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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 1.51 by root, Sun Apr 20 23:25:43 2008 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Deliantra 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 * Deliantra 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 to <support@deliantra.net>
21 The authors can be reached via e-mail at <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 *
351 ***************************************************************************/ 345 ***************************************************************************/
352 346
353/* expands an explosion. op is a piece of the 347/* expands an explosion. op is a piece of the
354 * explosion - this expans it in the different directions. 348 * explosion - this expands it in the different directions.
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 {
366 remove_ob (op);
367 free_object (op);
368 return;
369 } 358 {
359 op->destroy ();
360 return;
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; 410 object *env = op->outer_env ();
421 411
422 env = object_get_env_recursive (op);
423 if (env->map == NULL || out_of_map (env->map, env->x, env->y)) 412 if (!env->map || out_of_map (env->map, env->x, env->y))
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);
489 tmp->play_sound (tmp->sound);
490
508 /* remove the firebullet */ 491 /* remove the firebullet */
509 if (!was_destroyed (op, op_tag)) 492 op->destroy ();
510 {
511 remove_ob (op);
512 free_object (op);
513 }
514} 493}
515
516
517 494
518/* checks to see what op should do, given the space it is on 495/* checks to see what op should do, given the space it is on
519 * (eg, explode, damage player, etc) 496 * (eg, explode, damage player, etc)
520 */ 497 */
521
522void 498void
523check_bullet (object *op) 499check_bullet (object *op)
524{ 500{
525 tag_t op_tag = op->count, tmp_tag;
526 object *tmp; 501 object *tmp;
527 int dam, mflags; 502 int dam, mflags;
528 mapstruct *m; 503 maptile *m;
529 sint16 sx, sy; 504 sint16 sx, sy;
530 505
531 mflags = get_map_flags (op->map, &m, op->x, op->y, &sx, &sy); 506 mflags = get_map_flags (op->map, &m, op->x, op->y, &sx, &sy);
532 507
533 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy))) 508 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
542 517
543 /* If nothing alive on this space, no reason to do anything further */ 518 /* If nothing alive on this space, no reason to do anything further */
544 if (!(mflags & P_IS_ALIVE)) 519 if (!(mflags & P_IS_ALIVE))
545 return; 520 return;
546 521
547 for (tmp = get_map_ob (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 522 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
548 { 523 {
549 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 524 if (QUERY_FLAG (tmp, FLAG_ALIVE))
550 { 525 {
551 tmp_tag = tmp->count;
552 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1); 526 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) 527 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0)
554 { 528 {
555 if (!QUERY_FLAG (op, FLAG_REMOVED)) 529 if (!QUERY_FLAG (op, FLAG_REMOVED))
556 { 530 {
557 remove_ob (op); 531 op->destroy ();
558 free_object (op);
559 return; 532 return;
560 } 533 }
561 } 534 }
562 } 535 }
563 } 536 }
564} 537}
565
566 538
567/* Basically, we move 'op' one square, and if it hits something, 539/* Basically, we move 'op' one square, and if it hits something,
568 * call check_bullet. 540 * call check_bullet.
569 * This function is only applicable to bullets, but not to all 541 * This function is only applicable to bullets, but not to all
570 * fired arches (eg, bolts). 542 * fired arches (eg, bolts).
571 */ 543 */
572
573void 544void
574move_bullet (object *op) 545move_bullet (object *op)
575{ 546{
576 sint16 new_x, new_y; 547 sint16 new_x, new_y;
577 int mflags; 548 int mflags;
578 mapstruct *m; 549 maptile *m;
579 550
580#if 0 551#if 0
581 /* We need a better general purpose way to do this */ 552 /* We need a better general purpose way to do this */
582 553
583 /* peterm: added to make comet leave a trail of burnouts 554 /* peterm: added to make comet leave a trail of burnouts
584 it's an unadulterated hack, but the effect is cool. */ 555 it's an unadulterated hack, but the effect is cool. */
585 if (op->stats.sp == SP_METEOR) 556 if (op->stats.sp == SP_METEOR)
586 { 557 {
587 replace_insert_ob_in_map ("fire_trail", op); 558 replace_insert_ob_in_map ("fire_trail", op);
588 if (was_destroyed (op, op_tag)) 559 if (op->destroyed ())
589 return; 560 return;
590 } /* end addition. */ 561 } /* end addition. */
591#endif 562#endif
592 563
593 /* Reached the end of its life - remove it */ 564 /* Reached the end of its life - remove it */
594 if (--op->range <= 0) 565 if (--op->range <= 0)
595 { 566 {
596 if (op->other_arch) 567 if (op->other_arch)
597 {
598 explode_bullet (op); 568 explode_bullet (op);
599 }
600 else 569 else
601 { 570 op->destroy ();
602 remove_ob (op); 571
603 free_object (op);
604 }
605 return; 572 return;
606 } 573 }
607 574
608 new_x = op->x + DIRX (op); 575 new_x = op->x + DIRX (op);
609 new_y = op->y + DIRY (op); 576 new_y = op->y + DIRY (op);
610 m = op->map; 577 m = op->map;
611 mflags = get_map_flags (m, &m, new_x, new_y, &new_x, &new_y); 578 mflags = get_map_flags (m, &m, new_x, new_y, &new_x, &new_y);
612 579
613 if (mflags & P_OUT_OF_MAP) 580 if (mflags & P_OUT_OF_MAP)
614 { 581 {
615 remove_ob (op); 582 op->destroy ();
616 free_object (op);
617 return; 583 return;
618 } 584 }
619 585
620 if (!op->direction || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y))) 586 if (!op->direction || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y)))
621 { 587 {
622 if (op->other_arch) 588 if (op->other_arch)
623 {
624 explode_bullet (op); 589 explode_bullet (op);
625 }
626 else 590 else
627 { 591 op->destroy ();
628 remove_ob (op);
629 free_object (op);
630 }
631 return;
632 }
633 592
634 remove_ob (op); 593 return;
635 op->x = new_x; 594 }
636 op->y = new_y; 595
637 if ((op = insert_ob_in_map (op, m, op, 0)) == NULL) 596 if (!(op = m->insert (op, new_x, new_y, op)))
638 return; 597 return;
639 598
640 if (reflwall (op->map, op->x, op->y, op)) 599 if (reflwall (op->map, op->x, op->y, op))
641 { 600 {
642 op->direction = absdir (op->direction + 4); 601 op->direction = absdir (op->direction + 4);
643 update_turn_face (op); 602 update_turn_face (op);
644 } 603 }
645 else 604 else
646 {
647 check_bullet (op); 605 check_bullet (op);
648 }
649} 606}
650
651
652
653 607
654/* fire_bullet 608/* fire_bullet
655 * object op (cast from caster) files a bolt in dir. 609 * object op (cast from caster) files a bolt in dir.
656 * spob is the spell object for the bolt. 610 * spob is the spell object for the bolt.
657 * we remove the magic flag - that can be derived from 611 * we remove the magic flag - that can be derived from
658 * spob->attacktype. 612 * spob->attacktype.
659 * This function sets up the appropriate owner and skill 613 * This function sets up the appropriate owner and skill
660 * pointers. 614 * pointers.
661 */ 615 */
662
663int 616int
664fire_bullet (object *op, object *caster, int dir, object *spob) 617fire_bullet (object *op, object *caster, int dir, object *spob)
665{ 618{
666 object *tmp = NULL; 619 object *tmp = NULL;
667 int mflags; 620 int mflags;
688 641
689 tmp->direction = dir; 642 tmp->direction = dir;
690 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) 643 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
691 SET_ANIMATION (tmp, dir); 644 SET_ANIMATION (tmp, dir);
692 645
693 set_owner (tmp, op); 646 tmp->set_owner (op);
694 set_spell_skill (op, caster, spob, tmp); 647 set_spell_skill (op, caster, spob, tmp);
695 648
696 tmp->x = op->x + freearr_x[dir]; 649 tmp->x = op->x + freearr_x[dir];
697 tmp->y = op->y + freearr_y[dir]; 650 tmp->y = op->y + freearr_y[dir];
698 tmp->map = op->map; 651 tmp->map = op->map;
699 652
653 maptile *newmap;
700 mflags = get_map_flags (tmp->map, &tmp->map, tmp->x, tmp->y, &tmp->x, &tmp->y); 654 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y);
701 if (mflags & P_OUT_OF_MAP) 655 if (mflags & P_OUT_OF_MAP)
702 { 656 {
703 free_object (tmp); 657 tmp->destroy ();
704 return 0; 658 return 0;
705 } 659 }
660
661 tmp->map = newmap;
662
706 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y))) 663 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y)))
707 { 664 {
708 if (!QUERY_FLAG (tmp, FLAG_REFLECTING)) 665 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
709 { 666 {
710 free_object (tmp); 667 tmp->destroy ();
711 return 0; 668 return 0;
712 } 669 }
670
713 tmp->x = op->x; 671 tmp->x = op->x;
714 tmp->y = op->y; 672 tmp->y = op->y;
715 tmp->direction = absdir (tmp->direction + 4); 673 tmp->direction = absdir (tmp->direction + 4);
716 tmp->map = op->map; 674 tmp->map = op->map;
717 } 675 }
718 if ((tmp = insert_ob_in_map (tmp, tmp->map, op, 0)) != NULL) 676
719 { 677 if ((tmp = tmp->insert_at (tmp, op)))
720 check_bullet (tmp); 678 check_bullet (tmp);
721 } 679
722 return 1; 680 return 1;
723} 681}
724
725
726
727 682
728/***************************************************************************** 683/*****************************************************************************
729 * 684 *
730 * CONE RELATED FUNCTIONS 685 * CONE RELATED FUNCTIONS
731 * 686 *
732 *****************************************************************************/ 687 *****************************************************************************/
733 688
734
735/* drops an object based on what is in the cone's "other_arch" */ 689/* drops an object based on what is in the cone's "other_arch" */
736void 690void
737cone_drop (object *op) 691cone_drop (object *op)
738{ 692{
739 object *new_ob = arch_to_object (op->other_arch); 693 object *new_ob = arch_to_object (op->other_arch);
740 694
741 new_ob->x = op->x;
742 new_ob->y = op->y;
743 new_ob->level = op->level; 695 new_ob->level = op->level;
744 set_owner (new_ob, op->owner); 696 new_ob->set_owner (op->owner);
745 697
746 /* preserve skill ownership */ 698 /* preserve skill ownership */
747 if (op->skill && op->skill != new_ob->skill) 699 if (op->skill && op->skill != new_ob->skill)
748 {
749 new_ob->skill = op->skill; 700 new_ob->skill = op->skill;
750 }
751 insert_ob_in_map (new_ob, op->map, op, 0);
752 701
702 new_ob->insert_at (op, op);
753} 703}
754 704
755/* move_cone: causes cone object 'op' to move a space/hit creatures */ 705/* move_cone: causes cone object 'op' to move a space/hit creatures */
756 706
757void 707void
758move_cone (object *op) 708move_cone (object *op)
759{ 709{
760 int i; 710 int i;
761 tag_t tag;
762 711
763 /* if no map then hit_map will crash so just ignore object */ 712 /* if no map then hit_map will crash so just ignore object */
764 if (!op->map) 713 if (!op->map)
765 { 714 {
766 LOG (llevError, "Tried to move_cone object %s without a map.\n", op->name ? &op->name : "unknown"); 715 LOG (llevError, "Tried to move_cone object %s without a map.\n", op->name ? &op->name : "unknown");
767 op->speed = 0; 716 op->set_speed (0);
768 update_ob_speed (op);
769 return; 717 return;
770 } 718 }
771 719
772 /* lava saves it's life, but not yours :) */ 720 /* lava saves it's life, but not yours :) */
773 if (QUERY_FLAG (op, FLAG_LIFESAVE)) 721 if (QUERY_FLAG (op, FLAG_LIFESAVE))
779#if 0 727#if 0
780 /* Disable this - enabling it makes monsters easier, as 728 /* Disable this - enabling it makes monsters easier, as
781 * when their cone dies when they die. 729 * when their cone dies when they die.
782 */ 730 */
783 /* If no owner left, the spell dies out. */ 731 /* If no owner left, the spell dies out. */
784 if (get_owner (op) == NULL) 732 if (op->owner == NULL)
785 { 733 {
786 remove_ob (op); 734 op->destroy ();
787 free_object (op);
788 return; 735 return;
789 } 736 }
790#endif 737#endif
791 738
792 tag = op->count;
793 hit_map (op, 0, op->attacktype, 0); 739 hit_map (op, 0, op->attacktype, 0);
794 740
795 /* Check to see if we should push anything. 741 /* Check to see if we should push anything.
796 * Spell objects with weight push whatever they encounter to some 742 * Spell objects with weight push whatever they encounter to some
797 * degree. 743 * degree.
798 */ 744 */
799 if (op->weight) 745 if (op->weight)
800 check_spell_knockback (op); 746 check_spell_knockback (op);
801 747
802 if (was_destroyed (op, tag)) 748 if (op->destroyed ())
803 return; 749 return;
804 750
805 if ((op->duration--) < 0) 751 if ((op->duration--) < 0)
806 { 752 {
807 remove_ob (op); 753 op->destroy ();
808 free_object (op);
809 return; 754 return;
810 } 755 }
811 /* Object has hit maximum range, so don't have it move 756 /* Object has hit maximum range, so don't have it move
812 * any further. When the duration above expires, 757 * any further. When the duration above expires,
813 * then the object will get removed. 758 * then the object will get removed.
822 { 767 {
823 sint16 x = op->x + freearr_x[absdir (op->stats.sp + i)], y = op->y + freearr_y[absdir (op->stats.sp + i)]; 768 sint16 x = op->x + freearr_x[absdir (op->stats.sp + i)], y = op->y + freearr_y[absdir (op->stats.sp + i)];
824 769
825 if (ok_to_put_more (op->map, x, y, op, op->attacktype)) 770 if (ok_to_put_more (op->map, x, y, op, op->attacktype))
826 { 771 {
827 object *tmp = get_object (); 772 object *tmp = op->clone ();
828
829 copy_object (op, tmp);
830 tmp->x = x;
831 tmp->y = y;
832 773
833 tmp->duration = op->duration + 1; 774 tmp->duration = op->duration + 1;
834 775
835 /* Use for spell tracking - see ok_to_put_more() */ 776 /* Use for spell tracking - see ok_to_put_more() */
836 tmp->stats.maxhp = op->stats.maxhp; 777 tmp->stats.maxhp = op->stats.maxhp;
837 insert_ob_in_map (tmp, op->map, op, 0); 778
779 op->map->insert (tmp, x, y, op);
780
838 if (tmp->other_arch) 781 if (tmp->other_arch)
839 cone_drop (tmp); 782 cone_drop (tmp);
840 } 783 }
841 } 784 }
842} 785}
852int 795int
853cast_cone (object *op, object *caster, int dir, object *spell) 796cast_cone (object *op, object *caster, int dir, object *spell)
854{ 797{
855 object *tmp; 798 object *tmp;
856 int i, success = 0, range_min = -1, range_max = 1; 799 int i, success = 0, range_min = -1, range_max = 1;
857 mapstruct *m; 800 maptile *m;
858 sint16 sx, sy; 801 sint16 sx, sy;
859 MoveType movetype; 802 MoveType movetype;
860 803
861 if (!spell->other_arch) 804 if (!spell->other_arch)
862 return 0; 805 return 0;
875 818
876 /* Need to know what the movetype of the object we are about 819 /* 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 820 * to create is, so we can know if the space we are about to
878 * insert it into is blocked. 821 * insert it into is blocked.
879 */ 822 */
880 movetype = spell->other_arch->clone.move_type; 823 movetype = spell->other_arch->move_type;
881 824
882 for (i = range_min; i <= range_max; i++) 825 for (i = range_min; i <= range_max; i++)
883 { 826 {
884 sint16 x, y, d; 827 sint16 x, y, d;
885 828
918 if ((movetype & GET_MAP_MOVE_BLOCK (m, sx, sy)) == movetype) 861 if ((movetype & GET_MAP_MOVE_BLOCK (m, sx, sy)) == movetype)
919 continue; 862 continue;
920 863
921 success = 1; 864 success = 1;
922 tmp = arch_to_object (spell->other_arch); 865 tmp = arch_to_object (spell->other_arch);
923 set_owner (tmp, op); 866 tmp->set_owner (op);
924 set_spell_skill (op, caster, spell, tmp); 867 set_spell_skill (op, caster, spell, tmp);
925 tmp->level = caster_level (caster, spell); 868 tmp->level = caster_level (caster, spell);
926 tmp->x = sx;
927 tmp->y = sy;
928 tmp->attacktype = spell->attacktype; 869 tmp->attacktype = spell->attacktype;
929 870
930 /* holy word stuff */ 871 /* holy word stuff */
931 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER)) 872 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER))
932 if (!tailor_god_spell (tmp, op)) 873 if (!tailor_god_spell (tmp, op))
966 else 907 else
967 tmp->duration += caster->level / 3; 908 tmp->duration += caster->level / 3;
968 } 909 }
969 910
970 if (!(tmp->move_type & MOVE_FLY_LOW)) 911 if (!(tmp->move_type & MOVE_FLY_LOW))
971 LOG (llevDebug, "cast_cone(): arch %s doesn't have flying 1\n", &spell->other_arch->name); 912 LOG (llevDebug, "cast_cone(): arch %s doesn't have flying 1\n", &spell->other_arch->archname);
972 913
973 if (!tmp->move_on && tmp->stats.dam) 914 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); 915 LOG (llevDebug, "cast_cone(): arch %s doesn't have move_on set\n", &spell->other_arch->archname);
976 }
977 916
978 insert_ob_in_map (tmp, m, op, 0); 917 m->insert (tmp, sx, sy, op);
979 918
980 /* This is used for tracking spells so that one effect doesn't hit 919 /* This is used for tracking spells so that one effect doesn't hit
981 * a single space too many times. 920 * a single space too many times.
982 */ 921 */
983 tmp->stats.maxhp = tmp->count; 922 tmp->stats.maxhp = tmp->count;
993 * 932 *
994 * BOMB related code 933 * BOMB related code
995 * 934 *
996 ****************************************************************************/ 935 ****************************************************************************/
997 936
998
999/* This handles an exploding bomb. 937/* This handles an exploding bomb.
1000 * op is the original bomb object. 938 * op is the original bomb object.
1001 */ 939 */
1002void 940void
1003animate_bomb (object *op) 941animate_bomb (object *op)
1004{ 942{
1005 int i;
1006 object *env, *tmp;
1007 archetype *at;
1008
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 object *env = op->outer_env ();
1013 947
1014 if (op->env) 948 if (op->env)
1015 { 949 {
1016 if (env->map == NULL) 950 if (env->map == NULL)
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 (int 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 object *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);
1071} 999}
1072 1000
1073int 1001int
1074create_bomb (object *op, object *caster, int dir, object *spell) 1002create_bomb (object *op, object *caster, int dir, object *spell)
1075{ 1003{
1076
1077 object *tmp; 1004 object *tmp;
1078 int mflags; 1005 int mflags;
1079 sint16 dx = op->x + freearr_x[dir], dy = op->y + freearr_y[dir]; 1006 sint16 dx = op->x + freearr_x[dir], dy = op->y + freearr_y[dir];
1080 mapstruct *m; 1007 maptile *m;
1081 1008
1082 mflags = get_map_flags (op->map, &m, dx, dy, &dx, &dy); 1009 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)) 1010 if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, dx, dy) & MOVE_WALK))
1084 { 1011 {
1085 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way."); 1012 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way.");
1086 return 0; 1013 return 0;
1087 } 1014 }
1015
1088 tmp = arch_to_object (spell->other_arch); 1016 tmp = arch_to_object (spell->other_arch);
1089 1017
1090 /* level dependencies for bomb */ 1018 /* level dependencies for bomb */
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
1166 * caster = object casting the spell. 1086 * caster = object casting the spell.
1167 * dir = direction being cast 1087 * dir = direction being cast
1168 * spell = spell object 1088 * spell = spell object
1169 */ 1089 */
1170
1171int 1090int
1172cast_smite_spell (object *op, object *caster, int dir, object *spell) 1091cast_smite_spell (object *op, object *caster, int dir, object *spell)
1173{ 1092{
1174 object *effect, *target; 1093 object *effect, *target;
1175 object *god = find_god (determine_god (op)); 1094 object *god = find_god (determine_god (op));
1221 if (effect->attacktype & AT_DEATH) 1140 if (effect->attacktype & AT_DEATH)
1222 { 1141 {
1223 effect->level = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1142 effect->level = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1224 1143
1225 /* casting death spells at undead isn't a good thing */ 1144 /* casting death spells at undead isn't a good thing */
1226 if QUERY_FLAG
1227 (target, FLAG_UNDEAD) 1145 if (QUERY_FLAG (target, FLAG_UNDEAD))
1228 { 1146 {
1229 if (random_roll (0, 2, op, PREFER_LOW)) 1147 if (random_roll (0, 2, op, PREFER_LOW))
1230 { 1148 {
1231 new_draw_info (NDI_UNIQUE, 0, op, "Idiot! Your spell boomerangs!"); 1149 new_draw_info (NDI_UNIQUE, 0, op, "Idiot! Your spell boomerangs!");
1232 effect->x = op->x; 1150 effect->x = op->x;
1234 } 1152 }
1235 else 1153 else
1236 { 1154 {
1237 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s looks stronger!", query_name (target)); 1155 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s looks stronger!", query_name (target));
1238 target->stats.hp = target->stats.maxhp * 2; 1156 target->stats.hp = target->stats.maxhp * 2;
1239 free_object (effect); 1157 effect->destroy ();
1240 return 0; 1158 return 0;
1241 } 1159 }
1242 } 1160 }
1243 } 1161 }
1244 else 1162 else
1245 { 1163 {
1246 /* how much woe to inflict :) */ 1164 /* how much woe to inflict :) */
1247 effect->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1165 effect->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1248 } 1166 }
1249 1167
1250 set_owner (effect, op); 1168 effect->set_owner (op);
1251 set_spell_skill (op, caster, spell, effect); 1169 set_spell_skill (op, caster, spell, effect);
1252 1170
1253 /* ok, tell it where to be, and insert! */ 1171 /* ok, tell it where to be, and insert! */
1254 effect->x = target->x; 1172 effect->insert_at (target, op);
1255 effect->y = target->y;
1256 insert_ob_in_map (effect, target->map, op, 0);
1257 1173
1258 return 1; 1174 return 1;
1259} 1175}
1260
1261 1176
1262/**************************************************************************** 1177/****************************************************************************
1263 * 1178 *
1264 * MAGIC MISSILE code. 1179 * MAGIC MISSILE code.
1265 * note that the fire_bullet is used to fire the missile. The 1180 * note that the fire_bullet is used to fire the missile. The
1271move_missile (object *op) 1186move_missile (object *op)
1272{ 1187{
1273 int i, mflags; 1188 int i, mflags;
1274 object *owner; 1189 object *owner;
1275 sint16 new_x, new_y; 1190 sint16 new_x, new_y;
1276 mapstruct *m; 1191 maptile *m;
1277 1192
1278 if (op->range-- <= 0) 1193 if (op->range-- <= 0)
1279 { 1194 {
1280 remove_ob (op); 1195 op->destroy ();
1281 free_object (op);
1282 return; 1196 return;
1283 } 1197 }
1284 1198
1285 owner = get_owner (op); 1199 owner = op->owner;
1286#if 0 1200#if 0
1287 /* It'd make things nastier if this wasn't here - spells cast by 1201 /* It'd make things nastier if this wasn't here - spells cast by
1288 * monster that are then killed would continue to survive 1202 * monster that are then killed would continue to survive
1289 */ 1203 */
1290 if (owner == NULL) 1204 if (owner == NULL)
1291 { 1205 {
1292 remove_ob (op); 1206 op->destroy ();
1293 free_object (op);
1294 return; 1207 return;
1295 } 1208 }
1296#endif 1209#endif
1297 1210
1298 new_x = op->x + DIRX (op); 1211 new_x = op->x + DIRX (op);
1300 1213
1301 mflags = get_map_flags (op->map, &m, new_x, new_y, &new_x, &new_y); 1214 mflags = get_map_flags (op->map, &m, new_x, new_y, &new_x, &new_y);
1302 1215
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)))) 1216 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 { 1217 {
1305 tag_t tag = op->count;
1306
1307 hit_map (op, op->direction, AT_MAGIC, 1); 1218 hit_map (op, op->direction, AT_MAGIC, 1);
1308 /* Basically, missile only hits one thing then goes away. 1219 /* Basically, missile only hits one thing then goes away.
1309 * we need to remove it if someone hasn't already done so. 1220 * we need to remove it if someone hasn't already done so.
1310 */ 1221 */
1311 if (!was_destroyed (op, tag)) 1222 if (!op->destroyed ())
1312 { 1223 op->destroy ();
1313 remove_ob (op);
1314 free_object (op);
1315 }
1316 return;
1317 }
1318 1224
1319 remove_ob (op); 1225 return;
1226 }
1227
1228 op->remove ();
1229
1320 if (!op->direction || (mflags & P_OUT_OF_MAP)) 1230 if (!op->direction || (mflags & P_OUT_OF_MAP))
1321 { 1231 {
1322 free_object (op); 1232 op->destroy ();
1323 return; 1233 return;
1324 } 1234 }
1325 op->x = new_x; 1235
1326 op->y = new_y; 1236 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) 1237 if (i > 0 && i != op->direction)
1330 { 1238 {
1331 op->direction = i; 1239 op->direction = i;
1332 SET_ANIMATION (op, op->direction); 1240 SET_ANIMATION (op, op->direction);
1333 } 1241 }
1334 insert_ob_in_map (op, op->map, op, 0); 1242
1243 m->insert (op, new_x, new_y, op);
1335} 1244}
1336 1245
1337/**************************************************************************** 1246/****************************************************************************
1338 * Destruction 1247 * Destruction
1339 ****************************************************************************/ 1248 ****************************************************************************/
1342 * we do this by creating a force and inserting it in the 1251 * we do this by creating a force and inserting it in the
1343 * object. if time is 0, the object glows permanently. To truely 1252 * object. if time is 0, the object glows permanently. To truely
1344 * make this work for non-living objects, we would have to 1253 * make this work for non-living objects, we would have to
1345 * give them the capability to have an inventory. b.t. 1254 * give them the capability to have an inventory. b.t.
1346 */ 1255 */
1347
1348int 1256int
1349make_object_glow (object *op, int radius, int time) 1257make_object_glow (object *op, int radius, int time)
1350{ 1258{
1351 object *tmp;
1352
1353 /* some things are unaffected... */ 1259 /* some things are unaffected... */
1354 if (op->path_denied & PATH_LIGHT) 1260 if (op->path_denied & PATH_LIGHT)
1355 return 0; 1261 return 0;
1356 1262
1357 tmp = get_archetype (FORCE_NAME); 1263 object *tmp = get_archetype (FORCE_NAME);
1358 tmp->speed = 0.01; 1264 tmp->speed = 0.01;
1359 tmp->stats.food = time; 1265 tmp->stats.food = time;
1360 SET_FLAG (tmp, FLAG_IS_USED_UP); 1266 SET_FLAG (tmp, FLAG_IS_USED_UP);
1361 tmp->glow_radius = radius; 1267 tmp->glow_radius = radius;
1362 if (tmp->glow_radius > MAX_LIGHT_RADII) 1268 if (tmp->glow_radius > MAX_LIGHT_RADII)
1363 tmp->glow_radius = MAX_LIGHT_RADII; 1269 tmp->glow_radius = MAX_LIGHT_RADII;
1364 1270
1365 tmp->x = op->x;
1366 tmp->y = op->y;
1367 if (tmp->speed < MIN_ACTIVE_SPEED)
1368 tmp->speed = MIN_ACTIVE_SPEED; /* safety */
1369 tmp = insert_ob_in_ob (tmp, op); 1271 tmp = insert_ob_in_ob (tmp, op);
1272
1370 if (tmp->glow_radius > op->glow_radius) 1273 if (tmp->glow_radius > op->glow_radius)
1371 op->glow_radius = tmp->glow_radius; 1274 op->glow_radius = tmp->glow_radius;
1372 1275
1373 if (!tmp->env || op != tmp->env)
1374 {
1375 LOG (llevError, "make_object_glow() failed to insert glowing force in %s\n", &op->name);
1376 return 0;
1377 }
1378 return 1; 1276 return 1;
1379} 1277}
1380
1381
1382
1383 1278
1384int 1279int
1385cast_destruction (object *op, object *caster, object *spell_ob) 1280cast_destruction (object *op, object *caster, object *spell_ob)
1386{ 1281{
1387 int i, j, range, mflags, friendly = 0, dam, dur; 1282 int i, j, range, mflags, friendly = 0, dam, dur;
1388 sint16 sx, sy; 1283 sint16 sx, sy;
1389 mapstruct *m; 1284 maptile *m;
1390 object *tmp; 1285 object *tmp;
1391 const char *skill; 1286 const char *skill;
1392 1287
1393 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob); 1288 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
1394 dam = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob); 1289 dam = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob);
1408 else if (caster->skill) 1303 else if (caster->skill)
1409 op->skill = caster->skill; 1304 op->skill = caster->skill;
1410 else 1305 else
1411 op->skill = NULL; 1306 op->skill = NULL;
1412 1307
1413 change_skill (op, find_skill_by_name (op, op->skill), 1); 1308 op->change_skill (find_skill_by_name (op, op->skill));
1414 1309
1415 for (i = -range; i < range; i++) 1310 for (i = -range; i < range; i++)
1416 { 1311 {
1417 for (j = -range; j < range; j++) 1312 for (j = -range; j < range; j++)
1418 { 1313 {
1419 m = op->map; 1314 m = op->map;
1420 sx = op->x + i; 1315 sx = op->x + i;
1421 sy = op->y + j; 1316 sy = op->y + j;
1317
1422 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy); 1318 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
1423 if (mflags & P_OUT_OF_MAP) 1319 if (mflags & P_OUT_OF_MAP)
1424 continue; 1320 continue;
1321
1425 if (mflags & P_IS_ALIVE) 1322 if (mflags & P_IS_ALIVE)
1426 { 1323 {
1427 for (tmp = get_map_ob (m, sx, sy); tmp; tmp = tmp->above) 1324 for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above)
1428 {
1429 if (QUERY_FLAG (tmp, FLAG_ALIVE) || tmp->type == PLAYER) 1325 if (QUERY_FLAG (tmp, FLAG_ALIVE) || tmp->type == PLAYER)
1430 break; 1326 break;
1431 } 1327
1432 if (tmp) 1328 if (tmp)
1433 { 1329 {
1434 if (tmp->head) 1330 if (tmp->head)
1435 tmp = tmp->head; 1331 tmp = tmp->head;
1436 1332
1439 { 1335 {
1440 if (spell_ob->subtype == SP_DESTRUCTION) 1336 if (spell_ob->subtype == SP_DESTRUCTION)
1441 { 1337 {
1442 hit_player (tmp, dam, op, spell_ob->attacktype, 0); 1338 hit_player (tmp, dam, op, spell_ob->attacktype, 0);
1443 if (spell_ob->other_arch) 1339 if (spell_ob->other_arch)
1444 {
1445 tmp = arch_to_object (spell_ob->other_arch); 1340 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 } 1341 }
1451 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist[ATNR_MAGIC] != 100) 1342 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist[ATNR_MAGIC] != 100)
1452 { 1343 {
1453 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch) 1344 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch)
1454 {
1455 object *effect = arch_to_object (spell_ob->other_arch); 1345 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 } 1346 }
1462 } 1347 }
1463 } 1348 }
1464 } 1349 }
1465 } 1350 }
1466 } 1351 }
1352
1467 op->skill = skill; 1353 op->skill = skill;
1468 return 1; 1354 return 1;
1469} 1355}
1470 1356
1471/*************************************************************************** 1357/***************************************************************************
1485 { 1371 {
1486 new_draw_info (NDI_UNIQUE, 0, op, "There is no one in that direction to curse."); 1372 new_draw_info (NDI_UNIQUE, 0, op, "There is no one in that direction to curse.");
1487 return 0; 1373 return 0;
1488 } 1374 }
1489 1375
1376 tmp = tmp->head_ ();
1377
1490 /* If we've already got a force of this type, don't add a new one. */ 1378 /* If we've already got a force of this type, don't add a new one. */
1491 for (force = tmp->inv; force != NULL; force = force->below) 1379 for (force = tmp->inv; force; force = force->below)
1492 { 1380 {
1493 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY) 1381 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY)
1494 { 1382 {
1495 if (force->name == spell_ob->name) 1383 if (force->name == spell_ob->name)
1496 { 1384 {
1502 return 0; 1390 return 0;
1503 } 1391 }
1504 } 1392 }
1505 } 1393 }
1506 1394
1507 if (force == NULL) 1395 if (!force)
1508 { 1396 {
1509 force = get_archetype (FORCE_NAME); 1397 force = get_archetype (FORCE_NAME);
1510 force->subtype = FORCE_CHANGE_ABILITY; 1398 force->subtype = FORCE_CHANGE_ABILITY;
1399
1511 if (spell_ob->race) 1400 if (spell_ob->race)
1512 force->name = spell_ob->race; 1401 force->name = spell_ob->race;
1513 else 1402 else
1514 force->name = spell_ob->name; 1403 force->name = spell_ob->name;
1515 1404
1525 { 1414 {
1526 force->duration = duration; 1415 force->duration = duration;
1527 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 1416 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1528 } 1417 }
1529 else 1418 else
1530 {
1531 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1419 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1532 } 1420
1533 return 1; 1421 return 1;
1534 } 1422 }
1423
1535 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50; 1424 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1536 force->speed = 1.0; 1425 force->speed = 1.f;
1537 force->speed_left = -1.0; 1426 force->speed_left = -1.f;
1538 SET_FLAG (force, FLAG_APPLIED); 1427 SET_FLAG (force, FLAG_APPLIED);
1539 1428
1540 if (god) 1429 if (god)
1541 { 1430 {
1542 if (spell_ob->last_grace) 1431 if (spell_ob->last_grace)
1555 force->stats.ac = spell_ob->stats.ac; 1444 force->stats.ac = spell_ob->stats.ac;
1556 force->stats.wc = spell_ob->stats.wc; 1445 force->stats.wc = spell_ob->stats.wc;
1557 1446
1558 change_abil (tmp, force); /* Mostly to display any messages */ 1447 change_abil (tmp, force); /* Mostly to display any messages */
1559 insert_ob_in_ob (force, tmp); 1448 insert_ob_in_ob (force, tmp);
1560 fix_player (tmp); 1449 tmp->update_stats ();
1561 return 1; 1450 return 1;
1562 1451
1563} 1452}
1564
1565 1453
1566/********************************************************************** 1454/**********************************************************************
1567 * mood change 1455 * mood change
1568 * Arguably, this may or may not be an attack spell. But since it 1456 * 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 1457 * effects monsters, it seems best to put it into this file
1576mood_change (object *op, object *caster, object *spell) 1464mood_change (object *op, object *caster, object *spell)
1577{ 1465{
1578 object *tmp, *god, *head; 1466 object *tmp, *god, *head;
1579 int done_one, range, mflags, level, at, best_at; 1467 int done_one, range, mflags, level, at, best_at;
1580 sint16 x, y, nx, ny; 1468 sint16 x, y, nx, ny;
1581 mapstruct *m; 1469 maptile *m;
1582 const char *race; 1470 const char *race;
1583 1471
1584 /* We precompute some values here so that we don't have to keep 1472 /* We precompute some values here so that we don't have to keep
1585 * doing it over and over again. 1473 * doing it over and over again.
1586 */ 1474 */
1599 else if (god && !strcmp (spell->race, "GOD_FRIEND")) 1487 else if (god && !strcmp (spell->race, "GOD_FRIEND"))
1600 race = god->race; 1488 race = god->race;
1601 else 1489 else
1602 race = spell->race; 1490 race = spell->race;
1603 1491
1604
1605 for (x = op->x - range; x <= op->x + range; x++) 1492 for (x = op->x - range; x <= op->x + range; x++)
1606 for (y = op->y - range; y <= op->y + range; y++) 1493 for (y = op->y - range; y <= op->y + range; y++)
1607 { 1494 {
1608
1609 done_one = 0; 1495 done_one = 0;
1610 m = op->map; 1496 m = op->map;
1611 nx = x; 1497 nx = x;
1612 ny = y; 1498 ny = y;
1613 mflags = get_map_flags (m, &m, x, y, &nx, &ny); 1499 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1616 1502
1617 /* If there is nothing living on this space, no need to go further */ 1503 /* If there is nothing living on this space, no need to go further */
1618 if (!(mflags & P_IS_ALIVE)) 1504 if (!(mflags & P_IS_ALIVE))
1619 continue; 1505 continue;
1620 1506
1507 // players can only affect spaces that they can actually see
1508 if (caster && caster->contr
1509 && caster->contr->visibility_at (m, nx, ny) < 70)
1510 continue;
1511
1621 for (tmp = get_map_ob (m, nx, ny); tmp; tmp = tmp->above) 1512 for (tmp = GET_MAP_TOP (m, nx, ny); tmp; tmp = tmp->below)
1622 if (QUERY_FLAG (tmp, FLAG_MONSTER)) 1513 if (QUERY_FLAG (tmp, FLAG_MONSTER))
1623 break; 1514 break;
1624 1515
1625 /* There can be living objects that are not monsters */ 1516 /* There can be living objects that are not monsters */
1626 if (!tmp || tmp->type == PLAYER) 1517 if (!tmp || tmp->type == PLAYER)
1633 head = tmp; 1524 head = tmp;
1634 1525
1635 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */ 1526 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */
1636 if (race && head->race && !strstr (race, head->race)) 1527 if (race && head->race && !strstr (race, head->race))
1637 continue; 1528 continue;
1529
1638 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD)) 1530 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD))
1639 continue; 1531 continue;
1640 1532
1641 /* Now do a bunch of stuff related to saving throws */ 1533 /* Now do a bunch of stuff related to saving throws */
1642 best_at = -1; 1534 best_at = -1;
1659 at -= level / 5; 1551 at -= level / 5;
1660 if (did_make_save (head, head->level, at)) 1552 if (did_make_save (head, head->level, at))
1661 continue; 1553 continue;
1662 } 1554 }
1663 else /* spell->attacktype */ 1555 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 { 1556 {
1557 /*
1558 Spell has no attacktype (charm & such), so we'll have a specific saving:
1559 * if spell level < monster level, no go
1560 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) )
1561
1562 The chance will then be in the range [20-70] percent, not too bad.
1563
1564 This is required to fix the 'charm monster' abuse, where a player level 1 can
1565 charm a level 125 monster...
1566
1567 Ryo, august 14th
1568 */
1677 if (head->level > level) 1569 if (head->level > level)
1678 continue; 1570 continue;
1571
1679 if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + MIN (50, 2 * (level - head->level)))) 1572 if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + MIN (50, 2 * (level - head->level))))
1680 /* Failed, no effect */ 1573 /* Failed, no effect */
1681 continue; 1574 continue;
1682 } 1575 }
1683 1576
1684 /* Done with saving throw. Now start effecting the monster */ 1577 /* Done with saving throw. Now start affecting the monster */
1685 1578
1686 /* aggravation */ 1579 /* aggravation */
1687 if (QUERY_FLAG (spell, FLAG_MONSTER)) 1580 if (QUERY_FLAG (spell, FLAG_MONSTER))
1688 { 1581 {
1689 CLEAR_FLAG (head, FLAG_SLEEP); 1582 CLEAR_FLAG (head, FLAG_SLEEP);
1690 if (QUERY_FLAG (head, FLAG_FRIENDLY))
1691 remove_friendly_object (head); 1583 remove_friendly_object (head);
1692
1693 done_one = 1; 1584 done_one = 1;
1694 head->enemy = op; 1585 head->enemy = op;
1695 } 1586 }
1696 1587
1697 /* calm monsters */ 1588 /* calm monsters */
1706 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK)) 1597 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK))
1707 { 1598 {
1708 SET_FLAG (head, FLAG_BERSERK); 1599 SET_FLAG (head, FLAG_BERSERK);
1709 done_one = 1; 1600 done_one = 1;
1710 } 1601 }
1602
1711 /* charm */ 1603 /* charm */
1712 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY)) 1604 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY))
1713 { 1605 {
1714 SET_FLAG (head, FLAG_FRIENDLY);
1715 /* Prevent uncontolled outbreaks of self replicating monsters. 1606 /* Prevent uncontolled outbreaks of self replicating monsters.
1716 Typical use case is charm, go somwhere, use aggravation to make hostile. 1607 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. */ 1608 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */
1718 CLEAR_FLAG (head, FLAG_GENERATOR); 1609 CLEAR_FLAG (head, FLAG_GENERATOR);
1719 set_owner (head, op); 1610 head->set_owner (op);
1720 set_spell_skill (op, caster, spell, head); 1611 set_spell_skill (op, caster, spell, head);
1721 add_friendly_object (head); 1612 add_friendly_object (head);
1722 head->attack_movement = PETMOVE; 1613 head->attack_movement = PETMOVE;
1723 done_one = 1; 1614 done_one = 1;
1724 change_exp (op, head->stats.exp / 2, head->skill, SK_EXP_ADD_SKILL); 1615 change_exp (op, head->stats.exp / 2, head->skill, SK_EXP_ADD_SKILL);
1725 head->stats.exp = 0; 1616 head->stats.exp = 0;
1726 } 1617 }
1727 1618
1728 /* If a monster was effected, put an effect in */ 1619 /* If a monster was effected, put an effect in */
1729 if (done_one && spell->other_arch) 1620 if (done_one && spell->other_arch)
1730 {
1731 tmp = arch_to_object (spell->other_arch); 1621 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 */ 1622 } /* for y */
1737 1623
1738 return 1; 1624 return 1;
1739} 1625}
1740 1626
1750move_ball_spell (object *op) 1636move_ball_spell (object *op)
1751{ 1637{
1752 int i, j, dam_save, dir, mflags; 1638 int i, j, dam_save, dir, mflags;
1753 sint16 nx, ny, hx, hy; 1639 sint16 nx, ny, hx, hy;
1754 object *owner; 1640 object *owner;
1755 mapstruct *m; 1641 maptile *m;
1756 1642
1757 owner = get_owner (op); 1643 owner = op->owner;
1758 1644
1759 /* the following logic makes sure that the ball doesn't move into a wall, 1645 /* 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 1646 * 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 1647 * 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 1648 * offset to move the ball, eg, keep it mostly on course, with some
1791 nx = op->x; 1677 nx = op->x;
1792 ny = op->y; 1678 ny = op->y;
1793 m = op->map; 1679 m = op->map;
1794 } 1680 }
1795 1681
1796 remove_ob (op); 1682 m->insert (op, nx, ny, op);
1797 op->y = ny;
1798 op->x = nx;
1799 insert_ob_in_map (op, m, op, 0);
1800 1683
1801 dam_save = op->stats.dam; /* save the original dam: we do halfdam on 1684 dam_save = op->stats.dam; /* save the original dam: we do halfdam on
1802 surrounding squares */ 1685 surrounding squares */
1803 1686
1804 /* loop over current square and neighbors to hit. 1687 /* loop over current square and neighbors to hit.
1805 * if this has an other_arch field, we insert that in 1688 * if this has an other_arch field, we insert that in
1806 * the surround spaces. 1689 * the surround spaces.
1807 */ 1690 */
1808 for (j = 0; j < 9; j++) 1691 for (j = 0; j < 9; j++)
1809 { 1692 {
1810 object *new_ob;
1811
1812 hx = nx + freearr_x[j]; 1693 hx = nx + freearr_x[j];
1813 hy = ny + freearr_y[j]; 1694 hy = ny + freearr_y[j];
1814 1695
1815 m = op->map; 1696 m = op->map;
1816 mflags = get_map_flags (m, &m, hx, hy, &hx, &hy); 1697 mflags = get_map_flags (m, &m, hx, hy, &hx, &hy);
1830 1711
1831 } 1712 }
1832 1713
1833 /* insert the other arch */ 1714 /* insert the other arch */
1834 if (op->other_arch && !(OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy)))) 1715 if (op->other_arch && !(OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy))))
1835 { 1716 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 } 1717 }
1842 1718
1843 /* restore to the center location and damage */ 1719 /* restore to the center location and damage */
1844 op->stats.dam = dam_save; 1720 op->stats.dam = dam_save;
1845 1721
1846 i = spell_find_dir (op->map, op->x, op->y, get_owner (op)); 1722 i = spell_find_dir (op->map, op->x, op->y, op->owner);
1847 1723
1848 if (i >= 0) 1724 if (i >= 0)
1849 { /* we have a preferred direction! */ 1725 { /* we have a preferred direction! */
1850 /* pick another direction if the preferred dir is blocked. */ 1726 /* 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 || 1727 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))) 1728 OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy)))
1853 {
1854 i = absdir (i + rndm (0, 2) - 1); /* -1, 0, +1 */ 1729 i = absdir (i + rndm (0, 2) - 1); /* -1, 0, +1 */
1855 } 1730
1856 op->direction = i; 1731 op->direction = i;
1857 } 1732 }
1858} 1733}
1859 1734
1860 1735
1872#if 0 1747#if 0
1873 static int cardinal_adjust[9] = { -3, -2, -1, 0, 0, 0, 1, 2, 3 }; 1748 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 }; 1749 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; 1750 sint16 target_x, target_y, origin_x, origin_y;
1876 int adjustdir; 1751 int adjustdir;
1877 mapstruct *m; 1752 maptile *m;
1878#endif 1753#endif
1879 int basedir; 1754 int basedir;
1880 object *owner; 1755 object *owner;
1881 1756
1882 owner = get_owner (op); 1757 owner = op->owner;
1883 if (op->duration == 0 || owner == NULL) 1758 if (op->duration == 0 || owner == NULL)
1884 { 1759 {
1885 remove_ob (op); 1760 op->destroy ();
1886 free_object (op);
1887 return; 1761 return;
1888 } 1762 }
1763
1889 op->duration--; 1764 op->duration--;
1890 1765
1891 basedir = op->direction; 1766 basedir = op->direction;
1892 if (basedir == 0) 1767 if (basedir == 0)
1893 { 1768 {
1898#if 0 1773#if 0
1899 // this is bogus: it causes wrong places to be checked below 1774 // this is bogus: it causes wrong places to be checked below
1900 // (a wall 2 cells away will block the effect...) and 1775 // (a wall 2 cells away will block the effect...) and
1901 // doesn't work for SP_BULLET anyhow, so again tests the wrong 1776 // doesn't work for SP_BULLET anyhow, so again tests the wrong
1902 // space. 1777 // space.
1903 // should be fixed later, but correctness before featurs... 1778 // should be fixed later, but correctness before features...
1904 // (schmorp) 1779 // (schmorp)
1905 1780
1906 /* new offset calculation to make swarm element distribution 1781 /* new offset calculation to make swarm element distribution
1907 * more uniform 1782 * more uniform
1908 */ 1783 */
1990 1865
1991 if (!spell->other_arch) 1866 if (!spell->other_arch)
1992 return 0; 1867 return 0;
1993 1868
1994 tmp = get_archetype (SWARM_SPELL); 1869 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. */ 1870 tmp->set_owner (op); /* needed so that if swarm elements kill, caster gets xp. */
1998 set_spell_skill (op, caster, spell, tmp); 1871 set_spell_skill (op, caster, spell, tmp);
1999 1872
2000 tmp->level = caster_level (caster, spell); /*needed later, to get level dep. right. */ 1873 tmp->level = caster_level (caster, spell); /*needed later, to get level dep. right. */
2001 tmp->spell = arch_to_object (spell->other_arch); 1874 tmp->spell = arch_to_object (spell->other_arch);
2002 1875
2003 tmp->attacktype = tmp->spell->attacktype; 1876 tmp->attacktype = tmp->spell->attacktype;
2004 1877
2005 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) 1878 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
2006 {
2007 if (!tailor_god_spell (tmp, op)) 1879 if (!tailor_god_spell (tmp, op))
2008 return 1; 1880 return 1;
2009 } 1881
2010 tmp->duration = SP_level_duration_adjust (caster, spell); 1882 tmp->duration = SP_level_duration_adjust (caster, spell);
2011 for (i = 0; i < spell->duration; i++) 1883 for (i = 0; i < spell->duration; i++)
2012 tmp->duration += die_roll (1, 3, op, PREFER_HIGH); 1884 tmp->duration += die_roll (1, 3, op, PREFER_HIGH);
2013 1885
2014 tmp->direction = dir; 1886 tmp->direction = dir;
2015 tmp->invisible = 1; 1887 tmp->invisible = 1;
2016 insert_ob_in_map (tmp, op->map, op, 0); 1888
1889 tmp->insert_at (op, op);
2017 return 1; 1890 return 1;
2018} 1891}
2019 1892
2020 1893
2021/* See the spells documentation file for why this is its own 1894/* See the spells documentation file for why this is its own
2025cast_light (object *op, object *caster, object *spell, int dir) 1898cast_light (object *op, object *caster, object *spell, int dir)
2026{ 1899{
2027 object *target = NULL, *tmp = NULL; 1900 object *target = NULL, *tmp = NULL;
2028 sint16 x, y; 1901 sint16 x, y;
2029 int dam, mflags; 1902 int dam, mflags;
2030 mapstruct *m; 1903 maptile *m;
2031 1904
2032 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1905 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
2033 1906
2034 if (!dir) 1907 if (!dir)
2035 { 1908 {
2049 return 0; 1922 return 0;
2050 } 1923 }
2051 1924
2052 if (mflags & P_IS_ALIVE && spell->attacktype) 1925 if (mflags & P_IS_ALIVE && spell->attacktype)
2053 { 1926 {
2054 for (target = get_map_ob (m, x, y); target; target = target->above) 1927 for (target = GET_MAP_OB (m, x, y); target; target = target->above)
2055 if (QUERY_FLAG (target, FLAG_MONSTER)) 1928 if (QUERY_FLAG (target, FLAG_MONSTER))
2056 { 1929 {
2057 /* oky doky. got a target monster. Lets make a blinding attack */ 1930 /* oky doky. got a target monster. Lets make a blinding attack */
2058 if (target->head) 1931 if (target->head)
2059 target = target->head; 1932 target = target->head;
2081 { 1954 {
2082 tmp->glow_radius = spell->range + SP_level_range_adjust (caster, spell); 1955 tmp->glow_radius = spell->range + SP_level_range_adjust (caster, spell);
2083 if (tmp->glow_radius > MAX_LIGHT_RADII) 1956 if (tmp->glow_radius > MAX_LIGHT_RADII)
2084 tmp->glow_radius = MAX_LIGHT_RADII; 1957 tmp->glow_radius = MAX_LIGHT_RADII;
2085 } 1958 }
2086 tmp->x = x; 1959
2087 tmp->y = y; 1960 m->insert (tmp, x, y, op);
2088 insert_ob_in_map (tmp, m, op, 0);
2089 return 1; 1961 return 1;
2090} 1962}
2091
2092
2093
2094 1963
2095/* cast_cause_disease: this spell looks along <dir> from the 1964/* cast_cause_disease: this spell looks along <dir> from the
2096 * player and infects someone. 1965 * player and infects someone.
2097 * op is the player/monster, caster is the object, dir is the direction 1966 * op is the player/monster, caster is the object, dir is the direction
2098 * to cast, disease_arch is the specific disease, and type is the spell number 1967 * to cast, disease_arch is the specific disease, and type is the spell number
2099 * perhaps this should actually be in disease.c? 1968 * perhaps this should actually be in disease.c?
2100 */ 1969 */
2101
2102int 1970int
2103cast_cause_disease (object *op, object *caster, object *spell, int dir) 1971cast_cause_disease (object *op, object *caster, object *spell, int dir)
2104{ 1972{
2105 sint16 x, y; 1973 sint16 x, y;
2106 int i, mflags, range, dam_mod, dur_mod; 1974 int i, mflags, range, dam_mod, dur_mod;
2107 object *walk; 1975 object *walk;
2108 mapstruct *m; 1976 maptile *m;
2109 1977
2110 x = op->x; 1978 x = op->x;
2111 y = op->y; 1979 y = op->y;
2112 1980
2113 /* If casting from a scroll, no direction will be available, so refer to the 1981 /* If casting from a scroll, no direction will be available, so refer to the
2114 * direction the player is pointing. 1982 * direction the player is pointing.
2115 */ 1983 */
2116 if (!dir) 1984 if (!dir)
2117 dir = op->facing; 1985 dir = op->facing;
1986
2118 if (!dir) 1987 if (!dir)
2119 return 0; /* won't find anything if casting on ourself, so just return */ 1988 return 0; /* won't find anything if casting on ourself, so just return */
2120 1989
2121 /* Calculate these once here */ 1990 /* Calculate these once here */
2122 range = spell->range + SP_level_range_adjust (caster, spell); 1991 range = spell->range + SP_level_range_adjust (caster, spell);
2141 2010
2142 /* Only bother looking on this space if there is something living here */ 2011 /* Only bother looking on this space if there is something living here */
2143 if (mflags & P_IS_ALIVE) 2012 if (mflags & P_IS_ALIVE)
2144 { 2013 {
2145 /* search this square for a victim */ 2014 /* search this square for a victim */
2146 for (walk = get_map_ob (m, x, y); walk; walk = walk->above) 2015 for (walk = GET_MAP_OB (m, x, y); walk; walk = walk->above)
2147 if (QUERY_FLAG (walk, FLAG_MONSTER) || (walk->type == PLAYER)) 2016 if (QUERY_FLAG (walk, FLAG_MONSTER) || (walk->type == PLAYER))
2148 { /* found a victim */ 2017 { /* found a victim */
2149 object *disease = arch_to_object (spell->other_arch); 2018 object *disease = arch_to_object (spell->other_arch);
2150 2019
2151 set_owner (disease, op); 2020 disease->set_owner (op);
2152 set_spell_skill (op, caster, spell, disease); 2021 set_spell_skill (op, caster, spell, disease);
2153 disease->stats.exp = 0; 2022 disease->stats.exp = 0;
2154 disease->level = caster_level (caster, spell); 2023 disease->level = caster_level (caster, spell);
2155 2024
2156 /* do level adjustments */ 2025 /* do level adjustments */
2157 if (disease->stats.wc) 2026 if (disease->stats.wc)
2158 disease->stats.wc += dur_mod / 2; 2027 disease->stats.wc += dur_mod / 2;
2159 2028
2160 if (disease->magic > 0) 2029 if (disease->magic > 0)
2161 disease->magic += dur_mod / 4; 2030 disease->magic += dur_mod / 8;
2162 2031
2163 if (disease->stats.maxhp > 0) 2032 if (disease->stats.maxhp > 0)
2164 disease->stats.maxhp += dur_mod; 2033 disease->stats.maxhp += dur_mod;
2165 2034
2166 if (disease->stats.maxgrace > 0) 2035 if (disease->stats.maxgrace > 0)
2201 if (disease->stats.sp) 2070 if (disease->stats.sp)
2202 disease->stats.sp -= dam_mod; 2071 disease->stats.sp -= dam_mod;
2203 2072
2204 if (infect_object (walk, disease, 1)) 2073 if (infect_object (walk, disease, 1))
2205 { 2074 {
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); 2075 new_draw_info_format (NDI_UNIQUE, 0, op, "You inflict %s on %s!", &disease->name, &walk->name);
2209 2076
2210 free_object (disease); /* don't need this one anymore */ 2077 disease->destroy (); /* don't need this one anymore */
2211 flash = get_archetype (ARCH_DETECT_MAGIC); 2078 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; 2079 return 1;
2217 } 2080 }
2218 free_object (disease); 2081
2082 disease->destroy ();
2219 } 2083 }
2220 } /* if living creature */ 2084 } /* if living creature */
2221 } /* for range of spaces */ 2085 } /* for range of spaces */
2086
2222 new_draw_info (NDI_UNIQUE, 0, op, "No one caught anything!"); 2087 new_draw_info (NDI_UNIQUE, 0, op, "No one caught anything!");
2223 return 1; 2088 return 1;
2224} 2089}

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