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Comparing deliantra/server/server/spell_attack.C (file contents):
Revision 1.69 by root, Thu Dec 4 01:07:35 2008 UTC vs.
Revision 1.117 by root, Sat Nov 17 23:40:04 2018 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 (©) 2017,2018 Marc Alexander Lehmann / the Deliantra team
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 5 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002-2003,2007 Mark Wedel & Crossfire Development Team 6 * Copyright (©) 2002-2003 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 7 * Copyright (©) 1992 Frank Tore Johansen
7 * 8 *
8 * Deliantra is free software: you can redistribute it and/or modify 9 * 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 10 * 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 11 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 12 * option) any later version.
12 * 13 *
13 * This program is distributed in the hope that it will be useful, 14 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 17 * GNU General Public License for more details.
17 * 18 *
18 * You should have received a copy of the GNU General Public License 19 * You should have received a copy of the Affero GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 20 * and the GNU General Public License along with this program. If not, see
21 * <http://www.gnu.org/licenses/>.
20 * 22 *
21 * The authors can be reached via e-mail to <support@deliantra.net> 23 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 24 */
23 25
24/* This file contains all the spell attack code. Grouping this code 26/* This file contains all the spell attack code. Grouping this code
25 * together should hopefully make it easier to find the relevent bits 27 * together should hopefully make it easier to find the relevent bits
36/* this function checks to see if a spell pushes objects as well 38/* this function checks to see if a spell pushes objects as well
37 * as flies over and damages them (only used for cones for now) 39 * as flies over and damages them (only used for cones for now)
38 * but moved here so it could be applied to bolts too 40 * but moved here so it could be applied to bolts too
39 * op is the spell object. 41 * op is the spell object.
40 */ 42 */
41void 43static void
42check_spell_knockback (object *op) 44check_spell_knockback (object *op)
43{ 45{
44 int weight_move; 46 int weight_move;
45 int frictionmod = 2; /*poor man's physics - multipy targets weight by this amount */ 47 int frictionmod = 2; /*poor man's physics - multipy targets weight by this amount */
46 48
58 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above) 60 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
59 { 61 {
60 int num_sections = 1; 62 int num_sections = 1;
61 63
62 /* don't move DM */ 64 /* don't move DM */
63 if (QUERY_FLAG (tmp, FLAG_WIZ)) 65 if (tmp->flag [FLAG_WIZ])
64 return; 66 return;
65 67
66 /* don't move parts of objects */ 68 /* don't move parts of objects */
67 if (tmp->head) 69 if (tmp->head)
68 continue; 70 continue;
69 71
70 /* don't move floors or immobile objects */ 72 /* 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))) 73 if (tmp->flag [FLAG_IS_FLOOR] || (!tmp->flag [FLAG_ALIVE] && tmp->flag [FLAG_NO_PICK]))
72 continue; 74 continue;
73 75
74 /* count the object's sections */ 76 /* count the object's sections */
75 for (object *tmp2 = tmp; tmp2; tmp2 = tmp2->more) 77 for (object *tmp2 = tmp; tmp2; tmp2 = tmp2->more)
76 num_sections++; 78 num_sections++;
85 if (tmp->move_type & MOVE_FLYING) 87 if (tmp->move_type & MOVE_FLYING)
86 frictionmod = 1; /* flying objects loose the friction modifier */ 88 frictionmod = 1; /* flying objects loose the friction modifier */
87 89
88 if (rndm (0, weight_move - 1) > ((tmp->weight / num_sections) * frictionmod)) 90 if (rndm (0, weight_move - 1) > ((tmp->weight / num_sections) * frictionmod))
89 { /* move it. */ 91 { /* move it. */
90 /* move_object is really for monsters, but looking at 92 /* move_object is really for monsters, but looking at
91 * the move_object function, it appears that it should 93 * the move_object function, it appears that it should
92 * also be safe for objects. 94 * also be safe for objects.
93 * This does return if successful or not, but 95 * This does return if successful or not, but
94 * I don't see us doing anything useful with that information 96 * I don't see us doing anything useful with that information
95 * right now. 97 * right now.
96 */ 98 */
97 move_object (tmp, absdir (op->stats.sp)); 99 tmp->move (absdir (op->stats.sp));
98 } 100 }
99 101
100 } 102 }
101} 103}
102 104
107 ***************************************************************************/ 109 ***************************************************************************/
108 110
109/* Causes op to fork. op is the original bolt, tmp 111/* Causes op to fork. op is the original bolt, tmp
110 * is the first piece of the fork. 112 * is the first piece of the fork.
111 */ 113 */
112void 114static void
113forklightning (object *op, object *tmp) 115forklightning (object *op, object *tmp)
114{ 116{
115 int new_dir = 1; /* direction or -1 for left, +1 for right 0 if no new bolt */ 117 int new_dir = 1; /* direction or -1 for left, +1 for right 0 if no new bolt */
116 int t_dir; /* stores temporary dir calculation */ 118 int t_dir; /* stores temporary dir calculation */
117 maptile *m; 119 maptile *m;
128 new_dir = -1; 130 new_dir = -1;
129 131
130 /* check the new dir for a wall and in the map */ 132 /* check the new dir for a wall and in the map */
131 t_dir = absdir (tmp->direction + new_dir); 133 t_dir = absdir (tmp->direction + new_dir);
132 134
133 if (get_map_flags (tmp->map, &m, tmp->x + freearr_x[t_dir], tmp->y + freearr_y[t_dir], &sx, &sy) & P_OUT_OF_MAP) 135 if (get_map_flags (tmp->map, &m, tmp->x + DIRX (t_dir), tmp->y + DIRY (t_dir), &sx, &sy) & P_OUT_OF_MAP)
134 return; 136 return;
135 137
136 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (m, sx, sy))) 138 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (m, sx, sy)))
137 return; 139 return;
138 140
178 180
179 if (--op->range < 0) 181 if (--op->range < 0)
180 op->range = 0; 182 op->range = 0;
181 else 183 else
182 { 184 {
183 x = op->x + DIRX (op); 185 x = op->x + DIRX (op->direction);
184 y = op->y + DIRY (op); 186 y = op->y + DIRY (op->direction);
185 m = op->map; 187 m = op->map;
186 mflags = get_map_flags (m, &m, x, y, &x, &y); 188 mflags = get_map_flags (m, &m, x, y, &x, &y);
187 189
188 if (mflags & P_OUT_OF_MAP) 190 if (mflags & P_OUT_OF_MAP)
189 return; 191 return;
193 * on the space. So only call reflwall if we think the data it returns 195 * on the space. So only call reflwall if we think the data it returns
194 * will be useful. 196 * will be useful.
195 */ 197 */
196 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)) || ((mflags & P_IS_ALIVE) && reflwall (m, x, y, op))) 198 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)) || ((mflags & P_IS_ALIVE) && reflwall (m, x, y, op)))
197 { 199 {
198 if (!QUERY_FLAG (op, FLAG_REFLECTING)) 200 if (!op->flag [FLAG_REFLECTING])
199 return; 201 return;
200 202
201 /* Since walls don't run diagonal, if the bolt is in 203 /* Since walls don't run diagonal, if the bolt is in
202 * one of 4 main directions, it just reflects back in the 204 * one of 4 main directions, it just reflects back in the
203 * opposite direction. However, if the bolt is travelling 205 * opposite direction. However, if the bolt is travelling
216 /* Need to check for P_OUT_OF_MAP: if the bolt is tavelling 218 /* Need to check for P_OUT_OF_MAP: if the bolt is tavelling
217 * over a corner in a tiled map, it is possible that 219 * over a corner in a tiled map, it is possible that
218 * op->direction is within an adjacent map but either 220 * op->direction is within an adjacent map but either
219 * op->direction-1 or op->direction+1 does not exist. 221 * op->direction-1 or op->direction+1 does not exist.
220 */ 222 */
221 mflags = get_map_flags (op->map, &m, op->x + freearr_x[absdir (op->direction - 1)], 223 mflags = get_map_flags (op->map, &m, op->x + DIRX (absdir (op->direction - 1)),
222 op->y + freearr_y[absdir (op->direction - 1)], &x, &y); 224 op->y + DIRY (absdir (op->direction - 1)), &x, &y);
223 225
224 left = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)); 226 left = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y));
225 227
226 mflags = get_map_flags (op->map, &m, op->x + freearr_x[absdir (op->direction + 1)], 228 mflags = get_map_flags (op->map, &m, op->x + DIRX (absdir (op->direction + 1)),
227 op->y + freearr_y[absdir (op->direction + 1)], &x, &y); 229 op->y + DIRY (absdir (op->direction + 1)), &x, &y);
228 right = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)); 230 right = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y));
229 231
230 if (left == right) 232 if (left == right)
231 op->direction = absdir (op->direction + 4); 233 op->direction = absdir (op->direction + 4);
232 else if (left) 234 else if (left)
246 tmp->speed_left = -0.1f; 248 tmp->speed_left = -0.1f;
247 /* To make up for the decrease at the top of the function */ 249 /* To make up for the decrease at the top of the function */
248 tmp->duration++; 250 tmp->duration++;
249 251
250 /* New forking code. Possibly create forks of this object 252 /* New forking code. Possibly create forks of this object
251 * going off in other directions. 253 * going off in other directions.
252 */ 254 */
253 if (tmp->stats.Dex && rndm (0, 99) < tmp->stats.Dex) 255 if (tmp->stats.Dex && rndm (0, 99) < tmp->stats.Dex)
254 forklightning (op, tmp); /* stats.Dex % of forking */ 256 forklightning (op, tmp); /* stats.Dex % of forking */
255 257
256 /* In this way, the object left behind sticks on the space, but 258 /* In this way, the object left behind sticks on the space, but
276 int mflags; 278 int mflags;
277 279
278 if (!spob->other_arch) 280 if (!spob->other_arch)
279 return 0; 281 return 0;
280 282
281 tmp = arch_to_object (spob->other_arch); 283 tmp = spob->other_arch->instance ();
282 if (tmp == NULL) 284 if (tmp == NULL)
283 return 0; 285 return 0;
284 286
285 /* peterm: level dependency for bolts */ 287 /* peterm: level dependency for bolts */
286 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob); 288 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob);
293 tmp->duration = spob->duration + SP_level_duration_adjust (caster, spob); 295 tmp->duration = spob->duration + SP_level_duration_adjust (caster, spob);
294 tmp->stats.Dex = spob->stats.Dex; 296 tmp->stats.Dex = spob->stats.Dex;
295 tmp->stats.Con = spob->stats.Con; 297 tmp->stats.Con = spob->stats.Con;
296 298
297 tmp->direction = dir; 299 tmp->direction = dir;
298 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) 300 if (tmp->flag [FLAG_IS_TURNABLE])
299 SET_ANIMATION (tmp, dir); 301 SET_ANIMATION (tmp, dir);
300 302
301 tmp->set_owner (op); 303 tmp->set_owner (op);
302 set_spell_skill (op, caster, spob, tmp); 304 set_spell_skill (op, caster, spob, tmp);
303 305
304 tmp->x = op->x + DIRX (tmp); 306 tmp->x = op->x + DIRX (tmp->direction);
305 tmp->y = op->y + DIRY (tmp); 307 tmp->y = op->y + DIRY (tmp->direction);
306 tmp->map = op->map; 308 tmp->map = op->map;
307 309
308 maptile *newmap; 310 maptile *newmap;
309 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y); 311 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y);
310 if (mflags & P_OUT_OF_MAP) 312 if (mflags & P_OUT_OF_MAP)
315 317
316 tmp->map = newmap; 318 tmp->map = newmap;
317 319
318 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y))) 320 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y)))
319 { 321 {
320 if (!QUERY_FLAG (tmp, FLAG_REFLECTING)) 322 if (!tmp->flag [FLAG_REFLECTING])
321 { 323 {
322 tmp->drop_and_destroy (); 324 tmp->drop_and_destroy ();
323 return 0; 325 return 0;
324 } 326 }
325 327
363 { 365 {
364 for (i = 1; i < 9; i++) 366 for (i = 1; i < 9; i++)
365 { 367 {
366 sint16 dx, dy; 368 sint16 dx, dy;
367 369
368 dx = op->x + freearr_x[i]; 370 dx = op->x + DIRX (i);
369 dy = op->y + freearr_y[i]; 371 dy = op->y + DIRY (i);
370 372
371 /* ok_to_put_more already does things like checks for walls, 373 /* ok_to_put_more already does things like checks for walls,
372 * out of map, etc. 374 * out of map, etc.
373 */ 375 */
374 if (ok_to_put_more (op->map, dx, dy, op, op->attacktype)) 376 if (ok_to_put_more (op->map, dx, dy, op, op->attacktype))
375 { 377 {
376 object *tmp = op->clone (); 378 object *tmp = op->clone ();
388 390
389/* Causes an object to explode, eg, a firebullet, 391/* Causes an object to explode, eg, a firebullet,
390 * poison cloud ball, etc. op is the object to 392 * poison cloud ball, etc. op is the object to
391 * explode. 393 * explode.
392 */ 394 */
393void 395static void
394explode_bullet (object *op) 396explode_bullet (object *op)
395{ 397{
396 object *tmp, *owner; 398 object *tmp, *owner;
397 399
398 if (!op->other_arch) 400 if (!op->other_arch)
438 if (op->destroyed ()) 440 if (op->destroyed ())
439 return; 441 return;
440 } 442 }
441 443
442 /* other_arch contains what this explodes into */ 444 /* other_arch contains what this explodes into */
443 tmp = arch_to_object (op->other_arch); 445 tmp = op->other_arch->instance ();
444 446
445 tmp->set_owner (op); 447 tmp->set_owner (op);
446 tmp->skill = op->skill; 448 tmp->skill = op->skill;
447 449
448 owner = op->owner; 450 owner = op->owner;
520 if (!(mflags & P_IS_ALIVE)) 522 if (!(mflags & P_IS_ALIVE))
521 return; 523 return;
522 524
523 for (tmp = op->ms ().bot; tmp; tmp = tmp->above) 525 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
524 { 526 {
525 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 527 if (tmp->flag [FLAG_ALIVE])
526 { 528 {
527 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1); 529 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1);
528 530
529 // TODO: can't understand the following if's 531 // TODO: can't understand the following if's
530 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0) 532 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0)
531 { 533 {
532 if (!QUERY_FLAG (op, FLAG_REMOVED)) 534 if (!op->flag [FLAG_REMOVED])
533 { 535 {
534 op->destroy (); 536 op->destroy ();
535 return; 537 return;
536 } 538 }
537 } 539 }
545 * fired arches (eg, bolts). 547 * fired arches (eg, bolts).
546 */ 548 */
547void 549void
548move_bullet (object *op) 550move_bullet (object *op)
549{ 551{
550 sint16 new_x, new_y;
551 int mflags;
552 maptile *m;
553
554#if 0 552#if 0
555 /* We need a better general purpose way to do this */ 553 /* We need a better general purpose way to do this */
556 554
557 /* peterm: added to make comet leave a trail of burnouts 555 /* peterm: added to make comet leave a trail of burnouts
558 it's an unadulterated hack, but the effect is cool. */ 556 it's an unadulterated hack, but the effect is cool. */
559 if (op->stats.sp == SP_METEOR) 557 if (op->stats.sp == SP_METEOR)
560 { 558 {
561 replace_insert_ob_in_map ("fire_trail", op); 559 replace_insert_ob_in_map ("fire_trail", op);
562 if (op->destroyed ()) 560 if (op->destroyed ())
573 op->destroy (); 571 op->destroy ();
574 572
575 return; 573 return;
576 } 574 }
577 575
578 new_x = op->x + DIRX (op); 576 mapxy pos (op);
579 new_y = op->y + DIRY (op); 577 pos.move (op->direction);
580 m = op->map;
581 mflags = get_map_flags (m, &m, new_x, new_y, &new_x, &new_y);
582 578
583 if (mflags & P_OUT_OF_MAP) 579 if (!pos.normalise ())
584 { 580 {
585 op->destroy (); 581 op->destroy ();
586 return; 582 return;
587 } 583 }
588 584
589 if (!op->direction || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y))) 585 mapspace &ms = pos.ms ();
586
587 ms.update ();
588
589 if (!op->direction || OB_TYPE_MOVE_BLOCK (op, ms.move_block))
590 { 590 {
591 if (op->other_arch) 591 if (op->other_arch)
592 explode_bullet (op); 592 explode_bullet (op);
593 else 593 else
594 op->destroy (); 594 op->destroy ();
595 595
596 return; 596 return;
597 } 597 }
598 598
599 if (!(op = m->insert (op, new_x, new_y, op))) 599 if (!(op = pos.insert (op, op)))
600 return; 600 return;
601 601
602 if (reflwall (op->map, op->x, op->y, op)) 602 if (reflwall (op->map, op->x, op->y, op))
603 { 603 {
604 op->direction = absdir (op->direction + 4); 604 op->direction = absdir (op->direction + 4);
641 tmp->stats.hp = spob->duration + SP_level_duration_adjust (caster, spob); 641 tmp->stats.hp = spob->duration + SP_level_duration_adjust (caster, spob);
642 tmp->stats.maxhp = spob->range + SP_level_range_adjust (caster, spob); 642 tmp->stats.maxhp = spob->range + SP_level_range_adjust (caster, spob);
643 tmp->dam_modifier = spob->stats.food + SP_level_dam_adjust (caster, spob); 643 tmp->dam_modifier = spob->stats.food + SP_level_dam_adjust (caster, spob);
644 644
645 tmp->direction = dir; 645 tmp->direction = dir;
646 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) 646 if (tmp->flag [FLAG_IS_TURNABLE])
647 SET_ANIMATION (tmp, dir); 647 SET_ANIMATION (tmp, dir);
648 648
649 tmp->set_owner (op); 649 tmp->set_owner (op);
650 set_spell_skill (op, caster, spob, tmp); 650 set_spell_skill (op, caster, spob, tmp);
651 651
652 tmp->x = op->x + freearr_x[dir]; 652 tmp->x = op->x + DIRX (dir);
653 tmp->y = op->y + freearr_y[dir]; 653 tmp->y = op->y + DIRY (dir);
654 tmp->map = op->map; 654 tmp->map = op->map;
655 655
656 maptile *newmap; 656 maptile *newmap;
657 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y); 657 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y);
658 if (mflags & P_OUT_OF_MAP) 658 if (mflags & P_OUT_OF_MAP)
661 return 0; 661 return 0;
662 } 662 }
663 663
664 tmp->map = newmap; 664 tmp->map = newmap;
665 665
666 // in case the bullet has direction 0 we explode it in place.
667 // direction 0 is possible for instance when a poison cloud trap springs.
668 if (tmp->direction == 0)
669 {
670 if (tmp->other_arch
671 && (tmp = tmp->insert_at (tmp, op))) // insert before explode cleanly
672 explode_bullet (tmp); // explode object will/should remove tmp
673 else
674 tmp->destroy ();
675
676 return 0;
677 }
678
666 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y))) 679 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y)))
667 { 680 {
668 if (!QUERY_FLAG (tmp, FLAG_REFLECTING)) 681 if (!tmp->flag [FLAG_REFLECTING])
669 { 682 {
670 tmp->destroy (); 683 tmp->destroy ();
671 return 0; 684 return 0;
672 } 685 }
673 686
688 * CONE RELATED FUNCTIONS 701 * CONE RELATED FUNCTIONS
689 * 702 *
690 *****************************************************************************/ 703 *****************************************************************************/
691 704
692/* drops an object based on what is in the cone's "other_arch" */ 705/* drops an object based on what is in the cone's "other_arch" */
693void 706static void
694cone_drop (object *op) 707cone_drop (object *op)
695{ 708{
696 object *new_ob = arch_to_object (op->other_arch); 709 object *new_ob = op->other_arch->instance ();
697 710
698 new_ob->level = op->level; 711 new_ob->level = op->level;
699 new_ob->set_owner (op->owner); 712 new_ob->set_owner (op->owner);
700 713
701 /* preserve skill ownership */ 714 /* preserve skill ownership */
717 op->set_speed (0); 730 op->set_speed (0);
718 return; 731 return;
719 } 732 }
720 733
721 /* lava saves it's life, but not yours :) */ 734 /* lava saves it's life, but not yours :) */
722 if (QUERY_FLAG (op, FLAG_LIFESAVE)) 735 if (op->flag [FLAG_LIFESAVE])
723 { 736 {
724 hit_map (op, 0, op->attacktype, 0); 737 hit_map (op, 0, op->attacktype, 0);
725 return; 738 return;
726 } 739 }
727 740
742 if (!op->is_on_map ()) 755 if (!op->is_on_map ())
743 return; 756 return;
744 757
745 /* Check to see if we should push anything. 758 /* Check to see if we should push anything.
746 * Spell objects with weight push whatever they encounter to some 759 * Spell objects with weight push whatever they encounter to some
747 * degree. 760 * degree.
748 */ 761 */
749 if (op->weight) 762 if (op->weight)
750 { 763 {
751 check_spell_knockback (op); 764 check_spell_knockback (op);
752 765
769 return; 782 return;
770 } 783 }
771 784
772 for (int i = -1; i <= 1; i++) 785 for (int i = -1; i <= 1; i++)
773 { 786 {
774 sint16 x = op->x + freearr_x[absdir (op->stats.sp + i)], y = op->y + freearr_y[absdir (op->stats.sp + i)]; 787 sint16 x = op->x + DIRX (absdir (op->stats.sp + i)), y = op->y + DIRY (absdir (op->stats.sp + i));
775 788
776 if (ok_to_put_more (op->map, x, y, op, op->attacktype)) 789 if (ok_to_put_more (op->map, x, y, op, op->attacktype))
777 { 790 {
778 object *tmp = op->clone (); 791 object *tmp = op->clone ();
779 792
808 MoveType movetype; 821 MoveType movetype;
809 822
810 if (!spell->other_arch) 823 if (!spell->other_arch)
811 return 0; 824 return 0;
812 825
813 if (op->type == PLAYER && QUERY_FLAG (op, FLAG_UNDEAD) && op->attacktype & AT_TURN_UNDEAD) 826 if (op->type == PLAYER && op->flag [FLAG_UNDEAD] && op->attacktype & AT_TURN_UNDEAD)
814 { 827 {
815 new_draw_info (NDI_UNIQUE, 0, op, "Your undead nature prevents you from turning undead!"); 828 op->failmsg ("Your undead nature prevents you from turning undead!");
816 return 0; 829 return 0;
817 } 830 }
818 831
819 if (!dir) 832 if (!dir)
820 { 833 {
828 */ 841 */
829 movetype = spell->other_arch->move_type; 842 movetype = spell->other_arch->move_type;
830 843
831 for (i = range_min; i <= range_max; i++) 844 for (i = range_min; i <= range_max; i++)
832 { 845 {
833 sint16 x, y, d; 846 sint16 x, y;
834 847
835 /* We can't use absdir here, because it never returns 848 /* 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 849 * 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 850 * of the trap (d==0). If it is not a rune, then we don't want
838 * to hit that person. 851 * to hit that person.
839 */ 852 */
840 d = dir + i; 853 int d = dir ? absdir (dir + i) : i;
841 while (d < 0)
842 d += 8;
843 while (d > 8)
844 d -= 8;
845 854
846 /* If it's not a rune, we don't want to blast the caster. 855 /* If it's not a rune, we don't want to blast the caster.
847 * In that case, we have to see - if dir is specified, 856 * In that case, we have to see - if dir is specified,
848 * turn this into direction 8. If dir is not specified (all 857 * turn this into direction 8. If dir is not specified (all
849 * direction) skip - otherwise, one line would do more damage 858 * direction) skip - otherwise, one line would do more damage
856 d = 8; 865 d = 8;
857 else 866 else
858 continue; 867 continue;
859 } 868 }
860 869
861 x = op->x + freearr_x[d]; 870 x = op->x + DIRX (d);
862 y = op->y + freearr_y[d]; 871 y = op->y + DIRY (d);
863 872
864 if (get_map_flags (op->map, &m, x, y, &sx, &sy) & P_OUT_OF_MAP) 873 if (get_map_flags (op->map, &m, x, y, &sx, &sy) & P_OUT_OF_MAP)
865 continue; 874 continue;
866 875
867 if ((movetype & GET_MAP_MOVE_BLOCK (m, sx, sy)) == movetype) 876 if ((movetype & GET_MAP_MOVE_BLOCK (m, sx, sy)) == movetype)
868 continue; 877 continue;
869 878
870 success = 1; 879 success = 1;
871 tmp = arch_to_object (spell->other_arch); 880 tmp = spell->other_arch->instance ();
872 tmp->set_owner (op); 881 tmp->set_owner (op);
873 set_spell_skill (op, caster, spell, tmp); 882 set_spell_skill (op, caster, spell, tmp);
874 tmp->level = casting_level (caster, spell); 883 tmp->level = casting_level (caster, spell);
875 tmp->attacktype = spell->attacktype; 884 tmp->attacktype = spell->attacktype;
876 885
951 960
952 object *env = op->outer_env (); 961 object *env = op->outer_env ();
953 962
954 if (op->env) 963 if (op->env)
955 { 964 {
956 if (env->map == NULL) 965 if (!env->map)
957 return; 966 return;
958 967
959 if (!(op = op->insert_at (env, op))) 968 if (!(op = op->insert_at (env, op)))
960 return; 969 return;
961 } 970 }
962 971
963 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent bomb from exploding 972 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent bomb from exploding
964 // on a safe map. I don't like this special casing, but it seems to be neccessary 973 // on a safe map. I don't like this special casing, but it seems to be neccessary
965 // as bombs can be carried. 974 // as bombs can be carried.
966 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE) 975 if (op->ms ().flags () & P_SAFE)
967 { 976 {
968 op->destroy (); 977 op->destroy ();
969 return; 978 return;
970 } 979 }
971 980
975 */ 984 */
976 if (archetype *at = archetype::find (SPLINT)) 985 if (archetype *at = archetype::find (SPLINT))
977 { 986 {
978 for (int i = 1; i < 9; i++) 987 for (int i = 1; i < 9; i++)
979 { 988 {
980 if (out_of_map (op->map, op->x + freearr_x[i], op->y + freearr_x[i])) 989 if (out_of_map (op->map, op->x + DIRX (i), op->y + DIRX (i)))
981 continue; 990 continue;
982 991
983 object *tmp = arch_to_object (at); 992 object *tmp = at->instance ();
984 tmp->direction = i; 993 tmp->direction = i;
985 tmp->range = op->range; 994 tmp->range = op->range;
986 tmp->stats.dam = op->stats.dam; 995 tmp->stats.dam = op->stats.dam;
987 tmp->duration = op->duration; 996 tmp->duration = op->duration;
988 tmp->attacktype = op->attacktype; 997 tmp->attacktype = op->attacktype;
989 tmp->set_owner (op); 998 tmp->set_owner (op);
990 if (op->skill && op->skill != tmp->skill) 999 if (op->skill && op->skill != tmp->skill)
991 tmp->skill = op->skill; 1000 tmp->skill = op->skill;
992 1001
993 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) 1002 if (tmp->flag [FLAG_IS_TURNABLE])
994 SET_ANIMATION (tmp, i); 1003 SET_ANIMATION (tmp, i);
995 1004
996 op->map->insert (tmp, op->x + freearr_x[i], op->y + freearr_x[i], op); 1005 op->map->insert (tmp, op->x + DIRX (i), op->y + DIRX (i), op);
997 move_bullet (tmp); 1006 move_bullet (tmp);
998 } 1007 }
999 } 1008 }
1000 1009
1001 explode_bullet (op); 1010 explode_bullet (op);
1004int 1013int
1005create_bomb (object *op, object *caster, int dir, object *spell) 1014create_bomb (object *op, object *caster, int dir, object *spell)
1006{ 1015{
1007 object *tmp; 1016 object *tmp;
1008 int mflags; 1017 int mflags;
1009 sint16 dx = op->x + freearr_x[dir], dy = op->y + freearr_y[dir]; 1018 sint16 dx = op->x + DIRX (dir), dy = op->y + DIRY (dir);
1010 maptile *m; 1019 maptile *m;
1011 1020
1012 mflags = get_map_flags (op->map, &m, dx, dy, &dx, &dy); 1021 mflags = get_map_flags (op->map, &m, dx, dy, &dx, &dy);
1022
1023 // when creating a bomb below ourself it should always work, even
1024 // when movement is blocked (somehow we got here, somehow we are here,
1025 // so we should also be able to make a bomb here). (originally added
1026 // to fix create bomb traps in doors, which cast with dir=0).
1027 if (dir)
1028 {
1013 if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, dx, dy) & MOVE_WALK)) 1029 if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, dx, dy) & MOVE_WALK))
1014 { 1030 {
1015 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way."); 1031 op->failmsg ("There is something in the way.");
1016 return 0; 1032 return 0;
1033 }
1017 } 1034 }
1018 1035
1019 tmp = arch_to_object (spell->other_arch); 1036 tmp = spell->other_arch->instance ();
1020 1037
1021 /* level dependencies for bomb */ 1038 /* level dependencies for bomb */
1022 tmp->range = spell->range + SP_level_range_adjust (caster, spell); 1039 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
1023 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1040 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1024 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell); 1041 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
1044 * dir is the direction to look in. 1061 * dir is the direction to look in.
1045 * range is how far out to look. 1062 * range is how far out to look.
1046 * type is the type of spell - either SPELL_MANA or SPELL_GRACE. 1063 * type is the type of spell - either SPELL_MANA or SPELL_GRACE.
1047 * this info is used for blocked magic/unholy spaces. 1064 * this info is used for blocked magic/unholy spaces.
1048 */ 1065 */
1049object * 1066static object *
1050get_pointed_target (object *op, int dir, int range, int type) 1067get_pointed_target (object *op, int dir, int range, int type)
1051{ 1068{
1052 object *target; 1069 object *target;
1053 sint16 x, y; 1070 sint16 x, y;
1054 int dist, mflags; 1071 int dist, mflags;
1057 if (dir == 0) 1074 if (dir == 0)
1058 return NULL; 1075 return NULL;
1059 1076
1060 for (dist = 1; dist < range; dist++) 1077 for (dist = 1; dist < range; dist++)
1061 { 1078 {
1062 x = op->x + freearr_x[dir] * dist; 1079 x = op->x + DIRX (dir) * dist;
1063 y = op->y + freearr_y[dir] * dist; 1080 y = op->y + DIRY (dir) * dist;
1064 mp = op->map; 1081 mp = op->map;
1065 mflags = get_map_flags (op->map, &mp, x, y, &x, &y); 1082 mflags = get_map_flags (op->map, &mp, x, y, &x, &y);
1066 1083
1067 if (mflags & P_OUT_OF_MAP) 1084 if (mflags & P_OUT_OF_MAP)
1068 return NULL; 1085 return NULL;
1073 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW) 1090 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW)
1074 return NULL; 1091 return NULL;
1075 1092
1076 if (mflags & P_IS_ALIVE) 1093 if (mflags & P_IS_ALIVE)
1077 for (target = GET_MAP_OB (mp, x, y); target; target = target->above) 1094 for (target = GET_MAP_OB (mp, x, y); target; target = target->above)
1078 if (QUERY_FLAG (target, FLAG_MONSTER)) 1095 if (target->flag [FLAG_MONSTER])
1079 return target; 1096 return target;
1080 } 1097 }
1081 1098
1082 return NULL; 1099 return NULL;
1083} 1100}
1084 1101
1085/* cast_smite_arch() - the priest points to a creature and causes 1102/* cast_smite_spell() - the priest points to a creature and causes
1086 * a 'godly curse' to decend. 1103 * a 'godly curse' to decend.
1087 * usual params - 1104 * usual params -
1088 * op = player 1105 * op = player
1089 * caster = object casting the spell. 1106 * caster = object casting the spell.
1090 * dir = direction being cast 1107 * dir = direction being cast
1091 * spell = spell object 1108 * spell = spell object
1093int 1110int
1094cast_smite_spell (object *op, object *caster, int dir, object *spell) 1111cast_smite_spell (object *op, object *caster, int dir, object *spell)
1095{ 1112{
1096 object *effect, *target; 1113 object *effect, *target;
1097 object *god = find_god (determine_god (op)); 1114 object *god = find_god (determine_god (op));
1098 int range;
1099 1115
1100 range = spell->range + SP_level_range_adjust (caster, spell);
1101 target = get_pointed_target (op, dir, 50, spell->stats.grace ? SPELL_GRACE : SPELL_MANA); 1116 target = get_pointed_target (op, dir, 50, spell->stats.grace ? SPELL_GRACE : SPELL_MANA);
1102 1117
1103 /* Bunch of conditions for casting this spell. Note that only 1118 /* Bunch of conditions for casting this spell. Note that only
1104 * require a god if this is a cleric spell (requires grace). 1119 * require a god if this is a cleric spell (requires grace).
1105 * This makes this spell much more general purpose - it can be used 1120 * This makes this spell much more general purpose - it can be used
1106 * by wizards also, which is good, because I think this is a very 1121 * by wizards also, which is good, because I think this is a very
1107 * interesting spell. 1122 * interesting spell.
1108 * if it is a cleric spell, you need a god, and the creature 1123 * if it is a cleric spell, you need a god, and the creature
1109 * can't be friendly to your god. 1124 * can't be friendly to your god.
1110 */ 1125 */
1111 1126
1112 if (!target || QUERY_FLAG (target, FLAG_REFL_SPELL) 1127 if (!target
1128 || target->flag [FLAG_REFL_SPELL]
1113 || (!god && spell->stats.grace) 1129 || (!god && spell->stats.grace)
1114 || (target->title && god && !strcmp (target->title, god->name)) || (target->race && god && strstr (target->race, god->race))) 1130 || (god && target->title == god->name)
1131 || (god && target->race.contains (god->race)))
1115 { 1132 {
1116 new_draw_info (NDI_UNIQUE, 0, op, "Your request is unheeded."); 1133 op->failmsg ("Your request is unheeded.");
1117 return 0; 1134 return 0;
1118 } 1135 }
1119 1136
1120 if (spell->other_arch) 1137 if (spell->other_arch)
1121 effect = arch_to_object (spell->other_arch); 1138 effect = spell->other_arch->instance ();
1122 else 1139 else
1123 return 0; 1140 return 0;
1124 1141
1125 /* tailor the effect by priest level and worshipped God */ 1142 /* tailor the effect by priest level and worshipped God */
1126 effect->level = casting_level (caster, spell); 1143 effect->level = casting_level (caster, spell);
1127 effect->attacktype = spell->attacktype; 1144 effect->attacktype = spell->attacktype;
1128 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER)) 1145 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER))
1129 { 1146 {
1130 if (tailor_god_spell (effect, op)) 1147 if (tailor_god_spell (effect, op))
1131 new_draw_info_format (NDI_UNIQUE, 0, op, "%s answers your call!", determine_god (op)); 1148 new_draw_info_format (NDI_UNIQUE, 0, op, "%s answers your call!", (const char *)determine_god (op));
1132 else 1149 else
1133 { 1150 {
1134 new_draw_info (NDI_UNIQUE, 0, op, "Your request is ignored."); 1151 op->failmsg ("Your request is ignored.");
1135 return 0; 1152 return 0;
1136 } 1153 }
1137 } 1154 }
1138 1155
1139 /* size of the area of destruction */ 1156 /* size of the area of destruction */
1143 if (effect->attacktype & AT_DEATH) 1160 if (effect->attacktype & AT_DEATH)
1144 { 1161 {
1145 effect->level = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1162 effect->level = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1146 1163
1147 /* casting death spells at undead isn't a good thing */ 1164 /* casting death spells at undead isn't a good thing */
1148 if (QUERY_FLAG (target, FLAG_UNDEAD)) 1165 if (target->flag [FLAG_UNDEAD])
1149 { 1166 {
1150 if (random_roll (0, 2, op, PREFER_LOW)) 1167 if (random_roll (0, 2, op, PREFER_LOW))
1151 { 1168 {
1152 new_draw_info (NDI_UNIQUE, 0, op, "Idiot! Your spell boomerangs!"); 1169 new_draw_info (NDI_UNIQUE, 0, op, "Idiot! Your spell boomerangs!");
1153 effect->x = op->x; 1170 effect->x = op->x;
1234/**************************************************************************** 1251/****************************************************************************
1235 * Destruction 1252 * Destruction
1236 ****************************************************************************/ 1253 ****************************************************************************/
1237 1254
1238/* make_object_glow() - currently only makes living objects glow. 1255/* make_object_glow() - currently only makes living objects glow.
1239 * we do this by creating a force and inserting it in the 1256 * we do this by creating a force and inserting it in the
1240 * object. if time is 0, the object glows permanently. To truely 1257 * object. if time is 0, the object glows permanently. To truely
1241 * make this work for non-living objects, we would have to 1258 * make this work for non-living objects, we would have to
1242 * give them the capability to have an inventory. b.t. 1259 * give them the capability to have an inventory. b.t.
1243 */ 1260 */
1244int 1261static int
1245make_object_glow (object *op, int radius, int time) 1262make_object_glow (object *op, int radius, int time)
1246{ 1263{
1247 /* some things are unaffected... */ 1264 /* some things are unaffected... */
1248 if (op->path_denied & PATH_LIGHT) 1265 if (op->path_denied & PATH_LIGHT)
1249 return 0; 1266 return 0;
1250 1267
1251 object *tmp = get_archetype (FORCE_NAME); 1268 object *tmp = archetype::get (FORCE_NAME);
1252 tmp->speed = 0.01; 1269 tmp->set_speed (0.01);
1253 tmp->stats.food = time; 1270 tmp->stats.food = time;
1254 SET_FLAG (tmp, FLAG_IS_USED_UP); 1271 tmp->set_flag (FLAG_IS_USED_UP);
1255 tmp->glow_radius = min (MAX_LIGHT_RADIUS, radius); 1272 tmp->set_glow_radius (min (MAX_LIGHT_RADIUS, radius));
1256 tmp = insert_ob_in_ob (tmp, op); 1273 tmp = insert_ob_in_ob (tmp, op);
1257 1274
1258 if (tmp->glow_radius > op->glow_radius) 1275 if (tmp->glow_radius > op->glow_radius)
1259 op->glow_radius = tmp->glow_radius; 1276 op->set_glow_radius (tmp->glow_radius);
1260 1277
1261 return 1; 1278 return 1;
1262} 1279}
1263 1280
1264int 1281int
1265cast_destruction (object *op, object *caster, object *spell_ob) 1282cast_destruction (object *op, object *caster, object *spell_ob)
1266{ 1283{
1267 int i, j, range, mflags, friendly = 0, dam, dur;
1268 sint16 sx, sy;
1269 maptile *m;
1270 object *tmp;
1271 const char *skill;
1272
1273 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob); 1284 int range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
1274 dam = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob); 1285 int dam = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob);
1275 dur = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob); 1286 int dur = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
1276 if (QUERY_FLAG (op, FLAG_FRIENDLY) || op->type == PLAYER)
1277 friendly = 1;
1278 1287
1279 /* destruction doesn't use another spell object, so we need 1288 bool friendly = op->flag [FLAG_FRIENDLY] || op->is_player ();
1280 * update op's skill pointer so that exp is properly awarded.
1281 * We do some shortcuts here - since this is just temporary
1282 * and we'll reset the values back, we don't need to go through
1283 * the full share string/free_string route.
1284 */
1285 skill = op->skill;
1286 if (caster == op)
1287 op->skill = spell_ob->skill;
1288 else if (caster->skill)
1289 op->skill = caster->skill;
1290 else
1291 op->skill = NULL;
1292 1289
1293 op->change_skill (find_skill_by_name (op, op->skill)); 1290 dynbuf buf;
1294 1291 unordered_mapwalk (buf, op, -range, -range, range, range)
1295 for (i = -range; i <= range; i++)
1296 { 1292 {
1297 for (j = -range; j <= range; j++) 1293 mapspace &ms = m->at (nx, ny);
1298 {
1299 m = op->map;
1300 sx = op->x + i;
1301 sy = op->y + j;
1302 1294
1303 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
1304 if (mflags & P_OUT_OF_MAP)
1305 continue;
1306
1307 if (mflags & P_IS_ALIVE) 1295 if (ms.flags () & P_IS_ALIVE)
1296 for (object *next, *tmp = ms.bot; tmp; tmp = next)
1308 { 1297 {
1309 for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above) 1298 next = tmp->above;
1310 if (QUERY_FLAG (tmp, FLAG_ALIVE) || tmp->type == PLAYER)
1311 break;
1312 1299
1313 if (tmp) 1300 if (tmp->flag [FLAG_ALIVE] || tmp->is_player ())
1314 { 1301 {
1315 if (tmp->head)
1316 tmp = tmp->head; 1302 tmp = tmp->head_ ();
1317 1303
1318 if ((friendly && !QUERY_FLAG (tmp, FLAG_FRIENDLY) && tmp->type != PLAYER) || 1304 if ((friendly && !tmp->flag [FLAG_FRIENDLY] && !tmp->is_player ())
1319 (!friendly && (QUERY_FLAG (tmp, FLAG_FRIENDLY) || tmp->type == PLAYER))) 1305 || (!friendly && (tmp->flag [FLAG_FRIENDLY] || tmp->is_player ())))
1320 { 1306 {
1321 if (spell_ob->subtype == SP_DESTRUCTION) 1307 if (spell_ob->subtype == SP_DESTRUCTION)
1322 { 1308 {
1323 hit_player (tmp, dam, op, spell_ob->attacktype, 0); 1309 hit_player (tmp, dam, op, spell_ob->attacktype, 0);
1324 1310
1325 if (spell_ob->other_arch) 1311 if (spell_ob->other_arch)
1326 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op); 1312 m->insert (spell_ob->other_arch->instance (), nx, ny, op);
1327 } 1313 }
1328 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist[ATNR_MAGIC] != 100) 1314 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist [ATNR_MAGIC] != 100)
1329 { 1315 {
1330 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch) 1316 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch)
1331 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op); 1317 m->insert (spell_ob->other_arch->instance (), nx, ny, op);
1332 } 1318 }
1333 } 1319 }
1334 } 1320 }
1335 } 1321 }
1336 }
1337 } 1322 }
1338 1323
1339 op->skill = skill;
1340 return 1; 1324 return 1;
1341} 1325}
1342 1326
1343/*************************************************************************** 1327/***************************************************************************
1344 * 1328 *
1345 * CURSE 1329 * CURSE
1346 * 1330 *
1347 ***************************************************************************/ 1331 ***************************************************************************/
1348
1349int 1332int
1350cast_curse (object *op, object *caster, object *spell_ob, int dir) 1333cast_curse (object *op, object *caster, object *spell_ob, int dir)
1351{ 1334{
1352 object *god = find_god (determine_god (op)); 1335 object *god = find_god (determine_god (op));
1353 object *tmp, *force; 1336 object *tmp, *force;
1354 1337
1355 tmp = get_pointed_target (op, (dir == 0) ? op->direction : dir, spell_ob->range, SPELL_GRACE); 1338 tmp = get_pointed_target (op, (dir == 0) ? op->direction : dir, spell_ob->range, SPELL_GRACE);
1356 if (!tmp) 1339 if (!tmp)
1357 { 1340 {
1358 new_draw_info (NDI_UNIQUE, 0, op, "There is no one in that direction to curse."); 1341 op->failmsg ("There is no one in that direction to curse.");
1359 return 0; 1342 return 0;
1360 } 1343 }
1361 1344
1362 tmp = tmp->head_ (); 1345 tmp = tmp->head_ ();
1363 1346
1378 } 1361 }
1379 } 1362 }
1380 1363
1381 if (!force) 1364 if (!force)
1382 { 1365 {
1383 force = get_archetype (FORCE_NAME); 1366 force = archetype::get (FORCE_NAME);
1384 force->subtype = FORCE_CHANGE_ABILITY; 1367 force->subtype = FORCE_CHANGE_ABILITY;
1385 1368
1386 if (spell_ob->race) 1369 if (spell_ob->race)
1387 force->name = spell_ob->race; 1370 force->name = spell_ob->race;
1388 else 1371 else
1406 1389
1407 return 1; 1390 return 1;
1408 } 1391 }
1409 1392
1410 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50; 1393 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1411 force->speed = 1.f;
1412 force->speed_left = -1.f; 1394 force->speed_left = -1.f;
1413 SET_FLAG (force, FLAG_APPLIED); 1395 force->set_speed (1.f);
1396 force->set_flag (FLAG_APPLIED);
1414 1397
1415 if (god) 1398 if (god)
1416 { 1399 {
1417 if (spell_ob->last_grace) 1400 if (spell_ob->last_grace)
1418 force->path_repelled = god->path_repelled; 1401 force->path_repelled = god->path_repelled;
1431 force->stats.wc = spell_ob->stats.wc; 1414 force->stats.wc = spell_ob->stats.wc;
1432 1415
1433 change_abil (tmp, force); /* Mostly to display any messages */ 1416 change_abil (tmp, force); /* Mostly to display any messages */
1434 insert_ob_in_ob (force, tmp); 1417 insert_ob_in_ob (force, tmp);
1435 tmp->update_stats (); 1418 tmp->update_stats ();
1419
1436 return 1; 1420 return 1;
1437
1438} 1421}
1439 1422
1440/********************************************************************** 1423/**********************************************************************
1441 * mood change 1424 * mood change
1442 * Arguably, this may or may not be an attack spell. But since it 1425 * Arguably, this may or may not be an attack spell. But since it
1448 */ 1431 */
1449int 1432int
1450mood_change (object *op, object *caster, object *spell) 1433mood_change (object *op, object *caster, object *spell)
1451{ 1434{
1452 object *tmp, *god, *head; 1435 object *tmp, *god, *head;
1453 int done_one, range, mflags, level, at, best_at; 1436 int done_one, range, level, at, best_at;
1454 sint16 x, y, nx, ny;
1455 maptile *m;
1456 const char *race; 1437 const char *race;
1457 1438
1458 /* We precompute some values here so that we don't have to keep 1439 /* We precompute some values here so that we don't have to keep
1459 * doing it over and over again. 1440 * doing it over and over again.
1460 */ 1441 */
1466 * so even if the player doesn't worship a god, if race=GOD_.., it 1447 * so even if the player doesn't worship a god, if race=GOD_.., it
1467 * won't ever match anything. 1448 * won't ever match anything.
1468 */ 1449 */
1469 if (!spell->race) 1450 if (!spell->race)
1470 race = NULL; 1451 race = NULL;
1471 else if (god && !strcmp (spell->race, "GOD_SLAYING")) 1452 else if (god && spell->race == shstr_GOD_SLAYING)
1472 race = god->slaying; 1453 race = god->slaying;
1473 else if (god && !strcmp (spell->race, "GOD_FRIEND")) 1454 else if (god && spell->race == shstr_GOD_FRIEND)
1474 race = god->race; 1455 race = god->race;
1475 else 1456 else
1476 race = spell->race; 1457 race = spell->race;
1477 1458
1478 for (x = op->x - range; x <= op->x + range; x++) 1459 dynbuf buf;
1479 for (y = op->y - range; y <= op->y + range; y++) 1460 unordered_mapwalk (buf, op, -range, -range, range, range)
1480 { 1461 {
1481 done_one = 0; 1462 mapspace &ms = m->at (nx, ny);
1482 m = op->map;
1483 nx = x;
1484 ny = y;
1485 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1486 if (mflags & P_OUT_OF_MAP)
1487 continue;
1488 1463
1489 /* If there is nothing living on this space, no need to go further */ 1464 /* If there is nothing living on this space, no need to go further */
1490 if (!(mflags & P_IS_ALIVE)) 1465 if (!(ms.flags () & P_IS_ALIVE))
1491 continue; 1466 continue;
1492 1467
1493 // players can only affect spaces that they can actually see 1468 // players can only affect spaces that they can actually see
1469 if (caster
1494 if (caster && caster->contr 1470 && caster->contr
1495 && caster->contr->visibility_at (m, nx, ny) < 70) 1471 && caster->contr->darkness_at (m, nx, ny) == LOS_BLOCKED)
1496 continue; 1472 continue;
1497 1473
1498 for (tmp = GET_MAP_TOP (m, nx, ny); tmp; tmp = tmp->below) 1474 for (tmp = ms.top; tmp; tmp = tmp->below)
1499 if (QUERY_FLAG (tmp, FLAG_MONSTER)) 1475 if (tmp->flag [FLAG_MONSTER])
1500 break; 1476 break;
1501 1477
1502 /* There can be living objects that are not monsters */ 1478 /* There can be living objects that are not monsters */
1503 if (!tmp || tmp->type == PLAYER) 1479 if (!tmp)
1504 continue; 1480 continue;
1505 1481
1506 /* Only the head has meaningful data, so resolve to that */ 1482 /* Only the head has meaningful data, so resolve to that */
1507 if (tmp->head)
1508 head = tmp->head; 1483 head = tmp->head_ ();
1509 else
1510 head = tmp;
1511 1484
1512 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */ 1485 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */
1513 if (race && head->race && !strstr (race, head->race)) 1486 if (race && head->race && !strstr (race, head->race))
1514 continue; 1487 continue;
1515 1488
1516 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD)) 1489 if (head->flag [FLAG_UNDEAD] && !spell->flag [FLAG_UNDEAD])
1517 continue; 1490 continue;
1518 1491
1519 /* Now do a bunch of stuff related to saving throws */ 1492 /* Now do a bunch of stuff related to saving throws */
1520 best_at = -1; 1493 best_at = -1;
1521 if (spell->attacktype) 1494 if (spell->attacktype)
1522 { 1495 {
1523 for (at = 0; at < NROFATTACKS; at++) 1496 for (at = 0; at < NROFATTACKS; at++)
1524 if (spell->attacktype & (1 << at)) 1497 if (spell->attacktype & (1 << at))
1525 if (best_at == -1 || head->resist[at] > head->resist[best_at]) 1498 if (best_at == -1 || head->resist[at] > head->resist[best_at])
1526 best_at = at; 1499 best_at = at;
1527 1500
1528 if (best_at == -1) 1501 if (best_at == -1)
1529 at = 0; 1502 at = 0;
1530 else 1503 else
1531 { 1504 {
1532 if (head->resist[best_at] == 100) 1505 if (head->resist[best_at] == 100)
1533 continue; 1506 continue;
1534 else 1507 else
1535 at = head->resist[best_at] / 5; 1508 at = head->resist[best_at] / 5;
1536 } 1509 }
1510
1537 at -= level / 5; 1511 at -= level / 5;
1538 if (did_make_save (head, head->level, at)) 1512 if (did_make_save (head, head->level, at))
1539 continue; 1513 continue;
1540 } 1514 }
1541 else /* spell->attacktype */ 1515 else /* spell->attacktype */
1542 { 1516 {
1543 /* 1517 /*
1544 Spell has no attacktype (charm & such), so we'll have a specific saving: 1518 Spell has no attacktype (charm & such), so we'll have a specific saving:
1545 * if spell level < monster level, no go 1519 * if spell level < monster level, no go
1546 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) ) 1520 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) )
1547 1521
1548 The chance will then be in the range [20-70] percent, not too bad. 1522 The chance will then be in the range [20-70] percent, not too bad.
1549 1523
1550 This is required to fix the 'charm monster' abuse, where a player level 1 can 1524 This is required to fix the 'charm monster' abuse, where a player level 1 can
1551 charm a level 125 monster... 1525 charm a level 125 monster...
1552 1526
1553 Ryo, august 14th 1527 Ryo, august 14th
1554 */ 1528 */
1555 if (head->level > level) 1529 if (head->level > level)
1556 continue; 1530 continue;
1557 1531
1558 if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + MIN (50, 2 * (level - head->level)))) 1532 if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + min (50, 2 * (level - head->level))))
1559 /* Failed, no effect */ 1533 /* Failed, no effect */
1560 continue; 1534 continue;
1561 } 1535 }
1562 1536
1563 /* Done with saving throw. Now start affecting the monster */ 1537 /* Done with saving throw. Now start affecting the monster */
1538 done_one = 0;
1564 1539
1565 /* aggravation */ 1540 /* aggravation */
1566 if (QUERY_FLAG (spell, FLAG_MONSTER)) 1541 if (spell->flag [FLAG_MONSTER])
1567 { 1542 {
1568 CLEAR_FLAG (head, FLAG_SLEEP); 1543 head->clr_flag (FLAG_SLEEP);
1569 remove_friendly_object (head); 1544 remove_friendly_object (head);
1570 done_one = 1; 1545 done_one = 1;
1571 head->enemy = op; 1546 head->enemy = op;
1572 } 1547 }
1573 1548
1574 /* calm monsters */ 1549 /* calm monsters */
1575 if (QUERY_FLAG (spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (head, FLAG_UNAGGRESSIVE)) 1550 if (spell->flag [FLAG_UNAGGRESSIVE] && !head->flag [FLAG_UNAGGRESSIVE])
1576 { 1551 {
1577 SET_FLAG (head, FLAG_UNAGGRESSIVE); 1552 head->set_flag (FLAG_UNAGGRESSIVE);
1578 head->enemy = NULL; 1553 head->enemy = NULL;
1579 done_one = 1; 1554 done_one = 1;
1580 } 1555 }
1581 1556
1582 /* berserk monsters */ 1557 /* berserk monsters */
1583 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK)) 1558 if (spell->flag [FLAG_BERSERK] && !head->flag [FLAG_BERSERK])
1584 { 1559 {
1585 SET_FLAG (head, FLAG_BERSERK); 1560 head->set_flag (FLAG_BERSERK);
1586 done_one = 1; 1561 done_one = 1;
1587 } 1562 }
1588 1563
1589 /* charm */ 1564 /* charm */
1590 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY)) 1565 if (spell->flag [FLAG_NO_ATTACK] && !head->flag [FLAG_FRIENDLY])
1591 { 1566 {
1592 INVOKE_OBJECT (KILL, head, ARG_OBJECT (caster)); 1567 INVOKE_OBJECT (KILL, head, ARG_OBJECT (caster));
1593 1568
1594 /* Prevent uncontrolled outbreaks of self replicating monsters. 1569 /* Prevent uncontrolled outbreaks of self replicating monsters.
1595 Typical use case is charm, go somwhere, use aggravation to make hostile. 1570 Typical use case is charm, go somwhere, use aggravation to make hostile.
1596 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */ 1571 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */
1597 CLEAR_FLAG (head, FLAG_GENERATOR); 1572 head->clr_flag (FLAG_GENERATOR);
1598 head->set_owner (op); 1573 head->set_owner (op);
1599 set_spell_skill (op, caster, spell, head); 1574 set_spell_skill (op, caster, spell, head);
1600 add_friendly_object (head); 1575 add_friendly_object (head);
1601 head->attack_movement = PETMOVE; 1576 head->attack_movement = PETMOVE;
1602 done_one = 1; 1577 done_one = 1;
1603 change_exp (op, head->stats.exp / 2, head->skill, SK_EXP_ADD_SKILL); 1578 change_exp (op, head->stats.exp / 2, head->skill, SK_EXP_ADD_SKILL);
1604 head->stats.exp = 0; 1579 head->stats.exp = 0;
1605 } 1580 }
1606 1581
1607 /* If a monster was effected, put an effect in */ 1582 /* If a monster was effected, put an effect in */
1608 if (done_one && spell->other_arch) 1583 if (done_one && spell->other_arch)
1609 m->insert (arch_to_object (spell->other_arch), nx, ny, op); 1584 m->insert (spell->other_arch->instance (), nx, ny, op);
1610 } /* for y */ 1585 }
1611 1586
1612 return 1; 1587 return 1;
1613} 1588}
1614
1615 1589
1616/* Move_ball_spell: This handles ball type spells that just sort of wander 1590/* Move_ball_spell: This handles ball type spells that just sort of wander
1617 * about. was called move_ball_lightning, but since more than the ball 1591 * about. was called move_ball_lightning, but since more than the ball
1618 * lightning spell used it, that seemed misnamed. 1592 * lightning spell used it, that seemed misnamed.
1619 * op is the spell effect. 1593 * op is the spell effect.
1645 for (i = 1; i < 9; i++) 1619 for (i = 1; i < 9; i++)
1646 { 1620 {
1647 /* i bit 0: alters sign of offset 1621 /* i bit 0: alters sign of offset
1648 * other bits (i / 2): absolute value of offset 1622 * other bits (i / 2): absolute value of offset
1649 */ 1623 */
1650
1651 int offset = ((i ^ j) & 1) ? (i / 2) : -(i / 2); 1624 int offset = ((i ^ j) & 1) ? (i / 2) : -(i / 2);
1652 int tmpdir = absdir (op->direction + offset); 1625 int tmpdir = absdir (op->direction + offset);
1653 1626
1654 nx = op->x + freearr_x[tmpdir]; 1627 nx = op->x + DIRX (tmpdir);
1655 ny = op->y + freearr_y[tmpdir]; 1628 ny = op->y + DIRY (tmpdir);
1656 if (!(get_map_flags (op->map, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP) && !(OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, nx, ny)))) 1629 if (!(get_map_flags (op->map, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP) && !(OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, nx, ny))))
1657 { 1630 {
1658 dir = tmpdir; 1631 dir = tmpdir;
1659 break; 1632 break;
1660 } 1633 }
1661 } 1634 }
1635
1662 if (dir == 0) 1636 if (dir == 0)
1663 { 1637 {
1664 nx = op->x; 1638 nx = op->x;
1665 ny = op->y; 1639 ny = op->y;
1666 m = op->map; 1640 m = op->map;
1667 } 1641 }
1668 1642
1669 m->insert (op, nx, ny, op); 1643 m->insert (op, nx, ny, op);
1670 1644
1671 dam_save = op->stats.dam; /* save the original dam: we do halfdam on 1645 dam_save = op->stats.dam; /* save the original dam: we do halfdam on
1672 surrounding squares */ 1646 surrounding squares */
1673 1647
1674 /* loop over current square and neighbors to hit. 1648 /* loop over current square and neighbors to hit.
1675 * if this has an other_arch field, we insert that in 1649 * if this has an other_arch field, we insert that in
1676 * the surround spaces. 1650 * the surround spaces.
1677 */ 1651 */
1678 for (j = 0; j < 9; j++) 1652 for (j = 0; j < 9; j++)
1679 { 1653 {
1680 hx = nx + freearr_x[j]; 1654 hx = nx + DIRX (j);
1681 hy = ny + freearr_y[j]; 1655 hy = ny + DIRY (j);
1682 1656
1683 m = op->map; 1657 m = op->map;
1684 mflags = get_map_flags (m, &m, hx, hy, &hx, &hy); 1658 mflags = get_map_flags (m, &m, hx, hy, &hx, &hy);
1685 1659
1686 if (mflags & P_OUT_OF_MAP) 1660 if (mflags & P_OUT_OF_MAP)
1698 hit_map (op, j, op->attacktype, 1); 1672 hit_map (op, j, op->attacktype, 1);
1699 } 1673 }
1700 1674
1701 /* insert the other arch */ 1675 /* insert the other arch */
1702 if (op->other_arch && !(OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy)))) 1676 if (op->other_arch && !(OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy))))
1703 m->insert (arch_to_object (op->other_arch), hx, hy, op); 1677 m->insert (op->other_arch->instance (), hx, hy, op);
1704 } 1678 }
1705 1679
1706 /* restore to the center location and damage */ 1680 /* restore to the center location and damage */
1707 op->stats.dam = dam_save; 1681 op->stats.dam = dam_save;
1708 1682
1709 i = spell_find_dir (op->map, op->x, op->y, op->owner); 1683 i = spell_find_dir (op->map, op->x, op->y, op->owner);
1710 1684
1711 if (i >= 0) 1685 if (i >= 0)
1712 { /* we have a preferred direction! */ 1686 { /* we have a preferred direction! */
1713 /* pick another direction if the preferred dir is blocked. */ 1687 /* pick another direction if the preferred dir is blocked. */
1714 if (get_map_flags (op->map, &m, nx + freearr_x[i], ny + freearr_y[i], &hx, &hy) & P_OUT_OF_MAP || 1688 if (get_map_flags (op->map, &m, nx + DIRX (i), ny + DIRY (i), &hx, &hy) & P_OUT_OF_MAP ||
1715 OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy))) 1689 OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy)))
1716 i = absdir (i + rndm (0, 2) - 1); /* -1, 0, +1 */ 1690 i = absdir (i + rndm (0, 2) - 1); /* -1, 0, +1 */
1717 1691
1718 op->direction = i; 1692 op->direction = i;
1719 } 1693 }
1720} 1694}
1721 1695
1722/* move_swarm_spell: peterm 1696/* move_swarm_spell: peterm
1723 * This is an implementation of the swarm spell. It was written for 1697 * This is an implementation of the swarm spell. It was written for
1724 * meteor swarm, but it could be used for any swarm. A swarm spell 1698 * meteor swarm, but it could be used for any swarm. A swarm spell
1725 * is a special type of object that casts swarms of other types 1699 * is a special type of object that casts swarms of other types
1726 * of spells. Which spell it casts is flexible. It fires the spells 1700 * of spells. Which spell it casts is flexible. It fires the spells
1727 * from a set of squares surrounding the caster, in a given direction. 1701 * from a set of squares surrounding the caster, in a given direction.
1728 */ 1702 */
1729void 1703void
1730move_swarm_spell (object *op) 1704move_swarm_spell (object *op)
1731{ 1705{
1732#if 0 1706#if 0
1768 // space. 1742 // space.
1769 // should be fixed later, but correctness before features... 1743 // should be fixed later, but correctness before features...
1770 // (schmorp) 1744 // (schmorp)
1771 1745
1772 /* new offset calculation to make swarm element distribution 1746 /* new offset calculation to make swarm element distribution
1773 * more uniform 1747 * more uniform
1774 */ 1748 */
1775 if (op->duration) 1749 if (op->duration)
1776 { 1750 {
1777 if (basedir & 1) 1751 if (basedir & 1)
1778 { 1752 {
1786 else 1760 else
1787 { 1761 {
1788 adjustdir = 0; /* fire the last one from forward. */ 1762 adjustdir = 0; /* fire the last one from forward. */
1789 } 1763 }
1790 1764
1791 target_x = op->x + freearr_x[absdir (basedir + adjustdir)]; 1765 target_x = op->x + DIRX (absdir (basedir + adjustdir));
1792 target_y = op->y + freearr_y[absdir (basedir + adjustdir)]; 1766 target_y = op->y + DIRY (absdir (basedir + adjustdir));
1793 1767
1794 /* back up one space so we can hit point-blank targets, but this 1768 /* back up one space so we can hit point-blank targets, but this
1795 * necessitates extra out_of_map check below 1769 * necessitates extra out_of_map check below
1796 */ 1770 */
1797 origin_x = target_x - freearr_x[basedir]; 1771 origin_x = target_x - DIRX (basedir);
1798 origin_y = target_y - freearr_y[basedir]; 1772 origin_y = target_y - DIRY (basedir);
1799 1773
1800 1774
1801 /* spell pointer is set up for the spell this casts. Since this 1775 /* spell pointer is set up for the spell this casts. Since this
1802 * should just be a pointer to the spell in some inventory, 1776 * should just be a pointer to the spell in some inventory,
1803 * it is unlikely to disappear by the time we need it. However, 1777 * it is unlikely to disappear by the time we need it. However,
1834} 1808}
1835 1809
1836/* fire_swarm: 1810/* fire_swarm:
1837 * The following routine creates a swarm of objects. It actually 1811 * The following routine creates a swarm of objects. It actually
1838 * sets up a specific swarm object, which then fires off all 1812 * sets up a specific swarm object, which then fires off all
1839 * the parts of the swarm. 1813 * the parts of the swarm.
1840 * 1814 *
1841 * op: the owner 1815 * op: the owner
1842 * caster: the caster (owner, wand, rod, scroll) 1816 * caster: the caster (owner, wand, rod, scroll)
1843 * dir: the direction everything will be fired in 1817 * dir: the direction everything will be fired in
1844 * spell - the spell that is this spell. 1818 * spell - the spell that is this spell.
1889 1863
1890 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1864 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1891 1865
1892 if (dir) 1866 if (dir)
1893 { 1867 {
1894 x = op->x + freearr_x[dir]; 1868 x = op->x + DIRX (dir);
1895 y = op->y + freearr_y[dir]; 1869 y = op->y + DIRY (dir);
1896 m = op->map; 1870 m = op->map;
1897 1871
1898 mflags = get_map_flags (m, &m, x, y, &x, &y); 1872 mflags = get_map_flags (m, &m, x, y, &x, &y);
1899 1873
1900 if (mflags & P_OUT_OF_MAP) 1874 if (mflags & P_OUT_OF_MAP)
1901 { 1875 {
1902 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is there."); 1876 op->failmsg ("Nothing is there.");
1903 return 0; 1877 return 0;
1904 } 1878 }
1905 1879
1906 if (mflags & P_IS_ALIVE && spell->attacktype) 1880 if (mflags & P_IS_ALIVE && spell->attacktype)
1907 { 1881 {
1908 for (target = GET_MAP_OB (m, x, y); target; target = target->above) 1882 for (target = GET_MAP_OB (m, x, y); target; target = target->above)
1909 if (QUERY_FLAG (target, FLAG_MONSTER)) 1883 if (target->flag [FLAG_MONSTER])
1910 { 1884 {
1911 /* oky doky. got a target monster. Lets make a blinding attack */ 1885 /* oky doky. got a target monster. Lets make a blinding attack */
1912 if (target->head) 1886 if (target->head)
1913 target = target->head; 1887 target = target->head;
1914 1888
1918 } 1892 }
1919 1893
1920 /* no live target, perhaps a wall is in the way? */ 1894 /* no live target, perhaps a wall is in the way? */
1921 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y))) 1895 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)))
1922 { 1896 {
1923 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 1897 op->failmsg ("Something is in the way.");
1924 return 0; 1898 return 0;
1925 } 1899 }
1926 } 1900 }
1927 1901
1928 /* ok, looks groovy to just insert a new light on the map */ 1902 /* ok, looks groovy to just insert a new light on the map */
1929 tmp = arch_to_object (spell->other_arch); 1903 tmp = spell->other_arch->instance ();
1930 if (!tmp) 1904 if (!tmp)
1931 { 1905 {
1932 LOG (llevError, "Error: spell arch for cast_light() missing.\n"); 1906 LOG (llevError, "Error: spell arch for cast_light() missing.\n");
1933 return 0; 1907 return 0;
1934 } 1908 }
1935 1909
1936 tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell); 1910 tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell);
1937 1911
1938 if (tmp->glow_radius) 1912 if (tmp->glow_radius)
1939 tmp->glow_radius = min (MAX_LIGHT_RADIUS, spell->range + SP_level_range_adjust (caster, spell)); 1913 tmp->set_glow_radius (
1914 clamp (spell->range + SP_level_range_adjust (caster, spell), 1, MAX_LIGHT_RADIUS)
1915 );
1940 1916
1941 if (dir) 1917 if (dir)
1942 m->insert (tmp, x, y, op); 1918 m->insert (tmp, x, y, op);
1943 else 1919 else
1944 caster->outer_env ()->insert (tmp); 1920 caster->outer_env_or_self ()->insert (tmp);
1945 1921
1946 return 1; 1922 return 1;
1947} 1923}
1948 1924
1949/* cast_cause_disease: this spell looks along <dir> from the 1925/* cast_cause_disease: this spell looks along <dir> from the
1950 * player and infects someone. 1926 * player and infects someone.
1951 * op is the player/monster, caster is the object, dir is the direction 1927 * op is the player/monster, caster is the object, dir is the direction
1952 * to cast, disease_arch is the specific disease, and type is the spell number 1928 * to cast, disease_arch is the specific disease, and type is the spell number
1953 * perhaps this should actually be in disease.c? 1929 * perhaps this should actually be in disease.c?
1954 */ 1930 */
1955int 1931int
1961 maptile *m; 1937 maptile *m;
1962 1938
1963 x = op->x; 1939 x = op->x;
1964 y = op->y; 1940 y = op->y;
1965 1941
1966 /* If casting from a scroll, no direction will be available, so refer to the 1942 /* If casting from a scroll, no direction will be available, so refer to the
1967 * direction the player is pointing. 1943 * direction the player is pointing.
1968 */ 1944 */
1969 if (!dir) 1945 if (!dir)
1970 dir = op->facing; 1946 dir = op->facing;
1971 1947
1978 dur_mod = SP_level_duration_adjust (caster, spell); 1954 dur_mod = SP_level_duration_adjust (caster, spell);
1979 1955
1980 /* search in a line for a victim */ 1956 /* search in a line for a victim */
1981 for (i = 1; i < range; i++) 1957 for (i = 1; i < range; i++)
1982 { 1958 {
1983 x = op->x + i * freearr_x[dir]; 1959 x = op->x + i * DIRX (dir);
1984 y = op->y + i * freearr_y[dir]; 1960 y = op->y + i * DIRY (dir);
1985 m = op->map; 1961 m = op->map;
1986 1962
1987 mflags = get_map_flags (m, &m, x, y, &x, &y); 1963 mflags = get_map_flags (m, &m, x, y, &x, &y);
1988 1964
1989 if (mflags & P_OUT_OF_MAP) 1965 if (mflags & P_OUT_OF_MAP)
1996 /* Only bother looking on this space if there is something living here */ 1972 /* Only bother looking on this space if there is something living here */
1997 if (mflags & P_IS_ALIVE) 1973 if (mflags & P_IS_ALIVE)
1998 { 1974 {
1999 /* search this square for a victim */ 1975 /* search this square for a victim */
2000 for (walk = GET_MAP_OB (m, x, y); walk; walk = walk->above) 1976 for (walk = GET_MAP_OB (m, x, y); walk; walk = walk->above)
2001 if (QUERY_FLAG (walk, FLAG_MONSTER) || (walk->type == PLAYER)) 1977 if (walk->flag [FLAG_MONSTER] || (walk->type == PLAYER))
2002 { /* found a victim */ 1978 { /* found a victim */
2003 object *disease = arch_to_object (spell->other_arch); 1979 object *disease = spell->other_arch->instance ();
2004 1980
2005 disease->set_owner (op); 1981 disease->set_owner (op);
2006 set_spell_skill (op, caster, spell, disease); 1982 set_spell_skill (op, caster, spell, disease);
2007 disease->stats.exp = 0; 1983 disease->stats.exp = 0;
2008 disease->level = casting_level (caster, spell); 1984 disease->level = casting_level (caster, spell);
2009 1985
2010 /* do level adjustments */ 1986 /* do level adjustments */
2011 if (disease->stats.wc) 1987 if (disease->stats.wc ) disease->stats.wc += dur_mod / 2;
2012 disease->stats.wc += dur_mod / 2; 1988 if (disease->magic > 0) disease->magic += dur_mod / 8;
2013 1989 if (disease->stats.maxhp > 0) disease->stats.maxhp += dur_mod;
2014 if (disease->magic > 0) 1990 if (disease->stats.maxgrace > 0) disease->stats.maxgrace += dur_mod;
2015 disease->magic += dur_mod / 8;
2016
2017 if (disease->stats.maxhp > 0)
2018 disease->stats.maxhp += dur_mod;
2019
2020 if (disease->stats.maxgrace > 0)
2021 disease->stats.maxgrace += dur_mod;
2022
2023 if (disease->stats.dam)
2024 {
2025 if (disease->stats.dam > 0)
2026 disease->stats.dam += dam_mod;
2027 else
2028 disease->stats.dam -= dam_mod;
2029 }
2030 1991
2031 if (disease->last_sp) 1992 if (disease->last_sp)
2032 { 1993 {
2033 disease->last_sp -= 2 * dam_mod; 1994 disease->last_sp -= 2 * dam_mod;
1995
2034 if (disease->last_sp < 1) 1996 if (disease->last_sp < 1)
2035 disease->last_sp = 1; 1997 disease->last_sp = 1;
2036 } 1998 }
2037 1999
2038 if (disease->stats.maxsp) 2000 if (disease->stats.dam ) disease->stats.dam += copysignl (disease->stats.dam , dam_mod);
2039 { 2001 if (disease->stats.maxsp) disease->stats.maxsp += copysignl (disease->stats.maxsp, dam_mod);
2040 if (disease->stats.maxsp > 0) 2002 if (disease->stats.ac ) disease->stats.ac += dam_mod;
2041 disease->stats.maxsp += dam_mod; 2003 if (disease->last_eat ) disease->last_eat -= dam_mod;
2042 else 2004 if (disease->stats.hp ) disease->stats.hp -= dam_mod;
2043 disease->stats.maxsp -= dam_mod; 2005 if (disease->stats.sp ) disease->stats.sp -= dam_mod;
2044 }
2045
2046 if (disease->stats.ac)
2047 disease->stats.ac += dam_mod;
2048
2049 if (disease->last_eat)
2050 disease->last_eat -= dam_mod;
2051
2052 if (disease->stats.hp)
2053 disease->stats.hp -= dam_mod;
2054
2055 if (disease->stats.sp)
2056 disease->stats.sp -= dam_mod;
2057 2006
2058 if (infect_object (walk, disease, 1)) 2007 if (infect_object (walk, disease, 1))
2059 { 2008 {
2060 new_draw_info_format (NDI_UNIQUE, 0, op, "You inflict %s on %s!", &disease->name, &walk->name); 2009 op->statusmsg (format ("You inflict %s on %s!", &disease->name, &walk->name));
2061 2010
2062 disease->destroy (); /* don't need this one anymore */ 2011 disease->destroy (); /* don't need this one anymore */
2063 walk->map->insert (get_archetype ("detect_magic"), x, y, op); 2012 walk->map->insert (archetype::get (shstr_detect_magic), x, y, op);
2064 return 1; 2013 return 1;
2065 } 2014 }
2066 2015
2067 disease->destroy (); 2016 disease->destroy ();
2068 } 2017 }

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