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Comparing deliantra/server/server/spell_attack.C (file contents):
Revision 1.11 by root, Mon Sep 11 20:26:41 2006 UTC vs.
Revision 1.65 by root, Mon Sep 29 10:20:49 2008 UTC

1
2/* 1/*
3 * static char *rcsid_spell_attack_c = 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
4 * "$Id: spell_attack.C,v 1.11 2006/09/11 20:26:41 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->destroy_inv (true); // be explicit about dropping
187 free_object (op); 171 op->destroy (true);
188 return; 172 return;
189 } 173 }
190 174
191 hit_map (op, 0, op->attacktype, 1); 175 hit_map (op, 0, op->attacktype, 1);
192 176
193 if (!op->direction) 177 if (!op->direction)
194 return; 178 return;
195 179
196 if (--op->range < 0) 180 if (--op->range < 0)
197 {
198 op->range = 0; 181 op->range = 0;
199 }
200 else 182 else
201 { 183 {
202 x = op->x + DIRX (op); 184 x = op->x + DIRX (op);
203 y = op->y + DIRY (op); 185 y = op->y + DIRY (op);
204 m = op->map; 186 m = op->map;
212 * on the space. So only call reflwall if we think the data it returns 194 * on the space. So only call reflwall if we think the data it returns
213 * will be useful. 195 * will be useful.
214 */ 196 */
215 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)) || ((mflags & P_IS_ALIVE) && reflwall (m, x, y, op))) 197 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)) || ((mflags & P_IS_ALIVE) && reflwall (m, x, y, op)))
216 { 198 {
217
218 if (!QUERY_FLAG (op, FLAG_REFLECTING)) 199 if (!QUERY_FLAG (op, FLAG_REFLECTING))
219 return; 200 return;
220 201
221 /* Since walls don't run diagonal, if the bolt is in 202 /* Since walls don't run diagonal, if the bolt is in
222 * one of 4 main directions, it just reflects back in the 203 * one of 4 main directions, it just reflects back in the
252 else if (left) 233 else if (left)
253 op->direction = absdir (op->direction + 2); 234 op->direction = absdir (op->direction + 2);
254 else if (right) 235 else if (right)
255 op->direction = absdir (op->direction - 2); 236 op->direction = absdir (op->direction - 2);
256 } 237 }
238
257 update_turn_face (op); /* A bolt *must* be IS_TURNABLE */ 239 update_turn_face (op); /* A bolt *must* be IS_TURNABLE */
258 return; 240 return;
259 } 241 }
260 else 242 else
261 { /* Create a copy of this object and put it ahead */ 243 { /* Create a copy of this object and put it ahead */
262 tmp = get_object (); 244 object *tmp = op->clone ();
263 copy_object (op, tmp); 245
246 m->insert (tmp, x, y, op);
264 tmp->speed_left = -0.1; 247 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 */ 248 /* To make up for the decrease at the top of the function */
268 tmp->duration++; 249 tmp->duration++;
269 250
270 /* New forking code. Possibly create forks of this object 251 /* New forking code. Possibly create forks of this object
271 * going off in other directions. 252 * going off in other directions.
272 */ 253 */
273
274 if (rndm (0, 99) < tmp->stats.Dex) 254 if (tmp->stats.Dex && rndm (0, 99) < tmp->stats.Dex)
275 { /* stats.Dex % of forking */ 255 forklightning (op, tmp); /* stats.Dex % of forking */
276 forklightning (op, tmp); 256
277 }
278 /* In this way, the object left behind sticks on the space, but 257 /* In this way, the object left behind sticks on the space, but
279 * doesn't create any bolts that continue to move onward. 258 * doesn't create any bolts that continue to move onward.
280 */ 259 */
281 op->range = 0; 260 op->range = 0;
282 } /* copy object and move it along */ 261 } /* copy object and move it along */
289 * we remove the magic flag - that can be derived from 268 * we remove the magic flag - that can be derived from
290 * spob->attacktype. 269 * spob->attacktype.
291 * This function sets up the appropriate owner and skill 270 * This function sets up the appropriate owner and skill
292 * pointers. 271 * pointers.
293 */ 272 */
294
295int 273int
296fire_bolt (object *op, object *caster, int dir, object *spob, object *skill) 274fire_bolt (object *op, object *caster, int dir, object *spob, object *skill)
297{ 275{
298 object *tmp = NULL; 276 object *tmp = NULL;
299 int mflags; 277 int mflags;
306 return 0; 284 return 0;
307 285
308 /* peterm: level dependency for bolts */ 286 /* peterm: level dependency for bolts */
309 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob); 287 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob);
310 tmp->attacktype = spob->attacktype; 288 tmp->attacktype = spob->attacktype;
289
311 if (spob->slaying) 290 if (spob->slaying)
312 tmp->slaying = spob->slaying; 291 tmp->slaying = spob->slaying;
292
313 tmp->range = spob->range + SP_level_range_adjust (caster, spob); 293 tmp->range = spob->range + SP_level_range_adjust (caster, spob);
314 tmp->duration = spob->duration + SP_level_duration_adjust (caster, spob); 294 tmp->duration = spob->duration + SP_level_duration_adjust (caster, spob);
315 tmp->stats.Dex = spob->stats.Dex; 295 tmp->stats.Dex = spob->stats.Dex;
316 tmp->stats.Con = spob->stats.Con; 296 tmp->stats.Con = spob->stats.Con;
317 297
318 tmp->direction = dir; 298 tmp->direction = dir;
319 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) 299 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
320 SET_ANIMATION (tmp, dir); 300 SET_ANIMATION (tmp, dir);
321 301
322 set_owner (tmp, op); 302 tmp->set_owner (op);
323 set_spell_skill (op, caster, spob, tmp); 303 set_spell_skill (op, caster, spob, tmp);
324 304
325 tmp->x = op->x + DIRX (tmp); 305 tmp->x = op->x + DIRX (tmp);
326 tmp->y = op->y + DIRY (tmp); 306 tmp->y = op->y + DIRY (tmp);
327 tmp->map = op->map; 307 tmp->map = op->map;
328 308
309 maptile *newmap;
329 mflags = get_map_flags (tmp->map, &tmp->map, tmp->x, tmp->y, &tmp->x, &tmp->y); 310 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y);
330 if (mflags & P_OUT_OF_MAP) 311 if (mflags & P_OUT_OF_MAP)
331 { 312 {
332 free_object (tmp); 313 tmp->destroy_inv (true); // be explicit about dropping
314 tmp->destroy (true);
333 return 0; 315 return 0;
334 } 316 }
317
318 tmp->map = newmap;
319
335 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y))) 320 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y)))
336 { 321 {
337 if (!QUERY_FLAG (tmp, FLAG_REFLECTING)) 322 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
338 { 323 {
339 free_object (tmp); 324 tmp->destroy_inv (true); // be explicit about dropping
325 tmp->destroy (true);
340 return 0; 326 return 0;
341 } 327 }
328
342 tmp->x = op->x; 329 tmp->x = op->x;
343 tmp->y = op->y; 330 tmp->y = op->y;
344 tmp->direction = absdir (tmp->direction + 4); 331 tmp->direction = absdir (tmp->direction + 4);
345 tmp->map = op->map; 332 tmp->map = op->map;
346 } 333 }
347 if ((tmp = insert_ob_in_map (tmp, tmp->map, op, 0)) != NULL) 334
335 if ((tmp = tmp->insert_at (tmp, op)))
348 move_bolt (tmp); 336 move_bolt (tmp);
337
349 return 1; 338 return 1;
350} 339}
351
352
353 340
354/*************************************************************************** 341/***************************************************************************
355 * 342 *
356 * BULLET/BALL CODE 343 * BULLET/BALL CODE
357 * 344 *
358 ***************************************************************************/ 345 ***************************************************************************/
359 346
360/* expands an explosion. op is a piece of the 347/* expands an explosion. op is a piece of the
361 * explosion - this expans it in the different directions. 348 * explosion - this expands it in the different directions.
362 * At least that is what I think this does. 349 * At least that is what I think this does.
363 */ 350 */
364void 351void
365explosion (object *op) 352explosion (object *op)
366{ 353{
367 object *tmp;
368 mapstruct *m = op->map; 354 maptile *m = op->map;
369 int i; 355 int i;
370 356
371 if (--(op->duration) < 0) 357 if (--op->duration < 0)
372 {
373 remove_ob (op);
374 free_object (op);
375 return;
376 } 358 {
359 op->destroy (true);
360 return;
361 }
362
377 hit_map (op, 0, op->attacktype, 0); 363 hit_map (op, 0, op->attacktype, 0);
378 364
379 if (op->range > 0) 365 if (op->range > 0)
380 { 366 {
381 for (i = 1; i < 9; i++) 367 for (i = 1; i < 9; i++)
382 { 368 {
383 sint16 dx, dy; 369 sint16 dx, dy;
384 370
385 dx = op->x + freearr_x[i]; 371 dx = op->x + freearr_x[i];
386 dy = op->y + freearr_y[i]; 372 dy = op->y + freearr_y[i];
373
387 /* ok_to_put_more already does things like checks for walls, 374 /* ok_to_put_more already does things like checks for walls,
388 * out of map, etc. 375 * out of map, etc.
389 */ 376 */
390 if (ok_to_put_more (op->map, dx, dy, op, op->attacktype)) 377 if (ok_to_put_more (op->map, dx, dy, op, op->attacktype))
391 { 378 {
392 tmp = get_object (); 379 object *tmp = op->clone ();
393 copy_object (op, tmp); 380
394 tmp->state = 0; 381 tmp->state = 0;
395 tmp->speed_left = -0.21; 382 tmp->speed_left = -0.21f;
396 tmp->range--; 383 tmp->range--;
397 tmp->value = 0; 384 tmp->value = 0;
398 tmp->x = dx; 385
399 tmp->y = dy; 386 m->insert (tmp, dx, dy, op);
400 insert_ob_in_map (tmp, m, op, 0);
401 } 387 }
402 } 388 }
403 } 389 }
404} 390}
405
406 391
407/* Causes an object to explode, eg, a firebullet, 392/* Causes an object to explode, eg, a firebullet,
408 * poison cloud ball, etc. op is the object to 393 * poison cloud ball, etc. op is the object to
409 * explode. 394 * explode.
410 */ 395 */
411void 396void
412explode_bullet (object *op) 397explode_bullet (object *op)
413{ 398{
414 tag_t op_tag = op->count;
415 object *tmp, *owner; 399 object *tmp, *owner;
416 400
417 if (op->other_arch == NULL) 401 if (!op->other_arch)
418 { 402 {
419 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n"); 403 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n");
420 remove_ob (op); 404 op->destroy (true);
421 free_object (op);
422 return; 405 return;
423 } 406 }
424 407
425 if (op->env) 408 if (op->env)
426 { 409 {
427 object *env; 410 object *env = op->outer_env ();
428 411
429 env = object_get_env_recursive (op);
430 if (env->map == NULL || out_of_map (env->map, env->x, env->y)) 412 if (!env->map || out_of_map (env->map, env->x, env->y))
431 { 413 {
432 LOG (llevError, "BUG: explode_bullet(): env out of map\n"); 414 LOG (llevError, "BUG: explode_bullet(): env out of map\n");
433 remove_ob (op); 415 op->destroy (true);
434 free_object (op);
435 return; 416 return;
436 } 417 }
437 remove_ob (op); 418
438 op->x = env->x; 419 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 } 420 }
442 else if (out_of_map (op->map, op->x, op->y)) 421 else if (out_of_map (op->map, op->x, op->y))
443 { 422 {
444 LOG (llevError, "BUG: explode_bullet(): op out of map\n"); 423 LOG (llevError, "BUG: explode_bullet(): op out of map\n");
445 remove_ob (op); 424 op->destroy (true);
446 free_object (op);
447 return; 425 return;
448 } 426 }
449 427
450 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent explosions of any kind on safe maps 428 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent explosions of any kind on safe maps
451 // NOTE: If this breaks something important: remove this. I can't think of anything 429 // NOTE: If this breaks something important: remove this. I can't think of anything
452 // bad at the moment that might happen from this. 430 // 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) 431 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
454 { 432 {
455 remove_ob (op); 433 op->destroy (true);
456 free_object (op);
457 return; 434 return;
458 } 435 }
459 436
460 if (op->attacktype) 437 if (op->attacktype)
461 { 438 {
462 hit_map (op, 0, op->attacktype, 1); 439 hit_map (op, 0, op->attacktype, 1);
463 if (was_destroyed (op, op_tag)) 440
441 if (op->destroyed ())
464 return; 442 return;
465 } 443 }
466 444
467 /* other_arch contains what this explodes into */ 445 /* other_arch contains what this explodes into */
468 tmp = arch_to_object (op->other_arch); 446 tmp = arch_to_object (op->other_arch);
469 447
470 copy_owner (tmp, op); 448 tmp->set_owner (op);
471 tmp->skill = op->skill; 449 tmp->skill = op->skill;
472 450
473 owner = get_owner (op); 451 owner = op->owner;
474 452
475 if ((tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) && owner && !tailor_god_spell (tmp, owner)) 453 if ((tmp->attacktype & AT_HOLYWORD
476 { 454 || tmp->attacktype & AT_GODPOWER)
477 remove_ob (op); 455 && owner
478 free_object (op); 456 && !tailor_god_spell (tmp, owner))
479 return;
480 } 457 {
481 458 op->destroy (true);
482 tmp->x = op->x; 459 return;
483 tmp->y = op->y; 460 }
484 461
485 /* special for bombs - it actually has sane values for these */ 462 /* special for bombs - it actually has sane values for these */
486 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB) 463 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB)
487 { 464 {
488 tmp->attacktype = op->attacktype; 465 tmp->attacktype = op->attacktype;
492 } 469 }
493 else 470 else
494 { 471 {
495 if (op->attacktype & AT_MAGIC) 472 if (op->attacktype & AT_MAGIC)
496 tmp->attacktype |= AT_MAGIC; 473 tmp->attacktype |= AT_MAGIC;
474
497 /* Spell doc describes what is going on here */ 475 /* Spell doc describes what is going on here */
498 tmp->stats.dam = op->dam_modifier; 476 tmp->stats.dam = op->dam_modifier;
499 tmp->range = op->stats.maxhp; 477 tmp->range = op->stats.maxhp;
500 tmp->duration = op->stats.hp; 478 tmp->duration = op->stats.hp;
501 /* Used for spell tracking - just need a unique val for this spell - 479 /* Used for spell tracking - just need a unique val for this spell -
509 tmp->stats.sp = op->direction; 487 tmp->stats.sp = op->direction;
510 488
511 /* Prevent recursion */ 489 /* Prevent recursion */
512 op->move_on = 0; 490 op->move_on = 0;
513 491
514 insert_ob_in_map (tmp, op->map, op, 0); 492 tmp->insert_at (op, op);
493 tmp->play_sound (tmp->sound);
494
515 /* remove the firebullet */ 495 /* remove the firebullet */
516 if (!was_destroyed (op, op_tag)) 496 op->destroy (true);
517 {
518 remove_ob (op);
519 free_object (op);
520 }
521} 497}
522
523
524 498
525/* checks to see what op should do, given the space it is on 499/* checks to see what op should do, given the space it is on
526 * (eg, explode, damage player, etc) 500 * (eg, explode, damage player, etc)
527 */ 501 */
528
529void 502void
530check_bullet (object *op) 503check_bullet (object *op)
531{ 504{
532 tag_t op_tag = op->count, tmp_tag;
533 object *tmp; 505 object *tmp;
534 int dam, mflags; 506 int dam, mflags;
535 mapstruct *m; 507 maptile *m;
536 sint16 sx, sy; 508 sint16 sx, sy;
537 509
538 mflags = get_map_flags (op->map, &m, op->x, op->y, &sx, &sy); 510 mflags = get_map_flags (op->map, &m, op->x, op->y, &sx, &sy);
539 511
540 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy))) 512 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
549 521
550 /* If nothing alive on this space, no reason to do anything further */ 522 /* If nothing alive on this space, no reason to do anything further */
551 if (!(mflags & P_IS_ALIVE)) 523 if (!(mflags & P_IS_ALIVE))
552 return; 524 return;
553 525
554 for (tmp = get_map_ob (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 526 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
555 { 527 {
556 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 528 if (QUERY_FLAG (tmp, FLAG_ALIVE))
557 { 529 {
558 tmp_tag = tmp->count;
559 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1); 530 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1);
531
532 // TODO: can't understand the following if's
560 if (was_destroyed (op, op_tag) || !was_destroyed (tmp, tmp_tag) || (op->stats.dam -= dam) < 0) 533 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0)
561 { 534 {
562 if (!QUERY_FLAG (op, FLAG_REMOVED)) 535 if (!QUERY_FLAG (op, FLAG_REMOVED))
563 { 536 {
564 remove_ob (op); 537 op->destroy (true);
565 free_object (op);
566 return; 538 return;
567 } 539 }
568 } 540 }
569 } 541 }
570 } 542 }
571} 543}
572
573 544
574/* Basically, we move 'op' one square, and if it hits something, 545/* Basically, we move 'op' one square, and if it hits something,
575 * call check_bullet. 546 * call check_bullet.
576 * This function is only applicable to bullets, but not to all 547 * This function is only applicable to bullets, but not to all
577 * fired arches (eg, bolts). 548 * fired arches (eg, bolts).
578 */ 549 */
579
580void 550void
581move_bullet (object *op) 551move_bullet (object *op)
582{ 552{
583 sint16 new_x, new_y; 553 sint16 new_x, new_y;
584 int mflags; 554 int mflags;
585 mapstruct *m; 555 maptile *m;
586 556
587#if 0 557#if 0
588 /* We need a better general purpose way to do this */ 558 /* We need a better general purpose way to do this */
589 559
590 /* peterm: added to make comet leave a trail of burnouts 560 /* peterm: added to make comet leave a trail of burnouts
591 it's an unadulterated hack, but the effect is cool. */ 561 it's an unadulterated hack, but the effect is cool. */
592 if (op->stats.sp == SP_METEOR) 562 if (op->stats.sp == SP_METEOR)
593 { 563 {
594 replace_insert_ob_in_map ("fire_trail", op); 564 replace_insert_ob_in_map ("fire_trail", op);
595 if (was_destroyed (op, op_tag)) 565 if (op->destroyed ())
596 return; 566 return;
597 } /* end addition. */ 567 } /* end addition. */
598#endif 568#endif
599 569
600 /* Reached the end of its life - remove it */ 570 /* Reached the end of its life - remove it */
601 if (--op->range <= 0) 571 if (--op->range <= 0)
602 { 572 {
603 if (op->other_arch) 573 if (op->other_arch)
604 {
605 explode_bullet (op); 574 explode_bullet (op);
606 }
607 else 575 else
608 { 576 op->destroy (true);
609 remove_ob (op); 577
610 free_object (op);
611 }
612 return; 578 return;
613 } 579 }
614 580
615 new_x = op->x + DIRX (op); 581 new_x = op->x + DIRX (op);
616 new_y = op->y + DIRY (op); 582 new_y = op->y + DIRY (op);
617 m = op->map; 583 m = op->map;
618 mflags = get_map_flags (m, &m, new_x, new_y, &new_x, &new_y); 584 mflags = get_map_flags (m, &m, new_x, new_y, &new_x, &new_y);
619 585
620 if (mflags & P_OUT_OF_MAP) 586 if (mflags & P_OUT_OF_MAP)
621 { 587 {
622 remove_ob (op); 588 op->destroy (true);
623 free_object (op);
624 return; 589 return;
625 } 590 }
626 591
627 if (!op->direction || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y))) 592 if (!op->direction || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y)))
628 { 593 {
629 if (op->other_arch) 594 if (op->other_arch)
630 {
631 explode_bullet (op); 595 explode_bullet (op);
632 }
633 else 596 else
634 { 597 op->destroy (true);
635 remove_ob (op);
636 free_object (op);
637 }
638 return;
639 }
640 598
641 remove_ob (op); 599 return;
642 op->x = new_x; 600 }
643 op->y = new_y; 601
644 if ((op = insert_ob_in_map (op, m, op, 0)) == NULL) 602 if (!(op = m->insert (op, new_x, new_y, op)))
645 return; 603 return;
646 604
647 if (reflwall (op->map, op->x, op->y, op)) 605 if (reflwall (op->map, op->x, op->y, op))
648 { 606 {
649 op->direction = absdir (op->direction + 4); 607 op->direction = absdir (op->direction + 4);
650 update_turn_face (op); 608 update_turn_face (op);
651 } 609 }
652 else 610 else
653 {
654 check_bullet (op); 611 check_bullet (op);
655 }
656} 612}
657
658
659
660 613
661/* fire_bullet 614/* fire_bullet
662 * object op (cast from caster) files a bolt in dir. 615 * object op (cast from caster) files a bolt in dir.
663 * spob is the spell object for the bolt. 616 * spob is the spell object for the bolt.
664 * we remove the magic flag - that can be derived from 617 * we remove the magic flag - that can be derived from
665 * spob->attacktype. 618 * spob->attacktype.
666 * This function sets up the appropriate owner and skill 619 * This function sets up the appropriate owner and skill
667 * pointers. 620 * pointers.
668 */ 621 */
669
670int 622int
671fire_bullet (object *op, object *caster, int dir, object *spob) 623fire_bullet (object *op, object *caster, int dir, object *spob)
672{ 624{
673 object *tmp = NULL; 625 object *tmp = NULL;
674 int mflags; 626 int mflags;
675 627
676 if (!spob->other_arch) 628 if (!spob->other_arch)
677 return 0; 629 return 0;
678 630
679 tmp = arch_to_object (spob->other_arch); 631 tmp = spob->other_arch->instance ();
680 if (tmp == NULL) 632 if (!tmp)
681 return 0; 633 return 0;
682 634
683 /* peterm: level dependency for bolts */ 635 /* peterm: level dependency for bolts */
684 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob); 636 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob);
685 tmp->attacktype = spob->attacktype; 637 tmp->attacktype = spob->attacktype;
686 if (spob->slaying) 638 if (spob->slaying)
687 tmp->slaying = spob->slaying; 639 tmp->slaying = spob->slaying;
688 640
695 647
696 tmp->direction = dir; 648 tmp->direction = dir;
697 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) 649 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
698 SET_ANIMATION (tmp, dir); 650 SET_ANIMATION (tmp, dir);
699 651
700 set_owner (tmp, op); 652 tmp->set_owner (op);
701 set_spell_skill (op, caster, spob, tmp); 653 set_spell_skill (op, caster, spob, tmp);
702 654
703 tmp->x = op->x + freearr_x[dir]; 655 tmp->x = op->x + freearr_x[dir];
704 tmp->y = op->y + freearr_y[dir]; 656 tmp->y = op->y + freearr_y[dir];
705 tmp->map = op->map; 657 tmp->map = op->map;
706 658
659 maptile *newmap;
707 mflags = get_map_flags (tmp->map, &tmp->map, tmp->x, tmp->y, &tmp->x, &tmp->y); 660 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y);
708 if (mflags & P_OUT_OF_MAP) 661 if (mflags & P_OUT_OF_MAP)
709 { 662 {
710 free_object (tmp); 663 tmp->destroy (true);
711 return 0; 664 return 0;
712 } 665 }
666
667 tmp->map = newmap;
668
713 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y))) 669 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y)))
714 { 670 {
715 if (!QUERY_FLAG (tmp, FLAG_REFLECTING)) 671 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
716 { 672 {
717 free_object (tmp); 673 tmp->destroy (true);
718 return 0; 674 return 0;
719 } 675 }
676
720 tmp->x = op->x; 677 tmp->x = op->x;
721 tmp->y = op->y; 678 tmp->y = op->y;
722 tmp->direction = absdir (tmp->direction + 4); 679 tmp->direction = absdir (tmp->direction + 4);
723 tmp->map = op->map; 680 tmp->map = op->map;
724 } 681 }
725 if ((tmp = insert_ob_in_map (tmp, tmp->map, op, 0)) != NULL) 682
726 { 683 if ((tmp = tmp->insert_at (tmp, op)))
727 check_bullet (tmp); 684 check_bullet (tmp);
728 } 685
729 return 1; 686 return 1;
730} 687}
731
732
733
734 688
735/***************************************************************************** 689/*****************************************************************************
736 * 690 *
737 * CONE RELATED FUNCTIONS 691 * CONE RELATED FUNCTIONS
738 * 692 *
739 *****************************************************************************/ 693 *****************************************************************************/
740 694
741
742/* drops an object based on what is in the cone's "other_arch" */ 695/* drops an object based on what is in the cone's "other_arch" */
743void 696void
744cone_drop (object *op) 697cone_drop (object *op)
745{ 698{
746 object *new_ob = arch_to_object (op->other_arch); 699 object *new_ob = arch_to_object (op->other_arch);
747 700
748 new_ob->x = op->x;
749 new_ob->y = op->y;
750 new_ob->level = op->level; 701 new_ob->level = op->level;
751 set_owner (new_ob, op->owner); 702 new_ob->set_owner (op->owner);
752 703
753 /* preserve skill ownership */ 704 /* preserve skill ownership */
754 if (op->skill && op->skill != new_ob->skill) 705 if (op->skill && op->skill != new_ob->skill)
755 {
756 new_ob->skill = op->skill; 706 new_ob->skill = op->skill;
757 }
758 insert_ob_in_map (new_ob, op->map, op, 0);
759 707
708 new_ob->insert_at (op, op);
760} 709}
761 710
762/* move_cone: causes cone object 'op' to move a space/hit creatures */ 711/* move_cone: causes cone object 'op' to move a space/hit creatures */
763 712
764void 713void
765move_cone (object *op) 714move_cone (object *op)
766{ 715{
767 int i;
768 tag_t tag;
769
770 /* if no map then hit_map will crash so just ignore object */ 716 /* if no map then hit_map will crash so just ignore object */
771 if (!op->map) 717 if (!op->map)
772 { 718 {
773 LOG (llevError, "Tried to move_cone object %s without a map.\n", op->name ? &op->name : "unknown"); 719 LOG (llevError, "Tried to move_cone object %s without a map.\n", op->name ? &op->name : "unknown");
774 op->speed = 0; 720 op->set_speed (0);
775 update_ob_speed (op);
776 return; 721 return;
777 } 722 }
778 723
779 /* lava saves it's life, but not yours :) */ 724 /* lava saves it's life, but not yours :) */
780 if (QUERY_FLAG (op, FLAG_LIFESAVE)) 725 if (QUERY_FLAG (op, FLAG_LIFESAVE))
786#if 0 731#if 0
787 /* Disable this - enabling it makes monsters easier, as 732 /* Disable this - enabling it makes monsters easier, as
788 * when their cone dies when they die. 733 * when their cone dies when they die.
789 */ 734 */
790 /* If no owner left, the spell dies out. */ 735 /* If no owner left, the spell dies out. */
791 if (get_owner (op) == NULL) 736 if (op->owner == NULL)
792 { 737 {
793 remove_ob (op); 738 op->destroy (true);
794 free_object (op);
795 return; 739 return;
796 } 740 }
797#endif 741#endif
798 742
799 tag = op->count;
800 hit_map (op, 0, op->attacktype, 0); 743 hit_map (op, 0, op->attacktype, 0);
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)
807 check_spell_knockback (op); 750 check_spell_knockback (op);
808 751
809 if (was_destroyed (op, tag)) 752 if (op->destroyed ())
810 return; 753 return;
811 754
812 if ((op->duration--) < 0) 755 if (op->duration-- < 0)
813 { 756 {
814 remove_ob (op); 757 op->destroy (true);
815 free_object (op);
816 return; 758 return;
817 } 759 }
818 /* Object has hit maximum range, so don't have it move 760 /* Object has hit maximum range, so don't have it move
819 * any further. When the duration above expires, 761 * any further. When the duration above expires,
820 * then the object will get removed. 762 * then the object will get removed.
823 { 765 {
824 op->range = 0; /* just so it doesn't wrap */ 766 op->range = 0; /* just so it doesn't wrap */
825 return; 767 return;
826 } 768 }
827 769
828 for (i = -1; i < 2; i++) 770 for (int i = -1; i <= 1; i++)
829 { 771 {
830 sint16 x = op->x + freearr_x[absdir (op->stats.sp + i)], y = op->y + freearr_y[absdir (op->stats.sp + i)]; 772 sint16 x = op->x + freearr_x[absdir (op->stats.sp + i)], y = op->y + freearr_y[absdir (op->stats.sp + i)];
831 773
832 if (ok_to_put_more (op->map, x, y, op, op->attacktype)) 774 if (ok_to_put_more (op->map, x, y, op, op->attacktype))
833 { 775 {
834 object *tmp = get_object (); 776 object *tmp = op->clone ();
835
836 copy_object (op, tmp);
837 tmp->x = x;
838 tmp->y = y;
839 777
840 tmp->duration = op->duration + 1; 778 tmp->duration = op->duration + 1;
841 779
842 /* Use for spell tracking - see ok_to_put_more() */ 780 /* Use for spell tracking - see ok_to_put_more() */
843 tmp->stats.maxhp = op->stats.maxhp; 781 tmp->stats.maxhp = op->stats.maxhp;
844 insert_ob_in_map (tmp, op->map, op, 0); 782
783 op->map->insert (tmp, x, y, op);
784
845 if (tmp->other_arch) 785 if (tmp->other_arch)
846 cone_drop (tmp); 786 cone_drop (tmp);
847 } 787 }
848 } 788 }
849} 789}
859int 799int
860cast_cone (object *op, object *caster, int dir, object *spell) 800cast_cone (object *op, object *caster, int dir, object *spell)
861{ 801{
862 object *tmp; 802 object *tmp;
863 int i, success = 0, range_min = -1, range_max = 1; 803 int i, success = 0, range_min = -1, range_max = 1;
864 mapstruct *m; 804 maptile *m;
865 sint16 sx, sy; 805 sint16 sx, sy;
866 MoveType movetype; 806 MoveType movetype;
867 807
868 if (!spell->other_arch) 808 if (!spell->other_arch)
869 return 0; 809 return 0;
882 822
883 /* Need to know what the movetype of the object we are about 823 /* Need to know what the movetype of the object we are about
884 * to create is, so we can know if the space we are about to 824 * to create is, so we can know if the space we are about to
885 * insert it into is blocked. 825 * insert it into is blocked.
886 */ 826 */
887 movetype = spell->other_arch->clone.move_type; 827 movetype = spell->other_arch->move_type;
888 828
889 for (i = range_min; i <= range_max; i++) 829 for (i = range_min; i <= range_max; i++)
890 { 830 {
891 sint16 x, y, d; 831 sint16 x, y, d;
892 832
925 if ((movetype & GET_MAP_MOVE_BLOCK (m, sx, sy)) == movetype) 865 if ((movetype & GET_MAP_MOVE_BLOCK (m, sx, sy)) == movetype)
926 continue; 866 continue;
927 867
928 success = 1; 868 success = 1;
929 tmp = arch_to_object (spell->other_arch); 869 tmp = arch_to_object (spell->other_arch);
930 set_owner (tmp, op); 870 tmp->set_owner (op);
931 set_spell_skill (op, caster, spell, tmp); 871 set_spell_skill (op, caster, spell, tmp);
932 tmp->level = caster_level (caster, spell); 872 tmp->level = casting_level (caster, spell);
933 tmp->x = sx;
934 tmp->y = sy;
935 tmp->attacktype = spell->attacktype; 873 tmp->attacktype = spell->attacktype;
936 874
937 /* holy word stuff */ 875 /* holy word stuff */
938 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER)) 876 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER))
939 if (!tailor_god_spell (tmp, op)) 877 if (!tailor_god_spell (tmp, op))
973 else 911 else
974 tmp->duration += caster->level / 3; 912 tmp->duration += caster->level / 3;
975 } 913 }
976 914
977 if (!(tmp->move_type & MOVE_FLY_LOW)) 915 if (!(tmp->move_type & MOVE_FLY_LOW))
978 LOG (llevDebug, "cast_cone(): arch %s doesn't have flying 1\n", &spell->other_arch->name); 916 LOG (llevDebug, "cast_cone(): arch %s doesn't have flying 1\n", &spell->other_arch->archname);
979 917
980 if (!tmp->move_on && tmp->stats.dam) 918 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); 919 LOG (llevDebug, "cast_cone(): arch %s doesn't have move_on set\n", &spell->other_arch->archname);
983 }
984 920
985 insert_ob_in_map (tmp, m, op, 0); 921 m->insert (tmp, sx, sy, op);
986 922
987 /* This is used for tracking spells so that one effect doesn't hit 923 /* This is used for tracking spells so that one effect doesn't hit
988 * a single space too many times. 924 * a single space too many times.
989 */ 925 */
990 tmp->stats.maxhp = tmp->count; 926 tmp->stats.maxhp = tmp->count;
1000 * 936 *
1001 * BOMB related code 937 * BOMB related code
1002 * 938 *
1003 ****************************************************************************/ 939 ****************************************************************************/
1004 940
1005
1006/* This handles an exploding bomb. 941/* This handles an exploding bomb.
1007 * op is the original bomb object. 942 * op is the original bomb object.
1008 */ 943 */
1009void 944void
1010animate_bomb (object *op) 945animate_bomb (object *op)
1011{ 946{
1012 int i;
1013 object *env, *tmp;
1014 archetype *at;
1015
1016 if (op->state != NUM_ANIMATIONS (op) - 1) 947 if (op->state != NUM_ANIMATIONS (op) - 1)
1017 return; 948 return;
1018 949
1019 env = object_get_env_recursive (op); 950 object *env = op->outer_env ();
1020 951
1021 if (op->env) 952 if (op->env)
1022 { 953 {
1023 if (env->map == NULL) 954 if (env->map == NULL)
1024 return; 955 return;
1025 956
1026 if (env->type == PLAYER) 957 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; 958 return;
1034 } 959 }
1035 960
1036 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent bomb from exploding 961 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent bomb from exploding
1037 // on a safe map. I don't like this special casing, but it seems to be neccessary 962 // on a safe map. I don't like this special casing, but it seems to be neccessary
1038 // as bombs can be carried. 963 // as bombs can be carried.
1039 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE) 964 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
1040 { 965 {
1041 remove_ob (op); 966 op->destroy (true);
1042 free_object (op);
1043 return; 967 return;
1044 } 968 }
1045 969
1046 /* This copies a lot of the code from the fire bullet, 970 /* This copies a lot of the code from the fire bullet,
1047 * but using the cast_bullet isn't really feasible, 971 * but using the cast_bullet isn't really feasible,
1048 * so just set up the appropriate values. 972 * so just set up the appropriate values.
1049 */ 973 */
1050 at = find_archetype (SPLINT); 974 if (archetype *at = archetype::find (SPLINT))
1051 if (at)
1052 { 975 {
1053 for (i = 1; i < 9; i++) 976 for (int i = 1; i < 9; i++)
1054 { 977 {
1055 if (out_of_map (op->map, op->x + freearr_x[i], op->y + freearr_x[i])) 978 if (out_of_map (op->map, op->x + freearr_x[i], op->y + freearr_x[i]))
1056 continue; 979 continue;
980
1057 tmp = arch_to_object (at); 981 object *tmp = arch_to_object (at);
1058 tmp->direction = i; 982 tmp->direction = i;
1059 tmp->range = op->range; 983 tmp->range = op->range;
1060 tmp->stats.dam = op->stats.dam; 984 tmp->stats.dam = op->stats.dam;
1061 tmp->duration = op->duration; 985 tmp->duration = op->duration;
1062 tmp->attacktype = op->attacktype; 986 tmp->attacktype = op->attacktype;
1063 copy_owner (tmp, op); 987 tmp->set_owner (op);
1064 if (op->skill && op->skill != tmp->skill) 988 if (op->skill && op->skill != tmp->skill)
1065 {
1066 tmp->skill = op->skill; 989 tmp->skill = op->skill;
1067 } 990
1068 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) 991 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
1069 SET_ANIMATION (tmp, i); 992 SET_ANIMATION (tmp, i);
1070 tmp->x = op->x + freearr_x[i]; 993
1071 tmp->y = op->y + freearr_x[i]; 994 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); 995 move_bullet (tmp);
1074 } 996 }
1075 } 997 }
1076 998
1077 explode_bullet (op); 999 explode_bullet (op);
1078} 1000}
1079 1001
1080int 1002int
1081create_bomb (object *op, object *caster, int dir, object *spell) 1003create_bomb (object *op, object *caster, int dir, object *spell)
1082{ 1004{
1083
1084 object *tmp; 1005 object *tmp;
1085 int mflags; 1006 int mflags;
1086 sint16 dx = op->x + freearr_x[dir], dy = op->y + freearr_y[dir]; 1007 sint16 dx = op->x + freearr_x[dir], dy = op->y + freearr_y[dir];
1087 mapstruct *m; 1008 maptile *m;
1088 1009
1089 mflags = get_map_flags (op->map, &m, dx, dy, &dx, &dy); 1010 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)) 1011 if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, dx, dy) & MOVE_WALK))
1091 { 1012 {
1092 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way."); 1013 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way.");
1093 return 0; 1014 return 0;
1094 } 1015 }
1016
1095 tmp = arch_to_object (spell->other_arch); 1017 tmp = arch_to_object (spell->other_arch);
1096 1018
1097 /* level dependencies for bomb */ 1019 /* level dependencies for bomb */
1098 tmp->range = spell->range + SP_level_range_adjust (caster, spell); 1020 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
1099 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1021 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1100 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell); 1022 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
1101 tmp->attacktype = spell->attacktype; 1023 tmp->attacktype = spell->attacktype;
1102 1024
1103 set_owner (tmp, op); 1025 tmp->set_owner (op);
1104 set_spell_skill (op, caster, spell, tmp); 1026 set_spell_skill (op, caster, spell, tmp);
1105 tmp->x = dx; 1027
1106 tmp->y = dy; 1028 m->insert (tmp, dx, dy, op);
1107 insert_ob_in_map (tmp, m, op, 0);
1108 return 1; 1029 return 1;
1109} 1030}
1110 1031
1111/**************************************************************************** 1032/****************************************************************************
1112 * 1033 *
1121 * dir is the direction to look in. 1042 * dir is the direction to look in.
1122 * range is how far out to look. 1043 * range is how far out to look.
1123 * type is the type of spell - either SPELL_MANA or SPELL_GRACE. 1044 * type is the type of spell - either SPELL_MANA or SPELL_GRACE.
1124 * this info is used for blocked magic/unholy spaces. 1045 * this info is used for blocked magic/unholy spaces.
1125 */ 1046 */
1126
1127object * 1047object *
1128get_pointed_target (object *op, int dir, int range, int type) 1048get_pointed_target (object *op, int dir, int range, int type)
1129{ 1049{
1130 object *target; 1050 object *target;
1131 sint16 x, y; 1051 sint16 x, y;
1132 int dist, mflags; 1052 int dist, mflags;
1133 mapstruct *mp; 1053 maptile *mp;
1134 1054
1135 if (dir == 0) 1055 if (dir == 0)
1136 return NULL; 1056 return NULL;
1137 1057
1138 for (dist = 1; dist < range; dist++) 1058 for (dist = 1; dist < range; dist++)
1150 return NULL; 1070 return NULL;
1151 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW) 1071 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW)
1152 return NULL; 1072 return NULL;
1153 1073
1154 if (mflags & P_IS_ALIVE) 1074 if (mflags & P_IS_ALIVE)
1155 {
1156 for (target = get_map_ob (mp, x, y); target; target = target->above) 1075 for (target = GET_MAP_OB (mp, x, y); target; target = target->above)
1157 { 1076 if (QUERY_FLAG (target, FLAG_MONSTER))
1158 if (QUERY_FLAG (target->head ? target->head : target, FLAG_MONSTER))
1159 {
1160 return target; 1077 return target;
1161 }
1162 }
1163 }
1164 } 1078 }
1079
1165 return NULL; 1080 return NULL;
1166} 1081}
1167
1168 1082
1169/* cast_smite_arch() - the priest points to a creature and causes 1083/* cast_smite_arch() - the priest points to a creature and causes
1170 * a 'godly curse' to decend. 1084 * a 'godly curse' to decend.
1171 * usual params - 1085 * usual params -
1172 * op = player 1086 * op = player
1173 * caster = object casting the spell. 1087 * caster = object casting the spell.
1174 * dir = direction being cast 1088 * dir = direction being cast
1175 * spell = spell object 1089 * spell = spell object
1176 */ 1090 */
1177
1178int 1091int
1179cast_smite_spell (object *op, object *caster, int dir, object *spell) 1092cast_smite_spell (object *op, object *caster, int dir, object *spell)
1180{ 1093{
1181 object *effect, *target; 1094 object *effect, *target;
1182 object *god = find_god (determine_god (op)); 1095 object *god = find_god (determine_god (op));
1206 effect = arch_to_object (spell->other_arch); 1119 effect = arch_to_object (spell->other_arch);
1207 else 1120 else
1208 return 0; 1121 return 0;
1209 1122
1210 /* tailor the effect by priest level and worshipped God */ 1123 /* tailor the effect by priest level and worshipped God */
1211 effect->level = caster_level (caster, spell); 1124 effect->level = casting_level (caster, spell);
1212 effect->attacktype = spell->attacktype; 1125 effect->attacktype = spell->attacktype;
1213 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER)) 1126 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER))
1214 { 1127 {
1215 if (tailor_god_spell (effect, op)) 1128 if (tailor_god_spell (effect, op))
1216 new_draw_info_format (NDI_UNIQUE, 0, op, "%s answers your call!", determine_god (op)); 1129 new_draw_info_format (NDI_UNIQUE, 0, op, "%s answers your call!", determine_god (op));
1228 if (effect->attacktype & AT_DEATH) 1141 if (effect->attacktype & AT_DEATH)
1229 { 1142 {
1230 effect->level = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1143 effect->level = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1231 1144
1232 /* casting death spells at undead isn't a good thing */ 1145 /* casting death spells at undead isn't a good thing */
1233 if QUERY_FLAG
1234 (target, FLAG_UNDEAD) 1146 if (QUERY_FLAG (target, FLAG_UNDEAD))
1235 { 1147 {
1236 if (random_roll (0, 2, op, PREFER_LOW)) 1148 if (random_roll (0, 2, op, PREFER_LOW))
1237 { 1149 {
1238 new_draw_info (NDI_UNIQUE, 0, op, "Idiot! Your spell boomerangs!"); 1150 new_draw_info (NDI_UNIQUE, 0, op, "Idiot! Your spell boomerangs!");
1239 effect->x = op->x; 1151 effect->x = op->x;
1241 } 1153 }
1242 else 1154 else
1243 { 1155 {
1244 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s looks stronger!", query_name (target)); 1156 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s looks stronger!", query_name (target));
1245 target->stats.hp = target->stats.maxhp * 2; 1157 target->stats.hp = target->stats.maxhp * 2;
1246 free_object (effect); 1158 effect->destroy (true);
1247 return 0; 1159 return 0;
1248 } 1160 }
1249 } 1161 }
1250 } 1162 }
1251 else 1163 else
1252 { 1164 {
1253 /* how much woe to inflict :) */ 1165 /* how much woe to inflict :) */
1254 effect->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1166 effect->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1255 } 1167 }
1256 1168
1257 set_owner (effect, op); 1169 effect->set_owner (op);
1258 set_spell_skill (op, caster, spell, effect); 1170 set_spell_skill (op, caster, spell, effect);
1259 1171
1260 /* ok, tell it where to be, and insert! */ 1172 /* ok, tell it where to be, and insert! */
1261 effect->x = target->x; 1173 effect->insert_at (target, op);
1262 effect->y = target->y;
1263 insert_ob_in_map (effect, target->map, op, 0);
1264 1174
1265 return 1; 1175 return 1;
1266} 1176}
1267
1268 1177
1269/**************************************************************************** 1178/****************************************************************************
1270 * 1179 *
1271 * MAGIC MISSILE code. 1180 * MAGIC MISSILE code.
1272 * note that the fire_bullet is used to fire the missile. The 1181 * note that the fire_bullet is used to fire the missile. The
1275 1184
1276/* op is a missile that needs to be moved */ 1185/* op is a missile that needs to be moved */
1277void 1186void
1278move_missile (object *op) 1187move_missile (object *op)
1279{ 1188{
1280 int i, mflags;
1281 object *owner;
1282 sint16 new_x, new_y;
1283 mapstruct *m;
1284
1285 if (op->range-- <= 0) 1189 if (op->range-- <= 0)
1286 { 1190 {
1287 remove_ob (op); 1191 op->destroy_inv (true); // be explicit about dropping
1288 free_object (op); 1192 op->destroy (true);
1289 return; 1193 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 { 1194 }
1299 remove_ob (op); 1195
1300 free_object (op); 1196 mapxy pos (op);
1301 return; 1197 pos.move (op->direction);
1198
1199 if (!pos.normalise ())
1302 } 1200 {
1303#endif 1201 op->destroy (true);
1304 1202 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 { 1203 }
1312 tag_t tag = op->count;
1313 1204
1205 mapspace &ms = pos.ms ();
1206
1207 if (ms.flags () & P_IS_ALIVE || ms.blocks (op))
1208 {
1314 hit_map (op, op->direction, AT_MAGIC, 1); 1209 hit_map (op, op->direction, AT_MAGIC, 1);
1315 /* Basically, missile only hits one thing then goes away. 1210 /* Basically, missile only hits one thing then goes away.
1316 * we need to remove it if someone hasn't already done so. 1211 * we need to remove it if someone hasn't already done so.
1317 */ 1212 */
1318 if (!was_destroyed (op, tag)) 1213 op->destroy (true);
1319 {
1320 remove_ob (op);
1321 free_object (op);
1322 }
1323 return; 1214 return;
1324 }
1325
1326 remove_ob (op);
1327 if (!op->direction || (mflags & P_OUT_OF_MAP))
1328 { 1215 }
1329 free_object (op); 1216
1330 return; 1217 if (!op->direction)
1331 } 1218 {
1332 op->x = new_x; 1219 op->destroy (true);
1333 op->y = new_y; 1220 return;
1334 op->map = m; 1221 }
1335 i = spell_find_dir (op->map, op->x, op->y, get_owner (op)); 1222
1223 int i = spell_find_dir (pos.m, pos.x, pos.y, op->owner);
1336 if (i > 0 && i != op->direction) 1224 if (i > 0 && i != op->direction)
1337 { 1225 {
1338 op->direction = i; 1226 op->direction = i;
1339 SET_ANIMATION (op, op->direction); 1227 SET_ANIMATION (op, op->direction);
1340 } 1228 }
1341 insert_ob_in_map (op, op->map, op, 0); 1229
1230 pos.insert (op, op);
1342} 1231}
1343 1232
1344/**************************************************************************** 1233/****************************************************************************
1345 * Destruction 1234 * Destruction
1346 ****************************************************************************/ 1235 ****************************************************************************/
1349 * we do this by creating a force and inserting it in the 1238 * we do this by creating a force and inserting it in the
1350 * object. if time is 0, the object glows permanently. To truely 1239 * object. if time is 0, the object glows permanently. To truely
1351 * make this work for non-living objects, we would have to 1240 * make this work for non-living objects, we would have to
1352 * give them the capability to have an inventory. b.t. 1241 * give them the capability to have an inventory. b.t.
1353 */ 1242 */
1354
1355int 1243int
1356make_object_glow (object *op, int radius, int time) 1244make_object_glow (object *op, int radius, int time)
1357{ 1245{
1358 object *tmp;
1359
1360 /* some things are unaffected... */ 1246 /* some things are unaffected... */
1361 if (op->path_denied & PATH_LIGHT) 1247 if (op->path_denied & PATH_LIGHT)
1362 return 0; 1248 return 0;
1363 1249
1364 tmp = get_archetype (FORCE_NAME); 1250 object *tmp = get_archetype (FORCE_NAME);
1365 tmp->speed = 0.01; 1251 tmp->speed = 0.01;
1366 tmp->stats.food = time; 1252 tmp->stats.food = time;
1367 SET_FLAG (tmp, FLAG_IS_USED_UP); 1253 SET_FLAG (tmp, FLAG_IS_USED_UP);
1368 tmp->glow_radius = radius; 1254 tmp->glow_radius = radius;
1369 if (tmp->glow_radius > MAX_LIGHT_RADII) 1255 if (tmp->glow_radius > MAX_LIGHT_RADII)
1370 tmp->glow_radius = MAX_LIGHT_RADII; 1256 tmp->glow_radius = MAX_LIGHT_RADII;
1371 1257
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); 1258 tmp = insert_ob_in_ob (tmp, op);
1259
1377 if (tmp->glow_radius > op->glow_radius) 1260 if (tmp->glow_radius > op->glow_radius)
1378 op->glow_radius = tmp->glow_radius; 1261 op->glow_radius = tmp->glow_radius;
1379 1262
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; 1263 return 1;
1386} 1264}
1387
1388
1389
1390 1265
1391int 1266int
1392cast_destruction (object *op, object *caster, object *spell_ob) 1267cast_destruction (object *op, object *caster, object *spell_ob)
1393{ 1268{
1394 int i, j, range, mflags, friendly = 0, dam, dur; 1269 int i, j, range, mflags, friendly = 0, dam, dur;
1395 sint16 sx, sy; 1270 sint16 sx, sy;
1396 mapstruct *m; 1271 maptile *m;
1397 object *tmp; 1272 object *tmp;
1398 const char *skill; 1273 const char *skill;
1399 1274
1400 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob); 1275 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
1401 dam = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob); 1276 dam = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob);
1415 else if (caster->skill) 1290 else if (caster->skill)
1416 op->skill = caster->skill; 1291 op->skill = caster->skill;
1417 else 1292 else
1418 op->skill = NULL; 1293 op->skill = NULL;
1419 1294
1420 change_skill (op, find_skill_by_name (op, op->skill), 1); 1295 op->change_skill (find_skill_by_name (op, op->skill));
1421 1296
1422 for (i = -range; i < range; i++) 1297 for (i = -range; i <= range; i++)
1423 { 1298 {
1424 for (j = -range; j < range; j++) 1299 for (j = -range; j <= range; j++)
1425 { 1300 {
1426 m = op->map; 1301 m = op->map;
1427 sx = op->x + i; 1302 sx = op->x + i;
1428 sy = op->y + j; 1303 sy = op->y + j;
1304
1429 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy); 1305 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
1430 if (mflags & P_OUT_OF_MAP) 1306 if (mflags & P_OUT_OF_MAP)
1431 continue; 1307 continue;
1308
1432 if (mflags & P_IS_ALIVE) 1309 if (mflags & P_IS_ALIVE)
1433 { 1310 {
1434 for (tmp = get_map_ob (m, sx, sy); tmp; tmp = tmp->above) 1311 for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above)
1435 {
1436 if (QUERY_FLAG (tmp, FLAG_ALIVE) || tmp->type == PLAYER) 1312 if (QUERY_FLAG (tmp, FLAG_ALIVE) || tmp->type == PLAYER)
1437 break; 1313 break;
1438 } 1314
1439 if (tmp) 1315 if (tmp)
1440 { 1316 {
1441 if (tmp->head) 1317 if (tmp->head)
1442 tmp = tmp->head; 1318 tmp = tmp->head;
1443 1319
1445 (!friendly && (QUERY_FLAG (tmp, FLAG_FRIENDLY) || tmp->type == PLAYER))) 1321 (!friendly && (QUERY_FLAG (tmp, FLAG_FRIENDLY) || tmp->type == PLAYER)))
1446 { 1322 {
1447 if (spell_ob->subtype == SP_DESTRUCTION) 1323 if (spell_ob->subtype == SP_DESTRUCTION)
1448 { 1324 {
1449 hit_player (tmp, dam, op, spell_ob->attacktype, 0); 1325 hit_player (tmp, dam, op, spell_ob->attacktype, 0);
1326
1450 if (spell_ob->other_arch) 1327 if (spell_ob->other_arch)
1451 {
1452 tmp = arch_to_object (spell_ob->other_arch); 1328 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 } 1329 }
1458 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist[ATNR_MAGIC] != 100) 1330 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist[ATNR_MAGIC] != 100)
1459 { 1331 {
1460 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch) 1332 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch)
1461 {
1462 object *effect = arch_to_object (spell_ob->other_arch); 1333 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 } 1334 }
1469 } 1335 }
1470 } 1336 }
1471 } 1337 }
1472 } 1338 }
1473 } 1339 }
1340
1474 op->skill = skill; 1341 op->skill = skill;
1475 return 1; 1342 return 1;
1476} 1343}
1477 1344
1478/*************************************************************************** 1345/***************************************************************************
1492 { 1359 {
1493 new_draw_info (NDI_UNIQUE, 0, op, "There is no one in that direction to curse."); 1360 new_draw_info (NDI_UNIQUE, 0, op, "There is no one in that direction to curse.");
1494 return 0; 1361 return 0;
1495 } 1362 }
1496 1363
1364 tmp = tmp->head_ ();
1365
1497 /* If we've already got a force of this type, don't add a new one. */ 1366 /* If we've already got a force of this type, don't add a new one. */
1498 for (force = tmp->inv; force != NULL; force = force->below) 1367 for (force = tmp->inv; force; force = force->below)
1499 { 1368 {
1500 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY) 1369 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY)
1501 { 1370 {
1502 if (force->name == spell_ob->name) 1371 if (force->name == spell_ob->name)
1503 { 1372 {
1509 return 0; 1378 return 0;
1510 } 1379 }
1511 } 1380 }
1512 } 1381 }
1513 1382
1514 if (force == NULL) 1383 if (!force)
1515 { 1384 {
1516 force = get_archetype (FORCE_NAME); 1385 force = get_archetype (FORCE_NAME);
1517 force->subtype = FORCE_CHANGE_ABILITY; 1386 force->subtype = FORCE_CHANGE_ABILITY;
1387
1518 if (spell_ob->race) 1388 if (spell_ob->race)
1519 force->name = spell_ob->race; 1389 force->name = spell_ob->race;
1520 else 1390 else
1521 force->name = spell_ob->name; 1391 force->name = spell_ob->name;
1522 1392
1532 { 1402 {
1533 force->duration = duration; 1403 force->duration = duration;
1534 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 1404 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1535 } 1405 }
1536 else 1406 else
1537 {
1538 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1407 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1539 } 1408
1540 return 1; 1409 return 1;
1541 } 1410 }
1411
1542 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50; 1412 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1543 force->speed = 1.0; 1413 force->speed = 1.f;
1544 force->speed_left = -1.0; 1414 force->speed_left = -1.f;
1545 SET_FLAG (force, FLAG_APPLIED); 1415 SET_FLAG (force, FLAG_APPLIED);
1546 1416
1547 if (god) 1417 if (god)
1548 { 1418 {
1549 if (spell_ob->last_grace) 1419 if (spell_ob->last_grace)
1562 force->stats.ac = spell_ob->stats.ac; 1432 force->stats.ac = spell_ob->stats.ac;
1563 force->stats.wc = spell_ob->stats.wc; 1433 force->stats.wc = spell_ob->stats.wc;
1564 1434
1565 change_abil (tmp, force); /* Mostly to display any messages */ 1435 change_abil (tmp, force); /* Mostly to display any messages */
1566 insert_ob_in_ob (force, tmp); 1436 insert_ob_in_ob (force, tmp);
1567 fix_player (tmp); 1437 tmp->update_stats ();
1568 return 1; 1438 return 1;
1569 1439
1570} 1440}
1571
1572 1441
1573/********************************************************************** 1442/**********************************************************************
1574 * mood change 1443 * mood change
1575 * Arguably, this may or may not be an attack spell. But since it 1444 * Arguably, this may or may not be an attack spell. But since it
1576 * effects monsters, it seems best to put it into this file 1445 * effects monsters, it seems best to put it into this file
1583mood_change (object *op, object *caster, object *spell) 1452mood_change (object *op, object *caster, object *spell)
1584{ 1453{
1585 object *tmp, *god, *head; 1454 object *tmp, *god, *head;
1586 int done_one, range, mflags, level, at, best_at; 1455 int done_one, range, mflags, level, at, best_at;
1587 sint16 x, y, nx, ny; 1456 sint16 x, y, nx, ny;
1588 mapstruct *m; 1457 maptile *m;
1589 const char *race; 1458 const char *race;
1590 1459
1591 /* We precompute some values here so that we don't have to keep 1460 /* We precompute some values here so that we don't have to keep
1592 * doing it over and over again. 1461 * doing it over and over again.
1593 */ 1462 */
1594 god = find_god (determine_god (op)); 1463 god = find_god (determine_god (op));
1595 level = caster_level (caster, spell); 1464 level = casting_level (caster, spell);
1596 range = spell->range + SP_level_range_adjust (caster, spell); 1465 range = spell->range + SP_level_range_adjust (caster, spell);
1597 1466
1598 /* On the bright side, no monster should ever have a race of GOD_... 1467 /* On the bright side, no monster should ever have a race of GOD_...
1599 * so even if the player doesn't worship a god, if race=GOD_.., it 1468 * so even if the player doesn't worship a god, if race=GOD_.., it
1600 * won't ever match anything. 1469 * won't ever match anything.
1606 else if (god && !strcmp (spell->race, "GOD_FRIEND")) 1475 else if (god && !strcmp (spell->race, "GOD_FRIEND"))
1607 race = god->race; 1476 race = god->race;
1608 else 1477 else
1609 race = spell->race; 1478 race = spell->race;
1610 1479
1611
1612 for (x = op->x - range; x <= op->x + range; x++) 1480 for (x = op->x - range; x <= op->x + range; x++)
1613 for (y = op->y - range; y <= op->y + range; y++) 1481 for (y = op->y - range; y <= op->y + range; y++)
1614 { 1482 {
1615
1616 done_one = 0; 1483 done_one = 0;
1617 m = op->map; 1484 m = op->map;
1618 nx = x; 1485 nx = x;
1619 ny = y; 1486 ny = y;
1620 mflags = get_map_flags (m, &m, x, y, &nx, &ny); 1487 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1623 1490
1624 /* If there is nothing living on this space, no need to go further */ 1491 /* If there is nothing living on this space, no need to go further */
1625 if (!(mflags & P_IS_ALIVE)) 1492 if (!(mflags & P_IS_ALIVE))
1626 continue; 1493 continue;
1627 1494
1495 // players can only affect spaces that they can actually see
1496 if (caster && caster->contr
1497 && caster->contr->visibility_at (m, nx, ny) < 70)
1498 continue;
1499
1628 for (tmp = get_map_ob (m, nx, ny); tmp; tmp = tmp->above) 1500 for (tmp = GET_MAP_TOP (m, nx, ny); tmp; tmp = tmp->below)
1629 if (QUERY_FLAG (tmp, FLAG_MONSTER)) 1501 if (QUERY_FLAG (tmp, FLAG_MONSTER))
1630 break; 1502 break;
1631 1503
1632 /* There can be living objects that are not monsters */ 1504 /* There can be living objects that are not monsters */
1633 if (!tmp || tmp->type == PLAYER) 1505 if (!tmp || tmp->type == PLAYER)
1640 head = tmp; 1512 head = tmp;
1641 1513
1642 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */ 1514 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */
1643 if (race && head->race && !strstr (race, head->race)) 1515 if (race && head->race && !strstr (race, head->race))
1644 continue; 1516 continue;
1517
1645 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD)) 1518 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD))
1646 continue; 1519 continue;
1647 1520
1648 /* Now do a bunch of stuff related to saving throws */ 1521 /* Now do a bunch of stuff related to saving throws */
1649 best_at = -1; 1522 best_at = -1;
1666 at -= level / 5; 1539 at -= level / 5;
1667 if (did_make_save (head, head->level, at)) 1540 if (did_make_save (head, head->level, at))
1668 continue; 1541 continue;
1669 } 1542 }
1670 else /* spell->attacktype */ 1543 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 { 1544 {
1545 /*
1546 Spell has no attacktype (charm & such), so we'll have a specific saving:
1547 * if spell level < monster level, no go
1548 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) )
1549
1550 The chance will then be in the range [20-70] percent, not too bad.
1551
1552 This is required to fix the 'charm monster' abuse, where a player level 1 can
1553 charm a level 125 monster...
1554
1555 Ryo, august 14th
1556 */
1684 if (head->level > level) 1557 if (head->level > level)
1685 continue; 1558 continue;
1559
1686 if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + MIN (50, 2 * (level - head->level)))) 1560 if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + MIN (50, 2 * (level - head->level))))
1687 /* Failed, no effect */ 1561 /* Failed, no effect */
1688 continue; 1562 continue;
1689 } 1563 }
1690 1564
1691 /* Done with saving throw. Now start effecting the monster */ 1565 /* Done with saving throw. Now start affecting the monster */
1692 1566
1693 /* aggravation */ 1567 /* aggravation */
1694 if (QUERY_FLAG (spell, FLAG_MONSTER)) 1568 if (QUERY_FLAG (spell, FLAG_MONSTER))
1695 { 1569 {
1696 CLEAR_FLAG (head, FLAG_SLEEP); 1570 CLEAR_FLAG (head, FLAG_SLEEP);
1697 if (QUERY_FLAG (head, FLAG_FRIENDLY))
1698 remove_friendly_object (head); 1571 remove_friendly_object (head);
1699
1700 done_one = 1; 1572 done_one = 1;
1701 head->enemy = op; 1573 head->enemy = op;
1702 } 1574 }
1703 1575
1704 /* calm monsters */ 1576 /* calm monsters */
1713 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK)) 1585 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK))
1714 { 1586 {
1715 SET_FLAG (head, FLAG_BERSERK); 1587 SET_FLAG (head, FLAG_BERSERK);
1716 done_one = 1; 1588 done_one = 1;
1717 } 1589 }
1590
1718 /* charm */ 1591 /* charm */
1719 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY)) 1592 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY))
1720 { 1593 {
1721 SET_FLAG (head, FLAG_FRIENDLY); 1594 INVOKE_OBJECT (KILL, head, ARG_OBJECT (caster));
1595
1722 /* Prevent uncontolled outbreaks of self replicating monsters. 1596 /* Prevent uncontrolled outbreaks of self replicating monsters.
1723 Typical use case is charm, go somwhere, use aggravation to make hostile. 1597 Typical use case is charm, go somwhere, use aggravation to make hostile.
1724 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */ 1598 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */
1725 CLEAR_FLAG (head, FLAG_GENERATOR); 1599 CLEAR_FLAG (head, FLAG_GENERATOR);
1726 set_owner (head, op); 1600 head->set_owner (op);
1727 set_spell_skill (op, caster, spell, head); 1601 set_spell_skill (op, caster, spell, head);
1728 add_friendly_object (head); 1602 add_friendly_object (head);
1729 head->attack_movement = PETMOVE; 1603 head->attack_movement = PETMOVE;
1730 done_one = 1; 1604 done_one = 1;
1731 change_exp (op, head->stats.exp / 2, head->skill, SK_EXP_ADD_SKILL); 1605 change_exp (op, head->stats.exp / 2, head->skill, SK_EXP_ADD_SKILL);
1732 head->stats.exp = 0; 1606 head->stats.exp = 0;
1733 } 1607 }
1734 1608
1735 /* If a monster was effected, put an effect in */ 1609 /* If a monster was effected, put an effect in */
1736 if (done_one && spell->other_arch) 1610 if (done_one && spell->other_arch)
1737 {
1738 tmp = arch_to_object (spell->other_arch); 1611 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 */ 1612 } /* for y */
1744 1613
1745 return 1; 1614 return 1;
1746} 1615}
1747 1616
1750 * about. was called move_ball_lightning, but since more than the ball 1619 * about. was called move_ball_lightning, but since more than the ball
1751 * lightning spell used it, that seemed misnamed. 1620 * lightning spell used it, that seemed misnamed.
1752 * op is the spell effect. 1621 * op is the spell effect.
1753 * note that duration is handled by process_object() in time.c 1622 * note that duration is handled by process_object() in time.c
1754 */ 1623 */
1755
1756void 1624void
1757move_ball_spell (object *op) 1625move_ball_spell (object *op)
1758{ 1626{
1759 int i, j, dam_save, dir, mflags; 1627 int i, j, dam_save, dir, mflags;
1760 sint16 nx, ny, hx, hy; 1628 sint16 nx, ny, hx, hy;
1761 object *owner; 1629 object *owner;
1762 mapstruct *m; 1630 maptile *m;
1763 1631
1764 owner = get_owner (op); 1632 owner = op->owner;
1765 1633
1766 /* the following logic makes sure that the ball doesn't move into a wall, 1634 /* the following logic makes sure that the ball doesn't move into a wall,
1767 * and makes sure that it will move along a wall to try and get at it's 1635 * and makes sure that it will move along a wall to try and get at it's
1768 * victim. The block immediately below more or less chooses a random 1636 * 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 1637 * offset to move the ball, eg, keep it mostly on course, with some
1798 nx = op->x; 1666 nx = op->x;
1799 ny = op->y; 1667 ny = op->y;
1800 m = op->map; 1668 m = op->map;
1801 } 1669 }
1802 1670
1803 remove_ob (op); 1671 m->insert (op, nx, ny, op);
1804 op->y = ny;
1805 op->x = nx;
1806 insert_ob_in_map (op, m, op, 0);
1807 1672
1808 dam_save = op->stats.dam; /* save the original dam: we do halfdam on 1673 dam_save = op->stats.dam; /* save the original dam: we do halfdam on
1809 surrounding squares */ 1674 surrounding squares */
1810 1675
1811 /* loop over current square and neighbors to hit. 1676 /* loop over current square and neighbors to hit.
1812 * if this has an other_arch field, we insert that in 1677 * if this has an other_arch field, we insert that in
1813 * the surround spaces. 1678 * the surround spaces.
1814 */ 1679 */
1815 for (j = 0; j < 9; j++) 1680 for (j = 0; j < 9; j++)
1816 { 1681 {
1817 object *new_ob;
1818
1819 hx = nx + freearr_x[j]; 1682 hx = nx + freearr_x[j];
1820 hy = ny + freearr_y[j]; 1683 hy = ny + freearr_y[j];
1821 1684
1822 m = op->map; 1685 m = op->map;
1823 mflags = get_map_flags (m, &m, hx, hy, &hx, &hy); 1686 mflags = get_map_flags (m, &m, hx, hy, &hx, &hy);
1831 1694
1832 if ((mflags & P_IS_ALIVE) && (!owner || owner->x != hx || owner->y != hy || !on_same_map (owner, op))) 1695 if ((mflags & P_IS_ALIVE) && (!owner || owner->x != hx || owner->y != hy || !on_same_map (owner, op)))
1833 { 1696 {
1834 if (j) 1697 if (j)
1835 op->stats.dam = dam_save / 2; 1698 op->stats.dam = dam_save / 2;
1699
1836 hit_map (op, j, op->attacktype, 1); 1700 hit_map (op, j, op->attacktype, 1);
1837
1838 } 1701 }
1839 1702
1840 /* insert the other arch */ 1703 /* insert the other arch */
1841 if (op->other_arch && !(OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy)))) 1704 if (op->other_arch && !(OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy))))
1842 { 1705 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 } 1706 }
1849 1707
1850 /* restore to the center location and damage */ 1708 /* restore to the center location and damage */
1851 op->stats.dam = dam_save; 1709 op->stats.dam = dam_save;
1852 1710
1853 i = spell_find_dir (op->map, op->x, op->y, get_owner (op)); 1711 i = spell_find_dir (op->map, op->x, op->y, op->owner);
1854 1712
1855 if (i >= 0) 1713 if (i >= 0)
1856 { /* we have a preferred direction! */ 1714 { /* we have a preferred direction! */
1857 /* pick another direction if the preferred dir is blocked. */ 1715 /* 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 || 1716 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))) 1717 OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy)))
1860 {
1861 i = absdir (i + rndm (0, 2) - 1); /* -1, 0, +1 */ 1718 i = absdir (i + rndm (0, 2) - 1); /* -1, 0, +1 */
1862 } 1719
1863 op->direction = i; 1720 op->direction = i;
1864 } 1721 }
1865} 1722}
1866 1723
1867
1868/* move_swarm_spell: peterm 1724/* move_swarm_spell: peterm
1869 * This is an implementation of the swarm spell. It was written for 1725 * This is an implementation of the swarm spell. It was written for
1870 * meteor swarm, but it could be used for any swarm. A swarm spell 1726 * meteor swarm, but it could be used for any swarm. A swarm spell
1871 * is a special type of object that casts swarms of other types 1727 * is a special type of object that casts swarms of other types
1872 * of spells. Which spell it casts is flexible. It fires the spells 1728 * of spells. Which spell it casts is flexible. It fires the spells
1873 * from a set of squares surrounding the caster, in a given direction. 1729 * from a set of squares surrounding the caster, in a given direction.
1874 */ 1730 */
1875
1876void 1731void
1877move_swarm_spell (object *op) 1732move_swarm_spell (object *op)
1878{ 1733{
1879#if 0 1734#if 0
1880 static int cardinal_adjust[9] = { -3, -2, -1, 0, 0, 0, 1, 2, 3 }; 1735 static int cardinal_adjust[9] = { -3, -2, -1, 0, 0, 0, 1, 2, 3 };
1881 static int diagonal_adjust[10] = { -3, -2, -2, -1, 0, 0, 1, 2, 2, 3 }; 1736 static int diagonal_adjust[10] = { -3, -2, -2, -1, 0, 0, 1, 2, 2, 3 };
1882 sint16 target_x, target_y, origin_x, origin_y; 1737 sint16 target_x, target_y, origin_x, origin_y;
1883 int adjustdir; 1738 int adjustdir;
1884 mapstruct *m; 1739 maptile *m;
1885#endif 1740#endif
1886 int basedir;
1887 object *owner; 1741 object *owner = op->env;
1888 1742
1889 owner = get_owner (op); 1743 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 } 1744 {
1745 LOG (llevError, "swarm spell found outside inventory: %s\n", op->debug_desc ());
1746 op->destroy (true);
1747 return;
1748 }
1749
1750 if (!op->duration || !owner->is_on_map ())
1751 {
1752 op->destroy_inv (true); // be explicit about dropping
1753 op->destroy (true);
1754 return;
1755 }
1756
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 (true); /* 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 (true);
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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