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Comparing deliantra/server/server/spell_attack.C (file contents):
Revision 1.10 by root, Sun Sep 10 23:24:12 2006 UTC vs.
Revision 1.117 by root, Sat Nov 17 23:40:04 2018 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 $";
5 */ 3 *
6 4 * Copyright (©) 2017,2018 Marc Alexander Lehmann / the Deliantra team
7 5 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
8/*
9 CrossFire, A Multiplayer game for X-windows
10
11 Copyright (C) 2002-2003 Mark Wedel & Crossfire Development Team 6 * Copyright (©) 2002-2003 Mark Wedel & Crossfire Development Team
12 Copyright (C) 1992 Frank Tore Johansen 7 * Copyright (©) 1992 Frank Tore Johansen
13 8 *
14 This program is free software; you can redistribute it and/or modify 9 * Deliantra is free software: you can redistribute it and/or modify it under
15 it under the terms of the GNU General Public License as published by 10 * the terms of the Affero GNU General Public License as published by the
16 the Free Software Foundation; either version 2 of the License, or 11 * Free Software Foundation, either version 3 of the License, or (at your
17 (at your option) any later version. 12 * option) any later version.
18 13 *
19 This program is distributed in the hope that it will be useful, 14 * This program is distributed in the hope that it will be useful,
20 but WITHOUT ANY WARRANTY; without even the implied warranty of 15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
21 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
22 GNU General Public License for more details. 17 * GNU General Public License for more details.
23 18 *
24 You should have received a copy of the GNU General Public License 19 * You should have received a copy of the Affero GNU General Public License
25 along with this program; if not, write to the Free Software 20 * and the GNU General Public License along with this program. If not, see
26 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 21 * <http://www.gnu.org/licenses/>.
27 22 *
28 The authors can be reached via e-mail at crossfire-devel@real-time.com 23 * The authors can be reached via e-mail to <support@deliantra.net>
29*/ 24 */
30 25
31/* This file contains all the spell attack code. Grouping this code 26/* This file contains all the spell attack code. Grouping this code
32 * together should hopefully make it easier to find the relevent bits 27 * together should hopefully make it easier to find the relevent bits
33 * of code 28 * of code
34 */ 29 */
35 30
36#include <global.h> 31#include <global.h>
37#include <object.h> 32#include <object.h>
38#include <living.h> 33#include <living.h>
39#ifndef __CEXTRACT__
40# include <sproto.h> 34#include <sproto.h>
41#endif
42#include <spells.h> 35#include <spells.h>
43#include <sounds.h> 36#include <sounds.h>
44 37
45/* this function checks to see if a spell pushes objects as well 38/* 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) 39 * as flies over and damages them (only used for cones for now)
47 * but moved here so it could be applied to bolts too 40 * but moved here so it could be applied to bolts too
48 * op is the spell object. 41 * op is the spell object.
49 */ 42 */
50 43static void
51void
52check_spell_knockback (object *op) 44check_spell_knockback (object *op)
53{ 45{
54 object *tmp, *tmp2; /* object on the map */
55 int weight_move; 46 int weight_move;
56 int frictionmod = 2; /*poor man's physics - multipy targets weight by this amount */ 47 int frictionmod = 2; /*poor man's physics - multipy targets weight by this amount */
57 48
58 if (!op->weight) 49 if (!op->weight)
59 { /*shouldn't happen but if cone object has no weight drop out */ 50 { /*shouldn't happen but if cone object has no weight drop out */
64 { 55 {
65 weight_move = op->weight + (op->weight * op->level) / 3; 56 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); */ 57 /*LOG (llevDebug, "DEBUG: arch weighs %d and masses %d (%s,level %d)\n", op->weight,weight_move,op->name,op->level); */
67 } 58 }
68 59
69 for (tmp = get_map_ob (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 60 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
70 { 61 {
71 int num_sections = 1; 62 int num_sections = 1;
72 63
73 /* don't move DM */ 64 /* don't move DM */
74 if (QUERY_FLAG (tmp, FLAG_WIZ)) 65 if (tmp->flag [FLAG_WIZ])
75 return; 66 return;
76 67
77 /* don't move parts of objects */ 68 /* don't move parts of objects */
78 if (tmp->head) 69 if (tmp->head)
79 continue; 70 continue;
80 71
81 /* don't move floors or immobile objects */ 72 /* 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))) 73 if (tmp->flag [FLAG_IS_FLOOR] || (!tmp->flag [FLAG_ALIVE] && tmp->flag [FLAG_NO_PICK]))
83 continue; 74 continue;
84 75
85 /* count the object's sections */ 76 /* count the object's sections */
86 for (tmp2 = tmp; tmp2 != NULL; tmp2 = tmp2->more) 77 for (object *tmp2 = tmp; tmp2; tmp2 = tmp2->more)
87 num_sections++; 78 num_sections++;
88 79
89 /* I'm not sure if it makes sense to divide by num_sections - bigger 80 /* 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 81 * 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. 82 * object, not just the head, so the total weight should be relevant.
96 if (tmp->move_type & MOVE_FLYING) 87 if (tmp->move_type & MOVE_FLYING)
97 frictionmod = 1; /* flying objects loose the friction modifier */ 88 frictionmod = 1; /* flying objects loose the friction modifier */
98 89
99 if (rndm (0, weight_move - 1) > ((tmp->weight / num_sections) * frictionmod)) 90 if (rndm (0, weight_move - 1) > ((tmp->weight / num_sections) * frictionmod))
100 { /* move it. */ 91 { /* move it. */
101 /* move_object is really for monsters, but looking at 92 /* move_object is really for monsters, but looking at
102 * the move_object function, it appears that it should 93 * the move_object function, it appears that it should
103 * also be safe for objects. 94 * also be safe for objects.
104 * This does return if successful or not, but 95 * This does return if successful or not, but
105 * I don't see us doing anything useful with that information 96 * I don't see us doing anything useful with that information
106 * right now. 97 * right now.
107 */ 98 */
108 move_object (tmp, absdir (op->stats.sp)); 99 tmp->move (absdir (op->stats.sp));
109 } 100 }
110 101
111 } 102 }
112} 103}
113 104
115 * 106 *
116 * BOLT CODE 107 * BOLT CODE
117 * 108 *
118 ***************************************************************************/ 109 ***************************************************************************/
119 110
120/* Causes op to fork. op is the original bolt, tmp 111/* Causes op to fork. op is the original bolt, tmp
121 * is the first piece of the fork. 112 * is the first piece of the fork.
122 */ 113 */
123 114static void
124void
125forklightning (object *op, object *tmp) 115forklightning (object *op, object *tmp)
126{ 116{
127 int new_dir = 1; /* direction or -1 for left, +1 for right 0 if no new bolt */ 117 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 */ 118 int t_dir; /* stores temporary dir calculation */
129 mapstruct *m; 119 maptile *m;
130 sint16 sx, sy; 120 sint16 sx, sy;
131 object *new_bolt; 121 object *new_bolt;
132 122
133 /* pick a fork direction. tmp->stats.Con is the left bias 123 /* pick a fork direction. tmp->stats.Con is the left bias
134 * i.e., the chance in 100 of forking LEFT 124 * i.e., the chance in 100 of forking LEFT
140 new_dir = -1; 130 new_dir = -1;
141 131
142 /* check the new dir for a wall and in the map */ 132 /* check the new dir for a wall and in the map */
143 t_dir = absdir (tmp->direction + new_dir); 133 t_dir = absdir (tmp->direction + new_dir);
144 134
145 if (get_map_flags (tmp->map, &m, tmp->x + freearr_x[t_dir], tmp->y + freearr_y[t_dir], &sx, &sy) & P_OUT_OF_MAP) 135 if (get_map_flags (tmp->map, &m, tmp->x + DIRX (t_dir), tmp->y + DIRY (t_dir), &sx, &sy) & P_OUT_OF_MAP)
146 return; 136 return;
147 137
148 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (m, sx, sy))) 138 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (m, sx, sy)))
149 return; 139 return;
150 140
151 /* OK, we made a fork */ 141 /* OK, we made a fork */
152 new_bolt = get_object (); 142 new_bolt = tmp->clone ();
153 copy_object (tmp, new_bolt);
154 143
155 /* reduce chances of subsequent forking */ 144 /* reduce chances of subsequent forking */
156 new_bolt->stats.Dex -= 10; 145 new_bolt->stats.Dex -= 10;
157 tmp->stats.Dex -= 10; /* less forks from main bolt too */ 146 tmp->stats.Dex -= 10; /* less forks from main bolt too */
158 new_bolt->stats.Con += 25 * new_dir; /* adjust the left bias */ 147 new_bolt->stats.Con += 25 * new_dir; /* adjust the left bias */
159 new_bolt->speed_left = -0.1; 148 new_bolt->speed_left = -0.1f;
160 new_bolt->direction = t_dir; 149 new_bolt->direction = t_dir;
161 new_bolt->duration++; 150 new_bolt->duration++;
162 new_bolt->x = sx;
163 new_bolt->y = sy;
164 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */ 151 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */
165 new_bolt->stats.dam++; 152 new_bolt->stats.dam++;
166 tmp->stats.dam /= 2; /* reduce father bolt damage */ 153 tmp->stats.dam /= 2; /* reduce father bolt damage */
167 tmp->stats.dam++; 154 tmp->stats.dam++;
168 new_bolt = insert_ob_in_map (new_bolt, m, op, 0); 155
156 if ((new_bolt = m->insert (new_bolt, sx, sy, op)))
169 update_turn_face (new_bolt); 157 update_turn_face (new_bolt);
170} 158}
171 159
172/* move_bolt: moves bolt 'op'. Basically, it just advances a space, 160/* move_bolt: moves bolt 'op'. Basically, it just advances a space,
173 * and checks for various things that may stop it. 161 * and checks for various things that may stop it.
174 */ 162 */
175
176void 163void
177move_bolt (object *op) 164move_bolt (object *op)
178{ 165{
179 object *tmp;
180 int mflags; 166 int mflags;
181 sint16 x, y; 167 sint16 x, y;
182 mapstruct *m; 168 maptile *m;
183 169
184 if (--(op->duration) < 0) 170 if (--op->duration < 0)
185 {
186 remove_ob (op);
187 free_object (op);
188 return;
189 } 171 {
172 op->drop_and_destroy ();
173 return;
174 }
175
190 hit_map (op, 0, op->attacktype, 1); 176 hit_map (op, 0, op->attacktype, 1);
191 177
192 if (!op->direction) 178 if (!op->direction)
193 return; 179 return;
194 180
195 if (--op->range < 0) 181 if (--op->range < 0)
196 {
197 op->range = 0; 182 op->range = 0;
198 }
199 else 183 else
200 { 184 {
201 x = op->x + DIRX (op); 185 x = op->x + DIRX (op->direction);
202 y = op->y + DIRY (op); 186 y = op->y + DIRY (op->direction);
203 m = op->map; 187 m = op->map;
204 mflags = get_map_flags (m, &m, x, y, &x, &y); 188 mflags = get_map_flags (m, &m, x, y, &x, &y);
205 189
206 if (mflags & P_OUT_OF_MAP) 190 if (mflags & P_OUT_OF_MAP)
207 return; 191 return;
211 * on the space. So only call reflwall if we think the data it returns 195 * on the space. So only call reflwall if we think the data it returns
212 * will be useful. 196 * will be useful.
213 */ 197 */
214 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)) || ((mflags & P_IS_ALIVE) && reflwall (m, x, y, op))) 198 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)) || ((mflags & P_IS_ALIVE) && reflwall (m, x, y, op)))
215 { 199 {
216 200 if (!op->flag [FLAG_REFLECTING])
217 if (!QUERY_FLAG (op, FLAG_REFLECTING))
218 return; 201 return;
219 202
220 /* Since walls don't run diagonal, if the bolt is in 203 /* Since walls don't run diagonal, if the bolt is in
221 * one of 4 main directions, it just reflects back in the 204 * one of 4 main directions, it just reflects back in the
222 * opposite direction. However, if the bolt is travelling 205 * opposite direction. However, if the bolt is travelling
235 /* Need to check for P_OUT_OF_MAP: if the bolt is tavelling 218 /* Need to check for P_OUT_OF_MAP: if the bolt is tavelling
236 * over a corner in a tiled map, it is possible that 219 * over a corner in a tiled map, it is possible that
237 * op->direction is within an adjacent map but either 220 * op->direction is within an adjacent map but either
238 * op->direction-1 or op->direction+1 does not exist. 221 * op->direction-1 or op->direction+1 does not exist.
239 */ 222 */
240 mflags = get_map_flags (op->map, &m, op->x + freearr_x[absdir (op->direction - 1)], 223 mflags = get_map_flags (op->map, &m, op->x + DIRX (absdir (op->direction - 1)),
241 op->y + freearr_y[absdir (op->direction - 1)], &x, &y); 224 op->y + DIRY (absdir (op->direction - 1)), &x, &y);
242 225
243 left = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)); 226 left = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y));
244 227
245 mflags = get_map_flags (op->map, &m, op->x + freearr_x[absdir (op->direction + 1)], 228 mflags = get_map_flags (op->map, &m, op->x + DIRX (absdir (op->direction + 1)),
246 op->y + freearr_y[absdir (op->direction + 1)], &x, &y); 229 op->y + DIRY (absdir (op->direction + 1)), &x, &y);
247 right = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)); 230 right = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y));
248 231
249 if (left == right) 232 if (left == right)
250 op->direction = absdir (op->direction + 4); 233 op->direction = absdir (op->direction + 4);
251 else if (left) 234 else if (left)
252 op->direction = absdir (op->direction + 2); 235 op->direction = absdir (op->direction + 2);
253 else if (right) 236 else if (right)
254 op->direction = absdir (op->direction - 2); 237 op->direction = absdir (op->direction - 2);
255 } 238 }
239
256 update_turn_face (op); /* A bolt *must* be IS_TURNABLE */ 240 update_turn_face (op); /* A bolt *must* be IS_TURNABLE */
257 return; 241 return;
258 } 242 }
259 else 243 else
260 { /* Create a copy of this object and put it ahead */ 244 { /* Create a copy of this object and put it ahead */
261 tmp = get_object (); 245 object *tmp = op->clone ();
262 copy_object (op, tmp); 246
247 m->insert (tmp, x, y, op);
263 tmp->speed_left = -0.1; 248 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 */ 249 /* To make up for the decrease at the top of the function */
267 tmp->duration++; 250 tmp->duration++;
268 251
269 /* New forking code. Possibly create forks of this object 252 /* New forking code. Possibly create forks of this object
270 * going off in other directions. 253 * going off in other directions.
271 */ 254 */
272
273 if (rndm (0, 99) < tmp->stats.Dex) 255 if (tmp->stats.Dex && rndm (0, 99) < tmp->stats.Dex)
274 { /* stats.Dex % of forking */ 256 forklightning (op, tmp); /* stats.Dex % of forking */
275 forklightning (op, tmp); 257
276 }
277 /* In this way, the object left behind sticks on the space, but 258 /* In this way, the object left behind sticks on the space, but
278 * doesn't create any bolts that continue to move onward. 259 * doesn't create any bolts that continue to move onward.
279 */ 260 */
280 op->range = 0; 261 op->range = 0;
281 } /* copy object and move it along */ 262 } /* copy object and move it along */
288 * we remove the magic flag - that can be derived from 269 * we remove the magic flag - that can be derived from
289 * spob->attacktype. 270 * spob->attacktype.
290 * This function sets up the appropriate owner and skill 271 * This function sets up the appropriate owner and skill
291 * pointers. 272 * pointers.
292 */ 273 */
293
294int 274int
295fire_bolt (object *op, object *caster, int dir, object *spob, object *skill) 275fire_bolt (object *op, object *caster, int dir, object *spob, object *skill)
296{ 276{
297 object *tmp = NULL; 277 object *tmp = NULL;
298 int mflags; 278 int mflags;
299 279
300 if (!spob->other_arch) 280 if (!spob->other_arch)
301 return 0; 281 return 0;
302 282
303 tmp = arch_to_object (spob->other_arch); 283 tmp = spob->other_arch->instance ();
304 if (tmp == NULL) 284 if (tmp == NULL)
305 return 0; 285 return 0;
306 286
307 /* peterm: level dependency for bolts */ 287 /* peterm: level dependency for bolts */
308 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob); 288 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob);
309 tmp->attacktype = spob->attacktype; 289 tmp->attacktype = spob->attacktype;
290
310 if (spob->slaying) 291 if (spob->slaying)
311 tmp->slaying = spob->slaying; 292 tmp->slaying = spob->slaying;
293
312 tmp->range = spob->range + SP_level_range_adjust (caster, spob); 294 tmp->range = spob->range + SP_level_range_adjust (caster, spob);
313 tmp->duration = spob->duration + SP_level_duration_adjust (caster, spob); 295 tmp->duration = spob->duration + SP_level_duration_adjust (caster, spob);
314 tmp->stats.Dex = spob->stats.Dex; 296 tmp->stats.Dex = spob->stats.Dex;
315 tmp->stats.Con = spob->stats.Con; 297 tmp->stats.Con = spob->stats.Con;
316 298
317 tmp->direction = dir; 299 tmp->direction = dir;
318 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) 300 if (tmp->flag [FLAG_IS_TURNABLE])
319 SET_ANIMATION (tmp, dir); 301 SET_ANIMATION (tmp, dir);
320 302
321 set_owner (tmp, op); 303 tmp->set_owner (op);
322 set_spell_skill (op, caster, spob, tmp); 304 set_spell_skill (op, caster, spob, tmp);
323 305
324 tmp->x = op->x + DIRX (tmp); 306 tmp->x = op->x + DIRX (tmp->direction);
325 tmp->y = op->y + DIRY (tmp); 307 tmp->y = op->y + DIRY (tmp->direction);
326 tmp->map = op->map; 308 tmp->map = op->map;
327 309
310 maptile *newmap;
328 mflags = get_map_flags (tmp->map, &tmp->map, tmp->x, tmp->y, &tmp->x, &tmp->y); 311 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y);
329 if (mflags & P_OUT_OF_MAP) 312 if (mflags & P_OUT_OF_MAP)
330 { 313 {
331 free_object (tmp); 314 tmp->drop_and_destroy ();
332 return 0; 315 return 0;
333 } 316 }
317
318 tmp->map = newmap;
319
334 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y))) 320 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y)))
335 { 321 {
336 if (!QUERY_FLAG (tmp, FLAG_REFLECTING)) 322 if (!tmp->flag [FLAG_REFLECTING])
337 { 323 {
338 free_object (tmp); 324 tmp->drop_and_destroy ();
339 return 0; 325 return 0;
340 } 326 }
327
341 tmp->x = op->x; 328 tmp->x = op->x;
342 tmp->y = op->y; 329 tmp->y = op->y;
343 tmp->direction = absdir (tmp->direction + 4); 330 tmp->direction = absdir (tmp->direction + 4);
344 tmp->map = op->map; 331 tmp->map = op->map;
345 } 332 }
346 if ((tmp = insert_ob_in_map (tmp, tmp->map, op, 0)) != NULL) 333
334 if ((tmp = tmp->insert_at (tmp, op)))
347 move_bolt (tmp); 335 move_bolt (tmp);
336
348 return 1; 337 return 1;
349} 338}
350
351
352 339
353/*************************************************************************** 340/***************************************************************************
354 * 341 *
355 * BULLET/BALL CODE 342 * BULLET/BALL CODE
356 * 343 *
357 ***************************************************************************/ 344 ***************************************************************************/
358 345
359/* expands an explosion. op is a piece of the 346/* expands an explosion. op is a piece of the
360 * explosion - this expans it in the different directions. 347 * explosion - this expands it in the different directions.
361 * At least that is what I think this does. 348 * At least that is what I think this does.
362 */ 349 */
363void 350void
364explosion (object *op) 351explosion (object *op)
365{ 352{
366 object *tmp;
367 mapstruct *m = op->map; 353 maptile *m = op->map;
368 int i; 354 int i;
369 355
370 if (--(op->duration) < 0) 356 if (--op->duration < 0)
371 {
372 remove_ob (op);
373 free_object (op);
374 return;
375 } 357 {
358 op->destroy ();
359 return;
360 }
361
376 hit_map (op, 0, op->attacktype, 0); 362 hit_map (op, 0, op->attacktype, 0);
377 363
378 if (op->range > 0) 364 if (op->range > 0)
379 { 365 {
380 for (i = 1; i < 9; i++) 366 for (i = 1; i < 9; i++)
381 { 367 {
382 sint16 dx, dy; 368 sint16 dx, dy;
383 369
384 dx = op->x + freearr_x[i]; 370 dx = op->x + DIRX (i);
385 dy = op->y + freearr_y[i]; 371 dy = op->y + DIRY (i);
372
386 /* ok_to_put_more already does things like checks for walls, 373 /* ok_to_put_more already does things like checks for walls,
387 * out of map, etc. 374 * out of map, etc.
388 */ 375 */
389 if (ok_to_put_more (op->map, dx, dy, op, op->attacktype)) 376 if (ok_to_put_more (op->map, dx, dy, op, op->attacktype))
390 { 377 {
391 tmp = get_object (); 378 object *tmp = op->clone ();
392 copy_object (op, tmp); 379
393 tmp->state = 0; 380 tmp->state = 0;
394 tmp->speed_left = -0.21; 381 tmp->speed_left = -0.21f;
395 tmp->range--; 382 tmp->range--;
396 tmp->value = 0; 383 tmp->value = 0;
397 tmp->x = dx; 384
398 tmp->y = dy; 385 m->insert (tmp, dx, dy, op);
399 insert_ob_in_map (tmp, m, op, 0);
400 } 386 }
401 } 387 }
402 } 388 }
403} 389}
404
405 390
406/* Causes an object to explode, eg, a firebullet, 391/* Causes an object to explode, eg, a firebullet,
407 * poison cloud ball, etc. op is the object to 392 * poison cloud ball, etc. op is the object to
408 * explode. 393 * explode.
409 */ 394 */
410void 395static void
411explode_bullet (object *op) 396explode_bullet (object *op)
412{ 397{
413 tag_t op_tag = op->count;
414 object *tmp, *owner; 398 object *tmp, *owner;
415 399
416 if (op->other_arch == NULL) 400 if (!op->other_arch)
417 { 401 {
418 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n"); 402 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n");
419 remove_ob (op); 403 op->destroy ();
420 free_object (op);
421 return; 404 return;
422 } 405 }
423 406
424 if (op->env) 407 if (op->env)
425 { 408 {
426 object *env; 409 object *env = op->outer_env ();
427 410
428 env = object_get_env_recursive (op);
429 if (env->map == NULL || out_of_map (env->map, env->x, env->y)) 411 if (!env->map || out_of_map (env->map, env->x, env->y))
430 { 412 {
431 LOG (llevError, "BUG: explode_bullet(): env out of map\n"); 413 LOG (llevError, "BUG: explode_bullet(): env out of map\n");
432 remove_ob (op); 414 op->destroy ();
433 free_object (op);
434 return; 415 return;
435 } 416 }
436 remove_ob (op); 417
437 op->x = env->x; 418 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 } 419 }
441 else if (out_of_map (op->map, op->x, op->y)) 420 else if (out_of_map (op->map, op->x, op->y))
442 { 421 {
443 LOG (llevError, "BUG: explode_bullet(): op out of map\n"); 422 LOG (llevError, "BUG: explode_bullet(): op out of map\n");
444 remove_ob (op); 423 op->destroy ();
445 free_object (op);
446 return; 424 return;
447 } 425 }
448 426
449 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent explosions of any kind on safe maps 427 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent explosions of any kind on safe maps
450 // NOTE: If this breaks something important: remove this. I can't think of anything 428 // NOTE: If this breaks something important: remove this. I can't think of anything
451 // bad at the moment that might happen from this. 429 // 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) 430 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
453 { 431 {
454 remove_ob (op); 432 op->destroy ();
455 free_object (op);
456 return; 433 return;
457 } 434 }
458 435
459 if (op->attacktype) 436 if (op->attacktype)
460 { 437 {
461 hit_map (op, 0, op->attacktype, 1); 438 hit_map (op, 0, op->attacktype, 1);
462 if (was_destroyed (op, op_tag)) 439
440 if (op->destroyed ())
463 return; 441 return;
464 } 442 }
465 443
466 /* other_arch contains what this explodes into */ 444 /* other_arch contains what this explodes into */
467 tmp = arch_to_object (op->other_arch); 445 tmp = op->other_arch->instance ();
468 446
469 copy_owner (tmp, op); 447 tmp->set_owner (op);
470 tmp->skill = op->skill; 448 tmp->skill = op->skill;
471 449
472 owner = get_owner (op); 450 owner = op->owner;
473 451
474 if ((tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) && owner && !tailor_god_spell (tmp, owner)) 452 if ((tmp->attacktype & AT_HOLYWORD
475 { 453 || tmp->attacktype & AT_GODPOWER)
476 remove_ob (op); 454 && owner
477 free_object (op); 455 && !tailor_god_spell (tmp, owner))
478 return;
479 } 456 {
480 457 op->destroy ();
481 tmp->x = op->x; 458 return;
482 tmp->y = op->y; 459 }
483 460
484 /* special for bombs - it actually has sane values for these */ 461 /* special for bombs - it actually has sane values for these */
485 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB) 462 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB)
486 { 463 {
487 tmp->attacktype = op->attacktype; 464 tmp->attacktype = op->attacktype;
491 } 468 }
492 else 469 else
493 { 470 {
494 if (op->attacktype & AT_MAGIC) 471 if (op->attacktype & AT_MAGIC)
495 tmp->attacktype |= AT_MAGIC; 472 tmp->attacktype |= AT_MAGIC;
473
496 /* Spell doc describes what is going on here */ 474 /* Spell doc describes what is going on here */
497 tmp->stats.dam = op->dam_modifier; 475 tmp->stats.dam = op->dam_modifier;
498 tmp->range = op->stats.maxhp; 476 tmp->range = op->stats.maxhp;
499 tmp->duration = op->stats.hp; 477 tmp->duration = op->stats.hp;
500 /* Used for spell tracking - just need a unique val for this spell - 478 /* Used for spell tracking - just need a unique val for this spell -
508 tmp->stats.sp = op->direction; 486 tmp->stats.sp = op->direction;
509 487
510 /* Prevent recursion */ 488 /* Prevent recursion */
511 op->move_on = 0; 489 op->move_on = 0;
512 490
513 insert_ob_in_map (tmp, op->map, op, 0); 491 tmp->insert_at (op, op);
492 tmp->play_sound (tmp->sound);
493
514 /* remove the firebullet */ 494 /* remove the firebullet */
515 if (!was_destroyed (op, op_tag)) 495 op->destroy ();
516 {
517 remove_ob (op);
518 free_object (op);
519 }
520} 496}
521
522
523 497
524/* checks to see what op should do, given the space it is on 498/* checks to see what op should do, given the space it is on
525 * (eg, explode, damage player, etc) 499 * (eg, explode, damage player, etc)
526 */ 500 */
527
528void 501void
529check_bullet (object *op) 502check_bullet (object *op)
530{ 503{
531 tag_t op_tag = op->count, tmp_tag;
532 object *tmp; 504 object *tmp;
533 int dam, mflags; 505 int dam, mflags;
534 mapstruct *m; 506 maptile *m;
535 sint16 sx, sy; 507 sint16 sx, sy;
536 508
537 mflags = get_map_flags (op->map, &m, op->x, op->y, &sx, &sy); 509 mflags = get_map_flags (op->map, &m, op->x, op->y, &sx, &sy);
538 510
539 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy))) 511 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
548 520
549 /* If nothing alive on this space, no reason to do anything further */ 521 /* If nothing alive on this space, no reason to do anything further */
550 if (!(mflags & P_IS_ALIVE)) 522 if (!(mflags & P_IS_ALIVE))
551 return; 523 return;
552 524
553 for (tmp = get_map_ob (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 525 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
554 { 526 {
555 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 527 if (tmp->flag [FLAG_ALIVE])
556 { 528 {
557 tmp_tag = tmp->count;
558 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1); 529 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1);
530
531 // TODO: can't understand the following if's
559 if (was_destroyed (op, op_tag) || !was_destroyed (tmp, tmp_tag) || (op->stats.dam -= dam) < 0) 532 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0)
560 { 533 {
561 if (!QUERY_FLAG (op, FLAG_REMOVED)) 534 if (!op->flag [FLAG_REMOVED])
562 { 535 {
563 remove_ob (op); 536 op->destroy ();
564 free_object (op);
565 return; 537 return;
566 } 538 }
567 } 539 }
568 } 540 }
569 } 541 }
570} 542}
571
572 543
573/* Basically, we move 'op' one square, and if it hits something, 544/* Basically, we move 'op' one square, and if it hits something,
574 * call check_bullet. 545 * call check_bullet.
575 * This function is only applicable to bullets, but not to all 546 * This function is only applicable to bullets, but not to all
576 * fired arches (eg, bolts). 547 * fired arches (eg, bolts).
577 */ 548 */
578
579void 549void
580move_bullet (object *op) 550move_bullet (object *op)
581{ 551{
582 sint16 new_x, new_y;
583 int mflags;
584 mapstruct *m;
585
586#if 0 552#if 0
587 /* We need a better general purpose way to do this */ 553 /* We need a better general purpose way to do this */
588 554
589 /* peterm: added to make comet leave a trail of burnouts 555 /* peterm: added to make comet leave a trail of burnouts
590 it's an unadulterated hack, but the effect is cool. */ 556 it's an unadulterated hack, but the effect is cool. */
591 if (op->stats.sp == SP_METEOR) 557 if (op->stats.sp == SP_METEOR)
592 { 558 {
593 replace_insert_ob_in_map ("fire_trail", op); 559 replace_insert_ob_in_map ("fire_trail", op);
594 if (was_destroyed (op, op_tag)) 560 if (op->destroyed ())
595 return; 561 return;
596 } /* end addition. */ 562 } /* end addition. */
597#endif 563#endif
598 564
599 /* Reached the end of its life - remove it */ 565 /* Reached the end of its life - remove it */
600 if (--op->range <= 0) 566 if (--op->range <= 0)
601 { 567 {
602 if (op->other_arch) 568 if (op->other_arch)
603 {
604 explode_bullet (op); 569 explode_bullet (op);
605 }
606 else 570 else
607 { 571 op->destroy ();
608 remove_ob (op);
609 free_object (op);
610 }
611 return;
612 }
613 572
614 new_x = op->x + DIRX (op); 573 return;
615 new_y = op->y + DIRY (op);
616 m = op->map;
617 mflags = get_map_flags (m, &m, new_x, new_y, &new_x, &new_y);
618
619 if (mflags & P_OUT_OF_MAP)
620 { 574 }
621 remove_ob (op); 575
622 free_object (op); 576 mapxy pos (op);
623 return; 577 pos.move (op->direction);
578
579 if (!pos.normalise ())
624 } 580 {
581 op->destroy ();
582 return;
583 }
625 584
626 if (!op->direction || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y))) 585 mapspace &ms = pos.ms ();
586
587 ms.update ();
588
589 if (!op->direction || OB_TYPE_MOVE_BLOCK (op, ms.move_block))
627 { 590 {
628 if (op->other_arch) 591 if (op->other_arch)
629 {
630 explode_bullet (op); 592 explode_bullet (op);
631 }
632 else 593 else
633 { 594 op->destroy ();
634 remove_ob (op);
635 free_object (op);
636 }
637 return;
638 }
639 595
640 remove_ob (op); 596 return;
641 op->x = new_x; 597 }
642 op->y = new_y; 598
643 if ((op = insert_ob_in_map (op, m, op, 0)) == NULL) 599 if (!(op = pos.insert (op, op)))
644 return; 600 return;
645 601
646 if (reflwall (op->map, op->x, op->y, op)) 602 if (reflwall (op->map, op->x, op->y, op))
647 { 603 {
648 op->direction = absdir (op->direction + 4); 604 op->direction = absdir (op->direction + 4);
649 update_turn_face (op); 605 update_turn_face (op);
650 } 606 }
651 else 607 else
652 {
653 check_bullet (op); 608 check_bullet (op);
654 }
655} 609}
656
657
658
659 610
660/* fire_bullet 611/* fire_bullet
661 * object op (cast from caster) files a bolt in dir. 612 * object op (cast from caster) files a bolt in dir.
662 * spob is the spell object for the bolt. 613 * spob is the spell object for the bolt.
663 * we remove the magic flag - that can be derived from 614 * we remove the magic flag - that can be derived from
664 * spob->attacktype. 615 * spob->attacktype.
665 * This function sets up the appropriate owner and skill 616 * This function sets up the appropriate owner and skill
666 * pointers. 617 * pointers.
667 */ 618 */
668
669int 619int
670fire_bullet (object *op, object *caster, int dir, object *spob) 620fire_bullet (object *op, object *caster, int dir, object *spob)
671{ 621{
672 object *tmp = NULL; 622 object *tmp = NULL;
673 int mflags; 623 int mflags;
674 624
675 if (!spob->other_arch) 625 if (!spob->other_arch)
676 return 0; 626 return 0;
677 627
678 tmp = arch_to_object (spob->other_arch); 628 tmp = spob->other_arch->instance ();
679 if (tmp == NULL) 629 if (!tmp)
680 return 0; 630 return 0;
681 631
682 /* peterm: level dependency for bolts */ 632 /* peterm: level dependency for bolts */
683 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob); 633 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob);
684 tmp->attacktype = spob->attacktype; 634 tmp->attacktype = spob->attacktype;
685 if (spob->slaying) 635 if (spob->slaying)
686 tmp->slaying = spob->slaying; 636 tmp->slaying = spob->slaying;
687 637
691 tmp->stats.hp = spob->duration + SP_level_duration_adjust (caster, spob); 641 tmp->stats.hp = spob->duration + SP_level_duration_adjust (caster, spob);
692 tmp->stats.maxhp = spob->range + SP_level_range_adjust (caster, spob); 642 tmp->stats.maxhp = spob->range + SP_level_range_adjust (caster, spob);
693 tmp->dam_modifier = spob->stats.food + SP_level_dam_adjust (caster, spob); 643 tmp->dam_modifier = spob->stats.food + SP_level_dam_adjust (caster, spob);
694 644
695 tmp->direction = dir; 645 tmp->direction = dir;
696 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) 646 if (tmp->flag [FLAG_IS_TURNABLE])
697 SET_ANIMATION (tmp, dir); 647 SET_ANIMATION (tmp, dir);
698 648
699 set_owner (tmp, op); 649 tmp->set_owner (op);
700 set_spell_skill (op, caster, spob, tmp); 650 set_spell_skill (op, caster, spob, tmp);
701 651
702 tmp->x = op->x + freearr_x[dir]; 652 tmp->x = op->x + DIRX (dir);
703 tmp->y = op->y + freearr_y[dir]; 653 tmp->y = op->y + DIRY (dir);
704 tmp->map = op->map; 654 tmp->map = op->map;
705 655
656 maptile *newmap;
706 mflags = get_map_flags (tmp->map, &tmp->map, tmp->x, tmp->y, &tmp->x, &tmp->y); 657 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y);
707 if (mflags & P_OUT_OF_MAP) 658 if (mflags & P_OUT_OF_MAP)
708 { 659 {
709 free_object (tmp); 660 tmp->destroy ();
710 return 0; 661 return 0;
711 } 662 }
663
664 tmp->map = newmap;
665
666 // in case the bullet has direction 0 we explode it in place.
667 // direction 0 is possible for instance when a poison cloud trap springs.
668 if (tmp->direction == 0)
669 {
670 if (tmp->other_arch
671 && (tmp = tmp->insert_at (tmp, op))) // insert before explode cleanly
672 explode_bullet (tmp); // explode object will/should remove tmp
673 else
674 tmp->destroy ();
675
676 return 0;
677 }
678
712 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y))) 679 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y)))
713 { 680 {
714 if (!QUERY_FLAG (tmp, FLAG_REFLECTING)) 681 if (!tmp->flag [FLAG_REFLECTING])
715 { 682 {
716 free_object (tmp); 683 tmp->destroy ();
717 return 0; 684 return 0;
718 } 685 }
686
719 tmp->x = op->x; 687 tmp->x = op->x;
720 tmp->y = op->y; 688 tmp->y = op->y;
721 tmp->direction = absdir (tmp->direction + 4); 689 tmp->direction = absdir (tmp->direction + 4);
722 tmp->map = op->map; 690 tmp->map = op->map;
723 } 691 }
724 if ((tmp = insert_ob_in_map (tmp, tmp->map, op, 0)) != NULL) 692
725 { 693 if ((tmp = tmp->insert_at (tmp, op)))
726 check_bullet (tmp); 694 check_bullet (tmp);
727 } 695
728 return 1; 696 return 1;
729} 697}
730
731
732
733 698
734/***************************************************************************** 699/*****************************************************************************
735 * 700 *
736 * CONE RELATED FUNCTIONS 701 * CONE RELATED FUNCTIONS
737 * 702 *
738 *****************************************************************************/ 703 *****************************************************************************/
739 704
740
741/* drops an object based on what is in the cone's "other_arch" */ 705/* drops an object based on what is in the cone's "other_arch" */
742void 706static void
743cone_drop (object *op) 707cone_drop (object *op)
744{ 708{
745 object *new_ob = arch_to_object (op->other_arch); 709 object *new_ob = op->other_arch->instance ();
746 710
747 new_ob->x = op->x;
748 new_ob->y = op->y;
749 new_ob->level = op->level; 711 new_ob->level = op->level;
750 set_owner (new_ob, op->owner); 712 new_ob->set_owner (op->owner);
751 713
752 /* preserve skill ownership */ 714 /* preserve skill ownership */
753 if (op->skill && op->skill != new_ob->skill) 715 if (op->skill && op->skill != new_ob->skill)
754 {
755 new_ob->skill = op->skill; 716 new_ob->skill = op->skill;
756 }
757 insert_ob_in_map (new_ob, op->map, op, 0);
758 717
718 new_ob->insert_at (op, op);
759} 719}
760 720
761/* move_cone: causes cone object 'op' to move a space/hit creatures */ 721/* move_cone: causes cone object 'op' to move a space/hit creatures */
762 722
763void 723void
764move_cone (object *op) 724move_cone (object *op)
765{ 725{
766 int i;
767 tag_t tag;
768
769 /* if no map then hit_map will crash so just ignore object */ 726 /* if no map then hit_map will crash so just ignore object */
770 if (!op->map) 727 if (!op->map)
771 { 728 {
772 LOG (llevError, "Tried to move_cone object %s without a map.\n", op->name ? &op->name : "unknown"); 729 LOG (llevError, "Tried to move_cone object %s without a map.\n", op->name ? &op->name : "unknown");
773 op->speed = 0; 730 op->set_speed (0);
774 update_ob_speed (op);
775 return; 731 return;
776 } 732 }
777 733
778 /* lava saves it's life, but not yours :) */ 734 /* lava saves it's life, but not yours :) */
779 if (QUERY_FLAG (op, FLAG_LIFESAVE)) 735 if (op->flag [FLAG_LIFESAVE])
780 { 736 {
781 hit_map (op, 0, op->attacktype, 0); 737 hit_map (op, 0, op->attacktype, 0);
782 return; 738 return;
783 } 739 }
784 740
785#if 0 741#if 0
786 /* Disable this - enabling it makes monsters easier, as 742 /* Disable this - enabling it makes monsters easier, as
787 * when their cone dies when they die. 743 * when their cone dies when they die.
788 */ 744 */
789 /* If no owner left, the spell dies out. */ 745 /* If no owner left, the spell dies out. */
790 if (get_owner (op) == NULL) 746 if (op->owner == NULL)
791 { 747 {
792 remove_ob (op); 748 op->destroy ();
793 free_object (op);
794 return; 749 return;
795 } 750 }
796#endif 751#endif
797 752
798 tag = op->count;
799 hit_map (op, 0, op->attacktype, 0); 753 hit_map (op, 0, op->attacktype, 0);
754
755 if (!op->is_on_map ())
756 return;
800 757
801 /* Check to see if we should push anything. 758 /* Check to see if we should push anything.
802 * Spell objects with weight push whatever they encounter to some 759 * Spell objects with weight push whatever they encounter to some
803 * degree. 760 * degree.
804 */ 761 */
805 if (op->weight) 762 if (op->weight)
763 {
806 check_spell_knockback (op); 764 check_spell_knockback (op);
807 765
808 if (was_destroyed (op, tag)) 766 if (!op->is_on_map ())
809 return; 767 return;
768 }
810 769
811 if ((op->duration--) < 0) 770 if (op->duration-- < 0)
812 { 771 {
813 remove_ob (op); 772 op->destroy ();
814 free_object (op);
815 return; 773 return;
816 } 774 }
817 /* Object has hit maximum range, so don't have it move 775 /* Object has hit maximum range, so don't have it move
818 * any further. When the duration above expires, 776 * any further. When the duration above expires,
819 * then the object will get removed. 777 * then the object will get removed.
822 { 780 {
823 op->range = 0; /* just so it doesn't wrap */ 781 op->range = 0; /* just so it doesn't wrap */
824 return; 782 return;
825 } 783 }
826 784
827 for (i = -1; i < 2; i++) 785 for (int i = -1; i <= 1; i++)
828 { 786 {
829 sint16 x = op->x + freearr_x[absdir (op->stats.sp + i)], y = op->y + freearr_y[absdir (op->stats.sp + i)]; 787 sint16 x = op->x + DIRX (absdir (op->stats.sp + i)), y = op->y + DIRY (absdir (op->stats.sp + i));
830 788
831 if (ok_to_put_more (op->map, x, y, op, op->attacktype)) 789 if (ok_to_put_more (op->map, x, y, op, op->attacktype))
832 { 790 {
833 object *tmp = get_object (); 791 object *tmp = op->clone ();
834
835 copy_object (op, tmp);
836 tmp->x = x;
837 tmp->y = y;
838 792
839 tmp->duration = op->duration + 1; 793 tmp->duration = op->duration + 1;
840 794
841 /* Use for spell tracking - see ok_to_put_more() */ 795 /* Use for spell tracking - see ok_to_put_more() */
842 tmp->stats.maxhp = op->stats.maxhp; 796 tmp->stats.maxhp = op->stats.maxhp;
843 insert_ob_in_map (tmp, op->map, op, 0); 797
798 op->map->insert (tmp, x, y, op);
799
844 if (tmp->other_arch) 800 if (tmp->other_arch)
845 cone_drop (tmp); 801 cone_drop (tmp);
846 } 802 }
847 } 803 }
848} 804}
858int 814int
859cast_cone (object *op, object *caster, int dir, object *spell) 815cast_cone (object *op, object *caster, int dir, object *spell)
860{ 816{
861 object *tmp; 817 object *tmp;
862 int i, success = 0, range_min = -1, range_max = 1; 818 int i, success = 0, range_min = -1, range_max = 1;
863 mapstruct *m; 819 maptile *m;
864 sint16 sx, sy; 820 sint16 sx, sy;
865 MoveType movetype; 821 MoveType movetype;
866 822
867 if (!spell->other_arch) 823 if (!spell->other_arch)
868 return 0; 824 return 0;
869 825
870 if (op->type == PLAYER && QUERY_FLAG (op, FLAG_UNDEAD) && op->attacktype & AT_TURN_UNDEAD) 826 if (op->type == PLAYER && op->flag [FLAG_UNDEAD] && op->attacktype & AT_TURN_UNDEAD)
871 { 827 {
872 new_draw_info (NDI_UNIQUE, 0, op, "Your undead nature prevents you from turning undead!"); 828 op->failmsg ("Your undead nature prevents you from turning undead!");
873 return 0; 829 return 0;
874 } 830 }
875 831
876 if (!dir) 832 if (!dir)
877 { 833 {
881 837
882 /* Need to know what the movetype of the object we are about 838 /* 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 839 * to create is, so we can know if the space we are about to
884 * insert it into is blocked. 840 * insert it into is blocked.
885 */ 841 */
886 movetype = spell->other_arch->clone.move_type; 842 movetype = spell->other_arch->move_type;
887 843
888 for (i = range_min; i <= range_max; i++) 844 for (i = range_min; i <= range_max; i++)
889 { 845 {
890 sint16 x, y, d; 846 sint16 x, y;
891 847
892 /* We can't use absdir here, because it never returns 848 /* We can't use absdir here, because it never returns
893 * 0. If this is a rune, we want to hit the person on top 849 * 0. If this is a rune, we want to hit the person on top
894 * of the trap (d==0). If it is not a rune, then we don't want 850 * of the trap (d==0). If it is not a rune, then we don't want
895 * to hit that person. 851 * to hit that person.
896 */ 852 */
897 d = dir + i; 853 int d = dir ? absdir (dir + i) : i;
898 while (d < 0)
899 d += 8;
900 while (d > 8)
901 d -= 8;
902 854
903 /* If it's not a rune, we don't want to blast the caster. 855 /* If it's not a rune, we don't want to blast the caster.
904 * In that case, we have to see - if dir is specified, 856 * In that case, we have to see - if dir is specified,
905 * turn this into direction 8. If dir is not specified (all 857 * turn this into direction 8. If dir is not specified (all
906 * direction) skip - otherwise, one line would do more damage 858 * direction) skip - otherwise, one line would do more damage
913 d = 8; 865 d = 8;
914 else 866 else
915 continue; 867 continue;
916 } 868 }
917 869
918 x = op->x + freearr_x[d]; 870 x = op->x + DIRX (d);
919 y = op->y + freearr_y[d]; 871 y = op->y + DIRY (d);
920 872
921 if (get_map_flags (op->map, &m, x, y, &sx, &sy) & P_OUT_OF_MAP) 873 if (get_map_flags (op->map, &m, x, y, &sx, &sy) & P_OUT_OF_MAP)
922 continue; 874 continue;
923 875
924 if ((movetype & GET_MAP_MOVE_BLOCK (m, sx, sy)) == movetype) 876 if ((movetype & GET_MAP_MOVE_BLOCK (m, sx, sy)) == movetype)
925 continue; 877 continue;
926 878
927 success = 1; 879 success = 1;
928 tmp = arch_to_object (spell->other_arch); 880 tmp = spell->other_arch->instance ();
929 set_owner (tmp, op); 881 tmp->set_owner (op);
930 set_spell_skill (op, caster, spell, tmp); 882 set_spell_skill (op, caster, spell, tmp);
931 tmp->level = caster_level (caster, spell); 883 tmp->level = casting_level (caster, spell);
932 tmp->x = sx;
933 tmp->y = sy;
934 tmp->attacktype = spell->attacktype; 884 tmp->attacktype = spell->attacktype;
935 885
936 /* holy word stuff */ 886 /* holy word stuff */
937 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER)) 887 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER))
938 if (!tailor_god_spell (tmp, op)) 888 if (!tailor_god_spell (tmp, op))
972 else 922 else
973 tmp->duration += caster->level / 3; 923 tmp->duration += caster->level / 3;
974 } 924 }
975 925
976 if (!(tmp->move_type & MOVE_FLY_LOW)) 926 if (!(tmp->move_type & MOVE_FLY_LOW))
977 LOG (llevDebug, "cast_cone(): arch %s doesn't have flying 1\n", &spell->other_arch->name); 927 LOG (llevDebug, "cast_cone(): arch %s doesn't have flying 1\n", &spell->other_arch->archname);
978 928
979 if (!tmp->move_on && tmp->stats.dam) 929 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); 930 LOG (llevDebug, "cast_cone(): arch %s doesn't have move_on set\n", &spell->other_arch->archname);
982 }
983 931
984 insert_ob_in_map (tmp, m, op, 0); 932 m->insert (tmp, sx, sy, op);
985 933
986 /* This is used for tracking spells so that one effect doesn't hit 934 /* This is used for tracking spells so that one effect doesn't hit
987 * a single space too many times. 935 * a single space too many times.
988 */ 936 */
989 tmp->stats.maxhp = tmp->count; 937 tmp->stats.maxhp = tmp->count;
999 * 947 *
1000 * BOMB related code 948 * BOMB related code
1001 * 949 *
1002 ****************************************************************************/ 950 ****************************************************************************/
1003 951
1004
1005/* This handles an exploding bomb. 952/* This handles an exploding bomb.
1006 * op is the original bomb object. 953 * op is the original bomb object.
1007 */ 954 */
1008void 955void
1009animate_bomb (object *op) 956animate_bomb (object *op)
1010{ 957{
1011 int i;
1012 object *env, *tmp;
1013 archetype *at;
1014
1015 if (op->state != NUM_ANIMATIONS (op) - 1) 958 if (op->state != NUM_ANIMATIONS (op) - 1)
1016 return; 959 return;
1017 960
1018 env = object_get_env_recursive (op); 961 object *env = op->outer_env ();
1019 962
1020 if (op->env) 963 if (op->env)
1021 { 964 {
1022 if (env->map == NULL) 965 if (!env->map)
1023 return; 966 return;
1024 967
1025 if (env->type == PLAYER) 968 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; 969 return;
1033 } 970 }
1034 971
1035 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent bomb from exploding 972 // 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 973 // on a safe map. I don't like this special casing, but it seems to be neccessary
1037 // as bombs can be carried. 974 // as bombs can be carried.
1038 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE) 975 if (op->ms ().flags () & P_SAFE)
1039 { 976 {
1040 remove_ob (op); 977 op->destroy ();
1041 free_object (op);
1042 return; 978 return;
1043 } 979 }
1044 980
1045 /* This copies a lot of the code from the fire bullet, 981 /* This copies a lot of the code from the fire bullet,
1046 * but using the cast_bullet isn't really feasible, 982 * but using the cast_bullet isn't really feasible,
1047 * so just set up the appropriate values. 983 * so just set up the appropriate values.
1048 */ 984 */
1049 at = find_archetype (SPLINT); 985 if (archetype *at = archetype::find (SPLINT))
1050 if (at)
1051 { 986 {
1052 for (i = 1; i < 9; i++) 987 for (int i = 1; i < 9; i++)
1053 { 988 {
1054 if (out_of_map (op->map, op->x + freearr_x[i], op->y + freearr_x[i])) 989 if (out_of_map (op->map, op->x + DIRX (i), op->y + DIRX (i)))
1055 continue; 990 continue;
1056 tmp = arch_to_object (at); 991
992 object *tmp = at->instance ();
1057 tmp->direction = i; 993 tmp->direction = i;
1058 tmp->range = op->range; 994 tmp->range = op->range;
1059 tmp->stats.dam = op->stats.dam; 995 tmp->stats.dam = op->stats.dam;
1060 tmp->duration = op->duration; 996 tmp->duration = op->duration;
1061 tmp->attacktype = op->attacktype; 997 tmp->attacktype = op->attacktype;
1062 copy_owner (tmp, op); 998 tmp->set_owner (op);
1063 if (op->skill && op->skill != tmp->skill) 999 if (op->skill && op->skill != tmp->skill)
1064 {
1065 tmp->skill = op->skill; 1000 tmp->skill = op->skill;
1066 } 1001
1067 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) 1002 if (tmp->flag [FLAG_IS_TURNABLE])
1068 SET_ANIMATION (tmp, i); 1003 SET_ANIMATION (tmp, i);
1069 tmp->x = op->x + freearr_x[i]; 1004
1070 tmp->y = op->y + freearr_x[i]; 1005 op->map->insert (tmp, op->x + DIRX (i), op->y + DIRX (i), op);
1071 insert_ob_in_map (tmp, op->map, op, 0);
1072 move_bullet (tmp); 1006 move_bullet (tmp);
1073 } 1007 }
1074 } 1008 }
1075 1009
1076 explode_bullet (op); 1010 explode_bullet (op);
1077} 1011}
1078 1012
1079int 1013int
1080create_bomb (object *op, object *caster, int dir, object *spell) 1014create_bomb (object *op, object *caster, int dir, object *spell)
1081{ 1015{
1082
1083 object *tmp; 1016 object *tmp;
1084 int mflags; 1017 int mflags;
1085 sint16 dx = op->x + freearr_x[dir], dy = op->y + freearr_y[dir]; 1018 sint16 dx = op->x + DIRX (dir), dy = op->y + DIRY (dir);
1086 mapstruct *m; 1019 maptile *m;
1087 1020
1088 mflags = get_map_flags (op->map, &m, dx, dy, &dx, &dy); 1021 mflags = get_map_flags (op->map, &m, dx, dy, &dx, &dy);
1022
1023 // when creating a bomb below ourself it should always work, even
1024 // when movement is blocked (somehow we got here, somehow we are here,
1025 // so we should also be able to make a bomb here). (originally added
1026 // to fix create bomb traps in doors, which cast with dir=0).
1027 if (dir)
1028 {
1089 if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, dx, dy) & MOVE_WALK)) 1029 if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, dx, dy) & MOVE_WALK))
1090 { 1030 {
1091 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way."); 1031 op->failmsg ("There is something in the way.");
1092 return 0; 1032 return 0;
1033 }
1093 } 1034 }
1094 tmp = arch_to_object (spell->other_arch); 1035
1036 tmp = spell->other_arch->instance ();
1095 1037
1096 /* level dependencies for bomb */ 1038 /* level dependencies for bomb */
1097 tmp->range = spell->range + SP_level_range_adjust (caster, spell); 1039 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
1098 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1040 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1099 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell); 1041 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
1100 tmp->attacktype = spell->attacktype; 1042 tmp->attacktype = spell->attacktype;
1101 1043
1102 set_owner (tmp, op); 1044 tmp->set_owner (op);
1103 set_spell_skill (op, caster, spell, tmp); 1045 set_spell_skill (op, caster, spell, tmp);
1104 tmp->x = dx; 1046
1105 tmp->y = dy; 1047 m->insert (tmp, dx, dy, op);
1106 insert_ob_in_map (tmp, m, op, 0);
1107 return 1; 1048 return 1;
1108} 1049}
1109 1050
1110/**************************************************************************** 1051/****************************************************************************
1111 * 1052 *
1120 * dir is the direction to look in. 1061 * dir is the direction to look in.
1121 * range is how far out to look. 1062 * range is how far out to look.
1122 * type is the type of spell - either SPELL_MANA or SPELL_GRACE. 1063 * type is the type of spell - either SPELL_MANA or SPELL_GRACE.
1123 * this info is used for blocked magic/unholy spaces. 1064 * this info is used for blocked magic/unholy spaces.
1124 */ 1065 */
1125 1066static object *
1126object *
1127get_pointed_target (object *op, int dir, int range, int type) 1067get_pointed_target (object *op, int dir, int range, int type)
1128{ 1068{
1129 object *target; 1069 object *target;
1130 sint16 x, y; 1070 sint16 x, y;
1131 int dist, mflags; 1071 int dist, mflags;
1132 mapstruct *mp; 1072 maptile *mp;
1133 1073
1134 if (dir == 0) 1074 if (dir == 0)
1135 return NULL; 1075 return NULL;
1136 1076
1137 for (dist = 1; dist < range; dist++) 1077 for (dist = 1; dist < range; dist++)
1138 { 1078 {
1139 x = op->x + freearr_x[dir] * dist; 1079 x = op->x + DIRX (dir) * dist;
1140 y = op->y + freearr_y[dir] * dist; 1080 y = op->y + DIRY (dir) * dist;
1141 mp = op->map; 1081 mp = op->map;
1142 mflags = get_map_flags (op->map, &mp, x, y, &x, &y); 1082 mflags = get_map_flags (op->map, &mp, x, y, &x, &y);
1143 1083
1144 if (mflags & P_OUT_OF_MAP) 1084 if (mflags & P_OUT_OF_MAP)
1145 return NULL; 1085 return NULL;
1149 return NULL; 1089 return NULL;
1150 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW) 1090 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW)
1151 return NULL; 1091 return NULL;
1152 1092
1153 if (mflags & P_IS_ALIVE) 1093 if (mflags & P_IS_ALIVE)
1154 {
1155 for (target = get_map_ob (mp, x, y); target; target = target->above) 1094 for (target = GET_MAP_OB (mp, x, y); target; target = target->above)
1156 { 1095 if (target->flag [FLAG_MONSTER])
1157 if (QUERY_FLAG (target->head ? target->head : target, FLAG_MONSTER))
1158 {
1159 return target; 1096 return target;
1160 }
1161 }
1162 }
1163 } 1097 }
1098
1164 return NULL; 1099 return NULL;
1165} 1100}
1166 1101
1167
1168/* cast_smite_arch() - the priest points to a creature and causes 1102/* cast_smite_spell() - the priest points to a creature and causes
1169 * a 'godly curse' to decend. 1103 * a 'godly curse' to decend.
1170 * usual params - 1104 * usual params -
1171 * op = player 1105 * op = player
1172 * caster = object casting the spell. 1106 * caster = object casting the spell.
1173 * dir = direction being cast 1107 * dir = direction being cast
1174 * spell = spell object 1108 * spell = spell object
1175 */ 1109 */
1176
1177int 1110int
1178cast_smite_spell (object *op, object *caster, int dir, object *spell) 1111cast_smite_spell (object *op, object *caster, int dir, object *spell)
1179{ 1112{
1180 object *effect, *target; 1113 object *effect, *target;
1181 object *god = find_god (determine_god (op)); 1114 object *god = find_god (determine_god (op));
1182 int range;
1183 1115
1184 range = spell->range + SP_level_range_adjust (caster, spell);
1185 target = get_pointed_target (op, dir, 50, spell->stats.grace ? SPELL_GRACE : SPELL_MANA); 1116 target = get_pointed_target (op, dir, 50, spell->stats.grace ? SPELL_GRACE : SPELL_MANA);
1186 1117
1187 /* Bunch of conditions for casting this spell. Note that only 1118 /* Bunch of conditions for casting this spell. Note that only
1188 * require a god if this is a cleric spell (requires grace). 1119 * require a god if this is a cleric spell (requires grace).
1189 * This makes this spell much more general purpose - it can be used 1120 * This makes this spell much more general purpose - it can be used
1190 * by wizards also, which is good, because I think this is a very 1121 * by wizards also, which is good, because I think this is a very
1191 * interesting spell. 1122 * interesting spell.
1192 * if it is a cleric spell, you need a god, and the creature 1123 * if it is a cleric spell, you need a god, and the creature
1193 * can't be friendly to your god. 1124 * can't be friendly to your god.
1194 */ 1125 */
1195 1126
1196 if (!target || QUERY_FLAG (target, FLAG_REFL_SPELL) 1127 if (!target
1128 || target->flag [FLAG_REFL_SPELL]
1197 || (!god && spell->stats.grace) 1129 || (!god && spell->stats.grace)
1198 || (target->title && god && !strcmp (target->title, god->name)) || (target->race && god && strstr (target->race, god->race))) 1130 || (god && target->title == god->name)
1131 || (god && target->race.contains (god->race)))
1199 { 1132 {
1200 new_draw_info (NDI_UNIQUE, 0, op, "Your request is unheeded."); 1133 op->failmsg ("Your request is unheeded.");
1201 return 0; 1134 return 0;
1202 } 1135 }
1203 1136
1204 if (spell->other_arch) 1137 if (spell->other_arch)
1205 effect = arch_to_object (spell->other_arch); 1138 effect = spell->other_arch->instance ();
1206 else 1139 else
1207 return 0; 1140 return 0;
1208 1141
1209 /* tailor the effect by priest level and worshipped God */ 1142 /* tailor the effect by priest level and worshipped God */
1210 effect->level = caster_level (caster, spell); 1143 effect->level = casting_level (caster, spell);
1211 effect->attacktype = spell->attacktype; 1144 effect->attacktype = spell->attacktype;
1212 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER)) 1145 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER))
1213 { 1146 {
1214 if (tailor_god_spell (effect, op)) 1147 if (tailor_god_spell (effect, op))
1215 new_draw_info_format (NDI_UNIQUE, 0, op, "%s answers your call!", determine_god (op)); 1148 new_draw_info_format (NDI_UNIQUE, 0, op, "%s answers your call!", (const char *)determine_god (op));
1216 else 1149 else
1217 { 1150 {
1218 new_draw_info (NDI_UNIQUE, 0, op, "Your request is ignored."); 1151 op->failmsg ("Your request is ignored.");
1219 return 0; 1152 return 0;
1220 } 1153 }
1221 } 1154 }
1222 1155
1223 /* size of the area of destruction */ 1156 /* size of the area of destruction */
1227 if (effect->attacktype & AT_DEATH) 1160 if (effect->attacktype & AT_DEATH)
1228 { 1161 {
1229 effect->level = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1162 effect->level = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1230 1163
1231 /* casting death spells at undead isn't a good thing */ 1164 /* casting death spells at undead isn't a good thing */
1232 if QUERY_FLAG
1233 (target, FLAG_UNDEAD) 1165 if (target->flag [FLAG_UNDEAD])
1234 { 1166 {
1235 if (random_roll (0, 2, op, PREFER_LOW)) 1167 if (random_roll (0, 2, op, PREFER_LOW))
1236 { 1168 {
1237 new_draw_info (NDI_UNIQUE, 0, op, "Idiot! Your spell boomerangs!"); 1169 new_draw_info (NDI_UNIQUE, 0, op, "Idiot! Your spell boomerangs!");
1238 effect->x = op->x; 1170 effect->x = op->x;
1240 } 1172 }
1241 else 1173 else
1242 { 1174 {
1243 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s looks stronger!", query_name (target)); 1175 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s looks stronger!", query_name (target));
1244 target->stats.hp = target->stats.maxhp * 2; 1176 target->stats.hp = target->stats.maxhp * 2;
1245 free_object (effect); 1177 effect->destroy ();
1246 return 0; 1178 return 0;
1247 } 1179 }
1248 } 1180 }
1249 } 1181 }
1250 else 1182 else
1251 { 1183 {
1252 /* how much woe to inflict :) */ 1184 /* how much woe to inflict :) */
1253 effect->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1185 effect->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1254 } 1186 }
1255 1187
1256 set_owner (effect, op); 1188 effect->set_owner (op);
1257 set_spell_skill (op, caster, spell, effect); 1189 set_spell_skill (op, caster, spell, effect);
1258 1190
1259 /* ok, tell it where to be, and insert! */ 1191 /* ok, tell it where to be, and insert! */
1260 effect->x = target->x; 1192 effect->insert_at (target, op);
1261 effect->y = target->y;
1262 insert_ob_in_map (effect, target->map, op, 0);
1263 1193
1264 return 1; 1194 return 1;
1265} 1195}
1266
1267 1196
1268/**************************************************************************** 1197/****************************************************************************
1269 * 1198 *
1270 * MAGIC MISSILE code. 1199 * MAGIC MISSILE code.
1271 * note that the fire_bullet is used to fire the missile. The 1200 * note that the fire_bullet is used to fire the missile. The
1274 1203
1275/* op is a missile that needs to be moved */ 1204/* op is a missile that needs to be moved */
1276void 1205void
1277move_missile (object *op) 1206move_missile (object *op)
1278{ 1207{
1279 int i, mflags;
1280 object *owner;
1281 sint16 new_x, new_y;
1282 mapstruct *m;
1283
1284 if (op->range-- <= 0) 1208 if (op->range-- <= 0)
1285 { 1209 {
1286 remove_ob (op); 1210 op->drop_and_destroy ();
1287 free_object (op);
1288 return; 1211 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 { 1212 }
1298 remove_ob (op); 1213
1299 free_object (op); 1214 mapxy pos (op);
1300 return; 1215 pos.move (op->direction);
1216
1217 if (!pos.normalise ())
1301 } 1218 {
1302#endif 1219 op->destroy ();
1303 1220 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 { 1221 }
1311 tag_t tag = op->count;
1312 1222
1223 mapspace &ms = pos.ms ();
1224
1225 if (ms.flags () & P_IS_ALIVE || ms.blocks (op))
1226 {
1313 hit_map (op, op->direction, AT_MAGIC, 1); 1227 hit_map (op, op->direction, AT_MAGIC, 1);
1314 /* Basically, missile only hits one thing then goes away. 1228 /* Basically, missile only hits one thing then goes away.
1315 * we need to remove it if someone hasn't already done so. 1229 * we need to remove it if someone hasn't already done so.
1316 */ 1230 */
1317 if (!was_destroyed (op, tag)) 1231 op->destroy ();
1318 {
1319 remove_ob (op);
1320 free_object (op);
1321 }
1322 return; 1232 return;
1323 }
1324
1325 remove_ob (op);
1326 if (!op->direction || (mflags & P_OUT_OF_MAP))
1327 { 1233 }
1328 free_object (op); 1234
1329 return; 1235 if (!op->direction)
1330 } 1236 {
1331 op->x = new_x; 1237 op->destroy ();
1332 op->y = new_y; 1238 return;
1333 op->map = m; 1239 }
1334 i = spell_find_dir (op->map, op->x, op->y, get_owner (op)); 1240
1241 int i = spell_find_dir (pos.m, pos.x, pos.y, op->owner);
1335 if (i > 0 && i != op->direction) 1242 if (i > 0 && i != op->direction)
1336 { 1243 {
1337 op->direction = i; 1244 op->direction = i;
1338 SET_ANIMATION (op, op->direction); 1245 SET_ANIMATION (op, op->direction);
1339 } 1246 }
1340 insert_ob_in_map (op, op->map, op, 0); 1247
1248 pos.insert (op, op);
1341} 1249}
1342 1250
1343/**************************************************************************** 1251/****************************************************************************
1344 * Destruction 1252 * Destruction
1345 ****************************************************************************/ 1253 ****************************************************************************/
1346 1254
1347/* make_object_glow() - currently only makes living objects glow. 1255/* make_object_glow() - currently only makes living objects glow.
1348 * we do this by creating a force and inserting it in the 1256 * we do this by creating a force and inserting it in the
1349 * object. if time is 0, the object glows permanently. To truely 1257 * object. if time is 0, the object glows permanently. To truely
1350 * make this work for non-living objects, we would have to 1258 * make this work for non-living objects, we would have to
1351 * give them the capability to have an inventory. b.t. 1259 * give them the capability to have an inventory. b.t.
1352 */ 1260 */
1353 1261static int
1354int
1355make_object_glow (object *op, int radius, int time) 1262make_object_glow (object *op, int radius, int time)
1356{ 1263{
1357 object *tmp;
1358
1359 /* some things are unaffected... */ 1264 /* some things are unaffected... */
1360 if (op->path_denied & PATH_LIGHT) 1265 if (op->path_denied & PATH_LIGHT)
1361 return 0; 1266 return 0;
1362 1267
1363 tmp = get_archetype (FORCE_NAME); 1268 object *tmp = archetype::get (FORCE_NAME);
1364 tmp->speed = 0.01; 1269 tmp->set_speed (0.01);
1365 tmp->stats.food = time; 1270 tmp->stats.food = time;
1366 SET_FLAG (tmp, FLAG_IS_USED_UP); 1271 tmp->set_flag (FLAG_IS_USED_UP);
1367 tmp->glow_radius = radius; 1272 tmp->set_glow_radius (min (MAX_LIGHT_RADIUS, radius));
1368 if (tmp->glow_radius > MAX_LIGHT_RADII)
1369 tmp->glow_radius = MAX_LIGHT_RADII;
1370
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); 1273 tmp = insert_ob_in_ob (tmp, op);
1274
1376 if (tmp->glow_radius > op->glow_radius) 1275 if (tmp->glow_radius > op->glow_radius)
1377 op->glow_radius = tmp->glow_radius; 1276 op->set_glow_radius (tmp->glow_radius);
1378 1277
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; 1278 return 1;
1385} 1279}
1386
1387
1388
1389 1280
1390int 1281int
1391cast_destruction (object *op, object *caster, object *spell_ob) 1282cast_destruction (object *op, object *caster, object *spell_ob)
1392{ 1283{
1393 int i, j, range, mflags, friendly = 0, dam, dur;
1394 sint16 sx, sy;
1395 mapstruct *m;
1396 object *tmp;
1397 const char *skill;
1398
1399 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob); 1284 int range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
1400 dam = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob); 1285 int dam = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob);
1401 dur = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob); 1286 int dur = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
1402 if (QUERY_FLAG (op, FLAG_FRIENDLY) || op->type == PLAYER)
1403 friendly = 1;
1404 1287
1405 /* destruction doesn't use another spell object, so we need 1288 bool friendly = op->flag [FLAG_FRIENDLY] || op->is_player ();
1406 * update op's skill pointer so that exp is properly awarded.
1407 * We do some shortcuts here - since this is just temporary
1408 * and we'll reset the values back, we don't need to go through
1409 * the full share string/free_string route.
1410 */
1411 skill = op->skill;
1412 if (caster == op)
1413 op->skill = spell_ob->skill;
1414 else if (caster->skill)
1415 op->skill = caster->skill;
1416 else
1417 op->skill = NULL;
1418 1289
1419 change_skill (op, find_skill_by_name (op, op->skill), 1); 1290 dynbuf buf;
1420 1291 unordered_mapwalk (buf, op, -range, -range, range, range)
1421 for (i = -range; i < range; i++)
1422 { 1292 {
1423 for (j = -range; j < range; j++) 1293 mapspace &ms = m->at (nx, ny);
1424 { 1294
1425 m = op->map;
1426 sx = op->x + i;
1427 sy = op->y + j;
1428 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
1429 if (mflags & P_OUT_OF_MAP)
1430 continue;
1431 if (mflags & P_IS_ALIVE) 1295 if (ms.flags () & P_IS_ALIVE)
1296 for (object *next, *tmp = ms.bot; tmp; tmp = next)
1432 { 1297 {
1433 for (tmp = get_map_ob (m, sx, sy); tmp; tmp = tmp->above) 1298 next = tmp->above;
1299
1300 if (tmp->flag [FLAG_ALIVE] || tmp->is_player ())
1434 { 1301 {
1435 if (QUERY_FLAG (tmp, FLAG_ALIVE) || tmp->type == PLAYER)
1436 break;
1437 }
1438 if (tmp)
1439 {
1440 if (tmp->head)
1441 tmp = tmp->head; 1302 tmp = tmp->head_ ();
1442 1303
1443 if ((friendly && !QUERY_FLAG (tmp, FLAG_FRIENDLY) && tmp->type != PLAYER) || 1304 if ((friendly && !tmp->flag [FLAG_FRIENDLY] && !tmp->is_player ())
1444 (!friendly && (QUERY_FLAG (tmp, FLAG_FRIENDLY) || tmp->type == PLAYER))) 1305 || (!friendly && (tmp->flag [FLAG_FRIENDLY] || tmp->is_player ())))
1445 { 1306 {
1446 if (spell_ob->subtype == SP_DESTRUCTION) 1307 if (spell_ob->subtype == SP_DESTRUCTION)
1447 { 1308 {
1448 hit_player (tmp, dam, op, spell_ob->attacktype, 0); 1309 hit_player (tmp, dam, op, spell_ob->attacktype, 0);
1310
1449 if (spell_ob->other_arch) 1311 if (spell_ob->other_arch)
1450 { 1312 m->insert (spell_ob->other_arch->instance (), nx, ny, op);
1451 tmp = arch_to_object (spell_ob->other_arch);
1452 tmp->x = sx;
1453 tmp->y = sy;
1454 insert_ob_in_map (tmp, m, op, 0);
1455 }
1456 } 1313 }
1457 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist[ATNR_MAGIC] != 100) 1314 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist [ATNR_MAGIC] != 100)
1458 { 1315 {
1459 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch) 1316 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch)
1460 { 1317 m->insert (spell_ob->other_arch->instance (), nx, ny, op);
1461 object *effect = arch_to_object (spell_ob->other_arch);
1462
1463 effect->x = sx;
1464 effect->y = sy;
1465 insert_ob_in_map (effect, m, op, 0);
1466 }
1467 } 1318 }
1468 } 1319 }
1469 } 1320 }
1470 } 1321 }
1471 }
1472 } 1322 }
1473 op->skill = skill; 1323
1474 return 1; 1324 return 1;
1475} 1325}
1476 1326
1477/*************************************************************************** 1327/***************************************************************************
1478 * 1328 *
1479 * CURSE 1329 * CURSE
1480 * 1330 *
1481 ***************************************************************************/ 1331 ***************************************************************************/
1482
1483int 1332int
1484cast_curse (object *op, object *caster, object *spell_ob, int dir) 1333cast_curse (object *op, object *caster, object *spell_ob, int dir)
1485{ 1334{
1486 object *god = find_god (determine_god (op)); 1335 object *god = find_god (determine_god (op));
1487 object *tmp, *force; 1336 object *tmp, *force;
1488 1337
1489 tmp = get_pointed_target (op, (dir == 0) ? op->direction : dir, spell_ob->range, SPELL_GRACE); 1338 tmp = get_pointed_target (op, (dir == 0) ? op->direction : dir, spell_ob->range, SPELL_GRACE);
1490 if (!tmp) 1339 if (!tmp)
1491 { 1340 {
1492 new_draw_info (NDI_UNIQUE, 0, op, "There is no one in that direction to curse."); 1341 op->failmsg ("There is no one in that direction to curse.");
1493 return 0; 1342 return 0;
1494 } 1343 }
1495 1344
1345 tmp = tmp->head_ ();
1346
1496 /* If we've already got a force of this type, don't add a new one. */ 1347 /* 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) 1348 for (force = tmp->inv; force; force = force->below)
1498 { 1349 {
1499 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY) 1350 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY)
1500 { 1351 {
1501 if (force->name == spell_ob->name) 1352 if (force->name == spell_ob->name)
1502 { 1353 {
1508 return 0; 1359 return 0;
1509 } 1360 }
1510 } 1361 }
1511 } 1362 }
1512 1363
1513 if (force == NULL) 1364 if (!force)
1514 { 1365 {
1515 force = get_archetype (FORCE_NAME); 1366 force = archetype::get (FORCE_NAME);
1516 force->subtype = FORCE_CHANGE_ABILITY; 1367 force->subtype = FORCE_CHANGE_ABILITY;
1368
1517 if (spell_ob->race) 1369 if (spell_ob->race)
1518 force->name = spell_ob->race; 1370 force->name = spell_ob->race;
1519 else 1371 else
1520 force->name = spell_ob->name; 1372 force->name = spell_ob->name;
1521 1373
1531 { 1383 {
1532 force->duration = duration; 1384 force->duration = duration;
1533 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 1385 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1534 } 1386 }
1535 else 1387 else
1536 {
1537 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1388 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1538 } 1389
1539 return 1; 1390 return 1;
1540 } 1391 }
1392
1541 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50; 1393 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1542 force->speed = 1.0;
1543 force->speed_left = -1.0; 1394 force->speed_left = -1.f;
1544 SET_FLAG (force, FLAG_APPLIED); 1395 force->set_speed (1.f);
1396 force->set_flag (FLAG_APPLIED);
1545 1397
1546 if (god) 1398 if (god)
1547 { 1399 {
1548 if (spell_ob->last_grace) 1400 if (spell_ob->last_grace)
1549 force->path_repelled = god->path_repelled; 1401 force->path_repelled = god->path_repelled;
1561 force->stats.ac = spell_ob->stats.ac; 1413 force->stats.ac = spell_ob->stats.ac;
1562 force->stats.wc = spell_ob->stats.wc; 1414 force->stats.wc = spell_ob->stats.wc;
1563 1415
1564 change_abil (tmp, force); /* Mostly to display any messages */ 1416 change_abil (tmp, force); /* Mostly to display any messages */
1565 insert_ob_in_ob (force, tmp); 1417 insert_ob_in_ob (force, tmp);
1566 fix_player (tmp); 1418 tmp->update_stats ();
1419
1567 return 1; 1420 return 1;
1568
1569} 1421}
1570
1571 1422
1572/********************************************************************** 1423/**********************************************************************
1573 * mood change 1424 * mood change
1574 * Arguably, this may or may not be an attack spell. But since it 1425 * 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 1426 * effects monsters, it seems best to put it into this file
1580 */ 1431 */
1581int 1432int
1582mood_change (object *op, object *caster, object *spell) 1433mood_change (object *op, object *caster, object *spell)
1583{ 1434{
1584 object *tmp, *god, *head; 1435 object *tmp, *god, *head;
1585 int done_one, range, mflags, level, at, best_at; 1436 int done_one, range, level, at, best_at;
1586 sint16 x, y, nx, ny;
1587 mapstruct *m;
1588 const char *race; 1437 const char *race;
1589 1438
1590 /* We precompute some values here so that we don't have to keep 1439 /* We precompute some values here so that we don't have to keep
1591 * doing it over and over again. 1440 * doing it over and over again.
1592 */ 1441 */
1593 god = find_god (determine_god (op)); 1442 god = find_god (determine_god (op));
1594 level = caster_level (caster, spell); 1443 level = casting_level (caster, spell);
1595 range = spell->range + SP_level_range_adjust (caster, spell); 1444 range = spell->range + SP_level_range_adjust (caster, spell);
1596 1445
1597 /* On the bright side, no monster should ever have a race of GOD_... 1446 /* 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 1447 * so even if the player doesn't worship a god, if race=GOD_.., it
1599 * won't ever match anything. 1448 * won't ever match anything.
1600 */ 1449 */
1601 if (!spell->race) 1450 if (!spell->race)
1602 race = NULL; 1451 race = NULL;
1603 else if (god && !strcmp (spell->race, "GOD_SLAYING")) 1452 else if (god && spell->race == shstr_GOD_SLAYING)
1604 race = god->slaying; 1453 race = god->slaying;
1605 else if (god && !strcmp (spell->race, "GOD_FRIEND")) 1454 else if (god && spell->race == shstr_GOD_FRIEND)
1606 race = god->race; 1455 race = god->race;
1607 else 1456 else
1608 race = spell->race; 1457 race = spell->race;
1609 1458
1610 1459 dynbuf buf;
1611 for (x = op->x - range; x <= op->x + range; x++) 1460 unordered_mapwalk (buf, op, -range, -range, range, range)
1612 for (y = op->y - range; y <= op->y + range; y++)
1613 { 1461 {
1462 mapspace &ms = m->at (nx, ny);
1614 1463
1615 done_one = 0;
1616 m = op->map;
1617 nx = x;
1618 ny = y;
1619 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1620 if (mflags & P_OUT_OF_MAP)
1621 continue;
1622
1623 /* If there is nothing living on this space, no need to go further */ 1464 /* If there is nothing living on this space, no need to go further */
1624 if (!(mflags & P_IS_ALIVE)) 1465 if (!(ms.flags () & P_IS_ALIVE))
1625 continue; 1466 continue;
1626 1467
1627 for (tmp = get_map_ob (m, nx, ny); tmp; tmp = tmp->above) 1468 // players can only affect spaces that they can actually see
1628 if (QUERY_FLAG (tmp, FLAG_MONSTER)) 1469 if (caster
1470 && caster->contr
1471 && caster->contr->darkness_at (m, nx, ny) == LOS_BLOCKED)
1472 continue;
1473
1474 for (tmp = ms.top; tmp; tmp = tmp->below)
1475 if (tmp->flag [FLAG_MONSTER])
1629 break; 1476 break;
1630 1477
1631 /* There can be living objects that are not monsters */ 1478 /* There can be living objects that are not monsters */
1632 if (!tmp || tmp->type == PLAYER) 1479 if (!tmp)
1633 continue; 1480 continue;
1634 1481
1635 /* Only the head has meaningful data, so resolve to that */ 1482 /* Only the head has meaningful data, so resolve to that */
1636 if (tmp->head)
1637 head = tmp->head; 1483 head = tmp->head_ ();
1638 else
1639 head = tmp;
1640 1484
1641 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */ 1485 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */
1642 if (race && head->race && !strstr (race, head->race)) 1486 if (race && head->race && !strstr (race, head->race))
1643 continue; 1487 continue;
1644 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD)) 1488
1489 if (head->flag [FLAG_UNDEAD] && !spell->flag [FLAG_UNDEAD])
1645 continue; 1490 continue;
1646 1491
1647 /* Now do a bunch of stuff related to saving throws */ 1492 /* Now do a bunch of stuff related to saving throws */
1648 best_at = -1; 1493 best_at = -1;
1649 if (spell->attacktype) 1494 if (spell->attacktype)
1650 { 1495 {
1651 for (at = 0; at < NROFATTACKS; at++) 1496 for (at = 0; at < NROFATTACKS; at++)
1652 if (spell->attacktype & (1 << at)) 1497 if (spell->attacktype & (1 << at))
1653 if (best_at == -1 || head->resist[at] > head->resist[best_at]) 1498 if (best_at == -1 || head->resist[at] > head->resist[best_at])
1654 best_at = at; 1499 best_at = at;
1655 1500
1656 if (best_at == -1) 1501 if (best_at == -1)
1657 at = 0; 1502 at = 0;
1658 else 1503 else
1659 { 1504 {
1660 if (head->resist[best_at] == 100) 1505 if (head->resist[best_at] == 100)
1661 continue; 1506 continue;
1662 else 1507 else
1663 at = head->resist[best_at] / 5; 1508 at = head->resist[best_at] / 5;
1664 } 1509 }
1510
1665 at -= level / 5; 1511 at -= level / 5;
1666 if (did_make_save (head, head->level, at)) 1512 if (did_make_save (head, head->level, at))
1667 continue; 1513 continue;
1668 } 1514 }
1669 else /* spell->attacktype */ 1515 else /* spell->attacktype */
1516 {
1670 /* 1517 /*
1671 Spell has no attacktype (charm & such), so we'll have a specific saving: 1518 Spell has no attacktype (charm & such), so we'll have a specific saving:
1672 * if spell level < monster level, no go 1519 * if spell level < monster level, no go
1673 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) ) 1520 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) )
1674 1521
1676 1523
1677 This is required to fix the 'charm monster' abuse, where a player level 1 can 1524 This is required to fix the 'charm monster' abuse, where a player level 1 can
1678 charm a level 125 monster... 1525 charm a level 125 monster...
1679 1526
1680 Ryo, august 14th 1527 Ryo, august 14th
1681 */ 1528 */
1682 {
1683 if (head->level > level) 1529 if (head->level > level)
1684 continue; 1530 continue;
1531
1685 if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + MIN (50, 2 * (level - head->level)))) 1532 if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + min (50, 2 * (level - head->level))))
1686 /* Failed, no effect */ 1533 /* Failed, no effect */
1687 continue; 1534 continue;
1688 } 1535 }
1689 1536
1690 /* Done with saving throw. Now start effecting the monster */ 1537 /* Done with saving throw. Now start affecting the monster */
1538 done_one = 0;
1691 1539
1692 /* aggravation */ 1540 /* aggravation */
1693 if (QUERY_FLAG (spell, FLAG_MONSTER)) 1541 if (spell->flag [FLAG_MONSTER])
1694 { 1542 {
1695 CLEAR_FLAG (head, FLAG_SLEEP); 1543 head->clr_flag (FLAG_SLEEP);
1696 if (QUERY_FLAG (head, FLAG_FRIENDLY))
1697 remove_friendly_object (head); 1544 remove_friendly_object (head);
1698
1699 done_one = 1; 1545 done_one = 1;
1700 head->enemy = op; 1546 head->enemy = op;
1701 } 1547 }
1702 1548
1703 /* calm monsters */ 1549 /* calm monsters */
1704 if (QUERY_FLAG (spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (head, FLAG_UNAGGRESSIVE)) 1550 if (spell->flag [FLAG_UNAGGRESSIVE] && !head->flag [FLAG_UNAGGRESSIVE])
1705 { 1551 {
1706 SET_FLAG (head, FLAG_UNAGGRESSIVE); 1552 head->set_flag (FLAG_UNAGGRESSIVE);
1707 head->enemy = NULL; 1553 head->enemy = NULL;
1708 done_one = 1; 1554 done_one = 1;
1709 } 1555 }
1710 1556
1711 /* berserk monsters */ 1557 /* berserk monsters */
1712 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK)) 1558 if (spell->flag [FLAG_BERSERK] && !head->flag [FLAG_BERSERK])
1713 { 1559 {
1714 SET_FLAG (head, FLAG_BERSERK); 1560 head->set_flag (FLAG_BERSERK);
1715 done_one = 1; 1561 done_one = 1;
1716 } 1562 }
1563
1717 /* charm */ 1564 /* charm */
1718 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY)) 1565 if (spell->flag [FLAG_NO_ATTACK] && !head->flag [FLAG_FRIENDLY])
1719 { 1566 {
1720 SET_FLAG (head, FLAG_FRIENDLY); 1567 INVOKE_OBJECT (KILL, head, ARG_OBJECT (caster));
1568
1721 /* Prevent uncontolled outbreaks of self replicating monsters. 1569 /* Prevent uncontrolled outbreaks of self replicating monsters.
1722 Typical use case is charm, go somwhere, use aggravation to make hostile. 1570 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. */ 1571 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */
1724 CLEAR_FLAG (head, FLAG_GENERATOR); 1572 head->clr_flag (FLAG_GENERATOR);
1725 set_owner (head, op); 1573 head->set_owner (op);
1726 set_spell_skill (op, caster, spell, head); 1574 set_spell_skill (op, caster, spell, head);
1727 add_friendly_object (head); 1575 add_friendly_object (head);
1728 head->attack_movement = PETMOVE; 1576 head->attack_movement = PETMOVE;
1729 done_one = 1; 1577 done_one = 1;
1730 change_exp (op, head->stats.exp / 2, head->skill, SK_EXP_ADD_SKILL); 1578 change_exp (op, head->stats.exp / 2, head->skill, SK_EXP_ADD_SKILL);
1731 head->stats.exp = 0; 1579 head->stats.exp = 0;
1732 } 1580 }
1733 1581
1734 /* If a monster was effected, put an effect in */ 1582 /* If a monster was effected, put an effect in */
1735 if (done_one && spell->other_arch) 1583 if (done_one && spell->other_arch)
1736 { 1584 m->insert (spell->other_arch->instance (), nx, ny, op);
1737 tmp = arch_to_object (spell->other_arch); 1585 }
1738 tmp->x = nx;
1739 tmp->y = ny;
1740 insert_ob_in_map (tmp, m, op, 0);
1741 }
1742 } /* for y */
1743 1586
1744 return 1; 1587 return 1;
1745} 1588}
1746
1747 1589
1748/* Move_ball_spell: This handles ball type spells that just sort of wander 1590/* Move_ball_spell: This handles ball type spells that just sort of wander
1749 * about. was called move_ball_lightning, but since more than the ball 1591 * about. was called move_ball_lightning, but since more than the ball
1750 * lightning spell used it, that seemed misnamed. 1592 * lightning spell used it, that seemed misnamed.
1751 * op is the spell effect. 1593 * op is the spell effect.
1752 * note that duration is handled by process_object() in time.c 1594 * note that duration is handled by process_object() in time.c
1753 */ 1595 */
1754
1755void 1596void
1756move_ball_spell (object *op) 1597move_ball_spell (object *op)
1757{ 1598{
1758 int i, j, dam_save, dir, mflags; 1599 int i, j, dam_save, dir, mflags;
1759 sint16 nx, ny, hx, hy; 1600 sint16 nx, ny, hx, hy;
1760 object *owner; 1601 object *owner;
1761 mapstruct *m; 1602 maptile *m;
1762 1603
1763 owner = get_owner (op); 1604 owner = op->owner;
1764 1605
1765 /* the following logic makes sure that the ball doesn't move into a wall, 1606 /* 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 1607 * 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 1608 * 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 1609 * offset to move the ball, eg, keep it mostly on course, with some
1778 for (i = 1; i < 9; i++) 1619 for (i = 1; i < 9; i++)
1779 { 1620 {
1780 /* i bit 0: alters sign of offset 1621 /* i bit 0: alters sign of offset
1781 * other bits (i / 2): absolute value of offset 1622 * other bits (i / 2): absolute value of offset
1782 */ 1623 */
1783
1784 int offset = ((i ^ j) & 1) ? (i / 2) : -(i / 2); 1624 int offset = ((i ^ j) & 1) ? (i / 2) : -(i / 2);
1785 int tmpdir = absdir (op->direction + offset); 1625 int tmpdir = absdir (op->direction + offset);
1786 1626
1787 nx = op->x + freearr_x[tmpdir]; 1627 nx = op->x + DIRX (tmpdir);
1788 ny = op->y + freearr_y[tmpdir]; 1628 ny = op->y + DIRY (tmpdir);
1789 if (!(get_map_flags (op->map, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP) && !(OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, nx, ny)))) 1629 if (!(get_map_flags (op->map, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP) && !(OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, nx, ny))))
1790 { 1630 {
1791 dir = tmpdir; 1631 dir = tmpdir;
1792 break; 1632 break;
1793 } 1633 }
1794 } 1634 }
1635
1795 if (dir == 0) 1636 if (dir == 0)
1796 { 1637 {
1797 nx = op->x; 1638 nx = op->x;
1798 ny = op->y; 1639 ny = op->y;
1799 m = op->map; 1640 m = op->map;
1800 } 1641 }
1801 1642
1802 remove_ob (op); 1643 m->insert (op, nx, ny, op);
1803 op->y = ny;
1804 op->x = nx;
1805 insert_ob_in_map (op, m, op, 0);
1806 1644
1807 dam_save = op->stats.dam; /* save the original dam: we do halfdam on 1645 dam_save = op->stats.dam; /* save the original dam: we do halfdam on
1808 surrounding squares */ 1646 surrounding squares */
1809 1647
1810 /* loop over current square and neighbors to hit. 1648 /* loop over current square and neighbors to hit.
1811 * if this has an other_arch field, we insert that in 1649 * if this has an other_arch field, we insert that in
1812 * the surround spaces. 1650 * the surround spaces.
1813 */ 1651 */
1814 for (j = 0; j < 9; j++) 1652 for (j = 0; j < 9; j++)
1815 { 1653 {
1816 object *new_ob; 1654 hx = nx + DIRX (j);
1817 1655 hy = ny + DIRY (j);
1818 hx = nx + freearr_x[j];
1819 hy = ny + freearr_y[j];
1820 1656
1821 m = op->map; 1657 m = op->map;
1822 mflags = get_map_flags (m, &m, hx, hy, &hx, &hy); 1658 mflags = get_map_flags (m, &m, hx, hy, &hx, &hy);
1823 1659
1824 if (mflags & P_OUT_OF_MAP) 1660 if (mflags & P_OUT_OF_MAP)
1830 1666
1831 if ((mflags & P_IS_ALIVE) && (!owner || owner->x != hx || owner->y != hy || !on_same_map (owner, op))) 1667 if ((mflags & P_IS_ALIVE) && (!owner || owner->x != hx || owner->y != hy || !on_same_map (owner, op)))
1832 { 1668 {
1833 if (j) 1669 if (j)
1834 op->stats.dam = dam_save / 2; 1670 op->stats.dam = dam_save / 2;
1671
1835 hit_map (op, j, op->attacktype, 1); 1672 hit_map (op, j, op->attacktype, 1);
1836
1837 } 1673 }
1838 1674
1839 /* insert the other arch */ 1675 /* insert the other arch */
1840 if (op->other_arch && !(OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy)))) 1676 if (op->other_arch && !(OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy))))
1841 { 1677 m->insert (op->other_arch->instance (), 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 } 1678 }
1848 1679
1849 /* restore to the center location and damage */ 1680 /* restore to the center location and damage */
1850 op->stats.dam = dam_save; 1681 op->stats.dam = dam_save;
1851 1682
1852 i = spell_find_dir (op->map, op->x, op->y, get_owner (op)); 1683 i = spell_find_dir (op->map, op->x, op->y, op->owner);
1853 1684
1854 if (i >= 0) 1685 if (i >= 0)
1855 { /* we have a preferred direction! */ 1686 { /* we have a preferred direction! */
1856 /* pick another direction if the preferred dir is blocked. */ 1687 /* 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 || 1688 if (get_map_flags (op->map, &m, nx + DIRX (i), ny + DIRY (i), &hx, &hy) & P_OUT_OF_MAP ||
1858 OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy))) 1689 OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy)))
1859 {
1860 i = absdir (i + rndm (0, 2) - 1); /* -1, 0, +1 */ 1690 i = absdir (i + rndm (0, 2) - 1); /* -1, 0, +1 */
1861 } 1691
1862 op->direction = i; 1692 op->direction = i;
1863 } 1693 }
1864} 1694}
1865 1695
1866
1867/* move_swarm_spell: peterm 1696/* move_swarm_spell: peterm
1868 * This is an implementation of the swarm spell. It was written for 1697 * 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 1698 * 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 1699 * 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 1700 * 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. 1701 * from a set of squares surrounding the caster, in a given direction.
1873 */ 1702 */
1874
1875void 1703void
1876move_swarm_spell (object *op) 1704move_swarm_spell (object *op)
1877{ 1705{
1878#if 0 1706#if 0
1879 static int cardinal_adjust[9] = { -3, -2, -1, 0, 0, 0, 1, 2, 3 }; 1707 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 }; 1708 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; 1709 sint16 target_x, target_y, origin_x, origin_y;
1882 int adjustdir; 1710 int adjustdir;
1883 mapstruct *m; 1711 maptile *m;
1884#endif 1712#endif
1885 int basedir;
1886 object *owner; 1713 object *owner = op->env;
1887 1714
1888 owner = get_owner (op); 1715 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 } 1716 {
1717 LOG (llevError, "swarm spell found outside inventory: %s\n", op->debug_desc ());
1718 op->destroy ();
1719 return;
1720 }
1721
1722 if (!op->duration || !owner->is_on_map ())
1723 {
1724 op->drop_and_destroy ();
1725 return;
1726 }
1727
1895 op->duration--; 1728 op->duration--;
1896 1729
1897 basedir = op->direction; 1730 int basedir = op->direction;
1898 if (basedir == 0) 1731 if (!basedir)
1899 { 1732 {
1900 /* spray in all directions! 8) */ 1733 /* spray in all directions! 8) */
1901 basedir = rndm (1, 8); 1734 op->facing = (op->facing + op->state) & 7;
1735 basedir = op->facing + 1;
1902 } 1736 }
1903 1737
1904#if 0 1738#if 0
1905 // this is bogus: it causes wrong places to be checked below 1739 // this is bogus: it causes wrong places to be checked below
1906 // (a wall 2 cells away will block the effect...) and 1740 // (a wall 2 cells away will block the effect...) and
1907 // doesn't work for SP_BULLET anyhow, so again tests the wrong 1741 // doesn't work for SP_BULLET anyhow, so again tests the wrong
1908 // space. 1742 // space.
1909 // should be fixed later, but correctness before featurs... 1743 // should be fixed later, but correctness before features...
1910 // (schmorp) 1744 // (schmorp)
1911 1745
1912 /* new offset calculation to make swarm element distribution 1746 /* new offset calculation to make swarm element distribution
1913 * more uniform 1747 * more uniform
1914 */ 1748 */
1915 if (op->duration) 1749 if (op->duration)
1916 { 1750 {
1917 if (basedir & 1) 1751 if (basedir & 1)
1918 { 1752 {
1926 else 1760 else
1927 { 1761 {
1928 adjustdir = 0; /* fire the last one from forward. */ 1762 adjustdir = 0; /* fire the last one from forward. */
1929 } 1763 }
1930 1764
1931 target_x = op->x + freearr_x[absdir (basedir + adjustdir)]; 1765 target_x = op->x + DIRX (absdir (basedir + adjustdir));
1932 target_y = op->y + freearr_y[absdir (basedir + adjustdir)]; 1766 target_y = op->y + DIRY (absdir (basedir + adjustdir));
1933 1767
1934 /* back up one space so we can hit point-blank targets, but this 1768 /* back up one space so we can hit point-blank targets, but this
1935 * necessitates extra out_of_map check below 1769 * necessitates extra out_of_map check below
1936 */ 1770 */
1937 origin_x = target_x - freearr_x[basedir]; 1771 origin_x = target_x - DIRX (basedir);
1938 origin_y = target_y - freearr_y[basedir]; 1772 origin_y = target_y - DIRY (basedir);
1939 1773
1940 1774
1941 /* spell pointer is set up for the spell this casts. Since this 1775 /* spell pointer is set up for the spell this casts. Since this
1942 * should just be a pointer to the spell in some inventory, 1776 * should just be a pointer to the spell in some inventory,
1943 * it is unlikely to disappear by the time we need it. However, 1777 * it is unlikely to disappear by the time we need it. However,
1967 { 1801 {
1968 /* Bullet spells have a bunch more customization that needs to be done */ 1802 /* Bullet spells have a bunch more customization that needs to be done */
1969 if (op->spell->subtype == SP_BULLET) 1803 if (op->spell->subtype == SP_BULLET)
1970 fire_bullet (owner, op, basedir, op->spell); 1804 fire_bullet (owner, op, basedir, op->spell);
1971 else if (op->spell->subtype == SP_MAGIC_MISSILE) 1805 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1972 fire_arch_from_position (owner, op, op->x, op->y, basedir, op->spell); 1806 fire_arch_from_position (owner, op, owner->x, owner->y, basedir, op->spell);
1973 } 1807 }
1974} 1808}
1975
1976
1977
1978 1809
1979/* fire_swarm: 1810/* fire_swarm:
1980 * The following routine creates a swarm of objects. It actually 1811 * The following routine creates a swarm of objects. It actually
1981 * sets up a specific swarm object, which then fires off all 1812 * sets up a specific swarm object, which then fires off all
1982 * the parts of the swarm. 1813 * the parts of the swarm.
1983 * 1814 *
1984 * op: the owner 1815 * op: the owner
1985 * caster: the caster (owner, wand, rod, scroll) 1816 * caster: the caster (owner, wand, rod, scroll)
1986 * dir: the direction everything will be fired in 1817 * dir: the direction everything will be fired in
1987 * spell - the spell that is this spell. 1818 * spell - the spell that is this spell.
1988 * n: the number to be fired. 1819 * n: the number to be fired.
1989 */ 1820 */
1990
1991int 1821int
1992fire_swarm (object *op, object *caster, object *spell, int dir) 1822fire_swarm (object *op, object *caster, object *spell, int dir)
1993{ 1823{
1994 object *tmp;
1995 int i;
1996
1997 if (!spell->other_arch) 1824 if (!spell->other_arch)
1998 return 0; 1825 return 0;
1999 1826
2000 tmp = get_archetype (SWARM_SPELL); 1827 object *tmp = archetype::get (SWARM_SPELL);
2001 tmp->x = op->x; 1828
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); 1829 set_spell_skill (op, caster, spell, tmp);
2005
2006 tmp->level = caster_level (caster, spell); /*needed later, to get level dep. right. */ 1830 tmp->level = casting_level (caster, spell); /* needed later, to get level dep. right. */
2007 tmp->spell = arch_to_object (spell->other_arch); 1831 tmp->spell = spell->other_arch->instance ();
2008
2009 tmp->attacktype = tmp->spell->attacktype; 1832 tmp->attacktype = tmp->spell->attacktype;
2010 1833
2011 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) 1834 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
2012 {
2013 if (!tailor_god_spell (tmp, op)) 1835 if (!tailor_god_spell (tmp, op))
2014 return 1; 1836 return 1;
2015 } 1837
2016 tmp->duration = SP_level_duration_adjust (caster, spell); 1838 tmp->duration = SP_level_duration_adjust (caster, spell);
2017 for (i = 0; i < spell->duration; i++) 1839 for (int i = 0; i < spell->duration; i++)
2018 tmp->duration += die_roll (1, 3, op, PREFER_HIGH); 1840 tmp->duration += die_roll (1, 3, op, PREFER_HIGH);
2019 1841
1842 tmp->invisible = 1;
1843 tmp->flag [FLAG_NO_DROP] = 1; // make sure it stays in inv, or else
2020 tmp->direction = dir; 1844 tmp->direction = dir;
2021 tmp->invisible = 1; 1845 tmp->facing = rndm (1, 8); // initial firing direction
2022 insert_ob_in_map (tmp, op->map, op, 0); 1846 tmp->state = rndm (4) * 2 + 1; // direction increment
1847
1848 op->insert (tmp);
1849
2023 return 1; 1850 return 1;
2024} 1851}
2025
2026 1852
2027/* See the spells documentation file for why this is its own 1853/* See the spells documentation file for why this is its own
2028 * function. 1854 * function.
2029 */ 1855 */
2030int 1856int
2031cast_light (object *op, object *caster, object *spell, int dir) 1857cast_light (object *op, object *caster, object *spell, int dir)
2032{ 1858{
2033 object *target = NULL, *tmp = NULL; 1859 object *target = NULL, *tmp = NULL;
2034 sint16 x, y; 1860 sint16 x, y;
2035 int dam, mflags; 1861 int dam, mflags;
2036 mapstruct *m; 1862 maptile *m;
2037 1863
2038 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1864 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
2039 1865
2040 if (!dir) 1866 if (dir)
2041 {
2042 new_draw_info (NDI_UNIQUE, 0, op, "In what direction?");
2043 return 0;
2044 } 1867 {
2045 1868 x = op->x + DIRX (dir);
2046 x = op->x + freearr_x[dir]; 1869 y = op->y + DIRY (dir);
2047 y = op->y + freearr_y[dir];
2048 m = op->map; 1870 m = op->map;
2049 1871
2050 mflags = get_map_flags (m, &m, x, y, &x, &y); 1872 mflags = get_map_flags (m, &m, x, y, &x, &y);
2051 1873
2052 if (mflags & P_OUT_OF_MAP) 1874 if (mflags & P_OUT_OF_MAP)
2053 { 1875 {
2054 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is there."); 1876 op->failmsg ("Nothing is there.");
2055 return 0; 1877 return 0;
2056 } 1878 }
2057 1879
2058 if (mflags & P_IS_ALIVE && spell->attacktype) 1880 if (mflags & P_IS_ALIVE && spell->attacktype)
2059 {
2060 for (target = get_map_ob (m, x, y); target; target = target->above)
2061 if (QUERY_FLAG (target, FLAG_MONSTER))
2062 { 1881 {
1882 for (target = GET_MAP_OB (m, x, y); target; target = target->above)
1883 if (target->flag [FLAG_MONSTER])
1884 {
2063 /* oky doky. got a target monster. Lets make a blinding attack */ 1885 /* oky doky. got a target monster. Lets make a blinding attack */
2064 if (target->head) 1886 if (target->head)
2065 target = target->head; 1887 target = target->head;
1888
2066 (void) hit_player (target, dam, op, spell->attacktype, 1); 1889 hit_player (target, dam, op, spell->attacktype, 1);
2067 return 1; /* one success only! */ 1890 return 1; /* one success only! */
1891 }
2068 } 1892 }
2069 }
2070 1893
2071 /* no live target, perhaps a wall is in the way? */ 1894 /* no live target, perhaps a wall is in the way? */
2072 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y))) 1895 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)))
2073 { 1896 {
2074 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 1897 op->failmsg ("Something is in the way.");
2075 return 0; 1898 return 0;
1899 }
2076 } 1900 }
2077 1901
2078 /* ok, looks groovy to just insert a new light on the map */ 1902 /* ok, looks groovy to just insert a new light on the map */
2079 tmp = arch_to_object (spell->other_arch); 1903 tmp = spell->other_arch->instance ();
2080 if (!tmp) 1904 if (!tmp)
2081 { 1905 {
2082 LOG (llevError, "Error: spell arch for cast_light() missing.\n"); 1906 LOG (llevError, "Error: spell arch for cast_light() missing.\n");
2083 return 0; 1907 return 0;
2084 } 1908 }
1909
2085 tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell); 1910 tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell);
1911
2086 if (tmp->glow_radius) 1912 if (tmp->glow_radius)
2087 { 1913 tmp->set_glow_radius (
2088 tmp->glow_radius = spell->range + SP_level_range_adjust (caster, spell); 1914 clamp (spell->range + SP_level_range_adjust (caster, spell), 1, MAX_LIGHT_RADIUS)
2089 if (tmp->glow_radius > MAX_LIGHT_RADII) 1915 );
2090 tmp->glow_radius = MAX_LIGHT_RADII; 1916
2091 } 1917 if (dir)
2092 tmp->x = x; 1918 m->insert (tmp, x, y, op);
2093 tmp->y = y; 1919 else
2094 insert_ob_in_map (tmp, m, op, 0); 1920 caster->outer_env_or_self ()->insert (tmp);
1921
2095 return 1; 1922 return 1;
2096} 1923}
2097 1924
2098
2099
2100
2101/* cast_cause_disease: this spell looks along <dir> from the 1925/* cast_cause_disease: this spell looks along <dir> from the
2102 * player and infects someone. 1926 * player and infects someone.
2103 * op is the player/monster, caster is the object, dir is the direction 1927 * 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 1928 * to cast, disease_arch is the specific disease, and type is the spell number
2105 * perhaps this should actually be in disease.c? 1929 * perhaps this should actually be in disease.c?
2106 */ 1930 */
2107
2108int 1931int
2109cast_cause_disease (object *op, object *caster, object *spell, int dir) 1932cast_cause_disease (object *op, object *caster, object *spell, int dir)
2110{ 1933{
2111 sint16 x, y; 1934 sint16 x, y;
2112 int i, mflags, range, dam_mod, dur_mod; 1935 int i, mflags, range, dam_mod, dur_mod;
2113 object *walk; 1936 object *walk;
2114 mapstruct *m; 1937 maptile *m;
2115 1938
2116 x = op->x; 1939 x = op->x;
2117 y = op->y; 1940 y = op->y;
2118 1941
2119 /* If casting from a scroll, no direction will be available, so refer to the 1942 /* If casting from a scroll, no direction will be available, so refer to the
2120 * direction the player is pointing. 1943 * direction the player is pointing.
2121 */ 1944 */
2122 if (!dir) 1945 if (!dir)
2123 dir = op->facing; 1946 dir = op->facing;
1947
2124 if (!dir) 1948 if (!dir)
2125 return 0; /* won't find anything if casting on ourself, so just return */ 1949 return 0; /* won't find anything if casting on ourself, so just return */
2126 1950
2127 /* Calculate these once here */ 1951 /* Calculate these once here */
2128 range = spell->range + SP_level_range_adjust (caster, spell); 1952 range = spell->range + SP_level_range_adjust (caster, spell);
2130 dur_mod = SP_level_duration_adjust (caster, spell); 1954 dur_mod = SP_level_duration_adjust (caster, spell);
2131 1955
2132 /* search in a line for a victim */ 1956 /* search in a line for a victim */
2133 for (i = 1; i < range; i++) 1957 for (i = 1; i < range; i++)
2134 { 1958 {
2135 x = op->x + i * freearr_x[dir]; 1959 x = op->x + i * DIRX (dir);
2136 y = op->y + i * freearr_y[dir]; 1960 y = op->y + i * DIRY (dir);
2137 m = op->map; 1961 m = op->map;
2138 1962
2139 mflags = get_map_flags (m, &m, x, y, &x, &y); 1963 mflags = get_map_flags (m, &m, x, y, &x, &y);
2140 1964
2141 if (mflags & P_OUT_OF_MAP) 1965 if (mflags & P_OUT_OF_MAP)
2147 1971
2148 /* Only bother looking on this space if there is something living here */ 1972 /* Only bother looking on this space if there is something living here */
2149 if (mflags & P_IS_ALIVE) 1973 if (mflags & P_IS_ALIVE)
2150 { 1974 {
2151 /* search this square for a victim */ 1975 /* search this square for a victim */
2152 for (walk = get_map_ob (m, x, y); walk; walk = walk->above) 1976 for (walk = GET_MAP_OB (m, x, y); walk; walk = walk->above)
2153 if (QUERY_FLAG (walk, FLAG_MONSTER) || (walk->type == PLAYER)) 1977 if (walk->flag [FLAG_MONSTER] || (walk->type == PLAYER))
2154 { /* found a victim */ 1978 { /* found a victim */
2155 object *disease = arch_to_object (spell->other_arch); 1979 object *disease = spell->other_arch->instance ();
2156 1980
2157 set_owner (disease, op); 1981 disease->set_owner (op);
2158 set_spell_skill (op, caster, spell, disease); 1982 set_spell_skill (op, caster, spell, disease);
2159 disease->stats.exp = 0; 1983 disease->stats.exp = 0;
2160 disease->level = caster_level (caster, spell); 1984 disease->level = casting_level (caster, spell);
2161 1985
2162 /* do level adjustments */ 1986 /* do level adjustments */
2163 if (disease->stats.wc) 1987 if (disease->stats.wc ) disease->stats.wc += dur_mod / 2;
2164 disease->stats.wc += dur_mod / 2; 1988 if (disease->magic > 0) disease->magic += dur_mod / 8;
2165 1989 if (disease->stats.maxhp > 0) disease->stats.maxhp += dur_mod;
2166 if (disease->magic > 0) 1990 if (disease->stats.maxgrace > 0) disease->stats.maxgrace += dur_mod;
2167 disease->magic += dur_mod / 4;
2168
2169 if (disease->stats.maxhp > 0)
2170 disease->stats.maxhp += dur_mod;
2171
2172 if (disease->stats.maxgrace > 0)
2173 disease->stats.maxgrace += dur_mod;
2174
2175 if (disease->stats.dam)
2176 {
2177 if (disease->stats.dam > 0)
2178 disease->stats.dam += dam_mod;
2179 else
2180 disease->stats.dam -= dam_mod;
2181 }
2182 1991
2183 if (disease->last_sp) 1992 if (disease->last_sp)
2184 { 1993 {
2185 disease->last_sp -= 2 * dam_mod; 1994 disease->last_sp -= 2 * dam_mod;
1995
2186 if (disease->last_sp < 1) 1996 if (disease->last_sp < 1)
2187 disease->last_sp = 1; 1997 disease->last_sp = 1;
2188 } 1998 }
2189 1999
2190 if (disease->stats.maxsp) 2000 if (disease->stats.dam ) disease->stats.dam += copysignl (disease->stats.dam , dam_mod);
2191 { 2001 if (disease->stats.maxsp) disease->stats.maxsp += copysignl (disease->stats.maxsp, dam_mod);
2192 if (disease->stats.maxsp > 0) 2002 if (disease->stats.ac ) disease->stats.ac += dam_mod;
2193 disease->stats.maxsp += dam_mod; 2003 if (disease->last_eat ) disease->last_eat -= dam_mod;
2194 else 2004 if (disease->stats.hp ) disease->stats.hp -= dam_mod;
2195 disease->stats.maxsp -= dam_mod; 2005 if (disease->stats.sp ) disease->stats.sp -= dam_mod;
2196 }
2197
2198 if (disease->stats.ac)
2199 disease->stats.ac += dam_mod;
2200
2201 if (disease->last_eat)
2202 disease->last_eat -= dam_mod;
2203
2204 if (disease->stats.hp)
2205 disease->stats.hp -= dam_mod;
2206
2207 if (disease->stats.sp)
2208 disease->stats.sp -= dam_mod;
2209 2006
2210 if (infect_object (walk, disease, 1)) 2007 if (infect_object (walk, disease, 1))
2211 { 2008 {
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); 2009 op->statusmsg (format ("You inflict %s on %s!", &disease->name, &walk->name));
2215 2010
2216 free_object (disease); /* don't need this one anymore */ 2011 disease->destroy (); /* don't need this one anymore */
2217 flash = get_archetype (ARCH_DETECT_MAGIC); 2012 walk->map->insert (archetype::get (shstr_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; 2013 return 1;
2223 } 2014 }
2224 free_object (disease); 2015
2016 disease->destroy ();
2225 } 2017 }
2226 } /* if living creature */ 2018 } /* if living creature */
2227 } /* for range of spaces */ 2019 } /* for range of spaces */
2020
2228 new_draw_info (NDI_UNIQUE, 0, op, "No one caught anything!"); 2021 new_draw_info (NDI_UNIQUE, 0, op, "No one caught anything!");
2229 return 1; 2022 return 1;
2230} 2023}

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