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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 1.59 by root, Sat May 17 15:25:19 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 (©) 2005,2006,2007,2008 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)
40 * but moved here so it could be applied to bolts too 38 * but moved here so it could be applied to bolts too
41 * op is the spell object. 39 * op is the spell object.
42 */ 40 */
43
44void 41void
45check_spell_knockback (object *op) 42check_spell_knockback (object *op)
46{ 43{
47 object *tmp, *tmp2; /* object on the map */
48 int weight_move; 44 int weight_move;
49 int frictionmod = 2; /*poor man's physics - multipy targets weight by this amount */ 45 int frictionmod = 2; /*poor man's physics - multipy targets weight by this amount */
50 46
51 if (!op->weight) 47 if (!op->weight)
52 { /*shouldn't happen but if cone object has no weight drop out */ 48 { /*shouldn't happen but if cone object has no weight drop out */
57 { 53 {
58 weight_move = op->weight + (op->weight * op->level) / 3; 54 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); */ 55 /*LOG (llevDebug, "DEBUG: arch weighs %d and masses %d (%s,level %d)\n", op->weight,weight_move,op->name,op->level); */
60 } 56 }
61 57
62 for (tmp = get_map_ob (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 58 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
63 { 59 {
64 int num_sections = 1; 60 int num_sections = 1;
65 61
66 /* don't move DM */ 62 /* don't move DM */
67 if (QUERY_FLAG (tmp, FLAG_WIZ)) 63 if (QUERY_FLAG (tmp, FLAG_WIZ))
74 /* don't move floors or immobile objects */ 70 /* don't move floors or immobile objects */
75 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || (!QUERY_FLAG (tmp, FLAG_ALIVE) && QUERY_FLAG (tmp, FLAG_NO_PICK))) 71 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || (!QUERY_FLAG (tmp, FLAG_ALIVE) && QUERY_FLAG (tmp, FLAG_NO_PICK)))
76 continue; 72 continue;
77 73
78 /* count the object's sections */ 74 /* count the object's sections */
79 for (tmp2 = tmp; tmp2 != NULL; tmp2 = tmp2->more) 75 for (object *tmp2 = tmp; tmp2; tmp2 = tmp2->more)
80 num_sections++; 76 num_sections++;
81 77
82 /* I'm not sure if it makes sense to divide by num_sections - bigger 78 /* I'm not sure if it makes sense to divide by num_sections - bigger
83 * objects should be harder to move, and we are moving the entire 79 * objects should be harder to move, and we are moving the entire
84 * object, not just the head, so the total weight should be relevant. 80 * object, not just the head, so the total weight should be relevant.
108 * 104 *
109 * BOLT CODE 105 * BOLT CODE
110 * 106 *
111 ***************************************************************************/ 107 ***************************************************************************/
112 108
113/* Causes op to fork. op is the original bolt, tmp 109/* Causes op to fork. op is the original bolt, tmp
114 * is the first piece of the fork. 110 * is the first piece of the fork.
115 */ 111 */
116
117void 112void
118forklightning (object *op, object *tmp) 113forklightning (object *op, object *tmp)
119{ 114{
120 int new_dir = 1; /* direction or -1 for left, +1 for right 0 if no new bolt */ 115 int new_dir = 1; /* direction or -1 for left, +1 for right 0 if no new bolt */
121 int t_dir; /* stores temporary dir calculation */ 116 int t_dir; /* stores temporary dir calculation */
122 mapstruct *m; 117 maptile *m;
123 sint16 sx, sy; 118 sint16 sx, sy;
124 object *new_bolt; 119 object *new_bolt;
125 120
126 /* pick a fork direction. tmp->stats.Con is the left bias 121 /* pick a fork direction. tmp->stats.Con is the left bias
127 * i.e., the chance in 100 of forking LEFT 122 * i.e., the chance in 100 of forking LEFT
140 135
141 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (m, sx, sy))) 136 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (m, sx, sy)))
142 return; 137 return;
143 138
144 /* OK, we made a fork */ 139 /* OK, we made a fork */
145 new_bolt = get_object (); 140 new_bolt = tmp->clone ();
146 copy_object (tmp, new_bolt);
147 141
148 /* reduce chances of subsequent forking */ 142 /* reduce chances of subsequent forking */
149 new_bolt->stats.Dex -= 10; 143 new_bolt->stats.Dex -= 10;
150 tmp->stats.Dex -= 10; /* less forks from main bolt too */ 144 tmp->stats.Dex -= 10; /* less forks from main bolt too */
151 new_bolt->stats.Con += 25 * new_dir; /* adjust the left bias */ 145 new_bolt->stats.Con += 25 * new_dir; /* adjust the left bias */
152 new_bolt->speed_left = -0.1; 146 new_bolt->speed_left = -0.1f;
153 new_bolt->direction = t_dir; 147 new_bolt->direction = t_dir;
154 new_bolt->duration++; 148 new_bolt->duration++;
155 new_bolt->x = sx;
156 new_bolt->y = sy;
157 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */ 149 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */
158 new_bolt->stats.dam++; 150 new_bolt->stats.dam++;
159 tmp->stats.dam /= 2; /* reduce father bolt damage */ 151 tmp->stats.dam /= 2; /* reduce father bolt damage */
160 tmp->stats.dam++; 152 tmp->stats.dam++;
161 new_bolt = insert_ob_in_map (new_bolt, m, op, 0); 153 if ((new_bolt = m->insert (new_bolt, sx, sy, op)))
162 update_turn_face (new_bolt); 154 update_turn_face (new_bolt);
163} 155}
164 156
165/* move_bolt: moves bolt 'op'. Basically, it just advances a space, 157/* move_bolt: moves bolt 'op'. Basically, it just advances a space,
166 * and checks for various things that may stop it. 158 * and checks for various things that may stop it.
167 */ 159 */
168
169void 160void
170move_bolt (object *op) 161move_bolt (object *op)
171{ 162{
172 object *tmp;
173 int mflags; 163 int mflags;
174 sint16 x, y; 164 sint16 x, y;
175 mapstruct *m; 165 maptile *m;
176 166
177 if (--(op->duration) < 0) 167 if (--op->duration < 0)
178 { 168 {
179 remove_ob (op); 169 op->destroy ();
180 free_object (op);
181 return; 170 return;
182 } 171 }
183 172
184 hit_map (op, 0, op->attacktype, 1); 173 hit_map (op, 0, op->attacktype, 1);
185 174
186 if (!op->direction) 175 if (!op->direction)
187 return; 176 return;
188 177
189 if (--op->range < 0) 178 if (--op->range < 0)
190 {
191 op->range = 0; 179 op->range = 0;
192 }
193 else 180 else
194 { 181 {
195 x = op->x + DIRX (op); 182 x = op->x + DIRX (op);
196 y = op->y + DIRY (op); 183 y = op->y + DIRY (op);
197 m = op->map; 184 m = op->map;
205 * on the space. So only call reflwall if we think the data it returns 192 * on the space. So only call reflwall if we think the data it returns
206 * will be useful. 193 * will be useful.
207 */ 194 */
208 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)) || ((mflags & P_IS_ALIVE) && reflwall (m, x, y, op))) 195 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)) || ((mflags & P_IS_ALIVE) && reflwall (m, x, y, op)))
209 { 196 {
210
211 if (!QUERY_FLAG (op, FLAG_REFLECTING)) 197 if (!QUERY_FLAG (op, FLAG_REFLECTING))
212 return; 198 return;
213 199
214 /* Since walls don't run diagonal, if the bolt is in 200 /* Since walls don't run diagonal, if the bolt is in
215 * one of 4 main directions, it just reflects back in the 201 * one of 4 main directions, it just reflects back in the
245 else if (left) 231 else if (left)
246 op->direction = absdir (op->direction + 2); 232 op->direction = absdir (op->direction + 2);
247 else if (right) 233 else if (right)
248 op->direction = absdir (op->direction - 2); 234 op->direction = absdir (op->direction - 2);
249 } 235 }
236
250 update_turn_face (op); /* A bolt *must* be IS_TURNABLE */ 237 update_turn_face (op); /* A bolt *must* be IS_TURNABLE */
251 return; 238 return;
252 } 239 }
253 else 240 else
254 { /* Create a copy of this object and put it ahead */ 241 { /* Create a copy of this object and put it ahead */
255 tmp = get_object (); 242 object *tmp = op->clone ();
256 copy_object (op, tmp); 243
244 m->insert (tmp, x, y, op);
257 tmp->speed_left = -0.1; 245 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 */ 246 /* To make up for the decrease at the top of the function */
261 tmp->duration++; 247 tmp->duration++;
262 248
263 /* New forking code. Possibly create forks of this object 249 /* New forking code. Possibly create forks of this object
264 * going off in other directions. 250 * going off in other directions.
265 */ 251 */
266
267 if (rndm (0, 99) < tmp->stats.Dex) 252 if (tmp->stats.Dex && rndm (0, 99) < tmp->stats.Dex)
268 { /* stats.Dex % of forking */ 253 forklightning (op, tmp); /* stats.Dex % of forking */
269 forklightning (op, tmp); 254
270 }
271 /* In this way, the object left behind sticks on the space, but 255 /* In this way, the object left behind sticks on the space, but
272 * doesn't create any bolts that continue to move onward. 256 * doesn't create any bolts that continue to move onward.
273 */ 257 */
274 op->range = 0; 258 op->range = 0;
275 } /* copy object and move it along */ 259 } /* copy object and move it along */
282 * we remove the magic flag - that can be derived from 266 * we remove the magic flag - that can be derived from
283 * spob->attacktype. 267 * spob->attacktype.
284 * This function sets up the appropriate owner and skill 268 * This function sets up the appropriate owner and skill
285 * pointers. 269 * pointers.
286 */ 270 */
287
288int 271int
289fire_bolt (object *op, object *caster, int dir, object *spob, object *skill) 272fire_bolt (object *op, object *caster, int dir, object *spob, object *skill)
290{ 273{
291 object *tmp = NULL; 274 object *tmp = NULL;
292 int mflags; 275 int mflags;
299 return 0; 282 return 0;
300 283
301 /* peterm: level dependency for bolts */ 284 /* peterm: level dependency for bolts */
302 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob); 285 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob);
303 tmp->attacktype = spob->attacktype; 286 tmp->attacktype = spob->attacktype;
287
304 if (spob->slaying) 288 if (spob->slaying)
305 tmp->slaying = spob->slaying; 289 tmp->slaying = spob->slaying;
290
306 tmp->range = spob->range + SP_level_range_adjust (caster, spob); 291 tmp->range = spob->range + SP_level_range_adjust (caster, spob);
307 tmp->duration = spob->duration + SP_level_duration_adjust (caster, spob); 292 tmp->duration = spob->duration + SP_level_duration_adjust (caster, spob);
308 tmp->stats.Dex = spob->stats.Dex; 293 tmp->stats.Dex = spob->stats.Dex;
309 tmp->stats.Con = spob->stats.Con; 294 tmp->stats.Con = spob->stats.Con;
310 295
311 tmp->direction = dir; 296 tmp->direction = dir;
312 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) 297 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
313 SET_ANIMATION (tmp, dir); 298 SET_ANIMATION (tmp, dir);
314 299
315 set_owner (tmp, op); 300 tmp->set_owner (op);
316 set_spell_skill (op, caster, spob, tmp); 301 set_spell_skill (op, caster, spob, tmp);
317 302
318 tmp->x = op->x + DIRX (tmp); 303 tmp->x = op->x + DIRX (tmp);
319 tmp->y = op->y + DIRY (tmp); 304 tmp->y = op->y + DIRY (tmp);
320 tmp->map = op->map; 305 tmp->map = op->map;
321 306
307 maptile *newmap;
322 mflags = get_map_flags (tmp->map, &tmp->map, tmp->x, tmp->y, &tmp->x, &tmp->y); 308 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y);
323 if (mflags & P_OUT_OF_MAP) 309 if (mflags & P_OUT_OF_MAP)
324 { 310 {
325 free_object (tmp); 311 tmp->destroy ();
326 return 0; 312 return 0;
327 } 313 }
314
315 tmp->map = newmap;
316
328 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y))) 317 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y)))
329 { 318 {
330 if (!QUERY_FLAG (tmp, FLAG_REFLECTING)) 319 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
331 { 320 {
332 free_object (tmp); 321 tmp->destroy ();
333 return 0; 322 return 0;
334 } 323 }
324
335 tmp->x = op->x; 325 tmp->x = op->x;
336 tmp->y = op->y; 326 tmp->y = op->y;
337 tmp->direction = absdir (tmp->direction + 4); 327 tmp->direction = absdir (tmp->direction + 4);
338 tmp->map = op->map; 328 tmp->map = op->map;
339 } 329 }
340 if ((tmp = insert_ob_in_map (tmp, tmp->map, op, 0)) != NULL) 330
331 if ((tmp = tmp->insert_at (tmp, op)))
341 move_bolt (tmp); 332 move_bolt (tmp);
333
342 return 1; 334 return 1;
343} 335}
344
345
346 336
347/*************************************************************************** 337/***************************************************************************
348 * 338 *
349 * BULLET/BALL CODE 339 * BULLET/BALL CODE
350 * 340 *
351 ***************************************************************************/ 341 ***************************************************************************/
352 342
353/* expands an explosion. op is a piece of the 343/* expands an explosion. op is a piece of the
354 * explosion - this expans it in the different directions. 344 * explosion - this expands it in the different directions.
355 * At least that is what I think this does. 345 * At least that is what I think this does.
356 */ 346 */
357void 347void
358explosion (object *op) 348explosion (object *op)
359{ 349{
360 object *tmp;
361 mapstruct *m = op->map; 350 maptile *m = op->map;
362 int i; 351 int i;
363 352
364 if (--(op->duration) < 0) 353 if (--op->duration < 0)
365 {
366 remove_ob (op);
367 free_object (op);
368 return;
369 } 354 {
355 op->destroy ();
356 return;
357 }
358
370 hit_map (op, 0, op->attacktype, 0); 359 hit_map (op, 0, op->attacktype, 0);
371 360
372 if (op->range > 0) 361 if (op->range > 0)
373 { 362 {
374 for (i = 1; i < 9; i++) 363 for (i = 1; i < 9; i++)
375 { 364 {
376 sint16 dx, dy; 365 sint16 dx, dy;
377 366
378 dx = op->x + freearr_x[i]; 367 dx = op->x + freearr_x[i];
379 dy = op->y + freearr_y[i]; 368 dy = op->y + freearr_y[i];
369
380 /* ok_to_put_more already does things like checks for walls, 370 /* ok_to_put_more already does things like checks for walls,
381 * out of map, etc. 371 * out of map, etc.
382 */ 372 */
383 if (ok_to_put_more (op->map, dx, dy, op, op->attacktype)) 373 if (ok_to_put_more (op->map, dx, dy, op, op->attacktype))
384 { 374 {
385 tmp = get_object (); 375 object *tmp = op->clone ();
386 copy_object (op, tmp); 376
387 tmp->state = 0; 377 tmp->state = 0;
388 tmp->speed_left = -0.21; 378 tmp->speed_left = -0.21f;
389 tmp->range--; 379 tmp->range--;
390 tmp->value = 0; 380 tmp->value = 0;
391 tmp->x = dx; 381
392 tmp->y = dy; 382 m->insert (tmp, dx, dy, op);
393 insert_ob_in_map (tmp, m, op, 0);
394 } 383 }
395 } 384 }
396 } 385 }
397} 386}
398
399 387
400/* Causes an object to explode, eg, a firebullet, 388/* Causes an object to explode, eg, a firebullet,
401 * poison cloud ball, etc. op is the object to 389 * poison cloud ball, etc. op is the object to
402 * explode. 390 * explode.
403 */ 391 */
404void 392void
405explode_bullet (object *op) 393explode_bullet (object *op)
406{ 394{
407 tag_t op_tag = op->count;
408 object *tmp, *owner; 395 object *tmp, *owner;
409 396
410 if (op->other_arch == NULL) 397 if (op->other_arch == NULL)
411 { 398 {
412 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n"); 399 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n");
413 remove_ob (op); 400 op->destroy ();
414 free_object (op);
415 return; 401 return;
416 } 402 }
417 403
418 if (op->env) 404 if (op->env)
419 { 405 {
420 object *env; 406 object *env = op->outer_env ();
421 407
422 env = object_get_env_recursive (op);
423 if (env->map == NULL || out_of_map (env->map, env->x, env->y)) 408 if (!env->map || out_of_map (env->map, env->x, env->y))
424 { 409 {
425 LOG (llevError, "BUG: explode_bullet(): env out of map\n"); 410 LOG (llevError, "BUG: explode_bullet(): env out of map\n");
426 remove_ob (op); 411 op->destroy ();
427 free_object (op);
428 return; 412 return;
429 } 413 }
430 remove_ob (op); 414
431 op->x = env->x; 415 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 } 416 }
435 else if (out_of_map (op->map, op->x, op->y)) 417 else if (out_of_map (op->map, op->x, op->y))
436 { 418 {
437 LOG (llevError, "BUG: explode_bullet(): op out of map\n"); 419 LOG (llevError, "BUG: explode_bullet(): op out of map\n");
438 remove_ob (op); 420 op->destroy ();
439 free_object (op);
440 return; 421 return;
441 } 422 }
442 423
443 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent explosions of any kind on safe maps 424 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent explosions of any kind on safe maps
444 // NOTE: If this breaks something important: remove this. I can't think of anything 425 // NOTE: If this breaks something important: remove this. I can't think of anything
445 // bad at the moment that might happen from this. 426 // 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) 427 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
447 { 428 {
448 remove_ob (op); 429 op->destroy ();
449 free_object (op);
450 return; 430 return;
451 } 431 }
452 432
453 if (op->attacktype) 433 if (op->attacktype)
454 { 434 {
455 hit_map (op, 0, op->attacktype, 1); 435 hit_map (op, 0, op->attacktype, 1);
456 if (was_destroyed (op, op_tag)) 436
437 if (op->destroyed ())
457 return; 438 return;
458 } 439 }
459 440
460 /* other_arch contains what this explodes into */ 441 /* other_arch contains what this explodes into */
461 tmp = arch_to_object (op->other_arch); 442 tmp = arch_to_object (op->other_arch);
462 443
463 copy_owner (tmp, op); 444 tmp->set_owner (op);
464 tmp->skill = op->skill; 445 tmp->skill = op->skill;
465 446
466 owner = get_owner (op); 447 owner = op->owner;
467 448
468 if ((tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) && owner && !tailor_god_spell (tmp, owner)) 449 if ((tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) && owner && !tailor_god_spell (tmp, owner))
469 { 450 {
470 remove_ob (op); 451 op->destroy ();
471 free_object (op);
472 return; 452 return;
473 } 453 }
474
475 tmp->x = op->x;
476 tmp->y = op->y;
477 454
478 /* special for bombs - it actually has sane values for these */ 455 /* special for bombs - it actually has sane values for these */
479 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB) 456 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB)
480 { 457 {
481 tmp->attacktype = op->attacktype; 458 tmp->attacktype = op->attacktype;
485 } 462 }
486 else 463 else
487 { 464 {
488 if (op->attacktype & AT_MAGIC) 465 if (op->attacktype & AT_MAGIC)
489 tmp->attacktype |= AT_MAGIC; 466 tmp->attacktype |= AT_MAGIC;
467
490 /* Spell doc describes what is going on here */ 468 /* Spell doc describes what is going on here */
491 tmp->stats.dam = op->dam_modifier; 469 tmp->stats.dam = op->dam_modifier;
492 tmp->range = op->stats.maxhp; 470 tmp->range = op->stats.maxhp;
493 tmp->duration = op->stats.hp; 471 tmp->duration = op->stats.hp;
494 /* Used for spell tracking - just need a unique val for this spell - 472 /* Used for spell tracking - just need a unique val for this spell -
502 tmp->stats.sp = op->direction; 480 tmp->stats.sp = op->direction;
503 481
504 /* Prevent recursion */ 482 /* Prevent recursion */
505 op->move_on = 0; 483 op->move_on = 0;
506 484
507 insert_ob_in_map (tmp, op->map, op, 0); 485 tmp->insert_at (op, op);
486 tmp->play_sound (tmp->sound);
487
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);
524
553 if (was_destroyed (op, op_tag) || !was_destroyed (tmp, tmp_tag) || (op->stats.dam -= dam) < 0) 525 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0)
554 { 526 {
555 if (!QUERY_FLAG (op, FLAG_REMOVED)) 527 if (!QUERY_FLAG (op, FLAG_REMOVED))
556 { 528 {
557 remove_ob (op); 529 op->destroy ();
558 free_object (op);
559 return; 530 return;
560 } 531 }
561 } 532 }
562 } 533 }
563 } 534 }
564} 535}
565
566 536
567/* Basically, we move 'op' one square, and if it hits something, 537/* Basically, we move 'op' one square, and if it hits something,
568 * call check_bullet. 538 * call check_bullet.
569 * This function is only applicable to bullets, but not to all 539 * This function is only applicable to bullets, but not to all
570 * fired arches (eg, bolts). 540 * fired arches (eg, bolts).
571 */ 541 */
572
573void 542void
574move_bullet (object *op) 543move_bullet (object *op)
575{ 544{
576 sint16 new_x, new_y; 545 sint16 new_x, new_y;
577 int mflags; 546 int mflags;
578 mapstruct *m; 547 maptile *m;
579 548
580#if 0 549#if 0
581 /* We need a better general purpose way to do this */ 550 /* We need a better general purpose way to do this */
582 551
583 /* peterm: added to make comet leave a trail of burnouts 552 /* peterm: added to make comet leave a trail of burnouts
584 it's an unadulterated hack, but the effect is cool. */ 553 it's an unadulterated hack, but the effect is cool. */
585 if (op->stats.sp == SP_METEOR) 554 if (op->stats.sp == SP_METEOR)
586 { 555 {
587 replace_insert_ob_in_map ("fire_trail", op); 556 replace_insert_ob_in_map ("fire_trail", op);
588 if (was_destroyed (op, op_tag)) 557 if (op->destroyed ())
589 return; 558 return;
590 } /* end addition. */ 559 } /* end addition. */
591#endif 560#endif
592 561
593 /* Reached the end of its life - remove it */ 562 /* Reached the end of its life - remove it */
594 if (--op->range <= 0) 563 if (--op->range <= 0)
595 { 564 {
596 if (op->other_arch) 565 if (op->other_arch)
597 {
598 explode_bullet (op); 566 explode_bullet (op);
599 }
600 else 567 else
601 { 568 op->destroy ();
602 remove_ob (op); 569
603 free_object (op);
604 }
605 return; 570 return;
606 } 571 }
607 572
608 new_x = op->x + DIRX (op); 573 new_x = op->x + DIRX (op);
609 new_y = op->y + DIRY (op); 574 new_y = op->y + DIRY (op);
610 m = op->map; 575 m = op->map;
611 mflags = get_map_flags (m, &m, new_x, new_y, &new_x, &new_y); 576 mflags = get_map_flags (m, &m, new_x, new_y, &new_x, &new_y);
612 577
613 if (mflags & P_OUT_OF_MAP) 578 if (mflags & P_OUT_OF_MAP)
614 { 579 {
615 remove_ob (op); 580 op->destroy ();
616 free_object (op);
617 return; 581 return;
618 } 582 }
619 583
620 if (!op->direction || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y))) 584 if (!op->direction || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y)))
621 { 585 {
622 if (op->other_arch) 586 if (op->other_arch)
623 {
624 explode_bullet (op); 587 explode_bullet (op);
625 }
626 else 588 else
627 { 589 op->destroy ();
628 remove_ob (op);
629 free_object (op);
630 }
631 return;
632 }
633 590
634 remove_ob (op); 591 return;
635 op->x = new_x; 592 }
636 op->y = new_y; 593
637 if ((op = insert_ob_in_map (op, m, op, 0)) == NULL) 594 if (!(op = m->insert (op, new_x, new_y, op)))
638 return; 595 return;
639 596
640 if (reflwall (op->map, op->x, op->y, op)) 597 if (reflwall (op->map, op->x, op->y, op))
641 { 598 {
642 op->direction = absdir (op->direction + 4); 599 op->direction = absdir (op->direction + 4);
643 update_turn_face (op); 600 update_turn_face (op);
644 } 601 }
645 else 602 else
646 {
647 check_bullet (op); 603 check_bullet (op);
648 }
649} 604}
650
651
652
653 605
654/* fire_bullet 606/* fire_bullet
655 * object op (cast from caster) files a bolt in dir. 607 * object op (cast from caster) files a bolt in dir.
656 * spob is the spell object for the bolt. 608 * spob is the spell object for the bolt.
657 * we remove the magic flag - that can be derived from 609 * we remove the magic flag - that can be derived from
658 * spob->attacktype. 610 * spob->attacktype.
659 * This function sets up the appropriate owner and skill 611 * This function sets up the appropriate owner and skill
660 * pointers. 612 * pointers.
661 */ 613 */
662
663int 614int
664fire_bullet (object *op, object *caster, int dir, object *spob) 615fire_bullet (object *op, object *caster, int dir, object *spob)
665{ 616{
666 object *tmp = NULL; 617 object *tmp = NULL;
667 int mflags; 618 int mflags;
668 619
669 if (!spob->other_arch) 620 if (!spob->other_arch)
670 return 0; 621 return 0;
671 622
672 tmp = arch_to_object (spob->other_arch); 623 tmp = spob->other_arch->instance ();
673 if (tmp == NULL) 624 if (!tmp)
674 return 0; 625 return 0;
675 626
676 /* peterm: level dependency for bolts */ 627 /* peterm: level dependency for bolts */
677 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob); 628 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob);
678 tmp->attacktype = spob->attacktype; 629 tmp->attacktype = spob->attacktype;
679 if (spob->slaying) 630 if (spob->slaying)
680 tmp->slaying = spob->slaying; 631 tmp->slaying = spob->slaying;
681 632
688 639
689 tmp->direction = dir; 640 tmp->direction = dir;
690 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) 641 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
691 SET_ANIMATION (tmp, dir); 642 SET_ANIMATION (tmp, dir);
692 643
693 set_owner (tmp, op); 644 tmp->set_owner (op);
694 set_spell_skill (op, caster, spob, tmp); 645 set_spell_skill (op, caster, spob, tmp);
695 646
696 tmp->x = op->x + freearr_x[dir]; 647 tmp->x = op->x + freearr_x[dir];
697 tmp->y = op->y + freearr_y[dir]; 648 tmp->y = op->y + freearr_y[dir];
698 tmp->map = op->map; 649 tmp->map = op->map;
699 650
651 maptile *newmap;
700 mflags = get_map_flags (tmp->map, &tmp->map, tmp->x, tmp->y, &tmp->x, &tmp->y); 652 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y);
701 if (mflags & P_OUT_OF_MAP) 653 if (mflags & P_OUT_OF_MAP)
702 { 654 {
703 free_object (tmp); 655 tmp->destroy ();
704 return 0; 656 return 0;
705 } 657 }
658
659 tmp->map = newmap;
660
706 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y))) 661 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y)))
707 { 662 {
708 if (!QUERY_FLAG (tmp, FLAG_REFLECTING)) 663 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
709 { 664 {
710 free_object (tmp); 665 tmp->destroy ();
711 return 0; 666 return 0;
712 } 667 }
668
713 tmp->x = op->x; 669 tmp->x = op->x;
714 tmp->y = op->y; 670 tmp->y = op->y;
715 tmp->direction = absdir (tmp->direction + 4); 671 tmp->direction = absdir (tmp->direction + 4);
716 tmp->map = op->map; 672 tmp->map = op->map;
717 } 673 }
718 if ((tmp = insert_ob_in_map (tmp, tmp->map, op, 0)) != NULL) 674
719 { 675 if ((tmp = tmp->insert_at (tmp, op)))
720 check_bullet (tmp); 676 check_bullet (tmp);
721 } 677
722 return 1; 678 return 1;
723} 679}
724
725
726
727 680
728/***************************************************************************** 681/*****************************************************************************
729 * 682 *
730 * CONE RELATED FUNCTIONS 683 * CONE RELATED FUNCTIONS
731 * 684 *
732 *****************************************************************************/ 685 *****************************************************************************/
733 686
734
735/* drops an object based on what is in the cone's "other_arch" */ 687/* drops an object based on what is in the cone's "other_arch" */
736void 688void
737cone_drop (object *op) 689cone_drop (object *op)
738{ 690{
739 object *new_ob = arch_to_object (op->other_arch); 691 object *new_ob = arch_to_object (op->other_arch);
740 692
741 new_ob->x = op->x;
742 new_ob->y = op->y;
743 new_ob->level = op->level; 693 new_ob->level = op->level;
744 set_owner (new_ob, op->owner); 694 new_ob->set_owner (op->owner);
745 695
746 /* preserve skill ownership */ 696 /* preserve skill ownership */
747 if (op->skill && op->skill != new_ob->skill) 697 if (op->skill && op->skill != new_ob->skill)
748 {
749 new_ob->skill = op->skill; 698 new_ob->skill = op->skill;
750 }
751 insert_ob_in_map (new_ob, op->map, op, 0);
752 699
700 new_ob->insert_at (op, op);
753} 701}
754 702
755/* move_cone: causes cone object 'op' to move a space/hit creatures */ 703/* move_cone: causes cone object 'op' to move a space/hit creatures */
756 704
757void 705void
758move_cone (object *op) 706move_cone (object *op)
759{ 707{
760 int i;
761 tag_t tag;
762
763 /* if no map then hit_map will crash so just ignore object */ 708 /* if no map then hit_map will crash so just ignore object */
764 if (!op->map) 709 if (!op->map)
765 { 710 {
766 LOG (llevError, "Tried to move_cone object %s without a map.\n", op->name ? &op->name : "unknown"); 711 LOG (llevError, "Tried to move_cone object %s without a map.\n", op->name ? &op->name : "unknown");
767 op->speed = 0; 712 op->set_speed (0);
768 update_ob_speed (op);
769 return; 713 return;
770 } 714 }
771 715
772 /* lava saves it's life, but not yours :) */ 716 /* lava saves it's life, but not yours :) */
773 if (QUERY_FLAG (op, FLAG_LIFESAVE)) 717 if (QUERY_FLAG (op, FLAG_LIFESAVE))
779#if 0 723#if 0
780 /* Disable this - enabling it makes monsters easier, as 724 /* Disable this - enabling it makes monsters easier, as
781 * when their cone dies when they die. 725 * when their cone dies when they die.
782 */ 726 */
783 /* If no owner left, the spell dies out. */ 727 /* If no owner left, the spell dies out. */
784 if (get_owner (op) == NULL) 728 if (op->owner == NULL)
785 { 729 {
786 remove_ob (op); 730 op->destroy ();
787 free_object (op);
788 return; 731 return;
789 } 732 }
790#endif 733#endif
791 734
792 tag = op->count;
793 hit_map (op, 0, op->attacktype, 0); 735 hit_map (op, 0, op->attacktype, 0);
794 736
795 /* Check to see if we should push anything. 737 /* Check to see if we should push anything.
796 * Spell objects with weight push whatever they encounter to some 738 * Spell objects with weight push whatever they encounter to some
797 * degree. 739 * degree.
798 */ 740 */
799 if (op->weight) 741 if (op->weight)
800 check_spell_knockback (op); 742 check_spell_knockback (op);
801 743
802 if (was_destroyed (op, tag)) 744 if (op->destroyed ())
803 return; 745 return;
804 746
805 if ((op->duration--) < 0) 747 if ((op->duration--) < 0)
806 { 748 {
807 remove_ob (op); 749 op->destroy ();
808 free_object (op);
809 return; 750 return;
810 } 751 }
811 /* Object has hit maximum range, so don't have it move 752 /* Object has hit maximum range, so don't have it move
812 * any further. When the duration above expires, 753 * any further. When the duration above expires,
813 * then the object will get removed. 754 * then the object will get removed.
816 { 757 {
817 op->range = 0; /* just so it doesn't wrap */ 758 op->range = 0; /* just so it doesn't wrap */
818 return; 759 return;
819 } 760 }
820 761
821 for (i = -1; i < 2; i++) 762 for (int i = -1; i <= 1; i++)
822 { 763 {
823 sint16 x = op->x + freearr_x[absdir (op->stats.sp + i)], y = op->y + freearr_y[absdir (op->stats.sp + i)]; 764 sint16 x = op->x + freearr_x[absdir (op->stats.sp + i)], y = op->y + freearr_y[absdir (op->stats.sp + i)];
824 765
825 if (ok_to_put_more (op->map, x, y, op, op->attacktype)) 766 if (ok_to_put_more (op->map, x, y, op, op->attacktype))
826 { 767 {
827 object *tmp = get_object (); 768 object *tmp = op->clone ();
828
829 copy_object (op, tmp);
830 tmp->x = x;
831 tmp->y = y;
832 769
833 tmp->duration = op->duration + 1; 770 tmp->duration = op->duration + 1;
834 771
835 /* Use for spell tracking - see ok_to_put_more() */ 772 /* Use for spell tracking - see ok_to_put_more() */
836 tmp->stats.maxhp = op->stats.maxhp; 773 tmp->stats.maxhp = op->stats.maxhp;
837 insert_ob_in_map (tmp, op->map, op, 0); 774
775 op->map->insert (tmp, x, y, op);
776
838 if (tmp->other_arch) 777 if (tmp->other_arch)
839 cone_drop (tmp); 778 cone_drop (tmp);
840 } 779 }
841 } 780 }
842} 781}
852int 791int
853cast_cone (object *op, object *caster, int dir, object *spell) 792cast_cone (object *op, object *caster, int dir, object *spell)
854{ 793{
855 object *tmp; 794 object *tmp;
856 int i, success = 0, range_min = -1, range_max = 1; 795 int i, success = 0, range_min = -1, range_max = 1;
857 mapstruct *m; 796 maptile *m;
858 sint16 sx, sy; 797 sint16 sx, sy;
859 MoveType movetype; 798 MoveType movetype;
860 799
861 if (!spell->other_arch) 800 if (!spell->other_arch)
862 return 0; 801 return 0;
875 814
876 /* Need to know what the movetype of the object we are about 815 /* Need to know what the movetype of the object we are about
877 * to create is, so we can know if the space we are about to 816 * to create is, so we can know if the space we are about to
878 * insert it into is blocked. 817 * insert it into is blocked.
879 */ 818 */
880 movetype = spell->other_arch->clone.move_type; 819 movetype = spell->other_arch->move_type;
881 820
882 for (i = range_min; i <= range_max; i++) 821 for (i = range_min; i <= range_max; i++)
883 { 822 {
884 sint16 x, y, d; 823 sint16 x, y, d;
885 824
918 if ((movetype & GET_MAP_MOVE_BLOCK (m, sx, sy)) == movetype) 857 if ((movetype & GET_MAP_MOVE_BLOCK (m, sx, sy)) == movetype)
919 continue; 858 continue;
920 859
921 success = 1; 860 success = 1;
922 tmp = arch_to_object (spell->other_arch); 861 tmp = arch_to_object (spell->other_arch);
923 set_owner (tmp, op); 862 tmp->set_owner (op);
924 set_spell_skill (op, caster, spell, tmp); 863 set_spell_skill (op, caster, spell, tmp);
925 tmp->level = caster_level (caster, spell); 864 tmp->level = caster_level (caster, spell);
926 tmp->x = sx;
927 tmp->y = sy;
928 tmp->attacktype = spell->attacktype; 865 tmp->attacktype = spell->attacktype;
929 866
930 /* holy word stuff */ 867 /* holy word stuff */
931 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER)) 868 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER))
932 if (!tailor_god_spell (tmp, op)) 869 if (!tailor_god_spell (tmp, op))
966 else 903 else
967 tmp->duration += caster->level / 3; 904 tmp->duration += caster->level / 3;
968 } 905 }
969 906
970 if (!(tmp->move_type & MOVE_FLY_LOW)) 907 if (!(tmp->move_type & MOVE_FLY_LOW))
971 LOG (llevDebug, "cast_cone(): arch %s doesn't have flying 1\n", &spell->other_arch->name); 908 LOG (llevDebug, "cast_cone(): arch %s doesn't have flying 1\n", &spell->other_arch->archname);
972 909
973 if (!tmp->move_on && tmp->stats.dam) 910 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); 911 LOG (llevDebug, "cast_cone(): arch %s doesn't have move_on set\n", &spell->other_arch->archname);
976 }
977 912
978 insert_ob_in_map (tmp, m, op, 0); 913 m->insert (tmp, sx, sy, op);
979 914
980 /* This is used for tracking spells so that one effect doesn't hit 915 /* This is used for tracking spells so that one effect doesn't hit
981 * a single space too many times. 916 * a single space too many times.
982 */ 917 */
983 tmp->stats.maxhp = tmp->count; 918 tmp->stats.maxhp = tmp->count;
993 * 928 *
994 * BOMB related code 929 * BOMB related code
995 * 930 *
996 ****************************************************************************/ 931 ****************************************************************************/
997 932
998
999/* This handles an exploding bomb. 933/* This handles an exploding bomb.
1000 * op is the original bomb object. 934 * op is the original bomb object.
1001 */ 935 */
1002void 936void
1003animate_bomb (object *op) 937animate_bomb (object *op)
1004{ 938{
1005 int i;
1006 object *env, *tmp;
1007 archetype *at;
1008
1009 if (op->state != NUM_ANIMATIONS (op) - 1) 939 if (op->state != NUM_ANIMATIONS (op) - 1)
1010 return; 940 return;
1011 941
1012 env = object_get_env_recursive (op); 942 object *env = op->outer_env ();
1013 943
1014 if (op->env) 944 if (op->env)
1015 { 945 {
1016 if (env->map == NULL) 946 if (env->map == NULL)
1017 return; 947 return;
1018 948
1019 if (env->type == PLAYER) 949 if (!(op = op->insert_at (env, op)))
1020 esrv_del_item (env->contr, op->count);
1021
1022 remove_ob (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; 950 return;
1027 } 951 }
1028 952
1029 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent bomb from exploding 953 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent bomb from exploding
1030 // on a safe map. I don't like this special casing, but it seems to be neccessary 954 // on a safe map. I don't like this special casing, but it seems to be neccessary
1031 // as bombs can be carried. 955 // as bombs can be carried.
1032 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE) 956 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
1033 { 957 {
1034 remove_ob (op); 958 op->destroy ();
1035 free_object (op);
1036 return; 959 return;
1037 } 960 }
1038 961
1039 /* This copies a lot of the code from the fire bullet, 962 /* This copies a lot of the code from the fire bullet,
1040 * but using the cast_bullet isn't really feasible, 963 * but using the cast_bullet isn't really feasible,
1041 * so just set up the appropriate values. 964 * so just set up the appropriate values.
1042 */ 965 */
1043 at = archetype::find (SPLINT); 966 if (archetype *at = archetype::find (SPLINT))
1044 if (at)
1045 { 967 {
1046 for (i = 1; i < 9; i++) 968 for (int i = 1; i < 9; i++)
1047 { 969 {
1048 if (out_of_map (op->map, op->x + freearr_x[i], op->y + freearr_x[i])) 970 if (out_of_map (op->map, op->x + freearr_x[i], op->y + freearr_x[i]))
1049 continue; 971 continue;
972
1050 tmp = arch_to_object (at); 973 object *tmp = arch_to_object (at);
1051 tmp->direction = i; 974 tmp->direction = i;
1052 tmp->range = op->range; 975 tmp->range = op->range;
1053 tmp->stats.dam = op->stats.dam; 976 tmp->stats.dam = op->stats.dam;
1054 tmp->duration = op->duration; 977 tmp->duration = op->duration;
1055 tmp->attacktype = op->attacktype; 978 tmp->attacktype = op->attacktype;
1056 copy_owner (tmp, op); 979 tmp->set_owner (op);
1057 if (op->skill && op->skill != tmp->skill) 980 if (op->skill && op->skill != tmp->skill)
1058 {
1059 tmp->skill = op->skill; 981 tmp->skill = op->skill;
1060 } 982
1061 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) 983 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
1062 SET_ANIMATION (tmp, i); 984 SET_ANIMATION (tmp, i);
1063 tmp->x = op->x + freearr_x[i]; 985
1064 tmp->y = op->y + freearr_x[i]; 986 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); 987 move_bullet (tmp);
1067 } 988 }
1068 } 989 }
1069 990
1070 explode_bullet (op); 991 explode_bullet (op);
1071} 992}
1072 993
1073int 994int
1074create_bomb (object *op, object *caster, int dir, object *spell) 995create_bomb (object *op, object *caster, int dir, object *spell)
1075{ 996{
1076
1077 object *tmp; 997 object *tmp;
1078 int mflags; 998 int mflags;
1079 sint16 dx = op->x + freearr_x[dir], dy = op->y + freearr_y[dir]; 999 sint16 dx = op->x + freearr_x[dir], dy = op->y + freearr_y[dir];
1080 mapstruct *m; 1000 maptile *m;
1081 1001
1082 mflags = get_map_flags (op->map, &m, dx, dy, &dx, &dy); 1002 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)) 1003 if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, dx, dy) & MOVE_WALK))
1084 { 1004 {
1085 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way."); 1005 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way.");
1086 return 0; 1006 return 0;
1087 } 1007 }
1008
1088 tmp = arch_to_object (spell->other_arch); 1009 tmp = arch_to_object (spell->other_arch);
1089 1010
1090 /* level dependencies for bomb */ 1011 /* level dependencies for bomb */
1091 tmp->range = spell->range + SP_level_range_adjust (caster, spell); 1012 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
1092 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1013 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1093 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell); 1014 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
1094 tmp->attacktype = spell->attacktype; 1015 tmp->attacktype = spell->attacktype;
1095 1016
1096 set_owner (tmp, op); 1017 tmp->set_owner (op);
1097 set_spell_skill (op, caster, spell, tmp); 1018 set_spell_skill (op, caster, spell, tmp);
1098 tmp->x = dx; 1019
1099 tmp->y = dy; 1020 m->insert (tmp, dx, dy, op);
1100 insert_ob_in_map (tmp, m, op, 0);
1101 return 1; 1021 return 1;
1102} 1022}
1103 1023
1104/**************************************************************************** 1024/****************************************************************************
1105 * 1025 *
1114 * dir is the direction to look in. 1034 * dir is the direction to look in.
1115 * range is how far out to look. 1035 * range is how far out to look.
1116 * type is the type of spell - either SPELL_MANA or SPELL_GRACE. 1036 * type is the type of spell - either SPELL_MANA or SPELL_GRACE.
1117 * this info is used for blocked magic/unholy spaces. 1037 * this info is used for blocked magic/unholy spaces.
1118 */ 1038 */
1119
1120object * 1039object *
1121get_pointed_target (object *op, int dir, int range, int type) 1040get_pointed_target (object *op, int dir, int range, int type)
1122{ 1041{
1123 object *target; 1042 object *target;
1124 sint16 x, y; 1043 sint16 x, y;
1125 int dist, mflags; 1044 int dist, mflags;
1126 mapstruct *mp; 1045 maptile *mp;
1127 1046
1128 if (dir == 0) 1047 if (dir == 0)
1129 return NULL; 1048 return NULL;
1130 1049
1131 for (dist = 1; dist < range; dist++) 1050 for (dist = 1; dist < range; dist++)
1143 return NULL; 1062 return NULL;
1144 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW) 1063 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW)
1145 return NULL; 1064 return NULL;
1146 1065
1147 if (mflags & P_IS_ALIVE) 1066 if (mflags & P_IS_ALIVE)
1148 {
1149 for (target = get_map_ob (mp, x, y); target; target = target->above) 1067 for (target = GET_MAP_OB (mp, x, y); target; target = target->above)
1150 { 1068 if (QUERY_FLAG (target, FLAG_MONSTER))
1151 if (QUERY_FLAG (target->head ? target->head : target, FLAG_MONSTER))
1152 {
1153 return target; 1069 return target;
1154 }
1155 }
1156 }
1157 } 1070 }
1071
1158 return NULL; 1072 return NULL;
1159} 1073}
1160
1161 1074
1162/* cast_smite_arch() - the priest points to a creature and causes 1075/* cast_smite_arch() - the priest points to a creature and causes
1163 * a 'godly curse' to decend. 1076 * a 'godly curse' to decend.
1164 * usual params - 1077 * usual params -
1165 * op = player 1078 * op = player
1166 * caster = object casting the spell. 1079 * caster = object casting the spell.
1167 * dir = direction being cast 1080 * dir = direction being cast
1168 * spell = spell object 1081 * spell = spell object
1169 */ 1082 */
1170
1171int 1083int
1172cast_smite_spell (object *op, object *caster, int dir, object *spell) 1084cast_smite_spell (object *op, object *caster, int dir, object *spell)
1173{ 1085{
1174 object *effect, *target; 1086 object *effect, *target;
1175 object *god = find_god (determine_god (op)); 1087 object *god = find_god (determine_god (op));
1221 if (effect->attacktype & AT_DEATH) 1133 if (effect->attacktype & AT_DEATH)
1222 { 1134 {
1223 effect->level = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1135 effect->level = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1224 1136
1225 /* casting death spells at undead isn't a good thing */ 1137 /* casting death spells at undead isn't a good thing */
1226 if QUERY_FLAG
1227 (target, FLAG_UNDEAD) 1138 if (QUERY_FLAG (target, FLAG_UNDEAD))
1228 { 1139 {
1229 if (random_roll (0, 2, op, PREFER_LOW)) 1140 if (random_roll (0, 2, op, PREFER_LOW))
1230 { 1141 {
1231 new_draw_info (NDI_UNIQUE, 0, op, "Idiot! Your spell boomerangs!"); 1142 new_draw_info (NDI_UNIQUE, 0, op, "Idiot! Your spell boomerangs!");
1232 effect->x = op->x; 1143 effect->x = op->x;
1234 } 1145 }
1235 else 1146 else
1236 { 1147 {
1237 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s looks stronger!", query_name (target)); 1148 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s looks stronger!", query_name (target));
1238 target->stats.hp = target->stats.maxhp * 2; 1149 target->stats.hp = target->stats.maxhp * 2;
1239 free_object (effect); 1150 effect->destroy ();
1240 return 0; 1151 return 0;
1241 } 1152 }
1242 } 1153 }
1243 } 1154 }
1244 else 1155 else
1245 { 1156 {
1246 /* how much woe to inflict :) */ 1157 /* how much woe to inflict :) */
1247 effect->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1158 effect->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1248 } 1159 }
1249 1160
1250 set_owner (effect, op); 1161 effect->set_owner (op);
1251 set_spell_skill (op, caster, spell, effect); 1162 set_spell_skill (op, caster, spell, effect);
1252 1163
1253 /* ok, tell it where to be, and insert! */ 1164 /* ok, tell it where to be, and insert! */
1254 effect->x = target->x; 1165 effect->insert_at (target, op);
1255 effect->y = target->y;
1256 insert_ob_in_map (effect, target->map, op, 0);
1257 1166
1258 return 1; 1167 return 1;
1259} 1168}
1260
1261 1169
1262/**************************************************************************** 1170/****************************************************************************
1263 * 1171 *
1264 * MAGIC MISSILE code. 1172 * MAGIC MISSILE code.
1265 * note that the fire_bullet is used to fire the missile. The 1173 * note that the fire_bullet is used to fire the missile. The
1268 1176
1269/* op is a missile that needs to be moved */ 1177/* op is a missile that needs to be moved */
1270void 1178void
1271move_missile (object *op) 1179move_missile (object *op)
1272{ 1180{
1273 int i, mflags;
1274 object *owner;
1275 sint16 new_x, new_y;
1276 mapstruct *m;
1277
1278 if (op->range-- <= 0) 1181 if (op->range-- <= 0)
1279 { 1182 {
1280 remove_ob (op); 1183 op->destroy ();
1281 free_object (op);
1282 return; 1184 return;
1283 }
1284
1285 owner = get_owner (op);
1286#if 0
1287 /* It'd make things nastier if this wasn't here - spells cast by
1288 * monster that are then killed would continue to survive
1289 */
1290 if (owner == NULL)
1291 { 1185 }
1292 remove_ob (op); 1186
1293 free_object (op); 1187 mapxy pos (op);
1294 return; 1188 pos.move (op->direction);
1189
1190 if (!pos.normalise ())
1295 } 1191 {
1296#endif 1192 op->destroy ();
1297 1193 return;
1298 new_x = op->x + DIRX (op);
1299 new_y = op->y + DIRY (op);
1300
1301 mflags = get_map_flags (op->map, &m, new_x, new_y, &new_x, &new_y);
1302
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))))
1304 { 1194 }
1305 tag_t tag = op->count;
1306 1195
1196 mapspace &ms = pos.ms ();
1197
1198 if (ms.flags () & P_IS_ALIVE || ms.blocks (op))
1199 {
1307 hit_map (op, op->direction, AT_MAGIC, 1); 1200 hit_map (op, op->direction, AT_MAGIC, 1);
1308 /* Basically, missile only hits one thing then goes away. 1201 /* Basically, missile only hits one thing then goes away.
1309 * we need to remove it if someone hasn't already done so. 1202 * we need to remove it if someone hasn't already done so.
1310 */ 1203 */
1311 if (!was_destroyed (op, tag)) 1204 op->destroy ();
1312 {
1313 remove_ob (op);
1314 free_object (op);
1315 }
1316 return; 1205 return;
1317 }
1318
1319 remove_ob (op);
1320 if (!op->direction || (mflags & P_OUT_OF_MAP))
1321 { 1206 }
1322 free_object (op); 1207
1323 return; 1208 if (!op->direction)
1324 } 1209 {
1325 op->x = new_x; 1210 op->destroy ();
1326 op->y = new_y; 1211 return;
1327 op->map = m; 1212 }
1328 i = spell_find_dir (op->map, op->x, op->y, get_owner (op)); 1213
1214 int i = spell_find_dir (pos.m, pos.x, pos.y, op->owner);
1329 if (i > 0 && i != op->direction) 1215 if (i > 0 && i != op->direction)
1330 { 1216 {
1331 op->direction = i; 1217 op->direction = i;
1332 SET_ANIMATION (op, op->direction); 1218 SET_ANIMATION (op, op->direction);
1333 } 1219 }
1334 insert_ob_in_map (op, op->map, op, 0); 1220
1221 pos.insert (op, op);
1335} 1222}
1336 1223
1337/**************************************************************************** 1224/****************************************************************************
1338 * Destruction 1225 * Destruction
1339 ****************************************************************************/ 1226 ****************************************************************************/
1342 * we do this by creating a force and inserting it in the 1229 * we do this by creating a force and inserting it in the
1343 * object. if time is 0, the object glows permanently. To truely 1230 * object. if time is 0, the object glows permanently. To truely
1344 * make this work for non-living objects, we would have to 1231 * make this work for non-living objects, we would have to
1345 * give them the capability to have an inventory. b.t. 1232 * give them the capability to have an inventory. b.t.
1346 */ 1233 */
1347
1348int 1234int
1349make_object_glow (object *op, int radius, int time) 1235make_object_glow (object *op, int radius, int time)
1350{ 1236{
1351 object *tmp;
1352
1353 /* some things are unaffected... */ 1237 /* some things are unaffected... */
1354 if (op->path_denied & PATH_LIGHT) 1238 if (op->path_denied & PATH_LIGHT)
1355 return 0; 1239 return 0;
1356 1240
1357 tmp = get_archetype (FORCE_NAME); 1241 object *tmp = get_archetype (FORCE_NAME);
1358 tmp->speed = 0.01; 1242 tmp->speed = 0.01;
1359 tmp->stats.food = time; 1243 tmp->stats.food = time;
1360 SET_FLAG (tmp, FLAG_IS_USED_UP); 1244 SET_FLAG (tmp, FLAG_IS_USED_UP);
1361 tmp->glow_radius = radius; 1245 tmp->glow_radius = radius;
1362 if (tmp->glow_radius > MAX_LIGHT_RADII) 1246 if (tmp->glow_radius > MAX_LIGHT_RADII)
1363 tmp->glow_radius = MAX_LIGHT_RADII; 1247 tmp->glow_radius = MAX_LIGHT_RADII;
1364 1248
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); 1249 tmp = insert_ob_in_ob (tmp, op);
1250
1370 if (tmp->glow_radius > op->glow_radius) 1251 if (tmp->glow_radius > op->glow_radius)
1371 op->glow_radius = tmp->glow_radius; 1252 op->glow_radius = tmp->glow_radius;
1372 1253
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; 1254 return 1;
1379} 1255}
1380
1381
1382
1383 1256
1384int 1257int
1385cast_destruction (object *op, object *caster, object *spell_ob) 1258cast_destruction (object *op, object *caster, object *spell_ob)
1386{ 1259{
1387 int i, j, range, mflags, friendly = 0, dam, dur; 1260 int i, j, range, mflags, friendly = 0, dam, dur;
1388 sint16 sx, sy; 1261 sint16 sx, sy;
1389 mapstruct *m; 1262 maptile *m;
1390 object *tmp; 1263 object *tmp;
1391 const char *skill; 1264 const char *skill;
1392 1265
1393 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob); 1266 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
1394 dam = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob); 1267 dam = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob);
1408 else if (caster->skill) 1281 else if (caster->skill)
1409 op->skill = caster->skill; 1282 op->skill = caster->skill;
1410 else 1283 else
1411 op->skill = NULL; 1284 op->skill = NULL;
1412 1285
1413 change_skill (op, find_skill_by_name (op, op->skill), 1); 1286 op->change_skill (find_skill_by_name (op, op->skill));
1414 1287
1415 for (i = -range; i < range; i++) 1288 for (i = -range; i <= range; i++)
1416 { 1289 {
1417 for (j = -range; j < range; j++) 1290 for (j = -range; j <= range; j++)
1418 { 1291 {
1419 m = op->map; 1292 m = op->map;
1420 sx = op->x + i; 1293 sx = op->x + i;
1421 sy = op->y + j; 1294 sy = op->y + j;
1295
1422 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy); 1296 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
1423 if (mflags & P_OUT_OF_MAP) 1297 if (mflags & P_OUT_OF_MAP)
1424 continue; 1298 continue;
1299
1425 if (mflags & P_IS_ALIVE) 1300 if (mflags & P_IS_ALIVE)
1426 { 1301 {
1427 for (tmp = get_map_ob (m, sx, sy); tmp; tmp = tmp->above) 1302 for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above)
1428 {
1429 if (QUERY_FLAG (tmp, FLAG_ALIVE) || tmp->type == PLAYER) 1303 if (QUERY_FLAG (tmp, FLAG_ALIVE) || tmp->type == PLAYER)
1430 break; 1304 break;
1431 } 1305
1432 if (tmp) 1306 if (tmp)
1433 { 1307 {
1434 if (tmp->head) 1308 if (tmp->head)
1435 tmp = tmp->head; 1309 tmp = tmp->head;
1436 1310
1438 (!friendly && (QUERY_FLAG (tmp, FLAG_FRIENDLY) || tmp->type == PLAYER))) 1312 (!friendly && (QUERY_FLAG (tmp, FLAG_FRIENDLY) || tmp->type == PLAYER)))
1439 { 1313 {
1440 if (spell_ob->subtype == SP_DESTRUCTION) 1314 if (spell_ob->subtype == SP_DESTRUCTION)
1441 { 1315 {
1442 hit_player (tmp, dam, op, spell_ob->attacktype, 0); 1316 hit_player (tmp, dam, op, spell_ob->attacktype, 0);
1317
1443 if (spell_ob->other_arch) 1318 if (spell_ob->other_arch)
1444 {
1445 tmp = arch_to_object (spell_ob->other_arch); 1319 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 } 1320 }
1451 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist[ATNR_MAGIC] != 100) 1321 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist[ATNR_MAGIC] != 100)
1452 { 1322 {
1453 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch) 1323 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch)
1454 {
1455 object *effect = arch_to_object (spell_ob->other_arch); 1324 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 } 1325 }
1462 } 1326 }
1463 } 1327 }
1464 } 1328 }
1465 } 1329 }
1466 } 1330 }
1331
1467 op->skill = skill; 1332 op->skill = skill;
1468 return 1; 1333 return 1;
1469} 1334}
1470 1335
1471/*************************************************************************** 1336/***************************************************************************
1485 { 1350 {
1486 new_draw_info (NDI_UNIQUE, 0, op, "There is no one in that direction to curse."); 1351 new_draw_info (NDI_UNIQUE, 0, op, "There is no one in that direction to curse.");
1487 return 0; 1352 return 0;
1488 } 1353 }
1489 1354
1355 tmp = tmp->head_ ();
1356
1490 /* If we've already got a force of this type, don't add a new one. */ 1357 /* If we've already got a force of this type, don't add a new one. */
1491 for (force = tmp->inv; force != NULL; force = force->below) 1358 for (force = tmp->inv; force; force = force->below)
1492 { 1359 {
1493 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY) 1360 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY)
1494 { 1361 {
1495 if (force->name == spell_ob->name) 1362 if (force->name == spell_ob->name)
1496 { 1363 {
1502 return 0; 1369 return 0;
1503 } 1370 }
1504 } 1371 }
1505 } 1372 }
1506 1373
1507 if (force == NULL) 1374 if (!force)
1508 { 1375 {
1509 force = get_archetype (FORCE_NAME); 1376 force = get_archetype (FORCE_NAME);
1510 force->subtype = FORCE_CHANGE_ABILITY; 1377 force->subtype = FORCE_CHANGE_ABILITY;
1378
1511 if (spell_ob->race) 1379 if (spell_ob->race)
1512 force->name = spell_ob->race; 1380 force->name = spell_ob->race;
1513 else 1381 else
1514 force->name = spell_ob->name; 1382 force->name = spell_ob->name;
1515 1383
1525 { 1393 {
1526 force->duration = duration; 1394 force->duration = duration;
1527 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 1395 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1528 } 1396 }
1529 else 1397 else
1530 {
1531 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1398 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1532 } 1399
1533 return 1; 1400 return 1;
1534 } 1401 }
1402
1535 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50; 1403 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1536 force->speed = 1.0; 1404 force->speed = 1.f;
1537 force->speed_left = -1.0; 1405 force->speed_left = -1.f;
1538 SET_FLAG (force, FLAG_APPLIED); 1406 SET_FLAG (force, FLAG_APPLIED);
1539 1407
1540 if (god) 1408 if (god)
1541 { 1409 {
1542 if (spell_ob->last_grace) 1410 if (spell_ob->last_grace)
1555 force->stats.ac = spell_ob->stats.ac; 1423 force->stats.ac = spell_ob->stats.ac;
1556 force->stats.wc = spell_ob->stats.wc; 1424 force->stats.wc = spell_ob->stats.wc;
1557 1425
1558 change_abil (tmp, force); /* Mostly to display any messages */ 1426 change_abil (tmp, force); /* Mostly to display any messages */
1559 insert_ob_in_ob (force, tmp); 1427 insert_ob_in_ob (force, tmp);
1560 fix_player (tmp); 1428 tmp->update_stats ();
1561 return 1; 1429 return 1;
1562 1430
1563} 1431}
1564
1565 1432
1566/********************************************************************** 1433/**********************************************************************
1567 * mood change 1434 * mood change
1568 * Arguably, this may or may not be an attack spell. But since it 1435 * Arguably, this may or may not be an attack spell. But since it
1569 * effects monsters, it seems best to put it into this file 1436 * effects monsters, it seems best to put it into this file
1576mood_change (object *op, object *caster, object *spell) 1443mood_change (object *op, object *caster, object *spell)
1577{ 1444{
1578 object *tmp, *god, *head; 1445 object *tmp, *god, *head;
1579 int done_one, range, mflags, level, at, best_at; 1446 int done_one, range, mflags, level, at, best_at;
1580 sint16 x, y, nx, ny; 1447 sint16 x, y, nx, ny;
1581 mapstruct *m; 1448 maptile *m;
1582 const char *race; 1449 const char *race;
1583 1450
1584 /* We precompute some values here so that we don't have to keep 1451 /* We precompute some values here so that we don't have to keep
1585 * doing it over and over again. 1452 * doing it over and over again.
1586 */ 1453 */
1599 else if (god && !strcmp (spell->race, "GOD_FRIEND")) 1466 else if (god && !strcmp (spell->race, "GOD_FRIEND"))
1600 race = god->race; 1467 race = god->race;
1601 else 1468 else
1602 race = spell->race; 1469 race = spell->race;
1603 1470
1604
1605 for (x = op->x - range; x <= op->x + range; x++) 1471 for (x = op->x - range; x <= op->x + range; x++)
1606 for (y = op->y - range; y <= op->y + range; y++) 1472 for (y = op->y - range; y <= op->y + range; y++)
1607 { 1473 {
1608
1609 done_one = 0; 1474 done_one = 0;
1610 m = op->map; 1475 m = op->map;
1611 nx = x; 1476 nx = x;
1612 ny = y; 1477 ny = y;
1613 mflags = get_map_flags (m, &m, x, y, &nx, &ny); 1478 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1616 1481
1617 /* If there is nothing living on this space, no need to go further */ 1482 /* If there is nothing living on this space, no need to go further */
1618 if (!(mflags & P_IS_ALIVE)) 1483 if (!(mflags & P_IS_ALIVE))
1619 continue; 1484 continue;
1620 1485
1486 // players can only affect spaces that they can actually see
1487 if (caster && caster->contr
1488 && caster->contr->visibility_at (m, nx, ny) < 70)
1489 continue;
1490
1621 for (tmp = get_map_ob (m, nx, ny); tmp; tmp = tmp->above) 1491 for (tmp = GET_MAP_TOP (m, nx, ny); tmp; tmp = tmp->below)
1622 if (QUERY_FLAG (tmp, FLAG_MONSTER)) 1492 if (QUERY_FLAG (tmp, FLAG_MONSTER))
1623 break; 1493 break;
1624 1494
1625 /* There can be living objects that are not monsters */ 1495 /* There can be living objects that are not monsters */
1626 if (!tmp || tmp->type == PLAYER) 1496 if (!tmp || tmp->type == PLAYER)
1633 head = tmp; 1503 head = tmp;
1634 1504
1635 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */ 1505 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */
1636 if (race && head->race && !strstr (race, head->race)) 1506 if (race && head->race && !strstr (race, head->race))
1637 continue; 1507 continue;
1508
1638 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD)) 1509 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD))
1639 continue; 1510 continue;
1640 1511
1641 /* Now do a bunch of stuff related to saving throws */ 1512 /* Now do a bunch of stuff related to saving throws */
1642 best_at = -1; 1513 best_at = -1;
1659 at -= level / 5; 1530 at -= level / 5;
1660 if (did_make_save (head, head->level, at)) 1531 if (did_make_save (head, head->level, at))
1661 continue; 1532 continue;
1662 } 1533 }
1663 else /* spell->attacktype */ 1534 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 { 1535 {
1536 /*
1537 Spell has no attacktype (charm & such), so we'll have a specific saving:
1538 * if spell level < monster level, no go
1539 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) )
1540
1541 The chance will then be in the range [20-70] percent, not too bad.
1542
1543 This is required to fix the 'charm monster' abuse, where a player level 1 can
1544 charm a level 125 monster...
1545
1546 Ryo, august 14th
1547 */
1677 if (head->level > level) 1548 if (head->level > level)
1678 continue; 1549 continue;
1550
1679 if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + MIN (50, 2 * (level - head->level)))) 1551 if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + MIN (50, 2 * (level - head->level))))
1680 /* Failed, no effect */ 1552 /* Failed, no effect */
1681 continue; 1553 continue;
1682 } 1554 }
1683 1555
1684 /* Done with saving throw. Now start effecting the monster */ 1556 /* Done with saving throw. Now start affecting the monster */
1685 1557
1686 /* aggravation */ 1558 /* aggravation */
1687 if (QUERY_FLAG (spell, FLAG_MONSTER)) 1559 if (QUERY_FLAG (spell, FLAG_MONSTER))
1688 { 1560 {
1689 CLEAR_FLAG (head, FLAG_SLEEP); 1561 CLEAR_FLAG (head, FLAG_SLEEP);
1690 if (QUERY_FLAG (head, FLAG_FRIENDLY))
1691 remove_friendly_object (head); 1562 remove_friendly_object (head);
1692
1693 done_one = 1; 1563 done_one = 1;
1694 head->enemy = op; 1564 head->enemy = op;
1695 } 1565 }
1696 1566
1697 /* calm monsters */ 1567 /* calm monsters */
1706 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK)) 1576 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK))
1707 { 1577 {
1708 SET_FLAG (head, FLAG_BERSERK); 1578 SET_FLAG (head, FLAG_BERSERK);
1709 done_one = 1; 1579 done_one = 1;
1710 } 1580 }
1581
1711 /* charm */ 1582 /* charm */
1712 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY)) 1583 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY))
1713 { 1584 {
1714 SET_FLAG (head, FLAG_FRIENDLY); 1585 INVOKE_OBJECT (KILL, head, ARG_OBJECT (caster));
1586
1715 /* Prevent uncontolled outbreaks of self replicating monsters. 1587 /* Prevent uncontrolled outbreaks of self replicating monsters.
1716 Typical use case is charm, go somwhere, use aggravation to make hostile. 1588 Typical use case is charm, go somwhere, use aggravation to make hostile.
1717 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */ 1589 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */
1718 CLEAR_FLAG (head, FLAG_GENERATOR); 1590 CLEAR_FLAG (head, FLAG_GENERATOR);
1719 set_owner (head, op); 1591 head->set_owner (op);
1720 set_spell_skill (op, caster, spell, head); 1592 set_spell_skill (op, caster, spell, head);
1721 add_friendly_object (head); 1593 add_friendly_object (head);
1722 head->attack_movement = PETMOVE; 1594 head->attack_movement = PETMOVE;
1723 done_one = 1; 1595 done_one = 1;
1724 change_exp (op, head->stats.exp / 2, head->skill, SK_EXP_ADD_SKILL); 1596 change_exp (op, head->stats.exp / 2, head->skill, SK_EXP_ADD_SKILL);
1725 head->stats.exp = 0; 1597 head->stats.exp = 0;
1726 } 1598 }
1727 1599
1728 /* If a monster was effected, put an effect in */ 1600 /* If a monster was effected, put an effect in */
1729 if (done_one && spell->other_arch) 1601 if (done_one && spell->other_arch)
1730 {
1731 tmp = arch_to_object (spell->other_arch); 1602 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 */ 1603 } /* for y */
1737 1604
1738 return 1; 1605 return 1;
1739} 1606}
1740 1607
1750move_ball_spell (object *op) 1617move_ball_spell (object *op)
1751{ 1618{
1752 int i, j, dam_save, dir, mflags; 1619 int i, j, dam_save, dir, mflags;
1753 sint16 nx, ny, hx, hy; 1620 sint16 nx, ny, hx, hy;
1754 object *owner; 1621 object *owner;
1755 mapstruct *m; 1622 maptile *m;
1756 1623
1757 owner = get_owner (op); 1624 owner = op->owner;
1758 1625
1759 /* the following logic makes sure that the ball doesn't move into a wall, 1626 /* the following logic makes sure that the ball doesn't move into a wall,
1760 * and makes sure that it will move along a wall to try and get at it's 1627 * and makes sure that it will move along a wall to try and get at it's
1761 * victim. The block immediately below more or less chooses a random 1628 * 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 1629 * offset to move the ball, eg, keep it mostly on course, with some
1791 nx = op->x; 1658 nx = op->x;
1792 ny = op->y; 1659 ny = op->y;
1793 m = op->map; 1660 m = op->map;
1794 } 1661 }
1795 1662
1796 remove_ob (op); 1663 m->insert (op, nx, ny, op);
1797 op->y = ny;
1798 op->x = nx;
1799 insert_ob_in_map (op, m, op, 0);
1800 1664
1801 dam_save = op->stats.dam; /* save the original dam: we do halfdam on 1665 dam_save = op->stats.dam; /* save the original dam: we do halfdam on
1802 surrounding squares */ 1666 surrounding squares */
1803 1667
1804 /* loop over current square and neighbors to hit. 1668 /* loop over current square and neighbors to hit.
1805 * if this has an other_arch field, we insert that in 1669 * if this has an other_arch field, we insert that in
1806 * the surround spaces. 1670 * the surround spaces.
1807 */ 1671 */
1808 for (j = 0; j < 9; j++) 1672 for (j = 0; j < 9; j++)
1809 { 1673 {
1810 object *new_ob;
1811
1812 hx = nx + freearr_x[j]; 1674 hx = nx + freearr_x[j];
1813 hy = ny + freearr_y[j]; 1675 hy = ny + freearr_y[j];
1814 1676
1815 m = op->map; 1677 m = op->map;
1816 mflags = get_map_flags (m, &m, hx, hy, &hx, &hy); 1678 mflags = get_map_flags (m, &m, hx, hy, &hx, &hy);
1824 1686
1825 if ((mflags & P_IS_ALIVE) && (!owner || owner->x != hx || owner->y != hy || !on_same_map (owner, op))) 1687 if ((mflags & P_IS_ALIVE) && (!owner || owner->x != hx || owner->y != hy || !on_same_map (owner, op)))
1826 { 1688 {
1827 if (j) 1689 if (j)
1828 op->stats.dam = dam_save / 2; 1690 op->stats.dam = dam_save / 2;
1691
1829 hit_map (op, j, op->attacktype, 1); 1692 hit_map (op, j, op->attacktype, 1);
1830
1831 } 1693 }
1832 1694
1833 /* insert the other arch */ 1695 /* insert the other arch */
1834 if (op->other_arch && !(OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy)))) 1696 if (op->other_arch && !(OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy))))
1835 { 1697 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 } 1698 }
1842 1699
1843 /* restore to the center location and damage */ 1700 /* restore to the center location and damage */
1844 op->stats.dam = dam_save; 1701 op->stats.dam = dam_save;
1845 1702
1846 i = spell_find_dir (op->map, op->x, op->y, get_owner (op)); 1703 i = spell_find_dir (op->map, op->x, op->y, op->owner);
1847 1704
1848 if (i >= 0) 1705 if (i >= 0)
1849 { /* we have a preferred direction! */ 1706 { /* we have a preferred direction! */
1850 /* pick another direction if the preferred dir is blocked. */ 1707 /* 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 || 1708 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))) 1709 OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy)))
1853 {
1854 i = absdir (i + rndm (0, 2) - 1); /* -1, 0, +1 */ 1710 i = absdir (i + rndm (0, 2) - 1); /* -1, 0, +1 */
1855 } 1711
1856 op->direction = i; 1712 op->direction = i;
1857 } 1713 }
1858} 1714}
1859 1715
1860
1861/* move_swarm_spell: peterm 1716/* move_swarm_spell: peterm
1862 * This is an implementation of the swarm spell. It was written for 1717 * This is an implementation of the swarm spell. It was written for
1863 * meteor swarm, but it could be used for any swarm. A swarm spell 1718 * meteor swarm, but it could be used for any swarm. A swarm spell
1864 * is a special type of object that casts swarms of other types 1719 * is a special type of object that casts swarms of other types
1865 * of spells. Which spell it casts is flexible. It fires the spells 1720 * of spells. Which spell it casts is flexible. It fires the spells
1866 * from a set of squares surrounding the caster, in a given direction. 1721 * from a set of squares surrounding the caster, in a given direction.
1867 */ 1722 */
1868
1869void 1723void
1870move_swarm_spell (object *op) 1724move_swarm_spell (object *op)
1871{ 1725{
1872#if 0 1726#if 0
1873 static int cardinal_adjust[9] = { -3, -2, -1, 0, 0, 0, 1, 2, 3 }; 1727 static int cardinal_adjust[9] = { -3, -2, -1, 0, 0, 0, 1, 2, 3 };
1874 static int diagonal_adjust[10] = { -3, -2, -2, -1, 0, 0, 1, 2, 2, 3 }; 1728 static int diagonal_adjust[10] = { -3, -2, -2, -1, 0, 0, 1, 2, 2, 3 };
1875 sint16 target_x, target_y, origin_x, origin_y; 1729 sint16 target_x, target_y, origin_x, origin_y;
1876 int adjustdir; 1730 int adjustdir;
1877 mapstruct *m; 1731 maptile *m;
1878#endif 1732#endif
1879 int basedir;
1880 object *owner; 1733 object *owner = op->env;
1881 1734
1882 owner = get_owner (op); 1735 if (!owner) // MUST not happen, remove when true TODO
1883 if (op->duration == 0 || owner == NULL)
1884 {
1885 remove_ob (op);
1886 free_object (op);
1887 return;
1888 } 1736 {
1737 LOG (llevError, "swarm spell found outside inventory: %s\n", op->debug_desc ());
1738 op->destroy ();
1739 return;
1740 }
1741
1742 if (!op->duration || !owner->is_on_map ())
1743 {
1744 op->destroy ();
1745 return;
1746 }
1747
1889 op->duration--; 1748 op->duration--;
1890 1749
1891 basedir = op->direction; 1750 int basedir = op->direction;
1892 if (basedir == 0) 1751 if (!basedir)
1893 {
1894 /* spray in all directions! 8) */ 1752 /* spray in all directions! 8) */
1895 basedir = rndm (1, 8); 1753 basedir = (op->facing += op->state) % 8 + 1;
1896 }
1897 1754
1898#if 0 1755#if 0
1899 // this is bogus: it causes wrong places to be checked below 1756 // this is bogus: it causes wrong places to be checked below
1900 // (a wall 2 cells away will block the effect...) and 1757 // (a wall 2 cells away will block the effect...) and
1901 // doesn't work for SP_BULLET anyhow, so again tests the wrong 1758 // doesn't work for SP_BULLET anyhow, so again tests the wrong
1902 // space. 1759 // space.
1903 // should be fixed later, but correctness before featurs... 1760 // should be fixed later, but correctness before features...
1904 // (schmorp) 1761 // (schmorp)
1905 1762
1906 /* new offset calculation to make swarm element distribution 1763 /* new offset calculation to make swarm element distribution
1907 * more uniform 1764 * more uniform
1908 */ 1765 */
1961 { 1818 {
1962 /* Bullet spells have a bunch more customization that needs to be done */ 1819 /* Bullet spells have a bunch more customization that needs to be done */
1963 if (op->spell->subtype == SP_BULLET) 1820 if (op->spell->subtype == SP_BULLET)
1964 fire_bullet (owner, op, basedir, op->spell); 1821 fire_bullet (owner, op, basedir, op->spell);
1965 else if (op->spell->subtype == SP_MAGIC_MISSILE) 1822 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1966 fire_arch_from_position (owner, op, op->x, op->y, basedir, op->spell); 1823 fire_arch_from_position (owner, op, owner->x, owner->y, basedir, op->spell);
1967 } 1824 }
1968} 1825}
1969
1970
1971
1972 1826
1973/* fire_swarm: 1827/* fire_swarm:
1974 * The following routine creates a swarm of objects. It actually 1828 * The following routine creates a swarm of objects. It actually
1975 * sets up a specific swarm object, which then fires off all 1829 * sets up a specific swarm object, which then fires off all
1976 * the parts of the swarm. 1830 * the parts of the swarm.
1979 * caster: the caster (owner, wand, rod, scroll) 1833 * caster: the caster (owner, wand, rod, scroll)
1980 * dir: the direction everything will be fired in 1834 * dir: the direction everything will be fired in
1981 * spell - the spell that is this spell. 1835 * spell - the spell that is this spell.
1982 * n: the number to be fired. 1836 * n: the number to be fired.
1983 */ 1837 */
1984
1985int 1838int
1986fire_swarm (object *op, object *caster, object *spell, int dir) 1839fire_swarm (object *op, object *caster, object *spell, int dir)
1987{ 1840{
1988 object *tmp;
1989 int i;
1990
1991 if (!spell->other_arch) 1841 if (!spell->other_arch)
1992 return 0; 1842 return 0;
1993 1843
1994 tmp = get_archetype (SWARM_SPELL); 1844 object *tmp = archetype::get (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. */
1998 set_spell_skill (op, caster, spell, tmp); 1845 set_spell_skill (op, caster, spell, tmp);
1999
2000 tmp->level = caster_level (caster, spell); /*needed later, to get level dep. right. */ 1846 tmp->level = caster_level (caster, spell); /* needed later, to get level dep. right. */
2001 tmp->spell = arch_to_object (spell->other_arch); 1847 tmp->spell = spell->other_arch->instance ();
2002
2003 tmp->attacktype = tmp->spell->attacktype; 1848 tmp->attacktype = tmp->spell->attacktype;
2004 1849
2005 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) 1850 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
2006 {
2007 if (!tailor_god_spell (tmp, op)) 1851 if (!tailor_god_spell (tmp, op))
2008 return 1; 1852 return 1;
2009 } 1853
2010 tmp->duration = SP_level_duration_adjust (caster, spell); 1854 tmp->duration = SP_level_duration_adjust (caster, spell);
2011 for (i = 0; i < spell->duration; i++) 1855 for (int i = 0; i < spell->duration; i++)
2012 tmp->duration += die_roll (1, 3, op, PREFER_HIGH); 1856 tmp->duration += die_roll (1, 3, op, PREFER_HIGH);
2013 1857
1858 tmp->invisible = 1;
1859 tmp->flag [FLAG_NO_DROP] = 1; // make sure it stays in inv, or else
2014 tmp->direction = dir; 1860 tmp->direction = dir;
2015 tmp->invisible = 1; 1861 tmp->facing = rndm (1, 8); // initial firing direction
2016 insert_ob_in_map (tmp, op->map, op, 0); 1862 tmp->state = rndm (4) * 2 + 1; // direction increment
1863
1864 op->insert (tmp);
1865
2017 return 1; 1866 return 1;
2018} 1867}
2019
2020 1868
2021/* See the spells documentation file for why this is its own 1869/* See the spells documentation file for why this is its own
2022 * function. 1870 * function.
2023 */ 1871 */
2024int 1872int
2025cast_light (object *op, object *caster, object *spell, int dir) 1873cast_light (object *op, object *caster, object *spell, int dir)
2026{ 1874{
2027 object *target = NULL, *tmp = NULL; 1875 object *target = NULL, *tmp = NULL;
2028 sint16 x, y; 1876 sint16 x, y;
2029 int dam, mflags; 1877 int dam, mflags;
2030 mapstruct *m; 1878 maptile *m;
2031 1879
2032 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1880 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
2033 1881
2034 if (!dir) 1882 if (!dir)
2035 { 1883 {
2049 return 0; 1897 return 0;
2050 } 1898 }
2051 1899
2052 if (mflags & P_IS_ALIVE && spell->attacktype) 1900 if (mflags & P_IS_ALIVE && spell->attacktype)
2053 { 1901 {
2054 for (target = get_map_ob (m, x, y); target; target = target->above) 1902 for (target = GET_MAP_OB (m, x, y); target; target = target->above)
2055 if (QUERY_FLAG (target, FLAG_MONSTER)) 1903 if (QUERY_FLAG (target, FLAG_MONSTER))
2056 { 1904 {
2057 /* oky doky. got a target monster. Lets make a blinding attack */ 1905 /* oky doky. got a target monster. Lets make a blinding attack */
2058 if (target->head) 1906 if (target->head)
2059 target = target->head; 1907 target = target->head;
1908
2060 (void) hit_player (target, dam, op, spell->attacktype, 1); 1909 hit_player (target, dam, op, spell->attacktype, 1);
2061 return 1; /* one success only! */ 1910 return 1; /* one success only! */
2062 } 1911 }
2063 } 1912 }
2064 1913
2065 /* no live target, perhaps a wall is in the way? */ 1914 /* no live target, perhaps a wall is in the way? */
2081 { 1930 {
2082 tmp->glow_radius = spell->range + SP_level_range_adjust (caster, spell); 1931 tmp->glow_radius = spell->range + SP_level_range_adjust (caster, spell);
2083 if (tmp->glow_radius > MAX_LIGHT_RADII) 1932 if (tmp->glow_radius > MAX_LIGHT_RADII)
2084 tmp->glow_radius = MAX_LIGHT_RADII; 1933 tmp->glow_radius = MAX_LIGHT_RADII;
2085 } 1934 }
2086 tmp->x = x; 1935
2087 tmp->y = y; 1936 m->insert (tmp, x, y, op);
2088 insert_ob_in_map (tmp, m, op, 0);
2089 return 1; 1937 return 1;
2090} 1938}
2091
2092
2093
2094 1939
2095/* cast_cause_disease: this spell looks along <dir> from the 1940/* cast_cause_disease: this spell looks along <dir> from the
2096 * player and infects someone. 1941 * player and infects someone.
2097 * op is the player/monster, caster is the object, dir is the direction 1942 * 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 1943 * to cast, disease_arch is the specific disease, and type is the spell number
2099 * perhaps this should actually be in disease.c? 1944 * perhaps this should actually be in disease.c?
2100 */ 1945 */
2101
2102int 1946int
2103cast_cause_disease (object *op, object *caster, object *spell, int dir) 1947cast_cause_disease (object *op, object *caster, object *spell, int dir)
2104{ 1948{
2105 sint16 x, y; 1949 sint16 x, y;
2106 int i, mflags, range, dam_mod, dur_mod; 1950 int i, mflags, range, dam_mod, dur_mod;
2107 object *walk; 1951 object *walk;
2108 mapstruct *m; 1952 maptile *m;
2109 1953
2110 x = op->x; 1954 x = op->x;
2111 y = op->y; 1955 y = op->y;
2112 1956
2113 /* If casting from a scroll, no direction will be available, so refer to the 1957 /* If casting from a scroll, no direction will be available, so refer to the
2114 * direction the player is pointing. 1958 * direction the player is pointing.
2115 */ 1959 */
2116 if (!dir) 1960 if (!dir)
2117 dir = op->facing; 1961 dir = op->facing;
1962
2118 if (!dir) 1963 if (!dir)
2119 return 0; /* won't find anything if casting on ourself, so just return */ 1964 return 0; /* won't find anything if casting on ourself, so just return */
2120 1965
2121 /* Calculate these once here */ 1966 /* Calculate these once here */
2122 range = spell->range + SP_level_range_adjust (caster, spell); 1967 range = spell->range + SP_level_range_adjust (caster, spell);
2141 1986
2142 /* Only bother looking on this space if there is something living here */ 1987 /* Only bother looking on this space if there is something living here */
2143 if (mflags & P_IS_ALIVE) 1988 if (mflags & P_IS_ALIVE)
2144 { 1989 {
2145 /* search this square for a victim */ 1990 /* search this square for a victim */
2146 for (walk = get_map_ob (m, x, y); walk; walk = walk->above) 1991 for (walk = GET_MAP_OB (m, x, y); walk; walk = walk->above)
2147 if (QUERY_FLAG (walk, FLAG_MONSTER) || (walk->type == PLAYER)) 1992 if (QUERY_FLAG (walk, FLAG_MONSTER) || (walk->type == PLAYER))
2148 { /* found a victim */ 1993 { /* found a victim */
2149 object *disease = arch_to_object (spell->other_arch); 1994 object *disease = arch_to_object (spell->other_arch);
2150 1995
2151 set_owner (disease, op); 1996 disease->set_owner (op);
2152 set_spell_skill (op, caster, spell, disease); 1997 set_spell_skill (op, caster, spell, disease);
2153 disease->stats.exp = 0; 1998 disease->stats.exp = 0;
2154 disease->level = caster_level (caster, spell); 1999 disease->level = caster_level (caster, spell);
2155 2000
2156 /* do level adjustments */ 2001 /* do level adjustments */
2157 if (disease->stats.wc) 2002 if (disease->stats.wc)
2158 disease->stats.wc += dur_mod / 2; 2003 disease->stats.wc += dur_mod / 2;
2159 2004
2160 if (disease->magic > 0) 2005 if (disease->magic > 0)
2161 disease->magic += dur_mod / 4; 2006 disease->magic += dur_mod / 8;
2162 2007
2163 if (disease->stats.maxhp > 0) 2008 if (disease->stats.maxhp > 0)
2164 disease->stats.maxhp += dur_mod; 2009 disease->stats.maxhp += dur_mod;
2165 2010
2166 if (disease->stats.maxgrace > 0) 2011 if (disease->stats.maxgrace > 0)
2201 if (disease->stats.sp) 2046 if (disease->stats.sp)
2202 disease->stats.sp -= dam_mod; 2047 disease->stats.sp -= dam_mod;
2203 2048
2204 if (infect_object (walk, disease, 1)) 2049 if (infect_object (walk, disease, 1))
2205 { 2050 {
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); 2051 new_draw_info_format (NDI_UNIQUE, 0, op, "You inflict %s on %s!", &disease->name, &walk->name);
2209 2052
2210 free_object (disease); /* don't need this one anymore */ 2053 disease->destroy (); /* don't need this one anymore */
2211 flash = get_archetype (ARCH_DETECT_MAGIC); 2054 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; 2055 return 1;
2217 } 2056 }
2218 free_object (disease); 2057
2058 disease->destroy ();
2219 } 2059 }
2220 } /* if living creature */ 2060 } /* if living creature */
2221 } /* for range of spaces */ 2061 } /* for range of spaces */
2062
2222 new_draw_info (NDI_UNIQUE, 0, op, "No one caught anything!"); 2063 new_draw_info (NDI_UNIQUE, 0, op, "No one caught anything!");
2223 return 1; 2064 return 1;
2224} 2065}

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