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Comparing deliantra/server/server/spell_attack.C (file contents):
Revision 1.46 by root, Wed Aug 1 00:52:38 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;
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));
1185 1194
1186/* op is a missile that needs to be moved */ 1195/* op is a missile that needs to be moved */
1187void 1196void
1188move_missile (object *op) 1197move_missile (object *op)
1189{ 1198{
1190 int i, mflags;
1191 object *owner;
1192 sint16 new_x, new_y;
1193 maptile *m;
1194
1195 if (op->range-- <= 0) 1199 if (op->range-- <= 0)
1196 { 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 {
1197 op->destroy (); 1210 op->destroy ();
1198 return; 1211 return;
1199 } 1212 }
1200 1213
1201 owner = op->owner; 1214 mapspace &ms = pos.ms ();
1202#if 0
1203 /* It'd make things nastier if this wasn't here - spells cast by
1204 * monster that are then killed would continue to survive
1205 */
1206 if (owner == NULL)
1207 {
1208 op->destroy ();
1209 return;
1210 }
1211#endif
1212 1215
1213 new_x = op->x + DIRX (op); 1216 if (ms.flags () & P_IS_ALIVE || ms.blocks (op))
1214 new_y = op->y + DIRY (op);
1215
1216 mflags = get_map_flags (op->map, &m, new_x, new_y, &new_x, &new_y);
1217
1218 if (!(mflags & P_OUT_OF_MAP) && ((mflags & P_IS_ALIVE) || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y))))
1219 { 1217 {
1220 hit_map (op, op->direction, AT_MAGIC, 1); 1218 hit_map (op, op->direction, AT_MAGIC, 1);
1221 /* Basically, missile only hits one thing then goes away. 1219 /* Basically, missile only hits one thing then goes away.
1222 * 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.
1223 */ 1221 */
1224 if (!op->destroyed ())
1225 op->destroy ();
1226
1227 return;
1228 }
1229
1230 op->remove ();
1231
1232 if (!op->direction || (mflags & P_OUT_OF_MAP))
1233 {
1234 op->destroy (); 1222 op->destroy ();
1235 return; 1223 return;
1236 } 1224 }
1237 1225
1226 if (!op->direction)
1227 {
1228 op->destroy ();
1229 return;
1230 }
1231
1238 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);
1239 if (i > 0 && i != op->direction) 1233 if (i > 0 && i != op->direction)
1240 { 1234 {
1241 op->direction = i; 1235 op->direction = i;
1242 SET_ANIMATION (op, op->direction); 1236 SET_ANIMATION (op, op->direction);
1243 } 1237 }
1244 1238
1245 m->insert (op, new_x, new_y, op); 1239 pos.insert (op, op);
1246} 1240}
1247 1241
1248/**************************************************************************** 1242/****************************************************************************
1249 * Destruction 1243 * Destruction
1250 ****************************************************************************/ 1244 ****************************************************************************/
1264 1258
1265 object *tmp = get_archetype (FORCE_NAME); 1259 object *tmp = get_archetype (FORCE_NAME);
1266 tmp->speed = 0.01; 1260 tmp->speed = 0.01;
1267 tmp->stats.food = time; 1261 tmp->stats.food = time;
1268 SET_FLAG (tmp, FLAG_IS_USED_UP); 1262 SET_FLAG (tmp, FLAG_IS_USED_UP);
1269 tmp->glow_radius = radius;
1270 if (tmp->glow_radius > MAX_LIGHT_RADII)
1271 tmp->glow_radius = MAX_LIGHT_RADII; 1263 tmp->glow_radius = min (MAX_LIGHT_RADIUS, radius);
1272
1273 tmp = insert_ob_in_ob (tmp, op); 1264 tmp = insert_ob_in_ob (tmp, op);
1274 1265
1275 if (tmp->glow_radius > op->glow_radius) 1266 if (tmp->glow_radius > op->glow_radius)
1276 op->glow_radius = tmp->glow_radius; 1267 op->glow_radius = tmp->glow_radius;
1277 1268
1307 else 1298 else
1308 op->skill = NULL; 1299 op->skill = NULL;
1309 1300
1310 op->change_skill (find_skill_by_name (op, op->skill)); 1301 op->change_skill (find_skill_by_name (op, op->skill));
1311 1302
1312 for (i = -range; i < range; i++) 1303 for (i = -range; i <= range; i++)
1313 { 1304 {
1314 for (j = -range; j < range; j++) 1305 for (j = -range; j <= range; j++)
1315 { 1306 {
1316 m = op->map; 1307 m = op->map;
1317 sx = op->x + i; 1308 sx = op->x + i;
1318 sy = op->y + j; 1309 sy = op->y + j;
1319 1310
1336 (!friendly && (QUERY_FLAG (tmp, FLAG_FRIENDLY) || tmp->type == PLAYER))) 1327 (!friendly && (QUERY_FLAG (tmp, FLAG_FRIENDLY) || tmp->type == PLAYER)))
1337 { 1328 {
1338 if (spell_ob->subtype == SP_DESTRUCTION) 1329 if (spell_ob->subtype == SP_DESTRUCTION)
1339 { 1330 {
1340 hit_player (tmp, dam, op, spell_ob->attacktype, 0); 1331 hit_player (tmp, dam, op, spell_ob->attacktype, 0);
1332
1341 if (spell_ob->other_arch) 1333 if (spell_ob->other_arch)
1342 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);
1343 } 1335 }
1344 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)
1345 { 1337 {
1373 { 1365 {
1374 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.");
1375 return 0; 1367 return 0;
1376 } 1368 }
1377 1369
1370 tmp = tmp->head_ ();
1371
1378 /* 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. */
1379 for (force = tmp->inv; force != NULL; force = force->below) 1373 for (force = tmp->inv; force; force = force->below)
1380 { 1374 {
1381 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY) 1375 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY)
1382 { 1376 {
1383 if (force->name == spell_ob->name) 1377 if (force->name == spell_ob->name)
1384 { 1378 {
1390 return 0; 1384 return 0;
1391 } 1385 }
1392 } 1386 }
1393 } 1387 }
1394 1388
1395 if (force == NULL) 1389 if (!force)
1396 { 1390 {
1397 force = get_archetype (FORCE_NAME); 1391 force = get_archetype (FORCE_NAME);
1398 force->subtype = FORCE_CHANGE_ABILITY; 1392 force->subtype = FORCE_CHANGE_ABILITY;
1393
1399 if (spell_ob->race) 1394 if (spell_ob->race)
1400 force->name = spell_ob->race; 1395 force->name = spell_ob->race;
1401 else 1396 else
1402 force->name = spell_ob->name; 1397 force->name = spell_ob->name;
1403 1398
1413 { 1408 {
1414 force->duration = duration; 1409 force->duration = duration;
1415 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.");
1416 } 1411 }
1417 else 1412 else
1418 {
1419 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.");
1420 } 1414
1421 return 1; 1415 return 1;
1422 } 1416 }
1417
1423 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;
1424 force->speed = 1.f; 1419 force->speed = 1.f;
1425 force->speed_left = -1.f; 1420 force->speed_left = -1.f;
1426 SET_FLAG (force, FLAG_APPLIED); 1421 SET_FLAG (force, FLAG_APPLIED);
1427 1422
1470 1465
1471 /* 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
1472 * doing it over and over again. 1467 * doing it over and over again.
1473 */ 1468 */
1474 god = find_god (determine_god (op)); 1469 god = find_god (determine_god (op));
1475 level = caster_level (caster, spell); 1470 level = casting_level (caster, spell);
1476 range = spell->range + SP_level_range_adjust (caster, spell); 1471 range = spell->range + SP_level_range_adjust (caster, spell);
1477 1472
1478 /* 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_...
1479 * 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
1480 * won't ever match anything. 1475 * won't ever match anything.
1502 /* 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 */
1503 if (!(mflags & P_IS_ALIVE)) 1498 if (!(mflags & P_IS_ALIVE))
1504 continue; 1499 continue;
1505 1500
1506 // players can only affect spaces that they can actually see 1501 // players can only affect spaces that they can actually see
1502 if (caster
1507 if (caster && caster->contr 1503 && caster->contr
1508 && caster->contr->visibility_at (m, nx, ny) < 70) 1504 && caster->contr->darkness_at (m, nx, ny) == LOS_BLOCKED)
1509 continue; 1505 continue;
1510 1506
1511 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)
1512 if (QUERY_FLAG (tmp, FLAG_MONSTER)) 1508 if (QUERY_FLAG (tmp, FLAG_MONSTER))
1513 break; 1509 break;
1600 } 1596 }
1601 1597
1602 /* charm */ 1598 /* charm */
1603 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))
1604 { 1600 {
1601 INVOKE_OBJECT (KILL, head, ARG_OBJECT (caster));
1602
1605 /* Prevent uncontolled outbreaks of self replicating monsters. 1603 /* Prevent uncontrolled outbreaks of self replicating monsters.
1606 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.
1607 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. */
1608 CLEAR_FLAG (head, FLAG_GENERATOR); 1606 CLEAR_FLAG (head, FLAG_GENERATOR);
1609 head->set_owner (op); 1607 head->set_owner (op);
1610 set_spell_skill (op, caster, spell, head); 1608 set_spell_skill (op, caster, spell, head);
1621 } /* for y */ 1619 } /* for y */
1622 1620
1623 return 1; 1621 return 1;
1624} 1622}
1625 1623
1626
1627/* 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
1628 * 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
1629 * lightning spell used it, that seemed misnamed. 1626 * lightning spell used it, that seemed misnamed.
1630 * op is the spell effect. 1627 * op is the spell effect.
1631 * note that duration is handled by process_object() in time.c 1628 * note that duration is handled by process_object() in time.c
1632 */ 1629 */
1633
1634void 1630void
1635move_ball_spell (object *op) 1631move_ball_spell (object *op)
1636{ 1632{
1637 int i, j, dam_save, dir, mflags; 1633 int i, j, dam_save, dir, mflags;
1638 sint16 nx, ny, hx, hy; 1634 sint16 nx, ny, hx, hy;
1657 for (i = 1; i < 9; i++) 1653 for (i = 1; i < 9; i++)
1658 { 1654 {
1659 /* i bit 0: alters sign of offset 1655 /* i bit 0: alters sign of offset
1660 * other bits (i / 2): absolute value of offset 1656 * other bits (i / 2): absolute value of offset
1661 */ 1657 */
1662
1663 int offset = ((i ^ j) & 1) ? (i / 2) : -(i / 2); 1658 int offset = ((i ^ j) & 1) ? (i / 2) : -(i / 2);
1664 int tmpdir = absdir (op->direction + offset); 1659 int tmpdir = absdir (op->direction + offset);
1665 1660
1666 nx = op->x + freearr_x[tmpdir]; 1661 nx = op->x + freearr_x[tmpdir];
1667 ny = op->y + freearr_y[tmpdir]; 1662 ny = op->y + freearr_y[tmpdir];
1669 { 1664 {
1670 dir = tmpdir; 1665 dir = tmpdir;
1671 break; 1666 break;
1672 } 1667 }
1673 } 1668 }
1669
1674 if (dir == 0) 1670 if (dir == 0)
1675 { 1671 {
1676 nx = op->x; 1672 nx = op->x;
1677 ny = op->y; 1673 ny = op->y;
1678 m = op->map; 1674 m = op->map;
1704 1700
1705 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)))
1706 { 1702 {
1707 if (j) 1703 if (j)
1708 op->stats.dam = dam_save / 2; 1704 op->stats.dam = dam_save / 2;
1705
1709 hit_map (op, j, op->attacktype, 1); 1706 hit_map (op, j, op->attacktype, 1);
1710
1711 } 1707 }
1712 1708
1713 /* insert the other arch */ 1709 /* insert the other arch */
1714 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))))
1715 m->insert (arch_to_object (op->other_arch), hx, hy, op); 1711 m->insert (arch_to_object (op->other_arch), hx, hy, op);
1729 1725
1730 op->direction = i; 1726 op->direction = i;
1731 } 1727 }
1732} 1728}
1733 1729
1734
1735/* move_swarm_spell: peterm 1730/* move_swarm_spell: peterm
1736 * 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
1737 * 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
1738 * 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
1739 * 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
1740 * 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.
1741 */ 1736 */
1742
1743void 1737void
1744move_swarm_spell (object *op) 1738move_swarm_spell (object *op)
1745{ 1739{
1746#if 0 1740#if 0
1747 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 };
1748 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 };
1749 sint16 target_x, target_y, origin_x, origin_y; 1743 sint16 target_x, target_y, origin_x, origin_y;
1750 int adjustdir; 1744 int adjustdir;
1751 maptile *m; 1745 maptile *m;
1752#endif 1746#endif
1753 int basedir;
1754 object *owner; 1747 object *owner = op->env;
1755 1748
1756 owner = op->owner; 1749 if (!owner) // MUST not happen, remove when true TODO
1757 if (op->duration == 0 || owner == NULL)
1758 { 1750 {
1751 LOG (llevError, "swarm spell found outside inventory: %s\n", op->debug_desc ());
1759 op->destroy (); 1752 op->destroy ();
1760 return; 1753 return;
1761 } 1754 }
1762 1755
1756 if (!op->duration || !owner->is_on_map ())
1757 {
1758 op->drop_and_destroy ();
1759 return;
1760 }
1761
1763 op->duration--; 1762 op->duration--;
1764 1763
1765 basedir = op->direction; 1764 int basedir = op->direction;
1766 if (basedir == 0) 1765 if (!basedir)
1767 { 1766 {
1768 /* spray in all directions! 8) */ 1767 /* spray in all directions! 8) */
1769 basedir = rndm (1, 8); 1768 op->facing = (op->facing + op->state) & 7;
1769 basedir = op->facing + 1;
1770 } 1770 }
1771 1771
1772#if 0 1772#if 0
1773 // this is bogus: it causes wrong places to be checked below 1773 // this is bogus: it causes wrong places to be checked below
1774 // (a wall 2 cells away will block the effect...) and 1774 // (a wall 2 cells away will block the effect...) and
1835 { 1835 {
1836 /* 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 */
1837 if (op->spell->subtype == SP_BULLET) 1837 if (op->spell->subtype == SP_BULLET)
1838 fire_bullet (owner, op, basedir, op->spell); 1838 fire_bullet (owner, op, basedir, op->spell);
1839 else if (op->spell->subtype == SP_MAGIC_MISSILE) 1839 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1840 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);
1841 } 1841 }
1842} 1842}
1843
1844
1845
1846 1843
1847/* fire_swarm: 1844/* fire_swarm:
1848 * The following routine creates a swarm of objects. It actually 1845 * The following routine creates a swarm of objects. It actually
1849 * sets up a specific swarm object, which then fires off all 1846 * sets up a specific swarm object, which then fires off all
1850 * the parts of the swarm. 1847 * the parts of the swarm.
1853 * caster: the caster (owner, wand, rod, scroll) 1850 * caster: the caster (owner, wand, rod, scroll)
1854 * dir: the direction everything will be fired in 1851 * dir: the direction everything will be fired in
1855 * spell - the spell that is this spell. 1852 * spell - the spell that is this spell.
1856 * n: the number to be fired. 1853 * n: the number to be fired.
1857 */ 1854 */
1858
1859int 1855int
1860fire_swarm (object *op, object *caster, object *spell, int dir) 1856fire_swarm (object *op, object *caster, object *spell, int dir)
1861{ 1857{
1862 object *tmp;
1863 int i;
1864
1865 if (!spell->other_arch) 1858 if (!spell->other_arch)
1866 return 0; 1859 return 0;
1867 1860
1868 tmp = get_archetype (SWARM_SPELL); 1861 object *tmp = archetype::get (SWARM_SPELL);
1869 tmp->set_owner (op); /* needed so that if swarm elements kill, caster gets xp. */ 1862
1870 set_spell_skill (op, caster, spell, tmp); 1863 set_spell_skill (op, caster, spell, tmp);
1871
1872 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. */
1873 tmp->spell = arch_to_object (spell->other_arch); 1865 tmp->spell = spell->other_arch->instance ();
1874
1875 tmp->attacktype = tmp->spell->attacktype; 1866 tmp->attacktype = tmp->spell->attacktype;
1876 1867
1877 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) 1868 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
1878 if (!tailor_god_spell (tmp, op)) 1869 if (!tailor_god_spell (tmp, op))
1879 return 1; 1870 return 1;
1880 1871
1881 tmp->duration = SP_level_duration_adjust (caster, spell); 1872 tmp->duration = SP_level_duration_adjust (caster, spell);
1882 for (i = 0; i < spell->duration; i++) 1873 for (int i = 0; i < spell->duration; i++)
1883 tmp->duration += die_roll (1, 3, op, PREFER_HIGH); 1874 tmp->duration += die_roll (1, 3, op, PREFER_HIGH);
1884 1875
1876 tmp->invisible = 1;
1877 tmp->flag [FLAG_NO_DROP] = 1; // make sure it stays in inv, or else
1885 tmp->direction = dir; 1878 tmp->direction = dir;
1886 tmp->invisible = 1; 1879 tmp->facing = rndm (1, 8); // initial firing direction
1880 tmp->state = rndm (4) * 2 + 1; // direction increment
1887 1881
1888 tmp->insert_at (op, op); 1882 op->insert (tmp);
1883
1889 return 1; 1884 return 1;
1890} 1885}
1891
1892 1886
1893/* See the spells documentation file for why this is its own 1887/* See the spells documentation file for why this is its own
1894 * function. 1888 * function.
1895 */ 1889 */
1896int 1890int
1901 int dam, mflags; 1895 int dam, mflags;
1902 maptile *m; 1896 maptile *m;
1903 1897
1904 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1898 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1905 1899
1906 if (!dir) 1900 if (dir)
1907 {
1908 new_draw_info (NDI_UNIQUE, 0, op, "In what direction?");
1909 return 0;
1910 } 1901 {
1911
1912 x = op->x + freearr_x[dir]; 1902 x = op->x + freearr_x[dir];
1913 y = op->y + freearr_y[dir]; 1903 y = op->y + freearr_y[dir];
1914 m = op->map; 1904 m = op->map;
1915 1905
1916 mflags = get_map_flags (m, &m, x, y, &x, &y); 1906 mflags = get_map_flags (m, &m, x, y, &x, &y);
1917 1907
1918 if (mflags & P_OUT_OF_MAP) 1908 if (mflags & P_OUT_OF_MAP)
1919 { 1909 {
1920 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is there."); 1910 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is there.");
1921 return 0; 1911 return 0;
1922 } 1912 }
1923 1913
1924 if (mflags & P_IS_ALIVE && spell->attacktype) 1914 if (mflags & P_IS_ALIVE && spell->attacktype)
1925 { 1915 {
1926 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)
1927 if (QUERY_FLAG (target, FLAG_MONSTER)) 1917 if (QUERY_FLAG (target, FLAG_MONSTER))
1928 { 1918 {
1929 /* oky doky. got a target monster. Lets make a blinding attack */ 1919 /* oky doky. got a target monster. Lets make a blinding attack */
1930 if (target->head) 1920 if (target->head)
1931 target = target->head; 1921 target = target->head;
1922
1932 (void) hit_player (target, dam, op, spell->attacktype, 1); 1923 hit_player (target, dam, op, spell->attacktype, 1);
1933 return 1; /* one success only! */ 1924 return 1; /* one success only! */
1925 }
1934 } 1926 }
1935 }
1936 1927
1937 /* no live target, perhaps a wall is in the way? */ 1928 /* no live target, perhaps a wall is in the way? */
1938 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)))
1939 { 1930 {
1940 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.");
1941 return 0; 1932 return 0;
1933 }
1942 } 1934 }
1943 1935
1944 /* 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 */
1945 tmp = arch_to_object (spell->other_arch); 1937 tmp = arch_to_object (spell->other_arch);
1946 if (!tmp) 1938 if (!tmp)
1947 { 1939 {
1948 LOG (llevError, "Error: spell arch for cast_light() missing.\n"); 1940 LOG (llevError, "Error: spell arch for cast_light() missing.\n");
1949 return 0; 1941 return 0;
1950 } 1942 }
1943
1951 tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell); 1944 tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell);
1945
1952 if (tmp->glow_radius) 1946 if (tmp->glow_radius)
1953 {
1954 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));
1955 if (tmp->glow_radius > MAX_LIGHT_RADII)
1956 tmp->glow_radius = MAX_LIGHT_RADII;
1957 }
1958 1948
1949 if (dir)
1959 m->insert (tmp, x, y, op); 1950 m->insert (tmp, x, y, op);
1951 else
1952 caster->outer_env ()->insert (tmp);
1953
1960 return 1; 1954 return 1;
1961} 1955}
1962
1963
1964
1965 1956
1966/* cast_cause_disease: this spell looks along <dir> from the 1957/* cast_cause_disease: this spell looks along <dir> from the
1967 * player and infects someone. 1958 * player and infects someone.
1968 * 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
1969 * 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
1970 * perhaps this should actually be in disease.c? 1961 * perhaps this should actually be in disease.c?
1971 */ 1962 */
1972
1973int 1963int
1974cast_cause_disease (object *op, object *caster, object *spell, int dir) 1964cast_cause_disease (object *op, object *caster, object *spell, int dir)
1975{ 1965{
1976 sint16 x, y; 1966 sint16 x, y;
1977 int i, mflags, range, dam_mod, dur_mod; 1967 int i, mflags, range, dam_mod, dur_mod;
1984 /* 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
1985 * direction the player is pointing. 1975 * direction the player is pointing.
1986 */ 1976 */
1987 if (!dir) 1977 if (!dir)
1988 dir = op->facing; 1978 dir = op->facing;
1979
1989 if (!dir) 1980 if (!dir)
1990 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 */
1991 1982
1992 /* Calculate these once here */ 1983 /* Calculate these once here */
1993 range = spell->range + SP_level_range_adjust (caster, spell); 1984 range = spell->range + SP_level_range_adjust (caster, spell);
2020 object *disease = arch_to_object (spell->other_arch); 2011 object *disease = arch_to_object (spell->other_arch);
2021 2012
2022 disease->set_owner (op); 2013 disease->set_owner (op);
2023 set_spell_skill (op, caster, spell, disease); 2014 set_spell_skill (op, caster, spell, disease);
2024 disease->stats.exp = 0; 2015 disease->stats.exp = 0;
2025 disease->level = caster_level (caster, spell); 2016 disease->level = casting_level (caster, spell);
2026 2017
2027 /* do level adjustments */ 2018 /* do level adjustments */
2028 if (disease->stats.wc) 2019 if (disease->stats.wc)
2029 disease->stats.wc += dur_mod / 2; 2020 disease->stats.wc += dur_mod / 2;
2030 2021
2031 if (disease->magic > 0) 2022 if (disease->magic > 0)
2032 disease->magic += dur_mod / 4; 2023 disease->magic += dur_mod / 8;
2033 2024
2034 if (disease->stats.maxhp > 0) 2025 if (disease->stats.maxhp > 0)
2035 disease->stats.maxhp += dur_mod; 2026 disease->stats.maxhp += dur_mod;
2036 2027
2037 if (disease->stats.maxgrace > 0) 2028 if (disease->stats.maxgrace > 0)

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