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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 1.42 by root, Sun Jul 1 05:00:20 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
4 Copyright (C) 2002-2003 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002-2003,2007 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Crossfire TRT is free software: you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
20
21 The authors can be reached via e-mail at <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <crossfire@schmorp.de>
22*/ 22 */
23 23
24/* This file contains all the spell attack code. Grouping this code 24/* This file contains all the spell attack code. Grouping this code
25 * together should hopefully make it easier to find the relevent bits 25 * together should hopefully make it easier to find the relevent bits
26 * of code 26 * of code
27 */ 27 */
28 28
29#include <global.h> 29#include <global.h>
30#include <object.h> 30#include <object.h>
31#include <living.h> 31#include <living.h>
32#ifndef __CEXTRACT__
33# include <sproto.h> 32#include <sproto.h>
34#endif
35#include <spells.h> 33#include <spells.h>
36#include <sounds.h> 34#include <sounds.h>
37 35
38/* this function checks to see if a spell pushes objects as well 36/* this function checks to see if a spell pushes objects as well
39 * as flies over and damages them (only used for cones for now) 37 * as flies over and damages them (only used for cones for now)
57 { 55 {
58 weight_move = op->weight + (op->weight * op->level) / 3; 56 weight_move = op->weight + (op->weight * op->level) / 3;
59 /*LOG (llevDebug, "DEBUG: arch weighs %d and masses %d (%s,level %d)\n", op->weight,weight_move,op->name,op->level); */ 57 /*LOG (llevDebug, "DEBUG: arch weighs %d and masses %d (%s,level %d)\n", op->weight,weight_move,op->name,op->level); */
60 } 58 }
61 59
62 for (tmp = get_map_ob (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 60 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
63 { 61 {
64 int num_sections = 1; 62 int num_sections = 1;
65 63
66 /* don't move DM */ 64 /* don't move DM */
67 if (QUERY_FLAG (tmp, FLAG_WIZ)) 65 if (QUERY_FLAG (tmp, FLAG_WIZ))
117void 115void
118forklightning (object *op, object *tmp) 116forklightning (object *op, object *tmp)
119{ 117{
120 int new_dir = 1; /* direction or -1 for left, +1 for right 0 if no new bolt */ 118 int new_dir = 1; /* direction or -1 for left, +1 for right 0 if no new bolt */
121 int t_dir; /* stores temporary dir calculation */ 119 int t_dir; /* stores temporary dir calculation */
122 mapstruct *m; 120 maptile *m;
123 sint16 sx, sy; 121 sint16 sx, sy;
124 object *new_bolt; 122 object *new_bolt;
125 123
126 /* pick a fork direction. tmp->stats.Con is the left bias 124 /* pick a fork direction. tmp->stats.Con is the left bias
127 * i.e., the chance in 100 of forking LEFT 125 * i.e., the chance in 100 of forking LEFT
140 138
141 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (m, sx, sy))) 139 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (m, sx, sy)))
142 return; 140 return;
143 141
144 /* OK, we made a fork */ 142 /* OK, we made a fork */
145 new_bolt = get_object (); 143 new_bolt = tmp->clone ();
146 copy_object (tmp, new_bolt);
147 144
148 /* reduce chances of subsequent forking */ 145 /* reduce chances of subsequent forking */
149 new_bolt->stats.Dex -= 10; 146 new_bolt->stats.Dex -= 10;
150 tmp->stats.Dex -= 10; /* less forks from main bolt too */ 147 tmp->stats.Dex -= 10; /* less forks from main bolt too */
151 new_bolt->stats.Con += 25 * new_dir; /* adjust the left bias */ 148 new_bolt->stats.Con += 25 * new_dir; /* adjust the left bias */
152 new_bolt->speed_left = -0.1; 149 new_bolt->speed_left = -0.1f;
153 new_bolt->direction = t_dir; 150 new_bolt->direction = t_dir;
154 new_bolt->duration++; 151 new_bolt->duration++;
155 new_bolt->x = sx;
156 new_bolt->y = sy;
157 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */ 152 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */
158 new_bolt->stats.dam++; 153 new_bolt->stats.dam++;
159 tmp->stats.dam /= 2; /* reduce father bolt damage */ 154 tmp->stats.dam /= 2; /* reduce father bolt damage */
160 tmp->stats.dam++; 155 tmp->stats.dam++;
161 new_bolt = insert_ob_in_map (new_bolt, m, op, 0); 156 if ((new_bolt = m->insert (new_bolt, sx, sy, op)))
162 update_turn_face (new_bolt); 157 update_turn_face (new_bolt);
163} 158}
164 159
165/* move_bolt: moves bolt 'op'. Basically, it just advances a space, 160/* move_bolt: moves bolt 'op'. Basically, it just advances a space,
166 * and checks for various things that may stop it. 161 * and checks for various things that may stop it.
167 */ 162 */
168 163
169void 164void
170move_bolt (object *op) 165move_bolt (object *op)
171{ 166{
172 object *tmp;
173 int mflags; 167 int mflags;
174 sint16 x, y; 168 sint16 x, y;
175 mapstruct *m; 169 maptile *m;
176 170
177 if (--(op->duration) < 0) 171 if (--op->duration < 0)
178 { 172 {
179 remove_ob (op); 173 op->destroy ();
180 free_object (op);
181 return; 174 return;
182 } 175 }
183 176
184 hit_map (op, 0, op->attacktype, 1); 177 hit_map (op, 0, op->attacktype, 1);
185 178
186 if (!op->direction) 179 if (!op->direction)
187 return; 180 return;
188 181
189 if (--op->range < 0) 182 if (--op->range < 0)
190 {
191 op->range = 0; 183 op->range = 0;
192 }
193 else 184 else
194 { 185 {
195 x = op->x + DIRX (op); 186 x = op->x + DIRX (op);
196 y = op->y + DIRY (op); 187 y = op->y + DIRY (op);
197 m = op->map; 188 m = op->map;
205 * on the space. So only call reflwall if we think the data it returns 196 * on the space. So only call reflwall if we think the data it returns
206 * will be useful. 197 * will be useful.
207 */ 198 */
208 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)) || ((mflags & P_IS_ALIVE) && reflwall (m, x, y, op))) 199 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)) || ((mflags & P_IS_ALIVE) && reflwall (m, x, y, op)))
209 { 200 {
210
211 if (!QUERY_FLAG (op, FLAG_REFLECTING)) 201 if (!QUERY_FLAG (op, FLAG_REFLECTING))
212 return; 202 return;
213 203
214 /* Since walls don't run diagonal, if the bolt is in 204 /* Since walls don't run diagonal, if the bolt is in
215 * one of 4 main directions, it just reflects back in the 205 * one of 4 main directions, it just reflects back in the
245 else if (left) 235 else if (left)
246 op->direction = absdir (op->direction + 2); 236 op->direction = absdir (op->direction + 2);
247 else if (right) 237 else if (right)
248 op->direction = absdir (op->direction - 2); 238 op->direction = absdir (op->direction - 2);
249 } 239 }
240
250 update_turn_face (op); /* A bolt *must* be IS_TURNABLE */ 241 update_turn_face (op); /* A bolt *must* be IS_TURNABLE */
251 return; 242 return;
252 } 243 }
253 else 244 else
254 { /* Create a copy of this object and put it ahead */ 245 { /* Create a copy of this object and put it ahead */
255 tmp = get_object (); 246 object *tmp = op->clone ();
256 copy_object (op, tmp); 247
248 m->insert (tmp, x, y, op);
257 tmp->speed_left = -0.1; 249 tmp->speed_left = -0.1f;
258 tmp->x += DIRX (tmp), tmp->y += DIRY (tmp);
259 tmp = insert_ob_in_map (tmp, op->map, op, 0);
260 /* To make up for the decrease at the top of the function */ 250 /* To make up for the decrease at the top of the function */
261 tmp->duration++; 251 tmp->duration++;
262 252
263 /* New forking code. Possibly create forks of this object 253 /* New forking code. Possibly create forks of this object
264 * going off in other directions. 254 * going off in other directions.
265 */ 255 */
266
267 if (rndm (0, 99) < tmp->stats.Dex) 256 if (rndm (0, 99) < tmp->stats.Dex)
268 { /* stats.Dex % of forking */ 257 { /* stats.Dex % of forking */
269 forklightning (op, tmp); 258 forklightning (op, tmp);
270 } 259 }
260
271 /* In this way, the object left behind sticks on the space, but 261 /* In this way, the object left behind sticks on the space, but
272 * doesn't create any bolts that continue to move onward. 262 * doesn't create any bolts that continue to move onward.
273 */ 263 */
274 op->range = 0; 264 op->range = 0;
275 } /* copy object and move it along */ 265 } /* copy object and move it along */
282 * we remove the magic flag - that can be derived from 272 * we remove the magic flag - that can be derived from
283 * spob->attacktype. 273 * spob->attacktype.
284 * This function sets up the appropriate owner and skill 274 * This function sets up the appropriate owner and skill
285 * pointers. 275 * pointers.
286 */ 276 */
287
288int 277int
289fire_bolt (object *op, object *caster, int dir, object *spob, object *skill) 278fire_bolt (object *op, object *caster, int dir, object *spob, object *skill)
290{ 279{
291 object *tmp = NULL; 280 object *tmp = NULL;
292 int mflags; 281 int mflags;
310 299
311 tmp->direction = dir; 300 tmp->direction = dir;
312 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) 301 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
313 SET_ANIMATION (tmp, dir); 302 SET_ANIMATION (tmp, dir);
314 303
315 set_owner (tmp, op); 304 tmp->set_owner (op);
316 set_spell_skill (op, caster, spob, tmp); 305 set_spell_skill (op, caster, spob, tmp);
317 306
318 tmp->x = op->x + DIRX (tmp); 307 tmp->x = op->x + DIRX (tmp);
319 tmp->y = op->y + DIRY (tmp); 308 tmp->y = op->y + DIRY (tmp);
320 tmp->map = op->map; 309 tmp->map = op->map;
321 310
311 maptile *newmap;
322 mflags = get_map_flags (tmp->map, &tmp->map, tmp->x, tmp->y, &tmp->x, &tmp->y); 312 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y);
323 if (mflags & P_OUT_OF_MAP) 313 if (mflags & P_OUT_OF_MAP)
324 { 314 {
325 free_object (tmp); 315 tmp->destroy ();
326 return 0; 316 return 0;
327 } 317 }
318
319 tmp->map = newmap;
320
328 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y))) 321 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y)))
329 { 322 {
330 if (!QUERY_FLAG (tmp, FLAG_REFLECTING)) 323 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
331 { 324 {
332 free_object (tmp); 325 tmp->destroy ();
333 return 0; 326 return 0;
334 } 327 }
328
335 tmp->x = op->x; 329 tmp->x = op->x;
336 tmp->y = op->y; 330 tmp->y = op->y;
337 tmp->direction = absdir (tmp->direction + 4); 331 tmp->direction = absdir (tmp->direction + 4);
338 tmp->map = op->map; 332 tmp->map = op->map;
339 } 333 }
340 if ((tmp = insert_ob_in_map (tmp, tmp->map, op, 0)) != NULL) 334
335 if ((tmp = tmp->insert_at (tmp, op)))
341 move_bolt (tmp); 336 move_bolt (tmp);
337
342 return 1; 338 return 1;
343} 339}
344
345
346 340
347/*************************************************************************** 341/***************************************************************************
348 * 342 *
349 * BULLET/BALL CODE 343 * BULLET/BALL CODE
350 * 344 *
355 * At least that is what I think this does. 349 * At least that is what I think this does.
356 */ 350 */
357void 351void
358explosion (object *op) 352explosion (object *op)
359{ 353{
360 object *tmp;
361 mapstruct *m = op->map; 354 maptile *m = op->map;
362 int i; 355 int i;
363 356
364 if (--(op->duration) < 0) 357 if (--op->duration < 0)
365 { 358 {
366 remove_ob (op); 359 op->destroy ();
367 free_object (op);
368 return; 360 return;
369 } 361 }
362
370 hit_map (op, 0, op->attacktype, 0); 363 hit_map (op, 0, op->attacktype, 0);
371 364
372 if (op->range > 0) 365 if (op->range > 0)
373 { 366 {
374 for (i = 1; i < 9; i++) 367 for (i = 1; i < 9; i++)
375 { 368 {
376 sint16 dx, dy; 369 sint16 dx, dy;
377 370
378 dx = op->x + freearr_x[i]; 371 dx = op->x + freearr_x[i];
379 dy = op->y + freearr_y[i]; 372 dy = op->y + freearr_y[i];
373
380 /* ok_to_put_more already does things like checks for walls, 374 /* ok_to_put_more already does things like checks for walls,
381 * out of map, etc. 375 * out of map, etc.
382 */ 376 */
383 if (ok_to_put_more (op->map, dx, dy, op, op->attacktype)) 377 if (ok_to_put_more (op->map, dx, dy, op, op->attacktype))
384 { 378 {
385 tmp = get_object (); 379 object *tmp = op->clone ();
386 copy_object (op, tmp); 380
387 tmp->state = 0; 381 tmp->state = 0;
388 tmp->speed_left = -0.21; 382 tmp->speed_left = -0.21f;
389 tmp->range--; 383 tmp->range--;
390 tmp->value = 0; 384 tmp->value = 0;
391 tmp->x = dx; 385
392 tmp->y = dy; 386 m->insert (tmp, dx, dy, op);
393 insert_ob_in_map (tmp, m, op, 0);
394 } 387 }
395 } 388 }
396 } 389 }
397} 390}
398
399 391
400/* Causes an object to explode, eg, a firebullet, 392/* Causes an object to explode, eg, a firebullet,
401 * poison cloud ball, etc. op is the object to 393 * poison cloud ball, etc. op is the object to
402 * explode. 394 * explode.
403 */ 395 */
404void 396void
405explode_bullet (object *op) 397explode_bullet (object *op)
406{ 398{
407 tag_t op_tag = op->count;
408 object *tmp, *owner; 399 object *tmp, *owner;
409 400
410 if (op->other_arch == NULL) 401 if (op->other_arch == NULL)
411 { 402 {
412 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n"); 403 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n");
413 remove_ob (op); 404 op->destroy ();
414 free_object (op);
415 return; 405 return;
416 } 406 }
417 407
418 if (op->env) 408 if (op->env)
419 { 409 {
420 object *env;
421
422 env = object_get_env_recursive (op); 410 object *env = object_get_env_recursive (op);
423 if (env->map == NULL || out_of_map (env->map, env->x, env->y)) 411 if (env->map == NULL || out_of_map (env->map, env->x, env->y))
424 { 412 {
425 LOG (llevError, "BUG: explode_bullet(): env out of map\n"); 413 LOG (llevError, "BUG: explode_bullet(): env out of map\n");
426 remove_ob (op); 414 op->destroy ();
427 free_object (op);
428 return; 415 return;
429 } 416 }
430 remove_ob (op); 417
431 op->x = env->x; 418 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 } 419 }
435 else if (out_of_map (op->map, op->x, op->y)) 420 else if (out_of_map (op->map, op->x, op->y))
436 { 421 {
437 LOG (llevError, "BUG: explode_bullet(): op out of map\n"); 422 LOG (llevError, "BUG: explode_bullet(): op out of map\n");
438 remove_ob (op); 423 op->destroy ();
439 free_object (op);
440 return; 424 return;
441 } 425 }
442 426
443 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent explosions of any kind on safe maps 427 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent explosions of any kind on safe maps
444 // NOTE: If this breaks something important: remove this. I can't think of anything 428 // NOTE: If this breaks something important: remove this. I can't think of anything
445 // bad at the moment that might happen from this. 429 // 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) 430 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
447 { 431 {
448 remove_ob (op); 432 op->destroy ();
449 free_object (op);
450 return; 433 return;
451 } 434 }
452 435
453 if (op->attacktype) 436 if (op->attacktype)
454 { 437 {
455 hit_map (op, 0, op->attacktype, 1); 438 hit_map (op, 0, op->attacktype, 1);
456 if (was_destroyed (op, op_tag)) 439 if (op->destroyed ())
457 return; 440 return;
458 } 441 }
459 442
460 /* other_arch contains what this explodes into */ 443 /* other_arch contains what this explodes into */
461 tmp = arch_to_object (op->other_arch); 444 tmp = arch_to_object (op->other_arch);
462 445
463 copy_owner (tmp, op); 446 tmp->set_owner (op);
464 tmp->skill = op->skill; 447 tmp->skill = op->skill;
465 448
466 owner = get_owner (op); 449 owner = op->owner;
467 450
468 if ((tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) && owner && !tailor_god_spell (tmp, owner)) 451 if ((tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) && owner && !tailor_god_spell (tmp, owner))
469 { 452 {
470 remove_ob (op); 453 op->destroy ();
471 free_object (op);
472 return; 454 return;
473 } 455 }
474
475 tmp->x = op->x;
476 tmp->y = op->y;
477 456
478 /* special for bombs - it actually has sane values for these */ 457 /* special for bombs - it actually has sane values for these */
479 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB) 458 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB)
480 { 459 {
481 tmp->attacktype = op->attacktype; 460 tmp->attacktype = op->attacktype;
485 } 464 }
486 else 465 else
487 { 466 {
488 if (op->attacktype & AT_MAGIC) 467 if (op->attacktype & AT_MAGIC)
489 tmp->attacktype |= AT_MAGIC; 468 tmp->attacktype |= AT_MAGIC;
469
490 /* Spell doc describes what is going on here */ 470 /* Spell doc describes what is going on here */
491 tmp->stats.dam = op->dam_modifier; 471 tmp->stats.dam = op->dam_modifier;
492 tmp->range = op->stats.maxhp; 472 tmp->range = op->stats.maxhp;
493 tmp->duration = op->stats.hp; 473 tmp->duration = op->stats.hp;
494 /* Used for spell tracking - just need a unique val for this spell - 474 /* Used for spell tracking - just need a unique val for this spell -
502 tmp->stats.sp = op->direction; 482 tmp->stats.sp = op->direction;
503 483
504 /* Prevent recursion */ 484 /* Prevent recursion */
505 op->move_on = 0; 485 op->move_on = 0;
506 486
507 insert_ob_in_map (tmp, op->map, op, 0); 487 tmp->insert_at (op, op);
508 /* remove the firebullet */ 488 /* remove the firebullet */
509 if (!was_destroyed (op, op_tag)) 489 op->destroy ();
510 {
511 remove_ob (op);
512 free_object (op);
513 }
514} 490}
515
516
517 491
518/* checks to see what op should do, given the space it is on 492/* checks to see what op should do, given the space it is on
519 * (eg, explode, damage player, etc) 493 * (eg, explode, damage player, etc)
520 */ 494 */
521
522void 495void
523check_bullet (object *op) 496check_bullet (object *op)
524{ 497{
525 tag_t op_tag = op->count, tmp_tag;
526 object *tmp; 498 object *tmp;
527 int dam, mflags; 499 int dam, mflags;
528 mapstruct *m; 500 maptile *m;
529 sint16 sx, sy; 501 sint16 sx, sy;
530 502
531 mflags = get_map_flags (op->map, &m, op->x, op->y, &sx, &sy); 503 mflags = get_map_flags (op->map, &m, op->x, op->y, &sx, &sy);
532 504
533 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy))) 505 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
542 514
543 /* If nothing alive on this space, no reason to do anything further */ 515 /* If nothing alive on this space, no reason to do anything further */
544 if (!(mflags & P_IS_ALIVE)) 516 if (!(mflags & P_IS_ALIVE))
545 return; 517 return;
546 518
547 for (tmp = get_map_ob (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 519 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
548 { 520 {
549 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 521 if (QUERY_FLAG (tmp, FLAG_ALIVE))
550 { 522 {
551 tmp_tag = tmp->count;
552 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1); 523 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) 524 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0)
554 { 525 {
555 if (!QUERY_FLAG (op, FLAG_REMOVED)) 526 if (!QUERY_FLAG (op, FLAG_REMOVED))
556 { 527 {
557 remove_ob (op); 528 op->destroy ();
558 free_object (op);
559 return; 529 return;
560 } 530 }
561 } 531 }
562 } 532 }
563 } 533 }
564} 534}
565
566 535
567/* Basically, we move 'op' one square, and if it hits something, 536/* Basically, we move 'op' one square, and if it hits something,
568 * call check_bullet. 537 * call check_bullet.
569 * This function is only applicable to bullets, but not to all 538 * This function is only applicable to bullets, but not to all
570 * fired arches (eg, bolts). 539 * fired arches (eg, bolts).
571 */ 540 */
572
573void 541void
574move_bullet (object *op) 542move_bullet (object *op)
575{ 543{
576 sint16 new_x, new_y; 544 sint16 new_x, new_y;
577 int mflags; 545 int mflags;
578 mapstruct *m; 546 maptile *m;
579 547
580#if 0 548#if 0
581 /* We need a better general purpose way to do this */ 549 /* We need a better general purpose way to do this */
582 550
583 /* peterm: added to make comet leave a trail of burnouts 551 /* peterm: added to make comet leave a trail of burnouts
584 it's an unadulterated hack, but the effect is cool. */ 552 it's an unadulterated hack, but the effect is cool. */
585 if (op->stats.sp == SP_METEOR) 553 if (op->stats.sp == SP_METEOR)
586 { 554 {
587 replace_insert_ob_in_map ("fire_trail", op); 555 replace_insert_ob_in_map ("fire_trail", op);
588 if (was_destroyed (op, op_tag)) 556 if (op->destroyed ())
589 return; 557 return;
590 } /* end addition. */ 558 } /* end addition. */
591#endif 559#endif
592 560
593 /* Reached the end of its life - remove it */ 561 /* Reached the end of its life - remove it */
594 if (--op->range <= 0) 562 if (--op->range <= 0)
595 { 563 {
596 if (op->other_arch) 564 if (op->other_arch)
597 {
598 explode_bullet (op); 565 explode_bullet (op);
599 }
600 else 566 else
601 { 567 op->destroy ();
602 remove_ob (op); 568
603 free_object (op);
604 }
605 return; 569 return;
606 } 570 }
607 571
608 new_x = op->x + DIRX (op); 572 new_x = op->x + DIRX (op);
609 new_y = op->y + DIRY (op); 573 new_y = op->y + DIRY (op);
610 m = op->map; 574 m = op->map;
611 mflags = get_map_flags (m, &m, new_x, new_y, &new_x, &new_y); 575 mflags = get_map_flags (m, &m, new_x, new_y, &new_x, &new_y);
612 576
613 if (mflags & P_OUT_OF_MAP) 577 if (mflags & P_OUT_OF_MAP)
614 { 578 {
615 remove_ob (op); 579 op->destroy ();
616 free_object (op);
617 return; 580 return;
618 } 581 }
619 582
620 if (!op->direction || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y))) 583 if (!op->direction || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y)))
621 { 584 {
622 if (op->other_arch) 585 if (op->other_arch)
623 {
624 explode_bullet (op); 586 explode_bullet (op);
625 }
626 else 587 else
627 { 588 op->destroy ();
628 remove_ob (op); 589
629 free_object (op);
630 }
631 return; 590 return;
632 } 591 }
633 592
634 remove_ob (op); 593 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; 594 return;
639 595
640 if (reflwall (op->map, op->x, op->y, op)) 596 if (reflwall (op->map, op->x, op->y, op))
641 { 597 {
642 op->direction = absdir (op->direction + 4); 598 op->direction = absdir (op->direction + 4);
643 update_turn_face (op); 599 update_turn_face (op);
644 } 600 }
645 else 601 else
646 {
647 check_bullet (op); 602 check_bullet (op);
648 }
649} 603}
650
651
652
653 604
654/* fire_bullet 605/* fire_bullet
655 * object op (cast from caster) files a bolt in dir. 606 * object op (cast from caster) files a bolt in dir.
656 * spob is the spell object for the bolt. 607 * spob is the spell object for the bolt.
657 * we remove the magic flag - that can be derived from 608 * we remove the magic flag - that can be derived from
658 * spob->attacktype. 609 * spob->attacktype.
659 * This function sets up the appropriate owner and skill 610 * This function sets up the appropriate owner and skill
660 * pointers. 611 * pointers.
661 */ 612 */
662
663int 613int
664fire_bullet (object *op, object *caster, int dir, object *spob) 614fire_bullet (object *op, object *caster, int dir, object *spob)
665{ 615{
666 object *tmp = NULL; 616 object *tmp = NULL;
667 int mflags; 617 int mflags;
688 638
689 tmp->direction = dir; 639 tmp->direction = dir;
690 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) 640 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
691 SET_ANIMATION (tmp, dir); 641 SET_ANIMATION (tmp, dir);
692 642
693 set_owner (tmp, op); 643 tmp->set_owner (op);
694 set_spell_skill (op, caster, spob, tmp); 644 set_spell_skill (op, caster, spob, tmp);
695 645
696 tmp->x = op->x + freearr_x[dir]; 646 tmp->x = op->x + freearr_x[dir];
697 tmp->y = op->y + freearr_y[dir]; 647 tmp->y = op->y + freearr_y[dir];
698 tmp->map = op->map; 648 tmp->map = op->map;
699 649
650 maptile *newmap;
700 mflags = get_map_flags (tmp->map, &tmp->map, tmp->x, tmp->y, &tmp->x, &tmp->y); 651 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y);
701 if (mflags & P_OUT_OF_MAP) 652 if (mflags & P_OUT_OF_MAP)
702 { 653 {
703 free_object (tmp); 654 tmp->destroy ();
704 return 0; 655 return 0;
705 } 656 }
657
658 tmp->map = newmap;
659
706 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y))) 660 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y)))
707 { 661 {
708 if (!QUERY_FLAG (tmp, FLAG_REFLECTING)) 662 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
709 { 663 {
710 free_object (tmp); 664 tmp->destroy ();
711 return 0; 665 return 0;
712 } 666 }
667
713 tmp->x = op->x; 668 tmp->x = op->x;
714 tmp->y = op->y; 669 tmp->y = op->y;
715 tmp->direction = absdir (tmp->direction + 4); 670 tmp->direction = absdir (tmp->direction + 4);
716 tmp->map = op->map; 671 tmp->map = op->map;
717 } 672 }
718 if ((tmp = insert_ob_in_map (tmp, tmp->map, op, 0)) != NULL) 673
719 { 674 if ((tmp = tmp->insert_at (tmp, op)))
720 check_bullet (tmp); 675 check_bullet (tmp);
721 } 676
722 return 1; 677 return 1;
723} 678}
724
725
726
727 679
728/***************************************************************************** 680/*****************************************************************************
729 * 681 *
730 * CONE RELATED FUNCTIONS 682 * CONE RELATED FUNCTIONS
731 * 683 *
732 *****************************************************************************/ 684 *****************************************************************************/
733 685
734
735/* drops an object based on what is in the cone's "other_arch" */ 686/* drops an object based on what is in the cone's "other_arch" */
736void 687void
737cone_drop (object *op) 688cone_drop (object *op)
738{ 689{
739 object *new_ob = arch_to_object (op->other_arch); 690 object *new_ob = arch_to_object (op->other_arch);
740 691
741 new_ob->x = op->x;
742 new_ob->y = op->y;
743 new_ob->level = op->level; 692 new_ob->level = op->level;
744 set_owner (new_ob, op->owner); 693 new_ob->set_owner (op->owner);
745 694
746 /* preserve skill ownership */ 695 /* preserve skill ownership */
747 if (op->skill && op->skill != new_ob->skill) 696 if (op->skill && op->skill != new_ob->skill)
748 {
749 new_ob->skill = op->skill; 697 new_ob->skill = op->skill;
750 }
751 insert_ob_in_map (new_ob, op->map, op, 0);
752 698
699 new_ob->insert_at (op, op);
753} 700}
754 701
755/* move_cone: causes cone object 'op' to move a space/hit creatures */ 702/* move_cone: causes cone object 'op' to move a space/hit creatures */
756 703
757void 704void
758move_cone (object *op) 705move_cone (object *op)
759{ 706{
760 int i; 707 int i;
761 tag_t tag;
762 708
763 /* if no map then hit_map will crash so just ignore object */ 709 /* if no map then hit_map will crash so just ignore object */
764 if (!op->map) 710 if (!op->map)
765 { 711 {
766 LOG (llevError, "Tried to move_cone object %s without a map.\n", op->name ? &op->name : "unknown"); 712 LOG (llevError, "Tried to move_cone object %s without a map.\n", op->name ? &op->name : "unknown");
767 op->speed = 0; 713 op->set_speed (0);
768 update_ob_speed (op);
769 return; 714 return;
770 } 715 }
771 716
772 /* lava saves it's life, but not yours :) */ 717 /* lava saves it's life, but not yours :) */
773 if (QUERY_FLAG (op, FLAG_LIFESAVE)) 718 if (QUERY_FLAG (op, FLAG_LIFESAVE))
779#if 0 724#if 0
780 /* Disable this - enabling it makes monsters easier, as 725 /* Disable this - enabling it makes monsters easier, as
781 * when their cone dies when they die. 726 * when their cone dies when they die.
782 */ 727 */
783 /* If no owner left, the spell dies out. */ 728 /* If no owner left, the spell dies out. */
784 if (get_owner (op) == NULL) 729 if (op->owner == NULL)
785 { 730 {
786 remove_ob (op); 731 op->destroy ();
787 free_object (op);
788 return; 732 return;
789 } 733 }
790#endif 734#endif
791 735
792 tag = op->count;
793 hit_map (op, 0, op->attacktype, 0); 736 hit_map (op, 0, op->attacktype, 0);
794 737
795 /* Check to see if we should push anything. 738 /* Check to see if we should push anything.
796 * Spell objects with weight push whatever they encounter to some 739 * Spell objects with weight push whatever they encounter to some
797 * degree. 740 * degree.
798 */ 741 */
799 if (op->weight) 742 if (op->weight)
800 check_spell_knockback (op); 743 check_spell_knockback (op);
801 744
802 if (was_destroyed (op, tag)) 745 if (op->destroyed ())
803 return; 746 return;
804 747
805 if ((op->duration--) < 0) 748 if ((op->duration--) < 0)
806 { 749 {
807 remove_ob (op); 750 op->destroy ();
808 free_object (op);
809 return; 751 return;
810 } 752 }
811 /* Object has hit maximum range, so don't have it move 753 /* Object has hit maximum range, so don't have it move
812 * any further. When the duration above expires, 754 * any further. When the duration above expires,
813 * then the object will get removed. 755 * then the object will get removed.
822 { 764 {
823 sint16 x = op->x + freearr_x[absdir (op->stats.sp + i)], y = op->y + freearr_y[absdir (op->stats.sp + i)]; 765 sint16 x = op->x + freearr_x[absdir (op->stats.sp + i)], y = op->y + freearr_y[absdir (op->stats.sp + i)];
824 766
825 if (ok_to_put_more (op->map, x, y, op, op->attacktype)) 767 if (ok_to_put_more (op->map, x, y, op, op->attacktype))
826 { 768 {
827 object *tmp = get_object (); 769 object *tmp = op->clone ();
828
829 copy_object (op, tmp);
830 tmp->x = x;
831 tmp->y = y;
832 770
833 tmp->duration = op->duration + 1; 771 tmp->duration = op->duration + 1;
834 772
835 /* Use for spell tracking - see ok_to_put_more() */ 773 /* Use for spell tracking - see ok_to_put_more() */
836 tmp->stats.maxhp = op->stats.maxhp; 774 tmp->stats.maxhp = op->stats.maxhp;
837 insert_ob_in_map (tmp, op->map, op, 0); 775
776 op->map->insert (tmp, x, y, op);
777
838 if (tmp->other_arch) 778 if (tmp->other_arch)
839 cone_drop (tmp); 779 cone_drop (tmp);
840 } 780 }
841 } 781 }
842} 782}
852int 792int
853cast_cone (object *op, object *caster, int dir, object *spell) 793cast_cone (object *op, object *caster, int dir, object *spell)
854{ 794{
855 object *tmp; 795 object *tmp;
856 int i, success = 0, range_min = -1, range_max = 1; 796 int i, success = 0, range_min = -1, range_max = 1;
857 mapstruct *m; 797 maptile *m;
858 sint16 sx, sy; 798 sint16 sx, sy;
859 MoveType movetype; 799 MoveType movetype;
860 800
861 if (!spell->other_arch) 801 if (!spell->other_arch)
862 return 0; 802 return 0;
875 815
876 /* Need to know what the movetype of the object we are about 816 /* Need to know what the movetype of the object we are about
877 * to create is, so we can know if the space we are about to 817 * to create is, so we can know if the space we are about to
878 * insert it into is blocked. 818 * insert it into is blocked.
879 */ 819 */
880 movetype = spell->other_arch->clone.move_type; 820 movetype = spell->other_arch->move_type;
881 821
882 for (i = range_min; i <= range_max; i++) 822 for (i = range_min; i <= range_max; i++)
883 { 823 {
884 sint16 x, y, d; 824 sint16 x, y, d;
885 825
918 if ((movetype & GET_MAP_MOVE_BLOCK (m, sx, sy)) == movetype) 858 if ((movetype & GET_MAP_MOVE_BLOCK (m, sx, sy)) == movetype)
919 continue; 859 continue;
920 860
921 success = 1; 861 success = 1;
922 tmp = arch_to_object (spell->other_arch); 862 tmp = arch_to_object (spell->other_arch);
923 set_owner (tmp, op); 863 tmp->set_owner (op);
924 set_spell_skill (op, caster, spell, tmp); 864 set_spell_skill (op, caster, spell, tmp);
925 tmp->level = caster_level (caster, spell); 865 tmp->level = caster_level (caster, spell);
926 tmp->x = sx;
927 tmp->y = sy;
928 tmp->attacktype = spell->attacktype; 866 tmp->attacktype = spell->attacktype;
929 867
930 /* holy word stuff */ 868 /* holy word stuff */
931 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER)) 869 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER))
932 if (!tailor_god_spell (tmp, op)) 870 if (!tailor_god_spell (tmp, op))
966 else 904 else
967 tmp->duration += caster->level / 3; 905 tmp->duration += caster->level / 3;
968 } 906 }
969 907
970 if (!(tmp->move_type & MOVE_FLY_LOW)) 908 if (!(tmp->move_type & MOVE_FLY_LOW))
971 LOG (llevDebug, "cast_cone(): arch %s doesn't have flying 1\n", &spell->other_arch->name); 909 LOG (llevDebug, "cast_cone(): arch %s doesn't have flying 1\n", &spell->other_arch->archname);
972 910
973 if (!tmp->move_on && tmp->stats.dam) 911 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); 912 LOG (llevDebug, "cast_cone(): arch %s doesn't have move_on set\n", &spell->other_arch->archname);
976 }
977 913
978 insert_ob_in_map (tmp, m, op, 0); 914 m->insert (tmp, sx, sy, op);
979 915
980 /* This is used for tracking spells so that one effect doesn't hit 916 /* This is used for tracking spells so that one effect doesn't hit
981 * a single space too many times. 917 * a single space too many times.
982 */ 918 */
983 tmp->stats.maxhp = tmp->count; 919 tmp->stats.maxhp = tmp->count;
993 * 929 *
994 * BOMB related code 930 * BOMB related code
995 * 931 *
996 ****************************************************************************/ 932 ****************************************************************************/
997 933
998
999/* This handles an exploding bomb. 934/* This handles an exploding bomb.
1000 * op is the original bomb object. 935 * op is the original bomb object.
1001 */ 936 */
1002void 937void
1003animate_bomb (object *op) 938animate_bomb (object *op)
1004{ 939{
1005 int i; 940 int i;
1006 object *env, *tmp; 941 object *env, *tmp;
1007 archetype *at;
1008 942
1009 if (op->state != NUM_ANIMATIONS (op) - 1) 943 if (op->state != NUM_ANIMATIONS (op) - 1)
1010 return; 944 return;
1011 945
1012 env = object_get_env_recursive (op); 946 env = object_get_env_recursive (op);
1017 return; 951 return;
1018 952
1019 if (env->type == PLAYER) 953 if (env->type == PLAYER)
1020 esrv_del_item (env->contr, op->count); 954 esrv_del_item (env->contr, op->count);
1021 955
1022 remove_ob (op); 956 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; 957 return;
1027 } 958 }
1028 959
1029 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent bomb from exploding 960 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent bomb from exploding
1030 // on a safe map. I don't like this special casing, but it seems to be neccessary 961 // on a safe map. I don't like this special casing, but it seems to be neccessary
1031 // as bombs can be carried. 962 // as bombs can be carried.
1032 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE) 963 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
1033 { 964 {
1034 remove_ob (op); 965 op->destroy ();
1035 free_object (op);
1036 return; 966 return;
1037 } 967 }
1038 968
1039 /* This copies a lot of the code from the fire bullet, 969 /* This copies a lot of the code from the fire bullet,
1040 * but using the cast_bullet isn't really feasible, 970 * but using the cast_bullet isn't really feasible,
1041 * so just set up the appropriate values. 971 * so just set up the appropriate values.
1042 */ 972 */
1043 at = archetype::find (SPLINT); 973 if (archetype *at = archetype::find (SPLINT))
1044 if (at)
1045 { 974 {
1046 for (i = 1; i < 9; i++) 975 for (i = 1; i < 9; i++)
1047 { 976 {
1048 if (out_of_map (op->map, op->x + freearr_x[i], op->y + freearr_x[i])) 977 if (out_of_map (op->map, op->x + freearr_x[i], op->y + freearr_x[i]))
1049 continue; 978 continue;
979
1050 tmp = arch_to_object (at); 980 tmp = arch_to_object (at);
1051 tmp->direction = i; 981 tmp->direction = i;
1052 tmp->range = op->range; 982 tmp->range = op->range;
1053 tmp->stats.dam = op->stats.dam; 983 tmp->stats.dam = op->stats.dam;
1054 tmp->duration = op->duration; 984 tmp->duration = op->duration;
1055 tmp->attacktype = op->attacktype; 985 tmp->attacktype = op->attacktype;
1056 copy_owner (tmp, op); 986 tmp->set_owner (op);
1057 if (op->skill && op->skill != tmp->skill) 987 if (op->skill && op->skill != tmp->skill)
1058 {
1059 tmp->skill = op->skill; 988 tmp->skill = op->skill;
1060 } 989
1061 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) 990 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
1062 SET_ANIMATION (tmp, i); 991 SET_ANIMATION (tmp, i);
1063 tmp->x = op->x + freearr_x[i]; 992
1064 tmp->y = op->y + freearr_x[i]; 993 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); 994 move_bullet (tmp);
1067 } 995 }
1068 } 996 }
1069 997
1070 explode_bullet (op); 998 explode_bullet (op);
1075{ 1003{
1076 1004
1077 object *tmp; 1005 object *tmp;
1078 int mflags; 1006 int mflags;
1079 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];
1080 mapstruct *m; 1008 maptile *m;
1081 1009
1082 mflags = get_map_flags (op->map, &m, dx, dy, &dx, &dy); 1010 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)) 1011 if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, dx, dy) & MOVE_WALK))
1084 { 1012 {
1085 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.");
1091 tmp->range = spell->range + SP_level_range_adjust (caster, spell); 1019 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
1092 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1020 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1093 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell); 1021 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
1094 tmp->attacktype = spell->attacktype; 1022 tmp->attacktype = spell->attacktype;
1095 1023
1096 set_owner (tmp, op); 1024 tmp->set_owner (op);
1097 set_spell_skill (op, caster, spell, tmp); 1025 set_spell_skill (op, caster, spell, tmp);
1098 tmp->x = dx; 1026
1099 tmp->y = dy; 1027 m->insert (tmp, dx, dy, op);
1100 insert_ob_in_map (tmp, m, op, 0);
1101 return 1; 1028 return 1;
1102} 1029}
1103 1030
1104/**************************************************************************** 1031/****************************************************************************
1105 * 1032 *
1114 * dir is the direction to look in. 1041 * dir is the direction to look in.
1115 * range is how far out to look. 1042 * range is how far out to look.
1116 * type is the type of spell - either SPELL_MANA or SPELL_GRACE. 1043 * type is the type of spell - either SPELL_MANA or SPELL_GRACE.
1117 * this info is used for blocked magic/unholy spaces. 1044 * this info is used for blocked magic/unholy spaces.
1118 */ 1045 */
1119
1120object * 1046object *
1121get_pointed_target (object *op, int dir, int range, int type) 1047get_pointed_target (object *op, int dir, int range, int type)
1122{ 1048{
1123 object *target; 1049 object *target;
1124 sint16 x, y; 1050 sint16 x, y;
1125 int dist, mflags; 1051 int dist, mflags;
1126 mapstruct *mp; 1052 maptile *mp;
1127 1053
1128 if (dir == 0) 1054 if (dir == 0)
1129 return NULL; 1055 return NULL;
1130 1056
1131 for (dist = 1; dist < range; dist++) 1057 for (dist = 1; dist < range; dist++)
1143 return NULL; 1069 return NULL;
1144 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW) 1070 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW)
1145 return NULL; 1071 return NULL;
1146 1072
1147 if (mflags & P_IS_ALIVE) 1073 if (mflags & P_IS_ALIVE)
1148 {
1149 for (target = get_map_ob (mp, x, y); target; target = target->above) 1074 for (target = GET_MAP_OB (mp, x, y); target; target = target->above)
1150 { 1075 if (QUERY_FLAG (target, FLAG_MONSTER))
1151 if (QUERY_FLAG (target->head ? target->head : target, FLAG_MONSTER))
1152 {
1153 return target; 1076 return target;
1154 }
1155 }
1156 }
1157 } 1077 }
1078
1158 return NULL; 1079 return NULL;
1159} 1080}
1160
1161 1081
1162/* cast_smite_arch() - the priest points to a creature and causes 1082/* cast_smite_arch() - the priest points to a creature and causes
1163 * a 'godly curse' to decend. 1083 * a 'godly curse' to decend.
1164 * usual params - 1084 * usual params -
1165 * op = player 1085 * op = player
1221 if (effect->attacktype & AT_DEATH) 1141 if (effect->attacktype & AT_DEATH)
1222 { 1142 {
1223 effect->level = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1143 effect->level = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1224 1144
1225 /* casting death spells at undead isn't a good thing */ 1145 /* casting death spells at undead isn't a good thing */
1226 if QUERY_FLAG
1227 (target, FLAG_UNDEAD) 1146 if (QUERY_FLAG (target, FLAG_UNDEAD))
1228 { 1147 {
1229 if (random_roll (0, 2, op, PREFER_LOW)) 1148 if (random_roll (0, 2, op, PREFER_LOW))
1230 { 1149 {
1231 new_draw_info (NDI_UNIQUE, 0, op, "Idiot! Your spell boomerangs!"); 1150 new_draw_info (NDI_UNIQUE, 0, op, "Idiot! Your spell boomerangs!");
1232 effect->x = op->x; 1151 effect->x = op->x;
1234 } 1153 }
1235 else 1154 else
1236 { 1155 {
1237 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));
1238 target->stats.hp = target->stats.maxhp * 2; 1157 target->stats.hp = target->stats.maxhp * 2;
1239 free_object (effect); 1158 effect->destroy ();
1240 return 0; 1159 return 0;
1241 } 1160 }
1242 } 1161 }
1243 } 1162 }
1244 else 1163 else
1245 { 1164 {
1246 /* how much woe to inflict :) */ 1165 /* how much woe to inflict :) */
1247 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);
1248 } 1167 }
1249 1168
1250 set_owner (effect, op); 1169 effect->set_owner (op);
1251 set_spell_skill (op, caster, spell, effect); 1170 set_spell_skill (op, caster, spell, effect);
1252 1171
1253 /* ok, tell it where to be, and insert! */ 1172 /* ok, tell it where to be, and insert! */
1254 effect->x = target->x; 1173 effect->insert_at (target, op);
1255 effect->y = target->y;
1256 insert_ob_in_map (effect, target->map, op, 0);
1257 1174
1258 return 1; 1175 return 1;
1259} 1176}
1260 1177
1261 1178
1271move_missile (object *op) 1188move_missile (object *op)
1272{ 1189{
1273 int i, mflags; 1190 int i, mflags;
1274 object *owner; 1191 object *owner;
1275 sint16 new_x, new_y; 1192 sint16 new_x, new_y;
1276 mapstruct *m; 1193 maptile *m;
1277 1194
1278 if (op->range-- <= 0) 1195 if (op->range-- <= 0)
1279 { 1196 {
1280 remove_ob (op); 1197 op->destroy ();
1281 free_object (op);
1282 return; 1198 return;
1283 } 1199 }
1284 1200
1285 owner = get_owner (op); 1201 owner = op->owner;
1286#if 0 1202#if 0
1287 /* It'd make things nastier if this wasn't here - spells cast by 1203 /* It'd make things nastier if this wasn't here - spells cast by
1288 * monster that are then killed would continue to survive 1204 * monster that are then killed would continue to survive
1289 */ 1205 */
1290 if (owner == NULL) 1206 if (owner == NULL)
1291 { 1207 {
1292 remove_ob (op); 1208 op->destroy ();
1293 free_object (op);
1294 return; 1209 return;
1295 } 1210 }
1296#endif 1211#endif
1297 1212
1298 new_x = op->x + DIRX (op); 1213 new_x = op->x + DIRX (op);
1300 1215
1301 mflags = get_map_flags (op->map, &m, new_x, new_y, &new_x, &new_y); 1216 mflags = get_map_flags (op->map, &m, new_x, new_y, &new_x, &new_y);
1302 1217
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)))) 1218 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 { 1219 {
1305 tag_t tag = op->count;
1306
1307 hit_map (op, op->direction, AT_MAGIC, 1); 1220 hit_map (op, op->direction, AT_MAGIC, 1);
1308 /* Basically, missile only hits one thing then goes away. 1221 /* Basically, missile only hits one thing then goes away.
1309 * we need to remove it if someone hasn't already done so. 1222 * we need to remove it if someone hasn't already done so.
1310 */ 1223 */
1311 if (!was_destroyed (op, tag)) 1224 if (!op->destroyed ())
1312 { 1225 op->destroy ();
1313 remove_ob (op); 1226
1314 free_object (op);
1315 }
1316 return; 1227 return;
1317 } 1228 }
1318 1229
1319 remove_ob (op); 1230 op->remove ();
1231
1320 if (!op->direction || (mflags & P_OUT_OF_MAP)) 1232 if (!op->direction || (mflags & P_OUT_OF_MAP))
1321 { 1233 {
1322 free_object (op); 1234 op->destroy ();
1323 return; 1235 return;
1324 } 1236 }
1325 op->x = new_x; 1237
1326 op->y = new_y; 1238 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) 1239 if (i > 0 && i != op->direction)
1330 { 1240 {
1331 op->direction = i; 1241 op->direction = i;
1332 SET_ANIMATION (op, op->direction); 1242 SET_ANIMATION (op, op->direction);
1333 } 1243 }
1334 insert_ob_in_map (op, op->map, op, 0); 1244
1245 m->insert (op, new_x, new_y, op);
1335} 1246}
1336 1247
1337/**************************************************************************** 1248/****************************************************************************
1338 * Destruction 1249 * Destruction
1339 ****************************************************************************/ 1250 ****************************************************************************/
1376 return 0; 1287 return 0;
1377 } 1288 }
1378 return 1; 1289 return 1;
1379} 1290}
1380 1291
1381
1382
1383
1384int 1292int
1385cast_destruction (object *op, object *caster, object *spell_ob) 1293cast_destruction (object *op, object *caster, object *spell_ob)
1386{ 1294{
1387 int i, j, range, mflags, friendly = 0, dam, dur; 1295 int i, j, range, mflags, friendly = 0, dam, dur;
1388 sint16 sx, sy; 1296 sint16 sx, sy;
1389 mapstruct *m; 1297 maptile *m;
1390 object *tmp; 1298 object *tmp;
1391 const char *skill; 1299 const char *skill;
1392 1300
1393 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob); 1301 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
1394 dam = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob); 1302 dam = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob);
1408 else if (caster->skill) 1316 else if (caster->skill)
1409 op->skill = caster->skill; 1317 op->skill = caster->skill;
1410 else 1318 else
1411 op->skill = NULL; 1319 op->skill = NULL;
1412 1320
1413 change_skill (op, find_skill_by_name (op, op->skill), 1); 1321 op->change_skill (find_skill_by_name (op, op->skill));
1414 1322
1415 for (i = -range; i < range; i++) 1323 for (i = -range; i < range; i++)
1416 { 1324 {
1417 for (j = -range; j < range; j++) 1325 for (j = -range; j < range; j++)
1418 { 1326 {
1419 m = op->map; 1327 m = op->map;
1420 sx = op->x + i; 1328 sx = op->x + i;
1421 sy = op->y + j; 1329 sy = op->y + j;
1330
1422 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy); 1331 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
1423 if (mflags & P_OUT_OF_MAP) 1332 if (mflags & P_OUT_OF_MAP)
1424 continue; 1333 continue;
1334
1425 if (mflags & P_IS_ALIVE) 1335 if (mflags & P_IS_ALIVE)
1426 { 1336 {
1427 for (tmp = get_map_ob (m, sx, sy); tmp; tmp = tmp->above) 1337 for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above)
1428 {
1429 if (QUERY_FLAG (tmp, FLAG_ALIVE) || tmp->type == PLAYER) 1338 if (QUERY_FLAG (tmp, FLAG_ALIVE) || tmp->type == PLAYER)
1430 break; 1339 break;
1431 } 1340
1432 if (tmp) 1341 if (tmp)
1433 { 1342 {
1434 if (tmp->head) 1343 if (tmp->head)
1435 tmp = tmp->head; 1344 tmp = tmp->head;
1436 1345
1439 { 1348 {
1440 if (spell_ob->subtype == SP_DESTRUCTION) 1349 if (spell_ob->subtype == SP_DESTRUCTION)
1441 { 1350 {
1442 hit_player (tmp, dam, op, spell_ob->attacktype, 0); 1351 hit_player (tmp, dam, op, spell_ob->attacktype, 0);
1443 if (spell_ob->other_arch) 1352 if (spell_ob->other_arch)
1444 {
1445 tmp = arch_to_object (spell_ob->other_arch); 1353 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 } 1354 }
1451 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist[ATNR_MAGIC] != 100) 1355 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist[ATNR_MAGIC] != 100)
1452 { 1356 {
1453 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch) 1357 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch)
1454 {
1455 object *effect = arch_to_object (spell_ob->other_arch); 1358 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 } 1359 }
1462 } 1360 }
1463 } 1361 }
1464 } 1362 }
1465 } 1363 }
1466 } 1364 }
1365
1467 op->skill = skill; 1366 op->skill = skill;
1468 return 1; 1367 return 1;
1469} 1368}
1470 1369
1471/*************************************************************************** 1370/***************************************************************************
1531 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1430 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1532 } 1431 }
1533 return 1; 1432 return 1;
1534 } 1433 }
1535 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50; 1434 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1536 force->speed = 1.0; 1435 force->speed = 1.f;
1537 force->speed_left = -1.0; 1436 force->speed_left = -1.f;
1538 SET_FLAG (force, FLAG_APPLIED); 1437 SET_FLAG (force, FLAG_APPLIED);
1539 1438
1540 if (god) 1439 if (god)
1541 { 1440 {
1542 if (spell_ob->last_grace) 1441 if (spell_ob->last_grace)
1555 force->stats.ac = spell_ob->stats.ac; 1454 force->stats.ac = spell_ob->stats.ac;
1556 force->stats.wc = spell_ob->stats.wc; 1455 force->stats.wc = spell_ob->stats.wc;
1557 1456
1558 change_abil (tmp, force); /* Mostly to display any messages */ 1457 change_abil (tmp, force); /* Mostly to display any messages */
1559 insert_ob_in_ob (force, tmp); 1458 insert_ob_in_ob (force, tmp);
1560 fix_player (tmp); 1459 tmp->update_stats ();
1561 return 1; 1460 return 1;
1562 1461
1563} 1462}
1564
1565 1463
1566/********************************************************************** 1464/**********************************************************************
1567 * mood change 1465 * mood change
1568 * Arguably, this may or may not be an attack spell. But since it 1466 * Arguably, this may or may not be an attack spell. But since it
1569 * effects monsters, it seems best to put it into this file 1467 * effects monsters, it seems best to put it into this file
1576mood_change (object *op, object *caster, object *spell) 1474mood_change (object *op, object *caster, object *spell)
1577{ 1475{
1578 object *tmp, *god, *head; 1476 object *tmp, *god, *head;
1579 int done_one, range, mflags, level, at, best_at; 1477 int done_one, range, mflags, level, at, best_at;
1580 sint16 x, y, nx, ny; 1478 sint16 x, y, nx, ny;
1581 mapstruct *m; 1479 maptile *m;
1582 const char *race; 1480 const char *race;
1583 1481
1584 /* We precompute some values here so that we don't have to keep 1482 /* We precompute some values here so that we don't have to keep
1585 * doing it over and over again. 1483 * doing it over and over again.
1586 */ 1484 */
1599 else if (god && !strcmp (spell->race, "GOD_FRIEND")) 1497 else if (god && !strcmp (spell->race, "GOD_FRIEND"))
1600 race = god->race; 1498 race = god->race;
1601 else 1499 else
1602 race = spell->race; 1500 race = spell->race;
1603 1501
1604
1605 for (x = op->x - range; x <= op->x + range; x++) 1502 for (x = op->x - range; x <= op->x + range; x++)
1606 for (y = op->y - range; y <= op->y + range; y++) 1503 for (y = op->y - range; y <= op->y + range; y++)
1607 { 1504 {
1608
1609 done_one = 0; 1505 done_one = 0;
1610 m = op->map; 1506 m = op->map;
1611 nx = x; 1507 nx = x;
1612 ny = y; 1508 ny = y;
1613 mflags = get_map_flags (m, &m, x, y, &nx, &ny); 1509 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1616 1512
1617 /* If there is nothing living on this space, no need to go further */ 1513 /* If there is nothing living on this space, no need to go further */
1618 if (!(mflags & P_IS_ALIVE)) 1514 if (!(mflags & P_IS_ALIVE))
1619 continue; 1515 continue;
1620 1516
1517 // players can only affect spaces that they can actually see
1518 if (caster && caster->contr
1519 && caster->contr->visibility_at (m, nx, ny) < 70)
1520 continue;
1521
1621 for (tmp = get_map_ob (m, nx, ny); tmp; tmp = tmp->above) 1522 for (tmp = GET_MAP_TOP (m, nx, ny); tmp; tmp = tmp->below)
1622 if (QUERY_FLAG (tmp, FLAG_MONSTER)) 1523 if (QUERY_FLAG (tmp, FLAG_MONSTER))
1623 break; 1524 break;
1624 1525
1625 /* There can be living objects that are not monsters */ 1526 /* There can be living objects that are not monsters */
1626 if (!tmp || tmp->type == PLAYER) 1527 if (!tmp || tmp->type == PLAYER)
1633 head = tmp; 1534 head = tmp;
1634 1535
1635 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */ 1536 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */
1636 if (race && head->race && !strstr (race, head->race)) 1537 if (race && head->race && !strstr (race, head->race))
1637 continue; 1538 continue;
1539
1638 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD)) 1540 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD))
1639 continue; 1541 continue;
1640 1542
1641 /* Now do a bunch of stuff related to saving throws */ 1543 /* Now do a bunch of stuff related to saving throws */
1642 best_at = -1; 1544 best_at = -1;
1659 at -= level / 5; 1561 at -= level / 5;
1660 if (did_make_save (head, head->level, at)) 1562 if (did_make_save (head, head->level, at))
1661 continue; 1563 continue;
1662 } 1564 }
1663 else /* spell->attacktype */ 1565 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 { 1566 {
1567 /*
1568 Spell has no attacktype (charm & such), so we'll have a specific saving:
1569 * if spell level < monster level, no go
1570 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) )
1571
1572 The chance will then be in the range [20-70] percent, not too bad.
1573
1574 This is required to fix the 'charm monster' abuse, where a player level 1 can
1575 charm a level 125 monster...
1576
1577 Ryo, august 14th
1578 */
1677 if (head->level > level) 1579 if (head->level > level)
1678 continue; 1580 continue;
1581
1679 if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + MIN (50, 2 * (level - head->level)))) 1582 if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + MIN (50, 2 * (level - head->level))))
1680 /* Failed, no effect */ 1583 /* Failed, no effect */
1681 continue; 1584 continue;
1682 } 1585 }
1683 1586
1684 /* Done with saving throw. Now start effecting the monster */ 1587 /* Done with saving throw. Now start affecting the monster */
1685 1588
1686 /* aggravation */ 1589 /* aggravation */
1687 if (QUERY_FLAG (spell, FLAG_MONSTER)) 1590 if (QUERY_FLAG (spell, FLAG_MONSTER))
1688 { 1591 {
1689 CLEAR_FLAG (head, FLAG_SLEEP); 1592 CLEAR_FLAG (head, FLAG_SLEEP);
1690 if (QUERY_FLAG (head, FLAG_FRIENDLY))
1691 remove_friendly_object (head); 1593 remove_friendly_object (head);
1692
1693 done_one = 1; 1594 done_one = 1;
1694 head->enemy = op; 1595 head->enemy = op;
1695 } 1596 }
1696 1597
1697 /* calm monsters */ 1598 /* calm monsters */
1706 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK)) 1607 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK))
1707 { 1608 {
1708 SET_FLAG (head, FLAG_BERSERK); 1609 SET_FLAG (head, FLAG_BERSERK);
1709 done_one = 1; 1610 done_one = 1;
1710 } 1611 }
1612
1711 /* charm */ 1613 /* charm */
1712 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY)) 1614 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY))
1713 { 1615 {
1714 SET_FLAG (head, FLAG_FRIENDLY);
1715 /* Prevent uncontolled outbreaks of self replicating monsters. 1616 /* Prevent uncontolled outbreaks of self replicating monsters.
1716 Typical use case is charm, go somwhere, use aggravation to make hostile. 1617 Typical use case is charm, go somwhere, use aggravation to make hostile.
1717 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */ 1618 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */
1718 CLEAR_FLAG (head, FLAG_GENERATOR); 1619 CLEAR_FLAG (head, FLAG_GENERATOR);
1719 set_owner (head, op); 1620 head->set_owner (op);
1720 set_spell_skill (op, caster, spell, head); 1621 set_spell_skill (op, caster, spell, head);
1721 add_friendly_object (head); 1622 add_friendly_object (head);
1722 head->attack_movement = PETMOVE; 1623 head->attack_movement = PETMOVE;
1723 done_one = 1; 1624 done_one = 1;
1724 change_exp (op, head->stats.exp / 2, head->skill, SK_EXP_ADD_SKILL); 1625 change_exp (op, head->stats.exp / 2, head->skill, SK_EXP_ADD_SKILL);
1725 head->stats.exp = 0; 1626 head->stats.exp = 0;
1726 } 1627 }
1727 1628
1728 /* If a monster was effected, put an effect in */ 1629 /* If a monster was effected, put an effect in */
1729 if (done_one && spell->other_arch) 1630 if (done_one && spell->other_arch)
1730 {
1731 tmp = arch_to_object (spell->other_arch); 1631 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 */ 1632 } /* for y */
1737 1633
1738 return 1; 1634 return 1;
1739} 1635}
1740 1636
1750move_ball_spell (object *op) 1646move_ball_spell (object *op)
1751{ 1647{
1752 int i, j, dam_save, dir, mflags; 1648 int i, j, dam_save, dir, mflags;
1753 sint16 nx, ny, hx, hy; 1649 sint16 nx, ny, hx, hy;
1754 object *owner; 1650 object *owner;
1755 mapstruct *m; 1651 maptile *m;
1756 1652
1757 owner = get_owner (op); 1653 owner = op->owner;
1758 1654
1759 /* the following logic makes sure that the ball doesn't move into a wall, 1655 /* the following logic makes sure that the ball doesn't move into a wall,
1760 * and makes sure that it will move along a wall to try and get at it's 1656 * and makes sure that it will move along a wall to try and get at it's
1761 * victim. The block immediately below more or less chooses a random 1657 * 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 1658 * offset to move the ball, eg, keep it mostly on course, with some
1791 nx = op->x; 1687 nx = op->x;
1792 ny = op->y; 1688 ny = op->y;
1793 m = op->map; 1689 m = op->map;
1794 } 1690 }
1795 1691
1796 remove_ob (op); 1692 m->insert (op, nx, ny, op);
1797 op->y = ny;
1798 op->x = nx;
1799 insert_ob_in_map (op, m, op, 0);
1800 1693
1801 dam_save = op->stats.dam; /* save the original dam: we do halfdam on 1694 dam_save = op->stats.dam; /* save the original dam: we do halfdam on
1802 surrounding squares */ 1695 surrounding squares */
1803 1696
1804 /* loop over current square and neighbors to hit. 1697 /* loop over current square and neighbors to hit.
1805 * if this has an other_arch field, we insert that in 1698 * if this has an other_arch field, we insert that in
1806 * the surround spaces. 1699 * the surround spaces.
1807 */ 1700 */
1808 for (j = 0; j < 9; j++) 1701 for (j = 0; j < 9; j++)
1809 { 1702 {
1810 object *new_ob;
1811
1812 hx = nx + freearr_x[j]; 1703 hx = nx + freearr_x[j];
1813 hy = ny + freearr_y[j]; 1704 hy = ny + freearr_y[j];
1814 1705
1815 m = op->map; 1706 m = op->map;
1816 mflags = get_map_flags (m, &m, hx, hy, &hx, &hy); 1707 mflags = get_map_flags (m, &m, hx, hy, &hx, &hy);
1830 1721
1831 } 1722 }
1832 1723
1833 /* insert the other arch */ 1724 /* insert the other arch */
1834 if (op->other_arch && !(OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy)))) 1725 if (op->other_arch && !(OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy))))
1835 { 1726 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 } 1727 }
1842 1728
1843 /* restore to the center location and damage */ 1729 /* restore to the center location and damage */
1844 op->stats.dam = dam_save; 1730 op->stats.dam = dam_save;
1845 1731
1846 i = spell_find_dir (op->map, op->x, op->y, get_owner (op)); 1732 i = spell_find_dir (op->map, op->x, op->y, op->owner);
1847 1733
1848 if (i >= 0) 1734 if (i >= 0)
1849 { /* we have a preferred direction! */ 1735 { /* we have a preferred direction! */
1850 /* pick another direction if the preferred dir is blocked. */ 1736 /* 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 || 1737 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))) 1738 OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy)))
1853 {
1854 i = absdir (i + rndm (0, 2) - 1); /* -1, 0, +1 */ 1739 i = absdir (i + rndm (0, 2) - 1); /* -1, 0, +1 */
1855 } 1740
1856 op->direction = i; 1741 op->direction = i;
1857 } 1742 }
1858} 1743}
1859 1744
1860 1745
1872#if 0 1757#if 0
1873 static int cardinal_adjust[9] = { -3, -2, -1, 0, 0, 0, 1, 2, 3 }; 1758 static int cardinal_adjust[9] = { -3, -2, -1, 0, 0, 0, 1, 2, 3 };
1874 static int diagonal_adjust[10] = { -3, -2, -2, -1, 0, 0, 1, 2, 2, 3 }; 1759 static int diagonal_adjust[10] = { -3, -2, -2, -1, 0, 0, 1, 2, 2, 3 };
1875 sint16 target_x, target_y, origin_x, origin_y; 1760 sint16 target_x, target_y, origin_x, origin_y;
1876 int adjustdir; 1761 int adjustdir;
1877 mapstruct *m; 1762 maptile *m;
1878#endif 1763#endif
1879 int basedir; 1764 int basedir;
1880 object *owner; 1765 object *owner;
1881 1766
1882 owner = get_owner (op); 1767 owner = op->owner;
1883 if (op->duration == 0 || owner == NULL) 1768 if (op->duration == 0 || owner == NULL)
1884 { 1769 {
1885 remove_ob (op); 1770 op->destroy ();
1886 free_object (op);
1887 return; 1771 return;
1888 } 1772 }
1773
1889 op->duration--; 1774 op->duration--;
1890 1775
1891 basedir = op->direction; 1776 basedir = op->direction;
1892 if (basedir == 0) 1777 if (basedir == 0)
1893 { 1778 {
1898#if 0 1783#if 0
1899 // this is bogus: it causes wrong places to be checked below 1784 // this is bogus: it causes wrong places to be checked below
1900 // (a wall 2 cells away will block the effect...) and 1785 // (a wall 2 cells away will block the effect...) and
1901 // doesn't work for SP_BULLET anyhow, so again tests the wrong 1786 // doesn't work for SP_BULLET anyhow, so again tests the wrong
1902 // space. 1787 // space.
1903 // should be fixed later, but correctness before featurs... 1788 // should be fixed later, but correctness before features...
1904 // (schmorp) 1789 // (schmorp)
1905 1790
1906 /* new offset calculation to make swarm element distribution 1791 /* new offset calculation to make swarm element distribution
1907 * more uniform 1792 * more uniform
1908 */ 1793 */
1990 1875
1991 if (!spell->other_arch) 1876 if (!spell->other_arch)
1992 return 0; 1877 return 0;
1993 1878
1994 tmp = get_archetype (SWARM_SPELL); 1879 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. */ 1880 tmp->set_owner (op); /* needed so that if swarm elements kill, caster gets xp. */
1998 set_spell_skill (op, caster, spell, tmp); 1881 set_spell_skill (op, caster, spell, tmp);
1999 1882
2000 tmp->level = caster_level (caster, spell); /*needed later, to get level dep. right. */ 1883 tmp->level = caster_level (caster, spell); /*needed later, to get level dep. right. */
2001 tmp->spell = arch_to_object (spell->other_arch); 1884 tmp->spell = arch_to_object (spell->other_arch);
2002 1885
2003 tmp->attacktype = tmp->spell->attacktype; 1886 tmp->attacktype = tmp->spell->attacktype;
2004 1887
2005 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) 1888 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
2006 {
2007 if (!tailor_god_spell (tmp, op)) 1889 if (!tailor_god_spell (tmp, op))
2008 return 1; 1890 return 1;
2009 } 1891
2010 tmp->duration = SP_level_duration_adjust (caster, spell); 1892 tmp->duration = SP_level_duration_adjust (caster, spell);
2011 for (i = 0; i < spell->duration; i++) 1893 for (i = 0; i < spell->duration; i++)
2012 tmp->duration += die_roll (1, 3, op, PREFER_HIGH); 1894 tmp->duration += die_roll (1, 3, op, PREFER_HIGH);
2013 1895
2014 tmp->direction = dir; 1896 tmp->direction = dir;
2015 tmp->invisible = 1; 1897 tmp->invisible = 1;
2016 insert_ob_in_map (tmp, op->map, op, 0); 1898
1899 tmp->insert_at (op, op);
2017 return 1; 1900 return 1;
2018} 1901}
2019 1902
2020 1903
2021/* See the spells documentation file for why this is its own 1904/* See the spells documentation file for why this is its own
2025cast_light (object *op, object *caster, object *spell, int dir) 1908cast_light (object *op, object *caster, object *spell, int dir)
2026{ 1909{
2027 object *target = NULL, *tmp = NULL; 1910 object *target = NULL, *tmp = NULL;
2028 sint16 x, y; 1911 sint16 x, y;
2029 int dam, mflags; 1912 int dam, mflags;
2030 mapstruct *m; 1913 maptile *m;
2031 1914
2032 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1915 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
2033 1916
2034 if (!dir) 1917 if (!dir)
2035 { 1918 {
2049 return 0; 1932 return 0;
2050 } 1933 }
2051 1934
2052 if (mflags & P_IS_ALIVE && spell->attacktype) 1935 if (mflags & P_IS_ALIVE && spell->attacktype)
2053 { 1936 {
2054 for (target = get_map_ob (m, x, y); target; target = target->above) 1937 for (target = GET_MAP_OB (m, x, y); target; target = target->above)
2055 if (QUERY_FLAG (target, FLAG_MONSTER)) 1938 if (QUERY_FLAG (target, FLAG_MONSTER))
2056 { 1939 {
2057 /* oky doky. got a target monster. Lets make a blinding attack */ 1940 /* oky doky. got a target monster. Lets make a blinding attack */
2058 if (target->head) 1941 if (target->head)
2059 target = target->head; 1942 target = target->head;
2081 { 1964 {
2082 tmp->glow_radius = spell->range + SP_level_range_adjust (caster, spell); 1965 tmp->glow_radius = spell->range + SP_level_range_adjust (caster, spell);
2083 if (tmp->glow_radius > MAX_LIGHT_RADII) 1966 if (tmp->glow_radius > MAX_LIGHT_RADII)
2084 tmp->glow_radius = MAX_LIGHT_RADII; 1967 tmp->glow_radius = MAX_LIGHT_RADII;
2085 } 1968 }
2086 tmp->x = x; 1969
2087 tmp->y = y; 1970 m->insert (tmp, x, y, op);
2088 insert_ob_in_map (tmp, m, op, 0);
2089 return 1; 1971 return 1;
2090} 1972}
2091 1973
2092 1974
2093 1975
2103cast_cause_disease (object *op, object *caster, object *spell, int dir) 1985cast_cause_disease (object *op, object *caster, object *spell, int dir)
2104{ 1986{
2105 sint16 x, y; 1987 sint16 x, y;
2106 int i, mflags, range, dam_mod, dur_mod; 1988 int i, mflags, range, dam_mod, dur_mod;
2107 object *walk; 1989 object *walk;
2108 mapstruct *m; 1990 maptile *m;
2109 1991
2110 x = op->x; 1992 x = op->x;
2111 y = op->y; 1993 y = op->y;
2112 1994
2113 /* If casting from a scroll, no direction will be available, so refer to the 1995 /* If casting from a scroll, no direction will be available, so refer to the
2141 2023
2142 /* Only bother looking on this space if there is something living here */ 2024 /* Only bother looking on this space if there is something living here */
2143 if (mflags & P_IS_ALIVE) 2025 if (mflags & P_IS_ALIVE)
2144 { 2026 {
2145 /* search this square for a victim */ 2027 /* search this square for a victim */
2146 for (walk = get_map_ob (m, x, y); walk; walk = walk->above) 2028 for (walk = GET_MAP_OB (m, x, y); walk; walk = walk->above)
2147 if (QUERY_FLAG (walk, FLAG_MONSTER) || (walk->type == PLAYER)) 2029 if (QUERY_FLAG (walk, FLAG_MONSTER) || (walk->type == PLAYER))
2148 { /* found a victim */ 2030 { /* found a victim */
2149 object *disease = arch_to_object (spell->other_arch); 2031 object *disease = arch_to_object (spell->other_arch);
2150 2032
2151 set_owner (disease, op); 2033 disease->set_owner (op);
2152 set_spell_skill (op, caster, spell, disease); 2034 set_spell_skill (op, caster, spell, disease);
2153 disease->stats.exp = 0; 2035 disease->stats.exp = 0;
2154 disease->level = caster_level (caster, spell); 2036 disease->level = caster_level (caster, spell);
2155 2037
2156 /* do level adjustments */ 2038 /* do level adjustments */
2201 if (disease->stats.sp) 2083 if (disease->stats.sp)
2202 disease->stats.sp -= dam_mod; 2084 disease->stats.sp -= dam_mod;
2203 2085
2204 if (infect_object (walk, disease, 1)) 2086 if (infect_object (walk, disease, 1))
2205 { 2087 {
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); 2088 new_draw_info_format (NDI_UNIQUE, 0, op, "You inflict %s on %s!", &disease->name, &walk->name);
2209 2089
2210 free_object (disease); /* don't need this one anymore */ 2090 disease->destroy (); /* don't need this one anymore */
2211 flash = get_archetype (ARCH_DETECT_MAGIC); 2091 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; 2092 return 1;
2217 } 2093 }
2218 free_object (disease); 2094
2095 disease->destroy ();
2219 } 2096 }
2220 } /* if living creature */ 2097 } /* if living creature */
2221 } /* for range of spaces */ 2098 } /* for range of spaces */
2099
2222 new_draw_info (NDI_UNIQUE, 0, op, "No one caught anything!"); 2100 new_draw_info (NDI_UNIQUE, 0, op, "No one caught anything!");
2223 return 1; 2101 return 1;
2224} 2102}

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