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Comparing deliantra/server/server/spell_attack.C (file contents):
Revision 1.53 by root, Tue Apr 22 07:01:47 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;
952 967
953 if (!(op = op->insert_at (env, op))) 968 if (!(op = op->insert_at (env, op)))
954 return; 969 return;
955 } 970 }
956 971
957 // 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
958 // 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
959 // as bombs can be carried. 974 // as bombs can be carried.
960 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE) 975 if (op->ms ().flags () & P_SAFE)
961 { 976 {
962 op->destroy (); 977 op->destroy ();
963 return; 978 return;
964 } 979 }
965 980
969 */ 984 */
970 if (archetype *at = archetype::find (SPLINT)) 985 if (archetype *at = archetype::find (SPLINT))
971 { 986 {
972 for (int i = 1; i < 9; i++) 987 for (int i = 1; i < 9; i++)
973 { 988 {
974 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)))
975 continue; 990 continue;
976 991
977 object *tmp = arch_to_object (at); 992 object *tmp = at->instance ();
978 tmp->direction = i; 993 tmp->direction = i;
979 tmp->range = op->range; 994 tmp->range = op->range;
980 tmp->stats.dam = op->stats.dam; 995 tmp->stats.dam = op->stats.dam;
981 tmp->duration = op->duration; 996 tmp->duration = op->duration;
982 tmp->attacktype = op->attacktype; 997 tmp->attacktype = op->attacktype;
983 tmp->set_owner (op); 998 tmp->set_owner (op);
984 if (op->skill && op->skill != tmp->skill) 999 if (op->skill && op->skill != tmp->skill)
985 tmp->skill = op->skill; 1000 tmp->skill = op->skill;
986 1001
987 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) 1002 if (tmp->flag [FLAG_IS_TURNABLE])
988 SET_ANIMATION (tmp, i); 1003 tmp->set_anim_frame (1);
989 1004
990 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);
991 move_bullet (tmp); 1006 move_bullet (tmp);
992 } 1007 }
993 } 1008 }
994 1009
995 explode_bullet (op); 1010 explode_bullet (op);
998int 1013int
999create_bomb (object *op, object *caster, int dir, object *spell) 1014create_bomb (object *op, object *caster, int dir, object *spell)
1000{ 1015{
1001 object *tmp; 1016 object *tmp;
1002 int mflags; 1017 int mflags;
1003 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);
1004 maptile *m; 1019 maptile *m;
1005 1020
1006 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 {
1007 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))
1008 { 1030 {
1009 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way."); 1031 op->failmsg ("There is something in the way.");
1010 return 0; 1032 return 0;
1033 }
1011 } 1034 }
1012 1035
1013 tmp = arch_to_object (spell->other_arch); 1036 tmp = spell->other_arch->instance ();
1014 1037
1015 /* level dependencies for bomb */ 1038 /* level dependencies for bomb */
1016 tmp->range = spell->range + SP_level_range_adjust (caster, spell); 1039 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
1017 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);
1018 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell); 1041 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
1038 * dir is the direction to look in. 1061 * dir is the direction to look in.
1039 * range is how far out to look. 1062 * range is how far out to look.
1040 * 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.
1041 * this info is used for blocked magic/unholy spaces. 1064 * this info is used for blocked magic/unholy spaces.
1042 */ 1065 */
1043object * 1066static object *
1044get_pointed_target (object *op, int dir, int range, int type) 1067get_pointed_target (object *op, int dir, int range, int type)
1045{ 1068{
1046 object *target; 1069 object *target;
1047 sint16 x, y; 1070 sint16 x, y;
1048 int dist, mflags; 1071 int dist, mflags;
1051 if (dir == 0) 1074 if (dir == 0)
1052 return NULL; 1075 return NULL;
1053 1076
1054 for (dist = 1; dist < range; dist++) 1077 for (dist = 1; dist < range; dist++)
1055 { 1078 {
1056 x = op->x + freearr_x[dir] * dist; 1079 x = op->x + DIRX (dir) * dist;
1057 y = op->y + freearr_y[dir] * dist; 1080 y = op->y + DIRY (dir) * dist;
1058 mp = op->map; 1081 mp = op->map;
1059 mflags = get_map_flags (op->map, &mp, x, y, &x, &y); 1082 mflags = get_map_flags (op->map, &mp, x, y, &x, &y);
1060 1083
1061 if (mflags & P_OUT_OF_MAP) 1084 if (mflags & P_OUT_OF_MAP)
1062 return NULL; 1085 return NULL;
1067 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW) 1090 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW)
1068 return NULL; 1091 return NULL;
1069 1092
1070 if (mflags & P_IS_ALIVE) 1093 if (mflags & P_IS_ALIVE)
1071 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)
1072 if (QUERY_FLAG (target, FLAG_MONSTER)) 1095 if (target->flag [FLAG_MONSTER])
1073 return target; 1096 return target;
1074 } 1097 }
1075 1098
1076 return NULL; 1099 return NULL;
1077} 1100}
1078 1101
1079/* cast_smite_arch() - the priest points to a creature and causes 1102/* cast_smite_spell() - the priest points to a creature and causes
1080 * a 'godly curse' to decend. 1103 * a 'godly curse' to decend.
1081 * usual params - 1104 * usual params -
1082 * op = player 1105 * op = player
1083 * caster = object casting the spell. 1106 * caster = object casting the spell.
1084 * dir = direction being cast 1107 * dir = direction being cast
1085 * spell = spell object 1108 * spell = spell object
1087int 1110int
1088cast_smite_spell (object *op, object *caster, int dir, object *spell) 1111cast_smite_spell (object *op, object *caster, int dir, object *spell)
1089{ 1112{
1090 object *effect, *target; 1113 object *effect, *target;
1091 object *god = find_god (determine_god (op)); 1114 object *god = find_god (determine_god (op));
1092 int range;
1093 1115
1094 range = spell->range + SP_level_range_adjust (caster, spell);
1095 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);
1096 1117
1097 /* Bunch of conditions for casting this spell. Note that only 1118 /* Bunch of conditions for casting this spell. Note that only
1098 * require a god if this is a cleric spell (requires grace). 1119 * require a god if this is a cleric spell (requires grace).
1099 * 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
1100 * 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
1101 * interesting spell. 1122 * interesting spell.
1102 * 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
1103 * can't be friendly to your god. 1124 * can't be friendly to your god.
1104 */ 1125 */
1105 1126
1106 if (!target || QUERY_FLAG (target, FLAG_REFL_SPELL) 1127 if (!target
1128 || target->flag [FLAG_REFL_SPELL]
1107 || (!god && spell->stats.grace) 1129 || (!god && spell->stats.grace)
1108 || (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)))
1109 { 1132 {
1110 new_draw_info (NDI_UNIQUE, 0, op, "Your request is unheeded."); 1133 op->failmsg ("Your request is unheeded.");
1111 return 0; 1134 return 0;
1112 } 1135 }
1113 1136
1114 if (spell->other_arch) 1137 if (spell->other_arch)
1115 effect = arch_to_object (spell->other_arch); 1138 effect = spell->other_arch->instance ();
1116 else 1139 else
1117 return 0; 1140 return 0;
1118 1141
1119 /* tailor the effect by priest level and worshipped God */ 1142 /* tailor the effect by priest level and worshipped God */
1120 effect->level = caster_level (caster, spell); 1143 effect->level = casting_level (caster, spell);
1121 effect->attacktype = spell->attacktype; 1144 effect->attacktype = spell->attacktype;
1122 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER)) 1145 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER))
1123 { 1146 {
1124 if (tailor_god_spell (effect, op)) 1147 if (tailor_god_spell (effect, op))
1125 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));
1126 else 1149 else
1127 { 1150 {
1128 new_draw_info (NDI_UNIQUE, 0, op, "Your request is ignored."); 1151 op->failmsg ("Your request is ignored.");
1129 return 0; 1152 return 0;
1130 } 1153 }
1131 } 1154 }
1132 1155
1133 /* size of the area of destruction */ 1156 /* size of the area of destruction */
1137 if (effect->attacktype & AT_DEATH) 1160 if (effect->attacktype & AT_DEATH)
1138 { 1161 {
1139 effect->level = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1162 effect->level = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1140 1163
1141 /* casting death spells at undead isn't a good thing */ 1164 /* casting death spells at undead isn't a good thing */
1142 if (QUERY_FLAG (target, FLAG_UNDEAD)) 1165 if (target->flag [FLAG_UNDEAD])
1143 { 1166 {
1144 if (random_roll (0, 2, op, PREFER_LOW)) 1167 if (random_roll (0, 2, op, PREFER_LOW))
1145 { 1168 {
1146 new_draw_info (NDI_UNIQUE, 0, op, "Idiot! Your spell boomerangs!"); 1169 new_draw_info (NDI_UNIQUE, 0, op, "Idiot! Your spell boomerangs!");
1147 effect->x = op->x; 1170 effect->x = op->x;
1180 1203
1181/* op is a missile that needs to be moved */ 1204/* op is a missile that needs to be moved */
1182void 1205void
1183move_missile (object *op) 1206move_missile (object *op)
1184{ 1207{
1185 int i, mflags;
1186 object *owner;
1187 sint16 new_x, new_y;
1188 maptile *m;
1189
1190 if (op->range-- <= 0) 1208 if (op->range-- <= 0)
1191 { 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 {
1192 op->destroy (); 1219 op->destroy ();
1193 return; 1220 return;
1194 } 1221 }
1195 1222
1196 owner = op->owner; 1223 mapspace &ms = pos.ms ();
1197#if 0
1198 /* It'd make things nastier if this wasn't here - spells cast by
1199 * monster that are then killed would continue to survive
1200 */
1201 if (owner == NULL)
1202 {
1203 op->destroy ();
1204 return;
1205 }
1206#endif
1207 1224
1208 new_x = op->x + DIRX (op); 1225 if (ms.flags () & P_IS_ALIVE || ms.blocks (op))
1209 new_y = op->y + DIRY (op);
1210
1211 mflags = get_map_flags (op->map, &m, new_x, new_y, &new_x, &new_y);
1212
1213 if (!(mflags & P_OUT_OF_MAP) && ((mflags & P_IS_ALIVE) || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y))))
1214 { 1226 {
1215 hit_map (op, op->direction, AT_MAGIC, 1); 1227 hit_map (op, op->direction, AT_MAGIC, 1);
1216 /* Basically, missile only hits one thing then goes away. 1228 /* Basically, missile only hits one thing then goes away.
1217 * 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.
1218 */ 1230 */
1219 if (!op->destroyed ())
1220 op->destroy ();
1221
1222 return;
1223 }
1224
1225 op->remove ();
1226
1227 if (!op->direction || (mflags & P_OUT_OF_MAP))
1228 {
1229 op->destroy (); 1231 op->destroy ();
1230 return; 1232 return;
1231 } 1233 }
1232 1234
1235 if (!op->direction)
1236 {
1237 op->destroy ();
1238 return;
1239 }
1240
1233 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);
1234 if (i > 0 && i != op->direction) 1242 if (i > 0 && i != op->direction)
1235 { 1243 {
1236 op->direction = i; 1244 op->direction = i;
1237 SET_ANIMATION (op, op->direction); 1245 op->set_anim_frame (op->direction);
1238 } 1246 }
1239 1247
1240 m->insert (op, new_x, new_y, op); 1248 pos.insert (op, op);
1241} 1249}
1242 1250
1243/**************************************************************************** 1251/****************************************************************************
1244 * Destruction 1252 * Destruction
1245 ****************************************************************************/ 1253 ****************************************************************************/
1246 1254
1247/* make_object_glow() - currently only makes living objects glow. 1255/* make_object_glow() - currently only makes living objects glow.
1248 * 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
1249 * object. if time is 0, the object glows permanently. To truely 1257 * object. if time is 0, the object glows permanently. To truely
1250 * make this work for non-living objects, we would have to 1258 * make this work for non-living objects, we would have to
1251 * give them the capability to have an inventory. b.t. 1259 * give them the capability to have an inventory. b.t.
1252 */ 1260 */
1253int 1261static int
1254make_object_glow (object *op, int radius, int time) 1262make_object_glow (object *op, int radius, int time)
1255{ 1263{
1256 /* some things are unaffected... */ 1264 /* some things are unaffected... */
1257 if (op->path_denied & PATH_LIGHT) 1265 if (op->path_denied & PATH_LIGHT)
1258 return 0; 1266 return 0;
1259 1267
1260 object *tmp = get_archetype (FORCE_NAME); 1268 object *tmp = archetype::get (FORCE_NAME);
1261 tmp->speed = 0.01; 1269 tmp->set_speed (0.01);
1262 tmp->stats.food = time; 1270 tmp->stats.food = time;
1263 SET_FLAG (tmp, FLAG_IS_USED_UP); 1271 tmp->set_flag (FLAG_IS_USED_UP);
1264 tmp->glow_radius = radius; 1272 tmp->set_glow_radius (min (MAX_LIGHT_RADIUS, radius));
1265 if (tmp->glow_radius > MAX_LIGHT_RADII)
1266 tmp->glow_radius = MAX_LIGHT_RADII;
1267
1268 tmp = insert_ob_in_ob (tmp, op); 1273 tmp = insert_ob_in_ob (tmp, op);
1269 1274
1270 if (tmp->glow_radius > op->glow_radius) 1275 if (tmp->glow_radius > op->glow_radius)
1271 op->glow_radius = tmp->glow_radius; 1276 op->set_glow_radius (tmp->glow_radius);
1272 1277
1273 return 1; 1278 return 1;
1274} 1279}
1275 1280
1276int 1281int
1277cast_destruction (object *op, object *caster, object *spell_ob) 1282cast_destruction (object *op, object *caster, object *spell_ob)
1278{ 1283{
1279 int i, j, range, mflags, friendly = 0, dam, dur;
1280 sint16 sx, sy;
1281 maptile *m;
1282 object *tmp;
1283 const char *skill;
1284
1285 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob); 1284 int range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
1286 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);
1287 dur = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob); 1286 int dur = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
1288 if (QUERY_FLAG (op, FLAG_FRIENDLY) || op->type == PLAYER)
1289 friendly = 1;
1290 1287
1291 /* destruction doesn't use another spell object, so we need 1288 bool friendly = op->flag [FLAG_FRIENDLY] || op->is_player ();
1292 * update op's skill pointer so that exp is properly awarded.
1293 * We do some shortcuts here - since this is just temporary
1294 * and we'll reset the values back, we don't need to go through
1295 * the full share string/free_string route.
1296 */
1297 skill = op->skill;
1298 if (caster == op)
1299 op->skill = spell_ob->skill;
1300 else if (caster->skill)
1301 op->skill = caster->skill;
1302 else
1303 op->skill = NULL;
1304 1289
1305 op->change_skill (find_skill_by_name (op, op->skill)); 1290 dynbuf buf;
1306 1291 unordered_mapwalk (buf, op, -range, -range, range, range)
1307 for (i = -range; i < range; i++)
1308 { 1292 {
1309 for (j = -range; j < range; j++) 1293 mapspace &ms = m->at (nx, ny);
1310 {
1311 m = op->map;
1312 sx = op->x + i;
1313 sy = op->y + j;
1314 1294
1315 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
1316 if (mflags & P_OUT_OF_MAP)
1317 continue;
1318
1319 if (mflags & P_IS_ALIVE) 1295 if (ms.flags () & P_IS_ALIVE)
1296 for (object *next, *tmp = ms.bot; tmp; tmp = next)
1320 { 1297 {
1321 for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above) 1298 next = tmp->above;
1322 if (QUERY_FLAG (tmp, FLAG_ALIVE) || tmp->type == PLAYER)
1323 break;
1324 1299
1325 if (tmp) 1300 if (tmp->flag [FLAG_ALIVE] || tmp->is_player ())
1326 { 1301 {
1327 if (tmp->head)
1328 tmp = tmp->head; 1302 tmp = tmp->head_ ();
1329 1303
1330 if ((friendly && !QUERY_FLAG (tmp, FLAG_FRIENDLY) && tmp->type != PLAYER) || 1304 if ((friendly && !tmp->flag [FLAG_FRIENDLY] && !tmp->is_player ())
1331 (!friendly && (QUERY_FLAG (tmp, FLAG_FRIENDLY) || tmp->type == PLAYER))) 1305 || (!friendly && (tmp->flag [FLAG_FRIENDLY] || tmp->is_player ())))
1332 { 1306 {
1333 if (spell_ob->subtype == SP_DESTRUCTION) 1307 if (spell_ob->subtype == SP_DESTRUCTION)
1334 { 1308 {
1335 hit_player (tmp, dam, op, spell_ob->attacktype, 0); 1309 hit_player (tmp, dam, op, spell_ob->attacktype, 0);
1310
1336 if (spell_ob->other_arch) 1311 if (spell_ob->other_arch)
1337 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op); 1312 m->insert (spell_ob->other_arch->instance (), nx, ny, op);
1338 } 1313 }
1339 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)
1340 { 1315 {
1341 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch) 1316 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch)
1342 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op); 1317 m->insert (spell_ob->other_arch->instance (), nx, ny, op);
1343 } 1318 }
1344 } 1319 }
1345 } 1320 }
1346 } 1321 }
1347 }
1348 } 1322 }
1349 1323
1350 op->skill = skill;
1351 return 1; 1324 return 1;
1352} 1325}
1353 1326
1354/*************************************************************************** 1327/***************************************************************************
1355 * 1328 *
1356 * CURSE 1329 * CURSE
1357 * 1330 *
1358 ***************************************************************************/ 1331 ***************************************************************************/
1359
1360int 1332int
1361cast_curse (object *op, object *caster, object *spell_ob, int dir) 1333cast_curse (object *op, object *caster, object *spell_ob, int dir)
1362{ 1334{
1363 object *god = find_god (determine_god (op)); 1335 object *god = find_god (determine_god (op));
1364 object *tmp, *force; 1336 object *tmp, *force;
1365 1337
1366 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);
1367 if (!tmp) 1339 if (!tmp)
1368 { 1340 {
1369 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.");
1370 return 0; 1342 return 0;
1371 } 1343 }
1372 1344
1373 tmp = tmp->head_ (); 1345 tmp = tmp->head_ ();
1374 1346
1389 } 1361 }
1390 } 1362 }
1391 1363
1392 if (!force) 1364 if (!force)
1393 { 1365 {
1394 force = get_archetype (FORCE_NAME); 1366 force = archetype::get (FORCE_NAME);
1395 force->subtype = FORCE_CHANGE_ABILITY; 1367 force->subtype = FORCE_CHANGE_ABILITY;
1396 1368
1397 if (spell_ob->race) 1369 if (spell_ob->race)
1398 force->name = spell_ob->race; 1370 force->name = spell_ob->race;
1399 else 1371 else
1417 1389
1418 return 1; 1390 return 1;
1419 } 1391 }
1420 1392
1421 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;
1422 force->speed = 1.f;
1423 force->speed_left = -1.f; 1394 force->speed_left = -1.f;
1424 SET_FLAG (force, FLAG_APPLIED); 1395 force->set_speed (1.f);
1396 force->set_flag (FLAG_APPLIED);
1425 1397
1426 if (god) 1398 if (god)
1427 { 1399 {
1428 if (spell_ob->last_grace) 1400 if (spell_ob->last_grace)
1429 force->path_repelled = god->path_repelled; 1401 force->path_repelled = god->path_repelled;
1442 force->stats.wc = spell_ob->stats.wc; 1414 force->stats.wc = spell_ob->stats.wc;
1443 1415
1444 change_abil (tmp, force); /* Mostly to display any messages */ 1416 change_abil (tmp, force); /* Mostly to display any messages */
1445 insert_ob_in_ob (force, tmp); 1417 insert_ob_in_ob (force, tmp);
1446 tmp->update_stats (); 1418 tmp->update_stats ();
1419
1447 return 1; 1420 return 1;
1448
1449} 1421}
1450 1422
1451/********************************************************************** 1423/**********************************************************************
1452 * mood change 1424 * mood change
1453 * 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
1459 */ 1431 */
1460int 1432int
1461mood_change (object *op, object *caster, object *spell) 1433mood_change (object *op, object *caster, object *spell)
1462{ 1434{
1463 object *tmp, *god, *head; 1435 object *tmp, *god, *head;
1464 int done_one, range, mflags, level, at, best_at; 1436 int done_one, range, level, at, best_at;
1465 sint16 x, y, nx, ny;
1466 maptile *m;
1467 const char *race; 1437 const char *race;
1468 1438
1469 /* 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
1470 * doing it over and over again. 1440 * doing it over and over again.
1471 */ 1441 */
1472 god = find_god (determine_god (op)); 1442 god = find_god (determine_god (op));
1473 level = caster_level (caster, spell); 1443 level = casting_level (caster, spell);
1474 range = spell->range + SP_level_range_adjust (caster, spell); 1444 range = spell->range + SP_level_range_adjust (caster, spell);
1475 1445
1476 /* 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_...
1477 * 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
1478 * won't ever match anything. 1448 * won't ever match anything.
1479 */ 1449 */
1480 if (!spell->race) 1450 if (!spell->race)
1481 race = NULL; 1451 race = NULL;
1482 else if (god && !strcmp (spell->race, "GOD_SLAYING")) 1452 else if (god && spell->race == shstr_GOD_SLAYING)
1483 race = god->slaying; 1453 race = god->slaying;
1484 else if (god && !strcmp (spell->race, "GOD_FRIEND")) 1454 else if (god && spell->race == shstr_GOD_FRIEND)
1485 race = god->race; 1455 race = god->race;
1486 else 1456 else
1487 race = spell->race; 1457 race = spell->race;
1488 1458
1489 for (x = op->x - range; x <= op->x + range; x++) 1459 dynbuf buf;
1490 for (y = op->y - range; y <= op->y + range; y++) 1460 unordered_mapwalk (buf, op, -range, -range, range, range)
1491 { 1461 {
1492 done_one = 0; 1462 mapspace &ms = m->at (nx, ny);
1493 m = op->map;
1494 nx = x;
1495 ny = y;
1496 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1497 if (mflags & P_OUT_OF_MAP)
1498 continue;
1499 1463
1500 /* 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 */
1501 if (!(mflags & P_IS_ALIVE)) 1465 if (!(ms.flags () & P_IS_ALIVE))
1502 continue; 1466 continue;
1503 1467
1504 // players can only affect spaces that they can actually see 1468 // players can only affect spaces that they can actually see
1469 if (caster
1505 if (caster && caster->contr 1470 && caster->contr
1506 && caster->contr->visibility_at (m, nx, ny) < 70) 1471 && caster->contr->darkness_at (m, nx, ny) == LOS_BLOCKED)
1507 continue; 1472 continue;
1508 1473
1509 for (tmp = GET_MAP_TOP (m, nx, ny); tmp; tmp = tmp->below) 1474 for (tmp = ms.top; tmp; tmp = tmp->below)
1510 if (QUERY_FLAG (tmp, FLAG_MONSTER)) 1475 if (tmp->flag [FLAG_MONSTER])
1511 break; 1476 break;
1512 1477
1513 /* There can be living objects that are not monsters */ 1478 /* There can be living objects that are not monsters */
1514 if (!tmp || tmp->type == PLAYER) 1479 if (!tmp)
1515 continue; 1480 continue;
1516 1481
1517 /* Only the head has meaningful data, so resolve to that */ 1482 /* Only the head has meaningful data, so resolve to that */
1518 if (tmp->head)
1519 head = tmp->head; 1483 head = tmp->head_ ();
1520 else
1521 head = tmp;
1522 1484
1523 /* 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 */
1524 if (race && head->race && !strstr (race, head->race)) 1486 if (race && head->race && !strstr (race, head->race))
1525 continue; 1487 continue;
1526 1488
1527 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD)) 1489 if (head->flag [FLAG_UNDEAD] && !spell->flag [FLAG_UNDEAD])
1528 continue; 1490 continue;
1529 1491
1530 /* Now do a bunch of stuff related to saving throws */ 1492 /* Now do a bunch of stuff related to saving throws */
1531 best_at = -1; 1493 best_at = -1;
1532 if (spell->attacktype) 1494 if (spell->attacktype)
1533 { 1495 {
1534 for (at = 0; at < NROFATTACKS; at++) 1496 for (at = 0; at < NROFATTACKS; at++)
1535 if (spell->attacktype & (1 << at)) 1497 if (spell->attacktype & (1 << at))
1536 if (best_at == -1 || head->resist[at] > head->resist[best_at]) 1498 if (best_at == -1 || head->resist[at] > head->resist[best_at])
1537 best_at = at; 1499 best_at = at;
1538 1500
1539 if (best_at == -1) 1501 if (best_at == -1)
1540 at = 0; 1502 at = 0;
1541 else 1503 else
1542 { 1504 {
1543 if (head->resist[best_at] == 100) 1505 if (head->resist[best_at] == 100)
1544 continue; 1506 continue;
1545 else 1507 else
1546 at = head->resist[best_at] / 5; 1508 at = head->resist[best_at] / 5;
1547 } 1509 }
1510
1548 at -= level / 5; 1511 at -= level / 5;
1549 if (did_make_save (head, head->level, at)) 1512 if (did_make_save (head, head->level, at))
1550 continue; 1513 continue;
1551 } 1514 }
1552 else /* spell->attacktype */ 1515 else /* spell->attacktype */
1553 { 1516 {
1554 /* 1517 /*
1555 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:
1556 * if spell level < monster level, no go 1519 * if spell level < monster level, no go
1557 * 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 ) )
1558 1521
1559 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.
1560 1523
1561 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
1562 charm a level 125 monster... 1525 charm a level 125 monster...
1563 1526
1564 Ryo, august 14th 1527 Ryo, august 14th
1565 */ 1528 */
1566 if (head->level > level) 1529 if (head->level > level)
1567 continue; 1530 continue;
1568 1531
1569 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))))
1570 /* Failed, no effect */ 1533 /* Failed, no effect */
1571 continue; 1534 continue;
1572 } 1535 }
1573 1536
1574 /* Done with saving throw. Now start affecting the monster */ 1537 /* Done with saving throw. Now start affecting the monster */
1538 done_one = 0;
1575 1539
1576 /* aggravation */ 1540 /* aggravation */
1577 if (QUERY_FLAG (spell, FLAG_MONSTER)) 1541 if (spell->flag [FLAG_MONSTER])
1578 { 1542 {
1579 CLEAR_FLAG (head, FLAG_SLEEP); 1543 head->clr_flag (FLAG_SLEEP);
1580 remove_friendly_object (head); 1544 remove_friendly_object (head);
1581 done_one = 1; 1545 done_one = 1;
1582 head->enemy = op; 1546 head->enemy = op;
1583 } 1547 }
1584 1548
1585 /* calm monsters */ 1549 /* calm monsters */
1586 if (QUERY_FLAG (spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (head, FLAG_UNAGGRESSIVE)) 1550 if (spell->flag [FLAG_UNAGGRESSIVE] && !head->flag [FLAG_UNAGGRESSIVE])
1587 { 1551 {
1588 SET_FLAG (head, FLAG_UNAGGRESSIVE); 1552 head->set_flag (FLAG_UNAGGRESSIVE);
1589 head->enemy = NULL; 1553 head->enemy = NULL;
1590 done_one = 1; 1554 done_one = 1;
1591 } 1555 }
1592 1556
1593 /* berserk monsters */ 1557 /* berserk monsters */
1594 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK)) 1558 if (spell->flag [FLAG_BERSERK] && !head->flag [FLAG_BERSERK])
1595 { 1559 {
1596 SET_FLAG (head, FLAG_BERSERK); 1560 head->set_flag (FLAG_BERSERK);
1597 done_one = 1; 1561 done_one = 1;
1598 } 1562 }
1599 1563
1600 /* charm */ 1564 /* charm */
1601 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY)) 1565 if (spell->flag [FLAG_NO_ATTACK] && !head->flag [FLAG_FRIENDLY])
1602 { 1566 {
1567 INVOKE_OBJECT (KILL, head, ARG_OBJECT (caster));
1568
1603 /* Prevent uncontolled outbreaks of self replicating monsters. 1569 /* Prevent uncontrolled outbreaks of self replicating monsters.
1604 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.
1605 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. */
1606 CLEAR_FLAG (head, FLAG_GENERATOR); 1572 head->clr_flag (FLAG_GENERATOR);
1607 head->set_owner (op); 1573 head->set_owner (op);
1608 set_spell_skill (op, caster, spell, head); 1574 set_spell_skill (op, caster, spell, head);
1609 add_friendly_object (head); 1575 add_friendly_object (head);
1610 head->attack_movement = PETMOVE; 1576 head->attack_movement = PETMOVE;
1611 done_one = 1; 1577 done_one = 1;
1612 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);
1613 head->stats.exp = 0; 1579 head->stats.exp = 0;
1614 } 1580 }
1615 1581
1616 /* If a monster was effected, put an effect in */ 1582 /* If a monster was effected, put an effect in */
1617 if (done_one && spell->other_arch) 1583 if (done_one && spell->other_arch)
1618 m->insert (arch_to_object (spell->other_arch), nx, ny, op); 1584 m->insert (spell->other_arch->instance (), nx, ny, op);
1619 } /* for y */ 1585 }
1620 1586
1621 return 1; 1587 return 1;
1622} 1588}
1623
1624 1589
1625/* 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
1626 * 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
1627 * lightning spell used it, that seemed misnamed. 1592 * lightning spell used it, that seemed misnamed.
1628 * op is the spell effect. 1593 * op is the spell effect.
1629 * note that duration is handled by process_object() in time.c 1594 * note that duration is handled by process_object() in time.c
1630 */ 1595 */
1631
1632void 1596void
1633move_ball_spell (object *op) 1597move_ball_spell (object *op)
1634{ 1598{
1635 int i, j, dam_save, dir, mflags; 1599 int i, j, dam_save, dir, mflags;
1636 sint16 nx, ny, hx, hy; 1600 sint16 nx, ny, hx, hy;
1655 for (i = 1; i < 9; i++) 1619 for (i = 1; i < 9; i++)
1656 { 1620 {
1657 /* i bit 0: alters sign of offset 1621 /* i bit 0: alters sign of offset
1658 * other bits (i / 2): absolute value of offset 1622 * other bits (i / 2): absolute value of offset
1659 */ 1623 */
1660
1661 int offset = ((i ^ j) & 1) ? (i / 2) : -(i / 2); 1624 int offset = ((i ^ j) & 1) ? (i / 2) : -(i / 2);
1662 int tmpdir = absdir (op->direction + offset); 1625 int tmpdir = absdir (op->direction + offset);
1663 1626
1664 nx = op->x + freearr_x[tmpdir]; 1627 nx = op->x + DIRX (tmpdir);
1665 ny = op->y + freearr_y[tmpdir]; 1628 ny = op->y + DIRY (tmpdir);
1666 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))))
1667 { 1630 {
1668 dir = tmpdir; 1631 dir = tmpdir;
1669 break; 1632 break;
1670 } 1633 }
1671 } 1634 }
1635
1672 if (dir == 0) 1636 if (dir == 0)
1673 { 1637 {
1674 nx = op->x; 1638 nx = op->x;
1675 ny = op->y; 1639 ny = op->y;
1676 m = op->map; 1640 m = op->map;
1677 } 1641 }
1678 1642
1679 m->insert (op, nx, ny, op); 1643 m->insert (op, nx, ny, op);
1680 1644
1681 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
1682 surrounding squares */ 1646 surrounding squares */
1683 1647
1684 /* loop over current square and neighbors to hit. 1648 /* loop over current square and neighbors to hit.
1685 * if this has an other_arch field, we insert that in 1649 * if this has an other_arch field, we insert that in
1686 * the surround spaces. 1650 * the surround spaces.
1687 */ 1651 */
1688 for (j = 0; j < 9; j++) 1652 for (j = 0; j < 9; j++)
1689 { 1653 {
1690 hx = nx + freearr_x[j]; 1654 hx = nx + DIRX (j);
1691 hy = ny + freearr_y[j]; 1655 hy = ny + DIRY (j);
1692 1656
1693 m = op->map; 1657 m = op->map;
1694 mflags = get_map_flags (m, &m, hx, hy, &hx, &hy); 1658 mflags = get_map_flags (m, &m, hx, hy, &hx, &hy);
1695 1659
1696 if (mflags & P_OUT_OF_MAP) 1660 if (mflags & P_OUT_OF_MAP)
1702 1666
1703 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)))
1704 { 1668 {
1705 if (j) 1669 if (j)
1706 op->stats.dam = dam_save / 2; 1670 op->stats.dam = dam_save / 2;
1671
1707 hit_map (op, j, op->attacktype, 1); 1672 hit_map (op, j, op->attacktype, 1);
1708
1709 } 1673 }
1710 1674
1711 /* insert the other arch */ 1675 /* insert the other arch */
1712 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))))
1713 m->insert (arch_to_object (op->other_arch), hx, hy, op); 1677 m->insert (op->other_arch->instance (), hx, hy, op);
1714 } 1678 }
1715 1679
1716 /* restore to the center location and damage */ 1680 /* restore to the center location and damage */
1717 op->stats.dam = dam_save; 1681 op->stats.dam = dam_save;
1718 1682
1719 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);
1720 1684
1721 if (i >= 0) 1685 if (i >= 0)
1722 { /* we have a preferred direction! */ 1686 { /* we have a preferred direction! */
1723 /* pick another direction if the preferred dir is blocked. */ 1687 /* pick another direction if the preferred dir is blocked. */
1724 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 ||
1725 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)))
1726 i = absdir (i + rndm (0, 2) - 1); /* -1, 0, +1 */ 1690 i = absdir (i + rndm (0, 2) - 1); /* -1, 0, +1 */
1727 1691
1728 op->direction = i; 1692 op->direction = i;
1729 } 1693 }
1730} 1694}
1731 1695
1732
1733/* move_swarm_spell: peterm 1696/* move_swarm_spell: peterm
1734 * 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
1735 * 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
1736 * 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
1737 * 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
1738 * 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.
1739 */ 1702 */
1740
1741void 1703void
1742move_swarm_spell (object *op) 1704move_swarm_spell (object *op)
1743{ 1705{
1744#if 0 1706#if 0
1745 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 };
1746 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 };
1747 sint16 target_x, target_y, origin_x, origin_y; 1709 sint16 target_x, target_y, origin_x, origin_y;
1748 int adjustdir; 1710 int adjustdir;
1749 maptile *m; 1711 maptile *m;
1750#endif 1712#endif
1751 int basedir;
1752 object *owner; 1713 object *owner = op->env;
1753 1714
1754 owner = op->owner; 1715 if (!owner) // MUST not happen, remove when true TODO
1755 if (op->duration == 0 || owner == NULL)
1756 { 1716 {
1717 LOG (llevError, "swarm spell found outside inventory: %s\n", op->debug_desc ());
1757 op->destroy (); 1718 op->destroy ();
1758 return; 1719 return;
1759 } 1720 }
1760 1721
1722 if (!op->duration || !owner->is_on_map ())
1723 {
1724 op->drop_and_destroy ();
1725 return;
1726 }
1727
1761 op->duration--; 1728 op->duration--;
1762 1729
1763 basedir = op->direction; 1730 int basedir = op->direction;
1764 if (basedir == 0) 1731 if (!basedir)
1765 { 1732 {
1766 /* spray in all directions! 8) */ 1733 /* spray in all directions! 8) */
1767 basedir = rndm (1, 8); 1734 op->facing = (op->facing + op->state) & 7;
1735 basedir = op->facing + 1;
1768 } 1736 }
1769 1737
1770#if 0 1738#if 0
1771 // this is bogus: it causes wrong places to be checked below 1739 // this is bogus: it causes wrong places to be checked below
1772 // (a wall 2 cells away will block the effect...) and 1740 // (a wall 2 cells away will block the effect...) and
1774 // space. 1742 // space.
1775 // should be fixed later, but correctness before features... 1743 // should be fixed later, but correctness before features...
1776 // (schmorp) 1744 // (schmorp)
1777 1745
1778 /* new offset calculation to make swarm element distribution 1746 /* new offset calculation to make swarm element distribution
1779 * more uniform 1747 * more uniform
1780 */ 1748 */
1781 if (op->duration) 1749 if (op->duration)
1782 { 1750 {
1783 if (basedir & 1) 1751 if (basedir & 1)
1784 { 1752 {
1792 else 1760 else
1793 { 1761 {
1794 adjustdir = 0; /* fire the last one from forward. */ 1762 adjustdir = 0; /* fire the last one from forward. */
1795 } 1763 }
1796 1764
1797 target_x = op->x + freearr_x[absdir (basedir + adjustdir)]; 1765 target_x = op->x + DIRX (absdir (basedir + adjustdir));
1798 target_y = op->y + freearr_y[absdir (basedir + adjustdir)]; 1766 target_y = op->y + DIRY (absdir (basedir + adjustdir));
1799 1767
1800 /* 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
1801 * necessitates extra out_of_map check below 1769 * necessitates extra out_of_map check below
1802 */ 1770 */
1803 origin_x = target_x - freearr_x[basedir]; 1771 origin_x = target_x - DIRX (basedir);
1804 origin_y = target_y - freearr_y[basedir]; 1772 origin_y = target_y - DIRY (basedir);
1805 1773
1806 1774
1807 /* 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
1808 * should just be a pointer to the spell in some inventory, 1776 * should just be a pointer to the spell in some inventory,
1809 * 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,
1833 { 1801 {
1834 /* 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 */
1835 if (op->spell->subtype == SP_BULLET) 1803 if (op->spell->subtype == SP_BULLET)
1836 fire_bullet (owner, op, basedir, op->spell); 1804 fire_bullet (owner, op, basedir, op->spell);
1837 else if (op->spell->subtype == SP_MAGIC_MISSILE) 1805 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1838 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);
1839 } 1807 }
1840} 1808}
1841
1842
1843
1844 1809
1845/* fire_swarm: 1810/* fire_swarm:
1846 * The following routine creates a swarm of objects. It actually 1811 * The following routine creates a swarm of objects. It actually
1847 * sets up a specific swarm object, which then fires off all 1812 * sets up a specific swarm object, which then fires off all
1848 * the parts of the swarm. 1813 * the parts of the swarm.
1849 * 1814 *
1850 * op: the owner 1815 * op: the owner
1851 * caster: the caster (owner, wand, rod, scroll) 1816 * caster: the caster (owner, wand, rod, scroll)
1852 * dir: the direction everything will be fired in 1817 * dir: the direction everything will be fired in
1853 * spell - the spell that is this spell. 1818 * spell - the spell that is this spell.
1854 * n: the number to be fired. 1819 * n: the number to be fired.
1855 */ 1820 */
1856
1857int 1821int
1858fire_swarm (object *op, object *caster, object *spell, int dir) 1822fire_swarm (object *op, object *caster, object *spell, int dir)
1859{ 1823{
1860 object *tmp;
1861 int i;
1862
1863 if (!spell->other_arch) 1824 if (!spell->other_arch)
1864 return 0; 1825 return 0;
1865 1826
1866 tmp = get_archetype (SWARM_SPELL); 1827 object *tmp = archetype::get (SWARM_SPELL);
1867 tmp->set_owner (op); /* needed so that if swarm elements kill, caster gets xp. */ 1828
1868 set_spell_skill (op, caster, spell, tmp); 1829 set_spell_skill (op, caster, spell, tmp);
1869
1870 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. */
1871 tmp->spell = arch_to_object (spell->other_arch); 1831 tmp->spell = spell->other_arch->instance ();
1872
1873 tmp->attacktype = tmp->spell->attacktype; 1832 tmp->attacktype = tmp->spell->attacktype;
1874 1833
1875 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) 1834 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
1876 if (!tailor_god_spell (tmp, op)) 1835 if (!tailor_god_spell (tmp, op))
1877 return 1; 1836 return 1;
1878 1837
1879 tmp->duration = SP_level_duration_adjust (caster, spell); 1838 tmp->duration = SP_level_duration_adjust (caster, spell);
1880 for (i = 0; i < spell->duration; i++) 1839 for (int i = 0; i < spell->duration; i++)
1881 tmp->duration += die_roll (1, 3, op, PREFER_HIGH); 1840 tmp->duration += die_roll (1, 3, op, PREFER_HIGH);
1882 1841
1842 tmp->invisible = 1;
1843 tmp->flag [FLAG_NO_DROP] = 1; // make sure it stays in inv, or else
1883 tmp->direction = dir; 1844 tmp->direction = dir;
1884 tmp->invisible = 1; 1845 tmp->facing = rndm (1, 8); // initial firing direction
1846 tmp->state = rndm (4) * 2 + 1; // direction increment
1885 1847
1886 tmp->insert_at (op, op); 1848 op->insert (tmp);
1849
1887 return 1; 1850 return 1;
1888} 1851}
1889
1890 1852
1891/* See the spells documentation file for why this is its own 1853/* See the spells documentation file for why this is its own
1892 * function. 1854 * function.
1893 */ 1855 */
1894int 1856int
1899 int dam, mflags; 1861 int dam, mflags;
1900 maptile *m; 1862 maptile *m;
1901 1863
1902 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1864 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1903 1865
1904 if (!dir) 1866 if (dir)
1905 {
1906 new_draw_info (NDI_UNIQUE, 0, op, "In what direction?");
1907 return 0;
1908 } 1867 {
1909 1868 x = op->x + DIRX (dir);
1910 x = op->x + freearr_x[dir]; 1869 y = op->y + DIRY (dir);
1911 y = op->y + freearr_y[dir];
1912 m = op->map; 1870 m = op->map;
1913 1871
1914 mflags = get_map_flags (m, &m, x, y, &x, &y); 1872 mflags = get_map_flags (m, &m, x, y, &x, &y);
1915 1873
1916 if (mflags & P_OUT_OF_MAP) 1874 if (mflags & P_OUT_OF_MAP)
1917 { 1875 {
1918 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is there."); 1876 op->failmsg ("Nothing is there.");
1919 return 0; 1877 return 0;
1920 } 1878 }
1921 1879
1922 if (mflags & P_IS_ALIVE && spell->attacktype) 1880 if (mflags & P_IS_ALIVE && spell->attacktype)
1923 { 1881 {
1924 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)
1925 if (QUERY_FLAG (target, FLAG_MONSTER)) 1883 if (target->flag [FLAG_MONSTER])
1926 { 1884 {
1927 /* oky doky. got a target monster. Lets make a blinding attack */ 1885 /* oky doky. got a target monster. Lets make a blinding attack */
1928 if (target->head) 1886 if (target->head)
1929 target = target->head; 1887 target = target->head;
1888
1930 (void) hit_player (target, dam, op, spell->attacktype, 1); 1889 hit_player (target, dam, op, spell->attacktype, 1);
1931 return 1; /* one success only! */ 1890 return 1; /* one success only! */
1891 }
1932 } 1892 }
1933 }
1934 1893
1935 /* no live target, perhaps a wall is in the way? */ 1894 /* no live target, perhaps a wall is in the way? */
1936 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)))
1937 { 1896 {
1938 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 1897 op->failmsg ("Something is in the way.");
1939 return 0; 1898 return 0;
1899 }
1940 } 1900 }
1941 1901
1942 /* 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 */
1943 tmp = arch_to_object (spell->other_arch); 1903 tmp = spell->other_arch->instance ();
1944 if (!tmp) 1904 if (!tmp)
1945 { 1905 {
1946 LOG (llevError, "Error: spell arch for cast_light() missing.\n"); 1906 LOG (llevError, "Error: spell arch for cast_light() missing.\n");
1947 return 0; 1907 return 0;
1948 } 1908 }
1909
1949 tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell); 1910 tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell);
1911
1950 if (tmp->glow_radius) 1912 if (tmp->glow_radius)
1951 { 1913 tmp->set_glow_radius (
1952 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)
1953 if (tmp->glow_radius > MAX_LIGHT_RADII) 1915 );
1954 tmp->glow_radius = MAX_LIGHT_RADII;
1955 }
1956 1916
1917 if (dir)
1957 m->insert (tmp, x, y, op); 1918 m->insert (tmp, x, y, op);
1919 else
1920 caster->outer_env_or_self ()->insert (tmp);
1921
1958 return 1; 1922 return 1;
1959} 1923}
1960 1924
1961/* cast_cause_disease: this spell looks along <dir> from the 1925/* cast_cause_disease: this spell looks along <dir> from the
1962 * player and infects someone. 1926 * player and infects someone.
1963 * 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
1964 * 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
1965 * perhaps this should actually be in disease.c? 1929 * perhaps this should actually be in disease.c?
1966 */ 1930 */
1967int 1931int
1973 maptile *m; 1937 maptile *m;
1974 1938
1975 x = op->x; 1939 x = op->x;
1976 y = op->y; 1940 y = op->y;
1977 1941
1978 /* 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
1979 * direction the player is pointing. 1943 * direction the player is pointing.
1980 */ 1944 */
1981 if (!dir) 1945 if (!dir)
1982 dir = op->facing; 1946 dir = op->facing;
1983 1947
1990 dur_mod = SP_level_duration_adjust (caster, spell); 1954 dur_mod = SP_level_duration_adjust (caster, spell);
1991 1955
1992 /* search in a line for a victim */ 1956 /* search in a line for a victim */
1993 for (i = 1; i < range; i++) 1957 for (i = 1; i < range; i++)
1994 { 1958 {
1995 x = op->x + i * freearr_x[dir]; 1959 x = op->x + i * DIRX (dir);
1996 y = op->y + i * freearr_y[dir]; 1960 y = op->y + i * DIRY (dir);
1997 m = op->map; 1961 m = op->map;
1998 1962
1999 mflags = get_map_flags (m, &m, x, y, &x, &y); 1963 mflags = get_map_flags (m, &m, x, y, &x, &y);
2000 1964
2001 if (mflags & P_OUT_OF_MAP) 1965 if (mflags & P_OUT_OF_MAP)
2008 /* 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 */
2009 if (mflags & P_IS_ALIVE) 1973 if (mflags & P_IS_ALIVE)
2010 { 1974 {
2011 /* search this square for a victim */ 1975 /* search this square for a victim */
2012 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)
2013 if (QUERY_FLAG (walk, FLAG_MONSTER) || (walk->type == PLAYER)) 1977 if (walk->flag [FLAG_MONSTER] || (walk->type == PLAYER))
2014 { /* found a victim */ 1978 { /* found a victim */
2015 object *disease = arch_to_object (spell->other_arch); 1979 object *disease = spell->other_arch->instance ();
2016 1980
2017 disease->set_owner (op); 1981 disease->set_owner (op);
2018 set_spell_skill (op, caster, spell, disease); 1982 set_spell_skill (op, caster, spell, disease);
2019 disease->stats.exp = 0; 1983 disease->stats.exp = 0;
2020 disease->level = caster_level (caster, spell); 1984 disease->level = casting_level (caster, spell);
2021 1985
2022 /* do level adjustments */ 1986 /* do level adjustments */
2023 if (disease->stats.wc) 1987 if (disease->stats.wc ) disease->stats.wc += dur_mod / 2;
2024 disease->stats.wc += dur_mod / 2; 1988 if (disease->magic > 0) disease->magic += dur_mod / 8;
2025 1989 if (disease->stats.maxhp > 0) disease->stats.maxhp += dur_mod;
2026 if (disease->magic > 0) 1990 if (disease->stats.maxgrace > 0) disease->stats.maxgrace += dur_mod;
2027 disease->magic += dur_mod / 8;
2028
2029 if (disease->stats.maxhp > 0)
2030 disease->stats.maxhp += dur_mod;
2031
2032 if (disease->stats.maxgrace > 0)
2033 disease->stats.maxgrace += dur_mod;
2034
2035 if (disease->stats.dam)
2036 {
2037 if (disease->stats.dam > 0)
2038 disease->stats.dam += dam_mod;
2039 else
2040 disease->stats.dam -= dam_mod;
2041 }
2042 1991
2043 if (disease->last_sp) 1992 if (disease->last_sp)
2044 { 1993 {
2045 disease->last_sp -= 2 * dam_mod; 1994 disease->last_sp -= 2 * dam_mod;
1995
2046 if (disease->last_sp < 1) 1996 if (disease->last_sp < 1)
2047 disease->last_sp = 1; 1997 disease->last_sp = 1;
2048 } 1998 }
2049 1999
2050 if (disease->stats.maxsp) 2000 if (disease->stats.dam ) disease->stats.dam += copysignl (disease->stats.dam , dam_mod);
2051 { 2001 if (disease->stats.maxsp) disease->stats.maxsp += copysignl (disease->stats.maxsp, dam_mod);
2052 if (disease->stats.maxsp > 0) 2002 if (disease->stats.ac ) disease->stats.ac += dam_mod;
2053 disease->stats.maxsp += dam_mod; 2003 if (disease->last_eat ) disease->last_eat -= dam_mod;
2054 else 2004 if (disease->stats.hp ) disease->stats.hp -= dam_mod;
2055 disease->stats.maxsp -= dam_mod; 2005 if (disease->stats.sp ) disease->stats.sp -= dam_mod;
2056 }
2057
2058 if (disease->stats.ac)
2059 disease->stats.ac += dam_mod;
2060
2061 if (disease->last_eat)
2062 disease->last_eat -= dam_mod;
2063
2064 if (disease->stats.hp)
2065 disease->stats.hp -= dam_mod;
2066
2067 if (disease->stats.sp)
2068 disease->stats.sp -= dam_mod;
2069 2006
2070 if (infect_object (walk, disease, 1)) 2007 if (infect_object (walk, disease, 1))
2071 { 2008 {
2072 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));
2073 2010
2074 disease->destroy (); /* don't need this one anymore */ 2011 disease->destroy (); /* don't need this one anymore */
2075 walk->map->insert (get_archetype ("detect_magic"), x, y, op); 2012 walk->map->insert (archetype::get (shstr_detect_magic), x, y, op);
2076 return 1; 2013 return 1;
2077 } 2014 }
2078 2015
2079 disease->destroy (); 2016 disease->destroy ();
2080 } 2017 }

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