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Comparing deliantra/server/server/spell_attack.C (file contents):
Revision 1.24 by root, Tue Dec 26 08:55:00 2006 UTC vs.
Revision 1.95 by elmex, Tue Jan 19 16:13:05 2010 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2002-2003 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002-2003,2007 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
8 it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
9 the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
10 (at your option) any later version. 11 * option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
18 along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
20 21 *
21 The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22*/ 23 */
23 24
24/* This file contains all the spell attack code. Grouping this code 25/* This file contains all the spell attack code. Grouping this code
25 * together should hopefully make it easier to find the relevent bits 26 * together should hopefully make it easier to find the relevent bits
26 * of code 27 * of code
27 */ 28 */
36/* this function checks to see if a spell pushes objects as well 37/* this function checks to see if a spell pushes objects as well
37 * as flies over and damages them (only used for cones for now) 38 * as flies over and damages them (only used for cones for now)
38 * but moved here so it could be applied to bolts too 39 * but moved here so it could be applied to bolts too
39 * op is the spell object. 40 * op is the spell object.
40 */ 41 */
41 42static void
42void
43check_spell_knockback (object *op) 43check_spell_knockback (object *op)
44{ 44{
45 object *tmp, *tmp2; /* object on the map */
46 int weight_move; 45 int weight_move;
47 int frictionmod = 2; /*poor man's physics - multipy targets weight by this amount */ 46 int frictionmod = 2; /*poor man's physics - multipy targets weight by this amount */
48 47
49 if (!op->weight) 48 if (!op->weight)
50 { /*shouldn't happen but if cone object has no weight drop out */ 49 { /*shouldn't happen but if cone object has no weight drop out */
55 { 54 {
56 weight_move = op->weight + (op->weight * op->level) / 3; 55 weight_move = op->weight + (op->weight * op->level) / 3;
57 /*LOG (llevDebug, "DEBUG: arch weighs %d and masses %d (%s,level %d)\n", op->weight,weight_move,op->name,op->level); */ 56 /*LOG (llevDebug, "DEBUG: arch weighs %d and masses %d (%s,level %d)\n", op->weight,weight_move,op->name,op->level); */
58 } 57 }
59 58
60 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 59 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
61 { 60 {
62 int num_sections = 1; 61 int num_sections = 1;
63 62
64 /* don't move DM */ 63 /* don't move DM */
65 if (QUERY_FLAG (tmp, FLAG_WIZ)) 64 if (QUERY_FLAG (tmp, FLAG_WIZ))
72 /* don't move floors or immobile objects */ 71 /* don't move floors or immobile objects */
73 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || (!QUERY_FLAG (tmp, FLAG_ALIVE) && QUERY_FLAG (tmp, FLAG_NO_PICK))) 72 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || (!QUERY_FLAG (tmp, FLAG_ALIVE) && QUERY_FLAG (tmp, FLAG_NO_PICK)))
74 continue; 73 continue;
75 74
76 /* count the object's sections */ 75 /* count the object's sections */
77 for (tmp2 = tmp; tmp2 != NULL; tmp2 = tmp2->more) 76 for (object *tmp2 = tmp; tmp2; tmp2 = tmp2->more)
78 num_sections++; 77 num_sections++;
79 78
80 /* I'm not sure if it makes sense to divide by num_sections - bigger 79 /* I'm not sure if it makes sense to divide by num_sections - bigger
81 * objects should be harder to move, and we are moving the entire 80 * objects should be harder to move, and we are moving the entire
82 * object, not just the head, so the total weight should be relevant. 81 * object, not just the head, so the total weight should be relevant.
106 * 105 *
107 * BOLT CODE 106 * BOLT CODE
108 * 107 *
109 ***************************************************************************/ 108 ***************************************************************************/
110 109
111/* Causes op to fork. op is the original bolt, tmp 110/* Causes op to fork. op is the original bolt, tmp
112 * is the first piece of the fork. 111 * is the first piece of the fork.
113 */ 112 */
114 113static void
115void
116forklightning (object *op, object *tmp) 114forklightning (object *op, object *tmp)
117{ 115{
118 int new_dir = 1; /* direction or -1 for left, +1 for right 0 if no new bolt */ 116 int new_dir = 1; /* direction or -1 for left, +1 for right 0 if no new bolt */
119 int t_dir; /* stores temporary dir calculation */ 117 int t_dir; /* stores temporary dir calculation */
120 maptile *m; 118 maptile *m;
144 142
145 /* reduce chances of subsequent forking */ 143 /* reduce chances of subsequent forking */
146 new_bolt->stats.Dex -= 10; 144 new_bolt->stats.Dex -= 10;
147 tmp->stats.Dex -= 10; /* less forks from main bolt too */ 145 tmp->stats.Dex -= 10; /* less forks from main bolt too */
148 new_bolt->stats.Con += 25 * new_dir; /* adjust the left bias */ 146 new_bolt->stats.Con += 25 * new_dir; /* adjust the left bias */
149 new_bolt->speed_left = -0.1; 147 new_bolt->speed_left = -0.1f;
150 new_bolt->direction = t_dir; 148 new_bolt->direction = t_dir;
151 new_bolt->duration++; 149 new_bolt->duration++;
152 new_bolt->x = sx;
153 new_bolt->y = sy;
154 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */ 150 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */
155 new_bolt->stats.dam++; 151 new_bolt->stats.dam++;
156 tmp->stats.dam /= 2; /* reduce father bolt damage */ 152 tmp->stats.dam /= 2; /* reduce father bolt damage */
157 tmp->stats.dam++; 153 tmp->stats.dam++;
158 new_bolt = insert_ob_in_map (new_bolt, m, op, 0); 154
155 if ((new_bolt = m->insert (new_bolt, sx, sy, op)))
159 update_turn_face (new_bolt); 156 update_turn_face (new_bolt);
160} 157}
161 158
162/* move_bolt: moves bolt 'op'. Basically, it just advances a space, 159/* move_bolt: moves bolt 'op'. Basically, it just advances a space,
163 * and checks for various things that may stop it. 160 * and checks for various things that may stop it.
164 */ 161 */
165
166void 162void
167move_bolt (object *op) 163move_bolt (object *op)
168{ 164{
169 object *tmp;
170 int mflags; 165 int mflags;
171 sint16 x, y; 166 sint16 x, y;
172 maptile *m; 167 maptile *m;
173 168
174 if (--(op->duration) < 0) 169 if (--op->duration < 0)
175 { 170 {
176 op->destroy (); 171 op->drop_and_destroy ();
177 return; 172 return;
178 } 173 }
179 174
180 hit_map (op, 0, op->attacktype, 1); 175 hit_map (op, 0, op->attacktype, 1);
181 176
182 if (!op->direction) 177 if (!op->direction)
183 return; 178 return;
184 179
185 if (--op->range < 0) 180 if (--op->range < 0)
186 {
187 op->range = 0; 181 op->range = 0;
188 }
189 else 182 else
190 { 183 {
191 x = op->x + DIRX (op); 184 x = op->x + DIRX (op);
192 y = op->y + DIRY (op); 185 y = op->y + DIRY (op);
193 m = op->map; 186 m = op->map;
201 * on the space. So only call reflwall if we think the data it returns 194 * on the space. So only call reflwall if we think the data it returns
202 * will be useful. 195 * will be useful.
203 */ 196 */
204 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)) || ((mflags & P_IS_ALIVE) && reflwall (m, x, y, op))) 197 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)) || ((mflags & P_IS_ALIVE) && reflwall (m, x, y, op)))
205 { 198 {
206
207 if (!QUERY_FLAG (op, FLAG_REFLECTING)) 199 if (!QUERY_FLAG (op, FLAG_REFLECTING))
208 return; 200 return;
209 201
210 /* Since walls don't run diagonal, if the bolt is in 202 /* Since walls don't run diagonal, if the bolt is in
211 * one of 4 main directions, it just reflects back in the 203 * one of 4 main directions, it just reflects back in the
241 else if (left) 233 else if (left)
242 op->direction = absdir (op->direction + 2); 234 op->direction = absdir (op->direction + 2);
243 else if (right) 235 else if (right)
244 op->direction = absdir (op->direction - 2); 236 op->direction = absdir (op->direction - 2);
245 } 237 }
238
246 update_turn_face (op); /* A bolt *must* be IS_TURNABLE */ 239 update_turn_face (op); /* A bolt *must* be IS_TURNABLE */
247 return; 240 return;
248 } 241 }
249 else 242 else
250 { /* Create a copy of this object and put it ahead */ 243 { /* Create a copy of this object and put it ahead */
251 tmp = op->clone (); 244 object *tmp = op->clone ();
252 245
246 m->insert (tmp, x, y, op);
253 tmp->speed_left = -0.1; 247 tmp->speed_left = -0.1f;
254 tmp->x += DIRX (tmp), tmp->y += DIRY (tmp);
255 tmp = insert_ob_in_map (tmp, op->map, op, 0);
256 /* To make up for the decrease at the top of the function */ 248 /* To make up for the decrease at the top of the function */
257 tmp->duration++; 249 tmp->duration++;
258 250
259 /* New forking code. Possibly create forks of this object 251 /* New forking code. Possibly create forks of this object
260 * going off in other directions. 252 * going off in other directions.
261 */ 253 */
262
263 if (rndm (0, 99) < tmp->stats.Dex) 254 if (tmp->stats.Dex && rndm (0, 99) < tmp->stats.Dex)
264 { /* stats.Dex % of forking */ 255 forklightning (op, tmp); /* stats.Dex % of forking */
265 forklightning (op, tmp); 256
266 }
267 /* In this way, the object left behind sticks on the space, but 257 /* In this way, the object left behind sticks on the space, but
268 * doesn't create any bolts that continue to move onward. 258 * doesn't create any bolts that continue to move onward.
269 */ 259 */
270 op->range = 0; 260 op->range = 0;
271 } /* copy object and move it along */ 261 } /* copy object and move it along */
287 int mflags; 277 int mflags;
288 278
289 if (!spob->other_arch) 279 if (!spob->other_arch)
290 return 0; 280 return 0;
291 281
292 tmp = arch_to_object (spob->other_arch); 282 tmp = spob->other_arch->instance ();
293 if (tmp == NULL) 283 if (tmp == NULL)
294 return 0; 284 return 0;
295 285
296 /* peterm: level dependency for bolts */ 286 /* peterm: level dependency for bolts */
297 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob); 287 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob);
298 tmp->attacktype = spob->attacktype; 288 tmp->attacktype = spob->attacktype;
289
299 if (spob->slaying) 290 if (spob->slaying)
300 tmp->slaying = spob->slaying; 291 tmp->slaying = spob->slaying;
292
301 tmp->range = spob->range + SP_level_range_adjust (caster, spob); 293 tmp->range = spob->range + SP_level_range_adjust (caster, spob);
302 tmp->duration = spob->duration + SP_level_duration_adjust (caster, spob); 294 tmp->duration = spob->duration + SP_level_duration_adjust (caster, spob);
303 tmp->stats.Dex = spob->stats.Dex; 295 tmp->stats.Dex = spob->stats.Dex;
304 tmp->stats.Con = spob->stats.Con; 296 tmp->stats.Con = spob->stats.Con;
305 297
316 308
317 maptile *newmap; 309 maptile *newmap;
318 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y); 310 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y);
319 if (mflags & P_OUT_OF_MAP) 311 if (mflags & P_OUT_OF_MAP)
320 { 312 {
321 tmp->destroy (); 313 tmp->drop_and_destroy ();
322 return 0; 314 return 0;
323 } 315 }
324 316
325 tmp->map = newmap; 317 tmp->map = newmap;
326 318
327 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y))) 319 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y)))
328 { 320 {
329 if (!QUERY_FLAG (tmp, FLAG_REFLECTING)) 321 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
330 { 322 {
331 tmp->destroy (); 323 tmp->drop_and_destroy ();
332 return 0; 324 return 0;
333 } 325 }
334 326
335 tmp->x = op->x; 327 tmp->x = op->x;
336 tmp->y = op->y; 328 tmp->y = op->y;
337 tmp->direction = absdir (tmp->direction + 4); 329 tmp->direction = absdir (tmp->direction + 4);
338 tmp->map = op->map; 330 tmp->map = op->map;
339 } 331 }
340 332
341 if ((tmp = insert_ob_in_map (tmp, tmp->map, op, 0)) != NULL) 333 if ((tmp = tmp->insert_at (tmp, op)))
342 move_bolt (tmp); 334 move_bolt (tmp);
343 335
344 return 1; 336 return 1;
345} 337}
346
347
348 338
349/*************************************************************************** 339/***************************************************************************
350 * 340 *
351 * BULLET/BALL CODE 341 * BULLET/BALL CODE
352 * 342 *
353 ***************************************************************************/ 343 ***************************************************************************/
354 344
355/* expands an explosion. op is a piece of the 345/* expands an explosion. op is a piece of the
356 * explosion - this expans it in the different directions. 346 * explosion - this expands it in the different directions.
357 * At least that is what I think this does. 347 * At least that is what I think this does.
358 */ 348 */
359void 349void
360explosion (object *op) 350explosion (object *op)
361{ 351{
362 object *tmp;
363 maptile *m = op->map; 352 maptile *m = op->map;
364 int i; 353 int i;
365 354
366 if (--(op->duration) < 0) 355 if (--op->duration < 0)
367 { 356 {
368 op->destroy (); 357 op->destroy ();
369 return; 358 return;
370 } 359 }
371 360
377 { 366 {
378 sint16 dx, dy; 367 sint16 dx, dy;
379 368
380 dx = op->x + freearr_x[i]; 369 dx = op->x + freearr_x[i];
381 dy = op->y + freearr_y[i]; 370 dy = op->y + freearr_y[i];
371
382 /* ok_to_put_more already does things like checks for walls, 372 /* ok_to_put_more already does things like checks for walls,
383 * out of map, etc. 373 * out of map, etc.
384 */ 374 */
385 if (ok_to_put_more (op->map, dx, dy, op, op->attacktype)) 375 if (ok_to_put_more (op->map, dx, dy, op, op->attacktype))
386 { 376 {
387 tmp = op->clone (); 377 object *tmp = op->clone ();
378
388 tmp->state = 0; 379 tmp->state = 0;
389 tmp->speed_left = -0.21; 380 tmp->speed_left = -0.21f;
390 tmp->range--; 381 tmp->range--;
391 tmp->value = 0; 382 tmp->value = 0;
392 tmp->x = dx; 383
393 tmp->y = dy; 384 m->insert (tmp, dx, dy, op);
394 insert_ob_in_map (tmp, m, op, 0);
395 } 385 }
396 } 386 }
397 } 387 }
398} 388}
399
400 389
401/* Causes an object to explode, eg, a firebullet, 390/* Causes an object to explode, eg, a firebullet,
402 * poison cloud ball, etc. op is the object to 391 * poison cloud ball, etc. op is the object to
403 * explode. 392 * explode.
404 */ 393 */
405void 394static void
406explode_bullet (object *op) 395explode_bullet (object *op)
407{ 396{
408 object *tmp, *owner; 397 object *tmp, *owner;
409 398
410 if (op->other_arch == NULL) 399 if (!op->other_arch)
411 { 400 {
412 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n"); 401 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n");
413 op->destroy (); 402 op->destroy ();
414 return; 403 return;
415 } 404 }
416 405
417 if (op->env) 406 if (op->env)
418 { 407 {
419 object *env; 408 object *env = op->outer_env ();
420 409
421 env = object_get_env_recursive (op);
422 if (env->map == NULL || out_of_map (env->map, env->x, env->y)) 410 if (!env->map || out_of_map (env->map, env->x, env->y))
423 { 411 {
424 LOG (llevError, "BUG: explode_bullet(): env out of map\n"); 412 LOG (llevError, "BUG: explode_bullet(): env out of map\n");
425 op->destroy (); 413 op->destroy ();
426 return; 414 return;
427 } 415 }
428 416
429 op->remove (); 417 op->insert_at (env, op, INS_NO_MERGE | INS_NO_WALK_ON);
430 op->x = env->x;
431 op->y = env->y;
432 insert_ob_in_map (op, env->map, op, INS_NO_MERGE | INS_NO_WALK_ON);
433 } 418 }
434 else if (out_of_map (op->map, op->x, op->y)) 419 else if (out_of_map (op->map, op->x, op->y))
435 { 420 {
436 LOG (llevError, "BUG: explode_bullet(): op out of map\n"); 421 LOG (llevError, "BUG: explode_bullet(): op out of map\n");
437 op->destroy (); 422 op->destroy ();
448 } 433 }
449 434
450 if (op->attacktype) 435 if (op->attacktype)
451 { 436 {
452 hit_map (op, 0, op->attacktype, 1); 437 hit_map (op, 0, op->attacktype, 1);
438
453 if (op->destroyed ()) 439 if (op->destroyed ())
454 return; 440 return;
455 } 441 }
456 442
457 /* other_arch contains what this explodes into */ 443 /* other_arch contains what this explodes into */
458 tmp = arch_to_object (op->other_arch); 444 tmp = op->other_arch->instance ();
459 445
460 tmp->set_owner (op); 446 tmp->set_owner (op);
461 tmp->skill = op->skill; 447 tmp->skill = op->skill;
462 448
463 owner = op->owner; 449 owner = op->owner;
464 450
465 if ((tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) && owner && !tailor_god_spell (tmp, owner)) 451 if ((tmp->attacktype & AT_HOLYWORD
452 || tmp->attacktype & AT_GODPOWER)
453 && owner
454 && !tailor_god_spell (tmp, owner))
466 { 455 {
467 op->destroy (); 456 op->destroy ();
468 return; 457 return;
469 } 458 }
470
471 tmp->x = op->x;
472 tmp->y = op->y;
473 459
474 /* special for bombs - it actually has sane values for these */ 460 /* special for bombs - it actually has sane values for these */
475 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB) 461 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB)
476 { 462 {
477 tmp->attacktype = op->attacktype; 463 tmp->attacktype = op->attacktype;
481 } 467 }
482 else 468 else
483 { 469 {
484 if (op->attacktype & AT_MAGIC) 470 if (op->attacktype & AT_MAGIC)
485 tmp->attacktype |= AT_MAGIC; 471 tmp->attacktype |= AT_MAGIC;
472
486 /* Spell doc describes what is going on here */ 473 /* Spell doc describes what is going on here */
487 tmp->stats.dam = op->dam_modifier; 474 tmp->stats.dam = op->dam_modifier;
488 tmp->range = op->stats.maxhp; 475 tmp->range = op->stats.maxhp;
489 tmp->duration = op->stats.hp; 476 tmp->duration = op->stats.hp;
490 /* Used for spell tracking - just need a unique val for this spell - 477 /* Used for spell tracking - just need a unique val for this spell -
498 tmp->stats.sp = op->direction; 485 tmp->stats.sp = op->direction;
499 486
500 /* Prevent recursion */ 487 /* Prevent recursion */
501 op->move_on = 0; 488 op->move_on = 0;
502 489
503 insert_ob_in_map (tmp, op->map, op, 0); 490 tmp->insert_at (op, op);
491 tmp->play_sound (tmp->sound);
492
504 /* remove the firebullet */ 493 /* remove the firebullet */
505 if (!op->destroyed ())
506 {
507 op->destroy (); 494 op->destroy ();
508 }
509} 495}
510
511
512 496
513/* checks to see what op should do, given the space it is on 497/* checks to see what op should do, given the space it is on
514 * (eg, explode, damage player, etc) 498 * (eg, explode, damage player, etc)
515 */ 499 */
516
517void 500void
518check_bullet (object *op) 501check_bullet (object *op)
519{ 502{
520 object *tmp; 503 object *tmp;
521 int dam, mflags; 504 int dam, mflags;
536 519
537 /* If nothing alive on this space, no reason to do anything further */ 520 /* If nothing alive on this space, no reason to do anything further */
538 if (!(mflags & P_IS_ALIVE)) 521 if (!(mflags & P_IS_ALIVE))
539 return; 522 return;
540 523
541 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 524 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
542 { 525 {
543 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 526 if (QUERY_FLAG (tmp, FLAG_ALIVE))
544 { 527 {
545 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1); 528 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1);
529
530 // TODO: can't understand the following if's
546 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0) 531 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0)
547 { 532 {
548 if (!QUERY_FLAG (op, FLAG_REMOVED)) 533 if (!QUERY_FLAG (op, FLAG_REMOVED))
549 { 534 {
550 op->destroy (); 535 op->destroy ();
561 * fired arches (eg, bolts). 546 * fired arches (eg, bolts).
562 */ 547 */
563void 548void
564move_bullet (object *op) 549move_bullet (object *op)
565{ 550{
566 sint16 new_x, new_y;
567 int mflags;
568 maptile *m;
569
570#if 0 551#if 0
571 /* We need a better general purpose way to do this */ 552 /* We need a better general purpose way to do this */
572 553
573 /* peterm: added to make comet leave a trail of burnouts 554 /* peterm: added to make comet leave a trail of burnouts
574 it's an unadulterated hack, but the effect is cool. */ 555 it's an unadulterated hack, but the effect is cool. */
589 op->destroy (); 570 op->destroy ();
590 571
591 return; 572 return;
592 } 573 }
593 574
594 new_x = op->x + DIRX (op); 575 mapxy pos (op);
595 new_y = op->y + DIRY (op); 576 pos.move (op->direction);
596 m = op->map;
597 mflags = get_map_flags (m, &m, new_x, new_y, &new_x, &new_y);
598 577
599 if (mflags & P_OUT_OF_MAP) 578 if (!pos.normalise ())
600 { 579 {
601 op->destroy (); 580 op->destroy ();
602 return; 581 return;
603 } 582 }
604 583
605 if (!op->direction || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y))) 584 mapspace &ms = pos.ms ();
585
586 ms.update ();
587
588 if (!op->direction || OB_TYPE_MOVE_BLOCK (op, ms.move_block))
606 { 589 {
607 if (op->other_arch) 590 if (op->other_arch)
608 explode_bullet (op); 591 explode_bullet (op);
609 else 592 else
610 op->destroy (); 593 op->destroy ();
611 594
612 return; 595 return;
613 } 596 }
614 597
615 op->remove (); 598 if (!(op = pos.insert (op, op)))
616 op->x = new_x;
617 op->y = new_y;
618 if ((op = insert_ob_in_map (op, m, op, 0)) == NULL)
619 return; 599 return;
620 600
621 if (reflwall (op->map, op->x, op->y, op)) 601 if (reflwall (op->map, op->x, op->y, op))
622 { 602 {
623 op->direction = absdir (op->direction + 4); 603 op->direction = absdir (op->direction + 4);
624 update_turn_face (op); 604 update_turn_face (op);
625 } 605 }
626 else 606 else
627 check_bullet (op); 607 check_bullet (op);
628} 608}
629
630
631
632 609
633/* fire_bullet 610/* fire_bullet
634 * object op (cast from caster) files a bolt in dir. 611 * object op (cast from caster) files a bolt in dir.
635 * spob is the spell object for the bolt. 612 * spob is the spell object for the bolt.
636 * we remove the magic flag - that can be derived from 613 * we remove the magic flag - that can be derived from
637 * spob->attacktype. 614 * spob->attacktype.
638 * This function sets up the appropriate owner and skill 615 * This function sets up the appropriate owner and skill
639 * pointers. 616 * pointers.
640 */ 617 */
641
642int 618int
643fire_bullet (object *op, object *caster, int dir, object *spob) 619fire_bullet (object *op, object *caster, int dir, object *spob)
644{ 620{
645 object *tmp = NULL; 621 object *tmp = NULL;
646 int mflags; 622 int mflags;
647 623
648 if (!spob->other_arch) 624 if (!spob->other_arch)
649 return 0; 625 return 0;
650 626
651 tmp = arch_to_object (spob->other_arch); 627 tmp = spob->other_arch->instance ();
652 if (tmp == NULL) 628 if (!tmp)
653 return 0; 629 return 0;
654 630
655 /* peterm: level dependency for bolts */ 631 /* peterm: level dependency for bolts */
656 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob); 632 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob);
657 tmp->attacktype = spob->attacktype; 633 tmp->attacktype = spob->attacktype;
658 if (spob->slaying) 634 if (spob->slaying)
659 tmp->slaying = spob->slaying; 635 tmp->slaying = spob->slaying;
660 636
670 SET_ANIMATION (tmp, dir); 646 SET_ANIMATION (tmp, dir);
671 647
672 tmp->set_owner (op); 648 tmp->set_owner (op);
673 set_spell_skill (op, caster, spob, tmp); 649 set_spell_skill (op, caster, spob, tmp);
674 650
675 tmp->x = op->x + freearr_x[dir]; 651 tmp->x = op->x + freearr_x[dir];
676 tmp->y = op->y + freearr_y[dir]; 652 tmp->y = op->y + freearr_y[dir];
677 tmp->map = op->map; 653 tmp->map = op->map;
678 654
679 maptile *newmap; 655 maptile *newmap;
680 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y); 656 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y);
681 if (mflags & P_OUT_OF_MAP) 657 if (mflags & P_OUT_OF_MAP)
683 tmp->destroy (); 659 tmp->destroy ();
684 return 0; 660 return 0;
685 } 661 }
686 662
687 tmp->map = newmap; 663 tmp->map = newmap;
664
665 // in case the bullet has direction 0 we explode it in place.
666 // direction 0 is possible for instance when a poison cloud trap springs.
667 if (tmp->direction == 0)
668 {
669 if (tmp->other_arch
670 && (tmp = tmp->insert_at (tmp, op))) // insert before explode cleanly
671 explode_bullet (tmp); // explode object will/should remove tmp
672 else
673 tmp->destroy ();
674
675 return 0;
676 }
688 677
689 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y))) 678 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y)))
690 { 679 {
691 if (!QUERY_FLAG (tmp, FLAG_REFLECTING)) 680 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
692 { 681 {
698 tmp->y = op->y; 687 tmp->y = op->y;
699 tmp->direction = absdir (tmp->direction + 4); 688 tmp->direction = absdir (tmp->direction + 4);
700 tmp->map = op->map; 689 tmp->map = op->map;
701 } 690 }
702 691
703 if ((tmp = insert_ob_in_map (tmp, tmp->map, op, 0))) 692 if ((tmp = tmp->insert_at (tmp, op)))
704 check_bullet (tmp); 693 check_bullet (tmp);
705 694
706 return 1; 695 return 1;
707} 696}
708
709
710
711 697
712/***************************************************************************** 698/*****************************************************************************
713 * 699 *
714 * CONE RELATED FUNCTIONS 700 * CONE RELATED FUNCTIONS
715 * 701 *
716 *****************************************************************************/ 702 *****************************************************************************/
717 703
718
719/* drops an object based on what is in the cone's "other_arch" */ 704/* drops an object based on what is in the cone's "other_arch" */
720void 705static void
721cone_drop (object *op) 706cone_drop (object *op)
722{ 707{
723 object *new_ob = arch_to_object (op->other_arch); 708 object *new_ob = op->other_arch->instance ();
724 709
725 new_ob->x = op->x;
726 new_ob->y = op->y;
727 new_ob->level = op->level; 710 new_ob->level = op->level;
728 new_ob->set_owner (op->owner); 711 new_ob->set_owner (op->owner);
729 712
730 /* preserve skill ownership */ 713 /* preserve skill ownership */
731 if (op->skill && op->skill != new_ob->skill) 714 if (op->skill && op->skill != new_ob->skill)
732 {
733 new_ob->skill = op->skill; 715 new_ob->skill = op->skill;
734 }
735 insert_ob_in_map (new_ob, op->map, op, 0);
736 716
717 new_ob->insert_at (op, op);
737} 718}
738 719
739/* move_cone: causes cone object 'op' to move a space/hit creatures */ 720/* move_cone: causes cone object 'op' to move a space/hit creatures */
740 721
741void 722void
742move_cone (object *op) 723move_cone (object *op)
743{ 724{
744 int i;
745
746 /* if no map then hit_map will crash so just ignore object */ 725 /* if no map then hit_map will crash so just ignore object */
747 if (!op->map) 726 if (!op->map)
748 { 727 {
749 LOG (llevError, "Tried to move_cone object %s without a map.\n", op->name ? &op->name : "unknown"); 728 LOG (llevError, "Tried to move_cone object %s without a map.\n", op->name ? &op->name : "unknown");
750 op->set_speed (0); 729 op->set_speed (0);
770 } 749 }
771#endif 750#endif
772 751
773 hit_map (op, 0, op->attacktype, 0); 752 hit_map (op, 0, op->attacktype, 0);
774 753
754 if (!op->is_on_map ())
755 return;
756
775 /* Check to see if we should push anything. 757 /* Check to see if we should push anything.
776 * Spell objects with weight push whatever they encounter to some 758 * Spell objects with weight push whatever they encounter to some
777 * degree. 759 * degree.
778 */ 760 */
779 if (op->weight) 761 if (op->weight)
762 {
780 check_spell_knockback (op); 763 check_spell_knockback (op);
781 764
782 if (op->destroyed ()) 765 if (!op->is_on_map ())
783 return; 766 return;
767 }
784 768
785 if ((op->duration--) < 0) 769 if (op->duration-- < 0)
786 { 770 {
787 op->destroy (); 771 op->destroy ();
788 return; 772 return;
789 } 773 }
790 /* Object has hit maximum range, so don't have it move 774 /* Object has hit maximum range, so don't have it move
795 { 779 {
796 op->range = 0; /* just so it doesn't wrap */ 780 op->range = 0; /* just so it doesn't wrap */
797 return; 781 return;
798 } 782 }
799 783
800 for (i = -1; i < 2; i++) 784 for (int i = -1; i <= 1; i++)
801 { 785 {
802 sint16 x = op->x + freearr_x[absdir (op->stats.sp + i)], y = op->y + freearr_y[absdir (op->stats.sp + i)]; 786 sint16 x = op->x + freearr_x[absdir (op->stats.sp + i)], y = op->y + freearr_y[absdir (op->stats.sp + i)];
803 787
804 if (ok_to_put_more (op->map, x, y, op, op->attacktype)) 788 if (ok_to_put_more (op->map, x, y, op, op->attacktype))
805 { 789 {
806 object *tmp = op->clone (); 790 object *tmp = op->clone ();
807
808 tmp->x = x;
809 tmp->y = y;
810 791
811 tmp->duration = op->duration + 1; 792 tmp->duration = op->duration + 1;
812 793
813 /* Use for spell tracking - see ok_to_put_more() */ 794 /* Use for spell tracking - see ok_to_put_more() */
814 tmp->stats.maxhp = op->stats.maxhp; 795 tmp->stats.maxhp = op->stats.maxhp;
815 insert_ob_in_map (tmp, op->map, op, 0); 796
797 op->map->insert (tmp, x, y, op);
798
816 if (tmp->other_arch) 799 if (tmp->other_arch)
817 cone_drop (tmp); 800 cone_drop (tmp);
818 } 801 }
819 } 802 }
820} 803}
853 836
854 /* Need to know what the movetype of the object we are about 837 /* Need to know what the movetype of the object we are about
855 * to create is, so we can know if the space we are about to 838 * to create is, so we can know if the space we are about to
856 * insert it into is blocked. 839 * insert it into is blocked.
857 */ 840 */
858 movetype = spell->other_arch->clone.move_type; 841 movetype = spell->other_arch->move_type;
859 842
860 for (i = range_min; i <= range_max; i++) 843 for (i = range_min; i <= range_max; i++)
861 { 844 {
862 sint16 x, y, d; 845 sint16 x, y;
863 846
864 /* We can't use absdir here, because it never returns 847 /* We can't use absdir here, because it never returns
865 * 0. If this is a rune, we want to hit the person on top 848 * 0. If this is a rune, we want to hit the person on top
866 * of the trap (d==0). If it is not a rune, then we don't want 849 * of the trap (d==0). If it is not a rune, then we don't want
867 * to hit that person. 850 * to hit that person.
868 */ 851 */
869 d = dir + i; 852 int d = dir ? absdir (dir + i) : i;
870 while (d < 0)
871 d += 8;
872 while (d > 8)
873 d -= 8;
874 853
875 /* If it's not a rune, we don't want to blast the caster. 854 /* If it's not a rune, we don't want to blast the caster.
876 * In that case, we have to see - if dir is specified, 855 * In that case, we have to see - if dir is specified,
877 * turn this into direction 8. If dir is not specified (all 856 * turn this into direction 8. If dir is not specified (all
878 * direction) skip - otherwise, one line would do more damage 857 * direction) skip - otherwise, one line would do more damage
895 874
896 if ((movetype & GET_MAP_MOVE_BLOCK (m, sx, sy)) == movetype) 875 if ((movetype & GET_MAP_MOVE_BLOCK (m, sx, sy)) == movetype)
897 continue; 876 continue;
898 877
899 success = 1; 878 success = 1;
900 tmp = arch_to_object (spell->other_arch); 879 tmp = spell->other_arch->instance ();
901 tmp->set_owner (op); 880 tmp->set_owner (op);
902 set_spell_skill (op, caster, spell, tmp); 881 set_spell_skill (op, caster, spell, tmp);
903 tmp->level = caster_level (caster, spell); 882 tmp->level = casting_level (caster, spell);
904 tmp->x = sx;
905 tmp->y = sy;
906 tmp->attacktype = spell->attacktype; 883 tmp->attacktype = spell->attacktype;
907 884
908 /* holy word stuff */ 885 /* holy word stuff */
909 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER)) 886 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER))
910 if (!tailor_god_spell (tmp, op)) 887 if (!tailor_god_spell (tmp, op))
944 else 921 else
945 tmp->duration += caster->level / 3; 922 tmp->duration += caster->level / 3;
946 } 923 }
947 924
948 if (!(tmp->move_type & MOVE_FLY_LOW)) 925 if (!(tmp->move_type & MOVE_FLY_LOW))
949 LOG (llevDebug, "cast_cone(): arch %s doesn't have flying 1\n", &spell->other_arch->name); 926 LOG (llevDebug, "cast_cone(): arch %s doesn't have flying 1\n", &spell->other_arch->archname);
950 927
951 if (!tmp->move_on && tmp->stats.dam) 928 if (!tmp->move_on && tmp->stats.dam)
952 {
953 LOG (llevDebug, "cast_cone(): arch %s doesn't have move_on set\n", &spell->other_arch->name); 929 LOG (llevDebug, "cast_cone(): arch %s doesn't have move_on set\n", &spell->other_arch->archname);
954 }
955 930
956 insert_ob_in_map (tmp, m, op, 0); 931 m->insert (tmp, sx, sy, op);
957 932
958 /* This is used for tracking spells so that one effect doesn't hit 933 /* This is used for tracking spells so that one effect doesn't hit
959 * a single space too many times. 934 * a single space too many times.
960 */ 935 */
961 tmp->stats.maxhp = tmp->count; 936 tmp->stats.maxhp = tmp->count;
971 * 946 *
972 * BOMB related code 947 * BOMB related code
973 * 948 *
974 ****************************************************************************/ 949 ****************************************************************************/
975 950
976
977/* This handles an exploding bomb. 951/* This handles an exploding bomb.
978 * op is the original bomb object. 952 * op is the original bomb object.
979 */ 953 */
980void 954void
981animate_bomb (object *op) 955animate_bomb (object *op)
982{ 956{
983 int i;
984 object *env, *tmp;
985 archetype *at;
986
987 if (op->state != NUM_ANIMATIONS (op) - 1) 957 if (op->state != NUM_ANIMATIONS (op) - 1)
988 return; 958 return;
989 959
990 env = object_get_env_recursive (op); 960 object *env = op->outer_env ();
991 961
992 if (op->env) 962 if (op->env)
993 { 963 {
994 if (env->map == NULL) 964 if (!env->map)
995 return; 965 return;
996 966
997 if (env->type == PLAYER) 967 if (!(op = op->insert_at (env, op)))
998 esrv_del_item (env->contr, op->count);
999
1000 op->remove ();
1001 op->x = env->x;
1002 op->y = env->y;
1003 if ((op = insert_ob_in_map (op, env->map, op, 0)) == NULL)
1004 return; 968 return;
1005 } 969 }
1006 970
1007 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent bomb from exploding 971 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent bomb from exploding
1008 // on a safe map. I don't like this special casing, but it seems to be neccessary 972 // on a safe map. I don't like this special casing, but it seems to be neccessary
1009 // as bombs can be carried. 973 // as bombs can be carried.
1010 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE) 974 if (op->ms ().flags () & P_SAFE)
1011 { 975 {
1012 op->destroy (); 976 op->destroy ();
1013 return; 977 return;
1014 } 978 }
1015 979
1016 /* This copies a lot of the code from the fire bullet, 980 /* This copies a lot of the code from the fire bullet,
1017 * but using the cast_bullet isn't really feasible, 981 * but using the cast_bullet isn't really feasible,
1018 * so just set up the appropriate values. 982 * so just set up the appropriate values.
1019 */ 983 */
1020 at = archetype::find (SPLINT); 984 if (archetype *at = archetype::find (SPLINT))
1021 if (at)
1022 { 985 {
1023 for (i = 1; i < 9; i++) 986 for (int i = 1; i < 9; i++)
1024 { 987 {
1025 if (out_of_map (op->map, op->x + freearr_x[i], op->y + freearr_x[i])) 988 if (out_of_map (op->map, op->x + freearr_x[i], op->y + freearr_x[i]))
1026 continue; 989 continue;
1027 tmp = arch_to_object (at); 990
991 object *tmp = at->instance ();
1028 tmp->direction = i; 992 tmp->direction = i;
1029 tmp->range = op->range; 993 tmp->range = op->range;
1030 tmp->stats.dam = op->stats.dam; 994 tmp->stats.dam = op->stats.dam;
1031 tmp->duration = op->duration; 995 tmp->duration = op->duration;
1032 tmp->attacktype = op->attacktype; 996 tmp->attacktype = op->attacktype;
1033 tmp->set_owner (op); 997 tmp->set_owner (op);
1034 if (op->skill && op->skill != tmp->skill) 998 if (op->skill && op->skill != tmp->skill)
1035 {
1036 tmp->skill = op->skill; 999 tmp->skill = op->skill;
1037 } 1000
1038 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) 1001 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
1039 SET_ANIMATION (tmp, i); 1002 SET_ANIMATION (tmp, i);
1040 tmp->x = op->x + freearr_x[i]; 1003
1041 tmp->y = op->y + freearr_x[i]; 1004 op->map->insert (tmp, op->x + freearr_x[i], op->y + freearr_x[i], op);
1042 insert_ob_in_map (tmp, op->map, op, 0);
1043 move_bullet (tmp); 1005 move_bullet (tmp);
1044 } 1006 }
1045 } 1007 }
1046 1008
1047 explode_bullet (op); 1009 explode_bullet (op);
1048} 1010}
1049 1011
1050int 1012int
1051create_bomb (object *op, object *caster, int dir, object *spell) 1013create_bomb (object *op, object *caster, int dir, object *spell)
1052{ 1014{
1053
1054 object *tmp; 1015 object *tmp;
1055 int mflags; 1016 int mflags;
1056 sint16 dx = op->x + freearr_x[dir], dy = op->y + freearr_y[dir]; 1017 sint16 dx = op->x + freearr_x[dir], dy = op->y + freearr_y[dir];
1057 maptile *m; 1018 maptile *m;
1058 1019
1059 mflags = get_map_flags (op->map, &m, dx, dy, &dx, &dy); 1020 mflags = get_map_flags (op->map, &m, dx, dy, &dx, &dy);
1021
1022 // when creating a bomb below ourself it should always work, even
1023 // when movement is blocked (somehow we got here, somehow we are here,
1024 // so we should also be able to make a bomb here). (originally added
1025 // to fix create bomb traps in doors, which cast with dir=0).
1026 if (dir)
1027 {
1060 if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, dx, dy) & MOVE_WALK)) 1028 if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, dx, dy) & MOVE_WALK))
1061 { 1029 {
1062 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way."); 1030 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way.");
1063 return 0; 1031 return 0;
1032 }
1064 } 1033 }
1065 tmp = arch_to_object (spell->other_arch); 1034
1035 tmp = spell->other_arch->instance ();
1066 1036
1067 /* level dependencies for bomb */ 1037 /* level dependencies for bomb */
1068 tmp->range = spell->range + SP_level_range_adjust (caster, spell); 1038 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
1069 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1039 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1070 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell); 1040 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
1071 tmp->attacktype = spell->attacktype; 1041 tmp->attacktype = spell->attacktype;
1072 1042
1073 tmp->set_owner (op); 1043 tmp->set_owner (op);
1074 set_spell_skill (op, caster, spell, tmp); 1044 set_spell_skill (op, caster, spell, tmp);
1075 tmp->x = dx; 1045
1076 tmp->y = dy; 1046 m->insert (tmp, dx, dy, op);
1077 insert_ob_in_map (tmp, m, op, 0);
1078 return 1; 1047 return 1;
1079} 1048}
1080 1049
1081/**************************************************************************** 1050/****************************************************************************
1082 * 1051 *
1091 * dir is the direction to look in. 1060 * dir is the direction to look in.
1092 * range is how far out to look. 1061 * range is how far out to look.
1093 * type is the type of spell - either SPELL_MANA or SPELL_GRACE. 1062 * type is the type of spell - either SPELL_MANA or SPELL_GRACE.
1094 * this info is used for blocked magic/unholy spaces. 1063 * this info is used for blocked magic/unholy spaces.
1095 */ 1064 */
1096 1065static object *
1097object *
1098get_pointed_target (object *op, int dir, int range, int type) 1066get_pointed_target (object *op, int dir, int range, int type)
1099{ 1067{
1100 object *target; 1068 object *target;
1101 sint16 x, y; 1069 sint16 x, y;
1102 int dist, mflags; 1070 int dist, mflags;
1120 return NULL; 1088 return NULL;
1121 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW) 1089 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW)
1122 return NULL; 1090 return NULL;
1123 1091
1124 if (mflags & P_IS_ALIVE) 1092 if (mflags & P_IS_ALIVE)
1125 {
1126 for (target = GET_MAP_OB (mp, x, y); target; target = target->above) 1093 for (target = GET_MAP_OB (mp, x, y); target; target = target->above)
1127 { 1094 if (QUERY_FLAG (target, FLAG_MONSTER))
1128 if (QUERY_FLAG (target->head ? target->head : target, FLAG_MONSTER))
1129 {
1130 return target; 1095 return target;
1131 }
1132 }
1133 }
1134 } 1096 }
1097
1135 return NULL; 1098 return NULL;
1136} 1099}
1137
1138 1100
1139/* cast_smite_arch() - the priest points to a creature and causes 1101/* cast_smite_arch() - the priest points to a creature and causes
1140 * a 'godly curse' to decend. 1102 * a 'godly curse' to decend.
1141 * usual params - 1103 * usual params -
1142 * op = player 1104 * op = player
1143 * caster = object casting the spell. 1105 * caster = object casting the spell.
1144 * dir = direction being cast 1106 * dir = direction being cast
1145 * spell = spell object 1107 * spell = spell object
1146 */ 1108 */
1147
1148int 1109int
1149cast_smite_spell (object *op, object *caster, int dir, object *spell) 1110cast_smite_spell (object *op, object *caster, int dir, object *spell)
1150{ 1111{
1151 object *effect, *target; 1112 object *effect, *target;
1152 object *god = find_god (determine_god (op)); 1113 object *god = find_god (determine_god (op));
1162 * interesting spell. 1123 * interesting spell.
1163 * if it is a cleric spell, you need a god, and the creature 1124 * if it is a cleric spell, you need a god, and the creature
1164 * can't be friendly to your god. 1125 * can't be friendly to your god.
1165 */ 1126 */
1166 1127
1167 if (!target || QUERY_FLAG (target, FLAG_REFL_SPELL) 1128 if (!target
1129 || target->flag [FLAG_REFL_SPELL]
1168 || (!god && spell->stats.grace) 1130 || (!god && spell->stats.grace)
1169 || (target->title && god && !strcmp (target->title, god->name)) || (target->race && god && strstr (target->race, god->race))) 1131 || (god && target->title == god->name)
1132 || (god && target->race.contains (god->race)))
1170 { 1133 {
1171 new_draw_info (NDI_UNIQUE, 0, op, "Your request is unheeded."); 1134 new_draw_info (NDI_UNIQUE, 0, op, "Your request is unheeded.");
1172 return 0; 1135 return 0;
1173 } 1136 }
1174 1137
1175 if (spell->other_arch) 1138 if (spell->other_arch)
1176 effect = arch_to_object (spell->other_arch); 1139 effect = spell->other_arch->instance ();
1177 else 1140 else
1178 return 0; 1141 return 0;
1179 1142
1180 /* tailor the effect by priest level and worshipped God */ 1143 /* tailor the effect by priest level and worshipped God */
1181 effect->level = caster_level (caster, spell); 1144 effect->level = casting_level (caster, spell);
1182 effect->attacktype = spell->attacktype; 1145 effect->attacktype = spell->attacktype;
1183 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER)) 1146 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER))
1184 { 1147 {
1185 if (tailor_god_spell (effect, op)) 1148 if (tailor_god_spell (effect, op))
1186 new_draw_info_format (NDI_UNIQUE, 0, op, "%s answers your call!", determine_god (op)); 1149 new_draw_info_format (NDI_UNIQUE, 0, op, "%s answers your call!", (const char *)determine_god (op));
1187 else 1150 else
1188 { 1151 {
1189 new_draw_info (NDI_UNIQUE, 0, op, "Your request is ignored."); 1152 new_draw_info (NDI_UNIQUE, 0, op, "Your request is ignored.");
1190 return 0; 1153 return 0;
1191 } 1154 }
1225 1188
1226 effect->set_owner (op); 1189 effect->set_owner (op);
1227 set_spell_skill (op, caster, spell, effect); 1190 set_spell_skill (op, caster, spell, effect);
1228 1191
1229 /* ok, tell it where to be, and insert! */ 1192 /* ok, tell it where to be, and insert! */
1230 effect->x = target->x; 1193 effect->insert_at (target, op);
1231 effect->y = target->y;
1232 insert_ob_in_map (effect, target->map, op, 0);
1233 1194
1234 return 1; 1195 return 1;
1235} 1196}
1236
1237 1197
1238/**************************************************************************** 1198/****************************************************************************
1239 * 1199 *
1240 * MAGIC MISSILE code. 1200 * MAGIC MISSILE code.
1241 * note that the fire_bullet is used to fire the missile. The 1201 * note that the fire_bullet is used to fire the missile. The
1244 1204
1245/* op is a missile that needs to be moved */ 1205/* op is a missile that needs to be moved */
1246void 1206void
1247move_missile (object *op) 1207move_missile (object *op)
1248{ 1208{
1249 int i, mflags;
1250 object *owner;
1251 sint16 new_x, new_y;
1252 maptile *m;
1253
1254 if (op->range-- <= 0) 1209 if (op->range-- <= 0)
1255 { 1210 {
1211 op->drop_and_destroy ();
1212 return;
1213 }
1214
1215 mapxy pos (op);
1216 pos.move (op->direction);
1217
1218 if (!pos.normalise ())
1219 {
1256 op->destroy (); 1220 op->destroy ();
1257 return; 1221 return;
1258 } 1222 }
1259 1223
1260 owner = op->owner; 1224 mapspace &ms = pos.ms ();
1261#if 0
1262 /* It'd make things nastier if this wasn't here - spells cast by
1263 * monster that are then killed would continue to survive
1264 */
1265 if (owner == NULL)
1266 {
1267 op->destroy ();
1268 return;
1269 }
1270#endif
1271 1225
1272 new_x = op->x + DIRX (op); 1226 if (ms.flags () & P_IS_ALIVE || ms.blocks (op))
1273 new_y = op->y + DIRY (op);
1274
1275 mflags = get_map_flags (op->map, &m, new_x, new_y, &new_x, &new_y);
1276
1277 if (!(mflags & P_OUT_OF_MAP) && ((mflags & P_IS_ALIVE) || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y))))
1278 { 1227 {
1279 hit_map (op, op->direction, AT_MAGIC, 1); 1228 hit_map (op, op->direction, AT_MAGIC, 1);
1280 /* Basically, missile only hits one thing then goes away. 1229 /* Basically, missile only hits one thing then goes away.
1281 * we need to remove it if someone hasn't already done so. 1230 * we need to remove it if someone hasn't already done so.
1282 */ 1231 */
1283 if (!op->destroyed ())
1284 op->destroy ();
1285
1286 return;
1287 }
1288
1289 op->remove ();
1290
1291 if (!op->direction || (mflags & P_OUT_OF_MAP))
1292 {
1293 op->destroy (); 1232 op->destroy ();
1294 return; 1233 return;
1295 } 1234 }
1296 1235
1297 op->x = new_x; 1236 if (!op->direction)
1298 op->y = new_y; 1237 {
1299 op->map = m; 1238 op->destroy ();
1239 return;
1240 }
1241
1300 i = spell_find_dir (op->map, op->x, op->y, op->owner); 1242 int i = spell_find_dir (pos.m, pos.x, pos.y, op->owner);
1301 if (i > 0 && i != op->direction) 1243 if (i > 0 && i != op->direction)
1302 { 1244 {
1303 op->direction = i; 1245 op->direction = i;
1304 SET_ANIMATION (op, op->direction); 1246 SET_ANIMATION (op, op->direction);
1305 } 1247 }
1306 1248
1307 insert_ob_in_map (op, op->map, op, 0); 1249 pos.insert (op, op);
1308} 1250}
1309 1251
1310/**************************************************************************** 1252/****************************************************************************
1311 * Destruction 1253 * Destruction
1312 ****************************************************************************/ 1254 ****************************************************************************/
1315 * we do this by creating a force and inserting it in the 1257 * we do this by creating a force and inserting it in the
1316 * object. if time is 0, the object glows permanently. To truely 1258 * object. if time is 0, the object glows permanently. To truely
1317 * make this work for non-living objects, we would have to 1259 * make this work for non-living objects, we would have to
1318 * give them the capability to have an inventory. b.t. 1260 * give them the capability to have an inventory. b.t.
1319 */ 1261 */
1320 1262static int
1321int
1322make_object_glow (object *op, int radius, int time) 1263make_object_glow (object *op, int radius, int time)
1323{ 1264{
1324 object *tmp;
1325
1326 /* some things are unaffected... */ 1265 /* some things are unaffected... */
1327 if (op->path_denied & PATH_LIGHT) 1266 if (op->path_denied & PATH_LIGHT)
1328 return 0; 1267 return 0;
1329 1268
1330 tmp = get_archetype (FORCE_NAME); 1269 object *tmp = get_archetype (FORCE_NAME);
1331 tmp->speed = 0.01; 1270 tmp->speed = 0.01;
1332 tmp->stats.food = time; 1271 tmp->stats.food = time;
1333 SET_FLAG (tmp, FLAG_IS_USED_UP); 1272 SET_FLAG (tmp, FLAG_IS_USED_UP);
1334 tmp->glow_radius = radius; 1273 tmp->set_glow_radius (min (MAX_LIGHT_RADIUS, radius));
1335 if (tmp->glow_radius > MAX_LIGHT_RADII)
1336 tmp->glow_radius = MAX_LIGHT_RADII;
1337
1338 tmp->x = op->x;
1339 tmp->y = op->y;
1340 if (tmp->speed < MIN_ACTIVE_SPEED)
1341 tmp->speed = MIN_ACTIVE_SPEED; /* safety */
1342 tmp = insert_ob_in_ob (tmp, op); 1274 tmp = insert_ob_in_ob (tmp, op);
1275
1343 if (tmp->glow_radius > op->glow_radius) 1276 if (tmp->glow_radius > op->glow_radius)
1344 op->glow_radius = tmp->glow_radius; 1277 op->set_glow_radius (tmp->glow_radius);
1345 1278
1346 if (!tmp->env || op != tmp->env)
1347 {
1348 LOG (llevError, "make_object_glow() failed to insert glowing force in %s\n", &op->name);
1349 return 0;
1350 }
1351 return 1; 1279 return 1;
1352} 1280}
1353
1354
1355
1356 1281
1357int 1282int
1358cast_destruction (object *op, object *caster, object *spell_ob) 1283cast_destruction (object *op, object *caster, object *spell_ob)
1359{ 1284{
1360 int i, j, range, mflags, friendly = 0, dam, dur;
1361 sint16 sx, sy;
1362 maptile *m;
1363 object *tmp;
1364 const char *skill;
1365
1366 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob); 1285 int range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
1367 dam = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob); 1286 int dam = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob);
1368 dur = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob); 1287 int dur = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
1369 if (QUERY_FLAG (op, FLAG_FRIENDLY) || op->type == PLAYER) 1288
1370 friendly = 1; 1289 bool friendly = op->flag [FLAG_FRIENDLY] || op->is_player ();
1371 1290
1372 /* destruction doesn't use another spell object, so we need 1291 /* destruction doesn't use another spell object, so we need
1373 * update op's skill pointer so that exp is properly awarded. 1292 * update op's skill pointer so that exp is properly awarded.
1374 * We do some shortcuts here - since this is just temporary
1375 * and we'll reset the values back, we don't need to go through
1376 * the full share string/free_string route.
1377 */ 1293 */
1378 skill = op->skill; 1294 const shstr skill = op->skill;
1295
1379 if (caster == op) 1296 if (caster == op)
1380 op->skill = spell_ob->skill; 1297 op->skill = spell_ob->skill;
1381 else if (caster->skill) 1298 else if (caster->skill)
1382 op->skill = caster->skill; 1299 op->skill = caster->skill;
1383 else 1300 else
1384 op->skill = NULL; 1301 op->skill = 0;
1385 1302
1386 change_skill (op, find_skill_by_name (op, op->skill), 1); 1303 op->change_skill (find_skill_by_name (op, op->skill));
1387 1304
1388 for (i = -range; i < range; i++) 1305 unordered_mapwalk (op, -range, -range, range, range)
1389 { 1306 {
1390 for (j = -range; j < range; j++) 1307 mapspace &ms = m->at (nx, ny);
1391 { 1308
1392 m = op->map;
1393 sx = op->x + i;
1394 sy = op->y + j;
1395 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
1396 if (mflags & P_OUT_OF_MAP)
1397 continue;
1398 if (mflags & P_IS_ALIVE) 1309 if (ms.flags () & P_IS_ALIVE)
1310 for (object *next, *tmp = ms.bot; tmp; tmp = next)
1399 { 1311 {
1400 for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above) 1312 next = tmp->above;
1313
1314 if (tmp->flag [FLAG_ALIVE] || tmp->is_player ())
1401 { 1315 {
1402 if (QUERY_FLAG (tmp, FLAG_ALIVE) || tmp->type == PLAYER)
1403 break;
1404 }
1405 if (tmp)
1406 {
1407 if (tmp->head)
1408 tmp = tmp->head; 1316 tmp = tmp->head_ ();
1409 1317
1410 if ((friendly && !QUERY_FLAG (tmp, FLAG_FRIENDLY) && tmp->type != PLAYER) || 1318 if ((friendly && !tmp->flag [FLAG_FRIENDLY] && !tmp->is_player ())
1411 (!friendly && (QUERY_FLAG (tmp, FLAG_FRIENDLY) || tmp->type == PLAYER))) 1319 || (!friendly && (tmp->flag [FLAG_FRIENDLY] || tmp->is_player ())))
1412 { 1320 {
1413 if (spell_ob->subtype == SP_DESTRUCTION) 1321 if (spell_ob->subtype == SP_DESTRUCTION)
1414 { 1322 {
1415 hit_player (tmp, dam, op, spell_ob->attacktype, 0); 1323 hit_player (tmp, dam, op, spell_ob->attacktype, 0);
1324
1416 if (spell_ob->other_arch) 1325 if (spell_ob->other_arch)
1417 { 1326 m->insert (spell_ob->other_arch->instance (), nx, ny, op);
1418 tmp = arch_to_object (spell_ob->other_arch);
1419 tmp->x = sx;
1420 tmp->y = sy;
1421 insert_ob_in_map (tmp, m, op, 0);
1422 }
1423 } 1327 }
1424 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist[ATNR_MAGIC] != 100) 1328 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist [ATNR_MAGIC] != 100)
1425 { 1329 {
1426 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch) 1330 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch)
1427 { 1331 m->insert (spell_ob->other_arch->instance (), nx, ny, op);
1428 object *effect = arch_to_object (spell_ob->other_arch);
1429
1430 effect->x = sx;
1431 effect->y = sy;
1432 insert_ob_in_map (effect, m, op, 0);
1433 }
1434 } 1332 }
1435 } 1333 }
1436 } 1334 }
1437 } 1335 }
1438 }
1439 } 1336 }
1337
1440 op->skill = skill; 1338 op->skill = skill;
1441 return 1; 1339 return 1;
1442} 1340}
1443 1341
1444/*************************************************************************** 1342/***************************************************************************
1445 * 1343 *
1446 * CURSE 1344 * CURSE
1447 * 1345 *
1448 ***************************************************************************/ 1346 ***************************************************************************/
1449
1450int 1347int
1451cast_curse (object *op, object *caster, object *spell_ob, int dir) 1348cast_curse (object *op, object *caster, object *spell_ob, int dir)
1452{ 1349{
1453 object *god = find_god (determine_god (op)); 1350 object *god = find_god (determine_god (op));
1454 object *tmp, *force; 1351 object *tmp, *force;
1458 { 1355 {
1459 new_draw_info (NDI_UNIQUE, 0, op, "There is no one in that direction to curse."); 1356 new_draw_info (NDI_UNIQUE, 0, op, "There is no one in that direction to curse.");
1460 return 0; 1357 return 0;
1461 } 1358 }
1462 1359
1360 tmp = tmp->head_ ();
1361
1463 /* If we've already got a force of this type, don't add a new one. */ 1362 /* If we've already got a force of this type, don't add a new one. */
1464 for (force = tmp->inv; force != NULL; force = force->below) 1363 for (force = tmp->inv; force; force = force->below)
1465 { 1364 {
1466 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY) 1365 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY)
1467 { 1366 {
1468 if (force->name == spell_ob->name) 1367 if (force->name == spell_ob->name)
1469 { 1368 {
1475 return 0; 1374 return 0;
1476 } 1375 }
1477 } 1376 }
1478 } 1377 }
1479 1378
1480 if (force == NULL) 1379 if (!force)
1481 { 1380 {
1482 force = get_archetype (FORCE_NAME); 1381 force = get_archetype (FORCE_NAME);
1483 force->subtype = FORCE_CHANGE_ABILITY; 1382 force->subtype = FORCE_CHANGE_ABILITY;
1383
1484 if (spell_ob->race) 1384 if (spell_ob->race)
1485 force->name = spell_ob->race; 1385 force->name = spell_ob->race;
1486 else 1386 else
1487 force->name = spell_ob->name; 1387 force->name = spell_ob->name;
1488 1388
1498 { 1398 {
1499 force->duration = duration; 1399 force->duration = duration;
1500 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 1400 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1501 } 1401 }
1502 else 1402 else
1503 {
1504 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1403 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1505 } 1404
1506 return 1; 1405 return 1;
1507 } 1406 }
1407
1508 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50; 1408 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1509 force->speed = 1.0; 1409 force->speed = 1.f;
1510 force->speed_left = -1.0; 1410 force->speed_left = -1.f;
1511 SET_FLAG (force, FLAG_APPLIED); 1411 SET_FLAG (force, FLAG_APPLIED);
1512 1412
1513 if (god) 1413 if (god)
1514 { 1414 {
1515 if (spell_ob->last_grace) 1415 if (spell_ob->last_grace)
1529 force->stats.wc = spell_ob->stats.wc; 1429 force->stats.wc = spell_ob->stats.wc;
1530 1430
1531 change_abil (tmp, force); /* Mostly to display any messages */ 1431 change_abil (tmp, force); /* Mostly to display any messages */
1532 insert_ob_in_ob (force, tmp); 1432 insert_ob_in_ob (force, tmp);
1533 tmp->update_stats (); 1433 tmp->update_stats ();
1434
1534 return 1; 1435 return 1;
1535
1536} 1436}
1537
1538 1437
1539/********************************************************************** 1438/**********************************************************************
1540 * mood change 1439 * mood change
1541 * Arguably, this may or may not be an attack spell. But since it 1440 * Arguably, this may or may not be an attack spell. But since it
1542 * effects monsters, it seems best to put it into this file 1441 * effects monsters, it seems best to put it into this file
1547 */ 1446 */
1548int 1447int
1549mood_change (object *op, object *caster, object *spell) 1448mood_change (object *op, object *caster, object *spell)
1550{ 1449{
1551 object *tmp, *god, *head; 1450 object *tmp, *god, *head;
1552 int done_one, range, mflags, level, at, best_at; 1451 int done_one, range, level, at, best_at;
1553 sint16 x, y, nx, ny;
1554 maptile *m;
1555 const char *race; 1452 const char *race;
1556 1453
1557 /* We precompute some values here so that we don't have to keep 1454 /* We precompute some values here so that we don't have to keep
1558 * doing it over and over again. 1455 * doing it over and over again.
1559 */ 1456 */
1560 god = find_god (determine_god (op)); 1457 god = find_god (determine_god (op));
1561 level = caster_level (caster, spell); 1458 level = casting_level (caster, spell);
1562 range = spell->range + SP_level_range_adjust (caster, spell); 1459 range = spell->range + SP_level_range_adjust (caster, spell);
1563 1460
1564 /* On the bright side, no monster should ever have a race of GOD_... 1461 /* On the bright side, no monster should ever have a race of GOD_...
1565 * so even if the player doesn't worship a god, if race=GOD_.., it 1462 * so even if the player doesn't worship a god, if race=GOD_.., it
1566 * won't ever match anything. 1463 * won't ever match anything.
1567 */ 1464 */
1568 if (!spell->race) 1465 if (!spell->race)
1569 race = NULL; 1466 race = NULL;
1570 else if (god && !strcmp (spell->race, "GOD_SLAYING")) 1467 else if (god && spell->race == shstr_GOD_SLAYING)
1571 race = god->slaying; 1468 race = god->slaying;
1572 else if (god && !strcmp (spell->race, "GOD_FRIEND")) 1469 else if (god && spell->race == shstr_GOD_FRIEND)
1573 race = god->race; 1470 race = god->race;
1574 else 1471 else
1575 race = spell->race; 1472 race = spell->race;
1576 1473
1577 1474 unordered_mapwalk (op, -range, -range, range, range)
1578 for (x = op->x - range; x <= op->x + range; x++)
1579 for (y = op->y - range; y <= op->y + range; y++)
1580 { 1475 {
1476 mapspace &ms = m->at (nx, ny);
1581 1477
1582 done_one = 0;
1583 m = op->map;
1584 nx = x;
1585 ny = y;
1586 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1587 if (mflags & P_OUT_OF_MAP)
1588 continue;
1589
1590 /* If there is nothing living on this space, no need to go further */ 1478 /* If there is nothing living on this space, no need to go further */
1591 if (!(mflags & P_IS_ALIVE)) 1479 if (!ms.flags () & P_IS_ALIVE)
1592 continue; 1480 continue;
1593 1481
1594 for (tmp = GET_MAP_OB (m, nx, ny); tmp; tmp = tmp->above) 1482 // players can only affect spaces that they can actually see
1595 if (QUERY_FLAG (tmp, FLAG_MONSTER)) 1483 if (caster
1484 && caster->contr
1485 && caster->contr->darkness_at (m, nx, ny) == LOS_BLOCKED)
1486 continue;
1487
1488 for (tmp = ms.top; tmp; tmp = tmp->below)
1489 if (tmp->flag [FLAG_MONSTER])
1596 break; 1490 break;
1597 1491
1598 /* There can be living objects that are not monsters */ 1492 /* There can be living objects that are not monsters */
1599 if (!tmp || tmp->type == PLAYER) 1493 if (!tmp)
1600 continue; 1494 continue;
1601 1495
1602 /* Only the head has meaningful data, so resolve to that */ 1496 /* Only the head has meaningful data, so resolve to that */
1603 if (tmp->head)
1604 head = tmp->head; 1497 head = tmp->head_ ();
1605 else
1606 head = tmp;
1607 1498
1608 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */ 1499 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */
1609 if (race && head->race && !strstr (race, head->race)) 1500 if (race && head->race && !strstr (race, head->race))
1610 continue; 1501 continue;
1502
1611 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD)) 1503 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD))
1612 continue; 1504 continue;
1613 1505
1614 /* Now do a bunch of stuff related to saving throws */ 1506 /* Now do a bunch of stuff related to saving throws */
1615 best_at = -1; 1507 best_at = -1;
1616 if (spell->attacktype) 1508 if (spell->attacktype)
1617 { 1509 {
1618 for (at = 0; at < NROFATTACKS; at++) 1510 for (at = 0; at < NROFATTACKS; at++)
1619 if (spell->attacktype & (1 << at)) 1511 if (spell->attacktype & (1 << at))
1620 if (best_at == -1 || head->resist[at] > head->resist[best_at]) 1512 if (best_at == -1 || head->resist[at] > head->resist[best_at])
1621 best_at = at; 1513 best_at = at;
1622 1514
1623 if (best_at == -1) 1515 if (best_at == -1)
1624 at = 0; 1516 at = 0;
1625 else 1517 else
1626 { 1518 {
1627 if (head->resist[best_at] == 100) 1519 if (head->resist[best_at] == 100)
1628 continue; 1520 continue;
1629 else 1521 else
1630 at = head->resist[best_at] / 5; 1522 at = head->resist[best_at] / 5;
1631 } 1523 }
1524
1632 at -= level / 5; 1525 at -= level / 5;
1633 if (did_make_save (head, head->level, at)) 1526 if (did_make_save (head, head->level, at))
1634 continue; 1527 continue;
1635 } 1528 }
1636 else /* spell->attacktype */ 1529 else /* spell->attacktype */
1530 {
1637 /* 1531 /*
1638 Spell has no attacktype (charm & such), so we'll have a specific saving: 1532 Spell has no attacktype (charm & such), so we'll have a specific saving:
1639 * if spell level < monster level, no go 1533 * if spell level < monster level, no go
1640 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) ) 1534 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) )
1641 1535
1643 1537
1644 This is required to fix the 'charm monster' abuse, where a player level 1 can 1538 This is required to fix the 'charm monster' abuse, where a player level 1 can
1645 charm a level 125 monster... 1539 charm a level 125 monster...
1646 1540
1647 Ryo, august 14th 1541 Ryo, august 14th
1648 */ 1542 */
1649 {
1650 if (head->level > level) 1543 if (head->level > level)
1651 continue; 1544 continue;
1545
1652 if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + MIN (50, 2 * (level - head->level)))) 1546 if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + min (50, 2 * (level - head->level))))
1653 /* Failed, no effect */ 1547 /* Failed, no effect */
1654 continue; 1548 continue;
1655 } 1549 }
1656 1550
1657 /* Done with saving throw. Now start effecting the monster */ 1551 /* Done with saving throw. Now start affecting the monster */
1552 done_one = 0;
1658 1553
1659 /* aggravation */ 1554 /* aggravation */
1660 if (QUERY_FLAG (spell, FLAG_MONSTER)) 1555 if (QUERY_FLAG (spell, FLAG_MONSTER))
1661 { 1556 {
1662 CLEAR_FLAG (head, FLAG_SLEEP); 1557 CLEAR_FLAG (head, FLAG_SLEEP);
1663 if (QUERY_FLAG (head, FLAG_FRIENDLY))
1664 remove_friendly_object (head); 1558 remove_friendly_object (head);
1665
1666 done_one = 1; 1559 done_one = 1;
1667 head->enemy = op; 1560 head->enemy = op;
1668 } 1561 }
1669 1562
1670 /* calm monsters */ 1563 /* calm monsters */
1671 if (QUERY_FLAG (spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (head, FLAG_UNAGGRESSIVE)) 1564 if (QUERY_FLAG (spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (head, FLAG_UNAGGRESSIVE))
1672 { 1565 {
1673 SET_FLAG (head, FLAG_UNAGGRESSIVE); 1566 SET_FLAG (head, FLAG_UNAGGRESSIVE);
1674 head->enemy = NULL; 1567 head->enemy = NULL;
1675 done_one = 1; 1568 done_one = 1;
1676 } 1569 }
1677 1570
1678 /* berserk monsters */ 1571 /* berserk monsters */
1679 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK)) 1572 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK))
1680 { 1573 {
1681 SET_FLAG (head, FLAG_BERSERK); 1574 SET_FLAG (head, FLAG_BERSERK);
1682 done_one = 1; 1575 done_one = 1;
1683 } 1576 }
1577
1684 /* charm */ 1578 /* charm */
1685 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY)) 1579 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY))
1686 { 1580 {
1687 SET_FLAG (head, FLAG_FRIENDLY); 1581 INVOKE_OBJECT (KILL, head, ARG_OBJECT (caster));
1582
1688 /* Prevent uncontolled outbreaks of self replicating monsters. 1583 /* Prevent uncontrolled outbreaks of self replicating monsters.
1689 Typical use case is charm, go somwhere, use aggravation to make hostile. 1584 Typical use case is charm, go somwhere, use aggravation to make hostile.
1690 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */ 1585 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */
1691 CLEAR_FLAG (head, FLAG_GENERATOR); 1586 CLEAR_FLAG (head, FLAG_GENERATOR);
1692 head->set_owner (op); 1587 head->set_owner (op);
1693 set_spell_skill (op, caster, spell, head); 1588 set_spell_skill (op, caster, spell, head);
1694 add_friendly_object (head); 1589 add_friendly_object (head);
1695 head->attack_movement = PETMOVE; 1590 head->attack_movement = PETMOVE;
1696 done_one = 1; 1591 done_one = 1;
1697 change_exp (op, head->stats.exp / 2, head->skill, SK_EXP_ADD_SKILL); 1592 change_exp (op, head->stats.exp / 2, head->skill, SK_EXP_ADD_SKILL);
1698 head->stats.exp = 0; 1593 head->stats.exp = 0;
1699 } 1594 }
1700 1595
1701 /* If a monster was effected, put an effect in */ 1596 /* If a monster was effected, put an effect in */
1702 if (done_one && spell->other_arch) 1597 if (done_one && spell->other_arch)
1703 { 1598 m->insert (spell->other_arch->instance (), nx, ny, op);
1704 tmp = arch_to_object (spell->other_arch); 1599 }
1705 tmp->x = nx;
1706 tmp->y = ny;
1707 insert_ob_in_map (tmp, m, op, 0);
1708 }
1709 } /* for y */
1710 1600
1711 return 1; 1601 return 1;
1712} 1602}
1713
1714 1603
1715/* Move_ball_spell: This handles ball type spells that just sort of wander 1604/* Move_ball_spell: This handles ball type spells that just sort of wander
1716 * about. was called move_ball_lightning, but since more than the ball 1605 * about. was called move_ball_lightning, but since more than the ball
1717 * lightning spell used it, that seemed misnamed. 1606 * lightning spell used it, that seemed misnamed.
1718 * op is the spell effect. 1607 * op is the spell effect.
1719 * note that duration is handled by process_object() in time.c 1608 * note that duration is handled by process_object() in time.c
1720 */ 1609 */
1721
1722void 1610void
1723move_ball_spell (object *op) 1611move_ball_spell (object *op)
1724{ 1612{
1725 int i, j, dam_save, dir, mflags; 1613 int i, j, dam_save, dir, mflags;
1726 sint16 nx, ny, hx, hy; 1614 sint16 nx, ny, hx, hy;
1745 for (i = 1; i < 9; i++) 1633 for (i = 1; i < 9; i++)
1746 { 1634 {
1747 /* i bit 0: alters sign of offset 1635 /* i bit 0: alters sign of offset
1748 * other bits (i / 2): absolute value of offset 1636 * other bits (i / 2): absolute value of offset
1749 */ 1637 */
1750
1751 int offset = ((i ^ j) & 1) ? (i / 2) : -(i / 2); 1638 int offset = ((i ^ j) & 1) ? (i / 2) : -(i / 2);
1752 int tmpdir = absdir (op->direction + offset); 1639 int tmpdir = absdir (op->direction + offset);
1753 1640
1754 nx = op->x + freearr_x[tmpdir]; 1641 nx = op->x + freearr_x[tmpdir];
1755 ny = op->y + freearr_y[tmpdir]; 1642 ny = op->y + freearr_y[tmpdir];
1757 { 1644 {
1758 dir = tmpdir; 1645 dir = tmpdir;
1759 break; 1646 break;
1760 } 1647 }
1761 } 1648 }
1649
1762 if (dir == 0) 1650 if (dir == 0)
1763 { 1651 {
1764 nx = op->x; 1652 nx = op->x;
1765 ny = op->y; 1653 ny = op->y;
1766 m = op->map; 1654 m = op->map;
1767 } 1655 }
1768 1656
1769 op->remove (); 1657 m->insert (op, nx, ny, op);
1770 op->y = ny;
1771 op->x = nx;
1772 insert_ob_in_map (op, m, op, 0);
1773 1658
1774 dam_save = op->stats.dam; /* save the original dam: we do halfdam on 1659 dam_save = op->stats.dam; /* save the original dam: we do halfdam on
1775 surrounding squares */ 1660 surrounding squares */
1776 1661
1777 /* loop over current square and neighbors to hit. 1662 /* loop over current square and neighbors to hit.
1778 * if this has an other_arch field, we insert that in 1663 * if this has an other_arch field, we insert that in
1779 * the surround spaces. 1664 * the surround spaces.
1780 */ 1665 */
1781 for (j = 0; j < 9; j++) 1666 for (j = 0; j < 9; j++)
1782 { 1667 {
1783 object *new_ob;
1784
1785 hx = nx + freearr_x[j]; 1668 hx = nx + freearr_x[j];
1786 hy = ny + freearr_y[j]; 1669 hy = ny + freearr_y[j];
1787 1670
1788 m = op->map; 1671 m = op->map;
1789 mflags = get_map_flags (m, &m, hx, hy, &hx, &hy); 1672 mflags = get_map_flags (m, &m, hx, hy, &hx, &hy);
1797 1680
1798 if ((mflags & P_IS_ALIVE) && (!owner || owner->x != hx || owner->y != hy || !on_same_map (owner, op))) 1681 if ((mflags & P_IS_ALIVE) && (!owner || owner->x != hx || owner->y != hy || !on_same_map (owner, op)))
1799 { 1682 {
1800 if (j) 1683 if (j)
1801 op->stats.dam = dam_save / 2; 1684 op->stats.dam = dam_save / 2;
1685
1802 hit_map (op, j, op->attacktype, 1); 1686 hit_map (op, j, op->attacktype, 1);
1803
1804 } 1687 }
1805 1688
1806 /* insert the other arch */ 1689 /* insert the other arch */
1807 if (op->other_arch && !(OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy)))) 1690 if (op->other_arch && !(OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy))))
1808 { 1691 m->insert (op->other_arch->instance (), hx, hy, op);
1809 new_ob = arch_to_object (op->other_arch);
1810 new_ob->x = hx;
1811 new_ob->y = hy;
1812 insert_ob_in_map (new_ob, m, op, 0);
1813 }
1814 } 1692 }
1815 1693
1816 /* restore to the center location and damage */ 1694 /* restore to the center location and damage */
1817 op->stats.dam = dam_save; 1695 op->stats.dam = dam_save;
1818 1696
1821 if (i >= 0) 1699 if (i >= 0)
1822 { /* we have a preferred direction! */ 1700 { /* we have a preferred direction! */
1823 /* pick another direction if the preferred dir is blocked. */ 1701 /* pick another direction if the preferred dir is blocked. */
1824 if (get_map_flags (op->map, &m, nx + freearr_x[i], ny + freearr_y[i], &hx, &hy) & P_OUT_OF_MAP || 1702 if (get_map_flags (op->map, &m, nx + freearr_x[i], ny + freearr_y[i], &hx, &hy) & P_OUT_OF_MAP ||
1825 OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy))) 1703 OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy)))
1826 {
1827 i = absdir (i + rndm (0, 2) - 1); /* -1, 0, +1 */ 1704 i = absdir (i + rndm (0, 2) - 1); /* -1, 0, +1 */
1828 } 1705
1829 op->direction = i; 1706 op->direction = i;
1830 } 1707 }
1831} 1708}
1832 1709
1833
1834/* move_swarm_spell: peterm 1710/* move_swarm_spell: peterm
1835 * This is an implementation of the swarm spell. It was written for 1711 * This is an implementation of the swarm spell. It was written for
1836 * meteor swarm, but it could be used for any swarm. A swarm spell 1712 * meteor swarm, but it could be used for any swarm. A swarm spell
1837 * is a special type of object that casts swarms of other types 1713 * is a special type of object that casts swarms of other types
1838 * of spells. Which spell it casts is flexible. It fires the spells 1714 * of spells. Which spell it casts is flexible. It fires the spells
1839 * from a set of squares surrounding the caster, in a given direction. 1715 * from a set of squares surrounding the caster, in a given direction.
1840 */ 1716 */
1841
1842void 1717void
1843move_swarm_spell (object *op) 1718move_swarm_spell (object *op)
1844{ 1719{
1845#if 0 1720#if 0
1846 static int cardinal_adjust[9] = { -3, -2, -1, 0, 0, 0, 1, 2, 3 }; 1721 static int cardinal_adjust[9] = { -3, -2, -1, 0, 0, 0, 1, 2, 3 };
1847 static int diagonal_adjust[10] = { -3, -2, -2, -1, 0, 0, 1, 2, 2, 3 }; 1722 static int diagonal_adjust[10] = { -3, -2, -2, -1, 0, 0, 1, 2, 2, 3 };
1848 sint16 target_x, target_y, origin_x, origin_y; 1723 sint16 target_x, target_y, origin_x, origin_y;
1849 int adjustdir; 1724 int adjustdir;
1850 maptile *m; 1725 maptile *m;
1851#endif 1726#endif
1852 int basedir;
1853 object *owner; 1727 object *owner = op->env;
1854 1728
1855 owner = op->owner; 1729 if (!owner) // MUST not happen, remove when true TODO
1856 if (op->duration == 0 || owner == NULL)
1857 { 1730 {
1731 LOG (llevError, "swarm spell found outside inventory: %s\n", op->debug_desc ());
1858 op->destroy (); 1732 op->destroy ();
1859 return; 1733 return;
1860 } 1734 }
1861 1735
1736 if (!op->duration || !owner->is_on_map ())
1737 {
1738 op->drop_and_destroy ();
1739 return;
1740 }
1741
1862 op->duration--; 1742 op->duration--;
1863 1743
1864 basedir = op->direction; 1744 int basedir = op->direction;
1865 if (basedir == 0) 1745 if (!basedir)
1866 { 1746 {
1867 /* spray in all directions! 8) */ 1747 /* spray in all directions! 8) */
1868 basedir = rndm (1, 8); 1748 op->facing = (op->facing + op->state) & 7;
1749 basedir = op->facing + 1;
1869 } 1750 }
1870 1751
1871#if 0 1752#if 0
1872 // this is bogus: it causes wrong places to be checked below 1753 // this is bogus: it causes wrong places to be checked below
1873 // (a wall 2 cells away will block the effect...) and 1754 // (a wall 2 cells away will block the effect...) and
1874 // doesn't work for SP_BULLET anyhow, so again tests the wrong 1755 // doesn't work for SP_BULLET anyhow, so again tests the wrong
1875 // space. 1756 // space.
1876 // should be fixed later, but correctness before featurs... 1757 // should be fixed later, but correctness before features...
1877 // (schmorp) 1758 // (schmorp)
1878 1759
1879 /* new offset calculation to make swarm element distribution 1760 /* new offset calculation to make swarm element distribution
1880 * more uniform 1761 * more uniform
1881 */ 1762 */
1934 { 1815 {
1935 /* Bullet spells have a bunch more customization that needs to be done */ 1816 /* Bullet spells have a bunch more customization that needs to be done */
1936 if (op->spell->subtype == SP_BULLET) 1817 if (op->spell->subtype == SP_BULLET)
1937 fire_bullet (owner, op, basedir, op->spell); 1818 fire_bullet (owner, op, basedir, op->spell);
1938 else if (op->spell->subtype == SP_MAGIC_MISSILE) 1819 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1939 fire_arch_from_position (owner, op, op->x, op->y, basedir, op->spell); 1820 fire_arch_from_position (owner, op, owner->x, owner->y, basedir, op->spell);
1940 } 1821 }
1941} 1822}
1942
1943
1944
1945 1823
1946/* fire_swarm: 1824/* fire_swarm:
1947 * The following routine creates a swarm of objects. It actually 1825 * The following routine creates a swarm of objects. It actually
1948 * sets up a specific swarm object, which then fires off all 1826 * sets up a specific swarm object, which then fires off all
1949 * the parts of the swarm. 1827 * the parts of the swarm.
1952 * caster: the caster (owner, wand, rod, scroll) 1830 * caster: the caster (owner, wand, rod, scroll)
1953 * dir: the direction everything will be fired in 1831 * dir: the direction everything will be fired in
1954 * spell - the spell that is this spell. 1832 * spell - the spell that is this spell.
1955 * n: the number to be fired. 1833 * n: the number to be fired.
1956 */ 1834 */
1957
1958int 1835int
1959fire_swarm (object *op, object *caster, object *spell, int dir) 1836fire_swarm (object *op, object *caster, object *spell, int dir)
1960{ 1837{
1961 object *tmp;
1962 int i;
1963
1964 if (!spell->other_arch) 1838 if (!spell->other_arch)
1965 return 0; 1839 return 0;
1966 1840
1967 tmp = get_archetype (SWARM_SPELL); 1841 object *tmp = archetype::get (SWARM_SPELL);
1968 tmp->x = op->x; 1842
1969 tmp->y = op->y;
1970 tmp->set_owner (op); /* needed so that if swarm elements kill, caster gets xp. */
1971 set_spell_skill (op, caster, spell, tmp); 1843 set_spell_skill (op, caster, spell, tmp);
1972
1973 tmp->level = caster_level (caster, spell); /*needed later, to get level dep. right. */ 1844 tmp->level = casting_level (caster, spell); /* needed later, to get level dep. right. */
1974 tmp->spell = arch_to_object (spell->other_arch); 1845 tmp->spell = spell->other_arch->instance ();
1975
1976 tmp->attacktype = tmp->spell->attacktype; 1846 tmp->attacktype = tmp->spell->attacktype;
1977 1847
1978 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) 1848 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
1979 {
1980 if (!tailor_god_spell (tmp, op)) 1849 if (!tailor_god_spell (tmp, op))
1981 return 1; 1850 return 1;
1982 } 1851
1983 tmp->duration = SP_level_duration_adjust (caster, spell); 1852 tmp->duration = SP_level_duration_adjust (caster, spell);
1984 for (i = 0; i < spell->duration; i++) 1853 for (int i = 0; i < spell->duration; i++)
1985 tmp->duration += die_roll (1, 3, op, PREFER_HIGH); 1854 tmp->duration += die_roll (1, 3, op, PREFER_HIGH);
1986 1855
1856 tmp->invisible = 1;
1857 tmp->flag [FLAG_NO_DROP] = 1; // make sure it stays in inv, or else
1987 tmp->direction = dir; 1858 tmp->direction = dir;
1988 tmp->invisible = 1; 1859 tmp->facing = rndm (1, 8); // initial firing direction
1989 insert_ob_in_map (tmp, op->map, op, 0); 1860 tmp->state = rndm (4) * 2 + 1; // direction increment
1861
1862 op->insert (tmp);
1863
1990 return 1; 1864 return 1;
1991} 1865}
1992
1993 1866
1994/* See the spells documentation file for why this is its own 1867/* See the spells documentation file for why this is its own
1995 * function. 1868 * function.
1996 */ 1869 */
1997int 1870int
2002 int dam, mflags; 1875 int dam, mflags;
2003 maptile *m; 1876 maptile *m;
2004 1877
2005 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1878 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
2006 1879
2007 if (!dir) 1880 if (dir)
2008 {
2009 new_draw_info (NDI_UNIQUE, 0, op, "In what direction?");
2010 return 0;
2011 } 1881 {
2012
2013 x = op->x + freearr_x[dir]; 1882 x = op->x + freearr_x[dir];
2014 y = op->y + freearr_y[dir]; 1883 y = op->y + freearr_y[dir];
2015 m = op->map; 1884 m = op->map;
2016 1885
2017 mflags = get_map_flags (m, &m, x, y, &x, &y); 1886 mflags = get_map_flags (m, &m, x, y, &x, &y);
2018 1887
2019 if (mflags & P_OUT_OF_MAP) 1888 if (mflags & P_OUT_OF_MAP)
2020 { 1889 {
2021 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is there."); 1890 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is there.");
2022 return 0; 1891 return 0;
2023 } 1892 }
2024 1893
2025 if (mflags & P_IS_ALIVE && spell->attacktype) 1894 if (mflags & P_IS_ALIVE && spell->attacktype)
2026 { 1895 {
2027 for (target = GET_MAP_OB (m, x, y); target; target = target->above) 1896 for (target = GET_MAP_OB (m, x, y); target; target = target->above)
2028 if (QUERY_FLAG (target, FLAG_MONSTER)) 1897 if (QUERY_FLAG (target, FLAG_MONSTER))
2029 { 1898 {
2030 /* oky doky. got a target monster. Lets make a blinding attack */ 1899 /* oky doky. got a target monster. Lets make a blinding attack */
2031 if (target->head) 1900 if (target->head)
2032 target = target->head; 1901 target = target->head;
1902
2033 (void) hit_player (target, dam, op, spell->attacktype, 1); 1903 hit_player (target, dam, op, spell->attacktype, 1);
2034 return 1; /* one success only! */ 1904 return 1; /* one success only! */
1905 }
2035 } 1906 }
2036 }
2037 1907
2038 /* no live target, perhaps a wall is in the way? */ 1908 /* no live target, perhaps a wall is in the way? */
2039 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y))) 1909 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)))
2040 { 1910 {
2041 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 1911 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
2042 return 0; 1912 return 0;
1913 }
2043 } 1914 }
2044 1915
2045 /* ok, looks groovy to just insert a new light on the map */ 1916 /* ok, looks groovy to just insert a new light on the map */
2046 tmp = arch_to_object (spell->other_arch); 1917 tmp = spell->other_arch->instance ();
2047 if (!tmp) 1918 if (!tmp)
2048 { 1919 {
2049 LOG (llevError, "Error: spell arch for cast_light() missing.\n"); 1920 LOG (llevError, "Error: spell arch for cast_light() missing.\n");
2050 return 0; 1921 return 0;
2051 } 1922 }
1923
2052 tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell); 1924 tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell);
1925
2053 if (tmp->glow_radius) 1926 if (tmp->glow_radius)
2054 { 1927 tmp->set_glow_radius (
2055 tmp->glow_radius = spell->range + SP_level_range_adjust (caster, spell); 1928 clamp (spell->range + SP_level_range_adjust (caster, spell), 1, MAX_LIGHT_RADIUS)
2056 if (tmp->glow_radius > MAX_LIGHT_RADII) 1929 );
2057 tmp->glow_radius = MAX_LIGHT_RADII; 1930
2058 } 1931 if (dir)
2059 tmp->x = x; 1932 m->insert (tmp, x, y, op);
2060 tmp->y = y; 1933 else
2061 insert_ob_in_map (tmp, m, op, 0); 1934 caster->outer_env_or_self ()->insert (tmp);
1935
2062 return 1; 1936 return 1;
2063} 1937}
2064
2065
2066
2067 1938
2068/* cast_cause_disease: this spell looks along <dir> from the 1939/* cast_cause_disease: this spell looks along <dir> from the
2069 * player and infects someone. 1940 * player and infects someone.
2070 * op is the player/monster, caster is the object, dir is the direction 1941 * op is the player/monster, caster is the object, dir is the direction
2071 * to cast, disease_arch is the specific disease, and type is the spell number 1942 * to cast, disease_arch is the specific disease, and type is the spell number
2072 * perhaps this should actually be in disease.c? 1943 * perhaps this should actually be in disease.c?
2073 */ 1944 */
2074
2075int 1945int
2076cast_cause_disease (object *op, object *caster, object *spell, int dir) 1946cast_cause_disease (object *op, object *caster, object *spell, int dir)
2077{ 1947{
2078 sint16 x, y; 1948 sint16 x, y;
2079 int i, mflags, range, dam_mod, dur_mod; 1949 int i, mflags, range, dam_mod, dur_mod;
2086 /* If casting from a scroll, no direction will be available, so refer to the 1956 /* If casting from a scroll, no direction will be available, so refer to the
2087 * direction the player is pointing. 1957 * direction the player is pointing.
2088 */ 1958 */
2089 if (!dir) 1959 if (!dir)
2090 dir = op->facing; 1960 dir = op->facing;
1961
2091 if (!dir) 1962 if (!dir)
2092 return 0; /* won't find anything if casting on ourself, so just return */ 1963 return 0; /* won't find anything if casting on ourself, so just return */
2093 1964
2094 /* Calculate these once here */ 1965 /* Calculate these once here */
2095 range = spell->range + SP_level_range_adjust (caster, spell); 1966 range = spell->range + SP_level_range_adjust (caster, spell);
2117 { 1988 {
2118 /* search this square for a victim */ 1989 /* search this square for a victim */
2119 for (walk = GET_MAP_OB (m, x, y); walk; walk = walk->above) 1990 for (walk = GET_MAP_OB (m, x, y); walk; walk = walk->above)
2120 if (QUERY_FLAG (walk, FLAG_MONSTER) || (walk->type == PLAYER)) 1991 if (QUERY_FLAG (walk, FLAG_MONSTER) || (walk->type == PLAYER))
2121 { /* found a victim */ 1992 { /* found a victim */
2122 object *disease = arch_to_object (spell->other_arch); 1993 object *disease = spell->other_arch->instance ();
2123 1994
2124 disease->set_owner (op); 1995 disease->set_owner (op);
2125 set_spell_skill (op, caster, spell, disease); 1996 set_spell_skill (op, caster, spell, disease);
2126 disease->stats.exp = 0; 1997 disease->stats.exp = 0;
2127 disease->level = caster_level (caster, spell); 1998 disease->level = casting_level (caster, spell);
2128 1999
2129 /* do level adjustments */ 2000 /* do level adjustments */
2130 if (disease->stats.wc) 2001 if (disease->stats.wc)
2131 disease->stats.wc += dur_mod / 2; 2002 disease->stats.wc += dur_mod / 2;
2132 2003
2133 if (disease->magic > 0) 2004 if (disease->magic > 0)
2134 disease->magic += dur_mod / 4; 2005 disease->magic += dur_mod / 8;
2135 2006
2136 if (disease->stats.maxhp > 0) 2007 if (disease->stats.maxhp > 0)
2137 disease->stats.maxhp += dur_mod; 2008 disease->stats.maxhp += dur_mod;
2138 2009
2139 if (disease->stats.maxgrace > 0) 2010 if (disease->stats.maxgrace > 0)
2174 if (disease->stats.sp) 2045 if (disease->stats.sp)
2175 disease->stats.sp -= dam_mod; 2046 disease->stats.sp -= dam_mod;
2176 2047
2177 if (infect_object (walk, disease, 1)) 2048 if (infect_object (walk, disease, 1))
2178 { 2049 {
2179 object *flash; /* visual effect for inflicting disease */
2180
2181 new_draw_info_format (NDI_UNIQUE, 0, op, "You inflict %s on %s!", &disease->name, &walk->name); 2050 new_draw_info_format (NDI_UNIQUE, 0, op, "You inflict %s on %s!", &disease->name, &walk->name);
2182 2051
2183 disease->destroy (); /* don't need this one anymore */ 2052 disease->destroy (); /* don't need this one anymore */
2184 flash = get_archetype (ARCH_DETECT_MAGIC); 2053 walk->map->insert (get_archetype (shstr_detect_magic), x, y, op);
2185 flash->x = x;
2186 flash->y = y;
2187 flash->map = walk->map;
2188 insert_ob_in_map (flash, walk->map, op, 0);
2189 return 1; 2054 return 1;
2190 } 2055 }
2191 2056
2192 disease->destroy (); 2057 disease->destroy ();
2193 } 2058 }
2194 } /* if living creature */ 2059 } /* if living creature */
2195 } /* for range of spaces */ 2060 } /* for range of spaces */
2061
2196 new_draw_info (NDI_UNIQUE, 0, op, "No one caught anything!"); 2062 new_draw_info (NDI_UNIQUE, 0, op, "No one caught anything!");
2197 return 1; 2063 return 1;
2198} 2064}

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