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Comparing deliantra/server/server/spell_attack.C (file contents):
Revision 1.64 by root, Mon Sep 29 06:32:09 2008 UTC vs.
Revision 1.116 by root, Sat Sep 16 22:17:42 2017 UTC

1/* 1/*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 4 * 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 5 * Copyright (©) 2002-2003 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 * 7 *
8 * Deliantra is free software: you can redistribute it and/or modify 8 * 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 9 * 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 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * 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/>. 19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
20 * 21 *
21 * The authors can be reached via e-mail to <support@deliantra.net> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 23 */
23 24
24/* This file contains all the spell attack code. Grouping this code 25/* This file contains all the spell attack code. Grouping this code
25 * together should hopefully make it easier to find the relevent bits 26 * together should hopefully make it easier to find the relevent bits
36/* this function checks to see if a spell pushes objects as well 37/* 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) 38 * as flies over and damages them (only used for cones for now)
38 * but moved here so it could be applied to bolts too 39 * but moved here so it could be applied to bolts too
39 * op is the spell object. 40 * op is the spell object.
40 */ 41 */
41void 42static void
42check_spell_knockback (object *op) 43check_spell_knockback (object *op)
43{ 44{
44 int weight_move; 45 int weight_move;
45 int frictionmod = 2; /*poor man's physics - multipy targets weight by this amount */ 46 int frictionmod = 2; /*poor man's physics - multipy targets weight by this amount */
46 47
58 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above) 59 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
59 { 60 {
60 int num_sections = 1; 61 int num_sections = 1;
61 62
62 /* don't move DM */ 63 /* don't move DM */
63 if (QUERY_FLAG (tmp, FLAG_WIZ)) 64 if (tmp->flag [FLAG_WIZ])
64 return; 65 return;
65 66
66 /* don't move parts of objects */ 67 /* don't move parts of objects */
67 if (tmp->head) 68 if (tmp->head)
68 continue; 69 continue;
69 70
70 /* don't move floors or immobile objects */ 71 /* 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))) 72 if (tmp->flag [FLAG_IS_FLOOR] || (!tmp->flag [FLAG_ALIVE] && tmp->flag [FLAG_NO_PICK]))
72 continue; 73 continue;
73 74
74 /* count the object's sections */ 75 /* count the object's sections */
75 for (object *tmp2 = tmp; tmp2; tmp2 = tmp2->more) 76 for (object *tmp2 = tmp; tmp2; tmp2 = tmp2->more)
76 num_sections++; 77 num_sections++;
85 if (tmp->move_type & MOVE_FLYING) 86 if (tmp->move_type & MOVE_FLYING)
86 frictionmod = 1; /* flying objects loose the friction modifier */ 87 frictionmod = 1; /* flying objects loose the friction modifier */
87 88
88 if (rndm (0, weight_move - 1) > ((tmp->weight / num_sections) * frictionmod)) 89 if (rndm (0, weight_move - 1) > ((tmp->weight / num_sections) * frictionmod))
89 { /* move it. */ 90 { /* move it. */
90 /* move_object is really for monsters, but looking at 91 /* move_object is really for monsters, but looking at
91 * the move_object function, it appears that it should 92 * the move_object function, it appears that it should
92 * also be safe for objects. 93 * also be safe for objects.
93 * This does return if successful or not, but 94 * This does return if successful or not, but
94 * I don't see us doing anything useful with that information 95 * I don't see us doing anything useful with that information
95 * right now. 96 * right now.
96 */ 97 */
97 move_object (tmp, absdir (op->stats.sp)); 98 tmp->move (absdir (op->stats.sp));
98 } 99 }
99 100
100 } 101 }
101} 102}
102 103
107 ***************************************************************************/ 108 ***************************************************************************/
108 109
109/* Causes op to fork. op is the original bolt, tmp 110/* Causes op to fork. op is the original bolt, tmp
110 * is the first piece of the fork. 111 * is the first piece of the fork.
111 */ 112 */
112void 113static void
113forklightning (object *op, object *tmp) 114forklightning (object *op, object *tmp)
114{ 115{
115 int new_dir = 1; /* direction or -1 for left, +1 for right 0 if no new bolt */ 116 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 */ 117 int t_dir; /* stores temporary dir calculation */
117 maptile *m; 118 maptile *m;
128 new_dir = -1; 129 new_dir = -1;
129 130
130 /* check the new dir for a wall and in the map */ 131 /* check the new dir for a wall and in the map */
131 t_dir = absdir (tmp->direction + new_dir); 132 t_dir = absdir (tmp->direction + new_dir);
132 133
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) 134 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; 135 return;
135 136
136 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (m, sx, sy))) 137 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (m, sx, sy)))
137 return; 138 return;
138 139
165 sint16 x, y; 166 sint16 x, y;
166 maptile *m; 167 maptile *m;
167 168
168 if (--op->duration < 0) 169 if (--op->duration < 0)
169 { 170 {
170 op->destroy (); 171 op->drop_and_destroy ();
171 return; 172 return;
172 } 173 }
173 174
174 hit_map (op, 0, op->attacktype, 1); 175 hit_map (op, 0, op->attacktype, 1);
175 176
178 179
179 if (--op->range < 0) 180 if (--op->range < 0)
180 op->range = 0; 181 op->range = 0;
181 else 182 else
182 { 183 {
183 x = op->x + DIRX (op); 184 x = op->x + DIRX (op->direction);
184 y = op->y + DIRY (op); 185 y = op->y + DIRY (op->direction);
185 m = op->map; 186 m = op->map;
186 mflags = get_map_flags (m, &m, x, y, &x, &y); 187 mflags = get_map_flags (m, &m, x, y, &x, &y);
187 188
188 if (mflags & P_OUT_OF_MAP) 189 if (mflags & P_OUT_OF_MAP)
189 return; 190 return;
193 * on the space. So only call reflwall if we think the data it returns 194 * on the space. So only call reflwall if we think the data it returns
194 * will be useful. 195 * will be useful.
195 */ 196 */
196 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)) || ((mflags & P_IS_ALIVE) && reflwall (m, x, y, op))) 197 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)) || ((mflags & P_IS_ALIVE) && reflwall (m, x, y, op)))
197 { 198 {
198 if (!QUERY_FLAG (op, FLAG_REFLECTING)) 199 if (!op->flag [FLAG_REFLECTING])
199 return; 200 return;
200 201
201 /* Since walls don't run diagonal, if the bolt is in 202 /* Since walls don't run diagonal, if the bolt is in
202 * one of 4 main directions, it just reflects back in the 203 * one of 4 main directions, it just reflects back in the
203 * opposite direction. However, if the bolt is travelling 204 * opposite direction. However, if the bolt is travelling
216 /* Need to check for P_OUT_OF_MAP: if the bolt is tavelling 217 /* 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 218 * over a corner in a tiled map, it is possible that
218 * op->direction is within an adjacent map but either 219 * op->direction is within an adjacent map but either
219 * op->direction-1 or op->direction+1 does not exist. 220 * op->direction-1 or op->direction+1 does not exist.
220 */ 221 */
221 mflags = get_map_flags (op->map, &m, op->x + freearr_x[absdir (op->direction - 1)], 222 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); 223 op->y + DIRY (absdir (op->direction - 1)), &x, &y);
223 224
224 left = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)); 225 left = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y));
225 226
226 mflags = get_map_flags (op->map, &m, op->x + freearr_x[absdir (op->direction + 1)], 227 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); 228 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)); 229 right = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y));
229 230
230 if (left == right) 231 if (left == right)
231 op->direction = absdir (op->direction + 4); 232 op->direction = absdir (op->direction + 4);
232 else if (left) 233 else if (left)
246 tmp->speed_left = -0.1f; 247 tmp->speed_left = -0.1f;
247 /* To make up for the decrease at the top of the function */ 248 /* To make up for the decrease at the top of the function */
248 tmp->duration++; 249 tmp->duration++;
249 250
250 /* New forking code. Possibly create forks of this object 251 /* New forking code. Possibly create forks of this object
251 * going off in other directions. 252 * going off in other directions.
252 */ 253 */
253 if (tmp->stats.Dex && rndm (0, 99) < tmp->stats.Dex) 254 if (tmp->stats.Dex && rndm (0, 99) < tmp->stats.Dex)
254 forklightning (op, tmp); /* stats.Dex % of forking */ 255 forklightning (op, tmp); /* stats.Dex % of forking */
255 256
256 /* In this way, the object left behind sticks on the space, but 257 /* In this way, the object left behind sticks on the space, but
276 int mflags; 277 int mflags;
277 278
278 if (!spob->other_arch) 279 if (!spob->other_arch)
279 return 0; 280 return 0;
280 281
281 tmp = arch_to_object (spob->other_arch); 282 tmp = spob->other_arch->instance ();
282 if (tmp == NULL) 283 if (tmp == NULL)
283 return 0; 284 return 0;
284 285
285 /* peterm: level dependency for bolts */ 286 /* peterm: level dependency for bolts */
286 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob); 287 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob);
293 tmp->duration = spob->duration + SP_level_duration_adjust (caster, spob); 294 tmp->duration = spob->duration + SP_level_duration_adjust (caster, spob);
294 tmp->stats.Dex = spob->stats.Dex; 295 tmp->stats.Dex = spob->stats.Dex;
295 tmp->stats.Con = spob->stats.Con; 296 tmp->stats.Con = spob->stats.Con;
296 297
297 tmp->direction = dir; 298 tmp->direction = dir;
298 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) 299 if (tmp->flag [FLAG_IS_TURNABLE])
299 SET_ANIMATION (tmp, dir); 300 SET_ANIMATION (tmp, dir);
300 301
301 tmp->set_owner (op); 302 tmp->set_owner (op);
302 set_spell_skill (op, caster, spob, tmp); 303 set_spell_skill (op, caster, spob, tmp);
303 304
304 tmp->x = op->x + DIRX (tmp); 305 tmp->x = op->x + DIRX (tmp->direction);
305 tmp->y = op->y + DIRY (tmp); 306 tmp->y = op->y + DIRY (tmp->direction);
306 tmp->map = op->map; 307 tmp->map = op->map;
307 308
308 maptile *newmap; 309 maptile *newmap;
309 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y); 310 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y);
310 if (mflags & P_OUT_OF_MAP) 311 if (mflags & P_OUT_OF_MAP)
311 { 312 {
312 tmp->destroy (); 313 tmp->drop_and_destroy ();
313 return 0; 314 return 0;
314 } 315 }
315 316
316 tmp->map = newmap; 317 tmp->map = newmap;
317 318
318 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y))) 319 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y)))
319 { 320 {
320 if (!QUERY_FLAG (tmp, FLAG_REFLECTING)) 321 if (!tmp->flag [FLAG_REFLECTING])
321 { 322 {
322 tmp->destroy (); 323 tmp->drop_and_destroy ();
323 return 0; 324 return 0;
324 } 325 }
325 326
326 tmp->x = op->x; 327 tmp->x = op->x;
327 tmp->y = op->y; 328 tmp->y = op->y;
363 { 364 {
364 for (i = 1; i < 9; i++) 365 for (i = 1; i < 9; i++)
365 { 366 {
366 sint16 dx, dy; 367 sint16 dx, dy;
367 368
368 dx = op->x + freearr_x[i]; 369 dx = op->x + DIRX (i);
369 dy = op->y + freearr_y[i]; 370 dy = op->y + DIRY (i);
370 371
371 /* ok_to_put_more already does things like checks for walls, 372 /* ok_to_put_more already does things like checks for walls,
372 * out of map, etc. 373 * out of map, etc.
373 */ 374 */
374 if (ok_to_put_more (op->map, dx, dy, op, op->attacktype)) 375 if (ok_to_put_more (op->map, dx, dy, op, op->attacktype))
375 { 376 {
376 object *tmp = op->clone (); 377 object *tmp = op->clone ();
388 389
389/* Causes an object to explode, eg, a firebullet, 390/* Causes an object to explode, eg, a firebullet,
390 * poison cloud ball, etc. op is the object to 391 * poison cloud ball, etc. op is the object to
391 * explode. 392 * explode.
392 */ 393 */
393void 394static void
394explode_bullet (object *op) 395explode_bullet (object *op)
395{ 396{
396 object *tmp, *owner; 397 object *tmp, *owner;
397 398
398 if (!op->other_arch) 399 if (!op->other_arch)
438 if (op->destroyed ()) 439 if (op->destroyed ())
439 return; 440 return;
440 } 441 }
441 442
442 /* other_arch contains what this explodes into */ 443 /* other_arch contains what this explodes into */
443 tmp = arch_to_object (op->other_arch); 444 tmp = op->other_arch->instance ();
444 445
445 tmp->set_owner (op); 446 tmp->set_owner (op);
446 tmp->skill = op->skill; 447 tmp->skill = op->skill;
447 448
448 owner = op->owner; 449 owner = op->owner;
449 450
450 if ((tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) && owner && !tailor_god_spell (tmp, owner)) 451 if ((tmp->attacktype & AT_HOLYWORD
452 || tmp->attacktype & AT_GODPOWER)
453 && owner
454 && !tailor_god_spell (tmp, owner))
451 { 455 {
452 op->destroy (); 456 op->destroy ();
453 return; 457 return;
454 } 458 }
455 459
517 if (!(mflags & P_IS_ALIVE)) 521 if (!(mflags & P_IS_ALIVE))
518 return; 522 return;
519 523
520 for (tmp = op->ms ().bot; tmp; tmp = tmp->above) 524 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
521 { 525 {
522 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 526 if (tmp->flag [FLAG_ALIVE])
523 { 527 {
524 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1); 528 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1);
525 529
530 // TODO: can't understand the following if's
526 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0) 531 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0)
527 { 532 {
528 if (!QUERY_FLAG (op, FLAG_REMOVED)) 533 if (!op->flag [FLAG_REMOVED])
529 { 534 {
530 op->destroy (); 535 op->destroy ();
531 return; 536 return;
532 } 537 }
533 } 538 }
541 * fired arches (eg, bolts). 546 * fired arches (eg, bolts).
542 */ 547 */
543void 548void
544move_bullet (object *op) 549move_bullet (object *op)
545{ 550{
546 sint16 new_x, new_y;
547 int mflags;
548 maptile *m;
549
550#if 0 551#if 0
551 /* We need a better general purpose way to do this */ 552 /* We need a better general purpose way to do this */
552 553
553 /* peterm: added to make comet leave a trail of burnouts 554 /* peterm: added to make comet leave a trail of burnouts
554 it's an unadulterated hack, but the effect is cool. */ 555 it's an unadulterated hack, but the effect is cool. */
555 if (op->stats.sp == SP_METEOR) 556 if (op->stats.sp == SP_METEOR)
556 { 557 {
557 replace_insert_ob_in_map ("fire_trail", op); 558 replace_insert_ob_in_map ("fire_trail", op);
558 if (op->destroyed ()) 559 if (op->destroyed ())
569 op->destroy (); 570 op->destroy ();
570 571
571 return; 572 return;
572 } 573 }
573 574
574 new_x = op->x + DIRX (op); 575 mapxy pos (op);
575 new_y = op->y + DIRY (op); 576 pos.move (op->direction);
576 m = op->map;
577 mflags = get_map_flags (m, &m, new_x, new_y, &new_x, &new_y);
578 577
579 if (mflags & P_OUT_OF_MAP) 578 if (!pos.normalise ())
580 { 579 {
581 op->destroy (); 580 op->destroy ();
582 return; 581 return;
583 } 582 }
584 583
585 if (!op->direction || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y))) 584 mapspace &ms = pos.ms ();
585
586 ms.update ();
587
588 if (!op->direction || OB_TYPE_MOVE_BLOCK (op, ms.move_block))
586 { 589 {
587 if (op->other_arch) 590 if (op->other_arch)
588 explode_bullet (op); 591 explode_bullet (op);
589 else 592 else
590 op->destroy (); 593 op->destroy ();
591 594
592 return; 595 return;
593 } 596 }
594 597
595 if (!(op = m->insert (op, new_x, new_y, op))) 598 if (!(op = pos.insert (op, op)))
596 return; 599 return;
597 600
598 if (reflwall (op->map, op->x, op->y, op)) 601 if (reflwall (op->map, op->x, op->y, op))
599 { 602 {
600 op->direction = absdir (op->direction + 4); 603 op->direction = absdir (op->direction + 4);
637 tmp->stats.hp = spob->duration + SP_level_duration_adjust (caster, spob); 640 tmp->stats.hp = spob->duration + SP_level_duration_adjust (caster, spob);
638 tmp->stats.maxhp = spob->range + SP_level_range_adjust (caster, spob); 641 tmp->stats.maxhp = spob->range + SP_level_range_adjust (caster, spob);
639 tmp->dam_modifier = spob->stats.food + SP_level_dam_adjust (caster, spob); 642 tmp->dam_modifier = spob->stats.food + SP_level_dam_adjust (caster, spob);
640 643
641 tmp->direction = dir; 644 tmp->direction = dir;
642 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) 645 if (tmp->flag [FLAG_IS_TURNABLE])
643 SET_ANIMATION (tmp, dir); 646 SET_ANIMATION (tmp, dir);
644 647
645 tmp->set_owner (op); 648 tmp->set_owner (op);
646 set_spell_skill (op, caster, spob, tmp); 649 set_spell_skill (op, caster, spob, tmp);
647 650
648 tmp->x = op->x + freearr_x[dir]; 651 tmp->x = op->x + DIRX (dir);
649 tmp->y = op->y + freearr_y[dir]; 652 tmp->y = op->y + DIRY (dir);
650 tmp->map = op->map; 653 tmp->map = op->map;
651 654
652 maptile *newmap; 655 maptile *newmap;
653 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y); 656 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y);
654 if (mflags & P_OUT_OF_MAP) 657 if (mflags & P_OUT_OF_MAP)
657 return 0; 660 return 0;
658 } 661 }
659 662
660 tmp->map = newmap; 663 tmp->map = newmap;
661 664
665 // in case the bullet has direction 0 we explode it in place.
666 // direction 0 is possible for instance when a poison cloud trap springs.
667 if (tmp->direction == 0)
668 {
669 if (tmp->other_arch
670 && (tmp = tmp->insert_at (tmp, op))) // insert before explode cleanly
671 explode_bullet (tmp); // explode object will/should remove tmp
672 else
673 tmp->destroy ();
674
675 return 0;
676 }
677
662 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y))) 678 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y)))
663 { 679 {
664 if (!QUERY_FLAG (tmp, FLAG_REFLECTING)) 680 if (!tmp->flag [FLAG_REFLECTING])
665 { 681 {
666 tmp->destroy (); 682 tmp->destroy ();
667 return 0; 683 return 0;
668 } 684 }
669 685
684 * CONE RELATED FUNCTIONS 700 * CONE RELATED FUNCTIONS
685 * 701 *
686 *****************************************************************************/ 702 *****************************************************************************/
687 703
688/* drops an object based on what is in the cone's "other_arch" */ 704/* drops an object based on what is in the cone's "other_arch" */
689void 705static void
690cone_drop (object *op) 706cone_drop (object *op)
691{ 707{
692 object *new_ob = arch_to_object (op->other_arch); 708 object *new_ob = op->other_arch->instance ();
693 709
694 new_ob->level = op->level; 710 new_ob->level = op->level;
695 new_ob->set_owner (op->owner); 711 new_ob->set_owner (op->owner);
696 712
697 /* preserve skill ownership */ 713 /* preserve skill ownership */
713 op->set_speed (0); 729 op->set_speed (0);
714 return; 730 return;
715 } 731 }
716 732
717 /* lava saves it's life, but not yours :) */ 733 /* lava saves it's life, but not yours :) */
718 if (QUERY_FLAG (op, FLAG_LIFESAVE)) 734 if (op->flag [FLAG_LIFESAVE])
719 { 735 {
720 hit_map (op, 0, op->attacktype, 0); 736 hit_map (op, 0, op->attacktype, 0);
721 return; 737 return;
722 } 738 }
723 739
733 } 749 }
734#endif 750#endif
735 751
736 hit_map (op, 0, op->attacktype, 0); 752 hit_map (op, 0, op->attacktype, 0);
737 753
754 if (!op->is_on_map ())
755 return;
756
738 /* Check to see if we should push anything. 757 /* Check to see if we should push anything.
739 * Spell objects with weight push whatever they encounter to some 758 * Spell objects with weight push whatever they encounter to some
740 * degree. 759 * degree.
741 */ 760 */
742 if (op->weight) 761 if (op->weight)
762 {
743 check_spell_knockback (op); 763 check_spell_knockback (op);
744 764
745 if (op->destroyed ()) 765 if (!op->is_on_map ())
746 return; 766 return;
767 }
747 768
748 if (op->duration-- < 0) 769 if (op->duration-- < 0)
749 { 770 {
750 op->destroy (); 771 op->destroy ();
751 return; 772 return;
760 return; 781 return;
761 } 782 }
762 783
763 for (int i = -1; i <= 1; i++) 784 for (int i = -1; i <= 1; i++)
764 { 785 {
765 sint16 x = op->x + freearr_x[absdir (op->stats.sp + i)], y = op->y + freearr_y[absdir (op->stats.sp + i)]; 786 sint16 x = op->x + DIRX (absdir (op->stats.sp + i)), y = op->y + DIRY (absdir (op->stats.sp + i));
766 787
767 if (ok_to_put_more (op->map, x, y, op, op->attacktype)) 788 if (ok_to_put_more (op->map, x, y, op, op->attacktype))
768 { 789 {
769 object *tmp = op->clone (); 790 object *tmp = op->clone ();
770 791
799 MoveType movetype; 820 MoveType movetype;
800 821
801 if (!spell->other_arch) 822 if (!spell->other_arch)
802 return 0; 823 return 0;
803 824
804 if (op->type == PLAYER && QUERY_FLAG (op, FLAG_UNDEAD) && op->attacktype & AT_TURN_UNDEAD) 825 if (op->type == PLAYER && op->flag [FLAG_UNDEAD] && op->attacktype & AT_TURN_UNDEAD)
805 { 826 {
806 new_draw_info (NDI_UNIQUE, 0, op, "Your undead nature prevents you from turning undead!"); 827 op->failmsg ("Your undead nature prevents you from turning undead!");
807 return 0; 828 return 0;
808 } 829 }
809 830
810 if (!dir) 831 if (!dir)
811 { 832 {
819 */ 840 */
820 movetype = spell->other_arch->move_type; 841 movetype = spell->other_arch->move_type;
821 842
822 for (i = range_min; i <= range_max; i++) 843 for (i = range_min; i <= range_max; i++)
823 { 844 {
824 sint16 x, y, d; 845 sint16 x, y;
825 846
826 /* We can't use absdir here, because it never returns 847 /* 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 848 * 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 849 * of the trap (d==0). If it is not a rune, then we don't want
829 * to hit that person. 850 * to hit that person.
830 */ 851 */
831 d = dir + i; 852 int d = dir ? absdir (dir + i) : i;
832 while (d < 0)
833 d += 8;
834 while (d > 8)
835 d -= 8;
836 853
837 /* If it's not a rune, we don't want to blast the caster. 854 /* 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, 855 * In that case, we have to see - if dir is specified,
839 * turn this into direction 8. If dir is not specified (all 856 * turn this into direction 8. If dir is not specified (all
840 * direction) skip - otherwise, one line would do more damage 857 * direction) skip - otherwise, one line would do more damage
847 d = 8; 864 d = 8;
848 else 865 else
849 continue; 866 continue;
850 } 867 }
851 868
852 x = op->x + freearr_x[d]; 869 x = op->x + DIRX (d);
853 y = op->y + freearr_y[d]; 870 y = op->y + DIRY (d);
854 871
855 if (get_map_flags (op->map, &m, x, y, &sx, &sy) & P_OUT_OF_MAP) 872 if (get_map_flags (op->map, &m, x, y, &sx, &sy) & P_OUT_OF_MAP)
856 continue; 873 continue;
857 874
858 if ((movetype & GET_MAP_MOVE_BLOCK (m, sx, sy)) == movetype) 875 if ((movetype & GET_MAP_MOVE_BLOCK (m, sx, sy)) == movetype)
859 continue; 876 continue;
860 877
861 success = 1; 878 success = 1;
862 tmp = arch_to_object (spell->other_arch); 879 tmp = spell->other_arch->instance ();
863 tmp->set_owner (op); 880 tmp->set_owner (op);
864 set_spell_skill (op, caster, spell, tmp); 881 set_spell_skill (op, caster, spell, tmp);
865 tmp->level = casting_level (caster, spell); 882 tmp->level = casting_level (caster, spell);
866 tmp->attacktype = spell->attacktype; 883 tmp->attacktype = spell->attacktype;
867 884
942 959
943 object *env = op->outer_env (); 960 object *env = op->outer_env ();
944 961
945 if (op->env) 962 if (op->env)
946 { 963 {
947 if (env->map == NULL) 964 if (!env->map)
948 return; 965 return;
949 966
950 if (!(op = op->insert_at (env, op))) 967 if (!(op = op->insert_at (env, op)))
951 return; 968 return;
952 } 969 }
953 970
954 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent bomb from exploding 971 // 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 972 // on a safe map. I don't like this special casing, but it seems to be neccessary
956 // as bombs can be carried. 973 // as bombs can be carried.
957 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE) 974 if (op->ms ().flags () & P_SAFE)
958 { 975 {
959 op->destroy (); 976 op->destroy ();
960 return; 977 return;
961 } 978 }
962 979
966 */ 983 */
967 if (archetype *at = archetype::find (SPLINT)) 984 if (archetype *at = archetype::find (SPLINT))
968 { 985 {
969 for (int i = 1; i < 9; i++) 986 for (int i = 1; i < 9; i++)
970 { 987 {
971 if (out_of_map (op->map, op->x + freearr_x[i], op->y + freearr_x[i])) 988 if (out_of_map (op->map, op->x + DIRX (i), op->y + DIRX (i)))
972 continue; 989 continue;
973 990
974 object *tmp = arch_to_object (at); 991 object *tmp = at->instance ();
975 tmp->direction = i; 992 tmp->direction = i;
976 tmp->range = op->range; 993 tmp->range = op->range;
977 tmp->stats.dam = op->stats.dam; 994 tmp->stats.dam = op->stats.dam;
978 tmp->duration = op->duration; 995 tmp->duration = op->duration;
979 tmp->attacktype = op->attacktype; 996 tmp->attacktype = op->attacktype;
980 tmp->set_owner (op); 997 tmp->set_owner (op);
981 if (op->skill && op->skill != tmp->skill) 998 if (op->skill && op->skill != tmp->skill)
982 tmp->skill = op->skill; 999 tmp->skill = op->skill;
983 1000
984 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) 1001 if (tmp->flag [FLAG_IS_TURNABLE])
985 SET_ANIMATION (tmp, i); 1002 SET_ANIMATION (tmp, i);
986 1003
987 op->map->insert (tmp, op->x + freearr_x[i], op->y + freearr_x[i], op); 1004 op->map->insert (tmp, op->x + DIRX (i), op->y + DIRX (i), op);
988 move_bullet (tmp); 1005 move_bullet (tmp);
989 } 1006 }
990 } 1007 }
991 1008
992 explode_bullet (op); 1009 explode_bullet (op);
995int 1012int
996create_bomb (object *op, object *caster, int dir, object *spell) 1013create_bomb (object *op, object *caster, int dir, object *spell)
997{ 1014{
998 object *tmp; 1015 object *tmp;
999 int mflags; 1016 int mflags;
1000 sint16 dx = op->x + freearr_x[dir], dy = op->y + freearr_y[dir]; 1017 sint16 dx = op->x + DIRX (dir), dy = op->y + DIRY (dir);
1001 maptile *m; 1018 maptile *m;
1002 1019
1003 mflags = get_map_flags (op->map, &m, dx, dy, &dx, &dy); 1020 mflags = get_map_flags (op->map, &m, dx, dy, &dx, &dy);
1021
1022 // when creating a bomb below ourself it should always work, even
1023 // when movement is blocked (somehow we got here, somehow we are here,
1024 // so we should also be able to make a bomb here). (originally added
1025 // to fix create bomb traps in doors, which cast with dir=0).
1026 if (dir)
1027 {
1004 if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, dx, dy) & MOVE_WALK)) 1028 if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, dx, dy) & MOVE_WALK))
1005 { 1029 {
1006 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way."); 1030 op->failmsg ("There is something in the way.");
1007 return 0; 1031 return 0;
1032 }
1008 } 1033 }
1009 1034
1010 tmp = arch_to_object (spell->other_arch); 1035 tmp = spell->other_arch->instance ();
1011 1036
1012 /* level dependencies for bomb */ 1037 /* level dependencies for bomb */
1013 tmp->range = spell->range + SP_level_range_adjust (caster, spell); 1038 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
1014 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1039 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1015 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell); 1040 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
1035 * dir is the direction to look in. 1060 * dir is the direction to look in.
1036 * range is how far out to look. 1061 * range is how far out to look.
1037 * type is the type of spell - either SPELL_MANA or SPELL_GRACE. 1062 * type is the type of spell - either SPELL_MANA or SPELL_GRACE.
1038 * this info is used for blocked magic/unholy spaces. 1063 * this info is used for blocked magic/unholy spaces.
1039 */ 1064 */
1040object * 1065static object *
1041get_pointed_target (object *op, int dir, int range, int type) 1066get_pointed_target (object *op, int dir, int range, int type)
1042{ 1067{
1043 object *target; 1068 object *target;
1044 sint16 x, y; 1069 sint16 x, y;
1045 int dist, mflags; 1070 int dist, mflags;
1048 if (dir == 0) 1073 if (dir == 0)
1049 return NULL; 1074 return NULL;
1050 1075
1051 for (dist = 1; dist < range; dist++) 1076 for (dist = 1; dist < range; dist++)
1052 { 1077 {
1053 x = op->x + freearr_x[dir] * dist; 1078 x = op->x + DIRX (dir) * dist;
1054 y = op->y + freearr_y[dir] * dist; 1079 y = op->y + DIRY (dir) * dist;
1055 mp = op->map; 1080 mp = op->map;
1056 mflags = get_map_flags (op->map, &mp, x, y, &x, &y); 1081 mflags = get_map_flags (op->map, &mp, x, y, &x, &y);
1057 1082
1058 if (mflags & P_OUT_OF_MAP) 1083 if (mflags & P_OUT_OF_MAP)
1059 return NULL; 1084 return NULL;
1064 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW) 1089 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW)
1065 return NULL; 1090 return NULL;
1066 1091
1067 if (mflags & P_IS_ALIVE) 1092 if (mflags & P_IS_ALIVE)
1068 for (target = GET_MAP_OB (mp, x, y); target; target = target->above) 1093 for (target = GET_MAP_OB (mp, x, y); target; target = target->above)
1069 if (QUERY_FLAG (target, FLAG_MONSTER)) 1094 if (target->flag [FLAG_MONSTER])
1070 return target; 1095 return target;
1071 } 1096 }
1072 1097
1073 return NULL; 1098 return NULL;
1074} 1099}
1075 1100
1076/* cast_smite_arch() - the priest points to a creature and causes 1101/* cast_smite_spell() - the priest points to a creature and causes
1077 * a 'godly curse' to decend. 1102 * a 'godly curse' to decend.
1078 * usual params - 1103 * usual params -
1079 * op = player 1104 * op = player
1080 * caster = object casting the spell. 1105 * caster = object casting the spell.
1081 * dir = direction being cast 1106 * dir = direction being cast
1082 * spell = spell object 1107 * spell = spell object
1084int 1109int
1085cast_smite_spell (object *op, object *caster, int dir, object *spell) 1110cast_smite_spell (object *op, object *caster, int dir, object *spell)
1086{ 1111{
1087 object *effect, *target; 1112 object *effect, *target;
1088 object *god = find_god (determine_god (op)); 1113 object *god = find_god (determine_god (op));
1089 int range;
1090 1114
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); 1115 target = get_pointed_target (op, dir, 50, spell->stats.grace ? SPELL_GRACE : SPELL_MANA);
1093 1116
1094 /* Bunch of conditions for casting this spell. Note that only 1117 /* Bunch of conditions for casting this spell. Note that only
1095 * require a god if this is a cleric spell (requires grace). 1118 * require a god if this is a cleric spell (requires grace).
1096 * This makes this spell much more general purpose - it can be used 1119 * 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 1120 * by wizards also, which is good, because I think this is a very
1098 * interesting spell. 1121 * interesting spell.
1099 * if it is a cleric spell, you need a god, and the creature 1122 * if it is a cleric spell, you need a god, and the creature
1100 * can't be friendly to your god. 1123 * can't be friendly to your god.
1101 */ 1124 */
1102 1125
1103 if (!target || QUERY_FLAG (target, FLAG_REFL_SPELL) 1126 if (!target
1127 || target->flag [FLAG_REFL_SPELL]
1104 || (!god && spell->stats.grace) 1128 || (!god && spell->stats.grace)
1105 || (target->title && god && !strcmp (target->title, god->name)) || (target->race && god && strstr (target->race, god->race))) 1129 || (god && target->title == god->name)
1130 || (god && target->race.contains (god->race)))
1106 { 1131 {
1107 new_draw_info (NDI_UNIQUE, 0, op, "Your request is unheeded."); 1132 op->failmsg ("Your request is unheeded.");
1108 return 0; 1133 return 0;
1109 } 1134 }
1110 1135
1111 if (spell->other_arch) 1136 if (spell->other_arch)
1112 effect = arch_to_object (spell->other_arch); 1137 effect = spell->other_arch->instance ();
1113 else 1138 else
1114 return 0; 1139 return 0;
1115 1140
1116 /* tailor the effect by priest level and worshipped God */ 1141 /* tailor the effect by priest level and worshipped God */
1117 effect->level = casting_level (caster, spell); 1142 effect->level = casting_level (caster, spell);
1118 effect->attacktype = spell->attacktype; 1143 effect->attacktype = spell->attacktype;
1119 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER)) 1144 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER))
1120 { 1145 {
1121 if (tailor_god_spell (effect, op)) 1146 if (tailor_god_spell (effect, op))
1122 new_draw_info_format (NDI_UNIQUE, 0, op, "%s answers your call!", determine_god (op)); 1147 new_draw_info_format (NDI_UNIQUE, 0, op, "%s answers your call!", (const char *)determine_god (op));
1123 else 1148 else
1124 { 1149 {
1125 new_draw_info (NDI_UNIQUE, 0, op, "Your request is ignored."); 1150 op->failmsg ("Your request is ignored.");
1126 return 0; 1151 return 0;
1127 } 1152 }
1128 } 1153 }
1129 1154
1130 /* size of the area of destruction */ 1155 /* size of the area of destruction */
1134 if (effect->attacktype & AT_DEATH) 1159 if (effect->attacktype & AT_DEATH)
1135 { 1160 {
1136 effect->level = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1161 effect->level = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1137 1162
1138 /* casting death spells at undead isn't a good thing */ 1163 /* casting death spells at undead isn't a good thing */
1139 if (QUERY_FLAG (target, FLAG_UNDEAD)) 1164 if (target->flag [FLAG_UNDEAD])
1140 { 1165 {
1141 if (random_roll (0, 2, op, PREFER_LOW)) 1166 if (random_roll (0, 2, op, PREFER_LOW))
1142 { 1167 {
1143 new_draw_info (NDI_UNIQUE, 0, op, "Idiot! Your spell boomerangs!"); 1168 new_draw_info (NDI_UNIQUE, 0, op, "Idiot! Your spell boomerangs!");
1144 effect->x = op->x; 1169 effect->x = op->x;
1179void 1204void
1180move_missile (object *op) 1205move_missile (object *op)
1181{ 1206{
1182 if (op->range-- <= 0) 1207 if (op->range-- <= 0)
1183 { 1208 {
1184 op->destroy (); 1209 op->drop_and_destroy ();
1185 return; 1210 return;
1186 } 1211 }
1187 1212
1188 mapxy pos (op); 1213 mapxy pos (op);
1189 pos.move (op->direction); 1214 pos.move (op->direction);
1225/**************************************************************************** 1250/****************************************************************************
1226 * Destruction 1251 * Destruction
1227 ****************************************************************************/ 1252 ****************************************************************************/
1228 1253
1229/* make_object_glow() - currently only makes living objects glow. 1254/* make_object_glow() - currently only makes living objects glow.
1230 * we do this by creating a force and inserting it in the 1255 * we do this by creating a force and inserting it in the
1231 * object. if time is 0, the object glows permanently. To truely 1256 * object. if time is 0, the object glows permanently. To truely
1232 * make this work for non-living objects, we would have to 1257 * make this work for non-living objects, we would have to
1233 * give them the capability to have an inventory. b.t. 1258 * give them the capability to have an inventory. b.t.
1234 */ 1259 */
1235int 1260static int
1236make_object_glow (object *op, int radius, int time) 1261make_object_glow (object *op, int radius, int time)
1237{ 1262{
1238 /* some things are unaffected... */ 1263 /* some things are unaffected... */
1239 if (op->path_denied & PATH_LIGHT) 1264 if (op->path_denied & PATH_LIGHT)
1240 return 0; 1265 return 0;
1241 1266
1242 object *tmp = get_archetype (FORCE_NAME); 1267 object *tmp = archetype::get (FORCE_NAME);
1243 tmp->speed = 0.01; 1268 tmp->set_speed (0.01);
1244 tmp->stats.food = time; 1269 tmp->stats.food = time;
1245 SET_FLAG (tmp, FLAG_IS_USED_UP); 1270 tmp->set_flag (FLAG_IS_USED_UP);
1246 tmp->glow_radius = radius; 1271 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); 1272 tmp = insert_ob_in_ob (tmp, op);
1251 1273
1252 if (tmp->glow_radius > op->glow_radius) 1274 if (tmp->glow_radius > op->glow_radius)
1253 op->glow_radius = tmp->glow_radius; 1275 op->set_glow_radius (tmp->glow_radius);
1254 1276
1255 return 1; 1277 return 1;
1256} 1278}
1257 1279
1258int 1280int
1259cast_destruction (object *op, object *caster, object *spell_ob) 1281cast_destruction (object *op, object *caster, object *spell_ob)
1260{ 1282{
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); 1283 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); 1284 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); 1285 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 1286
1273 /* destruction doesn't use another spell object, so we need 1287 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 1288
1287 op->change_skill (find_skill_by_name (op, op->skill)); 1289 dynbuf buf;
1288 1290 unordered_mapwalk (buf, op, -range, -range, range, range)
1289 for (i = -range; i <= range; i++)
1290 { 1291 {
1291 for (j = -range; j <= range; j++) 1292 mapspace &ms = m->at (nx, ny);
1292 {
1293 m = op->map;
1294 sx = op->x + i;
1295 sy = op->y + j;
1296 1293
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) 1294 if (ms.flags () & P_IS_ALIVE)
1295 for (object *next, *tmp = ms.bot; tmp; tmp = next)
1302 { 1296 {
1303 for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above) 1297 next = tmp->above;
1304 if (QUERY_FLAG (tmp, FLAG_ALIVE) || tmp->type == PLAYER)
1305 break;
1306 1298
1307 if (tmp) 1299 if (tmp->flag [FLAG_ALIVE] || tmp->is_player ())
1308 { 1300 {
1309 if (tmp->head)
1310 tmp = tmp->head; 1301 tmp = tmp->head_ ();
1311 1302
1312 if ((friendly && !QUERY_FLAG (tmp, FLAG_FRIENDLY) && tmp->type != PLAYER) || 1303 if ((friendly && !tmp->flag [FLAG_FRIENDLY] && !tmp->is_player ())
1313 (!friendly && (QUERY_FLAG (tmp, FLAG_FRIENDLY) || tmp->type == PLAYER))) 1304 || (!friendly && (tmp->flag [FLAG_FRIENDLY] || tmp->is_player ())))
1314 { 1305 {
1315 if (spell_ob->subtype == SP_DESTRUCTION) 1306 if (spell_ob->subtype == SP_DESTRUCTION)
1316 { 1307 {
1317 hit_player (tmp, dam, op, spell_ob->attacktype, 0); 1308 hit_player (tmp, dam, op, spell_ob->attacktype, 0);
1318 1309
1319 if (spell_ob->other_arch) 1310 if (spell_ob->other_arch)
1320 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op); 1311 m->insert (spell_ob->other_arch->instance (), nx, ny, op);
1321 } 1312 }
1322 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist[ATNR_MAGIC] != 100) 1313 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist [ATNR_MAGIC] != 100)
1323 { 1314 {
1324 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch) 1315 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch)
1325 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op); 1316 m->insert (spell_ob->other_arch->instance (), nx, ny, op);
1326 } 1317 }
1327 } 1318 }
1328 } 1319 }
1329 } 1320 }
1330 }
1331 } 1321 }
1332 1322
1333 op->skill = skill;
1334 return 1; 1323 return 1;
1335} 1324}
1336 1325
1337/*************************************************************************** 1326/***************************************************************************
1338 * 1327 *
1339 * CURSE 1328 * CURSE
1340 * 1329 *
1341 ***************************************************************************/ 1330 ***************************************************************************/
1342
1343int 1331int
1344cast_curse (object *op, object *caster, object *spell_ob, int dir) 1332cast_curse (object *op, object *caster, object *spell_ob, int dir)
1345{ 1333{
1346 object *god = find_god (determine_god (op)); 1334 object *god = find_god (determine_god (op));
1347 object *tmp, *force; 1335 object *tmp, *force;
1348 1336
1349 tmp = get_pointed_target (op, (dir == 0) ? op->direction : dir, spell_ob->range, SPELL_GRACE); 1337 tmp = get_pointed_target (op, (dir == 0) ? op->direction : dir, spell_ob->range, SPELL_GRACE);
1350 if (!tmp) 1338 if (!tmp)
1351 { 1339 {
1352 new_draw_info (NDI_UNIQUE, 0, op, "There is no one in that direction to curse."); 1340 op->failmsg ("There is no one in that direction to curse.");
1353 return 0; 1341 return 0;
1354 } 1342 }
1355 1343
1356 tmp = tmp->head_ (); 1344 tmp = tmp->head_ ();
1357 1345
1372 } 1360 }
1373 } 1361 }
1374 1362
1375 if (!force) 1363 if (!force)
1376 { 1364 {
1377 force = get_archetype (FORCE_NAME); 1365 force = archetype::get (FORCE_NAME);
1378 force->subtype = FORCE_CHANGE_ABILITY; 1366 force->subtype = FORCE_CHANGE_ABILITY;
1379 1367
1380 if (spell_ob->race) 1368 if (spell_ob->race)
1381 force->name = spell_ob->race; 1369 force->name = spell_ob->race;
1382 else 1370 else
1400 1388
1401 return 1; 1389 return 1;
1402 } 1390 }
1403 1391
1404 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50; 1392 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1405 force->speed = 1.f;
1406 force->speed_left = -1.f; 1393 force->speed_left = -1.f;
1407 SET_FLAG (force, FLAG_APPLIED); 1394 force->set_speed (1.f);
1395 force->set_flag (FLAG_APPLIED);
1408 1396
1409 if (god) 1397 if (god)
1410 { 1398 {
1411 if (spell_ob->last_grace) 1399 if (spell_ob->last_grace)
1412 force->path_repelled = god->path_repelled; 1400 force->path_repelled = god->path_repelled;
1425 force->stats.wc = spell_ob->stats.wc; 1413 force->stats.wc = spell_ob->stats.wc;
1426 1414
1427 change_abil (tmp, force); /* Mostly to display any messages */ 1415 change_abil (tmp, force); /* Mostly to display any messages */
1428 insert_ob_in_ob (force, tmp); 1416 insert_ob_in_ob (force, tmp);
1429 tmp->update_stats (); 1417 tmp->update_stats ();
1418
1430 return 1; 1419 return 1;
1431
1432} 1420}
1433 1421
1434/********************************************************************** 1422/**********************************************************************
1435 * mood change 1423 * mood change
1436 * Arguably, this may or may not be an attack spell. But since it 1424 * Arguably, this may or may not be an attack spell. But since it
1442 */ 1430 */
1443int 1431int
1444mood_change (object *op, object *caster, object *spell) 1432mood_change (object *op, object *caster, object *spell)
1445{ 1433{
1446 object *tmp, *god, *head; 1434 object *tmp, *god, *head;
1447 int done_one, range, mflags, level, at, best_at; 1435 int done_one, range, level, at, best_at;
1448 sint16 x, y, nx, ny;
1449 maptile *m;
1450 const char *race; 1436 const char *race;
1451 1437
1452 /* We precompute some values here so that we don't have to keep 1438 /* We precompute some values here so that we don't have to keep
1453 * doing it over and over again. 1439 * doing it over and over again.
1454 */ 1440 */
1460 * so even if the player doesn't worship a god, if race=GOD_.., it 1446 * so even if the player doesn't worship a god, if race=GOD_.., it
1461 * won't ever match anything. 1447 * won't ever match anything.
1462 */ 1448 */
1463 if (!spell->race) 1449 if (!spell->race)
1464 race = NULL; 1450 race = NULL;
1465 else if (god && !strcmp (spell->race, "GOD_SLAYING")) 1451 else if (god && spell->race == shstr_GOD_SLAYING)
1466 race = god->slaying; 1452 race = god->slaying;
1467 else if (god && !strcmp (spell->race, "GOD_FRIEND")) 1453 else if (god && spell->race == shstr_GOD_FRIEND)
1468 race = god->race; 1454 race = god->race;
1469 else 1455 else
1470 race = spell->race; 1456 race = spell->race;
1471 1457
1472 for (x = op->x - range; x <= op->x + range; x++) 1458 dynbuf buf;
1473 for (y = op->y - range; y <= op->y + range; y++) 1459 unordered_mapwalk (buf, op, -range, -range, range, range)
1474 { 1460 {
1475 done_one = 0; 1461 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 1462
1483 /* If there is nothing living on this space, no need to go further */ 1463 /* If there is nothing living on this space, no need to go further */
1484 if (!(mflags & P_IS_ALIVE)) 1464 if (!(ms.flags () & P_IS_ALIVE))
1485 continue; 1465 continue;
1486 1466
1487 // players can only affect spaces that they can actually see 1467 // players can only affect spaces that they can actually see
1468 if (caster
1488 if (caster && caster->contr 1469 && caster->contr
1489 && caster->contr->visibility_at (m, nx, ny) < 70) 1470 && caster->contr->darkness_at (m, nx, ny) == LOS_BLOCKED)
1490 continue; 1471 continue;
1491 1472
1492 for (tmp = GET_MAP_TOP (m, nx, ny); tmp; tmp = tmp->below) 1473 for (tmp = ms.top; tmp; tmp = tmp->below)
1493 if (QUERY_FLAG (tmp, FLAG_MONSTER)) 1474 if (tmp->flag [FLAG_MONSTER])
1494 break; 1475 break;
1495 1476
1496 /* There can be living objects that are not monsters */ 1477 /* There can be living objects that are not monsters */
1497 if (!tmp || tmp->type == PLAYER) 1478 if (!tmp)
1498 continue; 1479 continue;
1499 1480
1500 /* Only the head has meaningful data, so resolve to that */ 1481 /* Only the head has meaningful data, so resolve to that */
1501 if (tmp->head)
1502 head = tmp->head; 1482 head = tmp->head_ ();
1503 else
1504 head = tmp;
1505 1483
1506 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */ 1484 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */
1507 if (race && head->race && !strstr (race, head->race)) 1485 if (race && head->race && !strstr (race, head->race))
1508 continue; 1486 continue;
1509 1487
1510 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD)) 1488 if (head->flag [FLAG_UNDEAD] && !spell->flag [FLAG_UNDEAD])
1511 continue; 1489 continue;
1512 1490
1513 /* Now do a bunch of stuff related to saving throws */ 1491 /* Now do a bunch of stuff related to saving throws */
1514 best_at = -1; 1492 best_at = -1;
1515 if (spell->attacktype) 1493 if (spell->attacktype)
1516 { 1494 {
1517 for (at = 0; at < NROFATTACKS; at++) 1495 for (at = 0; at < NROFATTACKS; at++)
1518 if (spell->attacktype & (1 << at)) 1496 if (spell->attacktype & (1 << at))
1519 if (best_at == -1 || head->resist[at] > head->resist[best_at]) 1497 if (best_at == -1 || head->resist[at] > head->resist[best_at])
1520 best_at = at; 1498 best_at = at;
1521 1499
1522 if (best_at == -1) 1500 if (best_at == -1)
1523 at = 0; 1501 at = 0;
1524 else 1502 else
1525 { 1503 {
1526 if (head->resist[best_at] == 100) 1504 if (head->resist[best_at] == 100)
1527 continue; 1505 continue;
1528 else 1506 else
1529 at = head->resist[best_at] / 5; 1507 at = head->resist[best_at] / 5;
1530 } 1508 }
1509
1531 at -= level / 5; 1510 at -= level / 5;
1532 if (did_make_save (head, head->level, at)) 1511 if (did_make_save (head, head->level, at))
1533 continue; 1512 continue;
1534 } 1513 }
1535 else /* spell->attacktype */ 1514 else /* spell->attacktype */
1536 { 1515 {
1537 /* 1516 /*
1538 Spell has no attacktype (charm & such), so we'll have a specific saving: 1517 Spell has no attacktype (charm & such), so we'll have a specific saving:
1539 * if spell level < monster level, no go 1518 * if spell level < monster level, no go
1540 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) ) 1519 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) )
1541 1520
1542 The chance will then be in the range [20-70] percent, not too bad. 1521 The chance will then be in the range [20-70] percent, not too bad.
1543 1522
1544 This is required to fix the 'charm monster' abuse, where a player level 1 can 1523 This is required to fix the 'charm monster' abuse, where a player level 1 can
1545 charm a level 125 monster... 1524 charm a level 125 monster...
1546 1525
1547 Ryo, august 14th 1526 Ryo, august 14th
1548 */ 1527 */
1549 if (head->level > level) 1528 if (head->level > level)
1550 continue; 1529 continue;
1551 1530
1552 if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + MIN (50, 2 * (level - head->level)))) 1531 if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + min (50, 2 * (level - head->level))))
1553 /* Failed, no effect */ 1532 /* Failed, no effect */
1554 continue; 1533 continue;
1555 } 1534 }
1556 1535
1557 /* Done with saving throw. Now start affecting the monster */ 1536 /* Done with saving throw. Now start affecting the monster */
1537 done_one = 0;
1558 1538
1559 /* aggravation */ 1539 /* aggravation */
1560 if (QUERY_FLAG (spell, FLAG_MONSTER)) 1540 if (spell->flag [FLAG_MONSTER])
1561 { 1541 {
1562 CLEAR_FLAG (head, FLAG_SLEEP); 1542 head->clr_flag (FLAG_SLEEP);
1563 remove_friendly_object (head); 1543 remove_friendly_object (head);
1564 done_one = 1; 1544 done_one = 1;
1565 head->enemy = op; 1545 head->enemy = op;
1566 } 1546 }
1567 1547
1568 /* calm monsters */ 1548 /* calm monsters */
1569 if (QUERY_FLAG (spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (head, FLAG_UNAGGRESSIVE)) 1549 if (spell->flag [FLAG_UNAGGRESSIVE] && !head->flag [FLAG_UNAGGRESSIVE])
1570 { 1550 {
1571 SET_FLAG (head, FLAG_UNAGGRESSIVE); 1551 head->set_flag (FLAG_UNAGGRESSIVE);
1572 head->enemy = NULL; 1552 head->enemy = NULL;
1573 done_one = 1; 1553 done_one = 1;
1574 } 1554 }
1575 1555
1576 /* berserk monsters */ 1556 /* berserk monsters */
1577 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK)) 1557 if (spell->flag [FLAG_BERSERK] && !head->flag [FLAG_BERSERK])
1578 { 1558 {
1579 SET_FLAG (head, FLAG_BERSERK); 1559 head->set_flag (FLAG_BERSERK);
1580 done_one = 1; 1560 done_one = 1;
1581 } 1561 }
1582 1562
1583 /* charm */ 1563 /* charm */
1584 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY)) 1564 if (spell->flag [FLAG_NO_ATTACK] && !head->flag [FLAG_FRIENDLY])
1585 { 1565 {
1586 INVOKE_OBJECT (KILL, head, ARG_OBJECT (caster)); 1566 INVOKE_OBJECT (KILL, head, ARG_OBJECT (caster));
1587 1567
1588 /* Prevent uncontrolled outbreaks of self replicating monsters. 1568 /* Prevent uncontrolled outbreaks of self replicating monsters.
1589 Typical use case is charm, go somwhere, use aggravation to make hostile. 1569 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. */ 1570 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */
1591 CLEAR_FLAG (head, FLAG_GENERATOR); 1571 head->clr_flag (FLAG_GENERATOR);
1592 head->set_owner (op); 1572 head->set_owner (op);
1593 set_spell_skill (op, caster, spell, head); 1573 set_spell_skill (op, caster, spell, head);
1594 add_friendly_object (head); 1574 add_friendly_object (head);
1595 head->attack_movement = PETMOVE; 1575 head->attack_movement = PETMOVE;
1596 done_one = 1; 1576 done_one = 1;
1597 change_exp (op, head->stats.exp / 2, head->skill, SK_EXP_ADD_SKILL); 1577 change_exp (op, head->stats.exp / 2, head->skill, SK_EXP_ADD_SKILL);
1598 head->stats.exp = 0; 1578 head->stats.exp = 0;
1599 } 1579 }
1600 1580
1601 /* If a monster was effected, put an effect in */ 1581 /* If a monster was effected, put an effect in */
1602 if (done_one && spell->other_arch) 1582 if (done_one && spell->other_arch)
1603 m->insert (arch_to_object (spell->other_arch), nx, ny, op); 1583 m->insert (spell->other_arch->instance (), nx, ny, op);
1604 } /* for y */ 1584 }
1605 1585
1606 return 1; 1586 return 1;
1607} 1587}
1608
1609 1588
1610/* Move_ball_spell: This handles ball type spells that just sort of wander 1589/* 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 1590 * about. was called move_ball_lightning, but since more than the ball
1612 * lightning spell used it, that seemed misnamed. 1591 * lightning spell used it, that seemed misnamed.
1613 * op is the spell effect. 1592 * op is the spell effect.
1639 for (i = 1; i < 9; i++) 1618 for (i = 1; i < 9; i++)
1640 { 1619 {
1641 /* i bit 0: alters sign of offset 1620 /* i bit 0: alters sign of offset
1642 * other bits (i / 2): absolute value of offset 1621 * other bits (i / 2): absolute value of offset
1643 */ 1622 */
1644
1645 int offset = ((i ^ j) & 1) ? (i / 2) : -(i / 2); 1623 int offset = ((i ^ j) & 1) ? (i / 2) : -(i / 2);
1646 int tmpdir = absdir (op->direction + offset); 1624 int tmpdir = absdir (op->direction + offset);
1647 1625
1648 nx = op->x + freearr_x[tmpdir]; 1626 nx = op->x + DIRX (tmpdir);
1649 ny = op->y + freearr_y[tmpdir]; 1627 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)))) 1628 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 { 1629 {
1652 dir = tmpdir; 1630 dir = tmpdir;
1653 break; 1631 break;
1654 } 1632 }
1655 } 1633 }
1634
1656 if (dir == 0) 1635 if (dir == 0)
1657 { 1636 {
1658 nx = op->x; 1637 nx = op->x;
1659 ny = op->y; 1638 ny = op->y;
1660 m = op->map; 1639 m = op->map;
1661 } 1640 }
1662 1641
1663 m->insert (op, nx, ny, op); 1642 m->insert (op, nx, ny, op);
1664 1643
1665 dam_save = op->stats.dam; /* save the original dam: we do halfdam on 1644 dam_save = op->stats.dam; /* save the original dam: we do halfdam on
1666 surrounding squares */ 1645 surrounding squares */
1667 1646
1668 /* loop over current square and neighbors to hit. 1647 /* loop over current square and neighbors to hit.
1669 * if this has an other_arch field, we insert that in 1648 * if this has an other_arch field, we insert that in
1670 * the surround spaces. 1649 * the surround spaces.
1671 */ 1650 */
1672 for (j = 0; j < 9; j++) 1651 for (j = 0; j < 9; j++)
1673 { 1652 {
1674 hx = nx + freearr_x[j]; 1653 hx = nx + DIRX (j);
1675 hy = ny + freearr_y[j]; 1654 hy = ny + DIRY (j);
1676 1655
1677 m = op->map; 1656 m = op->map;
1678 mflags = get_map_flags (m, &m, hx, hy, &hx, &hy); 1657 mflags = get_map_flags (m, &m, hx, hy, &hx, &hy);
1679 1658
1680 if (mflags & P_OUT_OF_MAP) 1659 if (mflags & P_OUT_OF_MAP)
1692 hit_map (op, j, op->attacktype, 1); 1671 hit_map (op, j, op->attacktype, 1);
1693 } 1672 }
1694 1673
1695 /* insert the other arch */ 1674 /* insert the other arch */
1696 if (op->other_arch && !(OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy)))) 1675 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); 1676 m->insert (op->other_arch->instance (), hx, hy, op);
1698 } 1677 }
1699 1678
1700 /* restore to the center location and damage */ 1679 /* restore to the center location and damage */
1701 op->stats.dam = dam_save; 1680 op->stats.dam = dam_save;
1702 1681
1703 i = spell_find_dir (op->map, op->x, op->y, op->owner); 1682 i = spell_find_dir (op->map, op->x, op->y, op->owner);
1704 1683
1705 if (i >= 0) 1684 if (i >= 0)
1706 { /* we have a preferred direction! */ 1685 { /* we have a preferred direction! */
1707 /* pick another direction if the preferred dir is blocked. */ 1686 /* 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 || 1687 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))) 1688 OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy)))
1710 i = absdir (i + rndm (0, 2) - 1); /* -1, 0, +1 */ 1689 i = absdir (i + rndm (0, 2) - 1); /* -1, 0, +1 */
1711 1690
1712 op->direction = i; 1691 op->direction = i;
1713 } 1692 }
1714} 1693}
1715 1694
1716/* move_swarm_spell: peterm 1695/* move_swarm_spell: peterm
1717 * This is an implementation of the swarm spell. It was written for 1696 * 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 1697 * 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 1698 * 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 1699 * 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. 1700 * from a set of squares surrounding the caster, in a given direction.
1722 */ 1701 */
1723void 1702void
1724move_swarm_spell (object *op) 1703move_swarm_spell (object *op)
1725{ 1704{
1726#if 0 1705#if 0
1739 return; 1718 return;
1740 } 1719 }
1741 1720
1742 if (!op->duration || !owner->is_on_map ()) 1721 if (!op->duration || !owner->is_on_map ())
1743 { 1722 {
1744 op->destroy (); 1723 op->drop_and_destroy ();
1745 return; 1724 return;
1746 } 1725 }
1747 1726
1748 op->duration--; 1727 op->duration--;
1749 1728
1762 // space. 1741 // space.
1763 // should be fixed later, but correctness before features... 1742 // should be fixed later, but correctness before features...
1764 // (schmorp) 1743 // (schmorp)
1765 1744
1766 /* new offset calculation to make swarm element distribution 1745 /* new offset calculation to make swarm element distribution
1767 * more uniform 1746 * more uniform
1768 */ 1747 */
1769 if (op->duration) 1748 if (op->duration)
1770 { 1749 {
1771 if (basedir & 1) 1750 if (basedir & 1)
1772 { 1751 {
1780 else 1759 else
1781 { 1760 {
1782 adjustdir = 0; /* fire the last one from forward. */ 1761 adjustdir = 0; /* fire the last one from forward. */
1783 } 1762 }
1784 1763
1785 target_x = op->x + freearr_x[absdir (basedir + adjustdir)]; 1764 target_x = op->x + DIRX (absdir (basedir + adjustdir));
1786 target_y = op->y + freearr_y[absdir (basedir + adjustdir)]; 1765 target_y = op->y + DIRY (absdir (basedir + adjustdir));
1787 1766
1788 /* back up one space so we can hit point-blank targets, but this 1767 /* back up one space so we can hit point-blank targets, but this
1789 * necessitates extra out_of_map check below 1768 * necessitates extra out_of_map check below
1790 */ 1769 */
1791 origin_x = target_x - freearr_x[basedir]; 1770 origin_x = target_x - DIRX (basedir);
1792 origin_y = target_y - freearr_y[basedir]; 1771 origin_y = target_y - DIRY (basedir);
1793 1772
1794 1773
1795 /* spell pointer is set up for the spell this casts. Since this 1774 /* spell pointer is set up for the spell this casts. Since this
1796 * should just be a pointer to the spell in some inventory, 1775 * should just be a pointer to the spell in some inventory,
1797 * it is unlikely to disappear by the time we need it. However, 1776 * it is unlikely to disappear by the time we need it. However,
1828} 1807}
1829 1808
1830/* fire_swarm: 1809/* fire_swarm:
1831 * The following routine creates a swarm of objects. It actually 1810 * The following routine creates a swarm of objects. It actually
1832 * sets up a specific swarm object, which then fires off all 1811 * sets up a specific swarm object, which then fires off all
1833 * the parts of the swarm. 1812 * the parts of the swarm.
1834 * 1813 *
1835 * op: the owner 1814 * op: the owner
1836 * caster: the caster (owner, wand, rod, scroll) 1815 * caster: the caster (owner, wand, rod, scroll)
1837 * dir: the direction everything will be fired in 1816 * dir: the direction everything will be fired in
1838 * spell - the spell that is this spell. 1817 * spell - the spell that is this spell.
1881 int dam, mflags; 1860 int dam, mflags;
1882 maptile *m; 1861 maptile *m;
1883 1862
1884 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1863 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1885 1864
1886 if (!dir) 1865 if (dir)
1887 {
1888 new_draw_info (NDI_UNIQUE, 0, op, "In what direction?");
1889 return 0;
1890 } 1866 {
1891 1867 x = op->x + DIRX (dir);
1892 x = op->x + freearr_x[dir]; 1868 y = op->y + DIRY (dir);
1893 y = op->y + freearr_y[dir];
1894 m = op->map; 1869 m = op->map;
1895 1870
1896 mflags = get_map_flags (m, &m, x, y, &x, &y); 1871 mflags = get_map_flags (m, &m, x, y, &x, &y);
1897 1872
1898 if (mflags & P_OUT_OF_MAP) 1873 if (mflags & P_OUT_OF_MAP)
1899 { 1874 {
1900 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is there."); 1875 op->failmsg ("Nothing is there.");
1901 return 0; 1876 return 0;
1902 } 1877 }
1903 1878
1904 if (mflags & P_IS_ALIVE && spell->attacktype) 1879 if (mflags & P_IS_ALIVE && spell->attacktype)
1905 { 1880 {
1906 for (target = GET_MAP_OB (m, x, y); target; target = target->above) 1881 for (target = GET_MAP_OB (m, x, y); target; target = target->above)
1907 if (QUERY_FLAG (target, FLAG_MONSTER)) 1882 if (target->flag [FLAG_MONSTER])
1908 { 1883 {
1909 /* oky doky. got a target monster. Lets make a blinding attack */ 1884 /* oky doky. got a target monster. Lets make a blinding attack */
1910 if (target->head) 1885 if (target->head)
1911 target = target->head; 1886 target = target->head;
1912 1887
1913 hit_player (target, dam, op, spell->attacktype, 1); 1888 hit_player (target, dam, op, spell->attacktype, 1);
1914 return 1; /* one success only! */ 1889 return 1; /* one success only! */
1890 }
1915 } 1891 }
1916 }
1917 1892
1918 /* no live target, perhaps a wall is in the way? */ 1893 /* no live target, perhaps a wall is in the way? */
1919 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y))) 1894 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)))
1920 { 1895 {
1921 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 1896 op->failmsg ("Something is in the way.");
1922 return 0; 1897 return 0;
1898 }
1923 } 1899 }
1924 1900
1925 /* ok, looks groovy to just insert a new light on the map */ 1901 /* ok, looks groovy to just insert a new light on the map */
1926 tmp = arch_to_object (spell->other_arch); 1902 tmp = spell->other_arch->instance ();
1927 if (!tmp) 1903 if (!tmp)
1928 { 1904 {
1929 LOG (llevError, "Error: spell arch for cast_light() missing.\n"); 1905 LOG (llevError, "Error: spell arch for cast_light() missing.\n");
1930 return 0; 1906 return 0;
1931 } 1907 }
1908
1932 tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell); 1909 tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell);
1910
1933 if (tmp->glow_radius) 1911 if (tmp->glow_radius)
1934 { 1912 tmp->set_glow_radius (
1935 tmp->glow_radius = spell->range + SP_level_range_adjust (caster, spell); 1913 clamp (spell->range + SP_level_range_adjust (caster, spell), 1, MAX_LIGHT_RADIUS)
1936 if (tmp->glow_radius > MAX_LIGHT_RADII) 1914 );
1937 tmp->glow_radius = MAX_LIGHT_RADII;
1938 }
1939 1915
1916 if (dir)
1940 m->insert (tmp, x, y, op); 1917 m->insert (tmp, x, y, op);
1918 else
1919 caster->outer_env_or_self ()->insert (tmp);
1920
1941 return 1; 1921 return 1;
1942} 1922}
1943 1923
1944/* cast_cause_disease: this spell looks along <dir> from the 1924/* cast_cause_disease: this spell looks along <dir> from the
1945 * player and infects someone. 1925 * player and infects someone.
1946 * op is the player/monster, caster is the object, dir is the direction 1926 * 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 1927 * to cast, disease_arch is the specific disease, and type is the spell number
1948 * perhaps this should actually be in disease.c? 1928 * perhaps this should actually be in disease.c?
1949 */ 1929 */
1950int 1930int
1956 maptile *m; 1936 maptile *m;
1957 1937
1958 x = op->x; 1938 x = op->x;
1959 y = op->y; 1939 y = op->y;
1960 1940
1961 /* If casting from a scroll, no direction will be available, so refer to the 1941 /* If casting from a scroll, no direction will be available, so refer to the
1962 * direction the player is pointing. 1942 * direction the player is pointing.
1963 */ 1943 */
1964 if (!dir) 1944 if (!dir)
1965 dir = op->facing; 1945 dir = op->facing;
1966 1946
1973 dur_mod = SP_level_duration_adjust (caster, spell); 1953 dur_mod = SP_level_duration_adjust (caster, spell);
1974 1954
1975 /* search in a line for a victim */ 1955 /* search in a line for a victim */
1976 for (i = 1; i < range; i++) 1956 for (i = 1; i < range; i++)
1977 { 1957 {
1978 x = op->x + i * freearr_x[dir]; 1958 x = op->x + i * DIRX (dir);
1979 y = op->y + i * freearr_y[dir]; 1959 y = op->y + i * DIRY (dir);
1980 m = op->map; 1960 m = op->map;
1981 1961
1982 mflags = get_map_flags (m, &m, x, y, &x, &y); 1962 mflags = get_map_flags (m, &m, x, y, &x, &y);
1983 1963
1984 if (mflags & P_OUT_OF_MAP) 1964 if (mflags & P_OUT_OF_MAP)
1991 /* Only bother looking on this space if there is something living here */ 1971 /* Only bother looking on this space if there is something living here */
1992 if (mflags & P_IS_ALIVE) 1972 if (mflags & P_IS_ALIVE)
1993 { 1973 {
1994 /* search this square for a victim */ 1974 /* search this square for a victim */
1995 for (walk = GET_MAP_OB (m, x, y); walk; walk = walk->above) 1975 for (walk = GET_MAP_OB (m, x, y); walk; walk = walk->above)
1996 if (QUERY_FLAG (walk, FLAG_MONSTER) || (walk->type == PLAYER)) 1976 if (walk->flag [FLAG_MONSTER] || (walk->type == PLAYER))
1997 { /* found a victim */ 1977 { /* found a victim */
1998 object *disease = arch_to_object (spell->other_arch); 1978 object *disease = spell->other_arch->instance ();
1999 1979
2000 disease->set_owner (op); 1980 disease->set_owner (op);
2001 set_spell_skill (op, caster, spell, disease); 1981 set_spell_skill (op, caster, spell, disease);
2002 disease->stats.exp = 0; 1982 disease->stats.exp = 0;
2003 disease->level = casting_level (caster, spell); 1983 disease->level = casting_level (caster, spell);
2004 1984
2005 /* do level adjustments */ 1985 /* do level adjustments */
2006 if (disease->stats.wc) 1986 if (disease->stats.wc ) disease->stats.wc += dur_mod / 2;
2007 disease->stats.wc += dur_mod / 2; 1987 if (disease->magic > 0) disease->magic += dur_mod / 8;
2008 1988 if (disease->stats.maxhp > 0) disease->stats.maxhp += dur_mod;
2009 if (disease->magic > 0) 1989 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 1990
2026 if (disease->last_sp) 1991 if (disease->last_sp)
2027 { 1992 {
2028 disease->last_sp -= 2 * dam_mod; 1993 disease->last_sp -= 2 * dam_mod;
1994
2029 if (disease->last_sp < 1) 1995 if (disease->last_sp < 1)
2030 disease->last_sp = 1; 1996 disease->last_sp = 1;
2031 } 1997 }
2032 1998
2033 if (disease->stats.maxsp) 1999 if (disease->stats.dam ) disease->stats.dam += copysignl (disease->stats.dam , dam_mod);
2034 { 2000 if (disease->stats.maxsp) disease->stats.maxsp += copysignl (disease->stats.maxsp, dam_mod);
2035 if (disease->stats.maxsp > 0) 2001 if (disease->stats.ac ) disease->stats.ac += dam_mod;
2036 disease->stats.maxsp += dam_mod; 2002 if (disease->last_eat ) disease->last_eat -= dam_mod;
2037 else 2003 if (disease->stats.hp ) disease->stats.hp -= dam_mod;
2038 disease->stats.maxsp -= dam_mod; 2004 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 2005
2053 if (infect_object (walk, disease, 1)) 2006 if (infect_object (walk, disease, 1))
2054 { 2007 {
2055 new_draw_info_format (NDI_UNIQUE, 0, op, "You inflict %s on %s!", &disease->name, &walk->name); 2008 op->statusmsg (format ("You inflict %s on %s!", &disease->name, &walk->name));
2056 2009
2057 disease->destroy (); /* don't need this one anymore */ 2010 disease->destroy (); /* don't need this one anymore */
2058 walk->map->insert (get_archetype ("detect_magic"), x, y, op); 2011 walk->map->insert (archetype::get (shstr_detect_magic), x, y, op);
2059 return 1; 2012 return 1;
2060 } 2013 }
2061 2014
2062 disease->destroy (); 2015 disease->destroy ();
2063 } 2016 }

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