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Comparing deliantra/server/server/spell_attack.C (file contents):
Revision 1.16 by root, Tue Dec 12 20:53:03 2006 UTC vs.
Revision 1.50 by root, Sun Apr 20 23:25:09 2008 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007 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))
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 maptile *m; 169 maptile *m;
176 170
177 if (--(op->duration) < 0) 171 if (--op->duration < 0)
178 { 172 {
179 op->remove ();
180 op->destroy (0); 173 op->destroy ();
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 tmp->destroy (0); 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 tmp->destroy (0); 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 maptile *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 { 358 {
366 op->remove ();
367 op->destroy (0); 359 op->destroy ();
368 return; 360 return;
369 } 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 */
407 object *tmp, *owner; 399 object *tmp, *owner;
408 400
409 if (op->other_arch == NULL) 401 if (op->other_arch == NULL)
410 { 402 {
411 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n"); 403 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n");
412 op->remove ();
413 op->destroy (0); 404 op->destroy ();
414 return; 405 return;
415 } 406 }
416 407
417 if (op->env) 408 if (op->env)
418 { 409 {
419 object *env; 410 object *env = op->outer_env ();
420 411
421 env = object_get_env_recursive (op);
422 if (env->map == NULL || out_of_map (env->map, env->x, env->y)) 412 if (!env->map || out_of_map (env->map, env->x, env->y))
423 { 413 {
424 LOG (llevError, "BUG: explode_bullet(): env out of map\n"); 414 LOG (llevError, "BUG: explode_bullet(): env out of map\n");
425 op->remove ();
426 op->destroy (0); 415 op->destroy ();
427 return; 416 return;
428 } 417 }
429 op->remove (); 418
430 op->x = env->x; 419 op->insert_at (env, op, INS_NO_MERGE | INS_NO_WALK_ON);
431 op->y = env->y;
432 insert_ob_in_map (op, env->map, op, INS_NO_MERGE | INS_NO_WALK_ON);
433 } 420 }
434 else if (out_of_map (op->map, op->x, op->y)) 421 else if (out_of_map (op->map, op->x, op->y))
435 { 422 {
436 LOG (llevError, "BUG: explode_bullet(): op out of map\n"); 423 LOG (llevError, "BUG: explode_bullet(): op out of map\n");
437 op->remove ();
438 op->destroy (0); 424 op->destroy ();
439 return; 425 return;
440 } 426 }
441 427
442 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent explosions of any kind on safe maps 428 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent explosions of any kind on safe maps
443 // NOTE: If this breaks something important: remove this. I can't think of anything 429 // NOTE: If this breaks something important: remove this. I can't think of anything
444 // bad at the moment that might happen from this. 430 // bad at the moment that might happen from this.
445 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE) 431 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
446 { 432 {
447 op->remove ();
448 op->destroy (0); 433 op->destroy ();
449 return; 434 return;
450 } 435 }
451 436
452 if (op->attacktype) 437 if (op->attacktype)
453 { 438 {
457 } 442 }
458 443
459 /* other_arch contains what this explodes into */ 444 /* other_arch contains what this explodes into */
460 tmp = arch_to_object (op->other_arch); 445 tmp = arch_to_object (op->other_arch);
461 446
462 copy_owner (tmp, op); 447 tmp->set_owner (op);
463 tmp->skill = op->skill; 448 tmp->skill = op->skill;
464 449
465 owner = get_owner (op); 450 owner = op->owner;
466 451
467 if ((tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) && owner && !tailor_god_spell (tmp, owner)) 452 if ((tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) && owner && !tailor_god_spell (tmp, owner))
468 { 453 {
469 op->remove ();
470 op->destroy (0); 454 op->destroy ();
471 return; 455 return;
472 } 456 }
473
474 tmp->x = op->x;
475 tmp->y = op->y;
476 457
477 /* special for bombs - it actually has sane values for these */ 458 /* special for bombs - it actually has sane values for these */
478 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB) 459 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB)
479 { 460 {
480 tmp->attacktype = op->attacktype; 461 tmp->attacktype = op->attacktype;
484 } 465 }
485 else 466 else
486 { 467 {
487 if (op->attacktype & AT_MAGIC) 468 if (op->attacktype & AT_MAGIC)
488 tmp->attacktype |= AT_MAGIC; 469 tmp->attacktype |= AT_MAGIC;
470
489 /* Spell doc describes what is going on here */ 471 /* Spell doc describes what is going on here */
490 tmp->stats.dam = op->dam_modifier; 472 tmp->stats.dam = op->dam_modifier;
491 tmp->range = op->stats.maxhp; 473 tmp->range = op->stats.maxhp;
492 tmp->duration = op->stats.hp; 474 tmp->duration = op->stats.hp;
493 /* Used for spell tracking - just need a unique val for this spell - 475 /* Used for spell tracking - just need a unique val for this spell -
501 tmp->stats.sp = op->direction; 483 tmp->stats.sp = op->direction;
502 484
503 /* Prevent recursion */ 485 /* Prevent recursion */
504 op->move_on = 0; 486 op->move_on = 0;
505 487
506 insert_ob_in_map (tmp, op->map, op, 0); 488 tmp->insert_at (op, op);
489 tmp->play_sound (tmp->sound);
490
507 /* remove the firebullet */ 491 /* remove the firebullet */
508 if (!op->destroyed ())
509 {
510 op->remove ();
511 op->destroy (0); 492 op->destroy ();
512 }
513} 493}
514
515
516 494
517/* checks to see what op should do, given the space it is on 495/* checks to see what op should do, given the space it is on
518 * (eg, explode, damage player, etc) 496 * (eg, explode, damage player, etc)
519 */ 497 */
520
521void 498void
522check_bullet (object *op) 499check_bullet (object *op)
523{ 500{
524 object *tmp; 501 object *tmp;
525 int dam, mflags; 502 int dam, mflags;
540 517
541 /* If nothing alive on this space, no reason to do anything further */ 518 /* If nothing alive on this space, no reason to do anything further */
542 if (!(mflags & P_IS_ALIVE)) 519 if (!(mflags & P_IS_ALIVE))
543 return; 520 return;
544 521
545 for (tmp = get_map_ob (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 522 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
546 { 523 {
547 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 524 if (QUERY_FLAG (tmp, FLAG_ALIVE))
548 { 525 {
549 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1); 526 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1);
550 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0) 527 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0)
551 { 528 {
552 if (!QUERY_FLAG (op, FLAG_REMOVED)) 529 if (!QUERY_FLAG (op, FLAG_REMOVED))
553 { 530 {
554 op->remove ();
555 op->destroy (0); 531 op->destroy ();
556 return; 532 return;
557 } 533 }
558 } 534 }
559 } 535 }
560 } 536 }
561} 537}
562
563 538
564/* Basically, we move 'op' one square, and if it hits something, 539/* Basically, we move 'op' one square, and if it hits something,
565 * call check_bullet. 540 * call check_bullet.
566 * This function is only applicable to bullets, but not to all 541 * This function is only applicable to bullets, but not to all
567 * fired arches (eg, bolts). 542 * fired arches (eg, bolts).
568 */ 543 */
569
570void 544void
571move_bullet (object *op) 545move_bullet (object *op)
572{ 546{
573 sint16 new_x, new_y; 547 sint16 new_x, new_y;
574 int mflags; 548 int mflags;
589 563
590 /* Reached the end of its life - remove it */ 564 /* Reached the end of its life - remove it */
591 if (--op->range <= 0) 565 if (--op->range <= 0)
592 { 566 {
593 if (op->other_arch) 567 if (op->other_arch)
594 {
595 explode_bullet (op); 568 explode_bullet (op);
596 }
597 else 569 else
598 {
599 op->remove ();
600 op->destroy (0); 570 op->destroy ();
601 } 571
602 return; 572 return;
603 } 573 }
604 574
605 new_x = op->x + DIRX (op); 575 new_x = op->x + DIRX (op);
606 new_y = op->y + DIRY (op); 576 new_y = op->y + DIRY (op);
607 m = op->map; 577 m = op->map;
608 mflags = get_map_flags (m, &m, new_x, new_y, &new_x, &new_y); 578 mflags = get_map_flags (m, &m, new_x, new_y, &new_x, &new_y);
609 579
610 if (mflags & P_OUT_OF_MAP) 580 if (mflags & P_OUT_OF_MAP)
611 { 581 {
612 op->remove ();
613 op->destroy (0); 582 op->destroy ();
614 return; 583 return;
615 } 584 }
616 585
617 if (!op->direction || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y))) 586 if (!op->direction || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y)))
618 { 587 {
619 if (op->other_arch) 588 if (op->other_arch)
620 {
621 explode_bullet (op); 589 explode_bullet (op);
622 }
623 else 590 else
624 {
625 op->remove ();
626 op->destroy (0); 591 op->destroy ();
627 }
628 return;
629 }
630 592
631 op->remove (); 593 return;
632 op->x = new_x; 594 }
633 op->y = new_y; 595
634 if ((op = insert_ob_in_map (op, m, op, 0)) == NULL) 596 if (!(op = m->insert (op, new_x, new_y, op)))
635 return; 597 return;
636 598
637 if (reflwall (op->map, op->x, op->y, op)) 599 if (reflwall (op->map, op->x, op->y, op))
638 { 600 {
639 op->direction = absdir (op->direction + 4); 601 op->direction = absdir (op->direction + 4);
640 update_turn_face (op); 602 update_turn_face (op);
641 } 603 }
642 else 604 else
643 {
644 check_bullet (op); 605 check_bullet (op);
645 }
646} 606}
647
648
649
650 607
651/* fire_bullet 608/* fire_bullet
652 * object op (cast from caster) files a bolt in dir. 609 * object op (cast from caster) files a bolt in dir.
653 * spob is the spell object for the bolt. 610 * spob is the spell object for the bolt.
654 * we remove the magic flag - that can be derived from 611 * we remove the magic flag - that can be derived from
655 * spob->attacktype. 612 * spob->attacktype.
656 * This function sets up the appropriate owner and skill 613 * This function sets up the appropriate owner and skill
657 * pointers. 614 * pointers.
658 */ 615 */
659
660int 616int
661fire_bullet (object *op, object *caster, int dir, object *spob) 617fire_bullet (object *op, object *caster, int dir, object *spob)
662{ 618{
663 object *tmp = NULL; 619 object *tmp = NULL;
664 int mflags; 620 int mflags;
685 641
686 tmp->direction = dir; 642 tmp->direction = dir;
687 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) 643 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
688 SET_ANIMATION (tmp, dir); 644 SET_ANIMATION (tmp, dir);
689 645
690 set_owner (tmp, op); 646 tmp->set_owner (op);
691 set_spell_skill (op, caster, spob, tmp); 647 set_spell_skill (op, caster, spob, tmp);
692 648
693 tmp->x = op->x + freearr_x[dir]; 649 tmp->x = op->x + freearr_x[dir];
694 tmp->y = op->y + freearr_y[dir]; 650 tmp->y = op->y + freearr_y[dir];
695 tmp->map = op->map; 651 tmp->map = op->map;
696 652
653 maptile *newmap;
697 mflags = get_map_flags (tmp->map, &tmp->map, tmp->x, tmp->y, &tmp->x, &tmp->y); 654 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y);
698 if (mflags & P_OUT_OF_MAP) 655 if (mflags & P_OUT_OF_MAP)
699 { 656 {
700 tmp->destroy (0); 657 tmp->destroy ();
701 return 0; 658 return 0;
702 } 659 }
660
661 tmp->map = newmap;
662
703 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y))) 663 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y)))
704 { 664 {
705 if (!QUERY_FLAG (tmp, FLAG_REFLECTING)) 665 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
706 { 666 {
707 tmp->destroy (0); 667 tmp->destroy ();
708 return 0; 668 return 0;
709 } 669 }
670
710 tmp->x = op->x; 671 tmp->x = op->x;
711 tmp->y = op->y; 672 tmp->y = op->y;
712 tmp->direction = absdir (tmp->direction + 4); 673 tmp->direction = absdir (tmp->direction + 4);
713 tmp->map = op->map; 674 tmp->map = op->map;
714 } 675 }
715 if ((tmp = insert_ob_in_map (tmp, tmp->map, op, 0)) != NULL) 676
716 { 677 if ((tmp = tmp->insert_at (tmp, op)))
717 check_bullet (tmp); 678 check_bullet (tmp);
718 } 679
719 return 1; 680 return 1;
720} 681}
721
722
723
724 682
725/***************************************************************************** 683/*****************************************************************************
726 * 684 *
727 * CONE RELATED FUNCTIONS 685 * CONE RELATED FUNCTIONS
728 * 686 *
729 *****************************************************************************/ 687 *****************************************************************************/
730 688
731
732/* drops an object based on what is in the cone's "other_arch" */ 689/* drops an object based on what is in the cone's "other_arch" */
733void 690void
734cone_drop (object *op) 691cone_drop (object *op)
735{ 692{
736 object *new_ob = arch_to_object (op->other_arch); 693 object *new_ob = arch_to_object (op->other_arch);
737 694
738 new_ob->x = op->x;
739 new_ob->y = op->y;
740 new_ob->level = op->level; 695 new_ob->level = op->level;
741 set_owner (new_ob, op->owner); 696 new_ob->set_owner (op->owner);
742 697
743 /* preserve skill ownership */ 698 /* preserve skill ownership */
744 if (op->skill && op->skill != new_ob->skill) 699 if (op->skill && op->skill != new_ob->skill)
745 {
746 new_ob->skill = op->skill; 700 new_ob->skill = op->skill;
747 }
748 insert_ob_in_map (new_ob, op->map, op, 0);
749 701
702 new_ob->insert_at (op, op);
750} 703}
751 704
752/* move_cone: causes cone object 'op' to move a space/hit creatures */ 705/* move_cone: causes cone object 'op' to move a space/hit creatures */
753 706
754void 707void
758 711
759 /* if no map then hit_map will crash so just ignore object */ 712 /* if no map then hit_map will crash so just ignore object */
760 if (!op->map) 713 if (!op->map)
761 { 714 {
762 LOG (llevError, "Tried to move_cone object %s without a map.\n", op->name ? &op->name : "unknown"); 715 LOG (llevError, "Tried to move_cone object %s without a map.\n", op->name ? &op->name : "unknown");
763 op->speed = 0; 716 op->set_speed (0);
764 update_ob_speed (op);
765 return; 717 return;
766 } 718 }
767 719
768 /* lava saves it's life, but not yours :) */ 720 /* lava saves it's life, but not yours :) */
769 if (QUERY_FLAG (op, FLAG_LIFESAVE)) 721 if (QUERY_FLAG (op, FLAG_LIFESAVE))
775#if 0 727#if 0
776 /* Disable this - enabling it makes monsters easier, as 728 /* Disable this - enabling it makes monsters easier, as
777 * when their cone dies when they die. 729 * when their cone dies when they die.
778 */ 730 */
779 /* If no owner left, the spell dies out. */ 731 /* If no owner left, the spell dies out. */
780 if (get_owner (op) == NULL) 732 if (op->owner == NULL)
781 { 733 {
782 op->remove ();
783 op->destroy (0); 734 op->destroy ();
784 return; 735 return;
785 } 736 }
786#endif 737#endif
787 738
788 hit_map (op, 0, op->attacktype, 0); 739 hit_map (op, 0, op->attacktype, 0);
797 if (op->destroyed ()) 748 if (op->destroyed ())
798 return; 749 return;
799 750
800 if ((op->duration--) < 0) 751 if ((op->duration--) < 0)
801 { 752 {
802 op->remove ();
803 op->destroy (0); 753 op->destroy ();
804 return; 754 return;
805 } 755 }
806 /* Object has hit maximum range, so don't have it move 756 /* Object has hit maximum range, so don't have it move
807 * any further. When the duration above expires, 757 * any further. When the duration above expires,
808 * then the object will get removed. 758 * then the object will get removed.
817 { 767 {
818 sint16 x = op->x + freearr_x[absdir (op->stats.sp + i)], y = op->y + freearr_y[absdir (op->stats.sp + i)]; 768 sint16 x = op->x + freearr_x[absdir (op->stats.sp + i)], y = op->y + freearr_y[absdir (op->stats.sp + i)];
819 769
820 if (ok_to_put_more (op->map, x, y, op, op->attacktype)) 770 if (ok_to_put_more (op->map, x, y, op, op->attacktype))
821 { 771 {
822 object *tmp = get_object (); 772 object *tmp = op->clone ();
823
824 copy_object (op, tmp);
825 tmp->x = x;
826 tmp->y = y;
827 773
828 tmp->duration = op->duration + 1; 774 tmp->duration = op->duration + 1;
829 775
830 /* Use for spell tracking - see ok_to_put_more() */ 776 /* Use for spell tracking - see ok_to_put_more() */
831 tmp->stats.maxhp = op->stats.maxhp; 777 tmp->stats.maxhp = op->stats.maxhp;
832 insert_ob_in_map (tmp, op->map, op, 0); 778
779 op->map->insert (tmp, x, y, op);
780
833 if (tmp->other_arch) 781 if (tmp->other_arch)
834 cone_drop (tmp); 782 cone_drop (tmp);
835 } 783 }
836 } 784 }
837} 785}
870 818
871 /* Need to know what the movetype of the object we are about 819 /* Need to know what the movetype of the object we are about
872 * to create is, so we can know if the space we are about to 820 * to create is, so we can know if the space we are about to
873 * insert it into is blocked. 821 * insert it into is blocked.
874 */ 822 */
875 movetype = spell->other_arch->clone.move_type; 823 movetype = spell->other_arch->move_type;
876 824
877 for (i = range_min; i <= range_max; i++) 825 for (i = range_min; i <= range_max; i++)
878 { 826 {
879 sint16 x, y, d; 827 sint16 x, y, d;
880 828
913 if ((movetype & GET_MAP_MOVE_BLOCK (m, sx, sy)) == movetype) 861 if ((movetype & GET_MAP_MOVE_BLOCK (m, sx, sy)) == movetype)
914 continue; 862 continue;
915 863
916 success = 1; 864 success = 1;
917 tmp = arch_to_object (spell->other_arch); 865 tmp = arch_to_object (spell->other_arch);
918 set_owner (tmp, op); 866 tmp->set_owner (op);
919 set_spell_skill (op, caster, spell, tmp); 867 set_spell_skill (op, caster, spell, tmp);
920 tmp->level = caster_level (caster, spell); 868 tmp->level = caster_level (caster, spell);
921 tmp->x = sx;
922 tmp->y = sy;
923 tmp->attacktype = spell->attacktype; 869 tmp->attacktype = spell->attacktype;
924 870
925 /* holy word stuff */ 871 /* holy word stuff */
926 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER)) 872 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER))
927 if (!tailor_god_spell (tmp, op)) 873 if (!tailor_god_spell (tmp, op))
961 else 907 else
962 tmp->duration += caster->level / 3; 908 tmp->duration += caster->level / 3;
963 } 909 }
964 910
965 if (!(tmp->move_type & MOVE_FLY_LOW)) 911 if (!(tmp->move_type & MOVE_FLY_LOW))
966 LOG (llevDebug, "cast_cone(): arch %s doesn't have flying 1\n", &spell->other_arch->name); 912 LOG (llevDebug, "cast_cone(): arch %s doesn't have flying 1\n", &spell->other_arch->archname);
967 913
968 if (!tmp->move_on && tmp->stats.dam) 914 if (!tmp->move_on && tmp->stats.dam)
969 {
970 LOG (llevDebug, "cast_cone(): arch %s doesn't have move_on set\n", &spell->other_arch->name); 915 LOG (llevDebug, "cast_cone(): arch %s doesn't have move_on set\n", &spell->other_arch->archname);
971 }
972 916
973 insert_ob_in_map (tmp, m, op, 0); 917 m->insert (tmp, sx, sy, op);
974 918
975 /* This is used for tracking spells so that one effect doesn't hit 919 /* This is used for tracking spells so that one effect doesn't hit
976 * a single space too many times. 920 * a single space too many times.
977 */ 921 */
978 tmp->stats.maxhp = tmp->count; 922 tmp->stats.maxhp = tmp->count;
988 * 932 *
989 * BOMB related code 933 * BOMB related code
990 * 934 *
991 ****************************************************************************/ 935 ****************************************************************************/
992 936
993
994/* This handles an exploding bomb. 937/* This handles an exploding bomb.
995 * op is the original bomb object. 938 * op is the original bomb object.
996 */ 939 */
997void 940void
998animate_bomb (object *op) 941animate_bomb (object *op)
999{ 942{
1000 int i;
1001 object *env, *tmp;
1002 archetype *at;
1003
1004 if (op->state != NUM_ANIMATIONS (op) - 1) 943 if (op->state != NUM_ANIMATIONS (op) - 1)
1005 return; 944 return;
1006 945
1007 env = object_get_env_recursive (op); 946 object *env = op->outer_env ();
1008 947
1009 if (op->env) 948 if (op->env)
1010 { 949 {
1011 if (env->map == NULL) 950 if (env->map == NULL)
1012 return; 951 return;
1013 952
1014 if (env->type == PLAYER) 953 if (env->type == PLAYER)
1015 esrv_del_item (env->contr, op->count); 954 esrv_del_item (env->contr, op->count);
1016 955
1017 op->remove (); 956 if (!(op = op->insert_at (env, op)))
1018 op->x = env->x;
1019 op->y = env->y;
1020 if ((op = insert_ob_in_map (op, env->map, op, 0)) == NULL)
1021 return; 957 return;
1022 } 958 }
1023 959
1024 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent bomb from exploding 960 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent bomb from exploding
1025 // on a safe map. I don't like this special casing, but it seems to be neccessary 961 // on a safe map. I don't like this special casing, but it seems to be neccessary
1026 // as bombs can be carried. 962 // as bombs can be carried.
1027 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE) 963 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
1028 { 964 {
1029 op->remove ();
1030 op->destroy (0); 965 op->destroy ();
1031 return; 966 return;
1032 } 967 }
1033 968
1034 /* This copies a lot of the code from the fire bullet, 969 /* This copies a lot of the code from the fire bullet,
1035 * but using the cast_bullet isn't really feasible, 970 * but using the cast_bullet isn't really feasible,
1036 * so just set up the appropriate values. 971 * so just set up the appropriate values.
1037 */ 972 */
1038 at = archetype::find (SPLINT); 973 if (archetype *at = archetype::find (SPLINT))
1039 if (at)
1040 { 974 {
1041 for (i = 1; i < 9; i++) 975 for (int i = 1; i < 9; i++)
1042 { 976 {
1043 if (out_of_map (op->map, op->x + freearr_x[i], op->y + freearr_x[i])) 977 if (out_of_map (op->map, op->x + freearr_x[i], op->y + freearr_x[i]))
1044 continue; 978 continue;
979
1045 tmp = arch_to_object (at); 980 object *tmp = arch_to_object (at);
1046 tmp->direction = i; 981 tmp->direction = i;
1047 tmp->range = op->range; 982 tmp->range = op->range;
1048 tmp->stats.dam = op->stats.dam; 983 tmp->stats.dam = op->stats.dam;
1049 tmp->duration = op->duration; 984 tmp->duration = op->duration;
1050 tmp->attacktype = op->attacktype; 985 tmp->attacktype = op->attacktype;
1051 copy_owner (tmp, op); 986 tmp->set_owner (op);
1052 if (op->skill && op->skill != tmp->skill) 987 if (op->skill && op->skill != tmp->skill)
1053 {
1054 tmp->skill = op->skill; 988 tmp->skill = op->skill;
1055 } 989
1056 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) 990 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
1057 SET_ANIMATION (tmp, i); 991 SET_ANIMATION (tmp, i);
1058 tmp->x = op->x + freearr_x[i]; 992
1059 tmp->y = op->y + freearr_x[i]; 993 op->map->insert (tmp, op->x + freearr_x[i], op->y + freearr_x[i], op);
1060 insert_ob_in_map (tmp, op->map, op, 0);
1061 move_bullet (tmp); 994 move_bullet (tmp);
1062 } 995 }
1063 } 996 }
1064 997
1065 explode_bullet (op); 998 explode_bullet (op);
1086 tmp->range = spell->range + SP_level_range_adjust (caster, spell); 1019 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
1087 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1020 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1088 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell); 1021 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
1089 tmp->attacktype = spell->attacktype; 1022 tmp->attacktype = spell->attacktype;
1090 1023
1091 set_owner (tmp, op); 1024 tmp->set_owner (op);
1092 set_spell_skill (op, caster, spell, tmp); 1025 set_spell_skill (op, caster, spell, tmp);
1093 tmp->x = dx; 1026
1094 tmp->y = dy; 1027 m->insert (tmp, dx, dy, op);
1095 insert_ob_in_map (tmp, m, op, 0);
1096 return 1; 1028 return 1;
1097} 1029}
1098 1030
1099/**************************************************************************** 1031/****************************************************************************
1100 * 1032 *
1109 * dir is the direction to look in. 1041 * dir is the direction to look in.
1110 * range is how far out to look. 1042 * range is how far out to look.
1111 * type is the type of spell - either SPELL_MANA or SPELL_GRACE. 1043 * type is the type of spell - either SPELL_MANA or SPELL_GRACE.
1112 * this info is used for blocked magic/unholy spaces. 1044 * this info is used for blocked magic/unholy spaces.
1113 */ 1045 */
1114
1115object * 1046object *
1116get_pointed_target (object *op, int dir, int range, int type) 1047get_pointed_target (object *op, int dir, int range, int type)
1117{ 1048{
1118 object *target; 1049 object *target;
1119 sint16 x, y; 1050 sint16 x, y;
1138 return NULL; 1069 return NULL;
1139 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW) 1070 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW)
1140 return NULL; 1071 return NULL;
1141 1072
1142 if (mflags & P_IS_ALIVE) 1073 if (mflags & P_IS_ALIVE)
1143 {
1144 for (target = get_map_ob (mp, x, y); target; target = target->above) 1074 for (target = GET_MAP_OB (mp, x, y); target; target = target->above)
1145 { 1075 if (QUERY_FLAG (target, FLAG_MONSTER))
1146 if (QUERY_FLAG (target->head ? target->head : target, FLAG_MONSTER))
1147 {
1148 return target; 1076 return target;
1149 }
1150 }
1151 }
1152 } 1077 }
1078
1153 return NULL; 1079 return NULL;
1154} 1080}
1155
1156 1081
1157/* cast_smite_arch() - the priest points to a creature and causes 1082/* cast_smite_arch() - the priest points to a creature and causes
1158 * a 'godly curse' to decend. 1083 * a 'godly curse' to decend.
1159 * usual params - 1084 * usual params -
1160 * op = player 1085 * op = player
1161 * caster = object casting the spell. 1086 * caster = object casting the spell.
1162 * dir = direction being cast 1087 * dir = direction being cast
1163 * spell = spell object 1088 * spell = spell object
1164 */ 1089 */
1165
1166int 1090int
1167cast_smite_spell (object *op, object *caster, int dir, object *spell) 1091cast_smite_spell (object *op, object *caster, int dir, object *spell)
1168{ 1092{
1169 object *effect, *target; 1093 object *effect, *target;
1170 object *god = find_god (determine_god (op)); 1094 object *god = find_god (determine_god (op));
1216 if (effect->attacktype & AT_DEATH) 1140 if (effect->attacktype & AT_DEATH)
1217 { 1141 {
1218 effect->level = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1142 effect->level = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1219 1143
1220 /* casting death spells at undead isn't a good thing */ 1144 /* casting death spells at undead isn't a good thing */
1221 if QUERY_FLAG
1222 (target, FLAG_UNDEAD) 1145 if (QUERY_FLAG (target, FLAG_UNDEAD))
1223 { 1146 {
1224 if (random_roll (0, 2, op, PREFER_LOW)) 1147 if (random_roll (0, 2, op, PREFER_LOW))
1225 { 1148 {
1226 new_draw_info (NDI_UNIQUE, 0, op, "Idiot! Your spell boomerangs!"); 1149 new_draw_info (NDI_UNIQUE, 0, op, "Idiot! Your spell boomerangs!");
1227 effect->x = op->x; 1150 effect->x = op->x;
1229 } 1152 }
1230 else 1153 else
1231 { 1154 {
1232 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s looks stronger!", query_name (target)); 1155 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s looks stronger!", query_name (target));
1233 target->stats.hp = target->stats.maxhp * 2; 1156 target->stats.hp = target->stats.maxhp * 2;
1234 effect->destroy (0); 1157 effect->destroy ();
1235 return 0; 1158 return 0;
1236 } 1159 }
1237 } 1160 }
1238 } 1161 }
1239 else 1162 else
1240 { 1163 {
1241 /* how much woe to inflict :) */ 1164 /* how much woe to inflict :) */
1242 effect->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1165 effect->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1243 } 1166 }
1244 1167
1245 set_owner (effect, op); 1168 effect->set_owner (op);
1246 set_spell_skill (op, caster, spell, effect); 1169 set_spell_skill (op, caster, spell, effect);
1247 1170
1248 /* ok, tell it where to be, and insert! */ 1171 /* ok, tell it where to be, and insert! */
1249 effect->x = target->x; 1172 effect->insert_at (target, op);
1250 effect->y = target->y;
1251 insert_ob_in_map (effect, target->map, op, 0);
1252 1173
1253 return 1; 1174 return 1;
1254} 1175}
1255
1256 1176
1257/**************************************************************************** 1177/****************************************************************************
1258 * 1178 *
1259 * MAGIC MISSILE code. 1179 * MAGIC MISSILE code.
1260 * note that the fire_bullet is used to fire the missile. The 1180 * note that the fire_bullet is used to fire the missile. The
1270 sint16 new_x, new_y; 1190 sint16 new_x, new_y;
1271 maptile *m; 1191 maptile *m;
1272 1192
1273 if (op->range-- <= 0) 1193 if (op->range-- <= 0)
1274 { 1194 {
1275 op->remove ();
1276 op->destroy (0); 1195 op->destroy ();
1277 return; 1196 return;
1278 } 1197 }
1279 1198
1280 owner = get_owner (op); 1199 owner = op->owner;
1281#if 0 1200#if 0
1282 /* It'd make things nastier if this wasn't here - spells cast by 1201 /* It'd make things nastier if this wasn't here - spells cast by
1283 * monster that are then killed would continue to survive 1202 * monster that are then killed would continue to survive
1284 */ 1203 */
1285 if (owner == NULL) 1204 if (owner == NULL)
1286 { 1205 {
1287 op->remove ();
1288 op->destroy (0); 1206 op->destroy ();
1289 return; 1207 return;
1290 } 1208 }
1291#endif 1209#endif
1292 1210
1293 new_x = op->x + DIRX (op); 1211 new_x = op->x + DIRX (op);
1300 hit_map (op, op->direction, AT_MAGIC, 1); 1218 hit_map (op, op->direction, AT_MAGIC, 1);
1301 /* Basically, missile only hits one thing then goes away. 1219 /* Basically, missile only hits one thing then goes away.
1302 * we need to remove it if someone hasn't already done so. 1220 * we need to remove it if someone hasn't already done so.
1303 */ 1221 */
1304 if (!op->destroyed ()) 1222 if (!op->destroyed ())
1305 op->destroy (0); 1223 op->destroy ();
1306 1224
1307 return; 1225 return;
1308 } 1226 }
1309 1227
1310 op->remove (); 1228 op->remove ();
1311 1229
1312 if (!op->direction || (mflags & P_OUT_OF_MAP)) 1230 if (!op->direction || (mflags & P_OUT_OF_MAP))
1313 { 1231 {
1314 op->destroy (0); 1232 op->destroy ();
1315 return; 1233 return;
1316 } 1234 }
1317 1235
1318 op->x = new_x; 1236 i = spell_find_dir (m, new_x, new_y, op->owner);
1319 op->y = new_y;
1320 op->map = m;
1321 i = spell_find_dir (op->map, op->x, op->y, get_owner (op));
1322 if (i > 0 && i != op->direction) 1237 if (i > 0 && i != op->direction)
1323 { 1238 {
1324 op->direction = i; 1239 op->direction = i;
1325 SET_ANIMATION (op, op->direction); 1240 SET_ANIMATION (op, op->direction);
1326 } 1241 }
1327 1242
1328 insert_ob_in_map (op, op->map, op, 0); 1243 m->insert (op, new_x, new_y, op);
1329} 1244}
1330 1245
1331/**************************************************************************** 1246/****************************************************************************
1332 * Destruction 1247 * Destruction
1333 ****************************************************************************/ 1248 ****************************************************************************/
1336 * we do this by creating a force and inserting it in the 1251 * we do this by creating a force and inserting it in the
1337 * object. if time is 0, the object glows permanently. To truely 1252 * object. if time is 0, the object glows permanently. To truely
1338 * make this work for non-living objects, we would have to 1253 * make this work for non-living objects, we would have to
1339 * give them the capability to have an inventory. b.t. 1254 * give them the capability to have an inventory. b.t.
1340 */ 1255 */
1341
1342int 1256int
1343make_object_glow (object *op, int radius, int time) 1257make_object_glow (object *op, int radius, int time)
1344{ 1258{
1345 object *tmp;
1346
1347 /* some things are unaffected... */ 1259 /* some things are unaffected... */
1348 if (op->path_denied & PATH_LIGHT) 1260 if (op->path_denied & PATH_LIGHT)
1349 return 0; 1261 return 0;
1350 1262
1351 tmp = get_archetype (FORCE_NAME); 1263 object *tmp = get_archetype (FORCE_NAME);
1352 tmp->speed = 0.01; 1264 tmp->speed = 0.01;
1353 tmp->stats.food = time; 1265 tmp->stats.food = time;
1354 SET_FLAG (tmp, FLAG_IS_USED_UP); 1266 SET_FLAG (tmp, FLAG_IS_USED_UP);
1355 tmp->glow_radius = radius; 1267 tmp->glow_radius = radius;
1356 if (tmp->glow_radius > MAX_LIGHT_RADII) 1268 if (tmp->glow_radius > MAX_LIGHT_RADII)
1357 tmp->glow_radius = MAX_LIGHT_RADII; 1269 tmp->glow_radius = MAX_LIGHT_RADII;
1358 1270
1359 tmp->x = op->x;
1360 tmp->y = op->y;
1361 if (tmp->speed < MIN_ACTIVE_SPEED)
1362 tmp->speed = MIN_ACTIVE_SPEED; /* safety */
1363 tmp = insert_ob_in_ob (tmp, op); 1271 tmp = insert_ob_in_ob (tmp, op);
1272
1364 if (tmp->glow_radius > op->glow_radius) 1273 if (tmp->glow_radius > op->glow_radius)
1365 op->glow_radius = tmp->glow_radius; 1274 op->glow_radius = tmp->glow_radius;
1366 1275
1367 if (!tmp->env || op != tmp->env)
1368 {
1369 LOG (llevError, "make_object_glow() failed to insert glowing force in %s\n", &op->name);
1370 return 0;
1371 }
1372 return 1; 1276 return 1;
1373} 1277}
1374
1375
1376
1377 1278
1378int 1279int
1379cast_destruction (object *op, object *caster, object *spell_ob) 1280cast_destruction (object *op, object *caster, object *spell_ob)
1380{ 1281{
1381 int i, j, range, mflags, friendly = 0, dam, dur; 1282 int i, j, range, mflags, friendly = 0, dam, dur;
1402 else if (caster->skill) 1303 else if (caster->skill)
1403 op->skill = caster->skill; 1304 op->skill = caster->skill;
1404 else 1305 else
1405 op->skill = NULL; 1306 op->skill = NULL;
1406 1307
1407 change_skill (op, find_skill_by_name (op, op->skill), 1); 1308 op->change_skill (find_skill_by_name (op, op->skill));
1408 1309
1409 for (i = -range; i < range; i++) 1310 for (i = -range; i < range; i++)
1410 { 1311 {
1411 for (j = -range; j < range; j++) 1312 for (j = -range; j < range; j++)
1412 { 1313 {
1413 m = op->map; 1314 m = op->map;
1414 sx = op->x + i; 1315 sx = op->x + i;
1415 sy = op->y + j; 1316 sy = op->y + j;
1317
1416 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy); 1318 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
1417 if (mflags & P_OUT_OF_MAP) 1319 if (mflags & P_OUT_OF_MAP)
1418 continue; 1320 continue;
1321
1419 if (mflags & P_IS_ALIVE) 1322 if (mflags & P_IS_ALIVE)
1420 { 1323 {
1421 for (tmp = get_map_ob (m, sx, sy); tmp; tmp = tmp->above) 1324 for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above)
1422 {
1423 if (QUERY_FLAG (tmp, FLAG_ALIVE) || tmp->type == PLAYER) 1325 if (QUERY_FLAG (tmp, FLAG_ALIVE) || tmp->type == PLAYER)
1424 break; 1326 break;
1425 } 1327
1426 if (tmp) 1328 if (tmp)
1427 { 1329 {
1428 if (tmp->head) 1330 if (tmp->head)
1429 tmp = tmp->head; 1331 tmp = tmp->head;
1430 1332
1433 { 1335 {
1434 if (spell_ob->subtype == SP_DESTRUCTION) 1336 if (spell_ob->subtype == SP_DESTRUCTION)
1435 { 1337 {
1436 hit_player (tmp, dam, op, spell_ob->attacktype, 0); 1338 hit_player (tmp, dam, op, spell_ob->attacktype, 0);
1437 if (spell_ob->other_arch) 1339 if (spell_ob->other_arch)
1438 {
1439 tmp = arch_to_object (spell_ob->other_arch); 1340 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op);
1440 tmp->x = sx;
1441 tmp->y = sy;
1442 insert_ob_in_map (tmp, m, op, 0);
1443 }
1444 } 1341 }
1445 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist[ATNR_MAGIC] != 100) 1342 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist[ATNR_MAGIC] != 100)
1446 { 1343 {
1447 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch) 1344 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch)
1448 {
1449 object *effect = arch_to_object (spell_ob->other_arch); 1345 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op);
1450
1451 effect->x = sx;
1452 effect->y = sy;
1453 insert_ob_in_map (effect, m, op, 0);
1454 }
1455 } 1346 }
1456 } 1347 }
1457 } 1348 }
1458 } 1349 }
1459 } 1350 }
1460 } 1351 }
1352
1461 op->skill = skill; 1353 op->skill = skill;
1462 return 1; 1354 return 1;
1463} 1355}
1464 1356
1465/*************************************************************************** 1357/***************************************************************************
1479 { 1371 {
1480 new_draw_info (NDI_UNIQUE, 0, op, "There is no one in that direction to curse."); 1372 new_draw_info (NDI_UNIQUE, 0, op, "There is no one in that direction to curse.");
1481 return 0; 1373 return 0;
1482 } 1374 }
1483 1375
1376 tmp = tmp->head_ ();
1377
1484 /* If we've already got a force of this type, don't add a new one. */ 1378 /* If we've already got a force of this type, don't add a new one. */
1485 for (force = tmp->inv; force != NULL; force = force->below) 1379 for (force = tmp->inv; force; force = force->below)
1486 { 1380 {
1487 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY) 1381 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY)
1488 { 1382 {
1489 if (force->name == spell_ob->name) 1383 if (force->name == spell_ob->name)
1490 { 1384 {
1496 return 0; 1390 return 0;
1497 } 1391 }
1498 } 1392 }
1499 } 1393 }
1500 1394
1501 if (force == NULL) 1395 if (!force)
1502 { 1396 {
1503 force = get_archetype (FORCE_NAME); 1397 force = get_archetype (FORCE_NAME);
1504 force->subtype = FORCE_CHANGE_ABILITY; 1398 force->subtype = FORCE_CHANGE_ABILITY;
1399
1505 if (spell_ob->race) 1400 if (spell_ob->race)
1506 force->name = spell_ob->race; 1401 force->name = spell_ob->race;
1507 else 1402 else
1508 force->name = spell_ob->name; 1403 force->name = spell_ob->name;
1509 1404
1519 { 1414 {
1520 force->duration = duration; 1415 force->duration = duration;
1521 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 1416 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1522 } 1417 }
1523 else 1418 else
1524 {
1525 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1419 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1526 } 1420
1527 return 1; 1421 return 1;
1528 } 1422 }
1423
1529 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50; 1424 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1530 force->speed = 1.0; 1425 force->speed = 1.f;
1531 force->speed_left = -1.0; 1426 force->speed_left = -1.f;
1532 SET_FLAG (force, FLAG_APPLIED); 1427 SET_FLAG (force, FLAG_APPLIED);
1533 1428
1534 if (god) 1429 if (god)
1535 { 1430 {
1536 if (spell_ob->last_grace) 1431 if (spell_ob->last_grace)
1549 force->stats.ac = spell_ob->stats.ac; 1444 force->stats.ac = spell_ob->stats.ac;
1550 force->stats.wc = spell_ob->stats.wc; 1445 force->stats.wc = spell_ob->stats.wc;
1551 1446
1552 change_abil (tmp, force); /* Mostly to display any messages */ 1447 change_abil (tmp, force); /* Mostly to display any messages */
1553 insert_ob_in_ob (force, tmp); 1448 insert_ob_in_ob (force, tmp);
1554 fix_player (tmp); 1449 tmp->update_stats ();
1555 return 1; 1450 return 1;
1556 1451
1557} 1452}
1558
1559 1453
1560/********************************************************************** 1454/**********************************************************************
1561 * mood change 1455 * mood change
1562 * Arguably, this may or may not be an attack spell. But since it 1456 * Arguably, this may or may not be an attack spell. But since it
1563 * effects monsters, it seems best to put it into this file 1457 * effects monsters, it seems best to put it into this file
1593 else if (god && !strcmp (spell->race, "GOD_FRIEND")) 1487 else if (god && !strcmp (spell->race, "GOD_FRIEND"))
1594 race = god->race; 1488 race = god->race;
1595 else 1489 else
1596 race = spell->race; 1490 race = spell->race;
1597 1491
1598
1599 for (x = op->x - range; x <= op->x + range; x++) 1492 for (x = op->x - range; x <= op->x + range; x++)
1600 for (y = op->y - range; y <= op->y + range; y++) 1493 for (y = op->y - range; y <= op->y + range; y++)
1601 { 1494 {
1602
1603 done_one = 0; 1495 done_one = 0;
1604 m = op->map; 1496 m = op->map;
1605 nx = x; 1497 nx = x;
1606 ny = y; 1498 ny = y;
1607 mflags = get_map_flags (m, &m, x, y, &nx, &ny); 1499 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1610 1502
1611 /* If there is nothing living on this space, no need to go further */ 1503 /* If there is nothing living on this space, no need to go further */
1612 if (!(mflags & P_IS_ALIVE)) 1504 if (!(mflags & P_IS_ALIVE))
1613 continue; 1505 continue;
1614 1506
1507 // players can only affect spaces that they can actually see
1508 if (caster && caster->contr
1509 && caster->contr->visibility_at (m, nx, ny) < 70)
1510 continue;
1511
1615 for (tmp = get_map_ob (m, nx, ny); tmp; tmp = tmp->above) 1512 for (tmp = GET_MAP_TOP (m, nx, ny); tmp; tmp = tmp->below)
1616 if (QUERY_FLAG (tmp, FLAG_MONSTER)) 1513 if (QUERY_FLAG (tmp, FLAG_MONSTER))
1617 break; 1514 break;
1618 1515
1619 /* There can be living objects that are not monsters */ 1516 /* There can be living objects that are not monsters */
1620 if (!tmp || tmp->type == PLAYER) 1517 if (!tmp || tmp->type == PLAYER)
1627 head = tmp; 1524 head = tmp;
1628 1525
1629 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */ 1526 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */
1630 if (race && head->race && !strstr (race, head->race)) 1527 if (race && head->race && !strstr (race, head->race))
1631 continue; 1528 continue;
1529
1632 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD)) 1530 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD))
1633 continue; 1531 continue;
1634 1532
1635 /* Now do a bunch of stuff related to saving throws */ 1533 /* Now do a bunch of stuff related to saving throws */
1636 best_at = -1; 1534 best_at = -1;
1653 at -= level / 5; 1551 at -= level / 5;
1654 if (did_make_save (head, head->level, at)) 1552 if (did_make_save (head, head->level, at))
1655 continue; 1553 continue;
1656 } 1554 }
1657 else /* spell->attacktype */ 1555 else /* spell->attacktype */
1658 /*
1659 Spell has no attacktype (charm & such), so we'll have a specific saving:
1660 * if spell level < monster level, no go
1661 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) )
1662
1663 The chance will then be in the range [20-70] percent, not too bad.
1664
1665 This is required to fix the 'charm monster' abuse, where a player level 1 can
1666 charm a level 125 monster...
1667
1668 Ryo, august 14th
1669 */
1670 { 1556 {
1557 /*
1558 Spell has no attacktype (charm & such), so we'll have a specific saving:
1559 * if spell level < monster level, no go
1560 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) )
1561
1562 The chance will then be in the range [20-70] percent, not too bad.
1563
1564 This is required to fix the 'charm monster' abuse, where a player level 1 can
1565 charm a level 125 monster...
1566
1567 Ryo, august 14th
1568 */
1671 if (head->level > level) 1569 if (head->level > level)
1672 continue; 1570 continue;
1571
1673 if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + MIN (50, 2 * (level - head->level)))) 1572 if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + MIN (50, 2 * (level - head->level))))
1674 /* Failed, no effect */ 1573 /* Failed, no effect */
1675 continue; 1574 continue;
1676 } 1575 }
1677 1576
1678 /* Done with saving throw. Now start effecting the monster */ 1577 /* Done with saving throw. Now start affecting the monster */
1679 1578
1680 /* aggravation */ 1579 /* aggravation */
1681 if (QUERY_FLAG (spell, FLAG_MONSTER)) 1580 if (QUERY_FLAG (spell, FLAG_MONSTER))
1682 { 1581 {
1683 CLEAR_FLAG (head, FLAG_SLEEP); 1582 CLEAR_FLAG (head, FLAG_SLEEP);
1684 if (QUERY_FLAG (head, FLAG_FRIENDLY))
1685 remove_friendly_object (head); 1583 remove_friendly_object (head);
1686
1687 done_one = 1; 1584 done_one = 1;
1688 head->enemy = op; 1585 head->enemy = op;
1689 } 1586 }
1690 1587
1691 /* calm monsters */ 1588 /* calm monsters */
1700 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK)) 1597 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK))
1701 { 1598 {
1702 SET_FLAG (head, FLAG_BERSERK); 1599 SET_FLAG (head, FLAG_BERSERK);
1703 done_one = 1; 1600 done_one = 1;
1704 } 1601 }
1602
1705 /* charm */ 1603 /* charm */
1706 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY)) 1604 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY))
1707 { 1605 {
1708 SET_FLAG (head, FLAG_FRIENDLY);
1709 /* Prevent uncontolled outbreaks of self replicating monsters. 1606 /* Prevent uncontolled outbreaks of self replicating monsters.
1710 Typical use case is charm, go somwhere, use aggravation to make hostile. 1607 Typical use case is charm, go somwhere, use aggravation to make hostile.
1711 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */ 1608 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */
1712 CLEAR_FLAG (head, FLAG_GENERATOR); 1609 CLEAR_FLAG (head, FLAG_GENERATOR);
1713 set_owner (head, op); 1610 head->set_owner (op);
1714 set_spell_skill (op, caster, spell, head); 1611 set_spell_skill (op, caster, spell, head);
1715 add_friendly_object (head); 1612 add_friendly_object (head);
1716 head->attack_movement = PETMOVE; 1613 head->attack_movement = PETMOVE;
1717 done_one = 1; 1614 done_one = 1;
1718 change_exp (op, head->stats.exp / 2, head->skill, SK_EXP_ADD_SKILL); 1615 change_exp (op, head->stats.exp / 2, head->skill, SK_EXP_ADD_SKILL);
1719 head->stats.exp = 0; 1616 head->stats.exp = 0;
1720 } 1617 }
1721 1618
1722 /* If a monster was effected, put an effect in */ 1619 /* If a monster was effected, put an effect in */
1723 if (done_one && spell->other_arch) 1620 if (done_one && spell->other_arch)
1724 {
1725 tmp = arch_to_object (spell->other_arch); 1621 m->insert (arch_to_object (spell->other_arch), nx, ny, op);
1726 tmp->x = nx;
1727 tmp->y = ny;
1728 insert_ob_in_map (tmp, m, op, 0);
1729 }
1730 } /* for y */ 1622 } /* for y */
1731 1623
1732 return 1; 1624 return 1;
1733} 1625}
1734 1626
1746 int i, j, dam_save, dir, mflags; 1638 int i, j, dam_save, dir, mflags;
1747 sint16 nx, ny, hx, hy; 1639 sint16 nx, ny, hx, hy;
1748 object *owner; 1640 object *owner;
1749 maptile *m; 1641 maptile *m;
1750 1642
1751 owner = get_owner (op); 1643 owner = op->owner;
1752 1644
1753 /* the following logic makes sure that the ball doesn't move into a wall, 1645 /* the following logic makes sure that the ball doesn't move into a wall,
1754 * and makes sure that it will move along a wall to try and get at it's 1646 * and makes sure that it will move along a wall to try and get at it's
1755 * victim. The block immediately below more or less chooses a random 1647 * victim. The block immediately below more or less chooses a random
1756 * offset to move the ball, eg, keep it mostly on course, with some 1648 * offset to move the ball, eg, keep it mostly on course, with some
1785 nx = op->x; 1677 nx = op->x;
1786 ny = op->y; 1678 ny = op->y;
1787 m = op->map; 1679 m = op->map;
1788 } 1680 }
1789 1681
1790 op->remove (); 1682 m->insert (op, nx, ny, op);
1791 op->y = ny;
1792 op->x = nx;
1793 insert_ob_in_map (op, m, op, 0);
1794 1683
1795 dam_save = op->stats.dam; /* save the original dam: we do halfdam on 1684 dam_save = op->stats.dam; /* save the original dam: we do halfdam on
1796 surrounding squares */ 1685 surrounding squares */
1797 1686
1798 /* loop over current square and neighbors to hit. 1687 /* loop over current square and neighbors to hit.
1799 * if this has an other_arch field, we insert that in 1688 * if this has an other_arch field, we insert that in
1800 * the surround spaces. 1689 * the surround spaces.
1801 */ 1690 */
1802 for (j = 0; j < 9; j++) 1691 for (j = 0; j < 9; j++)
1803 { 1692 {
1804 object *new_ob;
1805
1806 hx = nx + freearr_x[j]; 1693 hx = nx + freearr_x[j];
1807 hy = ny + freearr_y[j]; 1694 hy = ny + freearr_y[j];
1808 1695
1809 m = op->map; 1696 m = op->map;
1810 mflags = get_map_flags (m, &m, hx, hy, &hx, &hy); 1697 mflags = get_map_flags (m, &m, hx, hy, &hx, &hy);
1824 1711
1825 } 1712 }
1826 1713
1827 /* insert the other arch */ 1714 /* insert the other arch */
1828 if (op->other_arch && !(OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy)))) 1715 if (op->other_arch && !(OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy))))
1829 { 1716 m->insert (arch_to_object (op->other_arch), hx, hy, op);
1830 new_ob = arch_to_object (op->other_arch);
1831 new_ob->x = hx;
1832 new_ob->y = hy;
1833 insert_ob_in_map (new_ob, m, op, 0);
1834 }
1835 } 1717 }
1836 1718
1837 /* restore to the center location and damage */ 1719 /* restore to the center location and damage */
1838 op->stats.dam = dam_save; 1720 op->stats.dam = dam_save;
1839 1721
1840 i = spell_find_dir (op->map, op->x, op->y, get_owner (op)); 1722 i = spell_find_dir (op->map, op->x, op->y, op->owner);
1841 1723
1842 if (i >= 0) 1724 if (i >= 0)
1843 { /* we have a preferred direction! */ 1725 { /* we have a preferred direction! */
1844 /* pick another direction if the preferred dir is blocked. */ 1726 /* pick another direction if the preferred dir is blocked. */
1845 if (get_map_flags (op->map, &m, nx + freearr_x[i], ny + freearr_y[i], &hx, &hy) & P_OUT_OF_MAP || 1727 if (get_map_flags (op->map, &m, nx + freearr_x[i], ny + freearr_y[i], &hx, &hy) & P_OUT_OF_MAP ||
1846 OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy))) 1728 OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy)))
1847 {
1848 i = absdir (i + rndm (0, 2) - 1); /* -1, 0, +1 */ 1729 i = absdir (i + rndm (0, 2) - 1); /* -1, 0, +1 */
1849 } 1730
1850 op->direction = i; 1731 op->direction = i;
1851 } 1732 }
1852} 1733}
1853 1734
1854 1735
1871 maptile *m; 1752 maptile *m;
1872#endif 1753#endif
1873 int basedir; 1754 int basedir;
1874 object *owner; 1755 object *owner;
1875 1756
1876 owner = get_owner (op); 1757 owner = op->owner;
1877 if (op->duration == 0 || owner == NULL) 1758 if (op->duration == 0 || owner == NULL)
1878 { 1759 {
1879 op->remove ();
1880 op->destroy (0); 1760 op->destroy ();
1881 return; 1761 return;
1882 } 1762 }
1763
1883 op->duration--; 1764 op->duration--;
1884 1765
1885 basedir = op->direction; 1766 basedir = op->direction;
1886 if (basedir == 0) 1767 if (basedir == 0)
1887 { 1768 {
1892#if 0 1773#if 0
1893 // this is bogus: it causes wrong places to be checked below 1774 // this is bogus: it causes wrong places to be checked below
1894 // (a wall 2 cells away will block the effect...) and 1775 // (a wall 2 cells away will block the effect...) and
1895 // doesn't work for SP_BULLET anyhow, so again tests the wrong 1776 // doesn't work for SP_BULLET anyhow, so again tests the wrong
1896 // space. 1777 // space.
1897 // should be fixed later, but correctness before featurs... 1778 // should be fixed later, but correctness before features...
1898 // (schmorp) 1779 // (schmorp)
1899 1780
1900 /* new offset calculation to make swarm element distribution 1781 /* new offset calculation to make swarm element distribution
1901 * more uniform 1782 * more uniform
1902 */ 1783 */
1984 1865
1985 if (!spell->other_arch) 1866 if (!spell->other_arch)
1986 return 0; 1867 return 0;
1987 1868
1988 tmp = get_archetype (SWARM_SPELL); 1869 tmp = get_archetype (SWARM_SPELL);
1989 tmp->x = op->x;
1990 tmp->y = op->y;
1991 set_owner (tmp, op); /* needed so that if swarm elements kill, caster gets xp. */ 1870 tmp->set_owner (op); /* needed so that if swarm elements kill, caster gets xp. */
1992 set_spell_skill (op, caster, spell, tmp); 1871 set_spell_skill (op, caster, spell, tmp);
1993 1872
1994 tmp->level = caster_level (caster, spell); /*needed later, to get level dep. right. */ 1873 tmp->level = caster_level (caster, spell); /*needed later, to get level dep. right. */
1995 tmp->spell = arch_to_object (spell->other_arch); 1874 tmp->spell = arch_to_object (spell->other_arch);
1996 1875
1997 tmp->attacktype = tmp->spell->attacktype; 1876 tmp->attacktype = tmp->spell->attacktype;
1998 1877
1999 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) 1878 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
2000 {
2001 if (!tailor_god_spell (tmp, op)) 1879 if (!tailor_god_spell (tmp, op))
2002 return 1; 1880 return 1;
2003 } 1881
2004 tmp->duration = SP_level_duration_adjust (caster, spell); 1882 tmp->duration = SP_level_duration_adjust (caster, spell);
2005 for (i = 0; i < spell->duration; i++) 1883 for (i = 0; i < spell->duration; i++)
2006 tmp->duration += die_roll (1, 3, op, PREFER_HIGH); 1884 tmp->duration += die_roll (1, 3, op, PREFER_HIGH);
2007 1885
2008 tmp->direction = dir; 1886 tmp->direction = dir;
2009 tmp->invisible = 1; 1887 tmp->invisible = 1;
2010 insert_ob_in_map (tmp, op->map, op, 0); 1888
1889 tmp->insert_at (op, op);
2011 return 1; 1890 return 1;
2012} 1891}
2013 1892
2014 1893
2015/* See the spells documentation file for why this is its own 1894/* See the spells documentation file for why this is its own
2043 return 0; 1922 return 0;
2044 } 1923 }
2045 1924
2046 if (mflags & P_IS_ALIVE && spell->attacktype) 1925 if (mflags & P_IS_ALIVE && spell->attacktype)
2047 { 1926 {
2048 for (target = get_map_ob (m, x, y); target; target = target->above) 1927 for (target = GET_MAP_OB (m, x, y); target; target = target->above)
2049 if (QUERY_FLAG (target, FLAG_MONSTER)) 1928 if (QUERY_FLAG (target, FLAG_MONSTER))
2050 { 1929 {
2051 /* oky doky. got a target monster. Lets make a blinding attack */ 1930 /* oky doky. got a target monster. Lets make a blinding attack */
2052 if (target->head) 1931 if (target->head)
2053 target = target->head; 1932 target = target->head;
2075 { 1954 {
2076 tmp->glow_radius = spell->range + SP_level_range_adjust (caster, spell); 1955 tmp->glow_radius = spell->range + SP_level_range_adjust (caster, spell);
2077 if (tmp->glow_radius > MAX_LIGHT_RADII) 1956 if (tmp->glow_radius > MAX_LIGHT_RADII)
2078 tmp->glow_radius = MAX_LIGHT_RADII; 1957 tmp->glow_radius = MAX_LIGHT_RADII;
2079 } 1958 }
2080 tmp->x = x; 1959
2081 tmp->y = y; 1960 m->insert (tmp, x, y, op);
2082 insert_ob_in_map (tmp, m, op, 0);
2083 return 1; 1961 return 1;
2084} 1962}
2085
2086
2087
2088 1963
2089/* cast_cause_disease: this spell looks along <dir> from the 1964/* cast_cause_disease: this spell looks along <dir> from the
2090 * player and infects someone. 1965 * player and infects someone.
2091 * op is the player/monster, caster is the object, dir is the direction 1966 * op is the player/monster, caster is the object, dir is the direction
2092 * to cast, disease_arch is the specific disease, and type is the spell number 1967 * to cast, disease_arch is the specific disease, and type is the spell number
2093 * perhaps this should actually be in disease.c? 1968 * perhaps this should actually be in disease.c?
2094 */ 1969 */
2095
2096int 1970int
2097cast_cause_disease (object *op, object *caster, object *spell, int dir) 1971cast_cause_disease (object *op, object *caster, object *spell, int dir)
2098{ 1972{
2099 sint16 x, y; 1973 sint16 x, y;
2100 int i, mflags, range, dam_mod, dur_mod; 1974 int i, mflags, range, dam_mod, dur_mod;
2107 /* If casting from a scroll, no direction will be available, so refer to the 1981 /* If casting from a scroll, no direction will be available, so refer to the
2108 * direction the player is pointing. 1982 * direction the player is pointing.
2109 */ 1983 */
2110 if (!dir) 1984 if (!dir)
2111 dir = op->facing; 1985 dir = op->facing;
1986
2112 if (!dir) 1987 if (!dir)
2113 return 0; /* won't find anything if casting on ourself, so just return */ 1988 return 0; /* won't find anything if casting on ourself, so just return */
2114 1989
2115 /* Calculate these once here */ 1990 /* Calculate these once here */
2116 range = spell->range + SP_level_range_adjust (caster, spell); 1991 range = spell->range + SP_level_range_adjust (caster, spell);
2135 2010
2136 /* Only bother looking on this space if there is something living here */ 2011 /* Only bother looking on this space if there is something living here */
2137 if (mflags & P_IS_ALIVE) 2012 if (mflags & P_IS_ALIVE)
2138 { 2013 {
2139 /* search this square for a victim */ 2014 /* search this square for a victim */
2140 for (walk = get_map_ob (m, x, y); walk; walk = walk->above) 2015 for (walk = GET_MAP_OB (m, x, y); walk; walk = walk->above)
2141 if (QUERY_FLAG (walk, FLAG_MONSTER) || (walk->type == PLAYER)) 2016 if (QUERY_FLAG (walk, FLAG_MONSTER) || (walk->type == PLAYER))
2142 { /* found a victim */ 2017 { /* found a victim */
2143 object *disease = arch_to_object (spell->other_arch); 2018 object *disease = arch_to_object (spell->other_arch);
2144 2019
2145 set_owner (disease, op); 2020 disease->set_owner (op);
2146 set_spell_skill (op, caster, spell, disease); 2021 set_spell_skill (op, caster, spell, disease);
2147 disease->stats.exp = 0; 2022 disease->stats.exp = 0;
2148 disease->level = caster_level (caster, spell); 2023 disease->level = caster_level (caster, spell);
2149 2024
2150 /* do level adjustments */ 2025 /* do level adjustments */
2151 if (disease->stats.wc) 2026 if (disease->stats.wc)
2152 disease->stats.wc += dur_mod / 2; 2027 disease->stats.wc += dur_mod / 2;
2153 2028
2154 if (disease->magic > 0) 2029 if (disease->magic > 0)
2155 disease->magic += dur_mod / 4; 2030 disease->magic += dur_mod / 8;
2156 2031
2157 if (disease->stats.maxhp > 0) 2032 if (disease->stats.maxhp > 0)
2158 disease->stats.maxhp += dur_mod; 2033 disease->stats.maxhp += dur_mod;
2159 2034
2160 if (disease->stats.maxgrace > 0) 2035 if (disease->stats.maxgrace > 0)
2195 if (disease->stats.sp) 2070 if (disease->stats.sp)
2196 disease->stats.sp -= dam_mod; 2071 disease->stats.sp -= dam_mod;
2197 2072
2198 if (infect_object (walk, disease, 1)) 2073 if (infect_object (walk, disease, 1))
2199 { 2074 {
2200 object *flash; /* visual effect for inflicting disease */
2201
2202 new_draw_info_format (NDI_UNIQUE, 0, op, "You inflict %s on %s!", &disease->name, &walk->name); 2075 new_draw_info_format (NDI_UNIQUE, 0, op, "You inflict %s on %s!", &disease->name, &walk->name);
2203 2076
2204 disease->destroy (0); /* don't need this one anymore */ 2077 disease->destroy (); /* don't need this one anymore */
2205 flash = get_archetype (ARCH_DETECT_MAGIC); 2078 walk->map->insert (get_archetype ("detect_magic"), x, y, op);
2206 flash->x = x;
2207 flash->y = y;
2208 flash->map = walk->map;
2209 insert_ob_in_map (flash, walk->map, op, 0);
2210 return 1; 2079 return 1;
2211 } 2080 }
2081
2212 disease->destroy (0); 2082 disease->destroy ();
2213 } 2083 }
2214 } /* if living creature */ 2084 } /* if living creature */
2215 } /* for range of spaces */ 2085 } /* for range of spaces */
2086
2216 new_draw_info (NDI_UNIQUE, 0, op, "No one caught anything!"); 2087 new_draw_info (NDI_UNIQUE, 0, op, "No one caught anything!");
2217 return 1; 2088 return 1;
2218} 2089}

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