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Comparing deliantra/server/server/spell_attack.C (file contents):
Revision 1.42 by root, Sun Jul 1 05:00:20 2007 UTC vs.
Revision 1.69 by root, Thu Dec 4 01:07:35 2008 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 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
9 * it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation, either version 3 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) any later version. 11 * (at your 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,
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 GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 * 20 *
21 * The authors can be reached via e-mail to <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 22 */
23 23
24/* This file contains all the spell attack code. Grouping this code 24/* This file contains all the spell attack code. Grouping this code
25 * together should hopefully make it easier to find the relevent bits 25 * together should hopefully make it easier to find the relevent bits
26 * of code 26 * of code
36/* this function checks to see if a spell pushes objects as well 36/* 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) 37 * as flies over and damages them (only used for cones for now)
38 * but moved here so it could be applied to bolts too 38 * but moved here so it could be applied to bolts too
39 * op is the spell object. 39 * op is the spell object.
40 */ 40 */
41
42void 41void
43check_spell_knockback (object *op) 42check_spell_knockback (object *op)
44{ 43{
45 object *tmp, *tmp2; /* object on the map */
46 int weight_move; 44 int weight_move;
47 int frictionmod = 2; /*poor man's physics - multipy targets weight by this amount */ 45 int frictionmod = 2; /*poor man's physics - multipy targets weight by this amount */
48 46
49 if (!op->weight) 47 if (!op->weight)
50 { /*shouldn't happen but if cone object has no weight drop out */ 48 { /*shouldn't happen but if cone object has no weight drop out */
55 { 53 {
56 weight_move = op->weight + (op->weight * op->level) / 3; 54 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); */ 55 /*LOG (llevDebug, "DEBUG: arch weighs %d and masses %d (%s,level %d)\n", op->weight,weight_move,op->name,op->level); */
58 } 56 }
59 57
60 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 58 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
61 { 59 {
62 int num_sections = 1; 60 int num_sections = 1;
63 61
64 /* don't move DM */ 62 /* don't move DM */
65 if (QUERY_FLAG (tmp, FLAG_WIZ)) 63 if (QUERY_FLAG (tmp, FLAG_WIZ))
72 /* don't move floors or immobile objects */ 70 /* 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))) 71 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || (!QUERY_FLAG (tmp, FLAG_ALIVE) && QUERY_FLAG (tmp, FLAG_NO_PICK)))
74 continue; 72 continue;
75 73
76 /* count the object's sections */ 74 /* count the object's sections */
77 for (tmp2 = tmp; tmp2 != NULL; tmp2 = tmp2->more) 75 for (object *tmp2 = tmp; tmp2; tmp2 = tmp2->more)
78 num_sections++; 76 num_sections++;
79 77
80 /* I'm not sure if it makes sense to divide by num_sections - bigger 78 /* 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 79 * 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. 80 * object, not just the head, so the total weight should be relevant.
106 * 104 *
107 * BOLT CODE 105 * BOLT CODE
108 * 106 *
109 ***************************************************************************/ 107 ***************************************************************************/
110 108
111/* Causes op to fork. op is the original bolt, tmp 109/* Causes op to fork. op is the original bolt, tmp
112 * is the first piece of the fork. 110 * is the first piece of the fork.
113 */ 111 */
114
115void 112void
116forklightning (object *op, object *tmp) 113forklightning (object *op, object *tmp)
117{ 114{
118 int new_dir = 1; /* direction or -1 for left, +1 for right 0 if no new bolt */ 115 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 */ 116 int t_dir; /* stores temporary dir calculation */
151 new_bolt->duration++; 148 new_bolt->duration++;
152 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */ 149 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */
153 new_bolt->stats.dam++; 150 new_bolt->stats.dam++;
154 tmp->stats.dam /= 2; /* reduce father bolt damage */ 151 tmp->stats.dam /= 2; /* reduce father bolt damage */
155 tmp->stats.dam++; 152 tmp->stats.dam++;
153
156 if ((new_bolt = m->insert (new_bolt, sx, sy, op))) 154 if ((new_bolt = m->insert (new_bolt, sx, sy, op)))
157 update_turn_face (new_bolt); 155 update_turn_face (new_bolt);
158} 156}
159 157
160/* move_bolt: moves bolt 'op'. Basically, it just advances a space, 158/* move_bolt: moves bolt 'op'. Basically, it just advances a space,
161 * and checks for various things that may stop it. 159 * and checks for various things that may stop it.
162 */ 160 */
163
164void 161void
165move_bolt (object *op) 162move_bolt (object *op)
166{ 163{
167 int mflags; 164 int mflags;
168 sint16 x, y; 165 sint16 x, y;
169 maptile *m; 166 maptile *m;
170 167
171 if (--op->duration < 0) 168 if (--op->duration < 0)
172 { 169 {
173 op->destroy (); 170 op->drop_and_destroy ();
174 return; 171 return;
175 } 172 }
176 173
177 hit_map (op, 0, op->attacktype, 1); 174 hit_map (op, 0, op->attacktype, 1);
178 175
251 tmp->duration++; 248 tmp->duration++;
252 249
253 /* New forking code. Possibly create forks of this object 250 /* New forking code. Possibly create forks of this object
254 * going off in other directions. 251 * going off in other directions.
255 */ 252 */
256 if (rndm (0, 99) < tmp->stats.Dex) 253 if (tmp->stats.Dex && rndm (0, 99) < tmp->stats.Dex)
257 { /* stats.Dex % of forking */ 254 forklightning (op, tmp); /* stats.Dex % of forking */
258 forklightning (op, tmp);
259 }
260 255
261 /* In this way, the object left behind sticks on the space, but 256 /* In this way, the object left behind sticks on the space, but
262 * doesn't create any bolts that continue to move onward. 257 * doesn't create any bolts that continue to move onward.
263 */ 258 */
264 op->range = 0; 259 op->range = 0;
288 return 0; 283 return 0;
289 284
290 /* peterm: level dependency for bolts */ 285 /* peterm: level dependency for bolts */
291 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob); 286 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob);
292 tmp->attacktype = spob->attacktype; 287 tmp->attacktype = spob->attacktype;
288
293 if (spob->slaying) 289 if (spob->slaying)
294 tmp->slaying = spob->slaying; 290 tmp->slaying = spob->slaying;
291
295 tmp->range = spob->range + SP_level_range_adjust (caster, spob); 292 tmp->range = spob->range + SP_level_range_adjust (caster, spob);
296 tmp->duration = spob->duration + SP_level_duration_adjust (caster, spob); 293 tmp->duration = spob->duration + SP_level_duration_adjust (caster, spob);
297 tmp->stats.Dex = spob->stats.Dex; 294 tmp->stats.Dex = spob->stats.Dex;
298 tmp->stats.Con = spob->stats.Con; 295 tmp->stats.Con = spob->stats.Con;
299 296
310 307
311 maptile *newmap; 308 maptile *newmap;
312 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y); 309 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y);
313 if (mflags & P_OUT_OF_MAP) 310 if (mflags & P_OUT_OF_MAP)
314 { 311 {
315 tmp->destroy (); 312 tmp->drop_and_destroy ();
316 return 0; 313 return 0;
317 } 314 }
318 315
319 tmp->map = newmap; 316 tmp->map = newmap;
320 317
321 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y))) 318 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y)))
322 { 319 {
323 if (!QUERY_FLAG (tmp, FLAG_REFLECTING)) 320 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
324 { 321 {
325 tmp->destroy (); 322 tmp->drop_and_destroy ();
326 return 0; 323 return 0;
327 } 324 }
328 325
329 tmp->x = op->x; 326 tmp->x = op->x;
330 tmp->y = op->y; 327 tmp->y = op->y;
343 * BULLET/BALL CODE 340 * BULLET/BALL CODE
344 * 341 *
345 ***************************************************************************/ 342 ***************************************************************************/
346 343
347/* expands an explosion. op is a piece of the 344/* expands an explosion. op is a piece of the
348 * explosion - this expans it in the different directions. 345 * explosion - this expands it in the different directions.
349 * At least that is what I think this does. 346 * At least that is what I think this does.
350 */ 347 */
351void 348void
352explosion (object *op) 349explosion (object *op)
353{ 350{
396void 393void
397explode_bullet (object *op) 394explode_bullet (object *op)
398{ 395{
399 object *tmp, *owner; 396 object *tmp, *owner;
400 397
401 if (op->other_arch == NULL) 398 if (!op->other_arch)
402 { 399 {
403 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n"); 400 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n");
404 op->destroy (); 401 op->destroy ();
405 return; 402 return;
406 } 403 }
407 404
408 if (op->env) 405 if (op->env)
409 { 406 {
410 object *env = object_get_env_recursive (op); 407 object *env = op->outer_env ();
408
411 if (env->map == NULL || out_of_map (env->map, env->x, env->y)) 409 if (!env->map || out_of_map (env->map, env->x, env->y))
412 { 410 {
413 LOG (llevError, "BUG: explode_bullet(): env out of map\n"); 411 LOG (llevError, "BUG: explode_bullet(): env out of map\n");
414 op->destroy (); 412 op->destroy ();
415 return; 413 return;
416 } 414 }
434 } 432 }
435 433
436 if (op->attacktype) 434 if (op->attacktype)
437 { 435 {
438 hit_map (op, 0, op->attacktype, 1); 436 hit_map (op, 0, op->attacktype, 1);
437
439 if (op->destroyed ()) 438 if (op->destroyed ())
440 return; 439 return;
441 } 440 }
442 441
443 /* other_arch contains what this explodes into */ 442 /* other_arch contains what this explodes into */
446 tmp->set_owner (op); 445 tmp->set_owner (op);
447 tmp->skill = op->skill; 446 tmp->skill = op->skill;
448 447
449 owner = op->owner; 448 owner = op->owner;
450 449
451 if ((tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) && owner && !tailor_god_spell (tmp, owner)) 450 if ((tmp->attacktype & AT_HOLYWORD
451 || tmp->attacktype & AT_GODPOWER)
452 && owner
453 && !tailor_god_spell (tmp, owner))
452 { 454 {
453 op->destroy (); 455 op->destroy ();
454 return; 456 return;
455 } 457 }
456 458
483 485
484 /* Prevent recursion */ 486 /* Prevent recursion */
485 op->move_on = 0; 487 op->move_on = 0;
486 488
487 tmp->insert_at (op, op); 489 tmp->insert_at (op, op);
490 tmp->play_sound (tmp->sound);
491
488 /* remove the firebullet */ 492 /* remove the firebullet */
489 op->destroy (); 493 op->destroy ();
490} 494}
491 495
492/* checks to see what op should do, given the space it is on 496/* checks to see what op should do, given the space it is on
519 for (tmp = op->ms ().bot; tmp; tmp = tmp->above) 523 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
520 { 524 {
521 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 525 if (QUERY_FLAG (tmp, FLAG_ALIVE))
522 { 526 {
523 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1); 527 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1);
528
529 // TODO: can't understand the following if's
524 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0) 530 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0)
525 { 531 {
526 if (!QUERY_FLAG (op, FLAG_REMOVED)) 532 if (!QUERY_FLAG (op, FLAG_REMOVED))
527 { 533 {
528 op->destroy (); 534 op->destroy ();
617 int mflags; 623 int mflags;
618 624
619 if (!spob->other_arch) 625 if (!spob->other_arch)
620 return 0; 626 return 0;
621 627
622 tmp = arch_to_object (spob->other_arch); 628 tmp = spob->other_arch->instance ();
623 if (tmp == NULL) 629 if (!tmp)
624 return 0; 630 return 0;
625 631
626 /* peterm: level dependency for bolts */ 632 /* peterm: level dependency for bolts */
627 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob); 633 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob);
628 tmp->attacktype = spob->attacktype; 634 tmp->attacktype = spob->attacktype;
629 if (spob->slaying) 635 if (spob->slaying)
630 tmp->slaying = spob->slaying; 636 tmp->slaying = spob->slaying;
631 637
641 SET_ANIMATION (tmp, dir); 647 SET_ANIMATION (tmp, dir);
642 648
643 tmp->set_owner (op); 649 tmp->set_owner (op);
644 set_spell_skill (op, caster, spob, tmp); 650 set_spell_skill (op, caster, spob, tmp);
645 651
646 tmp->x = op->x + freearr_x[dir]; 652 tmp->x = op->x + freearr_x[dir];
647 tmp->y = op->y + freearr_y[dir]; 653 tmp->y = op->y + freearr_y[dir];
648 tmp->map = op->map; 654 tmp->map = op->map;
649 655
650 maptile *newmap; 656 maptile *newmap;
651 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y); 657 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y);
652 if (mflags & P_OUT_OF_MAP) 658 if (mflags & P_OUT_OF_MAP)
702/* move_cone: causes cone object 'op' to move a space/hit creatures */ 708/* move_cone: causes cone object 'op' to move a space/hit creatures */
703 709
704void 710void
705move_cone (object *op) 711move_cone (object *op)
706{ 712{
707 int i;
708
709 /* if no map then hit_map will crash so just ignore object */ 713 /* if no map then hit_map will crash so just ignore object */
710 if (!op->map) 714 if (!op->map)
711 { 715 {
712 LOG (llevError, "Tried to move_cone object %s without a map.\n", op->name ? &op->name : "unknown"); 716 LOG (llevError, "Tried to move_cone object %s without a map.\n", op->name ? &op->name : "unknown");
713 op->set_speed (0); 717 op->set_speed (0);
733 } 737 }
734#endif 738#endif
735 739
736 hit_map (op, 0, op->attacktype, 0); 740 hit_map (op, 0, op->attacktype, 0);
737 741
742 if (!op->is_on_map ())
743 return;
744
738 /* Check to see if we should push anything. 745 /* Check to see if we should push anything.
739 * Spell objects with weight push whatever they encounter to some 746 * Spell objects with weight push whatever they encounter to some
740 * degree. 747 * degree.
741 */ 748 */
742 if (op->weight) 749 if (op->weight)
750 {
743 check_spell_knockback (op); 751 check_spell_knockback (op);
744 752
745 if (op->destroyed ()) 753 if (!op->is_on_map ())
746 return; 754 return;
755 }
747 756
748 if ((op->duration--) < 0) 757 if (op->duration-- < 0)
749 { 758 {
750 op->destroy (); 759 op->destroy ();
751 return; 760 return;
752 } 761 }
753 /* Object has hit maximum range, so don't have it move 762 /* Object has hit maximum range, so don't have it move
758 { 767 {
759 op->range = 0; /* just so it doesn't wrap */ 768 op->range = 0; /* just so it doesn't wrap */
760 return; 769 return;
761 } 770 }
762 771
763 for (i = -1; i < 2; i++) 772 for (int i = -1; i <= 1; i++)
764 { 773 {
765 sint16 x = op->x + freearr_x[absdir (op->stats.sp + i)], y = op->y + freearr_y[absdir (op->stats.sp + i)]; 774 sint16 x = op->x + freearr_x[absdir (op->stats.sp + i)], y = op->y + freearr_y[absdir (op->stats.sp + i)];
766 775
767 if (ok_to_put_more (op->map, x, y, op, op->attacktype)) 776 if (ok_to_put_more (op->map, x, y, op, op->attacktype))
768 { 777 {
860 869
861 success = 1; 870 success = 1;
862 tmp = arch_to_object (spell->other_arch); 871 tmp = arch_to_object (spell->other_arch);
863 tmp->set_owner (op); 872 tmp->set_owner (op);
864 set_spell_skill (op, caster, spell, tmp); 873 set_spell_skill (op, caster, spell, tmp);
865 tmp->level = caster_level (caster, spell); 874 tmp->level = casting_level (caster, spell);
866 tmp->attacktype = spell->attacktype; 875 tmp->attacktype = spell->attacktype;
867 876
868 /* holy word stuff */ 877 /* holy word stuff */
869 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER)) 878 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER))
870 if (!tailor_god_spell (tmp, op)) 879 if (!tailor_god_spell (tmp, op))
935 * op is the original bomb object. 944 * op is the original bomb object.
936 */ 945 */
937void 946void
938animate_bomb (object *op) 947animate_bomb (object *op)
939{ 948{
940 int i;
941 object *env, *tmp;
942
943 if (op->state != NUM_ANIMATIONS (op) - 1) 949 if (op->state != NUM_ANIMATIONS (op) - 1)
944 return; 950 return;
945 951
946 env = object_get_env_recursive (op); 952 object *env = op->outer_env ();
947 953
948 if (op->env) 954 if (op->env)
949 { 955 {
950 if (env->map == NULL) 956 if (env->map == NULL)
951 return; 957 return;
952
953 if (env->type == PLAYER)
954 esrv_del_item (env->contr, op->count);
955 958
956 if (!(op = op->insert_at (env, op))) 959 if (!(op = op->insert_at (env, op)))
957 return; 960 return;
958 } 961 }
959 962
970 * but using the cast_bullet isn't really feasible, 973 * but using the cast_bullet isn't really feasible,
971 * so just set up the appropriate values. 974 * so just set up the appropriate values.
972 */ 975 */
973 if (archetype *at = archetype::find (SPLINT)) 976 if (archetype *at = archetype::find (SPLINT))
974 { 977 {
975 for (i = 1; i < 9; i++) 978 for (int i = 1; i < 9; i++)
976 { 979 {
977 if (out_of_map (op->map, op->x + freearr_x[i], op->y + freearr_x[i])) 980 if (out_of_map (op->map, op->x + freearr_x[i], op->y + freearr_x[i]))
978 continue; 981 continue;
979 982
980 tmp = arch_to_object (at); 983 object *tmp = arch_to_object (at);
981 tmp->direction = i; 984 tmp->direction = i;
982 tmp->range = op->range; 985 tmp->range = op->range;
983 tmp->stats.dam = op->stats.dam; 986 tmp->stats.dam = op->stats.dam;
984 tmp->duration = op->duration; 987 tmp->duration = op->duration;
985 tmp->attacktype = op->attacktype; 988 tmp->attacktype = op->attacktype;
999} 1002}
1000 1003
1001int 1004int
1002create_bomb (object *op, object *caster, int dir, object *spell) 1005create_bomb (object *op, object *caster, int dir, object *spell)
1003{ 1006{
1004
1005 object *tmp; 1007 object *tmp;
1006 int mflags; 1008 int mflags;
1007 sint16 dx = op->x + freearr_x[dir], dy = op->y + freearr_y[dir]; 1009 sint16 dx = op->x + freearr_x[dir], dy = op->y + freearr_y[dir];
1008 maptile *m; 1010 maptile *m;
1009 1011
1011 if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, dx, dy) & MOVE_WALK)) 1013 if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, dx, dy) & MOVE_WALK))
1012 { 1014 {
1013 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way."); 1015 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way.");
1014 return 0; 1016 return 0;
1015 } 1017 }
1018
1016 tmp = arch_to_object (spell->other_arch); 1019 tmp = arch_to_object (spell->other_arch);
1017 1020
1018 /* level dependencies for bomb */ 1021 /* level dependencies for bomb */
1019 tmp->range = spell->range + SP_level_range_adjust (caster, spell); 1022 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
1020 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1023 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1085 * op = player 1088 * op = player
1086 * caster = object casting the spell. 1089 * caster = object casting the spell.
1087 * dir = direction being cast 1090 * dir = direction being cast
1088 * spell = spell object 1091 * spell = spell object
1089 */ 1092 */
1090
1091int 1093int
1092cast_smite_spell (object *op, object *caster, int dir, object *spell) 1094cast_smite_spell (object *op, object *caster, int dir, object *spell)
1093{ 1095{
1094 object *effect, *target; 1096 object *effect, *target;
1095 object *god = find_god (determine_god (op)); 1097 object *god = find_god (determine_god (op));
1119 effect = arch_to_object (spell->other_arch); 1121 effect = arch_to_object (spell->other_arch);
1120 else 1122 else
1121 return 0; 1123 return 0;
1122 1124
1123 /* tailor the effect by priest level and worshipped God */ 1125 /* tailor the effect by priest level and worshipped God */
1124 effect->level = caster_level (caster, spell); 1126 effect->level = casting_level (caster, spell);
1125 effect->attacktype = spell->attacktype; 1127 effect->attacktype = spell->attacktype;
1126 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER)) 1128 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER))
1127 { 1129 {
1128 if (tailor_god_spell (effect, op)) 1130 if (tailor_god_spell (effect, op))
1129 new_draw_info_format (NDI_UNIQUE, 0, op, "%s answers your call!", determine_god (op)); 1131 new_draw_info_format (NDI_UNIQUE, 0, op, "%s answers your call!", determine_god (op));
1173 effect->insert_at (target, op); 1175 effect->insert_at (target, op);
1174 1176
1175 return 1; 1177 return 1;
1176} 1178}
1177 1179
1178
1179/**************************************************************************** 1180/****************************************************************************
1180 * 1181 *
1181 * MAGIC MISSILE code. 1182 * MAGIC MISSILE code.
1182 * note that the fire_bullet is used to fire the missile. The 1183 * note that the fire_bullet is used to fire the missile. The
1183 * code here is just to move the missile. 1184 * code here is just to move the missile.
1185 1186
1186/* op is a missile that needs to be moved */ 1187/* op is a missile that needs to be moved */
1187void 1188void
1188move_missile (object *op) 1189move_missile (object *op)
1189{ 1190{
1190 int i, mflags;
1191 object *owner;
1192 sint16 new_x, new_y;
1193 maptile *m;
1194
1195 if (op->range-- <= 0) 1191 if (op->range-- <= 0)
1196 { 1192 {
1193 op->drop_and_destroy ();
1194 return;
1195 }
1196
1197 mapxy pos (op);
1198 pos.move (op->direction);
1199
1200 if (!pos.normalise ())
1201 {
1197 op->destroy (); 1202 op->destroy ();
1198 return; 1203 return;
1199 } 1204 }
1200 1205
1201 owner = op->owner; 1206 mapspace &ms = pos.ms ();
1202#if 0
1203 /* It'd make things nastier if this wasn't here - spells cast by
1204 * monster that are then killed would continue to survive
1205 */
1206 if (owner == NULL)
1207 {
1208 op->destroy ();
1209 return;
1210 }
1211#endif
1212 1207
1213 new_x = op->x + DIRX (op); 1208 if (ms.flags () & P_IS_ALIVE || ms.blocks (op))
1214 new_y = op->y + DIRY (op);
1215
1216 mflags = get_map_flags (op->map, &m, new_x, new_y, &new_x, &new_y);
1217
1218 if (!(mflags & P_OUT_OF_MAP) && ((mflags & P_IS_ALIVE) || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y))))
1219 { 1209 {
1220 hit_map (op, op->direction, AT_MAGIC, 1); 1210 hit_map (op, op->direction, AT_MAGIC, 1);
1221 /* Basically, missile only hits one thing then goes away. 1211 /* Basically, missile only hits one thing then goes away.
1222 * we need to remove it if someone hasn't already done so. 1212 * we need to remove it if someone hasn't already done so.
1223 */ 1213 */
1224 if (!op->destroyed ())
1225 op->destroy ();
1226
1227 return;
1228 }
1229
1230 op->remove ();
1231
1232 if (!op->direction || (mflags & P_OUT_OF_MAP))
1233 {
1234 op->destroy (); 1214 op->destroy ();
1235 return; 1215 return;
1236 } 1216 }
1237 1217
1218 if (!op->direction)
1219 {
1220 op->destroy ();
1221 return;
1222 }
1223
1238 i = spell_find_dir (m, new_x, new_y, op->owner); 1224 int i = spell_find_dir (pos.m, pos.x, pos.y, op->owner);
1239 if (i > 0 && i != op->direction) 1225 if (i > 0 && i != op->direction)
1240 { 1226 {
1241 op->direction = i; 1227 op->direction = i;
1242 SET_ANIMATION (op, op->direction); 1228 SET_ANIMATION (op, op->direction);
1243 } 1229 }
1244 1230
1245 m->insert (op, new_x, new_y, op); 1231 pos.insert (op, op);
1246} 1232}
1247 1233
1248/**************************************************************************** 1234/****************************************************************************
1249 * Destruction 1235 * Destruction
1250 ****************************************************************************/ 1236 ****************************************************************************/
1253 * we do this by creating a force and inserting it in the 1239 * we do this by creating a force and inserting it in the
1254 * object. if time is 0, the object glows permanently. To truely 1240 * object. if time is 0, the object glows permanently. To truely
1255 * make this work for non-living objects, we would have to 1241 * make this work for non-living objects, we would have to
1256 * give them the capability to have an inventory. b.t. 1242 * give them the capability to have an inventory. b.t.
1257 */ 1243 */
1258
1259int 1244int
1260make_object_glow (object *op, int radius, int time) 1245make_object_glow (object *op, int radius, int time)
1261{ 1246{
1262 object *tmp;
1263
1264 /* some things are unaffected... */ 1247 /* some things are unaffected... */
1265 if (op->path_denied & PATH_LIGHT) 1248 if (op->path_denied & PATH_LIGHT)
1266 return 0; 1249 return 0;
1267 1250
1268 tmp = get_archetype (FORCE_NAME); 1251 object *tmp = get_archetype (FORCE_NAME);
1269 tmp->speed = 0.01; 1252 tmp->speed = 0.01;
1270 tmp->stats.food = time; 1253 tmp->stats.food = time;
1271 SET_FLAG (tmp, FLAG_IS_USED_UP); 1254 SET_FLAG (tmp, FLAG_IS_USED_UP);
1272 tmp->glow_radius = radius;
1273 if (tmp->glow_radius > MAX_LIGHT_RADII)
1274 tmp->glow_radius = MAX_LIGHT_RADII; 1255 tmp->glow_radius = min (MAX_LIGHT_RADIUS, radius);
1275
1276 tmp->x = op->x;
1277 tmp->y = op->y;
1278 if (tmp->speed < MIN_ACTIVE_SPEED)
1279 tmp->speed = MIN_ACTIVE_SPEED; /* safety */
1280 tmp = insert_ob_in_ob (tmp, op); 1256 tmp = insert_ob_in_ob (tmp, op);
1257
1281 if (tmp->glow_radius > op->glow_radius) 1258 if (tmp->glow_radius > op->glow_radius)
1282 op->glow_radius = tmp->glow_radius; 1259 op->glow_radius = tmp->glow_radius;
1283 1260
1284 if (!tmp->env || op != tmp->env)
1285 {
1286 LOG (llevError, "make_object_glow() failed to insert glowing force in %s\n", &op->name);
1287 return 0;
1288 }
1289 return 1; 1261 return 1;
1290} 1262}
1291 1263
1292int 1264int
1293cast_destruction (object *op, object *caster, object *spell_ob) 1265cast_destruction (object *op, object *caster, object *spell_ob)
1318 else 1290 else
1319 op->skill = NULL; 1291 op->skill = NULL;
1320 1292
1321 op->change_skill (find_skill_by_name (op, op->skill)); 1293 op->change_skill (find_skill_by_name (op, op->skill));
1322 1294
1323 for (i = -range; i < range; i++) 1295 for (i = -range; i <= range; i++)
1324 { 1296 {
1325 for (j = -range; j < range; j++) 1297 for (j = -range; j <= range; j++)
1326 { 1298 {
1327 m = op->map; 1299 m = op->map;
1328 sx = op->x + i; 1300 sx = op->x + i;
1329 sy = op->y + j; 1301 sy = op->y + j;
1330 1302
1347 (!friendly && (QUERY_FLAG (tmp, FLAG_FRIENDLY) || tmp->type == PLAYER))) 1319 (!friendly && (QUERY_FLAG (tmp, FLAG_FRIENDLY) || tmp->type == PLAYER)))
1348 { 1320 {
1349 if (spell_ob->subtype == SP_DESTRUCTION) 1321 if (spell_ob->subtype == SP_DESTRUCTION)
1350 { 1322 {
1351 hit_player (tmp, dam, op, spell_ob->attacktype, 0); 1323 hit_player (tmp, dam, op, spell_ob->attacktype, 0);
1324
1352 if (spell_ob->other_arch) 1325 if (spell_ob->other_arch)
1353 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op); 1326 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op);
1354 } 1327 }
1355 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist[ATNR_MAGIC] != 100) 1328 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist[ATNR_MAGIC] != 100)
1356 { 1329 {
1384 { 1357 {
1385 new_draw_info (NDI_UNIQUE, 0, op, "There is no one in that direction to curse."); 1358 new_draw_info (NDI_UNIQUE, 0, op, "There is no one in that direction to curse.");
1386 return 0; 1359 return 0;
1387 } 1360 }
1388 1361
1362 tmp = tmp->head_ ();
1363
1389 /* If we've already got a force of this type, don't add a new one. */ 1364 /* If we've already got a force of this type, don't add a new one. */
1390 for (force = tmp->inv; force != NULL; force = force->below) 1365 for (force = tmp->inv; force; force = force->below)
1391 { 1366 {
1392 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY) 1367 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY)
1393 { 1368 {
1394 if (force->name == spell_ob->name) 1369 if (force->name == spell_ob->name)
1395 { 1370 {
1401 return 0; 1376 return 0;
1402 } 1377 }
1403 } 1378 }
1404 } 1379 }
1405 1380
1406 if (force == NULL) 1381 if (!force)
1407 { 1382 {
1408 force = get_archetype (FORCE_NAME); 1383 force = get_archetype (FORCE_NAME);
1409 force->subtype = FORCE_CHANGE_ABILITY; 1384 force->subtype = FORCE_CHANGE_ABILITY;
1385
1410 if (spell_ob->race) 1386 if (spell_ob->race)
1411 force->name = spell_ob->race; 1387 force->name = spell_ob->race;
1412 else 1388 else
1413 force->name = spell_ob->name; 1389 force->name = spell_ob->name;
1414 1390
1424 { 1400 {
1425 force->duration = duration; 1401 force->duration = duration;
1426 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 1402 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1427 } 1403 }
1428 else 1404 else
1429 {
1430 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1405 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1431 } 1406
1432 return 1; 1407 return 1;
1433 } 1408 }
1409
1434 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50; 1410 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1435 force->speed = 1.f; 1411 force->speed = 1.f;
1436 force->speed_left = -1.f; 1412 force->speed_left = -1.f;
1437 SET_FLAG (force, FLAG_APPLIED); 1413 SET_FLAG (force, FLAG_APPLIED);
1438 1414
1481 1457
1482 /* We precompute some values here so that we don't have to keep 1458 /* We precompute some values here so that we don't have to keep
1483 * doing it over and over again. 1459 * doing it over and over again.
1484 */ 1460 */
1485 god = find_god (determine_god (op)); 1461 god = find_god (determine_god (op));
1486 level = caster_level (caster, spell); 1462 level = casting_level (caster, spell);
1487 range = spell->range + SP_level_range_adjust (caster, spell); 1463 range = spell->range + SP_level_range_adjust (caster, spell);
1488 1464
1489 /* On the bright side, no monster should ever have a race of GOD_... 1465 /* On the bright side, no monster should ever have a race of GOD_...
1490 * so even if the player doesn't worship a god, if race=GOD_.., it 1466 * so even if the player doesn't worship a god, if race=GOD_.., it
1491 * won't ever match anything. 1467 * won't ever match anything.
1611 } 1587 }
1612 1588
1613 /* charm */ 1589 /* charm */
1614 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY)) 1590 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY))
1615 { 1591 {
1592 INVOKE_OBJECT (KILL, head, ARG_OBJECT (caster));
1593
1616 /* Prevent uncontolled outbreaks of self replicating monsters. 1594 /* Prevent uncontrolled outbreaks of self replicating monsters.
1617 Typical use case is charm, go somwhere, use aggravation to make hostile. 1595 Typical use case is charm, go somwhere, use aggravation to make hostile.
1618 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */ 1596 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */
1619 CLEAR_FLAG (head, FLAG_GENERATOR); 1597 CLEAR_FLAG (head, FLAG_GENERATOR);
1620 head->set_owner (op); 1598 head->set_owner (op);
1621 set_spell_skill (op, caster, spell, head); 1599 set_spell_skill (op, caster, spell, head);
1639 * about. was called move_ball_lightning, but since more than the ball 1617 * about. was called move_ball_lightning, but since more than the ball
1640 * lightning spell used it, that seemed misnamed. 1618 * lightning spell used it, that seemed misnamed.
1641 * op is the spell effect. 1619 * op is the spell effect.
1642 * note that duration is handled by process_object() in time.c 1620 * note that duration is handled by process_object() in time.c
1643 */ 1621 */
1644
1645void 1622void
1646move_ball_spell (object *op) 1623move_ball_spell (object *op)
1647{ 1624{
1648 int i, j, dam_save, dir, mflags; 1625 int i, j, dam_save, dir, mflags;
1649 sint16 nx, ny, hx, hy; 1626 sint16 nx, ny, hx, hy;
1715 1692
1716 if ((mflags & P_IS_ALIVE) && (!owner || owner->x != hx || owner->y != hy || !on_same_map (owner, op))) 1693 if ((mflags & P_IS_ALIVE) && (!owner || owner->x != hx || owner->y != hy || !on_same_map (owner, op)))
1717 { 1694 {
1718 if (j) 1695 if (j)
1719 op->stats.dam = dam_save / 2; 1696 op->stats.dam = dam_save / 2;
1697
1720 hit_map (op, j, op->attacktype, 1); 1698 hit_map (op, j, op->attacktype, 1);
1721
1722 } 1699 }
1723 1700
1724 /* insert the other arch */ 1701 /* insert the other arch */
1725 if (op->other_arch && !(OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy)))) 1702 if (op->other_arch && !(OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy))))
1726 m->insert (arch_to_object (op->other_arch), hx, hy, op); 1703 m->insert (arch_to_object (op->other_arch), hx, hy, op);
1740 1717
1741 op->direction = i; 1718 op->direction = i;
1742 } 1719 }
1743} 1720}
1744 1721
1745
1746/* move_swarm_spell: peterm 1722/* move_swarm_spell: peterm
1747 * This is an implementation of the swarm spell. It was written for 1723 * This is an implementation of the swarm spell. It was written for
1748 * meteor swarm, but it could be used for any swarm. A swarm spell 1724 * meteor swarm, but it could be used for any swarm. A swarm spell
1749 * is a special type of object that casts swarms of other types 1725 * is a special type of object that casts swarms of other types
1750 * of spells. Which spell it casts is flexible. It fires the spells 1726 * of spells. Which spell it casts is flexible. It fires the spells
1751 * from a set of squares surrounding the caster, in a given direction. 1727 * from a set of squares surrounding the caster, in a given direction.
1752 */ 1728 */
1753
1754void 1729void
1755move_swarm_spell (object *op) 1730move_swarm_spell (object *op)
1756{ 1731{
1757#if 0 1732#if 0
1758 static int cardinal_adjust[9] = { -3, -2, -1, 0, 0, 0, 1, 2, 3 }; 1733 static int cardinal_adjust[9] = { -3, -2, -1, 0, 0, 0, 1, 2, 3 };
1759 static int diagonal_adjust[10] = { -3, -2, -2, -1, 0, 0, 1, 2, 2, 3 }; 1734 static int diagonal_adjust[10] = { -3, -2, -2, -1, 0, 0, 1, 2, 2, 3 };
1760 sint16 target_x, target_y, origin_x, origin_y; 1735 sint16 target_x, target_y, origin_x, origin_y;
1761 int adjustdir; 1736 int adjustdir;
1762 maptile *m; 1737 maptile *m;
1763#endif 1738#endif
1764 int basedir;
1765 object *owner; 1739 object *owner = op->env;
1766 1740
1767 owner = op->owner; 1741 if (!owner) // MUST not happen, remove when true TODO
1768 if (op->duration == 0 || owner == NULL)
1769 { 1742 {
1743 LOG (llevError, "swarm spell found outside inventory: %s\n", op->debug_desc ());
1770 op->destroy (); 1744 op->destroy ();
1771 return; 1745 return;
1772 } 1746 }
1773 1747
1748 if (!op->duration || !owner->is_on_map ())
1749 {
1750 op->drop_and_destroy ();
1751 return;
1752 }
1753
1774 op->duration--; 1754 op->duration--;
1775 1755
1776 basedir = op->direction; 1756 int basedir = op->direction;
1777 if (basedir == 0) 1757 if (!basedir)
1778 { 1758 {
1779 /* spray in all directions! 8) */ 1759 /* spray in all directions! 8) */
1780 basedir = rndm (1, 8); 1760 op->facing = (op->facing + op->state) & 7;
1761 basedir = op->facing + 1;
1781 } 1762 }
1782 1763
1783#if 0 1764#if 0
1784 // this is bogus: it causes wrong places to be checked below 1765 // this is bogus: it causes wrong places to be checked below
1785 // (a wall 2 cells away will block the effect...) and 1766 // (a wall 2 cells away will block the effect...) and
1846 { 1827 {
1847 /* Bullet spells have a bunch more customization that needs to be done */ 1828 /* Bullet spells have a bunch more customization that needs to be done */
1848 if (op->spell->subtype == SP_BULLET) 1829 if (op->spell->subtype == SP_BULLET)
1849 fire_bullet (owner, op, basedir, op->spell); 1830 fire_bullet (owner, op, basedir, op->spell);
1850 else if (op->spell->subtype == SP_MAGIC_MISSILE) 1831 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1851 fire_arch_from_position (owner, op, op->x, op->y, basedir, op->spell); 1832 fire_arch_from_position (owner, op, owner->x, owner->y, basedir, op->spell);
1852 } 1833 }
1853} 1834}
1854
1855
1856
1857 1835
1858/* fire_swarm: 1836/* fire_swarm:
1859 * The following routine creates a swarm of objects. It actually 1837 * The following routine creates a swarm of objects. It actually
1860 * sets up a specific swarm object, which then fires off all 1838 * sets up a specific swarm object, which then fires off all
1861 * the parts of the swarm. 1839 * the parts of the swarm.
1864 * caster: the caster (owner, wand, rod, scroll) 1842 * caster: the caster (owner, wand, rod, scroll)
1865 * dir: the direction everything will be fired in 1843 * dir: the direction everything will be fired in
1866 * spell - the spell that is this spell. 1844 * spell - the spell that is this spell.
1867 * n: the number to be fired. 1845 * n: the number to be fired.
1868 */ 1846 */
1869
1870int 1847int
1871fire_swarm (object *op, object *caster, object *spell, int dir) 1848fire_swarm (object *op, object *caster, object *spell, int dir)
1872{ 1849{
1873 object *tmp;
1874 int i;
1875
1876 if (!spell->other_arch) 1850 if (!spell->other_arch)
1877 return 0; 1851 return 0;
1878 1852
1879 tmp = get_archetype (SWARM_SPELL); 1853 object *tmp = archetype::get (SWARM_SPELL);
1880 tmp->set_owner (op); /* needed so that if swarm elements kill, caster gets xp. */ 1854
1881 set_spell_skill (op, caster, spell, tmp); 1855 set_spell_skill (op, caster, spell, tmp);
1882
1883 tmp->level = caster_level (caster, spell); /*needed later, to get level dep. right. */ 1856 tmp->level = casting_level (caster, spell); /* needed later, to get level dep. right. */
1884 tmp->spell = arch_to_object (spell->other_arch); 1857 tmp->spell = spell->other_arch->instance ();
1885
1886 tmp->attacktype = tmp->spell->attacktype; 1858 tmp->attacktype = tmp->spell->attacktype;
1887 1859
1888 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) 1860 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
1889 if (!tailor_god_spell (tmp, op)) 1861 if (!tailor_god_spell (tmp, op))
1890 return 1; 1862 return 1;
1891 1863
1892 tmp->duration = SP_level_duration_adjust (caster, spell); 1864 tmp->duration = SP_level_duration_adjust (caster, spell);
1893 for (i = 0; i < spell->duration; i++) 1865 for (int i = 0; i < spell->duration; i++)
1894 tmp->duration += die_roll (1, 3, op, PREFER_HIGH); 1866 tmp->duration += die_roll (1, 3, op, PREFER_HIGH);
1895 1867
1868 tmp->invisible = 1;
1869 tmp->flag [FLAG_NO_DROP] = 1; // make sure it stays in inv, or else
1896 tmp->direction = dir; 1870 tmp->direction = dir;
1897 tmp->invisible = 1; 1871 tmp->facing = rndm (1, 8); // initial firing direction
1872 tmp->state = rndm (4) * 2 + 1; // direction increment
1898 1873
1899 tmp->insert_at (op, op); 1874 op->insert (tmp);
1875
1900 return 1; 1876 return 1;
1901} 1877}
1902
1903 1878
1904/* See the spells documentation file for why this is its own 1879/* See the spells documentation file for why this is its own
1905 * function. 1880 * function.
1906 */ 1881 */
1907int 1882int
1912 int dam, mflags; 1887 int dam, mflags;
1913 maptile *m; 1888 maptile *m;
1914 1889
1915 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1890 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1916 1891
1917 if (!dir) 1892 if (dir)
1918 {
1919 new_draw_info (NDI_UNIQUE, 0, op, "In what direction?");
1920 return 0;
1921 } 1893 {
1922
1923 x = op->x + freearr_x[dir]; 1894 x = op->x + freearr_x[dir];
1924 y = op->y + freearr_y[dir]; 1895 y = op->y + freearr_y[dir];
1925 m = op->map; 1896 m = op->map;
1926 1897
1927 mflags = get_map_flags (m, &m, x, y, &x, &y); 1898 mflags = get_map_flags (m, &m, x, y, &x, &y);
1928 1899
1929 if (mflags & P_OUT_OF_MAP) 1900 if (mflags & P_OUT_OF_MAP)
1930 { 1901 {
1931 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is there."); 1902 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is there.");
1932 return 0; 1903 return 0;
1933 } 1904 }
1934 1905
1935 if (mflags & P_IS_ALIVE && spell->attacktype) 1906 if (mflags & P_IS_ALIVE && spell->attacktype)
1936 { 1907 {
1937 for (target = GET_MAP_OB (m, x, y); target; target = target->above) 1908 for (target = GET_MAP_OB (m, x, y); target; target = target->above)
1938 if (QUERY_FLAG (target, FLAG_MONSTER)) 1909 if (QUERY_FLAG (target, FLAG_MONSTER))
1939 { 1910 {
1940 /* oky doky. got a target monster. Lets make a blinding attack */ 1911 /* oky doky. got a target monster. Lets make a blinding attack */
1941 if (target->head) 1912 if (target->head)
1942 target = target->head; 1913 target = target->head;
1914
1943 (void) hit_player (target, dam, op, spell->attacktype, 1); 1915 hit_player (target, dam, op, spell->attacktype, 1);
1944 return 1; /* one success only! */ 1916 return 1; /* one success only! */
1917 }
1945 } 1918 }
1946 }
1947 1919
1948 /* no live target, perhaps a wall is in the way? */ 1920 /* no live target, perhaps a wall is in the way? */
1949 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y))) 1921 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)))
1950 { 1922 {
1951 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 1923 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1952 return 0; 1924 return 0;
1925 }
1953 } 1926 }
1954 1927
1955 /* ok, looks groovy to just insert a new light on the map */ 1928 /* ok, looks groovy to just insert a new light on the map */
1956 tmp = arch_to_object (spell->other_arch); 1929 tmp = arch_to_object (spell->other_arch);
1957 if (!tmp) 1930 if (!tmp)
1958 { 1931 {
1959 LOG (llevError, "Error: spell arch for cast_light() missing.\n"); 1932 LOG (llevError, "Error: spell arch for cast_light() missing.\n");
1960 return 0; 1933 return 0;
1961 } 1934 }
1935
1962 tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell); 1936 tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell);
1937
1963 if (tmp->glow_radius) 1938 if (tmp->glow_radius)
1964 {
1965 tmp->glow_radius = spell->range + SP_level_range_adjust (caster, spell); 1939 tmp->glow_radius = min (MAX_LIGHT_RADIUS, spell->range + SP_level_range_adjust (caster, spell));
1966 if (tmp->glow_radius > MAX_LIGHT_RADII)
1967 tmp->glow_radius = MAX_LIGHT_RADII;
1968 }
1969 1940
1941 if (dir)
1970 m->insert (tmp, x, y, op); 1942 m->insert (tmp, x, y, op);
1943 else
1944 caster->outer_env ()->insert (tmp);
1945
1971 return 1; 1946 return 1;
1972} 1947}
1973
1974
1975
1976 1948
1977/* cast_cause_disease: this spell looks along <dir> from the 1949/* cast_cause_disease: this spell looks along <dir> from the
1978 * player and infects someone. 1950 * player and infects someone.
1979 * op is the player/monster, caster is the object, dir is the direction 1951 * op is the player/monster, caster is the object, dir is the direction
1980 * to cast, disease_arch is the specific disease, and type is the spell number 1952 * to cast, disease_arch is the specific disease, and type is the spell number
1981 * perhaps this should actually be in disease.c? 1953 * perhaps this should actually be in disease.c?
1982 */ 1954 */
1983
1984int 1955int
1985cast_cause_disease (object *op, object *caster, object *spell, int dir) 1956cast_cause_disease (object *op, object *caster, object *spell, int dir)
1986{ 1957{
1987 sint16 x, y; 1958 sint16 x, y;
1988 int i, mflags, range, dam_mod, dur_mod; 1959 int i, mflags, range, dam_mod, dur_mod;
1995 /* If casting from a scroll, no direction will be available, so refer to the 1966 /* If casting from a scroll, no direction will be available, so refer to the
1996 * direction the player is pointing. 1967 * direction the player is pointing.
1997 */ 1968 */
1998 if (!dir) 1969 if (!dir)
1999 dir = op->facing; 1970 dir = op->facing;
1971
2000 if (!dir) 1972 if (!dir)
2001 return 0; /* won't find anything if casting on ourself, so just return */ 1973 return 0; /* won't find anything if casting on ourself, so just return */
2002 1974
2003 /* Calculate these once here */ 1975 /* Calculate these once here */
2004 range = spell->range + SP_level_range_adjust (caster, spell); 1976 range = spell->range + SP_level_range_adjust (caster, spell);
2031 object *disease = arch_to_object (spell->other_arch); 2003 object *disease = arch_to_object (spell->other_arch);
2032 2004
2033 disease->set_owner (op); 2005 disease->set_owner (op);
2034 set_spell_skill (op, caster, spell, disease); 2006 set_spell_skill (op, caster, spell, disease);
2035 disease->stats.exp = 0; 2007 disease->stats.exp = 0;
2036 disease->level = caster_level (caster, spell); 2008 disease->level = casting_level (caster, spell);
2037 2009
2038 /* do level adjustments */ 2010 /* do level adjustments */
2039 if (disease->stats.wc) 2011 if (disease->stats.wc)
2040 disease->stats.wc += dur_mod / 2; 2012 disease->stats.wc += dur_mod / 2;
2041 2013
2042 if (disease->magic > 0) 2014 if (disease->magic > 0)
2043 disease->magic += dur_mod / 4; 2015 disease->magic += dur_mod / 8;
2044 2016
2045 if (disease->stats.maxhp > 0) 2017 if (disease->stats.maxhp > 0)
2046 disease->stats.maxhp += dur_mod; 2018 disease->stats.maxhp += dur_mod;
2047 2019
2048 if (disease->stats.maxgrace > 0) 2020 if (disease->stats.maxgrace > 0)

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