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Comparing deliantra/server/server/spell_attack.C (file contents):
Revision 1.45 by root, Wed Aug 1 00:26:03 2007 UTC vs.
Revision 1.99 by root, Fri Mar 26 01:04:45 2010 UTC

1/* 1/*
2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002-2003,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002-2003 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 * 7 *
8 * Crossfire TRT is free software: you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation, either version 3 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
20 * 21 *
21 * The authors can be reached via e-mail to <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 23 */
23 24
24/* This file contains all the spell attack code. Grouping this code 25/* This file contains all the spell attack code. Grouping this code
25 * together should hopefully make it easier to find the relevent bits 26 * together should hopefully make it easier to find the relevent bits
26 * of code 27 * of code
36/* this function checks to see if a spell pushes objects as well 37/* this function checks to see if a spell pushes objects as well
37 * as flies over and damages them (only used for cones for now) 38 * as flies over and damages them (only used for cones for now)
38 * but moved here so it could be applied to bolts too 39 * but moved here so it could be applied to bolts too
39 * op is the spell object. 40 * op is the spell object.
40 */ 41 */
41 42static void
42void
43check_spell_knockback (object *op) 43check_spell_knockback (object *op)
44{ 44{
45 object *tmp, *tmp2; /* object on the map */
46 int weight_move; 45 int weight_move;
47 int frictionmod = 2; /*poor man's physics - multipy targets weight by this amount */ 46 int frictionmod = 2; /*poor man's physics - multipy targets weight by this amount */
48 47
49 if (!op->weight) 48 if (!op->weight)
50 { /*shouldn't happen but if cone object has no weight drop out */ 49 { /*shouldn't happen but if cone object has no weight drop out */
55 { 54 {
56 weight_move = op->weight + (op->weight * op->level) / 3; 55 weight_move = op->weight + (op->weight * op->level) / 3;
57 /*LOG (llevDebug, "DEBUG: arch weighs %d and masses %d (%s,level %d)\n", op->weight,weight_move,op->name,op->level); */ 56 /*LOG (llevDebug, "DEBUG: arch weighs %d and masses %d (%s,level %d)\n", op->weight,weight_move,op->name,op->level); */
58 } 57 }
59 58
60 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 59 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
61 { 60 {
62 int num_sections = 1; 61 int num_sections = 1;
63 62
64 /* don't move DM */ 63 /* don't move DM */
65 if (QUERY_FLAG (tmp, FLAG_WIZ)) 64 if (QUERY_FLAG (tmp, FLAG_WIZ))
72 /* don't move floors or immobile objects */ 71 /* don't move floors or immobile objects */
73 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || (!QUERY_FLAG (tmp, FLAG_ALIVE) && QUERY_FLAG (tmp, FLAG_NO_PICK))) 72 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || (!QUERY_FLAG (tmp, FLAG_ALIVE) && QUERY_FLAG (tmp, FLAG_NO_PICK)))
74 continue; 73 continue;
75 74
76 /* count the object's sections */ 75 /* count the object's sections */
77 for (tmp2 = tmp; tmp2 != NULL; tmp2 = tmp2->more) 76 for (object *tmp2 = tmp; tmp2; tmp2 = tmp2->more)
78 num_sections++; 77 num_sections++;
79 78
80 /* I'm not sure if it makes sense to divide by num_sections - bigger 79 /* I'm not sure if it makes sense to divide by num_sections - bigger
81 * objects should be harder to move, and we are moving the entire 80 * objects should be harder to move, and we are moving the entire
82 * object, not just the head, so the total weight should be relevant. 81 * object, not just the head, so the total weight should be relevant.
94 * also be safe for objects. 93 * also be safe for objects.
95 * This does return if successful or not, but 94 * This does return if successful or not, but
96 * I don't see us doing anything useful with that information 95 * I don't see us doing anything useful with that information
97 * right now. 96 * right now.
98 */ 97 */
99 move_object (tmp, absdir (op->stats.sp)); 98 tmp->move (absdir (op->stats.sp));
100 } 99 }
101 100
102 } 101 }
103} 102}
104 103
106 * 105 *
107 * BOLT CODE 106 * BOLT CODE
108 * 107 *
109 ***************************************************************************/ 108 ***************************************************************************/
110 109
111/* Causes op to fork. op is the original bolt, tmp 110/* Causes op to fork. op is the original bolt, tmp
112 * is the first piece of the fork. 111 * is the first piece of the fork.
113 */ 112 */
114 113static void
115void
116forklightning (object *op, object *tmp) 114forklightning (object *op, object *tmp)
117{ 115{
118 int new_dir = 1; /* direction or -1 for left, +1 for right 0 if no new bolt */ 116 int new_dir = 1; /* direction or -1 for left, +1 for right 0 if no new bolt */
119 int t_dir; /* stores temporary dir calculation */ 117 int t_dir; /* stores temporary dir calculation */
120 maptile *m; 118 maptile *m;
151 new_bolt->duration++; 149 new_bolt->duration++;
152 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */ 150 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */
153 new_bolt->stats.dam++; 151 new_bolt->stats.dam++;
154 tmp->stats.dam /= 2; /* reduce father bolt damage */ 152 tmp->stats.dam /= 2; /* reduce father bolt damage */
155 tmp->stats.dam++; 153 tmp->stats.dam++;
154
156 if ((new_bolt = m->insert (new_bolt, sx, sy, op))) 155 if ((new_bolt = m->insert (new_bolt, sx, sy, op)))
157 update_turn_face (new_bolt); 156 update_turn_face (new_bolt);
158} 157}
159 158
160/* move_bolt: moves bolt 'op'. Basically, it just advances a space, 159/* move_bolt: moves bolt 'op'. Basically, it just advances a space,
161 * and checks for various things that may stop it. 160 * and checks for various things that may stop it.
162 */ 161 */
163
164void 162void
165move_bolt (object *op) 163move_bolt (object *op)
166{ 164{
167 int mflags; 165 int mflags;
168 sint16 x, y; 166 sint16 x, y;
169 maptile *m; 167 maptile *m;
170 168
171 if (--op->duration < 0) 169 if (--op->duration < 0)
172 { 170 {
173 op->destroy (); 171 op->drop_and_destroy ();
174 return; 172 return;
175 } 173 }
176 174
177 hit_map (op, 0, op->attacktype, 1); 175 hit_map (op, 0, op->attacktype, 1);
178 176
251 tmp->duration++; 249 tmp->duration++;
252 250
253 /* New forking code. Possibly create forks of this object 251 /* New forking code. Possibly create forks of this object
254 * going off in other directions. 252 * going off in other directions.
255 */ 253 */
256 if (rndm (0, 99) < tmp->stats.Dex) 254 if (tmp->stats.Dex && rndm (0, 99) < tmp->stats.Dex)
257 { /* stats.Dex % of forking */ 255 forklightning (op, tmp); /* stats.Dex % of forking */
258 forklightning (op, tmp);
259 }
260 256
261 /* In this way, the object left behind sticks on the space, but 257 /* In this way, the object left behind sticks on the space, but
262 * doesn't create any bolts that continue to move onward. 258 * doesn't create any bolts that continue to move onward.
263 */ 259 */
264 op->range = 0; 260 op->range = 0;
281 int mflags; 277 int mflags;
282 278
283 if (!spob->other_arch) 279 if (!spob->other_arch)
284 return 0; 280 return 0;
285 281
286 tmp = arch_to_object (spob->other_arch); 282 tmp = spob->other_arch->instance ();
287 if (tmp == NULL) 283 if (tmp == NULL)
288 return 0; 284 return 0;
289 285
290 /* peterm: level dependency for bolts */ 286 /* peterm: level dependency for bolts */
291 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob); 287 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob);
292 tmp->attacktype = spob->attacktype; 288 tmp->attacktype = spob->attacktype;
289
293 if (spob->slaying) 290 if (spob->slaying)
294 tmp->slaying = spob->slaying; 291 tmp->slaying = spob->slaying;
292
295 tmp->range = spob->range + SP_level_range_adjust (caster, spob); 293 tmp->range = spob->range + SP_level_range_adjust (caster, spob);
296 tmp->duration = spob->duration + SP_level_duration_adjust (caster, spob); 294 tmp->duration = spob->duration + SP_level_duration_adjust (caster, spob);
297 tmp->stats.Dex = spob->stats.Dex; 295 tmp->stats.Dex = spob->stats.Dex;
298 tmp->stats.Con = spob->stats.Con; 296 tmp->stats.Con = spob->stats.Con;
299 297
310 308
311 maptile *newmap; 309 maptile *newmap;
312 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y); 310 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y);
313 if (mflags & P_OUT_OF_MAP) 311 if (mflags & P_OUT_OF_MAP)
314 { 312 {
315 tmp->destroy (); 313 tmp->drop_and_destroy ();
316 return 0; 314 return 0;
317 } 315 }
318 316
319 tmp->map = newmap; 317 tmp->map = newmap;
320 318
321 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y))) 319 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y)))
322 { 320 {
323 if (!QUERY_FLAG (tmp, FLAG_REFLECTING)) 321 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
324 { 322 {
325 tmp->destroy (); 323 tmp->drop_and_destroy ();
326 return 0; 324 return 0;
327 } 325 }
328 326
329 tmp->x = op->x; 327 tmp->x = op->x;
330 tmp->y = op->y; 328 tmp->y = op->y;
343 * BULLET/BALL CODE 341 * BULLET/BALL CODE
344 * 342 *
345 ***************************************************************************/ 343 ***************************************************************************/
346 344
347/* expands an explosion. op is a piece of the 345/* expands an explosion. op is a piece of the
348 * explosion - this expans it in the different directions. 346 * explosion - this expands it in the different directions.
349 * At least that is what I think this does. 347 * At least that is what I think this does.
350 */ 348 */
351void 349void
352explosion (object *op) 350explosion (object *op)
353{ 351{
391 389
392/* Causes an object to explode, eg, a firebullet, 390/* Causes an object to explode, eg, a firebullet,
393 * poison cloud ball, etc. op is the object to 391 * poison cloud ball, etc. op is the object to
394 * explode. 392 * explode.
395 */ 393 */
396void 394static void
397explode_bullet (object *op) 395explode_bullet (object *op)
398{ 396{
399 object *tmp, *owner; 397 object *tmp, *owner;
400 398
401 if (op->other_arch == NULL) 399 if (!op->other_arch)
402 { 400 {
403 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n"); 401 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n");
404 op->destroy (); 402 op->destroy ();
405 return; 403 return;
406 } 404 }
407 405
408 if (op->env) 406 if (op->env)
409 { 407 {
410 object *env = object_get_env_recursive (op); 408 object *env = op->outer_env ();
409
411 if (env->map == NULL || out_of_map (env->map, env->x, env->y)) 410 if (!env->map || out_of_map (env->map, env->x, env->y))
412 { 411 {
413 LOG (llevError, "BUG: explode_bullet(): env out of map\n"); 412 LOG (llevError, "BUG: explode_bullet(): env out of map\n");
414 op->destroy (); 413 op->destroy ();
415 return; 414 return;
416 } 415 }
434 } 433 }
435 434
436 if (op->attacktype) 435 if (op->attacktype)
437 { 436 {
438 hit_map (op, 0, op->attacktype, 1); 437 hit_map (op, 0, op->attacktype, 1);
438
439 if (op->destroyed ()) 439 if (op->destroyed ())
440 return; 440 return;
441 } 441 }
442 442
443 /* other_arch contains what this explodes into */ 443 /* other_arch contains what this explodes into */
444 tmp = arch_to_object (op->other_arch); 444 tmp = op->other_arch->instance ();
445 445
446 tmp->set_owner (op); 446 tmp->set_owner (op);
447 tmp->skill = op->skill; 447 tmp->skill = op->skill;
448 448
449 owner = op->owner; 449 owner = op->owner;
450 450
451 if ((tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) && owner && !tailor_god_spell (tmp, owner)) 451 if ((tmp->attacktype & AT_HOLYWORD
452 || tmp->attacktype & AT_GODPOWER)
453 && owner
454 && !tailor_god_spell (tmp, owner))
452 { 455 {
453 op->destroy (); 456 op->destroy ();
454 return; 457 return;
455 } 458 }
456 459
521 for (tmp = op->ms ().bot; tmp; tmp = tmp->above) 524 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
522 { 525 {
523 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 526 if (QUERY_FLAG (tmp, FLAG_ALIVE))
524 { 527 {
525 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1); 528 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1);
529
530 // TODO: can't understand the following if's
526 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0) 531 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0)
527 { 532 {
528 if (!QUERY_FLAG (op, FLAG_REMOVED)) 533 if (!QUERY_FLAG (op, FLAG_REMOVED))
529 { 534 {
530 op->destroy (); 535 op->destroy ();
541 * fired arches (eg, bolts). 546 * fired arches (eg, bolts).
542 */ 547 */
543void 548void
544move_bullet (object *op) 549move_bullet (object *op)
545{ 550{
546 sint16 new_x, new_y;
547 int mflags;
548 maptile *m;
549
550#if 0 551#if 0
551 /* We need a better general purpose way to do this */ 552 /* We need a better general purpose way to do this */
552 553
553 /* peterm: added to make comet leave a trail of burnouts 554 /* peterm: added to make comet leave a trail of burnouts
554 it's an unadulterated hack, but the effect is cool. */ 555 it's an unadulterated hack, but the effect is cool. */
569 op->destroy (); 570 op->destroy ();
570 571
571 return; 572 return;
572 } 573 }
573 574
574 new_x = op->x + DIRX (op); 575 mapxy pos (op);
575 new_y = op->y + DIRY (op); 576 pos.move (op->direction);
576 m = op->map;
577 mflags = get_map_flags (m, &m, new_x, new_y, &new_x, &new_y);
578 577
579 if (mflags & P_OUT_OF_MAP) 578 if (!pos.normalise ())
580 { 579 {
581 op->destroy (); 580 op->destroy ();
582 return; 581 return;
583 } 582 }
584 583
585 if (!op->direction || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y))) 584 mapspace &ms = pos.ms ();
585
586 ms.update ();
587
588 if (!op->direction || OB_TYPE_MOVE_BLOCK (op, ms.move_block))
586 { 589 {
587 if (op->other_arch) 590 if (op->other_arch)
588 explode_bullet (op); 591 explode_bullet (op);
589 else 592 else
590 op->destroy (); 593 op->destroy ();
591 594
592 return; 595 return;
593 } 596 }
594 597
595 if (!(op = m->insert (op, new_x, new_y, op))) 598 if (!(op = pos.insert (op, op)))
596 return; 599 return;
597 600
598 if (reflwall (op->map, op->x, op->y, op)) 601 if (reflwall (op->map, op->x, op->y, op))
599 { 602 {
600 op->direction = absdir (op->direction + 4); 603 op->direction = absdir (op->direction + 4);
619 int mflags; 622 int mflags;
620 623
621 if (!spob->other_arch) 624 if (!spob->other_arch)
622 return 0; 625 return 0;
623 626
624 tmp = arch_to_object (spob->other_arch); 627 tmp = spob->other_arch->instance ();
625 if (tmp == NULL) 628 if (!tmp)
626 return 0; 629 return 0;
627 630
628 /* peterm: level dependency for bolts */ 631 /* peterm: level dependency for bolts */
629 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob); 632 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob);
630 tmp->attacktype = spob->attacktype; 633 tmp->attacktype = spob->attacktype;
631 if (spob->slaying) 634 if (spob->slaying)
632 tmp->slaying = spob->slaying; 635 tmp->slaying = spob->slaying;
633 636
643 SET_ANIMATION (tmp, dir); 646 SET_ANIMATION (tmp, dir);
644 647
645 tmp->set_owner (op); 648 tmp->set_owner (op);
646 set_spell_skill (op, caster, spob, tmp); 649 set_spell_skill (op, caster, spob, tmp);
647 650
648 tmp->x = op->x + freearr_x[dir]; 651 tmp->x = op->x + freearr_x[dir];
649 tmp->y = op->y + freearr_y[dir]; 652 tmp->y = op->y + freearr_y[dir];
650 tmp->map = op->map; 653 tmp->map = op->map;
651 654
652 maptile *newmap; 655 maptile *newmap;
653 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y); 656 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y);
654 if (mflags & P_OUT_OF_MAP) 657 if (mflags & P_OUT_OF_MAP)
656 tmp->destroy (); 659 tmp->destroy ();
657 return 0; 660 return 0;
658 } 661 }
659 662
660 tmp->map = newmap; 663 tmp->map = newmap;
664
665 // in case the bullet has direction 0 we explode it in place.
666 // direction 0 is possible for instance when a poison cloud trap springs.
667 if (tmp->direction == 0)
668 {
669 if (tmp->other_arch
670 && (tmp = tmp->insert_at (tmp, op))) // insert before explode cleanly
671 explode_bullet (tmp); // explode object will/should remove tmp
672 else
673 tmp->destroy ();
674
675 return 0;
676 }
661 677
662 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y))) 678 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y)))
663 { 679 {
664 if (!QUERY_FLAG (tmp, FLAG_REFLECTING)) 680 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
665 { 681 {
684 * CONE RELATED FUNCTIONS 700 * CONE RELATED FUNCTIONS
685 * 701 *
686 *****************************************************************************/ 702 *****************************************************************************/
687 703
688/* drops an object based on what is in the cone's "other_arch" */ 704/* drops an object based on what is in the cone's "other_arch" */
689void 705static void
690cone_drop (object *op) 706cone_drop (object *op)
691{ 707{
692 object *new_ob = arch_to_object (op->other_arch); 708 object *new_ob = op->other_arch->instance ();
693 709
694 new_ob->level = op->level; 710 new_ob->level = op->level;
695 new_ob->set_owner (op->owner); 711 new_ob->set_owner (op->owner);
696 712
697 /* preserve skill ownership */ 713 /* preserve skill ownership */
704/* move_cone: causes cone object 'op' to move a space/hit creatures */ 720/* move_cone: causes cone object 'op' to move a space/hit creatures */
705 721
706void 722void
707move_cone (object *op) 723move_cone (object *op)
708{ 724{
709 int i;
710
711 /* if no map then hit_map will crash so just ignore object */ 725 /* if no map then hit_map will crash so just ignore object */
712 if (!op->map) 726 if (!op->map)
713 { 727 {
714 LOG (llevError, "Tried to move_cone object %s without a map.\n", op->name ? &op->name : "unknown"); 728 LOG (llevError, "Tried to move_cone object %s without a map.\n", op->name ? &op->name : "unknown");
715 op->set_speed (0); 729 op->set_speed (0);
735 } 749 }
736#endif 750#endif
737 751
738 hit_map (op, 0, op->attacktype, 0); 752 hit_map (op, 0, op->attacktype, 0);
739 753
754 if (!op->is_on_map ())
755 return;
756
740 /* Check to see if we should push anything. 757 /* Check to see if we should push anything.
741 * Spell objects with weight push whatever they encounter to some 758 * Spell objects with weight push whatever they encounter to some
742 * degree. 759 * degree.
743 */ 760 */
744 if (op->weight) 761 if (op->weight)
762 {
745 check_spell_knockback (op); 763 check_spell_knockback (op);
746 764
747 if (op->destroyed ()) 765 if (!op->is_on_map ())
748 return; 766 return;
767 }
749 768
750 if ((op->duration--) < 0) 769 if (op->duration-- < 0)
751 { 770 {
752 op->destroy (); 771 op->destroy ();
753 return; 772 return;
754 } 773 }
755 /* Object has hit maximum range, so don't have it move 774 /* Object has hit maximum range, so don't have it move
760 { 779 {
761 op->range = 0; /* just so it doesn't wrap */ 780 op->range = 0; /* just so it doesn't wrap */
762 return; 781 return;
763 } 782 }
764 783
765 for (i = -1; i < 2; i++) 784 for (int i = -1; i <= 1; i++)
766 { 785 {
767 sint16 x = op->x + freearr_x[absdir (op->stats.sp + i)], y = op->y + freearr_y[absdir (op->stats.sp + i)]; 786 sint16 x = op->x + freearr_x[absdir (op->stats.sp + i)], y = op->y + freearr_y[absdir (op->stats.sp + i)];
768 787
769 if (ok_to_put_more (op->map, x, y, op, op->attacktype)) 788 if (ok_to_put_more (op->map, x, y, op, op->attacktype))
770 { 789 {
821 */ 840 */
822 movetype = spell->other_arch->move_type; 841 movetype = spell->other_arch->move_type;
823 842
824 for (i = range_min; i <= range_max; i++) 843 for (i = range_min; i <= range_max; i++)
825 { 844 {
826 sint16 x, y, d; 845 sint16 x, y;
827 846
828 /* We can't use absdir here, because it never returns 847 /* We can't use absdir here, because it never returns
829 * 0. If this is a rune, we want to hit the person on top 848 * 0. If this is a rune, we want to hit the person on top
830 * of the trap (d==0). If it is not a rune, then we don't want 849 * of the trap (d==0). If it is not a rune, then we don't want
831 * to hit that person. 850 * to hit that person.
832 */ 851 */
833 d = dir + i; 852 int d = dir ? absdir (dir + i) : i;
834 while (d < 0)
835 d += 8;
836 while (d > 8)
837 d -= 8;
838 853
839 /* If it's not a rune, we don't want to blast the caster. 854 /* If it's not a rune, we don't want to blast the caster.
840 * In that case, we have to see - if dir is specified, 855 * In that case, we have to see - if dir is specified,
841 * turn this into direction 8. If dir is not specified (all 856 * turn this into direction 8. If dir is not specified (all
842 * direction) skip - otherwise, one line would do more damage 857 * direction) skip - otherwise, one line would do more damage
859 874
860 if ((movetype & GET_MAP_MOVE_BLOCK (m, sx, sy)) == movetype) 875 if ((movetype & GET_MAP_MOVE_BLOCK (m, sx, sy)) == movetype)
861 continue; 876 continue;
862 877
863 success = 1; 878 success = 1;
864 tmp = arch_to_object (spell->other_arch); 879 tmp = spell->other_arch->instance ();
865 tmp->set_owner (op); 880 tmp->set_owner (op);
866 set_spell_skill (op, caster, spell, tmp); 881 set_spell_skill (op, caster, spell, tmp);
867 tmp->level = caster_level (caster, spell); 882 tmp->level = casting_level (caster, spell);
868 tmp->attacktype = spell->attacktype; 883 tmp->attacktype = spell->attacktype;
869 884
870 /* holy word stuff */ 885 /* holy word stuff */
871 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER)) 886 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER))
872 if (!tailor_god_spell (tmp, op)) 887 if (!tailor_god_spell (tmp, op))
937 * op is the original bomb object. 952 * op is the original bomb object.
938 */ 953 */
939void 954void
940animate_bomb (object *op) 955animate_bomb (object *op)
941{ 956{
942 int i;
943 object *env, *tmp;
944
945 if (op->state != NUM_ANIMATIONS (op) - 1) 957 if (op->state != NUM_ANIMATIONS (op) - 1)
946 return; 958 return;
947 959
948 env = object_get_env_recursive (op); 960 object *env = op->outer_env ();
949 961
950 if (op->env) 962 if (op->env)
951 { 963 {
952 if (env->map == NULL) 964 if (!env->map)
953 return; 965 return;
954
955 if (env->type == PLAYER)
956 esrv_del_item (env->contr, op->count);
957 966
958 if (!(op = op->insert_at (env, op))) 967 if (!(op = op->insert_at (env, op)))
959 return; 968 return;
960 } 969 }
961 970
962 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent bomb from exploding 971 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent bomb from exploding
963 // on a safe map. I don't like this special casing, but it seems to be neccessary 972 // on a safe map. I don't like this special casing, but it seems to be neccessary
964 // as bombs can be carried. 973 // as bombs can be carried.
965 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE) 974 if (op->ms ().flags () & P_SAFE)
966 { 975 {
967 op->destroy (); 976 op->destroy ();
968 return; 977 return;
969 } 978 }
970 979
972 * but using the cast_bullet isn't really feasible, 981 * but using the cast_bullet isn't really feasible,
973 * so just set up the appropriate values. 982 * so just set up the appropriate values.
974 */ 983 */
975 if (archetype *at = archetype::find (SPLINT)) 984 if (archetype *at = archetype::find (SPLINT))
976 { 985 {
977 for (i = 1; i < 9; i++) 986 for (int i = 1; i < 9; i++)
978 { 987 {
979 if (out_of_map (op->map, op->x + freearr_x[i], op->y + freearr_x[i])) 988 if (out_of_map (op->map, op->x + freearr_x[i], op->y + freearr_x[i]))
980 continue; 989 continue;
981 990
982 tmp = arch_to_object (at); 991 object *tmp = at->instance ();
983 tmp->direction = i; 992 tmp->direction = i;
984 tmp->range = op->range; 993 tmp->range = op->range;
985 tmp->stats.dam = op->stats.dam; 994 tmp->stats.dam = op->stats.dam;
986 tmp->duration = op->duration; 995 tmp->duration = op->duration;
987 tmp->attacktype = op->attacktype; 996 tmp->attacktype = op->attacktype;
1001} 1010}
1002 1011
1003int 1012int
1004create_bomb (object *op, object *caster, int dir, object *spell) 1013create_bomb (object *op, object *caster, int dir, object *spell)
1005{ 1014{
1006
1007 object *tmp; 1015 object *tmp;
1008 int mflags; 1016 int mflags;
1009 sint16 dx = op->x + freearr_x[dir], dy = op->y + freearr_y[dir]; 1017 sint16 dx = op->x + freearr_x[dir], dy = op->y + freearr_y[dir];
1010 maptile *m; 1018 maptile *m;
1011 1019
1012 mflags = get_map_flags (op->map, &m, dx, dy, &dx, &dy); 1020 mflags = get_map_flags (op->map, &m, dx, dy, &dx, &dy);
1021
1022 // when creating a bomb below ourself it should always work, even
1023 // when movement is blocked (somehow we got here, somehow we are here,
1024 // so we should also be able to make a bomb here). (originally added
1025 // to fix create bomb traps in doors, which cast with dir=0).
1026 if (dir)
1027 {
1013 if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, dx, dy) & MOVE_WALK)) 1028 if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, dx, dy) & MOVE_WALK))
1014 { 1029 {
1015 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way."); 1030 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way.");
1016 return 0; 1031 return 0;
1032 }
1017 } 1033 }
1018 tmp = arch_to_object (spell->other_arch); 1034
1035 tmp = spell->other_arch->instance ();
1019 1036
1020 /* level dependencies for bomb */ 1037 /* level dependencies for bomb */
1021 tmp->range = spell->range + SP_level_range_adjust (caster, spell); 1038 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
1022 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1039 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1023 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell); 1040 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
1043 * dir is the direction to look in. 1060 * dir is the direction to look in.
1044 * range is how far out to look. 1061 * range is how far out to look.
1045 * type is the type of spell - either SPELL_MANA or SPELL_GRACE. 1062 * type is the type of spell - either SPELL_MANA or SPELL_GRACE.
1046 * this info is used for blocked magic/unholy spaces. 1063 * this info is used for blocked magic/unholy spaces.
1047 */ 1064 */
1048object * 1065static object *
1049get_pointed_target (object *op, int dir, int range, int type) 1066get_pointed_target (object *op, int dir, int range, int type)
1050{ 1067{
1051 object *target; 1068 object *target;
1052 sint16 x, y; 1069 sint16 x, y;
1053 int dist, mflags; 1070 int dist, mflags;
1106 * interesting spell. 1123 * interesting spell.
1107 * if it is a cleric spell, you need a god, and the creature 1124 * if it is a cleric spell, you need a god, and the creature
1108 * can't be friendly to your god. 1125 * can't be friendly to your god.
1109 */ 1126 */
1110 1127
1111 if (!target || QUERY_FLAG (target, FLAG_REFL_SPELL) 1128 if (!target
1129 || target->flag [FLAG_REFL_SPELL]
1112 || (!god && spell->stats.grace) 1130 || (!god && spell->stats.grace)
1113 || (target->title && god && !strcmp (target->title, god->name)) || (target->race && god && strstr (target->race, god->race))) 1131 || (god && target->title == god->name)
1132 || (god && target->race.contains (god->race)))
1114 { 1133 {
1115 new_draw_info (NDI_UNIQUE, 0, op, "Your request is unheeded."); 1134 new_draw_info (NDI_UNIQUE, 0, op, "Your request is unheeded.");
1116 return 0; 1135 return 0;
1117 } 1136 }
1118 1137
1119 if (spell->other_arch) 1138 if (spell->other_arch)
1120 effect = arch_to_object (spell->other_arch); 1139 effect = spell->other_arch->instance ();
1121 else 1140 else
1122 return 0; 1141 return 0;
1123 1142
1124 /* tailor the effect by priest level and worshipped God */ 1143 /* tailor the effect by priest level and worshipped God */
1125 effect->level = caster_level (caster, spell); 1144 effect->level = casting_level (caster, spell);
1126 effect->attacktype = spell->attacktype; 1145 effect->attacktype = spell->attacktype;
1127 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER)) 1146 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER))
1128 { 1147 {
1129 if (tailor_god_spell (effect, op)) 1148 if (tailor_god_spell (effect, op))
1130 new_draw_info_format (NDI_UNIQUE, 0, op, "%s answers your call!", determine_god (op)); 1149 new_draw_info_format (NDI_UNIQUE, 0, op, "%s answers your call!", (const char *)determine_god (op));
1131 else 1150 else
1132 { 1151 {
1133 new_draw_info (NDI_UNIQUE, 0, op, "Your request is ignored."); 1152 new_draw_info (NDI_UNIQUE, 0, op, "Your request is ignored.");
1134 return 0; 1153 return 0;
1135 } 1154 }
1174 effect->insert_at (target, op); 1193 effect->insert_at (target, op);
1175 1194
1176 return 1; 1195 return 1;
1177} 1196}
1178 1197
1179
1180/**************************************************************************** 1198/****************************************************************************
1181 * 1199 *
1182 * MAGIC MISSILE code. 1200 * MAGIC MISSILE code.
1183 * note that the fire_bullet is used to fire the missile. The 1201 * note that the fire_bullet is used to fire the missile. The
1184 * code here is just to move the missile. 1202 * code here is just to move the missile.
1186 1204
1187/* op is a missile that needs to be moved */ 1205/* op is a missile that needs to be moved */
1188void 1206void
1189move_missile (object *op) 1207move_missile (object *op)
1190{ 1208{
1191 int i, mflags;
1192 object *owner;
1193 sint16 new_x, new_y;
1194 maptile *m;
1195
1196 if (op->range-- <= 0) 1209 if (op->range-- <= 0)
1197 { 1210 {
1211 op->drop_and_destroy ();
1212 return;
1213 }
1214
1215 mapxy pos (op);
1216 pos.move (op->direction);
1217
1218 if (!pos.normalise ())
1219 {
1198 op->destroy (); 1220 op->destroy ();
1199 return; 1221 return;
1200 } 1222 }
1201 1223
1202 owner = op->owner; 1224 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 1225
1214 new_x = op->x + DIRX (op); 1226 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 { 1227 {
1221 hit_map (op, op->direction, AT_MAGIC, 1); 1228 hit_map (op, op->direction, AT_MAGIC, 1);
1222 /* Basically, missile only hits one thing then goes away. 1229 /* Basically, missile only hits one thing then goes away.
1223 * we need to remove it if someone hasn't already done so. 1230 * we need to remove it if someone hasn't already done so.
1224 */ 1231 */
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 (); 1232 op->destroy ();
1236 return; 1233 return;
1237 } 1234 }
1238 1235
1236 if (!op->direction)
1237 {
1238 op->destroy ();
1239 return;
1240 }
1241
1239 i = spell_find_dir (m, new_x, new_y, op->owner); 1242 int i = spell_find_dir (pos.m, pos.x, pos.y, op->owner);
1240 if (i > 0 && i != op->direction) 1243 if (i > 0 && i != op->direction)
1241 { 1244 {
1242 op->direction = i; 1245 op->direction = i;
1243 SET_ANIMATION (op, op->direction); 1246 SET_ANIMATION (op, op->direction);
1244 } 1247 }
1245 1248
1246 m->insert (op, new_x, new_y, op); 1249 pos.insert (op, op);
1247} 1250}
1248 1251
1249/**************************************************************************** 1252/****************************************************************************
1250 * Destruction 1253 * Destruction
1251 ****************************************************************************/ 1254 ****************************************************************************/
1254 * we do this by creating a force and inserting it in the 1257 * we do this by creating a force and inserting it in the
1255 * object. if time is 0, the object glows permanently. To truely 1258 * object. if time is 0, the object glows permanently. To truely
1256 * make this work for non-living objects, we would have to 1259 * make this work for non-living objects, we would have to
1257 * give them the capability to have an inventory. b.t. 1260 * give them the capability to have an inventory. b.t.
1258 */ 1261 */
1259int 1262static int
1260make_object_glow (object *op, int radius, int time) 1263make_object_glow (object *op, int radius, int time)
1261{ 1264{
1262 /* some things are unaffected... */ 1265 /* some things are unaffected... */
1263 if (op->path_denied & PATH_LIGHT) 1266 if (op->path_denied & PATH_LIGHT)
1264 return 0; 1267 return 0;
1265 1268
1266 object *tmp = get_archetype (FORCE_NAME); 1269 object *tmp = get_archetype (FORCE_NAME);
1267 tmp->speed = 0.01; 1270 tmp->speed = 0.01;
1268 tmp->stats.food = time; 1271 tmp->stats.food = time;
1269 SET_FLAG (tmp, FLAG_IS_USED_UP); 1272 SET_FLAG (tmp, FLAG_IS_USED_UP);
1270 tmp->glow_radius = radius; 1273 tmp->set_glow_radius (min (MAX_LIGHT_RADIUS, radius));
1271 if (tmp->glow_radius > MAX_LIGHT_RADII)
1272 tmp->glow_radius = MAX_LIGHT_RADII;
1273
1274 tmp = insert_ob_in_ob (tmp, op); 1274 tmp = insert_ob_in_ob (tmp, op);
1275 1275
1276 if (tmp->glow_radius > op->glow_radius) 1276 if (tmp->glow_radius > op->glow_radius)
1277 op->glow_radius = tmp->glow_radius; 1277 op->set_glow_radius (tmp->glow_radius);
1278 1278
1279 return 1; 1279 return 1;
1280} 1280}
1281 1281
1282int 1282int
1283cast_destruction (object *op, object *caster, object *spell_ob) 1283cast_destruction (object *op, object *caster, object *spell_ob)
1284{ 1284{
1285 int i, j, range, mflags, friendly = 0, dam, dur;
1286 sint16 sx, sy;
1287 maptile *m;
1288 object *tmp;
1289 const char *skill;
1290
1291 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob); 1285 int range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
1292 dam = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob); 1286 int dam = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob);
1293 dur = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob); 1287 int dur = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
1294 if (QUERY_FLAG (op, FLAG_FRIENDLY) || op->type == PLAYER) 1288
1295 friendly = 1; 1289 bool friendly = op->flag [FLAG_FRIENDLY] || op->is_player ();
1296 1290
1297 /* destruction doesn't use another spell object, so we need 1291 /* destruction doesn't use another spell object, so we need
1298 * update op's skill pointer so that exp is properly awarded. 1292 * update op's skill pointer so that exp is properly awarded.
1299 * We do some shortcuts here - since this is just temporary
1300 * and we'll reset the values back, we don't need to go through
1301 * the full share string/free_string route.
1302 */ 1293 */
1303 skill = op->skill; 1294 const shstr skill = op->skill;
1295
1304 if (caster == op) 1296 if (caster == op)
1305 op->skill = spell_ob->skill; 1297 op->skill = spell_ob->skill;
1306 else if (caster->skill) 1298 else if (caster->skill)
1307 op->skill = caster->skill; 1299 op->skill = caster->skill;
1308 else 1300 else
1309 op->skill = NULL; 1301 op->skill = 0;
1310 1302
1311 op->change_skill (find_skill_by_name (op, op->skill)); 1303 op->change_skill (find_skill_by_name (op, op->skill));
1312 1304
1313 for (i = -range; i < range; i++) 1305 dynbuf buf;
1306 unordered_mapwalk (buf, op, -range, -range, range, range)
1314 { 1307 {
1315 for (j = -range; j < range; j++) 1308 mapspace &ms = m->at (nx, ny);
1316 {
1317 m = op->map;
1318 sx = op->x + i;
1319 sy = op->y + j;
1320 1309
1321 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
1322 if (mflags & P_OUT_OF_MAP)
1323 continue;
1324
1325 if (mflags & P_IS_ALIVE) 1310 if (ms.flags () & P_IS_ALIVE)
1311 for (object *next, *tmp = ms.bot; tmp; tmp = next)
1326 { 1312 {
1327 for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above) 1313 next = tmp->above;
1328 if (QUERY_FLAG (tmp, FLAG_ALIVE) || tmp->type == PLAYER)
1329 break;
1330 1314
1331 if (tmp) 1315 if (tmp->flag [FLAG_ALIVE] || tmp->is_player ())
1332 { 1316 {
1333 if (tmp->head)
1334 tmp = tmp->head; 1317 tmp = tmp->head_ ();
1335 1318
1336 if ((friendly && !QUERY_FLAG (tmp, FLAG_FRIENDLY) && tmp->type != PLAYER) || 1319 if ((friendly && !tmp->flag [FLAG_FRIENDLY] && !tmp->is_player ())
1337 (!friendly && (QUERY_FLAG (tmp, FLAG_FRIENDLY) || tmp->type == PLAYER))) 1320 || (!friendly && (tmp->flag [FLAG_FRIENDLY] || tmp->is_player ())))
1338 { 1321 {
1339 if (spell_ob->subtype == SP_DESTRUCTION) 1322 if (spell_ob->subtype == SP_DESTRUCTION)
1340 { 1323 {
1341 hit_player (tmp, dam, op, spell_ob->attacktype, 0); 1324 hit_player (tmp, dam, op, spell_ob->attacktype, 0);
1325
1342 if (spell_ob->other_arch) 1326 if (spell_ob->other_arch)
1343 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op); 1327 m->insert (spell_ob->other_arch->instance (), nx, ny, op);
1344 } 1328 }
1345 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist[ATNR_MAGIC] != 100) 1329 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist [ATNR_MAGIC] != 100)
1346 { 1330 {
1347 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch) 1331 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch)
1348 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op); 1332 m->insert (spell_ob->other_arch->instance (), nx, ny, op);
1349 } 1333 }
1350 } 1334 }
1351 } 1335 }
1352 } 1336 }
1353 }
1354 } 1337 }
1355 1338
1356 op->skill = skill; 1339 op->skill = skill;
1357 return 1; 1340 return 1;
1358} 1341}
1360/*************************************************************************** 1343/***************************************************************************
1361 * 1344 *
1362 * CURSE 1345 * CURSE
1363 * 1346 *
1364 ***************************************************************************/ 1347 ***************************************************************************/
1365
1366int 1348int
1367cast_curse (object *op, object *caster, object *spell_ob, int dir) 1349cast_curse (object *op, object *caster, object *spell_ob, int dir)
1368{ 1350{
1369 object *god = find_god (determine_god (op)); 1351 object *god = find_god (determine_god (op));
1370 object *tmp, *force; 1352 object *tmp, *force;
1374 { 1356 {
1375 new_draw_info (NDI_UNIQUE, 0, op, "There is no one in that direction to curse."); 1357 new_draw_info (NDI_UNIQUE, 0, op, "There is no one in that direction to curse.");
1376 return 0; 1358 return 0;
1377 } 1359 }
1378 1360
1361 tmp = tmp->head_ ();
1362
1379 /* If we've already got a force of this type, don't add a new one. */ 1363 /* If we've already got a force of this type, don't add a new one. */
1380 for (force = tmp->inv; force != NULL; force = force->below) 1364 for (force = tmp->inv; force; force = force->below)
1381 { 1365 {
1382 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY) 1366 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY)
1383 { 1367 {
1384 if (force->name == spell_ob->name) 1368 if (force->name == spell_ob->name)
1385 { 1369 {
1391 return 0; 1375 return 0;
1392 } 1376 }
1393 } 1377 }
1394 } 1378 }
1395 1379
1396 if (force == NULL) 1380 if (!force)
1397 { 1381 {
1398 force = get_archetype (FORCE_NAME); 1382 force = get_archetype (FORCE_NAME);
1399 force->subtype = FORCE_CHANGE_ABILITY; 1383 force->subtype = FORCE_CHANGE_ABILITY;
1384
1400 if (spell_ob->race) 1385 if (spell_ob->race)
1401 force->name = spell_ob->race; 1386 force->name = spell_ob->race;
1402 else 1387 else
1403 force->name = spell_ob->name; 1388 force->name = spell_ob->name;
1404 1389
1414 { 1399 {
1415 force->duration = duration; 1400 force->duration = duration;
1416 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 1401 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1417 } 1402 }
1418 else 1403 else
1419 {
1420 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1404 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1421 } 1405
1422 return 1; 1406 return 1;
1423 } 1407 }
1408
1424 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50; 1409 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1425 force->speed = 1.f; 1410 force->speed = 1.f;
1426 force->speed_left = -1.f; 1411 force->speed_left = -1.f;
1427 SET_FLAG (force, FLAG_APPLIED); 1412 SET_FLAG (force, FLAG_APPLIED);
1428 1413
1445 force->stats.wc = spell_ob->stats.wc; 1430 force->stats.wc = spell_ob->stats.wc;
1446 1431
1447 change_abil (tmp, force); /* Mostly to display any messages */ 1432 change_abil (tmp, force); /* Mostly to display any messages */
1448 insert_ob_in_ob (force, tmp); 1433 insert_ob_in_ob (force, tmp);
1449 tmp->update_stats (); 1434 tmp->update_stats ();
1435
1450 return 1; 1436 return 1;
1451
1452} 1437}
1453 1438
1454/********************************************************************** 1439/**********************************************************************
1455 * mood change 1440 * mood change
1456 * Arguably, this may or may not be an attack spell. But since it 1441 * Arguably, this may or may not be an attack spell. But since it
1462 */ 1447 */
1463int 1448int
1464mood_change (object *op, object *caster, object *spell) 1449mood_change (object *op, object *caster, object *spell)
1465{ 1450{
1466 object *tmp, *god, *head; 1451 object *tmp, *god, *head;
1467 int done_one, range, mflags, level, at, best_at; 1452 int done_one, range, level, at, best_at;
1468 sint16 x, y, nx, ny;
1469 maptile *m;
1470 const char *race; 1453 const char *race;
1471 1454
1472 /* We precompute some values here so that we don't have to keep 1455 /* We precompute some values here so that we don't have to keep
1473 * doing it over and over again. 1456 * doing it over and over again.
1474 */ 1457 */
1475 god = find_god (determine_god (op)); 1458 god = find_god (determine_god (op));
1476 level = caster_level (caster, spell); 1459 level = casting_level (caster, spell);
1477 range = spell->range + SP_level_range_adjust (caster, spell); 1460 range = spell->range + SP_level_range_adjust (caster, spell);
1478 1461
1479 /* On the bright side, no monster should ever have a race of GOD_... 1462 /* On the bright side, no monster should ever have a race of GOD_...
1480 * so even if the player doesn't worship a god, if race=GOD_.., it 1463 * so even if the player doesn't worship a god, if race=GOD_.., it
1481 * won't ever match anything. 1464 * won't ever match anything.
1482 */ 1465 */
1483 if (!spell->race) 1466 if (!spell->race)
1484 race = NULL; 1467 race = NULL;
1485 else if (god && !strcmp (spell->race, "GOD_SLAYING")) 1468 else if (god && spell->race == shstr_GOD_SLAYING)
1486 race = god->slaying; 1469 race = god->slaying;
1487 else if (god && !strcmp (spell->race, "GOD_FRIEND")) 1470 else if (god && spell->race == shstr_GOD_FRIEND)
1488 race = god->race; 1471 race = god->race;
1489 else 1472 else
1490 race = spell->race; 1473 race = spell->race;
1491 1474
1492 for (x = op->x - range; x <= op->x + range; x++) 1475 dynbuf buf;
1493 for (y = op->y - range; y <= op->y + range; y++) 1476 unordered_mapwalk (buf, op, -range, -range, range, range)
1494 { 1477 {
1495 done_one = 0; 1478 mapspace &ms = m->at (nx, ny);
1496 m = op->map;
1497 nx = x;
1498 ny = y;
1499 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1500 if (mflags & P_OUT_OF_MAP)
1501 continue;
1502 1479
1503 /* If there is nothing living on this space, no need to go further */ 1480 /* If there is nothing living on this space, no need to go further */
1504 if (!(mflags & P_IS_ALIVE)) 1481 if (!ms.flags () & P_IS_ALIVE)
1505 continue; 1482 continue;
1506 1483
1507 // players can only affect spaces that they can actually see 1484 // players can only affect spaces that they can actually see
1485 if (caster
1508 if (caster && caster->contr 1486 && caster->contr
1509 && caster->contr->visibility_at (m, nx, ny) < 70) 1487 && caster->contr->darkness_at (m, nx, ny) == LOS_BLOCKED)
1510 continue; 1488 continue;
1511 1489
1512 for (tmp = GET_MAP_TOP (m, nx, ny); tmp; tmp = tmp->below) 1490 for (tmp = ms.top; tmp; tmp = tmp->below)
1513 if (QUERY_FLAG (tmp, FLAG_MONSTER)) 1491 if (tmp->flag [FLAG_MONSTER])
1514 break; 1492 break;
1515 1493
1516 /* There can be living objects that are not monsters */ 1494 /* There can be living objects that are not monsters */
1517 if (!tmp || tmp->type == PLAYER) 1495 if (!tmp)
1518 continue; 1496 continue;
1519 1497
1520 /* Only the head has meaningful data, so resolve to that */ 1498 /* Only the head has meaningful data, so resolve to that */
1521 if (tmp->head)
1522 head = tmp->head; 1499 head = tmp->head_ ();
1523 else
1524 head = tmp;
1525 1500
1526 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */ 1501 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */
1527 if (race && head->race && !strstr (race, head->race)) 1502 if (race && head->race && !strstr (race, head->race))
1528 continue; 1503 continue;
1529 1504
1530 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD)) 1505 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD))
1531 continue; 1506 continue;
1532 1507
1533 /* Now do a bunch of stuff related to saving throws */ 1508 /* Now do a bunch of stuff related to saving throws */
1534 best_at = -1; 1509 best_at = -1;
1535 if (spell->attacktype) 1510 if (spell->attacktype)
1536 { 1511 {
1537 for (at = 0; at < NROFATTACKS; at++) 1512 for (at = 0; at < NROFATTACKS; at++)
1538 if (spell->attacktype & (1 << at)) 1513 if (spell->attacktype & (1 << at))
1539 if (best_at == -1 || head->resist[at] > head->resist[best_at]) 1514 if (best_at == -1 || head->resist[at] > head->resist[best_at])
1540 best_at = at; 1515 best_at = at;
1541 1516
1542 if (best_at == -1) 1517 if (best_at == -1)
1543 at = 0; 1518 at = 0;
1544 else 1519 else
1545 { 1520 {
1546 if (head->resist[best_at] == 100) 1521 if (head->resist[best_at] == 100)
1547 continue; 1522 continue;
1548 else 1523 else
1549 at = head->resist[best_at] / 5; 1524 at = head->resist[best_at] / 5;
1550 } 1525 }
1526
1551 at -= level / 5; 1527 at -= level / 5;
1552 if (did_make_save (head, head->level, at)) 1528 if (did_make_save (head, head->level, at))
1553 continue; 1529 continue;
1554 } 1530 }
1555 else /* spell->attacktype */ 1531 else /* spell->attacktype */
1556 { 1532 {
1557 /* 1533 /*
1558 Spell has no attacktype (charm & such), so we'll have a specific saving: 1534 Spell has no attacktype (charm & such), so we'll have a specific saving:
1559 * if spell level < monster level, no go 1535 * if spell level < monster level, no go
1560 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) ) 1536 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) )
1561 1537
1562 The chance will then be in the range [20-70] percent, not too bad. 1538 The chance will then be in the range [20-70] percent, not too bad.
1563 1539
1564 This is required to fix the 'charm monster' abuse, where a player level 1 can 1540 This is required to fix the 'charm monster' abuse, where a player level 1 can
1565 charm a level 125 monster... 1541 charm a level 125 monster...
1566 1542
1567 Ryo, august 14th 1543 Ryo, august 14th
1568 */ 1544 */
1569 if (head->level > level) 1545 if (head->level > level)
1570 continue; 1546 continue;
1571 1547
1572 if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + MIN (50, 2 * (level - head->level)))) 1548 if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + min (50, 2 * (level - head->level))))
1573 /* Failed, no effect */ 1549 /* Failed, no effect */
1574 continue; 1550 continue;
1575 } 1551 }
1576 1552
1577 /* Done with saving throw. Now start affecting the monster */ 1553 /* Done with saving throw. Now start affecting the monster */
1554 done_one = 0;
1578 1555
1579 /* aggravation */ 1556 /* aggravation */
1580 if (QUERY_FLAG (spell, FLAG_MONSTER)) 1557 if (QUERY_FLAG (spell, FLAG_MONSTER))
1581 { 1558 {
1582 CLEAR_FLAG (head, FLAG_SLEEP); 1559 CLEAR_FLAG (head, FLAG_SLEEP);
1583 remove_friendly_object (head); 1560 remove_friendly_object (head);
1584 done_one = 1; 1561 done_one = 1;
1585 head->enemy = op; 1562 head->enemy = op;
1586 } 1563 }
1587 1564
1588 /* calm monsters */ 1565 /* calm monsters */
1589 if (QUERY_FLAG (spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (head, FLAG_UNAGGRESSIVE)) 1566 if (QUERY_FLAG (spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (head, FLAG_UNAGGRESSIVE))
1590 { 1567 {
1591 SET_FLAG (head, FLAG_UNAGGRESSIVE); 1568 SET_FLAG (head, FLAG_UNAGGRESSIVE);
1592 head->enemy = NULL; 1569 head->enemy = NULL;
1593 done_one = 1; 1570 done_one = 1;
1594 } 1571 }
1595 1572
1596 /* berserk monsters */ 1573 /* berserk monsters */
1597 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK)) 1574 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK))
1598 { 1575 {
1599 SET_FLAG (head, FLAG_BERSERK); 1576 SET_FLAG (head, FLAG_BERSERK);
1600 done_one = 1; 1577 done_one = 1;
1601 } 1578 }
1602 1579
1603 /* charm */ 1580 /* charm */
1604 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY)) 1581 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY))
1605 { 1582 {
1583 INVOKE_OBJECT (KILL, head, ARG_OBJECT (caster));
1584
1606 /* Prevent uncontolled outbreaks of self replicating monsters. 1585 /* Prevent uncontrolled outbreaks of self replicating monsters.
1607 Typical use case is charm, go somwhere, use aggravation to make hostile. 1586 Typical use case is charm, go somwhere, use aggravation to make hostile.
1608 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */ 1587 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */
1609 CLEAR_FLAG (head, FLAG_GENERATOR); 1588 CLEAR_FLAG (head, FLAG_GENERATOR);
1610 head->set_owner (op); 1589 head->set_owner (op);
1611 set_spell_skill (op, caster, spell, head); 1590 set_spell_skill (op, caster, spell, head);
1612 add_friendly_object (head); 1591 add_friendly_object (head);
1613 head->attack_movement = PETMOVE; 1592 head->attack_movement = PETMOVE;
1614 done_one = 1; 1593 done_one = 1;
1615 change_exp (op, head->stats.exp / 2, head->skill, SK_EXP_ADD_SKILL); 1594 change_exp (op, head->stats.exp / 2, head->skill, SK_EXP_ADD_SKILL);
1616 head->stats.exp = 0; 1595 head->stats.exp = 0;
1617 } 1596 }
1618 1597
1619 /* If a monster was effected, put an effect in */ 1598 /* If a monster was effected, put an effect in */
1620 if (done_one && spell->other_arch) 1599 if (done_one && spell->other_arch)
1621 m->insert (arch_to_object (spell->other_arch), nx, ny, op); 1600 m->insert (spell->other_arch->instance (), nx, ny, op);
1622 } /* for y */ 1601 }
1623 1602
1624 return 1; 1603 return 1;
1625} 1604}
1626
1627 1605
1628/* Move_ball_spell: This handles ball type spells that just sort of wander 1606/* Move_ball_spell: This handles ball type spells that just sort of wander
1629 * about. was called move_ball_lightning, but since more than the ball 1607 * about. was called move_ball_lightning, but since more than the ball
1630 * lightning spell used it, that seemed misnamed. 1608 * lightning spell used it, that seemed misnamed.
1631 * op is the spell effect. 1609 * op is the spell effect.
1632 * note that duration is handled by process_object() in time.c 1610 * note that duration is handled by process_object() in time.c
1633 */ 1611 */
1634
1635void 1612void
1636move_ball_spell (object *op) 1613move_ball_spell (object *op)
1637{ 1614{
1638 int i, j, dam_save, dir, mflags; 1615 int i, j, dam_save, dir, mflags;
1639 sint16 nx, ny, hx, hy; 1616 sint16 nx, ny, hx, hy;
1658 for (i = 1; i < 9; i++) 1635 for (i = 1; i < 9; i++)
1659 { 1636 {
1660 /* i bit 0: alters sign of offset 1637 /* i bit 0: alters sign of offset
1661 * other bits (i / 2): absolute value of offset 1638 * other bits (i / 2): absolute value of offset
1662 */ 1639 */
1663
1664 int offset = ((i ^ j) & 1) ? (i / 2) : -(i / 2); 1640 int offset = ((i ^ j) & 1) ? (i / 2) : -(i / 2);
1665 int tmpdir = absdir (op->direction + offset); 1641 int tmpdir = absdir (op->direction + offset);
1666 1642
1667 nx = op->x + freearr_x[tmpdir]; 1643 nx = op->x + freearr_x[tmpdir];
1668 ny = op->y + freearr_y[tmpdir]; 1644 ny = op->y + freearr_y[tmpdir];
1670 { 1646 {
1671 dir = tmpdir; 1647 dir = tmpdir;
1672 break; 1648 break;
1673 } 1649 }
1674 } 1650 }
1651
1675 if (dir == 0) 1652 if (dir == 0)
1676 { 1653 {
1677 nx = op->x; 1654 nx = op->x;
1678 ny = op->y; 1655 ny = op->y;
1679 m = op->map; 1656 m = op->map;
1705 1682
1706 if ((mflags & P_IS_ALIVE) && (!owner || owner->x != hx || owner->y != hy || !on_same_map (owner, op))) 1683 if ((mflags & P_IS_ALIVE) && (!owner || owner->x != hx || owner->y != hy || !on_same_map (owner, op)))
1707 { 1684 {
1708 if (j) 1685 if (j)
1709 op->stats.dam = dam_save / 2; 1686 op->stats.dam = dam_save / 2;
1687
1710 hit_map (op, j, op->attacktype, 1); 1688 hit_map (op, j, op->attacktype, 1);
1711
1712 } 1689 }
1713 1690
1714 /* insert the other arch */ 1691 /* insert the other arch */
1715 if (op->other_arch && !(OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy)))) 1692 if (op->other_arch && !(OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy))))
1716 m->insert (arch_to_object (op->other_arch), hx, hy, op); 1693 m->insert (op->other_arch->instance (), hx, hy, op);
1717 } 1694 }
1718 1695
1719 /* restore to the center location and damage */ 1696 /* restore to the center location and damage */
1720 op->stats.dam = dam_save; 1697 op->stats.dam = dam_save;
1721 1698
1730 1707
1731 op->direction = i; 1708 op->direction = i;
1732 } 1709 }
1733} 1710}
1734 1711
1735
1736/* move_swarm_spell: peterm 1712/* move_swarm_spell: peterm
1737 * This is an implementation of the swarm spell. It was written for 1713 * This is an implementation of the swarm spell. It was written for
1738 * meteor swarm, but it could be used for any swarm. A swarm spell 1714 * meteor swarm, but it could be used for any swarm. A swarm spell
1739 * is a special type of object that casts swarms of other types 1715 * is a special type of object that casts swarms of other types
1740 * of spells. Which spell it casts is flexible. It fires the spells 1716 * of spells. Which spell it casts is flexible. It fires the spells
1741 * from a set of squares surrounding the caster, in a given direction. 1717 * from a set of squares surrounding the caster, in a given direction.
1742 */ 1718 */
1743
1744void 1719void
1745move_swarm_spell (object *op) 1720move_swarm_spell (object *op)
1746{ 1721{
1747#if 0 1722#if 0
1748 static int cardinal_adjust[9] = { -3, -2, -1, 0, 0, 0, 1, 2, 3 }; 1723 static int cardinal_adjust[9] = { -3, -2, -1, 0, 0, 0, 1, 2, 3 };
1749 static int diagonal_adjust[10] = { -3, -2, -2, -1, 0, 0, 1, 2, 2, 3 }; 1724 static int diagonal_adjust[10] = { -3, -2, -2, -1, 0, 0, 1, 2, 2, 3 };
1750 sint16 target_x, target_y, origin_x, origin_y; 1725 sint16 target_x, target_y, origin_x, origin_y;
1751 int adjustdir; 1726 int adjustdir;
1752 maptile *m; 1727 maptile *m;
1753#endif 1728#endif
1754 int basedir;
1755 object *owner; 1729 object *owner = op->env;
1756 1730
1757 owner = op->owner; 1731 if (!owner) // MUST not happen, remove when true TODO
1758 if (op->duration == 0 || owner == NULL)
1759 { 1732 {
1733 LOG (llevError, "swarm spell found outside inventory: %s\n", op->debug_desc ());
1760 op->destroy (); 1734 op->destroy ();
1761 return; 1735 return;
1762 } 1736 }
1763 1737
1738 if (!op->duration || !owner->is_on_map ())
1739 {
1740 op->drop_and_destroy ();
1741 return;
1742 }
1743
1764 op->duration--; 1744 op->duration--;
1765 1745
1766 basedir = op->direction; 1746 int basedir = op->direction;
1767 if (basedir == 0) 1747 if (!basedir)
1768 { 1748 {
1769 /* spray in all directions! 8) */ 1749 /* spray in all directions! 8) */
1770 basedir = rndm (1, 8); 1750 op->facing = (op->facing + op->state) & 7;
1751 basedir = op->facing + 1;
1771 } 1752 }
1772 1753
1773#if 0 1754#if 0
1774 // this is bogus: it causes wrong places to be checked below 1755 // this is bogus: it causes wrong places to be checked below
1775 // (a wall 2 cells away will block the effect...) and 1756 // (a wall 2 cells away will block the effect...) and
1836 { 1817 {
1837 /* Bullet spells have a bunch more customization that needs to be done */ 1818 /* Bullet spells have a bunch more customization that needs to be done */
1838 if (op->spell->subtype == SP_BULLET) 1819 if (op->spell->subtype == SP_BULLET)
1839 fire_bullet (owner, op, basedir, op->spell); 1820 fire_bullet (owner, op, basedir, op->spell);
1840 else if (op->spell->subtype == SP_MAGIC_MISSILE) 1821 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1841 fire_arch_from_position (owner, op, op->x, op->y, basedir, op->spell); 1822 fire_arch_from_position (owner, op, owner->x, owner->y, basedir, op->spell);
1842 } 1823 }
1843} 1824}
1844
1845
1846
1847 1825
1848/* fire_swarm: 1826/* fire_swarm:
1849 * The following routine creates a swarm of objects. It actually 1827 * The following routine creates a swarm of objects. It actually
1850 * sets up a specific swarm object, which then fires off all 1828 * sets up a specific swarm object, which then fires off all
1851 * the parts of the swarm. 1829 * the parts of the swarm.
1854 * caster: the caster (owner, wand, rod, scroll) 1832 * caster: the caster (owner, wand, rod, scroll)
1855 * dir: the direction everything will be fired in 1833 * dir: the direction everything will be fired in
1856 * spell - the spell that is this spell. 1834 * spell - the spell that is this spell.
1857 * n: the number to be fired. 1835 * n: the number to be fired.
1858 */ 1836 */
1859
1860int 1837int
1861fire_swarm (object *op, object *caster, object *spell, int dir) 1838fire_swarm (object *op, object *caster, object *spell, int dir)
1862{ 1839{
1863 object *tmp;
1864 int i;
1865
1866 if (!spell->other_arch) 1840 if (!spell->other_arch)
1867 return 0; 1841 return 0;
1868 1842
1869 tmp = get_archetype (SWARM_SPELL); 1843 object *tmp = archetype::get (SWARM_SPELL);
1870 tmp->set_owner (op); /* needed so that if swarm elements kill, caster gets xp. */ 1844
1871 set_spell_skill (op, caster, spell, tmp); 1845 set_spell_skill (op, caster, spell, tmp);
1872
1873 tmp->level = caster_level (caster, spell); /*needed later, to get level dep. right. */ 1846 tmp->level = casting_level (caster, spell); /* needed later, to get level dep. right. */
1874 tmp->spell = arch_to_object (spell->other_arch); 1847 tmp->spell = spell->other_arch->instance ();
1875
1876 tmp->attacktype = tmp->spell->attacktype; 1848 tmp->attacktype = tmp->spell->attacktype;
1877 1849
1878 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) 1850 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
1879 if (!tailor_god_spell (tmp, op)) 1851 if (!tailor_god_spell (tmp, op))
1880 return 1; 1852 return 1;
1881 1853
1882 tmp->duration = SP_level_duration_adjust (caster, spell); 1854 tmp->duration = SP_level_duration_adjust (caster, spell);
1883 for (i = 0; i < spell->duration; i++) 1855 for (int i = 0; i < spell->duration; i++)
1884 tmp->duration += die_roll (1, 3, op, PREFER_HIGH); 1856 tmp->duration += die_roll (1, 3, op, PREFER_HIGH);
1885 1857
1858 tmp->invisible = 1;
1859 tmp->flag [FLAG_NO_DROP] = 1; // make sure it stays in inv, or else
1886 tmp->direction = dir; 1860 tmp->direction = dir;
1887 tmp->invisible = 1; 1861 tmp->facing = rndm (1, 8); // initial firing direction
1862 tmp->state = rndm (4) * 2 + 1; // direction increment
1888 1863
1889 tmp->insert_at (op, op); 1864 op->insert (tmp);
1865
1890 return 1; 1866 return 1;
1891} 1867}
1892
1893 1868
1894/* See the spells documentation file for why this is its own 1869/* See the spells documentation file for why this is its own
1895 * function. 1870 * function.
1896 */ 1871 */
1897int 1872int
1902 int dam, mflags; 1877 int dam, mflags;
1903 maptile *m; 1878 maptile *m;
1904 1879
1905 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1880 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1906 1881
1907 if (!dir) 1882 if (dir)
1908 {
1909 new_draw_info (NDI_UNIQUE, 0, op, "In what direction?");
1910 return 0;
1911 } 1883 {
1912
1913 x = op->x + freearr_x[dir]; 1884 x = op->x + freearr_x[dir];
1914 y = op->y + freearr_y[dir]; 1885 y = op->y + freearr_y[dir];
1915 m = op->map; 1886 m = op->map;
1916 1887
1917 mflags = get_map_flags (m, &m, x, y, &x, &y); 1888 mflags = get_map_flags (m, &m, x, y, &x, &y);
1918 1889
1919 if (mflags & P_OUT_OF_MAP) 1890 if (mflags & P_OUT_OF_MAP)
1920 { 1891 {
1921 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is there."); 1892 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is there.");
1922 return 0; 1893 return 0;
1923 } 1894 }
1924 1895
1925 if (mflags & P_IS_ALIVE && spell->attacktype) 1896 if (mflags & P_IS_ALIVE && spell->attacktype)
1926 { 1897 {
1927 for (target = GET_MAP_OB (m, x, y); target; target = target->above) 1898 for (target = GET_MAP_OB (m, x, y); target; target = target->above)
1928 if (QUERY_FLAG (target, FLAG_MONSTER)) 1899 if (QUERY_FLAG (target, FLAG_MONSTER))
1929 { 1900 {
1930 /* oky doky. got a target monster. Lets make a blinding attack */ 1901 /* oky doky. got a target monster. Lets make a blinding attack */
1931 if (target->head) 1902 if (target->head)
1932 target = target->head; 1903 target = target->head;
1904
1933 (void) hit_player (target, dam, op, spell->attacktype, 1); 1905 hit_player (target, dam, op, spell->attacktype, 1);
1934 return 1; /* one success only! */ 1906 return 1; /* one success only! */
1907 }
1935 } 1908 }
1936 }
1937 1909
1938 /* no live target, perhaps a wall is in the way? */ 1910 /* no live target, perhaps a wall is in the way? */
1939 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y))) 1911 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)))
1940 { 1912 {
1941 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 1913 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1942 return 0; 1914 return 0;
1915 }
1943 } 1916 }
1944 1917
1945 /* ok, looks groovy to just insert a new light on the map */ 1918 /* ok, looks groovy to just insert a new light on the map */
1946 tmp = arch_to_object (spell->other_arch); 1919 tmp = spell->other_arch->instance ();
1947 if (!tmp) 1920 if (!tmp)
1948 { 1921 {
1949 LOG (llevError, "Error: spell arch for cast_light() missing.\n"); 1922 LOG (llevError, "Error: spell arch for cast_light() missing.\n");
1950 return 0; 1923 return 0;
1951 } 1924 }
1925
1952 tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell); 1926 tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell);
1927
1953 if (tmp->glow_radius) 1928 if (tmp->glow_radius)
1954 { 1929 tmp->set_glow_radius (
1955 tmp->glow_radius = spell->range + SP_level_range_adjust (caster, spell); 1930 clamp (spell->range + SP_level_range_adjust (caster, spell), 1, MAX_LIGHT_RADIUS)
1956 if (tmp->glow_radius > MAX_LIGHT_RADII) 1931 );
1957 tmp->glow_radius = MAX_LIGHT_RADII;
1958 }
1959 1932
1933 if (dir)
1960 m->insert (tmp, x, y, op); 1934 m->insert (tmp, x, y, op);
1935 else
1936 caster->outer_env_or_self ()->insert (tmp);
1937
1961 return 1; 1938 return 1;
1962} 1939}
1963
1964
1965
1966 1940
1967/* cast_cause_disease: this spell looks along <dir> from the 1941/* cast_cause_disease: this spell looks along <dir> from the
1968 * player and infects someone. 1942 * player and infects someone.
1969 * op is the player/monster, caster is the object, dir is the direction 1943 * op is the player/monster, caster is the object, dir is the direction
1970 * to cast, disease_arch is the specific disease, and type is the spell number 1944 * to cast, disease_arch is the specific disease, and type is the spell number
1971 * perhaps this should actually be in disease.c? 1945 * perhaps this should actually be in disease.c?
1972 */ 1946 */
1973
1974int 1947int
1975cast_cause_disease (object *op, object *caster, object *spell, int dir) 1948cast_cause_disease (object *op, object *caster, object *spell, int dir)
1976{ 1949{
1977 sint16 x, y; 1950 sint16 x, y;
1978 int i, mflags, range, dam_mod, dur_mod; 1951 int i, mflags, range, dam_mod, dur_mod;
1985 /* If casting from a scroll, no direction will be available, so refer to the 1958 /* If casting from a scroll, no direction will be available, so refer to the
1986 * direction the player is pointing. 1959 * direction the player is pointing.
1987 */ 1960 */
1988 if (!dir) 1961 if (!dir)
1989 dir = op->facing; 1962 dir = op->facing;
1963
1990 if (!dir) 1964 if (!dir)
1991 return 0; /* won't find anything if casting on ourself, so just return */ 1965 return 0; /* won't find anything if casting on ourself, so just return */
1992 1966
1993 /* Calculate these once here */ 1967 /* Calculate these once here */
1994 range = spell->range + SP_level_range_adjust (caster, spell); 1968 range = spell->range + SP_level_range_adjust (caster, spell);
2016 { 1990 {
2017 /* search this square for a victim */ 1991 /* search this square for a victim */
2018 for (walk = GET_MAP_OB (m, x, y); walk; walk = walk->above) 1992 for (walk = GET_MAP_OB (m, x, y); walk; walk = walk->above)
2019 if (QUERY_FLAG (walk, FLAG_MONSTER) || (walk->type == PLAYER)) 1993 if (QUERY_FLAG (walk, FLAG_MONSTER) || (walk->type == PLAYER))
2020 { /* found a victim */ 1994 { /* found a victim */
2021 object *disease = arch_to_object (spell->other_arch); 1995 object *disease = spell->other_arch->instance ();
2022 1996
2023 disease->set_owner (op); 1997 disease->set_owner (op);
2024 set_spell_skill (op, caster, spell, disease); 1998 set_spell_skill (op, caster, spell, disease);
2025 disease->stats.exp = 0; 1999 disease->stats.exp = 0;
2026 disease->level = caster_level (caster, spell); 2000 disease->level = casting_level (caster, spell);
2027 2001
2028 /* do level adjustments */ 2002 /* do level adjustments */
2029 if (disease->stats.wc) 2003 if (disease->stats.wc)
2030 disease->stats.wc += dur_mod / 2; 2004 disease->stats.wc += dur_mod / 2;
2031 2005
2032 if (disease->magic > 0) 2006 if (disease->magic > 0)
2033 disease->magic += dur_mod / 4; 2007 disease->magic += dur_mod / 8;
2034 2008
2035 if (disease->stats.maxhp > 0) 2009 if (disease->stats.maxhp > 0)
2036 disease->stats.maxhp += dur_mod; 2010 disease->stats.maxhp += dur_mod;
2037 2011
2038 if (disease->stats.maxgrace > 0) 2012 if (disease->stats.maxgrace > 0)
2076 if (infect_object (walk, disease, 1)) 2050 if (infect_object (walk, disease, 1))
2077 { 2051 {
2078 new_draw_info_format (NDI_UNIQUE, 0, op, "You inflict %s on %s!", &disease->name, &walk->name); 2052 new_draw_info_format (NDI_UNIQUE, 0, op, "You inflict %s on %s!", &disease->name, &walk->name);
2079 2053
2080 disease->destroy (); /* don't need this one anymore */ 2054 disease->destroy (); /* don't need this one anymore */
2081 walk->map->insert (get_archetype ("detect_magic"), x, y, op); 2055 walk->map->insert (get_archetype (shstr_detect_magic), x, y, op);
2082 return 1; 2056 return 1;
2083 } 2057 }
2084 2058
2085 disease->destroy (); 2059 disease->destroy ();
2086 } 2060 }

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