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Comparing deliantra/server/server/spell_attack.C (file contents):
Revision 1.62 by root, Mon Jul 14 00:04:57 2008 UTC vs.
Revision 1.117 by root, Sat Nov 17 23:40:04 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 */
41void 43static void
42check_spell_knockback (object *op) 44check_spell_knockback (object *op)
43{ 45{
44 int weight_move; 46 int weight_move;
45 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 */
46 48
58 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above) 60 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
59 { 61 {
60 int num_sections = 1; 62 int num_sections = 1;
61 63
62 /* don't move DM */ 64 /* don't move DM */
63 if (QUERY_FLAG (tmp, FLAG_WIZ)) 65 if (tmp->flag [FLAG_WIZ])
64 return; 66 return;
65 67
66 /* don't move parts of objects */ 68 /* don't move parts of objects */
67 if (tmp->head) 69 if (tmp->head)
68 continue; 70 continue;
69 71
70 /* don't move floors or immobile objects */ 72 /* don't move floors or immobile objects */
71 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]))
72 continue; 74 continue;
73 75
74 /* count the object's sections */ 76 /* count the object's sections */
75 for (object *tmp2 = tmp; tmp2; tmp2 = tmp2->more) 77 for (object *tmp2 = tmp; tmp2; tmp2 = tmp2->more)
76 num_sections++; 78 num_sections++;
85 if (tmp->move_type & MOVE_FLYING) 87 if (tmp->move_type & MOVE_FLYING)
86 frictionmod = 1; /* flying objects loose the friction modifier */ 88 frictionmod = 1; /* flying objects loose the friction modifier */
87 89
88 if (rndm (0, weight_move - 1) > ((tmp->weight / num_sections) * frictionmod)) 90 if (rndm (0, weight_move - 1) > ((tmp->weight / num_sections) * frictionmod))
89 { /* move it. */ 91 { /* move it. */
90 /* move_object is really for monsters, but looking at 92 /* move_object is really for monsters, but looking at
91 * the move_object function, it appears that it should 93 * the move_object function, it appears that it should
92 * also be safe for objects. 94 * also be safe for objects.
93 * This does return if successful or not, but 95 * This does return if successful or not, but
94 * I don't see us doing anything useful with that information 96 * I don't see us doing anything useful with that information
95 * right now. 97 * right now.
96 */ 98 */
97 move_object (tmp, absdir (op->stats.sp)); 99 tmp->move (absdir (op->stats.sp));
98 } 100 }
99 101
100 } 102 }
101} 103}
102 104
107 ***************************************************************************/ 109 ***************************************************************************/
108 110
109/* Causes op to fork. op is the original bolt, tmp 111/* Causes op to fork. op is the original bolt, tmp
110 * is the first piece of the fork. 112 * is the first piece of the fork.
111 */ 113 */
112void 114static void
113forklightning (object *op, object *tmp) 115forklightning (object *op, object *tmp)
114{ 116{
115 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 */
116 int t_dir; /* stores temporary dir calculation */ 118 int t_dir; /* stores temporary dir calculation */
117 maptile *m; 119 maptile *m;
128 new_dir = -1; 130 new_dir = -1;
129 131
130 /* check the new dir for a wall and in the map */ 132 /* check the new dir for a wall and in the map */
131 t_dir = absdir (tmp->direction + new_dir); 133 t_dir = absdir (tmp->direction + new_dir);
132 134
133 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)
134 return; 136 return;
135 137
136 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)))
137 return; 139 return;
138 140
165 sint16 x, y; 167 sint16 x, y;
166 maptile *m; 168 maptile *m;
167 169
168 if (--op->duration < 0) 170 if (--op->duration < 0)
169 { 171 {
170 op->destroy (); 172 op->drop_and_destroy ();
171 return; 173 return;
172 } 174 }
173 175
174 hit_map (op, 0, op->attacktype, 1); 176 hit_map (op, 0, op->attacktype, 1);
175 177
178 180
179 if (--op->range < 0) 181 if (--op->range < 0)
180 op->range = 0; 182 op->range = 0;
181 else 183 else
182 { 184 {
183 x = op->x + DIRX (op); 185 x = op->x + DIRX (op->direction);
184 y = op->y + DIRY (op); 186 y = op->y + DIRY (op->direction);
185 m = op->map; 187 m = op->map;
186 mflags = get_map_flags (m, &m, x, y, &x, &y); 188 mflags = get_map_flags (m, &m, x, y, &x, &y);
187 189
188 if (mflags & P_OUT_OF_MAP) 190 if (mflags & P_OUT_OF_MAP)
189 return; 191 return;
193 * 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
194 * will be useful. 196 * will be useful.
195 */ 197 */
196 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)))
197 { 199 {
198 if (!QUERY_FLAG (op, FLAG_REFLECTING)) 200 if (!op->flag [FLAG_REFLECTING])
199 return; 201 return;
200 202
201 /* Since walls don't run diagonal, if the bolt is in 203 /* Since walls don't run diagonal, if the bolt is in
202 * one of 4 main directions, it just reflects back in the 204 * one of 4 main directions, it just reflects back in the
203 * opposite direction. However, if the bolt is travelling 205 * opposite direction. However, if the bolt is travelling
216 /* 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
217 * over a corner in a tiled map, it is possible that 219 * over a corner in a tiled map, it is possible that
218 * op->direction is within an adjacent map but either 220 * op->direction is within an adjacent map but either
219 * op->direction-1 or op->direction+1 does not exist. 221 * op->direction-1 or op->direction+1 does not exist.
220 */ 222 */
221 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)),
222 op->y + freearr_y[absdir (op->direction - 1)], &x, &y); 224 op->y + DIRY (absdir (op->direction - 1)), &x, &y);
223 225
224 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));
225 227
226 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)),
227 op->y + freearr_y[absdir (op->direction + 1)], &x, &y); 229 op->y + DIRY (absdir (op->direction + 1)), &x, &y);
228 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));
229 231
230 if (left == right) 232 if (left == right)
231 op->direction = absdir (op->direction + 4); 233 op->direction = absdir (op->direction + 4);
232 else if (left) 234 else if (left)
246 tmp->speed_left = -0.1f; 248 tmp->speed_left = -0.1f;
247 /* 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 */
248 tmp->duration++; 250 tmp->duration++;
249 251
250 /* New forking code. Possibly create forks of this object 252 /* New forking code. Possibly create forks of this object
251 * going off in other directions. 253 * going off in other directions.
252 */ 254 */
253 if (tmp->stats.Dex && rndm (0, 99) < tmp->stats.Dex) 255 if (tmp->stats.Dex && rndm (0, 99) < tmp->stats.Dex)
254 forklightning (op, tmp); /* stats.Dex % of forking */ 256 forklightning (op, tmp); /* stats.Dex % of forking */
255 257
256 /* 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
276 int mflags; 278 int mflags;
277 279
278 if (!spob->other_arch) 280 if (!spob->other_arch)
279 return 0; 281 return 0;
280 282
281 tmp = arch_to_object (spob->other_arch); 283 tmp = spob->other_arch->instance ();
282 if (tmp == NULL) 284 if (tmp == NULL)
283 return 0; 285 return 0;
284 286
285 /* peterm: level dependency for bolts */ 287 /* peterm: level dependency for bolts */
286 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob); 288 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob);
293 tmp->duration = spob->duration + SP_level_duration_adjust (caster, spob); 295 tmp->duration = spob->duration + SP_level_duration_adjust (caster, spob);
294 tmp->stats.Dex = spob->stats.Dex; 296 tmp->stats.Dex = spob->stats.Dex;
295 tmp->stats.Con = spob->stats.Con; 297 tmp->stats.Con = spob->stats.Con;
296 298
297 tmp->direction = dir; 299 tmp->direction = dir;
298 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) 300 if (tmp->flag [FLAG_IS_TURNABLE])
299 SET_ANIMATION (tmp, dir); 301 SET_ANIMATION (tmp, dir);
300 302
301 tmp->set_owner (op); 303 tmp->set_owner (op);
302 set_spell_skill (op, caster, spob, tmp); 304 set_spell_skill (op, caster, spob, tmp);
303 305
304 tmp->x = op->x + DIRX (tmp); 306 tmp->x = op->x + DIRX (tmp->direction);
305 tmp->y = op->y + DIRY (tmp); 307 tmp->y = op->y + DIRY (tmp->direction);
306 tmp->map = op->map; 308 tmp->map = op->map;
307 309
308 maptile *newmap; 310 maptile *newmap;
309 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);
310 if (mflags & P_OUT_OF_MAP) 312 if (mflags & P_OUT_OF_MAP)
311 { 313 {
312 tmp->destroy (); 314 tmp->drop_and_destroy ();
313 return 0; 315 return 0;
314 } 316 }
315 317
316 tmp->map = newmap; 318 tmp->map = newmap;
317 319
318 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)))
319 { 321 {
320 if (!QUERY_FLAG (tmp, FLAG_REFLECTING)) 322 if (!tmp->flag [FLAG_REFLECTING])
321 { 323 {
322 tmp->destroy (); 324 tmp->drop_and_destroy ();
323 return 0; 325 return 0;
324 } 326 }
325 327
326 tmp->x = op->x; 328 tmp->x = op->x;
327 tmp->y = op->y; 329 tmp->y = op->y;
363 { 365 {
364 for (i = 1; i < 9; i++) 366 for (i = 1; i < 9; i++)
365 { 367 {
366 sint16 dx, dy; 368 sint16 dx, dy;
367 369
368 dx = op->x + freearr_x[i]; 370 dx = op->x + DIRX (i);
369 dy = op->y + freearr_y[i]; 371 dy = op->y + DIRY (i);
370 372
371 /* ok_to_put_more already does things like checks for walls, 373 /* ok_to_put_more already does things like checks for walls,
372 * out of map, etc. 374 * out of map, etc.
373 */ 375 */
374 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))
375 { 377 {
376 object *tmp = op->clone (); 378 object *tmp = op->clone ();
388 390
389/* Causes an object to explode, eg, a firebullet, 391/* Causes an object to explode, eg, a firebullet,
390 * poison cloud ball, etc. op is the object to 392 * poison cloud ball, etc. op is the object to
391 * explode. 393 * explode.
392 */ 394 */
393void 395static void
394explode_bullet (object *op) 396explode_bullet (object *op)
395{ 397{
396 object *tmp, *owner; 398 object *tmp, *owner;
397 399
398 if (op->other_arch == NULL) 400 if (!op->other_arch)
399 { 401 {
400 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n"); 402 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n");
401 op->destroy (); 403 op->destroy ();
402 return; 404 return;
403 } 405 }
438 if (op->destroyed ()) 440 if (op->destroyed ())
439 return; 441 return;
440 } 442 }
441 443
442 /* other_arch contains what this explodes into */ 444 /* other_arch contains what this explodes into */
443 tmp = arch_to_object (op->other_arch); 445 tmp = op->other_arch->instance ();
444 446
445 tmp->set_owner (op); 447 tmp->set_owner (op);
446 tmp->skill = op->skill; 448 tmp->skill = op->skill;
447 449
448 owner = op->owner; 450 owner = op->owner;
449 451
450 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))
451 { 456 {
452 op->destroy (); 457 op->destroy ();
453 return; 458 return;
454 } 459 }
455 460
517 if (!(mflags & P_IS_ALIVE)) 522 if (!(mflags & P_IS_ALIVE))
518 return; 523 return;
519 524
520 for (tmp = op->ms ().bot; tmp; tmp = tmp->above) 525 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
521 { 526 {
522 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 527 if (tmp->flag [FLAG_ALIVE])
523 { 528 {
524 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1); 529 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1);
525 530
531 // TODO: can't understand the following if's
526 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0) 532 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0)
527 { 533 {
528 if (!QUERY_FLAG (op, FLAG_REMOVED)) 534 if (!op->flag [FLAG_REMOVED])
529 { 535 {
530 op->destroy (); 536 op->destroy ();
531 return; 537 return;
532 } 538 }
533 } 539 }
541 * fired arches (eg, bolts). 547 * fired arches (eg, bolts).
542 */ 548 */
543void 549void
544move_bullet (object *op) 550move_bullet (object *op)
545{ 551{
546 sint16 new_x, new_y;
547 int mflags;
548 maptile *m;
549
550#if 0 552#if 0
551 /* We need a better general purpose way to do this */ 553 /* We need a better general purpose way to do this */
552 554
553 /* peterm: added to make comet leave a trail of burnouts 555 /* peterm: added to make comet leave a trail of burnouts
554 it's an unadulterated hack, but the effect is cool. */ 556 it's an unadulterated hack, but the effect is cool. */
555 if (op->stats.sp == SP_METEOR) 557 if (op->stats.sp == SP_METEOR)
556 { 558 {
557 replace_insert_ob_in_map ("fire_trail", op); 559 replace_insert_ob_in_map ("fire_trail", op);
558 if (op->destroyed ()) 560 if (op->destroyed ())
569 op->destroy (); 571 op->destroy ();
570 572
571 return; 573 return;
572 } 574 }
573 575
574 new_x = op->x + DIRX (op); 576 mapxy pos (op);
575 new_y = op->y + DIRY (op); 577 pos.move (op->direction);
576 m = op->map;
577 mflags = get_map_flags (m, &m, new_x, new_y, &new_x, &new_y);
578 578
579 if (mflags & P_OUT_OF_MAP) 579 if (!pos.normalise ())
580 { 580 {
581 op->destroy (); 581 op->destroy ();
582 return; 582 return;
583 } 583 }
584 584
585 if (!op->direction || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y))) 585 mapspace &ms = pos.ms ();
586
587 ms.update ();
588
589 if (!op->direction || OB_TYPE_MOVE_BLOCK (op, ms.move_block))
586 { 590 {
587 if (op->other_arch) 591 if (op->other_arch)
588 explode_bullet (op); 592 explode_bullet (op);
589 else 593 else
590 op->destroy (); 594 op->destroy ();
591 595
592 return; 596 return;
593 } 597 }
594 598
595 if (!(op = m->insert (op, new_x, new_y, op))) 599 if (!(op = pos.insert (op, op)))
596 return; 600 return;
597 601
598 if (reflwall (op->map, op->x, op->y, op)) 602 if (reflwall (op->map, op->x, op->y, op))
599 { 603 {
600 op->direction = absdir (op->direction + 4); 604 op->direction = absdir (op->direction + 4);
637 tmp->stats.hp = spob->duration + SP_level_duration_adjust (caster, spob); 641 tmp->stats.hp = spob->duration + SP_level_duration_adjust (caster, spob);
638 tmp->stats.maxhp = spob->range + SP_level_range_adjust (caster, spob); 642 tmp->stats.maxhp = spob->range + SP_level_range_adjust (caster, spob);
639 tmp->dam_modifier = spob->stats.food + SP_level_dam_adjust (caster, spob); 643 tmp->dam_modifier = spob->stats.food + SP_level_dam_adjust (caster, spob);
640 644
641 tmp->direction = dir; 645 tmp->direction = dir;
642 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) 646 if (tmp->flag [FLAG_IS_TURNABLE])
643 SET_ANIMATION (tmp, dir); 647 SET_ANIMATION (tmp, dir);
644 648
645 tmp->set_owner (op); 649 tmp->set_owner (op);
646 set_spell_skill (op, caster, spob, tmp); 650 set_spell_skill (op, caster, spob, tmp);
647 651
648 tmp->x = op->x + freearr_x[dir]; 652 tmp->x = op->x + DIRX (dir);
649 tmp->y = op->y + freearr_y[dir]; 653 tmp->y = op->y + DIRY (dir);
650 tmp->map = op->map; 654 tmp->map = op->map;
651 655
652 maptile *newmap; 656 maptile *newmap;
653 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y); 657 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y);
654 if (mflags & P_OUT_OF_MAP) 658 if (mflags & P_OUT_OF_MAP)
657 return 0; 661 return 0;
658 } 662 }
659 663
660 tmp->map = newmap; 664 tmp->map = newmap;
661 665
666 // in case the bullet has direction 0 we explode it in place.
667 // direction 0 is possible for instance when a poison cloud trap springs.
668 if (tmp->direction == 0)
669 {
670 if (tmp->other_arch
671 && (tmp = tmp->insert_at (tmp, op))) // insert before explode cleanly
672 explode_bullet (tmp); // explode object will/should remove tmp
673 else
674 tmp->destroy ();
675
676 return 0;
677 }
678
662 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y))) 679 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y)))
663 { 680 {
664 if (!QUERY_FLAG (tmp, FLAG_REFLECTING)) 681 if (!tmp->flag [FLAG_REFLECTING])
665 { 682 {
666 tmp->destroy (); 683 tmp->destroy ();
667 return 0; 684 return 0;
668 } 685 }
669 686
684 * CONE RELATED FUNCTIONS 701 * CONE RELATED FUNCTIONS
685 * 702 *
686 *****************************************************************************/ 703 *****************************************************************************/
687 704
688/* drops an object based on what is in the cone's "other_arch" */ 705/* drops an object based on what is in the cone's "other_arch" */
689void 706static void
690cone_drop (object *op) 707cone_drop (object *op)
691{ 708{
692 object *new_ob = arch_to_object (op->other_arch); 709 object *new_ob = op->other_arch->instance ();
693 710
694 new_ob->level = op->level; 711 new_ob->level = op->level;
695 new_ob->set_owner (op->owner); 712 new_ob->set_owner (op->owner);
696 713
697 /* preserve skill ownership */ 714 /* preserve skill ownership */
713 op->set_speed (0); 730 op->set_speed (0);
714 return; 731 return;
715 } 732 }
716 733
717 /* lava saves it's life, but not yours :) */ 734 /* lava saves it's life, but not yours :) */
718 if (QUERY_FLAG (op, FLAG_LIFESAVE)) 735 if (op->flag [FLAG_LIFESAVE])
719 { 736 {
720 hit_map (op, 0, op->attacktype, 0); 737 hit_map (op, 0, op->attacktype, 0);
721 return; 738 return;
722 } 739 }
723 740
733 } 750 }
734#endif 751#endif
735 752
736 hit_map (op, 0, op->attacktype, 0); 753 hit_map (op, 0, op->attacktype, 0);
737 754
755 if (!op->is_on_map ())
756 return;
757
738 /* Check to see if we should push anything. 758 /* Check to see if we should push anything.
739 * Spell objects with weight push whatever they encounter to some 759 * Spell objects with weight push whatever they encounter to some
740 * degree. 760 * degree.
741 */ 761 */
742 if (op->weight) 762 if (op->weight)
763 {
743 check_spell_knockback (op); 764 check_spell_knockback (op);
744 765
745 if (op->destroyed ()) 766 if (!op->is_on_map ())
746 return; 767 return;
768 }
747 769
748 if (op->duration-- < 0) 770 if (op->duration-- < 0)
749 { 771 {
750 op->destroy (); 772 op->destroy ();
751 return; 773 return;
760 return; 782 return;
761 } 783 }
762 784
763 for (int i = -1; i <= 1; i++) 785 for (int i = -1; i <= 1; i++)
764 { 786 {
765 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));
766 788
767 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))
768 { 790 {
769 object *tmp = op->clone (); 791 object *tmp = op->clone ();
770 792
799 MoveType movetype; 821 MoveType movetype;
800 822
801 if (!spell->other_arch) 823 if (!spell->other_arch)
802 return 0; 824 return 0;
803 825
804 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)
805 { 827 {
806 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!");
807 return 0; 829 return 0;
808 } 830 }
809 831
810 if (!dir) 832 if (!dir)
811 { 833 {
819 */ 841 */
820 movetype = spell->other_arch->move_type; 842 movetype = spell->other_arch->move_type;
821 843
822 for (i = range_min; i <= range_max; i++) 844 for (i = range_min; i <= range_max; i++)
823 { 845 {
824 sint16 x, y, d; 846 sint16 x, y;
825 847
826 /* We can't use absdir here, because it never returns 848 /* We can't use absdir here, because it never returns
827 * 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
828 * 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
829 * to hit that person. 851 * to hit that person.
830 */ 852 */
831 d = dir + i; 853 int d = dir ? absdir (dir + i) : i;
832 while (d < 0)
833 d += 8;
834 while (d > 8)
835 d -= 8;
836 854
837 /* 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.
838 * In that case, we have to see - if dir is specified, 856 * In that case, we have to see - if dir is specified,
839 * turn this into direction 8. If dir is not specified (all 857 * turn this into direction 8. If dir is not specified (all
840 * direction) skip - otherwise, one line would do more damage 858 * direction) skip - otherwise, one line would do more damage
847 d = 8; 865 d = 8;
848 else 866 else
849 continue; 867 continue;
850 } 868 }
851 869
852 x = op->x + freearr_x[d]; 870 x = op->x + DIRX (d);
853 y = op->y + freearr_y[d]; 871 y = op->y + DIRY (d);
854 872
855 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)
856 continue; 874 continue;
857 875
858 if ((movetype & GET_MAP_MOVE_BLOCK (m, sx, sy)) == movetype) 876 if ((movetype & GET_MAP_MOVE_BLOCK (m, sx, sy)) == movetype)
859 continue; 877 continue;
860 878
861 success = 1; 879 success = 1;
862 tmp = arch_to_object (spell->other_arch); 880 tmp = spell->other_arch->instance ();
863 tmp->set_owner (op); 881 tmp->set_owner (op);
864 set_spell_skill (op, caster, spell, tmp); 882 set_spell_skill (op, caster, spell, tmp);
865 tmp->level = caster_level (caster, spell); 883 tmp->level = casting_level (caster, spell);
866 tmp->attacktype = spell->attacktype; 884 tmp->attacktype = spell->attacktype;
867 885
868 /* holy word stuff */ 886 /* holy word stuff */
869 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER)) 887 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER))
870 if (!tailor_god_spell (tmp, op)) 888 if (!tailor_god_spell (tmp, op))
942 960
943 object *env = op->outer_env (); 961 object *env = op->outer_env ();
944 962
945 if (op->env) 963 if (op->env)
946 { 964 {
947 if (env->map == NULL) 965 if (!env->map)
948 return; 966 return;
949 967
950 if (!(op = op->insert_at (env, op))) 968 if (!(op = op->insert_at (env, op)))
951 return; 969 return;
952 } 970 }
953 971
954 // 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
955 // 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
956 // as bombs can be carried. 974 // as bombs can be carried.
957 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE) 975 if (op->ms ().flags () & P_SAFE)
958 { 976 {
959 op->destroy (); 977 op->destroy ();
960 return; 978 return;
961 } 979 }
962 980
966 */ 984 */
967 if (archetype *at = archetype::find (SPLINT)) 985 if (archetype *at = archetype::find (SPLINT))
968 { 986 {
969 for (int i = 1; i < 9; i++) 987 for (int i = 1; i < 9; i++)
970 { 988 {
971 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)))
972 continue; 990 continue;
973 991
974 object *tmp = arch_to_object (at); 992 object *tmp = at->instance ();
975 tmp->direction = i; 993 tmp->direction = i;
976 tmp->range = op->range; 994 tmp->range = op->range;
977 tmp->stats.dam = op->stats.dam; 995 tmp->stats.dam = op->stats.dam;
978 tmp->duration = op->duration; 996 tmp->duration = op->duration;
979 tmp->attacktype = op->attacktype; 997 tmp->attacktype = op->attacktype;
980 tmp->set_owner (op); 998 tmp->set_owner (op);
981 if (op->skill && op->skill != tmp->skill) 999 if (op->skill && op->skill != tmp->skill)
982 tmp->skill = op->skill; 1000 tmp->skill = op->skill;
983 1001
984 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) 1002 if (tmp->flag [FLAG_IS_TURNABLE])
985 SET_ANIMATION (tmp, i); 1003 SET_ANIMATION (tmp, i);
986 1004
987 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);
988 move_bullet (tmp); 1006 move_bullet (tmp);
989 } 1007 }
990 } 1008 }
991 1009
992 explode_bullet (op); 1010 explode_bullet (op);
995int 1013int
996create_bomb (object *op, object *caster, int dir, object *spell) 1014create_bomb (object *op, object *caster, int dir, object *spell)
997{ 1015{
998 object *tmp; 1016 object *tmp;
999 int mflags; 1017 int mflags;
1000 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);
1001 maptile *m; 1019 maptile *m;
1002 1020
1003 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 {
1004 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))
1005 { 1030 {
1006 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way."); 1031 op->failmsg ("There is something in the way.");
1007 return 0; 1032 return 0;
1033 }
1008 } 1034 }
1009 1035
1010 tmp = arch_to_object (spell->other_arch); 1036 tmp = spell->other_arch->instance ();
1011 1037
1012 /* level dependencies for bomb */ 1038 /* level dependencies for bomb */
1013 tmp->range = spell->range + SP_level_range_adjust (caster, spell); 1039 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
1014 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);
1015 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell); 1041 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
1035 * dir is the direction to look in. 1061 * dir is the direction to look in.
1036 * range is how far out to look. 1062 * range is how far out to look.
1037 * 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.
1038 * this info is used for blocked magic/unholy spaces. 1064 * this info is used for blocked magic/unholy spaces.
1039 */ 1065 */
1040object * 1066static object *
1041get_pointed_target (object *op, int dir, int range, int type) 1067get_pointed_target (object *op, int dir, int range, int type)
1042{ 1068{
1043 object *target; 1069 object *target;
1044 sint16 x, y; 1070 sint16 x, y;
1045 int dist, mflags; 1071 int dist, mflags;
1048 if (dir == 0) 1074 if (dir == 0)
1049 return NULL; 1075 return NULL;
1050 1076
1051 for (dist = 1; dist < range; dist++) 1077 for (dist = 1; dist < range; dist++)
1052 { 1078 {
1053 x = op->x + freearr_x[dir] * dist; 1079 x = op->x + DIRX (dir) * dist;
1054 y = op->y + freearr_y[dir] * dist; 1080 y = op->y + DIRY (dir) * dist;
1055 mp = op->map; 1081 mp = op->map;
1056 mflags = get_map_flags (op->map, &mp, x, y, &x, &y); 1082 mflags = get_map_flags (op->map, &mp, x, y, &x, &y);
1057 1083
1058 if (mflags & P_OUT_OF_MAP) 1084 if (mflags & P_OUT_OF_MAP)
1059 return NULL; 1085 return NULL;
1064 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW) 1090 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW)
1065 return NULL; 1091 return NULL;
1066 1092
1067 if (mflags & P_IS_ALIVE) 1093 if (mflags & P_IS_ALIVE)
1068 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)
1069 if (QUERY_FLAG (target, FLAG_MONSTER)) 1095 if (target->flag [FLAG_MONSTER])
1070 return target; 1096 return target;
1071 } 1097 }
1072 1098
1073 return NULL; 1099 return NULL;
1074} 1100}
1075 1101
1076/* cast_smite_arch() - the priest points to a creature and causes 1102/* cast_smite_spell() - the priest points to a creature and causes
1077 * a 'godly curse' to decend. 1103 * a 'godly curse' to decend.
1078 * usual params - 1104 * usual params -
1079 * op = player 1105 * op = player
1080 * caster = object casting the spell. 1106 * caster = object casting the spell.
1081 * dir = direction being cast 1107 * dir = direction being cast
1082 * spell = spell object 1108 * spell = spell object
1084int 1110int
1085cast_smite_spell (object *op, object *caster, int dir, object *spell) 1111cast_smite_spell (object *op, object *caster, int dir, object *spell)
1086{ 1112{
1087 object *effect, *target; 1113 object *effect, *target;
1088 object *god = find_god (determine_god (op)); 1114 object *god = find_god (determine_god (op));
1089 int range;
1090 1115
1091 range = spell->range + SP_level_range_adjust (caster, spell);
1092 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);
1093 1117
1094 /* Bunch of conditions for casting this spell. Note that only 1118 /* Bunch of conditions for casting this spell. Note that only
1095 * require a god if this is a cleric spell (requires grace). 1119 * require a god if this is a cleric spell (requires grace).
1096 * 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
1097 * 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
1098 * interesting spell. 1122 * interesting spell.
1099 * 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
1100 * can't be friendly to your god. 1124 * can't be friendly to your god.
1101 */ 1125 */
1102 1126
1103 if (!target || QUERY_FLAG (target, FLAG_REFL_SPELL) 1127 if (!target
1128 || target->flag [FLAG_REFL_SPELL]
1104 || (!god && spell->stats.grace) 1129 || (!god && spell->stats.grace)
1105 || (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)))
1106 { 1132 {
1107 new_draw_info (NDI_UNIQUE, 0, op, "Your request is unheeded."); 1133 op->failmsg ("Your request is unheeded.");
1108 return 0; 1134 return 0;
1109 } 1135 }
1110 1136
1111 if (spell->other_arch) 1137 if (spell->other_arch)
1112 effect = arch_to_object (spell->other_arch); 1138 effect = spell->other_arch->instance ();
1113 else 1139 else
1114 return 0; 1140 return 0;
1115 1141
1116 /* tailor the effect by priest level and worshipped God */ 1142 /* tailor the effect by priest level and worshipped God */
1117 effect->level = caster_level (caster, spell); 1143 effect->level = casting_level (caster, spell);
1118 effect->attacktype = spell->attacktype; 1144 effect->attacktype = spell->attacktype;
1119 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER)) 1145 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER))
1120 { 1146 {
1121 if (tailor_god_spell (effect, op)) 1147 if (tailor_god_spell (effect, op))
1122 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));
1123 else 1149 else
1124 { 1150 {
1125 new_draw_info (NDI_UNIQUE, 0, op, "Your request is ignored."); 1151 op->failmsg ("Your request is ignored.");
1126 return 0; 1152 return 0;
1127 } 1153 }
1128 } 1154 }
1129 1155
1130 /* size of the area of destruction */ 1156 /* size of the area of destruction */
1134 if (effect->attacktype & AT_DEATH) 1160 if (effect->attacktype & AT_DEATH)
1135 { 1161 {
1136 effect->level = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1162 effect->level = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1137 1163
1138 /* casting death spells at undead isn't a good thing */ 1164 /* casting death spells at undead isn't a good thing */
1139 if (QUERY_FLAG (target, FLAG_UNDEAD)) 1165 if (target->flag [FLAG_UNDEAD])
1140 { 1166 {
1141 if (random_roll (0, 2, op, PREFER_LOW)) 1167 if (random_roll (0, 2, op, PREFER_LOW))
1142 { 1168 {
1143 new_draw_info (NDI_UNIQUE, 0, op, "Idiot! Your spell boomerangs!"); 1169 new_draw_info (NDI_UNIQUE, 0, op, "Idiot! Your spell boomerangs!");
1144 effect->x = op->x; 1170 effect->x = op->x;
1179void 1205void
1180move_missile (object *op) 1206move_missile (object *op)
1181{ 1207{
1182 if (op->range-- <= 0) 1208 if (op->range-- <= 0)
1183 { 1209 {
1184 op->destroy (); 1210 op->drop_and_destroy ();
1185 return; 1211 return;
1186 } 1212 }
1187 1213
1188 mapxy pos (op); 1214 mapxy pos (op);
1189 pos.move (op->direction); 1215 pos.move (op->direction);
1225/**************************************************************************** 1251/****************************************************************************
1226 * Destruction 1252 * Destruction
1227 ****************************************************************************/ 1253 ****************************************************************************/
1228 1254
1229/* make_object_glow() - currently only makes living objects glow. 1255/* make_object_glow() - currently only makes living objects glow.
1230 * 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
1231 * object. if time is 0, the object glows permanently. To truely 1257 * object. if time is 0, the object glows permanently. To truely
1232 * make this work for non-living objects, we would have to 1258 * make this work for non-living objects, we would have to
1233 * give them the capability to have an inventory. b.t. 1259 * give them the capability to have an inventory. b.t.
1234 */ 1260 */
1235int 1261static int
1236make_object_glow (object *op, int radius, int time) 1262make_object_glow (object *op, int radius, int time)
1237{ 1263{
1238 /* some things are unaffected... */ 1264 /* some things are unaffected... */
1239 if (op->path_denied & PATH_LIGHT) 1265 if (op->path_denied & PATH_LIGHT)
1240 return 0; 1266 return 0;
1241 1267
1242 object *tmp = get_archetype (FORCE_NAME); 1268 object *tmp = archetype::get (FORCE_NAME);
1243 tmp->speed = 0.01; 1269 tmp->set_speed (0.01);
1244 tmp->stats.food = time; 1270 tmp->stats.food = time;
1245 SET_FLAG (tmp, FLAG_IS_USED_UP); 1271 tmp->set_flag (FLAG_IS_USED_UP);
1246 tmp->glow_radius = radius; 1272 tmp->set_glow_radius (min (MAX_LIGHT_RADIUS, radius));
1247 if (tmp->glow_radius > MAX_LIGHT_RADII)
1248 tmp->glow_radius = MAX_LIGHT_RADII;
1249
1250 tmp = insert_ob_in_ob (tmp, op); 1273 tmp = insert_ob_in_ob (tmp, op);
1251 1274
1252 if (tmp->glow_radius > op->glow_radius) 1275 if (tmp->glow_radius > op->glow_radius)
1253 op->glow_radius = tmp->glow_radius; 1276 op->set_glow_radius (tmp->glow_radius);
1254 1277
1255 return 1; 1278 return 1;
1256} 1279}
1257 1280
1258int 1281int
1259cast_destruction (object *op, object *caster, object *spell_ob) 1282cast_destruction (object *op, object *caster, object *spell_ob)
1260{ 1283{
1261 int i, j, range, mflags, friendly = 0, dam, dur;
1262 sint16 sx, sy;
1263 maptile *m;
1264 object *tmp;
1265 const char *skill;
1266
1267 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob); 1284 int range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
1268 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);
1269 dur = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob); 1286 int dur = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
1270 if (QUERY_FLAG (op, FLAG_FRIENDLY) || op->type == PLAYER)
1271 friendly = 1;
1272 1287
1273 /* destruction doesn't use another spell object, so we need 1288 bool friendly = op->flag [FLAG_FRIENDLY] || op->is_player ();
1274 * update op's skill pointer so that exp is properly awarded.
1275 * We do some shortcuts here - since this is just temporary
1276 * and we'll reset the values back, we don't need to go through
1277 * the full share string/free_string route.
1278 */
1279 skill = op->skill;
1280 if (caster == op)
1281 op->skill = spell_ob->skill;
1282 else if (caster->skill)
1283 op->skill = caster->skill;
1284 else
1285 op->skill = NULL;
1286 1289
1287 op->change_skill (find_skill_by_name (op, op->skill)); 1290 dynbuf buf;
1288 1291 unordered_mapwalk (buf, op, -range, -range, range, range)
1289 for (i = -range; i <= range; i++)
1290 { 1292 {
1291 for (j = -range; j <= range; j++) 1293 mapspace &ms = m->at (nx, ny);
1292 {
1293 m = op->map;
1294 sx = op->x + i;
1295 sy = op->y + j;
1296 1294
1297 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
1298 if (mflags & P_OUT_OF_MAP)
1299 continue;
1300
1301 if (mflags & P_IS_ALIVE) 1295 if (ms.flags () & P_IS_ALIVE)
1296 for (object *next, *tmp = ms.bot; tmp; tmp = next)
1302 { 1297 {
1303 for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above) 1298 next = tmp->above;
1304 if (QUERY_FLAG (tmp, FLAG_ALIVE) || tmp->type == PLAYER)
1305 break;
1306 1299
1307 if (tmp) 1300 if (tmp->flag [FLAG_ALIVE] || tmp->is_player ())
1308 { 1301 {
1309 if (tmp->head)
1310 tmp = tmp->head; 1302 tmp = tmp->head_ ();
1311 1303
1312 if ((friendly && !QUERY_FLAG (tmp, FLAG_FRIENDLY) && tmp->type != PLAYER) || 1304 if ((friendly && !tmp->flag [FLAG_FRIENDLY] && !tmp->is_player ())
1313 (!friendly && (QUERY_FLAG (tmp, FLAG_FRIENDLY) || tmp->type == PLAYER))) 1305 || (!friendly && (tmp->flag [FLAG_FRIENDLY] || tmp->is_player ())))
1314 { 1306 {
1315 if (spell_ob->subtype == SP_DESTRUCTION) 1307 if (spell_ob->subtype == SP_DESTRUCTION)
1316 { 1308 {
1317 hit_player (tmp, dam, op, spell_ob->attacktype, 0); 1309 hit_player (tmp, dam, op, spell_ob->attacktype, 0);
1318 1310
1319 if (spell_ob->other_arch) 1311 if (spell_ob->other_arch)
1320 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op); 1312 m->insert (spell_ob->other_arch->instance (), nx, ny, op);
1321 } 1313 }
1322 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)
1323 { 1315 {
1324 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch) 1316 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch)
1325 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op); 1317 m->insert (spell_ob->other_arch->instance (), nx, ny, op);
1326 } 1318 }
1327 } 1319 }
1328 } 1320 }
1329 } 1321 }
1330 }
1331 } 1322 }
1332 1323
1333 op->skill = skill;
1334 return 1; 1324 return 1;
1335} 1325}
1336 1326
1337/*************************************************************************** 1327/***************************************************************************
1338 * 1328 *
1339 * CURSE 1329 * CURSE
1340 * 1330 *
1341 ***************************************************************************/ 1331 ***************************************************************************/
1342
1343int 1332int
1344cast_curse (object *op, object *caster, object *spell_ob, int dir) 1333cast_curse (object *op, object *caster, object *spell_ob, int dir)
1345{ 1334{
1346 object *god = find_god (determine_god (op)); 1335 object *god = find_god (determine_god (op));
1347 object *tmp, *force; 1336 object *tmp, *force;
1348 1337
1349 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);
1350 if (!tmp) 1339 if (!tmp)
1351 { 1340 {
1352 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.");
1353 return 0; 1342 return 0;
1354 } 1343 }
1355 1344
1356 tmp = tmp->head_ (); 1345 tmp = tmp->head_ ();
1357 1346
1372 } 1361 }
1373 } 1362 }
1374 1363
1375 if (!force) 1364 if (!force)
1376 { 1365 {
1377 force = get_archetype (FORCE_NAME); 1366 force = archetype::get (FORCE_NAME);
1378 force->subtype = FORCE_CHANGE_ABILITY; 1367 force->subtype = FORCE_CHANGE_ABILITY;
1379 1368
1380 if (spell_ob->race) 1369 if (spell_ob->race)
1381 force->name = spell_ob->race; 1370 force->name = spell_ob->race;
1382 else 1371 else
1400 1389
1401 return 1; 1390 return 1;
1402 } 1391 }
1403 1392
1404 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;
1405 force->speed = 1.f;
1406 force->speed_left = -1.f; 1394 force->speed_left = -1.f;
1407 SET_FLAG (force, FLAG_APPLIED); 1395 force->set_speed (1.f);
1396 force->set_flag (FLAG_APPLIED);
1408 1397
1409 if (god) 1398 if (god)
1410 { 1399 {
1411 if (spell_ob->last_grace) 1400 if (spell_ob->last_grace)
1412 force->path_repelled = god->path_repelled; 1401 force->path_repelled = god->path_repelled;
1425 force->stats.wc = spell_ob->stats.wc; 1414 force->stats.wc = spell_ob->stats.wc;
1426 1415
1427 change_abil (tmp, force); /* Mostly to display any messages */ 1416 change_abil (tmp, force); /* Mostly to display any messages */
1428 insert_ob_in_ob (force, tmp); 1417 insert_ob_in_ob (force, tmp);
1429 tmp->update_stats (); 1418 tmp->update_stats ();
1419
1430 return 1; 1420 return 1;
1431
1432} 1421}
1433 1422
1434/********************************************************************** 1423/**********************************************************************
1435 * mood change 1424 * mood change
1436 * 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
1442 */ 1431 */
1443int 1432int
1444mood_change (object *op, object *caster, object *spell) 1433mood_change (object *op, object *caster, object *spell)
1445{ 1434{
1446 object *tmp, *god, *head; 1435 object *tmp, *god, *head;
1447 int done_one, range, mflags, level, at, best_at; 1436 int done_one, range, level, at, best_at;
1448 sint16 x, y, nx, ny;
1449 maptile *m;
1450 const char *race; 1437 const char *race;
1451 1438
1452 /* 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
1453 * doing it over and over again. 1440 * doing it over and over again.
1454 */ 1441 */
1455 god = find_god (determine_god (op)); 1442 god = find_god (determine_god (op));
1456 level = caster_level (caster, spell); 1443 level = casting_level (caster, spell);
1457 range = spell->range + SP_level_range_adjust (caster, spell); 1444 range = spell->range + SP_level_range_adjust (caster, spell);
1458 1445
1459 /* 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_...
1460 * 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
1461 * won't ever match anything. 1448 * won't ever match anything.
1462 */ 1449 */
1463 if (!spell->race) 1450 if (!spell->race)
1464 race = NULL; 1451 race = NULL;
1465 else if (god && !strcmp (spell->race, "GOD_SLAYING")) 1452 else if (god && spell->race == shstr_GOD_SLAYING)
1466 race = god->slaying; 1453 race = god->slaying;
1467 else if (god && !strcmp (spell->race, "GOD_FRIEND")) 1454 else if (god && spell->race == shstr_GOD_FRIEND)
1468 race = god->race; 1455 race = god->race;
1469 else 1456 else
1470 race = spell->race; 1457 race = spell->race;
1471 1458
1472 for (x = op->x - range; x <= op->x + range; x++) 1459 dynbuf buf;
1473 for (y = op->y - range; y <= op->y + range; y++) 1460 unordered_mapwalk (buf, op, -range, -range, range, range)
1474 { 1461 {
1475 done_one = 0; 1462 mapspace &ms = m->at (nx, ny);
1476 m = op->map;
1477 nx = x;
1478 ny = y;
1479 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1480 if (mflags & P_OUT_OF_MAP)
1481 continue;
1482 1463
1483 /* 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 */
1484 if (!(mflags & P_IS_ALIVE)) 1465 if (!(ms.flags () & P_IS_ALIVE))
1485 continue; 1466 continue;
1486 1467
1487 // players can only affect spaces that they can actually see 1468 // players can only affect spaces that they can actually see
1469 if (caster
1488 if (caster && caster->contr 1470 && caster->contr
1489 && caster->contr->visibility_at (m, nx, ny) < 70) 1471 && caster->contr->darkness_at (m, nx, ny) == LOS_BLOCKED)
1490 continue; 1472 continue;
1491 1473
1492 for (tmp = GET_MAP_TOP (m, nx, ny); tmp; tmp = tmp->below) 1474 for (tmp = ms.top; tmp; tmp = tmp->below)
1493 if (QUERY_FLAG (tmp, FLAG_MONSTER)) 1475 if (tmp->flag [FLAG_MONSTER])
1494 break; 1476 break;
1495 1477
1496 /* There can be living objects that are not monsters */ 1478 /* There can be living objects that are not monsters */
1497 if (!tmp || tmp->type == PLAYER) 1479 if (!tmp)
1498 continue; 1480 continue;
1499 1481
1500 /* Only the head has meaningful data, so resolve to that */ 1482 /* Only the head has meaningful data, so resolve to that */
1501 if (tmp->head)
1502 head = tmp->head; 1483 head = tmp->head_ ();
1503 else
1504 head = tmp;
1505 1484
1506 /* 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 */
1507 if (race && head->race && !strstr (race, head->race)) 1486 if (race && head->race && !strstr (race, head->race))
1508 continue; 1487 continue;
1509 1488
1510 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD)) 1489 if (head->flag [FLAG_UNDEAD] && !spell->flag [FLAG_UNDEAD])
1511 continue; 1490 continue;
1512 1491
1513 /* Now do a bunch of stuff related to saving throws */ 1492 /* Now do a bunch of stuff related to saving throws */
1514 best_at = -1; 1493 best_at = -1;
1515 if (spell->attacktype) 1494 if (spell->attacktype)
1516 { 1495 {
1517 for (at = 0; at < NROFATTACKS; at++) 1496 for (at = 0; at < NROFATTACKS; at++)
1518 if (spell->attacktype & (1 << at)) 1497 if (spell->attacktype & (1 << at))
1519 if (best_at == -1 || head->resist[at] > head->resist[best_at]) 1498 if (best_at == -1 || head->resist[at] > head->resist[best_at])
1520 best_at = at; 1499 best_at = at;
1521 1500
1522 if (best_at == -1) 1501 if (best_at == -1)
1523 at = 0; 1502 at = 0;
1524 else 1503 else
1525 { 1504 {
1526 if (head->resist[best_at] == 100) 1505 if (head->resist[best_at] == 100)
1527 continue; 1506 continue;
1528 else 1507 else
1529 at = head->resist[best_at] / 5; 1508 at = head->resist[best_at] / 5;
1530 } 1509 }
1510
1531 at -= level / 5; 1511 at -= level / 5;
1532 if (did_make_save (head, head->level, at)) 1512 if (did_make_save (head, head->level, at))
1533 continue; 1513 continue;
1534 } 1514 }
1535 else /* spell->attacktype */ 1515 else /* spell->attacktype */
1536 { 1516 {
1537 /* 1517 /*
1538 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:
1539 * if spell level < monster level, no go 1519 * if spell level < monster level, no go
1540 * 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 ) )
1541 1521
1542 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.
1543 1523
1544 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
1545 charm a level 125 monster... 1525 charm a level 125 monster...
1546 1526
1547 Ryo, august 14th 1527 Ryo, august 14th
1548 */ 1528 */
1549 if (head->level > level) 1529 if (head->level > level)
1550 continue; 1530 continue;
1551 1531
1552 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))))
1553 /* Failed, no effect */ 1533 /* Failed, no effect */
1554 continue; 1534 continue;
1555 } 1535 }
1556 1536
1557 /* Done with saving throw. Now start affecting the monster */ 1537 /* Done with saving throw. Now start affecting the monster */
1538 done_one = 0;
1558 1539
1559 /* aggravation */ 1540 /* aggravation */
1560 if (QUERY_FLAG (spell, FLAG_MONSTER)) 1541 if (spell->flag [FLAG_MONSTER])
1561 { 1542 {
1562 CLEAR_FLAG (head, FLAG_SLEEP); 1543 head->clr_flag (FLAG_SLEEP);
1563 remove_friendly_object (head); 1544 remove_friendly_object (head);
1564 done_one = 1; 1545 done_one = 1;
1565 head->enemy = op; 1546 head->enemy = op;
1566 } 1547 }
1567 1548
1568 /* calm monsters */ 1549 /* calm monsters */
1569 if (QUERY_FLAG (spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (head, FLAG_UNAGGRESSIVE)) 1550 if (spell->flag [FLAG_UNAGGRESSIVE] && !head->flag [FLAG_UNAGGRESSIVE])
1570 { 1551 {
1571 SET_FLAG (head, FLAG_UNAGGRESSIVE); 1552 head->set_flag (FLAG_UNAGGRESSIVE);
1572 head->enemy = NULL; 1553 head->enemy = NULL;
1573 done_one = 1; 1554 done_one = 1;
1574 } 1555 }
1575 1556
1576 /* berserk monsters */ 1557 /* berserk monsters */
1577 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK)) 1558 if (spell->flag [FLAG_BERSERK] && !head->flag [FLAG_BERSERK])
1578 { 1559 {
1579 SET_FLAG (head, FLAG_BERSERK); 1560 head->set_flag (FLAG_BERSERK);
1580 done_one = 1; 1561 done_one = 1;
1581 } 1562 }
1582 1563
1583 /* charm */ 1564 /* charm */
1584 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY)) 1565 if (spell->flag [FLAG_NO_ATTACK] && !head->flag [FLAG_FRIENDLY])
1585 { 1566 {
1586 INVOKE_OBJECT (KILL, head, ARG_OBJECT (caster)); 1567 INVOKE_OBJECT (KILL, head, ARG_OBJECT (caster));
1587 1568
1588 /* Prevent uncontrolled outbreaks of self replicating monsters. 1569 /* Prevent uncontrolled outbreaks of self replicating monsters.
1589 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.
1590 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. */
1591 CLEAR_FLAG (head, FLAG_GENERATOR); 1572 head->clr_flag (FLAG_GENERATOR);
1592 head->set_owner (op); 1573 head->set_owner (op);
1593 set_spell_skill (op, caster, spell, head); 1574 set_spell_skill (op, caster, spell, head);
1594 add_friendly_object (head); 1575 add_friendly_object (head);
1595 head->attack_movement = PETMOVE; 1576 head->attack_movement = PETMOVE;
1596 done_one = 1; 1577 done_one = 1;
1597 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);
1598 head->stats.exp = 0; 1579 head->stats.exp = 0;
1599 } 1580 }
1600 1581
1601 /* If a monster was effected, put an effect in */ 1582 /* If a monster was effected, put an effect in */
1602 if (done_one && spell->other_arch) 1583 if (done_one && spell->other_arch)
1603 m->insert (arch_to_object (spell->other_arch), nx, ny, op); 1584 m->insert (spell->other_arch->instance (), nx, ny, op);
1604 } /* for y */ 1585 }
1605 1586
1606 return 1; 1587 return 1;
1607} 1588}
1608
1609 1589
1610/* 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
1611 * 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
1612 * lightning spell used it, that seemed misnamed. 1592 * lightning spell used it, that seemed misnamed.
1613 * op is the spell effect. 1593 * op is the spell effect.
1639 for (i = 1; i < 9; i++) 1619 for (i = 1; i < 9; i++)
1640 { 1620 {
1641 /* i bit 0: alters sign of offset 1621 /* i bit 0: alters sign of offset
1642 * other bits (i / 2): absolute value of offset 1622 * other bits (i / 2): absolute value of offset
1643 */ 1623 */
1644
1645 int offset = ((i ^ j) & 1) ? (i / 2) : -(i / 2); 1624 int offset = ((i ^ j) & 1) ? (i / 2) : -(i / 2);
1646 int tmpdir = absdir (op->direction + offset); 1625 int tmpdir = absdir (op->direction + offset);
1647 1626
1648 nx = op->x + freearr_x[tmpdir]; 1627 nx = op->x + DIRX (tmpdir);
1649 ny = op->y + freearr_y[tmpdir]; 1628 ny = op->y + DIRY (tmpdir);
1650 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))))
1651 { 1630 {
1652 dir = tmpdir; 1631 dir = tmpdir;
1653 break; 1632 break;
1654 } 1633 }
1655 } 1634 }
1635
1656 if (dir == 0) 1636 if (dir == 0)
1657 { 1637 {
1658 nx = op->x; 1638 nx = op->x;
1659 ny = op->y; 1639 ny = op->y;
1660 m = op->map; 1640 m = op->map;
1661 } 1641 }
1662 1642
1663 m->insert (op, nx, ny, op); 1643 m->insert (op, nx, ny, op);
1664 1644
1665 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
1666 surrounding squares */ 1646 surrounding squares */
1667 1647
1668 /* loop over current square and neighbors to hit. 1648 /* loop over current square and neighbors to hit.
1669 * if this has an other_arch field, we insert that in 1649 * if this has an other_arch field, we insert that in
1670 * the surround spaces. 1650 * the surround spaces.
1671 */ 1651 */
1672 for (j = 0; j < 9; j++) 1652 for (j = 0; j < 9; j++)
1673 { 1653 {
1674 hx = nx + freearr_x[j]; 1654 hx = nx + DIRX (j);
1675 hy = ny + freearr_y[j]; 1655 hy = ny + DIRY (j);
1676 1656
1677 m = op->map; 1657 m = op->map;
1678 mflags = get_map_flags (m, &m, hx, hy, &hx, &hy); 1658 mflags = get_map_flags (m, &m, hx, hy, &hx, &hy);
1679 1659
1680 if (mflags & P_OUT_OF_MAP) 1660 if (mflags & P_OUT_OF_MAP)
1692 hit_map (op, j, op->attacktype, 1); 1672 hit_map (op, j, op->attacktype, 1);
1693 } 1673 }
1694 1674
1695 /* insert the other arch */ 1675 /* insert the other arch */
1696 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))))
1697 m->insert (arch_to_object (op->other_arch), hx, hy, op); 1677 m->insert (op->other_arch->instance (), hx, hy, op);
1698 } 1678 }
1699 1679
1700 /* restore to the center location and damage */ 1680 /* restore to the center location and damage */
1701 op->stats.dam = dam_save; 1681 op->stats.dam = dam_save;
1702 1682
1703 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);
1704 1684
1705 if (i >= 0) 1685 if (i >= 0)
1706 { /* we have a preferred direction! */ 1686 { /* we have a preferred direction! */
1707 /* pick another direction if the preferred dir is blocked. */ 1687 /* pick another direction if the preferred dir is blocked. */
1708 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 ||
1709 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)))
1710 i = absdir (i + rndm (0, 2) - 1); /* -1, 0, +1 */ 1690 i = absdir (i + rndm (0, 2) - 1); /* -1, 0, +1 */
1711 1691
1712 op->direction = i; 1692 op->direction = i;
1713 } 1693 }
1714} 1694}
1715 1695
1716/* move_swarm_spell: peterm 1696/* move_swarm_spell: peterm
1717 * 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
1718 * 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
1719 * 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
1720 * 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
1721 * 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.
1722 */ 1702 */
1723void 1703void
1724move_swarm_spell (object *op) 1704move_swarm_spell (object *op)
1725{ 1705{
1726#if 0 1706#if 0
1739 return; 1719 return;
1740 } 1720 }
1741 1721
1742 if (!op->duration || !owner->is_on_map ()) 1722 if (!op->duration || !owner->is_on_map ())
1743 { 1723 {
1744 op->destroy (); 1724 op->drop_and_destroy ();
1745 return; 1725 return;
1746 } 1726 }
1747 1727
1748 op->duration--; 1728 op->duration--;
1749 1729
1762 // space. 1742 // space.
1763 // should be fixed later, but correctness before features... 1743 // should be fixed later, but correctness before features...
1764 // (schmorp) 1744 // (schmorp)
1765 1745
1766 /* new offset calculation to make swarm element distribution 1746 /* new offset calculation to make swarm element distribution
1767 * more uniform 1747 * more uniform
1768 */ 1748 */
1769 if (op->duration) 1749 if (op->duration)
1770 { 1750 {
1771 if (basedir & 1) 1751 if (basedir & 1)
1772 { 1752 {
1780 else 1760 else
1781 { 1761 {
1782 adjustdir = 0; /* fire the last one from forward. */ 1762 adjustdir = 0; /* fire the last one from forward. */
1783 } 1763 }
1784 1764
1785 target_x = op->x + freearr_x[absdir (basedir + adjustdir)]; 1765 target_x = op->x + DIRX (absdir (basedir + adjustdir));
1786 target_y = op->y + freearr_y[absdir (basedir + adjustdir)]; 1766 target_y = op->y + DIRY (absdir (basedir + adjustdir));
1787 1767
1788 /* 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
1789 * necessitates extra out_of_map check below 1769 * necessitates extra out_of_map check below
1790 */ 1770 */
1791 origin_x = target_x - freearr_x[basedir]; 1771 origin_x = target_x - DIRX (basedir);
1792 origin_y = target_y - freearr_y[basedir]; 1772 origin_y = target_y - DIRY (basedir);
1793 1773
1794 1774
1795 /* 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
1796 * should just be a pointer to the spell in some inventory, 1776 * should just be a pointer to the spell in some inventory,
1797 * 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,
1828} 1808}
1829 1809
1830/* fire_swarm: 1810/* fire_swarm:
1831 * The following routine creates a swarm of objects. It actually 1811 * The following routine creates a swarm of objects. It actually
1832 * sets up a specific swarm object, which then fires off all 1812 * sets up a specific swarm object, which then fires off all
1833 * the parts of the swarm. 1813 * the parts of the swarm.
1834 * 1814 *
1835 * op: the owner 1815 * op: the owner
1836 * caster: the caster (owner, wand, rod, scroll) 1816 * caster: the caster (owner, wand, rod, scroll)
1837 * dir: the direction everything will be fired in 1817 * dir: the direction everything will be fired in
1838 * spell - the spell that is this spell. 1818 * spell - the spell that is this spell.
1845 return 0; 1825 return 0;
1846 1826
1847 object *tmp = archetype::get (SWARM_SPELL); 1827 object *tmp = archetype::get (SWARM_SPELL);
1848 1828
1849 set_spell_skill (op, caster, spell, tmp); 1829 set_spell_skill (op, caster, spell, tmp);
1850 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. */
1851 tmp->spell = spell->other_arch->instance (); 1831 tmp->spell = spell->other_arch->instance ();
1852 tmp->attacktype = tmp->spell->attacktype; 1832 tmp->attacktype = tmp->spell->attacktype;
1853 1833
1854 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) 1834 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
1855 if (!tailor_god_spell (tmp, op)) 1835 if (!tailor_god_spell (tmp, op))
1881 int dam, mflags; 1861 int dam, mflags;
1882 maptile *m; 1862 maptile *m;
1883 1863
1884 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1864 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1885 1865
1886 if (!dir) 1866 if (dir)
1887 {
1888 new_draw_info (NDI_UNIQUE, 0, op, "In what direction?");
1889 return 0;
1890 } 1867 {
1891 1868 x = op->x + DIRX (dir);
1892 x = op->x + freearr_x[dir]; 1869 y = op->y + DIRY (dir);
1893 y = op->y + freearr_y[dir];
1894 m = op->map; 1870 m = op->map;
1895 1871
1896 mflags = get_map_flags (m, &m, x, y, &x, &y); 1872 mflags = get_map_flags (m, &m, x, y, &x, &y);
1897 1873
1898 if (mflags & P_OUT_OF_MAP) 1874 if (mflags & P_OUT_OF_MAP)
1899 { 1875 {
1900 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is there."); 1876 op->failmsg ("Nothing is there.");
1901 return 0; 1877 return 0;
1902 } 1878 }
1903 1879
1904 if (mflags & P_IS_ALIVE && spell->attacktype) 1880 if (mflags & P_IS_ALIVE && spell->attacktype)
1905 { 1881 {
1906 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)
1907 if (QUERY_FLAG (target, FLAG_MONSTER)) 1883 if (target->flag [FLAG_MONSTER])
1908 { 1884 {
1909 /* oky doky. got a target monster. Lets make a blinding attack */ 1885 /* oky doky. got a target monster. Lets make a blinding attack */
1910 if (target->head) 1886 if (target->head)
1911 target = target->head; 1887 target = target->head;
1912 1888
1913 hit_player (target, dam, op, spell->attacktype, 1); 1889 hit_player (target, dam, op, spell->attacktype, 1);
1914 return 1; /* one success only! */ 1890 return 1; /* one success only! */
1891 }
1915 } 1892 }
1916 }
1917 1893
1918 /* no live target, perhaps a wall is in the way? */ 1894 /* no live target, perhaps a wall is in the way? */
1919 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)))
1920 { 1896 {
1921 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 1897 op->failmsg ("Something is in the way.");
1922 return 0; 1898 return 0;
1899 }
1923 } 1900 }
1924 1901
1925 /* 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 */
1926 tmp = arch_to_object (spell->other_arch); 1903 tmp = spell->other_arch->instance ();
1927 if (!tmp) 1904 if (!tmp)
1928 { 1905 {
1929 LOG (llevError, "Error: spell arch for cast_light() missing.\n"); 1906 LOG (llevError, "Error: spell arch for cast_light() missing.\n");
1930 return 0; 1907 return 0;
1931 } 1908 }
1909
1932 tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell); 1910 tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell);
1911
1933 if (tmp->glow_radius) 1912 if (tmp->glow_radius)
1934 { 1913 tmp->set_glow_radius (
1935 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)
1936 if (tmp->glow_radius > MAX_LIGHT_RADII) 1915 );
1937 tmp->glow_radius = MAX_LIGHT_RADII;
1938 }
1939 1916
1917 if (dir)
1940 m->insert (tmp, x, y, op); 1918 m->insert (tmp, x, y, op);
1919 else
1920 caster->outer_env_or_self ()->insert (tmp);
1921
1941 return 1; 1922 return 1;
1942} 1923}
1943 1924
1944/* cast_cause_disease: this spell looks along <dir> from the 1925/* cast_cause_disease: this spell looks along <dir> from the
1945 * player and infects someone. 1926 * player and infects someone.
1946 * 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
1947 * 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
1948 * perhaps this should actually be in disease.c? 1929 * perhaps this should actually be in disease.c?
1949 */ 1930 */
1950int 1931int
1956 maptile *m; 1937 maptile *m;
1957 1938
1958 x = op->x; 1939 x = op->x;
1959 y = op->y; 1940 y = op->y;
1960 1941
1961 /* 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
1962 * direction the player is pointing. 1943 * direction the player is pointing.
1963 */ 1944 */
1964 if (!dir) 1945 if (!dir)
1965 dir = op->facing; 1946 dir = op->facing;
1966 1947
1973 dur_mod = SP_level_duration_adjust (caster, spell); 1954 dur_mod = SP_level_duration_adjust (caster, spell);
1974 1955
1975 /* search in a line for a victim */ 1956 /* search in a line for a victim */
1976 for (i = 1; i < range; i++) 1957 for (i = 1; i < range; i++)
1977 { 1958 {
1978 x = op->x + i * freearr_x[dir]; 1959 x = op->x + i * DIRX (dir);
1979 y = op->y + i * freearr_y[dir]; 1960 y = op->y + i * DIRY (dir);
1980 m = op->map; 1961 m = op->map;
1981 1962
1982 mflags = get_map_flags (m, &m, x, y, &x, &y); 1963 mflags = get_map_flags (m, &m, x, y, &x, &y);
1983 1964
1984 if (mflags & P_OUT_OF_MAP) 1965 if (mflags & P_OUT_OF_MAP)
1991 /* 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 */
1992 if (mflags & P_IS_ALIVE) 1973 if (mflags & P_IS_ALIVE)
1993 { 1974 {
1994 /* search this square for a victim */ 1975 /* search this square for a victim */
1995 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)
1996 if (QUERY_FLAG (walk, FLAG_MONSTER) || (walk->type == PLAYER)) 1977 if (walk->flag [FLAG_MONSTER] || (walk->type == PLAYER))
1997 { /* found a victim */ 1978 { /* found a victim */
1998 object *disease = arch_to_object (spell->other_arch); 1979 object *disease = spell->other_arch->instance ();
1999 1980
2000 disease->set_owner (op); 1981 disease->set_owner (op);
2001 set_spell_skill (op, caster, spell, disease); 1982 set_spell_skill (op, caster, spell, disease);
2002 disease->stats.exp = 0; 1983 disease->stats.exp = 0;
2003 disease->level = caster_level (caster, spell); 1984 disease->level = casting_level (caster, spell);
2004 1985
2005 /* do level adjustments */ 1986 /* do level adjustments */
2006 if (disease->stats.wc) 1987 if (disease->stats.wc ) disease->stats.wc += dur_mod / 2;
2007 disease->stats.wc += dur_mod / 2; 1988 if (disease->magic > 0) disease->magic += dur_mod / 8;
2008 1989 if (disease->stats.maxhp > 0) disease->stats.maxhp += dur_mod;
2009 if (disease->magic > 0) 1990 if (disease->stats.maxgrace > 0) disease->stats.maxgrace += dur_mod;
2010 disease->magic += dur_mod / 8;
2011
2012 if (disease->stats.maxhp > 0)
2013 disease->stats.maxhp += dur_mod;
2014
2015 if (disease->stats.maxgrace > 0)
2016 disease->stats.maxgrace += dur_mod;
2017
2018 if (disease->stats.dam)
2019 {
2020 if (disease->stats.dam > 0)
2021 disease->stats.dam += dam_mod;
2022 else
2023 disease->stats.dam -= dam_mod;
2024 }
2025 1991
2026 if (disease->last_sp) 1992 if (disease->last_sp)
2027 { 1993 {
2028 disease->last_sp -= 2 * dam_mod; 1994 disease->last_sp -= 2 * dam_mod;
1995
2029 if (disease->last_sp < 1) 1996 if (disease->last_sp < 1)
2030 disease->last_sp = 1; 1997 disease->last_sp = 1;
2031 } 1998 }
2032 1999
2033 if (disease->stats.maxsp) 2000 if (disease->stats.dam ) disease->stats.dam += copysignl (disease->stats.dam , dam_mod);
2034 { 2001 if (disease->stats.maxsp) disease->stats.maxsp += copysignl (disease->stats.maxsp, dam_mod);
2035 if (disease->stats.maxsp > 0) 2002 if (disease->stats.ac ) disease->stats.ac += dam_mod;
2036 disease->stats.maxsp += dam_mod; 2003 if (disease->last_eat ) disease->last_eat -= dam_mod;
2037 else 2004 if (disease->stats.hp ) disease->stats.hp -= dam_mod;
2038 disease->stats.maxsp -= dam_mod; 2005 if (disease->stats.sp ) disease->stats.sp -= dam_mod;
2039 }
2040
2041 if (disease->stats.ac)
2042 disease->stats.ac += dam_mod;
2043
2044 if (disease->last_eat)
2045 disease->last_eat -= dam_mod;
2046
2047 if (disease->stats.hp)
2048 disease->stats.hp -= dam_mod;
2049
2050 if (disease->stats.sp)
2051 disease->stats.sp -= dam_mod;
2052 2006
2053 if (infect_object (walk, disease, 1)) 2007 if (infect_object (walk, disease, 1))
2054 { 2008 {
2055 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));
2056 2010
2057 disease->destroy (); /* don't need this one anymore */ 2011 disease->destroy (); /* don't need this one anymore */
2058 walk->map->insert (get_archetype ("detect_magic"), x, y, op); 2012 walk->map->insert (archetype::get (shstr_detect_magic), x, y, op);
2059 return 1; 2013 return 1;
2060 } 2014 }
2061 2015
2062 disease->destroy (); 2016 disease->destroy ();
2063 } 2017 }

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