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Comparing deliantra/server/server/spell_attack.C (file contents):
Revision 1.68 by elmex, Mon Oct 6 08:46:33 2008 UTC vs.
Revision 1.103 by root, Sun Apr 11 04:20:57 2010 UTC

1/* 1/*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002-2003,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002-2003 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 * 7 *
8 * Deliantra is free software: you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation, either version 3 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
20 * 21 *
21 * The authors can be reached via e-mail to <support@deliantra.net> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 23 */
23 24
24/* This file contains all the spell attack code. Grouping this code 25/* This file contains all the spell attack code. Grouping this code
36/* this function checks to see if a spell pushes objects as well 37/* this function checks to see if a spell pushes objects as well
37 * as flies over and damages them (only used for cones for now) 38 * as flies over and damages them (only used for cones for now)
38 * but moved here so it could be applied to bolts too 39 * but moved here so it could be applied to bolts too
39 * op is the spell object. 40 * op is the spell object.
40 */ 41 */
41void 42static void
42check_spell_knockback (object *op) 43check_spell_knockback (object *op)
43{ 44{
44 int weight_move; 45 int weight_move;
45 int frictionmod = 2; /*poor man's physics - multipy targets weight by this amount */ 46 int frictionmod = 2; /*poor man's physics - multipy targets weight by this amount */
46 47
58 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above) 59 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
59 { 60 {
60 int num_sections = 1; 61 int num_sections = 1;
61 62
62 /* don't move DM */ 63 /* don't move DM */
63 if (QUERY_FLAG (tmp, FLAG_WIZ)) 64 if (tmp->flag [FLAG_WIZ])
64 return; 65 return;
65 66
66 /* don't move parts of objects */ 67 /* don't move parts of objects */
67 if (tmp->head) 68 if (tmp->head)
68 continue; 69 continue;
69 70
70 /* don't move floors or immobile objects */ 71 /* don't move floors or immobile objects */
71 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || (!QUERY_FLAG (tmp, FLAG_ALIVE) && QUERY_FLAG (tmp, FLAG_NO_PICK))) 72 if (tmp->flag [FLAG_IS_FLOOR] || (!tmp->flag [FLAG_ALIVE] && tmp->flag [FLAG_NO_PICK]))
72 continue; 73 continue;
73 74
74 /* count the object's sections */ 75 /* count the object's sections */
75 for (object *tmp2 = tmp; tmp2; tmp2 = tmp2->more) 76 for (object *tmp2 = tmp; tmp2; tmp2 = tmp2->more)
76 num_sections++; 77 num_sections++;
92 * also be safe for objects. 93 * also be safe for objects.
93 * This does return if successful or not, but 94 * This does return if successful or not, but
94 * I don't see us doing anything useful with that information 95 * I don't see us doing anything useful with that information
95 * right now. 96 * right now.
96 */ 97 */
97 move_object (tmp, absdir (op->stats.sp)); 98 tmp->move (absdir (op->stats.sp));
98 } 99 }
99 100
100 } 101 }
101} 102}
102 103
107 ***************************************************************************/ 108 ***************************************************************************/
108 109
109/* Causes op to fork. op is the original bolt, tmp 110/* Causes op to fork. op is the original bolt, tmp
110 * is the first piece of the fork. 111 * is the first piece of the fork.
111 */ 112 */
112void 113static void
113forklightning (object *op, object *tmp) 114forklightning (object *op, object *tmp)
114{ 115{
115 int new_dir = 1; /* direction or -1 for left, +1 for right 0 if no new bolt */ 116 int new_dir = 1; /* direction or -1 for left, +1 for right 0 if no new bolt */
116 int t_dir; /* stores temporary dir calculation */ 117 int t_dir; /* stores temporary dir calculation */
117 maptile *m; 118 maptile *m;
193 * on the space. So only call reflwall if we think the data it returns 194 * on the space. So only call reflwall if we think the data it returns
194 * will be useful. 195 * will be useful.
195 */ 196 */
196 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)) || ((mflags & P_IS_ALIVE) && reflwall (m, x, y, op))) 197 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)) || ((mflags & P_IS_ALIVE) && reflwall (m, x, y, op)))
197 { 198 {
198 if (!QUERY_FLAG (op, FLAG_REFLECTING)) 199 if (!op->flag [FLAG_REFLECTING])
199 return; 200 return;
200 201
201 /* Since walls don't run diagonal, if the bolt is in 202 /* Since walls don't run diagonal, if the bolt is in
202 * one of 4 main directions, it just reflects back in the 203 * one of 4 main directions, it just reflects back in the
203 * opposite direction. However, if the bolt is travelling 204 * opposite direction. However, if the bolt is travelling
276 int mflags; 277 int mflags;
277 278
278 if (!spob->other_arch) 279 if (!spob->other_arch)
279 return 0; 280 return 0;
280 281
281 tmp = arch_to_object (spob->other_arch); 282 tmp = spob->other_arch->instance ();
282 if (tmp == NULL) 283 if (tmp == NULL)
283 return 0; 284 return 0;
284 285
285 /* peterm: level dependency for bolts */ 286 /* peterm: level dependency for bolts */
286 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob); 287 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob);
293 tmp->duration = spob->duration + SP_level_duration_adjust (caster, spob); 294 tmp->duration = spob->duration + SP_level_duration_adjust (caster, spob);
294 tmp->stats.Dex = spob->stats.Dex; 295 tmp->stats.Dex = spob->stats.Dex;
295 tmp->stats.Con = spob->stats.Con; 296 tmp->stats.Con = spob->stats.Con;
296 297
297 tmp->direction = dir; 298 tmp->direction = dir;
298 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) 299 if (tmp->flag [FLAG_IS_TURNABLE])
299 SET_ANIMATION (tmp, dir); 300 SET_ANIMATION (tmp, dir);
300 301
301 tmp->set_owner (op); 302 tmp->set_owner (op);
302 set_spell_skill (op, caster, spob, tmp); 303 set_spell_skill (op, caster, spob, tmp);
303 304
315 316
316 tmp->map = newmap; 317 tmp->map = newmap;
317 318
318 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y))) 319 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y)))
319 { 320 {
320 if (!QUERY_FLAG (tmp, FLAG_REFLECTING)) 321 if (!tmp->flag [FLAG_REFLECTING])
321 { 322 {
322 tmp->drop_and_destroy (); 323 tmp->drop_and_destroy ();
323 return 0; 324 return 0;
324 } 325 }
325 326
388 389
389/* Causes an object to explode, eg, a firebullet, 390/* Causes an object to explode, eg, a firebullet,
390 * poison cloud ball, etc. op is the object to 391 * poison cloud ball, etc. op is the object to
391 * explode. 392 * explode.
392 */ 393 */
393void 394static void
394explode_bullet (object *op) 395explode_bullet (object *op)
395{ 396{
396 object *tmp, *owner; 397 object *tmp, *owner;
397 398
398 if (!op->other_arch) 399 if (!op->other_arch)
438 if (op->destroyed ()) 439 if (op->destroyed ())
439 return; 440 return;
440 } 441 }
441 442
442 /* other_arch contains what this explodes into */ 443 /* other_arch contains what this explodes into */
443 tmp = arch_to_object (op->other_arch); 444 tmp = op->other_arch->instance ();
444 445
445 tmp->set_owner (op); 446 tmp->set_owner (op);
446 tmp->skill = op->skill; 447 tmp->skill = op->skill;
447 448
448 owner = op->owner; 449 owner = op->owner;
520 if (!(mflags & P_IS_ALIVE)) 521 if (!(mflags & P_IS_ALIVE))
521 return; 522 return;
522 523
523 for (tmp = op->ms ().bot; tmp; tmp = tmp->above) 524 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
524 { 525 {
525 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 526 if (tmp->flag [FLAG_ALIVE])
526 { 527 {
527 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1); 528 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1);
528 529
529 // TODO: can't understand the following if's 530 // TODO: can't understand the following if's
530 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0) 531 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0)
531 { 532 {
532 if (!QUERY_FLAG (op, FLAG_REMOVED)) 533 if (!op->flag [FLAG_REMOVED])
533 { 534 {
534 op->destroy (); 535 op->destroy ();
535 return; 536 return;
536 } 537 }
537 } 538 }
545 * fired arches (eg, bolts). 546 * fired arches (eg, bolts).
546 */ 547 */
547void 548void
548move_bullet (object *op) 549move_bullet (object *op)
549{ 550{
550 sint16 new_x, new_y;
551 int mflags;
552 maptile *m;
553
554#if 0 551#if 0
555 /* We need a better general purpose way to do this */ 552 /* We need a better general purpose way to do this */
556 553
557 /* peterm: added to make comet leave a trail of burnouts 554 /* peterm: added to make comet leave a trail of burnouts
558 it's an unadulterated hack, but the effect is cool. */ 555 it's an unadulterated hack, but the effect is cool. */
573 op->destroy (); 570 op->destroy ();
574 571
575 return; 572 return;
576 } 573 }
577 574
578 new_x = op->x + DIRX (op); 575 mapxy pos (op);
579 new_y = op->y + DIRY (op); 576 pos.move (op->direction);
580 m = op->map;
581 mflags = get_map_flags (m, &m, new_x, new_y, &new_x, &new_y);
582 577
583 if (mflags & P_OUT_OF_MAP) 578 if (!pos.normalise ())
584 { 579 {
585 op->destroy (); 580 op->destroy ();
586 return; 581 return;
587 } 582 }
588 583
589 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))
590 { 589 {
591 if (op->other_arch) 590 if (op->other_arch)
592 explode_bullet (op); 591 explode_bullet (op);
593 else 592 else
594 op->destroy (); 593 op->destroy ();
595 594
596 return; 595 return;
597 } 596 }
598 597
599 if (!(op = m->insert (op, new_x, new_y, op))) 598 if (!(op = pos.insert (op, op)))
600 return; 599 return;
601 600
602 if (reflwall (op->map, op->x, op->y, op)) 601 if (reflwall (op->map, op->x, op->y, op))
603 { 602 {
604 op->direction = absdir (op->direction + 4); 603 op->direction = absdir (op->direction + 4);
641 tmp->stats.hp = spob->duration + SP_level_duration_adjust (caster, spob); 640 tmp->stats.hp = spob->duration + SP_level_duration_adjust (caster, spob);
642 tmp->stats.maxhp = spob->range + SP_level_range_adjust (caster, spob); 641 tmp->stats.maxhp = spob->range + SP_level_range_adjust (caster, spob);
643 tmp->dam_modifier = spob->stats.food + SP_level_dam_adjust (caster, spob); 642 tmp->dam_modifier = spob->stats.food + SP_level_dam_adjust (caster, spob);
644 643
645 tmp->direction = dir; 644 tmp->direction = dir;
646 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) 645 if (tmp->flag [FLAG_IS_TURNABLE])
647 SET_ANIMATION (tmp, dir); 646 SET_ANIMATION (tmp, dir);
648 647
649 tmp->set_owner (op); 648 tmp->set_owner (op);
650 set_spell_skill (op, caster, spob, tmp); 649 set_spell_skill (op, caster, spob, tmp);
651 650
661 return 0; 660 return 0;
662 } 661 }
663 662
664 tmp->map = newmap; 663 tmp->map = newmap;
665 664
665 // in case the bullet has direction 0 we explode it in place.
666 // direction 0 is possible for instance when a poison cloud trap springs.
667 if (tmp->direction == 0)
668 {
669 if (tmp->other_arch
670 && (tmp = tmp->insert_at (tmp, op))) // insert before explode cleanly
671 explode_bullet (tmp); // explode object will/should remove tmp
672 else
673 tmp->destroy ();
674
675 return 0;
676 }
677
666 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)))
667 { 679 {
668 if (!QUERY_FLAG (tmp, FLAG_REFLECTING)) 680 if (!tmp->flag [FLAG_REFLECTING])
669 { 681 {
670 tmp->destroy (); 682 tmp->destroy ();
671 return 0; 683 return 0;
672 } 684 }
673 685
688 * CONE RELATED FUNCTIONS 700 * CONE RELATED FUNCTIONS
689 * 701 *
690 *****************************************************************************/ 702 *****************************************************************************/
691 703
692/* 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" */
693void 705static void
694cone_drop (object *op) 706cone_drop (object *op)
695{ 707{
696 object *new_ob = arch_to_object (op->other_arch); 708 object *new_ob = op->other_arch->instance ();
697 709
698 new_ob->level = op->level; 710 new_ob->level = op->level;
699 new_ob->set_owner (op->owner); 711 new_ob->set_owner (op->owner);
700 712
701 /* preserve skill ownership */ 713 /* preserve skill ownership */
717 op->set_speed (0); 729 op->set_speed (0);
718 return; 730 return;
719 } 731 }
720 732
721 /* lava saves it's life, but not yours :) */ 733 /* lava saves it's life, but not yours :) */
722 if (QUERY_FLAG (op, FLAG_LIFESAVE)) 734 if (op->flag [FLAG_LIFESAVE])
723 { 735 {
724 hit_map (op, 0, op->attacktype, 0); 736 hit_map (op, 0, op->attacktype, 0);
725 return; 737 return;
726 } 738 }
727 739
808 MoveType movetype; 820 MoveType movetype;
809 821
810 if (!spell->other_arch) 822 if (!spell->other_arch)
811 return 0; 823 return 0;
812 824
813 if (op->type == PLAYER && QUERY_FLAG (op, FLAG_UNDEAD) && op->attacktype & AT_TURN_UNDEAD) 825 if (op->type == PLAYER && op->flag [FLAG_UNDEAD] && op->attacktype & AT_TURN_UNDEAD)
814 { 826 {
815 new_draw_info (NDI_UNIQUE, 0, op, "Your undead nature prevents you from turning undead!"); 827 op->failmsg ("Your undead nature prevents you from turning undead!");
816 return 0; 828 return 0;
817 } 829 }
818 830
819 if (!dir) 831 if (!dir)
820 { 832 {
828 */ 840 */
829 movetype = spell->other_arch->move_type; 841 movetype = spell->other_arch->move_type;
830 842
831 for (i = range_min; i <= range_max; i++) 843 for (i = range_min; i <= range_max; i++)
832 { 844 {
833 sint16 x, y, d; 845 sint16 x, y;
834 846
835 /* We can't use absdir here, because it never returns 847 /* We can't use absdir here, because it never returns
836 * 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
837 * 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
838 * to hit that person. 850 * to hit that person.
839 */ 851 */
840 d = dir + i; 852 int d = dir ? absdir (dir + i) : i;
841 while (d < 0)
842 d += 8;
843 while (d > 8)
844 d -= 8;
845 853
846 /* 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.
847 * In that case, we have to see - if dir is specified, 855 * In that case, we have to see - if dir is specified,
848 * turn this into direction 8. If dir is not specified (all 856 * turn this into direction 8. If dir is not specified (all
849 * direction) skip - otherwise, one line would do more damage 857 * direction) skip - otherwise, one line would do more damage
866 874
867 if ((movetype & GET_MAP_MOVE_BLOCK (m, sx, sy)) == movetype) 875 if ((movetype & GET_MAP_MOVE_BLOCK (m, sx, sy)) == movetype)
868 continue; 876 continue;
869 877
870 success = 1; 878 success = 1;
871 tmp = arch_to_object (spell->other_arch); 879 tmp = spell->other_arch->instance ();
872 tmp->set_owner (op); 880 tmp->set_owner (op);
873 set_spell_skill (op, caster, spell, tmp); 881 set_spell_skill (op, caster, spell, tmp);
874 tmp->level = casting_level (caster, spell); 882 tmp->level = casting_level (caster, spell);
875 tmp->attacktype = spell->attacktype; 883 tmp->attacktype = spell->attacktype;
876 884
951 959
952 object *env = op->outer_env (); 960 object *env = op->outer_env ();
953 961
954 if (op->env) 962 if (op->env)
955 { 963 {
956 if (env->map == NULL) 964 if (!env->map)
957 return; 965 return;
958 966
959 if (!(op = op->insert_at (env, op))) 967 if (!(op = op->insert_at (env, op)))
960 return; 968 return;
961 } 969 }
962 970
963 // 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
964 // 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
965 // as bombs can be carried. 973 // as bombs can be carried.
966 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE) 974 if (op->ms ().flags () & P_SAFE)
967 { 975 {
968 op->destroy (); 976 op->destroy ();
969 return; 977 return;
970 } 978 }
971 979
978 for (int i = 1; i < 9; i++) 986 for (int i = 1; i < 9; i++)
979 { 987 {
980 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]))
981 continue; 989 continue;
982 990
983 object *tmp = arch_to_object (at); 991 object *tmp = at->instance ();
984 tmp->direction = i; 992 tmp->direction = i;
985 tmp->range = op->range; 993 tmp->range = op->range;
986 tmp->stats.dam = op->stats.dam; 994 tmp->stats.dam = op->stats.dam;
987 tmp->duration = op->duration; 995 tmp->duration = op->duration;
988 tmp->attacktype = op->attacktype; 996 tmp->attacktype = op->attacktype;
989 tmp->set_owner (op); 997 tmp->set_owner (op);
990 if (op->skill && op->skill != tmp->skill) 998 if (op->skill && op->skill != tmp->skill)
991 tmp->skill = op->skill; 999 tmp->skill = op->skill;
992 1000
993 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) 1001 if (tmp->flag [FLAG_IS_TURNABLE])
994 SET_ANIMATION (tmp, i); 1002 SET_ANIMATION (tmp, i);
995 1003
996 op->map->insert (tmp, op->x + freearr_x[i], op->y + freearr_x[i], op); 1004 op->map->insert (tmp, op->x + freearr_x[i], op->y + freearr_x[i], op);
997 move_bullet (tmp); 1005 move_bullet (tmp);
998 } 1006 }
1008 int mflags; 1016 int mflags;
1009 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];
1010 maptile *m; 1018 maptile *m;
1011 1019
1012 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 {
1013 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))
1014 { 1029 {
1015 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way."); 1030 op->failmsg ("There is something in the way.");
1016 return 0; 1031 return 0;
1032 }
1017 } 1033 }
1018 1034
1019 tmp = arch_to_object (spell->other_arch); 1035 tmp = spell->other_arch->instance ();
1020 1036
1021 /* level dependencies for bomb */ 1037 /* level dependencies for bomb */
1022 tmp->range = spell->range + SP_level_range_adjust (caster, spell); 1038 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
1023 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);
1024 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell); 1040 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
1044 * dir is the direction to look in. 1060 * dir is the direction to look in.
1045 * range is how far out to look. 1061 * range is how far out to look.
1046 * 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.
1047 * this info is used for blocked magic/unholy spaces. 1063 * this info is used for blocked magic/unholy spaces.
1048 */ 1064 */
1049object * 1065static object *
1050get_pointed_target (object *op, int dir, int range, int type) 1066get_pointed_target (object *op, int dir, int range, int type)
1051{ 1067{
1052 object *target; 1068 object *target;
1053 sint16 x, y; 1069 sint16 x, y;
1054 int dist, mflags; 1070 int dist, mflags;
1073 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW) 1089 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW)
1074 return NULL; 1090 return NULL;
1075 1091
1076 if (mflags & P_IS_ALIVE) 1092 if (mflags & P_IS_ALIVE)
1077 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)
1078 if (QUERY_FLAG (target, FLAG_MONSTER)) 1094 if (target->flag [FLAG_MONSTER])
1079 return target; 1095 return target;
1080 } 1096 }
1081 1097
1082 return NULL; 1098 return NULL;
1083} 1099}
1107 * interesting spell. 1123 * interesting spell.
1108 * 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
1109 * can't be friendly to your god. 1125 * can't be friendly to your god.
1110 */ 1126 */
1111 1127
1112 if (!target || QUERY_FLAG (target, FLAG_REFL_SPELL) 1128 if (!target
1129 || target->flag [FLAG_REFL_SPELL]
1113 || (!god && spell->stats.grace) 1130 || (!god && spell->stats.grace)
1114 || (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)))
1115 { 1133 {
1116 new_draw_info (NDI_UNIQUE, 0, op, "Your request is unheeded."); 1134 new_draw_info (NDI_UNIQUE, 0, op, "Your request is unheeded.");
1117 return 0; 1135 return 0;
1118 } 1136 }
1119 1137
1120 if (spell->other_arch) 1138 if (spell->other_arch)
1121 effect = arch_to_object (spell->other_arch); 1139 effect = spell->other_arch->instance ();
1122 else 1140 else
1123 return 0; 1141 return 0;
1124 1142
1125 /* tailor the effect by priest level and worshipped God */ 1143 /* tailor the effect by priest level and worshipped God */
1126 effect->level = casting_level (caster, spell); 1144 effect->level = casting_level (caster, spell);
1127 effect->attacktype = spell->attacktype; 1145 effect->attacktype = spell->attacktype;
1128 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER)) 1146 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER))
1129 { 1147 {
1130 if (tailor_god_spell (effect, op)) 1148 if (tailor_god_spell (effect, op))
1131 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));
1132 else 1150 else
1133 { 1151 {
1134 new_draw_info (NDI_UNIQUE, 0, op, "Your request is ignored."); 1152 new_draw_info (NDI_UNIQUE, 0, op, "Your request is ignored.");
1135 return 0; 1153 return 0;
1136 } 1154 }
1143 if (effect->attacktype & AT_DEATH) 1161 if (effect->attacktype & AT_DEATH)
1144 { 1162 {
1145 effect->level = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1163 effect->level = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1146 1164
1147 /* casting death spells at undead isn't a good thing */ 1165 /* casting death spells at undead isn't a good thing */
1148 if (QUERY_FLAG (target, FLAG_UNDEAD)) 1166 if (target->flag [FLAG_UNDEAD])
1149 { 1167 {
1150 if (random_roll (0, 2, op, PREFER_LOW)) 1168 if (random_roll (0, 2, op, PREFER_LOW))
1151 { 1169 {
1152 new_draw_info (NDI_UNIQUE, 0, op, "Idiot! Your spell boomerangs!"); 1170 new_draw_info (NDI_UNIQUE, 0, op, "Idiot! Your spell boomerangs!");
1153 effect->x = op->x; 1171 effect->x = op->x;
1239 * 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
1240 * object. if time is 0, the object glows permanently. To truely 1258 * object. if time is 0, the object glows permanently. To truely
1241 * make this work for non-living objects, we would have to 1259 * make this work for non-living objects, we would have to
1242 * give them the capability to have an inventory. b.t. 1260 * give them the capability to have an inventory. b.t.
1243 */ 1261 */
1244int 1262static int
1245make_object_glow (object *op, int radius, int time) 1263make_object_glow (object *op, int radius, int time)
1246{ 1264{
1247 /* some things are unaffected... */ 1265 /* some things are unaffected... */
1248 if (op->path_denied & PATH_LIGHT) 1266 if (op->path_denied & PATH_LIGHT)
1249 return 0; 1267 return 0;
1250 1268
1251 object *tmp = get_archetype (FORCE_NAME); 1269 object *tmp = get_archetype (FORCE_NAME);
1252 tmp->speed = 0.01; 1270 tmp->speed = 0.01;
1253 tmp->stats.food = time; 1271 tmp->stats.food = time;
1254 SET_FLAG (tmp, FLAG_IS_USED_UP); 1272 tmp->set_flag (FLAG_IS_USED_UP);
1255 tmp->glow_radius = radius; 1273 tmp->set_glow_radius (min (MAX_LIGHT_RADIUS, radius));
1256 if (tmp->glow_radius > MAX_LIGHT_RADII)
1257 tmp->glow_radius = MAX_LIGHT_RADII;
1258
1259 tmp = insert_ob_in_ob (tmp, op); 1274 tmp = insert_ob_in_ob (tmp, op);
1260 1275
1261 if (tmp->glow_radius > op->glow_radius) 1276 if (tmp->glow_radius > op->glow_radius)
1262 op->glow_radius = tmp->glow_radius; 1277 op->set_glow_radius (tmp->glow_radius);
1263 1278
1264 return 1; 1279 return 1;
1265} 1280}
1266 1281
1267int 1282int
1268cast_destruction (object *op, object *caster, object *spell_ob) 1283cast_destruction (object *op, object *caster, object *spell_ob)
1269{ 1284{
1270 int i, j, range, mflags, friendly = 0, dam, dur;
1271 sint16 sx, sy;
1272 maptile *m;
1273 object *tmp;
1274 const char *skill;
1275
1276 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob); 1285 int range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
1277 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);
1278 dur = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob); 1287 int dur = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
1279 if (QUERY_FLAG (op, FLAG_FRIENDLY) || op->type == PLAYER)
1280 friendly = 1;
1281 1288
1282 /* destruction doesn't use another spell object, so we need 1289 bool friendly = op->flag [FLAG_FRIENDLY] || op->is_player ();
1283 * update op's skill pointer so that exp is properly awarded.
1284 * We do some shortcuts here - since this is just temporary
1285 * and we'll reset the values back, we don't need to go through
1286 * the full share string/free_string route.
1287 */
1288 skill = op->skill;
1289 if (caster == op)
1290 op->skill = spell_ob->skill;
1291 else if (caster->skill)
1292 op->skill = caster->skill;
1293 else
1294 op->skill = NULL;
1295 1290
1296 op->change_skill (find_skill_by_name (op, op->skill)); 1291 dynbuf buf;
1297 1292 unordered_mapwalk (buf, op, -range, -range, range, range)
1298 for (i = -range; i <= range; i++)
1299 { 1293 {
1300 for (j = -range; j <= range; j++) 1294 mapspace &ms = m->at (nx, ny);
1301 {
1302 m = op->map;
1303 sx = op->x + i;
1304 sy = op->y + j;
1305 1295
1306 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
1307 if (mflags & P_OUT_OF_MAP)
1308 continue;
1309
1310 if (mflags & P_IS_ALIVE) 1296 if (ms.flags () & P_IS_ALIVE)
1297 for (object *next, *tmp = ms.bot; tmp; tmp = next)
1311 { 1298 {
1312 for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above) 1299 next = tmp->above;
1313 if (QUERY_FLAG (tmp, FLAG_ALIVE) || tmp->type == PLAYER)
1314 break;
1315 1300
1316 if (tmp) 1301 if (tmp->flag [FLAG_ALIVE] || tmp->is_player ())
1317 { 1302 {
1318 if (tmp->head)
1319 tmp = tmp->head; 1303 tmp = tmp->head_ ();
1320 1304
1321 if ((friendly && !QUERY_FLAG (tmp, FLAG_FRIENDLY) && tmp->type != PLAYER) || 1305 if ((friendly && !tmp->flag [FLAG_FRIENDLY] && !tmp->is_player ())
1322 (!friendly && (QUERY_FLAG (tmp, FLAG_FRIENDLY) || tmp->type == PLAYER))) 1306 || (!friendly && (tmp->flag [FLAG_FRIENDLY] || tmp->is_player ())))
1323 { 1307 {
1324 if (spell_ob->subtype == SP_DESTRUCTION) 1308 if (spell_ob->subtype == SP_DESTRUCTION)
1325 { 1309 {
1326 hit_player (tmp, dam, op, spell_ob->attacktype, 0); 1310 hit_player (tmp, dam, op, spell_ob->attacktype, 0);
1327 1311
1328 if (spell_ob->other_arch) 1312 if (spell_ob->other_arch)
1329 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op); 1313 m->insert (spell_ob->other_arch->instance (), nx, ny, op);
1330 } 1314 }
1331 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist[ATNR_MAGIC] != 100) 1315 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist [ATNR_MAGIC] != 100)
1332 { 1316 {
1333 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch) 1317 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch)
1334 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op); 1318 m->insert (spell_ob->other_arch->instance (), nx, ny, op);
1335 } 1319 }
1336 } 1320 }
1337 } 1321 }
1338 } 1322 }
1339 }
1340 } 1323 }
1341 1324
1342 op->skill = skill;
1343 return 1; 1325 return 1;
1344} 1326}
1345 1327
1346/*************************************************************************** 1328/***************************************************************************
1347 * 1329 *
1348 * CURSE 1330 * CURSE
1349 * 1331 *
1350 ***************************************************************************/ 1332 ***************************************************************************/
1351
1352int 1333int
1353cast_curse (object *op, object *caster, object *spell_ob, int dir) 1334cast_curse (object *op, object *caster, object *spell_ob, int dir)
1354{ 1335{
1355 object *god = find_god (determine_god (op)); 1336 object *god = find_god (determine_god (op));
1356 object *tmp, *force; 1337 object *tmp, *force;
1411 } 1392 }
1412 1393
1413 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50; 1394 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1414 force->speed = 1.f; 1395 force->speed = 1.f;
1415 force->speed_left = -1.f; 1396 force->speed_left = -1.f;
1416 SET_FLAG (force, FLAG_APPLIED); 1397 force->set_flag (FLAG_APPLIED);
1417 1398
1418 if (god) 1399 if (god)
1419 { 1400 {
1420 if (spell_ob->last_grace) 1401 if (spell_ob->last_grace)
1421 force->path_repelled = god->path_repelled; 1402 force->path_repelled = god->path_repelled;
1434 force->stats.wc = spell_ob->stats.wc; 1415 force->stats.wc = spell_ob->stats.wc;
1435 1416
1436 change_abil (tmp, force); /* Mostly to display any messages */ 1417 change_abil (tmp, force); /* Mostly to display any messages */
1437 insert_ob_in_ob (force, tmp); 1418 insert_ob_in_ob (force, tmp);
1438 tmp->update_stats (); 1419 tmp->update_stats ();
1420
1439 return 1; 1421 return 1;
1440
1441} 1422}
1442 1423
1443/********************************************************************** 1424/**********************************************************************
1444 * mood change 1425 * mood change
1445 * Arguably, this may or may not be an attack spell. But since it 1426 * Arguably, this may or may not be an attack spell. But since it
1451 */ 1432 */
1452int 1433int
1453mood_change (object *op, object *caster, object *spell) 1434mood_change (object *op, object *caster, object *spell)
1454{ 1435{
1455 object *tmp, *god, *head; 1436 object *tmp, *god, *head;
1456 int done_one, range, mflags, level, at, best_at; 1437 int done_one, range, level, at, best_at;
1457 sint16 x, y, nx, ny;
1458 maptile *m;
1459 const char *race; 1438 const char *race;
1460 1439
1461 /* We precompute some values here so that we don't have to keep 1440 /* We precompute some values here so that we don't have to keep
1462 * doing it over and over again. 1441 * doing it over and over again.
1463 */ 1442 */
1469 * so even if the player doesn't worship a god, if race=GOD_.., it 1448 * so even if the player doesn't worship a god, if race=GOD_.., it
1470 * won't ever match anything. 1449 * won't ever match anything.
1471 */ 1450 */
1472 if (!spell->race) 1451 if (!spell->race)
1473 race = NULL; 1452 race = NULL;
1474 else if (god && !strcmp (spell->race, "GOD_SLAYING")) 1453 else if (god && spell->race == shstr_GOD_SLAYING)
1475 race = god->slaying; 1454 race = god->slaying;
1476 else if (god && !strcmp (spell->race, "GOD_FRIEND")) 1455 else if (god && spell->race == shstr_GOD_FRIEND)
1477 race = god->race; 1456 race = god->race;
1478 else 1457 else
1479 race = spell->race; 1458 race = spell->race;
1480 1459
1481 for (x = op->x - range; x <= op->x + range; x++) 1460 dynbuf buf;
1482 for (y = op->y - range; y <= op->y + range; y++) 1461 unordered_mapwalk (buf, op, -range, -range, range, range)
1483 { 1462 {
1484 done_one = 0; 1463 mapspace &ms = m->at (nx, ny);
1485 m = op->map;
1486 nx = x;
1487 ny = y;
1488 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1489 if (mflags & P_OUT_OF_MAP)
1490 continue;
1491 1464
1492 /* If there is nothing living on this space, no need to go further */ 1465 /* If there is nothing living on this space, no need to go further */
1493 if (!(mflags & P_IS_ALIVE)) 1466 if (!ms.flags () & P_IS_ALIVE)
1494 continue; 1467 continue;
1495 1468
1496 // players can only affect spaces that they can actually see 1469 // players can only affect spaces that they can actually see
1470 if (caster
1497 if (caster && caster->contr 1471 && caster->contr
1498 && caster->contr->visibility_at (m, nx, ny) < 70) 1472 && caster->contr->darkness_at (m, nx, ny) == LOS_BLOCKED)
1499 continue; 1473 continue;
1500 1474
1501 for (tmp = GET_MAP_TOP (m, nx, ny); tmp; tmp = tmp->below) 1475 for (tmp = ms.top; tmp; tmp = tmp->below)
1502 if (QUERY_FLAG (tmp, FLAG_MONSTER)) 1476 if (tmp->flag [FLAG_MONSTER])
1503 break; 1477 break;
1504 1478
1505 /* There can be living objects that are not monsters */ 1479 /* There can be living objects that are not monsters */
1506 if (!tmp || tmp->type == PLAYER) 1480 if (!tmp)
1507 continue; 1481 continue;
1508 1482
1509 /* Only the head has meaningful data, so resolve to that */ 1483 /* Only the head has meaningful data, so resolve to that */
1510 if (tmp->head)
1511 head = tmp->head; 1484 head = tmp->head_ ();
1512 else
1513 head = tmp;
1514 1485
1515 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */ 1486 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */
1516 if (race && head->race && !strstr (race, head->race)) 1487 if (race && head->race && !strstr (race, head->race))
1517 continue; 1488 continue;
1518 1489
1519 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD)) 1490 if (head->flag [FLAG_UNDEAD] && !spell->flag [FLAG_UNDEAD])
1520 continue; 1491 continue;
1521 1492
1522 /* Now do a bunch of stuff related to saving throws */ 1493 /* Now do a bunch of stuff related to saving throws */
1523 best_at = -1; 1494 best_at = -1;
1524 if (spell->attacktype) 1495 if (spell->attacktype)
1525 { 1496 {
1526 for (at = 0; at < NROFATTACKS; at++) 1497 for (at = 0; at < NROFATTACKS; at++)
1527 if (spell->attacktype & (1 << at)) 1498 if (spell->attacktype & (1 << at))
1528 if (best_at == -1 || head->resist[at] > head->resist[best_at]) 1499 if (best_at == -1 || head->resist[at] > head->resist[best_at])
1529 best_at = at; 1500 best_at = at;
1530 1501
1531 if (best_at == -1) 1502 if (best_at == -1)
1532 at = 0; 1503 at = 0;
1533 else 1504 else
1534 { 1505 {
1535 if (head->resist[best_at] == 100) 1506 if (head->resist[best_at] == 100)
1536 continue; 1507 continue;
1537 else 1508 else
1538 at = head->resist[best_at] / 5; 1509 at = head->resist[best_at] / 5;
1539 } 1510 }
1511
1540 at -= level / 5; 1512 at -= level / 5;
1541 if (did_make_save (head, head->level, at)) 1513 if (did_make_save (head, head->level, at))
1542 continue; 1514 continue;
1543 } 1515 }
1544 else /* spell->attacktype */ 1516 else /* spell->attacktype */
1545 { 1517 {
1546 /* 1518 /*
1547 Spell has no attacktype (charm & such), so we'll have a specific saving: 1519 Spell has no attacktype (charm & such), so we'll have a specific saving:
1548 * if spell level < monster level, no go 1520 * if spell level < monster level, no go
1549 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) ) 1521 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) )
1550 1522
1551 The chance will then be in the range [20-70] percent, not too bad. 1523 The chance will then be in the range [20-70] percent, not too bad.
1552 1524
1553 This is required to fix the 'charm monster' abuse, where a player level 1 can 1525 This is required to fix the 'charm monster' abuse, where a player level 1 can
1554 charm a level 125 monster... 1526 charm a level 125 monster...
1555 1527
1556 Ryo, august 14th 1528 Ryo, august 14th
1557 */ 1529 */
1558 if (head->level > level) 1530 if (head->level > level)
1559 continue; 1531 continue;
1560 1532
1561 if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + MIN (50, 2 * (level - head->level)))) 1533 if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + min (50, 2 * (level - head->level))))
1562 /* Failed, no effect */ 1534 /* Failed, no effect */
1563 continue; 1535 continue;
1564 } 1536 }
1565 1537
1566 /* Done with saving throw. Now start affecting the monster */ 1538 /* Done with saving throw. Now start affecting the monster */
1539 done_one = 0;
1567 1540
1568 /* aggravation */ 1541 /* aggravation */
1569 if (QUERY_FLAG (spell, FLAG_MONSTER)) 1542 if (spell->flag [FLAG_MONSTER])
1570 { 1543 {
1571 CLEAR_FLAG (head, FLAG_SLEEP); 1544 head->clr_flag (FLAG_SLEEP);
1572 remove_friendly_object (head); 1545 remove_friendly_object (head);
1573 done_one = 1; 1546 done_one = 1;
1574 head->enemy = op; 1547 head->enemy = op;
1575 } 1548 }
1576 1549
1577 /* calm monsters */ 1550 /* calm monsters */
1578 if (QUERY_FLAG (spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (head, FLAG_UNAGGRESSIVE)) 1551 if (spell->flag [FLAG_UNAGGRESSIVE] && !head->flag [FLAG_UNAGGRESSIVE])
1579 { 1552 {
1580 SET_FLAG (head, FLAG_UNAGGRESSIVE); 1553 head->set_flag (FLAG_UNAGGRESSIVE);
1581 head->enemy = NULL; 1554 head->enemy = NULL;
1582 done_one = 1; 1555 done_one = 1;
1583 } 1556 }
1584 1557
1585 /* berserk monsters */ 1558 /* berserk monsters */
1586 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK)) 1559 if (spell->flag [FLAG_BERSERK] && !head->flag [FLAG_BERSERK])
1587 { 1560 {
1588 SET_FLAG (head, FLAG_BERSERK); 1561 head->set_flag (FLAG_BERSERK);
1589 done_one = 1; 1562 done_one = 1;
1590 } 1563 }
1591 1564
1592 /* charm */ 1565 /* charm */
1593 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY)) 1566 if (spell->flag [FLAG_NO_ATTACK] && !head->flag [FLAG_FRIENDLY])
1594 { 1567 {
1595 INVOKE_OBJECT (KILL, head, ARG_OBJECT (caster)); 1568 INVOKE_OBJECT (KILL, head, ARG_OBJECT (caster));
1596 1569
1597 /* Prevent uncontrolled outbreaks of self replicating monsters. 1570 /* Prevent uncontrolled outbreaks of self replicating monsters.
1598 Typical use case is charm, go somwhere, use aggravation to make hostile. 1571 Typical use case is charm, go somwhere, use aggravation to make hostile.
1599 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */ 1572 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */
1600 CLEAR_FLAG (head, FLAG_GENERATOR); 1573 head->clr_flag (FLAG_GENERATOR);
1601 head->set_owner (op); 1574 head->set_owner (op);
1602 set_spell_skill (op, caster, spell, head); 1575 set_spell_skill (op, caster, spell, head);
1603 add_friendly_object (head); 1576 add_friendly_object (head);
1604 head->attack_movement = PETMOVE; 1577 head->attack_movement = PETMOVE;
1605 done_one = 1; 1578 done_one = 1;
1606 change_exp (op, head->stats.exp / 2, head->skill, SK_EXP_ADD_SKILL); 1579 change_exp (op, head->stats.exp / 2, head->skill, SK_EXP_ADD_SKILL);
1607 head->stats.exp = 0; 1580 head->stats.exp = 0;
1608 } 1581 }
1609 1582
1610 /* If a monster was effected, put an effect in */ 1583 /* If a monster was effected, put an effect in */
1611 if (done_one && spell->other_arch) 1584 if (done_one && spell->other_arch)
1612 m->insert (arch_to_object (spell->other_arch), nx, ny, op); 1585 m->insert (spell->other_arch->instance (), nx, ny, op);
1613 } /* for y */ 1586 }
1614 1587
1615 return 1; 1588 return 1;
1616} 1589}
1617
1618 1590
1619/* Move_ball_spell: This handles ball type spells that just sort of wander 1591/* Move_ball_spell: This handles ball type spells that just sort of wander
1620 * about. was called move_ball_lightning, but since more than the ball 1592 * about. was called move_ball_lightning, but since more than the ball
1621 * lightning spell used it, that seemed misnamed. 1593 * lightning spell used it, that seemed misnamed.
1622 * op is the spell effect. 1594 * op is the spell effect.
1648 for (i = 1; i < 9; i++) 1620 for (i = 1; i < 9; i++)
1649 { 1621 {
1650 /* i bit 0: alters sign of offset 1622 /* i bit 0: alters sign of offset
1651 * other bits (i / 2): absolute value of offset 1623 * other bits (i / 2): absolute value of offset
1652 */ 1624 */
1653
1654 int offset = ((i ^ j) & 1) ? (i / 2) : -(i / 2); 1625 int offset = ((i ^ j) & 1) ? (i / 2) : -(i / 2);
1655 int tmpdir = absdir (op->direction + offset); 1626 int tmpdir = absdir (op->direction + offset);
1656 1627
1657 nx = op->x + freearr_x[tmpdir]; 1628 nx = op->x + freearr_x[tmpdir];
1658 ny = op->y + freearr_y[tmpdir]; 1629 ny = op->y + freearr_y[tmpdir];
1660 { 1631 {
1661 dir = tmpdir; 1632 dir = tmpdir;
1662 break; 1633 break;
1663 } 1634 }
1664 } 1635 }
1636
1665 if (dir == 0) 1637 if (dir == 0)
1666 { 1638 {
1667 nx = op->x; 1639 nx = op->x;
1668 ny = op->y; 1640 ny = op->y;
1669 m = op->map; 1641 m = op->map;
1701 hit_map (op, j, op->attacktype, 1); 1673 hit_map (op, j, op->attacktype, 1);
1702 } 1674 }
1703 1675
1704 /* insert the other arch */ 1676 /* insert the other arch */
1705 if (op->other_arch && !(OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy)))) 1677 if (op->other_arch && !(OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy))))
1706 m->insert (arch_to_object (op->other_arch), hx, hy, op); 1678 m->insert (op->other_arch->instance (), hx, hy, op);
1707 } 1679 }
1708 1680
1709 /* restore to the center location and damage */ 1681 /* restore to the center location and damage */
1710 op->stats.dam = dam_save; 1682 op->stats.dam = dam_save;
1711 1683
1890 int dam, mflags; 1862 int dam, mflags;
1891 maptile *m; 1863 maptile *m;
1892 1864
1893 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1865 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1894 1866
1895 if (!dir) 1867 if (dir)
1896 {
1897 new_draw_info (NDI_UNIQUE, 0, op, "In what direction?");
1898 return 0;
1899 } 1868 {
1900
1901 x = op->x + freearr_x[dir]; 1869 x = op->x + freearr_x[dir];
1902 y = op->y + freearr_y[dir]; 1870 y = op->y + freearr_y[dir];
1903 m = op->map; 1871 m = op->map;
1904 1872
1905 mflags = get_map_flags (m, &m, x, y, &x, &y); 1873 mflags = get_map_flags (m, &m, x, y, &x, &y);
1906 1874
1907 if (mflags & P_OUT_OF_MAP) 1875 if (mflags & P_OUT_OF_MAP)
1908 { 1876 {
1909 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is there."); 1877 op->failmsg ("Nothing is there.");
1910 return 0; 1878 return 0;
1911 } 1879 }
1912 1880
1913 if (mflags & P_IS_ALIVE && spell->attacktype) 1881 if (mflags & P_IS_ALIVE && spell->attacktype)
1914 { 1882 {
1915 for (target = GET_MAP_OB (m, x, y); target; target = target->above) 1883 for (target = GET_MAP_OB (m, x, y); target; target = target->above)
1916 if (QUERY_FLAG (target, FLAG_MONSTER)) 1884 if (target->flag [FLAG_MONSTER])
1917 { 1885 {
1918 /* oky doky. got a target monster. Lets make a blinding attack */ 1886 /* oky doky. got a target monster. Lets make a blinding attack */
1919 if (target->head) 1887 if (target->head)
1920 target = target->head; 1888 target = target->head;
1921 1889
1922 hit_player (target, dam, op, spell->attacktype, 1); 1890 hit_player (target, dam, op, spell->attacktype, 1);
1923 return 1; /* one success only! */ 1891 return 1; /* one success only! */
1892 }
1924 } 1893 }
1925 }
1926 1894
1927 /* no live target, perhaps a wall is in the way? */ 1895 /* no live target, perhaps a wall is in the way? */
1928 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y))) 1896 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)))
1929 { 1897 {
1930 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 1898 op->failmsg ("Something is in the way.");
1931 return 0; 1899 return 0;
1900 }
1932 } 1901 }
1933 1902
1934 /* ok, looks groovy to just insert a new light on the map */ 1903 /* ok, looks groovy to just insert a new light on the map */
1935 tmp = arch_to_object (spell->other_arch); 1904 tmp = spell->other_arch->instance ();
1936 if (!tmp) 1905 if (!tmp)
1937 { 1906 {
1938 LOG (llevError, "Error: spell arch for cast_light() missing.\n"); 1907 LOG (llevError, "Error: spell arch for cast_light() missing.\n");
1939 return 0; 1908 return 0;
1940 } 1909 }
1910
1941 tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell); 1911 tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell);
1912
1942 if (tmp->glow_radius) 1913 if (tmp->glow_radius)
1943 { 1914 tmp->set_glow_radius (
1944 tmp->glow_radius = spell->range + SP_level_range_adjust (caster, spell); 1915 clamp (spell->range + SP_level_range_adjust (caster, spell), 1, MAX_LIGHT_RADIUS)
1945 if (tmp->glow_radius > MAX_LIGHT_RADII) 1916 );
1946 tmp->glow_radius = MAX_LIGHT_RADII;
1947 }
1948 1917
1918 if (dir)
1949 m->insert (tmp, x, y, op); 1919 m->insert (tmp, x, y, op);
1920 else
1921 caster->outer_env_or_self ()->insert (tmp);
1922
1950 return 1; 1923 return 1;
1951} 1924}
1952 1925
1953/* cast_cause_disease: this spell looks along <dir> from the 1926/* cast_cause_disease: this spell looks along <dir> from the
1954 * player and infects someone. 1927 * player and infects someone.
2000 /* Only bother looking on this space if there is something living here */ 1973 /* Only bother looking on this space if there is something living here */
2001 if (mflags & P_IS_ALIVE) 1974 if (mflags & P_IS_ALIVE)
2002 { 1975 {
2003 /* search this square for a victim */ 1976 /* search this square for a victim */
2004 for (walk = GET_MAP_OB (m, x, y); walk; walk = walk->above) 1977 for (walk = GET_MAP_OB (m, x, y); walk; walk = walk->above)
2005 if (QUERY_FLAG (walk, FLAG_MONSTER) || (walk->type == PLAYER)) 1978 if (walk->flag [FLAG_MONSTER] || (walk->type == PLAYER))
2006 { /* found a victim */ 1979 { /* found a victim */
2007 object *disease = arch_to_object (spell->other_arch); 1980 object *disease = spell->other_arch->instance ();
2008 1981
2009 disease->set_owner (op); 1982 disease->set_owner (op);
2010 set_spell_skill (op, caster, spell, disease); 1983 set_spell_skill (op, caster, spell, disease);
2011 disease->stats.exp = 0; 1984 disease->stats.exp = 0;
2012 disease->level = casting_level (caster, spell); 1985 disease->level = casting_level (caster, spell);
2013 1986
2014 /* do level adjustments */ 1987 /* do level adjustments */
2015 if (disease->stats.wc) 1988 if (disease->stats.wc ) disease->stats.wc += dur_mod / 2;
2016 disease->stats.wc += dur_mod / 2; 1989 if (disease->magic > 0) disease->magic += dur_mod / 8;
2017 1990 if (disease->stats.maxhp > 0) disease->stats.maxhp += dur_mod;
2018 if (disease->magic > 0) 1991 if (disease->stats.maxgrace > 0) disease->stats.maxgrace += dur_mod;
2019 disease->magic += dur_mod / 8;
2020
2021 if (disease->stats.maxhp > 0)
2022 disease->stats.maxhp += dur_mod;
2023
2024 if (disease->stats.maxgrace > 0)
2025 disease->stats.maxgrace += dur_mod;
2026
2027 if (disease->stats.dam)
2028 {
2029 if (disease->stats.dam > 0)
2030 disease->stats.dam += dam_mod;
2031 else
2032 disease->stats.dam -= dam_mod;
2033 }
2034 1992
2035 if (disease->last_sp) 1993 if (disease->last_sp)
2036 { 1994 {
2037 disease->last_sp -= 2 * dam_mod; 1995 disease->last_sp -= 2 * dam_mod;
1996
2038 if (disease->last_sp < 1) 1997 if (disease->last_sp < 1)
2039 disease->last_sp = 1; 1998 disease->last_sp = 1;
2040 } 1999 }
2041 2000
2042 if (disease->stats.maxsp) 2001 if (disease->stats.dam ) disease->stats.dam += copysign (disease->stats.dam , dam_mod);
2043 { 2002 if (disease->stats.maxsp) disease->stats.maxsp += copysign (disease->stats.maxsp, dam_mod);
2044 if (disease->stats.maxsp > 0) 2003 if (disease->stats.ac ) disease->stats.ac += dam_mod;
2045 disease->stats.maxsp += dam_mod; 2004 if (disease->last_eat ) disease->last_eat -= dam_mod;
2046 else 2005 if (disease->stats.hp ) disease->stats.hp -= dam_mod;
2047 disease->stats.maxsp -= dam_mod; 2006 if (disease->stats.sp ) disease->stats.sp -= dam_mod;
2048 }
2049
2050 if (disease->stats.ac)
2051 disease->stats.ac += dam_mod;
2052
2053 if (disease->last_eat)
2054 disease->last_eat -= dam_mod;
2055
2056 if (disease->stats.hp)
2057 disease->stats.hp -= dam_mod;
2058
2059 if (disease->stats.sp)
2060 disease->stats.sp -= dam_mod;
2061 2007
2062 if (infect_object (walk, disease, 1)) 2008 if (infect_object (walk, disease, 1))
2063 { 2009 {
2064 new_draw_info_format (NDI_UNIQUE, 0, op, "You inflict %s on %s!", &disease->name, &walk->name); 2010 op->statusmsg (format ("You inflict %s on %s!", &disease->name, &walk->name));
2065 2011
2066 disease->destroy (); /* don't need this one anymore */ 2012 disease->destroy (); /* don't need this one anymore */
2067 walk->map->insert (get_archetype ("detect_magic"), x, y, op); 2013 walk->map->insert (get_archetype (shstr_detect_magic), x, y, op);
2068 return 1; 2014 return 1;
2069 } 2015 }
2070 2016
2071 disease->destroy (); 2017 disease->destroy ();
2072 } 2018 }

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