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Comparing deliantra/server/server/spell_attack.C (file contents):
Revision 1.14 by root, Thu Sep 14 23:13:49 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 object *tmp, *owner; 398 object *tmp, *owner;
408 399
409 if (op->other_arch == NULL) 400 if (!op->other_arch)
410 { 401 {
411 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n"); 402 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n");
412 remove_ob (op); 403 op->destroy ();
413 free_object (op);
414 return; 404 return;
415 } 405 }
416 406
417 if (op->env) 407 if (op->env)
418 { 408 {
419 object *env; 409 object *env = op->outer_env ();
420 410
421 env = object_get_env_recursive (op);
422 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))
423 { 412 {
424 LOG (llevError, "BUG: explode_bullet(): env out of map\n"); 413 LOG (llevError, "BUG: explode_bullet(): env out of map\n");
425 remove_ob (op); 414 op->destroy ();
426 free_object (op);
427 return; 415 return;
428 } 416 }
429 remove_ob (op); 417
430 op->x = env->x; 418 op->insert_at (env, op, INS_NO_MERGE | INS_NO_WALK_ON);
431 op->y = env->y;
432 insert_ob_in_map (op, env->map, op, INS_NO_MERGE | INS_NO_WALK_ON);
433 } 419 }
434 else if (out_of_map (op->map, op->x, op->y)) 420 else if (out_of_map (op->map, op->x, op->y))
435 { 421 {
436 LOG (llevError, "BUG: explode_bullet(): op out of map\n"); 422 LOG (llevError, "BUG: explode_bullet(): op out of map\n");
437 remove_ob (op); 423 op->destroy ();
438 free_object (op);
439 return; 424 return;
440 } 425 }
441 426
442 // 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
443 // 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
444 // bad at the moment that might happen from this. 429 // bad at the moment that might happen from this.
445 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)
446 { 431 {
447 remove_ob (op); 432 op->destroy ();
448 free_object (op);
449 return; 433 return;
450 } 434 }
451 435
452 if (op->attacktype) 436 if (op->attacktype)
453 { 437 {
454 hit_map (op, 0, op->attacktype, 1); 438 hit_map (op, 0, op->attacktype, 1);
439
455 if (op->destroyed ()) 440 if (op->destroyed ())
456 return; 441 return;
457 } 442 }
458 443
459 /* other_arch contains what this explodes into */ 444 /* other_arch contains what this explodes into */
460 tmp = arch_to_object (op->other_arch); 445 tmp = op->other_arch->instance ();
461 446
462 copy_owner (tmp, op); 447 tmp->set_owner (op);
463 tmp->skill = op->skill; 448 tmp->skill = op->skill;
464 449
465 owner = get_owner (op); 450 owner = op->owner;
466 451
467 if ((tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) && owner && !tailor_god_spell (tmp, owner)) 452 if ((tmp->attacktype & AT_HOLYWORD
468 { 453 || tmp->attacktype & AT_GODPOWER)
469 remove_ob (op); 454 && owner
470 free_object (op); 455 && !tailor_god_spell (tmp, owner))
471 return;
472 } 456 {
473 457 op->destroy ();
474 tmp->x = op->x; 458 return;
475 tmp->y = op->y; 459 }
476 460
477 /* special for bombs - it actually has sane values for these */ 461 /* special for bombs - it actually has sane values for these */
478 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB) 462 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB)
479 { 463 {
480 tmp->attacktype = op->attacktype; 464 tmp->attacktype = op->attacktype;
484 } 468 }
485 else 469 else
486 { 470 {
487 if (op->attacktype & AT_MAGIC) 471 if (op->attacktype & AT_MAGIC)
488 tmp->attacktype |= AT_MAGIC; 472 tmp->attacktype |= AT_MAGIC;
473
489 /* Spell doc describes what is going on here */ 474 /* Spell doc describes what is going on here */
490 tmp->stats.dam = op->dam_modifier; 475 tmp->stats.dam = op->dam_modifier;
491 tmp->range = op->stats.maxhp; 476 tmp->range = op->stats.maxhp;
492 tmp->duration = op->stats.hp; 477 tmp->duration = op->stats.hp;
493 /* 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 -
501 tmp->stats.sp = op->direction; 486 tmp->stats.sp = op->direction;
502 487
503 /* Prevent recursion */ 488 /* Prevent recursion */
504 op->move_on = 0; 489 op->move_on = 0;
505 490
506 insert_ob_in_map (tmp, op->map, op, 0); 491 tmp->insert_at (op, op);
492 tmp->play_sound (tmp->sound);
493
507 /* remove the firebullet */ 494 /* remove the firebullet */
508 if (!op->destroyed ()) 495 op->destroy ();
509 {
510 remove_ob (op);
511 free_object (op);
512 }
513} 496}
514
515
516 497
517/* 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
518 * (eg, explode, damage player, etc) 499 * (eg, explode, damage player, etc)
519 */ 500 */
520
521void 501void
522check_bullet (object *op) 502check_bullet (object *op)
523{ 503{
524 object *tmp; 504 object *tmp;
525 int dam, mflags; 505 int dam, mflags;
526 mapstruct *m; 506 maptile *m;
527 sint16 sx, sy; 507 sint16 sx, sy;
528 508
529 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);
530 510
531 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)))
540 520
541 /* 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 */
542 if (!(mflags & P_IS_ALIVE)) 522 if (!(mflags & P_IS_ALIVE))
543 return; 523 return;
544 524
545 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)
546 { 526 {
547 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 527 if (tmp->flag [FLAG_ALIVE])
548 { 528 {
549 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
550 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0) 532 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0)
551 { 533 {
552 if (!QUERY_FLAG (op, FLAG_REMOVED)) 534 if (!op->flag [FLAG_REMOVED])
553 { 535 {
554 remove_ob (op); 536 op->destroy ();
555 free_object (op);
556 return; 537 return;
557 } 538 }
558 } 539 }
559 } 540 }
560 } 541 }
561} 542}
562
563 543
564/* Basically, we move 'op' one square, and if it hits something, 544/* Basically, we move 'op' one square, and if it hits something,
565 * call check_bullet. 545 * call check_bullet.
566 * This function is only applicable to bullets, but not to all 546 * This function is only applicable to bullets, but not to all
567 * fired arches (eg, bolts). 547 * fired arches (eg, bolts).
568 */ 548 */
569
570void 549void
571move_bullet (object *op) 550move_bullet (object *op)
572{ 551{
573 sint16 new_x, new_y;
574 int mflags;
575 mapstruct *m;
576
577#if 0 552#if 0
578 /* We need a better general purpose way to do this */ 553 /* We need a better general purpose way to do this */
579 554
580 /* peterm: added to make comet leave a trail of burnouts 555 /* peterm: added to make comet leave a trail of burnouts
581 it's an unadulterated hack, but the effect is cool. */ 556 it's an unadulterated hack, but the effect is cool. */
582 if (op->stats.sp == SP_METEOR) 557 if (op->stats.sp == SP_METEOR)
583 { 558 {
584 replace_insert_ob_in_map ("fire_trail", op); 559 replace_insert_ob_in_map ("fire_trail", op);
585 if (op->destroyed ()) 560 if (op->destroyed ())
589 564
590 /* Reached the end of its life - remove it */ 565 /* Reached the end of its life - remove it */
591 if (--op->range <= 0) 566 if (--op->range <= 0)
592 { 567 {
593 if (op->other_arch) 568 if (op->other_arch)
594 {
595 explode_bullet (op); 569 explode_bullet (op);
596 }
597 else 570 else
598 { 571 op->destroy ();
599 remove_ob (op);
600 free_object (op);
601 }
602 return;
603 }
604 572
605 new_x = op->x + DIRX (op); 573 return;
606 new_y = op->y + DIRY (op);
607 m = op->map;
608 mflags = get_map_flags (m, &m, new_x, new_y, &new_x, &new_y);
609
610 if (mflags & P_OUT_OF_MAP)
611 { 574 }
612 remove_ob (op); 575
613 free_object (op); 576 mapxy pos (op);
614 return; 577 pos.move (op->direction);
578
579 if (!pos.normalise ())
615 } 580 {
581 op->destroy ();
582 return;
583 }
616 584
617 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))
618 { 590 {
619 if (op->other_arch) 591 if (op->other_arch)
620 {
621 explode_bullet (op); 592 explode_bullet (op);
622 }
623 else 593 else
624 { 594 op->destroy ();
625 remove_ob (op);
626 free_object (op);
627 }
628 return;
629 }
630 595
631 remove_ob (op); 596 return;
632 op->x = new_x; 597 }
633 op->y = new_y; 598
634 if ((op = insert_ob_in_map (op, m, op, 0)) == NULL) 599 if (!(op = pos.insert (op, op)))
635 return; 600 return;
636 601
637 if (reflwall (op->map, op->x, op->y, op)) 602 if (reflwall (op->map, op->x, op->y, op))
638 { 603 {
639 op->direction = absdir (op->direction + 4); 604 op->direction = absdir (op->direction + 4);
640 update_turn_face (op); 605 update_turn_face (op);
641 } 606 }
642 else 607 else
643 {
644 check_bullet (op); 608 check_bullet (op);
645 }
646} 609}
647
648
649
650 610
651/* fire_bullet 611/* fire_bullet
652 * object op (cast from caster) files a bolt in dir. 612 * object op (cast from caster) files a bolt in dir.
653 * spob is the spell object for the bolt. 613 * spob is the spell object for the bolt.
654 * we remove the magic flag - that can be derived from 614 * we remove the magic flag - that can be derived from
655 * spob->attacktype. 615 * spob->attacktype.
656 * This function sets up the appropriate owner and skill 616 * This function sets up the appropriate owner and skill
657 * pointers. 617 * pointers.
658 */ 618 */
659
660int 619int
661fire_bullet (object *op, object *caster, int dir, object *spob) 620fire_bullet (object *op, object *caster, int dir, object *spob)
662{ 621{
663 object *tmp = NULL; 622 object *tmp = NULL;
664 int mflags; 623 int mflags;
665 624
666 if (!spob->other_arch) 625 if (!spob->other_arch)
667 return 0; 626 return 0;
668 627
669 tmp = arch_to_object (spob->other_arch); 628 tmp = spob->other_arch->instance ();
670 if (tmp == NULL) 629 if (!tmp)
671 return 0; 630 return 0;
672 631
673 /* peterm: level dependency for bolts */ 632 /* peterm: level dependency for bolts */
674 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);
675 tmp->attacktype = spob->attacktype; 634 tmp->attacktype = spob->attacktype;
676 if (spob->slaying) 635 if (spob->slaying)
677 tmp->slaying = spob->slaying; 636 tmp->slaying = spob->slaying;
678 637
682 tmp->stats.hp = spob->duration + SP_level_duration_adjust (caster, spob); 641 tmp->stats.hp = spob->duration + SP_level_duration_adjust (caster, spob);
683 tmp->stats.maxhp = spob->range + SP_level_range_adjust (caster, spob); 642 tmp->stats.maxhp = spob->range + SP_level_range_adjust (caster, spob);
684 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);
685 644
686 tmp->direction = dir; 645 tmp->direction = dir;
687 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) 646 if (tmp->flag [FLAG_IS_TURNABLE])
688 SET_ANIMATION (tmp, dir); 647 SET_ANIMATION (tmp, dir);
689 648
690 set_owner (tmp, op); 649 tmp->set_owner (op);
691 set_spell_skill (op, caster, spob, tmp); 650 set_spell_skill (op, caster, spob, tmp);
692 651
693 tmp->x = op->x + freearr_x[dir]; 652 tmp->x = op->x + DIRX (dir);
694 tmp->y = op->y + freearr_y[dir]; 653 tmp->y = op->y + DIRY (dir);
695 tmp->map = op->map; 654 tmp->map = op->map;
696 655
656 maptile *newmap;
697 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);
698 if (mflags & P_OUT_OF_MAP) 658 if (mflags & P_OUT_OF_MAP)
699 { 659 {
700 free_object (tmp); 660 tmp->destroy ();
701 return 0; 661 return 0;
702 } 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
703 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)))
704 { 680 {
705 if (!QUERY_FLAG (tmp, FLAG_REFLECTING)) 681 if (!tmp->flag [FLAG_REFLECTING])
706 { 682 {
707 free_object (tmp); 683 tmp->destroy ();
708 return 0; 684 return 0;
709 } 685 }
686
710 tmp->x = op->x; 687 tmp->x = op->x;
711 tmp->y = op->y; 688 tmp->y = op->y;
712 tmp->direction = absdir (tmp->direction + 4); 689 tmp->direction = absdir (tmp->direction + 4);
713 tmp->map = op->map; 690 tmp->map = op->map;
714 } 691 }
715 if ((tmp = insert_ob_in_map (tmp, tmp->map, op, 0)) != NULL) 692
716 { 693 if ((tmp = tmp->insert_at (tmp, op)))
717 check_bullet (tmp); 694 check_bullet (tmp);
718 } 695
719 return 1; 696 return 1;
720} 697}
721
722
723
724 698
725/***************************************************************************** 699/*****************************************************************************
726 * 700 *
727 * CONE RELATED FUNCTIONS 701 * CONE RELATED FUNCTIONS
728 * 702 *
729 *****************************************************************************/ 703 *****************************************************************************/
730 704
731
732/* 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" */
733void 706static void
734cone_drop (object *op) 707cone_drop (object *op)
735{ 708{
736 object *new_ob = arch_to_object (op->other_arch); 709 object *new_ob = op->other_arch->instance ();
737 710
738 new_ob->x = op->x;
739 new_ob->y = op->y;
740 new_ob->level = op->level; 711 new_ob->level = op->level;
741 set_owner (new_ob, op->owner); 712 new_ob->set_owner (op->owner);
742 713
743 /* preserve skill ownership */ 714 /* preserve skill ownership */
744 if (op->skill && op->skill != new_ob->skill) 715 if (op->skill && op->skill != new_ob->skill)
745 {
746 new_ob->skill = op->skill; 716 new_ob->skill = op->skill;
747 }
748 insert_ob_in_map (new_ob, op->map, op, 0);
749 717
718 new_ob->insert_at (op, op);
750} 719}
751 720
752/* 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 */
753 722
754void 723void
755move_cone (object *op) 724move_cone (object *op)
756{ 725{
757 int i;
758
759 /* 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 */
760 if (!op->map) 727 if (!op->map)
761 { 728 {
762 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");
763 op->speed = 0; 730 op->set_speed (0);
764 update_ob_speed (op);
765 return; 731 return;
766 } 732 }
767 733
768 /* lava saves it's life, but not yours :) */ 734 /* lava saves it's life, but not yours :) */
769 if (QUERY_FLAG (op, FLAG_LIFESAVE)) 735 if (op->flag [FLAG_LIFESAVE])
770 { 736 {
771 hit_map (op, 0, op->attacktype, 0); 737 hit_map (op, 0, op->attacktype, 0);
772 return; 738 return;
773 } 739 }
774 740
775#if 0 741#if 0
776 /* Disable this - enabling it makes monsters easier, as 742 /* Disable this - enabling it makes monsters easier, as
777 * when their cone dies when they die. 743 * when their cone dies when they die.
778 */ 744 */
779 /* If no owner left, the spell dies out. */ 745 /* If no owner left, the spell dies out. */
780 if (get_owner (op) == NULL) 746 if (op->owner == NULL)
781 { 747 {
782 remove_ob (op); 748 op->destroy ();
783 free_object (op);
784 return; 749 return;
785 } 750 }
786#endif 751#endif
787 752
788 hit_map (op, 0, op->attacktype, 0); 753 hit_map (op, 0, op->attacktype, 0);
754
755 if (!op->is_on_map ())
756 return;
789 757
790 /* Check to see if we should push anything. 758 /* Check to see if we should push anything.
791 * Spell objects with weight push whatever they encounter to some 759 * Spell objects with weight push whatever they encounter to some
792 * degree. 760 * degree.
793 */ 761 */
794 if (op->weight) 762 if (op->weight)
763 {
795 check_spell_knockback (op); 764 check_spell_knockback (op);
796 765
797 if (op->destroyed ()) 766 if (!op->is_on_map ())
798 return; 767 return;
768 }
799 769
800 if ((op->duration--) < 0) 770 if (op->duration-- < 0)
801 { 771 {
802 remove_ob (op); 772 op->destroy ();
803 free_object (op);
804 return; 773 return;
805 } 774 }
806 /* Object has hit maximum range, so don't have it move 775 /* Object has hit maximum range, so don't have it move
807 * any further. When the duration above expires, 776 * any further. When the duration above expires,
808 * then the object will get removed. 777 * then the object will get removed.
811 { 780 {
812 op->range = 0; /* just so it doesn't wrap */ 781 op->range = 0; /* just so it doesn't wrap */
813 return; 782 return;
814 } 783 }
815 784
816 for (i = -1; i < 2; i++) 785 for (int i = -1; i <= 1; i++)
817 { 786 {
818 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));
819 788
820 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))
821 { 790 {
822 object *tmp = get_object (); 791 object *tmp = op->clone ();
823
824 copy_object (op, tmp);
825 tmp->x = x;
826 tmp->y = y;
827 792
828 tmp->duration = op->duration + 1; 793 tmp->duration = op->duration + 1;
829 794
830 /* Use for spell tracking - see ok_to_put_more() */ 795 /* Use for spell tracking - see ok_to_put_more() */
831 tmp->stats.maxhp = op->stats.maxhp; 796 tmp->stats.maxhp = op->stats.maxhp;
832 insert_ob_in_map (tmp, op->map, op, 0); 797
798 op->map->insert (tmp, x, y, op);
799
833 if (tmp->other_arch) 800 if (tmp->other_arch)
834 cone_drop (tmp); 801 cone_drop (tmp);
835 } 802 }
836 } 803 }
837} 804}
847int 814int
848cast_cone (object *op, object *caster, int dir, object *spell) 815cast_cone (object *op, object *caster, int dir, object *spell)
849{ 816{
850 object *tmp; 817 object *tmp;
851 int i, success = 0, range_min = -1, range_max = 1; 818 int i, success = 0, range_min = -1, range_max = 1;
852 mapstruct *m; 819 maptile *m;
853 sint16 sx, sy; 820 sint16 sx, sy;
854 MoveType movetype; 821 MoveType movetype;
855 822
856 if (!spell->other_arch) 823 if (!spell->other_arch)
857 return 0; 824 return 0;
858 825
859 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)
860 { 827 {
861 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!");
862 return 0; 829 return 0;
863 } 830 }
864 831
865 if (!dir) 832 if (!dir)
866 { 833 {
870 837
871 /* 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
872 * 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
873 * insert it into is blocked. 840 * insert it into is blocked.
874 */ 841 */
875 movetype = spell->other_arch->clone.move_type; 842 movetype = spell->other_arch->move_type;
876 843
877 for (i = range_min; i <= range_max; i++) 844 for (i = range_min; i <= range_max; i++)
878 { 845 {
879 sint16 x, y, d; 846 sint16 x, y;
880 847
881 /* We can't use absdir here, because it never returns 848 /* We can't use absdir here, because it never returns
882 * 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
883 * 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
884 * to hit that person. 851 * to hit that person.
885 */ 852 */
886 d = dir + i; 853 int d = dir ? absdir (dir + i) : i;
887 while (d < 0)
888 d += 8;
889 while (d > 8)
890 d -= 8;
891 854
892 /* 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.
893 * In that case, we have to see - if dir is specified, 856 * In that case, we have to see - if dir is specified,
894 * turn this into direction 8. If dir is not specified (all 857 * turn this into direction 8. If dir is not specified (all
895 * direction) skip - otherwise, one line would do more damage 858 * direction) skip - otherwise, one line would do more damage
902 d = 8; 865 d = 8;
903 else 866 else
904 continue; 867 continue;
905 } 868 }
906 869
907 x = op->x + freearr_x[d]; 870 x = op->x + DIRX (d);
908 y = op->y + freearr_y[d]; 871 y = op->y + DIRY (d);
909 872
910 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)
911 continue; 874 continue;
912 875
913 if ((movetype & GET_MAP_MOVE_BLOCK (m, sx, sy)) == movetype) 876 if ((movetype & GET_MAP_MOVE_BLOCK (m, sx, sy)) == movetype)
914 continue; 877 continue;
915 878
916 success = 1; 879 success = 1;
917 tmp = arch_to_object (spell->other_arch); 880 tmp = spell->other_arch->instance ();
918 set_owner (tmp, op); 881 tmp->set_owner (op);
919 set_spell_skill (op, caster, spell, tmp); 882 set_spell_skill (op, caster, spell, tmp);
920 tmp->level = caster_level (caster, spell); 883 tmp->level = casting_level (caster, spell);
921 tmp->x = sx;
922 tmp->y = sy;
923 tmp->attacktype = spell->attacktype; 884 tmp->attacktype = spell->attacktype;
924 885
925 /* holy word stuff */ 886 /* holy word stuff */
926 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER)) 887 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER))
927 if (!tailor_god_spell (tmp, op)) 888 if (!tailor_god_spell (tmp, op))
961 else 922 else
962 tmp->duration += caster->level / 3; 923 tmp->duration += caster->level / 3;
963 } 924 }
964 925
965 if (!(tmp->move_type & MOVE_FLY_LOW)) 926 if (!(tmp->move_type & MOVE_FLY_LOW))
966 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);
967 928
968 if (!tmp->move_on && tmp->stats.dam) 929 if (!tmp->move_on && tmp->stats.dam)
969 {
970 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);
971 }
972 931
973 insert_ob_in_map (tmp, m, op, 0); 932 m->insert (tmp, sx, sy, op);
974 933
975 /* 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
976 * a single space too many times. 935 * a single space too many times.
977 */ 936 */
978 tmp->stats.maxhp = tmp->count; 937 tmp->stats.maxhp = tmp->count;
988 * 947 *
989 * BOMB related code 948 * BOMB related code
990 * 949 *
991 ****************************************************************************/ 950 ****************************************************************************/
992 951
993
994/* This handles an exploding bomb. 952/* This handles an exploding bomb.
995 * op is the original bomb object. 953 * op is the original bomb object.
996 */ 954 */
997void 955void
998animate_bomb (object *op) 956animate_bomb (object *op)
999{ 957{
1000 int i;
1001 object *env, *tmp;
1002 archetype *at;
1003
1004 if (op->state != NUM_ANIMATIONS (op) - 1) 958 if (op->state != NUM_ANIMATIONS (op) - 1)
1005 return; 959 return;
1006 960
1007 env = object_get_env_recursive (op); 961 object *env = op->outer_env ();
1008 962
1009 if (op->env) 963 if (op->env)
1010 { 964 {
1011 if (env->map == NULL) 965 if (!env->map)
1012 return; 966 return;
1013 967
1014 if (env->type == PLAYER) 968 if (!(op = op->insert_at (env, op)))
1015 esrv_del_item (env->contr, op->count);
1016
1017 remove_ob (op);
1018 op->x = env->x;
1019 op->y = env->y;
1020 if ((op = insert_ob_in_map (op, env->map, op, 0)) == NULL)
1021 return; 969 return;
1022 } 970 }
1023 971
1024 // 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
1025 // 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
1026 // as bombs can be carried. 974 // as bombs can be carried.
1027 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE) 975 if (op->ms ().flags () & P_SAFE)
1028 { 976 {
1029 remove_ob (op); 977 op->destroy ();
1030 free_object (op);
1031 return; 978 return;
1032 } 979 }
1033 980
1034 /* This copies a lot of the code from the fire bullet, 981 /* This copies a lot of the code from the fire bullet,
1035 * but using the cast_bullet isn't really feasible, 982 * but using the cast_bullet isn't really feasible,
1036 * so just set up the appropriate values. 983 * so just set up the appropriate values.
1037 */ 984 */
1038 at = archetype::find (SPLINT); 985 if (archetype *at = archetype::find (SPLINT))
1039 if (at)
1040 { 986 {
1041 for (i = 1; i < 9; i++) 987 for (int i = 1; i < 9; i++)
1042 { 988 {
1043 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)))
1044 continue; 990 continue;
1045 tmp = arch_to_object (at); 991
992 object *tmp = at->instance ();
1046 tmp->direction = i; 993 tmp->direction = i;
1047 tmp->range = op->range; 994 tmp->range = op->range;
1048 tmp->stats.dam = op->stats.dam; 995 tmp->stats.dam = op->stats.dam;
1049 tmp->duration = op->duration; 996 tmp->duration = op->duration;
1050 tmp->attacktype = op->attacktype; 997 tmp->attacktype = op->attacktype;
1051 copy_owner (tmp, op); 998 tmp->set_owner (op);
1052 if (op->skill && op->skill != tmp->skill) 999 if (op->skill && op->skill != tmp->skill)
1053 {
1054 tmp->skill = op->skill; 1000 tmp->skill = op->skill;
1055 } 1001
1056 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) 1002 if (tmp->flag [FLAG_IS_TURNABLE])
1057 SET_ANIMATION (tmp, i); 1003 SET_ANIMATION (tmp, i);
1058 tmp->x = op->x + freearr_x[i]; 1004
1059 tmp->y = op->y + freearr_x[i]; 1005 op->map->insert (tmp, op->x + DIRX (i), op->y + DIRX (i), op);
1060 insert_ob_in_map (tmp, op->map, op, 0);
1061 move_bullet (tmp); 1006 move_bullet (tmp);
1062 } 1007 }
1063 } 1008 }
1064 1009
1065 explode_bullet (op); 1010 explode_bullet (op);
1066} 1011}
1067 1012
1068int 1013int
1069create_bomb (object *op, object *caster, int dir, object *spell) 1014create_bomb (object *op, object *caster, int dir, object *spell)
1070{ 1015{
1071
1072 object *tmp; 1016 object *tmp;
1073 int mflags; 1017 int mflags;
1074 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);
1075 mapstruct *m; 1019 maptile *m;
1076 1020
1077 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 {
1078 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))
1079 { 1030 {
1080 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way."); 1031 op->failmsg ("There is something in the way.");
1081 return 0; 1032 return 0;
1033 }
1082 } 1034 }
1083 tmp = arch_to_object (spell->other_arch); 1035
1036 tmp = spell->other_arch->instance ();
1084 1037
1085 /* level dependencies for bomb */ 1038 /* level dependencies for bomb */
1086 tmp->range = spell->range + SP_level_range_adjust (caster, spell); 1039 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
1087 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);
1088 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell); 1041 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
1089 tmp->attacktype = spell->attacktype; 1042 tmp->attacktype = spell->attacktype;
1090 1043
1091 set_owner (tmp, op); 1044 tmp->set_owner (op);
1092 set_spell_skill (op, caster, spell, tmp); 1045 set_spell_skill (op, caster, spell, tmp);
1093 tmp->x = dx; 1046
1094 tmp->y = dy; 1047 m->insert (tmp, dx, dy, op);
1095 insert_ob_in_map (tmp, m, op, 0);
1096 return 1; 1048 return 1;
1097} 1049}
1098 1050
1099/**************************************************************************** 1051/****************************************************************************
1100 * 1052 *
1109 * dir is the direction to look in. 1061 * dir is the direction to look in.
1110 * range is how far out to look. 1062 * range is how far out to look.
1111 * 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.
1112 * this info is used for blocked magic/unholy spaces. 1064 * this info is used for blocked magic/unholy spaces.
1113 */ 1065 */
1114 1066static object *
1115object *
1116get_pointed_target (object *op, int dir, int range, int type) 1067get_pointed_target (object *op, int dir, int range, int type)
1117{ 1068{
1118 object *target; 1069 object *target;
1119 sint16 x, y; 1070 sint16 x, y;
1120 int dist, mflags; 1071 int dist, mflags;
1121 mapstruct *mp; 1072 maptile *mp;
1122 1073
1123 if (dir == 0) 1074 if (dir == 0)
1124 return NULL; 1075 return NULL;
1125 1076
1126 for (dist = 1; dist < range; dist++) 1077 for (dist = 1; dist < range; dist++)
1127 { 1078 {
1128 x = op->x + freearr_x[dir] * dist; 1079 x = op->x + DIRX (dir) * dist;
1129 y = op->y + freearr_y[dir] * dist; 1080 y = op->y + DIRY (dir) * dist;
1130 mp = op->map; 1081 mp = op->map;
1131 mflags = get_map_flags (op->map, &mp, x, y, &x, &y); 1082 mflags = get_map_flags (op->map, &mp, x, y, &x, &y);
1132 1083
1133 if (mflags & P_OUT_OF_MAP) 1084 if (mflags & P_OUT_OF_MAP)
1134 return NULL; 1085 return NULL;
1138 return NULL; 1089 return NULL;
1139 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW) 1090 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW)
1140 return NULL; 1091 return NULL;
1141 1092
1142 if (mflags & P_IS_ALIVE) 1093 if (mflags & P_IS_ALIVE)
1143 {
1144 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)
1145 { 1095 if (target->flag [FLAG_MONSTER])
1146 if (QUERY_FLAG (target->head ? target->head : target, FLAG_MONSTER))
1147 {
1148 return target; 1096 return target;
1149 }
1150 }
1151 }
1152 } 1097 }
1098
1153 return NULL; 1099 return NULL;
1154} 1100}
1155 1101
1156
1157/* cast_smite_arch() - the priest points to a creature and causes 1102/* cast_smite_spell() - the priest points to a creature and causes
1158 * a 'godly curse' to decend. 1103 * a 'godly curse' to decend.
1159 * usual params - 1104 * usual params -
1160 * op = player 1105 * op = player
1161 * caster = object casting the spell. 1106 * caster = object casting the spell.
1162 * dir = direction being cast 1107 * dir = direction being cast
1163 * spell = spell object 1108 * spell = spell object
1164 */ 1109 */
1165
1166int 1110int
1167cast_smite_spell (object *op, object *caster, int dir, object *spell) 1111cast_smite_spell (object *op, object *caster, int dir, object *spell)
1168{ 1112{
1169 object *effect, *target; 1113 object *effect, *target;
1170 object *god = find_god (determine_god (op)); 1114 object *god = find_god (determine_god (op));
1171 int range;
1172 1115
1173 range = spell->range + SP_level_range_adjust (caster, spell);
1174 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);
1175 1117
1176 /* Bunch of conditions for casting this spell. Note that only 1118 /* Bunch of conditions for casting this spell. Note that only
1177 * require a god if this is a cleric spell (requires grace). 1119 * require a god if this is a cleric spell (requires grace).
1178 * 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
1179 * 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
1180 * interesting spell. 1122 * interesting spell.
1181 * 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
1182 * can't be friendly to your god. 1124 * can't be friendly to your god.
1183 */ 1125 */
1184 1126
1185 if (!target || QUERY_FLAG (target, FLAG_REFL_SPELL) 1127 if (!target
1128 || target->flag [FLAG_REFL_SPELL]
1186 || (!god && spell->stats.grace) 1129 || (!god && spell->stats.grace)
1187 || (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)))
1188 { 1132 {
1189 new_draw_info (NDI_UNIQUE, 0, op, "Your request is unheeded."); 1133 op->failmsg ("Your request is unheeded.");
1190 return 0; 1134 return 0;
1191 } 1135 }
1192 1136
1193 if (spell->other_arch) 1137 if (spell->other_arch)
1194 effect = arch_to_object (spell->other_arch); 1138 effect = spell->other_arch->instance ();
1195 else 1139 else
1196 return 0; 1140 return 0;
1197 1141
1198 /* tailor the effect by priest level and worshipped God */ 1142 /* tailor the effect by priest level and worshipped God */
1199 effect->level = caster_level (caster, spell); 1143 effect->level = casting_level (caster, spell);
1200 effect->attacktype = spell->attacktype; 1144 effect->attacktype = spell->attacktype;
1201 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER)) 1145 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER))
1202 { 1146 {
1203 if (tailor_god_spell (effect, op)) 1147 if (tailor_god_spell (effect, op))
1204 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));
1205 else 1149 else
1206 { 1150 {
1207 new_draw_info (NDI_UNIQUE, 0, op, "Your request is ignored."); 1151 op->failmsg ("Your request is ignored.");
1208 return 0; 1152 return 0;
1209 } 1153 }
1210 } 1154 }
1211 1155
1212 /* size of the area of destruction */ 1156 /* size of the area of destruction */
1216 if (effect->attacktype & AT_DEATH) 1160 if (effect->attacktype & AT_DEATH)
1217 { 1161 {
1218 effect->level = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1162 effect->level = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1219 1163
1220 /* casting death spells at undead isn't a good thing */ 1164 /* casting death spells at undead isn't a good thing */
1221 if QUERY_FLAG
1222 (target, FLAG_UNDEAD) 1165 if (target->flag [FLAG_UNDEAD])
1223 { 1166 {
1224 if (random_roll (0, 2, op, PREFER_LOW)) 1167 if (random_roll (0, 2, op, PREFER_LOW))
1225 { 1168 {
1226 new_draw_info (NDI_UNIQUE, 0, op, "Idiot! Your spell boomerangs!"); 1169 new_draw_info (NDI_UNIQUE, 0, op, "Idiot! Your spell boomerangs!");
1227 effect->x = op->x; 1170 effect->x = op->x;
1229 } 1172 }
1230 else 1173 else
1231 { 1174 {
1232 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));
1233 target->stats.hp = target->stats.maxhp * 2; 1176 target->stats.hp = target->stats.maxhp * 2;
1234 free_object (effect); 1177 effect->destroy ();
1235 return 0; 1178 return 0;
1236 } 1179 }
1237 } 1180 }
1238 } 1181 }
1239 else 1182 else
1240 { 1183 {
1241 /* how much woe to inflict :) */ 1184 /* how much woe to inflict :) */
1242 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);
1243 } 1186 }
1244 1187
1245 set_owner (effect, op); 1188 effect->set_owner (op);
1246 set_spell_skill (op, caster, spell, effect); 1189 set_spell_skill (op, caster, spell, effect);
1247 1190
1248 /* ok, tell it where to be, and insert! */ 1191 /* ok, tell it where to be, and insert! */
1249 effect->x = target->x; 1192 effect->insert_at (target, op);
1250 effect->y = target->y;
1251 insert_ob_in_map (effect, target->map, op, 0);
1252 1193
1253 return 1; 1194 return 1;
1254} 1195}
1255
1256 1196
1257/**************************************************************************** 1197/****************************************************************************
1258 * 1198 *
1259 * MAGIC MISSILE code. 1199 * MAGIC MISSILE code.
1260 * 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
1263 1203
1264/* op is a missile that needs to be moved */ 1204/* op is a missile that needs to be moved */
1265void 1205void
1266move_missile (object *op) 1206move_missile (object *op)
1267{ 1207{
1268 int i, mflags;
1269 object *owner;
1270 sint16 new_x, new_y;
1271 mapstruct *m;
1272
1273 if (op->range-- <= 0) 1208 if (op->range-- <= 0)
1274 { 1209 {
1275 remove_ob (op); 1210 op->drop_and_destroy ();
1276 free_object (op);
1277 return; 1211 return;
1278 }
1279
1280 owner = get_owner (op);
1281#if 0
1282 /* It'd make things nastier if this wasn't here - spells cast by
1283 * monster that are then killed would continue to survive
1284 */
1285 if (owner == NULL)
1286 { 1212 }
1287 remove_ob (op); 1213
1288 free_object (op); 1214 mapxy pos (op);
1289 return; 1215 pos.move (op->direction);
1216
1217 if (!pos.normalise ())
1290 } 1218 {
1291#endif 1219 op->destroy ();
1220 return;
1221 }
1292 1222
1293 new_x = op->x + DIRX (op); 1223 mapspace &ms = pos.ms ();
1294 new_y = op->y + DIRY (op);
1295 1224
1296 mflags = get_map_flags (op->map, &m, new_x, new_y, &new_x, &new_y); 1225 if (ms.flags () & P_IS_ALIVE || ms.blocks (op))
1297
1298 if (!(mflags & P_OUT_OF_MAP) && ((mflags & P_IS_ALIVE) || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y))))
1299 { 1226 {
1300 hit_map (op, op->direction, AT_MAGIC, 1); 1227 hit_map (op, op->direction, AT_MAGIC, 1);
1301 /* Basically, missile only hits one thing then goes away. 1228 /* Basically, missile only hits one thing then goes away.
1302 * 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.
1303 */ 1230 */
1304 if (!op->destroyed ()) 1231 op->destroy ();
1305 free_object (op);
1306
1307 return; 1232 return;
1308 }
1309
1310 remove_ob (op);
1311
1312 if (!op->direction || (mflags & P_OUT_OF_MAP))
1313 { 1233 }
1314 free_object (op); 1234
1315 return; 1235 if (!op->direction)
1316 } 1236 {
1237 op->destroy ();
1238 return;
1239 }
1317 1240
1318 op->x = new_x; 1241 int i = spell_find_dir (pos.m, pos.x, pos.y, op->owner);
1319 op->y = new_y;
1320 op->map = m;
1321 i = spell_find_dir (op->map, op->x, op->y, get_owner (op));
1322 if (i > 0 && i != op->direction) 1242 if (i > 0 && i != op->direction)
1323 { 1243 {
1324 op->direction = i; 1244 op->direction = i;
1325 SET_ANIMATION (op, op->direction); 1245 SET_ANIMATION (op, op->direction);
1326 } 1246 }
1327 1247
1328 insert_ob_in_map (op, op->map, op, 0); 1248 pos.insert (op, op);
1329} 1249}
1330 1250
1331/**************************************************************************** 1251/****************************************************************************
1332 * Destruction 1252 * Destruction
1333 ****************************************************************************/ 1253 ****************************************************************************/
1334 1254
1335/* make_object_glow() - currently only makes living objects glow. 1255/* make_object_glow() - currently only makes living objects glow.
1336 * 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
1337 * object. if time is 0, the object glows permanently. To truely 1257 * object. if time is 0, the object glows permanently. To truely
1338 * make this work for non-living objects, we would have to 1258 * make this work for non-living objects, we would have to
1339 * give them the capability to have an inventory. b.t. 1259 * give them the capability to have an inventory. b.t.
1340 */ 1260 */
1341 1261static int
1342int
1343make_object_glow (object *op, int radius, int time) 1262make_object_glow (object *op, int radius, int time)
1344{ 1263{
1345 object *tmp;
1346
1347 /* some things are unaffected... */ 1264 /* some things are unaffected... */
1348 if (op->path_denied & PATH_LIGHT) 1265 if (op->path_denied & PATH_LIGHT)
1349 return 0; 1266 return 0;
1350 1267
1351 tmp = get_archetype (FORCE_NAME); 1268 object *tmp = archetype::get (FORCE_NAME);
1352 tmp->speed = 0.01; 1269 tmp->set_speed (0.01);
1353 tmp->stats.food = time; 1270 tmp->stats.food = time;
1354 SET_FLAG (tmp, FLAG_IS_USED_UP); 1271 tmp->set_flag (FLAG_IS_USED_UP);
1355 tmp->glow_radius = radius; 1272 tmp->set_glow_radius (min (MAX_LIGHT_RADIUS, radius));
1356 if (tmp->glow_radius > MAX_LIGHT_RADII)
1357 tmp->glow_radius = MAX_LIGHT_RADII;
1358
1359 tmp->x = op->x;
1360 tmp->y = op->y;
1361 if (tmp->speed < MIN_ACTIVE_SPEED)
1362 tmp->speed = MIN_ACTIVE_SPEED; /* safety */
1363 tmp = insert_ob_in_ob (tmp, op); 1273 tmp = insert_ob_in_ob (tmp, op);
1274
1364 if (tmp->glow_radius > op->glow_radius) 1275 if (tmp->glow_radius > op->glow_radius)
1365 op->glow_radius = tmp->glow_radius; 1276 op->set_glow_radius (tmp->glow_radius);
1366 1277
1367 if (!tmp->env || op != tmp->env)
1368 {
1369 LOG (llevError, "make_object_glow() failed to insert glowing force in %s\n", &op->name);
1370 return 0;
1371 }
1372 return 1; 1278 return 1;
1373} 1279}
1374
1375
1376
1377 1280
1378int 1281int
1379cast_destruction (object *op, object *caster, object *spell_ob) 1282cast_destruction (object *op, object *caster, object *spell_ob)
1380{ 1283{
1381 int i, j, range, mflags, friendly = 0, dam, dur;
1382 sint16 sx, sy;
1383 mapstruct *m;
1384 object *tmp;
1385 const char *skill;
1386
1387 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob); 1284 int range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
1388 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);
1389 dur = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob); 1286 int dur = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
1390 if (QUERY_FLAG (op, FLAG_FRIENDLY) || op->type == PLAYER)
1391 friendly = 1;
1392 1287
1393 /* destruction doesn't use another spell object, so we need 1288 bool friendly = op->flag [FLAG_FRIENDLY] || op->is_player ();
1394 * update op's skill pointer so that exp is properly awarded.
1395 * We do some shortcuts here - since this is just temporary
1396 * and we'll reset the values back, we don't need to go through
1397 * the full share string/free_string route.
1398 */
1399 skill = op->skill;
1400 if (caster == op)
1401 op->skill = spell_ob->skill;
1402 else if (caster->skill)
1403 op->skill = caster->skill;
1404 else
1405 op->skill = NULL;
1406 1289
1407 change_skill (op, find_skill_by_name (op, op->skill), 1); 1290 dynbuf buf;
1408 1291 unordered_mapwalk (buf, op, -range, -range, range, range)
1409 for (i = -range; i < range; i++)
1410 { 1292 {
1411 for (j = -range; j < range; j++) 1293 mapspace &ms = m->at (nx, ny);
1412 { 1294
1413 m = op->map;
1414 sx = op->x + i;
1415 sy = op->y + j;
1416 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
1417 if (mflags & P_OUT_OF_MAP)
1418 continue;
1419 if (mflags & P_IS_ALIVE) 1295 if (ms.flags () & P_IS_ALIVE)
1296 for (object *next, *tmp = ms.bot; tmp; tmp = next)
1420 { 1297 {
1421 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 ())
1422 { 1301 {
1423 if (QUERY_FLAG (tmp, FLAG_ALIVE) || tmp->type == PLAYER)
1424 break;
1425 }
1426 if (tmp)
1427 {
1428 if (tmp->head)
1429 tmp = tmp->head; 1302 tmp = tmp->head_ ();
1430 1303
1431 if ((friendly && !QUERY_FLAG (tmp, FLAG_FRIENDLY) && tmp->type != PLAYER) || 1304 if ((friendly && !tmp->flag [FLAG_FRIENDLY] && !tmp->is_player ())
1432 (!friendly && (QUERY_FLAG (tmp, FLAG_FRIENDLY) || tmp->type == PLAYER))) 1305 || (!friendly && (tmp->flag [FLAG_FRIENDLY] || tmp->is_player ())))
1433 { 1306 {
1434 if (spell_ob->subtype == SP_DESTRUCTION) 1307 if (spell_ob->subtype == SP_DESTRUCTION)
1435 { 1308 {
1436 hit_player (tmp, dam, op, spell_ob->attacktype, 0); 1309 hit_player (tmp, dam, op, spell_ob->attacktype, 0);
1310
1437 if (spell_ob->other_arch) 1311 if (spell_ob->other_arch)
1438 { 1312 m->insert (spell_ob->other_arch->instance (), nx, ny, op);
1439 tmp = arch_to_object (spell_ob->other_arch);
1440 tmp->x = sx;
1441 tmp->y = sy;
1442 insert_ob_in_map (tmp, m, op, 0);
1443 }
1444 } 1313 }
1445 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)
1446 { 1315 {
1447 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch) 1316 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch)
1448 { 1317 m->insert (spell_ob->other_arch->instance (), nx, ny, op);
1449 object *effect = arch_to_object (spell_ob->other_arch);
1450
1451 effect->x = sx;
1452 effect->y = sy;
1453 insert_ob_in_map (effect, m, op, 0);
1454 }
1455 } 1318 }
1456 } 1319 }
1457 } 1320 }
1458 } 1321 }
1459 }
1460 } 1322 }
1461 op->skill = skill; 1323
1462 return 1; 1324 return 1;
1463} 1325}
1464 1326
1465/*************************************************************************** 1327/***************************************************************************
1466 * 1328 *
1467 * CURSE 1329 * CURSE
1468 * 1330 *
1469 ***************************************************************************/ 1331 ***************************************************************************/
1470
1471int 1332int
1472cast_curse (object *op, object *caster, object *spell_ob, int dir) 1333cast_curse (object *op, object *caster, object *spell_ob, int dir)
1473{ 1334{
1474 object *god = find_god (determine_god (op)); 1335 object *god = find_god (determine_god (op));
1475 object *tmp, *force; 1336 object *tmp, *force;
1476 1337
1477 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);
1478 if (!tmp) 1339 if (!tmp)
1479 { 1340 {
1480 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.");
1481 return 0; 1342 return 0;
1482 } 1343 }
1483 1344
1345 tmp = tmp->head_ ();
1346
1484 /* 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. */
1485 for (force = tmp->inv; force != NULL; force = force->below) 1348 for (force = tmp->inv; force; force = force->below)
1486 { 1349 {
1487 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY) 1350 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY)
1488 { 1351 {
1489 if (force->name == spell_ob->name) 1352 if (force->name == spell_ob->name)
1490 { 1353 {
1496 return 0; 1359 return 0;
1497 } 1360 }
1498 } 1361 }
1499 } 1362 }
1500 1363
1501 if (force == NULL) 1364 if (!force)
1502 { 1365 {
1503 force = get_archetype (FORCE_NAME); 1366 force = archetype::get (FORCE_NAME);
1504 force->subtype = FORCE_CHANGE_ABILITY; 1367 force->subtype = FORCE_CHANGE_ABILITY;
1368
1505 if (spell_ob->race) 1369 if (spell_ob->race)
1506 force->name = spell_ob->race; 1370 force->name = spell_ob->race;
1507 else 1371 else
1508 force->name = spell_ob->name; 1372 force->name = spell_ob->name;
1509 1373
1519 { 1383 {
1520 force->duration = duration; 1384 force->duration = duration;
1521 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.");
1522 } 1386 }
1523 else 1387 else
1524 {
1525 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.");
1526 } 1389
1527 return 1; 1390 return 1;
1528 } 1391 }
1392
1529 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;
1530 force->speed = 1.0;
1531 force->speed_left = -1.0; 1394 force->speed_left = -1.f;
1532 SET_FLAG (force, FLAG_APPLIED); 1395 force->set_speed (1.f);
1396 force->set_flag (FLAG_APPLIED);
1533 1397
1534 if (god) 1398 if (god)
1535 { 1399 {
1536 if (spell_ob->last_grace) 1400 if (spell_ob->last_grace)
1537 force->path_repelled = god->path_repelled; 1401 force->path_repelled = god->path_repelled;
1549 force->stats.ac = spell_ob->stats.ac; 1413 force->stats.ac = spell_ob->stats.ac;
1550 force->stats.wc = spell_ob->stats.wc; 1414 force->stats.wc = spell_ob->stats.wc;
1551 1415
1552 change_abil (tmp, force); /* Mostly to display any messages */ 1416 change_abil (tmp, force); /* Mostly to display any messages */
1553 insert_ob_in_ob (force, tmp); 1417 insert_ob_in_ob (force, tmp);
1554 fix_player (tmp); 1418 tmp->update_stats ();
1419
1555 return 1; 1420 return 1;
1556
1557} 1421}
1558
1559 1422
1560/********************************************************************** 1423/**********************************************************************
1561 * mood change 1424 * mood change
1562 * 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
1563 * effects monsters, it seems best to put it into this file 1426 * effects monsters, it seems best to put it into this file
1568 */ 1431 */
1569int 1432int
1570mood_change (object *op, object *caster, object *spell) 1433mood_change (object *op, object *caster, object *spell)
1571{ 1434{
1572 object *tmp, *god, *head; 1435 object *tmp, *god, *head;
1573 int done_one, range, mflags, level, at, best_at; 1436 int done_one, range, level, at, best_at;
1574 sint16 x, y, nx, ny;
1575 mapstruct *m;
1576 const char *race; 1437 const char *race;
1577 1438
1578 /* 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
1579 * doing it over and over again. 1440 * doing it over and over again.
1580 */ 1441 */
1581 god = find_god (determine_god (op)); 1442 god = find_god (determine_god (op));
1582 level = caster_level (caster, spell); 1443 level = casting_level (caster, spell);
1583 range = spell->range + SP_level_range_adjust (caster, spell); 1444 range = spell->range + SP_level_range_adjust (caster, spell);
1584 1445
1585 /* 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_...
1586 * 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
1587 * won't ever match anything. 1448 * won't ever match anything.
1588 */ 1449 */
1589 if (!spell->race) 1450 if (!spell->race)
1590 race = NULL; 1451 race = NULL;
1591 else if (god && !strcmp (spell->race, "GOD_SLAYING")) 1452 else if (god && spell->race == shstr_GOD_SLAYING)
1592 race = god->slaying; 1453 race = god->slaying;
1593 else if (god && !strcmp (spell->race, "GOD_FRIEND")) 1454 else if (god && spell->race == shstr_GOD_FRIEND)
1594 race = god->race; 1455 race = god->race;
1595 else 1456 else
1596 race = spell->race; 1457 race = spell->race;
1597 1458
1598 1459 dynbuf buf;
1599 for (x = op->x - range; x <= op->x + range; x++) 1460 unordered_mapwalk (buf, op, -range, -range, range, range)
1600 for (y = op->y - range; y <= op->y + range; y++)
1601 { 1461 {
1462 mapspace &ms = m->at (nx, ny);
1602 1463
1603 done_one = 0;
1604 m = op->map;
1605 nx = x;
1606 ny = y;
1607 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1608 if (mflags & P_OUT_OF_MAP)
1609 continue;
1610
1611 /* 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 */
1612 if (!(mflags & P_IS_ALIVE)) 1465 if (!(ms.flags () & P_IS_ALIVE))
1613 continue; 1466 continue;
1614 1467
1615 for (tmp = get_map_ob (m, nx, ny); tmp; tmp = tmp->above) 1468 // players can only affect spaces that they can actually see
1616 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])
1617 break; 1476 break;
1618 1477
1619 /* There can be living objects that are not monsters */ 1478 /* There can be living objects that are not monsters */
1620 if (!tmp || tmp->type == PLAYER) 1479 if (!tmp)
1621 continue; 1480 continue;
1622 1481
1623 /* Only the head has meaningful data, so resolve to that */ 1482 /* Only the head has meaningful data, so resolve to that */
1624 if (tmp->head)
1625 head = tmp->head; 1483 head = tmp->head_ ();
1626 else
1627 head = tmp;
1628 1484
1629 /* 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 */
1630 if (race && head->race && !strstr (race, head->race)) 1486 if (race && head->race && !strstr (race, head->race))
1631 continue; 1487 continue;
1632 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD)) 1488
1489 if (head->flag [FLAG_UNDEAD] && !spell->flag [FLAG_UNDEAD])
1633 continue; 1490 continue;
1634 1491
1635 /* Now do a bunch of stuff related to saving throws */ 1492 /* Now do a bunch of stuff related to saving throws */
1636 best_at = -1; 1493 best_at = -1;
1637 if (spell->attacktype) 1494 if (spell->attacktype)
1638 { 1495 {
1639 for (at = 0; at < NROFATTACKS; at++) 1496 for (at = 0; at < NROFATTACKS; at++)
1640 if (spell->attacktype & (1 << at)) 1497 if (spell->attacktype & (1 << at))
1641 if (best_at == -1 || head->resist[at] > head->resist[best_at]) 1498 if (best_at == -1 || head->resist[at] > head->resist[best_at])
1642 best_at = at; 1499 best_at = at;
1643 1500
1644 if (best_at == -1) 1501 if (best_at == -1)
1645 at = 0; 1502 at = 0;
1646 else 1503 else
1647 { 1504 {
1648 if (head->resist[best_at] == 100) 1505 if (head->resist[best_at] == 100)
1649 continue; 1506 continue;
1650 else 1507 else
1651 at = head->resist[best_at] / 5; 1508 at = head->resist[best_at] / 5;
1652 } 1509 }
1510
1653 at -= level / 5; 1511 at -= level / 5;
1654 if (did_make_save (head, head->level, at)) 1512 if (did_make_save (head, head->level, at))
1655 continue; 1513 continue;
1656 } 1514 }
1657 else /* spell->attacktype */ 1515 else /* spell->attacktype */
1516 {
1658 /* 1517 /*
1659 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:
1660 * if spell level < monster level, no go 1519 * if spell level < monster level, no go
1661 * 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 ) )
1662 1521
1664 1523
1665 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
1666 charm a level 125 monster... 1525 charm a level 125 monster...
1667 1526
1668 Ryo, august 14th 1527 Ryo, august 14th
1669 */ 1528 */
1670 {
1671 if (head->level > level) 1529 if (head->level > level)
1672 continue; 1530 continue;
1531
1673 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))))
1674 /* Failed, no effect */ 1533 /* Failed, no effect */
1675 continue; 1534 continue;
1676 } 1535 }
1677 1536
1678 /* Done with saving throw. Now start effecting the monster */ 1537 /* Done with saving throw. Now start affecting the monster */
1538 done_one = 0;
1679 1539
1680 /* aggravation */ 1540 /* aggravation */
1681 if (QUERY_FLAG (spell, FLAG_MONSTER)) 1541 if (spell->flag [FLAG_MONSTER])
1682 { 1542 {
1683 CLEAR_FLAG (head, FLAG_SLEEP); 1543 head->clr_flag (FLAG_SLEEP);
1684 if (QUERY_FLAG (head, FLAG_FRIENDLY))
1685 remove_friendly_object (head); 1544 remove_friendly_object (head);
1686
1687 done_one = 1; 1545 done_one = 1;
1688 head->enemy = op; 1546 head->enemy = op;
1689 } 1547 }
1690 1548
1691 /* calm monsters */ 1549 /* calm monsters */
1692 if (QUERY_FLAG (spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (head, FLAG_UNAGGRESSIVE)) 1550 if (spell->flag [FLAG_UNAGGRESSIVE] && !head->flag [FLAG_UNAGGRESSIVE])
1693 { 1551 {
1694 SET_FLAG (head, FLAG_UNAGGRESSIVE); 1552 head->set_flag (FLAG_UNAGGRESSIVE);
1695 head->enemy = NULL; 1553 head->enemy = NULL;
1696 done_one = 1; 1554 done_one = 1;
1697 } 1555 }
1698 1556
1699 /* berserk monsters */ 1557 /* berserk monsters */
1700 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK)) 1558 if (spell->flag [FLAG_BERSERK] && !head->flag [FLAG_BERSERK])
1701 { 1559 {
1702 SET_FLAG (head, FLAG_BERSERK); 1560 head->set_flag (FLAG_BERSERK);
1703 done_one = 1; 1561 done_one = 1;
1704 } 1562 }
1563
1705 /* charm */ 1564 /* charm */
1706 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY)) 1565 if (spell->flag [FLAG_NO_ATTACK] && !head->flag [FLAG_FRIENDLY])
1707 { 1566 {
1708 SET_FLAG (head, FLAG_FRIENDLY); 1567 INVOKE_OBJECT (KILL, head, ARG_OBJECT (caster));
1568
1709 /* Prevent uncontolled outbreaks of self replicating monsters. 1569 /* Prevent uncontrolled outbreaks of self replicating monsters.
1710 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.
1711 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. */
1712 CLEAR_FLAG (head, FLAG_GENERATOR); 1572 head->clr_flag (FLAG_GENERATOR);
1713 set_owner (head, op); 1573 head->set_owner (op);
1714 set_spell_skill (op, caster, spell, head); 1574 set_spell_skill (op, caster, spell, head);
1715 add_friendly_object (head); 1575 add_friendly_object (head);
1716 head->attack_movement = PETMOVE; 1576 head->attack_movement = PETMOVE;
1717 done_one = 1; 1577 done_one = 1;
1718 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);
1719 head->stats.exp = 0; 1579 head->stats.exp = 0;
1720 } 1580 }
1721 1581
1722 /* If a monster was effected, put an effect in */ 1582 /* If a monster was effected, put an effect in */
1723 if (done_one && spell->other_arch) 1583 if (done_one && spell->other_arch)
1724 { 1584 m->insert (spell->other_arch->instance (), nx, ny, op);
1725 tmp = arch_to_object (spell->other_arch); 1585 }
1726 tmp->x = nx;
1727 tmp->y = ny;
1728 insert_ob_in_map (tmp, m, op, 0);
1729 }
1730 } /* for y */
1731 1586
1732 return 1; 1587 return 1;
1733} 1588}
1734
1735 1589
1736/* 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
1737 * 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
1738 * lightning spell used it, that seemed misnamed. 1592 * lightning spell used it, that seemed misnamed.
1739 * op is the spell effect. 1593 * op is the spell effect.
1740 * note that duration is handled by process_object() in time.c 1594 * note that duration is handled by process_object() in time.c
1741 */ 1595 */
1742
1743void 1596void
1744move_ball_spell (object *op) 1597move_ball_spell (object *op)
1745{ 1598{
1746 int i, j, dam_save, dir, mflags; 1599 int i, j, dam_save, dir, mflags;
1747 sint16 nx, ny, hx, hy; 1600 sint16 nx, ny, hx, hy;
1748 object *owner; 1601 object *owner;
1749 mapstruct *m; 1602 maptile *m;
1750 1603
1751 owner = get_owner (op); 1604 owner = op->owner;
1752 1605
1753 /* 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,
1754 * 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
1755 * victim. The block immediately below more or less chooses a random 1608 * victim. The block immediately below more or less chooses a random
1756 * 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
1766 for (i = 1; i < 9; i++) 1619 for (i = 1; i < 9; i++)
1767 { 1620 {
1768 /* i bit 0: alters sign of offset 1621 /* i bit 0: alters sign of offset
1769 * other bits (i / 2): absolute value of offset 1622 * other bits (i / 2): absolute value of offset
1770 */ 1623 */
1771
1772 int offset = ((i ^ j) & 1) ? (i / 2) : -(i / 2); 1624 int offset = ((i ^ j) & 1) ? (i / 2) : -(i / 2);
1773 int tmpdir = absdir (op->direction + offset); 1625 int tmpdir = absdir (op->direction + offset);
1774 1626
1775 nx = op->x + freearr_x[tmpdir]; 1627 nx = op->x + DIRX (tmpdir);
1776 ny = op->y + freearr_y[tmpdir]; 1628 ny = op->y + DIRY (tmpdir);
1777 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))))
1778 { 1630 {
1779 dir = tmpdir; 1631 dir = tmpdir;
1780 break; 1632 break;
1781 } 1633 }
1782 } 1634 }
1635
1783 if (dir == 0) 1636 if (dir == 0)
1784 { 1637 {
1785 nx = op->x; 1638 nx = op->x;
1786 ny = op->y; 1639 ny = op->y;
1787 m = op->map; 1640 m = op->map;
1788 } 1641 }
1789 1642
1790 remove_ob (op); 1643 m->insert (op, nx, ny, op);
1791 op->y = ny;
1792 op->x = nx;
1793 insert_ob_in_map (op, m, op, 0);
1794 1644
1795 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
1796 surrounding squares */ 1646 surrounding squares */
1797 1647
1798 /* loop over current square and neighbors to hit. 1648 /* loop over current square and neighbors to hit.
1799 * if this has an other_arch field, we insert that in 1649 * if this has an other_arch field, we insert that in
1800 * the surround spaces. 1650 * the surround spaces.
1801 */ 1651 */
1802 for (j = 0; j < 9; j++) 1652 for (j = 0; j < 9; j++)
1803 { 1653 {
1804 object *new_ob; 1654 hx = nx + DIRX (j);
1805 1655 hy = ny + DIRY (j);
1806 hx = nx + freearr_x[j];
1807 hy = ny + freearr_y[j];
1808 1656
1809 m = op->map; 1657 m = op->map;
1810 mflags = get_map_flags (m, &m, hx, hy, &hx, &hy); 1658 mflags = get_map_flags (m, &m, hx, hy, &hx, &hy);
1811 1659
1812 if (mflags & P_OUT_OF_MAP) 1660 if (mflags & P_OUT_OF_MAP)
1818 1666
1819 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)))
1820 { 1668 {
1821 if (j) 1669 if (j)
1822 op->stats.dam = dam_save / 2; 1670 op->stats.dam = dam_save / 2;
1671
1823 hit_map (op, j, op->attacktype, 1); 1672 hit_map (op, j, op->attacktype, 1);
1824
1825 } 1673 }
1826 1674
1827 /* insert the other arch */ 1675 /* insert the other arch */
1828 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))))
1829 { 1677 m->insert (op->other_arch->instance (), hx, hy, op);
1830 new_ob = arch_to_object (op->other_arch);
1831 new_ob->x = hx;
1832 new_ob->y = hy;
1833 insert_ob_in_map (new_ob, m, op, 0);
1834 }
1835 } 1678 }
1836 1679
1837 /* restore to the center location and damage */ 1680 /* restore to the center location and damage */
1838 op->stats.dam = dam_save; 1681 op->stats.dam = dam_save;
1839 1682
1840 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);
1841 1684
1842 if (i >= 0) 1685 if (i >= 0)
1843 { /* we have a preferred direction! */ 1686 { /* we have a preferred direction! */
1844 /* pick another direction if the preferred dir is blocked. */ 1687 /* pick another direction if the preferred dir is blocked. */
1845 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 ||
1846 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)))
1847 {
1848 i = absdir (i + rndm (0, 2) - 1); /* -1, 0, +1 */ 1690 i = absdir (i + rndm (0, 2) - 1); /* -1, 0, +1 */
1849 } 1691
1850 op->direction = i; 1692 op->direction = i;
1851 } 1693 }
1852} 1694}
1853 1695
1854
1855/* move_swarm_spell: peterm 1696/* move_swarm_spell: peterm
1856 * 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
1857 * 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
1858 * 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
1859 * 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
1860 * 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.
1861 */ 1702 */
1862
1863void 1703void
1864move_swarm_spell (object *op) 1704move_swarm_spell (object *op)
1865{ 1705{
1866#if 0 1706#if 0
1867 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 };
1868 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 };
1869 sint16 target_x, target_y, origin_x, origin_y; 1709 sint16 target_x, target_y, origin_x, origin_y;
1870 int adjustdir; 1710 int adjustdir;
1871 mapstruct *m; 1711 maptile *m;
1872#endif 1712#endif
1873 int basedir;
1874 object *owner; 1713 object *owner = op->env;
1875 1714
1876 owner = get_owner (op); 1715 if (!owner) // MUST not happen, remove when true TODO
1877 if (op->duration == 0 || owner == NULL)
1878 {
1879 remove_ob (op);
1880 free_object (op);
1881 return;
1882 } 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
1883 op->duration--; 1728 op->duration--;
1884 1729
1885 basedir = op->direction; 1730 int basedir = op->direction;
1886 if (basedir == 0) 1731 if (!basedir)
1887 { 1732 {
1888 /* spray in all directions! 8) */ 1733 /* spray in all directions! 8) */
1889 basedir = rndm (1, 8); 1734 op->facing = (op->facing + op->state) & 7;
1735 basedir = op->facing + 1;
1890 } 1736 }
1891 1737
1892#if 0 1738#if 0
1893 // this is bogus: it causes wrong places to be checked below 1739 // this is bogus: it causes wrong places to be checked below
1894 // (a wall 2 cells away will block the effect...) and 1740 // (a wall 2 cells away will block the effect...) and
1895 // 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
1896 // space. 1742 // space.
1897 // should be fixed later, but correctness before featurs... 1743 // should be fixed later, but correctness before features...
1898 // (schmorp) 1744 // (schmorp)
1899 1745
1900 /* new offset calculation to make swarm element distribution 1746 /* new offset calculation to make swarm element distribution
1901 * more uniform 1747 * more uniform
1902 */ 1748 */
1903 if (op->duration) 1749 if (op->duration)
1904 { 1750 {
1905 if (basedir & 1) 1751 if (basedir & 1)
1906 { 1752 {
1914 else 1760 else
1915 { 1761 {
1916 adjustdir = 0; /* fire the last one from forward. */ 1762 adjustdir = 0; /* fire the last one from forward. */
1917 } 1763 }
1918 1764
1919 target_x = op->x + freearr_x[absdir (basedir + adjustdir)]; 1765 target_x = op->x + DIRX (absdir (basedir + adjustdir));
1920 target_y = op->y + freearr_y[absdir (basedir + adjustdir)]; 1766 target_y = op->y + DIRY (absdir (basedir + adjustdir));
1921 1767
1922 /* 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
1923 * necessitates extra out_of_map check below 1769 * necessitates extra out_of_map check below
1924 */ 1770 */
1925 origin_x = target_x - freearr_x[basedir]; 1771 origin_x = target_x - DIRX (basedir);
1926 origin_y = target_y - freearr_y[basedir]; 1772 origin_y = target_y - DIRY (basedir);
1927 1773
1928 1774
1929 /* 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
1930 * should just be a pointer to the spell in some inventory, 1776 * should just be a pointer to the spell in some inventory,
1931 * 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,
1955 { 1801 {
1956 /* 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 */
1957 if (op->spell->subtype == SP_BULLET) 1803 if (op->spell->subtype == SP_BULLET)
1958 fire_bullet (owner, op, basedir, op->spell); 1804 fire_bullet (owner, op, basedir, op->spell);
1959 else if (op->spell->subtype == SP_MAGIC_MISSILE) 1805 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1960 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);
1961 } 1807 }
1962} 1808}
1963
1964
1965
1966 1809
1967/* fire_swarm: 1810/* fire_swarm:
1968 * The following routine creates a swarm of objects. It actually 1811 * The following routine creates a swarm of objects. It actually
1969 * sets up a specific swarm object, which then fires off all 1812 * sets up a specific swarm object, which then fires off all
1970 * the parts of the swarm. 1813 * the parts of the swarm.
1971 * 1814 *
1972 * op: the owner 1815 * op: the owner
1973 * caster: the caster (owner, wand, rod, scroll) 1816 * caster: the caster (owner, wand, rod, scroll)
1974 * dir: the direction everything will be fired in 1817 * dir: the direction everything will be fired in
1975 * spell - the spell that is this spell. 1818 * spell - the spell that is this spell.
1976 * n: the number to be fired. 1819 * n: the number to be fired.
1977 */ 1820 */
1978
1979int 1821int
1980fire_swarm (object *op, object *caster, object *spell, int dir) 1822fire_swarm (object *op, object *caster, object *spell, int dir)
1981{ 1823{
1982 object *tmp;
1983 int i;
1984
1985 if (!spell->other_arch) 1824 if (!spell->other_arch)
1986 return 0; 1825 return 0;
1987 1826
1988 tmp = get_archetype (SWARM_SPELL); 1827 object *tmp = archetype::get (SWARM_SPELL);
1989 tmp->x = op->x; 1828
1990 tmp->y = op->y;
1991 set_owner (tmp, op); /* needed so that if swarm elements kill, caster gets xp. */
1992 set_spell_skill (op, caster, spell, tmp); 1829 set_spell_skill (op, caster, spell, tmp);
1993
1994 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. */
1995 tmp->spell = arch_to_object (spell->other_arch); 1831 tmp->spell = spell->other_arch->instance ();
1996
1997 tmp->attacktype = tmp->spell->attacktype; 1832 tmp->attacktype = tmp->spell->attacktype;
1998 1833
1999 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) 1834 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
2000 {
2001 if (!tailor_god_spell (tmp, op)) 1835 if (!tailor_god_spell (tmp, op))
2002 return 1; 1836 return 1;
2003 } 1837
2004 tmp->duration = SP_level_duration_adjust (caster, spell); 1838 tmp->duration = SP_level_duration_adjust (caster, spell);
2005 for (i = 0; i < spell->duration; i++) 1839 for (int i = 0; i < spell->duration; i++)
2006 tmp->duration += die_roll (1, 3, op, PREFER_HIGH); 1840 tmp->duration += die_roll (1, 3, op, PREFER_HIGH);
2007 1841
1842 tmp->invisible = 1;
1843 tmp->flag [FLAG_NO_DROP] = 1; // make sure it stays in inv, or else
2008 tmp->direction = dir; 1844 tmp->direction = dir;
2009 tmp->invisible = 1; 1845 tmp->facing = rndm (1, 8); // initial firing direction
2010 insert_ob_in_map (tmp, op->map, op, 0); 1846 tmp->state = rndm (4) * 2 + 1; // direction increment
1847
1848 op->insert (tmp);
1849
2011 return 1; 1850 return 1;
2012} 1851}
2013
2014 1852
2015/* See the spells documentation file for why this is its own 1853/* See the spells documentation file for why this is its own
2016 * function. 1854 * function.
2017 */ 1855 */
2018int 1856int
2019cast_light (object *op, object *caster, object *spell, int dir) 1857cast_light (object *op, object *caster, object *spell, int dir)
2020{ 1858{
2021 object *target = NULL, *tmp = NULL; 1859 object *target = NULL, *tmp = NULL;
2022 sint16 x, y; 1860 sint16 x, y;
2023 int dam, mflags; 1861 int dam, mflags;
2024 mapstruct *m; 1862 maptile *m;
2025 1863
2026 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1864 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
2027 1865
2028 if (!dir) 1866 if (dir)
2029 {
2030 new_draw_info (NDI_UNIQUE, 0, op, "In what direction?");
2031 return 0;
2032 } 1867 {
2033 1868 x = op->x + DIRX (dir);
2034 x = op->x + freearr_x[dir]; 1869 y = op->y + DIRY (dir);
2035 y = op->y + freearr_y[dir];
2036 m = op->map; 1870 m = op->map;
2037 1871
2038 mflags = get_map_flags (m, &m, x, y, &x, &y); 1872 mflags = get_map_flags (m, &m, x, y, &x, &y);
2039 1873
2040 if (mflags & P_OUT_OF_MAP) 1874 if (mflags & P_OUT_OF_MAP)
2041 { 1875 {
2042 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is there."); 1876 op->failmsg ("Nothing is there.");
2043 return 0; 1877 return 0;
2044 } 1878 }
2045 1879
2046 if (mflags & P_IS_ALIVE && spell->attacktype) 1880 if (mflags & P_IS_ALIVE && spell->attacktype)
2047 {
2048 for (target = get_map_ob (m, x, y); target; target = target->above)
2049 if (QUERY_FLAG (target, FLAG_MONSTER))
2050 { 1881 {
1882 for (target = GET_MAP_OB (m, x, y); target; target = target->above)
1883 if (target->flag [FLAG_MONSTER])
1884 {
2051 /* oky doky. got a target monster. Lets make a blinding attack */ 1885 /* oky doky. got a target monster. Lets make a blinding attack */
2052 if (target->head) 1886 if (target->head)
2053 target = target->head; 1887 target = target->head;
1888
2054 (void) hit_player (target, dam, op, spell->attacktype, 1); 1889 hit_player (target, dam, op, spell->attacktype, 1);
2055 return 1; /* one success only! */ 1890 return 1; /* one success only! */
1891 }
2056 } 1892 }
2057 }
2058 1893
2059 /* no live target, perhaps a wall is in the way? */ 1894 /* no live target, perhaps a wall is in the way? */
2060 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)))
2061 { 1896 {
2062 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 1897 op->failmsg ("Something is in the way.");
2063 return 0; 1898 return 0;
1899 }
2064 } 1900 }
2065 1901
2066 /* 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 */
2067 tmp = arch_to_object (spell->other_arch); 1903 tmp = spell->other_arch->instance ();
2068 if (!tmp) 1904 if (!tmp)
2069 { 1905 {
2070 LOG (llevError, "Error: spell arch for cast_light() missing.\n"); 1906 LOG (llevError, "Error: spell arch for cast_light() missing.\n");
2071 return 0; 1907 return 0;
2072 } 1908 }
1909
2073 tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell); 1910 tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell);
1911
2074 if (tmp->glow_radius) 1912 if (tmp->glow_radius)
2075 { 1913 tmp->set_glow_radius (
2076 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)
2077 if (tmp->glow_radius > MAX_LIGHT_RADII) 1915 );
2078 tmp->glow_radius = MAX_LIGHT_RADII; 1916
2079 } 1917 if (dir)
2080 tmp->x = x; 1918 m->insert (tmp, x, y, op);
2081 tmp->y = y; 1919 else
2082 insert_ob_in_map (tmp, m, op, 0); 1920 caster->outer_env_or_self ()->insert (tmp);
1921
2083 return 1; 1922 return 1;
2084} 1923}
2085 1924
2086
2087
2088
2089/* cast_cause_disease: this spell looks along <dir> from the 1925/* cast_cause_disease: this spell looks along <dir> from the
2090 * player and infects someone. 1926 * player and infects someone.
2091 * 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
2092 * 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
2093 * perhaps this should actually be in disease.c? 1929 * perhaps this should actually be in disease.c?
2094 */ 1930 */
2095
2096int 1931int
2097cast_cause_disease (object *op, object *caster, object *spell, int dir) 1932cast_cause_disease (object *op, object *caster, object *spell, int dir)
2098{ 1933{
2099 sint16 x, y; 1934 sint16 x, y;
2100 int i, mflags, range, dam_mod, dur_mod; 1935 int i, mflags, range, dam_mod, dur_mod;
2101 object *walk; 1936 object *walk;
2102 mapstruct *m; 1937 maptile *m;
2103 1938
2104 x = op->x; 1939 x = op->x;
2105 y = op->y; 1940 y = op->y;
2106 1941
2107 /* 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
2108 * direction the player is pointing. 1943 * direction the player is pointing.
2109 */ 1944 */
2110 if (!dir) 1945 if (!dir)
2111 dir = op->facing; 1946 dir = op->facing;
1947
2112 if (!dir) 1948 if (!dir)
2113 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 */
2114 1950
2115 /* Calculate these once here */ 1951 /* Calculate these once here */
2116 range = spell->range + SP_level_range_adjust (caster, spell); 1952 range = spell->range + SP_level_range_adjust (caster, spell);
2118 dur_mod = SP_level_duration_adjust (caster, spell); 1954 dur_mod = SP_level_duration_adjust (caster, spell);
2119 1955
2120 /* search in a line for a victim */ 1956 /* search in a line for a victim */
2121 for (i = 1; i < range; i++) 1957 for (i = 1; i < range; i++)
2122 { 1958 {
2123 x = op->x + i * freearr_x[dir]; 1959 x = op->x + i * DIRX (dir);
2124 y = op->y + i * freearr_y[dir]; 1960 y = op->y + i * DIRY (dir);
2125 m = op->map; 1961 m = op->map;
2126 1962
2127 mflags = get_map_flags (m, &m, x, y, &x, &y); 1963 mflags = get_map_flags (m, &m, x, y, &x, &y);
2128 1964
2129 if (mflags & P_OUT_OF_MAP) 1965 if (mflags & P_OUT_OF_MAP)
2135 1971
2136 /* 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 */
2137 if (mflags & P_IS_ALIVE) 1973 if (mflags & P_IS_ALIVE)
2138 { 1974 {
2139 /* search this square for a victim */ 1975 /* search this square for a victim */
2140 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)
2141 if (QUERY_FLAG (walk, FLAG_MONSTER) || (walk->type == PLAYER)) 1977 if (walk->flag [FLAG_MONSTER] || (walk->type == PLAYER))
2142 { /* found a victim */ 1978 { /* found a victim */
2143 object *disease = arch_to_object (spell->other_arch); 1979 object *disease = spell->other_arch->instance ();
2144 1980
2145 set_owner (disease, op); 1981 disease->set_owner (op);
2146 set_spell_skill (op, caster, spell, disease); 1982 set_spell_skill (op, caster, spell, disease);
2147 disease->stats.exp = 0; 1983 disease->stats.exp = 0;
2148 disease->level = caster_level (caster, spell); 1984 disease->level = casting_level (caster, spell);
2149 1985
2150 /* do level adjustments */ 1986 /* do level adjustments */
2151 if (disease->stats.wc) 1987 if (disease->stats.wc ) disease->stats.wc += dur_mod / 2;
2152 disease->stats.wc += dur_mod / 2; 1988 if (disease->magic > 0) disease->magic += dur_mod / 8;
2153 1989 if (disease->stats.maxhp > 0) disease->stats.maxhp += dur_mod;
2154 if (disease->magic > 0) 1990 if (disease->stats.maxgrace > 0) disease->stats.maxgrace += dur_mod;
2155 disease->magic += dur_mod / 4;
2156
2157 if (disease->stats.maxhp > 0)
2158 disease->stats.maxhp += dur_mod;
2159
2160 if (disease->stats.maxgrace > 0)
2161 disease->stats.maxgrace += dur_mod;
2162
2163 if (disease->stats.dam)
2164 {
2165 if (disease->stats.dam > 0)
2166 disease->stats.dam += dam_mod;
2167 else
2168 disease->stats.dam -= dam_mod;
2169 }
2170 1991
2171 if (disease->last_sp) 1992 if (disease->last_sp)
2172 { 1993 {
2173 disease->last_sp -= 2 * dam_mod; 1994 disease->last_sp -= 2 * dam_mod;
1995
2174 if (disease->last_sp < 1) 1996 if (disease->last_sp < 1)
2175 disease->last_sp = 1; 1997 disease->last_sp = 1;
2176 } 1998 }
2177 1999
2178 if (disease->stats.maxsp) 2000 if (disease->stats.dam ) disease->stats.dam += copysignl (disease->stats.dam , dam_mod);
2179 { 2001 if (disease->stats.maxsp) disease->stats.maxsp += copysignl (disease->stats.maxsp, dam_mod);
2180 if (disease->stats.maxsp > 0) 2002 if (disease->stats.ac ) disease->stats.ac += dam_mod;
2181 disease->stats.maxsp += dam_mod; 2003 if (disease->last_eat ) disease->last_eat -= dam_mod;
2182 else 2004 if (disease->stats.hp ) disease->stats.hp -= dam_mod;
2183 disease->stats.maxsp -= dam_mod; 2005 if (disease->stats.sp ) disease->stats.sp -= dam_mod;
2184 }
2185
2186 if (disease->stats.ac)
2187 disease->stats.ac += dam_mod;
2188
2189 if (disease->last_eat)
2190 disease->last_eat -= dam_mod;
2191
2192 if (disease->stats.hp)
2193 disease->stats.hp -= dam_mod;
2194
2195 if (disease->stats.sp)
2196 disease->stats.sp -= dam_mod;
2197 2006
2198 if (infect_object (walk, disease, 1)) 2007 if (infect_object (walk, disease, 1))
2199 { 2008 {
2200 object *flash; /* visual effect for inflicting disease */
2201
2202 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));
2203 2010
2204 free_object (disease); /* don't need this one anymore */ 2011 disease->destroy (); /* don't need this one anymore */
2205 flash = get_archetype (ARCH_DETECT_MAGIC); 2012 walk->map->insert (archetype::get (shstr_detect_magic), x, y, op);
2206 flash->x = x;
2207 flash->y = y;
2208 flash->map = walk->map;
2209 insert_ob_in_map (flash, walk->map, op, 0);
2210 return 1; 2013 return 1;
2211 } 2014 }
2212 free_object (disease); 2015
2016 disease->destroy ();
2213 } 2017 }
2214 } /* if living creature */ 2018 } /* if living creature */
2215 } /* for range of spaces */ 2019 } /* for range of spaces */
2020
2216 new_draw_info (NDI_UNIQUE, 0, op, "No one caught anything!"); 2021 new_draw_info (NDI_UNIQUE, 0, op, "No one caught anything!");
2217 return 1; 2022 return 1;
2218} 2023}

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