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Comparing deliantra/server/server/spell_attack.C (file contents):
Revision 1.13 by root, Thu Sep 14 22:34:05 2006 UTC vs.
Revision 1.49 by root, Thu Nov 8 19:43:28 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2002-2003 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002-2003,2007 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
20 21 * The authors can be reached via e-mail to <support@deliantra.net>
21 The authors can be reached via e-mail at <crossfire@schmorp.de>
22*/ 22 */
23 23
24/* This file contains all the spell attack code. Grouping this code 24/* This file contains all the spell attack code. Grouping this code
25 * together should hopefully make it easier to find the relevent bits 25 * together should hopefully make it easier to find the relevent bits
26 * of code 26 * of code
27 */ 27 */
28 28
29#include <global.h> 29#include <global.h>
30#include <object.h> 30#include <object.h>
31#include <living.h> 31#include <living.h>
32#ifndef __CEXTRACT__
33# include <sproto.h> 32#include <sproto.h>
34#endif
35#include <spells.h> 33#include <spells.h>
36#include <sounds.h> 34#include <sounds.h>
37 35
38/* this function checks to see if a spell pushes objects as well 36/* this function checks to see if a spell pushes objects as well
39 * as flies over and damages them (only used for cones for now) 37 * as flies over and damages them (only used for cones for now)
57 { 55 {
58 weight_move = op->weight + (op->weight * op->level) / 3; 56 weight_move = op->weight + (op->weight * op->level) / 3;
59 /*LOG (llevDebug, "DEBUG: arch weighs %d and masses %d (%s,level %d)\n", op->weight,weight_move,op->name,op->level); */ 57 /*LOG (llevDebug, "DEBUG: arch weighs %d and masses %d (%s,level %d)\n", op->weight,weight_move,op->name,op->level); */
60 } 58 }
61 59
62 for (tmp = get_map_ob (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 60 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
63 { 61 {
64 int num_sections = 1; 62 int num_sections = 1;
65 63
66 /* don't move DM */ 64 /* don't move DM */
67 if (QUERY_FLAG (tmp, FLAG_WIZ)) 65 if (QUERY_FLAG (tmp, FLAG_WIZ))
117void 115void
118forklightning (object *op, object *tmp) 116forklightning (object *op, object *tmp)
119{ 117{
120 int new_dir = 1; /* direction or -1 for left, +1 for right 0 if no new bolt */ 118 int new_dir = 1; /* direction or -1 for left, +1 for right 0 if no new bolt */
121 int t_dir; /* stores temporary dir calculation */ 119 int t_dir; /* stores temporary dir calculation */
122 mapstruct *m; 120 maptile *m;
123 sint16 sx, sy; 121 sint16 sx, sy;
124 object *new_bolt; 122 object *new_bolt;
125 123
126 /* pick a fork direction. tmp->stats.Con is the left bias 124 /* pick a fork direction. tmp->stats.Con is the left bias
127 * i.e., the chance in 100 of forking LEFT 125 * i.e., the chance in 100 of forking LEFT
140 138
141 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (m, sx, sy))) 139 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (m, sx, sy)))
142 return; 140 return;
143 141
144 /* OK, we made a fork */ 142 /* OK, we made a fork */
145 new_bolt = get_object (); 143 new_bolt = tmp->clone ();
146 copy_object (tmp, new_bolt);
147 144
148 /* reduce chances of subsequent forking */ 145 /* reduce chances of subsequent forking */
149 new_bolt->stats.Dex -= 10; 146 new_bolt->stats.Dex -= 10;
150 tmp->stats.Dex -= 10; /* less forks from main bolt too */ 147 tmp->stats.Dex -= 10; /* less forks from main bolt too */
151 new_bolt->stats.Con += 25 * new_dir; /* adjust the left bias */ 148 new_bolt->stats.Con += 25 * new_dir; /* adjust the left bias */
152 new_bolt->speed_left = -0.1; 149 new_bolt->speed_left = -0.1f;
153 new_bolt->direction = t_dir; 150 new_bolt->direction = t_dir;
154 new_bolt->duration++; 151 new_bolt->duration++;
155 new_bolt->x = sx;
156 new_bolt->y = sy;
157 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */ 152 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */
158 new_bolt->stats.dam++; 153 new_bolt->stats.dam++;
159 tmp->stats.dam /= 2; /* reduce father bolt damage */ 154 tmp->stats.dam /= 2; /* reduce father bolt damage */
160 tmp->stats.dam++; 155 tmp->stats.dam++;
161 new_bolt = insert_ob_in_map (new_bolt, m, op, 0); 156 if ((new_bolt = m->insert (new_bolt, sx, sy, op)))
162 update_turn_face (new_bolt); 157 update_turn_face (new_bolt);
163} 158}
164 159
165/* move_bolt: moves bolt 'op'. Basically, it just advances a space, 160/* move_bolt: moves bolt 'op'. Basically, it just advances a space,
166 * and checks for various things that may stop it. 161 * and checks for various things that may stop it.
167 */ 162 */
168 163
169void 164void
170move_bolt (object *op) 165move_bolt (object *op)
171{ 166{
172 object *tmp;
173 int mflags; 167 int mflags;
174 sint16 x, y; 168 sint16 x, y;
175 mapstruct *m; 169 maptile *m;
176 170
177 if (--(op->duration) < 0) 171 if (--op->duration < 0)
178 { 172 {
179 remove_ob (op); 173 op->destroy ();
180 free_object (op);
181 return; 174 return;
182 } 175 }
183 176
184 hit_map (op, 0, op->attacktype, 1); 177 hit_map (op, 0, op->attacktype, 1);
185 178
186 if (!op->direction) 179 if (!op->direction)
187 return; 180 return;
188 181
189 if (--op->range < 0) 182 if (--op->range < 0)
190 {
191 op->range = 0; 183 op->range = 0;
192 }
193 else 184 else
194 { 185 {
195 x = op->x + DIRX (op); 186 x = op->x + DIRX (op);
196 y = op->y + DIRY (op); 187 y = op->y + DIRY (op);
197 m = op->map; 188 m = op->map;
205 * on the space. So only call reflwall if we think the data it returns 196 * on the space. So only call reflwall if we think the data it returns
206 * will be useful. 197 * will be useful.
207 */ 198 */
208 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)) || ((mflags & P_IS_ALIVE) && reflwall (m, x, y, op))) 199 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)) || ((mflags & P_IS_ALIVE) && reflwall (m, x, y, op)))
209 { 200 {
210
211 if (!QUERY_FLAG (op, FLAG_REFLECTING)) 201 if (!QUERY_FLAG (op, FLAG_REFLECTING))
212 return; 202 return;
213 203
214 /* Since walls don't run diagonal, if the bolt is in 204 /* Since walls don't run diagonal, if the bolt is in
215 * one of 4 main directions, it just reflects back in the 205 * one of 4 main directions, it just reflects back in the
245 else if (left) 235 else if (left)
246 op->direction = absdir (op->direction + 2); 236 op->direction = absdir (op->direction + 2);
247 else if (right) 237 else if (right)
248 op->direction = absdir (op->direction - 2); 238 op->direction = absdir (op->direction - 2);
249 } 239 }
240
250 update_turn_face (op); /* A bolt *must* be IS_TURNABLE */ 241 update_turn_face (op); /* A bolt *must* be IS_TURNABLE */
251 return; 242 return;
252 } 243 }
253 else 244 else
254 { /* Create a copy of this object and put it ahead */ 245 { /* Create a copy of this object and put it ahead */
255 tmp = get_object (); 246 object *tmp = op->clone ();
256 copy_object (op, tmp); 247
248 m->insert (tmp, x, y, op);
257 tmp->speed_left = -0.1; 249 tmp->speed_left = -0.1f;
258 tmp->x += DIRX (tmp), tmp->y += DIRY (tmp);
259 tmp = insert_ob_in_map (tmp, op->map, op, 0);
260 /* To make up for the decrease at the top of the function */ 250 /* To make up for the decrease at the top of the function */
261 tmp->duration++; 251 tmp->duration++;
262 252
263 /* New forking code. Possibly create forks of this object 253 /* New forking code. Possibly create forks of this object
264 * going off in other directions. 254 * going off in other directions.
265 */ 255 */
266
267 if (rndm (0, 99) < tmp->stats.Dex) 256 if (rndm (0, 99) < tmp->stats.Dex)
268 { /* stats.Dex % of forking */ 257 { /* stats.Dex % of forking */
269 forklightning (op, tmp); 258 forklightning (op, tmp);
270 } 259 }
260
271 /* In this way, the object left behind sticks on the space, but 261 /* In this way, the object left behind sticks on the space, but
272 * doesn't create any bolts that continue to move onward. 262 * doesn't create any bolts that continue to move onward.
273 */ 263 */
274 op->range = 0; 264 op->range = 0;
275 } /* copy object and move it along */ 265 } /* copy object and move it along */
282 * we remove the magic flag - that can be derived from 272 * we remove the magic flag - that can be derived from
283 * spob->attacktype. 273 * spob->attacktype.
284 * This function sets up the appropriate owner and skill 274 * This function sets up the appropriate owner and skill
285 * pointers. 275 * pointers.
286 */ 276 */
287
288int 277int
289fire_bolt (object *op, object *caster, int dir, object *spob, object *skill) 278fire_bolt (object *op, object *caster, int dir, object *spob, object *skill)
290{ 279{
291 object *tmp = NULL; 280 object *tmp = NULL;
292 int mflags; 281 int mflags;
310 299
311 tmp->direction = dir; 300 tmp->direction = dir;
312 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) 301 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
313 SET_ANIMATION (tmp, dir); 302 SET_ANIMATION (tmp, dir);
314 303
315 set_owner (tmp, op); 304 tmp->set_owner (op);
316 set_spell_skill (op, caster, spob, tmp); 305 set_spell_skill (op, caster, spob, tmp);
317 306
318 tmp->x = op->x + DIRX (tmp); 307 tmp->x = op->x + DIRX (tmp);
319 tmp->y = op->y + DIRY (tmp); 308 tmp->y = op->y + DIRY (tmp);
320 tmp->map = op->map; 309 tmp->map = op->map;
321 310
311 maptile *newmap;
322 mflags = get_map_flags (tmp->map, &tmp->map, tmp->x, tmp->y, &tmp->x, &tmp->y); 312 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y);
323 if (mflags & P_OUT_OF_MAP) 313 if (mflags & P_OUT_OF_MAP)
324 { 314 {
325 free_object (tmp); 315 tmp->destroy ();
326 return 0; 316 return 0;
327 } 317 }
318
319 tmp->map = newmap;
320
328 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y))) 321 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y)))
329 { 322 {
330 if (!QUERY_FLAG (tmp, FLAG_REFLECTING)) 323 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
331 { 324 {
332 free_object (tmp); 325 tmp->destroy ();
333 return 0; 326 return 0;
334 } 327 }
328
335 tmp->x = op->x; 329 tmp->x = op->x;
336 tmp->y = op->y; 330 tmp->y = op->y;
337 tmp->direction = absdir (tmp->direction + 4); 331 tmp->direction = absdir (tmp->direction + 4);
338 tmp->map = op->map; 332 tmp->map = op->map;
339 } 333 }
340 if ((tmp = insert_ob_in_map (tmp, tmp->map, op, 0)) != NULL) 334
335 if ((tmp = tmp->insert_at (tmp, op)))
341 move_bolt (tmp); 336 move_bolt (tmp);
337
342 return 1; 338 return 1;
343} 339}
344
345
346 340
347/*************************************************************************** 341/***************************************************************************
348 * 342 *
349 * BULLET/BALL CODE 343 * BULLET/BALL CODE
350 * 344 *
351 ***************************************************************************/ 345 ***************************************************************************/
352 346
353/* expands an explosion. op is a piece of the 347/* expands an explosion. op is a piece of the
354 * explosion - this expans it in the different directions. 348 * explosion - this expands it in the different directions.
355 * At least that is what I think this does. 349 * At least that is what I think this does.
356 */ 350 */
357void 351void
358explosion (object *op) 352explosion (object *op)
359{ 353{
360 object *tmp;
361 mapstruct *m = op->map; 354 maptile *m = op->map;
362 int i; 355 int i;
363 356
364 if (--(op->duration) < 0) 357 if (--op->duration < 0)
365 {
366 remove_ob (op);
367 free_object (op);
368 return;
369 } 358 {
359 op->destroy ();
360 return;
361 }
362
370 hit_map (op, 0, op->attacktype, 0); 363 hit_map (op, 0, op->attacktype, 0);
371 364
372 if (op->range > 0) 365 if (op->range > 0)
373 { 366 {
374 for (i = 1; i < 9; i++) 367 for (i = 1; i < 9; i++)
375 { 368 {
376 sint16 dx, dy; 369 sint16 dx, dy;
377 370
378 dx = op->x + freearr_x[i]; 371 dx = op->x + freearr_x[i];
379 dy = op->y + freearr_y[i]; 372 dy = op->y + freearr_y[i];
373
380 /* ok_to_put_more already does things like checks for walls, 374 /* ok_to_put_more already does things like checks for walls,
381 * out of map, etc. 375 * out of map, etc.
382 */ 376 */
383 if (ok_to_put_more (op->map, dx, dy, op, op->attacktype)) 377 if (ok_to_put_more (op->map, dx, dy, op, op->attacktype))
384 { 378 {
385 tmp = get_object (); 379 object *tmp = op->clone ();
386 copy_object (op, tmp); 380
387 tmp->state = 0; 381 tmp->state = 0;
388 tmp->speed_left = -0.21; 382 tmp->speed_left = -0.21f;
389 tmp->range--; 383 tmp->range--;
390 tmp->value = 0; 384 tmp->value = 0;
391 tmp->x = dx; 385
392 tmp->y = dy; 386 m->insert (tmp, dx, dy, op);
393 insert_ob_in_map (tmp, m, op, 0);
394 } 387 }
395 } 388 }
396 } 389 }
397} 390}
398
399 391
400/* Causes an object to explode, eg, a firebullet, 392/* Causes an object to explode, eg, a firebullet,
401 * poison cloud ball, etc. op is the object to 393 * poison cloud ball, etc. op is the object to
402 * explode. 394 * explode.
403 */ 395 */
404void 396void
405explode_bullet (object *op) 397explode_bullet (object *op)
406{ 398{
407 tag_t op_tag = op->count;
408 object *tmp, *owner; 399 object *tmp, *owner;
409 400
410 if (op->other_arch == NULL) 401 if (op->other_arch == NULL)
411 { 402 {
412 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n"); 403 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n");
413 remove_ob (op); 404 op->destroy ();
414 free_object (op);
415 return; 405 return;
416 } 406 }
417 407
418 if (op->env) 408 if (op->env)
419 { 409 {
420 object *env;
421
422 env = object_get_env_recursive (op); 410 object *env = object_get_env_recursive (op);
423 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))
424 { 412 {
425 LOG (llevError, "BUG: explode_bullet(): env out of map\n"); 413 LOG (llevError, "BUG: explode_bullet(): env out of map\n");
426 remove_ob (op); 414 op->destroy ();
427 free_object (op);
428 return; 415 return;
429 } 416 }
430 remove_ob (op); 417
431 op->x = env->x; 418 op->insert_at (env, op, INS_NO_MERGE | INS_NO_WALK_ON);
432 op->y = env->y;
433 insert_ob_in_map (op, env->map, op, INS_NO_MERGE | INS_NO_WALK_ON);
434 } 419 }
435 else if (out_of_map (op->map, op->x, op->y)) 420 else if (out_of_map (op->map, op->x, op->y))
436 { 421 {
437 LOG (llevError, "BUG: explode_bullet(): op out of map\n"); 422 LOG (llevError, "BUG: explode_bullet(): op out of map\n");
438 remove_ob (op); 423 op->destroy ();
439 free_object (op);
440 return; 424 return;
441 } 425 }
442 426
443 // 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
444 // 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
445 // bad at the moment that might happen from this. 429 // bad at the moment that might happen from this.
446 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE) 430 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
447 { 431 {
448 remove_ob (op); 432 op->destroy ();
449 free_object (op);
450 return; 433 return;
451 } 434 }
452 435
453 if (op->attacktype) 436 if (op->attacktype)
454 { 437 {
455 hit_map (op, 0, op->attacktype, 1); 438 hit_map (op, 0, op->attacktype, 1);
456 if (was_destroyed (op, op_tag)) 439 if (op->destroyed ())
457 return; 440 return;
458 } 441 }
459 442
460 /* other_arch contains what this explodes into */ 443 /* other_arch contains what this explodes into */
461 tmp = arch_to_object (op->other_arch); 444 tmp = arch_to_object (op->other_arch);
462 445
463 copy_owner (tmp, op); 446 tmp->set_owner (op);
464 tmp->skill = op->skill; 447 tmp->skill = op->skill;
465 448
466 owner = get_owner (op); 449 owner = op->owner;
467 450
468 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))
469 { 452 {
470 remove_ob (op); 453 op->destroy ();
471 free_object (op);
472 return; 454 return;
473 } 455 }
474
475 tmp->x = op->x;
476 tmp->y = op->y;
477 456
478 /* special for bombs - it actually has sane values for these */ 457 /* special for bombs - it actually has sane values for these */
479 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB) 458 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB)
480 { 459 {
481 tmp->attacktype = op->attacktype; 460 tmp->attacktype = op->attacktype;
485 } 464 }
486 else 465 else
487 { 466 {
488 if (op->attacktype & AT_MAGIC) 467 if (op->attacktype & AT_MAGIC)
489 tmp->attacktype |= AT_MAGIC; 468 tmp->attacktype |= AT_MAGIC;
469
490 /* Spell doc describes what is going on here */ 470 /* Spell doc describes what is going on here */
491 tmp->stats.dam = op->dam_modifier; 471 tmp->stats.dam = op->dam_modifier;
492 tmp->range = op->stats.maxhp; 472 tmp->range = op->stats.maxhp;
493 tmp->duration = op->stats.hp; 473 tmp->duration = op->stats.hp;
494 /* 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 -
502 tmp->stats.sp = op->direction; 482 tmp->stats.sp = op->direction;
503 483
504 /* Prevent recursion */ 484 /* Prevent recursion */
505 op->move_on = 0; 485 op->move_on = 0;
506 486
507 insert_ob_in_map (tmp, op->map, op, 0); 487 tmp->insert_at (op, op);
488 tmp->play_sound (tmp->sound);
489
508 /* remove the firebullet */ 490 /* remove the firebullet */
509 if (!was_destroyed (op, op_tag)) 491 op->destroy ();
510 {
511 remove_ob (op);
512 free_object (op);
513 }
514} 492}
515
516
517 493
518/* 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
519 * (eg, explode, damage player, etc) 495 * (eg, explode, damage player, etc)
520 */ 496 */
521
522void 497void
523check_bullet (object *op) 498check_bullet (object *op)
524{ 499{
525 tag_t op_tag = op->count, tmp_tag;
526 object *tmp; 500 object *tmp;
527 int dam, mflags; 501 int dam, mflags;
528 mapstruct *m; 502 maptile *m;
529 sint16 sx, sy; 503 sint16 sx, sy;
530 504
531 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);
532 506
533 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)))
542 516
543 /* 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 */
544 if (!(mflags & P_IS_ALIVE)) 518 if (!(mflags & P_IS_ALIVE))
545 return; 519 return;
546 520
547 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)
548 { 522 {
549 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 523 if (QUERY_FLAG (tmp, FLAG_ALIVE))
550 { 524 {
551 tmp_tag = tmp->count;
552 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1); 525 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1);
553 if (was_destroyed (op, op_tag) || !was_destroyed (tmp, tmp_tag) || (op->stats.dam -= dam) < 0) 526 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0)
554 { 527 {
555 if (!QUERY_FLAG (op, FLAG_REMOVED)) 528 if (!QUERY_FLAG (op, FLAG_REMOVED))
556 { 529 {
557 remove_ob (op); 530 op->destroy ();
558 free_object (op);
559 return; 531 return;
560 } 532 }
561 } 533 }
562 } 534 }
563 } 535 }
564} 536}
565
566 537
567/* Basically, we move 'op' one square, and if it hits something, 538/* Basically, we move 'op' one square, and if it hits something,
568 * call check_bullet. 539 * call check_bullet.
569 * This function is only applicable to bullets, but not to all 540 * This function is only applicable to bullets, but not to all
570 * fired arches (eg, bolts). 541 * fired arches (eg, bolts).
571 */ 542 */
572
573void 543void
574move_bullet (object *op) 544move_bullet (object *op)
575{ 545{
576 sint16 new_x, new_y; 546 sint16 new_x, new_y;
577 int mflags; 547 int mflags;
578 mapstruct *m; 548 maptile *m;
579 549
580#if 0 550#if 0
581 /* We need a better general purpose way to do this */ 551 /* We need a better general purpose way to do this */
582 552
583 /* peterm: added to make comet leave a trail of burnouts 553 /* peterm: added to make comet leave a trail of burnouts
584 it's an unadulterated hack, but the effect is cool. */ 554 it's an unadulterated hack, but the effect is cool. */
585 if (op->stats.sp == SP_METEOR) 555 if (op->stats.sp == SP_METEOR)
586 { 556 {
587 replace_insert_ob_in_map ("fire_trail", op); 557 replace_insert_ob_in_map ("fire_trail", op);
588 if (was_destroyed (op, op_tag)) 558 if (op->destroyed ())
589 return; 559 return;
590 } /* end addition. */ 560 } /* end addition. */
591#endif 561#endif
592 562
593 /* Reached the end of its life - remove it */ 563 /* Reached the end of its life - remove it */
594 if (--op->range <= 0) 564 if (--op->range <= 0)
595 { 565 {
596 if (op->other_arch) 566 if (op->other_arch)
597 {
598 explode_bullet (op); 567 explode_bullet (op);
599 }
600 else 568 else
601 { 569 op->destroy ();
602 remove_ob (op); 570
603 free_object (op);
604 }
605 return; 571 return;
606 } 572 }
607 573
608 new_x = op->x + DIRX (op); 574 new_x = op->x + DIRX (op);
609 new_y = op->y + DIRY (op); 575 new_y = op->y + DIRY (op);
610 m = op->map; 576 m = op->map;
611 mflags = get_map_flags (m, &m, new_x, new_y, &new_x, &new_y); 577 mflags = get_map_flags (m, &m, new_x, new_y, &new_x, &new_y);
612 578
613 if (mflags & P_OUT_OF_MAP) 579 if (mflags & P_OUT_OF_MAP)
614 { 580 {
615 remove_ob (op); 581 op->destroy ();
616 free_object (op);
617 return; 582 return;
618 } 583 }
619 584
620 if (!op->direction || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y))) 585 if (!op->direction || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y)))
621 { 586 {
622 if (op->other_arch) 587 if (op->other_arch)
623 {
624 explode_bullet (op); 588 explode_bullet (op);
625 }
626 else 589 else
627 { 590 op->destroy ();
628 remove_ob (op);
629 free_object (op);
630 }
631 return;
632 }
633 591
634 remove_ob (op); 592 return;
635 op->x = new_x; 593 }
636 op->y = new_y; 594
637 if ((op = insert_ob_in_map (op, m, op, 0)) == NULL) 595 if (!(op = m->insert (op, new_x, new_y, op)))
638 return; 596 return;
639 597
640 if (reflwall (op->map, op->x, op->y, op)) 598 if (reflwall (op->map, op->x, op->y, op))
641 { 599 {
642 op->direction = absdir (op->direction + 4); 600 op->direction = absdir (op->direction + 4);
643 update_turn_face (op); 601 update_turn_face (op);
644 } 602 }
645 else 603 else
646 {
647 check_bullet (op); 604 check_bullet (op);
648 }
649} 605}
650
651
652
653 606
654/* fire_bullet 607/* fire_bullet
655 * object op (cast from caster) files a bolt in dir. 608 * object op (cast from caster) files a bolt in dir.
656 * spob is the spell object for the bolt. 609 * spob is the spell object for the bolt.
657 * we remove the magic flag - that can be derived from 610 * we remove the magic flag - that can be derived from
658 * spob->attacktype. 611 * spob->attacktype.
659 * This function sets up the appropriate owner and skill 612 * This function sets up the appropriate owner and skill
660 * pointers. 613 * pointers.
661 */ 614 */
662
663int 615int
664fire_bullet (object *op, object *caster, int dir, object *spob) 616fire_bullet (object *op, object *caster, int dir, object *spob)
665{ 617{
666 object *tmp = NULL; 618 object *tmp = NULL;
667 int mflags; 619 int mflags;
688 640
689 tmp->direction = dir; 641 tmp->direction = dir;
690 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) 642 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
691 SET_ANIMATION (tmp, dir); 643 SET_ANIMATION (tmp, dir);
692 644
693 set_owner (tmp, op); 645 tmp->set_owner (op);
694 set_spell_skill (op, caster, spob, tmp); 646 set_spell_skill (op, caster, spob, tmp);
695 647
696 tmp->x = op->x + freearr_x[dir]; 648 tmp->x = op->x + freearr_x[dir];
697 tmp->y = op->y + freearr_y[dir]; 649 tmp->y = op->y + freearr_y[dir];
698 tmp->map = op->map; 650 tmp->map = op->map;
699 651
652 maptile *newmap;
700 mflags = get_map_flags (tmp->map, &tmp->map, tmp->x, tmp->y, &tmp->x, &tmp->y); 653 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y);
701 if (mflags & P_OUT_OF_MAP) 654 if (mflags & P_OUT_OF_MAP)
702 { 655 {
703 free_object (tmp); 656 tmp->destroy ();
704 return 0; 657 return 0;
705 } 658 }
659
660 tmp->map = newmap;
661
706 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y))) 662 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y)))
707 { 663 {
708 if (!QUERY_FLAG (tmp, FLAG_REFLECTING)) 664 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
709 { 665 {
710 free_object (tmp); 666 tmp->destroy ();
711 return 0; 667 return 0;
712 } 668 }
669
713 tmp->x = op->x; 670 tmp->x = op->x;
714 tmp->y = op->y; 671 tmp->y = op->y;
715 tmp->direction = absdir (tmp->direction + 4); 672 tmp->direction = absdir (tmp->direction + 4);
716 tmp->map = op->map; 673 tmp->map = op->map;
717 } 674 }
718 if ((tmp = insert_ob_in_map (tmp, tmp->map, op, 0)) != NULL) 675
719 { 676 if ((tmp = tmp->insert_at (tmp, op)))
720 check_bullet (tmp); 677 check_bullet (tmp);
721 } 678
722 return 1; 679 return 1;
723} 680}
724
725
726
727 681
728/***************************************************************************** 682/*****************************************************************************
729 * 683 *
730 * CONE RELATED FUNCTIONS 684 * CONE RELATED FUNCTIONS
731 * 685 *
732 *****************************************************************************/ 686 *****************************************************************************/
733 687
734
735/* drops an object based on what is in the cone's "other_arch" */ 688/* drops an object based on what is in the cone's "other_arch" */
736void 689void
737cone_drop (object *op) 690cone_drop (object *op)
738{ 691{
739 object *new_ob = arch_to_object (op->other_arch); 692 object *new_ob = arch_to_object (op->other_arch);
740 693
741 new_ob->x = op->x;
742 new_ob->y = op->y;
743 new_ob->level = op->level; 694 new_ob->level = op->level;
744 set_owner (new_ob, op->owner); 695 new_ob->set_owner (op->owner);
745 696
746 /* preserve skill ownership */ 697 /* preserve skill ownership */
747 if (op->skill && op->skill != new_ob->skill) 698 if (op->skill && op->skill != new_ob->skill)
748 {
749 new_ob->skill = op->skill; 699 new_ob->skill = op->skill;
750 }
751 insert_ob_in_map (new_ob, op->map, op, 0);
752 700
701 new_ob->insert_at (op, op);
753} 702}
754 703
755/* move_cone: causes cone object 'op' to move a space/hit creatures */ 704/* move_cone: causes cone object 'op' to move a space/hit creatures */
756 705
757void 706void
758move_cone (object *op) 707move_cone (object *op)
759{ 708{
760 int i; 709 int i;
761 tag_t tag;
762 710
763 /* 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 */
764 if (!op->map) 712 if (!op->map)
765 { 713 {
766 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");
767 op->speed = 0; 715 op->set_speed (0);
768 update_ob_speed (op);
769 return; 716 return;
770 } 717 }
771 718
772 /* lava saves it's life, but not yours :) */ 719 /* lava saves it's life, but not yours :) */
773 if (QUERY_FLAG (op, FLAG_LIFESAVE)) 720 if (QUERY_FLAG (op, FLAG_LIFESAVE))
779#if 0 726#if 0
780 /* Disable this - enabling it makes monsters easier, as 727 /* Disable this - enabling it makes monsters easier, as
781 * when their cone dies when they die. 728 * when their cone dies when they die.
782 */ 729 */
783 /* If no owner left, the spell dies out. */ 730 /* If no owner left, the spell dies out. */
784 if (get_owner (op) == NULL) 731 if (op->owner == NULL)
785 { 732 {
786 remove_ob (op); 733 op->destroy ();
787 free_object (op);
788 return; 734 return;
789 } 735 }
790#endif 736#endif
791 737
792 tag = op->count;
793 hit_map (op, 0, op->attacktype, 0); 738 hit_map (op, 0, op->attacktype, 0);
794 739
795 /* Check to see if we should push anything. 740 /* Check to see if we should push anything.
796 * Spell objects with weight push whatever they encounter to some 741 * Spell objects with weight push whatever they encounter to some
797 * degree. 742 * degree.
798 */ 743 */
799 if (op->weight) 744 if (op->weight)
800 check_spell_knockback (op); 745 check_spell_knockback (op);
801 746
802 if (was_destroyed (op, tag)) 747 if (op->destroyed ())
803 return; 748 return;
804 749
805 if ((op->duration--) < 0) 750 if ((op->duration--) < 0)
806 { 751 {
807 remove_ob (op); 752 op->destroy ();
808 free_object (op);
809 return; 753 return;
810 } 754 }
811 /* Object has hit maximum range, so don't have it move 755 /* Object has hit maximum range, so don't have it move
812 * any further. When the duration above expires, 756 * any further. When the duration above expires,
813 * then the object will get removed. 757 * then the object will get removed.
822 { 766 {
823 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)];
824 768
825 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))
826 { 770 {
827 object *tmp = get_object (); 771 object *tmp = op->clone ();
828
829 copy_object (op, tmp);
830 tmp->x = x;
831 tmp->y = y;
832 772
833 tmp->duration = op->duration + 1; 773 tmp->duration = op->duration + 1;
834 774
835 /* Use for spell tracking - see ok_to_put_more() */ 775 /* Use for spell tracking - see ok_to_put_more() */
836 tmp->stats.maxhp = op->stats.maxhp; 776 tmp->stats.maxhp = op->stats.maxhp;
837 insert_ob_in_map (tmp, op->map, op, 0); 777
778 op->map->insert (tmp, x, y, op);
779
838 if (tmp->other_arch) 780 if (tmp->other_arch)
839 cone_drop (tmp); 781 cone_drop (tmp);
840 } 782 }
841 } 783 }
842} 784}
852int 794int
853cast_cone (object *op, object *caster, int dir, object *spell) 795cast_cone (object *op, object *caster, int dir, object *spell)
854{ 796{
855 object *tmp; 797 object *tmp;
856 int i, success = 0, range_min = -1, range_max = 1; 798 int i, success = 0, range_min = -1, range_max = 1;
857 mapstruct *m; 799 maptile *m;
858 sint16 sx, sy; 800 sint16 sx, sy;
859 MoveType movetype; 801 MoveType movetype;
860 802
861 if (!spell->other_arch) 803 if (!spell->other_arch)
862 return 0; 804 return 0;
875 817
876 /* 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
877 * 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
878 * insert it into is blocked. 820 * insert it into is blocked.
879 */ 821 */
880 movetype = spell->other_arch->clone.move_type; 822 movetype = spell->other_arch->move_type;
881 823
882 for (i = range_min; i <= range_max; i++) 824 for (i = range_min; i <= range_max; i++)
883 { 825 {
884 sint16 x, y, d; 826 sint16 x, y, d;
885 827
918 if ((movetype & GET_MAP_MOVE_BLOCK (m, sx, sy)) == movetype) 860 if ((movetype & GET_MAP_MOVE_BLOCK (m, sx, sy)) == movetype)
919 continue; 861 continue;
920 862
921 success = 1; 863 success = 1;
922 tmp = arch_to_object (spell->other_arch); 864 tmp = arch_to_object (spell->other_arch);
923 set_owner (tmp, op); 865 tmp->set_owner (op);
924 set_spell_skill (op, caster, spell, tmp); 866 set_spell_skill (op, caster, spell, tmp);
925 tmp->level = caster_level (caster, spell); 867 tmp->level = caster_level (caster, spell);
926 tmp->x = sx;
927 tmp->y = sy;
928 tmp->attacktype = spell->attacktype; 868 tmp->attacktype = spell->attacktype;
929 869
930 /* holy word stuff */ 870 /* holy word stuff */
931 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER)) 871 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER))
932 if (!tailor_god_spell (tmp, op)) 872 if (!tailor_god_spell (tmp, op))
966 else 906 else
967 tmp->duration += caster->level / 3; 907 tmp->duration += caster->level / 3;
968 } 908 }
969 909
970 if (!(tmp->move_type & MOVE_FLY_LOW)) 910 if (!(tmp->move_type & MOVE_FLY_LOW))
971 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);
972 912
973 if (!tmp->move_on && tmp->stats.dam) 913 if (!tmp->move_on && tmp->stats.dam)
974 {
975 LOG (llevDebug, "cast_cone(): arch %s doesn't have move_on set\n", &spell->other_arch->name); 914 LOG (llevDebug, "cast_cone(): arch %s doesn't have move_on set\n", &spell->other_arch->archname);
976 }
977 915
978 insert_ob_in_map (tmp, m, op, 0); 916 m->insert (tmp, sx, sy, op);
979 917
980 /* 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
981 * a single space too many times. 919 * a single space too many times.
982 */ 920 */
983 tmp->stats.maxhp = tmp->count; 921 tmp->stats.maxhp = tmp->count;
993 * 931 *
994 * BOMB related code 932 * BOMB related code
995 * 933 *
996 ****************************************************************************/ 934 ****************************************************************************/
997 935
998
999/* This handles an exploding bomb. 936/* This handles an exploding bomb.
1000 * op is the original bomb object. 937 * op is the original bomb object.
1001 */ 938 */
1002void 939void
1003animate_bomb (object *op) 940animate_bomb (object *op)
1004{ 941{
1005 int i; 942 int i;
1006 object *env, *tmp; 943 object *env, *tmp;
1007 archetype *at;
1008 944
1009 if (op->state != NUM_ANIMATIONS (op) - 1) 945 if (op->state != NUM_ANIMATIONS (op) - 1)
1010 return; 946 return;
1011 947
1012 env = object_get_env_recursive (op); 948 env = object_get_env_recursive (op);
1017 return; 953 return;
1018 954
1019 if (env->type == PLAYER) 955 if (env->type == PLAYER)
1020 esrv_del_item (env->contr, op->count); 956 esrv_del_item (env->contr, op->count);
1021 957
1022 remove_ob (op); 958 if (!(op = op->insert_at (env, op)))
1023 op->x = env->x;
1024 op->y = env->y;
1025 if ((op = insert_ob_in_map (op, env->map, op, 0)) == NULL)
1026 return; 959 return;
1027 } 960 }
1028 961
1029 // 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
1030 // 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
1031 // as bombs can be carried. 964 // as bombs can be carried.
1032 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)
1033 { 966 {
1034 remove_ob (op); 967 op->destroy ();
1035 free_object (op);
1036 return; 968 return;
1037 } 969 }
1038 970
1039 /* This copies a lot of the code from the fire bullet, 971 /* This copies a lot of the code from the fire bullet,
1040 * but using the cast_bullet isn't really feasible, 972 * but using the cast_bullet isn't really feasible,
1041 * so just set up the appropriate values. 973 * so just set up the appropriate values.
1042 */ 974 */
1043 at = archetype::find (SPLINT); 975 if (archetype *at = archetype::find (SPLINT))
1044 if (at)
1045 { 976 {
1046 for (i = 1; i < 9; i++) 977 for (i = 1; i < 9; i++)
1047 { 978 {
1048 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]))
1049 continue; 980 continue;
981
1050 tmp = arch_to_object (at); 982 tmp = arch_to_object (at);
1051 tmp->direction = i; 983 tmp->direction = i;
1052 tmp->range = op->range; 984 tmp->range = op->range;
1053 tmp->stats.dam = op->stats.dam; 985 tmp->stats.dam = op->stats.dam;
1054 tmp->duration = op->duration; 986 tmp->duration = op->duration;
1055 tmp->attacktype = op->attacktype; 987 tmp->attacktype = op->attacktype;
1056 copy_owner (tmp, op); 988 tmp->set_owner (op);
1057 if (op->skill && op->skill != tmp->skill) 989 if (op->skill && op->skill != tmp->skill)
1058 {
1059 tmp->skill = op->skill; 990 tmp->skill = op->skill;
1060 } 991
1061 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) 992 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
1062 SET_ANIMATION (tmp, i); 993 SET_ANIMATION (tmp, i);
1063 tmp->x = op->x + freearr_x[i]; 994
1064 tmp->y = op->y + freearr_x[i]; 995 op->map->insert (tmp, op->x + freearr_x[i], op->y + freearr_x[i], op);
1065 insert_ob_in_map (tmp, op->map, op, 0);
1066 move_bullet (tmp); 996 move_bullet (tmp);
1067 } 997 }
1068 } 998 }
1069 999
1070 explode_bullet (op); 1000 explode_bullet (op);
1075{ 1005{
1076 1006
1077 object *tmp; 1007 object *tmp;
1078 int mflags; 1008 int mflags;
1079 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];
1080 mapstruct *m; 1010 maptile *m;
1081 1011
1082 mflags = get_map_flags (op->map, &m, dx, dy, &dx, &dy); 1012 mflags = get_map_flags (op->map, &m, dx, dy, &dx, &dy);
1083 if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, dx, dy) & MOVE_WALK)) 1013 if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, dx, dy) & MOVE_WALK))
1084 { 1014 {
1085 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.");
1091 tmp->range = spell->range + SP_level_range_adjust (caster, spell); 1021 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
1092 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);
1093 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell); 1023 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
1094 tmp->attacktype = spell->attacktype; 1024 tmp->attacktype = spell->attacktype;
1095 1025
1096 set_owner (tmp, op); 1026 tmp->set_owner (op);
1097 set_spell_skill (op, caster, spell, tmp); 1027 set_spell_skill (op, caster, spell, tmp);
1098 tmp->x = dx; 1028
1099 tmp->y = dy; 1029 m->insert (tmp, dx, dy, op);
1100 insert_ob_in_map (tmp, m, op, 0);
1101 return 1; 1030 return 1;
1102} 1031}
1103 1032
1104/**************************************************************************** 1033/****************************************************************************
1105 * 1034 *
1114 * dir is the direction to look in. 1043 * dir is the direction to look in.
1115 * range is how far out to look. 1044 * range is how far out to look.
1116 * 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.
1117 * this info is used for blocked magic/unholy spaces. 1046 * this info is used for blocked magic/unholy spaces.
1118 */ 1047 */
1119
1120object * 1048object *
1121get_pointed_target (object *op, int dir, int range, int type) 1049get_pointed_target (object *op, int dir, int range, int type)
1122{ 1050{
1123 object *target; 1051 object *target;
1124 sint16 x, y; 1052 sint16 x, y;
1125 int dist, mflags; 1053 int dist, mflags;
1126 mapstruct *mp; 1054 maptile *mp;
1127 1055
1128 if (dir == 0) 1056 if (dir == 0)
1129 return NULL; 1057 return NULL;
1130 1058
1131 for (dist = 1; dist < range; dist++) 1059 for (dist = 1; dist < range; dist++)
1143 return NULL; 1071 return NULL;
1144 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW) 1072 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW)
1145 return NULL; 1073 return NULL;
1146 1074
1147 if (mflags & P_IS_ALIVE) 1075 if (mflags & P_IS_ALIVE)
1148 {
1149 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)
1150 { 1077 if (QUERY_FLAG (target, FLAG_MONSTER))
1151 if (QUERY_FLAG (target->head ? target->head : target, FLAG_MONSTER))
1152 {
1153 return target; 1078 return target;
1154 }
1155 }
1156 }
1157 } 1079 }
1080
1158 return NULL; 1081 return NULL;
1159} 1082}
1160
1161 1083
1162/* cast_smite_arch() - the priest points to a creature and causes 1084/* cast_smite_arch() - the priest points to a creature and causes
1163 * a 'godly curse' to decend. 1085 * a 'godly curse' to decend.
1164 * usual params - 1086 * usual params -
1165 * op = player 1087 * op = player
1166 * caster = object casting the spell. 1088 * caster = object casting the spell.
1167 * dir = direction being cast 1089 * dir = direction being cast
1168 * spell = spell object 1090 * spell = spell object
1169 */ 1091 */
1170
1171int 1092int
1172cast_smite_spell (object *op, object *caster, int dir, object *spell) 1093cast_smite_spell (object *op, object *caster, int dir, object *spell)
1173{ 1094{
1174 object *effect, *target; 1095 object *effect, *target;
1175 object *god = find_god (determine_god (op)); 1096 object *god = find_god (determine_god (op));
1221 if (effect->attacktype & AT_DEATH) 1142 if (effect->attacktype & AT_DEATH)
1222 { 1143 {
1223 effect->level = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1144 effect->level = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1224 1145
1225 /* casting death spells at undead isn't a good thing */ 1146 /* casting death spells at undead isn't a good thing */
1226 if QUERY_FLAG
1227 (target, FLAG_UNDEAD) 1147 if (QUERY_FLAG (target, FLAG_UNDEAD))
1228 { 1148 {
1229 if (random_roll (0, 2, op, PREFER_LOW)) 1149 if (random_roll (0, 2, op, PREFER_LOW))
1230 { 1150 {
1231 new_draw_info (NDI_UNIQUE, 0, op, "Idiot! Your spell boomerangs!"); 1151 new_draw_info (NDI_UNIQUE, 0, op, "Idiot! Your spell boomerangs!");
1232 effect->x = op->x; 1152 effect->x = op->x;
1234 } 1154 }
1235 else 1155 else
1236 { 1156 {
1237 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));
1238 target->stats.hp = target->stats.maxhp * 2; 1158 target->stats.hp = target->stats.maxhp * 2;
1239 free_object (effect); 1159 effect->destroy ();
1240 return 0; 1160 return 0;
1241 } 1161 }
1242 } 1162 }
1243 } 1163 }
1244 else 1164 else
1245 { 1165 {
1246 /* how much woe to inflict :) */ 1166 /* how much woe to inflict :) */
1247 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);
1248 } 1168 }
1249 1169
1250 set_owner (effect, op); 1170 effect->set_owner (op);
1251 set_spell_skill (op, caster, spell, effect); 1171 set_spell_skill (op, caster, spell, effect);
1252 1172
1253 /* ok, tell it where to be, and insert! */ 1173 /* ok, tell it where to be, and insert! */
1254 effect->x = target->x; 1174 effect->insert_at (target, op);
1255 effect->y = target->y;
1256 insert_ob_in_map (effect, target->map, op, 0);
1257 1175
1258 return 1; 1176 return 1;
1259} 1177}
1260
1261 1178
1262/**************************************************************************** 1179/****************************************************************************
1263 * 1180 *
1264 * MAGIC MISSILE code. 1181 * MAGIC MISSILE code.
1265 * 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
1271move_missile (object *op) 1188move_missile (object *op)
1272{ 1189{
1273 int i, mflags; 1190 int i, mflags;
1274 object *owner; 1191 object *owner;
1275 sint16 new_x, new_y; 1192 sint16 new_x, new_y;
1276 mapstruct *m; 1193 maptile *m;
1277 1194
1278 if (op->range-- <= 0) 1195 if (op->range-- <= 0)
1279 { 1196 {
1280 remove_ob (op); 1197 op->destroy ();
1281 free_object (op);
1282 return; 1198 return;
1283 } 1199 }
1284 1200
1285 owner = get_owner (op); 1201 owner = op->owner;
1286#if 0 1202#if 0
1287 /* 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
1288 * monster that are then killed would continue to survive 1204 * monster that are then killed would continue to survive
1289 */ 1205 */
1290 if (owner == NULL) 1206 if (owner == NULL)
1291 { 1207 {
1292 remove_ob (op); 1208 op->destroy ();
1293 free_object (op);
1294 return; 1209 return;
1295 } 1210 }
1296#endif 1211#endif
1297 1212
1298 new_x = op->x + DIRX (op); 1213 new_x = op->x + DIRX (op);
1300 1215
1301 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);
1302 1217
1303 if (!(mflags & P_OUT_OF_MAP) && ((mflags & P_IS_ALIVE) || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y)))) 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))))
1304 { 1219 {
1305 tag_t tag = op->count;
1306
1307 hit_map (op, op->direction, AT_MAGIC, 1); 1220 hit_map (op, op->direction, AT_MAGIC, 1);
1308 /* Basically, missile only hits one thing then goes away. 1221 /* Basically, missile only hits one thing then goes away.
1309 * 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.
1310 */ 1223 */
1311 if (!was_destroyed (op, tag)) 1224 if (!op->destroyed ())
1312 { 1225 op->destroy ();
1313 remove_ob (op);
1314 free_object (op);
1315 }
1316 return;
1317 }
1318 1226
1319 remove_ob (op); 1227 return;
1228 }
1229
1230 op->remove ();
1231
1320 if (!op->direction || (mflags & P_OUT_OF_MAP)) 1232 if (!op->direction || (mflags & P_OUT_OF_MAP))
1321 { 1233 {
1322 free_object (op); 1234 op->destroy ();
1323 return; 1235 return;
1324 } 1236 }
1325 op->x = new_x; 1237
1326 op->y = new_y; 1238 i = spell_find_dir (m, new_x, new_y, op->owner);
1327 op->map = m;
1328 i = spell_find_dir (op->map, op->x, op->y, get_owner (op));
1329 if (i > 0 && i != op->direction) 1239 if (i > 0 && i != op->direction)
1330 { 1240 {
1331 op->direction = i; 1241 op->direction = i;
1332 SET_ANIMATION (op, op->direction); 1242 SET_ANIMATION (op, op->direction);
1333 } 1243 }
1334 insert_ob_in_map (op, op->map, op, 0); 1244
1245 m->insert (op, new_x, new_y, op);
1335} 1246}
1336 1247
1337/**************************************************************************** 1248/****************************************************************************
1338 * Destruction 1249 * Destruction
1339 ****************************************************************************/ 1250 ****************************************************************************/
1342 * 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
1343 * object. if time is 0, the object glows permanently. To truely 1254 * object. if time is 0, the object glows permanently. To truely
1344 * make this work for non-living objects, we would have to 1255 * make this work for non-living objects, we would have to
1345 * give them the capability to have an inventory. b.t. 1256 * give them the capability to have an inventory. b.t.
1346 */ 1257 */
1347
1348int 1258int
1349make_object_glow (object *op, int radius, int time) 1259make_object_glow (object *op, int radius, int time)
1350{ 1260{
1351 object *tmp;
1352
1353 /* some things are unaffected... */ 1261 /* some things are unaffected... */
1354 if (op->path_denied & PATH_LIGHT) 1262 if (op->path_denied & PATH_LIGHT)
1355 return 0; 1263 return 0;
1356 1264
1357 tmp = get_archetype (FORCE_NAME); 1265 object *tmp = get_archetype (FORCE_NAME);
1358 tmp->speed = 0.01; 1266 tmp->speed = 0.01;
1359 tmp->stats.food = time; 1267 tmp->stats.food = time;
1360 SET_FLAG (tmp, FLAG_IS_USED_UP); 1268 SET_FLAG (tmp, FLAG_IS_USED_UP);
1361 tmp->glow_radius = radius; 1269 tmp->glow_radius = radius;
1362 if (tmp->glow_radius > MAX_LIGHT_RADII) 1270 if (tmp->glow_radius > MAX_LIGHT_RADII)
1363 tmp->glow_radius = MAX_LIGHT_RADII; 1271 tmp->glow_radius = MAX_LIGHT_RADII;
1364 1272
1365 tmp->x = op->x;
1366 tmp->y = op->y;
1367 if (tmp->speed < MIN_ACTIVE_SPEED)
1368 tmp->speed = MIN_ACTIVE_SPEED; /* safety */
1369 tmp = insert_ob_in_ob (tmp, op); 1273 tmp = insert_ob_in_ob (tmp, op);
1274
1370 if (tmp->glow_radius > op->glow_radius) 1275 if (tmp->glow_radius > op->glow_radius)
1371 op->glow_radius = tmp->glow_radius; 1276 op->glow_radius = tmp->glow_radius;
1372 1277
1373 if (!tmp->env || op != tmp->env)
1374 {
1375 LOG (llevError, "make_object_glow() failed to insert glowing force in %s\n", &op->name);
1376 return 0;
1377 }
1378 return 1; 1278 return 1;
1379} 1279}
1380
1381
1382
1383 1280
1384int 1281int
1385cast_destruction (object *op, object *caster, object *spell_ob) 1282cast_destruction (object *op, object *caster, object *spell_ob)
1386{ 1283{
1387 int i, j, range, mflags, friendly = 0, dam, dur; 1284 int i, j, range, mflags, friendly = 0, dam, dur;
1388 sint16 sx, sy; 1285 sint16 sx, sy;
1389 mapstruct *m; 1286 maptile *m;
1390 object *tmp; 1287 object *tmp;
1391 const char *skill; 1288 const char *skill;
1392 1289
1393 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob); 1290 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
1394 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);
1408 else if (caster->skill) 1305 else if (caster->skill)
1409 op->skill = caster->skill; 1306 op->skill = caster->skill;
1410 else 1307 else
1411 op->skill = NULL; 1308 op->skill = NULL;
1412 1309
1413 change_skill (op, find_skill_by_name (op, op->skill), 1); 1310 op->change_skill (find_skill_by_name (op, op->skill));
1414 1311
1415 for (i = -range; i < range; i++) 1312 for (i = -range; i < range; i++)
1416 { 1313 {
1417 for (j = -range; j < range; j++) 1314 for (j = -range; j < range; j++)
1418 { 1315 {
1419 m = op->map; 1316 m = op->map;
1420 sx = op->x + i; 1317 sx = op->x + i;
1421 sy = op->y + j; 1318 sy = op->y + j;
1319
1422 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy); 1320 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
1423 if (mflags & P_OUT_OF_MAP) 1321 if (mflags & P_OUT_OF_MAP)
1424 continue; 1322 continue;
1323
1425 if (mflags & P_IS_ALIVE) 1324 if (mflags & P_IS_ALIVE)
1426 { 1325 {
1427 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)
1428 {
1429 if (QUERY_FLAG (tmp, FLAG_ALIVE) || tmp->type == PLAYER) 1327 if (QUERY_FLAG (tmp, FLAG_ALIVE) || tmp->type == PLAYER)
1430 break; 1328 break;
1431 } 1329
1432 if (tmp) 1330 if (tmp)
1433 { 1331 {
1434 if (tmp->head) 1332 if (tmp->head)
1435 tmp = tmp->head; 1333 tmp = tmp->head;
1436 1334
1439 { 1337 {
1440 if (spell_ob->subtype == SP_DESTRUCTION) 1338 if (spell_ob->subtype == SP_DESTRUCTION)
1441 { 1339 {
1442 hit_player (tmp, dam, op, spell_ob->attacktype, 0); 1340 hit_player (tmp, dam, op, spell_ob->attacktype, 0);
1443 if (spell_ob->other_arch) 1341 if (spell_ob->other_arch)
1444 {
1445 tmp = arch_to_object (spell_ob->other_arch); 1342 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op);
1446 tmp->x = sx;
1447 tmp->y = sy;
1448 insert_ob_in_map (tmp, m, op, 0);
1449 }
1450 } 1343 }
1451 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)
1452 { 1345 {
1453 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch) 1346 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch)
1454 {
1455 object *effect = arch_to_object (spell_ob->other_arch); 1347 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op);
1456
1457 effect->x = sx;
1458 effect->y = sy;
1459 insert_ob_in_map (effect, m, op, 0);
1460 }
1461 } 1348 }
1462 } 1349 }
1463 } 1350 }
1464 } 1351 }
1465 } 1352 }
1466 } 1353 }
1354
1467 op->skill = skill; 1355 op->skill = skill;
1468 return 1; 1356 return 1;
1469} 1357}
1470 1358
1471/*************************************************************************** 1359/***************************************************************************
1485 { 1373 {
1486 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.");
1487 return 0; 1375 return 0;
1488 } 1376 }
1489 1377
1378 tmp = tmp->head_ ();
1379
1490 /* 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. */
1491 for (force = tmp->inv; force != NULL; force = force->below) 1381 for (force = tmp->inv; force; force = force->below)
1492 { 1382 {
1493 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY) 1383 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY)
1494 { 1384 {
1495 if (force->name == spell_ob->name) 1385 if (force->name == spell_ob->name)
1496 { 1386 {
1502 return 0; 1392 return 0;
1503 } 1393 }
1504 } 1394 }
1505 } 1395 }
1506 1396
1507 if (force == NULL) 1397 if (!force)
1508 { 1398 {
1509 force = get_archetype (FORCE_NAME); 1399 force = get_archetype (FORCE_NAME);
1510 force->subtype = FORCE_CHANGE_ABILITY; 1400 force->subtype = FORCE_CHANGE_ABILITY;
1401
1511 if (spell_ob->race) 1402 if (spell_ob->race)
1512 force->name = spell_ob->race; 1403 force->name = spell_ob->race;
1513 else 1404 else
1514 force->name = spell_ob->name; 1405 force->name = spell_ob->name;
1515 1406
1525 { 1416 {
1526 force->duration = duration; 1417 force->duration = duration;
1527 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.");
1528 } 1419 }
1529 else 1420 else
1530 {
1531 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.");
1532 } 1422
1533 return 1; 1423 return 1;
1534 } 1424 }
1425
1535 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;
1536 force->speed = 1.0; 1427 force->speed = 1.f;
1537 force->speed_left = -1.0; 1428 force->speed_left = -1.f;
1538 SET_FLAG (force, FLAG_APPLIED); 1429 SET_FLAG (force, FLAG_APPLIED);
1539 1430
1540 if (god) 1431 if (god)
1541 { 1432 {
1542 if (spell_ob->last_grace) 1433 if (spell_ob->last_grace)
1555 force->stats.ac = spell_ob->stats.ac; 1446 force->stats.ac = spell_ob->stats.ac;
1556 force->stats.wc = spell_ob->stats.wc; 1447 force->stats.wc = spell_ob->stats.wc;
1557 1448
1558 change_abil (tmp, force); /* Mostly to display any messages */ 1449 change_abil (tmp, force); /* Mostly to display any messages */
1559 insert_ob_in_ob (force, tmp); 1450 insert_ob_in_ob (force, tmp);
1560 fix_player (tmp); 1451 tmp->update_stats ();
1561 return 1; 1452 return 1;
1562 1453
1563} 1454}
1564
1565 1455
1566/********************************************************************** 1456/**********************************************************************
1567 * mood change 1457 * mood change
1568 * 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
1569 * effects monsters, it seems best to put it into this file 1459 * effects monsters, it seems best to put it into this file
1576mood_change (object *op, object *caster, object *spell) 1466mood_change (object *op, object *caster, object *spell)
1577{ 1467{
1578 object *tmp, *god, *head; 1468 object *tmp, *god, *head;
1579 int done_one, range, mflags, level, at, best_at; 1469 int done_one, range, mflags, level, at, best_at;
1580 sint16 x, y, nx, ny; 1470 sint16 x, y, nx, ny;
1581 mapstruct *m; 1471 maptile *m;
1582 const char *race; 1472 const char *race;
1583 1473
1584 /* 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
1585 * doing it over and over again. 1475 * doing it over and over again.
1586 */ 1476 */
1599 else if (god && !strcmp (spell->race, "GOD_FRIEND")) 1489 else if (god && !strcmp (spell->race, "GOD_FRIEND"))
1600 race = god->race; 1490 race = god->race;
1601 else 1491 else
1602 race = spell->race; 1492 race = spell->race;
1603 1493
1604
1605 for (x = op->x - range; x <= op->x + range; x++) 1494 for (x = op->x - range; x <= op->x + range; x++)
1606 for (y = op->y - range; y <= op->y + range; y++) 1495 for (y = op->y - range; y <= op->y + range; y++)
1607 { 1496 {
1608
1609 done_one = 0; 1497 done_one = 0;
1610 m = op->map; 1498 m = op->map;
1611 nx = x; 1499 nx = x;
1612 ny = y; 1500 ny = y;
1613 mflags = get_map_flags (m, &m, x, y, &nx, &ny); 1501 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1616 1504
1617 /* 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 */
1618 if (!(mflags & P_IS_ALIVE)) 1506 if (!(mflags & P_IS_ALIVE))
1619 continue; 1507 continue;
1620 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
1621 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)
1622 if (QUERY_FLAG (tmp, FLAG_MONSTER)) 1515 if (QUERY_FLAG (tmp, FLAG_MONSTER))
1623 break; 1516 break;
1624 1517
1625 /* There can be living objects that are not monsters */ 1518 /* There can be living objects that are not monsters */
1626 if (!tmp || tmp->type == PLAYER) 1519 if (!tmp || tmp->type == PLAYER)
1633 head = tmp; 1526 head = tmp;
1634 1527
1635 /* 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 */
1636 if (race && head->race && !strstr (race, head->race)) 1529 if (race && head->race && !strstr (race, head->race))
1637 continue; 1530 continue;
1531
1638 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD)) 1532 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD))
1639 continue; 1533 continue;
1640 1534
1641 /* Now do a bunch of stuff related to saving throws */ 1535 /* Now do a bunch of stuff related to saving throws */
1642 best_at = -1; 1536 best_at = -1;
1659 at -= level / 5; 1553 at -= level / 5;
1660 if (did_make_save (head, head->level, at)) 1554 if (did_make_save (head, head->level, at))
1661 continue; 1555 continue;
1662 } 1556 }
1663 else /* spell->attacktype */ 1557 else /* spell->attacktype */
1664 /*
1665 Spell has no attacktype (charm & such), so we'll have a specific saving:
1666 * if spell level < monster level, no go
1667 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) )
1668
1669 The chance will then be in the range [20-70] percent, not too bad.
1670
1671 This is required to fix the 'charm monster' abuse, where a player level 1 can
1672 charm a level 125 monster...
1673
1674 Ryo, august 14th
1675 */
1676 { 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 */
1677 if (head->level > level) 1571 if (head->level > level)
1678 continue; 1572 continue;
1573
1679 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))))
1680 /* Failed, no effect */ 1575 /* Failed, no effect */
1681 continue; 1576 continue;
1682 } 1577 }
1683 1578
1684 /* Done with saving throw. Now start effecting the monster */ 1579 /* Done with saving throw. Now start affecting the monster */
1685 1580
1686 /* aggravation */ 1581 /* aggravation */
1687 if (QUERY_FLAG (spell, FLAG_MONSTER)) 1582 if (QUERY_FLAG (spell, FLAG_MONSTER))
1688 { 1583 {
1689 CLEAR_FLAG (head, FLAG_SLEEP); 1584 CLEAR_FLAG (head, FLAG_SLEEP);
1690 if (QUERY_FLAG (head, FLAG_FRIENDLY))
1691 remove_friendly_object (head); 1585 remove_friendly_object (head);
1692
1693 done_one = 1; 1586 done_one = 1;
1694 head->enemy = op; 1587 head->enemy = op;
1695 } 1588 }
1696 1589
1697 /* calm monsters */ 1590 /* calm monsters */
1706 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK)) 1599 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK))
1707 { 1600 {
1708 SET_FLAG (head, FLAG_BERSERK); 1601 SET_FLAG (head, FLAG_BERSERK);
1709 done_one = 1; 1602 done_one = 1;
1710 } 1603 }
1604
1711 /* charm */ 1605 /* charm */
1712 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))
1713 { 1607 {
1714 SET_FLAG (head, FLAG_FRIENDLY);
1715 /* Prevent uncontolled outbreaks of self replicating monsters. 1608 /* Prevent uncontolled outbreaks of self replicating monsters.
1716 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.
1717 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. */
1718 CLEAR_FLAG (head, FLAG_GENERATOR); 1611 CLEAR_FLAG (head, FLAG_GENERATOR);
1719 set_owner (head, op); 1612 head->set_owner (op);
1720 set_spell_skill (op, caster, spell, head); 1613 set_spell_skill (op, caster, spell, head);
1721 add_friendly_object (head); 1614 add_friendly_object (head);
1722 head->attack_movement = PETMOVE; 1615 head->attack_movement = PETMOVE;
1723 done_one = 1; 1616 done_one = 1;
1724 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);
1725 head->stats.exp = 0; 1618 head->stats.exp = 0;
1726 } 1619 }
1727 1620
1728 /* If a monster was effected, put an effect in */ 1621 /* If a monster was effected, put an effect in */
1729 if (done_one && spell->other_arch) 1622 if (done_one && spell->other_arch)
1730 {
1731 tmp = arch_to_object (spell->other_arch); 1623 m->insert (arch_to_object (spell->other_arch), nx, ny, op);
1732 tmp->x = nx;
1733 tmp->y = ny;
1734 insert_ob_in_map (tmp, m, op, 0);
1735 }
1736 } /* for y */ 1624 } /* for y */
1737 1625
1738 return 1; 1626 return 1;
1739} 1627}
1740 1628
1750move_ball_spell (object *op) 1638move_ball_spell (object *op)
1751{ 1639{
1752 int i, j, dam_save, dir, mflags; 1640 int i, j, dam_save, dir, mflags;
1753 sint16 nx, ny, hx, hy; 1641 sint16 nx, ny, hx, hy;
1754 object *owner; 1642 object *owner;
1755 mapstruct *m; 1643 maptile *m;
1756 1644
1757 owner = get_owner (op); 1645 owner = op->owner;
1758 1646
1759 /* 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,
1760 * 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
1761 * victim. The block immediately below more or less chooses a random 1649 * victim. The block immediately below more or less chooses a random
1762 * offset to move the ball, eg, keep it mostly on course, with some 1650 * offset to move the ball, eg, keep it mostly on course, with some
1791 nx = op->x; 1679 nx = op->x;
1792 ny = op->y; 1680 ny = op->y;
1793 m = op->map; 1681 m = op->map;
1794 } 1682 }
1795 1683
1796 remove_ob (op); 1684 m->insert (op, nx, ny, op);
1797 op->y = ny;
1798 op->x = nx;
1799 insert_ob_in_map (op, m, op, 0);
1800 1685
1801 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
1802 surrounding squares */ 1687 surrounding squares */
1803 1688
1804 /* loop over current square and neighbors to hit. 1689 /* loop over current square and neighbors to hit.
1805 * if this has an other_arch field, we insert that in 1690 * if this has an other_arch field, we insert that in
1806 * the surround spaces. 1691 * the surround spaces.
1807 */ 1692 */
1808 for (j = 0; j < 9; j++) 1693 for (j = 0; j < 9; j++)
1809 { 1694 {
1810 object *new_ob;
1811
1812 hx = nx + freearr_x[j]; 1695 hx = nx + freearr_x[j];
1813 hy = ny + freearr_y[j]; 1696 hy = ny + freearr_y[j];
1814 1697
1815 m = op->map; 1698 m = op->map;
1816 mflags = get_map_flags (m, &m, hx, hy, &hx, &hy); 1699 mflags = get_map_flags (m, &m, hx, hy, &hx, &hy);
1830 1713
1831 } 1714 }
1832 1715
1833 /* insert the other arch */ 1716 /* insert the other arch */
1834 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))))
1835 { 1718 m->insert (arch_to_object (op->other_arch), hx, hy, op);
1836 new_ob = arch_to_object (op->other_arch);
1837 new_ob->x = hx;
1838 new_ob->y = hy;
1839 insert_ob_in_map (new_ob, m, op, 0);
1840 }
1841 } 1719 }
1842 1720
1843 /* restore to the center location and damage */ 1721 /* restore to the center location and damage */
1844 op->stats.dam = dam_save; 1722 op->stats.dam = dam_save;
1845 1723
1846 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);
1847 1725
1848 if (i >= 0) 1726 if (i >= 0)
1849 { /* we have a preferred direction! */ 1727 { /* we have a preferred direction! */
1850 /* pick another direction if the preferred dir is blocked. */ 1728 /* pick another direction if the preferred dir is blocked. */
1851 if (get_map_flags (op->map, &m, nx + freearr_x[i], ny + freearr_y[i], &hx, &hy) & P_OUT_OF_MAP || 1729 if (get_map_flags (op->map, &m, nx + freearr_x[i], ny + freearr_y[i], &hx, &hy) & P_OUT_OF_MAP ||
1852 OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy))) 1730 OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy)))
1853 {
1854 i = absdir (i + rndm (0, 2) - 1); /* -1, 0, +1 */ 1731 i = absdir (i + rndm (0, 2) - 1); /* -1, 0, +1 */
1855 } 1732
1856 op->direction = i; 1733 op->direction = i;
1857 } 1734 }
1858} 1735}
1859 1736
1860 1737
1872#if 0 1749#if 0
1873 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 };
1874 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 };
1875 sint16 target_x, target_y, origin_x, origin_y; 1752 sint16 target_x, target_y, origin_x, origin_y;
1876 int adjustdir; 1753 int adjustdir;
1877 mapstruct *m; 1754 maptile *m;
1878#endif 1755#endif
1879 int basedir; 1756 int basedir;
1880 object *owner; 1757 object *owner;
1881 1758
1882 owner = get_owner (op); 1759 owner = op->owner;
1883 if (op->duration == 0 || owner == NULL) 1760 if (op->duration == 0 || owner == NULL)
1884 { 1761 {
1885 remove_ob (op); 1762 op->destroy ();
1886 free_object (op);
1887 return; 1763 return;
1888 } 1764 }
1765
1889 op->duration--; 1766 op->duration--;
1890 1767
1891 basedir = op->direction; 1768 basedir = op->direction;
1892 if (basedir == 0) 1769 if (basedir == 0)
1893 { 1770 {
1898#if 0 1775#if 0
1899 // this is bogus: it causes wrong places to be checked below 1776 // this is bogus: it causes wrong places to be checked below
1900 // (a wall 2 cells away will block the effect...) and 1777 // (a wall 2 cells away will block the effect...) and
1901 // 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
1902 // space. 1779 // space.
1903 // should be fixed later, but correctness before featurs... 1780 // should be fixed later, but correctness before features...
1904 // (schmorp) 1781 // (schmorp)
1905 1782
1906 /* new offset calculation to make swarm element distribution 1783 /* new offset calculation to make swarm element distribution
1907 * more uniform 1784 * more uniform
1908 */ 1785 */
1990 1867
1991 if (!spell->other_arch) 1868 if (!spell->other_arch)
1992 return 0; 1869 return 0;
1993 1870
1994 tmp = get_archetype (SWARM_SPELL); 1871 tmp = get_archetype (SWARM_SPELL);
1995 tmp->x = op->x;
1996 tmp->y = op->y;
1997 set_owner (tmp, op); /* needed so that if swarm elements kill, caster gets xp. */ 1872 tmp->set_owner (op); /* needed so that if swarm elements kill, caster gets xp. */
1998 set_spell_skill (op, caster, spell, tmp); 1873 set_spell_skill (op, caster, spell, tmp);
1999 1874
2000 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. */
2001 tmp->spell = arch_to_object (spell->other_arch); 1876 tmp->spell = arch_to_object (spell->other_arch);
2002 1877
2003 tmp->attacktype = tmp->spell->attacktype; 1878 tmp->attacktype = tmp->spell->attacktype;
2004 1879
2005 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) 1880 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
2006 {
2007 if (!tailor_god_spell (tmp, op)) 1881 if (!tailor_god_spell (tmp, op))
2008 return 1; 1882 return 1;
2009 } 1883
2010 tmp->duration = SP_level_duration_adjust (caster, spell); 1884 tmp->duration = SP_level_duration_adjust (caster, spell);
2011 for (i = 0; i < spell->duration; i++) 1885 for (i = 0; i < spell->duration; i++)
2012 tmp->duration += die_roll (1, 3, op, PREFER_HIGH); 1886 tmp->duration += die_roll (1, 3, op, PREFER_HIGH);
2013 1887
2014 tmp->direction = dir; 1888 tmp->direction = dir;
2015 tmp->invisible = 1; 1889 tmp->invisible = 1;
2016 insert_ob_in_map (tmp, op->map, op, 0); 1890
1891 tmp->insert_at (op, op);
2017 return 1; 1892 return 1;
2018} 1893}
2019 1894
2020 1895
2021/* See the spells documentation file for why this is its own 1896/* See the spells documentation file for why this is its own
2025cast_light (object *op, object *caster, object *spell, int dir) 1900cast_light (object *op, object *caster, object *spell, int dir)
2026{ 1901{
2027 object *target = NULL, *tmp = NULL; 1902 object *target = NULL, *tmp = NULL;
2028 sint16 x, y; 1903 sint16 x, y;
2029 int dam, mflags; 1904 int dam, mflags;
2030 mapstruct *m; 1905 maptile *m;
2031 1906
2032 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1907 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
2033 1908
2034 if (!dir) 1909 if (!dir)
2035 { 1910 {
2049 return 0; 1924 return 0;
2050 } 1925 }
2051 1926
2052 if (mflags & P_IS_ALIVE && spell->attacktype) 1927 if (mflags & P_IS_ALIVE && spell->attacktype)
2053 { 1928 {
2054 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)
2055 if (QUERY_FLAG (target, FLAG_MONSTER)) 1930 if (QUERY_FLAG (target, FLAG_MONSTER))
2056 { 1931 {
2057 /* oky doky. got a target monster. Lets make a blinding attack */ 1932 /* oky doky. got a target monster. Lets make a blinding attack */
2058 if (target->head) 1933 if (target->head)
2059 target = target->head; 1934 target = target->head;
2081 { 1956 {
2082 tmp->glow_radius = spell->range + SP_level_range_adjust (caster, spell); 1957 tmp->glow_radius = spell->range + SP_level_range_adjust (caster, spell);
2083 if (tmp->glow_radius > MAX_LIGHT_RADII) 1958 if (tmp->glow_radius > MAX_LIGHT_RADII)
2084 tmp->glow_radius = MAX_LIGHT_RADII; 1959 tmp->glow_radius = MAX_LIGHT_RADII;
2085 } 1960 }
2086 tmp->x = x; 1961
2087 tmp->y = y; 1962 m->insert (tmp, x, y, op);
2088 insert_ob_in_map (tmp, m, op, 0);
2089 return 1; 1963 return 1;
2090} 1964}
2091
2092
2093
2094 1965
2095/* cast_cause_disease: this spell looks along <dir> from the 1966/* cast_cause_disease: this spell looks along <dir> from the
2096 * player and infects someone. 1967 * player and infects someone.
2097 * 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
2098 * 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
2099 * perhaps this should actually be in disease.c? 1970 * perhaps this should actually be in disease.c?
2100 */ 1971 */
2101
2102int 1972int
2103cast_cause_disease (object *op, object *caster, object *spell, int dir) 1973cast_cause_disease (object *op, object *caster, object *spell, int dir)
2104{ 1974{
2105 sint16 x, y; 1975 sint16 x, y;
2106 int i, mflags, range, dam_mod, dur_mod; 1976 int i, mflags, range, dam_mod, dur_mod;
2107 object *walk; 1977 object *walk;
2108 mapstruct *m; 1978 maptile *m;
2109 1979
2110 x = op->x; 1980 x = op->x;
2111 y = op->y; 1981 y = op->y;
2112 1982
2113 /* 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
2114 * direction the player is pointing. 1984 * direction the player is pointing.
2115 */ 1985 */
2116 if (!dir) 1986 if (!dir)
2117 dir = op->facing; 1987 dir = op->facing;
1988
2118 if (!dir) 1989 if (!dir)
2119 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 */
2120 1991
2121 /* Calculate these once here */ 1992 /* Calculate these once here */
2122 range = spell->range + SP_level_range_adjust (caster, spell); 1993 range = spell->range + SP_level_range_adjust (caster, spell);
2141 2012
2142 /* 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 */
2143 if (mflags & P_IS_ALIVE) 2014 if (mflags & P_IS_ALIVE)
2144 { 2015 {
2145 /* search this square for a victim */ 2016 /* search this square for a victim */
2146 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)
2147 if (QUERY_FLAG (walk, FLAG_MONSTER) || (walk->type == PLAYER)) 2018 if (QUERY_FLAG (walk, FLAG_MONSTER) || (walk->type == PLAYER))
2148 { /* found a victim */ 2019 { /* found a victim */
2149 object *disease = arch_to_object (spell->other_arch); 2020 object *disease = arch_to_object (spell->other_arch);
2150 2021
2151 set_owner (disease, op); 2022 disease->set_owner (op);
2152 set_spell_skill (op, caster, spell, disease); 2023 set_spell_skill (op, caster, spell, disease);
2153 disease->stats.exp = 0; 2024 disease->stats.exp = 0;
2154 disease->level = caster_level (caster, spell); 2025 disease->level = caster_level (caster, spell);
2155 2026
2156 /* do level adjustments */ 2027 /* do level adjustments */
2157 if (disease->stats.wc) 2028 if (disease->stats.wc)
2158 disease->stats.wc += dur_mod / 2; 2029 disease->stats.wc += dur_mod / 2;
2159 2030
2160 if (disease->magic > 0) 2031 if (disease->magic > 0)
2161 disease->magic += dur_mod / 4; 2032 disease->magic += dur_mod / 8;
2162 2033
2163 if (disease->stats.maxhp > 0) 2034 if (disease->stats.maxhp > 0)
2164 disease->stats.maxhp += dur_mod; 2035 disease->stats.maxhp += dur_mod;
2165 2036
2166 if (disease->stats.maxgrace > 0) 2037 if (disease->stats.maxgrace > 0)
2201 if (disease->stats.sp) 2072 if (disease->stats.sp)
2202 disease->stats.sp -= dam_mod; 2073 disease->stats.sp -= dam_mod;
2203 2074
2204 if (infect_object (walk, disease, 1)) 2075 if (infect_object (walk, disease, 1))
2205 { 2076 {
2206 object *flash; /* visual effect for inflicting disease */
2207
2208 new_draw_info_format (NDI_UNIQUE, 0, op, "You inflict %s on %s!", &disease->name, &walk->name); 2077 new_draw_info_format (NDI_UNIQUE, 0, op, "You inflict %s on %s!", &disease->name, &walk->name);
2209 2078
2210 free_object (disease); /* don't need this one anymore */ 2079 disease->destroy (); /* don't need this one anymore */
2211 flash = get_archetype (ARCH_DETECT_MAGIC); 2080 walk->map->insert (get_archetype ("detect_magic"), x, y, op);
2212 flash->x = x;
2213 flash->y = y;
2214 flash->map = walk->map;
2215 insert_ob_in_map (flash, walk->map, op, 0);
2216 return 1; 2081 return 1;
2217 } 2082 }
2218 free_object (disease); 2083
2084 disease->destroy ();
2219 } 2085 }
2220 } /* if living creature */ 2086 } /* if living creature */
2221 } /* for range of spaces */ 2087 } /* for range of spaces */
2088
2222 new_draw_info (NDI_UNIQUE, 0, op, "No one caught anything!"); 2089 new_draw_info (NDI_UNIQUE, 0, op, "No one caught anything!");
2223 return 1; 2090 return 1;
2224} 2091}

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