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Comparing deliantra/server/server/spell_attack.C (file contents):
Revision 1.10 by root, Sun Sep 10 23:24:12 2006 UTC vs.
Revision 1.58 by root, Sat May 17 14:57:23 2008 UTC

1
2/* 1/*
3 * static char *rcsid_spell_attack_c = 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
4 * "$Id: spell_attack.C,v 1.10 2006/09/10 23:24:12 root Exp $"; 3 *
5 */ 4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
6
7
8/*
9 CrossFire, A Multiplayer game for X-windows
10
11 Copyright (C) 2002-2003 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002-2003,2007 Mark Wedel & Crossfire Development Team
12 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
13 7 *
14 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
15 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
16 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
17 (at your option) any later version. 11 * (at your option) any later version.
18 12 *
19 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
20 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
21 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
22 GNU General Public License for more details. 16 * GNU General Public License for more details.
23 17 *
24 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
25 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
26 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
27 21 * The authors can be reached via e-mail to <support@deliantra.net>
28 The authors can be reached via e-mail at crossfire-devel@real-time.com
29*/ 22 */
30 23
31/* This file contains all the spell attack code. Grouping this code 24/* This file contains all the spell attack code. Grouping this code
32 * together should hopefully make it easier to find the relevent bits 25 * together should hopefully make it easier to find the relevent bits
33 * of code 26 * of code
34 */ 27 */
35 28
36#include <global.h> 29#include <global.h>
37#include <object.h> 30#include <object.h>
38#include <living.h> 31#include <living.h>
39#ifndef __CEXTRACT__
40# include <sproto.h> 32#include <sproto.h>
41#endif
42#include <spells.h> 33#include <spells.h>
43#include <sounds.h> 34#include <sounds.h>
44 35
45/* this function checks to see if a spell pushes objects as well 36/* this function checks to see if a spell pushes objects as well
46 * as flies over and damages them (only used for cones for now) 37 * as flies over and damages them (only used for cones for now)
47 * but moved here so it could be applied to bolts too 38 * but moved here so it could be applied to bolts too
48 * op is the spell object. 39 * op is the spell object.
49 */ 40 */
50
51void 41void
52check_spell_knockback (object *op) 42check_spell_knockback (object *op)
53{ 43{
54 object *tmp, *tmp2; /* object on the map */
55 int weight_move; 44 int weight_move;
56 int frictionmod = 2; /*poor man's physics - multipy targets weight by this amount */ 45 int frictionmod = 2; /*poor man's physics - multipy targets weight by this amount */
57 46
58 if (!op->weight) 47 if (!op->weight)
59 { /*shouldn't happen but if cone object has no weight drop out */ 48 { /*shouldn't happen but if cone object has no weight drop out */
64 { 53 {
65 weight_move = op->weight + (op->weight * op->level) / 3; 54 weight_move = op->weight + (op->weight * op->level) / 3;
66 /*LOG (llevDebug, "DEBUG: arch weighs %d and masses %d (%s,level %d)\n", op->weight,weight_move,op->name,op->level); */ 55 /*LOG (llevDebug, "DEBUG: arch weighs %d and masses %d (%s,level %d)\n", op->weight,weight_move,op->name,op->level); */
67 } 56 }
68 57
69 for (tmp = get_map_ob (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 58 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
70 { 59 {
71 int num_sections = 1; 60 int num_sections = 1;
72 61
73 /* don't move DM */ 62 /* don't move DM */
74 if (QUERY_FLAG (tmp, FLAG_WIZ)) 63 if (QUERY_FLAG (tmp, FLAG_WIZ))
81 /* don't move floors or immobile objects */ 70 /* don't move floors or immobile objects */
82 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || (!QUERY_FLAG (tmp, FLAG_ALIVE) && QUERY_FLAG (tmp, FLAG_NO_PICK))) 71 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || (!QUERY_FLAG (tmp, FLAG_ALIVE) && QUERY_FLAG (tmp, FLAG_NO_PICK)))
83 continue; 72 continue;
84 73
85 /* count the object's sections */ 74 /* count the object's sections */
86 for (tmp2 = tmp; tmp2 != NULL; tmp2 = tmp2->more) 75 for (object *tmp2 = tmp; tmp2; tmp2 = tmp2->more)
87 num_sections++; 76 num_sections++;
88 77
89 /* I'm not sure if it makes sense to divide by num_sections - bigger 78 /* I'm not sure if it makes sense to divide by num_sections - bigger
90 * objects should be harder to move, and we are moving the entire 79 * objects should be harder to move, and we are moving the entire
91 * object, not just the head, so the total weight should be relevant. 80 * object, not just the head, so the total weight should be relevant.
115 * 104 *
116 * BOLT CODE 105 * BOLT CODE
117 * 106 *
118 ***************************************************************************/ 107 ***************************************************************************/
119 108
120/* Causes op to fork. op is the original bolt, tmp 109/* Causes op to fork. op is the original bolt, tmp
121 * is the first piece of the fork. 110 * is the first piece of the fork.
122 */ 111 */
123
124void 112void
125forklightning (object *op, object *tmp) 113forklightning (object *op, object *tmp)
126{ 114{
127 int new_dir = 1; /* direction or -1 for left, +1 for right 0 if no new bolt */ 115 int new_dir = 1; /* direction or -1 for left, +1 for right 0 if no new bolt */
128 int t_dir; /* stores temporary dir calculation */ 116 int t_dir; /* stores temporary dir calculation */
129 mapstruct *m; 117 maptile *m;
130 sint16 sx, sy; 118 sint16 sx, sy;
131 object *new_bolt; 119 object *new_bolt;
132 120
133 /* pick a fork direction. tmp->stats.Con is the left bias 121 /* pick a fork direction. tmp->stats.Con is the left bias
134 * i.e., the chance in 100 of forking LEFT 122 * i.e., the chance in 100 of forking LEFT
147 135
148 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (m, sx, sy))) 136 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (m, sx, sy)))
149 return; 137 return;
150 138
151 /* OK, we made a fork */ 139 /* OK, we made a fork */
152 new_bolt = get_object (); 140 new_bolt = tmp->clone ();
153 copy_object (tmp, new_bolt);
154 141
155 /* reduce chances of subsequent forking */ 142 /* reduce chances of subsequent forking */
156 new_bolt->stats.Dex -= 10; 143 new_bolt->stats.Dex -= 10;
157 tmp->stats.Dex -= 10; /* less forks from main bolt too */ 144 tmp->stats.Dex -= 10; /* less forks from main bolt too */
158 new_bolt->stats.Con += 25 * new_dir; /* adjust the left bias */ 145 new_bolt->stats.Con += 25 * new_dir; /* adjust the left bias */
159 new_bolt->speed_left = -0.1; 146 new_bolt->speed_left = -0.1f;
160 new_bolt->direction = t_dir; 147 new_bolt->direction = t_dir;
161 new_bolt->duration++; 148 new_bolt->duration++;
162 new_bolt->x = sx;
163 new_bolt->y = sy;
164 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */ 149 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */
165 new_bolt->stats.dam++; 150 new_bolt->stats.dam++;
166 tmp->stats.dam /= 2; /* reduce father bolt damage */ 151 tmp->stats.dam /= 2; /* reduce father bolt damage */
167 tmp->stats.dam++; 152 tmp->stats.dam++;
168 new_bolt = insert_ob_in_map (new_bolt, m, op, 0); 153 if ((new_bolt = m->insert (new_bolt, sx, sy, op)))
169 update_turn_face (new_bolt); 154 update_turn_face (new_bolt);
170} 155}
171 156
172/* move_bolt: moves bolt 'op'. Basically, it just advances a space, 157/* move_bolt: moves bolt 'op'. Basically, it just advances a space,
173 * and checks for various things that may stop it. 158 * and checks for various things that may stop it.
174 */ 159 */
175
176void 160void
177move_bolt (object *op) 161move_bolt (object *op)
178{ 162{
179 object *tmp;
180 int mflags; 163 int mflags;
181 sint16 x, y; 164 sint16 x, y;
182 mapstruct *m; 165 maptile *m;
183 166
184 if (--(op->duration) < 0) 167 if (--op->duration < 0)
185 {
186 remove_ob (op);
187 free_object (op);
188 return;
189 } 168 {
169 op->destroy ();
170 return;
171 }
172
190 hit_map (op, 0, op->attacktype, 1); 173 hit_map (op, 0, op->attacktype, 1);
191 174
192 if (!op->direction) 175 if (!op->direction)
193 return; 176 return;
194 177
195 if (--op->range < 0) 178 if (--op->range < 0)
196 {
197 op->range = 0; 179 op->range = 0;
198 }
199 else 180 else
200 { 181 {
201 x = op->x + DIRX (op); 182 x = op->x + DIRX (op);
202 y = op->y + DIRY (op); 183 y = op->y + DIRY (op);
203 m = op->map; 184 m = op->map;
211 * on the space. So only call reflwall if we think the data it returns 192 * on the space. So only call reflwall if we think the data it returns
212 * will be useful. 193 * will be useful.
213 */ 194 */
214 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)) || ((mflags & P_IS_ALIVE) && reflwall (m, x, y, op))) 195 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)) || ((mflags & P_IS_ALIVE) && reflwall (m, x, y, op)))
215 { 196 {
216
217 if (!QUERY_FLAG (op, FLAG_REFLECTING)) 197 if (!QUERY_FLAG (op, FLAG_REFLECTING))
218 return; 198 return;
219 199
220 /* Since walls don't run diagonal, if the bolt is in 200 /* Since walls don't run diagonal, if the bolt is in
221 * one of 4 main directions, it just reflects back in the 201 * one of 4 main directions, it just reflects back in the
251 else if (left) 231 else if (left)
252 op->direction = absdir (op->direction + 2); 232 op->direction = absdir (op->direction + 2);
253 else if (right) 233 else if (right)
254 op->direction = absdir (op->direction - 2); 234 op->direction = absdir (op->direction - 2);
255 } 235 }
236
256 update_turn_face (op); /* A bolt *must* be IS_TURNABLE */ 237 update_turn_face (op); /* A bolt *must* be IS_TURNABLE */
257 return; 238 return;
258 } 239 }
259 else 240 else
260 { /* Create a copy of this object and put it ahead */ 241 { /* Create a copy of this object and put it ahead */
261 tmp = get_object (); 242 object *tmp = op->clone ();
262 copy_object (op, tmp); 243
244 m->insert (tmp, x, y, op);
263 tmp->speed_left = -0.1; 245 tmp->speed_left = -0.1f;
264 tmp->x += DIRX (tmp), tmp->y += DIRY (tmp);
265 tmp = insert_ob_in_map (tmp, op->map, op, 0);
266 /* To make up for the decrease at the top of the function */ 246 /* To make up for the decrease at the top of the function */
267 tmp->duration++; 247 tmp->duration++;
268 248
269 /* New forking code. Possibly create forks of this object 249 /* New forking code. Possibly create forks of this object
270 * going off in other directions. 250 * going off in other directions.
271 */ 251 */
272
273 if (rndm (0, 99) < tmp->stats.Dex) 252 if (tmp->stats.Dex && rndm (0, 99) < tmp->stats.Dex)
274 { /* stats.Dex % of forking */ 253 forklightning (op, tmp); /* stats.Dex % of forking */
275 forklightning (op, tmp); 254
276 }
277 /* In this way, the object left behind sticks on the space, but 255 /* In this way, the object left behind sticks on the space, but
278 * doesn't create any bolts that continue to move onward. 256 * doesn't create any bolts that continue to move onward.
279 */ 257 */
280 op->range = 0; 258 op->range = 0;
281 } /* copy object and move it along */ 259 } /* copy object and move it along */
288 * we remove the magic flag - that can be derived from 266 * we remove the magic flag - that can be derived from
289 * spob->attacktype. 267 * spob->attacktype.
290 * This function sets up the appropriate owner and skill 268 * This function sets up the appropriate owner and skill
291 * pointers. 269 * pointers.
292 */ 270 */
293
294int 271int
295fire_bolt (object *op, object *caster, int dir, object *spob, object *skill) 272fire_bolt (object *op, object *caster, int dir, object *spob, object *skill)
296{ 273{
297 object *tmp = NULL; 274 object *tmp = NULL;
298 int mflags; 275 int mflags;
305 return 0; 282 return 0;
306 283
307 /* peterm: level dependency for bolts */ 284 /* peterm: level dependency for bolts */
308 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob); 285 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob);
309 tmp->attacktype = spob->attacktype; 286 tmp->attacktype = spob->attacktype;
287
310 if (spob->slaying) 288 if (spob->slaying)
311 tmp->slaying = spob->slaying; 289 tmp->slaying = spob->slaying;
290
312 tmp->range = spob->range + SP_level_range_adjust (caster, spob); 291 tmp->range = spob->range + SP_level_range_adjust (caster, spob);
313 tmp->duration = spob->duration + SP_level_duration_adjust (caster, spob); 292 tmp->duration = spob->duration + SP_level_duration_adjust (caster, spob);
314 tmp->stats.Dex = spob->stats.Dex; 293 tmp->stats.Dex = spob->stats.Dex;
315 tmp->stats.Con = spob->stats.Con; 294 tmp->stats.Con = spob->stats.Con;
316 295
317 tmp->direction = dir; 296 tmp->direction = dir;
318 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) 297 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
319 SET_ANIMATION (tmp, dir); 298 SET_ANIMATION (tmp, dir);
320 299
321 set_owner (tmp, op); 300 tmp->set_owner (op);
322 set_spell_skill (op, caster, spob, tmp); 301 set_spell_skill (op, caster, spob, tmp);
323 302
324 tmp->x = op->x + DIRX (tmp); 303 tmp->x = op->x + DIRX (tmp);
325 tmp->y = op->y + DIRY (tmp); 304 tmp->y = op->y + DIRY (tmp);
326 tmp->map = op->map; 305 tmp->map = op->map;
327 306
307 maptile *newmap;
328 mflags = get_map_flags (tmp->map, &tmp->map, tmp->x, tmp->y, &tmp->x, &tmp->y); 308 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y);
329 if (mflags & P_OUT_OF_MAP) 309 if (mflags & P_OUT_OF_MAP)
330 { 310 {
331 free_object (tmp); 311 tmp->destroy ();
332 return 0; 312 return 0;
333 } 313 }
314
315 tmp->map = newmap;
316
334 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y))) 317 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y)))
335 { 318 {
336 if (!QUERY_FLAG (tmp, FLAG_REFLECTING)) 319 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
337 { 320 {
338 free_object (tmp); 321 tmp->destroy ();
339 return 0; 322 return 0;
340 } 323 }
324
341 tmp->x = op->x; 325 tmp->x = op->x;
342 tmp->y = op->y; 326 tmp->y = op->y;
343 tmp->direction = absdir (tmp->direction + 4); 327 tmp->direction = absdir (tmp->direction + 4);
344 tmp->map = op->map; 328 tmp->map = op->map;
345 } 329 }
346 if ((tmp = insert_ob_in_map (tmp, tmp->map, op, 0)) != NULL) 330
331 if ((tmp = tmp->insert_at (tmp, op)))
347 move_bolt (tmp); 332 move_bolt (tmp);
333
348 return 1; 334 return 1;
349} 335}
350
351
352 336
353/*************************************************************************** 337/***************************************************************************
354 * 338 *
355 * BULLET/BALL CODE 339 * BULLET/BALL CODE
356 * 340 *
357 ***************************************************************************/ 341 ***************************************************************************/
358 342
359/* expands an explosion. op is a piece of the 343/* expands an explosion. op is a piece of the
360 * explosion - this expans it in the different directions. 344 * explosion - this expands it in the different directions.
361 * At least that is what I think this does. 345 * At least that is what I think this does.
362 */ 346 */
363void 347void
364explosion (object *op) 348explosion (object *op)
365{ 349{
366 object *tmp;
367 mapstruct *m = op->map; 350 maptile *m = op->map;
368 int i; 351 int i;
369 352
370 if (--(op->duration) < 0) 353 if (--op->duration < 0)
371 {
372 remove_ob (op);
373 free_object (op);
374 return;
375 } 354 {
355 op->destroy ();
356 return;
357 }
358
376 hit_map (op, 0, op->attacktype, 0); 359 hit_map (op, 0, op->attacktype, 0);
377 360
378 if (op->range > 0) 361 if (op->range > 0)
379 { 362 {
380 for (i = 1; i < 9; i++) 363 for (i = 1; i < 9; i++)
381 { 364 {
382 sint16 dx, dy; 365 sint16 dx, dy;
383 366
384 dx = op->x + freearr_x[i]; 367 dx = op->x + freearr_x[i];
385 dy = op->y + freearr_y[i]; 368 dy = op->y + freearr_y[i];
369
386 /* ok_to_put_more already does things like checks for walls, 370 /* ok_to_put_more already does things like checks for walls,
387 * out of map, etc. 371 * out of map, etc.
388 */ 372 */
389 if (ok_to_put_more (op->map, dx, dy, op, op->attacktype)) 373 if (ok_to_put_more (op->map, dx, dy, op, op->attacktype))
390 { 374 {
391 tmp = get_object (); 375 object *tmp = op->clone ();
392 copy_object (op, tmp); 376
393 tmp->state = 0; 377 tmp->state = 0;
394 tmp->speed_left = -0.21; 378 tmp->speed_left = -0.21f;
395 tmp->range--; 379 tmp->range--;
396 tmp->value = 0; 380 tmp->value = 0;
397 tmp->x = dx; 381
398 tmp->y = dy; 382 m->insert (tmp, dx, dy, op);
399 insert_ob_in_map (tmp, m, op, 0);
400 } 383 }
401 } 384 }
402 } 385 }
403} 386}
404
405 387
406/* Causes an object to explode, eg, a firebullet, 388/* Causes an object to explode, eg, a firebullet,
407 * poison cloud ball, etc. op is the object to 389 * poison cloud ball, etc. op is the object to
408 * explode. 390 * explode.
409 */ 391 */
410void 392void
411explode_bullet (object *op) 393explode_bullet (object *op)
412{ 394{
413 tag_t op_tag = op->count;
414 object *tmp, *owner; 395 object *tmp, *owner;
415 396
416 if (op->other_arch == NULL) 397 if (op->other_arch == NULL)
417 { 398 {
418 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n"); 399 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n");
419 remove_ob (op); 400 op->destroy ();
420 free_object (op);
421 return; 401 return;
422 } 402 }
423 403
424 if (op->env) 404 if (op->env)
425 { 405 {
426 object *env; 406 object *env = op->outer_env ();
427 407
428 env = object_get_env_recursive (op);
429 if (env->map == NULL || out_of_map (env->map, env->x, env->y)) 408 if (!env->map || out_of_map (env->map, env->x, env->y))
430 { 409 {
431 LOG (llevError, "BUG: explode_bullet(): env out of map\n"); 410 LOG (llevError, "BUG: explode_bullet(): env out of map\n");
432 remove_ob (op); 411 op->destroy ();
433 free_object (op);
434 return; 412 return;
435 } 413 }
436 remove_ob (op); 414
437 op->x = env->x; 415 op->insert_at (env, op, INS_NO_MERGE | INS_NO_WALK_ON);
438 op->y = env->y;
439 insert_ob_in_map (op, env->map, op, INS_NO_MERGE | INS_NO_WALK_ON);
440 } 416 }
441 else if (out_of_map (op->map, op->x, op->y)) 417 else if (out_of_map (op->map, op->x, op->y))
442 { 418 {
443 LOG (llevError, "BUG: explode_bullet(): op out of map\n"); 419 LOG (llevError, "BUG: explode_bullet(): op out of map\n");
444 remove_ob (op); 420 op->destroy ();
445 free_object (op);
446 return; 421 return;
447 } 422 }
448 423
449 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent explosions of any kind on safe maps 424 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent explosions of any kind on safe maps
450 // NOTE: If this breaks something important: remove this. I can't think of anything 425 // NOTE: If this breaks something important: remove this. I can't think of anything
451 // bad at the moment that might happen from this. 426 // bad at the moment that might happen from this.
452 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE) 427 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
453 { 428 {
454 remove_ob (op); 429 op->destroy ();
455 free_object (op);
456 return; 430 return;
457 } 431 }
458 432
459 if (op->attacktype) 433 if (op->attacktype)
460 { 434 {
461 hit_map (op, 0, op->attacktype, 1); 435 hit_map (op, 0, op->attacktype, 1);
462 if (was_destroyed (op, op_tag)) 436
437 if (op->destroyed ())
463 return; 438 return;
464 } 439 }
465 440
466 /* other_arch contains what this explodes into */ 441 /* other_arch contains what this explodes into */
467 tmp = arch_to_object (op->other_arch); 442 tmp = arch_to_object (op->other_arch);
468 443
469 copy_owner (tmp, op); 444 tmp->set_owner (op);
470 tmp->skill = op->skill; 445 tmp->skill = op->skill;
471 446
472 owner = get_owner (op); 447 owner = op->owner;
473 448
474 if ((tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) && owner && !tailor_god_spell (tmp, owner)) 449 if ((tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) && owner && !tailor_god_spell (tmp, owner))
475 { 450 {
476 remove_ob (op); 451 op->destroy ();
477 free_object (op);
478 return; 452 return;
479 } 453 }
480
481 tmp->x = op->x;
482 tmp->y = op->y;
483 454
484 /* special for bombs - it actually has sane values for these */ 455 /* special for bombs - it actually has sane values for these */
485 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB) 456 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB)
486 { 457 {
487 tmp->attacktype = op->attacktype; 458 tmp->attacktype = op->attacktype;
491 } 462 }
492 else 463 else
493 { 464 {
494 if (op->attacktype & AT_MAGIC) 465 if (op->attacktype & AT_MAGIC)
495 tmp->attacktype |= AT_MAGIC; 466 tmp->attacktype |= AT_MAGIC;
467
496 /* Spell doc describes what is going on here */ 468 /* Spell doc describes what is going on here */
497 tmp->stats.dam = op->dam_modifier; 469 tmp->stats.dam = op->dam_modifier;
498 tmp->range = op->stats.maxhp; 470 tmp->range = op->stats.maxhp;
499 tmp->duration = op->stats.hp; 471 tmp->duration = op->stats.hp;
500 /* Used for spell tracking - just need a unique val for this spell - 472 /* Used for spell tracking - just need a unique val for this spell -
508 tmp->stats.sp = op->direction; 480 tmp->stats.sp = op->direction;
509 481
510 /* Prevent recursion */ 482 /* Prevent recursion */
511 op->move_on = 0; 483 op->move_on = 0;
512 484
513 insert_ob_in_map (tmp, op->map, op, 0); 485 tmp->insert_at (op, op);
486 tmp->play_sound (tmp->sound);
487
514 /* remove the firebullet */ 488 /* remove the firebullet */
515 if (!was_destroyed (op, op_tag)) 489 op->destroy ();
516 {
517 remove_ob (op);
518 free_object (op);
519 }
520} 490}
521
522
523 491
524/* 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
525 * (eg, explode, damage player, etc) 493 * (eg, explode, damage player, etc)
526 */ 494 */
527
528void 495void
529check_bullet (object *op) 496check_bullet (object *op)
530{ 497{
531 tag_t op_tag = op->count, tmp_tag;
532 object *tmp; 498 object *tmp;
533 int dam, mflags; 499 int dam, mflags;
534 mapstruct *m; 500 maptile *m;
535 sint16 sx, sy; 501 sint16 sx, sy;
536 502
537 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);
538 504
539 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)))
548 514
549 /* 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 */
550 if (!(mflags & P_IS_ALIVE)) 516 if (!(mflags & P_IS_ALIVE))
551 return; 517 return;
552 518
553 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)
554 { 520 {
555 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 521 if (QUERY_FLAG (tmp, FLAG_ALIVE))
556 { 522 {
557 tmp_tag = tmp->count;
558 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1); 523 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1);
524
559 if (was_destroyed (op, op_tag) || !was_destroyed (tmp, tmp_tag) || (op->stats.dam -= dam) < 0) 525 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0)
560 { 526 {
561 if (!QUERY_FLAG (op, FLAG_REMOVED)) 527 if (!QUERY_FLAG (op, FLAG_REMOVED))
562 { 528 {
563 remove_ob (op); 529 op->destroy ();
564 free_object (op);
565 return; 530 return;
566 } 531 }
567 } 532 }
568 } 533 }
569 } 534 }
570} 535}
571
572 536
573/* Basically, we move 'op' one square, and if it hits something, 537/* Basically, we move 'op' one square, and if it hits something,
574 * call check_bullet. 538 * call check_bullet.
575 * This function is only applicable to bullets, but not to all 539 * This function is only applicable to bullets, but not to all
576 * fired arches (eg, bolts). 540 * fired arches (eg, bolts).
577 */ 541 */
578
579void 542void
580move_bullet (object *op) 543move_bullet (object *op)
581{ 544{
582 sint16 new_x, new_y; 545 sint16 new_x, new_y;
583 int mflags; 546 int mflags;
584 mapstruct *m; 547 maptile *m;
585 548
586#if 0 549#if 0
587 /* We need a better general purpose way to do this */ 550 /* We need a better general purpose way to do this */
588 551
589 /* peterm: added to make comet leave a trail of burnouts 552 /* peterm: added to make comet leave a trail of burnouts
590 it's an unadulterated hack, but the effect is cool. */ 553 it's an unadulterated hack, but the effect is cool. */
591 if (op->stats.sp == SP_METEOR) 554 if (op->stats.sp == SP_METEOR)
592 { 555 {
593 replace_insert_ob_in_map ("fire_trail", op); 556 replace_insert_ob_in_map ("fire_trail", op);
594 if (was_destroyed (op, op_tag)) 557 if (op->destroyed ())
595 return; 558 return;
596 } /* end addition. */ 559 } /* end addition. */
597#endif 560#endif
598 561
599 /* Reached the end of its life - remove it */ 562 /* Reached the end of its life - remove it */
600 if (--op->range <= 0) 563 if (--op->range <= 0)
601 { 564 {
602 if (op->other_arch) 565 if (op->other_arch)
603 {
604 explode_bullet (op); 566 explode_bullet (op);
605 }
606 else 567 else
607 { 568 op->destroy ();
608 remove_ob (op); 569
609 free_object (op);
610 }
611 return; 570 return;
612 } 571 }
613 572
614 new_x = op->x + DIRX (op); 573 new_x = op->x + DIRX (op);
615 new_y = op->y + DIRY (op); 574 new_y = op->y + DIRY (op);
616 m = op->map; 575 m = op->map;
617 mflags = get_map_flags (m, &m, new_x, new_y, &new_x, &new_y); 576 mflags = get_map_flags (m, &m, new_x, new_y, &new_x, &new_y);
618 577
619 if (mflags & P_OUT_OF_MAP) 578 if (mflags & P_OUT_OF_MAP)
620 { 579 {
621 remove_ob (op); 580 op->destroy ();
622 free_object (op);
623 return; 581 return;
624 } 582 }
625 583
626 if (!op->direction || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y))) 584 if (!op->direction || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y)))
627 { 585 {
628 if (op->other_arch) 586 if (op->other_arch)
629 {
630 explode_bullet (op); 587 explode_bullet (op);
631 }
632 else 588 else
633 { 589 op->destroy ();
634 remove_ob (op);
635 free_object (op);
636 }
637 return;
638 }
639 590
640 remove_ob (op); 591 return;
641 op->x = new_x; 592 }
642 op->y = new_y; 593
643 if ((op = insert_ob_in_map (op, m, op, 0)) == NULL) 594 if (!(op = m->insert (op, new_x, new_y, op)))
644 return; 595 return;
645 596
646 if (reflwall (op->map, op->x, op->y, op)) 597 if (reflwall (op->map, op->x, op->y, op))
647 { 598 {
648 op->direction = absdir (op->direction + 4); 599 op->direction = absdir (op->direction + 4);
649 update_turn_face (op); 600 update_turn_face (op);
650 } 601 }
651 else 602 else
652 {
653 check_bullet (op); 603 check_bullet (op);
654 }
655} 604}
656
657
658
659 605
660/* fire_bullet 606/* fire_bullet
661 * object op (cast from caster) files a bolt in dir. 607 * object op (cast from caster) files a bolt in dir.
662 * spob is the spell object for the bolt. 608 * spob is the spell object for the bolt.
663 * we remove the magic flag - that can be derived from 609 * we remove the magic flag - that can be derived from
664 * spob->attacktype. 610 * spob->attacktype.
665 * This function sets up the appropriate owner and skill 611 * This function sets up the appropriate owner and skill
666 * pointers. 612 * pointers.
667 */ 613 */
668
669int 614int
670fire_bullet (object *op, object *caster, int dir, object *spob) 615fire_bullet (object *op, object *caster, int dir, object *spob)
671{ 616{
672 object *tmp = NULL; 617 object *tmp = NULL;
673 int mflags; 618 int mflags;
674 619
675 if (!spob->other_arch) 620 if (!spob->other_arch)
676 return 0; 621 return 0;
677 622
678 tmp = arch_to_object (spob->other_arch); 623 tmp = spob->other_arch->instance ();
679 if (tmp == NULL) 624 if (!tmp)
680 return 0; 625 return 0;
681 626
682 /* peterm: level dependency for bolts */ 627 /* peterm: level dependency for bolts */
683 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob); 628 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob);
684 tmp->attacktype = spob->attacktype; 629 tmp->attacktype = spob->attacktype;
685 if (spob->slaying) 630 if (spob->slaying)
686 tmp->slaying = spob->slaying; 631 tmp->slaying = spob->slaying;
687 632
694 639
695 tmp->direction = dir; 640 tmp->direction = dir;
696 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) 641 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
697 SET_ANIMATION (tmp, dir); 642 SET_ANIMATION (tmp, dir);
698 643
699 set_owner (tmp, op); 644 tmp->set_owner (op);
700 set_spell_skill (op, caster, spob, tmp); 645 set_spell_skill (op, caster, spob, tmp);
701 646
702 tmp->x = op->x + freearr_x[dir]; 647 tmp->x = op->x + freearr_x[dir];
703 tmp->y = op->y + freearr_y[dir]; 648 tmp->y = op->y + freearr_y[dir];
704 tmp->map = op->map; 649 tmp->map = op->map;
705 650
651 maptile *newmap;
706 mflags = get_map_flags (tmp->map, &tmp->map, tmp->x, tmp->y, &tmp->x, &tmp->y); 652 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y);
707 if (mflags & P_OUT_OF_MAP) 653 if (mflags & P_OUT_OF_MAP)
708 { 654 {
709 free_object (tmp); 655 tmp->destroy ();
710 return 0; 656 return 0;
711 } 657 }
658
659 tmp->map = newmap;
660
712 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y))) 661 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y)))
713 { 662 {
714 if (!QUERY_FLAG (tmp, FLAG_REFLECTING)) 663 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
715 { 664 {
716 free_object (tmp); 665 tmp->destroy ();
717 return 0; 666 return 0;
718 } 667 }
668
719 tmp->x = op->x; 669 tmp->x = op->x;
720 tmp->y = op->y; 670 tmp->y = op->y;
721 tmp->direction = absdir (tmp->direction + 4); 671 tmp->direction = absdir (tmp->direction + 4);
722 tmp->map = op->map; 672 tmp->map = op->map;
723 } 673 }
724 if ((tmp = insert_ob_in_map (tmp, tmp->map, op, 0)) != NULL) 674
725 { 675 if ((tmp = tmp->insert_at (tmp, op)))
726 check_bullet (tmp); 676 check_bullet (tmp);
727 } 677
728 return 1; 678 return 1;
729} 679}
730
731
732
733 680
734/***************************************************************************** 681/*****************************************************************************
735 * 682 *
736 * CONE RELATED FUNCTIONS 683 * CONE RELATED FUNCTIONS
737 * 684 *
738 *****************************************************************************/ 685 *****************************************************************************/
739 686
740
741/* drops an object based on what is in the cone's "other_arch" */ 687/* drops an object based on what is in the cone's "other_arch" */
742void 688void
743cone_drop (object *op) 689cone_drop (object *op)
744{ 690{
745 object *new_ob = arch_to_object (op->other_arch); 691 object *new_ob = arch_to_object (op->other_arch);
746 692
747 new_ob->x = op->x;
748 new_ob->y = op->y;
749 new_ob->level = op->level; 693 new_ob->level = op->level;
750 set_owner (new_ob, op->owner); 694 new_ob->set_owner (op->owner);
751 695
752 /* preserve skill ownership */ 696 /* preserve skill ownership */
753 if (op->skill && op->skill != new_ob->skill) 697 if (op->skill && op->skill != new_ob->skill)
754 {
755 new_ob->skill = op->skill; 698 new_ob->skill = op->skill;
756 }
757 insert_ob_in_map (new_ob, op->map, op, 0);
758 699
700 new_ob->insert_at (op, op);
759} 701}
760 702
761/* move_cone: causes cone object 'op' to move a space/hit creatures */ 703/* move_cone: causes cone object 'op' to move a space/hit creatures */
762 704
763void 705void
764move_cone (object *op) 706move_cone (object *op)
765{ 707{
766 int i;
767 tag_t tag;
768
769 /* if no map then hit_map will crash so just ignore object */ 708 /* if no map then hit_map will crash so just ignore object */
770 if (!op->map) 709 if (!op->map)
771 { 710 {
772 LOG (llevError, "Tried to move_cone object %s without a map.\n", op->name ? &op->name : "unknown"); 711 LOG (llevError, "Tried to move_cone object %s without a map.\n", op->name ? &op->name : "unknown");
773 op->speed = 0; 712 op->set_speed (0);
774 update_ob_speed (op);
775 return; 713 return;
776 } 714 }
777 715
778 /* lava saves it's life, but not yours :) */ 716 /* lava saves it's life, but not yours :) */
779 if (QUERY_FLAG (op, FLAG_LIFESAVE)) 717 if (QUERY_FLAG (op, FLAG_LIFESAVE))
785#if 0 723#if 0
786 /* Disable this - enabling it makes monsters easier, as 724 /* Disable this - enabling it makes monsters easier, as
787 * when their cone dies when they die. 725 * when their cone dies when they die.
788 */ 726 */
789 /* If no owner left, the spell dies out. */ 727 /* If no owner left, the spell dies out. */
790 if (get_owner (op) == NULL) 728 if (op->owner == NULL)
791 { 729 {
792 remove_ob (op); 730 op->destroy ();
793 free_object (op);
794 return; 731 return;
795 } 732 }
796#endif 733#endif
797 734
798 tag = op->count;
799 hit_map (op, 0, op->attacktype, 0); 735 hit_map (op, 0, op->attacktype, 0);
800 736
801 /* Check to see if we should push anything. 737 /* Check to see if we should push anything.
802 * Spell objects with weight push whatever they encounter to some 738 * Spell objects with weight push whatever they encounter to some
803 * degree. 739 * degree.
804 */ 740 */
805 if (op->weight) 741 if (op->weight)
806 check_spell_knockback (op); 742 check_spell_knockback (op);
807 743
808 if (was_destroyed (op, tag)) 744 if (op->destroyed ())
809 return; 745 return;
810 746
811 if ((op->duration--) < 0) 747 if ((op->duration--) < 0)
812 { 748 {
813 remove_ob (op); 749 op->destroy ();
814 free_object (op);
815 return; 750 return;
816 } 751 }
817 /* Object has hit maximum range, so don't have it move 752 /* Object has hit maximum range, so don't have it move
818 * any further. When the duration above expires, 753 * any further. When the duration above expires,
819 * then the object will get removed. 754 * then the object will get removed.
822 { 757 {
823 op->range = 0; /* just so it doesn't wrap */ 758 op->range = 0; /* just so it doesn't wrap */
824 return; 759 return;
825 } 760 }
826 761
827 for (i = -1; i < 2; i++) 762 for (int i = -1; i <= 1; i++)
828 { 763 {
829 sint16 x = op->x + freearr_x[absdir (op->stats.sp + i)], y = op->y + freearr_y[absdir (op->stats.sp + i)]; 764 sint16 x = op->x + freearr_x[absdir (op->stats.sp + i)], y = op->y + freearr_y[absdir (op->stats.sp + i)];
830 765
831 if (ok_to_put_more (op->map, x, y, op, op->attacktype)) 766 if (ok_to_put_more (op->map, x, y, op, op->attacktype))
832 { 767 {
833 object *tmp = get_object (); 768 object *tmp = op->clone ();
834
835 copy_object (op, tmp);
836 tmp->x = x;
837 tmp->y = y;
838 769
839 tmp->duration = op->duration + 1; 770 tmp->duration = op->duration + 1;
840 771
841 /* Use for spell tracking - see ok_to_put_more() */ 772 /* Use for spell tracking - see ok_to_put_more() */
842 tmp->stats.maxhp = op->stats.maxhp; 773 tmp->stats.maxhp = op->stats.maxhp;
843 insert_ob_in_map (tmp, op->map, op, 0); 774
775 op->map->insert (tmp, x, y, op);
776
844 if (tmp->other_arch) 777 if (tmp->other_arch)
845 cone_drop (tmp); 778 cone_drop (tmp);
846 } 779 }
847 } 780 }
848} 781}
858int 791int
859cast_cone (object *op, object *caster, int dir, object *spell) 792cast_cone (object *op, object *caster, int dir, object *spell)
860{ 793{
861 object *tmp; 794 object *tmp;
862 int i, success = 0, range_min = -1, range_max = 1; 795 int i, success = 0, range_min = -1, range_max = 1;
863 mapstruct *m; 796 maptile *m;
864 sint16 sx, sy; 797 sint16 sx, sy;
865 MoveType movetype; 798 MoveType movetype;
866 799
867 if (!spell->other_arch) 800 if (!spell->other_arch)
868 return 0; 801 return 0;
881 814
882 /* Need to know what the movetype of the object we are about 815 /* Need to know what the movetype of the object we are about
883 * to create is, so we can know if the space we are about to 816 * to create is, so we can know if the space we are about to
884 * insert it into is blocked. 817 * insert it into is blocked.
885 */ 818 */
886 movetype = spell->other_arch->clone.move_type; 819 movetype = spell->other_arch->move_type;
887 820
888 for (i = range_min; i <= range_max; i++) 821 for (i = range_min; i <= range_max; i++)
889 { 822 {
890 sint16 x, y, d; 823 sint16 x, y, d;
891 824
924 if ((movetype & GET_MAP_MOVE_BLOCK (m, sx, sy)) == movetype) 857 if ((movetype & GET_MAP_MOVE_BLOCK (m, sx, sy)) == movetype)
925 continue; 858 continue;
926 859
927 success = 1; 860 success = 1;
928 tmp = arch_to_object (spell->other_arch); 861 tmp = arch_to_object (spell->other_arch);
929 set_owner (tmp, op); 862 tmp->set_owner (op);
930 set_spell_skill (op, caster, spell, tmp); 863 set_spell_skill (op, caster, spell, tmp);
931 tmp->level = caster_level (caster, spell); 864 tmp->level = caster_level (caster, spell);
932 tmp->x = sx;
933 tmp->y = sy;
934 tmp->attacktype = spell->attacktype; 865 tmp->attacktype = spell->attacktype;
935 866
936 /* holy word stuff */ 867 /* holy word stuff */
937 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER)) 868 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER))
938 if (!tailor_god_spell (tmp, op)) 869 if (!tailor_god_spell (tmp, op))
972 else 903 else
973 tmp->duration += caster->level / 3; 904 tmp->duration += caster->level / 3;
974 } 905 }
975 906
976 if (!(tmp->move_type & MOVE_FLY_LOW)) 907 if (!(tmp->move_type & MOVE_FLY_LOW))
977 LOG (llevDebug, "cast_cone(): arch %s doesn't have flying 1\n", &spell->other_arch->name); 908 LOG (llevDebug, "cast_cone(): arch %s doesn't have flying 1\n", &spell->other_arch->archname);
978 909
979 if (!tmp->move_on && tmp->stats.dam) 910 if (!tmp->move_on && tmp->stats.dam)
980 {
981 LOG (llevDebug, "cast_cone(): arch %s doesn't have move_on set\n", &spell->other_arch->name); 911 LOG (llevDebug, "cast_cone(): arch %s doesn't have move_on set\n", &spell->other_arch->archname);
982 }
983 912
984 insert_ob_in_map (tmp, m, op, 0); 913 m->insert (tmp, sx, sy, op);
985 914
986 /* This is used for tracking spells so that one effect doesn't hit 915 /* This is used for tracking spells so that one effect doesn't hit
987 * a single space too many times. 916 * a single space too many times.
988 */ 917 */
989 tmp->stats.maxhp = tmp->count; 918 tmp->stats.maxhp = tmp->count;
999 * 928 *
1000 * BOMB related code 929 * BOMB related code
1001 * 930 *
1002 ****************************************************************************/ 931 ****************************************************************************/
1003 932
1004
1005/* This handles an exploding bomb. 933/* This handles an exploding bomb.
1006 * op is the original bomb object. 934 * op is the original bomb object.
1007 */ 935 */
1008void 936void
1009animate_bomb (object *op) 937animate_bomb (object *op)
1010{ 938{
1011 int i;
1012 object *env, *tmp;
1013 archetype *at;
1014
1015 if (op->state != NUM_ANIMATIONS (op) - 1) 939 if (op->state != NUM_ANIMATIONS (op) - 1)
1016 return; 940 return;
1017 941
1018 env = object_get_env_recursive (op); 942 object *env = op->outer_env ();
1019 943
1020 if (op->env) 944 if (op->env)
1021 { 945 {
1022 if (env->map == NULL) 946 if (env->map == NULL)
1023 return; 947 return;
1024 948
1025 if (env->type == PLAYER) 949 if (!(op = op->insert_at (env, op)))
1026 esrv_del_item (env->contr, op->count);
1027
1028 remove_ob (op);
1029 op->x = env->x;
1030 op->y = env->y;
1031 if ((op = insert_ob_in_map (op, env->map, op, 0)) == NULL)
1032 return; 950 return;
1033 } 951 }
1034 952
1035 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent bomb from exploding 953 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent bomb from exploding
1036 // on a safe map. I don't like this special casing, but it seems to be neccessary 954 // on a safe map. I don't like this special casing, but it seems to be neccessary
1037 // as bombs can be carried. 955 // as bombs can be carried.
1038 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE) 956 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
1039 { 957 {
1040 remove_ob (op); 958 op->destroy ();
1041 free_object (op);
1042 return; 959 return;
1043 } 960 }
1044 961
1045 /* This copies a lot of the code from the fire bullet, 962 /* This copies a lot of the code from the fire bullet,
1046 * but using the cast_bullet isn't really feasible, 963 * but using the cast_bullet isn't really feasible,
1047 * so just set up the appropriate values. 964 * so just set up the appropriate values.
1048 */ 965 */
1049 at = find_archetype (SPLINT); 966 if (archetype *at = archetype::find (SPLINT))
1050 if (at)
1051 { 967 {
1052 for (i = 1; i < 9; i++) 968 for (int i = 1; i < 9; i++)
1053 { 969 {
1054 if (out_of_map (op->map, op->x + freearr_x[i], op->y + freearr_x[i])) 970 if (out_of_map (op->map, op->x + freearr_x[i], op->y + freearr_x[i]))
1055 continue; 971 continue;
972
1056 tmp = arch_to_object (at); 973 object *tmp = arch_to_object (at);
1057 tmp->direction = i; 974 tmp->direction = i;
1058 tmp->range = op->range; 975 tmp->range = op->range;
1059 tmp->stats.dam = op->stats.dam; 976 tmp->stats.dam = op->stats.dam;
1060 tmp->duration = op->duration; 977 tmp->duration = op->duration;
1061 tmp->attacktype = op->attacktype; 978 tmp->attacktype = op->attacktype;
1062 copy_owner (tmp, op); 979 tmp->set_owner (op);
1063 if (op->skill && op->skill != tmp->skill) 980 if (op->skill && op->skill != tmp->skill)
1064 {
1065 tmp->skill = op->skill; 981 tmp->skill = op->skill;
1066 } 982
1067 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) 983 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
1068 SET_ANIMATION (tmp, i); 984 SET_ANIMATION (tmp, i);
1069 tmp->x = op->x + freearr_x[i]; 985
1070 tmp->y = op->y + freearr_x[i]; 986 op->map->insert (tmp, op->x + freearr_x[i], op->y + freearr_x[i], op);
1071 insert_ob_in_map (tmp, op->map, op, 0);
1072 move_bullet (tmp); 987 move_bullet (tmp);
1073 } 988 }
1074 } 989 }
1075 990
1076 explode_bullet (op); 991 explode_bullet (op);
1077} 992}
1078 993
1079int 994int
1080create_bomb (object *op, object *caster, int dir, object *spell) 995create_bomb (object *op, object *caster, int dir, object *spell)
1081{ 996{
1082
1083 object *tmp; 997 object *tmp;
1084 int mflags; 998 int mflags;
1085 sint16 dx = op->x + freearr_x[dir], dy = op->y + freearr_y[dir]; 999 sint16 dx = op->x + freearr_x[dir], dy = op->y + freearr_y[dir];
1086 mapstruct *m; 1000 maptile *m;
1087 1001
1088 mflags = get_map_flags (op->map, &m, dx, dy, &dx, &dy); 1002 mflags = get_map_flags (op->map, &m, dx, dy, &dx, &dy);
1089 if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, dx, dy) & MOVE_WALK)) 1003 if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, dx, dy) & MOVE_WALK))
1090 { 1004 {
1091 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way."); 1005 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way.");
1092 return 0; 1006 return 0;
1093 } 1007 }
1008
1094 tmp = arch_to_object (spell->other_arch); 1009 tmp = arch_to_object (spell->other_arch);
1095 1010
1096 /* level dependencies for bomb */ 1011 /* level dependencies for bomb */
1097 tmp->range = spell->range + SP_level_range_adjust (caster, spell); 1012 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
1098 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1013 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1099 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell); 1014 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
1100 tmp->attacktype = spell->attacktype; 1015 tmp->attacktype = spell->attacktype;
1101 1016
1102 set_owner (tmp, op); 1017 tmp->set_owner (op);
1103 set_spell_skill (op, caster, spell, tmp); 1018 set_spell_skill (op, caster, spell, tmp);
1104 tmp->x = dx; 1019
1105 tmp->y = dy; 1020 m->insert (tmp, dx, dy, op);
1106 insert_ob_in_map (tmp, m, op, 0);
1107 return 1; 1021 return 1;
1108} 1022}
1109 1023
1110/**************************************************************************** 1024/****************************************************************************
1111 * 1025 *
1120 * dir is the direction to look in. 1034 * dir is the direction to look in.
1121 * range is how far out to look. 1035 * range is how far out to look.
1122 * type is the type of spell - either SPELL_MANA or SPELL_GRACE. 1036 * type is the type of spell - either SPELL_MANA or SPELL_GRACE.
1123 * this info is used for blocked magic/unholy spaces. 1037 * this info is used for blocked magic/unholy spaces.
1124 */ 1038 */
1125
1126object * 1039object *
1127get_pointed_target (object *op, int dir, int range, int type) 1040get_pointed_target (object *op, int dir, int range, int type)
1128{ 1041{
1129 object *target; 1042 object *target;
1130 sint16 x, y; 1043 sint16 x, y;
1131 int dist, mflags; 1044 int dist, mflags;
1132 mapstruct *mp; 1045 maptile *mp;
1133 1046
1134 if (dir == 0) 1047 if (dir == 0)
1135 return NULL; 1048 return NULL;
1136 1049
1137 for (dist = 1; dist < range; dist++) 1050 for (dist = 1; dist < range; dist++)
1149 return NULL; 1062 return NULL;
1150 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW) 1063 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW)
1151 return NULL; 1064 return NULL;
1152 1065
1153 if (mflags & P_IS_ALIVE) 1066 if (mflags & P_IS_ALIVE)
1154 {
1155 for (target = get_map_ob (mp, x, y); target; target = target->above) 1067 for (target = GET_MAP_OB (mp, x, y); target; target = target->above)
1156 { 1068 if (QUERY_FLAG (target, FLAG_MONSTER))
1157 if (QUERY_FLAG (target->head ? target->head : target, FLAG_MONSTER))
1158 {
1159 return target; 1069 return target;
1160 }
1161 }
1162 }
1163 } 1070 }
1071
1164 return NULL; 1072 return NULL;
1165} 1073}
1166
1167 1074
1168/* cast_smite_arch() - the priest points to a creature and causes 1075/* cast_smite_arch() - the priest points to a creature and causes
1169 * a 'godly curse' to decend. 1076 * a 'godly curse' to decend.
1170 * usual params - 1077 * usual params -
1171 * op = player 1078 * op = player
1172 * caster = object casting the spell. 1079 * caster = object casting the spell.
1173 * dir = direction being cast 1080 * dir = direction being cast
1174 * spell = spell object 1081 * spell = spell object
1175 */ 1082 */
1176
1177int 1083int
1178cast_smite_spell (object *op, object *caster, int dir, object *spell) 1084cast_smite_spell (object *op, object *caster, int dir, object *spell)
1179{ 1085{
1180 object *effect, *target; 1086 object *effect, *target;
1181 object *god = find_god (determine_god (op)); 1087 object *god = find_god (determine_god (op));
1227 if (effect->attacktype & AT_DEATH) 1133 if (effect->attacktype & AT_DEATH)
1228 { 1134 {
1229 effect->level = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1135 effect->level = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1230 1136
1231 /* casting death spells at undead isn't a good thing */ 1137 /* casting death spells at undead isn't a good thing */
1232 if QUERY_FLAG
1233 (target, FLAG_UNDEAD) 1138 if (QUERY_FLAG (target, FLAG_UNDEAD))
1234 { 1139 {
1235 if (random_roll (0, 2, op, PREFER_LOW)) 1140 if (random_roll (0, 2, op, PREFER_LOW))
1236 { 1141 {
1237 new_draw_info (NDI_UNIQUE, 0, op, "Idiot! Your spell boomerangs!"); 1142 new_draw_info (NDI_UNIQUE, 0, op, "Idiot! Your spell boomerangs!");
1238 effect->x = op->x; 1143 effect->x = op->x;
1240 } 1145 }
1241 else 1146 else
1242 { 1147 {
1243 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s looks stronger!", query_name (target)); 1148 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s looks stronger!", query_name (target));
1244 target->stats.hp = target->stats.maxhp * 2; 1149 target->stats.hp = target->stats.maxhp * 2;
1245 free_object (effect); 1150 effect->destroy ();
1246 return 0; 1151 return 0;
1247 } 1152 }
1248 } 1153 }
1249 } 1154 }
1250 else 1155 else
1251 { 1156 {
1252 /* how much woe to inflict :) */ 1157 /* how much woe to inflict :) */
1253 effect->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1158 effect->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1254 } 1159 }
1255 1160
1256 set_owner (effect, op); 1161 effect->set_owner (op);
1257 set_spell_skill (op, caster, spell, effect); 1162 set_spell_skill (op, caster, spell, effect);
1258 1163
1259 /* ok, tell it where to be, and insert! */ 1164 /* ok, tell it where to be, and insert! */
1260 effect->x = target->x; 1165 effect->insert_at (target, op);
1261 effect->y = target->y;
1262 insert_ob_in_map (effect, target->map, op, 0);
1263 1166
1264 return 1; 1167 return 1;
1265} 1168}
1266
1267 1169
1268/**************************************************************************** 1170/****************************************************************************
1269 * 1171 *
1270 * MAGIC MISSILE code. 1172 * MAGIC MISSILE code.
1271 * note that the fire_bullet is used to fire the missile. The 1173 * note that the fire_bullet is used to fire the missile. The
1274 1176
1275/* op is a missile that needs to be moved */ 1177/* op is a missile that needs to be moved */
1276void 1178void
1277move_missile (object *op) 1179move_missile (object *op)
1278{ 1180{
1279 int i, mflags;
1280 object *owner;
1281 sint16 new_x, new_y;
1282 mapstruct *m;
1283
1284 if (op->range-- <= 0) 1181 if (op->range-- <= 0)
1285 { 1182 {
1286 remove_ob (op); 1183 op->destroy ();
1287 free_object (op);
1288 return; 1184 return;
1289 }
1290
1291 owner = get_owner (op);
1292#if 0
1293 /* It'd make things nastier if this wasn't here - spells cast by
1294 * monster that are then killed would continue to survive
1295 */
1296 if (owner == NULL)
1297 { 1185 }
1298 remove_ob (op); 1186
1299 free_object (op); 1187 mapxy pos (op);
1300 return; 1188 pos.move (op->direction);
1189
1190 if (!pos.normalise ())
1301 } 1191 {
1302#endif 1192 op->destroy ();
1303 1193 return;
1304 new_x = op->x + DIRX (op);
1305 new_y = op->y + DIRY (op);
1306
1307 mflags = get_map_flags (op->map, &m, new_x, new_y, &new_x, &new_y);
1308
1309 if (!(mflags & P_OUT_OF_MAP) && ((mflags & P_IS_ALIVE) || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y))))
1310 { 1194 }
1311 tag_t tag = op->count;
1312 1195
1196 mapspace &ms = pos.ms ();
1197
1198 if (ms.flags () & P_IS_ALIVE || ms.blocks (op))
1199 {
1313 hit_map (op, op->direction, AT_MAGIC, 1); 1200 hit_map (op, op->direction, AT_MAGIC, 1);
1314 /* Basically, missile only hits one thing then goes away. 1201 /* Basically, missile only hits one thing then goes away.
1315 * we need to remove it if someone hasn't already done so. 1202 * we need to remove it if someone hasn't already done so.
1316 */ 1203 */
1317 if (!was_destroyed (op, tag)) 1204 op->destroy ();
1318 {
1319 remove_ob (op);
1320 free_object (op);
1321 }
1322 return; 1205 return;
1323 }
1324
1325 remove_ob (op);
1326 if (!op->direction || (mflags & P_OUT_OF_MAP))
1327 { 1206 }
1328 free_object (op); 1207
1329 return; 1208 if (!op->direction)
1330 } 1209 {
1331 op->x = new_x; 1210 op->destroy ();
1332 op->y = new_y; 1211 return;
1333 op->map = m; 1212 }
1334 i = spell_find_dir (op->map, op->x, op->y, get_owner (op)); 1213
1214 int i = spell_find_dir (pos.m, pos.x, pos.y, op->owner);
1335 if (i > 0 && i != op->direction) 1215 if (i > 0 && i != op->direction)
1336 { 1216 {
1337 op->direction = i; 1217 op->direction = i;
1338 SET_ANIMATION (op, op->direction); 1218 SET_ANIMATION (op, op->direction);
1339 } 1219 }
1340 insert_ob_in_map (op, op->map, op, 0); 1220
1221 pos.insert (op, op);
1341} 1222}
1342 1223
1343/**************************************************************************** 1224/****************************************************************************
1344 * Destruction 1225 * Destruction
1345 ****************************************************************************/ 1226 ****************************************************************************/
1348 * we do this by creating a force and inserting it in the 1229 * we do this by creating a force and inserting it in the
1349 * object. if time is 0, the object glows permanently. To truely 1230 * object. if time is 0, the object glows permanently. To truely
1350 * make this work for non-living objects, we would have to 1231 * make this work for non-living objects, we would have to
1351 * give them the capability to have an inventory. b.t. 1232 * give them the capability to have an inventory. b.t.
1352 */ 1233 */
1353
1354int 1234int
1355make_object_glow (object *op, int radius, int time) 1235make_object_glow (object *op, int radius, int time)
1356{ 1236{
1357 object *tmp;
1358
1359 /* some things are unaffected... */ 1237 /* some things are unaffected... */
1360 if (op->path_denied & PATH_LIGHT) 1238 if (op->path_denied & PATH_LIGHT)
1361 return 0; 1239 return 0;
1362 1240
1363 tmp = get_archetype (FORCE_NAME); 1241 object *tmp = get_archetype (FORCE_NAME);
1364 tmp->speed = 0.01; 1242 tmp->speed = 0.01;
1365 tmp->stats.food = time; 1243 tmp->stats.food = time;
1366 SET_FLAG (tmp, FLAG_IS_USED_UP); 1244 SET_FLAG (tmp, FLAG_IS_USED_UP);
1367 tmp->glow_radius = radius; 1245 tmp->glow_radius = radius;
1368 if (tmp->glow_radius > MAX_LIGHT_RADII) 1246 if (tmp->glow_radius > MAX_LIGHT_RADII)
1369 tmp->glow_radius = MAX_LIGHT_RADII; 1247 tmp->glow_radius = MAX_LIGHT_RADII;
1370 1248
1371 tmp->x = op->x;
1372 tmp->y = op->y;
1373 if (tmp->speed < MIN_ACTIVE_SPEED)
1374 tmp->speed = MIN_ACTIVE_SPEED; /* safety */
1375 tmp = insert_ob_in_ob (tmp, op); 1249 tmp = insert_ob_in_ob (tmp, op);
1250
1376 if (tmp->glow_radius > op->glow_radius) 1251 if (tmp->glow_radius > op->glow_radius)
1377 op->glow_radius = tmp->glow_radius; 1252 op->glow_radius = tmp->glow_radius;
1378 1253
1379 if (!tmp->env || op != tmp->env)
1380 {
1381 LOG (llevError, "make_object_glow() failed to insert glowing force in %s\n", &op->name);
1382 return 0;
1383 }
1384 return 1; 1254 return 1;
1385} 1255}
1386
1387
1388
1389 1256
1390int 1257int
1391cast_destruction (object *op, object *caster, object *spell_ob) 1258cast_destruction (object *op, object *caster, object *spell_ob)
1392{ 1259{
1393 int i, j, range, mflags, friendly = 0, dam, dur; 1260 int i, j, range, mflags, friendly = 0, dam, dur;
1394 sint16 sx, sy; 1261 sint16 sx, sy;
1395 mapstruct *m; 1262 maptile *m;
1396 object *tmp; 1263 object *tmp;
1397 const char *skill; 1264 const char *skill;
1398 1265
1399 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob); 1266 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
1400 dam = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob); 1267 dam = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob);
1414 else if (caster->skill) 1281 else if (caster->skill)
1415 op->skill = caster->skill; 1282 op->skill = caster->skill;
1416 else 1283 else
1417 op->skill = NULL; 1284 op->skill = NULL;
1418 1285
1419 change_skill (op, find_skill_by_name (op, op->skill), 1); 1286 op->change_skill (find_skill_by_name (op, op->skill));
1420 1287
1421 for (i = -range; i < range; i++) 1288 for (i = -range; i <= range; i++)
1422 { 1289 {
1423 for (j = -range; j < range; j++) 1290 for (j = -range; j <= range; j++)
1424 { 1291 {
1425 m = op->map; 1292 m = op->map;
1426 sx = op->x + i; 1293 sx = op->x + i;
1427 sy = op->y + j; 1294 sy = op->y + j;
1295
1428 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy); 1296 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
1429 if (mflags & P_OUT_OF_MAP) 1297 if (mflags & P_OUT_OF_MAP)
1430 continue; 1298 continue;
1299
1431 if (mflags & P_IS_ALIVE) 1300 if (mflags & P_IS_ALIVE)
1432 { 1301 {
1433 for (tmp = get_map_ob (m, sx, sy); tmp; tmp = tmp->above) 1302 for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above)
1434 {
1435 if (QUERY_FLAG (tmp, FLAG_ALIVE) || tmp->type == PLAYER) 1303 if (QUERY_FLAG (tmp, FLAG_ALIVE) || tmp->type == PLAYER)
1436 break; 1304 break;
1437 } 1305
1438 if (tmp) 1306 if (tmp)
1439 { 1307 {
1440 if (tmp->head) 1308 if (tmp->head)
1441 tmp = tmp->head; 1309 tmp = tmp->head;
1442 1310
1444 (!friendly && (QUERY_FLAG (tmp, FLAG_FRIENDLY) || tmp->type == PLAYER))) 1312 (!friendly && (QUERY_FLAG (tmp, FLAG_FRIENDLY) || tmp->type == PLAYER)))
1445 { 1313 {
1446 if (spell_ob->subtype == SP_DESTRUCTION) 1314 if (spell_ob->subtype == SP_DESTRUCTION)
1447 { 1315 {
1448 hit_player (tmp, dam, op, spell_ob->attacktype, 0); 1316 hit_player (tmp, dam, op, spell_ob->attacktype, 0);
1317
1449 if (spell_ob->other_arch) 1318 if (spell_ob->other_arch)
1450 {
1451 tmp = arch_to_object (spell_ob->other_arch); 1319 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op);
1452 tmp->x = sx;
1453 tmp->y = sy;
1454 insert_ob_in_map (tmp, m, op, 0);
1455 }
1456 } 1320 }
1457 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist[ATNR_MAGIC] != 100) 1321 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist[ATNR_MAGIC] != 100)
1458 { 1322 {
1459 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch) 1323 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch)
1460 {
1461 object *effect = arch_to_object (spell_ob->other_arch); 1324 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op);
1462
1463 effect->x = sx;
1464 effect->y = sy;
1465 insert_ob_in_map (effect, m, op, 0);
1466 }
1467 } 1325 }
1468 } 1326 }
1469 } 1327 }
1470 } 1328 }
1471 } 1329 }
1472 } 1330 }
1331
1473 op->skill = skill; 1332 op->skill = skill;
1474 return 1; 1333 return 1;
1475} 1334}
1476 1335
1477/*************************************************************************** 1336/***************************************************************************
1491 { 1350 {
1492 new_draw_info (NDI_UNIQUE, 0, op, "There is no one in that direction to curse."); 1351 new_draw_info (NDI_UNIQUE, 0, op, "There is no one in that direction to curse.");
1493 return 0; 1352 return 0;
1494 } 1353 }
1495 1354
1355 tmp = tmp->head_ ();
1356
1496 /* If we've already got a force of this type, don't add a new one. */ 1357 /* If we've already got a force of this type, don't add a new one. */
1497 for (force = tmp->inv; force != NULL; force = force->below) 1358 for (force = tmp->inv; force; force = force->below)
1498 { 1359 {
1499 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY) 1360 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY)
1500 { 1361 {
1501 if (force->name == spell_ob->name) 1362 if (force->name == spell_ob->name)
1502 { 1363 {
1508 return 0; 1369 return 0;
1509 } 1370 }
1510 } 1371 }
1511 } 1372 }
1512 1373
1513 if (force == NULL) 1374 if (!force)
1514 { 1375 {
1515 force = get_archetype (FORCE_NAME); 1376 force = get_archetype (FORCE_NAME);
1516 force->subtype = FORCE_CHANGE_ABILITY; 1377 force->subtype = FORCE_CHANGE_ABILITY;
1378
1517 if (spell_ob->race) 1379 if (spell_ob->race)
1518 force->name = spell_ob->race; 1380 force->name = spell_ob->race;
1519 else 1381 else
1520 force->name = spell_ob->name; 1382 force->name = spell_ob->name;
1521 1383
1531 { 1393 {
1532 force->duration = duration; 1394 force->duration = duration;
1533 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 1395 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1534 } 1396 }
1535 else 1397 else
1536 {
1537 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1398 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1538 } 1399
1539 return 1; 1400 return 1;
1540 } 1401 }
1402
1541 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50; 1403 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1542 force->speed = 1.0; 1404 force->speed = 1.f;
1543 force->speed_left = -1.0; 1405 force->speed_left = -1.f;
1544 SET_FLAG (force, FLAG_APPLIED); 1406 SET_FLAG (force, FLAG_APPLIED);
1545 1407
1546 if (god) 1408 if (god)
1547 { 1409 {
1548 if (spell_ob->last_grace) 1410 if (spell_ob->last_grace)
1561 force->stats.ac = spell_ob->stats.ac; 1423 force->stats.ac = spell_ob->stats.ac;
1562 force->stats.wc = spell_ob->stats.wc; 1424 force->stats.wc = spell_ob->stats.wc;
1563 1425
1564 change_abil (tmp, force); /* Mostly to display any messages */ 1426 change_abil (tmp, force); /* Mostly to display any messages */
1565 insert_ob_in_ob (force, tmp); 1427 insert_ob_in_ob (force, tmp);
1566 fix_player (tmp); 1428 tmp->update_stats ();
1567 return 1; 1429 return 1;
1568 1430
1569} 1431}
1570
1571 1432
1572/********************************************************************** 1433/**********************************************************************
1573 * mood change 1434 * mood change
1574 * Arguably, this may or may not be an attack spell. But since it 1435 * Arguably, this may or may not be an attack spell. But since it
1575 * effects monsters, it seems best to put it into this file 1436 * effects monsters, it seems best to put it into this file
1582mood_change (object *op, object *caster, object *spell) 1443mood_change (object *op, object *caster, object *spell)
1583{ 1444{
1584 object *tmp, *god, *head; 1445 object *tmp, *god, *head;
1585 int done_one, range, mflags, level, at, best_at; 1446 int done_one, range, mflags, level, at, best_at;
1586 sint16 x, y, nx, ny; 1447 sint16 x, y, nx, ny;
1587 mapstruct *m; 1448 maptile *m;
1588 const char *race; 1449 const char *race;
1589 1450
1590 /* We precompute some values here so that we don't have to keep 1451 /* We precompute some values here so that we don't have to keep
1591 * doing it over and over again. 1452 * doing it over and over again.
1592 */ 1453 */
1605 else if (god && !strcmp (spell->race, "GOD_FRIEND")) 1466 else if (god && !strcmp (spell->race, "GOD_FRIEND"))
1606 race = god->race; 1467 race = god->race;
1607 else 1468 else
1608 race = spell->race; 1469 race = spell->race;
1609 1470
1610
1611 for (x = op->x - range; x <= op->x + range; x++) 1471 for (x = op->x - range; x <= op->x + range; x++)
1612 for (y = op->y - range; y <= op->y + range; y++) 1472 for (y = op->y - range; y <= op->y + range; y++)
1613 { 1473 {
1614
1615 done_one = 0; 1474 done_one = 0;
1616 m = op->map; 1475 m = op->map;
1617 nx = x; 1476 nx = x;
1618 ny = y; 1477 ny = y;
1619 mflags = get_map_flags (m, &m, x, y, &nx, &ny); 1478 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1622 1481
1623 /* If there is nothing living on this space, no need to go further */ 1482 /* If there is nothing living on this space, no need to go further */
1624 if (!(mflags & P_IS_ALIVE)) 1483 if (!(mflags & P_IS_ALIVE))
1625 continue; 1484 continue;
1626 1485
1486 // players can only affect spaces that they can actually see
1487 if (caster && caster->contr
1488 && caster->contr->visibility_at (m, nx, ny) < 70)
1489 continue;
1490
1627 for (tmp = get_map_ob (m, nx, ny); tmp; tmp = tmp->above) 1491 for (tmp = GET_MAP_TOP (m, nx, ny); tmp; tmp = tmp->below)
1628 if (QUERY_FLAG (tmp, FLAG_MONSTER)) 1492 if (QUERY_FLAG (tmp, FLAG_MONSTER))
1629 break; 1493 break;
1630 1494
1631 /* There can be living objects that are not monsters */ 1495 /* There can be living objects that are not monsters */
1632 if (!tmp || tmp->type == PLAYER) 1496 if (!tmp || tmp->type == PLAYER)
1639 head = tmp; 1503 head = tmp;
1640 1504
1641 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */ 1505 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */
1642 if (race && head->race && !strstr (race, head->race)) 1506 if (race && head->race && !strstr (race, head->race))
1643 continue; 1507 continue;
1508
1644 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD)) 1509 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD))
1645 continue; 1510 continue;
1646 1511
1647 /* Now do a bunch of stuff related to saving throws */ 1512 /* Now do a bunch of stuff related to saving throws */
1648 best_at = -1; 1513 best_at = -1;
1665 at -= level / 5; 1530 at -= level / 5;
1666 if (did_make_save (head, head->level, at)) 1531 if (did_make_save (head, head->level, at))
1667 continue; 1532 continue;
1668 } 1533 }
1669 else /* spell->attacktype */ 1534 else /* spell->attacktype */
1670 /*
1671 Spell has no attacktype (charm & such), so we'll have a specific saving:
1672 * if spell level < monster level, no go
1673 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) )
1674
1675 The chance will then be in the range [20-70] percent, not too bad.
1676
1677 This is required to fix the 'charm monster' abuse, where a player level 1 can
1678 charm a level 125 monster...
1679
1680 Ryo, august 14th
1681 */
1682 { 1535 {
1536 /*
1537 Spell has no attacktype (charm & such), so we'll have a specific saving:
1538 * if spell level < monster level, no go
1539 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) )
1540
1541 The chance will then be in the range [20-70] percent, not too bad.
1542
1543 This is required to fix the 'charm monster' abuse, where a player level 1 can
1544 charm a level 125 monster...
1545
1546 Ryo, august 14th
1547 */
1683 if (head->level > level) 1548 if (head->level > level)
1684 continue; 1549 continue;
1550
1685 if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + MIN (50, 2 * (level - head->level)))) 1551 if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + MIN (50, 2 * (level - head->level))))
1686 /* Failed, no effect */ 1552 /* Failed, no effect */
1687 continue; 1553 continue;
1688 } 1554 }
1689 1555
1690 /* Done with saving throw. Now start effecting the monster */ 1556 /* Done with saving throw. Now start affecting the monster */
1691 1557
1692 /* aggravation */ 1558 /* aggravation */
1693 if (QUERY_FLAG (spell, FLAG_MONSTER)) 1559 if (QUERY_FLAG (spell, FLAG_MONSTER))
1694 { 1560 {
1695 CLEAR_FLAG (head, FLAG_SLEEP); 1561 CLEAR_FLAG (head, FLAG_SLEEP);
1696 if (QUERY_FLAG (head, FLAG_FRIENDLY))
1697 remove_friendly_object (head); 1562 remove_friendly_object (head);
1698
1699 done_one = 1; 1563 done_one = 1;
1700 head->enemy = op; 1564 head->enemy = op;
1701 } 1565 }
1702 1566
1703 /* calm monsters */ 1567 /* calm monsters */
1712 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK)) 1576 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK))
1713 { 1577 {
1714 SET_FLAG (head, FLAG_BERSERK); 1578 SET_FLAG (head, FLAG_BERSERK);
1715 done_one = 1; 1579 done_one = 1;
1716 } 1580 }
1581
1717 /* charm */ 1582 /* charm */
1718 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY)) 1583 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY))
1719 { 1584 {
1720 SET_FLAG (head, FLAG_FRIENDLY); 1585 INVOKE_OBJECT (KILL, head, ARG_OBJECT (caster));
1586
1721 /* Prevent uncontolled outbreaks of self replicating monsters. 1587 /* Prevent uncontrolled outbreaks of self replicating monsters.
1722 Typical use case is charm, go somwhere, use aggravation to make hostile. 1588 Typical use case is charm, go somwhere, use aggravation to make hostile.
1723 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */ 1589 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */
1724 CLEAR_FLAG (head, FLAG_GENERATOR); 1590 CLEAR_FLAG (head, FLAG_GENERATOR);
1725 set_owner (head, op); 1591 head->set_owner (op);
1726 set_spell_skill (op, caster, spell, head); 1592 set_spell_skill (op, caster, spell, head);
1727 add_friendly_object (head); 1593 add_friendly_object (head);
1728 head->attack_movement = PETMOVE; 1594 head->attack_movement = PETMOVE;
1729 done_one = 1; 1595 done_one = 1;
1730 change_exp (op, head->stats.exp / 2, head->skill, SK_EXP_ADD_SKILL); 1596 change_exp (op, head->stats.exp / 2, head->skill, SK_EXP_ADD_SKILL);
1731 head->stats.exp = 0; 1597 head->stats.exp = 0;
1732 } 1598 }
1733 1599
1734 /* If a monster was effected, put an effect in */ 1600 /* If a monster was effected, put an effect in */
1735 if (done_one && spell->other_arch) 1601 if (done_one && spell->other_arch)
1736 {
1737 tmp = arch_to_object (spell->other_arch); 1602 m->insert (arch_to_object (spell->other_arch), nx, ny, op);
1738 tmp->x = nx;
1739 tmp->y = ny;
1740 insert_ob_in_map (tmp, m, op, 0);
1741 }
1742 } /* for y */ 1603 } /* for y */
1743 1604
1744 return 1; 1605 return 1;
1745} 1606}
1746 1607
1756move_ball_spell (object *op) 1617move_ball_spell (object *op)
1757{ 1618{
1758 int i, j, dam_save, dir, mflags; 1619 int i, j, dam_save, dir, mflags;
1759 sint16 nx, ny, hx, hy; 1620 sint16 nx, ny, hx, hy;
1760 object *owner; 1621 object *owner;
1761 mapstruct *m; 1622 maptile *m;
1762 1623
1763 owner = get_owner (op); 1624 owner = op->owner;
1764 1625
1765 /* the following logic makes sure that the ball doesn't move into a wall, 1626 /* the following logic makes sure that the ball doesn't move into a wall,
1766 * and makes sure that it will move along a wall to try and get at it's 1627 * and makes sure that it will move along a wall to try and get at it's
1767 * victim. The block immediately below more or less chooses a random 1628 * victim. The block immediately below more or less chooses a random
1768 * offset to move the ball, eg, keep it mostly on course, with some 1629 * offset to move the ball, eg, keep it mostly on course, with some
1797 nx = op->x; 1658 nx = op->x;
1798 ny = op->y; 1659 ny = op->y;
1799 m = op->map; 1660 m = op->map;
1800 } 1661 }
1801 1662
1802 remove_ob (op); 1663 m->insert (op, nx, ny, op);
1803 op->y = ny;
1804 op->x = nx;
1805 insert_ob_in_map (op, m, op, 0);
1806 1664
1807 dam_save = op->stats.dam; /* save the original dam: we do halfdam on 1665 dam_save = op->stats.dam; /* save the original dam: we do halfdam on
1808 surrounding squares */ 1666 surrounding squares */
1809 1667
1810 /* loop over current square and neighbors to hit. 1668 /* loop over current square and neighbors to hit.
1811 * if this has an other_arch field, we insert that in 1669 * if this has an other_arch field, we insert that in
1812 * the surround spaces. 1670 * the surround spaces.
1813 */ 1671 */
1814 for (j = 0; j < 9; j++) 1672 for (j = 0; j < 9; j++)
1815 { 1673 {
1816 object *new_ob;
1817
1818 hx = nx + freearr_x[j]; 1674 hx = nx + freearr_x[j];
1819 hy = ny + freearr_y[j]; 1675 hy = ny + freearr_y[j];
1820 1676
1821 m = op->map; 1677 m = op->map;
1822 mflags = get_map_flags (m, &m, hx, hy, &hx, &hy); 1678 mflags = get_map_flags (m, &m, hx, hy, &hx, &hy);
1830 1686
1831 if ((mflags & P_IS_ALIVE) && (!owner || owner->x != hx || owner->y != hy || !on_same_map (owner, op))) 1687 if ((mflags & P_IS_ALIVE) && (!owner || owner->x != hx || owner->y != hy || !on_same_map (owner, op)))
1832 { 1688 {
1833 if (j) 1689 if (j)
1834 op->stats.dam = dam_save / 2; 1690 op->stats.dam = dam_save / 2;
1691
1835 hit_map (op, j, op->attacktype, 1); 1692 hit_map (op, j, op->attacktype, 1);
1836
1837 } 1693 }
1838 1694
1839 /* insert the other arch */ 1695 /* insert the other arch */
1840 if (op->other_arch && !(OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy)))) 1696 if (op->other_arch && !(OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy))))
1841 { 1697 m->insert (arch_to_object (op->other_arch), hx, hy, op);
1842 new_ob = arch_to_object (op->other_arch);
1843 new_ob->x = hx;
1844 new_ob->y = hy;
1845 insert_ob_in_map (new_ob, m, op, 0);
1846 }
1847 } 1698 }
1848 1699
1849 /* restore to the center location and damage */ 1700 /* restore to the center location and damage */
1850 op->stats.dam = dam_save; 1701 op->stats.dam = dam_save;
1851 1702
1852 i = spell_find_dir (op->map, op->x, op->y, get_owner (op)); 1703 i = spell_find_dir (op->map, op->x, op->y, op->owner);
1853 1704
1854 if (i >= 0) 1705 if (i >= 0)
1855 { /* we have a preferred direction! */ 1706 { /* we have a preferred direction! */
1856 /* pick another direction if the preferred dir is blocked. */ 1707 /* pick another direction if the preferred dir is blocked. */
1857 if (get_map_flags (op->map, &m, nx + freearr_x[i], ny + freearr_y[i], &hx, &hy) & P_OUT_OF_MAP || 1708 if (get_map_flags (op->map, &m, nx + freearr_x[i], ny + freearr_y[i], &hx, &hy) & P_OUT_OF_MAP ||
1858 OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy))) 1709 OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy)))
1859 {
1860 i = absdir (i + rndm (0, 2) - 1); /* -1, 0, +1 */ 1710 i = absdir (i + rndm (0, 2) - 1); /* -1, 0, +1 */
1861 } 1711
1862 op->direction = i; 1712 op->direction = i;
1863 } 1713 }
1864} 1714}
1865 1715
1866
1867/* move_swarm_spell: peterm 1716/* move_swarm_spell: peterm
1868 * This is an implementation of the swarm spell. It was written for 1717 * This is an implementation of the swarm spell. It was written for
1869 * meteor swarm, but it could be used for any swarm. A swarm spell 1718 * meteor swarm, but it could be used for any swarm. A swarm spell
1870 * is a special type of object that casts swarms of other types 1719 * is a special type of object that casts swarms of other types
1871 * of spells. Which spell it casts is flexible. It fires the spells 1720 * of spells. Which spell it casts is flexible. It fires the spells
1872 * from a set of squares surrounding the caster, in a given direction. 1721 * from a set of squares surrounding the caster, in a given direction.
1873 */ 1722 */
1874
1875void 1723void
1876move_swarm_spell (object *op) 1724move_swarm_spell (object *op)
1877{ 1725{
1878#if 0 1726#if 0
1879 static int cardinal_adjust[9] = { -3, -2, -1, 0, 0, 0, 1, 2, 3 }; 1727 static int cardinal_adjust[9] = { -3, -2, -1, 0, 0, 0, 1, 2, 3 };
1880 static int diagonal_adjust[10] = { -3, -2, -2, -1, 0, 0, 1, 2, 2, 3 }; 1728 static int diagonal_adjust[10] = { -3, -2, -2, -1, 0, 0, 1, 2, 2, 3 };
1881 sint16 target_x, target_y, origin_x, origin_y; 1729 sint16 target_x, target_y, origin_x, origin_y;
1882 int adjustdir; 1730 int adjustdir;
1883 mapstruct *m; 1731 maptile *m;
1884#endif 1732#endif
1885 int basedir;
1886 object *owner; 1733 object *owner = op->env;
1887 1734
1888 owner = get_owner (op); 1735 if (!op->duration || !owner->is_on_map ())
1889 if (op->duration == 0 || owner == NULL)
1890 {
1891 remove_ob (op);
1892 free_object (op);
1893 return;
1894 } 1736 {
1737 op->destroy ();
1738 return;
1739 }
1740
1895 op->duration--; 1741 op->duration--;
1896 1742
1897 basedir = op->direction; 1743 int basedir = op->direction;
1898 if (basedir == 0) 1744 if (!basedir)
1899 {
1900 /* spray in all directions! 8) */ 1745 /* spray in all directions! 8) */
1901 basedir = rndm (1, 8); 1746 basedir = (op->facing += op->state) % 8 + 1;
1902 }
1903 1747
1904#if 0 1748#if 0
1905 // this is bogus: it causes wrong places to be checked below 1749 // this is bogus: it causes wrong places to be checked below
1906 // (a wall 2 cells away will block the effect...) and 1750 // (a wall 2 cells away will block the effect...) and
1907 // doesn't work for SP_BULLET anyhow, so again tests the wrong 1751 // doesn't work for SP_BULLET anyhow, so again tests the wrong
1908 // space. 1752 // space.
1909 // should be fixed later, but correctness before featurs... 1753 // should be fixed later, but correctness before features...
1910 // (schmorp) 1754 // (schmorp)
1911 1755
1912 /* new offset calculation to make swarm element distribution 1756 /* new offset calculation to make swarm element distribution
1913 * more uniform 1757 * more uniform
1914 */ 1758 */
1967 { 1811 {
1968 /* Bullet spells have a bunch more customization that needs to be done */ 1812 /* Bullet spells have a bunch more customization that needs to be done */
1969 if (op->spell->subtype == SP_BULLET) 1813 if (op->spell->subtype == SP_BULLET)
1970 fire_bullet (owner, op, basedir, op->spell); 1814 fire_bullet (owner, op, basedir, op->spell);
1971 else if (op->spell->subtype == SP_MAGIC_MISSILE) 1815 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1972 fire_arch_from_position (owner, op, op->x, op->y, basedir, op->spell); 1816 fire_arch_from_position (owner, op, owner->x, owner->y, basedir, op->spell);
1973 } 1817 }
1974} 1818}
1975
1976
1977
1978 1819
1979/* fire_swarm: 1820/* fire_swarm:
1980 * The following routine creates a swarm of objects. It actually 1821 * The following routine creates a swarm of objects. It actually
1981 * sets up a specific swarm object, which then fires off all 1822 * sets up a specific swarm object, which then fires off all
1982 * the parts of the swarm. 1823 * the parts of the swarm.
1985 * caster: the caster (owner, wand, rod, scroll) 1826 * caster: the caster (owner, wand, rod, scroll)
1986 * dir: the direction everything will be fired in 1827 * dir: the direction everything will be fired in
1987 * spell - the spell that is this spell. 1828 * spell - the spell that is this spell.
1988 * n: the number to be fired. 1829 * n: the number to be fired.
1989 */ 1830 */
1990
1991int 1831int
1992fire_swarm (object *op, object *caster, object *spell, int dir) 1832fire_swarm (object *op, object *caster, object *spell, int dir)
1993{ 1833{
1994 object *tmp;
1995 int i;
1996
1997 if (!spell->other_arch) 1834 if (!spell->other_arch)
1998 return 0; 1835 return 0;
1999 1836
2000 tmp = get_archetype (SWARM_SPELL); 1837 object *tmp = archetype::get (SWARM_SPELL);
2001 tmp->x = op->x;
2002 tmp->y = op->y;
2003 set_owner (tmp, op); /* needed so that if swarm elements kill, caster gets xp. */
2004 set_spell_skill (op, caster, spell, tmp); 1838 set_spell_skill (op, caster, spell, tmp);
2005
2006 tmp->level = caster_level (caster, spell); /*needed later, to get level dep. right. */ 1839 tmp->level = caster_level (caster, spell); /* needed later, to get level dep. right. */
2007 tmp->spell = arch_to_object (spell->other_arch); 1840 tmp->spell = spell->other_arch->instance ();
2008
2009 tmp->attacktype = tmp->spell->attacktype; 1841 tmp->attacktype = tmp->spell->attacktype;
2010 1842
2011 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) 1843 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
2012 {
2013 if (!tailor_god_spell (tmp, op)) 1844 if (!tailor_god_spell (tmp, op))
2014 return 1; 1845 return 1;
2015 } 1846
2016 tmp->duration = SP_level_duration_adjust (caster, spell); 1847 tmp->duration = SP_level_duration_adjust (caster, spell);
2017 for (i = 0; i < spell->duration; i++) 1848 for (int i = 0; i < spell->duration; i++)
2018 tmp->duration += die_roll (1, 3, op, PREFER_HIGH); 1849 tmp->duration += die_roll (1, 3, op, PREFER_HIGH);
2019 1850
2020 tmp->direction = dir; 1851 tmp->direction = dir;
2021 tmp->invisible = 1; 1852 tmp->invisible = 1;
2022 insert_ob_in_map (tmp, op->map, op, 0); 1853 tmp->facing = rndm (1, 8); // initial firing direction
1854 tmp->state = rndm (4) * 2 + 1; // direction increment
1855
1856 op->insert (tmp);
1857
2023 return 1; 1858 return 1;
2024} 1859}
2025
2026 1860
2027/* See the spells documentation file for why this is its own 1861/* See the spells documentation file for why this is its own
2028 * function. 1862 * function.
2029 */ 1863 */
2030int 1864int
2031cast_light (object *op, object *caster, object *spell, int dir) 1865cast_light (object *op, object *caster, object *spell, int dir)
2032{ 1866{
2033 object *target = NULL, *tmp = NULL; 1867 object *target = NULL, *tmp = NULL;
2034 sint16 x, y; 1868 sint16 x, y;
2035 int dam, mflags; 1869 int dam, mflags;
2036 mapstruct *m; 1870 maptile *m;
2037 1871
2038 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1872 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
2039 1873
2040 if (!dir) 1874 if (!dir)
2041 { 1875 {
2055 return 0; 1889 return 0;
2056 } 1890 }
2057 1891
2058 if (mflags & P_IS_ALIVE && spell->attacktype) 1892 if (mflags & P_IS_ALIVE && spell->attacktype)
2059 { 1893 {
2060 for (target = get_map_ob (m, x, y); target; target = target->above) 1894 for (target = GET_MAP_OB (m, x, y); target; target = target->above)
2061 if (QUERY_FLAG (target, FLAG_MONSTER)) 1895 if (QUERY_FLAG (target, FLAG_MONSTER))
2062 { 1896 {
2063 /* oky doky. got a target monster. Lets make a blinding attack */ 1897 /* oky doky. got a target monster. Lets make a blinding attack */
2064 if (target->head) 1898 if (target->head)
2065 target = target->head; 1899 target = target->head;
1900
2066 (void) hit_player (target, dam, op, spell->attacktype, 1); 1901 hit_player (target, dam, op, spell->attacktype, 1);
2067 return 1; /* one success only! */ 1902 return 1; /* one success only! */
2068 } 1903 }
2069 } 1904 }
2070 1905
2071 /* no live target, perhaps a wall is in the way? */ 1906 /* no live target, perhaps a wall is in the way? */
2087 { 1922 {
2088 tmp->glow_radius = spell->range + SP_level_range_adjust (caster, spell); 1923 tmp->glow_radius = spell->range + SP_level_range_adjust (caster, spell);
2089 if (tmp->glow_radius > MAX_LIGHT_RADII) 1924 if (tmp->glow_radius > MAX_LIGHT_RADII)
2090 tmp->glow_radius = MAX_LIGHT_RADII; 1925 tmp->glow_radius = MAX_LIGHT_RADII;
2091 } 1926 }
2092 tmp->x = x; 1927
2093 tmp->y = y; 1928 m->insert (tmp, x, y, op);
2094 insert_ob_in_map (tmp, m, op, 0);
2095 return 1; 1929 return 1;
2096} 1930}
2097
2098
2099
2100 1931
2101/* cast_cause_disease: this spell looks along <dir> from the 1932/* cast_cause_disease: this spell looks along <dir> from the
2102 * player and infects someone. 1933 * player and infects someone.
2103 * op is the player/monster, caster is the object, dir is the direction 1934 * op is the player/monster, caster is the object, dir is the direction
2104 * to cast, disease_arch is the specific disease, and type is the spell number 1935 * to cast, disease_arch is the specific disease, and type is the spell number
2105 * perhaps this should actually be in disease.c? 1936 * perhaps this should actually be in disease.c?
2106 */ 1937 */
2107
2108int 1938int
2109cast_cause_disease (object *op, object *caster, object *spell, int dir) 1939cast_cause_disease (object *op, object *caster, object *spell, int dir)
2110{ 1940{
2111 sint16 x, y; 1941 sint16 x, y;
2112 int i, mflags, range, dam_mod, dur_mod; 1942 int i, mflags, range, dam_mod, dur_mod;
2113 object *walk; 1943 object *walk;
2114 mapstruct *m; 1944 maptile *m;
2115 1945
2116 x = op->x; 1946 x = op->x;
2117 y = op->y; 1947 y = op->y;
2118 1948
2119 /* If casting from a scroll, no direction will be available, so refer to the 1949 /* If casting from a scroll, no direction will be available, so refer to the
2120 * direction the player is pointing. 1950 * direction the player is pointing.
2121 */ 1951 */
2122 if (!dir) 1952 if (!dir)
2123 dir = op->facing; 1953 dir = op->facing;
1954
2124 if (!dir) 1955 if (!dir)
2125 return 0; /* won't find anything if casting on ourself, so just return */ 1956 return 0; /* won't find anything if casting on ourself, so just return */
2126 1957
2127 /* Calculate these once here */ 1958 /* Calculate these once here */
2128 range = spell->range + SP_level_range_adjust (caster, spell); 1959 range = spell->range + SP_level_range_adjust (caster, spell);
2147 1978
2148 /* Only bother looking on this space if there is something living here */ 1979 /* Only bother looking on this space if there is something living here */
2149 if (mflags & P_IS_ALIVE) 1980 if (mflags & P_IS_ALIVE)
2150 { 1981 {
2151 /* search this square for a victim */ 1982 /* search this square for a victim */
2152 for (walk = get_map_ob (m, x, y); walk; walk = walk->above) 1983 for (walk = GET_MAP_OB (m, x, y); walk; walk = walk->above)
2153 if (QUERY_FLAG (walk, FLAG_MONSTER) || (walk->type == PLAYER)) 1984 if (QUERY_FLAG (walk, FLAG_MONSTER) || (walk->type == PLAYER))
2154 { /* found a victim */ 1985 { /* found a victim */
2155 object *disease = arch_to_object (spell->other_arch); 1986 object *disease = arch_to_object (spell->other_arch);
2156 1987
2157 set_owner (disease, op); 1988 disease->set_owner (op);
2158 set_spell_skill (op, caster, spell, disease); 1989 set_spell_skill (op, caster, spell, disease);
2159 disease->stats.exp = 0; 1990 disease->stats.exp = 0;
2160 disease->level = caster_level (caster, spell); 1991 disease->level = caster_level (caster, spell);
2161 1992
2162 /* do level adjustments */ 1993 /* do level adjustments */
2163 if (disease->stats.wc) 1994 if (disease->stats.wc)
2164 disease->stats.wc += dur_mod / 2; 1995 disease->stats.wc += dur_mod / 2;
2165 1996
2166 if (disease->magic > 0) 1997 if (disease->magic > 0)
2167 disease->magic += dur_mod / 4; 1998 disease->magic += dur_mod / 8;
2168 1999
2169 if (disease->stats.maxhp > 0) 2000 if (disease->stats.maxhp > 0)
2170 disease->stats.maxhp += dur_mod; 2001 disease->stats.maxhp += dur_mod;
2171 2002
2172 if (disease->stats.maxgrace > 0) 2003 if (disease->stats.maxgrace > 0)
2207 if (disease->stats.sp) 2038 if (disease->stats.sp)
2208 disease->stats.sp -= dam_mod; 2039 disease->stats.sp -= dam_mod;
2209 2040
2210 if (infect_object (walk, disease, 1)) 2041 if (infect_object (walk, disease, 1))
2211 { 2042 {
2212 object *flash; /* visual effect for inflicting disease */
2213
2214 new_draw_info_format (NDI_UNIQUE, 0, op, "You inflict %s on %s!", &disease->name, &walk->name); 2043 new_draw_info_format (NDI_UNIQUE, 0, op, "You inflict %s on %s!", &disease->name, &walk->name);
2215 2044
2216 free_object (disease); /* don't need this one anymore */ 2045 disease->destroy (); /* don't need this one anymore */
2217 flash = get_archetype (ARCH_DETECT_MAGIC); 2046 walk->map->insert (get_archetype ("detect_magic"), x, y, op);
2218 flash->x = x;
2219 flash->y = y;
2220 flash->map = walk->map;
2221 insert_ob_in_map (flash, walk->map, op, 0);
2222 return 1; 2047 return 1;
2223 } 2048 }
2224 free_object (disease); 2049
2050 disease->destroy ();
2225 } 2051 }
2226 } /* if living creature */ 2052 } /* if living creature */
2227 } /* for range of spaces */ 2053 } /* for range of spaces */
2054
2228 new_draw_info (NDI_UNIQUE, 0, op, "No one caught anything!"); 2055 new_draw_info (NDI_UNIQUE, 0, op, "No one caught anything!");
2229 return 1; 2056 return 1;
2230} 2057}

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