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Comparing deliantra/server/server/spell_attack.C (file contents):
Revision 1.49 by root, Thu Nov 8 19:43:28 2007 UTC vs.
Revision 1.118 by root, Sun Nov 18 15:19:48 2018 UTC

1/* 1/*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Deliantra 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 * Deliantra is free software: you can redistribute it and/or modify 9 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 10 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation, either version 3 of the License, or 11 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 12 * option) any later version.
12 * 13 *
13 * This program is distributed in the hope that it will be useful, 14 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 17 * GNU General Public License for more details.
17 * 18 *
18 * You should have received a copy of the GNU General Public License 19 * You should have received a copy of the Affero GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 20 * and the GNU General Public License along with this program. If not, see
21 * <http://www.gnu.org/licenses/>.
20 * 22 *
21 * The authors can be reached via e-mail to <support@deliantra.net> 23 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 24 */
23 25
24/* This file contains all the spell attack code. Grouping this code 26/* This file contains all the spell attack code. Grouping this code
25 * together should hopefully make it easier to find the relevent bits 27 * together should hopefully make it easier to find the relevent bits
36/* 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
37 * 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)
38 * but moved here so it could be applied to bolts too 40 * but moved here so it could be applied to bolts too
39 * op is the spell object. 41 * op is the spell object.
40 */ 42 */
41 43static void
42void
43check_spell_knockback (object *op) 44check_spell_knockback (object *op)
44{ 45{
45 object *tmp, *tmp2; /* object on the map */
46 int weight_move; 46 int weight_move;
47 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 */
48 48
49 if (!op->weight) 49 if (!op->weight)
50 { /*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 */
55 { 55 {
56 weight_move = op->weight + (op->weight * op->level) / 3; 56 weight_move = op->weight + (op->weight * op->level) / 3;
57 /*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); */
58 } 58 }
59 59
60 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)
61 { 61 {
62 int num_sections = 1; 62 int num_sections = 1;
63 63
64 /* don't move DM */ 64 /* don't move DM */
65 if (QUERY_FLAG (tmp, FLAG_WIZ)) 65 if (tmp->flag [FLAG_WIZ])
66 return; 66 return;
67 67
68 /* don't move parts of objects */ 68 /* don't move parts of objects */
69 if (tmp->head) 69 if (tmp->head)
70 continue; 70 continue;
71 71
72 /* don't move floors or immobile objects */ 72 /* don't move floors or immobile objects */
73 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]))
74 continue; 74 continue;
75 75
76 /* count the object's sections */ 76 /* count the object's sections */
77 for (tmp2 = tmp; tmp2 != NULL; tmp2 = tmp2->more) 77 for (object *tmp2 = tmp; tmp2; tmp2 = tmp2->more)
78 num_sections++; 78 num_sections++;
79 79
80 /* 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
81 * 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
82 * 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.
87 if (tmp->move_type & MOVE_FLYING) 87 if (tmp->move_type & MOVE_FLYING)
88 frictionmod = 1; /* flying objects loose the friction modifier */ 88 frictionmod = 1; /* flying objects loose the friction modifier */
89 89
90 if (rndm (0, weight_move - 1) > ((tmp->weight / num_sections) * frictionmod)) 90 if (rndm (0, weight_move - 1) > ((tmp->weight / num_sections) * frictionmod))
91 { /* move it. */ 91 { /* move it. */
92 /* move_object is really for monsters, but looking at 92 /* move_object is really for monsters, but looking at
93 * the move_object function, it appears that it should 93 * the move_object function, it appears that it should
94 * also be safe for objects. 94 * also be safe for objects.
95 * This does return if successful or not, but 95 * This does return if successful or not, but
96 * I don't see us doing anything useful with that information 96 * I don't see us doing anything useful with that information
97 * right now. 97 * right now.
98 */ 98 */
99 move_object (tmp, absdir (op->stats.sp)); 99 tmp->move (absdir (op->stats.sp));
100 } 100 }
101 101
102 } 102 }
103} 103}
104 104
106 * 106 *
107 * BOLT CODE 107 * BOLT CODE
108 * 108 *
109 ***************************************************************************/ 109 ***************************************************************************/
110 110
111/* Causes op to fork. op is the original bolt, tmp 111/* Causes op to fork. op is the original bolt, tmp
112 * is the first piece of the fork. 112 * is the first piece of the fork.
113 */ 113 */
114 114static void
115void
116forklightning (object *op, object *tmp) 115forklightning (object *op, object *tmp)
117{ 116{
118 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 */
119 int t_dir; /* stores temporary dir calculation */ 118 int t_dir; /* stores temporary dir calculation */
120 maptile *m; 119 maptile *m;
131 new_dir = -1; 130 new_dir = -1;
132 131
133 /* check the new dir for a wall and in the map */ 132 /* check the new dir for a wall and in the map */
134 t_dir = absdir (tmp->direction + new_dir); 133 t_dir = absdir (tmp->direction + new_dir);
135 134
136 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)
137 return; 136 return;
138 137
139 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)))
140 return; 139 return;
141 140
151 new_bolt->duration++; 150 new_bolt->duration++;
152 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */ 151 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */
153 new_bolt->stats.dam++; 152 new_bolt->stats.dam++;
154 tmp->stats.dam /= 2; /* reduce father bolt damage */ 153 tmp->stats.dam /= 2; /* reduce father bolt damage */
155 tmp->stats.dam++; 154 tmp->stats.dam++;
155
156 if ((new_bolt = m->insert (new_bolt, sx, sy, op))) 156 if ((new_bolt = m->insert (new_bolt, sx, sy, op)))
157 update_turn_face (new_bolt); 157 update_turn_face (new_bolt);
158} 158}
159 159
160/* move_bolt: moves bolt 'op'. Basically, it just advances a space, 160/* move_bolt: moves bolt 'op'. Basically, it just advances a space,
161 * and checks for various things that may stop it. 161 * and checks for various things that may stop it.
162 */ 162 */
163
164void 163void
165move_bolt (object *op) 164move_bolt (object *op)
166{ 165{
167 int mflags; 166 int mflags;
168 sint16 x, y; 167 sint16 x, y;
169 maptile *m; 168 maptile *m;
170 169
171 if (--op->duration < 0) 170 if (--op->duration < 0)
172 { 171 {
173 op->destroy (); 172 op->drop_and_destroy ();
174 return; 173 return;
175 } 174 }
176 175
177 hit_map (op, 0, op->attacktype, 1); 176 hit_map (op, 0, op->attacktype, 1);
178 177
181 180
182 if (--op->range < 0) 181 if (--op->range < 0)
183 op->range = 0; 182 op->range = 0;
184 else 183 else
185 { 184 {
186 x = op->x + DIRX (op); 185 x = op->x + DIRX (op->direction);
187 y = op->y + DIRY (op); 186 y = op->y + DIRY (op->direction);
188 m = op->map; 187 m = op->map;
189 mflags = get_map_flags (m, &m, x, y, &x, &y); 188 mflags = get_map_flags (m, &m, x, y, &x, &y);
190 189
191 if (mflags & P_OUT_OF_MAP) 190 if (mflags & P_OUT_OF_MAP)
192 return; 191 return;
196 * 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
197 * will be useful. 196 * will be useful.
198 */ 197 */
199 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)))
200 { 199 {
201 if (!QUERY_FLAG (op, FLAG_REFLECTING)) 200 if (!op->flag [FLAG_REFLECTING])
202 return; 201 return;
203 202
204 /* Since walls don't run diagonal, if the bolt is in 203 /* Since walls don't run diagonal, if the bolt is in
205 * one of 4 main directions, it just reflects back in the 204 * one of 4 main directions, it just reflects back in the
206 * opposite direction. However, if the bolt is travelling 205 * opposite direction. However, if the bolt is travelling
219 /* 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
220 * over a corner in a tiled map, it is possible that 219 * over a corner in a tiled map, it is possible that
221 * op->direction is within an adjacent map but either 220 * op->direction is within an adjacent map but either
222 * op->direction-1 or op->direction+1 does not exist. 221 * op->direction-1 or op->direction+1 does not exist.
223 */ 222 */
224 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)),
225 op->y + freearr_y[absdir (op->direction - 1)], &x, &y); 224 op->y + DIRY (absdir (op->direction - 1)), &x, &y);
226 225
227 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));
228 227
229 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)),
230 op->y + freearr_y[absdir (op->direction + 1)], &x, &y); 229 op->y + DIRY (absdir (op->direction + 1)), &x, &y);
231 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));
232 231
233 if (left == right) 232 if (left == right)
234 op->direction = absdir (op->direction + 4); 233 op->direction = absdir (op->direction + 4);
235 else if (left) 234 else if (left)
249 tmp->speed_left = -0.1f; 248 tmp->speed_left = -0.1f;
250 /* 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 */
251 tmp->duration++; 250 tmp->duration++;
252 251
253 /* New forking code. Possibly create forks of this object 252 /* New forking code. Possibly create forks of this object
254 * going off in other directions. 253 * going off in other directions.
255 */ 254 */
256 if (rndm (0, 99) < tmp->stats.Dex) 255 if (tmp->stats.Dex && rndm (0, 99) < tmp->stats.Dex)
257 { /* stats.Dex % of forking */ 256 forklightning (op, tmp); /* stats.Dex % of forking */
258 forklightning (op, tmp);
259 }
260 257
261 /* 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
262 * doesn't create any bolts that continue to move onward. 259 * doesn't create any bolts that continue to move onward.
263 */ 260 */
264 op->range = 0; 261 op->range = 0;
281 int mflags; 278 int mflags;
282 279
283 if (!spob->other_arch) 280 if (!spob->other_arch)
284 return 0; 281 return 0;
285 282
286 tmp = arch_to_object (spob->other_arch); 283 tmp = spob->other_arch->instance ();
287 if (tmp == NULL) 284 if (tmp == NULL)
288 return 0; 285 return 0;
289 286
290 /* peterm: level dependency for bolts */ 287 /* peterm: level dependency for bolts */
291 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);
292 tmp->attacktype = spob->attacktype; 289 tmp->attacktype = spob->attacktype;
290
293 if (spob->slaying) 291 if (spob->slaying)
294 tmp->slaying = spob->slaying; 292 tmp->slaying = spob->slaying;
293
295 tmp->range = spob->range + SP_level_range_adjust (caster, spob); 294 tmp->range = spob->range + SP_level_range_adjust (caster, spob);
296 tmp->duration = spob->duration + SP_level_duration_adjust (caster, spob); 295 tmp->duration = spob->duration + SP_level_duration_adjust (caster, spob);
297 tmp->stats.Dex = spob->stats.Dex; 296 tmp->stats.Dex = spob->stats.Dex;
298 tmp->stats.Con = spob->stats.Con; 297 tmp->stats.Con = spob->stats.Con;
299 298
300 tmp->direction = dir; 299 tmp->direction = dir;
301 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) 300 if (tmp->flag [FLAG_IS_TURNABLE])
302 SET_ANIMATION (tmp, dir); 301 tmp->set_anim_frame (dir);
303 302
304 tmp->set_owner (op); 303 tmp->set_owner (op);
305 set_spell_skill (op, caster, spob, tmp); 304 set_spell_skill (op, caster, spob, tmp);
306 305
307 tmp->x = op->x + DIRX (tmp); 306 tmp->x = op->x + DIRX (tmp->direction);
308 tmp->y = op->y + DIRY (tmp); 307 tmp->y = op->y + DIRY (tmp->direction);
309 tmp->map = op->map; 308 tmp->map = op->map;
310 309
311 maptile *newmap; 310 maptile *newmap;
312 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);
313 if (mflags & P_OUT_OF_MAP) 312 if (mflags & P_OUT_OF_MAP)
314 { 313 {
315 tmp->destroy (); 314 tmp->drop_and_destroy ();
316 return 0; 315 return 0;
317 } 316 }
318 317
319 tmp->map = newmap; 318 tmp->map = newmap;
320 319
321 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)))
322 { 321 {
323 if (!QUERY_FLAG (tmp, FLAG_REFLECTING)) 322 if (!tmp->flag [FLAG_REFLECTING])
324 { 323 {
325 tmp->destroy (); 324 tmp->drop_and_destroy ();
326 return 0; 325 return 0;
327 } 326 }
328 327
329 tmp->x = op->x; 328 tmp->x = op->x;
330 tmp->y = op->y; 329 tmp->y = op->y;
366 { 365 {
367 for (i = 1; i < 9; i++) 366 for (i = 1; i < 9; i++)
368 { 367 {
369 sint16 dx, dy; 368 sint16 dx, dy;
370 369
371 dx = op->x + freearr_x[i]; 370 dx = op->x + DIRX (i);
372 dy = op->y + freearr_y[i]; 371 dy = op->y + DIRY (i);
373 372
374 /* ok_to_put_more already does things like checks for walls, 373 /* ok_to_put_more already does things like checks for walls,
375 * out of map, etc. 374 * out of map, etc.
376 */ 375 */
377 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))
378 { 377 {
379 object *tmp = op->clone (); 378 object *tmp = op->clone ();
391 390
392/* Causes an object to explode, eg, a firebullet, 391/* Causes an object to explode, eg, a firebullet,
393 * poison cloud ball, etc. op is the object to 392 * poison cloud ball, etc. op is the object to
394 * explode. 393 * explode.
395 */ 394 */
396void 395static void
397explode_bullet (object *op) 396explode_bullet (object *op)
398{ 397{
399 object *tmp, *owner; 398 object *tmp, *owner;
400 399
401 if (op->other_arch == NULL) 400 if (!op->other_arch)
402 { 401 {
403 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n"); 402 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n");
404 op->destroy (); 403 op->destroy ();
405 return; 404 return;
406 } 405 }
407 406
408 if (op->env) 407 if (op->env)
409 { 408 {
410 object *env = object_get_env_recursive (op); 409 object *env = op->outer_env ();
410
411 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))
412 { 412 {
413 LOG (llevError, "BUG: explode_bullet(): env out of map\n"); 413 LOG (llevError, "BUG: explode_bullet(): env out of map\n");
414 op->destroy (); 414 op->destroy ();
415 return; 415 return;
416 } 416 }
434 } 434 }
435 435
436 if (op->attacktype) 436 if (op->attacktype)
437 { 437 {
438 hit_map (op, 0, op->attacktype, 1); 438 hit_map (op, 0, op->attacktype, 1);
439
439 if (op->destroyed ()) 440 if (op->destroyed ())
440 return; 441 return;
441 } 442 }
442 443
443 /* other_arch contains what this explodes into */ 444 /* other_arch contains what this explodes into */
444 tmp = arch_to_object (op->other_arch); 445 tmp = op->other_arch->instance ();
445 446
446 tmp->set_owner (op); 447 tmp->set_owner (op);
447 tmp->skill = op->skill; 448 tmp->skill = op->skill;
448 449
449 owner = op->owner; 450 owner = op->owner;
450 451
451 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))
452 { 456 {
453 op->destroy (); 457 op->destroy ();
454 return; 458 return;
455 } 459 }
456 460
518 if (!(mflags & P_IS_ALIVE)) 522 if (!(mflags & P_IS_ALIVE))
519 return; 523 return;
520 524
521 for (tmp = op->ms ().bot; tmp; tmp = tmp->above) 525 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
522 { 526 {
523 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 527 if (tmp->flag [FLAG_ALIVE])
524 { 528 {
525 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
526 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0) 532 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0)
527 { 533 {
528 if (!QUERY_FLAG (op, FLAG_REMOVED)) 534 if (!op->flag [FLAG_REMOVED])
529 { 535 {
530 op->destroy (); 536 op->destroy ();
531 return; 537 return;
532 } 538 }
533 } 539 }
541 * fired arches (eg, bolts). 547 * fired arches (eg, bolts).
542 */ 548 */
543void 549void
544move_bullet (object *op) 550move_bullet (object *op)
545{ 551{
546 sint16 new_x, new_y;
547 int mflags;
548 maptile *m;
549
550#if 0 552#if 0
551 /* We need a better general purpose way to do this */ 553 /* We need a better general purpose way to do this */
552 554
553 /* peterm: added to make comet leave a trail of burnouts 555 /* peterm: added to make comet leave a trail of burnouts
554 it's an unadulterated hack, but the effect is cool. */ 556 it's an unadulterated hack, but the effect is cool. */
555 if (op->stats.sp == SP_METEOR) 557 if (op->stats.sp == SP_METEOR)
556 { 558 {
557 replace_insert_ob_in_map ("fire_trail", op); 559 replace_insert_ob_in_map ("fire_trail", op);
558 if (op->destroyed ()) 560 if (op->destroyed ())
569 op->destroy (); 571 op->destroy ();
570 572
571 return; 573 return;
572 } 574 }
573 575
574 new_x = op->x + DIRX (op); 576 mapxy pos (op);
575 new_y = op->y + DIRY (op); 577 pos.move (op->direction);
576 m = op->map;
577 mflags = get_map_flags (m, &m, new_x, new_y, &new_x, &new_y);
578 578
579 if (mflags & P_OUT_OF_MAP) 579 if (!pos.normalise ())
580 { 580 {
581 op->destroy (); 581 op->destroy ();
582 return; 582 return;
583 } 583 }
584 584
585 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))
586 { 590 {
587 if (op->other_arch) 591 if (op->other_arch)
588 explode_bullet (op); 592 explode_bullet (op);
589 else 593 else
590 op->destroy (); 594 op->destroy ();
591 595
592 return; 596 return;
593 } 597 }
594 598
595 if (!(op = m->insert (op, new_x, new_y, op))) 599 if (!(op = pos.insert (op, op)))
596 return; 600 return;
597 601
598 if (reflwall (op->map, op->x, op->y, op)) 602 if (reflwall (op->map, op->x, op->y, op))
599 { 603 {
600 op->direction = absdir (op->direction + 4); 604 op->direction = absdir (op->direction + 4);
619 int mflags; 623 int mflags;
620 624
621 if (!spob->other_arch) 625 if (!spob->other_arch)
622 return 0; 626 return 0;
623 627
624 tmp = arch_to_object (spob->other_arch); 628 tmp = spob->other_arch->instance ();
625 if (tmp == NULL) 629 if (!tmp)
626 return 0; 630 return 0;
627 631
628 /* peterm: level dependency for bolts */ 632 /* peterm: level dependency for bolts */
629 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);
630 tmp->attacktype = spob->attacktype; 634 tmp->attacktype = spob->attacktype;
631 if (spob->slaying) 635 if (spob->slaying)
632 tmp->slaying = spob->slaying; 636 tmp->slaying = spob->slaying;
633 637
637 tmp->stats.hp = spob->duration + SP_level_duration_adjust (caster, spob); 641 tmp->stats.hp = spob->duration + SP_level_duration_adjust (caster, spob);
638 tmp->stats.maxhp = spob->range + SP_level_range_adjust (caster, spob); 642 tmp->stats.maxhp = spob->range + SP_level_range_adjust (caster, spob);
639 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);
640 644
641 tmp->direction = dir; 645 tmp->direction = dir;
642 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) 646 if (tmp->flag [FLAG_IS_TURNABLE])
643 SET_ANIMATION (tmp, dir); 647 tmp->set_anim_frame (dir);
644 648
645 tmp->set_owner (op); 649 tmp->set_owner (op);
646 set_spell_skill (op, caster, spob, tmp); 650 set_spell_skill (op, caster, spob, tmp);
647 651
648 tmp->x = op->x + freearr_x[dir]; 652 tmp->x = op->x + DIRX (dir);
649 tmp->y = op->y + freearr_y[dir]; 653 tmp->y = op->y + DIRY (dir);
650 tmp->map = op->map; 654 tmp->map = op->map;
651 655
652 maptile *newmap; 656 maptile *newmap;
653 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);
654 if (mflags & P_OUT_OF_MAP) 658 if (mflags & P_OUT_OF_MAP)
657 return 0; 661 return 0;
658 } 662 }
659 663
660 tmp->map = newmap; 664 tmp->map = newmap;
661 665
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
662 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)))
663 { 680 {
664 if (!QUERY_FLAG (tmp, FLAG_REFLECTING)) 681 if (!tmp->flag [FLAG_REFLECTING])
665 { 682 {
666 tmp->destroy (); 683 tmp->destroy ();
667 return 0; 684 return 0;
668 } 685 }
669 686
684 * CONE RELATED FUNCTIONS 701 * CONE RELATED FUNCTIONS
685 * 702 *
686 *****************************************************************************/ 703 *****************************************************************************/
687 704
688/* 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" */
689void 706static void
690cone_drop (object *op) 707cone_drop (object *op)
691{ 708{
692 object *new_ob = arch_to_object (op->other_arch); 709 object *new_ob = op->other_arch->instance ();
693 710
694 new_ob->level = op->level; 711 new_ob->level = op->level;
695 new_ob->set_owner (op->owner); 712 new_ob->set_owner (op->owner);
696 713
697 /* preserve skill ownership */ 714 /* preserve skill ownership */
704/* 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 */
705 722
706void 723void
707move_cone (object *op) 724move_cone (object *op)
708{ 725{
709 int i;
710
711 /* 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 */
712 if (!op->map) 727 if (!op->map)
713 { 728 {
714 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");
715 op->set_speed (0); 730 op->set_speed (0);
716 return; 731 return;
717 } 732 }
718 733
719 /* lava saves it's life, but not yours :) */ 734 /* lava saves it's life, but not yours :) */
720 if (QUERY_FLAG (op, FLAG_LIFESAVE)) 735 if (op->flag [FLAG_LIFESAVE])
721 { 736 {
722 hit_map (op, 0, op->attacktype, 0); 737 hit_map (op, 0, op->attacktype, 0);
723 return; 738 return;
724 } 739 }
725 740
735 } 750 }
736#endif 751#endif
737 752
738 hit_map (op, 0, op->attacktype, 0); 753 hit_map (op, 0, op->attacktype, 0);
739 754
755 if (!op->is_on_map ())
756 return;
757
740 /* Check to see if we should push anything. 758 /* Check to see if we should push anything.
741 * Spell objects with weight push whatever they encounter to some 759 * Spell objects with weight push whatever they encounter to some
742 * degree. 760 * degree.
743 */ 761 */
744 if (op->weight) 762 if (op->weight)
763 {
745 check_spell_knockback (op); 764 check_spell_knockback (op);
746 765
747 if (op->destroyed ()) 766 if (!op->is_on_map ())
748 return; 767 return;
768 }
749 769
750 if ((op->duration--) < 0) 770 if (op->duration-- < 0)
751 { 771 {
752 op->destroy (); 772 op->destroy ();
753 return; 773 return;
754 } 774 }
755 /* Object has hit maximum range, so don't have it move 775 /* Object has hit maximum range, so don't have it move
760 { 780 {
761 op->range = 0; /* just so it doesn't wrap */ 781 op->range = 0; /* just so it doesn't wrap */
762 return; 782 return;
763 } 783 }
764 784
765 for (i = -1; i < 2; i++) 785 for (int i = -1; i <= 1; i++)
766 { 786 {
767 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));
768 788
769 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))
770 { 790 {
771 object *tmp = op->clone (); 791 object *tmp = op->clone ();
772 792
801 MoveType movetype; 821 MoveType movetype;
802 822
803 if (!spell->other_arch) 823 if (!spell->other_arch)
804 return 0; 824 return 0;
805 825
806 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)
807 { 827 {
808 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!");
809 return 0; 829 return 0;
810 } 830 }
811 831
812 if (!dir) 832 if (!dir)
813 { 833 {
821 */ 841 */
822 movetype = spell->other_arch->move_type; 842 movetype = spell->other_arch->move_type;
823 843
824 for (i = range_min; i <= range_max; i++) 844 for (i = range_min; i <= range_max; i++)
825 { 845 {
826 sint16 x, y, d; 846 sint16 x, y;
827 847
828 /* We can't use absdir here, because it never returns 848 /* We can't use absdir here, because it never returns
829 * 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
830 * 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
831 * to hit that person. 851 * to hit that person.
832 */ 852 */
833 d = dir + i; 853 int d = dir ? absdir (dir + i) : i;
834 while (d < 0)
835 d += 8;
836 while (d > 8)
837 d -= 8;
838 854
839 /* 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.
840 * In that case, we have to see - if dir is specified, 856 * In that case, we have to see - if dir is specified,
841 * turn this into direction 8. If dir is not specified (all 857 * turn this into direction 8. If dir is not specified (all
842 * direction) skip - otherwise, one line would do more damage 858 * direction) skip - otherwise, one line would do more damage
849 d = 8; 865 d = 8;
850 else 866 else
851 continue; 867 continue;
852 } 868 }
853 869
854 x = op->x + freearr_x[d]; 870 x = op->x + DIRX (d);
855 y = op->y + freearr_y[d]; 871 y = op->y + DIRY (d);
856 872
857 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)
858 continue; 874 continue;
859 875
860 if ((movetype & GET_MAP_MOVE_BLOCK (m, sx, sy)) == movetype) 876 if ((movetype & GET_MAP_MOVE_BLOCK (m, sx, sy)) == movetype)
861 continue; 877 continue;
862 878
863 success = 1; 879 success = 1;
864 tmp = arch_to_object (spell->other_arch); 880 tmp = spell->other_arch->instance ();
865 tmp->set_owner (op); 881 tmp->set_owner (op);
866 set_spell_skill (op, caster, spell, tmp); 882 set_spell_skill (op, caster, spell, tmp);
867 tmp->level = caster_level (caster, spell); 883 tmp->level = casting_level (caster, spell);
868 tmp->attacktype = spell->attacktype; 884 tmp->attacktype = spell->attacktype;
869 885
870 /* holy word stuff */ 886 /* holy word stuff */
871 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER)) 887 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER))
872 if (!tailor_god_spell (tmp, op)) 888 if (!tailor_god_spell (tmp, op))
937 * op is the original bomb object. 953 * op is the original bomb object.
938 */ 954 */
939void 955void
940animate_bomb (object *op) 956animate_bomb (object *op)
941{ 957{
942 int i; 958 if (op->state != op->anim_frames () - 1)
943 object *env, *tmp;
944
945 if (op->state != NUM_ANIMATIONS (op) - 1)
946 return; 959 return;
947 960
948 env = object_get_env_recursive (op); 961 object *env = op->outer_env ();
949 962
950 if (op->env) 963 if (op->env)
951 { 964 {
952 if (env->map == NULL) 965 if (!env->map)
953 return; 966 return;
954
955 if (env->type == PLAYER)
956 esrv_del_item (env->contr, op->count);
957 967
958 if (!(op = op->insert_at (env, op))) 968 if (!(op = op->insert_at (env, op)))
959 return; 969 return;
960 } 970 }
961 971
962 // 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
963 // 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
964 // as bombs can be carried. 974 // as bombs can be carried.
965 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE) 975 if (op->ms ().flags () & P_SAFE)
966 { 976 {
967 op->destroy (); 977 op->destroy ();
968 return; 978 return;
969 } 979 }
970 980
972 * but using the cast_bullet isn't really feasible, 982 * but using the cast_bullet isn't really feasible,
973 * so just set up the appropriate values. 983 * so just set up the appropriate values.
974 */ 984 */
975 if (archetype *at = archetype::find (SPLINT)) 985 if (archetype *at = archetype::find (SPLINT))
976 { 986 {
977 for (i = 1; i < 9; i++) 987 for (int i = 1; i < 9; i++)
978 { 988 {
979 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)))
980 continue; 990 continue;
981 991
982 tmp = arch_to_object (at); 992 object *tmp = at->instance ();
983 tmp->direction = i; 993 tmp->direction = i;
984 tmp->range = op->range; 994 tmp->range = op->range;
985 tmp->stats.dam = op->stats.dam; 995 tmp->stats.dam = op->stats.dam;
986 tmp->duration = op->duration; 996 tmp->duration = op->duration;
987 tmp->attacktype = op->attacktype; 997 tmp->attacktype = op->attacktype;
988 tmp->set_owner (op); 998 tmp->set_owner (op);
989 if (op->skill && op->skill != tmp->skill) 999 if (op->skill && op->skill != tmp->skill)
990 tmp->skill = op->skill; 1000 tmp->skill = op->skill;
991 1001
992 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) 1002 if (tmp->flag [FLAG_IS_TURNABLE])
993 SET_ANIMATION (tmp, i); 1003 tmp->set_anim_frame (1);
994 1004
995 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);
996 move_bullet (tmp); 1006 move_bullet (tmp);
997 } 1007 }
998 } 1008 }
999 1009
1000 explode_bullet (op); 1010 explode_bullet (op);
1001} 1011}
1002 1012
1003int 1013int
1004create_bomb (object *op, object *caster, int dir, object *spell) 1014create_bomb (object *op, object *caster, int dir, object *spell)
1005{ 1015{
1006
1007 object *tmp; 1016 object *tmp;
1008 int mflags; 1017 int mflags;
1009 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);
1010 maptile *m; 1019 maptile *m;
1011 1020
1012 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 {
1013 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))
1014 { 1030 {
1015 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way."); 1031 op->failmsg ("There is something in the way.");
1016 return 0; 1032 return 0;
1033 }
1017 } 1034 }
1018 tmp = arch_to_object (spell->other_arch); 1035
1036 tmp = spell->other_arch->instance ();
1019 1037
1020 /* level dependencies for bomb */ 1038 /* level dependencies for bomb */
1021 tmp->range = spell->range + SP_level_range_adjust (caster, spell); 1039 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
1022 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);
1023 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell); 1041 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
1043 * dir is the direction to look in. 1061 * dir is the direction to look in.
1044 * range is how far out to look. 1062 * range is how far out to look.
1045 * 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.
1046 * this info is used for blocked magic/unholy spaces. 1064 * this info is used for blocked magic/unholy spaces.
1047 */ 1065 */
1048object * 1066static object *
1049get_pointed_target (object *op, int dir, int range, int type) 1067get_pointed_target (object *op, int dir, int range, int type)
1050{ 1068{
1051 object *target; 1069 object *target;
1052 sint16 x, y; 1070 sint16 x, y;
1053 int dist, mflags; 1071 int dist, mflags;
1056 if (dir == 0) 1074 if (dir == 0)
1057 return NULL; 1075 return NULL;
1058 1076
1059 for (dist = 1; dist < range; dist++) 1077 for (dist = 1; dist < range; dist++)
1060 { 1078 {
1061 x = op->x + freearr_x[dir] * dist; 1079 x = op->x + DIRX (dir) * dist;
1062 y = op->y + freearr_y[dir] * dist; 1080 y = op->y + DIRY (dir) * dist;
1063 mp = op->map; 1081 mp = op->map;
1064 mflags = get_map_flags (op->map, &mp, x, y, &x, &y); 1082 mflags = get_map_flags (op->map, &mp, x, y, &x, &y);
1065 1083
1066 if (mflags & P_OUT_OF_MAP) 1084 if (mflags & P_OUT_OF_MAP)
1067 return NULL; 1085 return NULL;
1072 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW) 1090 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW)
1073 return NULL; 1091 return NULL;
1074 1092
1075 if (mflags & P_IS_ALIVE) 1093 if (mflags & P_IS_ALIVE)
1076 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)
1077 if (QUERY_FLAG (target, FLAG_MONSTER)) 1095 if (target->flag [FLAG_MONSTER])
1078 return target; 1096 return target;
1079 } 1097 }
1080 1098
1081 return NULL; 1099 return NULL;
1082} 1100}
1083 1101
1084/* cast_smite_arch() - the priest points to a creature and causes 1102/* cast_smite_spell() - the priest points to a creature and causes
1085 * a 'godly curse' to decend. 1103 * a 'godly curse' to decend.
1086 * usual params - 1104 * usual params -
1087 * op = player 1105 * op = player
1088 * caster = object casting the spell. 1106 * caster = object casting the spell.
1089 * dir = direction being cast 1107 * dir = direction being cast
1090 * spell = spell object 1108 * spell = spell object
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;
1185 1203
1186/* op is a missile that needs to be moved */ 1204/* op is a missile that needs to be moved */
1187void 1205void
1188move_missile (object *op) 1206move_missile (object *op)
1189{ 1207{
1190 int i, mflags;
1191 object *owner;
1192 sint16 new_x, new_y;
1193 maptile *m;
1194
1195 if (op->range-- <= 0) 1208 if (op->range-- <= 0)
1196 { 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 {
1197 op->destroy (); 1219 op->destroy ();
1198 return; 1220 return;
1199 } 1221 }
1200 1222
1201 owner = op->owner; 1223 mapspace &ms = pos.ms ();
1202#if 0
1203 /* It'd make things nastier if this wasn't here - spells cast by
1204 * monster that are then killed would continue to survive
1205 */
1206 if (owner == NULL)
1207 {
1208 op->destroy ();
1209 return;
1210 }
1211#endif
1212 1224
1213 new_x = op->x + DIRX (op); 1225 if (ms.flags () & P_IS_ALIVE || ms.blocks (op))
1214 new_y = op->y + DIRY (op);
1215
1216 mflags = get_map_flags (op->map, &m, new_x, new_y, &new_x, &new_y);
1217
1218 if (!(mflags & P_OUT_OF_MAP) && ((mflags & P_IS_ALIVE) || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y))))
1219 { 1226 {
1220 hit_map (op, op->direction, AT_MAGIC, 1); 1227 hit_map (op, op->direction, AT_MAGIC, 1);
1221 /* Basically, missile only hits one thing then goes away. 1228 /* Basically, missile only hits one thing then goes away.
1222 * 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.
1223 */ 1230 */
1224 if (!op->destroyed ())
1225 op->destroy ();
1226
1227 return;
1228 }
1229
1230 op->remove ();
1231
1232 if (!op->direction || (mflags & P_OUT_OF_MAP))
1233 {
1234 op->destroy (); 1231 op->destroy ();
1235 return; 1232 return;
1236 } 1233 }
1237 1234
1235 if (!op->direction)
1236 {
1237 op->destroy ();
1238 return;
1239 }
1240
1238 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);
1239 if (i > 0 && i != op->direction) 1242 if (i > 0 && i != op->direction)
1240 { 1243 {
1241 op->direction = i; 1244 op->direction = i;
1242 SET_ANIMATION (op, op->direction); 1245 op->set_anim_frame (op->direction);
1243 } 1246 }
1244 1247
1245 m->insert (op, new_x, new_y, op); 1248 pos.insert (op, op);
1246} 1249}
1247 1250
1248/**************************************************************************** 1251/****************************************************************************
1249 * Destruction 1252 * Destruction
1250 ****************************************************************************/ 1253 ****************************************************************************/
1251 1254
1252/* make_object_glow() - currently only makes living objects glow. 1255/* make_object_glow() - currently only makes living objects glow.
1253 * 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
1254 * object. if time is 0, the object glows permanently. To truely 1257 * object. if time is 0, the object glows permanently. To truely
1255 * make this work for non-living objects, we would have to 1258 * make this work for non-living objects, we would have to
1256 * give them the capability to have an inventory. b.t. 1259 * give them the capability to have an inventory. b.t.
1257 */ 1260 */
1258int 1261static int
1259make_object_glow (object *op, int radius, int time) 1262make_object_glow (object *op, int radius, int time)
1260{ 1263{
1261 /* some things are unaffected... */ 1264 /* some things are unaffected... */
1262 if (op->path_denied & PATH_LIGHT) 1265 if (op->path_denied & PATH_LIGHT)
1263 return 0; 1266 return 0;
1264 1267
1265 object *tmp = get_archetype (FORCE_NAME); 1268 object *tmp = archetype::get (FORCE_NAME);
1266 tmp->speed = 0.01; 1269 tmp->set_speed (0.01);
1267 tmp->stats.food = time; 1270 tmp->stats.food = time;
1268 SET_FLAG (tmp, FLAG_IS_USED_UP); 1271 tmp->set_flag (FLAG_IS_USED_UP);
1269 tmp->glow_radius = radius; 1272 tmp->set_glow_radius (min (MAX_LIGHT_RADIUS, radius));
1270 if (tmp->glow_radius > MAX_LIGHT_RADII)
1271 tmp->glow_radius = MAX_LIGHT_RADII;
1272
1273 tmp = insert_ob_in_ob (tmp, op); 1273 tmp = insert_ob_in_ob (tmp, op);
1274 1274
1275 if (tmp->glow_radius > op->glow_radius) 1275 if (tmp->glow_radius > op->glow_radius)
1276 op->glow_radius = tmp->glow_radius; 1276 op->set_glow_radius (tmp->glow_radius);
1277 1277
1278 return 1; 1278 return 1;
1279} 1279}
1280 1280
1281int 1281int
1282cast_destruction (object *op, object *caster, object *spell_ob) 1282cast_destruction (object *op, object *caster, object *spell_ob)
1283{ 1283{
1284 int i, j, range, mflags, friendly = 0, dam, dur;
1285 sint16 sx, sy;
1286 maptile *m;
1287 object *tmp;
1288 const char *skill;
1289
1290 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob); 1284 int range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
1291 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);
1292 dur = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob); 1286 int dur = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
1293 if (QUERY_FLAG (op, FLAG_FRIENDLY) || op->type == PLAYER)
1294 friendly = 1;
1295 1287
1296 /* destruction doesn't use another spell object, so we need 1288 bool friendly = op->flag [FLAG_FRIENDLY] || op->is_player ();
1297 * update op's skill pointer so that exp is properly awarded.
1298 * We do some shortcuts here - since this is just temporary
1299 * and we'll reset the values back, we don't need to go through
1300 * the full share string/free_string route.
1301 */
1302 skill = op->skill;
1303 if (caster == op)
1304 op->skill = spell_ob->skill;
1305 else if (caster->skill)
1306 op->skill = caster->skill;
1307 else
1308 op->skill = NULL;
1309 1289
1310 op->change_skill (find_skill_by_name (op, op->skill)); 1290 dynbuf buf;
1311 1291 unordered_mapwalk (buf, op, -range, -range, range, range)
1312 for (i = -range; i < range; i++)
1313 { 1292 {
1314 for (j = -range; j < range; j++) 1293 mapspace &ms = m->at (nx, ny);
1315 {
1316 m = op->map;
1317 sx = op->x + i;
1318 sy = op->y + j;
1319 1294
1320 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
1321 if (mflags & P_OUT_OF_MAP)
1322 continue;
1323
1324 if (mflags & P_IS_ALIVE) 1295 if (ms.flags () & P_IS_ALIVE)
1296 for (object *next, *tmp = ms.bot; tmp; tmp = next)
1325 { 1297 {
1326 for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above) 1298 next = tmp->above;
1327 if (QUERY_FLAG (tmp, FLAG_ALIVE) || tmp->type == PLAYER)
1328 break;
1329 1299
1330 if (tmp) 1300 if (tmp->flag [FLAG_ALIVE] || tmp->is_player ())
1331 { 1301 {
1332 if (tmp->head)
1333 tmp = tmp->head; 1302 tmp = tmp->head_ ();
1334 1303
1335 if ((friendly && !QUERY_FLAG (tmp, FLAG_FRIENDLY) && tmp->type != PLAYER) || 1304 if ((friendly && !tmp->flag [FLAG_FRIENDLY] && !tmp->is_player ())
1336 (!friendly && (QUERY_FLAG (tmp, FLAG_FRIENDLY) || tmp->type == PLAYER))) 1305 || (!friendly && (tmp->flag [FLAG_FRIENDLY] || tmp->is_player ())))
1337 { 1306 {
1338 if (spell_ob->subtype == SP_DESTRUCTION) 1307 if (spell_ob->subtype == SP_DESTRUCTION)
1339 { 1308 {
1340 hit_player (tmp, dam, op, spell_ob->attacktype, 0); 1309 hit_player (tmp, dam, op, spell_ob->attacktype, 0);
1310
1341 if (spell_ob->other_arch) 1311 if (spell_ob->other_arch)
1342 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op); 1312 m->insert (spell_ob->other_arch->instance (), nx, ny, op);
1343 } 1313 }
1344 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)
1345 { 1315 {
1346 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch) 1316 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch)
1347 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op); 1317 m->insert (spell_ob->other_arch->instance (), nx, ny, op);
1348 } 1318 }
1349 } 1319 }
1350 } 1320 }
1351 } 1321 }
1352 }
1353 } 1322 }
1354 1323
1355 op->skill = skill;
1356 return 1; 1324 return 1;
1357} 1325}
1358 1326
1359/*************************************************************************** 1327/***************************************************************************
1360 * 1328 *
1361 * CURSE 1329 * CURSE
1362 * 1330 *
1363 ***************************************************************************/ 1331 ***************************************************************************/
1364
1365int 1332int
1366cast_curse (object *op, object *caster, object *spell_ob, int dir) 1333cast_curse (object *op, object *caster, object *spell_ob, int dir)
1367{ 1334{
1368 object *god = find_god (determine_god (op)); 1335 object *god = find_god (determine_god (op));
1369 object *tmp, *force; 1336 object *tmp, *force;
1370 1337
1371 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);
1372 if (!tmp) 1339 if (!tmp)
1373 { 1340 {
1374 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.");
1375 return 0; 1342 return 0;
1376 } 1343 }
1377 1344
1378 tmp = tmp->head_ (); 1345 tmp = tmp->head_ ();
1379 1346
1394 } 1361 }
1395 } 1362 }
1396 1363
1397 if (!force) 1364 if (!force)
1398 { 1365 {
1399 force = get_archetype (FORCE_NAME); 1366 force = archetype::get (FORCE_NAME);
1400 force->subtype = FORCE_CHANGE_ABILITY; 1367 force->subtype = FORCE_CHANGE_ABILITY;
1401 1368
1402 if (spell_ob->race) 1369 if (spell_ob->race)
1403 force->name = spell_ob->race; 1370 force->name = spell_ob->race;
1404 else 1371 else
1422 1389
1423 return 1; 1390 return 1;
1424 } 1391 }
1425 1392
1426 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;
1427 force->speed = 1.f;
1428 force->speed_left = -1.f; 1394 force->speed_left = -1.f;
1429 SET_FLAG (force, FLAG_APPLIED); 1395 force->set_speed (1.f);
1396 force->set_flag (FLAG_APPLIED);
1430 1397
1431 if (god) 1398 if (god)
1432 { 1399 {
1433 if (spell_ob->last_grace) 1400 if (spell_ob->last_grace)
1434 force->path_repelled = god->path_repelled; 1401 force->path_repelled = god->path_repelled;
1447 force->stats.wc = spell_ob->stats.wc; 1414 force->stats.wc = spell_ob->stats.wc;
1448 1415
1449 change_abil (tmp, force); /* Mostly to display any messages */ 1416 change_abil (tmp, force); /* Mostly to display any messages */
1450 insert_ob_in_ob (force, tmp); 1417 insert_ob_in_ob (force, tmp);
1451 tmp->update_stats (); 1418 tmp->update_stats ();
1419
1452 return 1; 1420 return 1;
1453
1454} 1421}
1455 1422
1456/********************************************************************** 1423/**********************************************************************
1457 * mood change 1424 * mood change
1458 * 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
1464 */ 1431 */
1465int 1432int
1466mood_change (object *op, object *caster, object *spell) 1433mood_change (object *op, object *caster, object *spell)
1467{ 1434{
1468 object *tmp, *god, *head; 1435 object *tmp, *god, *head;
1469 int done_one, range, mflags, level, at, best_at; 1436 int done_one, range, level, at, best_at;
1470 sint16 x, y, nx, ny;
1471 maptile *m;
1472 const char *race; 1437 const char *race;
1473 1438
1474 /* 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
1475 * doing it over and over again. 1440 * doing it over and over again.
1476 */ 1441 */
1477 god = find_god (determine_god (op)); 1442 god = find_god (determine_god (op));
1478 level = caster_level (caster, spell); 1443 level = casting_level (caster, spell);
1479 range = spell->range + SP_level_range_adjust (caster, spell); 1444 range = spell->range + SP_level_range_adjust (caster, spell);
1480 1445
1481 /* 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_...
1482 * 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
1483 * won't ever match anything. 1448 * won't ever match anything.
1484 */ 1449 */
1485 if (!spell->race) 1450 if (!spell->race)
1486 race = NULL; 1451 race = NULL;
1487 else if (god && !strcmp (spell->race, "GOD_SLAYING")) 1452 else if (god && spell->race == shstr_GOD_SLAYING)
1488 race = god->slaying; 1453 race = god->slaying;
1489 else if (god && !strcmp (spell->race, "GOD_FRIEND")) 1454 else if (god && spell->race == shstr_GOD_FRIEND)
1490 race = god->race; 1455 race = god->race;
1491 else 1456 else
1492 race = spell->race; 1457 race = spell->race;
1493 1458
1494 for (x = op->x - range; x <= op->x + range; x++) 1459 dynbuf buf;
1495 for (y = op->y - range; y <= op->y + range; y++) 1460 unordered_mapwalk (buf, op, -range, -range, range, range)
1496 { 1461 {
1497 done_one = 0; 1462 mapspace &ms = m->at (nx, ny);
1498 m = op->map;
1499 nx = x;
1500 ny = y;
1501 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1502 if (mflags & P_OUT_OF_MAP)
1503 continue;
1504 1463
1505 /* 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 */
1506 if (!(mflags & P_IS_ALIVE)) 1465 if (!(ms.flags () & P_IS_ALIVE))
1507 continue; 1466 continue;
1508 1467
1509 // players can only affect spaces that they can actually see 1468 // players can only affect spaces that they can actually see
1469 if (caster
1510 if (caster && caster->contr 1470 && caster->contr
1511 && caster->contr->visibility_at (m, nx, ny) < 70) 1471 && caster->contr->darkness_at (m, nx, ny) == LOS_BLOCKED)
1512 continue; 1472 continue;
1513 1473
1514 for (tmp = GET_MAP_TOP (m, nx, ny); tmp; tmp = tmp->below) 1474 for (tmp = ms.top; tmp; tmp = tmp->below)
1515 if (QUERY_FLAG (tmp, FLAG_MONSTER)) 1475 if (tmp->flag [FLAG_MONSTER])
1516 break; 1476 break;
1517 1477
1518 /* There can be living objects that are not monsters */ 1478 /* There can be living objects that are not monsters */
1519 if (!tmp || tmp->type == PLAYER) 1479 if (!tmp)
1520 continue; 1480 continue;
1521 1481
1522 /* Only the head has meaningful data, so resolve to that */ 1482 /* Only the head has meaningful data, so resolve to that */
1523 if (tmp->head)
1524 head = tmp->head; 1483 head = tmp->head_ ();
1525 else
1526 head = tmp;
1527 1484
1528 /* 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 */
1529 if (race && head->race && !strstr (race, head->race)) 1486 if (race && head->race && !strstr (race, head->race))
1530 continue; 1487 continue;
1531 1488
1532 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD)) 1489 if (head->flag [FLAG_UNDEAD] && !spell->flag [FLAG_UNDEAD])
1533 continue; 1490 continue;
1534 1491
1535 /* Now do a bunch of stuff related to saving throws */ 1492 /* Now do a bunch of stuff related to saving throws */
1536 best_at = -1; 1493 best_at = -1;
1537 if (spell->attacktype) 1494 if (spell->attacktype)
1538 { 1495 {
1539 for (at = 0; at < NROFATTACKS; at++) 1496 for (at = 0; at < NROFATTACKS; at++)
1540 if (spell->attacktype & (1 << at)) 1497 if (spell->attacktype & (1 << at))
1541 if (best_at == -1 || head->resist[at] > head->resist[best_at]) 1498 if (best_at == -1 || head->resist[at] > head->resist[best_at])
1542 best_at = at; 1499 best_at = at;
1543 1500
1544 if (best_at == -1) 1501 if (best_at == -1)
1545 at = 0; 1502 at = 0;
1546 else 1503 else
1547 { 1504 {
1548 if (head->resist[best_at] == 100) 1505 if (head->resist[best_at] == 100)
1549 continue; 1506 continue;
1550 else 1507 else
1551 at = head->resist[best_at] / 5; 1508 at = head->resist[best_at] / 5;
1552 } 1509 }
1510
1553 at -= level / 5; 1511 at -= level / 5;
1554 if (did_make_save (head, head->level, at)) 1512 if (did_make_save (head, head->level, at))
1555 continue; 1513 continue;
1556 } 1514 }
1557 else /* spell->attacktype */ 1515 else /* spell->attacktype */
1558 { 1516 {
1559 /* 1517 /*
1560 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:
1561 * if spell level < monster level, no go 1519 * if spell level < monster level, no go
1562 * 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 ) )
1563 1521
1564 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.
1565 1523
1566 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
1567 charm a level 125 monster... 1525 charm a level 125 monster...
1568 1526
1569 Ryo, august 14th 1527 Ryo, august 14th
1570 */ 1528 */
1571 if (head->level > level) 1529 if (head->level > level)
1572 continue; 1530 continue;
1573 1531
1574 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))))
1575 /* Failed, no effect */ 1533 /* Failed, no effect */
1576 continue; 1534 continue;
1577 } 1535 }
1578 1536
1579 /* Done with saving throw. Now start affecting the monster */ 1537 /* Done with saving throw. Now start affecting the monster */
1538 done_one = 0;
1580 1539
1581 /* aggravation */ 1540 /* aggravation */
1582 if (QUERY_FLAG (spell, FLAG_MONSTER)) 1541 if (spell->flag [FLAG_MONSTER])
1583 { 1542 {
1584 CLEAR_FLAG (head, FLAG_SLEEP); 1543 head->clr_flag (FLAG_SLEEP);
1585 remove_friendly_object (head); 1544 remove_friendly_object (head);
1586 done_one = 1; 1545 done_one = 1;
1587 head->enemy = op; 1546 head->enemy = op;
1588 } 1547 }
1589 1548
1590 /* calm monsters */ 1549 /* calm monsters */
1591 if (QUERY_FLAG (spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (head, FLAG_UNAGGRESSIVE)) 1550 if (spell->flag [FLAG_UNAGGRESSIVE] && !head->flag [FLAG_UNAGGRESSIVE])
1592 { 1551 {
1593 SET_FLAG (head, FLAG_UNAGGRESSIVE); 1552 head->set_flag (FLAG_UNAGGRESSIVE);
1594 head->enemy = NULL; 1553 head->enemy = NULL;
1595 done_one = 1; 1554 done_one = 1;
1596 } 1555 }
1597 1556
1598 /* berserk monsters */ 1557 /* berserk monsters */
1599 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK)) 1558 if (spell->flag [FLAG_BERSERK] && !head->flag [FLAG_BERSERK])
1600 { 1559 {
1601 SET_FLAG (head, FLAG_BERSERK); 1560 head->set_flag (FLAG_BERSERK);
1602 done_one = 1; 1561 done_one = 1;
1603 } 1562 }
1604 1563
1605 /* charm */ 1564 /* charm */
1606 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY)) 1565 if (spell->flag [FLAG_NO_ATTACK] && !head->flag [FLAG_FRIENDLY])
1607 { 1566 {
1567 INVOKE_OBJECT (KILL, head, ARG_OBJECT (caster));
1568
1608 /* Prevent uncontolled outbreaks of self replicating monsters. 1569 /* Prevent uncontrolled outbreaks of self replicating monsters.
1609 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.
1610 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. */
1611 CLEAR_FLAG (head, FLAG_GENERATOR); 1572 head->clr_flag (FLAG_GENERATOR);
1612 head->set_owner (op); 1573 head->set_owner (op);
1613 set_spell_skill (op, caster, spell, head); 1574 set_spell_skill (op, caster, spell, head);
1614 add_friendly_object (head); 1575 add_friendly_object (head);
1615 head->attack_movement = PETMOVE; 1576 head->attack_movement = PETMOVE;
1616 done_one = 1; 1577 done_one = 1;
1617 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);
1618 head->stats.exp = 0; 1579 head->stats.exp = 0;
1619 } 1580 }
1620 1581
1621 /* If a monster was effected, put an effect in */ 1582 /* If a monster was effected, put an effect in */
1622 if (done_one && spell->other_arch) 1583 if (done_one && spell->other_arch)
1623 m->insert (arch_to_object (spell->other_arch), nx, ny, op); 1584 m->insert (spell->other_arch->instance (), nx, ny, op);
1624 } /* for y */ 1585 }
1625 1586
1626 return 1; 1587 return 1;
1627} 1588}
1628
1629 1589
1630/* 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
1631 * 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
1632 * lightning spell used it, that seemed misnamed. 1592 * lightning spell used it, that seemed misnamed.
1633 * op is the spell effect. 1593 * op is the spell effect.
1634 * note that duration is handled by process_object() in time.c 1594 * note that duration is handled by process_object() in time.c
1635 */ 1595 */
1636
1637void 1596void
1638move_ball_spell (object *op) 1597move_ball_spell (object *op)
1639{ 1598{
1640 int i, j, dam_save, dir, mflags; 1599 int i, j, dam_save, dir, mflags;
1641 sint16 nx, ny, hx, hy; 1600 sint16 nx, ny, hx, hy;
1660 for (i = 1; i < 9; i++) 1619 for (i = 1; i < 9; i++)
1661 { 1620 {
1662 /* i bit 0: alters sign of offset 1621 /* i bit 0: alters sign of offset
1663 * other bits (i / 2): absolute value of offset 1622 * other bits (i / 2): absolute value of offset
1664 */ 1623 */
1665
1666 int offset = ((i ^ j) & 1) ? (i / 2) : -(i / 2); 1624 int offset = ((i ^ j) & 1) ? (i / 2) : -(i / 2);
1667 int tmpdir = absdir (op->direction + offset); 1625 int tmpdir = absdir (op->direction + offset);
1668 1626
1669 nx = op->x + freearr_x[tmpdir]; 1627 nx = op->x + DIRX (tmpdir);
1670 ny = op->y + freearr_y[tmpdir]; 1628 ny = op->y + DIRY (tmpdir);
1671 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))))
1672 { 1630 {
1673 dir = tmpdir; 1631 dir = tmpdir;
1674 break; 1632 break;
1675 } 1633 }
1676 } 1634 }
1635
1677 if (dir == 0) 1636 if (dir == 0)
1678 { 1637 {
1679 nx = op->x; 1638 nx = op->x;
1680 ny = op->y; 1639 ny = op->y;
1681 m = op->map; 1640 m = op->map;
1682 } 1641 }
1683 1642
1684 m->insert (op, nx, ny, op); 1643 m->insert (op, nx, ny, op);
1685 1644
1686 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
1687 surrounding squares */ 1646 surrounding squares */
1688 1647
1689 /* loop over current square and neighbors to hit. 1648 /* loop over current square and neighbors to hit.
1690 * if this has an other_arch field, we insert that in 1649 * if this has an other_arch field, we insert that in
1691 * the surround spaces. 1650 * the surround spaces.
1692 */ 1651 */
1693 for (j = 0; j < 9; j++) 1652 for (j = 0; j < 9; j++)
1694 { 1653 {
1695 hx = nx + freearr_x[j]; 1654 hx = nx + DIRX (j);
1696 hy = ny + freearr_y[j]; 1655 hy = ny + DIRY (j);
1697 1656
1698 m = op->map; 1657 m = op->map;
1699 mflags = get_map_flags (m, &m, hx, hy, &hx, &hy); 1658 mflags = get_map_flags (m, &m, hx, hy, &hx, &hy);
1700 1659
1701 if (mflags & P_OUT_OF_MAP) 1660 if (mflags & P_OUT_OF_MAP)
1707 1666
1708 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)))
1709 { 1668 {
1710 if (j) 1669 if (j)
1711 op->stats.dam = dam_save / 2; 1670 op->stats.dam = dam_save / 2;
1671
1712 hit_map (op, j, op->attacktype, 1); 1672 hit_map (op, j, op->attacktype, 1);
1713
1714 } 1673 }
1715 1674
1716 /* insert the other arch */ 1675 /* insert the other arch */
1717 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))))
1718 m->insert (arch_to_object (op->other_arch), hx, hy, op); 1677 m->insert (op->other_arch->instance (), hx, hy, op);
1719 } 1678 }
1720 1679
1721 /* restore to the center location and damage */ 1680 /* restore to the center location and damage */
1722 op->stats.dam = dam_save; 1681 op->stats.dam = dam_save;
1723 1682
1724 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);
1725 1684
1726 if (i >= 0) 1685 if (i >= 0)
1727 { /* we have a preferred direction! */ 1686 { /* we have a preferred direction! */
1728 /* pick another direction if the preferred dir is blocked. */ 1687 /* pick another direction if the preferred dir is blocked. */
1729 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 ||
1730 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)))
1731 i = absdir (i + rndm (0, 2) - 1); /* -1, 0, +1 */ 1690 i = absdir (i + rndm (0, 2) - 1); /* -1, 0, +1 */
1732 1691
1733 op->direction = i; 1692 op->direction = i;
1734 } 1693 }
1735} 1694}
1736 1695
1737
1738/* move_swarm_spell: peterm 1696/* move_swarm_spell: peterm
1739 * 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
1740 * 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
1741 * 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
1742 * 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
1743 * 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.
1744 */ 1702 */
1745
1746void 1703void
1747move_swarm_spell (object *op) 1704move_swarm_spell (object *op)
1748{ 1705{
1749#if 0 1706#if 0
1750 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 };
1751 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 };
1752 sint16 target_x, target_y, origin_x, origin_y; 1709 sint16 target_x, target_y, origin_x, origin_y;
1753 int adjustdir; 1710 int adjustdir;
1754 maptile *m; 1711 maptile *m;
1755#endif 1712#endif
1756 int basedir;
1757 object *owner; 1713 object *owner = op->env;
1758 1714
1759 owner = op->owner; 1715 if (!owner) // MUST not happen, remove when true TODO
1760 if (op->duration == 0 || owner == NULL)
1761 { 1716 {
1717 LOG (llevError, "swarm spell found outside inventory: %s\n", op->debug_desc ());
1762 op->destroy (); 1718 op->destroy ();
1763 return; 1719 return;
1764 } 1720 }
1765 1721
1722 if (!op->duration || !owner->is_on_map ())
1723 {
1724 op->drop_and_destroy ();
1725 return;
1726 }
1727
1766 op->duration--; 1728 op->duration--;
1767 1729
1768 basedir = op->direction; 1730 int basedir = op->direction;
1769 if (basedir == 0) 1731 if (!basedir)
1770 { 1732 {
1771 /* spray in all directions! 8) */ 1733 /* spray in all directions! 8) */
1772 basedir = rndm (1, 8); 1734 op->facing = (op->facing + op->state) & 7;
1735 basedir = op->facing + 1;
1773 } 1736 }
1774 1737
1775#if 0 1738#if 0
1776 // this is bogus: it causes wrong places to be checked below 1739 // this is bogus: it causes wrong places to be checked below
1777 // (a wall 2 cells away will block the effect...) and 1740 // (a wall 2 cells away will block the effect...) and
1779 // space. 1742 // space.
1780 // should be fixed later, but correctness before features... 1743 // should be fixed later, but correctness before features...
1781 // (schmorp) 1744 // (schmorp)
1782 1745
1783 /* new offset calculation to make swarm element distribution 1746 /* new offset calculation to make swarm element distribution
1784 * more uniform 1747 * more uniform
1785 */ 1748 */
1786 if (op->duration) 1749 if (op->duration)
1787 { 1750 {
1788 if (basedir & 1) 1751 if (basedir & 1)
1789 { 1752 {
1797 else 1760 else
1798 { 1761 {
1799 adjustdir = 0; /* fire the last one from forward. */ 1762 adjustdir = 0; /* fire the last one from forward. */
1800 } 1763 }
1801 1764
1802 target_x = op->x + freearr_x[absdir (basedir + adjustdir)]; 1765 target_x = op->x + DIRX (absdir (basedir + adjustdir));
1803 target_y = op->y + freearr_y[absdir (basedir + adjustdir)]; 1766 target_y = op->y + DIRY (absdir (basedir + adjustdir));
1804 1767
1805 /* 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
1806 * necessitates extra out_of_map check below 1769 * necessitates extra out_of_map check below
1807 */ 1770 */
1808 origin_x = target_x - freearr_x[basedir]; 1771 origin_x = target_x - DIRX (basedir);
1809 origin_y = target_y - freearr_y[basedir]; 1772 origin_y = target_y - DIRY (basedir);
1810 1773
1811 1774
1812 /* 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
1813 * should just be a pointer to the spell in some inventory, 1776 * should just be a pointer to the spell in some inventory,
1814 * 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,
1838 { 1801 {
1839 /* 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 */
1840 if (op->spell->subtype == SP_BULLET) 1803 if (op->spell->subtype == SP_BULLET)
1841 fire_bullet (owner, op, basedir, op->spell); 1804 fire_bullet (owner, op, basedir, op->spell);
1842 else if (op->spell->subtype == SP_MAGIC_MISSILE) 1805 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1843 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);
1844 } 1807 }
1845} 1808}
1846
1847
1848
1849 1809
1850/* fire_swarm: 1810/* fire_swarm:
1851 * The following routine creates a swarm of objects. It actually 1811 * The following routine creates a swarm of objects. It actually
1852 * sets up a specific swarm object, which then fires off all 1812 * sets up a specific swarm object, which then fires off all
1853 * the parts of the swarm. 1813 * the parts of the swarm.
1854 * 1814 *
1855 * op: the owner 1815 * op: the owner
1856 * caster: the caster (owner, wand, rod, scroll) 1816 * caster: the caster (owner, wand, rod, scroll)
1857 * dir: the direction everything will be fired in 1817 * dir: the direction everything will be fired in
1858 * spell - the spell that is this spell. 1818 * spell - the spell that is this spell.
1859 * n: the number to be fired. 1819 * n: the number to be fired.
1860 */ 1820 */
1861
1862int 1821int
1863fire_swarm (object *op, object *caster, object *spell, int dir) 1822fire_swarm (object *op, object *caster, object *spell, int dir)
1864{ 1823{
1865 object *tmp;
1866 int i;
1867
1868 if (!spell->other_arch) 1824 if (!spell->other_arch)
1869 return 0; 1825 return 0;
1870 1826
1871 tmp = get_archetype (SWARM_SPELL); 1827 object *tmp = archetype::get (SWARM_SPELL);
1872 tmp->set_owner (op); /* needed so that if swarm elements kill, caster gets xp. */ 1828
1873 set_spell_skill (op, caster, spell, tmp); 1829 set_spell_skill (op, caster, spell, tmp);
1874
1875 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. */
1876 tmp->spell = arch_to_object (spell->other_arch); 1831 tmp->spell = spell->other_arch->instance ();
1877
1878 tmp->attacktype = tmp->spell->attacktype; 1832 tmp->attacktype = tmp->spell->attacktype;
1879 1833
1880 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) 1834 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
1881 if (!tailor_god_spell (tmp, op)) 1835 if (!tailor_god_spell (tmp, op))
1882 return 1; 1836 return 1;
1883 1837
1884 tmp->duration = SP_level_duration_adjust (caster, spell); 1838 tmp->duration = SP_level_duration_adjust (caster, spell);
1885 for (i = 0; i < spell->duration; i++) 1839 for (int i = 0; i < spell->duration; i++)
1886 tmp->duration += die_roll (1, 3, op, PREFER_HIGH); 1840 tmp->duration += die_roll (1, 3, op, PREFER_HIGH);
1887 1841
1842 tmp->invisible = 1;
1843 tmp->flag [FLAG_NO_DROP] = 1; // make sure it stays in inv, or else
1888 tmp->direction = dir; 1844 tmp->direction = dir;
1889 tmp->invisible = 1; 1845 tmp->facing = rndm (1, 8); // initial firing direction
1846 tmp->state = rndm (4) * 2 + 1; // direction increment
1890 1847
1891 tmp->insert_at (op, op); 1848 op->insert (tmp);
1849
1892 return 1; 1850 return 1;
1893} 1851}
1894
1895 1852
1896/* See the spells documentation file for why this is its own 1853/* See the spells documentation file for why this is its own
1897 * function. 1854 * function.
1898 */ 1855 */
1899int 1856int
1904 int dam, mflags; 1861 int dam, mflags;
1905 maptile *m; 1862 maptile *m;
1906 1863
1907 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1864 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1908 1865
1909 if (!dir) 1866 if (dir)
1910 {
1911 new_draw_info (NDI_UNIQUE, 0, op, "In what direction?");
1912 return 0;
1913 } 1867 {
1914 1868 x = op->x + DIRX (dir);
1915 x = op->x + freearr_x[dir]; 1869 y = op->y + DIRY (dir);
1916 y = op->y + freearr_y[dir];
1917 m = op->map; 1870 m = op->map;
1918 1871
1919 mflags = get_map_flags (m, &m, x, y, &x, &y); 1872 mflags = get_map_flags (m, &m, x, y, &x, &y);
1920 1873
1921 if (mflags & P_OUT_OF_MAP) 1874 if (mflags & P_OUT_OF_MAP)
1922 { 1875 {
1923 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is there."); 1876 op->failmsg ("Nothing is there.");
1924 return 0; 1877 return 0;
1925 } 1878 }
1926 1879
1927 if (mflags & P_IS_ALIVE && spell->attacktype) 1880 if (mflags & P_IS_ALIVE && spell->attacktype)
1928 { 1881 {
1929 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)
1930 if (QUERY_FLAG (target, FLAG_MONSTER)) 1883 if (target->flag [FLAG_MONSTER])
1931 { 1884 {
1932 /* oky doky. got a target monster. Lets make a blinding attack */ 1885 /* oky doky. got a target monster. Lets make a blinding attack */
1933 if (target->head) 1886 if (target->head)
1934 target = target->head; 1887 target = target->head;
1888
1935 (void) hit_player (target, dam, op, spell->attacktype, 1); 1889 hit_player (target, dam, op, spell->attacktype, 1);
1936 return 1; /* one success only! */ 1890 return 1; /* one success only! */
1891 }
1937 } 1892 }
1938 }
1939 1893
1940 /* no live target, perhaps a wall is in the way? */ 1894 /* no live target, perhaps a wall is in the way? */
1941 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)))
1942 { 1896 {
1943 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 1897 op->failmsg ("Something is in the way.");
1944 return 0; 1898 return 0;
1899 }
1945 } 1900 }
1946 1901
1947 /* 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 */
1948 tmp = arch_to_object (spell->other_arch); 1903 tmp = spell->other_arch->instance ();
1949 if (!tmp) 1904 if (!tmp)
1950 { 1905 {
1951 LOG (llevError, "Error: spell arch for cast_light() missing.\n"); 1906 LOG (llevError, "Error: spell arch for cast_light() missing.\n");
1952 return 0; 1907 return 0;
1953 } 1908 }
1909
1954 tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell); 1910 tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell);
1911
1955 if (tmp->glow_radius) 1912 if (tmp->glow_radius)
1956 { 1913 tmp->set_glow_radius (
1957 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)
1958 if (tmp->glow_radius > MAX_LIGHT_RADII) 1915 );
1959 tmp->glow_radius = MAX_LIGHT_RADII;
1960 }
1961 1916
1917 if (dir)
1962 m->insert (tmp, x, y, op); 1918 m->insert (tmp, x, y, op);
1919 else
1920 caster->outer_env_or_self ()->insert (tmp);
1921
1963 return 1; 1922 return 1;
1964} 1923}
1965 1924
1966/* cast_cause_disease: this spell looks along <dir> from the 1925/* cast_cause_disease: this spell looks along <dir> from the
1967 * player and infects someone. 1926 * player and infects someone.
1968 * 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
1969 * 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
1970 * perhaps this should actually be in disease.c? 1929 * perhaps this should actually be in disease.c?
1971 */ 1930 */
1972int 1931int
1978 maptile *m; 1937 maptile *m;
1979 1938
1980 x = op->x; 1939 x = op->x;
1981 y = op->y; 1940 y = op->y;
1982 1941
1983 /* 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
1984 * direction the player is pointing. 1943 * direction the player is pointing.
1985 */ 1944 */
1986 if (!dir) 1945 if (!dir)
1987 dir = op->facing; 1946 dir = op->facing;
1988 1947
1995 dur_mod = SP_level_duration_adjust (caster, spell); 1954 dur_mod = SP_level_duration_adjust (caster, spell);
1996 1955
1997 /* search in a line for a victim */ 1956 /* search in a line for a victim */
1998 for (i = 1; i < range; i++) 1957 for (i = 1; i < range; i++)
1999 { 1958 {
2000 x = op->x + i * freearr_x[dir]; 1959 x = op->x + i * DIRX (dir);
2001 y = op->y + i * freearr_y[dir]; 1960 y = op->y + i * DIRY (dir);
2002 m = op->map; 1961 m = op->map;
2003 1962
2004 mflags = get_map_flags (m, &m, x, y, &x, &y); 1963 mflags = get_map_flags (m, &m, x, y, &x, &y);
2005 1964
2006 if (mflags & P_OUT_OF_MAP) 1965 if (mflags & P_OUT_OF_MAP)
2013 /* 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 */
2014 if (mflags & P_IS_ALIVE) 1973 if (mflags & P_IS_ALIVE)
2015 { 1974 {
2016 /* search this square for a victim */ 1975 /* search this square for a victim */
2017 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)
2018 if (QUERY_FLAG (walk, FLAG_MONSTER) || (walk->type == PLAYER)) 1977 if (walk->flag [FLAG_MONSTER] || (walk->type == PLAYER))
2019 { /* found a victim */ 1978 { /* found a victim */
2020 object *disease = arch_to_object (spell->other_arch); 1979 object *disease = spell->other_arch->instance ();
2021 1980
2022 disease->set_owner (op); 1981 disease->set_owner (op);
2023 set_spell_skill (op, caster, spell, disease); 1982 set_spell_skill (op, caster, spell, disease);
2024 disease->stats.exp = 0; 1983 disease->stats.exp = 0;
2025 disease->level = caster_level (caster, spell); 1984 disease->level = casting_level (caster, spell);
2026 1985
2027 /* do level adjustments */ 1986 /* do level adjustments */
2028 if (disease->stats.wc) 1987 if (disease->stats.wc ) disease->stats.wc += dur_mod / 2;
2029 disease->stats.wc += dur_mod / 2; 1988 if (disease->magic > 0) disease->magic += dur_mod / 8;
2030 1989 if (disease->stats.maxhp > 0) disease->stats.maxhp += dur_mod;
2031 if (disease->magic > 0) 1990 if (disease->stats.maxgrace > 0) disease->stats.maxgrace += dur_mod;
2032 disease->magic += dur_mod / 8;
2033
2034 if (disease->stats.maxhp > 0)
2035 disease->stats.maxhp += dur_mod;
2036
2037 if (disease->stats.maxgrace > 0)
2038 disease->stats.maxgrace += dur_mod;
2039
2040 if (disease->stats.dam)
2041 {
2042 if (disease->stats.dam > 0)
2043 disease->stats.dam += dam_mod;
2044 else
2045 disease->stats.dam -= dam_mod;
2046 }
2047 1991
2048 if (disease->last_sp) 1992 if (disease->last_sp)
2049 { 1993 {
2050 disease->last_sp -= 2 * dam_mod; 1994 disease->last_sp -= 2 * dam_mod;
1995
2051 if (disease->last_sp < 1) 1996 if (disease->last_sp < 1)
2052 disease->last_sp = 1; 1997 disease->last_sp = 1;
2053 } 1998 }
2054 1999
2055 if (disease->stats.maxsp) 2000 if (disease->stats.dam ) disease->stats.dam += copysignl (disease->stats.dam , dam_mod);
2056 { 2001 if (disease->stats.maxsp) disease->stats.maxsp += copysignl (disease->stats.maxsp, dam_mod);
2057 if (disease->stats.maxsp > 0) 2002 if (disease->stats.ac ) disease->stats.ac += dam_mod;
2058 disease->stats.maxsp += dam_mod; 2003 if (disease->last_eat ) disease->last_eat -= dam_mod;
2059 else 2004 if (disease->stats.hp ) disease->stats.hp -= dam_mod;
2060 disease->stats.maxsp -= dam_mod; 2005 if (disease->stats.sp ) disease->stats.sp -= dam_mod;
2061 }
2062
2063 if (disease->stats.ac)
2064 disease->stats.ac += dam_mod;
2065
2066 if (disease->last_eat)
2067 disease->last_eat -= dam_mod;
2068
2069 if (disease->stats.hp)
2070 disease->stats.hp -= dam_mod;
2071
2072 if (disease->stats.sp)
2073 disease->stats.sp -= dam_mod;
2074 2006
2075 if (infect_object (walk, disease, 1)) 2007 if (infect_object (walk, disease, 1))
2076 { 2008 {
2077 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));
2078 2010
2079 disease->destroy (); /* don't need this one anymore */ 2011 disease->destroy (); /* don't need this one anymore */
2080 walk->map->insert (get_archetype ("detect_magic"), x, y, op); 2012 walk->map->insert (archetype::get (shstr_detect_magic), x, y, op);
2081 return 1; 2013 return 1;
2082 } 2014 }
2083 2015
2084 disease->destroy (); 2016 disease->destroy ();
2085 } 2017 }

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