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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 1.60 by root, Sun May 18 17:52:53 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
154 if ((new_bolt = m->insert (new_bolt, sx, sy, op)))
162 update_turn_face (new_bolt); 155 update_turn_face (new_bolt);
163} 156}
164 157
165/* move_bolt: moves bolt 'op'. Basically, it just advances a space, 158/* move_bolt: moves bolt 'op'. Basically, it just advances a space,
166 * and checks for various things that may stop it. 159 * and checks for various things that may stop it.
167 */ 160 */
168
169void 161void
170move_bolt (object *op) 162move_bolt (object *op)
171{ 163{
172 object *tmp;
173 int mflags; 164 int mflags;
174 sint16 x, y; 165 sint16 x, y;
175 mapstruct *m; 166 maptile *m;
176 167
177 if (--(op->duration) < 0) 168 if (--op->duration < 0)
178 { 169 {
179 remove_ob (op); 170 op->destroy ();
180 free_object (op);
181 return; 171 return;
182 } 172 }
183 173
184 hit_map (op, 0, op->attacktype, 1); 174 hit_map (op, 0, op->attacktype, 1);
185 175
186 if (!op->direction) 176 if (!op->direction)
187 return; 177 return;
188 178
189 if (--op->range < 0) 179 if (--op->range < 0)
190 {
191 op->range = 0; 180 op->range = 0;
192 }
193 else 181 else
194 { 182 {
195 x = op->x + DIRX (op); 183 x = op->x + DIRX (op);
196 y = op->y + DIRY (op); 184 y = op->y + DIRY (op);
197 m = op->map; 185 m = op->map;
205 * on the space. So only call reflwall if we think the data it returns 193 * on the space. So only call reflwall if we think the data it returns
206 * will be useful. 194 * will be useful.
207 */ 195 */
208 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)) || ((mflags & P_IS_ALIVE) && reflwall (m, x, y, op))) 196 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)) || ((mflags & P_IS_ALIVE) && reflwall (m, x, y, op)))
209 { 197 {
210
211 if (!QUERY_FLAG (op, FLAG_REFLECTING)) 198 if (!QUERY_FLAG (op, FLAG_REFLECTING))
212 return; 199 return;
213 200
214 /* Since walls don't run diagonal, if the bolt is in 201 /* Since walls don't run diagonal, if the bolt is in
215 * one of 4 main directions, it just reflects back in the 202 * one of 4 main directions, it just reflects back in the
245 else if (left) 232 else if (left)
246 op->direction = absdir (op->direction + 2); 233 op->direction = absdir (op->direction + 2);
247 else if (right) 234 else if (right)
248 op->direction = absdir (op->direction - 2); 235 op->direction = absdir (op->direction - 2);
249 } 236 }
237
250 update_turn_face (op); /* A bolt *must* be IS_TURNABLE */ 238 update_turn_face (op); /* A bolt *must* be IS_TURNABLE */
251 return; 239 return;
252 } 240 }
253 else 241 else
254 { /* Create a copy of this object and put it ahead */ 242 { /* Create a copy of this object and put it ahead */
255 tmp = get_object (); 243 object *tmp = op->clone ();
256 copy_object (op, tmp); 244
245 m->insert (tmp, x, y, op);
257 tmp->speed_left = -0.1; 246 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 */ 247 /* To make up for the decrease at the top of the function */
261 tmp->duration++; 248 tmp->duration++;
262 249
263 /* New forking code. Possibly create forks of this object 250 /* New forking code. Possibly create forks of this object
264 * going off in other directions. 251 * going off in other directions.
265 */ 252 */
266
267 if (rndm (0, 99) < tmp->stats.Dex) 253 if (tmp->stats.Dex && rndm (0, 99) < tmp->stats.Dex)
268 { /* stats.Dex % of forking */ 254 forklightning (op, tmp); /* stats.Dex % of forking */
269 forklightning (op, tmp); 255
270 }
271 /* In this way, the object left behind sticks on the space, but 256 /* In this way, the object left behind sticks on the space, but
272 * doesn't create any bolts that continue to move onward. 257 * doesn't create any bolts that continue to move onward.
273 */ 258 */
274 op->range = 0; 259 op->range = 0;
275 } /* copy object and move it along */ 260 } /* copy object and move it along */
282 * we remove the magic flag - that can be derived from 267 * we remove the magic flag - that can be derived from
283 * spob->attacktype. 268 * spob->attacktype.
284 * This function sets up the appropriate owner and skill 269 * This function sets up the appropriate owner and skill
285 * pointers. 270 * pointers.
286 */ 271 */
287
288int 272int
289fire_bolt (object *op, object *caster, int dir, object *spob, object *skill) 273fire_bolt (object *op, object *caster, int dir, object *spob, object *skill)
290{ 274{
291 object *tmp = NULL; 275 object *tmp = NULL;
292 int mflags; 276 int mflags;
299 return 0; 283 return 0;
300 284
301 /* peterm: level dependency for bolts */ 285 /* peterm: level dependency for bolts */
302 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob); 286 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob);
303 tmp->attacktype = spob->attacktype; 287 tmp->attacktype = spob->attacktype;
288
304 if (spob->slaying) 289 if (spob->slaying)
305 tmp->slaying = spob->slaying; 290 tmp->slaying = spob->slaying;
291
306 tmp->range = spob->range + SP_level_range_adjust (caster, spob); 292 tmp->range = spob->range + SP_level_range_adjust (caster, spob);
307 tmp->duration = spob->duration + SP_level_duration_adjust (caster, spob); 293 tmp->duration = spob->duration + SP_level_duration_adjust (caster, spob);
308 tmp->stats.Dex = spob->stats.Dex; 294 tmp->stats.Dex = spob->stats.Dex;
309 tmp->stats.Con = spob->stats.Con; 295 tmp->stats.Con = spob->stats.Con;
310 296
311 tmp->direction = dir; 297 tmp->direction = dir;
312 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) 298 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
313 SET_ANIMATION (tmp, dir); 299 SET_ANIMATION (tmp, dir);
314 300
315 set_owner (tmp, op); 301 tmp->set_owner (op);
316 set_spell_skill (op, caster, spob, tmp); 302 set_spell_skill (op, caster, spob, tmp);
317 303
318 tmp->x = op->x + DIRX (tmp); 304 tmp->x = op->x + DIRX (tmp);
319 tmp->y = op->y + DIRY (tmp); 305 tmp->y = op->y + DIRY (tmp);
320 tmp->map = op->map; 306 tmp->map = op->map;
321 307
308 maptile *newmap;
322 mflags = get_map_flags (tmp->map, &tmp->map, tmp->x, tmp->y, &tmp->x, &tmp->y); 309 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y);
323 if (mflags & P_OUT_OF_MAP) 310 if (mflags & P_OUT_OF_MAP)
324 { 311 {
325 free_object (tmp); 312 tmp->destroy ();
326 return 0; 313 return 0;
327 } 314 }
315
316 tmp->map = newmap;
317
328 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y))) 318 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y)))
329 { 319 {
330 if (!QUERY_FLAG (tmp, FLAG_REFLECTING)) 320 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
331 { 321 {
332 free_object (tmp); 322 tmp->destroy ();
333 return 0; 323 return 0;
334 } 324 }
325
335 tmp->x = op->x; 326 tmp->x = op->x;
336 tmp->y = op->y; 327 tmp->y = op->y;
337 tmp->direction = absdir (tmp->direction + 4); 328 tmp->direction = absdir (tmp->direction + 4);
338 tmp->map = op->map; 329 tmp->map = op->map;
339 } 330 }
340 if ((tmp = insert_ob_in_map (tmp, tmp->map, op, 0)) != NULL) 331
332 if ((tmp = tmp->insert_at (tmp, op)))
341 move_bolt (tmp); 333 move_bolt (tmp);
334
342 return 1; 335 return 1;
343} 336}
344
345
346 337
347/*************************************************************************** 338/***************************************************************************
348 * 339 *
349 * BULLET/BALL CODE 340 * BULLET/BALL CODE
350 * 341 *
351 ***************************************************************************/ 342 ***************************************************************************/
352 343
353/* expands an explosion. op is a piece of the 344/* expands an explosion. op is a piece of the
354 * explosion - this expans it in the different directions. 345 * explosion - this expands it in the different directions.
355 * At least that is what I think this does. 346 * At least that is what I think this does.
356 */ 347 */
357void 348void
358explosion (object *op) 349explosion (object *op)
359{ 350{
360 object *tmp;
361 mapstruct *m = op->map; 351 maptile *m = op->map;
362 int i; 352 int i;
363 353
364 if (--(op->duration) < 0) 354 if (--op->duration < 0)
365 {
366 remove_ob (op);
367 free_object (op);
368 return;
369 } 355 {
356 op->destroy ();
357 return;
358 }
359
370 hit_map (op, 0, op->attacktype, 0); 360 hit_map (op, 0, op->attacktype, 0);
371 361
372 if (op->range > 0) 362 if (op->range > 0)
373 { 363 {
374 for (i = 1; i < 9; i++) 364 for (i = 1; i < 9; i++)
375 { 365 {
376 sint16 dx, dy; 366 sint16 dx, dy;
377 367
378 dx = op->x + freearr_x[i]; 368 dx = op->x + freearr_x[i];
379 dy = op->y + freearr_y[i]; 369 dy = op->y + freearr_y[i];
370
380 /* ok_to_put_more already does things like checks for walls, 371 /* ok_to_put_more already does things like checks for walls,
381 * out of map, etc. 372 * out of map, etc.
382 */ 373 */
383 if (ok_to_put_more (op->map, dx, dy, op, op->attacktype)) 374 if (ok_to_put_more (op->map, dx, dy, op, op->attacktype))
384 { 375 {
385 tmp = get_object (); 376 object *tmp = op->clone ();
386 copy_object (op, tmp); 377
387 tmp->state = 0; 378 tmp->state = 0;
388 tmp->speed_left = -0.21; 379 tmp->speed_left = -0.21f;
389 tmp->range--; 380 tmp->range--;
390 tmp->value = 0; 381 tmp->value = 0;
391 tmp->x = dx; 382
392 tmp->y = dy; 383 m->insert (tmp, dx, dy, op);
393 insert_ob_in_map (tmp, m, op, 0);
394 } 384 }
395 } 385 }
396 } 386 }
397} 387}
398
399 388
400/* Causes an object to explode, eg, a firebullet, 389/* Causes an object to explode, eg, a firebullet,
401 * poison cloud ball, etc. op is the object to 390 * poison cloud ball, etc. op is the object to
402 * explode. 391 * explode.
403 */ 392 */
404void 393void
405explode_bullet (object *op) 394explode_bullet (object *op)
406{ 395{
407 tag_t op_tag = op->count;
408 object *tmp, *owner; 396 object *tmp, *owner;
409 397
410 if (op->other_arch == NULL) 398 if (op->other_arch == NULL)
411 { 399 {
412 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n"); 400 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n");
413 remove_ob (op); 401 op->destroy ();
414 free_object (op);
415 return; 402 return;
416 } 403 }
417 404
418 if (op->env) 405 if (op->env)
419 { 406 {
420 object *env; 407 object *env = op->outer_env ();
421 408
422 env = object_get_env_recursive (op);
423 if (env->map == NULL || out_of_map (env->map, env->x, env->y)) 409 if (!env->map || out_of_map (env->map, env->x, env->y))
424 { 410 {
425 LOG (llevError, "BUG: explode_bullet(): env out of map\n"); 411 LOG (llevError, "BUG: explode_bullet(): env out of map\n");
426 remove_ob (op); 412 op->destroy ();
427 free_object (op);
428 return; 413 return;
429 } 414 }
430 remove_ob (op); 415
431 op->x = env->x; 416 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 } 417 }
435 else if (out_of_map (op->map, op->x, op->y)) 418 else if (out_of_map (op->map, op->x, op->y))
436 { 419 {
437 LOG (llevError, "BUG: explode_bullet(): op out of map\n"); 420 LOG (llevError, "BUG: explode_bullet(): op out of map\n");
438 remove_ob (op); 421 op->destroy ();
439 free_object (op);
440 return; 422 return;
441 } 423 }
442 424
443 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent explosions of any kind on safe maps 425 // 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 426 // NOTE: If this breaks something important: remove this. I can't think of anything
445 // bad at the moment that might happen from this. 427 // 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) 428 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
447 { 429 {
448 remove_ob (op); 430 op->destroy ();
449 free_object (op);
450 return; 431 return;
451 } 432 }
452 433
453 if (op->attacktype) 434 if (op->attacktype)
454 { 435 {
455 hit_map (op, 0, op->attacktype, 1); 436 hit_map (op, 0, op->attacktype, 1);
456 if (was_destroyed (op, op_tag)) 437
438 if (op->destroyed ())
457 return; 439 return;
458 } 440 }
459 441
460 /* other_arch contains what this explodes into */ 442 /* other_arch contains what this explodes into */
461 tmp = arch_to_object (op->other_arch); 443 tmp = arch_to_object (op->other_arch);
462 444
463 copy_owner (tmp, op); 445 tmp->set_owner (op);
464 tmp->skill = op->skill; 446 tmp->skill = op->skill;
465 447
466 owner = get_owner (op); 448 owner = op->owner;
467 449
468 if ((tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) && owner && !tailor_god_spell (tmp, owner)) 450 if ((tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) && owner && !tailor_god_spell (tmp, owner))
469 { 451 {
470 remove_ob (op); 452 op->destroy ();
471 free_object (op);
472 return; 453 return;
473 } 454 }
474
475 tmp->x = op->x;
476 tmp->y = op->y;
477 455
478 /* special for bombs - it actually has sane values for these */ 456 /* special for bombs - it actually has sane values for these */
479 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB) 457 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB)
480 { 458 {
481 tmp->attacktype = op->attacktype; 459 tmp->attacktype = op->attacktype;
485 } 463 }
486 else 464 else
487 { 465 {
488 if (op->attacktype & AT_MAGIC) 466 if (op->attacktype & AT_MAGIC)
489 tmp->attacktype |= AT_MAGIC; 467 tmp->attacktype |= AT_MAGIC;
468
490 /* Spell doc describes what is going on here */ 469 /* Spell doc describes what is going on here */
491 tmp->stats.dam = op->dam_modifier; 470 tmp->stats.dam = op->dam_modifier;
492 tmp->range = op->stats.maxhp; 471 tmp->range = op->stats.maxhp;
493 tmp->duration = op->stats.hp; 472 tmp->duration = op->stats.hp;
494 /* Used for spell tracking - just need a unique val for this spell - 473 /* Used for spell tracking - just need a unique val for this spell -
502 tmp->stats.sp = op->direction; 481 tmp->stats.sp = op->direction;
503 482
504 /* Prevent recursion */ 483 /* Prevent recursion */
505 op->move_on = 0; 484 op->move_on = 0;
506 485
507 insert_ob_in_map (tmp, op->map, op, 0); 486 tmp->insert_at (op, op);
487 tmp->play_sound (tmp->sound);
488
508 /* remove the firebullet */ 489 /* remove the firebullet */
509 if (!was_destroyed (op, op_tag)) 490 op->destroy ();
510 {
511 remove_ob (op);
512 free_object (op);
513 }
514} 491}
515
516
517 492
518/* checks to see what op should do, given the space it is on 493/* checks to see what op should do, given the space it is on
519 * (eg, explode, damage player, etc) 494 * (eg, explode, damage player, etc)
520 */ 495 */
521
522void 496void
523check_bullet (object *op) 497check_bullet (object *op)
524{ 498{
525 tag_t op_tag = op->count, tmp_tag;
526 object *tmp; 499 object *tmp;
527 int dam, mflags; 500 int dam, mflags;
528 mapstruct *m; 501 maptile *m;
529 sint16 sx, sy; 502 sint16 sx, sy;
530 503
531 mflags = get_map_flags (op->map, &m, op->x, op->y, &sx, &sy); 504 mflags = get_map_flags (op->map, &m, op->x, op->y, &sx, &sy);
532 505
533 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy))) 506 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
542 515
543 /* If nothing alive on this space, no reason to do anything further */ 516 /* If nothing alive on this space, no reason to do anything further */
544 if (!(mflags & P_IS_ALIVE)) 517 if (!(mflags & P_IS_ALIVE))
545 return; 518 return;
546 519
547 for (tmp = get_map_ob (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 520 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
548 { 521 {
549 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 522 if (QUERY_FLAG (tmp, FLAG_ALIVE))
550 { 523 {
551 tmp_tag = tmp->count;
552 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1); 524 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1);
525
553 if (was_destroyed (op, op_tag) || !was_destroyed (tmp, tmp_tag) || (op->stats.dam -= dam) < 0) 526 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0)
554 { 527 {
555 if (!QUERY_FLAG (op, FLAG_REMOVED)) 528 if (!QUERY_FLAG (op, FLAG_REMOVED))
556 { 529 {
557 remove_ob (op); 530 op->destroy ();
558 free_object (op);
559 return; 531 return;
560 } 532 }
561 } 533 }
562 } 534 }
563 } 535 }
564} 536}
565
566 537
567/* Basically, we move 'op' one square, and if it hits something, 538/* Basically, we move 'op' one square, and if it hits something,
568 * call check_bullet. 539 * call check_bullet.
569 * This function is only applicable to bullets, but not to all 540 * This function is only applicable to bullets, but not to all
570 * fired arches (eg, bolts). 541 * fired arches (eg, bolts).
571 */ 542 */
572
573void 543void
574move_bullet (object *op) 544move_bullet (object *op)
575{ 545{
576 sint16 new_x, new_y; 546 sint16 new_x, new_y;
577 int mflags; 547 int mflags;
578 mapstruct *m; 548 maptile *m;
579 549
580#if 0 550#if 0
581 /* We need a better general purpose way to do this */ 551 /* We need a better general purpose way to do this */
582 552
583 /* peterm: added to make comet leave a trail of burnouts 553 /* peterm: added to make comet leave a trail of burnouts
584 it's an unadulterated hack, but the effect is cool. */ 554 it's an unadulterated hack, but the effect is cool. */
585 if (op->stats.sp == SP_METEOR) 555 if (op->stats.sp == SP_METEOR)
586 { 556 {
587 replace_insert_ob_in_map ("fire_trail", op); 557 replace_insert_ob_in_map ("fire_trail", op);
588 if (was_destroyed (op, op_tag)) 558 if (op->destroyed ())
589 return; 559 return;
590 } /* end addition. */ 560 } /* end addition. */
591#endif 561#endif
592 562
593 /* Reached the end of its life - remove it */ 563 /* Reached the end of its life - remove it */
594 if (--op->range <= 0) 564 if (--op->range <= 0)
595 { 565 {
596 if (op->other_arch) 566 if (op->other_arch)
597 {
598 explode_bullet (op); 567 explode_bullet (op);
599 }
600 else 568 else
601 { 569 op->destroy ();
602 remove_ob (op); 570
603 free_object (op);
604 }
605 return; 571 return;
606 } 572 }
607 573
608 new_x = op->x + DIRX (op); 574 new_x = op->x + DIRX (op);
609 new_y = op->y + DIRY (op); 575 new_y = op->y + DIRY (op);
610 m = op->map; 576 m = op->map;
611 mflags = get_map_flags (m, &m, new_x, new_y, &new_x, &new_y); 577 mflags = get_map_flags (m, &m, new_x, new_y, &new_x, &new_y);
612 578
613 if (mflags & P_OUT_OF_MAP) 579 if (mflags & P_OUT_OF_MAP)
614 { 580 {
615 remove_ob (op); 581 op->destroy ();
616 free_object (op);
617 return; 582 return;
618 } 583 }
619 584
620 if (!op->direction || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y))) 585 if (!op->direction || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y)))
621 { 586 {
622 if (op->other_arch) 587 if (op->other_arch)
623 {
624 explode_bullet (op); 588 explode_bullet (op);
625 }
626 else 589 else
627 { 590 op->destroy ();
628 remove_ob (op);
629 free_object (op);
630 }
631 return;
632 }
633 591
634 remove_ob (op); 592 return;
635 op->x = new_x; 593 }
636 op->y = new_y; 594
637 if ((op = insert_ob_in_map (op, m, op, 0)) == NULL) 595 if (!(op = m->insert (op, new_x, new_y, op)))
638 return; 596 return;
639 597
640 if (reflwall (op->map, op->x, op->y, op)) 598 if (reflwall (op->map, op->x, op->y, op))
641 { 599 {
642 op->direction = absdir (op->direction + 4); 600 op->direction = absdir (op->direction + 4);
643 update_turn_face (op); 601 update_turn_face (op);
644 } 602 }
645 else 603 else
646 {
647 check_bullet (op); 604 check_bullet (op);
648 }
649} 605}
650
651
652
653 606
654/* fire_bullet 607/* fire_bullet
655 * object op (cast from caster) files a bolt in dir. 608 * object op (cast from caster) files a bolt in dir.
656 * spob is the spell object for the bolt. 609 * spob is the spell object for the bolt.
657 * we remove the magic flag - that can be derived from 610 * we remove the magic flag - that can be derived from
658 * spob->attacktype. 611 * spob->attacktype.
659 * This function sets up the appropriate owner and skill 612 * This function sets up the appropriate owner and skill
660 * pointers. 613 * pointers.
661 */ 614 */
662
663int 615int
664fire_bullet (object *op, object *caster, int dir, object *spob) 616fire_bullet (object *op, object *caster, int dir, object *spob)
665{ 617{
666 object *tmp = NULL; 618 object *tmp = NULL;
667 int mflags; 619 int mflags;
668 620
669 if (!spob->other_arch) 621 if (!spob->other_arch)
670 return 0; 622 return 0;
671 623
672 tmp = arch_to_object (spob->other_arch); 624 tmp = spob->other_arch->instance ();
673 if (tmp == NULL) 625 if (!tmp)
674 return 0; 626 return 0;
675 627
676 /* peterm: level dependency for bolts */ 628 /* peterm: level dependency for bolts */
677 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob); 629 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob);
678 tmp->attacktype = spob->attacktype; 630 tmp->attacktype = spob->attacktype;
679 if (spob->slaying) 631 if (spob->slaying)
680 tmp->slaying = spob->slaying; 632 tmp->slaying = spob->slaying;
681 633
688 640
689 tmp->direction = dir; 641 tmp->direction = dir;
690 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) 642 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
691 SET_ANIMATION (tmp, dir); 643 SET_ANIMATION (tmp, dir);
692 644
693 set_owner (tmp, op); 645 tmp->set_owner (op);
694 set_spell_skill (op, caster, spob, tmp); 646 set_spell_skill (op, caster, spob, tmp);
695 647
696 tmp->x = op->x + freearr_x[dir]; 648 tmp->x = op->x + freearr_x[dir];
697 tmp->y = op->y + freearr_y[dir]; 649 tmp->y = op->y + freearr_y[dir];
698 tmp->map = op->map; 650 tmp->map = op->map;
699 651
652 maptile *newmap;
700 mflags = get_map_flags (tmp->map, &tmp->map, tmp->x, tmp->y, &tmp->x, &tmp->y); 653 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y);
701 if (mflags & P_OUT_OF_MAP) 654 if (mflags & P_OUT_OF_MAP)
702 { 655 {
703 free_object (tmp); 656 tmp->destroy ();
704 return 0; 657 return 0;
705 } 658 }
659
660 tmp->map = newmap;
661
706 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y))) 662 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y)))
707 { 663 {
708 if (!QUERY_FLAG (tmp, FLAG_REFLECTING)) 664 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
709 { 665 {
710 free_object (tmp); 666 tmp->destroy ();
711 return 0; 667 return 0;
712 } 668 }
669
713 tmp->x = op->x; 670 tmp->x = op->x;
714 tmp->y = op->y; 671 tmp->y = op->y;
715 tmp->direction = absdir (tmp->direction + 4); 672 tmp->direction = absdir (tmp->direction + 4);
716 tmp->map = op->map; 673 tmp->map = op->map;
717 } 674 }
718 if ((tmp = insert_ob_in_map (tmp, tmp->map, op, 0)) != NULL) 675
719 { 676 if ((tmp = tmp->insert_at (tmp, op)))
720 check_bullet (tmp); 677 check_bullet (tmp);
721 } 678
722 return 1; 679 return 1;
723} 680}
724
725
726
727 681
728/***************************************************************************** 682/*****************************************************************************
729 * 683 *
730 * CONE RELATED FUNCTIONS 684 * CONE RELATED FUNCTIONS
731 * 685 *
732 *****************************************************************************/ 686 *****************************************************************************/
733 687
734
735/* drops an object based on what is in the cone's "other_arch" */ 688/* drops an object based on what is in the cone's "other_arch" */
736void 689void
737cone_drop (object *op) 690cone_drop (object *op)
738{ 691{
739 object *new_ob = arch_to_object (op->other_arch); 692 object *new_ob = arch_to_object (op->other_arch);
740 693
741 new_ob->x = op->x;
742 new_ob->y = op->y;
743 new_ob->level = op->level; 694 new_ob->level = op->level;
744 set_owner (new_ob, op->owner); 695 new_ob->set_owner (op->owner);
745 696
746 /* preserve skill ownership */ 697 /* preserve skill ownership */
747 if (op->skill && op->skill != new_ob->skill) 698 if (op->skill && op->skill != new_ob->skill)
748 {
749 new_ob->skill = op->skill; 699 new_ob->skill = op->skill;
750 }
751 insert_ob_in_map (new_ob, op->map, op, 0);
752 700
701 new_ob->insert_at (op, op);
753} 702}
754 703
755/* move_cone: causes cone object 'op' to move a space/hit creatures */ 704/* move_cone: causes cone object 'op' to move a space/hit creatures */
756 705
757void 706void
758move_cone (object *op) 707move_cone (object *op)
759{ 708{
760 int i;
761 tag_t tag;
762
763 /* if no map then hit_map will crash so just ignore object */ 709 /* if no map then hit_map will crash so just ignore object */
764 if (!op->map) 710 if (!op->map)
765 { 711 {
766 LOG (llevError, "Tried to move_cone object %s without a map.\n", op->name ? &op->name : "unknown"); 712 LOG (llevError, "Tried to move_cone object %s without a map.\n", op->name ? &op->name : "unknown");
767 op->speed = 0; 713 op->set_speed (0);
768 update_ob_speed (op);
769 return; 714 return;
770 } 715 }
771 716
772 /* lava saves it's life, but not yours :) */ 717 /* lava saves it's life, but not yours :) */
773 if (QUERY_FLAG (op, FLAG_LIFESAVE)) 718 if (QUERY_FLAG (op, FLAG_LIFESAVE))
779#if 0 724#if 0
780 /* Disable this - enabling it makes monsters easier, as 725 /* Disable this - enabling it makes monsters easier, as
781 * when their cone dies when they die. 726 * when their cone dies when they die.
782 */ 727 */
783 /* If no owner left, the spell dies out. */ 728 /* If no owner left, the spell dies out. */
784 if (get_owner (op) == NULL) 729 if (op->owner == NULL)
785 { 730 {
786 remove_ob (op); 731 op->destroy ();
787 free_object (op);
788 return; 732 return;
789 } 733 }
790#endif 734#endif
791 735
792 tag = op->count;
793 hit_map (op, 0, op->attacktype, 0); 736 hit_map (op, 0, op->attacktype, 0);
794 737
795 /* Check to see if we should push anything. 738 /* Check to see if we should push anything.
796 * Spell objects with weight push whatever they encounter to some 739 * Spell objects with weight push whatever they encounter to some
797 * degree. 740 * degree.
798 */ 741 */
799 if (op->weight) 742 if (op->weight)
800 check_spell_knockback (op); 743 check_spell_knockback (op);
801 744
802 if (was_destroyed (op, tag)) 745 if (op->destroyed ())
803 return; 746 return;
804 747
805 if ((op->duration--) < 0) 748 if ((op->duration--) < 0)
806 { 749 {
807 remove_ob (op); 750 op->destroy ();
808 free_object (op);
809 return; 751 return;
810 } 752 }
811 /* Object has hit maximum range, so don't have it move 753 /* Object has hit maximum range, so don't have it move
812 * any further. When the duration above expires, 754 * any further. When the duration above expires,
813 * then the object will get removed. 755 * then the object will get removed.
816 { 758 {
817 op->range = 0; /* just so it doesn't wrap */ 759 op->range = 0; /* just so it doesn't wrap */
818 return; 760 return;
819 } 761 }
820 762
821 for (i = -1; i < 2; i++) 763 for (int i = -1; i <= 1; i++)
822 { 764 {
823 sint16 x = op->x + freearr_x[absdir (op->stats.sp + i)], y = op->y + freearr_y[absdir (op->stats.sp + i)]; 765 sint16 x = op->x + freearr_x[absdir (op->stats.sp + i)], y = op->y + freearr_y[absdir (op->stats.sp + i)];
824 766
825 if (ok_to_put_more (op->map, x, y, op, op->attacktype)) 767 if (ok_to_put_more (op->map, x, y, op, op->attacktype))
826 { 768 {
827 object *tmp = get_object (); 769 object *tmp = op->clone ();
828
829 copy_object (op, tmp);
830 tmp->x = x;
831 tmp->y = y;
832 770
833 tmp->duration = op->duration + 1; 771 tmp->duration = op->duration + 1;
834 772
835 /* Use for spell tracking - see ok_to_put_more() */ 773 /* Use for spell tracking - see ok_to_put_more() */
836 tmp->stats.maxhp = op->stats.maxhp; 774 tmp->stats.maxhp = op->stats.maxhp;
837 insert_ob_in_map (tmp, op->map, op, 0); 775
776 op->map->insert (tmp, x, y, op);
777
838 if (tmp->other_arch) 778 if (tmp->other_arch)
839 cone_drop (tmp); 779 cone_drop (tmp);
840 } 780 }
841 } 781 }
842} 782}
852int 792int
853cast_cone (object *op, object *caster, int dir, object *spell) 793cast_cone (object *op, object *caster, int dir, object *spell)
854{ 794{
855 object *tmp; 795 object *tmp;
856 int i, success = 0, range_min = -1, range_max = 1; 796 int i, success = 0, range_min = -1, range_max = 1;
857 mapstruct *m; 797 maptile *m;
858 sint16 sx, sy; 798 sint16 sx, sy;
859 MoveType movetype; 799 MoveType movetype;
860 800
861 if (!spell->other_arch) 801 if (!spell->other_arch)
862 return 0; 802 return 0;
875 815
876 /* Need to know what the movetype of the object we are about 816 /* Need to know what the movetype of the object we are about
877 * to create is, so we can know if the space we are about to 817 * to create is, so we can know if the space we are about to
878 * insert it into is blocked. 818 * insert it into is blocked.
879 */ 819 */
880 movetype = spell->other_arch->clone.move_type; 820 movetype = spell->other_arch->move_type;
881 821
882 for (i = range_min; i <= range_max; i++) 822 for (i = range_min; i <= range_max; i++)
883 { 823 {
884 sint16 x, y, d; 824 sint16 x, y, d;
885 825
918 if ((movetype & GET_MAP_MOVE_BLOCK (m, sx, sy)) == movetype) 858 if ((movetype & GET_MAP_MOVE_BLOCK (m, sx, sy)) == movetype)
919 continue; 859 continue;
920 860
921 success = 1; 861 success = 1;
922 tmp = arch_to_object (spell->other_arch); 862 tmp = arch_to_object (spell->other_arch);
923 set_owner (tmp, op); 863 tmp->set_owner (op);
924 set_spell_skill (op, caster, spell, tmp); 864 set_spell_skill (op, caster, spell, tmp);
925 tmp->level = caster_level (caster, spell); 865 tmp->level = caster_level (caster, spell);
926 tmp->x = sx;
927 tmp->y = sy;
928 tmp->attacktype = spell->attacktype; 866 tmp->attacktype = spell->attacktype;
929 867
930 /* holy word stuff */ 868 /* holy word stuff */
931 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER)) 869 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER))
932 if (!tailor_god_spell (tmp, op)) 870 if (!tailor_god_spell (tmp, op))
966 else 904 else
967 tmp->duration += caster->level / 3; 905 tmp->duration += caster->level / 3;
968 } 906 }
969 907
970 if (!(tmp->move_type & MOVE_FLY_LOW)) 908 if (!(tmp->move_type & MOVE_FLY_LOW))
971 LOG (llevDebug, "cast_cone(): arch %s doesn't have flying 1\n", &spell->other_arch->name); 909 LOG (llevDebug, "cast_cone(): arch %s doesn't have flying 1\n", &spell->other_arch->archname);
972 910
973 if (!tmp->move_on && tmp->stats.dam) 911 if (!tmp->move_on && tmp->stats.dam)
974 {
975 LOG (llevDebug, "cast_cone(): arch %s doesn't have move_on set\n", &spell->other_arch->name); 912 LOG (llevDebug, "cast_cone(): arch %s doesn't have move_on set\n", &spell->other_arch->archname);
976 }
977 913
978 insert_ob_in_map (tmp, m, op, 0); 914 m->insert (tmp, sx, sy, op);
979 915
980 /* This is used for tracking spells so that one effect doesn't hit 916 /* This is used for tracking spells so that one effect doesn't hit
981 * a single space too many times. 917 * a single space too many times.
982 */ 918 */
983 tmp->stats.maxhp = tmp->count; 919 tmp->stats.maxhp = tmp->count;
993 * 929 *
994 * BOMB related code 930 * BOMB related code
995 * 931 *
996 ****************************************************************************/ 932 ****************************************************************************/
997 933
998
999/* This handles an exploding bomb. 934/* This handles an exploding bomb.
1000 * op is the original bomb object. 935 * op is the original bomb object.
1001 */ 936 */
1002void 937void
1003animate_bomb (object *op) 938animate_bomb (object *op)
1004{ 939{
1005 int i;
1006 object *env, *tmp;
1007 archetype *at;
1008
1009 if (op->state != NUM_ANIMATIONS (op) - 1) 940 if (op->state != NUM_ANIMATIONS (op) - 1)
1010 return; 941 return;
1011 942
1012 env = object_get_env_recursive (op); 943 object *env = op->outer_env ();
1013 944
1014 if (op->env) 945 if (op->env)
1015 { 946 {
1016 if (env->map == NULL) 947 if (env->map == NULL)
1017 return; 948 return;
1018 949
1019 if (env->type == PLAYER) 950 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; 951 return;
1027 } 952 }
1028 953
1029 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent bomb from exploding 954 // 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 955 // on a safe map. I don't like this special casing, but it seems to be neccessary
1031 // as bombs can be carried. 956 // as bombs can be carried.
1032 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE) 957 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
1033 { 958 {
1034 remove_ob (op); 959 op->destroy ();
1035 free_object (op);
1036 return; 960 return;
1037 } 961 }
1038 962
1039 /* This copies a lot of the code from the fire bullet, 963 /* This copies a lot of the code from the fire bullet,
1040 * but using the cast_bullet isn't really feasible, 964 * but using the cast_bullet isn't really feasible,
1041 * so just set up the appropriate values. 965 * so just set up the appropriate values.
1042 */ 966 */
1043 at = archetype::find (SPLINT); 967 if (archetype *at = archetype::find (SPLINT))
1044 if (at)
1045 { 968 {
1046 for (i = 1; i < 9; i++) 969 for (int i = 1; i < 9; i++)
1047 { 970 {
1048 if (out_of_map (op->map, op->x + freearr_x[i], op->y + freearr_x[i])) 971 if (out_of_map (op->map, op->x + freearr_x[i], op->y + freearr_x[i]))
1049 continue; 972 continue;
973
1050 tmp = arch_to_object (at); 974 object *tmp = arch_to_object (at);
1051 tmp->direction = i; 975 tmp->direction = i;
1052 tmp->range = op->range; 976 tmp->range = op->range;
1053 tmp->stats.dam = op->stats.dam; 977 tmp->stats.dam = op->stats.dam;
1054 tmp->duration = op->duration; 978 tmp->duration = op->duration;
1055 tmp->attacktype = op->attacktype; 979 tmp->attacktype = op->attacktype;
1056 copy_owner (tmp, op); 980 tmp->set_owner (op);
1057 if (op->skill && op->skill != tmp->skill) 981 if (op->skill && op->skill != tmp->skill)
1058 {
1059 tmp->skill = op->skill; 982 tmp->skill = op->skill;
1060 } 983
1061 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) 984 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
1062 SET_ANIMATION (tmp, i); 985 SET_ANIMATION (tmp, i);
1063 tmp->x = op->x + freearr_x[i]; 986
1064 tmp->y = op->y + freearr_x[i]; 987 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); 988 move_bullet (tmp);
1067 } 989 }
1068 } 990 }
1069 991
1070 explode_bullet (op); 992 explode_bullet (op);
1071} 993}
1072 994
1073int 995int
1074create_bomb (object *op, object *caster, int dir, object *spell) 996create_bomb (object *op, object *caster, int dir, object *spell)
1075{ 997{
1076
1077 object *tmp; 998 object *tmp;
1078 int mflags; 999 int mflags;
1079 sint16 dx = op->x + freearr_x[dir], dy = op->y + freearr_y[dir]; 1000 sint16 dx = op->x + freearr_x[dir], dy = op->y + freearr_y[dir];
1080 mapstruct *m; 1001 maptile *m;
1081 1002
1082 mflags = get_map_flags (op->map, &m, dx, dy, &dx, &dy); 1003 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)) 1004 if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, dx, dy) & MOVE_WALK))
1084 { 1005 {
1085 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way."); 1006 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way.");
1086 return 0; 1007 return 0;
1087 } 1008 }
1009
1088 tmp = arch_to_object (spell->other_arch); 1010 tmp = arch_to_object (spell->other_arch);
1089 1011
1090 /* level dependencies for bomb */ 1012 /* level dependencies for bomb */
1091 tmp->range = spell->range + SP_level_range_adjust (caster, spell); 1013 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
1092 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1014 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1093 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell); 1015 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
1094 tmp->attacktype = spell->attacktype; 1016 tmp->attacktype = spell->attacktype;
1095 1017
1096 set_owner (tmp, op); 1018 tmp->set_owner (op);
1097 set_spell_skill (op, caster, spell, tmp); 1019 set_spell_skill (op, caster, spell, tmp);
1098 tmp->x = dx; 1020
1099 tmp->y = dy; 1021 m->insert (tmp, dx, dy, op);
1100 insert_ob_in_map (tmp, m, op, 0);
1101 return 1; 1022 return 1;
1102} 1023}
1103 1024
1104/**************************************************************************** 1025/****************************************************************************
1105 * 1026 *
1114 * dir is the direction to look in. 1035 * dir is the direction to look in.
1115 * range is how far out to look. 1036 * range is how far out to look.
1116 * type is the type of spell - either SPELL_MANA or SPELL_GRACE. 1037 * type is the type of spell - either SPELL_MANA or SPELL_GRACE.
1117 * this info is used for blocked magic/unholy spaces. 1038 * this info is used for blocked magic/unholy spaces.
1118 */ 1039 */
1119
1120object * 1040object *
1121get_pointed_target (object *op, int dir, int range, int type) 1041get_pointed_target (object *op, int dir, int range, int type)
1122{ 1042{
1123 object *target; 1043 object *target;
1124 sint16 x, y; 1044 sint16 x, y;
1125 int dist, mflags; 1045 int dist, mflags;
1126 mapstruct *mp; 1046 maptile *mp;
1127 1047
1128 if (dir == 0) 1048 if (dir == 0)
1129 return NULL; 1049 return NULL;
1130 1050
1131 for (dist = 1; dist < range; dist++) 1051 for (dist = 1; dist < range; dist++)
1143 return NULL; 1063 return NULL;
1144 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW) 1064 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW)
1145 return NULL; 1065 return NULL;
1146 1066
1147 if (mflags & P_IS_ALIVE) 1067 if (mflags & P_IS_ALIVE)
1148 {
1149 for (target = get_map_ob (mp, x, y); target; target = target->above) 1068 for (target = GET_MAP_OB (mp, x, y); target; target = target->above)
1150 { 1069 if (QUERY_FLAG (target, FLAG_MONSTER))
1151 if (QUERY_FLAG (target->head ? target->head : target, FLAG_MONSTER))
1152 {
1153 return target; 1070 return target;
1154 }
1155 }
1156 }
1157 } 1071 }
1072
1158 return NULL; 1073 return NULL;
1159} 1074}
1160
1161 1075
1162/* cast_smite_arch() - the priest points to a creature and causes 1076/* cast_smite_arch() - the priest points to a creature and causes
1163 * a 'godly curse' to decend. 1077 * a 'godly curse' to decend.
1164 * usual params - 1078 * usual params -
1165 * op = player 1079 * op = player
1166 * caster = object casting the spell. 1080 * caster = object casting the spell.
1167 * dir = direction being cast 1081 * dir = direction being cast
1168 * spell = spell object 1082 * spell = spell object
1169 */ 1083 */
1170
1171int 1084int
1172cast_smite_spell (object *op, object *caster, int dir, object *spell) 1085cast_smite_spell (object *op, object *caster, int dir, object *spell)
1173{ 1086{
1174 object *effect, *target; 1087 object *effect, *target;
1175 object *god = find_god (determine_god (op)); 1088 object *god = find_god (determine_god (op));
1221 if (effect->attacktype & AT_DEATH) 1134 if (effect->attacktype & AT_DEATH)
1222 { 1135 {
1223 effect->level = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1136 effect->level = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1224 1137
1225 /* casting death spells at undead isn't a good thing */ 1138 /* casting death spells at undead isn't a good thing */
1226 if QUERY_FLAG
1227 (target, FLAG_UNDEAD) 1139 if (QUERY_FLAG (target, FLAG_UNDEAD))
1228 { 1140 {
1229 if (random_roll (0, 2, op, PREFER_LOW)) 1141 if (random_roll (0, 2, op, PREFER_LOW))
1230 { 1142 {
1231 new_draw_info (NDI_UNIQUE, 0, op, "Idiot! Your spell boomerangs!"); 1143 new_draw_info (NDI_UNIQUE, 0, op, "Idiot! Your spell boomerangs!");
1232 effect->x = op->x; 1144 effect->x = op->x;
1234 } 1146 }
1235 else 1147 else
1236 { 1148 {
1237 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s looks stronger!", query_name (target)); 1149 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s looks stronger!", query_name (target));
1238 target->stats.hp = target->stats.maxhp * 2; 1150 target->stats.hp = target->stats.maxhp * 2;
1239 free_object (effect); 1151 effect->destroy ();
1240 return 0; 1152 return 0;
1241 } 1153 }
1242 } 1154 }
1243 } 1155 }
1244 else 1156 else
1245 { 1157 {
1246 /* how much woe to inflict :) */ 1158 /* how much woe to inflict :) */
1247 effect->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1159 effect->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1248 } 1160 }
1249 1161
1250 set_owner (effect, op); 1162 effect->set_owner (op);
1251 set_spell_skill (op, caster, spell, effect); 1163 set_spell_skill (op, caster, spell, effect);
1252 1164
1253 /* ok, tell it where to be, and insert! */ 1165 /* ok, tell it where to be, and insert! */
1254 effect->x = target->x; 1166 effect->insert_at (target, op);
1255 effect->y = target->y;
1256 insert_ob_in_map (effect, target->map, op, 0);
1257 1167
1258 return 1; 1168 return 1;
1259} 1169}
1260
1261 1170
1262/**************************************************************************** 1171/****************************************************************************
1263 * 1172 *
1264 * MAGIC MISSILE code. 1173 * MAGIC MISSILE code.
1265 * note that the fire_bullet is used to fire the missile. The 1174 * note that the fire_bullet is used to fire the missile. The
1268 1177
1269/* op is a missile that needs to be moved */ 1178/* op is a missile that needs to be moved */
1270void 1179void
1271move_missile (object *op) 1180move_missile (object *op)
1272{ 1181{
1273 int i, mflags;
1274 object *owner;
1275 sint16 new_x, new_y;
1276 mapstruct *m;
1277
1278 if (op->range-- <= 0) 1182 if (op->range-- <= 0)
1279 { 1183 {
1280 remove_ob (op); 1184 op->destroy ();
1281 free_object (op);
1282 return; 1185 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 { 1186 }
1292 remove_ob (op); 1187
1293 free_object (op); 1188 mapxy pos (op);
1294 return; 1189 pos.move (op->direction);
1190
1191 if (!pos.normalise ())
1295 } 1192 {
1296#endif 1193 op->destroy ();
1297 1194 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 { 1195 }
1305 tag_t tag = op->count;
1306 1196
1197 mapspace &ms = pos.ms ();
1198
1199 if (ms.flags () & P_IS_ALIVE || ms.blocks (op))
1200 {
1307 hit_map (op, op->direction, AT_MAGIC, 1); 1201 hit_map (op, op->direction, AT_MAGIC, 1);
1308 /* Basically, missile only hits one thing then goes away. 1202 /* Basically, missile only hits one thing then goes away.
1309 * we need to remove it if someone hasn't already done so. 1203 * we need to remove it if someone hasn't already done so.
1310 */ 1204 */
1311 if (!was_destroyed (op, tag)) 1205 op->destroy ();
1312 {
1313 remove_ob (op);
1314 free_object (op);
1315 }
1316 return; 1206 return;
1317 }
1318
1319 remove_ob (op);
1320 if (!op->direction || (mflags & P_OUT_OF_MAP))
1321 { 1207 }
1322 free_object (op); 1208
1323 return; 1209 if (!op->direction)
1324 } 1210 {
1325 op->x = new_x; 1211 op->destroy ();
1326 op->y = new_y; 1212 return;
1327 op->map = m; 1213 }
1328 i = spell_find_dir (op->map, op->x, op->y, get_owner (op)); 1214
1215 int i = spell_find_dir (pos.m, pos.x, pos.y, op->owner);
1329 if (i > 0 && i != op->direction) 1216 if (i > 0 && i != op->direction)
1330 { 1217 {
1331 op->direction = i; 1218 op->direction = i;
1332 SET_ANIMATION (op, op->direction); 1219 SET_ANIMATION (op, op->direction);
1333 } 1220 }
1334 insert_ob_in_map (op, op->map, op, 0); 1221
1222 pos.insert (op, op);
1335} 1223}
1336 1224
1337/**************************************************************************** 1225/****************************************************************************
1338 * Destruction 1226 * Destruction
1339 ****************************************************************************/ 1227 ****************************************************************************/
1342 * we do this by creating a force and inserting it in the 1230 * we do this by creating a force and inserting it in the
1343 * object. if time is 0, the object glows permanently. To truely 1231 * object. if time is 0, the object glows permanently. To truely
1344 * make this work for non-living objects, we would have to 1232 * make this work for non-living objects, we would have to
1345 * give them the capability to have an inventory. b.t. 1233 * give them the capability to have an inventory. b.t.
1346 */ 1234 */
1347
1348int 1235int
1349make_object_glow (object *op, int radius, int time) 1236make_object_glow (object *op, int radius, int time)
1350{ 1237{
1351 object *tmp;
1352
1353 /* some things are unaffected... */ 1238 /* some things are unaffected... */
1354 if (op->path_denied & PATH_LIGHT) 1239 if (op->path_denied & PATH_LIGHT)
1355 return 0; 1240 return 0;
1356 1241
1357 tmp = get_archetype (FORCE_NAME); 1242 object *tmp = get_archetype (FORCE_NAME);
1358 tmp->speed = 0.01; 1243 tmp->speed = 0.01;
1359 tmp->stats.food = time; 1244 tmp->stats.food = time;
1360 SET_FLAG (tmp, FLAG_IS_USED_UP); 1245 SET_FLAG (tmp, FLAG_IS_USED_UP);
1361 tmp->glow_radius = radius; 1246 tmp->glow_radius = radius;
1362 if (tmp->glow_radius > MAX_LIGHT_RADII) 1247 if (tmp->glow_radius > MAX_LIGHT_RADII)
1363 tmp->glow_radius = MAX_LIGHT_RADII; 1248 tmp->glow_radius = MAX_LIGHT_RADII;
1364 1249
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); 1250 tmp = insert_ob_in_ob (tmp, op);
1251
1370 if (tmp->glow_radius > op->glow_radius) 1252 if (tmp->glow_radius > op->glow_radius)
1371 op->glow_radius = tmp->glow_radius; 1253 op->glow_radius = tmp->glow_radius;
1372 1254
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; 1255 return 1;
1379} 1256}
1380
1381
1382
1383 1257
1384int 1258int
1385cast_destruction (object *op, object *caster, object *spell_ob) 1259cast_destruction (object *op, object *caster, object *spell_ob)
1386{ 1260{
1387 int i, j, range, mflags, friendly = 0, dam, dur; 1261 int i, j, range, mflags, friendly = 0, dam, dur;
1388 sint16 sx, sy; 1262 sint16 sx, sy;
1389 mapstruct *m; 1263 maptile *m;
1390 object *tmp; 1264 object *tmp;
1391 const char *skill; 1265 const char *skill;
1392 1266
1393 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob); 1267 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
1394 dam = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob); 1268 dam = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob);
1408 else if (caster->skill) 1282 else if (caster->skill)
1409 op->skill = caster->skill; 1283 op->skill = caster->skill;
1410 else 1284 else
1411 op->skill = NULL; 1285 op->skill = NULL;
1412 1286
1413 change_skill (op, find_skill_by_name (op, op->skill), 1); 1287 op->change_skill (find_skill_by_name (op, op->skill));
1414 1288
1415 for (i = -range; i < range; i++) 1289 for (i = -range; i <= range; i++)
1416 { 1290 {
1417 for (j = -range; j < range; j++) 1291 for (j = -range; j <= range; j++)
1418 { 1292 {
1419 m = op->map; 1293 m = op->map;
1420 sx = op->x + i; 1294 sx = op->x + i;
1421 sy = op->y + j; 1295 sy = op->y + j;
1296
1422 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy); 1297 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
1423 if (mflags & P_OUT_OF_MAP) 1298 if (mflags & P_OUT_OF_MAP)
1424 continue; 1299 continue;
1300
1425 if (mflags & P_IS_ALIVE) 1301 if (mflags & P_IS_ALIVE)
1426 { 1302 {
1427 for (tmp = get_map_ob (m, sx, sy); tmp; tmp = tmp->above) 1303 for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above)
1428 {
1429 if (QUERY_FLAG (tmp, FLAG_ALIVE) || tmp->type == PLAYER) 1304 if (QUERY_FLAG (tmp, FLAG_ALIVE) || tmp->type == PLAYER)
1430 break; 1305 break;
1431 } 1306
1432 if (tmp) 1307 if (tmp)
1433 { 1308 {
1434 if (tmp->head) 1309 if (tmp->head)
1435 tmp = tmp->head; 1310 tmp = tmp->head;
1436 1311
1438 (!friendly && (QUERY_FLAG (tmp, FLAG_FRIENDLY) || tmp->type == PLAYER))) 1313 (!friendly && (QUERY_FLAG (tmp, FLAG_FRIENDLY) || tmp->type == PLAYER)))
1439 { 1314 {
1440 if (spell_ob->subtype == SP_DESTRUCTION) 1315 if (spell_ob->subtype == SP_DESTRUCTION)
1441 { 1316 {
1442 hit_player (tmp, dam, op, spell_ob->attacktype, 0); 1317 hit_player (tmp, dam, op, spell_ob->attacktype, 0);
1318
1443 if (spell_ob->other_arch) 1319 if (spell_ob->other_arch)
1444 {
1445 tmp = arch_to_object (spell_ob->other_arch); 1320 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 } 1321 }
1451 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist[ATNR_MAGIC] != 100) 1322 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist[ATNR_MAGIC] != 100)
1452 { 1323 {
1453 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch) 1324 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch)
1454 {
1455 object *effect = arch_to_object (spell_ob->other_arch); 1325 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 } 1326 }
1462 } 1327 }
1463 } 1328 }
1464 } 1329 }
1465 } 1330 }
1466 } 1331 }
1332
1467 op->skill = skill; 1333 op->skill = skill;
1468 return 1; 1334 return 1;
1469} 1335}
1470 1336
1471/*************************************************************************** 1337/***************************************************************************
1485 { 1351 {
1486 new_draw_info (NDI_UNIQUE, 0, op, "There is no one in that direction to curse."); 1352 new_draw_info (NDI_UNIQUE, 0, op, "There is no one in that direction to curse.");
1487 return 0; 1353 return 0;
1488 } 1354 }
1489 1355
1356 tmp = tmp->head_ ();
1357
1490 /* If we've already got a force of this type, don't add a new one. */ 1358 /* 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) 1359 for (force = tmp->inv; force; force = force->below)
1492 { 1360 {
1493 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY) 1361 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY)
1494 { 1362 {
1495 if (force->name == spell_ob->name) 1363 if (force->name == spell_ob->name)
1496 { 1364 {
1502 return 0; 1370 return 0;
1503 } 1371 }
1504 } 1372 }
1505 } 1373 }
1506 1374
1507 if (force == NULL) 1375 if (!force)
1508 { 1376 {
1509 force = get_archetype (FORCE_NAME); 1377 force = get_archetype (FORCE_NAME);
1510 force->subtype = FORCE_CHANGE_ABILITY; 1378 force->subtype = FORCE_CHANGE_ABILITY;
1379
1511 if (spell_ob->race) 1380 if (spell_ob->race)
1512 force->name = spell_ob->race; 1381 force->name = spell_ob->race;
1513 else 1382 else
1514 force->name = spell_ob->name; 1383 force->name = spell_ob->name;
1515 1384
1525 { 1394 {
1526 force->duration = duration; 1395 force->duration = duration;
1527 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 1396 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1528 } 1397 }
1529 else 1398 else
1530 {
1531 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1399 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1532 } 1400
1533 return 1; 1401 return 1;
1534 } 1402 }
1403
1535 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50; 1404 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1536 force->speed = 1.0; 1405 force->speed = 1.f;
1537 force->speed_left = -1.0; 1406 force->speed_left = -1.f;
1538 SET_FLAG (force, FLAG_APPLIED); 1407 SET_FLAG (force, FLAG_APPLIED);
1539 1408
1540 if (god) 1409 if (god)
1541 { 1410 {
1542 if (spell_ob->last_grace) 1411 if (spell_ob->last_grace)
1555 force->stats.ac = spell_ob->stats.ac; 1424 force->stats.ac = spell_ob->stats.ac;
1556 force->stats.wc = spell_ob->stats.wc; 1425 force->stats.wc = spell_ob->stats.wc;
1557 1426
1558 change_abil (tmp, force); /* Mostly to display any messages */ 1427 change_abil (tmp, force); /* Mostly to display any messages */
1559 insert_ob_in_ob (force, tmp); 1428 insert_ob_in_ob (force, tmp);
1560 fix_player (tmp); 1429 tmp->update_stats ();
1561 return 1; 1430 return 1;
1562 1431
1563} 1432}
1564
1565 1433
1566/********************************************************************** 1434/**********************************************************************
1567 * mood change 1435 * mood change
1568 * Arguably, this may or may not be an attack spell. But since it 1436 * 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 1437 * effects monsters, it seems best to put it into this file
1576mood_change (object *op, object *caster, object *spell) 1444mood_change (object *op, object *caster, object *spell)
1577{ 1445{
1578 object *tmp, *god, *head; 1446 object *tmp, *god, *head;
1579 int done_one, range, mflags, level, at, best_at; 1447 int done_one, range, mflags, level, at, best_at;
1580 sint16 x, y, nx, ny; 1448 sint16 x, y, nx, ny;
1581 mapstruct *m; 1449 maptile *m;
1582 const char *race; 1450 const char *race;
1583 1451
1584 /* We precompute some values here so that we don't have to keep 1452 /* We precompute some values here so that we don't have to keep
1585 * doing it over and over again. 1453 * doing it over and over again.
1586 */ 1454 */
1599 else if (god && !strcmp (spell->race, "GOD_FRIEND")) 1467 else if (god && !strcmp (spell->race, "GOD_FRIEND"))
1600 race = god->race; 1468 race = god->race;
1601 else 1469 else
1602 race = spell->race; 1470 race = spell->race;
1603 1471
1604
1605 for (x = op->x - range; x <= op->x + range; x++) 1472 for (x = op->x - range; x <= op->x + range; x++)
1606 for (y = op->y - range; y <= op->y + range; y++) 1473 for (y = op->y - range; y <= op->y + range; y++)
1607 { 1474 {
1608
1609 done_one = 0; 1475 done_one = 0;
1610 m = op->map; 1476 m = op->map;
1611 nx = x; 1477 nx = x;
1612 ny = y; 1478 ny = y;
1613 mflags = get_map_flags (m, &m, x, y, &nx, &ny); 1479 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1616 1482
1617 /* If there is nothing living on this space, no need to go further */ 1483 /* If there is nothing living on this space, no need to go further */
1618 if (!(mflags & P_IS_ALIVE)) 1484 if (!(mflags & P_IS_ALIVE))
1619 continue; 1485 continue;
1620 1486
1487 // players can only affect spaces that they can actually see
1488 if (caster && caster->contr
1489 && caster->contr->visibility_at (m, nx, ny) < 70)
1490 continue;
1491
1621 for (tmp = get_map_ob (m, nx, ny); tmp; tmp = tmp->above) 1492 for (tmp = GET_MAP_TOP (m, nx, ny); tmp; tmp = tmp->below)
1622 if (QUERY_FLAG (tmp, FLAG_MONSTER)) 1493 if (QUERY_FLAG (tmp, FLAG_MONSTER))
1623 break; 1494 break;
1624 1495
1625 /* There can be living objects that are not monsters */ 1496 /* There can be living objects that are not monsters */
1626 if (!tmp || tmp->type == PLAYER) 1497 if (!tmp || tmp->type == PLAYER)
1633 head = tmp; 1504 head = tmp;
1634 1505
1635 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */ 1506 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */
1636 if (race && head->race && !strstr (race, head->race)) 1507 if (race && head->race && !strstr (race, head->race))
1637 continue; 1508 continue;
1509
1638 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD)) 1510 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD))
1639 continue; 1511 continue;
1640 1512
1641 /* Now do a bunch of stuff related to saving throws */ 1513 /* Now do a bunch of stuff related to saving throws */
1642 best_at = -1; 1514 best_at = -1;
1659 at -= level / 5; 1531 at -= level / 5;
1660 if (did_make_save (head, head->level, at)) 1532 if (did_make_save (head, head->level, at))
1661 continue; 1533 continue;
1662 } 1534 }
1663 else /* spell->attacktype */ 1535 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 { 1536 {
1537 /*
1538 Spell has no attacktype (charm & such), so we'll have a specific saving:
1539 * if spell level < monster level, no go
1540 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) )
1541
1542 The chance will then be in the range [20-70] percent, not too bad.
1543
1544 This is required to fix the 'charm monster' abuse, where a player level 1 can
1545 charm a level 125 monster...
1546
1547 Ryo, august 14th
1548 */
1677 if (head->level > level) 1549 if (head->level > level)
1678 continue; 1550 continue;
1551
1679 if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + MIN (50, 2 * (level - head->level)))) 1552 if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + MIN (50, 2 * (level - head->level))))
1680 /* Failed, no effect */ 1553 /* Failed, no effect */
1681 continue; 1554 continue;
1682 } 1555 }
1683 1556
1684 /* Done with saving throw. Now start effecting the monster */ 1557 /* Done with saving throw. Now start affecting the monster */
1685 1558
1686 /* aggravation */ 1559 /* aggravation */
1687 if (QUERY_FLAG (spell, FLAG_MONSTER)) 1560 if (QUERY_FLAG (spell, FLAG_MONSTER))
1688 { 1561 {
1689 CLEAR_FLAG (head, FLAG_SLEEP); 1562 CLEAR_FLAG (head, FLAG_SLEEP);
1690 if (QUERY_FLAG (head, FLAG_FRIENDLY))
1691 remove_friendly_object (head); 1563 remove_friendly_object (head);
1692
1693 done_one = 1; 1564 done_one = 1;
1694 head->enemy = op; 1565 head->enemy = op;
1695 } 1566 }
1696 1567
1697 /* calm monsters */ 1568 /* calm monsters */
1706 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK)) 1577 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK))
1707 { 1578 {
1708 SET_FLAG (head, FLAG_BERSERK); 1579 SET_FLAG (head, FLAG_BERSERK);
1709 done_one = 1; 1580 done_one = 1;
1710 } 1581 }
1582
1711 /* charm */ 1583 /* charm */
1712 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY)) 1584 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY))
1713 { 1585 {
1714 SET_FLAG (head, FLAG_FRIENDLY); 1586 INVOKE_OBJECT (KILL, head, ARG_OBJECT (caster));
1587
1715 /* Prevent uncontolled outbreaks of self replicating monsters. 1588 /* Prevent uncontrolled outbreaks of self replicating monsters.
1716 Typical use case is charm, go somwhere, use aggravation to make hostile. 1589 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. */ 1590 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */
1718 CLEAR_FLAG (head, FLAG_GENERATOR); 1591 CLEAR_FLAG (head, FLAG_GENERATOR);
1719 set_owner (head, op); 1592 head->set_owner (op);
1720 set_spell_skill (op, caster, spell, head); 1593 set_spell_skill (op, caster, spell, head);
1721 add_friendly_object (head); 1594 add_friendly_object (head);
1722 head->attack_movement = PETMOVE; 1595 head->attack_movement = PETMOVE;
1723 done_one = 1; 1596 done_one = 1;
1724 change_exp (op, head->stats.exp / 2, head->skill, SK_EXP_ADD_SKILL); 1597 change_exp (op, head->stats.exp / 2, head->skill, SK_EXP_ADD_SKILL);
1725 head->stats.exp = 0; 1598 head->stats.exp = 0;
1726 } 1599 }
1727 1600
1728 /* If a monster was effected, put an effect in */ 1601 /* If a monster was effected, put an effect in */
1729 if (done_one && spell->other_arch) 1602 if (done_one && spell->other_arch)
1730 {
1731 tmp = arch_to_object (spell->other_arch); 1603 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 */ 1604 } /* for y */
1737 1605
1738 return 1; 1606 return 1;
1739} 1607}
1740 1608
1743 * about. was called move_ball_lightning, but since more than the ball 1611 * about. was called move_ball_lightning, but since more than the ball
1744 * lightning spell used it, that seemed misnamed. 1612 * lightning spell used it, that seemed misnamed.
1745 * op is the spell effect. 1613 * op is the spell effect.
1746 * note that duration is handled by process_object() in time.c 1614 * note that duration is handled by process_object() in time.c
1747 */ 1615 */
1748
1749void 1616void
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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