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Comparing deliantra/server/server/spell_attack.C (file contents):
Revision 1.29 by root, Mon Jan 29 16:11:48 2007 UTC vs.
Revision 1.117 by root, Sat Nov 17 23:40:04 2018 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2017,2018 Marc Alexander Lehmann / 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 (C) 2002-2003 Mark Wedel & Crossfire Development Team 6 * Copyright (©) 2002-2003 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 7 * Copyright (©) 1992 Frank Tore Johansen
7 * 8 *
8 * This program is free software; you can redistribute it and/or modify 9 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 10 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation; either version 2 of the License, or 11 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your 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 * You should have received a copy of the GNU General Public License
19 * along with this program; if not, write to the Free Software
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 * 18 *
19 * You should have received a copy of the Affero GNU General Public License
20 * and the GNU General Public License along with this program. If not, see
21 * <http://www.gnu.org/licenses/>.
22 *
22 * The authors can be reached via e-mail at <crossfire@schmorp.de> 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
27 * of code 28 * of code
37/* this function checks to see if a spell pushes objects as well 38/* this function checks to see if a spell pushes objects as well
38 * as flies over and damages them (only used for cones for now) 39 * as flies over and damages them (only used for cones for now)
39 * but moved here so it could be applied to bolts too 40 * but moved here so it could be applied to bolts too
40 * op is the spell object. 41 * op is the spell object.
41 */ 42 */
42 43static void
43void
44check_spell_knockback (object *op) 44check_spell_knockback (object *op)
45{ 45{
46 object *tmp, *tmp2; /* object on the map */
47 int weight_move; 46 int weight_move;
48 int frictionmod = 2; /*poor man's physics - multipy targets weight by this amount */ 47 int frictionmod = 2; /*poor man's physics - multipy targets weight by this amount */
49 48
50 if (!op->weight) 49 if (!op->weight)
51 { /*shouldn't happen but if cone object has no weight drop out */ 50 { /*shouldn't happen but if cone object has no weight drop out */
56 { 55 {
57 weight_move = op->weight + (op->weight * op->level) / 3; 56 weight_move = op->weight + (op->weight * op->level) / 3;
58 /*LOG (llevDebug, "DEBUG: arch weighs %d and masses %d (%s,level %d)\n", op->weight,weight_move,op->name,op->level); */ 57 /*LOG (llevDebug, "DEBUG: arch weighs %d and masses %d (%s,level %d)\n", op->weight,weight_move,op->name,op->level); */
59 } 58 }
60 59
61 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 60 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
62 { 61 {
63 int num_sections = 1; 62 int num_sections = 1;
64 63
65 /* don't move DM */ 64 /* don't move DM */
66 if (QUERY_FLAG (tmp, FLAG_WIZ)) 65 if (tmp->flag [FLAG_WIZ])
67 return; 66 return;
68 67
69 /* don't move parts of objects */ 68 /* don't move parts of objects */
70 if (tmp->head) 69 if (tmp->head)
71 continue; 70 continue;
72 71
73 /* don't move floors or immobile objects */ 72 /* don't move floors or immobile objects */
74 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]))
75 continue; 74 continue;
76 75
77 /* count the object's sections */ 76 /* count the object's sections */
78 for (tmp2 = tmp; tmp2 != NULL; tmp2 = tmp2->more) 77 for (object *tmp2 = tmp; tmp2; tmp2 = tmp2->more)
79 num_sections++; 78 num_sections++;
80 79
81 /* I'm not sure if it makes sense to divide by num_sections - bigger 80 /* I'm not sure if it makes sense to divide by num_sections - bigger
82 * objects should be harder to move, and we are moving the entire 81 * objects should be harder to move, and we are moving the entire
83 * object, not just the head, so the total weight should be relevant. 82 * object, not just the head, so the total weight should be relevant.
88 if (tmp->move_type & MOVE_FLYING) 87 if (tmp->move_type & MOVE_FLYING)
89 frictionmod = 1; /* flying objects loose the friction modifier */ 88 frictionmod = 1; /* flying objects loose the friction modifier */
90 89
91 if (rndm (0, weight_move - 1) > ((tmp->weight / num_sections) * frictionmod)) 90 if (rndm (0, weight_move - 1) > ((tmp->weight / num_sections) * frictionmod))
92 { /* move it. */ 91 { /* move it. */
93 /* move_object is really for monsters, but looking at 92 /* move_object is really for monsters, but looking at
94 * the move_object function, it appears that it should 93 * the move_object function, it appears that it should
95 * also be safe for objects. 94 * also be safe for objects.
96 * This does return if successful or not, but 95 * This does return if successful or not, but
97 * I don't see us doing anything useful with that information 96 * I don't see us doing anything useful with that information
98 * right now. 97 * right now.
99 */ 98 */
100 move_object (tmp, absdir (op->stats.sp)); 99 tmp->move (absdir (op->stats.sp));
101 } 100 }
102 101
103 } 102 }
104} 103}
105 104
107 * 106 *
108 * BOLT CODE 107 * BOLT CODE
109 * 108 *
110 ***************************************************************************/ 109 ***************************************************************************/
111 110
112/* Causes op to fork. op is the original bolt, tmp 111/* Causes op to fork. op is the original bolt, tmp
113 * is the first piece of the fork. 112 * is the first piece of the fork.
114 */ 113 */
115 114static void
116void
117forklightning (object *op, object *tmp) 115forklightning (object *op, object *tmp)
118{ 116{
119 int new_dir = 1; /* direction or -1 for left, +1 for right 0 if no new bolt */ 117 int new_dir = 1; /* direction or -1 for left, +1 for right 0 if no new bolt */
120 int t_dir; /* stores temporary dir calculation */ 118 int t_dir; /* stores temporary dir calculation */
121 maptile *m; 119 maptile *m;
132 new_dir = -1; 130 new_dir = -1;
133 131
134 /* check the new dir for a wall and in the map */ 132 /* check the new dir for a wall and in the map */
135 t_dir = absdir (tmp->direction + new_dir); 133 t_dir = absdir (tmp->direction + new_dir);
136 134
137 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)
138 return; 136 return;
139 137
140 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)))
141 return; 139 return;
142 140
145 143
146 /* reduce chances of subsequent forking */ 144 /* reduce chances of subsequent forking */
147 new_bolt->stats.Dex -= 10; 145 new_bolt->stats.Dex -= 10;
148 tmp->stats.Dex -= 10; /* less forks from main bolt too */ 146 tmp->stats.Dex -= 10; /* less forks from main bolt too */
149 new_bolt->stats.Con += 25 * new_dir; /* adjust the left bias */ 147 new_bolt->stats.Con += 25 * new_dir; /* adjust the left bias */
150 new_bolt->speed_left = -0.1; 148 new_bolt->speed_left = -0.1f;
151 new_bolt->direction = t_dir; 149 new_bolt->direction = t_dir;
152 new_bolt->duration++; 150 new_bolt->duration++;
153 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */ 151 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */
154 new_bolt->stats.dam++; 152 new_bolt->stats.dam++;
155 tmp->stats.dam /= 2; /* reduce father bolt damage */ 153 tmp->stats.dam /= 2; /* reduce father bolt damage */
156 tmp->stats.dam++; 154 tmp->stats.dam++;
155
157 if ((new_bolt = m->insert (new_bolt, sx, sy, op))) 156 if ((new_bolt = m->insert (new_bolt, sx, sy, op)))
158 update_turn_face (new_bolt); 157 update_turn_face (new_bolt);
159} 158}
160 159
161/* move_bolt: moves bolt 'op'. Basically, it just advances a space, 160/* move_bolt: moves bolt 'op'. Basically, it just advances a space,
162 * and checks for various things that may stop it. 161 * and checks for various things that may stop it.
163 */ 162 */
164
165void 163void
166move_bolt (object *op) 164move_bolt (object *op)
167{ 165{
168 object *tmp;
169 int mflags; 166 int mflags;
170 sint16 x, y; 167 sint16 x, y;
171 maptile *m; 168 maptile *m;
172 169
173 if (--op->duration < 0) 170 if (--op->duration < 0)
174 { 171 {
175 op->destroy (); 172 op->drop_and_destroy ();
176 return; 173 return;
177 } 174 }
178 175
179 hit_map (op, 0, op->attacktype, 1); 176 hit_map (op, 0, op->attacktype, 1);
180 177
183 180
184 if (--op->range < 0) 181 if (--op->range < 0)
185 op->range = 0; 182 op->range = 0;
186 else 183 else
187 { 184 {
188 x = op->x + DIRX (op); 185 x = op->x + DIRX (op->direction);
189 y = op->y + DIRY (op); 186 y = op->y + DIRY (op->direction);
190 m = op->map; 187 m = op->map;
191 mflags = get_map_flags (m, &m, x, y, &x, &y); 188 mflags = get_map_flags (m, &m, x, y, &x, &y);
192 189
193 if (mflags & P_OUT_OF_MAP) 190 if (mflags & P_OUT_OF_MAP)
194 return; 191 return;
198 * 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
199 * will be useful. 196 * will be useful.
200 */ 197 */
201 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)))
202 { 199 {
203 if (!QUERY_FLAG (op, FLAG_REFLECTING)) 200 if (!op->flag [FLAG_REFLECTING])
204 return; 201 return;
205 202
206 /* Since walls don't run diagonal, if the bolt is in 203 /* Since walls don't run diagonal, if the bolt is in
207 * one of 4 main directions, it just reflects back in the 204 * one of 4 main directions, it just reflects back in the
208 * opposite direction. However, if the bolt is travelling 205 * opposite direction. However, if the bolt is travelling
221 /* 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
222 * over a corner in a tiled map, it is possible that 219 * over a corner in a tiled map, it is possible that
223 * op->direction is within an adjacent map but either 220 * op->direction is within an adjacent map but either
224 * op->direction-1 or op->direction+1 does not exist. 221 * op->direction-1 or op->direction+1 does not exist.
225 */ 222 */
226 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)),
227 op->y + freearr_y[absdir (op->direction - 1)], &x, &y); 224 op->y + DIRY (absdir (op->direction - 1)), &x, &y);
228 225
229 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));
230 227
231 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)),
232 op->y + freearr_y[absdir (op->direction + 1)], &x, &y); 229 op->y + DIRY (absdir (op->direction + 1)), &x, &y);
233 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));
234 231
235 if (left == right) 232 if (left == right)
236 op->direction = absdir (op->direction + 4); 233 op->direction = absdir (op->direction + 4);
237 else if (left) 234 else if (left)
246 else 243 else
247 { /* Create a copy of this object and put it ahead */ 244 { /* Create a copy of this object and put it ahead */
248 object *tmp = op->clone (); 245 object *tmp = op->clone ();
249 246
250 m->insert (tmp, x, y, op); 247 m->insert (tmp, x, y, op);
251 tmp->speed_left = -0.1; 248 tmp->speed_left = -0.1f;
252 /* 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 */
253 tmp->duration++; 250 tmp->duration++;
254 251
255 /* New forking code. Possibly create forks of this object 252 /* New forking code. Possibly create forks of this object
256 * going off in other directions. 253 * going off in other directions.
257 */ 254 */
258 if (rndm (0, 99) < tmp->stats.Dex) 255 if (tmp->stats.Dex && rndm (0, 99) < tmp->stats.Dex)
259 { /* stats.Dex % of forking */ 256 forklightning (op, tmp); /* stats.Dex % of forking */
260 forklightning (op, tmp);
261 }
262 257
263 /* 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
264 * doesn't create any bolts that continue to move onward. 259 * doesn't create any bolts that continue to move onward.
265 */ 260 */
266 op->range = 0; 261 op->range = 0;
283 int mflags; 278 int mflags;
284 279
285 if (!spob->other_arch) 280 if (!spob->other_arch)
286 return 0; 281 return 0;
287 282
288 tmp = arch_to_object (spob->other_arch); 283 tmp = spob->other_arch->instance ();
289 if (tmp == NULL) 284 if (tmp == NULL)
290 return 0; 285 return 0;
291 286
292 /* peterm: level dependency for bolts */ 287 /* peterm: level dependency for bolts */
293 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob); 288 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob);
294 tmp->attacktype = spob->attacktype; 289 tmp->attacktype = spob->attacktype;
290
295 if (spob->slaying) 291 if (spob->slaying)
296 tmp->slaying = spob->slaying; 292 tmp->slaying = spob->slaying;
293
297 tmp->range = spob->range + SP_level_range_adjust (caster, spob); 294 tmp->range = spob->range + SP_level_range_adjust (caster, spob);
298 tmp->duration = spob->duration + SP_level_duration_adjust (caster, spob); 295 tmp->duration = spob->duration + SP_level_duration_adjust (caster, spob);
299 tmp->stats.Dex = spob->stats.Dex; 296 tmp->stats.Dex = spob->stats.Dex;
300 tmp->stats.Con = spob->stats.Con; 297 tmp->stats.Con = spob->stats.Con;
301 298
302 tmp->direction = dir; 299 tmp->direction = dir;
303 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) 300 if (tmp->flag [FLAG_IS_TURNABLE])
304 SET_ANIMATION (tmp, dir); 301 SET_ANIMATION (tmp, dir);
305 302
306 tmp->set_owner (op); 303 tmp->set_owner (op);
307 set_spell_skill (op, caster, spob, tmp); 304 set_spell_skill (op, caster, spob, tmp);
308 305
309 tmp->x = op->x + DIRX (tmp); 306 tmp->x = op->x + DIRX (tmp->direction);
310 tmp->y = op->y + DIRY (tmp); 307 tmp->y = op->y + DIRY (tmp->direction);
311 tmp->map = op->map; 308 tmp->map = op->map;
312 309
313 maptile *newmap; 310 maptile *newmap;
314 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);
315 if (mflags & P_OUT_OF_MAP) 312 if (mflags & P_OUT_OF_MAP)
316 { 313 {
317 tmp->destroy (); 314 tmp->drop_and_destroy ();
318 return 0; 315 return 0;
319 } 316 }
320 317
321 tmp->map = newmap; 318 tmp->map = newmap;
322 319
323 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)))
324 { 321 {
325 if (!QUERY_FLAG (tmp, FLAG_REFLECTING)) 322 if (!tmp->flag [FLAG_REFLECTING])
326 { 323 {
327 tmp->destroy (); 324 tmp->drop_and_destroy ();
328 return 0; 325 return 0;
329 } 326 }
330 327
331 tmp->x = op->x; 328 tmp->x = op->x;
332 tmp->y = op->y; 329 tmp->y = op->y;
337 if ((tmp = tmp->insert_at (tmp, op))) 334 if ((tmp = tmp->insert_at (tmp, op)))
338 move_bolt (tmp); 335 move_bolt (tmp);
339 336
340 return 1; 337 return 1;
341} 338}
342
343
344 339
345/*************************************************************************** 340/***************************************************************************
346 * 341 *
347 * BULLET/BALL CODE 342 * BULLET/BALL CODE
348 * 343 *
349 ***************************************************************************/ 344 ***************************************************************************/
350 345
351/* expands an explosion. op is a piece of the 346/* expands an explosion. op is a piece of the
352 * explosion - this expans it in the different directions. 347 * explosion - this expands it in the different directions.
353 * At least that is what I think this does. 348 * At least that is what I think this does.
354 */ 349 */
355void 350void
356explosion (object *op) 351explosion (object *op)
357{ 352{
370 { 365 {
371 for (i = 1; i < 9; i++) 366 for (i = 1; i < 9; i++)
372 { 367 {
373 sint16 dx, dy; 368 sint16 dx, dy;
374 369
375 dx = op->x + freearr_x[i]; 370 dx = op->x + DIRX (i);
376 dy = op->y + freearr_y[i]; 371 dy = op->y + DIRY (i);
377 372
378 /* ok_to_put_more already does things like checks for walls, 373 /* ok_to_put_more already does things like checks for walls,
379 * out of map, etc. 374 * out of map, etc.
380 */ 375 */
381 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))
382 { 377 {
383 object *tmp = op->clone (); 378 object *tmp = op->clone ();
384 379
385 tmp->state = 0; 380 tmp->state = 0;
386 tmp->speed_left = -0.21; 381 tmp->speed_left = -0.21f;
387 tmp->range--; 382 tmp->range--;
388 tmp->value = 0; 383 tmp->value = 0;
389 384
390 m->insert (tmp, dx, dy, op); 385 m->insert (tmp, dx, dy, op);
391 } 386 }
392 } 387 }
393 } 388 }
394} 389}
395
396 390
397/* Causes an object to explode, eg, a firebullet, 391/* Causes an object to explode, eg, a firebullet,
398 * poison cloud ball, etc. op is the object to 392 * poison cloud ball, etc. op is the object to
399 * explode. 393 * explode.
400 */ 394 */
401void 395static void
402explode_bullet (object *op) 396explode_bullet (object *op)
403{ 397{
404 object *tmp, *owner; 398 object *tmp, *owner;
405 399
406 if (op->other_arch == NULL) 400 if (!op->other_arch)
407 { 401 {
408 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n"); 402 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n");
409 op->destroy (); 403 op->destroy ();
410 return; 404 return;
411 } 405 }
412 406
413 if (op->env) 407 if (op->env)
414 { 408 {
415 object *env = object_get_env_recursive (op); 409 object *env = op->outer_env ();
410
416 if (env->map == NULL || out_of_map (env->map, env->x, env->y)) 411 if (!env->map || out_of_map (env->map, env->x, env->y))
417 { 412 {
418 LOG (llevError, "BUG: explode_bullet(): env out of map\n"); 413 LOG (llevError, "BUG: explode_bullet(): env out of map\n");
419 op->destroy (); 414 op->destroy ();
420 return; 415 return;
421 } 416 }
439 } 434 }
440 435
441 if (op->attacktype) 436 if (op->attacktype)
442 { 437 {
443 hit_map (op, 0, op->attacktype, 1); 438 hit_map (op, 0, op->attacktype, 1);
439
444 if (op->destroyed ()) 440 if (op->destroyed ())
445 return; 441 return;
446 } 442 }
447 443
448 /* other_arch contains what this explodes into */ 444 /* other_arch contains what this explodes into */
449 tmp = arch_to_object (op->other_arch); 445 tmp = op->other_arch->instance ();
450 446
451 tmp->set_owner (op); 447 tmp->set_owner (op);
452 tmp->skill = op->skill; 448 tmp->skill = op->skill;
453 449
454 owner = op->owner; 450 owner = op->owner;
455 451
456 if ((tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) && owner && !tailor_god_spell (tmp, owner)) 452 if ((tmp->attacktype & AT_HOLYWORD
453 || tmp->attacktype & AT_GODPOWER)
454 && owner
455 && !tailor_god_spell (tmp, owner))
457 { 456 {
458 op->destroy (); 457 op->destroy ();
459 return; 458 return;
460 } 459 }
461 460
488 487
489 /* Prevent recursion */ 488 /* Prevent recursion */
490 op->move_on = 0; 489 op->move_on = 0;
491 490
492 tmp->insert_at (op, op); 491 tmp->insert_at (op, op);
492 tmp->play_sound (tmp->sound);
493
493 /* remove the firebullet */ 494 /* remove the firebullet */
494 op->destroy (); 495 op->destroy ();
495} 496}
496 497
497/* checks to see what op should do, given the space it is on 498/* checks to see what op should do, given the space it is on
519 520
520 /* If nothing alive on this space, no reason to do anything further */ 521 /* If nothing alive on this space, no reason to do anything further */
521 if (!(mflags & P_IS_ALIVE)) 522 if (!(mflags & P_IS_ALIVE))
522 return; 523 return;
523 524
524 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 525 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
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);
530
531 // TODO: can't understand the following if's
529 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0) 532 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0)
530 { 533 {
531 if (!QUERY_FLAG (op, FLAG_REMOVED)) 534 if (!op->flag [FLAG_REMOVED])
532 { 535 {
533 op->destroy (); 536 op->destroy ();
534 return; 537 return;
535 } 538 }
536 } 539 }
544 * fired arches (eg, bolts). 547 * fired arches (eg, bolts).
545 */ 548 */
546void 549void
547move_bullet (object *op) 550move_bullet (object *op)
548{ 551{
549 sint16 new_x, new_y;
550 int mflags;
551 maptile *m;
552
553#if 0 552#if 0
554 /* We need a better general purpose way to do this */ 553 /* We need a better general purpose way to do this */
555 554
556 /* peterm: added to make comet leave a trail of burnouts 555 /* peterm: added to make comet leave a trail of burnouts
557 it's an unadulterated hack, but the effect is cool. */ 556 it's an unadulterated hack, but the effect is cool. */
558 if (op->stats.sp == SP_METEOR) 557 if (op->stats.sp == SP_METEOR)
559 { 558 {
560 replace_insert_ob_in_map ("fire_trail", op); 559 replace_insert_ob_in_map ("fire_trail", op);
561 if (op->destroyed ()) 560 if (op->destroyed ())
572 op->destroy (); 571 op->destroy ();
573 572
574 return; 573 return;
575 } 574 }
576 575
577 new_x = op->x + DIRX (op); 576 mapxy pos (op);
578 new_y = op->y + DIRY (op); 577 pos.move (op->direction);
579 m = op->map;
580 mflags = get_map_flags (m, &m, new_x, new_y, &new_x, &new_y);
581 578
582 if (mflags & P_OUT_OF_MAP) 579 if (!pos.normalise ())
583 { 580 {
584 op->destroy (); 581 op->destroy ();
585 return; 582 return;
586 } 583 }
587 584
588 if (!op->direction || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y))) 585 mapspace &ms = pos.ms ();
586
587 ms.update ();
588
589 if (!op->direction || OB_TYPE_MOVE_BLOCK (op, ms.move_block))
589 { 590 {
590 if (op->other_arch) 591 if (op->other_arch)
591 explode_bullet (op); 592 explode_bullet (op);
592 else 593 else
593 op->destroy (); 594 op->destroy ();
594 595
595 return; 596 return;
596 } 597 }
597 598
598 if (!(op = m->insert (op, new_x, new_y, op))) 599 if (!(op = pos.insert (op, op)))
599 return; 600 return;
600 601
601 if (reflwall (op->map, op->x, op->y, op)) 602 if (reflwall (op->map, op->x, op->y, op))
602 { 603 {
603 op->direction = absdir (op->direction + 4); 604 op->direction = absdir (op->direction + 4);
604 update_turn_face (op); 605 update_turn_face (op);
605 } 606 }
606 else 607 else
607 check_bullet (op); 608 check_bullet (op);
608} 609}
609
610
611
612 610
613/* fire_bullet 611/* fire_bullet
614 * object op (cast from caster) files a bolt in dir. 612 * object op (cast from caster) files a bolt in dir.
615 * spob is the spell object for the bolt. 613 * spob is the spell object for the bolt.
616 * we remove the magic flag - that can be derived from 614 * we remove the magic flag - that can be derived from
617 * spob->attacktype. 615 * spob->attacktype.
618 * This function sets up the appropriate owner and skill 616 * This function sets up the appropriate owner and skill
619 * pointers. 617 * pointers.
620 */ 618 */
621
622int 619int
623fire_bullet (object *op, object *caster, int dir, object *spob) 620fire_bullet (object *op, object *caster, int dir, object *spob)
624{ 621{
625 object *tmp = NULL; 622 object *tmp = NULL;
626 int mflags; 623 int mflags;
627 624
628 if (!spob->other_arch) 625 if (!spob->other_arch)
629 return 0; 626 return 0;
630 627
631 tmp = arch_to_object (spob->other_arch); 628 tmp = spob->other_arch->instance ();
632 if (tmp == NULL) 629 if (!tmp)
633 return 0; 630 return 0;
634 631
635 /* peterm: level dependency for bolts */ 632 /* peterm: level dependency for bolts */
636 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob); 633 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob);
637 tmp->attacktype = spob->attacktype; 634 tmp->attacktype = spob->attacktype;
638 if (spob->slaying) 635 if (spob->slaying)
639 tmp->slaying = spob->slaying; 636 tmp->slaying = spob->slaying;
640 637
644 tmp->stats.hp = spob->duration + SP_level_duration_adjust (caster, spob); 641 tmp->stats.hp = spob->duration + SP_level_duration_adjust (caster, spob);
645 tmp->stats.maxhp = spob->range + SP_level_range_adjust (caster, spob); 642 tmp->stats.maxhp = spob->range + SP_level_range_adjust (caster, spob);
646 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);
647 644
648 tmp->direction = dir; 645 tmp->direction = dir;
649 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) 646 if (tmp->flag [FLAG_IS_TURNABLE])
650 SET_ANIMATION (tmp, dir); 647 SET_ANIMATION (tmp, dir);
651 648
652 tmp->set_owner (op); 649 tmp->set_owner (op);
653 set_spell_skill (op, caster, spob, tmp); 650 set_spell_skill (op, caster, spob, tmp);
654 651
655 tmp->x = op->x + freearr_x[dir]; 652 tmp->x = op->x + DIRX (dir);
656 tmp->y = op->y + freearr_y[dir]; 653 tmp->y = op->y + DIRY (dir);
657 tmp->map = op->map; 654 tmp->map = op->map;
658 655
659 maptile *newmap; 656 maptile *newmap;
660 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);
661 if (mflags & P_OUT_OF_MAP) 658 if (mflags & P_OUT_OF_MAP)
664 return 0; 661 return 0;
665 } 662 }
666 663
667 tmp->map = newmap; 664 tmp->map = newmap;
668 665
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
669 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)))
670 { 680 {
671 if (!QUERY_FLAG (tmp, FLAG_REFLECTING)) 681 if (!tmp->flag [FLAG_REFLECTING])
672 { 682 {
673 tmp->destroy (); 683 tmp->destroy ();
674 return 0; 684 return 0;
675 } 685 }
676 686
683 if ((tmp = tmp->insert_at (tmp, op))) 693 if ((tmp = tmp->insert_at (tmp, op)))
684 check_bullet (tmp); 694 check_bullet (tmp);
685 695
686 return 1; 696 return 1;
687} 697}
688
689
690
691 698
692/***************************************************************************** 699/*****************************************************************************
693 * 700 *
694 * CONE RELATED FUNCTIONS 701 * CONE RELATED FUNCTIONS
695 * 702 *
696 *****************************************************************************/ 703 *****************************************************************************/
697 704
698
699/* drops an object based on what is in the cone's "other_arch" */ 705/* drops an object based on what is in the cone's "other_arch" */
700void 706static void
701cone_drop (object *op) 707cone_drop (object *op)
702{ 708{
703 object *new_ob = arch_to_object (op->other_arch); 709 object *new_ob = op->other_arch->instance ();
704 710
705 new_ob->level = op->level; 711 new_ob->level = op->level;
706 new_ob->set_owner (op->owner); 712 new_ob->set_owner (op->owner);
707 713
708 /* preserve skill ownership */ 714 /* preserve skill ownership */
715/* move_cone: causes cone object 'op' to move a space/hit creatures */ 721/* move_cone: causes cone object 'op' to move a space/hit creatures */
716 722
717void 723void
718move_cone (object *op) 724move_cone (object *op)
719{ 725{
720 int i;
721
722 /* if no map then hit_map will crash so just ignore object */ 726 /* if no map then hit_map will crash so just ignore object */
723 if (!op->map) 727 if (!op->map)
724 { 728 {
725 LOG (llevError, "Tried to move_cone object %s without a map.\n", op->name ? &op->name : "unknown"); 729 LOG (llevError, "Tried to move_cone object %s without a map.\n", op->name ? &op->name : "unknown");
726 op->set_speed (0); 730 op->set_speed (0);
727 return; 731 return;
728 } 732 }
729 733
730 /* lava saves it's life, but not yours :) */ 734 /* lava saves it's life, but not yours :) */
731 if (QUERY_FLAG (op, FLAG_LIFESAVE)) 735 if (op->flag [FLAG_LIFESAVE])
732 { 736 {
733 hit_map (op, 0, op->attacktype, 0); 737 hit_map (op, 0, op->attacktype, 0);
734 return; 738 return;
735 } 739 }
736 740
746 } 750 }
747#endif 751#endif
748 752
749 hit_map (op, 0, op->attacktype, 0); 753 hit_map (op, 0, op->attacktype, 0);
750 754
755 if (!op->is_on_map ())
756 return;
757
751 /* Check to see if we should push anything. 758 /* Check to see if we should push anything.
752 * Spell objects with weight push whatever they encounter to some 759 * Spell objects with weight push whatever they encounter to some
753 * degree. 760 * degree.
754 */ 761 */
755 if (op->weight) 762 if (op->weight)
763 {
756 check_spell_knockback (op); 764 check_spell_knockback (op);
757 765
758 if (op->destroyed ()) 766 if (!op->is_on_map ())
759 return; 767 return;
768 }
760 769
761 if ((op->duration--) < 0) 770 if (op->duration-- < 0)
762 { 771 {
763 op->destroy (); 772 op->destroy ();
764 return; 773 return;
765 } 774 }
766 /* Object has hit maximum range, so don't have it move 775 /* Object has hit maximum range, so don't have it move
771 { 780 {
772 op->range = 0; /* just so it doesn't wrap */ 781 op->range = 0; /* just so it doesn't wrap */
773 return; 782 return;
774 } 783 }
775 784
776 for (i = -1; i < 2; i++) 785 for (int i = -1; i <= 1; i++)
777 { 786 {
778 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));
779 788
780 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))
781 { 790 {
782 object *tmp = op->clone (); 791 object *tmp = op->clone ();
783 792
812 MoveType movetype; 821 MoveType movetype;
813 822
814 if (!spell->other_arch) 823 if (!spell->other_arch)
815 return 0; 824 return 0;
816 825
817 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)
818 { 827 {
819 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!");
820 return 0; 829 return 0;
821 } 830 }
822 831
823 if (!dir) 832 if (!dir)
824 { 833 {
828 837
829 /* Need to know what the movetype of the object we are about 838 /* Need to know what the movetype of the object we are about
830 * to create is, so we can know if the space we are about to 839 * to create is, so we can know if the space we are about to
831 * insert it into is blocked. 840 * insert it into is blocked.
832 */ 841 */
833 movetype = spell->other_arch->clone.move_type; 842 movetype = spell->other_arch->move_type;
834 843
835 for (i = range_min; i <= range_max; i++) 844 for (i = range_min; i <= range_max; i++)
836 { 845 {
837 sint16 x, y, d; 846 sint16 x, y;
838 847
839 /* We can't use absdir here, because it never returns 848 /* We can't use absdir here, because it never returns
840 * 0. If this is a rune, we want to hit the person on top 849 * 0. If this is a rune, we want to hit the person on top
841 * of the trap (d==0). If it is not a rune, then we don't want 850 * of the trap (d==0). If it is not a rune, then we don't want
842 * to hit that person. 851 * to hit that person.
843 */ 852 */
844 d = dir + i; 853 int d = dir ? absdir (dir + i) : i;
845 while (d < 0)
846 d += 8;
847 while (d > 8)
848 d -= 8;
849 854
850 /* If it's not a rune, we don't want to blast the caster. 855 /* If it's not a rune, we don't want to blast the caster.
851 * In that case, we have to see - if dir is specified, 856 * In that case, we have to see - if dir is specified,
852 * turn this into direction 8. If dir is not specified (all 857 * turn this into direction 8. If dir is not specified (all
853 * direction) skip - otherwise, one line would do more damage 858 * direction) skip - otherwise, one line would do more damage
860 d = 8; 865 d = 8;
861 else 866 else
862 continue; 867 continue;
863 } 868 }
864 869
865 x = op->x + freearr_x[d]; 870 x = op->x + DIRX (d);
866 y = op->y + freearr_y[d]; 871 y = op->y + DIRY (d);
867 872
868 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)
869 continue; 874 continue;
870 875
871 if ((movetype & GET_MAP_MOVE_BLOCK (m, sx, sy)) == movetype) 876 if ((movetype & GET_MAP_MOVE_BLOCK (m, sx, sy)) == movetype)
872 continue; 877 continue;
873 878
874 success = 1; 879 success = 1;
875 tmp = arch_to_object (spell->other_arch); 880 tmp = spell->other_arch->instance ();
876 tmp->set_owner (op); 881 tmp->set_owner (op);
877 set_spell_skill (op, caster, spell, tmp); 882 set_spell_skill (op, caster, spell, tmp);
878 tmp->level = caster_level (caster, spell); 883 tmp->level = casting_level (caster, spell);
879 tmp->attacktype = spell->attacktype; 884 tmp->attacktype = spell->attacktype;
880 885
881 /* holy word stuff */ 886 /* holy word stuff */
882 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER)) 887 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER))
883 if (!tailor_god_spell (tmp, op)) 888 if (!tailor_god_spell (tmp, op))
917 else 922 else
918 tmp->duration += caster->level / 3; 923 tmp->duration += caster->level / 3;
919 } 924 }
920 925
921 if (!(tmp->move_type & MOVE_FLY_LOW)) 926 if (!(tmp->move_type & MOVE_FLY_LOW))
922 LOG (llevDebug, "cast_cone(): arch %s doesn't have flying 1\n", &spell->other_arch->name); 927 LOG (llevDebug, "cast_cone(): arch %s doesn't have flying 1\n", &spell->other_arch->archname);
923 928
924 if (!tmp->move_on && tmp->stats.dam) 929 if (!tmp->move_on && tmp->stats.dam)
925 LOG (llevDebug, "cast_cone(): arch %s doesn't have move_on set\n", &spell->other_arch->name); 930 LOG (llevDebug, "cast_cone(): arch %s doesn't have move_on set\n", &spell->other_arch->archname);
926 931
927 m->insert (tmp, sx, sy, op); 932 m->insert (tmp, sx, sy, op);
928 933
929 /* This is used for tracking spells so that one effect doesn't hit 934 /* This is used for tracking spells so that one effect doesn't hit
930 * a single space too many times. 935 * a single space too many times.
942 * 947 *
943 * BOMB related code 948 * BOMB related code
944 * 949 *
945 ****************************************************************************/ 950 ****************************************************************************/
946 951
947
948/* This handles an exploding bomb. 952/* This handles an exploding bomb.
949 * op is the original bomb object. 953 * op is the original bomb object.
950 */ 954 */
951void 955void
952animate_bomb (object *op) 956animate_bomb (object *op)
953{ 957{
954 int i;
955 object *env, *tmp;
956
957 if (op->state != NUM_ANIMATIONS (op) - 1) 958 if (op->state != NUM_ANIMATIONS (op) - 1)
958 return; 959 return;
959 960
960 env = object_get_env_recursive (op); 961 object *env = op->outer_env ();
961 962
962 if (op->env) 963 if (op->env)
963 { 964 {
964 if (env->map == NULL) 965 if (!env->map)
965 return; 966 return;
966
967 if (env->type == PLAYER)
968 esrv_del_item (env->contr, op->count);
969 967
970 if (!(op = op->insert_at (env, op))) 968 if (!(op = op->insert_at (env, op)))
971 return; 969 return;
972 } 970 }
973 971
974 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent bomb from exploding 972 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent bomb from exploding
975 // on a safe map. I don't like this special casing, but it seems to be neccessary 973 // on a safe map. I don't like this special casing, but it seems to be neccessary
976 // as bombs can be carried. 974 // as bombs can be carried.
977 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE) 975 if (op->ms ().flags () & P_SAFE)
978 { 976 {
979 op->destroy (); 977 op->destroy ();
980 return; 978 return;
981 } 979 }
982 980
984 * but using the cast_bullet isn't really feasible, 982 * but using the cast_bullet isn't really feasible,
985 * so just set up the appropriate values. 983 * so just set up the appropriate values.
986 */ 984 */
987 if (archetype *at = archetype::find (SPLINT)) 985 if (archetype *at = archetype::find (SPLINT))
988 { 986 {
989 for (i = 1; i < 9; i++) 987 for (int i = 1; i < 9; i++)
990 { 988 {
991 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)))
992 continue; 990 continue;
993 991
994 tmp = arch_to_object (at); 992 object *tmp = at->instance ();
995 tmp->direction = i; 993 tmp->direction = i;
996 tmp->range = op->range; 994 tmp->range = op->range;
997 tmp->stats.dam = op->stats.dam; 995 tmp->stats.dam = op->stats.dam;
998 tmp->duration = op->duration; 996 tmp->duration = op->duration;
999 tmp->attacktype = op->attacktype; 997 tmp->attacktype = op->attacktype;
1000 tmp->set_owner (op); 998 tmp->set_owner (op);
1001 if (op->skill && op->skill != tmp->skill) 999 if (op->skill && op->skill != tmp->skill)
1002 tmp->skill = op->skill; 1000 tmp->skill = op->skill;
1003 1001
1004 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) 1002 if (tmp->flag [FLAG_IS_TURNABLE])
1005 SET_ANIMATION (tmp, i); 1003 SET_ANIMATION (tmp, i);
1006 1004
1007 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);
1008 move_bullet (tmp); 1006 move_bullet (tmp);
1009 } 1007 }
1010 } 1008 }
1011 1009
1012 explode_bullet (op); 1010 explode_bullet (op);
1013} 1011}
1014 1012
1015int 1013int
1016create_bomb (object *op, object *caster, int dir, object *spell) 1014create_bomb (object *op, object *caster, int dir, object *spell)
1017{ 1015{
1018
1019 object *tmp; 1016 object *tmp;
1020 int mflags; 1017 int mflags;
1021 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);
1022 maptile *m; 1019 maptile *m;
1023 1020
1024 mflags = get_map_flags (op->map, &m, dx, dy, &dx, &dy); 1021 mflags = get_map_flags (op->map, &m, dx, dy, &dx, &dy);
1022
1023 // when creating a bomb below ourself it should always work, even
1024 // when movement is blocked (somehow we got here, somehow we are here,
1025 // so we should also be able to make a bomb here). (originally added
1026 // to fix create bomb traps in doors, which cast with dir=0).
1027 if (dir)
1028 {
1025 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))
1026 { 1030 {
1027 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way."); 1031 op->failmsg ("There is something in the way.");
1028 return 0; 1032 return 0;
1033 }
1029 } 1034 }
1030 tmp = arch_to_object (spell->other_arch); 1035
1036 tmp = spell->other_arch->instance ();
1031 1037
1032 /* level dependencies for bomb */ 1038 /* level dependencies for bomb */
1033 tmp->range = spell->range + SP_level_range_adjust (caster, spell); 1039 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
1034 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1040 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1035 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell); 1041 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
1055 * dir is the direction to look in. 1061 * dir is the direction to look in.
1056 * range is how far out to look. 1062 * range is how far out to look.
1057 * type is the type of spell - either SPELL_MANA or SPELL_GRACE. 1063 * type is the type of spell - either SPELL_MANA or SPELL_GRACE.
1058 * this info is used for blocked magic/unholy spaces. 1064 * this info is used for blocked magic/unholy spaces.
1059 */ 1065 */
1060 1066static object *
1061object *
1062get_pointed_target (object *op, int dir, int range, int type) 1067get_pointed_target (object *op, int dir, int range, int type)
1063{ 1068{
1064 object *target; 1069 object *target;
1065 sint16 x, y; 1070 sint16 x, y;
1066 int dist, mflags; 1071 int dist, mflags;
1069 if (dir == 0) 1074 if (dir == 0)
1070 return NULL; 1075 return NULL;
1071 1076
1072 for (dist = 1; dist < range; dist++) 1077 for (dist = 1; dist < range; dist++)
1073 { 1078 {
1074 x = op->x + freearr_x[dir] * dist; 1079 x = op->x + DIRX (dir) * dist;
1075 y = op->y + freearr_y[dir] * dist; 1080 y = op->y + DIRY (dir) * dist;
1076 mp = op->map; 1081 mp = op->map;
1077 mflags = get_map_flags (op->map, &mp, x, y, &x, &y); 1082 mflags = get_map_flags (op->map, &mp, x, y, &x, &y);
1078 1083
1079 if (mflags & P_OUT_OF_MAP) 1084 if (mflags & P_OUT_OF_MAP)
1080 return NULL; 1085 return NULL;
1084 return NULL; 1089 return NULL;
1085 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW) 1090 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW)
1086 return NULL; 1091 return NULL;
1087 1092
1088 if (mflags & P_IS_ALIVE) 1093 if (mflags & P_IS_ALIVE)
1089 {
1090 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)
1091 { 1095 if (target->flag [FLAG_MONSTER])
1092 if (QUERY_FLAG (target->head ? target->head : target, FLAG_MONSTER))
1093 {
1094 return target; 1096 return target;
1095 }
1096 }
1097 }
1098 } 1097 }
1098
1099 return NULL; 1099 return NULL;
1100} 1100}
1101 1101
1102
1103/* cast_smite_arch() - the priest points to a creature and causes 1102/* cast_smite_spell() - the priest points to a creature and causes
1104 * a 'godly curse' to decend. 1103 * a 'godly curse' to decend.
1105 * usual params - 1104 * usual params -
1106 * op = player 1105 * op = player
1107 * caster = object casting the spell. 1106 * caster = object casting the spell.
1108 * dir = direction being cast 1107 * dir = direction being cast
1109 * spell = spell object 1108 * spell = spell object
1110 */ 1109 */
1111
1112int 1110int
1113cast_smite_spell (object *op, object *caster, int dir, object *spell) 1111cast_smite_spell (object *op, object *caster, int dir, object *spell)
1114{ 1112{
1115 object *effect, *target; 1113 object *effect, *target;
1116 object *god = find_god (determine_god (op)); 1114 object *god = find_god (determine_god (op));
1117 int range;
1118 1115
1119 range = spell->range + SP_level_range_adjust (caster, spell);
1120 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);
1121 1117
1122 /* Bunch of conditions for casting this spell. Note that only 1118 /* Bunch of conditions for casting this spell. Note that only
1123 * require a god if this is a cleric spell (requires grace). 1119 * require a god if this is a cleric spell (requires grace).
1124 * 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
1125 * 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
1126 * interesting spell. 1122 * interesting spell.
1127 * 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
1128 * can't be friendly to your god. 1124 * can't be friendly to your god.
1129 */ 1125 */
1130 1126
1131 if (!target || QUERY_FLAG (target, FLAG_REFL_SPELL) 1127 if (!target
1128 || target->flag [FLAG_REFL_SPELL]
1132 || (!god && spell->stats.grace) 1129 || (!god && spell->stats.grace)
1133 || (target->title && god && !strcmp (target->title, god->name)) || (target->race && god && strstr (target->race, god->race))) 1130 || (god && target->title == god->name)
1131 || (god && target->race.contains (god->race)))
1134 { 1132 {
1135 new_draw_info (NDI_UNIQUE, 0, op, "Your request is unheeded."); 1133 op->failmsg ("Your request is unheeded.");
1136 return 0; 1134 return 0;
1137 } 1135 }
1138 1136
1139 if (spell->other_arch) 1137 if (spell->other_arch)
1140 effect = arch_to_object (spell->other_arch); 1138 effect = spell->other_arch->instance ();
1141 else 1139 else
1142 return 0; 1140 return 0;
1143 1141
1144 /* tailor the effect by priest level and worshipped God */ 1142 /* tailor the effect by priest level and worshipped God */
1145 effect->level = caster_level (caster, spell); 1143 effect->level = casting_level (caster, spell);
1146 effect->attacktype = spell->attacktype; 1144 effect->attacktype = spell->attacktype;
1147 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER)) 1145 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER))
1148 { 1146 {
1149 if (tailor_god_spell (effect, op)) 1147 if (tailor_god_spell (effect, op))
1150 new_draw_info_format (NDI_UNIQUE, 0, op, "%s answers your call!", determine_god (op)); 1148 new_draw_info_format (NDI_UNIQUE, 0, op, "%s answers your call!", (const char *)determine_god (op));
1151 else 1149 else
1152 { 1150 {
1153 new_draw_info (NDI_UNIQUE, 0, op, "Your request is ignored."); 1151 op->failmsg ("Your request is ignored.");
1154 return 0; 1152 return 0;
1155 } 1153 }
1156 } 1154 }
1157 1155
1158 /* size of the area of destruction */ 1156 /* size of the area of destruction */
1162 if (effect->attacktype & AT_DEATH) 1160 if (effect->attacktype & AT_DEATH)
1163 { 1161 {
1164 effect->level = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1162 effect->level = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1165 1163
1166 /* casting death spells at undead isn't a good thing */ 1164 /* casting death spells at undead isn't a good thing */
1167 if (QUERY_FLAG (target, FLAG_UNDEAD)) 1165 if (target->flag [FLAG_UNDEAD])
1168 { 1166 {
1169 if (random_roll (0, 2, op, PREFER_LOW)) 1167 if (random_roll (0, 2, op, PREFER_LOW))
1170 { 1168 {
1171 new_draw_info (NDI_UNIQUE, 0, op, "Idiot! Your spell boomerangs!"); 1169 new_draw_info (NDI_UNIQUE, 0, op, "Idiot! Your spell boomerangs!");
1172 effect->x = op->x; 1170 effect->x = op->x;
1194 effect->insert_at (target, op); 1192 effect->insert_at (target, op);
1195 1193
1196 return 1; 1194 return 1;
1197} 1195}
1198 1196
1199
1200/**************************************************************************** 1197/****************************************************************************
1201 * 1198 *
1202 * MAGIC MISSILE code. 1199 * MAGIC MISSILE code.
1203 * note that the fire_bullet is used to fire the missile. The 1200 * note that the fire_bullet is used to fire the missile. The
1204 * code here is just to move the missile. 1201 * code here is just to move the missile.
1206 1203
1207/* op is a missile that needs to be moved */ 1204/* op is a missile that needs to be moved */
1208void 1205void
1209move_missile (object *op) 1206move_missile (object *op)
1210{ 1207{
1211 int i, mflags;
1212 object *owner;
1213 sint16 new_x, new_y;
1214 maptile *m;
1215
1216 if (op->range-- <= 0) 1208 if (op->range-- <= 0)
1217 { 1209 {
1210 op->drop_and_destroy ();
1211 return;
1212 }
1213
1214 mapxy pos (op);
1215 pos.move (op->direction);
1216
1217 if (!pos.normalise ())
1218 {
1218 op->destroy (); 1219 op->destroy ();
1219 return; 1220 return;
1220 } 1221 }
1221 1222
1222 owner = op->owner; 1223 mapspace &ms = pos.ms ();
1223#if 0
1224 /* It'd make things nastier if this wasn't here - spells cast by
1225 * monster that are then killed would continue to survive
1226 */
1227 if (owner == NULL)
1228 {
1229 op->destroy ();
1230 return;
1231 }
1232#endif
1233 1224
1234 new_x = op->x + DIRX (op); 1225 if (ms.flags () & P_IS_ALIVE || ms.blocks (op))
1235 new_y = op->y + DIRY (op);
1236
1237 mflags = get_map_flags (op->map, &m, new_x, new_y, &new_x, &new_y);
1238
1239 if (!(mflags & P_OUT_OF_MAP) && ((mflags & P_IS_ALIVE) || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y))))
1240 { 1226 {
1241 hit_map (op, op->direction, AT_MAGIC, 1); 1227 hit_map (op, op->direction, AT_MAGIC, 1);
1242 /* Basically, missile only hits one thing then goes away. 1228 /* Basically, missile only hits one thing then goes away.
1243 * we need to remove it if someone hasn't already done so. 1229 * we need to remove it if someone hasn't already done so.
1244 */ 1230 */
1245 if (!op->destroyed ())
1246 op->destroy ();
1247
1248 return;
1249 }
1250
1251 op->remove ();
1252
1253 if (!op->direction || (mflags & P_OUT_OF_MAP))
1254 {
1255 op->destroy (); 1231 op->destroy ();
1256 return; 1232 return;
1257 } 1233 }
1258 1234
1235 if (!op->direction)
1236 {
1237 op->destroy ();
1238 return;
1239 }
1240
1259 i = spell_find_dir (m, new_x, new_y, op->owner); 1241 int i = spell_find_dir (pos.m, pos.x, pos.y, op->owner);
1260 if (i > 0 && i != op->direction) 1242 if (i > 0 && i != op->direction)
1261 { 1243 {
1262 op->direction = i; 1244 op->direction = i;
1263 SET_ANIMATION (op, op->direction); 1245 SET_ANIMATION (op, op->direction);
1264 } 1246 }
1265 1247
1266 m->insert (op, new_x, new_y, op); 1248 pos.insert (op, op);
1267} 1249}
1268 1250
1269/**************************************************************************** 1251/****************************************************************************
1270 * Destruction 1252 * Destruction
1271 ****************************************************************************/ 1253 ****************************************************************************/
1272 1254
1273/* make_object_glow() - currently only makes living objects glow. 1255/* make_object_glow() - currently only makes living objects glow.
1274 * 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
1275 * object. if time is 0, the object glows permanently. To truely 1257 * object. if time is 0, the object glows permanently. To truely
1276 * make this work for non-living objects, we would have to 1258 * make this work for non-living objects, we would have to
1277 * give them the capability to have an inventory. b.t. 1259 * give them the capability to have an inventory. b.t.
1278 */ 1260 */
1279 1261static int
1280int
1281make_object_glow (object *op, int radius, int time) 1262make_object_glow (object *op, int radius, int time)
1282{ 1263{
1283 object *tmp;
1284
1285 /* some things are unaffected... */ 1264 /* some things are unaffected... */
1286 if (op->path_denied & PATH_LIGHT) 1265 if (op->path_denied & PATH_LIGHT)
1287 return 0; 1266 return 0;
1288 1267
1289 tmp = get_archetype (FORCE_NAME); 1268 object *tmp = archetype::get (FORCE_NAME);
1290 tmp->speed = 0.01; 1269 tmp->set_speed (0.01);
1291 tmp->stats.food = time; 1270 tmp->stats.food = time;
1292 SET_FLAG (tmp, FLAG_IS_USED_UP); 1271 tmp->set_flag (FLAG_IS_USED_UP);
1293 tmp->glow_radius = radius; 1272 tmp->set_glow_radius (min (MAX_LIGHT_RADIUS, radius));
1294 if (tmp->glow_radius > MAX_LIGHT_RADII)
1295 tmp->glow_radius = MAX_LIGHT_RADII;
1296
1297 tmp->x = op->x;
1298 tmp->y = op->y;
1299 if (tmp->speed < MIN_ACTIVE_SPEED)
1300 tmp->speed = MIN_ACTIVE_SPEED; /* safety */
1301 tmp = insert_ob_in_ob (tmp, op); 1273 tmp = insert_ob_in_ob (tmp, op);
1274
1302 if (tmp->glow_radius > op->glow_radius) 1275 if (tmp->glow_radius > op->glow_radius)
1303 op->glow_radius = tmp->glow_radius; 1276 op->set_glow_radius (tmp->glow_radius);
1304 1277
1305 if (!tmp->env || op != tmp->env)
1306 {
1307 LOG (llevError, "make_object_glow() failed to insert glowing force in %s\n", &op->name);
1308 return 0;
1309 }
1310 return 1; 1278 return 1;
1311} 1279}
1312
1313
1314
1315 1280
1316int 1281int
1317cast_destruction (object *op, object *caster, object *spell_ob) 1282cast_destruction (object *op, object *caster, object *spell_ob)
1318{ 1283{
1319 int i, j, range, mflags, friendly = 0, dam, dur;
1320 sint16 sx, sy;
1321 maptile *m;
1322 object *tmp;
1323 const char *skill;
1324
1325 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob); 1284 int range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
1326 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);
1327 dur = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob); 1286 int dur = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
1328 if (QUERY_FLAG (op, FLAG_FRIENDLY) || op->type == PLAYER)
1329 friendly = 1;
1330 1287
1331 /* destruction doesn't use another spell object, so we need 1288 bool friendly = op->flag [FLAG_FRIENDLY] || op->is_player ();
1332 * update op's skill pointer so that exp is properly awarded.
1333 * We do some shortcuts here - since this is just temporary
1334 * and we'll reset the values back, we don't need to go through
1335 * the full share string/free_string route.
1336 */
1337 skill = op->skill;
1338 if (caster == op)
1339 op->skill = spell_ob->skill;
1340 else if (caster->skill)
1341 op->skill = caster->skill;
1342 else
1343 op->skill = NULL;
1344 1289
1345 change_skill (op, find_skill_by_name (op, op->skill), 1); 1290 dynbuf buf;
1346 1291 unordered_mapwalk (buf, op, -range, -range, range, range)
1347 for (i = -range; i < range; i++)
1348 { 1292 {
1349 for (j = -range; j < range; j++) 1293 mapspace &ms = m->at (nx, ny);
1350 {
1351 m = op->map;
1352 sx = op->x + i;
1353 sy = op->y + j;
1354 1294
1355 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
1356 if (mflags & P_OUT_OF_MAP)
1357 continue;
1358
1359 if (mflags & P_IS_ALIVE) 1295 if (ms.flags () & P_IS_ALIVE)
1296 for (object *next, *tmp = ms.bot; tmp; tmp = next)
1360 { 1297 {
1361 for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above) 1298 next = tmp->above;
1362 if (QUERY_FLAG (tmp, FLAG_ALIVE) || tmp->type == PLAYER)
1363 break;
1364 1299
1365 if (tmp) 1300 if (tmp->flag [FLAG_ALIVE] || tmp->is_player ())
1366 { 1301 {
1367 if (tmp->head)
1368 tmp = tmp->head; 1302 tmp = tmp->head_ ();
1369 1303
1370 if ((friendly && !QUERY_FLAG (tmp, FLAG_FRIENDLY) && tmp->type != PLAYER) || 1304 if ((friendly && !tmp->flag [FLAG_FRIENDLY] && !tmp->is_player ())
1371 (!friendly && (QUERY_FLAG (tmp, FLAG_FRIENDLY) || tmp->type == PLAYER))) 1305 || (!friendly && (tmp->flag [FLAG_FRIENDLY] || tmp->is_player ())))
1372 { 1306 {
1373 if (spell_ob->subtype == SP_DESTRUCTION) 1307 if (spell_ob->subtype == SP_DESTRUCTION)
1374 { 1308 {
1375 hit_player (tmp, dam, op, spell_ob->attacktype, 0); 1309 hit_player (tmp, dam, op, spell_ob->attacktype, 0);
1310
1376 if (spell_ob->other_arch) 1311 if (spell_ob->other_arch)
1377 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op); 1312 m->insert (spell_ob->other_arch->instance (), nx, ny, op);
1378 } 1313 }
1379 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist[ATNR_MAGIC] != 100) 1314 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist [ATNR_MAGIC] != 100)
1380 { 1315 {
1381 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch) 1316 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch)
1382 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op); 1317 m->insert (spell_ob->other_arch->instance (), nx, ny, op);
1383 } 1318 }
1384 } 1319 }
1385 } 1320 }
1386 } 1321 }
1387 }
1388 } 1322 }
1389 1323
1390 op->skill = skill;
1391 return 1; 1324 return 1;
1392} 1325}
1393 1326
1394/*************************************************************************** 1327/***************************************************************************
1395 * 1328 *
1396 * CURSE 1329 * CURSE
1397 * 1330 *
1398 ***************************************************************************/ 1331 ***************************************************************************/
1399
1400int 1332int
1401cast_curse (object *op, object *caster, object *spell_ob, int dir) 1333cast_curse (object *op, object *caster, object *spell_ob, int dir)
1402{ 1334{
1403 object *god = find_god (determine_god (op)); 1335 object *god = find_god (determine_god (op));
1404 object *tmp, *force; 1336 object *tmp, *force;
1405 1337
1406 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);
1407 if (!tmp) 1339 if (!tmp)
1408 { 1340 {
1409 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.");
1410 return 0; 1342 return 0;
1411 } 1343 }
1412 1344
1345 tmp = tmp->head_ ();
1346
1413 /* If we've already got a force of this type, don't add a new one. */ 1347 /* If we've already got a force of this type, don't add a new one. */
1414 for (force = tmp->inv; force != NULL; force = force->below) 1348 for (force = tmp->inv; force; force = force->below)
1415 { 1349 {
1416 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY) 1350 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY)
1417 { 1351 {
1418 if (force->name == spell_ob->name) 1352 if (force->name == spell_ob->name)
1419 { 1353 {
1425 return 0; 1359 return 0;
1426 } 1360 }
1427 } 1361 }
1428 } 1362 }
1429 1363
1430 if (force == NULL) 1364 if (!force)
1431 { 1365 {
1432 force = get_archetype (FORCE_NAME); 1366 force = archetype::get (FORCE_NAME);
1433 force->subtype = FORCE_CHANGE_ABILITY; 1367 force->subtype = FORCE_CHANGE_ABILITY;
1368
1434 if (spell_ob->race) 1369 if (spell_ob->race)
1435 force->name = spell_ob->race; 1370 force->name = spell_ob->race;
1436 else 1371 else
1437 force->name = spell_ob->name; 1372 force->name = spell_ob->name;
1438 1373
1448 { 1383 {
1449 force->duration = duration; 1384 force->duration = duration;
1450 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 1385 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1451 } 1386 }
1452 else 1387 else
1453 {
1454 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1388 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1455 } 1389
1456 return 1; 1390 return 1;
1457 } 1391 }
1392
1458 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;
1459 force->speed = 1.0;
1460 force->speed_left = -1.0; 1394 force->speed_left = -1.f;
1461 SET_FLAG (force, FLAG_APPLIED); 1395 force->set_speed (1.f);
1396 force->set_flag (FLAG_APPLIED);
1462 1397
1463 if (god) 1398 if (god)
1464 { 1399 {
1465 if (spell_ob->last_grace) 1400 if (spell_ob->last_grace)
1466 force->path_repelled = god->path_repelled; 1401 force->path_repelled = god->path_repelled;
1479 force->stats.wc = spell_ob->stats.wc; 1414 force->stats.wc = spell_ob->stats.wc;
1480 1415
1481 change_abil (tmp, force); /* Mostly to display any messages */ 1416 change_abil (tmp, force); /* Mostly to display any messages */
1482 insert_ob_in_ob (force, tmp); 1417 insert_ob_in_ob (force, tmp);
1483 tmp->update_stats (); 1418 tmp->update_stats ();
1419
1484 return 1; 1420 return 1;
1485
1486} 1421}
1487 1422
1488/********************************************************************** 1423/**********************************************************************
1489 * mood change 1424 * mood change
1490 * Arguably, this may or may not be an attack spell. But since it 1425 * Arguably, this may or may not be an attack spell. But since it
1496 */ 1431 */
1497int 1432int
1498mood_change (object *op, object *caster, object *spell) 1433mood_change (object *op, object *caster, object *spell)
1499{ 1434{
1500 object *tmp, *god, *head; 1435 object *tmp, *god, *head;
1501 int done_one, range, mflags, level, at, best_at; 1436 int done_one, range, level, at, best_at;
1502 sint16 x, y, nx, ny;
1503 maptile *m;
1504 const char *race; 1437 const char *race;
1505 1438
1506 /* We precompute some values here so that we don't have to keep 1439 /* We precompute some values here so that we don't have to keep
1507 * doing it over and over again. 1440 * doing it over and over again.
1508 */ 1441 */
1509 god = find_god (determine_god (op)); 1442 god = find_god (determine_god (op));
1510 level = caster_level (caster, spell); 1443 level = casting_level (caster, spell);
1511 range = spell->range + SP_level_range_adjust (caster, spell); 1444 range = spell->range + SP_level_range_adjust (caster, spell);
1512 1445
1513 /* On the bright side, no monster should ever have a race of GOD_... 1446 /* On the bright side, no monster should ever have a race of GOD_...
1514 * so even if the player doesn't worship a god, if race=GOD_.., it 1447 * so even if the player doesn't worship a god, if race=GOD_.., it
1515 * won't ever match anything. 1448 * won't ever match anything.
1516 */ 1449 */
1517 if (!spell->race) 1450 if (!spell->race)
1518 race = NULL; 1451 race = NULL;
1519 else if (god && !strcmp (spell->race, "GOD_SLAYING")) 1452 else if (god && spell->race == shstr_GOD_SLAYING)
1520 race = god->slaying; 1453 race = god->slaying;
1521 else if (god && !strcmp (spell->race, "GOD_FRIEND")) 1454 else if (god && spell->race == shstr_GOD_FRIEND)
1522 race = god->race; 1455 race = god->race;
1523 else 1456 else
1524 race = spell->race; 1457 race = spell->race;
1525 1458
1526 for (x = op->x - range; x <= op->x + range; x++) 1459 dynbuf buf;
1527 for (y = op->y - range; y <= op->y + range; y++) 1460 unordered_mapwalk (buf, op, -range, -range, range, range)
1528 { 1461 {
1529 done_one = 0; 1462 mapspace &ms = m->at (nx, ny);
1530 m = op->map;
1531 nx = x;
1532 ny = y;
1533 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1534 if (mflags & P_OUT_OF_MAP)
1535 continue;
1536 1463
1537 /* 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 */
1538 if (!(mflags & P_IS_ALIVE)) 1465 if (!(ms.flags () & P_IS_ALIVE))
1539 continue; 1466 continue;
1540 1467
1541 // players can only affect spaces that they can actually see 1468 // players can only affect spaces that they can actually see
1469 if (caster
1542 if (caster && caster->contr 1470 && caster->contr
1543 && caster->contr->visibility_at (m, nx, ny) < 70) 1471 && caster->contr->darkness_at (m, nx, ny) == LOS_BLOCKED)
1544 continue; 1472 continue;
1545 1473
1546 for (tmp = GET_MAP_TOP (m, nx, ny); tmp; tmp = tmp->below) 1474 for (tmp = ms.top; tmp; tmp = tmp->below)
1547 if (QUERY_FLAG (tmp, FLAG_MONSTER)) 1475 if (tmp->flag [FLAG_MONSTER])
1548 break; 1476 break;
1549 1477
1550 /* There can be living objects that are not monsters */ 1478 /* There can be living objects that are not monsters */
1551 if (!tmp || tmp->type == PLAYER) 1479 if (!tmp)
1552 continue; 1480 continue;
1553 1481
1554 /* Only the head has meaningful data, so resolve to that */ 1482 /* Only the head has meaningful data, so resolve to that */
1555 if (tmp->head)
1556 head = tmp->head; 1483 head = tmp->head_ ();
1557 else
1558 head = tmp;
1559 1484
1560 /* 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 */
1561 if (race && head->race && !strstr (race, head->race)) 1486 if (race && head->race && !strstr (race, head->race))
1562 continue; 1487 continue;
1563 1488
1564 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD)) 1489 if (head->flag [FLAG_UNDEAD] && !spell->flag [FLAG_UNDEAD])
1565 continue; 1490 continue;
1566 1491
1567 /* Now do a bunch of stuff related to saving throws */ 1492 /* Now do a bunch of stuff related to saving throws */
1568 best_at = -1; 1493 best_at = -1;
1569 if (spell->attacktype) 1494 if (spell->attacktype)
1570 { 1495 {
1571 for (at = 0; at < NROFATTACKS; at++) 1496 for (at = 0; at < NROFATTACKS; at++)
1572 if (spell->attacktype & (1 << at)) 1497 if (spell->attacktype & (1 << at))
1573 if (best_at == -1 || head->resist[at] > head->resist[best_at]) 1498 if (best_at == -1 || head->resist[at] > head->resist[best_at])
1574 best_at = at; 1499 best_at = at;
1575 1500
1576 if (best_at == -1) 1501 if (best_at == -1)
1577 at = 0; 1502 at = 0;
1578 else 1503 else
1579 { 1504 {
1580 if (head->resist[best_at] == 100) 1505 if (head->resist[best_at] == 100)
1581 continue; 1506 continue;
1582 else 1507 else
1583 at = head->resist[best_at] / 5; 1508 at = head->resist[best_at] / 5;
1584 } 1509 }
1510
1585 at -= level / 5; 1511 at -= level / 5;
1586 if (did_make_save (head, head->level, at)) 1512 if (did_make_save (head, head->level, at))
1587 continue; 1513 continue;
1588 } 1514 }
1589 else /* spell->attacktype */ 1515 else /* spell->attacktype */
1516 {
1590 /* 1517 /*
1591 Spell has no attacktype (charm & such), so we'll have a specific saving: 1518 Spell has no attacktype (charm & such), so we'll have a specific saving:
1592 * if spell level < monster level, no go 1519 * if spell level < monster level, no go
1593 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) ) 1520 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) )
1594 1521
1596 1523
1597 This is required to fix the 'charm monster' abuse, where a player level 1 can 1524 This is required to fix the 'charm monster' abuse, where a player level 1 can
1598 charm a level 125 monster... 1525 charm a level 125 monster...
1599 1526
1600 Ryo, august 14th 1527 Ryo, august 14th
1601 */ 1528 */
1602 {
1603 if (head->level > level) 1529 if (head->level > level)
1604 continue; 1530 continue;
1531
1605 if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + MIN (50, 2 * (level - head->level)))) 1532 if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + min (50, 2 * (level - head->level))))
1606 /* Failed, no effect */ 1533 /* Failed, no effect */
1607 continue; 1534 continue;
1608 } 1535 }
1609 1536
1610 /* Done with saving throw. Now start affecting the monster */ 1537 /* Done with saving throw. Now start affecting the monster */
1538 done_one = 0;
1611 1539
1612 /* aggravation */ 1540 /* aggravation */
1613 if (QUERY_FLAG (spell, FLAG_MONSTER)) 1541 if (spell->flag [FLAG_MONSTER])
1614 { 1542 {
1615 CLEAR_FLAG (head, FLAG_SLEEP); 1543 head->clr_flag (FLAG_SLEEP);
1616 if (QUERY_FLAG (head, FLAG_FRIENDLY))
1617 remove_friendly_object (head); 1544 remove_friendly_object (head);
1618
1619 done_one = 1; 1545 done_one = 1;
1620 head->enemy = op; 1546 head->enemy = op;
1621 } 1547 }
1622 1548
1623 /* calm monsters */ 1549 /* calm monsters */
1624 if (QUERY_FLAG (spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (head, FLAG_UNAGGRESSIVE)) 1550 if (spell->flag [FLAG_UNAGGRESSIVE] && !head->flag [FLAG_UNAGGRESSIVE])
1625 { 1551 {
1626 SET_FLAG (head, FLAG_UNAGGRESSIVE); 1552 head->set_flag (FLAG_UNAGGRESSIVE);
1627 head->enemy = NULL; 1553 head->enemy = NULL;
1628 done_one = 1; 1554 done_one = 1;
1629 } 1555 }
1630 1556
1631 /* berserk monsters */ 1557 /* berserk monsters */
1632 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK)) 1558 if (spell->flag [FLAG_BERSERK] && !head->flag [FLAG_BERSERK])
1633 { 1559 {
1634 SET_FLAG (head, FLAG_BERSERK); 1560 head->set_flag (FLAG_BERSERK);
1635 done_one = 1; 1561 done_one = 1;
1636 } 1562 }
1637 1563
1638 /* charm */ 1564 /* charm */
1639 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY)) 1565 if (spell->flag [FLAG_NO_ATTACK] && !head->flag [FLAG_FRIENDLY])
1640 { 1566 {
1567 INVOKE_OBJECT (KILL, head, ARG_OBJECT (caster));
1568
1641 /* Prevent uncontolled outbreaks of self replicating monsters. 1569 /* Prevent uncontrolled outbreaks of self replicating monsters.
1642 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.
1643 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. */
1644 CLEAR_FLAG (head, FLAG_GENERATOR); 1572 head->clr_flag (FLAG_GENERATOR);
1645 head->set_owner (op); 1573 head->set_owner (op);
1646 set_spell_skill (op, caster, spell, head); 1574 set_spell_skill (op, caster, spell, head);
1647 add_friendly_object (head); 1575 add_friendly_object (head);
1648 head->attack_movement = PETMOVE; 1576 head->attack_movement = PETMOVE;
1649 done_one = 1; 1577 done_one = 1;
1650 change_exp (op, head->stats.exp / 2, head->skill, SK_EXP_ADD_SKILL); 1578 change_exp (op, head->stats.exp / 2, head->skill, SK_EXP_ADD_SKILL);
1651 head->stats.exp = 0; 1579 head->stats.exp = 0;
1652 } 1580 }
1653 1581
1654 /* If a monster was effected, put an effect in */ 1582 /* If a monster was effected, put an effect in */
1655 if (done_one && spell->other_arch) 1583 if (done_one && spell->other_arch)
1656 m->insert (arch_to_object (spell->other_arch), nx, ny, op); 1584 m->insert (spell->other_arch->instance (), nx, ny, op);
1657 } /* for y */ 1585 }
1658 1586
1659 return 1; 1587 return 1;
1660} 1588}
1661
1662 1589
1663/* Move_ball_spell: This handles ball type spells that just sort of wander 1590/* Move_ball_spell: This handles ball type spells that just sort of wander
1664 * about. was called move_ball_lightning, but since more than the ball 1591 * about. was called move_ball_lightning, but since more than the ball
1665 * lightning spell used it, that seemed misnamed. 1592 * lightning spell used it, that seemed misnamed.
1666 * op is the spell effect. 1593 * op is the spell effect.
1667 * note that duration is handled by process_object() in time.c 1594 * note that duration is handled by process_object() in time.c
1668 */ 1595 */
1669
1670void 1596void
1671move_ball_spell (object *op) 1597move_ball_spell (object *op)
1672{ 1598{
1673 int i, j, dam_save, dir, mflags; 1599 int i, j, dam_save, dir, mflags;
1674 sint16 nx, ny, hx, hy; 1600 sint16 nx, ny, hx, hy;
1693 for (i = 1; i < 9; i++) 1619 for (i = 1; i < 9; i++)
1694 { 1620 {
1695 /* i bit 0: alters sign of offset 1621 /* i bit 0: alters sign of offset
1696 * other bits (i / 2): absolute value of offset 1622 * other bits (i / 2): absolute value of offset
1697 */ 1623 */
1698
1699 int offset = ((i ^ j) & 1) ? (i / 2) : -(i / 2); 1624 int offset = ((i ^ j) & 1) ? (i / 2) : -(i / 2);
1700 int tmpdir = absdir (op->direction + offset); 1625 int tmpdir = absdir (op->direction + offset);
1701 1626
1702 nx = op->x + freearr_x[tmpdir]; 1627 nx = op->x + DIRX (tmpdir);
1703 ny = op->y + freearr_y[tmpdir]; 1628 ny = op->y + DIRY (tmpdir);
1704 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))))
1705 { 1630 {
1706 dir = tmpdir; 1631 dir = tmpdir;
1707 break; 1632 break;
1708 } 1633 }
1709 } 1634 }
1635
1710 if (dir == 0) 1636 if (dir == 0)
1711 { 1637 {
1712 nx = op->x; 1638 nx = op->x;
1713 ny = op->y; 1639 ny = op->y;
1714 m = op->map; 1640 m = op->map;
1715 } 1641 }
1716 1642
1717 m->insert (op, nx, ny, op); 1643 m->insert (op, nx, ny, op);
1718 1644
1719 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
1720 surrounding squares */ 1646 surrounding squares */
1721 1647
1722 /* loop over current square and neighbors to hit. 1648 /* loop over current square and neighbors to hit.
1723 * if this has an other_arch field, we insert that in 1649 * if this has an other_arch field, we insert that in
1724 * the surround spaces. 1650 * the surround spaces.
1725 */ 1651 */
1726 for (j = 0; j < 9; j++) 1652 for (j = 0; j < 9; j++)
1727 { 1653 {
1728 object *new_ob; 1654 hx = nx + DIRX (j);
1729 1655 hy = ny + DIRY (j);
1730 hx = nx + freearr_x[j];
1731 hy = ny + freearr_y[j];
1732 1656
1733 m = op->map; 1657 m = op->map;
1734 mflags = get_map_flags (m, &m, hx, hy, &hx, &hy); 1658 mflags = get_map_flags (m, &m, hx, hy, &hx, &hy);
1735 1659
1736 if (mflags & P_OUT_OF_MAP) 1660 if (mflags & P_OUT_OF_MAP)
1742 1666
1743 if ((mflags & P_IS_ALIVE) && (!owner || owner->x != hx || owner->y != hy || !on_same_map (owner, op))) 1667 if ((mflags & P_IS_ALIVE) && (!owner || owner->x != hx || owner->y != hy || !on_same_map (owner, op)))
1744 { 1668 {
1745 if (j) 1669 if (j)
1746 op->stats.dam = dam_save / 2; 1670 op->stats.dam = dam_save / 2;
1671
1747 hit_map (op, j, op->attacktype, 1); 1672 hit_map (op, j, op->attacktype, 1);
1748
1749 } 1673 }
1750 1674
1751 /* insert the other arch */ 1675 /* insert the other arch */
1752 if (op->other_arch && !(OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy)))) 1676 if (op->other_arch && !(OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy))))
1753 m->insert (arch_to_object (op->other_arch), hx, hy, op); 1677 m->insert (op->other_arch->instance (), hx, hy, op);
1754 } 1678 }
1755 1679
1756 /* restore to the center location and damage */ 1680 /* restore to the center location and damage */
1757 op->stats.dam = dam_save; 1681 op->stats.dam = dam_save;
1758 1682
1759 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);
1760 1684
1761 if (i >= 0) 1685 if (i >= 0)
1762 { /* we have a preferred direction! */ 1686 { /* we have a preferred direction! */
1763 /* pick another direction if the preferred dir is blocked. */ 1687 /* pick another direction if the preferred dir is blocked. */
1764 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 ||
1765 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)))
1766 i = absdir (i + rndm (0, 2) - 1); /* -1, 0, +1 */ 1690 i = absdir (i + rndm (0, 2) - 1); /* -1, 0, +1 */
1767 1691
1768 op->direction = i; 1692 op->direction = i;
1769 } 1693 }
1770} 1694}
1771 1695
1772
1773/* move_swarm_spell: peterm 1696/* move_swarm_spell: peterm
1774 * 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
1775 * 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
1776 * 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
1777 * 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
1778 * 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.
1779 */ 1702 */
1780
1781void 1703void
1782move_swarm_spell (object *op) 1704move_swarm_spell (object *op)
1783{ 1705{
1784#if 0 1706#if 0
1785 static int cardinal_adjust[9] = { -3, -2, -1, 0, 0, 0, 1, 2, 3 }; 1707 static int cardinal_adjust[9] = { -3, -2, -1, 0, 0, 0, 1, 2, 3 };
1786 static int diagonal_adjust[10] = { -3, -2, -2, -1, 0, 0, 1, 2, 2, 3 }; 1708 static int diagonal_adjust[10] = { -3, -2, -2, -1, 0, 0, 1, 2, 2, 3 };
1787 sint16 target_x, target_y, origin_x, origin_y; 1709 sint16 target_x, target_y, origin_x, origin_y;
1788 int adjustdir; 1710 int adjustdir;
1789 maptile *m; 1711 maptile *m;
1790#endif 1712#endif
1791 int basedir;
1792 object *owner; 1713 object *owner = op->env;
1793 1714
1794 owner = op->owner; 1715 if (!owner) // MUST not happen, remove when true TODO
1795 if (op->duration == 0 || owner == NULL)
1796 { 1716 {
1717 LOG (llevError, "swarm spell found outside inventory: %s\n", op->debug_desc ());
1797 op->destroy (); 1718 op->destroy ();
1798 return; 1719 return;
1799 } 1720 }
1800 1721
1722 if (!op->duration || !owner->is_on_map ())
1723 {
1724 op->drop_and_destroy ();
1725 return;
1726 }
1727
1801 op->duration--; 1728 op->duration--;
1802 1729
1803 basedir = op->direction; 1730 int basedir = op->direction;
1804 if (basedir == 0) 1731 if (!basedir)
1805 { 1732 {
1806 /* spray in all directions! 8) */ 1733 /* spray in all directions! 8) */
1807 basedir = rndm (1, 8); 1734 op->facing = (op->facing + op->state) & 7;
1735 basedir = op->facing + 1;
1808 } 1736 }
1809 1737
1810#if 0 1738#if 0
1811 // this is bogus: it causes wrong places to be checked below 1739 // this is bogus: it causes wrong places to be checked below
1812 // (a wall 2 cells away will block the effect...) and 1740 // (a wall 2 cells away will block the effect...) and
1813 // doesn't work for SP_BULLET anyhow, so again tests the wrong 1741 // doesn't work for SP_BULLET anyhow, so again tests the wrong
1814 // space. 1742 // space.
1815 // should be fixed later, but correctness before featurs... 1743 // should be fixed later, but correctness before features...
1816 // (schmorp) 1744 // (schmorp)
1817 1745
1818 /* new offset calculation to make swarm element distribution 1746 /* new offset calculation to make swarm element distribution
1819 * more uniform 1747 * more uniform
1820 */ 1748 */
1821 if (op->duration) 1749 if (op->duration)
1822 { 1750 {
1823 if (basedir & 1) 1751 if (basedir & 1)
1824 { 1752 {
1832 else 1760 else
1833 { 1761 {
1834 adjustdir = 0; /* fire the last one from forward. */ 1762 adjustdir = 0; /* fire the last one from forward. */
1835 } 1763 }
1836 1764
1837 target_x = op->x + freearr_x[absdir (basedir + adjustdir)]; 1765 target_x = op->x + DIRX (absdir (basedir + adjustdir));
1838 target_y = op->y + freearr_y[absdir (basedir + adjustdir)]; 1766 target_y = op->y + DIRY (absdir (basedir + adjustdir));
1839 1767
1840 /* 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
1841 * necessitates extra out_of_map check below 1769 * necessitates extra out_of_map check below
1842 */ 1770 */
1843 origin_x = target_x - freearr_x[basedir]; 1771 origin_x = target_x - DIRX (basedir);
1844 origin_y = target_y - freearr_y[basedir]; 1772 origin_y = target_y - DIRY (basedir);
1845 1773
1846 1774
1847 /* 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
1848 * should just be a pointer to the spell in some inventory, 1776 * should just be a pointer to the spell in some inventory,
1849 * 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,
1873 { 1801 {
1874 /* Bullet spells have a bunch more customization that needs to be done */ 1802 /* Bullet spells have a bunch more customization that needs to be done */
1875 if (op->spell->subtype == SP_BULLET) 1803 if (op->spell->subtype == SP_BULLET)
1876 fire_bullet (owner, op, basedir, op->spell); 1804 fire_bullet (owner, op, basedir, op->spell);
1877 else if (op->spell->subtype == SP_MAGIC_MISSILE) 1805 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1878 fire_arch_from_position (owner, op, op->x, op->y, basedir, op->spell); 1806 fire_arch_from_position (owner, op, owner->x, owner->y, basedir, op->spell);
1879 } 1807 }
1880} 1808}
1881
1882
1883
1884 1809
1885/* fire_swarm: 1810/* fire_swarm:
1886 * The following routine creates a swarm of objects. It actually 1811 * The following routine creates a swarm of objects. It actually
1887 * sets up a specific swarm object, which then fires off all 1812 * sets up a specific swarm object, which then fires off all
1888 * the parts of the swarm. 1813 * the parts of the swarm.
1889 * 1814 *
1890 * op: the owner 1815 * op: the owner
1891 * caster: the caster (owner, wand, rod, scroll) 1816 * caster: the caster (owner, wand, rod, scroll)
1892 * dir: the direction everything will be fired in 1817 * dir: the direction everything will be fired in
1893 * spell - the spell that is this spell. 1818 * spell - the spell that is this spell.
1894 * n: the number to be fired. 1819 * n: the number to be fired.
1895 */ 1820 */
1896
1897int 1821int
1898fire_swarm (object *op, object *caster, object *spell, int dir) 1822fire_swarm (object *op, object *caster, object *spell, int dir)
1899{ 1823{
1900 object *tmp;
1901 int i;
1902
1903 if (!spell->other_arch) 1824 if (!spell->other_arch)
1904 return 0; 1825 return 0;
1905 1826
1906 tmp = get_archetype (SWARM_SPELL); 1827 object *tmp = archetype::get (SWARM_SPELL);
1907 tmp->set_owner (op); /* needed so that if swarm elements kill, caster gets xp. */ 1828
1908 set_spell_skill (op, caster, spell, tmp); 1829 set_spell_skill (op, caster, spell, tmp);
1909
1910 tmp->level = caster_level (caster, spell); /*needed later, to get level dep. right. */ 1830 tmp->level = casting_level (caster, spell); /* needed later, to get level dep. right. */
1911 tmp->spell = arch_to_object (spell->other_arch); 1831 tmp->spell = spell->other_arch->instance ();
1912
1913 tmp->attacktype = tmp->spell->attacktype; 1832 tmp->attacktype = tmp->spell->attacktype;
1914 1833
1915 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) 1834 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
1916 if (!tailor_god_spell (tmp, op)) 1835 if (!tailor_god_spell (tmp, op))
1917 return 1; 1836 return 1;
1918 1837
1919 tmp->duration = SP_level_duration_adjust (caster, spell); 1838 tmp->duration = SP_level_duration_adjust (caster, spell);
1920 for (i = 0; i < spell->duration; i++) 1839 for (int i = 0; i < spell->duration; i++)
1921 tmp->duration += die_roll (1, 3, op, PREFER_HIGH); 1840 tmp->duration += die_roll (1, 3, op, PREFER_HIGH);
1922 1841
1842 tmp->invisible = 1;
1843 tmp->flag [FLAG_NO_DROP] = 1; // make sure it stays in inv, or else
1923 tmp->direction = dir; 1844 tmp->direction = dir;
1924 tmp->invisible = 1; 1845 tmp->facing = rndm (1, 8); // initial firing direction
1846 tmp->state = rndm (4) * 2 + 1; // direction increment
1925 1847
1926 tmp->insert_at (op, op); 1848 op->insert (tmp);
1849
1927 return 1; 1850 return 1;
1928} 1851}
1929
1930 1852
1931/* See the spells documentation file for why this is its own 1853/* See the spells documentation file for why this is its own
1932 * function. 1854 * function.
1933 */ 1855 */
1934int 1856int
1939 int dam, mflags; 1861 int dam, mflags;
1940 maptile *m; 1862 maptile *m;
1941 1863
1942 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1864 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1943 1865
1944 if (!dir) 1866 if (dir)
1945 {
1946 new_draw_info (NDI_UNIQUE, 0, op, "In what direction?");
1947 return 0;
1948 } 1867 {
1949 1868 x = op->x + DIRX (dir);
1950 x = op->x + freearr_x[dir]; 1869 y = op->y + DIRY (dir);
1951 y = op->y + freearr_y[dir];
1952 m = op->map; 1870 m = op->map;
1953 1871
1954 mflags = get_map_flags (m, &m, x, y, &x, &y); 1872 mflags = get_map_flags (m, &m, x, y, &x, &y);
1955 1873
1956 if (mflags & P_OUT_OF_MAP) 1874 if (mflags & P_OUT_OF_MAP)
1957 { 1875 {
1958 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is there."); 1876 op->failmsg ("Nothing is there.");
1959 return 0; 1877 return 0;
1960 } 1878 }
1961 1879
1962 if (mflags & P_IS_ALIVE && spell->attacktype) 1880 if (mflags & P_IS_ALIVE && spell->attacktype)
1963 { 1881 {
1964 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)
1965 if (QUERY_FLAG (target, FLAG_MONSTER)) 1883 if (target->flag [FLAG_MONSTER])
1966 { 1884 {
1967 /* oky doky. got a target monster. Lets make a blinding attack */ 1885 /* oky doky. got a target monster. Lets make a blinding attack */
1968 if (target->head) 1886 if (target->head)
1969 target = target->head; 1887 target = target->head;
1888
1970 (void) hit_player (target, dam, op, spell->attacktype, 1); 1889 hit_player (target, dam, op, spell->attacktype, 1);
1971 return 1; /* one success only! */ 1890 return 1; /* one success only! */
1891 }
1972 } 1892 }
1973 }
1974 1893
1975 /* no live target, perhaps a wall is in the way? */ 1894 /* no live target, perhaps a wall is in the way? */
1976 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)))
1977 { 1896 {
1978 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 1897 op->failmsg ("Something is in the way.");
1979 return 0; 1898 return 0;
1899 }
1980 } 1900 }
1981 1901
1982 /* 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 */
1983 tmp = arch_to_object (spell->other_arch); 1903 tmp = spell->other_arch->instance ();
1984 if (!tmp) 1904 if (!tmp)
1985 { 1905 {
1986 LOG (llevError, "Error: spell arch for cast_light() missing.\n"); 1906 LOG (llevError, "Error: spell arch for cast_light() missing.\n");
1987 return 0; 1907 return 0;
1988 } 1908 }
1909
1989 tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell); 1910 tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell);
1911
1990 if (tmp->glow_radius) 1912 if (tmp->glow_radius)
1991 { 1913 tmp->set_glow_radius (
1992 tmp->glow_radius = spell->range + SP_level_range_adjust (caster, spell); 1914 clamp (spell->range + SP_level_range_adjust (caster, spell), 1, MAX_LIGHT_RADIUS)
1993 if (tmp->glow_radius > MAX_LIGHT_RADII) 1915 );
1994 tmp->glow_radius = MAX_LIGHT_RADII;
1995 }
1996 1916
1917 if (dir)
1997 m->insert (tmp, x, y, op); 1918 m->insert (tmp, x, y, op);
1919 else
1920 caster->outer_env_or_self ()->insert (tmp);
1921
1998 return 1; 1922 return 1;
1999} 1923}
2000 1924
2001
2002
2003
2004/* cast_cause_disease: this spell looks along <dir> from the 1925/* cast_cause_disease: this spell looks along <dir> from the
2005 * player and infects someone. 1926 * player and infects someone.
2006 * 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
2007 * 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
2008 * perhaps this should actually be in disease.c? 1929 * perhaps this should actually be in disease.c?
2009 */ 1930 */
2010
2011int 1931int
2012cast_cause_disease (object *op, object *caster, object *spell, int dir) 1932cast_cause_disease (object *op, object *caster, object *spell, int dir)
2013{ 1933{
2014 sint16 x, y; 1934 sint16 x, y;
2015 int i, mflags, range, dam_mod, dur_mod; 1935 int i, mflags, range, dam_mod, dur_mod;
2017 maptile *m; 1937 maptile *m;
2018 1938
2019 x = op->x; 1939 x = op->x;
2020 y = op->y; 1940 y = op->y;
2021 1941
2022 /* 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
2023 * direction the player is pointing. 1943 * direction the player is pointing.
2024 */ 1944 */
2025 if (!dir) 1945 if (!dir)
2026 dir = op->facing; 1946 dir = op->facing;
1947
2027 if (!dir) 1948 if (!dir)
2028 return 0; /* won't find anything if casting on ourself, so just return */ 1949 return 0; /* won't find anything if casting on ourself, so just return */
2029 1950
2030 /* Calculate these once here */ 1951 /* Calculate these once here */
2031 range = spell->range + SP_level_range_adjust (caster, spell); 1952 range = spell->range + SP_level_range_adjust (caster, spell);
2033 dur_mod = SP_level_duration_adjust (caster, spell); 1954 dur_mod = SP_level_duration_adjust (caster, spell);
2034 1955
2035 /* search in a line for a victim */ 1956 /* search in a line for a victim */
2036 for (i = 1; i < range; i++) 1957 for (i = 1; i < range; i++)
2037 { 1958 {
2038 x = op->x + i * freearr_x[dir]; 1959 x = op->x + i * DIRX (dir);
2039 y = op->y + i * freearr_y[dir]; 1960 y = op->y + i * DIRY (dir);
2040 m = op->map; 1961 m = op->map;
2041 1962
2042 mflags = get_map_flags (m, &m, x, y, &x, &y); 1963 mflags = get_map_flags (m, &m, x, y, &x, &y);
2043 1964
2044 if (mflags & P_OUT_OF_MAP) 1965 if (mflags & P_OUT_OF_MAP)
2051 /* 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 */
2052 if (mflags & P_IS_ALIVE) 1973 if (mflags & P_IS_ALIVE)
2053 { 1974 {
2054 /* search this square for a victim */ 1975 /* search this square for a victim */
2055 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)
2056 if (QUERY_FLAG (walk, FLAG_MONSTER) || (walk->type == PLAYER)) 1977 if (walk->flag [FLAG_MONSTER] || (walk->type == PLAYER))
2057 { /* found a victim */ 1978 { /* found a victim */
2058 object *disease = arch_to_object (spell->other_arch); 1979 object *disease = spell->other_arch->instance ();
2059 1980
2060 disease->set_owner (op); 1981 disease->set_owner (op);
2061 set_spell_skill (op, caster, spell, disease); 1982 set_spell_skill (op, caster, spell, disease);
2062 disease->stats.exp = 0; 1983 disease->stats.exp = 0;
2063 disease->level = caster_level (caster, spell); 1984 disease->level = casting_level (caster, spell);
2064 1985
2065 /* do level adjustments */ 1986 /* do level adjustments */
2066 if (disease->stats.wc) 1987 if (disease->stats.wc ) disease->stats.wc += dur_mod / 2;
2067 disease->stats.wc += dur_mod / 2; 1988 if (disease->magic > 0) disease->magic += dur_mod / 8;
2068 1989 if (disease->stats.maxhp > 0) disease->stats.maxhp += dur_mod;
2069 if (disease->magic > 0) 1990 if (disease->stats.maxgrace > 0) disease->stats.maxgrace += dur_mod;
2070 disease->magic += dur_mod / 4;
2071
2072 if (disease->stats.maxhp > 0)
2073 disease->stats.maxhp += dur_mod;
2074
2075 if (disease->stats.maxgrace > 0)
2076 disease->stats.maxgrace += dur_mod;
2077
2078 if (disease->stats.dam)
2079 {
2080 if (disease->stats.dam > 0)
2081 disease->stats.dam += dam_mod;
2082 else
2083 disease->stats.dam -= dam_mod;
2084 }
2085 1991
2086 if (disease->last_sp) 1992 if (disease->last_sp)
2087 { 1993 {
2088 disease->last_sp -= 2 * dam_mod; 1994 disease->last_sp -= 2 * dam_mod;
1995
2089 if (disease->last_sp < 1) 1996 if (disease->last_sp < 1)
2090 disease->last_sp = 1; 1997 disease->last_sp = 1;
2091 } 1998 }
2092 1999
2093 if (disease->stats.maxsp) 2000 if (disease->stats.dam ) disease->stats.dam += copysignl (disease->stats.dam , dam_mod);
2094 { 2001 if (disease->stats.maxsp) disease->stats.maxsp += copysignl (disease->stats.maxsp, dam_mod);
2095 if (disease->stats.maxsp > 0) 2002 if (disease->stats.ac ) disease->stats.ac += dam_mod;
2096 disease->stats.maxsp += dam_mod; 2003 if (disease->last_eat ) disease->last_eat -= dam_mod;
2097 else 2004 if (disease->stats.hp ) disease->stats.hp -= dam_mod;
2098 disease->stats.maxsp -= dam_mod; 2005 if (disease->stats.sp ) disease->stats.sp -= dam_mod;
2099 }
2100
2101 if (disease->stats.ac)
2102 disease->stats.ac += dam_mod;
2103
2104 if (disease->last_eat)
2105 disease->last_eat -= dam_mod;
2106
2107 if (disease->stats.hp)
2108 disease->stats.hp -= dam_mod;
2109
2110 if (disease->stats.sp)
2111 disease->stats.sp -= dam_mod;
2112 2006
2113 if (infect_object (walk, disease, 1)) 2007 if (infect_object (walk, disease, 1))
2114 { 2008 {
2115 object *flash; /* visual effect for inflicting disease */
2116
2117 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));
2118 2010
2119 disease->destroy (); /* don't need this one anymore */ 2011 disease->destroy (); /* don't need this one anymore */
2120 walk->map->insert (get_archetype (ARCH_DETECT_MAGIC), x, y, op); 2012 walk->map->insert (archetype::get (shstr_detect_magic), x, y, op);
2121 return 1; 2013 return 1;
2122 } 2014 }
2123 2015
2124 disease->destroy (); 2016 disease->destroy ();
2125 } 2017 }

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