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Comparing deliantra/server/server/spell_attack.C (file contents):
Revision 1.88 by root, Mon Oct 12 14:00:59 2009 UTC vs.
Revision 1.116 by root, Sat Sep 16 22:17:42 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 (©) 2005,2006,2007,2008,2009 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 it under 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * the terms of the Affero GNU General Public License as published by the 9 * the terms of the Affero GNU General Public License as published by the
10 * Free Software Foundation, either version 3 of the License, or (at your 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * 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 Affero GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * and the GNU General Public License along with this program. If not, see 19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>. 20 * <http://www.gnu.org/licenses/>.
21 * 21 *
22 * 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>
23 */ 23 */
24 24
25/* This file contains all the spell attack code. Grouping this code 25/* This file contains all the spell attack code. Grouping this code
26 * together should hopefully make it easier to find the relevent bits 26 * together should hopefully make it easier to find the relevent bits
37/* 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
38 * 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)
39 * but moved here so it could be applied to bolts too 39 * but moved here so it could be applied to bolts too
40 * op is the spell object. 40 * op is the spell object.
41 */ 41 */
42void 42static void
43check_spell_knockback (object *op) 43check_spell_knockback (object *op)
44{ 44{
45 int weight_move; 45 int weight_move;
46 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 */
47 47
59 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above) 59 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
60 { 60 {
61 int num_sections = 1; 61 int num_sections = 1;
62 62
63 /* don't move DM */ 63 /* don't move DM */
64 if (QUERY_FLAG (tmp, FLAG_WIZ)) 64 if (tmp->flag [FLAG_WIZ])
65 return; 65 return;
66 66
67 /* don't move parts of objects */ 67 /* don't move parts of objects */
68 if (tmp->head) 68 if (tmp->head)
69 continue; 69 continue;
70 70
71 /* don't move floors or immobile objects */ 71 /* don't move floors or immobile objects */
72 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]))
73 continue; 73 continue;
74 74
75 /* count the object's sections */ 75 /* count the object's sections */
76 for (object *tmp2 = tmp; tmp2; tmp2 = tmp2->more) 76 for (object *tmp2 = tmp; tmp2; tmp2 = tmp2->more)
77 num_sections++; 77 num_sections++;
86 if (tmp->move_type & MOVE_FLYING) 86 if (tmp->move_type & MOVE_FLYING)
87 frictionmod = 1; /* flying objects loose the friction modifier */ 87 frictionmod = 1; /* flying objects loose the friction modifier */
88 88
89 if (rndm (0, weight_move - 1) > ((tmp->weight / num_sections) * frictionmod)) 89 if (rndm (0, weight_move - 1) > ((tmp->weight / num_sections) * frictionmod))
90 { /* move it. */ 90 { /* move it. */
91 /* move_object is really for monsters, but looking at 91 /* move_object is really for monsters, but looking at
92 * the move_object function, it appears that it should 92 * the move_object function, it appears that it should
93 * also be safe for objects. 93 * also be safe for objects.
94 * This does return if successful or not, but 94 * This does return if successful or not, but
95 * I don't see us doing anything useful with that information 95 * I don't see us doing anything useful with that information
96 * right now. 96 * right now.
97 */ 97 */
98 move_object (tmp, absdir (op->stats.sp)); 98 tmp->move (absdir (op->stats.sp));
99 } 99 }
100 100
101 } 101 }
102} 102}
103 103
108 ***************************************************************************/ 108 ***************************************************************************/
109 109
110/* Causes op to fork. op is the original bolt, tmp 110/* Causes op to fork. op is the original bolt, tmp
111 * is the first piece of the fork. 111 * is the first piece of the fork.
112 */ 112 */
113void 113static void
114forklightning (object *op, object *tmp) 114forklightning (object *op, object *tmp)
115{ 115{
116 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 */
117 int t_dir; /* stores temporary dir calculation */ 117 int t_dir; /* stores temporary dir calculation */
118 maptile *m; 118 maptile *m;
129 new_dir = -1; 129 new_dir = -1;
130 130
131 /* check the new dir for a wall and in the map */ 131 /* check the new dir for a wall and in the map */
132 t_dir = absdir (tmp->direction + new_dir); 132 t_dir = absdir (tmp->direction + new_dir);
133 133
134 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) 134 if (get_map_flags (tmp->map, &m, tmp->x + DIRX (t_dir), tmp->y + DIRY (t_dir), &sx, &sy) & P_OUT_OF_MAP)
135 return; 135 return;
136 136
137 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (m, sx, sy))) 137 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (m, sx, sy)))
138 return; 138 return;
139 139
179 179
180 if (--op->range < 0) 180 if (--op->range < 0)
181 op->range = 0; 181 op->range = 0;
182 else 182 else
183 { 183 {
184 x = op->x + DIRX (op); 184 x = op->x + DIRX (op->direction);
185 y = op->y + DIRY (op); 185 y = op->y + DIRY (op->direction);
186 m = op->map; 186 m = op->map;
187 mflags = get_map_flags (m, &m, x, y, &x, &y); 187 mflags = get_map_flags (m, &m, x, y, &x, &y);
188 188
189 if (mflags & P_OUT_OF_MAP) 189 if (mflags & P_OUT_OF_MAP)
190 return; 190 return;
194 * 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
195 * will be useful. 195 * will be useful.
196 */ 196 */
197 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)))
198 { 198 {
199 if (!QUERY_FLAG (op, FLAG_REFLECTING)) 199 if (!op->flag [FLAG_REFLECTING])
200 return; 200 return;
201 201
202 /* Since walls don't run diagonal, if the bolt is in 202 /* Since walls don't run diagonal, if the bolt is in
203 * one of 4 main directions, it just reflects back in the 203 * one of 4 main directions, it just reflects back in the
204 * opposite direction. However, if the bolt is travelling 204 * opposite direction. However, if the bolt is travelling
217 /* Need to check for P_OUT_OF_MAP: if the bolt is tavelling 217 /* Need to check for P_OUT_OF_MAP: if the bolt is tavelling
218 * over a corner in a tiled map, it is possible that 218 * over a corner in a tiled map, it is possible that
219 * op->direction is within an adjacent map but either 219 * op->direction is within an adjacent map but either
220 * op->direction-1 or op->direction+1 does not exist. 220 * op->direction-1 or op->direction+1 does not exist.
221 */ 221 */
222 mflags = get_map_flags (op->map, &m, op->x + freearr_x[absdir (op->direction - 1)], 222 mflags = get_map_flags (op->map, &m, op->x + DIRX (absdir (op->direction - 1)),
223 op->y + freearr_y[absdir (op->direction - 1)], &x, &y); 223 op->y + DIRY (absdir (op->direction - 1)), &x, &y);
224 224
225 left = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)); 225 left = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y));
226 226
227 mflags = get_map_flags (op->map, &m, op->x + freearr_x[absdir (op->direction + 1)], 227 mflags = get_map_flags (op->map, &m, op->x + DIRX (absdir (op->direction + 1)),
228 op->y + freearr_y[absdir (op->direction + 1)], &x, &y); 228 op->y + DIRY (absdir (op->direction + 1)), &x, &y);
229 right = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)); 229 right = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y));
230 230
231 if (left == right) 231 if (left == right)
232 op->direction = absdir (op->direction + 4); 232 op->direction = absdir (op->direction + 4);
233 else if (left) 233 else if (left)
247 tmp->speed_left = -0.1f; 247 tmp->speed_left = -0.1f;
248 /* 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 */
249 tmp->duration++; 249 tmp->duration++;
250 250
251 /* New forking code. Possibly create forks of this object 251 /* New forking code. Possibly create forks of this object
252 * going off in other directions. 252 * going off in other directions.
253 */ 253 */
254 if (tmp->stats.Dex && rndm (0, 99) < tmp->stats.Dex) 254 if (tmp->stats.Dex && rndm (0, 99) < tmp->stats.Dex)
255 forklightning (op, tmp); /* stats.Dex % of forking */ 255 forklightning (op, tmp); /* stats.Dex % of forking */
256 256
257 /* 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
277 int mflags; 277 int mflags;
278 278
279 if (!spob->other_arch) 279 if (!spob->other_arch)
280 return 0; 280 return 0;
281 281
282 tmp = arch_to_object (spob->other_arch); 282 tmp = spob->other_arch->instance ();
283 if (tmp == NULL) 283 if (tmp == NULL)
284 return 0; 284 return 0;
285 285
286 /* peterm: level dependency for bolts */ 286 /* peterm: level dependency for bolts */
287 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);
294 tmp->duration = spob->duration + SP_level_duration_adjust (caster, spob); 294 tmp->duration = spob->duration + SP_level_duration_adjust (caster, spob);
295 tmp->stats.Dex = spob->stats.Dex; 295 tmp->stats.Dex = spob->stats.Dex;
296 tmp->stats.Con = spob->stats.Con; 296 tmp->stats.Con = spob->stats.Con;
297 297
298 tmp->direction = dir; 298 tmp->direction = dir;
299 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) 299 if (tmp->flag [FLAG_IS_TURNABLE])
300 SET_ANIMATION (tmp, dir); 300 SET_ANIMATION (tmp, dir);
301 301
302 tmp->set_owner (op); 302 tmp->set_owner (op);
303 set_spell_skill (op, caster, spob, tmp); 303 set_spell_skill (op, caster, spob, tmp);
304 304
305 tmp->x = op->x + DIRX (tmp); 305 tmp->x = op->x + DIRX (tmp->direction);
306 tmp->y = op->y + DIRY (tmp); 306 tmp->y = op->y + DIRY (tmp->direction);
307 tmp->map = op->map; 307 tmp->map = op->map;
308 308
309 maptile *newmap; 309 maptile *newmap;
310 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y); 310 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y);
311 if (mflags & P_OUT_OF_MAP) 311 if (mflags & P_OUT_OF_MAP)
316 316
317 tmp->map = newmap; 317 tmp->map = newmap;
318 318
319 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)))
320 { 320 {
321 if (!QUERY_FLAG (tmp, FLAG_REFLECTING)) 321 if (!tmp->flag [FLAG_REFLECTING])
322 { 322 {
323 tmp->drop_and_destroy (); 323 tmp->drop_and_destroy ();
324 return 0; 324 return 0;
325 } 325 }
326 326
364 { 364 {
365 for (i = 1; i < 9; i++) 365 for (i = 1; i < 9; i++)
366 { 366 {
367 sint16 dx, dy; 367 sint16 dx, dy;
368 368
369 dx = op->x + freearr_x[i]; 369 dx = op->x + DIRX (i);
370 dy = op->y + freearr_y[i]; 370 dy = op->y + DIRY (i);
371 371
372 /* ok_to_put_more already does things like checks for walls, 372 /* ok_to_put_more already does things like checks for walls,
373 * out of map, etc. 373 * out of map, etc.
374 */ 374 */
375 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))
376 { 376 {
377 object *tmp = op->clone (); 377 object *tmp = op->clone ();
389 389
390/* Causes an object to explode, eg, a firebullet, 390/* Causes an object to explode, eg, a firebullet,
391 * poison cloud ball, etc. op is the object to 391 * poison cloud ball, etc. op is the object to
392 * explode. 392 * explode.
393 */ 393 */
394void 394static void
395explode_bullet (object *op) 395explode_bullet (object *op)
396{ 396{
397 object *tmp, *owner; 397 object *tmp, *owner;
398 398
399 if (!op->other_arch) 399 if (!op->other_arch)
439 if (op->destroyed ()) 439 if (op->destroyed ())
440 return; 440 return;
441 } 441 }
442 442
443 /* other_arch contains what this explodes into */ 443 /* other_arch contains what this explodes into */
444 tmp = arch_to_object (op->other_arch); 444 tmp = op->other_arch->instance ();
445 445
446 tmp->set_owner (op); 446 tmp->set_owner (op);
447 tmp->skill = op->skill; 447 tmp->skill = op->skill;
448 448
449 owner = op->owner; 449 owner = op->owner;
521 if (!(mflags & P_IS_ALIVE)) 521 if (!(mflags & P_IS_ALIVE))
522 return; 522 return;
523 523
524 for (tmp = op->ms ().bot; tmp; tmp = tmp->above) 524 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
525 { 525 {
526 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 526 if (tmp->flag [FLAG_ALIVE])
527 { 527 {
528 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1); 528 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1);
529 529
530 // TODO: can't understand the following if's 530 // TODO: can't understand the following if's
531 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0) 531 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0)
532 { 532 {
533 if (!QUERY_FLAG (op, FLAG_REMOVED)) 533 if (!op->flag [FLAG_REMOVED])
534 { 534 {
535 op->destroy (); 535 op->destroy ();
536 return; 536 return;
537 } 537 }
538 } 538 }
549move_bullet (object *op) 549move_bullet (object *op)
550{ 550{
551#if 0 551#if 0
552 /* We need a better general purpose way to do this */ 552 /* We need a better general purpose way to do this */
553 553
554 /* peterm: added to make comet leave a trail of burnouts 554 /* peterm: added to make comet leave a trail of burnouts
555 it's an unadulterated hack, but the effect is cool. */ 555 it's an unadulterated hack, but the effect is cool. */
556 if (op->stats.sp == SP_METEOR) 556 if (op->stats.sp == SP_METEOR)
557 { 557 {
558 replace_insert_ob_in_map ("fire_trail", op); 558 replace_insert_ob_in_map ("fire_trail", op);
559 if (op->destroyed ()) 559 if (op->destroyed ())
640 tmp->stats.hp = spob->duration + SP_level_duration_adjust (caster, spob); 640 tmp->stats.hp = spob->duration + SP_level_duration_adjust (caster, spob);
641 tmp->stats.maxhp = spob->range + SP_level_range_adjust (caster, spob); 641 tmp->stats.maxhp = spob->range + SP_level_range_adjust (caster, spob);
642 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);
643 643
644 tmp->direction = dir; 644 tmp->direction = dir;
645 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) 645 if (tmp->flag [FLAG_IS_TURNABLE])
646 SET_ANIMATION (tmp, dir); 646 SET_ANIMATION (tmp, dir);
647 647
648 tmp->set_owner (op); 648 tmp->set_owner (op);
649 set_spell_skill (op, caster, spob, tmp); 649 set_spell_skill (op, caster, spob, tmp);
650 650
651 tmp->x = op->x + freearr_x[dir]; 651 tmp->x = op->x + DIRX (dir);
652 tmp->y = op->y + freearr_y[dir]; 652 tmp->y = op->y + DIRY (dir);
653 tmp->map = op->map; 653 tmp->map = op->map;
654 654
655 maptile *newmap; 655 maptile *newmap;
656 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y); 656 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y);
657 if (mflags & P_OUT_OF_MAP) 657 if (mflags & P_OUT_OF_MAP)
660 return 0; 660 return 0;
661 } 661 }
662 662
663 tmp->map = newmap; 663 tmp->map = newmap;
664 664
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
665 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)))
666 { 679 {
667 if (!QUERY_FLAG (tmp, FLAG_REFLECTING)) 680 if (!tmp->flag [FLAG_REFLECTING])
668 { 681 {
669 tmp->destroy (); 682 tmp->destroy ();
670 return 0; 683 return 0;
671 } 684 }
672 685
687 * CONE RELATED FUNCTIONS 700 * CONE RELATED FUNCTIONS
688 * 701 *
689 *****************************************************************************/ 702 *****************************************************************************/
690 703
691/* 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" */
692void 705static void
693cone_drop (object *op) 706cone_drop (object *op)
694{ 707{
695 object *new_ob = arch_to_object (op->other_arch); 708 object *new_ob = op->other_arch->instance ();
696 709
697 new_ob->level = op->level; 710 new_ob->level = op->level;
698 new_ob->set_owner (op->owner); 711 new_ob->set_owner (op->owner);
699 712
700 /* preserve skill ownership */ 713 /* preserve skill ownership */
716 op->set_speed (0); 729 op->set_speed (0);
717 return; 730 return;
718 } 731 }
719 732
720 /* lava saves it's life, but not yours :) */ 733 /* lava saves it's life, but not yours :) */
721 if (QUERY_FLAG (op, FLAG_LIFESAVE)) 734 if (op->flag [FLAG_LIFESAVE])
722 { 735 {
723 hit_map (op, 0, op->attacktype, 0); 736 hit_map (op, 0, op->attacktype, 0);
724 return; 737 return;
725 } 738 }
726 739
741 if (!op->is_on_map ()) 754 if (!op->is_on_map ())
742 return; 755 return;
743 756
744 /* Check to see if we should push anything. 757 /* Check to see if we should push anything.
745 * Spell objects with weight push whatever they encounter to some 758 * Spell objects with weight push whatever they encounter to some
746 * degree. 759 * degree.
747 */ 760 */
748 if (op->weight) 761 if (op->weight)
749 { 762 {
750 check_spell_knockback (op); 763 check_spell_knockback (op);
751 764
768 return; 781 return;
769 } 782 }
770 783
771 for (int i = -1; i <= 1; i++) 784 for (int i = -1; i <= 1; i++)
772 { 785 {
773 sint16 x = op->x + freearr_x[absdir (op->stats.sp + i)], y = op->y + freearr_y[absdir (op->stats.sp + i)]; 786 sint16 x = op->x + DIRX (absdir (op->stats.sp + i)), y = op->y + DIRY (absdir (op->stats.sp + i));
774 787
775 if (ok_to_put_more (op->map, x, y, op, op->attacktype)) 788 if (ok_to_put_more (op->map, x, y, op, op->attacktype))
776 { 789 {
777 object *tmp = op->clone (); 790 object *tmp = op->clone ();
778 791
807 MoveType movetype; 820 MoveType movetype;
808 821
809 if (!spell->other_arch) 822 if (!spell->other_arch)
810 return 0; 823 return 0;
811 824
812 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)
813 { 826 {
814 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!");
815 return 0; 828 return 0;
816 } 829 }
817 830
818 if (!dir) 831 if (!dir)
819 { 832 {
851 d = 8; 864 d = 8;
852 else 865 else
853 continue; 866 continue;
854 } 867 }
855 868
856 x = op->x + freearr_x[d]; 869 x = op->x + DIRX (d);
857 y = op->y + freearr_y[d]; 870 y = op->y + DIRY (d);
858 871
859 if (get_map_flags (op->map, &m, x, y, &sx, &sy) & P_OUT_OF_MAP) 872 if (get_map_flags (op->map, &m, x, y, &sx, &sy) & P_OUT_OF_MAP)
860 continue; 873 continue;
861 874
862 if ((movetype & GET_MAP_MOVE_BLOCK (m, sx, sy)) == movetype) 875 if ((movetype & GET_MAP_MOVE_BLOCK (m, sx, sy)) == movetype)
863 continue; 876 continue;
864 877
865 success = 1; 878 success = 1;
866 tmp = arch_to_object (spell->other_arch); 879 tmp = spell->other_arch->instance ();
867 tmp->set_owner (op); 880 tmp->set_owner (op);
868 set_spell_skill (op, caster, spell, tmp); 881 set_spell_skill (op, caster, spell, tmp);
869 tmp->level = casting_level (caster, spell); 882 tmp->level = casting_level (caster, spell);
870 tmp->attacktype = spell->attacktype; 883 tmp->attacktype = spell->attacktype;
871 884
970 */ 983 */
971 if (archetype *at = archetype::find (SPLINT)) 984 if (archetype *at = archetype::find (SPLINT))
972 { 985 {
973 for (int i = 1; i < 9; i++) 986 for (int i = 1; i < 9; i++)
974 { 987 {
975 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 + DIRX (i), op->y + DIRX (i)))
976 continue; 989 continue;
977 990
978 object *tmp = arch_to_object (at); 991 object *tmp = at->instance ();
979 tmp->direction = i; 992 tmp->direction = i;
980 tmp->range = op->range; 993 tmp->range = op->range;
981 tmp->stats.dam = op->stats.dam; 994 tmp->stats.dam = op->stats.dam;
982 tmp->duration = op->duration; 995 tmp->duration = op->duration;
983 tmp->attacktype = op->attacktype; 996 tmp->attacktype = op->attacktype;
984 tmp->set_owner (op); 997 tmp->set_owner (op);
985 if (op->skill && op->skill != tmp->skill) 998 if (op->skill && op->skill != tmp->skill)
986 tmp->skill = op->skill; 999 tmp->skill = op->skill;
987 1000
988 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) 1001 if (tmp->flag [FLAG_IS_TURNABLE])
989 SET_ANIMATION (tmp, i); 1002 SET_ANIMATION (tmp, i);
990 1003
991 op->map->insert (tmp, op->x + freearr_x[i], op->y + freearr_x[i], op); 1004 op->map->insert (tmp, op->x + DIRX (i), op->y + DIRX (i), op);
992 move_bullet (tmp); 1005 move_bullet (tmp);
993 } 1006 }
994 } 1007 }
995 1008
996 explode_bullet (op); 1009 explode_bullet (op);
999int 1012int
1000create_bomb (object *op, object *caster, int dir, object *spell) 1013create_bomb (object *op, object *caster, int dir, object *spell)
1001{ 1014{
1002 object *tmp; 1015 object *tmp;
1003 int mflags; 1016 int mflags;
1004 sint16 dx = op->x + freearr_x[dir], dy = op->y + freearr_y[dir]; 1017 sint16 dx = op->x + DIRX (dir), dy = op->y + DIRY (dir);
1005 maptile *m; 1018 maptile *m;
1006 1019
1007 mflags = get_map_flags (op->map, &m, dx, dy, &dx, &dy); 1020 mflags = get_map_flags (op->map, &m, dx, dy, &dx, &dy);
1008 1021
1009 // when creating a bomb below ourself it should always work, even 1022 // when creating a bomb below ourself it should always work, even
1012 // 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).
1013 if (dir) 1026 if (dir)
1014 { 1027 {
1015 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))
1016 { 1029 {
1017 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way."); 1030 op->failmsg ("There is something in the way.");
1018 return 0; 1031 return 0;
1019 } 1032 }
1020 } 1033 }
1021 1034
1022 tmp = arch_to_object (spell->other_arch); 1035 tmp = spell->other_arch->instance ();
1023 1036
1024 /* level dependencies for bomb */ 1037 /* level dependencies for bomb */
1025 tmp->range = spell->range + SP_level_range_adjust (caster, spell); 1038 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
1026 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);
1027 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell); 1040 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
1047 * dir is the direction to look in. 1060 * dir is the direction to look in.
1048 * range is how far out to look. 1061 * range is how far out to look.
1049 * 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.
1050 * this info is used for blocked magic/unholy spaces. 1063 * this info is used for blocked magic/unholy spaces.
1051 */ 1064 */
1052object * 1065static object *
1053get_pointed_target (object *op, int dir, int range, int type) 1066get_pointed_target (object *op, int dir, int range, int type)
1054{ 1067{
1055 object *target; 1068 object *target;
1056 sint16 x, y; 1069 sint16 x, y;
1057 int dist, mflags; 1070 int dist, mflags;
1060 if (dir == 0) 1073 if (dir == 0)
1061 return NULL; 1074 return NULL;
1062 1075
1063 for (dist = 1; dist < range; dist++) 1076 for (dist = 1; dist < range; dist++)
1064 { 1077 {
1065 x = op->x + freearr_x[dir] * dist; 1078 x = op->x + DIRX (dir) * dist;
1066 y = op->y + freearr_y[dir] * dist; 1079 y = op->y + DIRY (dir) * dist;
1067 mp = op->map; 1080 mp = op->map;
1068 mflags = get_map_flags (op->map, &mp, x, y, &x, &y); 1081 mflags = get_map_flags (op->map, &mp, x, y, &x, &y);
1069 1082
1070 if (mflags & P_OUT_OF_MAP) 1083 if (mflags & P_OUT_OF_MAP)
1071 return NULL; 1084 return NULL;
1076 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW) 1089 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW)
1077 return NULL; 1090 return NULL;
1078 1091
1079 if (mflags & P_IS_ALIVE) 1092 if (mflags & P_IS_ALIVE)
1080 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)
1081 if (QUERY_FLAG (target, FLAG_MONSTER)) 1094 if (target->flag [FLAG_MONSTER])
1082 return target; 1095 return target;
1083 } 1096 }
1084 1097
1085 return NULL; 1098 return NULL;
1086} 1099}
1087 1100
1088/* cast_smite_arch() - the priest points to a creature and causes 1101/* cast_smite_spell() - the priest points to a creature and causes
1089 * a 'godly curse' to decend. 1102 * a 'godly curse' to decend.
1090 * usual params - 1103 * usual params -
1091 * op = player 1104 * op = player
1092 * caster = object casting the spell. 1105 * caster = object casting the spell.
1093 * dir = direction being cast 1106 * dir = direction being cast
1094 * spell = spell object 1107 * spell = spell object
1096int 1109int
1097cast_smite_spell (object *op, object *caster, int dir, object *spell) 1110cast_smite_spell (object *op, object *caster, int dir, object *spell)
1098{ 1111{
1099 object *effect, *target; 1112 object *effect, *target;
1100 object *god = find_god (determine_god (op)); 1113 object *god = find_god (determine_god (op));
1101 int range;
1102 1114
1103 range = spell->range + SP_level_range_adjust (caster, spell);
1104 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);
1105 1116
1106 /* Bunch of conditions for casting this spell. Note that only 1117 /* Bunch of conditions for casting this spell. Note that only
1107 * require a god if this is a cleric spell (requires grace). 1118 * require a god if this is a cleric spell (requires grace).
1108 * 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
1109 * 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
1110 * interesting spell. 1121 * interesting spell.
1111 * 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
1116 || target->flag [FLAG_REFL_SPELL] 1127 || target->flag [FLAG_REFL_SPELL]
1117 || (!god && spell->stats.grace) 1128 || (!god && spell->stats.grace)
1118 || (god && target->title == god->name) 1129 || (god && target->title == god->name)
1119 || (god && target->race.contains (god->race))) 1130 || (god && target->race.contains (god->race)))
1120 { 1131 {
1121 new_draw_info (NDI_UNIQUE, 0, op, "Your request is unheeded."); 1132 op->failmsg ("Your request is unheeded.");
1122 return 0; 1133 return 0;
1123 } 1134 }
1124 1135
1125 if (spell->other_arch) 1136 if (spell->other_arch)
1126 effect = arch_to_object (spell->other_arch); 1137 effect = spell->other_arch->instance ();
1127 else 1138 else
1128 return 0; 1139 return 0;
1129 1140
1130 /* tailor the effect by priest level and worshipped God */ 1141 /* tailor the effect by priest level and worshipped God */
1131 effect->level = casting_level (caster, spell); 1142 effect->level = casting_level (caster, spell);
1134 { 1145 {
1135 if (tailor_god_spell (effect, op)) 1146 if (tailor_god_spell (effect, op))
1136 new_draw_info_format (NDI_UNIQUE, 0, op, "%s answers your call!", (const char *)determine_god (op)); 1147 new_draw_info_format (NDI_UNIQUE, 0, op, "%s answers your call!", (const char *)determine_god (op));
1137 else 1148 else
1138 { 1149 {
1139 new_draw_info (NDI_UNIQUE, 0, op, "Your request is ignored."); 1150 op->failmsg ("Your request is ignored.");
1140 return 0; 1151 return 0;
1141 } 1152 }
1142 } 1153 }
1143 1154
1144 /* size of the area of destruction */ 1155 /* size of the area of destruction */
1148 if (effect->attacktype & AT_DEATH) 1159 if (effect->attacktype & AT_DEATH)
1149 { 1160 {
1150 effect->level = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1161 effect->level = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1151 1162
1152 /* casting death spells at undead isn't a good thing */ 1163 /* casting death spells at undead isn't a good thing */
1153 if (QUERY_FLAG (target, FLAG_UNDEAD)) 1164 if (target->flag [FLAG_UNDEAD])
1154 { 1165 {
1155 if (random_roll (0, 2, op, PREFER_LOW)) 1166 if (random_roll (0, 2, op, PREFER_LOW))
1156 { 1167 {
1157 new_draw_info (NDI_UNIQUE, 0, op, "Idiot! Your spell boomerangs!"); 1168 new_draw_info (NDI_UNIQUE, 0, op, "Idiot! Your spell boomerangs!");
1158 effect->x = op->x; 1169 effect->x = op->x;
1239/**************************************************************************** 1250/****************************************************************************
1240 * Destruction 1251 * Destruction
1241 ****************************************************************************/ 1252 ****************************************************************************/
1242 1253
1243/* make_object_glow() - currently only makes living objects glow. 1254/* make_object_glow() - currently only makes living objects glow.
1244 * 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
1245 * object. if time is 0, the object glows permanently. To truely 1256 * object. if time is 0, the object glows permanently. To truely
1246 * make this work for non-living objects, we would have to 1257 * make this work for non-living objects, we would have to
1247 * give them the capability to have an inventory. b.t. 1258 * give them the capability to have an inventory. b.t.
1248 */ 1259 */
1249int 1260static int
1250make_object_glow (object *op, int radius, int time) 1261make_object_glow (object *op, int radius, int time)
1251{ 1262{
1252 /* some things are unaffected... */ 1263 /* some things are unaffected... */
1253 if (op->path_denied & PATH_LIGHT) 1264 if (op->path_denied & PATH_LIGHT)
1254 return 0; 1265 return 0;
1255 1266
1256 object *tmp = get_archetype (FORCE_NAME); 1267 object *tmp = archetype::get (FORCE_NAME);
1257 tmp->speed = 0.01; 1268 tmp->set_speed (0.01);
1258 tmp->stats.food = time; 1269 tmp->stats.food = time;
1259 SET_FLAG (tmp, FLAG_IS_USED_UP); 1270 tmp->set_flag (FLAG_IS_USED_UP);
1260 tmp->set_glow_radius (min (MAX_LIGHT_RADIUS, radius)); 1271 tmp->set_glow_radius (min (MAX_LIGHT_RADIUS, radius));
1261 tmp = insert_ob_in_ob (tmp, op); 1272 tmp = insert_ob_in_ob (tmp, op);
1262 1273
1263 if (tmp->glow_radius > op->glow_radius) 1274 if (tmp->glow_radius > op->glow_radius)
1264 op->set_glow_radius (tmp->glow_radius); 1275 op->set_glow_radius (tmp->glow_radius);
1273 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);
1274 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);
1275 1286
1276 bool friendly = op->flag [FLAG_FRIENDLY] || op->is_player (); 1287 bool friendly = op->flag [FLAG_FRIENDLY] || op->is_player ();
1277 1288
1278 /* destruction doesn't use another spell object, so we need 1289 dynbuf buf;
1279 * update op's skill pointer so that exp is properly awarded.
1280 */
1281 const shstr skill = op->skill;
1282
1283 if (caster == op)
1284 op->skill = spell_ob->skill;
1285 else if (caster->skill)
1286 op->skill = caster->skill;
1287 else
1288 op->skill = 0;
1289
1290 op->change_skill (find_skill_by_name (op, op->skill));
1291
1292 unordered_mapwalk (op, -range, -range, range, range) 1290 unordered_mapwalk (buf, op, -range, -range, range, range)
1293 { 1291 {
1294 mapspace &ms = m->at (nx, ny); 1292 mapspace &ms = m->at (nx, ny);
1295 1293
1296 if (ms.flags () & P_IS_ALIVE) 1294 if (ms.flags () & P_IS_ALIVE)
1297 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
1298 if (tmp->flag [FLAG_ALIVE] || tmp->is_player ()) 1299 if (tmp->flag [FLAG_ALIVE] || tmp->is_player ())
1299 { 1300 {
1300 tmp = tmp->head_ (); 1301 tmp = tmp->head_ ();
1301 1302
1302 if ((friendly && !tmp->flag [FLAG_FRIENDLY] && !tmp->is_player ()) 1303 if ((friendly && !tmp->flag [FLAG_FRIENDLY] && !tmp->is_player ())
1303 || (!friendly && (tmp->flag [FLAG_FRIENDLY] || tmp->is_player ()))) 1304 || (!friendly && (tmp->flag [FLAG_FRIENDLY] || tmp->is_player ())))
1304 { 1305 {
1305 if (spell_ob->subtype == SP_DESTRUCTION) 1306 if (spell_ob->subtype == SP_DESTRUCTION)
1306 { 1307 {
1307 hit_player (tmp, dam, op, spell_ob->attacktype, 0); 1308 hit_player (tmp, dam, op, spell_ob->attacktype, 0);
1308 1309
1309 if (spell_ob->other_arch) 1310 if (spell_ob->other_arch)
1310 m->insert (arch_to_object (spell_ob->other_arch), nx, ny, op); 1311 m->insert (spell_ob->other_arch->instance (), nx, ny, op);
1311 } 1312 }
1312 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)
1313 { 1314 {
1314 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch) 1315 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch)
1315 m->insert (arch_to_object (spell_ob->other_arch), nx, ny, op); 1316 m->insert (spell_ob->other_arch->instance (), nx, ny, op);
1316 } 1317 }
1317 } 1318 }
1318 } 1319 }
1320 }
1319 } 1321 }
1320 1322
1321 op->skill = skill;
1322 return 1; 1323 return 1;
1323} 1324}
1324 1325
1325/*************************************************************************** 1326/***************************************************************************
1326 * 1327 *
1327 * CURSE 1328 * CURSE
1328 * 1329 *
1329 ***************************************************************************/ 1330 ***************************************************************************/
1330
1331int 1331int
1332cast_curse (object *op, object *caster, object *spell_ob, int dir) 1332cast_curse (object *op, object *caster, object *spell_ob, int dir)
1333{ 1333{
1334 object *god = find_god (determine_god (op)); 1334 object *god = find_god (determine_god (op));
1335 object *tmp, *force; 1335 object *tmp, *force;
1336 1336
1337 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);
1338 if (!tmp) 1338 if (!tmp)
1339 { 1339 {
1340 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.");
1341 return 0; 1341 return 0;
1342 } 1342 }
1343 1343
1344 tmp = tmp->head_ (); 1344 tmp = tmp->head_ ();
1345 1345
1360 } 1360 }
1361 } 1361 }
1362 1362
1363 if (!force) 1363 if (!force)
1364 { 1364 {
1365 force = get_archetype (FORCE_NAME); 1365 force = archetype::get (FORCE_NAME);
1366 force->subtype = FORCE_CHANGE_ABILITY; 1366 force->subtype = FORCE_CHANGE_ABILITY;
1367 1367
1368 if (spell_ob->race) 1368 if (spell_ob->race)
1369 force->name = spell_ob->race; 1369 force->name = spell_ob->race;
1370 else 1370 else
1388 1388
1389 return 1; 1389 return 1;
1390 } 1390 }
1391 1391
1392 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;
1393 force->speed = 1.f;
1394 force->speed_left = -1.f; 1393 force->speed_left = -1.f;
1395 SET_FLAG (force, FLAG_APPLIED); 1394 force->set_speed (1.f);
1395 force->set_flag (FLAG_APPLIED);
1396 1396
1397 if (god) 1397 if (god)
1398 { 1398 {
1399 if (spell_ob->last_grace) 1399 if (spell_ob->last_grace)
1400 force->path_repelled = god->path_repelled; 1400 force->path_repelled = god->path_repelled;
1413 force->stats.wc = spell_ob->stats.wc; 1413 force->stats.wc = spell_ob->stats.wc;
1414 1414
1415 change_abil (tmp, force); /* Mostly to display any messages */ 1415 change_abil (tmp, force); /* Mostly to display any messages */
1416 insert_ob_in_ob (force, tmp); 1416 insert_ob_in_ob (force, tmp);
1417 tmp->update_stats (); 1417 tmp->update_stats ();
1418
1418 return 1; 1419 return 1;
1419
1420} 1420}
1421 1421
1422/********************************************************************** 1422/**********************************************************************
1423 * mood change 1423 * mood change
1424 * 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
1453 else if (god && spell->race == shstr_GOD_FRIEND) 1453 else if (god && spell->race == shstr_GOD_FRIEND)
1454 race = god->race; 1454 race = god->race;
1455 else 1455 else
1456 race = spell->race; 1456 race = spell->race;
1457 1457
1458 dynbuf buf;
1458 unordered_mapwalk (op, -range, -range, range, range) 1459 unordered_mapwalk (buf, op, -range, -range, range, range)
1459 { 1460 {
1460 mapspace &ms = m->at (nx, ny); 1461 mapspace &ms = m->at (nx, ny);
1461 1462
1462 /* 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 */
1463 if (!ms.flags () & P_IS_ALIVE) 1464 if (!(ms.flags () & P_IS_ALIVE))
1464 continue; 1465 continue;
1465 1466
1466 // players can only affect spaces that they can actually see 1467 // players can only affect spaces that they can actually see
1467 if (caster 1468 if (caster
1468 && caster->contr 1469 && caster->contr
1482 1483
1483 /* 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 */
1484 if (race && head->race && !strstr (race, head->race)) 1485 if (race && head->race && !strstr (race, head->race))
1485 continue; 1486 continue;
1486 1487
1487 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD)) 1488 if (head->flag [FLAG_UNDEAD] && !spell->flag [FLAG_UNDEAD])
1488 continue; 1489 continue;
1489 1490
1490 /* Now do a bunch of stuff related to saving throws */ 1491 /* Now do a bunch of stuff related to saving throws */
1491 best_at = -1; 1492 best_at = -1;
1492 if (spell->attacktype) 1493 if (spell->attacktype)
1525 Ryo, august 14th 1526 Ryo, august 14th
1526 */ 1527 */
1527 if (head->level > level) 1528 if (head->level > level)
1528 continue; 1529 continue;
1529 1530
1530 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))))
1531 /* Failed, no effect */ 1532 /* Failed, no effect */
1532 continue; 1533 continue;
1533 } 1534 }
1534 1535
1535 /* Done with saving throw. Now start affecting the monster */ 1536 /* Done with saving throw. Now start affecting the monster */
1536 done_one = 0; 1537 done_one = 0;
1537 1538
1538 /* aggravation */ 1539 /* aggravation */
1539 if (QUERY_FLAG (spell, FLAG_MONSTER)) 1540 if (spell->flag [FLAG_MONSTER])
1540 { 1541 {
1541 CLEAR_FLAG (head, FLAG_SLEEP); 1542 head->clr_flag (FLAG_SLEEP);
1542 remove_friendly_object (head); 1543 remove_friendly_object (head);
1543 done_one = 1; 1544 done_one = 1;
1544 head->enemy = op; 1545 head->enemy = op;
1545 } 1546 }
1546 1547
1547 /* calm monsters */ 1548 /* calm monsters */
1548 if (QUERY_FLAG (spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (head, FLAG_UNAGGRESSIVE)) 1549 if (spell->flag [FLAG_UNAGGRESSIVE] && !head->flag [FLAG_UNAGGRESSIVE])
1549 { 1550 {
1550 SET_FLAG (head, FLAG_UNAGGRESSIVE); 1551 head->set_flag (FLAG_UNAGGRESSIVE);
1551 head->enemy = NULL; 1552 head->enemy = NULL;
1552 done_one = 1; 1553 done_one = 1;
1553 } 1554 }
1554 1555
1555 /* berserk monsters */ 1556 /* berserk monsters */
1556 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK)) 1557 if (spell->flag [FLAG_BERSERK] && !head->flag [FLAG_BERSERK])
1557 { 1558 {
1558 SET_FLAG (head, FLAG_BERSERK); 1559 head->set_flag (FLAG_BERSERK);
1559 done_one = 1; 1560 done_one = 1;
1560 } 1561 }
1561 1562
1562 /* charm */ 1563 /* charm */
1563 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY)) 1564 if (spell->flag [FLAG_NO_ATTACK] && !head->flag [FLAG_FRIENDLY])
1564 { 1565 {
1565 INVOKE_OBJECT (KILL, head, ARG_OBJECT (caster)); 1566 INVOKE_OBJECT (KILL, head, ARG_OBJECT (caster));
1566 1567
1567 /* Prevent uncontrolled outbreaks of self replicating monsters. 1568 /* Prevent uncontrolled outbreaks of self replicating monsters.
1568 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.
1569 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. */
1570 CLEAR_FLAG (head, FLAG_GENERATOR); 1571 head->clr_flag (FLAG_GENERATOR);
1571 head->set_owner (op); 1572 head->set_owner (op);
1572 set_spell_skill (op, caster, spell, head); 1573 set_spell_skill (op, caster, spell, head);
1573 add_friendly_object (head); 1574 add_friendly_object (head);
1574 head->attack_movement = PETMOVE; 1575 head->attack_movement = PETMOVE;
1575 done_one = 1; 1576 done_one = 1;
1577 head->stats.exp = 0; 1578 head->stats.exp = 0;
1578 } 1579 }
1579 1580
1580 /* If a monster was effected, put an effect in */ 1581 /* If a monster was effected, put an effect in */
1581 if (done_one && spell->other_arch) 1582 if (done_one && spell->other_arch)
1582 m->insert (arch_to_object (spell->other_arch), nx, ny, op); 1583 m->insert (spell->other_arch->instance (), nx, ny, op);
1583 } 1584 }
1584 1585
1585 return 1; 1586 return 1;
1586} 1587}
1587 1588
1620 * other bits (i / 2): absolute value of offset 1621 * other bits (i / 2): absolute value of offset
1621 */ 1622 */
1622 int offset = ((i ^ j) & 1) ? (i / 2) : -(i / 2); 1623 int offset = ((i ^ j) & 1) ? (i / 2) : -(i / 2);
1623 int tmpdir = absdir (op->direction + offset); 1624 int tmpdir = absdir (op->direction + offset);
1624 1625
1625 nx = op->x + freearr_x[tmpdir]; 1626 nx = op->x + DIRX (tmpdir);
1626 ny = op->y + freearr_y[tmpdir]; 1627 ny = op->y + DIRY (tmpdir);
1627 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)))) 1628 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))))
1628 { 1629 {
1629 dir = tmpdir; 1630 dir = tmpdir;
1630 break; 1631 break;
1631 } 1632 }
1638 m = op->map; 1639 m = op->map;
1639 } 1640 }
1640 1641
1641 m->insert (op, nx, ny, op); 1642 m->insert (op, nx, ny, op);
1642 1643
1643 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
1644 surrounding squares */ 1645 surrounding squares */
1645 1646
1646 /* loop over current square and neighbors to hit. 1647 /* loop over current square and neighbors to hit.
1647 * if this has an other_arch field, we insert that in 1648 * if this has an other_arch field, we insert that in
1648 * the surround spaces. 1649 * the surround spaces.
1649 */ 1650 */
1650 for (j = 0; j < 9; j++) 1651 for (j = 0; j < 9; j++)
1651 { 1652 {
1652 hx = nx + freearr_x[j]; 1653 hx = nx + DIRX (j);
1653 hy = ny + freearr_y[j]; 1654 hy = ny + DIRY (j);
1654 1655
1655 m = op->map; 1656 m = op->map;
1656 mflags = get_map_flags (m, &m, hx, hy, &hx, &hy); 1657 mflags = get_map_flags (m, &m, hx, hy, &hx, &hy);
1657 1658
1658 if (mflags & P_OUT_OF_MAP) 1659 if (mflags & P_OUT_OF_MAP)
1670 hit_map (op, j, op->attacktype, 1); 1671 hit_map (op, j, op->attacktype, 1);
1671 } 1672 }
1672 1673
1673 /* insert the other arch */ 1674 /* insert the other arch */
1674 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))))
1675 m->insert (arch_to_object (op->other_arch), hx, hy, op); 1676 m->insert (op->other_arch->instance (), hx, hy, op);
1676 } 1677 }
1677 1678
1678 /* restore to the center location and damage */ 1679 /* restore to the center location and damage */
1679 op->stats.dam = dam_save; 1680 op->stats.dam = dam_save;
1680 1681
1681 i = spell_find_dir (op->map, op->x, op->y, op->owner); 1682 i = spell_find_dir (op->map, op->x, op->y, op->owner);
1682 1683
1683 if (i >= 0) 1684 if (i >= 0)
1684 { /* we have a preferred direction! */ 1685 { /* we have a preferred direction! */
1685 /* pick another direction if the preferred dir is blocked. */ 1686 /* pick another direction if the preferred dir is blocked. */
1686 if (get_map_flags (op->map, &m, nx + freearr_x[i], ny + freearr_y[i], &hx, &hy) & P_OUT_OF_MAP || 1687 if (get_map_flags (op->map, &m, nx + DIRX (i), ny + DIRY (i), &hx, &hy) & P_OUT_OF_MAP ||
1687 OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy))) 1688 OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy)))
1688 i = absdir (i + rndm (0, 2) - 1); /* -1, 0, +1 */ 1689 i = absdir (i + rndm (0, 2) - 1); /* -1, 0, +1 */
1689 1690
1690 op->direction = i; 1691 op->direction = i;
1691 } 1692 }
1692} 1693}
1693 1694
1694/* move_swarm_spell: peterm 1695/* move_swarm_spell: peterm
1695 * 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
1696 * 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
1697 * 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
1698 * 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
1699 * 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.
1700 */ 1701 */
1701void 1702void
1702move_swarm_spell (object *op) 1703move_swarm_spell (object *op)
1703{ 1704{
1704#if 0 1705#if 0
1740 // space. 1741 // space.
1741 // should be fixed later, but correctness before features... 1742 // should be fixed later, but correctness before features...
1742 // (schmorp) 1743 // (schmorp)
1743 1744
1744 /* new offset calculation to make swarm element distribution 1745 /* new offset calculation to make swarm element distribution
1745 * more uniform 1746 * more uniform
1746 */ 1747 */
1747 if (op->duration) 1748 if (op->duration)
1748 { 1749 {
1749 if (basedir & 1) 1750 if (basedir & 1)
1750 { 1751 {
1758 else 1759 else
1759 { 1760 {
1760 adjustdir = 0; /* fire the last one from forward. */ 1761 adjustdir = 0; /* fire the last one from forward. */
1761 } 1762 }
1762 1763
1763 target_x = op->x + freearr_x[absdir (basedir + adjustdir)]; 1764 target_x = op->x + DIRX (absdir (basedir + adjustdir));
1764 target_y = op->y + freearr_y[absdir (basedir + adjustdir)]; 1765 target_y = op->y + DIRY (absdir (basedir + adjustdir));
1765 1766
1766 /* 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
1767 * necessitates extra out_of_map check below 1768 * necessitates extra out_of_map check below
1768 */ 1769 */
1769 origin_x = target_x - freearr_x[basedir]; 1770 origin_x = target_x - DIRX (basedir);
1770 origin_y = target_y - freearr_y[basedir]; 1771 origin_y = target_y - DIRY (basedir);
1771 1772
1772 1773
1773 /* spell pointer is set up for the spell this casts. Since this 1774 /* spell pointer is set up for the spell this casts. Since this
1774 * should just be a pointer to the spell in some inventory, 1775 * should just be a pointer to the spell in some inventory,
1775 * it is unlikely to disappear by the time we need it. However, 1776 * it is unlikely to disappear by the time we need it. However,
1806} 1807}
1807 1808
1808/* fire_swarm: 1809/* fire_swarm:
1809 * The following routine creates a swarm of objects. It actually 1810 * The following routine creates a swarm of objects. It actually
1810 * sets up a specific swarm object, which then fires off all 1811 * sets up a specific swarm object, which then fires off all
1811 * the parts of the swarm. 1812 * the parts of the swarm.
1812 * 1813 *
1813 * op: the owner 1814 * op: the owner
1814 * caster: the caster (owner, wand, rod, scroll) 1815 * caster: the caster (owner, wand, rod, scroll)
1815 * dir: the direction everything will be fired in 1816 * dir: the direction everything will be fired in
1816 * spell - the spell that is this spell. 1817 * spell - the spell that is this spell.
1861 1862
1862 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1863 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1863 1864
1864 if (dir) 1865 if (dir)
1865 { 1866 {
1866 x = op->x + freearr_x[dir]; 1867 x = op->x + DIRX (dir);
1867 y = op->y + freearr_y[dir]; 1868 y = op->y + DIRY (dir);
1868 m = op->map; 1869 m = op->map;
1869 1870
1870 mflags = get_map_flags (m, &m, x, y, &x, &y); 1871 mflags = get_map_flags (m, &m, x, y, &x, &y);
1871 1872
1872 if (mflags & P_OUT_OF_MAP) 1873 if (mflags & P_OUT_OF_MAP)
1873 { 1874 {
1874 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is there."); 1875 op->failmsg ("Nothing is there.");
1875 return 0; 1876 return 0;
1876 } 1877 }
1877 1878
1878 if (mflags & P_IS_ALIVE && spell->attacktype) 1879 if (mflags & P_IS_ALIVE && spell->attacktype)
1879 { 1880 {
1880 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)
1881 if (QUERY_FLAG (target, FLAG_MONSTER)) 1882 if (target->flag [FLAG_MONSTER])
1882 { 1883 {
1883 /* oky doky. got a target monster. Lets make a blinding attack */ 1884 /* oky doky. got a target monster. Lets make a blinding attack */
1884 if (target->head) 1885 if (target->head)
1885 target = target->head; 1886 target = target->head;
1886 1887
1890 } 1891 }
1891 1892
1892 /* no live target, perhaps a wall is in the way? */ 1893 /* no live target, perhaps a wall is in the way? */
1893 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)))
1894 { 1895 {
1895 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 1896 op->failmsg ("Something is in the way.");
1896 return 0; 1897 return 0;
1897 } 1898 }
1898 } 1899 }
1899 1900
1900 /* 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 */
1901 tmp = arch_to_object (spell->other_arch); 1902 tmp = spell->other_arch->instance ();
1902 if (!tmp) 1903 if (!tmp)
1903 { 1904 {
1904 LOG (llevError, "Error: spell arch for cast_light() missing.\n"); 1905 LOG (llevError, "Error: spell arch for cast_light() missing.\n");
1905 return 0; 1906 return 0;
1906 } 1907 }
1919 1920
1920 return 1; 1921 return 1;
1921} 1922}
1922 1923
1923/* cast_cause_disease: this spell looks along <dir> from the 1924/* cast_cause_disease: this spell looks along <dir> from the
1924 * player and infects someone. 1925 * player and infects someone.
1925 * 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
1926 * 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
1927 * perhaps this should actually be in disease.c? 1928 * perhaps this should actually be in disease.c?
1928 */ 1929 */
1929int 1930int
1935 maptile *m; 1936 maptile *m;
1936 1937
1937 x = op->x; 1938 x = op->x;
1938 y = op->y; 1939 y = op->y;
1939 1940
1940 /* 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
1941 * direction the player is pointing. 1942 * direction the player is pointing.
1942 */ 1943 */
1943 if (!dir) 1944 if (!dir)
1944 dir = op->facing; 1945 dir = op->facing;
1945 1946
1952 dur_mod = SP_level_duration_adjust (caster, spell); 1953 dur_mod = SP_level_duration_adjust (caster, spell);
1953 1954
1954 /* search in a line for a victim */ 1955 /* search in a line for a victim */
1955 for (i = 1; i < range; i++) 1956 for (i = 1; i < range; i++)
1956 { 1957 {
1957 x = op->x + i * freearr_x[dir]; 1958 x = op->x + i * DIRX (dir);
1958 y = op->y + i * freearr_y[dir]; 1959 y = op->y + i * DIRY (dir);
1959 m = op->map; 1960 m = op->map;
1960 1961
1961 mflags = get_map_flags (m, &m, x, y, &x, &y); 1962 mflags = get_map_flags (m, &m, x, y, &x, &y);
1962 1963
1963 if (mflags & P_OUT_OF_MAP) 1964 if (mflags & P_OUT_OF_MAP)
1970 /* 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 */
1971 if (mflags & P_IS_ALIVE) 1972 if (mflags & P_IS_ALIVE)
1972 { 1973 {
1973 /* search this square for a victim */ 1974 /* search this square for a victim */
1974 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)
1975 if (QUERY_FLAG (walk, FLAG_MONSTER) || (walk->type == PLAYER)) 1976 if (walk->flag [FLAG_MONSTER] || (walk->type == PLAYER))
1976 { /* found a victim */ 1977 { /* found a victim */
1977 object *disease = arch_to_object (spell->other_arch); 1978 object *disease = spell->other_arch->instance ();
1978 1979
1979 disease->set_owner (op); 1980 disease->set_owner (op);
1980 set_spell_skill (op, caster, spell, disease); 1981 set_spell_skill (op, caster, spell, disease);
1981 disease->stats.exp = 0; 1982 disease->stats.exp = 0;
1982 disease->level = casting_level (caster, spell); 1983 disease->level = casting_level (caster, spell);
1983 1984
1984 /* do level adjustments */ 1985 /* do level adjustments */
1985 if (disease->stats.wc) 1986 if (disease->stats.wc ) disease->stats.wc += dur_mod / 2;
1986 disease->stats.wc += dur_mod / 2; 1987 if (disease->magic > 0) disease->magic += dur_mod / 8;
1987 1988 if (disease->stats.maxhp > 0) disease->stats.maxhp += dur_mod;
1988 if (disease->magic > 0) 1989 if (disease->stats.maxgrace > 0) disease->stats.maxgrace += dur_mod;
1989 disease->magic += dur_mod / 8;
1990
1991 if (disease->stats.maxhp > 0)
1992 disease->stats.maxhp += dur_mod;
1993
1994 if (disease->stats.maxgrace > 0)
1995 disease->stats.maxgrace += dur_mod;
1996
1997 if (disease->stats.dam)
1998 {
1999 if (disease->stats.dam > 0)
2000 disease->stats.dam += dam_mod;
2001 else
2002 disease->stats.dam -= dam_mod;
2003 }
2004 1990
2005 if (disease->last_sp) 1991 if (disease->last_sp)
2006 { 1992 {
2007 disease->last_sp -= 2 * dam_mod; 1993 disease->last_sp -= 2 * dam_mod;
1994
2008 if (disease->last_sp < 1) 1995 if (disease->last_sp < 1)
2009 disease->last_sp = 1; 1996 disease->last_sp = 1;
2010 } 1997 }
2011 1998
2012 if (disease->stats.maxsp) 1999 if (disease->stats.dam ) disease->stats.dam += copysignl (disease->stats.dam , dam_mod);
2013 { 2000 if (disease->stats.maxsp) disease->stats.maxsp += copysignl (disease->stats.maxsp, dam_mod);
2014 if (disease->stats.maxsp > 0) 2001 if (disease->stats.ac ) disease->stats.ac += dam_mod;
2015 disease->stats.maxsp += dam_mod; 2002 if (disease->last_eat ) disease->last_eat -= dam_mod;
2016 else 2003 if (disease->stats.hp ) disease->stats.hp -= dam_mod;
2017 disease->stats.maxsp -= dam_mod; 2004 if (disease->stats.sp ) disease->stats.sp -= dam_mod;
2018 }
2019
2020 if (disease->stats.ac)
2021 disease->stats.ac += dam_mod;
2022
2023 if (disease->last_eat)
2024 disease->last_eat -= dam_mod;
2025
2026 if (disease->stats.hp)
2027 disease->stats.hp -= dam_mod;
2028
2029 if (disease->stats.sp)
2030 disease->stats.sp -= dam_mod;
2031 2005
2032 if (infect_object (walk, disease, 1)) 2006 if (infect_object (walk, disease, 1))
2033 { 2007 {
2034 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));
2035 2009
2036 disease->destroy (); /* don't need this one anymore */ 2010 disease->destroy (); /* don't need this one anymore */
2037 walk->map->insert (get_archetype ("detect_magic"), x, y, op); 2011 walk->map->insert (archetype::get (shstr_detect_magic), x, y, op);
2038 return 1; 2012 return 1;
2039 } 2013 }
2040 2014
2041 disease->destroy (); 2015 disease->destroy ();
2042 } 2016 }

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