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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 1.73 by root, Sun Dec 28 06:59:27 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
1010 mflags = get_map_flags (op->map, &m, dx, dy, &dx, &dy); 1012 mflags = get_map_flags (op->map, &m, dx, dy, &dx, &dy);
1013
1014 // when creating a bomb below ourself it should always work, even
1015 // when movement is blocked (somehow we got here, somehow we are here,
1016 // so we should also be able to make a bomb here). (originally added
1017 // to fix create bomb traps in doors, which cast with dir=0).
1018 if (dir)
1019 {
1011 if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, dx, dy) & MOVE_WALK)) 1020 if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, dx, dy) & MOVE_WALK))
1012 { 1021 {
1013 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way."); 1022 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way.");
1014 return 0; 1023 return 0;
1024 }
1015 } 1025 }
1026
1016 tmp = arch_to_object (spell->other_arch); 1027 tmp = arch_to_object (spell->other_arch);
1017 1028
1018 /* level dependencies for bomb */ 1029 /* level dependencies for bomb */
1019 tmp->range = spell->range + SP_level_range_adjust (caster, spell); 1030 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
1020 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1031 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1118 effect = arch_to_object (spell->other_arch); 1129 effect = arch_to_object (spell->other_arch);
1119 else 1130 else
1120 return 0; 1131 return 0;
1121 1132
1122 /* tailor the effect by priest level and worshipped God */ 1133 /* tailor the effect by priest level and worshipped God */
1123 effect->level = caster_level (caster, spell); 1134 effect->level = casting_level (caster, spell);
1124 effect->attacktype = spell->attacktype; 1135 effect->attacktype = spell->attacktype;
1125 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER)) 1136 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER))
1126 { 1137 {
1127 if (tailor_god_spell (effect, op)) 1138 if (tailor_god_spell (effect, op))
1128 new_draw_info_format (NDI_UNIQUE, 0, op, "%s answers your call!", determine_god (op)); 1139 new_draw_info_format (NDI_UNIQUE, 0, op, "%s answers your call!", determine_god (op));
1172 effect->insert_at (target, op); 1183 effect->insert_at (target, op);
1173 1184
1174 return 1; 1185 return 1;
1175} 1186}
1176 1187
1177
1178/**************************************************************************** 1188/****************************************************************************
1179 * 1189 *
1180 * MAGIC MISSILE code. 1190 * MAGIC MISSILE code.
1181 * note that the fire_bullet is used to fire the missile. The 1191 * note that the fire_bullet is used to fire the missile. The
1182 * code here is just to move the missile. 1192 * code here is just to move the missile.
1184 1194
1185/* op is a missile that needs to be moved */ 1195/* op is a missile that needs to be moved */
1186void 1196void
1187move_missile (object *op) 1197move_missile (object *op)
1188{ 1198{
1189 int i, mflags;
1190 object *owner;
1191 sint16 new_x, new_y;
1192 maptile *m;
1193
1194 if (op->range-- <= 0) 1199 if (op->range-- <= 0)
1195 { 1200 {
1201 op->drop_and_destroy ();
1202 return;
1203 }
1204
1205 mapxy pos (op);
1206 pos.move (op->direction);
1207
1208 if (!pos.normalise ())
1209 {
1196 op->destroy (); 1210 op->destroy ();
1197 return; 1211 return;
1198 } 1212 }
1199 1213
1200 owner = op->owner; 1214 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 1215
1212 new_x = op->x + DIRX (op); 1216 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 { 1217 {
1219 hit_map (op, op->direction, AT_MAGIC, 1); 1218 hit_map (op, op->direction, AT_MAGIC, 1);
1220 /* Basically, missile only hits one thing then goes away. 1219 /* Basically, missile only hits one thing then goes away.
1221 * we need to remove it if someone hasn't already done so. 1220 * we need to remove it if someone hasn't already done so.
1222 */ 1221 */
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 (); 1222 op->destroy ();
1234 return; 1223 return;
1235 } 1224 }
1236 1225
1226 if (!op->direction)
1227 {
1228 op->destroy ();
1229 return;
1230 }
1231
1237 i = spell_find_dir (m, new_x, new_y, op->owner); 1232 int i = spell_find_dir (pos.m, pos.x, pos.y, op->owner);
1238 if (i > 0 && i != op->direction) 1233 if (i > 0 && i != op->direction)
1239 { 1234 {
1240 op->direction = i; 1235 op->direction = i;
1241 SET_ANIMATION (op, op->direction); 1236 SET_ANIMATION (op, op->direction);
1242 } 1237 }
1243 1238
1244 m->insert (op, new_x, new_y, op); 1239 pos.insert (op, op);
1245} 1240}
1246 1241
1247/**************************************************************************** 1242/****************************************************************************
1248 * Destruction 1243 * Destruction
1249 ****************************************************************************/ 1244 ****************************************************************************/
1263 1258
1264 object *tmp = get_archetype (FORCE_NAME); 1259 object *tmp = get_archetype (FORCE_NAME);
1265 tmp->speed = 0.01; 1260 tmp->speed = 0.01;
1266 tmp->stats.food = time; 1261 tmp->stats.food = time;
1267 SET_FLAG (tmp, FLAG_IS_USED_UP); 1262 SET_FLAG (tmp, FLAG_IS_USED_UP);
1268 tmp->glow_radius = radius;
1269 if (tmp->glow_radius > MAX_LIGHT_RADII)
1270 tmp->glow_radius = MAX_LIGHT_RADII; 1263 tmp->glow_radius = min (MAX_LIGHT_RADIUS, radius);
1271
1272 tmp = insert_ob_in_ob (tmp, op); 1264 tmp = insert_ob_in_ob (tmp, op);
1273 1265
1274 if (tmp->glow_radius > op->glow_radius) 1266 if (tmp->glow_radius > op->glow_radius)
1275 op->glow_radius = tmp->glow_radius; 1267 op->glow_radius = tmp->glow_radius;
1276 1268
1306 else 1298 else
1307 op->skill = NULL; 1299 op->skill = NULL;
1308 1300
1309 op->change_skill (find_skill_by_name (op, op->skill)); 1301 op->change_skill (find_skill_by_name (op, op->skill));
1310 1302
1311 for (i = -range; i < range; i++) 1303 for (i = -range; i <= range; i++)
1312 { 1304 {
1313 for (j = -range; j < range; j++) 1305 for (j = -range; j <= range; j++)
1314 { 1306 {
1315 m = op->map; 1307 m = op->map;
1316 sx = op->x + i; 1308 sx = op->x + i;
1317 sy = op->y + j; 1309 sy = op->y + j;
1318 1310
1335 (!friendly && (QUERY_FLAG (tmp, FLAG_FRIENDLY) || tmp->type == PLAYER))) 1327 (!friendly && (QUERY_FLAG (tmp, FLAG_FRIENDLY) || tmp->type == PLAYER)))
1336 { 1328 {
1337 if (spell_ob->subtype == SP_DESTRUCTION) 1329 if (spell_ob->subtype == SP_DESTRUCTION)
1338 { 1330 {
1339 hit_player (tmp, dam, op, spell_ob->attacktype, 0); 1331 hit_player (tmp, dam, op, spell_ob->attacktype, 0);
1332
1340 if (spell_ob->other_arch) 1333 if (spell_ob->other_arch)
1341 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op); 1334 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op);
1342 } 1335 }
1343 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist[ATNR_MAGIC] != 100) 1336 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist[ATNR_MAGIC] != 100)
1344 { 1337 {
1372 { 1365 {
1373 new_draw_info (NDI_UNIQUE, 0, op, "There is no one in that direction to curse."); 1366 new_draw_info (NDI_UNIQUE, 0, op, "There is no one in that direction to curse.");
1374 return 0; 1367 return 0;
1375 } 1368 }
1376 1369
1370 tmp = tmp->head_ ();
1371
1377 /* If we've already got a force of this type, don't add a new one. */ 1372 /* 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) 1373 for (force = tmp->inv; force; force = force->below)
1379 { 1374 {
1380 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY) 1375 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY)
1381 { 1376 {
1382 if (force->name == spell_ob->name) 1377 if (force->name == spell_ob->name)
1383 { 1378 {
1389 return 0; 1384 return 0;
1390 } 1385 }
1391 } 1386 }
1392 } 1387 }
1393 1388
1394 if (force == NULL) 1389 if (!force)
1395 { 1390 {
1396 force = get_archetype (FORCE_NAME); 1391 force = get_archetype (FORCE_NAME);
1397 force->subtype = FORCE_CHANGE_ABILITY; 1392 force->subtype = FORCE_CHANGE_ABILITY;
1393
1398 if (spell_ob->race) 1394 if (spell_ob->race)
1399 force->name = spell_ob->race; 1395 force->name = spell_ob->race;
1400 else 1396 else
1401 force->name = spell_ob->name; 1397 force->name = spell_ob->name;
1402 1398
1412 { 1408 {
1413 force->duration = duration; 1409 force->duration = duration;
1414 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 1410 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1415 } 1411 }
1416 else 1412 else
1417 {
1418 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1413 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1419 } 1414
1420 return 1; 1415 return 1;
1421 } 1416 }
1417
1422 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50; 1418 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1423 force->speed = 1.f; 1419 force->speed = 1.f;
1424 force->speed_left = -1.f; 1420 force->speed_left = -1.f;
1425 SET_FLAG (force, FLAG_APPLIED); 1421 SET_FLAG (force, FLAG_APPLIED);
1426 1422
1469 1465
1470 /* We precompute some values here so that we don't have to keep 1466 /* We precompute some values here so that we don't have to keep
1471 * doing it over and over again. 1467 * doing it over and over again.
1472 */ 1468 */
1473 god = find_god (determine_god (op)); 1469 god = find_god (determine_god (op));
1474 level = caster_level (caster, spell); 1470 level = casting_level (caster, spell);
1475 range = spell->range + SP_level_range_adjust (caster, spell); 1471 range = spell->range + SP_level_range_adjust (caster, spell);
1476 1472
1477 /* On the bright side, no monster should ever have a race of GOD_... 1473 /* 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 1474 * so even if the player doesn't worship a god, if race=GOD_.., it
1479 * won't ever match anything. 1475 * won't ever match anything.
1501 /* If there is nothing living on this space, no need to go further */ 1497 /* If there is nothing living on this space, no need to go further */
1502 if (!(mflags & P_IS_ALIVE)) 1498 if (!(mflags & P_IS_ALIVE))
1503 continue; 1499 continue;
1504 1500
1505 // players can only affect spaces that they can actually see 1501 // players can only affect spaces that they can actually see
1502 if (caster
1506 if (caster && caster->contr 1503 && caster->contr
1507 && caster->contr->visibility_at (m, nx, ny) < 70) 1504 && caster->contr->darkness_at (m, nx, ny) == LOS_BLOCKED)
1508 continue; 1505 continue;
1509 1506
1510 for (tmp = GET_MAP_TOP (m, nx, ny); tmp; tmp = tmp->below) 1507 for (tmp = GET_MAP_TOP (m, nx, ny); tmp; tmp = tmp->below)
1511 if (QUERY_FLAG (tmp, FLAG_MONSTER)) 1508 if (QUERY_FLAG (tmp, FLAG_MONSTER))
1512 break; 1509 break;
1599 } 1596 }
1600 1597
1601 /* charm */ 1598 /* charm */
1602 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY)) 1599 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY))
1603 { 1600 {
1601 INVOKE_OBJECT (KILL, head, ARG_OBJECT (caster));
1602
1604 /* Prevent uncontolled outbreaks of self replicating monsters. 1603 /* Prevent uncontrolled outbreaks of self replicating monsters.
1605 Typical use case is charm, go somwhere, use aggravation to make hostile. 1604 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. */ 1605 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */
1607 CLEAR_FLAG (head, FLAG_GENERATOR); 1606 CLEAR_FLAG (head, FLAG_GENERATOR);
1608 head->set_owner (op); 1607 head->set_owner (op);
1609 set_spell_skill (op, caster, spell, head); 1608 set_spell_skill (op, caster, spell, head);
1620 } /* for y */ 1619 } /* for y */
1621 1620
1622 return 1; 1621 return 1;
1623} 1622}
1624 1623
1625
1626/* Move_ball_spell: This handles ball type spells that just sort of wander 1624/* 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 1625 * about. was called move_ball_lightning, but since more than the ball
1628 * lightning spell used it, that seemed misnamed. 1626 * lightning spell used it, that seemed misnamed.
1629 * op is the spell effect. 1627 * op is the spell effect.
1630 * note that duration is handled by process_object() in time.c 1628 * note that duration is handled by process_object() in time.c
1631 */ 1629 */
1632
1633void 1630void
1634move_ball_spell (object *op) 1631move_ball_spell (object *op)
1635{ 1632{
1636 int i, j, dam_save, dir, mflags; 1633 int i, j, dam_save, dir, mflags;
1637 sint16 nx, ny, hx, hy; 1634 sint16 nx, ny, hx, hy;
1656 for (i = 1; i < 9; i++) 1653 for (i = 1; i < 9; i++)
1657 { 1654 {
1658 /* i bit 0: alters sign of offset 1655 /* i bit 0: alters sign of offset
1659 * other bits (i / 2): absolute value of offset 1656 * other bits (i / 2): absolute value of offset
1660 */ 1657 */
1661
1662 int offset = ((i ^ j) & 1) ? (i / 2) : -(i / 2); 1658 int offset = ((i ^ j) & 1) ? (i / 2) : -(i / 2);
1663 int tmpdir = absdir (op->direction + offset); 1659 int tmpdir = absdir (op->direction + offset);
1664 1660
1665 nx = op->x + freearr_x[tmpdir]; 1661 nx = op->x + freearr_x[tmpdir];
1666 ny = op->y + freearr_y[tmpdir]; 1662 ny = op->y + freearr_y[tmpdir];
1668 { 1664 {
1669 dir = tmpdir; 1665 dir = tmpdir;
1670 break; 1666 break;
1671 } 1667 }
1672 } 1668 }
1669
1673 if (dir == 0) 1670 if (dir == 0)
1674 { 1671 {
1675 nx = op->x; 1672 nx = op->x;
1676 ny = op->y; 1673 ny = op->y;
1677 m = op->map; 1674 m = op->map;
1703 1700
1704 if ((mflags & P_IS_ALIVE) && (!owner || owner->x != hx || owner->y != hy || !on_same_map (owner, op))) 1701 if ((mflags & P_IS_ALIVE) && (!owner || owner->x != hx || owner->y != hy || !on_same_map (owner, op)))
1705 { 1702 {
1706 if (j) 1703 if (j)
1707 op->stats.dam = dam_save / 2; 1704 op->stats.dam = dam_save / 2;
1705
1708 hit_map (op, j, op->attacktype, 1); 1706 hit_map (op, j, op->attacktype, 1);
1709
1710 } 1707 }
1711 1708
1712 /* insert the other arch */ 1709 /* insert the other arch */
1713 if (op->other_arch && !(OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy)))) 1710 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); 1711 m->insert (arch_to_object (op->other_arch), hx, hy, op);
1728 1725
1729 op->direction = i; 1726 op->direction = i;
1730 } 1727 }
1731} 1728}
1732 1729
1733
1734/* move_swarm_spell: peterm 1730/* move_swarm_spell: peterm
1735 * This is an implementation of the swarm spell. It was written for 1731 * 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 1732 * 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 1733 * 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 1734 * 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. 1735 * from a set of squares surrounding the caster, in a given direction.
1740 */ 1736 */
1741
1742void 1737void
1743move_swarm_spell (object *op) 1738move_swarm_spell (object *op)
1744{ 1739{
1745#if 0 1740#if 0
1746 static int cardinal_adjust[9] = { -3, -2, -1, 0, 0, 0, 1, 2, 3 }; 1741 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 }; 1742 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; 1743 sint16 target_x, target_y, origin_x, origin_y;
1749 int adjustdir; 1744 int adjustdir;
1750 maptile *m; 1745 maptile *m;
1751#endif 1746#endif
1752 int basedir;
1753 object *owner; 1747 object *owner = op->env;
1754 1748
1755 owner = op->owner; 1749 if (!owner) // MUST not happen, remove when true TODO
1756 if (op->duration == 0 || owner == NULL)
1757 { 1750 {
1751 LOG (llevError, "swarm spell found outside inventory: %s\n", op->debug_desc ());
1758 op->destroy (); 1752 op->destroy ();
1759 return; 1753 return;
1760 } 1754 }
1761 1755
1756 if (!op->duration || !owner->is_on_map ())
1757 {
1758 op->drop_and_destroy ();
1759 return;
1760 }
1761
1762 op->duration--; 1762 op->duration--;
1763 1763
1764 basedir = op->direction; 1764 int basedir = op->direction;
1765 if (basedir == 0) 1765 if (!basedir)
1766 { 1766 {
1767 /* spray in all directions! 8) */ 1767 /* spray in all directions! 8) */
1768 basedir = rndm (1, 8); 1768 op->facing = (op->facing + op->state) & 7;
1769 basedir = op->facing + 1;
1769 } 1770 }
1770 1771
1771#if 0 1772#if 0
1772 // this is bogus: it causes wrong places to be checked below 1773 // this is bogus: it causes wrong places to be checked below
1773 // (a wall 2 cells away will block the effect...) and 1774 // (a wall 2 cells away will block the effect...) and
1834 { 1835 {
1835 /* Bullet spells have a bunch more customization that needs to be done */ 1836 /* Bullet spells have a bunch more customization that needs to be done */
1836 if (op->spell->subtype == SP_BULLET) 1837 if (op->spell->subtype == SP_BULLET)
1837 fire_bullet (owner, op, basedir, op->spell); 1838 fire_bullet (owner, op, basedir, op->spell);
1838 else if (op->spell->subtype == SP_MAGIC_MISSILE) 1839 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1839 fire_arch_from_position (owner, op, op->x, op->y, basedir, op->spell); 1840 fire_arch_from_position (owner, op, owner->x, owner->y, basedir, op->spell);
1840 } 1841 }
1841} 1842}
1842
1843
1844
1845 1843
1846/* fire_swarm: 1844/* fire_swarm:
1847 * The following routine creates a swarm of objects. It actually 1845 * The following routine creates a swarm of objects. It actually
1848 * sets up a specific swarm object, which then fires off all 1846 * sets up a specific swarm object, which then fires off all
1849 * the parts of the swarm. 1847 * the parts of the swarm.
1852 * caster: the caster (owner, wand, rod, scroll) 1850 * caster: the caster (owner, wand, rod, scroll)
1853 * dir: the direction everything will be fired in 1851 * dir: the direction everything will be fired in
1854 * spell - the spell that is this spell. 1852 * spell - the spell that is this spell.
1855 * n: the number to be fired. 1853 * n: the number to be fired.
1856 */ 1854 */
1857
1858int 1855int
1859fire_swarm (object *op, object *caster, object *spell, int dir) 1856fire_swarm (object *op, object *caster, object *spell, int dir)
1860{ 1857{
1861 object *tmp;
1862 int i;
1863
1864 if (!spell->other_arch) 1858 if (!spell->other_arch)
1865 return 0; 1859 return 0;
1866 1860
1867 tmp = get_archetype (SWARM_SPELL); 1861 object *tmp = archetype::get (SWARM_SPELL);
1868 tmp->set_owner (op); /* needed so that if swarm elements kill, caster gets xp. */ 1862
1869 set_spell_skill (op, caster, spell, tmp); 1863 set_spell_skill (op, caster, spell, tmp);
1870
1871 tmp->level = caster_level (caster, spell); /*needed later, to get level dep. right. */ 1864 tmp->level = casting_level (caster, spell); /* needed later, to get level dep. right. */
1872 tmp->spell = arch_to_object (spell->other_arch); 1865 tmp->spell = spell->other_arch->instance ();
1873
1874 tmp->attacktype = tmp->spell->attacktype; 1866 tmp->attacktype = tmp->spell->attacktype;
1875 1867
1876 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) 1868 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
1877 if (!tailor_god_spell (tmp, op)) 1869 if (!tailor_god_spell (tmp, op))
1878 return 1; 1870 return 1;
1879 1871
1880 tmp->duration = SP_level_duration_adjust (caster, spell); 1872 tmp->duration = SP_level_duration_adjust (caster, spell);
1881 for (i = 0; i < spell->duration; i++) 1873 for (int i = 0; i < spell->duration; i++)
1882 tmp->duration += die_roll (1, 3, op, PREFER_HIGH); 1874 tmp->duration += die_roll (1, 3, op, PREFER_HIGH);
1883 1875
1876 tmp->invisible = 1;
1877 tmp->flag [FLAG_NO_DROP] = 1; // make sure it stays in inv, or else
1884 tmp->direction = dir; 1878 tmp->direction = dir;
1885 tmp->invisible = 1; 1879 tmp->facing = rndm (1, 8); // initial firing direction
1880 tmp->state = rndm (4) * 2 + 1; // direction increment
1886 1881
1887 tmp->insert_at (op, op); 1882 op->insert (tmp);
1883
1888 return 1; 1884 return 1;
1889} 1885}
1890
1891 1886
1892/* See the spells documentation file for why this is its own 1887/* See the spells documentation file for why this is its own
1893 * function. 1888 * function.
1894 */ 1889 */
1895int 1890int
1900 int dam, mflags; 1895 int dam, mflags;
1901 maptile *m; 1896 maptile *m;
1902 1897
1903 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1898 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1904 1899
1905 if (!dir) 1900 if (dir)
1906 {
1907 new_draw_info (NDI_UNIQUE, 0, op, "In what direction?");
1908 return 0;
1909 } 1901 {
1910
1911 x = op->x + freearr_x[dir]; 1902 x = op->x + freearr_x[dir];
1912 y = op->y + freearr_y[dir]; 1903 y = op->y + freearr_y[dir];
1913 m = op->map; 1904 m = op->map;
1914 1905
1915 mflags = get_map_flags (m, &m, x, y, &x, &y); 1906 mflags = get_map_flags (m, &m, x, y, &x, &y);
1916 1907
1917 if (mflags & P_OUT_OF_MAP) 1908 if (mflags & P_OUT_OF_MAP)
1918 { 1909 {
1919 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is there."); 1910 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is there.");
1920 return 0; 1911 return 0;
1921 } 1912 }
1922 1913
1923 if (mflags & P_IS_ALIVE && spell->attacktype) 1914 if (mflags & P_IS_ALIVE && spell->attacktype)
1924 { 1915 {
1925 for (target = GET_MAP_OB (m, x, y); target; target = target->above) 1916 for (target = GET_MAP_OB (m, x, y); target; target = target->above)
1926 if (QUERY_FLAG (target, FLAG_MONSTER)) 1917 if (QUERY_FLAG (target, FLAG_MONSTER))
1927 { 1918 {
1928 /* oky doky. got a target monster. Lets make a blinding attack */ 1919 /* oky doky. got a target monster. Lets make a blinding attack */
1929 if (target->head) 1920 if (target->head)
1930 target = target->head; 1921 target = target->head;
1922
1931 (void) hit_player (target, dam, op, spell->attacktype, 1); 1923 hit_player (target, dam, op, spell->attacktype, 1);
1932 return 1; /* one success only! */ 1924 return 1; /* one success only! */
1925 }
1933 } 1926 }
1934 }
1935 1927
1936 /* no live target, perhaps a wall is in the way? */ 1928 /* no live target, perhaps a wall is in the way? */
1937 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y))) 1929 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)))
1938 { 1930 {
1939 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 1931 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1940 return 0; 1932 return 0;
1933 }
1941 } 1934 }
1942 1935
1943 /* ok, looks groovy to just insert a new light on the map */ 1936 /* ok, looks groovy to just insert a new light on the map */
1944 tmp = arch_to_object (spell->other_arch); 1937 tmp = arch_to_object (spell->other_arch);
1945 if (!tmp) 1938 if (!tmp)
1946 { 1939 {
1947 LOG (llevError, "Error: spell arch for cast_light() missing.\n"); 1940 LOG (llevError, "Error: spell arch for cast_light() missing.\n");
1948 return 0; 1941 return 0;
1949 } 1942 }
1943
1950 tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell); 1944 tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell);
1945
1951 if (tmp->glow_radius) 1946 if (tmp->glow_radius)
1952 {
1953 tmp->glow_radius = spell->range + SP_level_range_adjust (caster, spell); 1947 tmp->glow_radius = min (MAX_LIGHT_RADIUS, spell->range + SP_level_range_adjust (caster, spell));
1954 if (tmp->glow_radius > MAX_LIGHT_RADII)
1955 tmp->glow_radius = MAX_LIGHT_RADII;
1956 }
1957 1948
1949 if (dir)
1958 m->insert (tmp, x, y, op); 1950 m->insert (tmp, x, y, op);
1951 else
1952 caster->outer_env ()->insert (tmp);
1953
1959 return 1; 1954 return 1;
1960} 1955}
1961
1962
1963
1964 1956
1965/* cast_cause_disease: this spell looks along <dir> from the 1957/* cast_cause_disease: this spell looks along <dir> from the
1966 * player and infects someone. 1958 * player and infects someone.
1967 * op is the player/monster, caster is the object, dir is the direction 1959 * 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 1960 * to cast, disease_arch is the specific disease, and type is the spell number
1969 * perhaps this should actually be in disease.c? 1961 * perhaps this should actually be in disease.c?
1970 */ 1962 */
1971
1972int 1963int
1973cast_cause_disease (object *op, object *caster, object *spell, int dir) 1964cast_cause_disease (object *op, object *caster, object *spell, int dir)
1974{ 1965{
1975 sint16 x, y; 1966 sint16 x, y;
1976 int i, mflags, range, dam_mod, dur_mod; 1967 int i, mflags, range, dam_mod, dur_mod;
1983 /* If casting from a scroll, no direction will be available, so refer to the 1974 /* If casting from a scroll, no direction will be available, so refer to the
1984 * direction the player is pointing. 1975 * direction the player is pointing.
1985 */ 1976 */
1986 if (!dir) 1977 if (!dir)
1987 dir = op->facing; 1978 dir = op->facing;
1979
1988 if (!dir) 1980 if (!dir)
1989 return 0; /* won't find anything if casting on ourself, so just return */ 1981 return 0; /* won't find anything if casting on ourself, so just return */
1990 1982
1991 /* Calculate these once here */ 1983 /* Calculate these once here */
1992 range = spell->range + SP_level_range_adjust (caster, spell); 1984 range = spell->range + SP_level_range_adjust (caster, spell);
2019 object *disease = arch_to_object (spell->other_arch); 2011 object *disease = arch_to_object (spell->other_arch);
2020 2012
2021 disease->set_owner (op); 2013 disease->set_owner (op);
2022 set_spell_skill (op, caster, spell, disease); 2014 set_spell_skill (op, caster, spell, disease);
2023 disease->stats.exp = 0; 2015 disease->stats.exp = 0;
2024 disease->level = caster_level (caster, spell); 2016 disease->level = casting_level (caster, spell);
2025 2017
2026 /* do level adjustments */ 2018 /* do level adjustments */
2027 if (disease->stats.wc) 2019 if (disease->stats.wc)
2028 disease->stats.wc += dur_mod / 2; 2020 disease->stats.wc += dur_mod / 2;
2029 2021
2030 if (disease->magic > 0) 2022 if (disease->magic > 0)
2031 disease->magic += dur_mod / 4; 2023 disease->magic += dur_mod / 8;
2032 2024
2033 if (disease->stats.maxhp > 0) 2025 if (disease->stats.maxhp > 0)
2034 disease->stats.maxhp += dur_mod; 2026 disease->stats.maxhp += dur_mod;
2035 2027
2036 if (disease->stats.maxgrace > 0) 2028 if (disease->stats.maxgrace > 0)

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