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 1.14 by root, Thu Sep 14 23:13:49 2006 UTC vs.
Revision 1.64 by root, Mon Sep 29 06:32:09 2008 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2002-2003 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002-2003,2007 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
20 21 * The authors can be reached via e-mail to <support@deliantra.net>
21 The authors can be reached via e-mail at <crossfire@schmorp.de>
22*/ 22 */
23 23
24/* This file contains all the spell attack code. Grouping this code 24/* This file contains all the spell attack code. Grouping this code
25 * together should hopefully make it easier to find the relevent bits 25 * together should hopefully make it easier to find the relevent bits
26 * of code 26 * of code
27 */ 27 */
28 28
29#include <global.h> 29#include <global.h>
30#include <object.h> 30#include <object.h>
31#include <living.h> 31#include <living.h>
32#ifndef __CEXTRACT__
33# include <sproto.h> 32#include <sproto.h>
34#endif
35#include <spells.h> 33#include <spells.h>
36#include <sounds.h> 34#include <sounds.h>
37 35
38/* this function checks to see if a spell pushes objects as well 36/* this function checks to see if a spell pushes objects as well
39 * as flies over and damages them (only used for cones for now) 37 * as flies over and damages them (only used for cones for now)
40 * but moved here so it could be applied to bolts too 38 * but moved here so it could be applied to bolts too
41 * op is the spell object. 39 * op is the spell object.
42 */ 40 */
43
44void 41void
45check_spell_knockback (object *op) 42check_spell_knockback (object *op)
46{ 43{
47 object *tmp, *tmp2; /* object on the map */
48 int weight_move; 44 int weight_move;
49 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 */
50 46
51 if (!op->weight) 47 if (!op->weight)
52 { /*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 */
57 { 53 {
58 weight_move = op->weight + (op->weight * op->level) / 3; 54 weight_move = op->weight + (op->weight * op->level) / 3;
59 /*LOG (llevDebug, "DEBUG: arch weighs %d and masses %d (%s,level %d)\n", op->weight,weight_move,op->name,op->level); */ 55 /*LOG (llevDebug, "DEBUG: arch weighs %d and masses %d (%s,level %d)\n", op->weight,weight_move,op->name,op->level); */
60 } 56 }
61 57
62 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)
63 { 59 {
64 int num_sections = 1; 60 int num_sections = 1;
65 61
66 /* don't move DM */ 62 /* don't move DM */
67 if (QUERY_FLAG (tmp, FLAG_WIZ)) 63 if (QUERY_FLAG (tmp, FLAG_WIZ))
74 /* don't move floors or immobile objects */ 70 /* don't move floors or immobile objects */
75 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)))
76 continue; 72 continue;
77 73
78 /* count the object's sections */ 74 /* count the object's sections */
79 for (tmp2 = tmp; tmp2 != NULL; tmp2 = tmp2->more) 75 for (object *tmp2 = tmp; tmp2; tmp2 = tmp2->more)
80 num_sections++; 76 num_sections++;
81 77
82 /* 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
83 * 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
84 * 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.
108 * 104 *
109 * BOLT CODE 105 * BOLT CODE
110 * 106 *
111 ***************************************************************************/ 107 ***************************************************************************/
112 108
113/* Causes op to fork. op is the original bolt, tmp 109/* Causes op to fork. op is the original bolt, tmp
114 * is the first piece of the fork. 110 * is the first piece of the fork.
115 */ 111 */
116
117void 112void
118forklightning (object *op, object *tmp) 113forklightning (object *op, object *tmp)
119{ 114{
120 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 */
121 int t_dir; /* stores temporary dir calculation */ 116 int t_dir; /* stores temporary dir calculation */
122 mapstruct *m; 117 maptile *m;
123 sint16 sx, sy; 118 sint16 sx, sy;
124 object *new_bolt; 119 object *new_bolt;
125 120
126 /* pick a fork direction. tmp->stats.Con is the left bias 121 /* pick a fork direction. tmp->stats.Con is the left bias
127 * i.e., the chance in 100 of forking LEFT 122 * i.e., the chance in 100 of forking LEFT
140 135
141 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)))
142 return; 137 return;
143 138
144 /* OK, we made a fork */ 139 /* OK, we made a fork */
145 new_bolt = get_object (); 140 new_bolt = tmp->clone ();
146 copy_object (tmp, new_bolt);
147 141
148 /* reduce chances of subsequent forking */ 142 /* reduce chances of subsequent forking */
149 new_bolt->stats.Dex -= 10; 143 new_bolt->stats.Dex -= 10;
150 tmp->stats.Dex -= 10; /* less forks from main bolt too */ 144 tmp->stats.Dex -= 10; /* less forks from main bolt too */
151 new_bolt->stats.Con += 25 * new_dir; /* adjust the left bias */ 145 new_bolt->stats.Con += 25 * new_dir; /* adjust the left bias */
152 new_bolt->speed_left = -0.1; 146 new_bolt->speed_left = -0.1f;
153 new_bolt->direction = t_dir; 147 new_bolt->direction = t_dir;
154 new_bolt->duration++; 148 new_bolt->duration++;
155 new_bolt->x = sx;
156 new_bolt->y = sy;
157 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */ 149 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */
158 new_bolt->stats.dam++; 150 new_bolt->stats.dam++;
159 tmp->stats.dam /= 2; /* reduce father bolt damage */ 151 tmp->stats.dam /= 2; /* reduce father bolt damage */
160 tmp->stats.dam++; 152 tmp->stats.dam++;
161 new_bolt = insert_ob_in_map (new_bolt, m, op, 0); 153
154 if ((new_bolt = m->insert (new_bolt, sx, sy, op)))
162 update_turn_face (new_bolt); 155 update_turn_face (new_bolt);
163} 156}
164 157
165/* move_bolt: moves bolt 'op'. Basically, it just advances a space, 158/* move_bolt: moves bolt 'op'. Basically, it just advances a space,
166 * and checks for various things that may stop it. 159 * and checks for various things that may stop it.
167 */ 160 */
168
169void 161void
170move_bolt (object *op) 162move_bolt (object *op)
171{ 163{
172 object *tmp;
173 int mflags; 164 int mflags;
174 sint16 x, y; 165 sint16 x, y;
175 mapstruct *m; 166 maptile *m;
176 167
177 if (--(op->duration) < 0) 168 if (--op->duration < 0)
178 { 169 {
179 remove_ob (op); 170 op->destroy ();
180 free_object (op);
181 return; 171 return;
182 } 172 }
183 173
184 hit_map (op, 0, op->attacktype, 1); 174 hit_map (op, 0, op->attacktype, 1);
185 175
186 if (!op->direction) 176 if (!op->direction)
187 return; 177 return;
188 178
189 if (--op->range < 0) 179 if (--op->range < 0)
190 {
191 op->range = 0; 180 op->range = 0;
192 }
193 else 181 else
194 { 182 {
195 x = op->x + DIRX (op); 183 x = op->x + DIRX (op);
196 y = op->y + DIRY (op); 184 y = op->y + DIRY (op);
197 m = op->map; 185 m = op->map;
205 * 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
206 * will be useful. 194 * will be useful.
207 */ 195 */
208 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)))
209 { 197 {
210
211 if (!QUERY_FLAG (op, FLAG_REFLECTING)) 198 if (!QUERY_FLAG (op, FLAG_REFLECTING))
212 return; 199 return;
213 200
214 /* Since walls don't run diagonal, if the bolt is in 201 /* Since walls don't run diagonal, if the bolt is in
215 * one of 4 main directions, it just reflects back in the 202 * one of 4 main directions, it just reflects back in the
245 else if (left) 232 else if (left)
246 op->direction = absdir (op->direction + 2); 233 op->direction = absdir (op->direction + 2);
247 else if (right) 234 else if (right)
248 op->direction = absdir (op->direction - 2); 235 op->direction = absdir (op->direction - 2);
249 } 236 }
237
250 update_turn_face (op); /* A bolt *must* be IS_TURNABLE */ 238 update_turn_face (op); /* A bolt *must* be IS_TURNABLE */
251 return; 239 return;
252 } 240 }
253 else 241 else
254 { /* Create a copy of this object and put it ahead */ 242 { /* Create a copy of this object and put it ahead */
255 tmp = get_object (); 243 object *tmp = op->clone ();
256 copy_object (op, tmp); 244
245 m->insert (tmp, x, y, op);
257 tmp->speed_left = -0.1; 246 tmp->speed_left = -0.1f;
258 tmp->x += DIRX (tmp), tmp->y += DIRY (tmp);
259 tmp = insert_ob_in_map (tmp, op->map, op, 0);
260 /* To make up for the decrease at the top of the function */ 247 /* To make up for the decrease at the top of the function */
261 tmp->duration++; 248 tmp->duration++;
262 249
263 /* New forking code. Possibly create forks of this object 250 /* New forking code. Possibly create forks of this object
264 * going off in other directions. 251 * going off in other directions.
265 */ 252 */
266
267 if (rndm (0, 99) < tmp->stats.Dex) 253 if (tmp->stats.Dex && rndm (0, 99) < tmp->stats.Dex)
268 { /* stats.Dex % of forking */ 254 forklightning (op, tmp); /* stats.Dex % of forking */
269 forklightning (op, tmp); 255
270 }
271 /* 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
272 * doesn't create any bolts that continue to move onward. 257 * doesn't create any bolts that continue to move onward.
273 */ 258 */
274 op->range = 0; 259 op->range = 0;
275 } /* copy object and move it along */ 260 } /* copy object and move it along */
282 * we remove the magic flag - that can be derived from 267 * we remove the magic flag - that can be derived from
283 * spob->attacktype. 268 * spob->attacktype.
284 * This function sets up the appropriate owner and skill 269 * This function sets up the appropriate owner and skill
285 * pointers. 270 * pointers.
286 */ 271 */
287
288int 272int
289fire_bolt (object *op, object *caster, int dir, object *spob, object *skill) 273fire_bolt (object *op, object *caster, int dir, object *spob, object *skill)
290{ 274{
291 object *tmp = NULL; 275 object *tmp = NULL;
292 int mflags; 276 int mflags;
299 return 0; 283 return 0;
300 284
301 /* peterm: level dependency for bolts */ 285 /* peterm: level dependency for bolts */
302 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);
303 tmp->attacktype = spob->attacktype; 287 tmp->attacktype = spob->attacktype;
288
304 if (spob->slaying) 289 if (spob->slaying)
305 tmp->slaying = spob->slaying; 290 tmp->slaying = spob->slaying;
291
306 tmp->range = spob->range + SP_level_range_adjust (caster, spob); 292 tmp->range = spob->range + SP_level_range_adjust (caster, spob);
307 tmp->duration = spob->duration + SP_level_duration_adjust (caster, spob); 293 tmp->duration = spob->duration + SP_level_duration_adjust (caster, spob);
308 tmp->stats.Dex = spob->stats.Dex; 294 tmp->stats.Dex = spob->stats.Dex;
309 tmp->stats.Con = spob->stats.Con; 295 tmp->stats.Con = spob->stats.Con;
310 296
311 tmp->direction = dir; 297 tmp->direction = dir;
312 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) 298 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
313 SET_ANIMATION (tmp, dir); 299 SET_ANIMATION (tmp, dir);
314 300
315 set_owner (tmp, op); 301 tmp->set_owner (op);
316 set_spell_skill (op, caster, spob, tmp); 302 set_spell_skill (op, caster, spob, tmp);
317 303
318 tmp->x = op->x + DIRX (tmp); 304 tmp->x = op->x + DIRX (tmp);
319 tmp->y = op->y + DIRY (tmp); 305 tmp->y = op->y + DIRY (tmp);
320 tmp->map = op->map; 306 tmp->map = op->map;
321 307
308 maptile *newmap;
322 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);
323 if (mflags & P_OUT_OF_MAP) 310 if (mflags & P_OUT_OF_MAP)
324 { 311 {
325 free_object (tmp); 312 tmp->destroy ();
326 return 0; 313 return 0;
327 } 314 }
315
316 tmp->map = newmap;
317
328 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)))
329 { 319 {
330 if (!QUERY_FLAG (tmp, FLAG_REFLECTING)) 320 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
331 { 321 {
332 free_object (tmp); 322 tmp->destroy ();
333 return 0; 323 return 0;
334 } 324 }
325
335 tmp->x = op->x; 326 tmp->x = op->x;
336 tmp->y = op->y; 327 tmp->y = op->y;
337 tmp->direction = absdir (tmp->direction + 4); 328 tmp->direction = absdir (tmp->direction + 4);
338 tmp->map = op->map; 329 tmp->map = op->map;
339 } 330 }
340 if ((tmp = insert_ob_in_map (tmp, tmp->map, op, 0)) != NULL) 331
332 if ((tmp = tmp->insert_at (tmp, op)))
341 move_bolt (tmp); 333 move_bolt (tmp);
334
342 return 1; 335 return 1;
343} 336}
344
345
346 337
347/*************************************************************************** 338/***************************************************************************
348 * 339 *
349 * BULLET/BALL CODE 340 * BULLET/BALL CODE
350 * 341 *
351 ***************************************************************************/ 342 ***************************************************************************/
352 343
353/* expands an explosion. op is a piece of the 344/* expands an explosion. op is a piece of the
354 * explosion - this expans it in the different directions. 345 * explosion - this expands it in the different directions.
355 * At least that is what I think this does. 346 * At least that is what I think this does.
356 */ 347 */
357void 348void
358explosion (object *op) 349explosion (object *op)
359{ 350{
360 object *tmp;
361 mapstruct *m = op->map; 351 maptile *m = op->map;
362 int i; 352 int i;
363 353
364 if (--(op->duration) < 0) 354 if (--op->duration < 0)
365 {
366 remove_ob (op);
367 free_object (op);
368 return;
369 } 355 {
356 op->destroy ();
357 return;
358 }
359
370 hit_map (op, 0, op->attacktype, 0); 360 hit_map (op, 0, op->attacktype, 0);
371 361
372 if (op->range > 0) 362 if (op->range > 0)
373 { 363 {
374 for (i = 1; i < 9; i++) 364 for (i = 1; i < 9; i++)
375 { 365 {
376 sint16 dx, dy; 366 sint16 dx, dy;
377 367
378 dx = op->x + freearr_x[i]; 368 dx = op->x + freearr_x[i];
379 dy = op->y + freearr_y[i]; 369 dy = op->y + freearr_y[i];
370
380 /* ok_to_put_more already does things like checks for walls, 371 /* ok_to_put_more already does things like checks for walls,
381 * out of map, etc. 372 * out of map, etc.
382 */ 373 */
383 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))
384 { 375 {
385 tmp = get_object (); 376 object *tmp = op->clone ();
386 copy_object (op, tmp); 377
387 tmp->state = 0; 378 tmp->state = 0;
388 tmp->speed_left = -0.21; 379 tmp->speed_left = -0.21f;
389 tmp->range--; 380 tmp->range--;
390 tmp->value = 0; 381 tmp->value = 0;
391 tmp->x = dx; 382
392 tmp->y = dy; 383 m->insert (tmp, dx, dy, op);
393 insert_ob_in_map (tmp, m, op, 0);
394 } 384 }
395 } 385 }
396 } 386 }
397} 387}
398
399 388
400/* Causes an object to explode, eg, a firebullet, 389/* Causes an object to explode, eg, a firebullet,
401 * poison cloud ball, etc. op is the object to 390 * poison cloud ball, etc. op is the object to
402 * explode. 391 * explode.
403 */ 392 */
404void 393void
405explode_bullet (object *op) 394explode_bullet (object *op)
406{ 395{
407 object *tmp, *owner; 396 object *tmp, *owner;
408 397
409 if (op->other_arch == NULL) 398 if (!op->other_arch)
410 { 399 {
411 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n"); 400 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n");
412 remove_ob (op); 401 op->destroy ();
413 free_object (op);
414 return; 402 return;
415 } 403 }
416 404
417 if (op->env) 405 if (op->env)
418 { 406 {
419 object *env; 407 object *env = op->outer_env ();
420 408
421 env = object_get_env_recursive (op);
422 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))
423 { 410 {
424 LOG (llevError, "BUG: explode_bullet(): env out of map\n"); 411 LOG (llevError, "BUG: explode_bullet(): env out of map\n");
425 remove_ob (op); 412 op->destroy ();
426 free_object (op);
427 return; 413 return;
428 } 414 }
429 remove_ob (op); 415
430 op->x = env->x; 416 op->insert_at (env, op, INS_NO_MERGE | INS_NO_WALK_ON);
431 op->y = env->y;
432 insert_ob_in_map (op, env->map, op, INS_NO_MERGE | INS_NO_WALK_ON);
433 } 417 }
434 else if (out_of_map (op->map, op->x, op->y)) 418 else if (out_of_map (op->map, op->x, op->y))
435 { 419 {
436 LOG (llevError, "BUG: explode_bullet(): op out of map\n"); 420 LOG (llevError, "BUG: explode_bullet(): op out of map\n");
437 remove_ob (op); 421 op->destroy ();
438 free_object (op);
439 return; 422 return;
440 } 423 }
441 424
442 // 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
443 // 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
444 // bad at the moment that might happen from this. 427 // bad at the moment that might happen from this.
445 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE) 428 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
446 { 429 {
447 remove_ob (op); 430 op->destroy ();
448 free_object (op);
449 return; 431 return;
450 } 432 }
451 433
452 if (op->attacktype) 434 if (op->attacktype)
453 { 435 {
454 hit_map (op, 0, op->attacktype, 1); 436 hit_map (op, 0, op->attacktype, 1);
437
455 if (op->destroyed ()) 438 if (op->destroyed ())
456 return; 439 return;
457 } 440 }
458 441
459 /* other_arch contains what this explodes into */ 442 /* other_arch contains what this explodes into */
460 tmp = arch_to_object (op->other_arch); 443 tmp = arch_to_object (op->other_arch);
461 444
462 copy_owner (tmp, op); 445 tmp->set_owner (op);
463 tmp->skill = op->skill; 446 tmp->skill = op->skill;
464 447
465 owner = get_owner (op); 448 owner = op->owner;
466 449
467 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))
468 { 451 {
469 remove_ob (op); 452 op->destroy ();
470 free_object (op);
471 return; 453 return;
472 } 454 }
473
474 tmp->x = op->x;
475 tmp->y = op->y;
476 455
477 /* special for bombs - it actually has sane values for these */ 456 /* special for bombs - it actually has sane values for these */
478 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB) 457 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB)
479 { 458 {
480 tmp->attacktype = op->attacktype; 459 tmp->attacktype = op->attacktype;
484 } 463 }
485 else 464 else
486 { 465 {
487 if (op->attacktype & AT_MAGIC) 466 if (op->attacktype & AT_MAGIC)
488 tmp->attacktype |= AT_MAGIC; 467 tmp->attacktype |= AT_MAGIC;
468
489 /* Spell doc describes what is going on here */ 469 /* Spell doc describes what is going on here */
490 tmp->stats.dam = op->dam_modifier; 470 tmp->stats.dam = op->dam_modifier;
491 tmp->range = op->stats.maxhp; 471 tmp->range = op->stats.maxhp;
492 tmp->duration = op->stats.hp; 472 tmp->duration = op->stats.hp;
493 /* 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 -
501 tmp->stats.sp = op->direction; 481 tmp->stats.sp = op->direction;
502 482
503 /* Prevent recursion */ 483 /* Prevent recursion */
504 op->move_on = 0; 484 op->move_on = 0;
505 485
506 insert_ob_in_map (tmp, op->map, op, 0); 486 tmp->insert_at (op, op);
487 tmp->play_sound (tmp->sound);
488
507 /* remove the firebullet */ 489 /* remove the firebullet */
508 if (!op->destroyed ()) 490 op->destroy ();
509 {
510 remove_ob (op);
511 free_object (op);
512 }
513} 491}
514
515
516 492
517/* 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
518 * (eg, explode, damage player, etc) 494 * (eg, explode, damage player, etc)
519 */ 495 */
520
521void 496void
522check_bullet (object *op) 497check_bullet (object *op)
523{ 498{
524 object *tmp; 499 object *tmp;
525 int dam, mflags; 500 int dam, mflags;
526 mapstruct *m; 501 maptile *m;
527 sint16 sx, sy; 502 sint16 sx, sy;
528 503
529 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);
530 505
531 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)))
540 515
541 /* 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 */
542 if (!(mflags & P_IS_ALIVE)) 517 if (!(mflags & P_IS_ALIVE))
543 return; 518 return;
544 519
545 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)
546 { 521 {
547 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 522 if (QUERY_FLAG (tmp, FLAG_ALIVE))
548 { 523 {
549 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1); 524 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1);
525
550 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0) 526 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0)
551 { 527 {
552 if (!QUERY_FLAG (op, FLAG_REMOVED)) 528 if (!QUERY_FLAG (op, FLAG_REMOVED))
553 { 529 {
554 remove_ob (op); 530 op->destroy ();
555 free_object (op);
556 return; 531 return;
557 } 532 }
558 } 533 }
559 } 534 }
560 } 535 }
561} 536}
562
563 537
564/* Basically, we move 'op' one square, and if it hits something, 538/* Basically, we move 'op' one square, and if it hits something,
565 * call check_bullet. 539 * call check_bullet.
566 * This function is only applicable to bullets, but not to all 540 * This function is only applicable to bullets, but not to all
567 * fired arches (eg, bolts). 541 * fired arches (eg, bolts).
568 */ 542 */
569
570void 543void
571move_bullet (object *op) 544move_bullet (object *op)
572{ 545{
573 sint16 new_x, new_y; 546 sint16 new_x, new_y;
574 int mflags; 547 int mflags;
575 mapstruct *m; 548 maptile *m;
576 549
577#if 0 550#if 0
578 /* We need a better general purpose way to do this */ 551 /* We need a better general purpose way to do this */
579 552
580 /* peterm: added to make comet leave a trail of burnouts 553 /* peterm: added to make comet leave a trail of burnouts
589 562
590 /* Reached the end of its life - remove it */ 563 /* Reached the end of its life - remove it */
591 if (--op->range <= 0) 564 if (--op->range <= 0)
592 { 565 {
593 if (op->other_arch) 566 if (op->other_arch)
594 {
595 explode_bullet (op); 567 explode_bullet (op);
596 }
597 else 568 else
598 { 569 op->destroy ();
599 remove_ob (op); 570
600 free_object (op);
601 }
602 return; 571 return;
603 } 572 }
604 573
605 new_x = op->x + DIRX (op); 574 new_x = op->x + DIRX (op);
606 new_y = op->y + DIRY (op); 575 new_y = op->y + DIRY (op);
607 m = op->map; 576 m = op->map;
608 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);
609 578
610 if (mflags & P_OUT_OF_MAP) 579 if (mflags & P_OUT_OF_MAP)
611 { 580 {
612 remove_ob (op); 581 op->destroy ();
613 free_object (op);
614 return; 582 return;
615 } 583 }
616 584
617 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)))
618 { 586 {
619 if (op->other_arch) 587 if (op->other_arch)
620 {
621 explode_bullet (op); 588 explode_bullet (op);
622 }
623 else 589 else
624 { 590 op->destroy ();
625 remove_ob (op);
626 free_object (op);
627 }
628 return;
629 }
630 591
631 remove_ob (op); 592 return;
632 op->x = new_x; 593 }
633 op->y = new_y; 594
634 if ((op = insert_ob_in_map (op, m, op, 0)) == NULL) 595 if (!(op = m->insert (op, new_x, new_y, op)))
635 return; 596 return;
636 597
637 if (reflwall (op->map, op->x, op->y, op)) 598 if (reflwall (op->map, op->x, op->y, op))
638 { 599 {
639 op->direction = absdir (op->direction + 4); 600 op->direction = absdir (op->direction + 4);
640 update_turn_face (op); 601 update_turn_face (op);
641 } 602 }
642 else 603 else
643 {
644 check_bullet (op); 604 check_bullet (op);
645 }
646} 605}
647
648
649
650 606
651/* fire_bullet 607/* fire_bullet
652 * object op (cast from caster) files a bolt in dir. 608 * object op (cast from caster) files a bolt in dir.
653 * spob is the spell object for the bolt. 609 * spob is the spell object for the bolt.
654 * we remove the magic flag - that can be derived from 610 * we remove the magic flag - that can be derived from
655 * spob->attacktype. 611 * spob->attacktype.
656 * This function sets up the appropriate owner and skill 612 * This function sets up the appropriate owner and skill
657 * pointers. 613 * pointers.
658 */ 614 */
659
660int 615int
661fire_bullet (object *op, object *caster, int dir, object *spob) 616fire_bullet (object *op, object *caster, int dir, object *spob)
662{ 617{
663 object *tmp = NULL; 618 object *tmp = NULL;
664 int mflags; 619 int mflags;
665 620
666 if (!spob->other_arch) 621 if (!spob->other_arch)
667 return 0; 622 return 0;
668 623
669 tmp = arch_to_object (spob->other_arch); 624 tmp = spob->other_arch->instance ();
670 if (tmp == NULL) 625 if (!tmp)
671 return 0; 626 return 0;
672 627
673 /* peterm: level dependency for bolts */ 628 /* peterm: level dependency for bolts */
674 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);
675 tmp->attacktype = spob->attacktype; 630 tmp->attacktype = spob->attacktype;
676 if (spob->slaying) 631 if (spob->slaying)
677 tmp->slaying = spob->slaying; 632 tmp->slaying = spob->slaying;
678 633
685 640
686 tmp->direction = dir; 641 tmp->direction = dir;
687 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) 642 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
688 SET_ANIMATION (tmp, dir); 643 SET_ANIMATION (tmp, dir);
689 644
690 set_owner (tmp, op); 645 tmp->set_owner (op);
691 set_spell_skill (op, caster, spob, tmp); 646 set_spell_skill (op, caster, spob, tmp);
692 647
693 tmp->x = op->x + freearr_x[dir]; 648 tmp->x = op->x + freearr_x[dir];
694 tmp->y = op->y + freearr_y[dir]; 649 tmp->y = op->y + freearr_y[dir];
695 tmp->map = op->map; 650 tmp->map = op->map;
696 651
652 maptile *newmap;
697 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);
698 if (mflags & P_OUT_OF_MAP) 654 if (mflags & P_OUT_OF_MAP)
699 { 655 {
700 free_object (tmp); 656 tmp->destroy ();
701 return 0; 657 return 0;
702 } 658 }
659
660 tmp->map = newmap;
661
703 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)))
704 { 663 {
705 if (!QUERY_FLAG (tmp, FLAG_REFLECTING)) 664 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
706 { 665 {
707 free_object (tmp); 666 tmp->destroy ();
708 return 0; 667 return 0;
709 } 668 }
669
710 tmp->x = op->x; 670 tmp->x = op->x;
711 tmp->y = op->y; 671 tmp->y = op->y;
712 tmp->direction = absdir (tmp->direction + 4); 672 tmp->direction = absdir (tmp->direction + 4);
713 tmp->map = op->map; 673 tmp->map = op->map;
714 } 674 }
715 if ((tmp = insert_ob_in_map (tmp, tmp->map, op, 0)) != NULL) 675
716 { 676 if ((tmp = tmp->insert_at (tmp, op)))
717 check_bullet (tmp); 677 check_bullet (tmp);
718 } 678
719 return 1; 679 return 1;
720} 680}
721
722
723
724 681
725/***************************************************************************** 682/*****************************************************************************
726 * 683 *
727 * CONE RELATED FUNCTIONS 684 * CONE RELATED FUNCTIONS
728 * 685 *
729 *****************************************************************************/ 686 *****************************************************************************/
730 687
731
732/* 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" */
733void 689void
734cone_drop (object *op) 690cone_drop (object *op)
735{ 691{
736 object *new_ob = arch_to_object (op->other_arch); 692 object *new_ob = arch_to_object (op->other_arch);
737 693
738 new_ob->x = op->x;
739 new_ob->y = op->y;
740 new_ob->level = op->level; 694 new_ob->level = op->level;
741 set_owner (new_ob, op->owner); 695 new_ob->set_owner (op->owner);
742 696
743 /* preserve skill ownership */ 697 /* preserve skill ownership */
744 if (op->skill && op->skill != new_ob->skill) 698 if (op->skill && op->skill != new_ob->skill)
745 {
746 new_ob->skill = op->skill; 699 new_ob->skill = op->skill;
747 }
748 insert_ob_in_map (new_ob, op->map, op, 0);
749 700
701 new_ob->insert_at (op, op);
750} 702}
751 703
752/* 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 */
753 705
754void 706void
755move_cone (object *op) 707move_cone (object *op)
756{ 708{
757 int i;
758
759 /* 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 */
760 if (!op->map) 710 if (!op->map)
761 { 711 {
762 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");
763 op->speed = 0; 713 op->set_speed (0);
764 update_ob_speed (op);
765 return; 714 return;
766 } 715 }
767 716
768 /* lava saves it's life, but not yours :) */ 717 /* lava saves it's life, but not yours :) */
769 if (QUERY_FLAG (op, FLAG_LIFESAVE)) 718 if (QUERY_FLAG (op, FLAG_LIFESAVE))
775#if 0 724#if 0
776 /* Disable this - enabling it makes monsters easier, as 725 /* Disable this - enabling it makes monsters easier, as
777 * when their cone dies when they die. 726 * when their cone dies when they die.
778 */ 727 */
779 /* If no owner left, the spell dies out. */ 728 /* If no owner left, the spell dies out. */
780 if (get_owner (op) == NULL) 729 if (op->owner == NULL)
781 { 730 {
782 remove_ob (op); 731 op->destroy ();
783 free_object (op);
784 return; 732 return;
785 } 733 }
786#endif 734#endif
787 735
788 hit_map (op, 0, op->attacktype, 0); 736 hit_map (op, 0, op->attacktype, 0);
795 check_spell_knockback (op); 743 check_spell_knockback (op);
796 744
797 if (op->destroyed ()) 745 if (op->destroyed ())
798 return; 746 return;
799 747
800 if ((op->duration--) < 0) 748 if (op->duration-- < 0)
801 { 749 {
802 remove_ob (op); 750 op->destroy ();
803 free_object (op);
804 return; 751 return;
805 } 752 }
806 /* Object has hit maximum range, so don't have it move 753 /* Object has hit maximum range, so don't have it move
807 * any further. When the duration above expires, 754 * any further. When the duration above expires,
808 * then the object will get removed. 755 * then the object will get removed.
811 { 758 {
812 op->range = 0; /* just so it doesn't wrap */ 759 op->range = 0; /* just so it doesn't wrap */
813 return; 760 return;
814 } 761 }
815 762
816 for (i = -1; i < 2; i++) 763 for (int i = -1; i <= 1; i++)
817 { 764 {
818 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)];
819 766
820 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))
821 { 768 {
822 object *tmp = get_object (); 769 object *tmp = op->clone ();
823
824 copy_object (op, tmp);
825 tmp->x = x;
826 tmp->y = y;
827 770
828 tmp->duration = op->duration + 1; 771 tmp->duration = op->duration + 1;
829 772
830 /* Use for spell tracking - see ok_to_put_more() */ 773 /* Use for spell tracking - see ok_to_put_more() */
831 tmp->stats.maxhp = op->stats.maxhp; 774 tmp->stats.maxhp = op->stats.maxhp;
832 insert_ob_in_map (tmp, op->map, op, 0); 775
776 op->map->insert (tmp, x, y, op);
777
833 if (tmp->other_arch) 778 if (tmp->other_arch)
834 cone_drop (tmp); 779 cone_drop (tmp);
835 } 780 }
836 } 781 }
837} 782}
847int 792int
848cast_cone (object *op, object *caster, int dir, object *spell) 793cast_cone (object *op, object *caster, int dir, object *spell)
849{ 794{
850 object *tmp; 795 object *tmp;
851 int i, success = 0, range_min = -1, range_max = 1; 796 int i, success = 0, range_min = -1, range_max = 1;
852 mapstruct *m; 797 maptile *m;
853 sint16 sx, sy; 798 sint16 sx, sy;
854 MoveType movetype; 799 MoveType movetype;
855 800
856 if (!spell->other_arch) 801 if (!spell->other_arch)
857 return 0; 802 return 0;
870 815
871 /* 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
872 * 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
873 * insert it into is blocked. 818 * insert it into is blocked.
874 */ 819 */
875 movetype = spell->other_arch->clone.move_type; 820 movetype = spell->other_arch->move_type;
876 821
877 for (i = range_min; i <= range_max; i++) 822 for (i = range_min; i <= range_max; i++)
878 { 823 {
879 sint16 x, y, d; 824 sint16 x, y, d;
880 825
913 if ((movetype & GET_MAP_MOVE_BLOCK (m, sx, sy)) == movetype) 858 if ((movetype & GET_MAP_MOVE_BLOCK (m, sx, sy)) == movetype)
914 continue; 859 continue;
915 860
916 success = 1; 861 success = 1;
917 tmp = arch_to_object (spell->other_arch); 862 tmp = arch_to_object (spell->other_arch);
918 set_owner (tmp, op); 863 tmp->set_owner (op);
919 set_spell_skill (op, caster, spell, tmp); 864 set_spell_skill (op, caster, spell, tmp);
920 tmp->level = caster_level (caster, spell); 865 tmp->level = casting_level (caster, spell);
921 tmp->x = sx;
922 tmp->y = sy;
923 tmp->attacktype = spell->attacktype; 866 tmp->attacktype = spell->attacktype;
924 867
925 /* holy word stuff */ 868 /* holy word stuff */
926 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER)) 869 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER))
927 if (!tailor_god_spell (tmp, op)) 870 if (!tailor_god_spell (tmp, op))
961 else 904 else
962 tmp->duration += caster->level / 3; 905 tmp->duration += caster->level / 3;
963 } 906 }
964 907
965 if (!(tmp->move_type & MOVE_FLY_LOW)) 908 if (!(tmp->move_type & MOVE_FLY_LOW))
966 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);
967 910
968 if (!tmp->move_on && tmp->stats.dam) 911 if (!tmp->move_on && tmp->stats.dam)
969 {
970 LOG (llevDebug, "cast_cone(): arch %s doesn't have move_on set\n", &spell->other_arch->name); 912 LOG (llevDebug, "cast_cone(): arch %s doesn't have move_on set\n", &spell->other_arch->archname);
971 }
972 913
973 insert_ob_in_map (tmp, m, op, 0); 914 m->insert (tmp, sx, sy, op);
974 915
975 /* 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
976 * a single space too many times. 917 * a single space too many times.
977 */ 918 */
978 tmp->stats.maxhp = tmp->count; 919 tmp->stats.maxhp = tmp->count;
988 * 929 *
989 * BOMB related code 930 * BOMB related code
990 * 931 *
991 ****************************************************************************/ 932 ****************************************************************************/
992 933
993
994/* This handles an exploding bomb. 934/* This handles an exploding bomb.
995 * op is the original bomb object. 935 * op is the original bomb object.
996 */ 936 */
997void 937void
998animate_bomb (object *op) 938animate_bomb (object *op)
999{ 939{
1000 int i;
1001 object *env, *tmp;
1002 archetype *at;
1003
1004 if (op->state != NUM_ANIMATIONS (op) - 1) 940 if (op->state != NUM_ANIMATIONS (op) - 1)
1005 return; 941 return;
1006 942
1007 env = object_get_env_recursive (op); 943 object *env = op->outer_env ();
1008 944
1009 if (op->env) 945 if (op->env)
1010 { 946 {
1011 if (env->map == NULL) 947 if (env->map == NULL)
1012 return; 948 return;
1013 949
1014 if (env->type == PLAYER) 950 if (!(op = op->insert_at (env, op)))
1015 esrv_del_item (env->contr, op->count);
1016
1017 remove_ob (op);
1018 op->x = env->x;
1019 op->y = env->y;
1020 if ((op = insert_ob_in_map (op, env->map, op, 0)) == NULL)
1021 return; 951 return;
1022 } 952 }
1023 953
1024 // 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
1025 // 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
1026 // as bombs can be carried. 956 // as bombs can be carried.
1027 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)
1028 { 958 {
1029 remove_ob (op); 959 op->destroy ();
1030 free_object (op);
1031 return; 960 return;
1032 } 961 }
1033 962
1034 /* This copies a lot of the code from the fire bullet, 963 /* This copies a lot of the code from the fire bullet,
1035 * but using the cast_bullet isn't really feasible, 964 * but using the cast_bullet isn't really feasible,
1036 * so just set up the appropriate values. 965 * so just set up the appropriate values.
1037 */ 966 */
1038 at = archetype::find (SPLINT); 967 if (archetype *at = archetype::find (SPLINT))
1039 if (at)
1040 { 968 {
1041 for (i = 1; i < 9; i++) 969 for (int i = 1; i < 9; i++)
1042 { 970 {
1043 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]))
1044 continue; 972 continue;
973
1045 tmp = arch_to_object (at); 974 object *tmp = arch_to_object (at);
1046 tmp->direction = i; 975 tmp->direction = i;
1047 tmp->range = op->range; 976 tmp->range = op->range;
1048 tmp->stats.dam = op->stats.dam; 977 tmp->stats.dam = op->stats.dam;
1049 tmp->duration = op->duration; 978 tmp->duration = op->duration;
1050 tmp->attacktype = op->attacktype; 979 tmp->attacktype = op->attacktype;
1051 copy_owner (tmp, op); 980 tmp->set_owner (op);
1052 if (op->skill && op->skill != tmp->skill) 981 if (op->skill && op->skill != tmp->skill)
1053 {
1054 tmp->skill = op->skill; 982 tmp->skill = op->skill;
1055 } 983
1056 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) 984 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
1057 SET_ANIMATION (tmp, i); 985 SET_ANIMATION (tmp, i);
1058 tmp->x = op->x + freearr_x[i]; 986
1059 tmp->y = op->y + freearr_x[i]; 987 op->map->insert (tmp, op->x + freearr_x[i], op->y + freearr_x[i], op);
1060 insert_ob_in_map (tmp, op->map, op, 0);
1061 move_bullet (tmp); 988 move_bullet (tmp);
1062 } 989 }
1063 } 990 }
1064 991
1065 explode_bullet (op); 992 explode_bullet (op);
1066} 993}
1067 994
1068int 995int
1069create_bomb (object *op, object *caster, int dir, object *spell) 996create_bomb (object *op, object *caster, int dir, object *spell)
1070{ 997{
1071
1072 object *tmp; 998 object *tmp;
1073 int mflags; 999 int mflags;
1074 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];
1075 mapstruct *m; 1001 maptile *m;
1076 1002
1077 mflags = get_map_flags (op->map, &m, dx, dy, &dx, &dy); 1003 mflags = get_map_flags (op->map, &m, dx, dy, &dx, &dy);
1078 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))
1079 { 1005 {
1080 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.");
1081 return 0; 1007 return 0;
1082 } 1008 }
1009
1083 tmp = arch_to_object (spell->other_arch); 1010 tmp = arch_to_object (spell->other_arch);
1084 1011
1085 /* level dependencies for bomb */ 1012 /* level dependencies for bomb */
1086 tmp->range = spell->range + SP_level_range_adjust (caster, spell); 1013 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
1087 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);
1088 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell); 1015 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
1089 tmp->attacktype = spell->attacktype; 1016 tmp->attacktype = spell->attacktype;
1090 1017
1091 set_owner (tmp, op); 1018 tmp->set_owner (op);
1092 set_spell_skill (op, caster, spell, tmp); 1019 set_spell_skill (op, caster, spell, tmp);
1093 tmp->x = dx; 1020
1094 tmp->y = dy; 1021 m->insert (tmp, dx, dy, op);
1095 insert_ob_in_map (tmp, m, op, 0);
1096 return 1; 1022 return 1;
1097} 1023}
1098 1024
1099/**************************************************************************** 1025/****************************************************************************
1100 * 1026 *
1109 * dir is the direction to look in. 1035 * dir is the direction to look in.
1110 * range is how far out to look. 1036 * range is how far out to look.
1111 * 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.
1112 * this info is used for blocked magic/unholy spaces. 1038 * this info is used for blocked magic/unholy spaces.
1113 */ 1039 */
1114
1115object * 1040object *
1116get_pointed_target (object *op, int dir, int range, int type) 1041get_pointed_target (object *op, int dir, int range, int type)
1117{ 1042{
1118 object *target; 1043 object *target;
1119 sint16 x, y; 1044 sint16 x, y;
1120 int dist, mflags; 1045 int dist, mflags;
1121 mapstruct *mp; 1046 maptile *mp;
1122 1047
1123 if (dir == 0) 1048 if (dir == 0)
1124 return NULL; 1049 return NULL;
1125 1050
1126 for (dist = 1; dist < range; dist++) 1051 for (dist = 1; dist < range; dist++)
1138 return NULL; 1063 return NULL;
1139 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW) 1064 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW)
1140 return NULL; 1065 return NULL;
1141 1066
1142 if (mflags & P_IS_ALIVE) 1067 if (mflags & P_IS_ALIVE)
1143 {
1144 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)
1145 { 1069 if (QUERY_FLAG (target, FLAG_MONSTER))
1146 if (QUERY_FLAG (target->head ? target->head : target, FLAG_MONSTER))
1147 {
1148 return target; 1070 return target;
1149 }
1150 }
1151 }
1152 } 1071 }
1072
1153 return NULL; 1073 return NULL;
1154} 1074}
1155
1156 1075
1157/* cast_smite_arch() - the priest points to a creature and causes 1076/* cast_smite_arch() - the priest points to a creature and causes
1158 * a 'godly curse' to decend. 1077 * a 'godly curse' to decend.
1159 * usual params - 1078 * usual params -
1160 * op = player 1079 * op = player
1161 * caster = object casting the spell. 1080 * caster = object casting the spell.
1162 * dir = direction being cast 1081 * dir = direction being cast
1163 * spell = spell object 1082 * spell = spell object
1164 */ 1083 */
1165
1166int 1084int
1167cast_smite_spell (object *op, object *caster, int dir, object *spell) 1085cast_smite_spell (object *op, object *caster, int dir, object *spell)
1168{ 1086{
1169 object *effect, *target; 1087 object *effect, *target;
1170 object *god = find_god (determine_god (op)); 1088 object *god = find_god (determine_god (op));
1194 effect = arch_to_object (spell->other_arch); 1112 effect = arch_to_object (spell->other_arch);
1195 else 1113 else
1196 return 0; 1114 return 0;
1197 1115
1198 /* tailor the effect by priest level and worshipped God */ 1116 /* tailor the effect by priest level and worshipped God */
1199 effect->level = caster_level (caster, spell); 1117 effect->level = casting_level (caster, spell);
1200 effect->attacktype = spell->attacktype; 1118 effect->attacktype = spell->attacktype;
1201 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER)) 1119 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER))
1202 { 1120 {
1203 if (tailor_god_spell (effect, op)) 1121 if (tailor_god_spell (effect, op))
1204 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));
1216 if (effect->attacktype & AT_DEATH) 1134 if (effect->attacktype & AT_DEATH)
1217 { 1135 {
1218 effect->level = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1136 effect->level = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1219 1137
1220 /* casting death spells at undead isn't a good thing */ 1138 /* casting death spells at undead isn't a good thing */
1221 if QUERY_FLAG
1222 (target, FLAG_UNDEAD) 1139 if (QUERY_FLAG (target, FLAG_UNDEAD))
1223 { 1140 {
1224 if (random_roll (0, 2, op, PREFER_LOW)) 1141 if (random_roll (0, 2, op, PREFER_LOW))
1225 { 1142 {
1226 new_draw_info (NDI_UNIQUE, 0, op, "Idiot! Your spell boomerangs!"); 1143 new_draw_info (NDI_UNIQUE, 0, op, "Idiot! Your spell boomerangs!");
1227 effect->x = op->x; 1144 effect->x = op->x;
1229 } 1146 }
1230 else 1147 else
1231 { 1148 {
1232 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));
1233 target->stats.hp = target->stats.maxhp * 2; 1150 target->stats.hp = target->stats.maxhp * 2;
1234 free_object (effect); 1151 effect->destroy ();
1235 return 0; 1152 return 0;
1236 } 1153 }
1237 } 1154 }
1238 } 1155 }
1239 else 1156 else
1240 { 1157 {
1241 /* how much woe to inflict :) */ 1158 /* how much woe to inflict :) */
1242 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);
1243 } 1160 }
1244 1161
1245 set_owner (effect, op); 1162 effect->set_owner (op);
1246 set_spell_skill (op, caster, spell, effect); 1163 set_spell_skill (op, caster, spell, effect);
1247 1164
1248 /* ok, tell it where to be, and insert! */ 1165 /* ok, tell it where to be, and insert! */
1249 effect->x = target->x; 1166 effect->insert_at (target, op);
1250 effect->y = target->y;
1251 insert_ob_in_map (effect, target->map, op, 0);
1252 1167
1253 return 1; 1168 return 1;
1254} 1169}
1255
1256 1170
1257/**************************************************************************** 1171/****************************************************************************
1258 * 1172 *
1259 * MAGIC MISSILE code. 1173 * MAGIC MISSILE code.
1260 * 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
1263 1177
1264/* op is a missile that needs to be moved */ 1178/* op is a missile that needs to be moved */
1265void 1179void
1266move_missile (object *op) 1180move_missile (object *op)
1267{ 1181{
1268 int i, mflags;
1269 object *owner;
1270 sint16 new_x, new_y;
1271 mapstruct *m;
1272
1273 if (op->range-- <= 0) 1182 if (op->range-- <= 0)
1274 { 1183 {
1275 remove_ob (op); 1184 op->destroy ();
1276 free_object (op);
1277 return; 1185 return;
1278 }
1279
1280 owner = get_owner (op);
1281#if 0
1282 /* It'd make things nastier if this wasn't here - spells cast by
1283 * monster that are then killed would continue to survive
1284 */
1285 if (owner == NULL)
1286 { 1186 }
1287 remove_ob (op); 1187
1288 free_object (op); 1188 mapxy pos (op);
1289 return; 1189 pos.move (op->direction);
1190
1191 if (!pos.normalise ())
1290 } 1192 {
1291#endif 1193 op->destroy ();
1194 return;
1195 }
1292 1196
1293 new_x = op->x + DIRX (op); 1197 mapspace &ms = pos.ms ();
1294 new_y = op->y + DIRY (op);
1295 1198
1296 mflags = get_map_flags (op->map, &m, new_x, new_y, &new_x, &new_y); 1199 if (ms.flags () & P_IS_ALIVE || ms.blocks (op))
1297
1298 if (!(mflags & P_OUT_OF_MAP) && ((mflags & P_IS_ALIVE) || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y))))
1299 { 1200 {
1300 hit_map (op, op->direction, AT_MAGIC, 1); 1201 hit_map (op, op->direction, AT_MAGIC, 1);
1301 /* Basically, missile only hits one thing then goes away. 1202 /* Basically, missile only hits one thing then goes away.
1302 * 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.
1303 */ 1204 */
1304 if (!op->destroyed ()) 1205 op->destroy ();
1305 free_object (op);
1306
1307 return; 1206 return;
1308 }
1309
1310 remove_ob (op);
1311
1312 if (!op->direction || (mflags & P_OUT_OF_MAP))
1313 { 1207 }
1314 free_object (op); 1208
1315 return; 1209 if (!op->direction)
1316 } 1210 {
1211 op->destroy ();
1212 return;
1213 }
1317 1214
1318 op->x = new_x; 1215 int i = spell_find_dir (pos.m, pos.x, pos.y, op->owner);
1319 op->y = new_y;
1320 op->map = m;
1321 i = spell_find_dir (op->map, op->x, op->y, get_owner (op));
1322 if (i > 0 && i != op->direction) 1216 if (i > 0 && i != op->direction)
1323 { 1217 {
1324 op->direction = i; 1218 op->direction = i;
1325 SET_ANIMATION (op, op->direction); 1219 SET_ANIMATION (op, op->direction);
1326 } 1220 }
1327 1221
1328 insert_ob_in_map (op, op->map, op, 0); 1222 pos.insert (op, op);
1329} 1223}
1330 1224
1331/**************************************************************************** 1225/****************************************************************************
1332 * Destruction 1226 * Destruction
1333 ****************************************************************************/ 1227 ****************************************************************************/
1336 * 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
1337 * object. if time is 0, the object glows permanently. To truely 1231 * object. if time is 0, the object glows permanently. To truely
1338 * make this work for non-living objects, we would have to 1232 * make this work for non-living objects, we would have to
1339 * give them the capability to have an inventory. b.t. 1233 * give them the capability to have an inventory. b.t.
1340 */ 1234 */
1341
1342int 1235int
1343make_object_glow (object *op, int radius, int time) 1236make_object_glow (object *op, int radius, int time)
1344{ 1237{
1345 object *tmp;
1346
1347 /* some things are unaffected... */ 1238 /* some things are unaffected... */
1348 if (op->path_denied & PATH_LIGHT) 1239 if (op->path_denied & PATH_LIGHT)
1349 return 0; 1240 return 0;
1350 1241
1351 tmp = get_archetype (FORCE_NAME); 1242 object *tmp = get_archetype (FORCE_NAME);
1352 tmp->speed = 0.01; 1243 tmp->speed = 0.01;
1353 tmp->stats.food = time; 1244 tmp->stats.food = time;
1354 SET_FLAG (tmp, FLAG_IS_USED_UP); 1245 SET_FLAG (tmp, FLAG_IS_USED_UP);
1355 tmp->glow_radius = radius; 1246 tmp->glow_radius = radius;
1356 if (tmp->glow_radius > MAX_LIGHT_RADII) 1247 if (tmp->glow_radius > MAX_LIGHT_RADII)
1357 tmp->glow_radius = MAX_LIGHT_RADII; 1248 tmp->glow_radius = MAX_LIGHT_RADII;
1358 1249
1359 tmp->x = op->x;
1360 tmp->y = op->y;
1361 if (tmp->speed < MIN_ACTIVE_SPEED)
1362 tmp->speed = MIN_ACTIVE_SPEED; /* safety */
1363 tmp = insert_ob_in_ob (tmp, op); 1250 tmp = insert_ob_in_ob (tmp, op);
1251
1364 if (tmp->glow_radius > op->glow_radius) 1252 if (tmp->glow_radius > op->glow_radius)
1365 op->glow_radius = tmp->glow_radius; 1253 op->glow_radius = tmp->glow_radius;
1366 1254
1367 if (!tmp->env || op != tmp->env)
1368 {
1369 LOG (llevError, "make_object_glow() failed to insert glowing force in %s\n", &op->name);
1370 return 0;
1371 }
1372 return 1; 1255 return 1;
1373} 1256}
1374
1375
1376
1377 1257
1378int 1258int
1379cast_destruction (object *op, object *caster, object *spell_ob) 1259cast_destruction (object *op, object *caster, object *spell_ob)
1380{ 1260{
1381 int i, j, range, mflags, friendly = 0, dam, dur; 1261 int i, j, range, mflags, friendly = 0, dam, dur;
1382 sint16 sx, sy; 1262 sint16 sx, sy;
1383 mapstruct *m; 1263 maptile *m;
1384 object *tmp; 1264 object *tmp;
1385 const char *skill; 1265 const char *skill;
1386 1266
1387 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob); 1267 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
1388 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);
1402 else if (caster->skill) 1282 else if (caster->skill)
1403 op->skill = caster->skill; 1283 op->skill = caster->skill;
1404 else 1284 else
1405 op->skill = NULL; 1285 op->skill = NULL;
1406 1286
1407 change_skill (op, find_skill_by_name (op, op->skill), 1); 1287 op->change_skill (find_skill_by_name (op, op->skill));
1408 1288
1409 for (i = -range; i < range; i++) 1289 for (i = -range; i <= range; i++)
1410 { 1290 {
1411 for (j = -range; j < range; j++) 1291 for (j = -range; j <= range; j++)
1412 { 1292 {
1413 m = op->map; 1293 m = op->map;
1414 sx = op->x + i; 1294 sx = op->x + i;
1415 sy = op->y + j; 1295 sy = op->y + j;
1296
1416 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy); 1297 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
1417 if (mflags & P_OUT_OF_MAP) 1298 if (mflags & P_OUT_OF_MAP)
1418 continue; 1299 continue;
1300
1419 if (mflags & P_IS_ALIVE) 1301 if (mflags & P_IS_ALIVE)
1420 { 1302 {
1421 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)
1422 {
1423 if (QUERY_FLAG (tmp, FLAG_ALIVE) || tmp->type == PLAYER) 1304 if (QUERY_FLAG (tmp, FLAG_ALIVE) || tmp->type == PLAYER)
1424 break; 1305 break;
1425 } 1306
1426 if (tmp) 1307 if (tmp)
1427 { 1308 {
1428 if (tmp->head) 1309 if (tmp->head)
1429 tmp = tmp->head; 1310 tmp = tmp->head;
1430 1311
1432 (!friendly && (QUERY_FLAG (tmp, FLAG_FRIENDLY) || tmp->type == PLAYER))) 1313 (!friendly && (QUERY_FLAG (tmp, FLAG_FRIENDLY) || tmp->type == PLAYER)))
1433 { 1314 {
1434 if (spell_ob->subtype == SP_DESTRUCTION) 1315 if (spell_ob->subtype == SP_DESTRUCTION)
1435 { 1316 {
1436 hit_player (tmp, dam, op, spell_ob->attacktype, 0); 1317 hit_player (tmp, dam, op, spell_ob->attacktype, 0);
1318
1437 if (spell_ob->other_arch) 1319 if (spell_ob->other_arch)
1438 {
1439 tmp = arch_to_object (spell_ob->other_arch); 1320 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op);
1440 tmp->x = sx;
1441 tmp->y = sy;
1442 insert_ob_in_map (tmp, m, op, 0);
1443 }
1444 } 1321 }
1445 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)
1446 { 1323 {
1447 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch) 1324 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch)
1448 {
1449 object *effect = arch_to_object (spell_ob->other_arch); 1325 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op);
1450
1451 effect->x = sx;
1452 effect->y = sy;
1453 insert_ob_in_map (effect, m, op, 0);
1454 }
1455 } 1326 }
1456 } 1327 }
1457 } 1328 }
1458 } 1329 }
1459 } 1330 }
1460 } 1331 }
1332
1461 op->skill = skill; 1333 op->skill = skill;
1462 return 1; 1334 return 1;
1463} 1335}
1464 1336
1465/*************************************************************************** 1337/***************************************************************************
1479 { 1351 {
1480 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.");
1481 return 0; 1353 return 0;
1482 } 1354 }
1483 1355
1356 tmp = tmp->head_ ();
1357
1484 /* 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. */
1485 for (force = tmp->inv; force != NULL; force = force->below) 1359 for (force = tmp->inv; force; force = force->below)
1486 { 1360 {
1487 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY) 1361 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY)
1488 { 1362 {
1489 if (force->name == spell_ob->name) 1363 if (force->name == spell_ob->name)
1490 { 1364 {
1496 return 0; 1370 return 0;
1497 } 1371 }
1498 } 1372 }
1499 } 1373 }
1500 1374
1501 if (force == NULL) 1375 if (!force)
1502 { 1376 {
1503 force = get_archetype (FORCE_NAME); 1377 force = get_archetype (FORCE_NAME);
1504 force->subtype = FORCE_CHANGE_ABILITY; 1378 force->subtype = FORCE_CHANGE_ABILITY;
1379
1505 if (spell_ob->race) 1380 if (spell_ob->race)
1506 force->name = spell_ob->race; 1381 force->name = spell_ob->race;
1507 else 1382 else
1508 force->name = spell_ob->name; 1383 force->name = spell_ob->name;
1509 1384
1519 { 1394 {
1520 force->duration = duration; 1395 force->duration = duration;
1521 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.");
1522 } 1397 }
1523 else 1398 else
1524 {
1525 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.");
1526 } 1400
1527 return 1; 1401 return 1;
1528 } 1402 }
1403
1529 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;
1530 force->speed = 1.0; 1405 force->speed = 1.f;
1531 force->speed_left = -1.0; 1406 force->speed_left = -1.f;
1532 SET_FLAG (force, FLAG_APPLIED); 1407 SET_FLAG (force, FLAG_APPLIED);
1533 1408
1534 if (god) 1409 if (god)
1535 { 1410 {
1536 if (spell_ob->last_grace) 1411 if (spell_ob->last_grace)
1549 force->stats.ac = spell_ob->stats.ac; 1424 force->stats.ac = spell_ob->stats.ac;
1550 force->stats.wc = spell_ob->stats.wc; 1425 force->stats.wc = spell_ob->stats.wc;
1551 1426
1552 change_abil (tmp, force); /* Mostly to display any messages */ 1427 change_abil (tmp, force); /* Mostly to display any messages */
1553 insert_ob_in_ob (force, tmp); 1428 insert_ob_in_ob (force, tmp);
1554 fix_player (tmp); 1429 tmp->update_stats ();
1555 return 1; 1430 return 1;
1556 1431
1557} 1432}
1558
1559 1433
1560/********************************************************************** 1434/**********************************************************************
1561 * mood change 1435 * mood change
1562 * 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
1563 * effects monsters, it seems best to put it into this file 1437 * effects monsters, it seems best to put it into this file
1570mood_change (object *op, object *caster, object *spell) 1444mood_change (object *op, object *caster, object *spell)
1571{ 1445{
1572 object *tmp, *god, *head; 1446 object *tmp, *god, *head;
1573 int done_one, range, mflags, level, at, best_at; 1447 int done_one, range, mflags, level, at, best_at;
1574 sint16 x, y, nx, ny; 1448 sint16 x, y, nx, ny;
1575 mapstruct *m; 1449 maptile *m;
1576 const char *race; 1450 const char *race;
1577 1451
1578 /* 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
1579 * doing it over and over again. 1453 * doing it over and over again.
1580 */ 1454 */
1581 god = find_god (determine_god (op)); 1455 god = find_god (determine_god (op));
1582 level = caster_level (caster, spell); 1456 level = casting_level (caster, spell);
1583 range = spell->range + SP_level_range_adjust (caster, spell); 1457 range = spell->range + SP_level_range_adjust (caster, spell);
1584 1458
1585 /* 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_...
1586 * 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
1587 * won't ever match anything. 1461 * won't ever match anything.
1593 else if (god && !strcmp (spell->race, "GOD_FRIEND")) 1467 else if (god && !strcmp (spell->race, "GOD_FRIEND"))
1594 race = god->race; 1468 race = god->race;
1595 else 1469 else
1596 race = spell->race; 1470 race = spell->race;
1597 1471
1598
1599 for (x = op->x - range; x <= op->x + range; x++) 1472 for (x = op->x - range; x <= op->x + range; x++)
1600 for (y = op->y - range; y <= op->y + range; y++) 1473 for (y = op->y - range; y <= op->y + range; y++)
1601 { 1474 {
1602
1603 done_one = 0; 1475 done_one = 0;
1604 m = op->map; 1476 m = op->map;
1605 nx = x; 1477 nx = x;
1606 ny = y; 1478 ny = y;
1607 mflags = get_map_flags (m, &m, x, y, &nx, &ny); 1479 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1610 1482
1611 /* 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 */
1612 if (!(mflags & P_IS_ALIVE)) 1484 if (!(mflags & P_IS_ALIVE))
1613 continue; 1485 continue;
1614 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
1615 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)
1616 if (QUERY_FLAG (tmp, FLAG_MONSTER)) 1493 if (QUERY_FLAG (tmp, FLAG_MONSTER))
1617 break; 1494 break;
1618 1495
1619 /* There can be living objects that are not monsters */ 1496 /* There can be living objects that are not monsters */
1620 if (!tmp || tmp->type == PLAYER) 1497 if (!tmp || tmp->type == PLAYER)
1627 head = tmp; 1504 head = tmp;
1628 1505
1629 /* 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 */
1630 if (race && head->race && !strstr (race, head->race)) 1507 if (race && head->race && !strstr (race, head->race))
1631 continue; 1508 continue;
1509
1632 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD)) 1510 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD))
1633 continue; 1511 continue;
1634 1512
1635 /* Now do a bunch of stuff related to saving throws */ 1513 /* Now do a bunch of stuff related to saving throws */
1636 best_at = -1; 1514 best_at = -1;
1653 at -= level / 5; 1531 at -= level / 5;
1654 if (did_make_save (head, head->level, at)) 1532 if (did_make_save (head, head->level, at))
1655 continue; 1533 continue;
1656 } 1534 }
1657 else /* spell->attacktype */ 1535 else /* spell->attacktype */
1658 /*
1659 Spell has no attacktype (charm & such), so we'll have a specific saving:
1660 * if spell level < monster level, no go
1661 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) )
1662
1663 The chance will then be in the range [20-70] percent, not too bad.
1664
1665 This is required to fix the 'charm monster' abuse, where a player level 1 can
1666 charm a level 125 monster...
1667
1668 Ryo, august 14th
1669 */
1670 { 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 */
1671 if (head->level > level) 1549 if (head->level > level)
1672 continue; 1550 continue;
1551
1673 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))))
1674 /* Failed, no effect */ 1553 /* Failed, no effect */
1675 continue; 1554 continue;
1676 } 1555 }
1677 1556
1678 /* Done with saving throw. Now start effecting the monster */ 1557 /* Done with saving throw. Now start affecting the monster */
1679 1558
1680 /* aggravation */ 1559 /* aggravation */
1681 if (QUERY_FLAG (spell, FLAG_MONSTER)) 1560 if (QUERY_FLAG (spell, FLAG_MONSTER))
1682 { 1561 {
1683 CLEAR_FLAG (head, FLAG_SLEEP); 1562 CLEAR_FLAG (head, FLAG_SLEEP);
1684 if (QUERY_FLAG (head, FLAG_FRIENDLY))
1685 remove_friendly_object (head); 1563 remove_friendly_object (head);
1686
1687 done_one = 1; 1564 done_one = 1;
1688 head->enemy = op; 1565 head->enemy = op;
1689 } 1566 }
1690 1567
1691 /* calm monsters */ 1568 /* calm monsters */
1700 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK)) 1577 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK))
1701 { 1578 {
1702 SET_FLAG (head, FLAG_BERSERK); 1579 SET_FLAG (head, FLAG_BERSERK);
1703 done_one = 1; 1580 done_one = 1;
1704 } 1581 }
1582
1705 /* charm */ 1583 /* charm */
1706 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))
1707 { 1585 {
1708 SET_FLAG (head, FLAG_FRIENDLY); 1586 INVOKE_OBJECT (KILL, head, ARG_OBJECT (caster));
1587
1709 /* Prevent uncontolled outbreaks of self replicating monsters. 1588 /* Prevent uncontrolled outbreaks of self replicating monsters.
1710 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.
1711 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. */
1712 CLEAR_FLAG (head, FLAG_GENERATOR); 1591 CLEAR_FLAG (head, FLAG_GENERATOR);
1713 set_owner (head, op); 1592 head->set_owner (op);
1714 set_spell_skill (op, caster, spell, head); 1593 set_spell_skill (op, caster, spell, head);
1715 add_friendly_object (head); 1594 add_friendly_object (head);
1716 head->attack_movement = PETMOVE; 1595 head->attack_movement = PETMOVE;
1717 done_one = 1; 1596 done_one = 1;
1718 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);
1719 head->stats.exp = 0; 1598 head->stats.exp = 0;
1720 } 1599 }
1721 1600
1722 /* If a monster was effected, put an effect in */ 1601 /* If a monster was effected, put an effect in */
1723 if (done_one && spell->other_arch) 1602 if (done_one && spell->other_arch)
1724 {
1725 tmp = arch_to_object (spell->other_arch); 1603 m->insert (arch_to_object (spell->other_arch), nx, ny, op);
1726 tmp->x = nx;
1727 tmp->y = ny;
1728 insert_ob_in_map (tmp, m, op, 0);
1729 }
1730 } /* for y */ 1604 } /* for y */
1731 1605
1732 return 1; 1606 return 1;
1733} 1607}
1734 1608
1737 * 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
1738 * lightning spell used it, that seemed misnamed. 1612 * lightning spell used it, that seemed misnamed.
1739 * op is the spell effect. 1613 * op is the spell effect.
1740 * note that duration is handled by process_object() in time.c 1614 * note that duration is handled by process_object() in time.c
1741 */ 1615 */
1742
1743void 1616void
1744move_ball_spell (object *op) 1617move_ball_spell (object *op)
1745{ 1618{
1746 int i, j, dam_save, dir, mflags; 1619 int i, j, dam_save, dir, mflags;
1747 sint16 nx, ny, hx, hy; 1620 sint16 nx, ny, hx, hy;
1748 object *owner; 1621 object *owner;
1749 mapstruct *m; 1622 maptile *m;
1750 1623
1751 owner = get_owner (op); 1624 owner = op->owner;
1752 1625
1753 /* 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,
1754 * 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
1755 * victim. The block immediately below more or less chooses a random 1628 * victim. The block immediately below more or less chooses a random
1756 * offset to move the ball, eg, keep it mostly on course, with some 1629 * offset to move the ball, eg, keep it mostly on course, with some
1785 nx = op->x; 1658 nx = op->x;
1786 ny = op->y; 1659 ny = op->y;
1787 m = op->map; 1660 m = op->map;
1788 } 1661 }
1789 1662
1790 remove_ob (op); 1663 m->insert (op, nx, ny, op);
1791 op->y = ny;
1792 op->x = nx;
1793 insert_ob_in_map (op, m, op, 0);
1794 1664
1795 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
1796 surrounding squares */ 1666 surrounding squares */
1797 1667
1798 /* loop over current square and neighbors to hit. 1668 /* loop over current square and neighbors to hit.
1799 * if this has an other_arch field, we insert that in 1669 * if this has an other_arch field, we insert that in
1800 * the surround spaces. 1670 * the surround spaces.
1801 */ 1671 */
1802 for (j = 0; j < 9; j++) 1672 for (j = 0; j < 9; j++)
1803 { 1673 {
1804 object *new_ob;
1805
1806 hx = nx + freearr_x[j]; 1674 hx = nx + freearr_x[j];
1807 hy = ny + freearr_y[j]; 1675 hy = ny + freearr_y[j];
1808 1676
1809 m = op->map; 1677 m = op->map;
1810 mflags = get_map_flags (m, &m, hx, hy, &hx, &hy); 1678 mflags = get_map_flags (m, &m, hx, hy, &hx, &hy);
1818 1686
1819 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)))
1820 { 1688 {
1821 if (j) 1689 if (j)
1822 op->stats.dam = dam_save / 2; 1690 op->stats.dam = dam_save / 2;
1691
1823 hit_map (op, j, op->attacktype, 1); 1692 hit_map (op, j, op->attacktype, 1);
1824
1825 } 1693 }
1826 1694
1827 /* insert the other arch */ 1695 /* insert the other arch */
1828 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))))
1829 { 1697 m->insert (arch_to_object (op->other_arch), hx, hy, op);
1830 new_ob = arch_to_object (op->other_arch);
1831 new_ob->x = hx;
1832 new_ob->y = hy;
1833 insert_ob_in_map (new_ob, m, op, 0);
1834 }
1835 } 1698 }
1836 1699
1837 /* restore to the center location and damage */ 1700 /* restore to the center location and damage */
1838 op->stats.dam = dam_save; 1701 op->stats.dam = dam_save;
1839 1702
1840 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);
1841 1704
1842 if (i >= 0) 1705 if (i >= 0)
1843 { /* we have a preferred direction! */ 1706 { /* we have a preferred direction! */
1844 /* pick another direction if the preferred dir is blocked. */ 1707 /* pick another direction if the preferred dir is blocked. */
1845 if (get_map_flags (op->map, &m, nx + freearr_x[i], ny + freearr_y[i], &hx, &hy) & P_OUT_OF_MAP || 1708 if (get_map_flags (op->map, &m, nx + freearr_x[i], ny + freearr_y[i], &hx, &hy) & P_OUT_OF_MAP ||
1846 OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy))) 1709 OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy)))
1847 {
1848 i = absdir (i + rndm (0, 2) - 1); /* -1, 0, +1 */ 1710 i = absdir (i + rndm (0, 2) - 1); /* -1, 0, +1 */
1849 } 1711
1850 op->direction = i; 1712 op->direction = i;
1851 } 1713 }
1852} 1714}
1853 1715
1854
1855/* move_swarm_spell: peterm 1716/* move_swarm_spell: peterm
1856 * 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
1857 * 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
1858 * 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
1859 * 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
1860 * 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.
1861 */ 1722 */
1862
1863void 1723void
1864move_swarm_spell (object *op) 1724move_swarm_spell (object *op)
1865{ 1725{
1866#if 0 1726#if 0
1867 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 };
1868 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 };
1869 sint16 target_x, target_y, origin_x, origin_y; 1729 sint16 target_x, target_y, origin_x, origin_y;
1870 int adjustdir; 1730 int adjustdir;
1871 mapstruct *m; 1731 maptile *m;
1872#endif 1732#endif
1873 int basedir;
1874 object *owner; 1733 object *owner = op->env;
1875 1734
1876 owner = get_owner (op); 1735 if (!owner) // MUST not happen, remove when true TODO
1877 if (op->duration == 0 || owner == NULL)
1878 {
1879 remove_ob (op);
1880 free_object (op);
1881 return;
1882 } 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
1883 op->duration--; 1748 op->duration--;
1884 1749
1885 basedir = op->direction; 1750 int basedir = op->direction;
1886 if (basedir == 0) 1751 if (!basedir)
1887 { 1752 {
1888 /* spray in all directions! 8) */ 1753 /* spray in all directions! 8) */
1889 basedir = rndm (1, 8); 1754 op->facing = (op->facing + op->state) & 7;
1755 basedir = op->facing + 1;
1890 } 1756 }
1891 1757
1892#if 0 1758#if 0
1893 // this is bogus: it causes wrong places to be checked below 1759 // this is bogus: it causes wrong places to be checked below
1894 // (a wall 2 cells away will block the effect...) and 1760 // (a wall 2 cells away will block the effect...) and
1895 // 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
1896 // space. 1762 // space.
1897 // should be fixed later, but correctness before featurs... 1763 // should be fixed later, but correctness before features...
1898 // (schmorp) 1764 // (schmorp)
1899 1765
1900 /* new offset calculation to make swarm element distribution 1766 /* new offset calculation to make swarm element distribution
1901 * more uniform 1767 * more uniform
1902 */ 1768 */
1955 { 1821 {
1956 /* 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 */
1957 if (op->spell->subtype == SP_BULLET) 1823 if (op->spell->subtype == SP_BULLET)
1958 fire_bullet (owner, op, basedir, op->spell); 1824 fire_bullet (owner, op, basedir, op->spell);
1959 else if (op->spell->subtype == SP_MAGIC_MISSILE) 1825 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1960 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);
1961 } 1827 }
1962} 1828}
1963
1964
1965
1966 1829
1967/* fire_swarm: 1830/* fire_swarm:
1968 * The following routine creates a swarm of objects. It actually 1831 * The following routine creates a swarm of objects. It actually
1969 * sets up a specific swarm object, which then fires off all 1832 * sets up a specific swarm object, which then fires off all
1970 * the parts of the swarm. 1833 * the parts of the swarm.
1973 * caster: the caster (owner, wand, rod, scroll) 1836 * caster: the caster (owner, wand, rod, scroll)
1974 * dir: the direction everything will be fired in 1837 * dir: the direction everything will be fired in
1975 * spell - the spell that is this spell. 1838 * spell - the spell that is this spell.
1976 * n: the number to be fired. 1839 * n: the number to be fired.
1977 */ 1840 */
1978
1979int 1841int
1980fire_swarm (object *op, object *caster, object *spell, int dir) 1842fire_swarm (object *op, object *caster, object *spell, int dir)
1981{ 1843{
1982 object *tmp;
1983 int i;
1984
1985 if (!spell->other_arch) 1844 if (!spell->other_arch)
1986 return 0; 1845 return 0;
1987 1846
1988 tmp = get_archetype (SWARM_SPELL); 1847 object *tmp = archetype::get (SWARM_SPELL);
1989 tmp->x = op->x; 1848
1990 tmp->y = op->y;
1991 set_owner (tmp, op); /* needed so that if swarm elements kill, caster gets xp. */
1992 set_spell_skill (op, caster, spell, tmp); 1849 set_spell_skill (op, caster, spell, tmp);
1993
1994 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. */
1995 tmp->spell = arch_to_object (spell->other_arch); 1851 tmp->spell = spell->other_arch->instance ();
1996
1997 tmp->attacktype = tmp->spell->attacktype; 1852 tmp->attacktype = tmp->spell->attacktype;
1998 1853
1999 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) 1854 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
2000 {
2001 if (!tailor_god_spell (tmp, op)) 1855 if (!tailor_god_spell (tmp, op))
2002 return 1; 1856 return 1;
2003 } 1857
2004 tmp->duration = SP_level_duration_adjust (caster, spell); 1858 tmp->duration = SP_level_duration_adjust (caster, spell);
2005 for (i = 0; i < spell->duration; i++) 1859 for (int i = 0; i < spell->duration; i++)
2006 tmp->duration += die_roll (1, 3, op, PREFER_HIGH); 1860 tmp->duration += die_roll (1, 3, op, PREFER_HIGH);
2007 1861
1862 tmp->invisible = 1;
1863 tmp->flag [FLAG_NO_DROP] = 1; // make sure it stays in inv, or else
2008 tmp->direction = dir; 1864 tmp->direction = dir;
2009 tmp->invisible = 1; 1865 tmp->facing = rndm (1, 8); // initial firing direction
2010 insert_ob_in_map (tmp, op->map, op, 0); 1866 tmp->state = rndm (4) * 2 + 1; // direction increment
1867
1868 op->insert (tmp);
1869
2011 return 1; 1870 return 1;
2012} 1871}
2013
2014 1872
2015/* See the spells documentation file for why this is its own 1873/* See the spells documentation file for why this is its own
2016 * function. 1874 * function.
2017 */ 1875 */
2018int 1876int
2019cast_light (object *op, object *caster, object *spell, int dir) 1877cast_light (object *op, object *caster, object *spell, int dir)
2020{ 1878{
2021 object *target = NULL, *tmp = NULL; 1879 object *target = NULL, *tmp = NULL;
2022 sint16 x, y; 1880 sint16 x, y;
2023 int dam, mflags; 1881 int dam, mflags;
2024 mapstruct *m; 1882 maptile *m;
2025 1883
2026 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1884 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
2027 1885
2028 if (!dir) 1886 if (!dir)
2029 { 1887 {
2043 return 0; 1901 return 0;
2044 } 1902 }
2045 1903
2046 if (mflags & P_IS_ALIVE && spell->attacktype) 1904 if (mflags & P_IS_ALIVE && spell->attacktype)
2047 { 1905 {
2048 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)
2049 if (QUERY_FLAG (target, FLAG_MONSTER)) 1907 if (QUERY_FLAG (target, FLAG_MONSTER))
2050 { 1908 {
2051 /* oky doky. got a target monster. Lets make a blinding attack */ 1909 /* oky doky. got a target monster. Lets make a blinding attack */
2052 if (target->head) 1910 if (target->head)
2053 target = target->head; 1911 target = target->head;
1912
2054 (void) hit_player (target, dam, op, spell->attacktype, 1); 1913 hit_player (target, dam, op, spell->attacktype, 1);
2055 return 1; /* one success only! */ 1914 return 1; /* one success only! */
2056 } 1915 }
2057 } 1916 }
2058 1917
2059 /* no live target, perhaps a wall is in the way? */ 1918 /* no live target, perhaps a wall is in the way? */
2075 { 1934 {
2076 tmp->glow_radius = spell->range + SP_level_range_adjust (caster, spell); 1935 tmp->glow_radius = spell->range + SP_level_range_adjust (caster, spell);
2077 if (tmp->glow_radius > MAX_LIGHT_RADII) 1936 if (tmp->glow_radius > MAX_LIGHT_RADII)
2078 tmp->glow_radius = MAX_LIGHT_RADII; 1937 tmp->glow_radius = MAX_LIGHT_RADII;
2079 } 1938 }
2080 tmp->x = x; 1939
2081 tmp->y = y; 1940 m->insert (tmp, x, y, op);
2082 insert_ob_in_map (tmp, m, op, 0);
2083 return 1; 1941 return 1;
2084} 1942}
2085
2086
2087
2088 1943
2089/* cast_cause_disease: this spell looks along <dir> from the 1944/* cast_cause_disease: this spell looks along <dir> from the
2090 * player and infects someone. 1945 * player and infects someone.
2091 * 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
2092 * 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
2093 * perhaps this should actually be in disease.c? 1948 * perhaps this should actually be in disease.c?
2094 */ 1949 */
2095
2096int 1950int
2097cast_cause_disease (object *op, object *caster, object *spell, int dir) 1951cast_cause_disease (object *op, object *caster, object *spell, int dir)
2098{ 1952{
2099 sint16 x, y; 1953 sint16 x, y;
2100 int i, mflags, range, dam_mod, dur_mod; 1954 int i, mflags, range, dam_mod, dur_mod;
2101 object *walk; 1955 object *walk;
2102 mapstruct *m; 1956 maptile *m;
2103 1957
2104 x = op->x; 1958 x = op->x;
2105 y = op->y; 1959 y = op->y;
2106 1960
2107 /* 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
2108 * direction the player is pointing. 1962 * direction the player is pointing.
2109 */ 1963 */
2110 if (!dir) 1964 if (!dir)
2111 dir = op->facing; 1965 dir = op->facing;
1966
2112 if (!dir) 1967 if (!dir)
2113 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 */
2114 1969
2115 /* Calculate these once here */ 1970 /* Calculate these once here */
2116 range = spell->range + SP_level_range_adjust (caster, spell); 1971 range = spell->range + SP_level_range_adjust (caster, spell);
2135 1990
2136 /* 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 */
2137 if (mflags & P_IS_ALIVE) 1992 if (mflags & P_IS_ALIVE)
2138 { 1993 {
2139 /* search this square for a victim */ 1994 /* search this square for a victim */
2140 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)
2141 if (QUERY_FLAG (walk, FLAG_MONSTER) || (walk->type == PLAYER)) 1996 if (QUERY_FLAG (walk, FLAG_MONSTER) || (walk->type == PLAYER))
2142 { /* found a victim */ 1997 { /* found a victim */
2143 object *disease = arch_to_object (spell->other_arch); 1998 object *disease = arch_to_object (spell->other_arch);
2144 1999
2145 set_owner (disease, op); 2000 disease->set_owner (op);
2146 set_spell_skill (op, caster, spell, disease); 2001 set_spell_skill (op, caster, spell, disease);
2147 disease->stats.exp = 0; 2002 disease->stats.exp = 0;
2148 disease->level = caster_level (caster, spell); 2003 disease->level = casting_level (caster, spell);
2149 2004
2150 /* do level adjustments */ 2005 /* do level adjustments */
2151 if (disease->stats.wc) 2006 if (disease->stats.wc)
2152 disease->stats.wc += dur_mod / 2; 2007 disease->stats.wc += dur_mod / 2;
2153 2008
2154 if (disease->magic > 0) 2009 if (disease->magic > 0)
2155 disease->magic += dur_mod / 4; 2010 disease->magic += dur_mod / 8;
2156 2011
2157 if (disease->stats.maxhp > 0) 2012 if (disease->stats.maxhp > 0)
2158 disease->stats.maxhp += dur_mod; 2013 disease->stats.maxhp += dur_mod;
2159 2014
2160 if (disease->stats.maxgrace > 0) 2015 if (disease->stats.maxgrace > 0)
2195 if (disease->stats.sp) 2050 if (disease->stats.sp)
2196 disease->stats.sp -= dam_mod; 2051 disease->stats.sp -= dam_mod;
2197 2052
2198 if (infect_object (walk, disease, 1)) 2053 if (infect_object (walk, disease, 1))
2199 { 2054 {
2200 object *flash; /* visual effect for inflicting disease */
2201
2202 new_draw_info_format (NDI_UNIQUE, 0, op, "You inflict %s on %s!", &disease->name, &walk->name); 2055 new_draw_info_format (NDI_UNIQUE, 0, op, "You inflict %s on %s!", &disease->name, &walk->name);
2203 2056
2204 free_object (disease); /* don't need this one anymore */ 2057 disease->destroy (); /* don't need this one anymore */
2205 flash = get_archetype (ARCH_DETECT_MAGIC); 2058 walk->map->insert (get_archetype ("detect_magic"), x, y, op);
2206 flash->x = x;
2207 flash->y = y;
2208 flash->map = walk->map;
2209 insert_ob_in_map (flash, walk->map, op, 0);
2210 return 1; 2059 return 1;
2211 } 2060 }
2212 free_object (disease); 2061
2062 disease->destroy ();
2213 } 2063 }
2214 } /* if living creature */ 2064 } /* if living creature */
2215 } /* for range of spaces */ 2065 } /* for range of spaces */
2066
2216 new_draw_info (NDI_UNIQUE, 0, op, "No one caught anything!"); 2067 new_draw_info (NDI_UNIQUE, 0, op, "No one caught anything!");
2217 return 1; 2068 return 1;
2218} 2069}

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines