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Comparing deliantra/server/server/spell_attack.C (file contents):
Revision 1.11 by root, Mon Sep 11 20:26:41 2006 UTC vs.
Revision 1.59 by root, Sat May 17 15:25:19 2008 UTC

1
2/* 1/*
3 * static char *rcsid_spell_attack_c = 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
4 * "$Id: spell_attack.C,v 1.11 2006/09/11 20:26:41 root Exp $"; 3 *
5 */ 4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
6
7
8/*
9 CrossFire, A Multiplayer game for X-windows
10
11 Copyright (C) 2002-2003 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002-2003,2007 Mark Wedel & Crossfire Development Team
12 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
13 7 *
14 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
15 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
16 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
17 (at your option) any later version. 11 * (at your option) any later version.
18 12 *
19 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
20 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
21 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
22 GNU General Public License for more details. 16 * GNU General Public License for more details.
23 17 *
24 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
25 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
26 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
27 21 * The authors can be reached via e-mail to <support@deliantra.net>
28 The authors can be reached via e-mail at crossfire-devel@real-time.com
29*/ 22 */
30 23
31/* This file contains all the spell attack code. Grouping this code 24/* This file contains all the spell attack code. Grouping this code
32 * together should hopefully make it easier to find the relevent bits 25 * together should hopefully make it easier to find the relevent bits
33 * of code 26 * of code
34 */ 27 */
35 28
36#include <global.h> 29#include <global.h>
37#include <object.h> 30#include <object.h>
38#include <living.h> 31#include <living.h>
39#ifndef __CEXTRACT__
40# include <sproto.h> 32#include <sproto.h>
41#endif
42#include <spells.h> 33#include <spells.h>
43#include <sounds.h> 34#include <sounds.h>
44 35
45/* this function checks to see if a spell pushes objects as well 36/* this function checks to see if a spell pushes objects as well
46 * as flies over and damages them (only used for cones for now) 37 * as flies over and damages them (only used for cones for now)
47 * but moved here so it could be applied to bolts too 38 * but moved here so it could be applied to bolts too
48 * op is the spell object. 39 * op is the spell object.
49 */ 40 */
50
51void 41void
52check_spell_knockback (object *op) 42check_spell_knockback (object *op)
53{ 43{
54 object *tmp, *tmp2; /* object on the map */
55 int weight_move; 44 int weight_move;
56 int frictionmod = 2; /*poor man's physics - multipy targets weight by this amount */ 45 int frictionmod = 2; /*poor man's physics - multipy targets weight by this amount */
57 46
58 if (!op->weight) 47 if (!op->weight)
59 { /*shouldn't happen but if cone object has no weight drop out */ 48 { /*shouldn't happen but if cone object has no weight drop out */
64 { 53 {
65 weight_move = op->weight + (op->weight * op->level) / 3; 54 weight_move = op->weight + (op->weight * op->level) / 3;
66 /*LOG (llevDebug, "DEBUG: arch weighs %d and masses %d (%s,level %d)\n", op->weight,weight_move,op->name,op->level); */ 55 /*LOG (llevDebug, "DEBUG: arch weighs %d and masses %d (%s,level %d)\n", op->weight,weight_move,op->name,op->level); */
67 } 56 }
68 57
69 for (tmp = get_map_ob (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 58 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
70 { 59 {
71 int num_sections = 1; 60 int num_sections = 1;
72 61
73 /* don't move DM */ 62 /* don't move DM */
74 if (QUERY_FLAG (tmp, FLAG_WIZ)) 63 if (QUERY_FLAG (tmp, FLAG_WIZ))
81 /* don't move floors or immobile objects */ 70 /* don't move floors or immobile objects */
82 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || (!QUERY_FLAG (tmp, FLAG_ALIVE) && QUERY_FLAG (tmp, FLAG_NO_PICK))) 71 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || (!QUERY_FLAG (tmp, FLAG_ALIVE) && QUERY_FLAG (tmp, FLAG_NO_PICK)))
83 continue; 72 continue;
84 73
85 /* count the object's sections */ 74 /* count the object's sections */
86 for (tmp2 = tmp; tmp2 != NULL; tmp2 = tmp2->more) 75 for (object *tmp2 = tmp; tmp2; tmp2 = tmp2->more)
87 num_sections++; 76 num_sections++;
88 77
89 /* I'm not sure if it makes sense to divide by num_sections - bigger 78 /* I'm not sure if it makes sense to divide by num_sections - bigger
90 * objects should be harder to move, and we are moving the entire 79 * objects should be harder to move, and we are moving the entire
91 * object, not just the head, so the total weight should be relevant. 80 * object, not just the head, so the total weight should be relevant.
115 * 104 *
116 * BOLT CODE 105 * BOLT CODE
117 * 106 *
118 ***************************************************************************/ 107 ***************************************************************************/
119 108
120/* Causes op to fork. op is the original bolt, tmp 109/* Causes op to fork. op is the original bolt, tmp
121 * is the first piece of the fork. 110 * is the first piece of the fork.
122 */ 111 */
123
124void 112void
125forklightning (object *op, object *tmp) 113forklightning (object *op, object *tmp)
126{ 114{
127 int new_dir = 1; /* direction or -1 for left, +1 for right 0 if no new bolt */ 115 int new_dir = 1; /* direction or -1 for left, +1 for right 0 if no new bolt */
128 int t_dir; /* stores temporary dir calculation */ 116 int t_dir; /* stores temporary dir calculation */
129 mapstruct *m; 117 maptile *m;
130 sint16 sx, sy; 118 sint16 sx, sy;
131 object *new_bolt; 119 object *new_bolt;
132 120
133 /* pick a fork direction. tmp->stats.Con is the left bias 121 /* pick a fork direction. tmp->stats.Con is the left bias
134 * i.e., the chance in 100 of forking LEFT 122 * i.e., the chance in 100 of forking LEFT
147 135
148 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (m, sx, sy))) 136 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (m, sx, sy)))
149 return; 137 return;
150 138
151 /* OK, we made a fork */ 139 /* OK, we made a fork */
152 new_bolt = get_object (); 140 new_bolt = tmp->clone ();
153 copy_object (tmp, new_bolt);
154 141
155 /* reduce chances of subsequent forking */ 142 /* reduce chances of subsequent forking */
156 new_bolt->stats.Dex -= 10; 143 new_bolt->stats.Dex -= 10;
157 tmp->stats.Dex -= 10; /* less forks from main bolt too */ 144 tmp->stats.Dex -= 10; /* less forks from main bolt too */
158 new_bolt->stats.Con += 25 * new_dir; /* adjust the left bias */ 145 new_bolt->stats.Con += 25 * new_dir; /* adjust the left bias */
159 new_bolt->speed_left = -0.1; 146 new_bolt->speed_left = -0.1f;
160 new_bolt->direction = t_dir; 147 new_bolt->direction = t_dir;
161 new_bolt->duration++; 148 new_bolt->duration++;
162 new_bolt->x = sx;
163 new_bolt->y = sy;
164 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */ 149 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */
165 new_bolt->stats.dam++; 150 new_bolt->stats.dam++;
166 tmp->stats.dam /= 2; /* reduce father bolt damage */ 151 tmp->stats.dam /= 2; /* reduce father bolt damage */
167 tmp->stats.dam++; 152 tmp->stats.dam++;
168 new_bolt = insert_ob_in_map (new_bolt, m, op, 0); 153 if ((new_bolt = m->insert (new_bolt, sx, sy, op)))
169 update_turn_face (new_bolt); 154 update_turn_face (new_bolt);
170} 155}
171 156
172/* move_bolt: moves bolt 'op'. Basically, it just advances a space, 157/* move_bolt: moves bolt 'op'. Basically, it just advances a space,
173 * and checks for various things that may stop it. 158 * and checks for various things that may stop it.
174 */ 159 */
175
176void 160void
177move_bolt (object *op) 161move_bolt (object *op)
178{ 162{
179 object *tmp;
180 int mflags; 163 int mflags;
181 sint16 x, y; 164 sint16 x, y;
182 mapstruct *m; 165 maptile *m;
183 166
184 if (--(op->duration) < 0) 167 if (--op->duration < 0)
185 { 168 {
186 remove_ob (op); 169 op->destroy ();
187 free_object (op);
188 return; 170 return;
189 } 171 }
190 172
191 hit_map (op, 0, op->attacktype, 1); 173 hit_map (op, 0, op->attacktype, 1);
192 174
193 if (!op->direction) 175 if (!op->direction)
194 return; 176 return;
195 177
196 if (--op->range < 0) 178 if (--op->range < 0)
197 {
198 op->range = 0; 179 op->range = 0;
199 }
200 else 180 else
201 { 181 {
202 x = op->x + DIRX (op); 182 x = op->x + DIRX (op);
203 y = op->y + DIRY (op); 183 y = op->y + DIRY (op);
204 m = op->map; 184 m = op->map;
212 * on the space. So only call reflwall if we think the data it returns 192 * on the space. So only call reflwall if we think the data it returns
213 * will be useful. 193 * will be useful.
214 */ 194 */
215 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)) || ((mflags & P_IS_ALIVE) && reflwall (m, x, y, op))) 195 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)) || ((mflags & P_IS_ALIVE) && reflwall (m, x, y, op)))
216 { 196 {
217
218 if (!QUERY_FLAG (op, FLAG_REFLECTING)) 197 if (!QUERY_FLAG (op, FLAG_REFLECTING))
219 return; 198 return;
220 199
221 /* Since walls don't run diagonal, if the bolt is in 200 /* Since walls don't run diagonal, if the bolt is in
222 * one of 4 main directions, it just reflects back in the 201 * one of 4 main directions, it just reflects back in the
252 else if (left) 231 else if (left)
253 op->direction = absdir (op->direction + 2); 232 op->direction = absdir (op->direction + 2);
254 else if (right) 233 else if (right)
255 op->direction = absdir (op->direction - 2); 234 op->direction = absdir (op->direction - 2);
256 } 235 }
236
257 update_turn_face (op); /* A bolt *must* be IS_TURNABLE */ 237 update_turn_face (op); /* A bolt *must* be IS_TURNABLE */
258 return; 238 return;
259 } 239 }
260 else 240 else
261 { /* Create a copy of this object and put it ahead */ 241 { /* Create a copy of this object and put it ahead */
262 tmp = get_object (); 242 object *tmp = op->clone ();
263 copy_object (op, tmp); 243
244 m->insert (tmp, x, y, op);
264 tmp->speed_left = -0.1; 245 tmp->speed_left = -0.1f;
265 tmp->x += DIRX (tmp), tmp->y += DIRY (tmp);
266 tmp = insert_ob_in_map (tmp, op->map, op, 0);
267 /* To make up for the decrease at the top of the function */ 246 /* To make up for the decrease at the top of the function */
268 tmp->duration++; 247 tmp->duration++;
269 248
270 /* New forking code. Possibly create forks of this object 249 /* New forking code. Possibly create forks of this object
271 * going off in other directions. 250 * going off in other directions.
272 */ 251 */
273
274 if (rndm (0, 99) < tmp->stats.Dex) 252 if (tmp->stats.Dex && rndm (0, 99) < tmp->stats.Dex)
275 { /* stats.Dex % of forking */ 253 forklightning (op, tmp); /* stats.Dex % of forking */
276 forklightning (op, tmp); 254
277 }
278 /* In this way, the object left behind sticks on the space, but 255 /* In this way, the object left behind sticks on the space, but
279 * doesn't create any bolts that continue to move onward. 256 * doesn't create any bolts that continue to move onward.
280 */ 257 */
281 op->range = 0; 258 op->range = 0;
282 } /* copy object and move it along */ 259 } /* copy object and move it along */
289 * we remove the magic flag - that can be derived from 266 * we remove the magic flag - that can be derived from
290 * spob->attacktype. 267 * spob->attacktype.
291 * This function sets up the appropriate owner and skill 268 * This function sets up the appropriate owner and skill
292 * pointers. 269 * pointers.
293 */ 270 */
294
295int 271int
296fire_bolt (object *op, object *caster, int dir, object *spob, object *skill) 272fire_bolt (object *op, object *caster, int dir, object *spob, object *skill)
297{ 273{
298 object *tmp = NULL; 274 object *tmp = NULL;
299 int mflags; 275 int mflags;
306 return 0; 282 return 0;
307 283
308 /* peterm: level dependency for bolts */ 284 /* peterm: level dependency for bolts */
309 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob); 285 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob);
310 tmp->attacktype = spob->attacktype; 286 tmp->attacktype = spob->attacktype;
287
311 if (spob->slaying) 288 if (spob->slaying)
312 tmp->slaying = spob->slaying; 289 tmp->slaying = spob->slaying;
290
313 tmp->range = spob->range + SP_level_range_adjust (caster, spob); 291 tmp->range = spob->range + SP_level_range_adjust (caster, spob);
314 tmp->duration = spob->duration + SP_level_duration_adjust (caster, spob); 292 tmp->duration = spob->duration + SP_level_duration_adjust (caster, spob);
315 tmp->stats.Dex = spob->stats.Dex; 293 tmp->stats.Dex = spob->stats.Dex;
316 tmp->stats.Con = spob->stats.Con; 294 tmp->stats.Con = spob->stats.Con;
317 295
318 tmp->direction = dir; 296 tmp->direction = dir;
319 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) 297 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
320 SET_ANIMATION (tmp, dir); 298 SET_ANIMATION (tmp, dir);
321 299
322 set_owner (tmp, op); 300 tmp->set_owner (op);
323 set_spell_skill (op, caster, spob, tmp); 301 set_spell_skill (op, caster, spob, tmp);
324 302
325 tmp->x = op->x + DIRX (tmp); 303 tmp->x = op->x + DIRX (tmp);
326 tmp->y = op->y + DIRY (tmp); 304 tmp->y = op->y + DIRY (tmp);
327 tmp->map = op->map; 305 tmp->map = op->map;
328 306
307 maptile *newmap;
329 mflags = get_map_flags (tmp->map, &tmp->map, tmp->x, tmp->y, &tmp->x, &tmp->y); 308 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y);
330 if (mflags & P_OUT_OF_MAP) 309 if (mflags & P_OUT_OF_MAP)
331 { 310 {
332 free_object (tmp); 311 tmp->destroy ();
333 return 0; 312 return 0;
334 } 313 }
314
315 tmp->map = newmap;
316
335 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y))) 317 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y)))
336 { 318 {
337 if (!QUERY_FLAG (tmp, FLAG_REFLECTING)) 319 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
338 { 320 {
339 free_object (tmp); 321 tmp->destroy ();
340 return 0; 322 return 0;
341 } 323 }
324
342 tmp->x = op->x; 325 tmp->x = op->x;
343 tmp->y = op->y; 326 tmp->y = op->y;
344 tmp->direction = absdir (tmp->direction + 4); 327 tmp->direction = absdir (tmp->direction + 4);
345 tmp->map = op->map; 328 tmp->map = op->map;
346 } 329 }
347 if ((tmp = insert_ob_in_map (tmp, tmp->map, op, 0)) != NULL) 330
331 if ((tmp = tmp->insert_at (tmp, op)))
348 move_bolt (tmp); 332 move_bolt (tmp);
333
349 return 1; 334 return 1;
350} 335}
351
352
353 336
354/*************************************************************************** 337/***************************************************************************
355 * 338 *
356 * BULLET/BALL CODE 339 * BULLET/BALL CODE
357 * 340 *
358 ***************************************************************************/ 341 ***************************************************************************/
359 342
360/* expands an explosion. op is a piece of the 343/* expands an explosion. op is a piece of the
361 * explosion - this expans it in the different directions. 344 * explosion - this expands it in the different directions.
362 * At least that is what I think this does. 345 * At least that is what I think this does.
363 */ 346 */
364void 347void
365explosion (object *op) 348explosion (object *op)
366{ 349{
367 object *tmp;
368 mapstruct *m = op->map; 350 maptile *m = op->map;
369 int i; 351 int i;
370 352
371 if (--(op->duration) < 0) 353 if (--op->duration < 0)
372 {
373 remove_ob (op);
374 free_object (op);
375 return;
376 } 354 {
355 op->destroy ();
356 return;
357 }
358
377 hit_map (op, 0, op->attacktype, 0); 359 hit_map (op, 0, op->attacktype, 0);
378 360
379 if (op->range > 0) 361 if (op->range > 0)
380 { 362 {
381 for (i = 1; i < 9; i++) 363 for (i = 1; i < 9; i++)
382 { 364 {
383 sint16 dx, dy; 365 sint16 dx, dy;
384 366
385 dx = op->x + freearr_x[i]; 367 dx = op->x + freearr_x[i];
386 dy = op->y + freearr_y[i]; 368 dy = op->y + freearr_y[i];
369
387 /* ok_to_put_more already does things like checks for walls, 370 /* ok_to_put_more already does things like checks for walls,
388 * out of map, etc. 371 * out of map, etc.
389 */ 372 */
390 if (ok_to_put_more (op->map, dx, dy, op, op->attacktype)) 373 if (ok_to_put_more (op->map, dx, dy, op, op->attacktype))
391 { 374 {
392 tmp = get_object (); 375 object *tmp = op->clone ();
393 copy_object (op, tmp); 376
394 tmp->state = 0; 377 tmp->state = 0;
395 tmp->speed_left = -0.21; 378 tmp->speed_left = -0.21f;
396 tmp->range--; 379 tmp->range--;
397 tmp->value = 0; 380 tmp->value = 0;
398 tmp->x = dx; 381
399 tmp->y = dy; 382 m->insert (tmp, dx, dy, op);
400 insert_ob_in_map (tmp, m, op, 0);
401 } 383 }
402 } 384 }
403 } 385 }
404} 386}
405
406 387
407/* Causes an object to explode, eg, a firebullet, 388/* Causes an object to explode, eg, a firebullet,
408 * poison cloud ball, etc. op is the object to 389 * poison cloud ball, etc. op is the object to
409 * explode. 390 * explode.
410 */ 391 */
411void 392void
412explode_bullet (object *op) 393explode_bullet (object *op)
413{ 394{
414 tag_t op_tag = op->count;
415 object *tmp, *owner; 395 object *tmp, *owner;
416 396
417 if (op->other_arch == NULL) 397 if (op->other_arch == NULL)
418 { 398 {
419 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n"); 399 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n");
420 remove_ob (op); 400 op->destroy ();
421 free_object (op);
422 return; 401 return;
423 } 402 }
424 403
425 if (op->env) 404 if (op->env)
426 { 405 {
427 object *env; 406 object *env = op->outer_env ();
428 407
429 env = object_get_env_recursive (op);
430 if (env->map == NULL || out_of_map (env->map, env->x, env->y)) 408 if (!env->map || out_of_map (env->map, env->x, env->y))
431 { 409 {
432 LOG (llevError, "BUG: explode_bullet(): env out of map\n"); 410 LOG (llevError, "BUG: explode_bullet(): env out of map\n");
433 remove_ob (op); 411 op->destroy ();
434 free_object (op);
435 return; 412 return;
436 } 413 }
437 remove_ob (op); 414
438 op->x = env->x; 415 op->insert_at (env, op, INS_NO_MERGE | INS_NO_WALK_ON);
439 op->y = env->y;
440 insert_ob_in_map (op, env->map, op, INS_NO_MERGE | INS_NO_WALK_ON);
441 } 416 }
442 else if (out_of_map (op->map, op->x, op->y)) 417 else if (out_of_map (op->map, op->x, op->y))
443 { 418 {
444 LOG (llevError, "BUG: explode_bullet(): op out of map\n"); 419 LOG (llevError, "BUG: explode_bullet(): op out of map\n");
445 remove_ob (op); 420 op->destroy ();
446 free_object (op);
447 return; 421 return;
448 } 422 }
449 423
450 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent explosions of any kind on safe maps 424 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent explosions of any kind on safe maps
451 // NOTE: If this breaks something important: remove this. I can't think of anything 425 // NOTE: If this breaks something important: remove this. I can't think of anything
452 // bad at the moment that might happen from this. 426 // bad at the moment that might happen from this.
453 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE) 427 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
454 { 428 {
455 remove_ob (op); 429 op->destroy ();
456 free_object (op);
457 return; 430 return;
458 } 431 }
459 432
460 if (op->attacktype) 433 if (op->attacktype)
461 { 434 {
462 hit_map (op, 0, op->attacktype, 1); 435 hit_map (op, 0, op->attacktype, 1);
463 if (was_destroyed (op, op_tag)) 436
437 if (op->destroyed ())
464 return; 438 return;
465 } 439 }
466 440
467 /* other_arch contains what this explodes into */ 441 /* other_arch contains what this explodes into */
468 tmp = arch_to_object (op->other_arch); 442 tmp = arch_to_object (op->other_arch);
469 443
470 copy_owner (tmp, op); 444 tmp->set_owner (op);
471 tmp->skill = op->skill; 445 tmp->skill = op->skill;
472 446
473 owner = get_owner (op); 447 owner = op->owner;
474 448
475 if ((tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) && owner && !tailor_god_spell (tmp, owner)) 449 if ((tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) && owner && !tailor_god_spell (tmp, owner))
476 { 450 {
477 remove_ob (op); 451 op->destroy ();
478 free_object (op);
479 return; 452 return;
480 } 453 }
481
482 tmp->x = op->x;
483 tmp->y = op->y;
484 454
485 /* special for bombs - it actually has sane values for these */ 455 /* special for bombs - it actually has sane values for these */
486 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB) 456 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB)
487 { 457 {
488 tmp->attacktype = op->attacktype; 458 tmp->attacktype = op->attacktype;
492 } 462 }
493 else 463 else
494 { 464 {
495 if (op->attacktype & AT_MAGIC) 465 if (op->attacktype & AT_MAGIC)
496 tmp->attacktype |= AT_MAGIC; 466 tmp->attacktype |= AT_MAGIC;
467
497 /* Spell doc describes what is going on here */ 468 /* Spell doc describes what is going on here */
498 tmp->stats.dam = op->dam_modifier; 469 tmp->stats.dam = op->dam_modifier;
499 tmp->range = op->stats.maxhp; 470 tmp->range = op->stats.maxhp;
500 tmp->duration = op->stats.hp; 471 tmp->duration = op->stats.hp;
501 /* Used for spell tracking - just need a unique val for this spell - 472 /* Used for spell tracking - just need a unique val for this spell -
509 tmp->stats.sp = op->direction; 480 tmp->stats.sp = op->direction;
510 481
511 /* Prevent recursion */ 482 /* Prevent recursion */
512 op->move_on = 0; 483 op->move_on = 0;
513 484
514 insert_ob_in_map (tmp, op->map, op, 0); 485 tmp->insert_at (op, op);
486 tmp->play_sound (tmp->sound);
487
515 /* remove the firebullet */ 488 /* remove the firebullet */
516 if (!was_destroyed (op, op_tag)) 489 op->destroy ();
517 {
518 remove_ob (op);
519 free_object (op);
520 }
521} 490}
522
523
524 491
525/* checks to see what op should do, given the space it is on 492/* checks to see what op should do, given the space it is on
526 * (eg, explode, damage player, etc) 493 * (eg, explode, damage player, etc)
527 */ 494 */
528
529void 495void
530check_bullet (object *op) 496check_bullet (object *op)
531{ 497{
532 tag_t op_tag = op->count, tmp_tag;
533 object *tmp; 498 object *tmp;
534 int dam, mflags; 499 int dam, mflags;
535 mapstruct *m; 500 maptile *m;
536 sint16 sx, sy; 501 sint16 sx, sy;
537 502
538 mflags = get_map_flags (op->map, &m, op->x, op->y, &sx, &sy); 503 mflags = get_map_flags (op->map, &m, op->x, op->y, &sx, &sy);
539 504
540 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy))) 505 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
549 514
550 /* If nothing alive on this space, no reason to do anything further */ 515 /* If nothing alive on this space, no reason to do anything further */
551 if (!(mflags & P_IS_ALIVE)) 516 if (!(mflags & P_IS_ALIVE))
552 return; 517 return;
553 518
554 for (tmp = get_map_ob (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 519 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
555 { 520 {
556 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 521 if (QUERY_FLAG (tmp, FLAG_ALIVE))
557 { 522 {
558 tmp_tag = tmp->count;
559 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1); 523 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1);
524
560 if (was_destroyed (op, op_tag) || !was_destroyed (tmp, tmp_tag) || (op->stats.dam -= dam) < 0) 525 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0)
561 { 526 {
562 if (!QUERY_FLAG (op, FLAG_REMOVED)) 527 if (!QUERY_FLAG (op, FLAG_REMOVED))
563 { 528 {
564 remove_ob (op); 529 op->destroy ();
565 free_object (op);
566 return; 530 return;
567 } 531 }
568 } 532 }
569 } 533 }
570 } 534 }
571} 535}
572
573 536
574/* Basically, we move 'op' one square, and if it hits something, 537/* Basically, we move 'op' one square, and if it hits something,
575 * call check_bullet. 538 * call check_bullet.
576 * This function is only applicable to bullets, but not to all 539 * This function is only applicable to bullets, but not to all
577 * fired arches (eg, bolts). 540 * fired arches (eg, bolts).
578 */ 541 */
579
580void 542void
581move_bullet (object *op) 543move_bullet (object *op)
582{ 544{
583 sint16 new_x, new_y; 545 sint16 new_x, new_y;
584 int mflags; 546 int mflags;
585 mapstruct *m; 547 maptile *m;
586 548
587#if 0 549#if 0
588 /* We need a better general purpose way to do this */ 550 /* We need a better general purpose way to do this */
589 551
590 /* peterm: added to make comet leave a trail of burnouts 552 /* peterm: added to make comet leave a trail of burnouts
591 it's an unadulterated hack, but the effect is cool. */ 553 it's an unadulterated hack, but the effect is cool. */
592 if (op->stats.sp == SP_METEOR) 554 if (op->stats.sp == SP_METEOR)
593 { 555 {
594 replace_insert_ob_in_map ("fire_trail", op); 556 replace_insert_ob_in_map ("fire_trail", op);
595 if (was_destroyed (op, op_tag)) 557 if (op->destroyed ())
596 return; 558 return;
597 } /* end addition. */ 559 } /* end addition. */
598#endif 560#endif
599 561
600 /* Reached the end of its life - remove it */ 562 /* Reached the end of its life - remove it */
601 if (--op->range <= 0) 563 if (--op->range <= 0)
602 { 564 {
603 if (op->other_arch) 565 if (op->other_arch)
604 {
605 explode_bullet (op); 566 explode_bullet (op);
606 }
607 else 567 else
608 { 568 op->destroy ();
609 remove_ob (op); 569
610 free_object (op);
611 }
612 return; 570 return;
613 } 571 }
614 572
615 new_x = op->x + DIRX (op); 573 new_x = op->x + DIRX (op);
616 new_y = op->y + DIRY (op); 574 new_y = op->y + DIRY (op);
617 m = op->map; 575 m = op->map;
618 mflags = get_map_flags (m, &m, new_x, new_y, &new_x, &new_y); 576 mflags = get_map_flags (m, &m, new_x, new_y, &new_x, &new_y);
619 577
620 if (mflags & P_OUT_OF_MAP) 578 if (mflags & P_OUT_OF_MAP)
621 { 579 {
622 remove_ob (op); 580 op->destroy ();
623 free_object (op);
624 return; 581 return;
625 } 582 }
626 583
627 if (!op->direction || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y))) 584 if (!op->direction || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y)))
628 { 585 {
629 if (op->other_arch) 586 if (op->other_arch)
630 {
631 explode_bullet (op); 587 explode_bullet (op);
632 }
633 else 588 else
634 { 589 op->destroy ();
635 remove_ob (op);
636 free_object (op);
637 }
638 return;
639 }
640 590
641 remove_ob (op); 591 return;
642 op->x = new_x; 592 }
643 op->y = new_y; 593
644 if ((op = insert_ob_in_map (op, m, op, 0)) == NULL) 594 if (!(op = m->insert (op, new_x, new_y, op)))
645 return; 595 return;
646 596
647 if (reflwall (op->map, op->x, op->y, op)) 597 if (reflwall (op->map, op->x, op->y, op))
648 { 598 {
649 op->direction = absdir (op->direction + 4); 599 op->direction = absdir (op->direction + 4);
650 update_turn_face (op); 600 update_turn_face (op);
651 } 601 }
652 else 602 else
653 {
654 check_bullet (op); 603 check_bullet (op);
655 }
656} 604}
657
658
659
660 605
661/* fire_bullet 606/* fire_bullet
662 * object op (cast from caster) files a bolt in dir. 607 * object op (cast from caster) files a bolt in dir.
663 * spob is the spell object for the bolt. 608 * spob is the spell object for the bolt.
664 * we remove the magic flag - that can be derived from 609 * we remove the magic flag - that can be derived from
665 * spob->attacktype. 610 * spob->attacktype.
666 * This function sets up the appropriate owner and skill 611 * This function sets up the appropriate owner and skill
667 * pointers. 612 * pointers.
668 */ 613 */
669
670int 614int
671fire_bullet (object *op, object *caster, int dir, object *spob) 615fire_bullet (object *op, object *caster, int dir, object *spob)
672{ 616{
673 object *tmp = NULL; 617 object *tmp = NULL;
674 int mflags; 618 int mflags;
675 619
676 if (!spob->other_arch) 620 if (!spob->other_arch)
677 return 0; 621 return 0;
678 622
679 tmp = arch_to_object (spob->other_arch); 623 tmp = spob->other_arch->instance ();
680 if (tmp == NULL) 624 if (!tmp)
681 return 0; 625 return 0;
682 626
683 /* peterm: level dependency for bolts */ 627 /* peterm: level dependency for bolts */
684 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob); 628 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob);
685 tmp->attacktype = spob->attacktype; 629 tmp->attacktype = spob->attacktype;
686 if (spob->slaying) 630 if (spob->slaying)
687 tmp->slaying = spob->slaying; 631 tmp->slaying = spob->slaying;
688 632
695 639
696 tmp->direction = dir; 640 tmp->direction = dir;
697 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) 641 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
698 SET_ANIMATION (tmp, dir); 642 SET_ANIMATION (tmp, dir);
699 643
700 set_owner (tmp, op); 644 tmp->set_owner (op);
701 set_spell_skill (op, caster, spob, tmp); 645 set_spell_skill (op, caster, spob, tmp);
702 646
703 tmp->x = op->x + freearr_x[dir]; 647 tmp->x = op->x + freearr_x[dir];
704 tmp->y = op->y + freearr_y[dir]; 648 tmp->y = op->y + freearr_y[dir];
705 tmp->map = op->map; 649 tmp->map = op->map;
706 650
651 maptile *newmap;
707 mflags = get_map_flags (tmp->map, &tmp->map, tmp->x, tmp->y, &tmp->x, &tmp->y); 652 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y);
708 if (mflags & P_OUT_OF_MAP) 653 if (mflags & P_OUT_OF_MAP)
709 { 654 {
710 free_object (tmp); 655 tmp->destroy ();
711 return 0; 656 return 0;
712 } 657 }
658
659 tmp->map = newmap;
660
713 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y))) 661 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y)))
714 { 662 {
715 if (!QUERY_FLAG (tmp, FLAG_REFLECTING)) 663 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
716 { 664 {
717 free_object (tmp); 665 tmp->destroy ();
718 return 0; 666 return 0;
719 } 667 }
668
720 tmp->x = op->x; 669 tmp->x = op->x;
721 tmp->y = op->y; 670 tmp->y = op->y;
722 tmp->direction = absdir (tmp->direction + 4); 671 tmp->direction = absdir (tmp->direction + 4);
723 tmp->map = op->map; 672 tmp->map = op->map;
724 } 673 }
725 if ((tmp = insert_ob_in_map (tmp, tmp->map, op, 0)) != NULL) 674
726 { 675 if ((tmp = tmp->insert_at (tmp, op)))
727 check_bullet (tmp); 676 check_bullet (tmp);
728 } 677
729 return 1; 678 return 1;
730} 679}
731
732
733
734 680
735/***************************************************************************** 681/*****************************************************************************
736 * 682 *
737 * CONE RELATED FUNCTIONS 683 * CONE RELATED FUNCTIONS
738 * 684 *
739 *****************************************************************************/ 685 *****************************************************************************/
740 686
741
742/* drops an object based on what is in the cone's "other_arch" */ 687/* drops an object based on what is in the cone's "other_arch" */
743void 688void
744cone_drop (object *op) 689cone_drop (object *op)
745{ 690{
746 object *new_ob = arch_to_object (op->other_arch); 691 object *new_ob = arch_to_object (op->other_arch);
747 692
748 new_ob->x = op->x;
749 new_ob->y = op->y;
750 new_ob->level = op->level; 693 new_ob->level = op->level;
751 set_owner (new_ob, op->owner); 694 new_ob->set_owner (op->owner);
752 695
753 /* preserve skill ownership */ 696 /* preserve skill ownership */
754 if (op->skill && op->skill != new_ob->skill) 697 if (op->skill && op->skill != new_ob->skill)
755 {
756 new_ob->skill = op->skill; 698 new_ob->skill = op->skill;
757 }
758 insert_ob_in_map (new_ob, op->map, op, 0);
759 699
700 new_ob->insert_at (op, op);
760} 701}
761 702
762/* move_cone: causes cone object 'op' to move a space/hit creatures */ 703/* move_cone: causes cone object 'op' to move a space/hit creatures */
763 704
764void 705void
765move_cone (object *op) 706move_cone (object *op)
766{ 707{
767 int i;
768 tag_t tag;
769
770 /* if no map then hit_map will crash so just ignore object */ 708 /* if no map then hit_map will crash so just ignore object */
771 if (!op->map) 709 if (!op->map)
772 { 710 {
773 LOG (llevError, "Tried to move_cone object %s without a map.\n", op->name ? &op->name : "unknown"); 711 LOG (llevError, "Tried to move_cone object %s without a map.\n", op->name ? &op->name : "unknown");
774 op->speed = 0; 712 op->set_speed (0);
775 update_ob_speed (op);
776 return; 713 return;
777 } 714 }
778 715
779 /* lava saves it's life, but not yours :) */ 716 /* lava saves it's life, but not yours :) */
780 if (QUERY_FLAG (op, FLAG_LIFESAVE)) 717 if (QUERY_FLAG (op, FLAG_LIFESAVE))
786#if 0 723#if 0
787 /* Disable this - enabling it makes monsters easier, as 724 /* Disable this - enabling it makes monsters easier, as
788 * when their cone dies when they die. 725 * when their cone dies when they die.
789 */ 726 */
790 /* If no owner left, the spell dies out. */ 727 /* If no owner left, the spell dies out. */
791 if (get_owner (op) == NULL) 728 if (op->owner == NULL)
792 { 729 {
793 remove_ob (op); 730 op->destroy ();
794 free_object (op);
795 return; 731 return;
796 } 732 }
797#endif 733#endif
798 734
799 tag = op->count;
800 hit_map (op, 0, op->attacktype, 0); 735 hit_map (op, 0, op->attacktype, 0);
801 736
802 /* Check to see if we should push anything. 737 /* Check to see if we should push anything.
803 * Spell objects with weight push whatever they encounter to some 738 * Spell objects with weight push whatever they encounter to some
804 * degree. 739 * degree.
805 */ 740 */
806 if (op->weight) 741 if (op->weight)
807 check_spell_knockback (op); 742 check_spell_knockback (op);
808 743
809 if (was_destroyed (op, tag)) 744 if (op->destroyed ())
810 return; 745 return;
811 746
812 if ((op->duration--) < 0) 747 if ((op->duration--) < 0)
813 { 748 {
814 remove_ob (op); 749 op->destroy ();
815 free_object (op);
816 return; 750 return;
817 } 751 }
818 /* Object has hit maximum range, so don't have it move 752 /* Object has hit maximum range, so don't have it move
819 * any further. When the duration above expires, 753 * any further. When the duration above expires,
820 * then the object will get removed. 754 * then the object will get removed.
823 { 757 {
824 op->range = 0; /* just so it doesn't wrap */ 758 op->range = 0; /* just so it doesn't wrap */
825 return; 759 return;
826 } 760 }
827 761
828 for (i = -1; i < 2; i++) 762 for (int i = -1; i <= 1; i++)
829 { 763 {
830 sint16 x = op->x + freearr_x[absdir (op->stats.sp + i)], y = op->y + freearr_y[absdir (op->stats.sp + i)]; 764 sint16 x = op->x + freearr_x[absdir (op->stats.sp + i)], y = op->y + freearr_y[absdir (op->stats.sp + i)];
831 765
832 if (ok_to_put_more (op->map, x, y, op, op->attacktype)) 766 if (ok_to_put_more (op->map, x, y, op, op->attacktype))
833 { 767 {
834 object *tmp = get_object (); 768 object *tmp = op->clone ();
835
836 copy_object (op, tmp);
837 tmp->x = x;
838 tmp->y = y;
839 769
840 tmp->duration = op->duration + 1; 770 tmp->duration = op->duration + 1;
841 771
842 /* Use for spell tracking - see ok_to_put_more() */ 772 /* Use for spell tracking - see ok_to_put_more() */
843 tmp->stats.maxhp = op->stats.maxhp; 773 tmp->stats.maxhp = op->stats.maxhp;
844 insert_ob_in_map (tmp, op->map, op, 0); 774
775 op->map->insert (tmp, x, y, op);
776
845 if (tmp->other_arch) 777 if (tmp->other_arch)
846 cone_drop (tmp); 778 cone_drop (tmp);
847 } 779 }
848 } 780 }
849} 781}
859int 791int
860cast_cone (object *op, object *caster, int dir, object *spell) 792cast_cone (object *op, object *caster, int dir, object *spell)
861{ 793{
862 object *tmp; 794 object *tmp;
863 int i, success = 0, range_min = -1, range_max = 1; 795 int i, success = 0, range_min = -1, range_max = 1;
864 mapstruct *m; 796 maptile *m;
865 sint16 sx, sy; 797 sint16 sx, sy;
866 MoveType movetype; 798 MoveType movetype;
867 799
868 if (!spell->other_arch) 800 if (!spell->other_arch)
869 return 0; 801 return 0;
882 814
883 /* Need to know what the movetype of the object we are about 815 /* Need to know what the movetype of the object we are about
884 * to create is, so we can know if the space we are about to 816 * to create is, so we can know if the space we are about to
885 * insert it into is blocked. 817 * insert it into is blocked.
886 */ 818 */
887 movetype = spell->other_arch->clone.move_type; 819 movetype = spell->other_arch->move_type;
888 820
889 for (i = range_min; i <= range_max; i++) 821 for (i = range_min; i <= range_max; i++)
890 { 822 {
891 sint16 x, y, d; 823 sint16 x, y, d;
892 824
925 if ((movetype & GET_MAP_MOVE_BLOCK (m, sx, sy)) == movetype) 857 if ((movetype & GET_MAP_MOVE_BLOCK (m, sx, sy)) == movetype)
926 continue; 858 continue;
927 859
928 success = 1; 860 success = 1;
929 tmp = arch_to_object (spell->other_arch); 861 tmp = arch_to_object (spell->other_arch);
930 set_owner (tmp, op); 862 tmp->set_owner (op);
931 set_spell_skill (op, caster, spell, tmp); 863 set_spell_skill (op, caster, spell, tmp);
932 tmp->level = caster_level (caster, spell); 864 tmp->level = caster_level (caster, spell);
933 tmp->x = sx;
934 tmp->y = sy;
935 tmp->attacktype = spell->attacktype; 865 tmp->attacktype = spell->attacktype;
936 866
937 /* holy word stuff */ 867 /* holy word stuff */
938 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER)) 868 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER))
939 if (!tailor_god_spell (tmp, op)) 869 if (!tailor_god_spell (tmp, op))
973 else 903 else
974 tmp->duration += caster->level / 3; 904 tmp->duration += caster->level / 3;
975 } 905 }
976 906
977 if (!(tmp->move_type & MOVE_FLY_LOW)) 907 if (!(tmp->move_type & MOVE_FLY_LOW))
978 LOG (llevDebug, "cast_cone(): arch %s doesn't have flying 1\n", &spell->other_arch->name); 908 LOG (llevDebug, "cast_cone(): arch %s doesn't have flying 1\n", &spell->other_arch->archname);
979 909
980 if (!tmp->move_on && tmp->stats.dam) 910 if (!tmp->move_on && tmp->stats.dam)
981 {
982 LOG (llevDebug, "cast_cone(): arch %s doesn't have move_on set\n", &spell->other_arch->name); 911 LOG (llevDebug, "cast_cone(): arch %s doesn't have move_on set\n", &spell->other_arch->archname);
983 }
984 912
985 insert_ob_in_map (tmp, m, op, 0); 913 m->insert (tmp, sx, sy, op);
986 914
987 /* This is used for tracking spells so that one effect doesn't hit 915 /* This is used for tracking spells so that one effect doesn't hit
988 * a single space too many times. 916 * a single space too many times.
989 */ 917 */
990 tmp->stats.maxhp = tmp->count; 918 tmp->stats.maxhp = tmp->count;
1000 * 928 *
1001 * BOMB related code 929 * BOMB related code
1002 * 930 *
1003 ****************************************************************************/ 931 ****************************************************************************/
1004 932
1005
1006/* This handles an exploding bomb. 933/* This handles an exploding bomb.
1007 * op is the original bomb object. 934 * op is the original bomb object.
1008 */ 935 */
1009void 936void
1010animate_bomb (object *op) 937animate_bomb (object *op)
1011{ 938{
1012 int i;
1013 object *env, *tmp;
1014 archetype *at;
1015
1016 if (op->state != NUM_ANIMATIONS (op) - 1) 939 if (op->state != NUM_ANIMATIONS (op) - 1)
1017 return; 940 return;
1018 941
1019 env = object_get_env_recursive (op); 942 object *env = op->outer_env ();
1020 943
1021 if (op->env) 944 if (op->env)
1022 { 945 {
1023 if (env->map == NULL) 946 if (env->map == NULL)
1024 return; 947 return;
1025 948
1026 if (env->type == PLAYER) 949 if (!(op = op->insert_at (env, op)))
1027 esrv_del_item (env->contr, op->count);
1028
1029 remove_ob (op);
1030 op->x = env->x;
1031 op->y = env->y;
1032 if ((op = insert_ob_in_map (op, env->map, op, 0)) == NULL)
1033 return; 950 return;
1034 } 951 }
1035 952
1036 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent bomb from exploding 953 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent bomb from exploding
1037 // on a safe map. I don't like this special casing, but it seems to be neccessary 954 // on a safe map. I don't like this special casing, but it seems to be neccessary
1038 // as bombs can be carried. 955 // as bombs can be carried.
1039 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE) 956 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
1040 { 957 {
1041 remove_ob (op); 958 op->destroy ();
1042 free_object (op);
1043 return; 959 return;
1044 } 960 }
1045 961
1046 /* This copies a lot of the code from the fire bullet, 962 /* This copies a lot of the code from the fire bullet,
1047 * but using the cast_bullet isn't really feasible, 963 * but using the cast_bullet isn't really feasible,
1048 * so just set up the appropriate values. 964 * so just set up the appropriate values.
1049 */ 965 */
1050 at = find_archetype (SPLINT); 966 if (archetype *at = archetype::find (SPLINT))
1051 if (at)
1052 { 967 {
1053 for (i = 1; i < 9; i++) 968 for (int i = 1; i < 9; i++)
1054 { 969 {
1055 if (out_of_map (op->map, op->x + freearr_x[i], op->y + freearr_x[i])) 970 if (out_of_map (op->map, op->x + freearr_x[i], op->y + freearr_x[i]))
1056 continue; 971 continue;
972
1057 tmp = arch_to_object (at); 973 object *tmp = arch_to_object (at);
1058 tmp->direction = i; 974 tmp->direction = i;
1059 tmp->range = op->range; 975 tmp->range = op->range;
1060 tmp->stats.dam = op->stats.dam; 976 tmp->stats.dam = op->stats.dam;
1061 tmp->duration = op->duration; 977 tmp->duration = op->duration;
1062 tmp->attacktype = op->attacktype; 978 tmp->attacktype = op->attacktype;
1063 copy_owner (tmp, op); 979 tmp->set_owner (op);
1064 if (op->skill && op->skill != tmp->skill) 980 if (op->skill && op->skill != tmp->skill)
1065 {
1066 tmp->skill = op->skill; 981 tmp->skill = op->skill;
1067 } 982
1068 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) 983 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
1069 SET_ANIMATION (tmp, i); 984 SET_ANIMATION (tmp, i);
1070 tmp->x = op->x + freearr_x[i]; 985
1071 tmp->y = op->y + freearr_x[i]; 986 op->map->insert (tmp, op->x + freearr_x[i], op->y + freearr_x[i], op);
1072 insert_ob_in_map (tmp, op->map, op, 0);
1073 move_bullet (tmp); 987 move_bullet (tmp);
1074 } 988 }
1075 } 989 }
1076 990
1077 explode_bullet (op); 991 explode_bullet (op);
1078} 992}
1079 993
1080int 994int
1081create_bomb (object *op, object *caster, int dir, object *spell) 995create_bomb (object *op, object *caster, int dir, object *spell)
1082{ 996{
1083
1084 object *tmp; 997 object *tmp;
1085 int mflags; 998 int mflags;
1086 sint16 dx = op->x + freearr_x[dir], dy = op->y + freearr_y[dir]; 999 sint16 dx = op->x + freearr_x[dir], dy = op->y + freearr_y[dir];
1087 mapstruct *m; 1000 maptile *m;
1088 1001
1089 mflags = get_map_flags (op->map, &m, dx, dy, &dx, &dy); 1002 mflags = get_map_flags (op->map, &m, dx, dy, &dx, &dy);
1090 if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, dx, dy) & MOVE_WALK)) 1003 if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, dx, dy) & MOVE_WALK))
1091 { 1004 {
1092 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way."); 1005 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way.");
1093 return 0; 1006 return 0;
1094 } 1007 }
1008
1095 tmp = arch_to_object (spell->other_arch); 1009 tmp = arch_to_object (spell->other_arch);
1096 1010
1097 /* level dependencies for bomb */ 1011 /* level dependencies for bomb */
1098 tmp->range = spell->range + SP_level_range_adjust (caster, spell); 1012 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
1099 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1013 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1100 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell); 1014 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
1101 tmp->attacktype = spell->attacktype; 1015 tmp->attacktype = spell->attacktype;
1102 1016
1103 set_owner (tmp, op); 1017 tmp->set_owner (op);
1104 set_spell_skill (op, caster, spell, tmp); 1018 set_spell_skill (op, caster, spell, tmp);
1105 tmp->x = dx; 1019
1106 tmp->y = dy; 1020 m->insert (tmp, dx, dy, op);
1107 insert_ob_in_map (tmp, m, op, 0);
1108 return 1; 1021 return 1;
1109} 1022}
1110 1023
1111/**************************************************************************** 1024/****************************************************************************
1112 * 1025 *
1121 * dir is the direction to look in. 1034 * dir is the direction to look in.
1122 * range is how far out to look. 1035 * range is how far out to look.
1123 * type is the type of spell - either SPELL_MANA or SPELL_GRACE. 1036 * type is the type of spell - either SPELL_MANA or SPELL_GRACE.
1124 * this info is used for blocked magic/unholy spaces. 1037 * this info is used for blocked magic/unholy spaces.
1125 */ 1038 */
1126
1127object * 1039object *
1128get_pointed_target (object *op, int dir, int range, int type) 1040get_pointed_target (object *op, int dir, int range, int type)
1129{ 1041{
1130 object *target; 1042 object *target;
1131 sint16 x, y; 1043 sint16 x, y;
1132 int dist, mflags; 1044 int dist, mflags;
1133 mapstruct *mp; 1045 maptile *mp;
1134 1046
1135 if (dir == 0) 1047 if (dir == 0)
1136 return NULL; 1048 return NULL;
1137 1049
1138 for (dist = 1; dist < range; dist++) 1050 for (dist = 1; dist < range; dist++)
1150 return NULL; 1062 return NULL;
1151 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW) 1063 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW)
1152 return NULL; 1064 return NULL;
1153 1065
1154 if (mflags & P_IS_ALIVE) 1066 if (mflags & P_IS_ALIVE)
1155 {
1156 for (target = get_map_ob (mp, x, y); target; target = target->above) 1067 for (target = GET_MAP_OB (mp, x, y); target; target = target->above)
1157 { 1068 if (QUERY_FLAG (target, FLAG_MONSTER))
1158 if (QUERY_FLAG (target->head ? target->head : target, FLAG_MONSTER))
1159 {
1160 return target; 1069 return target;
1161 }
1162 }
1163 }
1164 } 1070 }
1071
1165 return NULL; 1072 return NULL;
1166} 1073}
1167
1168 1074
1169/* cast_smite_arch() - the priest points to a creature and causes 1075/* cast_smite_arch() - the priest points to a creature and causes
1170 * a 'godly curse' to decend. 1076 * a 'godly curse' to decend.
1171 * usual params - 1077 * usual params -
1172 * op = player 1078 * op = player
1173 * caster = object casting the spell. 1079 * caster = object casting the spell.
1174 * dir = direction being cast 1080 * dir = direction being cast
1175 * spell = spell object 1081 * spell = spell object
1176 */ 1082 */
1177
1178int 1083int
1179cast_smite_spell (object *op, object *caster, int dir, object *spell) 1084cast_smite_spell (object *op, object *caster, int dir, object *spell)
1180{ 1085{
1181 object *effect, *target; 1086 object *effect, *target;
1182 object *god = find_god (determine_god (op)); 1087 object *god = find_god (determine_god (op));
1228 if (effect->attacktype & AT_DEATH) 1133 if (effect->attacktype & AT_DEATH)
1229 { 1134 {
1230 effect->level = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1135 effect->level = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1231 1136
1232 /* casting death spells at undead isn't a good thing */ 1137 /* casting death spells at undead isn't a good thing */
1233 if QUERY_FLAG
1234 (target, FLAG_UNDEAD) 1138 if (QUERY_FLAG (target, FLAG_UNDEAD))
1235 { 1139 {
1236 if (random_roll (0, 2, op, PREFER_LOW)) 1140 if (random_roll (0, 2, op, PREFER_LOW))
1237 { 1141 {
1238 new_draw_info (NDI_UNIQUE, 0, op, "Idiot! Your spell boomerangs!"); 1142 new_draw_info (NDI_UNIQUE, 0, op, "Idiot! Your spell boomerangs!");
1239 effect->x = op->x; 1143 effect->x = op->x;
1241 } 1145 }
1242 else 1146 else
1243 { 1147 {
1244 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s looks stronger!", query_name (target)); 1148 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s looks stronger!", query_name (target));
1245 target->stats.hp = target->stats.maxhp * 2; 1149 target->stats.hp = target->stats.maxhp * 2;
1246 free_object (effect); 1150 effect->destroy ();
1247 return 0; 1151 return 0;
1248 } 1152 }
1249 } 1153 }
1250 } 1154 }
1251 else 1155 else
1252 { 1156 {
1253 /* how much woe to inflict :) */ 1157 /* how much woe to inflict :) */
1254 effect->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1158 effect->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1255 } 1159 }
1256 1160
1257 set_owner (effect, op); 1161 effect->set_owner (op);
1258 set_spell_skill (op, caster, spell, effect); 1162 set_spell_skill (op, caster, spell, effect);
1259 1163
1260 /* ok, tell it where to be, and insert! */ 1164 /* ok, tell it where to be, and insert! */
1261 effect->x = target->x; 1165 effect->insert_at (target, op);
1262 effect->y = target->y;
1263 insert_ob_in_map (effect, target->map, op, 0);
1264 1166
1265 return 1; 1167 return 1;
1266} 1168}
1267
1268 1169
1269/**************************************************************************** 1170/****************************************************************************
1270 * 1171 *
1271 * MAGIC MISSILE code. 1172 * MAGIC MISSILE code.
1272 * note that the fire_bullet is used to fire the missile. The 1173 * note that the fire_bullet is used to fire the missile. The
1275 1176
1276/* op is a missile that needs to be moved */ 1177/* op is a missile that needs to be moved */
1277void 1178void
1278move_missile (object *op) 1179move_missile (object *op)
1279{ 1180{
1280 int i, mflags;
1281 object *owner;
1282 sint16 new_x, new_y;
1283 mapstruct *m;
1284
1285 if (op->range-- <= 0) 1181 if (op->range-- <= 0)
1286 { 1182 {
1287 remove_ob (op); 1183 op->destroy ();
1288 free_object (op);
1289 return; 1184 return;
1290 }
1291
1292 owner = get_owner (op);
1293#if 0
1294 /* It'd make things nastier if this wasn't here - spells cast by
1295 * monster that are then killed would continue to survive
1296 */
1297 if (owner == NULL)
1298 { 1185 }
1299 remove_ob (op); 1186
1300 free_object (op); 1187 mapxy pos (op);
1301 return; 1188 pos.move (op->direction);
1189
1190 if (!pos.normalise ())
1302 } 1191 {
1303#endif 1192 op->destroy ();
1304 1193 return;
1305 new_x = op->x + DIRX (op);
1306 new_y = op->y + DIRY (op);
1307
1308 mflags = get_map_flags (op->map, &m, new_x, new_y, &new_x, &new_y);
1309
1310 if (!(mflags & P_OUT_OF_MAP) && ((mflags & P_IS_ALIVE) || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y))))
1311 { 1194 }
1312 tag_t tag = op->count;
1313 1195
1196 mapspace &ms = pos.ms ();
1197
1198 if (ms.flags () & P_IS_ALIVE || ms.blocks (op))
1199 {
1314 hit_map (op, op->direction, AT_MAGIC, 1); 1200 hit_map (op, op->direction, AT_MAGIC, 1);
1315 /* Basically, missile only hits one thing then goes away. 1201 /* Basically, missile only hits one thing then goes away.
1316 * we need to remove it if someone hasn't already done so. 1202 * we need to remove it if someone hasn't already done so.
1317 */ 1203 */
1318 if (!was_destroyed (op, tag)) 1204 op->destroy ();
1319 {
1320 remove_ob (op);
1321 free_object (op);
1322 }
1323 return; 1205 return;
1324 }
1325
1326 remove_ob (op);
1327 if (!op->direction || (mflags & P_OUT_OF_MAP))
1328 { 1206 }
1329 free_object (op); 1207
1330 return; 1208 if (!op->direction)
1331 } 1209 {
1332 op->x = new_x; 1210 op->destroy ();
1333 op->y = new_y; 1211 return;
1334 op->map = m; 1212 }
1335 i = spell_find_dir (op->map, op->x, op->y, get_owner (op)); 1213
1214 int i = spell_find_dir (pos.m, pos.x, pos.y, op->owner);
1336 if (i > 0 && i != op->direction) 1215 if (i > 0 && i != op->direction)
1337 { 1216 {
1338 op->direction = i; 1217 op->direction = i;
1339 SET_ANIMATION (op, op->direction); 1218 SET_ANIMATION (op, op->direction);
1340 } 1219 }
1341 insert_ob_in_map (op, op->map, op, 0); 1220
1221 pos.insert (op, op);
1342} 1222}
1343 1223
1344/**************************************************************************** 1224/****************************************************************************
1345 * Destruction 1225 * Destruction
1346 ****************************************************************************/ 1226 ****************************************************************************/
1349 * we do this by creating a force and inserting it in the 1229 * we do this by creating a force and inserting it in the
1350 * object. if time is 0, the object glows permanently. To truely 1230 * object. if time is 0, the object glows permanently. To truely
1351 * make this work for non-living objects, we would have to 1231 * make this work for non-living objects, we would have to
1352 * give them the capability to have an inventory. b.t. 1232 * give them the capability to have an inventory. b.t.
1353 */ 1233 */
1354
1355int 1234int
1356make_object_glow (object *op, int radius, int time) 1235make_object_glow (object *op, int radius, int time)
1357{ 1236{
1358 object *tmp;
1359
1360 /* some things are unaffected... */ 1237 /* some things are unaffected... */
1361 if (op->path_denied & PATH_LIGHT) 1238 if (op->path_denied & PATH_LIGHT)
1362 return 0; 1239 return 0;
1363 1240
1364 tmp = get_archetype (FORCE_NAME); 1241 object *tmp = get_archetype (FORCE_NAME);
1365 tmp->speed = 0.01; 1242 tmp->speed = 0.01;
1366 tmp->stats.food = time; 1243 tmp->stats.food = time;
1367 SET_FLAG (tmp, FLAG_IS_USED_UP); 1244 SET_FLAG (tmp, FLAG_IS_USED_UP);
1368 tmp->glow_radius = radius; 1245 tmp->glow_radius = radius;
1369 if (tmp->glow_radius > MAX_LIGHT_RADII) 1246 if (tmp->glow_radius > MAX_LIGHT_RADII)
1370 tmp->glow_radius = MAX_LIGHT_RADII; 1247 tmp->glow_radius = MAX_LIGHT_RADII;
1371 1248
1372 tmp->x = op->x;
1373 tmp->y = op->y;
1374 if (tmp->speed < MIN_ACTIVE_SPEED)
1375 tmp->speed = MIN_ACTIVE_SPEED; /* safety */
1376 tmp = insert_ob_in_ob (tmp, op); 1249 tmp = insert_ob_in_ob (tmp, op);
1250
1377 if (tmp->glow_radius > op->glow_radius) 1251 if (tmp->glow_radius > op->glow_radius)
1378 op->glow_radius = tmp->glow_radius; 1252 op->glow_radius = tmp->glow_radius;
1379 1253
1380 if (!tmp->env || op != tmp->env)
1381 {
1382 LOG (llevError, "make_object_glow() failed to insert glowing force in %s\n", &op->name);
1383 return 0;
1384 }
1385 return 1; 1254 return 1;
1386} 1255}
1387
1388
1389
1390 1256
1391int 1257int
1392cast_destruction (object *op, object *caster, object *spell_ob) 1258cast_destruction (object *op, object *caster, object *spell_ob)
1393{ 1259{
1394 int i, j, range, mflags, friendly = 0, dam, dur; 1260 int i, j, range, mflags, friendly = 0, dam, dur;
1395 sint16 sx, sy; 1261 sint16 sx, sy;
1396 mapstruct *m; 1262 maptile *m;
1397 object *tmp; 1263 object *tmp;
1398 const char *skill; 1264 const char *skill;
1399 1265
1400 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob); 1266 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
1401 dam = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob); 1267 dam = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob);
1415 else if (caster->skill) 1281 else if (caster->skill)
1416 op->skill = caster->skill; 1282 op->skill = caster->skill;
1417 else 1283 else
1418 op->skill = NULL; 1284 op->skill = NULL;
1419 1285
1420 change_skill (op, find_skill_by_name (op, op->skill), 1); 1286 op->change_skill (find_skill_by_name (op, op->skill));
1421 1287
1422 for (i = -range; i < range; i++) 1288 for (i = -range; i <= range; i++)
1423 { 1289 {
1424 for (j = -range; j < range; j++) 1290 for (j = -range; j <= range; j++)
1425 { 1291 {
1426 m = op->map; 1292 m = op->map;
1427 sx = op->x + i; 1293 sx = op->x + i;
1428 sy = op->y + j; 1294 sy = op->y + j;
1295
1429 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy); 1296 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
1430 if (mflags & P_OUT_OF_MAP) 1297 if (mflags & P_OUT_OF_MAP)
1431 continue; 1298 continue;
1299
1432 if (mflags & P_IS_ALIVE) 1300 if (mflags & P_IS_ALIVE)
1433 { 1301 {
1434 for (tmp = get_map_ob (m, sx, sy); tmp; tmp = tmp->above) 1302 for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above)
1435 {
1436 if (QUERY_FLAG (tmp, FLAG_ALIVE) || tmp->type == PLAYER) 1303 if (QUERY_FLAG (tmp, FLAG_ALIVE) || tmp->type == PLAYER)
1437 break; 1304 break;
1438 } 1305
1439 if (tmp) 1306 if (tmp)
1440 { 1307 {
1441 if (tmp->head) 1308 if (tmp->head)
1442 tmp = tmp->head; 1309 tmp = tmp->head;
1443 1310
1445 (!friendly && (QUERY_FLAG (tmp, FLAG_FRIENDLY) || tmp->type == PLAYER))) 1312 (!friendly && (QUERY_FLAG (tmp, FLAG_FRIENDLY) || tmp->type == PLAYER)))
1446 { 1313 {
1447 if (spell_ob->subtype == SP_DESTRUCTION) 1314 if (spell_ob->subtype == SP_DESTRUCTION)
1448 { 1315 {
1449 hit_player (tmp, dam, op, spell_ob->attacktype, 0); 1316 hit_player (tmp, dam, op, spell_ob->attacktype, 0);
1317
1450 if (spell_ob->other_arch) 1318 if (spell_ob->other_arch)
1451 {
1452 tmp = arch_to_object (spell_ob->other_arch); 1319 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op);
1453 tmp->x = sx;
1454 tmp->y = sy;
1455 insert_ob_in_map (tmp, m, op, 0);
1456 }
1457 } 1320 }
1458 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist[ATNR_MAGIC] != 100) 1321 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist[ATNR_MAGIC] != 100)
1459 { 1322 {
1460 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch) 1323 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch)
1461 {
1462 object *effect = arch_to_object (spell_ob->other_arch); 1324 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op);
1463
1464 effect->x = sx;
1465 effect->y = sy;
1466 insert_ob_in_map (effect, m, op, 0);
1467 }
1468 } 1325 }
1469 } 1326 }
1470 } 1327 }
1471 } 1328 }
1472 } 1329 }
1473 } 1330 }
1331
1474 op->skill = skill; 1332 op->skill = skill;
1475 return 1; 1333 return 1;
1476} 1334}
1477 1335
1478/*************************************************************************** 1336/***************************************************************************
1492 { 1350 {
1493 new_draw_info (NDI_UNIQUE, 0, op, "There is no one in that direction to curse."); 1351 new_draw_info (NDI_UNIQUE, 0, op, "There is no one in that direction to curse.");
1494 return 0; 1352 return 0;
1495 } 1353 }
1496 1354
1355 tmp = tmp->head_ ();
1356
1497 /* If we've already got a force of this type, don't add a new one. */ 1357 /* If we've already got a force of this type, don't add a new one. */
1498 for (force = tmp->inv; force != NULL; force = force->below) 1358 for (force = tmp->inv; force; force = force->below)
1499 { 1359 {
1500 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY) 1360 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY)
1501 { 1361 {
1502 if (force->name == spell_ob->name) 1362 if (force->name == spell_ob->name)
1503 { 1363 {
1509 return 0; 1369 return 0;
1510 } 1370 }
1511 } 1371 }
1512 } 1372 }
1513 1373
1514 if (force == NULL) 1374 if (!force)
1515 { 1375 {
1516 force = get_archetype (FORCE_NAME); 1376 force = get_archetype (FORCE_NAME);
1517 force->subtype = FORCE_CHANGE_ABILITY; 1377 force->subtype = FORCE_CHANGE_ABILITY;
1378
1518 if (spell_ob->race) 1379 if (spell_ob->race)
1519 force->name = spell_ob->race; 1380 force->name = spell_ob->race;
1520 else 1381 else
1521 force->name = spell_ob->name; 1382 force->name = spell_ob->name;
1522 1383
1532 { 1393 {
1533 force->duration = duration; 1394 force->duration = duration;
1534 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 1395 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1535 } 1396 }
1536 else 1397 else
1537 {
1538 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1398 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1539 } 1399
1540 return 1; 1400 return 1;
1541 } 1401 }
1402
1542 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50; 1403 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1543 force->speed = 1.0; 1404 force->speed = 1.f;
1544 force->speed_left = -1.0; 1405 force->speed_left = -1.f;
1545 SET_FLAG (force, FLAG_APPLIED); 1406 SET_FLAG (force, FLAG_APPLIED);
1546 1407
1547 if (god) 1408 if (god)
1548 { 1409 {
1549 if (spell_ob->last_grace) 1410 if (spell_ob->last_grace)
1562 force->stats.ac = spell_ob->stats.ac; 1423 force->stats.ac = spell_ob->stats.ac;
1563 force->stats.wc = spell_ob->stats.wc; 1424 force->stats.wc = spell_ob->stats.wc;
1564 1425
1565 change_abil (tmp, force); /* Mostly to display any messages */ 1426 change_abil (tmp, force); /* Mostly to display any messages */
1566 insert_ob_in_ob (force, tmp); 1427 insert_ob_in_ob (force, tmp);
1567 fix_player (tmp); 1428 tmp->update_stats ();
1568 return 1; 1429 return 1;
1569 1430
1570} 1431}
1571
1572 1432
1573/********************************************************************** 1433/**********************************************************************
1574 * mood change 1434 * mood change
1575 * Arguably, this may or may not be an attack spell. But since it 1435 * Arguably, this may or may not be an attack spell. But since it
1576 * effects monsters, it seems best to put it into this file 1436 * effects monsters, it seems best to put it into this file
1583mood_change (object *op, object *caster, object *spell) 1443mood_change (object *op, object *caster, object *spell)
1584{ 1444{
1585 object *tmp, *god, *head; 1445 object *tmp, *god, *head;
1586 int done_one, range, mflags, level, at, best_at; 1446 int done_one, range, mflags, level, at, best_at;
1587 sint16 x, y, nx, ny; 1447 sint16 x, y, nx, ny;
1588 mapstruct *m; 1448 maptile *m;
1589 const char *race; 1449 const char *race;
1590 1450
1591 /* We precompute some values here so that we don't have to keep 1451 /* We precompute some values here so that we don't have to keep
1592 * doing it over and over again. 1452 * doing it over and over again.
1593 */ 1453 */
1606 else if (god && !strcmp (spell->race, "GOD_FRIEND")) 1466 else if (god && !strcmp (spell->race, "GOD_FRIEND"))
1607 race = god->race; 1467 race = god->race;
1608 else 1468 else
1609 race = spell->race; 1469 race = spell->race;
1610 1470
1611
1612 for (x = op->x - range; x <= op->x + range; x++) 1471 for (x = op->x - range; x <= op->x + range; x++)
1613 for (y = op->y - range; y <= op->y + range; y++) 1472 for (y = op->y - range; y <= op->y + range; y++)
1614 { 1473 {
1615
1616 done_one = 0; 1474 done_one = 0;
1617 m = op->map; 1475 m = op->map;
1618 nx = x; 1476 nx = x;
1619 ny = y; 1477 ny = y;
1620 mflags = get_map_flags (m, &m, x, y, &nx, &ny); 1478 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1623 1481
1624 /* If there is nothing living on this space, no need to go further */ 1482 /* If there is nothing living on this space, no need to go further */
1625 if (!(mflags & P_IS_ALIVE)) 1483 if (!(mflags & P_IS_ALIVE))
1626 continue; 1484 continue;
1627 1485
1486 // players can only affect spaces that they can actually see
1487 if (caster && caster->contr
1488 && caster->contr->visibility_at (m, nx, ny) < 70)
1489 continue;
1490
1628 for (tmp = get_map_ob (m, nx, ny); tmp; tmp = tmp->above) 1491 for (tmp = GET_MAP_TOP (m, nx, ny); tmp; tmp = tmp->below)
1629 if (QUERY_FLAG (tmp, FLAG_MONSTER)) 1492 if (QUERY_FLAG (tmp, FLAG_MONSTER))
1630 break; 1493 break;
1631 1494
1632 /* There can be living objects that are not monsters */ 1495 /* There can be living objects that are not monsters */
1633 if (!tmp || tmp->type == PLAYER) 1496 if (!tmp || tmp->type == PLAYER)
1640 head = tmp; 1503 head = tmp;
1641 1504
1642 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */ 1505 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */
1643 if (race && head->race && !strstr (race, head->race)) 1506 if (race && head->race && !strstr (race, head->race))
1644 continue; 1507 continue;
1508
1645 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD)) 1509 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD))
1646 continue; 1510 continue;
1647 1511
1648 /* Now do a bunch of stuff related to saving throws */ 1512 /* Now do a bunch of stuff related to saving throws */
1649 best_at = -1; 1513 best_at = -1;
1666 at -= level / 5; 1530 at -= level / 5;
1667 if (did_make_save (head, head->level, at)) 1531 if (did_make_save (head, head->level, at))
1668 continue; 1532 continue;
1669 } 1533 }
1670 else /* spell->attacktype */ 1534 else /* spell->attacktype */
1671 /*
1672 Spell has no attacktype (charm & such), so we'll have a specific saving:
1673 * if spell level < monster level, no go
1674 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) )
1675
1676 The chance will then be in the range [20-70] percent, not too bad.
1677
1678 This is required to fix the 'charm monster' abuse, where a player level 1 can
1679 charm a level 125 monster...
1680
1681 Ryo, august 14th
1682 */
1683 { 1535 {
1536 /*
1537 Spell has no attacktype (charm & such), so we'll have a specific saving:
1538 * if spell level < monster level, no go
1539 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) )
1540
1541 The chance will then be in the range [20-70] percent, not too bad.
1542
1543 This is required to fix the 'charm monster' abuse, where a player level 1 can
1544 charm a level 125 monster...
1545
1546 Ryo, august 14th
1547 */
1684 if (head->level > level) 1548 if (head->level > level)
1685 continue; 1549 continue;
1550
1686 if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + MIN (50, 2 * (level - head->level)))) 1551 if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + MIN (50, 2 * (level - head->level))))
1687 /* Failed, no effect */ 1552 /* Failed, no effect */
1688 continue; 1553 continue;
1689 } 1554 }
1690 1555
1691 /* Done with saving throw. Now start effecting the monster */ 1556 /* Done with saving throw. Now start affecting the monster */
1692 1557
1693 /* aggravation */ 1558 /* aggravation */
1694 if (QUERY_FLAG (spell, FLAG_MONSTER)) 1559 if (QUERY_FLAG (spell, FLAG_MONSTER))
1695 { 1560 {
1696 CLEAR_FLAG (head, FLAG_SLEEP); 1561 CLEAR_FLAG (head, FLAG_SLEEP);
1697 if (QUERY_FLAG (head, FLAG_FRIENDLY))
1698 remove_friendly_object (head); 1562 remove_friendly_object (head);
1699
1700 done_one = 1; 1563 done_one = 1;
1701 head->enemy = op; 1564 head->enemy = op;
1702 } 1565 }
1703 1566
1704 /* calm monsters */ 1567 /* calm monsters */
1713 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK)) 1576 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK))
1714 { 1577 {
1715 SET_FLAG (head, FLAG_BERSERK); 1578 SET_FLAG (head, FLAG_BERSERK);
1716 done_one = 1; 1579 done_one = 1;
1717 } 1580 }
1581
1718 /* charm */ 1582 /* charm */
1719 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY)) 1583 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY))
1720 { 1584 {
1721 SET_FLAG (head, FLAG_FRIENDLY); 1585 INVOKE_OBJECT (KILL, head, ARG_OBJECT (caster));
1586
1722 /* Prevent uncontolled outbreaks of self replicating monsters. 1587 /* Prevent uncontrolled outbreaks of self replicating monsters.
1723 Typical use case is charm, go somwhere, use aggravation to make hostile. 1588 Typical use case is charm, go somwhere, use aggravation to make hostile.
1724 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */ 1589 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */
1725 CLEAR_FLAG (head, FLAG_GENERATOR); 1590 CLEAR_FLAG (head, FLAG_GENERATOR);
1726 set_owner (head, op); 1591 head->set_owner (op);
1727 set_spell_skill (op, caster, spell, head); 1592 set_spell_skill (op, caster, spell, head);
1728 add_friendly_object (head); 1593 add_friendly_object (head);
1729 head->attack_movement = PETMOVE; 1594 head->attack_movement = PETMOVE;
1730 done_one = 1; 1595 done_one = 1;
1731 change_exp (op, head->stats.exp / 2, head->skill, SK_EXP_ADD_SKILL); 1596 change_exp (op, head->stats.exp / 2, head->skill, SK_EXP_ADD_SKILL);
1732 head->stats.exp = 0; 1597 head->stats.exp = 0;
1733 } 1598 }
1734 1599
1735 /* If a monster was effected, put an effect in */ 1600 /* If a monster was effected, put an effect in */
1736 if (done_one && spell->other_arch) 1601 if (done_one && spell->other_arch)
1737 {
1738 tmp = arch_to_object (spell->other_arch); 1602 m->insert (arch_to_object (spell->other_arch), nx, ny, op);
1739 tmp->x = nx;
1740 tmp->y = ny;
1741 insert_ob_in_map (tmp, m, op, 0);
1742 }
1743 } /* for y */ 1603 } /* for y */
1744 1604
1745 return 1; 1605 return 1;
1746} 1606}
1747 1607
1757move_ball_spell (object *op) 1617move_ball_spell (object *op)
1758{ 1618{
1759 int i, j, dam_save, dir, mflags; 1619 int i, j, dam_save, dir, mflags;
1760 sint16 nx, ny, hx, hy; 1620 sint16 nx, ny, hx, hy;
1761 object *owner; 1621 object *owner;
1762 mapstruct *m; 1622 maptile *m;
1763 1623
1764 owner = get_owner (op); 1624 owner = op->owner;
1765 1625
1766 /* the following logic makes sure that the ball doesn't move into a wall, 1626 /* the following logic makes sure that the ball doesn't move into a wall,
1767 * and makes sure that it will move along a wall to try and get at it's 1627 * and makes sure that it will move along a wall to try and get at it's
1768 * victim. The block immediately below more or less chooses a random 1628 * victim. The block immediately below more or less chooses a random
1769 * offset to move the ball, eg, keep it mostly on course, with some 1629 * offset to move the ball, eg, keep it mostly on course, with some
1798 nx = op->x; 1658 nx = op->x;
1799 ny = op->y; 1659 ny = op->y;
1800 m = op->map; 1660 m = op->map;
1801 } 1661 }
1802 1662
1803 remove_ob (op); 1663 m->insert (op, nx, ny, op);
1804 op->y = ny;
1805 op->x = nx;
1806 insert_ob_in_map (op, m, op, 0);
1807 1664
1808 dam_save = op->stats.dam; /* save the original dam: we do halfdam on 1665 dam_save = op->stats.dam; /* save the original dam: we do halfdam on
1809 surrounding squares */ 1666 surrounding squares */
1810 1667
1811 /* loop over current square and neighbors to hit. 1668 /* loop over current square and neighbors to hit.
1812 * if this has an other_arch field, we insert that in 1669 * if this has an other_arch field, we insert that in
1813 * the surround spaces. 1670 * the surround spaces.
1814 */ 1671 */
1815 for (j = 0; j < 9; j++) 1672 for (j = 0; j < 9; j++)
1816 { 1673 {
1817 object *new_ob;
1818
1819 hx = nx + freearr_x[j]; 1674 hx = nx + freearr_x[j];
1820 hy = ny + freearr_y[j]; 1675 hy = ny + freearr_y[j];
1821 1676
1822 m = op->map; 1677 m = op->map;
1823 mflags = get_map_flags (m, &m, hx, hy, &hx, &hy); 1678 mflags = get_map_flags (m, &m, hx, hy, &hx, &hy);
1831 1686
1832 if ((mflags & P_IS_ALIVE) && (!owner || owner->x != hx || owner->y != hy || !on_same_map (owner, op))) 1687 if ((mflags & P_IS_ALIVE) && (!owner || owner->x != hx || owner->y != hy || !on_same_map (owner, op)))
1833 { 1688 {
1834 if (j) 1689 if (j)
1835 op->stats.dam = dam_save / 2; 1690 op->stats.dam = dam_save / 2;
1691
1836 hit_map (op, j, op->attacktype, 1); 1692 hit_map (op, j, op->attacktype, 1);
1837
1838 } 1693 }
1839 1694
1840 /* insert the other arch */ 1695 /* insert the other arch */
1841 if (op->other_arch && !(OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy)))) 1696 if (op->other_arch && !(OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy))))
1842 { 1697 m->insert (arch_to_object (op->other_arch), hx, hy, op);
1843 new_ob = arch_to_object (op->other_arch);
1844 new_ob->x = hx;
1845 new_ob->y = hy;
1846 insert_ob_in_map (new_ob, m, op, 0);
1847 }
1848 } 1698 }
1849 1699
1850 /* restore to the center location and damage */ 1700 /* restore to the center location and damage */
1851 op->stats.dam = dam_save; 1701 op->stats.dam = dam_save;
1852 1702
1853 i = spell_find_dir (op->map, op->x, op->y, get_owner (op)); 1703 i = spell_find_dir (op->map, op->x, op->y, op->owner);
1854 1704
1855 if (i >= 0) 1705 if (i >= 0)
1856 { /* we have a preferred direction! */ 1706 { /* we have a preferred direction! */
1857 /* pick another direction if the preferred dir is blocked. */ 1707 /* pick another direction if the preferred dir is blocked. */
1858 if (get_map_flags (op->map, &m, nx + freearr_x[i], ny + freearr_y[i], &hx, &hy) & P_OUT_OF_MAP || 1708 if (get_map_flags (op->map, &m, nx + freearr_x[i], ny + freearr_y[i], &hx, &hy) & P_OUT_OF_MAP ||
1859 OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy))) 1709 OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy)))
1860 {
1861 i = absdir (i + rndm (0, 2) - 1); /* -1, 0, +1 */ 1710 i = absdir (i + rndm (0, 2) - 1); /* -1, 0, +1 */
1862 } 1711
1863 op->direction = i; 1712 op->direction = i;
1864 } 1713 }
1865} 1714}
1866 1715
1867
1868/* move_swarm_spell: peterm 1716/* move_swarm_spell: peterm
1869 * This is an implementation of the swarm spell. It was written for 1717 * This is an implementation of the swarm spell. It was written for
1870 * meteor swarm, but it could be used for any swarm. A swarm spell 1718 * meteor swarm, but it could be used for any swarm. A swarm spell
1871 * is a special type of object that casts swarms of other types 1719 * is a special type of object that casts swarms of other types
1872 * of spells. Which spell it casts is flexible. It fires the spells 1720 * of spells. Which spell it casts is flexible. It fires the spells
1873 * from a set of squares surrounding the caster, in a given direction. 1721 * from a set of squares surrounding the caster, in a given direction.
1874 */ 1722 */
1875
1876void 1723void
1877move_swarm_spell (object *op) 1724move_swarm_spell (object *op)
1878{ 1725{
1879#if 0 1726#if 0
1880 static int cardinal_adjust[9] = { -3, -2, -1, 0, 0, 0, 1, 2, 3 }; 1727 static int cardinal_adjust[9] = { -3, -2, -1, 0, 0, 0, 1, 2, 3 };
1881 static int diagonal_adjust[10] = { -3, -2, -2, -1, 0, 0, 1, 2, 2, 3 }; 1728 static int diagonal_adjust[10] = { -3, -2, -2, -1, 0, 0, 1, 2, 2, 3 };
1882 sint16 target_x, target_y, origin_x, origin_y; 1729 sint16 target_x, target_y, origin_x, origin_y;
1883 int adjustdir; 1730 int adjustdir;
1884 mapstruct *m; 1731 maptile *m;
1885#endif 1732#endif
1886 int basedir;
1887 object *owner; 1733 object *owner = op->env;
1888 1734
1889 owner = get_owner (op); 1735 if (!owner) // MUST not happen, remove when true TODO
1890 if (op->duration == 0 || owner == NULL)
1891 {
1892 remove_ob (op);
1893 free_object (op);
1894 return;
1895 } 1736 {
1737 LOG (llevError, "swarm spell found outside inventory: %s\n", op->debug_desc ());
1738 op->destroy ();
1739 return;
1740 }
1741
1742 if (!op->duration || !owner->is_on_map ())
1743 {
1744 op->destroy ();
1745 return;
1746 }
1747
1896 op->duration--; 1748 op->duration--;
1897 1749
1898 basedir = op->direction; 1750 int basedir = op->direction;
1899 if (basedir == 0) 1751 if (!basedir)
1900 {
1901 /* spray in all directions! 8) */ 1752 /* spray in all directions! 8) */
1902 basedir = rndm (1, 8); 1753 basedir = (op->facing += op->state) % 8 + 1;
1903 }
1904 1754
1905#if 0 1755#if 0
1906 // this is bogus: it causes wrong places to be checked below 1756 // this is bogus: it causes wrong places to be checked below
1907 // (a wall 2 cells away will block the effect...) and 1757 // (a wall 2 cells away will block the effect...) and
1908 // doesn't work for SP_BULLET anyhow, so again tests the wrong 1758 // doesn't work for SP_BULLET anyhow, so again tests the wrong
1909 // space. 1759 // space.
1910 // should be fixed later, but correctness before featurs... 1760 // should be fixed later, but correctness before features...
1911 // (schmorp) 1761 // (schmorp)
1912 1762
1913 /* new offset calculation to make swarm element distribution 1763 /* new offset calculation to make swarm element distribution
1914 * more uniform 1764 * more uniform
1915 */ 1765 */
1968 { 1818 {
1969 /* Bullet spells have a bunch more customization that needs to be done */ 1819 /* Bullet spells have a bunch more customization that needs to be done */
1970 if (op->spell->subtype == SP_BULLET) 1820 if (op->spell->subtype == SP_BULLET)
1971 fire_bullet (owner, op, basedir, op->spell); 1821 fire_bullet (owner, op, basedir, op->spell);
1972 else if (op->spell->subtype == SP_MAGIC_MISSILE) 1822 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1973 fire_arch_from_position (owner, op, op->x, op->y, basedir, op->spell); 1823 fire_arch_from_position (owner, op, owner->x, owner->y, basedir, op->spell);
1974 } 1824 }
1975} 1825}
1976
1977
1978
1979 1826
1980/* fire_swarm: 1827/* fire_swarm:
1981 * The following routine creates a swarm of objects. It actually 1828 * The following routine creates a swarm of objects. It actually
1982 * sets up a specific swarm object, which then fires off all 1829 * sets up a specific swarm object, which then fires off all
1983 * the parts of the swarm. 1830 * the parts of the swarm.
1986 * caster: the caster (owner, wand, rod, scroll) 1833 * caster: the caster (owner, wand, rod, scroll)
1987 * dir: the direction everything will be fired in 1834 * dir: the direction everything will be fired in
1988 * spell - the spell that is this spell. 1835 * spell - the spell that is this spell.
1989 * n: the number to be fired. 1836 * n: the number to be fired.
1990 */ 1837 */
1991
1992int 1838int
1993fire_swarm (object *op, object *caster, object *spell, int dir) 1839fire_swarm (object *op, object *caster, object *spell, int dir)
1994{ 1840{
1995 object *tmp;
1996 int i;
1997
1998 if (!spell->other_arch) 1841 if (!spell->other_arch)
1999 return 0; 1842 return 0;
2000 1843
2001 tmp = get_archetype (SWARM_SPELL); 1844 object *tmp = archetype::get (SWARM_SPELL);
2002 tmp->x = op->x;
2003 tmp->y = op->y;
2004 set_owner (tmp, op); /* needed so that if swarm elements kill, caster gets xp. */
2005 set_spell_skill (op, caster, spell, tmp); 1845 set_spell_skill (op, caster, spell, tmp);
2006
2007 tmp->level = caster_level (caster, spell); /*needed later, to get level dep. right. */ 1846 tmp->level = caster_level (caster, spell); /* needed later, to get level dep. right. */
2008 tmp->spell = arch_to_object (spell->other_arch); 1847 tmp->spell = spell->other_arch->instance ();
2009
2010 tmp->attacktype = tmp->spell->attacktype; 1848 tmp->attacktype = tmp->spell->attacktype;
2011 1849
2012 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) 1850 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
2013 {
2014 if (!tailor_god_spell (tmp, op)) 1851 if (!tailor_god_spell (tmp, op))
2015 return 1; 1852 return 1;
2016 } 1853
2017 tmp->duration = SP_level_duration_adjust (caster, spell); 1854 tmp->duration = SP_level_duration_adjust (caster, spell);
2018 for (i = 0; i < spell->duration; i++) 1855 for (int i = 0; i < spell->duration; i++)
2019 tmp->duration += die_roll (1, 3, op, PREFER_HIGH); 1856 tmp->duration += die_roll (1, 3, op, PREFER_HIGH);
2020 1857
1858 tmp->invisible = 1;
1859 tmp->flag [FLAG_NO_DROP] = 1; // make sure it stays in inv, or else
2021 tmp->direction = dir; 1860 tmp->direction = dir;
2022 tmp->invisible = 1; 1861 tmp->facing = rndm (1, 8); // initial firing direction
2023 insert_ob_in_map (tmp, op->map, op, 0); 1862 tmp->state = rndm (4) * 2 + 1; // direction increment
1863
1864 op->insert (tmp);
1865
2024 return 1; 1866 return 1;
2025} 1867}
2026
2027 1868
2028/* See the spells documentation file for why this is its own 1869/* See the spells documentation file for why this is its own
2029 * function. 1870 * function.
2030 */ 1871 */
2031int 1872int
2032cast_light (object *op, object *caster, object *spell, int dir) 1873cast_light (object *op, object *caster, object *spell, int dir)
2033{ 1874{
2034 object *target = NULL, *tmp = NULL; 1875 object *target = NULL, *tmp = NULL;
2035 sint16 x, y; 1876 sint16 x, y;
2036 int dam, mflags; 1877 int dam, mflags;
2037 mapstruct *m; 1878 maptile *m;
2038 1879
2039 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1880 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
2040 1881
2041 if (!dir) 1882 if (!dir)
2042 { 1883 {
2056 return 0; 1897 return 0;
2057 } 1898 }
2058 1899
2059 if (mflags & P_IS_ALIVE && spell->attacktype) 1900 if (mflags & P_IS_ALIVE && spell->attacktype)
2060 { 1901 {
2061 for (target = get_map_ob (m, x, y); target; target = target->above) 1902 for (target = GET_MAP_OB (m, x, y); target; target = target->above)
2062 if (QUERY_FLAG (target, FLAG_MONSTER)) 1903 if (QUERY_FLAG (target, FLAG_MONSTER))
2063 { 1904 {
2064 /* oky doky. got a target monster. Lets make a blinding attack */ 1905 /* oky doky. got a target monster. Lets make a blinding attack */
2065 if (target->head) 1906 if (target->head)
2066 target = target->head; 1907 target = target->head;
1908
2067 (void) hit_player (target, dam, op, spell->attacktype, 1); 1909 hit_player (target, dam, op, spell->attacktype, 1);
2068 return 1; /* one success only! */ 1910 return 1; /* one success only! */
2069 } 1911 }
2070 } 1912 }
2071 1913
2072 /* no live target, perhaps a wall is in the way? */ 1914 /* no live target, perhaps a wall is in the way? */
2088 { 1930 {
2089 tmp->glow_radius = spell->range + SP_level_range_adjust (caster, spell); 1931 tmp->glow_radius = spell->range + SP_level_range_adjust (caster, spell);
2090 if (tmp->glow_radius > MAX_LIGHT_RADII) 1932 if (tmp->glow_radius > MAX_LIGHT_RADII)
2091 tmp->glow_radius = MAX_LIGHT_RADII; 1933 tmp->glow_radius = MAX_LIGHT_RADII;
2092 } 1934 }
2093 tmp->x = x; 1935
2094 tmp->y = y; 1936 m->insert (tmp, x, y, op);
2095 insert_ob_in_map (tmp, m, op, 0);
2096 return 1; 1937 return 1;
2097} 1938}
2098
2099
2100
2101 1939
2102/* cast_cause_disease: this spell looks along <dir> from the 1940/* cast_cause_disease: this spell looks along <dir> from the
2103 * player and infects someone. 1941 * player and infects someone.
2104 * op is the player/monster, caster is the object, dir is the direction 1942 * op is the player/monster, caster is the object, dir is the direction
2105 * to cast, disease_arch is the specific disease, and type is the spell number 1943 * to cast, disease_arch is the specific disease, and type is the spell number
2106 * perhaps this should actually be in disease.c? 1944 * perhaps this should actually be in disease.c?
2107 */ 1945 */
2108
2109int 1946int
2110cast_cause_disease (object *op, object *caster, object *spell, int dir) 1947cast_cause_disease (object *op, object *caster, object *spell, int dir)
2111{ 1948{
2112 sint16 x, y; 1949 sint16 x, y;
2113 int i, mflags, range, dam_mod, dur_mod; 1950 int i, mflags, range, dam_mod, dur_mod;
2114 object *walk; 1951 object *walk;
2115 mapstruct *m; 1952 maptile *m;
2116 1953
2117 x = op->x; 1954 x = op->x;
2118 y = op->y; 1955 y = op->y;
2119 1956
2120 /* If casting from a scroll, no direction will be available, so refer to the 1957 /* If casting from a scroll, no direction will be available, so refer to the
2121 * direction the player is pointing. 1958 * direction the player is pointing.
2122 */ 1959 */
2123 if (!dir) 1960 if (!dir)
2124 dir = op->facing; 1961 dir = op->facing;
1962
2125 if (!dir) 1963 if (!dir)
2126 return 0; /* won't find anything if casting on ourself, so just return */ 1964 return 0; /* won't find anything if casting on ourself, so just return */
2127 1965
2128 /* Calculate these once here */ 1966 /* Calculate these once here */
2129 range = spell->range + SP_level_range_adjust (caster, spell); 1967 range = spell->range + SP_level_range_adjust (caster, spell);
2148 1986
2149 /* Only bother looking on this space if there is something living here */ 1987 /* Only bother looking on this space if there is something living here */
2150 if (mflags & P_IS_ALIVE) 1988 if (mflags & P_IS_ALIVE)
2151 { 1989 {
2152 /* search this square for a victim */ 1990 /* search this square for a victim */
2153 for (walk = get_map_ob (m, x, y); walk; walk = walk->above) 1991 for (walk = GET_MAP_OB (m, x, y); walk; walk = walk->above)
2154 if (QUERY_FLAG (walk, FLAG_MONSTER) || (walk->type == PLAYER)) 1992 if (QUERY_FLAG (walk, FLAG_MONSTER) || (walk->type == PLAYER))
2155 { /* found a victim */ 1993 { /* found a victim */
2156 object *disease = arch_to_object (spell->other_arch); 1994 object *disease = arch_to_object (spell->other_arch);
2157 1995
2158 set_owner (disease, op); 1996 disease->set_owner (op);
2159 set_spell_skill (op, caster, spell, disease); 1997 set_spell_skill (op, caster, spell, disease);
2160 disease->stats.exp = 0; 1998 disease->stats.exp = 0;
2161 disease->level = caster_level (caster, spell); 1999 disease->level = caster_level (caster, spell);
2162 2000
2163 /* do level adjustments */ 2001 /* do level adjustments */
2164 if (disease->stats.wc) 2002 if (disease->stats.wc)
2165 disease->stats.wc += dur_mod / 2; 2003 disease->stats.wc += dur_mod / 2;
2166 2004
2167 if (disease->magic > 0) 2005 if (disease->magic > 0)
2168 disease->magic += dur_mod / 4; 2006 disease->magic += dur_mod / 8;
2169 2007
2170 if (disease->stats.maxhp > 0) 2008 if (disease->stats.maxhp > 0)
2171 disease->stats.maxhp += dur_mod; 2009 disease->stats.maxhp += dur_mod;
2172 2010
2173 if (disease->stats.maxgrace > 0) 2011 if (disease->stats.maxgrace > 0)
2208 if (disease->stats.sp) 2046 if (disease->stats.sp)
2209 disease->stats.sp -= dam_mod; 2047 disease->stats.sp -= dam_mod;
2210 2048
2211 if (infect_object (walk, disease, 1)) 2049 if (infect_object (walk, disease, 1))
2212 { 2050 {
2213 object *flash; /* visual effect for inflicting disease */
2214
2215 new_draw_info_format (NDI_UNIQUE, 0, op, "You inflict %s on %s!", &disease->name, &walk->name); 2051 new_draw_info_format (NDI_UNIQUE, 0, op, "You inflict %s on %s!", &disease->name, &walk->name);
2216 2052
2217 free_object (disease); /* don't need this one anymore */ 2053 disease->destroy (); /* don't need this one anymore */
2218 flash = get_archetype (ARCH_DETECT_MAGIC); 2054 walk->map->insert (get_archetype ("detect_magic"), x, y, op);
2219 flash->x = x;
2220 flash->y = y;
2221 flash->map = walk->map;
2222 insert_ob_in_map (flash, walk->map, op, 0);
2223 return 1; 2055 return 1;
2224 } 2056 }
2225 free_object (disease); 2057
2058 disease->destroy ();
2226 } 2059 }
2227 } /* if living creature */ 2060 } /* if living creature */
2228 } /* for range of spaces */ 2061 } /* for range of spaces */
2062
2229 new_draw_info (NDI_UNIQUE, 0, op, "No one caught anything!"); 2063 new_draw_info (NDI_UNIQUE, 0, op, "No one caught anything!");
2230 return 1; 2064 return 1;
2231} 2065}

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