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Comparing deliantra/server/server/spell_attack.C (file contents):
Revision 1.32 by root, Tue Apr 24 12:32:16 2007 UTC vs.
Revision 1.76 by root, Sun Dec 28 08:09:49 2008 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (C) 2002-2003 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002-2003,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * This program 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 2 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,
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 GNU General Public License
19 * along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 * 20 *
22 * The authors can be reached via e-mail at <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 22 */
24 23
25/* This file contains all the spell attack code. Grouping this code 24/* This file contains all the spell attack code. Grouping this code
26 * together should hopefully make it easier to find the relevent bits 25 * together should hopefully make it easier to find the relevent bits
27 * of code 26 * of code
37/* 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
38 * 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)
39 * but moved here so it could be applied to bolts too 38 * but moved here so it could be applied to bolts too
40 * op is the spell object. 39 * op is the spell object.
41 */ 40 */
42
43void 41void
44check_spell_knockback (object *op) 42check_spell_knockback (object *op)
45{ 43{
46 object *tmp, *tmp2; /* object on the map */
47 int weight_move; 44 int weight_move;
48 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 */
49 46
50 if (!op->weight) 47 if (!op->weight)
51 { /*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 */
56 { 53 {
57 weight_move = op->weight + (op->weight * op->level) / 3; 54 weight_move = op->weight + (op->weight * op->level) / 3;
58 /*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); */
59 } 56 }
60 57
61 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)
62 { 59 {
63 int num_sections = 1; 60 int num_sections = 1;
64 61
65 /* don't move DM */ 62 /* don't move DM */
66 if (QUERY_FLAG (tmp, FLAG_WIZ)) 63 if (QUERY_FLAG (tmp, FLAG_WIZ))
73 /* don't move floors or immobile objects */ 70 /* don't move floors or immobile objects */
74 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)))
75 continue; 72 continue;
76 73
77 /* count the object's sections */ 74 /* count the object's sections */
78 for (tmp2 = tmp; tmp2 != NULL; tmp2 = tmp2->more) 75 for (object *tmp2 = tmp; tmp2; tmp2 = tmp2->more)
79 num_sections++; 76 num_sections++;
80 77
81 /* 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
82 * 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
83 * 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.
107 * 104 *
108 * BOLT CODE 105 * BOLT CODE
109 * 106 *
110 ***************************************************************************/ 107 ***************************************************************************/
111 108
112/* Causes op to fork. op is the original bolt, tmp 109/* Causes op to fork. op is the original bolt, tmp
113 * is the first piece of the fork. 110 * is the first piece of the fork.
114 */ 111 */
115
116void 112void
117forklightning (object *op, object *tmp) 113forklightning (object *op, object *tmp)
118{ 114{
119 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 */
120 int t_dir; /* stores temporary dir calculation */ 116 int t_dir; /* stores temporary dir calculation */
145 141
146 /* reduce chances of subsequent forking */ 142 /* reduce chances of subsequent forking */
147 new_bolt->stats.Dex -= 10; 143 new_bolt->stats.Dex -= 10;
148 tmp->stats.Dex -= 10; /* less forks from main bolt too */ 144 tmp->stats.Dex -= 10; /* less forks from main bolt too */
149 new_bolt->stats.Con += 25 * new_dir; /* adjust the left bias */ 145 new_bolt->stats.Con += 25 * new_dir; /* adjust the left bias */
150 new_bolt->speed_left = -0.1; 146 new_bolt->speed_left = -0.1f;
151 new_bolt->direction = t_dir; 147 new_bolt->direction = t_dir;
152 new_bolt->duration++; 148 new_bolt->duration++;
153 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */ 149 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */
154 new_bolt->stats.dam++; 150 new_bolt->stats.dam++;
155 tmp->stats.dam /= 2; /* reduce father bolt damage */ 151 tmp->stats.dam /= 2; /* reduce father bolt damage */
156 tmp->stats.dam++; 152 tmp->stats.dam++;
153
157 if ((new_bolt = m->insert (new_bolt, sx, sy, op))) 154 if ((new_bolt = m->insert (new_bolt, sx, sy, op)))
158 update_turn_face (new_bolt); 155 update_turn_face (new_bolt);
159} 156}
160 157
161/* move_bolt: moves bolt 'op'. Basically, it just advances a space, 158/* move_bolt: moves bolt 'op'. Basically, it just advances a space,
162 * and checks for various things that may stop it. 159 * and checks for various things that may stop it.
163 */ 160 */
164
165void 161void
166move_bolt (object *op) 162move_bolt (object *op)
167{ 163{
168 int mflags; 164 int mflags;
169 sint16 x, y; 165 sint16 x, y;
170 maptile *m; 166 maptile *m;
171 167
172 if (--op->duration < 0) 168 if (--op->duration < 0)
173 { 169 {
174 op->destroy (); 170 op->drop_and_destroy ();
175 return; 171 return;
176 } 172 }
177 173
178 hit_map (op, 0, op->attacktype, 1); 174 hit_map (op, 0, op->attacktype, 1);
179 175
245 else 241 else
246 { /* Create a copy of this object and put it ahead */ 242 { /* Create a copy of this object and put it ahead */
247 object *tmp = op->clone (); 243 object *tmp = op->clone ();
248 244
249 m->insert (tmp, x, y, op); 245 m->insert (tmp, x, y, op);
250 tmp->speed_left = -0.1; 246 tmp->speed_left = -0.1f;
251 /* To make up for the decrease at the top of the function */ 247 /* To make up for the decrease at the top of the function */
252 tmp->duration++; 248 tmp->duration++;
253 249
254 /* New forking code. Possibly create forks of this object 250 /* New forking code. Possibly create forks of this object
255 * going off in other directions. 251 * going off in other directions.
256 */ 252 */
257 if (rndm (0, 99) < tmp->stats.Dex) 253 if (tmp->stats.Dex && rndm (0, 99) < tmp->stats.Dex)
258 { /* stats.Dex % of forking */ 254 forklightning (op, tmp); /* stats.Dex % of forking */
259 forklightning (op, tmp);
260 }
261 255
262 /* 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
263 * doesn't create any bolts that continue to move onward. 257 * doesn't create any bolts that continue to move onward.
264 */ 258 */
265 op->range = 0; 259 op->range = 0;
289 return 0; 283 return 0;
290 284
291 /* peterm: level dependency for bolts */ 285 /* peterm: level dependency for bolts */
292 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);
293 tmp->attacktype = spob->attacktype; 287 tmp->attacktype = spob->attacktype;
288
294 if (spob->slaying) 289 if (spob->slaying)
295 tmp->slaying = spob->slaying; 290 tmp->slaying = spob->slaying;
291
296 tmp->range = spob->range + SP_level_range_adjust (caster, spob); 292 tmp->range = spob->range + SP_level_range_adjust (caster, spob);
297 tmp->duration = spob->duration + SP_level_duration_adjust (caster, spob); 293 tmp->duration = spob->duration + SP_level_duration_adjust (caster, spob);
298 tmp->stats.Dex = spob->stats.Dex; 294 tmp->stats.Dex = spob->stats.Dex;
299 tmp->stats.Con = spob->stats.Con; 295 tmp->stats.Con = spob->stats.Con;
300 296
311 307
312 maptile *newmap; 308 maptile *newmap;
313 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);
314 if (mflags & P_OUT_OF_MAP) 310 if (mflags & P_OUT_OF_MAP)
315 { 311 {
316 tmp->destroy (); 312 tmp->drop_and_destroy ();
317 return 0; 313 return 0;
318 } 314 }
319 315
320 tmp->map = newmap; 316 tmp->map = newmap;
321 317
322 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)))
323 { 319 {
324 if (!QUERY_FLAG (tmp, FLAG_REFLECTING)) 320 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
325 { 321 {
326 tmp->destroy (); 322 tmp->drop_and_destroy ();
327 return 0; 323 return 0;
328 } 324 }
329 325
330 tmp->x = op->x; 326 tmp->x = op->x;
331 tmp->y = op->y; 327 tmp->y = op->y;
336 if ((tmp = tmp->insert_at (tmp, op))) 332 if ((tmp = tmp->insert_at (tmp, op)))
337 move_bolt (tmp); 333 move_bolt (tmp);
338 334
339 return 1; 335 return 1;
340} 336}
341
342
343 337
344/*************************************************************************** 338/***************************************************************************
345 * 339 *
346 * BULLET/BALL CODE 340 * BULLET/BALL CODE
347 * 341 *
348 ***************************************************************************/ 342 ***************************************************************************/
349 343
350/* expands an explosion. op is a piece of the 344/* expands an explosion. op is a piece of the
351 * explosion - this expans it in the different directions. 345 * explosion - this expands it in the different directions.
352 * At least that is what I think this does. 346 * At least that is what I think this does.
353 */ 347 */
354void 348void
355explosion (object *op) 349explosion (object *op)
356{ 350{
380 if (ok_to_put_more (op->map, dx, dy, op, op->attacktype)) 374 if (ok_to_put_more (op->map, dx, dy, op, op->attacktype))
381 { 375 {
382 object *tmp = op->clone (); 376 object *tmp = op->clone ();
383 377
384 tmp->state = 0; 378 tmp->state = 0;
385 tmp->speed_left = -0.21; 379 tmp->speed_left = -0.21f;
386 tmp->range--; 380 tmp->range--;
387 tmp->value = 0; 381 tmp->value = 0;
388 382
389 m->insert (tmp, dx, dy, op); 383 m->insert (tmp, dx, dy, op);
390 } 384 }
391 } 385 }
392 } 386 }
393} 387}
394
395 388
396/* Causes an object to explode, eg, a firebullet, 389/* Causes an object to explode, eg, a firebullet,
397 * poison cloud ball, etc. op is the object to 390 * poison cloud ball, etc. op is the object to
398 * explode. 391 * explode.
399 */ 392 */
400void 393void
401explode_bullet (object *op) 394explode_bullet (object *op)
402{ 395{
403 object *tmp, *owner; 396 object *tmp, *owner;
404 397
405 if (op->other_arch == NULL) 398 if (!op->other_arch)
406 { 399 {
407 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n"); 400 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n");
408 op->destroy (); 401 op->destroy ();
409 return; 402 return;
410 } 403 }
411 404
412 if (op->env) 405 if (op->env)
413 { 406 {
414 object *env = object_get_env_recursive (op); 407 object *env = op->outer_env ();
408
415 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))
416 { 410 {
417 LOG (llevError, "BUG: explode_bullet(): env out of map\n"); 411 LOG (llevError, "BUG: explode_bullet(): env out of map\n");
418 op->destroy (); 412 op->destroy ();
419 return; 413 return;
420 } 414 }
438 } 432 }
439 433
440 if (op->attacktype) 434 if (op->attacktype)
441 { 435 {
442 hit_map (op, 0, op->attacktype, 1); 436 hit_map (op, 0, op->attacktype, 1);
437
443 if (op->destroyed ()) 438 if (op->destroyed ())
444 return; 439 return;
445 } 440 }
446 441
447 /* other_arch contains what this explodes into */ 442 /* other_arch contains what this explodes into */
450 tmp->set_owner (op); 445 tmp->set_owner (op);
451 tmp->skill = op->skill; 446 tmp->skill = op->skill;
452 447
453 owner = op->owner; 448 owner = op->owner;
454 449
455 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))
456 { 454 {
457 op->destroy (); 455 op->destroy ();
458 return; 456 return;
459 } 457 }
460 458
487 485
488 /* Prevent recursion */ 486 /* Prevent recursion */
489 op->move_on = 0; 487 op->move_on = 0;
490 488
491 tmp->insert_at (op, op); 489 tmp->insert_at (op, op);
490 tmp->play_sound (tmp->sound);
491
492 /* remove the firebullet */ 492 /* remove the firebullet */
493 op->destroy (); 493 op->destroy ();
494} 494}
495 495
496/* checks to see what op should do, given the space it is on 496/* checks to see what op should do, given the space it is on
523 for (tmp = op->ms ().bot; tmp; tmp = tmp->above) 523 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
524 { 524 {
525 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 525 if (QUERY_FLAG (tmp, FLAG_ALIVE))
526 { 526 {
527 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
528 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0) 530 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0)
529 { 531 {
530 if (!QUERY_FLAG (op, FLAG_REMOVED)) 532 if (!QUERY_FLAG (op, FLAG_REMOVED))
531 { 533 {
532 op->destroy (); 534 op->destroy ();
612 * we remove the magic flag - that can be derived from 614 * we remove the magic flag - that can be derived from
613 * spob->attacktype. 615 * spob->attacktype.
614 * This function sets up the appropriate owner and skill 616 * This function sets up the appropriate owner and skill
615 * pointers. 617 * pointers.
616 */ 618 */
617
618int 619int
619fire_bullet (object *op, object *caster, int dir, object *spob) 620fire_bullet (object *op, object *caster, int dir, object *spob)
620{ 621{
621 object *tmp = NULL; 622 object *tmp = NULL;
622 int mflags; 623 int mflags;
623 624
624 if (!spob->other_arch) 625 if (!spob->other_arch)
625 return 0; 626 return 0;
626 627
627 tmp = arch_to_object (spob->other_arch); 628 tmp = spob->other_arch->instance ();
628 if (tmp == NULL) 629 if (!tmp)
629 return 0; 630 return 0;
630 631
631 /* peterm: level dependency for bolts */ 632 /* peterm: level dependency for bolts */
632 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);
633 tmp->attacktype = spob->attacktype; 634 tmp->attacktype = spob->attacktype;
634 if (spob->slaying) 635 if (spob->slaying)
635 tmp->slaying = spob->slaying; 636 tmp->slaying = spob->slaying;
636 637
646 SET_ANIMATION (tmp, dir); 647 SET_ANIMATION (tmp, dir);
647 648
648 tmp->set_owner (op); 649 tmp->set_owner (op);
649 set_spell_skill (op, caster, spob, tmp); 650 set_spell_skill (op, caster, spob, tmp);
650 651
651 tmp->x = op->x + freearr_x[dir]; 652 tmp->x = op->x + freearr_x[dir];
652 tmp->y = op->y + freearr_y[dir]; 653 tmp->y = op->y + freearr_y[dir];
653 tmp->map = op->map; 654 tmp->map = op->map;
654 655
655 maptile *newmap; 656 maptile *newmap;
656 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);
657 if (mflags & P_OUT_OF_MAP) 658 if (mflags & P_OUT_OF_MAP)
707/* 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 */
708 709
709void 710void
710move_cone (object *op) 711move_cone (object *op)
711{ 712{
712 int i;
713
714 /* 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 */
715 if (!op->map) 714 if (!op->map)
716 { 715 {
717 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");
718 op->set_speed (0); 717 op->set_speed (0);
738 } 737 }
739#endif 738#endif
740 739
741 hit_map (op, 0, op->attacktype, 0); 740 hit_map (op, 0, op->attacktype, 0);
742 741
742 if (!op->is_on_map ())
743 return;
744
743 /* Check to see if we should push anything. 745 /* Check to see if we should push anything.
744 * Spell objects with weight push whatever they encounter to some 746 * Spell objects with weight push whatever they encounter to some
745 * degree. 747 * degree.
746 */ 748 */
747 if (op->weight) 749 if (op->weight)
750 {
748 check_spell_knockback (op); 751 check_spell_knockback (op);
749 752
750 if (op->destroyed ()) 753 if (!op->is_on_map ())
751 return; 754 return;
755 }
752 756
753 if ((op->duration--) < 0) 757 if (op->duration-- < 0)
754 { 758 {
755 op->destroy (); 759 op->destroy ();
756 return; 760 return;
757 } 761 }
758 /* Object has hit maximum range, so don't have it move 762 /* Object has hit maximum range, so don't have it move
763 { 767 {
764 op->range = 0; /* just so it doesn't wrap */ 768 op->range = 0; /* just so it doesn't wrap */
765 return; 769 return;
766 } 770 }
767 771
768 for (i = -1; i < 2; i++) 772 for (int i = -1; i <= 1; i++)
769 { 773 {
770 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)];
771 775
772 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))
773 { 777 {
820 824
821 /* Need to know what the movetype of the object we are about 825 /* Need to know what the movetype of the object we are about
822 * to create is, so we can know if the space we are about to 826 * to create is, so we can know if the space we are about to
823 * insert it into is blocked. 827 * insert it into is blocked.
824 */ 828 */
825 movetype = spell->other_arch->clone.move_type; 829 movetype = spell->other_arch->move_type;
826 830
827 for (i = range_min; i <= range_max; i++) 831 for (i = range_min; i <= range_max; i++)
828 { 832 {
829 sint16 x, y, d; 833 sint16 x, y, d;
830 834
831 /* We can't use absdir here, because it never returns 835 /* We can't use absdir here, because it never returns
832 * 0. If this is a rune, we want to hit the person on top 836 * 0. If this is a rune, we want to hit the person on top
833 * of the trap (d==0). If it is not a rune, then we don't want 837 * of the trap (d==0). If it is not a rune, then we don't want
834 * to hit that person. 838 * to hit that person.
835 */ 839 */
836 d = dir + i; 840 d = (dir + i) % 9;
837 while (d < 0)
838 d += 8;
839 while (d > 8)
840 d -= 8;
841 841
842 /* If it's not a rune, we don't want to blast the caster. 842 /* If it's not a rune, we don't want to blast the caster.
843 * In that case, we have to see - if dir is specified, 843 * In that case, we have to see - if dir is specified,
844 * turn this into direction 8. If dir is not specified (all 844 * turn this into direction 8. If dir is not specified (all
845 * direction) skip - otherwise, one line would do more damage 845 * direction) skip - otherwise, one line would do more damage
865 865
866 success = 1; 866 success = 1;
867 tmp = arch_to_object (spell->other_arch); 867 tmp = arch_to_object (spell->other_arch);
868 tmp->set_owner (op); 868 tmp->set_owner (op);
869 set_spell_skill (op, caster, spell, tmp); 869 set_spell_skill (op, caster, spell, tmp);
870 tmp->level = caster_level (caster, spell); 870 tmp->level = casting_level (caster, spell);
871 tmp->attacktype = spell->attacktype; 871 tmp->attacktype = spell->attacktype;
872 872
873 /* holy word stuff */ 873 /* holy word stuff */
874 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER)) 874 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER))
875 if (!tailor_god_spell (tmp, op)) 875 if (!tailor_god_spell (tmp, op))
909 else 909 else
910 tmp->duration += caster->level / 3; 910 tmp->duration += caster->level / 3;
911 } 911 }
912 912
913 if (!(tmp->move_type & MOVE_FLY_LOW)) 913 if (!(tmp->move_type & MOVE_FLY_LOW))
914 LOG (llevDebug, "cast_cone(): arch %s doesn't have flying 1\n", &spell->other_arch->name); 914 LOG (llevDebug, "cast_cone(): arch %s doesn't have flying 1\n", &spell->other_arch->archname);
915 915
916 if (!tmp->move_on && tmp->stats.dam) 916 if (!tmp->move_on && tmp->stats.dam)
917 LOG (llevDebug, "cast_cone(): arch %s doesn't have move_on set\n", &spell->other_arch->name); 917 LOG (llevDebug, "cast_cone(): arch %s doesn't have move_on set\n", &spell->other_arch->archname);
918 918
919 m->insert (tmp, sx, sy, op); 919 m->insert (tmp, sx, sy, op);
920 920
921 /* This is used for tracking spells so that one effect doesn't hit 921 /* This is used for tracking spells so that one effect doesn't hit
922 * a single space too many times. 922 * a single space too many times.
934 * 934 *
935 * BOMB related code 935 * BOMB related code
936 * 936 *
937 ****************************************************************************/ 937 ****************************************************************************/
938 938
939
940/* This handles an exploding bomb. 939/* This handles an exploding bomb.
941 * op is the original bomb object. 940 * op is the original bomb object.
942 */ 941 */
943void 942void
944animate_bomb (object *op) 943animate_bomb (object *op)
945{ 944{
946 int i;
947 object *env, *tmp;
948
949 if (op->state != NUM_ANIMATIONS (op) - 1) 945 if (op->state != NUM_ANIMATIONS (op) - 1)
950 return; 946 return;
951 947
952 env = object_get_env_recursive (op); 948 object *env = op->outer_env ();
953 949
954 if (op->env) 950 if (op->env)
955 { 951 {
956 if (env->map == NULL) 952 if (env->map == NULL)
957 return; 953 return;
958
959 if (env->type == PLAYER)
960 esrv_del_item (env->contr, op->count);
961 954
962 if (!(op = op->insert_at (env, op))) 955 if (!(op = op->insert_at (env, op)))
963 return; 956 return;
964 } 957 }
965 958
976 * but using the cast_bullet isn't really feasible, 969 * but using the cast_bullet isn't really feasible,
977 * so just set up the appropriate values. 970 * so just set up the appropriate values.
978 */ 971 */
979 if (archetype *at = archetype::find (SPLINT)) 972 if (archetype *at = archetype::find (SPLINT))
980 { 973 {
981 for (i = 1; i < 9; i++) 974 for (int i = 1; i < 9; i++)
982 { 975 {
983 if (out_of_map (op->map, op->x + freearr_x[i], op->y + freearr_x[i])) 976 if (out_of_map (op->map, op->x + freearr_x[i], op->y + freearr_x[i]))
984 continue; 977 continue;
985 978
986 tmp = arch_to_object (at); 979 object *tmp = arch_to_object (at);
987 tmp->direction = i; 980 tmp->direction = i;
988 tmp->range = op->range; 981 tmp->range = op->range;
989 tmp->stats.dam = op->stats.dam; 982 tmp->stats.dam = op->stats.dam;
990 tmp->duration = op->duration; 983 tmp->duration = op->duration;
991 tmp->attacktype = op->attacktype; 984 tmp->attacktype = op->attacktype;
1005} 998}
1006 999
1007int 1000int
1008create_bomb (object *op, object *caster, int dir, object *spell) 1001create_bomb (object *op, object *caster, int dir, object *spell)
1009{ 1002{
1010
1011 object *tmp; 1003 object *tmp;
1012 int mflags; 1004 int mflags;
1013 sint16 dx = op->x + freearr_x[dir], dy = op->y + freearr_y[dir]; 1005 sint16 dx = op->x + freearr_x[dir], dy = op->y + freearr_y[dir];
1014 maptile *m; 1006 maptile *m;
1015 1007
1016 mflags = get_map_flags (op->map, &m, dx, dy, &dx, &dy); 1008 mflags = get_map_flags (op->map, &m, dx, dy, &dx, &dy);
1009
1010 // when creating a bomb below ourself it should always work, even
1011 // when movement is blocked (somehow we got here, somehow we are here,
1012 // so we should also be able to make a bomb here). (originally added
1013 // to fix create bomb traps in doors, which cast with dir=0).
1014 if (dir)
1015 {
1017 if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, dx, dy) & MOVE_WALK)) 1016 if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, dx, dy) & MOVE_WALK))
1018 { 1017 {
1019 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way."); 1018 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way.");
1020 return 0; 1019 return 0;
1020 }
1021 } 1021 }
1022
1022 tmp = arch_to_object (spell->other_arch); 1023 tmp = arch_to_object (spell->other_arch);
1023 1024
1024 /* level dependencies for bomb */ 1025 /* level dependencies for bomb */
1025 tmp->range = spell->range + SP_level_range_adjust (caster, spell); 1026 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
1026 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1027 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1047 * dir is the direction to look in. 1048 * dir is the direction to look in.
1048 * range is how far out to look. 1049 * range is how far out to look.
1049 * type is the type of spell - either SPELL_MANA or SPELL_GRACE. 1050 * type is the type of spell - either SPELL_MANA or SPELL_GRACE.
1050 * this info is used for blocked magic/unholy spaces. 1051 * this info is used for blocked magic/unholy spaces.
1051 */ 1052 */
1052
1053object * 1053object *
1054get_pointed_target (object *op, int dir, int range, int type) 1054get_pointed_target (object *op, int dir, int range, int type)
1055{ 1055{
1056 object *target; 1056 object *target;
1057 sint16 x, y; 1057 sint16 x, y;
1076 return NULL; 1076 return NULL;
1077 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW) 1077 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW)
1078 return NULL; 1078 return NULL;
1079 1079
1080 if (mflags & P_IS_ALIVE) 1080 if (mflags & P_IS_ALIVE)
1081 {
1082 for (target = GET_MAP_OB (mp, x, y); target; target = target->above) 1081 for (target = GET_MAP_OB (mp, x, y); target; target = target->above)
1083 { 1082 if (QUERY_FLAG (target, FLAG_MONSTER))
1084 if (QUERY_FLAG (target->head ? target->head : target, FLAG_MONSTER))
1085 {
1086 return target; 1083 return target;
1087 }
1088 }
1089 }
1090 } 1084 }
1085
1091 return NULL; 1086 return NULL;
1092} 1087}
1093
1094 1088
1095/* cast_smite_arch() - the priest points to a creature and causes 1089/* cast_smite_arch() - the priest points to a creature and causes
1096 * a 'godly curse' to decend. 1090 * a 'godly curse' to decend.
1097 * usual params - 1091 * usual params -
1098 * op = player 1092 * op = player
1099 * caster = object casting the spell. 1093 * caster = object casting the spell.
1100 * dir = direction being cast 1094 * dir = direction being cast
1101 * spell = spell object 1095 * spell = spell object
1102 */ 1096 */
1103
1104int 1097int
1105cast_smite_spell (object *op, object *caster, int dir, object *spell) 1098cast_smite_spell (object *op, object *caster, int dir, object *spell)
1106{ 1099{
1107 object *effect, *target; 1100 object *effect, *target;
1108 object *god = find_god (determine_god (op)); 1101 object *god = find_god (determine_god (op));
1132 effect = arch_to_object (spell->other_arch); 1125 effect = arch_to_object (spell->other_arch);
1133 else 1126 else
1134 return 0; 1127 return 0;
1135 1128
1136 /* tailor the effect by priest level and worshipped God */ 1129 /* tailor the effect by priest level and worshipped God */
1137 effect->level = caster_level (caster, spell); 1130 effect->level = casting_level (caster, spell);
1138 effect->attacktype = spell->attacktype; 1131 effect->attacktype = spell->attacktype;
1139 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER)) 1132 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER))
1140 { 1133 {
1141 if (tailor_god_spell (effect, op)) 1134 if (tailor_god_spell (effect, op))
1142 new_draw_info_format (NDI_UNIQUE, 0, op, "%s answers your call!", determine_god (op)); 1135 new_draw_info_format (NDI_UNIQUE, 0, op, "%s answers your call!", determine_god (op));
1186 effect->insert_at (target, op); 1179 effect->insert_at (target, op);
1187 1180
1188 return 1; 1181 return 1;
1189} 1182}
1190 1183
1191
1192/**************************************************************************** 1184/****************************************************************************
1193 * 1185 *
1194 * MAGIC MISSILE code. 1186 * MAGIC MISSILE code.
1195 * note that the fire_bullet is used to fire the missile. The 1187 * note that the fire_bullet is used to fire the missile. The
1196 * code here is just to move the missile. 1188 * code here is just to move the missile.
1198 1190
1199/* op is a missile that needs to be moved */ 1191/* op is a missile that needs to be moved */
1200void 1192void
1201move_missile (object *op) 1193move_missile (object *op)
1202{ 1194{
1203 int i, mflags;
1204 object *owner;
1205 sint16 new_x, new_y;
1206 maptile *m;
1207
1208 if (op->range-- <= 0) 1195 if (op->range-- <= 0)
1209 { 1196 {
1197 op->drop_and_destroy ();
1198 return;
1199 }
1200
1201 mapxy pos (op);
1202 pos.move (op->direction);
1203
1204 if (!pos.normalise ())
1205 {
1210 op->destroy (); 1206 op->destroy ();
1211 return; 1207 return;
1212 } 1208 }
1213 1209
1214 owner = op->owner; 1210 mapspace &ms = pos.ms ();
1215#if 0
1216 /* It'd make things nastier if this wasn't here - spells cast by
1217 * monster that are then killed would continue to survive
1218 */
1219 if (owner == NULL)
1220 {
1221 op->destroy ();
1222 return;
1223 }
1224#endif
1225 1211
1226 new_x = op->x + DIRX (op); 1212 if (ms.flags () & P_IS_ALIVE || ms.blocks (op))
1227 new_y = op->y + DIRY (op);
1228
1229 mflags = get_map_flags (op->map, &m, new_x, new_y, &new_x, &new_y);
1230
1231 if (!(mflags & P_OUT_OF_MAP) && ((mflags & P_IS_ALIVE) || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y))))
1232 { 1213 {
1233 hit_map (op, op->direction, AT_MAGIC, 1); 1214 hit_map (op, op->direction, AT_MAGIC, 1);
1234 /* Basically, missile only hits one thing then goes away. 1215 /* Basically, missile only hits one thing then goes away.
1235 * we need to remove it if someone hasn't already done so. 1216 * we need to remove it if someone hasn't already done so.
1236 */ 1217 */
1237 if (!op->destroyed ())
1238 op->destroy ();
1239
1240 return;
1241 }
1242
1243 op->remove ();
1244
1245 if (!op->direction || (mflags & P_OUT_OF_MAP))
1246 {
1247 op->destroy (); 1218 op->destroy ();
1248 return; 1219 return;
1249 } 1220 }
1250 1221
1222 if (!op->direction)
1223 {
1224 op->destroy ();
1225 return;
1226 }
1227
1251 i = spell_find_dir (m, new_x, new_y, op->owner); 1228 int i = spell_find_dir (pos.m, pos.x, pos.y, op->owner);
1252 if (i > 0 && i != op->direction) 1229 if (i > 0 && i != op->direction)
1253 { 1230 {
1254 op->direction = i; 1231 op->direction = i;
1255 SET_ANIMATION (op, op->direction); 1232 SET_ANIMATION (op, op->direction);
1256 } 1233 }
1257 1234
1258 m->insert (op, new_x, new_y, op); 1235 pos.insert (op, op);
1259} 1236}
1260 1237
1261/**************************************************************************** 1238/****************************************************************************
1262 * Destruction 1239 * Destruction
1263 ****************************************************************************/ 1240 ****************************************************************************/
1266 * we do this by creating a force and inserting it in the 1243 * we do this by creating a force and inserting it in the
1267 * object. if time is 0, the object glows permanently. To truely 1244 * object. if time is 0, the object glows permanently. To truely
1268 * make this work for non-living objects, we would have to 1245 * make this work for non-living objects, we would have to
1269 * give them the capability to have an inventory. b.t. 1246 * give them the capability to have an inventory. b.t.
1270 */ 1247 */
1271
1272int 1248int
1273make_object_glow (object *op, int radius, int time) 1249make_object_glow (object *op, int radius, int time)
1274{ 1250{
1275 object *tmp;
1276
1277 /* some things are unaffected... */ 1251 /* some things are unaffected... */
1278 if (op->path_denied & PATH_LIGHT) 1252 if (op->path_denied & PATH_LIGHT)
1279 return 0; 1253 return 0;
1280 1254
1281 tmp = get_archetype (FORCE_NAME); 1255 object *tmp = get_archetype (FORCE_NAME);
1282 tmp->speed = 0.01; 1256 tmp->speed = 0.01;
1283 tmp->stats.food = time; 1257 tmp->stats.food = time;
1284 SET_FLAG (tmp, FLAG_IS_USED_UP); 1258 SET_FLAG (tmp, FLAG_IS_USED_UP);
1285 tmp->glow_radius = radius;
1286 if (tmp->glow_radius > MAX_LIGHT_RADII)
1287 tmp->glow_radius = MAX_LIGHT_RADII; 1259 tmp->glow_radius = min (MAX_LIGHT_RADIUS, radius);
1288
1289 tmp->x = op->x;
1290 tmp->y = op->y;
1291 if (tmp->speed < MIN_ACTIVE_SPEED)
1292 tmp->speed = MIN_ACTIVE_SPEED; /* safety */
1293 tmp = insert_ob_in_ob (tmp, op); 1260 tmp = insert_ob_in_ob (tmp, op);
1261
1294 if (tmp->glow_radius > op->glow_radius) 1262 if (tmp->glow_radius > op->glow_radius)
1295 op->glow_radius = tmp->glow_radius; 1263 op->glow_radius = tmp->glow_radius;
1296 1264
1297 if (!tmp->env || op != tmp->env)
1298 {
1299 LOG (llevError, "make_object_glow() failed to insert glowing force in %s\n", &op->name);
1300 return 0;
1301 }
1302 return 1; 1265 return 1;
1303} 1266}
1304
1305
1306
1307 1267
1308int 1268int
1309cast_destruction (object *op, object *caster, object *spell_ob) 1269cast_destruction (object *op, object *caster, object *spell_ob)
1310{ 1270{
1311 int i, j, range, mflags, friendly = 0, dam, dur;
1312 sint16 sx, sy;
1313 maptile *m;
1314 object *tmp;
1315 const char *skill;
1316
1317 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob); 1271 int range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
1318 dam = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob); 1272 int dam = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob);
1319 dur = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob); 1273 int dur = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
1320 if (QUERY_FLAG (op, FLAG_FRIENDLY) || op->type == PLAYER) 1274
1321 friendly = 1; 1275 bool friendly = op->flag [FLAG_FRIENDLY] || op->is_player ();
1322 1276
1323 /* destruction doesn't use another spell object, so we need 1277 /* destruction doesn't use another spell object, so we need
1324 * update op's skill pointer so that exp is properly awarded. 1278 * update op's skill pointer so that exp is properly awarded.
1325 * We do some shortcuts here - since this is just temporary
1326 * and we'll reset the values back, we don't need to go through
1327 * the full share string/free_string route.
1328 */ 1279 */
1329 skill = op->skill; 1280 const shstr skill = op->skill;
1281
1330 if (caster == op) 1282 if (caster == op)
1331 op->skill = spell_ob->skill; 1283 op->skill = spell_ob->skill;
1332 else if (caster->skill) 1284 else if (caster->skill)
1333 op->skill = caster->skill; 1285 op->skill = caster->skill;
1334 else 1286 else
1335 op->skill = NULL; 1287 op->skill = 0;
1336 1288
1337 change_skill (op, find_skill_by_name (op, op->skill), 1); 1289 op->change_skill (find_skill_by_name (op, op->skill));
1338 1290
1339 for (i = -range; i < range; i++) 1291 unordered_mapwalk (op, -range, -range, range, range)
1340 { 1292 {
1341 for (j = -range; j < range; j++) 1293 mapspace &ms = m->at (nx, ny);
1342 {
1343 m = op->map;
1344 sx = op->x + i;
1345 sy = op->y + j;
1346 1294
1347 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
1348 if (mflags & P_OUT_OF_MAP)
1349 continue;
1350
1351 if (mflags & P_IS_ALIVE) 1295 if (ms.flags () & P_IS_ALIVE)
1296 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1297 if (tmp->flag [FLAG_ALIVE] || tmp->is_player ())
1352 { 1298 {
1353 for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above) 1299 tmp = tmp->head_ ();
1354 if (QUERY_FLAG (tmp, FLAG_ALIVE) || tmp->type == PLAYER)
1355 break;
1356 1300
1357 if (tmp) 1301 if ((friendly && !tmp->flag [FLAG_FRIENDLY] && !tmp->is_player ())
1302 || (!friendly && (tmp->flag [FLAG_FRIENDLY] || tmp->is_player ())))
1358 { 1303 {
1359 if (tmp->head) 1304 if (spell_ob->subtype == SP_DESTRUCTION)
1360 tmp = tmp->head;
1361
1362 if ((friendly && !QUERY_FLAG (tmp, FLAG_FRIENDLY) && tmp->type != PLAYER) ||
1363 (!friendly && (QUERY_FLAG (tmp, FLAG_FRIENDLY) || tmp->type == PLAYER)))
1364 { 1305 {
1365 if (spell_ob->subtype == SP_DESTRUCTION)
1366 {
1367 hit_player (tmp, dam, op, spell_ob->attacktype, 0); 1306 hit_player (tmp, dam, op, spell_ob->attacktype, 0);
1307
1368 if (spell_ob->other_arch) 1308 if (spell_ob->other_arch)
1369 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op); 1309 m->insert (arch_to_object (spell_ob->other_arch), nx, ny, op);
1370 } 1310 }
1371 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist[ATNR_MAGIC] != 100) 1311 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist [ATNR_MAGIC] != 100)
1372 { 1312 {
1373 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch) 1313 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch)
1374 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op); 1314 m->insert (arch_to_object (spell_ob->other_arch), nx, ny, op);
1375 }
1376 } 1315 }
1377 } 1316 }
1378 } 1317 }
1379 }
1380 } 1318 }
1381 1319
1382 op->skill = skill; 1320 op->skill = skill;
1383 return 1; 1321 return 1;
1384} 1322}
1400 { 1338 {
1401 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.");
1402 return 0; 1340 return 0;
1403 } 1341 }
1404 1342
1343 tmp = tmp->head_ ();
1344
1405 /* 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. */
1406 for (force = tmp->inv; force != NULL; force = force->below) 1346 for (force = tmp->inv; force; force = force->below)
1407 { 1347 {
1408 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY) 1348 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY)
1409 { 1349 {
1410 if (force->name == spell_ob->name) 1350 if (force->name == spell_ob->name)
1411 { 1351 {
1417 return 0; 1357 return 0;
1418 } 1358 }
1419 } 1359 }
1420 } 1360 }
1421 1361
1422 if (force == NULL) 1362 if (!force)
1423 { 1363 {
1424 force = get_archetype (FORCE_NAME); 1364 force = get_archetype (FORCE_NAME);
1425 force->subtype = FORCE_CHANGE_ABILITY; 1365 force->subtype = FORCE_CHANGE_ABILITY;
1366
1426 if (spell_ob->race) 1367 if (spell_ob->race)
1427 force->name = spell_ob->race; 1368 force->name = spell_ob->race;
1428 else 1369 else
1429 force->name = spell_ob->name; 1370 force->name = spell_ob->name;
1430 1371
1440 { 1381 {
1441 force->duration = duration; 1382 force->duration = duration;
1442 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.");
1443 } 1384 }
1444 else 1385 else
1445 {
1446 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.");
1447 } 1387
1448 return 1; 1388 return 1;
1449 } 1389 }
1390
1450 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;
1451 force->speed = 1.0; 1392 force->speed = 1.f;
1452 force->speed_left = -1.0; 1393 force->speed_left = -1.f;
1453 SET_FLAG (force, FLAG_APPLIED); 1394 SET_FLAG (force, FLAG_APPLIED);
1454 1395
1455 if (god) 1396 if (god)
1456 { 1397 {
1457 if (spell_ob->last_grace) 1398 if (spell_ob->last_grace)
1488 */ 1429 */
1489int 1430int
1490mood_change (object *op, object *caster, object *spell) 1431mood_change (object *op, object *caster, object *spell)
1491{ 1432{
1492 object *tmp, *god, *head; 1433 object *tmp, *god, *head;
1493 int done_one, range, mflags, level, at, best_at; 1434 int done_one, range, level, at, best_at;
1494 sint16 x, y, nx, ny;
1495 maptile *m;
1496 const char *race; 1435 const char *race;
1497 1436
1498 /* 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
1499 * doing it over and over again. 1438 * doing it over and over again.
1500 */ 1439 */
1501 god = find_god (determine_god (op)); 1440 god = find_god (determine_god (op));
1502 level = caster_level (caster, spell); 1441 level = casting_level (caster, spell);
1503 range = spell->range + SP_level_range_adjust (caster, spell); 1442 range = spell->range + SP_level_range_adjust (caster, spell);
1504 1443
1505 /* 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_...
1506 * 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
1507 * won't ever match anything. 1446 * won't ever match anything.
1513 else if (god && !strcmp (spell->race, "GOD_FRIEND")) 1452 else if (god && !strcmp (spell->race, "GOD_FRIEND"))
1514 race = god->race; 1453 race = god->race;
1515 else 1454 else
1516 race = spell->race; 1455 race = spell->race;
1517 1456
1518 for (x = op->x - range; x <= op->x + range; x++) 1457 unordered_mapwalk (op, -range, -range, range, range)
1519 for (y = op->y - range; y <= op->y + range; y++)
1520 { 1458 {
1521 done_one = 0; 1459 mapspace &ms = m->at (nx, ny);
1522 m = op->map;
1523 nx = x;
1524 ny = y;
1525 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1526 if (mflags & P_OUT_OF_MAP)
1527 continue;
1528 1460
1529 /* 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 */
1530 if (!(mflags & P_IS_ALIVE)) 1462 if (!ms.flags () & P_IS_ALIVE)
1531 continue; 1463 continue;
1532 1464
1533 // players can only affect spaces that they can actually see 1465 // players can only affect spaces that they can actually see
1466 if (caster
1534 if (caster && caster->contr 1467 && caster->contr
1535 && caster->contr->visibility_at (m, nx, ny) < 70) 1468 && caster->contr->darkness_at (m, nx, ny) == LOS_BLOCKED)
1536 continue; 1469 continue;
1537 1470
1538 for (tmp = GET_MAP_TOP (m, nx, ny); tmp; tmp = tmp->below) 1471 for (tmp = ms.top; tmp; tmp = tmp->below)
1539 if (QUERY_FLAG (tmp, FLAG_MONSTER)) 1472 if (tmp->flag [FLAG_MONSTER])
1540 break; 1473 break;
1541 1474
1542 /* There can be living objects that are not monsters */ 1475 /* There can be living objects that are not monsters */
1543 if (!tmp || tmp->type == PLAYER) 1476 if (!tmp)
1544 continue; 1477 continue;
1545 1478
1546 /* Only the head has meaningful data, so resolve to that */ 1479 /* Only the head has meaningful data, so resolve to that */
1547 if (tmp->head)
1548 head = tmp->head; 1480 head = tmp->head_ ();
1549 else
1550 head = tmp;
1551 1481
1552 /* 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 */
1553 if (race && head->race && !strstr (race, head->race)) 1483 if (race && head->race && !strstr (race, head->race))
1554 continue; 1484 continue;
1555 1485
1556 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD)) 1486 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD))
1557 continue; 1487 continue;
1558 1488
1559 /* Now do a bunch of stuff related to saving throws */ 1489 /* Now do a bunch of stuff related to saving throws */
1560 best_at = -1; 1490 best_at = -1;
1561 if (spell->attacktype) 1491 if (spell->attacktype)
1562 { 1492 {
1563 for (at = 0; at < NROFATTACKS; at++) 1493 for (at = 0; at < NROFATTACKS; at++)
1564 if (spell->attacktype & (1 << at)) 1494 if (spell->attacktype & (1 << at))
1565 if (best_at == -1 || head->resist[at] > head->resist[best_at]) 1495 if (best_at == -1 || head->resist[at] > head->resist[best_at])
1566 best_at = at; 1496 best_at = at;
1567 1497
1568 if (best_at == -1) 1498 if (best_at == -1)
1569 at = 0; 1499 at = 0;
1570 else 1500 else
1571 { 1501 {
1572 if (head->resist[best_at] == 100) 1502 if (head->resist[best_at] == 100)
1573 continue; 1503 continue;
1574 else 1504 else
1575 at = head->resist[best_at] / 5; 1505 at = head->resist[best_at] / 5;
1576 } 1506 }
1507
1577 at -= level / 5; 1508 at -= level / 5;
1578 if (did_make_save (head, head->level, at)) 1509 if (did_make_save (head, head->level, at))
1579 continue; 1510 continue;
1580 } 1511 }
1581 else /* spell->attacktype */ 1512 else /* spell->attacktype */
1513 {
1582 /* 1514 /*
1583 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:
1584 * if spell level < monster level, no go 1516 * if spell level < monster level, no go
1585 * 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 ) )
1586 1518
1588 1520
1589 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
1590 charm a level 125 monster... 1522 charm a level 125 monster...
1591 1523
1592 Ryo, august 14th 1524 Ryo, august 14th
1593 */ 1525 */
1594 {
1595 if (head->level > level) 1526 if (head->level > level)
1596 continue; 1527 continue;
1528
1597 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))))
1598 /* Failed, no effect */ 1530 /* Failed, no effect */
1599 continue; 1531 continue;
1600 } 1532 }
1601 1533
1602 /* Done with saving throw. Now start affecting the monster */ 1534 /* Done with saving throw. Now start affecting the monster */
1535 done_one = 0;
1603 1536
1604 /* aggravation */ 1537 /* aggravation */
1605 if (QUERY_FLAG (spell, FLAG_MONSTER)) 1538 if (QUERY_FLAG (spell, FLAG_MONSTER))
1606 { 1539 {
1607 CLEAR_FLAG (head, FLAG_SLEEP); 1540 CLEAR_FLAG (head, FLAG_SLEEP);
1608 remove_friendly_object (head); 1541 remove_friendly_object (head);
1609 done_one = 1; 1542 done_one = 1;
1610 head->enemy = op; 1543 head->enemy = op;
1611 } 1544 }
1612 1545
1613 /* calm monsters */ 1546 /* calm monsters */
1614 if (QUERY_FLAG (spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (head, FLAG_UNAGGRESSIVE)) 1547 if (QUERY_FLAG (spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (head, FLAG_UNAGGRESSIVE))
1615 { 1548 {
1616 SET_FLAG (head, FLAG_UNAGGRESSIVE); 1549 SET_FLAG (head, FLAG_UNAGGRESSIVE);
1617 head->enemy = NULL; 1550 head->enemy = NULL;
1618 done_one = 1; 1551 done_one = 1;
1619 } 1552 }
1620 1553
1621 /* berserk monsters */ 1554 /* berserk monsters */
1622 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK)) 1555 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK))
1623 { 1556 {
1624 SET_FLAG (head, FLAG_BERSERK); 1557 SET_FLAG (head, FLAG_BERSERK);
1625 done_one = 1; 1558 done_one = 1;
1626 } 1559 }
1627 1560
1628 /* charm */ 1561 /* charm */
1629 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))
1630 { 1563 {
1564 INVOKE_OBJECT (KILL, head, ARG_OBJECT (caster));
1565
1631 /* Prevent uncontolled outbreaks of self replicating monsters. 1566 /* Prevent uncontrolled outbreaks of self replicating monsters.
1632 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.
1633 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. */
1634 CLEAR_FLAG (head, FLAG_GENERATOR); 1569 CLEAR_FLAG (head, FLAG_GENERATOR);
1635 head->set_owner (op); 1570 head->set_owner (op);
1636 set_spell_skill (op, caster, spell, head); 1571 set_spell_skill (op, caster, spell, head);
1637 add_friendly_object (head); 1572 add_friendly_object (head);
1638 head->attack_movement = PETMOVE; 1573 head->attack_movement = PETMOVE;
1639 done_one = 1; 1574 done_one = 1;
1640 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);
1641 head->stats.exp = 0; 1576 head->stats.exp = 0;
1642 } 1577 }
1643 1578
1644 /* If a monster was effected, put an effect in */ 1579 /* If a monster was effected, put an effect in */
1645 if (done_one && spell->other_arch) 1580 if (done_one && spell->other_arch)
1646 m->insert (arch_to_object (spell->other_arch), nx, ny, op); 1581 m->insert (arch_to_object (spell->other_arch), nx, ny, op);
1647 } /* for y */ 1582 }
1648 1583
1649 return 1; 1584 return 1;
1650} 1585}
1651
1652 1586
1653/* 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
1654 * 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
1655 * lightning spell used it, that seemed misnamed. 1589 * lightning spell used it, that seemed misnamed.
1656 * op is the spell effect. 1590 * op is the spell effect.
1657 * note that duration is handled by process_object() in time.c 1591 * note that duration is handled by process_object() in time.c
1658 */ 1592 */
1659
1660void 1593void
1661move_ball_spell (object *op) 1594move_ball_spell (object *op)
1662{ 1595{
1663 int i, j, dam_save, dir, mflags; 1596 int i, j, dam_save, dir, mflags;
1664 sint16 nx, ny, hx, hy; 1597 sint16 nx, ny, hx, hy;
1683 for (i = 1; i < 9; i++) 1616 for (i = 1; i < 9; i++)
1684 { 1617 {
1685 /* i bit 0: alters sign of offset 1618 /* i bit 0: alters sign of offset
1686 * other bits (i / 2): absolute value of offset 1619 * other bits (i / 2): absolute value of offset
1687 */ 1620 */
1688
1689 int offset = ((i ^ j) & 1) ? (i / 2) : -(i / 2); 1621 int offset = ((i ^ j) & 1) ? (i / 2) : -(i / 2);
1690 int tmpdir = absdir (op->direction + offset); 1622 int tmpdir = absdir (op->direction + offset);
1691 1623
1692 nx = op->x + freearr_x[tmpdir]; 1624 nx = op->x + freearr_x[tmpdir];
1693 ny = op->y + freearr_y[tmpdir]; 1625 ny = op->y + freearr_y[tmpdir];
1695 { 1627 {
1696 dir = tmpdir; 1628 dir = tmpdir;
1697 break; 1629 break;
1698 } 1630 }
1699 } 1631 }
1632
1700 if (dir == 0) 1633 if (dir == 0)
1701 { 1634 {
1702 nx = op->x; 1635 nx = op->x;
1703 ny = op->y; 1636 ny = op->y;
1704 m = op->map; 1637 m = op->map;
1730 1663
1731 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)))
1732 { 1665 {
1733 if (j) 1666 if (j)
1734 op->stats.dam = dam_save / 2; 1667 op->stats.dam = dam_save / 2;
1668
1735 hit_map (op, j, op->attacktype, 1); 1669 hit_map (op, j, op->attacktype, 1);
1736
1737 } 1670 }
1738 1671
1739 /* insert the other arch */ 1672 /* insert the other arch */
1740 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))))
1741 m->insert (arch_to_object (op->other_arch), hx, hy, op); 1674 m->insert (arch_to_object (op->other_arch), hx, hy, op);
1755 1688
1756 op->direction = i; 1689 op->direction = i;
1757 } 1690 }
1758} 1691}
1759 1692
1760
1761/* move_swarm_spell: peterm 1693/* move_swarm_spell: peterm
1762 * 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
1763 * 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
1764 * 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
1765 * 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
1766 * 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.
1767 */ 1699 */
1768
1769void 1700void
1770move_swarm_spell (object *op) 1701move_swarm_spell (object *op)
1771{ 1702{
1772#if 0 1703#if 0
1773 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 };
1774 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 };
1775 sint16 target_x, target_y, origin_x, origin_y; 1706 sint16 target_x, target_y, origin_x, origin_y;
1776 int adjustdir; 1707 int adjustdir;
1777 maptile *m; 1708 maptile *m;
1778#endif 1709#endif
1779 int basedir;
1780 object *owner; 1710 object *owner = op->env;
1781 1711
1782 owner = op->owner; 1712 if (!owner) // MUST not happen, remove when true TODO
1783 if (op->duration == 0 || owner == NULL)
1784 { 1713 {
1714 LOG (llevError, "swarm spell found outside inventory: %s\n", op->debug_desc ());
1785 op->destroy (); 1715 op->destroy ();
1786 return; 1716 return;
1787 } 1717 }
1788 1718
1719 if (!op->duration || !owner->is_on_map ())
1720 {
1721 op->drop_and_destroy ();
1722 return;
1723 }
1724
1789 op->duration--; 1725 op->duration--;
1790 1726
1791 basedir = op->direction; 1727 int basedir = op->direction;
1792 if (basedir == 0) 1728 if (!basedir)
1793 { 1729 {
1794 /* spray in all directions! 8) */ 1730 /* spray in all directions! 8) */
1795 basedir = rndm (1, 8); 1731 op->facing = (op->facing + op->state) & 7;
1732 basedir = op->facing + 1;
1796 } 1733 }
1797 1734
1798#if 0 1735#if 0
1799 // this is bogus: it causes wrong places to be checked below 1736 // this is bogus: it causes wrong places to be checked below
1800 // (a wall 2 cells away will block the effect...) and 1737 // (a wall 2 cells away will block the effect...) and
1861 { 1798 {
1862 /* 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 */
1863 if (op->spell->subtype == SP_BULLET) 1800 if (op->spell->subtype == SP_BULLET)
1864 fire_bullet (owner, op, basedir, op->spell); 1801 fire_bullet (owner, op, basedir, op->spell);
1865 else if (op->spell->subtype == SP_MAGIC_MISSILE) 1802 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1866 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);
1867 } 1804 }
1868} 1805}
1869
1870
1871
1872 1806
1873/* fire_swarm: 1807/* fire_swarm:
1874 * The following routine creates a swarm of objects. It actually 1808 * The following routine creates a swarm of objects. It actually
1875 * sets up a specific swarm object, which then fires off all 1809 * sets up a specific swarm object, which then fires off all
1876 * the parts of the swarm. 1810 * the parts of the swarm.
1879 * caster: the caster (owner, wand, rod, scroll) 1813 * caster: the caster (owner, wand, rod, scroll)
1880 * dir: the direction everything will be fired in 1814 * dir: the direction everything will be fired in
1881 * spell - the spell that is this spell. 1815 * spell - the spell that is this spell.
1882 * n: the number to be fired. 1816 * n: the number to be fired.
1883 */ 1817 */
1884
1885int 1818int
1886fire_swarm (object *op, object *caster, object *spell, int dir) 1819fire_swarm (object *op, object *caster, object *spell, int dir)
1887{ 1820{
1888 object *tmp;
1889 int i;
1890
1891 if (!spell->other_arch) 1821 if (!spell->other_arch)
1892 return 0; 1822 return 0;
1893 1823
1894 tmp = get_archetype (SWARM_SPELL); 1824 object *tmp = archetype::get (SWARM_SPELL);
1895 tmp->set_owner (op); /* needed so that if swarm elements kill, caster gets xp. */ 1825
1896 set_spell_skill (op, caster, spell, tmp); 1826 set_spell_skill (op, caster, spell, tmp);
1897
1898 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. */
1899 tmp->spell = arch_to_object (spell->other_arch); 1828 tmp->spell = spell->other_arch->instance ();
1900
1901 tmp->attacktype = tmp->spell->attacktype; 1829 tmp->attacktype = tmp->spell->attacktype;
1902 1830
1903 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) 1831 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
1904 if (!tailor_god_spell (tmp, op)) 1832 if (!tailor_god_spell (tmp, op))
1905 return 1; 1833 return 1;
1906 1834
1907 tmp->duration = SP_level_duration_adjust (caster, spell); 1835 tmp->duration = SP_level_duration_adjust (caster, spell);
1908 for (i = 0; i < spell->duration; i++) 1836 for (int i = 0; i < spell->duration; i++)
1909 tmp->duration += die_roll (1, 3, op, PREFER_HIGH); 1837 tmp->duration += die_roll (1, 3, op, PREFER_HIGH);
1910 1838
1839 tmp->invisible = 1;
1840 tmp->flag [FLAG_NO_DROP] = 1; // make sure it stays in inv, or else
1911 tmp->direction = dir; 1841 tmp->direction = dir;
1912 tmp->invisible = 1; 1842 tmp->facing = rndm (1, 8); // initial firing direction
1843 tmp->state = rndm (4) * 2 + 1; // direction increment
1913 1844
1914 tmp->insert_at (op, op); 1845 op->insert (tmp);
1846
1915 return 1; 1847 return 1;
1916} 1848}
1917
1918 1849
1919/* See the spells documentation file for why this is its own 1850/* See the spells documentation file for why this is its own
1920 * function. 1851 * function.
1921 */ 1852 */
1922int 1853int
1927 int dam, mflags; 1858 int dam, mflags;
1928 maptile *m; 1859 maptile *m;
1929 1860
1930 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1861 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1931 1862
1932 if (!dir) 1863 if (dir)
1933 {
1934 new_draw_info (NDI_UNIQUE, 0, op, "In what direction?");
1935 return 0;
1936 } 1864 {
1937
1938 x = op->x + freearr_x[dir]; 1865 x = op->x + freearr_x[dir];
1939 y = op->y + freearr_y[dir]; 1866 y = op->y + freearr_y[dir];
1940 m = op->map; 1867 m = op->map;
1941 1868
1942 mflags = get_map_flags (m, &m, x, y, &x, &y); 1869 mflags = get_map_flags (m, &m, x, y, &x, &y);
1943 1870
1944 if (mflags & P_OUT_OF_MAP) 1871 if (mflags & P_OUT_OF_MAP)
1945 { 1872 {
1946 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is there."); 1873 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is there.");
1947 return 0; 1874 return 0;
1948 } 1875 }
1949 1876
1950 if (mflags & P_IS_ALIVE && spell->attacktype) 1877 if (mflags & P_IS_ALIVE && spell->attacktype)
1951 { 1878 {
1952 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)
1953 if (QUERY_FLAG (target, FLAG_MONSTER)) 1880 if (QUERY_FLAG (target, FLAG_MONSTER))
1954 { 1881 {
1955 /* oky doky. got a target monster. Lets make a blinding attack */ 1882 /* oky doky. got a target monster. Lets make a blinding attack */
1956 if (target->head) 1883 if (target->head)
1957 target = target->head; 1884 target = target->head;
1885
1958 (void) hit_player (target, dam, op, spell->attacktype, 1); 1886 hit_player (target, dam, op, spell->attacktype, 1);
1959 return 1; /* one success only! */ 1887 return 1; /* one success only! */
1888 }
1960 } 1889 }
1961 }
1962 1890
1963 /* no live target, perhaps a wall is in the way? */ 1891 /* no live target, perhaps a wall is in the way? */
1964 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)))
1965 { 1893 {
1966 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.");
1967 return 0; 1895 return 0;
1896 }
1968 } 1897 }
1969 1898
1970 /* 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 */
1971 tmp = arch_to_object (spell->other_arch); 1900 tmp = arch_to_object (spell->other_arch);
1972 if (!tmp) 1901 if (!tmp)
1973 { 1902 {
1974 LOG (llevError, "Error: spell arch for cast_light() missing.\n"); 1903 LOG (llevError, "Error: spell arch for cast_light() missing.\n");
1975 return 0; 1904 return 0;
1976 } 1905 }
1906
1977 tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell); 1907 tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell);
1908
1978 if (tmp->glow_radius) 1909 if (tmp->glow_radius)
1979 {
1980 tmp->glow_radius = spell->range + SP_level_range_adjust (caster, spell); 1910 tmp->glow_radius = min (MAX_LIGHT_RADIUS, spell->range + SP_level_range_adjust (caster, spell));
1981 if (tmp->glow_radius > MAX_LIGHT_RADII)
1982 tmp->glow_radius = MAX_LIGHT_RADII;
1983 }
1984 1911
1912 if (dir)
1985 m->insert (tmp, x, y, op); 1913 m->insert (tmp, x, y, op);
1914 else
1915 caster->outer_env ()->insert (tmp);
1916
1986 return 1; 1917 return 1;
1987} 1918}
1988
1989
1990
1991 1919
1992/* cast_cause_disease: this spell looks along <dir> from the 1920/* cast_cause_disease: this spell looks along <dir> from the
1993 * player and infects someone. 1921 * player and infects someone.
1994 * op is the player/monster, caster is the object, dir is the direction 1922 * op is the player/monster, caster is the object, dir is the direction
1995 * to cast, disease_arch is the specific disease, and type is the spell number 1923 * to cast, disease_arch is the specific disease, and type is the spell number
1996 * perhaps this should actually be in disease.c? 1924 * perhaps this should actually be in disease.c?
1997 */ 1925 */
1998
1999int 1926int
2000cast_cause_disease (object *op, object *caster, object *spell, int dir) 1927cast_cause_disease (object *op, object *caster, object *spell, int dir)
2001{ 1928{
2002 sint16 x, y; 1929 sint16 x, y;
2003 int i, mflags, range, dam_mod, dur_mod; 1930 int i, mflags, range, dam_mod, dur_mod;
2010 /* If casting from a scroll, no direction will be available, so refer to the 1937 /* If casting from a scroll, no direction will be available, so refer to the
2011 * direction the player is pointing. 1938 * direction the player is pointing.
2012 */ 1939 */
2013 if (!dir) 1940 if (!dir)
2014 dir = op->facing; 1941 dir = op->facing;
1942
2015 if (!dir) 1943 if (!dir)
2016 return 0; /* won't find anything if casting on ourself, so just return */ 1944 return 0; /* won't find anything if casting on ourself, so just return */
2017 1945
2018 /* Calculate these once here */ 1946 /* Calculate these once here */
2019 range = spell->range + SP_level_range_adjust (caster, spell); 1947 range = spell->range + SP_level_range_adjust (caster, spell);
2046 object *disease = arch_to_object (spell->other_arch); 1974 object *disease = arch_to_object (spell->other_arch);
2047 1975
2048 disease->set_owner (op); 1976 disease->set_owner (op);
2049 set_spell_skill (op, caster, spell, disease); 1977 set_spell_skill (op, caster, spell, disease);
2050 disease->stats.exp = 0; 1978 disease->stats.exp = 0;
2051 disease->level = caster_level (caster, spell); 1979 disease->level = casting_level (caster, spell);
2052 1980
2053 /* do level adjustments */ 1981 /* do level adjustments */
2054 if (disease->stats.wc) 1982 if (disease->stats.wc)
2055 disease->stats.wc += dur_mod / 2; 1983 disease->stats.wc += dur_mod / 2;
2056 1984
2057 if (disease->magic > 0) 1985 if (disease->magic > 0)
2058 disease->magic += dur_mod / 4; 1986 disease->magic += dur_mod / 8;
2059 1987
2060 if (disease->stats.maxhp > 0) 1988 if (disease->stats.maxhp > 0)
2061 disease->stats.maxhp += dur_mod; 1989 disease->stats.maxhp += dur_mod;
2062 1990
2063 if (disease->stats.maxgrace > 0) 1991 if (disease->stats.maxgrace > 0)
2101 if (infect_object (walk, disease, 1)) 2029 if (infect_object (walk, disease, 1))
2102 { 2030 {
2103 new_draw_info_format (NDI_UNIQUE, 0, op, "You inflict %s on %s!", &disease->name, &walk->name); 2031 new_draw_info_format (NDI_UNIQUE, 0, op, "You inflict %s on %s!", &disease->name, &walk->name);
2104 2032
2105 disease->destroy (); /* don't need this one anymore */ 2033 disease->destroy (); /* don't need this one anymore */
2106 walk->map->insert (get_archetype (ARCH_DETECT_MAGIC), x, y, op); 2034 walk->map->insert (get_archetype ("detect_magic"), x, y, op);
2107 return 1; 2035 return 1;
2108 } 2036 }
2109 2037
2110 disease->destroy (); 2038 disease->destroy ();
2111 } 2039 }

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