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Comparing deliantra/server/server/spell_attack.C (file contents):
Revision 1.94 by root, Fri Dec 18 03:49:46 2009 UTC vs.
Revision 1.118 by root, Sun Nov 18 15:19:48 2018 UTC

1/* 1/*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2017,2018 Marc Alexander Lehmann / the Deliantra team
4 * Copyright (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 5 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002-2003,2007 Mark Wedel & Crossfire Development Team 6 * Copyright (©) 2002-2003 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 7 * Copyright (©) 1992 Frank Tore Johansen
7 * 8 *
8 * Deliantra is free software: you can redistribute it and/or modify it under 9 * Deliantra is free software: you can redistribute it and/or modify it under
9 * the terms of the Affero GNU General Public License as published by the 10 * the terms of the Affero GNU General Public License as published by the
10 * Free Software Foundation, either version 3 of the License, or (at your 11 * Free Software Foundation, either version 3 of the License, or (at your
11 * option) any later version. 12 * option) any later version.
12 * 13 *
13 * 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,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 17 * GNU General Public License for more details.
17 * 18 *
18 * You should have received a copy of the Affero GNU General Public License 19 * You should have received a copy of the Affero GNU General Public License
19 * and the GNU General Public License along with this program. If not, see 20 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>. 21 * <http://www.gnu.org/licenses/>.
21 * 22 *
22 * The authors can be reached via e-mail to <support@deliantra.net> 23 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 24 */
24 25
25/* This file contains all the spell attack code. Grouping this code 26/* This file contains all the spell attack code. Grouping this code
26 * together should hopefully make it easier to find the relevent bits 27 * together should hopefully make it easier to find the relevent bits
59 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above) 60 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
60 { 61 {
61 int num_sections = 1; 62 int num_sections = 1;
62 63
63 /* don't move DM */ 64 /* don't move DM */
64 if (QUERY_FLAG (tmp, FLAG_WIZ)) 65 if (tmp->flag [FLAG_WIZ])
65 return; 66 return;
66 67
67 /* don't move parts of objects */ 68 /* don't move parts of objects */
68 if (tmp->head) 69 if (tmp->head)
69 continue; 70 continue;
70 71
71 /* don't move floors or immobile objects */ 72 /* don't move floors or immobile objects */
72 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]))
73 continue; 74 continue;
74 75
75 /* count the object's sections */ 76 /* count the object's sections */
76 for (object *tmp2 = tmp; tmp2; tmp2 = tmp2->more) 77 for (object *tmp2 = tmp; tmp2; tmp2 = tmp2->more)
77 num_sections++; 78 num_sections++;
86 if (tmp->move_type & MOVE_FLYING) 87 if (tmp->move_type & MOVE_FLYING)
87 frictionmod = 1; /* flying objects loose the friction modifier */ 88 frictionmod = 1; /* flying objects loose the friction modifier */
88 89
89 if (rndm (0, weight_move - 1) > ((tmp->weight / num_sections) * frictionmod)) 90 if (rndm (0, weight_move - 1) > ((tmp->weight / num_sections) * frictionmod))
90 { /* move it. */ 91 { /* move it. */
91 /* move_object is really for monsters, but looking at 92 /* move_object is really for monsters, but looking at
92 * the move_object function, it appears that it should 93 * the move_object function, it appears that it should
93 * also be safe for objects. 94 * also be safe for objects.
94 * This does return if successful or not, but 95 * This does return if successful or not, but
95 * I don't see us doing anything useful with that information 96 * I don't see us doing anything useful with that information
96 * right now. 97 * right now.
97 */ 98 */
98 move_object (tmp, absdir (op->stats.sp)); 99 tmp->move (absdir (op->stats.sp));
99 } 100 }
100 101
101 } 102 }
102} 103}
103 104
129 new_dir = -1; 130 new_dir = -1;
130 131
131 /* check the new dir for a wall and in the map */ 132 /* check the new dir for a wall and in the map */
132 t_dir = absdir (tmp->direction + new_dir); 133 t_dir = absdir (tmp->direction + new_dir);
133 134
134 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)
135 return; 136 return;
136 137
137 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)))
138 return; 139 return;
139 140
179 180
180 if (--op->range < 0) 181 if (--op->range < 0)
181 op->range = 0; 182 op->range = 0;
182 else 183 else
183 { 184 {
184 x = op->x + DIRX (op); 185 x = op->x + DIRX (op->direction);
185 y = op->y + DIRY (op); 186 y = op->y + DIRY (op->direction);
186 m = op->map; 187 m = op->map;
187 mflags = get_map_flags (m, &m, x, y, &x, &y); 188 mflags = get_map_flags (m, &m, x, y, &x, &y);
188 189
189 if (mflags & P_OUT_OF_MAP) 190 if (mflags & P_OUT_OF_MAP)
190 return; 191 return;
194 * 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
195 * will be useful. 196 * will be useful.
196 */ 197 */
197 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)))
198 { 199 {
199 if (!QUERY_FLAG (op, FLAG_REFLECTING)) 200 if (!op->flag [FLAG_REFLECTING])
200 return; 201 return;
201 202
202 /* Since walls don't run diagonal, if the bolt is in 203 /* Since walls don't run diagonal, if the bolt is in
203 * one of 4 main directions, it just reflects back in the 204 * one of 4 main directions, it just reflects back in the
204 * opposite direction. However, if the bolt is travelling 205 * opposite direction. However, if the bolt is travelling
217 /* 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
218 * over a corner in a tiled map, it is possible that 219 * over a corner in a tiled map, it is possible that
219 * op->direction is within an adjacent map but either 220 * op->direction is within an adjacent map but either
220 * op->direction-1 or op->direction+1 does not exist. 221 * op->direction-1 or op->direction+1 does not exist.
221 */ 222 */
222 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)),
223 op->y + freearr_y[absdir (op->direction - 1)], &x, &y); 224 op->y + DIRY (absdir (op->direction - 1)), &x, &y);
224 225
225 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));
226 227
227 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)),
228 op->y + freearr_y[absdir (op->direction + 1)], &x, &y); 229 op->y + DIRY (absdir (op->direction + 1)), &x, &y);
229 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));
230 231
231 if (left == right) 232 if (left == right)
232 op->direction = absdir (op->direction + 4); 233 op->direction = absdir (op->direction + 4);
233 else if (left) 234 else if (left)
247 tmp->speed_left = -0.1f; 248 tmp->speed_left = -0.1f;
248 /* 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 */
249 tmp->duration++; 250 tmp->duration++;
250 251
251 /* New forking code. Possibly create forks of this object 252 /* New forking code. Possibly create forks of this object
252 * going off in other directions. 253 * going off in other directions.
253 */ 254 */
254 if (tmp->stats.Dex && rndm (0, 99) < tmp->stats.Dex) 255 if (tmp->stats.Dex && rndm (0, 99) < tmp->stats.Dex)
255 forklightning (op, tmp); /* stats.Dex % of forking */ 256 forklightning (op, tmp); /* stats.Dex % of forking */
256 257
257 /* 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
294 tmp->duration = spob->duration + SP_level_duration_adjust (caster, spob); 295 tmp->duration = spob->duration + SP_level_duration_adjust (caster, spob);
295 tmp->stats.Dex = spob->stats.Dex; 296 tmp->stats.Dex = spob->stats.Dex;
296 tmp->stats.Con = spob->stats.Con; 297 tmp->stats.Con = spob->stats.Con;
297 298
298 tmp->direction = dir; 299 tmp->direction = dir;
299 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) 300 if (tmp->flag [FLAG_IS_TURNABLE])
300 SET_ANIMATION (tmp, dir); 301 tmp->set_anim_frame (dir);
301 302
302 tmp->set_owner (op); 303 tmp->set_owner (op);
303 set_spell_skill (op, caster, spob, tmp); 304 set_spell_skill (op, caster, spob, tmp);
304 305
305 tmp->x = op->x + DIRX (tmp); 306 tmp->x = op->x + DIRX (tmp->direction);
306 tmp->y = op->y + DIRY (tmp); 307 tmp->y = op->y + DIRY (tmp->direction);
307 tmp->map = op->map; 308 tmp->map = op->map;
308 309
309 maptile *newmap; 310 maptile *newmap;
310 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y); 311 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y);
311 if (mflags & P_OUT_OF_MAP) 312 if (mflags & P_OUT_OF_MAP)
316 317
317 tmp->map = newmap; 318 tmp->map = newmap;
318 319
319 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)))
320 { 321 {
321 if (!QUERY_FLAG (tmp, FLAG_REFLECTING)) 322 if (!tmp->flag [FLAG_REFLECTING])
322 { 323 {
323 tmp->drop_and_destroy (); 324 tmp->drop_and_destroy ();
324 return 0; 325 return 0;
325 } 326 }
326 327
364 { 365 {
365 for (i = 1; i < 9; i++) 366 for (i = 1; i < 9; i++)
366 { 367 {
367 sint16 dx, dy; 368 sint16 dx, dy;
368 369
369 dx = op->x + freearr_x[i]; 370 dx = op->x + DIRX (i);
370 dy = op->y + freearr_y[i]; 371 dy = op->y + DIRY (i);
371 372
372 /* ok_to_put_more already does things like checks for walls, 373 /* ok_to_put_more already does things like checks for walls,
373 * out of map, etc. 374 * out of map, etc.
374 */ 375 */
375 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))
376 { 377 {
377 object *tmp = op->clone (); 378 object *tmp = op->clone ();
521 if (!(mflags & P_IS_ALIVE)) 522 if (!(mflags & P_IS_ALIVE))
522 return; 523 return;
523 524
524 for (tmp = op->ms ().bot; tmp; tmp = tmp->above) 525 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
525 { 526 {
526 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 527 if (tmp->flag [FLAG_ALIVE])
527 { 528 {
528 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1); 529 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1);
529 530
530 // TODO: can't understand the following if's 531 // TODO: can't understand the following if's
531 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0) 532 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0)
532 { 533 {
533 if (!QUERY_FLAG (op, FLAG_REMOVED)) 534 if (!op->flag [FLAG_REMOVED])
534 { 535 {
535 op->destroy (); 536 op->destroy ();
536 return; 537 return;
537 } 538 }
538 } 539 }
549move_bullet (object *op) 550move_bullet (object *op)
550{ 551{
551#if 0 552#if 0
552 /* We need a better general purpose way to do this */ 553 /* We need a better general purpose way to do this */
553 554
554 /* peterm: added to make comet leave a trail of burnouts 555 /* peterm: added to make comet leave a trail of burnouts
555 it's an unadulterated hack, but the effect is cool. */ 556 it's an unadulterated hack, but the effect is cool. */
556 if (op->stats.sp == SP_METEOR) 557 if (op->stats.sp == SP_METEOR)
557 { 558 {
558 replace_insert_ob_in_map ("fire_trail", op); 559 replace_insert_ob_in_map ("fire_trail", op);
559 if (op->destroyed ()) 560 if (op->destroyed ())
640 tmp->stats.hp = spob->duration + SP_level_duration_adjust (caster, spob); 641 tmp->stats.hp = spob->duration + SP_level_duration_adjust (caster, spob);
641 tmp->stats.maxhp = spob->range + SP_level_range_adjust (caster, spob); 642 tmp->stats.maxhp = spob->range + SP_level_range_adjust (caster, spob);
642 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);
643 644
644 tmp->direction = dir; 645 tmp->direction = dir;
645 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) 646 if (tmp->flag [FLAG_IS_TURNABLE])
646 SET_ANIMATION (tmp, dir); 647 tmp->set_anim_frame (dir);
647 648
648 tmp->set_owner (op); 649 tmp->set_owner (op);
649 set_spell_skill (op, caster, spob, tmp); 650 set_spell_skill (op, caster, spob, tmp);
650 651
651 tmp->x = op->x + freearr_x[dir]; 652 tmp->x = op->x + DIRX (dir);
652 tmp->y = op->y + freearr_y[dir]; 653 tmp->y = op->y + DIRY (dir);
653 tmp->map = op->map; 654 tmp->map = op->map;
654 655
655 maptile *newmap; 656 maptile *newmap;
656 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y); 657 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y);
657 if (mflags & P_OUT_OF_MAP) 658 if (mflags & P_OUT_OF_MAP)
660 return 0; 661 return 0;
661 } 662 }
662 663
663 tmp->map = newmap; 664 tmp->map = newmap;
664 665
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
665 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)))
666 { 680 {
667 if (!QUERY_FLAG (tmp, FLAG_REFLECTING)) 681 if (!tmp->flag [FLAG_REFLECTING])
668 { 682 {
669 tmp->destroy (); 683 tmp->destroy ();
670 return 0; 684 return 0;
671 } 685 }
672 686
716 op->set_speed (0); 730 op->set_speed (0);
717 return; 731 return;
718 } 732 }
719 733
720 /* lava saves it's life, but not yours :) */ 734 /* lava saves it's life, but not yours :) */
721 if (QUERY_FLAG (op, FLAG_LIFESAVE)) 735 if (op->flag [FLAG_LIFESAVE])
722 { 736 {
723 hit_map (op, 0, op->attacktype, 0); 737 hit_map (op, 0, op->attacktype, 0);
724 return; 738 return;
725 } 739 }
726 740
741 if (!op->is_on_map ()) 755 if (!op->is_on_map ())
742 return; 756 return;
743 757
744 /* Check to see if we should push anything. 758 /* Check to see if we should push anything.
745 * Spell objects with weight push whatever they encounter to some 759 * Spell objects with weight push whatever they encounter to some
746 * degree. 760 * degree.
747 */ 761 */
748 if (op->weight) 762 if (op->weight)
749 { 763 {
750 check_spell_knockback (op); 764 check_spell_knockback (op);
751 765
768 return; 782 return;
769 } 783 }
770 784
771 for (int i = -1; i <= 1; i++) 785 for (int i = -1; i <= 1; i++)
772 { 786 {
773 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));
774 788
775 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))
776 { 790 {
777 object *tmp = op->clone (); 791 object *tmp = op->clone ();
778 792
807 MoveType movetype; 821 MoveType movetype;
808 822
809 if (!spell->other_arch) 823 if (!spell->other_arch)
810 return 0; 824 return 0;
811 825
812 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)
813 { 827 {
814 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!");
815 return 0; 829 return 0;
816 } 830 }
817 831
818 if (!dir) 832 if (!dir)
819 { 833 {
851 d = 8; 865 d = 8;
852 else 866 else
853 continue; 867 continue;
854 } 868 }
855 869
856 x = op->x + freearr_x[d]; 870 x = op->x + DIRX (d);
857 y = op->y + freearr_y[d]; 871 y = op->y + DIRY (d);
858 872
859 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)
860 continue; 874 continue;
861 875
862 if ((movetype & GET_MAP_MOVE_BLOCK (m, sx, sy)) == movetype) 876 if ((movetype & GET_MAP_MOVE_BLOCK (m, sx, sy)) == movetype)
939 * op is the original bomb object. 953 * op is the original bomb object.
940 */ 954 */
941void 955void
942animate_bomb (object *op) 956animate_bomb (object *op)
943{ 957{
944 if (op->state != NUM_ANIMATIONS (op) - 1) 958 if (op->state != op->anim_frames () - 1)
945 return; 959 return;
946 960
947 object *env = op->outer_env (); 961 object *env = op->outer_env ();
948 962
949 if (op->env) 963 if (op->env)
970 */ 984 */
971 if (archetype *at = archetype::find (SPLINT)) 985 if (archetype *at = archetype::find (SPLINT))
972 { 986 {
973 for (int i = 1; i < 9; i++) 987 for (int i = 1; i < 9; i++)
974 { 988 {
975 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)))
976 continue; 990 continue;
977 991
978 object *tmp = at->instance (); 992 object *tmp = at->instance ();
979 tmp->direction = i; 993 tmp->direction = i;
980 tmp->range = op->range; 994 tmp->range = op->range;
983 tmp->attacktype = op->attacktype; 997 tmp->attacktype = op->attacktype;
984 tmp->set_owner (op); 998 tmp->set_owner (op);
985 if (op->skill && op->skill != tmp->skill) 999 if (op->skill && op->skill != tmp->skill)
986 tmp->skill = op->skill; 1000 tmp->skill = op->skill;
987 1001
988 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) 1002 if (tmp->flag [FLAG_IS_TURNABLE])
989 SET_ANIMATION (tmp, i); 1003 tmp->set_anim_frame (1);
990 1004
991 op->map->insert (tmp, op->x + freearr_x[i], op->y + freearr_x[i], op); 1005 op->map->insert (tmp, op->x + DIRX (i), op->y + DIRX (i), op);
992 move_bullet (tmp); 1006 move_bullet (tmp);
993 } 1007 }
994 } 1008 }
995 1009
996 explode_bullet (op); 1010 explode_bullet (op);
999int 1013int
1000create_bomb (object *op, object *caster, int dir, object *spell) 1014create_bomb (object *op, object *caster, int dir, object *spell)
1001{ 1015{
1002 object *tmp; 1016 object *tmp;
1003 int mflags; 1017 int mflags;
1004 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);
1005 maptile *m; 1019 maptile *m;
1006 1020
1007 mflags = get_map_flags (op->map, &m, dx, dy, &dx, &dy); 1021 mflags = get_map_flags (op->map, &m, dx, dy, &dx, &dy);
1008 1022
1009 // when creating a bomb below ourself it should always work, even 1023 // when creating a bomb below ourself it should always work, even
1012 // to fix create bomb traps in doors, which cast with dir=0). 1026 // to fix create bomb traps in doors, which cast with dir=0).
1013 if (dir) 1027 if (dir)
1014 { 1028 {
1015 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))
1016 { 1030 {
1017 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way."); 1031 op->failmsg ("There is something in the way.");
1018 return 0; 1032 return 0;
1019 } 1033 }
1020 } 1034 }
1021 1035
1022 tmp = spell->other_arch->instance (); 1036 tmp = spell->other_arch->instance ();
1060 if (dir == 0) 1074 if (dir == 0)
1061 return NULL; 1075 return NULL;
1062 1076
1063 for (dist = 1; dist < range; dist++) 1077 for (dist = 1; dist < range; dist++)
1064 { 1078 {
1065 x = op->x + freearr_x[dir] * dist; 1079 x = op->x + DIRX (dir) * dist;
1066 y = op->y + freearr_y[dir] * dist; 1080 y = op->y + DIRY (dir) * dist;
1067 mp = op->map; 1081 mp = op->map;
1068 mflags = get_map_flags (op->map, &mp, x, y, &x, &y); 1082 mflags = get_map_flags (op->map, &mp, x, y, &x, &y);
1069 1083
1070 if (mflags & P_OUT_OF_MAP) 1084 if (mflags & P_OUT_OF_MAP)
1071 return NULL; 1085 return NULL;
1076 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW) 1090 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW)
1077 return NULL; 1091 return NULL;
1078 1092
1079 if (mflags & P_IS_ALIVE) 1093 if (mflags & P_IS_ALIVE)
1080 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)
1081 if (QUERY_FLAG (target, FLAG_MONSTER)) 1095 if (target->flag [FLAG_MONSTER])
1082 return target; 1096 return target;
1083 } 1097 }
1084 1098
1085 return NULL; 1099 return NULL;
1086} 1100}
1087 1101
1088/* cast_smite_arch() - the priest points to a creature and causes 1102/* cast_smite_spell() - the priest points to a creature and causes
1089 * a 'godly curse' to decend. 1103 * a 'godly curse' to decend.
1090 * usual params - 1104 * usual params -
1091 * op = player 1105 * op = player
1092 * caster = object casting the spell. 1106 * caster = object casting the spell.
1093 * dir = direction being cast 1107 * dir = direction being cast
1094 * spell = spell object 1108 * spell = spell object
1096int 1110int
1097cast_smite_spell (object *op, object *caster, int dir, object *spell) 1111cast_smite_spell (object *op, object *caster, int dir, object *spell)
1098{ 1112{
1099 object *effect, *target; 1113 object *effect, *target;
1100 object *god = find_god (determine_god (op)); 1114 object *god = find_god (determine_god (op));
1101 int range;
1102 1115
1103 range = spell->range + SP_level_range_adjust (caster, spell);
1104 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);
1105 1117
1106 /* Bunch of conditions for casting this spell. Note that only 1118 /* Bunch of conditions for casting this spell. Note that only
1107 * require a god if this is a cleric spell (requires grace). 1119 * require a god if this is a cleric spell (requires grace).
1108 * 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
1109 * 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
1110 * interesting spell. 1122 * interesting spell.
1111 * 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
1116 || target->flag [FLAG_REFL_SPELL] 1128 || target->flag [FLAG_REFL_SPELL]
1117 || (!god && spell->stats.grace) 1129 || (!god && spell->stats.grace)
1118 || (god && target->title == god->name) 1130 || (god && target->title == god->name)
1119 || (god && target->race.contains (god->race))) 1131 || (god && target->race.contains (god->race)))
1120 { 1132 {
1121 new_draw_info (NDI_UNIQUE, 0, op, "Your request is unheeded."); 1133 op->failmsg ("Your request is unheeded.");
1122 return 0; 1134 return 0;
1123 } 1135 }
1124 1136
1125 if (spell->other_arch) 1137 if (spell->other_arch)
1126 effect = spell->other_arch->instance (); 1138 effect = spell->other_arch->instance ();
1134 { 1146 {
1135 if (tailor_god_spell (effect, op)) 1147 if (tailor_god_spell (effect, op))
1136 new_draw_info_format (NDI_UNIQUE, 0, op, "%s answers your call!", (const char *)determine_god (op)); 1148 new_draw_info_format (NDI_UNIQUE, 0, op, "%s answers your call!", (const char *)determine_god (op));
1137 else 1149 else
1138 { 1150 {
1139 new_draw_info (NDI_UNIQUE, 0, op, "Your request is ignored."); 1151 op->failmsg ("Your request is ignored.");
1140 return 0; 1152 return 0;
1141 } 1153 }
1142 } 1154 }
1143 1155
1144 /* size of the area of destruction */ 1156 /* size of the area of destruction */
1148 if (effect->attacktype & AT_DEATH) 1160 if (effect->attacktype & AT_DEATH)
1149 { 1161 {
1150 effect->level = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1162 effect->level = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1151 1163
1152 /* casting death spells at undead isn't a good thing */ 1164 /* casting death spells at undead isn't a good thing */
1153 if (QUERY_FLAG (target, FLAG_UNDEAD)) 1165 if (target->flag [FLAG_UNDEAD])
1154 { 1166 {
1155 if (random_roll (0, 2, op, PREFER_LOW)) 1167 if (random_roll (0, 2, op, PREFER_LOW))
1156 { 1168 {
1157 new_draw_info (NDI_UNIQUE, 0, op, "Idiot! Your spell boomerangs!"); 1169 new_draw_info (NDI_UNIQUE, 0, op, "Idiot! Your spell boomerangs!");
1158 effect->x = op->x; 1170 effect->x = op->x;
1228 1240
1229 int i = spell_find_dir (pos.m, pos.x, pos.y, op->owner); 1241 int i = spell_find_dir (pos.m, pos.x, pos.y, op->owner);
1230 if (i > 0 && i != op->direction) 1242 if (i > 0 && i != op->direction)
1231 { 1243 {
1232 op->direction = i; 1244 op->direction = i;
1233 SET_ANIMATION (op, op->direction); 1245 op->set_anim_frame (op->direction);
1234 } 1246 }
1235 1247
1236 pos.insert (op, op); 1248 pos.insert (op, op);
1237} 1249}
1238 1250
1239/**************************************************************************** 1251/****************************************************************************
1240 * Destruction 1252 * Destruction
1241 ****************************************************************************/ 1253 ****************************************************************************/
1242 1254
1243/* make_object_glow() - currently only makes living objects glow. 1255/* make_object_glow() - currently only makes living objects glow.
1244 * 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
1245 * object. if time is 0, the object glows permanently. To truely 1257 * object. if time is 0, the object glows permanently. To truely
1246 * make this work for non-living objects, we would have to 1258 * make this work for non-living objects, we would have to
1247 * give them the capability to have an inventory. b.t. 1259 * give them the capability to have an inventory. b.t.
1248 */ 1260 */
1249static int 1261static int
1250make_object_glow (object *op, int radius, int time) 1262make_object_glow (object *op, int radius, int time)
1251{ 1263{
1252 /* some things are unaffected... */ 1264 /* some things are unaffected... */
1253 if (op->path_denied & PATH_LIGHT) 1265 if (op->path_denied & PATH_LIGHT)
1254 return 0; 1266 return 0;
1255 1267
1256 object *tmp = get_archetype (FORCE_NAME); 1268 object *tmp = archetype::get (FORCE_NAME);
1257 tmp->speed = 0.01; 1269 tmp->set_speed (0.01);
1258 tmp->stats.food = time; 1270 tmp->stats.food = time;
1259 SET_FLAG (tmp, FLAG_IS_USED_UP); 1271 tmp->set_flag (FLAG_IS_USED_UP);
1260 tmp->set_glow_radius (min (MAX_LIGHT_RADIUS, radius)); 1272 tmp->set_glow_radius (min (MAX_LIGHT_RADIUS, radius));
1261 tmp = insert_ob_in_ob (tmp, op); 1273 tmp = insert_ob_in_ob (tmp, op);
1262 1274
1263 if (tmp->glow_radius > op->glow_radius) 1275 if (tmp->glow_radius > op->glow_radius)
1264 op->set_glow_radius (tmp->glow_radius); 1276 op->set_glow_radius (tmp->glow_radius);
1273 int 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);
1274 int dur = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob); 1286 int dur = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
1275 1287
1276 bool friendly = op->flag [FLAG_FRIENDLY] || op->is_player (); 1288 bool friendly = op->flag [FLAG_FRIENDLY] || op->is_player ();
1277 1289
1278 /* destruction doesn't use another spell object, so we need 1290 dynbuf buf;
1279 * update op's skill pointer so that exp is properly awarded.
1280 */
1281 const shstr skill = op->skill;
1282
1283 if (caster == op)
1284 op->skill = spell_ob->skill;
1285 else if (caster->skill)
1286 op->skill = caster->skill;
1287 else
1288 op->skill = 0;
1289
1290 op->change_skill (find_skill_by_name (op, op->skill));
1291
1292 unordered_mapwalk (op, -range, -range, range, range) 1291 unordered_mapwalk (buf, op, -range, -range, range, range)
1293 { 1292 {
1294 mapspace &ms = m->at (nx, ny); 1293 mapspace &ms = m->at (nx, ny);
1295 1294
1296 if (ms.flags () & P_IS_ALIVE) 1295 if (ms.flags () & P_IS_ALIVE)
1297 for (object *next, *tmp = ms.bot; tmp; tmp = next) 1296 for (object *next, *tmp = ms.bot; tmp; tmp = next)
1320 } 1319 }
1321 } 1320 }
1322 } 1321 }
1323 } 1322 }
1324 1323
1325 op->skill = skill;
1326 return 1; 1324 return 1;
1327} 1325}
1328 1326
1329/*************************************************************************** 1327/***************************************************************************
1330 * 1328 *
1338 object *tmp, *force; 1336 object *tmp, *force;
1339 1337
1340 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);
1341 if (!tmp) 1339 if (!tmp)
1342 { 1340 {
1343 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.");
1344 return 0; 1342 return 0;
1345 } 1343 }
1346 1344
1347 tmp = tmp->head_ (); 1345 tmp = tmp->head_ ();
1348 1346
1363 } 1361 }
1364 } 1362 }
1365 1363
1366 if (!force) 1364 if (!force)
1367 { 1365 {
1368 force = get_archetype (FORCE_NAME); 1366 force = archetype::get (FORCE_NAME);
1369 force->subtype = FORCE_CHANGE_ABILITY; 1367 force->subtype = FORCE_CHANGE_ABILITY;
1370 1368
1371 if (spell_ob->race) 1369 if (spell_ob->race)
1372 force->name = spell_ob->race; 1370 force->name = spell_ob->race;
1373 else 1371 else
1391 1389
1392 return 1; 1390 return 1;
1393 } 1391 }
1394 1392
1395 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;
1396 force->speed = 1.f;
1397 force->speed_left = -1.f; 1394 force->speed_left = -1.f;
1398 SET_FLAG (force, FLAG_APPLIED); 1395 force->set_speed (1.f);
1396 force->set_flag (FLAG_APPLIED);
1399 1397
1400 if (god) 1398 if (god)
1401 { 1399 {
1402 if (spell_ob->last_grace) 1400 if (spell_ob->last_grace)
1403 force->path_repelled = god->path_repelled; 1401 force->path_repelled = god->path_repelled;
1456 else if (god && spell->race == shstr_GOD_FRIEND) 1454 else if (god && spell->race == shstr_GOD_FRIEND)
1457 race = god->race; 1455 race = god->race;
1458 else 1456 else
1459 race = spell->race; 1457 race = spell->race;
1460 1458
1459 dynbuf buf;
1461 unordered_mapwalk (op, -range, -range, range, range) 1460 unordered_mapwalk (buf, op, -range, -range, range, range)
1462 { 1461 {
1463 mapspace &ms = m->at (nx, ny); 1462 mapspace &ms = m->at (nx, ny);
1464 1463
1465 /* 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 */
1466 if (!ms.flags () & P_IS_ALIVE) 1465 if (!(ms.flags () & P_IS_ALIVE))
1467 continue; 1466 continue;
1468 1467
1469 // players can only affect spaces that they can actually see 1468 // players can only affect spaces that they can actually see
1470 if (caster 1469 if (caster
1471 && caster->contr 1470 && caster->contr
1485 1484
1486 /* 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 */
1487 if (race && head->race && !strstr (race, head->race)) 1486 if (race && head->race && !strstr (race, head->race))
1488 continue; 1487 continue;
1489 1488
1490 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD)) 1489 if (head->flag [FLAG_UNDEAD] && !spell->flag [FLAG_UNDEAD])
1491 continue; 1490 continue;
1492 1491
1493 /* Now do a bunch of stuff related to saving throws */ 1492 /* Now do a bunch of stuff related to saving throws */
1494 best_at = -1; 1493 best_at = -1;
1495 if (spell->attacktype) 1494 if (spell->attacktype)
1537 1536
1538 /* Done with saving throw. Now start affecting the monster */ 1537 /* Done with saving throw. Now start affecting the monster */
1539 done_one = 0; 1538 done_one = 0;
1540 1539
1541 /* aggravation */ 1540 /* aggravation */
1542 if (QUERY_FLAG (spell, FLAG_MONSTER)) 1541 if (spell->flag [FLAG_MONSTER])
1543 { 1542 {
1544 CLEAR_FLAG (head, FLAG_SLEEP); 1543 head->clr_flag (FLAG_SLEEP);
1545 remove_friendly_object (head); 1544 remove_friendly_object (head);
1546 done_one = 1; 1545 done_one = 1;
1547 head->enemy = op; 1546 head->enemy = op;
1548 } 1547 }
1549 1548
1550 /* calm monsters */ 1549 /* calm monsters */
1551 if (QUERY_FLAG (spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (head, FLAG_UNAGGRESSIVE)) 1550 if (spell->flag [FLAG_UNAGGRESSIVE] && !head->flag [FLAG_UNAGGRESSIVE])
1552 { 1551 {
1553 SET_FLAG (head, FLAG_UNAGGRESSIVE); 1552 head->set_flag (FLAG_UNAGGRESSIVE);
1554 head->enemy = NULL; 1553 head->enemy = NULL;
1555 done_one = 1; 1554 done_one = 1;
1556 } 1555 }
1557 1556
1558 /* berserk monsters */ 1557 /* berserk monsters */
1559 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK)) 1558 if (spell->flag [FLAG_BERSERK] && !head->flag [FLAG_BERSERK])
1560 { 1559 {
1561 SET_FLAG (head, FLAG_BERSERK); 1560 head->set_flag (FLAG_BERSERK);
1562 done_one = 1; 1561 done_one = 1;
1563 } 1562 }
1564 1563
1565 /* charm */ 1564 /* charm */
1566 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY)) 1565 if (spell->flag [FLAG_NO_ATTACK] && !head->flag [FLAG_FRIENDLY])
1567 { 1566 {
1568 INVOKE_OBJECT (KILL, head, ARG_OBJECT (caster)); 1567 INVOKE_OBJECT (KILL, head, ARG_OBJECT (caster));
1569 1568
1570 /* Prevent uncontrolled outbreaks of self replicating monsters. 1569 /* Prevent uncontrolled outbreaks of self replicating monsters.
1571 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.
1572 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. */
1573 CLEAR_FLAG (head, FLAG_GENERATOR); 1572 head->clr_flag (FLAG_GENERATOR);
1574 head->set_owner (op); 1573 head->set_owner (op);
1575 set_spell_skill (op, caster, spell, head); 1574 set_spell_skill (op, caster, spell, head);
1576 add_friendly_object (head); 1575 add_friendly_object (head);
1577 head->attack_movement = PETMOVE; 1576 head->attack_movement = PETMOVE;
1578 done_one = 1; 1577 done_one = 1;
1623 * other bits (i / 2): absolute value of offset 1622 * other bits (i / 2): absolute value of offset
1624 */ 1623 */
1625 int offset = ((i ^ j) & 1) ? (i / 2) : -(i / 2); 1624 int offset = ((i ^ j) & 1) ? (i / 2) : -(i / 2);
1626 int tmpdir = absdir (op->direction + offset); 1625 int tmpdir = absdir (op->direction + offset);
1627 1626
1628 nx = op->x + freearr_x[tmpdir]; 1627 nx = op->x + DIRX (tmpdir);
1629 ny = op->y + freearr_y[tmpdir]; 1628 ny = op->y + DIRY (tmpdir);
1630 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))))
1631 { 1630 {
1632 dir = tmpdir; 1631 dir = tmpdir;
1633 break; 1632 break;
1634 } 1633 }
1641 m = op->map; 1640 m = op->map;
1642 } 1641 }
1643 1642
1644 m->insert (op, nx, ny, op); 1643 m->insert (op, nx, ny, op);
1645 1644
1646 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
1647 surrounding squares */ 1646 surrounding squares */
1648 1647
1649 /* loop over current square and neighbors to hit. 1648 /* loop over current square and neighbors to hit.
1650 * if this has an other_arch field, we insert that in 1649 * if this has an other_arch field, we insert that in
1651 * the surround spaces. 1650 * the surround spaces.
1652 */ 1651 */
1653 for (j = 0; j < 9; j++) 1652 for (j = 0; j < 9; j++)
1654 { 1653 {
1655 hx = nx + freearr_x[j]; 1654 hx = nx + DIRX (j);
1656 hy = ny + freearr_y[j]; 1655 hy = ny + DIRY (j);
1657 1656
1658 m = op->map; 1657 m = op->map;
1659 mflags = get_map_flags (m, &m, hx, hy, &hx, &hy); 1658 mflags = get_map_flags (m, &m, hx, hy, &hx, &hy);
1660 1659
1661 if (mflags & P_OUT_OF_MAP) 1660 if (mflags & P_OUT_OF_MAP)
1684 i = spell_find_dir (op->map, op->x, op->y, op->owner); 1683 i = spell_find_dir (op->map, op->x, op->y, op->owner);
1685 1684
1686 if (i >= 0) 1685 if (i >= 0)
1687 { /* we have a preferred direction! */ 1686 { /* we have a preferred direction! */
1688 /* pick another direction if the preferred dir is blocked. */ 1687 /* pick another direction if the preferred dir is blocked. */
1689 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 ||
1690 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)))
1691 i = absdir (i + rndm (0, 2) - 1); /* -1, 0, +1 */ 1690 i = absdir (i + rndm (0, 2) - 1); /* -1, 0, +1 */
1692 1691
1693 op->direction = i; 1692 op->direction = i;
1694 } 1693 }
1695} 1694}
1696 1695
1697/* move_swarm_spell: peterm 1696/* move_swarm_spell: peterm
1698 * 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
1699 * 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
1700 * 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
1701 * 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
1702 * 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.
1703 */ 1702 */
1704void 1703void
1705move_swarm_spell (object *op) 1704move_swarm_spell (object *op)
1706{ 1705{
1707#if 0 1706#if 0
1743 // space. 1742 // space.
1744 // should be fixed later, but correctness before features... 1743 // should be fixed later, but correctness before features...
1745 // (schmorp) 1744 // (schmorp)
1746 1745
1747 /* new offset calculation to make swarm element distribution 1746 /* new offset calculation to make swarm element distribution
1748 * more uniform 1747 * more uniform
1749 */ 1748 */
1750 if (op->duration) 1749 if (op->duration)
1751 { 1750 {
1752 if (basedir & 1) 1751 if (basedir & 1)
1753 { 1752 {
1761 else 1760 else
1762 { 1761 {
1763 adjustdir = 0; /* fire the last one from forward. */ 1762 adjustdir = 0; /* fire the last one from forward. */
1764 } 1763 }
1765 1764
1766 target_x = op->x + freearr_x[absdir (basedir + adjustdir)]; 1765 target_x = op->x + DIRX (absdir (basedir + adjustdir));
1767 target_y = op->y + freearr_y[absdir (basedir + adjustdir)]; 1766 target_y = op->y + DIRY (absdir (basedir + adjustdir));
1768 1767
1769 /* 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
1770 * necessitates extra out_of_map check below 1769 * necessitates extra out_of_map check below
1771 */ 1770 */
1772 origin_x = target_x - freearr_x[basedir]; 1771 origin_x = target_x - DIRX (basedir);
1773 origin_y = target_y - freearr_y[basedir]; 1772 origin_y = target_y - DIRY (basedir);
1774 1773
1775 1774
1776 /* 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
1777 * should just be a pointer to the spell in some inventory, 1776 * should just be a pointer to the spell in some inventory,
1778 * 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,
1809} 1808}
1810 1809
1811/* fire_swarm: 1810/* fire_swarm:
1812 * The following routine creates a swarm of objects. It actually 1811 * The following routine creates a swarm of objects. It actually
1813 * sets up a specific swarm object, which then fires off all 1812 * sets up a specific swarm object, which then fires off all
1814 * the parts of the swarm. 1813 * the parts of the swarm.
1815 * 1814 *
1816 * op: the owner 1815 * op: the owner
1817 * caster: the caster (owner, wand, rod, scroll) 1816 * caster: the caster (owner, wand, rod, scroll)
1818 * dir: the direction everything will be fired in 1817 * dir: the direction everything will be fired in
1819 * spell - the spell that is this spell. 1818 * spell - the spell that is this spell.
1864 1863
1865 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1864 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1866 1865
1867 if (dir) 1866 if (dir)
1868 { 1867 {
1869 x = op->x + freearr_x[dir]; 1868 x = op->x + DIRX (dir);
1870 y = op->y + freearr_y[dir]; 1869 y = op->y + DIRY (dir);
1871 m = op->map; 1870 m = op->map;
1872 1871
1873 mflags = get_map_flags (m, &m, x, y, &x, &y); 1872 mflags = get_map_flags (m, &m, x, y, &x, &y);
1874 1873
1875 if (mflags & P_OUT_OF_MAP) 1874 if (mflags & P_OUT_OF_MAP)
1876 { 1875 {
1877 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is there."); 1876 op->failmsg ("Nothing is there.");
1878 return 0; 1877 return 0;
1879 } 1878 }
1880 1879
1881 if (mflags & P_IS_ALIVE && spell->attacktype) 1880 if (mflags & P_IS_ALIVE && spell->attacktype)
1882 { 1881 {
1883 for (target = GET_MAP_OB (m, x, y); target; target = target->above) 1882 for (target = GET_MAP_OB (m, x, y); target; target = target->above)
1884 if (QUERY_FLAG (target, FLAG_MONSTER)) 1883 if (target->flag [FLAG_MONSTER])
1885 { 1884 {
1886 /* oky doky. got a target monster. Lets make a blinding attack */ 1885 /* oky doky. got a target monster. Lets make a blinding attack */
1887 if (target->head) 1886 if (target->head)
1888 target = target->head; 1887 target = target->head;
1889 1888
1893 } 1892 }
1894 1893
1895 /* no live target, perhaps a wall is in the way? */ 1894 /* no live target, perhaps a wall is in the way? */
1896 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)))
1897 { 1896 {
1898 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 1897 op->failmsg ("Something is in the way.");
1899 return 0; 1898 return 0;
1900 } 1899 }
1901 } 1900 }
1902 1901
1903 /* 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 */
1922 1921
1923 return 1; 1922 return 1;
1924} 1923}
1925 1924
1926/* cast_cause_disease: this spell looks along <dir> from the 1925/* cast_cause_disease: this spell looks along <dir> from the
1927 * player and infects someone. 1926 * player and infects someone.
1928 * 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
1929 * 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
1930 * perhaps this should actually be in disease.c? 1929 * perhaps this should actually be in disease.c?
1931 */ 1930 */
1932int 1931int
1938 maptile *m; 1937 maptile *m;
1939 1938
1940 x = op->x; 1939 x = op->x;
1941 y = op->y; 1940 y = op->y;
1942 1941
1943 /* 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
1944 * direction the player is pointing. 1943 * direction the player is pointing.
1945 */ 1944 */
1946 if (!dir) 1945 if (!dir)
1947 dir = op->facing; 1946 dir = op->facing;
1948 1947
1955 dur_mod = SP_level_duration_adjust (caster, spell); 1954 dur_mod = SP_level_duration_adjust (caster, spell);
1956 1955
1957 /* search in a line for a victim */ 1956 /* search in a line for a victim */
1958 for (i = 1; i < range; i++) 1957 for (i = 1; i < range; i++)
1959 { 1958 {
1960 x = op->x + i * freearr_x[dir]; 1959 x = op->x + i * DIRX (dir);
1961 y = op->y + i * freearr_y[dir]; 1960 y = op->y + i * DIRY (dir);
1962 m = op->map; 1961 m = op->map;
1963 1962
1964 mflags = get_map_flags (m, &m, x, y, &x, &y); 1963 mflags = get_map_flags (m, &m, x, y, &x, &y);
1965 1964
1966 if (mflags & P_OUT_OF_MAP) 1965 if (mflags & P_OUT_OF_MAP)
1973 /* 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 */
1974 if (mflags & P_IS_ALIVE) 1973 if (mflags & P_IS_ALIVE)
1975 { 1974 {
1976 /* search this square for a victim */ 1975 /* search this square for a victim */
1977 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)
1978 if (QUERY_FLAG (walk, FLAG_MONSTER) || (walk->type == PLAYER)) 1977 if (walk->flag [FLAG_MONSTER] || (walk->type == PLAYER))
1979 { /* found a victim */ 1978 { /* found a victim */
1980 object *disease = spell->other_arch->instance (); 1979 object *disease = spell->other_arch->instance ();
1981 1980
1982 disease->set_owner (op); 1981 disease->set_owner (op);
1983 set_spell_skill (op, caster, spell, disease); 1982 set_spell_skill (op, caster, spell, disease);
1984 disease->stats.exp = 0; 1983 disease->stats.exp = 0;
1985 disease->level = casting_level (caster, spell); 1984 disease->level = casting_level (caster, spell);
1986 1985
1987 /* do level adjustments */ 1986 /* do level adjustments */
1988 if (disease->stats.wc) 1987 if (disease->stats.wc ) disease->stats.wc += dur_mod / 2;
1989 disease->stats.wc += dur_mod / 2; 1988 if (disease->magic > 0) disease->magic += dur_mod / 8;
1990 1989 if (disease->stats.maxhp > 0) disease->stats.maxhp += dur_mod;
1991 if (disease->magic > 0) 1990 if (disease->stats.maxgrace > 0) disease->stats.maxgrace += dur_mod;
1992 disease->magic += dur_mod / 8;
1993
1994 if (disease->stats.maxhp > 0)
1995 disease->stats.maxhp += dur_mod;
1996
1997 if (disease->stats.maxgrace > 0)
1998 disease->stats.maxgrace += dur_mod;
1999
2000 if (disease->stats.dam)
2001 {
2002 if (disease->stats.dam > 0)
2003 disease->stats.dam += dam_mod;
2004 else
2005 disease->stats.dam -= dam_mod;
2006 }
2007 1991
2008 if (disease->last_sp) 1992 if (disease->last_sp)
2009 { 1993 {
2010 disease->last_sp -= 2 * dam_mod; 1994 disease->last_sp -= 2 * dam_mod;
1995
2011 if (disease->last_sp < 1) 1996 if (disease->last_sp < 1)
2012 disease->last_sp = 1; 1997 disease->last_sp = 1;
2013 } 1998 }
2014 1999
2015 if (disease->stats.maxsp) 2000 if (disease->stats.dam ) disease->stats.dam += copysignl (disease->stats.dam , dam_mod);
2016 { 2001 if (disease->stats.maxsp) disease->stats.maxsp += copysignl (disease->stats.maxsp, dam_mod);
2017 if (disease->stats.maxsp > 0) 2002 if (disease->stats.ac ) disease->stats.ac += dam_mod;
2018 disease->stats.maxsp += dam_mod; 2003 if (disease->last_eat ) disease->last_eat -= dam_mod;
2019 else 2004 if (disease->stats.hp ) disease->stats.hp -= dam_mod;
2020 disease->stats.maxsp -= dam_mod; 2005 if (disease->stats.sp ) disease->stats.sp -= dam_mod;
2021 }
2022
2023 if (disease->stats.ac)
2024 disease->stats.ac += dam_mod;
2025
2026 if (disease->last_eat)
2027 disease->last_eat -= dam_mod;
2028
2029 if (disease->stats.hp)
2030 disease->stats.hp -= dam_mod;
2031
2032 if (disease->stats.sp)
2033 disease->stats.sp -= dam_mod;
2034 2006
2035 if (infect_object (walk, disease, 1)) 2007 if (infect_object (walk, disease, 1))
2036 { 2008 {
2037 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));
2038 2010
2039 disease->destroy (); /* don't need this one anymore */ 2011 disease->destroy (); /* don't need this one anymore */
2040 walk->map->insert (get_archetype (shstr_detect_magic), x, y, op); 2012 walk->map->insert (archetype::get (shstr_detect_magic), x, y, op);
2041 return 1; 2013 return 1;
2042 } 2014 }
2043 2015
2044 disease->destroy (); 2016 disease->destroy ();
2045 } 2017 }

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