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Comparing deliantra/server/server/spell_attack.C (file contents):
Revision 1.71 by root, Mon Dec 22 21:51:11 2008 UTC vs.
Revision 1.108 by root, Tue Jan 3 11:25:37 2012 UTC

1/* 1/*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012 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 }
1017 // to fix create bomb traps in doors, which cast with dir=0). 1025 // to fix create bomb traps in doors, which cast with dir=0).
1018 if (dir) 1026 if (dir)
1019 { 1027 {
1020 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))
1021 { 1029 {
1022 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way."); 1030 op->failmsg ("There is something in the way.");
1023 return 0; 1031 return 0;
1024 } 1032 }
1025 } 1033 }
1026 1034
1027 tmp = arch_to_object (spell->other_arch); 1035 tmp = spell->other_arch->instance ();
1028 1036
1029 /* level dependencies for bomb */ 1037 /* level dependencies for bomb */
1030 tmp->range = spell->range + SP_level_range_adjust (caster, spell); 1038 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
1031 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);
1032 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell); 1040 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
1052 * dir is the direction to look in. 1060 * dir is the direction to look in.
1053 * range is how far out to look. 1061 * range is how far out to look.
1054 * 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.
1055 * this info is used for blocked magic/unholy spaces. 1063 * this info is used for blocked magic/unholy spaces.
1056 */ 1064 */
1057object * 1065static object *
1058get_pointed_target (object *op, int dir, int range, int type) 1066get_pointed_target (object *op, int dir, int range, int type)
1059{ 1067{
1060 object *target; 1068 object *target;
1061 sint16 x, y; 1069 sint16 x, y;
1062 int dist, mflags; 1070 int dist, mflags;
1081 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW) 1089 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW)
1082 return NULL; 1090 return NULL;
1083 1091
1084 if (mflags & P_IS_ALIVE) 1092 if (mflags & P_IS_ALIVE)
1085 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)
1086 if (QUERY_FLAG (target, FLAG_MONSTER)) 1094 if (target->flag [FLAG_MONSTER])
1087 return target; 1095 return target;
1088 } 1096 }
1089 1097
1090 return NULL; 1098 return NULL;
1091} 1099}
1115 * interesting spell. 1123 * interesting spell.
1116 * 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
1117 * can't be friendly to your god. 1125 * can't be friendly to your god.
1118 */ 1126 */
1119 1127
1120 if (!target || QUERY_FLAG (target, FLAG_REFL_SPELL) 1128 if (!target
1129 || target->flag [FLAG_REFL_SPELL]
1121 || (!god && spell->stats.grace) 1130 || (!god && spell->stats.grace)
1122 || (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)))
1123 { 1133 {
1124 new_draw_info (NDI_UNIQUE, 0, op, "Your request is unheeded."); 1134 op->failmsg ("Your request is unheeded.");
1125 return 0; 1135 return 0;
1126 } 1136 }
1127 1137
1128 if (spell->other_arch) 1138 if (spell->other_arch)
1129 effect = arch_to_object (spell->other_arch); 1139 effect = spell->other_arch->instance ();
1130 else 1140 else
1131 return 0; 1141 return 0;
1132 1142
1133 /* tailor the effect by priest level and worshipped God */ 1143 /* tailor the effect by priest level and worshipped God */
1134 effect->level = casting_level (caster, spell); 1144 effect->level = casting_level (caster, spell);
1135 effect->attacktype = spell->attacktype; 1145 effect->attacktype = spell->attacktype;
1136 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER)) 1146 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER))
1137 { 1147 {
1138 if (tailor_god_spell (effect, op)) 1148 if (tailor_god_spell (effect, op))
1139 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));
1140 else 1150 else
1141 { 1151 {
1142 new_draw_info (NDI_UNIQUE, 0, op, "Your request is ignored."); 1152 op->failmsg ("Your request is ignored.");
1143 return 0; 1153 return 0;
1144 } 1154 }
1145 } 1155 }
1146 1156
1147 /* size of the area of destruction */ 1157 /* size of the area of destruction */
1151 if (effect->attacktype & AT_DEATH) 1161 if (effect->attacktype & AT_DEATH)
1152 { 1162 {
1153 effect->level = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1163 effect->level = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1154 1164
1155 /* casting death spells at undead isn't a good thing */ 1165 /* casting death spells at undead isn't a good thing */
1156 if (QUERY_FLAG (target, FLAG_UNDEAD)) 1166 if (target->flag [FLAG_UNDEAD])
1157 { 1167 {
1158 if (random_roll (0, 2, op, PREFER_LOW)) 1168 if (random_roll (0, 2, op, PREFER_LOW))
1159 { 1169 {
1160 new_draw_info (NDI_UNIQUE, 0, op, "Idiot! Your spell boomerangs!"); 1170 new_draw_info (NDI_UNIQUE, 0, op, "Idiot! Your spell boomerangs!");
1161 effect->x = op->x; 1171 effect->x = op->x;
1247 * 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
1248 * object. if time is 0, the object glows permanently. To truely 1258 * object. if time is 0, the object glows permanently. To truely
1249 * make this work for non-living objects, we would have to 1259 * make this work for non-living objects, we would have to
1250 * give them the capability to have an inventory. b.t. 1260 * give them the capability to have an inventory. b.t.
1251 */ 1261 */
1252int 1262static int
1253make_object_glow (object *op, int radius, int time) 1263make_object_glow (object *op, int radius, int time)
1254{ 1264{
1255 /* some things are unaffected... */ 1265 /* some things are unaffected... */
1256 if (op->path_denied & PATH_LIGHT) 1266 if (op->path_denied & PATH_LIGHT)
1257 return 0; 1267 return 0;
1258 1268
1259 object *tmp = get_archetype (FORCE_NAME); 1269 object *tmp = archetype::get (FORCE_NAME);
1260 tmp->speed = 0.01; 1270 tmp->set_speed (0.01);
1261 tmp->stats.food = time; 1271 tmp->stats.food = time;
1262 SET_FLAG (tmp, FLAG_IS_USED_UP); 1272 tmp->set_flag (FLAG_IS_USED_UP);
1263 tmp->glow_radius = min (MAX_LIGHT_RADIUS, radius); 1273 tmp->set_glow_radius (min (MAX_LIGHT_RADIUS, radius));
1264 tmp = insert_ob_in_ob (tmp, op); 1274 tmp = insert_ob_in_ob (tmp, op);
1265 1275
1266 if (tmp->glow_radius > op->glow_radius) 1276 if (tmp->glow_radius > op->glow_radius)
1267 op->glow_radius = tmp->glow_radius; 1277 op->set_glow_radius (tmp->glow_radius);
1268 1278
1269 return 1; 1279 return 1;
1270} 1280}
1271 1281
1272int 1282int
1273cast_destruction (object *op, object *caster, object *spell_ob) 1283cast_destruction (object *op, object *caster, object *spell_ob)
1274{ 1284{
1275 int i, j, range, mflags, friendly = 0, dam, dur;
1276 sint16 sx, sy;
1277 maptile *m;
1278 object *tmp;
1279 const char *skill;
1280
1281 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob); 1285 int range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
1282 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);
1283 dur = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob); 1287 int dur = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
1284 if (QUERY_FLAG (op, FLAG_FRIENDLY) || op->type == PLAYER)
1285 friendly = 1;
1286 1288
1287 /* destruction doesn't use another spell object, so we need 1289 bool friendly = op->flag [FLAG_FRIENDLY] || op->is_player ();
1288 * update op's skill pointer so that exp is properly awarded.
1289 * We do some shortcuts here - since this is just temporary
1290 * and we'll reset the values back, we don't need to go through
1291 * the full share string/free_string route.
1292 */
1293 skill = op->skill;
1294 if (caster == op)
1295 op->skill = spell_ob->skill;
1296 else if (caster->skill)
1297 op->skill = caster->skill;
1298 else
1299 op->skill = NULL;
1300 1290
1301 op->change_skill (find_skill_by_name (op, op->skill)); 1291 dynbuf buf;
1302 1292 unordered_mapwalk (buf, op, -range, -range, range, range)
1303 for (i = -range; i <= range; i++)
1304 { 1293 {
1305 for (j = -range; j <= range; j++) 1294 mapspace &ms = m->at (nx, ny);
1306 {
1307 m = op->map;
1308 sx = op->x + i;
1309 sy = op->y + j;
1310 1295
1311 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
1312 if (mflags & P_OUT_OF_MAP)
1313 continue;
1314
1315 if (mflags & P_IS_ALIVE) 1296 if (ms.flags () & P_IS_ALIVE)
1297 for (object *next, *tmp = ms.bot; tmp; tmp = next)
1316 { 1298 {
1317 for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above) 1299 next = tmp->above;
1318 if (QUERY_FLAG (tmp, FLAG_ALIVE) || tmp->type == PLAYER)
1319 break;
1320 1300
1321 if (tmp) 1301 if (tmp->flag [FLAG_ALIVE] || tmp->is_player ())
1322 { 1302 {
1323 if (tmp->head)
1324 tmp = tmp->head; 1303 tmp = tmp->head_ ();
1325 1304
1326 if ((friendly && !QUERY_FLAG (tmp, FLAG_FRIENDLY) && tmp->type != PLAYER) || 1305 if ((friendly && !tmp->flag [FLAG_FRIENDLY] && !tmp->is_player ())
1327 (!friendly && (QUERY_FLAG (tmp, FLAG_FRIENDLY) || tmp->type == PLAYER))) 1306 || (!friendly && (tmp->flag [FLAG_FRIENDLY] || tmp->is_player ())))
1328 { 1307 {
1329 if (spell_ob->subtype == SP_DESTRUCTION) 1308 if (spell_ob->subtype == SP_DESTRUCTION)
1330 { 1309 {
1331 hit_player (tmp, dam, op, spell_ob->attacktype, 0); 1310 hit_player (tmp, dam, op, spell_ob->attacktype, 0);
1332 1311
1333 if (spell_ob->other_arch) 1312 if (spell_ob->other_arch)
1334 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op); 1313 m->insert (spell_ob->other_arch->instance (), nx, ny, op);
1335 } 1314 }
1336 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)
1337 { 1316 {
1338 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch) 1317 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch)
1339 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op); 1318 m->insert (spell_ob->other_arch->instance (), nx, ny, op);
1340 } 1319 }
1341 } 1320 }
1342 } 1321 }
1343 } 1322 }
1344 }
1345 } 1323 }
1346 1324
1347 op->skill = skill;
1348 return 1; 1325 return 1;
1349} 1326}
1350 1327
1351/*************************************************************************** 1328/***************************************************************************
1352 * 1329 *
1353 * CURSE 1330 * CURSE
1354 * 1331 *
1355 ***************************************************************************/ 1332 ***************************************************************************/
1356
1357int 1333int
1358cast_curse (object *op, object *caster, object *spell_ob, int dir) 1334cast_curse (object *op, object *caster, object *spell_ob, int dir)
1359{ 1335{
1360 object *god = find_god (determine_god (op)); 1336 object *god = find_god (determine_god (op));
1361 object *tmp, *force; 1337 object *tmp, *force;
1362 1338
1363 tmp = get_pointed_target (op, (dir == 0) ? op->direction : dir, spell_ob->range, SPELL_GRACE); 1339 tmp = get_pointed_target (op, (dir == 0) ? op->direction : dir, spell_ob->range, SPELL_GRACE);
1364 if (!tmp) 1340 if (!tmp)
1365 { 1341 {
1366 new_draw_info (NDI_UNIQUE, 0, op, "There is no one in that direction to curse."); 1342 op->failmsg ("There is no one in that direction to curse.");
1367 return 0; 1343 return 0;
1368 } 1344 }
1369 1345
1370 tmp = tmp->head_ (); 1346 tmp = tmp->head_ ();
1371 1347
1386 } 1362 }
1387 } 1363 }
1388 1364
1389 if (!force) 1365 if (!force)
1390 { 1366 {
1391 force = get_archetype (FORCE_NAME); 1367 force = archetype::get (FORCE_NAME);
1392 force->subtype = FORCE_CHANGE_ABILITY; 1368 force->subtype = FORCE_CHANGE_ABILITY;
1393 1369
1394 if (spell_ob->race) 1370 if (spell_ob->race)
1395 force->name = spell_ob->race; 1371 force->name = spell_ob->race;
1396 else 1372 else
1414 1390
1415 return 1; 1391 return 1;
1416 } 1392 }
1417 1393
1418 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;
1419 force->speed = 1.f;
1420 force->speed_left = -1.f; 1395 force->speed_left = -1.f;
1421 SET_FLAG (force, FLAG_APPLIED); 1396 force->set_speed (1.f);
1397 force->set_flag (FLAG_APPLIED);
1422 1398
1423 if (god) 1399 if (god)
1424 { 1400 {
1425 if (spell_ob->last_grace) 1401 if (spell_ob->last_grace)
1426 force->path_repelled = god->path_repelled; 1402 force->path_repelled = god->path_repelled;
1439 force->stats.wc = spell_ob->stats.wc; 1415 force->stats.wc = spell_ob->stats.wc;
1440 1416
1441 change_abil (tmp, force); /* Mostly to display any messages */ 1417 change_abil (tmp, force); /* Mostly to display any messages */
1442 insert_ob_in_ob (force, tmp); 1418 insert_ob_in_ob (force, tmp);
1443 tmp->update_stats (); 1419 tmp->update_stats ();
1420
1444 return 1; 1421 return 1;
1445
1446} 1422}
1447 1423
1448/********************************************************************** 1424/**********************************************************************
1449 * mood change 1425 * mood change
1450 * 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
1456 */ 1432 */
1457int 1433int
1458mood_change (object *op, object *caster, object *spell) 1434mood_change (object *op, object *caster, object *spell)
1459{ 1435{
1460 object *tmp, *god, *head; 1436 object *tmp, *god, *head;
1461 int done_one, range, mflags, level, at, best_at; 1437 int done_one, range, level, at, best_at;
1462 sint16 x, y, nx, ny;
1463 maptile *m;
1464 const char *race; 1438 const char *race;
1465 1439
1466 /* 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
1467 * doing it over and over again. 1441 * doing it over and over again.
1468 */ 1442 */
1474 * 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
1475 * won't ever match anything. 1449 * won't ever match anything.
1476 */ 1450 */
1477 if (!spell->race) 1451 if (!spell->race)
1478 race = NULL; 1452 race = NULL;
1479 else if (god && !strcmp (spell->race, "GOD_SLAYING")) 1453 else if (god && spell->race == shstr_GOD_SLAYING)
1480 race = god->slaying; 1454 race = god->slaying;
1481 else if (god && !strcmp (spell->race, "GOD_FRIEND")) 1455 else if (god && spell->race == shstr_GOD_FRIEND)
1482 race = god->race; 1456 race = god->race;
1483 else 1457 else
1484 race = spell->race; 1458 race = spell->race;
1485 1459
1486 for (x = op->x - range; x <= op->x + range; x++) 1460 dynbuf buf;
1487 for (y = op->y - range; y <= op->y + range; y++) 1461 unordered_mapwalk (buf, op, -range, -range, range, range)
1488 { 1462 {
1489 done_one = 0; 1463 mapspace &ms = m->at (nx, ny);
1490 m = op->map;
1491 nx = x;
1492 ny = y;
1493 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1494 if (mflags & P_OUT_OF_MAP)
1495 continue;
1496 1464
1497 /* 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 */
1498 if (!(mflags & P_IS_ALIVE)) 1466 if (!ms.flags () & P_IS_ALIVE)
1499 continue; 1467 continue;
1500 1468
1501 // players can only affect spaces that they can actually see 1469 // players can only affect spaces that they can actually see
1470 if (caster
1502 if (caster && caster->contr 1471 && caster->contr
1503 && caster->contr->visibility_at (m, nx, ny) < 70) 1472 && caster->contr->darkness_at (m, nx, ny) == LOS_BLOCKED)
1504 continue; 1473 continue;
1505 1474
1506 for (tmp = GET_MAP_TOP (m, nx, ny); tmp; tmp = tmp->below) 1475 for (tmp = ms.top; tmp; tmp = tmp->below)
1507 if (QUERY_FLAG (tmp, FLAG_MONSTER)) 1476 if (tmp->flag [FLAG_MONSTER])
1508 break; 1477 break;
1509 1478
1510 /* There can be living objects that are not monsters */ 1479 /* There can be living objects that are not monsters */
1511 if (!tmp || tmp->type == PLAYER) 1480 if (!tmp)
1512 continue; 1481 continue;
1513 1482
1514 /* Only the head has meaningful data, so resolve to that */ 1483 /* Only the head has meaningful data, so resolve to that */
1515 if (tmp->head)
1516 head = tmp->head; 1484 head = tmp->head_ ();
1517 else
1518 head = tmp;
1519 1485
1520 /* 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 */
1521 if (race && head->race && !strstr (race, head->race)) 1487 if (race && head->race && !strstr (race, head->race))
1522 continue; 1488 continue;
1523 1489
1524 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD)) 1490 if (head->flag [FLAG_UNDEAD] && !spell->flag [FLAG_UNDEAD])
1525 continue; 1491 continue;
1526 1492
1527 /* Now do a bunch of stuff related to saving throws */ 1493 /* Now do a bunch of stuff related to saving throws */
1528 best_at = -1; 1494 best_at = -1;
1529 if (spell->attacktype) 1495 if (spell->attacktype)
1530 { 1496 {
1531 for (at = 0; at < NROFATTACKS; at++) 1497 for (at = 0; at < NROFATTACKS; at++)
1532 if (spell->attacktype & (1 << at)) 1498 if (spell->attacktype & (1 << at))
1533 if (best_at == -1 || head->resist[at] > head->resist[best_at]) 1499 if (best_at == -1 || head->resist[at] > head->resist[best_at])
1534 best_at = at; 1500 best_at = at;
1535 1501
1536 if (best_at == -1) 1502 if (best_at == -1)
1537 at = 0; 1503 at = 0;
1538 else 1504 else
1539 { 1505 {
1540 if (head->resist[best_at] == 100) 1506 if (head->resist[best_at] == 100)
1541 continue; 1507 continue;
1542 else 1508 else
1543 at = head->resist[best_at] / 5; 1509 at = head->resist[best_at] / 5;
1544 } 1510 }
1511
1545 at -= level / 5; 1512 at -= level / 5;
1546 if (did_make_save (head, head->level, at)) 1513 if (did_make_save (head, head->level, at))
1547 continue; 1514 continue;
1548 } 1515 }
1549 else /* spell->attacktype */ 1516 else /* spell->attacktype */
1550 { 1517 {
1551 /* 1518 /*
1552 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:
1553 * if spell level < monster level, no go 1520 * if spell level < monster level, no go
1554 * 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 ) )
1555 1522
1556 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.
1557 1524
1558 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
1559 charm a level 125 monster... 1526 charm a level 125 monster...
1560 1527
1561 Ryo, august 14th 1528 Ryo, august 14th
1562 */ 1529 */
1563 if (head->level > level) 1530 if (head->level > level)
1564 continue; 1531 continue;
1565 1532
1566 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))))
1567 /* Failed, no effect */ 1534 /* Failed, no effect */
1568 continue; 1535 continue;
1569 } 1536 }
1570 1537
1571 /* Done with saving throw. Now start affecting the monster */ 1538 /* Done with saving throw. Now start affecting the monster */
1539 done_one = 0;
1572 1540
1573 /* aggravation */ 1541 /* aggravation */
1574 if (QUERY_FLAG (spell, FLAG_MONSTER)) 1542 if (spell->flag [FLAG_MONSTER])
1575 { 1543 {
1576 CLEAR_FLAG (head, FLAG_SLEEP); 1544 head->clr_flag (FLAG_SLEEP);
1577 remove_friendly_object (head); 1545 remove_friendly_object (head);
1578 done_one = 1; 1546 done_one = 1;
1579 head->enemy = op; 1547 head->enemy = op;
1580 } 1548 }
1581 1549
1582 /* calm monsters */ 1550 /* calm monsters */
1583 if (QUERY_FLAG (spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (head, FLAG_UNAGGRESSIVE)) 1551 if (spell->flag [FLAG_UNAGGRESSIVE] && !head->flag [FLAG_UNAGGRESSIVE])
1584 { 1552 {
1585 SET_FLAG (head, FLAG_UNAGGRESSIVE); 1553 head->set_flag (FLAG_UNAGGRESSIVE);
1586 head->enemy = NULL; 1554 head->enemy = NULL;
1587 done_one = 1; 1555 done_one = 1;
1588 } 1556 }
1589 1557
1590 /* berserk monsters */ 1558 /* berserk monsters */
1591 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK)) 1559 if (spell->flag [FLAG_BERSERK] && !head->flag [FLAG_BERSERK])
1592 { 1560 {
1593 SET_FLAG (head, FLAG_BERSERK); 1561 head->set_flag (FLAG_BERSERK);
1594 done_one = 1; 1562 done_one = 1;
1595 } 1563 }
1596 1564
1597 /* charm */ 1565 /* charm */
1598 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY)) 1566 if (spell->flag [FLAG_NO_ATTACK] && !head->flag [FLAG_FRIENDLY])
1599 { 1567 {
1600 INVOKE_OBJECT (KILL, head, ARG_OBJECT (caster)); 1568 INVOKE_OBJECT (KILL, head, ARG_OBJECT (caster));
1601 1569
1602 /* Prevent uncontrolled outbreaks of self replicating monsters. 1570 /* Prevent uncontrolled outbreaks of self replicating monsters.
1603 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.
1604 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. */
1605 CLEAR_FLAG (head, FLAG_GENERATOR); 1573 head->clr_flag (FLAG_GENERATOR);
1606 head->set_owner (op); 1574 head->set_owner (op);
1607 set_spell_skill (op, caster, spell, head); 1575 set_spell_skill (op, caster, spell, head);
1608 add_friendly_object (head); 1576 add_friendly_object (head);
1609 head->attack_movement = PETMOVE; 1577 head->attack_movement = PETMOVE;
1610 done_one = 1; 1578 done_one = 1;
1611 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);
1612 head->stats.exp = 0; 1580 head->stats.exp = 0;
1613 } 1581 }
1614 1582
1615 /* If a monster was effected, put an effect in */ 1583 /* If a monster was effected, put an effect in */
1616 if (done_one && spell->other_arch) 1584 if (done_one && spell->other_arch)
1617 m->insert (arch_to_object (spell->other_arch), nx, ny, op); 1585 m->insert (spell->other_arch->instance (), nx, ny, op);
1618 } /* for y */ 1586 }
1619 1587
1620 return 1; 1588 return 1;
1621} 1589}
1622 1590
1623/* 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
1705 hit_map (op, j, op->attacktype, 1); 1673 hit_map (op, j, op->attacktype, 1);
1706 } 1674 }
1707 1675
1708 /* insert the other arch */ 1676 /* insert the other arch */
1709 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))))
1710 m->insert (arch_to_object (op->other_arch), hx, hy, op); 1678 m->insert (op->other_arch->instance (), hx, hy, op);
1711 } 1679 }
1712 1680
1713 /* restore to the center location and damage */ 1681 /* restore to the center location and damage */
1714 op->stats.dam = dam_save; 1682 op->stats.dam = dam_save;
1715 1683
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
1925 } 1893 }
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;
1932 } 1900 }
1933 } 1901 }
1934 1902
1935 /* 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 */
1936 tmp = arch_to_object (spell->other_arch); 1904 tmp = spell->other_arch->instance ();
1937 if (!tmp) 1905 if (!tmp)
1938 { 1906 {
1939 LOG (llevError, "Error: spell arch for cast_light() missing.\n"); 1907 LOG (llevError, "Error: spell arch for cast_light() missing.\n");
1940 return 0; 1908 return 0;
1941 } 1909 }
1942 1910
1943 tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell); 1911 tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell);
1944 1912
1945 if (tmp->glow_radius) 1913 if (tmp->glow_radius)
1946 tmp->glow_radius = min (MAX_LIGHT_RADIUS, spell->range + SP_level_range_adjust (caster, spell)); 1914 tmp->set_glow_radius (
1915 clamp (spell->range + SP_level_range_adjust (caster, spell), 1, MAX_LIGHT_RADIUS)
1916 );
1947 1917
1948 if (dir) 1918 if (dir)
1949 m->insert (tmp, x, y, op); 1919 m->insert (tmp, x, y, op);
1950 else 1920 else
1951 caster->outer_env ()->insert (tmp); 1921 caster->outer_env_or_self ()->insert (tmp);
1952 1922
1953 return 1; 1923 return 1;
1954} 1924}
1955 1925
1956/* cast_cause_disease: this spell looks along <dir> from the 1926/* cast_cause_disease: this spell looks along <dir> from the
2003 /* 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 */
2004 if (mflags & P_IS_ALIVE) 1974 if (mflags & P_IS_ALIVE)
2005 { 1975 {
2006 /* search this square for a victim */ 1976 /* search this square for a victim */
2007 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)
2008 if (QUERY_FLAG (walk, FLAG_MONSTER) || (walk->type == PLAYER)) 1978 if (walk->flag [FLAG_MONSTER] || (walk->type == PLAYER))
2009 { /* found a victim */ 1979 { /* found a victim */
2010 object *disease = arch_to_object (spell->other_arch); 1980 object *disease = spell->other_arch->instance ();
2011 1981
2012 disease->set_owner (op); 1982 disease->set_owner (op);
2013 set_spell_skill (op, caster, spell, disease); 1983 set_spell_skill (op, caster, spell, disease);
2014 disease->stats.exp = 0; 1984 disease->stats.exp = 0;
2015 disease->level = casting_level (caster, spell); 1985 disease->level = casting_level (caster, spell);
2016 1986
2017 /* do level adjustments */ 1987 /* do level adjustments */
2018 if (disease->stats.wc) 1988 if (disease->stats.wc ) disease->stats.wc += dur_mod / 2;
2019 disease->stats.wc += dur_mod / 2; 1989 if (disease->magic > 0) disease->magic += dur_mod / 8;
2020 1990 if (disease->stats.maxhp > 0) disease->stats.maxhp += dur_mod;
2021 if (disease->magic > 0) 1991 if (disease->stats.maxgrace > 0) disease->stats.maxgrace += dur_mod;
2022 disease->magic += dur_mod / 8;
2023
2024 if (disease->stats.maxhp > 0)
2025 disease->stats.maxhp += dur_mod;
2026
2027 if (disease->stats.maxgrace > 0)
2028 disease->stats.maxgrace += dur_mod;
2029
2030 if (disease->stats.dam)
2031 {
2032 if (disease->stats.dam > 0)
2033 disease->stats.dam += dam_mod;
2034 else
2035 disease->stats.dam -= dam_mod;
2036 }
2037 1992
2038 if (disease->last_sp) 1993 if (disease->last_sp)
2039 { 1994 {
2040 disease->last_sp -= 2 * dam_mod; 1995 disease->last_sp -= 2 * dam_mod;
1996
2041 if (disease->last_sp < 1) 1997 if (disease->last_sp < 1)
2042 disease->last_sp = 1; 1998 disease->last_sp = 1;
2043 } 1999 }
2044 2000
2045 if (disease->stats.maxsp) 2001 if (disease->stats.dam ) disease->stats.dam += copysign (disease->stats.dam , dam_mod);
2046 { 2002 if (disease->stats.maxsp) disease->stats.maxsp += copysign (disease->stats.maxsp, dam_mod);
2047 if (disease->stats.maxsp > 0) 2003 if (disease->stats.ac ) disease->stats.ac += dam_mod;
2048 disease->stats.maxsp += dam_mod; 2004 if (disease->last_eat ) disease->last_eat -= dam_mod;
2049 else 2005 if (disease->stats.hp ) disease->stats.hp -= dam_mod;
2050 disease->stats.maxsp -= dam_mod; 2006 if (disease->stats.sp ) disease->stats.sp -= dam_mod;
2051 }
2052
2053 if (disease->stats.ac)
2054 disease->stats.ac += dam_mod;
2055
2056 if (disease->last_eat)
2057 disease->last_eat -= dam_mod;
2058
2059 if (disease->stats.hp)
2060 disease->stats.hp -= dam_mod;
2061
2062 if (disease->stats.sp)
2063 disease->stats.sp -= dam_mod;
2064 2007
2065 if (infect_object (walk, disease, 1)) 2008 if (infect_object (walk, disease, 1))
2066 { 2009 {
2067 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));
2068 2011
2069 disease->destroy (); /* don't need this one anymore */ 2012 disease->destroy (); /* don't need this one anymore */
2070 walk->map->insert (get_archetype ("detect_magic"), x, y, op); 2013 walk->map->insert (archetype::get (shstr_detect_magic), x, y, op);
2071 return 1; 2014 return 1;
2072 } 2015 }
2073 2016
2074 disease->destroy (); 2017 disease->destroy ();
2075 } 2018 }

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