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Comparing deliantra/server/server/spell_attack.C (file contents):
Revision 1.10 by root, Sun Sep 10 23:24:12 2006 UTC vs.
Revision 1.49 by root, Thu Nov 8 19:43:28 2007 UTC

1
2/* 1/*
3 * static char *rcsid_spell_attack_c = 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
4 * "$Id: spell_attack.C,v 1.10 2006/09/10 23:24:12 root Exp $"; 3 *
5 */ 4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
6
7
8/*
9 CrossFire, A Multiplayer game for X-windows
10
11 Copyright (C) 2002-2003 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002-2003,2007 Mark Wedel & Crossfire Development Team
12 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
13 7 *
14 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
15 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
16 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
17 (at your option) any later version. 11 * (at your option) any later version.
18 12 *
19 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,
20 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
21 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
22 GNU General Public License for more details. 16 * GNU General Public License for more details.
23 17 *
24 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
25 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
26 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
27 21 * The authors can be reached via e-mail to <support@deliantra.net>
28 The authors can be reached via e-mail at crossfire-devel@real-time.com
29*/ 22 */
30 23
31/* This file contains all the spell attack code. Grouping this code 24/* This file contains all the spell attack code. Grouping this code
32 * together should hopefully make it easier to find the relevent bits 25 * together should hopefully make it easier to find the relevent bits
33 * of code 26 * of code
34 */ 27 */
35 28
36#include <global.h> 29#include <global.h>
37#include <object.h> 30#include <object.h>
38#include <living.h> 31#include <living.h>
39#ifndef __CEXTRACT__
40# include <sproto.h> 32#include <sproto.h>
41#endif
42#include <spells.h> 33#include <spells.h>
43#include <sounds.h> 34#include <sounds.h>
44 35
45/* 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
46 * 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)
64 { 55 {
65 weight_move = op->weight + (op->weight * op->level) / 3; 56 weight_move = op->weight + (op->weight * op->level) / 3;
66 /*LOG (llevDebug, "DEBUG: arch weighs %d and masses %d (%s,level %d)\n", op->weight,weight_move,op->name,op->level); */ 57 /*LOG (llevDebug, "DEBUG: arch weighs %d and masses %d (%s,level %d)\n", op->weight,weight_move,op->name,op->level); */
67 } 58 }
68 59
69 for (tmp = get_map_ob (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 60 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
70 { 61 {
71 int num_sections = 1; 62 int num_sections = 1;
72 63
73 /* don't move DM */ 64 /* don't move DM */
74 if (QUERY_FLAG (tmp, FLAG_WIZ)) 65 if (QUERY_FLAG (tmp, FLAG_WIZ))
124void 115void
125forklightning (object *op, object *tmp) 116forklightning (object *op, object *tmp)
126{ 117{
127 int new_dir = 1; /* direction or -1 for left, +1 for right 0 if no new bolt */ 118 int new_dir = 1; /* direction or -1 for left, +1 for right 0 if no new bolt */
128 int t_dir; /* stores temporary dir calculation */ 119 int t_dir; /* stores temporary dir calculation */
129 mapstruct *m; 120 maptile *m;
130 sint16 sx, sy; 121 sint16 sx, sy;
131 object *new_bolt; 122 object *new_bolt;
132 123
133 /* pick a fork direction. tmp->stats.Con is the left bias 124 /* pick a fork direction. tmp->stats.Con is the left bias
134 * i.e., the chance in 100 of forking LEFT 125 * i.e., the chance in 100 of forking LEFT
147 138
148 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (m, sx, sy))) 139 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (m, sx, sy)))
149 return; 140 return;
150 141
151 /* OK, we made a fork */ 142 /* OK, we made a fork */
152 new_bolt = get_object (); 143 new_bolt = tmp->clone ();
153 copy_object (tmp, new_bolt);
154 144
155 /* reduce chances of subsequent forking */ 145 /* reduce chances of subsequent forking */
156 new_bolt->stats.Dex -= 10; 146 new_bolt->stats.Dex -= 10;
157 tmp->stats.Dex -= 10; /* less forks from main bolt too */ 147 tmp->stats.Dex -= 10; /* less forks from main bolt too */
158 new_bolt->stats.Con += 25 * new_dir; /* adjust the left bias */ 148 new_bolt->stats.Con += 25 * new_dir; /* adjust the left bias */
159 new_bolt->speed_left = -0.1; 149 new_bolt->speed_left = -0.1f;
160 new_bolt->direction = t_dir; 150 new_bolt->direction = t_dir;
161 new_bolt->duration++; 151 new_bolt->duration++;
162 new_bolt->x = sx;
163 new_bolt->y = sy;
164 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */ 152 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */
165 new_bolt->stats.dam++; 153 new_bolt->stats.dam++;
166 tmp->stats.dam /= 2; /* reduce father bolt damage */ 154 tmp->stats.dam /= 2; /* reduce father bolt damage */
167 tmp->stats.dam++; 155 tmp->stats.dam++;
168 new_bolt = insert_ob_in_map (new_bolt, m, op, 0); 156 if ((new_bolt = m->insert (new_bolt, sx, sy, op)))
169 update_turn_face (new_bolt); 157 update_turn_face (new_bolt);
170} 158}
171 159
172/* move_bolt: moves bolt 'op'. Basically, it just advances a space, 160/* move_bolt: moves bolt 'op'. Basically, it just advances a space,
173 * and checks for various things that may stop it. 161 * and checks for various things that may stop it.
174 */ 162 */
175 163
176void 164void
177move_bolt (object *op) 165move_bolt (object *op)
178{ 166{
179 object *tmp;
180 int mflags; 167 int mflags;
181 sint16 x, y; 168 sint16 x, y;
182 mapstruct *m; 169 maptile *m;
183 170
184 if (--(op->duration) < 0) 171 if (--op->duration < 0)
185 {
186 remove_ob (op);
187 free_object (op);
188 return;
189 } 172 {
173 op->destroy ();
174 return;
175 }
176
190 hit_map (op, 0, op->attacktype, 1); 177 hit_map (op, 0, op->attacktype, 1);
191 178
192 if (!op->direction) 179 if (!op->direction)
193 return; 180 return;
194 181
195 if (--op->range < 0) 182 if (--op->range < 0)
196 {
197 op->range = 0; 183 op->range = 0;
198 }
199 else 184 else
200 { 185 {
201 x = op->x + DIRX (op); 186 x = op->x + DIRX (op);
202 y = op->y + DIRY (op); 187 y = op->y + DIRY (op);
203 m = op->map; 188 m = op->map;
211 * on the space. So only call reflwall if we think the data it returns 196 * on the space. So only call reflwall if we think the data it returns
212 * will be useful. 197 * will be useful.
213 */ 198 */
214 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)) || ((mflags & P_IS_ALIVE) && reflwall (m, x, y, op))) 199 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)) || ((mflags & P_IS_ALIVE) && reflwall (m, x, y, op)))
215 { 200 {
216
217 if (!QUERY_FLAG (op, FLAG_REFLECTING)) 201 if (!QUERY_FLAG (op, FLAG_REFLECTING))
218 return; 202 return;
219 203
220 /* Since walls don't run diagonal, if the bolt is in 204 /* Since walls don't run diagonal, if the bolt is in
221 * one of 4 main directions, it just reflects back in the 205 * one of 4 main directions, it just reflects back in the
251 else if (left) 235 else if (left)
252 op->direction = absdir (op->direction + 2); 236 op->direction = absdir (op->direction + 2);
253 else if (right) 237 else if (right)
254 op->direction = absdir (op->direction - 2); 238 op->direction = absdir (op->direction - 2);
255 } 239 }
240
256 update_turn_face (op); /* A bolt *must* be IS_TURNABLE */ 241 update_turn_face (op); /* A bolt *must* be IS_TURNABLE */
257 return; 242 return;
258 } 243 }
259 else 244 else
260 { /* Create a copy of this object and put it ahead */ 245 { /* Create a copy of this object and put it ahead */
261 tmp = get_object (); 246 object *tmp = op->clone ();
262 copy_object (op, tmp); 247
248 m->insert (tmp, x, y, op);
263 tmp->speed_left = -0.1; 249 tmp->speed_left = -0.1f;
264 tmp->x += DIRX (tmp), tmp->y += DIRY (tmp);
265 tmp = insert_ob_in_map (tmp, op->map, op, 0);
266 /* To make up for the decrease at the top of the function */ 250 /* To make up for the decrease at the top of the function */
267 tmp->duration++; 251 tmp->duration++;
268 252
269 /* New forking code. Possibly create forks of this object 253 /* New forking code. Possibly create forks of this object
270 * going off in other directions. 254 * going off in other directions.
271 */ 255 */
272
273 if (rndm (0, 99) < tmp->stats.Dex) 256 if (rndm (0, 99) < tmp->stats.Dex)
274 { /* stats.Dex % of forking */ 257 { /* stats.Dex % of forking */
275 forklightning (op, tmp); 258 forklightning (op, tmp);
276 } 259 }
260
277 /* In this way, the object left behind sticks on the space, but 261 /* In this way, the object left behind sticks on the space, but
278 * doesn't create any bolts that continue to move onward. 262 * doesn't create any bolts that continue to move onward.
279 */ 263 */
280 op->range = 0; 264 op->range = 0;
281 } /* copy object and move it along */ 265 } /* copy object and move it along */
288 * we remove the magic flag - that can be derived from 272 * we remove the magic flag - that can be derived from
289 * spob->attacktype. 273 * spob->attacktype.
290 * This function sets up the appropriate owner and skill 274 * This function sets up the appropriate owner and skill
291 * pointers. 275 * pointers.
292 */ 276 */
293
294int 277int
295fire_bolt (object *op, object *caster, int dir, object *spob, object *skill) 278fire_bolt (object *op, object *caster, int dir, object *spob, object *skill)
296{ 279{
297 object *tmp = NULL; 280 object *tmp = NULL;
298 int mflags; 281 int mflags;
316 299
317 tmp->direction = dir; 300 tmp->direction = dir;
318 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) 301 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
319 SET_ANIMATION (tmp, dir); 302 SET_ANIMATION (tmp, dir);
320 303
321 set_owner (tmp, op); 304 tmp->set_owner (op);
322 set_spell_skill (op, caster, spob, tmp); 305 set_spell_skill (op, caster, spob, tmp);
323 306
324 tmp->x = op->x + DIRX (tmp); 307 tmp->x = op->x + DIRX (tmp);
325 tmp->y = op->y + DIRY (tmp); 308 tmp->y = op->y + DIRY (tmp);
326 tmp->map = op->map; 309 tmp->map = op->map;
327 310
311 maptile *newmap;
328 mflags = get_map_flags (tmp->map, &tmp->map, tmp->x, tmp->y, &tmp->x, &tmp->y); 312 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y);
329 if (mflags & P_OUT_OF_MAP) 313 if (mflags & P_OUT_OF_MAP)
330 { 314 {
331 free_object (tmp); 315 tmp->destroy ();
332 return 0; 316 return 0;
333 } 317 }
318
319 tmp->map = newmap;
320
334 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y))) 321 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y)))
335 { 322 {
336 if (!QUERY_FLAG (tmp, FLAG_REFLECTING)) 323 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
337 { 324 {
338 free_object (tmp); 325 tmp->destroy ();
339 return 0; 326 return 0;
340 } 327 }
328
341 tmp->x = op->x; 329 tmp->x = op->x;
342 tmp->y = op->y; 330 tmp->y = op->y;
343 tmp->direction = absdir (tmp->direction + 4); 331 tmp->direction = absdir (tmp->direction + 4);
344 tmp->map = op->map; 332 tmp->map = op->map;
345 } 333 }
346 if ((tmp = insert_ob_in_map (tmp, tmp->map, op, 0)) != NULL) 334
335 if ((tmp = tmp->insert_at (tmp, op)))
347 move_bolt (tmp); 336 move_bolt (tmp);
337
348 return 1; 338 return 1;
349} 339}
350
351
352 340
353/*************************************************************************** 341/***************************************************************************
354 * 342 *
355 * BULLET/BALL CODE 343 * BULLET/BALL CODE
356 * 344 *
357 ***************************************************************************/ 345 ***************************************************************************/
358 346
359/* expands an explosion. op is a piece of the 347/* expands an explosion. op is a piece of the
360 * explosion - this expans it in the different directions. 348 * explosion - this expands it in the different directions.
361 * At least that is what I think this does. 349 * At least that is what I think this does.
362 */ 350 */
363void 351void
364explosion (object *op) 352explosion (object *op)
365{ 353{
366 object *tmp;
367 mapstruct *m = op->map; 354 maptile *m = op->map;
368 int i; 355 int i;
369 356
370 if (--(op->duration) < 0) 357 if (--op->duration < 0)
371 {
372 remove_ob (op);
373 free_object (op);
374 return;
375 } 358 {
359 op->destroy ();
360 return;
361 }
362
376 hit_map (op, 0, op->attacktype, 0); 363 hit_map (op, 0, op->attacktype, 0);
377 364
378 if (op->range > 0) 365 if (op->range > 0)
379 { 366 {
380 for (i = 1; i < 9; i++) 367 for (i = 1; i < 9; i++)
381 { 368 {
382 sint16 dx, dy; 369 sint16 dx, dy;
383 370
384 dx = op->x + freearr_x[i]; 371 dx = op->x + freearr_x[i];
385 dy = op->y + freearr_y[i]; 372 dy = op->y + freearr_y[i];
373
386 /* ok_to_put_more already does things like checks for walls, 374 /* ok_to_put_more already does things like checks for walls,
387 * out of map, etc. 375 * out of map, etc.
388 */ 376 */
389 if (ok_to_put_more (op->map, dx, dy, op, op->attacktype)) 377 if (ok_to_put_more (op->map, dx, dy, op, op->attacktype))
390 { 378 {
391 tmp = get_object (); 379 object *tmp = op->clone ();
392 copy_object (op, tmp); 380
393 tmp->state = 0; 381 tmp->state = 0;
394 tmp->speed_left = -0.21; 382 tmp->speed_left = -0.21f;
395 tmp->range--; 383 tmp->range--;
396 tmp->value = 0; 384 tmp->value = 0;
397 tmp->x = dx; 385
398 tmp->y = dy; 386 m->insert (tmp, dx, dy, op);
399 insert_ob_in_map (tmp, m, op, 0);
400 } 387 }
401 } 388 }
402 } 389 }
403} 390}
404
405 391
406/* Causes an object to explode, eg, a firebullet, 392/* Causes an object to explode, eg, a firebullet,
407 * poison cloud ball, etc. op is the object to 393 * poison cloud ball, etc. op is the object to
408 * explode. 394 * explode.
409 */ 395 */
410void 396void
411explode_bullet (object *op) 397explode_bullet (object *op)
412{ 398{
413 tag_t op_tag = op->count;
414 object *tmp, *owner; 399 object *tmp, *owner;
415 400
416 if (op->other_arch == NULL) 401 if (op->other_arch == NULL)
417 { 402 {
418 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n"); 403 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n");
419 remove_ob (op); 404 op->destroy ();
420 free_object (op);
421 return; 405 return;
422 } 406 }
423 407
424 if (op->env) 408 if (op->env)
425 { 409 {
426 object *env;
427
428 env = object_get_env_recursive (op); 410 object *env = object_get_env_recursive (op);
429 if (env->map == NULL || out_of_map (env->map, env->x, env->y)) 411 if (env->map == NULL || out_of_map (env->map, env->x, env->y))
430 { 412 {
431 LOG (llevError, "BUG: explode_bullet(): env out of map\n"); 413 LOG (llevError, "BUG: explode_bullet(): env out of map\n");
432 remove_ob (op); 414 op->destroy ();
433 free_object (op);
434 return; 415 return;
435 } 416 }
436 remove_ob (op); 417
437 op->x = env->x; 418 op->insert_at (env, op, INS_NO_MERGE | INS_NO_WALK_ON);
438 op->y = env->y;
439 insert_ob_in_map (op, env->map, op, INS_NO_MERGE | INS_NO_WALK_ON);
440 } 419 }
441 else if (out_of_map (op->map, op->x, op->y)) 420 else if (out_of_map (op->map, op->x, op->y))
442 { 421 {
443 LOG (llevError, "BUG: explode_bullet(): op out of map\n"); 422 LOG (llevError, "BUG: explode_bullet(): op out of map\n");
444 remove_ob (op); 423 op->destroy ();
445 free_object (op);
446 return; 424 return;
447 } 425 }
448 426
449 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent explosions of any kind on safe maps 427 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent explosions of any kind on safe maps
450 // NOTE: If this breaks something important: remove this. I can't think of anything 428 // NOTE: If this breaks something important: remove this. I can't think of anything
451 // bad at the moment that might happen from this. 429 // bad at the moment that might happen from this.
452 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE) 430 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
453 { 431 {
454 remove_ob (op); 432 op->destroy ();
455 free_object (op);
456 return; 433 return;
457 } 434 }
458 435
459 if (op->attacktype) 436 if (op->attacktype)
460 { 437 {
461 hit_map (op, 0, op->attacktype, 1); 438 hit_map (op, 0, op->attacktype, 1);
462 if (was_destroyed (op, op_tag)) 439 if (op->destroyed ())
463 return; 440 return;
464 } 441 }
465 442
466 /* other_arch contains what this explodes into */ 443 /* other_arch contains what this explodes into */
467 tmp = arch_to_object (op->other_arch); 444 tmp = arch_to_object (op->other_arch);
468 445
469 copy_owner (tmp, op); 446 tmp->set_owner (op);
470 tmp->skill = op->skill; 447 tmp->skill = op->skill;
471 448
472 owner = get_owner (op); 449 owner = op->owner;
473 450
474 if ((tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) && owner && !tailor_god_spell (tmp, owner)) 451 if ((tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) && owner && !tailor_god_spell (tmp, owner))
475 { 452 {
476 remove_ob (op); 453 op->destroy ();
477 free_object (op);
478 return; 454 return;
479 } 455 }
480
481 tmp->x = op->x;
482 tmp->y = op->y;
483 456
484 /* special for bombs - it actually has sane values for these */ 457 /* special for bombs - it actually has sane values for these */
485 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB) 458 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB)
486 { 459 {
487 tmp->attacktype = op->attacktype; 460 tmp->attacktype = op->attacktype;
491 } 464 }
492 else 465 else
493 { 466 {
494 if (op->attacktype & AT_MAGIC) 467 if (op->attacktype & AT_MAGIC)
495 tmp->attacktype |= AT_MAGIC; 468 tmp->attacktype |= AT_MAGIC;
469
496 /* Spell doc describes what is going on here */ 470 /* Spell doc describes what is going on here */
497 tmp->stats.dam = op->dam_modifier; 471 tmp->stats.dam = op->dam_modifier;
498 tmp->range = op->stats.maxhp; 472 tmp->range = op->stats.maxhp;
499 tmp->duration = op->stats.hp; 473 tmp->duration = op->stats.hp;
500 /* Used for spell tracking - just need a unique val for this spell - 474 /* Used for spell tracking - just need a unique val for this spell -
508 tmp->stats.sp = op->direction; 482 tmp->stats.sp = op->direction;
509 483
510 /* Prevent recursion */ 484 /* Prevent recursion */
511 op->move_on = 0; 485 op->move_on = 0;
512 486
513 insert_ob_in_map (tmp, op->map, op, 0); 487 tmp->insert_at (op, op);
488 tmp->play_sound (tmp->sound);
489
514 /* remove the firebullet */ 490 /* remove the firebullet */
515 if (!was_destroyed (op, op_tag)) 491 op->destroy ();
516 {
517 remove_ob (op);
518 free_object (op);
519 }
520} 492}
521
522
523 493
524/* checks to see what op should do, given the space it is on 494/* checks to see what op should do, given the space it is on
525 * (eg, explode, damage player, etc) 495 * (eg, explode, damage player, etc)
526 */ 496 */
527
528void 497void
529check_bullet (object *op) 498check_bullet (object *op)
530{ 499{
531 tag_t op_tag = op->count, tmp_tag;
532 object *tmp; 500 object *tmp;
533 int dam, mflags; 501 int dam, mflags;
534 mapstruct *m; 502 maptile *m;
535 sint16 sx, sy; 503 sint16 sx, sy;
536 504
537 mflags = get_map_flags (op->map, &m, op->x, op->y, &sx, &sy); 505 mflags = get_map_flags (op->map, &m, op->x, op->y, &sx, &sy);
538 506
539 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy))) 507 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
548 516
549 /* If nothing alive on this space, no reason to do anything further */ 517 /* If nothing alive on this space, no reason to do anything further */
550 if (!(mflags & P_IS_ALIVE)) 518 if (!(mflags & P_IS_ALIVE))
551 return; 519 return;
552 520
553 for (tmp = get_map_ob (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 521 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
554 { 522 {
555 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 523 if (QUERY_FLAG (tmp, FLAG_ALIVE))
556 { 524 {
557 tmp_tag = tmp->count;
558 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1); 525 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1);
559 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)
560 { 527 {
561 if (!QUERY_FLAG (op, FLAG_REMOVED)) 528 if (!QUERY_FLAG (op, FLAG_REMOVED))
562 { 529 {
563 remove_ob (op); 530 op->destroy ();
564 free_object (op);
565 return; 531 return;
566 } 532 }
567 } 533 }
568 } 534 }
569 } 535 }
570} 536}
571
572 537
573/* Basically, we move 'op' one square, and if it hits something, 538/* Basically, we move 'op' one square, and if it hits something,
574 * call check_bullet. 539 * call check_bullet.
575 * This function is only applicable to bullets, but not to all 540 * This function is only applicable to bullets, but not to all
576 * fired arches (eg, bolts). 541 * fired arches (eg, bolts).
577 */ 542 */
578
579void 543void
580move_bullet (object *op) 544move_bullet (object *op)
581{ 545{
582 sint16 new_x, new_y; 546 sint16 new_x, new_y;
583 int mflags; 547 int mflags;
584 mapstruct *m; 548 maptile *m;
585 549
586#if 0 550#if 0
587 /* We need a better general purpose way to do this */ 551 /* We need a better general purpose way to do this */
588 552
589 /* peterm: added to make comet leave a trail of burnouts 553 /* peterm: added to make comet leave a trail of burnouts
590 it's an unadulterated hack, but the effect is cool. */ 554 it's an unadulterated hack, but the effect is cool. */
591 if (op->stats.sp == SP_METEOR) 555 if (op->stats.sp == SP_METEOR)
592 { 556 {
593 replace_insert_ob_in_map ("fire_trail", op); 557 replace_insert_ob_in_map ("fire_trail", op);
594 if (was_destroyed (op, op_tag)) 558 if (op->destroyed ())
595 return; 559 return;
596 } /* end addition. */ 560 } /* end addition. */
597#endif 561#endif
598 562
599 /* Reached the end of its life - remove it */ 563 /* Reached the end of its life - remove it */
600 if (--op->range <= 0) 564 if (--op->range <= 0)
601 { 565 {
602 if (op->other_arch) 566 if (op->other_arch)
603 {
604 explode_bullet (op); 567 explode_bullet (op);
605 }
606 else 568 else
607 { 569 op->destroy ();
608 remove_ob (op); 570
609 free_object (op);
610 }
611 return; 571 return;
612 } 572 }
613 573
614 new_x = op->x + DIRX (op); 574 new_x = op->x + DIRX (op);
615 new_y = op->y + DIRY (op); 575 new_y = op->y + DIRY (op);
616 m = op->map; 576 m = op->map;
617 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);
618 578
619 if (mflags & P_OUT_OF_MAP) 579 if (mflags & P_OUT_OF_MAP)
620 { 580 {
621 remove_ob (op); 581 op->destroy ();
622 free_object (op);
623 return; 582 return;
624 } 583 }
625 584
626 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)))
627 { 586 {
628 if (op->other_arch) 587 if (op->other_arch)
629 {
630 explode_bullet (op); 588 explode_bullet (op);
631 }
632 else 589 else
633 { 590 op->destroy ();
634 remove_ob (op);
635 free_object (op);
636 }
637 return;
638 }
639 591
640 remove_ob (op); 592 return;
641 op->x = new_x; 593 }
642 op->y = new_y; 594
643 if ((op = insert_ob_in_map (op, m, op, 0)) == NULL) 595 if (!(op = m->insert (op, new_x, new_y, op)))
644 return; 596 return;
645 597
646 if (reflwall (op->map, op->x, op->y, op)) 598 if (reflwall (op->map, op->x, op->y, op))
647 { 599 {
648 op->direction = absdir (op->direction + 4); 600 op->direction = absdir (op->direction + 4);
649 update_turn_face (op); 601 update_turn_face (op);
650 } 602 }
651 else 603 else
652 {
653 check_bullet (op); 604 check_bullet (op);
654 }
655} 605}
656
657
658
659 606
660/* fire_bullet 607/* fire_bullet
661 * object op (cast from caster) files a bolt in dir. 608 * object op (cast from caster) files a bolt in dir.
662 * spob is the spell object for the bolt. 609 * spob is the spell object for the bolt.
663 * we remove the magic flag - that can be derived from 610 * we remove the magic flag - that can be derived from
664 * spob->attacktype. 611 * spob->attacktype.
665 * This function sets up the appropriate owner and skill 612 * This function sets up the appropriate owner and skill
666 * pointers. 613 * pointers.
667 */ 614 */
668
669int 615int
670fire_bullet (object *op, object *caster, int dir, object *spob) 616fire_bullet (object *op, object *caster, int dir, object *spob)
671{ 617{
672 object *tmp = NULL; 618 object *tmp = NULL;
673 int mflags; 619 int mflags;
694 640
695 tmp->direction = dir; 641 tmp->direction = dir;
696 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) 642 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
697 SET_ANIMATION (tmp, dir); 643 SET_ANIMATION (tmp, dir);
698 644
699 set_owner (tmp, op); 645 tmp->set_owner (op);
700 set_spell_skill (op, caster, spob, tmp); 646 set_spell_skill (op, caster, spob, tmp);
701 647
702 tmp->x = op->x + freearr_x[dir]; 648 tmp->x = op->x + freearr_x[dir];
703 tmp->y = op->y + freearr_y[dir]; 649 tmp->y = op->y + freearr_y[dir];
704 tmp->map = op->map; 650 tmp->map = op->map;
705 651
652 maptile *newmap;
706 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);
707 if (mflags & P_OUT_OF_MAP) 654 if (mflags & P_OUT_OF_MAP)
708 { 655 {
709 free_object (tmp); 656 tmp->destroy ();
710 return 0; 657 return 0;
711 } 658 }
659
660 tmp->map = newmap;
661
712 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)))
713 { 663 {
714 if (!QUERY_FLAG (tmp, FLAG_REFLECTING)) 664 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
715 { 665 {
716 free_object (tmp); 666 tmp->destroy ();
717 return 0; 667 return 0;
718 } 668 }
669
719 tmp->x = op->x; 670 tmp->x = op->x;
720 tmp->y = op->y; 671 tmp->y = op->y;
721 tmp->direction = absdir (tmp->direction + 4); 672 tmp->direction = absdir (tmp->direction + 4);
722 tmp->map = op->map; 673 tmp->map = op->map;
723 } 674 }
724 if ((tmp = insert_ob_in_map (tmp, tmp->map, op, 0)) != NULL) 675
725 { 676 if ((tmp = tmp->insert_at (tmp, op)))
726 check_bullet (tmp); 677 check_bullet (tmp);
727 } 678
728 return 1; 679 return 1;
729} 680}
730
731
732
733 681
734/***************************************************************************** 682/*****************************************************************************
735 * 683 *
736 * CONE RELATED FUNCTIONS 684 * CONE RELATED FUNCTIONS
737 * 685 *
738 *****************************************************************************/ 686 *****************************************************************************/
739 687
740
741/* 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" */
742void 689void
743cone_drop (object *op) 690cone_drop (object *op)
744{ 691{
745 object *new_ob = arch_to_object (op->other_arch); 692 object *new_ob = arch_to_object (op->other_arch);
746 693
747 new_ob->x = op->x;
748 new_ob->y = op->y;
749 new_ob->level = op->level; 694 new_ob->level = op->level;
750 set_owner (new_ob, op->owner); 695 new_ob->set_owner (op->owner);
751 696
752 /* preserve skill ownership */ 697 /* preserve skill ownership */
753 if (op->skill && op->skill != new_ob->skill) 698 if (op->skill && op->skill != new_ob->skill)
754 {
755 new_ob->skill = op->skill; 699 new_ob->skill = op->skill;
756 }
757 insert_ob_in_map (new_ob, op->map, op, 0);
758 700
701 new_ob->insert_at (op, op);
759} 702}
760 703
761/* 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 */
762 705
763void 706void
764move_cone (object *op) 707move_cone (object *op)
765{ 708{
766 int i; 709 int i;
767 tag_t tag;
768 710
769 /* if no map then hit_map will crash so just ignore object */ 711 /* if no map then hit_map will crash so just ignore object */
770 if (!op->map) 712 if (!op->map)
771 { 713 {
772 LOG (llevError, "Tried to move_cone object %s without a map.\n", op->name ? &op->name : "unknown"); 714 LOG (llevError, "Tried to move_cone object %s without a map.\n", op->name ? &op->name : "unknown");
773 op->speed = 0; 715 op->set_speed (0);
774 update_ob_speed (op);
775 return; 716 return;
776 } 717 }
777 718
778 /* lava saves it's life, but not yours :) */ 719 /* lava saves it's life, but not yours :) */
779 if (QUERY_FLAG (op, FLAG_LIFESAVE)) 720 if (QUERY_FLAG (op, FLAG_LIFESAVE))
785#if 0 726#if 0
786 /* Disable this - enabling it makes monsters easier, as 727 /* Disable this - enabling it makes monsters easier, as
787 * when their cone dies when they die. 728 * when their cone dies when they die.
788 */ 729 */
789 /* If no owner left, the spell dies out. */ 730 /* If no owner left, the spell dies out. */
790 if (get_owner (op) == NULL) 731 if (op->owner == NULL)
791 { 732 {
792 remove_ob (op); 733 op->destroy ();
793 free_object (op);
794 return; 734 return;
795 } 735 }
796#endif 736#endif
797 737
798 tag = op->count;
799 hit_map (op, 0, op->attacktype, 0); 738 hit_map (op, 0, op->attacktype, 0);
800 739
801 /* Check to see if we should push anything. 740 /* Check to see if we should push anything.
802 * Spell objects with weight push whatever they encounter to some 741 * Spell objects with weight push whatever they encounter to some
803 * degree. 742 * degree.
804 */ 743 */
805 if (op->weight) 744 if (op->weight)
806 check_spell_knockback (op); 745 check_spell_knockback (op);
807 746
808 if (was_destroyed (op, tag)) 747 if (op->destroyed ())
809 return; 748 return;
810 749
811 if ((op->duration--) < 0) 750 if ((op->duration--) < 0)
812 { 751 {
813 remove_ob (op); 752 op->destroy ();
814 free_object (op);
815 return; 753 return;
816 } 754 }
817 /* Object has hit maximum range, so don't have it move 755 /* Object has hit maximum range, so don't have it move
818 * any further. When the duration above expires, 756 * any further. When the duration above expires,
819 * then the object will get removed. 757 * then the object will get removed.
828 { 766 {
829 sint16 x = op->x + freearr_x[absdir (op->stats.sp + i)], y = op->y + freearr_y[absdir (op->stats.sp + i)]; 767 sint16 x = op->x + freearr_x[absdir (op->stats.sp + i)], y = op->y + freearr_y[absdir (op->stats.sp + i)];
830 768
831 if (ok_to_put_more (op->map, x, y, op, op->attacktype)) 769 if (ok_to_put_more (op->map, x, y, op, op->attacktype))
832 { 770 {
833 object *tmp = get_object (); 771 object *tmp = op->clone ();
834
835 copy_object (op, tmp);
836 tmp->x = x;
837 tmp->y = y;
838 772
839 tmp->duration = op->duration + 1; 773 tmp->duration = op->duration + 1;
840 774
841 /* Use for spell tracking - see ok_to_put_more() */ 775 /* Use for spell tracking - see ok_to_put_more() */
842 tmp->stats.maxhp = op->stats.maxhp; 776 tmp->stats.maxhp = op->stats.maxhp;
843 insert_ob_in_map (tmp, op->map, op, 0); 777
778 op->map->insert (tmp, x, y, op);
779
844 if (tmp->other_arch) 780 if (tmp->other_arch)
845 cone_drop (tmp); 781 cone_drop (tmp);
846 } 782 }
847 } 783 }
848} 784}
858int 794int
859cast_cone (object *op, object *caster, int dir, object *spell) 795cast_cone (object *op, object *caster, int dir, object *spell)
860{ 796{
861 object *tmp; 797 object *tmp;
862 int i, success = 0, range_min = -1, range_max = 1; 798 int i, success = 0, range_min = -1, range_max = 1;
863 mapstruct *m; 799 maptile *m;
864 sint16 sx, sy; 800 sint16 sx, sy;
865 MoveType movetype; 801 MoveType movetype;
866 802
867 if (!spell->other_arch) 803 if (!spell->other_arch)
868 return 0; 804 return 0;
881 817
882 /* Need to know what the movetype of the object we are about 818 /* Need to know what the movetype of the object we are about
883 * to create is, so we can know if the space we are about to 819 * to create is, so we can know if the space we are about to
884 * insert it into is blocked. 820 * insert it into is blocked.
885 */ 821 */
886 movetype = spell->other_arch->clone.move_type; 822 movetype = spell->other_arch->move_type;
887 823
888 for (i = range_min; i <= range_max; i++) 824 for (i = range_min; i <= range_max; i++)
889 { 825 {
890 sint16 x, y, d; 826 sint16 x, y, d;
891 827
924 if ((movetype & GET_MAP_MOVE_BLOCK (m, sx, sy)) == movetype) 860 if ((movetype & GET_MAP_MOVE_BLOCK (m, sx, sy)) == movetype)
925 continue; 861 continue;
926 862
927 success = 1; 863 success = 1;
928 tmp = arch_to_object (spell->other_arch); 864 tmp = arch_to_object (spell->other_arch);
929 set_owner (tmp, op); 865 tmp->set_owner (op);
930 set_spell_skill (op, caster, spell, tmp); 866 set_spell_skill (op, caster, spell, tmp);
931 tmp->level = caster_level (caster, spell); 867 tmp->level = caster_level (caster, spell);
932 tmp->x = sx;
933 tmp->y = sy;
934 tmp->attacktype = spell->attacktype; 868 tmp->attacktype = spell->attacktype;
935 869
936 /* holy word stuff */ 870 /* holy word stuff */
937 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER)) 871 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER))
938 if (!tailor_god_spell (tmp, op)) 872 if (!tailor_god_spell (tmp, op))
972 else 906 else
973 tmp->duration += caster->level / 3; 907 tmp->duration += caster->level / 3;
974 } 908 }
975 909
976 if (!(tmp->move_type & MOVE_FLY_LOW)) 910 if (!(tmp->move_type & MOVE_FLY_LOW))
977 LOG (llevDebug, "cast_cone(): arch %s doesn't have flying 1\n", &spell->other_arch->name); 911 LOG (llevDebug, "cast_cone(): arch %s doesn't have flying 1\n", &spell->other_arch->archname);
978 912
979 if (!tmp->move_on && tmp->stats.dam) 913 if (!tmp->move_on && tmp->stats.dam)
980 {
981 LOG (llevDebug, "cast_cone(): arch %s doesn't have move_on set\n", &spell->other_arch->name); 914 LOG (llevDebug, "cast_cone(): arch %s doesn't have move_on set\n", &spell->other_arch->archname);
982 }
983 915
984 insert_ob_in_map (tmp, m, op, 0); 916 m->insert (tmp, sx, sy, op);
985 917
986 /* This is used for tracking spells so that one effect doesn't hit 918 /* This is used for tracking spells so that one effect doesn't hit
987 * a single space too many times. 919 * a single space too many times.
988 */ 920 */
989 tmp->stats.maxhp = tmp->count; 921 tmp->stats.maxhp = tmp->count;
999 * 931 *
1000 * BOMB related code 932 * BOMB related code
1001 * 933 *
1002 ****************************************************************************/ 934 ****************************************************************************/
1003 935
1004
1005/* This handles an exploding bomb. 936/* This handles an exploding bomb.
1006 * op is the original bomb object. 937 * op is the original bomb object.
1007 */ 938 */
1008void 939void
1009animate_bomb (object *op) 940animate_bomb (object *op)
1010{ 941{
1011 int i; 942 int i;
1012 object *env, *tmp; 943 object *env, *tmp;
1013 archetype *at;
1014 944
1015 if (op->state != NUM_ANIMATIONS (op) - 1) 945 if (op->state != NUM_ANIMATIONS (op) - 1)
1016 return; 946 return;
1017 947
1018 env = object_get_env_recursive (op); 948 env = object_get_env_recursive (op);
1023 return; 953 return;
1024 954
1025 if (env->type == PLAYER) 955 if (env->type == PLAYER)
1026 esrv_del_item (env->contr, op->count); 956 esrv_del_item (env->contr, op->count);
1027 957
1028 remove_ob (op); 958 if (!(op = op->insert_at (env, op)))
1029 op->x = env->x;
1030 op->y = env->y;
1031 if ((op = insert_ob_in_map (op, env->map, op, 0)) == NULL)
1032 return; 959 return;
1033 } 960 }
1034 961
1035 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent bomb from exploding 962 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent bomb from exploding
1036 // on a safe map. I don't like this special casing, but it seems to be neccessary 963 // on a safe map. I don't like this special casing, but it seems to be neccessary
1037 // as bombs can be carried. 964 // as bombs can be carried.
1038 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE) 965 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
1039 { 966 {
1040 remove_ob (op); 967 op->destroy ();
1041 free_object (op);
1042 return; 968 return;
1043 } 969 }
1044 970
1045 /* This copies a lot of the code from the fire bullet, 971 /* This copies a lot of the code from the fire bullet,
1046 * but using the cast_bullet isn't really feasible, 972 * but using the cast_bullet isn't really feasible,
1047 * so just set up the appropriate values. 973 * so just set up the appropriate values.
1048 */ 974 */
1049 at = find_archetype (SPLINT); 975 if (archetype *at = archetype::find (SPLINT))
1050 if (at)
1051 { 976 {
1052 for (i = 1; i < 9; i++) 977 for (i = 1; i < 9; i++)
1053 { 978 {
1054 if (out_of_map (op->map, op->x + freearr_x[i], op->y + freearr_x[i])) 979 if (out_of_map (op->map, op->x + freearr_x[i], op->y + freearr_x[i]))
1055 continue; 980 continue;
981
1056 tmp = arch_to_object (at); 982 tmp = arch_to_object (at);
1057 tmp->direction = i; 983 tmp->direction = i;
1058 tmp->range = op->range; 984 tmp->range = op->range;
1059 tmp->stats.dam = op->stats.dam; 985 tmp->stats.dam = op->stats.dam;
1060 tmp->duration = op->duration; 986 tmp->duration = op->duration;
1061 tmp->attacktype = op->attacktype; 987 tmp->attacktype = op->attacktype;
1062 copy_owner (tmp, op); 988 tmp->set_owner (op);
1063 if (op->skill && op->skill != tmp->skill) 989 if (op->skill && op->skill != tmp->skill)
1064 {
1065 tmp->skill = op->skill; 990 tmp->skill = op->skill;
1066 } 991
1067 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) 992 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
1068 SET_ANIMATION (tmp, i); 993 SET_ANIMATION (tmp, i);
1069 tmp->x = op->x + freearr_x[i]; 994
1070 tmp->y = op->y + freearr_x[i]; 995 op->map->insert (tmp, op->x + freearr_x[i], op->y + freearr_x[i], op);
1071 insert_ob_in_map (tmp, op->map, op, 0);
1072 move_bullet (tmp); 996 move_bullet (tmp);
1073 } 997 }
1074 } 998 }
1075 999
1076 explode_bullet (op); 1000 explode_bullet (op);
1081{ 1005{
1082 1006
1083 object *tmp; 1007 object *tmp;
1084 int mflags; 1008 int mflags;
1085 sint16 dx = op->x + freearr_x[dir], dy = op->y + freearr_y[dir]; 1009 sint16 dx = op->x + freearr_x[dir], dy = op->y + freearr_y[dir];
1086 mapstruct *m; 1010 maptile *m;
1087 1011
1088 mflags = get_map_flags (op->map, &m, dx, dy, &dx, &dy); 1012 mflags = get_map_flags (op->map, &m, dx, dy, &dx, &dy);
1089 if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, dx, dy) & MOVE_WALK)) 1013 if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, dx, dy) & MOVE_WALK))
1090 { 1014 {
1091 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way."); 1015 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way.");
1097 tmp->range = spell->range + SP_level_range_adjust (caster, spell); 1021 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
1098 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1022 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1099 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell); 1023 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
1100 tmp->attacktype = spell->attacktype; 1024 tmp->attacktype = spell->attacktype;
1101 1025
1102 set_owner (tmp, op); 1026 tmp->set_owner (op);
1103 set_spell_skill (op, caster, spell, tmp); 1027 set_spell_skill (op, caster, spell, tmp);
1104 tmp->x = dx; 1028
1105 tmp->y = dy; 1029 m->insert (tmp, dx, dy, op);
1106 insert_ob_in_map (tmp, m, op, 0);
1107 return 1; 1030 return 1;
1108} 1031}
1109 1032
1110/**************************************************************************** 1033/****************************************************************************
1111 * 1034 *
1120 * dir is the direction to look in. 1043 * dir is the direction to look in.
1121 * range is how far out to look. 1044 * range is how far out to look.
1122 * type is the type of spell - either SPELL_MANA or SPELL_GRACE. 1045 * type is the type of spell - either SPELL_MANA or SPELL_GRACE.
1123 * this info is used for blocked magic/unholy spaces. 1046 * this info is used for blocked magic/unholy spaces.
1124 */ 1047 */
1125
1126object * 1048object *
1127get_pointed_target (object *op, int dir, int range, int type) 1049get_pointed_target (object *op, int dir, int range, int type)
1128{ 1050{
1129 object *target; 1051 object *target;
1130 sint16 x, y; 1052 sint16 x, y;
1131 int dist, mflags; 1053 int dist, mflags;
1132 mapstruct *mp; 1054 maptile *mp;
1133 1055
1134 if (dir == 0) 1056 if (dir == 0)
1135 return NULL; 1057 return NULL;
1136 1058
1137 for (dist = 1; dist < range; dist++) 1059 for (dist = 1; dist < range; dist++)
1149 return NULL; 1071 return NULL;
1150 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW) 1072 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW)
1151 return NULL; 1073 return NULL;
1152 1074
1153 if (mflags & P_IS_ALIVE) 1075 if (mflags & P_IS_ALIVE)
1154 {
1155 for (target = get_map_ob (mp, x, y); target; target = target->above) 1076 for (target = GET_MAP_OB (mp, x, y); target; target = target->above)
1156 { 1077 if (QUERY_FLAG (target, FLAG_MONSTER))
1157 if (QUERY_FLAG (target->head ? target->head : target, FLAG_MONSTER))
1158 {
1159 return target; 1078 return target;
1160 }
1161 }
1162 }
1163 } 1079 }
1080
1164 return NULL; 1081 return NULL;
1165} 1082}
1166
1167 1083
1168/* cast_smite_arch() - the priest points to a creature and causes 1084/* cast_smite_arch() - the priest points to a creature and causes
1169 * a 'godly curse' to decend. 1085 * a 'godly curse' to decend.
1170 * usual params - 1086 * usual params -
1171 * op = player 1087 * op = player
1172 * caster = object casting the spell. 1088 * caster = object casting the spell.
1173 * dir = direction being cast 1089 * dir = direction being cast
1174 * spell = spell object 1090 * spell = spell object
1175 */ 1091 */
1176
1177int 1092int
1178cast_smite_spell (object *op, object *caster, int dir, object *spell) 1093cast_smite_spell (object *op, object *caster, int dir, object *spell)
1179{ 1094{
1180 object *effect, *target; 1095 object *effect, *target;
1181 object *god = find_god (determine_god (op)); 1096 object *god = find_god (determine_god (op));
1227 if (effect->attacktype & AT_DEATH) 1142 if (effect->attacktype & AT_DEATH)
1228 { 1143 {
1229 effect->level = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1144 effect->level = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1230 1145
1231 /* casting death spells at undead isn't a good thing */ 1146 /* casting death spells at undead isn't a good thing */
1232 if QUERY_FLAG
1233 (target, FLAG_UNDEAD) 1147 if (QUERY_FLAG (target, FLAG_UNDEAD))
1234 { 1148 {
1235 if (random_roll (0, 2, op, PREFER_LOW)) 1149 if (random_roll (0, 2, op, PREFER_LOW))
1236 { 1150 {
1237 new_draw_info (NDI_UNIQUE, 0, op, "Idiot! Your spell boomerangs!"); 1151 new_draw_info (NDI_UNIQUE, 0, op, "Idiot! Your spell boomerangs!");
1238 effect->x = op->x; 1152 effect->x = op->x;
1240 } 1154 }
1241 else 1155 else
1242 { 1156 {
1243 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s looks stronger!", query_name (target)); 1157 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s looks stronger!", query_name (target));
1244 target->stats.hp = target->stats.maxhp * 2; 1158 target->stats.hp = target->stats.maxhp * 2;
1245 free_object (effect); 1159 effect->destroy ();
1246 return 0; 1160 return 0;
1247 } 1161 }
1248 } 1162 }
1249 } 1163 }
1250 else 1164 else
1251 { 1165 {
1252 /* how much woe to inflict :) */ 1166 /* how much woe to inflict :) */
1253 effect->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1167 effect->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1254 } 1168 }
1255 1169
1256 set_owner (effect, op); 1170 effect->set_owner (op);
1257 set_spell_skill (op, caster, spell, effect); 1171 set_spell_skill (op, caster, spell, effect);
1258 1172
1259 /* ok, tell it where to be, and insert! */ 1173 /* ok, tell it where to be, and insert! */
1260 effect->x = target->x; 1174 effect->insert_at (target, op);
1261 effect->y = target->y;
1262 insert_ob_in_map (effect, target->map, op, 0);
1263 1175
1264 return 1; 1176 return 1;
1265} 1177}
1266
1267 1178
1268/**************************************************************************** 1179/****************************************************************************
1269 * 1180 *
1270 * MAGIC MISSILE code. 1181 * MAGIC MISSILE code.
1271 * note that the fire_bullet is used to fire the missile. The 1182 * note that the fire_bullet is used to fire the missile. The
1277move_missile (object *op) 1188move_missile (object *op)
1278{ 1189{
1279 int i, mflags; 1190 int i, mflags;
1280 object *owner; 1191 object *owner;
1281 sint16 new_x, new_y; 1192 sint16 new_x, new_y;
1282 mapstruct *m; 1193 maptile *m;
1283 1194
1284 if (op->range-- <= 0) 1195 if (op->range-- <= 0)
1285 { 1196 {
1286 remove_ob (op); 1197 op->destroy ();
1287 free_object (op);
1288 return; 1198 return;
1289 } 1199 }
1290 1200
1291 owner = get_owner (op); 1201 owner = op->owner;
1292#if 0 1202#if 0
1293 /* It'd make things nastier if this wasn't here - spells cast by 1203 /* It'd make things nastier if this wasn't here - spells cast by
1294 * monster that are then killed would continue to survive 1204 * monster that are then killed would continue to survive
1295 */ 1205 */
1296 if (owner == NULL) 1206 if (owner == NULL)
1297 { 1207 {
1298 remove_ob (op); 1208 op->destroy ();
1299 free_object (op);
1300 return; 1209 return;
1301 } 1210 }
1302#endif 1211#endif
1303 1212
1304 new_x = op->x + DIRX (op); 1213 new_x = op->x + DIRX (op);
1306 1215
1307 mflags = get_map_flags (op->map, &m, new_x, new_y, &new_x, &new_y); 1216 mflags = get_map_flags (op->map, &m, new_x, new_y, &new_x, &new_y);
1308 1217
1309 if (!(mflags & P_OUT_OF_MAP) && ((mflags & P_IS_ALIVE) || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y)))) 1218 if (!(mflags & P_OUT_OF_MAP) && ((mflags & P_IS_ALIVE) || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y))))
1310 { 1219 {
1311 tag_t tag = op->count;
1312
1313 hit_map (op, op->direction, AT_MAGIC, 1); 1220 hit_map (op, op->direction, AT_MAGIC, 1);
1314 /* Basically, missile only hits one thing then goes away. 1221 /* Basically, missile only hits one thing then goes away.
1315 * we need to remove it if someone hasn't already done so. 1222 * we need to remove it if someone hasn't already done so.
1316 */ 1223 */
1317 if (!was_destroyed (op, tag)) 1224 if (!op->destroyed ())
1318 { 1225 op->destroy ();
1319 remove_ob (op);
1320 free_object (op);
1321 }
1322 return;
1323 }
1324 1226
1325 remove_ob (op); 1227 return;
1228 }
1229
1230 op->remove ();
1231
1326 if (!op->direction || (mflags & P_OUT_OF_MAP)) 1232 if (!op->direction || (mflags & P_OUT_OF_MAP))
1327 { 1233 {
1328 free_object (op); 1234 op->destroy ();
1329 return; 1235 return;
1330 } 1236 }
1331 op->x = new_x; 1237
1332 op->y = new_y; 1238 i = spell_find_dir (m, new_x, new_y, op->owner);
1333 op->map = m;
1334 i = spell_find_dir (op->map, op->x, op->y, get_owner (op));
1335 if (i > 0 && i != op->direction) 1239 if (i > 0 && i != op->direction)
1336 { 1240 {
1337 op->direction = i; 1241 op->direction = i;
1338 SET_ANIMATION (op, op->direction); 1242 SET_ANIMATION (op, op->direction);
1339 } 1243 }
1340 insert_ob_in_map (op, op->map, op, 0); 1244
1245 m->insert (op, new_x, new_y, op);
1341} 1246}
1342 1247
1343/**************************************************************************** 1248/****************************************************************************
1344 * Destruction 1249 * Destruction
1345 ****************************************************************************/ 1250 ****************************************************************************/
1348 * we do this by creating a force and inserting it in the 1253 * we do this by creating a force and inserting it in the
1349 * object. if time is 0, the object glows permanently. To truely 1254 * object. if time is 0, the object glows permanently. To truely
1350 * make this work for non-living objects, we would have to 1255 * make this work for non-living objects, we would have to
1351 * give them the capability to have an inventory. b.t. 1256 * give them the capability to have an inventory. b.t.
1352 */ 1257 */
1353
1354int 1258int
1355make_object_glow (object *op, int radius, int time) 1259make_object_glow (object *op, int radius, int time)
1356{ 1260{
1357 object *tmp;
1358
1359 /* some things are unaffected... */ 1261 /* some things are unaffected... */
1360 if (op->path_denied & PATH_LIGHT) 1262 if (op->path_denied & PATH_LIGHT)
1361 return 0; 1263 return 0;
1362 1264
1363 tmp = get_archetype (FORCE_NAME); 1265 object *tmp = get_archetype (FORCE_NAME);
1364 tmp->speed = 0.01; 1266 tmp->speed = 0.01;
1365 tmp->stats.food = time; 1267 tmp->stats.food = time;
1366 SET_FLAG (tmp, FLAG_IS_USED_UP); 1268 SET_FLAG (tmp, FLAG_IS_USED_UP);
1367 tmp->glow_radius = radius; 1269 tmp->glow_radius = radius;
1368 if (tmp->glow_radius > MAX_LIGHT_RADII) 1270 if (tmp->glow_radius > MAX_LIGHT_RADII)
1369 tmp->glow_radius = MAX_LIGHT_RADII; 1271 tmp->glow_radius = MAX_LIGHT_RADII;
1370 1272
1371 tmp->x = op->x;
1372 tmp->y = op->y;
1373 if (tmp->speed < MIN_ACTIVE_SPEED)
1374 tmp->speed = MIN_ACTIVE_SPEED; /* safety */
1375 tmp = insert_ob_in_ob (tmp, op); 1273 tmp = insert_ob_in_ob (tmp, op);
1274
1376 if (tmp->glow_radius > op->glow_radius) 1275 if (tmp->glow_radius > op->glow_radius)
1377 op->glow_radius = tmp->glow_radius; 1276 op->glow_radius = tmp->glow_radius;
1378 1277
1379 if (!tmp->env || op != tmp->env)
1380 {
1381 LOG (llevError, "make_object_glow() failed to insert glowing force in %s\n", &op->name);
1382 return 0;
1383 }
1384 return 1; 1278 return 1;
1385} 1279}
1386
1387
1388
1389 1280
1390int 1281int
1391cast_destruction (object *op, object *caster, object *spell_ob) 1282cast_destruction (object *op, object *caster, object *spell_ob)
1392{ 1283{
1393 int i, j, range, mflags, friendly = 0, dam, dur; 1284 int i, j, range, mflags, friendly = 0, dam, dur;
1394 sint16 sx, sy; 1285 sint16 sx, sy;
1395 mapstruct *m; 1286 maptile *m;
1396 object *tmp; 1287 object *tmp;
1397 const char *skill; 1288 const char *skill;
1398 1289
1399 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob); 1290 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
1400 dam = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob); 1291 dam = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob);
1414 else if (caster->skill) 1305 else if (caster->skill)
1415 op->skill = caster->skill; 1306 op->skill = caster->skill;
1416 else 1307 else
1417 op->skill = NULL; 1308 op->skill = NULL;
1418 1309
1419 change_skill (op, find_skill_by_name (op, op->skill), 1); 1310 op->change_skill (find_skill_by_name (op, op->skill));
1420 1311
1421 for (i = -range; i < range; i++) 1312 for (i = -range; i < range; i++)
1422 { 1313 {
1423 for (j = -range; j < range; j++) 1314 for (j = -range; j < range; j++)
1424 { 1315 {
1425 m = op->map; 1316 m = op->map;
1426 sx = op->x + i; 1317 sx = op->x + i;
1427 sy = op->y + j; 1318 sy = op->y + j;
1319
1428 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy); 1320 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
1429 if (mflags & P_OUT_OF_MAP) 1321 if (mflags & P_OUT_OF_MAP)
1430 continue; 1322 continue;
1323
1431 if (mflags & P_IS_ALIVE) 1324 if (mflags & P_IS_ALIVE)
1432 { 1325 {
1433 for (tmp = get_map_ob (m, sx, sy); tmp; tmp = tmp->above) 1326 for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above)
1434 {
1435 if (QUERY_FLAG (tmp, FLAG_ALIVE) || tmp->type == PLAYER) 1327 if (QUERY_FLAG (tmp, FLAG_ALIVE) || tmp->type == PLAYER)
1436 break; 1328 break;
1437 } 1329
1438 if (tmp) 1330 if (tmp)
1439 { 1331 {
1440 if (tmp->head) 1332 if (tmp->head)
1441 tmp = tmp->head; 1333 tmp = tmp->head;
1442 1334
1445 { 1337 {
1446 if (spell_ob->subtype == SP_DESTRUCTION) 1338 if (spell_ob->subtype == SP_DESTRUCTION)
1447 { 1339 {
1448 hit_player (tmp, dam, op, spell_ob->attacktype, 0); 1340 hit_player (tmp, dam, op, spell_ob->attacktype, 0);
1449 if (spell_ob->other_arch) 1341 if (spell_ob->other_arch)
1450 {
1451 tmp = arch_to_object (spell_ob->other_arch); 1342 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op);
1452 tmp->x = sx;
1453 tmp->y = sy;
1454 insert_ob_in_map (tmp, m, op, 0);
1455 }
1456 } 1343 }
1457 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist[ATNR_MAGIC] != 100) 1344 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist[ATNR_MAGIC] != 100)
1458 { 1345 {
1459 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch) 1346 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch)
1460 {
1461 object *effect = arch_to_object (spell_ob->other_arch); 1347 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op);
1462
1463 effect->x = sx;
1464 effect->y = sy;
1465 insert_ob_in_map (effect, m, op, 0);
1466 }
1467 } 1348 }
1468 } 1349 }
1469 } 1350 }
1470 } 1351 }
1471 } 1352 }
1472 } 1353 }
1354
1473 op->skill = skill; 1355 op->skill = skill;
1474 return 1; 1356 return 1;
1475} 1357}
1476 1358
1477/*************************************************************************** 1359/***************************************************************************
1491 { 1373 {
1492 new_draw_info (NDI_UNIQUE, 0, op, "There is no one in that direction to curse."); 1374 new_draw_info (NDI_UNIQUE, 0, op, "There is no one in that direction to curse.");
1493 return 0; 1375 return 0;
1494 } 1376 }
1495 1377
1378 tmp = tmp->head_ ();
1379
1496 /* If we've already got a force of this type, don't add a new one. */ 1380 /* If we've already got a force of this type, don't add a new one. */
1497 for (force = tmp->inv; force != NULL; force = force->below) 1381 for (force = tmp->inv; force; force = force->below)
1498 { 1382 {
1499 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY) 1383 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY)
1500 { 1384 {
1501 if (force->name == spell_ob->name) 1385 if (force->name == spell_ob->name)
1502 { 1386 {
1508 return 0; 1392 return 0;
1509 } 1393 }
1510 } 1394 }
1511 } 1395 }
1512 1396
1513 if (force == NULL) 1397 if (!force)
1514 { 1398 {
1515 force = get_archetype (FORCE_NAME); 1399 force = get_archetype (FORCE_NAME);
1516 force->subtype = FORCE_CHANGE_ABILITY; 1400 force->subtype = FORCE_CHANGE_ABILITY;
1401
1517 if (spell_ob->race) 1402 if (spell_ob->race)
1518 force->name = spell_ob->race; 1403 force->name = spell_ob->race;
1519 else 1404 else
1520 force->name = spell_ob->name; 1405 force->name = spell_ob->name;
1521 1406
1531 { 1416 {
1532 force->duration = duration; 1417 force->duration = duration;
1533 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 1418 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1534 } 1419 }
1535 else 1420 else
1536 {
1537 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1421 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1538 } 1422
1539 return 1; 1423 return 1;
1540 } 1424 }
1425
1541 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50; 1426 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1542 force->speed = 1.0; 1427 force->speed = 1.f;
1543 force->speed_left = -1.0; 1428 force->speed_left = -1.f;
1544 SET_FLAG (force, FLAG_APPLIED); 1429 SET_FLAG (force, FLAG_APPLIED);
1545 1430
1546 if (god) 1431 if (god)
1547 { 1432 {
1548 if (spell_ob->last_grace) 1433 if (spell_ob->last_grace)
1561 force->stats.ac = spell_ob->stats.ac; 1446 force->stats.ac = spell_ob->stats.ac;
1562 force->stats.wc = spell_ob->stats.wc; 1447 force->stats.wc = spell_ob->stats.wc;
1563 1448
1564 change_abil (tmp, force); /* Mostly to display any messages */ 1449 change_abil (tmp, force); /* Mostly to display any messages */
1565 insert_ob_in_ob (force, tmp); 1450 insert_ob_in_ob (force, tmp);
1566 fix_player (tmp); 1451 tmp->update_stats ();
1567 return 1; 1452 return 1;
1568 1453
1569} 1454}
1570
1571 1455
1572/********************************************************************** 1456/**********************************************************************
1573 * mood change 1457 * mood change
1574 * Arguably, this may or may not be an attack spell. But since it 1458 * Arguably, this may or may not be an attack spell. But since it
1575 * effects monsters, it seems best to put it into this file 1459 * effects monsters, it seems best to put it into this file
1582mood_change (object *op, object *caster, object *spell) 1466mood_change (object *op, object *caster, object *spell)
1583{ 1467{
1584 object *tmp, *god, *head; 1468 object *tmp, *god, *head;
1585 int done_one, range, mflags, level, at, best_at; 1469 int done_one, range, mflags, level, at, best_at;
1586 sint16 x, y, nx, ny; 1470 sint16 x, y, nx, ny;
1587 mapstruct *m; 1471 maptile *m;
1588 const char *race; 1472 const char *race;
1589 1473
1590 /* We precompute some values here so that we don't have to keep 1474 /* We precompute some values here so that we don't have to keep
1591 * doing it over and over again. 1475 * doing it over and over again.
1592 */ 1476 */
1605 else if (god && !strcmp (spell->race, "GOD_FRIEND")) 1489 else if (god && !strcmp (spell->race, "GOD_FRIEND"))
1606 race = god->race; 1490 race = god->race;
1607 else 1491 else
1608 race = spell->race; 1492 race = spell->race;
1609 1493
1610
1611 for (x = op->x - range; x <= op->x + range; x++) 1494 for (x = op->x - range; x <= op->x + range; x++)
1612 for (y = op->y - range; y <= op->y + range; y++) 1495 for (y = op->y - range; y <= op->y + range; y++)
1613 { 1496 {
1614
1615 done_one = 0; 1497 done_one = 0;
1616 m = op->map; 1498 m = op->map;
1617 nx = x; 1499 nx = x;
1618 ny = y; 1500 ny = y;
1619 mflags = get_map_flags (m, &m, x, y, &nx, &ny); 1501 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1622 1504
1623 /* If there is nothing living on this space, no need to go further */ 1505 /* If there is nothing living on this space, no need to go further */
1624 if (!(mflags & P_IS_ALIVE)) 1506 if (!(mflags & P_IS_ALIVE))
1625 continue; 1507 continue;
1626 1508
1509 // players can only affect spaces that they can actually see
1510 if (caster && caster->contr
1511 && caster->contr->visibility_at (m, nx, ny) < 70)
1512 continue;
1513
1627 for (tmp = get_map_ob (m, nx, ny); tmp; tmp = tmp->above) 1514 for (tmp = GET_MAP_TOP (m, nx, ny); tmp; tmp = tmp->below)
1628 if (QUERY_FLAG (tmp, FLAG_MONSTER)) 1515 if (QUERY_FLAG (tmp, FLAG_MONSTER))
1629 break; 1516 break;
1630 1517
1631 /* There can be living objects that are not monsters */ 1518 /* There can be living objects that are not monsters */
1632 if (!tmp || tmp->type == PLAYER) 1519 if (!tmp || tmp->type == PLAYER)
1639 head = tmp; 1526 head = tmp;
1640 1527
1641 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */ 1528 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */
1642 if (race && head->race && !strstr (race, head->race)) 1529 if (race && head->race && !strstr (race, head->race))
1643 continue; 1530 continue;
1531
1644 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD)) 1532 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD))
1645 continue; 1533 continue;
1646 1534
1647 /* Now do a bunch of stuff related to saving throws */ 1535 /* Now do a bunch of stuff related to saving throws */
1648 best_at = -1; 1536 best_at = -1;
1665 at -= level / 5; 1553 at -= level / 5;
1666 if (did_make_save (head, head->level, at)) 1554 if (did_make_save (head, head->level, at))
1667 continue; 1555 continue;
1668 } 1556 }
1669 else /* spell->attacktype */ 1557 else /* spell->attacktype */
1670 /*
1671 Spell has no attacktype (charm & such), so we'll have a specific saving:
1672 * if spell level < monster level, no go
1673 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) )
1674
1675 The chance will then be in the range [20-70] percent, not too bad.
1676
1677 This is required to fix the 'charm monster' abuse, where a player level 1 can
1678 charm a level 125 monster...
1679
1680 Ryo, august 14th
1681 */
1682 { 1558 {
1559 /*
1560 Spell has no attacktype (charm & such), so we'll have a specific saving:
1561 * if spell level < monster level, no go
1562 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) )
1563
1564 The chance will then be in the range [20-70] percent, not too bad.
1565
1566 This is required to fix the 'charm monster' abuse, where a player level 1 can
1567 charm a level 125 monster...
1568
1569 Ryo, august 14th
1570 */
1683 if (head->level > level) 1571 if (head->level > level)
1684 continue; 1572 continue;
1573
1685 if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + MIN (50, 2 * (level - head->level)))) 1574 if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + MIN (50, 2 * (level - head->level))))
1686 /* Failed, no effect */ 1575 /* Failed, no effect */
1687 continue; 1576 continue;
1688 } 1577 }
1689 1578
1690 /* Done with saving throw. Now start effecting the monster */ 1579 /* Done with saving throw. Now start affecting the monster */
1691 1580
1692 /* aggravation */ 1581 /* aggravation */
1693 if (QUERY_FLAG (spell, FLAG_MONSTER)) 1582 if (QUERY_FLAG (spell, FLAG_MONSTER))
1694 { 1583 {
1695 CLEAR_FLAG (head, FLAG_SLEEP); 1584 CLEAR_FLAG (head, FLAG_SLEEP);
1696 if (QUERY_FLAG (head, FLAG_FRIENDLY))
1697 remove_friendly_object (head); 1585 remove_friendly_object (head);
1698
1699 done_one = 1; 1586 done_one = 1;
1700 head->enemy = op; 1587 head->enemy = op;
1701 } 1588 }
1702 1589
1703 /* calm monsters */ 1590 /* calm monsters */
1712 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK)) 1599 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK))
1713 { 1600 {
1714 SET_FLAG (head, FLAG_BERSERK); 1601 SET_FLAG (head, FLAG_BERSERK);
1715 done_one = 1; 1602 done_one = 1;
1716 } 1603 }
1604
1717 /* charm */ 1605 /* charm */
1718 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY)) 1606 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY))
1719 { 1607 {
1720 SET_FLAG (head, FLAG_FRIENDLY);
1721 /* Prevent uncontolled outbreaks of self replicating monsters. 1608 /* Prevent uncontolled outbreaks of self replicating monsters.
1722 Typical use case is charm, go somwhere, use aggravation to make hostile. 1609 Typical use case is charm, go somwhere, use aggravation to make hostile.
1723 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */ 1610 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */
1724 CLEAR_FLAG (head, FLAG_GENERATOR); 1611 CLEAR_FLAG (head, FLAG_GENERATOR);
1725 set_owner (head, op); 1612 head->set_owner (op);
1726 set_spell_skill (op, caster, spell, head); 1613 set_spell_skill (op, caster, spell, head);
1727 add_friendly_object (head); 1614 add_friendly_object (head);
1728 head->attack_movement = PETMOVE; 1615 head->attack_movement = PETMOVE;
1729 done_one = 1; 1616 done_one = 1;
1730 change_exp (op, head->stats.exp / 2, head->skill, SK_EXP_ADD_SKILL); 1617 change_exp (op, head->stats.exp / 2, head->skill, SK_EXP_ADD_SKILL);
1731 head->stats.exp = 0; 1618 head->stats.exp = 0;
1732 } 1619 }
1733 1620
1734 /* If a monster was effected, put an effect in */ 1621 /* If a monster was effected, put an effect in */
1735 if (done_one && spell->other_arch) 1622 if (done_one && spell->other_arch)
1736 {
1737 tmp = arch_to_object (spell->other_arch); 1623 m->insert (arch_to_object (spell->other_arch), nx, ny, op);
1738 tmp->x = nx;
1739 tmp->y = ny;
1740 insert_ob_in_map (tmp, m, op, 0);
1741 }
1742 } /* for y */ 1624 } /* for y */
1743 1625
1744 return 1; 1626 return 1;
1745} 1627}
1746 1628
1756move_ball_spell (object *op) 1638move_ball_spell (object *op)
1757{ 1639{
1758 int i, j, dam_save, dir, mflags; 1640 int i, j, dam_save, dir, mflags;
1759 sint16 nx, ny, hx, hy; 1641 sint16 nx, ny, hx, hy;
1760 object *owner; 1642 object *owner;
1761 mapstruct *m; 1643 maptile *m;
1762 1644
1763 owner = get_owner (op); 1645 owner = op->owner;
1764 1646
1765 /* the following logic makes sure that the ball doesn't move into a wall, 1647 /* the following logic makes sure that the ball doesn't move into a wall,
1766 * and makes sure that it will move along a wall to try and get at it's 1648 * and makes sure that it will move along a wall to try and get at it's
1767 * victim. The block immediately below more or less chooses a random 1649 * victim. The block immediately below more or less chooses a random
1768 * offset to move the ball, eg, keep it mostly on course, with some 1650 * offset to move the ball, eg, keep it mostly on course, with some
1797 nx = op->x; 1679 nx = op->x;
1798 ny = op->y; 1680 ny = op->y;
1799 m = op->map; 1681 m = op->map;
1800 } 1682 }
1801 1683
1802 remove_ob (op); 1684 m->insert (op, nx, ny, op);
1803 op->y = ny;
1804 op->x = nx;
1805 insert_ob_in_map (op, m, op, 0);
1806 1685
1807 dam_save = op->stats.dam; /* save the original dam: we do halfdam on 1686 dam_save = op->stats.dam; /* save the original dam: we do halfdam on
1808 surrounding squares */ 1687 surrounding squares */
1809 1688
1810 /* loop over current square and neighbors to hit. 1689 /* loop over current square and neighbors to hit.
1811 * if this has an other_arch field, we insert that in 1690 * if this has an other_arch field, we insert that in
1812 * the surround spaces. 1691 * the surround spaces.
1813 */ 1692 */
1814 for (j = 0; j < 9; j++) 1693 for (j = 0; j < 9; j++)
1815 { 1694 {
1816 object *new_ob;
1817
1818 hx = nx + freearr_x[j]; 1695 hx = nx + freearr_x[j];
1819 hy = ny + freearr_y[j]; 1696 hy = ny + freearr_y[j];
1820 1697
1821 m = op->map; 1698 m = op->map;
1822 mflags = get_map_flags (m, &m, hx, hy, &hx, &hy); 1699 mflags = get_map_flags (m, &m, hx, hy, &hx, &hy);
1836 1713
1837 } 1714 }
1838 1715
1839 /* insert the other arch */ 1716 /* insert the other arch */
1840 if (op->other_arch && !(OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy)))) 1717 if (op->other_arch && !(OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy))))
1841 { 1718 m->insert (arch_to_object (op->other_arch), hx, hy, op);
1842 new_ob = arch_to_object (op->other_arch);
1843 new_ob->x = hx;
1844 new_ob->y = hy;
1845 insert_ob_in_map (new_ob, m, op, 0);
1846 }
1847 } 1719 }
1848 1720
1849 /* restore to the center location and damage */ 1721 /* restore to the center location and damage */
1850 op->stats.dam = dam_save; 1722 op->stats.dam = dam_save;
1851 1723
1852 i = spell_find_dir (op->map, op->x, op->y, get_owner (op)); 1724 i = spell_find_dir (op->map, op->x, op->y, op->owner);
1853 1725
1854 if (i >= 0) 1726 if (i >= 0)
1855 { /* we have a preferred direction! */ 1727 { /* we have a preferred direction! */
1856 /* pick another direction if the preferred dir is blocked. */ 1728 /* pick another direction if the preferred dir is blocked. */
1857 if (get_map_flags (op->map, &m, nx + freearr_x[i], ny + freearr_y[i], &hx, &hy) & P_OUT_OF_MAP || 1729 if (get_map_flags (op->map, &m, nx + freearr_x[i], ny + freearr_y[i], &hx, &hy) & P_OUT_OF_MAP ||
1858 OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy))) 1730 OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy)))
1859 {
1860 i = absdir (i + rndm (0, 2) - 1); /* -1, 0, +1 */ 1731 i = absdir (i + rndm (0, 2) - 1); /* -1, 0, +1 */
1861 } 1732
1862 op->direction = i; 1733 op->direction = i;
1863 } 1734 }
1864} 1735}
1865 1736
1866 1737
1878#if 0 1749#if 0
1879 static int cardinal_adjust[9] = { -3, -2, -1, 0, 0, 0, 1, 2, 3 }; 1750 static int cardinal_adjust[9] = { -3, -2, -1, 0, 0, 0, 1, 2, 3 };
1880 static int diagonal_adjust[10] = { -3, -2, -2, -1, 0, 0, 1, 2, 2, 3 }; 1751 static int diagonal_adjust[10] = { -3, -2, -2, -1, 0, 0, 1, 2, 2, 3 };
1881 sint16 target_x, target_y, origin_x, origin_y; 1752 sint16 target_x, target_y, origin_x, origin_y;
1882 int adjustdir; 1753 int adjustdir;
1883 mapstruct *m; 1754 maptile *m;
1884#endif 1755#endif
1885 int basedir; 1756 int basedir;
1886 object *owner; 1757 object *owner;
1887 1758
1888 owner = get_owner (op); 1759 owner = op->owner;
1889 if (op->duration == 0 || owner == NULL) 1760 if (op->duration == 0 || owner == NULL)
1890 { 1761 {
1891 remove_ob (op); 1762 op->destroy ();
1892 free_object (op);
1893 return; 1763 return;
1894 } 1764 }
1765
1895 op->duration--; 1766 op->duration--;
1896 1767
1897 basedir = op->direction; 1768 basedir = op->direction;
1898 if (basedir == 0) 1769 if (basedir == 0)
1899 { 1770 {
1904#if 0 1775#if 0
1905 // this is bogus: it causes wrong places to be checked below 1776 // this is bogus: it causes wrong places to be checked below
1906 // (a wall 2 cells away will block the effect...) and 1777 // (a wall 2 cells away will block the effect...) and
1907 // doesn't work for SP_BULLET anyhow, so again tests the wrong 1778 // doesn't work for SP_BULLET anyhow, so again tests the wrong
1908 // space. 1779 // space.
1909 // should be fixed later, but correctness before featurs... 1780 // should be fixed later, but correctness before features...
1910 // (schmorp) 1781 // (schmorp)
1911 1782
1912 /* new offset calculation to make swarm element distribution 1783 /* new offset calculation to make swarm element distribution
1913 * more uniform 1784 * more uniform
1914 */ 1785 */
1996 1867
1997 if (!spell->other_arch) 1868 if (!spell->other_arch)
1998 return 0; 1869 return 0;
1999 1870
2000 tmp = get_archetype (SWARM_SPELL); 1871 tmp = get_archetype (SWARM_SPELL);
2001 tmp->x = op->x;
2002 tmp->y = op->y;
2003 set_owner (tmp, op); /* needed so that if swarm elements kill, caster gets xp. */ 1872 tmp->set_owner (op); /* needed so that if swarm elements kill, caster gets xp. */
2004 set_spell_skill (op, caster, spell, tmp); 1873 set_spell_skill (op, caster, spell, tmp);
2005 1874
2006 tmp->level = caster_level (caster, spell); /*needed later, to get level dep. right. */ 1875 tmp->level = caster_level (caster, spell); /*needed later, to get level dep. right. */
2007 tmp->spell = arch_to_object (spell->other_arch); 1876 tmp->spell = arch_to_object (spell->other_arch);
2008 1877
2009 tmp->attacktype = tmp->spell->attacktype; 1878 tmp->attacktype = tmp->spell->attacktype;
2010 1879
2011 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) 1880 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
2012 {
2013 if (!tailor_god_spell (tmp, op)) 1881 if (!tailor_god_spell (tmp, op))
2014 return 1; 1882 return 1;
2015 } 1883
2016 tmp->duration = SP_level_duration_adjust (caster, spell); 1884 tmp->duration = SP_level_duration_adjust (caster, spell);
2017 for (i = 0; i < spell->duration; i++) 1885 for (i = 0; i < spell->duration; i++)
2018 tmp->duration += die_roll (1, 3, op, PREFER_HIGH); 1886 tmp->duration += die_roll (1, 3, op, PREFER_HIGH);
2019 1887
2020 tmp->direction = dir; 1888 tmp->direction = dir;
2021 tmp->invisible = 1; 1889 tmp->invisible = 1;
2022 insert_ob_in_map (tmp, op->map, op, 0); 1890
1891 tmp->insert_at (op, op);
2023 return 1; 1892 return 1;
2024} 1893}
2025 1894
2026 1895
2027/* See the spells documentation file for why this is its own 1896/* See the spells documentation file for why this is its own
2031cast_light (object *op, object *caster, object *spell, int dir) 1900cast_light (object *op, object *caster, object *spell, int dir)
2032{ 1901{
2033 object *target = NULL, *tmp = NULL; 1902 object *target = NULL, *tmp = NULL;
2034 sint16 x, y; 1903 sint16 x, y;
2035 int dam, mflags; 1904 int dam, mflags;
2036 mapstruct *m; 1905 maptile *m;
2037 1906
2038 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1907 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
2039 1908
2040 if (!dir) 1909 if (!dir)
2041 { 1910 {
2055 return 0; 1924 return 0;
2056 } 1925 }
2057 1926
2058 if (mflags & P_IS_ALIVE && spell->attacktype) 1927 if (mflags & P_IS_ALIVE && spell->attacktype)
2059 { 1928 {
2060 for (target = get_map_ob (m, x, y); target; target = target->above) 1929 for (target = GET_MAP_OB (m, x, y); target; target = target->above)
2061 if (QUERY_FLAG (target, FLAG_MONSTER)) 1930 if (QUERY_FLAG (target, FLAG_MONSTER))
2062 { 1931 {
2063 /* oky doky. got a target monster. Lets make a blinding attack */ 1932 /* oky doky. got a target monster. Lets make a blinding attack */
2064 if (target->head) 1933 if (target->head)
2065 target = target->head; 1934 target = target->head;
2087 { 1956 {
2088 tmp->glow_radius = spell->range + SP_level_range_adjust (caster, spell); 1957 tmp->glow_radius = spell->range + SP_level_range_adjust (caster, spell);
2089 if (tmp->glow_radius > MAX_LIGHT_RADII) 1958 if (tmp->glow_radius > MAX_LIGHT_RADII)
2090 tmp->glow_radius = MAX_LIGHT_RADII; 1959 tmp->glow_radius = MAX_LIGHT_RADII;
2091 } 1960 }
2092 tmp->x = x; 1961
2093 tmp->y = y; 1962 m->insert (tmp, x, y, op);
2094 insert_ob_in_map (tmp, m, op, 0);
2095 return 1; 1963 return 1;
2096} 1964}
2097
2098
2099
2100 1965
2101/* cast_cause_disease: this spell looks along <dir> from the 1966/* cast_cause_disease: this spell looks along <dir> from the
2102 * player and infects someone. 1967 * player and infects someone.
2103 * op is the player/monster, caster is the object, dir is the direction 1968 * op is the player/monster, caster is the object, dir is the direction
2104 * to cast, disease_arch is the specific disease, and type is the spell number 1969 * to cast, disease_arch is the specific disease, and type is the spell number
2105 * perhaps this should actually be in disease.c? 1970 * perhaps this should actually be in disease.c?
2106 */ 1971 */
2107
2108int 1972int
2109cast_cause_disease (object *op, object *caster, object *spell, int dir) 1973cast_cause_disease (object *op, object *caster, object *spell, int dir)
2110{ 1974{
2111 sint16 x, y; 1975 sint16 x, y;
2112 int i, mflags, range, dam_mod, dur_mod; 1976 int i, mflags, range, dam_mod, dur_mod;
2113 object *walk; 1977 object *walk;
2114 mapstruct *m; 1978 maptile *m;
2115 1979
2116 x = op->x; 1980 x = op->x;
2117 y = op->y; 1981 y = op->y;
2118 1982
2119 /* If casting from a scroll, no direction will be available, so refer to the 1983 /* If casting from a scroll, no direction will be available, so refer to the
2120 * direction the player is pointing. 1984 * direction the player is pointing.
2121 */ 1985 */
2122 if (!dir) 1986 if (!dir)
2123 dir = op->facing; 1987 dir = op->facing;
1988
2124 if (!dir) 1989 if (!dir)
2125 return 0; /* won't find anything if casting on ourself, so just return */ 1990 return 0; /* won't find anything if casting on ourself, so just return */
2126 1991
2127 /* Calculate these once here */ 1992 /* Calculate these once here */
2128 range = spell->range + SP_level_range_adjust (caster, spell); 1993 range = spell->range + SP_level_range_adjust (caster, spell);
2147 2012
2148 /* Only bother looking on this space if there is something living here */ 2013 /* Only bother looking on this space if there is something living here */
2149 if (mflags & P_IS_ALIVE) 2014 if (mflags & P_IS_ALIVE)
2150 { 2015 {
2151 /* search this square for a victim */ 2016 /* search this square for a victim */
2152 for (walk = get_map_ob (m, x, y); walk; walk = walk->above) 2017 for (walk = GET_MAP_OB (m, x, y); walk; walk = walk->above)
2153 if (QUERY_FLAG (walk, FLAG_MONSTER) || (walk->type == PLAYER)) 2018 if (QUERY_FLAG (walk, FLAG_MONSTER) || (walk->type == PLAYER))
2154 { /* found a victim */ 2019 { /* found a victim */
2155 object *disease = arch_to_object (spell->other_arch); 2020 object *disease = arch_to_object (spell->other_arch);
2156 2021
2157 set_owner (disease, op); 2022 disease->set_owner (op);
2158 set_spell_skill (op, caster, spell, disease); 2023 set_spell_skill (op, caster, spell, disease);
2159 disease->stats.exp = 0; 2024 disease->stats.exp = 0;
2160 disease->level = caster_level (caster, spell); 2025 disease->level = caster_level (caster, spell);
2161 2026
2162 /* do level adjustments */ 2027 /* do level adjustments */
2163 if (disease->stats.wc) 2028 if (disease->stats.wc)
2164 disease->stats.wc += dur_mod / 2; 2029 disease->stats.wc += dur_mod / 2;
2165 2030
2166 if (disease->magic > 0) 2031 if (disease->magic > 0)
2167 disease->magic += dur_mod / 4; 2032 disease->magic += dur_mod / 8;
2168 2033
2169 if (disease->stats.maxhp > 0) 2034 if (disease->stats.maxhp > 0)
2170 disease->stats.maxhp += dur_mod; 2035 disease->stats.maxhp += dur_mod;
2171 2036
2172 if (disease->stats.maxgrace > 0) 2037 if (disease->stats.maxgrace > 0)
2207 if (disease->stats.sp) 2072 if (disease->stats.sp)
2208 disease->stats.sp -= dam_mod; 2073 disease->stats.sp -= dam_mod;
2209 2074
2210 if (infect_object (walk, disease, 1)) 2075 if (infect_object (walk, disease, 1))
2211 { 2076 {
2212 object *flash; /* visual effect for inflicting disease */
2213
2214 new_draw_info_format (NDI_UNIQUE, 0, op, "You inflict %s on %s!", &disease->name, &walk->name); 2077 new_draw_info_format (NDI_UNIQUE, 0, op, "You inflict %s on %s!", &disease->name, &walk->name);
2215 2078
2216 free_object (disease); /* don't need this one anymore */ 2079 disease->destroy (); /* don't need this one anymore */
2217 flash = get_archetype (ARCH_DETECT_MAGIC); 2080 walk->map->insert (get_archetype ("detect_magic"), x, y, op);
2218 flash->x = x;
2219 flash->y = y;
2220 flash->map = walk->map;
2221 insert_ob_in_map (flash, walk->map, op, 0);
2222 return 1; 2081 return 1;
2223 } 2082 }
2224 free_object (disease); 2083
2084 disease->destroy ();
2225 } 2085 }
2226 } /* if living creature */ 2086 } /* if living creature */
2227 } /* for range of spaces */ 2087 } /* for range of spaces */
2088
2228 new_draw_info (NDI_UNIQUE, 0, op, "No one caught anything!"); 2089 new_draw_info (NDI_UNIQUE, 0, op, "No one caught anything!");
2229 return 1; 2090 return 1;
2230} 2091}

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