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Comparing deliantra/server/server/spell_attack.C (file contents):
Revision 1.62 by root, Mon Jul 14 00:04:57 2008 UTC vs.
Revision 1.95 by elmex, Tue Jan 19 16:13:05 2010 UTC

1/* 1/*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 4 * Copyright (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002-2003,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002-2003,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * Deliantra 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 <support@deliantra.net> 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
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 */
41void 42static void
42check_spell_knockback (object *op) 43check_spell_knockback (object *op)
43{ 44{
44 int weight_move; 45 int weight_move;
45 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 */
46 47
107 ***************************************************************************/ 108 ***************************************************************************/
108 109
109/* Causes op to fork. op is the original bolt, tmp 110/* Causes op to fork. op is the original bolt, tmp
110 * is the first piece of the fork. 111 * is the first piece of the fork.
111 */ 112 */
112void 113static void
113forklightning (object *op, object *tmp) 114forklightning (object *op, object *tmp)
114{ 115{
115 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 */
116 int t_dir; /* stores temporary dir calculation */ 117 int t_dir; /* stores temporary dir calculation */
117 maptile *m; 118 maptile *m;
165 sint16 x, y; 166 sint16 x, y;
166 maptile *m; 167 maptile *m;
167 168
168 if (--op->duration < 0) 169 if (--op->duration < 0)
169 { 170 {
170 op->destroy (); 171 op->drop_and_destroy ();
171 return; 172 return;
172 } 173 }
173 174
174 hit_map (op, 0, op->attacktype, 1); 175 hit_map (op, 0, op->attacktype, 1);
175 176
276 int mflags; 277 int mflags;
277 278
278 if (!spob->other_arch) 279 if (!spob->other_arch)
279 return 0; 280 return 0;
280 281
281 tmp = arch_to_object (spob->other_arch); 282 tmp = spob->other_arch->instance ();
282 if (tmp == NULL) 283 if (tmp == NULL)
283 return 0; 284 return 0;
284 285
285 /* peterm: level dependency for bolts */ 286 /* peterm: level dependency for bolts */
286 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);
307 308
308 maptile *newmap; 309 maptile *newmap;
309 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);
310 if (mflags & P_OUT_OF_MAP) 311 if (mflags & P_OUT_OF_MAP)
311 { 312 {
312 tmp->destroy (); 313 tmp->drop_and_destroy ();
313 return 0; 314 return 0;
314 } 315 }
315 316
316 tmp->map = newmap; 317 tmp->map = newmap;
317 318
318 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)))
319 { 320 {
320 if (!QUERY_FLAG (tmp, FLAG_REFLECTING)) 321 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
321 { 322 {
322 tmp->destroy (); 323 tmp->drop_and_destroy ();
323 return 0; 324 return 0;
324 } 325 }
325 326
326 tmp->x = op->x; 327 tmp->x = op->x;
327 tmp->y = op->y; 328 tmp->y = op->y;
388 389
389/* Causes an object to explode, eg, a firebullet, 390/* Causes an object to explode, eg, a firebullet,
390 * poison cloud ball, etc. op is the object to 391 * poison cloud ball, etc. op is the object to
391 * explode. 392 * explode.
392 */ 393 */
393void 394static void
394explode_bullet (object *op) 395explode_bullet (object *op)
395{ 396{
396 object *tmp, *owner; 397 object *tmp, *owner;
397 398
398 if (op->other_arch == NULL) 399 if (!op->other_arch)
399 { 400 {
400 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n"); 401 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n");
401 op->destroy (); 402 op->destroy ();
402 return; 403 return;
403 } 404 }
438 if (op->destroyed ()) 439 if (op->destroyed ())
439 return; 440 return;
440 } 441 }
441 442
442 /* other_arch contains what this explodes into */ 443 /* other_arch contains what this explodes into */
443 tmp = arch_to_object (op->other_arch); 444 tmp = op->other_arch->instance ();
444 445
445 tmp->set_owner (op); 446 tmp->set_owner (op);
446 tmp->skill = op->skill; 447 tmp->skill = op->skill;
447 448
448 owner = op->owner; 449 owner = op->owner;
449 450
450 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))
451 { 455 {
452 op->destroy (); 456 op->destroy ();
453 return; 457 return;
454 } 458 }
455 459
521 { 525 {
522 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 526 if (QUERY_FLAG (tmp, FLAG_ALIVE))
523 { 527 {
524 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1); 528 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1);
525 529
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);
657 return 0; 660 return 0;
658 } 661 }
659 662
660 tmp->map = newmap; 663 tmp->map = newmap;
661 664
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 }
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 {
666 tmp->destroy (); 682 tmp->destroy ();
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 */
733 } 749 }
734#endif 750#endif
735 751
736 hit_map (op, 0, op->attacktype, 0); 752 hit_map (op, 0, op->attacktype, 0);
737 753
754 if (!op->is_on_map ())
755 return;
756
738 /* Check to see if we should push anything. 757 /* Check to see if we should push anything.
739 * Spell objects with weight push whatever they encounter to some 758 * Spell objects with weight push whatever they encounter to some
740 * degree. 759 * degree.
741 */ 760 */
742 if (op->weight) 761 if (op->weight)
762 {
743 check_spell_knockback (op); 763 check_spell_knockback (op);
744 764
745 if (op->destroyed ()) 765 if (!op->is_on_map ())
746 return; 766 return;
767 }
747 768
748 if (op->duration-- < 0) 769 if (op->duration-- < 0)
749 { 770 {
750 op->destroy (); 771 op->destroy ();
751 return; 772 return;
819 */ 840 */
820 movetype = spell->other_arch->move_type; 841 movetype = spell->other_arch->move_type;
821 842
822 for (i = range_min; i <= range_max; i++) 843 for (i = range_min; i <= range_max; i++)
823 { 844 {
824 sint16 x, y, d; 845 sint16 x, y;
825 846
826 /* We can't use absdir here, because it never returns 847 /* We can't use absdir here, because it never returns
827 * 0. If this is a rune, we want to hit the person on top 848 * 0. If this is a rune, we want to hit the person on top
828 * of the trap (d==0). If it is not a rune, then we don't want 849 * of the trap (d==0). If it is not a rune, then we don't want
829 * to hit that person. 850 * to hit that person.
830 */ 851 */
831 d = dir + i; 852 int d = dir ? absdir (dir + i) : i;
832 while (d < 0)
833 d += 8;
834 while (d > 8)
835 d -= 8;
836 853
837 /* 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.
838 * In that case, we have to see - if dir is specified, 855 * In that case, we have to see - if dir is specified,
839 * turn this into direction 8. If dir is not specified (all 856 * turn this into direction 8. If dir is not specified (all
840 * direction) skip - otherwise, one line would do more damage 857 * direction) skip - otherwise, one line would do more damage
857 874
858 if ((movetype & GET_MAP_MOVE_BLOCK (m, sx, sy)) == movetype) 875 if ((movetype & GET_MAP_MOVE_BLOCK (m, sx, sy)) == movetype)
859 continue; 876 continue;
860 877
861 success = 1; 878 success = 1;
862 tmp = arch_to_object (spell->other_arch); 879 tmp = spell->other_arch->instance ();
863 tmp->set_owner (op); 880 tmp->set_owner (op);
864 set_spell_skill (op, caster, spell, tmp); 881 set_spell_skill (op, caster, spell, tmp);
865 tmp->level = caster_level (caster, spell); 882 tmp->level = casting_level (caster, spell);
866 tmp->attacktype = spell->attacktype; 883 tmp->attacktype = spell->attacktype;
867 884
868 /* holy word stuff */ 885 /* holy word stuff */
869 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER)) 886 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER))
870 if (!tailor_god_spell (tmp, op)) 887 if (!tailor_god_spell (tmp, op))
942 959
943 object *env = op->outer_env (); 960 object *env = op->outer_env ();
944 961
945 if (op->env) 962 if (op->env)
946 { 963 {
947 if (env->map == NULL) 964 if (!env->map)
948 return; 965 return;
949 966
950 if (!(op = op->insert_at (env, op))) 967 if (!(op = op->insert_at (env, op)))
951 return; 968 return;
952 } 969 }
953 970
954 // 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
955 // 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
956 // as bombs can be carried. 973 // as bombs can be carried.
957 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE) 974 if (op->ms ().flags () & P_SAFE)
958 { 975 {
959 op->destroy (); 976 op->destroy ();
960 return; 977 return;
961 } 978 }
962 979
969 for (int i = 1; i < 9; i++) 986 for (int i = 1; i < 9; i++)
970 { 987 {
971 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]))
972 continue; 989 continue;
973 990
974 object *tmp = arch_to_object (at); 991 object *tmp = at->instance ();
975 tmp->direction = i; 992 tmp->direction = i;
976 tmp->range = op->range; 993 tmp->range = op->range;
977 tmp->stats.dam = op->stats.dam; 994 tmp->stats.dam = op->stats.dam;
978 tmp->duration = op->duration; 995 tmp->duration = op->duration;
979 tmp->attacktype = op->attacktype; 996 tmp->attacktype = op->attacktype;
999 int mflags; 1016 int mflags;
1000 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];
1001 maptile *m; 1018 maptile *m;
1002 1019
1003 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 {
1004 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))
1005 { 1029 {
1006 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.");
1007 return 0; 1031 return 0;
1032 }
1008 } 1033 }
1009 1034
1010 tmp = arch_to_object (spell->other_arch); 1035 tmp = spell->other_arch->instance ();
1011 1036
1012 /* level dependencies for bomb */ 1037 /* level dependencies for bomb */
1013 tmp->range = spell->range + SP_level_range_adjust (caster, spell); 1038 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
1014 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);
1015 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell); 1040 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
1035 * dir is the direction to look in. 1060 * dir is the direction to look in.
1036 * range is how far out to look. 1061 * range is how far out to look.
1037 * 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.
1038 * this info is used for blocked magic/unholy spaces. 1063 * this info is used for blocked magic/unholy spaces.
1039 */ 1064 */
1040object * 1065static object *
1041get_pointed_target (object *op, int dir, int range, int type) 1066get_pointed_target (object *op, int dir, int range, int type)
1042{ 1067{
1043 object *target; 1068 object *target;
1044 sint16 x, y; 1069 sint16 x, y;
1045 int dist, mflags; 1070 int dist, mflags;
1098 * interesting spell. 1123 * interesting spell.
1099 * 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
1100 * can't be friendly to your god. 1125 * can't be friendly to your god.
1101 */ 1126 */
1102 1127
1103 if (!target || QUERY_FLAG (target, FLAG_REFL_SPELL) 1128 if (!target
1129 || target->flag [FLAG_REFL_SPELL]
1104 || (!god && spell->stats.grace) 1130 || (!god && spell->stats.grace)
1105 || (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)))
1106 { 1133 {
1107 new_draw_info (NDI_UNIQUE, 0, op, "Your request is unheeded."); 1134 new_draw_info (NDI_UNIQUE, 0, op, "Your request is unheeded.");
1108 return 0; 1135 return 0;
1109 } 1136 }
1110 1137
1111 if (spell->other_arch) 1138 if (spell->other_arch)
1112 effect = arch_to_object (spell->other_arch); 1139 effect = spell->other_arch->instance ();
1113 else 1140 else
1114 return 0; 1141 return 0;
1115 1142
1116 /* tailor the effect by priest level and worshipped God */ 1143 /* tailor the effect by priest level and worshipped God */
1117 effect->level = caster_level (caster, spell); 1144 effect->level = casting_level (caster, spell);
1118 effect->attacktype = spell->attacktype; 1145 effect->attacktype = spell->attacktype;
1119 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER)) 1146 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER))
1120 { 1147 {
1121 if (tailor_god_spell (effect, op)) 1148 if (tailor_god_spell (effect, op))
1122 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));
1123 else 1150 else
1124 { 1151 {
1125 new_draw_info (NDI_UNIQUE, 0, op, "Your request is ignored."); 1152 new_draw_info (NDI_UNIQUE, 0, op, "Your request is ignored.");
1126 return 0; 1153 return 0;
1127 } 1154 }
1179void 1206void
1180move_missile (object *op) 1207move_missile (object *op)
1181{ 1208{
1182 if (op->range-- <= 0) 1209 if (op->range-- <= 0)
1183 { 1210 {
1184 op->destroy (); 1211 op->drop_and_destroy ();
1185 return; 1212 return;
1186 } 1213 }
1187 1214
1188 mapxy pos (op); 1215 mapxy pos (op);
1189 pos.move (op->direction); 1216 pos.move (op->direction);
1230 * 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
1231 * object. if time is 0, the object glows permanently. To truely 1258 * object. if time is 0, the object glows permanently. To truely
1232 * make this work for non-living objects, we would have to 1259 * make this work for non-living objects, we would have to
1233 * give them the capability to have an inventory. b.t. 1260 * give them the capability to have an inventory. b.t.
1234 */ 1261 */
1235int 1262static int
1236make_object_glow (object *op, int radius, int time) 1263make_object_glow (object *op, int radius, int time)
1237{ 1264{
1238 /* some things are unaffected... */ 1265 /* some things are unaffected... */
1239 if (op->path_denied & PATH_LIGHT) 1266 if (op->path_denied & PATH_LIGHT)
1240 return 0; 1267 return 0;
1241 1268
1242 object *tmp = get_archetype (FORCE_NAME); 1269 object *tmp = get_archetype (FORCE_NAME);
1243 tmp->speed = 0.01; 1270 tmp->speed = 0.01;
1244 tmp->stats.food = time; 1271 tmp->stats.food = time;
1245 SET_FLAG (tmp, FLAG_IS_USED_UP); 1272 SET_FLAG (tmp, FLAG_IS_USED_UP);
1246 tmp->glow_radius = radius; 1273 tmp->set_glow_radius (min (MAX_LIGHT_RADIUS, radius));
1247 if (tmp->glow_radius > MAX_LIGHT_RADII)
1248 tmp->glow_radius = MAX_LIGHT_RADII;
1249
1250 tmp = insert_ob_in_ob (tmp, op); 1274 tmp = insert_ob_in_ob (tmp, op);
1251 1275
1252 if (tmp->glow_radius > op->glow_radius) 1276 if (tmp->glow_radius > op->glow_radius)
1253 op->glow_radius = tmp->glow_radius; 1277 op->set_glow_radius (tmp->glow_radius);
1254 1278
1255 return 1; 1279 return 1;
1256} 1280}
1257 1281
1258int 1282int
1259cast_destruction (object *op, object *caster, object *spell_ob) 1283cast_destruction (object *op, object *caster, object *spell_ob)
1260{ 1284{
1261 int i, j, range, mflags, friendly = 0, dam, dur;
1262 sint16 sx, sy;
1263 maptile *m;
1264 object *tmp;
1265 const char *skill;
1266
1267 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob); 1285 int range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
1268 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);
1269 dur = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob); 1287 int dur = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
1270 if (QUERY_FLAG (op, FLAG_FRIENDLY) || op->type == PLAYER) 1288
1271 friendly = 1; 1289 bool friendly = op->flag [FLAG_FRIENDLY] || op->is_player ();
1272 1290
1273 /* destruction doesn't use another spell object, so we need 1291 /* destruction doesn't use another spell object, so we need
1274 * update op's skill pointer so that exp is properly awarded. 1292 * update op's skill pointer so that exp is properly awarded.
1275 * We do some shortcuts here - since this is just temporary
1276 * and we'll reset the values back, we don't need to go through
1277 * the full share string/free_string route.
1278 */ 1293 */
1279 skill = op->skill; 1294 const shstr skill = op->skill;
1295
1280 if (caster == op) 1296 if (caster == op)
1281 op->skill = spell_ob->skill; 1297 op->skill = spell_ob->skill;
1282 else if (caster->skill) 1298 else if (caster->skill)
1283 op->skill = caster->skill; 1299 op->skill = caster->skill;
1284 else 1300 else
1285 op->skill = NULL; 1301 op->skill = 0;
1286 1302
1287 op->change_skill (find_skill_by_name (op, op->skill)); 1303 op->change_skill (find_skill_by_name (op, op->skill));
1288 1304
1289 for (i = -range; i <= range; i++) 1305 unordered_mapwalk (op, -range, -range, range, range)
1290 { 1306 {
1291 for (j = -range; j <= range; j++) 1307 mapspace &ms = m->at (nx, ny);
1292 {
1293 m = op->map;
1294 sx = op->x + i;
1295 sy = op->y + j;
1296 1308
1297 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
1298 if (mflags & P_OUT_OF_MAP)
1299 continue;
1300
1301 if (mflags & P_IS_ALIVE) 1309 if (ms.flags () & P_IS_ALIVE)
1310 for (object *next, *tmp = ms.bot; tmp; tmp = next)
1302 { 1311 {
1303 for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above) 1312 next = tmp->above;
1304 if (QUERY_FLAG (tmp, FLAG_ALIVE) || tmp->type == PLAYER)
1305 break;
1306 1313
1307 if (tmp) 1314 if (tmp->flag [FLAG_ALIVE] || tmp->is_player ())
1308 { 1315 {
1309 if (tmp->head)
1310 tmp = tmp->head; 1316 tmp = tmp->head_ ();
1311 1317
1312 if ((friendly && !QUERY_FLAG (tmp, FLAG_FRIENDLY) && tmp->type != PLAYER) || 1318 if ((friendly && !tmp->flag [FLAG_FRIENDLY] && !tmp->is_player ())
1313 (!friendly && (QUERY_FLAG (tmp, FLAG_FRIENDLY) || tmp->type == PLAYER))) 1319 || (!friendly && (tmp->flag [FLAG_FRIENDLY] || tmp->is_player ())))
1314 { 1320 {
1315 if (spell_ob->subtype == SP_DESTRUCTION) 1321 if (spell_ob->subtype == SP_DESTRUCTION)
1316 { 1322 {
1317 hit_player (tmp, dam, op, spell_ob->attacktype, 0); 1323 hit_player (tmp, dam, op, spell_ob->attacktype, 0);
1318 1324
1319 if (spell_ob->other_arch) 1325 if (spell_ob->other_arch)
1320 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op); 1326 m->insert (spell_ob->other_arch->instance (), nx, ny, op);
1321 } 1327 }
1322 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist[ATNR_MAGIC] != 100) 1328 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist [ATNR_MAGIC] != 100)
1323 { 1329 {
1324 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch) 1330 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch)
1325 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op); 1331 m->insert (spell_ob->other_arch->instance (), nx, ny, op);
1326 } 1332 }
1327 } 1333 }
1328 } 1334 }
1329 } 1335 }
1330 }
1331 } 1336 }
1332 1337
1333 op->skill = skill; 1338 op->skill = skill;
1334 return 1; 1339 return 1;
1335} 1340}
1337/*************************************************************************** 1342/***************************************************************************
1338 * 1343 *
1339 * CURSE 1344 * CURSE
1340 * 1345 *
1341 ***************************************************************************/ 1346 ***************************************************************************/
1342
1343int 1347int
1344cast_curse (object *op, object *caster, object *spell_ob, int dir) 1348cast_curse (object *op, object *caster, object *spell_ob, int dir)
1345{ 1349{
1346 object *god = find_god (determine_god (op)); 1350 object *god = find_god (determine_god (op));
1347 object *tmp, *force; 1351 object *tmp, *force;
1425 force->stats.wc = spell_ob->stats.wc; 1429 force->stats.wc = spell_ob->stats.wc;
1426 1430
1427 change_abil (tmp, force); /* Mostly to display any messages */ 1431 change_abil (tmp, force); /* Mostly to display any messages */
1428 insert_ob_in_ob (force, tmp); 1432 insert_ob_in_ob (force, tmp);
1429 tmp->update_stats (); 1433 tmp->update_stats ();
1434
1430 return 1; 1435 return 1;
1431
1432} 1436}
1433 1437
1434/********************************************************************** 1438/**********************************************************************
1435 * mood change 1439 * mood change
1436 * Arguably, this may or may not be an attack spell. But since it 1440 * Arguably, this may or may not be an attack spell. But since it
1442 */ 1446 */
1443int 1447int
1444mood_change (object *op, object *caster, object *spell) 1448mood_change (object *op, object *caster, object *spell)
1445{ 1449{
1446 object *tmp, *god, *head; 1450 object *tmp, *god, *head;
1447 int done_one, range, mflags, level, at, best_at; 1451 int done_one, range, level, at, best_at;
1448 sint16 x, y, nx, ny;
1449 maptile *m;
1450 const char *race; 1452 const char *race;
1451 1453
1452 /* We precompute some values here so that we don't have to keep 1454 /* We precompute some values here so that we don't have to keep
1453 * doing it over and over again. 1455 * doing it over and over again.
1454 */ 1456 */
1455 god = find_god (determine_god (op)); 1457 god = find_god (determine_god (op));
1456 level = caster_level (caster, spell); 1458 level = casting_level (caster, spell);
1457 range = spell->range + SP_level_range_adjust (caster, spell); 1459 range = spell->range + SP_level_range_adjust (caster, spell);
1458 1460
1459 /* On the bright side, no monster should ever have a race of GOD_... 1461 /* On the bright side, no monster should ever have a race of GOD_...
1460 * so even if the player doesn't worship a god, if race=GOD_.., it 1462 * so even if the player doesn't worship a god, if race=GOD_.., it
1461 * won't ever match anything. 1463 * won't ever match anything.
1462 */ 1464 */
1463 if (!spell->race) 1465 if (!spell->race)
1464 race = NULL; 1466 race = NULL;
1465 else if (god && !strcmp (spell->race, "GOD_SLAYING")) 1467 else if (god && spell->race == shstr_GOD_SLAYING)
1466 race = god->slaying; 1468 race = god->slaying;
1467 else if (god && !strcmp (spell->race, "GOD_FRIEND")) 1469 else if (god && spell->race == shstr_GOD_FRIEND)
1468 race = god->race; 1470 race = god->race;
1469 else 1471 else
1470 race = spell->race; 1472 race = spell->race;
1471 1473
1472 for (x = op->x - range; x <= op->x + range; x++) 1474 unordered_mapwalk (op, -range, -range, range, range)
1473 for (y = op->y - range; y <= op->y + range; y++)
1474 { 1475 {
1475 done_one = 0; 1476 mapspace &ms = m->at (nx, ny);
1476 m = op->map;
1477 nx = x;
1478 ny = y;
1479 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1480 if (mflags & P_OUT_OF_MAP)
1481 continue;
1482 1477
1483 /* If there is nothing living on this space, no need to go further */ 1478 /* If there is nothing living on this space, no need to go further */
1484 if (!(mflags & P_IS_ALIVE)) 1479 if (!ms.flags () & P_IS_ALIVE)
1485 continue; 1480 continue;
1486 1481
1487 // players can only affect spaces that they can actually see 1482 // players can only affect spaces that they can actually see
1483 if (caster
1488 if (caster && caster->contr 1484 && caster->contr
1489 && caster->contr->visibility_at (m, nx, ny) < 70) 1485 && caster->contr->darkness_at (m, nx, ny) == LOS_BLOCKED)
1490 continue; 1486 continue;
1491 1487
1492 for (tmp = GET_MAP_TOP (m, nx, ny); tmp; tmp = tmp->below) 1488 for (tmp = ms.top; tmp; tmp = tmp->below)
1493 if (QUERY_FLAG (tmp, FLAG_MONSTER)) 1489 if (tmp->flag [FLAG_MONSTER])
1494 break; 1490 break;
1495 1491
1496 /* There can be living objects that are not monsters */ 1492 /* There can be living objects that are not monsters */
1497 if (!tmp || tmp->type == PLAYER) 1493 if (!tmp)
1498 continue; 1494 continue;
1499 1495
1500 /* Only the head has meaningful data, so resolve to that */ 1496 /* Only the head has meaningful data, so resolve to that */
1501 if (tmp->head)
1502 head = tmp->head; 1497 head = tmp->head_ ();
1503 else
1504 head = tmp;
1505 1498
1506 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */ 1499 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */
1507 if (race && head->race && !strstr (race, head->race)) 1500 if (race && head->race && !strstr (race, head->race))
1508 continue; 1501 continue;
1509 1502
1510 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD)) 1503 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD))
1511 continue; 1504 continue;
1512 1505
1513 /* Now do a bunch of stuff related to saving throws */ 1506 /* Now do a bunch of stuff related to saving throws */
1514 best_at = -1; 1507 best_at = -1;
1515 if (spell->attacktype) 1508 if (spell->attacktype)
1516 { 1509 {
1517 for (at = 0; at < NROFATTACKS; at++) 1510 for (at = 0; at < NROFATTACKS; at++)
1518 if (spell->attacktype & (1 << at)) 1511 if (spell->attacktype & (1 << at))
1519 if (best_at == -1 || head->resist[at] > head->resist[best_at]) 1512 if (best_at == -1 || head->resist[at] > head->resist[best_at])
1520 best_at = at; 1513 best_at = at;
1521 1514
1522 if (best_at == -1) 1515 if (best_at == -1)
1523 at = 0; 1516 at = 0;
1524 else 1517 else
1525 { 1518 {
1526 if (head->resist[best_at] == 100) 1519 if (head->resist[best_at] == 100)
1527 continue; 1520 continue;
1528 else 1521 else
1529 at = head->resist[best_at] / 5; 1522 at = head->resist[best_at] / 5;
1530 } 1523 }
1524
1531 at -= level / 5; 1525 at -= level / 5;
1532 if (did_make_save (head, head->level, at)) 1526 if (did_make_save (head, head->level, at))
1533 continue; 1527 continue;
1534 } 1528 }
1535 else /* spell->attacktype */ 1529 else /* spell->attacktype */
1536 { 1530 {
1537 /* 1531 /*
1538 Spell has no attacktype (charm & such), so we'll have a specific saving: 1532 Spell has no attacktype (charm & such), so we'll have a specific saving:
1539 * if spell level < monster level, no go 1533 * if spell level < monster level, no go
1540 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) ) 1534 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) )
1541 1535
1542 The chance will then be in the range [20-70] percent, not too bad. 1536 The chance will then be in the range [20-70] percent, not too bad.
1543 1537
1544 This is required to fix the 'charm monster' abuse, where a player level 1 can 1538 This is required to fix the 'charm monster' abuse, where a player level 1 can
1545 charm a level 125 monster... 1539 charm a level 125 monster...
1546 1540
1547 Ryo, august 14th 1541 Ryo, august 14th
1548 */ 1542 */
1549 if (head->level > level) 1543 if (head->level > level)
1550 continue; 1544 continue;
1551 1545
1552 if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + MIN (50, 2 * (level - head->level)))) 1546 if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + min (50, 2 * (level - head->level))))
1553 /* Failed, no effect */ 1547 /* Failed, no effect */
1554 continue; 1548 continue;
1555 } 1549 }
1556 1550
1557 /* Done with saving throw. Now start affecting the monster */ 1551 /* Done with saving throw. Now start affecting the monster */
1552 done_one = 0;
1558 1553
1559 /* aggravation */ 1554 /* aggravation */
1560 if (QUERY_FLAG (spell, FLAG_MONSTER)) 1555 if (QUERY_FLAG (spell, FLAG_MONSTER))
1561 { 1556 {
1562 CLEAR_FLAG (head, FLAG_SLEEP); 1557 CLEAR_FLAG (head, FLAG_SLEEP);
1563 remove_friendly_object (head); 1558 remove_friendly_object (head);
1564 done_one = 1; 1559 done_one = 1;
1565 head->enemy = op; 1560 head->enemy = op;
1566 } 1561 }
1567 1562
1568 /* calm monsters */ 1563 /* calm monsters */
1569 if (QUERY_FLAG (spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (head, FLAG_UNAGGRESSIVE)) 1564 if (QUERY_FLAG (spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (head, FLAG_UNAGGRESSIVE))
1570 { 1565 {
1571 SET_FLAG (head, FLAG_UNAGGRESSIVE); 1566 SET_FLAG (head, FLAG_UNAGGRESSIVE);
1572 head->enemy = NULL; 1567 head->enemy = NULL;
1573 done_one = 1; 1568 done_one = 1;
1574 } 1569 }
1575 1570
1576 /* berserk monsters */ 1571 /* berserk monsters */
1577 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK)) 1572 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK))
1578 { 1573 {
1579 SET_FLAG (head, FLAG_BERSERK); 1574 SET_FLAG (head, FLAG_BERSERK);
1580 done_one = 1; 1575 done_one = 1;
1581 } 1576 }
1582 1577
1583 /* charm */ 1578 /* charm */
1584 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY)) 1579 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY))
1585 { 1580 {
1586 INVOKE_OBJECT (KILL, head, ARG_OBJECT (caster)); 1581 INVOKE_OBJECT (KILL, head, ARG_OBJECT (caster));
1587 1582
1588 /* Prevent uncontrolled outbreaks of self replicating monsters. 1583 /* Prevent uncontrolled outbreaks of self replicating monsters.
1589 Typical use case is charm, go somwhere, use aggravation to make hostile. 1584 Typical use case is charm, go somwhere, use aggravation to make hostile.
1590 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */ 1585 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */
1591 CLEAR_FLAG (head, FLAG_GENERATOR); 1586 CLEAR_FLAG (head, FLAG_GENERATOR);
1592 head->set_owner (op); 1587 head->set_owner (op);
1593 set_spell_skill (op, caster, spell, head); 1588 set_spell_skill (op, caster, spell, head);
1594 add_friendly_object (head); 1589 add_friendly_object (head);
1595 head->attack_movement = PETMOVE; 1590 head->attack_movement = PETMOVE;
1596 done_one = 1; 1591 done_one = 1;
1597 change_exp (op, head->stats.exp / 2, head->skill, SK_EXP_ADD_SKILL); 1592 change_exp (op, head->stats.exp / 2, head->skill, SK_EXP_ADD_SKILL);
1598 head->stats.exp = 0; 1593 head->stats.exp = 0;
1599 } 1594 }
1600 1595
1601 /* If a monster was effected, put an effect in */ 1596 /* If a monster was effected, put an effect in */
1602 if (done_one && spell->other_arch) 1597 if (done_one && spell->other_arch)
1603 m->insert (arch_to_object (spell->other_arch), nx, ny, op); 1598 m->insert (spell->other_arch->instance (), nx, ny, op);
1604 } /* for y */ 1599 }
1605 1600
1606 return 1; 1601 return 1;
1607} 1602}
1608
1609 1603
1610/* Move_ball_spell: This handles ball type spells that just sort of wander 1604/* Move_ball_spell: This handles ball type spells that just sort of wander
1611 * about. was called move_ball_lightning, but since more than the ball 1605 * about. was called move_ball_lightning, but since more than the ball
1612 * lightning spell used it, that seemed misnamed. 1606 * lightning spell used it, that seemed misnamed.
1613 * op is the spell effect. 1607 * op is the spell effect.
1639 for (i = 1; i < 9; i++) 1633 for (i = 1; i < 9; i++)
1640 { 1634 {
1641 /* i bit 0: alters sign of offset 1635 /* i bit 0: alters sign of offset
1642 * other bits (i / 2): absolute value of offset 1636 * other bits (i / 2): absolute value of offset
1643 */ 1637 */
1644
1645 int offset = ((i ^ j) & 1) ? (i / 2) : -(i / 2); 1638 int offset = ((i ^ j) & 1) ? (i / 2) : -(i / 2);
1646 int tmpdir = absdir (op->direction + offset); 1639 int tmpdir = absdir (op->direction + offset);
1647 1640
1648 nx = op->x + freearr_x[tmpdir]; 1641 nx = op->x + freearr_x[tmpdir];
1649 ny = op->y + freearr_y[tmpdir]; 1642 ny = op->y + freearr_y[tmpdir];
1651 { 1644 {
1652 dir = tmpdir; 1645 dir = tmpdir;
1653 break; 1646 break;
1654 } 1647 }
1655 } 1648 }
1649
1656 if (dir == 0) 1650 if (dir == 0)
1657 { 1651 {
1658 nx = op->x; 1652 nx = op->x;
1659 ny = op->y; 1653 ny = op->y;
1660 m = op->map; 1654 m = op->map;
1692 hit_map (op, j, op->attacktype, 1); 1686 hit_map (op, j, op->attacktype, 1);
1693 } 1687 }
1694 1688
1695 /* insert the other arch */ 1689 /* insert the other arch */
1696 if (op->other_arch && !(OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy)))) 1690 if (op->other_arch && !(OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy))))
1697 m->insert (arch_to_object (op->other_arch), hx, hy, op); 1691 m->insert (op->other_arch->instance (), hx, hy, op);
1698 } 1692 }
1699 1693
1700 /* restore to the center location and damage */ 1694 /* restore to the center location and damage */
1701 op->stats.dam = dam_save; 1695 op->stats.dam = dam_save;
1702 1696
1739 return; 1733 return;
1740 } 1734 }
1741 1735
1742 if (!op->duration || !owner->is_on_map ()) 1736 if (!op->duration || !owner->is_on_map ())
1743 { 1737 {
1744 op->destroy (); 1738 op->drop_and_destroy ();
1745 return; 1739 return;
1746 } 1740 }
1747 1741
1748 op->duration--; 1742 op->duration--;
1749 1743
1845 return 0; 1839 return 0;
1846 1840
1847 object *tmp = archetype::get (SWARM_SPELL); 1841 object *tmp = archetype::get (SWARM_SPELL);
1848 1842
1849 set_spell_skill (op, caster, spell, tmp); 1843 set_spell_skill (op, caster, spell, tmp);
1850 tmp->level = caster_level (caster, spell); /* needed later, to get level dep. right. */ 1844 tmp->level = casting_level (caster, spell); /* needed later, to get level dep. right. */
1851 tmp->spell = spell->other_arch->instance (); 1845 tmp->spell = spell->other_arch->instance ();
1852 tmp->attacktype = tmp->spell->attacktype; 1846 tmp->attacktype = tmp->spell->attacktype;
1853 1847
1854 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) 1848 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
1855 if (!tailor_god_spell (tmp, op)) 1849 if (!tailor_god_spell (tmp, op))
1881 int dam, mflags; 1875 int dam, mflags;
1882 maptile *m; 1876 maptile *m;
1883 1877
1884 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1878 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1885 1879
1886 if (!dir) 1880 if (dir)
1887 {
1888 new_draw_info (NDI_UNIQUE, 0, op, "In what direction?");
1889 return 0;
1890 } 1881 {
1891
1892 x = op->x + freearr_x[dir]; 1882 x = op->x + freearr_x[dir];
1893 y = op->y + freearr_y[dir]; 1883 y = op->y + freearr_y[dir];
1894 m = op->map; 1884 m = op->map;
1895 1885
1896 mflags = get_map_flags (m, &m, x, y, &x, &y); 1886 mflags = get_map_flags (m, &m, x, y, &x, &y);
1897 1887
1898 if (mflags & P_OUT_OF_MAP) 1888 if (mflags & P_OUT_OF_MAP)
1899 { 1889 {
1900 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is there."); 1890 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is there.");
1901 return 0; 1891 return 0;
1902 } 1892 }
1903 1893
1904 if (mflags & P_IS_ALIVE && spell->attacktype) 1894 if (mflags & P_IS_ALIVE && spell->attacktype)
1905 { 1895 {
1906 for (target = GET_MAP_OB (m, x, y); target; target = target->above) 1896 for (target = GET_MAP_OB (m, x, y); target; target = target->above)
1907 if (QUERY_FLAG (target, FLAG_MONSTER)) 1897 if (QUERY_FLAG (target, FLAG_MONSTER))
1908 { 1898 {
1909 /* oky doky. got a target monster. Lets make a blinding attack */ 1899 /* oky doky. got a target monster. Lets make a blinding attack */
1910 if (target->head) 1900 if (target->head)
1911 target = target->head; 1901 target = target->head;
1912 1902
1913 hit_player (target, dam, op, spell->attacktype, 1); 1903 hit_player (target, dam, op, spell->attacktype, 1);
1914 return 1; /* one success only! */ 1904 return 1; /* one success only! */
1905 }
1915 } 1906 }
1916 }
1917 1907
1918 /* no live target, perhaps a wall is in the way? */ 1908 /* no live target, perhaps a wall is in the way? */
1919 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y))) 1909 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)))
1920 { 1910 {
1921 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 1911 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1922 return 0; 1912 return 0;
1913 }
1923 } 1914 }
1924 1915
1925 /* ok, looks groovy to just insert a new light on the map */ 1916 /* ok, looks groovy to just insert a new light on the map */
1926 tmp = arch_to_object (spell->other_arch); 1917 tmp = spell->other_arch->instance ();
1927 if (!tmp) 1918 if (!tmp)
1928 { 1919 {
1929 LOG (llevError, "Error: spell arch for cast_light() missing.\n"); 1920 LOG (llevError, "Error: spell arch for cast_light() missing.\n");
1930 return 0; 1921 return 0;
1931 } 1922 }
1923
1932 tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell); 1924 tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell);
1925
1933 if (tmp->glow_radius) 1926 if (tmp->glow_radius)
1934 { 1927 tmp->set_glow_radius (
1935 tmp->glow_radius = spell->range + SP_level_range_adjust (caster, spell); 1928 clamp (spell->range + SP_level_range_adjust (caster, spell), 1, MAX_LIGHT_RADIUS)
1936 if (tmp->glow_radius > MAX_LIGHT_RADII) 1929 );
1937 tmp->glow_radius = MAX_LIGHT_RADII;
1938 }
1939 1930
1931 if (dir)
1940 m->insert (tmp, x, y, op); 1932 m->insert (tmp, x, y, op);
1933 else
1934 caster->outer_env_or_self ()->insert (tmp);
1935
1941 return 1; 1936 return 1;
1942} 1937}
1943 1938
1944/* cast_cause_disease: this spell looks along <dir> from the 1939/* cast_cause_disease: this spell looks along <dir> from the
1945 * player and infects someone. 1940 * player and infects someone.
1993 { 1988 {
1994 /* search this square for a victim */ 1989 /* search this square for a victim */
1995 for (walk = GET_MAP_OB (m, x, y); walk; walk = walk->above) 1990 for (walk = GET_MAP_OB (m, x, y); walk; walk = walk->above)
1996 if (QUERY_FLAG (walk, FLAG_MONSTER) || (walk->type == PLAYER)) 1991 if (QUERY_FLAG (walk, FLAG_MONSTER) || (walk->type == PLAYER))
1997 { /* found a victim */ 1992 { /* found a victim */
1998 object *disease = arch_to_object (spell->other_arch); 1993 object *disease = spell->other_arch->instance ();
1999 1994
2000 disease->set_owner (op); 1995 disease->set_owner (op);
2001 set_spell_skill (op, caster, spell, disease); 1996 set_spell_skill (op, caster, spell, disease);
2002 disease->stats.exp = 0; 1997 disease->stats.exp = 0;
2003 disease->level = caster_level (caster, spell); 1998 disease->level = casting_level (caster, spell);
2004 1999
2005 /* do level adjustments */ 2000 /* do level adjustments */
2006 if (disease->stats.wc) 2001 if (disease->stats.wc)
2007 disease->stats.wc += dur_mod / 2; 2002 disease->stats.wc += dur_mod / 2;
2008 2003
2053 if (infect_object (walk, disease, 1)) 2048 if (infect_object (walk, disease, 1))
2054 { 2049 {
2055 new_draw_info_format (NDI_UNIQUE, 0, op, "You inflict %s on %s!", &disease->name, &walk->name); 2050 new_draw_info_format (NDI_UNIQUE, 0, op, "You inflict %s on %s!", &disease->name, &walk->name);
2056 2051
2057 disease->destroy (); /* don't need this one anymore */ 2052 disease->destroy (); /* don't need this one anymore */
2058 walk->map->insert (get_archetype ("detect_magic"), x, y, op); 2053 walk->map->insert (get_archetype (shstr_detect_magic), x, y, op);
2059 return 1; 2054 return 1;
2060 } 2055 }
2061 2056
2062 disease->destroy (); 2057 disease->destroy ();
2063 } 2058 }

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