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Comparing deliantra/server/server/spell_attack.C (file contents):
Revision 1.54 by root, Wed Apr 30 10:31:04 2008 UTC vs.
Revision 1.116 by root, Sat Sep 16 22:17:42 2017 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 (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 4 * 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 5 * Copyright (©) 2002-2003 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 * 7 *
8 * Deliantra is free software: you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation, either version 3 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
20 * 21 *
21 * The authors can be reached via e-mail to <support@deliantra.net> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 23 */
23 24
24/* This file contains all the spell attack code. Grouping this code 25/* This file contains all the spell attack code. Grouping this code
25 * together should hopefully make it easier to find the relevent bits 26 * together should hopefully make it easier to find the relevent bits
36/* this function checks to see if a spell pushes objects as well 37/* this function checks to see if a spell pushes objects as well
37 * as flies over and damages them (only used for cones for now) 38 * as flies over and damages them (only used for cones for now)
38 * but moved here so it could be applied to bolts too 39 * but moved here so it could be applied to bolts too
39 * op is the spell object. 40 * op is the spell object.
40 */ 41 */
41 42static void
42void
43check_spell_knockback (object *op) 43check_spell_knockback (object *op)
44{ 44{
45 object *tmp, *tmp2; /* object on the map */
46 int weight_move; 45 int weight_move;
47 int frictionmod = 2; /*poor man's physics - multipy targets weight by this amount */ 46 int frictionmod = 2; /*poor man's physics - multipy targets weight by this amount */
48 47
49 if (!op->weight) 48 if (!op->weight)
50 { /*shouldn't happen but if cone object has no weight drop out */ 49 { /*shouldn't happen but if cone object has no weight drop out */
55 { 54 {
56 weight_move = op->weight + (op->weight * op->level) / 3; 55 weight_move = op->weight + (op->weight * op->level) / 3;
57 /*LOG (llevDebug, "DEBUG: arch weighs %d and masses %d (%s,level %d)\n", op->weight,weight_move,op->name,op->level); */ 56 /*LOG (llevDebug, "DEBUG: arch weighs %d and masses %d (%s,level %d)\n", op->weight,weight_move,op->name,op->level); */
58 } 57 }
59 58
60 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 59 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
61 { 60 {
62 int num_sections = 1; 61 int num_sections = 1;
63 62
64 /* don't move DM */ 63 /* don't move DM */
65 if (QUERY_FLAG (tmp, FLAG_WIZ)) 64 if (tmp->flag [FLAG_WIZ])
66 return; 65 return;
67 66
68 /* don't move parts of objects */ 67 /* don't move parts of objects */
69 if (tmp->head) 68 if (tmp->head)
70 continue; 69 continue;
71 70
72 /* don't move floors or immobile objects */ 71 /* don't move floors or immobile objects */
73 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || (!QUERY_FLAG (tmp, FLAG_ALIVE) && QUERY_FLAG (tmp, FLAG_NO_PICK))) 72 if (tmp->flag [FLAG_IS_FLOOR] || (!tmp->flag [FLAG_ALIVE] && tmp->flag [FLAG_NO_PICK]))
74 continue; 73 continue;
75 74
76 /* count the object's sections */ 75 /* count the object's sections */
77 for (tmp2 = tmp; tmp2 != NULL; tmp2 = tmp2->more) 76 for (object *tmp2 = tmp; tmp2; tmp2 = tmp2->more)
78 num_sections++; 77 num_sections++;
79 78
80 /* I'm not sure if it makes sense to divide by num_sections - bigger 79 /* I'm not sure if it makes sense to divide by num_sections - bigger
81 * objects should be harder to move, and we are moving the entire 80 * objects should be harder to move, and we are moving the entire
82 * object, not just the head, so the total weight should be relevant. 81 * object, not just the head, so the total weight should be relevant.
87 if (tmp->move_type & MOVE_FLYING) 86 if (tmp->move_type & MOVE_FLYING)
88 frictionmod = 1; /* flying objects loose the friction modifier */ 87 frictionmod = 1; /* flying objects loose the friction modifier */
89 88
90 if (rndm (0, weight_move - 1) > ((tmp->weight / num_sections) * frictionmod)) 89 if (rndm (0, weight_move - 1) > ((tmp->weight / num_sections) * frictionmod))
91 { /* move it. */ 90 { /* move it. */
92 /* move_object is really for monsters, but looking at 91 /* move_object is really for monsters, but looking at
93 * the move_object function, it appears that it should 92 * the move_object function, it appears that it should
94 * also be safe for objects. 93 * also be safe for objects.
95 * This does return if successful or not, but 94 * This does return if successful or not, but
96 * I don't see us doing anything useful with that information 95 * I don't see us doing anything useful with that information
97 * right now. 96 * right now.
98 */ 97 */
99 move_object (tmp, absdir (op->stats.sp)); 98 tmp->move (absdir (op->stats.sp));
100 } 99 }
101 100
102 } 101 }
103} 102}
104 103
106 * 105 *
107 * BOLT CODE 106 * BOLT CODE
108 * 107 *
109 ***************************************************************************/ 108 ***************************************************************************/
110 109
111/* Causes op to fork. op is the original bolt, tmp 110/* Causes op to fork. op is the original bolt, tmp
112 * is the first piece of the fork. 111 * is the first piece of the fork.
113 */ 112 */
114 113static void
115void
116forklightning (object *op, object *tmp) 114forklightning (object *op, object *tmp)
117{ 115{
118 int new_dir = 1; /* direction or -1 for left, +1 for right 0 if no new bolt */ 116 int new_dir = 1; /* direction or -1 for left, +1 for right 0 if no new bolt */
119 int t_dir; /* stores temporary dir calculation */ 117 int t_dir; /* stores temporary dir calculation */
120 maptile *m; 118 maptile *m;
131 new_dir = -1; 129 new_dir = -1;
132 130
133 /* check the new dir for a wall and in the map */ 131 /* check the new dir for a wall and in the map */
134 t_dir = absdir (tmp->direction + new_dir); 132 t_dir = absdir (tmp->direction + new_dir);
135 133
136 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) 134 if (get_map_flags (tmp->map, &m, tmp->x + DIRX (t_dir), tmp->y + DIRY (t_dir), &sx, &sy) & P_OUT_OF_MAP)
137 return; 135 return;
138 136
139 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (m, sx, sy))) 137 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (m, sx, sy)))
140 return; 138 return;
141 139
151 new_bolt->duration++; 149 new_bolt->duration++;
152 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */ 150 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */
153 new_bolt->stats.dam++; 151 new_bolt->stats.dam++;
154 tmp->stats.dam /= 2; /* reduce father bolt damage */ 152 tmp->stats.dam /= 2; /* reduce father bolt damage */
155 tmp->stats.dam++; 153 tmp->stats.dam++;
154
156 if ((new_bolt = m->insert (new_bolt, sx, sy, op))) 155 if ((new_bolt = m->insert (new_bolt, sx, sy, op)))
157 update_turn_face (new_bolt); 156 update_turn_face (new_bolt);
158} 157}
159 158
160/* move_bolt: moves bolt 'op'. Basically, it just advances a space, 159/* move_bolt: moves bolt 'op'. Basically, it just advances a space,
161 * and checks for various things that may stop it. 160 * and checks for various things that may stop it.
162 */ 161 */
163
164void 162void
165move_bolt (object *op) 163move_bolt (object *op)
166{ 164{
167 int mflags; 165 int mflags;
168 sint16 x, y; 166 sint16 x, y;
169 maptile *m; 167 maptile *m;
170 168
171 if (--op->duration < 0) 169 if (--op->duration < 0)
172 { 170 {
173 op->destroy (); 171 op->drop_and_destroy ();
174 return; 172 return;
175 } 173 }
176 174
177 hit_map (op, 0, op->attacktype, 1); 175 hit_map (op, 0, op->attacktype, 1);
178 176
181 179
182 if (--op->range < 0) 180 if (--op->range < 0)
183 op->range = 0; 181 op->range = 0;
184 else 182 else
185 { 183 {
186 x = op->x + DIRX (op); 184 x = op->x + DIRX (op->direction);
187 y = op->y + DIRY (op); 185 y = op->y + DIRY (op->direction);
188 m = op->map; 186 m = op->map;
189 mflags = get_map_flags (m, &m, x, y, &x, &y); 187 mflags = get_map_flags (m, &m, x, y, &x, &y);
190 188
191 if (mflags & P_OUT_OF_MAP) 189 if (mflags & P_OUT_OF_MAP)
192 return; 190 return;
196 * on the space. So only call reflwall if we think the data it returns 194 * on the space. So only call reflwall if we think the data it returns
197 * will be useful. 195 * will be useful.
198 */ 196 */
199 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)) || ((mflags & P_IS_ALIVE) && reflwall (m, x, y, op))) 197 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)) || ((mflags & P_IS_ALIVE) && reflwall (m, x, y, op)))
200 { 198 {
201 if (!QUERY_FLAG (op, FLAG_REFLECTING)) 199 if (!op->flag [FLAG_REFLECTING])
202 return; 200 return;
203 201
204 /* Since walls don't run diagonal, if the bolt is in 202 /* Since walls don't run diagonal, if the bolt is in
205 * one of 4 main directions, it just reflects back in the 203 * one of 4 main directions, it just reflects back in the
206 * opposite direction. However, if the bolt is travelling 204 * opposite direction. However, if the bolt is travelling
219 /* Need to check for P_OUT_OF_MAP: if the bolt is tavelling 217 /* Need to check for P_OUT_OF_MAP: if the bolt is tavelling
220 * over a corner in a tiled map, it is possible that 218 * over a corner in a tiled map, it is possible that
221 * op->direction is within an adjacent map but either 219 * op->direction is within an adjacent map but either
222 * op->direction-1 or op->direction+1 does not exist. 220 * op->direction-1 or op->direction+1 does not exist.
223 */ 221 */
224 mflags = get_map_flags (op->map, &m, op->x + freearr_x[absdir (op->direction - 1)], 222 mflags = get_map_flags (op->map, &m, op->x + DIRX (absdir (op->direction - 1)),
225 op->y + freearr_y[absdir (op->direction - 1)], &x, &y); 223 op->y + DIRY (absdir (op->direction - 1)), &x, &y);
226 224
227 left = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)); 225 left = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y));
228 226
229 mflags = get_map_flags (op->map, &m, op->x + freearr_x[absdir (op->direction + 1)], 227 mflags = get_map_flags (op->map, &m, op->x + DIRX (absdir (op->direction + 1)),
230 op->y + freearr_y[absdir (op->direction + 1)], &x, &y); 228 op->y + DIRY (absdir (op->direction + 1)), &x, &y);
231 right = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)); 229 right = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y));
232 230
233 if (left == right) 231 if (left == right)
234 op->direction = absdir (op->direction + 4); 232 op->direction = absdir (op->direction + 4);
235 else if (left) 233 else if (left)
249 tmp->speed_left = -0.1f; 247 tmp->speed_left = -0.1f;
250 /* To make up for the decrease at the top of the function */ 248 /* To make up for the decrease at the top of the function */
251 tmp->duration++; 249 tmp->duration++;
252 250
253 /* New forking code. Possibly create forks of this object 251 /* New forking code. Possibly create forks of this object
254 * going off in other directions. 252 * going off in other directions.
255 */ 253 */
256 if (rndm (0, 99) < tmp->stats.Dex) 254 if (tmp->stats.Dex && rndm (0, 99) < tmp->stats.Dex)
257 { /* stats.Dex % of forking */ 255 forklightning (op, tmp); /* stats.Dex % of forking */
258 forklightning (op, tmp);
259 }
260 256
261 /* In this way, the object left behind sticks on the space, but 257 /* In this way, the object left behind sticks on the space, but
262 * doesn't create any bolts that continue to move onward. 258 * doesn't create any bolts that continue to move onward.
263 */ 259 */
264 op->range = 0; 260 op->range = 0;
281 int mflags; 277 int mflags;
282 278
283 if (!spob->other_arch) 279 if (!spob->other_arch)
284 return 0; 280 return 0;
285 281
286 tmp = arch_to_object (spob->other_arch); 282 tmp = spob->other_arch->instance ();
287 if (tmp == NULL) 283 if (tmp == NULL)
288 return 0; 284 return 0;
289 285
290 /* peterm: level dependency for bolts */ 286 /* peterm: level dependency for bolts */
291 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob); 287 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob);
292 tmp->attacktype = spob->attacktype; 288 tmp->attacktype = spob->attacktype;
289
293 if (spob->slaying) 290 if (spob->slaying)
294 tmp->slaying = spob->slaying; 291 tmp->slaying = spob->slaying;
292
295 tmp->range = spob->range + SP_level_range_adjust (caster, spob); 293 tmp->range = spob->range + SP_level_range_adjust (caster, spob);
296 tmp->duration = spob->duration + SP_level_duration_adjust (caster, spob); 294 tmp->duration = spob->duration + SP_level_duration_adjust (caster, spob);
297 tmp->stats.Dex = spob->stats.Dex; 295 tmp->stats.Dex = spob->stats.Dex;
298 tmp->stats.Con = spob->stats.Con; 296 tmp->stats.Con = spob->stats.Con;
299 297
300 tmp->direction = dir; 298 tmp->direction = dir;
301 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) 299 if (tmp->flag [FLAG_IS_TURNABLE])
302 SET_ANIMATION (tmp, dir); 300 SET_ANIMATION (tmp, dir);
303 301
304 tmp->set_owner (op); 302 tmp->set_owner (op);
305 set_spell_skill (op, caster, spob, tmp); 303 set_spell_skill (op, caster, spob, tmp);
306 304
307 tmp->x = op->x + DIRX (tmp); 305 tmp->x = op->x + DIRX (tmp->direction);
308 tmp->y = op->y + DIRY (tmp); 306 tmp->y = op->y + DIRY (tmp->direction);
309 tmp->map = op->map; 307 tmp->map = op->map;
310 308
311 maptile *newmap; 309 maptile *newmap;
312 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y); 310 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y);
313 if (mflags & P_OUT_OF_MAP) 311 if (mflags & P_OUT_OF_MAP)
314 { 312 {
315 tmp->destroy (); 313 tmp->drop_and_destroy ();
316 return 0; 314 return 0;
317 } 315 }
318 316
319 tmp->map = newmap; 317 tmp->map = newmap;
320 318
321 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y))) 319 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y)))
322 { 320 {
323 if (!QUERY_FLAG (tmp, FLAG_REFLECTING)) 321 if (!tmp->flag [FLAG_REFLECTING])
324 { 322 {
325 tmp->destroy (); 323 tmp->drop_and_destroy ();
326 return 0; 324 return 0;
327 } 325 }
328 326
329 tmp->x = op->x; 327 tmp->x = op->x;
330 tmp->y = op->y; 328 tmp->y = op->y;
366 { 364 {
367 for (i = 1; i < 9; i++) 365 for (i = 1; i < 9; i++)
368 { 366 {
369 sint16 dx, dy; 367 sint16 dx, dy;
370 368
371 dx = op->x + freearr_x[i]; 369 dx = op->x + DIRX (i);
372 dy = op->y + freearr_y[i]; 370 dy = op->y + DIRY (i);
373 371
374 /* ok_to_put_more already does things like checks for walls, 372 /* ok_to_put_more already does things like checks for walls,
375 * out of map, etc. 373 * out of map, etc.
376 */ 374 */
377 if (ok_to_put_more (op->map, dx, dy, op, op->attacktype)) 375 if (ok_to_put_more (op->map, dx, dy, op, op->attacktype))
378 { 376 {
379 object *tmp = op->clone (); 377 object *tmp = op->clone ();
391 389
392/* Causes an object to explode, eg, a firebullet, 390/* Causes an object to explode, eg, a firebullet,
393 * poison cloud ball, etc. op is the object to 391 * poison cloud ball, etc. op is the object to
394 * explode. 392 * explode.
395 */ 393 */
396void 394static void
397explode_bullet (object *op) 395explode_bullet (object *op)
398{ 396{
399 object *tmp, *owner; 397 object *tmp, *owner;
400 398
401 if (op->other_arch == NULL) 399 if (!op->other_arch)
402 { 400 {
403 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n"); 401 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n");
404 op->destroy (); 402 op->destroy ();
405 return; 403 return;
406 } 404 }
435 } 433 }
436 434
437 if (op->attacktype) 435 if (op->attacktype)
438 { 436 {
439 hit_map (op, 0, op->attacktype, 1); 437 hit_map (op, 0, op->attacktype, 1);
438
440 if (op->destroyed ()) 439 if (op->destroyed ())
441 return; 440 return;
442 } 441 }
443 442
444 /* other_arch contains what this explodes into */ 443 /* other_arch contains what this explodes into */
445 tmp = arch_to_object (op->other_arch); 444 tmp = op->other_arch->instance ();
446 445
447 tmp->set_owner (op); 446 tmp->set_owner (op);
448 tmp->skill = op->skill; 447 tmp->skill = op->skill;
449 448
450 owner = op->owner; 449 owner = op->owner;
451 450
452 if ((tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) && owner && !tailor_god_spell (tmp, owner)) 451 if ((tmp->attacktype & AT_HOLYWORD
452 || tmp->attacktype & AT_GODPOWER)
453 && owner
454 && !tailor_god_spell (tmp, owner))
453 { 455 {
454 op->destroy (); 456 op->destroy ();
455 return; 457 return;
456 } 458 }
457 459
519 if (!(mflags & P_IS_ALIVE)) 521 if (!(mflags & P_IS_ALIVE))
520 return; 522 return;
521 523
522 for (tmp = op->ms ().bot; tmp; tmp = tmp->above) 524 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
523 { 525 {
524 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 526 if (tmp->flag [FLAG_ALIVE])
525 { 527 {
526 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1); 528 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1);
529
530 // TODO: can't understand the following if's
527 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0) 531 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0)
528 { 532 {
529 if (!QUERY_FLAG (op, FLAG_REMOVED)) 533 if (!op->flag [FLAG_REMOVED])
530 { 534 {
531 op->destroy (); 535 op->destroy ();
532 return; 536 return;
533 } 537 }
534 } 538 }
542 * fired arches (eg, bolts). 546 * fired arches (eg, bolts).
543 */ 547 */
544void 548void
545move_bullet (object *op) 549move_bullet (object *op)
546{ 550{
547 sint16 new_x, new_y;
548 int mflags;
549 maptile *m;
550
551#if 0 551#if 0
552 /* We need a better general purpose way to do this */ 552 /* We need a better general purpose way to do this */
553 553
554 /* peterm: added to make comet leave a trail of burnouts 554 /* peterm: added to make comet leave a trail of burnouts
555 it's an unadulterated hack, but the effect is cool. */ 555 it's an unadulterated hack, but the effect is cool. */
556 if (op->stats.sp == SP_METEOR) 556 if (op->stats.sp == SP_METEOR)
557 { 557 {
558 replace_insert_ob_in_map ("fire_trail", op); 558 replace_insert_ob_in_map ("fire_trail", op);
559 if (op->destroyed ()) 559 if (op->destroyed ())
570 op->destroy (); 570 op->destroy ();
571 571
572 return; 572 return;
573 } 573 }
574 574
575 new_x = op->x + DIRX (op); 575 mapxy pos (op);
576 new_y = op->y + DIRY (op); 576 pos.move (op->direction);
577 m = op->map;
578 mflags = get_map_flags (m, &m, new_x, new_y, &new_x, &new_y);
579 577
580 if (mflags & P_OUT_OF_MAP) 578 if (!pos.normalise ())
581 { 579 {
582 op->destroy (); 580 op->destroy ();
583 return; 581 return;
584 } 582 }
585 583
586 if (!op->direction || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y))) 584 mapspace &ms = pos.ms ();
585
586 ms.update ();
587
588 if (!op->direction || OB_TYPE_MOVE_BLOCK (op, ms.move_block))
587 { 589 {
588 if (op->other_arch) 590 if (op->other_arch)
589 explode_bullet (op); 591 explode_bullet (op);
590 else 592 else
591 op->destroy (); 593 op->destroy ();
592 594
593 return; 595 return;
594 } 596 }
595 597
596 if (!(op = m->insert (op, new_x, new_y, op))) 598 if (!(op = pos.insert (op, op)))
597 return; 599 return;
598 600
599 if (reflwall (op->map, op->x, op->y, op)) 601 if (reflwall (op->map, op->x, op->y, op))
600 { 602 {
601 op->direction = absdir (op->direction + 4); 603 op->direction = absdir (op->direction + 4);
620 int mflags; 622 int mflags;
621 623
622 if (!spob->other_arch) 624 if (!spob->other_arch)
623 return 0; 625 return 0;
624 626
625 tmp = arch_to_object (spob->other_arch); 627 tmp = spob->other_arch->instance ();
626 if (tmp == NULL) 628 if (!tmp)
627 return 0; 629 return 0;
628 630
629 /* peterm: level dependency for bolts */ 631 /* peterm: level dependency for bolts */
630 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob); 632 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob);
631 tmp->attacktype = spob->attacktype; 633 tmp->attacktype = spob->attacktype;
632 if (spob->slaying) 634 if (spob->slaying)
633 tmp->slaying = spob->slaying; 635 tmp->slaying = spob->slaying;
634 636
638 tmp->stats.hp = spob->duration + SP_level_duration_adjust (caster, spob); 640 tmp->stats.hp = spob->duration + SP_level_duration_adjust (caster, spob);
639 tmp->stats.maxhp = spob->range + SP_level_range_adjust (caster, spob); 641 tmp->stats.maxhp = spob->range + SP_level_range_adjust (caster, spob);
640 tmp->dam_modifier = spob->stats.food + SP_level_dam_adjust (caster, spob); 642 tmp->dam_modifier = spob->stats.food + SP_level_dam_adjust (caster, spob);
641 643
642 tmp->direction = dir; 644 tmp->direction = dir;
643 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) 645 if (tmp->flag [FLAG_IS_TURNABLE])
644 SET_ANIMATION (tmp, dir); 646 SET_ANIMATION (tmp, dir);
645 647
646 tmp->set_owner (op); 648 tmp->set_owner (op);
647 set_spell_skill (op, caster, spob, tmp); 649 set_spell_skill (op, caster, spob, tmp);
648 650
649 tmp->x = op->x + freearr_x[dir]; 651 tmp->x = op->x + DIRX (dir);
650 tmp->y = op->y + freearr_y[dir]; 652 tmp->y = op->y + DIRY (dir);
651 tmp->map = op->map; 653 tmp->map = op->map;
652 654
653 maptile *newmap; 655 maptile *newmap;
654 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y); 656 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y);
655 if (mflags & P_OUT_OF_MAP) 657 if (mflags & P_OUT_OF_MAP)
658 return 0; 660 return 0;
659 } 661 }
660 662
661 tmp->map = newmap; 663 tmp->map = newmap;
662 664
665 // in case the bullet has direction 0 we explode it in place.
666 // direction 0 is possible for instance when a poison cloud trap springs.
667 if (tmp->direction == 0)
668 {
669 if (tmp->other_arch
670 && (tmp = tmp->insert_at (tmp, op))) // insert before explode cleanly
671 explode_bullet (tmp); // explode object will/should remove tmp
672 else
673 tmp->destroy ();
674
675 return 0;
676 }
677
663 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y))) 678 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y)))
664 { 679 {
665 if (!QUERY_FLAG (tmp, FLAG_REFLECTING)) 680 if (!tmp->flag [FLAG_REFLECTING])
666 { 681 {
667 tmp->destroy (); 682 tmp->destroy ();
668 return 0; 683 return 0;
669 } 684 }
670 685
685 * CONE RELATED FUNCTIONS 700 * CONE RELATED FUNCTIONS
686 * 701 *
687 *****************************************************************************/ 702 *****************************************************************************/
688 703
689/* drops an object based on what is in the cone's "other_arch" */ 704/* drops an object based on what is in the cone's "other_arch" */
690void 705static void
691cone_drop (object *op) 706cone_drop (object *op)
692{ 707{
693 object *new_ob = arch_to_object (op->other_arch); 708 object *new_ob = op->other_arch->instance ();
694 709
695 new_ob->level = op->level; 710 new_ob->level = op->level;
696 new_ob->set_owner (op->owner); 711 new_ob->set_owner (op->owner);
697 712
698 /* preserve skill ownership */ 713 /* preserve skill ownership */
705/* move_cone: causes cone object 'op' to move a space/hit creatures */ 720/* move_cone: causes cone object 'op' to move a space/hit creatures */
706 721
707void 722void
708move_cone (object *op) 723move_cone (object *op)
709{ 724{
710 int i;
711
712 /* if no map then hit_map will crash so just ignore object */ 725 /* if no map then hit_map will crash so just ignore object */
713 if (!op->map) 726 if (!op->map)
714 { 727 {
715 LOG (llevError, "Tried to move_cone object %s without a map.\n", op->name ? &op->name : "unknown"); 728 LOG (llevError, "Tried to move_cone object %s without a map.\n", op->name ? &op->name : "unknown");
716 op->set_speed (0); 729 op->set_speed (0);
717 return; 730 return;
718 } 731 }
719 732
720 /* lava saves it's life, but not yours :) */ 733 /* lava saves it's life, but not yours :) */
721 if (QUERY_FLAG (op, FLAG_LIFESAVE)) 734 if (op->flag [FLAG_LIFESAVE])
722 { 735 {
723 hit_map (op, 0, op->attacktype, 0); 736 hit_map (op, 0, op->attacktype, 0);
724 return; 737 return;
725 } 738 }
726 739
736 } 749 }
737#endif 750#endif
738 751
739 hit_map (op, 0, op->attacktype, 0); 752 hit_map (op, 0, op->attacktype, 0);
740 753
754 if (!op->is_on_map ())
755 return;
756
741 /* Check to see if we should push anything. 757 /* Check to see if we should push anything.
742 * Spell objects with weight push whatever they encounter to some 758 * Spell objects with weight push whatever they encounter to some
743 * degree. 759 * degree.
744 */ 760 */
745 if (op->weight) 761 if (op->weight)
762 {
746 check_spell_knockback (op); 763 check_spell_knockback (op);
747 764
748 if (op->destroyed ()) 765 if (!op->is_on_map ())
749 return; 766 return;
767 }
750 768
751 if ((op->duration--) < 0) 769 if (op->duration-- < 0)
752 { 770 {
753 op->destroy (); 771 op->destroy ();
754 return; 772 return;
755 } 773 }
756 /* Object has hit maximum range, so don't have it move 774 /* Object has hit maximum range, so don't have it move
761 { 779 {
762 op->range = 0; /* just so it doesn't wrap */ 780 op->range = 0; /* just so it doesn't wrap */
763 return; 781 return;
764 } 782 }
765 783
766 for (i = -1; i < 2; i++) 784 for (int i = -1; i <= 1; i++)
767 { 785 {
768 sint16 x = op->x + freearr_x[absdir (op->stats.sp + i)], y = op->y + freearr_y[absdir (op->stats.sp + i)]; 786 sint16 x = op->x + DIRX (absdir (op->stats.sp + i)), y = op->y + DIRY (absdir (op->stats.sp + i));
769 787
770 if (ok_to_put_more (op->map, x, y, op, op->attacktype)) 788 if (ok_to_put_more (op->map, x, y, op, op->attacktype))
771 { 789 {
772 object *tmp = op->clone (); 790 object *tmp = op->clone ();
773 791
802 MoveType movetype; 820 MoveType movetype;
803 821
804 if (!spell->other_arch) 822 if (!spell->other_arch)
805 return 0; 823 return 0;
806 824
807 if (op->type == PLAYER && QUERY_FLAG (op, FLAG_UNDEAD) && op->attacktype & AT_TURN_UNDEAD) 825 if (op->type == PLAYER && op->flag [FLAG_UNDEAD] && op->attacktype & AT_TURN_UNDEAD)
808 { 826 {
809 new_draw_info (NDI_UNIQUE, 0, op, "Your undead nature prevents you from turning undead!"); 827 op->failmsg ("Your undead nature prevents you from turning undead!");
810 return 0; 828 return 0;
811 } 829 }
812 830
813 if (!dir) 831 if (!dir)
814 { 832 {
822 */ 840 */
823 movetype = spell->other_arch->move_type; 841 movetype = spell->other_arch->move_type;
824 842
825 for (i = range_min; i <= range_max; i++) 843 for (i = range_min; i <= range_max; i++)
826 { 844 {
827 sint16 x, y, d; 845 sint16 x, y;
828 846
829 /* We can't use absdir here, because it never returns 847 /* We can't use absdir here, because it never returns
830 * 0. If this is a rune, we want to hit the person on top 848 * 0. If this is a rune, we want to hit the person on top
831 * of the trap (d==0). If it is not a rune, then we don't want 849 * of the trap (d==0). If it is not a rune, then we don't want
832 * to hit that person. 850 * to hit that person.
833 */ 851 */
834 d = dir + i; 852 int d = dir ? absdir (dir + i) : i;
835 while (d < 0)
836 d += 8;
837 while (d > 8)
838 d -= 8;
839 853
840 /* If it's not a rune, we don't want to blast the caster. 854 /* If it's not a rune, we don't want to blast the caster.
841 * In that case, we have to see - if dir is specified, 855 * In that case, we have to see - if dir is specified,
842 * turn this into direction 8. If dir is not specified (all 856 * turn this into direction 8. If dir is not specified (all
843 * direction) skip - otherwise, one line would do more damage 857 * direction) skip - otherwise, one line would do more damage
850 d = 8; 864 d = 8;
851 else 865 else
852 continue; 866 continue;
853 } 867 }
854 868
855 x = op->x + freearr_x[d]; 869 x = op->x + DIRX (d);
856 y = op->y + freearr_y[d]; 870 y = op->y + DIRY (d);
857 871
858 if (get_map_flags (op->map, &m, x, y, &sx, &sy) & P_OUT_OF_MAP) 872 if (get_map_flags (op->map, &m, x, y, &sx, &sy) & P_OUT_OF_MAP)
859 continue; 873 continue;
860 874
861 if ((movetype & GET_MAP_MOVE_BLOCK (m, sx, sy)) == movetype) 875 if ((movetype & GET_MAP_MOVE_BLOCK (m, sx, sy)) == movetype)
862 continue; 876 continue;
863 877
864 success = 1; 878 success = 1;
865 tmp = arch_to_object (spell->other_arch); 879 tmp = spell->other_arch->instance ();
866 tmp->set_owner (op); 880 tmp->set_owner (op);
867 set_spell_skill (op, caster, spell, tmp); 881 set_spell_skill (op, caster, spell, tmp);
868 tmp->level = caster_level (caster, spell); 882 tmp->level = casting_level (caster, spell);
869 tmp->attacktype = spell->attacktype; 883 tmp->attacktype = spell->attacktype;
870 884
871 /* holy word stuff */ 885 /* holy word stuff */
872 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER)) 886 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER))
873 if (!tailor_god_spell (tmp, op)) 887 if (!tailor_god_spell (tmp, op))
945 959
946 object *env = op->outer_env (); 960 object *env = op->outer_env ();
947 961
948 if (op->env) 962 if (op->env)
949 { 963 {
950 if (env->map == NULL) 964 if (!env->map)
951 return; 965 return;
952 966
953 if (!(op = op->insert_at (env, op))) 967 if (!(op = op->insert_at (env, op)))
954 return; 968 return;
955 } 969 }
956 970
957 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent bomb from exploding 971 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent bomb from exploding
958 // on a safe map. I don't like this special casing, but it seems to be neccessary 972 // on a safe map. I don't like this special casing, but it seems to be neccessary
959 // as bombs can be carried. 973 // as bombs can be carried.
960 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE) 974 if (op->ms ().flags () & P_SAFE)
961 { 975 {
962 op->destroy (); 976 op->destroy ();
963 return; 977 return;
964 } 978 }
965 979
969 */ 983 */
970 if (archetype *at = archetype::find (SPLINT)) 984 if (archetype *at = archetype::find (SPLINT))
971 { 985 {
972 for (int i = 1; i < 9; i++) 986 for (int i = 1; i < 9; i++)
973 { 987 {
974 if (out_of_map (op->map, op->x + freearr_x[i], op->y + freearr_x[i])) 988 if (out_of_map (op->map, op->x + DIRX (i), op->y + DIRX (i)))
975 continue; 989 continue;
976 990
977 object *tmp = arch_to_object (at); 991 object *tmp = at->instance ();
978 tmp->direction = i; 992 tmp->direction = i;
979 tmp->range = op->range; 993 tmp->range = op->range;
980 tmp->stats.dam = op->stats.dam; 994 tmp->stats.dam = op->stats.dam;
981 tmp->duration = op->duration; 995 tmp->duration = op->duration;
982 tmp->attacktype = op->attacktype; 996 tmp->attacktype = op->attacktype;
983 tmp->set_owner (op); 997 tmp->set_owner (op);
984 if (op->skill && op->skill != tmp->skill) 998 if (op->skill && op->skill != tmp->skill)
985 tmp->skill = op->skill; 999 tmp->skill = op->skill;
986 1000
987 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) 1001 if (tmp->flag [FLAG_IS_TURNABLE])
988 SET_ANIMATION (tmp, i); 1002 SET_ANIMATION (tmp, i);
989 1003
990 op->map->insert (tmp, op->x + freearr_x[i], op->y + freearr_x[i], op); 1004 op->map->insert (tmp, op->x + DIRX (i), op->y + DIRX (i), op);
991 move_bullet (tmp); 1005 move_bullet (tmp);
992 } 1006 }
993 } 1007 }
994 1008
995 explode_bullet (op); 1009 explode_bullet (op);
998int 1012int
999create_bomb (object *op, object *caster, int dir, object *spell) 1013create_bomb (object *op, object *caster, int dir, object *spell)
1000{ 1014{
1001 object *tmp; 1015 object *tmp;
1002 int mflags; 1016 int mflags;
1003 sint16 dx = op->x + freearr_x[dir], dy = op->y + freearr_y[dir]; 1017 sint16 dx = op->x + DIRX (dir), dy = op->y + DIRY (dir);
1004 maptile *m; 1018 maptile *m;
1005 1019
1006 mflags = get_map_flags (op->map, &m, dx, dy, &dx, &dy); 1020 mflags = get_map_flags (op->map, &m, dx, dy, &dx, &dy);
1021
1022 // when creating a bomb below ourself it should always work, even
1023 // when movement is blocked (somehow we got here, somehow we are here,
1024 // so we should also be able to make a bomb here). (originally added
1025 // to fix create bomb traps in doors, which cast with dir=0).
1026 if (dir)
1027 {
1007 if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, dx, dy) & MOVE_WALK)) 1028 if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, dx, dy) & MOVE_WALK))
1008 { 1029 {
1009 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way."); 1030 op->failmsg ("There is something in the way.");
1010 return 0; 1031 return 0;
1032 }
1011 } 1033 }
1012 1034
1013 tmp = arch_to_object (spell->other_arch); 1035 tmp = spell->other_arch->instance ();
1014 1036
1015 /* level dependencies for bomb */ 1037 /* level dependencies for bomb */
1016 tmp->range = spell->range + SP_level_range_adjust (caster, spell); 1038 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
1017 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1039 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1018 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell); 1040 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
1038 * dir is the direction to look in. 1060 * dir is the direction to look in.
1039 * range is how far out to look. 1061 * range is how far out to look.
1040 * type is the type of spell - either SPELL_MANA or SPELL_GRACE. 1062 * type is the type of spell - either SPELL_MANA or SPELL_GRACE.
1041 * this info is used for blocked magic/unholy spaces. 1063 * this info is used for blocked magic/unholy spaces.
1042 */ 1064 */
1043object * 1065static object *
1044get_pointed_target (object *op, int dir, int range, int type) 1066get_pointed_target (object *op, int dir, int range, int type)
1045{ 1067{
1046 object *target; 1068 object *target;
1047 sint16 x, y; 1069 sint16 x, y;
1048 int dist, mflags; 1070 int dist, mflags;
1051 if (dir == 0) 1073 if (dir == 0)
1052 return NULL; 1074 return NULL;
1053 1075
1054 for (dist = 1; dist < range; dist++) 1076 for (dist = 1; dist < range; dist++)
1055 { 1077 {
1056 x = op->x + freearr_x[dir] * dist; 1078 x = op->x + DIRX (dir) * dist;
1057 y = op->y + freearr_y[dir] * dist; 1079 y = op->y + DIRY (dir) * dist;
1058 mp = op->map; 1080 mp = op->map;
1059 mflags = get_map_flags (op->map, &mp, x, y, &x, &y); 1081 mflags = get_map_flags (op->map, &mp, x, y, &x, &y);
1060 1082
1061 if (mflags & P_OUT_OF_MAP) 1083 if (mflags & P_OUT_OF_MAP)
1062 return NULL; 1084 return NULL;
1067 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW) 1089 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW)
1068 return NULL; 1090 return NULL;
1069 1091
1070 if (mflags & P_IS_ALIVE) 1092 if (mflags & P_IS_ALIVE)
1071 for (target = GET_MAP_OB (mp, x, y); target; target = target->above) 1093 for (target = GET_MAP_OB (mp, x, y); target; target = target->above)
1072 if (QUERY_FLAG (target, FLAG_MONSTER)) 1094 if (target->flag [FLAG_MONSTER])
1073 return target; 1095 return target;
1074 } 1096 }
1075 1097
1076 return NULL; 1098 return NULL;
1077} 1099}
1078 1100
1079/* cast_smite_arch() - the priest points to a creature and causes 1101/* cast_smite_spell() - the priest points to a creature and causes
1080 * a 'godly curse' to decend. 1102 * a 'godly curse' to decend.
1081 * usual params - 1103 * usual params -
1082 * op = player 1104 * op = player
1083 * caster = object casting the spell. 1105 * caster = object casting the spell.
1084 * dir = direction being cast 1106 * dir = direction being cast
1085 * spell = spell object 1107 * spell = spell object
1087int 1109int
1088cast_smite_spell (object *op, object *caster, int dir, object *spell) 1110cast_smite_spell (object *op, object *caster, int dir, object *spell)
1089{ 1111{
1090 object *effect, *target; 1112 object *effect, *target;
1091 object *god = find_god (determine_god (op)); 1113 object *god = find_god (determine_god (op));
1092 int range;
1093 1114
1094 range = spell->range + SP_level_range_adjust (caster, spell);
1095 target = get_pointed_target (op, dir, 50, spell->stats.grace ? SPELL_GRACE : SPELL_MANA); 1115 target = get_pointed_target (op, dir, 50, spell->stats.grace ? SPELL_GRACE : SPELL_MANA);
1096 1116
1097 /* Bunch of conditions for casting this spell. Note that only 1117 /* Bunch of conditions for casting this spell. Note that only
1098 * require a god if this is a cleric spell (requires grace). 1118 * require a god if this is a cleric spell (requires grace).
1099 * This makes this spell much more general purpose - it can be used 1119 * This makes this spell much more general purpose - it can be used
1100 * by wizards also, which is good, because I think this is a very 1120 * by wizards also, which is good, because I think this is a very
1101 * interesting spell. 1121 * interesting spell.
1102 * if it is a cleric spell, you need a god, and the creature 1122 * if it is a cleric spell, you need a god, and the creature
1103 * can't be friendly to your god. 1123 * can't be friendly to your god.
1104 */ 1124 */
1105 1125
1106 if (!target || QUERY_FLAG (target, FLAG_REFL_SPELL) 1126 if (!target
1127 || target->flag [FLAG_REFL_SPELL]
1107 || (!god && spell->stats.grace) 1128 || (!god && spell->stats.grace)
1108 || (target->title && god && !strcmp (target->title, god->name)) || (target->race && god && strstr (target->race, god->race))) 1129 || (god && target->title == god->name)
1130 || (god && target->race.contains (god->race)))
1109 { 1131 {
1110 new_draw_info (NDI_UNIQUE, 0, op, "Your request is unheeded."); 1132 op->failmsg ("Your request is unheeded.");
1111 return 0; 1133 return 0;
1112 } 1134 }
1113 1135
1114 if (spell->other_arch) 1136 if (spell->other_arch)
1115 effect = arch_to_object (spell->other_arch); 1137 effect = spell->other_arch->instance ();
1116 else 1138 else
1117 return 0; 1139 return 0;
1118 1140
1119 /* tailor the effect by priest level and worshipped God */ 1141 /* tailor the effect by priest level and worshipped God */
1120 effect->level = caster_level (caster, spell); 1142 effect->level = casting_level (caster, spell);
1121 effect->attacktype = spell->attacktype; 1143 effect->attacktype = spell->attacktype;
1122 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER)) 1144 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER))
1123 { 1145 {
1124 if (tailor_god_spell (effect, op)) 1146 if (tailor_god_spell (effect, op))
1125 new_draw_info_format (NDI_UNIQUE, 0, op, "%s answers your call!", determine_god (op)); 1147 new_draw_info_format (NDI_UNIQUE, 0, op, "%s answers your call!", (const char *)determine_god (op));
1126 else 1148 else
1127 { 1149 {
1128 new_draw_info (NDI_UNIQUE, 0, op, "Your request is ignored."); 1150 op->failmsg ("Your request is ignored.");
1129 return 0; 1151 return 0;
1130 } 1152 }
1131 } 1153 }
1132 1154
1133 /* size of the area of destruction */ 1155 /* size of the area of destruction */
1137 if (effect->attacktype & AT_DEATH) 1159 if (effect->attacktype & AT_DEATH)
1138 { 1160 {
1139 effect->level = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1161 effect->level = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1140 1162
1141 /* casting death spells at undead isn't a good thing */ 1163 /* casting death spells at undead isn't a good thing */
1142 if (QUERY_FLAG (target, FLAG_UNDEAD)) 1164 if (target->flag [FLAG_UNDEAD])
1143 { 1165 {
1144 if (random_roll (0, 2, op, PREFER_LOW)) 1166 if (random_roll (0, 2, op, PREFER_LOW))
1145 { 1167 {
1146 new_draw_info (NDI_UNIQUE, 0, op, "Idiot! Your spell boomerangs!"); 1168 new_draw_info (NDI_UNIQUE, 0, op, "Idiot! Your spell boomerangs!");
1147 effect->x = op->x; 1169 effect->x = op->x;
1180 1202
1181/* op is a missile that needs to be moved */ 1203/* op is a missile that needs to be moved */
1182void 1204void
1183move_missile (object *op) 1205move_missile (object *op)
1184{ 1206{
1185 int i, mflags;
1186 object *owner;
1187 sint16 new_x, new_y;
1188 maptile *m;
1189
1190 if (op->range-- <= 0) 1207 if (op->range-- <= 0)
1191 { 1208 {
1209 op->drop_and_destroy ();
1210 return;
1211 }
1212
1213 mapxy pos (op);
1214 pos.move (op->direction);
1215
1216 if (!pos.normalise ())
1217 {
1192 op->destroy (); 1218 op->destroy ();
1193 return; 1219 return;
1194 } 1220 }
1195 1221
1196 owner = op->owner; 1222 mapspace &ms = pos.ms ();
1197#if 0
1198 /* It'd make things nastier if this wasn't here - spells cast by
1199 * monster that are then killed would continue to survive
1200 */
1201 if (owner == NULL)
1202 {
1203 op->destroy ();
1204 return;
1205 }
1206#endif
1207 1223
1208 new_x = op->x + DIRX (op); 1224 if (ms.flags () & P_IS_ALIVE || ms.blocks (op))
1209 new_y = op->y + DIRY (op);
1210
1211 mflags = get_map_flags (op->map, &m, new_x, new_y, &new_x, &new_y);
1212
1213 if (!(mflags & P_OUT_OF_MAP) && ((mflags & P_IS_ALIVE) || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y))))
1214 { 1225 {
1215 hit_map (op, op->direction, AT_MAGIC, 1); 1226 hit_map (op, op->direction, AT_MAGIC, 1);
1216 /* Basically, missile only hits one thing then goes away. 1227 /* Basically, missile only hits one thing then goes away.
1217 * we need to remove it if someone hasn't already done so. 1228 * we need to remove it if someone hasn't already done so.
1218 */ 1229 */
1219 if (!op->destroyed ())
1220 op->destroy ();
1221
1222 return;
1223 }
1224
1225 op->remove ();
1226
1227 if (!op->direction || (mflags & P_OUT_OF_MAP))
1228 {
1229 op->destroy (); 1230 op->destroy ();
1230 return; 1231 return;
1231 } 1232 }
1232 1233
1234 if (!op->direction)
1235 {
1236 op->destroy ();
1237 return;
1238 }
1239
1233 i = spell_find_dir (m, new_x, new_y, op->owner); 1240 int i = spell_find_dir (pos.m, pos.x, pos.y, op->owner);
1234 if (i > 0 && i != op->direction) 1241 if (i > 0 && i != op->direction)
1235 { 1242 {
1236 op->direction = i; 1243 op->direction = i;
1237 SET_ANIMATION (op, op->direction); 1244 SET_ANIMATION (op, op->direction);
1238 } 1245 }
1239 1246
1240 m->insert (op, new_x, new_y, op); 1247 pos.insert (op, op);
1241} 1248}
1242 1249
1243/**************************************************************************** 1250/****************************************************************************
1244 * Destruction 1251 * Destruction
1245 ****************************************************************************/ 1252 ****************************************************************************/
1246 1253
1247/* make_object_glow() - currently only makes living objects glow. 1254/* make_object_glow() - currently only makes living objects glow.
1248 * we do this by creating a force and inserting it in the 1255 * we do this by creating a force and inserting it in the
1249 * object. if time is 0, the object glows permanently. To truely 1256 * object. if time is 0, the object glows permanently. To truely
1250 * make this work for non-living objects, we would have to 1257 * make this work for non-living objects, we would have to
1251 * give them the capability to have an inventory. b.t. 1258 * give them the capability to have an inventory. b.t.
1252 */ 1259 */
1253int 1260static int
1254make_object_glow (object *op, int radius, int time) 1261make_object_glow (object *op, int radius, int time)
1255{ 1262{
1256 /* some things are unaffected... */ 1263 /* some things are unaffected... */
1257 if (op->path_denied & PATH_LIGHT) 1264 if (op->path_denied & PATH_LIGHT)
1258 return 0; 1265 return 0;
1259 1266
1260 object *tmp = get_archetype (FORCE_NAME); 1267 object *tmp = archetype::get (FORCE_NAME);
1261 tmp->speed = 0.01; 1268 tmp->set_speed (0.01);
1262 tmp->stats.food = time; 1269 tmp->stats.food = time;
1263 SET_FLAG (tmp, FLAG_IS_USED_UP); 1270 tmp->set_flag (FLAG_IS_USED_UP);
1264 tmp->glow_radius = radius; 1271 tmp->set_glow_radius (min (MAX_LIGHT_RADIUS, radius));
1265 if (tmp->glow_radius > MAX_LIGHT_RADII)
1266 tmp->glow_radius = MAX_LIGHT_RADII;
1267
1268 tmp = insert_ob_in_ob (tmp, op); 1272 tmp = insert_ob_in_ob (tmp, op);
1269 1273
1270 if (tmp->glow_radius > op->glow_radius) 1274 if (tmp->glow_radius > op->glow_radius)
1271 op->glow_radius = tmp->glow_radius; 1275 op->set_glow_radius (tmp->glow_radius);
1272 1276
1273 return 1; 1277 return 1;
1274} 1278}
1275 1279
1276int 1280int
1277cast_destruction (object *op, object *caster, object *spell_ob) 1281cast_destruction (object *op, object *caster, object *spell_ob)
1278{ 1282{
1279 int i, j, range, mflags, friendly = 0, dam, dur;
1280 sint16 sx, sy;
1281 maptile *m;
1282 object *tmp;
1283 const char *skill;
1284
1285 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob); 1283 int range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
1286 dam = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob); 1284 int dam = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob);
1287 dur = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob); 1285 int dur = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
1288 if (QUERY_FLAG (op, FLAG_FRIENDLY) || op->type == PLAYER)
1289 friendly = 1;
1290 1286
1291 /* destruction doesn't use another spell object, so we need 1287 bool friendly = op->flag [FLAG_FRIENDLY] || op->is_player ();
1292 * update op's skill pointer so that exp is properly awarded.
1293 * We do some shortcuts here - since this is just temporary
1294 * and we'll reset the values back, we don't need to go through
1295 * the full share string/free_string route.
1296 */
1297 skill = op->skill;
1298 if (caster == op)
1299 op->skill = spell_ob->skill;
1300 else if (caster->skill)
1301 op->skill = caster->skill;
1302 else
1303 op->skill = NULL;
1304 1288
1305 op->change_skill (find_skill_by_name (op, op->skill)); 1289 dynbuf buf;
1306 1290 unordered_mapwalk (buf, op, -range, -range, range, range)
1307 for (i = -range; i < range; i++)
1308 { 1291 {
1309 for (j = -range; j < range; j++) 1292 mapspace &ms = m->at (nx, ny);
1310 {
1311 m = op->map;
1312 sx = op->x + i;
1313 sy = op->y + j;
1314 1293
1315 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
1316 if (mflags & P_OUT_OF_MAP)
1317 continue;
1318
1319 if (mflags & P_IS_ALIVE) 1294 if (ms.flags () & P_IS_ALIVE)
1295 for (object *next, *tmp = ms.bot; tmp; tmp = next)
1320 { 1296 {
1321 for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above) 1297 next = tmp->above;
1322 if (QUERY_FLAG (tmp, FLAG_ALIVE) || tmp->type == PLAYER)
1323 break;
1324 1298
1325 if (tmp) 1299 if (tmp->flag [FLAG_ALIVE] || tmp->is_player ())
1326 { 1300 {
1327 if (tmp->head)
1328 tmp = tmp->head; 1301 tmp = tmp->head_ ();
1329 1302
1330 if ((friendly && !QUERY_FLAG (tmp, FLAG_FRIENDLY) && tmp->type != PLAYER) || 1303 if ((friendly && !tmp->flag [FLAG_FRIENDLY] && !tmp->is_player ())
1331 (!friendly && (QUERY_FLAG (tmp, FLAG_FRIENDLY) || tmp->type == PLAYER))) 1304 || (!friendly && (tmp->flag [FLAG_FRIENDLY] || tmp->is_player ())))
1332 { 1305 {
1333 if (spell_ob->subtype == SP_DESTRUCTION) 1306 if (spell_ob->subtype == SP_DESTRUCTION)
1334 { 1307 {
1335 hit_player (tmp, dam, op, spell_ob->attacktype, 0); 1308 hit_player (tmp, dam, op, spell_ob->attacktype, 0);
1309
1336 if (spell_ob->other_arch) 1310 if (spell_ob->other_arch)
1337 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op); 1311 m->insert (spell_ob->other_arch->instance (), nx, ny, op);
1338 } 1312 }
1339 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist[ATNR_MAGIC] != 100) 1313 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist [ATNR_MAGIC] != 100)
1340 { 1314 {
1341 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch) 1315 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch)
1342 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op); 1316 m->insert (spell_ob->other_arch->instance (), nx, ny, op);
1343 } 1317 }
1344 } 1318 }
1345 } 1319 }
1346 } 1320 }
1347 }
1348 } 1321 }
1349 1322
1350 op->skill = skill;
1351 return 1; 1323 return 1;
1352} 1324}
1353 1325
1354/*************************************************************************** 1326/***************************************************************************
1355 * 1327 *
1356 * CURSE 1328 * CURSE
1357 * 1329 *
1358 ***************************************************************************/ 1330 ***************************************************************************/
1359
1360int 1331int
1361cast_curse (object *op, object *caster, object *spell_ob, int dir) 1332cast_curse (object *op, object *caster, object *spell_ob, int dir)
1362{ 1333{
1363 object *god = find_god (determine_god (op)); 1334 object *god = find_god (determine_god (op));
1364 object *tmp, *force; 1335 object *tmp, *force;
1365 1336
1366 tmp = get_pointed_target (op, (dir == 0) ? op->direction : dir, spell_ob->range, SPELL_GRACE); 1337 tmp = get_pointed_target (op, (dir == 0) ? op->direction : dir, spell_ob->range, SPELL_GRACE);
1367 if (!tmp) 1338 if (!tmp)
1368 { 1339 {
1369 new_draw_info (NDI_UNIQUE, 0, op, "There is no one in that direction to curse."); 1340 op->failmsg ("There is no one in that direction to curse.");
1370 return 0; 1341 return 0;
1371 } 1342 }
1372 1343
1373 tmp = tmp->head_ (); 1344 tmp = tmp->head_ ();
1374 1345
1389 } 1360 }
1390 } 1361 }
1391 1362
1392 if (!force) 1363 if (!force)
1393 { 1364 {
1394 force = get_archetype (FORCE_NAME); 1365 force = archetype::get (FORCE_NAME);
1395 force->subtype = FORCE_CHANGE_ABILITY; 1366 force->subtype = FORCE_CHANGE_ABILITY;
1396 1367
1397 if (spell_ob->race) 1368 if (spell_ob->race)
1398 force->name = spell_ob->race; 1369 force->name = spell_ob->race;
1399 else 1370 else
1417 1388
1418 return 1; 1389 return 1;
1419 } 1390 }
1420 1391
1421 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50; 1392 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1422 force->speed = 1.f;
1423 force->speed_left = -1.f; 1393 force->speed_left = -1.f;
1424 SET_FLAG (force, FLAG_APPLIED); 1394 force->set_speed (1.f);
1395 force->set_flag (FLAG_APPLIED);
1425 1396
1426 if (god) 1397 if (god)
1427 { 1398 {
1428 if (spell_ob->last_grace) 1399 if (spell_ob->last_grace)
1429 force->path_repelled = god->path_repelled; 1400 force->path_repelled = god->path_repelled;
1442 force->stats.wc = spell_ob->stats.wc; 1413 force->stats.wc = spell_ob->stats.wc;
1443 1414
1444 change_abil (tmp, force); /* Mostly to display any messages */ 1415 change_abil (tmp, force); /* Mostly to display any messages */
1445 insert_ob_in_ob (force, tmp); 1416 insert_ob_in_ob (force, tmp);
1446 tmp->update_stats (); 1417 tmp->update_stats ();
1418
1447 return 1; 1419 return 1;
1448
1449} 1420}
1450 1421
1451/********************************************************************** 1422/**********************************************************************
1452 * mood change 1423 * mood change
1453 * Arguably, this may or may not be an attack spell. But since it 1424 * Arguably, this may or may not be an attack spell. But since it
1459 */ 1430 */
1460int 1431int
1461mood_change (object *op, object *caster, object *spell) 1432mood_change (object *op, object *caster, object *spell)
1462{ 1433{
1463 object *tmp, *god, *head; 1434 object *tmp, *god, *head;
1464 int done_one, range, mflags, level, at, best_at; 1435 int done_one, range, level, at, best_at;
1465 sint16 x, y, nx, ny;
1466 maptile *m;
1467 const char *race; 1436 const char *race;
1468 1437
1469 /* We precompute some values here so that we don't have to keep 1438 /* We precompute some values here so that we don't have to keep
1470 * doing it over and over again. 1439 * doing it over and over again.
1471 */ 1440 */
1472 god = find_god (determine_god (op)); 1441 god = find_god (determine_god (op));
1473 level = caster_level (caster, spell); 1442 level = casting_level (caster, spell);
1474 range = spell->range + SP_level_range_adjust (caster, spell); 1443 range = spell->range + SP_level_range_adjust (caster, spell);
1475 1444
1476 /* On the bright side, no monster should ever have a race of GOD_... 1445 /* On the bright side, no monster should ever have a race of GOD_...
1477 * so even if the player doesn't worship a god, if race=GOD_.., it 1446 * so even if the player doesn't worship a god, if race=GOD_.., it
1478 * won't ever match anything. 1447 * won't ever match anything.
1479 */ 1448 */
1480 if (!spell->race) 1449 if (!spell->race)
1481 race = NULL; 1450 race = NULL;
1482 else if (god && !strcmp (spell->race, "GOD_SLAYING")) 1451 else if (god && spell->race == shstr_GOD_SLAYING)
1483 race = god->slaying; 1452 race = god->slaying;
1484 else if (god && !strcmp (spell->race, "GOD_FRIEND")) 1453 else if (god && spell->race == shstr_GOD_FRIEND)
1485 race = god->race; 1454 race = god->race;
1486 else 1455 else
1487 race = spell->race; 1456 race = spell->race;
1488 1457
1489 for (x = op->x - range; x <= op->x + range; x++) 1458 dynbuf buf;
1490 for (y = op->y - range; y <= op->y + range; y++) 1459 unordered_mapwalk (buf, op, -range, -range, range, range)
1491 { 1460 {
1492 done_one = 0; 1461 mapspace &ms = m->at (nx, ny);
1493 m = op->map;
1494 nx = x;
1495 ny = y;
1496 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1497 if (mflags & P_OUT_OF_MAP)
1498 continue;
1499 1462
1500 /* If there is nothing living on this space, no need to go further */ 1463 /* If there is nothing living on this space, no need to go further */
1501 if (!(mflags & P_IS_ALIVE)) 1464 if (!(ms.flags () & P_IS_ALIVE))
1502 continue; 1465 continue;
1503 1466
1504 // players can only affect spaces that they can actually see 1467 // players can only affect spaces that they can actually see
1468 if (caster
1505 if (caster && caster->contr 1469 && caster->contr
1506 && caster->contr->visibility_at (m, nx, ny) < 70) 1470 && caster->contr->darkness_at (m, nx, ny) == LOS_BLOCKED)
1507 continue; 1471 continue;
1508 1472
1509 for (tmp = GET_MAP_TOP (m, nx, ny); tmp; tmp = tmp->below) 1473 for (tmp = ms.top; tmp; tmp = tmp->below)
1510 if (QUERY_FLAG (tmp, FLAG_MONSTER)) 1474 if (tmp->flag [FLAG_MONSTER])
1511 break; 1475 break;
1512 1476
1513 /* There can be living objects that are not monsters */ 1477 /* There can be living objects that are not monsters */
1514 if (!tmp || tmp->type == PLAYER) 1478 if (!tmp)
1515 continue; 1479 continue;
1516 1480
1517 /* Only the head has meaningful data, so resolve to that */ 1481 /* Only the head has meaningful data, so resolve to that */
1518 if (tmp->head)
1519 head = tmp->head; 1482 head = tmp->head_ ();
1520 else
1521 head = tmp;
1522 1483
1523 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */ 1484 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */
1524 if (race && head->race && !strstr (race, head->race)) 1485 if (race && head->race && !strstr (race, head->race))
1525 continue; 1486 continue;
1526 1487
1527 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD)) 1488 if (head->flag [FLAG_UNDEAD] && !spell->flag [FLAG_UNDEAD])
1528 continue; 1489 continue;
1529 1490
1530 /* Now do a bunch of stuff related to saving throws */ 1491 /* Now do a bunch of stuff related to saving throws */
1531 best_at = -1; 1492 best_at = -1;
1532 if (spell->attacktype) 1493 if (spell->attacktype)
1533 { 1494 {
1534 for (at = 0; at < NROFATTACKS; at++) 1495 for (at = 0; at < NROFATTACKS; at++)
1535 if (spell->attacktype & (1 << at)) 1496 if (spell->attacktype & (1 << at))
1536 if (best_at == -1 || head->resist[at] > head->resist[best_at]) 1497 if (best_at == -1 || head->resist[at] > head->resist[best_at])
1537 best_at = at; 1498 best_at = at;
1538 1499
1539 if (best_at == -1) 1500 if (best_at == -1)
1540 at = 0; 1501 at = 0;
1541 else 1502 else
1542 { 1503 {
1543 if (head->resist[best_at] == 100) 1504 if (head->resist[best_at] == 100)
1544 continue; 1505 continue;
1545 else 1506 else
1546 at = head->resist[best_at] / 5; 1507 at = head->resist[best_at] / 5;
1547 } 1508 }
1509
1548 at -= level / 5; 1510 at -= level / 5;
1549 if (did_make_save (head, head->level, at)) 1511 if (did_make_save (head, head->level, at))
1550 continue; 1512 continue;
1551 } 1513 }
1552 else /* spell->attacktype */ 1514 else /* spell->attacktype */
1553 { 1515 {
1554 /* 1516 /*
1555 Spell has no attacktype (charm & such), so we'll have a specific saving: 1517 Spell has no attacktype (charm & such), so we'll have a specific saving:
1556 * if spell level < monster level, no go 1518 * if spell level < monster level, no go
1557 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) ) 1519 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) )
1558 1520
1559 The chance will then be in the range [20-70] percent, not too bad. 1521 The chance will then be in the range [20-70] percent, not too bad.
1560 1522
1561 This is required to fix the 'charm monster' abuse, where a player level 1 can 1523 This is required to fix the 'charm monster' abuse, where a player level 1 can
1562 charm a level 125 monster... 1524 charm a level 125 monster...
1563 1525
1564 Ryo, august 14th 1526 Ryo, august 14th
1565 */ 1527 */
1566 if (head->level > level) 1528 if (head->level > level)
1567 continue; 1529 continue;
1568 1530
1569 if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + MIN (50, 2 * (level - head->level)))) 1531 if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + min (50, 2 * (level - head->level))))
1570 /* Failed, no effect */ 1532 /* Failed, no effect */
1571 continue; 1533 continue;
1572 } 1534 }
1573 1535
1574 /* Done with saving throw. Now start affecting the monster */ 1536 /* Done with saving throw. Now start affecting the monster */
1537 done_one = 0;
1575 1538
1576 /* aggravation */ 1539 /* aggravation */
1577 if (QUERY_FLAG (spell, FLAG_MONSTER)) 1540 if (spell->flag [FLAG_MONSTER])
1578 { 1541 {
1579 CLEAR_FLAG (head, FLAG_SLEEP); 1542 head->clr_flag (FLAG_SLEEP);
1580 remove_friendly_object (head); 1543 remove_friendly_object (head);
1581 done_one = 1; 1544 done_one = 1;
1582 head->enemy = op; 1545 head->enemy = op;
1583 } 1546 }
1584 1547
1585 /* calm monsters */ 1548 /* calm monsters */
1586 if (QUERY_FLAG (spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (head, FLAG_UNAGGRESSIVE)) 1549 if (spell->flag [FLAG_UNAGGRESSIVE] && !head->flag [FLAG_UNAGGRESSIVE])
1587 { 1550 {
1588 SET_FLAG (head, FLAG_UNAGGRESSIVE); 1551 head->set_flag (FLAG_UNAGGRESSIVE);
1589 head->enemy = NULL; 1552 head->enemy = NULL;
1590 done_one = 1; 1553 done_one = 1;
1591 } 1554 }
1592 1555
1593 /* berserk monsters */ 1556 /* berserk monsters */
1594 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK)) 1557 if (spell->flag [FLAG_BERSERK] && !head->flag [FLAG_BERSERK])
1595 { 1558 {
1596 SET_FLAG (head, FLAG_BERSERK); 1559 head->set_flag (FLAG_BERSERK);
1597 done_one = 1; 1560 done_one = 1;
1598 } 1561 }
1599 1562
1600 /* charm */ 1563 /* charm */
1601 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY)) 1564 if (spell->flag [FLAG_NO_ATTACK] && !head->flag [FLAG_FRIENDLY])
1602 { 1565 {
1603 INVOKE_OBJECT (KILL, head, ARG_OBJECT (caster)); 1566 INVOKE_OBJECT (KILL, head, ARG_OBJECT (caster));
1604 1567
1605 /* Prevent uncontrolled outbreaks of self replicating monsters. 1568 /* Prevent uncontrolled outbreaks of self replicating monsters.
1606 Typical use case is charm, go somwhere, use aggravation to make hostile. 1569 Typical use case is charm, go somwhere, use aggravation to make hostile.
1607 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */ 1570 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */
1608 CLEAR_FLAG (head, FLAG_GENERATOR); 1571 head->clr_flag (FLAG_GENERATOR);
1609 head->set_owner (op); 1572 head->set_owner (op);
1610 set_spell_skill (op, caster, spell, head); 1573 set_spell_skill (op, caster, spell, head);
1611 add_friendly_object (head); 1574 add_friendly_object (head);
1612 head->attack_movement = PETMOVE; 1575 head->attack_movement = PETMOVE;
1613 done_one = 1; 1576 done_one = 1;
1614 change_exp (op, head->stats.exp / 2, head->skill, SK_EXP_ADD_SKILL); 1577 change_exp (op, head->stats.exp / 2, head->skill, SK_EXP_ADD_SKILL);
1615 head->stats.exp = 0; 1578 head->stats.exp = 0;
1616 } 1579 }
1617 1580
1618 /* If a monster was effected, put an effect in */ 1581 /* If a monster was effected, put an effect in */
1619 if (done_one && spell->other_arch) 1582 if (done_one && spell->other_arch)
1620 m->insert (arch_to_object (spell->other_arch), nx, ny, op); 1583 m->insert (spell->other_arch->instance (), nx, ny, op);
1621 } /* for y */ 1584 }
1622 1585
1623 return 1; 1586 return 1;
1624} 1587}
1625
1626 1588
1627/* Move_ball_spell: This handles ball type spells that just sort of wander 1589/* Move_ball_spell: This handles ball type spells that just sort of wander
1628 * about. was called move_ball_lightning, but since more than the ball 1590 * about. was called move_ball_lightning, but since more than the ball
1629 * lightning spell used it, that seemed misnamed. 1591 * lightning spell used it, that seemed misnamed.
1630 * op is the spell effect. 1592 * op is the spell effect.
1631 * note that duration is handled by process_object() in time.c 1593 * note that duration is handled by process_object() in time.c
1632 */ 1594 */
1633
1634void 1595void
1635move_ball_spell (object *op) 1596move_ball_spell (object *op)
1636{ 1597{
1637 int i, j, dam_save, dir, mflags; 1598 int i, j, dam_save, dir, mflags;
1638 sint16 nx, ny, hx, hy; 1599 sint16 nx, ny, hx, hy;
1657 for (i = 1; i < 9; i++) 1618 for (i = 1; i < 9; i++)
1658 { 1619 {
1659 /* i bit 0: alters sign of offset 1620 /* i bit 0: alters sign of offset
1660 * other bits (i / 2): absolute value of offset 1621 * other bits (i / 2): absolute value of offset
1661 */ 1622 */
1662
1663 int offset = ((i ^ j) & 1) ? (i / 2) : -(i / 2); 1623 int offset = ((i ^ j) & 1) ? (i / 2) : -(i / 2);
1664 int tmpdir = absdir (op->direction + offset); 1624 int tmpdir = absdir (op->direction + offset);
1665 1625
1666 nx = op->x + freearr_x[tmpdir]; 1626 nx = op->x + DIRX (tmpdir);
1667 ny = op->y + freearr_y[tmpdir]; 1627 ny = op->y + DIRY (tmpdir);
1668 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)))) 1628 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))))
1669 { 1629 {
1670 dir = tmpdir; 1630 dir = tmpdir;
1671 break; 1631 break;
1672 } 1632 }
1673 } 1633 }
1634
1674 if (dir == 0) 1635 if (dir == 0)
1675 { 1636 {
1676 nx = op->x; 1637 nx = op->x;
1677 ny = op->y; 1638 ny = op->y;
1678 m = op->map; 1639 m = op->map;
1679 } 1640 }
1680 1641
1681 m->insert (op, nx, ny, op); 1642 m->insert (op, nx, ny, op);
1682 1643
1683 dam_save = op->stats.dam; /* save the original dam: we do halfdam on 1644 dam_save = op->stats.dam; /* save the original dam: we do halfdam on
1684 surrounding squares */ 1645 surrounding squares */
1685 1646
1686 /* loop over current square and neighbors to hit. 1647 /* loop over current square and neighbors to hit.
1687 * if this has an other_arch field, we insert that in 1648 * if this has an other_arch field, we insert that in
1688 * the surround spaces. 1649 * the surround spaces.
1689 */ 1650 */
1690 for (j = 0; j < 9; j++) 1651 for (j = 0; j < 9; j++)
1691 { 1652 {
1692 hx = nx + freearr_x[j]; 1653 hx = nx + DIRX (j);
1693 hy = ny + freearr_y[j]; 1654 hy = ny + DIRY (j);
1694 1655
1695 m = op->map; 1656 m = op->map;
1696 mflags = get_map_flags (m, &m, hx, hy, &hx, &hy); 1657 mflags = get_map_flags (m, &m, hx, hy, &hx, &hy);
1697 1658
1698 if (mflags & P_OUT_OF_MAP) 1659 if (mflags & P_OUT_OF_MAP)
1704 1665
1705 if ((mflags & P_IS_ALIVE) && (!owner || owner->x != hx || owner->y != hy || !on_same_map (owner, op))) 1666 if ((mflags & P_IS_ALIVE) && (!owner || owner->x != hx || owner->y != hy || !on_same_map (owner, op)))
1706 { 1667 {
1707 if (j) 1668 if (j)
1708 op->stats.dam = dam_save / 2; 1669 op->stats.dam = dam_save / 2;
1670
1709 hit_map (op, j, op->attacktype, 1); 1671 hit_map (op, j, op->attacktype, 1);
1710
1711 } 1672 }
1712 1673
1713 /* insert the other arch */ 1674 /* insert the other arch */
1714 if (op->other_arch && !(OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy)))) 1675 if (op->other_arch && !(OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy))))
1715 m->insert (arch_to_object (op->other_arch), hx, hy, op); 1676 m->insert (op->other_arch->instance (), hx, hy, op);
1716 } 1677 }
1717 1678
1718 /* restore to the center location and damage */ 1679 /* restore to the center location and damage */
1719 op->stats.dam = dam_save; 1680 op->stats.dam = dam_save;
1720 1681
1721 i = spell_find_dir (op->map, op->x, op->y, op->owner); 1682 i = spell_find_dir (op->map, op->x, op->y, op->owner);
1722 1683
1723 if (i >= 0) 1684 if (i >= 0)
1724 { /* we have a preferred direction! */ 1685 { /* we have a preferred direction! */
1725 /* pick another direction if the preferred dir is blocked. */ 1686 /* pick another direction if the preferred dir is blocked. */
1726 if (get_map_flags (op->map, &m, nx + freearr_x[i], ny + freearr_y[i], &hx, &hy) & P_OUT_OF_MAP || 1687 if (get_map_flags (op->map, &m, nx + DIRX (i), ny + DIRY (i), &hx, &hy) & P_OUT_OF_MAP ||
1727 OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy))) 1688 OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy)))
1728 i = absdir (i + rndm (0, 2) - 1); /* -1, 0, +1 */ 1689 i = absdir (i + rndm (0, 2) - 1); /* -1, 0, +1 */
1729 1690
1730 op->direction = i; 1691 op->direction = i;
1731 } 1692 }
1732} 1693}
1733 1694
1734
1735/* move_swarm_spell: peterm 1695/* move_swarm_spell: peterm
1736 * This is an implementation of the swarm spell. It was written for 1696 * This is an implementation of the swarm spell. It was written for
1737 * meteor swarm, but it could be used for any swarm. A swarm spell 1697 * meteor swarm, but it could be used for any swarm. A swarm spell
1738 * is a special type of object that casts swarms of other types 1698 * is a special type of object that casts swarms of other types
1739 * of spells. Which spell it casts is flexible. It fires the spells 1699 * of spells. Which spell it casts is flexible. It fires the spells
1740 * from a set of squares surrounding the caster, in a given direction. 1700 * from a set of squares surrounding the caster, in a given direction.
1741 */ 1701 */
1742
1743void 1702void
1744move_swarm_spell (object *op) 1703move_swarm_spell (object *op)
1745{ 1704{
1746#if 0 1705#if 0
1747 static int cardinal_adjust[9] = { -3, -2, -1, 0, 0, 0, 1, 2, 3 }; 1706 static int cardinal_adjust[9] = { -3, -2, -1, 0, 0, 0, 1, 2, 3 };
1748 static int diagonal_adjust[10] = { -3, -2, -2, -1, 0, 0, 1, 2, 2, 3 }; 1707 static int diagonal_adjust[10] = { -3, -2, -2, -1, 0, 0, 1, 2, 2, 3 };
1749 sint16 target_x, target_y, origin_x, origin_y; 1708 sint16 target_x, target_y, origin_x, origin_y;
1750 int adjustdir; 1709 int adjustdir;
1751 maptile *m; 1710 maptile *m;
1752#endif 1711#endif
1753 int basedir;
1754 object *owner; 1712 object *owner = op->env;
1755 1713
1756 owner = op->owner; 1714 if (!owner) // MUST not happen, remove when true TODO
1757 if (op->duration == 0 || owner == NULL)
1758 { 1715 {
1716 LOG (llevError, "swarm spell found outside inventory: %s\n", op->debug_desc ());
1759 op->destroy (); 1717 op->destroy ();
1760 return; 1718 return;
1761 } 1719 }
1762 1720
1721 if (!op->duration || !owner->is_on_map ())
1722 {
1723 op->drop_and_destroy ();
1724 return;
1725 }
1726
1763 op->duration--; 1727 op->duration--;
1764 1728
1765 basedir = op->direction; 1729 int basedir = op->direction;
1766 if (basedir == 0) 1730 if (!basedir)
1767 { 1731 {
1768 /* spray in all directions! 8) */ 1732 /* spray in all directions! 8) */
1769 basedir = rndm (1, 8); 1733 op->facing = (op->facing + op->state) & 7;
1734 basedir = op->facing + 1;
1770 } 1735 }
1771 1736
1772#if 0 1737#if 0
1773 // this is bogus: it causes wrong places to be checked below 1738 // this is bogus: it causes wrong places to be checked below
1774 // (a wall 2 cells away will block the effect...) and 1739 // (a wall 2 cells away will block the effect...) and
1776 // space. 1741 // space.
1777 // should be fixed later, but correctness before features... 1742 // should be fixed later, but correctness before features...
1778 // (schmorp) 1743 // (schmorp)
1779 1744
1780 /* new offset calculation to make swarm element distribution 1745 /* new offset calculation to make swarm element distribution
1781 * more uniform 1746 * more uniform
1782 */ 1747 */
1783 if (op->duration) 1748 if (op->duration)
1784 { 1749 {
1785 if (basedir & 1) 1750 if (basedir & 1)
1786 { 1751 {
1794 else 1759 else
1795 { 1760 {
1796 adjustdir = 0; /* fire the last one from forward. */ 1761 adjustdir = 0; /* fire the last one from forward. */
1797 } 1762 }
1798 1763
1799 target_x = op->x + freearr_x[absdir (basedir + adjustdir)]; 1764 target_x = op->x + DIRX (absdir (basedir + adjustdir));
1800 target_y = op->y + freearr_y[absdir (basedir + adjustdir)]; 1765 target_y = op->y + DIRY (absdir (basedir + adjustdir));
1801 1766
1802 /* back up one space so we can hit point-blank targets, but this 1767 /* back up one space so we can hit point-blank targets, but this
1803 * necessitates extra out_of_map check below 1768 * necessitates extra out_of_map check below
1804 */ 1769 */
1805 origin_x = target_x - freearr_x[basedir]; 1770 origin_x = target_x - DIRX (basedir);
1806 origin_y = target_y - freearr_y[basedir]; 1771 origin_y = target_y - DIRY (basedir);
1807 1772
1808 1773
1809 /* spell pointer is set up for the spell this casts. Since this 1774 /* spell pointer is set up for the spell this casts. Since this
1810 * should just be a pointer to the spell in some inventory, 1775 * should just be a pointer to the spell in some inventory,
1811 * it is unlikely to disappear by the time we need it. However, 1776 * it is unlikely to disappear by the time we need it. However,
1835 { 1800 {
1836 /* Bullet spells have a bunch more customization that needs to be done */ 1801 /* Bullet spells have a bunch more customization that needs to be done */
1837 if (op->spell->subtype == SP_BULLET) 1802 if (op->spell->subtype == SP_BULLET)
1838 fire_bullet (owner, op, basedir, op->spell); 1803 fire_bullet (owner, op, basedir, op->spell);
1839 else if (op->spell->subtype == SP_MAGIC_MISSILE) 1804 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1840 fire_arch_from_position (owner, op, op->x, op->y, basedir, op->spell); 1805 fire_arch_from_position (owner, op, owner->x, owner->y, basedir, op->spell);
1841 } 1806 }
1842} 1807}
1843
1844
1845
1846 1808
1847/* fire_swarm: 1809/* fire_swarm:
1848 * The following routine creates a swarm of objects. It actually 1810 * The following routine creates a swarm of objects. It actually
1849 * sets up a specific swarm object, which then fires off all 1811 * sets up a specific swarm object, which then fires off all
1850 * the parts of the swarm. 1812 * the parts of the swarm.
1851 * 1813 *
1852 * op: the owner 1814 * op: the owner
1853 * caster: the caster (owner, wand, rod, scroll) 1815 * caster: the caster (owner, wand, rod, scroll)
1854 * dir: the direction everything will be fired in 1816 * dir: the direction everything will be fired in
1855 * spell - the spell that is this spell. 1817 * spell - the spell that is this spell.
1856 * n: the number to be fired. 1818 * n: the number to be fired.
1857 */ 1819 */
1858
1859int 1820int
1860fire_swarm (object *op, object *caster, object *spell, int dir) 1821fire_swarm (object *op, object *caster, object *spell, int dir)
1861{ 1822{
1862 object *tmp;
1863 int i;
1864
1865 if (!spell->other_arch) 1823 if (!spell->other_arch)
1866 return 0; 1824 return 0;
1867 1825
1868 tmp = get_archetype (SWARM_SPELL); 1826 object *tmp = archetype::get (SWARM_SPELL);
1869 tmp->set_owner (op); /* needed so that if swarm elements kill, caster gets xp. */ 1827
1870 set_spell_skill (op, caster, spell, tmp); 1828 set_spell_skill (op, caster, spell, tmp);
1871
1872 tmp->level = caster_level (caster, spell); /*needed later, to get level dep. right. */ 1829 tmp->level = casting_level (caster, spell); /* needed later, to get level dep. right. */
1873 tmp->spell = arch_to_object (spell->other_arch); 1830 tmp->spell = spell->other_arch->instance ();
1874
1875 tmp->attacktype = tmp->spell->attacktype; 1831 tmp->attacktype = tmp->spell->attacktype;
1876 1832
1877 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) 1833 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
1878 if (!tailor_god_spell (tmp, op)) 1834 if (!tailor_god_spell (tmp, op))
1879 return 1; 1835 return 1;
1880 1836
1881 tmp->duration = SP_level_duration_adjust (caster, spell); 1837 tmp->duration = SP_level_duration_adjust (caster, spell);
1882 for (i = 0; i < spell->duration; i++) 1838 for (int i = 0; i < spell->duration; i++)
1883 tmp->duration += die_roll (1, 3, op, PREFER_HIGH); 1839 tmp->duration += die_roll (1, 3, op, PREFER_HIGH);
1884 1840
1841 tmp->invisible = 1;
1842 tmp->flag [FLAG_NO_DROP] = 1; // make sure it stays in inv, or else
1885 tmp->direction = dir; 1843 tmp->direction = dir;
1886 tmp->invisible = 1; 1844 tmp->facing = rndm (1, 8); // initial firing direction
1845 tmp->state = rndm (4) * 2 + 1; // direction increment
1887 1846
1888 tmp->insert_at (op, op); 1847 op->insert (tmp);
1848
1889 return 1; 1849 return 1;
1890} 1850}
1891
1892 1851
1893/* See the spells documentation file for why this is its own 1852/* See the spells documentation file for why this is its own
1894 * function. 1853 * function.
1895 */ 1854 */
1896int 1855int
1901 int dam, mflags; 1860 int dam, mflags;
1902 maptile *m; 1861 maptile *m;
1903 1862
1904 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1863 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1905 1864
1906 if (!dir) 1865 if (dir)
1907 {
1908 new_draw_info (NDI_UNIQUE, 0, op, "In what direction?");
1909 return 0;
1910 } 1866 {
1911 1867 x = op->x + DIRX (dir);
1912 x = op->x + freearr_x[dir]; 1868 y = op->y + DIRY (dir);
1913 y = op->y + freearr_y[dir];
1914 m = op->map; 1869 m = op->map;
1915 1870
1916 mflags = get_map_flags (m, &m, x, y, &x, &y); 1871 mflags = get_map_flags (m, &m, x, y, &x, &y);
1917 1872
1918 if (mflags & P_OUT_OF_MAP) 1873 if (mflags & P_OUT_OF_MAP)
1919 { 1874 {
1920 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is there."); 1875 op->failmsg ("Nothing is there.");
1921 return 0; 1876 return 0;
1922 } 1877 }
1923 1878
1924 if (mflags & P_IS_ALIVE && spell->attacktype) 1879 if (mflags & P_IS_ALIVE && spell->attacktype)
1925 { 1880 {
1926 for (target = GET_MAP_OB (m, x, y); target; target = target->above) 1881 for (target = GET_MAP_OB (m, x, y); target; target = target->above)
1927 if (QUERY_FLAG (target, FLAG_MONSTER)) 1882 if (target->flag [FLAG_MONSTER])
1928 { 1883 {
1929 /* oky doky. got a target monster. Lets make a blinding attack */ 1884 /* oky doky. got a target monster. Lets make a blinding attack */
1930 if (target->head) 1885 if (target->head)
1931 target = target->head; 1886 target = target->head;
1887
1932 (void) hit_player (target, dam, op, spell->attacktype, 1); 1888 hit_player (target, dam, op, spell->attacktype, 1);
1933 return 1; /* one success only! */ 1889 return 1; /* one success only! */
1890 }
1934 } 1891 }
1935 }
1936 1892
1937 /* no live target, perhaps a wall is in the way? */ 1893 /* no live target, perhaps a wall is in the way? */
1938 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y))) 1894 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)))
1939 { 1895 {
1940 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 1896 op->failmsg ("Something is in the way.");
1941 return 0; 1897 return 0;
1898 }
1942 } 1899 }
1943 1900
1944 /* ok, looks groovy to just insert a new light on the map */ 1901 /* ok, looks groovy to just insert a new light on the map */
1945 tmp = arch_to_object (spell->other_arch); 1902 tmp = spell->other_arch->instance ();
1946 if (!tmp) 1903 if (!tmp)
1947 { 1904 {
1948 LOG (llevError, "Error: spell arch for cast_light() missing.\n"); 1905 LOG (llevError, "Error: spell arch for cast_light() missing.\n");
1949 return 0; 1906 return 0;
1950 } 1907 }
1908
1951 tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell); 1909 tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell);
1910
1952 if (tmp->glow_radius) 1911 if (tmp->glow_radius)
1953 { 1912 tmp->set_glow_radius (
1954 tmp->glow_radius = spell->range + SP_level_range_adjust (caster, spell); 1913 clamp (spell->range + SP_level_range_adjust (caster, spell), 1, MAX_LIGHT_RADIUS)
1955 if (tmp->glow_radius > MAX_LIGHT_RADII) 1914 );
1956 tmp->glow_radius = MAX_LIGHT_RADII;
1957 }
1958 1915
1916 if (dir)
1959 m->insert (tmp, x, y, op); 1917 m->insert (tmp, x, y, op);
1918 else
1919 caster->outer_env_or_self ()->insert (tmp);
1920
1960 return 1; 1921 return 1;
1961} 1922}
1962 1923
1963/* cast_cause_disease: this spell looks along <dir> from the 1924/* cast_cause_disease: this spell looks along <dir> from the
1964 * player and infects someone. 1925 * player and infects someone.
1965 * op is the player/monster, caster is the object, dir is the direction 1926 * op is the player/monster, caster is the object, dir is the direction
1966 * to cast, disease_arch is the specific disease, and type is the spell number 1927 * to cast, disease_arch is the specific disease, and type is the spell number
1967 * perhaps this should actually be in disease.c? 1928 * perhaps this should actually be in disease.c?
1968 */ 1929 */
1969int 1930int
1975 maptile *m; 1936 maptile *m;
1976 1937
1977 x = op->x; 1938 x = op->x;
1978 y = op->y; 1939 y = op->y;
1979 1940
1980 /* If casting from a scroll, no direction will be available, so refer to the 1941 /* If casting from a scroll, no direction will be available, so refer to the
1981 * direction the player is pointing. 1942 * direction the player is pointing.
1982 */ 1943 */
1983 if (!dir) 1944 if (!dir)
1984 dir = op->facing; 1945 dir = op->facing;
1985 1946
1992 dur_mod = SP_level_duration_adjust (caster, spell); 1953 dur_mod = SP_level_duration_adjust (caster, spell);
1993 1954
1994 /* search in a line for a victim */ 1955 /* search in a line for a victim */
1995 for (i = 1; i < range; i++) 1956 for (i = 1; i < range; i++)
1996 { 1957 {
1997 x = op->x + i * freearr_x[dir]; 1958 x = op->x + i * DIRX (dir);
1998 y = op->y + i * freearr_y[dir]; 1959 y = op->y + i * DIRY (dir);
1999 m = op->map; 1960 m = op->map;
2000 1961
2001 mflags = get_map_flags (m, &m, x, y, &x, &y); 1962 mflags = get_map_flags (m, &m, x, y, &x, &y);
2002 1963
2003 if (mflags & P_OUT_OF_MAP) 1964 if (mflags & P_OUT_OF_MAP)
2010 /* Only bother looking on this space if there is something living here */ 1971 /* Only bother looking on this space if there is something living here */
2011 if (mflags & P_IS_ALIVE) 1972 if (mflags & P_IS_ALIVE)
2012 { 1973 {
2013 /* search this square for a victim */ 1974 /* search this square for a victim */
2014 for (walk = GET_MAP_OB (m, x, y); walk; walk = walk->above) 1975 for (walk = GET_MAP_OB (m, x, y); walk; walk = walk->above)
2015 if (QUERY_FLAG (walk, FLAG_MONSTER) || (walk->type == PLAYER)) 1976 if (walk->flag [FLAG_MONSTER] || (walk->type == PLAYER))
2016 { /* found a victim */ 1977 { /* found a victim */
2017 object *disease = arch_to_object (spell->other_arch); 1978 object *disease = spell->other_arch->instance ();
2018 1979
2019 disease->set_owner (op); 1980 disease->set_owner (op);
2020 set_spell_skill (op, caster, spell, disease); 1981 set_spell_skill (op, caster, spell, disease);
2021 disease->stats.exp = 0; 1982 disease->stats.exp = 0;
2022 disease->level = caster_level (caster, spell); 1983 disease->level = casting_level (caster, spell);
2023 1984
2024 /* do level adjustments */ 1985 /* do level adjustments */
2025 if (disease->stats.wc) 1986 if (disease->stats.wc ) disease->stats.wc += dur_mod / 2;
2026 disease->stats.wc += dur_mod / 2; 1987 if (disease->magic > 0) disease->magic += dur_mod / 8;
2027 1988 if (disease->stats.maxhp > 0) disease->stats.maxhp += dur_mod;
2028 if (disease->magic > 0) 1989 if (disease->stats.maxgrace > 0) disease->stats.maxgrace += dur_mod;
2029 disease->magic += dur_mod / 8;
2030
2031 if (disease->stats.maxhp > 0)
2032 disease->stats.maxhp += dur_mod;
2033
2034 if (disease->stats.maxgrace > 0)
2035 disease->stats.maxgrace += dur_mod;
2036
2037 if (disease->stats.dam)
2038 {
2039 if (disease->stats.dam > 0)
2040 disease->stats.dam += dam_mod;
2041 else
2042 disease->stats.dam -= dam_mod;
2043 }
2044 1990
2045 if (disease->last_sp) 1991 if (disease->last_sp)
2046 { 1992 {
2047 disease->last_sp -= 2 * dam_mod; 1993 disease->last_sp -= 2 * dam_mod;
1994
2048 if (disease->last_sp < 1) 1995 if (disease->last_sp < 1)
2049 disease->last_sp = 1; 1996 disease->last_sp = 1;
2050 } 1997 }
2051 1998
2052 if (disease->stats.maxsp) 1999 if (disease->stats.dam ) disease->stats.dam += copysignl (disease->stats.dam , dam_mod);
2053 { 2000 if (disease->stats.maxsp) disease->stats.maxsp += copysignl (disease->stats.maxsp, dam_mod);
2054 if (disease->stats.maxsp > 0) 2001 if (disease->stats.ac ) disease->stats.ac += dam_mod;
2055 disease->stats.maxsp += dam_mod; 2002 if (disease->last_eat ) disease->last_eat -= dam_mod;
2056 else 2003 if (disease->stats.hp ) disease->stats.hp -= dam_mod;
2057 disease->stats.maxsp -= dam_mod; 2004 if (disease->stats.sp ) disease->stats.sp -= dam_mod;
2058 }
2059
2060 if (disease->stats.ac)
2061 disease->stats.ac += dam_mod;
2062
2063 if (disease->last_eat)
2064 disease->last_eat -= dam_mod;
2065
2066 if (disease->stats.hp)
2067 disease->stats.hp -= dam_mod;
2068
2069 if (disease->stats.sp)
2070 disease->stats.sp -= dam_mod;
2071 2005
2072 if (infect_object (walk, disease, 1)) 2006 if (infect_object (walk, disease, 1))
2073 { 2007 {
2074 new_draw_info_format (NDI_UNIQUE, 0, op, "You inflict %s on %s!", &disease->name, &walk->name); 2008 op->statusmsg (format ("You inflict %s on %s!", &disease->name, &walk->name));
2075 2009
2076 disease->destroy (); /* don't need this one anymore */ 2010 disease->destroy (); /* don't need this one anymore */
2077 walk->map->insert (get_archetype ("detect_magic"), x, y, op); 2011 walk->map->insert (archetype::get (shstr_detect_magic), x, y, op);
2078 return 1; 2012 return 1;
2079 } 2013 }
2080 2014
2081 disease->destroy (); 2015 disease->destroy ();
2082 } 2016 }

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