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Comparing deliantra/server/server/spell_attack.C (file contents):
Revision 1.13 by root, Thu Sep 14 22:34:05 2006 UTC vs.
Revision 1.41 by root, Sat Jun 9 21:16:12 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
4 Copyright (C) 2002-2003 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002-2003,2007 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Crossfire TRT is free software; you can redistribute it and/or modify it
8 it under the terms of the GNU General Public License as published by 9 * under the terms of the GNU General Public License as published by the Free
9 the Free Software Foundation; either version 2 of the License, or 10 * Software Foundation; either version 2 of the License, or (at your option)
10 (at your option) any later version. 11 * any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful, but
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License
15 GNU General Public License for more details. 16 * for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License along
18 along with this program; if not, write to the Free Software 19 * with Crossfire TRT; if not, write to the Free Software Foundation, Inc. 51
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
20 21 *
21 The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <crossfire@schmorp.de>
22*/ 23 */
23 24
24/* This file contains all the spell attack code. Grouping this code 25/* This file contains all the spell attack code. Grouping this code
25 * together should hopefully make it easier to find the relevent bits 26 * together should hopefully make it easier to find the relevent bits
26 * of code 27 * of code
27 */ 28 */
28 29
29#include <global.h> 30#include <global.h>
30#include <object.h> 31#include <object.h>
31#include <living.h> 32#include <living.h>
32#ifndef __CEXTRACT__
33# include <sproto.h> 33#include <sproto.h>
34#endif
35#include <spells.h> 34#include <spells.h>
36#include <sounds.h> 35#include <sounds.h>
37 36
38/* this function checks to see if a spell pushes objects as well 37/* this function checks to see if a spell pushes objects as well
39 * as flies over and damages them (only used for cones for now) 38 * as flies over and damages them (only used for cones for now)
57 { 56 {
58 weight_move = op->weight + (op->weight * op->level) / 3; 57 weight_move = op->weight + (op->weight * op->level) / 3;
59 /*LOG (llevDebug, "DEBUG: arch weighs %d and masses %d (%s,level %d)\n", op->weight,weight_move,op->name,op->level); */ 58 /*LOG (llevDebug, "DEBUG: arch weighs %d and masses %d (%s,level %d)\n", op->weight,weight_move,op->name,op->level); */
60 } 59 }
61 60
62 for (tmp = get_map_ob (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 61 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
63 { 62 {
64 int num_sections = 1; 63 int num_sections = 1;
65 64
66 /* don't move DM */ 65 /* don't move DM */
67 if (QUERY_FLAG (tmp, FLAG_WIZ)) 66 if (QUERY_FLAG (tmp, FLAG_WIZ))
117void 116void
118forklightning (object *op, object *tmp) 117forklightning (object *op, object *tmp)
119{ 118{
120 int new_dir = 1; /* direction or -1 for left, +1 for right 0 if no new bolt */ 119 int new_dir = 1; /* direction or -1 for left, +1 for right 0 if no new bolt */
121 int t_dir; /* stores temporary dir calculation */ 120 int t_dir; /* stores temporary dir calculation */
122 mapstruct *m; 121 maptile *m;
123 sint16 sx, sy; 122 sint16 sx, sy;
124 object *new_bolt; 123 object *new_bolt;
125 124
126 /* pick a fork direction. tmp->stats.Con is the left bias 125 /* pick a fork direction. tmp->stats.Con is the left bias
127 * i.e., the chance in 100 of forking LEFT 126 * i.e., the chance in 100 of forking LEFT
140 139
141 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (m, sx, sy))) 140 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (m, sx, sy)))
142 return; 141 return;
143 142
144 /* OK, we made a fork */ 143 /* OK, we made a fork */
145 new_bolt = get_object (); 144 new_bolt = tmp->clone ();
146 copy_object (tmp, new_bolt);
147 145
148 /* reduce chances of subsequent forking */ 146 /* reduce chances of subsequent forking */
149 new_bolt->stats.Dex -= 10; 147 new_bolt->stats.Dex -= 10;
150 tmp->stats.Dex -= 10; /* less forks from main bolt too */ 148 tmp->stats.Dex -= 10; /* less forks from main bolt too */
151 new_bolt->stats.Con += 25 * new_dir; /* adjust the left bias */ 149 new_bolt->stats.Con += 25 * new_dir; /* adjust the left bias */
152 new_bolt->speed_left = -0.1; 150 new_bolt->speed_left = -0.1f;
153 new_bolt->direction = t_dir; 151 new_bolt->direction = t_dir;
154 new_bolt->duration++; 152 new_bolt->duration++;
155 new_bolt->x = sx;
156 new_bolt->y = sy;
157 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */ 153 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */
158 new_bolt->stats.dam++; 154 new_bolt->stats.dam++;
159 tmp->stats.dam /= 2; /* reduce father bolt damage */ 155 tmp->stats.dam /= 2; /* reduce father bolt damage */
160 tmp->stats.dam++; 156 tmp->stats.dam++;
161 new_bolt = insert_ob_in_map (new_bolt, m, op, 0); 157 if ((new_bolt = m->insert (new_bolt, sx, sy, op)))
162 update_turn_face (new_bolt); 158 update_turn_face (new_bolt);
163} 159}
164 160
165/* move_bolt: moves bolt 'op'. Basically, it just advances a space, 161/* move_bolt: moves bolt 'op'. Basically, it just advances a space,
166 * and checks for various things that may stop it. 162 * and checks for various things that may stop it.
167 */ 163 */
168 164
169void 165void
170move_bolt (object *op) 166move_bolt (object *op)
171{ 167{
172 object *tmp;
173 int mflags; 168 int mflags;
174 sint16 x, y; 169 sint16 x, y;
175 mapstruct *m; 170 maptile *m;
176 171
177 if (--(op->duration) < 0) 172 if (--op->duration < 0)
178 { 173 {
179 remove_ob (op); 174 op->destroy ();
180 free_object (op);
181 return; 175 return;
182 } 176 }
183 177
184 hit_map (op, 0, op->attacktype, 1); 178 hit_map (op, 0, op->attacktype, 1);
185 179
186 if (!op->direction) 180 if (!op->direction)
187 return; 181 return;
188 182
189 if (--op->range < 0) 183 if (--op->range < 0)
190 {
191 op->range = 0; 184 op->range = 0;
192 }
193 else 185 else
194 { 186 {
195 x = op->x + DIRX (op); 187 x = op->x + DIRX (op);
196 y = op->y + DIRY (op); 188 y = op->y + DIRY (op);
197 m = op->map; 189 m = op->map;
205 * on the space. So only call reflwall if we think the data it returns 197 * on the space. So only call reflwall if we think the data it returns
206 * will be useful. 198 * will be useful.
207 */ 199 */
208 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)) || ((mflags & P_IS_ALIVE) && reflwall (m, x, y, op))) 200 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)) || ((mflags & P_IS_ALIVE) && reflwall (m, x, y, op)))
209 { 201 {
210
211 if (!QUERY_FLAG (op, FLAG_REFLECTING)) 202 if (!QUERY_FLAG (op, FLAG_REFLECTING))
212 return; 203 return;
213 204
214 /* Since walls don't run diagonal, if the bolt is in 205 /* Since walls don't run diagonal, if the bolt is in
215 * one of 4 main directions, it just reflects back in the 206 * one of 4 main directions, it just reflects back in the
245 else if (left) 236 else if (left)
246 op->direction = absdir (op->direction + 2); 237 op->direction = absdir (op->direction + 2);
247 else if (right) 238 else if (right)
248 op->direction = absdir (op->direction - 2); 239 op->direction = absdir (op->direction - 2);
249 } 240 }
241
250 update_turn_face (op); /* A bolt *must* be IS_TURNABLE */ 242 update_turn_face (op); /* A bolt *must* be IS_TURNABLE */
251 return; 243 return;
252 } 244 }
253 else 245 else
254 { /* Create a copy of this object and put it ahead */ 246 { /* Create a copy of this object and put it ahead */
255 tmp = get_object (); 247 object *tmp = op->clone ();
256 copy_object (op, tmp); 248
249 m->insert (tmp, x, y, op);
257 tmp->speed_left = -0.1; 250 tmp->speed_left = -0.1f;
258 tmp->x += DIRX (tmp), tmp->y += DIRY (tmp);
259 tmp = insert_ob_in_map (tmp, op->map, op, 0);
260 /* To make up for the decrease at the top of the function */ 251 /* To make up for the decrease at the top of the function */
261 tmp->duration++; 252 tmp->duration++;
262 253
263 /* New forking code. Possibly create forks of this object 254 /* New forking code. Possibly create forks of this object
264 * going off in other directions. 255 * going off in other directions.
265 */ 256 */
266
267 if (rndm (0, 99) < tmp->stats.Dex) 257 if (rndm (0, 99) < tmp->stats.Dex)
268 { /* stats.Dex % of forking */ 258 { /* stats.Dex % of forking */
269 forklightning (op, tmp); 259 forklightning (op, tmp);
270 } 260 }
261
271 /* In this way, the object left behind sticks on the space, but 262 /* In this way, the object left behind sticks on the space, but
272 * doesn't create any bolts that continue to move onward. 263 * doesn't create any bolts that continue to move onward.
273 */ 264 */
274 op->range = 0; 265 op->range = 0;
275 } /* copy object and move it along */ 266 } /* copy object and move it along */
282 * we remove the magic flag - that can be derived from 273 * we remove the magic flag - that can be derived from
283 * spob->attacktype. 274 * spob->attacktype.
284 * This function sets up the appropriate owner and skill 275 * This function sets up the appropriate owner and skill
285 * pointers. 276 * pointers.
286 */ 277 */
287
288int 278int
289fire_bolt (object *op, object *caster, int dir, object *spob, object *skill) 279fire_bolt (object *op, object *caster, int dir, object *spob, object *skill)
290{ 280{
291 object *tmp = NULL; 281 object *tmp = NULL;
292 int mflags; 282 int mflags;
310 300
311 tmp->direction = dir; 301 tmp->direction = dir;
312 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) 302 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
313 SET_ANIMATION (tmp, dir); 303 SET_ANIMATION (tmp, dir);
314 304
315 set_owner (tmp, op); 305 tmp->set_owner (op);
316 set_spell_skill (op, caster, spob, tmp); 306 set_spell_skill (op, caster, spob, tmp);
317 307
318 tmp->x = op->x + DIRX (tmp); 308 tmp->x = op->x + DIRX (tmp);
319 tmp->y = op->y + DIRY (tmp); 309 tmp->y = op->y + DIRY (tmp);
320 tmp->map = op->map; 310 tmp->map = op->map;
321 311
312 maptile *newmap;
322 mflags = get_map_flags (tmp->map, &tmp->map, tmp->x, tmp->y, &tmp->x, &tmp->y); 313 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y);
323 if (mflags & P_OUT_OF_MAP) 314 if (mflags & P_OUT_OF_MAP)
324 { 315 {
325 free_object (tmp); 316 tmp->destroy ();
326 return 0; 317 return 0;
327 } 318 }
319
320 tmp->map = newmap;
321
328 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y))) 322 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y)))
329 { 323 {
330 if (!QUERY_FLAG (tmp, FLAG_REFLECTING)) 324 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
331 { 325 {
332 free_object (tmp); 326 tmp->destroy ();
333 return 0; 327 return 0;
334 } 328 }
329
335 tmp->x = op->x; 330 tmp->x = op->x;
336 tmp->y = op->y; 331 tmp->y = op->y;
337 tmp->direction = absdir (tmp->direction + 4); 332 tmp->direction = absdir (tmp->direction + 4);
338 tmp->map = op->map; 333 tmp->map = op->map;
339 } 334 }
340 if ((tmp = insert_ob_in_map (tmp, tmp->map, op, 0)) != NULL) 335
336 if ((tmp = tmp->insert_at (tmp, op)))
341 move_bolt (tmp); 337 move_bolt (tmp);
338
342 return 1; 339 return 1;
343} 340}
344
345
346 341
347/*************************************************************************** 342/***************************************************************************
348 * 343 *
349 * BULLET/BALL CODE 344 * BULLET/BALL CODE
350 * 345 *
355 * At least that is what I think this does. 350 * At least that is what I think this does.
356 */ 351 */
357void 352void
358explosion (object *op) 353explosion (object *op)
359{ 354{
360 object *tmp;
361 mapstruct *m = op->map; 355 maptile *m = op->map;
362 int i; 356 int i;
363 357
364 if (--(op->duration) < 0) 358 if (--op->duration < 0)
365 { 359 {
366 remove_ob (op); 360 op->destroy ();
367 free_object (op);
368 return; 361 return;
369 } 362 }
363
370 hit_map (op, 0, op->attacktype, 0); 364 hit_map (op, 0, op->attacktype, 0);
371 365
372 if (op->range > 0) 366 if (op->range > 0)
373 { 367 {
374 for (i = 1; i < 9; i++) 368 for (i = 1; i < 9; i++)
375 { 369 {
376 sint16 dx, dy; 370 sint16 dx, dy;
377 371
378 dx = op->x + freearr_x[i]; 372 dx = op->x + freearr_x[i];
379 dy = op->y + freearr_y[i]; 373 dy = op->y + freearr_y[i];
374
380 /* ok_to_put_more already does things like checks for walls, 375 /* ok_to_put_more already does things like checks for walls,
381 * out of map, etc. 376 * out of map, etc.
382 */ 377 */
383 if (ok_to_put_more (op->map, dx, dy, op, op->attacktype)) 378 if (ok_to_put_more (op->map, dx, dy, op, op->attacktype))
384 { 379 {
385 tmp = get_object (); 380 object *tmp = op->clone ();
386 copy_object (op, tmp); 381
387 tmp->state = 0; 382 tmp->state = 0;
388 tmp->speed_left = -0.21; 383 tmp->speed_left = -0.21f;
389 tmp->range--; 384 tmp->range--;
390 tmp->value = 0; 385 tmp->value = 0;
391 tmp->x = dx; 386
392 tmp->y = dy; 387 m->insert (tmp, dx, dy, op);
393 insert_ob_in_map (tmp, m, op, 0);
394 } 388 }
395 } 389 }
396 } 390 }
397} 391}
398
399 392
400/* Causes an object to explode, eg, a firebullet, 393/* Causes an object to explode, eg, a firebullet,
401 * poison cloud ball, etc. op is the object to 394 * poison cloud ball, etc. op is the object to
402 * explode. 395 * explode.
403 */ 396 */
404void 397void
405explode_bullet (object *op) 398explode_bullet (object *op)
406{ 399{
407 tag_t op_tag = op->count;
408 object *tmp, *owner; 400 object *tmp, *owner;
409 401
410 if (op->other_arch == NULL) 402 if (op->other_arch == NULL)
411 { 403 {
412 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n"); 404 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n");
413 remove_ob (op); 405 op->destroy ();
414 free_object (op);
415 return; 406 return;
416 } 407 }
417 408
418 if (op->env) 409 if (op->env)
419 { 410 {
420 object *env;
421
422 env = object_get_env_recursive (op); 411 object *env = object_get_env_recursive (op);
423 if (env->map == NULL || out_of_map (env->map, env->x, env->y)) 412 if (env->map == NULL || out_of_map (env->map, env->x, env->y))
424 { 413 {
425 LOG (llevError, "BUG: explode_bullet(): env out of map\n"); 414 LOG (llevError, "BUG: explode_bullet(): env out of map\n");
426 remove_ob (op); 415 op->destroy ();
427 free_object (op);
428 return; 416 return;
429 } 417 }
430 remove_ob (op); 418
431 op->x = env->x; 419 op->insert_at (env, op, INS_NO_MERGE | INS_NO_WALK_ON);
432 op->y = env->y;
433 insert_ob_in_map (op, env->map, op, INS_NO_MERGE | INS_NO_WALK_ON);
434 } 420 }
435 else if (out_of_map (op->map, op->x, op->y)) 421 else if (out_of_map (op->map, op->x, op->y))
436 { 422 {
437 LOG (llevError, "BUG: explode_bullet(): op out of map\n"); 423 LOG (llevError, "BUG: explode_bullet(): op out of map\n");
438 remove_ob (op); 424 op->destroy ();
439 free_object (op);
440 return; 425 return;
441 } 426 }
442 427
443 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent explosions of any kind on safe maps 428 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent explosions of any kind on safe maps
444 // NOTE: If this breaks something important: remove this. I can't think of anything 429 // NOTE: If this breaks something important: remove this. I can't think of anything
445 // bad at the moment that might happen from this. 430 // bad at the moment that might happen from this.
446 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE) 431 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
447 { 432 {
448 remove_ob (op); 433 op->destroy ();
449 free_object (op);
450 return; 434 return;
451 } 435 }
452 436
453 if (op->attacktype) 437 if (op->attacktype)
454 { 438 {
455 hit_map (op, 0, op->attacktype, 1); 439 hit_map (op, 0, op->attacktype, 1);
456 if (was_destroyed (op, op_tag)) 440 if (op->destroyed ())
457 return; 441 return;
458 } 442 }
459 443
460 /* other_arch contains what this explodes into */ 444 /* other_arch contains what this explodes into */
461 tmp = arch_to_object (op->other_arch); 445 tmp = arch_to_object (op->other_arch);
462 446
463 copy_owner (tmp, op); 447 tmp->set_owner (op);
464 tmp->skill = op->skill; 448 tmp->skill = op->skill;
465 449
466 owner = get_owner (op); 450 owner = op->owner;
467 451
468 if ((tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) && owner && !tailor_god_spell (tmp, owner)) 452 if ((tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) && owner && !tailor_god_spell (tmp, owner))
469 { 453 {
470 remove_ob (op); 454 op->destroy ();
471 free_object (op);
472 return; 455 return;
473 } 456 }
474
475 tmp->x = op->x;
476 tmp->y = op->y;
477 457
478 /* special for bombs - it actually has sane values for these */ 458 /* special for bombs - it actually has sane values for these */
479 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB) 459 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB)
480 { 460 {
481 tmp->attacktype = op->attacktype; 461 tmp->attacktype = op->attacktype;
485 } 465 }
486 else 466 else
487 { 467 {
488 if (op->attacktype & AT_MAGIC) 468 if (op->attacktype & AT_MAGIC)
489 tmp->attacktype |= AT_MAGIC; 469 tmp->attacktype |= AT_MAGIC;
470
490 /* Spell doc describes what is going on here */ 471 /* Spell doc describes what is going on here */
491 tmp->stats.dam = op->dam_modifier; 472 tmp->stats.dam = op->dam_modifier;
492 tmp->range = op->stats.maxhp; 473 tmp->range = op->stats.maxhp;
493 tmp->duration = op->stats.hp; 474 tmp->duration = op->stats.hp;
494 /* Used for spell tracking - just need a unique val for this spell - 475 /* Used for spell tracking - just need a unique val for this spell -
502 tmp->stats.sp = op->direction; 483 tmp->stats.sp = op->direction;
503 484
504 /* Prevent recursion */ 485 /* Prevent recursion */
505 op->move_on = 0; 486 op->move_on = 0;
506 487
507 insert_ob_in_map (tmp, op->map, op, 0); 488 tmp->insert_at (op, op);
508 /* remove the firebullet */ 489 /* remove the firebullet */
509 if (!was_destroyed (op, op_tag)) 490 op->destroy ();
510 {
511 remove_ob (op);
512 free_object (op);
513 }
514} 491}
515
516
517 492
518/* checks to see what op should do, given the space it is on 493/* checks to see what op should do, given the space it is on
519 * (eg, explode, damage player, etc) 494 * (eg, explode, damage player, etc)
520 */ 495 */
521
522void 496void
523check_bullet (object *op) 497check_bullet (object *op)
524{ 498{
525 tag_t op_tag = op->count, tmp_tag;
526 object *tmp; 499 object *tmp;
527 int dam, mflags; 500 int dam, mflags;
528 mapstruct *m; 501 maptile *m;
529 sint16 sx, sy; 502 sint16 sx, sy;
530 503
531 mflags = get_map_flags (op->map, &m, op->x, op->y, &sx, &sy); 504 mflags = get_map_flags (op->map, &m, op->x, op->y, &sx, &sy);
532 505
533 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy))) 506 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
542 515
543 /* If nothing alive on this space, no reason to do anything further */ 516 /* If nothing alive on this space, no reason to do anything further */
544 if (!(mflags & P_IS_ALIVE)) 517 if (!(mflags & P_IS_ALIVE))
545 return; 518 return;
546 519
547 for (tmp = get_map_ob (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 520 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
548 { 521 {
549 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 522 if (QUERY_FLAG (tmp, FLAG_ALIVE))
550 { 523 {
551 tmp_tag = tmp->count;
552 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1); 524 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1);
553 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)
554 { 526 {
555 if (!QUERY_FLAG (op, FLAG_REMOVED)) 527 if (!QUERY_FLAG (op, FLAG_REMOVED))
556 { 528 {
557 remove_ob (op); 529 op->destroy ();
558 free_object (op);
559 return; 530 return;
560 } 531 }
561 } 532 }
562 } 533 }
563 } 534 }
564} 535}
565
566 536
567/* Basically, we move 'op' one square, and if it hits something, 537/* Basically, we move 'op' one square, and if it hits something,
568 * call check_bullet. 538 * call check_bullet.
569 * This function is only applicable to bullets, but not to all 539 * This function is only applicable to bullets, but not to all
570 * fired arches (eg, bolts). 540 * fired arches (eg, bolts).
571 */ 541 */
572
573void 542void
574move_bullet (object *op) 543move_bullet (object *op)
575{ 544{
576 sint16 new_x, new_y; 545 sint16 new_x, new_y;
577 int mflags; 546 int mflags;
578 mapstruct *m; 547 maptile *m;
579 548
580#if 0 549#if 0
581 /* We need a better general purpose way to do this */ 550 /* We need a better general purpose way to do this */
582 551
583 /* peterm: added to make comet leave a trail of burnouts 552 /* peterm: added to make comet leave a trail of burnouts
584 it's an unadulterated hack, but the effect is cool. */ 553 it's an unadulterated hack, but the effect is cool. */
585 if (op->stats.sp == SP_METEOR) 554 if (op->stats.sp == SP_METEOR)
586 { 555 {
587 replace_insert_ob_in_map ("fire_trail", op); 556 replace_insert_ob_in_map ("fire_trail", op);
588 if (was_destroyed (op, op_tag)) 557 if (op->destroyed ())
589 return; 558 return;
590 } /* end addition. */ 559 } /* end addition. */
591#endif 560#endif
592 561
593 /* Reached the end of its life - remove it */ 562 /* Reached the end of its life - remove it */
594 if (--op->range <= 0) 563 if (--op->range <= 0)
595 { 564 {
596 if (op->other_arch) 565 if (op->other_arch)
597 {
598 explode_bullet (op); 566 explode_bullet (op);
599 }
600 else 567 else
601 { 568 op->destroy ();
602 remove_ob (op); 569
603 free_object (op);
604 }
605 return; 570 return;
606 } 571 }
607 572
608 new_x = op->x + DIRX (op); 573 new_x = op->x + DIRX (op);
609 new_y = op->y + DIRY (op); 574 new_y = op->y + DIRY (op);
610 m = op->map; 575 m = op->map;
611 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);
612 577
613 if (mflags & P_OUT_OF_MAP) 578 if (mflags & P_OUT_OF_MAP)
614 { 579 {
615 remove_ob (op); 580 op->destroy ();
616 free_object (op);
617 return; 581 return;
618 } 582 }
619 583
620 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)))
621 { 585 {
622 if (op->other_arch) 586 if (op->other_arch)
623 {
624 explode_bullet (op); 587 explode_bullet (op);
625 }
626 else 588 else
627 { 589 op->destroy ();
628 remove_ob (op); 590
629 free_object (op);
630 }
631 return; 591 return;
632 } 592 }
633 593
634 remove_ob (op); 594 if (!(op = m->insert (op, new_x, new_y, op)))
635 op->x = new_x;
636 op->y = new_y;
637 if ((op = insert_ob_in_map (op, m, op, 0)) == NULL)
638 return; 595 return;
639 596
640 if (reflwall (op->map, op->x, op->y, op)) 597 if (reflwall (op->map, op->x, op->y, op))
641 { 598 {
642 op->direction = absdir (op->direction + 4); 599 op->direction = absdir (op->direction + 4);
643 update_turn_face (op); 600 update_turn_face (op);
644 } 601 }
645 else 602 else
646 {
647 check_bullet (op); 603 check_bullet (op);
648 }
649} 604}
650
651
652
653 605
654/* fire_bullet 606/* fire_bullet
655 * object op (cast from caster) files a bolt in dir. 607 * object op (cast from caster) files a bolt in dir.
656 * spob is the spell object for the bolt. 608 * spob is the spell object for the bolt.
657 * we remove the magic flag - that can be derived from 609 * we remove the magic flag - that can be derived from
658 * spob->attacktype. 610 * spob->attacktype.
659 * This function sets up the appropriate owner and skill 611 * This function sets up the appropriate owner and skill
660 * pointers. 612 * pointers.
661 */ 613 */
662
663int 614int
664fire_bullet (object *op, object *caster, int dir, object *spob) 615fire_bullet (object *op, object *caster, int dir, object *spob)
665{ 616{
666 object *tmp = NULL; 617 object *tmp = NULL;
667 int mflags; 618 int mflags;
688 639
689 tmp->direction = dir; 640 tmp->direction = dir;
690 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) 641 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
691 SET_ANIMATION (tmp, dir); 642 SET_ANIMATION (tmp, dir);
692 643
693 set_owner (tmp, op); 644 tmp->set_owner (op);
694 set_spell_skill (op, caster, spob, tmp); 645 set_spell_skill (op, caster, spob, tmp);
695 646
696 tmp->x = op->x + freearr_x[dir]; 647 tmp->x = op->x + freearr_x[dir];
697 tmp->y = op->y + freearr_y[dir]; 648 tmp->y = op->y + freearr_y[dir];
698 tmp->map = op->map; 649 tmp->map = op->map;
699 650
651 maptile *newmap;
700 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);
701 if (mflags & P_OUT_OF_MAP) 653 if (mflags & P_OUT_OF_MAP)
702 { 654 {
703 free_object (tmp); 655 tmp->destroy ();
704 return 0; 656 return 0;
705 } 657 }
658
659 tmp->map = newmap;
660
706 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)))
707 { 662 {
708 if (!QUERY_FLAG (tmp, FLAG_REFLECTING)) 663 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
709 { 664 {
710 free_object (tmp); 665 tmp->destroy ();
711 return 0; 666 return 0;
712 } 667 }
668
713 tmp->x = op->x; 669 tmp->x = op->x;
714 tmp->y = op->y; 670 tmp->y = op->y;
715 tmp->direction = absdir (tmp->direction + 4); 671 tmp->direction = absdir (tmp->direction + 4);
716 tmp->map = op->map; 672 tmp->map = op->map;
717 } 673 }
718 if ((tmp = insert_ob_in_map (tmp, tmp->map, op, 0)) != NULL) 674
719 { 675 if ((tmp = tmp->insert_at (tmp, op)))
720 check_bullet (tmp); 676 check_bullet (tmp);
721 } 677
722 return 1; 678 return 1;
723} 679}
724
725
726
727 680
728/***************************************************************************** 681/*****************************************************************************
729 * 682 *
730 * CONE RELATED FUNCTIONS 683 * CONE RELATED FUNCTIONS
731 * 684 *
732 *****************************************************************************/ 685 *****************************************************************************/
733 686
734
735/* 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" */
736void 688void
737cone_drop (object *op) 689cone_drop (object *op)
738{ 690{
739 object *new_ob = arch_to_object (op->other_arch); 691 object *new_ob = arch_to_object (op->other_arch);
740 692
741 new_ob->x = op->x;
742 new_ob->y = op->y;
743 new_ob->level = op->level; 693 new_ob->level = op->level;
744 set_owner (new_ob, op->owner); 694 new_ob->set_owner (op->owner);
745 695
746 /* preserve skill ownership */ 696 /* preserve skill ownership */
747 if (op->skill && op->skill != new_ob->skill) 697 if (op->skill && op->skill != new_ob->skill)
748 {
749 new_ob->skill = op->skill; 698 new_ob->skill = op->skill;
750 }
751 insert_ob_in_map (new_ob, op->map, op, 0);
752 699
700 new_ob->insert_at (op, op);
753} 701}
754 702
755/* 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 */
756 704
757void 705void
758move_cone (object *op) 706move_cone (object *op)
759{ 707{
760 int i; 708 int i;
761 tag_t tag;
762 709
763 /* if no map then hit_map will crash so just ignore object */ 710 /* if no map then hit_map will crash so just ignore object */
764 if (!op->map) 711 if (!op->map)
765 { 712 {
766 LOG (llevError, "Tried to move_cone object %s without a map.\n", op->name ? &op->name : "unknown"); 713 LOG (llevError, "Tried to move_cone object %s without a map.\n", op->name ? &op->name : "unknown");
767 op->speed = 0; 714 op->set_speed (0);
768 update_ob_speed (op);
769 return; 715 return;
770 } 716 }
771 717
772 /* lava saves it's life, but not yours :) */ 718 /* lava saves it's life, but not yours :) */
773 if (QUERY_FLAG (op, FLAG_LIFESAVE)) 719 if (QUERY_FLAG (op, FLAG_LIFESAVE))
779#if 0 725#if 0
780 /* Disable this - enabling it makes monsters easier, as 726 /* Disable this - enabling it makes monsters easier, as
781 * when their cone dies when they die. 727 * when their cone dies when they die.
782 */ 728 */
783 /* If no owner left, the spell dies out. */ 729 /* If no owner left, the spell dies out. */
784 if (get_owner (op) == NULL) 730 if (op->owner == NULL)
785 { 731 {
786 remove_ob (op); 732 op->destroy ();
787 free_object (op);
788 return; 733 return;
789 } 734 }
790#endif 735#endif
791 736
792 tag = op->count;
793 hit_map (op, 0, op->attacktype, 0); 737 hit_map (op, 0, op->attacktype, 0);
794 738
795 /* Check to see if we should push anything. 739 /* Check to see if we should push anything.
796 * Spell objects with weight push whatever they encounter to some 740 * Spell objects with weight push whatever they encounter to some
797 * degree. 741 * degree.
798 */ 742 */
799 if (op->weight) 743 if (op->weight)
800 check_spell_knockback (op); 744 check_spell_knockback (op);
801 745
802 if (was_destroyed (op, tag)) 746 if (op->destroyed ())
803 return; 747 return;
804 748
805 if ((op->duration--) < 0) 749 if ((op->duration--) < 0)
806 { 750 {
807 remove_ob (op); 751 op->destroy ();
808 free_object (op);
809 return; 752 return;
810 } 753 }
811 /* Object has hit maximum range, so don't have it move 754 /* Object has hit maximum range, so don't have it move
812 * any further. When the duration above expires, 755 * any further. When the duration above expires,
813 * then the object will get removed. 756 * then the object will get removed.
822 { 765 {
823 sint16 x = op->x + freearr_x[absdir (op->stats.sp + i)], y = op->y + freearr_y[absdir (op->stats.sp + i)]; 766 sint16 x = op->x + freearr_x[absdir (op->stats.sp + i)], y = op->y + freearr_y[absdir (op->stats.sp + i)];
824 767
825 if (ok_to_put_more (op->map, x, y, op, op->attacktype)) 768 if (ok_to_put_more (op->map, x, y, op, op->attacktype))
826 { 769 {
827 object *tmp = get_object (); 770 object *tmp = op->clone ();
828
829 copy_object (op, tmp);
830 tmp->x = x;
831 tmp->y = y;
832 771
833 tmp->duration = op->duration + 1; 772 tmp->duration = op->duration + 1;
834 773
835 /* Use for spell tracking - see ok_to_put_more() */ 774 /* Use for spell tracking - see ok_to_put_more() */
836 tmp->stats.maxhp = op->stats.maxhp; 775 tmp->stats.maxhp = op->stats.maxhp;
837 insert_ob_in_map (tmp, op->map, op, 0); 776
777 op->map->insert (tmp, x, y, op);
778
838 if (tmp->other_arch) 779 if (tmp->other_arch)
839 cone_drop (tmp); 780 cone_drop (tmp);
840 } 781 }
841 } 782 }
842} 783}
852int 793int
853cast_cone (object *op, object *caster, int dir, object *spell) 794cast_cone (object *op, object *caster, int dir, object *spell)
854{ 795{
855 object *tmp; 796 object *tmp;
856 int i, success = 0, range_min = -1, range_max = 1; 797 int i, success = 0, range_min = -1, range_max = 1;
857 mapstruct *m; 798 maptile *m;
858 sint16 sx, sy; 799 sint16 sx, sy;
859 MoveType movetype; 800 MoveType movetype;
860 801
861 if (!spell->other_arch) 802 if (!spell->other_arch)
862 return 0; 803 return 0;
875 816
876 /* Need to know what the movetype of the object we are about 817 /* Need to know what the movetype of the object we are about
877 * to create is, so we can know if the space we are about to 818 * to create is, so we can know if the space we are about to
878 * insert it into is blocked. 819 * insert it into is blocked.
879 */ 820 */
880 movetype = spell->other_arch->clone.move_type; 821 movetype = spell->other_arch->move_type;
881 822
882 for (i = range_min; i <= range_max; i++) 823 for (i = range_min; i <= range_max; i++)
883 { 824 {
884 sint16 x, y, d; 825 sint16 x, y, d;
885 826
918 if ((movetype & GET_MAP_MOVE_BLOCK (m, sx, sy)) == movetype) 859 if ((movetype & GET_MAP_MOVE_BLOCK (m, sx, sy)) == movetype)
919 continue; 860 continue;
920 861
921 success = 1; 862 success = 1;
922 tmp = arch_to_object (spell->other_arch); 863 tmp = arch_to_object (spell->other_arch);
923 set_owner (tmp, op); 864 tmp->set_owner (op);
924 set_spell_skill (op, caster, spell, tmp); 865 set_spell_skill (op, caster, spell, tmp);
925 tmp->level = caster_level (caster, spell); 866 tmp->level = caster_level (caster, spell);
926 tmp->x = sx;
927 tmp->y = sy;
928 tmp->attacktype = spell->attacktype; 867 tmp->attacktype = spell->attacktype;
929 868
930 /* holy word stuff */ 869 /* holy word stuff */
931 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER)) 870 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER))
932 if (!tailor_god_spell (tmp, op)) 871 if (!tailor_god_spell (tmp, op))
966 else 905 else
967 tmp->duration += caster->level / 3; 906 tmp->duration += caster->level / 3;
968 } 907 }
969 908
970 if (!(tmp->move_type & MOVE_FLY_LOW)) 909 if (!(tmp->move_type & MOVE_FLY_LOW))
971 LOG (llevDebug, "cast_cone(): arch %s doesn't have flying 1\n", &spell->other_arch->name); 910 LOG (llevDebug, "cast_cone(): arch %s doesn't have flying 1\n", &spell->other_arch->archname);
972 911
973 if (!tmp->move_on && tmp->stats.dam) 912 if (!tmp->move_on && tmp->stats.dam)
974 {
975 LOG (llevDebug, "cast_cone(): arch %s doesn't have move_on set\n", &spell->other_arch->name); 913 LOG (llevDebug, "cast_cone(): arch %s doesn't have move_on set\n", &spell->other_arch->archname);
976 }
977 914
978 insert_ob_in_map (tmp, m, op, 0); 915 m->insert (tmp, sx, sy, op);
979 916
980 /* This is used for tracking spells so that one effect doesn't hit 917 /* This is used for tracking spells so that one effect doesn't hit
981 * a single space too many times. 918 * a single space too many times.
982 */ 919 */
983 tmp->stats.maxhp = tmp->count; 920 tmp->stats.maxhp = tmp->count;
993 * 930 *
994 * BOMB related code 931 * BOMB related code
995 * 932 *
996 ****************************************************************************/ 933 ****************************************************************************/
997 934
998
999/* This handles an exploding bomb. 935/* This handles an exploding bomb.
1000 * op is the original bomb object. 936 * op is the original bomb object.
1001 */ 937 */
1002void 938void
1003animate_bomb (object *op) 939animate_bomb (object *op)
1004{ 940{
1005 int i; 941 int i;
1006 object *env, *tmp; 942 object *env, *tmp;
1007 archetype *at;
1008 943
1009 if (op->state != NUM_ANIMATIONS (op) - 1) 944 if (op->state != NUM_ANIMATIONS (op) - 1)
1010 return; 945 return;
1011 946
1012 env = object_get_env_recursive (op); 947 env = object_get_env_recursive (op);
1017 return; 952 return;
1018 953
1019 if (env->type == PLAYER) 954 if (env->type == PLAYER)
1020 esrv_del_item (env->contr, op->count); 955 esrv_del_item (env->contr, op->count);
1021 956
1022 remove_ob (op); 957 if (!(op = op->insert_at (env, op)))
1023 op->x = env->x;
1024 op->y = env->y;
1025 if ((op = insert_ob_in_map (op, env->map, op, 0)) == NULL)
1026 return; 958 return;
1027 } 959 }
1028 960
1029 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent bomb from exploding 961 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent bomb from exploding
1030 // on a safe map. I don't like this special casing, but it seems to be neccessary 962 // on a safe map. I don't like this special casing, but it seems to be neccessary
1031 // as bombs can be carried. 963 // as bombs can be carried.
1032 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE) 964 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
1033 { 965 {
1034 remove_ob (op); 966 op->destroy ();
1035 free_object (op);
1036 return; 967 return;
1037 } 968 }
1038 969
1039 /* This copies a lot of the code from the fire bullet, 970 /* This copies a lot of the code from the fire bullet,
1040 * but using the cast_bullet isn't really feasible, 971 * but using the cast_bullet isn't really feasible,
1041 * so just set up the appropriate values. 972 * so just set up the appropriate values.
1042 */ 973 */
1043 at = archetype::find (SPLINT); 974 if (archetype *at = archetype::find (SPLINT))
1044 if (at)
1045 { 975 {
1046 for (i = 1; i < 9; i++) 976 for (i = 1; i < 9; i++)
1047 { 977 {
1048 if (out_of_map (op->map, op->x + freearr_x[i], op->y + freearr_x[i])) 978 if (out_of_map (op->map, op->x + freearr_x[i], op->y + freearr_x[i]))
1049 continue; 979 continue;
980
1050 tmp = arch_to_object (at); 981 tmp = arch_to_object (at);
1051 tmp->direction = i; 982 tmp->direction = i;
1052 tmp->range = op->range; 983 tmp->range = op->range;
1053 tmp->stats.dam = op->stats.dam; 984 tmp->stats.dam = op->stats.dam;
1054 tmp->duration = op->duration; 985 tmp->duration = op->duration;
1055 tmp->attacktype = op->attacktype; 986 tmp->attacktype = op->attacktype;
1056 copy_owner (tmp, op); 987 tmp->set_owner (op);
1057 if (op->skill && op->skill != tmp->skill) 988 if (op->skill && op->skill != tmp->skill)
1058 {
1059 tmp->skill = op->skill; 989 tmp->skill = op->skill;
1060 } 990
1061 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) 991 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
1062 SET_ANIMATION (tmp, i); 992 SET_ANIMATION (tmp, i);
1063 tmp->x = op->x + freearr_x[i]; 993
1064 tmp->y = op->y + freearr_x[i]; 994 op->map->insert (tmp, op->x + freearr_x[i], op->y + freearr_x[i], op);
1065 insert_ob_in_map (tmp, op->map, op, 0);
1066 move_bullet (tmp); 995 move_bullet (tmp);
1067 } 996 }
1068 } 997 }
1069 998
1070 explode_bullet (op); 999 explode_bullet (op);
1075{ 1004{
1076 1005
1077 object *tmp; 1006 object *tmp;
1078 int mflags; 1007 int mflags;
1079 sint16 dx = op->x + freearr_x[dir], dy = op->y + freearr_y[dir]; 1008 sint16 dx = op->x + freearr_x[dir], dy = op->y + freearr_y[dir];
1080 mapstruct *m; 1009 maptile *m;
1081 1010
1082 mflags = get_map_flags (op->map, &m, dx, dy, &dx, &dy); 1011 mflags = get_map_flags (op->map, &m, dx, dy, &dx, &dy);
1083 if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, dx, dy) & MOVE_WALK)) 1012 if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, dx, dy) & MOVE_WALK))
1084 { 1013 {
1085 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way."); 1014 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way.");
1091 tmp->range = spell->range + SP_level_range_adjust (caster, spell); 1020 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
1092 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1021 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1093 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell); 1022 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
1094 tmp->attacktype = spell->attacktype; 1023 tmp->attacktype = spell->attacktype;
1095 1024
1096 set_owner (tmp, op); 1025 tmp->set_owner (op);
1097 set_spell_skill (op, caster, spell, tmp); 1026 set_spell_skill (op, caster, spell, tmp);
1098 tmp->x = dx; 1027
1099 tmp->y = dy; 1028 m->insert (tmp, dx, dy, op);
1100 insert_ob_in_map (tmp, m, op, 0);
1101 return 1; 1029 return 1;
1102} 1030}
1103 1031
1104/**************************************************************************** 1032/****************************************************************************
1105 * 1033 *
1114 * dir is the direction to look in. 1042 * dir is the direction to look in.
1115 * range is how far out to look. 1043 * range is how far out to look.
1116 * type is the type of spell - either SPELL_MANA or SPELL_GRACE. 1044 * type is the type of spell - either SPELL_MANA or SPELL_GRACE.
1117 * this info is used for blocked magic/unholy spaces. 1045 * this info is used for blocked magic/unholy spaces.
1118 */ 1046 */
1119
1120object * 1047object *
1121get_pointed_target (object *op, int dir, int range, int type) 1048get_pointed_target (object *op, int dir, int range, int type)
1122{ 1049{
1123 object *target; 1050 object *target;
1124 sint16 x, y; 1051 sint16 x, y;
1125 int dist, mflags; 1052 int dist, mflags;
1126 mapstruct *mp; 1053 maptile *mp;
1127 1054
1128 if (dir == 0) 1055 if (dir == 0)
1129 return NULL; 1056 return NULL;
1130 1057
1131 for (dist = 1; dist < range; dist++) 1058 for (dist = 1; dist < range; dist++)
1143 return NULL; 1070 return NULL;
1144 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW) 1071 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW)
1145 return NULL; 1072 return NULL;
1146 1073
1147 if (mflags & P_IS_ALIVE) 1074 if (mflags & P_IS_ALIVE)
1148 {
1149 for (target = get_map_ob (mp, x, y); target; target = target->above) 1075 for (target = GET_MAP_OB (mp, x, y); target; target = target->above)
1150 { 1076 if (QUERY_FLAG (target, FLAG_MONSTER))
1151 if (QUERY_FLAG (target->head ? target->head : target, FLAG_MONSTER))
1152 {
1153 return target; 1077 return target;
1154 }
1155 }
1156 }
1157 } 1078 }
1079
1158 return NULL; 1080 return NULL;
1159} 1081}
1160
1161 1082
1162/* cast_smite_arch() - the priest points to a creature and causes 1083/* cast_smite_arch() - the priest points to a creature and causes
1163 * a 'godly curse' to decend. 1084 * a 'godly curse' to decend.
1164 * usual params - 1085 * usual params -
1165 * op = player 1086 * op = player
1221 if (effect->attacktype & AT_DEATH) 1142 if (effect->attacktype & AT_DEATH)
1222 { 1143 {
1223 effect->level = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1144 effect->level = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1224 1145
1225 /* casting death spells at undead isn't a good thing */ 1146 /* casting death spells at undead isn't a good thing */
1226 if QUERY_FLAG
1227 (target, FLAG_UNDEAD) 1147 if (QUERY_FLAG (target, FLAG_UNDEAD))
1228 { 1148 {
1229 if (random_roll (0, 2, op, PREFER_LOW)) 1149 if (random_roll (0, 2, op, PREFER_LOW))
1230 { 1150 {
1231 new_draw_info (NDI_UNIQUE, 0, op, "Idiot! Your spell boomerangs!"); 1151 new_draw_info (NDI_UNIQUE, 0, op, "Idiot! Your spell boomerangs!");
1232 effect->x = op->x; 1152 effect->x = op->x;
1234 } 1154 }
1235 else 1155 else
1236 { 1156 {
1237 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s looks stronger!", query_name (target)); 1157 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s looks stronger!", query_name (target));
1238 target->stats.hp = target->stats.maxhp * 2; 1158 target->stats.hp = target->stats.maxhp * 2;
1239 free_object (effect); 1159 effect->destroy ();
1240 return 0; 1160 return 0;
1241 } 1161 }
1242 } 1162 }
1243 } 1163 }
1244 else 1164 else
1245 { 1165 {
1246 /* how much woe to inflict :) */ 1166 /* how much woe to inflict :) */
1247 effect->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1167 effect->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1248 } 1168 }
1249 1169
1250 set_owner (effect, op); 1170 effect->set_owner (op);
1251 set_spell_skill (op, caster, spell, effect); 1171 set_spell_skill (op, caster, spell, effect);
1252 1172
1253 /* ok, tell it where to be, and insert! */ 1173 /* ok, tell it where to be, and insert! */
1254 effect->x = target->x; 1174 effect->insert_at (target, op);
1255 effect->y = target->y;
1256 insert_ob_in_map (effect, target->map, op, 0);
1257 1175
1258 return 1; 1176 return 1;
1259} 1177}
1260 1178
1261 1179
1271move_missile (object *op) 1189move_missile (object *op)
1272{ 1190{
1273 int i, mflags; 1191 int i, mflags;
1274 object *owner; 1192 object *owner;
1275 sint16 new_x, new_y; 1193 sint16 new_x, new_y;
1276 mapstruct *m; 1194 maptile *m;
1277 1195
1278 if (op->range-- <= 0) 1196 if (op->range-- <= 0)
1279 { 1197 {
1280 remove_ob (op); 1198 op->destroy ();
1281 free_object (op);
1282 return; 1199 return;
1283 } 1200 }
1284 1201
1285 owner = get_owner (op); 1202 owner = op->owner;
1286#if 0 1203#if 0
1287 /* It'd make things nastier if this wasn't here - spells cast by 1204 /* It'd make things nastier if this wasn't here - spells cast by
1288 * monster that are then killed would continue to survive 1205 * monster that are then killed would continue to survive
1289 */ 1206 */
1290 if (owner == NULL) 1207 if (owner == NULL)
1291 { 1208 {
1292 remove_ob (op); 1209 op->destroy ();
1293 free_object (op);
1294 return; 1210 return;
1295 } 1211 }
1296#endif 1212#endif
1297 1213
1298 new_x = op->x + DIRX (op); 1214 new_x = op->x + DIRX (op);
1300 1216
1301 mflags = get_map_flags (op->map, &m, new_x, new_y, &new_x, &new_y); 1217 mflags = get_map_flags (op->map, &m, new_x, new_y, &new_x, &new_y);
1302 1218
1303 if (!(mflags & P_OUT_OF_MAP) && ((mflags & P_IS_ALIVE) || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y)))) 1219 if (!(mflags & P_OUT_OF_MAP) && ((mflags & P_IS_ALIVE) || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y))))
1304 { 1220 {
1305 tag_t tag = op->count;
1306
1307 hit_map (op, op->direction, AT_MAGIC, 1); 1221 hit_map (op, op->direction, AT_MAGIC, 1);
1308 /* Basically, missile only hits one thing then goes away. 1222 /* Basically, missile only hits one thing then goes away.
1309 * we need to remove it if someone hasn't already done so. 1223 * we need to remove it if someone hasn't already done so.
1310 */ 1224 */
1311 if (!was_destroyed (op, tag)) 1225 if (!op->destroyed ())
1312 { 1226 op->destroy ();
1313 remove_ob (op); 1227
1314 free_object (op);
1315 }
1316 return; 1228 return;
1317 } 1229 }
1318 1230
1319 remove_ob (op); 1231 op->remove ();
1232
1320 if (!op->direction || (mflags & P_OUT_OF_MAP)) 1233 if (!op->direction || (mflags & P_OUT_OF_MAP))
1321 { 1234 {
1322 free_object (op); 1235 op->destroy ();
1323 return; 1236 return;
1324 } 1237 }
1325 op->x = new_x; 1238
1326 op->y = new_y; 1239 i = spell_find_dir (m, new_x, new_y, op->owner);
1327 op->map = m;
1328 i = spell_find_dir (op->map, op->x, op->y, get_owner (op));
1329 if (i > 0 && i != op->direction) 1240 if (i > 0 && i != op->direction)
1330 { 1241 {
1331 op->direction = i; 1242 op->direction = i;
1332 SET_ANIMATION (op, op->direction); 1243 SET_ANIMATION (op, op->direction);
1333 } 1244 }
1334 insert_ob_in_map (op, op->map, op, 0); 1245
1246 m->insert (op, new_x, new_y, op);
1335} 1247}
1336 1248
1337/**************************************************************************** 1249/****************************************************************************
1338 * Destruction 1250 * Destruction
1339 ****************************************************************************/ 1251 ****************************************************************************/
1376 return 0; 1288 return 0;
1377 } 1289 }
1378 return 1; 1290 return 1;
1379} 1291}
1380 1292
1381
1382
1383
1384int 1293int
1385cast_destruction (object *op, object *caster, object *spell_ob) 1294cast_destruction (object *op, object *caster, object *spell_ob)
1386{ 1295{
1387 int i, j, range, mflags, friendly = 0, dam, dur; 1296 int i, j, range, mflags, friendly = 0, dam, dur;
1388 sint16 sx, sy; 1297 sint16 sx, sy;
1389 mapstruct *m; 1298 maptile *m;
1390 object *tmp; 1299 object *tmp;
1391 const char *skill; 1300 const char *skill;
1392 1301
1393 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob); 1302 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
1394 dam = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob); 1303 dam = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob);
1408 else if (caster->skill) 1317 else if (caster->skill)
1409 op->skill = caster->skill; 1318 op->skill = caster->skill;
1410 else 1319 else
1411 op->skill = NULL; 1320 op->skill = NULL;
1412 1321
1413 change_skill (op, find_skill_by_name (op, op->skill), 1); 1322 op->change_skill (find_skill_by_name (op, op->skill));
1414 1323
1415 for (i = -range; i < range; i++) 1324 for (i = -range; i < range; i++)
1416 { 1325 {
1417 for (j = -range; j < range; j++) 1326 for (j = -range; j < range; j++)
1418 { 1327 {
1419 m = op->map; 1328 m = op->map;
1420 sx = op->x + i; 1329 sx = op->x + i;
1421 sy = op->y + j; 1330 sy = op->y + j;
1331
1422 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy); 1332 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
1423 if (mflags & P_OUT_OF_MAP) 1333 if (mflags & P_OUT_OF_MAP)
1424 continue; 1334 continue;
1335
1425 if (mflags & P_IS_ALIVE) 1336 if (mflags & P_IS_ALIVE)
1426 { 1337 {
1427 for (tmp = get_map_ob (m, sx, sy); tmp; tmp = tmp->above) 1338 for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above)
1428 {
1429 if (QUERY_FLAG (tmp, FLAG_ALIVE) || tmp->type == PLAYER) 1339 if (QUERY_FLAG (tmp, FLAG_ALIVE) || tmp->type == PLAYER)
1430 break; 1340 break;
1431 } 1341
1432 if (tmp) 1342 if (tmp)
1433 { 1343 {
1434 if (tmp->head) 1344 if (tmp->head)
1435 tmp = tmp->head; 1345 tmp = tmp->head;
1436 1346
1439 { 1349 {
1440 if (spell_ob->subtype == SP_DESTRUCTION) 1350 if (spell_ob->subtype == SP_DESTRUCTION)
1441 { 1351 {
1442 hit_player (tmp, dam, op, spell_ob->attacktype, 0); 1352 hit_player (tmp, dam, op, spell_ob->attacktype, 0);
1443 if (spell_ob->other_arch) 1353 if (spell_ob->other_arch)
1444 {
1445 tmp = arch_to_object (spell_ob->other_arch); 1354 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op);
1446 tmp->x = sx;
1447 tmp->y = sy;
1448 insert_ob_in_map (tmp, m, op, 0);
1449 }
1450 } 1355 }
1451 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist[ATNR_MAGIC] != 100) 1356 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist[ATNR_MAGIC] != 100)
1452 { 1357 {
1453 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch) 1358 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch)
1454 {
1455 object *effect = arch_to_object (spell_ob->other_arch); 1359 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op);
1456
1457 effect->x = sx;
1458 effect->y = sy;
1459 insert_ob_in_map (effect, m, op, 0);
1460 }
1461 } 1360 }
1462 } 1361 }
1463 } 1362 }
1464 } 1363 }
1465 } 1364 }
1466 } 1365 }
1366
1467 op->skill = skill; 1367 op->skill = skill;
1468 return 1; 1368 return 1;
1469} 1369}
1470 1370
1471/*************************************************************************** 1371/***************************************************************************
1531 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1431 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1532 } 1432 }
1533 return 1; 1433 return 1;
1534 } 1434 }
1535 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50; 1435 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1536 force->speed = 1.0; 1436 force->speed = 1.f;
1537 force->speed_left = -1.0; 1437 force->speed_left = -1.f;
1538 SET_FLAG (force, FLAG_APPLIED); 1438 SET_FLAG (force, FLAG_APPLIED);
1539 1439
1540 if (god) 1440 if (god)
1541 { 1441 {
1542 if (spell_ob->last_grace) 1442 if (spell_ob->last_grace)
1555 force->stats.ac = spell_ob->stats.ac; 1455 force->stats.ac = spell_ob->stats.ac;
1556 force->stats.wc = spell_ob->stats.wc; 1456 force->stats.wc = spell_ob->stats.wc;
1557 1457
1558 change_abil (tmp, force); /* Mostly to display any messages */ 1458 change_abil (tmp, force); /* Mostly to display any messages */
1559 insert_ob_in_ob (force, tmp); 1459 insert_ob_in_ob (force, tmp);
1560 fix_player (tmp); 1460 tmp->update_stats ();
1561 return 1; 1461 return 1;
1562 1462
1563} 1463}
1564
1565 1464
1566/********************************************************************** 1465/**********************************************************************
1567 * mood change 1466 * mood change
1568 * Arguably, this may or may not be an attack spell. But since it 1467 * Arguably, this may or may not be an attack spell. But since it
1569 * effects monsters, it seems best to put it into this file 1468 * effects monsters, it seems best to put it into this file
1576mood_change (object *op, object *caster, object *spell) 1475mood_change (object *op, object *caster, object *spell)
1577{ 1476{
1578 object *tmp, *god, *head; 1477 object *tmp, *god, *head;
1579 int done_one, range, mflags, level, at, best_at; 1478 int done_one, range, mflags, level, at, best_at;
1580 sint16 x, y, nx, ny; 1479 sint16 x, y, nx, ny;
1581 mapstruct *m; 1480 maptile *m;
1582 const char *race; 1481 const char *race;
1583 1482
1584 /* We precompute some values here so that we don't have to keep 1483 /* We precompute some values here so that we don't have to keep
1585 * doing it over and over again. 1484 * doing it over and over again.
1586 */ 1485 */
1599 else if (god && !strcmp (spell->race, "GOD_FRIEND")) 1498 else if (god && !strcmp (spell->race, "GOD_FRIEND"))
1600 race = god->race; 1499 race = god->race;
1601 else 1500 else
1602 race = spell->race; 1501 race = spell->race;
1603 1502
1604
1605 for (x = op->x - range; x <= op->x + range; x++) 1503 for (x = op->x - range; x <= op->x + range; x++)
1606 for (y = op->y - range; y <= op->y + range; y++) 1504 for (y = op->y - range; y <= op->y + range; y++)
1607 { 1505 {
1608
1609 done_one = 0; 1506 done_one = 0;
1610 m = op->map; 1507 m = op->map;
1611 nx = x; 1508 nx = x;
1612 ny = y; 1509 ny = y;
1613 mflags = get_map_flags (m, &m, x, y, &nx, &ny); 1510 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1616 1513
1617 /* If there is nothing living on this space, no need to go further */ 1514 /* If there is nothing living on this space, no need to go further */
1618 if (!(mflags & P_IS_ALIVE)) 1515 if (!(mflags & P_IS_ALIVE))
1619 continue; 1516 continue;
1620 1517
1518 // players can only affect spaces that they can actually see
1519 if (caster && caster->contr
1520 && caster->contr->visibility_at (m, nx, ny) < 70)
1521 continue;
1522
1621 for (tmp = get_map_ob (m, nx, ny); tmp; tmp = tmp->above) 1523 for (tmp = GET_MAP_TOP (m, nx, ny); tmp; tmp = tmp->below)
1622 if (QUERY_FLAG (tmp, FLAG_MONSTER)) 1524 if (QUERY_FLAG (tmp, FLAG_MONSTER))
1623 break; 1525 break;
1624 1526
1625 /* There can be living objects that are not monsters */ 1527 /* There can be living objects that are not monsters */
1626 if (!tmp || tmp->type == PLAYER) 1528 if (!tmp || tmp->type == PLAYER)
1633 head = tmp; 1535 head = tmp;
1634 1536
1635 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */ 1537 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */
1636 if (race && head->race && !strstr (race, head->race)) 1538 if (race && head->race && !strstr (race, head->race))
1637 continue; 1539 continue;
1540
1638 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD)) 1541 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD))
1639 continue; 1542 continue;
1640 1543
1641 /* Now do a bunch of stuff related to saving throws */ 1544 /* Now do a bunch of stuff related to saving throws */
1642 best_at = -1; 1545 best_at = -1;
1659 at -= level / 5; 1562 at -= level / 5;
1660 if (did_make_save (head, head->level, at)) 1563 if (did_make_save (head, head->level, at))
1661 continue; 1564 continue;
1662 } 1565 }
1663 else /* spell->attacktype */ 1566 else /* spell->attacktype */
1664 /*
1665 Spell has no attacktype (charm & such), so we'll have a specific saving:
1666 * if spell level < monster level, no go
1667 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) )
1668
1669 The chance will then be in the range [20-70] percent, not too bad.
1670
1671 This is required to fix the 'charm monster' abuse, where a player level 1 can
1672 charm a level 125 monster...
1673
1674 Ryo, august 14th
1675 */
1676 { 1567 {
1568 /*
1569 Spell has no attacktype (charm & such), so we'll have a specific saving:
1570 * if spell level < monster level, no go
1571 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) )
1572
1573 The chance will then be in the range [20-70] percent, not too bad.
1574
1575 This is required to fix the 'charm monster' abuse, where a player level 1 can
1576 charm a level 125 monster...
1577
1578 Ryo, august 14th
1579 */
1677 if (head->level > level) 1580 if (head->level > level)
1678 continue; 1581 continue;
1582
1679 if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + MIN (50, 2 * (level - head->level)))) 1583 if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + MIN (50, 2 * (level - head->level))))
1680 /* Failed, no effect */ 1584 /* Failed, no effect */
1681 continue; 1585 continue;
1682 } 1586 }
1683 1587
1684 /* Done with saving throw. Now start effecting the monster */ 1588 /* Done with saving throw. Now start affecting the monster */
1685 1589
1686 /* aggravation */ 1590 /* aggravation */
1687 if (QUERY_FLAG (spell, FLAG_MONSTER)) 1591 if (QUERY_FLAG (spell, FLAG_MONSTER))
1688 { 1592 {
1689 CLEAR_FLAG (head, FLAG_SLEEP); 1593 CLEAR_FLAG (head, FLAG_SLEEP);
1690 if (QUERY_FLAG (head, FLAG_FRIENDLY))
1691 remove_friendly_object (head); 1594 remove_friendly_object (head);
1692
1693 done_one = 1; 1595 done_one = 1;
1694 head->enemy = op; 1596 head->enemy = op;
1695 } 1597 }
1696 1598
1697 /* calm monsters */ 1599 /* calm monsters */
1706 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK)) 1608 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK))
1707 { 1609 {
1708 SET_FLAG (head, FLAG_BERSERK); 1610 SET_FLAG (head, FLAG_BERSERK);
1709 done_one = 1; 1611 done_one = 1;
1710 } 1612 }
1613
1711 /* charm */ 1614 /* charm */
1712 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY)) 1615 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY))
1713 { 1616 {
1714 SET_FLAG (head, FLAG_FRIENDLY);
1715 /* Prevent uncontolled outbreaks of self replicating monsters. 1617 /* Prevent uncontolled outbreaks of self replicating monsters.
1716 Typical use case is charm, go somwhere, use aggravation to make hostile. 1618 Typical use case is charm, go somwhere, use aggravation to make hostile.
1717 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */ 1619 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */
1718 CLEAR_FLAG (head, FLAG_GENERATOR); 1620 CLEAR_FLAG (head, FLAG_GENERATOR);
1719 set_owner (head, op); 1621 head->set_owner (op);
1720 set_spell_skill (op, caster, spell, head); 1622 set_spell_skill (op, caster, spell, head);
1721 add_friendly_object (head); 1623 add_friendly_object (head);
1722 head->attack_movement = PETMOVE; 1624 head->attack_movement = PETMOVE;
1723 done_one = 1; 1625 done_one = 1;
1724 change_exp (op, head->stats.exp / 2, head->skill, SK_EXP_ADD_SKILL); 1626 change_exp (op, head->stats.exp / 2, head->skill, SK_EXP_ADD_SKILL);
1725 head->stats.exp = 0; 1627 head->stats.exp = 0;
1726 } 1628 }
1727 1629
1728 /* If a monster was effected, put an effect in */ 1630 /* If a monster was effected, put an effect in */
1729 if (done_one && spell->other_arch) 1631 if (done_one && spell->other_arch)
1730 {
1731 tmp = arch_to_object (spell->other_arch); 1632 m->insert (arch_to_object (spell->other_arch), nx, ny, op);
1732 tmp->x = nx;
1733 tmp->y = ny;
1734 insert_ob_in_map (tmp, m, op, 0);
1735 }
1736 } /* for y */ 1633 } /* for y */
1737 1634
1738 return 1; 1635 return 1;
1739} 1636}
1740 1637
1750move_ball_spell (object *op) 1647move_ball_spell (object *op)
1751{ 1648{
1752 int i, j, dam_save, dir, mflags; 1649 int i, j, dam_save, dir, mflags;
1753 sint16 nx, ny, hx, hy; 1650 sint16 nx, ny, hx, hy;
1754 object *owner; 1651 object *owner;
1755 mapstruct *m; 1652 maptile *m;
1756 1653
1757 owner = get_owner (op); 1654 owner = op->owner;
1758 1655
1759 /* the following logic makes sure that the ball doesn't move into a wall, 1656 /* the following logic makes sure that the ball doesn't move into a wall,
1760 * and makes sure that it will move along a wall to try and get at it's 1657 * and makes sure that it will move along a wall to try and get at it's
1761 * victim. The block immediately below more or less chooses a random 1658 * victim. The block immediately below more or less chooses a random
1762 * offset to move the ball, eg, keep it mostly on course, with some 1659 * offset to move the ball, eg, keep it mostly on course, with some
1791 nx = op->x; 1688 nx = op->x;
1792 ny = op->y; 1689 ny = op->y;
1793 m = op->map; 1690 m = op->map;
1794 } 1691 }
1795 1692
1796 remove_ob (op); 1693 m->insert (op, nx, ny, op);
1797 op->y = ny;
1798 op->x = nx;
1799 insert_ob_in_map (op, m, op, 0);
1800 1694
1801 dam_save = op->stats.dam; /* save the original dam: we do halfdam on 1695 dam_save = op->stats.dam; /* save the original dam: we do halfdam on
1802 surrounding squares */ 1696 surrounding squares */
1803 1697
1804 /* loop over current square and neighbors to hit. 1698 /* loop over current square and neighbors to hit.
1805 * if this has an other_arch field, we insert that in 1699 * if this has an other_arch field, we insert that in
1806 * the surround spaces. 1700 * the surround spaces.
1807 */ 1701 */
1808 for (j = 0; j < 9; j++) 1702 for (j = 0; j < 9; j++)
1809 { 1703 {
1810 object *new_ob;
1811
1812 hx = nx + freearr_x[j]; 1704 hx = nx + freearr_x[j];
1813 hy = ny + freearr_y[j]; 1705 hy = ny + freearr_y[j];
1814 1706
1815 m = op->map; 1707 m = op->map;
1816 mflags = get_map_flags (m, &m, hx, hy, &hx, &hy); 1708 mflags = get_map_flags (m, &m, hx, hy, &hx, &hy);
1830 1722
1831 } 1723 }
1832 1724
1833 /* insert the other arch */ 1725 /* insert the other arch */
1834 if (op->other_arch && !(OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy)))) 1726 if (op->other_arch && !(OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy))))
1835 { 1727 m->insert (arch_to_object (op->other_arch), hx, hy, op);
1836 new_ob = arch_to_object (op->other_arch);
1837 new_ob->x = hx;
1838 new_ob->y = hy;
1839 insert_ob_in_map (new_ob, m, op, 0);
1840 }
1841 } 1728 }
1842 1729
1843 /* restore to the center location and damage */ 1730 /* restore to the center location and damage */
1844 op->stats.dam = dam_save; 1731 op->stats.dam = dam_save;
1845 1732
1846 i = spell_find_dir (op->map, op->x, op->y, get_owner (op)); 1733 i = spell_find_dir (op->map, op->x, op->y, op->owner);
1847 1734
1848 if (i >= 0) 1735 if (i >= 0)
1849 { /* we have a preferred direction! */ 1736 { /* we have a preferred direction! */
1850 /* pick another direction if the preferred dir is blocked. */ 1737 /* pick another direction if the preferred dir is blocked. */
1851 if (get_map_flags (op->map, &m, nx + freearr_x[i], ny + freearr_y[i], &hx, &hy) & P_OUT_OF_MAP || 1738 if (get_map_flags (op->map, &m, nx + freearr_x[i], ny + freearr_y[i], &hx, &hy) & P_OUT_OF_MAP ||
1852 OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy))) 1739 OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy)))
1853 {
1854 i = absdir (i + rndm (0, 2) - 1); /* -1, 0, +1 */ 1740 i = absdir (i + rndm (0, 2) - 1); /* -1, 0, +1 */
1855 } 1741
1856 op->direction = i; 1742 op->direction = i;
1857 } 1743 }
1858} 1744}
1859 1745
1860 1746
1872#if 0 1758#if 0
1873 static int cardinal_adjust[9] = { -3, -2, -1, 0, 0, 0, 1, 2, 3 }; 1759 static int cardinal_adjust[9] = { -3, -2, -1, 0, 0, 0, 1, 2, 3 };
1874 static int diagonal_adjust[10] = { -3, -2, -2, -1, 0, 0, 1, 2, 2, 3 }; 1760 static int diagonal_adjust[10] = { -3, -2, -2, -1, 0, 0, 1, 2, 2, 3 };
1875 sint16 target_x, target_y, origin_x, origin_y; 1761 sint16 target_x, target_y, origin_x, origin_y;
1876 int adjustdir; 1762 int adjustdir;
1877 mapstruct *m; 1763 maptile *m;
1878#endif 1764#endif
1879 int basedir; 1765 int basedir;
1880 object *owner; 1766 object *owner;
1881 1767
1882 owner = get_owner (op); 1768 owner = op->owner;
1883 if (op->duration == 0 || owner == NULL) 1769 if (op->duration == 0 || owner == NULL)
1884 { 1770 {
1885 remove_ob (op); 1771 op->destroy ();
1886 free_object (op);
1887 return; 1772 return;
1888 } 1773 }
1774
1889 op->duration--; 1775 op->duration--;
1890 1776
1891 basedir = op->direction; 1777 basedir = op->direction;
1892 if (basedir == 0) 1778 if (basedir == 0)
1893 { 1779 {
1898#if 0 1784#if 0
1899 // this is bogus: it causes wrong places to be checked below 1785 // this is bogus: it causes wrong places to be checked below
1900 // (a wall 2 cells away will block the effect...) and 1786 // (a wall 2 cells away will block the effect...) and
1901 // doesn't work for SP_BULLET anyhow, so again tests the wrong 1787 // doesn't work for SP_BULLET anyhow, so again tests the wrong
1902 // space. 1788 // space.
1903 // should be fixed later, but correctness before featurs... 1789 // should be fixed later, but correctness before features...
1904 // (schmorp) 1790 // (schmorp)
1905 1791
1906 /* new offset calculation to make swarm element distribution 1792 /* new offset calculation to make swarm element distribution
1907 * more uniform 1793 * more uniform
1908 */ 1794 */
1990 1876
1991 if (!spell->other_arch) 1877 if (!spell->other_arch)
1992 return 0; 1878 return 0;
1993 1879
1994 tmp = get_archetype (SWARM_SPELL); 1880 tmp = get_archetype (SWARM_SPELL);
1995 tmp->x = op->x;
1996 tmp->y = op->y;
1997 set_owner (tmp, op); /* needed so that if swarm elements kill, caster gets xp. */ 1881 tmp->set_owner (op); /* needed so that if swarm elements kill, caster gets xp. */
1998 set_spell_skill (op, caster, spell, tmp); 1882 set_spell_skill (op, caster, spell, tmp);
1999 1883
2000 tmp->level = caster_level (caster, spell); /*needed later, to get level dep. right. */ 1884 tmp->level = caster_level (caster, spell); /*needed later, to get level dep. right. */
2001 tmp->spell = arch_to_object (spell->other_arch); 1885 tmp->spell = arch_to_object (spell->other_arch);
2002 1886
2003 tmp->attacktype = tmp->spell->attacktype; 1887 tmp->attacktype = tmp->spell->attacktype;
2004 1888
2005 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) 1889 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
2006 {
2007 if (!tailor_god_spell (tmp, op)) 1890 if (!tailor_god_spell (tmp, op))
2008 return 1; 1891 return 1;
2009 } 1892
2010 tmp->duration = SP_level_duration_adjust (caster, spell); 1893 tmp->duration = SP_level_duration_adjust (caster, spell);
2011 for (i = 0; i < spell->duration; i++) 1894 for (i = 0; i < spell->duration; i++)
2012 tmp->duration += die_roll (1, 3, op, PREFER_HIGH); 1895 tmp->duration += die_roll (1, 3, op, PREFER_HIGH);
2013 1896
2014 tmp->direction = dir; 1897 tmp->direction = dir;
2015 tmp->invisible = 1; 1898 tmp->invisible = 1;
2016 insert_ob_in_map (tmp, op->map, op, 0); 1899
1900 tmp->insert_at (op, op);
2017 return 1; 1901 return 1;
2018} 1902}
2019 1903
2020 1904
2021/* See the spells documentation file for why this is its own 1905/* See the spells documentation file for why this is its own
2025cast_light (object *op, object *caster, object *spell, int dir) 1909cast_light (object *op, object *caster, object *spell, int dir)
2026{ 1910{
2027 object *target = NULL, *tmp = NULL; 1911 object *target = NULL, *tmp = NULL;
2028 sint16 x, y; 1912 sint16 x, y;
2029 int dam, mflags; 1913 int dam, mflags;
2030 mapstruct *m; 1914 maptile *m;
2031 1915
2032 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1916 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
2033 1917
2034 if (!dir) 1918 if (!dir)
2035 { 1919 {
2049 return 0; 1933 return 0;
2050 } 1934 }
2051 1935
2052 if (mflags & P_IS_ALIVE && spell->attacktype) 1936 if (mflags & P_IS_ALIVE && spell->attacktype)
2053 { 1937 {
2054 for (target = get_map_ob (m, x, y); target; target = target->above) 1938 for (target = GET_MAP_OB (m, x, y); target; target = target->above)
2055 if (QUERY_FLAG (target, FLAG_MONSTER)) 1939 if (QUERY_FLAG (target, FLAG_MONSTER))
2056 { 1940 {
2057 /* oky doky. got a target monster. Lets make a blinding attack */ 1941 /* oky doky. got a target monster. Lets make a blinding attack */
2058 if (target->head) 1942 if (target->head)
2059 target = target->head; 1943 target = target->head;
2081 { 1965 {
2082 tmp->glow_radius = spell->range + SP_level_range_adjust (caster, spell); 1966 tmp->glow_radius = spell->range + SP_level_range_adjust (caster, spell);
2083 if (tmp->glow_radius > MAX_LIGHT_RADII) 1967 if (tmp->glow_radius > MAX_LIGHT_RADII)
2084 tmp->glow_radius = MAX_LIGHT_RADII; 1968 tmp->glow_radius = MAX_LIGHT_RADII;
2085 } 1969 }
2086 tmp->x = x; 1970
2087 tmp->y = y; 1971 m->insert (tmp, x, y, op);
2088 insert_ob_in_map (tmp, m, op, 0);
2089 return 1; 1972 return 1;
2090} 1973}
2091 1974
2092 1975
2093 1976
2103cast_cause_disease (object *op, object *caster, object *spell, int dir) 1986cast_cause_disease (object *op, object *caster, object *spell, int dir)
2104{ 1987{
2105 sint16 x, y; 1988 sint16 x, y;
2106 int i, mflags, range, dam_mod, dur_mod; 1989 int i, mflags, range, dam_mod, dur_mod;
2107 object *walk; 1990 object *walk;
2108 mapstruct *m; 1991 maptile *m;
2109 1992
2110 x = op->x; 1993 x = op->x;
2111 y = op->y; 1994 y = op->y;
2112 1995
2113 /* If casting from a scroll, no direction will be available, so refer to the 1996 /* If casting from a scroll, no direction will be available, so refer to the
2141 2024
2142 /* Only bother looking on this space if there is something living here */ 2025 /* Only bother looking on this space if there is something living here */
2143 if (mflags & P_IS_ALIVE) 2026 if (mflags & P_IS_ALIVE)
2144 { 2027 {
2145 /* search this square for a victim */ 2028 /* search this square for a victim */
2146 for (walk = get_map_ob (m, x, y); walk; walk = walk->above) 2029 for (walk = GET_MAP_OB (m, x, y); walk; walk = walk->above)
2147 if (QUERY_FLAG (walk, FLAG_MONSTER) || (walk->type == PLAYER)) 2030 if (QUERY_FLAG (walk, FLAG_MONSTER) || (walk->type == PLAYER))
2148 { /* found a victim */ 2031 { /* found a victim */
2149 object *disease = arch_to_object (spell->other_arch); 2032 object *disease = arch_to_object (spell->other_arch);
2150 2033
2151 set_owner (disease, op); 2034 disease->set_owner (op);
2152 set_spell_skill (op, caster, spell, disease); 2035 set_spell_skill (op, caster, spell, disease);
2153 disease->stats.exp = 0; 2036 disease->stats.exp = 0;
2154 disease->level = caster_level (caster, spell); 2037 disease->level = caster_level (caster, spell);
2155 2038
2156 /* do level adjustments */ 2039 /* do level adjustments */
2201 if (disease->stats.sp) 2084 if (disease->stats.sp)
2202 disease->stats.sp -= dam_mod; 2085 disease->stats.sp -= dam_mod;
2203 2086
2204 if (infect_object (walk, disease, 1)) 2087 if (infect_object (walk, disease, 1))
2205 { 2088 {
2206 object *flash; /* visual effect for inflicting disease */
2207
2208 new_draw_info_format (NDI_UNIQUE, 0, op, "You inflict %s on %s!", &disease->name, &walk->name); 2089 new_draw_info_format (NDI_UNIQUE, 0, op, "You inflict %s on %s!", &disease->name, &walk->name);
2209 2090
2210 free_object (disease); /* don't need this one anymore */ 2091 disease->destroy (); /* don't need this one anymore */
2211 flash = get_archetype (ARCH_DETECT_MAGIC); 2092 walk->map->insert (get_archetype ("detect_magic"), x, y, op);
2212 flash->x = x;
2213 flash->y = y;
2214 flash->map = walk->map;
2215 insert_ob_in_map (flash, walk->map, op, 0);
2216 return 1; 2093 return 1;
2217 } 2094 }
2218 free_object (disease); 2095
2096 disease->destroy ();
2219 } 2097 }
2220 } /* if living creature */ 2098 } /* if living creature */
2221 } /* for range of spaces */ 2099 } /* for range of spaces */
2100
2222 new_draw_info (NDI_UNIQUE, 0, op, "No one caught anything!"); 2101 new_draw_info (NDI_UNIQUE, 0, op, "No one caught anything!");
2223 return 1; 2102 return 1;
2224} 2103}

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