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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 1.117 by root, Sat Nov 17 23:40:04 2018 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 (©) 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 (©) 2002-2003,2007 Mark Wedel & Crossfire Development Team 6 * Copyright (©) 2002-2003 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 7 * Copyright (©) 1992 Frank Tore Johansen
7 * 8 *
8 * Crossfire TRT is free software; you can redistribute it and/or modify it 9 * 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 10 * 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) 11 * Free Software Foundation, either version 3 of the License, or (at your
11 * any later version. 12 * option) any later version.
12 * 13 *
13 * This program is distributed in the hope that it will be useful, but 14 * This program is distributed in the hope that it will be useful,
14 * WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY 15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License 16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * for more details. 17 * GNU General Public License for more details.
17 * 18 *
18 * You should have received a copy of the GNU General Public License along 19 * 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 20 * and the GNU General Public License along with this program. If not, see
20 * Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA 21 * <http://www.gnu.org/licenses/>.
21 * 22 *
22 * The authors can be reached via e-mail to <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
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)
250 tmp->speed_left = -0.1f; 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 SET_ANIMATION (tmp, 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;
344 * BULLET/BALL CODE 342 * BULLET/BALL CODE
345 * 343 *
346 ***************************************************************************/ 344 ***************************************************************************/
347 345
348/* expands an explosion. op is a piece of the 346/* expands an explosion. op is a piece of the
349 * explosion - this expans it in the different directions. 347 * explosion - this expands it in the different directions.
350 * At least that is what I think this does. 348 * At least that is what I think this does.
351 */ 349 */
352void 350void
353explosion (object *op) 351explosion (object *op)
354{ 352{
367 { 365 {
368 for (i = 1; i < 9; i++) 366 for (i = 1; i < 9; i++)
369 { 367 {
370 sint16 dx, dy; 368 sint16 dx, dy;
371 369
372 dx = op->x + freearr_x[i]; 370 dx = op->x + DIRX (i);
373 dy = op->y + freearr_y[i]; 371 dy = op->y + DIRY (i);
374 372
375 /* ok_to_put_more already does things like checks for walls, 373 /* ok_to_put_more already does things like checks for walls,
376 * out of map, etc. 374 * out of map, etc.
377 */ 375 */
378 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))
379 { 377 {
380 object *tmp = op->clone (); 378 object *tmp = op->clone ();
392 390
393/* Causes an object to explode, eg, a firebullet, 391/* Causes an object to explode, eg, a firebullet,
394 * poison cloud ball, etc. op is the object to 392 * poison cloud ball, etc. op is the object to
395 * explode. 393 * explode.
396 */ 394 */
397void 395static void
398explode_bullet (object *op) 396explode_bullet (object *op)
399{ 397{
400 object *tmp, *owner; 398 object *tmp, *owner;
401 399
402 if (op->other_arch == NULL) 400 if (!op->other_arch)
403 { 401 {
404 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n"); 402 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n");
405 op->destroy (); 403 op->destroy ();
406 return; 404 return;
407 } 405 }
408 406
409 if (op->env) 407 if (op->env)
410 { 408 {
411 object *env = object_get_env_recursive (op); 409 object *env = op->outer_env ();
410
412 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))
413 { 412 {
414 LOG (llevError, "BUG: explode_bullet(): env out of map\n"); 413 LOG (llevError, "BUG: explode_bullet(): env out of map\n");
415 op->destroy (); 414 op->destroy ();
416 return; 415 return;
417 } 416 }
435 } 434 }
436 435
437 if (op->attacktype) 436 if (op->attacktype)
438 { 437 {
439 hit_map (op, 0, op->attacktype, 1); 438 hit_map (op, 0, op->attacktype, 1);
439
440 if (op->destroyed ()) 440 if (op->destroyed ())
441 return; 441 return;
442 } 442 }
443 443
444 /* other_arch contains what this explodes into */ 444 /* other_arch contains what this explodes into */
445 tmp = arch_to_object (op->other_arch); 445 tmp = op->other_arch->instance ();
446 446
447 tmp->set_owner (op); 447 tmp->set_owner (op);
448 tmp->skill = op->skill; 448 tmp->skill = op->skill;
449 449
450 owner = op->owner; 450 owner = op->owner;
451 451
452 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))
453 { 456 {
454 op->destroy (); 457 op->destroy ();
455 return; 458 return;
456 } 459 }
457 460
484 487
485 /* Prevent recursion */ 488 /* Prevent recursion */
486 op->move_on = 0; 489 op->move_on = 0;
487 490
488 tmp->insert_at (op, op); 491 tmp->insert_at (op, op);
492 tmp->play_sound (tmp->sound);
493
489 /* remove the firebullet */ 494 /* remove the firebullet */
490 op->destroy (); 495 op->destroy ();
491} 496}
492 497
493/* 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
517 if (!(mflags & P_IS_ALIVE)) 522 if (!(mflags & P_IS_ALIVE))
518 return; 523 return;
519 524
520 for (tmp = op->ms ().bot; tmp; tmp = tmp->above) 525 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
521 { 526 {
522 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 527 if (tmp->flag [FLAG_ALIVE])
523 { 528 {
524 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
525 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0) 532 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0)
526 { 533 {
527 if (!QUERY_FLAG (op, FLAG_REMOVED)) 534 if (!op->flag [FLAG_REMOVED])
528 { 535 {
529 op->destroy (); 536 op->destroy ();
530 return; 537 return;
531 } 538 }
532 } 539 }
540 * fired arches (eg, bolts). 547 * fired arches (eg, bolts).
541 */ 548 */
542void 549void
543move_bullet (object *op) 550move_bullet (object *op)
544{ 551{
545 sint16 new_x, new_y;
546 int mflags;
547 maptile *m;
548
549#if 0 552#if 0
550 /* We need a better general purpose way to do this */ 553 /* We need a better general purpose way to do this */
551 554
552 /* peterm: added to make comet leave a trail of burnouts 555 /* peterm: added to make comet leave a trail of burnouts
553 it's an unadulterated hack, but the effect is cool. */ 556 it's an unadulterated hack, but the effect is cool. */
554 if (op->stats.sp == SP_METEOR) 557 if (op->stats.sp == SP_METEOR)
555 { 558 {
556 replace_insert_ob_in_map ("fire_trail", op); 559 replace_insert_ob_in_map ("fire_trail", op);
557 if (op->destroyed ()) 560 if (op->destroyed ())
568 op->destroy (); 571 op->destroy ();
569 572
570 return; 573 return;
571 } 574 }
572 575
573 new_x = op->x + DIRX (op); 576 mapxy pos (op);
574 new_y = op->y + DIRY (op); 577 pos.move (op->direction);
575 m = op->map;
576 mflags = get_map_flags (m, &m, new_x, new_y, &new_x, &new_y);
577 578
578 if (mflags & P_OUT_OF_MAP) 579 if (!pos.normalise ())
579 { 580 {
580 op->destroy (); 581 op->destroy ();
581 return; 582 return;
582 } 583 }
583 584
584 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))
585 { 590 {
586 if (op->other_arch) 591 if (op->other_arch)
587 explode_bullet (op); 592 explode_bullet (op);
588 else 593 else
589 op->destroy (); 594 op->destroy ();
590 595
591 return; 596 return;
592 } 597 }
593 598
594 if (!(op = m->insert (op, new_x, new_y, op))) 599 if (!(op = pos.insert (op, op)))
595 return; 600 return;
596 601
597 if (reflwall (op->map, op->x, op->y, op)) 602 if (reflwall (op->map, op->x, op->y, op))
598 { 603 {
599 op->direction = absdir (op->direction + 4); 604 op->direction = absdir (op->direction + 4);
618 int mflags; 623 int mflags;
619 624
620 if (!spob->other_arch) 625 if (!spob->other_arch)
621 return 0; 626 return 0;
622 627
623 tmp = arch_to_object (spob->other_arch); 628 tmp = spob->other_arch->instance ();
624 if (tmp == NULL) 629 if (!tmp)
625 return 0; 630 return 0;
626 631
627 /* peterm: level dependency for bolts */ 632 /* peterm: level dependency for bolts */
628 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);
629 tmp->attacktype = spob->attacktype; 634 tmp->attacktype = spob->attacktype;
630 if (spob->slaying) 635 if (spob->slaying)
631 tmp->slaying = spob->slaying; 636 tmp->slaying = spob->slaying;
632 637
636 tmp->stats.hp = spob->duration + SP_level_duration_adjust (caster, spob); 641 tmp->stats.hp = spob->duration + SP_level_duration_adjust (caster, spob);
637 tmp->stats.maxhp = spob->range + SP_level_range_adjust (caster, spob); 642 tmp->stats.maxhp = spob->range + SP_level_range_adjust (caster, spob);
638 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);
639 644
640 tmp->direction = dir; 645 tmp->direction = dir;
641 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) 646 if (tmp->flag [FLAG_IS_TURNABLE])
642 SET_ANIMATION (tmp, dir); 647 SET_ANIMATION (tmp, dir);
643 648
644 tmp->set_owner (op); 649 tmp->set_owner (op);
645 set_spell_skill (op, caster, spob, tmp); 650 set_spell_skill (op, caster, spob, tmp);
646 651
647 tmp->x = op->x + freearr_x[dir]; 652 tmp->x = op->x + DIRX (dir);
648 tmp->y = op->y + freearr_y[dir]; 653 tmp->y = op->y + DIRY (dir);
649 tmp->map = op->map; 654 tmp->map = op->map;
650 655
651 maptile *newmap; 656 maptile *newmap;
652 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);
653 if (mflags & P_OUT_OF_MAP) 658 if (mflags & P_OUT_OF_MAP)
656 return 0; 661 return 0;
657 } 662 }
658 663
659 tmp->map = newmap; 664 tmp->map = newmap;
660 665
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
661 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)))
662 { 680 {
663 if (!QUERY_FLAG (tmp, FLAG_REFLECTING)) 681 if (!tmp->flag [FLAG_REFLECTING])
664 { 682 {
665 tmp->destroy (); 683 tmp->destroy ();
666 return 0; 684 return 0;
667 } 685 }
668 686
683 * CONE RELATED FUNCTIONS 701 * CONE RELATED FUNCTIONS
684 * 702 *
685 *****************************************************************************/ 703 *****************************************************************************/
686 704
687/* 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" */
688void 706static void
689cone_drop (object *op) 707cone_drop (object *op)
690{ 708{
691 object *new_ob = arch_to_object (op->other_arch); 709 object *new_ob = op->other_arch->instance ();
692 710
693 new_ob->level = op->level; 711 new_ob->level = op->level;
694 new_ob->set_owner (op->owner); 712 new_ob->set_owner (op->owner);
695 713
696 /* preserve skill ownership */ 714 /* preserve skill ownership */
703/* 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 */
704 722
705void 723void
706move_cone (object *op) 724move_cone (object *op)
707{ 725{
708 int i;
709
710 /* 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 */
711 if (!op->map) 727 if (!op->map)
712 { 728 {
713 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");
714 op->set_speed (0); 730 op->set_speed (0);
715 return; 731 return;
716 } 732 }
717 733
718 /* lava saves it's life, but not yours :) */ 734 /* lava saves it's life, but not yours :) */
719 if (QUERY_FLAG (op, FLAG_LIFESAVE)) 735 if (op->flag [FLAG_LIFESAVE])
720 { 736 {
721 hit_map (op, 0, op->attacktype, 0); 737 hit_map (op, 0, op->attacktype, 0);
722 return; 738 return;
723 } 739 }
724 740
734 } 750 }
735#endif 751#endif
736 752
737 hit_map (op, 0, op->attacktype, 0); 753 hit_map (op, 0, op->attacktype, 0);
738 754
755 if (!op->is_on_map ())
756 return;
757
739 /* Check to see if we should push anything. 758 /* Check to see if we should push anything.
740 * Spell objects with weight push whatever they encounter to some 759 * Spell objects with weight push whatever they encounter to some
741 * degree. 760 * degree.
742 */ 761 */
743 if (op->weight) 762 if (op->weight)
763 {
744 check_spell_knockback (op); 764 check_spell_knockback (op);
745 765
746 if (op->destroyed ()) 766 if (!op->is_on_map ())
747 return; 767 return;
768 }
748 769
749 if ((op->duration--) < 0) 770 if (op->duration-- < 0)
750 { 771 {
751 op->destroy (); 772 op->destroy ();
752 return; 773 return;
753 } 774 }
754 /* Object has hit maximum range, so don't have it move 775 /* Object has hit maximum range, so don't have it move
759 { 780 {
760 op->range = 0; /* just so it doesn't wrap */ 781 op->range = 0; /* just so it doesn't wrap */
761 return; 782 return;
762 } 783 }
763 784
764 for (i = -1; i < 2; i++) 785 for (int i = -1; i <= 1; i++)
765 { 786 {
766 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));
767 788
768 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))
769 { 790 {
770 object *tmp = op->clone (); 791 object *tmp = op->clone ();
771 792
800 MoveType movetype; 821 MoveType movetype;
801 822
802 if (!spell->other_arch) 823 if (!spell->other_arch)
803 return 0; 824 return 0;
804 825
805 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)
806 { 827 {
807 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!");
808 return 0; 829 return 0;
809 } 830 }
810 831
811 if (!dir) 832 if (!dir)
812 { 833 {
820 */ 841 */
821 movetype = spell->other_arch->move_type; 842 movetype = spell->other_arch->move_type;
822 843
823 for (i = range_min; i <= range_max; i++) 844 for (i = range_min; i <= range_max; i++)
824 { 845 {
825 sint16 x, y, d; 846 sint16 x, y;
826 847
827 /* We can't use absdir here, because it never returns 848 /* 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 849 * 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 850 * of the trap (d==0). If it is not a rune, then we don't want
830 * to hit that person. 851 * to hit that person.
831 */ 852 */
832 d = dir + i; 853 int d = dir ? absdir (dir + i) : i;
833 while (d < 0)
834 d += 8;
835 while (d > 8)
836 d -= 8;
837 854
838 /* 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.
839 * In that case, we have to see - if dir is specified, 856 * In that case, we have to see - if dir is specified,
840 * turn this into direction 8. If dir is not specified (all 857 * turn this into direction 8. If dir is not specified (all
841 * direction) skip - otherwise, one line would do more damage 858 * direction) skip - otherwise, one line would do more damage
848 d = 8; 865 d = 8;
849 else 866 else
850 continue; 867 continue;
851 } 868 }
852 869
853 x = op->x + freearr_x[d]; 870 x = op->x + DIRX (d);
854 y = op->y + freearr_y[d]; 871 y = op->y + DIRY (d);
855 872
856 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)
857 continue; 874 continue;
858 875
859 if ((movetype & GET_MAP_MOVE_BLOCK (m, sx, sy)) == movetype) 876 if ((movetype & GET_MAP_MOVE_BLOCK (m, sx, sy)) == movetype)
860 continue; 877 continue;
861 878
862 success = 1; 879 success = 1;
863 tmp = arch_to_object (spell->other_arch); 880 tmp = spell->other_arch->instance ();
864 tmp->set_owner (op); 881 tmp->set_owner (op);
865 set_spell_skill (op, caster, spell, tmp); 882 set_spell_skill (op, caster, spell, tmp);
866 tmp->level = caster_level (caster, spell); 883 tmp->level = casting_level (caster, spell);
867 tmp->attacktype = spell->attacktype; 884 tmp->attacktype = spell->attacktype;
868 885
869 /* holy word stuff */ 886 /* holy word stuff */
870 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER)) 887 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER))
871 if (!tailor_god_spell (tmp, op)) 888 if (!tailor_god_spell (tmp, op))
936 * op is the original bomb object. 953 * op is the original bomb object.
937 */ 954 */
938void 955void
939animate_bomb (object *op) 956animate_bomb (object *op)
940{ 957{
941 int i;
942 object *env, *tmp;
943
944 if (op->state != NUM_ANIMATIONS (op) - 1) 958 if (op->state != NUM_ANIMATIONS (op) - 1)
945 return; 959 return;
946 960
947 env = object_get_env_recursive (op); 961 object *env = op->outer_env ();
948 962
949 if (op->env) 963 if (op->env)
950 { 964 {
951 if (env->map == NULL) 965 if (!env->map)
952 return; 966 return;
953
954 if (env->type == PLAYER)
955 esrv_del_item (env->contr, op->count);
956 967
957 if (!(op = op->insert_at (env, op))) 968 if (!(op = op->insert_at (env, op)))
958 return; 969 return;
959 } 970 }
960 971
961 // 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
962 // 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
963 // as bombs can be carried. 974 // as bombs can be carried.
964 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE) 975 if (op->ms ().flags () & P_SAFE)
965 { 976 {
966 op->destroy (); 977 op->destroy ();
967 return; 978 return;
968 } 979 }
969 980
971 * but using the cast_bullet isn't really feasible, 982 * but using the cast_bullet isn't really feasible,
972 * so just set up the appropriate values. 983 * so just set up the appropriate values.
973 */ 984 */
974 if (archetype *at = archetype::find (SPLINT)) 985 if (archetype *at = archetype::find (SPLINT))
975 { 986 {
976 for (i = 1; i < 9; i++) 987 for (int i = 1; i < 9; i++)
977 { 988 {
978 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)))
979 continue; 990 continue;
980 991
981 tmp = arch_to_object (at); 992 object *tmp = at->instance ();
982 tmp->direction = i; 993 tmp->direction = i;
983 tmp->range = op->range; 994 tmp->range = op->range;
984 tmp->stats.dam = op->stats.dam; 995 tmp->stats.dam = op->stats.dam;
985 tmp->duration = op->duration; 996 tmp->duration = op->duration;
986 tmp->attacktype = op->attacktype; 997 tmp->attacktype = op->attacktype;
987 tmp->set_owner (op); 998 tmp->set_owner (op);
988 if (op->skill && op->skill != tmp->skill) 999 if (op->skill && op->skill != tmp->skill)
989 tmp->skill = op->skill; 1000 tmp->skill = op->skill;
990 1001
991 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) 1002 if (tmp->flag [FLAG_IS_TURNABLE])
992 SET_ANIMATION (tmp, i); 1003 SET_ANIMATION (tmp, i);
993 1004
994 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);
995 move_bullet (tmp); 1006 move_bullet (tmp);
996 } 1007 }
997 } 1008 }
998 1009
999 explode_bullet (op); 1010 explode_bullet (op);
1000} 1011}
1001 1012
1002int 1013int
1003create_bomb (object *op, object *caster, int dir, object *spell) 1014create_bomb (object *op, object *caster, int dir, object *spell)
1004{ 1015{
1005
1006 object *tmp; 1016 object *tmp;
1007 int mflags; 1017 int mflags;
1008 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);
1009 maptile *m; 1019 maptile *m;
1010 1020
1011 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 {
1012 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))
1013 { 1030 {
1014 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way."); 1031 op->failmsg ("There is something in the way.");
1015 return 0; 1032 return 0;
1033 }
1016 } 1034 }
1017 tmp = arch_to_object (spell->other_arch); 1035
1036 tmp = spell->other_arch->instance ();
1018 1037
1019 /* level dependencies for bomb */ 1038 /* level dependencies for bomb */
1020 tmp->range = spell->range + SP_level_range_adjust (caster, spell); 1039 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
1021 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);
1022 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell); 1041 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
1042 * dir is the direction to look in. 1061 * dir is the direction to look in.
1043 * range is how far out to look. 1062 * range is how far out to look.
1044 * 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.
1045 * this info is used for blocked magic/unholy spaces. 1064 * this info is used for blocked magic/unholy spaces.
1046 */ 1065 */
1047object * 1066static object *
1048get_pointed_target (object *op, int dir, int range, int type) 1067get_pointed_target (object *op, int dir, int range, int type)
1049{ 1068{
1050 object *target; 1069 object *target;
1051 sint16 x, y; 1070 sint16 x, y;
1052 int dist, mflags; 1071 int dist, mflags;
1055 if (dir == 0) 1074 if (dir == 0)
1056 return NULL; 1075 return NULL;
1057 1076
1058 for (dist = 1; dist < range; dist++) 1077 for (dist = 1; dist < range; dist++)
1059 { 1078 {
1060 x = op->x + freearr_x[dir] * dist; 1079 x = op->x + DIRX (dir) * dist;
1061 y = op->y + freearr_y[dir] * dist; 1080 y = op->y + DIRY (dir) * dist;
1062 mp = op->map; 1081 mp = op->map;
1063 mflags = get_map_flags (op->map, &mp, x, y, &x, &y); 1082 mflags = get_map_flags (op->map, &mp, x, y, &x, &y);
1064 1083
1065 if (mflags & P_OUT_OF_MAP) 1084 if (mflags & P_OUT_OF_MAP)
1066 return NULL; 1085 return NULL;
1071 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW) 1090 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW)
1072 return NULL; 1091 return NULL;
1073 1092
1074 if (mflags & P_IS_ALIVE) 1093 if (mflags & P_IS_ALIVE)
1075 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)
1076 if (QUERY_FLAG (target, FLAG_MONSTER)) 1095 if (target->flag [FLAG_MONSTER])
1077 return target; 1096 return target;
1078 } 1097 }
1079 1098
1080 return NULL; 1099 return NULL;
1081} 1100}
1082 1101
1083/* cast_smite_arch() - the priest points to a creature and causes 1102/* cast_smite_spell() - the priest points to a creature and causes
1084 * a 'godly curse' to decend. 1103 * a 'godly curse' to decend.
1085 * usual params - 1104 * usual params -
1086 * op = player 1105 * op = player
1087 * caster = object casting the spell. 1106 * caster = object casting the spell.
1088 * dir = direction being cast 1107 * dir = direction being cast
1089 * spell = spell object 1108 * spell = spell object
1090 */ 1109 */
1091
1092int 1110int
1093cast_smite_spell (object *op, object *caster, int dir, object *spell) 1111cast_smite_spell (object *op, object *caster, int dir, object *spell)
1094{ 1112{
1095 object *effect, *target; 1113 object *effect, *target;
1096 object *god = find_god (determine_god (op)); 1114 object *god = find_god (determine_god (op));
1097 int range;
1098 1115
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); 1116 target = get_pointed_target (op, dir, 50, spell->stats.grace ? SPELL_GRACE : SPELL_MANA);
1101 1117
1102 /* Bunch of conditions for casting this spell. Note that only 1118 /* Bunch of conditions for casting this spell. Note that only
1103 * require a god if this is a cleric spell (requires grace). 1119 * require a god if this is a cleric spell (requires grace).
1104 * 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
1105 * 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
1106 * interesting spell. 1122 * interesting spell.
1107 * 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
1108 * can't be friendly to your god. 1124 * can't be friendly to your god.
1109 */ 1125 */
1110 1126
1111 if (!target || QUERY_FLAG (target, FLAG_REFL_SPELL) 1127 if (!target
1128 || target->flag [FLAG_REFL_SPELL]
1112 || (!god && spell->stats.grace) 1129 || (!god && spell->stats.grace)
1113 || (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)))
1114 { 1132 {
1115 new_draw_info (NDI_UNIQUE, 0, op, "Your request is unheeded."); 1133 op->failmsg ("Your request is unheeded.");
1116 return 0; 1134 return 0;
1117 } 1135 }
1118 1136
1119 if (spell->other_arch) 1137 if (spell->other_arch)
1120 effect = arch_to_object (spell->other_arch); 1138 effect = spell->other_arch->instance ();
1121 else 1139 else
1122 return 0; 1140 return 0;
1123 1141
1124 /* tailor the effect by priest level and worshipped God */ 1142 /* tailor the effect by priest level and worshipped God */
1125 effect->level = caster_level (caster, spell); 1143 effect->level = casting_level (caster, spell);
1126 effect->attacktype = spell->attacktype; 1144 effect->attacktype = spell->attacktype;
1127 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER)) 1145 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER))
1128 { 1146 {
1129 if (tailor_god_spell (effect, op)) 1147 if (tailor_god_spell (effect, op))
1130 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));
1131 else 1149 else
1132 { 1150 {
1133 new_draw_info (NDI_UNIQUE, 0, op, "Your request is ignored."); 1151 op->failmsg ("Your request is ignored.");
1134 return 0; 1152 return 0;
1135 } 1153 }
1136 } 1154 }
1137 1155
1138 /* size of the area of destruction */ 1156 /* size of the area of destruction */
1142 if (effect->attacktype & AT_DEATH) 1160 if (effect->attacktype & AT_DEATH)
1143 { 1161 {
1144 effect->level = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1162 effect->level = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1145 1163
1146 /* casting death spells at undead isn't a good thing */ 1164 /* casting death spells at undead isn't a good thing */
1147 if (QUERY_FLAG (target, FLAG_UNDEAD)) 1165 if (target->flag [FLAG_UNDEAD])
1148 { 1166 {
1149 if (random_roll (0, 2, op, PREFER_LOW)) 1167 if (random_roll (0, 2, op, PREFER_LOW))
1150 { 1168 {
1151 new_draw_info (NDI_UNIQUE, 0, op, "Idiot! Your spell boomerangs!"); 1169 new_draw_info (NDI_UNIQUE, 0, op, "Idiot! Your spell boomerangs!");
1152 effect->x = op->x; 1170 effect->x = op->x;
1174 effect->insert_at (target, op); 1192 effect->insert_at (target, op);
1175 1193
1176 return 1; 1194 return 1;
1177} 1195}
1178 1196
1179
1180/**************************************************************************** 1197/****************************************************************************
1181 * 1198 *
1182 * MAGIC MISSILE code. 1199 * MAGIC MISSILE code.
1183 * 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
1184 * code here is just to move the missile. 1201 * code here is just to move the missile.
1186 1203
1187/* op is a missile that needs to be moved */ 1204/* op is a missile that needs to be moved */
1188void 1205void
1189move_missile (object *op) 1206move_missile (object *op)
1190{ 1207{
1191 int i, mflags;
1192 object *owner;
1193 sint16 new_x, new_y;
1194 maptile *m;
1195
1196 if (op->range-- <= 0) 1208 if (op->range-- <= 0)
1197 { 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 {
1198 op->destroy (); 1219 op->destroy ();
1199 return; 1220 return;
1200 } 1221 }
1201 1222
1202 owner = op->owner; 1223 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 1224
1214 new_x = op->x + DIRX (op); 1225 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 { 1226 {
1221 hit_map (op, op->direction, AT_MAGIC, 1); 1227 hit_map (op, op->direction, AT_MAGIC, 1);
1222 /* Basically, missile only hits one thing then goes away. 1228 /* Basically, missile only hits one thing then goes away.
1223 * 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.
1224 */ 1230 */
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 (); 1231 op->destroy ();
1236 return; 1232 return;
1237 } 1233 }
1238 1234
1235 if (!op->direction)
1236 {
1237 op->destroy ();
1238 return;
1239 }
1240
1239 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);
1240 if (i > 0 && i != op->direction) 1242 if (i > 0 && i != op->direction)
1241 { 1243 {
1242 op->direction = i; 1244 op->direction = i;
1243 SET_ANIMATION (op, op->direction); 1245 SET_ANIMATION (op, op->direction);
1244 } 1246 }
1245 1247
1246 m->insert (op, new_x, new_y, op); 1248 pos.insert (op, op);
1247} 1249}
1248 1250
1249/**************************************************************************** 1251/****************************************************************************
1250 * Destruction 1252 * Destruction
1251 ****************************************************************************/ 1253 ****************************************************************************/
1252 1254
1253/* make_object_glow() - currently only makes living objects glow. 1255/* make_object_glow() - currently only makes living objects glow.
1254 * 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
1255 * object. if time is 0, the object glows permanently. To truely 1257 * object. if time is 0, the object glows permanently. To truely
1256 * make this work for non-living objects, we would have to 1258 * make this work for non-living objects, we would have to
1257 * give them the capability to have an inventory. b.t. 1259 * give them the capability to have an inventory. b.t.
1258 */ 1260 */
1259 1261static int
1260int
1261make_object_glow (object *op, int radius, int time) 1262make_object_glow (object *op, int radius, int time)
1262{ 1263{
1263 object *tmp;
1264
1265 /* some things are unaffected... */ 1264 /* some things are unaffected... */
1266 if (op->path_denied & PATH_LIGHT) 1265 if (op->path_denied & PATH_LIGHT)
1267 return 0; 1266 return 0;
1268 1267
1269 tmp = get_archetype (FORCE_NAME); 1268 object *tmp = archetype::get (FORCE_NAME);
1270 tmp->speed = 0.01; 1269 tmp->set_speed (0.01);
1271 tmp->stats.food = time; 1270 tmp->stats.food = time;
1272 SET_FLAG (tmp, FLAG_IS_USED_UP); 1271 tmp->set_flag (FLAG_IS_USED_UP);
1273 tmp->glow_radius = radius; 1272 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); 1273 tmp = insert_ob_in_ob (tmp, op);
1274
1282 if (tmp->glow_radius > op->glow_radius) 1275 if (tmp->glow_radius > op->glow_radius)
1283 op->glow_radius = tmp->glow_radius; 1276 op->set_glow_radius (tmp->glow_radius);
1284 1277
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; 1278 return 1;
1291} 1279}
1292 1280
1293int 1281int
1294cast_destruction (object *op, object *caster, object *spell_ob) 1282cast_destruction (object *op, object *caster, object *spell_ob)
1295{ 1283{
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); 1284 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); 1285 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); 1286 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 1287
1308 /* destruction doesn't use another spell object, so we need 1288 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 1289
1322 op->change_skill (find_skill_by_name (op, op->skill)); 1290 dynbuf buf;
1323 1291 unordered_mapwalk (buf, op, -range, -range, range, range)
1324 for (i = -range; i < range; i++)
1325 { 1292 {
1326 for (j = -range; j < range; j++) 1293 mapspace &ms = m->at (nx, ny);
1327 {
1328 m = op->map;
1329 sx = op->x + i;
1330 sy = op->y + j;
1331 1294
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) 1295 if (ms.flags () & P_IS_ALIVE)
1296 for (object *next, *tmp = ms.bot; tmp; tmp = next)
1337 { 1297 {
1338 for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above) 1298 next = tmp->above;
1339 if (QUERY_FLAG (tmp, FLAG_ALIVE) || tmp->type == PLAYER)
1340 break;
1341 1299
1342 if (tmp) 1300 if (tmp->flag [FLAG_ALIVE] || tmp->is_player ())
1343 { 1301 {
1344 if (tmp->head)
1345 tmp = tmp->head; 1302 tmp = tmp->head_ ();
1346 1303
1347 if ((friendly && !QUERY_FLAG (tmp, FLAG_FRIENDLY) && tmp->type != PLAYER) || 1304 if ((friendly && !tmp->flag [FLAG_FRIENDLY] && !tmp->is_player ())
1348 (!friendly && (QUERY_FLAG (tmp, FLAG_FRIENDLY) || tmp->type == PLAYER))) 1305 || (!friendly && (tmp->flag [FLAG_FRIENDLY] || tmp->is_player ())))
1349 { 1306 {
1350 if (spell_ob->subtype == SP_DESTRUCTION) 1307 if (spell_ob->subtype == SP_DESTRUCTION)
1351 { 1308 {
1352 hit_player (tmp, dam, op, spell_ob->attacktype, 0); 1309 hit_player (tmp, dam, op, spell_ob->attacktype, 0);
1310
1353 if (spell_ob->other_arch) 1311 if (spell_ob->other_arch)
1354 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op); 1312 m->insert (spell_ob->other_arch->instance (), nx, ny, op);
1355 } 1313 }
1356 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)
1357 { 1315 {
1358 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch) 1316 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch)
1359 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op); 1317 m->insert (spell_ob->other_arch->instance (), nx, ny, op);
1360 } 1318 }
1361 } 1319 }
1362 } 1320 }
1363 } 1321 }
1364 }
1365 } 1322 }
1366 1323
1367 op->skill = skill;
1368 return 1; 1324 return 1;
1369} 1325}
1370 1326
1371/*************************************************************************** 1327/***************************************************************************
1372 * 1328 *
1373 * CURSE 1329 * CURSE
1374 * 1330 *
1375 ***************************************************************************/ 1331 ***************************************************************************/
1376
1377int 1332int
1378cast_curse (object *op, object *caster, object *spell_ob, int dir) 1333cast_curse (object *op, object *caster, object *spell_ob, int dir)
1379{ 1334{
1380 object *god = find_god (determine_god (op)); 1335 object *god = find_god (determine_god (op));
1381 object *tmp, *force; 1336 object *tmp, *force;
1382 1337
1383 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);
1384 if (!tmp) 1339 if (!tmp)
1385 { 1340 {
1386 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.");
1387 return 0; 1342 return 0;
1388 } 1343 }
1389 1344
1345 tmp = tmp->head_ ();
1346
1390 /* 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. */
1391 for (force = tmp->inv; force != NULL; force = force->below) 1348 for (force = tmp->inv; force; force = force->below)
1392 { 1349 {
1393 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY) 1350 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY)
1394 { 1351 {
1395 if (force->name == spell_ob->name) 1352 if (force->name == spell_ob->name)
1396 { 1353 {
1402 return 0; 1359 return 0;
1403 } 1360 }
1404 } 1361 }
1405 } 1362 }
1406 1363
1407 if (force == NULL) 1364 if (!force)
1408 { 1365 {
1409 force = get_archetype (FORCE_NAME); 1366 force = archetype::get (FORCE_NAME);
1410 force->subtype = FORCE_CHANGE_ABILITY; 1367 force->subtype = FORCE_CHANGE_ABILITY;
1368
1411 if (spell_ob->race) 1369 if (spell_ob->race)
1412 force->name = spell_ob->race; 1370 force->name = spell_ob->race;
1413 else 1371 else
1414 force->name = spell_ob->name; 1372 force->name = spell_ob->name;
1415 1373
1425 { 1383 {
1426 force->duration = duration; 1384 force->duration = duration;
1427 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.");
1428 } 1386 }
1429 else 1387 else
1430 {
1431 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.");
1432 } 1389
1433 return 1; 1390 return 1;
1434 } 1391 }
1392
1435 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;
1436 force->speed = 1.f;
1437 force->speed_left = -1.f; 1394 force->speed_left = -1.f;
1438 SET_FLAG (force, FLAG_APPLIED); 1395 force->set_speed (1.f);
1396 force->set_flag (FLAG_APPLIED);
1439 1397
1440 if (god) 1398 if (god)
1441 { 1399 {
1442 if (spell_ob->last_grace) 1400 if (spell_ob->last_grace)
1443 force->path_repelled = god->path_repelled; 1401 force->path_repelled = god->path_repelled;
1456 force->stats.wc = spell_ob->stats.wc; 1414 force->stats.wc = spell_ob->stats.wc;
1457 1415
1458 change_abil (tmp, force); /* Mostly to display any messages */ 1416 change_abil (tmp, force); /* Mostly to display any messages */
1459 insert_ob_in_ob (force, tmp); 1417 insert_ob_in_ob (force, tmp);
1460 tmp->update_stats (); 1418 tmp->update_stats ();
1419
1461 return 1; 1420 return 1;
1462
1463} 1421}
1464 1422
1465/********************************************************************** 1423/**********************************************************************
1466 * mood change 1424 * mood change
1467 * 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
1473 */ 1431 */
1474int 1432int
1475mood_change (object *op, object *caster, object *spell) 1433mood_change (object *op, object *caster, object *spell)
1476{ 1434{
1477 object *tmp, *god, *head; 1435 object *tmp, *god, *head;
1478 int done_one, range, mflags, level, at, best_at; 1436 int done_one, range, level, at, best_at;
1479 sint16 x, y, nx, ny;
1480 maptile *m;
1481 const char *race; 1437 const char *race;
1482 1438
1483 /* 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
1484 * doing it over and over again. 1440 * doing it over and over again.
1485 */ 1441 */
1486 god = find_god (determine_god (op)); 1442 god = find_god (determine_god (op));
1487 level = caster_level (caster, spell); 1443 level = casting_level (caster, spell);
1488 range = spell->range + SP_level_range_adjust (caster, spell); 1444 range = spell->range + SP_level_range_adjust (caster, spell);
1489 1445
1490 /* 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_...
1491 * 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
1492 * won't ever match anything. 1448 * won't ever match anything.
1493 */ 1449 */
1494 if (!spell->race) 1450 if (!spell->race)
1495 race = NULL; 1451 race = NULL;
1496 else if (god && !strcmp (spell->race, "GOD_SLAYING")) 1452 else if (god && spell->race == shstr_GOD_SLAYING)
1497 race = god->slaying; 1453 race = god->slaying;
1498 else if (god && !strcmp (spell->race, "GOD_FRIEND")) 1454 else if (god && spell->race == shstr_GOD_FRIEND)
1499 race = god->race; 1455 race = god->race;
1500 else 1456 else
1501 race = spell->race; 1457 race = spell->race;
1502 1458
1503 for (x = op->x - range; x <= op->x + range; x++) 1459 dynbuf buf;
1504 for (y = op->y - range; y <= op->y + range; y++) 1460 unordered_mapwalk (buf, op, -range, -range, range, range)
1505 { 1461 {
1506 done_one = 0; 1462 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 1463
1514 /* 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 */
1515 if (!(mflags & P_IS_ALIVE)) 1465 if (!(ms.flags () & P_IS_ALIVE))
1516 continue; 1466 continue;
1517 1467
1518 // players can only affect spaces that they can actually see 1468 // players can only affect spaces that they can actually see
1469 if (caster
1519 if (caster && caster->contr 1470 && caster->contr
1520 && caster->contr->visibility_at (m, nx, ny) < 70) 1471 && caster->contr->darkness_at (m, nx, ny) == LOS_BLOCKED)
1521 continue; 1472 continue;
1522 1473
1523 for (tmp = GET_MAP_TOP (m, nx, ny); tmp; tmp = tmp->below) 1474 for (tmp = ms.top; tmp; tmp = tmp->below)
1524 if (QUERY_FLAG (tmp, FLAG_MONSTER)) 1475 if (tmp->flag [FLAG_MONSTER])
1525 break; 1476 break;
1526 1477
1527 /* There can be living objects that are not monsters */ 1478 /* There can be living objects that are not monsters */
1528 if (!tmp || tmp->type == PLAYER) 1479 if (!tmp)
1529 continue; 1480 continue;
1530 1481
1531 /* Only the head has meaningful data, so resolve to that */ 1482 /* Only the head has meaningful data, so resolve to that */
1532 if (tmp->head)
1533 head = tmp->head; 1483 head = tmp->head_ ();
1534 else
1535 head = tmp;
1536 1484
1537 /* 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 */
1538 if (race && head->race && !strstr (race, head->race)) 1486 if (race && head->race && !strstr (race, head->race))
1539 continue; 1487 continue;
1540 1488
1541 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD)) 1489 if (head->flag [FLAG_UNDEAD] && !spell->flag [FLAG_UNDEAD])
1542 continue; 1490 continue;
1543 1491
1544 /* Now do a bunch of stuff related to saving throws */ 1492 /* Now do a bunch of stuff related to saving throws */
1545 best_at = -1; 1493 best_at = -1;
1546 if (spell->attacktype) 1494 if (spell->attacktype)
1547 { 1495 {
1548 for (at = 0; at < NROFATTACKS; at++) 1496 for (at = 0; at < NROFATTACKS; at++)
1549 if (spell->attacktype & (1 << at)) 1497 if (spell->attacktype & (1 << at))
1550 if (best_at == -1 || head->resist[at] > head->resist[best_at]) 1498 if (best_at == -1 || head->resist[at] > head->resist[best_at])
1551 best_at = at; 1499 best_at = at;
1552 1500
1553 if (best_at == -1) 1501 if (best_at == -1)
1554 at = 0; 1502 at = 0;
1555 else 1503 else
1556 { 1504 {
1557 if (head->resist[best_at] == 100) 1505 if (head->resist[best_at] == 100)
1558 continue; 1506 continue;
1559 else 1507 else
1560 at = head->resist[best_at] / 5; 1508 at = head->resist[best_at] / 5;
1561 } 1509 }
1510
1562 at -= level / 5; 1511 at -= level / 5;
1563 if (did_make_save (head, head->level, at)) 1512 if (did_make_save (head, head->level, at))
1564 continue; 1513 continue;
1565 } 1514 }
1566 else /* spell->attacktype */ 1515 else /* spell->attacktype */
1567 { 1516 {
1568 /* 1517 /*
1569 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:
1570 * if spell level < monster level, no go 1519 * if spell level < monster level, no go
1571 * 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 ) )
1572 1521
1573 The chance will then be in the range [20-70] percent, not too bad. 1522 The chance will then be in the range [20-70] percent, not too bad.
1574 1523
1575 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
1576 charm a level 125 monster... 1525 charm a level 125 monster...
1577 1526
1578 Ryo, august 14th 1527 Ryo, august 14th
1579 */ 1528 */
1580 if (head->level > level) 1529 if (head->level > level)
1581 continue; 1530 continue;
1582 1531
1583 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))))
1584 /* Failed, no effect */ 1533 /* Failed, no effect */
1585 continue; 1534 continue;
1586 } 1535 }
1587 1536
1588 /* Done with saving throw. Now start affecting the monster */ 1537 /* Done with saving throw. Now start affecting the monster */
1538 done_one = 0;
1589 1539
1590 /* aggravation */ 1540 /* aggravation */
1591 if (QUERY_FLAG (spell, FLAG_MONSTER)) 1541 if (spell->flag [FLAG_MONSTER])
1592 { 1542 {
1593 CLEAR_FLAG (head, FLAG_SLEEP); 1543 head->clr_flag (FLAG_SLEEP);
1594 remove_friendly_object (head); 1544 remove_friendly_object (head);
1595 done_one = 1; 1545 done_one = 1;
1596 head->enemy = op; 1546 head->enemy = op;
1597 } 1547 }
1598 1548
1599 /* calm monsters */ 1549 /* calm monsters */
1600 if (QUERY_FLAG (spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (head, FLAG_UNAGGRESSIVE)) 1550 if (spell->flag [FLAG_UNAGGRESSIVE] && !head->flag [FLAG_UNAGGRESSIVE])
1601 { 1551 {
1602 SET_FLAG (head, FLAG_UNAGGRESSIVE); 1552 head->set_flag (FLAG_UNAGGRESSIVE);
1603 head->enemy = NULL; 1553 head->enemy = NULL;
1604 done_one = 1; 1554 done_one = 1;
1605 } 1555 }
1606 1556
1607 /* berserk monsters */ 1557 /* berserk monsters */
1608 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK)) 1558 if (spell->flag [FLAG_BERSERK] && !head->flag [FLAG_BERSERK])
1609 { 1559 {
1610 SET_FLAG (head, FLAG_BERSERK); 1560 head->set_flag (FLAG_BERSERK);
1611 done_one = 1; 1561 done_one = 1;
1612 } 1562 }
1613 1563
1614 /* charm */ 1564 /* charm */
1615 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY)) 1565 if (spell->flag [FLAG_NO_ATTACK] && !head->flag [FLAG_FRIENDLY])
1616 { 1566 {
1567 INVOKE_OBJECT (KILL, head, ARG_OBJECT (caster));
1568
1617 /* Prevent uncontolled outbreaks of self replicating monsters. 1569 /* Prevent uncontrolled outbreaks of self replicating monsters.
1618 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.
1619 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. */
1620 CLEAR_FLAG (head, FLAG_GENERATOR); 1572 head->clr_flag (FLAG_GENERATOR);
1621 head->set_owner (op); 1573 head->set_owner (op);
1622 set_spell_skill (op, caster, spell, head); 1574 set_spell_skill (op, caster, spell, head);
1623 add_friendly_object (head); 1575 add_friendly_object (head);
1624 head->attack_movement = PETMOVE; 1576 head->attack_movement = PETMOVE;
1625 done_one = 1; 1577 done_one = 1;
1626 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);
1627 head->stats.exp = 0; 1579 head->stats.exp = 0;
1628 } 1580 }
1629 1581
1630 /* If a monster was effected, put an effect in */ 1582 /* If a monster was effected, put an effect in */
1631 if (done_one && spell->other_arch) 1583 if (done_one && spell->other_arch)
1632 m->insert (arch_to_object (spell->other_arch), nx, ny, op); 1584 m->insert (spell->other_arch->instance (), nx, ny, op);
1633 } /* for y */ 1585 }
1634 1586
1635 return 1; 1587 return 1;
1636} 1588}
1637
1638 1589
1639/* 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
1640 * 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
1641 * lightning spell used it, that seemed misnamed. 1592 * lightning spell used it, that seemed misnamed.
1642 * op is the spell effect. 1593 * op is the spell effect.
1643 * note that duration is handled by process_object() in time.c 1594 * note that duration is handled by process_object() in time.c
1644 */ 1595 */
1645
1646void 1596void
1647move_ball_spell (object *op) 1597move_ball_spell (object *op)
1648{ 1598{
1649 int i, j, dam_save, dir, mflags; 1599 int i, j, dam_save, dir, mflags;
1650 sint16 nx, ny, hx, hy; 1600 sint16 nx, ny, hx, hy;
1669 for (i = 1; i < 9; i++) 1619 for (i = 1; i < 9; i++)
1670 { 1620 {
1671 /* i bit 0: alters sign of offset 1621 /* i bit 0: alters sign of offset
1672 * other bits (i / 2): absolute value of offset 1622 * other bits (i / 2): absolute value of offset
1673 */ 1623 */
1674
1675 int offset = ((i ^ j) & 1) ? (i / 2) : -(i / 2); 1624 int offset = ((i ^ j) & 1) ? (i / 2) : -(i / 2);
1676 int tmpdir = absdir (op->direction + offset); 1625 int tmpdir = absdir (op->direction + offset);
1677 1626
1678 nx = op->x + freearr_x[tmpdir]; 1627 nx = op->x + DIRX (tmpdir);
1679 ny = op->y + freearr_y[tmpdir]; 1628 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)))) 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))))
1681 { 1630 {
1682 dir = tmpdir; 1631 dir = tmpdir;
1683 break; 1632 break;
1684 } 1633 }
1685 } 1634 }
1635
1686 if (dir == 0) 1636 if (dir == 0)
1687 { 1637 {
1688 nx = op->x; 1638 nx = op->x;
1689 ny = op->y; 1639 ny = op->y;
1690 m = op->map; 1640 m = op->map;
1691 } 1641 }
1692 1642
1693 m->insert (op, nx, ny, op); 1643 m->insert (op, nx, ny, op);
1694 1644
1695 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
1696 surrounding squares */ 1646 surrounding squares */
1697 1647
1698 /* loop over current square and neighbors to hit. 1648 /* loop over current square and neighbors to hit.
1699 * if this has an other_arch field, we insert that in 1649 * if this has an other_arch field, we insert that in
1700 * the surround spaces. 1650 * the surround spaces.
1701 */ 1651 */
1702 for (j = 0; j < 9; j++) 1652 for (j = 0; j < 9; j++)
1703 { 1653 {
1704 hx = nx + freearr_x[j]; 1654 hx = nx + DIRX (j);
1705 hy = ny + freearr_y[j]; 1655 hy = ny + DIRY (j);
1706 1656
1707 m = op->map; 1657 m = op->map;
1708 mflags = get_map_flags (m, &m, hx, hy, &hx, &hy); 1658 mflags = get_map_flags (m, &m, hx, hy, &hx, &hy);
1709 1659
1710 if (mflags & P_OUT_OF_MAP) 1660 if (mflags & P_OUT_OF_MAP)
1716 1666
1717 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)))
1718 { 1668 {
1719 if (j) 1669 if (j)
1720 op->stats.dam = dam_save / 2; 1670 op->stats.dam = dam_save / 2;
1671
1721 hit_map (op, j, op->attacktype, 1); 1672 hit_map (op, j, op->attacktype, 1);
1722
1723 } 1673 }
1724 1674
1725 /* insert the other arch */ 1675 /* insert the other arch */
1726 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))))
1727 m->insert (arch_to_object (op->other_arch), hx, hy, op); 1677 m->insert (op->other_arch->instance (), hx, hy, op);
1728 } 1678 }
1729 1679
1730 /* restore to the center location and damage */ 1680 /* restore to the center location and damage */
1731 op->stats.dam = dam_save; 1681 op->stats.dam = dam_save;
1732 1682
1733 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);
1734 1684
1735 if (i >= 0) 1685 if (i >= 0)
1736 { /* we have a preferred direction! */ 1686 { /* we have a preferred direction! */
1737 /* pick another direction if the preferred dir is blocked. */ 1687 /* 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 || 1688 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))) 1689 OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy)))
1740 i = absdir (i + rndm (0, 2) - 1); /* -1, 0, +1 */ 1690 i = absdir (i + rndm (0, 2) - 1); /* -1, 0, +1 */
1741 1691
1742 op->direction = i; 1692 op->direction = i;
1743 } 1693 }
1744} 1694}
1745 1695
1746
1747/* move_swarm_spell: peterm 1696/* move_swarm_spell: peterm
1748 * 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
1749 * 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
1750 * 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
1751 * 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
1752 * 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.
1753 */ 1702 */
1754
1755void 1703void
1756move_swarm_spell (object *op) 1704move_swarm_spell (object *op)
1757{ 1705{
1758#if 0 1706#if 0
1759 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 };
1760 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 };
1761 sint16 target_x, target_y, origin_x, origin_y; 1709 sint16 target_x, target_y, origin_x, origin_y;
1762 int adjustdir; 1710 int adjustdir;
1763 maptile *m; 1711 maptile *m;
1764#endif 1712#endif
1765 int basedir;
1766 object *owner; 1713 object *owner = op->env;
1767 1714
1768 owner = op->owner; 1715 if (!owner) // MUST not happen, remove when true TODO
1769 if (op->duration == 0 || owner == NULL)
1770 { 1716 {
1717 LOG (llevError, "swarm spell found outside inventory: %s\n", op->debug_desc ());
1771 op->destroy (); 1718 op->destroy ();
1772 return; 1719 return;
1773 } 1720 }
1774 1721
1722 if (!op->duration || !owner->is_on_map ())
1723 {
1724 op->drop_and_destroy ();
1725 return;
1726 }
1727
1775 op->duration--; 1728 op->duration--;
1776 1729
1777 basedir = op->direction; 1730 int basedir = op->direction;
1778 if (basedir == 0) 1731 if (!basedir)
1779 { 1732 {
1780 /* spray in all directions! 8) */ 1733 /* spray in all directions! 8) */
1781 basedir = rndm (1, 8); 1734 op->facing = (op->facing + op->state) & 7;
1735 basedir = op->facing + 1;
1782 } 1736 }
1783 1737
1784#if 0 1738#if 0
1785 // this is bogus: it causes wrong places to be checked below 1739 // this is bogus: it causes wrong places to be checked below
1786 // (a wall 2 cells away will block the effect...) and 1740 // (a wall 2 cells away will block the effect...) and
1788 // space. 1742 // space.
1789 // should be fixed later, but correctness before features... 1743 // should be fixed later, but correctness before features...
1790 // (schmorp) 1744 // (schmorp)
1791 1745
1792 /* new offset calculation to make swarm element distribution 1746 /* new offset calculation to make swarm element distribution
1793 * more uniform 1747 * more uniform
1794 */ 1748 */
1795 if (op->duration) 1749 if (op->duration)
1796 { 1750 {
1797 if (basedir & 1) 1751 if (basedir & 1)
1798 { 1752 {
1806 else 1760 else
1807 { 1761 {
1808 adjustdir = 0; /* fire the last one from forward. */ 1762 adjustdir = 0; /* fire the last one from forward. */
1809 } 1763 }
1810 1764
1811 target_x = op->x + freearr_x[absdir (basedir + adjustdir)]; 1765 target_x = op->x + DIRX (absdir (basedir + adjustdir));
1812 target_y = op->y + freearr_y[absdir (basedir + adjustdir)]; 1766 target_y = op->y + DIRY (absdir (basedir + adjustdir));
1813 1767
1814 /* 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
1815 * necessitates extra out_of_map check below 1769 * necessitates extra out_of_map check below
1816 */ 1770 */
1817 origin_x = target_x - freearr_x[basedir]; 1771 origin_x = target_x - DIRX (basedir);
1818 origin_y = target_y - freearr_y[basedir]; 1772 origin_y = target_y - DIRY (basedir);
1819 1773
1820 1774
1821 /* 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
1822 * should just be a pointer to the spell in some inventory, 1776 * should just be a pointer to the spell in some inventory,
1823 * 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,
1847 { 1801 {
1848 /* 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 */
1849 if (op->spell->subtype == SP_BULLET) 1803 if (op->spell->subtype == SP_BULLET)
1850 fire_bullet (owner, op, basedir, op->spell); 1804 fire_bullet (owner, op, basedir, op->spell);
1851 else if (op->spell->subtype == SP_MAGIC_MISSILE) 1805 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1852 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);
1853 } 1807 }
1854} 1808}
1855
1856
1857
1858 1809
1859/* fire_swarm: 1810/* fire_swarm:
1860 * The following routine creates a swarm of objects. It actually 1811 * The following routine creates a swarm of objects. It actually
1861 * sets up a specific swarm object, which then fires off all 1812 * sets up a specific swarm object, which then fires off all
1862 * the parts of the swarm. 1813 * the parts of the swarm.
1863 * 1814 *
1864 * op: the owner 1815 * op: the owner
1865 * caster: the caster (owner, wand, rod, scroll) 1816 * caster: the caster (owner, wand, rod, scroll)
1866 * dir: the direction everything will be fired in 1817 * dir: the direction everything will be fired in
1867 * spell - the spell that is this spell. 1818 * spell - the spell that is this spell.
1868 * n: the number to be fired. 1819 * n: the number to be fired.
1869 */ 1820 */
1870
1871int 1821int
1872fire_swarm (object *op, object *caster, object *spell, int dir) 1822fire_swarm (object *op, object *caster, object *spell, int dir)
1873{ 1823{
1874 object *tmp;
1875 int i;
1876
1877 if (!spell->other_arch) 1824 if (!spell->other_arch)
1878 return 0; 1825 return 0;
1879 1826
1880 tmp = get_archetype (SWARM_SPELL); 1827 object *tmp = archetype::get (SWARM_SPELL);
1881 tmp->set_owner (op); /* needed so that if swarm elements kill, caster gets xp. */ 1828
1882 set_spell_skill (op, caster, spell, tmp); 1829 set_spell_skill (op, caster, spell, tmp);
1883
1884 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. */
1885 tmp->spell = arch_to_object (spell->other_arch); 1831 tmp->spell = spell->other_arch->instance ();
1886
1887 tmp->attacktype = tmp->spell->attacktype; 1832 tmp->attacktype = tmp->spell->attacktype;
1888 1833
1889 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) 1834 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
1890 if (!tailor_god_spell (tmp, op)) 1835 if (!tailor_god_spell (tmp, op))
1891 return 1; 1836 return 1;
1892 1837
1893 tmp->duration = SP_level_duration_adjust (caster, spell); 1838 tmp->duration = SP_level_duration_adjust (caster, spell);
1894 for (i = 0; i < spell->duration; i++) 1839 for (int i = 0; i < spell->duration; i++)
1895 tmp->duration += die_roll (1, 3, op, PREFER_HIGH); 1840 tmp->duration += die_roll (1, 3, op, PREFER_HIGH);
1896 1841
1842 tmp->invisible = 1;
1843 tmp->flag [FLAG_NO_DROP] = 1; // make sure it stays in inv, or else
1897 tmp->direction = dir; 1844 tmp->direction = dir;
1898 tmp->invisible = 1; 1845 tmp->facing = rndm (1, 8); // initial firing direction
1846 tmp->state = rndm (4) * 2 + 1; // direction increment
1899 1847
1900 tmp->insert_at (op, op); 1848 op->insert (tmp);
1849
1901 return 1; 1850 return 1;
1902} 1851}
1903
1904 1852
1905/* See the spells documentation file for why this is its own 1853/* See the spells documentation file for why this is its own
1906 * function. 1854 * function.
1907 */ 1855 */
1908int 1856int
1913 int dam, mflags; 1861 int dam, mflags;
1914 maptile *m; 1862 maptile *m;
1915 1863
1916 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1864 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1917 1865
1918 if (!dir) 1866 if (dir)
1919 {
1920 new_draw_info (NDI_UNIQUE, 0, op, "In what direction?");
1921 return 0;
1922 } 1867 {
1923 1868 x = op->x + DIRX (dir);
1924 x = op->x + freearr_x[dir]; 1869 y = op->y + DIRY (dir);
1925 y = op->y + freearr_y[dir];
1926 m = op->map; 1870 m = op->map;
1927 1871
1928 mflags = get_map_flags (m, &m, x, y, &x, &y); 1872 mflags = get_map_flags (m, &m, x, y, &x, &y);
1929 1873
1930 if (mflags & P_OUT_OF_MAP) 1874 if (mflags & P_OUT_OF_MAP)
1931 { 1875 {
1932 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is there."); 1876 op->failmsg ("Nothing is there.");
1933 return 0; 1877 return 0;
1934 } 1878 }
1935 1879
1936 if (mflags & P_IS_ALIVE && spell->attacktype) 1880 if (mflags & P_IS_ALIVE && spell->attacktype)
1937 { 1881 {
1938 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)
1939 if (QUERY_FLAG (target, FLAG_MONSTER)) 1883 if (target->flag [FLAG_MONSTER])
1940 { 1884 {
1941 /* oky doky. got a target monster. Lets make a blinding attack */ 1885 /* oky doky. got a target monster. Lets make a blinding attack */
1942 if (target->head) 1886 if (target->head)
1943 target = target->head; 1887 target = target->head;
1888
1944 (void) hit_player (target, dam, op, spell->attacktype, 1); 1889 hit_player (target, dam, op, spell->attacktype, 1);
1945 return 1; /* one success only! */ 1890 return 1; /* one success only! */
1891 }
1946 } 1892 }
1947 }
1948 1893
1949 /* no live target, perhaps a wall is in the way? */ 1894 /* no live target, perhaps a wall is in the way? */
1950 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)))
1951 { 1896 {
1952 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 1897 op->failmsg ("Something is in the way.");
1953 return 0; 1898 return 0;
1899 }
1954 } 1900 }
1955 1901
1956 /* 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 */
1957 tmp = arch_to_object (spell->other_arch); 1903 tmp = spell->other_arch->instance ();
1958 if (!tmp) 1904 if (!tmp)
1959 { 1905 {
1960 LOG (llevError, "Error: spell arch for cast_light() missing.\n"); 1906 LOG (llevError, "Error: spell arch for cast_light() missing.\n");
1961 return 0; 1907 return 0;
1962 } 1908 }
1909
1963 tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell); 1910 tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell);
1911
1964 if (tmp->glow_radius) 1912 if (tmp->glow_radius)
1965 { 1913 tmp->set_glow_radius (
1966 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)
1967 if (tmp->glow_radius > MAX_LIGHT_RADII) 1915 );
1968 tmp->glow_radius = MAX_LIGHT_RADII;
1969 }
1970 1916
1917 if (dir)
1971 m->insert (tmp, x, y, op); 1918 m->insert (tmp, x, y, op);
1919 else
1920 caster->outer_env_or_self ()->insert (tmp);
1921
1972 return 1; 1922 return 1;
1973} 1923}
1974 1924
1975
1976
1977
1978/* cast_cause_disease: this spell looks along <dir> from the 1925/* cast_cause_disease: this spell looks along <dir> from the
1979 * player and infects someone. 1926 * player and infects someone.
1980 * 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
1981 * 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
1982 * perhaps this should actually be in disease.c? 1929 * perhaps this should actually be in disease.c?
1983 */ 1930 */
1984
1985int 1931int
1986cast_cause_disease (object *op, object *caster, object *spell, int dir) 1932cast_cause_disease (object *op, object *caster, object *spell, int dir)
1987{ 1933{
1988 sint16 x, y; 1934 sint16 x, y;
1989 int i, mflags, range, dam_mod, dur_mod; 1935 int i, mflags, range, dam_mod, dur_mod;
1991 maptile *m; 1937 maptile *m;
1992 1938
1993 x = op->x; 1939 x = op->x;
1994 y = op->y; 1940 y = op->y;
1995 1941
1996 /* 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
1997 * direction the player is pointing. 1943 * direction the player is pointing.
1998 */ 1944 */
1999 if (!dir) 1945 if (!dir)
2000 dir = op->facing; 1946 dir = op->facing;
1947
2001 if (!dir) 1948 if (!dir)
2002 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 */
2003 1950
2004 /* Calculate these once here */ 1951 /* Calculate these once here */
2005 range = spell->range + SP_level_range_adjust (caster, spell); 1952 range = spell->range + SP_level_range_adjust (caster, spell);
2007 dur_mod = SP_level_duration_adjust (caster, spell); 1954 dur_mod = SP_level_duration_adjust (caster, spell);
2008 1955
2009 /* search in a line for a victim */ 1956 /* search in a line for a victim */
2010 for (i = 1; i < range; i++) 1957 for (i = 1; i < range; i++)
2011 { 1958 {
2012 x = op->x + i * freearr_x[dir]; 1959 x = op->x + i * DIRX (dir);
2013 y = op->y + i * freearr_y[dir]; 1960 y = op->y + i * DIRY (dir);
2014 m = op->map; 1961 m = op->map;
2015 1962
2016 mflags = get_map_flags (m, &m, x, y, &x, &y); 1963 mflags = get_map_flags (m, &m, x, y, &x, &y);
2017 1964
2018 if (mflags & P_OUT_OF_MAP) 1965 if (mflags & P_OUT_OF_MAP)
2025 /* 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 */
2026 if (mflags & P_IS_ALIVE) 1973 if (mflags & P_IS_ALIVE)
2027 { 1974 {
2028 /* search this square for a victim */ 1975 /* search this square for a victim */
2029 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)
2030 if (QUERY_FLAG (walk, FLAG_MONSTER) || (walk->type == PLAYER)) 1977 if (walk->flag [FLAG_MONSTER] || (walk->type == PLAYER))
2031 { /* found a victim */ 1978 { /* found a victim */
2032 object *disease = arch_to_object (spell->other_arch); 1979 object *disease = spell->other_arch->instance ();
2033 1980
2034 disease->set_owner (op); 1981 disease->set_owner (op);
2035 set_spell_skill (op, caster, spell, disease); 1982 set_spell_skill (op, caster, spell, disease);
2036 disease->stats.exp = 0; 1983 disease->stats.exp = 0;
2037 disease->level = caster_level (caster, spell); 1984 disease->level = casting_level (caster, spell);
2038 1985
2039 /* do level adjustments */ 1986 /* do level adjustments */
2040 if (disease->stats.wc) 1987 if (disease->stats.wc ) disease->stats.wc += dur_mod / 2;
2041 disease->stats.wc += dur_mod / 2; 1988 if (disease->magic > 0) disease->magic += dur_mod / 8;
2042 1989 if (disease->stats.maxhp > 0) disease->stats.maxhp += dur_mod;
2043 if (disease->magic > 0) 1990 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 1991
2060 if (disease->last_sp) 1992 if (disease->last_sp)
2061 { 1993 {
2062 disease->last_sp -= 2 * dam_mod; 1994 disease->last_sp -= 2 * dam_mod;
1995
2063 if (disease->last_sp < 1) 1996 if (disease->last_sp < 1)
2064 disease->last_sp = 1; 1997 disease->last_sp = 1;
2065 } 1998 }
2066 1999
2067 if (disease->stats.maxsp) 2000 if (disease->stats.dam ) disease->stats.dam += copysignl (disease->stats.dam , dam_mod);
2068 { 2001 if (disease->stats.maxsp) disease->stats.maxsp += copysignl (disease->stats.maxsp, dam_mod);
2069 if (disease->stats.maxsp > 0) 2002 if (disease->stats.ac ) disease->stats.ac += dam_mod;
2070 disease->stats.maxsp += dam_mod; 2003 if (disease->last_eat ) disease->last_eat -= dam_mod;
2071 else 2004 if (disease->stats.hp ) disease->stats.hp -= dam_mod;
2072 disease->stats.maxsp -= dam_mod; 2005 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 2006
2087 if (infect_object (walk, disease, 1)) 2007 if (infect_object (walk, disease, 1))
2088 { 2008 {
2089 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));
2090 2010
2091 disease->destroy (); /* don't need this one anymore */ 2011 disease->destroy (); /* don't need this one anymore */
2092 walk->map->insert (get_archetype ("detect_magic"), x, y, op); 2012 walk->map->insert (archetype::get (shstr_detect_magic), x, y, op);
2093 return 1; 2013 return 1;
2094 } 2014 }
2095 2015
2096 disease->destroy (); 2016 disease->destroy ();
2097 } 2017 }

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