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Comparing deliantra/server/server/spell_attack.C (file contents):
Revision 1.41 by root, Sat Jun 9 21:16:12 2007 UTC vs.
Revision 1.70 by elmex, Sun Dec 21 20:35:37 2008 UTC

1/* 1/*
2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team 4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002-2003,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002-2003,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * Crossfire TRT is free software; you can redistribute it and/or modify it 8 * Deliantra is free software: you can redistribute it and/or modify
9 * under the terms of the GNU General Public License as published by the Free 9 * it under the terms of the GNU General Public License as published by
10 * Software Foundation; either version 2 of the License, or (at your option) 10 * the Free Software Foundation, either version 3 of the License, or
11 * 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, but 13 * This program is distributed in the hope that it will be useful,
14 * WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * 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 along 18 * You should have received a copy of the GNU General Public License
19 * with Crossfire TRT; if not, write to the Free Software Foundation, Inc. 51 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 * Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
21 * 20 *
22 * The authors can be reached via e-mail to <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <support@deliantra.net>
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 */
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
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;
344 * BULLET/BALL CODE 340 * BULLET/BALL CODE
345 * 341 *
346 ***************************************************************************/ 342 ***************************************************************************/
347 343
348/* expands an explosion. op is a piece of the 344/* expands an explosion. op is a piece of the
349 * explosion - this expans it in the different directions. 345 * explosion - this expands it in the different directions.
350 * At least that is what I think this does. 346 * At least that is what I think this does.
351 */ 347 */
352void 348void
353explosion (object *op) 349explosion (object *op)
354{ 350{
397void 393void
398explode_bullet (object *op) 394explode_bullet (object *op)
399{ 395{
400 object *tmp, *owner; 396 object *tmp, *owner;
401 397
402 if (op->other_arch == NULL) 398 if (!op->other_arch)
403 { 399 {
404 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n"); 400 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n");
405 op->destroy (); 401 op->destroy ();
406 return; 402 return;
407 } 403 }
408 404
409 if (op->env) 405 if (op->env)
410 { 406 {
411 object *env = object_get_env_recursive (op); 407 object *env = op->outer_env ();
408
412 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))
413 { 410 {
414 LOG (llevError, "BUG: explode_bullet(): env out of map\n"); 411 LOG (llevError, "BUG: explode_bullet(): env out of map\n");
415 op->destroy (); 412 op->destroy ();
416 return; 413 return;
417 } 414 }
435 } 432 }
436 433
437 if (op->attacktype) 434 if (op->attacktype)
438 { 435 {
439 hit_map (op, 0, op->attacktype, 1); 436 hit_map (op, 0, op->attacktype, 1);
437
440 if (op->destroyed ()) 438 if (op->destroyed ())
441 return; 439 return;
442 } 440 }
443 441
444 /* other_arch contains what this explodes into */ 442 /* other_arch contains what this explodes into */
447 tmp->set_owner (op); 445 tmp->set_owner (op);
448 tmp->skill = op->skill; 446 tmp->skill = op->skill;
449 447
450 owner = op->owner; 448 owner = op->owner;
451 449
452 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))
453 { 454 {
454 op->destroy (); 455 op->destroy ();
455 return; 456 return;
456 } 457 }
457 458
484 485
485 /* Prevent recursion */ 486 /* Prevent recursion */
486 op->move_on = 0; 487 op->move_on = 0;
487 488
488 tmp->insert_at (op, op); 489 tmp->insert_at (op, op);
490 tmp->play_sound (tmp->sound);
491
489 /* remove the firebullet */ 492 /* remove the firebullet */
490 op->destroy (); 493 op->destroy ();
491} 494}
492 495
493/* 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
520 for (tmp = op->ms ().bot; tmp; tmp = tmp->above) 523 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
521 { 524 {
522 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 525 if (QUERY_FLAG (tmp, FLAG_ALIVE))
523 { 526 {
524 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
525 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0) 530 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0)
526 { 531 {
527 if (!QUERY_FLAG (op, FLAG_REMOVED)) 532 if (!QUERY_FLAG (op, FLAG_REMOVED))
528 { 533 {
529 op->destroy (); 534 op->destroy ();
618 int mflags; 623 int mflags;
619 624
620 if (!spob->other_arch) 625 if (!spob->other_arch)
621 return 0; 626 return 0;
622 627
623 tmp = arch_to_object (spob->other_arch); 628 tmp = spob->other_arch->instance ();
624 if (tmp == NULL) 629 if (!tmp)
625 return 0; 630 return 0;
626 631
627 /* peterm: level dependency for bolts */ 632 /* peterm: level dependency for bolts */
628 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);
629 tmp->attacktype = spob->attacktype; 634 tmp->attacktype = spob->attacktype;
630 if (spob->slaying) 635 if (spob->slaying)
631 tmp->slaying = spob->slaying; 636 tmp->slaying = spob->slaying;
632 637
642 SET_ANIMATION (tmp, dir); 647 SET_ANIMATION (tmp, dir);
643 648
644 tmp->set_owner (op); 649 tmp->set_owner (op);
645 set_spell_skill (op, caster, spob, tmp); 650 set_spell_skill (op, caster, spob, tmp);
646 651
647 tmp->x = op->x + freearr_x[dir]; 652 tmp->x = op->x + freearr_x[dir];
648 tmp->y = op->y + freearr_y[dir]; 653 tmp->y = op->y + freearr_y[dir];
649 tmp->map = op->map; 654 tmp->map = op->map;
650 655
651 maptile *newmap; 656 maptile *newmap;
652 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);
653 if (mflags & P_OUT_OF_MAP) 658 if (mflags & P_OUT_OF_MAP)
703/* 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 */
704 709
705void 710void
706move_cone (object *op) 711move_cone (object *op)
707{ 712{
708 int i;
709
710 /* 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 */
711 if (!op->map) 714 if (!op->map)
712 { 715 {
713 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");
714 op->set_speed (0); 717 op->set_speed (0);
734 } 737 }
735#endif 738#endif
736 739
737 hit_map (op, 0, op->attacktype, 0); 740 hit_map (op, 0, op->attacktype, 0);
738 741
742 if (!op->is_on_map ())
743 return;
744
739 /* Check to see if we should push anything. 745 /* Check to see if we should push anything.
740 * Spell objects with weight push whatever they encounter to some 746 * Spell objects with weight push whatever they encounter to some
741 * degree. 747 * degree.
742 */ 748 */
743 if (op->weight) 749 if (op->weight)
750 {
744 check_spell_knockback (op); 751 check_spell_knockback (op);
745 752
746 if (op->destroyed ()) 753 if (!op->is_on_map ())
747 return; 754 return;
755 }
748 756
749 if ((op->duration--) < 0) 757 if (op->duration-- < 0)
750 { 758 {
751 op->destroy (); 759 op->destroy ();
752 return; 760 return;
753 } 761 }
754 /* Object has hit maximum range, so don't have it move 762 /* Object has hit maximum range, so don't have it move
759 { 767 {
760 op->range = 0; /* just so it doesn't wrap */ 768 op->range = 0; /* just so it doesn't wrap */
761 return; 769 return;
762 } 770 }
763 771
764 for (i = -1; i < 2; i++) 772 for (int i = -1; i <= 1; i++)
765 { 773 {
766 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)];
767 775
768 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))
769 { 777 {
861 869
862 success = 1; 870 success = 1;
863 tmp = arch_to_object (spell->other_arch); 871 tmp = arch_to_object (spell->other_arch);
864 tmp->set_owner (op); 872 tmp->set_owner (op);
865 set_spell_skill (op, caster, spell, tmp); 873 set_spell_skill (op, caster, spell, tmp);
866 tmp->level = caster_level (caster, spell); 874 tmp->level = casting_level (caster, spell);
867 tmp->attacktype = spell->attacktype; 875 tmp->attacktype = spell->attacktype;
868 876
869 /* holy word stuff */ 877 /* holy word stuff */
870 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER)) 878 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER))
871 if (!tailor_god_spell (tmp, op)) 879 if (!tailor_god_spell (tmp, op))
936 * op is the original bomb object. 944 * op is the original bomb object.
937 */ 945 */
938void 946void
939animate_bomb (object *op) 947animate_bomb (object *op)
940{ 948{
941 int i;
942 object *env, *tmp;
943
944 if (op->state != NUM_ANIMATIONS (op) - 1) 949 if (op->state != NUM_ANIMATIONS (op) - 1)
945 return; 950 return;
946 951
947 env = object_get_env_recursive (op); 952 object *env = op->outer_env ();
948 953
949 if (op->env) 954 if (op->env)
950 { 955 {
951 if (env->map == NULL) 956 if (env->map == NULL)
952 return; 957 return;
953
954 if (env->type == PLAYER)
955 esrv_del_item (env->contr, op->count);
956 958
957 if (!(op = op->insert_at (env, op))) 959 if (!(op = op->insert_at (env, op)))
958 return; 960 return;
959 } 961 }
960 962
971 * but using the cast_bullet isn't really feasible, 973 * but using the cast_bullet isn't really feasible,
972 * so just set up the appropriate values. 974 * so just set up the appropriate values.
973 */ 975 */
974 if (archetype *at = archetype::find (SPLINT)) 976 if (archetype *at = archetype::find (SPLINT))
975 { 977 {
976 for (i = 1; i < 9; i++) 978 for (int i = 1; i < 9; i++)
977 { 979 {
978 if (out_of_map (op->map, op->x + freearr_x[i], op->y + freearr_x[i])) 980 if (out_of_map (op->map, op->x + freearr_x[i], op->y + freearr_x[i]))
979 continue; 981 continue;
980 982
981 tmp = arch_to_object (at); 983 object *tmp = arch_to_object (at);
982 tmp->direction = i; 984 tmp->direction = i;
983 tmp->range = op->range; 985 tmp->range = op->range;
984 tmp->stats.dam = op->stats.dam; 986 tmp->stats.dam = op->stats.dam;
985 tmp->duration = op->duration; 987 tmp->duration = op->duration;
986 tmp->attacktype = op->attacktype; 988 tmp->attacktype = op->attacktype;
1000} 1002}
1001 1003
1002int 1004int
1003create_bomb (object *op, object *caster, int dir, object *spell) 1005create_bomb (object *op, object *caster, int dir, object *spell)
1004{ 1006{
1005
1006 object *tmp; 1007 object *tmp;
1007 int mflags; 1008 int mflags;
1008 sint16 dx = op->x + freearr_x[dir], dy = op->y + freearr_y[dir]; 1009 sint16 dx = op->x + freearr_x[dir], dy = op->y + freearr_y[dir];
1009 maptile *m; 1010 maptile *m;
1010 1011
1011 mflags = get_map_flags (op->map, &m, dx, dy, &dx, &dy); 1012 mflags = get_map_flags (op->map, &m, dx, dy, &dx, &dy);
1013
1014 // when creating a bomb below ourself it should always work, even
1015 // when movement is blocked (somehow we got here, somehow we are here,
1016 // so we should also be able to make a bomb here). (originally added
1017 // to fix create bomb traps in doors, which cast with dir=0).
1018 if (dir)
1019 {
1012 if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, dx, dy) & MOVE_WALK)) 1020 if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, dx, dy) & MOVE_WALK))
1013 { 1021 {
1014 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way."); 1022 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way.");
1015 return 0; 1023 return 0;
1024 }
1016 } 1025 }
1026
1017 tmp = arch_to_object (spell->other_arch); 1027 tmp = arch_to_object (spell->other_arch);
1018 1028
1019 /* level dependencies for bomb */ 1029 /* level dependencies for bomb */
1020 tmp->range = spell->range + SP_level_range_adjust (caster, spell); 1030 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
1021 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1031 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1086 * op = player 1096 * op = player
1087 * caster = object casting the spell. 1097 * caster = object casting the spell.
1088 * dir = direction being cast 1098 * dir = direction being cast
1089 * spell = spell object 1099 * spell = spell object
1090 */ 1100 */
1091
1092int 1101int
1093cast_smite_spell (object *op, object *caster, int dir, object *spell) 1102cast_smite_spell (object *op, object *caster, int dir, object *spell)
1094{ 1103{
1095 object *effect, *target; 1104 object *effect, *target;
1096 object *god = find_god (determine_god (op)); 1105 object *god = find_god (determine_god (op));
1120 effect = arch_to_object (spell->other_arch); 1129 effect = arch_to_object (spell->other_arch);
1121 else 1130 else
1122 return 0; 1131 return 0;
1123 1132
1124 /* tailor the effect by priest level and worshipped God */ 1133 /* tailor the effect by priest level and worshipped God */
1125 effect->level = caster_level (caster, spell); 1134 effect->level = casting_level (caster, spell);
1126 effect->attacktype = spell->attacktype; 1135 effect->attacktype = spell->attacktype;
1127 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER)) 1136 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER))
1128 { 1137 {
1129 if (tailor_god_spell (effect, op)) 1138 if (tailor_god_spell (effect, op))
1130 new_draw_info_format (NDI_UNIQUE, 0, op, "%s answers your call!", determine_god (op)); 1139 new_draw_info_format (NDI_UNIQUE, 0, op, "%s answers your call!", determine_god (op));
1174 effect->insert_at (target, op); 1183 effect->insert_at (target, op);
1175 1184
1176 return 1; 1185 return 1;
1177} 1186}
1178 1187
1179
1180/**************************************************************************** 1188/****************************************************************************
1181 * 1189 *
1182 * MAGIC MISSILE code. 1190 * MAGIC MISSILE code.
1183 * note that the fire_bullet is used to fire the missile. The 1191 * note that the fire_bullet is used to fire the missile. The
1184 * code here is just to move the missile. 1192 * code here is just to move the missile.
1186 1194
1187/* op is a missile that needs to be moved */ 1195/* op is a missile that needs to be moved */
1188void 1196void
1189move_missile (object *op) 1197move_missile (object *op)
1190{ 1198{
1191 int i, mflags;
1192 object *owner;
1193 sint16 new_x, new_y;
1194 maptile *m;
1195
1196 if (op->range-- <= 0) 1199 if (op->range-- <= 0)
1197 { 1200 {
1201 op->drop_and_destroy ();
1202 return;
1203 }
1204
1205 mapxy pos (op);
1206 pos.move (op->direction);
1207
1208 if (!pos.normalise ())
1209 {
1198 op->destroy (); 1210 op->destroy ();
1199 return; 1211 return;
1200 } 1212 }
1201 1213
1202 owner = op->owner; 1214 mapspace &ms = pos.ms ();
1203#if 0
1204 /* It'd make things nastier if this wasn't here - spells cast by
1205 * monster that are then killed would continue to survive
1206 */
1207 if (owner == NULL)
1208 {
1209 op->destroy ();
1210 return;
1211 }
1212#endif
1213 1215
1214 new_x = op->x + DIRX (op); 1216 if (ms.flags () & P_IS_ALIVE || ms.blocks (op))
1215 new_y = op->y + DIRY (op);
1216
1217 mflags = get_map_flags (op->map, &m, new_x, new_y, &new_x, &new_y);
1218
1219 if (!(mflags & P_OUT_OF_MAP) && ((mflags & P_IS_ALIVE) || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y))))
1220 { 1217 {
1221 hit_map (op, op->direction, AT_MAGIC, 1); 1218 hit_map (op, op->direction, AT_MAGIC, 1);
1222 /* Basically, missile only hits one thing then goes away. 1219 /* Basically, missile only hits one thing then goes away.
1223 * we need to remove it if someone hasn't already done so. 1220 * we need to remove it if someone hasn't already done so.
1224 */ 1221 */
1225 if (!op->destroyed ())
1226 op->destroy ();
1227
1228 return;
1229 }
1230
1231 op->remove ();
1232
1233 if (!op->direction || (mflags & P_OUT_OF_MAP))
1234 {
1235 op->destroy (); 1222 op->destroy ();
1236 return; 1223 return;
1237 } 1224 }
1238 1225
1226 if (!op->direction)
1227 {
1228 op->destroy ();
1229 return;
1230 }
1231
1239 i = spell_find_dir (m, new_x, new_y, op->owner); 1232 int i = spell_find_dir (pos.m, pos.x, pos.y, op->owner);
1240 if (i > 0 && i != op->direction) 1233 if (i > 0 && i != op->direction)
1241 { 1234 {
1242 op->direction = i; 1235 op->direction = i;
1243 SET_ANIMATION (op, op->direction); 1236 SET_ANIMATION (op, op->direction);
1244 } 1237 }
1245 1238
1246 m->insert (op, new_x, new_y, op); 1239 pos.insert (op, op);
1247} 1240}
1248 1241
1249/**************************************************************************** 1242/****************************************************************************
1250 * Destruction 1243 * Destruction
1251 ****************************************************************************/ 1244 ****************************************************************************/
1254 * we do this by creating a force and inserting it in the 1247 * we do this by creating a force and inserting it in the
1255 * object. if time is 0, the object glows permanently. To truely 1248 * object. if time is 0, the object glows permanently. To truely
1256 * make this work for non-living objects, we would have to 1249 * make this work for non-living objects, we would have to
1257 * give them the capability to have an inventory. b.t. 1250 * give them the capability to have an inventory. b.t.
1258 */ 1251 */
1259
1260int 1252int
1261make_object_glow (object *op, int radius, int time) 1253make_object_glow (object *op, int radius, int time)
1262{ 1254{
1263 object *tmp;
1264
1265 /* some things are unaffected... */ 1255 /* some things are unaffected... */
1266 if (op->path_denied & PATH_LIGHT) 1256 if (op->path_denied & PATH_LIGHT)
1267 return 0; 1257 return 0;
1268 1258
1269 tmp = get_archetype (FORCE_NAME); 1259 object *tmp = get_archetype (FORCE_NAME);
1270 tmp->speed = 0.01; 1260 tmp->speed = 0.01;
1271 tmp->stats.food = time; 1261 tmp->stats.food = time;
1272 SET_FLAG (tmp, FLAG_IS_USED_UP); 1262 SET_FLAG (tmp, FLAG_IS_USED_UP);
1273 tmp->glow_radius = radius;
1274 if (tmp->glow_radius > MAX_LIGHT_RADII)
1275 tmp->glow_radius = MAX_LIGHT_RADII; 1263 tmp->glow_radius = min (MAX_LIGHT_RADIUS, radius);
1276
1277 tmp->x = op->x;
1278 tmp->y = op->y;
1279 if (tmp->speed < MIN_ACTIVE_SPEED)
1280 tmp->speed = MIN_ACTIVE_SPEED; /* safety */
1281 tmp = insert_ob_in_ob (tmp, op); 1264 tmp = insert_ob_in_ob (tmp, op);
1265
1282 if (tmp->glow_radius > op->glow_radius) 1266 if (tmp->glow_radius > op->glow_radius)
1283 op->glow_radius = tmp->glow_radius; 1267 op->glow_radius = tmp->glow_radius;
1284 1268
1285 if (!tmp->env || op != tmp->env)
1286 {
1287 LOG (llevError, "make_object_glow() failed to insert glowing force in %s\n", &op->name);
1288 return 0;
1289 }
1290 return 1; 1269 return 1;
1291} 1270}
1292 1271
1293int 1272int
1294cast_destruction (object *op, object *caster, object *spell_ob) 1273cast_destruction (object *op, object *caster, object *spell_ob)
1319 else 1298 else
1320 op->skill = NULL; 1299 op->skill = NULL;
1321 1300
1322 op->change_skill (find_skill_by_name (op, op->skill)); 1301 op->change_skill (find_skill_by_name (op, op->skill));
1323 1302
1324 for (i = -range; i < range; i++) 1303 for (i = -range; i <= range; i++)
1325 { 1304 {
1326 for (j = -range; j < range; j++) 1305 for (j = -range; j <= range; j++)
1327 { 1306 {
1328 m = op->map; 1307 m = op->map;
1329 sx = op->x + i; 1308 sx = op->x + i;
1330 sy = op->y + j; 1309 sy = op->y + j;
1331 1310
1348 (!friendly && (QUERY_FLAG (tmp, FLAG_FRIENDLY) || tmp->type == PLAYER))) 1327 (!friendly && (QUERY_FLAG (tmp, FLAG_FRIENDLY) || tmp->type == PLAYER)))
1349 { 1328 {
1350 if (spell_ob->subtype == SP_DESTRUCTION) 1329 if (spell_ob->subtype == SP_DESTRUCTION)
1351 { 1330 {
1352 hit_player (tmp, dam, op, spell_ob->attacktype, 0); 1331 hit_player (tmp, dam, op, spell_ob->attacktype, 0);
1332
1353 if (spell_ob->other_arch) 1333 if (spell_ob->other_arch)
1354 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op); 1334 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op);
1355 } 1335 }
1356 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist[ATNR_MAGIC] != 100) 1336 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist[ATNR_MAGIC] != 100)
1357 { 1337 {
1385 { 1365 {
1386 new_draw_info (NDI_UNIQUE, 0, op, "There is no one in that direction to curse."); 1366 new_draw_info (NDI_UNIQUE, 0, op, "There is no one in that direction to curse.");
1387 return 0; 1367 return 0;
1388 } 1368 }
1389 1369
1370 tmp = tmp->head_ ();
1371
1390 /* If we've already got a force of this type, don't add a new one. */ 1372 /* If we've already got a force of this type, don't add a new one. */
1391 for (force = tmp->inv; force != NULL; force = force->below) 1373 for (force = tmp->inv; force; force = force->below)
1392 { 1374 {
1393 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY) 1375 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY)
1394 { 1376 {
1395 if (force->name == spell_ob->name) 1377 if (force->name == spell_ob->name)
1396 { 1378 {
1402 return 0; 1384 return 0;
1403 } 1385 }
1404 } 1386 }
1405 } 1387 }
1406 1388
1407 if (force == NULL) 1389 if (!force)
1408 { 1390 {
1409 force = get_archetype (FORCE_NAME); 1391 force = get_archetype (FORCE_NAME);
1410 force->subtype = FORCE_CHANGE_ABILITY; 1392 force->subtype = FORCE_CHANGE_ABILITY;
1393
1411 if (spell_ob->race) 1394 if (spell_ob->race)
1412 force->name = spell_ob->race; 1395 force->name = spell_ob->race;
1413 else 1396 else
1414 force->name = spell_ob->name; 1397 force->name = spell_ob->name;
1415 1398
1425 { 1408 {
1426 force->duration = duration; 1409 force->duration = duration;
1427 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 1410 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1428 } 1411 }
1429 else 1412 else
1430 {
1431 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1413 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1432 } 1414
1433 return 1; 1415 return 1;
1434 } 1416 }
1417
1435 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50; 1418 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1436 force->speed = 1.f; 1419 force->speed = 1.f;
1437 force->speed_left = -1.f; 1420 force->speed_left = -1.f;
1438 SET_FLAG (force, FLAG_APPLIED); 1421 SET_FLAG (force, FLAG_APPLIED);
1439 1422
1482 1465
1483 /* We precompute some values here so that we don't have to keep 1466 /* We precompute some values here so that we don't have to keep
1484 * doing it over and over again. 1467 * doing it over and over again.
1485 */ 1468 */
1486 god = find_god (determine_god (op)); 1469 god = find_god (determine_god (op));
1487 level = caster_level (caster, spell); 1470 level = casting_level (caster, spell);
1488 range = spell->range + SP_level_range_adjust (caster, spell); 1471 range = spell->range + SP_level_range_adjust (caster, spell);
1489 1472
1490 /* On the bright side, no monster should ever have a race of GOD_... 1473 /* On the bright side, no monster should ever have a race of GOD_...
1491 * so even if the player doesn't worship a god, if race=GOD_.., it 1474 * so even if the player doesn't worship a god, if race=GOD_.., it
1492 * won't ever match anything. 1475 * won't ever match anything.
1612 } 1595 }
1613 1596
1614 /* charm */ 1597 /* charm */
1615 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY)) 1598 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY))
1616 { 1599 {
1600 INVOKE_OBJECT (KILL, head, ARG_OBJECT (caster));
1601
1617 /* Prevent uncontolled outbreaks of self replicating monsters. 1602 /* Prevent uncontrolled outbreaks of self replicating monsters.
1618 Typical use case is charm, go somwhere, use aggravation to make hostile. 1603 Typical use case is charm, go somwhere, use aggravation to make hostile.
1619 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */ 1604 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */
1620 CLEAR_FLAG (head, FLAG_GENERATOR); 1605 CLEAR_FLAG (head, FLAG_GENERATOR);
1621 head->set_owner (op); 1606 head->set_owner (op);
1622 set_spell_skill (op, caster, spell, head); 1607 set_spell_skill (op, caster, spell, head);
1640 * about. was called move_ball_lightning, but since more than the ball 1625 * about. was called move_ball_lightning, but since more than the ball
1641 * lightning spell used it, that seemed misnamed. 1626 * lightning spell used it, that seemed misnamed.
1642 * op is the spell effect. 1627 * op is the spell effect.
1643 * note that duration is handled by process_object() in time.c 1628 * note that duration is handled by process_object() in time.c
1644 */ 1629 */
1645
1646void 1630void
1647move_ball_spell (object *op) 1631move_ball_spell (object *op)
1648{ 1632{
1649 int i, j, dam_save, dir, mflags; 1633 int i, j, dam_save, dir, mflags;
1650 sint16 nx, ny, hx, hy; 1634 sint16 nx, ny, hx, hy;
1716 1700
1717 if ((mflags & P_IS_ALIVE) && (!owner || owner->x != hx || owner->y != hy || !on_same_map (owner, op))) 1701 if ((mflags & P_IS_ALIVE) && (!owner || owner->x != hx || owner->y != hy || !on_same_map (owner, op)))
1718 { 1702 {
1719 if (j) 1703 if (j)
1720 op->stats.dam = dam_save / 2; 1704 op->stats.dam = dam_save / 2;
1705
1721 hit_map (op, j, op->attacktype, 1); 1706 hit_map (op, j, op->attacktype, 1);
1722
1723 } 1707 }
1724 1708
1725 /* insert the other arch */ 1709 /* insert the other arch */
1726 if (op->other_arch && !(OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy)))) 1710 if (op->other_arch && !(OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy))))
1727 m->insert (arch_to_object (op->other_arch), hx, hy, op); 1711 m->insert (arch_to_object (op->other_arch), hx, hy, op);
1741 1725
1742 op->direction = i; 1726 op->direction = i;
1743 } 1727 }
1744} 1728}
1745 1729
1746
1747/* move_swarm_spell: peterm 1730/* move_swarm_spell: peterm
1748 * This is an implementation of the swarm spell. It was written for 1731 * This is an implementation of the swarm spell. It was written for
1749 * meteor swarm, but it could be used for any swarm. A swarm spell 1732 * meteor swarm, but it could be used for any swarm. A swarm spell
1750 * is a special type of object that casts swarms of other types 1733 * is a special type of object that casts swarms of other types
1751 * of spells. Which spell it casts is flexible. It fires the spells 1734 * of spells. Which spell it casts is flexible. It fires the spells
1752 * from a set of squares surrounding the caster, in a given direction. 1735 * from a set of squares surrounding the caster, in a given direction.
1753 */ 1736 */
1754
1755void 1737void
1756move_swarm_spell (object *op) 1738move_swarm_spell (object *op)
1757{ 1739{
1758#if 0 1740#if 0
1759 static int cardinal_adjust[9] = { -3, -2, -1, 0, 0, 0, 1, 2, 3 }; 1741 static int cardinal_adjust[9] = { -3, -2, -1, 0, 0, 0, 1, 2, 3 };
1760 static int diagonal_adjust[10] = { -3, -2, -2, -1, 0, 0, 1, 2, 2, 3 }; 1742 static int diagonal_adjust[10] = { -3, -2, -2, -1, 0, 0, 1, 2, 2, 3 };
1761 sint16 target_x, target_y, origin_x, origin_y; 1743 sint16 target_x, target_y, origin_x, origin_y;
1762 int adjustdir; 1744 int adjustdir;
1763 maptile *m; 1745 maptile *m;
1764#endif 1746#endif
1765 int basedir;
1766 object *owner; 1747 object *owner = op->env;
1767 1748
1768 owner = op->owner; 1749 if (!owner) // MUST not happen, remove when true TODO
1769 if (op->duration == 0 || owner == NULL)
1770 { 1750 {
1751 LOG (llevError, "swarm spell found outside inventory: %s\n", op->debug_desc ());
1771 op->destroy (); 1752 op->destroy ();
1772 return; 1753 return;
1773 } 1754 }
1774 1755
1756 if (!op->duration || !owner->is_on_map ())
1757 {
1758 op->drop_and_destroy ();
1759 return;
1760 }
1761
1775 op->duration--; 1762 op->duration--;
1776 1763
1777 basedir = op->direction; 1764 int basedir = op->direction;
1778 if (basedir == 0) 1765 if (!basedir)
1779 { 1766 {
1780 /* spray in all directions! 8) */ 1767 /* spray in all directions! 8) */
1781 basedir = rndm (1, 8); 1768 op->facing = (op->facing + op->state) & 7;
1769 basedir = op->facing + 1;
1782 } 1770 }
1783 1771
1784#if 0 1772#if 0
1785 // this is bogus: it causes wrong places to be checked below 1773 // this is bogus: it causes wrong places to be checked below
1786 // (a wall 2 cells away will block the effect...) and 1774 // (a wall 2 cells away will block the effect...) and
1847 { 1835 {
1848 /* Bullet spells have a bunch more customization that needs to be done */ 1836 /* Bullet spells have a bunch more customization that needs to be done */
1849 if (op->spell->subtype == SP_BULLET) 1837 if (op->spell->subtype == SP_BULLET)
1850 fire_bullet (owner, op, basedir, op->spell); 1838 fire_bullet (owner, op, basedir, op->spell);
1851 else if (op->spell->subtype == SP_MAGIC_MISSILE) 1839 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1852 fire_arch_from_position (owner, op, op->x, op->y, basedir, op->spell); 1840 fire_arch_from_position (owner, op, owner->x, owner->y, basedir, op->spell);
1853 } 1841 }
1854} 1842}
1855
1856
1857
1858 1843
1859/* fire_swarm: 1844/* fire_swarm:
1860 * The following routine creates a swarm of objects. It actually 1845 * The following routine creates a swarm of objects. It actually
1861 * sets up a specific swarm object, which then fires off all 1846 * sets up a specific swarm object, which then fires off all
1862 * the parts of the swarm. 1847 * the parts of the swarm.
1865 * caster: the caster (owner, wand, rod, scroll) 1850 * caster: the caster (owner, wand, rod, scroll)
1866 * dir: the direction everything will be fired in 1851 * dir: the direction everything will be fired in
1867 * spell - the spell that is this spell. 1852 * spell - the spell that is this spell.
1868 * n: the number to be fired. 1853 * n: the number to be fired.
1869 */ 1854 */
1870
1871int 1855int
1872fire_swarm (object *op, object *caster, object *spell, int dir) 1856fire_swarm (object *op, object *caster, object *spell, int dir)
1873{ 1857{
1874 object *tmp;
1875 int i;
1876
1877 if (!spell->other_arch) 1858 if (!spell->other_arch)
1878 return 0; 1859 return 0;
1879 1860
1880 tmp = get_archetype (SWARM_SPELL); 1861 object *tmp = archetype::get (SWARM_SPELL);
1881 tmp->set_owner (op); /* needed so that if swarm elements kill, caster gets xp. */ 1862
1882 set_spell_skill (op, caster, spell, tmp); 1863 set_spell_skill (op, caster, spell, tmp);
1883
1884 tmp->level = caster_level (caster, spell); /*needed later, to get level dep. right. */ 1864 tmp->level = casting_level (caster, spell); /* needed later, to get level dep. right. */
1885 tmp->spell = arch_to_object (spell->other_arch); 1865 tmp->spell = spell->other_arch->instance ();
1886
1887 tmp->attacktype = tmp->spell->attacktype; 1866 tmp->attacktype = tmp->spell->attacktype;
1888 1867
1889 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) 1868 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
1890 if (!tailor_god_spell (tmp, op)) 1869 if (!tailor_god_spell (tmp, op))
1891 return 1; 1870 return 1;
1892 1871
1893 tmp->duration = SP_level_duration_adjust (caster, spell); 1872 tmp->duration = SP_level_duration_adjust (caster, spell);
1894 for (i = 0; i < spell->duration; i++) 1873 for (int i = 0; i < spell->duration; i++)
1895 tmp->duration += die_roll (1, 3, op, PREFER_HIGH); 1874 tmp->duration += die_roll (1, 3, op, PREFER_HIGH);
1896 1875
1876 tmp->invisible = 1;
1877 tmp->flag [FLAG_NO_DROP] = 1; // make sure it stays in inv, or else
1897 tmp->direction = dir; 1878 tmp->direction = dir;
1898 tmp->invisible = 1; 1879 tmp->facing = rndm (1, 8); // initial firing direction
1880 tmp->state = rndm (4) * 2 + 1; // direction increment
1899 1881
1900 tmp->insert_at (op, op); 1882 op->insert (tmp);
1883
1901 return 1; 1884 return 1;
1902} 1885}
1903
1904 1886
1905/* See the spells documentation file for why this is its own 1887/* See the spells documentation file for why this is its own
1906 * function. 1888 * function.
1907 */ 1889 */
1908int 1890int
1913 int dam, mflags; 1895 int dam, mflags;
1914 maptile *m; 1896 maptile *m;
1915 1897
1916 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1898 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1917 1899
1918 if (!dir) 1900 if (dir)
1919 {
1920 new_draw_info (NDI_UNIQUE, 0, op, "In what direction?");
1921 return 0;
1922 } 1901 {
1923
1924 x = op->x + freearr_x[dir]; 1902 x = op->x + freearr_x[dir];
1925 y = op->y + freearr_y[dir]; 1903 y = op->y + freearr_y[dir];
1926 m = op->map; 1904 m = op->map;
1927 1905
1928 mflags = get_map_flags (m, &m, x, y, &x, &y); 1906 mflags = get_map_flags (m, &m, x, y, &x, &y);
1929 1907
1930 if (mflags & P_OUT_OF_MAP) 1908 if (mflags & P_OUT_OF_MAP)
1931 { 1909 {
1932 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is there."); 1910 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is there.");
1933 return 0; 1911 return 0;
1934 } 1912 }
1935 1913
1936 if (mflags & P_IS_ALIVE && spell->attacktype) 1914 if (mflags & P_IS_ALIVE && spell->attacktype)
1937 { 1915 {
1938 for (target = GET_MAP_OB (m, x, y); target; target = target->above) 1916 for (target = GET_MAP_OB (m, x, y); target; target = target->above)
1939 if (QUERY_FLAG (target, FLAG_MONSTER)) 1917 if (QUERY_FLAG (target, FLAG_MONSTER))
1940 { 1918 {
1941 /* oky doky. got a target monster. Lets make a blinding attack */ 1919 /* oky doky. got a target monster. Lets make a blinding attack */
1942 if (target->head) 1920 if (target->head)
1943 target = target->head; 1921 target = target->head;
1922
1944 (void) hit_player (target, dam, op, spell->attacktype, 1); 1923 hit_player (target, dam, op, spell->attacktype, 1);
1945 return 1; /* one success only! */ 1924 return 1; /* one success only! */
1925 }
1946 } 1926 }
1947 }
1948 1927
1949 /* no live target, perhaps a wall is in the way? */ 1928 /* no live target, perhaps a wall is in the way? */
1950 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y))) 1929 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)))
1951 { 1930 {
1952 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 1931 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1953 return 0; 1932 return 0;
1933 }
1954 } 1934 }
1955 1935
1956 /* ok, looks groovy to just insert a new light on the map */ 1936 /* ok, looks groovy to just insert a new light on the map */
1957 tmp = arch_to_object (spell->other_arch); 1937 tmp = arch_to_object (spell->other_arch);
1958 if (!tmp) 1938 if (!tmp)
1959 { 1939 {
1960 LOG (llevError, "Error: spell arch for cast_light() missing.\n"); 1940 LOG (llevError, "Error: spell arch for cast_light() missing.\n");
1961 return 0; 1941 return 0;
1962 } 1942 }
1943
1963 tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell); 1944 tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell);
1945
1964 if (tmp->glow_radius) 1946 if (tmp->glow_radius)
1965 {
1966 tmp->glow_radius = spell->range + SP_level_range_adjust (caster, spell); 1947 tmp->glow_radius = min (MAX_LIGHT_RADIUS, spell->range + SP_level_range_adjust (caster, spell));
1967 if (tmp->glow_radius > MAX_LIGHT_RADII)
1968 tmp->glow_radius = MAX_LIGHT_RADII;
1969 }
1970 1948
1949 if (dir)
1971 m->insert (tmp, x, y, op); 1950 m->insert (tmp, x, y, op);
1951 else
1952 caster->outer_env ()->insert (tmp);
1953
1972 return 1; 1954 return 1;
1973} 1955}
1974
1975
1976
1977 1956
1978/* cast_cause_disease: this spell looks along <dir> from the 1957/* cast_cause_disease: this spell looks along <dir> from the
1979 * player and infects someone. 1958 * player and infects someone.
1980 * op is the player/monster, caster is the object, dir is the direction 1959 * op is the player/monster, caster is the object, dir is the direction
1981 * to cast, disease_arch is the specific disease, and type is the spell number 1960 * to cast, disease_arch is the specific disease, and type is the spell number
1982 * perhaps this should actually be in disease.c? 1961 * perhaps this should actually be in disease.c?
1983 */ 1962 */
1984
1985int 1963int
1986cast_cause_disease (object *op, object *caster, object *spell, int dir) 1964cast_cause_disease (object *op, object *caster, object *spell, int dir)
1987{ 1965{
1988 sint16 x, y; 1966 sint16 x, y;
1989 int i, mflags, range, dam_mod, dur_mod; 1967 int i, mflags, range, dam_mod, dur_mod;
1996 /* If casting from a scroll, no direction will be available, so refer to the 1974 /* If casting from a scroll, no direction will be available, so refer to the
1997 * direction the player is pointing. 1975 * direction the player is pointing.
1998 */ 1976 */
1999 if (!dir) 1977 if (!dir)
2000 dir = op->facing; 1978 dir = op->facing;
1979
2001 if (!dir) 1980 if (!dir)
2002 return 0; /* won't find anything if casting on ourself, so just return */ 1981 return 0; /* won't find anything if casting on ourself, so just return */
2003 1982
2004 /* Calculate these once here */ 1983 /* Calculate these once here */
2005 range = spell->range + SP_level_range_adjust (caster, spell); 1984 range = spell->range + SP_level_range_adjust (caster, spell);
2032 object *disease = arch_to_object (spell->other_arch); 2011 object *disease = arch_to_object (spell->other_arch);
2033 2012
2034 disease->set_owner (op); 2013 disease->set_owner (op);
2035 set_spell_skill (op, caster, spell, disease); 2014 set_spell_skill (op, caster, spell, disease);
2036 disease->stats.exp = 0; 2015 disease->stats.exp = 0;
2037 disease->level = caster_level (caster, spell); 2016 disease->level = casting_level (caster, spell);
2038 2017
2039 /* do level adjustments */ 2018 /* do level adjustments */
2040 if (disease->stats.wc) 2019 if (disease->stats.wc)
2041 disease->stats.wc += dur_mod / 2; 2020 disease->stats.wc += dur_mod / 2;
2042 2021
2043 if (disease->magic > 0) 2022 if (disease->magic > 0)
2044 disease->magic += dur_mod / 4; 2023 disease->magic += dur_mod / 8;
2045 2024
2046 if (disease->stats.maxhp > 0) 2025 if (disease->stats.maxhp > 0)
2047 disease->stats.maxhp += dur_mod; 2026 disease->stats.maxhp += dur_mod;
2048 2027
2049 if (disease->stats.maxgrace > 0) 2028 if (disease->stats.maxgrace > 0)

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