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Comparing deliantra/server/server/spell_attack.C (file contents):
Revision 1.44 by root, Sun Jul 22 14:17:58 2007 UTC vs.
Revision 1.93 by root, Sun Nov 29 17:41:08 2009 UTC

1/* 1/*
2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT 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 * Crossfire TRT 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 <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 23 */
23 24
24/* This file contains all the spell attack code. Grouping this code 25/* This file contains all the spell attack code. Grouping this code
25 * together should hopefully make it easier to find the relevent bits 26 * together should hopefully make it easier to find the relevent bits
26 * of code 27 * of code
36/* this function checks to see if a spell pushes objects as well 37/* this function checks to see if a spell pushes objects as well
37 * as flies over and damages them (only used for cones for now) 38 * as flies over and damages them (only used for cones for now)
38 * but moved here so it could be applied to bolts too 39 * but moved here so it could be applied to bolts too
39 * op is the spell object. 40 * op is the spell object.
40 */ 41 */
41 42static void
42void
43check_spell_knockback (object *op) 43check_spell_knockback (object *op)
44{ 44{
45 object *tmp, *tmp2; /* object on the map */
46 int weight_move; 45 int weight_move;
47 int frictionmod = 2; /*poor man's physics - multipy targets weight by this amount */ 46 int frictionmod = 2; /*poor man's physics - multipy targets weight by this amount */
48 47
49 if (!op->weight) 48 if (!op->weight)
50 { /*shouldn't happen but if cone object has no weight drop out */ 49 { /*shouldn't happen but if cone object has no weight drop out */
55 { 54 {
56 weight_move = op->weight + (op->weight * op->level) / 3; 55 weight_move = op->weight + (op->weight * op->level) / 3;
57 /*LOG (llevDebug, "DEBUG: arch weighs %d and masses %d (%s,level %d)\n", op->weight,weight_move,op->name,op->level); */ 56 /*LOG (llevDebug, "DEBUG: arch weighs %d and masses %d (%s,level %d)\n", op->weight,weight_move,op->name,op->level); */
58 } 57 }
59 58
60 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 59 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
61 { 60 {
62 int num_sections = 1; 61 int num_sections = 1;
63 62
64 /* don't move DM */ 63 /* don't move DM */
65 if (QUERY_FLAG (tmp, FLAG_WIZ)) 64 if (QUERY_FLAG (tmp, FLAG_WIZ))
72 /* don't move floors or immobile objects */ 71 /* don't move floors or immobile objects */
73 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || (!QUERY_FLAG (tmp, FLAG_ALIVE) && QUERY_FLAG (tmp, FLAG_NO_PICK))) 72 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || (!QUERY_FLAG (tmp, FLAG_ALIVE) && QUERY_FLAG (tmp, FLAG_NO_PICK)))
74 continue; 73 continue;
75 74
76 /* count the object's sections */ 75 /* count the object's sections */
77 for (tmp2 = tmp; tmp2 != NULL; tmp2 = tmp2->more) 76 for (object *tmp2 = tmp; tmp2; tmp2 = tmp2->more)
78 num_sections++; 77 num_sections++;
79 78
80 /* I'm not sure if it makes sense to divide by num_sections - bigger 79 /* I'm not sure if it makes sense to divide by num_sections - bigger
81 * objects should be harder to move, and we are moving the entire 80 * objects should be harder to move, and we are moving the entire
82 * object, not just the head, so the total weight should be relevant. 81 * object, not just the head, so the total weight should be relevant.
106 * 105 *
107 * BOLT CODE 106 * BOLT CODE
108 * 107 *
109 ***************************************************************************/ 108 ***************************************************************************/
110 109
111/* Causes op to fork. op is the original bolt, tmp 110/* Causes op to fork. op is the original bolt, tmp
112 * is the first piece of the fork. 111 * is the first piece of the fork.
113 */ 112 */
114 113static void
115void
116forklightning (object *op, object *tmp) 114forklightning (object *op, object *tmp)
117{ 115{
118 int new_dir = 1; /* direction or -1 for left, +1 for right 0 if no new bolt */ 116 int new_dir = 1; /* direction or -1 for left, +1 for right 0 if no new bolt */
119 int t_dir; /* stores temporary dir calculation */ 117 int t_dir; /* stores temporary dir calculation */
120 maptile *m; 118 maptile *m;
151 new_bolt->duration++; 149 new_bolt->duration++;
152 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */ 150 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */
153 new_bolt->stats.dam++; 151 new_bolt->stats.dam++;
154 tmp->stats.dam /= 2; /* reduce father bolt damage */ 152 tmp->stats.dam /= 2; /* reduce father bolt damage */
155 tmp->stats.dam++; 153 tmp->stats.dam++;
154
156 if ((new_bolt = m->insert (new_bolt, sx, sy, op))) 155 if ((new_bolt = m->insert (new_bolt, sx, sy, op)))
157 update_turn_face (new_bolt); 156 update_turn_face (new_bolt);
158} 157}
159 158
160/* move_bolt: moves bolt 'op'. Basically, it just advances a space, 159/* move_bolt: moves bolt 'op'. Basically, it just advances a space,
161 * and checks for various things that may stop it. 160 * and checks for various things that may stop it.
162 */ 161 */
163
164void 162void
165move_bolt (object *op) 163move_bolt (object *op)
166{ 164{
167 int mflags; 165 int mflags;
168 sint16 x, y; 166 sint16 x, y;
169 maptile *m; 167 maptile *m;
170 168
171 if (--op->duration < 0) 169 if (--op->duration < 0)
172 { 170 {
173 op->destroy (); 171 op->drop_and_destroy ();
174 return; 172 return;
175 } 173 }
176 174
177 hit_map (op, 0, op->attacktype, 1); 175 hit_map (op, 0, op->attacktype, 1);
178 176
251 tmp->duration++; 249 tmp->duration++;
252 250
253 /* New forking code. Possibly create forks of this object 251 /* New forking code. Possibly create forks of this object
254 * going off in other directions. 252 * going off in other directions.
255 */ 253 */
256 if (rndm (0, 99) < tmp->stats.Dex) 254 if (tmp->stats.Dex && rndm (0, 99) < tmp->stats.Dex)
257 { /* stats.Dex % of forking */ 255 forklightning (op, tmp); /* stats.Dex % of forking */
258 forklightning (op, tmp);
259 }
260 256
261 /* In this way, the object left behind sticks on the space, but 257 /* In this way, the object left behind sticks on the space, but
262 * doesn't create any bolts that continue to move onward. 258 * doesn't create any bolts that continue to move onward.
263 */ 259 */
264 op->range = 0; 260 op->range = 0;
281 int mflags; 277 int mflags;
282 278
283 if (!spob->other_arch) 279 if (!spob->other_arch)
284 return 0; 280 return 0;
285 281
286 tmp = arch_to_object (spob->other_arch); 282 tmp = spob->other_arch->instance ();
287 if (tmp == NULL) 283 if (tmp == NULL)
288 return 0; 284 return 0;
289 285
290 /* peterm: level dependency for bolts */ 286 /* peterm: level dependency for bolts */
291 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob); 287 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob);
292 tmp->attacktype = spob->attacktype; 288 tmp->attacktype = spob->attacktype;
289
293 if (spob->slaying) 290 if (spob->slaying)
294 tmp->slaying = spob->slaying; 291 tmp->slaying = spob->slaying;
292
295 tmp->range = spob->range + SP_level_range_adjust (caster, spob); 293 tmp->range = spob->range + SP_level_range_adjust (caster, spob);
296 tmp->duration = spob->duration + SP_level_duration_adjust (caster, spob); 294 tmp->duration = spob->duration + SP_level_duration_adjust (caster, spob);
297 tmp->stats.Dex = spob->stats.Dex; 295 tmp->stats.Dex = spob->stats.Dex;
298 tmp->stats.Con = spob->stats.Con; 296 tmp->stats.Con = spob->stats.Con;
299 297
310 308
311 maptile *newmap; 309 maptile *newmap;
312 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y); 310 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y);
313 if (mflags & P_OUT_OF_MAP) 311 if (mflags & P_OUT_OF_MAP)
314 { 312 {
315 tmp->destroy (); 313 tmp->drop_and_destroy ();
316 return 0; 314 return 0;
317 } 315 }
318 316
319 tmp->map = newmap; 317 tmp->map = newmap;
320 318
321 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y))) 319 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y)))
322 { 320 {
323 if (!QUERY_FLAG (tmp, FLAG_REFLECTING)) 321 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
324 { 322 {
325 tmp->destroy (); 323 tmp->drop_and_destroy ();
326 return 0; 324 return 0;
327 } 325 }
328 326
329 tmp->x = op->x; 327 tmp->x = op->x;
330 tmp->y = op->y; 328 tmp->y = op->y;
343 * BULLET/BALL CODE 341 * BULLET/BALL CODE
344 * 342 *
345 ***************************************************************************/ 343 ***************************************************************************/
346 344
347/* expands an explosion. op is a piece of the 345/* expands an explosion. op is a piece of the
348 * explosion - this expans it in the different directions. 346 * explosion - this expands it in the different directions.
349 * At least that is what I think this does. 347 * At least that is what I think this does.
350 */ 348 */
351void 349void
352explosion (object *op) 350explosion (object *op)
353{ 351{
391 389
392/* Causes an object to explode, eg, a firebullet, 390/* Causes an object to explode, eg, a firebullet,
393 * poison cloud ball, etc. op is the object to 391 * poison cloud ball, etc. op is the object to
394 * explode. 392 * explode.
395 */ 393 */
396void 394static void
397explode_bullet (object *op) 395explode_bullet (object *op)
398{ 396{
399 object *tmp, *owner; 397 object *tmp, *owner;
400 398
401 if (op->other_arch == NULL) 399 if (!op->other_arch)
402 { 400 {
403 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n"); 401 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n");
404 op->destroy (); 402 op->destroy ();
405 return; 403 return;
406 } 404 }
407 405
408 if (op->env) 406 if (op->env)
409 { 407 {
410 object *env = object_get_env_recursive (op); 408 object *env = op->outer_env ();
409
411 if (env->map == NULL || out_of_map (env->map, env->x, env->y)) 410 if (!env->map || out_of_map (env->map, env->x, env->y))
412 { 411 {
413 LOG (llevError, "BUG: explode_bullet(): env out of map\n"); 412 LOG (llevError, "BUG: explode_bullet(): env out of map\n");
414 op->destroy (); 413 op->destroy ();
415 return; 414 return;
416 } 415 }
434 } 433 }
435 434
436 if (op->attacktype) 435 if (op->attacktype)
437 { 436 {
438 hit_map (op, 0, op->attacktype, 1); 437 hit_map (op, 0, op->attacktype, 1);
438
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;
450 450
451 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))
452 { 455 {
453 op->destroy (); 456 op->destroy ();
454 return; 457 return;
455 } 458 }
456 459
483 486
484 /* Prevent recursion */ 487 /* Prevent recursion */
485 op->move_on = 0; 488 op->move_on = 0;
486 489
487 tmp->insert_at (op, op); 490 tmp->insert_at (op, op);
491 tmp->play_sound (tmp->sound);
492
488 /* remove the firebullet */ 493 /* remove the firebullet */
489 op->destroy (); 494 op->destroy ();
490} 495}
491 496
492/* checks to see what op should do, given the space it is on 497/* checks to see what op should do, given the space it is on
519 for (tmp = op->ms ().bot; tmp; tmp = tmp->above) 524 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
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);
529
530 // TODO: can't understand the following if's
524 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0) 531 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0)
525 { 532 {
526 if (!QUERY_FLAG (op, FLAG_REMOVED)) 533 if (!QUERY_FLAG (op, FLAG_REMOVED))
527 { 534 {
528 op->destroy (); 535 op->destroy ();
539 * fired arches (eg, bolts). 546 * fired arches (eg, bolts).
540 */ 547 */
541void 548void
542move_bullet (object *op) 549move_bullet (object *op)
543{ 550{
544 sint16 new_x, new_y;
545 int mflags;
546 maptile *m;
547
548#if 0 551#if 0
549 /* We need a better general purpose way to do this */ 552 /* We need a better general purpose way to do this */
550 553
551 /* peterm: added to make comet leave a trail of burnouts 554 /* peterm: added to make comet leave a trail of burnouts
552 it's an unadulterated hack, but the effect is cool. */ 555 it's an unadulterated hack, but the effect is cool. */
567 op->destroy (); 570 op->destroy ();
568 571
569 return; 572 return;
570 } 573 }
571 574
572 new_x = op->x + DIRX (op); 575 mapxy pos (op);
573 new_y = op->y + DIRY (op); 576 pos.move (op->direction);
574 m = op->map;
575 mflags = get_map_flags (m, &m, new_x, new_y, &new_x, &new_y);
576 577
577 if (mflags & P_OUT_OF_MAP) 578 if (!pos.normalise ())
578 { 579 {
579 op->destroy (); 580 op->destroy ();
580 return; 581 return;
581 } 582 }
582 583
583 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))
584 { 589 {
585 if (op->other_arch) 590 if (op->other_arch)
586 explode_bullet (op); 591 explode_bullet (op);
587 else 592 else
588 op->destroy (); 593 op->destroy ();
589 594
590 return; 595 return;
591 } 596 }
592 597
593 if (!(op = m->insert (op, new_x, new_y, op))) 598 if (!(op = pos.insert (op, op)))
594 return; 599 return;
595 600
596 if (reflwall (op->map, op->x, op->y, op)) 601 if (reflwall (op->map, op->x, op->y, op))
597 { 602 {
598 op->direction = absdir (op->direction + 4); 603 op->direction = absdir (op->direction + 4);
617 int mflags; 622 int mflags;
618 623
619 if (!spob->other_arch) 624 if (!spob->other_arch)
620 return 0; 625 return 0;
621 626
622 tmp = arch_to_object (spob->other_arch); 627 tmp = spob->other_arch->instance ();
623 if (tmp == NULL) 628 if (!tmp)
624 return 0; 629 return 0;
625 630
626 /* peterm: level dependency for bolts */ 631 /* peterm: level dependency for bolts */
627 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob); 632 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob);
628 tmp->attacktype = spob->attacktype; 633 tmp->attacktype = spob->attacktype;
629 if (spob->slaying) 634 if (spob->slaying)
630 tmp->slaying = spob->slaying; 635 tmp->slaying = spob->slaying;
631 636
641 SET_ANIMATION (tmp, dir); 646 SET_ANIMATION (tmp, dir);
642 647
643 tmp->set_owner (op); 648 tmp->set_owner (op);
644 set_spell_skill (op, caster, spob, tmp); 649 set_spell_skill (op, caster, spob, tmp);
645 650
646 tmp->x = op->x + freearr_x[dir]; 651 tmp->x = op->x + freearr_x[dir];
647 tmp->y = op->y + freearr_y[dir]; 652 tmp->y = op->y + freearr_y[dir];
648 tmp->map = op->map; 653 tmp->map = op->map;
649 654
650 maptile *newmap; 655 maptile *newmap;
651 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);
652 if (mflags & P_OUT_OF_MAP) 657 if (mflags & P_OUT_OF_MAP)
682 * CONE RELATED FUNCTIONS 687 * CONE RELATED FUNCTIONS
683 * 688 *
684 *****************************************************************************/ 689 *****************************************************************************/
685 690
686/* 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" */
687void 692static void
688cone_drop (object *op) 693cone_drop (object *op)
689{ 694{
690 object *new_ob = arch_to_object (op->other_arch); 695 object *new_ob = op->other_arch->instance ();
691 696
692 new_ob->level = op->level; 697 new_ob->level = op->level;
693 new_ob->set_owner (op->owner); 698 new_ob->set_owner (op->owner);
694 699
695 /* preserve skill ownership */ 700 /* preserve skill ownership */
702/* move_cone: causes cone object 'op' to move a space/hit creatures */ 707/* move_cone: causes cone object 'op' to move a space/hit creatures */
703 708
704void 709void
705move_cone (object *op) 710move_cone (object *op)
706{ 711{
707 int i;
708
709 /* if no map then hit_map will crash so just ignore object */ 712 /* if no map then hit_map will crash so just ignore object */
710 if (!op->map) 713 if (!op->map)
711 { 714 {
712 LOG (llevError, "Tried to move_cone object %s without a map.\n", op->name ? &op->name : "unknown"); 715 LOG (llevError, "Tried to move_cone object %s without a map.\n", op->name ? &op->name : "unknown");
713 op->set_speed (0); 716 op->set_speed (0);
733 } 736 }
734#endif 737#endif
735 738
736 hit_map (op, 0, op->attacktype, 0); 739 hit_map (op, 0, op->attacktype, 0);
737 740
741 if (!op->is_on_map ())
742 return;
743
738 /* Check to see if we should push anything. 744 /* Check to see if we should push anything.
739 * Spell objects with weight push whatever they encounter to some 745 * Spell objects with weight push whatever they encounter to some
740 * degree. 746 * degree.
741 */ 747 */
742 if (op->weight) 748 if (op->weight)
749 {
743 check_spell_knockback (op); 750 check_spell_knockback (op);
744 751
745 if (op->destroyed ()) 752 if (!op->is_on_map ())
746 return; 753 return;
754 }
747 755
748 if ((op->duration--) < 0) 756 if (op->duration-- < 0)
749 { 757 {
750 op->destroy (); 758 op->destroy ();
751 return; 759 return;
752 } 760 }
753 /* Object has hit maximum range, so don't have it move 761 /* Object has hit maximum range, so don't have it move
758 { 766 {
759 op->range = 0; /* just so it doesn't wrap */ 767 op->range = 0; /* just so it doesn't wrap */
760 return; 768 return;
761 } 769 }
762 770
763 for (i = -1; i < 2; i++) 771 for (int i = -1; i <= 1; i++)
764 { 772 {
765 sint16 x = op->x + freearr_x[absdir (op->stats.sp + i)], y = op->y + freearr_y[absdir (op->stats.sp + i)]; 773 sint16 x = op->x + freearr_x[absdir (op->stats.sp + i)], y = op->y + freearr_y[absdir (op->stats.sp + i)];
766 774
767 if (ok_to_put_more (op->map, x, y, op, op->attacktype)) 775 if (ok_to_put_more (op->map, x, y, op, op->attacktype))
768 { 776 {
819 */ 827 */
820 movetype = spell->other_arch->move_type; 828 movetype = spell->other_arch->move_type;
821 829
822 for (i = range_min; i <= range_max; i++) 830 for (i = range_min; i <= range_max; i++)
823 { 831 {
824 sint16 x, y, d; 832 sint16 x, y;
825 833
826 /* We can't use absdir here, because it never returns 834 /* We can't use absdir here, because it never returns
827 * 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
828 * 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
829 * to hit that person. 837 * to hit that person.
830 */ 838 */
831 d = dir + i; 839 int d = dir ? absdir (dir + i) : i;
832 while (d < 0)
833 d += 8;
834 while (d > 8)
835 d -= 8;
836 840
837 /* 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.
838 * In that case, we have to see - if dir is specified, 842 * In that case, we have to see - if dir is specified,
839 * turn this into direction 8. If dir is not specified (all 843 * turn this into direction 8. If dir is not specified (all
840 * direction) skip - otherwise, one line would do more damage 844 * direction) skip - otherwise, one line would do more damage
857 861
858 if ((movetype & GET_MAP_MOVE_BLOCK (m, sx, sy)) == movetype) 862 if ((movetype & GET_MAP_MOVE_BLOCK (m, sx, sy)) == movetype)
859 continue; 863 continue;
860 864
861 success = 1; 865 success = 1;
862 tmp = arch_to_object (spell->other_arch); 866 tmp = spell->other_arch->instance ();
863 tmp->set_owner (op); 867 tmp->set_owner (op);
864 set_spell_skill (op, caster, spell, tmp); 868 set_spell_skill (op, caster, spell, tmp);
865 tmp->level = caster_level (caster, spell); 869 tmp->level = casting_level (caster, spell);
866 tmp->attacktype = spell->attacktype; 870 tmp->attacktype = spell->attacktype;
867 871
868 /* holy word stuff */ 872 /* holy word stuff */
869 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER)) 873 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER))
870 if (!tailor_god_spell (tmp, op)) 874 if (!tailor_god_spell (tmp, op))
935 * op is the original bomb object. 939 * op is the original bomb object.
936 */ 940 */
937void 941void
938animate_bomb (object *op) 942animate_bomb (object *op)
939{ 943{
940 int i;
941 object *env, *tmp;
942
943 if (op->state != NUM_ANIMATIONS (op) - 1) 944 if (op->state != NUM_ANIMATIONS (op) - 1)
944 return; 945 return;
945 946
946 env = object_get_env_recursive (op); 947 object *env = op->outer_env ();
947 948
948 if (op->env) 949 if (op->env)
949 { 950 {
950 if (env->map == NULL) 951 if (!env->map)
951 return; 952 return;
952
953 if (env->type == PLAYER)
954 esrv_del_item (env->contr, op->count);
955 953
956 if (!(op = op->insert_at (env, op))) 954 if (!(op = op->insert_at (env, op)))
957 return; 955 return;
958 } 956 }
959 957
960 // 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
961 // 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
962 // as bombs can be carried. 960 // as bombs can be carried.
963 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE) 961 if (op->ms ().flags () & P_SAFE)
964 { 962 {
965 op->destroy (); 963 op->destroy ();
966 return; 964 return;
967 } 965 }
968 966
970 * but using the cast_bullet isn't really feasible, 968 * but using the cast_bullet isn't really feasible,
971 * so just set up the appropriate values. 969 * so just set up the appropriate values.
972 */ 970 */
973 if (archetype *at = archetype::find (SPLINT)) 971 if (archetype *at = archetype::find (SPLINT))
974 { 972 {
975 for (i = 1; i < 9; i++) 973 for (int i = 1; i < 9; i++)
976 { 974 {
977 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]))
978 continue; 976 continue;
979 977
980 tmp = arch_to_object (at); 978 object *tmp = at->instance ();
981 tmp->direction = i; 979 tmp->direction = i;
982 tmp->range = op->range; 980 tmp->range = op->range;
983 tmp->stats.dam = op->stats.dam; 981 tmp->stats.dam = op->stats.dam;
984 tmp->duration = op->duration; 982 tmp->duration = op->duration;
985 tmp->attacktype = op->attacktype; 983 tmp->attacktype = op->attacktype;
999} 997}
1000 998
1001int 999int
1002create_bomb (object *op, object *caster, int dir, object *spell) 1000create_bomb (object *op, object *caster, int dir, object *spell)
1003{ 1001{
1004
1005 object *tmp; 1002 object *tmp;
1006 int mflags; 1003 int mflags;
1007 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];
1008 maptile *m; 1005 maptile *m;
1009 1006
1010 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 {
1011 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))
1012 { 1016 {
1013 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.");
1014 return 0; 1018 return 0;
1019 }
1015 } 1020 }
1016 tmp = arch_to_object (spell->other_arch); 1021
1022 tmp = spell->other_arch->instance ();
1017 1023
1018 /* level dependencies for bomb */ 1024 /* level dependencies for bomb */
1019 tmp->range = spell->range + SP_level_range_adjust (caster, spell); 1025 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
1020 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);
1021 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell); 1027 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
1041 * dir is the direction to look in. 1047 * dir is the direction to look in.
1042 * range is how far out to look. 1048 * range is how far out to look.
1043 * 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.
1044 * this info is used for blocked magic/unholy spaces. 1050 * this info is used for blocked magic/unholy spaces.
1045 */ 1051 */
1046object * 1052static object *
1047get_pointed_target (object *op, int dir, int range, int type) 1053get_pointed_target (object *op, int dir, int range, int type)
1048{ 1054{
1049 object *target; 1055 object *target;
1050 sint16 x, y; 1056 sint16 x, y;
1051 int dist, mflags; 1057 int dist, mflags;
1104 * interesting spell. 1110 * interesting spell.
1105 * 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
1106 * can't be friendly to your god. 1112 * can't be friendly to your god.
1107 */ 1113 */
1108 1114
1109 if (!target || QUERY_FLAG (target, FLAG_REFL_SPELL) 1115 if (!target
1116 || target->flag [FLAG_REFL_SPELL]
1110 || (!god && spell->stats.grace) 1117 || (!god && spell->stats.grace)
1111 || (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)))
1112 { 1120 {
1113 new_draw_info (NDI_UNIQUE, 0, op, "Your request is unheeded."); 1121 new_draw_info (NDI_UNIQUE, 0, op, "Your request is unheeded.");
1114 return 0; 1122 return 0;
1115 } 1123 }
1116 1124
1117 if (spell->other_arch) 1125 if (spell->other_arch)
1118 effect = arch_to_object (spell->other_arch); 1126 effect = spell->other_arch->instance ();
1119 else 1127 else
1120 return 0; 1128 return 0;
1121 1129
1122 /* tailor the effect by priest level and worshipped God */ 1130 /* tailor the effect by priest level and worshipped God */
1123 effect->level = caster_level (caster, spell); 1131 effect->level = casting_level (caster, spell);
1124 effect->attacktype = spell->attacktype; 1132 effect->attacktype = spell->attacktype;
1125 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER)) 1133 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER))
1126 { 1134 {
1127 if (tailor_god_spell (effect, op)) 1135 if (tailor_god_spell (effect, op))
1128 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));
1129 else 1137 else
1130 { 1138 {
1131 new_draw_info (NDI_UNIQUE, 0, op, "Your request is ignored."); 1139 new_draw_info (NDI_UNIQUE, 0, op, "Your request is ignored.");
1132 return 0; 1140 return 0;
1133 } 1141 }
1172 effect->insert_at (target, op); 1180 effect->insert_at (target, op);
1173 1181
1174 return 1; 1182 return 1;
1175} 1183}
1176 1184
1177
1178/**************************************************************************** 1185/****************************************************************************
1179 * 1186 *
1180 * MAGIC MISSILE code. 1187 * MAGIC MISSILE code.
1181 * note that the fire_bullet is used to fire the missile. The 1188 * note that the fire_bullet is used to fire the missile. The
1182 * code here is just to move the missile. 1189 * code here is just to move the missile.
1184 1191
1185/* op is a missile that needs to be moved */ 1192/* op is a missile that needs to be moved */
1186void 1193void
1187move_missile (object *op) 1194move_missile (object *op)
1188{ 1195{
1189 int i, mflags;
1190 object *owner;
1191 sint16 new_x, new_y;
1192 maptile *m;
1193
1194 if (op->range-- <= 0) 1196 if (op->range-- <= 0)
1195 { 1197 {
1198 op->drop_and_destroy ();
1199 return;
1200 }
1201
1202 mapxy pos (op);
1203 pos.move (op->direction);
1204
1205 if (!pos.normalise ())
1206 {
1196 op->destroy (); 1207 op->destroy ();
1197 return; 1208 return;
1198 } 1209 }
1199 1210
1200 owner = op->owner; 1211 mapspace &ms = pos.ms ();
1201#if 0
1202 /* It'd make things nastier if this wasn't here - spells cast by
1203 * monster that are then killed would continue to survive
1204 */
1205 if (owner == NULL)
1206 {
1207 op->destroy ();
1208 return;
1209 }
1210#endif
1211 1212
1212 new_x = op->x + DIRX (op); 1213 if (ms.flags () & P_IS_ALIVE || ms.blocks (op))
1213 new_y = op->y + DIRY (op);
1214
1215 mflags = get_map_flags (op->map, &m, new_x, new_y, &new_x, &new_y);
1216
1217 if (!(mflags & P_OUT_OF_MAP) && ((mflags & P_IS_ALIVE) || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y))))
1218 { 1214 {
1219 hit_map (op, op->direction, AT_MAGIC, 1); 1215 hit_map (op, op->direction, AT_MAGIC, 1);
1220 /* Basically, missile only hits one thing then goes away. 1216 /* Basically, missile only hits one thing then goes away.
1221 * we need to remove it if someone hasn't already done so. 1217 * we need to remove it if someone hasn't already done so.
1222 */ 1218 */
1223 if (!op->destroyed ())
1224 op->destroy ();
1225
1226 return;
1227 }
1228
1229 op->remove ();
1230
1231 if (!op->direction || (mflags & P_OUT_OF_MAP))
1232 {
1233 op->destroy (); 1219 op->destroy ();
1234 return; 1220 return;
1235 } 1221 }
1236 1222
1223 if (!op->direction)
1224 {
1225 op->destroy ();
1226 return;
1227 }
1228
1237 i = spell_find_dir (m, new_x, new_y, op->owner); 1229 int i = spell_find_dir (pos.m, pos.x, pos.y, op->owner);
1238 if (i > 0 && i != op->direction) 1230 if (i > 0 && i != op->direction)
1239 { 1231 {
1240 op->direction = i; 1232 op->direction = i;
1241 SET_ANIMATION (op, op->direction); 1233 SET_ANIMATION (op, op->direction);
1242 } 1234 }
1243 1235
1244 m->insert (op, new_x, new_y, op); 1236 pos.insert (op, op);
1245} 1237}
1246 1238
1247/**************************************************************************** 1239/****************************************************************************
1248 * Destruction 1240 * Destruction
1249 ****************************************************************************/ 1241 ****************************************************************************/
1252 * 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
1253 * object. if time is 0, the object glows permanently. To truely 1245 * object. if time is 0, the object glows permanently. To truely
1254 * make this work for non-living objects, we would have to 1246 * make this work for non-living objects, we would have to
1255 * give them the capability to have an inventory. b.t. 1247 * give them the capability to have an inventory. b.t.
1256 */ 1248 */
1257int 1249static int
1258make_object_glow (object *op, int radius, int time) 1250make_object_glow (object *op, int radius, int time)
1259{ 1251{
1260 /* some things are unaffected... */ 1252 /* some things are unaffected... */
1261 if (op->path_denied & PATH_LIGHT) 1253 if (op->path_denied & PATH_LIGHT)
1262 return 0; 1254 return 0;
1263 1255
1264 object *tmp = get_archetype (FORCE_NAME); 1256 object *tmp = get_archetype (FORCE_NAME);
1265 tmp->speed = 0.01; 1257 tmp->speed = 0.01;
1266 tmp->stats.food = time; 1258 tmp->stats.food = time;
1267 SET_FLAG (tmp, FLAG_IS_USED_UP); 1259 SET_FLAG (tmp, FLAG_IS_USED_UP);
1268 tmp->glow_radius = radius; 1260 tmp->set_glow_radius (min (MAX_LIGHT_RADIUS, radius));
1269 if (tmp->glow_radius > MAX_LIGHT_RADII)
1270 tmp->glow_radius = MAX_LIGHT_RADII;
1271
1272 tmp = insert_ob_in_ob (tmp, op); 1261 tmp = insert_ob_in_ob (tmp, op);
1273 1262
1274 if (tmp->glow_radius > op->glow_radius) 1263 if (tmp->glow_radius > op->glow_radius)
1275 op->glow_radius = tmp->glow_radius; 1264 op->set_glow_radius (tmp->glow_radius);
1276 1265
1277 return 1; 1266 return 1;
1278} 1267}
1279 1268
1280int 1269int
1281cast_destruction (object *op, object *caster, object *spell_ob) 1270cast_destruction (object *op, object *caster, object *spell_ob)
1282{ 1271{
1283 int i, j, range, mflags, friendly = 0, dam, dur;
1284 sint16 sx, sy;
1285 maptile *m;
1286 object *tmp;
1287 const char *skill;
1288
1289 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob); 1272 int range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
1290 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);
1291 dur = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob); 1274 int dur = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
1292 if (QUERY_FLAG (op, FLAG_FRIENDLY) || op->type == PLAYER) 1275
1293 friendly = 1; 1276 bool friendly = op->flag [FLAG_FRIENDLY] || op->is_player ();
1294 1277
1295 /* destruction doesn't use another spell object, so we need 1278 /* destruction doesn't use another spell object, so we need
1296 * update op's skill pointer so that exp is properly awarded. 1279 * update op's skill pointer so that exp is properly awarded.
1297 * We do some shortcuts here - since this is just temporary
1298 * and we'll reset the values back, we don't need to go through
1299 * the full share string/free_string route.
1300 */ 1280 */
1301 skill = op->skill; 1281 const shstr skill = op->skill;
1282
1302 if (caster == op) 1283 if (caster == op)
1303 op->skill = spell_ob->skill; 1284 op->skill = spell_ob->skill;
1304 else if (caster->skill) 1285 else if (caster->skill)
1305 op->skill = caster->skill; 1286 op->skill = caster->skill;
1306 else 1287 else
1307 op->skill = NULL; 1288 op->skill = 0;
1308 1289
1309 op->change_skill (find_skill_by_name (op, op->skill)); 1290 op->change_skill (find_skill_by_name (op, op->skill));
1310 1291
1311 for (i = -range; i < range; i++) 1292 unordered_mapwalk (op, -range, -range, range, range)
1312 { 1293 {
1313 for (j = -range; j < range; j++) 1294 mapspace &ms = m->at (nx, ny);
1314 {
1315 m = op->map;
1316 sx = op->x + i;
1317 sy = op->y + j;
1318 1295
1319 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
1320 if (mflags & P_OUT_OF_MAP)
1321 continue;
1322
1323 if (mflags & P_IS_ALIVE) 1296 if (ms.flags () & P_IS_ALIVE)
1297 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1298 if (tmp->flag [FLAG_ALIVE] || tmp->is_player ())
1324 { 1299 {
1325 for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above) 1300 tmp = tmp->head_ ();
1326 if (QUERY_FLAG (tmp, FLAG_ALIVE) || tmp->type == PLAYER)
1327 break;
1328 1301
1329 if (tmp) 1302 if ((friendly && !tmp->flag [FLAG_FRIENDLY] && !tmp->is_player ())
1303 || (!friendly && (tmp->flag [FLAG_FRIENDLY] || tmp->is_player ())))
1330 { 1304 {
1331 if (tmp->head) 1305 if (spell_ob->subtype == SP_DESTRUCTION)
1332 tmp = tmp->head;
1333
1334 if ((friendly && !QUERY_FLAG (tmp, FLAG_FRIENDLY) && tmp->type != PLAYER) ||
1335 (!friendly && (QUERY_FLAG (tmp, FLAG_FRIENDLY) || tmp->type == PLAYER)))
1336 { 1306 {
1337 if (spell_ob->subtype == SP_DESTRUCTION)
1338 {
1339 hit_player (tmp, dam, op, spell_ob->attacktype, 0); 1307 hit_player (tmp, dam, op, spell_ob->attacktype, 0);
1308
1340 if (spell_ob->other_arch) 1309 if (spell_ob->other_arch)
1341 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op); 1310 m->insert (spell_ob->other_arch->instance (), nx, ny, op);
1342 } 1311 }
1343 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist[ATNR_MAGIC] != 100) 1312 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist [ATNR_MAGIC] != 100)
1344 { 1313 {
1345 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch) 1314 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch)
1346 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op); 1315 m->insert (spell_ob->other_arch->instance (), nx, ny, op);
1347 }
1348 } 1316 }
1349 } 1317 }
1350 } 1318 }
1351 }
1352 } 1319 }
1353 1320
1354 op->skill = skill; 1321 op->skill = skill;
1355 return 1; 1322 return 1;
1356} 1323}
1358/*************************************************************************** 1325/***************************************************************************
1359 * 1326 *
1360 * CURSE 1327 * CURSE
1361 * 1328 *
1362 ***************************************************************************/ 1329 ***************************************************************************/
1363
1364int 1330int
1365cast_curse (object *op, object *caster, object *spell_ob, int dir) 1331cast_curse (object *op, object *caster, object *spell_ob, int dir)
1366{ 1332{
1367 object *god = find_god (determine_god (op)); 1333 object *god = find_god (determine_god (op));
1368 object *tmp, *force; 1334 object *tmp, *force;
1372 { 1338 {
1373 new_draw_info (NDI_UNIQUE, 0, op, "There is no one in that direction to curse."); 1339 new_draw_info (NDI_UNIQUE, 0, op, "There is no one in that direction to curse.");
1374 return 0; 1340 return 0;
1375 } 1341 }
1376 1342
1343 tmp = tmp->head_ ();
1344
1377 /* If we've already got a force of this type, don't add a new one. */ 1345 /* If we've already got a force of this type, don't add a new one. */
1378 for (force = tmp->inv; force != NULL; force = force->below) 1346 for (force = tmp->inv; force; force = force->below)
1379 { 1347 {
1380 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY) 1348 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY)
1381 { 1349 {
1382 if (force->name == spell_ob->name) 1350 if (force->name == spell_ob->name)
1383 { 1351 {
1389 return 0; 1357 return 0;
1390 } 1358 }
1391 } 1359 }
1392 } 1360 }
1393 1361
1394 if (force == NULL) 1362 if (!force)
1395 { 1363 {
1396 force = get_archetype (FORCE_NAME); 1364 force = get_archetype (FORCE_NAME);
1397 force->subtype = FORCE_CHANGE_ABILITY; 1365 force->subtype = FORCE_CHANGE_ABILITY;
1366
1398 if (spell_ob->race) 1367 if (spell_ob->race)
1399 force->name = spell_ob->race; 1368 force->name = spell_ob->race;
1400 else 1369 else
1401 force->name = spell_ob->name; 1370 force->name = spell_ob->name;
1402 1371
1412 { 1381 {
1413 force->duration = duration; 1382 force->duration = duration;
1414 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 1383 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1415 } 1384 }
1416 else 1385 else
1417 {
1418 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1386 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1419 } 1387
1420 return 1; 1388 return 1;
1421 } 1389 }
1390
1422 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50; 1391 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1423 force->speed = 1.f; 1392 force->speed = 1.f;
1424 force->speed_left = -1.f; 1393 force->speed_left = -1.f;
1425 SET_FLAG (force, FLAG_APPLIED); 1394 SET_FLAG (force, FLAG_APPLIED);
1426 1395
1443 force->stats.wc = spell_ob->stats.wc; 1412 force->stats.wc = spell_ob->stats.wc;
1444 1413
1445 change_abil (tmp, force); /* Mostly to display any messages */ 1414 change_abil (tmp, force); /* Mostly to display any messages */
1446 insert_ob_in_ob (force, tmp); 1415 insert_ob_in_ob (force, tmp);
1447 tmp->update_stats (); 1416 tmp->update_stats ();
1417
1448 return 1; 1418 return 1;
1449
1450} 1419}
1451 1420
1452/********************************************************************** 1421/**********************************************************************
1453 * mood change 1422 * mood change
1454 * Arguably, this may or may not be an attack spell. But since it 1423 * Arguably, this may or may not be an attack spell. But since it
1460 */ 1429 */
1461int 1430int
1462mood_change (object *op, object *caster, object *spell) 1431mood_change (object *op, object *caster, object *spell)
1463{ 1432{
1464 object *tmp, *god, *head; 1433 object *tmp, *god, *head;
1465 int done_one, range, mflags, level, at, best_at; 1434 int done_one, range, level, at, best_at;
1466 sint16 x, y, nx, ny;
1467 maptile *m;
1468 const char *race; 1435 const char *race;
1469 1436
1470 /* We precompute some values here so that we don't have to keep 1437 /* We precompute some values here so that we don't have to keep
1471 * doing it over and over again. 1438 * doing it over and over again.
1472 */ 1439 */
1473 god = find_god (determine_god (op)); 1440 god = find_god (determine_god (op));
1474 level = caster_level (caster, spell); 1441 level = casting_level (caster, spell);
1475 range = spell->range + SP_level_range_adjust (caster, spell); 1442 range = spell->range + SP_level_range_adjust (caster, spell);
1476 1443
1477 /* On the bright side, no monster should ever have a race of GOD_... 1444 /* On the bright side, no monster should ever have a race of GOD_...
1478 * so even if the player doesn't worship a god, if race=GOD_.., it 1445 * so even if the player doesn't worship a god, if race=GOD_.., it
1479 * won't ever match anything. 1446 * won't ever match anything.
1480 */ 1447 */
1481 if (!spell->race) 1448 if (!spell->race)
1482 race = NULL; 1449 race = NULL;
1483 else if (god && !strcmp (spell->race, "GOD_SLAYING")) 1450 else if (god && spell->race == shstr_GOD_SLAYING)
1484 race = god->slaying; 1451 race = god->slaying;
1485 else if (god && !strcmp (spell->race, "GOD_FRIEND")) 1452 else if (god && spell->race == shstr_GOD_FRIEND)
1486 race = god->race; 1453 race = god->race;
1487 else 1454 else
1488 race = spell->race; 1455 race = spell->race;
1489 1456
1490 for (x = op->x - range; x <= op->x + range; x++) 1457 unordered_mapwalk (op, -range, -range, range, range)
1491 for (y = op->y - range; y <= op->y + range; y++)
1492 { 1458 {
1493 done_one = 0; 1459 mapspace &ms = m->at (nx, ny);
1494 m = op->map;
1495 nx = x;
1496 ny = y;
1497 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1498 if (mflags & P_OUT_OF_MAP)
1499 continue;
1500 1460
1501 /* If there is nothing living on this space, no need to go further */ 1461 /* If there is nothing living on this space, no need to go further */
1502 if (!(mflags & P_IS_ALIVE)) 1462 if (!ms.flags () & P_IS_ALIVE)
1503 continue; 1463 continue;
1504 1464
1505 // players can only affect spaces that they can actually see 1465 // players can only affect spaces that they can actually see
1466 if (caster
1506 if (caster && caster->contr 1467 && caster->contr
1507 && caster->contr->visibility_at (m, nx, ny) < 70) 1468 && caster->contr->darkness_at (m, nx, ny) == LOS_BLOCKED)
1508 continue; 1469 continue;
1509 1470
1510 for (tmp = GET_MAP_TOP (m, nx, ny); tmp; tmp = tmp->below) 1471 for (tmp = ms.top; tmp; tmp = tmp->below)
1511 if (QUERY_FLAG (tmp, FLAG_MONSTER)) 1472 if (tmp->flag [FLAG_MONSTER])
1512 break; 1473 break;
1513 1474
1514 /* There can be living objects that are not monsters */ 1475 /* There can be living objects that are not monsters */
1515 if (!tmp || tmp->type == PLAYER) 1476 if (!tmp)
1516 continue; 1477 continue;
1517 1478
1518 /* Only the head has meaningful data, so resolve to that */ 1479 /* Only the head has meaningful data, so resolve to that */
1519 if (tmp->head)
1520 head = tmp->head; 1480 head = tmp->head_ ();
1521 else
1522 head = tmp;
1523 1481
1524 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */ 1482 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */
1525 if (race && head->race && !strstr (race, head->race)) 1483 if (race && head->race && !strstr (race, head->race))
1526 continue; 1484 continue;
1527 1485
1528 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD)) 1486 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD))
1529 continue; 1487 continue;
1530 1488
1531 /* Now do a bunch of stuff related to saving throws */ 1489 /* Now do a bunch of stuff related to saving throws */
1532 best_at = -1; 1490 best_at = -1;
1533 if (spell->attacktype) 1491 if (spell->attacktype)
1534 { 1492 {
1535 for (at = 0; at < NROFATTACKS; at++) 1493 for (at = 0; at < NROFATTACKS; at++)
1536 if (spell->attacktype & (1 << at)) 1494 if (spell->attacktype & (1 << at))
1537 if (best_at == -1 || head->resist[at] > head->resist[best_at]) 1495 if (best_at == -1 || head->resist[at] > head->resist[best_at])
1538 best_at = at; 1496 best_at = at;
1539 1497
1540 if (best_at == -1) 1498 if (best_at == -1)
1541 at = 0; 1499 at = 0;
1542 else 1500 else
1543 { 1501 {
1544 if (head->resist[best_at] == 100) 1502 if (head->resist[best_at] == 100)
1545 continue; 1503 continue;
1546 else 1504 else
1547 at = head->resist[best_at] / 5; 1505 at = head->resist[best_at] / 5;
1548 } 1506 }
1507
1549 at -= level / 5; 1508 at -= level / 5;
1550 if (did_make_save (head, head->level, at)) 1509 if (did_make_save (head, head->level, at))
1551 continue; 1510 continue;
1552 } 1511 }
1553 else /* spell->attacktype */ 1512 else /* spell->attacktype */
1554 { 1513 {
1555 /* 1514 /*
1556 Spell has no attacktype (charm & such), so we'll have a specific saving: 1515 Spell has no attacktype (charm & such), so we'll have a specific saving:
1557 * if spell level < monster level, no go 1516 * if spell level < monster level, no go
1558 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) ) 1517 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) )
1559 1518
1560 The chance will then be in the range [20-70] percent, not too bad. 1519 The chance will then be in the range [20-70] percent, not too bad.
1561 1520
1562 This is required to fix the 'charm monster' abuse, where a player level 1 can 1521 This is required to fix the 'charm monster' abuse, where a player level 1 can
1563 charm a level 125 monster... 1522 charm a level 125 monster...
1564 1523
1565 Ryo, august 14th 1524 Ryo, august 14th
1566 */ 1525 */
1567 if (head->level > level) 1526 if (head->level > level)
1568 continue; 1527 continue;
1569 1528
1570 if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + MIN (50, 2 * (level - head->level)))) 1529 if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + min (50, 2 * (level - head->level))))
1571 /* Failed, no effect */ 1530 /* Failed, no effect */
1572 continue; 1531 continue;
1573 } 1532 }
1574 1533
1575 /* Done with saving throw. Now start affecting the monster */ 1534 /* Done with saving throw. Now start affecting the monster */
1535 done_one = 0;
1576 1536
1577 /* aggravation */ 1537 /* aggravation */
1578 if (QUERY_FLAG (spell, FLAG_MONSTER)) 1538 if (QUERY_FLAG (spell, FLAG_MONSTER))
1579 { 1539 {
1580 CLEAR_FLAG (head, FLAG_SLEEP); 1540 CLEAR_FLAG (head, FLAG_SLEEP);
1581 remove_friendly_object (head); 1541 remove_friendly_object (head);
1582 done_one = 1; 1542 done_one = 1;
1583 head->enemy = op; 1543 head->enemy = op;
1584 } 1544 }
1585 1545
1586 /* calm monsters */ 1546 /* calm monsters */
1587 if (QUERY_FLAG (spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (head, FLAG_UNAGGRESSIVE)) 1547 if (QUERY_FLAG (spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (head, FLAG_UNAGGRESSIVE))
1588 { 1548 {
1589 SET_FLAG (head, FLAG_UNAGGRESSIVE); 1549 SET_FLAG (head, FLAG_UNAGGRESSIVE);
1590 head->enemy = NULL; 1550 head->enemy = NULL;
1591 done_one = 1; 1551 done_one = 1;
1592 } 1552 }
1593 1553
1594 /* berserk monsters */ 1554 /* berserk monsters */
1595 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK)) 1555 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK))
1596 { 1556 {
1597 SET_FLAG (head, FLAG_BERSERK); 1557 SET_FLAG (head, FLAG_BERSERK);
1598 done_one = 1; 1558 done_one = 1;
1599 } 1559 }
1600 1560
1601 /* charm */ 1561 /* charm */
1602 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY)) 1562 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY))
1603 { 1563 {
1564 INVOKE_OBJECT (KILL, head, ARG_OBJECT (caster));
1565
1604 /* Prevent uncontolled outbreaks of self replicating monsters. 1566 /* Prevent uncontrolled outbreaks of self replicating monsters.
1605 Typical use case is charm, go somwhere, use aggravation to make hostile. 1567 Typical use case is charm, go somwhere, use aggravation to make hostile.
1606 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */ 1568 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */
1607 CLEAR_FLAG (head, FLAG_GENERATOR); 1569 CLEAR_FLAG (head, FLAG_GENERATOR);
1608 head->set_owner (op); 1570 head->set_owner (op);
1609 set_spell_skill (op, caster, spell, head); 1571 set_spell_skill (op, caster, spell, head);
1610 add_friendly_object (head); 1572 add_friendly_object (head);
1611 head->attack_movement = PETMOVE; 1573 head->attack_movement = PETMOVE;
1612 done_one = 1; 1574 done_one = 1;
1613 change_exp (op, head->stats.exp / 2, head->skill, SK_EXP_ADD_SKILL); 1575 change_exp (op, head->stats.exp / 2, head->skill, SK_EXP_ADD_SKILL);
1614 head->stats.exp = 0; 1576 head->stats.exp = 0;
1615 } 1577 }
1616 1578
1617 /* If a monster was effected, put an effect in */ 1579 /* If a monster was effected, put an effect in */
1618 if (done_one && spell->other_arch) 1580 if (done_one && spell->other_arch)
1619 m->insert (arch_to_object (spell->other_arch), nx, ny, op); 1581 m->insert (spell->other_arch->instance (), nx, ny, op);
1620 } /* for y */ 1582 }
1621 1583
1622 return 1; 1584 return 1;
1623} 1585}
1624
1625 1586
1626/* Move_ball_spell: This handles ball type spells that just sort of wander 1587/* Move_ball_spell: This handles ball type spells that just sort of wander
1627 * about. was called move_ball_lightning, but since more than the ball 1588 * about. was called move_ball_lightning, but since more than the ball
1628 * lightning spell used it, that seemed misnamed. 1589 * lightning spell used it, that seemed misnamed.
1629 * op is the spell effect. 1590 * op is the spell effect.
1630 * note that duration is handled by process_object() in time.c 1591 * note that duration is handled by process_object() in time.c
1631 */ 1592 */
1632
1633void 1593void
1634move_ball_spell (object *op) 1594move_ball_spell (object *op)
1635{ 1595{
1636 int i, j, dam_save, dir, mflags; 1596 int i, j, dam_save, dir, mflags;
1637 sint16 nx, ny, hx, hy; 1597 sint16 nx, ny, hx, hy;
1656 for (i = 1; i < 9; i++) 1616 for (i = 1; i < 9; i++)
1657 { 1617 {
1658 /* i bit 0: alters sign of offset 1618 /* i bit 0: alters sign of offset
1659 * other bits (i / 2): absolute value of offset 1619 * other bits (i / 2): absolute value of offset
1660 */ 1620 */
1661
1662 int offset = ((i ^ j) & 1) ? (i / 2) : -(i / 2); 1621 int offset = ((i ^ j) & 1) ? (i / 2) : -(i / 2);
1663 int tmpdir = absdir (op->direction + offset); 1622 int tmpdir = absdir (op->direction + offset);
1664 1623
1665 nx = op->x + freearr_x[tmpdir]; 1624 nx = op->x + freearr_x[tmpdir];
1666 ny = op->y + freearr_y[tmpdir]; 1625 ny = op->y + freearr_y[tmpdir];
1668 { 1627 {
1669 dir = tmpdir; 1628 dir = tmpdir;
1670 break; 1629 break;
1671 } 1630 }
1672 } 1631 }
1632
1673 if (dir == 0) 1633 if (dir == 0)
1674 { 1634 {
1675 nx = op->x; 1635 nx = op->x;
1676 ny = op->y; 1636 ny = op->y;
1677 m = op->map; 1637 m = op->map;
1703 1663
1704 if ((mflags & P_IS_ALIVE) && (!owner || owner->x != hx || owner->y != hy || !on_same_map (owner, op))) 1664 if ((mflags & P_IS_ALIVE) && (!owner || owner->x != hx || owner->y != hy || !on_same_map (owner, op)))
1705 { 1665 {
1706 if (j) 1666 if (j)
1707 op->stats.dam = dam_save / 2; 1667 op->stats.dam = dam_save / 2;
1668
1708 hit_map (op, j, op->attacktype, 1); 1669 hit_map (op, j, op->attacktype, 1);
1709
1710 } 1670 }
1711 1671
1712 /* insert the other arch */ 1672 /* insert the other arch */
1713 if (op->other_arch && !(OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy)))) 1673 if (op->other_arch && !(OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy))))
1714 m->insert (arch_to_object (op->other_arch), hx, hy, op); 1674 m->insert (op->other_arch->instance (), hx, hy, op);
1715 } 1675 }
1716 1676
1717 /* restore to the center location and damage */ 1677 /* restore to the center location and damage */
1718 op->stats.dam = dam_save; 1678 op->stats.dam = dam_save;
1719 1679
1728 1688
1729 op->direction = i; 1689 op->direction = i;
1730 } 1690 }
1731} 1691}
1732 1692
1733
1734/* move_swarm_spell: peterm 1693/* move_swarm_spell: peterm
1735 * This is an implementation of the swarm spell. It was written for 1694 * This is an implementation of the swarm spell. It was written for
1736 * meteor swarm, but it could be used for any swarm. A swarm spell 1695 * meteor swarm, but it could be used for any swarm. A swarm spell
1737 * is a special type of object that casts swarms of other types 1696 * is a special type of object that casts swarms of other types
1738 * of spells. Which spell it casts is flexible. It fires the spells 1697 * of spells. Which spell it casts is flexible. It fires the spells
1739 * from a set of squares surrounding the caster, in a given direction. 1698 * from a set of squares surrounding the caster, in a given direction.
1740 */ 1699 */
1741
1742void 1700void
1743move_swarm_spell (object *op) 1701move_swarm_spell (object *op)
1744{ 1702{
1745#if 0 1703#if 0
1746 static int cardinal_adjust[9] = { -3, -2, -1, 0, 0, 0, 1, 2, 3 }; 1704 static int cardinal_adjust[9] = { -3, -2, -1, 0, 0, 0, 1, 2, 3 };
1747 static int diagonal_adjust[10] = { -3, -2, -2, -1, 0, 0, 1, 2, 2, 3 }; 1705 static int diagonal_adjust[10] = { -3, -2, -2, -1, 0, 0, 1, 2, 2, 3 };
1748 sint16 target_x, target_y, origin_x, origin_y; 1706 sint16 target_x, target_y, origin_x, origin_y;
1749 int adjustdir; 1707 int adjustdir;
1750 maptile *m; 1708 maptile *m;
1751#endif 1709#endif
1752 int basedir;
1753 object *owner; 1710 object *owner = op->env;
1754 1711
1755 owner = op->owner; 1712 if (!owner) // MUST not happen, remove when true TODO
1756 if (op->duration == 0 || owner == NULL)
1757 { 1713 {
1714 LOG (llevError, "swarm spell found outside inventory: %s\n", op->debug_desc ());
1758 op->destroy (); 1715 op->destroy ();
1759 return; 1716 return;
1760 } 1717 }
1761 1718
1719 if (!op->duration || !owner->is_on_map ())
1720 {
1721 op->drop_and_destroy ();
1722 return;
1723 }
1724
1762 op->duration--; 1725 op->duration--;
1763 1726
1764 basedir = op->direction; 1727 int basedir = op->direction;
1765 if (basedir == 0) 1728 if (!basedir)
1766 { 1729 {
1767 /* spray in all directions! 8) */ 1730 /* spray in all directions! 8) */
1768 basedir = rndm (1, 8); 1731 op->facing = (op->facing + op->state) & 7;
1732 basedir = op->facing + 1;
1769 } 1733 }
1770 1734
1771#if 0 1735#if 0
1772 // this is bogus: it causes wrong places to be checked below 1736 // this is bogus: it causes wrong places to be checked below
1773 // (a wall 2 cells away will block the effect...) and 1737 // (a wall 2 cells away will block the effect...) and
1834 { 1798 {
1835 /* Bullet spells have a bunch more customization that needs to be done */ 1799 /* Bullet spells have a bunch more customization that needs to be done */
1836 if (op->spell->subtype == SP_BULLET) 1800 if (op->spell->subtype == SP_BULLET)
1837 fire_bullet (owner, op, basedir, op->spell); 1801 fire_bullet (owner, op, basedir, op->spell);
1838 else if (op->spell->subtype == SP_MAGIC_MISSILE) 1802 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1839 fire_arch_from_position (owner, op, op->x, op->y, basedir, op->spell); 1803 fire_arch_from_position (owner, op, owner->x, owner->y, basedir, op->spell);
1840 } 1804 }
1841} 1805}
1842
1843
1844
1845 1806
1846/* fire_swarm: 1807/* fire_swarm:
1847 * The following routine creates a swarm of objects. It actually 1808 * The following routine creates a swarm of objects. It actually
1848 * sets up a specific swarm object, which then fires off all 1809 * sets up a specific swarm object, which then fires off all
1849 * the parts of the swarm. 1810 * the parts of the swarm.
1852 * caster: the caster (owner, wand, rod, scroll) 1813 * caster: the caster (owner, wand, rod, scroll)
1853 * dir: the direction everything will be fired in 1814 * dir: the direction everything will be fired in
1854 * spell - the spell that is this spell. 1815 * spell - the spell that is this spell.
1855 * n: the number to be fired. 1816 * n: the number to be fired.
1856 */ 1817 */
1857
1858int 1818int
1859fire_swarm (object *op, object *caster, object *spell, int dir) 1819fire_swarm (object *op, object *caster, object *spell, int dir)
1860{ 1820{
1861 object *tmp;
1862 int i;
1863
1864 if (!spell->other_arch) 1821 if (!spell->other_arch)
1865 return 0; 1822 return 0;
1866 1823
1867 tmp = get_archetype (SWARM_SPELL); 1824 object *tmp = archetype::get (SWARM_SPELL);
1868 tmp->set_owner (op); /* needed so that if swarm elements kill, caster gets xp. */ 1825
1869 set_spell_skill (op, caster, spell, tmp); 1826 set_spell_skill (op, caster, spell, tmp);
1870
1871 tmp->level = caster_level (caster, spell); /*needed later, to get level dep. right. */ 1827 tmp->level = casting_level (caster, spell); /* needed later, to get level dep. right. */
1872 tmp->spell = arch_to_object (spell->other_arch); 1828 tmp->spell = spell->other_arch->instance ();
1873
1874 tmp->attacktype = tmp->spell->attacktype; 1829 tmp->attacktype = tmp->spell->attacktype;
1875 1830
1876 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) 1831 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
1877 if (!tailor_god_spell (tmp, op)) 1832 if (!tailor_god_spell (tmp, op))
1878 return 1; 1833 return 1;
1879 1834
1880 tmp->duration = SP_level_duration_adjust (caster, spell); 1835 tmp->duration = SP_level_duration_adjust (caster, spell);
1881 for (i = 0; i < spell->duration; i++) 1836 for (int i = 0; i < spell->duration; i++)
1882 tmp->duration += die_roll (1, 3, op, PREFER_HIGH); 1837 tmp->duration += die_roll (1, 3, op, PREFER_HIGH);
1883 1838
1839 tmp->invisible = 1;
1840 tmp->flag [FLAG_NO_DROP] = 1; // make sure it stays in inv, or else
1884 tmp->direction = dir; 1841 tmp->direction = dir;
1885 tmp->invisible = 1; 1842 tmp->facing = rndm (1, 8); // initial firing direction
1843 tmp->state = rndm (4) * 2 + 1; // direction increment
1886 1844
1887 tmp->insert_at (op, op); 1845 op->insert (tmp);
1846
1888 return 1; 1847 return 1;
1889} 1848}
1890
1891 1849
1892/* See the spells documentation file for why this is its own 1850/* See the spells documentation file for why this is its own
1893 * function. 1851 * function.
1894 */ 1852 */
1895int 1853int
1900 int dam, mflags; 1858 int dam, mflags;
1901 maptile *m; 1859 maptile *m;
1902 1860
1903 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1861 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1904 1862
1905 if (!dir) 1863 if (dir)
1906 {
1907 new_draw_info (NDI_UNIQUE, 0, op, "In what direction?");
1908 return 0;
1909 } 1864 {
1910
1911 x = op->x + freearr_x[dir]; 1865 x = op->x + freearr_x[dir];
1912 y = op->y + freearr_y[dir]; 1866 y = op->y + freearr_y[dir];
1913 m = op->map; 1867 m = op->map;
1914 1868
1915 mflags = get_map_flags (m, &m, x, y, &x, &y); 1869 mflags = get_map_flags (m, &m, x, y, &x, &y);
1916 1870
1917 if (mflags & P_OUT_OF_MAP) 1871 if (mflags & P_OUT_OF_MAP)
1918 { 1872 {
1919 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is there."); 1873 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is there.");
1920 return 0; 1874 return 0;
1921 } 1875 }
1922 1876
1923 if (mflags & P_IS_ALIVE && spell->attacktype) 1877 if (mflags & P_IS_ALIVE && spell->attacktype)
1924 { 1878 {
1925 for (target = GET_MAP_OB (m, x, y); target; target = target->above) 1879 for (target = GET_MAP_OB (m, x, y); target; target = target->above)
1926 if (QUERY_FLAG (target, FLAG_MONSTER)) 1880 if (QUERY_FLAG (target, FLAG_MONSTER))
1927 { 1881 {
1928 /* oky doky. got a target monster. Lets make a blinding attack */ 1882 /* oky doky. got a target monster. Lets make a blinding attack */
1929 if (target->head) 1883 if (target->head)
1930 target = target->head; 1884 target = target->head;
1885
1931 (void) hit_player (target, dam, op, spell->attacktype, 1); 1886 hit_player (target, dam, op, spell->attacktype, 1);
1932 return 1; /* one success only! */ 1887 return 1; /* one success only! */
1888 }
1933 } 1889 }
1934 }
1935 1890
1936 /* no live target, perhaps a wall is in the way? */ 1891 /* no live target, perhaps a wall is in the way? */
1937 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y))) 1892 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)))
1938 { 1893 {
1939 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 1894 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1940 return 0; 1895 return 0;
1896 }
1941 } 1897 }
1942 1898
1943 /* ok, looks groovy to just insert a new light on the map */ 1899 /* ok, looks groovy to just insert a new light on the map */
1944 tmp = arch_to_object (spell->other_arch); 1900 tmp = spell->other_arch->instance ();
1945 if (!tmp) 1901 if (!tmp)
1946 { 1902 {
1947 LOG (llevError, "Error: spell arch for cast_light() missing.\n"); 1903 LOG (llevError, "Error: spell arch for cast_light() missing.\n");
1948 return 0; 1904 return 0;
1949 } 1905 }
1906
1950 tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell); 1907 tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell);
1908
1951 if (tmp->glow_radius) 1909 if (tmp->glow_radius)
1952 { 1910 tmp->set_glow_radius (
1953 tmp->glow_radius = spell->range + SP_level_range_adjust (caster, spell); 1911 clamp (spell->range + SP_level_range_adjust (caster, spell), 1, MAX_LIGHT_RADIUS)
1954 if (tmp->glow_radius > MAX_LIGHT_RADII) 1912 );
1955 tmp->glow_radius = MAX_LIGHT_RADII;
1956 }
1957 1913
1914 if (dir)
1958 m->insert (tmp, x, y, op); 1915 m->insert (tmp, x, y, op);
1916 else
1917 caster->outer_env_or_self ()->insert (tmp);
1918
1959 return 1; 1919 return 1;
1960} 1920}
1961
1962
1963
1964 1921
1965/* cast_cause_disease: this spell looks along <dir> from the 1922/* cast_cause_disease: this spell looks along <dir> from the
1966 * player and infects someone. 1923 * player and infects someone.
1967 * op is the player/monster, caster is the object, dir is the direction 1924 * op is the player/monster, caster is the object, dir is the direction
1968 * to cast, disease_arch is the specific disease, and type is the spell number 1925 * to cast, disease_arch is the specific disease, and type is the spell number
1969 * perhaps this should actually be in disease.c? 1926 * perhaps this should actually be in disease.c?
1970 */ 1927 */
1971
1972int 1928int
1973cast_cause_disease (object *op, object *caster, object *spell, int dir) 1929cast_cause_disease (object *op, object *caster, object *spell, int dir)
1974{ 1930{
1975 sint16 x, y; 1931 sint16 x, y;
1976 int i, mflags, range, dam_mod, dur_mod; 1932 int i, mflags, range, dam_mod, dur_mod;
1983 /* If casting from a scroll, no direction will be available, so refer to the 1939 /* If casting from a scroll, no direction will be available, so refer to the
1984 * direction the player is pointing. 1940 * direction the player is pointing.
1985 */ 1941 */
1986 if (!dir) 1942 if (!dir)
1987 dir = op->facing; 1943 dir = op->facing;
1944
1988 if (!dir) 1945 if (!dir)
1989 return 0; /* won't find anything if casting on ourself, so just return */ 1946 return 0; /* won't find anything if casting on ourself, so just return */
1990 1947
1991 /* Calculate these once here */ 1948 /* Calculate these once here */
1992 range = spell->range + SP_level_range_adjust (caster, spell); 1949 range = spell->range + SP_level_range_adjust (caster, spell);
2014 { 1971 {
2015 /* search this square for a victim */ 1972 /* search this square for a victim */
2016 for (walk = GET_MAP_OB (m, x, y); walk; walk = walk->above) 1973 for (walk = GET_MAP_OB (m, x, y); walk; walk = walk->above)
2017 if (QUERY_FLAG (walk, FLAG_MONSTER) || (walk->type == PLAYER)) 1974 if (QUERY_FLAG (walk, FLAG_MONSTER) || (walk->type == PLAYER))
2018 { /* found a victim */ 1975 { /* found a victim */
2019 object *disease = arch_to_object (spell->other_arch); 1976 object *disease = spell->other_arch->instance ();
2020 1977
2021 disease->set_owner (op); 1978 disease->set_owner (op);
2022 set_spell_skill (op, caster, spell, disease); 1979 set_spell_skill (op, caster, spell, disease);
2023 disease->stats.exp = 0; 1980 disease->stats.exp = 0;
2024 disease->level = caster_level (caster, spell); 1981 disease->level = casting_level (caster, spell);
2025 1982
2026 /* do level adjustments */ 1983 /* do level adjustments */
2027 if (disease->stats.wc) 1984 if (disease->stats.wc)
2028 disease->stats.wc += dur_mod / 2; 1985 disease->stats.wc += dur_mod / 2;
2029 1986
2030 if (disease->magic > 0) 1987 if (disease->magic > 0)
2031 disease->magic += dur_mod / 4; 1988 disease->magic += dur_mod / 8;
2032 1989
2033 if (disease->stats.maxhp > 0) 1990 if (disease->stats.maxhp > 0)
2034 disease->stats.maxhp += dur_mod; 1991 disease->stats.maxhp += dur_mod;
2035 1992
2036 if (disease->stats.maxgrace > 0) 1993 if (disease->stats.maxgrace > 0)
2074 if (infect_object (walk, disease, 1)) 2031 if (infect_object (walk, disease, 1))
2075 { 2032 {
2076 new_draw_info_format (NDI_UNIQUE, 0, op, "You inflict %s on %s!", &disease->name, &walk->name); 2033 new_draw_info_format (NDI_UNIQUE, 0, op, "You inflict %s on %s!", &disease->name, &walk->name);
2077 2034
2078 disease->destroy (); /* don't need this one anymore */ 2035 disease->destroy (); /* don't need this one anymore */
2079 walk->map->insert (get_archetype ("detect_magic"), x, y, op); 2036 walk->map->insert (get_archetype (shstr_detect_magic), x, y, op);
2080 return 1; 2037 return 1;
2081 } 2038 }
2082 2039
2083 disease->destroy (); 2040 disease->destroy ();
2084 } 2041 }

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