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Comparing deliantra/server/server/spell_attack.C (file contents):
Revision 1.12 by root, Thu Sep 14 21:16:13 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 1.12 2006/09/14 21:16:13 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 { 172 {
186 remove_ob (op); 173 op->destroy ();
187 free_object (op);
188 return; 174 return;
189 } 175 }
190 176
191 hit_map (op, 0, op->attacktype, 1); 177 hit_map (op, 0, op->attacktype, 1);
192 178
193 if (!op->direction) 179 if (!op->direction)
194 return; 180 return;
195 181
196 if (--op->range < 0) 182 if (--op->range < 0)
197 {
198 op->range = 0; 183 op->range = 0;
199 }
200 else 184 else
201 { 185 {
202 x = op->x + DIRX (op); 186 x = op->x + DIRX (op);
203 y = op->y + DIRY (op); 187 y = op->y + DIRY (op);
204 m = op->map; 188 m = op->map;
212 * 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
213 * will be useful. 197 * will be useful.
214 */ 198 */
215 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)))
216 { 200 {
217
218 if (!QUERY_FLAG (op, FLAG_REFLECTING)) 201 if (!QUERY_FLAG (op, FLAG_REFLECTING))
219 return; 202 return;
220 203
221 /* Since walls don't run diagonal, if the bolt is in 204 /* Since walls don't run diagonal, if the bolt is in
222 * one of 4 main directions, it just reflects back in the 205 * one of 4 main directions, it just reflects back in the
252 else if (left) 235 else if (left)
253 op->direction = absdir (op->direction + 2); 236 op->direction = absdir (op->direction + 2);
254 else if (right) 237 else if (right)
255 op->direction = absdir (op->direction - 2); 238 op->direction = absdir (op->direction - 2);
256 } 239 }
240
257 update_turn_face (op); /* A bolt *must* be IS_TURNABLE */ 241 update_turn_face (op); /* A bolt *must* be IS_TURNABLE */
258 return; 242 return;
259 } 243 }
260 else 244 else
261 { /* Create a copy of this object and put it ahead */ 245 { /* Create a copy of this object and put it ahead */
262 tmp = get_object (); 246 object *tmp = op->clone ();
263 copy_object (op, tmp); 247
248 m->insert (tmp, x, y, op);
264 tmp->speed_left = -0.1; 249 tmp->speed_left = -0.1f;
265 tmp->x += DIRX (tmp), tmp->y += DIRY (tmp);
266 tmp = insert_ob_in_map (tmp, op->map, op, 0);
267 /* 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 */
268 tmp->duration++; 251 tmp->duration++;
269 252
270 /* New forking code. Possibly create forks of this object 253 /* New forking code. Possibly create forks of this object
271 * going off in other directions. 254 * going off in other directions.
272 */ 255 */
273
274 if (rndm (0, 99) < tmp->stats.Dex) 256 if (rndm (0, 99) < tmp->stats.Dex)
275 { /* stats.Dex % of forking */ 257 { /* stats.Dex % of forking */
276 forklightning (op, tmp); 258 forklightning (op, tmp);
277 } 259 }
260
278 /* 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
279 * doesn't create any bolts that continue to move onward. 262 * doesn't create any bolts that continue to move onward.
280 */ 263 */
281 op->range = 0; 264 op->range = 0;
282 } /* copy object and move it along */ 265 } /* copy object and move it along */
289 * we remove the magic flag - that can be derived from 272 * we remove the magic flag - that can be derived from
290 * spob->attacktype. 273 * spob->attacktype.
291 * This function sets up the appropriate owner and skill 274 * This function sets up the appropriate owner and skill
292 * pointers. 275 * pointers.
293 */ 276 */
294
295int 277int
296fire_bolt (object *op, object *caster, int dir, object *spob, object *skill) 278fire_bolt (object *op, object *caster, int dir, object *spob, object *skill)
297{ 279{
298 object *tmp = NULL; 280 object *tmp = NULL;
299 int mflags; 281 int mflags;
317 299
318 tmp->direction = dir; 300 tmp->direction = dir;
319 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) 301 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
320 SET_ANIMATION (tmp, dir); 302 SET_ANIMATION (tmp, dir);
321 303
322 set_owner (tmp, op); 304 tmp->set_owner (op);
323 set_spell_skill (op, caster, spob, tmp); 305 set_spell_skill (op, caster, spob, tmp);
324 306
325 tmp->x = op->x + DIRX (tmp); 307 tmp->x = op->x + DIRX (tmp);
326 tmp->y = op->y + DIRY (tmp); 308 tmp->y = op->y + DIRY (tmp);
327 tmp->map = op->map; 309 tmp->map = op->map;
328 310
311 maptile *newmap;
329 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);
330 if (mflags & P_OUT_OF_MAP) 313 if (mflags & P_OUT_OF_MAP)
331 { 314 {
332 free_object (tmp); 315 tmp->destroy ();
333 return 0; 316 return 0;
334 } 317 }
318
319 tmp->map = newmap;
320
335 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)))
336 { 322 {
337 if (!QUERY_FLAG (tmp, FLAG_REFLECTING)) 323 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
338 { 324 {
339 free_object (tmp); 325 tmp->destroy ();
340 return 0; 326 return 0;
341 } 327 }
328
342 tmp->x = op->x; 329 tmp->x = op->x;
343 tmp->y = op->y; 330 tmp->y = op->y;
344 tmp->direction = absdir (tmp->direction + 4); 331 tmp->direction = absdir (tmp->direction + 4);
345 tmp->map = op->map; 332 tmp->map = op->map;
346 } 333 }
347 if ((tmp = insert_ob_in_map (tmp, tmp->map, op, 0)) != NULL) 334
335 if ((tmp = tmp->insert_at (tmp, op)))
348 move_bolt (tmp); 336 move_bolt (tmp);
337
349 return 1; 338 return 1;
350} 339}
351
352
353 340
354/*************************************************************************** 341/***************************************************************************
355 * 342 *
356 * BULLET/BALL CODE 343 * BULLET/BALL CODE
357 * 344 *
358 ***************************************************************************/ 345 ***************************************************************************/
359 346
360/* expands an explosion. op is a piece of the 347/* expands an explosion. op is a piece of the
361 * explosion - this expans it in the different directions. 348 * explosion - this expands it in the different directions.
362 * At least that is what I think this does. 349 * At least that is what I think this does.
363 */ 350 */
364void 351void
365explosion (object *op) 352explosion (object *op)
366{ 353{
367 object *tmp;
368 mapstruct *m = op->map; 354 maptile *m = op->map;
369 int i; 355 int i;
370 356
371 if (--(op->duration) < 0) 357 if (--op->duration < 0)
372 {
373 remove_ob (op);
374 free_object (op);
375 return;
376 } 358 {
359 op->destroy ();
360 return;
361 }
362
377 hit_map (op, 0, op->attacktype, 0); 363 hit_map (op, 0, op->attacktype, 0);
378 364
379 if (op->range > 0) 365 if (op->range > 0)
380 { 366 {
381 for (i = 1; i < 9; i++) 367 for (i = 1; i < 9; i++)
382 { 368 {
383 sint16 dx, dy; 369 sint16 dx, dy;
384 370
385 dx = op->x + freearr_x[i]; 371 dx = op->x + freearr_x[i];
386 dy = op->y + freearr_y[i]; 372 dy = op->y + freearr_y[i];
373
387 /* ok_to_put_more already does things like checks for walls, 374 /* ok_to_put_more already does things like checks for walls,
388 * out of map, etc. 375 * out of map, etc.
389 */ 376 */
390 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))
391 { 378 {
392 tmp = get_object (); 379 object *tmp = op->clone ();
393 copy_object (op, tmp); 380
394 tmp->state = 0; 381 tmp->state = 0;
395 tmp->speed_left = -0.21; 382 tmp->speed_left = -0.21f;
396 tmp->range--; 383 tmp->range--;
397 tmp->value = 0; 384 tmp->value = 0;
398 tmp->x = dx; 385
399 tmp->y = dy; 386 m->insert (tmp, dx, dy, op);
400 insert_ob_in_map (tmp, m, op, 0);
401 } 387 }
402 } 388 }
403 } 389 }
404} 390}
405
406 391
407/* Causes an object to explode, eg, a firebullet, 392/* Causes an object to explode, eg, a firebullet,
408 * poison cloud ball, etc. op is the object to 393 * poison cloud ball, etc. op is the object to
409 * explode. 394 * explode.
410 */ 395 */
411void 396void
412explode_bullet (object *op) 397explode_bullet (object *op)
413{ 398{
414 tag_t op_tag = op->count;
415 object *tmp, *owner; 399 object *tmp, *owner;
416 400
417 if (op->other_arch == NULL) 401 if (op->other_arch == NULL)
418 { 402 {
419 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n"); 403 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n");
420 remove_ob (op); 404 op->destroy ();
421 free_object (op);
422 return; 405 return;
423 } 406 }
424 407
425 if (op->env) 408 if (op->env)
426 { 409 {
427 object *env;
428
429 env = object_get_env_recursive (op); 410 object *env = object_get_env_recursive (op);
430 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))
431 { 412 {
432 LOG (llevError, "BUG: explode_bullet(): env out of map\n"); 413 LOG (llevError, "BUG: explode_bullet(): env out of map\n");
433 remove_ob (op); 414 op->destroy ();
434 free_object (op);
435 return; 415 return;
436 } 416 }
437 remove_ob (op); 417
438 op->x = env->x; 418 op->insert_at (env, op, INS_NO_MERGE | INS_NO_WALK_ON);
439 op->y = env->y;
440 insert_ob_in_map (op, env->map, op, INS_NO_MERGE | INS_NO_WALK_ON);
441 } 419 }
442 else if (out_of_map (op->map, op->x, op->y)) 420 else if (out_of_map (op->map, op->x, op->y))
443 { 421 {
444 LOG (llevError, "BUG: explode_bullet(): op out of map\n"); 422 LOG (llevError, "BUG: explode_bullet(): op out of map\n");
445 remove_ob (op); 423 op->destroy ();
446 free_object (op);
447 return; 424 return;
448 } 425 }
449 426
450 // 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
451 // 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
452 // bad at the moment that might happen from this. 429 // bad at the moment that might happen from this.
453 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)
454 { 431 {
455 remove_ob (op); 432 op->destroy ();
456 free_object (op);
457 return; 433 return;
458 } 434 }
459 435
460 if (op->attacktype) 436 if (op->attacktype)
461 { 437 {
462 hit_map (op, 0, op->attacktype, 1); 438 hit_map (op, 0, op->attacktype, 1);
463 if (was_destroyed (op, op_tag)) 439 if (op->destroyed ())
464 return; 440 return;
465 } 441 }
466 442
467 /* other_arch contains what this explodes into */ 443 /* other_arch contains what this explodes into */
468 tmp = arch_to_object (op->other_arch); 444 tmp = arch_to_object (op->other_arch);
469 445
470 copy_owner (tmp, op); 446 tmp->set_owner (op);
471 tmp->skill = op->skill; 447 tmp->skill = op->skill;
472 448
473 owner = get_owner (op); 449 owner = op->owner;
474 450
475 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))
476 { 452 {
477 remove_ob (op); 453 op->destroy ();
478 free_object (op);
479 return; 454 return;
480 } 455 }
481
482 tmp->x = op->x;
483 tmp->y = op->y;
484 456
485 /* special for bombs - it actually has sane values for these */ 457 /* special for bombs - it actually has sane values for these */
486 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB) 458 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB)
487 { 459 {
488 tmp->attacktype = op->attacktype; 460 tmp->attacktype = op->attacktype;
492 } 464 }
493 else 465 else
494 { 466 {
495 if (op->attacktype & AT_MAGIC) 467 if (op->attacktype & AT_MAGIC)
496 tmp->attacktype |= AT_MAGIC; 468 tmp->attacktype |= AT_MAGIC;
469
497 /* Spell doc describes what is going on here */ 470 /* Spell doc describes what is going on here */
498 tmp->stats.dam = op->dam_modifier; 471 tmp->stats.dam = op->dam_modifier;
499 tmp->range = op->stats.maxhp; 472 tmp->range = op->stats.maxhp;
500 tmp->duration = op->stats.hp; 473 tmp->duration = op->stats.hp;
501 /* 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 -
509 tmp->stats.sp = op->direction; 482 tmp->stats.sp = op->direction;
510 483
511 /* Prevent recursion */ 484 /* Prevent recursion */
512 op->move_on = 0; 485 op->move_on = 0;
513 486
514 insert_ob_in_map (tmp, op->map, op, 0); 487 tmp->insert_at (op, op);
488 tmp->play_sound (tmp->sound);
489
515 /* remove the firebullet */ 490 /* remove the firebullet */
516 if (!was_destroyed (op, op_tag)) 491 op->destroy ();
517 {
518 remove_ob (op);
519 free_object (op);
520 }
521} 492}
522
523
524 493
525/* 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
526 * (eg, explode, damage player, etc) 495 * (eg, explode, damage player, etc)
527 */ 496 */
528
529void 497void
530check_bullet (object *op) 498check_bullet (object *op)
531{ 499{
532 tag_t op_tag = op->count, tmp_tag;
533 object *tmp; 500 object *tmp;
534 int dam, mflags; 501 int dam, mflags;
535 mapstruct *m; 502 maptile *m;
536 sint16 sx, sy; 503 sint16 sx, sy;
537 504
538 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);
539 506
540 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)))
549 516
550 /* 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 */
551 if (!(mflags & P_IS_ALIVE)) 518 if (!(mflags & P_IS_ALIVE))
552 return; 519 return;
553 520
554 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)
555 { 522 {
556 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 523 if (QUERY_FLAG (tmp, FLAG_ALIVE))
557 { 524 {
558 tmp_tag = tmp->count;
559 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1); 525 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1);
560 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)
561 { 527 {
562 if (!QUERY_FLAG (op, FLAG_REMOVED)) 528 if (!QUERY_FLAG (op, FLAG_REMOVED))
563 { 529 {
564 remove_ob (op); 530 op->destroy ();
565 free_object (op);
566 return; 531 return;
567 } 532 }
568 } 533 }
569 } 534 }
570 } 535 }
571} 536}
572
573 537
574/* Basically, we move 'op' one square, and if it hits something, 538/* Basically, we move 'op' one square, and if it hits something,
575 * call check_bullet. 539 * call check_bullet.
576 * This function is only applicable to bullets, but not to all 540 * This function is only applicable to bullets, but not to all
577 * fired arches (eg, bolts). 541 * fired arches (eg, bolts).
578 */ 542 */
579
580void 543void
581move_bullet (object *op) 544move_bullet (object *op)
582{ 545{
583 sint16 new_x, new_y; 546 sint16 new_x, new_y;
584 int mflags; 547 int mflags;
585 mapstruct *m; 548 maptile *m;
586 549
587#if 0 550#if 0
588 /* We need a better general purpose way to do this */ 551 /* We need a better general purpose way to do this */
589 552
590 /* peterm: added to make comet leave a trail of burnouts 553 /* peterm: added to make comet leave a trail of burnouts
591 it's an unadulterated hack, but the effect is cool. */ 554 it's an unadulterated hack, but the effect is cool. */
592 if (op->stats.sp == SP_METEOR) 555 if (op->stats.sp == SP_METEOR)
593 { 556 {
594 replace_insert_ob_in_map ("fire_trail", op); 557 replace_insert_ob_in_map ("fire_trail", op);
595 if (was_destroyed (op, op_tag)) 558 if (op->destroyed ())
596 return; 559 return;
597 } /* end addition. */ 560 } /* end addition. */
598#endif 561#endif
599 562
600 /* Reached the end of its life - remove it */ 563 /* Reached the end of its life - remove it */
601 if (--op->range <= 0) 564 if (--op->range <= 0)
602 { 565 {
603 if (op->other_arch) 566 if (op->other_arch)
604 {
605 explode_bullet (op); 567 explode_bullet (op);
606 }
607 else 568 else
608 { 569 op->destroy ();
609 remove_ob (op); 570
610 free_object (op);
611 }
612 return; 571 return;
613 } 572 }
614 573
615 new_x = op->x + DIRX (op); 574 new_x = op->x + DIRX (op);
616 new_y = op->y + DIRY (op); 575 new_y = op->y + DIRY (op);
617 m = op->map; 576 m = op->map;
618 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);
619 578
620 if (mflags & P_OUT_OF_MAP) 579 if (mflags & P_OUT_OF_MAP)
621 { 580 {
622 remove_ob (op); 581 op->destroy ();
623 free_object (op);
624 return; 582 return;
625 } 583 }
626 584
627 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)))
628 { 586 {
629 if (op->other_arch) 587 if (op->other_arch)
630 {
631 explode_bullet (op); 588 explode_bullet (op);
632 }
633 else 589 else
634 { 590 op->destroy ();
635 remove_ob (op);
636 free_object (op);
637 }
638 return;
639 }
640 591
641 remove_ob (op); 592 return;
642 op->x = new_x; 593 }
643 op->y = new_y; 594
644 if ((op = insert_ob_in_map (op, m, op, 0)) == NULL) 595 if (!(op = m->insert (op, new_x, new_y, op)))
645 return; 596 return;
646 597
647 if (reflwall (op->map, op->x, op->y, op)) 598 if (reflwall (op->map, op->x, op->y, op))
648 { 599 {
649 op->direction = absdir (op->direction + 4); 600 op->direction = absdir (op->direction + 4);
650 update_turn_face (op); 601 update_turn_face (op);
651 } 602 }
652 else 603 else
653 {
654 check_bullet (op); 604 check_bullet (op);
655 }
656} 605}
657
658
659
660 606
661/* fire_bullet 607/* fire_bullet
662 * object op (cast from caster) files a bolt in dir. 608 * object op (cast from caster) files a bolt in dir.
663 * spob is the spell object for the bolt. 609 * spob is the spell object for the bolt.
664 * we remove the magic flag - that can be derived from 610 * we remove the magic flag - that can be derived from
665 * spob->attacktype. 611 * spob->attacktype.
666 * This function sets up the appropriate owner and skill 612 * This function sets up the appropriate owner and skill
667 * pointers. 613 * pointers.
668 */ 614 */
669
670int 615int
671fire_bullet (object *op, object *caster, int dir, object *spob) 616fire_bullet (object *op, object *caster, int dir, object *spob)
672{ 617{
673 object *tmp = NULL; 618 object *tmp = NULL;
674 int mflags; 619 int mflags;
695 640
696 tmp->direction = dir; 641 tmp->direction = dir;
697 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) 642 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
698 SET_ANIMATION (tmp, dir); 643 SET_ANIMATION (tmp, dir);
699 644
700 set_owner (tmp, op); 645 tmp->set_owner (op);
701 set_spell_skill (op, caster, spob, tmp); 646 set_spell_skill (op, caster, spob, tmp);
702 647
703 tmp->x = op->x + freearr_x[dir]; 648 tmp->x = op->x + freearr_x[dir];
704 tmp->y = op->y + freearr_y[dir]; 649 tmp->y = op->y + freearr_y[dir];
705 tmp->map = op->map; 650 tmp->map = op->map;
706 651
652 maptile *newmap;
707 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);
708 if (mflags & P_OUT_OF_MAP) 654 if (mflags & P_OUT_OF_MAP)
709 { 655 {
710 free_object (tmp); 656 tmp->destroy ();
711 return 0; 657 return 0;
712 } 658 }
659
660 tmp->map = newmap;
661
713 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)))
714 { 663 {
715 if (!QUERY_FLAG (tmp, FLAG_REFLECTING)) 664 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
716 { 665 {
717 free_object (tmp); 666 tmp->destroy ();
718 return 0; 667 return 0;
719 } 668 }
669
720 tmp->x = op->x; 670 tmp->x = op->x;
721 tmp->y = op->y; 671 tmp->y = op->y;
722 tmp->direction = absdir (tmp->direction + 4); 672 tmp->direction = absdir (tmp->direction + 4);
723 tmp->map = op->map; 673 tmp->map = op->map;
724 } 674 }
725 if ((tmp = insert_ob_in_map (tmp, tmp->map, op, 0)) != NULL) 675
726 { 676 if ((tmp = tmp->insert_at (tmp, op)))
727 check_bullet (tmp); 677 check_bullet (tmp);
728 } 678
729 return 1; 679 return 1;
730} 680}
731
732
733
734 681
735/***************************************************************************** 682/*****************************************************************************
736 * 683 *
737 * CONE RELATED FUNCTIONS 684 * CONE RELATED FUNCTIONS
738 * 685 *
739 *****************************************************************************/ 686 *****************************************************************************/
740 687
741
742/* 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" */
743void 689void
744cone_drop (object *op) 690cone_drop (object *op)
745{ 691{
746 object *new_ob = arch_to_object (op->other_arch); 692 object *new_ob = arch_to_object (op->other_arch);
747 693
748 new_ob->x = op->x;
749 new_ob->y = op->y;
750 new_ob->level = op->level; 694 new_ob->level = op->level;
751 set_owner (new_ob, op->owner); 695 new_ob->set_owner (op->owner);
752 696
753 /* preserve skill ownership */ 697 /* preserve skill ownership */
754 if (op->skill && op->skill != new_ob->skill) 698 if (op->skill && op->skill != new_ob->skill)
755 {
756 new_ob->skill = op->skill; 699 new_ob->skill = op->skill;
757 }
758 insert_ob_in_map (new_ob, op->map, op, 0);
759 700
701 new_ob->insert_at (op, op);
760} 702}
761 703
762/* 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 */
763 705
764void 706void
765move_cone (object *op) 707move_cone (object *op)
766{ 708{
767 int i; 709 int i;
768 tag_t tag;
769 710
770 /* 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 */
771 if (!op->map) 712 if (!op->map)
772 { 713 {
773 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");
774 op->speed = 0; 715 op->set_speed (0);
775 update_ob_speed (op);
776 return; 716 return;
777 } 717 }
778 718
779 /* lava saves it's life, but not yours :) */ 719 /* lava saves it's life, but not yours :) */
780 if (QUERY_FLAG (op, FLAG_LIFESAVE)) 720 if (QUERY_FLAG (op, FLAG_LIFESAVE))
786#if 0 726#if 0
787 /* Disable this - enabling it makes monsters easier, as 727 /* Disable this - enabling it makes monsters easier, as
788 * when their cone dies when they die. 728 * when their cone dies when they die.
789 */ 729 */
790 /* If no owner left, the spell dies out. */ 730 /* If no owner left, the spell dies out. */
791 if (get_owner (op) == NULL) 731 if (op->owner == NULL)
792 { 732 {
793 remove_ob (op); 733 op->destroy ();
794 free_object (op);
795 return; 734 return;
796 } 735 }
797#endif 736#endif
798 737
799 tag = op->count;
800 hit_map (op, 0, op->attacktype, 0); 738 hit_map (op, 0, op->attacktype, 0);
801 739
802 /* Check to see if we should push anything. 740 /* Check to see if we should push anything.
803 * Spell objects with weight push whatever they encounter to some 741 * Spell objects with weight push whatever they encounter to some
804 * degree. 742 * degree.
805 */ 743 */
806 if (op->weight) 744 if (op->weight)
807 check_spell_knockback (op); 745 check_spell_knockback (op);
808 746
809 if (was_destroyed (op, tag)) 747 if (op->destroyed ())
810 return; 748 return;
811 749
812 if ((op->duration--) < 0) 750 if ((op->duration--) < 0)
813 { 751 {
814 remove_ob (op); 752 op->destroy ();
815 free_object (op);
816 return; 753 return;
817 } 754 }
818 /* Object has hit maximum range, so don't have it move 755 /* Object has hit maximum range, so don't have it move
819 * any further. When the duration above expires, 756 * any further. When the duration above expires,
820 * then the object will get removed. 757 * then the object will get removed.
829 { 766 {
830 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)];
831 768
832 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))
833 { 770 {
834 object *tmp = get_object (); 771 object *tmp = op->clone ();
835
836 copy_object (op, tmp);
837 tmp->x = x;
838 tmp->y = y;
839 772
840 tmp->duration = op->duration + 1; 773 tmp->duration = op->duration + 1;
841 774
842 /* Use for spell tracking - see ok_to_put_more() */ 775 /* Use for spell tracking - see ok_to_put_more() */
843 tmp->stats.maxhp = op->stats.maxhp; 776 tmp->stats.maxhp = op->stats.maxhp;
844 insert_ob_in_map (tmp, op->map, op, 0); 777
778 op->map->insert (tmp, x, y, op);
779
845 if (tmp->other_arch) 780 if (tmp->other_arch)
846 cone_drop (tmp); 781 cone_drop (tmp);
847 } 782 }
848 } 783 }
849} 784}
859int 794int
860cast_cone (object *op, object *caster, int dir, object *spell) 795cast_cone (object *op, object *caster, int dir, object *spell)
861{ 796{
862 object *tmp; 797 object *tmp;
863 int i, success = 0, range_min = -1, range_max = 1; 798 int i, success = 0, range_min = -1, range_max = 1;
864 mapstruct *m; 799 maptile *m;
865 sint16 sx, sy; 800 sint16 sx, sy;
866 MoveType movetype; 801 MoveType movetype;
867 802
868 if (!spell->other_arch) 803 if (!spell->other_arch)
869 return 0; 804 return 0;
882 817
883 /* 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
884 * 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
885 * insert it into is blocked. 820 * insert it into is blocked.
886 */ 821 */
887 movetype = spell->other_arch->clone.move_type; 822 movetype = spell->other_arch->move_type;
888 823
889 for (i = range_min; i <= range_max; i++) 824 for (i = range_min; i <= range_max; i++)
890 { 825 {
891 sint16 x, y, d; 826 sint16 x, y, d;
892 827
925 if ((movetype & GET_MAP_MOVE_BLOCK (m, sx, sy)) == movetype) 860 if ((movetype & GET_MAP_MOVE_BLOCK (m, sx, sy)) == movetype)
926 continue; 861 continue;
927 862
928 success = 1; 863 success = 1;
929 tmp = arch_to_object (spell->other_arch); 864 tmp = arch_to_object (spell->other_arch);
930 set_owner (tmp, op); 865 tmp->set_owner (op);
931 set_spell_skill (op, caster, spell, tmp); 866 set_spell_skill (op, caster, spell, tmp);
932 tmp->level = caster_level (caster, spell); 867 tmp->level = caster_level (caster, spell);
933 tmp->x = sx;
934 tmp->y = sy;
935 tmp->attacktype = spell->attacktype; 868 tmp->attacktype = spell->attacktype;
936 869
937 /* holy word stuff */ 870 /* holy word stuff */
938 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER)) 871 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER))
939 if (!tailor_god_spell (tmp, op)) 872 if (!tailor_god_spell (tmp, op))
973 else 906 else
974 tmp->duration += caster->level / 3; 907 tmp->duration += caster->level / 3;
975 } 908 }
976 909
977 if (!(tmp->move_type & MOVE_FLY_LOW)) 910 if (!(tmp->move_type & MOVE_FLY_LOW))
978 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);
979 912
980 if (!tmp->move_on && tmp->stats.dam) 913 if (!tmp->move_on && tmp->stats.dam)
981 {
982 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);
983 }
984 915
985 insert_ob_in_map (tmp, m, op, 0); 916 m->insert (tmp, sx, sy, op);
986 917
987 /* 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
988 * a single space too many times. 919 * a single space too many times.
989 */ 920 */
990 tmp->stats.maxhp = tmp->count; 921 tmp->stats.maxhp = tmp->count;
1000 * 931 *
1001 * BOMB related code 932 * BOMB related code
1002 * 933 *
1003 ****************************************************************************/ 934 ****************************************************************************/
1004 935
1005
1006/* This handles an exploding bomb. 936/* This handles an exploding bomb.
1007 * op is the original bomb object. 937 * op is the original bomb object.
1008 */ 938 */
1009void 939void
1010animate_bomb (object *op) 940animate_bomb (object *op)
1011{ 941{
1012 int i; 942 int i;
1013 object *env, *tmp; 943 object *env, *tmp;
1014 archetype *at;
1015 944
1016 if (op->state != NUM_ANIMATIONS (op) - 1) 945 if (op->state != NUM_ANIMATIONS (op) - 1)
1017 return; 946 return;
1018 947
1019 env = object_get_env_recursive (op); 948 env = object_get_env_recursive (op);
1024 return; 953 return;
1025 954
1026 if (env->type == PLAYER) 955 if (env->type == PLAYER)
1027 esrv_del_item (env->contr, op->count); 956 esrv_del_item (env->contr, op->count);
1028 957
1029 remove_ob (op); 958 if (!(op = op->insert_at (env, op)))
1030 op->x = env->x;
1031 op->y = env->y;
1032 if ((op = insert_ob_in_map (op, env->map, op, 0)) == NULL)
1033 return; 959 return;
1034 } 960 }
1035 961
1036 // 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
1037 // 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
1038 // as bombs can be carried. 964 // as bombs can be carried.
1039 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)
1040 { 966 {
1041 remove_ob (op); 967 op->destroy ();
1042 free_object (op);
1043 return; 968 return;
1044 } 969 }
1045 970
1046 /* This copies a lot of the code from the fire bullet, 971 /* This copies a lot of the code from the fire bullet,
1047 * but using the cast_bullet isn't really feasible, 972 * but using the cast_bullet isn't really feasible,
1048 * so just set up the appropriate values. 973 * so just set up the appropriate values.
1049 */ 974 */
1050 at = archetype::find (SPLINT); 975 if (archetype *at = archetype::find (SPLINT))
1051 if (at)
1052 { 976 {
1053 for (i = 1; i < 9; i++) 977 for (i = 1; i < 9; i++)
1054 { 978 {
1055 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]))
1056 continue; 980 continue;
981
1057 tmp = arch_to_object (at); 982 tmp = arch_to_object (at);
1058 tmp->direction = i; 983 tmp->direction = i;
1059 tmp->range = op->range; 984 tmp->range = op->range;
1060 tmp->stats.dam = op->stats.dam; 985 tmp->stats.dam = op->stats.dam;
1061 tmp->duration = op->duration; 986 tmp->duration = op->duration;
1062 tmp->attacktype = op->attacktype; 987 tmp->attacktype = op->attacktype;
1063 copy_owner (tmp, op); 988 tmp->set_owner (op);
1064 if (op->skill && op->skill != tmp->skill) 989 if (op->skill && op->skill != tmp->skill)
1065 {
1066 tmp->skill = op->skill; 990 tmp->skill = op->skill;
1067 } 991
1068 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) 992 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
1069 SET_ANIMATION (tmp, i); 993 SET_ANIMATION (tmp, i);
1070 tmp->x = op->x + freearr_x[i]; 994
1071 tmp->y = op->y + freearr_x[i]; 995 op->map->insert (tmp, op->x + freearr_x[i], op->y + freearr_x[i], op);
1072 insert_ob_in_map (tmp, op->map, op, 0);
1073 move_bullet (tmp); 996 move_bullet (tmp);
1074 } 997 }
1075 } 998 }
1076 999
1077 explode_bullet (op); 1000 explode_bullet (op);
1082{ 1005{
1083 1006
1084 object *tmp; 1007 object *tmp;
1085 int mflags; 1008 int mflags;
1086 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];
1087 mapstruct *m; 1010 maptile *m;
1088 1011
1089 mflags = get_map_flags (op->map, &m, dx, dy, &dx, &dy); 1012 mflags = get_map_flags (op->map, &m, dx, dy, &dx, &dy);
1090 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))
1091 { 1014 {
1092 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.");
1098 tmp->range = spell->range + SP_level_range_adjust (caster, spell); 1021 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
1099 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);
1100 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell); 1023 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
1101 tmp->attacktype = spell->attacktype; 1024 tmp->attacktype = spell->attacktype;
1102 1025
1103 set_owner (tmp, op); 1026 tmp->set_owner (op);
1104 set_spell_skill (op, caster, spell, tmp); 1027 set_spell_skill (op, caster, spell, tmp);
1105 tmp->x = dx; 1028
1106 tmp->y = dy; 1029 m->insert (tmp, dx, dy, op);
1107 insert_ob_in_map (tmp, m, op, 0);
1108 return 1; 1030 return 1;
1109} 1031}
1110 1032
1111/**************************************************************************** 1033/****************************************************************************
1112 * 1034 *
1121 * dir is the direction to look in. 1043 * dir is the direction to look in.
1122 * range is how far out to look. 1044 * range is how far out to look.
1123 * 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.
1124 * this info is used for blocked magic/unholy spaces. 1046 * this info is used for blocked magic/unholy spaces.
1125 */ 1047 */
1126
1127object * 1048object *
1128get_pointed_target (object *op, int dir, int range, int type) 1049get_pointed_target (object *op, int dir, int range, int type)
1129{ 1050{
1130 object *target; 1051 object *target;
1131 sint16 x, y; 1052 sint16 x, y;
1132 int dist, mflags; 1053 int dist, mflags;
1133 mapstruct *mp; 1054 maptile *mp;
1134 1055
1135 if (dir == 0) 1056 if (dir == 0)
1136 return NULL; 1057 return NULL;
1137 1058
1138 for (dist = 1; dist < range; dist++) 1059 for (dist = 1; dist < range; dist++)
1150 return NULL; 1071 return NULL;
1151 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW) 1072 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW)
1152 return NULL; 1073 return NULL;
1153 1074
1154 if (mflags & P_IS_ALIVE) 1075 if (mflags & P_IS_ALIVE)
1155 {
1156 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)
1157 { 1077 if (QUERY_FLAG (target, FLAG_MONSTER))
1158 if (QUERY_FLAG (target->head ? target->head : target, FLAG_MONSTER))
1159 {
1160 return target; 1078 return target;
1161 }
1162 }
1163 }
1164 } 1079 }
1080
1165 return NULL; 1081 return NULL;
1166} 1082}
1167
1168 1083
1169/* cast_smite_arch() - the priest points to a creature and causes 1084/* cast_smite_arch() - the priest points to a creature and causes
1170 * a 'godly curse' to decend. 1085 * a 'godly curse' to decend.
1171 * usual params - 1086 * usual params -
1172 * op = player 1087 * op = player
1173 * caster = object casting the spell. 1088 * caster = object casting the spell.
1174 * dir = direction being cast 1089 * dir = direction being cast
1175 * spell = spell object 1090 * spell = spell object
1176 */ 1091 */
1177
1178int 1092int
1179cast_smite_spell (object *op, object *caster, int dir, object *spell) 1093cast_smite_spell (object *op, object *caster, int dir, object *spell)
1180{ 1094{
1181 object *effect, *target; 1095 object *effect, *target;
1182 object *god = find_god (determine_god (op)); 1096 object *god = find_god (determine_god (op));
1228 if (effect->attacktype & AT_DEATH) 1142 if (effect->attacktype & AT_DEATH)
1229 { 1143 {
1230 effect->level = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1144 effect->level = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1231 1145
1232 /* casting death spells at undead isn't a good thing */ 1146 /* casting death spells at undead isn't a good thing */
1233 if QUERY_FLAG
1234 (target, FLAG_UNDEAD) 1147 if (QUERY_FLAG (target, FLAG_UNDEAD))
1235 { 1148 {
1236 if (random_roll (0, 2, op, PREFER_LOW)) 1149 if (random_roll (0, 2, op, PREFER_LOW))
1237 { 1150 {
1238 new_draw_info (NDI_UNIQUE, 0, op, "Idiot! Your spell boomerangs!"); 1151 new_draw_info (NDI_UNIQUE, 0, op, "Idiot! Your spell boomerangs!");
1239 effect->x = op->x; 1152 effect->x = op->x;
1241 } 1154 }
1242 else 1155 else
1243 { 1156 {
1244 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));
1245 target->stats.hp = target->stats.maxhp * 2; 1158 target->stats.hp = target->stats.maxhp * 2;
1246 free_object (effect); 1159 effect->destroy ();
1247 return 0; 1160 return 0;
1248 } 1161 }
1249 } 1162 }
1250 } 1163 }
1251 else 1164 else
1252 { 1165 {
1253 /* how much woe to inflict :) */ 1166 /* how much woe to inflict :) */
1254 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);
1255 } 1168 }
1256 1169
1257 set_owner (effect, op); 1170 effect->set_owner (op);
1258 set_spell_skill (op, caster, spell, effect); 1171 set_spell_skill (op, caster, spell, effect);
1259 1172
1260 /* ok, tell it where to be, and insert! */ 1173 /* ok, tell it where to be, and insert! */
1261 effect->x = target->x; 1174 effect->insert_at (target, op);
1262 effect->y = target->y;
1263 insert_ob_in_map (effect, target->map, op, 0);
1264 1175
1265 return 1; 1176 return 1;
1266} 1177}
1267
1268 1178
1269/**************************************************************************** 1179/****************************************************************************
1270 * 1180 *
1271 * MAGIC MISSILE code. 1181 * MAGIC MISSILE code.
1272 * 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
1278move_missile (object *op) 1188move_missile (object *op)
1279{ 1189{
1280 int i, mflags; 1190 int i, mflags;
1281 object *owner; 1191 object *owner;
1282 sint16 new_x, new_y; 1192 sint16 new_x, new_y;
1283 mapstruct *m; 1193 maptile *m;
1284 1194
1285 if (op->range-- <= 0) 1195 if (op->range-- <= 0)
1286 { 1196 {
1287 remove_ob (op); 1197 op->destroy ();
1288 free_object (op);
1289 return; 1198 return;
1290 } 1199 }
1291 1200
1292 owner = get_owner (op); 1201 owner = op->owner;
1293#if 0 1202#if 0
1294 /* 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
1295 * monster that are then killed would continue to survive 1204 * monster that are then killed would continue to survive
1296 */ 1205 */
1297 if (owner == NULL) 1206 if (owner == NULL)
1298 { 1207 {
1299 remove_ob (op); 1208 op->destroy ();
1300 free_object (op);
1301 return; 1209 return;
1302 } 1210 }
1303#endif 1211#endif
1304 1212
1305 new_x = op->x + DIRX (op); 1213 new_x = op->x + DIRX (op);
1307 1215
1308 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);
1309 1217
1310 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))))
1311 { 1219 {
1312 tag_t tag = op->count;
1313
1314 hit_map (op, op->direction, AT_MAGIC, 1); 1220 hit_map (op, op->direction, AT_MAGIC, 1);
1315 /* Basically, missile only hits one thing then goes away. 1221 /* Basically, missile only hits one thing then goes away.
1316 * 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.
1317 */ 1223 */
1318 if (!was_destroyed (op, tag)) 1224 if (!op->destroyed ())
1319 { 1225 op->destroy ();
1320 remove_ob (op);
1321 free_object (op);
1322 }
1323 return;
1324 }
1325 1226
1326 remove_ob (op); 1227 return;
1228 }
1229
1230 op->remove ();
1231
1327 if (!op->direction || (mflags & P_OUT_OF_MAP)) 1232 if (!op->direction || (mflags & P_OUT_OF_MAP))
1328 { 1233 {
1329 free_object (op); 1234 op->destroy ();
1330 return; 1235 return;
1331 } 1236 }
1332 op->x = new_x; 1237
1333 op->y = new_y; 1238 i = spell_find_dir (m, new_x, new_y, op->owner);
1334 op->map = m;
1335 i = spell_find_dir (op->map, op->x, op->y, get_owner (op));
1336 if (i > 0 && i != op->direction) 1239 if (i > 0 && i != op->direction)
1337 { 1240 {
1338 op->direction = i; 1241 op->direction = i;
1339 SET_ANIMATION (op, op->direction); 1242 SET_ANIMATION (op, op->direction);
1340 } 1243 }
1341 insert_ob_in_map (op, op->map, op, 0); 1244
1245 m->insert (op, new_x, new_y, op);
1342} 1246}
1343 1247
1344/**************************************************************************** 1248/****************************************************************************
1345 * Destruction 1249 * Destruction
1346 ****************************************************************************/ 1250 ****************************************************************************/
1349 * 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
1350 * object. if time is 0, the object glows permanently. To truely 1254 * object. if time is 0, the object glows permanently. To truely
1351 * make this work for non-living objects, we would have to 1255 * make this work for non-living objects, we would have to
1352 * give them the capability to have an inventory. b.t. 1256 * give them the capability to have an inventory. b.t.
1353 */ 1257 */
1354
1355int 1258int
1356make_object_glow (object *op, int radius, int time) 1259make_object_glow (object *op, int radius, int time)
1357{ 1260{
1358 object *tmp;
1359
1360 /* some things are unaffected... */ 1261 /* some things are unaffected... */
1361 if (op->path_denied & PATH_LIGHT) 1262 if (op->path_denied & PATH_LIGHT)
1362 return 0; 1263 return 0;
1363 1264
1364 tmp = get_archetype (FORCE_NAME); 1265 object *tmp = get_archetype (FORCE_NAME);
1365 tmp->speed = 0.01; 1266 tmp->speed = 0.01;
1366 tmp->stats.food = time; 1267 tmp->stats.food = time;
1367 SET_FLAG (tmp, FLAG_IS_USED_UP); 1268 SET_FLAG (tmp, FLAG_IS_USED_UP);
1368 tmp->glow_radius = radius; 1269 tmp->glow_radius = radius;
1369 if (tmp->glow_radius > MAX_LIGHT_RADII) 1270 if (tmp->glow_radius > MAX_LIGHT_RADII)
1370 tmp->glow_radius = MAX_LIGHT_RADII; 1271 tmp->glow_radius = MAX_LIGHT_RADII;
1371 1272
1372 tmp->x = op->x;
1373 tmp->y = op->y;
1374 if (tmp->speed < MIN_ACTIVE_SPEED)
1375 tmp->speed = MIN_ACTIVE_SPEED; /* safety */
1376 tmp = insert_ob_in_ob (tmp, op); 1273 tmp = insert_ob_in_ob (tmp, op);
1274
1377 if (tmp->glow_radius > op->glow_radius) 1275 if (tmp->glow_radius > op->glow_radius)
1378 op->glow_radius = tmp->glow_radius; 1276 op->glow_radius = tmp->glow_radius;
1379 1277
1380 if (!tmp->env || op != tmp->env)
1381 {
1382 LOG (llevError, "make_object_glow() failed to insert glowing force in %s\n", &op->name);
1383 return 0;
1384 }
1385 return 1; 1278 return 1;
1386} 1279}
1387
1388
1389
1390 1280
1391int 1281int
1392cast_destruction (object *op, object *caster, object *spell_ob) 1282cast_destruction (object *op, object *caster, object *spell_ob)
1393{ 1283{
1394 int i, j, range, mflags, friendly = 0, dam, dur; 1284 int i, j, range, mflags, friendly = 0, dam, dur;
1395 sint16 sx, sy; 1285 sint16 sx, sy;
1396 mapstruct *m; 1286 maptile *m;
1397 object *tmp; 1287 object *tmp;
1398 const char *skill; 1288 const char *skill;
1399 1289
1400 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob); 1290 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
1401 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);
1415 else if (caster->skill) 1305 else if (caster->skill)
1416 op->skill = caster->skill; 1306 op->skill = caster->skill;
1417 else 1307 else
1418 op->skill = NULL; 1308 op->skill = NULL;
1419 1309
1420 change_skill (op, find_skill_by_name (op, op->skill), 1); 1310 op->change_skill (find_skill_by_name (op, op->skill));
1421 1311
1422 for (i = -range; i < range; i++) 1312 for (i = -range; i < range; i++)
1423 { 1313 {
1424 for (j = -range; j < range; j++) 1314 for (j = -range; j < range; j++)
1425 { 1315 {
1426 m = op->map; 1316 m = op->map;
1427 sx = op->x + i; 1317 sx = op->x + i;
1428 sy = op->y + j; 1318 sy = op->y + j;
1319
1429 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy); 1320 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
1430 if (mflags & P_OUT_OF_MAP) 1321 if (mflags & P_OUT_OF_MAP)
1431 continue; 1322 continue;
1323
1432 if (mflags & P_IS_ALIVE) 1324 if (mflags & P_IS_ALIVE)
1433 { 1325 {
1434 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)
1435 {
1436 if (QUERY_FLAG (tmp, FLAG_ALIVE) || tmp->type == PLAYER) 1327 if (QUERY_FLAG (tmp, FLAG_ALIVE) || tmp->type == PLAYER)
1437 break; 1328 break;
1438 } 1329
1439 if (tmp) 1330 if (tmp)
1440 { 1331 {
1441 if (tmp->head) 1332 if (tmp->head)
1442 tmp = tmp->head; 1333 tmp = tmp->head;
1443 1334
1446 { 1337 {
1447 if (spell_ob->subtype == SP_DESTRUCTION) 1338 if (spell_ob->subtype == SP_DESTRUCTION)
1448 { 1339 {
1449 hit_player (tmp, dam, op, spell_ob->attacktype, 0); 1340 hit_player (tmp, dam, op, spell_ob->attacktype, 0);
1450 if (spell_ob->other_arch) 1341 if (spell_ob->other_arch)
1451 {
1452 tmp = arch_to_object (spell_ob->other_arch); 1342 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op);
1453 tmp->x = sx;
1454 tmp->y = sy;
1455 insert_ob_in_map (tmp, m, op, 0);
1456 }
1457 } 1343 }
1458 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)
1459 { 1345 {
1460 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch) 1346 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch)
1461 {
1462 object *effect = arch_to_object (spell_ob->other_arch); 1347 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op);
1463
1464 effect->x = sx;
1465 effect->y = sy;
1466 insert_ob_in_map (effect, m, op, 0);
1467 }
1468 } 1348 }
1469 } 1349 }
1470 } 1350 }
1471 } 1351 }
1472 } 1352 }
1473 } 1353 }
1354
1474 op->skill = skill; 1355 op->skill = skill;
1475 return 1; 1356 return 1;
1476} 1357}
1477 1358
1478/*************************************************************************** 1359/***************************************************************************
1492 { 1373 {
1493 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.");
1494 return 0; 1375 return 0;
1495 } 1376 }
1496 1377
1378 tmp = tmp->head_ ();
1379
1497 /* 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. */
1498 for (force = tmp->inv; force != NULL; force = force->below) 1381 for (force = tmp->inv; force; force = force->below)
1499 { 1382 {
1500 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY) 1383 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY)
1501 { 1384 {
1502 if (force->name == spell_ob->name) 1385 if (force->name == spell_ob->name)
1503 { 1386 {
1509 return 0; 1392 return 0;
1510 } 1393 }
1511 } 1394 }
1512 } 1395 }
1513 1396
1514 if (force == NULL) 1397 if (!force)
1515 { 1398 {
1516 force = get_archetype (FORCE_NAME); 1399 force = get_archetype (FORCE_NAME);
1517 force->subtype = FORCE_CHANGE_ABILITY; 1400 force->subtype = FORCE_CHANGE_ABILITY;
1401
1518 if (spell_ob->race) 1402 if (spell_ob->race)
1519 force->name = spell_ob->race; 1403 force->name = spell_ob->race;
1520 else 1404 else
1521 force->name = spell_ob->name; 1405 force->name = spell_ob->name;
1522 1406
1532 { 1416 {
1533 force->duration = duration; 1417 force->duration = duration;
1534 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.");
1535 } 1419 }
1536 else 1420 else
1537 {
1538 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.");
1539 } 1422
1540 return 1; 1423 return 1;
1541 } 1424 }
1425
1542 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;
1543 force->speed = 1.0; 1427 force->speed = 1.f;
1544 force->speed_left = -1.0; 1428 force->speed_left = -1.f;
1545 SET_FLAG (force, FLAG_APPLIED); 1429 SET_FLAG (force, FLAG_APPLIED);
1546 1430
1547 if (god) 1431 if (god)
1548 { 1432 {
1549 if (spell_ob->last_grace) 1433 if (spell_ob->last_grace)
1562 force->stats.ac = spell_ob->stats.ac; 1446 force->stats.ac = spell_ob->stats.ac;
1563 force->stats.wc = spell_ob->stats.wc; 1447 force->stats.wc = spell_ob->stats.wc;
1564 1448
1565 change_abil (tmp, force); /* Mostly to display any messages */ 1449 change_abil (tmp, force); /* Mostly to display any messages */
1566 insert_ob_in_ob (force, tmp); 1450 insert_ob_in_ob (force, tmp);
1567 fix_player (tmp); 1451 tmp->update_stats ();
1568 return 1; 1452 return 1;
1569 1453
1570} 1454}
1571
1572 1455
1573/********************************************************************** 1456/**********************************************************************
1574 * mood change 1457 * mood change
1575 * 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
1576 * effects monsters, it seems best to put it into this file 1459 * effects monsters, it seems best to put it into this file
1583mood_change (object *op, object *caster, object *spell) 1466mood_change (object *op, object *caster, object *spell)
1584{ 1467{
1585 object *tmp, *god, *head; 1468 object *tmp, *god, *head;
1586 int done_one, range, mflags, level, at, best_at; 1469 int done_one, range, mflags, level, at, best_at;
1587 sint16 x, y, nx, ny; 1470 sint16 x, y, nx, ny;
1588 mapstruct *m; 1471 maptile *m;
1589 const char *race; 1472 const char *race;
1590 1473
1591 /* 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
1592 * doing it over and over again. 1475 * doing it over and over again.
1593 */ 1476 */
1606 else if (god && !strcmp (spell->race, "GOD_FRIEND")) 1489 else if (god && !strcmp (spell->race, "GOD_FRIEND"))
1607 race = god->race; 1490 race = god->race;
1608 else 1491 else
1609 race = spell->race; 1492 race = spell->race;
1610 1493
1611
1612 for (x = op->x - range; x <= op->x + range; x++) 1494 for (x = op->x - range; x <= op->x + range; x++)
1613 for (y = op->y - range; y <= op->y + range; y++) 1495 for (y = op->y - range; y <= op->y + range; y++)
1614 { 1496 {
1615
1616 done_one = 0; 1497 done_one = 0;
1617 m = op->map; 1498 m = op->map;
1618 nx = x; 1499 nx = x;
1619 ny = y; 1500 ny = y;
1620 mflags = get_map_flags (m, &m, x, y, &nx, &ny); 1501 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1623 1504
1624 /* 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 */
1625 if (!(mflags & P_IS_ALIVE)) 1506 if (!(mflags & P_IS_ALIVE))
1626 continue; 1507 continue;
1627 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
1628 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)
1629 if (QUERY_FLAG (tmp, FLAG_MONSTER)) 1515 if (QUERY_FLAG (tmp, FLAG_MONSTER))
1630 break; 1516 break;
1631 1517
1632 /* There can be living objects that are not monsters */ 1518 /* There can be living objects that are not monsters */
1633 if (!tmp || tmp->type == PLAYER) 1519 if (!tmp || tmp->type == PLAYER)
1640 head = tmp; 1526 head = tmp;
1641 1527
1642 /* 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 */
1643 if (race && head->race && !strstr (race, head->race)) 1529 if (race && head->race && !strstr (race, head->race))
1644 continue; 1530 continue;
1531
1645 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD)) 1532 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD))
1646 continue; 1533 continue;
1647 1534
1648 /* Now do a bunch of stuff related to saving throws */ 1535 /* Now do a bunch of stuff related to saving throws */
1649 best_at = -1; 1536 best_at = -1;
1666 at -= level / 5; 1553 at -= level / 5;
1667 if (did_make_save (head, head->level, at)) 1554 if (did_make_save (head, head->level, at))
1668 continue; 1555 continue;
1669 } 1556 }
1670 else /* spell->attacktype */ 1557 else /* spell->attacktype */
1671 /*
1672 Spell has no attacktype (charm & such), so we'll have a specific saving:
1673 * if spell level < monster level, no go
1674 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) )
1675
1676 The chance will then be in the range [20-70] percent, not too bad.
1677
1678 This is required to fix the 'charm monster' abuse, where a player level 1 can
1679 charm a level 125 monster...
1680
1681 Ryo, august 14th
1682 */
1683 { 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 */
1684 if (head->level > level) 1571 if (head->level > level)
1685 continue; 1572 continue;
1573
1686 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))))
1687 /* Failed, no effect */ 1575 /* Failed, no effect */
1688 continue; 1576 continue;
1689 } 1577 }
1690 1578
1691 /* Done with saving throw. Now start effecting the monster */ 1579 /* Done with saving throw. Now start affecting the monster */
1692 1580
1693 /* aggravation */ 1581 /* aggravation */
1694 if (QUERY_FLAG (spell, FLAG_MONSTER)) 1582 if (QUERY_FLAG (spell, FLAG_MONSTER))
1695 { 1583 {
1696 CLEAR_FLAG (head, FLAG_SLEEP); 1584 CLEAR_FLAG (head, FLAG_SLEEP);
1697 if (QUERY_FLAG (head, FLAG_FRIENDLY))
1698 remove_friendly_object (head); 1585 remove_friendly_object (head);
1699
1700 done_one = 1; 1586 done_one = 1;
1701 head->enemy = op; 1587 head->enemy = op;
1702 } 1588 }
1703 1589
1704 /* calm monsters */ 1590 /* calm monsters */
1713 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK)) 1599 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK))
1714 { 1600 {
1715 SET_FLAG (head, FLAG_BERSERK); 1601 SET_FLAG (head, FLAG_BERSERK);
1716 done_one = 1; 1602 done_one = 1;
1717 } 1603 }
1604
1718 /* charm */ 1605 /* charm */
1719 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))
1720 { 1607 {
1721 SET_FLAG (head, FLAG_FRIENDLY);
1722 /* Prevent uncontolled outbreaks of self replicating monsters. 1608 /* Prevent uncontolled outbreaks of self replicating monsters.
1723 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.
1724 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. */
1725 CLEAR_FLAG (head, FLAG_GENERATOR); 1611 CLEAR_FLAG (head, FLAG_GENERATOR);
1726 set_owner (head, op); 1612 head->set_owner (op);
1727 set_spell_skill (op, caster, spell, head); 1613 set_spell_skill (op, caster, spell, head);
1728 add_friendly_object (head); 1614 add_friendly_object (head);
1729 head->attack_movement = PETMOVE; 1615 head->attack_movement = PETMOVE;
1730 done_one = 1; 1616 done_one = 1;
1731 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);
1732 head->stats.exp = 0; 1618 head->stats.exp = 0;
1733 } 1619 }
1734 1620
1735 /* If a monster was effected, put an effect in */ 1621 /* If a monster was effected, put an effect in */
1736 if (done_one && spell->other_arch) 1622 if (done_one && spell->other_arch)
1737 {
1738 tmp = arch_to_object (spell->other_arch); 1623 m->insert (arch_to_object (spell->other_arch), nx, ny, op);
1739 tmp->x = nx;
1740 tmp->y = ny;
1741 insert_ob_in_map (tmp, m, op, 0);
1742 }
1743 } /* for y */ 1624 } /* for y */
1744 1625
1745 return 1; 1626 return 1;
1746} 1627}
1747 1628
1757move_ball_spell (object *op) 1638move_ball_spell (object *op)
1758{ 1639{
1759 int i, j, dam_save, dir, mflags; 1640 int i, j, dam_save, dir, mflags;
1760 sint16 nx, ny, hx, hy; 1641 sint16 nx, ny, hx, hy;
1761 object *owner; 1642 object *owner;
1762 mapstruct *m; 1643 maptile *m;
1763 1644
1764 owner = get_owner (op); 1645 owner = op->owner;
1765 1646
1766 /* 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,
1767 * 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
1768 * victim. The block immediately below more or less chooses a random 1649 * victim. The block immediately below more or less chooses a random
1769 * 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
1798 nx = op->x; 1679 nx = op->x;
1799 ny = op->y; 1680 ny = op->y;
1800 m = op->map; 1681 m = op->map;
1801 } 1682 }
1802 1683
1803 remove_ob (op); 1684 m->insert (op, nx, ny, op);
1804 op->y = ny;
1805 op->x = nx;
1806 insert_ob_in_map (op, m, op, 0);
1807 1685
1808 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
1809 surrounding squares */ 1687 surrounding squares */
1810 1688
1811 /* loop over current square and neighbors to hit. 1689 /* loop over current square and neighbors to hit.
1812 * if this has an other_arch field, we insert that in 1690 * if this has an other_arch field, we insert that in
1813 * the surround spaces. 1691 * the surround spaces.
1814 */ 1692 */
1815 for (j = 0; j < 9; j++) 1693 for (j = 0; j < 9; j++)
1816 { 1694 {
1817 object *new_ob;
1818
1819 hx = nx + freearr_x[j]; 1695 hx = nx + freearr_x[j];
1820 hy = ny + freearr_y[j]; 1696 hy = ny + freearr_y[j];
1821 1697
1822 m = op->map; 1698 m = op->map;
1823 mflags = get_map_flags (m, &m, hx, hy, &hx, &hy); 1699 mflags = get_map_flags (m, &m, hx, hy, &hx, &hy);
1837 1713
1838 } 1714 }
1839 1715
1840 /* insert the other arch */ 1716 /* insert the other arch */
1841 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))))
1842 { 1718 m->insert (arch_to_object (op->other_arch), hx, hy, op);
1843 new_ob = arch_to_object (op->other_arch);
1844 new_ob->x = hx;
1845 new_ob->y = hy;
1846 insert_ob_in_map (new_ob, m, op, 0);
1847 }
1848 } 1719 }
1849 1720
1850 /* restore to the center location and damage */ 1721 /* restore to the center location and damage */
1851 op->stats.dam = dam_save; 1722 op->stats.dam = dam_save;
1852 1723
1853 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);
1854 1725
1855 if (i >= 0) 1726 if (i >= 0)
1856 { /* we have a preferred direction! */ 1727 { /* we have a preferred direction! */
1857 /* pick another direction if the preferred dir is blocked. */ 1728 /* pick another direction if the preferred dir is blocked. */
1858 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 ||
1859 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)))
1860 {
1861 i = absdir (i + rndm (0, 2) - 1); /* -1, 0, +1 */ 1731 i = absdir (i + rndm (0, 2) - 1); /* -1, 0, +1 */
1862 } 1732
1863 op->direction = i; 1733 op->direction = i;
1864 } 1734 }
1865} 1735}
1866 1736
1867 1737
1879#if 0 1749#if 0
1880 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 };
1881 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 };
1882 sint16 target_x, target_y, origin_x, origin_y; 1752 sint16 target_x, target_y, origin_x, origin_y;
1883 int adjustdir; 1753 int adjustdir;
1884 mapstruct *m; 1754 maptile *m;
1885#endif 1755#endif
1886 int basedir; 1756 int basedir;
1887 object *owner; 1757 object *owner;
1888 1758
1889 owner = get_owner (op); 1759 owner = op->owner;
1890 if (op->duration == 0 || owner == NULL) 1760 if (op->duration == 0 || owner == NULL)
1891 { 1761 {
1892 remove_ob (op); 1762 op->destroy ();
1893 free_object (op);
1894 return; 1763 return;
1895 } 1764 }
1765
1896 op->duration--; 1766 op->duration--;
1897 1767
1898 basedir = op->direction; 1768 basedir = op->direction;
1899 if (basedir == 0) 1769 if (basedir == 0)
1900 { 1770 {
1905#if 0 1775#if 0
1906 // this is bogus: it causes wrong places to be checked below 1776 // this is bogus: it causes wrong places to be checked below
1907 // (a wall 2 cells away will block the effect...) and 1777 // (a wall 2 cells away will block the effect...) and
1908 // 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
1909 // space. 1779 // space.
1910 // should be fixed later, but correctness before featurs... 1780 // should be fixed later, but correctness before features...
1911 // (schmorp) 1781 // (schmorp)
1912 1782
1913 /* new offset calculation to make swarm element distribution 1783 /* new offset calculation to make swarm element distribution
1914 * more uniform 1784 * more uniform
1915 */ 1785 */
1997 1867
1998 if (!spell->other_arch) 1868 if (!spell->other_arch)
1999 return 0; 1869 return 0;
2000 1870
2001 tmp = get_archetype (SWARM_SPELL); 1871 tmp = get_archetype (SWARM_SPELL);
2002 tmp->x = op->x;
2003 tmp->y = op->y;
2004 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. */
2005 set_spell_skill (op, caster, spell, tmp); 1873 set_spell_skill (op, caster, spell, tmp);
2006 1874
2007 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. */
2008 tmp->spell = arch_to_object (spell->other_arch); 1876 tmp->spell = arch_to_object (spell->other_arch);
2009 1877
2010 tmp->attacktype = tmp->spell->attacktype; 1878 tmp->attacktype = tmp->spell->attacktype;
2011 1879
2012 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) 1880 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
2013 {
2014 if (!tailor_god_spell (tmp, op)) 1881 if (!tailor_god_spell (tmp, op))
2015 return 1; 1882 return 1;
2016 } 1883
2017 tmp->duration = SP_level_duration_adjust (caster, spell); 1884 tmp->duration = SP_level_duration_adjust (caster, spell);
2018 for (i = 0; i < spell->duration; i++) 1885 for (i = 0; i < spell->duration; i++)
2019 tmp->duration += die_roll (1, 3, op, PREFER_HIGH); 1886 tmp->duration += die_roll (1, 3, op, PREFER_HIGH);
2020 1887
2021 tmp->direction = dir; 1888 tmp->direction = dir;
2022 tmp->invisible = 1; 1889 tmp->invisible = 1;
2023 insert_ob_in_map (tmp, op->map, op, 0); 1890
1891 tmp->insert_at (op, op);
2024 return 1; 1892 return 1;
2025} 1893}
2026 1894
2027 1895
2028/* See the spells documentation file for why this is its own 1896/* See the spells documentation file for why this is its own
2032cast_light (object *op, object *caster, object *spell, int dir) 1900cast_light (object *op, object *caster, object *spell, int dir)
2033{ 1901{
2034 object *target = NULL, *tmp = NULL; 1902 object *target = NULL, *tmp = NULL;
2035 sint16 x, y; 1903 sint16 x, y;
2036 int dam, mflags; 1904 int dam, mflags;
2037 mapstruct *m; 1905 maptile *m;
2038 1906
2039 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1907 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
2040 1908
2041 if (!dir) 1909 if (!dir)
2042 { 1910 {
2056 return 0; 1924 return 0;
2057 } 1925 }
2058 1926
2059 if (mflags & P_IS_ALIVE && spell->attacktype) 1927 if (mflags & P_IS_ALIVE && spell->attacktype)
2060 { 1928 {
2061 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)
2062 if (QUERY_FLAG (target, FLAG_MONSTER)) 1930 if (QUERY_FLAG (target, FLAG_MONSTER))
2063 { 1931 {
2064 /* oky doky. got a target monster. Lets make a blinding attack */ 1932 /* oky doky. got a target monster. Lets make a blinding attack */
2065 if (target->head) 1933 if (target->head)
2066 target = target->head; 1934 target = target->head;
2088 { 1956 {
2089 tmp->glow_radius = spell->range + SP_level_range_adjust (caster, spell); 1957 tmp->glow_radius = spell->range + SP_level_range_adjust (caster, spell);
2090 if (tmp->glow_radius > MAX_LIGHT_RADII) 1958 if (tmp->glow_radius > MAX_LIGHT_RADII)
2091 tmp->glow_radius = MAX_LIGHT_RADII; 1959 tmp->glow_radius = MAX_LIGHT_RADII;
2092 } 1960 }
2093 tmp->x = x; 1961
2094 tmp->y = y; 1962 m->insert (tmp, x, y, op);
2095 insert_ob_in_map (tmp, m, op, 0);
2096 return 1; 1963 return 1;
2097} 1964}
2098
2099
2100
2101 1965
2102/* cast_cause_disease: this spell looks along <dir> from the 1966/* cast_cause_disease: this spell looks along <dir> from the
2103 * player and infects someone. 1967 * player and infects someone.
2104 * 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
2105 * 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
2106 * perhaps this should actually be in disease.c? 1970 * perhaps this should actually be in disease.c?
2107 */ 1971 */
2108
2109int 1972int
2110cast_cause_disease (object *op, object *caster, object *spell, int dir) 1973cast_cause_disease (object *op, object *caster, object *spell, int dir)
2111{ 1974{
2112 sint16 x, y; 1975 sint16 x, y;
2113 int i, mflags, range, dam_mod, dur_mod; 1976 int i, mflags, range, dam_mod, dur_mod;
2114 object *walk; 1977 object *walk;
2115 mapstruct *m; 1978 maptile *m;
2116 1979
2117 x = op->x; 1980 x = op->x;
2118 y = op->y; 1981 y = op->y;
2119 1982
2120 /* 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
2121 * direction the player is pointing. 1984 * direction the player is pointing.
2122 */ 1985 */
2123 if (!dir) 1986 if (!dir)
2124 dir = op->facing; 1987 dir = op->facing;
1988
2125 if (!dir) 1989 if (!dir)
2126 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 */
2127 1991
2128 /* Calculate these once here */ 1992 /* Calculate these once here */
2129 range = spell->range + SP_level_range_adjust (caster, spell); 1993 range = spell->range + SP_level_range_adjust (caster, spell);
2148 2012
2149 /* 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 */
2150 if (mflags & P_IS_ALIVE) 2014 if (mflags & P_IS_ALIVE)
2151 { 2015 {
2152 /* search this square for a victim */ 2016 /* search this square for a victim */
2153 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)
2154 if (QUERY_FLAG (walk, FLAG_MONSTER) || (walk->type == PLAYER)) 2018 if (QUERY_FLAG (walk, FLAG_MONSTER) || (walk->type == PLAYER))
2155 { /* found a victim */ 2019 { /* found a victim */
2156 object *disease = arch_to_object (spell->other_arch); 2020 object *disease = arch_to_object (spell->other_arch);
2157 2021
2158 set_owner (disease, op); 2022 disease->set_owner (op);
2159 set_spell_skill (op, caster, spell, disease); 2023 set_spell_skill (op, caster, spell, disease);
2160 disease->stats.exp = 0; 2024 disease->stats.exp = 0;
2161 disease->level = caster_level (caster, spell); 2025 disease->level = caster_level (caster, spell);
2162 2026
2163 /* do level adjustments */ 2027 /* do level adjustments */
2164 if (disease->stats.wc) 2028 if (disease->stats.wc)
2165 disease->stats.wc += dur_mod / 2; 2029 disease->stats.wc += dur_mod / 2;
2166 2030
2167 if (disease->magic > 0) 2031 if (disease->magic > 0)
2168 disease->magic += dur_mod / 4; 2032 disease->magic += dur_mod / 8;
2169 2033
2170 if (disease->stats.maxhp > 0) 2034 if (disease->stats.maxhp > 0)
2171 disease->stats.maxhp += dur_mod; 2035 disease->stats.maxhp += dur_mod;
2172 2036
2173 if (disease->stats.maxgrace > 0) 2037 if (disease->stats.maxgrace > 0)
2208 if (disease->stats.sp) 2072 if (disease->stats.sp)
2209 disease->stats.sp -= dam_mod; 2073 disease->stats.sp -= dam_mod;
2210 2074
2211 if (infect_object (walk, disease, 1)) 2075 if (infect_object (walk, disease, 1))
2212 { 2076 {
2213 object *flash; /* visual effect for inflicting disease */
2214
2215 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);
2216 2078
2217 free_object (disease); /* don't need this one anymore */ 2079 disease->destroy (); /* don't need this one anymore */
2218 flash = get_archetype (ARCH_DETECT_MAGIC); 2080 walk->map->insert (get_archetype ("detect_magic"), x, y, op);
2219 flash->x = x;
2220 flash->y = y;
2221 flash->map = walk->map;
2222 insert_ob_in_map (flash, walk->map, op, 0);
2223 return 1; 2081 return 1;
2224 } 2082 }
2225 free_object (disease); 2083
2084 disease->destroy ();
2226 } 2085 }
2227 } /* if living creature */ 2086 } /* if living creature */
2228 } /* for range of spaces */ 2087 } /* for range of spaces */
2088
2229 new_draw_info (NDI_UNIQUE, 0, op, "No one caught anything!"); 2089 new_draw_info (NDI_UNIQUE, 0, op, "No one caught anything!");
2230 return 1; 2090 return 1;
2231} 2091}

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