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

Comparing deliantra/server/server/spell_attack.C (file contents):
Revision 1.30 by pippijn, Thu Mar 1 12:28:16 2007 UTC vs.
Revision 1.118 by root, Sun Nov 18 15:19:48 2018 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2017,2018 Marc Alexander Lehmann / the Deliantra team
5 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (C) 2002-2003 Mark Wedel & Crossfire Development Team 6 * Copyright (©) 2002-2003 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 7 * Copyright (©) 1992 Frank Tore Johansen
7 * 8 *
8 * This program is free software; you can redistribute it and/or modify 9 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 10 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation; either version 2 of the License, or 11 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 12 * option) any later version.
12 * 13 *
13 * This program is distributed in the hope that it will be useful, 14 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 17 * GNU General Public License for more details.
17 *
18 * You should have received a copy of the GNU General Public License
19 * along with this program; if not, write to the Free Software
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 * 18 *
19 * You should have received a copy of the Affero GNU General Public License
20 * and the GNU General Public License along with this program. If not, see
21 * <http://www.gnu.org/licenses/>.
22 *
22 * The authors can be reached via e-mail at <crossfire@schmorp.de> 23 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 24 */
24 25
25/* This file contains all the spell attack code. Grouping this code 26/* This file contains all the spell attack code. Grouping this code
26 * together should hopefully make it easier to find the relevent bits 27 * together should hopefully make it easier to find the relevent bits
27 * of code 28 * of code
37/* this function checks to see if a spell pushes objects as well 38/* this function checks to see if a spell pushes objects as well
38 * as flies over and damages them (only used for cones for now) 39 * as flies over and damages them (only used for cones for now)
39 * but moved here so it could be applied to bolts too 40 * but moved here so it could be applied to bolts too
40 * op is the spell object. 41 * op is the spell object.
41 */ 42 */
42 43static void
43void
44check_spell_knockback (object *op) 44check_spell_knockback (object *op)
45{ 45{
46 object *tmp, *tmp2; /* object on the map */
47 int weight_move; 46 int weight_move;
48 int frictionmod = 2; /*poor man's physics - multipy targets weight by this amount */ 47 int frictionmod = 2; /*poor man's physics - multipy targets weight by this amount */
49 48
50 if (!op->weight) 49 if (!op->weight)
51 { /*shouldn't happen but if cone object has no weight drop out */ 50 { /*shouldn't happen but if cone object has no weight drop out */
56 { 55 {
57 weight_move = op->weight + (op->weight * op->level) / 3; 56 weight_move = op->weight + (op->weight * op->level) / 3;
58 /*LOG (llevDebug, "DEBUG: arch weighs %d and masses %d (%s,level %d)\n", op->weight,weight_move,op->name,op->level); */ 57 /*LOG (llevDebug, "DEBUG: arch weighs %d and masses %d (%s,level %d)\n", op->weight,weight_move,op->name,op->level); */
59 } 58 }
60 59
61 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 60 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
62 { 61 {
63 int num_sections = 1; 62 int num_sections = 1;
64 63
65 /* don't move DM */ 64 /* don't move DM */
66 if (QUERY_FLAG (tmp, FLAG_WIZ)) 65 if (tmp->flag [FLAG_WIZ])
67 return; 66 return;
68 67
69 /* don't move parts of objects */ 68 /* don't move parts of objects */
70 if (tmp->head) 69 if (tmp->head)
71 continue; 70 continue;
72 71
73 /* don't move floors or immobile objects */ 72 /* don't move floors or immobile objects */
74 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || (!QUERY_FLAG (tmp, FLAG_ALIVE) && QUERY_FLAG (tmp, FLAG_NO_PICK))) 73 if (tmp->flag [FLAG_IS_FLOOR] || (!tmp->flag [FLAG_ALIVE] && tmp->flag [FLAG_NO_PICK]))
75 continue; 74 continue;
76 75
77 /* count the object's sections */ 76 /* count the object's sections */
78 for (tmp2 = tmp; tmp2 != NULL; tmp2 = tmp2->more) 77 for (object *tmp2 = tmp; tmp2; tmp2 = tmp2->more)
79 num_sections++; 78 num_sections++;
80 79
81 /* I'm not sure if it makes sense to divide by num_sections - bigger 80 /* I'm not sure if it makes sense to divide by num_sections - bigger
82 * objects should be harder to move, and we are moving the entire 81 * objects should be harder to move, and we are moving the entire
83 * object, not just the head, so the total weight should be relevant. 82 * object, not just the head, so the total weight should be relevant.
88 if (tmp->move_type & MOVE_FLYING) 87 if (tmp->move_type & MOVE_FLYING)
89 frictionmod = 1; /* flying objects loose the friction modifier */ 88 frictionmod = 1; /* flying objects loose the friction modifier */
90 89
91 if (rndm (0, weight_move - 1) > ((tmp->weight / num_sections) * frictionmod)) 90 if (rndm (0, weight_move - 1) > ((tmp->weight / num_sections) * frictionmod))
92 { /* move it. */ 91 { /* move it. */
93 /* move_object is really for monsters, but looking at 92 /* move_object is really for monsters, but looking at
94 * the move_object function, it appears that it should 93 * the move_object function, it appears that it should
95 * also be safe for objects. 94 * also be safe for objects.
96 * This does return if successful or not, but 95 * This does return if successful or not, but
97 * I don't see us doing anything useful with that information 96 * I don't see us doing anything useful with that information
98 * right now. 97 * right now.
99 */ 98 */
100 move_object (tmp, absdir (op->stats.sp)); 99 tmp->move (absdir (op->stats.sp));
101 } 100 }
102 101
103 } 102 }
104} 103}
105 104
107 * 106 *
108 * BOLT CODE 107 * BOLT CODE
109 * 108 *
110 ***************************************************************************/ 109 ***************************************************************************/
111 110
112/* Causes op to fork. op is the original bolt, tmp 111/* Causes op to fork. op is the original bolt, tmp
113 * is the first piece of the fork. 112 * is the first piece of the fork.
114 */ 113 */
115 114static void
116void
117forklightning (object *op, object *tmp) 115forklightning (object *op, object *tmp)
118{ 116{
119 int new_dir = 1; /* direction or -1 for left, +1 for right 0 if no new bolt */ 117 int new_dir = 1; /* direction or -1 for left, +1 for right 0 if no new bolt */
120 int t_dir; /* stores temporary dir calculation */ 118 int t_dir; /* stores temporary dir calculation */
121 maptile *m; 119 maptile *m;
132 new_dir = -1; 130 new_dir = -1;
133 131
134 /* check the new dir for a wall and in the map */ 132 /* check the new dir for a wall and in the map */
135 t_dir = absdir (tmp->direction + new_dir); 133 t_dir = absdir (tmp->direction + new_dir);
136 134
137 if (get_map_flags (tmp->map, &m, tmp->x + freearr_x[t_dir], tmp->y + freearr_y[t_dir], &sx, &sy) & P_OUT_OF_MAP) 135 if (get_map_flags (tmp->map, &m, tmp->x + DIRX (t_dir), tmp->y + DIRY (t_dir), &sx, &sy) & P_OUT_OF_MAP)
138 return; 136 return;
139 137
140 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (m, sx, sy))) 138 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (m, sx, sy)))
141 return; 139 return;
142 140
145 143
146 /* reduce chances of subsequent forking */ 144 /* reduce chances of subsequent forking */
147 new_bolt->stats.Dex -= 10; 145 new_bolt->stats.Dex -= 10;
148 tmp->stats.Dex -= 10; /* less forks from main bolt too */ 146 tmp->stats.Dex -= 10; /* less forks from main bolt too */
149 new_bolt->stats.Con += 25 * new_dir; /* adjust the left bias */ 147 new_bolt->stats.Con += 25 * new_dir; /* adjust the left bias */
150 new_bolt->speed_left = -0.1; 148 new_bolt->speed_left = -0.1f;
151 new_bolt->direction = t_dir; 149 new_bolt->direction = t_dir;
152 new_bolt->duration++; 150 new_bolt->duration++;
153 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */ 151 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */
154 new_bolt->stats.dam++; 152 new_bolt->stats.dam++;
155 tmp->stats.dam /= 2; /* reduce father bolt damage */ 153 tmp->stats.dam /= 2; /* reduce father bolt damage */
156 tmp->stats.dam++; 154 tmp->stats.dam++;
155
157 if ((new_bolt = m->insert (new_bolt, sx, sy, op))) 156 if ((new_bolt = m->insert (new_bolt, sx, sy, op)))
158 update_turn_face (new_bolt); 157 update_turn_face (new_bolt);
159} 158}
160 159
161/* move_bolt: moves bolt 'op'. Basically, it just advances a space, 160/* move_bolt: moves bolt 'op'. Basically, it just advances a space,
162 * and checks for various things that may stop it. 161 * and checks for various things that may stop it.
163 */ 162 */
164
165void 163void
166move_bolt (object *op) 164move_bolt (object *op)
167{ 165{
168 int mflags; 166 int mflags;
169 sint16 x, y; 167 sint16 x, y;
170 maptile *m; 168 maptile *m;
171 169
172 if (--op->duration < 0) 170 if (--op->duration < 0)
173 { 171 {
174 op->destroy (); 172 op->drop_and_destroy ();
175 return; 173 return;
176 } 174 }
177 175
178 hit_map (op, 0, op->attacktype, 1); 176 hit_map (op, 0, op->attacktype, 1);
179 177
182 180
183 if (--op->range < 0) 181 if (--op->range < 0)
184 op->range = 0; 182 op->range = 0;
185 else 183 else
186 { 184 {
187 x = op->x + DIRX (op); 185 x = op->x + DIRX (op->direction);
188 y = op->y + DIRY (op); 186 y = op->y + DIRY (op->direction);
189 m = op->map; 187 m = op->map;
190 mflags = get_map_flags (m, &m, x, y, &x, &y); 188 mflags = get_map_flags (m, &m, x, y, &x, &y);
191 189
192 if (mflags & P_OUT_OF_MAP) 190 if (mflags & P_OUT_OF_MAP)
193 return; 191 return;
197 * on the space. So only call reflwall if we think the data it returns 195 * on the space. So only call reflwall if we think the data it returns
198 * will be useful. 196 * will be useful.
199 */ 197 */
200 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)) || ((mflags & P_IS_ALIVE) && reflwall (m, x, y, op))) 198 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)) || ((mflags & P_IS_ALIVE) && reflwall (m, x, y, op)))
201 { 199 {
202 if (!QUERY_FLAG (op, FLAG_REFLECTING)) 200 if (!op->flag [FLAG_REFLECTING])
203 return; 201 return;
204 202
205 /* Since walls don't run diagonal, if the bolt is in 203 /* Since walls don't run diagonal, if the bolt is in
206 * one of 4 main directions, it just reflects back in the 204 * one of 4 main directions, it just reflects back in the
207 * opposite direction. However, if the bolt is travelling 205 * opposite direction. However, if the bolt is travelling
220 /* Need to check for P_OUT_OF_MAP: if the bolt is tavelling 218 /* Need to check for P_OUT_OF_MAP: if the bolt is tavelling
221 * over a corner in a tiled map, it is possible that 219 * over a corner in a tiled map, it is possible that
222 * op->direction is within an adjacent map but either 220 * op->direction is within an adjacent map but either
223 * op->direction-1 or op->direction+1 does not exist. 221 * op->direction-1 or op->direction+1 does not exist.
224 */ 222 */
225 mflags = get_map_flags (op->map, &m, op->x + freearr_x[absdir (op->direction - 1)], 223 mflags = get_map_flags (op->map, &m, op->x + DIRX (absdir (op->direction - 1)),
226 op->y + freearr_y[absdir (op->direction - 1)], &x, &y); 224 op->y + DIRY (absdir (op->direction - 1)), &x, &y);
227 225
228 left = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)); 226 left = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y));
229 227
230 mflags = get_map_flags (op->map, &m, op->x + freearr_x[absdir (op->direction + 1)], 228 mflags = get_map_flags (op->map, &m, op->x + DIRX (absdir (op->direction + 1)),
231 op->y + freearr_y[absdir (op->direction + 1)], &x, &y); 229 op->y + DIRY (absdir (op->direction + 1)), &x, &y);
232 right = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)); 230 right = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y));
233 231
234 if (left == right) 232 if (left == right)
235 op->direction = absdir (op->direction + 4); 233 op->direction = absdir (op->direction + 4);
236 else if (left) 234 else if (left)
245 else 243 else
246 { /* Create a copy of this object and put it ahead */ 244 { /* Create a copy of this object and put it ahead */
247 object *tmp = op->clone (); 245 object *tmp = op->clone ();
248 246
249 m->insert (tmp, x, y, op); 247 m->insert (tmp, x, y, op);
250 tmp->speed_left = -0.1; 248 tmp->speed_left = -0.1f;
251 /* To make up for the decrease at the top of the function */ 249 /* To make up for the decrease at the top of the function */
252 tmp->duration++; 250 tmp->duration++;
253 251
254 /* New forking code. Possibly create forks of this object 252 /* New forking code. Possibly create forks of this object
255 * going off in other directions. 253 * going off in other directions.
256 */ 254 */
257 if (rndm (0, 99) < tmp->stats.Dex) 255 if (tmp->stats.Dex && rndm (0, 99) < tmp->stats.Dex)
258 { /* stats.Dex % of forking */ 256 forklightning (op, tmp); /* stats.Dex % of forking */
259 forklightning (op, tmp);
260 }
261 257
262 /* In this way, the object left behind sticks on the space, but 258 /* In this way, the object left behind sticks on the space, but
263 * doesn't create any bolts that continue to move onward. 259 * doesn't create any bolts that continue to move onward.
264 */ 260 */
265 op->range = 0; 261 op->range = 0;
282 int mflags; 278 int mflags;
283 279
284 if (!spob->other_arch) 280 if (!spob->other_arch)
285 return 0; 281 return 0;
286 282
287 tmp = arch_to_object (spob->other_arch); 283 tmp = spob->other_arch->instance ();
288 if (tmp == NULL) 284 if (tmp == NULL)
289 return 0; 285 return 0;
290 286
291 /* peterm: level dependency for bolts */ 287 /* peterm: level dependency for bolts */
292 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob); 288 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob);
293 tmp->attacktype = spob->attacktype; 289 tmp->attacktype = spob->attacktype;
290
294 if (spob->slaying) 291 if (spob->slaying)
295 tmp->slaying = spob->slaying; 292 tmp->slaying = spob->slaying;
293
296 tmp->range = spob->range + SP_level_range_adjust (caster, spob); 294 tmp->range = spob->range + SP_level_range_adjust (caster, spob);
297 tmp->duration = spob->duration + SP_level_duration_adjust (caster, spob); 295 tmp->duration = spob->duration + SP_level_duration_adjust (caster, spob);
298 tmp->stats.Dex = spob->stats.Dex; 296 tmp->stats.Dex = spob->stats.Dex;
299 tmp->stats.Con = spob->stats.Con; 297 tmp->stats.Con = spob->stats.Con;
300 298
301 tmp->direction = dir; 299 tmp->direction = dir;
302 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) 300 if (tmp->flag [FLAG_IS_TURNABLE])
303 SET_ANIMATION (tmp, dir); 301 tmp->set_anim_frame (dir);
304 302
305 tmp->set_owner (op); 303 tmp->set_owner (op);
306 set_spell_skill (op, caster, spob, tmp); 304 set_spell_skill (op, caster, spob, tmp);
307 305
308 tmp->x = op->x + DIRX (tmp); 306 tmp->x = op->x + DIRX (tmp->direction);
309 tmp->y = op->y + DIRY (tmp); 307 tmp->y = op->y + DIRY (tmp->direction);
310 tmp->map = op->map; 308 tmp->map = op->map;
311 309
312 maptile *newmap; 310 maptile *newmap;
313 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y); 311 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y);
314 if (mflags & P_OUT_OF_MAP) 312 if (mflags & P_OUT_OF_MAP)
315 { 313 {
316 tmp->destroy (); 314 tmp->drop_and_destroy ();
317 return 0; 315 return 0;
318 } 316 }
319 317
320 tmp->map = newmap; 318 tmp->map = newmap;
321 319
322 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y))) 320 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y)))
323 { 321 {
324 if (!QUERY_FLAG (tmp, FLAG_REFLECTING)) 322 if (!tmp->flag [FLAG_REFLECTING])
325 { 323 {
326 tmp->destroy (); 324 tmp->drop_and_destroy ();
327 return 0; 325 return 0;
328 } 326 }
329 327
330 tmp->x = op->x; 328 tmp->x = op->x;
331 tmp->y = op->y; 329 tmp->y = op->y;
336 if ((tmp = tmp->insert_at (tmp, op))) 334 if ((tmp = tmp->insert_at (tmp, op)))
337 move_bolt (tmp); 335 move_bolt (tmp);
338 336
339 return 1; 337 return 1;
340} 338}
341
342
343 339
344/*************************************************************************** 340/***************************************************************************
345 * 341 *
346 * BULLET/BALL CODE 342 * BULLET/BALL CODE
347 * 343 *
348 ***************************************************************************/ 344 ***************************************************************************/
349 345
350/* expands an explosion. op is a piece of the 346/* expands an explosion. op is a piece of the
351 * explosion - this expans it in the different directions. 347 * explosion - this expands it in the different directions.
352 * At least that is what I think this does. 348 * At least that is what I think this does.
353 */ 349 */
354void 350void
355explosion (object *op) 351explosion (object *op)
356{ 352{
369 { 365 {
370 for (i = 1; i < 9; i++) 366 for (i = 1; i < 9; i++)
371 { 367 {
372 sint16 dx, dy; 368 sint16 dx, dy;
373 369
374 dx = op->x + freearr_x[i]; 370 dx = op->x + DIRX (i);
375 dy = op->y + freearr_y[i]; 371 dy = op->y + DIRY (i);
376 372
377 /* ok_to_put_more already does things like checks for walls, 373 /* ok_to_put_more already does things like checks for walls,
378 * out of map, etc. 374 * out of map, etc.
379 */ 375 */
380 if (ok_to_put_more (op->map, dx, dy, op, op->attacktype)) 376 if (ok_to_put_more (op->map, dx, dy, op, op->attacktype))
381 { 377 {
382 object *tmp = op->clone (); 378 object *tmp = op->clone ();
383 379
384 tmp->state = 0; 380 tmp->state = 0;
385 tmp->speed_left = -0.21; 381 tmp->speed_left = -0.21f;
386 tmp->range--; 382 tmp->range--;
387 tmp->value = 0; 383 tmp->value = 0;
388 384
389 m->insert (tmp, dx, dy, op); 385 m->insert (tmp, dx, dy, op);
390 } 386 }
391 } 387 }
392 } 388 }
393} 389}
394
395 390
396/* Causes an object to explode, eg, a firebullet, 391/* Causes an object to explode, eg, a firebullet,
397 * poison cloud ball, etc. op is the object to 392 * poison cloud ball, etc. op is the object to
398 * explode. 393 * explode.
399 */ 394 */
400void 395static void
401explode_bullet (object *op) 396explode_bullet (object *op)
402{ 397{
403 object *tmp, *owner; 398 object *tmp, *owner;
404 399
405 if (op->other_arch == NULL) 400 if (!op->other_arch)
406 { 401 {
407 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n"); 402 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n");
408 op->destroy (); 403 op->destroy ();
409 return; 404 return;
410 } 405 }
411 406
412 if (op->env) 407 if (op->env)
413 { 408 {
414 object *env = object_get_env_recursive (op); 409 object *env = op->outer_env ();
410
415 if (env->map == NULL || out_of_map (env->map, env->x, env->y)) 411 if (!env->map || out_of_map (env->map, env->x, env->y))
416 { 412 {
417 LOG (llevError, "BUG: explode_bullet(): env out of map\n"); 413 LOG (llevError, "BUG: explode_bullet(): env out of map\n");
418 op->destroy (); 414 op->destroy ();
419 return; 415 return;
420 } 416 }
438 } 434 }
439 435
440 if (op->attacktype) 436 if (op->attacktype)
441 { 437 {
442 hit_map (op, 0, op->attacktype, 1); 438 hit_map (op, 0, op->attacktype, 1);
439
443 if (op->destroyed ()) 440 if (op->destroyed ())
444 return; 441 return;
445 } 442 }
446 443
447 /* other_arch contains what this explodes into */ 444 /* other_arch contains what this explodes into */
448 tmp = arch_to_object (op->other_arch); 445 tmp = op->other_arch->instance ();
449 446
450 tmp->set_owner (op); 447 tmp->set_owner (op);
451 tmp->skill = op->skill; 448 tmp->skill = op->skill;
452 449
453 owner = op->owner; 450 owner = op->owner;
454 451
455 if ((tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) && owner && !tailor_god_spell (tmp, owner)) 452 if ((tmp->attacktype & AT_HOLYWORD
453 || tmp->attacktype & AT_GODPOWER)
454 && owner
455 && !tailor_god_spell (tmp, owner))
456 { 456 {
457 op->destroy (); 457 op->destroy ();
458 return; 458 return;
459 } 459 }
460 460
487 487
488 /* Prevent recursion */ 488 /* Prevent recursion */
489 op->move_on = 0; 489 op->move_on = 0;
490 490
491 tmp->insert_at (op, op); 491 tmp->insert_at (op, op);
492 tmp->play_sound (tmp->sound);
493
492 /* remove the firebullet */ 494 /* remove the firebullet */
493 op->destroy (); 495 op->destroy ();
494} 496}
495 497
496/* checks to see what op should do, given the space it is on 498/* checks to see what op should do, given the space it is on
518 520
519 /* 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 */
520 if (!(mflags & P_IS_ALIVE)) 522 if (!(mflags & P_IS_ALIVE))
521 return; 523 return;
522 524
523 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)
524 { 526 {
525 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 527 if (tmp->flag [FLAG_ALIVE])
526 { 528 {
527 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1); 529 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1);
530
531 // TODO: can't understand the following if's
528 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0) 532 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0)
529 { 533 {
530 if (!QUERY_FLAG (op, FLAG_REMOVED)) 534 if (!op->flag [FLAG_REMOVED])
531 { 535 {
532 op->destroy (); 536 op->destroy ();
533 return; 537 return;
534 } 538 }
535 } 539 }
543 * fired arches (eg, bolts). 547 * fired arches (eg, bolts).
544 */ 548 */
545void 549void
546move_bullet (object *op) 550move_bullet (object *op)
547{ 551{
548 sint16 new_x, new_y;
549 int mflags;
550 maptile *m;
551
552#if 0 552#if 0
553 /* We need a better general purpose way to do this */ 553 /* We need a better general purpose way to do this */
554 554
555 /* peterm: added to make comet leave a trail of burnouts 555 /* peterm: added to make comet leave a trail of burnouts
556 it's an unadulterated hack, but the effect is cool. */ 556 it's an unadulterated hack, but the effect is cool. */
557 if (op->stats.sp == SP_METEOR) 557 if (op->stats.sp == SP_METEOR)
558 { 558 {
559 replace_insert_ob_in_map ("fire_trail", op); 559 replace_insert_ob_in_map ("fire_trail", op);
560 if (op->destroyed ()) 560 if (op->destroyed ())
571 op->destroy (); 571 op->destroy ();
572 572
573 return; 573 return;
574 } 574 }
575 575
576 new_x = op->x + DIRX (op); 576 mapxy pos (op);
577 new_y = op->y + DIRY (op); 577 pos.move (op->direction);
578 m = op->map;
579 mflags = get_map_flags (m, &m, new_x, new_y, &new_x, &new_y);
580 578
581 if (mflags & P_OUT_OF_MAP) 579 if (!pos.normalise ())
582 { 580 {
583 op->destroy (); 581 op->destroy ();
584 return; 582 return;
585 } 583 }
586 584
587 if (!op->direction || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y))) 585 mapspace &ms = pos.ms ();
586
587 ms.update ();
588
589 if (!op->direction || OB_TYPE_MOVE_BLOCK (op, ms.move_block))
588 { 590 {
589 if (op->other_arch) 591 if (op->other_arch)
590 explode_bullet (op); 592 explode_bullet (op);
591 else 593 else
592 op->destroy (); 594 op->destroy ();
593 595
594 return; 596 return;
595 } 597 }
596 598
597 if (!(op = m->insert (op, new_x, new_y, op))) 599 if (!(op = pos.insert (op, op)))
598 return; 600 return;
599 601
600 if (reflwall (op->map, op->x, op->y, op)) 602 if (reflwall (op->map, op->x, op->y, op))
601 { 603 {
602 op->direction = absdir (op->direction + 4); 604 op->direction = absdir (op->direction + 4);
603 update_turn_face (op); 605 update_turn_face (op);
604 } 606 }
605 else 607 else
606 check_bullet (op); 608 check_bullet (op);
607} 609}
608
609
610
611 610
612/* fire_bullet 611/* fire_bullet
613 * object op (cast from caster) files a bolt in dir. 612 * object op (cast from caster) files a bolt in dir.
614 * spob is the spell object for the bolt. 613 * spob is the spell object for the bolt.
615 * we remove the magic flag - that can be derived from 614 * we remove the magic flag - that can be derived from
616 * spob->attacktype. 615 * spob->attacktype.
617 * This function sets up the appropriate owner and skill 616 * This function sets up the appropriate owner and skill
618 * pointers. 617 * pointers.
619 */ 618 */
620
621int 619int
622fire_bullet (object *op, object *caster, int dir, object *spob) 620fire_bullet (object *op, object *caster, int dir, object *spob)
623{ 621{
624 object *tmp = NULL; 622 object *tmp = NULL;
625 int mflags; 623 int mflags;
626 624
627 if (!spob->other_arch) 625 if (!spob->other_arch)
628 return 0; 626 return 0;
629 627
630 tmp = arch_to_object (spob->other_arch); 628 tmp = spob->other_arch->instance ();
631 if (tmp == NULL) 629 if (!tmp)
632 return 0; 630 return 0;
633 631
634 /* peterm: level dependency for bolts */ 632 /* peterm: level dependency for bolts */
635 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);
636 tmp->attacktype = spob->attacktype; 634 tmp->attacktype = spob->attacktype;
637 if (spob->slaying) 635 if (spob->slaying)
638 tmp->slaying = spob->slaying; 636 tmp->slaying = spob->slaying;
639 637
643 tmp->stats.hp = spob->duration + SP_level_duration_adjust (caster, spob); 641 tmp->stats.hp = spob->duration + SP_level_duration_adjust (caster, spob);
644 tmp->stats.maxhp = spob->range + SP_level_range_adjust (caster, spob); 642 tmp->stats.maxhp = spob->range + SP_level_range_adjust (caster, spob);
645 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);
646 644
647 tmp->direction = dir; 645 tmp->direction = dir;
648 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) 646 if (tmp->flag [FLAG_IS_TURNABLE])
649 SET_ANIMATION (tmp, dir); 647 tmp->set_anim_frame (dir);
650 648
651 tmp->set_owner (op); 649 tmp->set_owner (op);
652 set_spell_skill (op, caster, spob, tmp); 650 set_spell_skill (op, caster, spob, tmp);
653 651
654 tmp->x = op->x + freearr_x[dir]; 652 tmp->x = op->x + DIRX (dir);
655 tmp->y = op->y + freearr_y[dir]; 653 tmp->y = op->y + DIRY (dir);
656 tmp->map = op->map; 654 tmp->map = op->map;
657 655
658 maptile *newmap; 656 maptile *newmap;
659 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y); 657 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y);
660 if (mflags & P_OUT_OF_MAP) 658 if (mflags & P_OUT_OF_MAP)
663 return 0; 661 return 0;
664 } 662 }
665 663
666 tmp->map = newmap; 664 tmp->map = newmap;
667 665
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
668 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)))
669 { 680 {
670 if (!QUERY_FLAG (tmp, FLAG_REFLECTING)) 681 if (!tmp->flag [FLAG_REFLECTING])
671 { 682 {
672 tmp->destroy (); 683 tmp->destroy ();
673 return 0; 684 return 0;
674 } 685 }
675 686
682 if ((tmp = tmp->insert_at (tmp, op))) 693 if ((tmp = tmp->insert_at (tmp, op)))
683 check_bullet (tmp); 694 check_bullet (tmp);
684 695
685 return 1; 696 return 1;
686} 697}
687
688
689
690 698
691/***************************************************************************** 699/*****************************************************************************
692 * 700 *
693 * CONE RELATED FUNCTIONS 701 * CONE RELATED FUNCTIONS
694 * 702 *
695 *****************************************************************************/ 703 *****************************************************************************/
696 704
697
698/* 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" */
699void 706static void
700cone_drop (object *op) 707cone_drop (object *op)
701{ 708{
702 object *new_ob = arch_to_object (op->other_arch); 709 object *new_ob = op->other_arch->instance ();
703 710
704 new_ob->level = op->level; 711 new_ob->level = op->level;
705 new_ob->set_owner (op->owner); 712 new_ob->set_owner (op->owner);
706 713
707 /* preserve skill ownership */ 714 /* preserve skill ownership */
714/* 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 */
715 722
716void 723void
717move_cone (object *op) 724move_cone (object *op)
718{ 725{
719 int i;
720
721 /* 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 */
722 if (!op->map) 727 if (!op->map)
723 { 728 {
724 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");
725 op->set_speed (0); 730 op->set_speed (0);
726 return; 731 return;
727 } 732 }
728 733
729 /* lava saves it's life, but not yours :) */ 734 /* lava saves it's life, but not yours :) */
730 if (QUERY_FLAG (op, FLAG_LIFESAVE)) 735 if (op->flag [FLAG_LIFESAVE])
731 { 736 {
732 hit_map (op, 0, op->attacktype, 0); 737 hit_map (op, 0, op->attacktype, 0);
733 return; 738 return;
734 } 739 }
735 740
745 } 750 }
746#endif 751#endif
747 752
748 hit_map (op, 0, op->attacktype, 0); 753 hit_map (op, 0, op->attacktype, 0);
749 754
755 if (!op->is_on_map ())
756 return;
757
750 /* Check to see if we should push anything. 758 /* Check to see if we should push anything.
751 * Spell objects with weight push whatever they encounter to some 759 * Spell objects with weight push whatever they encounter to some
752 * degree. 760 * degree.
753 */ 761 */
754 if (op->weight) 762 if (op->weight)
763 {
755 check_spell_knockback (op); 764 check_spell_knockback (op);
756 765
757 if (op->destroyed ()) 766 if (!op->is_on_map ())
758 return; 767 return;
768 }
759 769
760 if ((op->duration--) < 0) 770 if (op->duration-- < 0)
761 { 771 {
762 op->destroy (); 772 op->destroy ();
763 return; 773 return;
764 } 774 }
765 /* Object has hit maximum range, so don't have it move 775 /* Object has hit maximum range, so don't have it move
770 { 780 {
771 op->range = 0; /* just so it doesn't wrap */ 781 op->range = 0; /* just so it doesn't wrap */
772 return; 782 return;
773 } 783 }
774 784
775 for (i = -1; i < 2; i++) 785 for (int i = -1; i <= 1; i++)
776 { 786 {
777 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));
778 788
779 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))
780 { 790 {
781 object *tmp = op->clone (); 791 object *tmp = op->clone ();
782 792
811 MoveType movetype; 821 MoveType movetype;
812 822
813 if (!spell->other_arch) 823 if (!spell->other_arch)
814 return 0; 824 return 0;
815 825
816 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)
817 { 827 {
818 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!");
819 return 0; 829 return 0;
820 } 830 }
821 831
822 if (!dir) 832 if (!dir)
823 { 833 {
827 837
828 /* 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
829 * 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
830 * insert it into is blocked. 840 * insert it into is blocked.
831 */ 841 */
832 movetype = spell->other_arch->clone.move_type; 842 movetype = spell->other_arch->move_type;
833 843
834 for (i = range_min; i <= range_max; i++) 844 for (i = range_min; i <= range_max; i++)
835 { 845 {
836 sint16 x, y, d; 846 sint16 x, y;
837 847
838 /* We can't use absdir here, because it never returns 848 /* We can't use absdir here, because it never returns
839 * 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
840 * 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
841 * to hit that person. 851 * to hit that person.
842 */ 852 */
843 d = dir + i; 853 int d = dir ? absdir (dir + i) : i;
844 while (d < 0)
845 d += 8;
846 while (d > 8)
847 d -= 8;
848 854
849 /* 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.
850 * In that case, we have to see - if dir is specified, 856 * In that case, we have to see - if dir is specified,
851 * turn this into direction 8. If dir is not specified (all 857 * turn this into direction 8. If dir is not specified (all
852 * direction) skip - otherwise, one line would do more damage 858 * direction) skip - otherwise, one line would do more damage
859 d = 8; 865 d = 8;
860 else 866 else
861 continue; 867 continue;
862 } 868 }
863 869
864 x = op->x + freearr_x[d]; 870 x = op->x + DIRX (d);
865 y = op->y + freearr_y[d]; 871 y = op->y + DIRY (d);
866 872
867 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)
868 continue; 874 continue;
869 875
870 if ((movetype & GET_MAP_MOVE_BLOCK (m, sx, sy)) == movetype) 876 if ((movetype & GET_MAP_MOVE_BLOCK (m, sx, sy)) == movetype)
871 continue; 877 continue;
872 878
873 success = 1; 879 success = 1;
874 tmp = arch_to_object (spell->other_arch); 880 tmp = spell->other_arch->instance ();
875 tmp->set_owner (op); 881 tmp->set_owner (op);
876 set_spell_skill (op, caster, spell, tmp); 882 set_spell_skill (op, caster, spell, tmp);
877 tmp->level = caster_level (caster, spell); 883 tmp->level = casting_level (caster, spell);
878 tmp->attacktype = spell->attacktype; 884 tmp->attacktype = spell->attacktype;
879 885
880 /* holy word stuff */ 886 /* holy word stuff */
881 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER)) 887 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER))
882 if (!tailor_god_spell (tmp, op)) 888 if (!tailor_god_spell (tmp, op))
916 else 922 else
917 tmp->duration += caster->level / 3; 923 tmp->duration += caster->level / 3;
918 } 924 }
919 925
920 if (!(tmp->move_type & MOVE_FLY_LOW)) 926 if (!(tmp->move_type & MOVE_FLY_LOW))
921 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);
922 928
923 if (!tmp->move_on && tmp->stats.dam) 929 if (!tmp->move_on && tmp->stats.dam)
924 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);
925 931
926 m->insert (tmp, sx, sy, op); 932 m->insert (tmp, sx, sy, op);
927 933
928 /* 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
929 * a single space too many times. 935 * a single space too many times.
941 * 947 *
942 * BOMB related code 948 * BOMB related code
943 * 949 *
944 ****************************************************************************/ 950 ****************************************************************************/
945 951
946
947/* This handles an exploding bomb. 952/* This handles an exploding bomb.
948 * op is the original bomb object. 953 * op is the original bomb object.
949 */ 954 */
950void 955void
951animate_bomb (object *op) 956animate_bomb (object *op)
952{ 957{
953 int i; 958 if (op->state != op->anim_frames () - 1)
954 object *env, *tmp;
955
956 if (op->state != NUM_ANIMATIONS (op) - 1)
957 return; 959 return;
958 960
959 env = object_get_env_recursive (op); 961 object *env = op->outer_env ();
960 962
961 if (op->env) 963 if (op->env)
962 { 964 {
963 if (env->map == NULL) 965 if (!env->map)
964 return; 966 return;
965
966 if (env->type == PLAYER)
967 esrv_del_item (env->contr, op->count);
968 967
969 if (!(op = op->insert_at (env, op))) 968 if (!(op = op->insert_at (env, op)))
970 return; 969 return;
971 } 970 }
972 971
973 // 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
974 // 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
975 // as bombs can be carried. 974 // as bombs can be carried.
976 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE) 975 if (op->ms ().flags () & P_SAFE)
977 { 976 {
978 op->destroy (); 977 op->destroy ();
979 return; 978 return;
980 } 979 }
981 980
983 * but using the cast_bullet isn't really feasible, 982 * but using the cast_bullet isn't really feasible,
984 * so just set up the appropriate values. 983 * so just set up the appropriate values.
985 */ 984 */
986 if (archetype *at = archetype::find (SPLINT)) 985 if (archetype *at = archetype::find (SPLINT))
987 { 986 {
988 for (i = 1; i < 9; i++) 987 for (int i = 1; i < 9; i++)
989 { 988 {
990 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)))
991 continue; 990 continue;
992 991
993 tmp = arch_to_object (at); 992 object *tmp = at->instance ();
994 tmp->direction = i; 993 tmp->direction = i;
995 tmp->range = op->range; 994 tmp->range = op->range;
996 tmp->stats.dam = op->stats.dam; 995 tmp->stats.dam = op->stats.dam;
997 tmp->duration = op->duration; 996 tmp->duration = op->duration;
998 tmp->attacktype = op->attacktype; 997 tmp->attacktype = op->attacktype;
999 tmp->set_owner (op); 998 tmp->set_owner (op);
1000 if (op->skill && op->skill != tmp->skill) 999 if (op->skill && op->skill != tmp->skill)
1001 tmp->skill = op->skill; 1000 tmp->skill = op->skill;
1002 1001
1003 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) 1002 if (tmp->flag [FLAG_IS_TURNABLE])
1004 SET_ANIMATION (tmp, i); 1003 tmp->set_anim_frame (1);
1005 1004
1006 op->map->insert (tmp, op->x + freearr_x[i], op->y + freearr_x[i], op); 1005 op->map->insert (tmp, op->x + DIRX (i), op->y + DIRX (i), op);
1007 move_bullet (tmp); 1006 move_bullet (tmp);
1008 } 1007 }
1009 } 1008 }
1010 1009
1011 explode_bullet (op); 1010 explode_bullet (op);
1012} 1011}
1013 1012
1014int 1013int
1015create_bomb (object *op, object *caster, int dir, object *spell) 1014create_bomb (object *op, object *caster, int dir, object *spell)
1016{ 1015{
1017
1018 object *tmp; 1016 object *tmp;
1019 int mflags; 1017 int mflags;
1020 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);
1021 maptile *m; 1019 maptile *m;
1022 1020
1023 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 {
1024 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))
1025 { 1030 {
1026 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way."); 1031 op->failmsg ("There is something in the way.");
1027 return 0; 1032 return 0;
1033 }
1028 } 1034 }
1029 tmp = arch_to_object (spell->other_arch); 1035
1036 tmp = spell->other_arch->instance ();
1030 1037
1031 /* level dependencies for bomb */ 1038 /* level dependencies for bomb */
1032 tmp->range = spell->range + SP_level_range_adjust (caster, spell); 1039 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
1033 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);
1034 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell); 1041 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
1054 * dir is the direction to look in. 1061 * dir is the direction to look in.
1055 * range is how far out to look. 1062 * range is how far out to look.
1056 * 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.
1057 * this info is used for blocked magic/unholy spaces. 1064 * this info is used for blocked magic/unholy spaces.
1058 */ 1065 */
1059 1066static object *
1060object *
1061get_pointed_target (object *op, int dir, int range, int type) 1067get_pointed_target (object *op, int dir, int range, int type)
1062{ 1068{
1063 object *target; 1069 object *target;
1064 sint16 x, y; 1070 sint16 x, y;
1065 int dist, mflags; 1071 int dist, mflags;
1068 if (dir == 0) 1074 if (dir == 0)
1069 return NULL; 1075 return NULL;
1070 1076
1071 for (dist = 1; dist < range; dist++) 1077 for (dist = 1; dist < range; dist++)
1072 { 1078 {
1073 x = op->x + freearr_x[dir] * dist; 1079 x = op->x + DIRX (dir) * dist;
1074 y = op->y + freearr_y[dir] * dist; 1080 y = op->y + DIRY (dir) * dist;
1075 mp = op->map; 1081 mp = op->map;
1076 mflags = get_map_flags (op->map, &mp, x, y, &x, &y); 1082 mflags = get_map_flags (op->map, &mp, x, y, &x, &y);
1077 1083
1078 if (mflags & P_OUT_OF_MAP) 1084 if (mflags & P_OUT_OF_MAP)
1079 return NULL; 1085 return NULL;
1083 return NULL; 1089 return NULL;
1084 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW) 1090 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW)
1085 return NULL; 1091 return NULL;
1086 1092
1087 if (mflags & P_IS_ALIVE) 1093 if (mflags & P_IS_ALIVE)
1088 {
1089 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)
1090 { 1095 if (target->flag [FLAG_MONSTER])
1091 if (QUERY_FLAG (target->head ? target->head : target, FLAG_MONSTER))
1092 {
1093 return target; 1096 return target;
1094 }
1095 }
1096 }
1097 } 1097 }
1098
1098 return NULL; 1099 return NULL;
1099} 1100}
1100 1101
1101
1102/* cast_smite_arch() - the priest points to a creature and causes 1102/* cast_smite_spell() - the priest points to a creature and causes
1103 * a 'godly curse' to decend. 1103 * a 'godly curse' to decend.
1104 * usual params - 1104 * usual params -
1105 * op = player 1105 * op = player
1106 * caster = object casting the spell. 1106 * caster = object casting the spell.
1107 * dir = direction being cast 1107 * dir = direction being cast
1108 * spell = spell object 1108 * spell = spell object
1109 */ 1109 */
1110
1111int 1110int
1112cast_smite_spell (object *op, object *caster, int dir, object *spell) 1111cast_smite_spell (object *op, object *caster, int dir, object *spell)
1113{ 1112{
1114 object *effect, *target; 1113 object *effect, *target;
1115 object *god = find_god (determine_god (op)); 1114 object *god = find_god (determine_god (op));
1116 int range;
1117 1115
1118 range = spell->range + SP_level_range_adjust (caster, spell);
1119 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);
1120 1117
1121 /* Bunch of conditions for casting this spell. Note that only 1118 /* Bunch of conditions for casting this spell. Note that only
1122 * require a god if this is a cleric spell (requires grace). 1119 * require a god if this is a cleric spell (requires grace).
1123 * 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
1124 * 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
1125 * interesting spell. 1122 * interesting spell.
1126 * 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
1127 * can't be friendly to your god. 1124 * can't be friendly to your god.
1128 */ 1125 */
1129 1126
1130 if (!target || QUERY_FLAG (target, FLAG_REFL_SPELL) 1127 if (!target
1128 || target->flag [FLAG_REFL_SPELL]
1131 || (!god && spell->stats.grace) 1129 || (!god && spell->stats.grace)
1132 || (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)))
1133 { 1132 {
1134 new_draw_info (NDI_UNIQUE, 0, op, "Your request is unheeded."); 1133 op->failmsg ("Your request is unheeded.");
1135 return 0; 1134 return 0;
1136 } 1135 }
1137 1136
1138 if (spell->other_arch) 1137 if (spell->other_arch)
1139 effect = arch_to_object (spell->other_arch); 1138 effect = spell->other_arch->instance ();
1140 else 1139 else
1141 return 0; 1140 return 0;
1142 1141
1143 /* tailor the effect by priest level and worshipped God */ 1142 /* tailor the effect by priest level and worshipped God */
1144 effect->level = caster_level (caster, spell); 1143 effect->level = casting_level (caster, spell);
1145 effect->attacktype = spell->attacktype; 1144 effect->attacktype = spell->attacktype;
1146 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER)) 1145 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER))
1147 { 1146 {
1148 if (tailor_god_spell (effect, op)) 1147 if (tailor_god_spell (effect, op))
1149 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));
1150 else 1149 else
1151 { 1150 {
1152 new_draw_info (NDI_UNIQUE, 0, op, "Your request is ignored."); 1151 op->failmsg ("Your request is ignored.");
1153 return 0; 1152 return 0;
1154 } 1153 }
1155 } 1154 }
1156 1155
1157 /* size of the area of destruction */ 1156 /* size of the area of destruction */
1161 if (effect->attacktype & AT_DEATH) 1160 if (effect->attacktype & AT_DEATH)
1162 { 1161 {
1163 effect->level = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1162 effect->level = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1164 1163
1165 /* casting death spells at undead isn't a good thing */ 1164 /* casting death spells at undead isn't a good thing */
1166 if (QUERY_FLAG (target, FLAG_UNDEAD)) 1165 if (target->flag [FLAG_UNDEAD])
1167 { 1166 {
1168 if (random_roll (0, 2, op, PREFER_LOW)) 1167 if (random_roll (0, 2, op, PREFER_LOW))
1169 { 1168 {
1170 new_draw_info (NDI_UNIQUE, 0, op, "Idiot! Your spell boomerangs!"); 1169 new_draw_info (NDI_UNIQUE, 0, op, "Idiot! Your spell boomerangs!");
1171 effect->x = op->x; 1170 effect->x = op->x;
1193 effect->insert_at (target, op); 1192 effect->insert_at (target, op);
1194 1193
1195 return 1; 1194 return 1;
1196} 1195}
1197 1196
1198
1199/**************************************************************************** 1197/****************************************************************************
1200 * 1198 *
1201 * MAGIC MISSILE code. 1199 * MAGIC MISSILE code.
1202 * 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
1203 * code here is just to move the missile. 1201 * code here is just to move the missile.
1205 1203
1206/* op is a missile that needs to be moved */ 1204/* op is a missile that needs to be moved */
1207void 1205void
1208move_missile (object *op) 1206move_missile (object *op)
1209{ 1207{
1210 int i, mflags;
1211 object *owner;
1212 sint16 new_x, new_y;
1213 maptile *m;
1214
1215 if (op->range-- <= 0) 1208 if (op->range-- <= 0)
1216 { 1209 {
1210 op->drop_and_destroy ();
1211 return;
1212 }
1213
1214 mapxy pos (op);
1215 pos.move (op->direction);
1216
1217 if (!pos.normalise ())
1218 {
1217 op->destroy (); 1219 op->destroy ();
1218 return; 1220 return;
1219 } 1221 }
1220 1222
1221 owner = op->owner; 1223 mapspace &ms = pos.ms ();
1222#if 0
1223 /* It'd make things nastier if this wasn't here - spells cast by
1224 * monster that are then killed would continue to survive
1225 */
1226 if (owner == NULL)
1227 {
1228 op->destroy ();
1229 return;
1230 }
1231#endif
1232 1224
1233 new_x = op->x + DIRX (op); 1225 if (ms.flags () & P_IS_ALIVE || ms.blocks (op))
1234 new_y = op->y + DIRY (op);
1235
1236 mflags = get_map_flags (op->map, &m, new_x, new_y, &new_x, &new_y);
1237
1238 if (!(mflags & P_OUT_OF_MAP) && ((mflags & P_IS_ALIVE) || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y))))
1239 { 1226 {
1240 hit_map (op, op->direction, AT_MAGIC, 1); 1227 hit_map (op, op->direction, AT_MAGIC, 1);
1241 /* Basically, missile only hits one thing then goes away. 1228 /* Basically, missile only hits one thing then goes away.
1242 * 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.
1243 */ 1230 */
1244 if (!op->destroyed ())
1245 op->destroy ();
1246
1247 return;
1248 }
1249
1250 op->remove ();
1251
1252 if (!op->direction || (mflags & P_OUT_OF_MAP))
1253 {
1254 op->destroy (); 1231 op->destroy ();
1255 return; 1232 return;
1256 } 1233 }
1257 1234
1235 if (!op->direction)
1236 {
1237 op->destroy ();
1238 return;
1239 }
1240
1258 i = spell_find_dir (m, new_x, new_y, op->owner); 1241 int i = spell_find_dir (pos.m, pos.x, pos.y, op->owner);
1259 if (i > 0 && i != op->direction) 1242 if (i > 0 && i != op->direction)
1260 { 1243 {
1261 op->direction = i; 1244 op->direction = i;
1262 SET_ANIMATION (op, op->direction); 1245 op->set_anim_frame (op->direction);
1263 } 1246 }
1264 1247
1265 m->insert (op, new_x, new_y, op); 1248 pos.insert (op, op);
1266} 1249}
1267 1250
1268/**************************************************************************** 1251/****************************************************************************
1269 * Destruction 1252 * Destruction
1270 ****************************************************************************/ 1253 ****************************************************************************/
1271 1254
1272/* make_object_glow() - currently only makes living objects glow. 1255/* make_object_glow() - currently only makes living objects glow.
1273 * 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
1274 * object. if time is 0, the object glows permanently. To truely 1257 * object. if time is 0, the object glows permanently. To truely
1275 * make this work for non-living objects, we would have to 1258 * make this work for non-living objects, we would have to
1276 * give them the capability to have an inventory. b.t. 1259 * give them the capability to have an inventory. b.t.
1277 */ 1260 */
1278 1261static int
1279int
1280make_object_glow (object *op, int radius, int time) 1262make_object_glow (object *op, int radius, int time)
1281{ 1263{
1282 object *tmp;
1283
1284 /* some things are unaffected... */ 1264 /* some things are unaffected... */
1285 if (op->path_denied & PATH_LIGHT) 1265 if (op->path_denied & PATH_LIGHT)
1286 return 0; 1266 return 0;
1287 1267
1288 tmp = get_archetype (FORCE_NAME); 1268 object *tmp = archetype::get (FORCE_NAME);
1289 tmp->speed = 0.01; 1269 tmp->set_speed (0.01);
1290 tmp->stats.food = time; 1270 tmp->stats.food = time;
1291 SET_FLAG (tmp, FLAG_IS_USED_UP); 1271 tmp->set_flag (FLAG_IS_USED_UP);
1292 tmp->glow_radius = radius; 1272 tmp->set_glow_radius (min (MAX_LIGHT_RADIUS, radius));
1293 if (tmp->glow_radius > MAX_LIGHT_RADII)
1294 tmp->glow_radius = MAX_LIGHT_RADII;
1295
1296 tmp->x = op->x;
1297 tmp->y = op->y;
1298 if (tmp->speed < MIN_ACTIVE_SPEED)
1299 tmp->speed = MIN_ACTIVE_SPEED; /* safety */
1300 tmp = insert_ob_in_ob (tmp, op); 1273 tmp = insert_ob_in_ob (tmp, op);
1274
1301 if (tmp->glow_radius > op->glow_radius) 1275 if (tmp->glow_radius > op->glow_radius)
1302 op->glow_radius = tmp->glow_radius; 1276 op->set_glow_radius (tmp->glow_radius);
1303 1277
1304 if (!tmp->env || op != tmp->env)
1305 {
1306 LOG (llevError, "make_object_glow() failed to insert glowing force in %s\n", &op->name);
1307 return 0;
1308 }
1309 return 1; 1278 return 1;
1310} 1279}
1311
1312
1313
1314 1280
1315int 1281int
1316cast_destruction (object *op, object *caster, object *spell_ob) 1282cast_destruction (object *op, object *caster, object *spell_ob)
1317{ 1283{
1318 int i, j, range, mflags, friendly = 0, dam, dur;
1319 sint16 sx, sy;
1320 maptile *m;
1321 object *tmp;
1322 const char *skill;
1323
1324 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob); 1284 int range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
1325 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);
1326 dur = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob); 1286 int dur = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
1327 if (QUERY_FLAG (op, FLAG_FRIENDLY) || op->type == PLAYER)
1328 friendly = 1;
1329 1287
1330 /* destruction doesn't use another spell object, so we need 1288 bool friendly = op->flag [FLAG_FRIENDLY] || op->is_player ();
1331 * update op's skill pointer so that exp is properly awarded.
1332 * We do some shortcuts here - since this is just temporary
1333 * and we'll reset the values back, we don't need to go through
1334 * the full share string/free_string route.
1335 */
1336 skill = op->skill;
1337 if (caster == op)
1338 op->skill = spell_ob->skill;
1339 else if (caster->skill)
1340 op->skill = caster->skill;
1341 else
1342 op->skill = NULL;
1343 1289
1344 change_skill (op, find_skill_by_name (op, op->skill), 1); 1290 dynbuf buf;
1345 1291 unordered_mapwalk (buf, op, -range, -range, range, range)
1346 for (i = -range; i < range; i++)
1347 { 1292 {
1348 for (j = -range; j < range; j++) 1293 mapspace &ms = m->at (nx, ny);
1349 {
1350 m = op->map;
1351 sx = op->x + i;
1352 sy = op->y + j;
1353 1294
1354 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
1355 if (mflags & P_OUT_OF_MAP)
1356 continue;
1357
1358 if (mflags & P_IS_ALIVE) 1295 if (ms.flags () & P_IS_ALIVE)
1296 for (object *next, *tmp = ms.bot; tmp; tmp = next)
1359 { 1297 {
1360 for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above) 1298 next = tmp->above;
1361 if (QUERY_FLAG (tmp, FLAG_ALIVE) || tmp->type == PLAYER)
1362 break;
1363 1299
1364 if (tmp) 1300 if (tmp->flag [FLAG_ALIVE] || tmp->is_player ())
1365 { 1301 {
1366 if (tmp->head)
1367 tmp = tmp->head; 1302 tmp = tmp->head_ ();
1368 1303
1369 if ((friendly && !QUERY_FLAG (tmp, FLAG_FRIENDLY) && tmp->type != PLAYER) || 1304 if ((friendly && !tmp->flag [FLAG_FRIENDLY] && !tmp->is_player ())
1370 (!friendly && (QUERY_FLAG (tmp, FLAG_FRIENDLY) || tmp->type == PLAYER))) 1305 || (!friendly && (tmp->flag [FLAG_FRIENDLY] || tmp->is_player ())))
1371 { 1306 {
1372 if (spell_ob->subtype == SP_DESTRUCTION) 1307 if (spell_ob->subtype == SP_DESTRUCTION)
1373 { 1308 {
1374 hit_player (tmp, dam, op, spell_ob->attacktype, 0); 1309 hit_player (tmp, dam, op, spell_ob->attacktype, 0);
1310
1375 if (spell_ob->other_arch) 1311 if (spell_ob->other_arch)
1376 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op); 1312 m->insert (spell_ob->other_arch->instance (), nx, ny, op);
1377 } 1313 }
1378 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)
1379 { 1315 {
1380 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch) 1316 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch)
1381 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op); 1317 m->insert (spell_ob->other_arch->instance (), nx, ny, op);
1382 } 1318 }
1383 } 1319 }
1384 } 1320 }
1385 } 1321 }
1386 }
1387 } 1322 }
1388 1323
1389 op->skill = skill;
1390 return 1; 1324 return 1;
1391} 1325}
1392 1326
1393/*************************************************************************** 1327/***************************************************************************
1394 * 1328 *
1395 * CURSE 1329 * CURSE
1396 * 1330 *
1397 ***************************************************************************/ 1331 ***************************************************************************/
1398
1399int 1332int
1400cast_curse (object *op, object *caster, object *spell_ob, int dir) 1333cast_curse (object *op, object *caster, object *spell_ob, int dir)
1401{ 1334{
1402 object *god = find_god (determine_god (op)); 1335 object *god = find_god (determine_god (op));
1403 object *tmp, *force; 1336 object *tmp, *force;
1404 1337
1405 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);
1406 if (!tmp) 1339 if (!tmp)
1407 { 1340 {
1408 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.");
1409 return 0; 1342 return 0;
1410 } 1343 }
1411 1344
1345 tmp = tmp->head_ ();
1346
1412 /* 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. */
1413 for (force = tmp->inv; force != NULL; force = force->below) 1348 for (force = tmp->inv; force; force = force->below)
1414 { 1349 {
1415 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY) 1350 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY)
1416 { 1351 {
1417 if (force->name == spell_ob->name) 1352 if (force->name == spell_ob->name)
1418 { 1353 {
1424 return 0; 1359 return 0;
1425 } 1360 }
1426 } 1361 }
1427 } 1362 }
1428 1363
1429 if (force == NULL) 1364 if (!force)
1430 { 1365 {
1431 force = get_archetype (FORCE_NAME); 1366 force = archetype::get (FORCE_NAME);
1432 force->subtype = FORCE_CHANGE_ABILITY; 1367 force->subtype = FORCE_CHANGE_ABILITY;
1368
1433 if (spell_ob->race) 1369 if (spell_ob->race)
1434 force->name = spell_ob->race; 1370 force->name = spell_ob->race;
1435 else 1371 else
1436 force->name = spell_ob->name; 1372 force->name = spell_ob->name;
1437 1373
1447 { 1383 {
1448 force->duration = duration; 1384 force->duration = duration;
1449 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.");
1450 } 1386 }
1451 else 1387 else
1452 {
1453 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.");
1454 } 1389
1455 return 1; 1390 return 1;
1456 } 1391 }
1392
1457 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;
1458 force->speed = 1.0;
1459 force->speed_left = -1.0; 1394 force->speed_left = -1.f;
1460 SET_FLAG (force, FLAG_APPLIED); 1395 force->set_speed (1.f);
1396 force->set_flag (FLAG_APPLIED);
1461 1397
1462 if (god) 1398 if (god)
1463 { 1399 {
1464 if (spell_ob->last_grace) 1400 if (spell_ob->last_grace)
1465 force->path_repelled = god->path_repelled; 1401 force->path_repelled = god->path_repelled;
1478 force->stats.wc = spell_ob->stats.wc; 1414 force->stats.wc = spell_ob->stats.wc;
1479 1415
1480 change_abil (tmp, force); /* Mostly to display any messages */ 1416 change_abil (tmp, force); /* Mostly to display any messages */
1481 insert_ob_in_ob (force, tmp); 1417 insert_ob_in_ob (force, tmp);
1482 tmp->update_stats (); 1418 tmp->update_stats ();
1419
1483 return 1; 1420 return 1;
1484
1485} 1421}
1486 1422
1487/********************************************************************** 1423/**********************************************************************
1488 * mood change 1424 * mood change
1489 * 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
1495 */ 1431 */
1496int 1432int
1497mood_change (object *op, object *caster, object *spell) 1433mood_change (object *op, object *caster, object *spell)
1498{ 1434{
1499 object *tmp, *god, *head; 1435 object *tmp, *god, *head;
1500 int done_one, range, mflags, level, at, best_at; 1436 int done_one, range, level, at, best_at;
1501 sint16 x, y, nx, ny;
1502 maptile *m;
1503 const char *race; 1437 const char *race;
1504 1438
1505 /* 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
1506 * doing it over and over again. 1440 * doing it over and over again.
1507 */ 1441 */
1508 god = find_god (determine_god (op)); 1442 god = find_god (determine_god (op));
1509 level = caster_level (caster, spell); 1443 level = casting_level (caster, spell);
1510 range = spell->range + SP_level_range_adjust (caster, spell); 1444 range = spell->range + SP_level_range_adjust (caster, spell);
1511 1445
1512 /* 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_...
1513 * 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
1514 * won't ever match anything. 1448 * won't ever match anything.
1515 */ 1449 */
1516 if (!spell->race) 1450 if (!spell->race)
1517 race = NULL; 1451 race = NULL;
1518 else if (god && !strcmp (spell->race, "GOD_SLAYING")) 1452 else if (god && spell->race == shstr_GOD_SLAYING)
1519 race = god->slaying; 1453 race = god->slaying;
1520 else if (god && !strcmp (spell->race, "GOD_FRIEND")) 1454 else if (god && spell->race == shstr_GOD_FRIEND)
1521 race = god->race; 1455 race = god->race;
1522 else 1456 else
1523 race = spell->race; 1457 race = spell->race;
1524 1458
1525 for (x = op->x - range; x <= op->x + range; x++) 1459 dynbuf buf;
1526 for (y = op->y - range; y <= op->y + range; y++) 1460 unordered_mapwalk (buf, op, -range, -range, range, range)
1527 { 1461 {
1528 done_one = 0; 1462 mapspace &ms = m->at (nx, ny);
1529 m = op->map;
1530 nx = x;
1531 ny = y;
1532 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1533 if (mflags & P_OUT_OF_MAP)
1534 continue;
1535 1463
1536 /* 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 */
1537 if (!(mflags & P_IS_ALIVE)) 1465 if (!(ms.flags () & P_IS_ALIVE))
1538 continue; 1466 continue;
1539 1467
1540 // players can only affect spaces that they can actually see 1468 // players can only affect spaces that they can actually see
1469 if (caster
1541 if (caster && caster->contr 1470 && caster->contr
1542 && caster->contr->visibility_at (m, nx, ny) < 70) 1471 && caster->contr->darkness_at (m, nx, ny) == LOS_BLOCKED)
1543 continue; 1472 continue;
1544 1473
1545 for (tmp = GET_MAP_TOP (m, nx, ny); tmp; tmp = tmp->below) 1474 for (tmp = ms.top; tmp; tmp = tmp->below)
1546 if (QUERY_FLAG (tmp, FLAG_MONSTER)) 1475 if (tmp->flag [FLAG_MONSTER])
1547 break; 1476 break;
1548 1477
1549 /* There can be living objects that are not monsters */ 1478 /* There can be living objects that are not monsters */
1550 if (!tmp || tmp->type == PLAYER) 1479 if (!tmp)
1551 continue; 1480 continue;
1552 1481
1553 /* Only the head has meaningful data, so resolve to that */ 1482 /* Only the head has meaningful data, so resolve to that */
1554 if (tmp->head)
1555 head = tmp->head; 1483 head = tmp->head_ ();
1556 else
1557 head = tmp;
1558 1484
1559 /* 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 */
1560 if (race && head->race && !strstr (race, head->race)) 1486 if (race && head->race && !strstr (race, head->race))
1561 continue; 1487 continue;
1562 1488
1563 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD)) 1489 if (head->flag [FLAG_UNDEAD] && !spell->flag [FLAG_UNDEAD])
1564 continue; 1490 continue;
1565 1491
1566 /* Now do a bunch of stuff related to saving throws */ 1492 /* Now do a bunch of stuff related to saving throws */
1567 best_at = -1; 1493 best_at = -1;
1568 if (spell->attacktype) 1494 if (spell->attacktype)
1569 { 1495 {
1570 for (at = 0; at < NROFATTACKS; at++) 1496 for (at = 0; at < NROFATTACKS; at++)
1571 if (spell->attacktype & (1 << at)) 1497 if (spell->attacktype & (1 << at))
1572 if (best_at == -1 || head->resist[at] > head->resist[best_at]) 1498 if (best_at == -1 || head->resist[at] > head->resist[best_at])
1573 best_at = at; 1499 best_at = at;
1574 1500
1575 if (best_at == -1) 1501 if (best_at == -1)
1576 at = 0; 1502 at = 0;
1577 else 1503 else
1578 { 1504 {
1579 if (head->resist[best_at] == 100) 1505 if (head->resist[best_at] == 100)
1580 continue; 1506 continue;
1581 else 1507 else
1582 at = head->resist[best_at] / 5; 1508 at = head->resist[best_at] / 5;
1583 } 1509 }
1510
1584 at -= level / 5; 1511 at -= level / 5;
1585 if (did_make_save (head, head->level, at)) 1512 if (did_make_save (head, head->level, at))
1586 continue; 1513 continue;
1587 } 1514 }
1588 else /* spell->attacktype */ 1515 else /* spell->attacktype */
1516 {
1589 /* 1517 /*
1590 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:
1591 * if spell level < monster level, no go 1519 * if spell level < monster level, no go
1592 * 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 ) )
1593 1521
1595 1523
1596 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
1597 charm a level 125 monster... 1525 charm a level 125 monster...
1598 1526
1599 Ryo, august 14th 1527 Ryo, august 14th
1600 */ 1528 */
1601 {
1602 if (head->level > level) 1529 if (head->level > level)
1603 continue; 1530 continue;
1531
1604 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))))
1605 /* Failed, no effect */ 1533 /* Failed, no effect */
1606 continue; 1534 continue;
1607 } 1535 }
1608 1536
1609 /* Done with saving throw. Now start affecting the monster */ 1537 /* Done with saving throw. Now start affecting the monster */
1538 done_one = 0;
1610 1539
1611 /* aggravation */ 1540 /* aggravation */
1612 if (QUERY_FLAG (spell, FLAG_MONSTER)) 1541 if (spell->flag [FLAG_MONSTER])
1613 { 1542 {
1614 CLEAR_FLAG (head, FLAG_SLEEP); 1543 head->clr_flag (FLAG_SLEEP);
1615 if (QUERY_FLAG (head, FLAG_FRIENDLY))
1616 remove_friendly_object (head); 1544 remove_friendly_object (head);
1617
1618 done_one = 1; 1545 done_one = 1;
1619 head->enemy = op; 1546 head->enemy = op;
1620 } 1547 }
1621 1548
1622 /* calm monsters */ 1549 /* calm monsters */
1623 if (QUERY_FLAG (spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (head, FLAG_UNAGGRESSIVE)) 1550 if (spell->flag [FLAG_UNAGGRESSIVE] && !head->flag [FLAG_UNAGGRESSIVE])
1624 { 1551 {
1625 SET_FLAG (head, FLAG_UNAGGRESSIVE); 1552 head->set_flag (FLAG_UNAGGRESSIVE);
1626 head->enemy = NULL; 1553 head->enemy = NULL;
1627 done_one = 1; 1554 done_one = 1;
1628 } 1555 }
1629 1556
1630 /* berserk monsters */ 1557 /* berserk monsters */
1631 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK)) 1558 if (spell->flag [FLAG_BERSERK] && !head->flag [FLAG_BERSERK])
1632 { 1559 {
1633 SET_FLAG (head, FLAG_BERSERK); 1560 head->set_flag (FLAG_BERSERK);
1634 done_one = 1; 1561 done_one = 1;
1635 } 1562 }
1636 1563
1637 /* charm */ 1564 /* charm */
1638 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY)) 1565 if (spell->flag [FLAG_NO_ATTACK] && !head->flag [FLAG_FRIENDLY])
1639 { 1566 {
1567 INVOKE_OBJECT (KILL, head, ARG_OBJECT (caster));
1568
1640 /* Prevent uncontolled outbreaks of self replicating monsters. 1569 /* Prevent uncontrolled outbreaks of self replicating monsters.
1641 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.
1642 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. */
1643 CLEAR_FLAG (head, FLAG_GENERATOR); 1572 head->clr_flag (FLAG_GENERATOR);
1644 head->set_owner (op); 1573 head->set_owner (op);
1645 set_spell_skill (op, caster, spell, head); 1574 set_spell_skill (op, caster, spell, head);
1646 add_friendly_object (head); 1575 add_friendly_object (head);
1647 head->attack_movement = PETMOVE; 1576 head->attack_movement = PETMOVE;
1648 done_one = 1; 1577 done_one = 1;
1649 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);
1650 head->stats.exp = 0; 1579 head->stats.exp = 0;
1651 } 1580 }
1652 1581
1653 /* If a monster was effected, put an effect in */ 1582 /* If a monster was effected, put an effect in */
1654 if (done_one && spell->other_arch) 1583 if (done_one && spell->other_arch)
1655 m->insert (arch_to_object (spell->other_arch), nx, ny, op); 1584 m->insert (spell->other_arch->instance (), nx, ny, op);
1656 } /* for y */ 1585 }
1657 1586
1658 return 1; 1587 return 1;
1659} 1588}
1660
1661 1589
1662/* 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
1663 * 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
1664 * lightning spell used it, that seemed misnamed. 1592 * lightning spell used it, that seemed misnamed.
1665 * op is the spell effect. 1593 * op is the spell effect.
1666 * note that duration is handled by process_object() in time.c 1594 * note that duration is handled by process_object() in time.c
1667 */ 1595 */
1668
1669void 1596void
1670move_ball_spell (object *op) 1597move_ball_spell (object *op)
1671{ 1598{
1672 int i, j, dam_save, dir, mflags; 1599 int i, j, dam_save, dir, mflags;
1673 sint16 nx, ny, hx, hy; 1600 sint16 nx, ny, hx, hy;
1692 for (i = 1; i < 9; i++) 1619 for (i = 1; i < 9; i++)
1693 { 1620 {
1694 /* i bit 0: alters sign of offset 1621 /* i bit 0: alters sign of offset
1695 * other bits (i / 2): absolute value of offset 1622 * other bits (i / 2): absolute value of offset
1696 */ 1623 */
1697
1698 int offset = ((i ^ j) & 1) ? (i / 2) : -(i / 2); 1624 int offset = ((i ^ j) & 1) ? (i / 2) : -(i / 2);
1699 int tmpdir = absdir (op->direction + offset); 1625 int tmpdir = absdir (op->direction + offset);
1700 1626
1701 nx = op->x + freearr_x[tmpdir]; 1627 nx = op->x + DIRX (tmpdir);
1702 ny = op->y + freearr_y[tmpdir]; 1628 ny = op->y + DIRY (tmpdir);
1703 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))))
1704 { 1630 {
1705 dir = tmpdir; 1631 dir = tmpdir;
1706 break; 1632 break;
1707 } 1633 }
1708 } 1634 }
1635
1709 if (dir == 0) 1636 if (dir == 0)
1710 { 1637 {
1711 nx = op->x; 1638 nx = op->x;
1712 ny = op->y; 1639 ny = op->y;
1713 m = op->map; 1640 m = op->map;
1714 } 1641 }
1715 1642
1716 m->insert (op, nx, ny, op); 1643 m->insert (op, nx, ny, op);
1717 1644
1718 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
1719 surrounding squares */ 1646 surrounding squares */
1720 1647
1721 /* loop over current square and neighbors to hit. 1648 /* loop over current square and neighbors to hit.
1722 * if this has an other_arch field, we insert that in 1649 * if this has an other_arch field, we insert that in
1723 * the surround spaces. 1650 * the surround spaces.
1724 */ 1651 */
1725 for (j = 0; j < 9; j++) 1652 for (j = 0; j < 9; j++)
1726 { 1653 {
1727 hx = nx + freearr_x[j]; 1654 hx = nx + DIRX (j);
1728 hy = ny + freearr_y[j]; 1655 hy = ny + DIRY (j);
1729 1656
1730 m = op->map; 1657 m = op->map;
1731 mflags = get_map_flags (m, &m, hx, hy, &hx, &hy); 1658 mflags = get_map_flags (m, &m, hx, hy, &hx, &hy);
1732 1659
1733 if (mflags & P_OUT_OF_MAP) 1660 if (mflags & P_OUT_OF_MAP)
1739 1666
1740 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)))
1741 { 1668 {
1742 if (j) 1669 if (j)
1743 op->stats.dam = dam_save / 2; 1670 op->stats.dam = dam_save / 2;
1671
1744 hit_map (op, j, op->attacktype, 1); 1672 hit_map (op, j, op->attacktype, 1);
1745
1746 } 1673 }
1747 1674
1748 /* insert the other arch */ 1675 /* insert the other arch */
1749 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))))
1750 m->insert (arch_to_object (op->other_arch), hx, hy, op); 1677 m->insert (op->other_arch->instance (), hx, hy, op);
1751 } 1678 }
1752 1679
1753 /* restore to the center location and damage */ 1680 /* restore to the center location and damage */
1754 op->stats.dam = dam_save; 1681 op->stats.dam = dam_save;
1755 1682
1756 i = spell_find_dir (op->map, op->x, op->y, op->owner); 1683 i = spell_find_dir (op->map, op->x, op->y, op->owner);
1757 1684
1758 if (i >= 0) 1685 if (i >= 0)
1759 { /* we have a preferred direction! */ 1686 { /* we have a preferred direction! */
1760 /* pick another direction if the preferred dir is blocked. */ 1687 /* pick another direction if the preferred dir is blocked. */
1761 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 ||
1762 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)))
1763 i = absdir (i + rndm (0, 2) - 1); /* -1, 0, +1 */ 1690 i = absdir (i + rndm (0, 2) - 1); /* -1, 0, +1 */
1764 1691
1765 op->direction = i; 1692 op->direction = i;
1766 } 1693 }
1767} 1694}
1768 1695
1769
1770/* move_swarm_spell: peterm 1696/* move_swarm_spell: peterm
1771 * 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
1772 * 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
1773 * 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
1774 * 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
1775 * 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.
1776 */ 1702 */
1777
1778void 1703void
1779move_swarm_spell (object *op) 1704move_swarm_spell (object *op)
1780{ 1705{
1781#if 0 1706#if 0
1782 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 };
1783 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 };
1784 sint16 target_x, target_y, origin_x, origin_y; 1709 sint16 target_x, target_y, origin_x, origin_y;
1785 int adjustdir; 1710 int adjustdir;
1786 maptile *m; 1711 maptile *m;
1787#endif 1712#endif
1788 int basedir;
1789 object *owner; 1713 object *owner = op->env;
1790 1714
1791 owner = op->owner; 1715 if (!owner) // MUST not happen, remove when true TODO
1792 if (op->duration == 0 || owner == NULL)
1793 { 1716 {
1717 LOG (llevError, "swarm spell found outside inventory: %s\n", op->debug_desc ());
1794 op->destroy (); 1718 op->destroy ();
1795 return; 1719 return;
1796 } 1720 }
1797 1721
1722 if (!op->duration || !owner->is_on_map ())
1723 {
1724 op->drop_and_destroy ();
1725 return;
1726 }
1727
1798 op->duration--; 1728 op->duration--;
1799 1729
1800 basedir = op->direction; 1730 int basedir = op->direction;
1801 if (basedir == 0) 1731 if (!basedir)
1802 { 1732 {
1803 /* spray in all directions! 8) */ 1733 /* spray in all directions! 8) */
1804 basedir = rndm (1, 8); 1734 op->facing = (op->facing + op->state) & 7;
1735 basedir = op->facing + 1;
1805 } 1736 }
1806 1737
1807#if 0 1738#if 0
1808 // this is bogus: it causes wrong places to be checked below 1739 // this is bogus: it causes wrong places to be checked below
1809 // (a wall 2 cells away will block the effect...) and 1740 // (a wall 2 cells away will block the effect...) and
1810 // 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
1811 // space. 1742 // space.
1812 // should be fixed later, but correctness before featurs... 1743 // should be fixed later, but correctness before features...
1813 // (schmorp) 1744 // (schmorp)
1814 1745
1815 /* new offset calculation to make swarm element distribution 1746 /* new offset calculation to make swarm element distribution
1816 * more uniform 1747 * more uniform
1817 */ 1748 */
1818 if (op->duration) 1749 if (op->duration)
1819 { 1750 {
1820 if (basedir & 1) 1751 if (basedir & 1)
1821 { 1752 {
1829 else 1760 else
1830 { 1761 {
1831 adjustdir = 0; /* fire the last one from forward. */ 1762 adjustdir = 0; /* fire the last one from forward. */
1832 } 1763 }
1833 1764
1834 target_x = op->x + freearr_x[absdir (basedir + adjustdir)]; 1765 target_x = op->x + DIRX (absdir (basedir + adjustdir));
1835 target_y = op->y + freearr_y[absdir (basedir + adjustdir)]; 1766 target_y = op->y + DIRY (absdir (basedir + adjustdir));
1836 1767
1837 /* 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
1838 * necessitates extra out_of_map check below 1769 * necessitates extra out_of_map check below
1839 */ 1770 */
1840 origin_x = target_x - freearr_x[basedir]; 1771 origin_x = target_x - DIRX (basedir);
1841 origin_y = target_y - freearr_y[basedir]; 1772 origin_y = target_y - DIRY (basedir);
1842 1773
1843 1774
1844 /* 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
1845 * should just be a pointer to the spell in some inventory, 1776 * should just be a pointer to the spell in some inventory,
1846 * 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,
1870 { 1801 {
1871 /* 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 */
1872 if (op->spell->subtype == SP_BULLET) 1803 if (op->spell->subtype == SP_BULLET)
1873 fire_bullet (owner, op, basedir, op->spell); 1804 fire_bullet (owner, op, basedir, op->spell);
1874 else if (op->spell->subtype == SP_MAGIC_MISSILE) 1805 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1875 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);
1876 } 1807 }
1877} 1808}
1878
1879
1880
1881 1809
1882/* fire_swarm: 1810/* fire_swarm:
1883 * The following routine creates a swarm of objects. It actually 1811 * The following routine creates a swarm of objects. It actually
1884 * sets up a specific swarm object, which then fires off all 1812 * sets up a specific swarm object, which then fires off all
1885 * the parts of the swarm. 1813 * the parts of the swarm.
1886 * 1814 *
1887 * op: the owner 1815 * op: the owner
1888 * caster: the caster (owner, wand, rod, scroll) 1816 * caster: the caster (owner, wand, rod, scroll)
1889 * dir: the direction everything will be fired in 1817 * dir: the direction everything will be fired in
1890 * spell - the spell that is this spell. 1818 * spell - the spell that is this spell.
1891 * n: the number to be fired. 1819 * n: the number to be fired.
1892 */ 1820 */
1893
1894int 1821int
1895fire_swarm (object *op, object *caster, object *spell, int dir) 1822fire_swarm (object *op, object *caster, object *spell, int dir)
1896{ 1823{
1897 object *tmp;
1898 int i;
1899
1900 if (!spell->other_arch) 1824 if (!spell->other_arch)
1901 return 0; 1825 return 0;
1902 1826
1903 tmp = get_archetype (SWARM_SPELL); 1827 object *tmp = archetype::get (SWARM_SPELL);
1904 tmp->set_owner (op); /* needed so that if swarm elements kill, caster gets xp. */ 1828
1905 set_spell_skill (op, caster, spell, tmp); 1829 set_spell_skill (op, caster, spell, tmp);
1906
1907 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. */
1908 tmp->spell = arch_to_object (spell->other_arch); 1831 tmp->spell = spell->other_arch->instance ();
1909
1910 tmp->attacktype = tmp->spell->attacktype; 1832 tmp->attacktype = tmp->spell->attacktype;
1911 1833
1912 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) 1834 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
1913 if (!tailor_god_spell (tmp, op)) 1835 if (!tailor_god_spell (tmp, op))
1914 return 1; 1836 return 1;
1915 1837
1916 tmp->duration = SP_level_duration_adjust (caster, spell); 1838 tmp->duration = SP_level_duration_adjust (caster, spell);
1917 for (i = 0; i < spell->duration; i++) 1839 for (int i = 0; i < spell->duration; i++)
1918 tmp->duration += die_roll (1, 3, op, PREFER_HIGH); 1840 tmp->duration += die_roll (1, 3, op, PREFER_HIGH);
1919 1841
1842 tmp->invisible = 1;
1843 tmp->flag [FLAG_NO_DROP] = 1; // make sure it stays in inv, or else
1920 tmp->direction = dir; 1844 tmp->direction = dir;
1921 tmp->invisible = 1; 1845 tmp->facing = rndm (1, 8); // initial firing direction
1846 tmp->state = rndm (4) * 2 + 1; // direction increment
1922 1847
1923 tmp->insert_at (op, op); 1848 op->insert (tmp);
1849
1924 return 1; 1850 return 1;
1925} 1851}
1926
1927 1852
1928/* See the spells documentation file for why this is its own 1853/* See the spells documentation file for why this is its own
1929 * function. 1854 * function.
1930 */ 1855 */
1931int 1856int
1936 int dam, mflags; 1861 int dam, mflags;
1937 maptile *m; 1862 maptile *m;
1938 1863
1939 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1864 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1940 1865
1941 if (!dir) 1866 if (dir)
1942 {
1943 new_draw_info (NDI_UNIQUE, 0, op, "In what direction?");
1944 return 0;
1945 } 1867 {
1946 1868 x = op->x + DIRX (dir);
1947 x = op->x + freearr_x[dir]; 1869 y = op->y + DIRY (dir);
1948 y = op->y + freearr_y[dir];
1949 m = op->map; 1870 m = op->map;
1950 1871
1951 mflags = get_map_flags (m, &m, x, y, &x, &y); 1872 mflags = get_map_flags (m, &m, x, y, &x, &y);
1952 1873
1953 if (mflags & P_OUT_OF_MAP) 1874 if (mflags & P_OUT_OF_MAP)
1954 { 1875 {
1955 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is there."); 1876 op->failmsg ("Nothing is there.");
1956 return 0; 1877 return 0;
1957 } 1878 }
1958 1879
1959 if (mflags & P_IS_ALIVE && spell->attacktype) 1880 if (mflags & P_IS_ALIVE && spell->attacktype)
1960 { 1881 {
1961 for (target = GET_MAP_OB (m, x, y); target; target = target->above) 1882 for (target = GET_MAP_OB (m, x, y); target; target = target->above)
1962 if (QUERY_FLAG (target, FLAG_MONSTER)) 1883 if (target->flag [FLAG_MONSTER])
1963 { 1884 {
1964 /* oky doky. got a target monster. Lets make a blinding attack */ 1885 /* oky doky. got a target monster. Lets make a blinding attack */
1965 if (target->head) 1886 if (target->head)
1966 target = target->head; 1887 target = target->head;
1888
1967 (void) hit_player (target, dam, op, spell->attacktype, 1); 1889 hit_player (target, dam, op, spell->attacktype, 1);
1968 return 1; /* one success only! */ 1890 return 1; /* one success only! */
1891 }
1969 } 1892 }
1970 }
1971 1893
1972 /* no live target, perhaps a wall is in the way? */ 1894 /* no live target, perhaps a wall is in the way? */
1973 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)))
1974 { 1896 {
1975 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 1897 op->failmsg ("Something is in the way.");
1976 return 0; 1898 return 0;
1899 }
1977 } 1900 }
1978 1901
1979 /* 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 */
1980 tmp = arch_to_object (spell->other_arch); 1903 tmp = spell->other_arch->instance ();
1981 if (!tmp) 1904 if (!tmp)
1982 { 1905 {
1983 LOG (llevError, "Error: spell arch for cast_light() missing.\n"); 1906 LOG (llevError, "Error: spell arch for cast_light() missing.\n");
1984 return 0; 1907 return 0;
1985 } 1908 }
1909
1986 tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell); 1910 tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell);
1911
1987 if (tmp->glow_radius) 1912 if (tmp->glow_radius)
1988 { 1913 tmp->set_glow_radius (
1989 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)
1990 if (tmp->glow_radius > MAX_LIGHT_RADII) 1915 );
1991 tmp->glow_radius = MAX_LIGHT_RADII;
1992 }
1993 1916
1917 if (dir)
1994 m->insert (tmp, x, y, op); 1918 m->insert (tmp, x, y, op);
1919 else
1920 caster->outer_env_or_self ()->insert (tmp);
1921
1995 return 1; 1922 return 1;
1996} 1923}
1997 1924
1998
1999
2000
2001/* cast_cause_disease: this spell looks along <dir> from the 1925/* cast_cause_disease: this spell looks along <dir> from the
2002 * player and infects someone. 1926 * player and infects someone.
2003 * 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
2004 * 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
2005 * perhaps this should actually be in disease.c? 1929 * perhaps this should actually be in disease.c?
2006 */ 1930 */
2007
2008int 1931int
2009cast_cause_disease (object *op, object *caster, object *spell, int dir) 1932cast_cause_disease (object *op, object *caster, object *spell, int dir)
2010{ 1933{
2011 sint16 x, y; 1934 sint16 x, y;
2012 int i, mflags, range, dam_mod, dur_mod; 1935 int i, mflags, range, dam_mod, dur_mod;
2014 maptile *m; 1937 maptile *m;
2015 1938
2016 x = op->x; 1939 x = op->x;
2017 y = op->y; 1940 y = op->y;
2018 1941
2019 /* 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
2020 * direction the player is pointing. 1943 * direction the player is pointing.
2021 */ 1944 */
2022 if (!dir) 1945 if (!dir)
2023 dir = op->facing; 1946 dir = op->facing;
1947
2024 if (!dir) 1948 if (!dir)
2025 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 */
2026 1950
2027 /* Calculate these once here */ 1951 /* Calculate these once here */
2028 range = spell->range + SP_level_range_adjust (caster, spell); 1952 range = spell->range + SP_level_range_adjust (caster, spell);
2030 dur_mod = SP_level_duration_adjust (caster, spell); 1954 dur_mod = SP_level_duration_adjust (caster, spell);
2031 1955
2032 /* search in a line for a victim */ 1956 /* search in a line for a victim */
2033 for (i = 1; i < range; i++) 1957 for (i = 1; i < range; i++)
2034 { 1958 {
2035 x = op->x + i * freearr_x[dir]; 1959 x = op->x + i * DIRX (dir);
2036 y = op->y + i * freearr_y[dir]; 1960 y = op->y + i * DIRY (dir);
2037 m = op->map; 1961 m = op->map;
2038 1962
2039 mflags = get_map_flags (m, &m, x, y, &x, &y); 1963 mflags = get_map_flags (m, &m, x, y, &x, &y);
2040 1964
2041 if (mflags & P_OUT_OF_MAP) 1965 if (mflags & P_OUT_OF_MAP)
2048 /* 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 */
2049 if (mflags & P_IS_ALIVE) 1973 if (mflags & P_IS_ALIVE)
2050 { 1974 {
2051 /* search this square for a victim */ 1975 /* search this square for a victim */
2052 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)
2053 if (QUERY_FLAG (walk, FLAG_MONSTER) || (walk->type == PLAYER)) 1977 if (walk->flag [FLAG_MONSTER] || (walk->type == PLAYER))
2054 { /* found a victim */ 1978 { /* found a victim */
2055 object *disease = arch_to_object (spell->other_arch); 1979 object *disease = spell->other_arch->instance ();
2056 1980
2057 disease->set_owner (op); 1981 disease->set_owner (op);
2058 set_spell_skill (op, caster, spell, disease); 1982 set_spell_skill (op, caster, spell, disease);
2059 disease->stats.exp = 0; 1983 disease->stats.exp = 0;
2060 disease->level = caster_level (caster, spell); 1984 disease->level = casting_level (caster, spell);
2061 1985
2062 /* do level adjustments */ 1986 /* do level adjustments */
2063 if (disease->stats.wc) 1987 if (disease->stats.wc ) disease->stats.wc += dur_mod / 2;
2064 disease->stats.wc += dur_mod / 2; 1988 if (disease->magic > 0) disease->magic += dur_mod / 8;
2065 1989 if (disease->stats.maxhp > 0) disease->stats.maxhp += dur_mod;
2066 if (disease->magic > 0) 1990 if (disease->stats.maxgrace > 0) disease->stats.maxgrace += dur_mod;
2067 disease->magic += dur_mod / 4;
2068
2069 if (disease->stats.maxhp > 0)
2070 disease->stats.maxhp += dur_mod;
2071
2072 if (disease->stats.maxgrace > 0)
2073 disease->stats.maxgrace += dur_mod;
2074
2075 if (disease->stats.dam)
2076 {
2077 if (disease->stats.dam > 0)
2078 disease->stats.dam += dam_mod;
2079 else
2080 disease->stats.dam -= dam_mod;
2081 }
2082 1991
2083 if (disease->last_sp) 1992 if (disease->last_sp)
2084 { 1993 {
2085 disease->last_sp -= 2 * dam_mod; 1994 disease->last_sp -= 2 * dam_mod;
1995
2086 if (disease->last_sp < 1) 1996 if (disease->last_sp < 1)
2087 disease->last_sp = 1; 1997 disease->last_sp = 1;
2088 } 1998 }
2089 1999
2090 if (disease->stats.maxsp) 2000 if (disease->stats.dam ) disease->stats.dam += copysignl (disease->stats.dam , dam_mod);
2091 { 2001 if (disease->stats.maxsp) disease->stats.maxsp += copysignl (disease->stats.maxsp, dam_mod);
2092 if (disease->stats.maxsp > 0) 2002 if (disease->stats.ac ) disease->stats.ac += dam_mod;
2093 disease->stats.maxsp += dam_mod; 2003 if (disease->last_eat ) disease->last_eat -= dam_mod;
2094 else 2004 if (disease->stats.hp ) disease->stats.hp -= dam_mod;
2095 disease->stats.maxsp -= dam_mod; 2005 if (disease->stats.sp ) disease->stats.sp -= dam_mod;
2096 }
2097
2098 if (disease->stats.ac)
2099 disease->stats.ac += dam_mod;
2100
2101 if (disease->last_eat)
2102 disease->last_eat -= dam_mod;
2103
2104 if (disease->stats.hp)
2105 disease->stats.hp -= dam_mod;
2106
2107 if (disease->stats.sp)
2108 disease->stats.sp -= dam_mod;
2109 2006
2110 if (infect_object (walk, disease, 1)) 2007 if (infect_object (walk, disease, 1))
2111 { 2008 {
2112 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));
2113 2010
2114 disease->destroy (); /* don't need this one anymore */ 2011 disease->destroy (); /* don't need this one anymore */
2115 walk->map->insert (get_archetype (ARCH_DETECT_MAGIC), x, y, op); 2012 walk->map->insert (archetype::get (shstr_detect_magic), x, y, op);
2116 return 1; 2013 return 1;
2117 } 2014 }
2118 2015
2119 disease->destroy (); 2016 disease->destroy ();
2120 } 2017 }

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines