ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/server/spell_attack.C
(Generate patch)

Comparing deliantra/server/server/spell_attack.C (file contents):
Revision 1.36 by root, Fri May 18 13:15:29 2007 UTC vs.
Revision 1.117 by root, Sat Nov 17 23:40:04 2018 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game 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
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 int mflags; 166 int mflags;
169 sint16 x, y; 167 sint16 x, y;
170 maptile *m; 168 maptile *m;
171 169
172 if (--op->duration < 0) 170 if (--op->duration < 0)
173 { 171 {
174 op->destroy (); 172 op->drop_and_destroy ();
175 return; 173 return;
176 } 174 }
177 175
178 hit_map (op, 0, op->attacktype, 1); 176 hit_map (op, 0, op->attacktype, 1);
179 177
182 180
183 if (--op->range < 0) 181 if (--op->range < 0)
184 op->range = 0; 182 op->range = 0;
185 else 183 else
186 { 184 {
187 x = op->x + DIRX (op); 185 x = op->x + DIRX (op->direction);
188 y = op->y + DIRY (op); 186 y = op->y + DIRY (op->direction);
189 m = op->map; 187 m = op->map;
190 mflags = get_map_flags (m, &m, x, y, &x, &y); 188 mflags = get_map_flags (m, &m, x, y, &x, &y);
191 189
192 if (mflags & P_OUT_OF_MAP) 190 if (mflags & P_OUT_OF_MAP)
193 return; 191 return;
197 * 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
198 * will be useful. 196 * will be useful.
199 */ 197 */
200 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)))
201 { 199 {
202 if (!QUERY_FLAG (op, FLAG_REFLECTING)) 200 if (!op->flag [FLAG_REFLECTING])
203 return; 201 return;
204 202
205 /* Since walls don't run diagonal, if the bolt is in 203 /* Since walls don't run diagonal, if the bolt is in
206 * one of 4 main directions, it just reflects back in the 204 * one of 4 main directions, it just reflects back in the
207 * opposite direction. However, if the bolt is travelling 205 * opposite direction. However, if the bolt is travelling
220 /* 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
221 * over a corner in a tiled map, it is possible that 219 * over a corner in a tiled map, it is possible that
222 * op->direction is within an adjacent map but either 220 * op->direction is within an adjacent map but either
223 * op->direction-1 or op->direction+1 does not exist. 221 * op->direction-1 or op->direction+1 does not exist.
224 */ 222 */
225 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)),
226 op->y + freearr_y[absdir (op->direction - 1)], &x, &y); 224 op->y + DIRY (absdir (op->direction - 1)), &x, &y);
227 225
228 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));
229 227
230 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)),
231 op->y + freearr_y[absdir (op->direction + 1)], &x, &y); 229 op->y + DIRY (absdir (op->direction + 1)), &x, &y);
232 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));
233 231
234 if (left == right) 232 if (left == right)
235 op->direction = absdir (op->direction + 4); 233 op->direction = absdir (op->direction + 4);
236 else if (left) 234 else if (left)
250 tmp->speed_left = -0.1f; 248 tmp->speed_left = -0.1f;
251 /* 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 */
252 tmp->duration++; 250 tmp->duration++;
253 251
254 /* New forking code. Possibly create forks of this object 252 /* New forking code. Possibly create forks of this object
255 * going off in other directions. 253 * going off in other directions.
256 */ 254 */
257 if (rndm (0, 99) < tmp->stats.Dex) 255 if (tmp->stats.Dex && rndm (0, 99) < tmp->stats.Dex)
258 { /* stats.Dex % of forking */ 256 forklightning (op, tmp); /* stats.Dex % of forking */
259 forklightning (op, tmp);
260 }
261 257
262 /* 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
263 * doesn't create any bolts that continue to move onward. 259 * doesn't create any bolts that continue to move onward.
264 */ 260 */
265 op->range = 0; 261 op->range = 0;
282 int mflags; 278 int mflags;
283 279
284 if (!spob->other_arch) 280 if (!spob->other_arch)
285 return 0; 281 return 0;
286 282
287 tmp = arch_to_object (spob->other_arch); 283 tmp = spob->other_arch->instance ();
288 if (tmp == NULL) 284 if (tmp == NULL)
289 return 0; 285 return 0;
290 286
291 /* peterm: level dependency for bolts */ 287 /* peterm: level dependency for bolts */
292 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);
293 tmp->attacktype = spob->attacktype; 289 tmp->attacktype = spob->attacktype;
290
294 if (spob->slaying) 291 if (spob->slaying)
295 tmp->slaying = spob->slaying; 292 tmp->slaying = spob->slaying;
293
296 tmp->range = spob->range + SP_level_range_adjust (caster, spob); 294 tmp->range = spob->range + SP_level_range_adjust (caster, spob);
297 tmp->duration = spob->duration + SP_level_duration_adjust (caster, spob); 295 tmp->duration = spob->duration + SP_level_duration_adjust (caster, spob);
298 tmp->stats.Dex = spob->stats.Dex; 296 tmp->stats.Dex = spob->stats.Dex;
299 tmp->stats.Con = spob->stats.Con; 297 tmp->stats.Con = spob->stats.Con;
300 298
301 tmp->direction = dir; 299 tmp->direction = dir;
302 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) 300 if (tmp->flag [FLAG_IS_TURNABLE])
303 SET_ANIMATION (tmp, dir); 301 SET_ANIMATION (tmp, dir);
304 302
305 tmp->set_owner (op); 303 tmp->set_owner (op);
306 set_spell_skill (op, caster, spob, tmp); 304 set_spell_skill (op, caster, spob, tmp);
307 305
308 tmp->x = op->x + DIRX (tmp); 306 tmp->x = op->x + DIRX (tmp->direction);
309 tmp->y = op->y + DIRY (tmp); 307 tmp->y = op->y + DIRY (tmp->direction);
310 tmp->map = op->map; 308 tmp->map = op->map;
311 309
312 maptile *newmap; 310 maptile *newmap;
313 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);
314 if (mflags & P_OUT_OF_MAP) 312 if (mflags & P_OUT_OF_MAP)
315 { 313 {
316 tmp->destroy (); 314 tmp->drop_and_destroy ();
317 return 0; 315 return 0;
318 } 316 }
319 317
320 tmp->map = newmap; 318 tmp->map = newmap;
321 319
322 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)))
323 { 321 {
324 if (!QUERY_FLAG (tmp, FLAG_REFLECTING)) 322 if (!tmp->flag [FLAG_REFLECTING])
325 { 323 {
326 tmp->destroy (); 324 tmp->drop_and_destroy ();
327 return 0; 325 return 0;
328 } 326 }
329 327
330 tmp->x = op->x; 328 tmp->x = op->x;
331 tmp->y = op->y; 329 tmp->y = op->y;
336 if ((tmp = tmp->insert_at (tmp, op))) 334 if ((tmp = tmp->insert_at (tmp, op)))
337 move_bolt (tmp); 335 move_bolt (tmp);
338 336
339 return 1; 337 return 1;
340} 338}
341
342
343 339
344/*************************************************************************** 340/***************************************************************************
345 * 341 *
346 * BULLET/BALL CODE 342 * BULLET/BALL CODE
347 * 343 *
348 ***************************************************************************/ 344 ***************************************************************************/
349 345
350/* expands an explosion. op is a piece of the 346/* expands an explosion. op is a piece of the
351 * explosion - this expans it in the different directions. 347 * explosion - this expands it in the different directions.
352 * At least that is what I think this does. 348 * At least that is what I think this does.
353 */ 349 */
354void 350void
355explosion (object *op) 351explosion (object *op)
356{ 352{
369 { 365 {
370 for (i = 1; i < 9; i++) 366 for (i = 1; i < 9; i++)
371 { 367 {
372 sint16 dx, dy; 368 sint16 dx, dy;
373 369
374 dx = op->x + freearr_x[i]; 370 dx = op->x + DIRX (i);
375 dy = op->y + freearr_y[i]; 371 dy = op->y + DIRY (i);
376 372
377 /* ok_to_put_more already does things like checks for walls, 373 /* ok_to_put_more already does things like checks for walls,
378 * out of map, etc. 374 * out of map, etc.
379 */ 375 */
380 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))
381 { 377 {
382 object *tmp = op->clone (); 378 object *tmp = op->clone ();
390 } 386 }
391 } 387 }
392 } 388 }
393} 389}
394 390
395
396/* Causes an object to explode, eg, a firebullet, 391/* Causes an object to explode, eg, a firebullet,
397 * poison cloud ball, etc. op is the object to 392 * poison cloud ball, etc. op is the object to
398 * explode. 393 * explode.
399 */ 394 */
400void 395static void
401explode_bullet (object *op) 396explode_bullet (object *op)
402{ 397{
403 object *tmp, *owner; 398 object *tmp, *owner;
404 399
405 if (op->other_arch == NULL) 400 if (!op->other_arch)
406 { 401 {
407 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n"); 402 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n");
408 op->destroy (); 403 op->destroy ();
409 return; 404 return;
410 } 405 }
411 406
412 if (op->env) 407 if (op->env)
413 { 408 {
414 object *env = object_get_env_recursive (op); 409 object *env = op->outer_env ();
410
415 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))
416 { 412 {
417 LOG (llevError, "BUG: explode_bullet(): env out of map\n"); 413 LOG (llevError, "BUG: explode_bullet(): env out of map\n");
418 op->destroy (); 414 op->destroy ();
419 return; 415 return;
420 } 416 }
438 } 434 }
439 435
440 if (op->attacktype) 436 if (op->attacktype)
441 { 437 {
442 hit_map (op, 0, op->attacktype, 1); 438 hit_map (op, 0, op->attacktype, 1);
439
443 if (op->destroyed ()) 440 if (op->destroyed ())
444 return; 441 return;
445 } 442 }
446 443
447 /* other_arch contains what this explodes into */ 444 /* other_arch contains what this explodes into */
448 tmp = arch_to_object (op->other_arch); 445 tmp = op->other_arch->instance ();
449 446
450 tmp->set_owner (op); 447 tmp->set_owner (op);
451 tmp->skill = op->skill; 448 tmp->skill = op->skill;
452 449
453 owner = op->owner; 450 owner = op->owner;
454 451
455 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))
456 { 456 {
457 op->destroy (); 457 op->destroy ();
458 return; 458 return;
459 } 459 }
460 460
487 487
488 /* Prevent recursion */ 488 /* Prevent recursion */
489 op->move_on = 0; 489 op->move_on = 0;
490 490
491 tmp->insert_at (op, op); 491 tmp->insert_at (op, op);
492 tmp->play_sound (tmp->sound);
493
492 /* remove the firebullet */ 494 /* remove the firebullet */
493 op->destroy (); 495 op->destroy ();
494} 496}
495 497
496/* 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
520 if (!(mflags & P_IS_ALIVE)) 522 if (!(mflags & P_IS_ALIVE))
521 return; 523 return;
522 524
523 for (tmp = op->ms ().bot; tmp; tmp = tmp->above) 525 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
524 { 526 {
525 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 527 if (tmp->flag [FLAG_ALIVE])
526 { 528 {
527 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
528 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0) 532 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0)
529 { 533 {
530 if (!QUERY_FLAG (op, FLAG_REMOVED)) 534 if (!op->flag [FLAG_REMOVED])
531 { 535 {
532 op->destroy (); 536 op->destroy ();
533 return; 537 return;
534 } 538 }
535 } 539 }
543 * fired arches (eg, bolts). 547 * fired arches (eg, bolts).
544 */ 548 */
545void 549void
546move_bullet (object *op) 550move_bullet (object *op)
547{ 551{
548 sint16 new_x, new_y;
549 int mflags;
550 maptile *m;
551
552#if 0 552#if 0
553 /* We need a better general purpose way to do this */ 553 /* We need a better general purpose way to do this */
554 554
555 /* peterm: added to make comet leave a trail of burnouts 555 /* peterm: added to make comet leave a trail of burnouts
556 it's an unadulterated hack, but the effect is cool. */ 556 it's an unadulterated hack, but the effect is cool. */
557 if (op->stats.sp == SP_METEOR) 557 if (op->stats.sp == SP_METEOR)
558 { 558 {
559 replace_insert_ob_in_map ("fire_trail", op); 559 replace_insert_ob_in_map ("fire_trail", op);
560 if (op->destroyed ()) 560 if (op->destroyed ())
571 op->destroy (); 571 op->destroy ();
572 572
573 return; 573 return;
574 } 574 }
575 575
576 new_x = op->x + DIRX (op); 576 mapxy pos (op);
577 new_y = op->y + DIRY (op); 577 pos.move (op->direction);
578 m = op->map;
579 mflags = get_map_flags (m, &m, new_x, new_y, &new_x, &new_y);
580 578
581 if (mflags & P_OUT_OF_MAP) 579 if (!pos.normalise ())
582 { 580 {
583 op->destroy (); 581 op->destroy ();
584 return; 582 return;
585 } 583 }
586 584
587 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))
588 { 590 {
589 if (op->other_arch) 591 if (op->other_arch)
590 explode_bullet (op); 592 explode_bullet (op);
591 else 593 else
592 op->destroy (); 594 op->destroy ();
593 595
594 return; 596 return;
595 } 597 }
596 598
597 if (!(op = m->insert (op, new_x, new_y, op))) 599 if (!(op = pos.insert (op, op)))
598 return; 600 return;
599 601
600 if (reflwall (op->map, op->x, op->y, op)) 602 if (reflwall (op->map, op->x, op->y, op))
601 { 603 {
602 op->direction = absdir (op->direction + 4); 604 op->direction = absdir (op->direction + 4);
612 * we remove the magic flag - that can be derived from 614 * we remove the magic flag - that can be derived from
613 * spob->attacktype. 615 * spob->attacktype.
614 * This function sets up the appropriate owner and skill 616 * This function sets up the appropriate owner and skill
615 * pointers. 617 * pointers.
616 */ 618 */
617
618int 619int
619fire_bullet (object *op, object *caster, int dir, object *spob) 620fire_bullet (object *op, object *caster, int dir, object *spob)
620{ 621{
621 object *tmp = NULL; 622 object *tmp = NULL;
622 int mflags; 623 int mflags;
623 624
624 if (!spob->other_arch) 625 if (!spob->other_arch)
625 return 0; 626 return 0;
626 627
627 tmp = arch_to_object (spob->other_arch); 628 tmp = spob->other_arch->instance ();
628 if (tmp == NULL) 629 if (!tmp)
629 return 0; 630 return 0;
630 631
631 /* peterm: level dependency for bolts */ 632 /* peterm: level dependency for bolts */
632 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);
633 tmp->attacktype = spob->attacktype; 634 tmp->attacktype = spob->attacktype;
634 if (spob->slaying) 635 if (spob->slaying)
635 tmp->slaying = spob->slaying; 636 tmp->slaying = spob->slaying;
636 637
640 tmp->stats.hp = spob->duration + SP_level_duration_adjust (caster, spob); 641 tmp->stats.hp = spob->duration + SP_level_duration_adjust (caster, spob);
641 tmp->stats.maxhp = spob->range + SP_level_range_adjust (caster, spob); 642 tmp->stats.maxhp = spob->range + SP_level_range_adjust (caster, spob);
642 tmp->dam_modifier = spob->stats.food + SP_level_dam_adjust (caster, spob); 643 tmp->dam_modifier = spob->stats.food + SP_level_dam_adjust (caster, spob);
643 644
644 tmp->direction = dir; 645 tmp->direction = dir;
645 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) 646 if (tmp->flag [FLAG_IS_TURNABLE])
646 SET_ANIMATION (tmp, dir); 647 SET_ANIMATION (tmp, dir);
647 648
648 tmp->set_owner (op); 649 tmp->set_owner (op);
649 set_spell_skill (op, caster, spob, tmp); 650 set_spell_skill (op, caster, spob, tmp);
650 651
651 tmp->x = op->x + freearr_x[dir]; 652 tmp->x = op->x + DIRX (dir);
652 tmp->y = op->y + freearr_y[dir]; 653 tmp->y = op->y + DIRY (dir);
653 tmp->map = op->map; 654 tmp->map = op->map;
654 655
655 maptile *newmap; 656 maptile *newmap;
656 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y); 657 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y);
657 if (mflags & P_OUT_OF_MAP) 658 if (mflags & P_OUT_OF_MAP)
660 return 0; 661 return 0;
661 } 662 }
662 663
663 tmp->map = newmap; 664 tmp->map = newmap;
664 665
666 // in case the bullet has direction 0 we explode it in place.
667 // direction 0 is possible for instance when a poison cloud trap springs.
668 if (tmp->direction == 0)
669 {
670 if (tmp->other_arch
671 && (tmp = tmp->insert_at (tmp, op))) // insert before explode cleanly
672 explode_bullet (tmp); // explode object will/should remove tmp
673 else
674 tmp->destroy ();
675
676 return 0;
677 }
678
665 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y))) 679 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y)))
666 { 680 {
667 if (!QUERY_FLAG (tmp, FLAG_REFLECTING)) 681 if (!tmp->flag [FLAG_REFLECTING])
668 { 682 {
669 tmp->destroy (); 683 tmp->destroy ();
670 return 0; 684 return 0;
671 } 685 }
672 686
687 * CONE RELATED FUNCTIONS 701 * CONE RELATED FUNCTIONS
688 * 702 *
689 *****************************************************************************/ 703 *****************************************************************************/
690 704
691/* 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" */
692void 706static void
693cone_drop (object *op) 707cone_drop (object *op)
694{ 708{
695 object *new_ob = arch_to_object (op->other_arch); 709 object *new_ob = op->other_arch->instance ();
696 710
697 new_ob->level = op->level; 711 new_ob->level = op->level;
698 new_ob->set_owner (op->owner); 712 new_ob->set_owner (op->owner);
699 713
700 /* preserve skill ownership */ 714 /* preserve skill ownership */
707/* 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 */
708 722
709void 723void
710move_cone (object *op) 724move_cone (object *op)
711{ 725{
712 int i;
713
714 /* 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 */
715 if (!op->map) 727 if (!op->map)
716 { 728 {
717 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");
718 op->set_speed (0); 730 op->set_speed (0);
719 return; 731 return;
720 } 732 }
721 733
722 /* lava saves it's life, but not yours :) */ 734 /* lava saves it's life, but not yours :) */
723 if (QUERY_FLAG (op, FLAG_LIFESAVE)) 735 if (op->flag [FLAG_LIFESAVE])
724 { 736 {
725 hit_map (op, 0, op->attacktype, 0); 737 hit_map (op, 0, op->attacktype, 0);
726 return; 738 return;
727 } 739 }
728 740
738 } 750 }
739#endif 751#endif
740 752
741 hit_map (op, 0, op->attacktype, 0); 753 hit_map (op, 0, op->attacktype, 0);
742 754
755 if (!op->is_on_map ())
756 return;
757
743 /* Check to see if we should push anything. 758 /* Check to see if we should push anything.
744 * Spell objects with weight push whatever they encounter to some 759 * Spell objects with weight push whatever they encounter to some
745 * degree. 760 * degree.
746 */ 761 */
747 if (op->weight) 762 if (op->weight)
763 {
748 check_spell_knockback (op); 764 check_spell_knockback (op);
749 765
750 if (op->destroyed ()) 766 if (!op->is_on_map ())
751 return; 767 return;
768 }
752 769
753 if ((op->duration--) < 0) 770 if (op->duration-- < 0)
754 { 771 {
755 op->destroy (); 772 op->destroy ();
756 return; 773 return;
757 } 774 }
758 /* Object has hit maximum range, so don't have it move 775 /* Object has hit maximum range, so don't have it move
763 { 780 {
764 op->range = 0; /* just so it doesn't wrap */ 781 op->range = 0; /* just so it doesn't wrap */
765 return; 782 return;
766 } 783 }
767 784
768 for (i = -1; i < 2; i++) 785 for (int i = -1; i <= 1; i++)
769 { 786 {
770 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));
771 788
772 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))
773 { 790 {
774 object *tmp = op->clone (); 791 object *tmp = op->clone ();
775 792
804 MoveType movetype; 821 MoveType movetype;
805 822
806 if (!spell->other_arch) 823 if (!spell->other_arch)
807 return 0; 824 return 0;
808 825
809 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)
810 { 827 {
811 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!");
812 return 0; 829 return 0;
813 } 830 }
814 831
815 if (!dir) 832 if (!dir)
816 { 833 {
820 837
821 /* 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
822 * 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
823 * insert it into is blocked. 840 * insert it into is blocked.
824 */ 841 */
825 movetype = spell->other_arch->clone.move_type; 842 movetype = spell->other_arch->move_type;
826 843
827 for (i = range_min; i <= range_max; i++) 844 for (i = range_min; i <= range_max; i++)
828 { 845 {
829 sint16 x, y, d; 846 sint16 x, y;
830 847
831 /* We can't use absdir here, because it never returns 848 /* We can't use absdir here, because it never returns
832 * 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
833 * 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
834 * to hit that person. 851 * to hit that person.
835 */ 852 */
836 d = dir + i; 853 int d = dir ? absdir (dir + i) : i;
837 while (d < 0)
838 d += 8;
839 while (d > 8)
840 d -= 8;
841 854
842 /* 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.
843 * In that case, we have to see - if dir is specified, 856 * In that case, we have to see - if dir is specified,
844 * turn this into direction 8. If dir is not specified (all 857 * turn this into direction 8. If dir is not specified (all
845 * direction) skip - otherwise, one line would do more damage 858 * direction) skip - otherwise, one line would do more damage
852 d = 8; 865 d = 8;
853 else 866 else
854 continue; 867 continue;
855 } 868 }
856 869
857 x = op->x + freearr_x[d]; 870 x = op->x + DIRX (d);
858 y = op->y + freearr_y[d]; 871 y = op->y + DIRY (d);
859 872
860 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)
861 continue; 874 continue;
862 875
863 if ((movetype & GET_MAP_MOVE_BLOCK (m, sx, sy)) == movetype) 876 if ((movetype & GET_MAP_MOVE_BLOCK (m, sx, sy)) == movetype)
864 continue; 877 continue;
865 878
866 success = 1; 879 success = 1;
867 tmp = arch_to_object (spell->other_arch); 880 tmp = spell->other_arch->instance ();
868 tmp->set_owner (op); 881 tmp->set_owner (op);
869 set_spell_skill (op, caster, spell, tmp); 882 set_spell_skill (op, caster, spell, tmp);
870 tmp->level = caster_level (caster, spell); 883 tmp->level = casting_level (caster, spell);
871 tmp->attacktype = spell->attacktype; 884 tmp->attacktype = spell->attacktype;
872 885
873 /* holy word stuff */ 886 /* holy word stuff */
874 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER)) 887 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER))
875 if (!tailor_god_spell (tmp, op)) 888 if (!tailor_god_spell (tmp, op))
909 else 922 else
910 tmp->duration += caster->level / 3; 923 tmp->duration += caster->level / 3;
911 } 924 }
912 925
913 if (!(tmp->move_type & MOVE_FLY_LOW)) 926 if (!(tmp->move_type & MOVE_FLY_LOW))
914 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);
915 928
916 if (!tmp->move_on && tmp->stats.dam) 929 if (!tmp->move_on && tmp->stats.dam)
917 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);
918 931
919 m->insert (tmp, sx, sy, op); 932 m->insert (tmp, sx, sy, op);
920 933
921 /* 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
922 * a single space too many times. 935 * a single space too many times.
934 * 947 *
935 * BOMB related code 948 * BOMB related code
936 * 949 *
937 ****************************************************************************/ 950 ****************************************************************************/
938 951
939
940/* This handles an exploding bomb. 952/* This handles an exploding bomb.
941 * op is the original bomb object. 953 * op is the original bomb object.
942 */ 954 */
943void 955void
944animate_bomb (object *op) 956animate_bomb (object *op)
945{ 957{
946 int i;
947 object *env, *tmp;
948
949 if (op->state != NUM_ANIMATIONS (op) - 1) 958 if (op->state != NUM_ANIMATIONS (op) - 1)
950 return; 959 return;
951 960
952 env = object_get_env_recursive (op); 961 object *env = op->outer_env ();
953 962
954 if (op->env) 963 if (op->env)
955 { 964 {
956 if (env->map == NULL) 965 if (!env->map)
957 return; 966 return;
958
959 if (env->type == PLAYER)
960 esrv_del_item (env->contr, op->count);
961 967
962 if (!(op = op->insert_at (env, op))) 968 if (!(op = op->insert_at (env, op)))
963 return; 969 return;
964 } 970 }
965 971
966 // 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
967 // 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
968 // as bombs can be carried. 974 // as bombs can be carried.
969 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE) 975 if (op->ms ().flags () & P_SAFE)
970 { 976 {
971 op->destroy (); 977 op->destroy ();
972 return; 978 return;
973 } 979 }
974 980
976 * but using the cast_bullet isn't really feasible, 982 * but using the cast_bullet isn't really feasible,
977 * so just set up the appropriate values. 983 * so just set up the appropriate values.
978 */ 984 */
979 if (archetype *at = archetype::find (SPLINT)) 985 if (archetype *at = archetype::find (SPLINT))
980 { 986 {
981 for (i = 1; i < 9; i++) 987 for (int i = 1; i < 9; i++)
982 { 988 {
983 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)))
984 continue; 990 continue;
985 991
986 tmp = arch_to_object (at); 992 object *tmp = at->instance ();
987 tmp->direction = i; 993 tmp->direction = i;
988 tmp->range = op->range; 994 tmp->range = op->range;
989 tmp->stats.dam = op->stats.dam; 995 tmp->stats.dam = op->stats.dam;
990 tmp->duration = op->duration; 996 tmp->duration = op->duration;
991 tmp->attacktype = op->attacktype; 997 tmp->attacktype = op->attacktype;
992 tmp->set_owner (op); 998 tmp->set_owner (op);
993 if (op->skill && op->skill != tmp->skill) 999 if (op->skill && op->skill != tmp->skill)
994 tmp->skill = op->skill; 1000 tmp->skill = op->skill;
995 1001
996 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) 1002 if (tmp->flag [FLAG_IS_TURNABLE])
997 SET_ANIMATION (tmp, i); 1003 SET_ANIMATION (tmp, i);
998 1004
999 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);
1000 move_bullet (tmp); 1006 move_bullet (tmp);
1001 } 1007 }
1002 } 1008 }
1003 1009
1004 explode_bullet (op); 1010 explode_bullet (op);
1005} 1011}
1006 1012
1007int 1013int
1008create_bomb (object *op, object *caster, int dir, object *spell) 1014create_bomb (object *op, object *caster, int dir, object *spell)
1009{ 1015{
1010
1011 object *tmp; 1016 object *tmp;
1012 int mflags; 1017 int mflags;
1013 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);
1014 maptile *m; 1019 maptile *m;
1015 1020
1016 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 {
1017 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))
1018 { 1030 {
1019 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way."); 1031 op->failmsg ("There is something in the way.");
1020 return 0; 1032 return 0;
1033 }
1021 } 1034 }
1022 tmp = arch_to_object (spell->other_arch); 1035
1036 tmp = spell->other_arch->instance ();
1023 1037
1024 /* level dependencies for bomb */ 1038 /* level dependencies for bomb */
1025 tmp->range = spell->range + SP_level_range_adjust (caster, spell); 1039 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
1026 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);
1027 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell); 1041 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
1047 * dir is the direction to look in. 1061 * dir is the direction to look in.
1048 * range is how far out to look. 1062 * range is how far out to look.
1049 * 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.
1050 * this info is used for blocked magic/unholy spaces. 1064 * this info is used for blocked magic/unholy spaces.
1051 */ 1065 */
1052 1066static object *
1053object *
1054get_pointed_target (object *op, int dir, int range, int type) 1067get_pointed_target (object *op, int dir, int range, int type)
1055{ 1068{
1056 object *target; 1069 object *target;
1057 sint16 x, y; 1070 sint16 x, y;
1058 int dist, mflags; 1071 int dist, mflags;
1061 if (dir == 0) 1074 if (dir == 0)
1062 return NULL; 1075 return NULL;
1063 1076
1064 for (dist = 1; dist < range; dist++) 1077 for (dist = 1; dist < range; dist++)
1065 { 1078 {
1066 x = op->x + freearr_x[dir] * dist; 1079 x = op->x + DIRX (dir) * dist;
1067 y = op->y + freearr_y[dir] * dist; 1080 y = op->y + DIRY (dir) * dist;
1068 mp = op->map; 1081 mp = op->map;
1069 mflags = get_map_flags (op->map, &mp, x, y, &x, &y); 1082 mflags = get_map_flags (op->map, &mp, x, y, &x, &y);
1070 1083
1071 if (mflags & P_OUT_OF_MAP) 1084 if (mflags & P_OUT_OF_MAP)
1072 return NULL; 1085 return NULL;
1076 return NULL; 1089 return NULL;
1077 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW) 1090 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW)
1078 return NULL; 1091 return NULL;
1079 1092
1080 if (mflags & P_IS_ALIVE) 1093 if (mflags & P_IS_ALIVE)
1081 {
1082 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)
1083 { 1095 if (target->flag [FLAG_MONSTER])
1084 if (QUERY_FLAG (target->head ? target->head : target, FLAG_MONSTER))
1085 {
1086 return target; 1096 return target;
1087 }
1088 }
1089 }
1090 } 1097 }
1098
1091 return NULL; 1099 return NULL;
1092} 1100}
1093 1101
1094
1095/* cast_smite_arch() - the priest points to a creature and causes 1102/* cast_smite_spell() - the priest points to a creature and causes
1096 * a 'godly curse' to decend. 1103 * a 'godly curse' to decend.
1097 * usual params - 1104 * usual params -
1098 * op = player 1105 * op = player
1099 * caster = object casting the spell. 1106 * caster = object casting the spell.
1100 * dir = direction being cast 1107 * dir = direction being cast
1101 * spell = spell object 1108 * spell = spell object
1102 */ 1109 */
1103
1104int 1110int
1105cast_smite_spell (object *op, object *caster, int dir, object *spell) 1111cast_smite_spell (object *op, object *caster, int dir, object *spell)
1106{ 1112{
1107 object *effect, *target; 1113 object *effect, *target;
1108 object *god = find_god (determine_god (op)); 1114 object *god = find_god (determine_god (op));
1109 int range;
1110 1115
1111 range = spell->range + SP_level_range_adjust (caster, spell);
1112 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);
1113 1117
1114 /* Bunch of conditions for casting this spell. Note that only 1118 /* Bunch of conditions for casting this spell. Note that only
1115 * require a god if this is a cleric spell (requires grace). 1119 * require a god if this is a cleric spell (requires grace).
1116 * 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
1117 * 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
1118 * interesting spell. 1122 * interesting spell.
1119 * 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
1120 * can't be friendly to your god. 1124 * can't be friendly to your god.
1121 */ 1125 */
1122 1126
1123 if (!target || QUERY_FLAG (target, FLAG_REFL_SPELL) 1127 if (!target
1128 || target->flag [FLAG_REFL_SPELL]
1124 || (!god && spell->stats.grace) 1129 || (!god && spell->stats.grace)
1125 || (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)))
1126 { 1132 {
1127 new_draw_info (NDI_UNIQUE, 0, op, "Your request is unheeded."); 1133 op->failmsg ("Your request is unheeded.");
1128 return 0; 1134 return 0;
1129 } 1135 }
1130 1136
1131 if (spell->other_arch) 1137 if (spell->other_arch)
1132 effect = arch_to_object (spell->other_arch); 1138 effect = spell->other_arch->instance ();
1133 else 1139 else
1134 return 0; 1140 return 0;
1135 1141
1136 /* tailor the effect by priest level and worshipped God */ 1142 /* tailor the effect by priest level and worshipped God */
1137 effect->level = caster_level (caster, spell); 1143 effect->level = casting_level (caster, spell);
1138 effect->attacktype = spell->attacktype; 1144 effect->attacktype = spell->attacktype;
1139 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER)) 1145 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER))
1140 { 1146 {
1141 if (tailor_god_spell (effect, op)) 1147 if (tailor_god_spell (effect, op))
1142 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));
1143 else 1149 else
1144 { 1150 {
1145 new_draw_info (NDI_UNIQUE, 0, op, "Your request is ignored."); 1151 op->failmsg ("Your request is ignored.");
1146 return 0; 1152 return 0;
1147 } 1153 }
1148 } 1154 }
1149 1155
1150 /* size of the area of destruction */ 1156 /* size of the area of destruction */
1154 if (effect->attacktype & AT_DEATH) 1160 if (effect->attacktype & AT_DEATH)
1155 { 1161 {
1156 effect->level = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1162 effect->level = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1157 1163
1158 /* casting death spells at undead isn't a good thing */ 1164 /* casting death spells at undead isn't a good thing */
1159 if (QUERY_FLAG (target, FLAG_UNDEAD)) 1165 if (target->flag [FLAG_UNDEAD])
1160 { 1166 {
1161 if (random_roll (0, 2, op, PREFER_LOW)) 1167 if (random_roll (0, 2, op, PREFER_LOW))
1162 { 1168 {
1163 new_draw_info (NDI_UNIQUE, 0, op, "Idiot! Your spell boomerangs!"); 1169 new_draw_info (NDI_UNIQUE, 0, op, "Idiot! Your spell boomerangs!");
1164 effect->x = op->x; 1170 effect->x = op->x;
1186 effect->insert_at (target, op); 1192 effect->insert_at (target, op);
1187 1193
1188 return 1; 1194 return 1;
1189} 1195}
1190 1196
1191
1192/**************************************************************************** 1197/****************************************************************************
1193 * 1198 *
1194 * MAGIC MISSILE code. 1199 * MAGIC MISSILE code.
1195 * 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
1196 * code here is just to move the missile. 1201 * code here is just to move the missile.
1198 1203
1199/* op is a missile that needs to be moved */ 1204/* op is a missile that needs to be moved */
1200void 1205void
1201move_missile (object *op) 1206move_missile (object *op)
1202{ 1207{
1203 int i, mflags;
1204 object *owner;
1205 sint16 new_x, new_y;
1206 maptile *m;
1207
1208 if (op->range-- <= 0) 1208 if (op->range-- <= 0)
1209 { 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 {
1210 op->destroy (); 1219 op->destroy ();
1211 return; 1220 return;
1212 } 1221 }
1213 1222
1214 owner = op->owner; 1223 mapspace &ms = pos.ms ();
1215#if 0
1216 /* It'd make things nastier if this wasn't here - spells cast by
1217 * monster that are then killed would continue to survive
1218 */
1219 if (owner == NULL)
1220 {
1221 op->destroy ();
1222 return;
1223 }
1224#endif
1225 1224
1226 new_x = op->x + DIRX (op); 1225 if (ms.flags () & P_IS_ALIVE || ms.blocks (op))
1227 new_y = op->y + DIRY (op);
1228
1229 mflags = get_map_flags (op->map, &m, new_x, new_y, &new_x, &new_y);
1230
1231 if (!(mflags & P_OUT_OF_MAP) && ((mflags & P_IS_ALIVE) || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y))))
1232 { 1226 {
1233 hit_map (op, op->direction, AT_MAGIC, 1); 1227 hit_map (op, op->direction, AT_MAGIC, 1);
1234 /* Basically, missile only hits one thing then goes away. 1228 /* Basically, missile only hits one thing then goes away.
1235 * 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.
1236 */ 1230 */
1237 if (!op->destroyed ())
1238 op->destroy ();
1239
1240 return;
1241 }
1242
1243 op->remove ();
1244
1245 if (!op->direction || (mflags & P_OUT_OF_MAP))
1246 {
1247 op->destroy (); 1231 op->destroy ();
1248 return; 1232 return;
1249 } 1233 }
1250 1234
1235 if (!op->direction)
1236 {
1237 op->destroy ();
1238 return;
1239 }
1240
1251 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);
1252 if (i > 0 && i != op->direction) 1242 if (i > 0 && i != op->direction)
1253 { 1243 {
1254 op->direction = i; 1244 op->direction = i;
1255 SET_ANIMATION (op, op->direction); 1245 SET_ANIMATION (op, op->direction);
1256 } 1246 }
1257 1247
1258 m->insert (op, new_x, new_y, op); 1248 pos.insert (op, op);
1259} 1249}
1260 1250
1261/**************************************************************************** 1251/****************************************************************************
1262 * Destruction 1252 * Destruction
1263 ****************************************************************************/ 1253 ****************************************************************************/
1264 1254
1265/* make_object_glow() - currently only makes living objects glow. 1255/* make_object_glow() - currently only makes living objects glow.
1266 * 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
1267 * object. if time is 0, the object glows permanently. To truely 1257 * object. if time is 0, the object glows permanently. To truely
1268 * make this work for non-living objects, we would have to 1258 * make this work for non-living objects, we would have to
1269 * give them the capability to have an inventory. b.t. 1259 * give them the capability to have an inventory. b.t.
1270 */ 1260 */
1271 1261static int
1272int
1273make_object_glow (object *op, int radius, int time) 1262make_object_glow (object *op, int radius, int time)
1274{ 1263{
1275 object *tmp;
1276
1277 /* some things are unaffected... */ 1264 /* some things are unaffected... */
1278 if (op->path_denied & PATH_LIGHT) 1265 if (op->path_denied & PATH_LIGHT)
1279 return 0; 1266 return 0;
1280 1267
1281 tmp = get_archetype (FORCE_NAME); 1268 object *tmp = archetype::get (FORCE_NAME);
1282 tmp->speed = 0.01; 1269 tmp->set_speed (0.01);
1283 tmp->stats.food = time; 1270 tmp->stats.food = time;
1284 SET_FLAG (tmp, FLAG_IS_USED_UP); 1271 tmp->set_flag (FLAG_IS_USED_UP);
1285 tmp->glow_radius = radius; 1272 tmp->set_glow_radius (min (MAX_LIGHT_RADIUS, radius));
1286 if (tmp->glow_radius > MAX_LIGHT_RADII)
1287 tmp->glow_radius = MAX_LIGHT_RADII;
1288
1289 tmp->x = op->x;
1290 tmp->y = op->y;
1291 if (tmp->speed < MIN_ACTIVE_SPEED)
1292 tmp->speed = MIN_ACTIVE_SPEED; /* safety */
1293 tmp = insert_ob_in_ob (tmp, op); 1273 tmp = insert_ob_in_ob (tmp, op);
1274
1294 if (tmp->glow_radius > op->glow_radius) 1275 if (tmp->glow_radius > op->glow_radius)
1295 op->glow_radius = tmp->glow_radius; 1276 op->set_glow_radius (tmp->glow_radius);
1296 1277
1297 if (!tmp->env || op != tmp->env)
1298 {
1299 LOG (llevError, "make_object_glow() failed to insert glowing force in %s\n", &op->name);
1300 return 0;
1301 }
1302 return 1; 1278 return 1;
1303} 1279}
1304 1280
1305int 1281int
1306cast_destruction (object *op, object *caster, object *spell_ob) 1282cast_destruction (object *op, object *caster, object *spell_ob)
1307{ 1283{
1308 int i, j, range, mflags, friendly = 0, dam, dur;
1309 sint16 sx, sy;
1310 maptile *m;
1311 object *tmp;
1312 const char *skill;
1313
1314 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob); 1284 int range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
1315 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);
1316 dur = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob); 1286 int dur = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
1317 if (QUERY_FLAG (op, FLAG_FRIENDLY) || op->type == PLAYER)
1318 friendly = 1;
1319 1287
1320 /* destruction doesn't use another spell object, so we need 1288 bool friendly = op->flag [FLAG_FRIENDLY] || op->is_player ();
1321 * update op's skill pointer so that exp is properly awarded.
1322 * We do some shortcuts here - since this is just temporary
1323 * and we'll reset the values back, we don't need to go through
1324 * the full share string/free_string route.
1325 */
1326 skill = op->skill;
1327 if (caster == op)
1328 op->skill = spell_ob->skill;
1329 else if (caster->skill)
1330 op->skill = caster->skill;
1331 else
1332 op->skill = NULL;
1333 1289
1334 op->change_skill (find_skill_by_name (op, op->skill)); 1290 dynbuf buf;
1335 1291 unordered_mapwalk (buf, op, -range, -range, range, range)
1336 for (i = -range; i < range; i++)
1337 { 1292 {
1338 for (j = -range; j < range; j++) 1293 mapspace &ms = m->at (nx, ny);
1339 {
1340 m = op->map;
1341 sx = op->x + i;
1342 sy = op->y + j;
1343 1294
1344 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
1345 if (mflags & P_OUT_OF_MAP)
1346 continue;
1347
1348 if (mflags & P_IS_ALIVE) 1295 if (ms.flags () & P_IS_ALIVE)
1296 for (object *next, *tmp = ms.bot; tmp; tmp = next)
1349 { 1297 {
1350 for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above) 1298 next = tmp->above;
1351 if (QUERY_FLAG (tmp, FLAG_ALIVE) || tmp->type == PLAYER)
1352 break;
1353 1299
1354 if (tmp) 1300 if (tmp->flag [FLAG_ALIVE] || tmp->is_player ())
1355 { 1301 {
1356 if (tmp->head)
1357 tmp = tmp->head; 1302 tmp = tmp->head_ ();
1358 1303
1359 if ((friendly && !QUERY_FLAG (tmp, FLAG_FRIENDLY) && tmp->type != PLAYER) || 1304 if ((friendly && !tmp->flag [FLAG_FRIENDLY] && !tmp->is_player ())
1360 (!friendly && (QUERY_FLAG (tmp, FLAG_FRIENDLY) || tmp->type == PLAYER))) 1305 || (!friendly && (tmp->flag [FLAG_FRIENDLY] || tmp->is_player ())))
1361 { 1306 {
1362 if (spell_ob->subtype == SP_DESTRUCTION) 1307 if (spell_ob->subtype == SP_DESTRUCTION)
1363 { 1308 {
1364 hit_player (tmp, dam, op, spell_ob->attacktype, 0); 1309 hit_player (tmp, dam, op, spell_ob->attacktype, 0);
1310
1365 if (spell_ob->other_arch) 1311 if (spell_ob->other_arch)
1366 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op); 1312 m->insert (spell_ob->other_arch->instance (), nx, ny, op);
1367 } 1313 }
1368 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)
1369 { 1315 {
1370 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch) 1316 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch)
1371 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op); 1317 m->insert (spell_ob->other_arch->instance (), nx, ny, op);
1372 } 1318 }
1373 } 1319 }
1374 } 1320 }
1375 } 1321 }
1376 }
1377 } 1322 }
1378 1323
1379 op->skill = skill;
1380 return 1; 1324 return 1;
1381} 1325}
1382 1326
1383/*************************************************************************** 1327/***************************************************************************
1384 * 1328 *
1385 * CURSE 1329 * CURSE
1386 * 1330 *
1387 ***************************************************************************/ 1331 ***************************************************************************/
1388
1389int 1332int
1390cast_curse (object *op, object *caster, object *spell_ob, int dir) 1333cast_curse (object *op, object *caster, object *spell_ob, int dir)
1391{ 1334{
1392 object *god = find_god (determine_god (op)); 1335 object *god = find_god (determine_god (op));
1393 object *tmp, *force; 1336 object *tmp, *force;
1394 1337
1395 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);
1396 if (!tmp) 1339 if (!tmp)
1397 { 1340 {
1398 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.");
1399 return 0; 1342 return 0;
1400 } 1343 }
1401 1344
1345 tmp = tmp->head_ ();
1346
1402 /* 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. */
1403 for (force = tmp->inv; force != NULL; force = force->below) 1348 for (force = tmp->inv; force; force = force->below)
1404 { 1349 {
1405 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY) 1350 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY)
1406 { 1351 {
1407 if (force->name == spell_ob->name) 1352 if (force->name == spell_ob->name)
1408 { 1353 {
1414 return 0; 1359 return 0;
1415 } 1360 }
1416 } 1361 }
1417 } 1362 }
1418 1363
1419 if (force == NULL) 1364 if (!force)
1420 { 1365 {
1421 force = get_archetype (FORCE_NAME); 1366 force = archetype::get (FORCE_NAME);
1422 force->subtype = FORCE_CHANGE_ABILITY; 1367 force->subtype = FORCE_CHANGE_ABILITY;
1368
1423 if (spell_ob->race) 1369 if (spell_ob->race)
1424 force->name = spell_ob->race; 1370 force->name = spell_ob->race;
1425 else 1371 else
1426 force->name = spell_ob->name; 1372 force->name = spell_ob->name;
1427 1373
1437 { 1383 {
1438 force->duration = duration; 1384 force->duration = duration;
1439 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.");
1440 } 1386 }
1441 else 1387 else
1442 {
1443 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.");
1444 } 1389
1445 return 1; 1390 return 1;
1446 } 1391 }
1392
1447 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;
1448 force->speed = 1.f;
1449 force->speed_left = -1.f; 1394 force->speed_left = -1.f;
1450 SET_FLAG (force, FLAG_APPLIED); 1395 force->set_speed (1.f);
1396 force->set_flag (FLAG_APPLIED);
1451 1397
1452 if (god) 1398 if (god)
1453 { 1399 {
1454 if (spell_ob->last_grace) 1400 if (spell_ob->last_grace)
1455 force->path_repelled = god->path_repelled; 1401 force->path_repelled = god->path_repelled;
1468 force->stats.wc = spell_ob->stats.wc; 1414 force->stats.wc = spell_ob->stats.wc;
1469 1415
1470 change_abil (tmp, force); /* Mostly to display any messages */ 1416 change_abil (tmp, force); /* Mostly to display any messages */
1471 insert_ob_in_ob (force, tmp); 1417 insert_ob_in_ob (force, tmp);
1472 tmp->update_stats (); 1418 tmp->update_stats ();
1419
1473 return 1; 1420 return 1;
1474
1475} 1421}
1476 1422
1477/********************************************************************** 1423/**********************************************************************
1478 * mood change 1424 * mood change
1479 * 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
1485 */ 1431 */
1486int 1432int
1487mood_change (object *op, object *caster, object *spell) 1433mood_change (object *op, object *caster, object *spell)
1488{ 1434{
1489 object *tmp, *god, *head; 1435 object *tmp, *god, *head;
1490 int done_one, range, mflags, level, at, best_at; 1436 int done_one, range, level, at, best_at;
1491 sint16 x, y, nx, ny;
1492 maptile *m;
1493 const char *race; 1437 const char *race;
1494 1438
1495 /* 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
1496 * doing it over and over again. 1440 * doing it over and over again.
1497 */ 1441 */
1498 god = find_god (determine_god (op)); 1442 god = find_god (determine_god (op));
1499 level = caster_level (caster, spell); 1443 level = casting_level (caster, spell);
1500 range = spell->range + SP_level_range_adjust (caster, spell); 1444 range = spell->range + SP_level_range_adjust (caster, spell);
1501 1445
1502 /* 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_...
1503 * 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
1504 * won't ever match anything. 1448 * won't ever match anything.
1505 */ 1449 */
1506 if (!spell->race) 1450 if (!spell->race)
1507 race = NULL; 1451 race = NULL;
1508 else if (god && !strcmp (spell->race, "GOD_SLAYING")) 1452 else if (god && spell->race == shstr_GOD_SLAYING)
1509 race = god->slaying; 1453 race = god->slaying;
1510 else if (god && !strcmp (spell->race, "GOD_FRIEND")) 1454 else if (god && spell->race == shstr_GOD_FRIEND)
1511 race = god->race; 1455 race = god->race;
1512 else 1456 else
1513 race = spell->race; 1457 race = spell->race;
1514 1458
1515 for (x = op->x - range; x <= op->x + range; x++) 1459 dynbuf buf;
1516 for (y = op->y - range; y <= op->y + range; y++) 1460 unordered_mapwalk (buf, op, -range, -range, range, range)
1517 { 1461 {
1518 done_one = 0; 1462 mapspace &ms = m->at (nx, ny);
1519 m = op->map;
1520 nx = x;
1521 ny = y;
1522 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1523 if (mflags & P_OUT_OF_MAP)
1524 continue;
1525 1463
1526 /* 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 */
1527 if (!(mflags & P_IS_ALIVE)) 1465 if (!(ms.flags () & P_IS_ALIVE))
1528 continue; 1466 continue;
1529 1467
1530 // players can only affect spaces that they can actually see 1468 // players can only affect spaces that they can actually see
1469 if (caster
1531 if (caster && caster->contr 1470 && caster->contr
1532 && caster->contr->visibility_at (m, nx, ny) < 70) 1471 && caster->contr->darkness_at (m, nx, ny) == LOS_BLOCKED)
1533 continue; 1472 continue;
1534 1473
1535 for (tmp = GET_MAP_TOP (m, nx, ny); tmp; tmp = tmp->below) 1474 for (tmp = ms.top; tmp; tmp = tmp->below)
1536 if (QUERY_FLAG (tmp, FLAG_MONSTER)) 1475 if (tmp->flag [FLAG_MONSTER])
1537 break; 1476 break;
1538 1477
1539 /* There can be living objects that are not monsters */ 1478 /* There can be living objects that are not monsters */
1540 if (!tmp || tmp->type == PLAYER) 1479 if (!tmp)
1541 continue; 1480 continue;
1542 1481
1543 /* Only the head has meaningful data, so resolve to that */ 1482 /* Only the head has meaningful data, so resolve to that */
1544 if (tmp->head)
1545 head = tmp->head; 1483 head = tmp->head_ ();
1546 else
1547 head = tmp;
1548 1484
1549 /* 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 */
1550 if (race && head->race && !strstr (race, head->race)) 1486 if (race && head->race && !strstr (race, head->race))
1551 continue; 1487 continue;
1552 1488
1553 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD)) 1489 if (head->flag [FLAG_UNDEAD] && !spell->flag [FLAG_UNDEAD])
1554 continue; 1490 continue;
1555 1491
1556 /* Now do a bunch of stuff related to saving throws */ 1492 /* Now do a bunch of stuff related to saving throws */
1557 best_at = -1; 1493 best_at = -1;
1558 if (spell->attacktype) 1494 if (spell->attacktype)
1559 { 1495 {
1560 for (at = 0; at < NROFATTACKS; at++) 1496 for (at = 0; at < NROFATTACKS; at++)
1561 if (spell->attacktype & (1 << at)) 1497 if (spell->attacktype & (1 << at))
1562 if (best_at == -1 || head->resist[at] > head->resist[best_at]) 1498 if (best_at == -1 || head->resist[at] > head->resist[best_at])
1563 best_at = at; 1499 best_at = at;
1564 1500
1565 if (best_at == -1) 1501 if (best_at == -1)
1566 at = 0; 1502 at = 0;
1567 else 1503 else
1568 { 1504 {
1569 if (head->resist[best_at] == 100) 1505 if (head->resist[best_at] == 100)
1570 continue; 1506 continue;
1571 else 1507 else
1572 at = head->resist[best_at] / 5; 1508 at = head->resist[best_at] / 5;
1573 } 1509 }
1510
1574 at -= level / 5; 1511 at -= level / 5;
1575 if (did_make_save (head, head->level, at)) 1512 if (did_make_save (head, head->level, at))
1576 continue; 1513 continue;
1577 } 1514 }
1578 else /* spell->attacktype */ 1515 else /* spell->attacktype */
1579 { 1516 {
1580 /* 1517 /*
1581 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:
1582 * if spell level < monster level, no go 1519 * if spell level < monster level, no go
1583 * 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 ) )
1584 1521
1585 The chance will then be in the range [20-70] percent, not too bad. 1522 The chance will then be in the range [20-70] percent, not too bad.
1586 1523
1587 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
1588 charm a level 125 monster... 1525 charm a level 125 monster...
1589 1526
1590 Ryo, august 14th 1527 Ryo, august 14th
1591 */ 1528 */
1592 if (head->level > level) 1529 if (head->level > level)
1593 continue; 1530 continue;
1594 1531
1595 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))))
1596 /* Failed, no effect */ 1533 /* Failed, no effect */
1597 continue; 1534 continue;
1598 } 1535 }
1599 1536
1600 /* Done with saving throw. Now start affecting the monster */ 1537 /* Done with saving throw. Now start affecting the monster */
1538 done_one = 0;
1601 1539
1602 /* aggravation */ 1540 /* aggravation */
1603 if (QUERY_FLAG (spell, FLAG_MONSTER)) 1541 if (spell->flag [FLAG_MONSTER])
1604 { 1542 {
1605 CLEAR_FLAG (head, FLAG_SLEEP); 1543 head->clr_flag (FLAG_SLEEP);
1606 remove_friendly_object (head); 1544 remove_friendly_object (head);
1607 done_one = 1; 1545 done_one = 1;
1608 head->enemy = op; 1546 head->enemy = op;
1609 } 1547 }
1610 1548
1611 /* calm monsters */ 1549 /* calm monsters */
1612 if (QUERY_FLAG (spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (head, FLAG_UNAGGRESSIVE)) 1550 if (spell->flag [FLAG_UNAGGRESSIVE] && !head->flag [FLAG_UNAGGRESSIVE])
1613 { 1551 {
1614 SET_FLAG (head, FLAG_UNAGGRESSIVE); 1552 head->set_flag (FLAG_UNAGGRESSIVE);
1615 head->enemy = NULL; 1553 head->enemy = NULL;
1616 done_one = 1; 1554 done_one = 1;
1617 } 1555 }
1618 1556
1619 /* berserk monsters */ 1557 /* berserk monsters */
1620 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK)) 1558 if (spell->flag [FLAG_BERSERK] && !head->flag [FLAG_BERSERK])
1621 { 1559 {
1622 SET_FLAG (head, FLAG_BERSERK); 1560 head->set_flag (FLAG_BERSERK);
1623 done_one = 1; 1561 done_one = 1;
1624 } 1562 }
1625 1563
1626 /* charm */ 1564 /* charm */
1627 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY)) 1565 if (spell->flag [FLAG_NO_ATTACK] && !head->flag [FLAG_FRIENDLY])
1628 { 1566 {
1567 INVOKE_OBJECT (KILL, head, ARG_OBJECT (caster));
1568
1629 /* Prevent uncontolled outbreaks of self replicating monsters. 1569 /* Prevent uncontrolled outbreaks of self replicating monsters.
1630 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.
1631 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. */
1632 CLEAR_FLAG (head, FLAG_GENERATOR); 1572 head->clr_flag (FLAG_GENERATOR);
1633 head->set_owner (op); 1573 head->set_owner (op);
1634 set_spell_skill (op, caster, spell, head); 1574 set_spell_skill (op, caster, spell, head);
1635 add_friendly_object (head); 1575 add_friendly_object (head);
1636 head->attack_movement = PETMOVE; 1576 head->attack_movement = PETMOVE;
1637 done_one = 1; 1577 done_one = 1;
1638 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);
1639 head->stats.exp = 0; 1579 head->stats.exp = 0;
1640 } 1580 }
1641 1581
1642 /* If a monster was effected, put an effect in */ 1582 /* If a monster was effected, put an effect in */
1643 if (done_one && spell->other_arch) 1583 if (done_one && spell->other_arch)
1644 m->insert (arch_to_object (spell->other_arch), nx, ny, op); 1584 m->insert (spell->other_arch->instance (), nx, ny, op);
1645 } /* for y */ 1585 }
1646 1586
1647 return 1; 1587 return 1;
1648} 1588}
1649
1650 1589
1651/* 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
1652 * 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
1653 * lightning spell used it, that seemed misnamed. 1592 * lightning spell used it, that seemed misnamed.
1654 * op is the spell effect. 1593 * op is the spell effect.
1655 * note that duration is handled by process_object() in time.c 1594 * note that duration is handled by process_object() in time.c
1656 */ 1595 */
1657
1658void 1596void
1659move_ball_spell (object *op) 1597move_ball_spell (object *op)
1660{ 1598{
1661 int i, j, dam_save, dir, mflags; 1599 int i, j, dam_save, dir, mflags;
1662 sint16 nx, ny, hx, hy; 1600 sint16 nx, ny, hx, hy;
1681 for (i = 1; i < 9; i++) 1619 for (i = 1; i < 9; i++)
1682 { 1620 {
1683 /* i bit 0: alters sign of offset 1621 /* i bit 0: alters sign of offset
1684 * other bits (i / 2): absolute value of offset 1622 * other bits (i / 2): absolute value of offset
1685 */ 1623 */
1686
1687 int offset = ((i ^ j) & 1) ? (i / 2) : -(i / 2); 1624 int offset = ((i ^ j) & 1) ? (i / 2) : -(i / 2);
1688 int tmpdir = absdir (op->direction + offset); 1625 int tmpdir = absdir (op->direction + offset);
1689 1626
1690 nx = op->x + freearr_x[tmpdir]; 1627 nx = op->x + DIRX (tmpdir);
1691 ny = op->y + freearr_y[tmpdir]; 1628 ny = op->y + DIRY (tmpdir);
1692 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))))
1693 { 1630 {
1694 dir = tmpdir; 1631 dir = tmpdir;
1695 break; 1632 break;
1696 } 1633 }
1697 } 1634 }
1635
1698 if (dir == 0) 1636 if (dir == 0)
1699 { 1637 {
1700 nx = op->x; 1638 nx = op->x;
1701 ny = op->y; 1639 ny = op->y;
1702 m = op->map; 1640 m = op->map;
1703 } 1641 }
1704 1642
1705 m->insert (op, nx, ny, op); 1643 m->insert (op, nx, ny, op);
1706 1644
1707 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
1708 surrounding squares */ 1646 surrounding squares */
1709 1647
1710 /* loop over current square and neighbors to hit. 1648 /* loop over current square and neighbors to hit.
1711 * if this has an other_arch field, we insert that in 1649 * if this has an other_arch field, we insert that in
1712 * the surround spaces. 1650 * the surround spaces.
1713 */ 1651 */
1714 for (j = 0; j < 9; j++) 1652 for (j = 0; j < 9; j++)
1715 { 1653 {
1716 hx = nx + freearr_x[j]; 1654 hx = nx + DIRX (j);
1717 hy = ny + freearr_y[j]; 1655 hy = ny + DIRY (j);
1718 1656
1719 m = op->map; 1657 m = op->map;
1720 mflags = get_map_flags (m, &m, hx, hy, &hx, &hy); 1658 mflags = get_map_flags (m, &m, hx, hy, &hx, &hy);
1721 1659
1722 if (mflags & P_OUT_OF_MAP) 1660 if (mflags & P_OUT_OF_MAP)
1728 1666
1729 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)))
1730 { 1668 {
1731 if (j) 1669 if (j)
1732 op->stats.dam = dam_save / 2; 1670 op->stats.dam = dam_save / 2;
1671
1733 hit_map (op, j, op->attacktype, 1); 1672 hit_map (op, j, op->attacktype, 1);
1734
1735 } 1673 }
1736 1674
1737 /* insert the other arch */ 1675 /* insert the other arch */
1738 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))))
1739 m->insert (arch_to_object (op->other_arch), hx, hy, op); 1677 m->insert (op->other_arch->instance (), hx, hy, op);
1740 } 1678 }
1741 1679
1742 /* restore to the center location and damage */ 1680 /* restore to the center location and damage */
1743 op->stats.dam = dam_save; 1681 op->stats.dam = dam_save;
1744 1682
1745 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);
1746 1684
1747 if (i >= 0) 1685 if (i >= 0)
1748 { /* we have a preferred direction! */ 1686 { /* we have a preferred direction! */
1749 /* pick another direction if the preferred dir is blocked. */ 1687 /* pick another direction if the preferred dir is blocked. */
1750 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 ||
1751 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)))
1752 i = absdir (i + rndm (0, 2) - 1); /* -1, 0, +1 */ 1690 i = absdir (i + rndm (0, 2) - 1); /* -1, 0, +1 */
1753 1691
1754 op->direction = i; 1692 op->direction = i;
1755 } 1693 }
1756} 1694}
1757 1695
1758
1759/* move_swarm_spell: peterm 1696/* move_swarm_spell: peterm
1760 * 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
1761 * 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
1762 * 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
1763 * 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
1764 * 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.
1765 */ 1702 */
1766
1767void 1703void
1768move_swarm_spell (object *op) 1704move_swarm_spell (object *op)
1769{ 1705{
1770#if 0 1706#if 0
1771 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 };
1772 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 };
1773 sint16 target_x, target_y, origin_x, origin_y; 1709 sint16 target_x, target_y, origin_x, origin_y;
1774 int adjustdir; 1710 int adjustdir;
1775 maptile *m; 1711 maptile *m;
1776#endif 1712#endif
1777 int basedir;
1778 object *owner; 1713 object *owner = op->env;
1779 1714
1780 owner = op->owner; 1715 if (!owner) // MUST not happen, remove when true TODO
1781 if (op->duration == 0 || owner == NULL)
1782 { 1716 {
1717 LOG (llevError, "swarm spell found outside inventory: %s\n", op->debug_desc ());
1783 op->destroy (); 1718 op->destroy ();
1784 return; 1719 return;
1785 } 1720 }
1786 1721
1722 if (!op->duration || !owner->is_on_map ())
1723 {
1724 op->drop_and_destroy ();
1725 return;
1726 }
1727
1787 op->duration--; 1728 op->duration--;
1788 1729
1789 basedir = op->direction; 1730 int basedir = op->direction;
1790 if (basedir == 0) 1731 if (!basedir)
1791 { 1732 {
1792 /* spray in all directions! 8) */ 1733 /* spray in all directions! 8) */
1793 basedir = rndm (1, 8); 1734 op->facing = (op->facing + op->state) & 7;
1735 basedir = op->facing + 1;
1794 } 1736 }
1795 1737
1796#if 0 1738#if 0
1797 // this is bogus: it causes wrong places to be checked below 1739 // this is bogus: it causes wrong places to be checked below
1798 // (a wall 2 cells away will block the effect...) and 1740 // (a wall 2 cells away will block the effect...) and
1800 // space. 1742 // space.
1801 // should be fixed later, but correctness before features... 1743 // should be fixed later, but correctness before features...
1802 // (schmorp) 1744 // (schmorp)
1803 1745
1804 /* new offset calculation to make swarm element distribution 1746 /* new offset calculation to make swarm element distribution
1805 * more uniform 1747 * more uniform
1806 */ 1748 */
1807 if (op->duration) 1749 if (op->duration)
1808 { 1750 {
1809 if (basedir & 1) 1751 if (basedir & 1)
1810 { 1752 {
1818 else 1760 else
1819 { 1761 {
1820 adjustdir = 0; /* fire the last one from forward. */ 1762 adjustdir = 0; /* fire the last one from forward. */
1821 } 1763 }
1822 1764
1823 target_x = op->x + freearr_x[absdir (basedir + adjustdir)]; 1765 target_x = op->x + DIRX (absdir (basedir + adjustdir));
1824 target_y = op->y + freearr_y[absdir (basedir + adjustdir)]; 1766 target_y = op->y + DIRY (absdir (basedir + adjustdir));
1825 1767
1826 /* 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
1827 * necessitates extra out_of_map check below 1769 * necessitates extra out_of_map check below
1828 */ 1770 */
1829 origin_x = target_x - freearr_x[basedir]; 1771 origin_x = target_x - DIRX (basedir);
1830 origin_y = target_y - freearr_y[basedir]; 1772 origin_y = target_y - DIRY (basedir);
1831 1773
1832 1774
1833 /* 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
1834 * should just be a pointer to the spell in some inventory, 1776 * should just be a pointer to the spell in some inventory,
1835 * 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,
1859 { 1801 {
1860 /* 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 */
1861 if (op->spell->subtype == SP_BULLET) 1803 if (op->spell->subtype == SP_BULLET)
1862 fire_bullet (owner, op, basedir, op->spell); 1804 fire_bullet (owner, op, basedir, op->spell);
1863 else if (op->spell->subtype == SP_MAGIC_MISSILE) 1805 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1864 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);
1865 } 1807 }
1866} 1808}
1867
1868
1869
1870 1809
1871/* fire_swarm: 1810/* fire_swarm:
1872 * The following routine creates a swarm of objects. It actually 1811 * The following routine creates a swarm of objects. It actually
1873 * sets up a specific swarm object, which then fires off all 1812 * sets up a specific swarm object, which then fires off all
1874 * the parts of the swarm. 1813 * the parts of the swarm.
1875 * 1814 *
1876 * op: the owner 1815 * op: the owner
1877 * caster: the caster (owner, wand, rod, scroll) 1816 * caster: the caster (owner, wand, rod, scroll)
1878 * dir: the direction everything will be fired in 1817 * dir: the direction everything will be fired in
1879 * spell - the spell that is this spell. 1818 * spell - the spell that is this spell.
1880 * n: the number to be fired. 1819 * n: the number to be fired.
1881 */ 1820 */
1882
1883int 1821int
1884fire_swarm (object *op, object *caster, object *spell, int dir) 1822fire_swarm (object *op, object *caster, object *spell, int dir)
1885{ 1823{
1886 object *tmp;
1887 int i;
1888
1889 if (!spell->other_arch) 1824 if (!spell->other_arch)
1890 return 0; 1825 return 0;
1891 1826
1892 tmp = get_archetype (SWARM_SPELL); 1827 object *tmp = archetype::get (SWARM_SPELL);
1893 tmp->set_owner (op); /* needed so that if swarm elements kill, caster gets xp. */ 1828
1894 set_spell_skill (op, caster, spell, tmp); 1829 set_spell_skill (op, caster, spell, tmp);
1895
1896 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. */
1897 tmp->spell = arch_to_object (spell->other_arch); 1831 tmp->spell = spell->other_arch->instance ();
1898
1899 tmp->attacktype = tmp->spell->attacktype; 1832 tmp->attacktype = tmp->spell->attacktype;
1900 1833
1901 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) 1834 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
1902 if (!tailor_god_spell (tmp, op)) 1835 if (!tailor_god_spell (tmp, op))
1903 return 1; 1836 return 1;
1904 1837
1905 tmp->duration = SP_level_duration_adjust (caster, spell); 1838 tmp->duration = SP_level_duration_adjust (caster, spell);
1906 for (i = 0; i < spell->duration; i++) 1839 for (int i = 0; i < spell->duration; i++)
1907 tmp->duration += die_roll (1, 3, op, PREFER_HIGH); 1840 tmp->duration += die_roll (1, 3, op, PREFER_HIGH);
1908 1841
1842 tmp->invisible = 1;
1843 tmp->flag [FLAG_NO_DROP] = 1; // make sure it stays in inv, or else
1909 tmp->direction = dir; 1844 tmp->direction = dir;
1910 tmp->invisible = 1; 1845 tmp->facing = rndm (1, 8); // initial firing direction
1846 tmp->state = rndm (4) * 2 + 1; // direction increment
1911 1847
1912 tmp->insert_at (op, op); 1848 op->insert (tmp);
1849
1913 return 1; 1850 return 1;
1914} 1851}
1915
1916 1852
1917/* See the spells documentation file for why this is its own 1853/* See the spells documentation file for why this is its own
1918 * function. 1854 * function.
1919 */ 1855 */
1920int 1856int
1925 int dam, mflags; 1861 int dam, mflags;
1926 maptile *m; 1862 maptile *m;
1927 1863
1928 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1864 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1929 1865
1930 if (!dir) 1866 if (dir)
1931 {
1932 new_draw_info (NDI_UNIQUE, 0, op, "In what direction?");
1933 return 0;
1934 } 1867 {
1935 1868 x = op->x + DIRX (dir);
1936 x = op->x + freearr_x[dir]; 1869 y = op->y + DIRY (dir);
1937 y = op->y + freearr_y[dir];
1938 m = op->map; 1870 m = op->map;
1939 1871
1940 mflags = get_map_flags (m, &m, x, y, &x, &y); 1872 mflags = get_map_flags (m, &m, x, y, &x, &y);
1941 1873
1942 if (mflags & P_OUT_OF_MAP) 1874 if (mflags & P_OUT_OF_MAP)
1943 { 1875 {
1944 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is there."); 1876 op->failmsg ("Nothing is there.");
1945 return 0; 1877 return 0;
1946 } 1878 }
1947 1879
1948 if (mflags & P_IS_ALIVE && spell->attacktype) 1880 if (mflags & P_IS_ALIVE && spell->attacktype)
1949 { 1881 {
1950 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)
1951 if (QUERY_FLAG (target, FLAG_MONSTER)) 1883 if (target->flag [FLAG_MONSTER])
1952 { 1884 {
1953 /* oky doky. got a target monster. Lets make a blinding attack */ 1885 /* oky doky. got a target monster. Lets make a blinding attack */
1954 if (target->head) 1886 if (target->head)
1955 target = target->head; 1887 target = target->head;
1888
1956 (void) hit_player (target, dam, op, spell->attacktype, 1); 1889 hit_player (target, dam, op, spell->attacktype, 1);
1957 return 1; /* one success only! */ 1890 return 1; /* one success only! */
1891 }
1958 } 1892 }
1959 }
1960 1893
1961 /* no live target, perhaps a wall is in the way? */ 1894 /* no live target, perhaps a wall is in the way? */
1962 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)))
1963 { 1896 {
1964 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 1897 op->failmsg ("Something is in the way.");
1965 return 0; 1898 return 0;
1899 }
1966 } 1900 }
1967 1901
1968 /* 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 */
1969 tmp = arch_to_object (spell->other_arch); 1903 tmp = spell->other_arch->instance ();
1970 if (!tmp) 1904 if (!tmp)
1971 { 1905 {
1972 LOG (llevError, "Error: spell arch for cast_light() missing.\n"); 1906 LOG (llevError, "Error: spell arch for cast_light() missing.\n");
1973 return 0; 1907 return 0;
1974 } 1908 }
1909
1975 tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell); 1910 tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell);
1911
1976 if (tmp->glow_radius) 1912 if (tmp->glow_radius)
1977 { 1913 tmp->set_glow_radius (
1978 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)
1979 if (tmp->glow_radius > MAX_LIGHT_RADII) 1915 );
1980 tmp->glow_radius = MAX_LIGHT_RADII;
1981 }
1982 1916
1917 if (dir)
1983 m->insert (tmp, x, y, op); 1918 m->insert (tmp, x, y, op);
1919 else
1920 caster->outer_env_or_self ()->insert (tmp);
1921
1984 return 1; 1922 return 1;
1985} 1923}
1986 1924
1987
1988
1989
1990/* cast_cause_disease: this spell looks along <dir> from the 1925/* cast_cause_disease: this spell looks along <dir> from the
1991 * player and infects someone. 1926 * player and infects someone.
1992 * 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
1993 * 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
1994 * perhaps this should actually be in disease.c? 1929 * perhaps this should actually be in disease.c?
1995 */ 1930 */
1996
1997int 1931int
1998cast_cause_disease (object *op, object *caster, object *spell, int dir) 1932cast_cause_disease (object *op, object *caster, object *spell, int dir)
1999{ 1933{
2000 sint16 x, y; 1934 sint16 x, y;
2001 int i, mflags, range, dam_mod, dur_mod; 1935 int i, mflags, range, dam_mod, dur_mod;
2003 maptile *m; 1937 maptile *m;
2004 1938
2005 x = op->x; 1939 x = op->x;
2006 y = op->y; 1940 y = op->y;
2007 1941
2008 /* 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
2009 * direction the player is pointing. 1943 * direction the player is pointing.
2010 */ 1944 */
2011 if (!dir) 1945 if (!dir)
2012 dir = op->facing; 1946 dir = op->facing;
1947
2013 if (!dir) 1948 if (!dir)
2014 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 */
2015 1950
2016 /* Calculate these once here */ 1951 /* Calculate these once here */
2017 range = spell->range + SP_level_range_adjust (caster, spell); 1952 range = spell->range + SP_level_range_adjust (caster, spell);
2019 dur_mod = SP_level_duration_adjust (caster, spell); 1954 dur_mod = SP_level_duration_adjust (caster, spell);
2020 1955
2021 /* search in a line for a victim */ 1956 /* search in a line for a victim */
2022 for (i = 1; i < range; i++) 1957 for (i = 1; i < range; i++)
2023 { 1958 {
2024 x = op->x + i * freearr_x[dir]; 1959 x = op->x + i * DIRX (dir);
2025 y = op->y + i * freearr_y[dir]; 1960 y = op->y + i * DIRY (dir);
2026 m = op->map; 1961 m = op->map;
2027 1962
2028 mflags = get_map_flags (m, &m, x, y, &x, &y); 1963 mflags = get_map_flags (m, &m, x, y, &x, &y);
2029 1964
2030 if (mflags & P_OUT_OF_MAP) 1965 if (mflags & P_OUT_OF_MAP)
2037 /* 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 */
2038 if (mflags & P_IS_ALIVE) 1973 if (mflags & P_IS_ALIVE)
2039 { 1974 {
2040 /* search this square for a victim */ 1975 /* search this square for a victim */
2041 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)
2042 if (QUERY_FLAG (walk, FLAG_MONSTER) || (walk->type == PLAYER)) 1977 if (walk->flag [FLAG_MONSTER] || (walk->type == PLAYER))
2043 { /* found a victim */ 1978 { /* found a victim */
2044 object *disease = arch_to_object (spell->other_arch); 1979 object *disease = spell->other_arch->instance ();
2045 1980
2046 disease->set_owner (op); 1981 disease->set_owner (op);
2047 set_spell_skill (op, caster, spell, disease); 1982 set_spell_skill (op, caster, spell, disease);
2048 disease->stats.exp = 0; 1983 disease->stats.exp = 0;
2049 disease->level = caster_level (caster, spell); 1984 disease->level = casting_level (caster, spell);
2050 1985
2051 /* do level adjustments */ 1986 /* do level adjustments */
2052 if (disease->stats.wc) 1987 if (disease->stats.wc ) disease->stats.wc += dur_mod / 2;
2053 disease->stats.wc += dur_mod / 2; 1988 if (disease->magic > 0) disease->magic += dur_mod / 8;
2054 1989 if (disease->stats.maxhp > 0) disease->stats.maxhp += dur_mod;
2055 if (disease->magic > 0) 1990 if (disease->stats.maxgrace > 0) disease->stats.maxgrace += dur_mod;
2056 disease->magic += dur_mod / 4;
2057
2058 if (disease->stats.maxhp > 0)
2059 disease->stats.maxhp += dur_mod;
2060
2061 if (disease->stats.maxgrace > 0)
2062 disease->stats.maxgrace += dur_mod;
2063
2064 if (disease->stats.dam)
2065 {
2066 if (disease->stats.dam > 0)
2067 disease->stats.dam += dam_mod;
2068 else
2069 disease->stats.dam -= dam_mod;
2070 }
2071 1991
2072 if (disease->last_sp) 1992 if (disease->last_sp)
2073 { 1993 {
2074 disease->last_sp -= 2 * dam_mod; 1994 disease->last_sp -= 2 * dam_mod;
1995
2075 if (disease->last_sp < 1) 1996 if (disease->last_sp < 1)
2076 disease->last_sp = 1; 1997 disease->last_sp = 1;
2077 } 1998 }
2078 1999
2079 if (disease->stats.maxsp) 2000 if (disease->stats.dam ) disease->stats.dam += copysignl (disease->stats.dam , dam_mod);
2080 { 2001 if (disease->stats.maxsp) disease->stats.maxsp += copysignl (disease->stats.maxsp, dam_mod);
2081 if (disease->stats.maxsp > 0) 2002 if (disease->stats.ac ) disease->stats.ac += dam_mod;
2082 disease->stats.maxsp += dam_mod; 2003 if (disease->last_eat ) disease->last_eat -= dam_mod;
2083 else 2004 if (disease->stats.hp ) disease->stats.hp -= dam_mod;
2084 disease->stats.maxsp -= dam_mod; 2005 if (disease->stats.sp ) disease->stats.sp -= dam_mod;
2085 }
2086
2087 if (disease->stats.ac)
2088 disease->stats.ac += dam_mod;
2089
2090 if (disease->last_eat)
2091 disease->last_eat -= dam_mod;
2092
2093 if (disease->stats.hp)
2094 disease->stats.hp -= dam_mod;
2095
2096 if (disease->stats.sp)
2097 disease->stats.sp -= dam_mod;
2098 2006
2099 if (infect_object (walk, disease, 1)) 2007 if (infect_object (walk, disease, 1))
2100 { 2008 {
2101 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));
2102 2010
2103 disease->destroy (); /* don't need this one anymore */ 2011 disease->destroy (); /* don't need this one anymore */
2104 walk->map->insert (get_archetype (ARCH_DETECT_MAGIC), x, y, op); 2012 walk->map->insert (archetype::get (shstr_detect_magic), x, y, op);
2105 return 1; 2013 return 1;
2106 } 2014 }
2107 2015
2108 disease->destroy (); 2016 disease->destroy ();
2109 } 2017 }

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines