ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/server/spell_attack.C
(Generate patch)

Comparing deliantra/server/server/spell_attack.C (file contents):
Revision 1.10 by root, Sun Sep 10 23:24:12 2006 UTC vs.
Revision 1.64 by root, Mon Sep 29 06:32:09 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 1.10 2006/09/10 23:24:12 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
154 if ((new_bolt = m->insert (new_bolt, sx, sy, op)))
169 update_turn_face (new_bolt); 155 update_turn_face (new_bolt);
170} 156}
171 157
172/* move_bolt: moves bolt 'op'. Basically, it just advances a space, 158/* move_bolt: moves bolt 'op'. Basically, it just advances a space,
173 * and checks for various things that may stop it. 159 * and checks for various things that may stop it.
174 */ 160 */
175
176void 161void
177move_bolt (object *op) 162move_bolt (object *op)
178{ 163{
179 object *tmp;
180 int mflags; 164 int mflags;
181 sint16 x, y; 165 sint16 x, y;
182 mapstruct *m; 166 maptile *m;
183 167
184 if (--(op->duration) < 0) 168 if (--op->duration < 0)
185 {
186 remove_ob (op);
187 free_object (op);
188 return;
189 } 169 {
170 op->destroy ();
171 return;
172 }
173
190 hit_map (op, 0, op->attacktype, 1); 174 hit_map (op, 0, op->attacktype, 1);
191 175
192 if (!op->direction) 176 if (!op->direction)
193 return; 177 return;
194 178
195 if (--op->range < 0) 179 if (--op->range < 0)
196 {
197 op->range = 0; 180 op->range = 0;
198 }
199 else 181 else
200 { 182 {
201 x = op->x + DIRX (op); 183 x = op->x + DIRX (op);
202 y = op->y + DIRY (op); 184 y = op->y + DIRY (op);
203 m = op->map; 185 m = op->map;
211 * on the space. So only call reflwall if we think the data it returns 193 * on the space. So only call reflwall if we think the data it returns
212 * will be useful. 194 * will be useful.
213 */ 195 */
214 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)) || ((mflags & P_IS_ALIVE) && reflwall (m, x, y, op))) 196 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)) || ((mflags & P_IS_ALIVE) && reflwall (m, x, y, op)))
215 { 197 {
216
217 if (!QUERY_FLAG (op, FLAG_REFLECTING)) 198 if (!QUERY_FLAG (op, FLAG_REFLECTING))
218 return; 199 return;
219 200
220 /* Since walls don't run diagonal, if the bolt is in 201 /* Since walls don't run diagonal, if the bolt is in
221 * one of 4 main directions, it just reflects back in the 202 * one of 4 main directions, it just reflects back in the
251 else if (left) 232 else if (left)
252 op->direction = absdir (op->direction + 2); 233 op->direction = absdir (op->direction + 2);
253 else if (right) 234 else if (right)
254 op->direction = absdir (op->direction - 2); 235 op->direction = absdir (op->direction - 2);
255 } 236 }
237
256 update_turn_face (op); /* A bolt *must* be IS_TURNABLE */ 238 update_turn_face (op); /* A bolt *must* be IS_TURNABLE */
257 return; 239 return;
258 } 240 }
259 else 241 else
260 { /* Create a copy of this object and put it ahead */ 242 { /* Create a copy of this object and put it ahead */
261 tmp = get_object (); 243 object *tmp = op->clone ();
262 copy_object (op, tmp); 244
245 m->insert (tmp, x, y, op);
263 tmp->speed_left = -0.1; 246 tmp->speed_left = -0.1f;
264 tmp->x += DIRX (tmp), tmp->y += DIRY (tmp);
265 tmp = insert_ob_in_map (tmp, op->map, op, 0);
266 /* To make up for the decrease at the top of the function */ 247 /* To make up for the decrease at the top of the function */
267 tmp->duration++; 248 tmp->duration++;
268 249
269 /* New forking code. Possibly create forks of this object 250 /* New forking code. Possibly create forks of this object
270 * going off in other directions. 251 * going off in other directions.
271 */ 252 */
272
273 if (rndm (0, 99) < tmp->stats.Dex) 253 if (tmp->stats.Dex && rndm (0, 99) < tmp->stats.Dex)
274 { /* stats.Dex % of forking */ 254 forklightning (op, tmp); /* stats.Dex % of forking */
275 forklightning (op, tmp); 255
276 }
277 /* In this way, the object left behind sticks on the space, but 256 /* In this way, the object left behind sticks on the space, but
278 * doesn't create any bolts that continue to move onward. 257 * doesn't create any bolts that continue to move onward.
279 */ 258 */
280 op->range = 0; 259 op->range = 0;
281 } /* copy object and move it along */ 260 } /* copy object and move it along */
288 * we remove the magic flag - that can be derived from 267 * we remove the magic flag - that can be derived from
289 * spob->attacktype. 268 * spob->attacktype.
290 * This function sets up the appropriate owner and skill 269 * This function sets up the appropriate owner and skill
291 * pointers. 270 * pointers.
292 */ 271 */
293
294int 272int
295fire_bolt (object *op, object *caster, int dir, object *spob, object *skill) 273fire_bolt (object *op, object *caster, int dir, object *spob, object *skill)
296{ 274{
297 object *tmp = NULL; 275 object *tmp = NULL;
298 int mflags; 276 int mflags;
305 return 0; 283 return 0;
306 284
307 /* peterm: level dependency for bolts */ 285 /* peterm: level dependency for bolts */
308 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob); 286 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob);
309 tmp->attacktype = spob->attacktype; 287 tmp->attacktype = spob->attacktype;
288
310 if (spob->slaying) 289 if (spob->slaying)
311 tmp->slaying = spob->slaying; 290 tmp->slaying = spob->slaying;
291
312 tmp->range = spob->range + SP_level_range_adjust (caster, spob); 292 tmp->range = spob->range + SP_level_range_adjust (caster, spob);
313 tmp->duration = spob->duration + SP_level_duration_adjust (caster, spob); 293 tmp->duration = spob->duration + SP_level_duration_adjust (caster, spob);
314 tmp->stats.Dex = spob->stats.Dex; 294 tmp->stats.Dex = spob->stats.Dex;
315 tmp->stats.Con = spob->stats.Con; 295 tmp->stats.Con = spob->stats.Con;
316 296
317 tmp->direction = dir; 297 tmp->direction = dir;
318 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) 298 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
319 SET_ANIMATION (tmp, dir); 299 SET_ANIMATION (tmp, dir);
320 300
321 set_owner (tmp, op); 301 tmp->set_owner (op);
322 set_spell_skill (op, caster, spob, tmp); 302 set_spell_skill (op, caster, spob, tmp);
323 303
324 tmp->x = op->x + DIRX (tmp); 304 tmp->x = op->x + DIRX (tmp);
325 tmp->y = op->y + DIRY (tmp); 305 tmp->y = op->y + DIRY (tmp);
326 tmp->map = op->map; 306 tmp->map = op->map;
327 307
308 maptile *newmap;
328 mflags = get_map_flags (tmp->map, &tmp->map, tmp->x, tmp->y, &tmp->x, &tmp->y); 309 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y);
329 if (mflags & P_OUT_OF_MAP) 310 if (mflags & P_OUT_OF_MAP)
330 { 311 {
331 free_object (tmp); 312 tmp->destroy ();
332 return 0; 313 return 0;
333 } 314 }
315
316 tmp->map = newmap;
317
334 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y))) 318 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y)))
335 { 319 {
336 if (!QUERY_FLAG (tmp, FLAG_REFLECTING)) 320 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
337 { 321 {
338 free_object (tmp); 322 tmp->destroy ();
339 return 0; 323 return 0;
340 } 324 }
325
341 tmp->x = op->x; 326 tmp->x = op->x;
342 tmp->y = op->y; 327 tmp->y = op->y;
343 tmp->direction = absdir (tmp->direction + 4); 328 tmp->direction = absdir (tmp->direction + 4);
344 tmp->map = op->map; 329 tmp->map = op->map;
345 } 330 }
346 if ((tmp = insert_ob_in_map (tmp, tmp->map, op, 0)) != NULL) 331
332 if ((tmp = tmp->insert_at (tmp, op)))
347 move_bolt (tmp); 333 move_bolt (tmp);
334
348 return 1; 335 return 1;
349} 336}
350
351
352 337
353/*************************************************************************** 338/***************************************************************************
354 * 339 *
355 * BULLET/BALL CODE 340 * BULLET/BALL CODE
356 * 341 *
357 ***************************************************************************/ 342 ***************************************************************************/
358 343
359/* expands an explosion. op is a piece of the 344/* expands an explosion. op is a piece of the
360 * explosion - this expans it in the different directions. 345 * explosion - this expands it in the different directions.
361 * At least that is what I think this does. 346 * At least that is what I think this does.
362 */ 347 */
363void 348void
364explosion (object *op) 349explosion (object *op)
365{ 350{
366 object *tmp;
367 mapstruct *m = op->map; 351 maptile *m = op->map;
368 int i; 352 int i;
369 353
370 if (--(op->duration) < 0) 354 if (--op->duration < 0)
371 {
372 remove_ob (op);
373 free_object (op);
374 return;
375 } 355 {
356 op->destroy ();
357 return;
358 }
359
376 hit_map (op, 0, op->attacktype, 0); 360 hit_map (op, 0, op->attacktype, 0);
377 361
378 if (op->range > 0) 362 if (op->range > 0)
379 { 363 {
380 for (i = 1; i < 9; i++) 364 for (i = 1; i < 9; i++)
381 { 365 {
382 sint16 dx, dy; 366 sint16 dx, dy;
383 367
384 dx = op->x + freearr_x[i]; 368 dx = op->x + freearr_x[i];
385 dy = op->y + freearr_y[i]; 369 dy = op->y + freearr_y[i];
370
386 /* ok_to_put_more already does things like checks for walls, 371 /* ok_to_put_more already does things like checks for walls,
387 * out of map, etc. 372 * out of map, etc.
388 */ 373 */
389 if (ok_to_put_more (op->map, dx, dy, op, op->attacktype)) 374 if (ok_to_put_more (op->map, dx, dy, op, op->attacktype))
390 { 375 {
391 tmp = get_object (); 376 object *tmp = op->clone ();
392 copy_object (op, tmp); 377
393 tmp->state = 0; 378 tmp->state = 0;
394 tmp->speed_left = -0.21; 379 tmp->speed_left = -0.21f;
395 tmp->range--; 380 tmp->range--;
396 tmp->value = 0; 381 tmp->value = 0;
397 tmp->x = dx; 382
398 tmp->y = dy; 383 m->insert (tmp, dx, dy, op);
399 insert_ob_in_map (tmp, m, op, 0);
400 } 384 }
401 } 385 }
402 } 386 }
403} 387}
404
405 388
406/* Causes an object to explode, eg, a firebullet, 389/* Causes an object to explode, eg, a firebullet,
407 * poison cloud ball, etc. op is the object to 390 * poison cloud ball, etc. op is the object to
408 * explode. 391 * explode.
409 */ 392 */
410void 393void
411explode_bullet (object *op) 394explode_bullet (object *op)
412{ 395{
413 tag_t op_tag = op->count;
414 object *tmp, *owner; 396 object *tmp, *owner;
415 397
416 if (op->other_arch == NULL) 398 if (!op->other_arch)
417 { 399 {
418 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n"); 400 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n");
419 remove_ob (op); 401 op->destroy ();
420 free_object (op);
421 return; 402 return;
422 } 403 }
423 404
424 if (op->env) 405 if (op->env)
425 { 406 {
426 object *env; 407 object *env = op->outer_env ();
427 408
428 env = object_get_env_recursive (op);
429 if (env->map == NULL || out_of_map (env->map, env->x, env->y)) 409 if (!env->map || out_of_map (env->map, env->x, env->y))
430 { 410 {
431 LOG (llevError, "BUG: explode_bullet(): env out of map\n"); 411 LOG (llevError, "BUG: explode_bullet(): env out of map\n");
432 remove_ob (op); 412 op->destroy ();
433 free_object (op);
434 return; 413 return;
435 } 414 }
436 remove_ob (op); 415
437 op->x = env->x; 416 op->insert_at (env, op, INS_NO_MERGE | INS_NO_WALK_ON);
438 op->y = env->y;
439 insert_ob_in_map (op, env->map, op, INS_NO_MERGE | INS_NO_WALK_ON);
440 } 417 }
441 else if (out_of_map (op->map, op->x, op->y)) 418 else if (out_of_map (op->map, op->x, op->y))
442 { 419 {
443 LOG (llevError, "BUG: explode_bullet(): op out of map\n"); 420 LOG (llevError, "BUG: explode_bullet(): op out of map\n");
444 remove_ob (op); 421 op->destroy ();
445 free_object (op);
446 return; 422 return;
447 } 423 }
448 424
449 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent explosions of any kind on safe maps 425 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent explosions of any kind on safe maps
450 // NOTE: If this breaks something important: remove this. I can't think of anything 426 // NOTE: If this breaks something important: remove this. I can't think of anything
451 // bad at the moment that might happen from this. 427 // bad at the moment that might happen from this.
452 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE) 428 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
453 { 429 {
454 remove_ob (op); 430 op->destroy ();
455 free_object (op);
456 return; 431 return;
457 } 432 }
458 433
459 if (op->attacktype) 434 if (op->attacktype)
460 { 435 {
461 hit_map (op, 0, op->attacktype, 1); 436 hit_map (op, 0, op->attacktype, 1);
462 if (was_destroyed (op, op_tag)) 437
438 if (op->destroyed ())
463 return; 439 return;
464 } 440 }
465 441
466 /* other_arch contains what this explodes into */ 442 /* other_arch contains what this explodes into */
467 tmp = arch_to_object (op->other_arch); 443 tmp = arch_to_object (op->other_arch);
468 444
469 copy_owner (tmp, op); 445 tmp->set_owner (op);
470 tmp->skill = op->skill; 446 tmp->skill = op->skill;
471 447
472 owner = get_owner (op); 448 owner = op->owner;
473 449
474 if ((tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) && owner && !tailor_god_spell (tmp, owner)) 450 if ((tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) && owner && !tailor_god_spell (tmp, owner))
475 { 451 {
476 remove_ob (op); 452 op->destroy ();
477 free_object (op);
478 return; 453 return;
479 } 454 }
480
481 tmp->x = op->x;
482 tmp->y = op->y;
483 455
484 /* special for bombs - it actually has sane values for these */ 456 /* special for bombs - it actually has sane values for these */
485 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB) 457 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB)
486 { 458 {
487 tmp->attacktype = op->attacktype; 459 tmp->attacktype = op->attacktype;
491 } 463 }
492 else 464 else
493 { 465 {
494 if (op->attacktype & AT_MAGIC) 466 if (op->attacktype & AT_MAGIC)
495 tmp->attacktype |= AT_MAGIC; 467 tmp->attacktype |= AT_MAGIC;
468
496 /* Spell doc describes what is going on here */ 469 /* Spell doc describes what is going on here */
497 tmp->stats.dam = op->dam_modifier; 470 tmp->stats.dam = op->dam_modifier;
498 tmp->range = op->stats.maxhp; 471 tmp->range = op->stats.maxhp;
499 tmp->duration = op->stats.hp; 472 tmp->duration = op->stats.hp;
500 /* Used for spell tracking - just need a unique val for this spell - 473 /* Used for spell tracking - just need a unique val for this spell -
508 tmp->stats.sp = op->direction; 481 tmp->stats.sp = op->direction;
509 482
510 /* Prevent recursion */ 483 /* Prevent recursion */
511 op->move_on = 0; 484 op->move_on = 0;
512 485
513 insert_ob_in_map (tmp, op->map, op, 0); 486 tmp->insert_at (op, op);
487 tmp->play_sound (tmp->sound);
488
514 /* remove the firebullet */ 489 /* remove the firebullet */
515 if (!was_destroyed (op, op_tag)) 490 op->destroy ();
516 {
517 remove_ob (op);
518 free_object (op);
519 }
520} 491}
521
522
523 492
524/* checks to see what op should do, given the space it is on 493/* checks to see what op should do, given the space it is on
525 * (eg, explode, damage player, etc) 494 * (eg, explode, damage player, etc)
526 */ 495 */
527
528void 496void
529check_bullet (object *op) 497check_bullet (object *op)
530{ 498{
531 tag_t op_tag = op->count, tmp_tag;
532 object *tmp; 499 object *tmp;
533 int dam, mflags; 500 int dam, mflags;
534 mapstruct *m; 501 maptile *m;
535 sint16 sx, sy; 502 sint16 sx, sy;
536 503
537 mflags = get_map_flags (op->map, &m, op->x, op->y, &sx, &sy); 504 mflags = get_map_flags (op->map, &m, op->x, op->y, &sx, &sy);
538 505
539 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy))) 506 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
548 515
549 /* If nothing alive on this space, no reason to do anything further */ 516 /* If nothing alive on this space, no reason to do anything further */
550 if (!(mflags & P_IS_ALIVE)) 517 if (!(mflags & P_IS_ALIVE))
551 return; 518 return;
552 519
553 for (tmp = get_map_ob (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 520 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
554 { 521 {
555 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 522 if (QUERY_FLAG (tmp, FLAG_ALIVE))
556 { 523 {
557 tmp_tag = tmp->count;
558 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1); 524 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1);
525
559 if (was_destroyed (op, op_tag) || !was_destroyed (tmp, tmp_tag) || (op->stats.dam -= dam) < 0) 526 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0)
560 { 527 {
561 if (!QUERY_FLAG (op, FLAG_REMOVED)) 528 if (!QUERY_FLAG (op, FLAG_REMOVED))
562 { 529 {
563 remove_ob (op); 530 op->destroy ();
564 free_object (op);
565 return; 531 return;
566 } 532 }
567 } 533 }
568 } 534 }
569 } 535 }
570} 536}
571
572 537
573/* Basically, we move 'op' one square, and if it hits something, 538/* Basically, we move 'op' one square, and if it hits something,
574 * call check_bullet. 539 * call check_bullet.
575 * This function is only applicable to bullets, but not to all 540 * This function is only applicable to bullets, but not to all
576 * fired arches (eg, bolts). 541 * fired arches (eg, bolts).
577 */ 542 */
578
579void 543void
580move_bullet (object *op) 544move_bullet (object *op)
581{ 545{
582 sint16 new_x, new_y; 546 sint16 new_x, new_y;
583 int mflags; 547 int mflags;
584 mapstruct *m; 548 maptile *m;
585 549
586#if 0 550#if 0
587 /* We need a better general purpose way to do this */ 551 /* We need a better general purpose way to do this */
588 552
589 /* peterm: added to make comet leave a trail of burnouts 553 /* peterm: added to make comet leave a trail of burnouts
590 it's an unadulterated hack, but the effect is cool. */ 554 it's an unadulterated hack, but the effect is cool. */
591 if (op->stats.sp == SP_METEOR) 555 if (op->stats.sp == SP_METEOR)
592 { 556 {
593 replace_insert_ob_in_map ("fire_trail", op); 557 replace_insert_ob_in_map ("fire_trail", op);
594 if (was_destroyed (op, op_tag)) 558 if (op->destroyed ())
595 return; 559 return;
596 } /* end addition. */ 560 } /* end addition. */
597#endif 561#endif
598 562
599 /* Reached the end of its life - remove it */ 563 /* Reached the end of its life - remove it */
600 if (--op->range <= 0) 564 if (--op->range <= 0)
601 { 565 {
602 if (op->other_arch) 566 if (op->other_arch)
603 {
604 explode_bullet (op); 567 explode_bullet (op);
605 }
606 else 568 else
607 { 569 op->destroy ();
608 remove_ob (op); 570
609 free_object (op);
610 }
611 return; 571 return;
612 } 572 }
613 573
614 new_x = op->x + DIRX (op); 574 new_x = op->x + DIRX (op);
615 new_y = op->y + DIRY (op); 575 new_y = op->y + DIRY (op);
616 m = op->map; 576 m = op->map;
617 mflags = get_map_flags (m, &m, new_x, new_y, &new_x, &new_y); 577 mflags = get_map_flags (m, &m, new_x, new_y, &new_x, &new_y);
618 578
619 if (mflags & P_OUT_OF_MAP) 579 if (mflags & P_OUT_OF_MAP)
620 { 580 {
621 remove_ob (op); 581 op->destroy ();
622 free_object (op);
623 return; 582 return;
624 } 583 }
625 584
626 if (!op->direction || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y))) 585 if (!op->direction || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y)))
627 { 586 {
628 if (op->other_arch) 587 if (op->other_arch)
629 {
630 explode_bullet (op); 588 explode_bullet (op);
631 }
632 else 589 else
633 { 590 op->destroy ();
634 remove_ob (op);
635 free_object (op);
636 }
637 return;
638 }
639 591
640 remove_ob (op); 592 return;
641 op->x = new_x; 593 }
642 op->y = new_y; 594
643 if ((op = insert_ob_in_map (op, m, op, 0)) == NULL) 595 if (!(op = m->insert (op, new_x, new_y, op)))
644 return; 596 return;
645 597
646 if (reflwall (op->map, op->x, op->y, op)) 598 if (reflwall (op->map, op->x, op->y, op))
647 { 599 {
648 op->direction = absdir (op->direction + 4); 600 op->direction = absdir (op->direction + 4);
649 update_turn_face (op); 601 update_turn_face (op);
650 } 602 }
651 else 603 else
652 {
653 check_bullet (op); 604 check_bullet (op);
654 }
655} 605}
656
657
658
659 606
660/* fire_bullet 607/* fire_bullet
661 * object op (cast from caster) files a bolt in dir. 608 * object op (cast from caster) files a bolt in dir.
662 * spob is the spell object for the bolt. 609 * spob is the spell object for the bolt.
663 * we remove the magic flag - that can be derived from 610 * we remove the magic flag - that can be derived from
664 * spob->attacktype. 611 * spob->attacktype.
665 * This function sets up the appropriate owner and skill 612 * This function sets up the appropriate owner and skill
666 * pointers. 613 * pointers.
667 */ 614 */
668
669int 615int
670fire_bullet (object *op, object *caster, int dir, object *spob) 616fire_bullet (object *op, object *caster, int dir, object *spob)
671{ 617{
672 object *tmp = NULL; 618 object *tmp = NULL;
673 int mflags; 619 int mflags;
674 620
675 if (!spob->other_arch) 621 if (!spob->other_arch)
676 return 0; 622 return 0;
677 623
678 tmp = arch_to_object (spob->other_arch); 624 tmp = spob->other_arch->instance ();
679 if (tmp == NULL) 625 if (!tmp)
680 return 0; 626 return 0;
681 627
682 /* peterm: level dependency for bolts */ 628 /* peterm: level dependency for bolts */
683 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob); 629 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob);
684 tmp->attacktype = spob->attacktype; 630 tmp->attacktype = spob->attacktype;
685 if (spob->slaying) 631 if (spob->slaying)
686 tmp->slaying = spob->slaying; 632 tmp->slaying = spob->slaying;
687 633
694 640
695 tmp->direction = dir; 641 tmp->direction = dir;
696 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) 642 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
697 SET_ANIMATION (tmp, dir); 643 SET_ANIMATION (tmp, dir);
698 644
699 set_owner (tmp, op); 645 tmp->set_owner (op);
700 set_spell_skill (op, caster, spob, tmp); 646 set_spell_skill (op, caster, spob, tmp);
701 647
702 tmp->x = op->x + freearr_x[dir]; 648 tmp->x = op->x + freearr_x[dir];
703 tmp->y = op->y + freearr_y[dir]; 649 tmp->y = op->y + freearr_y[dir];
704 tmp->map = op->map; 650 tmp->map = op->map;
705 651
652 maptile *newmap;
706 mflags = get_map_flags (tmp->map, &tmp->map, tmp->x, tmp->y, &tmp->x, &tmp->y); 653 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y);
707 if (mflags & P_OUT_OF_MAP) 654 if (mflags & P_OUT_OF_MAP)
708 { 655 {
709 free_object (tmp); 656 tmp->destroy ();
710 return 0; 657 return 0;
711 } 658 }
659
660 tmp->map = newmap;
661
712 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y))) 662 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y)))
713 { 663 {
714 if (!QUERY_FLAG (tmp, FLAG_REFLECTING)) 664 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
715 { 665 {
716 free_object (tmp); 666 tmp->destroy ();
717 return 0; 667 return 0;
718 } 668 }
669
719 tmp->x = op->x; 670 tmp->x = op->x;
720 tmp->y = op->y; 671 tmp->y = op->y;
721 tmp->direction = absdir (tmp->direction + 4); 672 tmp->direction = absdir (tmp->direction + 4);
722 tmp->map = op->map; 673 tmp->map = op->map;
723 } 674 }
724 if ((tmp = insert_ob_in_map (tmp, tmp->map, op, 0)) != NULL) 675
725 { 676 if ((tmp = tmp->insert_at (tmp, op)))
726 check_bullet (tmp); 677 check_bullet (tmp);
727 } 678
728 return 1; 679 return 1;
729} 680}
730
731
732
733 681
734/***************************************************************************** 682/*****************************************************************************
735 * 683 *
736 * CONE RELATED FUNCTIONS 684 * CONE RELATED FUNCTIONS
737 * 685 *
738 *****************************************************************************/ 686 *****************************************************************************/
739 687
740
741/* drops an object based on what is in the cone's "other_arch" */ 688/* drops an object based on what is in the cone's "other_arch" */
742void 689void
743cone_drop (object *op) 690cone_drop (object *op)
744{ 691{
745 object *new_ob = arch_to_object (op->other_arch); 692 object *new_ob = arch_to_object (op->other_arch);
746 693
747 new_ob->x = op->x;
748 new_ob->y = op->y;
749 new_ob->level = op->level; 694 new_ob->level = op->level;
750 set_owner (new_ob, op->owner); 695 new_ob->set_owner (op->owner);
751 696
752 /* preserve skill ownership */ 697 /* preserve skill ownership */
753 if (op->skill && op->skill != new_ob->skill) 698 if (op->skill && op->skill != new_ob->skill)
754 {
755 new_ob->skill = op->skill; 699 new_ob->skill = op->skill;
756 }
757 insert_ob_in_map (new_ob, op->map, op, 0);
758 700
701 new_ob->insert_at (op, op);
759} 702}
760 703
761/* move_cone: causes cone object 'op' to move a space/hit creatures */ 704/* move_cone: causes cone object 'op' to move a space/hit creatures */
762 705
763void 706void
764move_cone (object *op) 707move_cone (object *op)
765{ 708{
766 int i;
767 tag_t tag;
768
769 /* if no map then hit_map will crash so just ignore object */ 709 /* if no map then hit_map will crash so just ignore object */
770 if (!op->map) 710 if (!op->map)
771 { 711 {
772 LOG (llevError, "Tried to move_cone object %s without a map.\n", op->name ? &op->name : "unknown"); 712 LOG (llevError, "Tried to move_cone object %s without a map.\n", op->name ? &op->name : "unknown");
773 op->speed = 0; 713 op->set_speed (0);
774 update_ob_speed (op);
775 return; 714 return;
776 } 715 }
777 716
778 /* lava saves it's life, but not yours :) */ 717 /* lava saves it's life, but not yours :) */
779 if (QUERY_FLAG (op, FLAG_LIFESAVE)) 718 if (QUERY_FLAG (op, FLAG_LIFESAVE))
785#if 0 724#if 0
786 /* Disable this - enabling it makes monsters easier, as 725 /* Disable this - enabling it makes monsters easier, as
787 * when their cone dies when they die. 726 * when their cone dies when they die.
788 */ 727 */
789 /* If no owner left, the spell dies out. */ 728 /* If no owner left, the spell dies out. */
790 if (get_owner (op) == NULL) 729 if (op->owner == NULL)
791 { 730 {
792 remove_ob (op); 731 op->destroy ();
793 free_object (op);
794 return; 732 return;
795 } 733 }
796#endif 734#endif
797 735
798 tag = op->count;
799 hit_map (op, 0, op->attacktype, 0); 736 hit_map (op, 0, op->attacktype, 0);
800 737
801 /* Check to see if we should push anything. 738 /* Check to see if we should push anything.
802 * Spell objects with weight push whatever they encounter to some 739 * Spell objects with weight push whatever they encounter to some
803 * degree. 740 * degree.
804 */ 741 */
805 if (op->weight) 742 if (op->weight)
806 check_spell_knockback (op); 743 check_spell_knockback (op);
807 744
808 if (was_destroyed (op, tag)) 745 if (op->destroyed ())
809 return; 746 return;
810 747
811 if ((op->duration--) < 0) 748 if (op->duration-- < 0)
812 { 749 {
813 remove_ob (op); 750 op->destroy ();
814 free_object (op);
815 return; 751 return;
816 } 752 }
817 /* Object has hit maximum range, so don't have it move 753 /* Object has hit maximum range, so don't have it move
818 * any further. When the duration above expires, 754 * any further. When the duration above expires,
819 * then the object will get removed. 755 * then the object will get removed.
822 { 758 {
823 op->range = 0; /* just so it doesn't wrap */ 759 op->range = 0; /* just so it doesn't wrap */
824 return; 760 return;
825 } 761 }
826 762
827 for (i = -1; i < 2; i++) 763 for (int i = -1; i <= 1; i++)
828 { 764 {
829 sint16 x = op->x + freearr_x[absdir (op->stats.sp + i)], y = op->y + freearr_y[absdir (op->stats.sp + i)]; 765 sint16 x = op->x + freearr_x[absdir (op->stats.sp + i)], y = op->y + freearr_y[absdir (op->stats.sp + i)];
830 766
831 if (ok_to_put_more (op->map, x, y, op, op->attacktype)) 767 if (ok_to_put_more (op->map, x, y, op, op->attacktype))
832 { 768 {
833 object *tmp = get_object (); 769 object *tmp = op->clone ();
834
835 copy_object (op, tmp);
836 tmp->x = x;
837 tmp->y = y;
838 770
839 tmp->duration = op->duration + 1; 771 tmp->duration = op->duration + 1;
840 772
841 /* Use for spell tracking - see ok_to_put_more() */ 773 /* Use for spell tracking - see ok_to_put_more() */
842 tmp->stats.maxhp = op->stats.maxhp; 774 tmp->stats.maxhp = op->stats.maxhp;
843 insert_ob_in_map (tmp, op->map, op, 0); 775
776 op->map->insert (tmp, x, y, op);
777
844 if (tmp->other_arch) 778 if (tmp->other_arch)
845 cone_drop (tmp); 779 cone_drop (tmp);
846 } 780 }
847 } 781 }
848} 782}
858int 792int
859cast_cone (object *op, object *caster, int dir, object *spell) 793cast_cone (object *op, object *caster, int dir, object *spell)
860{ 794{
861 object *tmp; 795 object *tmp;
862 int i, success = 0, range_min = -1, range_max = 1; 796 int i, success = 0, range_min = -1, range_max = 1;
863 mapstruct *m; 797 maptile *m;
864 sint16 sx, sy; 798 sint16 sx, sy;
865 MoveType movetype; 799 MoveType movetype;
866 800
867 if (!spell->other_arch) 801 if (!spell->other_arch)
868 return 0; 802 return 0;
881 815
882 /* Need to know what the movetype of the object we are about 816 /* Need to know what the movetype of the object we are about
883 * to create is, so we can know if the space we are about to 817 * to create is, so we can know if the space we are about to
884 * insert it into is blocked. 818 * insert it into is blocked.
885 */ 819 */
886 movetype = spell->other_arch->clone.move_type; 820 movetype = spell->other_arch->move_type;
887 821
888 for (i = range_min; i <= range_max; i++) 822 for (i = range_min; i <= range_max; i++)
889 { 823 {
890 sint16 x, y, d; 824 sint16 x, y, d;
891 825
924 if ((movetype & GET_MAP_MOVE_BLOCK (m, sx, sy)) == movetype) 858 if ((movetype & GET_MAP_MOVE_BLOCK (m, sx, sy)) == movetype)
925 continue; 859 continue;
926 860
927 success = 1; 861 success = 1;
928 tmp = arch_to_object (spell->other_arch); 862 tmp = arch_to_object (spell->other_arch);
929 set_owner (tmp, op); 863 tmp->set_owner (op);
930 set_spell_skill (op, caster, spell, tmp); 864 set_spell_skill (op, caster, spell, tmp);
931 tmp->level = caster_level (caster, spell); 865 tmp->level = casting_level (caster, spell);
932 tmp->x = sx;
933 tmp->y = sy;
934 tmp->attacktype = spell->attacktype; 866 tmp->attacktype = spell->attacktype;
935 867
936 /* holy word stuff */ 868 /* holy word stuff */
937 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER)) 869 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER))
938 if (!tailor_god_spell (tmp, op)) 870 if (!tailor_god_spell (tmp, op))
972 else 904 else
973 tmp->duration += caster->level / 3; 905 tmp->duration += caster->level / 3;
974 } 906 }
975 907
976 if (!(tmp->move_type & MOVE_FLY_LOW)) 908 if (!(tmp->move_type & MOVE_FLY_LOW))
977 LOG (llevDebug, "cast_cone(): arch %s doesn't have flying 1\n", &spell->other_arch->name); 909 LOG (llevDebug, "cast_cone(): arch %s doesn't have flying 1\n", &spell->other_arch->archname);
978 910
979 if (!tmp->move_on && tmp->stats.dam) 911 if (!tmp->move_on && tmp->stats.dam)
980 {
981 LOG (llevDebug, "cast_cone(): arch %s doesn't have move_on set\n", &spell->other_arch->name); 912 LOG (llevDebug, "cast_cone(): arch %s doesn't have move_on set\n", &spell->other_arch->archname);
982 }
983 913
984 insert_ob_in_map (tmp, m, op, 0); 914 m->insert (tmp, sx, sy, op);
985 915
986 /* This is used for tracking spells so that one effect doesn't hit 916 /* This is used for tracking spells so that one effect doesn't hit
987 * a single space too many times. 917 * a single space too many times.
988 */ 918 */
989 tmp->stats.maxhp = tmp->count; 919 tmp->stats.maxhp = tmp->count;
999 * 929 *
1000 * BOMB related code 930 * BOMB related code
1001 * 931 *
1002 ****************************************************************************/ 932 ****************************************************************************/
1003 933
1004
1005/* This handles an exploding bomb. 934/* This handles an exploding bomb.
1006 * op is the original bomb object. 935 * op is the original bomb object.
1007 */ 936 */
1008void 937void
1009animate_bomb (object *op) 938animate_bomb (object *op)
1010{ 939{
1011 int i;
1012 object *env, *tmp;
1013 archetype *at;
1014
1015 if (op->state != NUM_ANIMATIONS (op) - 1) 940 if (op->state != NUM_ANIMATIONS (op) - 1)
1016 return; 941 return;
1017 942
1018 env = object_get_env_recursive (op); 943 object *env = op->outer_env ();
1019 944
1020 if (op->env) 945 if (op->env)
1021 { 946 {
1022 if (env->map == NULL) 947 if (env->map == NULL)
1023 return; 948 return;
1024 949
1025 if (env->type == PLAYER) 950 if (!(op = op->insert_at (env, op)))
1026 esrv_del_item (env->contr, op->count);
1027
1028 remove_ob (op);
1029 op->x = env->x;
1030 op->y = env->y;
1031 if ((op = insert_ob_in_map (op, env->map, op, 0)) == NULL)
1032 return; 951 return;
1033 } 952 }
1034 953
1035 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent bomb from exploding 954 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent bomb from exploding
1036 // on a safe map. I don't like this special casing, but it seems to be neccessary 955 // on a safe map. I don't like this special casing, but it seems to be neccessary
1037 // as bombs can be carried. 956 // as bombs can be carried.
1038 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE) 957 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
1039 { 958 {
1040 remove_ob (op); 959 op->destroy ();
1041 free_object (op);
1042 return; 960 return;
1043 } 961 }
1044 962
1045 /* This copies a lot of the code from the fire bullet, 963 /* This copies a lot of the code from the fire bullet,
1046 * but using the cast_bullet isn't really feasible, 964 * but using the cast_bullet isn't really feasible,
1047 * so just set up the appropriate values. 965 * so just set up the appropriate values.
1048 */ 966 */
1049 at = find_archetype (SPLINT); 967 if (archetype *at = archetype::find (SPLINT))
1050 if (at)
1051 { 968 {
1052 for (i = 1; i < 9; i++) 969 for (int i = 1; i < 9; i++)
1053 { 970 {
1054 if (out_of_map (op->map, op->x + freearr_x[i], op->y + freearr_x[i])) 971 if (out_of_map (op->map, op->x + freearr_x[i], op->y + freearr_x[i]))
1055 continue; 972 continue;
973
1056 tmp = arch_to_object (at); 974 object *tmp = arch_to_object (at);
1057 tmp->direction = i; 975 tmp->direction = i;
1058 tmp->range = op->range; 976 tmp->range = op->range;
1059 tmp->stats.dam = op->stats.dam; 977 tmp->stats.dam = op->stats.dam;
1060 tmp->duration = op->duration; 978 tmp->duration = op->duration;
1061 tmp->attacktype = op->attacktype; 979 tmp->attacktype = op->attacktype;
1062 copy_owner (tmp, op); 980 tmp->set_owner (op);
1063 if (op->skill && op->skill != tmp->skill) 981 if (op->skill && op->skill != tmp->skill)
1064 {
1065 tmp->skill = op->skill; 982 tmp->skill = op->skill;
1066 } 983
1067 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) 984 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
1068 SET_ANIMATION (tmp, i); 985 SET_ANIMATION (tmp, i);
1069 tmp->x = op->x + freearr_x[i]; 986
1070 tmp->y = op->y + freearr_x[i]; 987 op->map->insert (tmp, op->x + freearr_x[i], op->y + freearr_x[i], op);
1071 insert_ob_in_map (tmp, op->map, op, 0);
1072 move_bullet (tmp); 988 move_bullet (tmp);
1073 } 989 }
1074 } 990 }
1075 991
1076 explode_bullet (op); 992 explode_bullet (op);
1077} 993}
1078 994
1079int 995int
1080create_bomb (object *op, object *caster, int dir, object *spell) 996create_bomb (object *op, object *caster, int dir, object *spell)
1081{ 997{
1082
1083 object *tmp; 998 object *tmp;
1084 int mflags; 999 int mflags;
1085 sint16 dx = op->x + freearr_x[dir], dy = op->y + freearr_y[dir]; 1000 sint16 dx = op->x + freearr_x[dir], dy = op->y + freearr_y[dir];
1086 mapstruct *m; 1001 maptile *m;
1087 1002
1088 mflags = get_map_flags (op->map, &m, dx, dy, &dx, &dy); 1003 mflags = get_map_flags (op->map, &m, dx, dy, &dx, &dy);
1089 if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, dx, dy) & MOVE_WALK)) 1004 if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, dx, dy) & MOVE_WALK))
1090 { 1005 {
1091 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way."); 1006 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way.");
1092 return 0; 1007 return 0;
1093 } 1008 }
1009
1094 tmp = arch_to_object (spell->other_arch); 1010 tmp = arch_to_object (spell->other_arch);
1095 1011
1096 /* level dependencies for bomb */ 1012 /* level dependencies for bomb */
1097 tmp->range = spell->range + SP_level_range_adjust (caster, spell); 1013 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
1098 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1014 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1099 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell); 1015 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
1100 tmp->attacktype = spell->attacktype; 1016 tmp->attacktype = spell->attacktype;
1101 1017
1102 set_owner (tmp, op); 1018 tmp->set_owner (op);
1103 set_spell_skill (op, caster, spell, tmp); 1019 set_spell_skill (op, caster, spell, tmp);
1104 tmp->x = dx; 1020
1105 tmp->y = dy; 1021 m->insert (tmp, dx, dy, op);
1106 insert_ob_in_map (tmp, m, op, 0);
1107 return 1; 1022 return 1;
1108} 1023}
1109 1024
1110/**************************************************************************** 1025/****************************************************************************
1111 * 1026 *
1120 * dir is the direction to look in. 1035 * dir is the direction to look in.
1121 * range is how far out to look. 1036 * range is how far out to look.
1122 * type is the type of spell - either SPELL_MANA or SPELL_GRACE. 1037 * type is the type of spell - either SPELL_MANA or SPELL_GRACE.
1123 * this info is used for blocked magic/unholy spaces. 1038 * this info is used for blocked magic/unholy spaces.
1124 */ 1039 */
1125
1126object * 1040object *
1127get_pointed_target (object *op, int dir, int range, int type) 1041get_pointed_target (object *op, int dir, int range, int type)
1128{ 1042{
1129 object *target; 1043 object *target;
1130 sint16 x, y; 1044 sint16 x, y;
1131 int dist, mflags; 1045 int dist, mflags;
1132 mapstruct *mp; 1046 maptile *mp;
1133 1047
1134 if (dir == 0) 1048 if (dir == 0)
1135 return NULL; 1049 return NULL;
1136 1050
1137 for (dist = 1; dist < range; dist++) 1051 for (dist = 1; dist < range; dist++)
1149 return NULL; 1063 return NULL;
1150 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW) 1064 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW)
1151 return NULL; 1065 return NULL;
1152 1066
1153 if (mflags & P_IS_ALIVE) 1067 if (mflags & P_IS_ALIVE)
1154 {
1155 for (target = get_map_ob (mp, x, y); target; target = target->above) 1068 for (target = GET_MAP_OB (mp, x, y); target; target = target->above)
1156 { 1069 if (QUERY_FLAG (target, FLAG_MONSTER))
1157 if (QUERY_FLAG (target->head ? target->head : target, FLAG_MONSTER))
1158 {
1159 return target; 1070 return target;
1160 }
1161 }
1162 }
1163 } 1071 }
1072
1164 return NULL; 1073 return NULL;
1165} 1074}
1166
1167 1075
1168/* cast_smite_arch() - the priest points to a creature and causes 1076/* cast_smite_arch() - the priest points to a creature and causes
1169 * a 'godly curse' to decend. 1077 * a 'godly curse' to decend.
1170 * usual params - 1078 * usual params -
1171 * op = player 1079 * op = player
1172 * caster = object casting the spell. 1080 * caster = object casting the spell.
1173 * dir = direction being cast 1081 * dir = direction being cast
1174 * spell = spell object 1082 * spell = spell object
1175 */ 1083 */
1176
1177int 1084int
1178cast_smite_spell (object *op, object *caster, int dir, object *spell) 1085cast_smite_spell (object *op, object *caster, int dir, object *spell)
1179{ 1086{
1180 object *effect, *target; 1087 object *effect, *target;
1181 object *god = find_god (determine_god (op)); 1088 object *god = find_god (determine_god (op));
1205 effect = arch_to_object (spell->other_arch); 1112 effect = arch_to_object (spell->other_arch);
1206 else 1113 else
1207 return 0; 1114 return 0;
1208 1115
1209 /* tailor the effect by priest level and worshipped God */ 1116 /* tailor the effect by priest level and worshipped God */
1210 effect->level = caster_level (caster, spell); 1117 effect->level = casting_level (caster, spell);
1211 effect->attacktype = spell->attacktype; 1118 effect->attacktype = spell->attacktype;
1212 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER)) 1119 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER))
1213 { 1120 {
1214 if (tailor_god_spell (effect, op)) 1121 if (tailor_god_spell (effect, op))
1215 new_draw_info_format (NDI_UNIQUE, 0, op, "%s answers your call!", determine_god (op)); 1122 new_draw_info_format (NDI_UNIQUE, 0, op, "%s answers your call!", determine_god (op));
1227 if (effect->attacktype & AT_DEATH) 1134 if (effect->attacktype & AT_DEATH)
1228 { 1135 {
1229 effect->level = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1136 effect->level = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1230 1137
1231 /* casting death spells at undead isn't a good thing */ 1138 /* casting death spells at undead isn't a good thing */
1232 if QUERY_FLAG
1233 (target, FLAG_UNDEAD) 1139 if (QUERY_FLAG (target, FLAG_UNDEAD))
1234 { 1140 {
1235 if (random_roll (0, 2, op, PREFER_LOW)) 1141 if (random_roll (0, 2, op, PREFER_LOW))
1236 { 1142 {
1237 new_draw_info (NDI_UNIQUE, 0, op, "Idiot! Your spell boomerangs!"); 1143 new_draw_info (NDI_UNIQUE, 0, op, "Idiot! Your spell boomerangs!");
1238 effect->x = op->x; 1144 effect->x = op->x;
1240 } 1146 }
1241 else 1147 else
1242 { 1148 {
1243 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s looks stronger!", query_name (target)); 1149 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s looks stronger!", query_name (target));
1244 target->stats.hp = target->stats.maxhp * 2; 1150 target->stats.hp = target->stats.maxhp * 2;
1245 free_object (effect); 1151 effect->destroy ();
1246 return 0; 1152 return 0;
1247 } 1153 }
1248 } 1154 }
1249 } 1155 }
1250 else 1156 else
1251 { 1157 {
1252 /* how much woe to inflict :) */ 1158 /* how much woe to inflict :) */
1253 effect->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1159 effect->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1254 } 1160 }
1255 1161
1256 set_owner (effect, op); 1162 effect->set_owner (op);
1257 set_spell_skill (op, caster, spell, effect); 1163 set_spell_skill (op, caster, spell, effect);
1258 1164
1259 /* ok, tell it where to be, and insert! */ 1165 /* ok, tell it where to be, and insert! */
1260 effect->x = target->x; 1166 effect->insert_at (target, op);
1261 effect->y = target->y;
1262 insert_ob_in_map (effect, target->map, op, 0);
1263 1167
1264 return 1; 1168 return 1;
1265} 1169}
1266
1267 1170
1268/**************************************************************************** 1171/****************************************************************************
1269 * 1172 *
1270 * MAGIC MISSILE code. 1173 * MAGIC MISSILE code.
1271 * note that the fire_bullet is used to fire the missile. The 1174 * note that the fire_bullet is used to fire the missile. The
1274 1177
1275/* op is a missile that needs to be moved */ 1178/* op is a missile that needs to be moved */
1276void 1179void
1277move_missile (object *op) 1180move_missile (object *op)
1278{ 1181{
1279 int i, mflags;
1280 object *owner;
1281 sint16 new_x, new_y;
1282 mapstruct *m;
1283
1284 if (op->range-- <= 0) 1182 if (op->range-- <= 0)
1285 { 1183 {
1286 remove_ob (op); 1184 op->destroy ();
1287 free_object (op);
1288 return; 1185 return;
1289 }
1290
1291 owner = get_owner (op);
1292#if 0
1293 /* It'd make things nastier if this wasn't here - spells cast by
1294 * monster that are then killed would continue to survive
1295 */
1296 if (owner == NULL)
1297 { 1186 }
1298 remove_ob (op); 1187
1299 free_object (op); 1188 mapxy pos (op);
1300 return; 1189 pos.move (op->direction);
1190
1191 if (!pos.normalise ())
1301 } 1192 {
1302#endif 1193 op->destroy ();
1303 1194 return;
1304 new_x = op->x + DIRX (op);
1305 new_y = op->y + DIRY (op);
1306
1307 mflags = get_map_flags (op->map, &m, new_x, new_y, &new_x, &new_y);
1308
1309 if (!(mflags & P_OUT_OF_MAP) && ((mflags & P_IS_ALIVE) || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y))))
1310 { 1195 }
1311 tag_t tag = op->count;
1312 1196
1197 mapspace &ms = pos.ms ();
1198
1199 if (ms.flags () & P_IS_ALIVE || ms.blocks (op))
1200 {
1313 hit_map (op, op->direction, AT_MAGIC, 1); 1201 hit_map (op, op->direction, AT_MAGIC, 1);
1314 /* Basically, missile only hits one thing then goes away. 1202 /* Basically, missile only hits one thing then goes away.
1315 * we need to remove it if someone hasn't already done so. 1203 * we need to remove it if someone hasn't already done so.
1316 */ 1204 */
1317 if (!was_destroyed (op, tag)) 1205 op->destroy ();
1318 {
1319 remove_ob (op);
1320 free_object (op);
1321 }
1322 return; 1206 return;
1323 }
1324
1325 remove_ob (op);
1326 if (!op->direction || (mflags & P_OUT_OF_MAP))
1327 { 1207 }
1328 free_object (op); 1208
1329 return; 1209 if (!op->direction)
1330 } 1210 {
1331 op->x = new_x; 1211 op->destroy ();
1332 op->y = new_y; 1212 return;
1333 op->map = m; 1213 }
1334 i = spell_find_dir (op->map, op->x, op->y, get_owner (op)); 1214
1215 int i = spell_find_dir (pos.m, pos.x, pos.y, op->owner);
1335 if (i > 0 && i != op->direction) 1216 if (i > 0 && i != op->direction)
1336 { 1217 {
1337 op->direction = i; 1218 op->direction = i;
1338 SET_ANIMATION (op, op->direction); 1219 SET_ANIMATION (op, op->direction);
1339 } 1220 }
1340 insert_ob_in_map (op, op->map, op, 0); 1221
1222 pos.insert (op, op);
1341} 1223}
1342 1224
1343/**************************************************************************** 1225/****************************************************************************
1344 * Destruction 1226 * Destruction
1345 ****************************************************************************/ 1227 ****************************************************************************/
1348 * we do this by creating a force and inserting it in the 1230 * we do this by creating a force and inserting it in the
1349 * object. if time is 0, the object glows permanently. To truely 1231 * object. if time is 0, the object glows permanently. To truely
1350 * make this work for non-living objects, we would have to 1232 * make this work for non-living objects, we would have to
1351 * give them the capability to have an inventory. b.t. 1233 * give them the capability to have an inventory. b.t.
1352 */ 1234 */
1353
1354int 1235int
1355make_object_glow (object *op, int radius, int time) 1236make_object_glow (object *op, int radius, int time)
1356{ 1237{
1357 object *tmp;
1358
1359 /* some things are unaffected... */ 1238 /* some things are unaffected... */
1360 if (op->path_denied & PATH_LIGHT) 1239 if (op->path_denied & PATH_LIGHT)
1361 return 0; 1240 return 0;
1362 1241
1363 tmp = get_archetype (FORCE_NAME); 1242 object *tmp = get_archetype (FORCE_NAME);
1364 tmp->speed = 0.01; 1243 tmp->speed = 0.01;
1365 tmp->stats.food = time; 1244 tmp->stats.food = time;
1366 SET_FLAG (tmp, FLAG_IS_USED_UP); 1245 SET_FLAG (tmp, FLAG_IS_USED_UP);
1367 tmp->glow_radius = radius; 1246 tmp->glow_radius = radius;
1368 if (tmp->glow_radius > MAX_LIGHT_RADII) 1247 if (tmp->glow_radius > MAX_LIGHT_RADII)
1369 tmp->glow_radius = MAX_LIGHT_RADII; 1248 tmp->glow_radius = MAX_LIGHT_RADII;
1370 1249
1371 tmp->x = op->x;
1372 tmp->y = op->y;
1373 if (tmp->speed < MIN_ACTIVE_SPEED)
1374 tmp->speed = MIN_ACTIVE_SPEED; /* safety */
1375 tmp = insert_ob_in_ob (tmp, op); 1250 tmp = insert_ob_in_ob (tmp, op);
1251
1376 if (tmp->glow_radius > op->glow_radius) 1252 if (tmp->glow_radius > op->glow_radius)
1377 op->glow_radius = tmp->glow_radius; 1253 op->glow_radius = tmp->glow_radius;
1378 1254
1379 if (!tmp->env || op != tmp->env)
1380 {
1381 LOG (llevError, "make_object_glow() failed to insert glowing force in %s\n", &op->name);
1382 return 0;
1383 }
1384 return 1; 1255 return 1;
1385} 1256}
1386
1387
1388
1389 1257
1390int 1258int
1391cast_destruction (object *op, object *caster, object *spell_ob) 1259cast_destruction (object *op, object *caster, object *spell_ob)
1392{ 1260{
1393 int i, j, range, mflags, friendly = 0, dam, dur; 1261 int i, j, range, mflags, friendly = 0, dam, dur;
1394 sint16 sx, sy; 1262 sint16 sx, sy;
1395 mapstruct *m; 1263 maptile *m;
1396 object *tmp; 1264 object *tmp;
1397 const char *skill; 1265 const char *skill;
1398 1266
1399 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob); 1267 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
1400 dam = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob); 1268 dam = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob);
1414 else if (caster->skill) 1282 else if (caster->skill)
1415 op->skill = caster->skill; 1283 op->skill = caster->skill;
1416 else 1284 else
1417 op->skill = NULL; 1285 op->skill = NULL;
1418 1286
1419 change_skill (op, find_skill_by_name (op, op->skill), 1); 1287 op->change_skill (find_skill_by_name (op, op->skill));
1420 1288
1421 for (i = -range; i < range; i++) 1289 for (i = -range; i <= range; i++)
1422 { 1290 {
1423 for (j = -range; j < range; j++) 1291 for (j = -range; j <= range; j++)
1424 { 1292 {
1425 m = op->map; 1293 m = op->map;
1426 sx = op->x + i; 1294 sx = op->x + i;
1427 sy = op->y + j; 1295 sy = op->y + j;
1296
1428 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy); 1297 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
1429 if (mflags & P_OUT_OF_MAP) 1298 if (mflags & P_OUT_OF_MAP)
1430 continue; 1299 continue;
1300
1431 if (mflags & P_IS_ALIVE) 1301 if (mflags & P_IS_ALIVE)
1432 { 1302 {
1433 for (tmp = get_map_ob (m, sx, sy); tmp; tmp = tmp->above) 1303 for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above)
1434 {
1435 if (QUERY_FLAG (tmp, FLAG_ALIVE) || tmp->type == PLAYER) 1304 if (QUERY_FLAG (tmp, FLAG_ALIVE) || tmp->type == PLAYER)
1436 break; 1305 break;
1437 } 1306
1438 if (tmp) 1307 if (tmp)
1439 { 1308 {
1440 if (tmp->head) 1309 if (tmp->head)
1441 tmp = tmp->head; 1310 tmp = tmp->head;
1442 1311
1444 (!friendly && (QUERY_FLAG (tmp, FLAG_FRIENDLY) || tmp->type == PLAYER))) 1313 (!friendly && (QUERY_FLAG (tmp, FLAG_FRIENDLY) || tmp->type == PLAYER)))
1445 { 1314 {
1446 if (spell_ob->subtype == SP_DESTRUCTION) 1315 if (spell_ob->subtype == SP_DESTRUCTION)
1447 { 1316 {
1448 hit_player (tmp, dam, op, spell_ob->attacktype, 0); 1317 hit_player (tmp, dam, op, spell_ob->attacktype, 0);
1318
1449 if (spell_ob->other_arch) 1319 if (spell_ob->other_arch)
1450 {
1451 tmp = arch_to_object (spell_ob->other_arch); 1320 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op);
1452 tmp->x = sx;
1453 tmp->y = sy;
1454 insert_ob_in_map (tmp, m, op, 0);
1455 }
1456 } 1321 }
1457 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist[ATNR_MAGIC] != 100) 1322 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist[ATNR_MAGIC] != 100)
1458 { 1323 {
1459 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch) 1324 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch)
1460 {
1461 object *effect = arch_to_object (spell_ob->other_arch); 1325 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op);
1462
1463 effect->x = sx;
1464 effect->y = sy;
1465 insert_ob_in_map (effect, m, op, 0);
1466 }
1467 } 1326 }
1468 } 1327 }
1469 } 1328 }
1470 } 1329 }
1471 } 1330 }
1472 } 1331 }
1332
1473 op->skill = skill; 1333 op->skill = skill;
1474 return 1; 1334 return 1;
1475} 1335}
1476 1336
1477/*************************************************************************** 1337/***************************************************************************
1491 { 1351 {
1492 new_draw_info (NDI_UNIQUE, 0, op, "There is no one in that direction to curse."); 1352 new_draw_info (NDI_UNIQUE, 0, op, "There is no one in that direction to curse.");
1493 return 0; 1353 return 0;
1494 } 1354 }
1495 1355
1356 tmp = tmp->head_ ();
1357
1496 /* If we've already got a force of this type, don't add a new one. */ 1358 /* If we've already got a force of this type, don't add a new one. */
1497 for (force = tmp->inv; force != NULL; force = force->below) 1359 for (force = tmp->inv; force; force = force->below)
1498 { 1360 {
1499 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY) 1361 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY)
1500 { 1362 {
1501 if (force->name == spell_ob->name) 1363 if (force->name == spell_ob->name)
1502 { 1364 {
1508 return 0; 1370 return 0;
1509 } 1371 }
1510 } 1372 }
1511 } 1373 }
1512 1374
1513 if (force == NULL) 1375 if (!force)
1514 { 1376 {
1515 force = get_archetype (FORCE_NAME); 1377 force = get_archetype (FORCE_NAME);
1516 force->subtype = FORCE_CHANGE_ABILITY; 1378 force->subtype = FORCE_CHANGE_ABILITY;
1379
1517 if (spell_ob->race) 1380 if (spell_ob->race)
1518 force->name = spell_ob->race; 1381 force->name = spell_ob->race;
1519 else 1382 else
1520 force->name = spell_ob->name; 1383 force->name = spell_ob->name;
1521 1384
1531 { 1394 {
1532 force->duration = duration; 1395 force->duration = duration;
1533 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 1396 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1534 } 1397 }
1535 else 1398 else
1536 {
1537 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1399 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1538 } 1400
1539 return 1; 1401 return 1;
1540 } 1402 }
1403
1541 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50; 1404 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1542 force->speed = 1.0; 1405 force->speed = 1.f;
1543 force->speed_left = -1.0; 1406 force->speed_left = -1.f;
1544 SET_FLAG (force, FLAG_APPLIED); 1407 SET_FLAG (force, FLAG_APPLIED);
1545 1408
1546 if (god) 1409 if (god)
1547 { 1410 {
1548 if (spell_ob->last_grace) 1411 if (spell_ob->last_grace)
1561 force->stats.ac = spell_ob->stats.ac; 1424 force->stats.ac = spell_ob->stats.ac;
1562 force->stats.wc = spell_ob->stats.wc; 1425 force->stats.wc = spell_ob->stats.wc;
1563 1426
1564 change_abil (tmp, force); /* Mostly to display any messages */ 1427 change_abil (tmp, force); /* Mostly to display any messages */
1565 insert_ob_in_ob (force, tmp); 1428 insert_ob_in_ob (force, tmp);
1566 fix_player (tmp); 1429 tmp->update_stats ();
1567 return 1; 1430 return 1;
1568 1431
1569} 1432}
1570
1571 1433
1572/********************************************************************** 1434/**********************************************************************
1573 * mood change 1435 * mood change
1574 * Arguably, this may or may not be an attack spell. But since it 1436 * Arguably, this may or may not be an attack spell. But since it
1575 * effects monsters, it seems best to put it into this file 1437 * effects monsters, it seems best to put it into this file
1582mood_change (object *op, object *caster, object *spell) 1444mood_change (object *op, object *caster, object *spell)
1583{ 1445{
1584 object *tmp, *god, *head; 1446 object *tmp, *god, *head;
1585 int done_one, range, mflags, level, at, best_at; 1447 int done_one, range, mflags, level, at, best_at;
1586 sint16 x, y, nx, ny; 1448 sint16 x, y, nx, ny;
1587 mapstruct *m; 1449 maptile *m;
1588 const char *race; 1450 const char *race;
1589 1451
1590 /* We precompute some values here so that we don't have to keep 1452 /* We precompute some values here so that we don't have to keep
1591 * doing it over and over again. 1453 * doing it over and over again.
1592 */ 1454 */
1593 god = find_god (determine_god (op)); 1455 god = find_god (determine_god (op));
1594 level = caster_level (caster, spell); 1456 level = casting_level (caster, spell);
1595 range = spell->range + SP_level_range_adjust (caster, spell); 1457 range = spell->range + SP_level_range_adjust (caster, spell);
1596 1458
1597 /* On the bright side, no monster should ever have a race of GOD_... 1459 /* On the bright side, no monster should ever have a race of GOD_...
1598 * so even if the player doesn't worship a god, if race=GOD_.., it 1460 * so even if the player doesn't worship a god, if race=GOD_.., it
1599 * won't ever match anything. 1461 * won't ever match anything.
1605 else if (god && !strcmp (spell->race, "GOD_FRIEND")) 1467 else if (god && !strcmp (spell->race, "GOD_FRIEND"))
1606 race = god->race; 1468 race = god->race;
1607 else 1469 else
1608 race = spell->race; 1470 race = spell->race;
1609 1471
1610
1611 for (x = op->x - range; x <= op->x + range; x++) 1472 for (x = op->x - range; x <= op->x + range; x++)
1612 for (y = op->y - range; y <= op->y + range; y++) 1473 for (y = op->y - range; y <= op->y + range; y++)
1613 { 1474 {
1614
1615 done_one = 0; 1475 done_one = 0;
1616 m = op->map; 1476 m = op->map;
1617 nx = x; 1477 nx = x;
1618 ny = y; 1478 ny = y;
1619 mflags = get_map_flags (m, &m, x, y, &nx, &ny); 1479 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1622 1482
1623 /* If there is nothing living on this space, no need to go further */ 1483 /* If there is nothing living on this space, no need to go further */
1624 if (!(mflags & P_IS_ALIVE)) 1484 if (!(mflags & P_IS_ALIVE))
1625 continue; 1485 continue;
1626 1486
1487 // players can only affect spaces that they can actually see
1488 if (caster && caster->contr
1489 && caster->contr->visibility_at (m, nx, ny) < 70)
1490 continue;
1491
1627 for (tmp = get_map_ob (m, nx, ny); tmp; tmp = tmp->above) 1492 for (tmp = GET_MAP_TOP (m, nx, ny); tmp; tmp = tmp->below)
1628 if (QUERY_FLAG (tmp, FLAG_MONSTER)) 1493 if (QUERY_FLAG (tmp, FLAG_MONSTER))
1629 break; 1494 break;
1630 1495
1631 /* There can be living objects that are not monsters */ 1496 /* There can be living objects that are not monsters */
1632 if (!tmp || tmp->type == PLAYER) 1497 if (!tmp || tmp->type == PLAYER)
1639 head = tmp; 1504 head = tmp;
1640 1505
1641 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */ 1506 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */
1642 if (race && head->race && !strstr (race, head->race)) 1507 if (race && head->race && !strstr (race, head->race))
1643 continue; 1508 continue;
1509
1644 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD)) 1510 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD))
1645 continue; 1511 continue;
1646 1512
1647 /* Now do a bunch of stuff related to saving throws */ 1513 /* Now do a bunch of stuff related to saving throws */
1648 best_at = -1; 1514 best_at = -1;
1665 at -= level / 5; 1531 at -= level / 5;
1666 if (did_make_save (head, head->level, at)) 1532 if (did_make_save (head, head->level, at))
1667 continue; 1533 continue;
1668 } 1534 }
1669 else /* spell->attacktype */ 1535 else /* spell->attacktype */
1670 /*
1671 Spell has no attacktype (charm & such), so we'll have a specific saving:
1672 * if spell level < monster level, no go
1673 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) )
1674
1675 The chance will then be in the range [20-70] percent, not too bad.
1676
1677 This is required to fix the 'charm monster' abuse, where a player level 1 can
1678 charm a level 125 monster...
1679
1680 Ryo, august 14th
1681 */
1682 { 1536 {
1537 /*
1538 Spell has no attacktype (charm & such), so we'll have a specific saving:
1539 * if spell level < monster level, no go
1540 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) )
1541
1542 The chance will then be in the range [20-70] percent, not too bad.
1543
1544 This is required to fix the 'charm monster' abuse, where a player level 1 can
1545 charm a level 125 monster...
1546
1547 Ryo, august 14th
1548 */
1683 if (head->level > level) 1549 if (head->level > level)
1684 continue; 1550 continue;
1551
1685 if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + MIN (50, 2 * (level - head->level)))) 1552 if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + MIN (50, 2 * (level - head->level))))
1686 /* Failed, no effect */ 1553 /* Failed, no effect */
1687 continue; 1554 continue;
1688 } 1555 }
1689 1556
1690 /* Done with saving throw. Now start effecting the monster */ 1557 /* Done with saving throw. Now start affecting the monster */
1691 1558
1692 /* aggravation */ 1559 /* aggravation */
1693 if (QUERY_FLAG (spell, FLAG_MONSTER)) 1560 if (QUERY_FLAG (spell, FLAG_MONSTER))
1694 { 1561 {
1695 CLEAR_FLAG (head, FLAG_SLEEP); 1562 CLEAR_FLAG (head, FLAG_SLEEP);
1696 if (QUERY_FLAG (head, FLAG_FRIENDLY))
1697 remove_friendly_object (head); 1563 remove_friendly_object (head);
1698
1699 done_one = 1; 1564 done_one = 1;
1700 head->enemy = op; 1565 head->enemy = op;
1701 } 1566 }
1702 1567
1703 /* calm monsters */ 1568 /* calm monsters */
1712 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK)) 1577 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK))
1713 { 1578 {
1714 SET_FLAG (head, FLAG_BERSERK); 1579 SET_FLAG (head, FLAG_BERSERK);
1715 done_one = 1; 1580 done_one = 1;
1716 } 1581 }
1582
1717 /* charm */ 1583 /* charm */
1718 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY)) 1584 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY))
1719 { 1585 {
1720 SET_FLAG (head, FLAG_FRIENDLY); 1586 INVOKE_OBJECT (KILL, head, ARG_OBJECT (caster));
1587
1721 /* Prevent uncontolled outbreaks of self replicating monsters. 1588 /* Prevent uncontrolled outbreaks of self replicating monsters.
1722 Typical use case is charm, go somwhere, use aggravation to make hostile. 1589 Typical use case is charm, go somwhere, use aggravation to make hostile.
1723 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */ 1590 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */
1724 CLEAR_FLAG (head, FLAG_GENERATOR); 1591 CLEAR_FLAG (head, FLAG_GENERATOR);
1725 set_owner (head, op); 1592 head->set_owner (op);
1726 set_spell_skill (op, caster, spell, head); 1593 set_spell_skill (op, caster, spell, head);
1727 add_friendly_object (head); 1594 add_friendly_object (head);
1728 head->attack_movement = PETMOVE; 1595 head->attack_movement = PETMOVE;
1729 done_one = 1; 1596 done_one = 1;
1730 change_exp (op, head->stats.exp / 2, head->skill, SK_EXP_ADD_SKILL); 1597 change_exp (op, head->stats.exp / 2, head->skill, SK_EXP_ADD_SKILL);
1731 head->stats.exp = 0; 1598 head->stats.exp = 0;
1732 } 1599 }
1733 1600
1734 /* If a monster was effected, put an effect in */ 1601 /* If a monster was effected, put an effect in */
1735 if (done_one && spell->other_arch) 1602 if (done_one && spell->other_arch)
1736 {
1737 tmp = arch_to_object (spell->other_arch); 1603 m->insert (arch_to_object (spell->other_arch), nx, ny, op);
1738 tmp->x = nx;
1739 tmp->y = ny;
1740 insert_ob_in_map (tmp, m, op, 0);
1741 }
1742 } /* for y */ 1604 } /* for y */
1743 1605
1744 return 1; 1606 return 1;
1745} 1607}
1746 1608
1749 * about. was called move_ball_lightning, but since more than the ball 1611 * about. was called move_ball_lightning, but since more than the ball
1750 * lightning spell used it, that seemed misnamed. 1612 * lightning spell used it, that seemed misnamed.
1751 * op is the spell effect. 1613 * op is the spell effect.
1752 * note that duration is handled by process_object() in time.c 1614 * note that duration is handled by process_object() in time.c
1753 */ 1615 */
1754
1755void 1616void
1756move_ball_spell (object *op) 1617move_ball_spell (object *op)
1757{ 1618{
1758 int i, j, dam_save, dir, mflags; 1619 int i, j, dam_save, dir, mflags;
1759 sint16 nx, ny, hx, hy; 1620 sint16 nx, ny, hx, hy;
1760 object *owner; 1621 object *owner;
1761 mapstruct *m; 1622 maptile *m;
1762 1623
1763 owner = get_owner (op); 1624 owner = op->owner;
1764 1625
1765 /* 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,
1766 * 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
1767 * victim. The block immediately below more or less chooses a random 1628 * victim. The block immediately below more or less chooses a random
1768 * offset to move the ball, eg, keep it mostly on course, with some 1629 * offset to move the ball, eg, keep it mostly on course, with some
1797 nx = op->x; 1658 nx = op->x;
1798 ny = op->y; 1659 ny = op->y;
1799 m = op->map; 1660 m = op->map;
1800 } 1661 }
1801 1662
1802 remove_ob (op); 1663 m->insert (op, nx, ny, op);
1803 op->y = ny;
1804 op->x = nx;
1805 insert_ob_in_map (op, m, op, 0);
1806 1664
1807 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
1808 surrounding squares */ 1666 surrounding squares */
1809 1667
1810 /* loop over current square and neighbors to hit. 1668 /* loop over current square and neighbors to hit.
1811 * if this has an other_arch field, we insert that in 1669 * if this has an other_arch field, we insert that in
1812 * the surround spaces. 1670 * the surround spaces.
1813 */ 1671 */
1814 for (j = 0; j < 9; j++) 1672 for (j = 0; j < 9; j++)
1815 { 1673 {
1816 object *new_ob;
1817
1818 hx = nx + freearr_x[j]; 1674 hx = nx + freearr_x[j];
1819 hy = ny + freearr_y[j]; 1675 hy = ny + freearr_y[j];
1820 1676
1821 m = op->map; 1677 m = op->map;
1822 mflags = get_map_flags (m, &m, hx, hy, &hx, &hy); 1678 mflags = get_map_flags (m, &m, hx, hy, &hx, &hy);
1830 1686
1831 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)))
1832 { 1688 {
1833 if (j) 1689 if (j)
1834 op->stats.dam = dam_save / 2; 1690 op->stats.dam = dam_save / 2;
1691
1835 hit_map (op, j, op->attacktype, 1); 1692 hit_map (op, j, op->attacktype, 1);
1836
1837 } 1693 }
1838 1694
1839 /* insert the other arch */ 1695 /* insert the other arch */
1840 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))))
1841 { 1697 m->insert (arch_to_object (op->other_arch), hx, hy, op);
1842 new_ob = arch_to_object (op->other_arch);
1843 new_ob->x = hx;
1844 new_ob->y = hy;
1845 insert_ob_in_map (new_ob, m, op, 0);
1846 }
1847 } 1698 }
1848 1699
1849 /* restore to the center location and damage */ 1700 /* restore to the center location and damage */
1850 op->stats.dam = dam_save; 1701 op->stats.dam = dam_save;
1851 1702
1852 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);
1853 1704
1854 if (i >= 0) 1705 if (i >= 0)
1855 { /* we have a preferred direction! */ 1706 { /* we have a preferred direction! */
1856 /* pick another direction if the preferred dir is blocked. */ 1707 /* pick another direction if the preferred dir is blocked. */
1857 if (get_map_flags (op->map, &m, nx + freearr_x[i], ny + freearr_y[i], &hx, &hy) & P_OUT_OF_MAP || 1708 if (get_map_flags (op->map, &m, nx + freearr_x[i], ny + freearr_y[i], &hx, &hy) & P_OUT_OF_MAP ||
1858 OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy))) 1709 OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy)))
1859 {
1860 i = absdir (i + rndm (0, 2) - 1); /* -1, 0, +1 */ 1710 i = absdir (i + rndm (0, 2) - 1); /* -1, 0, +1 */
1861 } 1711
1862 op->direction = i; 1712 op->direction = i;
1863 } 1713 }
1864} 1714}
1865 1715
1866
1867/* move_swarm_spell: peterm 1716/* move_swarm_spell: peterm
1868 * 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
1869 * 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
1870 * 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
1871 * 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
1872 * 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.
1873 */ 1722 */
1874
1875void 1723void
1876move_swarm_spell (object *op) 1724move_swarm_spell (object *op)
1877{ 1725{
1878#if 0 1726#if 0
1879 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 };
1880 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 };
1881 sint16 target_x, target_y, origin_x, origin_y; 1729 sint16 target_x, target_y, origin_x, origin_y;
1882 int adjustdir; 1730 int adjustdir;
1883 mapstruct *m; 1731 maptile *m;
1884#endif 1732#endif
1885 int basedir;
1886 object *owner; 1733 object *owner = op->env;
1887 1734
1888 owner = get_owner (op); 1735 if (!owner) // MUST not happen, remove when true TODO
1889 if (op->duration == 0 || owner == NULL)
1890 {
1891 remove_ob (op);
1892 free_object (op);
1893 return;
1894 } 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
1895 op->duration--; 1748 op->duration--;
1896 1749
1897 basedir = op->direction; 1750 int basedir = op->direction;
1898 if (basedir == 0) 1751 if (!basedir)
1899 { 1752 {
1900 /* spray in all directions! 8) */ 1753 /* spray in all directions! 8) */
1901 basedir = rndm (1, 8); 1754 op->facing = (op->facing + op->state) & 7;
1755 basedir = op->facing + 1;
1902 } 1756 }
1903 1757
1904#if 0 1758#if 0
1905 // this is bogus: it causes wrong places to be checked below 1759 // this is bogus: it causes wrong places to be checked below
1906 // (a wall 2 cells away will block the effect...) and 1760 // (a wall 2 cells away will block the effect...) and
1907 // doesn't work for SP_BULLET anyhow, so again tests the wrong 1761 // doesn't work for SP_BULLET anyhow, so again tests the wrong
1908 // space. 1762 // space.
1909 // should be fixed later, but correctness before featurs... 1763 // should be fixed later, but correctness before features...
1910 // (schmorp) 1764 // (schmorp)
1911 1765
1912 /* new offset calculation to make swarm element distribution 1766 /* new offset calculation to make swarm element distribution
1913 * more uniform 1767 * more uniform
1914 */ 1768 */
1967 { 1821 {
1968 /* Bullet spells have a bunch more customization that needs to be done */ 1822 /* Bullet spells have a bunch more customization that needs to be done */
1969 if (op->spell->subtype == SP_BULLET) 1823 if (op->spell->subtype == SP_BULLET)
1970 fire_bullet (owner, op, basedir, op->spell); 1824 fire_bullet (owner, op, basedir, op->spell);
1971 else if (op->spell->subtype == SP_MAGIC_MISSILE) 1825 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1972 fire_arch_from_position (owner, op, op->x, op->y, basedir, op->spell); 1826 fire_arch_from_position (owner, op, owner->x, owner->y, basedir, op->spell);
1973 } 1827 }
1974} 1828}
1975
1976
1977
1978 1829
1979/* fire_swarm: 1830/* fire_swarm:
1980 * The following routine creates a swarm of objects. It actually 1831 * The following routine creates a swarm of objects. It actually
1981 * sets up a specific swarm object, which then fires off all 1832 * sets up a specific swarm object, which then fires off all
1982 * the parts of the swarm. 1833 * the parts of the swarm.
1985 * caster: the caster (owner, wand, rod, scroll) 1836 * caster: the caster (owner, wand, rod, scroll)
1986 * dir: the direction everything will be fired in 1837 * dir: the direction everything will be fired in
1987 * spell - the spell that is this spell. 1838 * spell - the spell that is this spell.
1988 * n: the number to be fired. 1839 * n: the number to be fired.
1989 */ 1840 */
1990
1991int 1841int
1992fire_swarm (object *op, object *caster, object *spell, int dir) 1842fire_swarm (object *op, object *caster, object *spell, int dir)
1993{ 1843{
1994 object *tmp;
1995 int i;
1996
1997 if (!spell->other_arch) 1844 if (!spell->other_arch)
1998 return 0; 1845 return 0;
1999 1846
2000 tmp = get_archetype (SWARM_SPELL); 1847 object *tmp = archetype::get (SWARM_SPELL);
2001 tmp->x = op->x; 1848
2002 tmp->y = op->y;
2003 set_owner (tmp, op); /* needed so that if swarm elements kill, caster gets xp. */
2004 set_spell_skill (op, caster, spell, tmp); 1849 set_spell_skill (op, caster, spell, tmp);
2005
2006 tmp->level = caster_level (caster, spell); /*needed later, to get level dep. right. */ 1850 tmp->level = casting_level (caster, spell); /* needed later, to get level dep. right. */
2007 tmp->spell = arch_to_object (spell->other_arch); 1851 tmp->spell = spell->other_arch->instance ();
2008
2009 tmp->attacktype = tmp->spell->attacktype; 1852 tmp->attacktype = tmp->spell->attacktype;
2010 1853
2011 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) 1854 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
2012 {
2013 if (!tailor_god_spell (tmp, op)) 1855 if (!tailor_god_spell (tmp, op))
2014 return 1; 1856 return 1;
2015 } 1857
2016 tmp->duration = SP_level_duration_adjust (caster, spell); 1858 tmp->duration = SP_level_duration_adjust (caster, spell);
2017 for (i = 0; i < spell->duration; i++) 1859 for (int i = 0; i < spell->duration; i++)
2018 tmp->duration += die_roll (1, 3, op, PREFER_HIGH); 1860 tmp->duration += die_roll (1, 3, op, PREFER_HIGH);
2019 1861
1862 tmp->invisible = 1;
1863 tmp->flag [FLAG_NO_DROP] = 1; // make sure it stays in inv, or else
2020 tmp->direction = dir; 1864 tmp->direction = dir;
2021 tmp->invisible = 1; 1865 tmp->facing = rndm (1, 8); // initial firing direction
2022 insert_ob_in_map (tmp, op->map, op, 0); 1866 tmp->state = rndm (4) * 2 + 1; // direction increment
1867
1868 op->insert (tmp);
1869
2023 return 1; 1870 return 1;
2024} 1871}
2025
2026 1872
2027/* See the spells documentation file for why this is its own 1873/* See the spells documentation file for why this is its own
2028 * function. 1874 * function.
2029 */ 1875 */
2030int 1876int
2031cast_light (object *op, object *caster, object *spell, int dir) 1877cast_light (object *op, object *caster, object *spell, int dir)
2032{ 1878{
2033 object *target = NULL, *tmp = NULL; 1879 object *target = NULL, *tmp = NULL;
2034 sint16 x, y; 1880 sint16 x, y;
2035 int dam, mflags; 1881 int dam, mflags;
2036 mapstruct *m; 1882 maptile *m;
2037 1883
2038 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1884 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
2039 1885
2040 if (!dir) 1886 if (!dir)
2041 { 1887 {
2055 return 0; 1901 return 0;
2056 } 1902 }
2057 1903
2058 if (mflags & P_IS_ALIVE && spell->attacktype) 1904 if (mflags & P_IS_ALIVE && spell->attacktype)
2059 { 1905 {
2060 for (target = get_map_ob (m, x, y); target; target = target->above) 1906 for (target = GET_MAP_OB (m, x, y); target; target = target->above)
2061 if (QUERY_FLAG (target, FLAG_MONSTER)) 1907 if (QUERY_FLAG (target, FLAG_MONSTER))
2062 { 1908 {
2063 /* oky doky. got a target monster. Lets make a blinding attack */ 1909 /* oky doky. got a target monster. Lets make a blinding attack */
2064 if (target->head) 1910 if (target->head)
2065 target = target->head; 1911 target = target->head;
1912
2066 (void) hit_player (target, dam, op, spell->attacktype, 1); 1913 hit_player (target, dam, op, spell->attacktype, 1);
2067 return 1; /* one success only! */ 1914 return 1; /* one success only! */
2068 } 1915 }
2069 } 1916 }
2070 1917
2071 /* no live target, perhaps a wall is in the way? */ 1918 /* no live target, perhaps a wall is in the way? */
2087 { 1934 {
2088 tmp->glow_radius = spell->range + SP_level_range_adjust (caster, spell); 1935 tmp->glow_radius = spell->range + SP_level_range_adjust (caster, spell);
2089 if (tmp->glow_radius > MAX_LIGHT_RADII) 1936 if (tmp->glow_radius > MAX_LIGHT_RADII)
2090 tmp->glow_radius = MAX_LIGHT_RADII; 1937 tmp->glow_radius = MAX_LIGHT_RADII;
2091 } 1938 }
2092 tmp->x = x; 1939
2093 tmp->y = y; 1940 m->insert (tmp, x, y, op);
2094 insert_ob_in_map (tmp, m, op, 0);
2095 return 1; 1941 return 1;
2096} 1942}
2097
2098
2099
2100 1943
2101/* cast_cause_disease: this spell looks along <dir> from the 1944/* cast_cause_disease: this spell looks along <dir> from the
2102 * player and infects someone. 1945 * player and infects someone.
2103 * op is the player/monster, caster is the object, dir is the direction 1946 * op is the player/monster, caster is the object, dir is the direction
2104 * to cast, disease_arch is the specific disease, and type is the spell number 1947 * to cast, disease_arch is the specific disease, and type is the spell number
2105 * perhaps this should actually be in disease.c? 1948 * perhaps this should actually be in disease.c?
2106 */ 1949 */
2107
2108int 1950int
2109cast_cause_disease (object *op, object *caster, object *spell, int dir) 1951cast_cause_disease (object *op, object *caster, object *spell, int dir)
2110{ 1952{
2111 sint16 x, y; 1953 sint16 x, y;
2112 int i, mflags, range, dam_mod, dur_mod; 1954 int i, mflags, range, dam_mod, dur_mod;
2113 object *walk; 1955 object *walk;
2114 mapstruct *m; 1956 maptile *m;
2115 1957
2116 x = op->x; 1958 x = op->x;
2117 y = op->y; 1959 y = op->y;
2118 1960
2119 /* If casting from a scroll, no direction will be available, so refer to the 1961 /* If casting from a scroll, no direction will be available, so refer to the
2120 * direction the player is pointing. 1962 * direction the player is pointing.
2121 */ 1963 */
2122 if (!dir) 1964 if (!dir)
2123 dir = op->facing; 1965 dir = op->facing;
1966
2124 if (!dir) 1967 if (!dir)
2125 return 0; /* won't find anything if casting on ourself, so just return */ 1968 return 0; /* won't find anything if casting on ourself, so just return */
2126 1969
2127 /* Calculate these once here */ 1970 /* Calculate these once here */
2128 range = spell->range + SP_level_range_adjust (caster, spell); 1971 range = spell->range + SP_level_range_adjust (caster, spell);
2147 1990
2148 /* Only bother looking on this space if there is something living here */ 1991 /* Only bother looking on this space if there is something living here */
2149 if (mflags & P_IS_ALIVE) 1992 if (mflags & P_IS_ALIVE)
2150 { 1993 {
2151 /* search this square for a victim */ 1994 /* search this square for a victim */
2152 for (walk = get_map_ob (m, x, y); walk; walk = walk->above) 1995 for (walk = GET_MAP_OB (m, x, y); walk; walk = walk->above)
2153 if (QUERY_FLAG (walk, FLAG_MONSTER) || (walk->type == PLAYER)) 1996 if (QUERY_FLAG (walk, FLAG_MONSTER) || (walk->type == PLAYER))
2154 { /* found a victim */ 1997 { /* found a victim */
2155 object *disease = arch_to_object (spell->other_arch); 1998 object *disease = arch_to_object (spell->other_arch);
2156 1999
2157 set_owner (disease, op); 2000 disease->set_owner (op);
2158 set_spell_skill (op, caster, spell, disease); 2001 set_spell_skill (op, caster, spell, disease);
2159 disease->stats.exp = 0; 2002 disease->stats.exp = 0;
2160 disease->level = caster_level (caster, spell); 2003 disease->level = casting_level (caster, spell);
2161 2004
2162 /* do level adjustments */ 2005 /* do level adjustments */
2163 if (disease->stats.wc) 2006 if (disease->stats.wc)
2164 disease->stats.wc += dur_mod / 2; 2007 disease->stats.wc += dur_mod / 2;
2165 2008
2166 if (disease->magic > 0) 2009 if (disease->magic > 0)
2167 disease->magic += dur_mod / 4; 2010 disease->magic += dur_mod / 8;
2168 2011
2169 if (disease->stats.maxhp > 0) 2012 if (disease->stats.maxhp > 0)
2170 disease->stats.maxhp += dur_mod; 2013 disease->stats.maxhp += dur_mod;
2171 2014
2172 if (disease->stats.maxgrace > 0) 2015 if (disease->stats.maxgrace > 0)
2207 if (disease->stats.sp) 2050 if (disease->stats.sp)
2208 disease->stats.sp -= dam_mod; 2051 disease->stats.sp -= dam_mod;
2209 2052
2210 if (infect_object (walk, disease, 1)) 2053 if (infect_object (walk, disease, 1))
2211 { 2054 {
2212 object *flash; /* visual effect for inflicting disease */
2213
2214 new_draw_info_format (NDI_UNIQUE, 0, op, "You inflict %s on %s!", &disease->name, &walk->name); 2055 new_draw_info_format (NDI_UNIQUE, 0, op, "You inflict %s on %s!", &disease->name, &walk->name);
2215 2056
2216 free_object (disease); /* don't need this one anymore */ 2057 disease->destroy (); /* don't need this one anymore */
2217 flash = get_archetype (ARCH_DETECT_MAGIC); 2058 walk->map->insert (get_archetype ("detect_magic"), x, y, op);
2218 flash->x = x;
2219 flash->y = y;
2220 flash->map = walk->map;
2221 insert_ob_in_map (flash, walk->map, op, 0);
2222 return 1; 2059 return 1;
2223 } 2060 }
2224 free_object (disease); 2061
2062 disease->destroy ();
2225 } 2063 }
2226 } /* if living creature */ 2064 } /* if living creature */
2227 } /* for range of spaces */ 2065 } /* for range of spaces */
2066
2228 new_draw_info (NDI_UNIQUE, 0, op, "No one caught anything!"); 2067 new_draw_info (NDI_UNIQUE, 0, op, "No one caught anything!");
2229 return 1; 2068 return 1;
2230} 2069}

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines