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Comparing deliantra/server/server/spell_attack.C (file contents):
Revision 1.42 by root, Sun Jul 1 05:00:20 2007 UTC vs.
Revision 1.93 by root, Sun Nov 29 17:41:08 2009 UTC

1/* 1/*
2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team 4 * Copyright (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002-2003,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002-2003,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * Crossfire TRT is free software: you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation, either version 3 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
20 * 21 *
21 * The authors can be reached via e-mail to <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 23 */
23 24
24/* This file contains all the spell attack code. Grouping this code 25/* This file contains all the spell attack code. Grouping this code
25 * together should hopefully make it easier to find the relevent bits 26 * together should hopefully make it easier to find the relevent bits
26 * of code 27 * of code
36/* this function checks to see if a spell pushes objects as well 37/* this function checks to see if a spell pushes objects as well
37 * as flies over and damages them (only used for cones for now) 38 * as flies over and damages them (only used for cones for now)
38 * but moved here so it could be applied to bolts too 39 * but moved here so it could be applied to bolts too
39 * op is the spell object. 40 * op is the spell object.
40 */ 41 */
41 42static void
42void
43check_spell_knockback (object *op) 43check_spell_knockback (object *op)
44{ 44{
45 object *tmp, *tmp2; /* object on the map */
46 int weight_move; 45 int weight_move;
47 int frictionmod = 2; /*poor man's physics - multipy targets weight by this amount */ 46 int frictionmod = 2; /*poor man's physics - multipy targets weight by this amount */
48 47
49 if (!op->weight) 48 if (!op->weight)
50 { /*shouldn't happen but if cone object has no weight drop out */ 49 { /*shouldn't happen but if cone object has no weight drop out */
55 { 54 {
56 weight_move = op->weight + (op->weight * op->level) / 3; 55 weight_move = op->weight + (op->weight * op->level) / 3;
57 /*LOG (llevDebug, "DEBUG: arch weighs %d and masses %d (%s,level %d)\n", op->weight,weight_move,op->name,op->level); */ 56 /*LOG (llevDebug, "DEBUG: arch weighs %d and masses %d (%s,level %d)\n", op->weight,weight_move,op->name,op->level); */
58 } 57 }
59 58
60 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 59 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
61 { 60 {
62 int num_sections = 1; 61 int num_sections = 1;
63 62
64 /* don't move DM */ 63 /* don't move DM */
65 if (QUERY_FLAG (tmp, FLAG_WIZ)) 64 if (QUERY_FLAG (tmp, FLAG_WIZ))
72 /* don't move floors or immobile objects */ 71 /* don't move floors or immobile objects */
73 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || (!QUERY_FLAG (tmp, FLAG_ALIVE) && QUERY_FLAG (tmp, FLAG_NO_PICK))) 72 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || (!QUERY_FLAG (tmp, FLAG_ALIVE) && QUERY_FLAG (tmp, FLAG_NO_PICK)))
74 continue; 73 continue;
75 74
76 /* count the object's sections */ 75 /* count the object's sections */
77 for (tmp2 = tmp; tmp2 != NULL; tmp2 = tmp2->more) 76 for (object *tmp2 = tmp; tmp2; tmp2 = tmp2->more)
78 num_sections++; 77 num_sections++;
79 78
80 /* I'm not sure if it makes sense to divide by num_sections - bigger 79 /* I'm not sure if it makes sense to divide by num_sections - bigger
81 * objects should be harder to move, and we are moving the entire 80 * objects should be harder to move, and we are moving the entire
82 * object, not just the head, so the total weight should be relevant. 81 * object, not just the head, so the total weight should be relevant.
106 * 105 *
107 * BOLT CODE 106 * BOLT CODE
108 * 107 *
109 ***************************************************************************/ 108 ***************************************************************************/
110 109
111/* Causes op to fork. op is the original bolt, tmp 110/* Causes op to fork. op is the original bolt, tmp
112 * is the first piece of the fork. 111 * is the first piece of the fork.
113 */ 112 */
114 113static void
115void
116forklightning (object *op, object *tmp) 114forklightning (object *op, object *tmp)
117{ 115{
118 int new_dir = 1; /* direction or -1 for left, +1 for right 0 if no new bolt */ 116 int new_dir = 1; /* direction or -1 for left, +1 for right 0 if no new bolt */
119 int t_dir; /* stores temporary dir calculation */ 117 int t_dir; /* stores temporary dir calculation */
120 maptile *m; 118 maptile *m;
151 new_bolt->duration++; 149 new_bolt->duration++;
152 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */ 150 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */
153 new_bolt->stats.dam++; 151 new_bolt->stats.dam++;
154 tmp->stats.dam /= 2; /* reduce father bolt damage */ 152 tmp->stats.dam /= 2; /* reduce father bolt damage */
155 tmp->stats.dam++; 153 tmp->stats.dam++;
154
156 if ((new_bolt = m->insert (new_bolt, sx, sy, op))) 155 if ((new_bolt = m->insert (new_bolt, sx, sy, op)))
157 update_turn_face (new_bolt); 156 update_turn_face (new_bolt);
158} 157}
159 158
160/* move_bolt: moves bolt 'op'. Basically, it just advances a space, 159/* move_bolt: moves bolt 'op'. Basically, it just advances a space,
161 * and checks for various things that may stop it. 160 * and checks for various things that may stop it.
162 */ 161 */
163
164void 162void
165move_bolt (object *op) 163move_bolt (object *op)
166{ 164{
167 int mflags; 165 int mflags;
168 sint16 x, y; 166 sint16 x, y;
169 maptile *m; 167 maptile *m;
170 168
171 if (--op->duration < 0) 169 if (--op->duration < 0)
172 { 170 {
173 op->destroy (); 171 op->drop_and_destroy ();
174 return; 172 return;
175 } 173 }
176 174
177 hit_map (op, 0, op->attacktype, 1); 175 hit_map (op, 0, op->attacktype, 1);
178 176
251 tmp->duration++; 249 tmp->duration++;
252 250
253 /* New forking code. Possibly create forks of this object 251 /* New forking code. Possibly create forks of this object
254 * going off in other directions. 252 * going off in other directions.
255 */ 253 */
256 if (rndm (0, 99) < tmp->stats.Dex) 254 if (tmp->stats.Dex && rndm (0, 99) < tmp->stats.Dex)
257 { /* stats.Dex % of forking */ 255 forklightning (op, tmp); /* stats.Dex % of forking */
258 forklightning (op, tmp);
259 }
260 256
261 /* In this way, the object left behind sticks on the space, but 257 /* In this way, the object left behind sticks on the space, but
262 * doesn't create any bolts that continue to move onward. 258 * doesn't create any bolts that continue to move onward.
263 */ 259 */
264 op->range = 0; 260 op->range = 0;
281 int mflags; 277 int mflags;
282 278
283 if (!spob->other_arch) 279 if (!spob->other_arch)
284 return 0; 280 return 0;
285 281
286 tmp = arch_to_object (spob->other_arch); 282 tmp = spob->other_arch->instance ();
287 if (tmp == NULL) 283 if (tmp == NULL)
288 return 0; 284 return 0;
289 285
290 /* peterm: level dependency for bolts */ 286 /* peterm: level dependency for bolts */
291 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob); 287 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob);
292 tmp->attacktype = spob->attacktype; 288 tmp->attacktype = spob->attacktype;
289
293 if (spob->slaying) 290 if (spob->slaying)
294 tmp->slaying = spob->slaying; 291 tmp->slaying = spob->slaying;
292
295 tmp->range = spob->range + SP_level_range_adjust (caster, spob); 293 tmp->range = spob->range + SP_level_range_adjust (caster, spob);
296 tmp->duration = spob->duration + SP_level_duration_adjust (caster, spob); 294 tmp->duration = spob->duration + SP_level_duration_adjust (caster, spob);
297 tmp->stats.Dex = spob->stats.Dex; 295 tmp->stats.Dex = spob->stats.Dex;
298 tmp->stats.Con = spob->stats.Con; 296 tmp->stats.Con = spob->stats.Con;
299 297
310 308
311 maptile *newmap; 309 maptile *newmap;
312 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y); 310 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y);
313 if (mflags & P_OUT_OF_MAP) 311 if (mflags & P_OUT_OF_MAP)
314 { 312 {
315 tmp->destroy (); 313 tmp->drop_and_destroy ();
316 return 0; 314 return 0;
317 } 315 }
318 316
319 tmp->map = newmap; 317 tmp->map = newmap;
320 318
321 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y))) 319 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y)))
322 { 320 {
323 if (!QUERY_FLAG (tmp, FLAG_REFLECTING)) 321 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
324 { 322 {
325 tmp->destroy (); 323 tmp->drop_and_destroy ();
326 return 0; 324 return 0;
327 } 325 }
328 326
329 tmp->x = op->x; 327 tmp->x = op->x;
330 tmp->y = op->y; 328 tmp->y = op->y;
343 * BULLET/BALL CODE 341 * BULLET/BALL CODE
344 * 342 *
345 ***************************************************************************/ 343 ***************************************************************************/
346 344
347/* expands an explosion. op is a piece of the 345/* expands an explosion. op is a piece of the
348 * explosion - this expans it in the different directions. 346 * explosion - this expands it in the different directions.
349 * At least that is what I think this does. 347 * At least that is what I think this does.
350 */ 348 */
351void 349void
352explosion (object *op) 350explosion (object *op)
353{ 351{
391 389
392/* Causes an object to explode, eg, a firebullet, 390/* Causes an object to explode, eg, a firebullet,
393 * poison cloud ball, etc. op is the object to 391 * poison cloud ball, etc. op is the object to
394 * explode. 392 * explode.
395 */ 393 */
396void 394static void
397explode_bullet (object *op) 395explode_bullet (object *op)
398{ 396{
399 object *tmp, *owner; 397 object *tmp, *owner;
400 398
401 if (op->other_arch == NULL) 399 if (!op->other_arch)
402 { 400 {
403 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n"); 401 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n");
404 op->destroy (); 402 op->destroy ();
405 return; 403 return;
406 } 404 }
407 405
408 if (op->env) 406 if (op->env)
409 { 407 {
410 object *env = object_get_env_recursive (op); 408 object *env = op->outer_env ();
409
411 if (env->map == NULL || out_of_map (env->map, env->x, env->y)) 410 if (!env->map || out_of_map (env->map, env->x, env->y))
412 { 411 {
413 LOG (llevError, "BUG: explode_bullet(): env out of map\n"); 412 LOG (llevError, "BUG: explode_bullet(): env out of map\n");
414 op->destroy (); 413 op->destroy ();
415 return; 414 return;
416 } 415 }
434 } 433 }
435 434
436 if (op->attacktype) 435 if (op->attacktype)
437 { 436 {
438 hit_map (op, 0, op->attacktype, 1); 437 hit_map (op, 0, op->attacktype, 1);
438
439 if (op->destroyed ()) 439 if (op->destroyed ())
440 return; 440 return;
441 } 441 }
442 442
443 /* other_arch contains what this explodes into */ 443 /* other_arch contains what this explodes into */
444 tmp = arch_to_object (op->other_arch); 444 tmp = op->other_arch->instance ();
445 445
446 tmp->set_owner (op); 446 tmp->set_owner (op);
447 tmp->skill = op->skill; 447 tmp->skill = op->skill;
448 448
449 owner = op->owner; 449 owner = op->owner;
450 450
451 if ((tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) && owner && !tailor_god_spell (tmp, owner)) 451 if ((tmp->attacktype & AT_HOLYWORD
452 || tmp->attacktype & AT_GODPOWER)
453 && owner
454 && !tailor_god_spell (tmp, owner))
452 { 455 {
453 op->destroy (); 456 op->destroy ();
454 return; 457 return;
455 } 458 }
456 459
483 486
484 /* Prevent recursion */ 487 /* Prevent recursion */
485 op->move_on = 0; 488 op->move_on = 0;
486 489
487 tmp->insert_at (op, op); 490 tmp->insert_at (op, op);
491 tmp->play_sound (tmp->sound);
492
488 /* remove the firebullet */ 493 /* remove the firebullet */
489 op->destroy (); 494 op->destroy ();
490} 495}
491 496
492/* checks to see what op should do, given the space it is on 497/* checks to see what op should do, given the space it is on
519 for (tmp = op->ms ().bot; tmp; tmp = tmp->above) 524 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
520 { 525 {
521 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 526 if (QUERY_FLAG (tmp, FLAG_ALIVE))
522 { 527 {
523 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1); 528 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1);
529
530 // TODO: can't understand the following if's
524 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0) 531 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0)
525 { 532 {
526 if (!QUERY_FLAG (op, FLAG_REMOVED)) 533 if (!QUERY_FLAG (op, FLAG_REMOVED))
527 { 534 {
528 op->destroy (); 535 op->destroy ();
539 * fired arches (eg, bolts). 546 * fired arches (eg, bolts).
540 */ 547 */
541void 548void
542move_bullet (object *op) 549move_bullet (object *op)
543{ 550{
544 sint16 new_x, new_y;
545 int mflags;
546 maptile *m;
547
548#if 0 551#if 0
549 /* We need a better general purpose way to do this */ 552 /* We need a better general purpose way to do this */
550 553
551 /* peterm: added to make comet leave a trail of burnouts 554 /* peterm: added to make comet leave a trail of burnouts
552 it's an unadulterated hack, but the effect is cool. */ 555 it's an unadulterated hack, but the effect is cool. */
567 op->destroy (); 570 op->destroy ();
568 571
569 return; 572 return;
570 } 573 }
571 574
572 new_x = op->x + DIRX (op); 575 mapxy pos (op);
573 new_y = op->y + DIRY (op); 576 pos.move (op->direction);
574 m = op->map;
575 mflags = get_map_flags (m, &m, new_x, new_y, &new_x, &new_y);
576 577
577 if (mflags & P_OUT_OF_MAP) 578 if (!pos.normalise ())
578 { 579 {
579 op->destroy (); 580 op->destroy ();
580 return; 581 return;
581 } 582 }
582 583
583 if (!op->direction || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y))) 584 mapspace &ms = pos.ms ();
585
586 ms.update ();
587
588 if (!op->direction || OB_TYPE_MOVE_BLOCK (op, ms.move_block))
584 { 589 {
585 if (op->other_arch) 590 if (op->other_arch)
586 explode_bullet (op); 591 explode_bullet (op);
587 else 592 else
588 op->destroy (); 593 op->destroy ();
589 594
590 return; 595 return;
591 } 596 }
592 597
593 if (!(op = m->insert (op, new_x, new_y, op))) 598 if (!(op = pos.insert (op, op)))
594 return; 599 return;
595 600
596 if (reflwall (op->map, op->x, op->y, op)) 601 if (reflwall (op->map, op->x, op->y, op))
597 { 602 {
598 op->direction = absdir (op->direction + 4); 603 op->direction = absdir (op->direction + 4);
617 int mflags; 622 int mflags;
618 623
619 if (!spob->other_arch) 624 if (!spob->other_arch)
620 return 0; 625 return 0;
621 626
622 tmp = arch_to_object (spob->other_arch); 627 tmp = spob->other_arch->instance ();
623 if (tmp == NULL) 628 if (!tmp)
624 return 0; 629 return 0;
625 630
626 /* peterm: level dependency for bolts */ 631 /* peterm: level dependency for bolts */
627 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob); 632 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob);
628 tmp->attacktype = spob->attacktype; 633 tmp->attacktype = spob->attacktype;
629 if (spob->slaying) 634 if (spob->slaying)
630 tmp->slaying = spob->slaying; 635 tmp->slaying = spob->slaying;
631 636
641 SET_ANIMATION (tmp, dir); 646 SET_ANIMATION (tmp, dir);
642 647
643 tmp->set_owner (op); 648 tmp->set_owner (op);
644 set_spell_skill (op, caster, spob, tmp); 649 set_spell_skill (op, caster, spob, tmp);
645 650
646 tmp->x = op->x + freearr_x[dir]; 651 tmp->x = op->x + freearr_x[dir];
647 tmp->y = op->y + freearr_y[dir]; 652 tmp->y = op->y + freearr_y[dir];
648 tmp->map = op->map; 653 tmp->map = op->map;
649 654
650 maptile *newmap; 655 maptile *newmap;
651 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y); 656 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y);
652 if (mflags & P_OUT_OF_MAP) 657 if (mflags & P_OUT_OF_MAP)
682 * CONE RELATED FUNCTIONS 687 * CONE RELATED FUNCTIONS
683 * 688 *
684 *****************************************************************************/ 689 *****************************************************************************/
685 690
686/* drops an object based on what is in the cone's "other_arch" */ 691/* drops an object based on what is in the cone's "other_arch" */
687void 692static void
688cone_drop (object *op) 693cone_drop (object *op)
689{ 694{
690 object *new_ob = arch_to_object (op->other_arch); 695 object *new_ob = op->other_arch->instance ();
691 696
692 new_ob->level = op->level; 697 new_ob->level = op->level;
693 new_ob->set_owner (op->owner); 698 new_ob->set_owner (op->owner);
694 699
695 /* preserve skill ownership */ 700 /* preserve skill ownership */
702/* move_cone: causes cone object 'op' to move a space/hit creatures */ 707/* move_cone: causes cone object 'op' to move a space/hit creatures */
703 708
704void 709void
705move_cone (object *op) 710move_cone (object *op)
706{ 711{
707 int i;
708
709 /* if no map then hit_map will crash so just ignore object */ 712 /* if no map then hit_map will crash so just ignore object */
710 if (!op->map) 713 if (!op->map)
711 { 714 {
712 LOG (llevError, "Tried to move_cone object %s without a map.\n", op->name ? &op->name : "unknown"); 715 LOG (llevError, "Tried to move_cone object %s without a map.\n", op->name ? &op->name : "unknown");
713 op->set_speed (0); 716 op->set_speed (0);
733 } 736 }
734#endif 737#endif
735 738
736 hit_map (op, 0, op->attacktype, 0); 739 hit_map (op, 0, op->attacktype, 0);
737 740
741 if (!op->is_on_map ())
742 return;
743
738 /* Check to see if we should push anything. 744 /* Check to see if we should push anything.
739 * Spell objects with weight push whatever they encounter to some 745 * Spell objects with weight push whatever they encounter to some
740 * degree. 746 * degree.
741 */ 747 */
742 if (op->weight) 748 if (op->weight)
749 {
743 check_spell_knockback (op); 750 check_spell_knockback (op);
744 751
745 if (op->destroyed ()) 752 if (!op->is_on_map ())
746 return; 753 return;
754 }
747 755
748 if ((op->duration--) < 0) 756 if (op->duration-- < 0)
749 { 757 {
750 op->destroy (); 758 op->destroy ();
751 return; 759 return;
752 } 760 }
753 /* Object has hit maximum range, so don't have it move 761 /* Object has hit maximum range, so don't have it move
758 { 766 {
759 op->range = 0; /* just so it doesn't wrap */ 767 op->range = 0; /* just so it doesn't wrap */
760 return; 768 return;
761 } 769 }
762 770
763 for (i = -1; i < 2; i++) 771 for (int i = -1; i <= 1; i++)
764 { 772 {
765 sint16 x = op->x + freearr_x[absdir (op->stats.sp + i)], y = op->y + freearr_y[absdir (op->stats.sp + i)]; 773 sint16 x = op->x + freearr_x[absdir (op->stats.sp + i)], y = op->y + freearr_y[absdir (op->stats.sp + i)];
766 774
767 if (ok_to_put_more (op->map, x, y, op, op->attacktype)) 775 if (ok_to_put_more (op->map, x, y, op, op->attacktype))
768 { 776 {
819 */ 827 */
820 movetype = spell->other_arch->move_type; 828 movetype = spell->other_arch->move_type;
821 829
822 for (i = range_min; i <= range_max; i++) 830 for (i = range_min; i <= range_max; i++)
823 { 831 {
824 sint16 x, y, d; 832 sint16 x, y;
825 833
826 /* We can't use absdir here, because it never returns 834 /* We can't use absdir here, because it never returns
827 * 0. If this is a rune, we want to hit the person on top 835 * 0. If this is a rune, we want to hit the person on top
828 * of the trap (d==0). If it is not a rune, then we don't want 836 * of the trap (d==0). If it is not a rune, then we don't want
829 * to hit that person. 837 * to hit that person.
830 */ 838 */
831 d = dir + i; 839 int d = dir ? absdir (dir + i) : i;
832 while (d < 0)
833 d += 8;
834 while (d > 8)
835 d -= 8;
836 840
837 /* If it's not a rune, we don't want to blast the caster. 841 /* If it's not a rune, we don't want to blast the caster.
838 * In that case, we have to see - if dir is specified, 842 * In that case, we have to see - if dir is specified,
839 * turn this into direction 8. If dir is not specified (all 843 * turn this into direction 8. If dir is not specified (all
840 * direction) skip - otherwise, one line would do more damage 844 * direction) skip - otherwise, one line would do more damage
857 861
858 if ((movetype & GET_MAP_MOVE_BLOCK (m, sx, sy)) == movetype) 862 if ((movetype & GET_MAP_MOVE_BLOCK (m, sx, sy)) == movetype)
859 continue; 863 continue;
860 864
861 success = 1; 865 success = 1;
862 tmp = arch_to_object (spell->other_arch); 866 tmp = spell->other_arch->instance ();
863 tmp->set_owner (op); 867 tmp->set_owner (op);
864 set_spell_skill (op, caster, spell, tmp); 868 set_spell_skill (op, caster, spell, tmp);
865 tmp->level = caster_level (caster, spell); 869 tmp->level = casting_level (caster, spell);
866 tmp->attacktype = spell->attacktype; 870 tmp->attacktype = spell->attacktype;
867 871
868 /* holy word stuff */ 872 /* holy word stuff */
869 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER)) 873 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER))
870 if (!tailor_god_spell (tmp, op)) 874 if (!tailor_god_spell (tmp, op))
935 * op is the original bomb object. 939 * op is the original bomb object.
936 */ 940 */
937void 941void
938animate_bomb (object *op) 942animate_bomb (object *op)
939{ 943{
940 int i;
941 object *env, *tmp;
942
943 if (op->state != NUM_ANIMATIONS (op) - 1) 944 if (op->state != NUM_ANIMATIONS (op) - 1)
944 return; 945 return;
945 946
946 env = object_get_env_recursive (op); 947 object *env = op->outer_env ();
947 948
948 if (op->env) 949 if (op->env)
949 { 950 {
950 if (env->map == NULL) 951 if (!env->map)
951 return; 952 return;
952
953 if (env->type == PLAYER)
954 esrv_del_item (env->contr, op->count);
955 953
956 if (!(op = op->insert_at (env, op))) 954 if (!(op = op->insert_at (env, op)))
957 return; 955 return;
958 } 956 }
959 957
960 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent bomb from exploding 958 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent bomb from exploding
961 // on a safe map. I don't like this special casing, but it seems to be neccessary 959 // on a safe map. I don't like this special casing, but it seems to be neccessary
962 // as bombs can be carried. 960 // as bombs can be carried.
963 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE) 961 if (op->ms ().flags () & P_SAFE)
964 { 962 {
965 op->destroy (); 963 op->destroy ();
966 return; 964 return;
967 } 965 }
968 966
970 * but using the cast_bullet isn't really feasible, 968 * but using the cast_bullet isn't really feasible,
971 * so just set up the appropriate values. 969 * so just set up the appropriate values.
972 */ 970 */
973 if (archetype *at = archetype::find (SPLINT)) 971 if (archetype *at = archetype::find (SPLINT))
974 { 972 {
975 for (i = 1; i < 9; i++) 973 for (int i = 1; i < 9; i++)
976 { 974 {
977 if (out_of_map (op->map, op->x + freearr_x[i], op->y + freearr_x[i])) 975 if (out_of_map (op->map, op->x + freearr_x[i], op->y + freearr_x[i]))
978 continue; 976 continue;
979 977
980 tmp = arch_to_object (at); 978 object *tmp = at->instance ();
981 tmp->direction = i; 979 tmp->direction = i;
982 tmp->range = op->range; 980 tmp->range = op->range;
983 tmp->stats.dam = op->stats.dam; 981 tmp->stats.dam = op->stats.dam;
984 tmp->duration = op->duration; 982 tmp->duration = op->duration;
985 tmp->attacktype = op->attacktype; 983 tmp->attacktype = op->attacktype;
999} 997}
1000 998
1001int 999int
1002create_bomb (object *op, object *caster, int dir, object *spell) 1000create_bomb (object *op, object *caster, int dir, object *spell)
1003{ 1001{
1004
1005 object *tmp; 1002 object *tmp;
1006 int mflags; 1003 int mflags;
1007 sint16 dx = op->x + freearr_x[dir], dy = op->y + freearr_y[dir]; 1004 sint16 dx = op->x + freearr_x[dir], dy = op->y + freearr_y[dir];
1008 maptile *m; 1005 maptile *m;
1009 1006
1010 mflags = get_map_flags (op->map, &m, dx, dy, &dx, &dy); 1007 mflags = get_map_flags (op->map, &m, dx, dy, &dx, &dy);
1008
1009 // when creating a bomb below ourself it should always work, even
1010 // when movement is blocked (somehow we got here, somehow we are here,
1011 // so we should also be able to make a bomb here). (originally added
1012 // to fix create bomb traps in doors, which cast with dir=0).
1013 if (dir)
1014 {
1011 if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, dx, dy) & MOVE_WALK)) 1015 if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, dx, dy) & MOVE_WALK))
1012 { 1016 {
1013 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way."); 1017 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way.");
1014 return 0; 1018 return 0;
1019 }
1015 } 1020 }
1016 tmp = arch_to_object (spell->other_arch); 1021
1022 tmp = spell->other_arch->instance ();
1017 1023
1018 /* level dependencies for bomb */ 1024 /* level dependencies for bomb */
1019 tmp->range = spell->range + SP_level_range_adjust (caster, spell); 1025 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
1020 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1026 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1021 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell); 1027 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
1041 * dir is the direction to look in. 1047 * dir is the direction to look in.
1042 * range is how far out to look. 1048 * range is how far out to look.
1043 * type is the type of spell - either SPELL_MANA or SPELL_GRACE. 1049 * type is the type of spell - either SPELL_MANA or SPELL_GRACE.
1044 * this info is used for blocked magic/unholy spaces. 1050 * this info is used for blocked magic/unholy spaces.
1045 */ 1051 */
1046object * 1052static object *
1047get_pointed_target (object *op, int dir, int range, int type) 1053get_pointed_target (object *op, int dir, int range, int type)
1048{ 1054{
1049 object *target; 1055 object *target;
1050 sint16 x, y; 1056 sint16 x, y;
1051 int dist, mflags; 1057 int dist, mflags;
1085 * op = player 1091 * op = player
1086 * caster = object casting the spell. 1092 * caster = object casting the spell.
1087 * dir = direction being cast 1093 * dir = direction being cast
1088 * spell = spell object 1094 * spell = spell object
1089 */ 1095 */
1090
1091int 1096int
1092cast_smite_spell (object *op, object *caster, int dir, object *spell) 1097cast_smite_spell (object *op, object *caster, int dir, object *spell)
1093{ 1098{
1094 object *effect, *target; 1099 object *effect, *target;
1095 object *god = find_god (determine_god (op)); 1100 object *god = find_god (determine_god (op));
1105 * interesting spell. 1110 * interesting spell.
1106 * if it is a cleric spell, you need a god, and the creature 1111 * if it is a cleric spell, you need a god, and the creature
1107 * can't be friendly to your god. 1112 * can't be friendly to your god.
1108 */ 1113 */
1109 1114
1110 if (!target || QUERY_FLAG (target, FLAG_REFL_SPELL) 1115 if (!target
1116 || target->flag [FLAG_REFL_SPELL]
1111 || (!god && spell->stats.grace) 1117 || (!god && spell->stats.grace)
1112 || (target->title && god && !strcmp (target->title, god->name)) || (target->race && god && strstr (target->race, god->race))) 1118 || (god && target->title == god->name)
1119 || (god && target->race.contains (god->race)))
1113 { 1120 {
1114 new_draw_info (NDI_UNIQUE, 0, op, "Your request is unheeded."); 1121 new_draw_info (NDI_UNIQUE, 0, op, "Your request is unheeded.");
1115 return 0; 1122 return 0;
1116 } 1123 }
1117 1124
1118 if (spell->other_arch) 1125 if (spell->other_arch)
1119 effect = arch_to_object (spell->other_arch); 1126 effect = spell->other_arch->instance ();
1120 else 1127 else
1121 return 0; 1128 return 0;
1122 1129
1123 /* tailor the effect by priest level and worshipped God */ 1130 /* tailor the effect by priest level and worshipped God */
1124 effect->level = caster_level (caster, spell); 1131 effect->level = casting_level (caster, spell);
1125 effect->attacktype = spell->attacktype; 1132 effect->attacktype = spell->attacktype;
1126 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER)) 1133 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER))
1127 { 1134 {
1128 if (tailor_god_spell (effect, op)) 1135 if (tailor_god_spell (effect, op))
1129 new_draw_info_format (NDI_UNIQUE, 0, op, "%s answers your call!", determine_god (op)); 1136 new_draw_info_format (NDI_UNIQUE, 0, op, "%s answers your call!", (const char *)determine_god (op));
1130 else 1137 else
1131 { 1138 {
1132 new_draw_info (NDI_UNIQUE, 0, op, "Your request is ignored."); 1139 new_draw_info (NDI_UNIQUE, 0, op, "Your request is ignored.");
1133 return 0; 1140 return 0;
1134 } 1141 }
1173 effect->insert_at (target, op); 1180 effect->insert_at (target, op);
1174 1181
1175 return 1; 1182 return 1;
1176} 1183}
1177 1184
1178
1179/**************************************************************************** 1185/****************************************************************************
1180 * 1186 *
1181 * MAGIC MISSILE code. 1187 * MAGIC MISSILE code.
1182 * note that the fire_bullet is used to fire the missile. The 1188 * note that the fire_bullet is used to fire the missile. The
1183 * code here is just to move the missile. 1189 * code here is just to move the missile.
1185 1191
1186/* op is a missile that needs to be moved */ 1192/* op is a missile that needs to be moved */
1187void 1193void
1188move_missile (object *op) 1194move_missile (object *op)
1189{ 1195{
1190 int i, mflags;
1191 object *owner;
1192 sint16 new_x, new_y;
1193 maptile *m;
1194
1195 if (op->range-- <= 0) 1196 if (op->range-- <= 0)
1196 { 1197 {
1198 op->drop_and_destroy ();
1199 return;
1200 }
1201
1202 mapxy pos (op);
1203 pos.move (op->direction);
1204
1205 if (!pos.normalise ())
1206 {
1197 op->destroy (); 1207 op->destroy ();
1198 return; 1208 return;
1199 } 1209 }
1200 1210
1201 owner = op->owner; 1211 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 1212
1213 new_x = op->x + DIRX (op); 1213 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 { 1214 {
1220 hit_map (op, op->direction, AT_MAGIC, 1); 1215 hit_map (op, op->direction, AT_MAGIC, 1);
1221 /* Basically, missile only hits one thing then goes away. 1216 /* Basically, missile only hits one thing then goes away.
1222 * we need to remove it if someone hasn't already done so. 1217 * we need to remove it if someone hasn't already done so.
1223 */ 1218 */
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 (); 1219 op->destroy ();
1235 return; 1220 return;
1236 } 1221 }
1237 1222
1223 if (!op->direction)
1224 {
1225 op->destroy ();
1226 return;
1227 }
1228
1238 i = spell_find_dir (m, new_x, new_y, op->owner); 1229 int i = spell_find_dir (pos.m, pos.x, pos.y, op->owner);
1239 if (i > 0 && i != op->direction) 1230 if (i > 0 && i != op->direction)
1240 { 1231 {
1241 op->direction = i; 1232 op->direction = i;
1242 SET_ANIMATION (op, op->direction); 1233 SET_ANIMATION (op, op->direction);
1243 } 1234 }
1244 1235
1245 m->insert (op, new_x, new_y, op); 1236 pos.insert (op, op);
1246} 1237}
1247 1238
1248/**************************************************************************** 1239/****************************************************************************
1249 * Destruction 1240 * Destruction
1250 ****************************************************************************/ 1241 ****************************************************************************/
1253 * we do this by creating a force and inserting it in the 1244 * we do this by creating a force and inserting it in the
1254 * object. if time is 0, the object glows permanently. To truely 1245 * object. if time is 0, the object glows permanently. To truely
1255 * make this work for non-living objects, we would have to 1246 * make this work for non-living objects, we would have to
1256 * give them the capability to have an inventory. b.t. 1247 * give them the capability to have an inventory. b.t.
1257 */ 1248 */
1258 1249static int
1259int
1260make_object_glow (object *op, int radius, int time) 1250make_object_glow (object *op, int radius, int time)
1261{ 1251{
1262 object *tmp;
1263
1264 /* some things are unaffected... */ 1252 /* some things are unaffected... */
1265 if (op->path_denied & PATH_LIGHT) 1253 if (op->path_denied & PATH_LIGHT)
1266 return 0; 1254 return 0;
1267 1255
1268 tmp = get_archetype (FORCE_NAME); 1256 object *tmp = get_archetype (FORCE_NAME);
1269 tmp->speed = 0.01; 1257 tmp->speed = 0.01;
1270 tmp->stats.food = time; 1258 tmp->stats.food = time;
1271 SET_FLAG (tmp, FLAG_IS_USED_UP); 1259 SET_FLAG (tmp, FLAG_IS_USED_UP);
1272 tmp->glow_radius = radius; 1260 tmp->set_glow_radius (min (MAX_LIGHT_RADIUS, radius));
1273 if (tmp->glow_radius > MAX_LIGHT_RADII)
1274 tmp->glow_radius = MAX_LIGHT_RADII;
1275
1276 tmp->x = op->x;
1277 tmp->y = op->y;
1278 if (tmp->speed < MIN_ACTIVE_SPEED)
1279 tmp->speed = MIN_ACTIVE_SPEED; /* safety */
1280 tmp = insert_ob_in_ob (tmp, op); 1261 tmp = insert_ob_in_ob (tmp, op);
1262
1281 if (tmp->glow_radius > op->glow_radius) 1263 if (tmp->glow_radius > op->glow_radius)
1282 op->glow_radius = tmp->glow_radius; 1264 op->set_glow_radius (tmp->glow_radius);
1283 1265
1284 if (!tmp->env || op != tmp->env)
1285 {
1286 LOG (llevError, "make_object_glow() failed to insert glowing force in %s\n", &op->name);
1287 return 0;
1288 }
1289 return 1; 1266 return 1;
1290} 1267}
1291 1268
1292int 1269int
1293cast_destruction (object *op, object *caster, object *spell_ob) 1270cast_destruction (object *op, object *caster, object *spell_ob)
1294{ 1271{
1295 int i, j, range, mflags, friendly = 0, dam, dur;
1296 sint16 sx, sy;
1297 maptile *m;
1298 object *tmp;
1299 const char *skill;
1300
1301 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob); 1272 int range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
1302 dam = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob); 1273 int dam = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob);
1303 dur = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob); 1274 int dur = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
1304 if (QUERY_FLAG (op, FLAG_FRIENDLY) || op->type == PLAYER) 1275
1305 friendly = 1; 1276 bool friendly = op->flag [FLAG_FRIENDLY] || op->is_player ();
1306 1277
1307 /* destruction doesn't use another spell object, so we need 1278 /* destruction doesn't use another spell object, so we need
1308 * update op's skill pointer so that exp is properly awarded. 1279 * update op's skill pointer so that exp is properly awarded.
1309 * We do some shortcuts here - since this is just temporary
1310 * and we'll reset the values back, we don't need to go through
1311 * the full share string/free_string route.
1312 */ 1280 */
1313 skill = op->skill; 1281 const shstr skill = op->skill;
1282
1314 if (caster == op) 1283 if (caster == op)
1315 op->skill = spell_ob->skill; 1284 op->skill = spell_ob->skill;
1316 else if (caster->skill) 1285 else if (caster->skill)
1317 op->skill = caster->skill; 1286 op->skill = caster->skill;
1318 else 1287 else
1319 op->skill = NULL; 1288 op->skill = 0;
1320 1289
1321 op->change_skill (find_skill_by_name (op, op->skill)); 1290 op->change_skill (find_skill_by_name (op, op->skill));
1322 1291
1323 for (i = -range; i < range; i++) 1292 unordered_mapwalk (op, -range, -range, range, range)
1324 { 1293 {
1325 for (j = -range; j < range; j++) 1294 mapspace &ms = m->at (nx, ny);
1326 {
1327 m = op->map;
1328 sx = op->x + i;
1329 sy = op->y + j;
1330 1295
1331 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
1332 if (mflags & P_OUT_OF_MAP)
1333 continue;
1334
1335 if (mflags & P_IS_ALIVE) 1296 if (ms.flags () & P_IS_ALIVE)
1297 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1298 if (tmp->flag [FLAG_ALIVE] || tmp->is_player ())
1336 { 1299 {
1337 for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above) 1300 tmp = tmp->head_ ();
1338 if (QUERY_FLAG (tmp, FLAG_ALIVE) || tmp->type == PLAYER)
1339 break;
1340 1301
1341 if (tmp) 1302 if ((friendly && !tmp->flag [FLAG_FRIENDLY] && !tmp->is_player ())
1303 || (!friendly && (tmp->flag [FLAG_FRIENDLY] || tmp->is_player ())))
1342 { 1304 {
1343 if (tmp->head) 1305 if (spell_ob->subtype == SP_DESTRUCTION)
1344 tmp = tmp->head;
1345
1346 if ((friendly && !QUERY_FLAG (tmp, FLAG_FRIENDLY) && tmp->type != PLAYER) ||
1347 (!friendly && (QUERY_FLAG (tmp, FLAG_FRIENDLY) || tmp->type == PLAYER)))
1348 { 1306 {
1349 if (spell_ob->subtype == SP_DESTRUCTION)
1350 {
1351 hit_player (tmp, dam, op, spell_ob->attacktype, 0); 1307 hit_player (tmp, dam, op, spell_ob->attacktype, 0);
1308
1352 if (spell_ob->other_arch) 1309 if (spell_ob->other_arch)
1353 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op); 1310 m->insert (spell_ob->other_arch->instance (), nx, ny, op);
1354 } 1311 }
1355 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist[ATNR_MAGIC] != 100) 1312 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist [ATNR_MAGIC] != 100)
1356 { 1313 {
1357 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch) 1314 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch)
1358 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op); 1315 m->insert (spell_ob->other_arch->instance (), nx, ny, op);
1359 }
1360 } 1316 }
1361 } 1317 }
1362 } 1318 }
1363 }
1364 } 1319 }
1365 1320
1366 op->skill = skill; 1321 op->skill = skill;
1367 return 1; 1322 return 1;
1368} 1323}
1370/*************************************************************************** 1325/***************************************************************************
1371 * 1326 *
1372 * CURSE 1327 * CURSE
1373 * 1328 *
1374 ***************************************************************************/ 1329 ***************************************************************************/
1375
1376int 1330int
1377cast_curse (object *op, object *caster, object *spell_ob, int dir) 1331cast_curse (object *op, object *caster, object *spell_ob, int dir)
1378{ 1332{
1379 object *god = find_god (determine_god (op)); 1333 object *god = find_god (determine_god (op));
1380 object *tmp, *force; 1334 object *tmp, *force;
1384 { 1338 {
1385 new_draw_info (NDI_UNIQUE, 0, op, "There is no one in that direction to curse."); 1339 new_draw_info (NDI_UNIQUE, 0, op, "There is no one in that direction to curse.");
1386 return 0; 1340 return 0;
1387 } 1341 }
1388 1342
1343 tmp = tmp->head_ ();
1344
1389 /* If we've already got a force of this type, don't add a new one. */ 1345 /* If we've already got a force of this type, don't add a new one. */
1390 for (force = tmp->inv; force != NULL; force = force->below) 1346 for (force = tmp->inv; force; force = force->below)
1391 { 1347 {
1392 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY) 1348 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY)
1393 { 1349 {
1394 if (force->name == spell_ob->name) 1350 if (force->name == spell_ob->name)
1395 { 1351 {
1401 return 0; 1357 return 0;
1402 } 1358 }
1403 } 1359 }
1404 } 1360 }
1405 1361
1406 if (force == NULL) 1362 if (!force)
1407 { 1363 {
1408 force = get_archetype (FORCE_NAME); 1364 force = get_archetype (FORCE_NAME);
1409 force->subtype = FORCE_CHANGE_ABILITY; 1365 force->subtype = FORCE_CHANGE_ABILITY;
1366
1410 if (spell_ob->race) 1367 if (spell_ob->race)
1411 force->name = spell_ob->race; 1368 force->name = spell_ob->race;
1412 else 1369 else
1413 force->name = spell_ob->name; 1370 force->name = spell_ob->name;
1414 1371
1424 { 1381 {
1425 force->duration = duration; 1382 force->duration = duration;
1426 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 1383 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1427 } 1384 }
1428 else 1385 else
1429 {
1430 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1386 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1431 } 1387
1432 return 1; 1388 return 1;
1433 } 1389 }
1390
1434 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50; 1391 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1435 force->speed = 1.f; 1392 force->speed = 1.f;
1436 force->speed_left = -1.f; 1393 force->speed_left = -1.f;
1437 SET_FLAG (force, FLAG_APPLIED); 1394 SET_FLAG (force, FLAG_APPLIED);
1438 1395
1455 force->stats.wc = spell_ob->stats.wc; 1412 force->stats.wc = spell_ob->stats.wc;
1456 1413
1457 change_abil (tmp, force); /* Mostly to display any messages */ 1414 change_abil (tmp, force); /* Mostly to display any messages */
1458 insert_ob_in_ob (force, tmp); 1415 insert_ob_in_ob (force, tmp);
1459 tmp->update_stats (); 1416 tmp->update_stats ();
1417
1460 return 1; 1418 return 1;
1461
1462} 1419}
1463 1420
1464/********************************************************************** 1421/**********************************************************************
1465 * mood change 1422 * mood change
1466 * Arguably, this may or may not be an attack spell. But since it 1423 * Arguably, this may or may not be an attack spell. But since it
1472 */ 1429 */
1473int 1430int
1474mood_change (object *op, object *caster, object *spell) 1431mood_change (object *op, object *caster, object *spell)
1475{ 1432{
1476 object *tmp, *god, *head; 1433 object *tmp, *god, *head;
1477 int done_one, range, mflags, level, at, best_at; 1434 int done_one, range, level, at, best_at;
1478 sint16 x, y, nx, ny;
1479 maptile *m;
1480 const char *race; 1435 const char *race;
1481 1436
1482 /* We precompute some values here so that we don't have to keep 1437 /* We precompute some values here so that we don't have to keep
1483 * doing it over and over again. 1438 * doing it over and over again.
1484 */ 1439 */
1485 god = find_god (determine_god (op)); 1440 god = find_god (determine_god (op));
1486 level = caster_level (caster, spell); 1441 level = casting_level (caster, spell);
1487 range = spell->range + SP_level_range_adjust (caster, spell); 1442 range = spell->range + SP_level_range_adjust (caster, spell);
1488 1443
1489 /* On the bright side, no monster should ever have a race of GOD_... 1444 /* On the bright side, no monster should ever have a race of GOD_...
1490 * so even if the player doesn't worship a god, if race=GOD_.., it 1445 * so even if the player doesn't worship a god, if race=GOD_.., it
1491 * won't ever match anything. 1446 * won't ever match anything.
1492 */ 1447 */
1493 if (!spell->race) 1448 if (!spell->race)
1494 race = NULL; 1449 race = NULL;
1495 else if (god && !strcmp (spell->race, "GOD_SLAYING")) 1450 else if (god && spell->race == shstr_GOD_SLAYING)
1496 race = god->slaying; 1451 race = god->slaying;
1497 else if (god && !strcmp (spell->race, "GOD_FRIEND")) 1452 else if (god && spell->race == shstr_GOD_FRIEND)
1498 race = god->race; 1453 race = god->race;
1499 else 1454 else
1500 race = spell->race; 1455 race = spell->race;
1501 1456
1502 for (x = op->x - range; x <= op->x + range; x++) 1457 unordered_mapwalk (op, -range, -range, range, range)
1503 for (y = op->y - range; y <= op->y + range; y++)
1504 { 1458 {
1505 done_one = 0; 1459 mapspace &ms = m->at (nx, ny);
1506 m = op->map;
1507 nx = x;
1508 ny = y;
1509 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1510 if (mflags & P_OUT_OF_MAP)
1511 continue;
1512 1460
1513 /* If there is nothing living on this space, no need to go further */ 1461 /* If there is nothing living on this space, no need to go further */
1514 if (!(mflags & P_IS_ALIVE)) 1462 if (!ms.flags () & P_IS_ALIVE)
1515 continue; 1463 continue;
1516 1464
1517 // players can only affect spaces that they can actually see 1465 // players can only affect spaces that they can actually see
1466 if (caster
1518 if (caster && caster->contr 1467 && caster->contr
1519 && caster->contr->visibility_at (m, nx, ny) < 70) 1468 && caster->contr->darkness_at (m, nx, ny) == LOS_BLOCKED)
1520 continue; 1469 continue;
1521 1470
1522 for (tmp = GET_MAP_TOP (m, nx, ny); tmp; tmp = tmp->below) 1471 for (tmp = ms.top; tmp; tmp = tmp->below)
1523 if (QUERY_FLAG (tmp, FLAG_MONSTER)) 1472 if (tmp->flag [FLAG_MONSTER])
1524 break; 1473 break;
1525 1474
1526 /* There can be living objects that are not monsters */ 1475 /* There can be living objects that are not monsters */
1527 if (!tmp || tmp->type == PLAYER) 1476 if (!tmp)
1528 continue; 1477 continue;
1529 1478
1530 /* Only the head has meaningful data, so resolve to that */ 1479 /* Only the head has meaningful data, so resolve to that */
1531 if (tmp->head)
1532 head = tmp->head; 1480 head = tmp->head_ ();
1533 else
1534 head = tmp;
1535 1481
1536 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */ 1482 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */
1537 if (race && head->race && !strstr (race, head->race)) 1483 if (race && head->race && !strstr (race, head->race))
1538 continue; 1484 continue;
1539 1485
1540 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD)) 1486 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD))
1541 continue; 1487 continue;
1542 1488
1543 /* Now do a bunch of stuff related to saving throws */ 1489 /* Now do a bunch of stuff related to saving throws */
1544 best_at = -1; 1490 best_at = -1;
1545 if (spell->attacktype) 1491 if (spell->attacktype)
1546 { 1492 {
1547 for (at = 0; at < NROFATTACKS; at++) 1493 for (at = 0; at < NROFATTACKS; at++)
1548 if (spell->attacktype & (1 << at)) 1494 if (spell->attacktype & (1 << at))
1549 if (best_at == -1 || head->resist[at] > head->resist[best_at]) 1495 if (best_at == -1 || head->resist[at] > head->resist[best_at])
1550 best_at = at; 1496 best_at = at;
1551 1497
1552 if (best_at == -1) 1498 if (best_at == -1)
1553 at = 0; 1499 at = 0;
1554 else 1500 else
1555 { 1501 {
1556 if (head->resist[best_at] == 100) 1502 if (head->resist[best_at] == 100)
1557 continue; 1503 continue;
1558 else 1504 else
1559 at = head->resist[best_at] / 5; 1505 at = head->resist[best_at] / 5;
1560 } 1506 }
1507
1561 at -= level / 5; 1508 at -= level / 5;
1562 if (did_make_save (head, head->level, at)) 1509 if (did_make_save (head, head->level, at))
1563 continue; 1510 continue;
1564 } 1511 }
1565 else /* spell->attacktype */ 1512 else /* spell->attacktype */
1566 { 1513 {
1567 /* 1514 /*
1568 Spell has no attacktype (charm & such), so we'll have a specific saving: 1515 Spell has no attacktype (charm & such), so we'll have a specific saving:
1569 * if spell level < monster level, no go 1516 * if spell level < monster level, no go
1570 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) ) 1517 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) )
1571 1518
1572 The chance will then be in the range [20-70] percent, not too bad. 1519 The chance will then be in the range [20-70] percent, not too bad.
1573 1520
1574 This is required to fix the 'charm monster' abuse, where a player level 1 can 1521 This is required to fix the 'charm monster' abuse, where a player level 1 can
1575 charm a level 125 monster... 1522 charm a level 125 monster...
1576 1523
1577 Ryo, august 14th 1524 Ryo, august 14th
1578 */ 1525 */
1579 if (head->level > level) 1526 if (head->level > level)
1580 continue; 1527 continue;
1581 1528
1582 if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + MIN (50, 2 * (level - head->level)))) 1529 if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + min (50, 2 * (level - head->level))))
1583 /* Failed, no effect */ 1530 /* Failed, no effect */
1584 continue; 1531 continue;
1585 } 1532 }
1586 1533
1587 /* Done with saving throw. Now start affecting the monster */ 1534 /* Done with saving throw. Now start affecting the monster */
1535 done_one = 0;
1588 1536
1589 /* aggravation */ 1537 /* aggravation */
1590 if (QUERY_FLAG (spell, FLAG_MONSTER)) 1538 if (QUERY_FLAG (spell, FLAG_MONSTER))
1591 { 1539 {
1592 CLEAR_FLAG (head, FLAG_SLEEP); 1540 CLEAR_FLAG (head, FLAG_SLEEP);
1593 remove_friendly_object (head); 1541 remove_friendly_object (head);
1594 done_one = 1; 1542 done_one = 1;
1595 head->enemy = op; 1543 head->enemy = op;
1596 } 1544 }
1597 1545
1598 /* calm monsters */ 1546 /* calm monsters */
1599 if (QUERY_FLAG (spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (head, FLAG_UNAGGRESSIVE)) 1547 if (QUERY_FLAG (spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (head, FLAG_UNAGGRESSIVE))
1600 { 1548 {
1601 SET_FLAG (head, FLAG_UNAGGRESSIVE); 1549 SET_FLAG (head, FLAG_UNAGGRESSIVE);
1602 head->enemy = NULL; 1550 head->enemy = NULL;
1603 done_one = 1; 1551 done_one = 1;
1604 } 1552 }
1605 1553
1606 /* berserk monsters */ 1554 /* berserk monsters */
1607 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK)) 1555 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK))
1608 { 1556 {
1609 SET_FLAG (head, FLAG_BERSERK); 1557 SET_FLAG (head, FLAG_BERSERK);
1610 done_one = 1; 1558 done_one = 1;
1611 } 1559 }
1612 1560
1613 /* charm */ 1561 /* charm */
1614 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY)) 1562 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY))
1615 { 1563 {
1564 INVOKE_OBJECT (KILL, head, ARG_OBJECT (caster));
1565
1616 /* Prevent uncontolled outbreaks of self replicating monsters. 1566 /* Prevent uncontrolled outbreaks of self replicating monsters.
1617 Typical use case is charm, go somwhere, use aggravation to make hostile. 1567 Typical use case is charm, go somwhere, use aggravation to make hostile.
1618 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */ 1568 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */
1619 CLEAR_FLAG (head, FLAG_GENERATOR); 1569 CLEAR_FLAG (head, FLAG_GENERATOR);
1620 head->set_owner (op); 1570 head->set_owner (op);
1621 set_spell_skill (op, caster, spell, head); 1571 set_spell_skill (op, caster, spell, head);
1622 add_friendly_object (head); 1572 add_friendly_object (head);
1623 head->attack_movement = PETMOVE; 1573 head->attack_movement = PETMOVE;
1624 done_one = 1; 1574 done_one = 1;
1625 change_exp (op, head->stats.exp / 2, head->skill, SK_EXP_ADD_SKILL); 1575 change_exp (op, head->stats.exp / 2, head->skill, SK_EXP_ADD_SKILL);
1626 head->stats.exp = 0; 1576 head->stats.exp = 0;
1627 } 1577 }
1628 1578
1629 /* If a monster was effected, put an effect in */ 1579 /* If a monster was effected, put an effect in */
1630 if (done_one && spell->other_arch) 1580 if (done_one && spell->other_arch)
1631 m->insert (arch_to_object (spell->other_arch), nx, ny, op); 1581 m->insert (spell->other_arch->instance (), nx, ny, op);
1632 } /* for y */ 1582 }
1633 1583
1634 return 1; 1584 return 1;
1635} 1585}
1636
1637 1586
1638/* Move_ball_spell: This handles ball type spells that just sort of wander 1587/* Move_ball_spell: This handles ball type spells that just sort of wander
1639 * about. was called move_ball_lightning, but since more than the ball 1588 * about. was called move_ball_lightning, but since more than the ball
1640 * lightning spell used it, that seemed misnamed. 1589 * lightning spell used it, that seemed misnamed.
1641 * op is the spell effect. 1590 * op is the spell effect.
1642 * note that duration is handled by process_object() in time.c 1591 * note that duration is handled by process_object() in time.c
1643 */ 1592 */
1644
1645void 1593void
1646move_ball_spell (object *op) 1594move_ball_spell (object *op)
1647{ 1595{
1648 int i, j, dam_save, dir, mflags; 1596 int i, j, dam_save, dir, mflags;
1649 sint16 nx, ny, hx, hy; 1597 sint16 nx, ny, hx, hy;
1668 for (i = 1; i < 9; i++) 1616 for (i = 1; i < 9; i++)
1669 { 1617 {
1670 /* i bit 0: alters sign of offset 1618 /* i bit 0: alters sign of offset
1671 * other bits (i / 2): absolute value of offset 1619 * other bits (i / 2): absolute value of offset
1672 */ 1620 */
1673
1674 int offset = ((i ^ j) & 1) ? (i / 2) : -(i / 2); 1621 int offset = ((i ^ j) & 1) ? (i / 2) : -(i / 2);
1675 int tmpdir = absdir (op->direction + offset); 1622 int tmpdir = absdir (op->direction + offset);
1676 1623
1677 nx = op->x + freearr_x[tmpdir]; 1624 nx = op->x + freearr_x[tmpdir];
1678 ny = op->y + freearr_y[tmpdir]; 1625 ny = op->y + freearr_y[tmpdir];
1680 { 1627 {
1681 dir = tmpdir; 1628 dir = tmpdir;
1682 break; 1629 break;
1683 } 1630 }
1684 } 1631 }
1632
1685 if (dir == 0) 1633 if (dir == 0)
1686 { 1634 {
1687 nx = op->x; 1635 nx = op->x;
1688 ny = op->y; 1636 ny = op->y;
1689 m = op->map; 1637 m = op->map;
1715 1663
1716 if ((mflags & P_IS_ALIVE) && (!owner || owner->x != hx || owner->y != hy || !on_same_map (owner, op))) 1664 if ((mflags & P_IS_ALIVE) && (!owner || owner->x != hx || owner->y != hy || !on_same_map (owner, op)))
1717 { 1665 {
1718 if (j) 1666 if (j)
1719 op->stats.dam = dam_save / 2; 1667 op->stats.dam = dam_save / 2;
1668
1720 hit_map (op, j, op->attacktype, 1); 1669 hit_map (op, j, op->attacktype, 1);
1721
1722 } 1670 }
1723 1671
1724 /* insert the other arch */ 1672 /* insert the other arch */
1725 if (op->other_arch && !(OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy)))) 1673 if (op->other_arch && !(OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy))))
1726 m->insert (arch_to_object (op->other_arch), hx, hy, op); 1674 m->insert (op->other_arch->instance (), hx, hy, op);
1727 } 1675 }
1728 1676
1729 /* restore to the center location and damage */ 1677 /* restore to the center location and damage */
1730 op->stats.dam = dam_save; 1678 op->stats.dam = dam_save;
1731 1679
1740 1688
1741 op->direction = i; 1689 op->direction = i;
1742 } 1690 }
1743} 1691}
1744 1692
1745
1746/* move_swarm_spell: peterm 1693/* move_swarm_spell: peterm
1747 * This is an implementation of the swarm spell. It was written for 1694 * This is an implementation of the swarm spell. It was written for
1748 * meteor swarm, but it could be used for any swarm. A swarm spell 1695 * meteor swarm, but it could be used for any swarm. A swarm spell
1749 * is a special type of object that casts swarms of other types 1696 * is a special type of object that casts swarms of other types
1750 * of spells. Which spell it casts is flexible. It fires the spells 1697 * of spells. Which spell it casts is flexible. It fires the spells
1751 * from a set of squares surrounding the caster, in a given direction. 1698 * from a set of squares surrounding the caster, in a given direction.
1752 */ 1699 */
1753
1754void 1700void
1755move_swarm_spell (object *op) 1701move_swarm_spell (object *op)
1756{ 1702{
1757#if 0 1703#if 0
1758 static int cardinal_adjust[9] = { -3, -2, -1, 0, 0, 0, 1, 2, 3 }; 1704 static int cardinal_adjust[9] = { -3, -2, -1, 0, 0, 0, 1, 2, 3 };
1759 static int diagonal_adjust[10] = { -3, -2, -2, -1, 0, 0, 1, 2, 2, 3 }; 1705 static int diagonal_adjust[10] = { -3, -2, -2, -1, 0, 0, 1, 2, 2, 3 };
1760 sint16 target_x, target_y, origin_x, origin_y; 1706 sint16 target_x, target_y, origin_x, origin_y;
1761 int adjustdir; 1707 int adjustdir;
1762 maptile *m; 1708 maptile *m;
1763#endif 1709#endif
1764 int basedir;
1765 object *owner; 1710 object *owner = op->env;
1766 1711
1767 owner = op->owner; 1712 if (!owner) // MUST not happen, remove when true TODO
1768 if (op->duration == 0 || owner == NULL)
1769 { 1713 {
1714 LOG (llevError, "swarm spell found outside inventory: %s\n", op->debug_desc ());
1770 op->destroy (); 1715 op->destroy ();
1771 return; 1716 return;
1772 } 1717 }
1773 1718
1719 if (!op->duration || !owner->is_on_map ())
1720 {
1721 op->drop_and_destroy ();
1722 return;
1723 }
1724
1774 op->duration--; 1725 op->duration--;
1775 1726
1776 basedir = op->direction; 1727 int basedir = op->direction;
1777 if (basedir == 0) 1728 if (!basedir)
1778 { 1729 {
1779 /* spray in all directions! 8) */ 1730 /* spray in all directions! 8) */
1780 basedir = rndm (1, 8); 1731 op->facing = (op->facing + op->state) & 7;
1732 basedir = op->facing + 1;
1781 } 1733 }
1782 1734
1783#if 0 1735#if 0
1784 // this is bogus: it causes wrong places to be checked below 1736 // this is bogus: it causes wrong places to be checked below
1785 // (a wall 2 cells away will block the effect...) and 1737 // (a wall 2 cells away will block the effect...) and
1846 { 1798 {
1847 /* Bullet spells have a bunch more customization that needs to be done */ 1799 /* Bullet spells have a bunch more customization that needs to be done */
1848 if (op->spell->subtype == SP_BULLET) 1800 if (op->spell->subtype == SP_BULLET)
1849 fire_bullet (owner, op, basedir, op->spell); 1801 fire_bullet (owner, op, basedir, op->spell);
1850 else if (op->spell->subtype == SP_MAGIC_MISSILE) 1802 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1851 fire_arch_from_position (owner, op, op->x, op->y, basedir, op->spell); 1803 fire_arch_from_position (owner, op, owner->x, owner->y, basedir, op->spell);
1852 } 1804 }
1853} 1805}
1854
1855
1856
1857 1806
1858/* fire_swarm: 1807/* fire_swarm:
1859 * The following routine creates a swarm of objects. It actually 1808 * The following routine creates a swarm of objects. It actually
1860 * sets up a specific swarm object, which then fires off all 1809 * sets up a specific swarm object, which then fires off all
1861 * the parts of the swarm. 1810 * the parts of the swarm.
1864 * caster: the caster (owner, wand, rod, scroll) 1813 * caster: the caster (owner, wand, rod, scroll)
1865 * dir: the direction everything will be fired in 1814 * dir: the direction everything will be fired in
1866 * spell - the spell that is this spell. 1815 * spell - the spell that is this spell.
1867 * n: the number to be fired. 1816 * n: the number to be fired.
1868 */ 1817 */
1869
1870int 1818int
1871fire_swarm (object *op, object *caster, object *spell, int dir) 1819fire_swarm (object *op, object *caster, object *spell, int dir)
1872{ 1820{
1873 object *tmp;
1874 int i;
1875
1876 if (!spell->other_arch) 1821 if (!spell->other_arch)
1877 return 0; 1822 return 0;
1878 1823
1879 tmp = get_archetype (SWARM_SPELL); 1824 object *tmp = archetype::get (SWARM_SPELL);
1880 tmp->set_owner (op); /* needed so that if swarm elements kill, caster gets xp. */ 1825
1881 set_spell_skill (op, caster, spell, tmp); 1826 set_spell_skill (op, caster, spell, tmp);
1882
1883 tmp->level = caster_level (caster, spell); /*needed later, to get level dep. right. */ 1827 tmp->level = casting_level (caster, spell); /* needed later, to get level dep. right. */
1884 tmp->spell = arch_to_object (spell->other_arch); 1828 tmp->spell = spell->other_arch->instance ();
1885
1886 tmp->attacktype = tmp->spell->attacktype; 1829 tmp->attacktype = tmp->spell->attacktype;
1887 1830
1888 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) 1831 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
1889 if (!tailor_god_spell (tmp, op)) 1832 if (!tailor_god_spell (tmp, op))
1890 return 1; 1833 return 1;
1891 1834
1892 tmp->duration = SP_level_duration_adjust (caster, spell); 1835 tmp->duration = SP_level_duration_adjust (caster, spell);
1893 for (i = 0; i < spell->duration; i++) 1836 for (int i = 0; i < spell->duration; i++)
1894 tmp->duration += die_roll (1, 3, op, PREFER_HIGH); 1837 tmp->duration += die_roll (1, 3, op, PREFER_HIGH);
1895 1838
1839 tmp->invisible = 1;
1840 tmp->flag [FLAG_NO_DROP] = 1; // make sure it stays in inv, or else
1896 tmp->direction = dir; 1841 tmp->direction = dir;
1897 tmp->invisible = 1; 1842 tmp->facing = rndm (1, 8); // initial firing direction
1843 tmp->state = rndm (4) * 2 + 1; // direction increment
1898 1844
1899 tmp->insert_at (op, op); 1845 op->insert (tmp);
1846
1900 return 1; 1847 return 1;
1901} 1848}
1902
1903 1849
1904/* See the spells documentation file for why this is its own 1850/* See the spells documentation file for why this is its own
1905 * function. 1851 * function.
1906 */ 1852 */
1907int 1853int
1912 int dam, mflags; 1858 int dam, mflags;
1913 maptile *m; 1859 maptile *m;
1914 1860
1915 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1861 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1916 1862
1917 if (!dir) 1863 if (dir)
1918 {
1919 new_draw_info (NDI_UNIQUE, 0, op, "In what direction?");
1920 return 0;
1921 } 1864 {
1922
1923 x = op->x + freearr_x[dir]; 1865 x = op->x + freearr_x[dir];
1924 y = op->y + freearr_y[dir]; 1866 y = op->y + freearr_y[dir];
1925 m = op->map; 1867 m = op->map;
1926 1868
1927 mflags = get_map_flags (m, &m, x, y, &x, &y); 1869 mflags = get_map_flags (m, &m, x, y, &x, &y);
1928 1870
1929 if (mflags & P_OUT_OF_MAP) 1871 if (mflags & P_OUT_OF_MAP)
1930 { 1872 {
1931 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is there."); 1873 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is there.");
1932 return 0; 1874 return 0;
1933 } 1875 }
1934 1876
1935 if (mflags & P_IS_ALIVE && spell->attacktype) 1877 if (mflags & P_IS_ALIVE && spell->attacktype)
1936 { 1878 {
1937 for (target = GET_MAP_OB (m, x, y); target; target = target->above) 1879 for (target = GET_MAP_OB (m, x, y); target; target = target->above)
1938 if (QUERY_FLAG (target, FLAG_MONSTER)) 1880 if (QUERY_FLAG (target, FLAG_MONSTER))
1939 { 1881 {
1940 /* oky doky. got a target monster. Lets make a blinding attack */ 1882 /* oky doky. got a target monster. Lets make a blinding attack */
1941 if (target->head) 1883 if (target->head)
1942 target = target->head; 1884 target = target->head;
1885
1943 (void) hit_player (target, dam, op, spell->attacktype, 1); 1886 hit_player (target, dam, op, spell->attacktype, 1);
1944 return 1; /* one success only! */ 1887 return 1; /* one success only! */
1888 }
1945 } 1889 }
1946 }
1947 1890
1948 /* no live target, perhaps a wall is in the way? */ 1891 /* no live target, perhaps a wall is in the way? */
1949 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y))) 1892 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)))
1950 { 1893 {
1951 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 1894 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1952 return 0; 1895 return 0;
1896 }
1953 } 1897 }
1954 1898
1955 /* ok, looks groovy to just insert a new light on the map */ 1899 /* ok, looks groovy to just insert a new light on the map */
1956 tmp = arch_to_object (spell->other_arch); 1900 tmp = spell->other_arch->instance ();
1957 if (!tmp) 1901 if (!tmp)
1958 { 1902 {
1959 LOG (llevError, "Error: spell arch for cast_light() missing.\n"); 1903 LOG (llevError, "Error: spell arch for cast_light() missing.\n");
1960 return 0; 1904 return 0;
1961 } 1905 }
1906
1962 tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell); 1907 tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell);
1908
1963 if (tmp->glow_radius) 1909 if (tmp->glow_radius)
1964 { 1910 tmp->set_glow_radius (
1965 tmp->glow_radius = spell->range + SP_level_range_adjust (caster, spell); 1911 clamp (spell->range + SP_level_range_adjust (caster, spell), 1, MAX_LIGHT_RADIUS)
1966 if (tmp->glow_radius > MAX_LIGHT_RADII) 1912 );
1967 tmp->glow_radius = MAX_LIGHT_RADII;
1968 }
1969 1913
1914 if (dir)
1970 m->insert (tmp, x, y, op); 1915 m->insert (tmp, x, y, op);
1916 else
1917 caster->outer_env_or_self ()->insert (tmp);
1918
1971 return 1; 1919 return 1;
1972} 1920}
1973
1974
1975
1976 1921
1977/* cast_cause_disease: this spell looks along <dir> from the 1922/* cast_cause_disease: this spell looks along <dir> from the
1978 * player and infects someone. 1923 * player and infects someone.
1979 * op is the player/monster, caster is the object, dir is the direction 1924 * op is the player/monster, caster is the object, dir is the direction
1980 * to cast, disease_arch is the specific disease, and type is the spell number 1925 * to cast, disease_arch is the specific disease, and type is the spell number
1981 * perhaps this should actually be in disease.c? 1926 * perhaps this should actually be in disease.c?
1982 */ 1927 */
1983
1984int 1928int
1985cast_cause_disease (object *op, object *caster, object *spell, int dir) 1929cast_cause_disease (object *op, object *caster, object *spell, int dir)
1986{ 1930{
1987 sint16 x, y; 1931 sint16 x, y;
1988 int i, mflags, range, dam_mod, dur_mod; 1932 int i, mflags, range, dam_mod, dur_mod;
1995 /* If casting from a scroll, no direction will be available, so refer to the 1939 /* If casting from a scroll, no direction will be available, so refer to the
1996 * direction the player is pointing. 1940 * direction the player is pointing.
1997 */ 1941 */
1998 if (!dir) 1942 if (!dir)
1999 dir = op->facing; 1943 dir = op->facing;
1944
2000 if (!dir) 1945 if (!dir)
2001 return 0; /* won't find anything if casting on ourself, so just return */ 1946 return 0; /* won't find anything if casting on ourself, so just return */
2002 1947
2003 /* Calculate these once here */ 1948 /* Calculate these once here */
2004 range = spell->range + SP_level_range_adjust (caster, spell); 1949 range = spell->range + SP_level_range_adjust (caster, spell);
2026 { 1971 {
2027 /* search this square for a victim */ 1972 /* search this square for a victim */
2028 for (walk = GET_MAP_OB (m, x, y); walk; walk = walk->above) 1973 for (walk = GET_MAP_OB (m, x, y); walk; walk = walk->above)
2029 if (QUERY_FLAG (walk, FLAG_MONSTER) || (walk->type == PLAYER)) 1974 if (QUERY_FLAG (walk, FLAG_MONSTER) || (walk->type == PLAYER))
2030 { /* found a victim */ 1975 { /* found a victim */
2031 object *disease = arch_to_object (spell->other_arch); 1976 object *disease = spell->other_arch->instance ();
2032 1977
2033 disease->set_owner (op); 1978 disease->set_owner (op);
2034 set_spell_skill (op, caster, spell, disease); 1979 set_spell_skill (op, caster, spell, disease);
2035 disease->stats.exp = 0; 1980 disease->stats.exp = 0;
2036 disease->level = caster_level (caster, spell); 1981 disease->level = casting_level (caster, spell);
2037 1982
2038 /* do level adjustments */ 1983 /* do level adjustments */
2039 if (disease->stats.wc) 1984 if (disease->stats.wc)
2040 disease->stats.wc += dur_mod / 2; 1985 disease->stats.wc += dur_mod / 2;
2041 1986
2042 if (disease->magic > 0) 1987 if (disease->magic > 0)
2043 disease->magic += dur_mod / 4; 1988 disease->magic += dur_mod / 8;
2044 1989
2045 if (disease->stats.maxhp > 0) 1990 if (disease->stats.maxhp > 0)
2046 disease->stats.maxhp += dur_mod; 1991 disease->stats.maxhp += dur_mod;
2047 1992
2048 if (disease->stats.maxgrace > 0) 1993 if (disease->stats.maxgrace > 0)
2086 if (infect_object (walk, disease, 1)) 2031 if (infect_object (walk, disease, 1))
2087 { 2032 {
2088 new_draw_info_format (NDI_UNIQUE, 0, op, "You inflict %s on %s!", &disease->name, &walk->name); 2033 new_draw_info_format (NDI_UNIQUE, 0, op, "You inflict %s on %s!", &disease->name, &walk->name);
2089 2034
2090 disease->destroy (); /* don't need this one anymore */ 2035 disease->destroy (); /* don't need this one anymore */
2091 walk->map->insert (get_archetype ("detect_magic"), x, y, op); 2036 walk->map->insert (get_archetype (shstr_detect_magic), x, y, op);
2092 return 1; 2037 return 1;
2093 } 2038 }
2094 2039
2095 disease->destroy (); 2040 disease->destroy ();
2096 } 2041 }

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