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Comparing deliantra/server/server/spell_attack.C (file contents):
Revision 1.41 by root, Sat Jun 9 21:16:12 2007 UTC vs.
Revision 1.116 by root, Sat Sep 16 22:17:42 2017 UTC

1/* 1/*
2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002-2003,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002-2003 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 * 7 *
8 * Crossfire TRT is free software; you can redistribute it and/or modify it 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * under the terms of the GNU General Public License as published by the Free 9 * the terms of the Affero GNU General Public License as published by the
10 * Software Foundation; either version 2 of the License, or (at your option) 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, but 13 * This program is distributed in the hope that it will be useful,
14 * WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License along 18 * You should have received a copy of the Affero GNU General Public License
19 * with Crossfire TRT; if not, write to the Free Software Foundation, Inc. 51 19 * and the GNU General Public License along with this program. If not, see
20 * Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA 20 * <http://www.gnu.org/licenses/>.
21 * 21 *
22 * The authors can be reached via e-mail to <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 23 */
24 24
25/* This file contains all the spell attack code. Grouping this code 25/* This file contains all the spell attack code. Grouping this code
26 * together should hopefully make it easier to find the relevent bits 26 * together should hopefully make it easier to find the relevent bits
27 * of code 27 * of code
37/* this function checks to see if a spell pushes objects as well 37/* 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) 38 * as flies over and damages them (only used for cones for now)
39 * but moved here so it could be applied to bolts too 39 * but moved here so it could be applied to bolts too
40 * op is the spell object. 40 * op is the spell object.
41 */ 41 */
42 42static void
43void
44check_spell_knockback (object *op) 43check_spell_knockback (object *op)
45{ 44{
46 object *tmp, *tmp2; /* object on the map */
47 int weight_move; 45 int weight_move;
48 int frictionmod = 2; /*poor man's physics - multipy targets weight by this amount */ 46 int frictionmod = 2; /*poor man's physics - multipy targets weight by this amount */
49 47
50 if (!op->weight) 48 if (!op->weight)
51 { /*shouldn't happen but if cone object has no weight drop out */ 49 { /*shouldn't happen but if cone object has no weight drop out */
56 { 54 {
57 weight_move = op->weight + (op->weight * op->level) / 3; 55 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); */ 56 /*LOG (llevDebug, "DEBUG: arch weighs %d and masses %d (%s,level %d)\n", op->weight,weight_move,op->name,op->level); */
59 } 57 }
60 58
61 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 59 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
62 { 60 {
63 int num_sections = 1; 61 int num_sections = 1;
64 62
65 /* don't move DM */ 63 /* don't move DM */
66 if (QUERY_FLAG (tmp, FLAG_WIZ)) 64 if (tmp->flag [FLAG_WIZ])
67 return; 65 return;
68 66
69 /* don't move parts of objects */ 67 /* don't move parts of objects */
70 if (tmp->head) 68 if (tmp->head)
71 continue; 69 continue;
72 70
73 /* don't move floors or immobile objects */ 71 /* 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))) 72 if (tmp->flag [FLAG_IS_FLOOR] || (!tmp->flag [FLAG_ALIVE] && tmp->flag [FLAG_NO_PICK]))
75 continue; 73 continue;
76 74
77 /* count the object's sections */ 75 /* count the object's sections */
78 for (tmp2 = tmp; tmp2 != NULL; tmp2 = tmp2->more) 76 for (object *tmp2 = tmp; tmp2; tmp2 = tmp2->more)
79 num_sections++; 77 num_sections++;
80 78
81 /* I'm not sure if it makes sense to divide by num_sections - bigger 79 /* 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 80 * 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. 81 * object, not just the head, so the total weight should be relevant.
88 if (tmp->move_type & MOVE_FLYING) 86 if (tmp->move_type & MOVE_FLYING)
89 frictionmod = 1; /* flying objects loose the friction modifier */ 87 frictionmod = 1; /* flying objects loose the friction modifier */
90 88
91 if (rndm (0, weight_move - 1) > ((tmp->weight / num_sections) * frictionmod)) 89 if (rndm (0, weight_move - 1) > ((tmp->weight / num_sections) * frictionmod))
92 { /* move it. */ 90 { /* move it. */
93 /* move_object is really for monsters, but looking at 91 /* move_object is really for monsters, but looking at
94 * the move_object function, it appears that it should 92 * the move_object function, it appears that it should
95 * also be safe for objects. 93 * also be safe for objects.
96 * This does return if successful or not, but 94 * This does return if successful or not, but
97 * I don't see us doing anything useful with that information 95 * I don't see us doing anything useful with that information
98 * right now. 96 * right now.
99 */ 97 */
100 move_object (tmp, absdir (op->stats.sp)); 98 tmp->move (absdir (op->stats.sp));
101 } 99 }
102 100
103 } 101 }
104} 102}
105 103
107 * 105 *
108 * BOLT CODE 106 * BOLT CODE
109 * 107 *
110 ***************************************************************************/ 108 ***************************************************************************/
111 109
112/* Causes op to fork. op is the original bolt, tmp 110/* Causes op to fork. op is the original bolt, tmp
113 * is the first piece of the fork. 111 * is the first piece of the fork.
114 */ 112 */
115 113static void
116void
117forklightning (object *op, object *tmp) 114forklightning (object *op, object *tmp)
118{ 115{
119 int new_dir = 1; /* direction or -1 for left, +1 for right 0 if no new bolt */ 116 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 */ 117 int t_dir; /* stores temporary dir calculation */
121 maptile *m; 118 maptile *m;
132 new_dir = -1; 129 new_dir = -1;
133 130
134 /* check the new dir for a wall and in the map */ 131 /* check the new dir for a wall and in the map */
135 t_dir = absdir (tmp->direction + new_dir); 132 t_dir = absdir (tmp->direction + new_dir);
136 133
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) 134 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; 135 return;
139 136
140 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (m, sx, sy))) 137 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (m, sx, sy)))
141 return; 138 return;
142 139
152 new_bolt->duration++; 149 new_bolt->duration++;
153 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */ 150 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */
154 new_bolt->stats.dam++; 151 new_bolt->stats.dam++;
155 tmp->stats.dam /= 2; /* reduce father bolt damage */ 152 tmp->stats.dam /= 2; /* reduce father bolt damage */
156 tmp->stats.dam++; 153 tmp->stats.dam++;
154
157 if ((new_bolt = m->insert (new_bolt, sx, sy, op))) 155 if ((new_bolt = m->insert (new_bolt, sx, sy, op)))
158 update_turn_face (new_bolt); 156 update_turn_face (new_bolt);
159} 157}
160 158
161/* move_bolt: moves bolt 'op'. Basically, it just advances a space, 159/* move_bolt: moves bolt 'op'. Basically, it just advances a space,
162 * and checks for various things that may stop it. 160 * and checks for various things that may stop it.
163 */ 161 */
164
165void 162void
166move_bolt (object *op) 163move_bolt (object *op)
167{ 164{
168 int mflags; 165 int mflags;
169 sint16 x, y; 166 sint16 x, y;
170 maptile *m; 167 maptile *m;
171 168
172 if (--op->duration < 0) 169 if (--op->duration < 0)
173 { 170 {
174 op->destroy (); 171 op->drop_and_destroy ();
175 return; 172 return;
176 } 173 }
177 174
178 hit_map (op, 0, op->attacktype, 1); 175 hit_map (op, 0, op->attacktype, 1);
179 176
182 179
183 if (--op->range < 0) 180 if (--op->range < 0)
184 op->range = 0; 181 op->range = 0;
185 else 182 else
186 { 183 {
187 x = op->x + DIRX (op); 184 x = op->x + DIRX (op->direction);
188 y = op->y + DIRY (op); 185 y = op->y + DIRY (op->direction);
189 m = op->map; 186 m = op->map;
190 mflags = get_map_flags (m, &m, x, y, &x, &y); 187 mflags = get_map_flags (m, &m, x, y, &x, &y);
191 188
192 if (mflags & P_OUT_OF_MAP) 189 if (mflags & P_OUT_OF_MAP)
193 return; 190 return;
197 * on the space. So only call reflwall if we think the data it returns 194 * on the space. So only call reflwall if we think the data it returns
198 * will be useful. 195 * will be useful.
199 */ 196 */
200 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)) || ((mflags & P_IS_ALIVE) && reflwall (m, x, y, op))) 197 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)) || ((mflags & P_IS_ALIVE) && reflwall (m, x, y, op)))
201 { 198 {
202 if (!QUERY_FLAG (op, FLAG_REFLECTING)) 199 if (!op->flag [FLAG_REFLECTING])
203 return; 200 return;
204 201
205 /* Since walls don't run diagonal, if the bolt is in 202 /* Since walls don't run diagonal, if the bolt is in
206 * one of 4 main directions, it just reflects back in the 203 * one of 4 main directions, it just reflects back in the
207 * opposite direction. However, if the bolt is travelling 204 * opposite direction. However, if the bolt is travelling
220 /* Need to check for P_OUT_OF_MAP: if the bolt is tavelling 217 /* 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 218 * over a corner in a tiled map, it is possible that
222 * op->direction is within an adjacent map but either 219 * op->direction is within an adjacent map but either
223 * op->direction-1 or op->direction+1 does not exist. 220 * op->direction-1 or op->direction+1 does not exist.
224 */ 221 */
225 mflags = get_map_flags (op->map, &m, op->x + freearr_x[absdir (op->direction - 1)], 222 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); 223 op->y + DIRY (absdir (op->direction - 1)), &x, &y);
227 224
228 left = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)); 225 left = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y));
229 226
230 mflags = get_map_flags (op->map, &m, op->x + freearr_x[absdir (op->direction + 1)], 227 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); 228 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)); 229 right = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y));
233 230
234 if (left == right) 231 if (left == right)
235 op->direction = absdir (op->direction + 4); 232 op->direction = absdir (op->direction + 4);
236 else if (left) 233 else if (left)
250 tmp->speed_left = -0.1f; 247 tmp->speed_left = -0.1f;
251 /* To make up for the decrease at the top of the function */ 248 /* To make up for the decrease at the top of the function */
252 tmp->duration++; 249 tmp->duration++;
253 250
254 /* New forking code. Possibly create forks of this object 251 /* New forking code. Possibly create forks of this object
255 * going off in other directions. 252 * going off in other directions.
256 */ 253 */
257 if (rndm (0, 99) < tmp->stats.Dex) 254 if (tmp->stats.Dex && rndm (0, 99) < tmp->stats.Dex)
258 { /* stats.Dex % of forking */ 255 forklightning (op, tmp); /* stats.Dex % of forking */
259 forklightning (op, tmp);
260 }
261 256
262 /* In this way, the object left behind sticks on the space, but 257 /* In this way, the object left behind sticks on the space, but
263 * doesn't create any bolts that continue to move onward. 258 * doesn't create any bolts that continue to move onward.
264 */ 259 */
265 op->range = 0; 260 op->range = 0;
282 int mflags; 277 int mflags;
283 278
284 if (!spob->other_arch) 279 if (!spob->other_arch)
285 return 0; 280 return 0;
286 281
287 tmp = arch_to_object (spob->other_arch); 282 tmp = spob->other_arch->instance ();
288 if (tmp == NULL) 283 if (tmp == NULL)
289 return 0; 284 return 0;
290 285
291 /* peterm: level dependency for bolts */ 286 /* peterm: level dependency for bolts */
292 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob); 287 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob);
293 tmp->attacktype = spob->attacktype; 288 tmp->attacktype = spob->attacktype;
289
294 if (spob->slaying) 290 if (spob->slaying)
295 tmp->slaying = spob->slaying; 291 tmp->slaying = spob->slaying;
292
296 tmp->range = spob->range + SP_level_range_adjust (caster, spob); 293 tmp->range = spob->range + SP_level_range_adjust (caster, spob);
297 tmp->duration = spob->duration + SP_level_duration_adjust (caster, spob); 294 tmp->duration = spob->duration + SP_level_duration_adjust (caster, spob);
298 tmp->stats.Dex = spob->stats.Dex; 295 tmp->stats.Dex = spob->stats.Dex;
299 tmp->stats.Con = spob->stats.Con; 296 tmp->stats.Con = spob->stats.Con;
300 297
301 tmp->direction = dir; 298 tmp->direction = dir;
302 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) 299 if (tmp->flag [FLAG_IS_TURNABLE])
303 SET_ANIMATION (tmp, dir); 300 SET_ANIMATION (tmp, dir);
304 301
305 tmp->set_owner (op); 302 tmp->set_owner (op);
306 set_spell_skill (op, caster, spob, tmp); 303 set_spell_skill (op, caster, spob, tmp);
307 304
308 tmp->x = op->x + DIRX (tmp); 305 tmp->x = op->x + DIRX (tmp->direction);
309 tmp->y = op->y + DIRY (tmp); 306 tmp->y = op->y + DIRY (tmp->direction);
310 tmp->map = op->map; 307 tmp->map = op->map;
311 308
312 maptile *newmap; 309 maptile *newmap;
313 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y); 310 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y);
314 if (mflags & P_OUT_OF_MAP) 311 if (mflags & P_OUT_OF_MAP)
315 { 312 {
316 tmp->destroy (); 313 tmp->drop_and_destroy ();
317 return 0; 314 return 0;
318 } 315 }
319 316
320 tmp->map = newmap; 317 tmp->map = newmap;
321 318
322 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y))) 319 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y)))
323 { 320 {
324 if (!QUERY_FLAG (tmp, FLAG_REFLECTING)) 321 if (!tmp->flag [FLAG_REFLECTING])
325 { 322 {
326 tmp->destroy (); 323 tmp->drop_and_destroy ();
327 return 0; 324 return 0;
328 } 325 }
329 326
330 tmp->x = op->x; 327 tmp->x = op->x;
331 tmp->y = op->y; 328 tmp->y = op->y;
344 * BULLET/BALL CODE 341 * BULLET/BALL CODE
345 * 342 *
346 ***************************************************************************/ 343 ***************************************************************************/
347 344
348/* expands an explosion. op is a piece of the 345/* expands an explosion. op is a piece of the
349 * explosion - this expans it in the different directions. 346 * explosion - this expands it in the different directions.
350 * At least that is what I think this does. 347 * At least that is what I think this does.
351 */ 348 */
352void 349void
353explosion (object *op) 350explosion (object *op)
354{ 351{
367 { 364 {
368 for (i = 1; i < 9; i++) 365 for (i = 1; i < 9; i++)
369 { 366 {
370 sint16 dx, dy; 367 sint16 dx, dy;
371 368
372 dx = op->x + freearr_x[i]; 369 dx = op->x + DIRX (i);
373 dy = op->y + freearr_y[i]; 370 dy = op->y + DIRY (i);
374 371
375 /* ok_to_put_more already does things like checks for walls, 372 /* ok_to_put_more already does things like checks for walls,
376 * out of map, etc. 373 * out of map, etc.
377 */ 374 */
378 if (ok_to_put_more (op->map, dx, dy, op, op->attacktype)) 375 if (ok_to_put_more (op->map, dx, dy, op, op->attacktype))
379 { 376 {
380 object *tmp = op->clone (); 377 object *tmp = op->clone ();
392 389
393/* Causes an object to explode, eg, a firebullet, 390/* Causes an object to explode, eg, a firebullet,
394 * poison cloud ball, etc. op is the object to 391 * poison cloud ball, etc. op is the object to
395 * explode. 392 * explode.
396 */ 393 */
397void 394static void
398explode_bullet (object *op) 395explode_bullet (object *op)
399{ 396{
400 object *tmp, *owner; 397 object *tmp, *owner;
401 398
402 if (op->other_arch == NULL) 399 if (!op->other_arch)
403 { 400 {
404 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n"); 401 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n");
405 op->destroy (); 402 op->destroy ();
406 return; 403 return;
407 } 404 }
408 405
409 if (op->env) 406 if (op->env)
410 { 407 {
411 object *env = object_get_env_recursive (op); 408 object *env = op->outer_env ();
409
412 if (env->map == NULL || out_of_map (env->map, env->x, env->y)) 410 if (!env->map || out_of_map (env->map, env->x, env->y))
413 { 411 {
414 LOG (llevError, "BUG: explode_bullet(): env out of map\n"); 412 LOG (llevError, "BUG: explode_bullet(): env out of map\n");
415 op->destroy (); 413 op->destroy ();
416 return; 414 return;
417 } 415 }
435 } 433 }
436 434
437 if (op->attacktype) 435 if (op->attacktype)
438 { 436 {
439 hit_map (op, 0, op->attacktype, 1); 437 hit_map (op, 0, op->attacktype, 1);
438
440 if (op->destroyed ()) 439 if (op->destroyed ())
441 return; 440 return;
442 } 441 }
443 442
444 /* other_arch contains what this explodes into */ 443 /* other_arch contains what this explodes into */
445 tmp = arch_to_object (op->other_arch); 444 tmp = op->other_arch->instance ();
446 445
447 tmp->set_owner (op); 446 tmp->set_owner (op);
448 tmp->skill = op->skill; 447 tmp->skill = op->skill;
449 448
450 owner = op->owner; 449 owner = op->owner;
451 450
452 if ((tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) && owner && !tailor_god_spell (tmp, owner)) 451 if ((tmp->attacktype & AT_HOLYWORD
452 || tmp->attacktype & AT_GODPOWER)
453 && owner
454 && !tailor_god_spell (tmp, owner))
453 { 455 {
454 op->destroy (); 456 op->destroy ();
455 return; 457 return;
456 } 458 }
457 459
484 486
485 /* Prevent recursion */ 487 /* Prevent recursion */
486 op->move_on = 0; 488 op->move_on = 0;
487 489
488 tmp->insert_at (op, op); 490 tmp->insert_at (op, op);
491 tmp->play_sound (tmp->sound);
492
489 /* remove the firebullet */ 493 /* remove the firebullet */
490 op->destroy (); 494 op->destroy ();
491} 495}
492 496
493/* checks to see what op should do, given the space it is on 497/* checks to see what op should do, given the space it is on
517 if (!(mflags & P_IS_ALIVE)) 521 if (!(mflags & P_IS_ALIVE))
518 return; 522 return;
519 523
520 for (tmp = op->ms ().bot; tmp; tmp = tmp->above) 524 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
521 { 525 {
522 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 526 if (tmp->flag [FLAG_ALIVE])
523 { 527 {
524 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1); 528 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1);
529
530 // TODO: can't understand the following if's
525 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0) 531 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0)
526 { 532 {
527 if (!QUERY_FLAG (op, FLAG_REMOVED)) 533 if (!op->flag [FLAG_REMOVED])
528 { 534 {
529 op->destroy (); 535 op->destroy ();
530 return; 536 return;
531 } 537 }
532 } 538 }
540 * fired arches (eg, bolts). 546 * fired arches (eg, bolts).
541 */ 547 */
542void 548void
543move_bullet (object *op) 549move_bullet (object *op)
544{ 550{
545 sint16 new_x, new_y;
546 int mflags;
547 maptile *m;
548
549#if 0 551#if 0
550 /* We need a better general purpose way to do this */ 552 /* We need a better general purpose way to do this */
551 553
552 /* peterm: added to make comet leave a trail of burnouts 554 /* peterm: added to make comet leave a trail of burnouts
553 it's an unadulterated hack, but the effect is cool. */ 555 it's an unadulterated hack, but the effect is cool. */
554 if (op->stats.sp == SP_METEOR) 556 if (op->stats.sp == SP_METEOR)
555 { 557 {
556 replace_insert_ob_in_map ("fire_trail", op); 558 replace_insert_ob_in_map ("fire_trail", op);
557 if (op->destroyed ()) 559 if (op->destroyed ())
568 op->destroy (); 570 op->destroy ();
569 571
570 return; 572 return;
571 } 573 }
572 574
573 new_x = op->x + DIRX (op); 575 mapxy pos (op);
574 new_y = op->y + DIRY (op); 576 pos.move (op->direction);
575 m = op->map;
576 mflags = get_map_flags (m, &m, new_x, new_y, &new_x, &new_y);
577 577
578 if (mflags & P_OUT_OF_MAP) 578 if (!pos.normalise ())
579 { 579 {
580 op->destroy (); 580 op->destroy ();
581 return; 581 return;
582 } 582 }
583 583
584 if (!op->direction || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y))) 584 mapspace &ms = pos.ms ();
585
586 ms.update ();
587
588 if (!op->direction || OB_TYPE_MOVE_BLOCK (op, ms.move_block))
585 { 589 {
586 if (op->other_arch) 590 if (op->other_arch)
587 explode_bullet (op); 591 explode_bullet (op);
588 else 592 else
589 op->destroy (); 593 op->destroy ();
590 594
591 return; 595 return;
592 } 596 }
593 597
594 if (!(op = m->insert (op, new_x, new_y, op))) 598 if (!(op = pos.insert (op, op)))
595 return; 599 return;
596 600
597 if (reflwall (op->map, op->x, op->y, op)) 601 if (reflwall (op->map, op->x, op->y, op))
598 { 602 {
599 op->direction = absdir (op->direction + 4); 603 op->direction = absdir (op->direction + 4);
618 int mflags; 622 int mflags;
619 623
620 if (!spob->other_arch) 624 if (!spob->other_arch)
621 return 0; 625 return 0;
622 626
623 tmp = arch_to_object (spob->other_arch); 627 tmp = spob->other_arch->instance ();
624 if (tmp == NULL) 628 if (!tmp)
625 return 0; 629 return 0;
626 630
627 /* peterm: level dependency for bolts */ 631 /* peterm: level dependency for bolts */
628 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob); 632 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob);
629 tmp->attacktype = spob->attacktype; 633 tmp->attacktype = spob->attacktype;
630 if (spob->slaying) 634 if (spob->slaying)
631 tmp->slaying = spob->slaying; 635 tmp->slaying = spob->slaying;
632 636
636 tmp->stats.hp = spob->duration + SP_level_duration_adjust (caster, spob); 640 tmp->stats.hp = spob->duration + SP_level_duration_adjust (caster, spob);
637 tmp->stats.maxhp = spob->range + SP_level_range_adjust (caster, spob); 641 tmp->stats.maxhp = spob->range + SP_level_range_adjust (caster, spob);
638 tmp->dam_modifier = spob->stats.food + SP_level_dam_adjust (caster, spob); 642 tmp->dam_modifier = spob->stats.food + SP_level_dam_adjust (caster, spob);
639 643
640 tmp->direction = dir; 644 tmp->direction = dir;
641 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) 645 if (tmp->flag [FLAG_IS_TURNABLE])
642 SET_ANIMATION (tmp, dir); 646 SET_ANIMATION (tmp, dir);
643 647
644 tmp->set_owner (op); 648 tmp->set_owner (op);
645 set_spell_skill (op, caster, spob, tmp); 649 set_spell_skill (op, caster, spob, tmp);
646 650
647 tmp->x = op->x + freearr_x[dir]; 651 tmp->x = op->x + DIRX (dir);
648 tmp->y = op->y + freearr_y[dir]; 652 tmp->y = op->y + DIRY (dir);
649 tmp->map = op->map; 653 tmp->map = op->map;
650 654
651 maptile *newmap; 655 maptile *newmap;
652 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y); 656 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y);
653 if (mflags & P_OUT_OF_MAP) 657 if (mflags & P_OUT_OF_MAP)
656 return 0; 660 return 0;
657 } 661 }
658 662
659 tmp->map = newmap; 663 tmp->map = newmap;
660 664
665 // in case the bullet has direction 0 we explode it in place.
666 // direction 0 is possible for instance when a poison cloud trap springs.
667 if (tmp->direction == 0)
668 {
669 if (tmp->other_arch
670 && (tmp = tmp->insert_at (tmp, op))) // insert before explode cleanly
671 explode_bullet (tmp); // explode object will/should remove tmp
672 else
673 tmp->destroy ();
674
675 return 0;
676 }
677
661 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y))) 678 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y)))
662 { 679 {
663 if (!QUERY_FLAG (tmp, FLAG_REFLECTING)) 680 if (!tmp->flag [FLAG_REFLECTING])
664 { 681 {
665 tmp->destroy (); 682 tmp->destroy ();
666 return 0; 683 return 0;
667 } 684 }
668 685
683 * CONE RELATED FUNCTIONS 700 * CONE RELATED FUNCTIONS
684 * 701 *
685 *****************************************************************************/ 702 *****************************************************************************/
686 703
687/* drops an object based on what is in the cone's "other_arch" */ 704/* drops an object based on what is in the cone's "other_arch" */
688void 705static void
689cone_drop (object *op) 706cone_drop (object *op)
690{ 707{
691 object *new_ob = arch_to_object (op->other_arch); 708 object *new_ob = op->other_arch->instance ();
692 709
693 new_ob->level = op->level; 710 new_ob->level = op->level;
694 new_ob->set_owner (op->owner); 711 new_ob->set_owner (op->owner);
695 712
696 /* preserve skill ownership */ 713 /* preserve skill ownership */
703/* move_cone: causes cone object 'op' to move a space/hit creatures */ 720/* move_cone: causes cone object 'op' to move a space/hit creatures */
704 721
705void 722void
706move_cone (object *op) 723move_cone (object *op)
707{ 724{
708 int i;
709
710 /* if no map then hit_map will crash so just ignore object */ 725 /* if no map then hit_map will crash so just ignore object */
711 if (!op->map) 726 if (!op->map)
712 { 727 {
713 LOG (llevError, "Tried to move_cone object %s without a map.\n", op->name ? &op->name : "unknown"); 728 LOG (llevError, "Tried to move_cone object %s without a map.\n", op->name ? &op->name : "unknown");
714 op->set_speed (0); 729 op->set_speed (0);
715 return; 730 return;
716 } 731 }
717 732
718 /* lava saves it's life, but not yours :) */ 733 /* lava saves it's life, but not yours :) */
719 if (QUERY_FLAG (op, FLAG_LIFESAVE)) 734 if (op->flag [FLAG_LIFESAVE])
720 { 735 {
721 hit_map (op, 0, op->attacktype, 0); 736 hit_map (op, 0, op->attacktype, 0);
722 return; 737 return;
723 } 738 }
724 739
734 } 749 }
735#endif 750#endif
736 751
737 hit_map (op, 0, op->attacktype, 0); 752 hit_map (op, 0, op->attacktype, 0);
738 753
754 if (!op->is_on_map ())
755 return;
756
739 /* Check to see if we should push anything. 757 /* Check to see if we should push anything.
740 * Spell objects with weight push whatever they encounter to some 758 * Spell objects with weight push whatever they encounter to some
741 * degree. 759 * degree.
742 */ 760 */
743 if (op->weight) 761 if (op->weight)
762 {
744 check_spell_knockback (op); 763 check_spell_knockback (op);
745 764
746 if (op->destroyed ()) 765 if (!op->is_on_map ())
747 return; 766 return;
767 }
748 768
749 if ((op->duration--) < 0) 769 if (op->duration-- < 0)
750 { 770 {
751 op->destroy (); 771 op->destroy ();
752 return; 772 return;
753 } 773 }
754 /* Object has hit maximum range, so don't have it move 774 /* Object has hit maximum range, so don't have it move
759 { 779 {
760 op->range = 0; /* just so it doesn't wrap */ 780 op->range = 0; /* just so it doesn't wrap */
761 return; 781 return;
762 } 782 }
763 783
764 for (i = -1; i < 2; i++) 784 for (int i = -1; i <= 1; i++)
765 { 785 {
766 sint16 x = op->x + freearr_x[absdir (op->stats.sp + i)], y = op->y + freearr_y[absdir (op->stats.sp + i)]; 786 sint16 x = op->x + DIRX (absdir (op->stats.sp + i)), y = op->y + DIRY (absdir (op->stats.sp + i));
767 787
768 if (ok_to_put_more (op->map, x, y, op, op->attacktype)) 788 if (ok_to_put_more (op->map, x, y, op, op->attacktype))
769 { 789 {
770 object *tmp = op->clone (); 790 object *tmp = op->clone ();
771 791
800 MoveType movetype; 820 MoveType movetype;
801 821
802 if (!spell->other_arch) 822 if (!spell->other_arch)
803 return 0; 823 return 0;
804 824
805 if (op->type == PLAYER && QUERY_FLAG (op, FLAG_UNDEAD) && op->attacktype & AT_TURN_UNDEAD) 825 if (op->type == PLAYER && op->flag [FLAG_UNDEAD] && op->attacktype & AT_TURN_UNDEAD)
806 { 826 {
807 new_draw_info (NDI_UNIQUE, 0, op, "Your undead nature prevents you from turning undead!"); 827 op->failmsg ("Your undead nature prevents you from turning undead!");
808 return 0; 828 return 0;
809 } 829 }
810 830
811 if (!dir) 831 if (!dir)
812 { 832 {
820 */ 840 */
821 movetype = spell->other_arch->move_type; 841 movetype = spell->other_arch->move_type;
822 842
823 for (i = range_min; i <= range_max; i++) 843 for (i = range_min; i <= range_max; i++)
824 { 844 {
825 sint16 x, y, d; 845 sint16 x, y;
826 846
827 /* We can't use absdir here, because it never returns 847 /* We can't use absdir here, because it never returns
828 * 0. If this is a rune, we want to hit the person on top 848 * 0. If this is a rune, we want to hit the person on top
829 * of the trap (d==0). If it is not a rune, then we don't want 849 * of the trap (d==0). If it is not a rune, then we don't want
830 * to hit that person. 850 * to hit that person.
831 */ 851 */
832 d = dir + i; 852 int d = dir ? absdir (dir + i) : i;
833 while (d < 0)
834 d += 8;
835 while (d > 8)
836 d -= 8;
837 853
838 /* If it's not a rune, we don't want to blast the caster. 854 /* If it's not a rune, we don't want to blast the caster.
839 * In that case, we have to see - if dir is specified, 855 * In that case, we have to see - if dir is specified,
840 * turn this into direction 8. If dir is not specified (all 856 * turn this into direction 8. If dir is not specified (all
841 * direction) skip - otherwise, one line would do more damage 857 * direction) skip - otherwise, one line would do more damage
848 d = 8; 864 d = 8;
849 else 865 else
850 continue; 866 continue;
851 } 867 }
852 868
853 x = op->x + freearr_x[d]; 869 x = op->x + DIRX (d);
854 y = op->y + freearr_y[d]; 870 y = op->y + DIRY (d);
855 871
856 if (get_map_flags (op->map, &m, x, y, &sx, &sy) & P_OUT_OF_MAP) 872 if (get_map_flags (op->map, &m, x, y, &sx, &sy) & P_OUT_OF_MAP)
857 continue; 873 continue;
858 874
859 if ((movetype & GET_MAP_MOVE_BLOCK (m, sx, sy)) == movetype) 875 if ((movetype & GET_MAP_MOVE_BLOCK (m, sx, sy)) == movetype)
860 continue; 876 continue;
861 877
862 success = 1; 878 success = 1;
863 tmp = arch_to_object (spell->other_arch); 879 tmp = spell->other_arch->instance ();
864 tmp->set_owner (op); 880 tmp->set_owner (op);
865 set_spell_skill (op, caster, spell, tmp); 881 set_spell_skill (op, caster, spell, tmp);
866 tmp->level = caster_level (caster, spell); 882 tmp->level = casting_level (caster, spell);
867 tmp->attacktype = spell->attacktype; 883 tmp->attacktype = spell->attacktype;
868 884
869 /* holy word stuff */ 885 /* holy word stuff */
870 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER)) 886 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER))
871 if (!tailor_god_spell (tmp, op)) 887 if (!tailor_god_spell (tmp, op))
936 * op is the original bomb object. 952 * op is the original bomb object.
937 */ 953 */
938void 954void
939animate_bomb (object *op) 955animate_bomb (object *op)
940{ 956{
941 int i;
942 object *env, *tmp;
943
944 if (op->state != NUM_ANIMATIONS (op) - 1) 957 if (op->state != NUM_ANIMATIONS (op) - 1)
945 return; 958 return;
946 959
947 env = object_get_env_recursive (op); 960 object *env = op->outer_env ();
948 961
949 if (op->env) 962 if (op->env)
950 { 963 {
951 if (env->map == NULL) 964 if (!env->map)
952 return; 965 return;
953
954 if (env->type == PLAYER)
955 esrv_del_item (env->contr, op->count);
956 966
957 if (!(op = op->insert_at (env, op))) 967 if (!(op = op->insert_at (env, op)))
958 return; 968 return;
959 } 969 }
960 970
961 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent bomb from exploding 971 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent bomb from exploding
962 // on a safe map. I don't like this special casing, but it seems to be neccessary 972 // on a safe map. I don't like this special casing, but it seems to be neccessary
963 // as bombs can be carried. 973 // as bombs can be carried.
964 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE) 974 if (op->ms ().flags () & P_SAFE)
965 { 975 {
966 op->destroy (); 976 op->destroy ();
967 return; 977 return;
968 } 978 }
969 979
971 * but using the cast_bullet isn't really feasible, 981 * but using the cast_bullet isn't really feasible,
972 * so just set up the appropriate values. 982 * so just set up the appropriate values.
973 */ 983 */
974 if (archetype *at = archetype::find (SPLINT)) 984 if (archetype *at = archetype::find (SPLINT))
975 { 985 {
976 for (i = 1; i < 9; i++) 986 for (int i = 1; i < 9; i++)
977 { 987 {
978 if (out_of_map (op->map, op->x + freearr_x[i], op->y + freearr_x[i])) 988 if (out_of_map (op->map, op->x + DIRX (i), op->y + DIRX (i)))
979 continue; 989 continue;
980 990
981 tmp = arch_to_object (at); 991 object *tmp = at->instance ();
982 tmp->direction = i; 992 tmp->direction = i;
983 tmp->range = op->range; 993 tmp->range = op->range;
984 tmp->stats.dam = op->stats.dam; 994 tmp->stats.dam = op->stats.dam;
985 tmp->duration = op->duration; 995 tmp->duration = op->duration;
986 tmp->attacktype = op->attacktype; 996 tmp->attacktype = op->attacktype;
987 tmp->set_owner (op); 997 tmp->set_owner (op);
988 if (op->skill && op->skill != tmp->skill) 998 if (op->skill && op->skill != tmp->skill)
989 tmp->skill = op->skill; 999 tmp->skill = op->skill;
990 1000
991 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) 1001 if (tmp->flag [FLAG_IS_TURNABLE])
992 SET_ANIMATION (tmp, i); 1002 SET_ANIMATION (tmp, i);
993 1003
994 op->map->insert (tmp, op->x + freearr_x[i], op->y + freearr_x[i], op); 1004 op->map->insert (tmp, op->x + DIRX (i), op->y + DIRX (i), op);
995 move_bullet (tmp); 1005 move_bullet (tmp);
996 } 1006 }
997 } 1007 }
998 1008
999 explode_bullet (op); 1009 explode_bullet (op);
1000} 1010}
1001 1011
1002int 1012int
1003create_bomb (object *op, object *caster, int dir, object *spell) 1013create_bomb (object *op, object *caster, int dir, object *spell)
1004{ 1014{
1005
1006 object *tmp; 1015 object *tmp;
1007 int mflags; 1016 int mflags;
1008 sint16 dx = op->x + freearr_x[dir], dy = op->y + freearr_y[dir]; 1017 sint16 dx = op->x + DIRX (dir), dy = op->y + DIRY (dir);
1009 maptile *m; 1018 maptile *m;
1010 1019
1011 mflags = get_map_flags (op->map, &m, dx, dy, &dx, &dy); 1020 mflags = get_map_flags (op->map, &m, dx, dy, &dx, &dy);
1021
1022 // when creating a bomb below ourself it should always work, even
1023 // when movement is blocked (somehow we got here, somehow we are here,
1024 // so we should also be able to make a bomb here). (originally added
1025 // to fix create bomb traps in doors, which cast with dir=0).
1026 if (dir)
1027 {
1012 if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, dx, dy) & MOVE_WALK)) 1028 if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, dx, dy) & MOVE_WALK))
1013 { 1029 {
1014 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way."); 1030 op->failmsg ("There is something in the way.");
1015 return 0; 1031 return 0;
1032 }
1016 } 1033 }
1017 tmp = arch_to_object (spell->other_arch); 1034
1035 tmp = spell->other_arch->instance ();
1018 1036
1019 /* level dependencies for bomb */ 1037 /* level dependencies for bomb */
1020 tmp->range = spell->range + SP_level_range_adjust (caster, spell); 1038 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
1021 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1039 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1022 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell); 1040 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
1042 * dir is the direction to look in. 1060 * dir is the direction to look in.
1043 * range is how far out to look. 1061 * range is how far out to look.
1044 * type is the type of spell - either SPELL_MANA or SPELL_GRACE. 1062 * type is the type of spell - either SPELL_MANA or SPELL_GRACE.
1045 * this info is used for blocked magic/unholy spaces. 1063 * this info is used for blocked magic/unholy spaces.
1046 */ 1064 */
1047object * 1065static object *
1048get_pointed_target (object *op, int dir, int range, int type) 1066get_pointed_target (object *op, int dir, int range, int type)
1049{ 1067{
1050 object *target; 1068 object *target;
1051 sint16 x, y; 1069 sint16 x, y;
1052 int dist, mflags; 1070 int dist, mflags;
1055 if (dir == 0) 1073 if (dir == 0)
1056 return NULL; 1074 return NULL;
1057 1075
1058 for (dist = 1; dist < range; dist++) 1076 for (dist = 1; dist < range; dist++)
1059 { 1077 {
1060 x = op->x + freearr_x[dir] * dist; 1078 x = op->x + DIRX (dir) * dist;
1061 y = op->y + freearr_y[dir] * dist; 1079 y = op->y + DIRY (dir) * dist;
1062 mp = op->map; 1080 mp = op->map;
1063 mflags = get_map_flags (op->map, &mp, x, y, &x, &y); 1081 mflags = get_map_flags (op->map, &mp, x, y, &x, &y);
1064 1082
1065 if (mflags & P_OUT_OF_MAP) 1083 if (mflags & P_OUT_OF_MAP)
1066 return NULL; 1084 return NULL;
1071 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW) 1089 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW)
1072 return NULL; 1090 return NULL;
1073 1091
1074 if (mflags & P_IS_ALIVE) 1092 if (mflags & P_IS_ALIVE)
1075 for (target = GET_MAP_OB (mp, x, y); target; target = target->above) 1093 for (target = GET_MAP_OB (mp, x, y); target; target = target->above)
1076 if (QUERY_FLAG (target, FLAG_MONSTER)) 1094 if (target->flag [FLAG_MONSTER])
1077 return target; 1095 return target;
1078 } 1096 }
1079 1097
1080 return NULL; 1098 return NULL;
1081} 1099}
1082 1100
1083/* cast_smite_arch() - the priest points to a creature and causes 1101/* cast_smite_spell() - the priest points to a creature and causes
1084 * a 'godly curse' to decend. 1102 * a 'godly curse' to decend.
1085 * usual params - 1103 * usual params -
1086 * op = player 1104 * op = player
1087 * caster = object casting the spell. 1105 * caster = object casting the spell.
1088 * dir = direction being cast 1106 * dir = direction being cast
1089 * spell = spell object 1107 * spell = spell object
1090 */ 1108 */
1091
1092int 1109int
1093cast_smite_spell (object *op, object *caster, int dir, object *spell) 1110cast_smite_spell (object *op, object *caster, int dir, object *spell)
1094{ 1111{
1095 object *effect, *target; 1112 object *effect, *target;
1096 object *god = find_god (determine_god (op)); 1113 object *god = find_god (determine_god (op));
1097 int range;
1098 1114
1099 range = spell->range + SP_level_range_adjust (caster, spell);
1100 target = get_pointed_target (op, dir, 50, spell->stats.grace ? SPELL_GRACE : SPELL_MANA); 1115 target = get_pointed_target (op, dir, 50, spell->stats.grace ? SPELL_GRACE : SPELL_MANA);
1101 1116
1102 /* Bunch of conditions for casting this spell. Note that only 1117 /* Bunch of conditions for casting this spell. Note that only
1103 * require a god if this is a cleric spell (requires grace). 1118 * require a god if this is a cleric spell (requires grace).
1104 * This makes this spell much more general purpose - it can be used 1119 * This makes this spell much more general purpose - it can be used
1105 * by wizards also, which is good, because I think this is a very 1120 * by wizards also, which is good, because I think this is a very
1106 * interesting spell. 1121 * interesting spell.
1107 * if it is a cleric spell, you need a god, and the creature 1122 * if it is a cleric spell, you need a god, and the creature
1108 * can't be friendly to your god. 1123 * can't be friendly to your god.
1109 */ 1124 */
1110 1125
1111 if (!target || QUERY_FLAG (target, FLAG_REFL_SPELL) 1126 if (!target
1127 || target->flag [FLAG_REFL_SPELL]
1112 || (!god && spell->stats.grace) 1128 || (!god && spell->stats.grace)
1113 || (target->title && god && !strcmp (target->title, god->name)) || (target->race && god && strstr (target->race, god->race))) 1129 || (god && target->title == god->name)
1130 || (god && target->race.contains (god->race)))
1114 { 1131 {
1115 new_draw_info (NDI_UNIQUE, 0, op, "Your request is unheeded."); 1132 op->failmsg ("Your request is unheeded.");
1116 return 0; 1133 return 0;
1117 } 1134 }
1118 1135
1119 if (spell->other_arch) 1136 if (spell->other_arch)
1120 effect = arch_to_object (spell->other_arch); 1137 effect = spell->other_arch->instance ();
1121 else 1138 else
1122 return 0; 1139 return 0;
1123 1140
1124 /* tailor the effect by priest level and worshipped God */ 1141 /* tailor the effect by priest level and worshipped God */
1125 effect->level = caster_level (caster, spell); 1142 effect->level = casting_level (caster, spell);
1126 effect->attacktype = spell->attacktype; 1143 effect->attacktype = spell->attacktype;
1127 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER)) 1144 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER))
1128 { 1145 {
1129 if (tailor_god_spell (effect, op)) 1146 if (tailor_god_spell (effect, op))
1130 new_draw_info_format (NDI_UNIQUE, 0, op, "%s answers your call!", determine_god (op)); 1147 new_draw_info_format (NDI_UNIQUE, 0, op, "%s answers your call!", (const char *)determine_god (op));
1131 else 1148 else
1132 { 1149 {
1133 new_draw_info (NDI_UNIQUE, 0, op, "Your request is ignored."); 1150 op->failmsg ("Your request is ignored.");
1134 return 0; 1151 return 0;
1135 } 1152 }
1136 } 1153 }
1137 1154
1138 /* size of the area of destruction */ 1155 /* size of the area of destruction */
1142 if (effect->attacktype & AT_DEATH) 1159 if (effect->attacktype & AT_DEATH)
1143 { 1160 {
1144 effect->level = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1161 effect->level = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1145 1162
1146 /* casting death spells at undead isn't a good thing */ 1163 /* casting death spells at undead isn't a good thing */
1147 if (QUERY_FLAG (target, FLAG_UNDEAD)) 1164 if (target->flag [FLAG_UNDEAD])
1148 { 1165 {
1149 if (random_roll (0, 2, op, PREFER_LOW)) 1166 if (random_roll (0, 2, op, PREFER_LOW))
1150 { 1167 {
1151 new_draw_info (NDI_UNIQUE, 0, op, "Idiot! Your spell boomerangs!"); 1168 new_draw_info (NDI_UNIQUE, 0, op, "Idiot! Your spell boomerangs!");
1152 effect->x = op->x; 1169 effect->x = op->x;
1174 effect->insert_at (target, op); 1191 effect->insert_at (target, op);
1175 1192
1176 return 1; 1193 return 1;
1177} 1194}
1178 1195
1179
1180/**************************************************************************** 1196/****************************************************************************
1181 * 1197 *
1182 * MAGIC MISSILE code. 1198 * MAGIC MISSILE code.
1183 * note that the fire_bullet is used to fire the missile. The 1199 * note that the fire_bullet is used to fire the missile. The
1184 * code here is just to move the missile. 1200 * code here is just to move the missile.
1186 1202
1187/* op is a missile that needs to be moved */ 1203/* op is a missile that needs to be moved */
1188void 1204void
1189move_missile (object *op) 1205move_missile (object *op)
1190{ 1206{
1191 int i, mflags;
1192 object *owner;
1193 sint16 new_x, new_y;
1194 maptile *m;
1195
1196 if (op->range-- <= 0) 1207 if (op->range-- <= 0)
1197 { 1208 {
1209 op->drop_and_destroy ();
1210 return;
1211 }
1212
1213 mapxy pos (op);
1214 pos.move (op->direction);
1215
1216 if (!pos.normalise ())
1217 {
1198 op->destroy (); 1218 op->destroy ();
1199 return; 1219 return;
1200 } 1220 }
1201 1221
1202 owner = op->owner; 1222 mapspace &ms = pos.ms ();
1203#if 0
1204 /* It'd make things nastier if this wasn't here - spells cast by
1205 * monster that are then killed would continue to survive
1206 */
1207 if (owner == NULL)
1208 {
1209 op->destroy ();
1210 return;
1211 }
1212#endif
1213 1223
1214 new_x = op->x + DIRX (op); 1224 if (ms.flags () & P_IS_ALIVE || ms.blocks (op))
1215 new_y = op->y + DIRY (op);
1216
1217 mflags = get_map_flags (op->map, &m, new_x, new_y, &new_x, &new_y);
1218
1219 if (!(mflags & P_OUT_OF_MAP) && ((mflags & P_IS_ALIVE) || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y))))
1220 { 1225 {
1221 hit_map (op, op->direction, AT_MAGIC, 1); 1226 hit_map (op, op->direction, AT_MAGIC, 1);
1222 /* Basically, missile only hits one thing then goes away. 1227 /* Basically, missile only hits one thing then goes away.
1223 * we need to remove it if someone hasn't already done so. 1228 * we need to remove it if someone hasn't already done so.
1224 */ 1229 */
1225 if (!op->destroyed ())
1226 op->destroy ();
1227
1228 return;
1229 }
1230
1231 op->remove ();
1232
1233 if (!op->direction || (mflags & P_OUT_OF_MAP))
1234 {
1235 op->destroy (); 1230 op->destroy ();
1236 return; 1231 return;
1237 } 1232 }
1238 1233
1234 if (!op->direction)
1235 {
1236 op->destroy ();
1237 return;
1238 }
1239
1239 i = spell_find_dir (m, new_x, new_y, op->owner); 1240 int i = spell_find_dir (pos.m, pos.x, pos.y, op->owner);
1240 if (i > 0 && i != op->direction) 1241 if (i > 0 && i != op->direction)
1241 { 1242 {
1242 op->direction = i; 1243 op->direction = i;
1243 SET_ANIMATION (op, op->direction); 1244 SET_ANIMATION (op, op->direction);
1244 } 1245 }
1245 1246
1246 m->insert (op, new_x, new_y, op); 1247 pos.insert (op, op);
1247} 1248}
1248 1249
1249/**************************************************************************** 1250/****************************************************************************
1250 * Destruction 1251 * Destruction
1251 ****************************************************************************/ 1252 ****************************************************************************/
1252 1253
1253/* make_object_glow() - currently only makes living objects glow. 1254/* make_object_glow() - currently only makes living objects glow.
1254 * we do this by creating a force and inserting it in the 1255 * we do this by creating a force and inserting it in the
1255 * object. if time is 0, the object glows permanently. To truely 1256 * object. if time is 0, the object glows permanently. To truely
1256 * make this work for non-living objects, we would have to 1257 * make this work for non-living objects, we would have to
1257 * give them the capability to have an inventory. b.t. 1258 * give them the capability to have an inventory. b.t.
1258 */ 1259 */
1259 1260static int
1260int
1261make_object_glow (object *op, int radius, int time) 1261make_object_glow (object *op, int radius, int time)
1262{ 1262{
1263 object *tmp;
1264
1265 /* some things are unaffected... */ 1263 /* some things are unaffected... */
1266 if (op->path_denied & PATH_LIGHT) 1264 if (op->path_denied & PATH_LIGHT)
1267 return 0; 1265 return 0;
1268 1266
1269 tmp = get_archetype (FORCE_NAME); 1267 object *tmp = archetype::get (FORCE_NAME);
1270 tmp->speed = 0.01; 1268 tmp->set_speed (0.01);
1271 tmp->stats.food = time; 1269 tmp->stats.food = time;
1272 SET_FLAG (tmp, FLAG_IS_USED_UP); 1270 tmp->set_flag (FLAG_IS_USED_UP);
1273 tmp->glow_radius = radius; 1271 tmp->set_glow_radius (min (MAX_LIGHT_RADIUS, radius));
1274 if (tmp->glow_radius > MAX_LIGHT_RADII)
1275 tmp->glow_radius = MAX_LIGHT_RADII;
1276
1277 tmp->x = op->x;
1278 tmp->y = op->y;
1279 if (tmp->speed < MIN_ACTIVE_SPEED)
1280 tmp->speed = MIN_ACTIVE_SPEED; /* safety */
1281 tmp = insert_ob_in_ob (tmp, op); 1272 tmp = insert_ob_in_ob (tmp, op);
1273
1282 if (tmp->glow_radius > op->glow_radius) 1274 if (tmp->glow_radius > op->glow_radius)
1283 op->glow_radius = tmp->glow_radius; 1275 op->set_glow_radius (tmp->glow_radius);
1284 1276
1285 if (!tmp->env || op != tmp->env)
1286 {
1287 LOG (llevError, "make_object_glow() failed to insert glowing force in %s\n", &op->name);
1288 return 0;
1289 }
1290 return 1; 1277 return 1;
1291} 1278}
1292 1279
1293int 1280int
1294cast_destruction (object *op, object *caster, object *spell_ob) 1281cast_destruction (object *op, object *caster, object *spell_ob)
1295{ 1282{
1296 int i, j, range, mflags, friendly = 0, dam, dur;
1297 sint16 sx, sy;
1298 maptile *m;
1299 object *tmp;
1300 const char *skill;
1301
1302 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob); 1283 int range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
1303 dam = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob); 1284 int dam = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob);
1304 dur = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob); 1285 int dur = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
1305 if (QUERY_FLAG (op, FLAG_FRIENDLY) || op->type == PLAYER)
1306 friendly = 1;
1307 1286
1308 /* destruction doesn't use another spell object, so we need 1287 bool friendly = op->flag [FLAG_FRIENDLY] || op->is_player ();
1309 * update op's skill pointer so that exp is properly awarded.
1310 * We do some shortcuts here - since this is just temporary
1311 * and we'll reset the values back, we don't need to go through
1312 * the full share string/free_string route.
1313 */
1314 skill = op->skill;
1315 if (caster == op)
1316 op->skill = spell_ob->skill;
1317 else if (caster->skill)
1318 op->skill = caster->skill;
1319 else
1320 op->skill = NULL;
1321 1288
1322 op->change_skill (find_skill_by_name (op, op->skill)); 1289 dynbuf buf;
1323 1290 unordered_mapwalk (buf, op, -range, -range, range, range)
1324 for (i = -range; i < range; i++)
1325 { 1291 {
1326 for (j = -range; j < range; j++) 1292 mapspace &ms = m->at (nx, ny);
1327 {
1328 m = op->map;
1329 sx = op->x + i;
1330 sy = op->y + j;
1331 1293
1332 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
1333 if (mflags & P_OUT_OF_MAP)
1334 continue;
1335
1336 if (mflags & P_IS_ALIVE) 1294 if (ms.flags () & P_IS_ALIVE)
1295 for (object *next, *tmp = ms.bot; tmp; tmp = next)
1337 { 1296 {
1338 for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above) 1297 next = tmp->above;
1339 if (QUERY_FLAG (tmp, FLAG_ALIVE) || tmp->type == PLAYER)
1340 break;
1341 1298
1342 if (tmp) 1299 if (tmp->flag [FLAG_ALIVE] || tmp->is_player ())
1343 { 1300 {
1344 if (tmp->head)
1345 tmp = tmp->head; 1301 tmp = tmp->head_ ();
1346 1302
1347 if ((friendly && !QUERY_FLAG (tmp, FLAG_FRIENDLY) && tmp->type != PLAYER) || 1303 if ((friendly && !tmp->flag [FLAG_FRIENDLY] && !tmp->is_player ())
1348 (!friendly && (QUERY_FLAG (tmp, FLAG_FRIENDLY) || tmp->type == PLAYER))) 1304 || (!friendly && (tmp->flag [FLAG_FRIENDLY] || tmp->is_player ())))
1349 { 1305 {
1350 if (spell_ob->subtype == SP_DESTRUCTION) 1306 if (spell_ob->subtype == SP_DESTRUCTION)
1351 { 1307 {
1352 hit_player (tmp, dam, op, spell_ob->attacktype, 0); 1308 hit_player (tmp, dam, op, spell_ob->attacktype, 0);
1309
1353 if (spell_ob->other_arch) 1310 if (spell_ob->other_arch)
1354 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op); 1311 m->insert (spell_ob->other_arch->instance (), nx, ny, op);
1355 } 1312 }
1356 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist[ATNR_MAGIC] != 100) 1313 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist [ATNR_MAGIC] != 100)
1357 { 1314 {
1358 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch) 1315 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch)
1359 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op); 1316 m->insert (spell_ob->other_arch->instance (), nx, ny, op);
1360 } 1317 }
1361 } 1318 }
1362 } 1319 }
1363 } 1320 }
1364 }
1365 } 1321 }
1366 1322
1367 op->skill = skill;
1368 return 1; 1323 return 1;
1369} 1324}
1370 1325
1371/*************************************************************************** 1326/***************************************************************************
1372 * 1327 *
1373 * CURSE 1328 * CURSE
1374 * 1329 *
1375 ***************************************************************************/ 1330 ***************************************************************************/
1376
1377int 1331int
1378cast_curse (object *op, object *caster, object *spell_ob, int dir) 1332cast_curse (object *op, object *caster, object *spell_ob, int dir)
1379{ 1333{
1380 object *god = find_god (determine_god (op)); 1334 object *god = find_god (determine_god (op));
1381 object *tmp, *force; 1335 object *tmp, *force;
1382 1336
1383 tmp = get_pointed_target (op, (dir == 0) ? op->direction : dir, spell_ob->range, SPELL_GRACE); 1337 tmp = get_pointed_target (op, (dir == 0) ? op->direction : dir, spell_ob->range, SPELL_GRACE);
1384 if (!tmp) 1338 if (!tmp)
1385 { 1339 {
1386 new_draw_info (NDI_UNIQUE, 0, op, "There is no one in that direction to curse."); 1340 op->failmsg ("There is no one in that direction to curse.");
1387 return 0; 1341 return 0;
1388 } 1342 }
1389 1343
1344 tmp = tmp->head_ ();
1345
1390 /* If we've already got a force of this type, don't add a new one. */ 1346 /* If we've already got a force of this type, don't add a new one. */
1391 for (force = tmp->inv; force != NULL; force = force->below) 1347 for (force = tmp->inv; force; force = force->below)
1392 { 1348 {
1393 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY) 1349 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY)
1394 { 1350 {
1395 if (force->name == spell_ob->name) 1351 if (force->name == spell_ob->name)
1396 { 1352 {
1402 return 0; 1358 return 0;
1403 } 1359 }
1404 } 1360 }
1405 } 1361 }
1406 1362
1407 if (force == NULL) 1363 if (!force)
1408 { 1364 {
1409 force = get_archetype (FORCE_NAME); 1365 force = archetype::get (FORCE_NAME);
1410 force->subtype = FORCE_CHANGE_ABILITY; 1366 force->subtype = FORCE_CHANGE_ABILITY;
1367
1411 if (spell_ob->race) 1368 if (spell_ob->race)
1412 force->name = spell_ob->race; 1369 force->name = spell_ob->race;
1413 else 1370 else
1414 force->name = spell_ob->name; 1371 force->name = spell_ob->name;
1415 1372
1425 { 1382 {
1426 force->duration = duration; 1383 force->duration = duration;
1427 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 1384 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1428 } 1385 }
1429 else 1386 else
1430 {
1431 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1387 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1432 } 1388
1433 return 1; 1389 return 1;
1434 } 1390 }
1391
1435 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50; 1392 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1436 force->speed = 1.f;
1437 force->speed_left = -1.f; 1393 force->speed_left = -1.f;
1438 SET_FLAG (force, FLAG_APPLIED); 1394 force->set_speed (1.f);
1395 force->set_flag (FLAG_APPLIED);
1439 1396
1440 if (god) 1397 if (god)
1441 { 1398 {
1442 if (spell_ob->last_grace) 1399 if (spell_ob->last_grace)
1443 force->path_repelled = god->path_repelled; 1400 force->path_repelled = god->path_repelled;
1456 force->stats.wc = spell_ob->stats.wc; 1413 force->stats.wc = spell_ob->stats.wc;
1457 1414
1458 change_abil (tmp, force); /* Mostly to display any messages */ 1415 change_abil (tmp, force); /* Mostly to display any messages */
1459 insert_ob_in_ob (force, tmp); 1416 insert_ob_in_ob (force, tmp);
1460 tmp->update_stats (); 1417 tmp->update_stats ();
1418
1461 return 1; 1419 return 1;
1462
1463} 1420}
1464 1421
1465/********************************************************************** 1422/**********************************************************************
1466 * mood change 1423 * mood change
1467 * Arguably, this may or may not be an attack spell. But since it 1424 * Arguably, this may or may not be an attack spell. But since it
1473 */ 1430 */
1474int 1431int
1475mood_change (object *op, object *caster, object *spell) 1432mood_change (object *op, object *caster, object *spell)
1476{ 1433{
1477 object *tmp, *god, *head; 1434 object *tmp, *god, *head;
1478 int done_one, range, mflags, level, at, best_at; 1435 int done_one, range, level, at, best_at;
1479 sint16 x, y, nx, ny;
1480 maptile *m;
1481 const char *race; 1436 const char *race;
1482 1437
1483 /* We precompute some values here so that we don't have to keep 1438 /* We precompute some values here so that we don't have to keep
1484 * doing it over and over again. 1439 * doing it over and over again.
1485 */ 1440 */
1486 god = find_god (determine_god (op)); 1441 god = find_god (determine_god (op));
1487 level = caster_level (caster, spell); 1442 level = casting_level (caster, spell);
1488 range = spell->range + SP_level_range_adjust (caster, spell); 1443 range = spell->range + SP_level_range_adjust (caster, spell);
1489 1444
1490 /* On the bright side, no monster should ever have a race of GOD_... 1445 /* On the bright side, no monster should ever have a race of GOD_...
1491 * so even if the player doesn't worship a god, if race=GOD_.., it 1446 * so even if the player doesn't worship a god, if race=GOD_.., it
1492 * won't ever match anything. 1447 * won't ever match anything.
1493 */ 1448 */
1494 if (!spell->race) 1449 if (!spell->race)
1495 race = NULL; 1450 race = NULL;
1496 else if (god && !strcmp (spell->race, "GOD_SLAYING")) 1451 else if (god && spell->race == shstr_GOD_SLAYING)
1497 race = god->slaying; 1452 race = god->slaying;
1498 else if (god && !strcmp (spell->race, "GOD_FRIEND")) 1453 else if (god && spell->race == shstr_GOD_FRIEND)
1499 race = god->race; 1454 race = god->race;
1500 else 1455 else
1501 race = spell->race; 1456 race = spell->race;
1502 1457
1503 for (x = op->x - range; x <= op->x + range; x++) 1458 dynbuf buf;
1504 for (y = op->y - range; y <= op->y + range; y++) 1459 unordered_mapwalk (buf, op, -range, -range, range, range)
1505 { 1460 {
1506 done_one = 0; 1461 mapspace &ms = m->at (nx, ny);
1507 m = op->map;
1508 nx = x;
1509 ny = y;
1510 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1511 if (mflags & P_OUT_OF_MAP)
1512 continue;
1513 1462
1514 /* If there is nothing living on this space, no need to go further */ 1463 /* If there is nothing living on this space, no need to go further */
1515 if (!(mflags & P_IS_ALIVE)) 1464 if (!(ms.flags () & P_IS_ALIVE))
1516 continue; 1465 continue;
1517 1466
1518 // players can only affect spaces that they can actually see 1467 // players can only affect spaces that they can actually see
1468 if (caster
1519 if (caster && caster->contr 1469 && caster->contr
1520 && caster->contr->visibility_at (m, nx, ny) < 70) 1470 && caster->contr->darkness_at (m, nx, ny) == LOS_BLOCKED)
1521 continue; 1471 continue;
1522 1472
1523 for (tmp = GET_MAP_TOP (m, nx, ny); tmp; tmp = tmp->below) 1473 for (tmp = ms.top; tmp; tmp = tmp->below)
1524 if (QUERY_FLAG (tmp, FLAG_MONSTER)) 1474 if (tmp->flag [FLAG_MONSTER])
1525 break; 1475 break;
1526 1476
1527 /* There can be living objects that are not monsters */ 1477 /* There can be living objects that are not monsters */
1528 if (!tmp || tmp->type == PLAYER) 1478 if (!tmp)
1529 continue; 1479 continue;
1530 1480
1531 /* Only the head has meaningful data, so resolve to that */ 1481 /* Only the head has meaningful data, so resolve to that */
1532 if (tmp->head)
1533 head = tmp->head; 1482 head = tmp->head_ ();
1534 else
1535 head = tmp;
1536 1483
1537 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */ 1484 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */
1538 if (race && head->race && !strstr (race, head->race)) 1485 if (race && head->race && !strstr (race, head->race))
1539 continue; 1486 continue;
1540 1487
1541 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD)) 1488 if (head->flag [FLAG_UNDEAD] && !spell->flag [FLAG_UNDEAD])
1542 continue; 1489 continue;
1543 1490
1544 /* Now do a bunch of stuff related to saving throws */ 1491 /* Now do a bunch of stuff related to saving throws */
1545 best_at = -1; 1492 best_at = -1;
1546 if (spell->attacktype) 1493 if (spell->attacktype)
1547 { 1494 {
1548 for (at = 0; at < NROFATTACKS; at++) 1495 for (at = 0; at < NROFATTACKS; at++)
1549 if (spell->attacktype & (1 << at)) 1496 if (spell->attacktype & (1 << at))
1550 if (best_at == -1 || head->resist[at] > head->resist[best_at]) 1497 if (best_at == -1 || head->resist[at] > head->resist[best_at])
1551 best_at = at; 1498 best_at = at;
1552 1499
1553 if (best_at == -1) 1500 if (best_at == -1)
1554 at = 0; 1501 at = 0;
1555 else 1502 else
1556 { 1503 {
1557 if (head->resist[best_at] == 100) 1504 if (head->resist[best_at] == 100)
1558 continue; 1505 continue;
1559 else 1506 else
1560 at = head->resist[best_at] / 5; 1507 at = head->resist[best_at] / 5;
1561 } 1508 }
1509
1562 at -= level / 5; 1510 at -= level / 5;
1563 if (did_make_save (head, head->level, at)) 1511 if (did_make_save (head, head->level, at))
1564 continue; 1512 continue;
1565 } 1513 }
1566 else /* spell->attacktype */ 1514 else /* spell->attacktype */
1567 { 1515 {
1568 /* 1516 /*
1569 Spell has no attacktype (charm & such), so we'll have a specific saving: 1517 Spell has no attacktype (charm & such), so we'll have a specific saving:
1570 * if spell level < monster level, no go 1518 * if spell level < monster level, no go
1571 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) ) 1519 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) )
1572 1520
1573 The chance will then be in the range [20-70] percent, not too bad. 1521 The chance will then be in the range [20-70] percent, not too bad.
1574 1522
1575 This is required to fix the 'charm monster' abuse, where a player level 1 can 1523 This is required to fix the 'charm monster' abuse, where a player level 1 can
1576 charm a level 125 monster... 1524 charm a level 125 monster...
1577 1525
1578 Ryo, august 14th 1526 Ryo, august 14th
1579 */ 1527 */
1580 if (head->level > level) 1528 if (head->level > level)
1581 continue; 1529 continue;
1582 1530
1583 if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + MIN (50, 2 * (level - head->level)))) 1531 if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + min (50, 2 * (level - head->level))))
1584 /* Failed, no effect */ 1532 /* Failed, no effect */
1585 continue; 1533 continue;
1586 } 1534 }
1587 1535
1588 /* Done with saving throw. Now start affecting the monster */ 1536 /* Done with saving throw. Now start affecting the monster */
1537 done_one = 0;
1589 1538
1590 /* aggravation */ 1539 /* aggravation */
1591 if (QUERY_FLAG (spell, FLAG_MONSTER)) 1540 if (spell->flag [FLAG_MONSTER])
1592 { 1541 {
1593 CLEAR_FLAG (head, FLAG_SLEEP); 1542 head->clr_flag (FLAG_SLEEP);
1594 remove_friendly_object (head); 1543 remove_friendly_object (head);
1595 done_one = 1; 1544 done_one = 1;
1596 head->enemy = op; 1545 head->enemy = op;
1597 } 1546 }
1598 1547
1599 /* calm monsters */ 1548 /* calm monsters */
1600 if (QUERY_FLAG (spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (head, FLAG_UNAGGRESSIVE)) 1549 if (spell->flag [FLAG_UNAGGRESSIVE] && !head->flag [FLAG_UNAGGRESSIVE])
1601 { 1550 {
1602 SET_FLAG (head, FLAG_UNAGGRESSIVE); 1551 head->set_flag (FLAG_UNAGGRESSIVE);
1603 head->enemy = NULL; 1552 head->enemy = NULL;
1604 done_one = 1; 1553 done_one = 1;
1605 } 1554 }
1606 1555
1607 /* berserk monsters */ 1556 /* berserk monsters */
1608 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK)) 1557 if (spell->flag [FLAG_BERSERK] && !head->flag [FLAG_BERSERK])
1609 { 1558 {
1610 SET_FLAG (head, FLAG_BERSERK); 1559 head->set_flag (FLAG_BERSERK);
1611 done_one = 1; 1560 done_one = 1;
1612 } 1561 }
1613 1562
1614 /* charm */ 1563 /* charm */
1615 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY)) 1564 if (spell->flag [FLAG_NO_ATTACK] && !head->flag [FLAG_FRIENDLY])
1616 { 1565 {
1566 INVOKE_OBJECT (KILL, head, ARG_OBJECT (caster));
1567
1617 /* Prevent uncontolled outbreaks of self replicating monsters. 1568 /* Prevent uncontrolled outbreaks of self replicating monsters.
1618 Typical use case is charm, go somwhere, use aggravation to make hostile. 1569 Typical use case is charm, go somwhere, use aggravation to make hostile.
1619 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */ 1570 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */
1620 CLEAR_FLAG (head, FLAG_GENERATOR); 1571 head->clr_flag (FLAG_GENERATOR);
1621 head->set_owner (op); 1572 head->set_owner (op);
1622 set_spell_skill (op, caster, spell, head); 1573 set_spell_skill (op, caster, spell, head);
1623 add_friendly_object (head); 1574 add_friendly_object (head);
1624 head->attack_movement = PETMOVE; 1575 head->attack_movement = PETMOVE;
1625 done_one = 1; 1576 done_one = 1;
1626 change_exp (op, head->stats.exp / 2, head->skill, SK_EXP_ADD_SKILL); 1577 change_exp (op, head->stats.exp / 2, head->skill, SK_EXP_ADD_SKILL);
1627 head->stats.exp = 0; 1578 head->stats.exp = 0;
1628 } 1579 }
1629 1580
1630 /* If a monster was effected, put an effect in */ 1581 /* If a monster was effected, put an effect in */
1631 if (done_one && spell->other_arch) 1582 if (done_one && spell->other_arch)
1632 m->insert (arch_to_object (spell->other_arch), nx, ny, op); 1583 m->insert (spell->other_arch->instance (), nx, ny, op);
1633 } /* for y */ 1584 }
1634 1585
1635 return 1; 1586 return 1;
1636} 1587}
1637
1638 1588
1639/* Move_ball_spell: This handles ball type spells that just sort of wander 1589/* Move_ball_spell: This handles ball type spells that just sort of wander
1640 * about. was called move_ball_lightning, but since more than the ball 1590 * about. was called move_ball_lightning, but since more than the ball
1641 * lightning spell used it, that seemed misnamed. 1591 * lightning spell used it, that seemed misnamed.
1642 * op is the spell effect. 1592 * op is the spell effect.
1643 * note that duration is handled by process_object() in time.c 1593 * note that duration is handled by process_object() in time.c
1644 */ 1594 */
1645
1646void 1595void
1647move_ball_spell (object *op) 1596move_ball_spell (object *op)
1648{ 1597{
1649 int i, j, dam_save, dir, mflags; 1598 int i, j, dam_save, dir, mflags;
1650 sint16 nx, ny, hx, hy; 1599 sint16 nx, ny, hx, hy;
1669 for (i = 1; i < 9; i++) 1618 for (i = 1; i < 9; i++)
1670 { 1619 {
1671 /* i bit 0: alters sign of offset 1620 /* i bit 0: alters sign of offset
1672 * other bits (i / 2): absolute value of offset 1621 * other bits (i / 2): absolute value of offset
1673 */ 1622 */
1674
1675 int offset = ((i ^ j) & 1) ? (i / 2) : -(i / 2); 1623 int offset = ((i ^ j) & 1) ? (i / 2) : -(i / 2);
1676 int tmpdir = absdir (op->direction + offset); 1624 int tmpdir = absdir (op->direction + offset);
1677 1625
1678 nx = op->x + freearr_x[tmpdir]; 1626 nx = op->x + DIRX (tmpdir);
1679 ny = op->y + freearr_y[tmpdir]; 1627 ny = op->y + DIRY (tmpdir);
1680 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)))) 1628 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))))
1681 { 1629 {
1682 dir = tmpdir; 1630 dir = tmpdir;
1683 break; 1631 break;
1684 } 1632 }
1685 } 1633 }
1634
1686 if (dir == 0) 1635 if (dir == 0)
1687 { 1636 {
1688 nx = op->x; 1637 nx = op->x;
1689 ny = op->y; 1638 ny = op->y;
1690 m = op->map; 1639 m = op->map;
1691 } 1640 }
1692 1641
1693 m->insert (op, nx, ny, op); 1642 m->insert (op, nx, ny, op);
1694 1643
1695 dam_save = op->stats.dam; /* save the original dam: we do halfdam on 1644 dam_save = op->stats.dam; /* save the original dam: we do halfdam on
1696 surrounding squares */ 1645 surrounding squares */
1697 1646
1698 /* loop over current square and neighbors to hit. 1647 /* loop over current square and neighbors to hit.
1699 * if this has an other_arch field, we insert that in 1648 * if this has an other_arch field, we insert that in
1700 * the surround spaces. 1649 * the surround spaces.
1701 */ 1650 */
1702 for (j = 0; j < 9; j++) 1651 for (j = 0; j < 9; j++)
1703 { 1652 {
1704 hx = nx + freearr_x[j]; 1653 hx = nx + DIRX (j);
1705 hy = ny + freearr_y[j]; 1654 hy = ny + DIRY (j);
1706 1655
1707 m = op->map; 1656 m = op->map;
1708 mflags = get_map_flags (m, &m, hx, hy, &hx, &hy); 1657 mflags = get_map_flags (m, &m, hx, hy, &hx, &hy);
1709 1658
1710 if (mflags & P_OUT_OF_MAP) 1659 if (mflags & P_OUT_OF_MAP)
1716 1665
1717 if ((mflags & P_IS_ALIVE) && (!owner || owner->x != hx || owner->y != hy || !on_same_map (owner, op))) 1666 if ((mflags & P_IS_ALIVE) && (!owner || owner->x != hx || owner->y != hy || !on_same_map (owner, op)))
1718 { 1667 {
1719 if (j) 1668 if (j)
1720 op->stats.dam = dam_save / 2; 1669 op->stats.dam = dam_save / 2;
1670
1721 hit_map (op, j, op->attacktype, 1); 1671 hit_map (op, j, op->attacktype, 1);
1722
1723 } 1672 }
1724 1673
1725 /* insert the other arch */ 1674 /* insert the other arch */
1726 if (op->other_arch && !(OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy)))) 1675 if (op->other_arch && !(OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy))))
1727 m->insert (arch_to_object (op->other_arch), hx, hy, op); 1676 m->insert (op->other_arch->instance (), hx, hy, op);
1728 } 1677 }
1729 1678
1730 /* restore to the center location and damage */ 1679 /* restore to the center location and damage */
1731 op->stats.dam = dam_save; 1680 op->stats.dam = dam_save;
1732 1681
1733 i = spell_find_dir (op->map, op->x, op->y, op->owner); 1682 i = spell_find_dir (op->map, op->x, op->y, op->owner);
1734 1683
1735 if (i >= 0) 1684 if (i >= 0)
1736 { /* we have a preferred direction! */ 1685 { /* we have a preferred direction! */
1737 /* pick another direction if the preferred dir is blocked. */ 1686 /* pick another direction if the preferred dir is blocked. */
1738 if (get_map_flags (op->map, &m, nx + freearr_x[i], ny + freearr_y[i], &hx, &hy) & P_OUT_OF_MAP || 1687 if (get_map_flags (op->map, &m, nx + DIRX (i), ny + DIRY (i), &hx, &hy) & P_OUT_OF_MAP ||
1739 OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy))) 1688 OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy)))
1740 i = absdir (i + rndm (0, 2) - 1); /* -1, 0, +1 */ 1689 i = absdir (i + rndm (0, 2) - 1); /* -1, 0, +1 */
1741 1690
1742 op->direction = i; 1691 op->direction = i;
1743 } 1692 }
1744} 1693}
1745 1694
1746
1747/* move_swarm_spell: peterm 1695/* move_swarm_spell: peterm
1748 * This is an implementation of the swarm spell. It was written for 1696 * This is an implementation of the swarm spell. It was written for
1749 * meteor swarm, but it could be used for any swarm. A swarm spell 1697 * meteor swarm, but it could be used for any swarm. A swarm spell
1750 * is a special type of object that casts swarms of other types 1698 * is a special type of object that casts swarms of other types
1751 * of spells. Which spell it casts is flexible. It fires the spells 1699 * of spells. Which spell it casts is flexible. It fires the spells
1752 * from a set of squares surrounding the caster, in a given direction. 1700 * from a set of squares surrounding the caster, in a given direction.
1753 */ 1701 */
1754
1755void 1702void
1756move_swarm_spell (object *op) 1703move_swarm_spell (object *op)
1757{ 1704{
1758#if 0 1705#if 0
1759 static int cardinal_adjust[9] = { -3, -2, -1, 0, 0, 0, 1, 2, 3 }; 1706 static int cardinal_adjust[9] = { -3, -2, -1, 0, 0, 0, 1, 2, 3 };
1760 static int diagonal_adjust[10] = { -3, -2, -2, -1, 0, 0, 1, 2, 2, 3 }; 1707 static int diagonal_adjust[10] = { -3, -2, -2, -1, 0, 0, 1, 2, 2, 3 };
1761 sint16 target_x, target_y, origin_x, origin_y; 1708 sint16 target_x, target_y, origin_x, origin_y;
1762 int adjustdir; 1709 int adjustdir;
1763 maptile *m; 1710 maptile *m;
1764#endif 1711#endif
1765 int basedir;
1766 object *owner; 1712 object *owner = op->env;
1767 1713
1768 owner = op->owner; 1714 if (!owner) // MUST not happen, remove when true TODO
1769 if (op->duration == 0 || owner == NULL)
1770 { 1715 {
1716 LOG (llevError, "swarm spell found outside inventory: %s\n", op->debug_desc ());
1771 op->destroy (); 1717 op->destroy ();
1772 return; 1718 return;
1773 } 1719 }
1774 1720
1721 if (!op->duration || !owner->is_on_map ())
1722 {
1723 op->drop_and_destroy ();
1724 return;
1725 }
1726
1775 op->duration--; 1727 op->duration--;
1776 1728
1777 basedir = op->direction; 1729 int basedir = op->direction;
1778 if (basedir == 0) 1730 if (!basedir)
1779 { 1731 {
1780 /* spray in all directions! 8) */ 1732 /* spray in all directions! 8) */
1781 basedir = rndm (1, 8); 1733 op->facing = (op->facing + op->state) & 7;
1734 basedir = op->facing + 1;
1782 } 1735 }
1783 1736
1784#if 0 1737#if 0
1785 // this is bogus: it causes wrong places to be checked below 1738 // this is bogus: it causes wrong places to be checked below
1786 // (a wall 2 cells away will block the effect...) and 1739 // (a wall 2 cells away will block the effect...) and
1788 // space. 1741 // space.
1789 // should be fixed later, but correctness before features... 1742 // should be fixed later, but correctness before features...
1790 // (schmorp) 1743 // (schmorp)
1791 1744
1792 /* new offset calculation to make swarm element distribution 1745 /* new offset calculation to make swarm element distribution
1793 * more uniform 1746 * more uniform
1794 */ 1747 */
1795 if (op->duration) 1748 if (op->duration)
1796 { 1749 {
1797 if (basedir & 1) 1750 if (basedir & 1)
1798 { 1751 {
1806 else 1759 else
1807 { 1760 {
1808 adjustdir = 0; /* fire the last one from forward. */ 1761 adjustdir = 0; /* fire the last one from forward. */
1809 } 1762 }
1810 1763
1811 target_x = op->x + freearr_x[absdir (basedir + adjustdir)]; 1764 target_x = op->x + DIRX (absdir (basedir + adjustdir));
1812 target_y = op->y + freearr_y[absdir (basedir + adjustdir)]; 1765 target_y = op->y + DIRY (absdir (basedir + adjustdir));
1813 1766
1814 /* back up one space so we can hit point-blank targets, but this 1767 /* back up one space so we can hit point-blank targets, but this
1815 * necessitates extra out_of_map check below 1768 * necessitates extra out_of_map check below
1816 */ 1769 */
1817 origin_x = target_x - freearr_x[basedir]; 1770 origin_x = target_x - DIRX (basedir);
1818 origin_y = target_y - freearr_y[basedir]; 1771 origin_y = target_y - DIRY (basedir);
1819 1772
1820 1773
1821 /* spell pointer is set up for the spell this casts. Since this 1774 /* spell pointer is set up for the spell this casts. Since this
1822 * should just be a pointer to the spell in some inventory, 1775 * should just be a pointer to the spell in some inventory,
1823 * it is unlikely to disappear by the time we need it. However, 1776 * it is unlikely to disappear by the time we need it. However,
1847 { 1800 {
1848 /* Bullet spells have a bunch more customization that needs to be done */ 1801 /* Bullet spells have a bunch more customization that needs to be done */
1849 if (op->spell->subtype == SP_BULLET) 1802 if (op->spell->subtype == SP_BULLET)
1850 fire_bullet (owner, op, basedir, op->spell); 1803 fire_bullet (owner, op, basedir, op->spell);
1851 else if (op->spell->subtype == SP_MAGIC_MISSILE) 1804 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1852 fire_arch_from_position (owner, op, op->x, op->y, basedir, op->spell); 1805 fire_arch_from_position (owner, op, owner->x, owner->y, basedir, op->spell);
1853 } 1806 }
1854} 1807}
1855
1856
1857
1858 1808
1859/* fire_swarm: 1809/* fire_swarm:
1860 * The following routine creates a swarm of objects. It actually 1810 * The following routine creates a swarm of objects. It actually
1861 * sets up a specific swarm object, which then fires off all 1811 * sets up a specific swarm object, which then fires off all
1862 * the parts of the swarm. 1812 * the parts of the swarm.
1863 * 1813 *
1864 * op: the owner 1814 * op: the owner
1865 * caster: the caster (owner, wand, rod, scroll) 1815 * caster: the caster (owner, wand, rod, scroll)
1866 * dir: the direction everything will be fired in 1816 * dir: the direction everything will be fired in
1867 * spell - the spell that is this spell. 1817 * spell - the spell that is this spell.
1868 * n: the number to be fired. 1818 * n: the number to be fired.
1869 */ 1819 */
1870
1871int 1820int
1872fire_swarm (object *op, object *caster, object *spell, int dir) 1821fire_swarm (object *op, object *caster, object *spell, int dir)
1873{ 1822{
1874 object *tmp;
1875 int i;
1876
1877 if (!spell->other_arch) 1823 if (!spell->other_arch)
1878 return 0; 1824 return 0;
1879 1825
1880 tmp = get_archetype (SWARM_SPELL); 1826 object *tmp = archetype::get (SWARM_SPELL);
1881 tmp->set_owner (op); /* needed so that if swarm elements kill, caster gets xp. */ 1827
1882 set_spell_skill (op, caster, spell, tmp); 1828 set_spell_skill (op, caster, spell, tmp);
1883
1884 tmp->level = caster_level (caster, spell); /*needed later, to get level dep. right. */ 1829 tmp->level = casting_level (caster, spell); /* needed later, to get level dep. right. */
1885 tmp->spell = arch_to_object (spell->other_arch); 1830 tmp->spell = spell->other_arch->instance ();
1886
1887 tmp->attacktype = tmp->spell->attacktype; 1831 tmp->attacktype = tmp->spell->attacktype;
1888 1832
1889 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) 1833 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
1890 if (!tailor_god_spell (tmp, op)) 1834 if (!tailor_god_spell (tmp, op))
1891 return 1; 1835 return 1;
1892 1836
1893 tmp->duration = SP_level_duration_adjust (caster, spell); 1837 tmp->duration = SP_level_duration_adjust (caster, spell);
1894 for (i = 0; i < spell->duration; i++) 1838 for (int i = 0; i < spell->duration; i++)
1895 tmp->duration += die_roll (1, 3, op, PREFER_HIGH); 1839 tmp->duration += die_roll (1, 3, op, PREFER_HIGH);
1896 1840
1841 tmp->invisible = 1;
1842 tmp->flag [FLAG_NO_DROP] = 1; // make sure it stays in inv, or else
1897 tmp->direction = dir; 1843 tmp->direction = dir;
1898 tmp->invisible = 1; 1844 tmp->facing = rndm (1, 8); // initial firing direction
1845 tmp->state = rndm (4) * 2 + 1; // direction increment
1899 1846
1900 tmp->insert_at (op, op); 1847 op->insert (tmp);
1848
1901 return 1; 1849 return 1;
1902} 1850}
1903
1904 1851
1905/* See the spells documentation file for why this is its own 1852/* See the spells documentation file for why this is its own
1906 * function. 1853 * function.
1907 */ 1854 */
1908int 1855int
1913 int dam, mflags; 1860 int dam, mflags;
1914 maptile *m; 1861 maptile *m;
1915 1862
1916 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1863 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1917 1864
1918 if (!dir) 1865 if (dir)
1919 {
1920 new_draw_info (NDI_UNIQUE, 0, op, "In what direction?");
1921 return 0;
1922 } 1866 {
1923 1867 x = op->x + DIRX (dir);
1924 x = op->x + freearr_x[dir]; 1868 y = op->y + DIRY (dir);
1925 y = op->y + freearr_y[dir];
1926 m = op->map; 1869 m = op->map;
1927 1870
1928 mflags = get_map_flags (m, &m, x, y, &x, &y); 1871 mflags = get_map_flags (m, &m, x, y, &x, &y);
1929 1872
1930 if (mflags & P_OUT_OF_MAP) 1873 if (mflags & P_OUT_OF_MAP)
1931 { 1874 {
1932 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is there."); 1875 op->failmsg ("Nothing is there.");
1933 return 0; 1876 return 0;
1934 } 1877 }
1935 1878
1936 if (mflags & P_IS_ALIVE && spell->attacktype) 1879 if (mflags & P_IS_ALIVE && spell->attacktype)
1937 { 1880 {
1938 for (target = GET_MAP_OB (m, x, y); target; target = target->above) 1881 for (target = GET_MAP_OB (m, x, y); target; target = target->above)
1939 if (QUERY_FLAG (target, FLAG_MONSTER)) 1882 if (target->flag [FLAG_MONSTER])
1940 { 1883 {
1941 /* oky doky. got a target monster. Lets make a blinding attack */ 1884 /* oky doky. got a target monster. Lets make a blinding attack */
1942 if (target->head) 1885 if (target->head)
1943 target = target->head; 1886 target = target->head;
1887
1944 (void) hit_player (target, dam, op, spell->attacktype, 1); 1888 hit_player (target, dam, op, spell->attacktype, 1);
1945 return 1; /* one success only! */ 1889 return 1; /* one success only! */
1890 }
1946 } 1891 }
1947 }
1948 1892
1949 /* no live target, perhaps a wall is in the way? */ 1893 /* no live target, perhaps a wall is in the way? */
1950 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y))) 1894 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)))
1951 { 1895 {
1952 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 1896 op->failmsg ("Something is in the way.");
1953 return 0; 1897 return 0;
1898 }
1954 } 1899 }
1955 1900
1956 /* ok, looks groovy to just insert a new light on the map */ 1901 /* ok, looks groovy to just insert a new light on the map */
1957 tmp = arch_to_object (spell->other_arch); 1902 tmp = spell->other_arch->instance ();
1958 if (!tmp) 1903 if (!tmp)
1959 { 1904 {
1960 LOG (llevError, "Error: spell arch for cast_light() missing.\n"); 1905 LOG (llevError, "Error: spell arch for cast_light() missing.\n");
1961 return 0; 1906 return 0;
1962 } 1907 }
1908
1963 tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell); 1909 tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell);
1910
1964 if (tmp->glow_radius) 1911 if (tmp->glow_radius)
1965 { 1912 tmp->set_glow_radius (
1966 tmp->glow_radius = spell->range + SP_level_range_adjust (caster, spell); 1913 clamp (spell->range + SP_level_range_adjust (caster, spell), 1, MAX_LIGHT_RADIUS)
1967 if (tmp->glow_radius > MAX_LIGHT_RADII) 1914 );
1968 tmp->glow_radius = MAX_LIGHT_RADII;
1969 }
1970 1915
1916 if (dir)
1971 m->insert (tmp, x, y, op); 1917 m->insert (tmp, x, y, op);
1918 else
1919 caster->outer_env_or_self ()->insert (tmp);
1920
1972 return 1; 1921 return 1;
1973} 1922}
1974 1923
1975
1976
1977
1978/* cast_cause_disease: this spell looks along <dir> from the 1924/* cast_cause_disease: this spell looks along <dir> from the
1979 * player and infects someone. 1925 * player and infects someone.
1980 * op is the player/monster, caster is the object, dir is the direction 1926 * op is the player/monster, caster is the object, dir is the direction
1981 * to cast, disease_arch is the specific disease, and type is the spell number 1927 * to cast, disease_arch is the specific disease, and type is the spell number
1982 * perhaps this should actually be in disease.c? 1928 * perhaps this should actually be in disease.c?
1983 */ 1929 */
1984
1985int 1930int
1986cast_cause_disease (object *op, object *caster, object *spell, int dir) 1931cast_cause_disease (object *op, object *caster, object *spell, int dir)
1987{ 1932{
1988 sint16 x, y; 1933 sint16 x, y;
1989 int i, mflags, range, dam_mod, dur_mod; 1934 int i, mflags, range, dam_mod, dur_mod;
1991 maptile *m; 1936 maptile *m;
1992 1937
1993 x = op->x; 1938 x = op->x;
1994 y = op->y; 1939 y = op->y;
1995 1940
1996 /* If casting from a scroll, no direction will be available, so refer to the 1941 /* If casting from a scroll, no direction will be available, so refer to the
1997 * direction the player is pointing. 1942 * direction the player is pointing.
1998 */ 1943 */
1999 if (!dir) 1944 if (!dir)
2000 dir = op->facing; 1945 dir = op->facing;
1946
2001 if (!dir) 1947 if (!dir)
2002 return 0; /* won't find anything if casting on ourself, so just return */ 1948 return 0; /* won't find anything if casting on ourself, so just return */
2003 1949
2004 /* Calculate these once here */ 1950 /* Calculate these once here */
2005 range = spell->range + SP_level_range_adjust (caster, spell); 1951 range = spell->range + SP_level_range_adjust (caster, spell);
2007 dur_mod = SP_level_duration_adjust (caster, spell); 1953 dur_mod = SP_level_duration_adjust (caster, spell);
2008 1954
2009 /* search in a line for a victim */ 1955 /* search in a line for a victim */
2010 for (i = 1; i < range; i++) 1956 for (i = 1; i < range; i++)
2011 { 1957 {
2012 x = op->x + i * freearr_x[dir]; 1958 x = op->x + i * DIRX (dir);
2013 y = op->y + i * freearr_y[dir]; 1959 y = op->y + i * DIRY (dir);
2014 m = op->map; 1960 m = op->map;
2015 1961
2016 mflags = get_map_flags (m, &m, x, y, &x, &y); 1962 mflags = get_map_flags (m, &m, x, y, &x, &y);
2017 1963
2018 if (mflags & P_OUT_OF_MAP) 1964 if (mflags & P_OUT_OF_MAP)
2025 /* Only bother looking on this space if there is something living here */ 1971 /* Only bother looking on this space if there is something living here */
2026 if (mflags & P_IS_ALIVE) 1972 if (mflags & P_IS_ALIVE)
2027 { 1973 {
2028 /* search this square for a victim */ 1974 /* search this square for a victim */
2029 for (walk = GET_MAP_OB (m, x, y); walk; walk = walk->above) 1975 for (walk = GET_MAP_OB (m, x, y); walk; walk = walk->above)
2030 if (QUERY_FLAG (walk, FLAG_MONSTER) || (walk->type == PLAYER)) 1976 if (walk->flag [FLAG_MONSTER] || (walk->type == PLAYER))
2031 { /* found a victim */ 1977 { /* found a victim */
2032 object *disease = arch_to_object (spell->other_arch); 1978 object *disease = spell->other_arch->instance ();
2033 1979
2034 disease->set_owner (op); 1980 disease->set_owner (op);
2035 set_spell_skill (op, caster, spell, disease); 1981 set_spell_skill (op, caster, spell, disease);
2036 disease->stats.exp = 0; 1982 disease->stats.exp = 0;
2037 disease->level = caster_level (caster, spell); 1983 disease->level = casting_level (caster, spell);
2038 1984
2039 /* do level adjustments */ 1985 /* do level adjustments */
2040 if (disease->stats.wc) 1986 if (disease->stats.wc ) disease->stats.wc += dur_mod / 2;
2041 disease->stats.wc += dur_mod / 2; 1987 if (disease->magic > 0) disease->magic += dur_mod / 8;
2042 1988 if (disease->stats.maxhp > 0) disease->stats.maxhp += dur_mod;
2043 if (disease->magic > 0) 1989 if (disease->stats.maxgrace > 0) disease->stats.maxgrace += dur_mod;
2044 disease->magic += dur_mod / 4;
2045
2046 if (disease->stats.maxhp > 0)
2047 disease->stats.maxhp += dur_mod;
2048
2049 if (disease->stats.maxgrace > 0)
2050 disease->stats.maxgrace += dur_mod;
2051
2052 if (disease->stats.dam)
2053 {
2054 if (disease->stats.dam > 0)
2055 disease->stats.dam += dam_mod;
2056 else
2057 disease->stats.dam -= dam_mod;
2058 }
2059 1990
2060 if (disease->last_sp) 1991 if (disease->last_sp)
2061 { 1992 {
2062 disease->last_sp -= 2 * dam_mod; 1993 disease->last_sp -= 2 * dam_mod;
1994
2063 if (disease->last_sp < 1) 1995 if (disease->last_sp < 1)
2064 disease->last_sp = 1; 1996 disease->last_sp = 1;
2065 } 1997 }
2066 1998
2067 if (disease->stats.maxsp) 1999 if (disease->stats.dam ) disease->stats.dam += copysignl (disease->stats.dam , dam_mod);
2068 { 2000 if (disease->stats.maxsp) disease->stats.maxsp += copysignl (disease->stats.maxsp, dam_mod);
2069 if (disease->stats.maxsp > 0) 2001 if (disease->stats.ac ) disease->stats.ac += dam_mod;
2070 disease->stats.maxsp += dam_mod; 2002 if (disease->last_eat ) disease->last_eat -= dam_mod;
2071 else 2003 if (disease->stats.hp ) disease->stats.hp -= dam_mod;
2072 disease->stats.maxsp -= dam_mod; 2004 if (disease->stats.sp ) disease->stats.sp -= dam_mod;
2073 }
2074
2075 if (disease->stats.ac)
2076 disease->stats.ac += dam_mod;
2077
2078 if (disease->last_eat)
2079 disease->last_eat -= dam_mod;
2080
2081 if (disease->stats.hp)
2082 disease->stats.hp -= dam_mod;
2083
2084 if (disease->stats.sp)
2085 disease->stats.sp -= dam_mod;
2086 2005
2087 if (infect_object (walk, disease, 1)) 2006 if (infect_object (walk, disease, 1))
2088 { 2007 {
2089 new_draw_info_format (NDI_UNIQUE, 0, op, "You inflict %s on %s!", &disease->name, &walk->name); 2008 op->statusmsg (format ("You inflict %s on %s!", &disease->name, &walk->name));
2090 2009
2091 disease->destroy (); /* don't need this one anymore */ 2010 disease->destroy (); /* don't need this one anymore */
2092 walk->map->insert (get_archetype ("detect_magic"), x, y, op); 2011 walk->map->insert (archetype::get (shstr_detect_magic), x, y, op);
2093 return 1; 2012 return 1;
2094 } 2013 }
2095 2014
2096 disease->destroy (); 2015 disease->destroy ();
2097 } 2016 }

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