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Comparing deliantra/server/server/spell_attack.C (file contents):
Revision 1.53 by root, Tue Apr 22 07:01:47 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 */
41 42static void
42void
43check_spell_knockback (object *op) 43check_spell_knockback (object *op)
44{ 44{
45 object *tmp, *tmp2; /* object on the map */
46 int weight_move; 45 int weight_move;
47 int frictionmod = 2; /*poor man's physics - multipy targets weight by this amount */ 46 int frictionmod = 2; /*poor man's physics - multipy targets weight by this amount */
48 47
49 if (!op->weight) 48 if (!op->weight)
50 { /*shouldn't happen but if cone object has no weight drop out */ 49 { /*shouldn't happen but if cone object has no weight drop out */
55 { 54 {
56 weight_move = op->weight + (op->weight * op->level) / 3; 55 weight_move = op->weight + (op->weight * op->level) / 3;
57 /*LOG (llevDebug, "DEBUG: arch weighs %d and masses %d (%s,level %d)\n", op->weight,weight_move,op->name,op->level); */ 56 /*LOG (llevDebug, "DEBUG: arch weighs %d and masses %d (%s,level %d)\n", op->weight,weight_move,op->name,op->level); */
58 } 57 }
59 58
60 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 59 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
61 { 60 {
62 int num_sections = 1; 61 int num_sections = 1;
63 62
64 /* don't move DM */ 63 /* don't move DM */
65 if (QUERY_FLAG (tmp, FLAG_WIZ)) 64 if (tmp->flag [FLAG_WIZ])
66 return; 65 return;
67 66
68 /* don't move parts of objects */ 67 /* don't move parts of objects */
69 if (tmp->head) 68 if (tmp->head)
70 continue; 69 continue;
71 70
72 /* don't move floors or immobile objects */ 71 /* don't move floors or immobile objects */
73 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || (!QUERY_FLAG (tmp, FLAG_ALIVE) && QUERY_FLAG (tmp, FLAG_NO_PICK))) 72 if (tmp->flag [FLAG_IS_FLOOR] || (!tmp->flag [FLAG_ALIVE] && tmp->flag [FLAG_NO_PICK]))
74 continue; 73 continue;
75 74
76 /* count the object's sections */ 75 /* count the object's sections */
77 for (tmp2 = tmp; tmp2 != NULL; tmp2 = tmp2->more) 76 for (object *tmp2 = tmp; tmp2; tmp2 = tmp2->more)
78 num_sections++; 77 num_sections++;
79 78
80 /* I'm not sure if it makes sense to divide by num_sections - bigger 79 /* I'm not sure if it makes sense to divide by num_sections - bigger
81 * objects should be harder to move, and we are moving the entire 80 * objects should be harder to move, and we are moving the entire
82 * object, not just the head, so the total weight should be relevant. 81 * object, not just the head, so the total weight should be relevant.
94 * also be safe for objects. 93 * also be safe for objects.
95 * This does return if successful or not, but 94 * This does return if successful or not, but
96 * I don't see us doing anything useful with that information 95 * I don't see us doing anything useful with that information
97 * right now. 96 * right now.
98 */ 97 */
99 move_object (tmp, absdir (op->stats.sp)); 98 tmp->move (absdir (op->stats.sp));
100 } 99 }
101 100
102 } 101 }
103} 102}
104 103
106 * 105 *
107 * BOLT CODE 106 * BOLT CODE
108 * 107 *
109 ***************************************************************************/ 108 ***************************************************************************/
110 109
111/* Causes op to fork. op is the original bolt, tmp 110/* Causes op to fork. op is the original bolt, tmp
112 * is the first piece of the fork. 111 * is the first piece of the fork.
113 */ 112 */
114 113static void
115void
116forklightning (object *op, object *tmp) 114forklightning (object *op, object *tmp)
117{ 115{
118 int new_dir = 1; /* direction or -1 for left, +1 for right 0 if no new bolt */ 116 int new_dir = 1; /* direction or -1 for left, +1 for right 0 if no new bolt */
119 int t_dir; /* stores temporary dir calculation */ 117 int t_dir; /* stores temporary dir calculation */
120 maptile *m; 118 maptile *m;
151 new_bolt->duration++; 149 new_bolt->duration++;
152 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */ 150 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */
153 new_bolt->stats.dam++; 151 new_bolt->stats.dam++;
154 tmp->stats.dam /= 2; /* reduce father bolt damage */ 152 tmp->stats.dam /= 2; /* reduce father bolt damage */
155 tmp->stats.dam++; 153 tmp->stats.dam++;
154
156 if ((new_bolt = m->insert (new_bolt, sx, sy, op))) 155 if ((new_bolt = m->insert (new_bolt, sx, sy, op)))
157 update_turn_face (new_bolt); 156 update_turn_face (new_bolt);
158} 157}
159 158
160/* move_bolt: moves bolt 'op'. Basically, it just advances a space, 159/* move_bolt: moves bolt 'op'. Basically, it just advances a space,
161 * and checks for various things that may stop it. 160 * and checks for various things that may stop it.
162 */ 161 */
163
164void 162void
165move_bolt (object *op) 163move_bolt (object *op)
166{ 164{
167 int mflags; 165 int mflags;
168 sint16 x, y; 166 sint16 x, y;
169 maptile *m; 167 maptile *m;
170 168
171 if (--op->duration < 0) 169 if (--op->duration < 0)
172 { 170 {
173 op->destroy (); 171 op->drop_and_destroy ();
174 return; 172 return;
175 } 173 }
176 174
177 hit_map (op, 0, op->attacktype, 1); 175 hit_map (op, 0, op->attacktype, 1);
178 176
196 * 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
197 * will be useful. 195 * will be useful.
198 */ 196 */
199 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)))
200 { 198 {
201 if (!QUERY_FLAG (op, FLAG_REFLECTING)) 199 if (!op->flag [FLAG_REFLECTING])
202 return; 200 return;
203 201
204 /* Since walls don't run diagonal, if the bolt is in 202 /* Since walls don't run diagonal, if the bolt is in
205 * one of 4 main directions, it just reflects back in the 203 * one of 4 main directions, it just reflects back in the
206 * opposite direction. However, if the bolt is travelling 204 * opposite direction. However, if the bolt is travelling
251 tmp->duration++; 249 tmp->duration++;
252 250
253 /* New forking code. Possibly create forks of this object 251 /* New forking code. Possibly create forks of this object
254 * going off in other directions. 252 * going off in other directions.
255 */ 253 */
256 if (rndm (0, 99) < tmp->stats.Dex) 254 if (tmp->stats.Dex && rndm (0, 99) < tmp->stats.Dex)
257 { /* stats.Dex % of forking */ 255 forklightning (op, tmp); /* stats.Dex % of forking */
258 forklightning (op, tmp);
259 }
260 256
261 /* In this way, the object left behind sticks on the space, but 257 /* In this way, the object left behind sticks on the space, but
262 * doesn't create any bolts that continue to move onward. 258 * doesn't create any bolts that continue to move onward.
263 */ 259 */
264 op->range = 0; 260 op->range = 0;
281 int mflags; 277 int mflags;
282 278
283 if (!spob->other_arch) 279 if (!spob->other_arch)
284 return 0; 280 return 0;
285 281
286 tmp = arch_to_object (spob->other_arch); 282 tmp = spob->other_arch->instance ();
287 if (tmp == NULL) 283 if (tmp == NULL)
288 return 0; 284 return 0;
289 285
290 /* peterm: level dependency for bolts */ 286 /* peterm: level dependency for bolts */
291 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);
292 tmp->attacktype = spob->attacktype; 288 tmp->attacktype = spob->attacktype;
289
293 if (spob->slaying) 290 if (spob->slaying)
294 tmp->slaying = spob->slaying; 291 tmp->slaying = spob->slaying;
292
295 tmp->range = spob->range + SP_level_range_adjust (caster, spob); 293 tmp->range = spob->range + SP_level_range_adjust (caster, spob);
296 tmp->duration = spob->duration + SP_level_duration_adjust (caster, spob); 294 tmp->duration = spob->duration + SP_level_duration_adjust (caster, spob);
297 tmp->stats.Dex = spob->stats.Dex; 295 tmp->stats.Dex = spob->stats.Dex;
298 tmp->stats.Con = spob->stats.Con; 296 tmp->stats.Con = spob->stats.Con;
299 297
300 tmp->direction = dir; 298 tmp->direction = dir;
301 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) 299 if (tmp->flag [FLAG_IS_TURNABLE])
302 SET_ANIMATION (tmp, dir); 300 SET_ANIMATION (tmp, dir);
303 301
304 tmp->set_owner (op); 302 tmp->set_owner (op);
305 set_spell_skill (op, caster, spob, tmp); 303 set_spell_skill (op, caster, spob, tmp);
306 304
310 308
311 maptile *newmap; 309 maptile *newmap;
312 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y); 310 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y);
313 if (mflags & P_OUT_OF_MAP) 311 if (mflags & P_OUT_OF_MAP)
314 { 312 {
315 tmp->destroy (); 313 tmp->drop_and_destroy ();
316 return 0; 314 return 0;
317 } 315 }
318 316
319 tmp->map = newmap; 317 tmp->map = newmap;
320 318
321 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)))
322 { 320 {
323 if (!QUERY_FLAG (tmp, FLAG_REFLECTING)) 321 if (!tmp->flag [FLAG_REFLECTING])
324 { 322 {
325 tmp->destroy (); 323 tmp->drop_and_destroy ();
326 return 0; 324 return 0;
327 } 325 }
328 326
329 tmp->x = op->x; 327 tmp->x = op->x;
330 tmp->y = op->y; 328 tmp->y = op->y;
391 389
392/* Causes an object to explode, eg, a firebullet, 390/* Causes an object to explode, eg, a firebullet,
393 * poison cloud ball, etc. op is the object to 391 * poison cloud ball, etc. op is the object to
394 * explode. 392 * explode.
395 */ 393 */
396void 394static void
397explode_bullet (object *op) 395explode_bullet (object *op)
398{ 396{
399 object *tmp, *owner; 397 object *tmp, *owner;
400 398
401 if (op->other_arch == NULL) 399 if (!op->other_arch)
402 { 400 {
403 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n"); 401 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n");
404 op->destroy (); 402 op->destroy ();
405 return; 403 return;
406 } 404 }
435 } 433 }
436 434
437 if (op->attacktype) 435 if (op->attacktype)
438 { 436 {
439 hit_map (op, 0, op->attacktype, 1); 437 hit_map (op, 0, op->attacktype, 1);
438
440 if (op->destroyed ()) 439 if (op->destroyed ())
441 return; 440 return;
442 } 441 }
443 442
444 /* other_arch contains what this explodes into */ 443 /* other_arch contains what this explodes into */
445 tmp = arch_to_object (op->other_arch); 444 tmp = op->other_arch->instance ();
446 445
447 tmp->set_owner (op); 446 tmp->set_owner (op);
448 tmp->skill = op->skill; 447 tmp->skill = op->skill;
449 448
450 owner = op->owner; 449 owner = op->owner;
451 450
452 if ((tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) && owner && !tailor_god_spell (tmp, owner)) 451 if ((tmp->attacktype & AT_HOLYWORD
452 || tmp->attacktype & AT_GODPOWER)
453 && owner
454 && !tailor_god_spell (tmp, owner))
453 { 455 {
454 op->destroy (); 456 op->destroy ();
455 return; 457 return;
456 } 458 }
457 459
519 if (!(mflags & P_IS_ALIVE)) 521 if (!(mflags & P_IS_ALIVE))
520 return; 522 return;
521 523
522 for (tmp = op->ms ().bot; tmp; tmp = tmp->above) 524 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
523 { 525 {
524 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 526 if (tmp->flag [FLAG_ALIVE])
525 { 527 {
526 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1); 528 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1);
529
530 // TODO: can't understand the following if's
527 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0) 531 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0)
528 { 532 {
529 if (!QUERY_FLAG (op, FLAG_REMOVED)) 533 if (!op->flag [FLAG_REMOVED])
530 { 534 {
531 op->destroy (); 535 op->destroy ();
532 return; 536 return;
533 } 537 }
534 } 538 }
542 * fired arches (eg, bolts). 546 * fired arches (eg, bolts).
543 */ 547 */
544void 548void
545move_bullet (object *op) 549move_bullet (object *op)
546{ 550{
547 sint16 new_x, new_y;
548 int mflags;
549 maptile *m;
550
551#if 0 551#if 0
552 /* We need a better general purpose way to do this */ 552 /* We need a better general purpose way to do this */
553 553
554 /* peterm: added to make comet leave a trail of burnouts 554 /* peterm: added to make comet leave a trail of burnouts
555 it's an unadulterated hack, but the effect is cool. */ 555 it's an unadulterated hack, but the effect is cool. */
570 op->destroy (); 570 op->destroy ();
571 571
572 return; 572 return;
573 } 573 }
574 574
575 new_x = op->x + DIRX (op); 575 mapxy pos (op);
576 new_y = op->y + DIRY (op); 576 pos.move (op->direction);
577 m = op->map;
578 mflags = get_map_flags (m, &m, new_x, new_y, &new_x, &new_y);
579 577
580 if (mflags & P_OUT_OF_MAP) 578 if (!pos.normalise ())
581 { 579 {
582 op->destroy (); 580 op->destroy ();
583 return; 581 return;
584 } 582 }
585 583
586 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))
587 { 589 {
588 if (op->other_arch) 590 if (op->other_arch)
589 explode_bullet (op); 591 explode_bullet (op);
590 else 592 else
591 op->destroy (); 593 op->destroy ();
592 594
593 return; 595 return;
594 } 596 }
595 597
596 if (!(op = m->insert (op, new_x, new_y, op))) 598 if (!(op = pos.insert (op, op)))
597 return; 599 return;
598 600
599 if (reflwall (op->map, op->x, op->y, op)) 601 if (reflwall (op->map, op->x, op->y, op))
600 { 602 {
601 op->direction = absdir (op->direction + 4); 603 op->direction = absdir (op->direction + 4);
620 int mflags; 622 int mflags;
621 623
622 if (!spob->other_arch) 624 if (!spob->other_arch)
623 return 0; 625 return 0;
624 626
625 tmp = arch_to_object (spob->other_arch); 627 tmp = spob->other_arch->instance ();
626 if (tmp == NULL) 628 if (!tmp)
627 return 0; 629 return 0;
628 630
629 /* peterm: level dependency for bolts */ 631 /* peterm: level dependency for bolts */
630 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob); 632 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob);
631 tmp->attacktype = spob->attacktype; 633 tmp->attacktype = spob->attacktype;
632 if (spob->slaying) 634 if (spob->slaying)
633 tmp->slaying = spob->slaying; 635 tmp->slaying = spob->slaying;
634 636
638 tmp->stats.hp = spob->duration + SP_level_duration_adjust (caster, spob); 640 tmp->stats.hp = spob->duration + SP_level_duration_adjust (caster, spob);
639 tmp->stats.maxhp = spob->range + SP_level_range_adjust (caster, spob); 641 tmp->stats.maxhp = spob->range + SP_level_range_adjust (caster, spob);
640 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);
641 643
642 tmp->direction = dir; 644 tmp->direction = dir;
643 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) 645 if (tmp->flag [FLAG_IS_TURNABLE])
644 SET_ANIMATION (tmp, dir); 646 SET_ANIMATION (tmp, dir);
645 647
646 tmp->set_owner (op); 648 tmp->set_owner (op);
647 set_spell_skill (op, caster, spob, tmp); 649 set_spell_skill (op, caster, spob, tmp);
648 650
649 tmp->x = op->x + freearr_x[dir]; 651 tmp->x = op->x + freearr_x[dir];
650 tmp->y = op->y + freearr_y[dir]; 652 tmp->y = op->y + freearr_y[dir];
651 tmp->map = op->map; 653 tmp->map = op->map;
652 654
653 maptile *newmap; 655 maptile *newmap;
654 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y); 656 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y);
655 if (mflags & P_OUT_OF_MAP) 657 if (mflags & P_OUT_OF_MAP)
658 return 0; 660 return 0;
659 } 661 }
660 662
661 tmp->map = newmap; 663 tmp->map = newmap;
662 664
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
663 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)))
664 { 679 {
665 if (!QUERY_FLAG (tmp, FLAG_REFLECTING)) 680 if (!tmp->flag [FLAG_REFLECTING])
666 { 681 {
667 tmp->destroy (); 682 tmp->destroy ();
668 return 0; 683 return 0;
669 } 684 }
670 685
685 * CONE RELATED FUNCTIONS 700 * CONE RELATED FUNCTIONS
686 * 701 *
687 *****************************************************************************/ 702 *****************************************************************************/
688 703
689/* 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" */
690void 705static void
691cone_drop (object *op) 706cone_drop (object *op)
692{ 707{
693 object *new_ob = arch_to_object (op->other_arch); 708 object *new_ob = op->other_arch->instance ();
694 709
695 new_ob->level = op->level; 710 new_ob->level = op->level;
696 new_ob->set_owner (op->owner); 711 new_ob->set_owner (op->owner);
697 712
698 /* preserve skill ownership */ 713 /* preserve skill ownership */
705/* move_cone: causes cone object 'op' to move a space/hit creatures */ 720/* move_cone: causes cone object 'op' to move a space/hit creatures */
706 721
707void 722void
708move_cone (object *op) 723move_cone (object *op)
709{ 724{
710 int i;
711
712 /* if no map then hit_map will crash so just ignore object */ 725 /* if no map then hit_map will crash so just ignore object */
713 if (!op->map) 726 if (!op->map)
714 { 727 {
715 LOG (llevError, "Tried to move_cone object %s without a map.\n", op->name ? &op->name : "unknown"); 728 LOG (llevError, "Tried to move_cone object %s without a map.\n", op->name ? &op->name : "unknown");
716 op->set_speed (0); 729 op->set_speed (0);
717 return; 730 return;
718 } 731 }
719 732
720 /* lava saves it's life, but not yours :) */ 733 /* lava saves it's life, but not yours :) */
721 if (QUERY_FLAG (op, FLAG_LIFESAVE)) 734 if (op->flag [FLAG_LIFESAVE])
722 { 735 {
723 hit_map (op, 0, op->attacktype, 0); 736 hit_map (op, 0, op->attacktype, 0);
724 return; 737 return;
725 } 738 }
726 739
736 } 749 }
737#endif 750#endif
738 751
739 hit_map (op, 0, op->attacktype, 0); 752 hit_map (op, 0, op->attacktype, 0);
740 753
754 if (!op->is_on_map ())
755 return;
756
741 /* Check to see if we should push anything. 757 /* Check to see if we should push anything.
742 * Spell objects with weight push whatever they encounter to some 758 * Spell objects with weight push whatever they encounter to some
743 * degree. 759 * degree.
744 */ 760 */
745 if (op->weight) 761 if (op->weight)
762 {
746 check_spell_knockback (op); 763 check_spell_knockback (op);
747 764
748 if (op->destroyed ()) 765 if (!op->is_on_map ())
749 return; 766 return;
767 }
750 768
751 if ((op->duration--) < 0) 769 if (op->duration-- < 0)
752 { 770 {
753 op->destroy (); 771 op->destroy ();
754 return; 772 return;
755 } 773 }
756 /* Object has hit maximum range, so don't have it move 774 /* Object has hit maximum range, so don't have it move
761 { 779 {
762 op->range = 0; /* just so it doesn't wrap */ 780 op->range = 0; /* just so it doesn't wrap */
763 return; 781 return;
764 } 782 }
765 783
766 for (i = -1; i < 2; i++) 784 for (int i = -1; i <= 1; i++)
767 { 785 {
768 sint16 x = op->x + freearr_x[absdir (op->stats.sp + i)], y = op->y + freearr_y[absdir (op->stats.sp + i)]; 786 sint16 x = op->x + freearr_x[absdir (op->stats.sp + i)], y = op->y + freearr_y[absdir (op->stats.sp + i)];
769 787
770 if (ok_to_put_more (op->map, x, y, op, op->attacktype)) 788 if (ok_to_put_more (op->map, x, y, op, op->attacktype))
771 { 789 {
802 MoveType movetype; 820 MoveType movetype;
803 821
804 if (!spell->other_arch) 822 if (!spell->other_arch)
805 return 0; 823 return 0;
806 824
807 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)
808 { 826 {
809 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!");
810 return 0; 828 return 0;
811 } 829 }
812 830
813 if (!dir) 831 if (!dir)
814 { 832 {
822 */ 840 */
823 movetype = spell->other_arch->move_type; 841 movetype = spell->other_arch->move_type;
824 842
825 for (i = range_min; i <= range_max; i++) 843 for (i = range_min; i <= range_max; i++)
826 { 844 {
827 sint16 x, y, d; 845 sint16 x, y;
828 846
829 /* We can't use absdir here, because it never returns 847 /* We can't use absdir here, because it never returns
830 * 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
831 * 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
832 * to hit that person. 850 * to hit that person.
833 */ 851 */
834 d = dir + i; 852 int d = dir ? absdir (dir + i) : i;
835 while (d < 0)
836 d += 8;
837 while (d > 8)
838 d -= 8;
839 853
840 /* 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.
841 * In that case, we have to see - if dir is specified, 855 * In that case, we have to see - if dir is specified,
842 * turn this into direction 8. If dir is not specified (all 856 * turn this into direction 8. If dir is not specified (all
843 * direction) skip - otherwise, one line would do more damage 857 * direction) skip - otherwise, one line would do more damage
860 874
861 if ((movetype & GET_MAP_MOVE_BLOCK (m, sx, sy)) == movetype) 875 if ((movetype & GET_MAP_MOVE_BLOCK (m, sx, sy)) == movetype)
862 continue; 876 continue;
863 877
864 success = 1; 878 success = 1;
865 tmp = arch_to_object (spell->other_arch); 879 tmp = spell->other_arch->instance ();
866 tmp->set_owner (op); 880 tmp->set_owner (op);
867 set_spell_skill (op, caster, spell, tmp); 881 set_spell_skill (op, caster, spell, tmp);
868 tmp->level = caster_level (caster, spell); 882 tmp->level = casting_level (caster, spell);
869 tmp->attacktype = spell->attacktype; 883 tmp->attacktype = spell->attacktype;
870 884
871 /* holy word stuff */ 885 /* holy word stuff */
872 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER)) 886 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER))
873 if (!tailor_god_spell (tmp, op)) 887 if (!tailor_god_spell (tmp, op))
945 959
946 object *env = op->outer_env (); 960 object *env = op->outer_env ();
947 961
948 if (op->env) 962 if (op->env)
949 { 963 {
950 if (env->map == NULL) 964 if (!env->map)
951 return; 965 return;
952 966
953 if (!(op = op->insert_at (env, op))) 967 if (!(op = op->insert_at (env, op)))
954 return; 968 return;
955 } 969 }
956 970
957 // 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
958 // 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
959 // as bombs can be carried. 973 // as bombs can be carried.
960 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE) 974 if (op->ms ().flags () & P_SAFE)
961 { 975 {
962 op->destroy (); 976 op->destroy ();
963 return; 977 return;
964 } 978 }
965 979
972 for (int i = 1; i < 9; i++) 986 for (int i = 1; i < 9; i++)
973 { 987 {
974 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]))
975 continue; 989 continue;
976 990
977 object *tmp = arch_to_object (at); 991 object *tmp = at->instance ();
978 tmp->direction = i; 992 tmp->direction = i;
979 tmp->range = op->range; 993 tmp->range = op->range;
980 tmp->stats.dam = op->stats.dam; 994 tmp->stats.dam = op->stats.dam;
981 tmp->duration = op->duration; 995 tmp->duration = op->duration;
982 tmp->attacktype = op->attacktype; 996 tmp->attacktype = op->attacktype;
983 tmp->set_owner (op); 997 tmp->set_owner (op);
984 if (op->skill && op->skill != tmp->skill) 998 if (op->skill && op->skill != tmp->skill)
985 tmp->skill = op->skill; 999 tmp->skill = op->skill;
986 1000
987 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) 1001 if (tmp->flag [FLAG_IS_TURNABLE])
988 SET_ANIMATION (tmp, i); 1002 SET_ANIMATION (tmp, i);
989 1003
990 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);
991 move_bullet (tmp); 1005 move_bullet (tmp);
992 } 1006 }
1002 int mflags; 1016 int mflags;
1003 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];
1004 maptile *m; 1018 maptile *m;
1005 1019
1006 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 {
1007 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))
1008 { 1029 {
1009 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way."); 1030 op->failmsg ("There is something in the way.");
1010 return 0; 1031 return 0;
1032 }
1011 } 1033 }
1012 1034
1013 tmp = arch_to_object (spell->other_arch); 1035 tmp = spell->other_arch->instance ();
1014 1036
1015 /* level dependencies for bomb */ 1037 /* level dependencies for bomb */
1016 tmp->range = spell->range + SP_level_range_adjust (caster, spell); 1038 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
1017 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);
1018 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell); 1040 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
1038 * dir is the direction to look in. 1060 * dir is the direction to look in.
1039 * range is how far out to look. 1061 * range is how far out to look.
1040 * 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.
1041 * this info is used for blocked magic/unholy spaces. 1063 * this info is used for blocked magic/unholy spaces.
1042 */ 1064 */
1043object * 1065static object *
1044get_pointed_target (object *op, int dir, int range, int type) 1066get_pointed_target (object *op, int dir, int range, int type)
1045{ 1067{
1046 object *target; 1068 object *target;
1047 sint16 x, y; 1069 sint16 x, y;
1048 int dist, mflags; 1070 int dist, mflags;
1067 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW) 1089 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW)
1068 return NULL; 1090 return NULL;
1069 1091
1070 if (mflags & P_IS_ALIVE) 1092 if (mflags & P_IS_ALIVE)
1071 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)
1072 if (QUERY_FLAG (target, FLAG_MONSTER)) 1094 if (target->flag [FLAG_MONSTER])
1073 return target; 1095 return target;
1074 } 1096 }
1075 1097
1076 return NULL; 1098 return NULL;
1077} 1099}
1101 * interesting spell. 1123 * interesting spell.
1102 * 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
1103 * can't be friendly to your god. 1125 * can't be friendly to your god.
1104 */ 1126 */
1105 1127
1106 if (!target || QUERY_FLAG (target, FLAG_REFL_SPELL) 1128 if (!target
1129 || target->flag [FLAG_REFL_SPELL]
1107 || (!god && spell->stats.grace) 1130 || (!god && spell->stats.grace)
1108 || (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)))
1109 { 1133 {
1110 new_draw_info (NDI_UNIQUE, 0, op, "Your request is unheeded."); 1134 op->failmsg ("Your request is unheeded.");
1111 return 0; 1135 return 0;
1112 } 1136 }
1113 1137
1114 if (spell->other_arch) 1138 if (spell->other_arch)
1115 effect = arch_to_object (spell->other_arch); 1139 effect = spell->other_arch->instance ();
1116 else 1140 else
1117 return 0; 1141 return 0;
1118 1142
1119 /* tailor the effect by priest level and worshipped God */ 1143 /* tailor the effect by priest level and worshipped God */
1120 effect->level = caster_level (caster, spell); 1144 effect->level = casting_level (caster, spell);
1121 effect->attacktype = spell->attacktype; 1145 effect->attacktype = spell->attacktype;
1122 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER)) 1146 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER))
1123 { 1147 {
1124 if (tailor_god_spell (effect, op)) 1148 if (tailor_god_spell (effect, op))
1125 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));
1126 else 1150 else
1127 { 1151 {
1128 new_draw_info (NDI_UNIQUE, 0, op, "Your request is ignored."); 1152 op->failmsg ("Your request is ignored.");
1129 return 0; 1153 return 0;
1130 } 1154 }
1131 } 1155 }
1132 1156
1133 /* size of the area of destruction */ 1157 /* size of the area of destruction */
1137 if (effect->attacktype & AT_DEATH) 1161 if (effect->attacktype & AT_DEATH)
1138 { 1162 {
1139 effect->level = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1163 effect->level = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1140 1164
1141 /* casting death spells at undead isn't a good thing */ 1165 /* casting death spells at undead isn't a good thing */
1142 if (QUERY_FLAG (target, FLAG_UNDEAD)) 1166 if (target->flag [FLAG_UNDEAD])
1143 { 1167 {
1144 if (random_roll (0, 2, op, PREFER_LOW)) 1168 if (random_roll (0, 2, op, PREFER_LOW))
1145 { 1169 {
1146 new_draw_info (NDI_UNIQUE, 0, op, "Idiot! Your spell boomerangs!"); 1170 new_draw_info (NDI_UNIQUE, 0, op, "Idiot! Your spell boomerangs!");
1147 effect->x = op->x; 1171 effect->x = op->x;
1180 1204
1181/* op is a missile that needs to be moved */ 1205/* op is a missile that needs to be moved */
1182void 1206void
1183move_missile (object *op) 1207move_missile (object *op)
1184{ 1208{
1185 int i, mflags;
1186 object *owner;
1187 sint16 new_x, new_y;
1188 maptile *m;
1189
1190 if (op->range-- <= 0) 1209 if (op->range-- <= 0)
1191 { 1210 {
1211 op->drop_and_destroy ();
1212 return;
1213 }
1214
1215 mapxy pos (op);
1216 pos.move (op->direction);
1217
1218 if (!pos.normalise ())
1219 {
1192 op->destroy (); 1220 op->destroy ();
1193 return; 1221 return;
1194 } 1222 }
1195 1223
1196 owner = op->owner; 1224 mapspace &ms = pos.ms ();
1197#if 0
1198 /* It'd make things nastier if this wasn't here - spells cast by
1199 * monster that are then killed would continue to survive
1200 */
1201 if (owner == NULL)
1202 {
1203 op->destroy ();
1204 return;
1205 }
1206#endif
1207 1225
1208 new_x = op->x + DIRX (op); 1226 if (ms.flags () & P_IS_ALIVE || ms.blocks (op))
1209 new_y = op->y + DIRY (op);
1210
1211 mflags = get_map_flags (op->map, &m, new_x, new_y, &new_x, &new_y);
1212
1213 if (!(mflags & P_OUT_OF_MAP) && ((mflags & P_IS_ALIVE) || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y))))
1214 { 1227 {
1215 hit_map (op, op->direction, AT_MAGIC, 1); 1228 hit_map (op, op->direction, AT_MAGIC, 1);
1216 /* Basically, missile only hits one thing then goes away. 1229 /* Basically, missile only hits one thing then goes away.
1217 * we need to remove it if someone hasn't already done so. 1230 * we need to remove it if someone hasn't already done so.
1218 */ 1231 */
1219 if (!op->destroyed ())
1220 op->destroy ();
1221
1222 return;
1223 }
1224
1225 op->remove ();
1226
1227 if (!op->direction || (mflags & P_OUT_OF_MAP))
1228 {
1229 op->destroy (); 1232 op->destroy ();
1230 return; 1233 return;
1231 } 1234 }
1232 1235
1236 if (!op->direction)
1237 {
1238 op->destroy ();
1239 return;
1240 }
1241
1233 i = spell_find_dir (m, new_x, new_y, op->owner); 1242 int i = spell_find_dir (pos.m, pos.x, pos.y, op->owner);
1234 if (i > 0 && i != op->direction) 1243 if (i > 0 && i != op->direction)
1235 { 1244 {
1236 op->direction = i; 1245 op->direction = i;
1237 SET_ANIMATION (op, op->direction); 1246 SET_ANIMATION (op, op->direction);
1238 } 1247 }
1239 1248
1240 m->insert (op, new_x, new_y, op); 1249 pos.insert (op, op);
1241} 1250}
1242 1251
1243/**************************************************************************** 1252/****************************************************************************
1244 * Destruction 1253 * Destruction
1245 ****************************************************************************/ 1254 ****************************************************************************/
1248 * 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
1249 * object. if time is 0, the object glows permanently. To truely 1258 * object. if time is 0, the object glows permanently. To truely
1250 * make this work for non-living objects, we would have to 1259 * make this work for non-living objects, we would have to
1251 * give them the capability to have an inventory. b.t. 1260 * give them the capability to have an inventory. b.t.
1252 */ 1261 */
1253int 1262static int
1254make_object_glow (object *op, int radius, int time) 1263make_object_glow (object *op, int radius, int time)
1255{ 1264{
1256 /* some things are unaffected... */ 1265 /* some things are unaffected... */
1257 if (op->path_denied & PATH_LIGHT) 1266 if (op->path_denied & PATH_LIGHT)
1258 return 0; 1267 return 0;
1259 1268
1260 object *tmp = get_archetype (FORCE_NAME); 1269 object *tmp = archetype::get (FORCE_NAME);
1261 tmp->speed = 0.01; 1270 tmp->set_speed (0.01);
1262 tmp->stats.food = time; 1271 tmp->stats.food = time;
1263 SET_FLAG (tmp, FLAG_IS_USED_UP); 1272 tmp->set_flag (FLAG_IS_USED_UP);
1264 tmp->glow_radius = radius; 1273 tmp->set_glow_radius (min (MAX_LIGHT_RADIUS, radius));
1265 if (tmp->glow_radius > MAX_LIGHT_RADII)
1266 tmp->glow_radius = MAX_LIGHT_RADII;
1267
1268 tmp = insert_ob_in_ob (tmp, op); 1274 tmp = insert_ob_in_ob (tmp, op);
1269 1275
1270 if (tmp->glow_radius > op->glow_radius) 1276 if (tmp->glow_radius > op->glow_radius)
1271 op->glow_radius = tmp->glow_radius; 1277 op->set_glow_radius (tmp->glow_radius);
1272 1278
1273 return 1; 1279 return 1;
1274} 1280}
1275 1281
1276int 1282int
1277cast_destruction (object *op, object *caster, object *spell_ob) 1283cast_destruction (object *op, object *caster, object *spell_ob)
1278{ 1284{
1279 int i, j, range, mflags, friendly = 0, dam, dur;
1280 sint16 sx, sy;
1281 maptile *m;
1282 object *tmp;
1283 const char *skill;
1284
1285 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob); 1285 int range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
1286 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);
1287 dur = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob); 1287 int dur = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
1288 if (QUERY_FLAG (op, FLAG_FRIENDLY) || op->type == PLAYER)
1289 friendly = 1;
1290 1288
1291 /* destruction doesn't use another spell object, so we need 1289 bool friendly = op->flag [FLAG_FRIENDLY] || op->is_player ();
1292 * update op's skill pointer so that exp is properly awarded.
1293 * We do some shortcuts here - since this is just temporary
1294 * and we'll reset the values back, we don't need to go through
1295 * the full share string/free_string route.
1296 */
1297 skill = op->skill;
1298 if (caster == op)
1299 op->skill = spell_ob->skill;
1300 else if (caster->skill)
1301 op->skill = caster->skill;
1302 else
1303 op->skill = NULL;
1304 1290
1305 op->change_skill (find_skill_by_name (op, op->skill)); 1291 dynbuf buf;
1306 1292 unordered_mapwalk (buf, op, -range, -range, range, range)
1307 for (i = -range; i < range; i++)
1308 { 1293 {
1309 for (j = -range; j < range; j++) 1294 mapspace &ms = m->at (nx, ny);
1310 {
1311 m = op->map;
1312 sx = op->x + i;
1313 sy = op->y + j;
1314 1295
1315 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
1316 if (mflags & P_OUT_OF_MAP)
1317 continue;
1318
1319 if (mflags & P_IS_ALIVE) 1296 if (ms.flags () & P_IS_ALIVE)
1297 for (object *next, *tmp = ms.bot; tmp; tmp = next)
1320 { 1298 {
1321 for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above) 1299 next = tmp->above;
1322 if (QUERY_FLAG (tmp, FLAG_ALIVE) || tmp->type == PLAYER)
1323 break;
1324 1300
1325 if (tmp) 1301 if (tmp->flag [FLAG_ALIVE] || tmp->is_player ())
1326 { 1302 {
1327 if (tmp->head)
1328 tmp = tmp->head; 1303 tmp = tmp->head_ ();
1329 1304
1330 if ((friendly && !QUERY_FLAG (tmp, FLAG_FRIENDLY) && tmp->type != PLAYER) || 1305 if ((friendly && !tmp->flag [FLAG_FRIENDLY] && !tmp->is_player ())
1331 (!friendly && (QUERY_FLAG (tmp, FLAG_FRIENDLY) || tmp->type == PLAYER))) 1306 || (!friendly && (tmp->flag [FLAG_FRIENDLY] || tmp->is_player ())))
1332 { 1307 {
1333 if (spell_ob->subtype == SP_DESTRUCTION) 1308 if (spell_ob->subtype == SP_DESTRUCTION)
1334 { 1309 {
1335 hit_player (tmp, dam, op, spell_ob->attacktype, 0); 1310 hit_player (tmp, dam, op, spell_ob->attacktype, 0);
1311
1336 if (spell_ob->other_arch) 1312 if (spell_ob->other_arch)
1337 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op); 1313 m->insert (spell_ob->other_arch->instance (), nx, ny, op);
1338 } 1314 }
1339 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)
1340 { 1316 {
1341 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch) 1317 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch)
1342 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op); 1318 m->insert (spell_ob->other_arch->instance (), nx, ny, op);
1343 } 1319 }
1344 } 1320 }
1345 } 1321 }
1346 } 1322 }
1347 }
1348 } 1323 }
1349 1324
1350 op->skill = skill;
1351 return 1; 1325 return 1;
1352} 1326}
1353 1327
1354/*************************************************************************** 1328/***************************************************************************
1355 * 1329 *
1356 * CURSE 1330 * CURSE
1357 * 1331 *
1358 ***************************************************************************/ 1332 ***************************************************************************/
1359
1360int 1333int
1361cast_curse (object *op, object *caster, object *spell_ob, int dir) 1334cast_curse (object *op, object *caster, object *spell_ob, int dir)
1362{ 1335{
1363 object *god = find_god (determine_god (op)); 1336 object *god = find_god (determine_god (op));
1364 object *tmp, *force; 1337 object *tmp, *force;
1365 1338
1366 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);
1367 if (!tmp) 1340 if (!tmp)
1368 { 1341 {
1369 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.");
1370 return 0; 1343 return 0;
1371 } 1344 }
1372 1345
1373 tmp = tmp->head_ (); 1346 tmp = tmp->head_ ();
1374 1347
1389 } 1362 }
1390 } 1363 }
1391 1364
1392 if (!force) 1365 if (!force)
1393 { 1366 {
1394 force = get_archetype (FORCE_NAME); 1367 force = archetype::get (FORCE_NAME);
1395 force->subtype = FORCE_CHANGE_ABILITY; 1368 force->subtype = FORCE_CHANGE_ABILITY;
1396 1369
1397 if (spell_ob->race) 1370 if (spell_ob->race)
1398 force->name = spell_ob->race; 1371 force->name = spell_ob->race;
1399 else 1372 else
1417 1390
1418 return 1; 1391 return 1;
1419 } 1392 }
1420 1393
1421 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;
1422 force->speed = 1.f;
1423 force->speed_left = -1.f; 1395 force->speed_left = -1.f;
1424 SET_FLAG (force, FLAG_APPLIED); 1396 force->set_speed (1.f);
1397 force->set_flag (FLAG_APPLIED);
1425 1398
1426 if (god) 1399 if (god)
1427 { 1400 {
1428 if (spell_ob->last_grace) 1401 if (spell_ob->last_grace)
1429 force->path_repelled = god->path_repelled; 1402 force->path_repelled = god->path_repelled;
1442 force->stats.wc = spell_ob->stats.wc; 1415 force->stats.wc = spell_ob->stats.wc;
1443 1416
1444 change_abil (tmp, force); /* Mostly to display any messages */ 1417 change_abil (tmp, force); /* Mostly to display any messages */
1445 insert_ob_in_ob (force, tmp); 1418 insert_ob_in_ob (force, tmp);
1446 tmp->update_stats (); 1419 tmp->update_stats ();
1420
1447 return 1; 1421 return 1;
1448
1449} 1422}
1450 1423
1451/********************************************************************** 1424/**********************************************************************
1452 * mood change 1425 * mood change
1453 * 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
1459 */ 1432 */
1460int 1433int
1461mood_change (object *op, object *caster, object *spell) 1434mood_change (object *op, object *caster, object *spell)
1462{ 1435{
1463 object *tmp, *god, *head; 1436 object *tmp, *god, *head;
1464 int done_one, range, mflags, level, at, best_at; 1437 int done_one, range, level, at, best_at;
1465 sint16 x, y, nx, ny;
1466 maptile *m;
1467 const char *race; 1438 const char *race;
1468 1439
1469 /* 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
1470 * doing it over and over again. 1441 * doing it over and over again.
1471 */ 1442 */
1472 god = find_god (determine_god (op)); 1443 god = find_god (determine_god (op));
1473 level = caster_level (caster, spell); 1444 level = casting_level (caster, spell);
1474 range = spell->range + SP_level_range_adjust (caster, spell); 1445 range = spell->range + SP_level_range_adjust (caster, spell);
1475 1446
1476 /* On the bright side, no monster should ever have a race of GOD_... 1447 /* On the bright side, no monster should ever have a race of GOD_...
1477 * 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
1478 * won't ever match anything. 1449 * won't ever match anything.
1479 */ 1450 */
1480 if (!spell->race) 1451 if (!spell->race)
1481 race = NULL; 1452 race = NULL;
1482 else if (god && !strcmp (spell->race, "GOD_SLAYING")) 1453 else if (god && spell->race == shstr_GOD_SLAYING)
1483 race = god->slaying; 1454 race = god->slaying;
1484 else if (god && !strcmp (spell->race, "GOD_FRIEND")) 1455 else if (god && spell->race == shstr_GOD_FRIEND)
1485 race = god->race; 1456 race = god->race;
1486 else 1457 else
1487 race = spell->race; 1458 race = spell->race;
1488 1459
1489 for (x = op->x - range; x <= op->x + range; x++) 1460 dynbuf buf;
1490 for (y = op->y - range; y <= op->y + range; y++) 1461 unordered_mapwalk (buf, op, -range, -range, range, range)
1491 { 1462 {
1492 done_one = 0; 1463 mapspace &ms = m->at (nx, ny);
1493 m = op->map;
1494 nx = x;
1495 ny = y;
1496 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1497 if (mflags & P_OUT_OF_MAP)
1498 continue;
1499 1464
1500 /* 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 */
1501 if (!(mflags & P_IS_ALIVE)) 1466 if (!ms.flags () & P_IS_ALIVE)
1502 continue; 1467 continue;
1503 1468
1504 // players can only affect spaces that they can actually see 1469 // players can only affect spaces that they can actually see
1470 if (caster
1505 if (caster && caster->contr 1471 && caster->contr
1506 && caster->contr->visibility_at (m, nx, ny) < 70) 1472 && caster->contr->darkness_at (m, nx, ny) == LOS_BLOCKED)
1507 continue; 1473 continue;
1508 1474
1509 for (tmp = GET_MAP_TOP (m, nx, ny); tmp; tmp = tmp->below) 1475 for (tmp = ms.top; tmp; tmp = tmp->below)
1510 if (QUERY_FLAG (tmp, FLAG_MONSTER)) 1476 if (tmp->flag [FLAG_MONSTER])
1511 break; 1477 break;
1512 1478
1513 /* There can be living objects that are not monsters */ 1479 /* There can be living objects that are not monsters */
1514 if (!tmp || tmp->type == PLAYER) 1480 if (!tmp)
1515 continue; 1481 continue;
1516 1482
1517 /* Only the head has meaningful data, so resolve to that */ 1483 /* Only the head has meaningful data, so resolve to that */
1518 if (tmp->head)
1519 head = tmp->head; 1484 head = tmp->head_ ();
1520 else
1521 head = tmp;
1522 1485
1523 /* 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 */
1524 if (race && head->race && !strstr (race, head->race)) 1487 if (race && head->race && !strstr (race, head->race))
1525 continue; 1488 continue;
1526 1489
1527 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD)) 1490 if (head->flag [FLAG_UNDEAD] && !spell->flag [FLAG_UNDEAD])
1528 continue; 1491 continue;
1529 1492
1530 /* Now do a bunch of stuff related to saving throws */ 1493 /* Now do a bunch of stuff related to saving throws */
1531 best_at = -1; 1494 best_at = -1;
1532 if (spell->attacktype) 1495 if (spell->attacktype)
1533 { 1496 {
1534 for (at = 0; at < NROFATTACKS; at++) 1497 for (at = 0; at < NROFATTACKS; at++)
1535 if (spell->attacktype & (1 << at)) 1498 if (spell->attacktype & (1 << at))
1536 if (best_at == -1 || head->resist[at] > head->resist[best_at]) 1499 if (best_at == -1 || head->resist[at] > head->resist[best_at])
1537 best_at = at; 1500 best_at = at;
1538 1501
1539 if (best_at == -1) 1502 if (best_at == -1)
1540 at = 0; 1503 at = 0;
1541 else 1504 else
1542 { 1505 {
1543 if (head->resist[best_at] == 100) 1506 if (head->resist[best_at] == 100)
1544 continue; 1507 continue;
1545 else 1508 else
1546 at = head->resist[best_at] / 5; 1509 at = head->resist[best_at] / 5;
1547 } 1510 }
1511
1548 at -= level / 5; 1512 at -= level / 5;
1549 if (did_make_save (head, head->level, at)) 1513 if (did_make_save (head, head->level, at))
1550 continue; 1514 continue;
1551 } 1515 }
1552 else /* spell->attacktype */ 1516 else /* spell->attacktype */
1553 { 1517 {
1554 /* 1518 /*
1555 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:
1556 * if spell level < monster level, no go 1520 * if spell level < monster level, no go
1557 * 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 ) )
1558 1522
1559 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.
1560 1524
1561 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
1562 charm a level 125 monster... 1526 charm a level 125 monster...
1563 1527
1564 Ryo, august 14th 1528 Ryo, august 14th
1565 */ 1529 */
1566 if (head->level > level) 1530 if (head->level > level)
1567 continue; 1531 continue;
1568 1532
1569 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))))
1570 /* Failed, no effect */ 1534 /* Failed, no effect */
1571 continue; 1535 continue;
1572 } 1536 }
1573 1537
1574 /* Done with saving throw. Now start affecting the monster */ 1538 /* Done with saving throw. Now start affecting the monster */
1539 done_one = 0;
1575 1540
1576 /* aggravation */ 1541 /* aggravation */
1577 if (QUERY_FLAG (spell, FLAG_MONSTER)) 1542 if (spell->flag [FLAG_MONSTER])
1578 { 1543 {
1579 CLEAR_FLAG (head, FLAG_SLEEP); 1544 head->clr_flag (FLAG_SLEEP);
1580 remove_friendly_object (head); 1545 remove_friendly_object (head);
1581 done_one = 1; 1546 done_one = 1;
1582 head->enemy = op; 1547 head->enemy = op;
1583 } 1548 }
1584 1549
1585 /* calm monsters */ 1550 /* calm monsters */
1586 if (QUERY_FLAG (spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (head, FLAG_UNAGGRESSIVE)) 1551 if (spell->flag [FLAG_UNAGGRESSIVE] && !head->flag [FLAG_UNAGGRESSIVE])
1587 { 1552 {
1588 SET_FLAG (head, FLAG_UNAGGRESSIVE); 1553 head->set_flag (FLAG_UNAGGRESSIVE);
1589 head->enemy = NULL; 1554 head->enemy = NULL;
1590 done_one = 1; 1555 done_one = 1;
1591 } 1556 }
1592 1557
1593 /* berserk monsters */ 1558 /* berserk monsters */
1594 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK)) 1559 if (spell->flag [FLAG_BERSERK] && !head->flag [FLAG_BERSERK])
1595 { 1560 {
1596 SET_FLAG (head, FLAG_BERSERK); 1561 head->set_flag (FLAG_BERSERK);
1597 done_one = 1; 1562 done_one = 1;
1598 } 1563 }
1599 1564
1600 /* charm */ 1565 /* charm */
1601 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY)) 1566 if (spell->flag [FLAG_NO_ATTACK] && !head->flag [FLAG_FRIENDLY])
1602 { 1567 {
1568 INVOKE_OBJECT (KILL, head, ARG_OBJECT (caster));
1569
1603 /* Prevent uncontolled outbreaks of self replicating monsters. 1570 /* Prevent uncontrolled outbreaks of self replicating monsters.
1604 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.
1605 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. */
1606 CLEAR_FLAG (head, FLAG_GENERATOR); 1573 head->clr_flag (FLAG_GENERATOR);
1607 head->set_owner (op); 1574 head->set_owner (op);
1608 set_spell_skill (op, caster, spell, head); 1575 set_spell_skill (op, caster, spell, head);
1609 add_friendly_object (head); 1576 add_friendly_object (head);
1610 head->attack_movement = PETMOVE; 1577 head->attack_movement = PETMOVE;
1611 done_one = 1; 1578 done_one = 1;
1612 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);
1613 head->stats.exp = 0; 1580 head->stats.exp = 0;
1614 } 1581 }
1615 1582
1616 /* If a monster was effected, put an effect in */ 1583 /* If a monster was effected, put an effect in */
1617 if (done_one && spell->other_arch) 1584 if (done_one && spell->other_arch)
1618 m->insert (arch_to_object (spell->other_arch), nx, ny, op); 1585 m->insert (spell->other_arch->instance (), nx, ny, op);
1619 } /* for y */ 1586 }
1620 1587
1621 return 1; 1588 return 1;
1622} 1589}
1623
1624 1590
1625/* 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
1626 * 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
1627 * lightning spell used it, that seemed misnamed. 1593 * lightning spell used it, that seemed misnamed.
1628 * op is the spell effect. 1594 * op is the spell effect.
1629 * note that duration is handled by process_object() in time.c 1595 * note that duration is handled by process_object() in time.c
1630 */ 1596 */
1631
1632void 1597void
1633move_ball_spell (object *op) 1598move_ball_spell (object *op)
1634{ 1599{
1635 int i, j, dam_save, dir, mflags; 1600 int i, j, dam_save, dir, mflags;
1636 sint16 nx, ny, hx, hy; 1601 sint16 nx, ny, hx, hy;
1655 for (i = 1; i < 9; i++) 1620 for (i = 1; i < 9; i++)
1656 { 1621 {
1657 /* i bit 0: alters sign of offset 1622 /* i bit 0: alters sign of offset
1658 * other bits (i / 2): absolute value of offset 1623 * other bits (i / 2): absolute value of offset
1659 */ 1624 */
1660
1661 int offset = ((i ^ j) & 1) ? (i / 2) : -(i / 2); 1625 int offset = ((i ^ j) & 1) ? (i / 2) : -(i / 2);
1662 int tmpdir = absdir (op->direction + offset); 1626 int tmpdir = absdir (op->direction + offset);
1663 1627
1664 nx = op->x + freearr_x[tmpdir]; 1628 nx = op->x + freearr_x[tmpdir];
1665 ny = op->y + freearr_y[tmpdir]; 1629 ny = op->y + freearr_y[tmpdir];
1667 { 1631 {
1668 dir = tmpdir; 1632 dir = tmpdir;
1669 break; 1633 break;
1670 } 1634 }
1671 } 1635 }
1636
1672 if (dir == 0) 1637 if (dir == 0)
1673 { 1638 {
1674 nx = op->x; 1639 nx = op->x;
1675 ny = op->y; 1640 ny = op->y;
1676 m = op->map; 1641 m = op->map;
1702 1667
1703 if ((mflags & P_IS_ALIVE) && (!owner || owner->x != hx || owner->y != hy || !on_same_map (owner, op))) 1668 if ((mflags & P_IS_ALIVE) && (!owner || owner->x != hx || owner->y != hy || !on_same_map (owner, op)))
1704 { 1669 {
1705 if (j) 1670 if (j)
1706 op->stats.dam = dam_save / 2; 1671 op->stats.dam = dam_save / 2;
1672
1707 hit_map (op, j, op->attacktype, 1); 1673 hit_map (op, j, op->attacktype, 1);
1708
1709 } 1674 }
1710 1675
1711 /* insert the other arch */ 1676 /* insert the other arch */
1712 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))))
1713 m->insert (arch_to_object (op->other_arch), hx, hy, op); 1678 m->insert (op->other_arch->instance (), hx, hy, op);
1714 } 1679 }
1715 1680
1716 /* restore to the center location and damage */ 1681 /* restore to the center location and damage */
1717 op->stats.dam = dam_save; 1682 op->stats.dam = dam_save;
1718 1683
1727 1692
1728 op->direction = i; 1693 op->direction = i;
1729 } 1694 }
1730} 1695}
1731 1696
1732
1733/* move_swarm_spell: peterm 1697/* move_swarm_spell: peterm
1734 * This is an implementation of the swarm spell. It was written for 1698 * This is an implementation of the swarm spell. It was written for
1735 * meteor swarm, but it could be used for any swarm. A swarm spell 1699 * meteor swarm, but it could be used for any swarm. A swarm spell
1736 * is a special type of object that casts swarms of other types 1700 * is a special type of object that casts swarms of other types
1737 * of spells. Which spell it casts is flexible. It fires the spells 1701 * of spells. Which spell it casts is flexible. It fires the spells
1738 * from a set of squares surrounding the caster, in a given direction. 1702 * from a set of squares surrounding the caster, in a given direction.
1739 */ 1703 */
1740
1741void 1704void
1742move_swarm_spell (object *op) 1705move_swarm_spell (object *op)
1743{ 1706{
1744#if 0 1707#if 0
1745 static int cardinal_adjust[9] = { -3, -2, -1, 0, 0, 0, 1, 2, 3 }; 1708 static int cardinal_adjust[9] = { -3, -2, -1, 0, 0, 0, 1, 2, 3 };
1746 static int diagonal_adjust[10] = { -3, -2, -2, -1, 0, 0, 1, 2, 2, 3 }; 1709 static int diagonal_adjust[10] = { -3, -2, -2, -1, 0, 0, 1, 2, 2, 3 };
1747 sint16 target_x, target_y, origin_x, origin_y; 1710 sint16 target_x, target_y, origin_x, origin_y;
1748 int adjustdir; 1711 int adjustdir;
1749 maptile *m; 1712 maptile *m;
1750#endif 1713#endif
1751 int basedir;
1752 object *owner; 1714 object *owner = op->env;
1753 1715
1754 owner = op->owner; 1716 if (!owner) // MUST not happen, remove when true TODO
1755 if (op->duration == 0 || owner == NULL)
1756 { 1717 {
1718 LOG (llevError, "swarm spell found outside inventory: %s\n", op->debug_desc ());
1757 op->destroy (); 1719 op->destroy ();
1758 return; 1720 return;
1759 } 1721 }
1760 1722
1723 if (!op->duration || !owner->is_on_map ())
1724 {
1725 op->drop_and_destroy ();
1726 return;
1727 }
1728
1761 op->duration--; 1729 op->duration--;
1762 1730
1763 basedir = op->direction; 1731 int basedir = op->direction;
1764 if (basedir == 0) 1732 if (!basedir)
1765 { 1733 {
1766 /* spray in all directions! 8) */ 1734 /* spray in all directions! 8) */
1767 basedir = rndm (1, 8); 1735 op->facing = (op->facing + op->state) & 7;
1736 basedir = op->facing + 1;
1768 } 1737 }
1769 1738
1770#if 0 1739#if 0
1771 // this is bogus: it causes wrong places to be checked below 1740 // this is bogus: it causes wrong places to be checked below
1772 // (a wall 2 cells away will block the effect...) and 1741 // (a wall 2 cells away will block the effect...) and
1833 { 1802 {
1834 /* Bullet spells have a bunch more customization that needs to be done */ 1803 /* Bullet spells have a bunch more customization that needs to be done */
1835 if (op->spell->subtype == SP_BULLET) 1804 if (op->spell->subtype == SP_BULLET)
1836 fire_bullet (owner, op, basedir, op->spell); 1805 fire_bullet (owner, op, basedir, op->spell);
1837 else if (op->spell->subtype == SP_MAGIC_MISSILE) 1806 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1838 fire_arch_from_position (owner, op, op->x, op->y, basedir, op->spell); 1807 fire_arch_from_position (owner, op, owner->x, owner->y, basedir, op->spell);
1839 } 1808 }
1840} 1809}
1841
1842
1843
1844 1810
1845/* fire_swarm: 1811/* fire_swarm:
1846 * The following routine creates a swarm of objects. It actually 1812 * The following routine creates a swarm of objects. It actually
1847 * sets up a specific swarm object, which then fires off all 1813 * sets up a specific swarm object, which then fires off all
1848 * the parts of the swarm. 1814 * the parts of the swarm.
1851 * caster: the caster (owner, wand, rod, scroll) 1817 * caster: the caster (owner, wand, rod, scroll)
1852 * dir: the direction everything will be fired in 1818 * dir: the direction everything will be fired in
1853 * spell - the spell that is this spell. 1819 * spell - the spell that is this spell.
1854 * n: the number to be fired. 1820 * n: the number to be fired.
1855 */ 1821 */
1856
1857int 1822int
1858fire_swarm (object *op, object *caster, object *spell, int dir) 1823fire_swarm (object *op, object *caster, object *spell, int dir)
1859{ 1824{
1860 object *tmp;
1861 int i;
1862
1863 if (!spell->other_arch) 1825 if (!spell->other_arch)
1864 return 0; 1826 return 0;
1865 1827
1866 tmp = get_archetype (SWARM_SPELL); 1828 object *tmp = archetype::get (SWARM_SPELL);
1867 tmp->set_owner (op); /* needed so that if swarm elements kill, caster gets xp. */ 1829
1868 set_spell_skill (op, caster, spell, tmp); 1830 set_spell_skill (op, caster, spell, tmp);
1869
1870 tmp->level = caster_level (caster, spell); /*needed later, to get level dep. right. */ 1831 tmp->level = casting_level (caster, spell); /* needed later, to get level dep. right. */
1871 tmp->spell = arch_to_object (spell->other_arch); 1832 tmp->spell = spell->other_arch->instance ();
1872
1873 tmp->attacktype = tmp->spell->attacktype; 1833 tmp->attacktype = tmp->spell->attacktype;
1874 1834
1875 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) 1835 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
1876 if (!tailor_god_spell (tmp, op)) 1836 if (!tailor_god_spell (tmp, op))
1877 return 1; 1837 return 1;
1878 1838
1879 tmp->duration = SP_level_duration_adjust (caster, spell); 1839 tmp->duration = SP_level_duration_adjust (caster, spell);
1880 for (i = 0; i < spell->duration; i++) 1840 for (int i = 0; i < spell->duration; i++)
1881 tmp->duration += die_roll (1, 3, op, PREFER_HIGH); 1841 tmp->duration += die_roll (1, 3, op, PREFER_HIGH);
1882 1842
1843 tmp->invisible = 1;
1844 tmp->flag [FLAG_NO_DROP] = 1; // make sure it stays in inv, or else
1883 tmp->direction = dir; 1845 tmp->direction = dir;
1884 tmp->invisible = 1; 1846 tmp->facing = rndm (1, 8); // initial firing direction
1847 tmp->state = rndm (4) * 2 + 1; // direction increment
1885 1848
1886 tmp->insert_at (op, op); 1849 op->insert (tmp);
1850
1887 return 1; 1851 return 1;
1888} 1852}
1889
1890 1853
1891/* See the spells documentation file for why this is its own 1854/* See the spells documentation file for why this is its own
1892 * function. 1855 * function.
1893 */ 1856 */
1894int 1857int
1899 int dam, mflags; 1862 int dam, mflags;
1900 maptile *m; 1863 maptile *m;
1901 1864
1902 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1865 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1903 1866
1904 if (!dir) 1867 if (dir)
1905 {
1906 new_draw_info (NDI_UNIQUE, 0, op, "In what direction?");
1907 return 0;
1908 } 1868 {
1909
1910 x = op->x + freearr_x[dir]; 1869 x = op->x + freearr_x[dir];
1911 y = op->y + freearr_y[dir]; 1870 y = op->y + freearr_y[dir];
1912 m = op->map; 1871 m = op->map;
1913 1872
1914 mflags = get_map_flags (m, &m, x, y, &x, &y); 1873 mflags = get_map_flags (m, &m, x, y, &x, &y);
1915 1874
1916 if (mflags & P_OUT_OF_MAP) 1875 if (mflags & P_OUT_OF_MAP)
1917 { 1876 {
1918 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is there."); 1877 op->failmsg ("Nothing is there.");
1919 return 0; 1878 return 0;
1920 } 1879 }
1921 1880
1922 if (mflags & P_IS_ALIVE && spell->attacktype) 1881 if (mflags & P_IS_ALIVE && spell->attacktype)
1923 { 1882 {
1924 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)
1925 if (QUERY_FLAG (target, FLAG_MONSTER)) 1884 if (target->flag [FLAG_MONSTER])
1926 { 1885 {
1927 /* oky doky. got a target monster. Lets make a blinding attack */ 1886 /* oky doky. got a target monster. Lets make a blinding attack */
1928 if (target->head) 1887 if (target->head)
1929 target = target->head; 1888 target = target->head;
1889
1930 (void) hit_player (target, dam, op, spell->attacktype, 1); 1890 hit_player (target, dam, op, spell->attacktype, 1);
1931 return 1; /* one success only! */ 1891 return 1; /* one success only! */
1892 }
1932 } 1893 }
1933 }
1934 1894
1935 /* no live target, perhaps a wall is in the way? */ 1895 /* no live target, perhaps a wall is in the way? */
1936 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)))
1937 { 1897 {
1938 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 1898 op->failmsg ("Something is in the way.");
1939 return 0; 1899 return 0;
1900 }
1940 } 1901 }
1941 1902
1942 /* 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 */
1943 tmp = arch_to_object (spell->other_arch); 1904 tmp = spell->other_arch->instance ();
1944 if (!tmp) 1905 if (!tmp)
1945 { 1906 {
1946 LOG (llevError, "Error: spell arch for cast_light() missing.\n"); 1907 LOG (llevError, "Error: spell arch for cast_light() missing.\n");
1947 return 0; 1908 return 0;
1948 } 1909 }
1910
1949 tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell); 1911 tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell);
1912
1950 if (tmp->glow_radius) 1913 if (tmp->glow_radius)
1951 { 1914 tmp->set_glow_radius (
1952 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)
1953 if (tmp->glow_radius > MAX_LIGHT_RADII) 1916 );
1954 tmp->glow_radius = MAX_LIGHT_RADII;
1955 }
1956 1917
1918 if (dir)
1957 m->insert (tmp, x, y, op); 1919 m->insert (tmp, x, y, op);
1920 else
1921 caster->outer_env_or_self ()->insert (tmp);
1922
1958 return 1; 1923 return 1;
1959} 1924}
1960 1925
1961/* cast_cause_disease: this spell looks along <dir> from the 1926/* cast_cause_disease: this spell looks along <dir> from the
1962 * player and infects someone. 1927 * player and infects someone.
2008 /* 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 */
2009 if (mflags & P_IS_ALIVE) 1974 if (mflags & P_IS_ALIVE)
2010 { 1975 {
2011 /* search this square for a victim */ 1976 /* search this square for a victim */
2012 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)
2013 if (QUERY_FLAG (walk, FLAG_MONSTER) || (walk->type == PLAYER)) 1978 if (walk->flag [FLAG_MONSTER] || (walk->type == PLAYER))
2014 { /* found a victim */ 1979 { /* found a victim */
2015 object *disease = arch_to_object (spell->other_arch); 1980 object *disease = spell->other_arch->instance ();
2016 1981
2017 disease->set_owner (op); 1982 disease->set_owner (op);
2018 set_spell_skill (op, caster, spell, disease); 1983 set_spell_skill (op, caster, spell, disease);
2019 disease->stats.exp = 0; 1984 disease->stats.exp = 0;
2020 disease->level = caster_level (caster, spell); 1985 disease->level = casting_level (caster, spell);
2021 1986
2022 /* do level adjustments */ 1987 /* do level adjustments */
2023 if (disease->stats.wc) 1988 if (disease->stats.wc ) disease->stats.wc += dur_mod / 2;
2024 disease->stats.wc += dur_mod / 2; 1989 if (disease->magic > 0) disease->magic += dur_mod / 8;
2025 1990 if (disease->stats.maxhp > 0) disease->stats.maxhp += dur_mod;
2026 if (disease->magic > 0) 1991 if (disease->stats.maxgrace > 0) disease->stats.maxgrace += dur_mod;
2027 disease->magic += dur_mod / 8;
2028
2029 if (disease->stats.maxhp > 0)
2030 disease->stats.maxhp += dur_mod;
2031
2032 if (disease->stats.maxgrace > 0)
2033 disease->stats.maxgrace += dur_mod;
2034
2035 if (disease->stats.dam)
2036 {
2037 if (disease->stats.dam > 0)
2038 disease->stats.dam += dam_mod;
2039 else
2040 disease->stats.dam -= dam_mod;
2041 }
2042 1992
2043 if (disease->last_sp) 1993 if (disease->last_sp)
2044 { 1994 {
2045 disease->last_sp -= 2 * dam_mod; 1995 disease->last_sp -= 2 * dam_mod;
1996
2046 if (disease->last_sp < 1) 1997 if (disease->last_sp < 1)
2047 disease->last_sp = 1; 1998 disease->last_sp = 1;
2048 } 1999 }
2049 2000
2050 if (disease->stats.maxsp) 2001 if (disease->stats.dam ) disease->stats.dam += copysign (disease->stats.dam , dam_mod);
2051 { 2002 if (disease->stats.maxsp) disease->stats.maxsp += copysign (disease->stats.maxsp, dam_mod);
2052 if (disease->stats.maxsp > 0) 2003 if (disease->stats.ac ) disease->stats.ac += dam_mod;
2053 disease->stats.maxsp += dam_mod; 2004 if (disease->last_eat ) disease->last_eat -= dam_mod;
2054 else 2005 if (disease->stats.hp ) disease->stats.hp -= dam_mod;
2055 disease->stats.maxsp -= dam_mod; 2006 if (disease->stats.sp ) disease->stats.sp -= dam_mod;
2056 }
2057
2058 if (disease->stats.ac)
2059 disease->stats.ac += dam_mod;
2060
2061 if (disease->last_eat)
2062 disease->last_eat -= dam_mod;
2063
2064 if (disease->stats.hp)
2065 disease->stats.hp -= dam_mod;
2066
2067 if (disease->stats.sp)
2068 disease->stats.sp -= dam_mod;
2069 2007
2070 if (infect_object (walk, disease, 1)) 2008 if (infect_object (walk, disease, 1))
2071 { 2009 {
2072 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));
2073 2011
2074 disease->destroy (); /* don't need this one anymore */ 2012 disease->destroy (); /* don't need this one anymore */
2075 walk->map->insert (get_archetype ("detect_magic"), x, y, op); 2013 walk->map->insert (archetype::get (shstr_detect_magic), x, y, op);
2076 return 1; 2014 return 1;
2077 } 2015 }
2078 2016
2079 disease->destroy (); 2017 disease->destroy ();
2080 } 2018 }

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