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Comparing deliantra/server/server/spell_attack.C (file contents):
Revision 1.12 by root, Thu Sep 14 21:16:13 2006 UTC vs.
Revision 1.68 by elmex, Mon Oct 6 08:46:33 2008 UTC

1
2/* 1/*
3 * static char *rcsid_spell_attack_c = 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
4 * "$Id: spell_attack.C,v 1.12 2006/09/14 21:16:13 root Exp $"; 3 *
5 */ 4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
6
7
8/*
9 CrossFire, A Multiplayer game for X-windows
10
11 Copyright (C) 2002-2003 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002-2003,2007 Mark Wedel & Crossfire Development Team
12 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
13 7 *
14 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
15 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
16 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
17 (at your option) any later version. 11 * (at your option) any later version.
18 12 *
19 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
20 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
21 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
22 GNU General Public License for more details. 16 * GNU General Public License for more details.
23 17 *
24 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
25 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
26 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
27 21 * The authors can be reached via e-mail to <support@deliantra.net>
28 The authors can be reached via e-mail at crossfire-devel@real-time.com
29*/ 22 */
30 23
31/* This file contains all the spell attack code. Grouping this code 24/* This file contains all the spell attack code. Grouping this code
32 * together should hopefully make it easier to find the relevent bits 25 * together should hopefully make it easier to find the relevent bits
33 * of code 26 * of code
34 */ 27 */
35 28
36#include <global.h> 29#include <global.h>
37#include <object.h> 30#include <object.h>
38#include <living.h> 31#include <living.h>
39#ifndef __CEXTRACT__
40# include <sproto.h> 32#include <sproto.h>
41#endif
42#include <spells.h> 33#include <spells.h>
43#include <sounds.h> 34#include <sounds.h>
44 35
45/* this function checks to see if a spell pushes objects as well 36/* this function checks to see if a spell pushes objects as well
46 * as flies over and damages them (only used for cones for now) 37 * as flies over and damages them (only used for cones for now)
47 * but moved here so it could be applied to bolts too 38 * but moved here so it could be applied to bolts too
48 * op is the spell object. 39 * op is the spell object.
49 */ 40 */
50
51void 41void
52check_spell_knockback (object *op) 42check_spell_knockback (object *op)
53{ 43{
54 object *tmp, *tmp2; /* object on the map */
55 int weight_move; 44 int weight_move;
56 int frictionmod = 2; /*poor man's physics - multipy targets weight by this amount */ 45 int frictionmod = 2; /*poor man's physics - multipy targets weight by this amount */
57 46
58 if (!op->weight) 47 if (!op->weight)
59 { /*shouldn't happen but if cone object has no weight drop out */ 48 { /*shouldn't happen but if cone object has no weight drop out */
64 { 53 {
65 weight_move = op->weight + (op->weight * op->level) / 3; 54 weight_move = op->weight + (op->weight * op->level) / 3;
66 /*LOG (llevDebug, "DEBUG: arch weighs %d and masses %d (%s,level %d)\n", op->weight,weight_move,op->name,op->level); */ 55 /*LOG (llevDebug, "DEBUG: arch weighs %d and masses %d (%s,level %d)\n", op->weight,weight_move,op->name,op->level); */
67 } 56 }
68 57
69 for (tmp = get_map_ob (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 58 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
70 { 59 {
71 int num_sections = 1; 60 int num_sections = 1;
72 61
73 /* don't move DM */ 62 /* don't move DM */
74 if (QUERY_FLAG (tmp, FLAG_WIZ)) 63 if (QUERY_FLAG (tmp, FLAG_WIZ))
81 /* don't move floors or immobile objects */ 70 /* don't move floors or immobile objects */
82 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || (!QUERY_FLAG (tmp, FLAG_ALIVE) && QUERY_FLAG (tmp, FLAG_NO_PICK))) 71 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || (!QUERY_FLAG (tmp, FLAG_ALIVE) && QUERY_FLAG (tmp, FLAG_NO_PICK)))
83 continue; 72 continue;
84 73
85 /* count the object's sections */ 74 /* count the object's sections */
86 for (tmp2 = tmp; tmp2 != NULL; tmp2 = tmp2->more) 75 for (object *tmp2 = tmp; tmp2; tmp2 = tmp2->more)
87 num_sections++; 76 num_sections++;
88 77
89 /* I'm not sure if it makes sense to divide by num_sections - bigger 78 /* I'm not sure if it makes sense to divide by num_sections - bigger
90 * objects should be harder to move, and we are moving the entire 79 * objects should be harder to move, and we are moving the entire
91 * object, not just the head, so the total weight should be relevant. 80 * object, not just the head, so the total weight should be relevant.
115 * 104 *
116 * BOLT CODE 105 * BOLT CODE
117 * 106 *
118 ***************************************************************************/ 107 ***************************************************************************/
119 108
120/* Causes op to fork. op is the original bolt, tmp 109/* Causes op to fork. op is the original bolt, tmp
121 * is the first piece of the fork. 110 * is the first piece of the fork.
122 */ 111 */
123
124void 112void
125forklightning (object *op, object *tmp) 113forklightning (object *op, object *tmp)
126{ 114{
127 int new_dir = 1; /* direction or -1 for left, +1 for right 0 if no new bolt */ 115 int new_dir = 1; /* direction or -1 for left, +1 for right 0 if no new bolt */
128 int t_dir; /* stores temporary dir calculation */ 116 int t_dir; /* stores temporary dir calculation */
129 mapstruct *m; 117 maptile *m;
130 sint16 sx, sy; 118 sint16 sx, sy;
131 object *new_bolt; 119 object *new_bolt;
132 120
133 /* pick a fork direction. tmp->stats.Con is the left bias 121 /* pick a fork direction. tmp->stats.Con is the left bias
134 * i.e., the chance in 100 of forking LEFT 122 * i.e., the chance in 100 of forking LEFT
147 135
148 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (m, sx, sy))) 136 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (m, sx, sy)))
149 return; 137 return;
150 138
151 /* OK, we made a fork */ 139 /* OK, we made a fork */
152 new_bolt = get_object (); 140 new_bolt = tmp->clone ();
153 copy_object (tmp, new_bolt);
154 141
155 /* reduce chances of subsequent forking */ 142 /* reduce chances of subsequent forking */
156 new_bolt->stats.Dex -= 10; 143 new_bolt->stats.Dex -= 10;
157 tmp->stats.Dex -= 10; /* less forks from main bolt too */ 144 tmp->stats.Dex -= 10; /* less forks from main bolt too */
158 new_bolt->stats.Con += 25 * new_dir; /* adjust the left bias */ 145 new_bolt->stats.Con += 25 * new_dir; /* adjust the left bias */
159 new_bolt->speed_left = -0.1; 146 new_bolt->speed_left = -0.1f;
160 new_bolt->direction = t_dir; 147 new_bolt->direction = t_dir;
161 new_bolt->duration++; 148 new_bolt->duration++;
162 new_bolt->x = sx;
163 new_bolt->y = sy;
164 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */ 149 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */
165 new_bolt->stats.dam++; 150 new_bolt->stats.dam++;
166 tmp->stats.dam /= 2; /* reduce father bolt damage */ 151 tmp->stats.dam /= 2; /* reduce father bolt damage */
167 tmp->stats.dam++; 152 tmp->stats.dam++;
168 new_bolt = insert_ob_in_map (new_bolt, m, op, 0); 153
154 if ((new_bolt = m->insert (new_bolt, sx, sy, op)))
169 update_turn_face (new_bolt); 155 update_turn_face (new_bolt);
170} 156}
171 157
172/* move_bolt: moves bolt 'op'. Basically, it just advances a space, 158/* move_bolt: moves bolt 'op'. Basically, it just advances a space,
173 * and checks for various things that may stop it. 159 * and checks for various things that may stop it.
174 */ 160 */
175
176void 161void
177move_bolt (object *op) 162move_bolt (object *op)
178{ 163{
179 object *tmp;
180 int mflags; 164 int mflags;
181 sint16 x, y; 165 sint16 x, y;
182 mapstruct *m; 166 maptile *m;
183 167
184 if (--(op->duration) < 0) 168 if (--op->duration < 0)
185 { 169 {
186 remove_ob (op); 170 op->drop_and_destroy ();
187 free_object (op);
188 return; 171 return;
189 } 172 }
190 173
191 hit_map (op, 0, op->attacktype, 1); 174 hit_map (op, 0, op->attacktype, 1);
192 175
193 if (!op->direction) 176 if (!op->direction)
194 return; 177 return;
195 178
196 if (--op->range < 0) 179 if (--op->range < 0)
197 {
198 op->range = 0; 180 op->range = 0;
199 }
200 else 181 else
201 { 182 {
202 x = op->x + DIRX (op); 183 x = op->x + DIRX (op);
203 y = op->y + DIRY (op); 184 y = op->y + DIRY (op);
204 m = op->map; 185 m = op->map;
212 * on the space. So only call reflwall if we think the data it returns 193 * on the space. So only call reflwall if we think the data it returns
213 * will be useful. 194 * will be useful.
214 */ 195 */
215 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)) || ((mflags & P_IS_ALIVE) && reflwall (m, x, y, op))) 196 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)) || ((mflags & P_IS_ALIVE) && reflwall (m, x, y, op)))
216 { 197 {
217
218 if (!QUERY_FLAG (op, FLAG_REFLECTING)) 198 if (!QUERY_FLAG (op, FLAG_REFLECTING))
219 return; 199 return;
220 200
221 /* Since walls don't run diagonal, if the bolt is in 201 /* Since walls don't run diagonal, if the bolt is in
222 * one of 4 main directions, it just reflects back in the 202 * one of 4 main directions, it just reflects back in the
252 else if (left) 232 else if (left)
253 op->direction = absdir (op->direction + 2); 233 op->direction = absdir (op->direction + 2);
254 else if (right) 234 else if (right)
255 op->direction = absdir (op->direction - 2); 235 op->direction = absdir (op->direction - 2);
256 } 236 }
237
257 update_turn_face (op); /* A bolt *must* be IS_TURNABLE */ 238 update_turn_face (op); /* A bolt *must* be IS_TURNABLE */
258 return; 239 return;
259 } 240 }
260 else 241 else
261 { /* Create a copy of this object and put it ahead */ 242 { /* Create a copy of this object and put it ahead */
262 tmp = get_object (); 243 object *tmp = op->clone ();
263 copy_object (op, tmp); 244
245 m->insert (tmp, x, y, op);
264 tmp->speed_left = -0.1; 246 tmp->speed_left = -0.1f;
265 tmp->x += DIRX (tmp), tmp->y += DIRY (tmp);
266 tmp = insert_ob_in_map (tmp, op->map, op, 0);
267 /* To make up for the decrease at the top of the function */ 247 /* To make up for the decrease at the top of the function */
268 tmp->duration++; 248 tmp->duration++;
269 249
270 /* New forking code. Possibly create forks of this object 250 /* New forking code. Possibly create forks of this object
271 * going off in other directions. 251 * going off in other directions.
272 */ 252 */
273
274 if (rndm (0, 99) < tmp->stats.Dex) 253 if (tmp->stats.Dex && rndm (0, 99) < tmp->stats.Dex)
275 { /* stats.Dex % of forking */ 254 forklightning (op, tmp); /* stats.Dex % of forking */
276 forklightning (op, tmp); 255
277 }
278 /* In this way, the object left behind sticks on the space, but 256 /* In this way, the object left behind sticks on the space, but
279 * doesn't create any bolts that continue to move onward. 257 * doesn't create any bolts that continue to move onward.
280 */ 258 */
281 op->range = 0; 259 op->range = 0;
282 } /* copy object and move it along */ 260 } /* copy object and move it along */
289 * we remove the magic flag - that can be derived from 267 * we remove the magic flag - that can be derived from
290 * spob->attacktype. 268 * spob->attacktype.
291 * This function sets up the appropriate owner and skill 269 * This function sets up the appropriate owner and skill
292 * pointers. 270 * pointers.
293 */ 271 */
294
295int 272int
296fire_bolt (object *op, object *caster, int dir, object *spob, object *skill) 273fire_bolt (object *op, object *caster, int dir, object *spob, object *skill)
297{ 274{
298 object *tmp = NULL; 275 object *tmp = NULL;
299 int mflags; 276 int mflags;
306 return 0; 283 return 0;
307 284
308 /* peterm: level dependency for bolts */ 285 /* peterm: level dependency for bolts */
309 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob); 286 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob);
310 tmp->attacktype = spob->attacktype; 287 tmp->attacktype = spob->attacktype;
288
311 if (spob->slaying) 289 if (spob->slaying)
312 tmp->slaying = spob->slaying; 290 tmp->slaying = spob->slaying;
291
313 tmp->range = spob->range + SP_level_range_adjust (caster, spob); 292 tmp->range = spob->range + SP_level_range_adjust (caster, spob);
314 tmp->duration = spob->duration + SP_level_duration_adjust (caster, spob); 293 tmp->duration = spob->duration + SP_level_duration_adjust (caster, spob);
315 tmp->stats.Dex = spob->stats.Dex; 294 tmp->stats.Dex = spob->stats.Dex;
316 tmp->stats.Con = spob->stats.Con; 295 tmp->stats.Con = spob->stats.Con;
317 296
318 tmp->direction = dir; 297 tmp->direction = dir;
319 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) 298 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
320 SET_ANIMATION (tmp, dir); 299 SET_ANIMATION (tmp, dir);
321 300
322 set_owner (tmp, op); 301 tmp->set_owner (op);
323 set_spell_skill (op, caster, spob, tmp); 302 set_spell_skill (op, caster, spob, tmp);
324 303
325 tmp->x = op->x + DIRX (tmp); 304 tmp->x = op->x + DIRX (tmp);
326 tmp->y = op->y + DIRY (tmp); 305 tmp->y = op->y + DIRY (tmp);
327 tmp->map = op->map; 306 tmp->map = op->map;
328 307
308 maptile *newmap;
329 mflags = get_map_flags (tmp->map, &tmp->map, tmp->x, tmp->y, &tmp->x, &tmp->y); 309 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y);
330 if (mflags & P_OUT_OF_MAP) 310 if (mflags & P_OUT_OF_MAP)
331 { 311 {
332 free_object (tmp); 312 tmp->drop_and_destroy ();
333 return 0; 313 return 0;
334 } 314 }
315
316 tmp->map = newmap;
317
335 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y))) 318 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y)))
336 { 319 {
337 if (!QUERY_FLAG (tmp, FLAG_REFLECTING)) 320 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
338 { 321 {
339 free_object (tmp); 322 tmp->drop_and_destroy ();
340 return 0; 323 return 0;
341 } 324 }
325
342 tmp->x = op->x; 326 tmp->x = op->x;
343 tmp->y = op->y; 327 tmp->y = op->y;
344 tmp->direction = absdir (tmp->direction + 4); 328 tmp->direction = absdir (tmp->direction + 4);
345 tmp->map = op->map; 329 tmp->map = op->map;
346 } 330 }
347 if ((tmp = insert_ob_in_map (tmp, tmp->map, op, 0)) != NULL) 331
332 if ((tmp = tmp->insert_at (tmp, op)))
348 move_bolt (tmp); 333 move_bolt (tmp);
334
349 return 1; 335 return 1;
350} 336}
351
352
353 337
354/*************************************************************************** 338/***************************************************************************
355 * 339 *
356 * BULLET/BALL CODE 340 * BULLET/BALL CODE
357 * 341 *
358 ***************************************************************************/ 342 ***************************************************************************/
359 343
360/* expands an explosion. op is a piece of the 344/* expands an explosion. op is a piece of the
361 * explosion - this expans it in the different directions. 345 * explosion - this expands it in the different directions.
362 * At least that is what I think this does. 346 * At least that is what I think this does.
363 */ 347 */
364void 348void
365explosion (object *op) 349explosion (object *op)
366{ 350{
367 object *tmp;
368 mapstruct *m = op->map; 351 maptile *m = op->map;
369 int i; 352 int i;
370 353
371 if (--(op->duration) < 0) 354 if (--op->duration < 0)
372 {
373 remove_ob (op);
374 free_object (op);
375 return;
376 } 355 {
356 op->destroy ();
357 return;
358 }
359
377 hit_map (op, 0, op->attacktype, 0); 360 hit_map (op, 0, op->attacktype, 0);
378 361
379 if (op->range > 0) 362 if (op->range > 0)
380 { 363 {
381 for (i = 1; i < 9; i++) 364 for (i = 1; i < 9; i++)
382 { 365 {
383 sint16 dx, dy; 366 sint16 dx, dy;
384 367
385 dx = op->x + freearr_x[i]; 368 dx = op->x + freearr_x[i];
386 dy = op->y + freearr_y[i]; 369 dy = op->y + freearr_y[i];
370
387 /* ok_to_put_more already does things like checks for walls, 371 /* ok_to_put_more already does things like checks for walls,
388 * out of map, etc. 372 * out of map, etc.
389 */ 373 */
390 if (ok_to_put_more (op->map, dx, dy, op, op->attacktype)) 374 if (ok_to_put_more (op->map, dx, dy, op, op->attacktype))
391 { 375 {
392 tmp = get_object (); 376 object *tmp = op->clone ();
393 copy_object (op, tmp); 377
394 tmp->state = 0; 378 tmp->state = 0;
395 tmp->speed_left = -0.21; 379 tmp->speed_left = -0.21f;
396 tmp->range--; 380 tmp->range--;
397 tmp->value = 0; 381 tmp->value = 0;
398 tmp->x = dx; 382
399 tmp->y = dy; 383 m->insert (tmp, dx, dy, op);
400 insert_ob_in_map (tmp, m, op, 0);
401 } 384 }
402 } 385 }
403 } 386 }
404} 387}
405
406 388
407/* Causes an object to explode, eg, a firebullet, 389/* Causes an object to explode, eg, a firebullet,
408 * poison cloud ball, etc. op is the object to 390 * poison cloud ball, etc. op is the object to
409 * explode. 391 * explode.
410 */ 392 */
411void 393void
412explode_bullet (object *op) 394explode_bullet (object *op)
413{ 395{
414 tag_t op_tag = op->count;
415 object *tmp, *owner; 396 object *tmp, *owner;
416 397
417 if (op->other_arch == NULL) 398 if (!op->other_arch)
418 { 399 {
419 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n"); 400 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n");
420 remove_ob (op); 401 op->destroy ();
421 free_object (op);
422 return; 402 return;
423 } 403 }
424 404
425 if (op->env) 405 if (op->env)
426 { 406 {
427 object *env; 407 object *env = op->outer_env ();
428 408
429 env = object_get_env_recursive (op);
430 if (env->map == NULL || out_of_map (env->map, env->x, env->y)) 409 if (!env->map || out_of_map (env->map, env->x, env->y))
431 { 410 {
432 LOG (llevError, "BUG: explode_bullet(): env out of map\n"); 411 LOG (llevError, "BUG: explode_bullet(): env out of map\n");
433 remove_ob (op); 412 op->destroy ();
434 free_object (op);
435 return; 413 return;
436 } 414 }
437 remove_ob (op); 415
438 op->x = env->x; 416 op->insert_at (env, op, INS_NO_MERGE | INS_NO_WALK_ON);
439 op->y = env->y;
440 insert_ob_in_map (op, env->map, op, INS_NO_MERGE | INS_NO_WALK_ON);
441 } 417 }
442 else if (out_of_map (op->map, op->x, op->y)) 418 else if (out_of_map (op->map, op->x, op->y))
443 { 419 {
444 LOG (llevError, "BUG: explode_bullet(): op out of map\n"); 420 LOG (llevError, "BUG: explode_bullet(): op out of map\n");
445 remove_ob (op); 421 op->destroy ();
446 free_object (op);
447 return; 422 return;
448 } 423 }
449 424
450 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent explosions of any kind on safe maps 425 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent explosions of any kind on safe maps
451 // NOTE: If this breaks something important: remove this. I can't think of anything 426 // NOTE: If this breaks something important: remove this. I can't think of anything
452 // bad at the moment that might happen from this. 427 // bad at the moment that might happen from this.
453 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE) 428 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
454 { 429 {
455 remove_ob (op); 430 op->destroy ();
456 free_object (op);
457 return; 431 return;
458 } 432 }
459 433
460 if (op->attacktype) 434 if (op->attacktype)
461 { 435 {
462 hit_map (op, 0, op->attacktype, 1); 436 hit_map (op, 0, op->attacktype, 1);
463 if (was_destroyed (op, op_tag)) 437
438 if (op->destroyed ())
464 return; 439 return;
465 } 440 }
466 441
467 /* other_arch contains what this explodes into */ 442 /* other_arch contains what this explodes into */
468 tmp = arch_to_object (op->other_arch); 443 tmp = arch_to_object (op->other_arch);
469 444
470 copy_owner (tmp, op); 445 tmp->set_owner (op);
471 tmp->skill = op->skill; 446 tmp->skill = op->skill;
472 447
473 owner = get_owner (op); 448 owner = op->owner;
474 449
475 if ((tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) && owner && !tailor_god_spell (tmp, owner)) 450 if ((tmp->attacktype & AT_HOLYWORD
476 { 451 || tmp->attacktype & AT_GODPOWER)
477 remove_ob (op); 452 && owner
478 free_object (op); 453 && !tailor_god_spell (tmp, owner))
479 return;
480 } 454 {
481 455 op->destroy ();
482 tmp->x = op->x; 456 return;
483 tmp->y = op->y; 457 }
484 458
485 /* special for bombs - it actually has sane values for these */ 459 /* special for bombs - it actually has sane values for these */
486 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB) 460 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB)
487 { 461 {
488 tmp->attacktype = op->attacktype; 462 tmp->attacktype = op->attacktype;
492 } 466 }
493 else 467 else
494 { 468 {
495 if (op->attacktype & AT_MAGIC) 469 if (op->attacktype & AT_MAGIC)
496 tmp->attacktype |= AT_MAGIC; 470 tmp->attacktype |= AT_MAGIC;
471
497 /* Spell doc describes what is going on here */ 472 /* Spell doc describes what is going on here */
498 tmp->stats.dam = op->dam_modifier; 473 tmp->stats.dam = op->dam_modifier;
499 tmp->range = op->stats.maxhp; 474 tmp->range = op->stats.maxhp;
500 tmp->duration = op->stats.hp; 475 tmp->duration = op->stats.hp;
501 /* Used for spell tracking - just need a unique val for this spell - 476 /* Used for spell tracking - just need a unique val for this spell -
509 tmp->stats.sp = op->direction; 484 tmp->stats.sp = op->direction;
510 485
511 /* Prevent recursion */ 486 /* Prevent recursion */
512 op->move_on = 0; 487 op->move_on = 0;
513 488
514 insert_ob_in_map (tmp, op->map, op, 0); 489 tmp->insert_at (op, op);
490 tmp->play_sound (tmp->sound);
491
515 /* remove the firebullet */ 492 /* remove the firebullet */
516 if (!was_destroyed (op, op_tag)) 493 op->destroy ();
517 {
518 remove_ob (op);
519 free_object (op);
520 }
521} 494}
522
523
524 495
525/* checks to see what op should do, given the space it is on 496/* checks to see what op should do, given the space it is on
526 * (eg, explode, damage player, etc) 497 * (eg, explode, damage player, etc)
527 */ 498 */
528
529void 499void
530check_bullet (object *op) 500check_bullet (object *op)
531{ 501{
532 tag_t op_tag = op->count, tmp_tag;
533 object *tmp; 502 object *tmp;
534 int dam, mflags; 503 int dam, mflags;
535 mapstruct *m; 504 maptile *m;
536 sint16 sx, sy; 505 sint16 sx, sy;
537 506
538 mflags = get_map_flags (op->map, &m, op->x, op->y, &sx, &sy); 507 mflags = get_map_flags (op->map, &m, op->x, op->y, &sx, &sy);
539 508
540 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy))) 509 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
549 518
550 /* If nothing alive on this space, no reason to do anything further */ 519 /* If nothing alive on this space, no reason to do anything further */
551 if (!(mflags & P_IS_ALIVE)) 520 if (!(mflags & P_IS_ALIVE))
552 return; 521 return;
553 522
554 for (tmp = get_map_ob (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 523 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
555 { 524 {
556 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 525 if (QUERY_FLAG (tmp, FLAG_ALIVE))
557 { 526 {
558 tmp_tag = tmp->count;
559 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1); 527 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1);
528
529 // TODO: can't understand the following if's
560 if (was_destroyed (op, op_tag) || !was_destroyed (tmp, tmp_tag) || (op->stats.dam -= dam) < 0) 530 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0)
561 { 531 {
562 if (!QUERY_FLAG (op, FLAG_REMOVED)) 532 if (!QUERY_FLAG (op, FLAG_REMOVED))
563 { 533 {
564 remove_ob (op); 534 op->destroy ();
565 free_object (op);
566 return; 535 return;
567 } 536 }
568 } 537 }
569 } 538 }
570 } 539 }
571} 540}
572
573 541
574/* Basically, we move 'op' one square, and if it hits something, 542/* Basically, we move 'op' one square, and if it hits something,
575 * call check_bullet. 543 * call check_bullet.
576 * This function is only applicable to bullets, but not to all 544 * This function is only applicable to bullets, but not to all
577 * fired arches (eg, bolts). 545 * fired arches (eg, bolts).
578 */ 546 */
579
580void 547void
581move_bullet (object *op) 548move_bullet (object *op)
582{ 549{
583 sint16 new_x, new_y; 550 sint16 new_x, new_y;
584 int mflags; 551 int mflags;
585 mapstruct *m; 552 maptile *m;
586 553
587#if 0 554#if 0
588 /* We need a better general purpose way to do this */ 555 /* We need a better general purpose way to do this */
589 556
590 /* peterm: added to make comet leave a trail of burnouts 557 /* peterm: added to make comet leave a trail of burnouts
591 it's an unadulterated hack, but the effect is cool. */ 558 it's an unadulterated hack, but the effect is cool. */
592 if (op->stats.sp == SP_METEOR) 559 if (op->stats.sp == SP_METEOR)
593 { 560 {
594 replace_insert_ob_in_map ("fire_trail", op); 561 replace_insert_ob_in_map ("fire_trail", op);
595 if (was_destroyed (op, op_tag)) 562 if (op->destroyed ())
596 return; 563 return;
597 } /* end addition. */ 564 } /* end addition. */
598#endif 565#endif
599 566
600 /* Reached the end of its life - remove it */ 567 /* Reached the end of its life - remove it */
601 if (--op->range <= 0) 568 if (--op->range <= 0)
602 { 569 {
603 if (op->other_arch) 570 if (op->other_arch)
604 {
605 explode_bullet (op); 571 explode_bullet (op);
606 }
607 else 572 else
608 { 573 op->destroy ();
609 remove_ob (op); 574
610 free_object (op);
611 }
612 return; 575 return;
613 } 576 }
614 577
615 new_x = op->x + DIRX (op); 578 new_x = op->x + DIRX (op);
616 new_y = op->y + DIRY (op); 579 new_y = op->y + DIRY (op);
617 m = op->map; 580 m = op->map;
618 mflags = get_map_flags (m, &m, new_x, new_y, &new_x, &new_y); 581 mflags = get_map_flags (m, &m, new_x, new_y, &new_x, &new_y);
619 582
620 if (mflags & P_OUT_OF_MAP) 583 if (mflags & P_OUT_OF_MAP)
621 { 584 {
622 remove_ob (op); 585 op->destroy ();
623 free_object (op);
624 return; 586 return;
625 } 587 }
626 588
627 if (!op->direction || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y))) 589 if (!op->direction || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y)))
628 { 590 {
629 if (op->other_arch) 591 if (op->other_arch)
630 {
631 explode_bullet (op); 592 explode_bullet (op);
632 }
633 else 593 else
634 { 594 op->destroy ();
635 remove_ob (op);
636 free_object (op);
637 }
638 return;
639 }
640 595
641 remove_ob (op); 596 return;
642 op->x = new_x; 597 }
643 op->y = new_y; 598
644 if ((op = insert_ob_in_map (op, m, op, 0)) == NULL) 599 if (!(op = m->insert (op, new_x, new_y, op)))
645 return; 600 return;
646 601
647 if (reflwall (op->map, op->x, op->y, op)) 602 if (reflwall (op->map, op->x, op->y, op))
648 { 603 {
649 op->direction = absdir (op->direction + 4); 604 op->direction = absdir (op->direction + 4);
650 update_turn_face (op); 605 update_turn_face (op);
651 } 606 }
652 else 607 else
653 {
654 check_bullet (op); 608 check_bullet (op);
655 }
656} 609}
657
658
659
660 610
661/* fire_bullet 611/* fire_bullet
662 * object op (cast from caster) files a bolt in dir. 612 * object op (cast from caster) files a bolt in dir.
663 * spob is the spell object for the bolt. 613 * spob is the spell object for the bolt.
664 * we remove the magic flag - that can be derived from 614 * we remove the magic flag - that can be derived from
665 * spob->attacktype. 615 * spob->attacktype.
666 * This function sets up the appropriate owner and skill 616 * This function sets up the appropriate owner and skill
667 * pointers. 617 * pointers.
668 */ 618 */
669
670int 619int
671fire_bullet (object *op, object *caster, int dir, object *spob) 620fire_bullet (object *op, object *caster, int dir, object *spob)
672{ 621{
673 object *tmp = NULL; 622 object *tmp = NULL;
674 int mflags; 623 int mflags;
675 624
676 if (!spob->other_arch) 625 if (!spob->other_arch)
677 return 0; 626 return 0;
678 627
679 tmp = arch_to_object (spob->other_arch); 628 tmp = spob->other_arch->instance ();
680 if (tmp == NULL) 629 if (!tmp)
681 return 0; 630 return 0;
682 631
683 /* peterm: level dependency for bolts */ 632 /* peterm: level dependency for bolts */
684 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob); 633 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob);
685 tmp->attacktype = spob->attacktype; 634 tmp->attacktype = spob->attacktype;
686 if (spob->slaying) 635 if (spob->slaying)
687 tmp->slaying = spob->slaying; 636 tmp->slaying = spob->slaying;
688 637
695 644
696 tmp->direction = dir; 645 tmp->direction = dir;
697 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) 646 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
698 SET_ANIMATION (tmp, dir); 647 SET_ANIMATION (tmp, dir);
699 648
700 set_owner (tmp, op); 649 tmp->set_owner (op);
701 set_spell_skill (op, caster, spob, tmp); 650 set_spell_skill (op, caster, spob, tmp);
702 651
703 tmp->x = op->x + freearr_x[dir]; 652 tmp->x = op->x + freearr_x[dir];
704 tmp->y = op->y + freearr_y[dir]; 653 tmp->y = op->y + freearr_y[dir];
705 tmp->map = op->map; 654 tmp->map = op->map;
706 655
656 maptile *newmap;
707 mflags = get_map_flags (tmp->map, &tmp->map, tmp->x, tmp->y, &tmp->x, &tmp->y); 657 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y);
708 if (mflags & P_OUT_OF_MAP) 658 if (mflags & P_OUT_OF_MAP)
709 { 659 {
710 free_object (tmp); 660 tmp->destroy ();
711 return 0; 661 return 0;
712 } 662 }
663
664 tmp->map = newmap;
665
713 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y))) 666 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y)))
714 { 667 {
715 if (!QUERY_FLAG (tmp, FLAG_REFLECTING)) 668 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
716 { 669 {
717 free_object (tmp); 670 tmp->destroy ();
718 return 0; 671 return 0;
719 } 672 }
673
720 tmp->x = op->x; 674 tmp->x = op->x;
721 tmp->y = op->y; 675 tmp->y = op->y;
722 tmp->direction = absdir (tmp->direction + 4); 676 tmp->direction = absdir (tmp->direction + 4);
723 tmp->map = op->map; 677 tmp->map = op->map;
724 } 678 }
725 if ((tmp = insert_ob_in_map (tmp, tmp->map, op, 0)) != NULL) 679
726 { 680 if ((tmp = tmp->insert_at (tmp, op)))
727 check_bullet (tmp); 681 check_bullet (tmp);
728 } 682
729 return 1; 683 return 1;
730} 684}
731
732
733
734 685
735/***************************************************************************** 686/*****************************************************************************
736 * 687 *
737 * CONE RELATED FUNCTIONS 688 * CONE RELATED FUNCTIONS
738 * 689 *
739 *****************************************************************************/ 690 *****************************************************************************/
740 691
741
742/* drops an object based on what is in the cone's "other_arch" */ 692/* drops an object based on what is in the cone's "other_arch" */
743void 693void
744cone_drop (object *op) 694cone_drop (object *op)
745{ 695{
746 object *new_ob = arch_to_object (op->other_arch); 696 object *new_ob = arch_to_object (op->other_arch);
747 697
748 new_ob->x = op->x;
749 new_ob->y = op->y;
750 new_ob->level = op->level; 698 new_ob->level = op->level;
751 set_owner (new_ob, op->owner); 699 new_ob->set_owner (op->owner);
752 700
753 /* preserve skill ownership */ 701 /* preserve skill ownership */
754 if (op->skill && op->skill != new_ob->skill) 702 if (op->skill && op->skill != new_ob->skill)
755 {
756 new_ob->skill = op->skill; 703 new_ob->skill = op->skill;
757 }
758 insert_ob_in_map (new_ob, op->map, op, 0);
759 704
705 new_ob->insert_at (op, op);
760} 706}
761 707
762/* move_cone: causes cone object 'op' to move a space/hit creatures */ 708/* move_cone: causes cone object 'op' to move a space/hit creatures */
763 709
764void 710void
765move_cone (object *op) 711move_cone (object *op)
766{ 712{
767 int i;
768 tag_t tag;
769
770 /* if no map then hit_map will crash so just ignore object */ 713 /* if no map then hit_map will crash so just ignore object */
771 if (!op->map) 714 if (!op->map)
772 { 715 {
773 LOG (llevError, "Tried to move_cone object %s without a map.\n", op->name ? &op->name : "unknown"); 716 LOG (llevError, "Tried to move_cone object %s without a map.\n", op->name ? &op->name : "unknown");
774 op->speed = 0; 717 op->set_speed (0);
775 update_ob_speed (op);
776 return; 718 return;
777 } 719 }
778 720
779 /* lava saves it's life, but not yours :) */ 721 /* lava saves it's life, but not yours :) */
780 if (QUERY_FLAG (op, FLAG_LIFESAVE)) 722 if (QUERY_FLAG (op, FLAG_LIFESAVE))
786#if 0 728#if 0
787 /* Disable this - enabling it makes monsters easier, as 729 /* Disable this - enabling it makes monsters easier, as
788 * when their cone dies when they die. 730 * when their cone dies when they die.
789 */ 731 */
790 /* If no owner left, the spell dies out. */ 732 /* If no owner left, the spell dies out. */
791 if (get_owner (op) == NULL) 733 if (op->owner == NULL)
792 { 734 {
793 remove_ob (op); 735 op->destroy ();
794 free_object (op);
795 return; 736 return;
796 } 737 }
797#endif 738#endif
798 739
799 tag = op->count;
800 hit_map (op, 0, op->attacktype, 0); 740 hit_map (op, 0, op->attacktype, 0);
741
742 if (!op->is_on_map ())
743 return;
801 744
802 /* Check to see if we should push anything. 745 /* Check to see if we should push anything.
803 * Spell objects with weight push whatever they encounter to some 746 * Spell objects with weight push whatever they encounter to some
804 * degree. 747 * degree.
805 */ 748 */
806 if (op->weight) 749 if (op->weight)
750 {
807 check_spell_knockback (op); 751 check_spell_knockback (op);
808 752
809 if (was_destroyed (op, tag)) 753 if (!op->is_on_map ())
810 return; 754 return;
755 }
811 756
812 if ((op->duration--) < 0) 757 if (op->duration-- < 0)
813 { 758 {
814 remove_ob (op); 759 op->destroy ();
815 free_object (op);
816 return; 760 return;
817 } 761 }
818 /* Object has hit maximum range, so don't have it move 762 /* Object has hit maximum range, so don't have it move
819 * any further. When the duration above expires, 763 * any further. When the duration above expires,
820 * then the object will get removed. 764 * then the object will get removed.
823 { 767 {
824 op->range = 0; /* just so it doesn't wrap */ 768 op->range = 0; /* just so it doesn't wrap */
825 return; 769 return;
826 } 770 }
827 771
828 for (i = -1; i < 2; i++) 772 for (int i = -1; i <= 1; i++)
829 { 773 {
830 sint16 x = op->x + freearr_x[absdir (op->stats.sp + i)], y = op->y + freearr_y[absdir (op->stats.sp + i)]; 774 sint16 x = op->x + freearr_x[absdir (op->stats.sp + i)], y = op->y + freearr_y[absdir (op->stats.sp + i)];
831 775
832 if (ok_to_put_more (op->map, x, y, op, op->attacktype)) 776 if (ok_to_put_more (op->map, x, y, op, op->attacktype))
833 { 777 {
834 object *tmp = get_object (); 778 object *tmp = op->clone ();
835
836 copy_object (op, tmp);
837 tmp->x = x;
838 tmp->y = y;
839 779
840 tmp->duration = op->duration + 1; 780 tmp->duration = op->duration + 1;
841 781
842 /* Use for spell tracking - see ok_to_put_more() */ 782 /* Use for spell tracking - see ok_to_put_more() */
843 tmp->stats.maxhp = op->stats.maxhp; 783 tmp->stats.maxhp = op->stats.maxhp;
844 insert_ob_in_map (tmp, op->map, op, 0); 784
785 op->map->insert (tmp, x, y, op);
786
845 if (tmp->other_arch) 787 if (tmp->other_arch)
846 cone_drop (tmp); 788 cone_drop (tmp);
847 } 789 }
848 } 790 }
849} 791}
859int 801int
860cast_cone (object *op, object *caster, int dir, object *spell) 802cast_cone (object *op, object *caster, int dir, object *spell)
861{ 803{
862 object *tmp; 804 object *tmp;
863 int i, success = 0, range_min = -1, range_max = 1; 805 int i, success = 0, range_min = -1, range_max = 1;
864 mapstruct *m; 806 maptile *m;
865 sint16 sx, sy; 807 sint16 sx, sy;
866 MoveType movetype; 808 MoveType movetype;
867 809
868 if (!spell->other_arch) 810 if (!spell->other_arch)
869 return 0; 811 return 0;
882 824
883 /* Need to know what the movetype of the object we are about 825 /* Need to know what the movetype of the object we are about
884 * to create is, so we can know if the space we are about to 826 * to create is, so we can know if the space we are about to
885 * insert it into is blocked. 827 * insert it into is blocked.
886 */ 828 */
887 movetype = spell->other_arch->clone.move_type; 829 movetype = spell->other_arch->move_type;
888 830
889 for (i = range_min; i <= range_max; i++) 831 for (i = range_min; i <= range_max; i++)
890 { 832 {
891 sint16 x, y, d; 833 sint16 x, y, d;
892 834
925 if ((movetype & GET_MAP_MOVE_BLOCK (m, sx, sy)) == movetype) 867 if ((movetype & GET_MAP_MOVE_BLOCK (m, sx, sy)) == movetype)
926 continue; 868 continue;
927 869
928 success = 1; 870 success = 1;
929 tmp = arch_to_object (spell->other_arch); 871 tmp = arch_to_object (spell->other_arch);
930 set_owner (tmp, op); 872 tmp->set_owner (op);
931 set_spell_skill (op, caster, spell, tmp); 873 set_spell_skill (op, caster, spell, tmp);
932 tmp->level = caster_level (caster, spell); 874 tmp->level = casting_level (caster, spell);
933 tmp->x = sx;
934 tmp->y = sy;
935 tmp->attacktype = spell->attacktype; 875 tmp->attacktype = spell->attacktype;
936 876
937 /* holy word stuff */ 877 /* holy word stuff */
938 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER)) 878 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER))
939 if (!tailor_god_spell (tmp, op)) 879 if (!tailor_god_spell (tmp, op))
973 else 913 else
974 tmp->duration += caster->level / 3; 914 tmp->duration += caster->level / 3;
975 } 915 }
976 916
977 if (!(tmp->move_type & MOVE_FLY_LOW)) 917 if (!(tmp->move_type & MOVE_FLY_LOW))
978 LOG (llevDebug, "cast_cone(): arch %s doesn't have flying 1\n", &spell->other_arch->name); 918 LOG (llevDebug, "cast_cone(): arch %s doesn't have flying 1\n", &spell->other_arch->archname);
979 919
980 if (!tmp->move_on && tmp->stats.dam) 920 if (!tmp->move_on && tmp->stats.dam)
981 {
982 LOG (llevDebug, "cast_cone(): arch %s doesn't have move_on set\n", &spell->other_arch->name); 921 LOG (llevDebug, "cast_cone(): arch %s doesn't have move_on set\n", &spell->other_arch->archname);
983 }
984 922
985 insert_ob_in_map (tmp, m, op, 0); 923 m->insert (tmp, sx, sy, op);
986 924
987 /* This is used for tracking spells so that one effect doesn't hit 925 /* This is used for tracking spells so that one effect doesn't hit
988 * a single space too many times. 926 * a single space too many times.
989 */ 927 */
990 tmp->stats.maxhp = tmp->count; 928 tmp->stats.maxhp = tmp->count;
1000 * 938 *
1001 * BOMB related code 939 * BOMB related code
1002 * 940 *
1003 ****************************************************************************/ 941 ****************************************************************************/
1004 942
1005
1006/* This handles an exploding bomb. 943/* This handles an exploding bomb.
1007 * op is the original bomb object. 944 * op is the original bomb object.
1008 */ 945 */
1009void 946void
1010animate_bomb (object *op) 947animate_bomb (object *op)
1011{ 948{
1012 int i;
1013 object *env, *tmp;
1014 archetype *at;
1015
1016 if (op->state != NUM_ANIMATIONS (op) - 1) 949 if (op->state != NUM_ANIMATIONS (op) - 1)
1017 return; 950 return;
1018 951
1019 env = object_get_env_recursive (op); 952 object *env = op->outer_env ();
1020 953
1021 if (op->env) 954 if (op->env)
1022 { 955 {
1023 if (env->map == NULL) 956 if (env->map == NULL)
1024 return; 957 return;
1025 958
1026 if (env->type == PLAYER) 959 if (!(op = op->insert_at (env, op)))
1027 esrv_del_item (env->contr, op->count);
1028
1029 remove_ob (op);
1030 op->x = env->x;
1031 op->y = env->y;
1032 if ((op = insert_ob_in_map (op, env->map, op, 0)) == NULL)
1033 return; 960 return;
1034 } 961 }
1035 962
1036 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent bomb from exploding 963 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent bomb from exploding
1037 // on a safe map. I don't like this special casing, but it seems to be neccessary 964 // on a safe map. I don't like this special casing, but it seems to be neccessary
1038 // as bombs can be carried. 965 // as bombs can be carried.
1039 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE) 966 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
1040 { 967 {
1041 remove_ob (op); 968 op->destroy ();
1042 free_object (op);
1043 return; 969 return;
1044 } 970 }
1045 971
1046 /* This copies a lot of the code from the fire bullet, 972 /* This copies a lot of the code from the fire bullet,
1047 * but using the cast_bullet isn't really feasible, 973 * but using the cast_bullet isn't really feasible,
1048 * so just set up the appropriate values. 974 * so just set up the appropriate values.
1049 */ 975 */
1050 at = archetype::find (SPLINT); 976 if (archetype *at = archetype::find (SPLINT))
1051 if (at)
1052 { 977 {
1053 for (i = 1; i < 9; i++) 978 for (int i = 1; i < 9; i++)
1054 { 979 {
1055 if (out_of_map (op->map, op->x + freearr_x[i], op->y + freearr_x[i])) 980 if (out_of_map (op->map, op->x + freearr_x[i], op->y + freearr_x[i]))
1056 continue; 981 continue;
982
1057 tmp = arch_to_object (at); 983 object *tmp = arch_to_object (at);
1058 tmp->direction = i; 984 tmp->direction = i;
1059 tmp->range = op->range; 985 tmp->range = op->range;
1060 tmp->stats.dam = op->stats.dam; 986 tmp->stats.dam = op->stats.dam;
1061 tmp->duration = op->duration; 987 tmp->duration = op->duration;
1062 tmp->attacktype = op->attacktype; 988 tmp->attacktype = op->attacktype;
1063 copy_owner (tmp, op); 989 tmp->set_owner (op);
1064 if (op->skill && op->skill != tmp->skill) 990 if (op->skill && op->skill != tmp->skill)
1065 {
1066 tmp->skill = op->skill; 991 tmp->skill = op->skill;
1067 } 992
1068 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) 993 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
1069 SET_ANIMATION (tmp, i); 994 SET_ANIMATION (tmp, i);
1070 tmp->x = op->x + freearr_x[i]; 995
1071 tmp->y = op->y + freearr_x[i]; 996 op->map->insert (tmp, op->x + freearr_x[i], op->y + freearr_x[i], op);
1072 insert_ob_in_map (tmp, op->map, op, 0);
1073 move_bullet (tmp); 997 move_bullet (tmp);
1074 } 998 }
1075 } 999 }
1076 1000
1077 explode_bullet (op); 1001 explode_bullet (op);
1078} 1002}
1079 1003
1080int 1004int
1081create_bomb (object *op, object *caster, int dir, object *spell) 1005create_bomb (object *op, object *caster, int dir, object *spell)
1082{ 1006{
1083
1084 object *tmp; 1007 object *tmp;
1085 int mflags; 1008 int mflags;
1086 sint16 dx = op->x + freearr_x[dir], dy = op->y + freearr_y[dir]; 1009 sint16 dx = op->x + freearr_x[dir], dy = op->y + freearr_y[dir];
1087 mapstruct *m; 1010 maptile *m;
1088 1011
1089 mflags = get_map_flags (op->map, &m, dx, dy, &dx, &dy); 1012 mflags = get_map_flags (op->map, &m, dx, dy, &dx, &dy);
1090 if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, dx, dy) & MOVE_WALK)) 1013 if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, dx, dy) & MOVE_WALK))
1091 { 1014 {
1092 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way."); 1015 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way.");
1093 return 0; 1016 return 0;
1094 } 1017 }
1018
1095 tmp = arch_to_object (spell->other_arch); 1019 tmp = arch_to_object (spell->other_arch);
1096 1020
1097 /* level dependencies for bomb */ 1021 /* level dependencies for bomb */
1098 tmp->range = spell->range + SP_level_range_adjust (caster, spell); 1022 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
1099 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1023 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1100 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell); 1024 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
1101 tmp->attacktype = spell->attacktype; 1025 tmp->attacktype = spell->attacktype;
1102 1026
1103 set_owner (tmp, op); 1027 tmp->set_owner (op);
1104 set_spell_skill (op, caster, spell, tmp); 1028 set_spell_skill (op, caster, spell, tmp);
1105 tmp->x = dx; 1029
1106 tmp->y = dy; 1030 m->insert (tmp, dx, dy, op);
1107 insert_ob_in_map (tmp, m, op, 0);
1108 return 1; 1031 return 1;
1109} 1032}
1110 1033
1111/**************************************************************************** 1034/****************************************************************************
1112 * 1035 *
1121 * dir is the direction to look in. 1044 * dir is the direction to look in.
1122 * range is how far out to look. 1045 * range is how far out to look.
1123 * type is the type of spell - either SPELL_MANA or SPELL_GRACE. 1046 * type is the type of spell - either SPELL_MANA or SPELL_GRACE.
1124 * this info is used for blocked magic/unholy spaces. 1047 * this info is used for blocked magic/unholy spaces.
1125 */ 1048 */
1126
1127object * 1049object *
1128get_pointed_target (object *op, int dir, int range, int type) 1050get_pointed_target (object *op, int dir, int range, int type)
1129{ 1051{
1130 object *target; 1052 object *target;
1131 sint16 x, y; 1053 sint16 x, y;
1132 int dist, mflags; 1054 int dist, mflags;
1133 mapstruct *mp; 1055 maptile *mp;
1134 1056
1135 if (dir == 0) 1057 if (dir == 0)
1136 return NULL; 1058 return NULL;
1137 1059
1138 for (dist = 1; dist < range; dist++) 1060 for (dist = 1; dist < range; dist++)
1150 return NULL; 1072 return NULL;
1151 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW) 1073 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW)
1152 return NULL; 1074 return NULL;
1153 1075
1154 if (mflags & P_IS_ALIVE) 1076 if (mflags & P_IS_ALIVE)
1155 {
1156 for (target = get_map_ob (mp, x, y); target; target = target->above) 1077 for (target = GET_MAP_OB (mp, x, y); target; target = target->above)
1157 { 1078 if (QUERY_FLAG (target, FLAG_MONSTER))
1158 if (QUERY_FLAG (target->head ? target->head : target, FLAG_MONSTER))
1159 {
1160 return target; 1079 return target;
1161 }
1162 }
1163 }
1164 } 1080 }
1081
1165 return NULL; 1082 return NULL;
1166} 1083}
1167
1168 1084
1169/* cast_smite_arch() - the priest points to a creature and causes 1085/* cast_smite_arch() - the priest points to a creature and causes
1170 * a 'godly curse' to decend. 1086 * a 'godly curse' to decend.
1171 * usual params - 1087 * usual params -
1172 * op = player 1088 * op = player
1173 * caster = object casting the spell. 1089 * caster = object casting the spell.
1174 * dir = direction being cast 1090 * dir = direction being cast
1175 * spell = spell object 1091 * spell = spell object
1176 */ 1092 */
1177
1178int 1093int
1179cast_smite_spell (object *op, object *caster, int dir, object *spell) 1094cast_smite_spell (object *op, object *caster, int dir, object *spell)
1180{ 1095{
1181 object *effect, *target; 1096 object *effect, *target;
1182 object *god = find_god (determine_god (op)); 1097 object *god = find_god (determine_god (op));
1206 effect = arch_to_object (spell->other_arch); 1121 effect = arch_to_object (spell->other_arch);
1207 else 1122 else
1208 return 0; 1123 return 0;
1209 1124
1210 /* tailor the effect by priest level and worshipped God */ 1125 /* tailor the effect by priest level and worshipped God */
1211 effect->level = caster_level (caster, spell); 1126 effect->level = casting_level (caster, spell);
1212 effect->attacktype = spell->attacktype; 1127 effect->attacktype = spell->attacktype;
1213 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER)) 1128 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER))
1214 { 1129 {
1215 if (tailor_god_spell (effect, op)) 1130 if (tailor_god_spell (effect, op))
1216 new_draw_info_format (NDI_UNIQUE, 0, op, "%s answers your call!", determine_god (op)); 1131 new_draw_info_format (NDI_UNIQUE, 0, op, "%s answers your call!", determine_god (op));
1228 if (effect->attacktype & AT_DEATH) 1143 if (effect->attacktype & AT_DEATH)
1229 { 1144 {
1230 effect->level = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1145 effect->level = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1231 1146
1232 /* casting death spells at undead isn't a good thing */ 1147 /* casting death spells at undead isn't a good thing */
1233 if QUERY_FLAG
1234 (target, FLAG_UNDEAD) 1148 if (QUERY_FLAG (target, FLAG_UNDEAD))
1235 { 1149 {
1236 if (random_roll (0, 2, op, PREFER_LOW)) 1150 if (random_roll (0, 2, op, PREFER_LOW))
1237 { 1151 {
1238 new_draw_info (NDI_UNIQUE, 0, op, "Idiot! Your spell boomerangs!"); 1152 new_draw_info (NDI_UNIQUE, 0, op, "Idiot! Your spell boomerangs!");
1239 effect->x = op->x; 1153 effect->x = op->x;
1241 } 1155 }
1242 else 1156 else
1243 { 1157 {
1244 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s looks stronger!", query_name (target)); 1158 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s looks stronger!", query_name (target));
1245 target->stats.hp = target->stats.maxhp * 2; 1159 target->stats.hp = target->stats.maxhp * 2;
1246 free_object (effect); 1160 effect->destroy ();
1247 return 0; 1161 return 0;
1248 } 1162 }
1249 } 1163 }
1250 } 1164 }
1251 else 1165 else
1252 { 1166 {
1253 /* how much woe to inflict :) */ 1167 /* how much woe to inflict :) */
1254 effect->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1168 effect->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1255 } 1169 }
1256 1170
1257 set_owner (effect, op); 1171 effect->set_owner (op);
1258 set_spell_skill (op, caster, spell, effect); 1172 set_spell_skill (op, caster, spell, effect);
1259 1173
1260 /* ok, tell it where to be, and insert! */ 1174 /* ok, tell it where to be, and insert! */
1261 effect->x = target->x; 1175 effect->insert_at (target, op);
1262 effect->y = target->y;
1263 insert_ob_in_map (effect, target->map, op, 0);
1264 1176
1265 return 1; 1177 return 1;
1266} 1178}
1267
1268 1179
1269/**************************************************************************** 1180/****************************************************************************
1270 * 1181 *
1271 * MAGIC MISSILE code. 1182 * MAGIC MISSILE code.
1272 * note that the fire_bullet is used to fire the missile. The 1183 * note that the fire_bullet is used to fire the missile. The
1275 1186
1276/* op is a missile that needs to be moved */ 1187/* op is a missile that needs to be moved */
1277void 1188void
1278move_missile (object *op) 1189move_missile (object *op)
1279{ 1190{
1280 int i, mflags;
1281 object *owner;
1282 sint16 new_x, new_y;
1283 mapstruct *m;
1284
1285 if (op->range-- <= 0) 1191 if (op->range-- <= 0)
1286 { 1192 {
1287 remove_ob (op); 1193 op->drop_and_destroy ();
1288 free_object (op);
1289 return; 1194 return;
1290 }
1291
1292 owner = get_owner (op);
1293#if 0
1294 /* It'd make things nastier if this wasn't here - spells cast by
1295 * monster that are then killed would continue to survive
1296 */
1297 if (owner == NULL)
1298 { 1195 }
1299 remove_ob (op); 1196
1300 free_object (op); 1197 mapxy pos (op);
1301 return; 1198 pos.move (op->direction);
1199
1200 if (!pos.normalise ())
1302 } 1201 {
1303#endif 1202 op->destroy ();
1304 1203 return;
1305 new_x = op->x + DIRX (op);
1306 new_y = op->y + DIRY (op);
1307
1308 mflags = get_map_flags (op->map, &m, new_x, new_y, &new_x, &new_y);
1309
1310 if (!(mflags & P_OUT_OF_MAP) && ((mflags & P_IS_ALIVE) || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y))))
1311 { 1204 }
1312 tag_t tag = op->count;
1313 1205
1206 mapspace &ms = pos.ms ();
1207
1208 if (ms.flags () & P_IS_ALIVE || ms.blocks (op))
1209 {
1314 hit_map (op, op->direction, AT_MAGIC, 1); 1210 hit_map (op, op->direction, AT_MAGIC, 1);
1315 /* Basically, missile only hits one thing then goes away. 1211 /* Basically, missile only hits one thing then goes away.
1316 * we need to remove it if someone hasn't already done so. 1212 * we need to remove it if someone hasn't already done so.
1317 */ 1213 */
1318 if (!was_destroyed (op, tag)) 1214 op->destroy ();
1319 {
1320 remove_ob (op);
1321 free_object (op);
1322 }
1323 return; 1215 return;
1324 }
1325
1326 remove_ob (op);
1327 if (!op->direction || (mflags & P_OUT_OF_MAP))
1328 { 1216 }
1329 free_object (op); 1217
1330 return; 1218 if (!op->direction)
1331 } 1219 {
1332 op->x = new_x; 1220 op->destroy ();
1333 op->y = new_y; 1221 return;
1334 op->map = m; 1222 }
1335 i = spell_find_dir (op->map, op->x, op->y, get_owner (op)); 1223
1224 int i = spell_find_dir (pos.m, pos.x, pos.y, op->owner);
1336 if (i > 0 && i != op->direction) 1225 if (i > 0 && i != op->direction)
1337 { 1226 {
1338 op->direction = i; 1227 op->direction = i;
1339 SET_ANIMATION (op, op->direction); 1228 SET_ANIMATION (op, op->direction);
1340 } 1229 }
1341 insert_ob_in_map (op, op->map, op, 0); 1230
1231 pos.insert (op, op);
1342} 1232}
1343 1233
1344/**************************************************************************** 1234/****************************************************************************
1345 * Destruction 1235 * Destruction
1346 ****************************************************************************/ 1236 ****************************************************************************/
1349 * we do this by creating a force and inserting it in the 1239 * we do this by creating a force and inserting it in the
1350 * object. if time is 0, the object glows permanently. To truely 1240 * object. if time is 0, the object glows permanently. To truely
1351 * make this work for non-living objects, we would have to 1241 * make this work for non-living objects, we would have to
1352 * give them the capability to have an inventory. b.t. 1242 * give them the capability to have an inventory. b.t.
1353 */ 1243 */
1354
1355int 1244int
1356make_object_glow (object *op, int radius, int time) 1245make_object_glow (object *op, int radius, int time)
1357{ 1246{
1358 object *tmp;
1359
1360 /* some things are unaffected... */ 1247 /* some things are unaffected... */
1361 if (op->path_denied & PATH_LIGHT) 1248 if (op->path_denied & PATH_LIGHT)
1362 return 0; 1249 return 0;
1363 1250
1364 tmp = get_archetype (FORCE_NAME); 1251 object *tmp = get_archetype (FORCE_NAME);
1365 tmp->speed = 0.01; 1252 tmp->speed = 0.01;
1366 tmp->stats.food = time; 1253 tmp->stats.food = time;
1367 SET_FLAG (tmp, FLAG_IS_USED_UP); 1254 SET_FLAG (tmp, FLAG_IS_USED_UP);
1368 tmp->glow_radius = radius; 1255 tmp->glow_radius = radius;
1369 if (tmp->glow_radius > MAX_LIGHT_RADII) 1256 if (tmp->glow_radius > MAX_LIGHT_RADII)
1370 tmp->glow_radius = MAX_LIGHT_RADII; 1257 tmp->glow_radius = MAX_LIGHT_RADII;
1371 1258
1372 tmp->x = op->x;
1373 tmp->y = op->y;
1374 if (tmp->speed < MIN_ACTIVE_SPEED)
1375 tmp->speed = MIN_ACTIVE_SPEED; /* safety */
1376 tmp = insert_ob_in_ob (tmp, op); 1259 tmp = insert_ob_in_ob (tmp, op);
1260
1377 if (tmp->glow_radius > op->glow_radius) 1261 if (tmp->glow_radius > op->glow_radius)
1378 op->glow_radius = tmp->glow_radius; 1262 op->glow_radius = tmp->glow_radius;
1379 1263
1380 if (!tmp->env || op != tmp->env)
1381 {
1382 LOG (llevError, "make_object_glow() failed to insert glowing force in %s\n", &op->name);
1383 return 0;
1384 }
1385 return 1; 1264 return 1;
1386} 1265}
1387
1388
1389
1390 1266
1391int 1267int
1392cast_destruction (object *op, object *caster, object *spell_ob) 1268cast_destruction (object *op, object *caster, object *spell_ob)
1393{ 1269{
1394 int i, j, range, mflags, friendly = 0, dam, dur; 1270 int i, j, range, mflags, friendly = 0, dam, dur;
1395 sint16 sx, sy; 1271 sint16 sx, sy;
1396 mapstruct *m; 1272 maptile *m;
1397 object *tmp; 1273 object *tmp;
1398 const char *skill; 1274 const char *skill;
1399 1275
1400 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob); 1276 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
1401 dam = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob); 1277 dam = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob);
1415 else if (caster->skill) 1291 else if (caster->skill)
1416 op->skill = caster->skill; 1292 op->skill = caster->skill;
1417 else 1293 else
1418 op->skill = NULL; 1294 op->skill = NULL;
1419 1295
1420 change_skill (op, find_skill_by_name (op, op->skill), 1); 1296 op->change_skill (find_skill_by_name (op, op->skill));
1421 1297
1422 for (i = -range; i < range; i++) 1298 for (i = -range; i <= range; i++)
1423 { 1299 {
1424 for (j = -range; j < range; j++) 1300 for (j = -range; j <= range; j++)
1425 { 1301 {
1426 m = op->map; 1302 m = op->map;
1427 sx = op->x + i; 1303 sx = op->x + i;
1428 sy = op->y + j; 1304 sy = op->y + j;
1305
1429 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy); 1306 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
1430 if (mflags & P_OUT_OF_MAP) 1307 if (mflags & P_OUT_OF_MAP)
1431 continue; 1308 continue;
1309
1432 if (mflags & P_IS_ALIVE) 1310 if (mflags & P_IS_ALIVE)
1433 { 1311 {
1434 for (tmp = get_map_ob (m, sx, sy); tmp; tmp = tmp->above) 1312 for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above)
1435 {
1436 if (QUERY_FLAG (tmp, FLAG_ALIVE) || tmp->type == PLAYER) 1313 if (QUERY_FLAG (tmp, FLAG_ALIVE) || tmp->type == PLAYER)
1437 break; 1314 break;
1438 } 1315
1439 if (tmp) 1316 if (tmp)
1440 { 1317 {
1441 if (tmp->head) 1318 if (tmp->head)
1442 tmp = tmp->head; 1319 tmp = tmp->head;
1443 1320
1445 (!friendly && (QUERY_FLAG (tmp, FLAG_FRIENDLY) || tmp->type == PLAYER))) 1322 (!friendly && (QUERY_FLAG (tmp, FLAG_FRIENDLY) || tmp->type == PLAYER)))
1446 { 1323 {
1447 if (spell_ob->subtype == SP_DESTRUCTION) 1324 if (spell_ob->subtype == SP_DESTRUCTION)
1448 { 1325 {
1449 hit_player (tmp, dam, op, spell_ob->attacktype, 0); 1326 hit_player (tmp, dam, op, spell_ob->attacktype, 0);
1327
1450 if (spell_ob->other_arch) 1328 if (spell_ob->other_arch)
1451 {
1452 tmp = arch_to_object (spell_ob->other_arch); 1329 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op);
1453 tmp->x = sx;
1454 tmp->y = sy;
1455 insert_ob_in_map (tmp, m, op, 0);
1456 }
1457 } 1330 }
1458 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist[ATNR_MAGIC] != 100) 1331 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist[ATNR_MAGIC] != 100)
1459 { 1332 {
1460 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch) 1333 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch)
1461 {
1462 object *effect = arch_to_object (spell_ob->other_arch); 1334 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op);
1463
1464 effect->x = sx;
1465 effect->y = sy;
1466 insert_ob_in_map (effect, m, op, 0);
1467 }
1468 } 1335 }
1469 } 1336 }
1470 } 1337 }
1471 } 1338 }
1472 } 1339 }
1473 } 1340 }
1341
1474 op->skill = skill; 1342 op->skill = skill;
1475 return 1; 1343 return 1;
1476} 1344}
1477 1345
1478/*************************************************************************** 1346/***************************************************************************
1492 { 1360 {
1493 new_draw_info (NDI_UNIQUE, 0, op, "There is no one in that direction to curse."); 1361 new_draw_info (NDI_UNIQUE, 0, op, "There is no one in that direction to curse.");
1494 return 0; 1362 return 0;
1495 } 1363 }
1496 1364
1365 tmp = tmp->head_ ();
1366
1497 /* If we've already got a force of this type, don't add a new one. */ 1367 /* If we've already got a force of this type, don't add a new one. */
1498 for (force = tmp->inv; force != NULL; force = force->below) 1368 for (force = tmp->inv; force; force = force->below)
1499 { 1369 {
1500 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY) 1370 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY)
1501 { 1371 {
1502 if (force->name == spell_ob->name) 1372 if (force->name == spell_ob->name)
1503 { 1373 {
1509 return 0; 1379 return 0;
1510 } 1380 }
1511 } 1381 }
1512 } 1382 }
1513 1383
1514 if (force == NULL) 1384 if (!force)
1515 { 1385 {
1516 force = get_archetype (FORCE_NAME); 1386 force = get_archetype (FORCE_NAME);
1517 force->subtype = FORCE_CHANGE_ABILITY; 1387 force->subtype = FORCE_CHANGE_ABILITY;
1388
1518 if (spell_ob->race) 1389 if (spell_ob->race)
1519 force->name = spell_ob->race; 1390 force->name = spell_ob->race;
1520 else 1391 else
1521 force->name = spell_ob->name; 1392 force->name = spell_ob->name;
1522 1393
1532 { 1403 {
1533 force->duration = duration; 1404 force->duration = duration;
1534 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 1405 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1535 } 1406 }
1536 else 1407 else
1537 {
1538 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1408 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1539 } 1409
1540 return 1; 1410 return 1;
1541 } 1411 }
1412
1542 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50; 1413 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1543 force->speed = 1.0; 1414 force->speed = 1.f;
1544 force->speed_left = -1.0; 1415 force->speed_left = -1.f;
1545 SET_FLAG (force, FLAG_APPLIED); 1416 SET_FLAG (force, FLAG_APPLIED);
1546 1417
1547 if (god) 1418 if (god)
1548 { 1419 {
1549 if (spell_ob->last_grace) 1420 if (spell_ob->last_grace)
1562 force->stats.ac = spell_ob->stats.ac; 1433 force->stats.ac = spell_ob->stats.ac;
1563 force->stats.wc = spell_ob->stats.wc; 1434 force->stats.wc = spell_ob->stats.wc;
1564 1435
1565 change_abil (tmp, force); /* Mostly to display any messages */ 1436 change_abil (tmp, force); /* Mostly to display any messages */
1566 insert_ob_in_ob (force, tmp); 1437 insert_ob_in_ob (force, tmp);
1567 fix_player (tmp); 1438 tmp->update_stats ();
1568 return 1; 1439 return 1;
1569 1440
1570} 1441}
1571
1572 1442
1573/********************************************************************** 1443/**********************************************************************
1574 * mood change 1444 * mood change
1575 * Arguably, this may or may not be an attack spell. But since it 1445 * Arguably, this may or may not be an attack spell. But since it
1576 * effects monsters, it seems best to put it into this file 1446 * effects monsters, it seems best to put it into this file
1583mood_change (object *op, object *caster, object *spell) 1453mood_change (object *op, object *caster, object *spell)
1584{ 1454{
1585 object *tmp, *god, *head; 1455 object *tmp, *god, *head;
1586 int done_one, range, mflags, level, at, best_at; 1456 int done_one, range, mflags, level, at, best_at;
1587 sint16 x, y, nx, ny; 1457 sint16 x, y, nx, ny;
1588 mapstruct *m; 1458 maptile *m;
1589 const char *race; 1459 const char *race;
1590 1460
1591 /* We precompute some values here so that we don't have to keep 1461 /* We precompute some values here so that we don't have to keep
1592 * doing it over and over again. 1462 * doing it over and over again.
1593 */ 1463 */
1594 god = find_god (determine_god (op)); 1464 god = find_god (determine_god (op));
1595 level = caster_level (caster, spell); 1465 level = casting_level (caster, spell);
1596 range = spell->range + SP_level_range_adjust (caster, spell); 1466 range = spell->range + SP_level_range_adjust (caster, spell);
1597 1467
1598 /* On the bright side, no monster should ever have a race of GOD_... 1468 /* On the bright side, no monster should ever have a race of GOD_...
1599 * so even if the player doesn't worship a god, if race=GOD_.., it 1469 * so even if the player doesn't worship a god, if race=GOD_.., it
1600 * won't ever match anything. 1470 * won't ever match anything.
1606 else if (god && !strcmp (spell->race, "GOD_FRIEND")) 1476 else if (god && !strcmp (spell->race, "GOD_FRIEND"))
1607 race = god->race; 1477 race = god->race;
1608 else 1478 else
1609 race = spell->race; 1479 race = spell->race;
1610 1480
1611
1612 for (x = op->x - range; x <= op->x + range; x++) 1481 for (x = op->x - range; x <= op->x + range; x++)
1613 for (y = op->y - range; y <= op->y + range; y++) 1482 for (y = op->y - range; y <= op->y + range; y++)
1614 { 1483 {
1615
1616 done_one = 0; 1484 done_one = 0;
1617 m = op->map; 1485 m = op->map;
1618 nx = x; 1486 nx = x;
1619 ny = y; 1487 ny = y;
1620 mflags = get_map_flags (m, &m, x, y, &nx, &ny); 1488 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1623 1491
1624 /* If there is nothing living on this space, no need to go further */ 1492 /* If there is nothing living on this space, no need to go further */
1625 if (!(mflags & P_IS_ALIVE)) 1493 if (!(mflags & P_IS_ALIVE))
1626 continue; 1494 continue;
1627 1495
1496 // players can only affect spaces that they can actually see
1497 if (caster && caster->contr
1498 && caster->contr->visibility_at (m, nx, ny) < 70)
1499 continue;
1500
1628 for (tmp = get_map_ob (m, nx, ny); tmp; tmp = tmp->above) 1501 for (tmp = GET_MAP_TOP (m, nx, ny); tmp; tmp = tmp->below)
1629 if (QUERY_FLAG (tmp, FLAG_MONSTER)) 1502 if (QUERY_FLAG (tmp, FLAG_MONSTER))
1630 break; 1503 break;
1631 1504
1632 /* There can be living objects that are not monsters */ 1505 /* There can be living objects that are not monsters */
1633 if (!tmp || tmp->type == PLAYER) 1506 if (!tmp || tmp->type == PLAYER)
1640 head = tmp; 1513 head = tmp;
1641 1514
1642 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */ 1515 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */
1643 if (race && head->race && !strstr (race, head->race)) 1516 if (race && head->race && !strstr (race, head->race))
1644 continue; 1517 continue;
1518
1645 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD)) 1519 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD))
1646 continue; 1520 continue;
1647 1521
1648 /* Now do a bunch of stuff related to saving throws */ 1522 /* Now do a bunch of stuff related to saving throws */
1649 best_at = -1; 1523 best_at = -1;
1666 at -= level / 5; 1540 at -= level / 5;
1667 if (did_make_save (head, head->level, at)) 1541 if (did_make_save (head, head->level, at))
1668 continue; 1542 continue;
1669 } 1543 }
1670 else /* spell->attacktype */ 1544 else /* spell->attacktype */
1671 /*
1672 Spell has no attacktype (charm & such), so we'll have a specific saving:
1673 * if spell level < monster level, no go
1674 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) )
1675
1676 The chance will then be in the range [20-70] percent, not too bad.
1677
1678 This is required to fix the 'charm monster' abuse, where a player level 1 can
1679 charm a level 125 monster...
1680
1681 Ryo, august 14th
1682 */
1683 { 1545 {
1546 /*
1547 Spell has no attacktype (charm & such), so we'll have a specific saving:
1548 * if spell level < monster level, no go
1549 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) )
1550
1551 The chance will then be in the range [20-70] percent, not too bad.
1552
1553 This is required to fix the 'charm monster' abuse, where a player level 1 can
1554 charm a level 125 monster...
1555
1556 Ryo, august 14th
1557 */
1684 if (head->level > level) 1558 if (head->level > level)
1685 continue; 1559 continue;
1560
1686 if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + MIN (50, 2 * (level - head->level)))) 1561 if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + MIN (50, 2 * (level - head->level))))
1687 /* Failed, no effect */ 1562 /* Failed, no effect */
1688 continue; 1563 continue;
1689 } 1564 }
1690 1565
1691 /* Done with saving throw. Now start effecting the monster */ 1566 /* Done with saving throw. Now start affecting the monster */
1692 1567
1693 /* aggravation */ 1568 /* aggravation */
1694 if (QUERY_FLAG (spell, FLAG_MONSTER)) 1569 if (QUERY_FLAG (spell, FLAG_MONSTER))
1695 { 1570 {
1696 CLEAR_FLAG (head, FLAG_SLEEP); 1571 CLEAR_FLAG (head, FLAG_SLEEP);
1697 if (QUERY_FLAG (head, FLAG_FRIENDLY))
1698 remove_friendly_object (head); 1572 remove_friendly_object (head);
1699
1700 done_one = 1; 1573 done_one = 1;
1701 head->enemy = op; 1574 head->enemy = op;
1702 } 1575 }
1703 1576
1704 /* calm monsters */ 1577 /* calm monsters */
1713 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK)) 1586 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK))
1714 { 1587 {
1715 SET_FLAG (head, FLAG_BERSERK); 1588 SET_FLAG (head, FLAG_BERSERK);
1716 done_one = 1; 1589 done_one = 1;
1717 } 1590 }
1591
1718 /* charm */ 1592 /* charm */
1719 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY)) 1593 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY))
1720 { 1594 {
1721 SET_FLAG (head, FLAG_FRIENDLY); 1595 INVOKE_OBJECT (KILL, head, ARG_OBJECT (caster));
1596
1722 /* Prevent uncontolled outbreaks of self replicating monsters. 1597 /* Prevent uncontrolled outbreaks of self replicating monsters.
1723 Typical use case is charm, go somwhere, use aggravation to make hostile. 1598 Typical use case is charm, go somwhere, use aggravation to make hostile.
1724 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */ 1599 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */
1725 CLEAR_FLAG (head, FLAG_GENERATOR); 1600 CLEAR_FLAG (head, FLAG_GENERATOR);
1726 set_owner (head, op); 1601 head->set_owner (op);
1727 set_spell_skill (op, caster, spell, head); 1602 set_spell_skill (op, caster, spell, head);
1728 add_friendly_object (head); 1603 add_friendly_object (head);
1729 head->attack_movement = PETMOVE; 1604 head->attack_movement = PETMOVE;
1730 done_one = 1; 1605 done_one = 1;
1731 change_exp (op, head->stats.exp / 2, head->skill, SK_EXP_ADD_SKILL); 1606 change_exp (op, head->stats.exp / 2, head->skill, SK_EXP_ADD_SKILL);
1732 head->stats.exp = 0; 1607 head->stats.exp = 0;
1733 } 1608 }
1734 1609
1735 /* If a monster was effected, put an effect in */ 1610 /* If a monster was effected, put an effect in */
1736 if (done_one && spell->other_arch) 1611 if (done_one && spell->other_arch)
1737 {
1738 tmp = arch_to_object (spell->other_arch); 1612 m->insert (arch_to_object (spell->other_arch), nx, ny, op);
1739 tmp->x = nx;
1740 tmp->y = ny;
1741 insert_ob_in_map (tmp, m, op, 0);
1742 }
1743 } /* for y */ 1613 } /* for y */
1744 1614
1745 return 1; 1615 return 1;
1746} 1616}
1747 1617
1750 * about. was called move_ball_lightning, but since more than the ball 1620 * about. was called move_ball_lightning, but since more than the ball
1751 * lightning spell used it, that seemed misnamed. 1621 * lightning spell used it, that seemed misnamed.
1752 * op is the spell effect. 1622 * op is the spell effect.
1753 * note that duration is handled by process_object() in time.c 1623 * note that duration is handled by process_object() in time.c
1754 */ 1624 */
1755
1756void 1625void
1757move_ball_spell (object *op) 1626move_ball_spell (object *op)
1758{ 1627{
1759 int i, j, dam_save, dir, mflags; 1628 int i, j, dam_save, dir, mflags;
1760 sint16 nx, ny, hx, hy; 1629 sint16 nx, ny, hx, hy;
1761 object *owner; 1630 object *owner;
1762 mapstruct *m; 1631 maptile *m;
1763 1632
1764 owner = get_owner (op); 1633 owner = op->owner;
1765 1634
1766 /* the following logic makes sure that the ball doesn't move into a wall, 1635 /* the following logic makes sure that the ball doesn't move into a wall,
1767 * and makes sure that it will move along a wall to try and get at it's 1636 * and makes sure that it will move along a wall to try and get at it's
1768 * victim. The block immediately below more or less chooses a random 1637 * victim. The block immediately below more or less chooses a random
1769 * offset to move the ball, eg, keep it mostly on course, with some 1638 * offset to move the ball, eg, keep it mostly on course, with some
1798 nx = op->x; 1667 nx = op->x;
1799 ny = op->y; 1668 ny = op->y;
1800 m = op->map; 1669 m = op->map;
1801 } 1670 }
1802 1671
1803 remove_ob (op); 1672 m->insert (op, nx, ny, op);
1804 op->y = ny;
1805 op->x = nx;
1806 insert_ob_in_map (op, m, op, 0);
1807 1673
1808 dam_save = op->stats.dam; /* save the original dam: we do halfdam on 1674 dam_save = op->stats.dam; /* save the original dam: we do halfdam on
1809 surrounding squares */ 1675 surrounding squares */
1810 1676
1811 /* loop over current square and neighbors to hit. 1677 /* loop over current square and neighbors to hit.
1812 * if this has an other_arch field, we insert that in 1678 * if this has an other_arch field, we insert that in
1813 * the surround spaces. 1679 * the surround spaces.
1814 */ 1680 */
1815 for (j = 0; j < 9; j++) 1681 for (j = 0; j < 9; j++)
1816 { 1682 {
1817 object *new_ob;
1818
1819 hx = nx + freearr_x[j]; 1683 hx = nx + freearr_x[j];
1820 hy = ny + freearr_y[j]; 1684 hy = ny + freearr_y[j];
1821 1685
1822 m = op->map; 1686 m = op->map;
1823 mflags = get_map_flags (m, &m, hx, hy, &hx, &hy); 1687 mflags = get_map_flags (m, &m, hx, hy, &hx, &hy);
1831 1695
1832 if ((mflags & P_IS_ALIVE) && (!owner || owner->x != hx || owner->y != hy || !on_same_map (owner, op))) 1696 if ((mflags & P_IS_ALIVE) && (!owner || owner->x != hx || owner->y != hy || !on_same_map (owner, op)))
1833 { 1697 {
1834 if (j) 1698 if (j)
1835 op->stats.dam = dam_save / 2; 1699 op->stats.dam = dam_save / 2;
1700
1836 hit_map (op, j, op->attacktype, 1); 1701 hit_map (op, j, op->attacktype, 1);
1837
1838 } 1702 }
1839 1703
1840 /* insert the other arch */ 1704 /* insert the other arch */
1841 if (op->other_arch && !(OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy)))) 1705 if (op->other_arch && !(OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy))))
1842 { 1706 m->insert (arch_to_object (op->other_arch), hx, hy, op);
1843 new_ob = arch_to_object (op->other_arch);
1844 new_ob->x = hx;
1845 new_ob->y = hy;
1846 insert_ob_in_map (new_ob, m, op, 0);
1847 }
1848 } 1707 }
1849 1708
1850 /* restore to the center location and damage */ 1709 /* restore to the center location and damage */
1851 op->stats.dam = dam_save; 1710 op->stats.dam = dam_save;
1852 1711
1853 i = spell_find_dir (op->map, op->x, op->y, get_owner (op)); 1712 i = spell_find_dir (op->map, op->x, op->y, op->owner);
1854 1713
1855 if (i >= 0) 1714 if (i >= 0)
1856 { /* we have a preferred direction! */ 1715 { /* we have a preferred direction! */
1857 /* pick another direction if the preferred dir is blocked. */ 1716 /* pick another direction if the preferred dir is blocked. */
1858 if (get_map_flags (op->map, &m, nx + freearr_x[i], ny + freearr_y[i], &hx, &hy) & P_OUT_OF_MAP || 1717 if (get_map_flags (op->map, &m, nx + freearr_x[i], ny + freearr_y[i], &hx, &hy) & P_OUT_OF_MAP ||
1859 OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy))) 1718 OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy)))
1860 {
1861 i = absdir (i + rndm (0, 2) - 1); /* -1, 0, +1 */ 1719 i = absdir (i + rndm (0, 2) - 1); /* -1, 0, +1 */
1862 } 1720
1863 op->direction = i; 1721 op->direction = i;
1864 } 1722 }
1865} 1723}
1866 1724
1867
1868/* move_swarm_spell: peterm 1725/* move_swarm_spell: peterm
1869 * This is an implementation of the swarm spell. It was written for 1726 * This is an implementation of the swarm spell. It was written for
1870 * meteor swarm, but it could be used for any swarm. A swarm spell 1727 * meteor swarm, but it could be used for any swarm. A swarm spell
1871 * is a special type of object that casts swarms of other types 1728 * is a special type of object that casts swarms of other types
1872 * of spells. Which spell it casts is flexible. It fires the spells 1729 * of spells. Which spell it casts is flexible. It fires the spells
1873 * from a set of squares surrounding the caster, in a given direction. 1730 * from a set of squares surrounding the caster, in a given direction.
1874 */ 1731 */
1875
1876void 1732void
1877move_swarm_spell (object *op) 1733move_swarm_spell (object *op)
1878{ 1734{
1879#if 0 1735#if 0
1880 static int cardinal_adjust[9] = { -3, -2, -1, 0, 0, 0, 1, 2, 3 }; 1736 static int cardinal_adjust[9] = { -3, -2, -1, 0, 0, 0, 1, 2, 3 };
1881 static int diagonal_adjust[10] = { -3, -2, -2, -1, 0, 0, 1, 2, 2, 3 }; 1737 static int diagonal_adjust[10] = { -3, -2, -2, -1, 0, 0, 1, 2, 2, 3 };
1882 sint16 target_x, target_y, origin_x, origin_y; 1738 sint16 target_x, target_y, origin_x, origin_y;
1883 int adjustdir; 1739 int adjustdir;
1884 mapstruct *m; 1740 maptile *m;
1885#endif 1741#endif
1886 int basedir;
1887 object *owner; 1742 object *owner = op->env;
1888 1743
1889 owner = get_owner (op); 1744 if (!owner) // MUST not happen, remove when true TODO
1890 if (op->duration == 0 || owner == NULL)
1891 {
1892 remove_ob (op);
1893 free_object (op);
1894 return;
1895 } 1745 {
1746 LOG (llevError, "swarm spell found outside inventory: %s\n", op->debug_desc ());
1747 op->destroy ();
1748 return;
1749 }
1750
1751 if (!op->duration || !owner->is_on_map ())
1752 {
1753 op->drop_and_destroy ();
1754 return;
1755 }
1756
1896 op->duration--; 1757 op->duration--;
1897 1758
1898 basedir = op->direction; 1759 int basedir = op->direction;
1899 if (basedir == 0) 1760 if (!basedir)
1900 { 1761 {
1901 /* spray in all directions! 8) */ 1762 /* spray in all directions! 8) */
1902 basedir = rndm (1, 8); 1763 op->facing = (op->facing + op->state) & 7;
1764 basedir = op->facing + 1;
1903 } 1765 }
1904 1766
1905#if 0 1767#if 0
1906 // this is bogus: it causes wrong places to be checked below 1768 // this is bogus: it causes wrong places to be checked below
1907 // (a wall 2 cells away will block the effect...) and 1769 // (a wall 2 cells away will block the effect...) and
1908 // 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
1909 // space. 1771 // space.
1910 // should be fixed later, but correctness before featurs... 1772 // should be fixed later, but correctness before features...
1911 // (schmorp) 1773 // (schmorp)
1912 1774
1913 /* new offset calculation to make swarm element distribution 1775 /* new offset calculation to make swarm element distribution
1914 * more uniform 1776 * more uniform
1915 */ 1777 */
1968 { 1830 {
1969 /* 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 */
1970 if (op->spell->subtype == SP_BULLET) 1832 if (op->spell->subtype == SP_BULLET)
1971 fire_bullet (owner, op, basedir, op->spell); 1833 fire_bullet (owner, op, basedir, op->spell);
1972 else if (op->spell->subtype == SP_MAGIC_MISSILE) 1834 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1973 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);
1974 } 1836 }
1975} 1837}
1976
1977
1978
1979 1838
1980/* fire_swarm: 1839/* fire_swarm:
1981 * The following routine creates a swarm of objects. It actually 1840 * The following routine creates a swarm of objects. It actually
1982 * sets up a specific swarm object, which then fires off all 1841 * sets up a specific swarm object, which then fires off all
1983 * the parts of the swarm. 1842 * the parts of the swarm.
1986 * caster: the caster (owner, wand, rod, scroll) 1845 * caster: the caster (owner, wand, rod, scroll)
1987 * dir: the direction everything will be fired in 1846 * dir: the direction everything will be fired in
1988 * spell - the spell that is this spell. 1847 * spell - the spell that is this spell.
1989 * n: the number to be fired. 1848 * n: the number to be fired.
1990 */ 1849 */
1991
1992int 1850int
1993fire_swarm (object *op, object *caster, object *spell, int dir) 1851fire_swarm (object *op, object *caster, object *spell, int dir)
1994{ 1852{
1995 object *tmp;
1996 int i;
1997
1998 if (!spell->other_arch) 1853 if (!spell->other_arch)
1999 return 0; 1854 return 0;
2000 1855
2001 tmp = get_archetype (SWARM_SPELL); 1856 object *tmp = archetype::get (SWARM_SPELL);
2002 tmp->x = op->x; 1857
2003 tmp->y = op->y;
2004 set_owner (tmp, op); /* needed so that if swarm elements kill, caster gets xp. */
2005 set_spell_skill (op, caster, spell, tmp); 1858 set_spell_skill (op, caster, spell, tmp);
2006
2007 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. */
2008 tmp->spell = arch_to_object (spell->other_arch); 1860 tmp->spell = spell->other_arch->instance ();
2009
2010 tmp->attacktype = tmp->spell->attacktype; 1861 tmp->attacktype = tmp->spell->attacktype;
2011 1862
2012 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) 1863 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
2013 {
2014 if (!tailor_god_spell (tmp, op)) 1864 if (!tailor_god_spell (tmp, op))
2015 return 1; 1865 return 1;
2016 } 1866
2017 tmp->duration = SP_level_duration_adjust (caster, spell); 1867 tmp->duration = SP_level_duration_adjust (caster, spell);
2018 for (i = 0; i < spell->duration; i++) 1868 for (int i = 0; i < spell->duration; i++)
2019 tmp->duration += die_roll (1, 3, op, PREFER_HIGH); 1869 tmp->duration += die_roll (1, 3, op, PREFER_HIGH);
2020 1870
1871 tmp->invisible = 1;
1872 tmp->flag [FLAG_NO_DROP] = 1; // make sure it stays in inv, or else
2021 tmp->direction = dir; 1873 tmp->direction = dir;
2022 tmp->invisible = 1; 1874 tmp->facing = rndm (1, 8); // initial firing direction
2023 insert_ob_in_map (tmp, op->map, op, 0); 1875 tmp->state = rndm (4) * 2 + 1; // direction increment
1876
1877 op->insert (tmp);
1878
2024 return 1; 1879 return 1;
2025} 1880}
2026
2027 1881
2028/* See the spells documentation file for why this is its own 1882/* See the spells documentation file for why this is its own
2029 * function. 1883 * function.
2030 */ 1884 */
2031int 1885int
2032cast_light (object *op, object *caster, object *spell, int dir) 1886cast_light (object *op, object *caster, object *spell, int dir)
2033{ 1887{
2034 object *target = NULL, *tmp = NULL; 1888 object *target = NULL, *tmp = NULL;
2035 sint16 x, y; 1889 sint16 x, y;
2036 int dam, mflags; 1890 int dam, mflags;
2037 mapstruct *m; 1891 maptile *m;
2038 1892
2039 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1893 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
2040 1894
2041 if (!dir) 1895 if (!dir)
2042 { 1896 {
2056 return 0; 1910 return 0;
2057 } 1911 }
2058 1912
2059 if (mflags & P_IS_ALIVE && spell->attacktype) 1913 if (mflags & P_IS_ALIVE && spell->attacktype)
2060 { 1914 {
2061 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)
2062 if (QUERY_FLAG (target, FLAG_MONSTER)) 1916 if (QUERY_FLAG (target, FLAG_MONSTER))
2063 { 1917 {
2064 /* oky doky. got a target monster. Lets make a blinding attack */ 1918 /* oky doky. got a target monster. Lets make a blinding attack */
2065 if (target->head) 1919 if (target->head)
2066 target = target->head; 1920 target = target->head;
1921
2067 (void) hit_player (target, dam, op, spell->attacktype, 1); 1922 hit_player (target, dam, op, spell->attacktype, 1);
2068 return 1; /* one success only! */ 1923 return 1; /* one success only! */
2069 } 1924 }
2070 } 1925 }
2071 1926
2072 /* no live target, perhaps a wall is in the way? */ 1927 /* no live target, perhaps a wall is in the way? */
2088 { 1943 {
2089 tmp->glow_radius = spell->range + SP_level_range_adjust (caster, spell); 1944 tmp->glow_radius = spell->range + SP_level_range_adjust (caster, spell);
2090 if (tmp->glow_radius > MAX_LIGHT_RADII) 1945 if (tmp->glow_radius > MAX_LIGHT_RADII)
2091 tmp->glow_radius = MAX_LIGHT_RADII; 1946 tmp->glow_radius = MAX_LIGHT_RADII;
2092 } 1947 }
2093 tmp->x = x; 1948
2094 tmp->y = y; 1949 m->insert (tmp, x, y, op);
2095 insert_ob_in_map (tmp, m, op, 0);
2096 return 1; 1950 return 1;
2097} 1951}
2098
2099
2100
2101 1952
2102/* cast_cause_disease: this spell looks along <dir> from the 1953/* cast_cause_disease: this spell looks along <dir> from the
2103 * player and infects someone. 1954 * player and infects someone.
2104 * 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
2105 * 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
2106 * perhaps this should actually be in disease.c? 1957 * perhaps this should actually be in disease.c?
2107 */ 1958 */
2108
2109int 1959int
2110cast_cause_disease (object *op, object *caster, object *spell, int dir) 1960cast_cause_disease (object *op, object *caster, object *spell, int dir)
2111{ 1961{
2112 sint16 x, y; 1962 sint16 x, y;
2113 int i, mflags, range, dam_mod, dur_mod; 1963 int i, mflags, range, dam_mod, dur_mod;
2114 object *walk; 1964 object *walk;
2115 mapstruct *m; 1965 maptile *m;
2116 1966
2117 x = op->x; 1967 x = op->x;
2118 y = op->y; 1968 y = op->y;
2119 1969
2120 /* 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
2121 * direction the player is pointing. 1971 * direction the player is pointing.
2122 */ 1972 */
2123 if (!dir) 1973 if (!dir)
2124 dir = op->facing; 1974 dir = op->facing;
1975
2125 if (!dir) 1976 if (!dir)
2126 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 */
2127 1978
2128 /* Calculate these once here */ 1979 /* Calculate these once here */
2129 range = spell->range + SP_level_range_adjust (caster, spell); 1980 range = spell->range + SP_level_range_adjust (caster, spell);
2148 1999
2149 /* 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 */
2150 if (mflags & P_IS_ALIVE) 2001 if (mflags & P_IS_ALIVE)
2151 { 2002 {
2152 /* search this square for a victim */ 2003 /* search this square for a victim */
2153 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)
2154 if (QUERY_FLAG (walk, FLAG_MONSTER) || (walk->type == PLAYER)) 2005 if (QUERY_FLAG (walk, FLAG_MONSTER) || (walk->type == PLAYER))
2155 { /* found a victim */ 2006 { /* found a victim */
2156 object *disease = arch_to_object (spell->other_arch); 2007 object *disease = arch_to_object (spell->other_arch);
2157 2008
2158 set_owner (disease, op); 2009 disease->set_owner (op);
2159 set_spell_skill (op, caster, spell, disease); 2010 set_spell_skill (op, caster, spell, disease);
2160 disease->stats.exp = 0; 2011 disease->stats.exp = 0;
2161 disease->level = caster_level (caster, spell); 2012 disease->level = casting_level (caster, spell);
2162 2013
2163 /* do level adjustments */ 2014 /* do level adjustments */
2164 if (disease->stats.wc) 2015 if (disease->stats.wc)
2165 disease->stats.wc += dur_mod / 2; 2016 disease->stats.wc += dur_mod / 2;
2166 2017
2167 if (disease->magic > 0) 2018 if (disease->magic > 0)
2168 disease->magic += dur_mod / 4; 2019 disease->magic += dur_mod / 8;
2169 2020
2170 if (disease->stats.maxhp > 0) 2021 if (disease->stats.maxhp > 0)
2171 disease->stats.maxhp += dur_mod; 2022 disease->stats.maxhp += dur_mod;
2172 2023
2173 if (disease->stats.maxgrace > 0) 2024 if (disease->stats.maxgrace > 0)
2208 if (disease->stats.sp) 2059 if (disease->stats.sp)
2209 disease->stats.sp -= dam_mod; 2060 disease->stats.sp -= dam_mod;
2210 2061
2211 if (infect_object (walk, disease, 1)) 2062 if (infect_object (walk, disease, 1))
2212 { 2063 {
2213 object *flash; /* visual effect for inflicting disease */
2214
2215 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);
2216 2065
2217 free_object (disease); /* don't need this one anymore */ 2066 disease->destroy (); /* don't need this one anymore */
2218 flash = get_archetype (ARCH_DETECT_MAGIC); 2067 walk->map->insert (get_archetype ("detect_magic"), x, y, op);
2219 flash->x = x;
2220 flash->y = y;
2221 flash->map = walk->map;
2222 insert_ob_in_map (flash, walk->map, op, 0);
2223 return 1; 2068 return 1;
2224 } 2069 }
2225 free_object (disease); 2070
2071 disease->destroy ();
2226 } 2072 }
2227 } /* if living creature */ 2073 } /* if living creature */
2228 } /* for range of spaces */ 2074 } /* for range of spaces */
2075
2229 new_draw_info (NDI_UNIQUE, 0, op, "No one caught anything!"); 2076 new_draw_info (NDI_UNIQUE, 0, op, "No one caught anything!");
2230 return 1; 2077 return 1;
2231} 2078}

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