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Comparing deliantra/server/server/spell_attack.C (file contents):
Revision 1.66 by root, Mon Sep 29 10:31:32 2008 UTC vs.
Revision 1.117 by root, Sat Nov 17 23:40:04 2018 UTC

1/* 1/*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2017,2018 Marc Alexander Lehmann / the Deliantra team
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 5 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002-2003,2007 Mark Wedel & Crossfire Development Team 6 * Copyright (©) 2002-2003 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 7 * Copyright (©) 1992 Frank Tore Johansen
7 * 8 *
8 * Deliantra is free software: you can redistribute it and/or modify 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 3 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 *
18 * You should have received a copy of the GNU General Public License 19 * You should have received a copy of the Affero GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 20 * and the GNU General Public License along with this program. If not, see
21 * <http://www.gnu.org/licenses/>.
20 * 22 *
21 * The authors can be reached via e-mail to <support@deliantra.net> 23 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 24 */
23 25
24/* This file contains all the spell attack code. Grouping this code 26/* This file contains all the spell attack code. Grouping this code
25 * together should hopefully make it easier to find the relevent bits 27 * together should hopefully make it easier to find the relevent bits
36/* 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
37 * 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)
38 * but moved here so it could be applied to bolts too 40 * but moved here so it could be applied to bolts too
39 * op is the spell object. 41 * op is the spell object.
40 */ 42 */
41void 43static void
42check_spell_knockback (object *op) 44check_spell_knockback (object *op)
43{ 45{
44 int weight_move; 46 int weight_move;
45 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 */
46 48
58 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above) 60 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
59 { 61 {
60 int num_sections = 1; 62 int num_sections = 1;
61 63
62 /* don't move DM */ 64 /* don't move DM */
63 if (QUERY_FLAG (tmp, FLAG_WIZ)) 65 if (tmp->flag [FLAG_WIZ])
64 return; 66 return;
65 67
66 /* don't move parts of objects */ 68 /* don't move parts of objects */
67 if (tmp->head) 69 if (tmp->head)
68 continue; 70 continue;
69 71
70 /* don't move floors or immobile objects */ 72 /* don't move floors or immobile objects */
71 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]))
72 continue; 74 continue;
73 75
74 /* count the object's sections */ 76 /* count the object's sections */
75 for (object *tmp2 = tmp; tmp2; tmp2 = tmp2->more) 77 for (object *tmp2 = tmp; tmp2; tmp2 = tmp2->more)
76 num_sections++; 78 num_sections++;
85 if (tmp->move_type & MOVE_FLYING) 87 if (tmp->move_type & MOVE_FLYING)
86 frictionmod = 1; /* flying objects loose the friction modifier */ 88 frictionmod = 1; /* flying objects loose the friction modifier */
87 89
88 if (rndm (0, weight_move - 1) > ((tmp->weight / num_sections) * frictionmod)) 90 if (rndm (0, weight_move - 1) > ((tmp->weight / num_sections) * frictionmod))
89 { /* move it. */ 91 { /* move it. */
90 /* move_object is really for monsters, but looking at 92 /* move_object is really for monsters, but looking at
91 * the move_object function, it appears that it should 93 * the move_object function, it appears that it should
92 * also be safe for objects. 94 * also be safe for objects.
93 * This does return if successful or not, but 95 * This does return if successful or not, but
94 * I don't see us doing anything useful with that information 96 * I don't see us doing anything useful with that information
95 * right now. 97 * right now.
96 */ 98 */
97 move_object (tmp, absdir (op->stats.sp)); 99 tmp->move (absdir (op->stats.sp));
98 } 100 }
99 101
100 } 102 }
101} 103}
102 104
107 ***************************************************************************/ 109 ***************************************************************************/
108 110
109/* Causes op to fork. op is the original bolt, tmp 111/* Causes op to fork. op is the original bolt, tmp
110 * is the first piece of the fork. 112 * is the first piece of the fork.
111 */ 113 */
112void 114static void
113forklightning (object *op, object *tmp) 115forklightning (object *op, object *tmp)
114{ 116{
115 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 */
116 int t_dir; /* stores temporary dir calculation */ 118 int t_dir; /* stores temporary dir calculation */
117 maptile *m; 119 maptile *m;
128 new_dir = -1; 130 new_dir = -1;
129 131
130 /* check the new dir for a wall and in the map */ 132 /* check the new dir for a wall and in the map */
131 t_dir = absdir (tmp->direction + new_dir); 133 t_dir = absdir (tmp->direction + new_dir);
132 134
133 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)
134 return; 136 return;
135 137
136 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)))
137 return; 139 return;
138 140
178 180
179 if (--op->range < 0) 181 if (--op->range < 0)
180 op->range = 0; 182 op->range = 0;
181 else 183 else
182 { 184 {
183 x = op->x + DIRX (op); 185 x = op->x + DIRX (op->direction);
184 y = op->y + DIRY (op); 186 y = op->y + DIRY (op->direction);
185 m = op->map; 187 m = op->map;
186 mflags = get_map_flags (m, &m, x, y, &x, &y); 188 mflags = get_map_flags (m, &m, x, y, &x, &y);
187 189
188 if (mflags & P_OUT_OF_MAP) 190 if (mflags & P_OUT_OF_MAP)
189 return; 191 return;
193 * 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
194 * will be useful. 196 * will be useful.
195 */ 197 */
196 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)))
197 { 199 {
198 if (!QUERY_FLAG (op, FLAG_REFLECTING)) 200 if (!op->flag [FLAG_REFLECTING])
199 return; 201 return;
200 202
201 /* Since walls don't run diagonal, if the bolt is in 203 /* Since walls don't run diagonal, if the bolt is in
202 * one of 4 main directions, it just reflects back in the 204 * one of 4 main directions, it just reflects back in the
203 * opposite direction. However, if the bolt is travelling 205 * opposite direction. However, if the bolt is travelling
216 /* 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
217 * over a corner in a tiled map, it is possible that 219 * over a corner in a tiled map, it is possible that
218 * op->direction is within an adjacent map but either 220 * op->direction is within an adjacent map but either
219 * op->direction-1 or op->direction+1 does not exist. 221 * op->direction-1 or op->direction+1 does not exist.
220 */ 222 */
221 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)),
222 op->y + freearr_y[absdir (op->direction - 1)], &x, &y); 224 op->y + DIRY (absdir (op->direction - 1)), &x, &y);
223 225
224 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));
225 227
226 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)),
227 op->y + freearr_y[absdir (op->direction + 1)], &x, &y); 229 op->y + DIRY (absdir (op->direction + 1)), &x, &y);
228 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));
229 231
230 if (left == right) 232 if (left == right)
231 op->direction = absdir (op->direction + 4); 233 op->direction = absdir (op->direction + 4);
232 else if (left) 234 else if (left)
246 tmp->speed_left = -0.1f; 248 tmp->speed_left = -0.1f;
247 /* 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 */
248 tmp->duration++; 250 tmp->duration++;
249 251
250 /* New forking code. Possibly create forks of this object 252 /* New forking code. Possibly create forks of this object
251 * going off in other directions. 253 * going off in other directions.
252 */ 254 */
253 if (tmp->stats.Dex && rndm (0, 99) < tmp->stats.Dex) 255 if (tmp->stats.Dex && rndm (0, 99) < tmp->stats.Dex)
254 forklightning (op, tmp); /* stats.Dex % of forking */ 256 forklightning (op, tmp); /* stats.Dex % of forking */
255 257
256 /* 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
276 int mflags; 278 int mflags;
277 279
278 if (!spob->other_arch) 280 if (!spob->other_arch)
279 return 0; 281 return 0;
280 282
281 tmp = arch_to_object (spob->other_arch); 283 tmp = spob->other_arch->instance ();
282 if (tmp == NULL) 284 if (tmp == NULL)
283 return 0; 285 return 0;
284 286
285 /* peterm: level dependency for bolts */ 287 /* peterm: level dependency for bolts */
286 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->duration = spob->duration + SP_level_duration_adjust (caster, spob); 295 tmp->duration = spob->duration + SP_level_duration_adjust (caster, spob);
294 tmp->stats.Dex = spob->stats.Dex; 296 tmp->stats.Dex = spob->stats.Dex;
295 tmp->stats.Con = spob->stats.Con; 297 tmp->stats.Con = spob->stats.Con;
296 298
297 tmp->direction = dir; 299 tmp->direction = dir;
298 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) 300 if (tmp->flag [FLAG_IS_TURNABLE])
299 SET_ANIMATION (tmp, dir); 301 SET_ANIMATION (tmp, dir);
300 302
301 tmp->set_owner (op); 303 tmp->set_owner (op);
302 set_spell_skill (op, caster, spob, tmp); 304 set_spell_skill (op, caster, spob, tmp);
303 305
304 tmp->x = op->x + DIRX (tmp); 306 tmp->x = op->x + DIRX (tmp->direction);
305 tmp->y = op->y + DIRY (tmp); 307 tmp->y = op->y + DIRY (tmp->direction);
306 tmp->map = op->map; 308 tmp->map = op->map;
307 309
308 maptile *newmap; 310 maptile *newmap;
309 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);
310 if (mflags & P_OUT_OF_MAP) 312 if (mflags & P_OUT_OF_MAP)
315 317
316 tmp->map = newmap; 318 tmp->map = newmap;
317 319
318 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)))
319 { 321 {
320 if (!QUERY_FLAG (tmp, FLAG_REFLECTING)) 322 if (!tmp->flag [FLAG_REFLECTING])
321 { 323 {
322 tmp->drop_and_destroy (); 324 tmp->drop_and_destroy ();
323 return 0; 325 return 0;
324 } 326 }
325 327
351 maptile *m = op->map; 353 maptile *m = op->map;
352 int i; 354 int i;
353 355
354 if (--op->duration < 0) 356 if (--op->duration < 0)
355 { 357 {
356 op->destroy (true); 358 op->destroy ();
357 return; 359 return;
358 } 360 }
359 361
360 hit_map (op, 0, op->attacktype, 0); 362 hit_map (op, 0, op->attacktype, 0);
361 363
363 { 365 {
364 for (i = 1; i < 9; i++) 366 for (i = 1; i < 9; i++)
365 { 367 {
366 sint16 dx, dy; 368 sint16 dx, dy;
367 369
368 dx = op->x + freearr_x[i]; 370 dx = op->x + DIRX (i);
369 dy = op->y + freearr_y[i]; 371 dy = op->y + DIRY (i);
370 372
371 /* ok_to_put_more already does things like checks for walls, 373 /* ok_to_put_more already does things like checks for walls,
372 * out of map, etc. 374 * out of map, etc.
373 */ 375 */
374 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))
375 { 377 {
376 object *tmp = op->clone (); 378 object *tmp = op->clone ();
388 390
389/* Causes an object to explode, eg, a firebullet, 391/* Causes an object to explode, eg, a firebullet,
390 * poison cloud ball, etc. op is the object to 392 * poison cloud ball, etc. op is the object to
391 * explode. 393 * explode.
392 */ 394 */
393void 395static void
394explode_bullet (object *op) 396explode_bullet (object *op)
395{ 397{
396 object *tmp, *owner; 398 object *tmp, *owner;
397 399
398 if (!op->other_arch) 400 if (!op->other_arch)
399 { 401 {
400 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n"); 402 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n");
401 op->destroy (true); 403 op->destroy ();
402 return; 404 return;
403 } 405 }
404 406
405 if (op->env) 407 if (op->env)
406 { 408 {
407 object *env = op->outer_env (); 409 object *env = op->outer_env ();
408 410
409 if (!env->map || out_of_map (env->map, env->x, env->y)) 411 if (!env->map || out_of_map (env->map, env->x, env->y))
410 { 412 {
411 LOG (llevError, "BUG: explode_bullet(): env out of map\n"); 413 LOG (llevError, "BUG: explode_bullet(): env out of map\n");
412 op->destroy (true); 414 op->destroy ();
413 return; 415 return;
414 } 416 }
415 417
416 op->insert_at (env, op, INS_NO_MERGE | INS_NO_WALK_ON); 418 op->insert_at (env, op, INS_NO_MERGE | INS_NO_WALK_ON);
417 } 419 }
418 else if (out_of_map (op->map, op->x, op->y)) 420 else if (out_of_map (op->map, op->x, op->y))
419 { 421 {
420 LOG (llevError, "BUG: explode_bullet(): op out of map\n"); 422 LOG (llevError, "BUG: explode_bullet(): op out of map\n");
421 op->destroy (true); 423 op->destroy ();
422 return; 424 return;
423 } 425 }
424 426
425 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent explosions of any kind on safe maps 427 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent explosions of any kind on safe maps
426 // NOTE: If this breaks something important: remove this. I can't think of anything 428 // NOTE: If this breaks something important: remove this. I can't think of anything
427 // bad at the moment that might happen from this. 429 // bad at the moment that might happen from this.
428 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE) 430 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
429 { 431 {
430 op->destroy (true); 432 op->destroy ();
431 return; 433 return;
432 } 434 }
433 435
434 if (op->attacktype) 436 if (op->attacktype)
435 { 437 {
438 if (op->destroyed ()) 440 if (op->destroyed ())
439 return; 441 return;
440 } 442 }
441 443
442 /* other_arch contains what this explodes into */ 444 /* other_arch contains what this explodes into */
443 tmp = arch_to_object (op->other_arch); 445 tmp = op->other_arch->instance ();
444 446
445 tmp->set_owner (op); 447 tmp->set_owner (op);
446 tmp->skill = op->skill; 448 tmp->skill = op->skill;
447 449
448 owner = op->owner; 450 owner = op->owner;
450 if ((tmp->attacktype & AT_HOLYWORD 452 if ((tmp->attacktype & AT_HOLYWORD
451 || tmp->attacktype & AT_GODPOWER) 453 || tmp->attacktype & AT_GODPOWER)
452 && owner 454 && owner
453 && !tailor_god_spell (tmp, owner)) 455 && !tailor_god_spell (tmp, owner))
454 { 456 {
455 op->destroy (true); 457 op->destroy ();
456 return; 458 return;
457 } 459 }
458 460
459 /* special for bombs - it actually has sane values for these */ 461 /* special for bombs - it actually has sane values for these */
460 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB) 462 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB)
488 490
489 tmp->insert_at (op, op); 491 tmp->insert_at (op, op);
490 tmp->play_sound (tmp->sound); 492 tmp->play_sound (tmp->sound);
491 493
492 /* remove the firebullet */ 494 /* remove the firebullet */
493 op->destroy (true); 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
497 * (eg, explode, damage player, etc) 499 * (eg, explode, damage player, etc)
498 */ 500 */
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);
528 530
529 // TODO: can't understand the following if's 531 // TODO: can't understand the following if's
530 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0) 532 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0)
531 { 533 {
532 if (!QUERY_FLAG (op, FLAG_REMOVED)) 534 if (!op->flag [FLAG_REMOVED])
533 { 535 {
534 op->destroy (true); 536 op->destroy ();
535 return; 537 return;
536 } 538 }
537 } 539 }
538 } 540 }
539 } 541 }
545 * fired arches (eg, bolts). 547 * fired arches (eg, bolts).
546 */ 548 */
547void 549void
548move_bullet (object *op) 550move_bullet (object *op)
549{ 551{
550 sint16 new_x, new_y;
551 int mflags;
552 maptile *m;
553
554#if 0 552#if 0
555 /* We need a better general purpose way to do this */ 553 /* We need a better general purpose way to do this */
556 554
557 /* peterm: added to make comet leave a trail of burnouts 555 /* peterm: added to make comet leave a trail of burnouts
558 it's an unadulterated hack, but the effect is cool. */ 556 it's an unadulterated hack, but the effect is cool. */
559 if (op->stats.sp == SP_METEOR) 557 if (op->stats.sp == SP_METEOR)
560 { 558 {
561 replace_insert_ob_in_map ("fire_trail", op); 559 replace_insert_ob_in_map ("fire_trail", op);
562 if (op->destroyed ()) 560 if (op->destroyed ())
568 if (--op->range <= 0) 566 if (--op->range <= 0)
569 { 567 {
570 if (op->other_arch) 568 if (op->other_arch)
571 explode_bullet (op); 569 explode_bullet (op);
572 else 570 else
573 op->destroy (true); 571 op->destroy ();
574 572
575 return; 573 return;
576 }
577
578 new_x = op->x + DIRX (op);
579 new_y = op->y + DIRY (op);
580 m = op->map;
581 mflags = get_map_flags (m, &m, new_x, new_y, &new_x, &new_y);
582
583 if (mflags & P_OUT_OF_MAP)
584 { 574 }
575
576 mapxy pos (op);
577 pos.move (op->direction);
578
579 if (!pos.normalise ())
580 {
585 op->destroy (true); 581 op->destroy ();
586 return; 582 return;
587 } 583 }
588 584
589 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))
590 { 590 {
591 if (op->other_arch) 591 if (op->other_arch)
592 explode_bullet (op); 592 explode_bullet (op);
593 else 593 else
594 op->destroy (true); 594 op->destroy ();
595 595
596 return; 596 return;
597 } 597 }
598 598
599 if (!(op = m->insert (op, new_x, new_y, op))) 599 if (!(op = pos.insert (op, op)))
600 return; 600 return;
601 601
602 if (reflwall (op->map, op->x, op->y, op)) 602 if (reflwall (op->map, op->x, op->y, op))
603 { 603 {
604 op->direction = absdir (op->direction + 4); 604 op->direction = absdir (op->direction + 4);
641 tmp->stats.hp = spob->duration + SP_level_duration_adjust (caster, spob); 641 tmp->stats.hp = spob->duration + SP_level_duration_adjust (caster, spob);
642 tmp->stats.maxhp = spob->range + SP_level_range_adjust (caster, spob); 642 tmp->stats.maxhp = spob->range + SP_level_range_adjust (caster, spob);
643 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);
644 644
645 tmp->direction = dir; 645 tmp->direction = dir;
646 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) 646 if (tmp->flag [FLAG_IS_TURNABLE])
647 SET_ANIMATION (tmp, dir); 647 SET_ANIMATION (tmp, dir);
648 648
649 tmp->set_owner (op); 649 tmp->set_owner (op);
650 set_spell_skill (op, caster, spob, tmp); 650 set_spell_skill (op, caster, spob, tmp);
651 651
652 tmp->x = op->x + freearr_x[dir]; 652 tmp->x = op->x + DIRX (dir);
653 tmp->y = op->y + freearr_y[dir]; 653 tmp->y = op->y + DIRY (dir);
654 tmp->map = op->map; 654 tmp->map = op->map;
655 655
656 maptile *newmap; 656 maptile *newmap;
657 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);
658 if (mflags & P_OUT_OF_MAP) 658 if (mflags & P_OUT_OF_MAP)
659 { 659 {
660 tmp->destroy (true); 660 tmp->destroy ();
661 return 0; 661 return 0;
662 } 662 }
663 663
664 tmp->map = newmap; 664 tmp->map = newmap;
665 665
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
666 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)))
667 { 680 {
668 if (!QUERY_FLAG (tmp, FLAG_REFLECTING)) 681 if (!tmp->flag [FLAG_REFLECTING])
669 { 682 {
670 tmp->destroy (true); 683 tmp->destroy ();
671 return 0; 684 return 0;
672 } 685 }
673 686
674 tmp->x = op->x; 687 tmp->x = op->x;
675 tmp->y = op->y; 688 tmp->y = op->y;
688 * CONE RELATED FUNCTIONS 701 * CONE RELATED FUNCTIONS
689 * 702 *
690 *****************************************************************************/ 703 *****************************************************************************/
691 704
692/* 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" */
693void 706static void
694cone_drop (object *op) 707cone_drop (object *op)
695{ 708{
696 object *new_ob = arch_to_object (op->other_arch); 709 object *new_ob = op->other_arch->instance ();
697 710
698 new_ob->level = op->level; 711 new_ob->level = op->level;
699 new_ob->set_owner (op->owner); 712 new_ob->set_owner (op->owner);
700 713
701 /* preserve skill ownership */ 714 /* preserve skill ownership */
717 op->set_speed (0); 730 op->set_speed (0);
718 return; 731 return;
719 } 732 }
720 733
721 /* lava saves it's life, but not yours :) */ 734 /* lava saves it's life, but not yours :) */
722 if (QUERY_FLAG (op, FLAG_LIFESAVE)) 735 if (op->flag [FLAG_LIFESAVE])
723 { 736 {
724 hit_map (op, 0, op->attacktype, 0); 737 hit_map (op, 0, op->attacktype, 0);
725 return; 738 return;
726 } 739 }
727 740
730 * when their cone dies when they die. 743 * when their cone dies when they die.
731 */ 744 */
732 /* If no owner left, the spell dies out. */ 745 /* If no owner left, the spell dies out. */
733 if (op->owner == NULL) 746 if (op->owner == NULL)
734 { 747 {
735 op->destroy (true); 748 op->destroy ();
736 return; 749 return;
737 } 750 }
738#endif 751#endif
739 752
740 hit_map (op, 0, op->attacktype, 0); 753 hit_map (op, 0, op->attacktype, 0);
754
755 if (!op->is_on_map ())
756 return;
741 757
742 /* Check to see if we should push anything. 758 /* Check to see if we should push anything.
743 * Spell objects with weight push whatever they encounter to some 759 * Spell objects with weight push whatever they encounter to some
744 * degree. 760 * degree.
745 */ 761 */
746 if (op->weight) 762 if (op->weight)
763 {
747 check_spell_knockback (op); 764 check_spell_knockback (op);
748 765
749 if (op->destroyed ()) 766 if (!op->is_on_map ())
750 return; 767 return;
768 }
751 769
752 if (op->duration-- < 0) 770 if (op->duration-- < 0)
753 { 771 {
754 op->destroy (true); 772 op->destroy ();
755 return; 773 return;
756 } 774 }
757 /* Object has hit maximum range, so don't have it move 775 /* Object has hit maximum range, so don't have it move
758 * any further. When the duration above expires, 776 * any further. When the duration above expires,
759 * then the object will get removed. 777 * then the object will get removed.
764 return; 782 return;
765 } 783 }
766 784
767 for (int i = -1; i <= 1; i++) 785 for (int i = -1; i <= 1; i++)
768 { 786 {
769 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));
770 788
771 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))
772 { 790 {
773 object *tmp = op->clone (); 791 object *tmp = op->clone ();
774 792
803 MoveType movetype; 821 MoveType movetype;
804 822
805 if (!spell->other_arch) 823 if (!spell->other_arch)
806 return 0; 824 return 0;
807 825
808 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)
809 { 827 {
810 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!");
811 return 0; 829 return 0;
812 } 830 }
813 831
814 if (!dir) 832 if (!dir)
815 { 833 {
823 */ 841 */
824 movetype = spell->other_arch->move_type; 842 movetype = spell->other_arch->move_type;
825 843
826 for (i = range_min; i <= range_max; i++) 844 for (i = range_min; i <= range_max; i++)
827 { 845 {
828 sint16 x, y, d; 846 sint16 x, y;
829 847
830 /* We can't use absdir here, because it never returns 848 /* We can't use absdir here, because it never returns
831 * 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
832 * 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
833 * to hit that person. 851 * to hit that person.
834 */ 852 */
835 d = dir + i; 853 int d = dir ? absdir (dir + i) : i;
836 while (d < 0)
837 d += 8;
838 while (d > 8)
839 d -= 8;
840 854
841 /* 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.
842 * In that case, we have to see - if dir is specified, 856 * In that case, we have to see - if dir is specified,
843 * turn this into direction 8. If dir is not specified (all 857 * turn this into direction 8. If dir is not specified (all
844 * direction) skip - otherwise, one line would do more damage 858 * direction) skip - otherwise, one line would do more damage
851 d = 8; 865 d = 8;
852 else 866 else
853 continue; 867 continue;
854 } 868 }
855 869
856 x = op->x + freearr_x[d]; 870 x = op->x + DIRX (d);
857 y = op->y + freearr_y[d]; 871 y = op->y + DIRY (d);
858 872
859 if (get_map_flags (op->map, &m, x, y, &sx, &sy) & P_OUT_OF_MAP) 873 if (get_map_flags (op->map, &m, x, y, &sx, &sy) & P_OUT_OF_MAP)
860 continue; 874 continue;
861 875
862 if ((movetype & GET_MAP_MOVE_BLOCK (m, sx, sy)) == movetype) 876 if ((movetype & GET_MAP_MOVE_BLOCK (m, sx, sy)) == movetype)
863 continue; 877 continue;
864 878
865 success = 1; 879 success = 1;
866 tmp = arch_to_object (spell->other_arch); 880 tmp = spell->other_arch->instance ();
867 tmp->set_owner (op); 881 tmp->set_owner (op);
868 set_spell_skill (op, caster, spell, tmp); 882 set_spell_skill (op, caster, spell, tmp);
869 tmp->level = casting_level (caster, spell); 883 tmp->level = casting_level (caster, spell);
870 tmp->attacktype = spell->attacktype; 884 tmp->attacktype = spell->attacktype;
871 885
946 960
947 object *env = op->outer_env (); 961 object *env = op->outer_env ();
948 962
949 if (op->env) 963 if (op->env)
950 { 964 {
951 if (env->map == NULL) 965 if (!env->map)
952 return; 966 return;
953 967
954 if (!(op = op->insert_at (env, op))) 968 if (!(op = op->insert_at (env, op)))
955 return; 969 return;
956 } 970 }
957 971
958 // 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
959 // 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
960 // as bombs can be carried. 974 // as bombs can be carried.
961 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE) 975 if (op->ms ().flags () & P_SAFE)
962 { 976 {
963 op->destroy (true); 977 op->destroy ();
964 return; 978 return;
965 } 979 }
966 980
967 /* This copies a lot of the code from the fire bullet, 981 /* This copies a lot of the code from the fire bullet,
968 * but using the cast_bullet isn't really feasible, 982 * but using the cast_bullet isn't really feasible,
970 */ 984 */
971 if (archetype *at = archetype::find (SPLINT)) 985 if (archetype *at = archetype::find (SPLINT))
972 { 986 {
973 for (int i = 1; i < 9; i++) 987 for (int i = 1; i < 9; i++)
974 { 988 {
975 if (out_of_map (op->map, op->x + freearr_x[i], op->y + freearr_x[i])) 989 if (out_of_map (op->map, op->x + DIRX (i), op->y + DIRX (i)))
976 continue; 990 continue;
977 991
978 object *tmp = arch_to_object (at); 992 object *tmp = at->instance ();
979 tmp->direction = i; 993 tmp->direction = i;
980 tmp->range = op->range; 994 tmp->range = op->range;
981 tmp->stats.dam = op->stats.dam; 995 tmp->stats.dam = op->stats.dam;
982 tmp->duration = op->duration; 996 tmp->duration = op->duration;
983 tmp->attacktype = op->attacktype; 997 tmp->attacktype = op->attacktype;
984 tmp->set_owner (op); 998 tmp->set_owner (op);
985 if (op->skill && op->skill != tmp->skill) 999 if (op->skill && op->skill != tmp->skill)
986 tmp->skill = op->skill; 1000 tmp->skill = op->skill;
987 1001
988 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) 1002 if (tmp->flag [FLAG_IS_TURNABLE])
989 SET_ANIMATION (tmp, i); 1003 SET_ANIMATION (tmp, i);
990 1004
991 op->map->insert (tmp, op->x + freearr_x[i], op->y + freearr_x[i], op); 1005 op->map->insert (tmp, op->x + DIRX (i), op->y + DIRX (i), op);
992 move_bullet (tmp); 1006 move_bullet (tmp);
993 } 1007 }
994 } 1008 }
995 1009
996 explode_bullet (op); 1010 explode_bullet (op);
999int 1013int
1000create_bomb (object *op, object *caster, int dir, object *spell) 1014create_bomb (object *op, object *caster, int dir, object *spell)
1001{ 1015{
1002 object *tmp; 1016 object *tmp;
1003 int mflags; 1017 int mflags;
1004 sint16 dx = op->x + freearr_x[dir], dy = op->y + freearr_y[dir]; 1018 sint16 dx = op->x + DIRX (dir), dy = op->y + DIRY (dir);
1005 maptile *m; 1019 maptile *m;
1006 1020
1007 mflags = get_map_flags (op->map, &m, dx, dy, &dx, &dy); 1021 mflags = get_map_flags (op->map, &m, dx, dy, &dx, &dy);
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 {
1008 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))
1009 { 1030 {
1010 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way."); 1031 op->failmsg ("There is something in the way.");
1011 return 0; 1032 return 0;
1033 }
1012 } 1034 }
1013 1035
1014 tmp = arch_to_object (spell->other_arch); 1036 tmp = spell->other_arch->instance ();
1015 1037
1016 /* level dependencies for bomb */ 1038 /* level dependencies for bomb */
1017 tmp->range = spell->range + SP_level_range_adjust (caster, spell); 1039 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
1018 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);
1019 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell); 1041 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
1039 * dir is the direction to look in. 1061 * dir is the direction to look in.
1040 * range is how far out to look. 1062 * range is how far out to look.
1041 * 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.
1042 * this info is used for blocked magic/unholy spaces. 1064 * this info is used for blocked magic/unholy spaces.
1043 */ 1065 */
1044object * 1066static object *
1045get_pointed_target (object *op, int dir, int range, int type) 1067get_pointed_target (object *op, int dir, int range, int type)
1046{ 1068{
1047 object *target; 1069 object *target;
1048 sint16 x, y; 1070 sint16 x, y;
1049 int dist, mflags; 1071 int dist, mflags;
1052 if (dir == 0) 1074 if (dir == 0)
1053 return NULL; 1075 return NULL;
1054 1076
1055 for (dist = 1; dist < range; dist++) 1077 for (dist = 1; dist < range; dist++)
1056 { 1078 {
1057 x = op->x + freearr_x[dir] * dist; 1079 x = op->x + DIRX (dir) * dist;
1058 y = op->y + freearr_y[dir] * dist; 1080 y = op->y + DIRY (dir) * dist;
1059 mp = op->map; 1081 mp = op->map;
1060 mflags = get_map_flags (op->map, &mp, x, y, &x, &y); 1082 mflags = get_map_flags (op->map, &mp, x, y, &x, &y);
1061 1083
1062 if (mflags & P_OUT_OF_MAP) 1084 if (mflags & P_OUT_OF_MAP)
1063 return NULL; 1085 return NULL;
1068 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW) 1090 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW)
1069 return NULL; 1091 return NULL;
1070 1092
1071 if (mflags & P_IS_ALIVE) 1093 if (mflags & P_IS_ALIVE)
1072 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)
1073 if (QUERY_FLAG (target, FLAG_MONSTER)) 1095 if (target->flag [FLAG_MONSTER])
1074 return target; 1096 return target;
1075 } 1097 }
1076 1098
1077 return NULL; 1099 return NULL;
1078} 1100}
1079 1101
1080/* cast_smite_arch() - the priest points to a creature and causes 1102/* cast_smite_spell() - the priest points to a creature and causes
1081 * a 'godly curse' to decend. 1103 * a 'godly curse' to decend.
1082 * usual params - 1104 * usual params -
1083 * op = player 1105 * op = player
1084 * caster = object casting the spell. 1106 * caster = object casting the spell.
1085 * dir = direction being cast 1107 * dir = direction being cast
1086 * spell = spell object 1108 * spell = spell object
1088int 1110int
1089cast_smite_spell (object *op, object *caster, int dir, object *spell) 1111cast_smite_spell (object *op, object *caster, int dir, object *spell)
1090{ 1112{
1091 object *effect, *target; 1113 object *effect, *target;
1092 object *god = find_god (determine_god (op)); 1114 object *god = find_god (determine_god (op));
1093 int range;
1094 1115
1095 range = spell->range + SP_level_range_adjust (caster, spell);
1096 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);
1097 1117
1098 /* Bunch of conditions for casting this spell. Note that only 1118 /* Bunch of conditions for casting this spell. Note that only
1099 * require a god if this is a cleric spell (requires grace). 1119 * require a god if this is a cleric spell (requires grace).
1100 * 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
1101 * 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
1102 * interesting spell. 1122 * interesting spell.
1103 * 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
1104 * can't be friendly to your god. 1124 * can't be friendly to your god.
1105 */ 1125 */
1106 1126
1107 if (!target || QUERY_FLAG (target, FLAG_REFL_SPELL) 1127 if (!target
1128 || target->flag [FLAG_REFL_SPELL]
1108 || (!god && spell->stats.grace) 1129 || (!god && spell->stats.grace)
1109 || (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)))
1110 { 1132 {
1111 new_draw_info (NDI_UNIQUE, 0, op, "Your request is unheeded."); 1133 op->failmsg ("Your request is unheeded.");
1112 return 0; 1134 return 0;
1113 } 1135 }
1114 1136
1115 if (spell->other_arch) 1137 if (spell->other_arch)
1116 effect = arch_to_object (spell->other_arch); 1138 effect = spell->other_arch->instance ();
1117 else 1139 else
1118 return 0; 1140 return 0;
1119 1141
1120 /* tailor the effect by priest level and worshipped God */ 1142 /* tailor the effect by priest level and worshipped God */
1121 effect->level = casting_level (caster, spell); 1143 effect->level = casting_level (caster, spell);
1122 effect->attacktype = spell->attacktype; 1144 effect->attacktype = spell->attacktype;
1123 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER)) 1145 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER))
1124 { 1146 {
1125 if (tailor_god_spell (effect, op)) 1147 if (tailor_god_spell (effect, op))
1126 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));
1127 else 1149 else
1128 { 1150 {
1129 new_draw_info (NDI_UNIQUE, 0, op, "Your request is ignored."); 1151 op->failmsg ("Your request is ignored.");
1130 return 0; 1152 return 0;
1131 } 1153 }
1132 } 1154 }
1133 1155
1134 /* size of the area of destruction */ 1156 /* size of the area of destruction */
1138 if (effect->attacktype & AT_DEATH) 1160 if (effect->attacktype & AT_DEATH)
1139 { 1161 {
1140 effect->level = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1162 effect->level = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1141 1163
1142 /* casting death spells at undead isn't a good thing */ 1164 /* casting death spells at undead isn't a good thing */
1143 if (QUERY_FLAG (target, FLAG_UNDEAD)) 1165 if (target->flag [FLAG_UNDEAD])
1144 { 1166 {
1145 if (random_roll (0, 2, op, PREFER_LOW)) 1167 if (random_roll (0, 2, op, PREFER_LOW))
1146 { 1168 {
1147 new_draw_info (NDI_UNIQUE, 0, op, "Idiot! Your spell boomerangs!"); 1169 new_draw_info (NDI_UNIQUE, 0, op, "Idiot! Your spell boomerangs!");
1148 effect->x = op->x; 1170 effect->x = op->x;
1150 } 1172 }
1151 else 1173 else
1152 { 1174 {
1153 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s looks stronger!", query_name (target)); 1175 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s looks stronger!", query_name (target));
1154 target->stats.hp = target->stats.maxhp * 2; 1176 target->stats.hp = target->stats.maxhp * 2;
1155 effect->destroy (true); 1177 effect->destroy ();
1156 return 0; 1178 return 0;
1157 } 1179 }
1158 } 1180 }
1159 } 1181 }
1160 else 1182 else
1192 mapxy pos (op); 1214 mapxy pos (op);
1193 pos.move (op->direction); 1215 pos.move (op->direction);
1194 1216
1195 if (!pos.normalise ()) 1217 if (!pos.normalise ())
1196 { 1218 {
1197 op->destroy (true); 1219 op->destroy ();
1198 return; 1220 return;
1199 } 1221 }
1200 1222
1201 mapspace &ms = pos.ms (); 1223 mapspace &ms = pos.ms ();
1202 1224
1204 { 1226 {
1205 hit_map (op, op->direction, AT_MAGIC, 1); 1227 hit_map (op, op->direction, AT_MAGIC, 1);
1206 /* Basically, missile only hits one thing then goes away. 1228 /* Basically, missile only hits one thing then goes away.
1207 * 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.
1208 */ 1230 */
1209 op->destroy (true); 1231 op->destroy ();
1210 return; 1232 return;
1211 } 1233 }
1212 1234
1213 if (!op->direction) 1235 if (!op->direction)
1214 { 1236 {
1215 op->destroy (true); 1237 op->destroy ();
1216 return; 1238 return;
1217 } 1239 }
1218 1240
1219 int i = spell_find_dir (pos.m, pos.x, pos.y, op->owner); 1241 int i = spell_find_dir (pos.m, pos.x, pos.y, op->owner);
1220 if (i > 0 && i != op->direction) 1242 if (i > 0 && i != op->direction)
1229/**************************************************************************** 1251/****************************************************************************
1230 * Destruction 1252 * Destruction
1231 ****************************************************************************/ 1253 ****************************************************************************/
1232 1254
1233/* make_object_glow() - currently only makes living objects glow. 1255/* make_object_glow() - currently only makes living objects glow.
1234 * 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
1235 * object. if time is 0, the object glows permanently. To truely 1257 * object. if time is 0, the object glows permanently. To truely
1236 * make this work for non-living objects, we would have to 1258 * make this work for non-living objects, we would have to
1237 * give them the capability to have an inventory. b.t. 1259 * give them the capability to have an inventory. b.t.
1238 */ 1260 */
1239int 1261static int
1240make_object_glow (object *op, int radius, int time) 1262make_object_glow (object *op, int radius, int time)
1241{ 1263{
1242 /* some things are unaffected... */ 1264 /* some things are unaffected... */
1243 if (op->path_denied & PATH_LIGHT) 1265 if (op->path_denied & PATH_LIGHT)
1244 return 0; 1266 return 0;
1245 1267
1246 object *tmp = get_archetype (FORCE_NAME); 1268 object *tmp = archetype::get (FORCE_NAME);
1247 tmp->speed = 0.01; 1269 tmp->set_speed (0.01);
1248 tmp->stats.food = time; 1270 tmp->stats.food = time;
1249 SET_FLAG (tmp, FLAG_IS_USED_UP); 1271 tmp->set_flag (FLAG_IS_USED_UP);
1250 tmp->glow_radius = radius; 1272 tmp->set_glow_radius (min (MAX_LIGHT_RADIUS, radius));
1251 if (tmp->glow_radius > MAX_LIGHT_RADII)
1252 tmp->glow_radius = MAX_LIGHT_RADII;
1253
1254 tmp = insert_ob_in_ob (tmp, op); 1273 tmp = insert_ob_in_ob (tmp, op);
1255 1274
1256 if (tmp->glow_radius > op->glow_radius) 1275 if (tmp->glow_radius > op->glow_radius)
1257 op->glow_radius = tmp->glow_radius; 1276 op->set_glow_radius (tmp->glow_radius);
1258 1277
1259 return 1; 1278 return 1;
1260} 1279}
1261 1280
1262int 1281int
1263cast_destruction (object *op, object *caster, object *spell_ob) 1282cast_destruction (object *op, object *caster, object *spell_ob)
1264{ 1283{
1265 int i, j, range, mflags, friendly = 0, dam, dur;
1266 sint16 sx, sy;
1267 maptile *m;
1268 object *tmp;
1269 const char *skill;
1270
1271 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob); 1284 int range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
1272 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);
1273 dur = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob); 1286 int dur = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
1274 if (QUERY_FLAG (op, FLAG_FRIENDLY) || op->type == PLAYER)
1275 friendly = 1;
1276 1287
1277 /* destruction doesn't use another spell object, so we need 1288 bool friendly = op->flag [FLAG_FRIENDLY] || op->is_player ();
1278 * update op's skill pointer so that exp is properly awarded.
1279 * We do some shortcuts here - since this is just temporary
1280 * and we'll reset the values back, we don't need to go through
1281 * the full share string/free_string route.
1282 */
1283 skill = op->skill;
1284 if (caster == op)
1285 op->skill = spell_ob->skill;
1286 else if (caster->skill)
1287 op->skill = caster->skill;
1288 else
1289 op->skill = NULL;
1290 1289
1291 op->change_skill (find_skill_by_name (op, op->skill)); 1290 dynbuf buf;
1292 1291 unordered_mapwalk (buf, op, -range, -range, range, range)
1293 for (i = -range; i <= range; i++)
1294 { 1292 {
1295 for (j = -range; j <= range; j++) 1293 mapspace &ms = m->at (nx, ny);
1296 {
1297 m = op->map;
1298 sx = op->x + i;
1299 sy = op->y + j;
1300 1294
1301 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
1302 if (mflags & P_OUT_OF_MAP)
1303 continue;
1304
1305 if (mflags & P_IS_ALIVE) 1295 if (ms.flags () & P_IS_ALIVE)
1296 for (object *next, *tmp = ms.bot; tmp; tmp = next)
1306 { 1297 {
1307 for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above) 1298 next = tmp->above;
1308 if (QUERY_FLAG (tmp, FLAG_ALIVE) || tmp->type == PLAYER)
1309 break;
1310 1299
1311 if (tmp) 1300 if (tmp->flag [FLAG_ALIVE] || tmp->is_player ())
1312 { 1301 {
1313 if (tmp->head)
1314 tmp = tmp->head; 1302 tmp = tmp->head_ ();
1315 1303
1316 if ((friendly && !QUERY_FLAG (tmp, FLAG_FRIENDLY) && tmp->type != PLAYER) || 1304 if ((friendly && !tmp->flag [FLAG_FRIENDLY] && !tmp->is_player ())
1317 (!friendly && (QUERY_FLAG (tmp, FLAG_FRIENDLY) || tmp->type == PLAYER))) 1305 || (!friendly && (tmp->flag [FLAG_FRIENDLY] || tmp->is_player ())))
1318 { 1306 {
1319 if (spell_ob->subtype == SP_DESTRUCTION) 1307 if (spell_ob->subtype == SP_DESTRUCTION)
1320 { 1308 {
1321 hit_player (tmp, dam, op, spell_ob->attacktype, 0); 1309 hit_player (tmp, dam, op, spell_ob->attacktype, 0);
1322 1310
1323 if (spell_ob->other_arch) 1311 if (spell_ob->other_arch)
1324 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op); 1312 m->insert (spell_ob->other_arch->instance (), nx, ny, op);
1325 } 1313 }
1326 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)
1327 { 1315 {
1328 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch) 1316 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch)
1329 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op); 1317 m->insert (spell_ob->other_arch->instance (), nx, ny, op);
1330 } 1318 }
1331 } 1319 }
1332 } 1320 }
1333 } 1321 }
1334 }
1335 } 1322 }
1336 1323
1337 op->skill = skill;
1338 return 1; 1324 return 1;
1339} 1325}
1340 1326
1341/*************************************************************************** 1327/***************************************************************************
1342 * 1328 *
1343 * CURSE 1329 * CURSE
1344 * 1330 *
1345 ***************************************************************************/ 1331 ***************************************************************************/
1346
1347int 1332int
1348cast_curse (object *op, object *caster, object *spell_ob, int dir) 1333cast_curse (object *op, object *caster, object *spell_ob, int dir)
1349{ 1334{
1350 object *god = find_god (determine_god (op)); 1335 object *god = find_god (determine_god (op));
1351 object *tmp, *force; 1336 object *tmp, *force;
1352 1337
1353 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);
1354 if (!tmp) 1339 if (!tmp)
1355 { 1340 {
1356 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.");
1357 return 0; 1342 return 0;
1358 } 1343 }
1359 1344
1360 tmp = tmp->head_ (); 1345 tmp = tmp->head_ ();
1361 1346
1376 } 1361 }
1377 } 1362 }
1378 1363
1379 if (!force) 1364 if (!force)
1380 { 1365 {
1381 force = get_archetype (FORCE_NAME); 1366 force = archetype::get (FORCE_NAME);
1382 force->subtype = FORCE_CHANGE_ABILITY; 1367 force->subtype = FORCE_CHANGE_ABILITY;
1383 1368
1384 if (spell_ob->race) 1369 if (spell_ob->race)
1385 force->name = spell_ob->race; 1370 force->name = spell_ob->race;
1386 else 1371 else
1404 1389
1405 return 1; 1390 return 1;
1406 } 1391 }
1407 1392
1408 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;
1409 force->speed = 1.f;
1410 force->speed_left = -1.f; 1394 force->speed_left = -1.f;
1411 SET_FLAG (force, FLAG_APPLIED); 1395 force->set_speed (1.f);
1396 force->set_flag (FLAG_APPLIED);
1412 1397
1413 if (god) 1398 if (god)
1414 { 1399 {
1415 if (spell_ob->last_grace) 1400 if (spell_ob->last_grace)
1416 force->path_repelled = god->path_repelled; 1401 force->path_repelled = god->path_repelled;
1429 force->stats.wc = spell_ob->stats.wc; 1414 force->stats.wc = spell_ob->stats.wc;
1430 1415
1431 change_abil (tmp, force); /* Mostly to display any messages */ 1416 change_abil (tmp, force); /* Mostly to display any messages */
1432 insert_ob_in_ob (force, tmp); 1417 insert_ob_in_ob (force, tmp);
1433 tmp->update_stats (); 1418 tmp->update_stats ();
1419
1434 return 1; 1420 return 1;
1435
1436} 1421}
1437 1422
1438/********************************************************************** 1423/**********************************************************************
1439 * mood change 1424 * mood change
1440 * 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
1446 */ 1431 */
1447int 1432int
1448mood_change (object *op, object *caster, object *spell) 1433mood_change (object *op, object *caster, object *spell)
1449{ 1434{
1450 object *tmp, *god, *head; 1435 object *tmp, *god, *head;
1451 int done_one, range, mflags, level, at, best_at; 1436 int done_one, range, level, at, best_at;
1452 sint16 x, y, nx, ny;
1453 maptile *m;
1454 const char *race; 1437 const char *race;
1455 1438
1456 /* 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
1457 * doing it over and over again. 1440 * doing it over and over again.
1458 */ 1441 */
1464 * 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
1465 * won't ever match anything. 1448 * won't ever match anything.
1466 */ 1449 */
1467 if (!spell->race) 1450 if (!spell->race)
1468 race = NULL; 1451 race = NULL;
1469 else if (god && !strcmp (spell->race, "GOD_SLAYING")) 1452 else if (god && spell->race == shstr_GOD_SLAYING)
1470 race = god->slaying; 1453 race = god->slaying;
1471 else if (god && !strcmp (spell->race, "GOD_FRIEND")) 1454 else if (god && spell->race == shstr_GOD_FRIEND)
1472 race = god->race; 1455 race = god->race;
1473 else 1456 else
1474 race = spell->race; 1457 race = spell->race;
1475 1458
1476 for (x = op->x - range; x <= op->x + range; x++) 1459 dynbuf buf;
1477 for (y = op->y - range; y <= op->y + range; y++) 1460 unordered_mapwalk (buf, op, -range, -range, range, range)
1478 { 1461 {
1479 done_one = 0; 1462 mapspace &ms = m->at (nx, ny);
1480 m = op->map;
1481 nx = x;
1482 ny = y;
1483 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1484 if (mflags & P_OUT_OF_MAP)
1485 continue;
1486 1463
1487 /* 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 */
1488 if (!(mflags & P_IS_ALIVE)) 1465 if (!(ms.flags () & P_IS_ALIVE))
1489 continue; 1466 continue;
1490 1467
1491 // players can only affect spaces that they can actually see 1468 // players can only affect spaces that they can actually see
1469 if (caster
1492 if (caster && caster->contr 1470 && caster->contr
1493 && caster->contr->visibility_at (m, nx, ny) < 70) 1471 && caster->contr->darkness_at (m, nx, ny) == LOS_BLOCKED)
1494 continue; 1472 continue;
1495 1473
1496 for (tmp = GET_MAP_TOP (m, nx, ny); tmp; tmp = tmp->below) 1474 for (tmp = ms.top; tmp; tmp = tmp->below)
1497 if (QUERY_FLAG (tmp, FLAG_MONSTER)) 1475 if (tmp->flag [FLAG_MONSTER])
1498 break; 1476 break;
1499 1477
1500 /* There can be living objects that are not monsters */ 1478 /* There can be living objects that are not monsters */
1501 if (!tmp || tmp->type == PLAYER) 1479 if (!tmp)
1502 continue; 1480 continue;
1503 1481
1504 /* Only the head has meaningful data, so resolve to that */ 1482 /* Only the head has meaningful data, so resolve to that */
1505 if (tmp->head)
1506 head = tmp->head; 1483 head = tmp->head_ ();
1507 else
1508 head = tmp;
1509 1484
1510 /* 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 */
1511 if (race && head->race && !strstr (race, head->race)) 1486 if (race && head->race && !strstr (race, head->race))
1512 continue; 1487 continue;
1513 1488
1514 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD)) 1489 if (head->flag [FLAG_UNDEAD] && !spell->flag [FLAG_UNDEAD])
1515 continue; 1490 continue;
1516 1491
1517 /* Now do a bunch of stuff related to saving throws */ 1492 /* Now do a bunch of stuff related to saving throws */
1518 best_at = -1; 1493 best_at = -1;
1519 if (spell->attacktype) 1494 if (spell->attacktype)
1520 { 1495 {
1521 for (at = 0; at < NROFATTACKS; at++) 1496 for (at = 0; at < NROFATTACKS; at++)
1522 if (spell->attacktype & (1 << at)) 1497 if (spell->attacktype & (1 << at))
1523 if (best_at == -1 || head->resist[at] > head->resist[best_at]) 1498 if (best_at == -1 || head->resist[at] > head->resist[best_at])
1524 best_at = at; 1499 best_at = at;
1525 1500
1526 if (best_at == -1) 1501 if (best_at == -1)
1527 at = 0; 1502 at = 0;
1528 else 1503 else
1529 { 1504 {
1530 if (head->resist[best_at] == 100) 1505 if (head->resist[best_at] == 100)
1531 continue; 1506 continue;
1532 else 1507 else
1533 at = head->resist[best_at] / 5; 1508 at = head->resist[best_at] / 5;
1534 } 1509 }
1510
1535 at -= level / 5; 1511 at -= level / 5;
1536 if (did_make_save (head, head->level, at)) 1512 if (did_make_save (head, head->level, at))
1537 continue; 1513 continue;
1538 } 1514 }
1539 else /* spell->attacktype */ 1515 else /* spell->attacktype */
1540 { 1516 {
1541 /* 1517 /*
1542 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:
1543 * if spell level < monster level, no go 1519 * if spell level < monster level, no go
1544 * 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 ) )
1545 1521
1546 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.
1547 1523
1548 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
1549 charm a level 125 monster... 1525 charm a level 125 monster...
1550 1526
1551 Ryo, august 14th 1527 Ryo, august 14th
1552 */ 1528 */
1553 if (head->level > level) 1529 if (head->level > level)
1554 continue; 1530 continue;
1555 1531
1556 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))))
1557 /* Failed, no effect */ 1533 /* Failed, no effect */
1558 continue; 1534 continue;
1559 } 1535 }
1560 1536
1561 /* Done with saving throw. Now start affecting the monster */ 1537 /* Done with saving throw. Now start affecting the monster */
1538 done_one = 0;
1562 1539
1563 /* aggravation */ 1540 /* aggravation */
1564 if (QUERY_FLAG (spell, FLAG_MONSTER)) 1541 if (spell->flag [FLAG_MONSTER])
1565 { 1542 {
1566 CLEAR_FLAG (head, FLAG_SLEEP); 1543 head->clr_flag (FLAG_SLEEP);
1567 remove_friendly_object (head); 1544 remove_friendly_object (head);
1568 done_one = 1; 1545 done_one = 1;
1569 head->enemy = op; 1546 head->enemy = op;
1570 } 1547 }
1571 1548
1572 /* calm monsters */ 1549 /* calm monsters */
1573 if (QUERY_FLAG (spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (head, FLAG_UNAGGRESSIVE)) 1550 if (spell->flag [FLAG_UNAGGRESSIVE] && !head->flag [FLAG_UNAGGRESSIVE])
1574 { 1551 {
1575 SET_FLAG (head, FLAG_UNAGGRESSIVE); 1552 head->set_flag (FLAG_UNAGGRESSIVE);
1576 head->enemy = NULL; 1553 head->enemy = NULL;
1577 done_one = 1; 1554 done_one = 1;
1578 } 1555 }
1579 1556
1580 /* berserk monsters */ 1557 /* berserk monsters */
1581 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK)) 1558 if (spell->flag [FLAG_BERSERK] && !head->flag [FLAG_BERSERK])
1582 { 1559 {
1583 SET_FLAG (head, FLAG_BERSERK); 1560 head->set_flag (FLAG_BERSERK);
1584 done_one = 1; 1561 done_one = 1;
1585 } 1562 }
1586 1563
1587 /* charm */ 1564 /* charm */
1588 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY)) 1565 if (spell->flag [FLAG_NO_ATTACK] && !head->flag [FLAG_FRIENDLY])
1589 { 1566 {
1590 INVOKE_OBJECT (KILL, head, ARG_OBJECT (caster)); 1567 INVOKE_OBJECT (KILL, head, ARG_OBJECT (caster));
1591 1568
1592 /* Prevent uncontrolled outbreaks of self replicating monsters. 1569 /* Prevent uncontrolled outbreaks of self replicating monsters.
1593 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.
1594 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. */
1595 CLEAR_FLAG (head, FLAG_GENERATOR); 1572 head->clr_flag (FLAG_GENERATOR);
1596 head->set_owner (op); 1573 head->set_owner (op);
1597 set_spell_skill (op, caster, spell, head); 1574 set_spell_skill (op, caster, spell, head);
1598 add_friendly_object (head); 1575 add_friendly_object (head);
1599 head->attack_movement = PETMOVE; 1576 head->attack_movement = PETMOVE;
1600 done_one = 1; 1577 done_one = 1;
1601 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);
1602 head->stats.exp = 0; 1579 head->stats.exp = 0;
1603 } 1580 }
1604 1581
1605 /* If a monster was effected, put an effect in */ 1582 /* If a monster was effected, put an effect in */
1606 if (done_one && spell->other_arch) 1583 if (done_one && spell->other_arch)
1607 m->insert (arch_to_object (spell->other_arch), nx, ny, op); 1584 m->insert (spell->other_arch->instance (), nx, ny, op);
1608 } /* for y */ 1585 }
1609 1586
1610 return 1; 1587 return 1;
1611} 1588}
1612
1613 1589
1614/* 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
1615 * 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
1616 * lightning spell used it, that seemed misnamed. 1592 * lightning spell used it, that seemed misnamed.
1617 * op is the spell effect. 1593 * op is the spell effect.
1643 for (i = 1; i < 9; i++) 1619 for (i = 1; i < 9; i++)
1644 { 1620 {
1645 /* i bit 0: alters sign of offset 1621 /* i bit 0: alters sign of offset
1646 * other bits (i / 2): absolute value of offset 1622 * other bits (i / 2): absolute value of offset
1647 */ 1623 */
1648
1649 int offset = ((i ^ j) & 1) ? (i / 2) : -(i / 2); 1624 int offset = ((i ^ j) & 1) ? (i / 2) : -(i / 2);
1650 int tmpdir = absdir (op->direction + offset); 1625 int tmpdir = absdir (op->direction + offset);
1651 1626
1652 nx = op->x + freearr_x[tmpdir]; 1627 nx = op->x + DIRX (tmpdir);
1653 ny = op->y + freearr_y[tmpdir]; 1628 ny = op->y + DIRY (tmpdir);
1654 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))))
1655 { 1630 {
1656 dir = tmpdir; 1631 dir = tmpdir;
1657 break; 1632 break;
1658 } 1633 }
1659 } 1634 }
1635
1660 if (dir == 0) 1636 if (dir == 0)
1661 { 1637 {
1662 nx = op->x; 1638 nx = op->x;
1663 ny = op->y; 1639 ny = op->y;
1664 m = op->map; 1640 m = op->map;
1665 } 1641 }
1666 1642
1667 m->insert (op, nx, ny, op); 1643 m->insert (op, nx, ny, op);
1668 1644
1669 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
1670 surrounding squares */ 1646 surrounding squares */
1671 1647
1672 /* loop over current square and neighbors to hit. 1648 /* loop over current square and neighbors to hit.
1673 * if this has an other_arch field, we insert that in 1649 * if this has an other_arch field, we insert that in
1674 * the surround spaces. 1650 * the surround spaces.
1675 */ 1651 */
1676 for (j = 0; j < 9; j++) 1652 for (j = 0; j < 9; j++)
1677 { 1653 {
1678 hx = nx + freearr_x[j]; 1654 hx = nx + DIRX (j);
1679 hy = ny + freearr_y[j]; 1655 hy = ny + DIRY (j);
1680 1656
1681 m = op->map; 1657 m = op->map;
1682 mflags = get_map_flags (m, &m, hx, hy, &hx, &hy); 1658 mflags = get_map_flags (m, &m, hx, hy, &hx, &hy);
1683 1659
1684 if (mflags & P_OUT_OF_MAP) 1660 if (mflags & P_OUT_OF_MAP)
1696 hit_map (op, j, op->attacktype, 1); 1672 hit_map (op, j, op->attacktype, 1);
1697 } 1673 }
1698 1674
1699 /* insert the other arch */ 1675 /* insert the other arch */
1700 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))))
1701 m->insert (arch_to_object (op->other_arch), hx, hy, op); 1677 m->insert (op->other_arch->instance (), hx, hy, op);
1702 } 1678 }
1703 1679
1704 /* restore to the center location and damage */ 1680 /* restore to the center location and damage */
1705 op->stats.dam = dam_save; 1681 op->stats.dam = dam_save;
1706 1682
1707 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);
1708 1684
1709 if (i >= 0) 1685 if (i >= 0)
1710 { /* we have a preferred direction! */ 1686 { /* we have a preferred direction! */
1711 /* pick another direction if the preferred dir is blocked. */ 1687 /* pick another direction if the preferred dir is blocked. */
1712 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 ||
1713 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)))
1714 i = absdir (i + rndm (0, 2) - 1); /* -1, 0, +1 */ 1690 i = absdir (i + rndm (0, 2) - 1); /* -1, 0, +1 */
1715 1691
1716 op->direction = i; 1692 op->direction = i;
1717 } 1693 }
1718} 1694}
1719 1695
1720/* move_swarm_spell: peterm 1696/* move_swarm_spell: peterm
1721 * 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
1722 * 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
1723 * 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
1724 * 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
1725 * 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.
1726 */ 1702 */
1727void 1703void
1728move_swarm_spell (object *op) 1704move_swarm_spell (object *op)
1729{ 1705{
1730#if 0 1706#if 0
1737 object *owner = op->env; 1713 object *owner = op->env;
1738 1714
1739 if (!owner) // MUST not happen, remove when true TODO 1715 if (!owner) // MUST not happen, remove when true TODO
1740 { 1716 {
1741 LOG (llevError, "swarm spell found outside inventory: %s\n", op->debug_desc ()); 1717 LOG (llevError, "swarm spell found outside inventory: %s\n", op->debug_desc ());
1742 op->destroy (true); 1718 op->destroy ();
1743 return; 1719 return;
1744 } 1720 }
1745 1721
1746 if (!op->duration || !owner->is_on_map ()) 1722 if (!op->duration || !owner->is_on_map ())
1747 { 1723 {
1766 // space. 1742 // space.
1767 // should be fixed later, but correctness before features... 1743 // should be fixed later, but correctness before features...
1768 // (schmorp) 1744 // (schmorp)
1769 1745
1770 /* new offset calculation to make swarm element distribution 1746 /* new offset calculation to make swarm element distribution
1771 * more uniform 1747 * more uniform
1772 */ 1748 */
1773 if (op->duration) 1749 if (op->duration)
1774 { 1750 {
1775 if (basedir & 1) 1751 if (basedir & 1)
1776 { 1752 {
1784 else 1760 else
1785 { 1761 {
1786 adjustdir = 0; /* fire the last one from forward. */ 1762 adjustdir = 0; /* fire the last one from forward. */
1787 } 1763 }
1788 1764
1789 target_x = op->x + freearr_x[absdir (basedir + adjustdir)]; 1765 target_x = op->x + DIRX (absdir (basedir + adjustdir));
1790 target_y = op->y + freearr_y[absdir (basedir + adjustdir)]; 1766 target_y = op->y + DIRY (absdir (basedir + adjustdir));
1791 1767
1792 /* 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
1793 * necessitates extra out_of_map check below 1769 * necessitates extra out_of_map check below
1794 */ 1770 */
1795 origin_x = target_x - freearr_x[basedir]; 1771 origin_x = target_x - DIRX (basedir);
1796 origin_y = target_y - freearr_y[basedir]; 1772 origin_y = target_y - DIRY (basedir);
1797 1773
1798 1774
1799 /* 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
1800 * should just be a pointer to the spell in some inventory, 1776 * should just be a pointer to the spell in some inventory,
1801 * 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,
1832} 1808}
1833 1809
1834/* fire_swarm: 1810/* fire_swarm:
1835 * The following routine creates a swarm of objects. It actually 1811 * The following routine creates a swarm of objects. It actually
1836 * sets up a specific swarm object, which then fires off all 1812 * sets up a specific swarm object, which then fires off all
1837 * the parts of the swarm. 1813 * the parts of the swarm.
1838 * 1814 *
1839 * op: the owner 1815 * op: the owner
1840 * caster: the caster (owner, wand, rod, scroll) 1816 * caster: the caster (owner, wand, rod, scroll)
1841 * dir: the direction everything will be fired in 1817 * dir: the direction everything will be fired in
1842 * spell - the spell that is this spell. 1818 * spell - the spell that is this spell.
1885 int dam, mflags; 1861 int dam, mflags;
1886 maptile *m; 1862 maptile *m;
1887 1863
1888 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1864 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1889 1865
1890 if (!dir) 1866 if (dir)
1891 {
1892 new_draw_info (NDI_UNIQUE, 0, op, "In what direction?");
1893 return 0;
1894 } 1867 {
1895 1868 x = op->x + DIRX (dir);
1896 x = op->x + freearr_x[dir]; 1869 y = op->y + DIRY (dir);
1897 y = op->y + freearr_y[dir];
1898 m = op->map; 1870 m = op->map;
1899 1871
1900 mflags = get_map_flags (m, &m, x, y, &x, &y); 1872 mflags = get_map_flags (m, &m, x, y, &x, &y);
1901 1873
1902 if (mflags & P_OUT_OF_MAP) 1874 if (mflags & P_OUT_OF_MAP)
1903 { 1875 {
1904 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is there."); 1876 op->failmsg ("Nothing is there.");
1905 return 0; 1877 return 0;
1906 } 1878 }
1907 1879
1908 if (mflags & P_IS_ALIVE && spell->attacktype) 1880 if (mflags & P_IS_ALIVE && spell->attacktype)
1909 { 1881 {
1910 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)
1911 if (QUERY_FLAG (target, FLAG_MONSTER)) 1883 if (target->flag [FLAG_MONSTER])
1912 { 1884 {
1913 /* oky doky. got a target monster. Lets make a blinding attack */ 1885 /* oky doky. got a target monster. Lets make a blinding attack */
1914 if (target->head) 1886 if (target->head)
1915 target = target->head; 1887 target = target->head;
1916 1888
1917 hit_player (target, dam, op, spell->attacktype, 1); 1889 hit_player (target, dam, op, spell->attacktype, 1);
1918 return 1; /* one success only! */ 1890 return 1; /* one success only! */
1891 }
1919 } 1892 }
1920 }
1921 1893
1922 /* no live target, perhaps a wall is in the way? */ 1894 /* no live target, perhaps a wall is in the way? */
1923 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)))
1924 { 1896 {
1925 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 1897 op->failmsg ("Something is in the way.");
1926 return 0; 1898 return 0;
1899 }
1927 } 1900 }
1928 1901
1929 /* 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 */
1930 tmp = arch_to_object (spell->other_arch); 1903 tmp = spell->other_arch->instance ();
1931 if (!tmp) 1904 if (!tmp)
1932 { 1905 {
1933 LOG (llevError, "Error: spell arch for cast_light() missing.\n"); 1906 LOG (llevError, "Error: spell arch for cast_light() missing.\n");
1934 return 0; 1907 return 0;
1935 } 1908 }
1909
1936 tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell); 1910 tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell);
1911
1937 if (tmp->glow_radius) 1912 if (tmp->glow_radius)
1938 { 1913 tmp->set_glow_radius (
1939 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)
1940 if (tmp->glow_radius > MAX_LIGHT_RADII) 1915 );
1941 tmp->glow_radius = MAX_LIGHT_RADII;
1942 }
1943 1916
1917 if (dir)
1944 m->insert (tmp, x, y, op); 1918 m->insert (tmp, x, y, op);
1919 else
1920 caster->outer_env_or_self ()->insert (tmp);
1921
1945 return 1; 1922 return 1;
1946} 1923}
1947 1924
1948/* cast_cause_disease: this spell looks along <dir> from the 1925/* cast_cause_disease: this spell looks along <dir> from the
1949 * player and infects someone. 1926 * player and infects someone.
1950 * 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
1951 * 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
1952 * perhaps this should actually be in disease.c? 1929 * perhaps this should actually be in disease.c?
1953 */ 1930 */
1954int 1931int
1960 maptile *m; 1937 maptile *m;
1961 1938
1962 x = op->x; 1939 x = op->x;
1963 y = op->y; 1940 y = op->y;
1964 1941
1965 /* 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
1966 * direction the player is pointing. 1943 * direction the player is pointing.
1967 */ 1944 */
1968 if (!dir) 1945 if (!dir)
1969 dir = op->facing; 1946 dir = op->facing;
1970 1947
1977 dur_mod = SP_level_duration_adjust (caster, spell); 1954 dur_mod = SP_level_duration_adjust (caster, spell);
1978 1955
1979 /* search in a line for a victim */ 1956 /* search in a line for a victim */
1980 for (i = 1; i < range; i++) 1957 for (i = 1; i < range; i++)
1981 { 1958 {
1982 x = op->x + i * freearr_x[dir]; 1959 x = op->x + i * DIRX (dir);
1983 y = op->y + i * freearr_y[dir]; 1960 y = op->y + i * DIRY (dir);
1984 m = op->map; 1961 m = op->map;
1985 1962
1986 mflags = get_map_flags (m, &m, x, y, &x, &y); 1963 mflags = get_map_flags (m, &m, x, y, &x, &y);
1987 1964
1988 if (mflags & P_OUT_OF_MAP) 1965 if (mflags & P_OUT_OF_MAP)
1995 /* 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 */
1996 if (mflags & P_IS_ALIVE) 1973 if (mflags & P_IS_ALIVE)
1997 { 1974 {
1998 /* search this square for a victim */ 1975 /* search this square for a victim */
1999 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)
2000 if (QUERY_FLAG (walk, FLAG_MONSTER) || (walk->type == PLAYER)) 1977 if (walk->flag [FLAG_MONSTER] || (walk->type == PLAYER))
2001 { /* found a victim */ 1978 { /* found a victim */
2002 object *disease = arch_to_object (spell->other_arch); 1979 object *disease = spell->other_arch->instance ();
2003 1980
2004 disease->set_owner (op); 1981 disease->set_owner (op);
2005 set_spell_skill (op, caster, spell, disease); 1982 set_spell_skill (op, caster, spell, disease);
2006 disease->stats.exp = 0; 1983 disease->stats.exp = 0;
2007 disease->level = casting_level (caster, spell); 1984 disease->level = casting_level (caster, spell);
2008 1985
2009 /* do level adjustments */ 1986 /* do level adjustments */
2010 if (disease->stats.wc) 1987 if (disease->stats.wc ) disease->stats.wc += dur_mod / 2;
2011 disease->stats.wc += dur_mod / 2; 1988 if (disease->magic > 0) disease->magic += dur_mod / 8;
2012 1989 if (disease->stats.maxhp > 0) disease->stats.maxhp += dur_mod;
2013 if (disease->magic > 0) 1990 if (disease->stats.maxgrace > 0) disease->stats.maxgrace += dur_mod;
2014 disease->magic += dur_mod / 8;
2015
2016 if (disease->stats.maxhp > 0)
2017 disease->stats.maxhp += dur_mod;
2018
2019 if (disease->stats.maxgrace > 0)
2020 disease->stats.maxgrace += dur_mod;
2021
2022 if (disease->stats.dam)
2023 {
2024 if (disease->stats.dam > 0)
2025 disease->stats.dam += dam_mod;
2026 else
2027 disease->stats.dam -= dam_mod;
2028 }
2029 1991
2030 if (disease->last_sp) 1992 if (disease->last_sp)
2031 { 1993 {
2032 disease->last_sp -= 2 * dam_mod; 1994 disease->last_sp -= 2 * dam_mod;
1995
2033 if (disease->last_sp < 1) 1996 if (disease->last_sp < 1)
2034 disease->last_sp = 1; 1997 disease->last_sp = 1;
2035 } 1998 }
2036 1999
2037 if (disease->stats.maxsp) 2000 if (disease->stats.dam ) disease->stats.dam += copysignl (disease->stats.dam , dam_mod);
2038 { 2001 if (disease->stats.maxsp) disease->stats.maxsp += copysignl (disease->stats.maxsp, dam_mod);
2039 if (disease->stats.maxsp > 0) 2002 if (disease->stats.ac ) disease->stats.ac += dam_mod;
2040 disease->stats.maxsp += dam_mod; 2003 if (disease->last_eat ) disease->last_eat -= dam_mod;
2041 else 2004 if (disease->stats.hp ) disease->stats.hp -= dam_mod;
2042 disease->stats.maxsp -= dam_mod; 2005 if (disease->stats.sp ) disease->stats.sp -= dam_mod;
2043 }
2044
2045 if (disease->stats.ac)
2046 disease->stats.ac += dam_mod;
2047
2048 if (disease->last_eat)
2049 disease->last_eat -= dam_mod;
2050
2051 if (disease->stats.hp)
2052 disease->stats.hp -= dam_mod;
2053
2054 if (disease->stats.sp)
2055 disease->stats.sp -= dam_mod;
2056 2006
2057 if (infect_object (walk, disease, 1)) 2007 if (infect_object (walk, disease, 1))
2058 { 2008 {
2059 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));
2060 2010
2061 disease->destroy (true); /* don't need this one anymore */ 2011 disease->destroy (); /* don't need this one anymore */
2062 walk->map->insert (get_archetype ("detect_magic"), x, y, op); 2012 walk->map->insert (archetype::get (shstr_detect_magic), x, y, op);
2063 return 1; 2013 return 1;
2064 } 2014 }
2065 2015
2066 disease->destroy (true); 2016 disease->destroy ();
2067 } 2017 }
2068 } /* if living creature */ 2018 } /* if living creature */
2069 } /* for range of spaces */ 2019 } /* for range of spaces */
2070 2020
2071 new_draw_info (NDI_UNIQUE, 0, op, "No one caught anything!"); 2021 new_draw_info (NDI_UNIQUE, 0, op, "No one caught anything!");

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