (tmp, x, y, op);
257 tmp->speed_left = -0.1; 249 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 */ 250 /* To make up for the decrease at the top of the function */
261 tmp->duration++; 251 tmp->duration++;
262 252
263 /* New forking code. Possibly create forks of this object 253 /* New forking code. Possibly create forks of this object
264 * going off in other directions. 254 * going off in other directions.
265 */ 255 */
266
267 if (rndm (0, 99) < tmp->stats.Dex) 256 if (rndm (0, 99) < tmp->stats.Dex)
268 { /* stats.Dex % of forking */ 257 { /* stats.Dex % of forking */
269 forklightning (op, tmp); 258 forklightning (op, tmp);
270 } 259 }
260
271 /* In this way, the object left behind sticks on the space, but 261 /* In this way, the object left behind sticks on the space, but
272 * doesn't create any bolts that continue to move onward. 262 * doesn't create any bolts that continue to move onward.
273 */ 263 */
274 op->range = 0; 264 op->range = 0;
275 } /* copy object and move it along */ 265 } /* copy object and move it along */
282 * we remove the magic flag - that can be derived from 272 * we remove the magic flag - that can be derived from
283 * spob->attacktype. 273 * spob->attacktype.
284 * This function sets up the appropriate owner and skill 274 * This function sets up the appropriate owner and skill
285 * pointers. 275 * pointers.
286 */ 276 */
287
288int 277int
289fire_bolt (object *op, object *caster, int dir, object *spob, object *skill) 278fire_bolt (object *op, object *caster, int dir, object *spob, object *skill)
290{ 279{
291 object *tmp = NULL; 280 object *tmp = NULL;
292 int mflags; 281 int mflags;
310 299
311 tmp->direction = dir; 300 tmp->direction = dir;
312 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) 301 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
313 SET_ANIMATION (tmp, dir); 302 SET_ANIMATION (tmp, dir);
314 303
315 set_owner (tmp, op); 304 tmp->set_owner (op);
316 set_spell_skill (op, caster, spob, tmp); 305 set_spell_skill (op, caster, spob, tmp);
317 306
318 tmp->x = op->x + DIRX (tmp); 307 tmp->x = op->x + DIRX (tmp);
319 tmp->y = op->y + DIRY (tmp); 308 tmp->y = op->y + DIRY (tmp);
320 tmp->map = op->map; 309 tmp->map = op->map;
321 310
311 maptile *newmap;
322 mflags = get_map_flags (tmp->map, &tmp->map, tmp->x, tmp->y, &tmp->x, &tmp->y); 312 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y);
323 if (mflags & P_OUT_OF_MAP) 313 if (mflags & P_OUT_OF_MAP)
324 { 314 {
325 free_object (tmp); 315 tmp->destroy ();
326 return 0; 316 return 0;
327 } 317 }
318
319 tmp->map = newmap;
320
328 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y))) 321 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y)))
329 { 322 {
330 if (!QUERY_FLAG (tmp, FLAG_REFLECTING)) 323 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
331 { 324 {
332 free_object (tmp); 325 tmp->destroy ();
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 *
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 { 358 {
366 remove_ob (op); 359 op->destroy ();
367 free_object (op);
368 return; 360 return;
369 } 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 */
407 object *tmp, *owner; 399 object *tmp, *owner;
408 400
409 if (op->other_arch == NULL) 401 if (op->other_arch == NULL)
410 { 402 {
411 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n"); 403 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n");
412 remove_ob (op); 404 op->destroy ();
413 free_object (op);
414 return; 405 return;
415 } 406 }
416 407
417 if (op->env) 408 if (op->env)
418 { 409 {
419 object *env;
420
421 env = object_get_env_recursive (op); 410 object *env = object_get_env_recursive (op);
422 if (env->map == NULL || out_of_map (env->map, env->x, env->y)) 411 if (env->map == NULL || out_of_map (env->map, env->x, env->y))
423 { 412 {
424 LOG (llevError, "BUG: explode_bullet(): env out of map\n"); 413 LOG (llevError, "BUG: explode_bullet(): env out of map\n");
425 remove_ob (op); 414 op->destroy ();
426 free_object (op);
427 return; 415 return;
428 } 416 }
429 remove_ob (op); 417
430 op->x = env->x; 418 op->insert_at (env, op, INS_NO_MERGE | INS_NO_WALK_ON);
431 op->y = env->y;
432 insert_ob_in_map (op, env->map, op, INS_NO_MERGE | INS_NO_WALK_ON);
433 } 419 }
434 else if (out_of_map (op->map, op->x, op->y)) 420 else if (out_of_map (op->map, op->x, op->y))
435 { 421 {
436 LOG (llevError, "BUG: explode_bullet(): op out of map\n"); 422 LOG (llevError, "BUG: explode_bullet(): op out of map\n");
437 remove_ob (op); 423 op->destroy ();
438 free_object (op);
439 return; 424 return;
440 } 425 }
441 426
442 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent explosions of any kind on safe maps 427 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent explosions of any kind on safe maps
443 // NOTE: If this breaks something important: remove this. I can't think of anything 428 // NOTE: If this breaks something important: remove this. I can't think of anything
444 // bad at the moment that might happen from this. 429 // bad at the moment that might happen from this.
445 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE) 430 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
446 { 431 {
447 remove_ob (op); 432 op->destroy ();
448 free_object (op);
449 return; 433 return;
450 } 434 }
451 435
452 if (op->attacktype) 436 if (op->attacktype)
453 { 437 {
457 } 441 }
458 442
459 /* other_arch contains what this explodes into */ 443 /* other_arch contains what this explodes into */
460 tmp = arch_to_object (op->other_arch); 444 tmp = arch_to_object (op->other_arch);
461 445
462 copy_owner (tmp, op); 446 tmp->set_owner (op);
463 tmp->skill = op->skill; 447 tmp->skill = op->skill;
464 448
465 owner = get_owner (op); 449 owner = op->owner;
466 450
467 if ((tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) && owner && !tailor_god_spell (tmp, owner)) 451 if ((tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) && owner && !tailor_god_spell (tmp, owner))
468 { 452 {
469 remove_ob (op); 453 op->destroy ();
470 free_object (op);
471 return; 454 return;
472 } 455 }
473
474 tmp->x = op->x;
475 tmp->y = op->y;
476 456
477 /* special for bombs - it actually has sane values for these */ 457 /* special for bombs - it actually has sane values for these */
478 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB) 458 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB)
479 { 459 {
480 tmp->attacktype = op->attacktype; 460 tmp->attacktype = op->attacktype;
484 } 464 }
485 else 465 else
486 { 466 {
487 if (op->attacktype & AT_MAGIC) 467 if (op->attacktype & AT_MAGIC)
488 tmp->attacktype |= AT_MAGIC; 468 tmp->attacktype |= AT_MAGIC;
469
489 /* Spell doc describes what is going on here */ 470 /* Spell doc describes what is going on here */
490 tmp->stats.dam = op->dam_modifier; 471 tmp->stats.dam = op->dam_modifier;
491 tmp->range = op->stats.maxhp; 472 tmp->range = op->stats.maxhp;
492 tmp->duration = op->stats.hp; 473 tmp->duration = op->stats.hp;
493 /* Used for spell tracking - just need a unique val for this spell - 474 /* Used for spell tracking - just need a unique val for this spell -
501 tmp->stats.sp = op->direction; 482 tmp->stats.sp = op->direction;
502 483
503 /* Prevent recursion */ 484 /* Prevent recursion */
504 op->move_on = 0; 485 op->move_on = 0;
505 486
506 insert_ob_in_map (tmp, op->map, op, 0); 487 tmp->insert_at (op, op);
507 /* remove the firebullet */ 488 /* remove the firebullet */
508 if (!op->destroyed ()) 489 op->destroy ();
509 {
510 remove_ob (op);
511 free_object (op);
512 }
513} 490}
514
515
516 491
517/* checks to see what op should do, given the space it is on 492/* checks to see what op should do, given the space it is on
518 * (eg, explode, damage player, etc) 493 * (eg, explode, damage player, etc)
519 */ 494 */
520
521void 495void
522check_bullet (object *op) 496check_bullet (object *op)
523{ 497{
524 object *tmp; 498 object *tmp;
525 int dam, mflags; 499 int dam, mflags;
526 mapstruct *m; 500 maptile *m;
527 sint16 sx, sy; 501 sint16 sx, sy;
528 502
529 mflags = get_map_flags (op->map, &m, op->x, op->y, &sx, &sy); 503 mflags = get_map_flags (op->map, &m, op->x, op->y, &sx, &sy);
530 504
531 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy))) 505 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
540 514
541 /* If nothing alive on this space, no reason to do anything further */ 515 /* If nothing alive on this space, no reason to do anything further */
542 if (!(mflags & P_IS_ALIVE)) 516 if (!(mflags & P_IS_ALIVE))
543 return; 517 return;
544 518
545 for (tmp = get_map_ob (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 519 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
546 { 520 {
547 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 521 if (QUERY_FLAG (tmp, FLAG_ALIVE))
548 { 522 {
549 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1); 523 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1);
550 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0) 524 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0)
551 { 525 {
552 if (!QUERY_FLAG (op, FLAG_REMOVED)) 526 if (!QUERY_FLAG (op, FLAG_REMOVED))
553 { 527 {
554 remove_ob (op); 528 op->destroy ();
555 free_object (op);
556 return; 529 return;
557 } 530 }
558 } 531 }
559 } 532 }
560 } 533 }
561} 534}
562
563 535
564/* Basically, we move 'op' one square, and if it hits something, 536/* Basically, we move 'op' one square, and if it hits something,
565 * call check_bullet. 537 * call check_bullet.
566 * This function is only applicable to bullets, but not to all 538 * This function is only applicable to bullets, but not to all
567 * fired arches (eg, bolts). 539 * fired arches (eg, bolts).
568 */ 540 */
569
570void 541void
571move_bullet (object *op) 542move_bullet (object *op)
572{ 543{
573 sint16 new_x, new_y; 544 sint16 new_x, new_y;
574 int mflags; 545 int mflags;
575 mapstruct *m; 546 maptile *m;
576 547
577#if 0 548#if 0
578 /* We need a better general purpose way to do this */ 549 /* We need a better general purpose way to do this */
579 550
580 /* peterm: added to make comet leave a trail of burnouts 551 /* peterm: added to make comet leave a trail of burnouts
589 560
590 /* Reached the end of its life - remove it */ 561 /* Reached the end of its life - remove it */
591 if (--op->range <= 0) 562 if (--op->range <= 0)
592 { 563 {
593 if (op->other_arch) 564 if (op->other_arch)
594 {
595 explode_bullet (op); 565 explode_bullet (op);
596 }
597 else 566 else
598 { 567 op->destroy ();
599 remove_ob (op); 568
600 free_object (op);
601 }
602 return; 569 return;
603 } 570 }
604 571
605 new_x = op->x + DIRX (op); 572 new_x = op->x + DIRX (op);
606 new_y = op->y + DIRY (op); 573 new_y = op->y + DIRY (op);
607 m = op->map; 574 m = op->map;
608 mflags = get_map_flags (m, &m, new_x, new_y, &new_x, &new_y); 575 mflags = get_map_flags (m, &m, new_x, new_y, &new_x, &new_y);
609 576
610 if (mflags & P_OUT_OF_MAP) 577 if (mflags & P_OUT_OF_MAP)
611 { 578 {
612 remove_ob (op); 579 op->destroy ();
613 free_object (op);
614 return; 580 return;
615 } 581 }
616 582
617 if (!op->direction || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y))) 583 if (!op->direction || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y)))
618 { 584 {
619 if (op->other_arch) 585 if (op->other_arch)
620 {
621 explode_bullet (op); 586 explode_bullet (op);
622 }
623 else 587 else
624 { 588 op->destroy ();
625 remove_ob (op); 589
626 free_object (op);
627 }
628 return; 590 return;
629 } 591 }
630 592
631 remove_ob (op); 593 if (!(op = m->insert (op, new_x, new_y, op)))
632 op->x = new_x;
633 op->y = new_y;
634 if ((op = insert_ob_in_map (op, m, op, 0)) == NULL)
635 return; 594 return;
636 595
637 if (reflwall (op->map, op->x, op->y, op)) 596 if (reflwall (op->map, op->x, op->y, op))
638 { 597 {
639 op->direction = absdir (op->direction + 4); 598 op->direction = absdir (op->direction + 4);
640 update_turn_face (op); 599 update_turn_face (op);
641 } 600 }
642 else 601 else
643 {
644 check_bullet (op); 602 check_bullet (op);
645 }
646} 603}
647
648
649
650 604
651/* fire_bullet 605/* fire_bullet
652 * object op (cast from caster) files a bolt in dir. 606 * object op (cast from caster) files a bolt in dir.
653 * spob is the spell object for the bolt. 607 * spob is the spell object for the bolt.
654 * we remove the magic flag - that can be derived from 608 * we remove the magic flag - that can be derived from
655 * spob->attacktype. 609 * spob->attacktype.
656 * This function sets up the appropriate owner and skill 610 * This function sets up the appropriate owner and skill
657 * pointers. 611 * pointers.
658 */ 612 */
659
660int 613int
661fire_bullet (object *op, object *caster, int dir, object *spob) 614fire_bullet (object *op, object *caster, int dir, object *spob)
662{ 615{
663 object *tmp = NULL; 616 object *tmp = NULL;
664 int mflags; 617 int mflags;
685 638
686 tmp->direction = dir; 639 tmp->direction = dir;
687 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) 640 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
688 SET_ANIMATION (tmp, dir); 641 SET_ANIMATION (tmp, dir);
689 642
690 set_owner (tmp, op); 643 tmp->set_owner (op);
691 set_spell_skill (op, caster, spob, tmp); 644 set_spell_skill (op, caster, spob, tmp);
692 645
693 tmp->x = op->x + freearr_x[dir]; 646 tmp->x = op->x + freearr_x[dir];
694 tmp->y = op->y + freearr_y[dir]; 647 tmp->y = op->y + freearr_y[dir];
695 tmp->map = op->map; 648 tmp->map = op->map;
696 649
650 maptile *newmap;
697 mflags = get_map_flags (tmp->map, &tmp->map, tmp->x, tmp->y, &tmp->x, &tmp->y); 651 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y);
698 if (mflags & P_OUT_OF_MAP) 652 if (mflags & P_OUT_OF_MAP)
699 { 653 {
700 free_object (tmp); 654 tmp->destroy ();
701 return 0; 655 return 0;
702 } 656 }
657
658 tmp->map = newmap;
659
703 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y))) 660 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y)))
704 { 661 {
705 if (!QUERY_FLAG (tmp, FLAG_REFLECTING)) 662 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
706 { 663 {
707 free_object (tmp); 664 tmp->destroy ();
708 return 0; 665 return 0;
709 } 666 }
667
710 tmp->x = op->x; 668 tmp->x = op->x;
711 tmp->y = op->y; 669 tmp->y = op->y;
712 tmp->direction = absdir (tmp->direction + 4); 670 tmp->direction = absdir (tmp->direction + 4);
713 tmp->map = op->map; 671 tmp->map = op->map;
714 } 672 }
715 if ((tmp = insert_ob_in_map (tmp, tmp->map, op, 0)) != NULL) 673
716 { 674 if ((tmp = tmp->insert_at (tmp, op)))
717 check_bullet (tmp); 675 check_bullet (tmp);
718 } 676
719 return 1; 677 return 1;
720} 678}
721
722
723
724 679
725/***************************************************************************** 680/*****************************************************************************
726 * 681 *
727 * CONE RELATED FUNCTIONS 682 * CONE RELATED FUNCTIONS
728 * 683 *
729 *****************************************************************************/ 684 *****************************************************************************/
730 685
731
732/* drops an object based on what is in the cone's "other_arch" */ 686/* drops an object based on what is in the cone's "other_arch" */
733void 687void
734cone_drop (object *op) 688cone_drop (object *op)
735{ 689{
736 object *new_ob = arch_to_object (op->other_arch); 690 object *new_ob = arch_to_object (op->other_arch);
737 691
738 new_ob->x = op->x;
739 new_ob->y = op->y;
740 new_ob->level = op->level; 692 new_ob->level = op->level;
741 set_owner (new_ob, op->owner); 693 new_ob->set_owner (op->owner);
742 694
743 /* preserve skill ownership */ 695 /* preserve skill ownership */
744 if (op->skill && op->skill != new_ob->skill) 696 if (op->skill && op->skill != new_ob->skill)
745 {
746 new_ob->skill = op->skill; 697 new_ob->skill = op->skill;
747 }
748 insert_ob_in_map (new_ob, op->map, op, 0);
749 698
699 new_ob->insert_at (op, op);
750} 700}
751 701
752/* move_cone: causes cone object 'op' to move a space/hit creatures */ 702/* move_cone: causes cone object 'op' to move a space/hit creatures */
753 703
754void 704void
758 708
759 /* if no map then hit_map will crash so just ignore object */ 709 /* if no map then hit_map will crash so just ignore object */
760 if (!op->map) 710 if (!op->map)
761 { 711 {
762 LOG (llevError, "Tried to move_cone object %s without a map.\n", op->name ? &op->name : "unknown"); 712 LOG (llevError, "Tried to move_cone object %s without a map.\n", op->name ? &op->name : "unknown");
763 op->speed = 0; 713 op->set_speed (0);
764 update_ob_speed (op);
765 return; 714 return;
766 } 715 }
767 716
768 /* lava saves it's life, but not yours :) */ 717 /* lava saves it's life, but not yours :) */
769 if (QUERY_FLAG (op, FLAG_LIFESAVE)) 718 if (QUERY_FLAG (op, FLAG_LIFESAVE))
775#if 0 724#if 0
776 /* Disable this - enabling it makes monsters easier, as 725 /* Disable this - enabling it makes monsters easier, as
777 * when their cone dies when they die. 726 * when their cone dies when they die.
778 */ 727 */
779 /* If no owner left, the spell dies out. */ 728 /* If no owner left, the spell dies out. */
780 if (get_owner (op) == NULL) 729 if (op->owner == NULL)
781 { 730 {
782 remove_ob (op); 731 op->destroy ();
783 free_object (op);
784 return; 732 return;
785 } 733 }
786#endif 734#endif
787 735
788 hit_map (op, 0, op->attacktype, 0); 736 hit_map (op, 0, op->attacktype, 0);
797 if (op->destroyed ()) 745 if (op->destroyed ())
798 return; 746 return;
799 747
800 if ((op->duration--) < 0) 748 if ((op->duration--) < 0)
801 { 749 {
802 remove_ob (op); 750 op->destroy ();
803 free_object (op);
804 return; 751 return;
805 } 752 }
806 /* Object has hit maximum range, so don't have it move 753 /* Object has hit maximum range, so don't have it move
807 * any further. When the duration above expires, 754 * any further. When the duration above expires,
808 * then the object will get removed. 755 * then the object will get removed.
817 { 764 {
818 sint16 x = op->x + freearr_x[absdir (op->stats.sp + i)], y = op->y + freearr_y[absdir (op->stats.sp + i)]; 765 sint16 x = op->x + freearr_x[absdir (op->stats.sp + i)], y = op->y + freearr_y[absdir (op->stats.sp + i)];
819 766
820 if (ok_to_put_more (op->map, x, y, op, op->attacktype)) 767 if (ok_to_put_more (op->map, x, y, op, op->attacktype))
821 { 768 {
822 object *tmp = get_object (); 769 object *tmp = op->clone ();
823
824 copy_object (op, tmp);
825 tmp->x = x;
826 tmp->y = y;
827 770
828 tmp->duration = op->duration + 1; 771 tmp->duration = op->duration + 1;
829 772
830 /* Use for spell tracking - see ok_to_put_more() */ 773 /* Use for spell tracking - see ok_to_put_more() */
831 tmp->stats.maxhp = op->stats.maxhp; 774 tmp->stats.maxhp = op->stats.maxhp;
832 insert_ob_in_map (tmp, op->map, op, 0); 775
776 op->map->insert (tmp, x, y, op);
777
833 if (tmp->other_arch) 778 if (tmp->other_arch)
834 cone_drop (tmp); 779 cone_drop (tmp);
835 } 780 }
836 } 781 }
837} 782}
847int 792int
848cast_cone (object *op, object *caster, int dir, object *spell) 793cast_cone (object *op, object *caster, int dir, object *spell)
849{ 794{
850 object *tmp; 795 object *tmp;
851 int i, success = 0, range_min = -1, range_max = 1; 796 int i, success = 0, range_min = -1, range_max = 1;
852 mapstruct *m; 797 maptile *m;
853 sint16 sx, sy; 798 sint16 sx, sy;
854 MoveType movetype; 799 MoveType movetype;
855 800
856 if (!spell->other_arch) 801 if (!spell->other_arch)
857 return 0; 802 return 0;
870 815
871 /* Need to know what the movetype of the object we are about 816 /* Need to know what the movetype of the object we are about
872 * to create is, so we can know if the space we are about to 817 * to create is, so we can know if the space we are about to
873 * insert it into is blocked. 818 * insert it into is blocked.
874 */ 819 */
875 movetype = spell->other_arch->clone.move_type; 820 movetype = spell->other_arch->move_type;
876 821
877 for (i = range_min; i <= range_max; i++) 822 for (i = range_min; i <= range_max; i++)
878 { 823 {
879 sint16 x, y, d; 824 sint16 x, y, d;
880 825
913 if ((movetype & GET_MAP_MOVE_BLOCK (m, sx, sy)) == movetype) 858 if ((movetype & GET_MAP_MOVE_BLOCK (m, sx, sy)) == movetype)
914 continue; 859 continue;
915 860
916 success = 1; 861 success = 1;
917 tmp = arch_to_object (spell->other_arch); 862 tmp = arch_to_object (spell->other_arch);
918 set_owner (tmp, op); 863 tmp->set_owner (op);
919 set_spell_skill (op, caster, spell, tmp); 864 set_spell_skill (op, caster, spell, tmp);
920 tmp->level = caster_level (caster, spell); 865 tmp->level = caster_level (caster, spell);
921 tmp->x = sx;
922 tmp->y = sy;
923 tmp->attacktype = spell->attacktype; 866 tmp->attacktype = spell->attacktype;
924 867
925 /* holy word stuff */ 868 /* holy word stuff */
926 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER)) 869 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER))
927 if (!tailor_god_spell (tmp, op)) 870 if (!tailor_god_spell (tmp, op))
961 else 904 else
962 tmp->duration += caster->level / 3; 905 tmp->duration += caster->level / 3;
963 } 906 }
964 907
965 if (!(tmp->move_type & MOVE_FLY_LOW)) 908 if (!(tmp->move_type & MOVE_FLY_LOW))
966 LOG (llevDebug, "cast_cone(): arch %s doesn't have flying 1\n", &spell->other_arch->name); 909 LOG (llevDebug, "cast_cone(): arch %s doesn't have flying 1\n", &spell->other_arch->archname);
967 910
968 if (!tmp->move_on && tmp->stats.dam) 911 if (!tmp->move_on && tmp->stats.dam)
969 {
970 LOG (llevDebug, "cast_cone(): arch %s doesn't have move_on set\n", &spell->other_arch->name); 912 LOG (llevDebug, "cast_cone(): arch %s doesn't have move_on set\n", &spell->other_arch->archname);
971 }
972 913
973 insert_ob_in_map (tmp, m, op, 0); 914 m->insert (tmp, sx, sy, op);
974 915
975 /* This is used for tracking spells so that one effect doesn't hit 916 /* This is used for tracking spells so that one effect doesn't hit
976 * a single space too many times. 917 * a single space too many times.
977 */ 918 */
978 tmp->stats.maxhp = tmp->count; 919 tmp->stats.maxhp = tmp->count;
988 * 929 *
989 * BOMB related code 930 * BOMB related code
990 * 931 *
991 ****************************************************************************/ 932 ****************************************************************************/
992 933
993
994/* This handles an exploding bomb. 934/* This handles an exploding bomb.
995 * op is the original bomb object. 935 * op is the original bomb object.
996 */ 936 */
997void 937void
998animate_bomb (object *op) 938animate_bomb (object *op)
999{ 939{
1000 int i; 940 int i;
1001 object *env, *tmp; 941 object *env, *tmp;
1002 archetype *at;
1003 942
1004 if (op->state != NUM_ANIMATIONS (op) - 1) 943 if (op->state != NUM_ANIMATIONS (op) - 1)
1005 return; 944 return;
1006 945
1007 env = object_get_env_recursive (op); 946 env = object_get_env_recursive (op);
1012 return; 951 return;
1013 952
1014 if (env->type == PLAYER) 953 if (env->type == PLAYER)
1015 esrv_del_item (env->contr, op->count); 954 esrv_del_item (env->contr, op->count);
1016 955
1017 remove_ob (op); 956 if (!(op = op->insert_at (env, op)))
1018 op->x = env->x;
1019 op->y = env->y;
1020 if ((op = insert_ob_in_map (op, env->map, op, 0)) == NULL)
1021 return; 957 return;
1022 } 958 }
1023 959
1024 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent bomb from exploding 960 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent bomb from exploding
1025 // on a safe map. I don't like this special casing, but it seems to be neccessary 961 // on a safe map. I don't like this special casing, but it seems to be neccessary
1026 // as bombs can be carried. 962 // as bombs can be carried.
1027 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE) 963 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
1028 { 964 {
1029 remove_ob (op); 965 op->destroy ();
1030 free_object (op);
1031 return; 966 return;
1032 } 967 }
1033 968
1034 /* This copies a lot of the code from the fire bullet, 969 /* This copies a lot of the code from the fire bullet,
1035 * but using the cast_bullet isn't really feasible, 970 * but using the cast_bullet isn't really feasible,
1036 * so just set up the appropriate values. 971 * so just set up the appropriate values.
1037 */ 972 */
1038 at = archetype::find (SPLINT); 973 if (archetype *at = archetype::find (SPLINT))
1039 if (at)
1040 { 974 {
1041 for (i = 1; i < 9; i++) 975 for (i = 1; i < 9; i++)
1042 { 976 {
1043 if (out_of_map (op->map, op->x + freearr_x[i], op->y + freearr_x[i])) 977 if (out_of_map (op->map, op->x + freearr_x[i], op->y + freearr_x[i]))
1044 continue; 978 continue;
979
1045 tmp = arch_to_object (at); 980 tmp = arch_to_object (at);
1046 tmp->direction = i; 981 tmp->direction = i;
1047 tmp->range = op->range; 982 tmp->range = op->range;
1048 tmp->stats.dam = op->stats.dam; 983 tmp->stats.dam = op->stats.dam;
1049 tmp->duration = op->duration; 984 tmp->duration = op->duration;
1050 tmp->attacktype = op->attacktype; 985 tmp->attacktype = op->attacktype;
1051 copy_owner (tmp, op); 986 tmp->set_owner (op);
1052 if (op->skill && op->skill != tmp->skill) 987 if (op->skill && op->skill != tmp->skill)
1053 {
1054 tmp->skill = op->skill; 988 tmp->skill = op->skill;
1055 } 989
1056 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) 990 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
1057 SET_ANIMATION (tmp, i); 991 SET_ANIMATION (tmp, i);
1058 tmp->x = op->x + freearr_x[i]; 992
1059 tmp->y = op->y + freearr_x[i]; 993 op->map->insert (tmp, op->x + freearr_x[i], op->y + freearr_x[i], op);
1060 insert_ob_in_map (tmp, op->map, op, 0);
1061 move_bullet (tmp); 994 move_bullet (tmp);
1062 } 995 }
1063 } 996 }
1064 997
1065 explode_bullet (op); 998 explode_bullet (op);
1070{ 1003{
1071 1004
1072 object *tmp; 1005 object *tmp;
1073 int mflags; 1006 int mflags;
1074 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];
1075 mapstruct *m; 1008 maptile *m;
1076 1009
1077 mflags = get_map_flags (op->map, &m, dx, dy, &dx, &dy); 1010 mflags = get_map_flags (op->map, &m, dx, dy, &dx, &dy);
1078 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))
1079 { 1012 {
1080 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 tmp->range = spell->range + SP_level_range_adjust (caster, spell); 1019 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
1087 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1020 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1088 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell); 1021 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
1089 tmp->attacktype = spell->attacktype; 1022 tmp->attacktype = spell->attacktype;
1090 1023
1091 set_owner (tmp, op); 1024 tmp->set_owner (op);
1092 set_spell_skill (op, caster, spell, tmp); 1025 set_spell_skill (op, caster, spell, tmp);
1093 tmp->x = dx; 1026
1094 tmp->y = dy; 1027 m->insert (tmp, dx, dy, op);
1095 insert_ob_in_map (tmp, m, op, 0);
1096 return 1; 1028 return 1;
1097} 1029}
1098 1030
1099/**************************************************************************** 1031/****************************************************************************
1100 * 1032 *
1109 * dir is the direction to look in. 1041 * dir is the direction to look in.
1110 * range is how far out to look. 1042 * range is how far out to look.
1111 * type is the type of spell - either SPELL_MANA or SPELL_GRACE. 1043 * type is the type of spell - either SPELL_MANA or SPELL_GRACE.
1112 * this info is used for blocked magic/unholy spaces. 1044 * this info is used for blocked magic/unholy spaces.
1113 */ 1045 */
1114
1115object * 1046object *
1116get_pointed_target (object *op, int dir, int range, int type) 1047get_pointed_target (object *op, int dir, int range, int type)
1117{ 1048{
1118 object *target; 1049 object *target;
1119 sint16 x, y; 1050 sint16 x, y;
1120 int dist, mflags; 1051 int dist, mflags;
1121 mapstruct *mp; 1052 maptile *mp;
1122 1053
1123 if (dir == 0) 1054 if (dir == 0)
1124 return NULL; 1055 return NULL;
1125 1056
1126 for (dist = 1; dist < range; dist++) 1057 for (dist = 1; dist < range; dist++)
1138 return NULL; 1069 return NULL;
1139 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW) 1070 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW)
1140 return NULL; 1071 return NULL;
1141 1072
1142 if (mflags & P_IS_ALIVE) 1073 if (mflags & P_IS_ALIVE)
1143 {
1144 for (target = get_map_ob (mp, x, y); target; target = target->above) 1074 for (target = GET_MAP_OB (mp, x, y); target; target = target->above)
1145 { 1075 if (QUERY_FLAG (target, FLAG_MONSTER))
1146 if (QUERY_FLAG (target->head ? target->head : target, FLAG_MONSTER))
1147 {
1148 return target; 1076 return target;
1149 }
1150 }
1151 }
1152 } 1077 }
1078
1153 return NULL; 1079 return NULL;
1154} 1080}
1155
1156 1081
1157/* cast_smite_arch() - the priest points to a creature and causes 1082/* cast_smite_arch() - the priest points to a creature and causes
1158 * a 'godly curse' to decend. 1083 * a 'godly curse' to decend.
1159 * usual params - 1084 * usual params -
1160 * op = player 1085 * op = player
1216 if (effect->attacktype & AT_DEATH) 1141 if (effect->attacktype & AT_DEATH)
1217 { 1142 {
1218 effect->level = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1143 effect->level = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1219 1144
1220 /* casting death spells at undead isn't a good thing */ 1145 /* casting death spells at undead isn't a good thing */
1221 if QUERY_FLAG
1222 (target, FLAG_UNDEAD) 1146 if (QUERY_FLAG (target, FLAG_UNDEAD))
1223 { 1147 {
1224 if (random_roll (0, 2, op, PREFER_LOW)) 1148 if (random_roll (0, 2, op, PREFER_LOW))
1225 { 1149 {
1226 new_draw_info (NDI_UNIQUE, 0, op, "Idiot! Your spell boomerangs!"); 1150 new_draw_info (NDI_UNIQUE, 0, op, "Idiot! Your spell boomerangs!");
1227 effect->x = op->x; 1151 effect->x = op->x;
1229 } 1153 }
1230 else 1154 else
1231 { 1155 {
1232 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));
1233 target->stats.hp = target->stats.maxhp * 2; 1157 target->stats.hp = target->stats.maxhp * 2;
1234 free_object (effect); 1158 effect->destroy ();
1235 return 0; 1159 return 0;
1236 } 1160 }
1237 } 1161 }
1238 } 1162 }
1239 else 1163 else
1240 { 1164 {
1241 /* how much woe to inflict :) */ 1165 /* how much woe to inflict :) */
1242 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);
1243 } 1167 }
1244 1168
1245 set_owner (effect, op); 1169 effect->set_owner (op);
1246 set_spell_skill (op, caster, spell, effect); 1170 set_spell_skill (op, caster, spell, effect);
1247 1171
1248 /* ok, tell it where to be, and insert! */ 1172 /* ok, tell it where to be, and insert! */
1249 effect->x = target->x; 1173 effect->insert_at (target, op);
1250 effect->y = target->y;
1251 insert_ob_in_map (effect, target->map, op, 0);
1252 1174
1253 return 1; 1175 return 1;
1254} 1176}
1255 1177
1256 1178
1266move_missile (object *op) 1188move_missile (object *op)
1267{ 1189{
1268 int i, mflags; 1190 int i, mflags;
1269 object *owner; 1191 object *owner;
1270 sint16 new_x, new_y; 1192 sint16 new_x, new_y;
1271 mapstruct *m; 1193 maptile *m;
1272 1194
1273 if (op->range-- <= 0) 1195 if (op->range-- <= 0)
1274 { 1196 {
1275 remove_ob (op); 1197 op->destroy ();
1276 free_object (op);
1277 return; 1198 return;
1278 } 1199 }
1279 1200
1280 owner = get_owner (op); 1201 owner = op->owner;
1281#if 0 1202#if 0
1282 /* It'd make things nastier if this wasn't here - spells cast by 1203 /* It'd make things nastier if this wasn't here - spells cast by
1283 * monster that are then killed would continue to survive 1204 * monster that are then killed would continue to survive
1284 */ 1205 */
1285 if (owner == NULL) 1206 if (owner == NULL)
1286 { 1207 {
1287 remove_ob (op); 1208 op->destroy ();
1288 free_object (op);
1289 return; 1209 return;
1290 } 1210 }
1291#endif 1211#endif
1292 1212
1293 new_x = op->x + DIRX (op); 1213 new_x = op->x + DIRX (op);
1300 hit_map (op, op->direction, AT_MAGIC, 1); 1220 hit_map (op, op->direction, AT_MAGIC, 1);
1301 /* Basically, missile only hits one thing then goes away. 1221 /* Basically, missile only hits one thing then goes away.
1302 * we need to remove it if someone hasn't already done so. 1222 * we need to remove it if someone hasn't already done so.
1303 */ 1223 */
1304 if (!op->destroyed ()) 1224 if (!op->destroyed ())
1305 free_object (op); 1225 op->destroy ();
1306 1226
1307 return; 1227 return;
1308 } 1228 }
1309 1229
1310 remove_ob (op); 1230 op->remove ();
1311 1231
1312 if (!op->direction || (mflags & P_OUT_OF_MAP)) 1232 if (!op->direction || (mflags & P_OUT_OF_MAP))
1313 { 1233 {
1314 free_object (op); 1234 op->destroy ();
1315 return; 1235 return;
1316 } 1236 }
1317 1237
1318 op->x = new_x; 1238 i = spell_find_dir (m, new_x, new_y, op->owner);
1319 op->y = new_y;
1320 op->map = m;
1321 i = spell_find_dir (op->map, op->x, op->y, get_owner (op));
1322 if (i > 0 && i != op->direction) 1239 if (i > 0 && i != op->direction)
1323 { 1240 {
1324 op->direction = i; 1241 op->direction = i;
1325 SET_ANIMATION (op, op->direction); 1242 SET_ANIMATION (op, op->direction);
1326 } 1243 }
1327 1244
1328 insert_ob_in_map (op, op->map, op, 0); 1245 m->insert (op, new_x, new_y, op);
1329} 1246}
1330 1247
1331/**************************************************************************** 1248/****************************************************************************
1332 * Destruction 1249 * Destruction
1333 ****************************************************************************/ 1250 ****************************************************************************/
1370 return 0; 1287 return 0;
1371 } 1288 }
1372 return 1; 1289 return 1;
1373} 1290}
1374 1291
1375
1376
1377
1378int 1292int
1379cast_destruction (object *op, object *caster, object *spell_ob) 1293cast_destruction (object *op, object *caster, object *spell_ob)
1380{ 1294{
1381 int i, j, range, mflags, friendly = 0, dam, dur; 1295 int i, j, range, mflags, friendly = 0, dam, dur;
1382 sint16 sx, sy; 1296 sint16 sx, sy;
1383 mapstruct *m; 1297 maptile *m;
1384 object *tmp; 1298 object *tmp;
1385 const char *skill; 1299 const char *skill;
1386 1300
1387 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob); 1301 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
1388 dam = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob); 1302 dam = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob);
1402 else if (caster->skill) 1316 else if (caster->skill)
1403 op->skill = caster->skill; 1317 op->skill = caster->skill;
1404 else 1318 else
1405 op->skill = NULL; 1319 op->skill = NULL;
1406 1320
1407 change_skill (op, find_skill_by_name (op, op->skill), 1); 1321 op->change_skill (find_skill_by_name (op, op->skill));
1408 1322
1409 for (i = -range; i < range; i++) 1323 for (i = -range; i < range; i++)
1410 { 1324 {
1411 for (j = -range; j < range; j++) 1325 for (j = -range; j < range; j++)
1412 { 1326 {
1413 m = op->map; 1327 m = op->map;
1414 sx = op->x + i; 1328 sx = op->x + i;
1415 sy = op->y + j; 1329 sy = op->y + j;
1330
1416 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy); 1331 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
1417 if (mflags & P_OUT_OF_MAP) 1332 if (mflags & P_OUT_OF_MAP)
1418 continue; 1333 continue;
1334
1419 if (mflags & P_IS_ALIVE) 1335 if (mflags & P_IS_ALIVE)
1420 { 1336 {
1421 for (tmp = get_map_ob (m, sx, sy); tmp; tmp = tmp->above) 1337 for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above)
1422 {
1423 if (QUERY_FLAG (tmp, FLAG_ALIVE) || tmp->type == PLAYER) 1338 if (QUERY_FLAG (tmp, FLAG_ALIVE) || tmp->type == PLAYER)
1424 break; 1339 break;
1425 } 1340
1426 if (tmp) 1341 if (tmp)
1427 { 1342 {
1428 if (tmp->head) 1343 if (tmp->head)
1429 tmp = tmp->head; 1344 tmp = tmp->head;
1430 1345
1433 { 1348 {
1434 if (spell_ob->subtype == SP_DESTRUCTION) 1349 if (spell_ob->subtype == SP_DESTRUCTION)
1435 { 1350 {
1436 hit_player (tmp, dam, op, spell_ob->attacktype, 0); 1351 hit_player (tmp, dam, op, spell_ob->attacktype, 0);
1437 if (spell_ob->other_arch) 1352 if (spell_ob->other_arch)
1438 {
1439 tmp = arch_to_object (spell_ob->other_arch); 1353 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op);
1440 tmp->x = sx;
1441 tmp->y = sy;
1442 insert_ob_in_map (tmp, m, op, 0);
1443 }
1444 } 1354 }
1445 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist[ATNR_MAGIC] != 100) 1355 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist[ATNR_MAGIC] != 100)
1446 { 1356 {
1447 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch) 1357 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch)
1448 {
1449 object *effect = arch_to_object (spell_ob->other_arch); 1358 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op);
1450
1451 effect->x = sx;
1452 effect->y = sy;
1453 insert_ob_in_map (effect, m, op, 0);
1454 }
1455 } 1359 }
1456 } 1360 }
1457 } 1361 }
1458 } 1362 }
1459 } 1363 }
1460 } 1364 }
1365
1461 op->skill = skill; 1366 op->skill = skill;
1462 return 1; 1367 return 1;
1463} 1368}
1464 1369
1465/*************************************************************************** 1370/***************************************************************************
1525 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1430 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1526 } 1431 }
1527 return 1; 1432 return 1;
1528 } 1433 }
1529 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50; 1434 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1530 force->speed = 1.0; 1435 force->speed = 1.f;
1531 force->speed_left = -1.0; 1436 force->speed_left = -1.f;
1532 SET_FLAG (force, FLAG_APPLIED); 1437 SET_FLAG (force, FLAG_APPLIED);
1533 1438
1534 if (god) 1439 if (god)
1535 { 1440 {
1536 if (spell_ob->last_grace) 1441 if (spell_ob->last_grace)
1549 force->stats.ac = spell_ob->stats.ac; 1454 force->stats.ac = spell_ob->stats.ac;
1550 force->stats.wc = spell_ob->stats.wc; 1455 force->stats.wc = spell_ob->stats.wc;
1551 1456
1552 change_abil (tmp, force); /* Mostly to display any messages */ 1457 change_abil (tmp, force); /* Mostly to display any messages */
1553 insert_ob_in_ob (force, tmp); 1458 insert_ob_in_ob (force, tmp);
1554 fix_player (tmp); 1459 tmp->update_stats ();
1555 return 1; 1460 return 1;
1556 1461
1557} 1462}
1558
1559 1463
1560/********************************************************************** 1464/**********************************************************************
1561 * mood change 1465 * mood change
1562 * Arguably, this may or may not be an attack spell. But since it 1466 * Arguably, this may or may not be an attack spell. But since it
1563 * effects monsters, it seems best to put it into this file 1467 * effects monsters, it seems best to put it into this file
1570mood_change (object *op, object *caster, object *spell) 1474mood_change (object *op, object *caster, object *spell)
1571{ 1475{
1572 object *tmp, *god, *head; 1476 object *tmp, *god, *head;
1573 int done_one, range, mflags, level, at, best_at; 1477 int done_one, range, mflags, level, at, best_at;
1574 sint16 x, y, nx, ny; 1478 sint16 x, y, nx, ny;
1575 mapstruct *m; 1479 maptile *m;
1576 const char *race; 1480 const char *race;
1577 1481
1578 /* We precompute some values here so that we don't have to keep 1482 /* We precompute some values here so that we don't have to keep
1579 * doing it over and over again. 1483 * doing it over and over again.
1580 */ 1484 */
1593 else if (god && !strcmp (spell->race, "GOD_FRIEND")) 1497 else if (god && !strcmp (spell->race, "GOD_FRIEND"))
1594 race = god->race; 1498 race = god->race;
1595 else 1499 else
1596 race = spell->race; 1500 race = spell->race;
1597 1501
1598
1599 for (x = op->x - range; x <= op->x + range; x++) 1502 for (x = op->x - range; x <= op->x + range; x++)
1600 for (y = op->y - range; y <= op->y + range; y++) 1503 for (y = op->y - range; y <= op->y + range; y++)
1601 { 1504 {
1602
1603 done_one = 0; 1505 done_one = 0;
1604 m = op->map; 1506 m = op->map;
1605 nx = x; 1507 nx = x;
1606 ny = y; 1508 ny = y;
1607 mflags = get_map_flags (m, &m, x, y, &nx, &ny); 1509 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1610 1512
1611 /* If there is nothing living on this space, no need to go further */ 1513 /* If there is nothing living on this space, no need to go further */
1612 if (!(mflags & P_IS_ALIVE)) 1514 if (!(mflags & P_IS_ALIVE))
1613 continue; 1515 continue;
1614 1516
1517 // players can only affect spaces that they can actually see
1518 if (caster && caster->contr
1519 && caster->contr->visibility_at (m, nx, ny) < 70)
1520 continue;
1521
1615 for (tmp = get_map_ob (m, nx, ny); tmp; tmp = tmp->above) 1522 for (tmp = GET_MAP_TOP (m, nx, ny); tmp; tmp = tmp->below)
1616 if (QUERY_FLAG (tmp, FLAG_MONSTER)) 1523 if (QUERY_FLAG (tmp, FLAG_MONSTER))
1617 break; 1524 break;
1618 1525
1619 /* There can be living objects that are not monsters */ 1526 /* There can be living objects that are not monsters */
1620 if (!tmp || tmp->type == PLAYER) 1527 if (!tmp || tmp->type == PLAYER)
1627 head = tmp; 1534 head = tmp;
1628 1535
1629 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */ 1536 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */
1630 if (race && head->race && !strstr (race, head->race)) 1537 if (race && head->race && !strstr (race, head->race))
1631 continue; 1538 continue;
1539
1632 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD)) 1540 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD))
1633 continue; 1541 continue;
1634 1542
1635 /* Now do a bunch of stuff related to saving throws */ 1543 /* Now do a bunch of stuff related to saving throws */
1636 best_at = -1; 1544 best_at = -1;
1653 at -= level / 5; 1561 at -= level / 5;
1654 if (did_make_save (head, head->level, at)) 1562 if (did_make_save (head, head->level, at))
1655 continue; 1563 continue;
1656 } 1564 }
1657 else /* spell->attacktype */ 1565 else /* spell->attacktype */
1658 /*
1659 Spell has no attacktype (charm & such), so we'll have a specific saving:
1660 * if spell level < monster level, no go
1661 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) )
1662
1663 The chance will then be in the range [20-70] percent, not too bad.
1664
1665 This is required to fix the 'charm monster' abuse, where a player level 1 can
1666 charm a level 125 monster...
1667
1668 Ryo, august 14th
1669 */
1670 { 1566 {
1567 /*
1568 Spell has no attacktype (charm & such), so we'll have a specific saving:
1569 * if spell level < monster level, no go
1570 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) )
1571
1572 The chance will then be in the range [20-70] percent, not too bad.
1573
1574 This is required to fix the 'charm monster' abuse, where a player level 1 can
1575 charm a level 125 monster...
1576
1577 Ryo, august 14th
1578 */
1671 if (head->level > level) 1579 if (head->level > level)
1672 continue; 1580 continue;
1581
1673 if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + MIN (50, 2 * (level - head->level)))) 1582 if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + MIN (50, 2 * (level - head->level))))
1674 /* Failed, no effect */ 1583 /* Failed, no effect */
1675 continue; 1584 continue;
1676 } 1585 }
1677 1586
1678 /* Done with saving throw. Now start effecting the monster */ 1587 /* Done with saving throw. Now start affecting the monster */
1679 1588
1680 /* aggravation */ 1589 /* aggravation */
1681 if (QUERY_FLAG (spell, FLAG_MONSTER)) 1590 if (QUERY_FLAG (spell, FLAG_MONSTER))
1682 { 1591 {
1683 CLEAR_FLAG (head, FLAG_SLEEP); 1592 CLEAR_FLAG (head, FLAG_SLEEP);
1684 if (QUERY_FLAG (head, FLAG_FRIENDLY))
1685 remove_friendly_object (head); 1593 remove_friendly_object (head);
1686
1687 done_one = 1; 1594 done_one = 1;
1688 head->enemy = op; 1595 head->enemy = op;
1689 } 1596 }
1690 1597
1691 /* calm monsters */ 1598 /* calm monsters */
1700 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK)) 1607 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK))
1701 { 1608 {
1702 SET_FLAG (head, FLAG_BERSERK); 1609 SET_FLAG (head, FLAG_BERSERK);
1703 done_one = 1; 1610 done_one = 1;
1704 } 1611 }
1612
1705 /* charm */ 1613 /* charm */
1706 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY)) 1614 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY))
1707 { 1615 {
1708 SET_FLAG (head, FLAG_FRIENDLY);
1709 /* Prevent uncontolled outbreaks of self replicating monsters. 1616 /* Prevent uncontolled outbreaks of self replicating monsters.
1710 Typical use case is charm, go somwhere, use aggravation to make hostile. 1617 Typical use case is charm, go somwhere, use aggravation to make hostile.
1711 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */ 1618 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */
1712 CLEAR_FLAG (head, FLAG_GENERATOR); 1619 CLEAR_FLAG (head, FLAG_GENERATOR);
1713 set_owner (head, op); 1620 head->set_owner (op);
1714 set_spell_skill (op, caster, spell, head); 1621 set_spell_skill (op, caster, spell, head);
1715 add_friendly_object (head); 1622 add_friendly_object (head);
1716 head->attack_movement = PETMOVE; 1623 head->attack_movement = PETMOVE;
1717 done_one = 1; 1624 done_one = 1;
1718 change_exp (op, head->stats.exp / 2, head->skill, SK_EXP_ADD_SKILL); 1625 change_exp (op, head->stats.exp / 2, head->skill, SK_EXP_ADD_SKILL);
1719 head->stats.exp = 0; 1626 head->stats.exp = 0;
1720 } 1627 }
1721 1628
1722 /* If a monster was effected, put an effect in */ 1629 /* If a monster was effected, put an effect in */
1723 if (done_one && spell->other_arch) 1630 if (done_one && spell->other_arch)
1724 {
1725 tmp = arch_to_object (spell->other_arch); 1631 m->insert (arch_to_object (spell->other_arch), nx, ny, op);
1726 tmp->x = nx;
1727 tmp->y = ny;
1728 insert_ob_in_map (tmp, m, op, 0);
1729 }
1730 } /* for y */ 1632 } /* for y */
1731 1633
1732 return 1; 1634 return 1;
1733} 1635}
1734 1636
1744move_ball_spell (object *op) 1646move_ball_spell (object *op)
1745{ 1647{
1746 int i, j, dam_save, dir, mflags; 1648 int i, j, dam_save, dir, mflags;
1747 sint16 nx, ny, hx, hy; 1649 sint16 nx, ny, hx, hy;
1748 object *owner; 1650 object *owner;
1749 mapstruct *m; 1651 maptile *m;
1750 1652
1751 owner = get_owner (op); 1653 owner = op->owner;
1752 1654
1753 /* the following logic makes sure that the ball doesn't move into a wall, 1655 /* the following logic makes sure that the ball doesn't move into a wall,
1754 * and makes sure that it will move along a wall to try and get at it's 1656 * and makes sure that it will move along a wall to try and get at it's
1755 * victim. The block immediately below more or less chooses a random 1657 * victim. The block immediately below more or less chooses a random
1756 * offset to move the ball, eg, keep it mostly on course, with some 1658 * offset to move the ball, eg, keep it mostly on course, with some
1785 nx = op->x; 1687 nx = op->x;
1786 ny = op->y; 1688 ny = op->y;
1787 m = op->map; 1689 m = op->map;
1788 } 1690 }
1789 1691
1790 remove_ob (op); 1692 m->insert (op, nx, ny, op);
1791 op->y = ny;
1792 op->x = nx;
1793 insert_ob_in_map (op, m, op, 0);
1794 1693
1795 dam_save = op->stats.dam; /* save the original dam: we do halfdam on 1694 dam_save = op->stats.dam; /* save the original dam: we do halfdam on
1796 surrounding squares */ 1695 surrounding squares */
1797 1696
1798 /* loop over current square and neighbors to hit. 1697 /* loop over current square and neighbors to hit.
1799 * if this has an other_arch field, we insert that in 1698 * if this has an other_arch field, we insert that in
1800 * the surround spaces. 1699 * the surround spaces.
1801 */ 1700 */
1802 for (j = 0; j < 9; j++) 1701 for (j = 0; j < 9; j++)
1803 { 1702 {
1804 object *new_ob;
1805
1806 hx = nx + freearr_x[j]; 1703 hx = nx + freearr_x[j];
1807 hy = ny + freearr_y[j]; 1704 hy = ny + freearr_y[j];
1808 1705
1809 m = op->map; 1706 m = op->map;
1810 mflags = get_map_flags (m, &m, hx, hy, &hx, &hy); 1707 mflags = get_map_flags (m, &m, hx, hy, &hx, &hy);
1824 1721
1825 } 1722 }
1826 1723
1827 /* insert the other arch */ 1724 /* insert the other arch */
1828 if (op->other_arch && !(OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy)))) 1725 if (op->other_arch && !(OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy))))
1829 { 1726 m->insert (arch_to_object (op->other_arch), hx, hy, op);
1830 new_ob = arch_to_object (op->other_arch);
1831 new_ob->x = hx;
1832 new_ob->y = hy;
1833 insert_ob_in_map (new_ob, m, op, 0);
1834 }
1835 } 1727 }
1836 1728
1837 /* restore to the center location and damage */ 1729 /* restore to the center location and damage */
1838 op->stats.dam = dam_save; 1730 op->stats.dam = dam_save;
1839 1731
1840 i = spell_find_dir (op->map, op->x, op->y, get_owner (op)); 1732 i = spell_find_dir (op->map, op->x, op->y, op->owner);
1841 1733
1842 if (i >= 0) 1734 if (i >= 0)
1843 { /* we have a preferred direction! */ 1735 { /* we have a preferred direction! */
1844 /* pick another direction if the preferred dir is blocked. */ 1736 /* pick another direction if the preferred dir is blocked. */
1845 if (get_map_flags (op->map, &m, nx + freearr_x[i], ny + freearr_y[i], &hx, &hy) & P_OUT_OF_MAP || 1737 if (get_map_flags (op->map, &m, nx + freearr_x[i], ny + freearr_y[i], &hx, &hy) & P_OUT_OF_MAP ||
1846 OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy))) 1738 OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy)))
1847 {
1848 i = absdir (i + rndm (0, 2) - 1); /* -1, 0, +1 */ 1739 i = absdir (i + rndm (0, 2) - 1); /* -1, 0, +1 */
1849 } 1740
1850 op->direction = i; 1741 op->direction = i;
1851 } 1742 }
1852} 1743}
1853 1744
1854 1745
1866#if 0 1757#if 0
1867 static int cardinal_adjust[9] = { -3, -2, -1, 0, 0, 0, 1, 2, 3 }; 1758 static int cardinal_adjust[9] = { -3, -2, -1, 0, 0, 0, 1, 2, 3 };
1868 static int diagonal_adjust[10] = { -3, -2, -2, -1, 0, 0, 1, 2, 2, 3 }; 1759 static int diagonal_adjust[10] = { -3, -2, -2, -1, 0, 0, 1, 2, 2, 3 };
1869 sint16 target_x, target_y, origin_x, origin_y; 1760 sint16 target_x, target_y, origin_x, origin_y;
1870 int adjustdir; 1761 int adjustdir;
1871 mapstruct *m; 1762 maptile *m;
1872#endif 1763#endif
1873 int basedir; 1764 int basedir;
1874 object *owner; 1765 object *owner;
1875 1766
1876 owner = get_owner (op); 1767 owner = op->owner;
1877 if (op->duration == 0 || owner == NULL) 1768 if (op->duration == 0 || owner == NULL)
1878 { 1769 {
1879 remove_ob (op); 1770 op->destroy ();
1880 free_object (op);
1881 return; 1771 return;
1882 } 1772 }
1773
1883 op->duration--; 1774 op->duration--;
1884 1775
1885 basedir = op->direction; 1776 basedir = op->direction;
1886 if (basedir == 0) 1777 if (basedir == 0)
1887 { 1778 {
1892#if 0 1783#if 0
1893 // this is bogus: it causes wrong places to be checked below 1784 // this is bogus: it causes wrong places to be checked below
1894 // (a wall 2 cells away will block the effect...) and 1785 // (a wall 2 cells away will block the effect...) and
1895 // doesn't work for SP_BULLET anyhow, so again tests the wrong 1786 // doesn't work for SP_BULLET anyhow, so again tests the wrong
1896 // space. 1787 // space.
1897 // should be fixed later, but correctness before featurs... 1788 // should be fixed later, but correctness before features...
1898 // (schmorp) 1789 // (schmorp)
1899 1790
1900 /* new offset calculation to make swarm element distribution 1791 /* new offset calculation to make swarm element distribution
1901 * more uniform 1792 * more uniform
1902 */ 1793 */
1984 1875
1985 if (!spell->other_arch) 1876 if (!spell->other_arch)
1986 return 0; 1877 return 0;
1987 1878
1988 tmp = get_archetype (SWARM_SPELL); 1879 tmp = get_archetype (SWARM_SPELL);
1989 tmp->x = op->x;
1990 tmp->y = op->y;
1991 set_owner (tmp, op); /* needed so that if swarm elements kill, caster gets xp. */ 1880 tmp->set_owner (op); /* needed so that if swarm elements kill, caster gets xp. */
1992 set_spell_skill (op, caster, spell, tmp); 1881 set_spell_skill (op, caster, spell, tmp);
1993 1882
1994 tmp->level = caster_level (caster, spell); /*needed later, to get level dep. right. */ 1883 tmp->level = caster_level (caster, spell); /*needed later, to get level dep. right. */
1995 tmp->spell = arch_to_object (spell->other_arch); 1884 tmp->spell = arch_to_object (spell->other_arch);
1996 1885
1997 tmp->attacktype = tmp->spell->attacktype; 1886 tmp->attacktype = tmp->spell->attacktype;
1998 1887
1999 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) 1888 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
2000 {
2001 if (!tailor_god_spell (tmp, op)) 1889 if (!tailor_god_spell (tmp, op))
2002 return 1; 1890 return 1;
2003 } 1891
2004 tmp->duration = SP_level_duration_adjust (caster, spell); 1892 tmp->duration = SP_level_duration_adjust (caster, spell);
2005 for (i = 0; i < spell->duration; i++) 1893 for (i = 0; i < spell->duration; i++)
2006 tmp->duration += die_roll (1, 3, op, PREFER_HIGH); 1894 tmp->duration += die_roll (1, 3, op, PREFER_HIGH);
2007 1895
2008 tmp->direction = dir; 1896 tmp->direction = dir;
2009 tmp->invisible = 1; 1897 tmp->invisible = 1;
2010 insert_ob_in_map (tmp, op->map, op, 0); 1898
1899 tmp->insert_at (op, op);
2011 return 1; 1900 return 1;
2012} 1901}
2013 1902
2014 1903
2015/* See the spells documentation file for why this is its own 1904/* See the spells documentation file for why this is its own
2019cast_light (object *op, object *caster, object *spell, int dir) 1908cast_light (object *op, object *caster, object *spell, int dir)
2020{ 1909{
2021 object *target = NULL, *tmp = NULL; 1910 object *target = NULL, *tmp = NULL;
2022 sint16 x, y; 1911 sint16 x, y;
2023 int dam, mflags; 1912 int dam, mflags;
2024 mapstruct *m; 1913 maptile *m;
2025 1914
2026 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1915 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
2027 1916
2028 if (!dir) 1917 if (!dir)
2029 { 1918 {
2043 return 0; 1932 return 0;
2044 } 1933 }
2045 1934
2046 if (mflags & P_IS_ALIVE && spell->attacktype) 1935 if (mflags & P_IS_ALIVE && spell->attacktype)
2047 { 1936 {
2048 for (target = get_map_ob (m, x, y); target; target = target->above) 1937 for (target = GET_MAP_OB (m, x, y); target; target = target->above)
2049 if (QUERY_FLAG (target, FLAG_MONSTER)) 1938 if (QUERY_FLAG (target, FLAG_MONSTER))
2050 { 1939 {
2051 /* oky doky. got a target monster. Lets make a blinding attack */ 1940 /* oky doky. got a target monster. Lets make a blinding attack */
2052 if (target->head) 1941 if (target->head)
2053 target = target->head; 1942 target = target->head;
2075 { 1964 {
2076 tmp->glow_radius = spell->range + SP_level_range_adjust (caster, spell); 1965 tmp->glow_radius = spell->range + SP_level_range_adjust (caster, spell);
2077 if (tmp->glow_radius > MAX_LIGHT_RADII) 1966 if (tmp->glow_radius > MAX_LIGHT_RADII)
2078 tmp->glow_radius = MAX_LIGHT_RADII; 1967 tmp->glow_radius = MAX_LIGHT_RADII;
2079 } 1968 }
2080 tmp->x = x; 1969
2081 tmp->y = y; 1970 m->insert (tmp, x, y, op);
2082 insert_ob_in_map (tmp, m, op, 0);
2083 return 1; 1971 return 1;
2084} 1972}
2085 1973
2086 1974
2087 1975
2097cast_cause_disease (object *op, object *caster, object *spell, int dir) 1985cast_cause_disease (object *op, object *caster, object *spell, int dir)
2098{ 1986{
2099 sint16 x, y; 1987 sint16 x, y;
2100 int i, mflags, range, dam_mod, dur_mod; 1988 int i, mflags, range, dam_mod, dur_mod;
2101 object *walk; 1989 object *walk;
2102 mapstruct *m; 1990 maptile *m;
2103 1991
2104 x = op->x; 1992 x = op->x;
2105 y = op->y; 1993 y = op->y;
2106 1994
2107 /* If casting from a scroll, no direction will be available, so refer to the 1995 /* If casting from a scroll, no direction will be available, so refer to the
2135 2023
2136 /* Only bother looking on this space if there is something living here */ 2024 /* Only bother looking on this space if there is something living here */
2137 if (mflags & P_IS_ALIVE) 2025 if (mflags & P_IS_ALIVE)
2138 { 2026 {
2139 /* search this square for a victim */ 2027 /* search this square for a victim */
2140 for (walk = get_map_ob (m, x, y); walk; walk = walk->above) 2028 for (walk = GET_MAP_OB (m, x, y); walk; walk = walk->above)
2141 if (QUERY_FLAG (walk, FLAG_MONSTER) || (walk->type == PLAYER)) 2029 if (QUERY_FLAG (walk, FLAG_MONSTER) || (walk->type == PLAYER))
2142 { /* found a victim */ 2030 { /* found a victim */
2143 object *disease = arch_to_object (spell->other_arch); 2031 object *disease = arch_to_object (spell->other_arch);
2144 2032
2145 set_owner (disease, op); 2033 disease->set_owner (op);
2146 set_spell_skill (op, caster, spell, disease); 2034 set_spell_skill (op, caster, spell, disease);
2147 disease->stats.exp = 0; 2035 disease->stats.exp = 0;
2148 disease->level = caster_level (caster, spell); 2036 disease->level = caster_level (caster, spell);
2149 2037
2150 /* do level adjustments */ 2038 /* do level adjustments */
2195 if (disease->stats.sp) 2083 if (disease->stats.sp)
2196 disease->stats.sp -= dam_mod; 2084 disease->stats.sp -= dam_mod;
2197 2085
2198 if (infect_object (walk, disease, 1)) 2086 if (infect_object (walk, disease, 1))
2199 { 2087 {
2200 object *flash; /* visual effect for inflicting disease */
2201
2202 new_draw_info_format (NDI_UNIQUE, 0, op, "You inflict %s on %s!", &disease->name, &walk->name); 2088 new_draw_info_format (NDI_UNIQUE, 0, op, "You inflict %s on %s!", &disease->name, &walk->name);
2203 2089
2204 free_object (disease); /* don't need this one anymore */ 2090 disease->destroy (); /* don't need this one anymore */
2205 flash = get_archetype (ARCH_DETECT_MAGIC); 2091 walk->map->insert (get_archetype ("detect_magic"), x, y, op);
2206 flash->x = x;
2207 flash->y = y;
2208 flash->map = walk->map;
2209 insert_ob_in_map (flash, walk->map, op, 0);
2210 return 1; 2092 return 1;
2211 } 2093 }
2212 free_object (disease); 2094
2095 disease->destroy ();
2213 } 2096 }
2214 } /* if living creature */ 2097 } /* if living creature */
2215 } /* for range of spaces */ 2098 } /* for range of spaces */
2099
2216 new_draw_info (NDI_UNIQUE, 0, op, "No one caught anything!"); 2100 new_draw_info (NDI_UNIQUE, 0, op, "No one caught anything!");
2217 return 1; 2101 return 1;
2218} 2102}

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