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Comparing deliantra/server/server/spell_attack.C (file contents):
Revision 1.13 by root, Thu Sep 14 22:34:05 2006 UTC vs.
Revision 1.117 by root, Sat Nov 17 23:40:04 2018 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 * Copyright (©) 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
4 Copyright (C) 2002-2003 Mark Wedel & Crossfire Development Team 6 * Copyright (©) 2002-2003 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 7 * Copyright (©) 1992 Frank Tore Johansen
6 8 *
7 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
8 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
9 the Free Software Foundation; either version 2 of the License, or 11 * Free Software Foundation, either version 3 of the License, or (at your
10 (at your option) any later version. 12 * option) any later version.
11 13 *
12 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,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 17 * GNU General Public License for more details.
16 18 *
17 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
18 along with this program; if not, write to the Free Software 20 * and the GNU General Public License along with this program. If not, see
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 21 * <http://www.gnu.org/licenses/>.
20 22 *
21 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>
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
26 * of code 28 * of code
27 */ 29 */
28 30
29#include <global.h> 31#include <global.h>
30#include <object.h> 32#include <object.h>
31#include <living.h> 33#include <living.h>
32#ifndef __CEXTRACT__
33# include <sproto.h> 34#include <sproto.h>
34#endif
35#include <spells.h> 35#include <spells.h>
36#include <sounds.h> 36#include <sounds.h>
37 37
38/* 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
39 * 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)
40 * but moved here so it could be applied to bolts too 40 * but moved here so it could be applied to bolts too
41 * op is the spell object. 41 * op is the spell object.
42 */ 42 */
43 43static void
44void
45check_spell_knockback (object *op) 44check_spell_knockback (object *op)
46{ 45{
47 object *tmp, *tmp2; /* object on the map */
48 int weight_move; 46 int weight_move;
49 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 */
50 48
51 if (!op->weight) 49 if (!op->weight)
52 { /*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 */
57 { 55 {
58 weight_move = op->weight + (op->weight * op->level) / 3; 56 weight_move = op->weight + (op->weight * op->level) / 3;
59 /*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); */
60 } 58 }
61 59
62 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)
63 { 61 {
64 int num_sections = 1; 62 int num_sections = 1;
65 63
66 /* don't move DM */ 64 /* don't move DM */
67 if (QUERY_FLAG (tmp, FLAG_WIZ)) 65 if (tmp->flag [FLAG_WIZ])
68 return; 66 return;
69 67
70 /* don't move parts of objects */ 68 /* don't move parts of objects */
71 if (tmp->head) 69 if (tmp->head)
72 continue; 70 continue;
73 71
74 /* don't move floors or immobile objects */ 72 /* don't move floors or immobile objects */
75 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]))
76 continue; 74 continue;
77 75
78 /* count the object's sections */ 76 /* count the object's sections */
79 for (tmp2 = tmp; tmp2 != NULL; tmp2 = tmp2->more) 77 for (object *tmp2 = tmp; tmp2; tmp2 = tmp2->more)
80 num_sections++; 78 num_sections++;
81 79
82 /* 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
83 * 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
84 * 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.
89 if (tmp->move_type & MOVE_FLYING) 87 if (tmp->move_type & MOVE_FLYING)
90 frictionmod = 1; /* flying objects loose the friction modifier */ 88 frictionmod = 1; /* flying objects loose the friction modifier */
91 89
92 if (rndm (0, weight_move - 1) > ((tmp->weight / num_sections) * frictionmod)) 90 if (rndm (0, weight_move - 1) > ((tmp->weight / num_sections) * frictionmod))
93 { /* move it. */ 91 { /* move it. */
94 /* move_object is really for monsters, but looking at 92 /* move_object is really for monsters, but looking at
95 * the move_object function, it appears that it should 93 * the move_object function, it appears that it should
96 * also be safe for objects. 94 * also be safe for objects.
97 * This does return if successful or not, but 95 * This does return if successful or not, but
98 * I don't see us doing anything useful with that information 96 * I don't see us doing anything useful with that information
99 * right now. 97 * right now.
100 */ 98 */
101 move_object (tmp, absdir (op->stats.sp)); 99 tmp->move (absdir (op->stats.sp));
102 } 100 }
103 101
104 } 102 }
105} 103}
106 104
108 * 106 *
109 * BOLT CODE 107 * BOLT CODE
110 * 108 *
111 ***************************************************************************/ 109 ***************************************************************************/
112 110
113/* Causes op to fork. op is the original bolt, tmp 111/* Causes op to fork. op is the original bolt, tmp
114 * is the first piece of the fork. 112 * is the first piece of the fork.
115 */ 113 */
116 114static void
117void
118forklightning (object *op, object *tmp) 115forklightning (object *op, object *tmp)
119{ 116{
120 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 */
121 int t_dir; /* stores temporary dir calculation */ 118 int t_dir; /* stores temporary dir calculation */
122 mapstruct *m; 119 maptile *m;
123 sint16 sx, sy; 120 sint16 sx, sy;
124 object *new_bolt; 121 object *new_bolt;
125 122
126 /* pick a fork direction. tmp->stats.Con is the left bias 123 /* pick a fork direction. tmp->stats.Con is the left bias
127 * i.e., the chance in 100 of forking LEFT 124 * i.e., the chance in 100 of forking LEFT
133 new_dir = -1; 130 new_dir = -1;
134 131
135 /* check the new dir for a wall and in the map */ 132 /* check the new dir for a wall and in the map */
136 t_dir = absdir (tmp->direction + new_dir); 133 t_dir = absdir (tmp->direction + new_dir);
137 134
138 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)
139 return; 136 return;
140 137
141 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)))
142 return; 139 return;
143 140
144 /* OK, we made a fork */ 141 /* OK, we made a fork */
145 new_bolt = get_object (); 142 new_bolt = tmp->clone ();
146 copy_object (tmp, new_bolt);
147 143
148 /* reduce chances of subsequent forking */ 144 /* reduce chances of subsequent forking */
149 new_bolt->stats.Dex -= 10; 145 new_bolt->stats.Dex -= 10;
150 tmp->stats.Dex -= 10; /* less forks from main bolt too */ 146 tmp->stats.Dex -= 10; /* less forks from main bolt too */
151 new_bolt->stats.Con += 25 * new_dir; /* adjust the left bias */ 147 new_bolt->stats.Con += 25 * new_dir; /* adjust the left bias */
152 new_bolt->speed_left = -0.1; 148 new_bolt->speed_left = -0.1f;
153 new_bolt->direction = t_dir; 149 new_bolt->direction = t_dir;
154 new_bolt->duration++; 150 new_bolt->duration++;
155 new_bolt->x = sx;
156 new_bolt->y = sy;
157 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */ 151 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */
158 new_bolt->stats.dam++; 152 new_bolt->stats.dam++;
159 tmp->stats.dam /= 2; /* reduce father bolt damage */ 153 tmp->stats.dam /= 2; /* reduce father bolt damage */
160 tmp->stats.dam++; 154 tmp->stats.dam++;
161 new_bolt = insert_ob_in_map (new_bolt, m, op, 0); 155
156 if ((new_bolt = m->insert (new_bolt, sx, sy, op)))
162 update_turn_face (new_bolt); 157 update_turn_face (new_bolt);
163} 158}
164 159
165/* move_bolt: moves bolt 'op'. Basically, it just advances a space, 160/* move_bolt: moves bolt 'op'. Basically, it just advances a space,
166 * and checks for various things that may stop it. 161 * and checks for various things that may stop it.
167 */ 162 */
168
169void 163void
170move_bolt (object *op) 164move_bolt (object *op)
171{ 165{
172 object *tmp;
173 int mflags; 166 int mflags;
174 sint16 x, y; 167 sint16 x, y;
175 mapstruct *m; 168 maptile *m;
176 169
177 if (--(op->duration) < 0) 170 if (--op->duration < 0)
178 { 171 {
179 remove_ob (op); 172 op->drop_and_destroy ();
180 free_object (op);
181 return; 173 return;
182 } 174 }
183 175
184 hit_map (op, 0, op->attacktype, 1); 176 hit_map (op, 0, op->attacktype, 1);
185 177
186 if (!op->direction) 178 if (!op->direction)
187 return; 179 return;
188 180
189 if (--op->range < 0) 181 if (--op->range < 0)
190 {
191 op->range = 0; 182 op->range = 0;
192 }
193 else 183 else
194 { 184 {
195 x = op->x + DIRX (op); 185 x = op->x + DIRX (op->direction);
196 y = op->y + DIRY (op); 186 y = op->y + DIRY (op->direction);
197 m = op->map; 187 m = op->map;
198 mflags = get_map_flags (m, &m, x, y, &x, &y); 188 mflags = get_map_flags (m, &m, x, y, &x, &y);
199 189
200 if (mflags & P_OUT_OF_MAP) 190 if (mflags & P_OUT_OF_MAP)
201 return; 191 return;
205 * 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
206 * will be useful. 196 * will be useful.
207 */ 197 */
208 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)))
209 { 199 {
210 200 if (!op->flag [FLAG_REFLECTING])
211 if (!QUERY_FLAG (op, FLAG_REFLECTING))
212 return; 201 return;
213 202
214 /* Since walls don't run diagonal, if the bolt is in 203 /* Since walls don't run diagonal, if the bolt is in
215 * one of 4 main directions, it just reflects back in the 204 * one of 4 main directions, it just reflects back in the
216 * opposite direction. However, if the bolt is travelling 205 * opposite direction. However, if the bolt is travelling
229 /* 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
230 * over a corner in a tiled map, it is possible that 219 * over a corner in a tiled map, it is possible that
231 * op->direction is within an adjacent map but either 220 * op->direction is within an adjacent map but either
232 * op->direction-1 or op->direction+1 does not exist. 221 * op->direction-1 or op->direction+1 does not exist.
233 */ 222 */
234 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)),
235 op->y + freearr_y[absdir (op->direction - 1)], &x, &y); 224 op->y + DIRY (absdir (op->direction - 1)), &x, &y);
236 225
237 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));
238 227
239 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)),
240 op->y + freearr_y[absdir (op->direction + 1)], &x, &y); 229 op->y + DIRY (absdir (op->direction + 1)), &x, &y);
241 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));
242 231
243 if (left == right) 232 if (left == right)
244 op->direction = absdir (op->direction + 4); 233 op->direction = absdir (op->direction + 4);
245 else if (left) 234 else if (left)
246 op->direction = absdir (op->direction + 2); 235 op->direction = absdir (op->direction + 2);
247 else if (right) 236 else if (right)
248 op->direction = absdir (op->direction - 2); 237 op->direction = absdir (op->direction - 2);
249 } 238 }
239
250 update_turn_face (op); /* A bolt *must* be IS_TURNABLE */ 240 update_turn_face (op); /* A bolt *must* be IS_TURNABLE */
251 return; 241 return;
252 } 242 }
253 else 243 else
254 { /* Create a copy of this object and put it ahead */ 244 { /* Create a copy of this object and put it ahead */
255 tmp = get_object (); 245 object *tmp = op->clone ();
256 copy_object (op, tmp); 246
247 m->insert (tmp, x, y, op);
257 tmp->speed_left = -0.1; 248 tmp->speed_left = -0.1f;
258 tmp->x += DIRX (tmp), tmp->y += DIRY (tmp);
259 tmp = insert_ob_in_map (tmp, op->map, op, 0);
260 /* 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 */
261 tmp->duration++; 250 tmp->duration++;
262 251
263 /* New forking code. Possibly create forks of this object 252 /* New forking code. Possibly create forks of this object
264 * going off in other directions. 253 * going off in other directions.
265 */ 254 */
266
267 if (rndm (0, 99) < tmp->stats.Dex) 255 if (tmp->stats.Dex && rndm (0, 99) < tmp->stats.Dex)
268 { /* stats.Dex % of forking */ 256 forklightning (op, tmp); /* stats.Dex % of forking */
269 forklightning (op, tmp); 257
270 }
271 /* 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
272 * doesn't create any bolts that continue to move onward. 259 * doesn't create any bolts that continue to move onward.
273 */ 260 */
274 op->range = 0; 261 op->range = 0;
275 } /* copy object and move it along */ 262 } /* copy object and move it along */
282 * we remove the magic flag - that can be derived from 269 * we remove the magic flag - that can be derived from
283 * spob->attacktype. 270 * spob->attacktype.
284 * This function sets up the appropriate owner and skill 271 * This function sets up the appropriate owner and skill
285 * pointers. 272 * pointers.
286 */ 273 */
287
288int 274int
289fire_bolt (object *op, object *caster, int dir, object *spob, object *skill) 275fire_bolt (object *op, object *caster, int dir, object *spob, object *skill)
290{ 276{
291 object *tmp = NULL; 277 object *tmp = NULL;
292 int mflags; 278 int mflags;
293 279
294 if (!spob->other_arch) 280 if (!spob->other_arch)
295 return 0; 281 return 0;
296 282
297 tmp = arch_to_object (spob->other_arch); 283 tmp = spob->other_arch->instance ();
298 if (tmp == NULL) 284 if (tmp == NULL)
299 return 0; 285 return 0;
300 286
301 /* peterm: level dependency for bolts */ 287 /* peterm: level dependency for bolts */
302 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);
303 tmp->attacktype = spob->attacktype; 289 tmp->attacktype = spob->attacktype;
290
304 if (spob->slaying) 291 if (spob->slaying)
305 tmp->slaying = spob->slaying; 292 tmp->slaying = spob->slaying;
293
306 tmp->range = spob->range + SP_level_range_adjust (caster, spob); 294 tmp->range = spob->range + SP_level_range_adjust (caster, spob);
307 tmp->duration = spob->duration + SP_level_duration_adjust (caster, spob); 295 tmp->duration = spob->duration + SP_level_duration_adjust (caster, spob);
308 tmp->stats.Dex = spob->stats.Dex; 296 tmp->stats.Dex = spob->stats.Dex;
309 tmp->stats.Con = spob->stats.Con; 297 tmp->stats.Con = spob->stats.Con;
310 298
311 tmp->direction = dir; 299 tmp->direction = dir;
312 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) 300 if (tmp->flag [FLAG_IS_TURNABLE])
313 SET_ANIMATION (tmp, dir); 301 SET_ANIMATION (tmp, dir);
314 302
315 set_owner (tmp, op); 303 tmp->set_owner (op);
316 set_spell_skill (op, caster, spob, tmp); 304 set_spell_skill (op, caster, spob, tmp);
317 305
318 tmp->x = op->x + DIRX (tmp); 306 tmp->x = op->x + DIRX (tmp->direction);
319 tmp->y = op->y + DIRY (tmp); 307 tmp->y = op->y + DIRY (tmp->direction);
320 tmp->map = op->map; 308 tmp->map = op->map;
321 309
310 maptile *newmap;
322 mflags = get_map_flags (tmp->map, &tmp->map, tmp->x, tmp->y, &tmp->x, &tmp->y); 311 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y);
323 if (mflags & P_OUT_OF_MAP) 312 if (mflags & P_OUT_OF_MAP)
324 { 313 {
325 free_object (tmp); 314 tmp->drop_and_destroy ();
326 return 0; 315 return 0;
327 } 316 }
317
318 tmp->map = newmap;
319
328 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)))
329 { 321 {
330 if (!QUERY_FLAG (tmp, FLAG_REFLECTING)) 322 if (!tmp->flag [FLAG_REFLECTING])
331 { 323 {
332 free_object (tmp); 324 tmp->drop_and_destroy ();
333 return 0; 325 return 0;
334 } 326 }
327
335 tmp->x = op->x; 328 tmp->x = op->x;
336 tmp->y = op->y; 329 tmp->y = op->y;
337 tmp->direction = absdir (tmp->direction + 4); 330 tmp->direction = absdir (tmp->direction + 4);
338 tmp->map = op->map; 331 tmp->map = op->map;
339 } 332 }
340 if ((tmp = insert_ob_in_map (tmp, tmp->map, op, 0)) != NULL) 333
334 if ((tmp = tmp->insert_at (tmp, op)))
341 move_bolt (tmp); 335 move_bolt (tmp);
336
342 return 1; 337 return 1;
343} 338}
344
345
346 339
347/*************************************************************************** 340/***************************************************************************
348 * 341 *
349 * BULLET/BALL CODE 342 * BULLET/BALL CODE
350 * 343 *
351 ***************************************************************************/ 344 ***************************************************************************/
352 345
353/* expands an explosion. op is a piece of the 346/* expands an explosion. op is a piece of the
354 * explosion - this expans it in the different directions. 347 * explosion - this expands it in the different directions.
355 * At least that is what I think this does. 348 * At least that is what I think this does.
356 */ 349 */
357void 350void
358explosion (object *op) 351explosion (object *op)
359{ 352{
360 object *tmp;
361 mapstruct *m = op->map; 353 maptile *m = op->map;
362 int i; 354 int i;
363 355
364 if (--(op->duration) < 0) 356 if (--op->duration < 0)
365 {
366 remove_ob (op);
367 free_object (op);
368 return;
369 } 357 {
358 op->destroy ();
359 return;
360 }
361
370 hit_map (op, 0, op->attacktype, 0); 362 hit_map (op, 0, op->attacktype, 0);
371 363
372 if (op->range > 0) 364 if (op->range > 0)
373 { 365 {
374 for (i = 1; i < 9; i++) 366 for (i = 1; i < 9; i++)
375 { 367 {
376 sint16 dx, dy; 368 sint16 dx, dy;
377 369
378 dx = op->x + freearr_x[i]; 370 dx = op->x + DIRX (i);
379 dy = op->y + freearr_y[i]; 371 dy = op->y + DIRY (i);
372
380 /* ok_to_put_more already does things like checks for walls, 373 /* ok_to_put_more already does things like checks for walls,
381 * out of map, etc. 374 * out of map, etc.
382 */ 375 */
383 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))
384 { 377 {
385 tmp = get_object (); 378 object *tmp = op->clone ();
386 copy_object (op, tmp); 379
387 tmp->state = 0; 380 tmp->state = 0;
388 tmp->speed_left = -0.21; 381 tmp->speed_left = -0.21f;
389 tmp->range--; 382 tmp->range--;
390 tmp->value = 0; 383 tmp->value = 0;
391 tmp->x = dx; 384
392 tmp->y = dy; 385 m->insert (tmp, dx, dy, op);
393 insert_ob_in_map (tmp, m, op, 0);
394 } 386 }
395 } 387 }
396 } 388 }
397} 389}
398
399 390
400/* Causes an object to explode, eg, a firebullet, 391/* Causes an object to explode, eg, a firebullet,
401 * poison cloud ball, etc. op is the object to 392 * poison cloud ball, etc. op is the object to
402 * explode. 393 * explode.
403 */ 394 */
404void 395static void
405explode_bullet (object *op) 396explode_bullet (object *op)
406{ 397{
407 tag_t op_tag = op->count;
408 object *tmp, *owner; 398 object *tmp, *owner;
409 399
410 if (op->other_arch == NULL) 400 if (!op->other_arch)
411 { 401 {
412 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n"); 402 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n");
413 remove_ob (op); 403 op->destroy ();
414 free_object (op);
415 return; 404 return;
416 } 405 }
417 406
418 if (op->env) 407 if (op->env)
419 { 408 {
420 object *env; 409 object *env = op->outer_env ();
421 410
422 env = object_get_env_recursive (op);
423 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))
424 { 412 {
425 LOG (llevError, "BUG: explode_bullet(): env out of map\n"); 413 LOG (llevError, "BUG: explode_bullet(): env out of map\n");
426 remove_ob (op); 414 op->destroy ();
427 free_object (op);
428 return; 415 return;
429 } 416 }
430 remove_ob (op); 417
431 op->x = env->x; 418 op->insert_at (env, op, INS_NO_MERGE | INS_NO_WALK_ON);
432 op->y = env->y;
433 insert_ob_in_map (op, env->map, op, INS_NO_MERGE | INS_NO_WALK_ON);
434 } 419 }
435 else if (out_of_map (op->map, op->x, op->y)) 420 else if (out_of_map (op->map, op->x, op->y))
436 { 421 {
437 LOG (llevError, "BUG: explode_bullet(): op out of map\n"); 422 LOG (llevError, "BUG: explode_bullet(): op out of map\n");
438 remove_ob (op); 423 op->destroy ();
439 free_object (op);
440 return; 424 return;
441 } 425 }
442 426
443 // 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
444 // 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
445 // bad at the moment that might happen from this. 429 // bad at the moment that might happen from this.
446 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)
447 { 431 {
448 remove_ob (op); 432 op->destroy ();
449 free_object (op);
450 return; 433 return;
451 } 434 }
452 435
453 if (op->attacktype) 436 if (op->attacktype)
454 { 437 {
455 hit_map (op, 0, op->attacktype, 1); 438 hit_map (op, 0, op->attacktype, 1);
456 if (was_destroyed (op, op_tag)) 439
440 if (op->destroyed ())
457 return; 441 return;
458 } 442 }
459 443
460 /* other_arch contains what this explodes into */ 444 /* other_arch contains what this explodes into */
461 tmp = arch_to_object (op->other_arch); 445 tmp = op->other_arch->instance ();
462 446
463 copy_owner (tmp, op); 447 tmp->set_owner (op);
464 tmp->skill = op->skill; 448 tmp->skill = op->skill;
465 449
466 owner = get_owner (op); 450 owner = op->owner;
467 451
468 if ((tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) && owner && !tailor_god_spell (tmp, owner)) 452 if ((tmp->attacktype & AT_HOLYWORD
469 { 453 || tmp->attacktype & AT_GODPOWER)
470 remove_ob (op); 454 && owner
471 free_object (op); 455 && !tailor_god_spell (tmp, owner))
472 return;
473 } 456 {
474 457 op->destroy ();
475 tmp->x = op->x; 458 return;
476 tmp->y = op->y; 459 }
477 460
478 /* special for bombs - it actually has sane values for these */ 461 /* special for bombs - it actually has sane values for these */
479 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB) 462 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB)
480 { 463 {
481 tmp->attacktype = op->attacktype; 464 tmp->attacktype = op->attacktype;
485 } 468 }
486 else 469 else
487 { 470 {
488 if (op->attacktype & AT_MAGIC) 471 if (op->attacktype & AT_MAGIC)
489 tmp->attacktype |= AT_MAGIC; 472 tmp->attacktype |= AT_MAGIC;
473
490 /* Spell doc describes what is going on here */ 474 /* Spell doc describes what is going on here */
491 tmp->stats.dam = op->dam_modifier; 475 tmp->stats.dam = op->dam_modifier;
492 tmp->range = op->stats.maxhp; 476 tmp->range = op->stats.maxhp;
493 tmp->duration = op->stats.hp; 477 tmp->duration = op->stats.hp;
494 /* Used for spell tracking - just need a unique val for this spell - 478 /* Used for spell tracking - just need a unique val for this spell -
502 tmp->stats.sp = op->direction; 486 tmp->stats.sp = op->direction;
503 487
504 /* Prevent recursion */ 488 /* Prevent recursion */
505 op->move_on = 0; 489 op->move_on = 0;
506 490
507 insert_ob_in_map (tmp, op->map, op, 0); 491 tmp->insert_at (op, op);
492 tmp->play_sound (tmp->sound);
493
508 /* remove the firebullet */ 494 /* remove the firebullet */
509 if (!was_destroyed (op, op_tag)) 495 op->destroy ();
510 {
511 remove_ob (op);
512 free_object (op);
513 }
514} 496}
515
516
517 497
518/* checks to see what op should do, given the space it is on 498/* checks to see what op should do, given the space it is on
519 * (eg, explode, damage player, etc) 499 * (eg, explode, damage player, etc)
520 */ 500 */
521
522void 501void
523check_bullet (object *op) 502check_bullet (object *op)
524{ 503{
525 tag_t op_tag = op->count, tmp_tag;
526 object *tmp; 504 object *tmp;
527 int dam, mflags; 505 int dam, mflags;
528 mapstruct *m; 506 maptile *m;
529 sint16 sx, sy; 507 sint16 sx, sy;
530 508
531 mflags = get_map_flags (op->map, &m, op->x, op->y, &sx, &sy); 509 mflags = get_map_flags (op->map, &m, op->x, op->y, &sx, &sy);
532 510
533 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy))) 511 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
542 520
543 /* If nothing alive on this space, no reason to do anything further */ 521 /* If nothing alive on this space, no reason to do anything further */
544 if (!(mflags & P_IS_ALIVE)) 522 if (!(mflags & P_IS_ALIVE))
545 return; 523 return;
546 524
547 for (tmp = get_map_ob (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 525 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
548 { 526 {
549 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 527 if (tmp->flag [FLAG_ALIVE])
550 { 528 {
551 tmp_tag = tmp->count;
552 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
553 if (was_destroyed (op, op_tag) || !was_destroyed (tmp, tmp_tag) || (op->stats.dam -= dam) < 0) 532 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0)
554 { 533 {
555 if (!QUERY_FLAG (op, FLAG_REMOVED)) 534 if (!op->flag [FLAG_REMOVED])
556 { 535 {
557 remove_ob (op); 536 op->destroy ();
558 free_object (op);
559 return; 537 return;
560 } 538 }
561 } 539 }
562 } 540 }
563 } 541 }
564} 542}
565
566 543
567/* Basically, we move 'op' one square, and if it hits something, 544/* Basically, we move 'op' one square, and if it hits something,
568 * call check_bullet. 545 * call check_bullet.
569 * This function is only applicable to bullets, but not to all 546 * This function is only applicable to bullets, but not to all
570 * fired arches (eg, bolts). 547 * fired arches (eg, bolts).
571 */ 548 */
572
573void 549void
574move_bullet (object *op) 550move_bullet (object *op)
575{ 551{
576 sint16 new_x, new_y;
577 int mflags;
578 mapstruct *m;
579
580#if 0 552#if 0
581 /* We need a better general purpose way to do this */ 553 /* We need a better general purpose way to do this */
582 554
583 /* peterm: added to make comet leave a trail of burnouts 555 /* peterm: added to make comet leave a trail of burnouts
584 it's an unadulterated hack, but the effect is cool. */ 556 it's an unadulterated hack, but the effect is cool. */
585 if (op->stats.sp == SP_METEOR) 557 if (op->stats.sp == SP_METEOR)
586 { 558 {
587 replace_insert_ob_in_map ("fire_trail", op); 559 replace_insert_ob_in_map ("fire_trail", op);
588 if (was_destroyed (op, op_tag)) 560 if (op->destroyed ())
589 return; 561 return;
590 } /* end addition. */ 562 } /* end addition. */
591#endif 563#endif
592 564
593 /* Reached the end of its life - remove it */ 565 /* Reached the end of its life - remove it */
594 if (--op->range <= 0) 566 if (--op->range <= 0)
595 { 567 {
596 if (op->other_arch) 568 if (op->other_arch)
597 {
598 explode_bullet (op); 569 explode_bullet (op);
599 }
600 else 570 else
601 { 571 op->destroy ();
602 remove_ob (op);
603 free_object (op);
604 }
605 return;
606 }
607 572
608 new_x = op->x + DIRX (op); 573 return;
609 new_y = op->y + DIRY (op);
610 m = op->map;
611 mflags = get_map_flags (m, &m, new_x, new_y, &new_x, &new_y);
612
613 if (mflags & P_OUT_OF_MAP)
614 { 574 }
615 remove_ob (op); 575
616 free_object (op); 576 mapxy pos (op);
617 return; 577 pos.move (op->direction);
578
579 if (!pos.normalise ())
618 } 580 {
581 op->destroy ();
582 return;
583 }
619 584
620 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))
621 { 590 {
622 if (op->other_arch) 591 if (op->other_arch)
623 {
624 explode_bullet (op); 592 explode_bullet (op);
625 }
626 else 593 else
627 { 594 op->destroy ();
628 remove_ob (op);
629 free_object (op);
630 }
631 return;
632 }
633 595
634 remove_ob (op); 596 return;
635 op->x = new_x; 597 }
636 op->y = new_y; 598
637 if ((op = insert_ob_in_map (op, m, op, 0)) == NULL) 599 if (!(op = pos.insert (op, op)))
638 return; 600 return;
639 601
640 if (reflwall (op->map, op->x, op->y, op)) 602 if (reflwall (op->map, op->x, op->y, op))
641 { 603 {
642 op->direction = absdir (op->direction + 4); 604 op->direction = absdir (op->direction + 4);
643 update_turn_face (op); 605 update_turn_face (op);
644 } 606 }
645 else 607 else
646 {
647 check_bullet (op); 608 check_bullet (op);
648 }
649} 609}
650
651
652
653 610
654/* fire_bullet 611/* fire_bullet
655 * object op (cast from caster) files a bolt in dir. 612 * object op (cast from caster) files a bolt in dir.
656 * spob is the spell object for the bolt. 613 * spob is the spell object for the bolt.
657 * we remove the magic flag - that can be derived from 614 * we remove the magic flag - that can be derived from
658 * spob->attacktype. 615 * spob->attacktype.
659 * This function sets up the appropriate owner and skill 616 * This function sets up the appropriate owner and skill
660 * pointers. 617 * pointers.
661 */ 618 */
662
663int 619int
664fire_bullet (object *op, object *caster, int dir, object *spob) 620fire_bullet (object *op, object *caster, int dir, object *spob)
665{ 621{
666 object *tmp = NULL; 622 object *tmp = NULL;
667 int mflags; 623 int mflags;
668 624
669 if (!spob->other_arch) 625 if (!spob->other_arch)
670 return 0; 626 return 0;
671 627
672 tmp = arch_to_object (spob->other_arch); 628 tmp = spob->other_arch->instance ();
673 if (tmp == NULL) 629 if (!tmp)
674 return 0; 630 return 0;
675 631
676 /* peterm: level dependency for bolts */ 632 /* peterm: level dependency for bolts */
677 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);
678 tmp->attacktype = spob->attacktype; 634 tmp->attacktype = spob->attacktype;
679 if (spob->slaying) 635 if (spob->slaying)
680 tmp->slaying = spob->slaying; 636 tmp->slaying = spob->slaying;
681 637
685 tmp->stats.hp = spob->duration + SP_level_duration_adjust (caster, spob); 641 tmp->stats.hp = spob->duration + SP_level_duration_adjust (caster, spob);
686 tmp->stats.maxhp = spob->range + SP_level_range_adjust (caster, spob); 642 tmp->stats.maxhp = spob->range + SP_level_range_adjust (caster, spob);
687 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);
688 644
689 tmp->direction = dir; 645 tmp->direction = dir;
690 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) 646 if (tmp->flag [FLAG_IS_TURNABLE])
691 SET_ANIMATION (tmp, dir); 647 SET_ANIMATION (tmp, dir);
692 648
693 set_owner (tmp, op); 649 tmp->set_owner (op);
694 set_spell_skill (op, caster, spob, tmp); 650 set_spell_skill (op, caster, spob, tmp);
695 651
696 tmp->x = op->x + freearr_x[dir]; 652 tmp->x = op->x + DIRX (dir);
697 tmp->y = op->y + freearr_y[dir]; 653 tmp->y = op->y + DIRY (dir);
698 tmp->map = op->map; 654 tmp->map = op->map;
699 655
656 maptile *newmap;
700 mflags = get_map_flags (tmp->map, &tmp->map, tmp->x, tmp->y, &tmp->x, &tmp->y); 657 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y);
701 if (mflags & P_OUT_OF_MAP) 658 if (mflags & P_OUT_OF_MAP)
702 { 659 {
703 free_object (tmp); 660 tmp->destroy ();
704 return 0; 661 return 0;
705 } 662 }
663
664 tmp->map = newmap;
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
706 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)))
707 { 680 {
708 if (!QUERY_FLAG (tmp, FLAG_REFLECTING)) 681 if (!tmp->flag [FLAG_REFLECTING])
709 { 682 {
710 free_object (tmp); 683 tmp->destroy ();
711 return 0; 684 return 0;
712 } 685 }
686
713 tmp->x = op->x; 687 tmp->x = op->x;
714 tmp->y = op->y; 688 tmp->y = op->y;
715 tmp->direction = absdir (tmp->direction + 4); 689 tmp->direction = absdir (tmp->direction + 4);
716 tmp->map = op->map; 690 tmp->map = op->map;
717 } 691 }
718 if ((tmp = insert_ob_in_map (tmp, tmp->map, op, 0)) != NULL) 692
719 { 693 if ((tmp = tmp->insert_at (tmp, op)))
720 check_bullet (tmp); 694 check_bullet (tmp);
721 } 695
722 return 1; 696 return 1;
723} 697}
724
725
726
727 698
728/***************************************************************************** 699/*****************************************************************************
729 * 700 *
730 * CONE RELATED FUNCTIONS 701 * CONE RELATED FUNCTIONS
731 * 702 *
732 *****************************************************************************/ 703 *****************************************************************************/
733 704
734
735/* 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" */
736void 706static void
737cone_drop (object *op) 707cone_drop (object *op)
738{ 708{
739 object *new_ob = arch_to_object (op->other_arch); 709 object *new_ob = op->other_arch->instance ();
740 710
741 new_ob->x = op->x;
742 new_ob->y = op->y;
743 new_ob->level = op->level; 711 new_ob->level = op->level;
744 set_owner (new_ob, op->owner); 712 new_ob->set_owner (op->owner);
745 713
746 /* preserve skill ownership */ 714 /* preserve skill ownership */
747 if (op->skill && op->skill != new_ob->skill) 715 if (op->skill && op->skill != new_ob->skill)
748 {
749 new_ob->skill = op->skill; 716 new_ob->skill = op->skill;
750 }
751 insert_ob_in_map (new_ob, op->map, op, 0);
752 717
718 new_ob->insert_at (op, op);
753} 719}
754 720
755/* 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 */
756 722
757void 723void
758move_cone (object *op) 724move_cone (object *op)
759{ 725{
760 int i;
761 tag_t tag;
762
763 /* 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 */
764 if (!op->map) 727 if (!op->map)
765 { 728 {
766 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");
767 op->speed = 0; 730 op->set_speed (0);
768 update_ob_speed (op);
769 return; 731 return;
770 } 732 }
771 733
772 /* lava saves it's life, but not yours :) */ 734 /* lava saves it's life, but not yours :) */
773 if (QUERY_FLAG (op, FLAG_LIFESAVE)) 735 if (op->flag [FLAG_LIFESAVE])
774 { 736 {
775 hit_map (op, 0, op->attacktype, 0); 737 hit_map (op, 0, op->attacktype, 0);
776 return; 738 return;
777 } 739 }
778 740
779#if 0 741#if 0
780 /* Disable this - enabling it makes monsters easier, as 742 /* Disable this - enabling it makes monsters easier, as
781 * when their cone dies when they die. 743 * when their cone dies when they die.
782 */ 744 */
783 /* If no owner left, the spell dies out. */ 745 /* If no owner left, the spell dies out. */
784 if (get_owner (op) == NULL) 746 if (op->owner == NULL)
785 { 747 {
786 remove_ob (op); 748 op->destroy ();
787 free_object (op);
788 return; 749 return;
789 } 750 }
790#endif 751#endif
791 752
792 tag = op->count;
793 hit_map (op, 0, op->attacktype, 0); 753 hit_map (op, 0, op->attacktype, 0);
754
755 if (!op->is_on_map ())
756 return;
794 757
795 /* Check to see if we should push anything. 758 /* Check to see if we should push anything.
796 * Spell objects with weight push whatever they encounter to some 759 * Spell objects with weight push whatever they encounter to some
797 * degree. 760 * degree.
798 */ 761 */
799 if (op->weight) 762 if (op->weight)
763 {
800 check_spell_knockback (op); 764 check_spell_knockback (op);
801 765
802 if (was_destroyed (op, tag)) 766 if (!op->is_on_map ())
803 return; 767 return;
768 }
804 769
805 if ((op->duration--) < 0) 770 if (op->duration-- < 0)
806 { 771 {
807 remove_ob (op); 772 op->destroy ();
808 free_object (op);
809 return; 773 return;
810 } 774 }
811 /* Object has hit maximum range, so don't have it move 775 /* Object has hit maximum range, so don't have it move
812 * any further. When the duration above expires, 776 * any further. When the duration above expires,
813 * then the object will get removed. 777 * then the object will get removed.
816 { 780 {
817 op->range = 0; /* just so it doesn't wrap */ 781 op->range = 0; /* just so it doesn't wrap */
818 return; 782 return;
819 } 783 }
820 784
821 for (i = -1; i < 2; i++) 785 for (int i = -1; i <= 1; i++)
822 { 786 {
823 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));
824 788
825 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))
826 { 790 {
827 object *tmp = get_object (); 791 object *tmp = op->clone ();
828
829 copy_object (op, tmp);
830 tmp->x = x;
831 tmp->y = y;
832 792
833 tmp->duration = op->duration + 1; 793 tmp->duration = op->duration + 1;
834 794
835 /* Use for spell tracking - see ok_to_put_more() */ 795 /* Use for spell tracking - see ok_to_put_more() */
836 tmp->stats.maxhp = op->stats.maxhp; 796 tmp->stats.maxhp = op->stats.maxhp;
837 insert_ob_in_map (tmp, op->map, op, 0); 797
798 op->map->insert (tmp, x, y, op);
799
838 if (tmp->other_arch) 800 if (tmp->other_arch)
839 cone_drop (tmp); 801 cone_drop (tmp);
840 } 802 }
841 } 803 }
842} 804}
852int 814int
853cast_cone (object *op, object *caster, int dir, object *spell) 815cast_cone (object *op, object *caster, int dir, object *spell)
854{ 816{
855 object *tmp; 817 object *tmp;
856 int i, success = 0, range_min = -1, range_max = 1; 818 int i, success = 0, range_min = -1, range_max = 1;
857 mapstruct *m; 819 maptile *m;
858 sint16 sx, sy; 820 sint16 sx, sy;
859 MoveType movetype; 821 MoveType movetype;
860 822
861 if (!spell->other_arch) 823 if (!spell->other_arch)
862 return 0; 824 return 0;
863 825
864 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)
865 { 827 {
866 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!");
867 return 0; 829 return 0;
868 } 830 }
869 831
870 if (!dir) 832 if (!dir)
871 { 833 {
875 837
876 /* 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
877 * 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
878 * insert it into is blocked. 840 * insert it into is blocked.
879 */ 841 */
880 movetype = spell->other_arch->clone.move_type; 842 movetype = spell->other_arch->move_type;
881 843
882 for (i = range_min; i <= range_max; i++) 844 for (i = range_min; i <= range_max; i++)
883 { 845 {
884 sint16 x, y, d; 846 sint16 x, y;
885 847
886 /* We can't use absdir here, because it never returns 848 /* We can't use absdir here, because it never returns
887 * 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
888 * 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
889 * to hit that person. 851 * to hit that person.
890 */ 852 */
891 d = dir + i; 853 int d = dir ? absdir (dir + i) : i;
892 while (d < 0)
893 d += 8;
894 while (d > 8)
895 d -= 8;
896 854
897 /* 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.
898 * In that case, we have to see - if dir is specified, 856 * In that case, we have to see - if dir is specified,
899 * turn this into direction 8. If dir is not specified (all 857 * turn this into direction 8. If dir is not specified (all
900 * direction) skip - otherwise, one line would do more damage 858 * direction) skip - otherwise, one line would do more damage
907 d = 8; 865 d = 8;
908 else 866 else
909 continue; 867 continue;
910 } 868 }
911 869
912 x = op->x + freearr_x[d]; 870 x = op->x + DIRX (d);
913 y = op->y + freearr_y[d]; 871 y = op->y + DIRY (d);
914 872
915 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)
916 continue; 874 continue;
917 875
918 if ((movetype & GET_MAP_MOVE_BLOCK (m, sx, sy)) == movetype) 876 if ((movetype & GET_MAP_MOVE_BLOCK (m, sx, sy)) == movetype)
919 continue; 877 continue;
920 878
921 success = 1; 879 success = 1;
922 tmp = arch_to_object (spell->other_arch); 880 tmp = spell->other_arch->instance ();
923 set_owner (tmp, op); 881 tmp->set_owner (op);
924 set_spell_skill (op, caster, spell, tmp); 882 set_spell_skill (op, caster, spell, tmp);
925 tmp->level = caster_level (caster, spell); 883 tmp->level = casting_level (caster, spell);
926 tmp->x = sx;
927 tmp->y = sy;
928 tmp->attacktype = spell->attacktype; 884 tmp->attacktype = spell->attacktype;
929 885
930 /* holy word stuff */ 886 /* holy word stuff */
931 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER)) 887 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER))
932 if (!tailor_god_spell (tmp, op)) 888 if (!tailor_god_spell (tmp, op))
966 else 922 else
967 tmp->duration += caster->level / 3; 923 tmp->duration += caster->level / 3;
968 } 924 }
969 925
970 if (!(tmp->move_type & MOVE_FLY_LOW)) 926 if (!(tmp->move_type & MOVE_FLY_LOW))
971 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);
972 928
973 if (!tmp->move_on && tmp->stats.dam) 929 if (!tmp->move_on && tmp->stats.dam)
974 {
975 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);
976 }
977 931
978 insert_ob_in_map (tmp, m, op, 0); 932 m->insert (tmp, sx, sy, op);
979 933
980 /* 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
981 * a single space too many times. 935 * a single space too many times.
982 */ 936 */
983 tmp->stats.maxhp = tmp->count; 937 tmp->stats.maxhp = tmp->count;
993 * 947 *
994 * BOMB related code 948 * BOMB related code
995 * 949 *
996 ****************************************************************************/ 950 ****************************************************************************/
997 951
998
999/* This handles an exploding bomb. 952/* This handles an exploding bomb.
1000 * op is the original bomb object. 953 * op is the original bomb object.
1001 */ 954 */
1002void 955void
1003animate_bomb (object *op) 956animate_bomb (object *op)
1004{ 957{
1005 int i;
1006 object *env, *tmp;
1007 archetype *at;
1008
1009 if (op->state != NUM_ANIMATIONS (op) - 1) 958 if (op->state != NUM_ANIMATIONS (op) - 1)
1010 return; 959 return;
1011 960
1012 env = object_get_env_recursive (op); 961 object *env = op->outer_env ();
1013 962
1014 if (op->env) 963 if (op->env)
1015 { 964 {
1016 if (env->map == NULL) 965 if (!env->map)
1017 return; 966 return;
1018 967
1019 if (env->type == PLAYER) 968 if (!(op = op->insert_at (env, op)))
1020 esrv_del_item (env->contr, op->count);
1021
1022 remove_ob (op);
1023 op->x = env->x;
1024 op->y = env->y;
1025 if ((op = insert_ob_in_map (op, env->map, op, 0)) == NULL)
1026 return; 969 return;
1027 } 970 }
1028 971
1029 // 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
1030 // 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
1031 // as bombs can be carried. 974 // as bombs can be carried.
1032 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE) 975 if (op->ms ().flags () & P_SAFE)
1033 { 976 {
1034 remove_ob (op); 977 op->destroy ();
1035 free_object (op);
1036 return; 978 return;
1037 } 979 }
1038 980
1039 /* This copies a lot of the code from the fire bullet, 981 /* This copies a lot of the code from the fire bullet,
1040 * but using the cast_bullet isn't really feasible, 982 * but using the cast_bullet isn't really feasible,
1041 * so just set up the appropriate values. 983 * so just set up the appropriate values.
1042 */ 984 */
1043 at = archetype::find (SPLINT); 985 if (archetype *at = archetype::find (SPLINT))
1044 if (at)
1045 { 986 {
1046 for (i = 1; i < 9; i++) 987 for (int i = 1; i < 9; i++)
1047 { 988 {
1048 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)))
1049 continue; 990 continue;
1050 tmp = arch_to_object (at); 991
992 object *tmp = at->instance ();
1051 tmp->direction = i; 993 tmp->direction = i;
1052 tmp->range = op->range; 994 tmp->range = op->range;
1053 tmp->stats.dam = op->stats.dam; 995 tmp->stats.dam = op->stats.dam;
1054 tmp->duration = op->duration; 996 tmp->duration = op->duration;
1055 tmp->attacktype = op->attacktype; 997 tmp->attacktype = op->attacktype;
1056 copy_owner (tmp, op); 998 tmp->set_owner (op);
1057 if (op->skill && op->skill != tmp->skill) 999 if (op->skill && op->skill != tmp->skill)
1058 {
1059 tmp->skill = op->skill; 1000 tmp->skill = op->skill;
1060 } 1001
1061 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) 1002 if (tmp->flag [FLAG_IS_TURNABLE])
1062 SET_ANIMATION (tmp, i); 1003 SET_ANIMATION (tmp, i);
1063 tmp->x = op->x + freearr_x[i]; 1004
1064 tmp->y = op->y + freearr_x[i]; 1005 op->map->insert (tmp, op->x + DIRX (i), op->y + DIRX (i), op);
1065 insert_ob_in_map (tmp, op->map, op, 0);
1066 move_bullet (tmp); 1006 move_bullet (tmp);
1067 } 1007 }
1068 } 1008 }
1069 1009
1070 explode_bullet (op); 1010 explode_bullet (op);
1071} 1011}
1072 1012
1073int 1013int
1074create_bomb (object *op, object *caster, int dir, object *spell) 1014create_bomb (object *op, object *caster, int dir, object *spell)
1075{ 1015{
1076
1077 object *tmp; 1016 object *tmp;
1078 int mflags; 1017 int mflags;
1079 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);
1080 mapstruct *m; 1019 maptile *m;
1081 1020
1082 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 {
1083 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))
1084 { 1030 {
1085 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way."); 1031 op->failmsg ("There is something in the way.");
1086 return 0; 1032 return 0;
1033 }
1087 } 1034 }
1088 tmp = arch_to_object (spell->other_arch); 1035
1036 tmp = spell->other_arch->instance ();
1089 1037
1090 /* level dependencies for bomb */ 1038 /* level dependencies for bomb */
1091 tmp->range = spell->range + SP_level_range_adjust (caster, spell); 1039 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
1092 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);
1093 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell); 1041 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
1094 tmp->attacktype = spell->attacktype; 1042 tmp->attacktype = spell->attacktype;
1095 1043
1096 set_owner (tmp, op); 1044 tmp->set_owner (op);
1097 set_spell_skill (op, caster, spell, tmp); 1045 set_spell_skill (op, caster, spell, tmp);
1098 tmp->x = dx; 1046
1099 tmp->y = dy; 1047 m->insert (tmp, dx, dy, op);
1100 insert_ob_in_map (tmp, m, op, 0);
1101 return 1; 1048 return 1;
1102} 1049}
1103 1050
1104/**************************************************************************** 1051/****************************************************************************
1105 * 1052 *
1114 * dir is the direction to look in. 1061 * dir is the direction to look in.
1115 * range is how far out to look. 1062 * range is how far out to look.
1116 * 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.
1117 * this info is used for blocked magic/unholy spaces. 1064 * this info is used for blocked magic/unholy spaces.
1118 */ 1065 */
1119 1066static object *
1120object *
1121get_pointed_target (object *op, int dir, int range, int type) 1067get_pointed_target (object *op, int dir, int range, int type)
1122{ 1068{
1123 object *target; 1069 object *target;
1124 sint16 x, y; 1070 sint16 x, y;
1125 int dist, mflags; 1071 int dist, mflags;
1126 mapstruct *mp; 1072 maptile *mp;
1127 1073
1128 if (dir == 0) 1074 if (dir == 0)
1129 return NULL; 1075 return NULL;
1130 1076
1131 for (dist = 1; dist < range; dist++) 1077 for (dist = 1; dist < range; dist++)
1132 { 1078 {
1133 x = op->x + freearr_x[dir] * dist; 1079 x = op->x + DIRX (dir) * dist;
1134 y = op->y + freearr_y[dir] * dist; 1080 y = op->y + DIRY (dir) * dist;
1135 mp = op->map; 1081 mp = op->map;
1136 mflags = get_map_flags (op->map, &mp, x, y, &x, &y); 1082 mflags = get_map_flags (op->map, &mp, x, y, &x, &y);
1137 1083
1138 if (mflags & P_OUT_OF_MAP) 1084 if (mflags & P_OUT_OF_MAP)
1139 return NULL; 1085 return NULL;
1143 return NULL; 1089 return NULL;
1144 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW) 1090 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW)
1145 return NULL; 1091 return NULL;
1146 1092
1147 if (mflags & P_IS_ALIVE) 1093 if (mflags & P_IS_ALIVE)
1148 {
1149 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)
1150 { 1095 if (target->flag [FLAG_MONSTER])
1151 if (QUERY_FLAG (target->head ? target->head : target, FLAG_MONSTER))
1152 {
1153 return target; 1096 return target;
1154 }
1155 }
1156 }
1157 } 1097 }
1098
1158 return NULL; 1099 return NULL;
1159} 1100}
1160 1101
1161
1162/* cast_smite_arch() - the priest points to a creature and causes 1102/* cast_smite_spell() - the priest points to a creature and causes
1163 * a 'godly curse' to decend. 1103 * a 'godly curse' to decend.
1164 * usual params - 1104 * usual params -
1165 * op = player 1105 * op = player
1166 * caster = object casting the spell. 1106 * caster = object casting the spell.
1167 * dir = direction being cast 1107 * dir = direction being cast
1168 * spell = spell object 1108 * spell = spell object
1169 */ 1109 */
1170
1171int 1110int
1172cast_smite_spell (object *op, object *caster, int dir, object *spell) 1111cast_smite_spell (object *op, object *caster, int dir, object *spell)
1173{ 1112{
1174 object *effect, *target; 1113 object *effect, *target;
1175 object *god = find_god (determine_god (op)); 1114 object *god = find_god (determine_god (op));
1176 int range;
1177 1115
1178 range = spell->range + SP_level_range_adjust (caster, spell);
1179 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);
1180 1117
1181 /* Bunch of conditions for casting this spell. Note that only 1118 /* Bunch of conditions for casting this spell. Note that only
1182 * require a god if this is a cleric spell (requires grace). 1119 * require a god if this is a cleric spell (requires grace).
1183 * 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
1184 * 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
1185 * interesting spell. 1122 * interesting spell.
1186 * 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
1187 * can't be friendly to your god. 1124 * can't be friendly to your god.
1188 */ 1125 */
1189 1126
1190 if (!target || QUERY_FLAG (target, FLAG_REFL_SPELL) 1127 if (!target
1128 || target->flag [FLAG_REFL_SPELL]
1191 || (!god && spell->stats.grace) 1129 || (!god && spell->stats.grace)
1192 || (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)))
1193 { 1132 {
1194 new_draw_info (NDI_UNIQUE, 0, op, "Your request is unheeded."); 1133 op->failmsg ("Your request is unheeded.");
1195 return 0; 1134 return 0;
1196 } 1135 }
1197 1136
1198 if (spell->other_arch) 1137 if (spell->other_arch)
1199 effect = arch_to_object (spell->other_arch); 1138 effect = spell->other_arch->instance ();
1200 else 1139 else
1201 return 0; 1140 return 0;
1202 1141
1203 /* tailor the effect by priest level and worshipped God */ 1142 /* tailor the effect by priest level and worshipped God */
1204 effect->level = caster_level (caster, spell); 1143 effect->level = casting_level (caster, spell);
1205 effect->attacktype = spell->attacktype; 1144 effect->attacktype = spell->attacktype;
1206 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER)) 1145 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER))
1207 { 1146 {
1208 if (tailor_god_spell (effect, op)) 1147 if (tailor_god_spell (effect, op))
1209 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));
1210 else 1149 else
1211 { 1150 {
1212 new_draw_info (NDI_UNIQUE, 0, op, "Your request is ignored."); 1151 op->failmsg ("Your request is ignored.");
1213 return 0; 1152 return 0;
1214 } 1153 }
1215 } 1154 }
1216 1155
1217 /* size of the area of destruction */ 1156 /* size of the area of destruction */
1221 if (effect->attacktype & AT_DEATH) 1160 if (effect->attacktype & AT_DEATH)
1222 { 1161 {
1223 effect->level = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1162 effect->level = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1224 1163
1225 /* casting death spells at undead isn't a good thing */ 1164 /* casting death spells at undead isn't a good thing */
1226 if QUERY_FLAG
1227 (target, FLAG_UNDEAD) 1165 if (target->flag [FLAG_UNDEAD])
1228 { 1166 {
1229 if (random_roll (0, 2, op, PREFER_LOW)) 1167 if (random_roll (0, 2, op, PREFER_LOW))
1230 { 1168 {
1231 new_draw_info (NDI_UNIQUE, 0, op, "Idiot! Your spell boomerangs!"); 1169 new_draw_info (NDI_UNIQUE, 0, op, "Idiot! Your spell boomerangs!");
1232 effect->x = op->x; 1170 effect->x = op->x;
1234 } 1172 }
1235 else 1173 else
1236 { 1174 {
1237 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));
1238 target->stats.hp = target->stats.maxhp * 2; 1176 target->stats.hp = target->stats.maxhp * 2;
1239 free_object (effect); 1177 effect->destroy ();
1240 return 0; 1178 return 0;
1241 } 1179 }
1242 } 1180 }
1243 } 1181 }
1244 else 1182 else
1245 { 1183 {
1246 /* how much woe to inflict :) */ 1184 /* how much woe to inflict :) */
1247 effect->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1185 effect->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1248 } 1186 }
1249 1187
1250 set_owner (effect, op); 1188 effect->set_owner (op);
1251 set_spell_skill (op, caster, spell, effect); 1189 set_spell_skill (op, caster, spell, effect);
1252 1190
1253 /* ok, tell it where to be, and insert! */ 1191 /* ok, tell it where to be, and insert! */
1254 effect->x = target->x; 1192 effect->insert_at (target, op);
1255 effect->y = target->y;
1256 insert_ob_in_map (effect, target->map, op, 0);
1257 1193
1258 return 1; 1194 return 1;
1259} 1195}
1260
1261 1196
1262/**************************************************************************** 1197/****************************************************************************
1263 * 1198 *
1264 * MAGIC MISSILE code. 1199 * MAGIC MISSILE code.
1265 * 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
1268 1203
1269/* op is a missile that needs to be moved */ 1204/* op is a missile that needs to be moved */
1270void 1205void
1271move_missile (object *op) 1206move_missile (object *op)
1272{ 1207{
1273 int i, mflags;
1274 object *owner;
1275 sint16 new_x, new_y;
1276 mapstruct *m;
1277
1278 if (op->range-- <= 0) 1208 if (op->range-- <= 0)
1279 { 1209 {
1280 remove_ob (op); 1210 op->drop_and_destroy ();
1281 free_object (op);
1282 return; 1211 return;
1283 }
1284
1285 owner = get_owner (op);
1286#if 0
1287 /* It'd make things nastier if this wasn't here - spells cast by
1288 * monster that are then killed would continue to survive
1289 */
1290 if (owner == NULL)
1291 { 1212 }
1292 remove_ob (op); 1213
1293 free_object (op); 1214 mapxy pos (op);
1294 return; 1215 pos.move (op->direction);
1216
1217 if (!pos.normalise ())
1295 } 1218 {
1296#endif 1219 op->destroy ();
1297 1220 return;
1298 new_x = op->x + DIRX (op);
1299 new_y = op->y + DIRY (op);
1300
1301 mflags = get_map_flags (op->map, &m, new_x, new_y, &new_x, &new_y);
1302
1303 if (!(mflags & P_OUT_OF_MAP) && ((mflags & P_IS_ALIVE) || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y))))
1304 { 1221 }
1305 tag_t tag = op->count;
1306 1222
1223 mapspace &ms = pos.ms ();
1224
1225 if (ms.flags () & P_IS_ALIVE || ms.blocks (op))
1226 {
1307 hit_map (op, op->direction, AT_MAGIC, 1); 1227 hit_map (op, op->direction, AT_MAGIC, 1);
1308 /* Basically, missile only hits one thing then goes away. 1228 /* Basically, missile only hits one thing then goes away.
1309 * 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.
1310 */ 1230 */
1311 if (!was_destroyed (op, tag)) 1231 op->destroy ();
1312 {
1313 remove_ob (op);
1314 free_object (op);
1315 }
1316 return; 1232 return;
1317 }
1318
1319 remove_ob (op);
1320 if (!op->direction || (mflags & P_OUT_OF_MAP))
1321 { 1233 }
1322 free_object (op); 1234
1323 return; 1235 if (!op->direction)
1324 } 1236 {
1325 op->x = new_x; 1237 op->destroy ();
1326 op->y = new_y; 1238 return;
1327 op->map = m; 1239 }
1328 i = spell_find_dir (op->map, op->x, op->y, get_owner (op)); 1240
1241 int i = spell_find_dir (pos.m, pos.x, pos.y, op->owner);
1329 if (i > 0 && i != op->direction) 1242 if (i > 0 && i != op->direction)
1330 { 1243 {
1331 op->direction = i; 1244 op->direction = i;
1332 SET_ANIMATION (op, op->direction); 1245 SET_ANIMATION (op, op->direction);
1333 } 1246 }
1334 insert_ob_in_map (op, op->map, op, 0); 1247
1248 pos.insert (op, op);
1335} 1249}
1336 1250
1337/**************************************************************************** 1251/****************************************************************************
1338 * Destruction 1252 * Destruction
1339 ****************************************************************************/ 1253 ****************************************************************************/
1340 1254
1341/* make_object_glow() - currently only makes living objects glow. 1255/* make_object_glow() - currently only makes living objects glow.
1342 * 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
1343 * object. if time is 0, the object glows permanently. To truely 1257 * object. if time is 0, the object glows permanently. To truely
1344 * make this work for non-living objects, we would have to 1258 * make this work for non-living objects, we would have to
1345 * give them the capability to have an inventory. b.t. 1259 * give them the capability to have an inventory. b.t.
1346 */ 1260 */
1347 1261static int
1348int
1349make_object_glow (object *op, int radius, int time) 1262make_object_glow (object *op, int radius, int time)
1350{ 1263{
1351 object *tmp;
1352
1353 /* some things are unaffected... */ 1264 /* some things are unaffected... */
1354 if (op->path_denied & PATH_LIGHT) 1265 if (op->path_denied & PATH_LIGHT)
1355 return 0; 1266 return 0;
1356 1267
1357 tmp = get_archetype (FORCE_NAME); 1268 object *tmp = archetype::get (FORCE_NAME);
1358 tmp->speed = 0.01; 1269 tmp->set_speed (0.01);
1359 tmp->stats.food = time; 1270 tmp->stats.food = time;
1360 SET_FLAG (tmp, FLAG_IS_USED_UP); 1271 tmp->set_flag (FLAG_IS_USED_UP);
1361 tmp->glow_radius = radius; 1272 tmp->set_glow_radius (min (MAX_LIGHT_RADIUS, radius));
1362 if (tmp->glow_radius > MAX_LIGHT_RADII)
1363 tmp->glow_radius = MAX_LIGHT_RADII;
1364
1365 tmp->x = op->x;
1366 tmp->y = op->y;
1367 if (tmp->speed < MIN_ACTIVE_SPEED)
1368 tmp->speed = MIN_ACTIVE_SPEED; /* safety */
1369 tmp = insert_ob_in_ob (tmp, op); 1273 tmp = insert_ob_in_ob (tmp, op);
1274
1370 if (tmp->glow_radius > op->glow_radius) 1275 if (tmp->glow_radius > op->glow_radius)
1371 op->glow_radius = tmp->glow_radius; 1276 op->set_glow_radius (tmp->glow_radius);
1372 1277
1373 if (!tmp->env || op != tmp->env)
1374 {
1375 LOG (llevError, "make_object_glow() failed to insert glowing force in %s\n", &op->name);
1376 return 0;
1377 }
1378 return 1; 1278 return 1;
1379} 1279}
1380
1381
1382
1383 1280
1384int 1281int
1385cast_destruction (object *op, object *caster, object *spell_ob) 1282cast_destruction (object *op, object *caster, object *spell_ob)
1386{ 1283{
1387 int i, j, range, mflags, friendly = 0, dam, dur;
1388 sint16 sx, sy;
1389 mapstruct *m;
1390 object *tmp;
1391 const char *skill;
1392
1393 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob); 1284 int range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
1394 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);
1395 dur = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob); 1286 int dur = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
1396 if (QUERY_FLAG (op, FLAG_FRIENDLY) || op->type == PLAYER)
1397 friendly = 1;
1398 1287
1399 /* destruction doesn't use another spell object, so we need 1288 bool friendly = op->flag [FLAG_FRIENDLY] || op->is_player ();
1400 * update op's skill pointer so that exp is properly awarded.
1401 * We do some shortcuts here - since this is just temporary
1402 * and we'll reset the values back, we don't need to go through
1403 * the full share string/free_string route.
1404 */
1405 skill = op->skill;
1406 if (caster == op)
1407 op->skill = spell_ob->skill;
1408 else if (caster->skill)
1409 op->skill = caster->skill;
1410 else
1411 op->skill = NULL;
1412 1289
1413 change_skill (op, find_skill_by_name (op, op->skill), 1); 1290 dynbuf buf;
1414 1291 unordered_mapwalk (buf, op, -range, -range, range, range)
1415 for (i = -range; i < range; i++)
1416 { 1292 {
1417 for (j = -range; j < range; j++) 1293 mapspace &ms = m->at (nx, ny);
1418 { 1294
1419 m = op->map;
1420 sx = op->x + i;
1421 sy = op->y + j;
1422 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
1423 if (mflags & P_OUT_OF_MAP)
1424 continue;
1425 if (mflags & P_IS_ALIVE) 1295 if (ms.flags () & P_IS_ALIVE)
1296 for (object *next, *tmp = ms.bot; tmp; tmp = next)
1426 { 1297 {
1427 for (tmp = get_map_ob (m, sx, sy); tmp; tmp = tmp->above) 1298 next = tmp->above;
1299
1300 if (tmp->flag [FLAG_ALIVE] || tmp->is_player ())
1428 { 1301 {
1429 if (QUERY_FLAG (tmp, FLAG_ALIVE) || tmp->type == PLAYER)
1430 break;
1431 }
1432 if (tmp)
1433 {
1434 if (tmp->head)
1435 tmp = tmp->head; 1302 tmp = tmp->head_ ();
1436 1303
1437 if ((friendly && !QUERY_FLAG (tmp, FLAG_FRIENDLY) && tmp->type != PLAYER) || 1304 if ((friendly && !tmp->flag [FLAG_FRIENDLY] && !tmp->is_player ())
1438 (!friendly && (QUERY_FLAG (tmp, FLAG_FRIENDLY) || tmp->type == PLAYER))) 1305 || (!friendly && (tmp->flag [FLAG_FRIENDLY] || tmp->is_player ())))
1439 { 1306 {
1440 if (spell_ob->subtype == SP_DESTRUCTION) 1307 if (spell_ob->subtype == SP_DESTRUCTION)
1441 { 1308 {
1442 hit_player (tmp, dam, op, spell_ob->attacktype, 0); 1309 hit_player (tmp, dam, op, spell_ob->attacktype, 0);
1310
1443 if (spell_ob->other_arch) 1311 if (spell_ob->other_arch)
1444 { 1312 m->insert (spell_ob->other_arch->instance (), nx, ny, op);
1445 tmp = arch_to_object (spell_ob->other_arch);
1446 tmp->x = sx;
1447 tmp->y = sy;
1448 insert_ob_in_map (tmp, m, op, 0);
1449 }
1450 } 1313 }
1451 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)
1452 { 1315 {
1453 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch) 1316 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch)
1454 { 1317 m->insert (spell_ob->other_arch->instance (), nx, ny, op);
1455 object *effect = arch_to_object (spell_ob->other_arch);
1456
1457 effect->x = sx;
1458 effect->y = sy;
1459 insert_ob_in_map (effect, m, op, 0);
1460 }
1461 } 1318 }
1462 } 1319 }
1463 } 1320 }
1464 } 1321 }
1465 }
1466 } 1322 }
1467 op->skill = skill; 1323
1468 return 1; 1324 return 1;
1469} 1325}
1470 1326
1471/*************************************************************************** 1327/***************************************************************************
1472 * 1328 *
1473 * CURSE 1329 * CURSE
1474 * 1330 *
1475 ***************************************************************************/ 1331 ***************************************************************************/
1476
1477int 1332int
1478cast_curse (object *op, object *caster, object *spell_ob, int dir) 1333cast_curse (object *op, object *caster, object *spell_ob, int dir)
1479{ 1334{
1480 object *god = find_god (determine_god (op)); 1335 object *god = find_god (determine_god (op));
1481 object *tmp, *force; 1336 object *tmp, *force;
1482 1337
1483 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);
1484 if (!tmp) 1339 if (!tmp)
1485 { 1340 {
1486 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.");
1487 return 0; 1342 return 0;
1488 } 1343 }
1489 1344
1345 tmp = tmp->head_ ();
1346
1490 /* 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. */
1491 for (force = tmp->inv; force != NULL; force = force->below) 1348 for (force = tmp->inv; force; force = force->below)
1492 { 1349 {
1493 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY) 1350 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY)
1494 { 1351 {
1495 if (force->name == spell_ob->name) 1352 if (force->name == spell_ob->name)
1496 { 1353 {
1502 return 0; 1359 return 0;
1503 } 1360 }
1504 } 1361 }
1505 } 1362 }
1506 1363
1507 if (force == NULL) 1364 if (!force)
1508 { 1365 {
1509 force = get_archetype (FORCE_NAME); 1366 force = archetype::get (FORCE_NAME);
1510 force->subtype = FORCE_CHANGE_ABILITY; 1367 force->subtype = FORCE_CHANGE_ABILITY;
1368
1511 if (spell_ob->race) 1369 if (spell_ob->race)
1512 force->name = spell_ob->race; 1370 force->name = spell_ob->race;
1513 else 1371 else
1514 force->name = spell_ob->name; 1372 force->name = spell_ob->name;
1515 1373
1525 { 1383 {
1526 force->duration = duration; 1384 force->duration = duration;
1527 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.");
1528 } 1386 }
1529 else 1387 else
1530 {
1531 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.");
1532 } 1389
1533 return 1; 1390 return 1;
1534 } 1391 }
1392
1535 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;
1536 force->speed = 1.0;
1537 force->speed_left = -1.0; 1394 force->speed_left = -1.f;
1538 SET_FLAG (force, FLAG_APPLIED); 1395 force->set_speed (1.f);
1396 force->set_flag (FLAG_APPLIED);
1539 1397
1540 if (god) 1398 if (god)
1541 { 1399 {
1542 if (spell_ob->last_grace) 1400 if (spell_ob->last_grace)
1543 force->path_repelled = god->path_repelled; 1401 force->path_repelled = god->path_repelled;
1555 force->stats.ac = spell_ob->stats.ac; 1413 force->stats.ac = spell_ob->stats.ac;
1556 force->stats.wc = spell_ob->stats.wc; 1414 force->stats.wc = spell_ob->stats.wc;
1557 1415
1558 change_abil (tmp, force); /* Mostly to display any messages */ 1416 change_abil (tmp, force); /* Mostly to display any messages */
1559 insert_ob_in_ob (force, tmp); 1417 insert_ob_in_ob (force, tmp);
1560 fix_player (tmp); 1418 tmp->update_stats ();
1419
1561 return 1; 1420 return 1;
1562
1563} 1421}
1564
1565 1422
1566/********************************************************************** 1423/**********************************************************************
1567 * mood change 1424 * mood change
1568 * 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
1569 * effects monsters, it seems best to put it into this file 1426 * effects monsters, it seems best to put it into this file
1574 */ 1431 */
1575int 1432int
1576mood_change (object *op, object *caster, object *spell) 1433mood_change (object *op, object *caster, object *spell)
1577{ 1434{
1578 object *tmp, *god, *head; 1435 object *tmp, *god, *head;
1579 int done_one, range, mflags, level, at, best_at; 1436 int done_one, range, level, at, best_at;
1580 sint16 x, y, nx, ny;
1581 mapstruct *m;
1582 const char *race; 1437 const char *race;
1583 1438
1584 /* 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
1585 * doing it over and over again. 1440 * doing it over and over again.
1586 */ 1441 */
1587 god = find_god (determine_god (op)); 1442 god = find_god (determine_god (op));
1588 level = caster_level (caster, spell); 1443 level = casting_level (caster, spell);
1589 range = spell->range + SP_level_range_adjust (caster, spell); 1444 range = spell->range + SP_level_range_adjust (caster, spell);
1590 1445
1591 /* 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_...
1592 * 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
1593 * won't ever match anything. 1448 * won't ever match anything.
1594 */ 1449 */
1595 if (!spell->race) 1450 if (!spell->race)
1596 race = NULL; 1451 race = NULL;
1597 else if (god && !strcmp (spell->race, "GOD_SLAYING")) 1452 else if (god && spell->race == shstr_GOD_SLAYING)
1598 race = god->slaying; 1453 race = god->slaying;
1599 else if (god && !strcmp (spell->race, "GOD_FRIEND")) 1454 else if (god && spell->race == shstr_GOD_FRIEND)
1600 race = god->race; 1455 race = god->race;
1601 else 1456 else
1602 race = spell->race; 1457 race = spell->race;
1603 1458
1604 1459 dynbuf buf;
1605 for (x = op->x - range; x <= op->x + range; x++) 1460 unordered_mapwalk (buf, op, -range, -range, range, range)
1606 for (y = op->y - range; y <= op->y + range; y++)
1607 { 1461 {
1462 mapspace &ms = m->at (nx, ny);
1608 1463
1609 done_one = 0;
1610 m = op->map;
1611 nx = x;
1612 ny = y;
1613 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1614 if (mflags & P_OUT_OF_MAP)
1615 continue;
1616
1617 /* 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 */
1618 if (!(mflags & P_IS_ALIVE)) 1465 if (!(ms.flags () & P_IS_ALIVE))
1619 continue; 1466 continue;
1620 1467
1621 for (tmp = get_map_ob (m, nx, ny); tmp; tmp = tmp->above) 1468 // players can only affect spaces that they can actually see
1622 if (QUERY_FLAG (tmp, FLAG_MONSTER)) 1469 if (caster
1470 && caster->contr
1471 && caster->contr->darkness_at (m, nx, ny) == LOS_BLOCKED)
1472 continue;
1473
1474 for (tmp = ms.top; tmp; tmp = tmp->below)
1475 if (tmp->flag [FLAG_MONSTER])
1623 break; 1476 break;
1624 1477
1625 /* There can be living objects that are not monsters */ 1478 /* There can be living objects that are not monsters */
1626 if (!tmp || tmp->type == PLAYER) 1479 if (!tmp)
1627 continue; 1480 continue;
1628 1481
1629 /* Only the head has meaningful data, so resolve to that */ 1482 /* Only the head has meaningful data, so resolve to that */
1630 if (tmp->head)
1631 head = tmp->head; 1483 head = tmp->head_ ();
1632 else
1633 head = tmp;
1634 1484
1635 /* 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 */
1636 if (race && head->race && !strstr (race, head->race)) 1486 if (race && head->race && !strstr (race, head->race))
1637 continue; 1487 continue;
1638 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD)) 1488
1489 if (head->flag [FLAG_UNDEAD] && !spell->flag [FLAG_UNDEAD])
1639 continue; 1490 continue;
1640 1491
1641 /* Now do a bunch of stuff related to saving throws */ 1492 /* Now do a bunch of stuff related to saving throws */
1642 best_at = -1; 1493 best_at = -1;
1643 if (spell->attacktype) 1494 if (spell->attacktype)
1644 { 1495 {
1645 for (at = 0; at < NROFATTACKS; at++) 1496 for (at = 0; at < NROFATTACKS; at++)
1646 if (spell->attacktype & (1 << at)) 1497 if (spell->attacktype & (1 << at))
1647 if (best_at == -1 || head->resist[at] > head->resist[best_at]) 1498 if (best_at == -1 || head->resist[at] > head->resist[best_at])
1648 best_at = at; 1499 best_at = at;
1649 1500
1650 if (best_at == -1) 1501 if (best_at == -1)
1651 at = 0; 1502 at = 0;
1652 else 1503 else
1653 { 1504 {
1654 if (head->resist[best_at] == 100) 1505 if (head->resist[best_at] == 100)
1655 continue; 1506 continue;
1656 else 1507 else
1657 at = head->resist[best_at] / 5; 1508 at = head->resist[best_at] / 5;
1658 } 1509 }
1510
1659 at -= level / 5; 1511 at -= level / 5;
1660 if (did_make_save (head, head->level, at)) 1512 if (did_make_save (head, head->level, at))
1661 continue; 1513 continue;
1662 } 1514 }
1663 else /* spell->attacktype */ 1515 else /* spell->attacktype */
1516 {
1664 /* 1517 /*
1665 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:
1666 * if spell level < monster level, no go 1519 * if spell level < monster level, no go
1667 * 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 ) )
1668 1521
1670 1523
1671 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
1672 charm a level 125 monster... 1525 charm a level 125 monster...
1673 1526
1674 Ryo, august 14th 1527 Ryo, august 14th
1675 */ 1528 */
1676 {
1677 if (head->level > level) 1529 if (head->level > level)
1678 continue; 1530 continue;
1531
1679 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))))
1680 /* Failed, no effect */ 1533 /* Failed, no effect */
1681 continue; 1534 continue;
1682 } 1535 }
1683 1536
1684 /* Done with saving throw. Now start effecting the monster */ 1537 /* Done with saving throw. Now start affecting the monster */
1538 done_one = 0;
1685 1539
1686 /* aggravation */ 1540 /* aggravation */
1687 if (QUERY_FLAG (spell, FLAG_MONSTER)) 1541 if (spell->flag [FLAG_MONSTER])
1688 { 1542 {
1689 CLEAR_FLAG (head, FLAG_SLEEP); 1543 head->clr_flag (FLAG_SLEEP);
1690 if (QUERY_FLAG (head, FLAG_FRIENDLY))
1691 remove_friendly_object (head); 1544 remove_friendly_object (head);
1692
1693 done_one = 1; 1545 done_one = 1;
1694 head->enemy = op; 1546 head->enemy = op;
1695 } 1547 }
1696 1548
1697 /* calm monsters */ 1549 /* calm monsters */
1698 if (QUERY_FLAG (spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (head, FLAG_UNAGGRESSIVE)) 1550 if (spell->flag [FLAG_UNAGGRESSIVE] && !head->flag [FLAG_UNAGGRESSIVE])
1699 { 1551 {
1700 SET_FLAG (head, FLAG_UNAGGRESSIVE); 1552 head->set_flag (FLAG_UNAGGRESSIVE);
1701 head->enemy = NULL; 1553 head->enemy = NULL;
1702 done_one = 1; 1554 done_one = 1;
1703 } 1555 }
1704 1556
1705 /* berserk monsters */ 1557 /* berserk monsters */
1706 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK)) 1558 if (spell->flag [FLAG_BERSERK] && !head->flag [FLAG_BERSERK])
1707 { 1559 {
1708 SET_FLAG (head, FLAG_BERSERK); 1560 head->set_flag (FLAG_BERSERK);
1709 done_one = 1; 1561 done_one = 1;
1710 } 1562 }
1563
1711 /* charm */ 1564 /* charm */
1712 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY)) 1565 if (spell->flag [FLAG_NO_ATTACK] && !head->flag [FLAG_FRIENDLY])
1713 { 1566 {
1714 SET_FLAG (head, FLAG_FRIENDLY); 1567 INVOKE_OBJECT (KILL, head, ARG_OBJECT (caster));
1568
1715 /* Prevent uncontolled outbreaks of self replicating monsters. 1569 /* Prevent uncontrolled outbreaks of self replicating monsters.
1716 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.
1717 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. */
1718 CLEAR_FLAG (head, FLAG_GENERATOR); 1572 head->clr_flag (FLAG_GENERATOR);
1719 set_owner (head, op); 1573 head->set_owner (op);
1720 set_spell_skill (op, caster, spell, head); 1574 set_spell_skill (op, caster, spell, head);
1721 add_friendly_object (head); 1575 add_friendly_object (head);
1722 head->attack_movement = PETMOVE; 1576 head->attack_movement = PETMOVE;
1723 done_one = 1; 1577 done_one = 1;
1724 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);
1725 head->stats.exp = 0; 1579 head->stats.exp = 0;
1726 } 1580 }
1727 1581
1728 /* If a monster was effected, put an effect in */ 1582 /* If a monster was effected, put an effect in */
1729 if (done_one && spell->other_arch) 1583 if (done_one && spell->other_arch)
1730 { 1584 m->insert (spell->other_arch->instance (), nx, ny, op);
1731 tmp = arch_to_object (spell->other_arch); 1585 }
1732 tmp->x = nx;
1733 tmp->y = ny;
1734 insert_ob_in_map (tmp, m, op, 0);
1735 }
1736 } /* for y */
1737 1586
1738 return 1; 1587 return 1;
1739} 1588}
1740
1741 1589
1742/* 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
1743 * 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
1744 * lightning spell used it, that seemed misnamed. 1592 * lightning spell used it, that seemed misnamed.
1745 * op is the spell effect. 1593 * op is the spell effect.
1746 * note that duration is handled by process_object() in time.c 1594 * note that duration is handled by process_object() in time.c
1747 */ 1595 */
1748
1749void 1596void
1750move_ball_spell (object *op) 1597move_ball_spell (object *op)
1751{ 1598{
1752 int i, j, dam_save, dir, mflags; 1599 int i, j, dam_save, dir, mflags;
1753 sint16 nx, ny, hx, hy; 1600 sint16 nx, ny, hx, hy;
1754 object *owner; 1601 object *owner;
1755 mapstruct *m; 1602 maptile *m;
1756 1603
1757 owner = get_owner (op); 1604 owner = op->owner;
1758 1605
1759 /* the following logic makes sure that the ball doesn't move into a wall, 1606 /* the following logic makes sure that the ball doesn't move into a wall,
1760 * and makes sure that it will move along a wall to try and get at it's 1607 * and makes sure that it will move along a wall to try and get at it's
1761 * victim. The block immediately below more or less chooses a random 1608 * victim. The block immediately below more or less chooses a random
1762 * offset to move the ball, eg, keep it mostly on course, with some 1609 * offset to move the ball, eg, keep it mostly on course, with some
1772 for (i = 1; i < 9; i++) 1619 for (i = 1; i < 9; i++)
1773 { 1620 {
1774 /* i bit 0: alters sign of offset 1621 /* i bit 0: alters sign of offset
1775 * other bits (i / 2): absolute value of offset 1622 * other bits (i / 2): absolute value of offset
1776 */ 1623 */
1777
1778 int offset = ((i ^ j) & 1) ? (i / 2) : -(i / 2); 1624 int offset = ((i ^ j) & 1) ? (i / 2) : -(i / 2);
1779 int tmpdir = absdir (op->direction + offset); 1625 int tmpdir = absdir (op->direction + offset);
1780 1626
1781 nx = op->x + freearr_x[tmpdir]; 1627 nx = op->x + DIRX (tmpdir);
1782 ny = op->y + freearr_y[tmpdir]; 1628 ny = op->y + DIRY (tmpdir);
1783 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))))
1784 { 1630 {
1785 dir = tmpdir; 1631 dir = tmpdir;
1786 break; 1632 break;
1787 } 1633 }
1788 } 1634 }
1635
1789 if (dir == 0) 1636 if (dir == 0)
1790 { 1637 {
1791 nx = op->x; 1638 nx = op->x;
1792 ny = op->y; 1639 ny = op->y;
1793 m = op->map; 1640 m = op->map;
1794 } 1641 }
1795 1642
1796 remove_ob (op); 1643 m->insert (op, nx, ny, op);
1797 op->y = ny;
1798 op->x = nx;
1799 insert_ob_in_map (op, m, op, 0);
1800 1644
1801 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
1802 surrounding squares */ 1646 surrounding squares */
1803 1647
1804 /* loop over current square and neighbors to hit. 1648 /* loop over current square and neighbors to hit.
1805 * if this has an other_arch field, we insert that in 1649 * if this has an other_arch field, we insert that in
1806 * the surround spaces. 1650 * the surround spaces.
1807 */ 1651 */
1808 for (j = 0; j < 9; j++) 1652 for (j = 0; j < 9; j++)
1809 { 1653 {
1810 object *new_ob; 1654 hx = nx + DIRX (j);
1811 1655 hy = ny + DIRY (j);
1812 hx = nx + freearr_x[j];
1813 hy = ny + freearr_y[j];
1814 1656
1815 m = op->map; 1657 m = op->map;
1816 mflags = get_map_flags (m, &m, hx, hy, &hx, &hy); 1658 mflags = get_map_flags (m, &m, hx, hy, &hx, &hy);
1817 1659
1818 if (mflags & P_OUT_OF_MAP) 1660 if (mflags & P_OUT_OF_MAP)
1824 1666
1825 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)))
1826 { 1668 {
1827 if (j) 1669 if (j)
1828 op->stats.dam = dam_save / 2; 1670 op->stats.dam = dam_save / 2;
1671
1829 hit_map (op, j, op->attacktype, 1); 1672 hit_map (op, j, op->attacktype, 1);
1830
1831 } 1673 }
1832 1674
1833 /* insert the other arch */ 1675 /* insert the other arch */
1834 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))))
1835 { 1677 m->insert (op->other_arch->instance (), hx, hy, op);
1836 new_ob = arch_to_object (op->other_arch);
1837 new_ob->x = hx;
1838 new_ob->y = hy;
1839 insert_ob_in_map (new_ob, m, op, 0);
1840 }
1841 } 1678 }
1842 1679
1843 /* restore to the center location and damage */ 1680 /* restore to the center location and damage */
1844 op->stats.dam = dam_save; 1681 op->stats.dam = dam_save;
1845 1682
1846 i = spell_find_dir (op->map, op->x, op->y, get_owner (op)); 1683 i = spell_find_dir (op->map, op->x, op->y, op->owner);
1847 1684
1848 if (i >= 0) 1685 if (i >= 0)
1849 { /* we have a preferred direction! */ 1686 { /* we have a preferred direction! */
1850 /* pick another direction if the preferred dir is blocked. */ 1687 /* pick another direction if the preferred dir is blocked. */
1851 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 ||
1852 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)))
1853 {
1854 i = absdir (i + rndm (0, 2) - 1); /* -1, 0, +1 */ 1690 i = absdir (i + rndm (0, 2) - 1); /* -1, 0, +1 */
1855 } 1691
1856 op->direction = i; 1692 op->direction = i;
1857 } 1693 }
1858} 1694}
1859 1695
1860
1861/* move_swarm_spell: peterm 1696/* move_swarm_spell: peterm
1862 * 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
1863 * 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
1864 * 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
1865 * 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
1866 * 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.
1867 */ 1702 */
1868
1869void 1703void
1870move_swarm_spell (object *op) 1704move_swarm_spell (object *op)
1871{ 1705{
1872#if 0 1706#if 0
1873 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 };
1874 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 };
1875 sint16 target_x, target_y, origin_x, origin_y; 1709 sint16 target_x, target_y, origin_x, origin_y;
1876 int adjustdir; 1710 int adjustdir;
1877 mapstruct *m; 1711 maptile *m;
1878#endif 1712#endif
1879 int basedir;
1880 object *owner; 1713 object *owner = op->env;
1881 1714
1882 owner = get_owner (op); 1715 if (!owner) // MUST not happen, remove when true TODO
1883 if (op->duration == 0 || owner == NULL)
1884 {
1885 remove_ob (op);
1886 free_object (op);
1887 return;
1888 } 1716 {
1717 LOG (llevError, "swarm spell found outside inventory: %s\n", op->debug_desc ());
1718 op->destroy ();
1719 return;
1720 }
1721
1722 if (!op->duration || !owner->is_on_map ())
1723 {
1724 op->drop_and_destroy ();
1725 return;
1726 }
1727
1889 op->duration--; 1728 op->duration--;
1890 1729
1891 basedir = op->direction; 1730 int basedir = op->direction;
1892 if (basedir == 0) 1731 if (!basedir)
1893 { 1732 {
1894 /* spray in all directions! 8) */ 1733 /* spray in all directions! 8) */
1895 basedir = rndm (1, 8); 1734 op->facing = (op->facing + op->state) & 7;
1735 basedir = op->facing + 1;
1896 } 1736 }
1897 1737
1898#if 0 1738#if 0
1899 // this is bogus: it causes wrong places to be checked below 1739 // this is bogus: it causes wrong places to be checked below
1900 // (a wall 2 cells away will block the effect...) and 1740 // (a wall 2 cells away will block the effect...) and
1901 // doesn't work for SP_BULLET anyhow, so again tests the wrong 1741 // doesn't work for SP_BULLET anyhow, so again tests the wrong
1902 // space. 1742 // space.
1903 // should be fixed later, but correctness before featurs... 1743 // should be fixed later, but correctness before features...
1904 // (schmorp) 1744 // (schmorp)
1905 1745
1906 /* new offset calculation to make swarm element distribution 1746 /* new offset calculation to make swarm element distribution
1907 * more uniform 1747 * more uniform
1908 */ 1748 */
1909 if (op->duration) 1749 if (op->duration)
1910 { 1750 {
1911 if (basedir & 1) 1751 if (basedir & 1)
1912 { 1752 {
1920 else 1760 else
1921 { 1761 {
1922 adjustdir = 0; /* fire the last one from forward. */ 1762 adjustdir = 0; /* fire the last one from forward. */
1923 } 1763 }
1924 1764
1925 target_x = op->x + freearr_x[absdir (basedir + adjustdir)]; 1765 target_x = op->x + DIRX (absdir (basedir + adjustdir));
1926 target_y = op->y + freearr_y[absdir (basedir + adjustdir)]; 1766 target_y = op->y + DIRY (absdir (basedir + adjustdir));
1927 1767
1928 /* 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
1929 * necessitates extra out_of_map check below 1769 * necessitates extra out_of_map check below
1930 */ 1770 */
1931 origin_x = target_x - freearr_x[basedir]; 1771 origin_x = target_x - DIRX (basedir);
1932 origin_y = target_y - freearr_y[basedir]; 1772 origin_y = target_y - DIRY (basedir);
1933 1773
1934 1774
1935 /* 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
1936 * should just be a pointer to the spell in some inventory, 1776 * should just be a pointer to the spell in some inventory,
1937 * 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,
1961 { 1801 {
1962 /* 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 */
1963 if (op->spell->subtype == SP_BULLET) 1803 if (op->spell->subtype == SP_BULLET)
1964 fire_bullet (owner, op, basedir, op->spell); 1804 fire_bullet (owner, op, basedir, op->spell);
1965 else if (op->spell->subtype == SP_MAGIC_MISSILE) 1805 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1966 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);
1967 } 1807 }
1968} 1808}
1969
1970
1971
1972 1809
1973/* fire_swarm: 1810/* fire_swarm:
1974 * The following routine creates a swarm of objects. It actually 1811 * The following routine creates a swarm of objects. It actually
1975 * sets up a specific swarm object, which then fires off all 1812 * sets up a specific swarm object, which then fires off all
1976 * the parts of the swarm. 1813 * the parts of the swarm.
1977 * 1814 *
1978 * op: the owner 1815 * op: the owner
1979 * caster: the caster (owner, wand, rod, scroll) 1816 * caster: the caster (owner, wand, rod, scroll)
1980 * dir: the direction everything will be fired in 1817 * dir: the direction everything will be fired in
1981 * spell - the spell that is this spell. 1818 * spell - the spell that is this spell.
1982 * n: the number to be fired. 1819 * n: the number to be fired.
1983 */ 1820 */
1984
1985int 1821int
1986fire_swarm (object *op, object *caster, object *spell, int dir) 1822fire_swarm (object *op, object *caster, object *spell, int dir)
1987{ 1823{
1988 object *tmp;
1989 int i;
1990
1991 if (!spell->other_arch) 1824 if (!spell->other_arch)
1992 return 0; 1825 return 0;
1993 1826
1994 tmp = get_archetype (SWARM_SPELL); 1827 object *tmp = archetype::get (SWARM_SPELL);
1995 tmp->x = op->x; 1828
1996 tmp->y = op->y;
1997 set_owner (tmp, op); /* needed so that if swarm elements kill, caster gets xp. */
1998 set_spell_skill (op, caster, spell, tmp); 1829 set_spell_skill (op, caster, spell, tmp);
1999
2000 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. */
2001 tmp->spell = arch_to_object (spell->other_arch); 1831 tmp->spell = spell->other_arch->instance ();
2002
2003 tmp->attacktype = tmp->spell->attacktype; 1832 tmp->attacktype = tmp->spell->attacktype;
2004 1833
2005 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) 1834 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
2006 {
2007 if (!tailor_god_spell (tmp, op)) 1835 if (!tailor_god_spell (tmp, op))
2008 return 1; 1836 return 1;
2009 } 1837
2010 tmp->duration = SP_level_duration_adjust (caster, spell); 1838 tmp->duration = SP_level_duration_adjust (caster, spell);
2011 for (i = 0; i < spell->duration; i++) 1839 for (int i = 0; i < spell->duration; i++)
2012 tmp->duration += die_roll (1, 3, op, PREFER_HIGH); 1840 tmp->duration += die_roll (1, 3, op, PREFER_HIGH);
2013 1841
1842 tmp->invisible = 1;
1843 tmp->flag [FLAG_NO_DROP] = 1; // make sure it stays in inv, or else
2014 tmp->direction = dir; 1844 tmp->direction = dir;
2015 tmp->invisible = 1; 1845 tmp->facing = rndm (1, 8); // initial firing direction
2016 insert_ob_in_map (tmp, op->map, op, 0); 1846 tmp->state = rndm (4) * 2 + 1; // direction increment
1847
1848 op->insert (tmp);
1849
2017 return 1; 1850 return 1;
2018} 1851}
2019
2020 1852
2021/* See the spells documentation file for why this is its own 1853/* See the spells documentation file for why this is its own
2022 * function. 1854 * function.
2023 */ 1855 */
2024int 1856int
2025cast_light (object *op, object *caster, object *spell, int dir) 1857cast_light (object *op, object *caster, object *spell, int dir)
2026{ 1858{
2027 object *target = NULL, *tmp = NULL; 1859 object *target = NULL, *tmp = NULL;
2028 sint16 x, y; 1860 sint16 x, y;
2029 int dam, mflags; 1861 int dam, mflags;
2030 mapstruct *m; 1862 maptile *m;
2031 1863
2032 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1864 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
2033 1865
2034 if (!dir) 1866 if (dir)
2035 {
2036 new_draw_info (NDI_UNIQUE, 0, op, "In what direction?");
2037 return 0;
2038 } 1867 {
2039 1868 x = op->x + DIRX (dir);
2040 x = op->x + freearr_x[dir]; 1869 y = op->y + DIRY (dir);
2041 y = op->y + freearr_y[dir];
2042 m = op->map; 1870 m = op->map;
2043 1871
2044 mflags = get_map_flags (m, &m, x, y, &x, &y); 1872 mflags = get_map_flags (m, &m, x, y, &x, &y);
2045 1873
2046 if (mflags & P_OUT_OF_MAP) 1874 if (mflags & P_OUT_OF_MAP)
2047 { 1875 {
2048 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is there."); 1876 op->failmsg ("Nothing is there.");
2049 return 0; 1877 return 0;
2050 } 1878 }
2051 1879
2052 if (mflags & P_IS_ALIVE && spell->attacktype) 1880 if (mflags & P_IS_ALIVE && spell->attacktype)
2053 {
2054 for (target = get_map_ob (m, x, y); target; target = target->above)
2055 if (QUERY_FLAG (target, FLAG_MONSTER))
2056 { 1881 {
1882 for (target = GET_MAP_OB (m, x, y); target; target = target->above)
1883 if (target->flag [FLAG_MONSTER])
1884 {
2057 /* oky doky. got a target monster. Lets make a blinding attack */ 1885 /* oky doky. got a target monster. Lets make a blinding attack */
2058 if (target->head) 1886 if (target->head)
2059 target = target->head; 1887 target = target->head;
1888
2060 (void) hit_player (target, dam, op, spell->attacktype, 1); 1889 hit_player (target, dam, op, spell->attacktype, 1);
2061 return 1; /* one success only! */ 1890 return 1; /* one success only! */
1891 }
2062 } 1892 }
2063 }
2064 1893
2065 /* no live target, perhaps a wall is in the way? */ 1894 /* no live target, perhaps a wall is in the way? */
2066 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)))
2067 { 1896 {
2068 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 1897 op->failmsg ("Something is in the way.");
2069 return 0; 1898 return 0;
1899 }
2070 } 1900 }
2071 1901
2072 /* 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 */
2073 tmp = arch_to_object (spell->other_arch); 1903 tmp = spell->other_arch->instance ();
2074 if (!tmp) 1904 if (!tmp)
2075 { 1905 {
2076 LOG (llevError, "Error: spell arch for cast_light() missing.\n"); 1906 LOG (llevError, "Error: spell arch for cast_light() missing.\n");
2077 return 0; 1907 return 0;
2078 } 1908 }
1909
2079 tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell); 1910 tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell);
1911
2080 if (tmp->glow_radius) 1912 if (tmp->glow_radius)
2081 { 1913 tmp->set_glow_radius (
2082 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)
2083 if (tmp->glow_radius > MAX_LIGHT_RADII) 1915 );
2084 tmp->glow_radius = MAX_LIGHT_RADII; 1916
2085 } 1917 if (dir)
2086 tmp->x = x; 1918 m->insert (tmp, x, y, op);
2087 tmp->y = y; 1919 else
2088 insert_ob_in_map (tmp, m, op, 0); 1920 caster->outer_env_or_self ()->insert (tmp);
1921
2089 return 1; 1922 return 1;
2090} 1923}
2091 1924
2092
2093
2094
2095/* cast_cause_disease: this spell looks along <dir> from the 1925/* cast_cause_disease: this spell looks along <dir> from the
2096 * player and infects someone. 1926 * player and infects someone.
2097 * 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
2098 * 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
2099 * perhaps this should actually be in disease.c? 1929 * perhaps this should actually be in disease.c?
2100 */ 1930 */
2101
2102int 1931int
2103cast_cause_disease (object *op, object *caster, object *spell, int dir) 1932cast_cause_disease (object *op, object *caster, object *spell, int dir)
2104{ 1933{
2105 sint16 x, y; 1934 sint16 x, y;
2106 int i, mflags, range, dam_mod, dur_mod; 1935 int i, mflags, range, dam_mod, dur_mod;
2107 object *walk; 1936 object *walk;
2108 mapstruct *m; 1937 maptile *m;
2109 1938
2110 x = op->x; 1939 x = op->x;
2111 y = op->y; 1940 y = op->y;
2112 1941
2113 /* 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
2114 * direction the player is pointing. 1943 * direction the player is pointing.
2115 */ 1944 */
2116 if (!dir) 1945 if (!dir)
2117 dir = op->facing; 1946 dir = op->facing;
1947
2118 if (!dir) 1948 if (!dir)
2119 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 */
2120 1950
2121 /* Calculate these once here */ 1951 /* Calculate these once here */
2122 range = spell->range + SP_level_range_adjust (caster, spell); 1952 range = spell->range + SP_level_range_adjust (caster, spell);
2124 dur_mod = SP_level_duration_adjust (caster, spell); 1954 dur_mod = SP_level_duration_adjust (caster, spell);
2125 1955
2126 /* search in a line for a victim */ 1956 /* search in a line for a victim */
2127 for (i = 1; i < range; i++) 1957 for (i = 1; i < range; i++)
2128 { 1958 {
2129 x = op->x + i * freearr_x[dir]; 1959 x = op->x + i * DIRX (dir);
2130 y = op->y + i * freearr_y[dir]; 1960 y = op->y + i * DIRY (dir);
2131 m = op->map; 1961 m = op->map;
2132 1962
2133 mflags = get_map_flags (m, &m, x, y, &x, &y); 1963 mflags = get_map_flags (m, &m, x, y, &x, &y);
2134 1964
2135 if (mflags & P_OUT_OF_MAP) 1965 if (mflags & P_OUT_OF_MAP)
2141 1971
2142 /* 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 */
2143 if (mflags & P_IS_ALIVE) 1973 if (mflags & P_IS_ALIVE)
2144 { 1974 {
2145 /* search this square for a victim */ 1975 /* search this square for a victim */
2146 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)
2147 if (QUERY_FLAG (walk, FLAG_MONSTER) || (walk->type == PLAYER)) 1977 if (walk->flag [FLAG_MONSTER] || (walk->type == PLAYER))
2148 { /* found a victim */ 1978 { /* found a victim */
2149 object *disease = arch_to_object (spell->other_arch); 1979 object *disease = spell->other_arch->instance ();
2150 1980
2151 set_owner (disease, op); 1981 disease->set_owner (op);
2152 set_spell_skill (op, caster, spell, disease); 1982 set_spell_skill (op, caster, spell, disease);
2153 disease->stats.exp = 0; 1983 disease->stats.exp = 0;
2154 disease->level = caster_level (caster, spell); 1984 disease->level = casting_level (caster, spell);
2155 1985
2156 /* do level adjustments */ 1986 /* do level adjustments */
2157 if (disease->stats.wc) 1987 if (disease->stats.wc ) disease->stats.wc += dur_mod / 2;
2158 disease->stats.wc += dur_mod / 2; 1988 if (disease->magic > 0) disease->magic += dur_mod / 8;
2159 1989 if (disease->stats.maxhp > 0) disease->stats.maxhp += dur_mod;
2160 if (disease->magic > 0) 1990 if (disease->stats.maxgrace > 0) disease->stats.maxgrace += dur_mod;
2161 disease->magic += dur_mod / 4;
2162
2163 if (disease->stats.maxhp > 0)
2164 disease->stats.maxhp += dur_mod;
2165
2166 if (disease->stats.maxgrace > 0)
2167 disease->stats.maxgrace += dur_mod;
2168
2169 if (disease->stats.dam)
2170 {
2171 if (disease->stats.dam > 0)
2172 disease->stats.dam += dam_mod;
2173 else
2174 disease->stats.dam -= dam_mod;
2175 }
2176 1991
2177 if (disease->last_sp) 1992 if (disease->last_sp)
2178 { 1993 {
2179 disease->last_sp -= 2 * dam_mod; 1994 disease->last_sp -= 2 * dam_mod;
1995
2180 if (disease->last_sp < 1) 1996 if (disease->last_sp < 1)
2181 disease->last_sp = 1; 1997 disease->last_sp = 1;
2182 } 1998 }
2183 1999
2184 if (disease->stats.maxsp) 2000 if (disease->stats.dam ) disease->stats.dam += copysignl (disease->stats.dam , dam_mod);
2185 { 2001 if (disease->stats.maxsp) disease->stats.maxsp += copysignl (disease->stats.maxsp, dam_mod);
2186 if (disease->stats.maxsp > 0) 2002 if (disease->stats.ac ) disease->stats.ac += dam_mod;
2187 disease->stats.maxsp += dam_mod; 2003 if (disease->last_eat ) disease->last_eat -= dam_mod;
2188 else 2004 if (disease->stats.hp ) disease->stats.hp -= dam_mod;
2189 disease->stats.maxsp -= dam_mod; 2005 if (disease->stats.sp ) disease->stats.sp -= dam_mod;
2190 }
2191
2192 if (disease->stats.ac)
2193 disease->stats.ac += dam_mod;
2194
2195 if (disease->last_eat)
2196 disease->last_eat -= dam_mod;
2197
2198 if (disease->stats.hp)
2199 disease->stats.hp -= dam_mod;
2200
2201 if (disease->stats.sp)
2202 disease->stats.sp -= dam_mod;
2203 2006
2204 if (infect_object (walk, disease, 1)) 2007 if (infect_object (walk, disease, 1))
2205 { 2008 {
2206 object *flash; /* visual effect for inflicting disease */
2207
2208 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));
2209 2010
2210 free_object (disease); /* don't need this one anymore */ 2011 disease->destroy (); /* don't need this one anymore */
2211 flash = get_archetype (ARCH_DETECT_MAGIC); 2012 walk->map->insert (archetype::get (shstr_detect_magic), x, y, op);
2212 flash->x = x;
2213 flash->y = y;
2214 flash->map = walk->map;
2215 insert_ob_in_map (flash, walk->map, op, 0);
2216 return 1; 2013 return 1;
2217 } 2014 }
2218 free_object (disease); 2015
2016 disease->destroy ();
2219 } 2017 }
2220 } /* if living creature */ 2018 } /* if living creature */
2221 } /* for range of spaces */ 2019 } /* for range of spaces */
2020
2222 new_draw_info (NDI_UNIQUE, 0, op, "No one caught anything!"); 2021 new_draw_info (NDI_UNIQUE, 0, op, "No one caught anything!");
2223 return 1; 2022 return 1;
2224} 2023}

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