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Comparing deliantra/server/server/spell_attack.C (file contents):
Revision 1.9 by root, Sun Sep 10 15:59:57 2006 UTC vs.
Revision 1.117 by root, Sat Nov 17 23:40:04 2018 UTC

1
2/* 1/*
3 * static char *rcsid_spell_attack_c = 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
4 * "$Id: spell_attack.C,v 1.9 2006/09/10 15:59:57 root Exp $";
5 */ 3 *
6 4 * Copyright (©) 2017,2018 Marc Alexander Lehmann / the Deliantra team
7 5 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
8/*
9 CrossFire, A Multiplayer game for X-windows
10
11 Copyright (C) 2002-2003 Mark Wedel & Crossfire Development Team 6 * Copyright (©) 2002-2003 Mark Wedel & Crossfire Development Team
12 Copyright (C) 1992 Frank Tore Johansen 7 * Copyright (©) 1992 Frank Tore Johansen
13 8 *
14 This program is free software; you can redistribute it and/or modify 9 * Deliantra is free software: you can redistribute it and/or modify it under
15 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
16 the Free Software Foundation; either version 2 of the License, or 11 * Free Software Foundation, either version 3 of the License, or (at your
17 (at your option) any later version. 12 * option) any later version.
18 13 *
19 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,
20 but WITHOUT ANY WARRANTY; without even the implied warranty of 15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
21 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
22 GNU General Public License for more details. 17 * GNU General Public License for more details.
23 18 *
24 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
25 along with this program; if not, write to the Free Software 20 * and the GNU General Public License along with this program. If not, see
26 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 21 * <http://www.gnu.org/licenses/>.
27 22 *
28 The authors can be reached via e-mail at crossfire-devel@real-time.com 23 * The authors can be reached via e-mail to <support@deliantra.net>
29*/ 24 */
30 25
31/* This file contains all the spell attack code. Grouping this code 26/* This file contains all the spell attack code. Grouping this code
32 * together should hopefully make it easier to find the relevent bits 27 * together should hopefully make it easier to find the relevent bits
33 * of code 28 * of code
34 */ 29 */
35 30
36#include <global.h> 31#include <global.h>
37#include <object.h> 32#include <object.h>
38#include <living.h> 33#include <living.h>
39#ifndef __CEXTRACT__
40# include <sproto.h> 34#include <sproto.h>
41#endif
42#include <spells.h> 35#include <spells.h>
43#include <sounds.h> 36#include <sounds.h>
44 37
45/* 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
46 * 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)
47 * but moved here so it could be applied to bolts too 40 * but moved here so it could be applied to bolts too
48 * op is the spell object. 41 * op is the spell object.
49 */ 42 */
50 43static void
51void
52check_spell_knockback (object *op) 44check_spell_knockback (object *op)
53{ 45{
54 object *tmp, *tmp2; /* object on the map */
55 int weight_move; 46 int weight_move;
56 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 */
57 48
58 if (!op->weight) 49 if (!op->weight)
59 { /*shouldn't happen but if cone object has no weight drop out */ 50 { /*shouldn't happen but if cone object has no weight drop out */
64 { 55 {
65 weight_move = op->weight + (op->weight * op->level) / 3; 56 weight_move = op->weight + (op->weight * op->level) / 3;
66 /*LOG (llevDebug, "DEBUG: arch weighs %d and masses %d (%s,level %d)\n", op->weight,weight_move,op->name,op->level); */ 57 /*LOG (llevDebug, "DEBUG: arch weighs %d and masses %d (%s,level %d)\n", op->weight,weight_move,op->name,op->level); */
67 } 58 }
68 59
69 for (tmp = get_map_ob (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 60 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
70 { 61 {
71 int num_sections = 1; 62 int num_sections = 1;
72 63
73 /* don't move DM */ 64 /* don't move DM */
74 if (QUERY_FLAG (tmp, FLAG_WIZ)) 65 if (tmp->flag [FLAG_WIZ])
75 return; 66 return;
76 67
77 /* don't move parts of objects */ 68 /* don't move parts of objects */
78 if (tmp->head) 69 if (tmp->head)
79 continue; 70 continue;
80 71
81 /* don't move floors or immobile objects */ 72 /* don't move floors or immobile objects */
82 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]))
83 continue; 74 continue;
84 75
85 /* count the object's sections */ 76 /* count the object's sections */
86 for (tmp2 = tmp; tmp2 != NULL; tmp2 = tmp2->more) 77 for (object *tmp2 = tmp; tmp2; tmp2 = tmp2->more)
87 num_sections++; 78 num_sections++;
88 79
89 /* I'm not sure if it makes sense to divide by num_sections - bigger 80 /* I'm not sure if it makes sense to divide by num_sections - bigger
90 * objects should be harder to move, and we are moving the entire 81 * objects should be harder to move, and we are moving the entire
91 * object, not just the head, so the total weight should be relevant. 82 * object, not just the head, so the total weight should be relevant.
96 if (tmp->move_type & MOVE_FLYING) 87 if (tmp->move_type & MOVE_FLYING)
97 frictionmod = 1; /* flying objects loose the friction modifier */ 88 frictionmod = 1; /* flying objects loose the friction modifier */
98 89
99 if (rndm (0, weight_move - 1) > ((tmp->weight / num_sections) * frictionmod)) 90 if (rndm (0, weight_move - 1) > ((tmp->weight / num_sections) * frictionmod))
100 { /* move it. */ 91 { /* move it. */
101 /* move_object is really for monsters, but looking at 92 /* move_object is really for monsters, but looking at
102 * the move_object function, it appears that it should 93 * the move_object function, it appears that it should
103 * also be safe for objects. 94 * also be safe for objects.
104 * This does return if successful or not, but 95 * This does return if successful or not, but
105 * I don't see us doing anything useful with that information 96 * I don't see us doing anything useful with that information
106 * right now. 97 * right now.
107 */ 98 */
108 move_object (tmp, absdir (op->stats.sp)); 99 tmp->move (absdir (op->stats.sp));
109 } 100 }
110 101
111 } 102 }
112} 103}
113 104
115 * 106 *
116 * BOLT CODE 107 * BOLT CODE
117 * 108 *
118 ***************************************************************************/ 109 ***************************************************************************/
119 110
120/* Causes op to fork. op is the original bolt, tmp 111/* Causes op to fork. op is the original bolt, tmp
121 * is the first piece of the fork. 112 * is the first piece of the fork.
122 */ 113 */
123 114static void
124void
125forklightning (object *op, object *tmp) 115forklightning (object *op, object *tmp)
126{ 116{
127 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 */
128 int t_dir; /* stores temporary dir calculation */ 118 int t_dir; /* stores temporary dir calculation */
129 mapstruct *m; 119 maptile *m;
130 sint16 sx, sy; 120 sint16 sx, sy;
131 object *new_bolt; 121 object *new_bolt;
132 122
133 /* pick a fork direction. tmp->stats.Con is the left bias 123 /* pick a fork direction. tmp->stats.Con is the left bias
134 * i.e., the chance in 100 of forking LEFT 124 * i.e., the chance in 100 of forking LEFT
140 new_dir = -1; 130 new_dir = -1;
141 131
142 /* check the new dir for a wall and in the map */ 132 /* check the new dir for a wall and in the map */
143 t_dir = absdir (tmp->direction + new_dir); 133 t_dir = absdir (tmp->direction + new_dir);
144 134
145 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)
146 return; 136 return;
147 137
148 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)))
149 return; 139 return;
150 140
151 /* OK, we made a fork */ 141 /* OK, we made a fork */
152 new_bolt = get_object (); 142 new_bolt = tmp->clone ();
153 copy_object (tmp, new_bolt);
154 143
155 /* reduce chances of subsequent forking */ 144 /* reduce chances of subsequent forking */
156 new_bolt->stats.Dex -= 10; 145 new_bolt->stats.Dex -= 10;
157 tmp->stats.Dex -= 10; /* less forks from main bolt too */ 146 tmp->stats.Dex -= 10; /* less forks from main bolt too */
158 new_bolt->stats.Con += 25 * new_dir; /* adjust the left bias */ 147 new_bolt->stats.Con += 25 * new_dir; /* adjust the left bias */
159 new_bolt->speed_left = -0.1; 148 new_bolt->speed_left = -0.1f;
160 new_bolt->direction = t_dir; 149 new_bolt->direction = t_dir;
161 new_bolt->duration++; 150 new_bolt->duration++;
162 new_bolt->x = sx;
163 new_bolt->y = sy;
164 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */ 151 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */
165 new_bolt->stats.dam++; 152 new_bolt->stats.dam++;
166 tmp->stats.dam /= 2; /* reduce father bolt damage */ 153 tmp->stats.dam /= 2; /* reduce father bolt damage */
167 tmp->stats.dam++; 154 tmp->stats.dam++;
168 new_bolt = insert_ob_in_map (new_bolt, m, op, 0); 155
156 if ((new_bolt = m->insert (new_bolt, sx, sy, op)))
169 update_turn_face (new_bolt); 157 update_turn_face (new_bolt);
170} 158}
171 159
172/* move_bolt: moves bolt 'op'. Basically, it just advances a space, 160/* move_bolt: moves bolt 'op'. Basically, it just advances a space,
173 * and checks for various things that may stop it. 161 * and checks for various things that may stop it.
174 */ 162 */
175
176void 163void
177move_bolt (object *op) 164move_bolt (object *op)
178{ 165{
179 object *tmp;
180 int mflags; 166 int mflags;
181 sint16 x, y; 167 sint16 x, y;
182 mapstruct *m; 168 maptile *m;
183 169
184 if (--(op->duration) < 0) 170 if (--op->duration < 0)
185 {
186 remove_ob (op);
187 free_object (op);
188 return;
189 } 171 {
172 op->drop_and_destroy ();
173 return;
174 }
175
190 hit_map (op, 0, op->attacktype, 1); 176 hit_map (op, 0, op->attacktype, 1);
191 177
192 if (!op->direction) 178 if (!op->direction)
193 return; 179 return;
194 180
195 if (--op->range < 0) 181 if (--op->range < 0)
196 {
197 op->range = 0; 182 op->range = 0;
198 }
199 else 183 else
200 { 184 {
201 x = op->x + DIRX (op); 185 x = op->x + DIRX (op->direction);
202 y = op->y + DIRY (op); 186 y = op->y + DIRY (op->direction);
203 m = op->map; 187 m = op->map;
204 mflags = get_map_flags (m, &m, x, y, &x, &y); 188 mflags = get_map_flags (m, &m, x, y, &x, &y);
205 189
206 if (mflags & P_OUT_OF_MAP) 190 if (mflags & P_OUT_OF_MAP)
207 return; 191 return;
211 * 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
212 * will be useful. 196 * will be useful.
213 */ 197 */
214 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)))
215 { 199 {
216 200 if (!op->flag [FLAG_REFLECTING])
217 if (!QUERY_FLAG (op, FLAG_REFLECTING))
218 return; 201 return;
219 202
220 /* Since walls don't run diagonal, if the bolt is in 203 /* Since walls don't run diagonal, if the bolt is in
221 * one of 4 main directions, it just reflects back in the 204 * one of 4 main directions, it just reflects back in the
222 * opposite direction. However, if the bolt is travelling 205 * opposite direction. However, if the bolt is travelling
235 /* 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
236 * over a corner in a tiled map, it is possible that 219 * over a corner in a tiled map, it is possible that
237 * op->direction is within an adjacent map but either 220 * op->direction is within an adjacent map but either
238 * op->direction-1 or op->direction+1 does not exist. 221 * op->direction-1 or op->direction+1 does not exist.
239 */ 222 */
240 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)),
241 op->y + freearr_y[absdir (op->direction - 1)], &x, &y); 224 op->y + DIRY (absdir (op->direction - 1)), &x, &y);
242 225
243 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));
244 227
245 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)),
246 op->y + freearr_y[absdir (op->direction + 1)], &x, &y); 229 op->y + DIRY (absdir (op->direction + 1)), &x, &y);
247 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));
248 231
249 if (left == right) 232 if (left == right)
250 op->direction = absdir (op->direction + 4); 233 op->direction = absdir (op->direction + 4);
251 else if (left) 234 else if (left)
252 op->direction = absdir (op->direction + 2); 235 op->direction = absdir (op->direction + 2);
253 else if (right) 236 else if (right)
254 op->direction = absdir (op->direction - 2); 237 op->direction = absdir (op->direction - 2);
255 } 238 }
239
256 update_turn_face (op); /* A bolt *must* be IS_TURNABLE */ 240 update_turn_face (op); /* A bolt *must* be IS_TURNABLE */
257 return; 241 return;
258 } 242 }
259 else 243 else
260 { /* Create a copy of this object and put it ahead */ 244 { /* Create a copy of this object and put it ahead */
261 tmp = get_object (); 245 object *tmp = op->clone ();
262 copy_object (op, tmp); 246
247 m->insert (tmp, x, y, op);
263 tmp->speed_left = -0.1; 248 tmp->speed_left = -0.1f;
264 tmp->x += DIRX (tmp), tmp->y += DIRY (tmp);
265 tmp = insert_ob_in_map (tmp, op->map, op, 0);
266 /* 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 */
267 tmp->duration++; 250 tmp->duration++;
268 251
269 /* New forking code. Possibly create forks of this object 252 /* New forking code. Possibly create forks of this object
270 * going off in other directions. 253 * going off in other directions.
271 */ 254 */
272
273 if (rndm (0, 99) < tmp->stats.Dex) 255 if (tmp->stats.Dex && rndm (0, 99) < tmp->stats.Dex)
274 { /* stats.Dex % of forking */ 256 forklightning (op, tmp); /* stats.Dex % of forking */
275 forklightning (op, tmp); 257
276 }
277 /* 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
278 * doesn't create any bolts that continue to move onward. 259 * doesn't create any bolts that continue to move onward.
279 */ 260 */
280 op->range = 0; 261 op->range = 0;
281 } /* copy object and move it along */ 262 } /* copy object and move it along */
288 * we remove the magic flag - that can be derived from 269 * we remove the magic flag - that can be derived from
289 * spob->attacktype. 270 * spob->attacktype.
290 * This function sets up the appropriate owner and skill 271 * This function sets up the appropriate owner and skill
291 * pointers. 272 * pointers.
292 */ 273 */
293
294int 274int
295fire_bolt (object *op, object *caster, int dir, object *spob, object *skill) 275fire_bolt (object *op, object *caster, int dir, object *spob, object *skill)
296{ 276{
297 object *tmp = NULL; 277 object *tmp = NULL;
298 int mflags; 278 int mflags;
299 279
300 if (!spob->other_arch) 280 if (!spob->other_arch)
301 return 0; 281 return 0;
302 282
303 tmp = arch_to_object (spob->other_arch); 283 tmp = spob->other_arch->instance ();
304 if (tmp == NULL) 284 if (tmp == NULL)
305 return 0; 285 return 0;
306 286
307 /* peterm: level dependency for bolts */ 287 /* peterm: level dependency for bolts */
308 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);
309 tmp->attacktype = spob->attacktype; 289 tmp->attacktype = spob->attacktype;
290
310 if (spob->slaying) 291 if (spob->slaying)
311 tmp->slaying = spob->slaying; 292 tmp->slaying = spob->slaying;
293
312 tmp->range = spob->range + SP_level_range_adjust (caster, spob); 294 tmp->range = spob->range + SP_level_range_adjust (caster, spob);
313 tmp->duration = spob->duration + SP_level_duration_adjust (caster, spob); 295 tmp->duration = spob->duration + SP_level_duration_adjust (caster, spob);
314 tmp->stats.Dex = spob->stats.Dex; 296 tmp->stats.Dex = spob->stats.Dex;
315 tmp->stats.Con = spob->stats.Con; 297 tmp->stats.Con = spob->stats.Con;
316 298
317 tmp->direction = dir; 299 tmp->direction = dir;
318 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) 300 if (tmp->flag [FLAG_IS_TURNABLE])
319 SET_ANIMATION (tmp, dir); 301 SET_ANIMATION (tmp, dir);
320 302
321 set_owner (tmp, op); 303 tmp->set_owner (op);
322 set_spell_skill (op, caster, spob, tmp); 304 set_spell_skill (op, caster, spob, tmp);
323 305
324 tmp->x = op->x + DIRX (tmp); 306 tmp->x = op->x + DIRX (tmp->direction);
325 tmp->y = op->y + DIRY (tmp); 307 tmp->y = op->y + DIRY (tmp->direction);
326 tmp->map = op->map; 308 tmp->map = op->map;
327 309
310 maptile *newmap;
328 mflags = get_map_flags (tmp->map, &tmp->map, tmp->x, tmp->y, &tmp->x, &tmp->y); 311 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y);
329 if (mflags & P_OUT_OF_MAP) 312 if (mflags & P_OUT_OF_MAP)
330 { 313 {
331 free_object (tmp); 314 tmp->drop_and_destroy ();
332 return 0; 315 return 0;
333 } 316 }
317
318 tmp->map = newmap;
319
334 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)))
335 { 321 {
336 if (!QUERY_FLAG (tmp, FLAG_REFLECTING)) 322 if (!tmp->flag [FLAG_REFLECTING])
337 { 323 {
338 free_object (tmp); 324 tmp->drop_and_destroy ();
339 return 0; 325 return 0;
340 } 326 }
327
341 tmp->x = op->x; 328 tmp->x = op->x;
342 tmp->y = op->y; 329 tmp->y = op->y;
343 tmp->direction = absdir (tmp->direction + 4); 330 tmp->direction = absdir (tmp->direction + 4);
344 tmp->map = op->map; 331 tmp->map = op->map;
345 } 332 }
346 if ((tmp = insert_ob_in_map (tmp, tmp->map, op, 0)) != NULL) 333
334 if ((tmp = tmp->insert_at (tmp, op)))
347 move_bolt (tmp); 335 move_bolt (tmp);
336
348 return 1; 337 return 1;
349} 338}
350
351
352 339
353/*************************************************************************** 340/***************************************************************************
354 * 341 *
355 * BULLET/BALL CODE 342 * BULLET/BALL CODE
356 * 343 *
357 ***************************************************************************/ 344 ***************************************************************************/
358 345
359/* expands an explosion. op is a piece of the 346/* expands an explosion. op is a piece of the
360 * explosion - this expans it in the different directions. 347 * explosion - this expands it in the different directions.
361 * At least that is what I think this does. 348 * At least that is what I think this does.
362 */ 349 */
363void 350void
364explosion (object *op) 351explosion (object *op)
365{ 352{
366 object *tmp;
367 mapstruct *m = op->map; 353 maptile *m = op->map;
368 int i; 354 int i;
369 355
370 if (--(op->duration) < 0) 356 if (--op->duration < 0)
371 {
372 remove_ob (op);
373 free_object (op);
374 return;
375 } 357 {
358 op->destroy ();
359 return;
360 }
361
376 hit_map (op, 0, op->attacktype, 0); 362 hit_map (op, 0, op->attacktype, 0);
377 363
378 if (op->range > 0) 364 if (op->range > 0)
379 { 365 {
380 for (i = 1; i < 9; i++) 366 for (i = 1; i < 9; i++)
381 { 367 {
382 sint16 dx, dy; 368 sint16 dx, dy;
383 369
384 dx = op->x + freearr_x[i]; 370 dx = op->x + DIRX (i);
385 dy = op->y + freearr_y[i]; 371 dy = op->y + DIRY (i);
372
386 /* ok_to_put_more already does things like checks for walls, 373 /* ok_to_put_more already does things like checks for walls,
387 * out of map, etc. 374 * out of map, etc.
388 */ 375 */
389 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))
390 { 377 {
391 tmp = get_object (); 378 object *tmp = op->clone ();
392 copy_object (op, tmp); 379
393 tmp->state = 0; 380 tmp->state = 0;
394 tmp->speed_left = -0.21; 381 tmp->speed_left = -0.21f;
395 tmp->range--; 382 tmp->range--;
396 tmp->value = 0; 383 tmp->value = 0;
397 tmp->x = dx; 384
398 tmp->y = dy; 385 m->insert (tmp, dx, dy, op);
399 insert_ob_in_map (tmp, m, op, 0);
400 } 386 }
401 } 387 }
402 } 388 }
403} 389}
404
405 390
406/* Causes an object to explode, eg, a firebullet, 391/* Causes an object to explode, eg, a firebullet,
407 * poison cloud ball, etc. op is the object to 392 * poison cloud ball, etc. op is the object to
408 * explode. 393 * explode.
409 */ 394 */
410void 395static void
411explode_bullet (object *op) 396explode_bullet (object *op)
412{ 397{
413 tag_t op_tag = op->count;
414 object *tmp, *owner; 398 object *tmp, *owner;
415 399
416 if (op->other_arch == NULL) 400 if (!op->other_arch)
417 { 401 {
418 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n"); 402 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n");
419 remove_ob (op); 403 op->destroy ();
420 free_object (op);
421 return; 404 return;
422 } 405 }
423 406
424 if (op->env) 407 if (op->env)
425 { 408 {
426 object *env; 409 object *env = op->outer_env ();
427 410
428 env = object_get_env_recursive (op);
429 if (env->map == NULL || out_of_map (env->map, env->x, env->y)) 411 if (!env->map || out_of_map (env->map, env->x, env->y))
430 { 412 {
431 LOG (llevError, "BUG: explode_bullet(): env out of map\n"); 413 LOG (llevError, "BUG: explode_bullet(): env out of map\n");
432 remove_ob (op); 414 op->destroy ();
433 free_object (op);
434 return; 415 return;
435 } 416 }
436 remove_ob (op); 417
437 op->x = env->x; 418 op->insert_at (env, op, INS_NO_MERGE | INS_NO_WALK_ON);
438 op->y = env->y;
439 insert_ob_in_map (op, env->map, op, INS_NO_MERGE | INS_NO_WALK_ON);
440 } 419 }
441 else if (out_of_map (op->map, op->x, op->y)) 420 else if (out_of_map (op->map, op->x, op->y))
442 { 421 {
443 LOG (llevError, "BUG: explode_bullet(): op out of map\n"); 422 LOG (llevError, "BUG: explode_bullet(): op out of map\n");
444 remove_ob (op); 423 op->destroy ();
445 free_object (op);
446 return; 424 return;
447 } 425 }
448 426
449 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent explosions of any kind on safe maps 427 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent explosions of any kind on safe maps
450 // NOTE: If this breaks something important: remove this. I can't think of anything 428 // NOTE: If this breaks something important: remove this. I can't think of anything
451 // bad at the moment that might happen from this. 429 // bad at the moment that might happen from this.
452 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE) 430 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
453 { 431 {
454 remove_ob (op); 432 op->destroy ();
455 free_object (op);
456 return; 433 return;
457 } 434 }
458 435
459 if (op->attacktype) 436 if (op->attacktype)
460 { 437 {
461 hit_map (op, 0, op->attacktype, 1); 438 hit_map (op, 0, op->attacktype, 1);
462 if (was_destroyed (op, op_tag)) 439
440 if (op->destroyed ())
463 return; 441 return;
464 } 442 }
465 443
466 /* other_arch contains what this explodes into */ 444 /* other_arch contains what this explodes into */
467 tmp = arch_to_object (op->other_arch); 445 tmp = op->other_arch->instance ();
468 446
469 copy_owner (tmp, op); 447 tmp->set_owner (op);
470 tmp->skill = op->skill; 448 tmp->skill = op->skill;
471 449
472 owner = get_owner (op); 450 owner = op->owner;
473 if ((tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) && owner && !tailor_god_spell (tmp, owner)) 451
474 { 452 if ((tmp->attacktype & AT_HOLYWORD
475 remove_ob (op); 453 || tmp->attacktype & AT_GODPOWER)
476 free_object (op); 454 && owner
477 return; 455 && !tailor_god_spell (tmp, owner))
478 } 456 {
479 tmp->x = op->x; 457 op->destroy ();
480 tmp->y = op->y; 458 return;
459 }
481 460
482 /* special for bombs - it actually has sane values for these */ 461 /* special for bombs - it actually has sane values for these */
483 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB) 462 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB)
484 { 463 {
485 tmp->attacktype = op->attacktype; 464 tmp->attacktype = op->attacktype;
489 } 468 }
490 else 469 else
491 { 470 {
492 if (op->attacktype & AT_MAGIC) 471 if (op->attacktype & AT_MAGIC)
493 tmp->attacktype |= AT_MAGIC; 472 tmp->attacktype |= AT_MAGIC;
473
494 /* Spell doc describes what is going on here */ 474 /* Spell doc describes what is going on here */
495 tmp->stats.dam = op->dam_modifier; 475 tmp->stats.dam = op->dam_modifier;
496 tmp->range = op->stats.maxhp; 476 tmp->range = op->stats.maxhp;
497 tmp->duration = op->stats.hp; 477 tmp->duration = op->stats.hp;
498 /* Used for spell tracking - just need a unique val for this spell - 478 /* Used for spell tracking - just need a unique val for this spell -
506 tmp->stats.sp = op->direction; 486 tmp->stats.sp = op->direction;
507 487
508 /* Prevent recursion */ 488 /* Prevent recursion */
509 op->move_on = 0; 489 op->move_on = 0;
510 490
511 insert_ob_in_map (tmp, op->map, op, 0); 491 tmp->insert_at (op, op);
492 tmp->play_sound (tmp->sound);
493
512 /* remove the firebullet */ 494 /* remove the firebullet */
513 if (!was_destroyed (op, op_tag)) 495 op->destroy ();
514 {
515 remove_ob (op);
516 free_object (op);
517 }
518} 496}
519
520
521 497
522/* checks to see what op should do, given the space it is on 498/* checks to see what op should do, given the space it is on
523 * (eg, explode, damage player, etc) 499 * (eg, explode, damage player, etc)
524 */ 500 */
525
526void 501void
527check_bullet (object *op) 502check_bullet (object *op)
528{ 503{
529 tag_t op_tag = op->count, tmp_tag;
530 object *tmp; 504 object *tmp;
531 int dam, mflags; 505 int dam, mflags;
532 mapstruct *m; 506 maptile *m;
533 sint16 sx, sy; 507 sint16 sx, sy;
534 508
535 mflags = get_map_flags (op->map, &m, op->x, op->y, &sx, &sy); 509 mflags = get_map_flags (op->map, &m, op->x, op->y, &sx, &sy);
536 510
537 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy))) 511 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
546 520
547 /* If nothing alive on this space, no reason to do anything further */ 521 /* If nothing alive on this space, no reason to do anything further */
548 if (!(mflags & P_IS_ALIVE)) 522 if (!(mflags & P_IS_ALIVE))
549 return; 523 return;
550 524
551 for (tmp = get_map_ob (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 525 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
552 { 526 {
553 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 527 if (tmp->flag [FLAG_ALIVE])
554 { 528 {
555 tmp_tag = tmp->count;
556 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1); 529 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1);
530
531 // TODO: can't understand the following if's
557 if (was_destroyed (op, op_tag) || !was_destroyed (tmp, tmp_tag) || (op->stats.dam -= dam) < 0) 532 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0)
558 { 533 {
559 if (!QUERY_FLAG (op, FLAG_REMOVED)) 534 if (!op->flag [FLAG_REMOVED])
560 { 535 {
561 remove_ob (op); 536 op->destroy ();
562 free_object (op);
563 return; 537 return;
564 } 538 }
565 } 539 }
566 } 540 }
567 } 541 }
568} 542}
569
570 543
571/* Basically, we move 'op' one square, and if it hits something, 544/* Basically, we move 'op' one square, and if it hits something,
572 * call check_bullet. 545 * call check_bullet.
573 * This function is only applicable to bullets, but not to all 546 * This function is only applicable to bullets, but not to all
574 * fired arches (eg, bolts). 547 * fired arches (eg, bolts).
575 */ 548 */
576
577void 549void
578move_bullet (object *op) 550move_bullet (object *op)
579{ 551{
580 sint16 new_x, new_y;
581 int mflags;
582 mapstruct *m;
583
584#if 0 552#if 0
585 /* We need a better general purpose way to do this */ 553 /* We need a better general purpose way to do this */
586 554
587 /* peterm: added to make comet leave a trail of burnouts 555 /* peterm: added to make comet leave a trail of burnouts
588 it's an unadulterated hack, but the effect is cool. */ 556 it's an unadulterated hack, but the effect is cool. */
589 if (op->stats.sp == SP_METEOR) 557 if (op->stats.sp == SP_METEOR)
590 { 558 {
591 replace_insert_ob_in_map ("fire_trail", op); 559 replace_insert_ob_in_map ("fire_trail", op);
592 if (was_destroyed (op, op_tag)) 560 if (op->destroyed ())
593 return; 561 return;
594 } /* end addition. */ 562 } /* end addition. */
595#endif 563#endif
596 564
597 /* Reached the end of its life - remove it */ 565 /* Reached the end of its life - remove it */
598 if (--op->range <= 0) 566 if (--op->range <= 0)
599 { 567 {
600 if (op->other_arch) 568 if (op->other_arch)
601 {
602 explode_bullet (op); 569 explode_bullet (op);
603 }
604 else 570 else
605 { 571 op->destroy ();
606 remove_ob (op);
607 free_object (op);
608 }
609 return;
610 }
611 572
612 new_x = op->x + DIRX (op); 573 return;
613 new_y = op->y + DIRY (op);
614 m = op->map;
615 mflags = get_map_flags (m, &m, new_x, new_y, &new_x, &new_y);
616
617 if (mflags & P_OUT_OF_MAP)
618 { 574 }
619 remove_ob (op); 575
620 free_object (op); 576 mapxy pos (op);
621 return; 577 pos.move (op->direction);
578
579 if (!pos.normalise ())
622 } 580 {
581 op->destroy ();
582 return;
583 }
623 584
624 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))
625 { 590 {
626 if (op->other_arch) 591 if (op->other_arch)
627 {
628 explode_bullet (op); 592 explode_bullet (op);
629 }
630 else 593 else
631 { 594 op->destroy ();
632 remove_ob (op);
633 free_object (op);
634 }
635 return;
636 }
637 595
638 remove_ob (op); 596 return;
639 op->x = new_x; 597 }
640 op->y = new_y; 598
641 if ((op = insert_ob_in_map (op, m, op, 0)) == NULL) 599 if (!(op = pos.insert (op, op)))
642 return; 600 return;
643 601
644 if (reflwall (op->map, op->x, op->y, op)) 602 if (reflwall (op->map, op->x, op->y, op))
645 { 603 {
646 op->direction = absdir (op->direction + 4); 604 op->direction = absdir (op->direction + 4);
647 update_turn_face (op); 605 update_turn_face (op);
648 } 606 }
649 else 607 else
650 {
651 check_bullet (op); 608 check_bullet (op);
652 }
653} 609}
654
655
656
657 610
658/* fire_bullet 611/* fire_bullet
659 * object op (cast from caster) files a bolt in dir. 612 * object op (cast from caster) files a bolt in dir.
660 * spob is the spell object for the bolt. 613 * spob is the spell object for the bolt.
661 * we remove the magic flag - that can be derived from 614 * we remove the magic flag - that can be derived from
662 * spob->attacktype. 615 * spob->attacktype.
663 * This function sets up the appropriate owner and skill 616 * This function sets up the appropriate owner and skill
664 * pointers. 617 * pointers.
665 */ 618 */
666
667int 619int
668fire_bullet (object *op, object *caster, int dir, object *spob) 620fire_bullet (object *op, object *caster, int dir, object *spob)
669{ 621{
670 object *tmp = NULL; 622 object *tmp = NULL;
671 int mflags; 623 int mflags;
672 624
673 if (!spob->other_arch) 625 if (!spob->other_arch)
674 return 0; 626 return 0;
675 627
676 tmp = arch_to_object (spob->other_arch); 628 tmp = spob->other_arch->instance ();
677 if (tmp == NULL) 629 if (!tmp)
678 return 0; 630 return 0;
679 631
680 /* peterm: level dependency for bolts */ 632 /* peterm: level dependency for bolts */
681 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob); 633 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob);
682 tmp->attacktype = spob->attacktype; 634 tmp->attacktype = spob->attacktype;
683 if (spob->slaying) 635 if (spob->slaying)
684 tmp->slaying = spob->slaying; 636 tmp->slaying = spob->slaying;
685 637
689 tmp->stats.hp = spob->duration + SP_level_duration_adjust (caster, spob); 641 tmp->stats.hp = spob->duration + SP_level_duration_adjust (caster, spob);
690 tmp->stats.maxhp = spob->range + SP_level_range_adjust (caster, spob); 642 tmp->stats.maxhp = spob->range + SP_level_range_adjust (caster, spob);
691 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);
692 644
693 tmp->direction = dir; 645 tmp->direction = dir;
694 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) 646 if (tmp->flag [FLAG_IS_TURNABLE])
695 SET_ANIMATION (tmp, dir); 647 SET_ANIMATION (tmp, dir);
696 648
697 set_owner (tmp, op); 649 tmp->set_owner (op);
698 set_spell_skill (op, caster, spob, tmp); 650 set_spell_skill (op, caster, spob, tmp);
699 651
700 tmp->x = op->x + freearr_x[dir]; 652 tmp->x = op->x + DIRX (dir);
701 tmp->y = op->y + freearr_y[dir]; 653 tmp->y = op->y + DIRY (dir);
702 tmp->map = op->map; 654 tmp->map = op->map;
703 655
656 maptile *newmap;
704 mflags = get_map_flags (tmp->map, &tmp->map, tmp->x, tmp->y, &tmp->x, &tmp->y); 657 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y);
705 if (mflags & P_OUT_OF_MAP) 658 if (mflags & P_OUT_OF_MAP)
706 { 659 {
707 free_object (tmp); 660 tmp->destroy ();
708 return 0; 661 return 0;
709 } 662 }
663
664 tmp->map = newmap;
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
710 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)))
711 { 680 {
712 if (!QUERY_FLAG (tmp, FLAG_REFLECTING)) 681 if (!tmp->flag [FLAG_REFLECTING])
713 { 682 {
714 free_object (tmp); 683 tmp->destroy ();
715 return 0; 684 return 0;
716 } 685 }
686
717 tmp->x = op->x; 687 tmp->x = op->x;
718 tmp->y = op->y; 688 tmp->y = op->y;
719 tmp->direction = absdir (tmp->direction + 4); 689 tmp->direction = absdir (tmp->direction + 4);
720 tmp->map = op->map; 690 tmp->map = op->map;
721 } 691 }
722 if ((tmp = insert_ob_in_map (tmp, tmp->map, op, 0)) != NULL) 692
723 { 693 if ((tmp = tmp->insert_at (tmp, op)))
724 check_bullet (tmp); 694 check_bullet (tmp);
725 } 695
726 return 1; 696 return 1;
727} 697}
728
729
730
731 698
732/***************************************************************************** 699/*****************************************************************************
733 * 700 *
734 * CONE RELATED FUNCTIONS 701 * CONE RELATED FUNCTIONS
735 * 702 *
736 *****************************************************************************/ 703 *****************************************************************************/
737 704
738
739/* 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" */
740void 706static void
741cone_drop (object *op) 707cone_drop (object *op)
742{ 708{
743 object *new_ob = arch_to_object (op->other_arch); 709 object *new_ob = op->other_arch->instance ();
744 710
745 new_ob->x = op->x;
746 new_ob->y = op->y;
747 new_ob->level = op->level; 711 new_ob->level = op->level;
748 set_owner (new_ob, op->owner); 712 new_ob->set_owner (op->owner);
749 713
750 /* preserve skill ownership */ 714 /* preserve skill ownership */
751 if (op->skill && op->skill != new_ob->skill) 715 if (op->skill && op->skill != new_ob->skill)
752 {
753 new_ob->skill = op->skill; 716 new_ob->skill = op->skill;
754 }
755 insert_ob_in_map (new_ob, op->map, op, 0);
756 717
718 new_ob->insert_at (op, op);
757} 719}
758 720
759/* move_cone: causes cone object 'op' to move a space/hit creatures */ 721/* move_cone: causes cone object 'op' to move a space/hit creatures */
760 722
761void 723void
762move_cone (object *op) 724move_cone (object *op)
763{ 725{
764 int i;
765 tag_t tag;
766
767 /* if no map then hit_map will crash so just ignore object */ 726 /* if no map then hit_map will crash so just ignore object */
768 if (!op->map) 727 if (!op->map)
769 { 728 {
770 LOG (llevError, "Tried to move_cone object %s without a map.\n", op->name ? &op->name : "unknown"); 729 LOG (llevError, "Tried to move_cone object %s without a map.\n", op->name ? &op->name : "unknown");
771 op->speed = 0; 730 op->set_speed (0);
772 update_ob_speed (op);
773 return; 731 return;
774 } 732 }
775 733
776 /* lava saves it's life, but not yours :) */ 734 /* lava saves it's life, but not yours :) */
777 if (QUERY_FLAG (op, FLAG_LIFESAVE)) 735 if (op->flag [FLAG_LIFESAVE])
778 { 736 {
779 hit_map (op, 0, op->attacktype, 0); 737 hit_map (op, 0, op->attacktype, 0);
780 return; 738 return;
781 } 739 }
782 740
783#if 0 741#if 0
784 /* Disable this - enabling it makes monsters easier, as 742 /* Disable this - enabling it makes monsters easier, as
785 * when their cone dies when they die. 743 * when their cone dies when they die.
786 */ 744 */
787 /* If no owner left, the spell dies out. */ 745 /* If no owner left, the spell dies out. */
788 if (get_owner (op) == NULL) 746 if (op->owner == NULL)
789 { 747 {
790 remove_ob (op); 748 op->destroy ();
791 free_object (op);
792 return; 749 return;
793 } 750 }
794#endif 751#endif
795 752
796 tag = op->count;
797 hit_map (op, 0, op->attacktype, 0); 753 hit_map (op, 0, op->attacktype, 0);
754
755 if (!op->is_on_map ())
756 return;
798 757
799 /* Check to see if we should push anything. 758 /* Check to see if we should push anything.
800 * Spell objects with weight push whatever they encounter to some 759 * Spell objects with weight push whatever they encounter to some
801 * degree. 760 * degree.
802 */ 761 */
803 if (op->weight) 762 if (op->weight)
763 {
804 check_spell_knockback (op); 764 check_spell_knockback (op);
805 765
806 if (was_destroyed (op, tag)) 766 if (!op->is_on_map ())
807 return; 767 return;
768 }
808 769
809 if ((op->duration--) < 0) 770 if (op->duration-- < 0)
810 { 771 {
811 remove_ob (op); 772 op->destroy ();
812 free_object (op);
813 return; 773 return;
814 } 774 }
815 /* Object has hit maximum range, so don't have it move 775 /* Object has hit maximum range, so don't have it move
816 * any further. When the duration above expires, 776 * any further. When the duration above expires,
817 * then the object will get removed. 777 * then the object will get removed.
820 { 780 {
821 op->range = 0; /* just so it doesn't wrap */ 781 op->range = 0; /* just so it doesn't wrap */
822 return; 782 return;
823 } 783 }
824 784
825 for (i = -1; i < 2; i++) 785 for (int i = -1; i <= 1; i++)
826 { 786 {
827 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));
828 788
829 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))
830 { 790 {
831 object *tmp = get_object (); 791 object *tmp = op->clone ();
832
833 copy_object (op, tmp);
834 tmp->x = x;
835 tmp->y = y;
836 792
837 tmp->duration = op->duration + 1; 793 tmp->duration = op->duration + 1;
838 794
839 /* Use for spell tracking - see ok_to_put_more() */ 795 /* Use for spell tracking - see ok_to_put_more() */
840 tmp->stats.maxhp = op->stats.maxhp; 796 tmp->stats.maxhp = op->stats.maxhp;
841 insert_ob_in_map (tmp, op->map, op, 0); 797
798 op->map->insert (tmp, x, y, op);
799
842 if (tmp->other_arch) 800 if (tmp->other_arch)
843 cone_drop (tmp); 801 cone_drop (tmp);
844 } 802 }
845 } 803 }
846} 804}
856int 814int
857cast_cone (object *op, object *caster, int dir, object *spell) 815cast_cone (object *op, object *caster, int dir, object *spell)
858{ 816{
859 object *tmp; 817 object *tmp;
860 int i, success = 0, range_min = -1, range_max = 1; 818 int i, success = 0, range_min = -1, range_max = 1;
861 mapstruct *m; 819 maptile *m;
862 sint16 sx, sy; 820 sint16 sx, sy;
863 MoveType movetype; 821 MoveType movetype;
864 822
865 if (!spell->other_arch) 823 if (!spell->other_arch)
866 return 0; 824 return 0;
867 825
868 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)
869 { 827 {
870 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!");
871 return 0; 829 return 0;
872 } 830 }
873 831
874 if (!dir) 832 if (!dir)
875 { 833 {
879 837
880 /* Need to know what the movetype of the object we are about 838 /* Need to know what the movetype of the object we are about
881 * to create is, so we can know if the space we are about to 839 * to create is, so we can know if the space we are about to
882 * insert it into is blocked. 840 * insert it into is blocked.
883 */ 841 */
884 movetype = spell->other_arch->clone.move_type; 842 movetype = spell->other_arch->move_type;
885 843
886 for (i = range_min; i <= range_max; i++) 844 for (i = range_min; i <= range_max; i++)
887 { 845 {
888 sint16 x, y, d; 846 sint16 x, y;
889 847
890 /* We can't use absdir here, because it never returns 848 /* We can't use absdir here, because it never returns
891 * 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
892 * 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
893 * to hit that person. 851 * to hit that person.
894 */ 852 */
895 d = dir + i; 853 int d = dir ? absdir (dir + i) : i;
896 while (d < 0)
897 d += 8;
898 while (d > 8)
899 d -= 8;
900 854
901 /* 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.
902 * In that case, we have to see - if dir is specified, 856 * In that case, we have to see - if dir is specified,
903 * turn this into direction 8. If dir is not specified (all 857 * turn this into direction 8. If dir is not specified (all
904 * direction) skip - otherwise, one line would do more damage 858 * direction) skip - otherwise, one line would do more damage
911 d = 8; 865 d = 8;
912 else 866 else
913 continue; 867 continue;
914 } 868 }
915 869
916 x = op->x + freearr_x[d]; 870 x = op->x + DIRX (d);
917 y = op->y + freearr_y[d]; 871 y = op->y + DIRY (d);
918 872
919 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)
920 continue; 874 continue;
921 875
922 if ((movetype & GET_MAP_MOVE_BLOCK (m, sx, sy)) == movetype) 876 if ((movetype & GET_MAP_MOVE_BLOCK (m, sx, sy)) == movetype)
923 continue; 877 continue;
924 878
925 success = 1; 879 success = 1;
926 tmp = arch_to_object (spell->other_arch); 880 tmp = spell->other_arch->instance ();
927 set_owner (tmp, op); 881 tmp->set_owner (op);
928 set_spell_skill (op, caster, spell, tmp); 882 set_spell_skill (op, caster, spell, tmp);
929 tmp->level = caster_level (caster, spell); 883 tmp->level = casting_level (caster, spell);
930 tmp->x = sx;
931 tmp->y = sy;
932 tmp->attacktype = spell->attacktype; 884 tmp->attacktype = spell->attacktype;
933 885
934 /* holy word stuff */ 886 /* holy word stuff */
935 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER)) 887 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER))
936 {
937 if (!tailor_god_spell (tmp, op)) 888 if (!tailor_god_spell (tmp, op))
938 return 0; 889 return 0;
939 }
940 890
941 if (dir) 891 if (dir)
942 tmp->stats.sp = dir; 892 tmp->stats.sp = dir;
943 else 893 else
944 tmp->stats.sp = i; 894 tmp->stats.sp = i;
950 { 900 {
951 tmp->range /= 4; 901 tmp->range /= 4;
952 if (tmp->range < 2 && spell->range >= 2) 902 if (tmp->range < 2 && spell->range >= 2)
953 tmp->range = 2; 903 tmp->range = 2;
954 } 904 }
905
955 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 906 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
956 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell); 907 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
957 908
958 /* Special bonus for fear attacks */ 909 /* Special bonus for fear attacks */
959 if (tmp->attacktype & AT_FEAR) 910 if (tmp->attacktype & AT_FEAR)
961 if (caster->type == PLAYER) 912 if (caster->type == PLAYER)
962 tmp->duration += fear_bonus[caster->stats.Cha]; 913 tmp->duration += fear_bonus[caster->stats.Cha];
963 else 914 else
964 tmp->duration += caster->level / 3; 915 tmp->duration += caster->level / 3;
965 } 916 }
917
966 if (tmp->attacktype & (AT_HOLYWORD | AT_TURN_UNDEAD)) 918 if (tmp->attacktype & (AT_HOLYWORD | AT_TURN_UNDEAD))
967 { 919 {
968 if (caster->type == PLAYER) 920 if (caster->type == PLAYER)
969 tmp->duration += turn_bonus[caster->stats.Wis] / 5; 921 tmp->duration += turn_bonus[caster->stats.Wis] / 5;
970 else 922 else
971 tmp->duration += caster->level / 3; 923 tmp->duration += caster->level / 3;
972 } 924 }
973 925
974
975 if (!(tmp->move_type & MOVE_FLY_LOW)) 926 if (!(tmp->move_type & MOVE_FLY_LOW))
976 LOG (llevDebug, "cast_cone(): arch %s doesn't have flying 1\n", &spell->other_arch->name); 927 LOG (llevDebug, "cast_cone(): arch %s doesn't have flying 1\n", &spell->other_arch->archname);
977 928
978 if (!tmp->move_on && tmp->stats.dam) 929 if (!tmp->move_on && tmp->stats.dam)
979 {
980 LOG (llevDebug, "cast_cone(): arch %s doesn't have move_on set\n", &spell->other_arch->name); 930 LOG (llevDebug, "cast_cone(): arch %s doesn't have move_on set\n", &spell->other_arch->archname);
981 } 931
982 insert_ob_in_map (tmp, m, op, 0); 932 m->insert (tmp, sx, sy, op);
983 933
984 /* This is used for tracking spells so that one effect doesn't hit 934 /* This is used for tracking spells so that one effect doesn't hit
985 * a single space too many times. 935 * a single space too many times.
986 */ 936 */
987 tmp->stats.maxhp = tmp->count; 937 tmp->stats.maxhp = tmp->count;
988 938
989 if (tmp->other_arch) 939 if (tmp->other_arch)
990 cone_drop (tmp); 940 cone_drop (tmp);
991 } 941 }
942
992 return success; 943 return success;
993} 944}
994 945
995/**************************************************************************** 946/****************************************************************************
996 * 947 *
997 * BOMB related code 948 * BOMB related code
998 * 949 *
999 ****************************************************************************/ 950 ****************************************************************************/
1000 951
1001
1002/* This handles an exploding bomb. 952/* This handles an exploding bomb.
1003 * op is the original bomb object. 953 * op is the original bomb object.
1004 */ 954 */
1005void 955void
1006animate_bomb (object *op) 956animate_bomb (object *op)
1007{ 957{
1008 int i;
1009 object *env, *tmp;
1010 archetype *at;
1011
1012 if (op->state != NUM_ANIMATIONS (op) - 1) 958 if (op->state != NUM_ANIMATIONS (op) - 1)
1013 return; 959 return;
1014 960
1015 961 object *env = op->outer_env ();
1016 env = object_get_env_recursive (op);
1017 962
1018 if (op->env) 963 if (op->env)
1019 { 964 {
1020 if (env->map == NULL) 965 if (!env->map)
1021 return; 966 return;
1022 967
1023 if (env->type == PLAYER) 968 if (!(op = op->insert_at (env, op)))
1024 esrv_del_item (env->contr, op->count);
1025
1026 remove_ob (op);
1027 op->x = env->x;
1028 op->y = env->y;
1029 if ((op = insert_ob_in_map (op, env->map, op, 0)) == NULL)
1030 return; 969 return;
1031 } 970 }
1032 971
1033 // 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
1034 // 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
1035 // as bombs can be carried. 974 // as bombs can be carried.
1036 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE) 975 if (op->ms ().flags () & P_SAFE)
1037 { 976 {
1038 remove_ob (op); 977 op->destroy ();
1039 free_object (op);
1040 return; 978 return;
1041 } 979 }
1042 980
1043 /* This copies a lot of the code from the fire bullet, 981 /* This copies a lot of the code from the fire bullet,
1044 * but using the cast_bullet isn't really feasible, 982 * but using the cast_bullet isn't really feasible,
1045 * so just set up the appropriate values. 983 * so just set up the appropriate values.
1046 */ 984 */
1047 at = find_archetype (SPLINT); 985 if (archetype *at = archetype::find (SPLINT))
1048 if (at)
1049 { 986 {
1050 for (i = 1; i < 9; i++) 987 for (int i = 1; i < 9; i++)
1051 { 988 {
1052 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)))
1053 continue; 990 continue;
1054 tmp = arch_to_object (at); 991
992 object *tmp = at->instance ();
1055 tmp->direction = i; 993 tmp->direction = i;
1056 tmp->range = op->range; 994 tmp->range = op->range;
1057 tmp->stats.dam = op->stats.dam; 995 tmp->stats.dam = op->stats.dam;
1058 tmp->duration = op->duration; 996 tmp->duration = op->duration;
1059 tmp->attacktype = op->attacktype; 997 tmp->attacktype = op->attacktype;
1060 copy_owner (tmp, op); 998 tmp->set_owner (op);
1061 if (op->skill && op->skill != tmp->skill) 999 if (op->skill && op->skill != tmp->skill)
1062 {
1063 tmp->skill = op->skill; 1000 tmp->skill = op->skill;
1064 } 1001
1065 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) 1002 if (tmp->flag [FLAG_IS_TURNABLE])
1066 SET_ANIMATION (tmp, i); 1003 SET_ANIMATION (tmp, i);
1067 tmp->x = op->x + freearr_x[i]; 1004
1068 tmp->y = op->y + freearr_x[i]; 1005 op->map->insert (tmp, op->x + DIRX (i), op->y + DIRX (i), op);
1069 insert_ob_in_map (tmp, op->map, op, 0);
1070 move_bullet (tmp); 1006 move_bullet (tmp);
1071 } 1007 }
1072 } 1008 }
1073 1009
1074 explode_bullet (op); 1010 explode_bullet (op);
1075} 1011}
1076 1012
1077int 1013int
1078create_bomb (object *op, object *caster, int dir, object *spell) 1014create_bomb (object *op, object *caster, int dir, object *spell)
1079{ 1015{
1080
1081 object *tmp; 1016 object *tmp;
1082 int mflags; 1017 int mflags;
1083 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);
1084 mapstruct *m; 1019 maptile *m;
1085 1020
1086 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 {
1087 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))
1088 { 1030 {
1089 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way."); 1031 op->failmsg ("There is something in the way.");
1090 return 0; 1032 return 0;
1033 }
1091 } 1034 }
1092 tmp = arch_to_object (spell->other_arch); 1035
1036 tmp = spell->other_arch->instance ();
1093 1037
1094 /* level dependencies for bomb */ 1038 /* level dependencies for bomb */
1095 tmp->range = spell->range + SP_level_range_adjust (caster, spell); 1039 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
1096 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);
1097 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell); 1041 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
1098 tmp->attacktype = spell->attacktype; 1042 tmp->attacktype = spell->attacktype;
1099 1043
1100 set_owner (tmp, op); 1044 tmp->set_owner (op);
1101 set_spell_skill (op, caster, spell, tmp); 1045 set_spell_skill (op, caster, spell, tmp);
1102 tmp->x = dx; 1046
1103 tmp->y = dy; 1047 m->insert (tmp, dx, dy, op);
1104 insert_ob_in_map (tmp, m, op, 0);
1105 return 1; 1048 return 1;
1106} 1049}
1107 1050
1108/**************************************************************************** 1051/****************************************************************************
1109 * 1052 *
1118 * dir is the direction to look in. 1061 * dir is the direction to look in.
1119 * range is how far out to look. 1062 * range is how far out to look.
1120 * 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.
1121 * this info is used for blocked magic/unholy spaces. 1064 * this info is used for blocked magic/unholy spaces.
1122 */ 1065 */
1123 1066static object *
1124object *
1125get_pointed_target (object *op, int dir, int range, int type) 1067get_pointed_target (object *op, int dir, int range, int type)
1126{ 1068{
1127 object *target; 1069 object *target;
1128 sint16 x, y; 1070 sint16 x, y;
1129 int dist, mflags; 1071 int dist, mflags;
1130 mapstruct *mp; 1072 maptile *mp;
1131 1073
1132 if (dir == 0) 1074 if (dir == 0)
1133 return NULL; 1075 return NULL;
1134 1076
1135 for (dist = 1; dist < range; dist++) 1077 for (dist = 1; dist < range; dist++)
1136 { 1078 {
1137 x = op->x + freearr_x[dir] * dist; 1079 x = op->x + DIRX (dir) * dist;
1138 y = op->y + freearr_y[dir] * dist; 1080 y = op->y + DIRY (dir) * dist;
1139 mp = op->map; 1081 mp = op->map;
1140 mflags = get_map_flags (op->map, &mp, x, y, &x, &y); 1082 mflags = get_map_flags (op->map, &mp, x, y, &x, &y);
1141 1083
1142 if (mflags & P_OUT_OF_MAP) 1084 if (mflags & P_OUT_OF_MAP)
1143 return NULL; 1085 return NULL;
1147 return NULL; 1089 return NULL;
1148 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW) 1090 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW)
1149 return NULL; 1091 return NULL;
1150 1092
1151 if (mflags & P_IS_ALIVE) 1093 if (mflags & P_IS_ALIVE)
1152 {
1153 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)
1154 { 1095 if (target->flag [FLAG_MONSTER])
1155 if (QUERY_FLAG (target->head ? target->head : target, FLAG_MONSTER))
1156 {
1157 return target; 1096 return target;
1158 }
1159 }
1160 }
1161 } 1097 }
1098
1162 return NULL; 1099 return NULL;
1163} 1100}
1164 1101
1165
1166/* cast_smite_arch() - the priest points to a creature and causes 1102/* cast_smite_spell() - the priest points to a creature and causes
1167 * a 'godly curse' to decend. 1103 * a 'godly curse' to decend.
1168 * usual params - 1104 * usual params -
1169 * op = player 1105 * op = player
1170 * caster = object casting the spell. 1106 * caster = object casting the spell.
1171 * dir = direction being cast 1107 * dir = direction being cast
1172 * spell = spell object 1108 * spell = spell object
1173 */ 1109 */
1174
1175int 1110int
1176cast_smite_spell (object *op, object *caster, int dir, object *spell) 1111cast_smite_spell (object *op, object *caster, int dir, object *spell)
1177{ 1112{
1178 object *effect, *target; 1113 object *effect, *target;
1179 object *god = find_god (determine_god (op)); 1114 object *god = find_god (determine_god (op));
1180 int range;
1181 1115
1182 range = spell->range + SP_level_range_adjust (caster, spell);
1183 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);
1184 1117
1185 /* Bunch of conditions for casting this spell. Note that only 1118 /* Bunch of conditions for casting this spell. Note that only
1186 * require a god if this is a cleric spell (requires grace). 1119 * require a god if this is a cleric spell (requires grace).
1187 * 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
1188 * 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
1189 * interesting spell. 1122 * interesting spell.
1190 * 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
1191 * can't be friendly to your god. 1124 * can't be friendly to your god.
1192 */ 1125 */
1193 1126
1194 if (!target || QUERY_FLAG (target, FLAG_REFL_SPELL) 1127 if (!target
1128 || target->flag [FLAG_REFL_SPELL]
1195 || (!god && spell->stats.grace) 1129 || (!god && spell->stats.grace)
1196 || (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)))
1197 { 1132 {
1198 new_draw_info (NDI_UNIQUE, 0, op, "Your request is unheeded."); 1133 op->failmsg ("Your request is unheeded.");
1199 return 0; 1134 return 0;
1200 } 1135 }
1201 1136
1202 if (spell->other_arch) 1137 if (spell->other_arch)
1203 effect = arch_to_object (spell->other_arch); 1138 effect = spell->other_arch->instance ();
1204 else 1139 else
1205 return 0; 1140 return 0;
1206 1141
1207 /* tailor the effect by priest level and worshipped God */ 1142 /* tailor the effect by priest level and worshipped God */
1208 effect->level = caster_level (caster, spell); 1143 effect->level = casting_level (caster, spell);
1209 effect->attacktype = spell->attacktype; 1144 effect->attacktype = spell->attacktype;
1210 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER)) 1145 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER))
1211 { 1146 {
1212 if (tailor_god_spell (effect, op)) 1147 if (tailor_god_spell (effect, op))
1213 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));
1214 else 1149 else
1215 { 1150 {
1216 new_draw_info (NDI_UNIQUE, 0, op, "Your request is ignored."); 1151 op->failmsg ("Your request is ignored.");
1217 return 0; 1152 return 0;
1218 } 1153 }
1219 } 1154 }
1220 1155
1221 /* size of the area of destruction */ 1156 /* size of the area of destruction */
1225 if (effect->attacktype & AT_DEATH) 1160 if (effect->attacktype & AT_DEATH)
1226 { 1161 {
1227 effect->level = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1162 effect->level = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1228 1163
1229 /* casting death spells at undead isn't a good thing */ 1164 /* casting death spells at undead isn't a good thing */
1230 if QUERY_FLAG
1231 (target, FLAG_UNDEAD) 1165 if (target->flag [FLAG_UNDEAD])
1232 { 1166 {
1233 if (random_roll (0, 2, op, PREFER_LOW)) 1167 if (random_roll (0, 2, op, PREFER_LOW))
1234 { 1168 {
1235 new_draw_info (NDI_UNIQUE, 0, op, "Idiot! Your spell boomerangs!"); 1169 new_draw_info (NDI_UNIQUE, 0, op, "Idiot! Your spell boomerangs!");
1236 effect->x = op->x; 1170 effect->x = op->x;
1238 } 1172 }
1239 else 1173 else
1240 { 1174 {
1241 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s looks stronger!", query_name (target)); 1175 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s looks stronger!", query_name (target));
1242 target->stats.hp = target->stats.maxhp * 2; 1176 target->stats.hp = target->stats.maxhp * 2;
1243 free_object (effect); 1177 effect->destroy ();
1244 return 0; 1178 return 0;
1245 } 1179 }
1246 } 1180 }
1247 } 1181 }
1248 else 1182 else
1249 { 1183 {
1250 /* how much woe to inflict :) */ 1184 /* how much woe to inflict :) */
1251 effect->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1185 effect->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1252 } 1186 }
1253 1187
1254 set_owner (effect, op); 1188 effect->set_owner (op);
1255 set_spell_skill (op, caster, spell, effect); 1189 set_spell_skill (op, caster, spell, effect);
1256 1190
1257 /* ok, tell it where to be, and insert! */ 1191 /* ok, tell it where to be, and insert! */
1258 effect->x = target->x; 1192 effect->insert_at (target, op);
1259 effect->y = target->y;
1260 insert_ob_in_map (effect, target->map, op, 0);
1261 1193
1262 return 1; 1194 return 1;
1263} 1195}
1264
1265 1196
1266/**************************************************************************** 1197/****************************************************************************
1267 * 1198 *
1268 * MAGIC MISSILE code. 1199 * MAGIC MISSILE code.
1269 * note that the fire_bullet is used to fire the missile. The 1200 * note that the fire_bullet is used to fire the missile. The
1272 1203
1273/* op is a missile that needs to be moved */ 1204/* op is a missile that needs to be moved */
1274void 1205void
1275move_missile (object *op) 1206move_missile (object *op)
1276{ 1207{
1277 int i, mflags;
1278 object *owner;
1279 sint16 new_x, new_y;
1280 mapstruct *m;
1281
1282 if (op->range-- <= 0) 1208 if (op->range-- <= 0)
1283 { 1209 {
1284 remove_ob (op); 1210 op->drop_and_destroy ();
1285 free_object (op);
1286 return; 1211 return;
1287 }
1288
1289 owner = get_owner (op);
1290#if 0
1291 /* It'd make things nastier if this wasn't here - spells cast by
1292 * monster that are then killed would continue to survive
1293 */
1294 if (owner == NULL)
1295 { 1212 }
1296 remove_ob (op); 1213
1297 free_object (op); 1214 mapxy pos (op);
1298 return; 1215 pos.move (op->direction);
1216
1217 if (!pos.normalise ())
1299 } 1218 {
1300#endif 1219 op->destroy ();
1301 1220 return;
1302 new_x = op->x + DIRX (op);
1303 new_y = op->y + DIRY (op);
1304
1305 mflags = get_map_flags (op->map, &m, new_x, new_y, &new_x, &new_y);
1306
1307 if (!(mflags & P_OUT_OF_MAP) && ((mflags & P_IS_ALIVE) || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y))))
1308 { 1221 }
1309 tag_t tag = op->count;
1310 1222
1223 mapspace &ms = pos.ms ();
1224
1225 if (ms.flags () & P_IS_ALIVE || ms.blocks (op))
1226 {
1311 hit_map (op, op->direction, AT_MAGIC, 1); 1227 hit_map (op, op->direction, AT_MAGIC, 1);
1312 /* Basically, missile only hits one thing then goes away. 1228 /* Basically, missile only hits one thing then goes away.
1313 * we need to remove it if someone hasn't already done so. 1229 * we need to remove it if someone hasn't already done so.
1314 */ 1230 */
1315 if (!was_destroyed (op, tag)) 1231 op->destroy ();
1316 {
1317 remove_ob (op);
1318 free_object (op);
1319 }
1320 return; 1232 return;
1321 }
1322
1323 remove_ob (op);
1324 if (!op->direction || (mflags & P_OUT_OF_MAP))
1325 { 1233 }
1326 free_object (op); 1234
1327 return; 1235 if (!op->direction)
1328 } 1236 {
1329 op->x = new_x; 1237 op->destroy ();
1330 op->y = new_y; 1238 return;
1331 op->map = m; 1239 }
1332 i = spell_find_dir (op->map, op->x, op->y, get_owner (op)); 1240
1241 int i = spell_find_dir (pos.m, pos.x, pos.y, op->owner);
1333 if (i > 0 && i != op->direction) 1242 if (i > 0 && i != op->direction)
1334 { 1243 {
1335 op->direction = i; 1244 op->direction = i;
1336 SET_ANIMATION (op, op->direction); 1245 SET_ANIMATION (op, op->direction);
1337 } 1246 }
1338 insert_ob_in_map (op, op->map, op, 0); 1247
1248 pos.insert (op, op);
1339} 1249}
1340 1250
1341/**************************************************************************** 1251/****************************************************************************
1342 * Destruction 1252 * Destruction
1343 ****************************************************************************/ 1253 ****************************************************************************/
1344 1254
1345/* make_object_glow() - currently only makes living objects glow. 1255/* make_object_glow() - currently only makes living objects glow.
1346 * 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
1347 * object. if time is 0, the object glows permanently. To truely 1257 * object. if time is 0, the object glows permanently. To truely
1348 * make this work for non-living objects, we would have to 1258 * make this work for non-living objects, we would have to
1349 * give them the capability to have an inventory. b.t. 1259 * give them the capability to have an inventory. b.t.
1350 */ 1260 */
1351 1261static int
1352int
1353make_object_glow (object *op, int radius, int time) 1262make_object_glow (object *op, int radius, int time)
1354{ 1263{
1355 object *tmp;
1356
1357 /* some things are unaffected... */ 1264 /* some things are unaffected... */
1358 if (op->path_denied & PATH_LIGHT) 1265 if (op->path_denied & PATH_LIGHT)
1359 return 0; 1266 return 0;
1360 1267
1361 tmp = get_archetype (FORCE_NAME); 1268 object *tmp = archetype::get (FORCE_NAME);
1362 tmp->speed = 0.01; 1269 tmp->set_speed (0.01);
1363 tmp->stats.food = time; 1270 tmp->stats.food = time;
1364 SET_FLAG (tmp, FLAG_IS_USED_UP); 1271 tmp->set_flag (FLAG_IS_USED_UP);
1365 tmp->glow_radius = radius; 1272 tmp->set_glow_radius (min (MAX_LIGHT_RADIUS, radius));
1366 if (tmp->glow_radius > MAX_LIGHT_RADII)
1367 tmp->glow_radius = MAX_LIGHT_RADII;
1368
1369 tmp->x = op->x;
1370 tmp->y = op->y;
1371 if (tmp->speed < MIN_ACTIVE_SPEED)
1372 tmp->speed = MIN_ACTIVE_SPEED; /* safety */
1373 tmp = insert_ob_in_ob (tmp, op); 1273 tmp = insert_ob_in_ob (tmp, op);
1274
1374 if (tmp->glow_radius > op->glow_radius) 1275 if (tmp->glow_radius > op->glow_radius)
1375 op->glow_radius = tmp->glow_radius; 1276 op->set_glow_radius (tmp->glow_radius);
1376 1277
1377 if (!tmp->env || op != tmp->env)
1378 {
1379 LOG (llevError, "make_object_glow() failed to insert glowing force in %s\n", &op->name);
1380 return 0;
1381 }
1382 return 1; 1278 return 1;
1383} 1279}
1384
1385
1386
1387 1280
1388int 1281int
1389cast_destruction (object *op, object *caster, object *spell_ob) 1282cast_destruction (object *op, object *caster, object *spell_ob)
1390{ 1283{
1391 int i, j, range, mflags, friendly = 0, dam, dur;
1392 sint16 sx, sy;
1393 mapstruct *m;
1394 object *tmp;
1395 const char *skill;
1396
1397 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob); 1284 int range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
1398 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);
1399 dur = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob); 1286 int dur = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
1400 if (QUERY_FLAG (op, FLAG_FRIENDLY) || op->type == PLAYER)
1401 friendly = 1;
1402 1287
1403 /* destruction doesn't use another spell object, so we need 1288 bool friendly = op->flag [FLAG_FRIENDLY] || op->is_player ();
1404 * update op's skill pointer so that exp is properly awarded.
1405 * We do some shortcuts here - since this is just temporary
1406 * and we'll reset the values back, we don't need to go through
1407 * the full share string/free_string route.
1408 */
1409 skill = op->skill;
1410 if (caster == op)
1411 op->skill = spell_ob->skill;
1412 else if (caster->skill)
1413 op->skill = caster->skill;
1414 else
1415 op->skill = NULL;
1416 1289
1417 change_skill (op, find_skill_by_name (op, op->skill), 1); 1290 dynbuf buf;
1418 1291 unordered_mapwalk (buf, op, -range, -range, range, range)
1419 for (i = -range; i < range; i++)
1420 { 1292 {
1421 for (j = -range; j < range; j++) 1293 mapspace &ms = m->at (nx, ny);
1422 { 1294
1423 m = op->map;
1424 sx = op->x + i;
1425 sy = op->y + j;
1426 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
1427 if (mflags & P_OUT_OF_MAP)
1428 continue;
1429 if (mflags & P_IS_ALIVE) 1295 if (ms.flags () & P_IS_ALIVE)
1296 for (object *next, *tmp = ms.bot; tmp; tmp = next)
1430 { 1297 {
1431 for (tmp = get_map_ob (m, sx, sy); tmp; tmp = tmp->above) 1298 next = tmp->above;
1299
1300 if (tmp->flag [FLAG_ALIVE] || tmp->is_player ())
1432 { 1301 {
1433 if (QUERY_FLAG (tmp, FLAG_ALIVE) || tmp->type == PLAYER)
1434 break;
1435 }
1436 if (tmp)
1437 {
1438 if (tmp->head)
1439 tmp = tmp->head; 1302 tmp = tmp->head_ ();
1440 1303
1441 if ((friendly && !QUERY_FLAG (tmp, FLAG_FRIENDLY) && tmp->type != PLAYER) || 1304 if ((friendly && !tmp->flag [FLAG_FRIENDLY] && !tmp->is_player ())
1442 (!friendly && (QUERY_FLAG (tmp, FLAG_FRIENDLY) || tmp->type == PLAYER))) 1305 || (!friendly && (tmp->flag [FLAG_FRIENDLY] || tmp->is_player ())))
1443 { 1306 {
1444 if (spell_ob->subtype == SP_DESTRUCTION) 1307 if (spell_ob->subtype == SP_DESTRUCTION)
1445 { 1308 {
1446 hit_player (tmp, dam, op, spell_ob->attacktype, 0); 1309 hit_player (tmp, dam, op, spell_ob->attacktype, 0);
1310
1447 if (spell_ob->other_arch) 1311 if (spell_ob->other_arch)
1448 { 1312 m->insert (spell_ob->other_arch->instance (), nx, ny, op);
1449 tmp = arch_to_object (spell_ob->other_arch);
1450 tmp->x = sx;
1451 tmp->y = sy;
1452 insert_ob_in_map (tmp, m, op, 0);
1453 }
1454 } 1313 }
1455 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)
1456 { 1315 {
1457 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch) 1316 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch)
1458 { 1317 m->insert (spell_ob->other_arch->instance (), nx, ny, op);
1459 object *effect = arch_to_object (spell_ob->other_arch);
1460
1461 effect->x = sx;
1462 effect->y = sy;
1463 insert_ob_in_map (effect, m, op, 0);
1464 }
1465 } 1318 }
1466 } 1319 }
1467 } 1320 }
1468 } 1321 }
1469 }
1470 } 1322 }
1471 op->skill = skill; 1323
1472 return 1; 1324 return 1;
1473} 1325}
1474 1326
1475/*************************************************************************** 1327/***************************************************************************
1476 * 1328 *
1477 * CURSE 1329 * CURSE
1478 * 1330 *
1479 ***************************************************************************/ 1331 ***************************************************************************/
1480
1481int 1332int
1482cast_curse (object *op, object *caster, object *spell_ob, int dir) 1333cast_curse (object *op, object *caster, object *spell_ob, int dir)
1483{ 1334{
1484 object *god = find_god (determine_god (op)); 1335 object *god = find_god (determine_god (op));
1485 object *tmp, *force; 1336 object *tmp, *force;
1486 1337
1487 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);
1488 if (!tmp) 1339 if (!tmp)
1489 { 1340 {
1490 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.");
1491 return 0; 1342 return 0;
1492 } 1343 }
1493 1344
1345 tmp = tmp->head_ ();
1346
1494 /* If we've already got a force of this type, don't add a new one. */ 1347 /* If we've already got a force of this type, don't add a new one. */
1495 for (force = tmp->inv; force != NULL; force = force->below) 1348 for (force = tmp->inv; force; force = force->below)
1496 { 1349 {
1497 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY) 1350 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY)
1498 { 1351 {
1499 if (force->name == spell_ob->name) 1352 if (force->name == spell_ob->name)
1500 { 1353 {
1506 return 0; 1359 return 0;
1507 } 1360 }
1508 } 1361 }
1509 } 1362 }
1510 1363
1511 if (force == NULL) 1364 if (!force)
1512 { 1365 {
1513 force = get_archetype (FORCE_NAME); 1366 force = archetype::get (FORCE_NAME);
1514 force->subtype = FORCE_CHANGE_ABILITY; 1367 force->subtype = FORCE_CHANGE_ABILITY;
1368
1515 if (spell_ob->race) 1369 if (spell_ob->race)
1516 force->name = spell_ob->race; 1370 force->name = spell_ob->race;
1517 else 1371 else
1518 force->name = spell_ob->name; 1372 force->name = spell_ob->name;
1519 1373
1529 { 1383 {
1530 force->duration = duration; 1384 force->duration = duration;
1531 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 1385 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1532 } 1386 }
1533 else 1387 else
1534 {
1535 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1388 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1536 } 1389
1537 return 1; 1390 return 1;
1538 } 1391 }
1392
1539 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;
1540 force->speed = 1.0;
1541 force->speed_left = -1.0; 1394 force->speed_left = -1.f;
1542 SET_FLAG (force, FLAG_APPLIED); 1395 force->set_speed (1.f);
1396 force->set_flag (FLAG_APPLIED);
1543 1397
1544 if (god) 1398 if (god)
1545 { 1399 {
1546 if (spell_ob->last_grace) 1400 if (spell_ob->last_grace)
1547 force->path_repelled = god->path_repelled; 1401 force->path_repelled = god->path_repelled;
1559 force->stats.ac = spell_ob->stats.ac; 1413 force->stats.ac = spell_ob->stats.ac;
1560 force->stats.wc = spell_ob->stats.wc; 1414 force->stats.wc = spell_ob->stats.wc;
1561 1415
1562 change_abil (tmp, force); /* Mostly to display any messages */ 1416 change_abil (tmp, force); /* Mostly to display any messages */
1563 insert_ob_in_ob (force, tmp); 1417 insert_ob_in_ob (force, tmp);
1564 fix_player (tmp); 1418 tmp->update_stats ();
1419
1565 return 1; 1420 return 1;
1566
1567} 1421}
1568
1569 1422
1570/********************************************************************** 1423/**********************************************************************
1571 * mood change 1424 * mood change
1572 * 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
1573 * effects monsters, it seems best to put it into this file 1426 * effects monsters, it seems best to put it into this file
1578 */ 1431 */
1579int 1432int
1580mood_change (object *op, object *caster, object *spell) 1433mood_change (object *op, object *caster, object *spell)
1581{ 1434{
1582 object *tmp, *god, *head; 1435 object *tmp, *god, *head;
1583 int done_one, range, mflags, level, at, best_at; 1436 int done_one, range, level, at, best_at;
1584 sint16 x, y, nx, ny;
1585 mapstruct *m;
1586 const char *race; 1437 const char *race;
1587 1438
1588 /* 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
1589 * doing it over and over again. 1440 * doing it over and over again.
1590 */ 1441 */
1591 god = find_god (determine_god (op)); 1442 god = find_god (determine_god (op));
1592 level = caster_level (caster, spell); 1443 level = casting_level (caster, spell);
1593 range = spell->range + SP_level_range_adjust (caster, spell); 1444 range = spell->range + SP_level_range_adjust (caster, spell);
1594 1445
1595 /* 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_...
1596 * 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
1597 * won't ever match anything. 1448 * won't ever match anything.
1598 */ 1449 */
1599 if (!spell->race) 1450 if (!spell->race)
1600 race = NULL; 1451 race = NULL;
1601 else if (god && !strcmp (spell->race, "GOD_SLAYING")) 1452 else if (god && spell->race == shstr_GOD_SLAYING)
1602 race = god->slaying; 1453 race = god->slaying;
1603 else if (god && !strcmp (spell->race, "GOD_FRIEND")) 1454 else if (god && spell->race == shstr_GOD_FRIEND)
1604 race = god->race; 1455 race = god->race;
1605 else 1456 else
1606 race = spell->race; 1457 race = spell->race;
1607 1458
1608 1459 dynbuf buf;
1609 for (x = op->x - range; x <= op->x + range; x++) 1460 unordered_mapwalk (buf, op, -range, -range, range, range)
1610 for (y = op->y - range; y <= op->y + range; y++)
1611 { 1461 {
1462 mapspace &ms = m->at (nx, ny);
1612 1463
1613 done_one = 0;
1614 m = op->map;
1615 nx = x;
1616 ny = y;
1617 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1618 if (mflags & P_OUT_OF_MAP)
1619 continue;
1620
1621 /* 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 */
1622 if (!(mflags & P_IS_ALIVE)) 1465 if (!(ms.flags () & P_IS_ALIVE))
1623 continue; 1466 continue;
1624 1467
1625 for (tmp = get_map_ob (m, nx, ny); tmp; tmp = tmp->above) 1468 // players can only affect spaces that they can actually see
1626 if (QUERY_FLAG (tmp, FLAG_MONSTER)) 1469 if (caster
1470 && caster->contr
1471 && caster->contr->darkness_at (m, nx, ny) == LOS_BLOCKED)
1472 continue;
1473
1474 for (tmp = ms.top; tmp; tmp = tmp->below)
1475 if (tmp->flag [FLAG_MONSTER])
1627 break; 1476 break;
1628 1477
1629 /* There can be living objects that are not monsters */ 1478 /* There can be living objects that are not monsters */
1630 if (!tmp || tmp->type == PLAYER) 1479 if (!tmp)
1631 continue; 1480 continue;
1632 1481
1633 /* Only the head has meaningful data, so resolve to that */ 1482 /* Only the head has meaningful data, so resolve to that */
1634 if (tmp->head)
1635 head = tmp->head; 1483 head = tmp->head_ ();
1636 else
1637 head = tmp;
1638 1484
1639 /* 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 */
1640 if (race && head->race && !strstr (race, head->race)) 1486 if (race && head->race && !strstr (race, head->race))
1641 continue; 1487 continue;
1642 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD)) 1488
1489 if (head->flag [FLAG_UNDEAD] && !spell->flag [FLAG_UNDEAD])
1643 continue; 1490 continue;
1644 1491
1645 /* Now do a bunch of stuff related to saving throws */ 1492 /* Now do a bunch of stuff related to saving throws */
1646 best_at = -1; 1493 best_at = -1;
1647 if (spell->attacktype) 1494 if (spell->attacktype)
1648 { 1495 {
1649 for (at = 0; at < NROFATTACKS; at++) 1496 for (at = 0; at < NROFATTACKS; at++)
1650 if (spell->attacktype & (1 << at)) 1497 if (spell->attacktype & (1 << at))
1651 if (best_at == -1 || head->resist[at] > head->resist[best_at]) 1498 if (best_at == -1 || head->resist[at] > head->resist[best_at])
1652 best_at = at; 1499 best_at = at;
1653 1500
1654 if (best_at == -1) 1501 if (best_at == -1)
1655 at = 0; 1502 at = 0;
1656 else 1503 else
1657 { 1504 {
1658 if (head->resist[best_at] == 100) 1505 if (head->resist[best_at] == 100)
1659 continue; 1506 continue;
1660 else 1507 else
1661 at = head->resist[best_at] / 5; 1508 at = head->resist[best_at] / 5;
1662 } 1509 }
1510
1663 at -= level / 5; 1511 at -= level / 5;
1664 if (did_make_save (head, head->level, at)) 1512 if (did_make_save (head, head->level, at))
1665 continue; 1513 continue;
1666 } 1514 }
1667 else /* spell->attacktype */ 1515 else /* spell->attacktype */
1516 {
1668 /* 1517 /*
1669 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:
1670 * if spell level < monster level, no go 1519 * if spell level < monster level, no go
1671 * 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 ) )
1672 1521
1674 1523
1675 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
1676 charm a level 125 monster... 1525 charm a level 125 monster...
1677 1526
1678 Ryo, august 14th 1527 Ryo, august 14th
1679 */ 1528 */
1680 {
1681 if (head->level > level) 1529 if (head->level > level)
1682 continue; 1530 continue;
1531
1683 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))))
1684 /* Failed, no effect */ 1533 /* Failed, no effect */
1685 continue; 1534 continue;
1686 } 1535 }
1687 1536
1688 /* Done with saving throw. Now start effecting the monster */ 1537 /* Done with saving throw. Now start affecting the monster */
1538 done_one = 0;
1689 1539
1690 /* aggravation */ 1540 /* aggravation */
1691 if (QUERY_FLAG (spell, FLAG_MONSTER)) 1541 if (spell->flag [FLAG_MONSTER])
1692 { 1542 {
1693 CLEAR_FLAG (head, FLAG_SLEEP); 1543 head->clr_flag (FLAG_SLEEP);
1694 if (QUERY_FLAG (head, FLAG_FRIENDLY))
1695 remove_friendly_object (head); 1544 remove_friendly_object (head);
1696
1697 done_one = 1; 1545 done_one = 1;
1698 head->enemy = op; 1546 head->enemy = op;
1699 } 1547 }
1700 1548
1701 /* calm monsters */ 1549 /* calm monsters */
1702 if (QUERY_FLAG (spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (head, FLAG_UNAGGRESSIVE)) 1550 if (spell->flag [FLAG_UNAGGRESSIVE] && !head->flag [FLAG_UNAGGRESSIVE])
1703 { 1551 {
1704 SET_FLAG (head, FLAG_UNAGGRESSIVE); 1552 head->set_flag (FLAG_UNAGGRESSIVE);
1705 head->enemy = NULL; 1553 head->enemy = NULL;
1706 done_one = 1; 1554 done_one = 1;
1707 } 1555 }
1708 1556
1709 /* berserk monsters */ 1557 /* berserk monsters */
1710 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK)) 1558 if (spell->flag [FLAG_BERSERK] && !head->flag [FLAG_BERSERK])
1711 { 1559 {
1712 SET_FLAG (head, FLAG_BERSERK); 1560 head->set_flag (FLAG_BERSERK);
1713 done_one = 1; 1561 done_one = 1;
1714 } 1562 }
1563
1715 /* charm */ 1564 /* charm */
1716 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY)) 1565 if (spell->flag [FLAG_NO_ATTACK] && !head->flag [FLAG_FRIENDLY])
1717 { 1566 {
1718 SET_FLAG (head, FLAG_FRIENDLY); 1567 INVOKE_OBJECT (KILL, head, ARG_OBJECT (caster));
1568
1719 /* Prevent uncontolled outbreaks of self replicating monsters. 1569 /* Prevent uncontrolled outbreaks of self replicating monsters.
1720 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.
1721 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. */
1722 CLEAR_FLAG (head, FLAG_GENERATOR); 1572 head->clr_flag (FLAG_GENERATOR);
1723 set_owner (head, op); 1573 head->set_owner (op);
1724 set_spell_skill (op, caster, spell, head); 1574 set_spell_skill (op, caster, spell, head);
1725 add_friendly_object (head); 1575 add_friendly_object (head);
1726 head->attack_movement = PETMOVE; 1576 head->attack_movement = PETMOVE;
1727 done_one = 1; 1577 done_one = 1;
1728 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);
1729 head->stats.exp = 0; 1579 head->stats.exp = 0;
1730 } 1580 }
1731 1581
1732 /* If a monster was effected, put an effect in */ 1582 /* If a monster was effected, put an effect in */
1733 if (done_one && spell->other_arch) 1583 if (done_one && spell->other_arch)
1734 { 1584 m->insert (spell->other_arch->instance (), nx, ny, op);
1735 tmp = arch_to_object (spell->other_arch); 1585 }
1736 tmp->x = nx;
1737 tmp->y = ny;
1738 insert_ob_in_map (tmp, m, op, 0);
1739 }
1740 } /* for y */
1741 1586
1742 return 1; 1587 return 1;
1743} 1588}
1744
1745 1589
1746/* 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
1747 * 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
1748 * lightning spell used it, that seemed misnamed. 1592 * lightning spell used it, that seemed misnamed.
1749 * op is the spell effect. 1593 * op is the spell effect.
1750 * note that duration is handled by process_object() in time.c 1594 * note that duration is handled by process_object() in time.c
1751 */ 1595 */
1752
1753void 1596void
1754move_ball_spell (object *op) 1597move_ball_spell (object *op)
1755{ 1598{
1756 int i, j, dam_save, dir, mflags; 1599 int i, j, dam_save, dir, mflags;
1757 sint16 nx, ny, hx, hy; 1600 sint16 nx, ny, hx, hy;
1758 object *owner; 1601 object *owner;
1759 mapstruct *m; 1602 maptile *m;
1760 1603
1761 owner = get_owner (op); 1604 owner = op->owner;
1762 1605
1763 /* the following logic makes sure that the ball doesn't move into a wall, 1606 /* the following logic makes sure that the ball doesn't move into a wall,
1764 * and makes sure that it will move along a wall to try and get at it's 1607 * and makes sure that it will move along a wall to try and get at it's
1765 * victim. The block immediately below more or less chooses a random 1608 * victim. The block immediately below more or less chooses a random
1766 * offset to move the ball, eg, keep it mostly on course, with some 1609 * offset to move the ball, eg, keep it mostly on course, with some
1776 for (i = 1; i < 9; i++) 1619 for (i = 1; i < 9; i++)
1777 { 1620 {
1778 /* i bit 0: alters sign of offset 1621 /* i bit 0: alters sign of offset
1779 * other bits (i / 2): absolute value of offset 1622 * other bits (i / 2): absolute value of offset
1780 */ 1623 */
1781
1782 int offset = ((i ^ j) & 1) ? (i / 2) : -(i / 2); 1624 int offset = ((i ^ j) & 1) ? (i / 2) : -(i / 2);
1783 int tmpdir = absdir (op->direction + offset); 1625 int tmpdir = absdir (op->direction + offset);
1784 1626
1785 nx = op->x + freearr_x[tmpdir]; 1627 nx = op->x + DIRX (tmpdir);
1786 ny = op->y + freearr_y[tmpdir]; 1628 ny = op->y + DIRY (tmpdir);
1787 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))))
1788 { 1630 {
1789 dir = tmpdir; 1631 dir = tmpdir;
1790 break; 1632 break;
1791 } 1633 }
1792 } 1634 }
1635
1793 if (dir == 0) 1636 if (dir == 0)
1794 { 1637 {
1795 nx = op->x; 1638 nx = op->x;
1796 ny = op->y; 1639 ny = op->y;
1797 m = op->map; 1640 m = op->map;
1798 } 1641 }
1799 1642
1800 remove_ob (op); 1643 m->insert (op, nx, ny, op);
1801 op->y = ny;
1802 op->x = nx;
1803 insert_ob_in_map (op, m, op, 0);
1804 1644
1805 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
1806 surrounding squares */ 1646 surrounding squares */
1807 1647
1808 /* loop over current square and neighbors to hit. 1648 /* loop over current square and neighbors to hit.
1809 * if this has an other_arch field, we insert that in 1649 * if this has an other_arch field, we insert that in
1810 * the surround spaces. 1650 * the surround spaces.
1811 */ 1651 */
1812 for (j = 0; j < 9; j++) 1652 for (j = 0; j < 9; j++)
1813 { 1653 {
1814 object *new_ob; 1654 hx = nx + DIRX (j);
1815 1655 hy = ny + DIRY (j);
1816 hx = nx + freearr_x[j];
1817 hy = ny + freearr_y[j];
1818 1656
1819 m = op->map; 1657 m = op->map;
1820 mflags = get_map_flags (m, &m, hx, hy, &hx, &hy); 1658 mflags = get_map_flags (m, &m, hx, hy, &hx, &hy);
1821 1659
1822 if (mflags & P_OUT_OF_MAP) 1660 if (mflags & P_OUT_OF_MAP)
1828 1666
1829 if ((mflags & P_IS_ALIVE) && (!owner || owner->x != hx || owner->y != hy || !on_same_map (owner, op))) 1667 if ((mflags & P_IS_ALIVE) && (!owner || owner->x != hx || owner->y != hy || !on_same_map (owner, op)))
1830 { 1668 {
1831 if (j) 1669 if (j)
1832 op->stats.dam = dam_save / 2; 1670 op->stats.dam = dam_save / 2;
1671
1833 hit_map (op, j, op->attacktype, 1); 1672 hit_map (op, j, op->attacktype, 1);
1834
1835 } 1673 }
1836 1674
1837 /* insert the other arch */ 1675 /* insert the other arch */
1838 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))))
1839 { 1677 m->insert (op->other_arch->instance (), hx, hy, op);
1840 new_ob = arch_to_object (op->other_arch);
1841 new_ob->x = hx;
1842 new_ob->y = hy;
1843 insert_ob_in_map (new_ob, m, op, 0);
1844 }
1845 } 1678 }
1846 1679
1847 /* restore to the center location and damage */ 1680 /* restore to the center location and damage */
1848 op->stats.dam = dam_save; 1681 op->stats.dam = dam_save;
1849 1682
1850 i = spell_find_dir (op->map, op->x, op->y, get_owner (op)); 1683 i = spell_find_dir (op->map, op->x, op->y, op->owner);
1851 1684
1852 if (i >= 0) 1685 if (i >= 0)
1853 { /* we have a preferred direction! */ 1686 { /* we have a preferred direction! */
1854 /* pick another direction if the preferred dir is blocked. */ 1687 /* pick another direction if the preferred dir is blocked. */
1855 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 ||
1856 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)))
1857 {
1858 i = absdir (i + rndm (0, 2) - 1); /* -1, 0, +1 */ 1690 i = absdir (i + rndm (0, 2) - 1); /* -1, 0, +1 */
1859 } 1691
1860 op->direction = i; 1692 op->direction = i;
1861 } 1693 }
1862} 1694}
1863 1695
1864
1865/* move_swarm_spell: peterm 1696/* move_swarm_spell: peterm
1866 * 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
1867 * 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
1868 * 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
1869 * 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
1870 * 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.
1871 */ 1702 */
1872
1873void 1703void
1874move_swarm_spell (object *op) 1704move_swarm_spell (object *op)
1875{ 1705{
1876#if 0 1706#if 0
1877 static int cardinal_adjust[9] = { -3, -2, -1, 0, 0, 0, 1, 2, 3 }; 1707 static int cardinal_adjust[9] = { -3, -2, -1, 0, 0, 0, 1, 2, 3 };
1878 static int diagonal_adjust[10] = { -3, -2, -2, -1, 0, 0, 1, 2, 2, 3 }; 1708 static int diagonal_adjust[10] = { -3, -2, -2, -1, 0, 0, 1, 2, 2, 3 };
1879 sint16 target_x, target_y, origin_x, origin_y; 1709 sint16 target_x, target_y, origin_x, origin_y;
1880 int adjustdir; 1710 int adjustdir;
1881 mapstruct *m; 1711 maptile *m;
1882#endif 1712#endif
1883 int basedir;
1884 object *owner; 1713 object *owner = op->env;
1885 1714
1886 owner = get_owner (op); 1715 if (!owner) // MUST not happen, remove when true TODO
1887 if (op->duration == 0 || owner == NULL)
1888 {
1889 remove_ob (op);
1890 free_object (op);
1891 return;
1892 } 1716 {
1717 LOG (llevError, "swarm spell found outside inventory: %s\n", op->debug_desc ());
1718 op->destroy ();
1719 return;
1720 }
1721
1722 if (!op->duration || !owner->is_on_map ())
1723 {
1724 op->drop_and_destroy ();
1725 return;
1726 }
1727
1893 op->duration--; 1728 op->duration--;
1894 1729
1895 basedir = op->direction; 1730 int basedir = op->direction;
1896 if (basedir == 0) 1731 if (!basedir)
1897 { 1732 {
1898 /* spray in all directions! 8) */ 1733 /* spray in all directions! 8) */
1899 basedir = rndm (1, 8); 1734 op->facing = (op->facing + op->state) & 7;
1735 basedir = op->facing + 1;
1900 } 1736 }
1901 1737
1902#if 0 1738#if 0
1903 // this is bogus: it causes wrong places to be checked below 1739 // this is bogus: it causes wrong places to be checked below
1904 // (a wall 2 cells away will block the effect...) and 1740 // (a wall 2 cells away will block the effect...) and
1905 // doesn't work for SP_BULLET anyhow, so again tests the wrong 1741 // doesn't work for SP_BULLET anyhow, so again tests the wrong
1906 // space. 1742 // space.
1907 // should be fixed later, but correctness before featurs... 1743 // should be fixed later, but correctness before features...
1908 // (schmorp) 1744 // (schmorp)
1909 1745
1910 /* new offset calculation to make swarm element distribution 1746 /* new offset calculation to make swarm element distribution
1911 * more uniform 1747 * more uniform
1912 */ 1748 */
1913 if (op->duration) 1749 if (op->duration)
1914 { 1750 {
1915 if (basedir & 1) 1751 if (basedir & 1)
1916 { 1752 {
1924 else 1760 else
1925 { 1761 {
1926 adjustdir = 0; /* fire the last one from forward. */ 1762 adjustdir = 0; /* fire the last one from forward. */
1927 } 1763 }
1928 1764
1929 target_x = op->x + freearr_x[absdir (basedir + adjustdir)]; 1765 target_x = op->x + DIRX (absdir (basedir + adjustdir));
1930 target_y = op->y + freearr_y[absdir (basedir + adjustdir)]; 1766 target_y = op->y + DIRY (absdir (basedir + adjustdir));
1931 1767
1932 /* 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
1933 * necessitates extra out_of_map check below 1769 * necessitates extra out_of_map check below
1934 */ 1770 */
1935 origin_x = target_x - freearr_x[basedir]; 1771 origin_x = target_x - DIRX (basedir);
1936 origin_y = target_y - freearr_y[basedir]; 1772 origin_y = target_y - DIRY (basedir);
1937 1773
1938 1774
1939 /* 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
1940 * should just be a pointer to the spell in some inventory, 1776 * should just be a pointer to the spell in some inventory,
1941 * 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,
1965 { 1801 {
1966 /* Bullet spells have a bunch more customization that needs to be done */ 1802 /* Bullet spells have a bunch more customization that needs to be done */
1967 if (op->spell->subtype == SP_BULLET) 1803 if (op->spell->subtype == SP_BULLET)
1968 fire_bullet (owner, op, basedir, op->spell); 1804 fire_bullet (owner, op, basedir, op->spell);
1969 else if (op->spell->subtype == SP_MAGIC_MISSILE) 1805 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1970 fire_arch_from_position (owner, op, op->x, op->y, basedir, op->spell); 1806 fire_arch_from_position (owner, op, owner->x, owner->y, basedir, op->spell);
1971 } 1807 }
1972} 1808}
1973
1974
1975
1976 1809
1977/* fire_swarm: 1810/* fire_swarm:
1978 * The following routine creates a swarm of objects. It actually 1811 * The following routine creates a swarm of objects. It actually
1979 * sets up a specific swarm object, which then fires off all 1812 * sets up a specific swarm object, which then fires off all
1980 * the parts of the swarm. 1813 * the parts of the swarm.
1981 * 1814 *
1982 * op: the owner 1815 * op: the owner
1983 * caster: the caster (owner, wand, rod, scroll) 1816 * caster: the caster (owner, wand, rod, scroll)
1984 * dir: the direction everything will be fired in 1817 * dir: the direction everything will be fired in
1985 * spell - the spell that is this spell. 1818 * spell - the spell that is this spell.
1986 * n: the number to be fired. 1819 * n: the number to be fired.
1987 */ 1820 */
1988
1989int 1821int
1990fire_swarm (object *op, object *caster, object *spell, int dir) 1822fire_swarm (object *op, object *caster, object *spell, int dir)
1991{ 1823{
1992 object *tmp;
1993 int i;
1994
1995 if (!spell->other_arch) 1824 if (!spell->other_arch)
1996 return 0; 1825 return 0;
1997 1826
1998 tmp = get_archetype (SWARM_SPELL); 1827 object *tmp = archetype::get (SWARM_SPELL);
1999 tmp->x = op->x; 1828
2000 tmp->y = op->y;
2001 set_owner (tmp, op); /* needed so that if swarm elements kill, caster gets xp. */
2002 set_spell_skill (op, caster, spell, tmp); 1829 set_spell_skill (op, caster, spell, tmp);
2003
2004 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. */
2005 tmp->spell = arch_to_object (spell->other_arch); 1831 tmp->spell = spell->other_arch->instance ();
2006
2007 tmp->attacktype = tmp->spell->attacktype; 1832 tmp->attacktype = tmp->spell->attacktype;
2008 1833
2009 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) 1834 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
2010 {
2011 if (!tailor_god_spell (tmp, op)) 1835 if (!tailor_god_spell (tmp, op))
2012 return 1; 1836 return 1;
2013 } 1837
2014 tmp->duration = SP_level_duration_adjust (caster, spell); 1838 tmp->duration = SP_level_duration_adjust (caster, spell);
2015 for (i = 0; i < spell->duration; i++) 1839 for (int i = 0; i < spell->duration; i++)
2016 tmp->duration += die_roll (1, 3, op, PREFER_HIGH); 1840 tmp->duration += die_roll (1, 3, op, PREFER_HIGH);
2017 1841
1842 tmp->invisible = 1;
1843 tmp->flag [FLAG_NO_DROP] = 1; // make sure it stays in inv, or else
2018 tmp->direction = dir; 1844 tmp->direction = dir;
2019 tmp->invisible = 1; 1845 tmp->facing = rndm (1, 8); // initial firing direction
2020 insert_ob_in_map (tmp, op->map, op, 0); 1846 tmp->state = rndm (4) * 2 + 1; // direction increment
1847
1848 op->insert (tmp);
1849
2021 return 1; 1850 return 1;
2022} 1851}
2023
2024 1852
2025/* See the spells documentation file for why this is its own 1853/* See the spells documentation file for why this is its own
2026 * function. 1854 * function.
2027 */ 1855 */
2028int 1856int
2029cast_light (object *op, object *caster, object *spell, int dir) 1857cast_light (object *op, object *caster, object *spell, int dir)
2030{ 1858{
2031 object *target = NULL, *tmp = NULL; 1859 object *target = NULL, *tmp = NULL;
2032 sint16 x, y; 1860 sint16 x, y;
2033 int dam, mflags; 1861 int dam, mflags;
2034 mapstruct *m; 1862 maptile *m;
2035 1863
2036 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1864 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
2037 1865
2038 if (!dir) 1866 if (dir)
2039 {
2040 new_draw_info (NDI_UNIQUE, 0, op, "In what direction?");
2041 return 0;
2042 } 1867 {
2043 1868 x = op->x + DIRX (dir);
2044 x = op->x + freearr_x[dir]; 1869 y = op->y + DIRY (dir);
2045 y = op->y + freearr_y[dir];
2046 m = op->map; 1870 m = op->map;
2047 1871
2048 mflags = get_map_flags (m, &m, x, y, &x, &y); 1872 mflags = get_map_flags (m, &m, x, y, &x, &y);
2049 1873
2050 if (mflags & P_OUT_OF_MAP) 1874 if (mflags & P_OUT_OF_MAP)
2051 { 1875 {
2052 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is there."); 1876 op->failmsg ("Nothing is there.");
2053 return 0; 1877 return 0;
2054 } 1878 }
2055 1879
2056 if (mflags & P_IS_ALIVE && spell->attacktype) 1880 if (mflags & P_IS_ALIVE && spell->attacktype)
2057 {
2058 for (target = get_map_ob (m, x, y); target; target = target->above)
2059 if (QUERY_FLAG (target, FLAG_MONSTER))
2060 { 1881 {
1882 for (target = GET_MAP_OB (m, x, y); target; target = target->above)
1883 if (target->flag [FLAG_MONSTER])
1884 {
2061 /* oky doky. got a target monster. Lets make a blinding attack */ 1885 /* oky doky. got a target monster. Lets make a blinding attack */
2062 if (target->head) 1886 if (target->head)
2063 target = target->head; 1887 target = target->head;
1888
2064 (void) hit_player (target, dam, op, spell->attacktype, 1); 1889 hit_player (target, dam, op, spell->attacktype, 1);
2065 return 1; /* one success only! */ 1890 return 1; /* one success only! */
1891 }
2066 } 1892 }
2067 }
2068 1893
2069 /* no live target, perhaps a wall is in the way? */ 1894 /* no live target, perhaps a wall is in the way? */
2070 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)))
2071 { 1896 {
2072 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 1897 op->failmsg ("Something is in the way.");
2073 return 0; 1898 return 0;
1899 }
2074 } 1900 }
2075 1901
2076 /* 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 */
2077 tmp = arch_to_object (spell->other_arch); 1903 tmp = spell->other_arch->instance ();
2078 if (!tmp) 1904 if (!tmp)
2079 { 1905 {
2080 LOG (llevError, "Error: spell arch for cast_light() missing.\n"); 1906 LOG (llevError, "Error: spell arch for cast_light() missing.\n");
2081 return 0; 1907 return 0;
2082 } 1908 }
1909
2083 tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell); 1910 tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell);
1911
2084 if (tmp->glow_radius) 1912 if (tmp->glow_radius)
2085 { 1913 tmp->set_glow_radius (
2086 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)
2087 if (tmp->glow_radius > MAX_LIGHT_RADII) 1915 );
2088 tmp->glow_radius = MAX_LIGHT_RADII; 1916
2089 } 1917 if (dir)
2090 tmp->x = x; 1918 m->insert (tmp, x, y, op);
2091 tmp->y = y; 1919 else
2092 insert_ob_in_map (tmp, m, op, 0); 1920 caster->outer_env_or_self ()->insert (tmp);
1921
2093 return 1; 1922 return 1;
2094} 1923}
2095 1924
2096
2097
2098
2099/* cast_cause_disease: this spell looks along <dir> from the 1925/* cast_cause_disease: this spell looks along <dir> from the
2100 * player and infects someone. 1926 * player and infects someone.
2101 * 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
2102 * 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
2103 * perhaps this should actually be in disease.c? 1929 * perhaps this should actually be in disease.c?
2104 */ 1930 */
2105
2106int 1931int
2107cast_cause_disease (object *op, object *caster, object *spell, int dir) 1932cast_cause_disease (object *op, object *caster, object *spell, int dir)
2108{ 1933{
2109 sint16 x, y; 1934 sint16 x, y;
2110 int i, mflags, range, dam_mod, dur_mod; 1935 int i, mflags, range, dam_mod, dur_mod;
2111 object *walk; 1936 object *walk;
2112 mapstruct *m; 1937 maptile *m;
2113 1938
2114 x = op->x; 1939 x = op->x;
2115 y = op->y; 1940 y = op->y;
2116 1941
2117 /* 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
2118 * direction the player is pointing. 1943 * direction the player is pointing.
2119 */ 1944 */
2120 if (!dir) 1945 if (!dir)
2121 dir = op->facing; 1946 dir = op->facing;
1947
2122 if (!dir) 1948 if (!dir)
2123 return 0; /* won't find anything if casting on ourself, so just return */ 1949 return 0; /* won't find anything if casting on ourself, so just return */
2124 1950
2125 /* Calculate these once here */ 1951 /* Calculate these once here */
2126 range = spell->range + SP_level_range_adjust (caster, spell); 1952 range = spell->range + SP_level_range_adjust (caster, spell);
2128 dur_mod = SP_level_duration_adjust (caster, spell); 1954 dur_mod = SP_level_duration_adjust (caster, spell);
2129 1955
2130 /* search in a line for a victim */ 1956 /* search in a line for a victim */
2131 for (i = 1; i < range; i++) 1957 for (i = 1; i < range; i++)
2132 { 1958 {
2133 x = op->x + i * freearr_x[dir]; 1959 x = op->x + i * DIRX (dir);
2134 y = op->y + i * freearr_y[dir]; 1960 y = op->y + i * DIRY (dir);
2135 m = op->map; 1961 m = op->map;
2136 1962
2137 mflags = get_map_flags (m, &m, x, y, &x, &y); 1963 mflags = get_map_flags (m, &m, x, y, &x, &y);
2138 1964
2139 if (mflags & P_OUT_OF_MAP) 1965 if (mflags & P_OUT_OF_MAP)
2145 1971
2146 /* 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 */
2147 if (mflags & P_IS_ALIVE) 1973 if (mflags & P_IS_ALIVE)
2148 { 1974 {
2149 /* search this square for a victim */ 1975 /* search this square for a victim */
2150 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)
2151 if (QUERY_FLAG (walk, FLAG_MONSTER) || (walk->type == PLAYER)) 1977 if (walk->flag [FLAG_MONSTER] || (walk->type == PLAYER))
2152 { /* found a victim */ 1978 { /* found a victim */
2153 object *disease = arch_to_object (spell->other_arch); 1979 object *disease = spell->other_arch->instance ();
2154 1980
2155 set_owner (disease, op); 1981 disease->set_owner (op);
2156 set_spell_skill (op, caster, spell, disease); 1982 set_spell_skill (op, caster, spell, disease);
2157 disease->stats.exp = 0; 1983 disease->stats.exp = 0;
2158 disease->level = caster_level (caster, spell); 1984 disease->level = casting_level (caster, spell);
2159 1985
2160 /* do level adjustments */ 1986 /* do level adjustments */
2161 if (disease->stats.wc) 1987 if (disease->stats.wc ) disease->stats.wc += dur_mod / 2;
2162 disease->stats.wc += dur_mod / 2; 1988 if (disease->magic > 0) disease->magic += dur_mod / 8;
2163 1989 if (disease->stats.maxhp > 0) disease->stats.maxhp += dur_mod;
2164 if (disease->magic > 0) 1990 if (disease->stats.maxgrace > 0) disease->stats.maxgrace += dur_mod;
2165 disease->magic += dur_mod / 4;
2166
2167 if (disease->stats.maxhp > 0)
2168 disease->stats.maxhp += dur_mod;
2169
2170 if (disease->stats.maxgrace > 0)
2171 disease->stats.maxgrace += dur_mod;
2172
2173 if (disease->stats.dam)
2174 {
2175 if (disease->stats.dam > 0)
2176 disease->stats.dam += dam_mod;
2177 else
2178 disease->stats.dam -= dam_mod;
2179 }
2180 1991
2181 if (disease->last_sp) 1992 if (disease->last_sp)
2182 { 1993 {
2183 disease->last_sp -= 2 * dam_mod; 1994 disease->last_sp -= 2 * dam_mod;
1995
2184 if (disease->last_sp < 1) 1996 if (disease->last_sp < 1)
2185 disease->last_sp = 1; 1997 disease->last_sp = 1;
2186 } 1998 }
2187 1999
2188 if (disease->stats.maxsp) 2000 if (disease->stats.dam ) disease->stats.dam += copysignl (disease->stats.dam , dam_mod);
2189 { 2001 if (disease->stats.maxsp) disease->stats.maxsp += copysignl (disease->stats.maxsp, dam_mod);
2190 if (disease->stats.maxsp > 0) 2002 if (disease->stats.ac ) disease->stats.ac += dam_mod;
2191 disease->stats.maxsp += dam_mod; 2003 if (disease->last_eat ) disease->last_eat -= dam_mod;
2192 else 2004 if (disease->stats.hp ) disease->stats.hp -= dam_mod;
2193 disease->stats.maxsp -= dam_mod; 2005 if (disease->stats.sp ) disease->stats.sp -= dam_mod;
2194 }
2195
2196 if (disease->stats.ac)
2197 disease->stats.ac += dam_mod;
2198
2199 if (disease->last_eat)
2200 disease->last_eat -= dam_mod;
2201
2202 if (disease->stats.hp)
2203 disease->stats.hp -= dam_mod;
2204
2205 if (disease->stats.sp)
2206 disease->stats.sp -= dam_mod;
2207 2006
2208 if (infect_object (walk, disease, 1)) 2007 if (infect_object (walk, disease, 1))
2209 { 2008 {
2210 object *flash; /* visual effect for inflicting disease */
2211
2212 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));
2213 2010
2214 free_object (disease); /* don't need this one anymore */ 2011 disease->destroy (); /* don't need this one anymore */
2215 flash = get_archetype (ARCH_DETECT_MAGIC); 2012 walk->map->insert (archetype::get (shstr_detect_magic), x, y, op);
2216 flash->x = x;
2217 flash->y = y;
2218 flash->map = walk->map;
2219 insert_ob_in_map (flash, walk->map, op, 0);
2220 return 1; 2013 return 1;
2221 } 2014 }
2222 free_object (disease); 2015
2016 disease->destroy ();
2223 } 2017 }
2224 } /* if living creature */ 2018 } /* if living creature */
2225 } /* for range of spaces */ 2019 } /* for range of spaces */
2020
2226 new_draw_info (NDI_UNIQUE, 0, op, "No one caught anything!"); 2021 new_draw_info (NDI_UNIQUE, 0, op, "No one caught anything!");
2227 return 1; 2022 return 1;
2228} 2023}

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