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Comparing deliantra/server/server/spell_attack.C (file contents):
Revision 1.58 by root, Sat May 17 14:57:23 2008 UTC vs.
Revision 1.94 by root, Fri Dec 18 03:49:46 2009 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 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002-2003,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002-2003,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * Deliantra is free software: you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation, either version 3 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
20 * 21 *
21 * The authors can be reached via e-mail to <support@deliantra.net> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 23 */
23 24
24/* This file contains all the spell attack code. Grouping this code 25/* This file contains all the spell attack code. Grouping this code
36/* this function checks to see if a spell pushes objects as well 37/* this function checks to see if a spell pushes objects as well
37 * as flies over and damages them (only used for cones for now) 38 * as flies over and damages them (only used for cones for now)
38 * but moved here so it could be applied to bolts too 39 * but moved here so it could be applied to bolts too
39 * op is the spell object. 40 * op is the spell object.
40 */ 41 */
41void 42static void
42check_spell_knockback (object *op) 43check_spell_knockback (object *op)
43{ 44{
44 int weight_move; 45 int weight_move;
45 int frictionmod = 2; /*poor man's physics - multipy targets weight by this amount */ 46 int frictionmod = 2; /*poor man's physics - multipy targets weight by this amount */
46 47
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;
148 new_bolt->duration++; 149 new_bolt->duration++;
149 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */ 150 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */
150 new_bolt->stats.dam++; 151 new_bolt->stats.dam++;
151 tmp->stats.dam /= 2; /* reduce father bolt damage */ 152 tmp->stats.dam /= 2; /* reduce father bolt damage */
152 tmp->stats.dam++; 153 tmp->stats.dam++;
154
153 if ((new_bolt = m->insert (new_bolt, sx, sy, op))) 155 if ((new_bolt = m->insert (new_bolt, sx, sy, op)))
154 update_turn_face (new_bolt); 156 update_turn_face (new_bolt);
155} 157}
156 158
157/* move_bolt: moves bolt 'op'. Basically, it just advances a space, 159/* move_bolt: moves bolt 'op'. Basically, it just advances a space,
164 sint16 x, y; 166 sint16 x, y;
165 maptile *m; 167 maptile *m;
166 168
167 if (--op->duration < 0) 169 if (--op->duration < 0)
168 { 170 {
169 op->destroy (); 171 op->drop_and_destroy ();
170 return; 172 return;
171 } 173 }
172 174
173 hit_map (op, 0, op->attacktype, 1); 175 hit_map (op, 0, op->attacktype, 1);
174 176
275 int mflags; 277 int mflags;
276 278
277 if (!spob->other_arch) 279 if (!spob->other_arch)
278 return 0; 280 return 0;
279 281
280 tmp = arch_to_object (spob->other_arch); 282 tmp = spob->other_arch->instance ();
281 if (tmp == NULL) 283 if (tmp == NULL)
282 return 0; 284 return 0;
283 285
284 /* peterm: level dependency for bolts */ 286 /* peterm: level dependency for bolts */
285 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);
306 308
307 maptile *newmap; 309 maptile *newmap;
308 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);
309 if (mflags & P_OUT_OF_MAP) 311 if (mflags & P_OUT_OF_MAP)
310 { 312 {
311 tmp->destroy (); 313 tmp->drop_and_destroy ();
312 return 0; 314 return 0;
313 } 315 }
314 316
315 tmp->map = newmap; 317 tmp->map = newmap;
316 318
317 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)))
318 { 320 {
319 if (!QUERY_FLAG (tmp, FLAG_REFLECTING)) 321 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
320 { 322 {
321 tmp->destroy (); 323 tmp->drop_and_destroy ();
322 return 0; 324 return 0;
323 } 325 }
324 326
325 tmp->x = op->x; 327 tmp->x = op->x;
326 tmp->y = op->y; 328 tmp->y = op->y;
387 389
388/* Causes an object to explode, eg, a firebullet, 390/* Causes an object to explode, eg, a firebullet,
389 * poison cloud ball, etc. op is the object to 391 * poison cloud ball, etc. op is the object to
390 * explode. 392 * explode.
391 */ 393 */
392void 394static void
393explode_bullet (object *op) 395explode_bullet (object *op)
394{ 396{
395 object *tmp, *owner; 397 object *tmp, *owner;
396 398
397 if (op->other_arch == NULL) 399 if (!op->other_arch)
398 { 400 {
399 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n"); 401 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n");
400 op->destroy (); 402 op->destroy ();
401 return; 403 return;
402 } 404 }
437 if (op->destroyed ()) 439 if (op->destroyed ())
438 return; 440 return;
439 } 441 }
440 442
441 /* other_arch contains what this explodes into */ 443 /* other_arch contains what this explodes into */
442 tmp = arch_to_object (op->other_arch); 444 tmp = op->other_arch->instance ();
443 445
444 tmp->set_owner (op); 446 tmp->set_owner (op);
445 tmp->skill = op->skill; 447 tmp->skill = op->skill;
446 448
447 owner = op->owner; 449 owner = op->owner;
448 450
449 if ((tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) && owner && !tailor_god_spell (tmp, owner)) 451 if ((tmp->attacktype & AT_HOLYWORD
452 || tmp->attacktype & AT_GODPOWER)
453 && owner
454 && !tailor_god_spell (tmp, owner))
450 { 455 {
451 op->destroy (); 456 op->destroy ();
452 return; 457 return;
453 } 458 }
454 459
520 { 525 {
521 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 526 if (QUERY_FLAG (tmp, FLAG_ALIVE))
522 { 527 {
523 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1); 528 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1);
524 529
530 // TODO: can't understand the following if's
525 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0) 531 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0)
526 { 532 {
527 if (!QUERY_FLAG (op, FLAG_REMOVED)) 533 if (!QUERY_FLAG (op, FLAG_REMOVED))
528 { 534 {
529 op->destroy (); 535 op->destroy ();
540 * fired arches (eg, bolts). 546 * fired arches (eg, bolts).
541 */ 547 */
542void 548void
543move_bullet (object *op) 549move_bullet (object *op)
544{ 550{
545 sint16 new_x, new_y;
546 int mflags;
547 maptile *m;
548
549#if 0 551#if 0
550 /* We need a better general purpose way to do this */ 552 /* We need a better general purpose way to do this */
551 553
552 /* peterm: added to make comet leave a trail of burnouts 554 /* peterm: added to make comet leave a trail of burnouts
553 it's an unadulterated hack, but the effect is cool. */ 555 it's an unadulterated hack, but the effect is cool. */
568 op->destroy (); 570 op->destroy ();
569 571
570 return; 572 return;
571 } 573 }
572 574
573 new_x = op->x + DIRX (op); 575 mapxy pos (op);
574 new_y = op->y + DIRY (op); 576 pos.move (op->direction);
575 m = op->map;
576 mflags = get_map_flags (m, &m, new_x, new_y, &new_x, &new_y);
577 577
578 if (mflags & P_OUT_OF_MAP) 578 if (!pos.normalise ())
579 { 579 {
580 op->destroy (); 580 op->destroy ();
581 return; 581 return;
582 } 582 }
583 583
584 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))
585 { 589 {
586 if (op->other_arch) 590 if (op->other_arch)
587 explode_bullet (op); 591 explode_bullet (op);
588 else 592 else
589 op->destroy (); 593 op->destroy ();
590 594
591 return; 595 return;
592 } 596 }
593 597
594 if (!(op = m->insert (op, new_x, new_y, op))) 598 if (!(op = pos.insert (op, op)))
595 return; 599 return;
596 600
597 if (reflwall (op->map, op->x, op->y, op)) 601 if (reflwall (op->map, op->x, op->y, op))
598 { 602 {
599 op->direction = absdir (op->direction + 4); 603 op->direction = absdir (op->direction + 4);
683 * CONE RELATED FUNCTIONS 687 * CONE RELATED FUNCTIONS
684 * 688 *
685 *****************************************************************************/ 689 *****************************************************************************/
686 690
687/* drops an object based on what is in the cone's "other_arch" */ 691/* drops an object based on what is in the cone's "other_arch" */
688void 692static void
689cone_drop (object *op) 693cone_drop (object *op)
690{ 694{
691 object *new_ob = arch_to_object (op->other_arch); 695 object *new_ob = op->other_arch->instance ();
692 696
693 new_ob->level = op->level; 697 new_ob->level = op->level;
694 new_ob->set_owner (op->owner); 698 new_ob->set_owner (op->owner);
695 699
696 /* preserve skill ownership */ 700 /* preserve skill ownership */
732 } 736 }
733#endif 737#endif
734 738
735 hit_map (op, 0, op->attacktype, 0); 739 hit_map (op, 0, op->attacktype, 0);
736 740
741 if (!op->is_on_map ())
742 return;
743
737 /* Check to see if we should push anything. 744 /* Check to see if we should push anything.
738 * Spell objects with weight push whatever they encounter to some 745 * Spell objects with weight push whatever they encounter to some
739 * degree. 746 * degree.
740 */ 747 */
741 if (op->weight) 748 if (op->weight)
749 {
742 check_spell_knockback (op); 750 check_spell_knockback (op);
743 751
744 if (op->destroyed ()) 752 if (!op->is_on_map ())
745 return; 753 return;
754 }
746 755
747 if ((op->duration--) < 0) 756 if (op->duration-- < 0)
748 { 757 {
749 op->destroy (); 758 op->destroy ();
750 return; 759 return;
751 } 760 }
752 /* Object has hit maximum range, so don't have it move 761 /* Object has hit maximum range, so don't have it move
818 */ 827 */
819 movetype = spell->other_arch->move_type; 828 movetype = spell->other_arch->move_type;
820 829
821 for (i = range_min; i <= range_max; i++) 830 for (i = range_min; i <= range_max; i++)
822 { 831 {
823 sint16 x, y, d; 832 sint16 x, y;
824 833
825 /* We can't use absdir here, because it never returns 834 /* We can't use absdir here, because it never returns
826 * 0. If this is a rune, we want to hit the person on top 835 * 0. If this is a rune, we want to hit the person on top
827 * of the trap (d==0). If it is not a rune, then we don't want 836 * of the trap (d==0). If it is not a rune, then we don't want
828 * to hit that person. 837 * to hit that person.
829 */ 838 */
830 d = dir + i; 839 int d = dir ? absdir (dir + i) : i;
831 while (d < 0)
832 d += 8;
833 while (d > 8)
834 d -= 8;
835 840
836 /* If it's not a rune, we don't want to blast the caster. 841 /* If it's not a rune, we don't want to blast the caster.
837 * In that case, we have to see - if dir is specified, 842 * In that case, we have to see - if dir is specified,
838 * turn this into direction 8. If dir is not specified (all 843 * turn this into direction 8. If dir is not specified (all
839 * direction) skip - otherwise, one line would do more damage 844 * direction) skip - otherwise, one line would do more damage
856 861
857 if ((movetype & GET_MAP_MOVE_BLOCK (m, sx, sy)) == movetype) 862 if ((movetype & GET_MAP_MOVE_BLOCK (m, sx, sy)) == movetype)
858 continue; 863 continue;
859 864
860 success = 1; 865 success = 1;
861 tmp = arch_to_object (spell->other_arch); 866 tmp = spell->other_arch->instance ();
862 tmp->set_owner (op); 867 tmp->set_owner (op);
863 set_spell_skill (op, caster, spell, tmp); 868 set_spell_skill (op, caster, spell, tmp);
864 tmp->level = caster_level (caster, spell); 869 tmp->level = casting_level (caster, spell);
865 tmp->attacktype = spell->attacktype; 870 tmp->attacktype = spell->attacktype;
866 871
867 /* holy word stuff */ 872 /* holy word stuff */
868 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER)) 873 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER))
869 if (!tailor_god_spell (tmp, op)) 874 if (!tailor_god_spell (tmp, op))
941 946
942 object *env = op->outer_env (); 947 object *env = op->outer_env ();
943 948
944 if (op->env) 949 if (op->env)
945 { 950 {
946 if (env->map == NULL) 951 if (!env->map)
947 return; 952 return;
948 953
949 if (!(op = op->insert_at (env, op))) 954 if (!(op = op->insert_at (env, op)))
950 return; 955 return;
951 } 956 }
952 957
953 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent bomb from exploding 958 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent bomb from exploding
954 // on a safe map. I don't like this special casing, but it seems to be neccessary 959 // on a safe map. I don't like this special casing, but it seems to be neccessary
955 // as bombs can be carried. 960 // as bombs can be carried.
956 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE) 961 if (op->ms ().flags () & P_SAFE)
957 { 962 {
958 op->destroy (); 963 op->destroy ();
959 return; 964 return;
960 } 965 }
961 966
968 for (int i = 1; i < 9; i++) 973 for (int i = 1; i < 9; i++)
969 { 974 {
970 if (out_of_map (op->map, op->x + freearr_x[i], op->y + freearr_x[i])) 975 if (out_of_map (op->map, op->x + freearr_x[i], op->y + freearr_x[i]))
971 continue; 976 continue;
972 977
973 object *tmp = arch_to_object (at); 978 object *tmp = at->instance ();
974 tmp->direction = i; 979 tmp->direction = i;
975 tmp->range = op->range; 980 tmp->range = op->range;
976 tmp->stats.dam = op->stats.dam; 981 tmp->stats.dam = op->stats.dam;
977 tmp->duration = op->duration; 982 tmp->duration = op->duration;
978 tmp->attacktype = op->attacktype; 983 tmp->attacktype = op->attacktype;
998 int mflags; 1003 int mflags;
999 sint16 dx = op->x + freearr_x[dir], dy = op->y + freearr_y[dir]; 1004 sint16 dx = op->x + freearr_x[dir], dy = op->y + freearr_y[dir];
1000 maptile *m; 1005 maptile *m;
1001 1006
1002 mflags = get_map_flags (op->map, &m, dx, dy, &dx, &dy); 1007 mflags = get_map_flags (op->map, &m, dx, dy, &dx, &dy);
1008
1009 // when creating a bomb below ourself it should always work, even
1010 // when movement is blocked (somehow we got here, somehow we are here,
1011 // so we should also be able to make a bomb here). (originally added
1012 // to fix create bomb traps in doors, which cast with dir=0).
1013 if (dir)
1014 {
1003 if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, dx, dy) & MOVE_WALK)) 1015 if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, dx, dy) & MOVE_WALK))
1004 { 1016 {
1005 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way."); 1017 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way.");
1006 return 0; 1018 return 0;
1019 }
1007 } 1020 }
1008 1021
1009 tmp = arch_to_object (spell->other_arch); 1022 tmp = spell->other_arch->instance ();
1010 1023
1011 /* level dependencies for bomb */ 1024 /* level dependencies for bomb */
1012 tmp->range = spell->range + SP_level_range_adjust (caster, spell); 1025 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
1013 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1026 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1014 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell); 1027 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
1034 * dir is the direction to look in. 1047 * dir is the direction to look in.
1035 * range is how far out to look. 1048 * range is how far out to look.
1036 * type is the type of spell - either SPELL_MANA or SPELL_GRACE. 1049 * type is the type of spell - either SPELL_MANA or SPELL_GRACE.
1037 * this info is used for blocked magic/unholy spaces. 1050 * this info is used for blocked magic/unholy spaces.
1038 */ 1051 */
1039object * 1052static object *
1040get_pointed_target (object *op, int dir, int range, int type) 1053get_pointed_target (object *op, int dir, int range, int type)
1041{ 1054{
1042 object *target; 1055 object *target;
1043 sint16 x, y; 1056 sint16 x, y;
1044 int dist, mflags; 1057 int dist, mflags;
1097 * interesting spell. 1110 * interesting spell.
1098 * if it is a cleric spell, you need a god, and the creature 1111 * if it is a cleric spell, you need a god, and the creature
1099 * can't be friendly to your god. 1112 * can't be friendly to your god.
1100 */ 1113 */
1101 1114
1102 if (!target || QUERY_FLAG (target, FLAG_REFL_SPELL) 1115 if (!target
1116 || target->flag [FLAG_REFL_SPELL]
1103 || (!god && spell->stats.grace) 1117 || (!god && spell->stats.grace)
1104 || (target->title && god && !strcmp (target->title, god->name)) || (target->race && god && strstr (target->race, god->race))) 1118 || (god && target->title == god->name)
1119 || (god && target->race.contains (god->race)))
1105 { 1120 {
1106 new_draw_info (NDI_UNIQUE, 0, op, "Your request is unheeded."); 1121 new_draw_info (NDI_UNIQUE, 0, op, "Your request is unheeded.");
1107 return 0; 1122 return 0;
1108 } 1123 }
1109 1124
1110 if (spell->other_arch) 1125 if (spell->other_arch)
1111 effect = arch_to_object (spell->other_arch); 1126 effect = spell->other_arch->instance ();
1112 else 1127 else
1113 return 0; 1128 return 0;
1114 1129
1115 /* tailor the effect by priest level and worshipped God */ 1130 /* tailor the effect by priest level and worshipped God */
1116 effect->level = caster_level (caster, spell); 1131 effect->level = casting_level (caster, spell);
1117 effect->attacktype = spell->attacktype; 1132 effect->attacktype = spell->attacktype;
1118 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER)) 1133 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER))
1119 { 1134 {
1120 if (tailor_god_spell (effect, op)) 1135 if (tailor_god_spell (effect, op))
1121 new_draw_info_format (NDI_UNIQUE, 0, op, "%s answers your call!", determine_god (op)); 1136 new_draw_info_format (NDI_UNIQUE, 0, op, "%s answers your call!", (const char *)determine_god (op));
1122 else 1137 else
1123 { 1138 {
1124 new_draw_info (NDI_UNIQUE, 0, op, "Your request is ignored."); 1139 new_draw_info (NDI_UNIQUE, 0, op, "Your request is ignored.");
1125 return 0; 1140 return 0;
1126 } 1141 }
1178void 1193void
1179move_missile (object *op) 1194move_missile (object *op)
1180{ 1195{
1181 if (op->range-- <= 0) 1196 if (op->range-- <= 0)
1182 { 1197 {
1183 op->destroy (); 1198 op->drop_and_destroy ();
1184 return; 1199 return;
1185 } 1200 }
1186 1201
1187 mapxy pos (op); 1202 mapxy pos (op);
1188 pos.move (op->direction); 1203 pos.move (op->direction);
1229 * we do this by creating a force and inserting it in the 1244 * we do this by creating a force and inserting it in the
1230 * object. if time is 0, the object glows permanently. To truely 1245 * object. if time is 0, the object glows permanently. To truely
1231 * make this work for non-living objects, we would have to 1246 * make this work for non-living objects, we would have to
1232 * give them the capability to have an inventory. b.t. 1247 * give them the capability to have an inventory. b.t.
1233 */ 1248 */
1234int 1249static int
1235make_object_glow (object *op, int radius, int time) 1250make_object_glow (object *op, int radius, int time)
1236{ 1251{
1237 /* some things are unaffected... */ 1252 /* some things are unaffected... */
1238 if (op->path_denied & PATH_LIGHT) 1253 if (op->path_denied & PATH_LIGHT)
1239 return 0; 1254 return 0;
1240 1255
1241 object *tmp = get_archetype (FORCE_NAME); 1256 object *tmp = get_archetype (FORCE_NAME);
1242 tmp->speed = 0.01; 1257 tmp->speed = 0.01;
1243 tmp->stats.food = time; 1258 tmp->stats.food = time;
1244 SET_FLAG (tmp, FLAG_IS_USED_UP); 1259 SET_FLAG (tmp, FLAG_IS_USED_UP);
1245 tmp->glow_radius = radius; 1260 tmp->set_glow_radius (min (MAX_LIGHT_RADIUS, radius));
1246 if (tmp->glow_radius > MAX_LIGHT_RADII)
1247 tmp->glow_radius = MAX_LIGHT_RADII;
1248
1249 tmp = insert_ob_in_ob (tmp, op); 1261 tmp = insert_ob_in_ob (tmp, op);
1250 1262
1251 if (tmp->glow_radius > op->glow_radius) 1263 if (tmp->glow_radius > op->glow_radius)
1252 op->glow_radius = tmp->glow_radius; 1264 op->set_glow_radius (tmp->glow_radius);
1253 1265
1254 return 1; 1266 return 1;
1255} 1267}
1256 1268
1257int 1269int
1258cast_destruction (object *op, object *caster, object *spell_ob) 1270cast_destruction (object *op, object *caster, object *spell_ob)
1259{ 1271{
1260 int i, j, range, mflags, friendly = 0, dam, dur;
1261 sint16 sx, sy;
1262 maptile *m;
1263 object *tmp;
1264 const char *skill;
1265
1266 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob); 1272 int range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
1267 dam = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob); 1273 int dam = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob);
1268 dur = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob); 1274 int dur = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
1269 if (QUERY_FLAG (op, FLAG_FRIENDLY) || op->type == PLAYER) 1275
1270 friendly = 1; 1276 bool friendly = op->flag [FLAG_FRIENDLY] || op->is_player ();
1271 1277
1272 /* destruction doesn't use another spell object, so we need 1278 /* destruction doesn't use another spell object, so we need
1273 * update op's skill pointer so that exp is properly awarded. 1279 * update op's skill pointer so that exp is properly awarded.
1274 * We do some shortcuts here - since this is just temporary
1275 * and we'll reset the values back, we don't need to go through
1276 * the full share string/free_string route.
1277 */ 1280 */
1278 skill = op->skill; 1281 const shstr skill = op->skill;
1282
1279 if (caster == op) 1283 if (caster == op)
1280 op->skill = spell_ob->skill; 1284 op->skill = spell_ob->skill;
1281 else if (caster->skill) 1285 else if (caster->skill)
1282 op->skill = caster->skill; 1286 op->skill = caster->skill;
1283 else 1287 else
1284 op->skill = NULL; 1288 op->skill = 0;
1285 1289
1286 op->change_skill (find_skill_by_name (op, op->skill)); 1290 op->change_skill (find_skill_by_name (op, op->skill));
1287 1291
1288 for (i = -range; i <= range; i++) 1292 unordered_mapwalk (op, -range, -range, range, range)
1289 { 1293 {
1290 for (j = -range; j <= range; j++) 1294 mapspace &ms = m->at (nx, ny);
1291 {
1292 m = op->map;
1293 sx = op->x + i;
1294 sy = op->y + j;
1295 1295
1296 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
1297 if (mflags & P_OUT_OF_MAP)
1298 continue;
1299
1300 if (mflags & P_IS_ALIVE) 1296 if (ms.flags () & P_IS_ALIVE)
1297 for (object *next, *tmp = ms.bot; tmp; tmp = next)
1301 { 1298 {
1302 for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above) 1299 next = tmp->above;
1303 if (QUERY_FLAG (tmp, FLAG_ALIVE) || tmp->type == PLAYER)
1304 break;
1305 1300
1306 if (tmp) 1301 if (tmp->flag [FLAG_ALIVE] || tmp->is_player ())
1307 { 1302 {
1308 if (tmp->head)
1309 tmp = tmp->head; 1303 tmp = tmp->head_ ();
1310 1304
1311 if ((friendly && !QUERY_FLAG (tmp, FLAG_FRIENDLY) && tmp->type != PLAYER) || 1305 if ((friendly && !tmp->flag [FLAG_FRIENDLY] && !tmp->is_player ())
1312 (!friendly && (QUERY_FLAG (tmp, FLAG_FRIENDLY) || tmp->type == PLAYER))) 1306 || (!friendly && (tmp->flag [FLAG_FRIENDLY] || tmp->is_player ())))
1313 { 1307 {
1314 if (spell_ob->subtype == SP_DESTRUCTION) 1308 if (spell_ob->subtype == SP_DESTRUCTION)
1315 { 1309 {
1316 hit_player (tmp, dam, op, spell_ob->attacktype, 0); 1310 hit_player (tmp, dam, op, spell_ob->attacktype, 0);
1317 1311
1318 if (spell_ob->other_arch) 1312 if (spell_ob->other_arch)
1319 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op); 1313 m->insert (spell_ob->other_arch->instance (), nx, ny, op);
1320 } 1314 }
1321 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist[ATNR_MAGIC] != 100) 1315 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist [ATNR_MAGIC] != 100)
1322 { 1316 {
1323 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch) 1317 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch)
1324 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op); 1318 m->insert (spell_ob->other_arch->instance (), nx, ny, op);
1325 } 1319 }
1326 } 1320 }
1327 } 1321 }
1328 } 1322 }
1329 }
1330 } 1323 }
1331 1324
1332 op->skill = skill; 1325 op->skill = skill;
1333 return 1; 1326 return 1;
1334} 1327}
1336/*************************************************************************** 1329/***************************************************************************
1337 * 1330 *
1338 * CURSE 1331 * CURSE
1339 * 1332 *
1340 ***************************************************************************/ 1333 ***************************************************************************/
1341
1342int 1334int
1343cast_curse (object *op, object *caster, object *spell_ob, int dir) 1335cast_curse (object *op, object *caster, object *spell_ob, int dir)
1344{ 1336{
1345 object *god = find_god (determine_god (op)); 1337 object *god = find_god (determine_god (op));
1346 object *tmp, *force; 1338 object *tmp, *force;
1424 force->stats.wc = spell_ob->stats.wc; 1416 force->stats.wc = spell_ob->stats.wc;
1425 1417
1426 change_abil (tmp, force); /* Mostly to display any messages */ 1418 change_abil (tmp, force); /* Mostly to display any messages */
1427 insert_ob_in_ob (force, tmp); 1419 insert_ob_in_ob (force, tmp);
1428 tmp->update_stats (); 1420 tmp->update_stats ();
1421
1429 return 1; 1422 return 1;
1430
1431} 1423}
1432 1424
1433/********************************************************************** 1425/**********************************************************************
1434 * mood change 1426 * mood change
1435 * Arguably, this may or may not be an attack spell. But since it 1427 * Arguably, this may or may not be an attack spell. But since it
1441 */ 1433 */
1442int 1434int
1443mood_change (object *op, object *caster, object *spell) 1435mood_change (object *op, object *caster, object *spell)
1444{ 1436{
1445 object *tmp, *god, *head; 1437 object *tmp, *god, *head;
1446 int done_one, range, mflags, level, at, best_at; 1438 int done_one, range, level, at, best_at;
1447 sint16 x, y, nx, ny;
1448 maptile *m;
1449 const char *race; 1439 const char *race;
1450 1440
1451 /* We precompute some values here so that we don't have to keep 1441 /* We precompute some values here so that we don't have to keep
1452 * doing it over and over again. 1442 * doing it over and over again.
1453 */ 1443 */
1454 god = find_god (determine_god (op)); 1444 god = find_god (determine_god (op));
1455 level = caster_level (caster, spell); 1445 level = casting_level (caster, spell);
1456 range = spell->range + SP_level_range_adjust (caster, spell); 1446 range = spell->range + SP_level_range_adjust (caster, spell);
1457 1447
1458 /* On the bright side, no monster should ever have a race of GOD_... 1448 /* On the bright side, no monster should ever have a race of GOD_...
1459 * so even if the player doesn't worship a god, if race=GOD_.., it 1449 * so even if the player doesn't worship a god, if race=GOD_.., it
1460 * won't ever match anything. 1450 * won't ever match anything.
1461 */ 1451 */
1462 if (!spell->race) 1452 if (!spell->race)
1463 race = NULL; 1453 race = NULL;
1464 else if (god && !strcmp (spell->race, "GOD_SLAYING")) 1454 else if (god && spell->race == shstr_GOD_SLAYING)
1465 race = god->slaying; 1455 race = god->slaying;
1466 else if (god && !strcmp (spell->race, "GOD_FRIEND")) 1456 else if (god && spell->race == shstr_GOD_FRIEND)
1467 race = god->race; 1457 race = god->race;
1468 else 1458 else
1469 race = spell->race; 1459 race = spell->race;
1470 1460
1471 for (x = op->x - range; x <= op->x + range; x++) 1461 unordered_mapwalk (op, -range, -range, range, range)
1472 for (y = op->y - range; y <= op->y + range; y++)
1473 { 1462 {
1474 done_one = 0; 1463 mapspace &ms = m->at (nx, ny);
1475 m = op->map;
1476 nx = x;
1477 ny = y;
1478 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1479 if (mflags & P_OUT_OF_MAP)
1480 continue;
1481 1464
1482 /* If there is nothing living on this space, no need to go further */ 1465 /* If there is nothing living on this space, no need to go further */
1483 if (!(mflags & P_IS_ALIVE)) 1466 if (!ms.flags () & P_IS_ALIVE)
1484 continue; 1467 continue;
1485 1468
1486 // players can only affect spaces that they can actually see 1469 // players can only affect spaces that they can actually see
1470 if (caster
1487 if (caster && caster->contr 1471 && caster->contr
1488 && caster->contr->visibility_at (m, nx, ny) < 70) 1472 && caster->contr->darkness_at (m, nx, ny) == LOS_BLOCKED)
1489 continue; 1473 continue;
1490 1474
1491 for (tmp = GET_MAP_TOP (m, nx, ny); tmp; tmp = tmp->below) 1475 for (tmp = ms.top; tmp; tmp = tmp->below)
1492 if (QUERY_FLAG (tmp, FLAG_MONSTER)) 1476 if (tmp->flag [FLAG_MONSTER])
1493 break; 1477 break;
1494 1478
1495 /* There can be living objects that are not monsters */ 1479 /* There can be living objects that are not monsters */
1496 if (!tmp || tmp->type == PLAYER) 1480 if (!tmp)
1497 continue; 1481 continue;
1498 1482
1499 /* Only the head has meaningful data, so resolve to that */ 1483 /* Only the head has meaningful data, so resolve to that */
1500 if (tmp->head)
1501 head = tmp->head; 1484 head = tmp->head_ ();
1502 else
1503 head = tmp;
1504 1485
1505 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */ 1486 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */
1506 if (race && head->race && !strstr (race, head->race)) 1487 if (race && head->race && !strstr (race, head->race))
1507 continue; 1488 continue;
1508 1489
1509 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD)) 1490 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD))
1510 continue; 1491 continue;
1511 1492
1512 /* Now do a bunch of stuff related to saving throws */ 1493 /* Now do a bunch of stuff related to saving throws */
1513 best_at = -1; 1494 best_at = -1;
1514 if (spell->attacktype) 1495 if (spell->attacktype)
1515 { 1496 {
1516 for (at = 0; at < NROFATTACKS; at++) 1497 for (at = 0; at < NROFATTACKS; at++)
1517 if (spell->attacktype & (1 << at)) 1498 if (spell->attacktype & (1 << at))
1518 if (best_at == -1 || head->resist[at] > head->resist[best_at]) 1499 if (best_at == -1 || head->resist[at] > head->resist[best_at])
1519 best_at = at; 1500 best_at = at;
1520 1501
1521 if (best_at == -1) 1502 if (best_at == -1)
1522 at = 0; 1503 at = 0;
1523 else 1504 else
1524 { 1505 {
1525 if (head->resist[best_at] == 100) 1506 if (head->resist[best_at] == 100)
1526 continue; 1507 continue;
1527 else 1508 else
1528 at = head->resist[best_at] / 5; 1509 at = head->resist[best_at] / 5;
1529 } 1510 }
1511
1530 at -= level / 5; 1512 at -= level / 5;
1531 if (did_make_save (head, head->level, at)) 1513 if (did_make_save (head, head->level, at))
1532 continue; 1514 continue;
1533 } 1515 }
1534 else /* spell->attacktype */ 1516 else /* spell->attacktype */
1535 { 1517 {
1536 /* 1518 /*
1537 Spell has no attacktype (charm & such), so we'll have a specific saving: 1519 Spell has no attacktype (charm & such), so we'll have a specific saving:
1538 * if spell level < monster level, no go 1520 * if spell level < monster level, no go
1539 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) ) 1521 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) )
1540 1522
1541 The chance will then be in the range [20-70] percent, not too bad. 1523 The chance will then be in the range [20-70] percent, not too bad.
1542 1524
1543 This is required to fix the 'charm monster' abuse, where a player level 1 can 1525 This is required to fix the 'charm monster' abuse, where a player level 1 can
1544 charm a level 125 monster... 1526 charm a level 125 monster...
1545 1527
1546 Ryo, august 14th 1528 Ryo, august 14th
1547 */ 1529 */
1548 if (head->level > level) 1530 if (head->level > level)
1549 continue; 1531 continue;
1550 1532
1551 if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + MIN (50, 2 * (level - head->level)))) 1533 if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + min (50, 2 * (level - head->level))))
1552 /* Failed, no effect */ 1534 /* Failed, no effect */
1553 continue; 1535 continue;
1554 } 1536 }
1555 1537
1556 /* Done with saving throw. Now start affecting the monster */ 1538 /* Done with saving throw. Now start affecting the monster */
1539 done_one = 0;
1557 1540
1558 /* aggravation */ 1541 /* aggravation */
1559 if (QUERY_FLAG (spell, FLAG_MONSTER)) 1542 if (QUERY_FLAG (spell, FLAG_MONSTER))
1560 { 1543 {
1561 CLEAR_FLAG (head, FLAG_SLEEP); 1544 CLEAR_FLAG (head, FLAG_SLEEP);
1562 remove_friendly_object (head); 1545 remove_friendly_object (head);
1563 done_one = 1; 1546 done_one = 1;
1564 head->enemy = op; 1547 head->enemy = op;
1565 } 1548 }
1566 1549
1567 /* calm monsters */ 1550 /* calm monsters */
1568 if (QUERY_FLAG (spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (head, FLAG_UNAGGRESSIVE)) 1551 if (QUERY_FLAG (spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (head, FLAG_UNAGGRESSIVE))
1569 { 1552 {
1570 SET_FLAG (head, FLAG_UNAGGRESSIVE); 1553 SET_FLAG (head, FLAG_UNAGGRESSIVE);
1571 head->enemy = NULL; 1554 head->enemy = NULL;
1572 done_one = 1; 1555 done_one = 1;
1573 } 1556 }
1574 1557
1575 /* berserk monsters */ 1558 /* berserk monsters */
1576 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK)) 1559 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK))
1577 { 1560 {
1578 SET_FLAG (head, FLAG_BERSERK); 1561 SET_FLAG (head, FLAG_BERSERK);
1579 done_one = 1; 1562 done_one = 1;
1580 } 1563 }
1581 1564
1582 /* charm */ 1565 /* charm */
1583 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY)) 1566 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY))
1584 { 1567 {
1585 INVOKE_OBJECT (KILL, head, ARG_OBJECT (caster)); 1568 INVOKE_OBJECT (KILL, head, ARG_OBJECT (caster));
1586 1569
1587 /* Prevent uncontrolled outbreaks of self replicating monsters. 1570 /* Prevent uncontrolled outbreaks of self replicating monsters.
1588 Typical use case is charm, go somwhere, use aggravation to make hostile. 1571 Typical use case is charm, go somwhere, use aggravation to make hostile.
1589 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */ 1572 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */
1590 CLEAR_FLAG (head, FLAG_GENERATOR); 1573 CLEAR_FLAG (head, FLAG_GENERATOR);
1591 head->set_owner (op); 1574 head->set_owner (op);
1592 set_spell_skill (op, caster, spell, head); 1575 set_spell_skill (op, caster, spell, head);
1593 add_friendly_object (head); 1576 add_friendly_object (head);
1594 head->attack_movement = PETMOVE; 1577 head->attack_movement = PETMOVE;
1595 done_one = 1; 1578 done_one = 1;
1596 change_exp (op, head->stats.exp / 2, head->skill, SK_EXP_ADD_SKILL); 1579 change_exp (op, head->stats.exp / 2, head->skill, SK_EXP_ADD_SKILL);
1597 head->stats.exp = 0; 1580 head->stats.exp = 0;
1598 } 1581 }
1599 1582
1600 /* If a monster was effected, put an effect in */ 1583 /* If a monster was effected, put an effect in */
1601 if (done_one && spell->other_arch) 1584 if (done_one && spell->other_arch)
1602 m->insert (arch_to_object (spell->other_arch), nx, ny, op); 1585 m->insert (spell->other_arch->instance (), nx, ny, op);
1603 } /* for y */ 1586 }
1604 1587
1605 return 1; 1588 return 1;
1606} 1589}
1607
1608 1590
1609/* Move_ball_spell: This handles ball type spells that just sort of wander 1591/* Move_ball_spell: This handles ball type spells that just sort of wander
1610 * about. was called move_ball_lightning, but since more than the ball 1592 * about. was called move_ball_lightning, but since more than the ball
1611 * lightning spell used it, that seemed misnamed. 1593 * lightning spell used it, that seemed misnamed.
1612 * op is the spell effect. 1594 * op is the spell effect.
1613 * note that duration is handled by process_object() in time.c 1595 * note that duration is handled by process_object() in time.c
1614 */ 1596 */
1615
1616void 1597void
1617move_ball_spell (object *op) 1598move_ball_spell (object *op)
1618{ 1599{
1619 int i, j, dam_save, dir, mflags; 1600 int i, j, dam_save, dir, mflags;
1620 sint16 nx, ny, hx, hy; 1601 sint16 nx, ny, hx, hy;
1639 for (i = 1; i < 9; i++) 1620 for (i = 1; i < 9; i++)
1640 { 1621 {
1641 /* i bit 0: alters sign of offset 1622 /* i bit 0: alters sign of offset
1642 * other bits (i / 2): absolute value of offset 1623 * other bits (i / 2): absolute value of offset
1643 */ 1624 */
1644
1645 int offset = ((i ^ j) & 1) ? (i / 2) : -(i / 2); 1625 int offset = ((i ^ j) & 1) ? (i / 2) : -(i / 2);
1646 int tmpdir = absdir (op->direction + offset); 1626 int tmpdir = absdir (op->direction + offset);
1647 1627
1648 nx = op->x + freearr_x[tmpdir]; 1628 nx = op->x + freearr_x[tmpdir];
1649 ny = op->y + freearr_y[tmpdir]; 1629 ny = op->y + freearr_y[tmpdir];
1651 { 1631 {
1652 dir = tmpdir; 1632 dir = tmpdir;
1653 break; 1633 break;
1654 } 1634 }
1655 } 1635 }
1636
1656 if (dir == 0) 1637 if (dir == 0)
1657 { 1638 {
1658 nx = op->x; 1639 nx = op->x;
1659 ny = op->y; 1640 ny = op->y;
1660 m = op->map; 1641 m = op->map;
1692 hit_map (op, j, op->attacktype, 1); 1673 hit_map (op, j, op->attacktype, 1);
1693 } 1674 }
1694 1675
1695 /* insert the other arch */ 1676 /* insert the other arch */
1696 if (op->other_arch && !(OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy)))) 1677 if (op->other_arch && !(OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy))))
1697 m->insert (arch_to_object (op->other_arch), hx, hy, op); 1678 m->insert (op->other_arch->instance (), hx, hy, op);
1698 } 1679 }
1699 1680
1700 /* restore to the center location and damage */ 1681 /* restore to the center location and damage */
1701 op->stats.dam = dam_save; 1682 op->stats.dam = dam_save;
1702 1683
1730 int adjustdir; 1711 int adjustdir;
1731 maptile *m; 1712 maptile *m;
1732#endif 1713#endif
1733 object *owner = op->env; 1714 object *owner = op->env;
1734 1715
1716 if (!owner) // MUST not happen, remove when true TODO
1717 {
1718 LOG (llevError, "swarm spell found outside inventory: %s\n", op->debug_desc ());
1719 op->destroy ();
1720 return;
1721 }
1722
1735 if (!op->duration || !owner->is_on_map ()) 1723 if (!op->duration || !owner->is_on_map ())
1736 { 1724 {
1737 op->destroy (); 1725 op->drop_and_destroy ();
1738 return; 1726 return;
1739 } 1727 }
1740 1728
1741 op->duration--; 1729 op->duration--;
1742 1730
1743 int basedir = op->direction; 1731 int basedir = op->direction;
1744 if (!basedir) 1732 if (!basedir)
1733 {
1745 /* spray in all directions! 8) */ 1734 /* spray in all directions! 8) */
1746 basedir = (op->facing += op->state) % 8 + 1; 1735 op->facing = (op->facing + op->state) & 7;
1736 basedir = op->facing + 1;
1737 }
1747 1738
1748#if 0 1739#if 0
1749 // this is bogus: it causes wrong places to be checked below 1740 // this is bogus: it causes wrong places to be checked below
1750 // (a wall 2 cells away will block the effect...) and 1741 // (a wall 2 cells away will block the effect...) and
1751 // doesn't work for SP_BULLET anyhow, so again tests the wrong 1742 // doesn't work for SP_BULLET anyhow, so again tests the wrong
1833{ 1824{
1834 if (!spell->other_arch) 1825 if (!spell->other_arch)
1835 return 0; 1826 return 0;
1836 1827
1837 object *tmp = archetype::get (SWARM_SPELL); 1828 object *tmp = archetype::get (SWARM_SPELL);
1829
1838 set_spell_skill (op, caster, spell, tmp); 1830 set_spell_skill (op, caster, spell, tmp);
1839 tmp->level = caster_level (caster, spell); /* needed later, to get level dep. right. */ 1831 tmp->level = casting_level (caster, spell); /* needed later, to get level dep. right. */
1840 tmp->spell = spell->other_arch->instance (); 1832 tmp->spell = spell->other_arch->instance ();
1841 tmp->attacktype = tmp->spell->attacktype; 1833 tmp->attacktype = tmp->spell->attacktype;
1842 1834
1843 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) 1835 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
1844 if (!tailor_god_spell (tmp, op)) 1836 if (!tailor_god_spell (tmp, op))
1846 1838
1847 tmp->duration = SP_level_duration_adjust (caster, spell); 1839 tmp->duration = SP_level_duration_adjust (caster, spell);
1848 for (int i = 0; i < spell->duration; i++) 1840 for (int i = 0; i < spell->duration; i++)
1849 tmp->duration += die_roll (1, 3, op, PREFER_HIGH); 1841 tmp->duration += die_roll (1, 3, op, PREFER_HIGH);
1850 1842
1843 tmp->invisible = 1;
1844 tmp->flag [FLAG_NO_DROP] = 1; // make sure it stays in inv, or else
1851 tmp->direction = dir; 1845 tmp->direction = dir;
1852 tmp->invisible = 1;
1853 tmp->facing = rndm (1, 8); // initial firing direction 1846 tmp->facing = rndm (1, 8); // initial firing direction
1854 tmp->state = rndm (4) * 2 + 1; // direction increment 1847 tmp->state = rndm (4) * 2 + 1; // direction increment
1855 1848
1856 op->insert (tmp); 1849 op->insert (tmp);
1857 1850
1869 int dam, mflags; 1862 int dam, mflags;
1870 maptile *m; 1863 maptile *m;
1871 1864
1872 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1865 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1873 1866
1874 if (!dir) 1867 if (dir)
1875 {
1876 new_draw_info (NDI_UNIQUE, 0, op, "In what direction?");
1877 return 0;
1878 } 1868 {
1879
1880 x = op->x + freearr_x[dir]; 1869 x = op->x + freearr_x[dir];
1881 y = op->y + freearr_y[dir]; 1870 y = op->y + freearr_y[dir];
1882 m = op->map; 1871 m = op->map;
1883 1872
1884 mflags = get_map_flags (m, &m, x, y, &x, &y); 1873 mflags = get_map_flags (m, &m, x, y, &x, &y);
1885 1874
1886 if (mflags & P_OUT_OF_MAP) 1875 if (mflags & P_OUT_OF_MAP)
1887 { 1876 {
1888 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is there."); 1877 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is there.");
1889 return 0; 1878 return 0;
1890 } 1879 }
1891 1880
1892 if (mflags & P_IS_ALIVE && spell->attacktype) 1881 if (mflags & P_IS_ALIVE && spell->attacktype)
1893 { 1882 {
1894 for (target = GET_MAP_OB (m, x, y); target; target = target->above) 1883 for (target = GET_MAP_OB (m, x, y); target; target = target->above)
1895 if (QUERY_FLAG (target, FLAG_MONSTER)) 1884 if (QUERY_FLAG (target, FLAG_MONSTER))
1896 { 1885 {
1897 /* oky doky. got a target monster. Lets make a blinding attack */ 1886 /* oky doky. got a target monster. Lets make a blinding attack */
1898 if (target->head) 1887 if (target->head)
1899 target = target->head; 1888 target = target->head;
1900 1889
1901 hit_player (target, dam, op, spell->attacktype, 1); 1890 hit_player (target, dam, op, spell->attacktype, 1);
1902 return 1; /* one success only! */ 1891 return 1; /* one success only! */
1892 }
1903 } 1893 }
1904 }
1905 1894
1906 /* no live target, perhaps a wall is in the way? */ 1895 /* no live target, perhaps a wall is in the way? */
1907 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y))) 1896 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)))
1908 { 1897 {
1909 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 1898 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1910 return 0; 1899 return 0;
1900 }
1911 } 1901 }
1912 1902
1913 /* ok, looks groovy to just insert a new light on the map */ 1903 /* ok, looks groovy to just insert a new light on the map */
1914 tmp = arch_to_object (spell->other_arch); 1904 tmp = spell->other_arch->instance ();
1915 if (!tmp) 1905 if (!tmp)
1916 { 1906 {
1917 LOG (llevError, "Error: spell arch for cast_light() missing.\n"); 1907 LOG (llevError, "Error: spell arch for cast_light() missing.\n");
1918 return 0; 1908 return 0;
1919 } 1909 }
1910
1920 tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell); 1911 tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell);
1912
1921 if (tmp->glow_radius) 1913 if (tmp->glow_radius)
1922 { 1914 tmp->set_glow_radius (
1923 tmp->glow_radius = spell->range + SP_level_range_adjust (caster, spell); 1915 clamp (spell->range + SP_level_range_adjust (caster, spell), 1, MAX_LIGHT_RADIUS)
1924 if (tmp->glow_radius > MAX_LIGHT_RADII) 1916 );
1925 tmp->glow_radius = MAX_LIGHT_RADII;
1926 }
1927 1917
1918 if (dir)
1928 m->insert (tmp, x, y, op); 1919 m->insert (tmp, x, y, op);
1920 else
1921 caster->outer_env_or_self ()->insert (tmp);
1922
1929 return 1; 1923 return 1;
1930} 1924}
1931 1925
1932/* cast_cause_disease: this spell looks along <dir> from the 1926/* cast_cause_disease: this spell looks along <dir> from the
1933 * player and infects someone. 1927 * player and infects someone.
1981 { 1975 {
1982 /* search this square for a victim */ 1976 /* search this square for a victim */
1983 for (walk = GET_MAP_OB (m, x, y); walk; walk = walk->above) 1977 for (walk = GET_MAP_OB (m, x, y); walk; walk = walk->above)
1984 if (QUERY_FLAG (walk, FLAG_MONSTER) || (walk->type == PLAYER)) 1978 if (QUERY_FLAG (walk, FLAG_MONSTER) || (walk->type == PLAYER))
1985 { /* found a victim */ 1979 { /* found a victim */
1986 object *disease = arch_to_object (spell->other_arch); 1980 object *disease = spell->other_arch->instance ();
1987 1981
1988 disease->set_owner (op); 1982 disease->set_owner (op);
1989 set_spell_skill (op, caster, spell, disease); 1983 set_spell_skill (op, caster, spell, disease);
1990 disease->stats.exp = 0; 1984 disease->stats.exp = 0;
1991 disease->level = caster_level (caster, spell); 1985 disease->level = casting_level (caster, spell);
1992 1986
1993 /* do level adjustments */ 1987 /* do level adjustments */
1994 if (disease->stats.wc) 1988 if (disease->stats.wc)
1995 disease->stats.wc += dur_mod / 2; 1989 disease->stats.wc += dur_mod / 2;
1996 1990
2041 if (infect_object (walk, disease, 1)) 2035 if (infect_object (walk, disease, 1))
2042 { 2036 {
2043 new_draw_info_format (NDI_UNIQUE, 0, op, "You inflict %s on %s!", &disease->name, &walk->name); 2037 new_draw_info_format (NDI_UNIQUE, 0, op, "You inflict %s on %s!", &disease->name, &walk->name);
2044 2038
2045 disease->destroy (); /* don't need this one anymore */ 2039 disease->destroy (); /* don't need this one anymore */
2046 walk->map->insert (get_archetype ("detect_magic"), x, y, op); 2040 walk->map->insert (get_archetype (shstr_detect_magic), x, y, op);
2047 return 1; 2041 return 1;
2048 } 2042 }
2049 2043
2050 disease->destroy (); 2044 disease->destroy ();
2051 } 2045 }

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