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Comparing deliantra/server/server/spell_attack.C (file contents):
Revision 1.45 by root, Wed Aug 1 00:26:03 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
521 for (tmp = op->ms ().bot; tmp; tmp = tmp->above) 523 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
522 { 524 {
523 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 525 if (QUERY_FLAG (tmp, FLAG_ALIVE))
524 { 526 {
525 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
526 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0) 530 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0)
527 { 531 {
528 if (!QUERY_FLAG (op, FLAG_REMOVED)) 532 if (!QUERY_FLAG (op, FLAG_REMOVED))
529 { 533 {
530 op->destroy (); 534 op->destroy ();
619 int mflags; 623 int mflags;
620 624
621 if (!spob->other_arch) 625 if (!spob->other_arch)
622 return 0; 626 return 0;
623 627
624 tmp = arch_to_object (spob->other_arch); 628 tmp = spob->other_arch->instance ();
625 if (tmp == NULL) 629 if (!tmp)
626 return 0; 630 return 0;
627 631
628 /* peterm: level dependency for bolts */ 632 /* peterm: level dependency for bolts */
629 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);
630 tmp->attacktype = spob->attacktype; 634 tmp->attacktype = spob->attacktype;
631 if (spob->slaying) 635 if (spob->slaying)
632 tmp->slaying = spob->slaying; 636 tmp->slaying = spob->slaying;
633 637
643 SET_ANIMATION (tmp, dir); 647 SET_ANIMATION (tmp, dir);
644 648
645 tmp->set_owner (op); 649 tmp->set_owner (op);
646 set_spell_skill (op, caster, spob, tmp); 650 set_spell_skill (op, caster, spob, tmp);
647 651
648 tmp->x = op->x + freearr_x[dir]; 652 tmp->x = op->x + freearr_x[dir];
649 tmp->y = op->y + freearr_y[dir]; 653 tmp->y = op->y + freearr_y[dir];
650 tmp->map = op->map; 654 tmp->map = op->map;
651 655
652 maptile *newmap; 656 maptile *newmap;
653 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);
654 if (mflags & P_OUT_OF_MAP) 658 if (mflags & P_OUT_OF_MAP)
704/* 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 */
705 709
706void 710void
707move_cone (object *op) 711move_cone (object *op)
708{ 712{
709 int i;
710
711 /* 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 */
712 if (!op->map) 714 if (!op->map)
713 { 715 {
714 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");
715 op->set_speed (0); 717 op->set_speed (0);
735 } 737 }
736#endif 738#endif
737 739
738 hit_map (op, 0, op->attacktype, 0); 740 hit_map (op, 0, op->attacktype, 0);
739 741
742 if (!op->is_on_map ())
743 return;
744
740 /* Check to see if we should push anything. 745 /* Check to see if we should push anything.
741 * Spell objects with weight push whatever they encounter to some 746 * Spell objects with weight push whatever they encounter to some
742 * degree. 747 * degree.
743 */ 748 */
744 if (op->weight) 749 if (op->weight)
750 {
745 check_spell_knockback (op); 751 check_spell_knockback (op);
746 752
747 if (op->destroyed ()) 753 if (!op->is_on_map ())
748 return; 754 return;
755 }
749 756
750 if ((op->duration--) < 0) 757 if (op->duration-- < 0)
751 { 758 {
752 op->destroy (); 759 op->destroy ();
753 return; 760 return;
754 } 761 }
755 /* Object has hit maximum range, so don't have it move 762 /* Object has hit maximum range, so don't have it move
760 { 767 {
761 op->range = 0; /* just so it doesn't wrap */ 768 op->range = 0; /* just so it doesn't wrap */
762 return; 769 return;
763 } 770 }
764 771
765 for (i = -1; i < 2; i++) 772 for (int i = -1; i <= 1; i++)
766 { 773 {
767 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)];
768 775
769 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))
770 { 777 {
862 869
863 success = 1; 870 success = 1;
864 tmp = arch_to_object (spell->other_arch); 871 tmp = arch_to_object (spell->other_arch);
865 tmp->set_owner (op); 872 tmp->set_owner (op);
866 set_spell_skill (op, caster, spell, tmp); 873 set_spell_skill (op, caster, spell, tmp);
867 tmp->level = caster_level (caster, spell); 874 tmp->level = casting_level (caster, spell);
868 tmp->attacktype = spell->attacktype; 875 tmp->attacktype = spell->attacktype;
869 876
870 /* holy word stuff */ 877 /* holy word stuff */
871 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER)) 878 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER))
872 if (!tailor_god_spell (tmp, op)) 879 if (!tailor_god_spell (tmp, op))
937 * op is the original bomb object. 944 * op is the original bomb object.
938 */ 945 */
939void 946void
940animate_bomb (object *op) 947animate_bomb (object *op)
941{ 948{
942 int i;
943 object *env, *tmp;
944
945 if (op->state != NUM_ANIMATIONS (op) - 1) 949 if (op->state != NUM_ANIMATIONS (op) - 1)
946 return; 950 return;
947 951
948 env = object_get_env_recursive (op); 952 object *env = op->outer_env ();
949 953
950 if (op->env) 954 if (op->env)
951 { 955 {
952 if (env->map == NULL) 956 if (env->map == NULL)
953 return; 957 return;
954
955 if (env->type == PLAYER)
956 esrv_del_item (env->contr, op->count);
957 958
958 if (!(op = op->insert_at (env, op))) 959 if (!(op = op->insert_at (env, op)))
959 return; 960 return;
960 } 961 }
961 962
972 * but using the cast_bullet isn't really feasible, 973 * but using the cast_bullet isn't really feasible,
973 * so just set up the appropriate values. 974 * so just set up the appropriate values.
974 */ 975 */
975 if (archetype *at = archetype::find (SPLINT)) 976 if (archetype *at = archetype::find (SPLINT))
976 { 977 {
977 for (i = 1; i < 9; i++) 978 for (int i = 1; i < 9; i++)
978 { 979 {
979 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]))
980 continue; 981 continue;
981 982
982 tmp = arch_to_object (at); 983 object *tmp = arch_to_object (at);
983 tmp->direction = i; 984 tmp->direction = i;
984 tmp->range = op->range; 985 tmp->range = op->range;
985 tmp->stats.dam = op->stats.dam; 986 tmp->stats.dam = op->stats.dam;
986 tmp->duration = op->duration; 987 tmp->duration = op->duration;
987 tmp->attacktype = op->attacktype; 988 tmp->attacktype = op->attacktype;
1001} 1002}
1002 1003
1003int 1004int
1004create_bomb (object *op, object *caster, int dir, object *spell) 1005create_bomb (object *op, object *caster, int dir, object *spell)
1005{ 1006{
1006
1007 object *tmp; 1007 object *tmp;
1008 int mflags; 1008 int mflags;
1009 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];
1010 maptile *m; 1010 maptile *m;
1011 1011
1012 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 {
1013 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))
1014 { 1021 {
1015 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.");
1016 return 0; 1023 return 0;
1024 }
1017 } 1025 }
1026
1018 tmp = arch_to_object (spell->other_arch); 1027 tmp = arch_to_object (spell->other_arch);
1019 1028
1020 /* level dependencies for bomb */ 1029 /* level dependencies for bomb */
1021 tmp->range = spell->range + SP_level_range_adjust (caster, spell); 1030 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
1022 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);
1120 effect = arch_to_object (spell->other_arch); 1129 effect = arch_to_object (spell->other_arch);
1121 else 1130 else
1122 return 0; 1131 return 0;
1123 1132
1124 /* tailor the effect by priest level and worshipped God */ 1133 /* tailor the effect by priest level and worshipped God */
1125 effect->level = caster_level (caster, spell); 1134 effect->level = casting_level (caster, spell);
1126 effect->attacktype = spell->attacktype; 1135 effect->attacktype = spell->attacktype;
1127 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER)) 1136 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER))
1128 { 1137 {
1129 if (tailor_god_spell (effect, op)) 1138 if (tailor_god_spell (effect, op))
1130 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));
1174 effect->insert_at (target, op); 1183 effect->insert_at (target, op);
1175 1184
1176 return 1; 1185 return 1;
1177} 1186}
1178 1187
1179
1180/**************************************************************************** 1188/****************************************************************************
1181 * 1189 *
1182 * MAGIC MISSILE code. 1190 * MAGIC MISSILE code.
1183 * 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
1184 * code here is just to move the missile. 1192 * code here is just to move the missile.
1186 1194
1187/* op is a missile that needs to be moved */ 1195/* op is a missile that needs to be moved */
1188void 1196void
1189move_missile (object *op) 1197move_missile (object *op)
1190{ 1198{
1191 int i, mflags;
1192 object *owner;
1193 sint16 new_x, new_y;
1194 maptile *m;
1195
1196 if (op->range-- <= 0) 1199 if (op->range-- <= 0)
1197 { 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 {
1198 op->destroy (); 1210 op->destroy ();
1199 return; 1211 return;
1200 } 1212 }
1201 1213
1202 owner = op->owner; 1214 mapspace &ms = pos.ms ();
1203#if 0
1204 /* It'd make things nastier if this wasn't here - spells cast by
1205 * monster that are then killed would continue to survive
1206 */
1207 if (owner == NULL)
1208 {
1209 op->destroy ();
1210 return;
1211 }
1212#endif
1213 1215
1214 new_x = op->x + DIRX (op); 1216 if (ms.flags () & P_IS_ALIVE || ms.blocks (op))
1215 new_y = op->y + DIRY (op);
1216
1217 mflags = get_map_flags (op->map, &m, new_x, new_y, &new_x, &new_y);
1218
1219 if (!(mflags & P_OUT_OF_MAP) && ((mflags & P_IS_ALIVE) || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y))))
1220 { 1217 {
1221 hit_map (op, op->direction, AT_MAGIC, 1); 1218 hit_map (op, op->direction, AT_MAGIC, 1);
1222 /* Basically, missile only hits one thing then goes away. 1219 /* Basically, missile only hits one thing then goes away.
1223 * 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.
1224 */ 1221 */
1225 if (!op->destroyed ())
1226 op->destroy ();
1227
1228 return;
1229 }
1230
1231 op->remove ();
1232
1233 if (!op->direction || (mflags & P_OUT_OF_MAP))
1234 {
1235 op->destroy (); 1222 op->destroy ();
1236 return; 1223 return;
1237 } 1224 }
1238 1225
1226 if (!op->direction)
1227 {
1228 op->destroy ();
1229 return;
1230 }
1231
1239 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);
1240 if (i > 0 && i != op->direction) 1233 if (i > 0 && i != op->direction)
1241 { 1234 {
1242 op->direction = i; 1235 op->direction = i;
1243 SET_ANIMATION (op, op->direction); 1236 SET_ANIMATION (op, op->direction);
1244 } 1237 }
1245 1238
1246 m->insert (op, new_x, new_y, op); 1239 pos.insert (op, op);
1247} 1240}
1248 1241
1249/**************************************************************************** 1242/****************************************************************************
1250 * Destruction 1243 * Destruction
1251 ****************************************************************************/ 1244 ****************************************************************************/
1265 1258
1266 object *tmp = get_archetype (FORCE_NAME); 1259 object *tmp = get_archetype (FORCE_NAME);
1267 tmp->speed = 0.01; 1260 tmp->speed = 0.01;
1268 tmp->stats.food = time; 1261 tmp->stats.food = time;
1269 SET_FLAG (tmp, FLAG_IS_USED_UP); 1262 SET_FLAG (tmp, FLAG_IS_USED_UP);
1270 tmp->glow_radius = radius;
1271 if (tmp->glow_radius > MAX_LIGHT_RADII)
1272 tmp->glow_radius = MAX_LIGHT_RADII; 1263 tmp->glow_radius = min (MAX_LIGHT_RADIUS, radius);
1273
1274 tmp = insert_ob_in_ob (tmp, op); 1264 tmp = insert_ob_in_ob (tmp, op);
1275 1265
1276 if (tmp->glow_radius > op->glow_radius) 1266 if (tmp->glow_radius > op->glow_radius)
1277 op->glow_radius = tmp->glow_radius; 1267 op->glow_radius = tmp->glow_radius;
1278 1268
1308 else 1298 else
1309 op->skill = NULL; 1299 op->skill = NULL;
1310 1300
1311 op->change_skill (find_skill_by_name (op, op->skill)); 1301 op->change_skill (find_skill_by_name (op, op->skill));
1312 1302
1313 for (i = -range; i < range; i++) 1303 for (i = -range; i <= range; i++)
1314 { 1304 {
1315 for (j = -range; j < range; j++) 1305 for (j = -range; j <= range; j++)
1316 { 1306 {
1317 m = op->map; 1307 m = op->map;
1318 sx = op->x + i; 1308 sx = op->x + i;
1319 sy = op->y + j; 1309 sy = op->y + j;
1320 1310
1337 (!friendly && (QUERY_FLAG (tmp, FLAG_FRIENDLY) || tmp->type == PLAYER))) 1327 (!friendly && (QUERY_FLAG (tmp, FLAG_FRIENDLY) || tmp->type == PLAYER)))
1338 { 1328 {
1339 if (spell_ob->subtype == SP_DESTRUCTION) 1329 if (spell_ob->subtype == SP_DESTRUCTION)
1340 { 1330 {
1341 hit_player (tmp, dam, op, spell_ob->attacktype, 0); 1331 hit_player (tmp, dam, op, spell_ob->attacktype, 0);
1332
1342 if (spell_ob->other_arch) 1333 if (spell_ob->other_arch)
1343 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);
1344 } 1335 }
1345 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)
1346 { 1337 {
1374 { 1365 {
1375 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.");
1376 return 0; 1367 return 0;
1377 } 1368 }
1378 1369
1370 tmp = tmp->head_ ();
1371
1379 /* 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. */
1380 for (force = tmp->inv; force != NULL; force = force->below) 1373 for (force = tmp->inv; force; force = force->below)
1381 { 1374 {
1382 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY) 1375 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY)
1383 { 1376 {
1384 if (force->name == spell_ob->name) 1377 if (force->name == spell_ob->name)
1385 { 1378 {
1391 return 0; 1384 return 0;
1392 } 1385 }
1393 } 1386 }
1394 } 1387 }
1395 1388
1396 if (force == NULL) 1389 if (!force)
1397 { 1390 {
1398 force = get_archetype (FORCE_NAME); 1391 force = get_archetype (FORCE_NAME);
1399 force->subtype = FORCE_CHANGE_ABILITY; 1392 force->subtype = FORCE_CHANGE_ABILITY;
1393
1400 if (spell_ob->race) 1394 if (spell_ob->race)
1401 force->name = spell_ob->race; 1395 force->name = spell_ob->race;
1402 else 1396 else
1403 force->name = spell_ob->name; 1397 force->name = spell_ob->name;
1404 1398
1414 { 1408 {
1415 force->duration = duration; 1409 force->duration = duration;
1416 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.");
1417 } 1411 }
1418 else 1412 else
1419 {
1420 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.");
1421 } 1414
1422 return 1; 1415 return 1;
1423 } 1416 }
1417
1424 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;
1425 force->speed = 1.f; 1419 force->speed = 1.f;
1426 force->speed_left = -1.f; 1420 force->speed_left = -1.f;
1427 SET_FLAG (force, FLAG_APPLIED); 1421 SET_FLAG (force, FLAG_APPLIED);
1428 1422
1471 1465
1472 /* 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
1473 * doing it over and over again. 1467 * doing it over and over again.
1474 */ 1468 */
1475 god = find_god (determine_god (op)); 1469 god = find_god (determine_god (op));
1476 level = caster_level (caster, spell); 1470 level = casting_level (caster, spell);
1477 range = spell->range + SP_level_range_adjust (caster, spell); 1471 range = spell->range + SP_level_range_adjust (caster, spell);
1478 1472
1479 /* 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_...
1480 * 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
1481 * won't ever match anything. 1475 * won't ever match anything.
1503 /* 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 */
1504 if (!(mflags & P_IS_ALIVE)) 1498 if (!(mflags & P_IS_ALIVE))
1505 continue; 1499 continue;
1506 1500
1507 // players can only affect spaces that they can actually see 1501 // players can only affect spaces that they can actually see
1502 if (caster
1508 if (caster && caster->contr 1503 && caster->contr
1509 && caster->contr->visibility_at (m, nx, ny) < 70) 1504 && caster->contr->darkness_at (m, nx, ny) == LOS_BLOCKED)
1510 continue; 1505 continue;
1511 1506
1512 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)
1513 if (QUERY_FLAG (tmp, FLAG_MONSTER)) 1508 if (QUERY_FLAG (tmp, FLAG_MONSTER))
1514 break; 1509 break;
1601 } 1596 }
1602 1597
1603 /* charm */ 1598 /* charm */
1604 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))
1605 { 1600 {
1601 INVOKE_OBJECT (KILL, head, ARG_OBJECT (caster));
1602
1606 /* Prevent uncontolled outbreaks of self replicating monsters. 1603 /* Prevent uncontrolled outbreaks of self replicating monsters.
1607 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.
1608 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. */
1609 CLEAR_FLAG (head, FLAG_GENERATOR); 1606 CLEAR_FLAG (head, FLAG_GENERATOR);
1610 head->set_owner (op); 1607 head->set_owner (op);
1611 set_spell_skill (op, caster, spell, head); 1608 set_spell_skill (op, caster, spell, head);
1622 } /* for y */ 1619 } /* for y */
1623 1620
1624 return 1; 1621 return 1;
1625} 1622}
1626 1623
1627
1628/* 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
1629 * 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
1630 * lightning spell used it, that seemed misnamed. 1626 * lightning spell used it, that seemed misnamed.
1631 * op is the spell effect. 1627 * op is the spell effect.
1632 * note that duration is handled by process_object() in time.c 1628 * note that duration is handled by process_object() in time.c
1633 */ 1629 */
1634
1635void 1630void
1636move_ball_spell (object *op) 1631move_ball_spell (object *op)
1637{ 1632{
1638 int i, j, dam_save, dir, mflags; 1633 int i, j, dam_save, dir, mflags;
1639 sint16 nx, ny, hx, hy; 1634 sint16 nx, ny, hx, hy;
1658 for (i = 1; i < 9; i++) 1653 for (i = 1; i < 9; i++)
1659 { 1654 {
1660 /* i bit 0: alters sign of offset 1655 /* i bit 0: alters sign of offset
1661 * other bits (i / 2): absolute value of offset 1656 * other bits (i / 2): absolute value of offset
1662 */ 1657 */
1663
1664 int offset = ((i ^ j) & 1) ? (i / 2) : -(i / 2); 1658 int offset = ((i ^ j) & 1) ? (i / 2) : -(i / 2);
1665 int tmpdir = absdir (op->direction + offset); 1659 int tmpdir = absdir (op->direction + offset);
1666 1660
1667 nx = op->x + freearr_x[tmpdir]; 1661 nx = op->x + freearr_x[tmpdir];
1668 ny = op->y + freearr_y[tmpdir]; 1662 ny = op->y + freearr_y[tmpdir];
1670 { 1664 {
1671 dir = tmpdir; 1665 dir = tmpdir;
1672 break; 1666 break;
1673 } 1667 }
1674 } 1668 }
1669
1675 if (dir == 0) 1670 if (dir == 0)
1676 { 1671 {
1677 nx = op->x; 1672 nx = op->x;
1678 ny = op->y; 1673 ny = op->y;
1679 m = op->map; 1674 m = op->map;
1705 1700
1706 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)))
1707 { 1702 {
1708 if (j) 1703 if (j)
1709 op->stats.dam = dam_save / 2; 1704 op->stats.dam = dam_save / 2;
1705
1710 hit_map (op, j, op->attacktype, 1); 1706 hit_map (op, j, op->attacktype, 1);
1711
1712 } 1707 }
1713 1708
1714 /* insert the other arch */ 1709 /* insert the other arch */
1715 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))))
1716 m->insert (arch_to_object (op->other_arch), hx, hy, op); 1711 m->insert (arch_to_object (op->other_arch), hx, hy, op);
1730 1725
1731 op->direction = i; 1726 op->direction = i;
1732 } 1727 }
1733} 1728}
1734 1729
1735
1736/* move_swarm_spell: peterm 1730/* move_swarm_spell: peterm
1737 * 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
1738 * 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
1739 * 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
1740 * 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
1741 * 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.
1742 */ 1736 */
1743
1744void 1737void
1745move_swarm_spell (object *op) 1738move_swarm_spell (object *op)
1746{ 1739{
1747#if 0 1740#if 0
1748 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 };
1749 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 };
1750 sint16 target_x, target_y, origin_x, origin_y; 1743 sint16 target_x, target_y, origin_x, origin_y;
1751 int adjustdir; 1744 int adjustdir;
1752 maptile *m; 1745 maptile *m;
1753#endif 1746#endif
1754 int basedir;
1755 object *owner; 1747 object *owner = op->env;
1756 1748
1757 owner = op->owner; 1749 if (!owner) // MUST not happen, remove when true TODO
1758 if (op->duration == 0 || owner == NULL)
1759 { 1750 {
1751 LOG (llevError, "swarm spell found outside inventory: %s\n", op->debug_desc ());
1760 op->destroy (); 1752 op->destroy ();
1761 return; 1753 return;
1762 } 1754 }
1763 1755
1756 if (!op->duration || !owner->is_on_map ())
1757 {
1758 op->drop_and_destroy ();
1759 return;
1760 }
1761
1764 op->duration--; 1762 op->duration--;
1765 1763
1766 basedir = op->direction; 1764 int basedir = op->direction;
1767 if (basedir == 0) 1765 if (!basedir)
1768 { 1766 {
1769 /* spray in all directions! 8) */ 1767 /* spray in all directions! 8) */
1770 basedir = rndm (1, 8); 1768 op->facing = (op->facing + op->state) & 7;
1769 basedir = op->facing + 1;
1771 } 1770 }
1772 1771
1773#if 0 1772#if 0
1774 // this is bogus: it causes wrong places to be checked below 1773 // this is bogus: it causes wrong places to be checked below
1775 // (a wall 2 cells away will block the effect...) and 1774 // (a wall 2 cells away will block the effect...) and
1836 { 1835 {
1837 /* 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 */
1838 if (op->spell->subtype == SP_BULLET) 1837 if (op->spell->subtype == SP_BULLET)
1839 fire_bullet (owner, op, basedir, op->spell); 1838 fire_bullet (owner, op, basedir, op->spell);
1840 else if (op->spell->subtype == SP_MAGIC_MISSILE) 1839 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1841 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);
1842 } 1841 }
1843} 1842}
1844
1845
1846
1847 1843
1848/* fire_swarm: 1844/* fire_swarm:
1849 * The following routine creates a swarm of objects. It actually 1845 * The following routine creates a swarm of objects. It actually
1850 * sets up a specific swarm object, which then fires off all 1846 * sets up a specific swarm object, which then fires off all
1851 * the parts of the swarm. 1847 * the parts of the swarm.
1854 * caster: the caster (owner, wand, rod, scroll) 1850 * caster: the caster (owner, wand, rod, scroll)
1855 * dir: the direction everything will be fired in 1851 * dir: the direction everything will be fired in
1856 * spell - the spell that is this spell. 1852 * spell - the spell that is this spell.
1857 * n: the number to be fired. 1853 * n: the number to be fired.
1858 */ 1854 */
1859
1860int 1855int
1861fire_swarm (object *op, object *caster, object *spell, int dir) 1856fire_swarm (object *op, object *caster, object *spell, int dir)
1862{ 1857{
1863 object *tmp;
1864 int i;
1865
1866 if (!spell->other_arch) 1858 if (!spell->other_arch)
1867 return 0; 1859 return 0;
1868 1860
1869 tmp = get_archetype (SWARM_SPELL); 1861 object *tmp = archetype::get (SWARM_SPELL);
1870 tmp->set_owner (op); /* needed so that if swarm elements kill, caster gets xp. */ 1862
1871 set_spell_skill (op, caster, spell, tmp); 1863 set_spell_skill (op, caster, spell, tmp);
1872
1873 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. */
1874 tmp->spell = arch_to_object (spell->other_arch); 1865 tmp->spell = spell->other_arch->instance ();
1875
1876 tmp->attacktype = tmp->spell->attacktype; 1866 tmp->attacktype = tmp->spell->attacktype;
1877 1867
1878 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) 1868 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
1879 if (!tailor_god_spell (tmp, op)) 1869 if (!tailor_god_spell (tmp, op))
1880 return 1; 1870 return 1;
1881 1871
1882 tmp->duration = SP_level_duration_adjust (caster, spell); 1872 tmp->duration = SP_level_duration_adjust (caster, spell);
1883 for (i = 0; i < spell->duration; i++) 1873 for (int i = 0; i < spell->duration; i++)
1884 tmp->duration += die_roll (1, 3, op, PREFER_HIGH); 1874 tmp->duration += die_roll (1, 3, op, PREFER_HIGH);
1885 1875
1876 tmp->invisible = 1;
1877 tmp->flag [FLAG_NO_DROP] = 1; // make sure it stays in inv, or else
1886 tmp->direction = dir; 1878 tmp->direction = dir;
1887 tmp->invisible = 1; 1879 tmp->facing = rndm (1, 8); // initial firing direction
1880 tmp->state = rndm (4) * 2 + 1; // direction increment
1888 1881
1889 tmp->insert_at (op, op); 1882 op->insert (tmp);
1883
1890 return 1; 1884 return 1;
1891} 1885}
1892
1893 1886
1894/* See the spells documentation file for why this is its own 1887/* See the spells documentation file for why this is its own
1895 * function. 1888 * function.
1896 */ 1889 */
1897int 1890int
1902 int dam, mflags; 1895 int dam, mflags;
1903 maptile *m; 1896 maptile *m;
1904 1897
1905 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1898 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1906 1899
1907 if (!dir) 1900 if (dir)
1908 {
1909 new_draw_info (NDI_UNIQUE, 0, op, "In what direction?");
1910 return 0;
1911 } 1901 {
1912
1913 x = op->x + freearr_x[dir]; 1902 x = op->x + freearr_x[dir];
1914 y = op->y + freearr_y[dir]; 1903 y = op->y + freearr_y[dir];
1915 m = op->map; 1904 m = op->map;
1916 1905
1917 mflags = get_map_flags (m, &m, x, y, &x, &y); 1906 mflags = get_map_flags (m, &m, x, y, &x, &y);
1918 1907
1919 if (mflags & P_OUT_OF_MAP) 1908 if (mflags & P_OUT_OF_MAP)
1920 { 1909 {
1921 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is there."); 1910 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is there.");
1922 return 0; 1911 return 0;
1923 } 1912 }
1924 1913
1925 if (mflags & P_IS_ALIVE && spell->attacktype) 1914 if (mflags & P_IS_ALIVE && spell->attacktype)
1926 { 1915 {
1927 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)
1928 if (QUERY_FLAG (target, FLAG_MONSTER)) 1917 if (QUERY_FLAG (target, FLAG_MONSTER))
1929 { 1918 {
1930 /* oky doky. got a target monster. Lets make a blinding attack */ 1919 /* oky doky. got a target monster. Lets make a blinding attack */
1931 if (target->head) 1920 if (target->head)
1932 target = target->head; 1921 target = target->head;
1922
1933 (void) hit_player (target, dam, op, spell->attacktype, 1); 1923 hit_player (target, dam, op, spell->attacktype, 1);
1934 return 1; /* one success only! */ 1924 return 1; /* one success only! */
1925 }
1935 } 1926 }
1936 }
1937 1927
1938 /* no live target, perhaps a wall is in the way? */ 1928 /* no live target, perhaps a wall is in the way? */
1939 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)))
1940 { 1930 {
1941 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.");
1942 return 0; 1932 return 0;
1933 }
1943 } 1934 }
1944 1935
1945 /* 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 */
1946 tmp = arch_to_object (spell->other_arch); 1937 tmp = arch_to_object (spell->other_arch);
1947 if (!tmp) 1938 if (!tmp)
1948 { 1939 {
1949 LOG (llevError, "Error: spell arch for cast_light() missing.\n"); 1940 LOG (llevError, "Error: spell arch for cast_light() missing.\n");
1950 return 0; 1941 return 0;
1951 } 1942 }
1943
1952 tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell); 1944 tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell);
1945
1953 if (tmp->glow_radius) 1946 if (tmp->glow_radius)
1954 {
1955 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));
1956 if (tmp->glow_radius > MAX_LIGHT_RADII)
1957 tmp->glow_radius = MAX_LIGHT_RADII;
1958 }
1959 1948
1949 if (dir)
1960 m->insert (tmp, x, y, op); 1950 m->insert (tmp, x, y, op);
1951 else
1952 caster->outer_env ()->insert (tmp);
1953
1961 return 1; 1954 return 1;
1962} 1955}
1963
1964
1965
1966 1956
1967/* cast_cause_disease: this spell looks along <dir> from the 1957/* cast_cause_disease: this spell looks along <dir> from the
1968 * player and infects someone. 1958 * player and infects someone.
1969 * 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
1970 * 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
1971 * perhaps this should actually be in disease.c? 1961 * perhaps this should actually be in disease.c?
1972 */ 1962 */
1973
1974int 1963int
1975cast_cause_disease (object *op, object *caster, object *spell, int dir) 1964cast_cause_disease (object *op, object *caster, object *spell, int dir)
1976{ 1965{
1977 sint16 x, y; 1966 sint16 x, y;
1978 int i, mflags, range, dam_mod, dur_mod; 1967 int i, mflags, range, dam_mod, dur_mod;
1985 /* 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
1986 * direction the player is pointing. 1975 * direction the player is pointing.
1987 */ 1976 */
1988 if (!dir) 1977 if (!dir)
1989 dir = op->facing; 1978 dir = op->facing;
1979
1990 if (!dir) 1980 if (!dir)
1991 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 */
1992 1982
1993 /* Calculate these once here */ 1983 /* Calculate these once here */
1994 range = spell->range + SP_level_range_adjust (caster, spell); 1984 range = spell->range + SP_level_range_adjust (caster, spell);
2021 object *disease = arch_to_object (spell->other_arch); 2011 object *disease = arch_to_object (spell->other_arch);
2022 2012
2023 disease->set_owner (op); 2013 disease->set_owner (op);
2024 set_spell_skill (op, caster, spell, disease); 2014 set_spell_skill (op, caster, spell, disease);
2025 disease->stats.exp = 0; 2015 disease->stats.exp = 0;
2026 disease->level = caster_level (caster, spell); 2016 disease->level = casting_level (caster, spell);
2027 2017
2028 /* do level adjustments */ 2018 /* do level adjustments */
2029 if (disease->stats.wc) 2019 if (disease->stats.wc)
2030 disease->stats.wc += dur_mod / 2; 2020 disease->stats.wc += dur_mod / 2;
2031 2021
2032 if (disease->magic > 0) 2022 if (disease->magic > 0)
2033 disease->magic += dur_mod / 4; 2023 disease->magic += dur_mod / 8;
2034 2024
2035 if (disease->stats.maxhp > 0) 2025 if (disease->stats.maxhp > 0)
2036 disease->stats.maxhp += dur_mod; 2026 disease->stats.maxhp += dur_mod;
2037 2027
2038 if (disease->stats.maxgrace > 0) 2028 if (disease->stats.maxgrace > 0)

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