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Comparing deliantra/server/server/spell_attack.C (file contents):
Revision 1.52 by root, Tue Apr 22 02:46:18 2008 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 (©) 2017,2018 Marc Alexander Lehmann / the Deliantra team
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / 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 }
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
519 if (!(mflags & P_IS_ALIVE)) 522 if (!(mflags & P_IS_ALIVE))
520 return; 523 return;
521 524
522 for (tmp = op->ms ().bot; tmp; tmp = tmp->above) 525 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
523 { 526 {
524 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 527 if (tmp->flag [FLAG_ALIVE])
525 { 528 {
526 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
527 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0) 532 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0)
528 { 533 {
529 if (!QUERY_FLAG (op, FLAG_REMOVED)) 534 if (!op->flag [FLAG_REMOVED])
530 { 535 {
531 op->destroy (); 536 op->destroy ();
532 return; 537 return;
533 } 538 }
534 } 539 }
542 * fired arches (eg, bolts). 547 * fired arches (eg, bolts).
543 */ 548 */
544void 549void
545move_bullet (object *op) 550move_bullet (object *op)
546{ 551{
547 sint16 new_x, new_y;
548 int mflags;
549 maptile *m;
550
551#if 0 552#if 0
552 /* We need a better general purpose way to do this */ 553 /* We need a better general purpose way to do this */
553 554
554 /* peterm: added to make comet leave a trail of burnouts 555 /* peterm: added to make comet leave a trail of burnouts
555 it's an unadulterated hack, but the effect is cool. */ 556 it's an unadulterated hack, but the effect is cool. */
556 if (op->stats.sp == SP_METEOR) 557 if (op->stats.sp == SP_METEOR)
557 { 558 {
558 replace_insert_ob_in_map ("fire_trail", op); 559 replace_insert_ob_in_map ("fire_trail", op);
559 if (op->destroyed ()) 560 if (op->destroyed ())
570 op->destroy (); 571 op->destroy ();
571 572
572 return; 573 return;
573 } 574 }
574 575
575 new_x = op->x + DIRX (op); 576 mapxy pos (op);
576 new_y = op->y + DIRY (op); 577 pos.move (op->direction);
577 m = op->map;
578 mflags = get_map_flags (m, &m, new_x, new_y, &new_x, &new_y);
579 578
580 if (mflags & P_OUT_OF_MAP) 579 if (!pos.normalise ())
581 { 580 {
582 op->destroy (); 581 op->destroy ();
583 return; 582 return;
584 } 583 }
585 584
586 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))
587 { 590 {
588 if (op->other_arch) 591 if (op->other_arch)
589 explode_bullet (op); 592 explode_bullet (op);
590 else 593 else
591 op->destroy (); 594 op->destroy ();
592 595
593 return; 596 return;
594 } 597 }
595 598
596 if (!(op = m->insert (op, new_x, new_y, op))) 599 if (!(op = pos.insert (op, op)))
597 return; 600 return;
598 601
599 if (reflwall (op->map, op->x, op->y, op)) 602 if (reflwall (op->map, op->x, op->y, op))
600 { 603 {
601 op->direction = absdir (op->direction + 4); 604 op->direction = absdir (op->direction + 4);
620 int mflags; 623 int mflags;
621 624
622 if (!spob->other_arch) 625 if (!spob->other_arch)
623 return 0; 626 return 0;
624 627
625 tmp = arch_to_object (spob->other_arch); 628 tmp = spob->other_arch->instance ();
626 if (tmp == NULL) 629 if (!tmp)
627 return 0; 630 return 0;
628 631
629 /* peterm: level dependency for bolts */ 632 /* peterm: level dependency for bolts */
630 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);
631 tmp->attacktype = spob->attacktype; 634 tmp->attacktype = spob->attacktype;
632 if (spob->slaying) 635 if (spob->slaying)
633 tmp->slaying = spob->slaying; 636 tmp->slaying = spob->slaying;
634 637
638 tmp->stats.hp = spob->duration + SP_level_duration_adjust (caster, spob); 641 tmp->stats.hp = spob->duration + SP_level_duration_adjust (caster, spob);
639 tmp->stats.maxhp = spob->range + SP_level_range_adjust (caster, spob); 642 tmp->stats.maxhp = spob->range + SP_level_range_adjust (caster, spob);
640 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);
641 644
642 tmp->direction = dir; 645 tmp->direction = dir;
643 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) 646 if (tmp->flag [FLAG_IS_TURNABLE])
644 SET_ANIMATION (tmp, dir); 647 tmp->set_anim_frame (dir);
645 648
646 tmp->set_owner (op); 649 tmp->set_owner (op);
647 set_spell_skill (op, caster, spob, tmp); 650 set_spell_skill (op, caster, spob, tmp);
648 651
649 tmp->x = op->x + freearr_x[dir]; 652 tmp->x = op->x + DIRX (dir);
650 tmp->y = op->y + freearr_y[dir]; 653 tmp->y = op->y + DIRY (dir);
651 tmp->map = op->map; 654 tmp->map = op->map;
652 655
653 maptile *newmap; 656 maptile *newmap;
654 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);
655 if (mflags & P_OUT_OF_MAP) 658 if (mflags & P_OUT_OF_MAP)
658 return 0; 661 return 0;
659 } 662 }
660 663
661 tmp->map = newmap; 664 tmp->map = newmap;
662 665
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
663 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)))
664 { 680 {
665 if (!QUERY_FLAG (tmp, FLAG_REFLECTING)) 681 if (!tmp->flag [FLAG_REFLECTING])
666 { 682 {
667 tmp->destroy (); 683 tmp->destroy ();
668 return 0; 684 return 0;
669 } 685 }
670 686
685 * CONE RELATED FUNCTIONS 701 * CONE RELATED FUNCTIONS
686 * 702 *
687 *****************************************************************************/ 703 *****************************************************************************/
688 704
689/* 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" */
690void 706static void
691cone_drop (object *op) 707cone_drop (object *op)
692{ 708{
693 object *new_ob = arch_to_object (op->other_arch); 709 object *new_ob = op->other_arch->instance ();
694 710
695 new_ob->level = op->level; 711 new_ob->level = op->level;
696 new_ob->set_owner (op->owner); 712 new_ob->set_owner (op->owner);
697 713
698 /* preserve skill ownership */ 714 /* preserve skill ownership */
705/* 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 */
706 722
707void 723void
708move_cone (object *op) 724move_cone (object *op)
709{ 725{
710 int i;
711
712 /* 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 */
713 if (!op->map) 727 if (!op->map)
714 { 728 {
715 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");
716 op->set_speed (0); 730 op->set_speed (0);
717 return; 731 return;
718 } 732 }
719 733
720 /* lava saves it's life, but not yours :) */ 734 /* lava saves it's life, but not yours :) */
721 if (QUERY_FLAG (op, FLAG_LIFESAVE)) 735 if (op->flag [FLAG_LIFESAVE])
722 { 736 {
723 hit_map (op, 0, op->attacktype, 0); 737 hit_map (op, 0, op->attacktype, 0);
724 return; 738 return;
725 } 739 }
726 740
736 } 750 }
737#endif 751#endif
738 752
739 hit_map (op, 0, op->attacktype, 0); 753 hit_map (op, 0, op->attacktype, 0);
740 754
755 if (!op->is_on_map ())
756 return;
757
741 /* Check to see if we should push anything. 758 /* Check to see if we should push anything.
742 * Spell objects with weight push whatever they encounter to some 759 * Spell objects with weight push whatever they encounter to some
743 * degree. 760 * degree.
744 */ 761 */
745 if (op->weight) 762 if (op->weight)
763 {
746 check_spell_knockback (op); 764 check_spell_knockback (op);
747 765
748 if (op->destroyed ()) 766 if (!op->is_on_map ())
749 return; 767 return;
768 }
750 769
751 if ((op->duration--) < 0) 770 if (op->duration-- < 0)
752 { 771 {
753 op->destroy (); 772 op->destroy ();
754 return; 773 return;
755 } 774 }
756 /* Object has hit maximum range, so don't have it move 775 /* Object has hit maximum range, so don't have it move
761 { 780 {
762 op->range = 0; /* just so it doesn't wrap */ 781 op->range = 0; /* just so it doesn't wrap */
763 return; 782 return;
764 } 783 }
765 784
766 for (i = -1; i < 2; i++) 785 for (int i = -1; i <= 1; i++)
767 { 786 {
768 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));
769 788
770 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))
771 { 790 {
772 object *tmp = op->clone (); 791 object *tmp = op->clone ();
773 792
802 MoveType movetype; 821 MoveType movetype;
803 822
804 if (!spell->other_arch) 823 if (!spell->other_arch)
805 return 0; 824 return 0;
806 825
807 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)
808 { 827 {
809 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!");
810 return 0; 829 return 0;
811 } 830 }
812 831
813 if (!dir) 832 if (!dir)
814 { 833 {
822 */ 841 */
823 movetype = spell->other_arch->move_type; 842 movetype = spell->other_arch->move_type;
824 843
825 for (i = range_min; i <= range_max; i++) 844 for (i = range_min; i <= range_max; i++)
826 { 845 {
827 sint16 x, y, d; 846 sint16 x, y;
828 847
829 /* We can't use absdir here, because it never returns 848 /* We can't use absdir here, because it never returns
830 * 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
831 * 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
832 * to hit that person. 851 * to hit that person.
833 */ 852 */
834 d = dir + i; 853 int d = dir ? absdir (dir + i) : i;
835 while (d < 0)
836 d += 8;
837 while (d > 8)
838 d -= 8;
839 854
840 /* 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.
841 * In that case, we have to see - if dir is specified, 856 * In that case, we have to see - if dir is specified,
842 * turn this into direction 8. If dir is not specified (all 857 * turn this into direction 8. If dir is not specified (all
843 * direction) skip - otherwise, one line would do more damage 858 * direction) skip - otherwise, one line would do more damage
850 d = 8; 865 d = 8;
851 else 866 else
852 continue; 867 continue;
853 } 868 }
854 869
855 x = op->x + freearr_x[d]; 870 x = op->x + DIRX (d);
856 y = op->y + freearr_y[d]; 871 y = op->y + DIRY (d);
857 872
858 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)
859 continue; 874 continue;
860 875
861 if ((movetype & GET_MAP_MOVE_BLOCK (m, sx, sy)) == movetype) 876 if ((movetype & GET_MAP_MOVE_BLOCK (m, sx, sy)) == movetype)
862 continue; 877 continue;
863 878
864 success = 1; 879 success = 1;
865 tmp = arch_to_object (spell->other_arch); 880 tmp = spell->other_arch->instance ();
866 tmp->set_owner (op); 881 tmp->set_owner (op);
867 set_spell_skill (op, caster, spell, tmp); 882 set_spell_skill (op, caster, spell, tmp);
868 tmp->level = caster_level (caster, spell); 883 tmp->level = casting_level (caster, spell);
869 tmp->attacktype = spell->attacktype; 884 tmp->attacktype = spell->attacktype;
870 885
871 /* holy word stuff */ 886 /* holy word stuff */
872 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER)) 887 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER))
873 if (!tailor_god_spell (tmp, op)) 888 if (!tailor_god_spell (tmp, op))
938 * op is the original bomb object. 953 * op is the original bomb object.
939 */ 954 */
940void 955void
941animate_bomb (object *op) 956animate_bomb (object *op)
942{ 957{
943 if (op->state != NUM_ANIMATIONS (op) - 1) 958 if (op->state != op->anim_frames () - 1)
944 return; 959 return;
945 960
946 object *env = op->outer_env (); 961 object *env = op->outer_env ();
947 962
948 if (op->env) 963 if (op->env)
949 { 964 {
950 if (env->map == NULL) 965 if (!env->map)
951 return; 966 return;
952
953 if (env->type == PLAYER)
954 esrv_del_item (env->contr, op->count);
955 967
956 if (!(op = op->insert_at (env, op))) 968 if (!(op = op->insert_at (env, op)))
957 return; 969 return;
958 } 970 }
959 971
960 // 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
961 // 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
962 // as bombs can be carried. 974 // as bombs can be carried.
963 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE) 975 if (op->ms ().flags () & P_SAFE)
964 { 976 {
965 op->destroy (); 977 op->destroy ();
966 return; 978 return;
967 } 979 }
968 980
972 */ 984 */
973 if (archetype *at = archetype::find (SPLINT)) 985 if (archetype *at = archetype::find (SPLINT))
974 { 986 {
975 for (int i = 1; i < 9; i++) 987 for (int i = 1; i < 9; i++)
976 { 988 {
977 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)))
978 continue; 990 continue;
979 991
980 object *tmp = arch_to_object (at); 992 object *tmp = at->instance ();
981 tmp->direction = i; 993 tmp->direction = i;
982 tmp->range = op->range; 994 tmp->range = op->range;
983 tmp->stats.dam = op->stats.dam; 995 tmp->stats.dam = op->stats.dam;
984 tmp->duration = op->duration; 996 tmp->duration = op->duration;
985 tmp->attacktype = op->attacktype; 997 tmp->attacktype = op->attacktype;
986 tmp->set_owner (op); 998 tmp->set_owner (op);
987 if (op->skill && op->skill != tmp->skill) 999 if (op->skill && op->skill != tmp->skill)
988 tmp->skill = op->skill; 1000 tmp->skill = op->skill;
989 1001
990 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) 1002 if (tmp->flag [FLAG_IS_TURNABLE])
991 SET_ANIMATION (tmp, i); 1003 tmp->set_anim_frame (1);
992 1004
993 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);
994 move_bullet (tmp); 1006 move_bullet (tmp);
995 } 1007 }
996 } 1008 }
997 1009
998 explode_bullet (op); 1010 explode_bullet (op);
1001int 1013int
1002create_bomb (object *op, object *caster, int dir, object *spell) 1014create_bomb (object *op, object *caster, int dir, object *spell)
1003{ 1015{
1004 object *tmp; 1016 object *tmp;
1005 int mflags; 1017 int mflags;
1006 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);
1007 maptile *m; 1019 maptile *m;
1008 1020
1009 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 {
1010 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))
1011 { 1030 {
1012 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way."); 1031 op->failmsg ("There is something in the way.");
1013 return 0; 1032 return 0;
1033 }
1014 } 1034 }
1015 1035
1016 tmp = arch_to_object (spell->other_arch); 1036 tmp = spell->other_arch->instance ();
1017 1037
1018 /* level dependencies for bomb */ 1038 /* level dependencies for bomb */
1019 tmp->range = spell->range + SP_level_range_adjust (caster, spell); 1039 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
1020 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);
1021 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell); 1041 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
1041 * dir is the direction to look in. 1061 * dir is the direction to look in.
1042 * range is how far out to look. 1062 * range is how far out to look.
1043 * 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.
1044 * this info is used for blocked magic/unholy spaces. 1064 * this info is used for blocked magic/unholy spaces.
1045 */ 1065 */
1046object * 1066static object *
1047get_pointed_target (object *op, int dir, int range, int type) 1067get_pointed_target (object *op, int dir, int range, int type)
1048{ 1068{
1049 object *target; 1069 object *target;
1050 sint16 x, y; 1070 sint16 x, y;
1051 int dist, mflags; 1071 int dist, mflags;
1054 if (dir == 0) 1074 if (dir == 0)
1055 return NULL; 1075 return NULL;
1056 1076
1057 for (dist = 1; dist < range; dist++) 1077 for (dist = 1; dist < range; dist++)
1058 { 1078 {
1059 x = op->x + freearr_x[dir] * dist; 1079 x = op->x + DIRX (dir) * dist;
1060 y = op->y + freearr_y[dir] * dist; 1080 y = op->y + DIRY (dir) * dist;
1061 mp = op->map; 1081 mp = op->map;
1062 mflags = get_map_flags (op->map, &mp, x, y, &x, &y); 1082 mflags = get_map_flags (op->map, &mp, x, y, &x, &y);
1063 1083
1064 if (mflags & P_OUT_OF_MAP) 1084 if (mflags & P_OUT_OF_MAP)
1065 return NULL; 1085 return NULL;
1070 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW) 1090 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW)
1071 return NULL; 1091 return NULL;
1072 1092
1073 if (mflags & P_IS_ALIVE) 1093 if (mflags & P_IS_ALIVE)
1074 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)
1075 if (QUERY_FLAG (target, FLAG_MONSTER)) 1095 if (target->flag [FLAG_MONSTER])
1076 return target; 1096 return target;
1077 } 1097 }
1078 1098
1079 return NULL; 1099 return NULL;
1080} 1100}
1081 1101
1082/* cast_smite_arch() - the priest points to a creature and causes 1102/* cast_smite_spell() - the priest points to a creature and causes
1083 * a 'godly curse' to decend. 1103 * a 'godly curse' to decend.
1084 * usual params - 1104 * usual params -
1085 * op = player 1105 * op = player
1086 * caster = object casting the spell. 1106 * caster = object casting the spell.
1087 * dir = direction being cast 1107 * dir = direction being cast
1088 * spell = spell object 1108 * spell = spell object
1090int 1110int
1091cast_smite_spell (object *op, object *caster, int dir, object *spell) 1111cast_smite_spell (object *op, object *caster, int dir, object *spell)
1092{ 1112{
1093 object *effect, *target; 1113 object *effect, *target;
1094 object *god = find_god (determine_god (op)); 1114 object *god = find_god (determine_god (op));
1095 int range;
1096 1115
1097 range = spell->range + SP_level_range_adjust (caster, spell);
1098 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);
1099 1117
1100 /* Bunch of conditions for casting this spell. Note that only 1118 /* Bunch of conditions for casting this spell. Note that only
1101 * require a god if this is a cleric spell (requires grace). 1119 * require a god if this is a cleric spell (requires grace).
1102 * 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
1103 * 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
1104 * interesting spell. 1122 * interesting spell.
1105 * 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
1106 * can't be friendly to your god. 1124 * can't be friendly to your god.
1107 */ 1125 */
1108 1126
1109 if (!target || QUERY_FLAG (target, FLAG_REFL_SPELL) 1127 if (!target
1128 || target->flag [FLAG_REFL_SPELL]
1110 || (!god && spell->stats.grace) 1129 || (!god && spell->stats.grace)
1111 || (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)))
1112 { 1132 {
1113 new_draw_info (NDI_UNIQUE, 0, op, "Your request is unheeded."); 1133 op->failmsg ("Your request is unheeded.");
1114 return 0; 1134 return 0;
1115 } 1135 }
1116 1136
1117 if (spell->other_arch) 1137 if (spell->other_arch)
1118 effect = arch_to_object (spell->other_arch); 1138 effect = spell->other_arch->instance ();
1119 else 1139 else
1120 return 0; 1140 return 0;
1121 1141
1122 /* tailor the effect by priest level and worshipped God */ 1142 /* tailor the effect by priest level and worshipped God */
1123 effect->level = caster_level (caster, spell); 1143 effect->level = casting_level (caster, spell);
1124 effect->attacktype = spell->attacktype; 1144 effect->attacktype = spell->attacktype;
1125 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER)) 1145 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER))
1126 { 1146 {
1127 if (tailor_god_spell (effect, op)) 1147 if (tailor_god_spell (effect, op))
1128 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));
1129 else 1149 else
1130 { 1150 {
1131 new_draw_info (NDI_UNIQUE, 0, op, "Your request is ignored."); 1151 op->failmsg ("Your request is ignored.");
1132 return 0; 1152 return 0;
1133 } 1153 }
1134 } 1154 }
1135 1155
1136 /* size of the area of destruction */ 1156 /* size of the area of destruction */
1140 if (effect->attacktype & AT_DEATH) 1160 if (effect->attacktype & AT_DEATH)
1141 { 1161 {
1142 effect->level = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1162 effect->level = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1143 1163
1144 /* casting death spells at undead isn't a good thing */ 1164 /* casting death spells at undead isn't a good thing */
1145 if (QUERY_FLAG (target, FLAG_UNDEAD)) 1165 if (target->flag [FLAG_UNDEAD])
1146 { 1166 {
1147 if (random_roll (0, 2, op, PREFER_LOW)) 1167 if (random_roll (0, 2, op, PREFER_LOW))
1148 { 1168 {
1149 new_draw_info (NDI_UNIQUE, 0, op, "Idiot! Your spell boomerangs!"); 1169 new_draw_info (NDI_UNIQUE, 0, op, "Idiot! Your spell boomerangs!");
1150 effect->x = op->x; 1170 effect->x = op->x;
1183 1203
1184/* op is a missile that needs to be moved */ 1204/* op is a missile that needs to be moved */
1185void 1205void
1186move_missile (object *op) 1206move_missile (object *op)
1187{ 1207{
1188 int i, mflags;
1189 object *owner;
1190 sint16 new_x, new_y;
1191 maptile *m;
1192
1193 if (op->range-- <= 0) 1208 if (op->range-- <= 0)
1194 { 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 {
1195 op->destroy (); 1219 op->destroy ();
1196 return; 1220 return;
1197 } 1221 }
1198 1222
1199 owner = op->owner; 1223 mapspace &ms = pos.ms ();
1200#if 0
1201 /* It'd make things nastier if this wasn't here - spells cast by
1202 * monster that are then killed would continue to survive
1203 */
1204 if (owner == NULL)
1205 {
1206 op->destroy ();
1207 return;
1208 }
1209#endif
1210 1224
1211 new_x = op->x + DIRX (op); 1225 if (ms.flags () & P_IS_ALIVE || ms.blocks (op))
1212 new_y = op->y + DIRY (op);
1213
1214 mflags = get_map_flags (op->map, &m, new_x, new_y, &new_x, &new_y);
1215
1216 if (!(mflags & P_OUT_OF_MAP) && ((mflags & P_IS_ALIVE) || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y))))
1217 { 1226 {
1218 hit_map (op, op->direction, AT_MAGIC, 1); 1227 hit_map (op, op->direction, AT_MAGIC, 1);
1219 /* Basically, missile only hits one thing then goes away. 1228 /* Basically, missile only hits one thing then goes away.
1220 * 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.
1221 */ 1230 */
1222 if (!op->destroyed ())
1223 op->destroy ();
1224
1225 return;
1226 }
1227
1228 op->remove ();
1229
1230 if (!op->direction || (mflags & P_OUT_OF_MAP))
1231 {
1232 op->destroy (); 1231 op->destroy ();
1233 return; 1232 return;
1234 } 1233 }
1235 1234
1235 if (!op->direction)
1236 {
1237 op->destroy ();
1238 return;
1239 }
1240
1236 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);
1237 if (i > 0 && i != op->direction) 1242 if (i > 0 && i != op->direction)
1238 { 1243 {
1239 op->direction = i; 1244 op->direction = i;
1240 SET_ANIMATION (op, op->direction); 1245 op->set_anim_frame (op->direction);
1241 } 1246 }
1242 1247
1243 m->insert (op, new_x, new_y, op); 1248 pos.insert (op, op);
1244} 1249}
1245 1250
1246/**************************************************************************** 1251/****************************************************************************
1247 * Destruction 1252 * Destruction
1248 ****************************************************************************/ 1253 ****************************************************************************/
1249 1254
1250/* make_object_glow() - currently only makes living objects glow. 1255/* make_object_glow() - currently only makes living objects glow.
1251 * 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
1252 * object. if time is 0, the object glows permanently. To truely 1257 * object. if time is 0, the object glows permanently. To truely
1253 * make this work for non-living objects, we would have to 1258 * make this work for non-living objects, we would have to
1254 * give them the capability to have an inventory. b.t. 1259 * give them the capability to have an inventory. b.t.
1255 */ 1260 */
1256int 1261static int
1257make_object_glow (object *op, int radius, int time) 1262make_object_glow (object *op, int radius, int time)
1258{ 1263{
1259 /* some things are unaffected... */ 1264 /* some things are unaffected... */
1260 if (op->path_denied & PATH_LIGHT) 1265 if (op->path_denied & PATH_LIGHT)
1261 return 0; 1266 return 0;
1262 1267
1263 object *tmp = get_archetype (FORCE_NAME); 1268 object *tmp = archetype::get (FORCE_NAME);
1264 tmp->speed = 0.01; 1269 tmp->set_speed (0.01);
1265 tmp->stats.food = time; 1270 tmp->stats.food = time;
1266 SET_FLAG (tmp, FLAG_IS_USED_UP); 1271 tmp->set_flag (FLAG_IS_USED_UP);
1267 tmp->glow_radius = radius; 1272 tmp->set_glow_radius (min (MAX_LIGHT_RADIUS, radius));
1268 if (tmp->glow_radius > MAX_LIGHT_RADII)
1269 tmp->glow_radius = MAX_LIGHT_RADII;
1270
1271 tmp = insert_ob_in_ob (tmp, op); 1273 tmp = insert_ob_in_ob (tmp, op);
1272 1274
1273 if (tmp->glow_radius > op->glow_radius) 1275 if (tmp->glow_radius > op->glow_radius)
1274 op->glow_radius = tmp->glow_radius; 1276 op->set_glow_radius (tmp->glow_radius);
1275 1277
1276 return 1; 1278 return 1;
1277} 1279}
1278 1280
1279int 1281int
1280cast_destruction (object *op, object *caster, object *spell_ob) 1282cast_destruction (object *op, object *caster, object *spell_ob)
1281{ 1283{
1282 int i, j, range, mflags, friendly = 0, dam, dur;
1283 sint16 sx, sy;
1284 maptile *m;
1285 object *tmp;
1286 const char *skill;
1287
1288 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob); 1284 int range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
1289 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);
1290 dur = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob); 1286 int dur = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
1291 if (QUERY_FLAG (op, FLAG_FRIENDLY) || op->type == PLAYER)
1292 friendly = 1;
1293 1287
1294 /* destruction doesn't use another spell object, so we need 1288 bool friendly = op->flag [FLAG_FRIENDLY] || op->is_player ();
1295 * update op's skill pointer so that exp is properly awarded.
1296 * We do some shortcuts here - since this is just temporary
1297 * and we'll reset the values back, we don't need to go through
1298 * the full share string/free_string route.
1299 */
1300 skill = op->skill;
1301 if (caster == op)
1302 op->skill = spell_ob->skill;
1303 else if (caster->skill)
1304 op->skill = caster->skill;
1305 else
1306 op->skill = NULL;
1307 1289
1308 op->change_skill (find_skill_by_name (op, op->skill)); 1290 dynbuf buf;
1309 1291 unordered_mapwalk (buf, op, -range, -range, range, range)
1310 for (i = -range; i < range; i++)
1311 { 1292 {
1312 for (j = -range; j < range; j++) 1293 mapspace &ms = m->at (nx, ny);
1313 {
1314 m = op->map;
1315 sx = op->x + i;
1316 sy = op->y + j;
1317 1294
1318 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
1319 if (mflags & P_OUT_OF_MAP)
1320 continue;
1321
1322 if (mflags & P_IS_ALIVE) 1295 if (ms.flags () & P_IS_ALIVE)
1296 for (object *next, *tmp = ms.bot; tmp; tmp = next)
1323 { 1297 {
1324 for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above) 1298 next = tmp->above;
1325 if (QUERY_FLAG (tmp, FLAG_ALIVE) || tmp->type == PLAYER)
1326 break;
1327 1299
1328 if (tmp) 1300 if (tmp->flag [FLAG_ALIVE] || tmp->is_player ())
1329 { 1301 {
1330 if (tmp->head)
1331 tmp = tmp->head; 1302 tmp = tmp->head_ ();
1332 1303
1333 if ((friendly && !QUERY_FLAG (tmp, FLAG_FRIENDLY) && tmp->type != PLAYER) || 1304 if ((friendly && !tmp->flag [FLAG_FRIENDLY] && !tmp->is_player ())
1334 (!friendly && (QUERY_FLAG (tmp, FLAG_FRIENDLY) || tmp->type == PLAYER))) 1305 || (!friendly && (tmp->flag [FLAG_FRIENDLY] || tmp->is_player ())))
1335 { 1306 {
1336 if (spell_ob->subtype == SP_DESTRUCTION) 1307 if (spell_ob->subtype == SP_DESTRUCTION)
1337 { 1308 {
1338 hit_player (tmp, dam, op, spell_ob->attacktype, 0); 1309 hit_player (tmp, dam, op, spell_ob->attacktype, 0);
1310
1339 if (spell_ob->other_arch) 1311 if (spell_ob->other_arch)
1340 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op); 1312 m->insert (spell_ob->other_arch->instance (), nx, ny, op);
1341 } 1313 }
1342 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)
1343 { 1315 {
1344 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch) 1316 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch)
1345 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op); 1317 m->insert (spell_ob->other_arch->instance (), nx, ny, op);
1346 } 1318 }
1347 } 1319 }
1348 } 1320 }
1349 } 1321 }
1350 }
1351 } 1322 }
1352 1323
1353 op->skill = skill;
1354 return 1; 1324 return 1;
1355} 1325}
1356 1326
1357/*************************************************************************** 1327/***************************************************************************
1358 * 1328 *
1359 * CURSE 1329 * CURSE
1360 * 1330 *
1361 ***************************************************************************/ 1331 ***************************************************************************/
1362
1363int 1332int
1364cast_curse (object *op, object *caster, object *spell_ob, int dir) 1333cast_curse (object *op, object *caster, object *spell_ob, int dir)
1365{ 1334{
1366 object *god = find_god (determine_god (op)); 1335 object *god = find_god (determine_god (op));
1367 object *tmp, *force; 1336 object *tmp, *force;
1368 1337
1369 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);
1370 if (!tmp) 1339 if (!tmp)
1371 { 1340 {
1372 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.");
1373 return 0; 1342 return 0;
1374 } 1343 }
1375 1344
1376 tmp = tmp->head_ (); 1345 tmp = tmp->head_ ();
1377 1346
1392 } 1361 }
1393 } 1362 }
1394 1363
1395 if (!force) 1364 if (!force)
1396 { 1365 {
1397 force = get_archetype (FORCE_NAME); 1366 force = archetype::get (FORCE_NAME);
1398 force->subtype = FORCE_CHANGE_ABILITY; 1367 force->subtype = FORCE_CHANGE_ABILITY;
1399 1368
1400 if (spell_ob->race) 1369 if (spell_ob->race)
1401 force->name = spell_ob->race; 1370 force->name = spell_ob->race;
1402 else 1371 else
1420 1389
1421 return 1; 1390 return 1;
1422 } 1391 }
1423 1392
1424 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;
1425 force->speed = 1.f;
1426 force->speed_left = -1.f; 1394 force->speed_left = -1.f;
1427 SET_FLAG (force, FLAG_APPLIED); 1395 force->set_speed (1.f);
1396 force->set_flag (FLAG_APPLIED);
1428 1397
1429 if (god) 1398 if (god)
1430 { 1399 {
1431 if (spell_ob->last_grace) 1400 if (spell_ob->last_grace)
1432 force->path_repelled = god->path_repelled; 1401 force->path_repelled = god->path_repelled;
1445 force->stats.wc = spell_ob->stats.wc; 1414 force->stats.wc = spell_ob->stats.wc;
1446 1415
1447 change_abil (tmp, force); /* Mostly to display any messages */ 1416 change_abil (tmp, force); /* Mostly to display any messages */
1448 insert_ob_in_ob (force, tmp); 1417 insert_ob_in_ob (force, tmp);
1449 tmp->update_stats (); 1418 tmp->update_stats ();
1419
1450 return 1; 1420 return 1;
1451
1452} 1421}
1453 1422
1454/********************************************************************** 1423/**********************************************************************
1455 * mood change 1424 * mood change
1456 * 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
1462 */ 1431 */
1463int 1432int
1464mood_change (object *op, object *caster, object *spell) 1433mood_change (object *op, object *caster, object *spell)
1465{ 1434{
1466 object *tmp, *god, *head; 1435 object *tmp, *god, *head;
1467 int done_one, range, mflags, level, at, best_at; 1436 int done_one, range, level, at, best_at;
1468 sint16 x, y, nx, ny;
1469 maptile *m;
1470 const char *race; 1437 const char *race;
1471 1438
1472 /* 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
1473 * doing it over and over again. 1440 * doing it over and over again.
1474 */ 1441 */
1475 god = find_god (determine_god (op)); 1442 god = find_god (determine_god (op));
1476 level = caster_level (caster, spell); 1443 level = casting_level (caster, spell);
1477 range = spell->range + SP_level_range_adjust (caster, spell); 1444 range = spell->range + SP_level_range_adjust (caster, spell);
1478 1445
1479 /* 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_...
1480 * 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
1481 * won't ever match anything. 1448 * won't ever match anything.
1482 */ 1449 */
1483 if (!spell->race) 1450 if (!spell->race)
1484 race = NULL; 1451 race = NULL;
1485 else if (god && !strcmp (spell->race, "GOD_SLAYING")) 1452 else if (god && spell->race == shstr_GOD_SLAYING)
1486 race = god->slaying; 1453 race = god->slaying;
1487 else if (god && !strcmp (spell->race, "GOD_FRIEND")) 1454 else if (god && spell->race == shstr_GOD_FRIEND)
1488 race = god->race; 1455 race = god->race;
1489 else 1456 else
1490 race = spell->race; 1457 race = spell->race;
1491 1458
1492 for (x = op->x - range; x <= op->x + range; x++) 1459 dynbuf buf;
1493 for (y = op->y - range; y <= op->y + range; y++) 1460 unordered_mapwalk (buf, op, -range, -range, range, range)
1494 { 1461 {
1495 done_one = 0; 1462 mapspace &ms = m->at (nx, ny);
1496 m = op->map;
1497 nx = x;
1498 ny = y;
1499 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1500 if (mflags & P_OUT_OF_MAP)
1501 continue;
1502 1463
1503 /* 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 */
1504 if (!(mflags & P_IS_ALIVE)) 1465 if (!(ms.flags () & P_IS_ALIVE))
1505 continue; 1466 continue;
1506 1467
1507 // players can only affect spaces that they can actually see 1468 // players can only affect spaces that they can actually see
1469 if (caster
1508 if (caster && caster->contr 1470 && caster->contr
1509 && caster->contr->visibility_at (m, nx, ny) < 70) 1471 && caster->contr->darkness_at (m, nx, ny) == LOS_BLOCKED)
1510 continue; 1472 continue;
1511 1473
1512 for (tmp = GET_MAP_TOP (m, nx, ny); tmp; tmp = tmp->below) 1474 for (tmp = ms.top; tmp; tmp = tmp->below)
1513 if (QUERY_FLAG (tmp, FLAG_MONSTER)) 1475 if (tmp->flag [FLAG_MONSTER])
1514 break; 1476 break;
1515 1477
1516 /* There can be living objects that are not monsters */ 1478 /* There can be living objects that are not monsters */
1517 if (!tmp || tmp->type == PLAYER) 1479 if (!tmp)
1518 continue; 1480 continue;
1519 1481
1520 /* Only the head has meaningful data, so resolve to that */ 1482 /* Only the head has meaningful data, so resolve to that */
1521 if (tmp->head)
1522 head = tmp->head; 1483 head = tmp->head_ ();
1523 else
1524 head = tmp;
1525 1484
1526 /* 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 */
1527 if (race && head->race && !strstr (race, head->race)) 1486 if (race && head->race && !strstr (race, head->race))
1528 continue; 1487 continue;
1529 1488
1530 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD)) 1489 if (head->flag [FLAG_UNDEAD] && !spell->flag [FLAG_UNDEAD])
1531 continue; 1490 continue;
1532 1491
1533 /* Now do a bunch of stuff related to saving throws */ 1492 /* Now do a bunch of stuff related to saving throws */
1534 best_at = -1; 1493 best_at = -1;
1535 if (spell->attacktype) 1494 if (spell->attacktype)
1536 { 1495 {
1537 for (at = 0; at < NROFATTACKS; at++) 1496 for (at = 0; at < NROFATTACKS; at++)
1538 if (spell->attacktype & (1 << at)) 1497 if (spell->attacktype & (1 << at))
1539 if (best_at == -1 || head->resist[at] > head->resist[best_at]) 1498 if (best_at == -1 || head->resist[at] > head->resist[best_at])
1540 best_at = at; 1499 best_at = at;
1541 1500
1542 if (best_at == -1) 1501 if (best_at == -1)
1543 at = 0; 1502 at = 0;
1544 else 1503 else
1545 { 1504 {
1546 if (head->resist[best_at] == 100) 1505 if (head->resist[best_at] == 100)
1547 continue; 1506 continue;
1548 else 1507 else
1549 at = head->resist[best_at] / 5; 1508 at = head->resist[best_at] / 5;
1550 } 1509 }
1510
1551 at -= level / 5; 1511 at -= level / 5;
1552 if (did_make_save (head, head->level, at)) 1512 if (did_make_save (head, head->level, at))
1553 continue; 1513 continue;
1554 } 1514 }
1555 else /* spell->attacktype */ 1515 else /* spell->attacktype */
1556 { 1516 {
1557 /* 1517 /*
1558 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:
1559 * if spell level < monster level, no go 1519 * if spell level < monster level, no go
1560 * 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 ) )
1561 1521
1562 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.
1563 1523
1564 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
1565 charm a level 125 monster... 1525 charm a level 125 monster...
1566 1526
1567 Ryo, august 14th 1527 Ryo, august 14th
1568 */ 1528 */
1569 if (head->level > level) 1529 if (head->level > level)
1570 continue; 1530 continue;
1571 1531
1572 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))))
1573 /* Failed, no effect */ 1533 /* Failed, no effect */
1574 continue; 1534 continue;
1575 } 1535 }
1576 1536
1577 /* Done with saving throw. Now start affecting the monster */ 1537 /* Done with saving throw. Now start affecting the monster */
1538 done_one = 0;
1578 1539
1579 /* aggravation */ 1540 /* aggravation */
1580 if (QUERY_FLAG (spell, FLAG_MONSTER)) 1541 if (spell->flag [FLAG_MONSTER])
1581 { 1542 {
1582 CLEAR_FLAG (head, FLAG_SLEEP); 1543 head->clr_flag (FLAG_SLEEP);
1583 remove_friendly_object (head); 1544 remove_friendly_object (head);
1584 done_one = 1; 1545 done_one = 1;
1585 head->enemy = op; 1546 head->enemy = op;
1586 } 1547 }
1587 1548
1588 /* calm monsters */ 1549 /* calm monsters */
1589 if (QUERY_FLAG (spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (head, FLAG_UNAGGRESSIVE)) 1550 if (spell->flag [FLAG_UNAGGRESSIVE] && !head->flag [FLAG_UNAGGRESSIVE])
1590 { 1551 {
1591 SET_FLAG (head, FLAG_UNAGGRESSIVE); 1552 head->set_flag (FLAG_UNAGGRESSIVE);
1592 head->enemy = NULL; 1553 head->enemy = NULL;
1593 done_one = 1; 1554 done_one = 1;
1594 } 1555 }
1595 1556
1596 /* berserk monsters */ 1557 /* berserk monsters */
1597 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK)) 1558 if (spell->flag [FLAG_BERSERK] && !head->flag [FLAG_BERSERK])
1598 { 1559 {
1599 SET_FLAG (head, FLAG_BERSERK); 1560 head->set_flag (FLAG_BERSERK);
1600 done_one = 1; 1561 done_one = 1;
1601 } 1562 }
1602 1563
1603 /* charm */ 1564 /* charm */
1604 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY)) 1565 if (spell->flag [FLAG_NO_ATTACK] && !head->flag [FLAG_FRIENDLY])
1605 { 1566 {
1567 INVOKE_OBJECT (KILL, head, ARG_OBJECT (caster));
1568
1606 /* Prevent uncontolled outbreaks of self replicating monsters. 1569 /* Prevent uncontrolled outbreaks of self replicating monsters.
1607 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.
1608 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. */
1609 CLEAR_FLAG (head, FLAG_GENERATOR); 1572 head->clr_flag (FLAG_GENERATOR);
1610 head->set_owner (op); 1573 head->set_owner (op);
1611 set_spell_skill (op, caster, spell, head); 1574 set_spell_skill (op, caster, spell, head);
1612 add_friendly_object (head); 1575 add_friendly_object (head);
1613 head->attack_movement = PETMOVE; 1576 head->attack_movement = PETMOVE;
1614 done_one = 1; 1577 done_one = 1;
1615 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);
1616 head->stats.exp = 0; 1579 head->stats.exp = 0;
1617 } 1580 }
1618 1581
1619 /* If a monster was effected, put an effect in */ 1582 /* If a monster was effected, put an effect in */
1620 if (done_one && spell->other_arch) 1583 if (done_one && spell->other_arch)
1621 m->insert (arch_to_object (spell->other_arch), nx, ny, op); 1584 m->insert (spell->other_arch->instance (), nx, ny, op);
1622 } /* for y */ 1585 }
1623 1586
1624 return 1; 1587 return 1;
1625} 1588}
1626
1627 1589
1628/* 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
1629 * 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
1630 * lightning spell used it, that seemed misnamed. 1592 * lightning spell used it, that seemed misnamed.
1631 * op is the spell effect. 1593 * op is the spell effect.
1632 * note that duration is handled by process_object() in time.c 1594 * note that duration is handled by process_object() in time.c
1633 */ 1595 */
1634
1635void 1596void
1636move_ball_spell (object *op) 1597move_ball_spell (object *op)
1637{ 1598{
1638 int i, j, dam_save, dir, mflags; 1599 int i, j, dam_save, dir, mflags;
1639 sint16 nx, ny, hx, hy; 1600 sint16 nx, ny, hx, hy;
1658 for (i = 1; i < 9; i++) 1619 for (i = 1; i < 9; i++)
1659 { 1620 {
1660 /* i bit 0: alters sign of offset 1621 /* i bit 0: alters sign of offset
1661 * other bits (i / 2): absolute value of offset 1622 * other bits (i / 2): absolute value of offset
1662 */ 1623 */
1663
1664 int offset = ((i ^ j) & 1) ? (i / 2) : -(i / 2); 1624 int offset = ((i ^ j) & 1) ? (i / 2) : -(i / 2);
1665 int tmpdir = absdir (op->direction + offset); 1625 int tmpdir = absdir (op->direction + offset);
1666 1626
1667 nx = op->x + freearr_x[tmpdir]; 1627 nx = op->x + DIRX (tmpdir);
1668 ny = op->y + freearr_y[tmpdir]; 1628 ny = op->y + DIRY (tmpdir);
1669 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))))
1670 { 1630 {
1671 dir = tmpdir; 1631 dir = tmpdir;
1672 break; 1632 break;
1673 } 1633 }
1674 } 1634 }
1635
1675 if (dir == 0) 1636 if (dir == 0)
1676 { 1637 {
1677 nx = op->x; 1638 nx = op->x;
1678 ny = op->y; 1639 ny = op->y;
1679 m = op->map; 1640 m = op->map;
1680 } 1641 }
1681 1642
1682 m->insert (op, nx, ny, op); 1643 m->insert (op, nx, ny, op);
1683 1644
1684 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
1685 surrounding squares */ 1646 surrounding squares */
1686 1647
1687 /* loop over current square and neighbors to hit. 1648 /* loop over current square and neighbors to hit.
1688 * if this has an other_arch field, we insert that in 1649 * if this has an other_arch field, we insert that in
1689 * the surround spaces. 1650 * the surround spaces.
1690 */ 1651 */
1691 for (j = 0; j < 9; j++) 1652 for (j = 0; j < 9; j++)
1692 { 1653 {
1693 hx = nx + freearr_x[j]; 1654 hx = nx + DIRX (j);
1694 hy = ny + freearr_y[j]; 1655 hy = ny + DIRY (j);
1695 1656
1696 m = op->map; 1657 m = op->map;
1697 mflags = get_map_flags (m, &m, hx, hy, &hx, &hy); 1658 mflags = get_map_flags (m, &m, hx, hy, &hx, &hy);
1698 1659
1699 if (mflags & P_OUT_OF_MAP) 1660 if (mflags & P_OUT_OF_MAP)
1705 1666
1706 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)))
1707 { 1668 {
1708 if (j) 1669 if (j)
1709 op->stats.dam = dam_save / 2; 1670 op->stats.dam = dam_save / 2;
1671
1710 hit_map (op, j, op->attacktype, 1); 1672 hit_map (op, j, op->attacktype, 1);
1711
1712 } 1673 }
1713 1674
1714 /* insert the other arch */ 1675 /* insert the other arch */
1715 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))))
1716 m->insert (arch_to_object (op->other_arch), hx, hy, op); 1677 m->insert (op->other_arch->instance (), hx, hy, op);
1717 } 1678 }
1718 1679
1719 /* restore to the center location and damage */ 1680 /* restore to the center location and damage */
1720 op->stats.dam = dam_save; 1681 op->stats.dam = dam_save;
1721 1682
1722 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);
1723 1684
1724 if (i >= 0) 1685 if (i >= 0)
1725 { /* we have a preferred direction! */ 1686 { /* we have a preferred direction! */
1726 /* pick another direction if the preferred dir is blocked. */ 1687 /* pick another direction if the preferred dir is blocked. */
1727 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 ||
1728 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)))
1729 i = absdir (i + rndm (0, 2) - 1); /* -1, 0, +1 */ 1690 i = absdir (i + rndm (0, 2) - 1); /* -1, 0, +1 */
1730 1691
1731 op->direction = i; 1692 op->direction = i;
1732 } 1693 }
1733} 1694}
1734 1695
1735
1736/* move_swarm_spell: peterm 1696/* move_swarm_spell: peterm
1737 * 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
1738 * 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
1739 * 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
1740 * 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
1741 * 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.
1742 */ 1702 */
1743
1744void 1703void
1745move_swarm_spell (object *op) 1704move_swarm_spell (object *op)
1746{ 1705{
1747#if 0 1706#if 0
1748 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 };
1749 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 };
1750 sint16 target_x, target_y, origin_x, origin_y; 1709 sint16 target_x, target_y, origin_x, origin_y;
1751 int adjustdir; 1710 int adjustdir;
1752 maptile *m; 1711 maptile *m;
1753#endif 1712#endif
1754 int basedir;
1755 object *owner; 1713 object *owner = op->env;
1756 1714
1757 owner = op->owner; 1715 if (!owner) // MUST not happen, remove when true TODO
1758 if (op->duration == 0 || owner == NULL)
1759 { 1716 {
1717 LOG (llevError, "swarm spell found outside inventory: %s\n", op->debug_desc ());
1760 op->destroy (); 1718 op->destroy ();
1761 return; 1719 return;
1762 } 1720 }
1763 1721
1722 if (!op->duration || !owner->is_on_map ())
1723 {
1724 op->drop_and_destroy ();
1725 return;
1726 }
1727
1764 op->duration--; 1728 op->duration--;
1765 1729
1766 basedir = op->direction; 1730 int basedir = op->direction;
1767 if (basedir == 0) 1731 if (!basedir)
1768 { 1732 {
1769 /* spray in all directions! 8) */ 1733 /* spray in all directions! 8) */
1770 basedir = rndm (1, 8); 1734 op->facing = (op->facing + op->state) & 7;
1735 basedir = op->facing + 1;
1771 } 1736 }
1772 1737
1773#if 0 1738#if 0
1774 // this is bogus: it causes wrong places to be checked below 1739 // this is bogus: it causes wrong places to be checked below
1775 // (a wall 2 cells away will block the effect...) and 1740 // (a wall 2 cells away will block the effect...) and
1777 // space. 1742 // space.
1778 // should be fixed later, but correctness before features... 1743 // should be fixed later, but correctness before features...
1779 // (schmorp) 1744 // (schmorp)
1780 1745
1781 /* new offset calculation to make swarm element distribution 1746 /* new offset calculation to make swarm element distribution
1782 * more uniform 1747 * more uniform
1783 */ 1748 */
1784 if (op->duration) 1749 if (op->duration)
1785 { 1750 {
1786 if (basedir & 1) 1751 if (basedir & 1)
1787 { 1752 {
1795 else 1760 else
1796 { 1761 {
1797 adjustdir = 0; /* fire the last one from forward. */ 1762 adjustdir = 0; /* fire the last one from forward. */
1798 } 1763 }
1799 1764
1800 target_x = op->x + freearr_x[absdir (basedir + adjustdir)]; 1765 target_x = op->x + DIRX (absdir (basedir + adjustdir));
1801 target_y = op->y + freearr_y[absdir (basedir + adjustdir)]; 1766 target_y = op->y + DIRY (absdir (basedir + adjustdir));
1802 1767
1803 /* 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
1804 * necessitates extra out_of_map check below 1769 * necessitates extra out_of_map check below
1805 */ 1770 */
1806 origin_x = target_x - freearr_x[basedir]; 1771 origin_x = target_x - DIRX (basedir);
1807 origin_y = target_y - freearr_y[basedir]; 1772 origin_y = target_y - DIRY (basedir);
1808 1773
1809 1774
1810 /* 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
1811 * should just be a pointer to the spell in some inventory, 1776 * should just be a pointer to the spell in some inventory,
1812 * 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,
1836 { 1801 {
1837 /* 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 */
1838 if (op->spell->subtype == SP_BULLET) 1803 if (op->spell->subtype == SP_BULLET)
1839 fire_bullet (owner, op, basedir, op->spell); 1804 fire_bullet (owner, op, basedir, op->spell);
1840 else if (op->spell->subtype == SP_MAGIC_MISSILE) 1805 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1841 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);
1842 } 1807 }
1843} 1808}
1844
1845
1846
1847 1809
1848/* fire_swarm: 1810/* fire_swarm:
1849 * The following routine creates a swarm of objects. It actually 1811 * The following routine creates a swarm of objects. It actually
1850 * sets up a specific swarm object, which then fires off all 1812 * sets up a specific swarm object, which then fires off all
1851 * the parts of the swarm. 1813 * the parts of the swarm.
1852 * 1814 *
1853 * op: the owner 1815 * op: the owner
1854 * caster: the caster (owner, wand, rod, scroll) 1816 * caster: the caster (owner, wand, rod, scroll)
1855 * dir: the direction everything will be fired in 1817 * dir: the direction everything will be fired in
1856 * spell - the spell that is this spell. 1818 * spell - the spell that is this spell.
1857 * n: the number to be fired. 1819 * n: the number to be fired.
1858 */ 1820 */
1859
1860int 1821int
1861fire_swarm (object *op, object *caster, object *spell, int dir) 1822fire_swarm (object *op, object *caster, object *spell, int dir)
1862{ 1823{
1863 object *tmp;
1864 int i;
1865
1866 if (!spell->other_arch) 1824 if (!spell->other_arch)
1867 return 0; 1825 return 0;
1868 1826
1869 tmp = get_archetype (SWARM_SPELL); 1827 object *tmp = archetype::get (SWARM_SPELL);
1870 tmp->set_owner (op); /* needed so that if swarm elements kill, caster gets xp. */ 1828
1871 set_spell_skill (op, caster, spell, tmp); 1829 set_spell_skill (op, caster, spell, tmp);
1872
1873 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. */
1874 tmp->spell = arch_to_object (spell->other_arch); 1831 tmp->spell = spell->other_arch->instance ();
1875
1876 tmp->attacktype = tmp->spell->attacktype; 1832 tmp->attacktype = tmp->spell->attacktype;
1877 1833
1878 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) 1834 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
1879 if (!tailor_god_spell (tmp, op)) 1835 if (!tailor_god_spell (tmp, op))
1880 return 1; 1836 return 1;
1881 1837
1882 tmp->duration = SP_level_duration_adjust (caster, spell); 1838 tmp->duration = SP_level_duration_adjust (caster, spell);
1883 for (i = 0; i < spell->duration; i++) 1839 for (int i = 0; i < spell->duration; i++)
1884 tmp->duration += die_roll (1, 3, op, PREFER_HIGH); 1840 tmp->duration += die_roll (1, 3, op, PREFER_HIGH);
1885 1841
1842 tmp->invisible = 1;
1843 tmp->flag [FLAG_NO_DROP] = 1; // make sure it stays in inv, or else
1886 tmp->direction = dir; 1844 tmp->direction = dir;
1887 tmp->invisible = 1; 1845 tmp->facing = rndm (1, 8); // initial firing direction
1846 tmp->state = rndm (4) * 2 + 1; // direction increment
1888 1847
1889 tmp->insert_at (op, op); 1848 op->insert (tmp);
1849
1890 return 1; 1850 return 1;
1891} 1851}
1892
1893 1852
1894/* See the spells documentation file for why this is its own 1853/* See the spells documentation file for why this is its own
1895 * function. 1854 * function.
1896 */ 1855 */
1897int 1856int
1902 int dam, mflags; 1861 int dam, mflags;
1903 maptile *m; 1862 maptile *m;
1904 1863
1905 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1864 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1906 1865
1907 if (!dir) 1866 if (dir)
1908 {
1909 new_draw_info (NDI_UNIQUE, 0, op, "In what direction?");
1910 return 0;
1911 } 1867 {
1912 1868 x = op->x + DIRX (dir);
1913 x = op->x + freearr_x[dir]; 1869 y = op->y + DIRY (dir);
1914 y = op->y + freearr_y[dir];
1915 m = op->map; 1870 m = op->map;
1916 1871
1917 mflags = get_map_flags (m, &m, x, y, &x, &y); 1872 mflags = get_map_flags (m, &m, x, y, &x, &y);
1918 1873
1919 if (mflags & P_OUT_OF_MAP) 1874 if (mflags & P_OUT_OF_MAP)
1920 { 1875 {
1921 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is there."); 1876 op->failmsg ("Nothing is there.");
1922 return 0; 1877 return 0;
1923 } 1878 }
1924 1879
1925 if (mflags & P_IS_ALIVE && spell->attacktype) 1880 if (mflags & P_IS_ALIVE && spell->attacktype)
1926 { 1881 {
1927 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)
1928 if (QUERY_FLAG (target, FLAG_MONSTER)) 1883 if (target->flag [FLAG_MONSTER])
1929 { 1884 {
1930 /* oky doky. got a target monster. Lets make a blinding attack */ 1885 /* oky doky. got a target monster. Lets make a blinding attack */
1931 if (target->head) 1886 if (target->head)
1932 target = target->head; 1887 target = target->head;
1888
1933 (void) hit_player (target, dam, op, spell->attacktype, 1); 1889 hit_player (target, dam, op, spell->attacktype, 1);
1934 return 1; /* one success only! */ 1890 return 1; /* one success only! */
1891 }
1935 } 1892 }
1936 }
1937 1893
1938 /* no live target, perhaps a wall is in the way? */ 1894 /* no live target, perhaps a wall is in the way? */
1939 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)))
1940 { 1896 {
1941 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 1897 op->failmsg ("Something is in the way.");
1942 return 0; 1898 return 0;
1899 }
1943 } 1900 }
1944 1901
1945 /* 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 */
1946 tmp = arch_to_object (spell->other_arch); 1903 tmp = spell->other_arch->instance ();
1947 if (!tmp) 1904 if (!tmp)
1948 { 1905 {
1949 LOG (llevError, "Error: spell arch for cast_light() missing.\n"); 1906 LOG (llevError, "Error: spell arch for cast_light() missing.\n");
1950 return 0; 1907 return 0;
1951 } 1908 }
1909
1952 tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell); 1910 tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell);
1911
1953 if (tmp->glow_radius) 1912 if (tmp->glow_radius)
1954 { 1913 tmp->set_glow_radius (
1955 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)
1956 if (tmp->glow_radius > MAX_LIGHT_RADII) 1915 );
1957 tmp->glow_radius = MAX_LIGHT_RADII;
1958 }
1959 1916
1917 if (dir)
1960 m->insert (tmp, x, y, op); 1918 m->insert (tmp, x, y, op);
1919 else
1920 caster->outer_env_or_self ()->insert (tmp);
1921
1961 return 1; 1922 return 1;
1962} 1923}
1963 1924
1964/* cast_cause_disease: this spell looks along <dir> from the 1925/* cast_cause_disease: this spell looks along <dir> from the
1965 * player and infects someone. 1926 * player and infects someone.
1966 * 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
1967 * 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
1968 * perhaps this should actually be in disease.c? 1929 * perhaps this should actually be in disease.c?
1969 */ 1930 */
1970int 1931int
1976 maptile *m; 1937 maptile *m;
1977 1938
1978 x = op->x; 1939 x = op->x;
1979 y = op->y; 1940 y = op->y;
1980 1941
1981 /* 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
1982 * direction the player is pointing. 1943 * direction the player is pointing.
1983 */ 1944 */
1984 if (!dir) 1945 if (!dir)
1985 dir = op->facing; 1946 dir = op->facing;
1986 1947
1993 dur_mod = SP_level_duration_adjust (caster, spell); 1954 dur_mod = SP_level_duration_adjust (caster, spell);
1994 1955
1995 /* search in a line for a victim */ 1956 /* search in a line for a victim */
1996 for (i = 1; i < range; i++) 1957 for (i = 1; i < range; i++)
1997 { 1958 {
1998 x = op->x + i * freearr_x[dir]; 1959 x = op->x + i * DIRX (dir);
1999 y = op->y + i * freearr_y[dir]; 1960 y = op->y + i * DIRY (dir);
2000 m = op->map; 1961 m = op->map;
2001 1962
2002 mflags = get_map_flags (m, &m, x, y, &x, &y); 1963 mflags = get_map_flags (m, &m, x, y, &x, &y);
2003 1964
2004 if (mflags & P_OUT_OF_MAP) 1965 if (mflags & P_OUT_OF_MAP)
2011 /* 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 */
2012 if (mflags & P_IS_ALIVE) 1973 if (mflags & P_IS_ALIVE)
2013 { 1974 {
2014 /* search this square for a victim */ 1975 /* search this square for a victim */
2015 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)
2016 if (QUERY_FLAG (walk, FLAG_MONSTER) || (walk->type == PLAYER)) 1977 if (walk->flag [FLAG_MONSTER] || (walk->type == PLAYER))
2017 { /* found a victim */ 1978 { /* found a victim */
2018 object *disease = arch_to_object (spell->other_arch); 1979 object *disease = spell->other_arch->instance ();
2019 1980
2020 disease->set_owner (op); 1981 disease->set_owner (op);
2021 set_spell_skill (op, caster, spell, disease); 1982 set_spell_skill (op, caster, spell, disease);
2022 disease->stats.exp = 0; 1983 disease->stats.exp = 0;
2023 disease->level = caster_level (caster, spell); 1984 disease->level = casting_level (caster, spell);
2024 1985
2025 /* do level adjustments */ 1986 /* do level adjustments */
2026 if (disease->stats.wc) 1987 if (disease->stats.wc ) disease->stats.wc += dur_mod / 2;
2027 disease->stats.wc += dur_mod / 2; 1988 if (disease->magic > 0) disease->magic += dur_mod / 8;
2028 1989 if (disease->stats.maxhp > 0) disease->stats.maxhp += dur_mod;
2029 if (disease->magic > 0) 1990 if (disease->stats.maxgrace > 0) disease->stats.maxgrace += dur_mod;
2030 disease->magic += dur_mod / 8;
2031
2032 if (disease->stats.maxhp > 0)
2033 disease->stats.maxhp += dur_mod;
2034
2035 if (disease->stats.maxgrace > 0)
2036 disease->stats.maxgrace += dur_mod;
2037
2038 if (disease->stats.dam)
2039 {
2040 if (disease->stats.dam > 0)
2041 disease->stats.dam += dam_mod;
2042 else
2043 disease->stats.dam -= dam_mod;
2044 }
2045 1991
2046 if (disease->last_sp) 1992 if (disease->last_sp)
2047 { 1993 {
2048 disease->last_sp -= 2 * dam_mod; 1994 disease->last_sp -= 2 * dam_mod;
1995
2049 if (disease->last_sp < 1) 1996 if (disease->last_sp < 1)
2050 disease->last_sp = 1; 1997 disease->last_sp = 1;
2051 } 1998 }
2052 1999
2053 if (disease->stats.maxsp) 2000 if (disease->stats.dam ) disease->stats.dam += copysignl (disease->stats.dam , dam_mod);
2054 { 2001 if (disease->stats.maxsp) disease->stats.maxsp += copysignl (disease->stats.maxsp, dam_mod);
2055 if (disease->stats.maxsp > 0) 2002 if (disease->stats.ac ) disease->stats.ac += dam_mod;
2056 disease->stats.maxsp += dam_mod; 2003 if (disease->last_eat ) disease->last_eat -= dam_mod;
2057 else 2004 if (disease->stats.hp ) disease->stats.hp -= dam_mod;
2058 disease->stats.maxsp -= dam_mod; 2005 if (disease->stats.sp ) disease->stats.sp -= dam_mod;
2059 }
2060
2061 if (disease->stats.ac)
2062 disease->stats.ac += dam_mod;
2063
2064 if (disease->last_eat)
2065 disease->last_eat -= dam_mod;
2066
2067 if (disease->stats.hp)
2068 disease->stats.hp -= dam_mod;
2069
2070 if (disease->stats.sp)
2071 disease->stats.sp -= dam_mod;
2072 2006
2073 if (infect_object (walk, disease, 1)) 2007 if (infect_object (walk, disease, 1))
2074 { 2008 {
2075 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));
2076 2010
2077 disease->destroy (); /* don't need this one anymore */ 2011 disease->destroy (); /* don't need this one anymore */
2078 walk->map->insert (get_archetype ("detect_magic"), x, y, op); 2012 walk->map->insert (archetype::get (shstr_detect_magic), x, y, op);
2079 return 1; 2013 return 1;
2080 } 2014 }
2081 2015
2082 disease->destroy (); 2016 disease->destroy ();
2083 } 2017 }

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