ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/server/spell_attack.C
(Generate patch)

Comparing deliantra/server/server/spell_attack.C (file contents):
Revision 1.74 by root, Sun Dec 28 07:48:44 2008 UTC vs.
Revision 1.115 by root, Sun Jan 29 02:47:06 2017 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 (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 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
25 * together should hopefully make it easier to find the relevent bits 26 * together should hopefully make it easier to find the relevent bits
36/* this function checks to see if a spell pushes objects as well 37/* this function checks to see if a spell pushes objects as well
37 * as flies over and damages them (only used for cones for now) 38 * as flies over and damages them (only used for cones for now)
38 * but moved here so it could be applied to bolts too 39 * but moved here so it could be applied to bolts too
39 * op is the spell object. 40 * op is the spell object.
40 */ 41 */
41void 42static void
42check_spell_knockback (object *op) 43check_spell_knockback (object *op)
43{ 44{
44 int weight_move; 45 int weight_move;
45 int frictionmod = 2; /*poor man's physics - multipy targets weight by this amount */ 46 int frictionmod = 2; /*poor man's physics - multipy targets weight by this amount */
46 47
58 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above) 59 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
59 { 60 {
60 int num_sections = 1; 61 int num_sections = 1;
61 62
62 /* don't move DM */ 63 /* don't move DM */
63 if (QUERY_FLAG (tmp, FLAG_WIZ)) 64 if (tmp->flag [FLAG_WIZ])
64 return; 65 return;
65 66
66 /* don't move parts of objects */ 67 /* don't move parts of objects */
67 if (tmp->head) 68 if (tmp->head)
68 continue; 69 continue;
69 70
70 /* don't move floors or immobile objects */ 71 /* don't move floors or immobile objects */
71 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || (!QUERY_FLAG (tmp, FLAG_ALIVE) && QUERY_FLAG (tmp, FLAG_NO_PICK))) 72 if (tmp->flag [FLAG_IS_FLOOR] || (!tmp->flag [FLAG_ALIVE] && tmp->flag [FLAG_NO_PICK]))
72 continue; 73 continue;
73 74
74 /* count the object's sections */ 75 /* count the object's sections */
75 for (object *tmp2 = tmp; tmp2; tmp2 = tmp2->more) 76 for (object *tmp2 = tmp; tmp2; tmp2 = tmp2->more)
76 num_sections++; 77 num_sections++;
85 if (tmp->move_type & MOVE_FLYING) 86 if (tmp->move_type & MOVE_FLYING)
86 frictionmod = 1; /* flying objects loose the friction modifier */ 87 frictionmod = 1; /* flying objects loose the friction modifier */
87 88
88 if (rndm (0, weight_move - 1) > ((tmp->weight / num_sections) * frictionmod)) 89 if (rndm (0, weight_move - 1) > ((tmp->weight / num_sections) * frictionmod))
89 { /* move it. */ 90 { /* move it. */
90 /* move_object is really for monsters, but looking at 91 /* move_object is really for monsters, but looking at
91 * the move_object function, it appears that it should 92 * the move_object function, it appears that it should
92 * also be safe for objects. 93 * also be safe for objects.
93 * This does return if successful or not, but 94 * This does return if successful or not, but
94 * I don't see us doing anything useful with that information 95 * I don't see us doing anything useful with that information
95 * right now. 96 * right now.
96 */ 97 */
97 move_object (tmp, absdir (op->stats.sp)); 98 tmp->move (absdir (op->stats.sp));
98 } 99 }
99 100
100 } 101 }
101} 102}
102 103
107 ***************************************************************************/ 108 ***************************************************************************/
108 109
109/* Causes op to fork. op is the original bolt, tmp 110/* Causes op to fork. op is the original bolt, tmp
110 * is the first piece of the fork. 111 * is the first piece of the fork.
111 */ 112 */
112void 113static void
113forklightning (object *op, object *tmp) 114forklightning (object *op, object *tmp)
114{ 115{
115 int new_dir = 1; /* direction or -1 for left, +1 for right 0 if no new bolt */ 116 int new_dir = 1; /* direction or -1 for left, +1 for right 0 if no new bolt */
116 int t_dir; /* stores temporary dir calculation */ 117 int t_dir; /* stores temporary dir calculation */
117 maptile *m; 118 maptile *m;
193 * on the space. So only call reflwall if we think the data it returns 194 * on the space. So only call reflwall if we think the data it returns
194 * will be useful. 195 * will be useful.
195 */ 196 */
196 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)) || ((mflags & P_IS_ALIVE) && reflwall (m, x, y, op))) 197 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)) || ((mflags & P_IS_ALIVE) && reflwall (m, x, y, op)))
197 { 198 {
198 if (!QUERY_FLAG (op, FLAG_REFLECTING)) 199 if (!op->flag [FLAG_REFLECTING])
199 return; 200 return;
200 201
201 /* Since walls don't run diagonal, if the bolt is in 202 /* Since walls don't run diagonal, if the bolt is in
202 * one of 4 main directions, it just reflects back in the 203 * one of 4 main directions, it just reflects back in the
203 * opposite direction. However, if the bolt is travelling 204 * opposite direction. However, if the bolt is travelling
246 tmp->speed_left = -0.1f; 247 tmp->speed_left = -0.1f;
247 /* To make up for the decrease at the top of the function */ 248 /* To make up for the decrease at the top of the function */
248 tmp->duration++; 249 tmp->duration++;
249 250
250 /* New forking code. Possibly create forks of this object 251 /* New forking code. Possibly create forks of this object
251 * going off in other directions. 252 * going off in other directions.
252 */ 253 */
253 if (tmp->stats.Dex && rndm (0, 99) < tmp->stats.Dex) 254 if (tmp->stats.Dex && rndm (0, 99) < tmp->stats.Dex)
254 forklightning (op, tmp); /* stats.Dex % of forking */ 255 forklightning (op, tmp); /* stats.Dex % of forking */
255 256
256 /* 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
276 int mflags; 277 int mflags;
277 278
278 if (!spob->other_arch) 279 if (!spob->other_arch)
279 return 0; 280 return 0;
280 281
281 tmp = arch_to_object (spob->other_arch); 282 tmp = spob->other_arch->instance ();
282 if (tmp == NULL) 283 if (tmp == NULL)
283 return 0; 284 return 0;
284 285
285 /* peterm: level dependency for bolts */ 286 /* peterm: level dependency for bolts */
286 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob); 287 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob);
293 tmp->duration = spob->duration + SP_level_duration_adjust (caster, spob); 294 tmp->duration = spob->duration + SP_level_duration_adjust (caster, spob);
294 tmp->stats.Dex = spob->stats.Dex; 295 tmp->stats.Dex = spob->stats.Dex;
295 tmp->stats.Con = spob->stats.Con; 296 tmp->stats.Con = spob->stats.Con;
296 297
297 tmp->direction = dir; 298 tmp->direction = dir;
298 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) 299 if (tmp->flag [FLAG_IS_TURNABLE])
299 SET_ANIMATION (tmp, dir); 300 SET_ANIMATION (tmp, dir);
300 301
301 tmp->set_owner (op); 302 tmp->set_owner (op);
302 set_spell_skill (op, caster, spob, tmp); 303 set_spell_skill (op, caster, spob, tmp);
303 304
315 316
316 tmp->map = newmap; 317 tmp->map = newmap;
317 318
318 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y))) 319 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y)))
319 { 320 {
320 if (!QUERY_FLAG (tmp, FLAG_REFLECTING)) 321 if (!tmp->flag [FLAG_REFLECTING])
321 { 322 {
322 tmp->drop_and_destroy (); 323 tmp->drop_and_destroy ();
323 return 0; 324 return 0;
324 } 325 }
325 326
366 sint16 dx, dy; 367 sint16 dx, dy;
367 368
368 dx = op->x + freearr_x[i]; 369 dx = op->x + freearr_x[i];
369 dy = op->y + freearr_y[i]; 370 dy = op->y + freearr_y[i];
370 371
371 /* ok_to_put_more already does things like checks for walls, 372 /* ok_to_put_more already does things like checks for walls,
372 * out of map, etc. 373 * out of map, etc.
373 */ 374 */
374 if (ok_to_put_more (op->map, dx, dy, op, op->attacktype)) 375 if (ok_to_put_more (op->map, dx, dy, op, op->attacktype))
375 { 376 {
376 object *tmp = op->clone (); 377 object *tmp = op->clone ();
388 389
389/* Causes an object to explode, eg, a firebullet, 390/* Causes an object to explode, eg, a firebullet,
390 * poison cloud ball, etc. op is the object to 391 * poison cloud ball, etc. op is the object to
391 * explode. 392 * explode.
392 */ 393 */
393void 394static void
394explode_bullet (object *op) 395explode_bullet (object *op)
395{ 396{
396 object *tmp, *owner; 397 object *tmp, *owner;
397 398
398 if (!op->other_arch) 399 if (!op->other_arch)
438 if (op->destroyed ()) 439 if (op->destroyed ())
439 return; 440 return;
440 } 441 }
441 442
442 /* other_arch contains what this explodes into */ 443 /* other_arch contains what this explodes into */
443 tmp = arch_to_object (op->other_arch); 444 tmp = op->other_arch->instance ();
444 445
445 tmp->set_owner (op); 446 tmp->set_owner (op);
446 tmp->skill = op->skill; 447 tmp->skill = op->skill;
447 448
448 owner = op->owner; 449 owner = op->owner;
520 if (!(mflags & P_IS_ALIVE)) 521 if (!(mflags & P_IS_ALIVE))
521 return; 522 return;
522 523
523 for (tmp = op->ms ().bot; tmp; tmp = tmp->above) 524 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
524 { 525 {
525 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 526 if (tmp->flag [FLAG_ALIVE])
526 { 527 {
527 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1); 528 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1);
528 529
529 // TODO: can't understand the following if's 530 // TODO: can't understand the following if's
530 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0) 531 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0)
531 { 532 {
532 if (!QUERY_FLAG (op, FLAG_REMOVED)) 533 if (!op->flag [FLAG_REMOVED])
533 { 534 {
534 op->destroy (); 535 op->destroy ();
535 return; 536 return;
536 } 537 }
537 } 538 }
545 * fired arches (eg, bolts). 546 * fired arches (eg, bolts).
546 */ 547 */
547void 548void
548move_bullet (object *op) 549move_bullet (object *op)
549{ 550{
550 sint16 new_x, new_y;
551 int mflags;
552 maptile *m;
553
554#if 0 551#if 0
555 /* We need a better general purpose way to do this */ 552 /* We need a better general purpose way to do this */
556 553
557 /* peterm: added to make comet leave a trail of burnouts 554 /* peterm: added to make comet leave a trail of burnouts
558 it's an unadulterated hack, but the effect is cool. */ 555 it's an unadulterated hack, but the effect is cool. */
559 if (op->stats.sp == SP_METEOR) 556 if (op->stats.sp == SP_METEOR)
560 { 557 {
561 replace_insert_ob_in_map ("fire_trail", op); 558 replace_insert_ob_in_map ("fire_trail", op);
562 if (op->destroyed ()) 559 if (op->destroyed ())
573 op->destroy (); 570 op->destroy ();
574 571
575 return; 572 return;
576 } 573 }
577 574
578 new_x = op->x + DIRX (op); 575 mapxy pos (op);
579 new_y = op->y + DIRY (op); 576 pos.move (op->direction);
580 m = op->map;
581 mflags = get_map_flags (m, &m, new_x, new_y, &new_x, &new_y);
582 577
583 if (mflags & P_OUT_OF_MAP) 578 if (!pos.normalise ())
584 { 579 {
585 op->destroy (); 580 op->destroy ();
586 return; 581 return;
587 } 582 }
588 583
589 if (!op->direction || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y))) 584 mapspace &ms = pos.ms ();
585
586 ms.update ();
587
588 if (!op->direction || OB_TYPE_MOVE_BLOCK (op, ms.move_block))
590 { 589 {
591 if (op->other_arch) 590 if (op->other_arch)
592 explode_bullet (op); 591 explode_bullet (op);
593 else 592 else
594 op->destroy (); 593 op->destroy ();
595 594
596 return; 595 return;
597 } 596 }
598 597
599 if (!(op = m->insert (op, new_x, new_y, op))) 598 if (!(op = pos.insert (op, op)))
600 return; 599 return;
601 600
602 if (reflwall (op->map, op->x, op->y, op)) 601 if (reflwall (op->map, op->x, op->y, op))
603 { 602 {
604 op->direction = absdir (op->direction + 4); 603 op->direction = absdir (op->direction + 4);
641 tmp->stats.hp = spob->duration + SP_level_duration_adjust (caster, spob); 640 tmp->stats.hp = spob->duration + SP_level_duration_adjust (caster, spob);
642 tmp->stats.maxhp = spob->range + SP_level_range_adjust (caster, spob); 641 tmp->stats.maxhp = spob->range + SP_level_range_adjust (caster, spob);
643 tmp->dam_modifier = spob->stats.food + SP_level_dam_adjust (caster, spob); 642 tmp->dam_modifier = spob->stats.food + SP_level_dam_adjust (caster, spob);
644 643
645 tmp->direction = dir; 644 tmp->direction = dir;
646 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) 645 if (tmp->flag [FLAG_IS_TURNABLE])
647 SET_ANIMATION (tmp, dir); 646 SET_ANIMATION (tmp, dir);
648 647
649 tmp->set_owner (op); 648 tmp->set_owner (op);
650 set_spell_skill (op, caster, spob, tmp); 649 set_spell_skill (op, caster, spob, tmp);
651 650
661 return 0; 660 return 0;
662 } 661 }
663 662
664 tmp->map = newmap; 663 tmp->map = newmap;
665 664
665 // in case the bullet has direction 0 we explode it in place.
666 // direction 0 is possible for instance when a poison cloud trap springs.
667 if (tmp->direction == 0)
668 {
669 if (tmp->other_arch
670 && (tmp = tmp->insert_at (tmp, op))) // insert before explode cleanly
671 explode_bullet (tmp); // explode object will/should remove tmp
672 else
673 tmp->destroy ();
674
675 return 0;
676 }
677
666 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y))) 678 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y)))
667 { 679 {
668 if (!QUERY_FLAG (tmp, FLAG_REFLECTING)) 680 if (!tmp->flag [FLAG_REFLECTING])
669 { 681 {
670 tmp->destroy (); 682 tmp->destroy ();
671 return 0; 683 return 0;
672 } 684 }
673 685
688 * CONE RELATED FUNCTIONS 700 * CONE RELATED FUNCTIONS
689 * 701 *
690 *****************************************************************************/ 702 *****************************************************************************/
691 703
692/* drops an object based on what is in the cone's "other_arch" */ 704/* drops an object based on what is in the cone's "other_arch" */
693void 705static void
694cone_drop (object *op) 706cone_drop (object *op)
695{ 707{
696 object *new_ob = arch_to_object (op->other_arch); 708 object *new_ob = op->other_arch->instance ();
697 709
698 new_ob->level = op->level; 710 new_ob->level = op->level;
699 new_ob->set_owner (op->owner); 711 new_ob->set_owner (op->owner);
700 712
701 /* preserve skill ownership */ 713 /* preserve skill ownership */
717 op->set_speed (0); 729 op->set_speed (0);
718 return; 730 return;
719 } 731 }
720 732
721 /* lava saves it's life, but not yours :) */ 733 /* lava saves it's life, but not yours :) */
722 if (QUERY_FLAG (op, FLAG_LIFESAVE)) 734 if (op->flag [FLAG_LIFESAVE])
723 { 735 {
724 hit_map (op, 0, op->attacktype, 0); 736 hit_map (op, 0, op->attacktype, 0);
725 return; 737 return;
726 } 738 }
727 739
742 if (!op->is_on_map ()) 754 if (!op->is_on_map ())
743 return; 755 return;
744 756
745 /* Check to see if we should push anything. 757 /* Check to see if we should push anything.
746 * Spell objects with weight push whatever they encounter to some 758 * Spell objects with weight push whatever they encounter to some
747 * degree. 759 * degree.
748 */ 760 */
749 if (op->weight) 761 if (op->weight)
750 { 762 {
751 check_spell_knockback (op); 763 check_spell_knockback (op);
752 764
808 MoveType movetype; 820 MoveType movetype;
809 821
810 if (!spell->other_arch) 822 if (!spell->other_arch)
811 return 0; 823 return 0;
812 824
813 if (op->type == PLAYER && QUERY_FLAG (op, FLAG_UNDEAD) && op->attacktype & AT_TURN_UNDEAD) 825 if (op->type == PLAYER && op->flag [FLAG_UNDEAD] && op->attacktype & AT_TURN_UNDEAD)
814 { 826 {
815 new_draw_info (NDI_UNIQUE, 0, op, "Your undead nature prevents you from turning undead!"); 827 op->failmsg ("Your undead nature prevents you from turning undead!");
816 return 0; 828 return 0;
817 } 829 }
818 830
819 if (!dir) 831 if (!dir)
820 { 832 {
828 */ 840 */
829 movetype = spell->other_arch->move_type; 841 movetype = spell->other_arch->move_type;
830 842
831 for (i = range_min; i <= range_max; i++) 843 for (i = range_min; i <= range_max; i++)
832 { 844 {
833 sint16 x, y, d; 845 sint16 x, y;
834 846
835 /* We can't use absdir here, because it never returns 847 /* We can't use absdir here, because it never returns
836 * 0. If this is a rune, we want to hit the person on top 848 * 0. If this is a rune, we want to hit the person on top
837 * of the trap (d==0). If it is not a rune, then we don't want 849 * of the trap (d==0). If it is not a rune, then we don't want
838 * to hit that person. 850 * to hit that person.
839 */ 851 */
840 d = dir + i; 852 int d = dir ? absdir (dir + i) : i;
841 while (d < 0)
842 d += 8;
843 while (d > 8)
844 d -= 8;
845 853
846 /* If it's not a rune, we don't want to blast the caster. 854 /* If it's not a rune, we don't want to blast the caster.
847 * In that case, we have to see - if dir is specified, 855 * In that case, we have to see - if dir is specified,
848 * turn this into direction 8. If dir is not specified (all 856 * turn this into direction 8. If dir is not specified (all
849 * direction) skip - otherwise, one line would do more damage 857 * direction) skip - otherwise, one line would do more damage
866 874
867 if ((movetype & GET_MAP_MOVE_BLOCK (m, sx, sy)) == movetype) 875 if ((movetype & GET_MAP_MOVE_BLOCK (m, sx, sy)) == movetype)
868 continue; 876 continue;
869 877
870 success = 1; 878 success = 1;
871 tmp = arch_to_object (spell->other_arch); 879 tmp = spell->other_arch->instance ();
872 tmp->set_owner (op); 880 tmp->set_owner (op);
873 set_spell_skill (op, caster, spell, tmp); 881 set_spell_skill (op, caster, spell, tmp);
874 tmp->level = casting_level (caster, spell); 882 tmp->level = casting_level (caster, spell);
875 tmp->attacktype = spell->attacktype; 883 tmp->attacktype = spell->attacktype;
876 884
951 959
952 object *env = op->outer_env (); 960 object *env = op->outer_env ();
953 961
954 if (op->env) 962 if (op->env)
955 { 963 {
956 if (env->map == NULL) 964 if (!env->map)
957 return; 965 return;
958 966
959 if (!(op = op->insert_at (env, op))) 967 if (!(op = op->insert_at (env, op)))
960 return; 968 return;
961 } 969 }
962 970
963 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent bomb from exploding 971 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent bomb from exploding
964 // on a safe map. I don't like this special casing, but it seems to be neccessary 972 // on a safe map. I don't like this special casing, but it seems to be neccessary
965 // as bombs can be carried. 973 // as bombs can be carried.
966 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE) 974 if (op->ms ().flags () & P_SAFE)
967 { 975 {
968 op->destroy (); 976 op->destroy ();
969 return; 977 return;
970 } 978 }
971 979
978 for (int i = 1; i < 9; i++) 986 for (int i = 1; i < 9; i++)
979 { 987 {
980 if (out_of_map (op->map, op->x + freearr_x[i], op->y + freearr_x[i])) 988 if (out_of_map (op->map, op->x + freearr_x[i], op->y + freearr_x[i]))
981 continue; 989 continue;
982 990
983 object *tmp = arch_to_object (at); 991 object *tmp = at->instance ();
984 tmp->direction = i; 992 tmp->direction = i;
985 tmp->range = op->range; 993 tmp->range = op->range;
986 tmp->stats.dam = op->stats.dam; 994 tmp->stats.dam = op->stats.dam;
987 tmp->duration = op->duration; 995 tmp->duration = op->duration;
988 tmp->attacktype = op->attacktype; 996 tmp->attacktype = op->attacktype;
989 tmp->set_owner (op); 997 tmp->set_owner (op);
990 if (op->skill && op->skill != tmp->skill) 998 if (op->skill && op->skill != tmp->skill)
991 tmp->skill = op->skill; 999 tmp->skill = op->skill;
992 1000
993 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) 1001 if (tmp->flag [FLAG_IS_TURNABLE])
994 SET_ANIMATION (tmp, i); 1002 SET_ANIMATION (tmp, i);
995 1003
996 op->map->insert (tmp, op->x + freearr_x[i], op->y + freearr_x[i], op); 1004 op->map->insert (tmp, op->x + freearr_x[i], op->y + freearr_x[i], op);
997 move_bullet (tmp); 1005 move_bullet (tmp);
998 } 1006 }
1017 // to fix create bomb traps in doors, which cast with dir=0). 1025 // to fix create bomb traps in doors, which cast with dir=0).
1018 if (dir) 1026 if (dir)
1019 { 1027 {
1020 if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, dx, dy) & MOVE_WALK)) 1028 if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, dx, dy) & MOVE_WALK))
1021 { 1029 {
1022 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way."); 1030 op->failmsg ("There is something in the way.");
1023 return 0; 1031 return 0;
1024 } 1032 }
1025 } 1033 }
1026 1034
1027 tmp = arch_to_object (spell->other_arch); 1035 tmp = spell->other_arch->instance ();
1028 1036
1029 /* level dependencies for bomb */ 1037 /* level dependencies for bomb */
1030 tmp->range = spell->range + SP_level_range_adjust (caster, spell); 1038 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
1031 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1039 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1032 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell); 1040 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
1052 * dir is the direction to look in. 1060 * dir is the direction to look in.
1053 * range is how far out to look. 1061 * range is how far out to look.
1054 * type is the type of spell - either SPELL_MANA or SPELL_GRACE. 1062 * type is the type of spell - either SPELL_MANA or SPELL_GRACE.
1055 * this info is used for blocked magic/unholy spaces. 1063 * this info is used for blocked magic/unholy spaces.
1056 */ 1064 */
1057object * 1065static object *
1058get_pointed_target (object *op, int dir, int range, int type) 1066get_pointed_target (object *op, int dir, int range, int type)
1059{ 1067{
1060 object *target; 1068 object *target;
1061 sint16 x, y; 1069 sint16 x, y;
1062 int dist, mflags; 1070 int dist, mflags;
1081 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW) 1089 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW)
1082 return NULL; 1090 return NULL;
1083 1091
1084 if (mflags & P_IS_ALIVE) 1092 if (mflags & P_IS_ALIVE)
1085 for (target = GET_MAP_OB (mp, x, y); target; target = target->above) 1093 for (target = GET_MAP_OB (mp, x, y); target; target = target->above)
1086 if (QUERY_FLAG (target, FLAG_MONSTER)) 1094 if (target->flag [FLAG_MONSTER])
1087 return target; 1095 return target;
1088 } 1096 }
1089 1097
1090 return NULL; 1098 return NULL;
1091} 1099}
1092 1100
1093/* cast_smite_arch() - the priest points to a creature and causes 1101/* cast_smite_spell() - the priest points to a creature and causes
1094 * a 'godly curse' to decend. 1102 * a 'godly curse' to decend.
1095 * usual params - 1103 * usual params -
1096 * op = player 1104 * op = player
1097 * caster = object casting the spell. 1105 * caster = object casting the spell.
1098 * dir = direction being cast 1106 * dir = direction being cast
1099 * spell = spell object 1107 * spell = spell object
1101int 1109int
1102cast_smite_spell (object *op, object *caster, int dir, object *spell) 1110cast_smite_spell (object *op, object *caster, int dir, object *spell)
1103{ 1111{
1104 object *effect, *target; 1112 object *effect, *target;
1105 object *god = find_god (determine_god (op)); 1113 object *god = find_god (determine_god (op));
1106 int range;
1107 1114
1108 range = spell->range + SP_level_range_adjust (caster, spell);
1109 target = get_pointed_target (op, dir, 50, spell->stats.grace ? SPELL_GRACE : SPELL_MANA); 1115 target = get_pointed_target (op, dir, 50, spell->stats.grace ? SPELL_GRACE : SPELL_MANA);
1110 1116
1111 /* Bunch of conditions for casting this spell. Note that only 1117 /* Bunch of conditions for casting this spell. Note that only
1112 * require a god if this is a cleric spell (requires grace). 1118 * require a god if this is a cleric spell (requires grace).
1113 * This makes this spell much more general purpose - it can be used 1119 * This makes this spell much more general purpose - it can be used
1114 * by wizards also, which is good, because I think this is a very 1120 * by wizards also, which is good, because I think this is a very
1115 * interesting spell. 1121 * interesting spell.
1116 * if it is a cleric spell, you need a god, and the creature 1122 * if it is a cleric spell, you need a god, and the creature
1117 * can't be friendly to your god. 1123 * can't be friendly to your god.
1118 */ 1124 */
1119 1125
1120 if (!target || QUERY_FLAG (target, FLAG_REFL_SPELL) 1126 if (!target
1127 || target->flag [FLAG_REFL_SPELL]
1121 || (!god && spell->stats.grace) 1128 || (!god && spell->stats.grace)
1122 || (target->title && god && !strcmp (target->title, god->name)) || (target->race && god && strstr (target->race, god->race))) 1129 || (god && target->title == god->name)
1130 || (god && target->race.contains (god->race)))
1123 { 1131 {
1124 new_draw_info (NDI_UNIQUE, 0, op, "Your request is unheeded."); 1132 op->failmsg ("Your request is unheeded.");
1125 return 0; 1133 return 0;
1126 } 1134 }
1127 1135
1128 if (spell->other_arch) 1136 if (spell->other_arch)
1129 effect = arch_to_object (spell->other_arch); 1137 effect = spell->other_arch->instance ();
1130 else 1138 else
1131 return 0; 1139 return 0;
1132 1140
1133 /* tailor the effect by priest level and worshipped God */ 1141 /* tailor the effect by priest level and worshipped God */
1134 effect->level = casting_level (caster, spell); 1142 effect->level = casting_level (caster, spell);
1135 effect->attacktype = spell->attacktype; 1143 effect->attacktype = spell->attacktype;
1136 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER)) 1144 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER))
1137 { 1145 {
1138 if (tailor_god_spell (effect, op)) 1146 if (tailor_god_spell (effect, op))
1139 new_draw_info_format (NDI_UNIQUE, 0, op, "%s answers your call!", determine_god (op)); 1147 new_draw_info_format (NDI_UNIQUE, 0, op, "%s answers your call!", (const char *)determine_god (op));
1140 else 1148 else
1141 { 1149 {
1142 new_draw_info (NDI_UNIQUE, 0, op, "Your request is ignored."); 1150 op->failmsg ("Your request is ignored.");
1143 return 0; 1151 return 0;
1144 } 1152 }
1145 } 1153 }
1146 1154
1147 /* size of the area of destruction */ 1155 /* size of the area of destruction */
1151 if (effect->attacktype & AT_DEATH) 1159 if (effect->attacktype & AT_DEATH)
1152 { 1160 {
1153 effect->level = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1161 effect->level = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1154 1162
1155 /* casting death spells at undead isn't a good thing */ 1163 /* casting death spells at undead isn't a good thing */
1156 if (QUERY_FLAG (target, FLAG_UNDEAD)) 1164 if (target->flag [FLAG_UNDEAD])
1157 { 1165 {
1158 if (random_roll (0, 2, op, PREFER_LOW)) 1166 if (random_roll (0, 2, op, PREFER_LOW))
1159 { 1167 {
1160 new_draw_info (NDI_UNIQUE, 0, op, "Idiot! Your spell boomerangs!"); 1168 new_draw_info (NDI_UNIQUE, 0, op, "Idiot! Your spell boomerangs!");
1161 effect->x = op->x; 1169 effect->x = op->x;
1242/**************************************************************************** 1250/****************************************************************************
1243 * Destruction 1251 * Destruction
1244 ****************************************************************************/ 1252 ****************************************************************************/
1245 1253
1246/* make_object_glow() - currently only makes living objects glow. 1254/* make_object_glow() - currently only makes living objects glow.
1247 * we do this by creating a force and inserting it in the 1255 * we do this by creating a force and inserting it in the
1248 * object. if time is 0, the object glows permanently. To truely 1256 * object. if time is 0, the object glows permanently. To truely
1249 * make this work for non-living objects, we would have to 1257 * make this work for non-living objects, we would have to
1250 * give them the capability to have an inventory. b.t. 1258 * give them the capability to have an inventory. b.t.
1251 */ 1259 */
1252int 1260static int
1253make_object_glow (object *op, int radius, int time) 1261make_object_glow (object *op, int radius, int time)
1254{ 1262{
1255 /* some things are unaffected... */ 1263 /* some things are unaffected... */
1256 if (op->path_denied & PATH_LIGHT) 1264 if (op->path_denied & PATH_LIGHT)
1257 return 0; 1265 return 0;
1258 1266
1259 object *tmp = get_archetype (FORCE_NAME); 1267 object *tmp = archetype::get (FORCE_NAME);
1260 tmp->speed = 0.01; 1268 tmp->set_speed (0.01);
1261 tmp->stats.food = time; 1269 tmp->stats.food = time;
1262 SET_FLAG (tmp, FLAG_IS_USED_UP); 1270 tmp->set_flag (FLAG_IS_USED_UP);
1263 tmp->glow_radius = min (MAX_LIGHT_RADIUS, radius); 1271 tmp->set_glow_radius (min (MAX_LIGHT_RADIUS, radius));
1264 tmp = insert_ob_in_ob (tmp, op); 1272 tmp = insert_ob_in_ob (tmp, op);
1265 1273
1266 if (tmp->glow_radius > op->glow_radius) 1274 if (tmp->glow_radius > op->glow_radius)
1267 op->glow_radius = tmp->glow_radius; 1275 op->set_glow_radius (tmp->glow_radius);
1268 1276
1269 return 1; 1277 return 1;
1270} 1278}
1271 1279
1272int 1280int
1276 int dam = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob); 1284 int dam = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob);
1277 int dur = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob); 1285 int dur = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
1278 1286
1279 bool friendly = op->flag [FLAG_FRIENDLY] || op->is_player (); 1287 bool friendly = op->flag [FLAG_FRIENDLY] || op->is_player ();
1280 1288
1281 /* destruction doesn't use another spell object, so we need 1289 dynbuf buf;
1282 * update op's skill pointer so that exp is properly awarded.
1283 */
1284 const shstr skill = op->skill;
1285
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 = 0;
1292
1293 op->change_skill (find_skill_by_name (op, op->skill));
1294
1295 unordered_mapwalk (op, -range, -range, range, range) 1290 unordered_mapwalk (buf, op, -range, -range, range, range)
1296 { 1291 {
1297 mapspace &ms = m->at (nx, ny); 1292 mapspace &ms = m->at (nx, ny);
1298 1293
1299 if (ms.flags () & P_IS_ALIVE) 1294 if (ms.flags () & P_IS_ALIVE)
1300 for (object *tmp = ms.bot; tmp; tmp = tmp->above) 1295 for (object *next, *tmp = ms.bot; tmp; tmp = next)
1296 {
1297 next = tmp->above;
1298
1301 if (tmp->flag [FLAG_ALIVE] || tmp->is_player ()) 1299 if (tmp->flag [FLAG_ALIVE] || tmp->is_player ())
1302 { 1300 {
1303 tmp = tmp->head_ (); 1301 tmp = tmp->head_ ();
1304 1302
1305 if ((friendly && !tmp->flag [FLAG_FRIENDLY] && !tmp->is_player ()) 1303 if ((friendly && !tmp->flag [FLAG_FRIENDLY] && !tmp->is_player ())
1306 || (!friendly && (tmp->flag [FLAG_FRIENDLY] || tmp->is_player ()))) 1304 || (!friendly && (tmp->flag [FLAG_FRIENDLY] || tmp->is_player ())))
1307 { 1305 {
1308 if (spell_ob->subtype == SP_DESTRUCTION) 1306 if (spell_ob->subtype == SP_DESTRUCTION)
1309 { 1307 {
1310 hit_player (tmp, dam, op, spell_ob->attacktype, 0); 1308 hit_player (tmp, dam, op, spell_ob->attacktype, 0);
1311 1309
1312 if (spell_ob->other_arch) 1310 if (spell_ob->other_arch)
1313 m->insert (arch_to_object (spell_ob->other_arch), nx, ny, op); 1311 m->insert (spell_ob->other_arch->instance (), nx, ny, op);
1314 } 1312 }
1315 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist [ATNR_MAGIC] != 100) 1313 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist [ATNR_MAGIC] != 100)
1316 { 1314 {
1317 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch) 1315 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch)
1318 m->insert (arch_to_object (spell_ob->other_arch), nx, ny, op); 1316 m->insert (spell_ob->other_arch->instance (), nx, ny, op);
1319 } 1317 }
1320 } 1318 }
1321 } 1319 }
1320 }
1322 } 1321 }
1323 1322
1324 op->skill = skill;
1325 return 1; 1323 return 1;
1326} 1324}
1327 1325
1328/*************************************************************************** 1326/***************************************************************************
1329 * 1327 *
1330 * CURSE 1328 * CURSE
1331 * 1329 *
1332 ***************************************************************************/ 1330 ***************************************************************************/
1333
1334int 1331int
1335cast_curse (object *op, object *caster, object *spell_ob, int dir) 1332cast_curse (object *op, object *caster, object *spell_ob, int dir)
1336{ 1333{
1337 object *god = find_god (determine_god (op)); 1334 object *god = find_god (determine_god (op));
1338 object *tmp, *force; 1335 object *tmp, *force;
1339 1336
1340 tmp = get_pointed_target (op, (dir == 0) ? op->direction : dir, spell_ob->range, SPELL_GRACE); 1337 tmp = get_pointed_target (op, (dir == 0) ? op->direction : dir, spell_ob->range, SPELL_GRACE);
1341 if (!tmp) 1338 if (!tmp)
1342 { 1339 {
1343 new_draw_info (NDI_UNIQUE, 0, op, "There is no one in that direction to curse."); 1340 op->failmsg ("There is no one in that direction to curse.");
1344 return 0; 1341 return 0;
1345 } 1342 }
1346 1343
1347 tmp = tmp->head_ (); 1344 tmp = tmp->head_ ();
1348 1345
1363 } 1360 }
1364 } 1361 }
1365 1362
1366 if (!force) 1363 if (!force)
1367 { 1364 {
1368 force = get_archetype (FORCE_NAME); 1365 force = archetype::get (FORCE_NAME);
1369 force->subtype = FORCE_CHANGE_ABILITY; 1366 force->subtype = FORCE_CHANGE_ABILITY;
1370 1367
1371 if (spell_ob->race) 1368 if (spell_ob->race)
1372 force->name = spell_ob->race; 1369 force->name = spell_ob->race;
1373 else 1370 else
1391 1388
1392 return 1; 1389 return 1;
1393 } 1390 }
1394 1391
1395 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50; 1392 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1396 force->speed = 1.f;
1397 force->speed_left = -1.f; 1393 force->speed_left = -1.f;
1398 SET_FLAG (force, FLAG_APPLIED); 1394 force->set_speed (1.f);
1395 force->set_flag (FLAG_APPLIED);
1399 1396
1400 if (god) 1397 if (god)
1401 { 1398 {
1402 if (spell_ob->last_grace) 1399 if (spell_ob->last_grace)
1403 force->path_repelled = god->path_repelled; 1400 force->path_repelled = god->path_repelled;
1416 force->stats.wc = spell_ob->stats.wc; 1413 force->stats.wc = spell_ob->stats.wc;
1417 1414
1418 change_abil (tmp, force); /* Mostly to display any messages */ 1415 change_abil (tmp, force); /* Mostly to display any messages */
1419 insert_ob_in_ob (force, tmp); 1416 insert_ob_in_ob (force, tmp);
1420 tmp->update_stats (); 1417 tmp->update_stats ();
1418
1421 return 1; 1419 return 1;
1422
1423} 1420}
1424 1421
1425/********************************************************************** 1422/**********************************************************************
1426 * mood change 1423 * mood change
1427 * Arguably, this may or may not be an attack spell. But since it 1424 * Arguably, this may or may not be an attack spell. But since it
1433 */ 1430 */
1434int 1431int
1435mood_change (object *op, object *caster, object *spell) 1432mood_change (object *op, object *caster, object *spell)
1436{ 1433{
1437 object *tmp, *god, *head; 1434 object *tmp, *god, *head;
1438 int done_one, range, mflags, level, at, best_at; 1435 int done_one, range, level, at, best_at;
1439 sint16 x, y, nx, ny;
1440 maptile *m;
1441 const char *race; 1436 const char *race;
1442 1437
1443 /* We precompute some values here so that we don't have to keep 1438 /* We precompute some values here so that we don't have to keep
1444 * doing it over and over again. 1439 * doing it over and over again.
1445 */ 1440 */
1451 * so even if the player doesn't worship a god, if race=GOD_.., it 1446 * so even if the player doesn't worship a god, if race=GOD_.., it
1452 * won't ever match anything. 1447 * won't ever match anything.
1453 */ 1448 */
1454 if (!spell->race) 1449 if (!spell->race)
1455 race = NULL; 1450 race = NULL;
1456 else if (god && !strcmp (spell->race, "GOD_SLAYING")) 1451 else if (god && spell->race == shstr_GOD_SLAYING)
1457 race = god->slaying; 1452 race = god->slaying;
1458 else if (god && !strcmp (spell->race, "GOD_FRIEND")) 1453 else if (god && spell->race == shstr_GOD_FRIEND)
1459 race = god->race; 1454 race = god->race;
1460 else 1455 else
1461 race = spell->race; 1456 race = spell->race;
1462 1457
1463 for (x = op->x - range; x <= op->x + range; x++) 1458 dynbuf buf;
1464 for (y = op->y - range; y <= op->y + range; y++) 1459 unordered_mapwalk (buf, op, -range, -range, range, range)
1465 { 1460 {
1466 done_one = 0; 1461 mapspace &ms = m->at (nx, ny);
1467 m = op->map;
1468 nx = x;
1469 ny = y;
1470 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1471 if (mflags & P_OUT_OF_MAP)
1472 continue;
1473 1462
1474 /* If there is nothing living on this space, no need to go further */ 1463 /* If there is nothing living on this space, no need to go further */
1475 if (!(mflags & P_IS_ALIVE)) 1464 if (!(ms.flags () & P_IS_ALIVE))
1476 continue; 1465 continue;
1477 1466
1478 // players can only affect spaces that they can actually see 1467 // players can only affect spaces that they can actually see
1479 if (caster 1468 if (caster
1480 && caster->contr 1469 && caster->contr
1481 && caster->contr->darkness_at (m, nx, ny) == LOS_BLOCKED) 1470 && caster->contr->darkness_at (m, nx, ny) == LOS_BLOCKED)
1482 continue; 1471 continue;
1483 1472
1484 for (tmp = GET_MAP_TOP (m, nx, ny); tmp; tmp = tmp->below) 1473 for (tmp = ms.top; tmp; tmp = tmp->below)
1485 if (QUERY_FLAG (tmp, FLAG_MONSTER)) 1474 if (tmp->flag [FLAG_MONSTER])
1486 break; 1475 break;
1487 1476
1488 /* There can be living objects that are not monsters */ 1477 /* There can be living objects that are not monsters */
1489 if (!tmp || tmp->type == PLAYER) 1478 if (!tmp)
1490 continue; 1479 continue;
1491 1480
1492 /* Only the head has meaningful data, so resolve to that */ 1481 /* Only the head has meaningful data, so resolve to that */
1493 if (tmp->head)
1494 head = tmp->head; 1482 head = tmp->head_ ();
1495 else
1496 head = tmp;
1497 1483
1498 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */ 1484 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */
1499 if (race && head->race && !strstr (race, head->race)) 1485 if (race && head->race && !strstr (race, head->race))
1500 continue; 1486 continue;
1501 1487
1502 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD)) 1488 if (head->flag [FLAG_UNDEAD] && !spell->flag [FLAG_UNDEAD])
1503 continue; 1489 continue;
1504 1490
1505 /* Now do a bunch of stuff related to saving throws */ 1491 /* Now do a bunch of stuff related to saving throws */
1506 best_at = -1; 1492 best_at = -1;
1507 if (spell->attacktype) 1493 if (spell->attacktype)
1508 { 1494 {
1509 for (at = 0; at < NROFATTACKS; at++) 1495 for (at = 0; at < NROFATTACKS; at++)
1510 if (spell->attacktype & (1 << at)) 1496 if (spell->attacktype & (1 << at))
1511 if (best_at == -1 || head->resist[at] > head->resist[best_at]) 1497 if (best_at == -1 || head->resist[at] > head->resist[best_at])
1512 best_at = at; 1498 best_at = at;
1513 1499
1514 if (best_at == -1) 1500 if (best_at == -1)
1515 at = 0; 1501 at = 0;
1516 else 1502 else
1517 { 1503 {
1518 if (head->resist[best_at] == 100) 1504 if (head->resist[best_at] == 100)
1519 continue; 1505 continue;
1520 else 1506 else
1521 at = head->resist[best_at] / 5; 1507 at = head->resist[best_at] / 5;
1522 } 1508 }
1509
1523 at -= level / 5; 1510 at -= level / 5;
1524 if (did_make_save (head, head->level, at)) 1511 if (did_make_save (head, head->level, at))
1525 continue; 1512 continue;
1526 } 1513 }
1527 else /* spell->attacktype */ 1514 else /* spell->attacktype */
1528 { 1515 {
1529 /* 1516 /*
1530 Spell has no attacktype (charm & such), so we'll have a specific saving: 1517 Spell has no attacktype (charm & such), so we'll have a specific saving:
1531 * if spell level < monster level, no go 1518 * if spell level < monster level, no go
1532 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) ) 1519 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) )
1533 1520
1534 The chance will then be in the range [20-70] percent, not too bad. 1521 The chance will then be in the range [20-70] percent, not too bad.
1535 1522
1536 This is required to fix the 'charm monster' abuse, where a player level 1 can 1523 This is required to fix the 'charm monster' abuse, where a player level 1 can
1537 charm a level 125 monster... 1524 charm a level 125 monster...
1538 1525
1539 Ryo, august 14th 1526 Ryo, august 14th
1540 */ 1527 */
1541 if (head->level > level) 1528 if (head->level > level)
1542 continue; 1529 continue;
1543 1530
1544 if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + MIN (50, 2 * (level - head->level)))) 1531 if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + min (50, 2 * (level - head->level))))
1545 /* Failed, no effect */ 1532 /* Failed, no effect */
1546 continue; 1533 continue;
1547 } 1534 }
1548 1535
1549 /* Done with saving throw. Now start affecting the monster */ 1536 /* Done with saving throw. Now start affecting the monster */
1537 done_one = 0;
1550 1538
1551 /* aggravation */ 1539 /* aggravation */
1552 if (QUERY_FLAG (spell, FLAG_MONSTER)) 1540 if (spell->flag [FLAG_MONSTER])
1553 { 1541 {
1554 CLEAR_FLAG (head, FLAG_SLEEP); 1542 head->clr_flag (FLAG_SLEEP);
1555 remove_friendly_object (head); 1543 remove_friendly_object (head);
1556 done_one = 1; 1544 done_one = 1;
1557 head->enemy = op; 1545 head->enemy = op;
1558 } 1546 }
1559 1547
1560 /* calm monsters */ 1548 /* calm monsters */
1561 if (QUERY_FLAG (spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (head, FLAG_UNAGGRESSIVE)) 1549 if (spell->flag [FLAG_UNAGGRESSIVE] && !head->flag [FLAG_UNAGGRESSIVE])
1562 { 1550 {
1563 SET_FLAG (head, FLAG_UNAGGRESSIVE); 1551 head->set_flag (FLAG_UNAGGRESSIVE);
1564 head->enemy = NULL; 1552 head->enemy = NULL;
1565 done_one = 1; 1553 done_one = 1;
1566 } 1554 }
1567 1555
1568 /* berserk monsters */ 1556 /* berserk monsters */
1569 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK)) 1557 if (spell->flag [FLAG_BERSERK] && !head->flag [FLAG_BERSERK])
1570 { 1558 {
1571 SET_FLAG (head, FLAG_BERSERK); 1559 head->set_flag (FLAG_BERSERK);
1572 done_one = 1; 1560 done_one = 1;
1573 } 1561 }
1574 1562
1575 /* charm */ 1563 /* charm */
1576 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY)) 1564 if (spell->flag [FLAG_NO_ATTACK] && !head->flag [FLAG_FRIENDLY])
1577 { 1565 {
1578 INVOKE_OBJECT (KILL, head, ARG_OBJECT (caster)); 1566 INVOKE_OBJECT (KILL, head, ARG_OBJECT (caster));
1579 1567
1580 /* Prevent uncontrolled outbreaks of self replicating monsters. 1568 /* Prevent uncontrolled outbreaks of self replicating monsters.
1581 Typical use case is charm, go somwhere, use aggravation to make hostile. 1569 Typical use case is charm, go somwhere, use aggravation to make hostile.
1582 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */ 1570 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */
1583 CLEAR_FLAG (head, FLAG_GENERATOR); 1571 head->clr_flag (FLAG_GENERATOR);
1584 head->set_owner (op); 1572 head->set_owner (op);
1585 set_spell_skill (op, caster, spell, head); 1573 set_spell_skill (op, caster, spell, head);
1586 add_friendly_object (head); 1574 add_friendly_object (head);
1587 head->attack_movement = PETMOVE; 1575 head->attack_movement = PETMOVE;
1588 done_one = 1; 1576 done_one = 1;
1589 change_exp (op, head->stats.exp / 2, head->skill, SK_EXP_ADD_SKILL); 1577 change_exp (op, head->stats.exp / 2, head->skill, SK_EXP_ADD_SKILL);
1590 head->stats.exp = 0; 1578 head->stats.exp = 0;
1591 } 1579 }
1592 1580
1593 /* If a monster was effected, put an effect in */ 1581 /* If a monster was effected, put an effect in */
1594 if (done_one && spell->other_arch) 1582 if (done_one && spell->other_arch)
1595 m->insert (arch_to_object (spell->other_arch), nx, ny, op); 1583 m->insert (spell->other_arch->instance (), nx, ny, op);
1596 } /* for y */ 1584 }
1597 1585
1598 return 1; 1586 return 1;
1599} 1587}
1600 1588
1601/* Move_ball_spell: This handles ball type spells that just sort of wander 1589/* Move_ball_spell: This handles ball type spells that just sort of wander
1651 m = op->map; 1639 m = op->map;
1652 } 1640 }
1653 1641
1654 m->insert (op, nx, ny, op); 1642 m->insert (op, nx, ny, op);
1655 1643
1656 dam_save = op->stats.dam; /* save the original dam: we do halfdam on 1644 dam_save = op->stats.dam; /* save the original dam: we do halfdam on
1657 surrounding squares */ 1645 surrounding squares */
1658 1646
1659 /* loop over current square and neighbors to hit. 1647 /* loop over current square and neighbors to hit.
1660 * if this has an other_arch field, we insert that in 1648 * if this has an other_arch field, we insert that in
1661 * the surround spaces. 1649 * the surround spaces.
1683 hit_map (op, j, op->attacktype, 1); 1671 hit_map (op, j, op->attacktype, 1);
1684 } 1672 }
1685 1673
1686 /* insert the other arch */ 1674 /* insert the other arch */
1687 if (op->other_arch && !(OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy)))) 1675 if (op->other_arch && !(OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy))))
1688 m->insert (arch_to_object (op->other_arch), hx, hy, op); 1676 m->insert (op->other_arch->instance (), hx, hy, op);
1689 } 1677 }
1690 1678
1691 /* restore to the center location and damage */ 1679 /* restore to the center location and damage */
1692 op->stats.dam = dam_save; 1680 op->stats.dam = dam_save;
1693 1681
1702 1690
1703 op->direction = i; 1691 op->direction = i;
1704 } 1692 }
1705} 1693}
1706 1694
1707/* move_swarm_spell: peterm 1695/* move_swarm_spell: peterm
1708 * This is an implementation of the swarm spell. It was written for 1696 * This is an implementation of the swarm spell. It was written for
1709 * meteor swarm, but it could be used for any swarm. A swarm spell 1697 * meteor swarm, but it could be used for any swarm. A swarm spell
1710 * is a special type of object that casts swarms of other types 1698 * is a special type of object that casts swarms of other types
1711 * of spells. Which spell it casts is flexible. It fires the spells 1699 * of spells. Which spell it casts is flexible. It fires the spells
1712 * from a set of squares surrounding the caster, in a given direction. 1700 * from a set of squares surrounding the caster, in a given direction.
1713 */ 1701 */
1714void 1702void
1715move_swarm_spell (object *op) 1703move_swarm_spell (object *op)
1716{ 1704{
1717#if 0 1705#if 0
1753 // space. 1741 // space.
1754 // should be fixed later, but correctness before features... 1742 // should be fixed later, but correctness before features...
1755 // (schmorp) 1743 // (schmorp)
1756 1744
1757 /* new offset calculation to make swarm element distribution 1745 /* new offset calculation to make swarm element distribution
1758 * more uniform 1746 * more uniform
1759 */ 1747 */
1760 if (op->duration) 1748 if (op->duration)
1761 { 1749 {
1762 if (basedir & 1) 1750 if (basedir & 1)
1763 { 1751 {
1775 1763
1776 target_x = op->x + freearr_x[absdir (basedir + adjustdir)]; 1764 target_x = op->x + freearr_x[absdir (basedir + adjustdir)];
1777 target_y = op->y + freearr_y[absdir (basedir + adjustdir)]; 1765 target_y = op->y + freearr_y[absdir (basedir + adjustdir)];
1778 1766
1779 /* back up one space so we can hit point-blank targets, but this 1767 /* back up one space so we can hit point-blank targets, but this
1780 * necessitates extra out_of_map check below 1768 * necessitates extra out_of_map check below
1781 */ 1769 */
1782 origin_x = target_x - freearr_x[basedir]; 1770 origin_x = target_x - freearr_x[basedir];
1783 origin_y = target_y - freearr_y[basedir]; 1771 origin_y = target_y - freearr_y[basedir];
1784 1772
1785 1773
1819} 1807}
1820 1808
1821/* fire_swarm: 1809/* fire_swarm:
1822 * The following routine creates a swarm of objects. It actually 1810 * The following routine creates a swarm of objects. It actually
1823 * sets up a specific swarm object, which then fires off all 1811 * sets up a specific swarm object, which then fires off all
1824 * the parts of the swarm. 1812 * the parts of the swarm.
1825 * 1813 *
1826 * op: the owner 1814 * op: the owner
1827 * caster: the caster (owner, wand, rod, scroll) 1815 * caster: the caster (owner, wand, rod, scroll)
1828 * dir: the direction everything will be fired in 1816 * dir: the direction everything will be fired in
1829 * spell - the spell that is this spell. 1817 * spell - the spell that is this spell.
1882 1870
1883 mflags = get_map_flags (m, &m, x, y, &x, &y); 1871 mflags = get_map_flags (m, &m, x, y, &x, &y);
1884 1872
1885 if (mflags & P_OUT_OF_MAP) 1873 if (mflags & P_OUT_OF_MAP)
1886 { 1874 {
1887 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is there."); 1875 op->failmsg ("Nothing is there.");
1888 return 0; 1876 return 0;
1889 } 1877 }
1890 1878
1891 if (mflags & P_IS_ALIVE && spell->attacktype) 1879 if (mflags & P_IS_ALIVE && spell->attacktype)
1892 { 1880 {
1893 for (target = GET_MAP_OB (m, x, y); target; target = target->above) 1881 for (target = GET_MAP_OB (m, x, y); target; target = target->above)
1894 if (QUERY_FLAG (target, FLAG_MONSTER)) 1882 if (target->flag [FLAG_MONSTER])
1895 { 1883 {
1896 /* oky doky. got a target monster. Lets make a blinding attack */ 1884 /* oky doky. got a target monster. Lets make a blinding attack */
1897 if (target->head) 1885 if (target->head)
1898 target = target->head; 1886 target = target->head;
1899 1887
1903 } 1891 }
1904 1892
1905 /* no live target, perhaps a wall is in the way? */ 1893 /* no live target, perhaps a wall is in the way? */
1906 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y))) 1894 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)))
1907 { 1895 {
1908 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 1896 op->failmsg ("Something is in the way.");
1909 return 0; 1897 return 0;
1910 } 1898 }
1911 } 1899 }
1912 1900
1913 /* ok, looks groovy to just insert a new light on the map */ 1901 /* ok, looks groovy to just insert a new light on the map */
1914 tmp = arch_to_object (spell->other_arch); 1902 tmp = spell->other_arch->instance ();
1915 if (!tmp) 1903 if (!tmp)
1916 { 1904 {
1917 LOG (llevError, "Error: spell arch for cast_light() missing.\n"); 1905 LOG (llevError, "Error: spell arch for cast_light() missing.\n");
1918 return 0; 1906 return 0;
1919 } 1907 }
1920 1908
1921 tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell); 1909 tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell);
1922 1910
1923 if (tmp->glow_radius) 1911 if (tmp->glow_radius)
1924 tmp->glow_radius = min (MAX_LIGHT_RADIUS, spell->range + SP_level_range_adjust (caster, spell)); 1912 tmp->set_glow_radius (
1913 clamp (spell->range + SP_level_range_adjust (caster, spell), 1, MAX_LIGHT_RADIUS)
1914 );
1925 1915
1926 if (dir) 1916 if (dir)
1927 m->insert (tmp, x, y, op); 1917 m->insert (tmp, x, y, op);
1928 else 1918 else
1929 caster->outer_env ()->insert (tmp); 1919 caster->outer_env_or_self ()->insert (tmp);
1930 1920
1931 return 1; 1921 return 1;
1932} 1922}
1933 1923
1934/* cast_cause_disease: this spell looks along <dir> from the 1924/* cast_cause_disease: this spell looks along <dir> from the
1935 * player and infects someone. 1925 * player and infects someone.
1936 * op is the player/monster, caster is the object, dir is the direction 1926 * op is the player/monster, caster is the object, dir is the direction
1937 * to cast, disease_arch is the specific disease, and type is the spell number 1927 * to cast, disease_arch is the specific disease, and type is the spell number
1938 * perhaps this should actually be in disease.c? 1928 * perhaps this should actually be in disease.c?
1939 */ 1929 */
1940int 1930int
1946 maptile *m; 1936 maptile *m;
1947 1937
1948 x = op->x; 1938 x = op->x;
1949 y = op->y; 1939 y = op->y;
1950 1940
1951 /* If casting from a scroll, no direction will be available, so refer to the 1941 /* If casting from a scroll, no direction will be available, so refer to the
1952 * direction the player is pointing. 1942 * direction the player is pointing.
1953 */ 1943 */
1954 if (!dir) 1944 if (!dir)
1955 dir = op->facing; 1945 dir = op->facing;
1956 1946
1981 /* Only bother looking on this space if there is something living here */ 1971 /* Only bother looking on this space if there is something living here */
1982 if (mflags & P_IS_ALIVE) 1972 if (mflags & P_IS_ALIVE)
1983 { 1973 {
1984 /* search this square for a victim */ 1974 /* search this square for a victim */
1985 for (walk = GET_MAP_OB (m, x, y); walk; walk = walk->above) 1975 for (walk = GET_MAP_OB (m, x, y); walk; walk = walk->above)
1986 if (QUERY_FLAG (walk, FLAG_MONSTER) || (walk->type == PLAYER)) 1976 if (walk->flag [FLAG_MONSTER] || (walk->type == PLAYER))
1987 { /* found a victim */ 1977 { /* found a victim */
1988 object *disease = arch_to_object (spell->other_arch); 1978 object *disease = spell->other_arch->instance ();
1989 1979
1990 disease->set_owner (op); 1980 disease->set_owner (op);
1991 set_spell_skill (op, caster, spell, disease); 1981 set_spell_skill (op, caster, spell, disease);
1992 disease->stats.exp = 0; 1982 disease->stats.exp = 0;
1993 disease->level = casting_level (caster, spell); 1983 disease->level = casting_level (caster, spell);
1994 1984
1995 /* do level adjustments */ 1985 /* do level adjustments */
1996 if (disease->stats.wc) 1986 if (disease->stats.wc ) disease->stats.wc += dur_mod / 2;
1997 disease->stats.wc += dur_mod / 2; 1987 if (disease->magic > 0) disease->magic += dur_mod / 8;
1998 1988 if (disease->stats.maxhp > 0) disease->stats.maxhp += dur_mod;
1999 if (disease->magic > 0) 1989 if (disease->stats.maxgrace > 0) disease->stats.maxgrace += dur_mod;
2000 disease->magic += dur_mod / 8;
2001
2002 if (disease->stats.maxhp > 0)
2003 disease->stats.maxhp += dur_mod;
2004
2005 if (disease->stats.maxgrace > 0)
2006 disease->stats.maxgrace += dur_mod;
2007
2008 if (disease->stats.dam)
2009 {
2010 if (disease->stats.dam > 0)
2011 disease->stats.dam += dam_mod;
2012 else
2013 disease->stats.dam -= dam_mod;
2014 }
2015 1990
2016 if (disease->last_sp) 1991 if (disease->last_sp)
2017 { 1992 {
2018 disease->last_sp -= 2 * dam_mod; 1993 disease->last_sp -= 2 * dam_mod;
1994
2019 if (disease->last_sp < 1) 1995 if (disease->last_sp < 1)
2020 disease->last_sp = 1; 1996 disease->last_sp = 1;
2021 } 1997 }
2022 1998
2023 if (disease->stats.maxsp) 1999 if (disease->stats.dam ) disease->stats.dam += copysignl (disease->stats.dam , dam_mod);
2024 { 2000 if (disease->stats.maxsp) disease->stats.maxsp += copysignl (disease->stats.maxsp, dam_mod);
2025 if (disease->stats.maxsp > 0) 2001 if (disease->stats.ac ) disease->stats.ac += dam_mod;
2026 disease->stats.maxsp += dam_mod; 2002 if (disease->last_eat ) disease->last_eat -= dam_mod;
2027 else 2003 if (disease->stats.hp ) disease->stats.hp -= dam_mod;
2028 disease->stats.maxsp -= dam_mod; 2004 if (disease->stats.sp ) disease->stats.sp -= dam_mod;
2029 }
2030
2031 if (disease->stats.ac)
2032 disease->stats.ac += dam_mod;
2033
2034 if (disease->last_eat)
2035 disease->last_eat -= dam_mod;
2036
2037 if (disease->stats.hp)
2038 disease->stats.hp -= dam_mod;
2039
2040 if (disease->stats.sp)
2041 disease->stats.sp -= dam_mod;
2042 2005
2043 if (infect_object (walk, disease, 1)) 2006 if (infect_object (walk, disease, 1))
2044 { 2007 {
2045 new_draw_info_format (NDI_UNIQUE, 0, op, "You inflict %s on %s!", &disease->name, &walk->name); 2008 op->statusmsg (format ("You inflict %s on %s!", &disease->name, &walk->name));
2046 2009
2047 disease->destroy (); /* don't need this one anymore */ 2010 disease->destroy (); /* don't need this one anymore */
2048 walk->map->insert (get_archetype ("detect_magic"), x, y, op); 2011 walk->map->insert (archetype::get (shstr_detect_magic), x, y, op);
2049 return 1; 2012 return 1;
2050 } 2013 }
2051 2014
2052 disease->destroy (); 2015 disease->destroy ();
2053 } 2016 }

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines