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/cvs/deliantra/server/server/spell_attack.C
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Comparing deliantra/server/server/spell_attack.C (file contents):
Revision 1.64 by root, Mon Sep 29 06:32:09 2008 UTC vs.
Revision 1.75 by root, Sun Dec 28 08:08:25 2008 UTC

165 sint16 x, y; 165 sint16 x, y;
166 maptile *m; 166 maptile *m;
167 167
168 if (--op->duration < 0) 168 if (--op->duration < 0)
169 { 169 {
170 op->destroy (); 170 op->drop_and_destroy ();
171 return; 171 return;
172 } 172 }
173 173
174 hit_map (op, 0, op->attacktype, 1); 174 hit_map (op, 0, op->attacktype, 1);
175 175
307 307
308 maptile *newmap; 308 maptile *newmap;
309 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y); 309 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y);
310 if (mflags & P_OUT_OF_MAP) 310 if (mflags & P_OUT_OF_MAP)
311 { 311 {
312 tmp->destroy (); 312 tmp->drop_and_destroy ();
313 return 0; 313 return 0;
314 } 314 }
315 315
316 tmp->map = newmap; 316 tmp->map = newmap;
317 317
318 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y))) 318 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y)))
319 { 319 {
320 if (!QUERY_FLAG (tmp, FLAG_REFLECTING)) 320 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
321 { 321 {
322 tmp->destroy (); 322 tmp->drop_and_destroy ();
323 return 0; 323 return 0;
324 } 324 }
325 325
326 tmp->x = op->x; 326 tmp->x = op->x;
327 tmp->y = op->y; 327 tmp->y = op->y;
445 tmp->set_owner (op); 445 tmp->set_owner (op);
446 tmp->skill = op->skill; 446 tmp->skill = op->skill;
447 447
448 owner = op->owner; 448 owner = op->owner;
449 449
450 if ((tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) && owner && !tailor_god_spell (tmp, owner)) 450 if ((tmp->attacktype & AT_HOLYWORD
451 || tmp->attacktype & AT_GODPOWER)
452 && owner
453 && !tailor_god_spell (tmp, owner))
451 { 454 {
452 op->destroy (); 455 op->destroy ();
453 return; 456 return;
454 } 457 }
455 458
521 { 524 {
522 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 525 if (QUERY_FLAG (tmp, FLAG_ALIVE))
523 { 526 {
524 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1); 527 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1);
525 528
529 // TODO: can't understand the following if's
526 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0) 530 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0)
527 { 531 {
528 if (!QUERY_FLAG (op, FLAG_REMOVED)) 532 if (!QUERY_FLAG (op, FLAG_REMOVED))
529 { 533 {
530 op->destroy (); 534 op->destroy ();
733 } 737 }
734#endif 738#endif
735 739
736 hit_map (op, 0, op->attacktype, 0); 740 hit_map (op, 0, op->attacktype, 0);
737 741
742 if (!op->is_on_map ())
743 return;
744
738 /* Check to see if we should push anything. 745 /* Check to see if we should push anything.
739 * Spell objects with weight push whatever they encounter to some 746 * Spell objects with weight push whatever they encounter to some
740 * degree. 747 * degree.
741 */ 748 */
742 if (op->weight) 749 if (op->weight)
750 {
743 check_spell_knockback (op); 751 check_spell_knockback (op);
744 752
745 if (op->destroyed ()) 753 if (!op->is_on_map ())
746 return; 754 return;
755 }
747 756
748 if (op->duration-- < 0) 757 if (op->duration-- < 0)
749 { 758 {
750 op->destroy (); 759 op->destroy ();
751 return; 760 return;
999 int mflags; 1008 int mflags;
1000 sint16 dx = op->x + freearr_x[dir], dy = op->y + freearr_y[dir]; 1009 sint16 dx = op->x + freearr_x[dir], dy = op->y + freearr_y[dir];
1001 maptile *m; 1010 maptile *m;
1002 1011
1003 mflags = get_map_flags (op->map, &m, dx, dy, &dx, &dy); 1012 mflags = get_map_flags (op->map, &m, dx, dy, &dx, &dy);
1013
1014 // when creating a bomb below ourself it should always work, even
1015 // when movement is blocked (somehow we got here, somehow we are here,
1016 // so we should also be able to make a bomb here). (originally added
1017 // to fix create bomb traps in doors, which cast with dir=0).
1018 if (dir)
1019 {
1004 if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, dx, dy) & MOVE_WALK)) 1020 if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, dx, dy) & MOVE_WALK))
1005 { 1021 {
1006 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way."); 1022 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way.");
1007 return 0; 1023 return 0;
1024 }
1008 } 1025 }
1009 1026
1010 tmp = arch_to_object (spell->other_arch); 1027 tmp = arch_to_object (spell->other_arch);
1011 1028
1012 /* level dependencies for bomb */ 1029 /* level dependencies for bomb */
1179void 1196void
1180move_missile (object *op) 1197move_missile (object *op)
1181{ 1198{
1182 if (op->range-- <= 0) 1199 if (op->range-- <= 0)
1183 { 1200 {
1184 op->destroy (); 1201 op->drop_and_destroy ();
1185 return; 1202 return;
1186 } 1203 }
1187 1204
1188 mapxy pos (op); 1205 mapxy pos (op);
1189 pos.move (op->direction); 1206 pos.move (op->direction);
1241 1258
1242 object *tmp = get_archetype (FORCE_NAME); 1259 object *tmp = get_archetype (FORCE_NAME);
1243 tmp->speed = 0.01; 1260 tmp->speed = 0.01;
1244 tmp->stats.food = time; 1261 tmp->stats.food = time;
1245 SET_FLAG (tmp, FLAG_IS_USED_UP); 1262 SET_FLAG (tmp, FLAG_IS_USED_UP);
1246 tmp->glow_radius = radius;
1247 if (tmp->glow_radius > MAX_LIGHT_RADII)
1248 tmp->glow_radius = MAX_LIGHT_RADII; 1263 tmp->glow_radius = min (MAX_LIGHT_RADIUS, radius);
1249
1250 tmp = insert_ob_in_ob (tmp, op); 1264 tmp = insert_ob_in_ob (tmp, op);
1251 1265
1252 if (tmp->glow_radius > op->glow_radius) 1266 if (tmp->glow_radius > op->glow_radius)
1253 op->glow_radius = tmp->glow_radius; 1267 op->glow_radius = tmp->glow_radius;
1254 1268
1256} 1270}
1257 1271
1258int 1272int
1259cast_destruction (object *op, object *caster, object *spell_ob) 1273cast_destruction (object *op, object *caster, object *spell_ob)
1260{ 1274{
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); 1275 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); 1276 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); 1277 int dur = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
1270 if (QUERY_FLAG (op, FLAG_FRIENDLY) || op->type == PLAYER) 1278
1271 friendly = 1; 1279 bool friendly = op->flag [FLAG_FRIENDLY] || op->is_player ();
1272 1280
1273 /* destruction doesn't use another spell object, so we need 1281 /* destruction doesn't use another spell object, so we need
1274 * update op's skill pointer so that exp is properly awarded. 1282 * 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 */ 1283 */
1279 skill = op->skill; 1284 const shstr skill = op->skill;
1285
1280 if (caster == op) 1286 if (caster == op)
1281 op->skill = spell_ob->skill; 1287 op->skill = spell_ob->skill;
1282 else if (caster->skill) 1288 else if (caster->skill)
1283 op->skill = caster->skill; 1289 op->skill = caster->skill;
1284 else 1290 else
1285 op->skill = NULL; 1291 op->skill = 0;
1286 1292
1287 op->change_skill (find_skill_by_name (op, op->skill)); 1293 op->change_skill (find_skill_by_name (op, op->skill));
1288 1294
1289 for (i = -range; i <= range; i++) 1295 unordered_mapwalk (op, -range, -range, range, range)
1290 { 1296 {
1291 for (j = -range; j <= range; j++) 1297 mapspace &ms = m->at (nx, ny);
1292 {
1293 m = op->map;
1294 sx = op->x + i;
1295 sy = op->y + j;
1296 1298
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) 1299 if (ms.flags () & P_IS_ALIVE)
1300 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1301 if (tmp->flag [FLAG_ALIVE] || tmp->is_player ())
1302 { 1302 {
1303 for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above) 1303 tmp = tmp->head_ ();
1304 if (QUERY_FLAG (tmp, FLAG_ALIVE) || tmp->type == PLAYER)
1305 break;
1306 1304
1307 if (tmp) 1305 if ((friendly && !tmp->flag [FLAG_FRIENDLY] && !tmp->is_player ())
1306 || (!friendly && (tmp->flag [FLAG_FRIENDLY] || tmp->is_player ())))
1308 { 1307 {
1309 if (tmp->head) 1308 if (spell_ob->subtype == SP_DESTRUCTION)
1310 tmp = tmp->head;
1311
1312 if ((friendly && !QUERY_FLAG (tmp, FLAG_FRIENDLY) && tmp->type != PLAYER) ||
1313 (!friendly && (QUERY_FLAG (tmp, FLAG_FRIENDLY) || tmp->type == PLAYER)))
1314 { 1309 {
1315 if (spell_ob->subtype == SP_DESTRUCTION)
1316 {
1317 hit_player (tmp, dam, op, spell_ob->attacktype, 0); 1310 hit_player (tmp, dam, op, spell_ob->attacktype, 0);
1318 1311
1319 if (spell_ob->other_arch) 1312 if (spell_ob->other_arch)
1320 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op); 1313 m->insert (arch_to_object (spell_ob->other_arch), nx, ny, op);
1321 } 1314 }
1322 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist[ATNR_MAGIC] != 100) 1315 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist [ATNR_MAGIC] != 100)
1323 { 1316 {
1324 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch) 1317 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch)
1325 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op); 1318 m->insert (arch_to_object (spell_ob->other_arch), nx, ny, op);
1326 }
1327 } 1319 }
1328 } 1320 }
1329 } 1321 }
1330 }
1331 } 1322 }
1332 1323
1333 op->skill = skill; 1324 op->skill = skill;
1334 return 1; 1325 return 1;
1335} 1326}
1442 */ 1433 */
1443int 1434int
1444mood_change (object *op, object *caster, object *spell) 1435mood_change (object *op, object *caster, object *spell)
1445{ 1436{
1446 object *tmp, *god, *head; 1437 object *tmp, *god, *head;
1447 int done_one, range, mflags, level, at, best_at; 1438 int done_one, range, level, at, best_at;
1448 sint16 x, y, nx, ny;
1449 maptile *m;
1450 const char *race; 1439 const char *race;
1451 1440
1452 /* We precompute some values here so that we don't have to keep 1441 /* We precompute some values here so that we don't have to keep
1453 * doing it over and over again. 1442 * doing it over and over again.
1454 */ 1443 */
1467 else if (god && !strcmp (spell->race, "GOD_FRIEND")) 1456 else if (god && !strcmp (spell->race, "GOD_FRIEND"))
1468 race = god->race; 1457 race = god->race;
1469 else 1458 else
1470 race = spell->race; 1459 race = spell->race;
1471 1460
1472 for (x = op->x - range; x <= op->x + range; x++) 1461 unordered_mapwalk (op, -range, -range, range, range)
1473 for (y = op->y - range; y <= op->y + range; y++)
1474 { 1462 {
1475 done_one = 0; 1463 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 1464
1483 /* If there is nothing living on this space, no need to go further */ 1465 /* If there is nothing living on this space, no need to go further */
1484 if (!(mflags & P_IS_ALIVE)) 1466 if (!ms.flags () & P_IS_ALIVE)
1485 continue; 1467 continue;
1486 1468
1487 // players can only affect spaces that they can actually see 1469 // players can only affect spaces that they can actually see
1470 if (caster
1488 if (caster && caster->contr 1471 && caster->contr
1489 && caster->contr->visibility_at (m, nx, ny) < 70) 1472 && caster->contr->darkness_at (m, nx, ny) == LOS_BLOCKED)
1490 continue; 1473 continue;
1491 1474
1492 for (tmp = GET_MAP_TOP (m, nx, ny); tmp; tmp = tmp->below) 1475 for (tmp = ms.top; tmp; tmp = tmp->below)
1493 if (QUERY_FLAG (tmp, FLAG_MONSTER)) 1476 if (tmp->flag [FLAG_MONSTER])
1494 break; 1477 break;
1495 1478
1496 /* There can be living objects that are not monsters */ 1479 /* There can be living objects that are not monsters */
1497 if (!tmp || tmp->type == PLAYER) 1480 if (!tmp)
1498 continue; 1481 continue;
1499 1482
1500 /* Only the head has meaningful data, so resolve to that */ 1483 /* Only the head has meaningful data, so resolve to that */
1501 if (tmp->head)
1502 head = tmp->head; 1484 head = tmp->head_ ();
1503 else
1504 head = tmp;
1505 1485
1506 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */ 1486 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */
1507 if (race && head->race && !strstr (race, head->race)) 1487 if (race && head->race && !strstr (race, head->race))
1508 continue; 1488 continue;
1509 1489
1510 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD)) 1490 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD))
1511 continue; 1491 continue;
1512 1492
1513 /* Now do a bunch of stuff related to saving throws */ 1493 /* Now do a bunch of stuff related to saving throws */
1514 best_at = -1; 1494 best_at = -1;
1515 if (spell->attacktype) 1495 if (spell->attacktype)
1516 { 1496 {
1517 for (at = 0; at < NROFATTACKS; at++) 1497 for (at = 0; at < NROFATTACKS; at++)
1518 if (spell->attacktype & (1 << at)) 1498 if (spell->attacktype & (1 << at))
1519 if (best_at == -1 || head->resist[at] > head->resist[best_at]) 1499 if (best_at == -1 || head->resist[at] > head->resist[best_at])
1520 best_at = at; 1500 best_at = at;
1521 1501
1522 if (best_at == -1) 1502 if (best_at == -1)
1523 at = 0; 1503 at = 0;
1524 else 1504 else
1525 { 1505 {
1526 if (head->resist[best_at] == 100) 1506 if (head->resist[best_at] == 100)
1527 continue; 1507 continue;
1528 else 1508 else
1529 at = head->resist[best_at] / 5; 1509 at = head->resist[best_at] / 5;
1530 } 1510 }
1511
1531 at -= level / 5; 1512 at -= level / 5;
1532 if (did_make_save (head, head->level, at)) 1513 if (did_make_save (head, head->level, at))
1533 continue; 1514 continue;
1534 } 1515 }
1535 else /* spell->attacktype */ 1516 else /* spell->attacktype */
1536 { 1517 {
1537 /* 1518 /*
1538 Spell has no attacktype (charm & such), so we'll have a specific saving: 1519 Spell has no attacktype (charm & such), so we'll have a specific saving:
1539 * if spell level < monster level, no go 1520 * if spell level < monster level, no go
1540 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) ) 1521 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) )
1541 1522
1542 The chance will then be in the range [20-70] percent, not too bad. 1523 The chance will then be in the range [20-70] percent, not too bad.
1543 1524
1544 This is required to fix the 'charm monster' abuse, where a player level 1 can 1525 This is required to fix the 'charm monster' abuse, where a player level 1 can
1545 charm a level 125 monster... 1526 charm a level 125 monster...
1546 1527
1547 Ryo, august 14th 1528 Ryo, august 14th
1548 */ 1529 */
1549 if (head->level > level) 1530 if (head->level > level)
1550 continue; 1531 continue;
1551 1532
1552 if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + MIN (50, 2 * (level - head->level)))) 1533 if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + MIN (50, 2 * (level - head->level))))
1553 /* Failed, no effect */ 1534 /* Failed, no effect */
1554 continue; 1535 continue;
1555 } 1536 }
1556 1537
1557 /* Done with saving throw. Now start affecting the monster */ 1538 /* Done with saving throw. Now start affecting the monster */
1539 done_one = 0;
1558 1540
1559 /* aggravation */ 1541 /* aggravation */
1560 if (QUERY_FLAG (spell, FLAG_MONSTER)) 1542 if (QUERY_FLAG (spell, FLAG_MONSTER))
1561 { 1543 {
1562 CLEAR_FLAG (head, FLAG_SLEEP); 1544 CLEAR_FLAG (head, FLAG_SLEEP);
1563 remove_friendly_object (head); 1545 remove_friendly_object (head);
1564 done_one = 1; 1546 done_one = 1;
1565 head->enemy = op; 1547 head->enemy = op;
1566 } 1548 }
1567 1549
1568 /* calm monsters */ 1550 /* calm monsters */
1569 if (QUERY_FLAG (spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (head, FLAG_UNAGGRESSIVE)) 1551 if (QUERY_FLAG (spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (head, FLAG_UNAGGRESSIVE))
1570 { 1552 {
1571 SET_FLAG (head, FLAG_UNAGGRESSIVE); 1553 SET_FLAG (head, FLAG_UNAGGRESSIVE);
1572 head->enemy = NULL; 1554 head->enemy = NULL;
1573 done_one = 1; 1555 done_one = 1;
1574 } 1556 }
1575 1557
1576 /* berserk monsters */ 1558 /* berserk monsters */
1577 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK)) 1559 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK))
1578 { 1560 {
1579 SET_FLAG (head, FLAG_BERSERK); 1561 SET_FLAG (head, FLAG_BERSERK);
1580 done_one = 1; 1562 done_one = 1;
1581 } 1563 }
1582 1564
1583 /* charm */ 1565 /* charm */
1584 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY)) 1566 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY))
1585 { 1567 {
1586 INVOKE_OBJECT (KILL, head, ARG_OBJECT (caster)); 1568 INVOKE_OBJECT (KILL, head, ARG_OBJECT (caster));
1587 1569
1588 /* Prevent uncontrolled outbreaks of self replicating monsters. 1570 /* Prevent uncontrolled outbreaks of self replicating monsters.
1589 Typical use case is charm, go somwhere, use aggravation to make hostile. 1571 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. */ 1572 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */
1591 CLEAR_FLAG (head, FLAG_GENERATOR); 1573 CLEAR_FLAG (head, FLAG_GENERATOR);
1592 head->set_owner (op); 1574 head->set_owner (op);
1593 set_spell_skill (op, caster, spell, head); 1575 set_spell_skill (op, caster, spell, head);
1594 add_friendly_object (head); 1576 add_friendly_object (head);
1595 head->attack_movement = PETMOVE; 1577 head->attack_movement = PETMOVE;
1596 done_one = 1; 1578 done_one = 1;
1597 change_exp (op, head->stats.exp / 2, head->skill, SK_EXP_ADD_SKILL); 1579 change_exp (op, head->stats.exp / 2, head->skill, SK_EXP_ADD_SKILL);
1598 head->stats.exp = 0; 1580 head->stats.exp = 0;
1599 } 1581 }
1600 1582
1601 /* If a monster was effected, put an effect in */ 1583 /* If a monster was effected, put an effect in */
1602 if (done_one && spell->other_arch) 1584 if (done_one && spell->other_arch)
1603 m->insert (arch_to_object (spell->other_arch), nx, ny, op); 1585 m->insert (arch_to_object (spell->other_arch), nx, ny, op);
1604 } /* for y */ 1586 }
1605 1587
1606 return 1; 1588 return 1;
1607} 1589}
1608
1609 1590
1610/* Move_ball_spell: This handles ball type spells that just sort of wander 1591/* 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 1592 * about. was called move_ball_lightning, but since more than the ball
1612 * lightning spell used it, that seemed misnamed. 1593 * lightning spell used it, that seemed misnamed.
1613 * op is the spell effect. 1594 * op is the spell effect.
1639 for (i = 1; i < 9; i++) 1620 for (i = 1; i < 9; i++)
1640 { 1621 {
1641 /* i bit 0: alters sign of offset 1622 /* i bit 0: alters sign of offset
1642 * other bits (i / 2): absolute value of offset 1623 * other bits (i / 2): absolute value of offset
1643 */ 1624 */
1644
1645 int offset = ((i ^ j) & 1) ? (i / 2) : -(i / 2); 1625 int offset = ((i ^ j) & 1) ? (i / 2) : -(i / 2);
1646 int tmpdir = absdir (op->direction + offset); 1626 int tmpdir = absdir (op->direction + offset);
1647 1627
1648 nx = op->x + freearr_x[tmpdir]; 1628 nx = op->x + freearr_x[tmpdir];
1649 ny = op->y + freearr_y[tmpdir]; 1629 ny = op->y + freearr_y[tmpdir];
1651 { 1631 {
1652 dir = tmpdir; 1632 dir = tmpdir;
1653 break; 1633 break;
1654 } 1634 }
1655 } 1635 }
1636
1656 if (dir == 0) 1637 if (dir == 0)
1657 { 1638 {
1658 nx = op->x; 1639 nx = op->x;
1659 ny = op->y; 1640 ny = op->y;
1660 m = op->map; 1641 m = op->map;
1739 return; 1720 return;
1740 } 1721 }
1741 1722
1742 if (!op->duration || !owner->is_on_map ()) 1723 if (!op->duration || !owner->is_on_map ())
1743 { 1724 {
1744 op->destroy (); 1725 op->drop_and_destroy ();
1745 return; 1726 return;
1746 } 1727 }
1747 1728
1748 op->duration--; 1729 op->duration--;
1749 1730
1881 int dam, mflags; 1862 int dam, mflags;
1882 maptile *m; 1863 maptile *m;
1883 1864
1884 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1865 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1885 1866
1886 if (!dir) 1867 if (dir)
1887 {
1888 new_draw_info (NDI_UNIQUE, 0, op, "In what direction?");
1889 return 0;
1890 } 1868 {
1891
1892 x = op->x + freearr_x[dir]; 1869 x = op->x + freearr_x[dir];
1893 y = op->y + freearr_y[dir]; 1870 y = op->y + freearr_y[dir];
1894 m = op->map; 1871 m = op->map;
1895 1872
1896 mflags = get_map_flags (m, &m, x, y, &x, &y); 1873 mflags = get_map_flags (m, &m, x, y, &x, &y);
1897 1874
1898 if (mflags & P_OUT_OF_MAP) 1875 if (mflags & P_OUT_OF_MAP)
1899 { 1876 {
1900 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is there."); 1877 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is there.");
1901 return 0; 1878 return 0;
1902 } 1879 }
1903 1880
1904 if (mflags & P_IS_ALIVE && spell->attacktype) 1881 if (mflags & P_IS_ALIVE && spell->attacktype)
1905 { 1882 {
1906 for (target = GET_MAP_OB (m, x, y); target; target = target->above) 1883 for (target = GET_MAP_OB (m, x, y); target; target = target->above)
1907 if (QUERY_FLAG (target, FLAG_MONSTER)) 1884 if (QUERY_FLAG (target, FLAG_MONSTER))
1908 { 1885 {
1909 /* oky doky. got a target monster. Lets make a blinding attack */ 1886 /* oky doky. got a target monster. Lets make a blinding attack */
1910 if (target->head) 1887 if (target->head)
1911 target = target->head; 1888 target = target->head;
1912 1889
1913 hit_player (target, dam, op, spell->attacktype, 1); 1890 hit_player (target, dam, op, spell->attacktype, 1);
1914 return 1; /* one success only! */ 1891 return 1; /* one success only! */
1892 }
1915 } 1893 }
1916 }
1917 1894
1918 /* no live target, perhaps a wall is in the way? */ 1895 /* no live target, perhaps a wall is in the way? */
1919 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y))) 1896 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)))
1920 { 1897 {
1921 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 1898 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1922 return 0; 1899 return 0;
1900 }
1923 } 1901 }
1924 1902
1925 /* ok, looks groovy to just insert a new light on the map */ 1903 /* ok, looks groovy to just insert a new light on the map */
1926 tmp = arch_to_object (spell->other_arch); 1904 tmp = arch_to_object (spell->other_arch);
1927 if (!tmp) 1905 if (!tmp)
1928 { 1906 {
1929 LOG (llevError, "Error: spell arch for cast_light() missing.\n"); 1907 LOG (llevError, "Error: spell arch for cast_light() missing.\n");
1930 return 0; 1908 return 0;
1931 } 1909 }
1910
1932 tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell); 1911 tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell);
1912
1933 if (tmp->glow_radius) 1913 if (tmp->glow_radius)
1934 {
1935 tmp->glow_radius = spell->range + SP_level_range_adjust (caster, spell); 1914 tmp->glow_radius = min (MAX_LIGHT_RADIUS, spell->range + SP_level_range_adjust (caster, spell));
1936 if (tmp->glow_radius > MAX_LIGHT_RADII)
1937 tmp->glow_radius = MAX_LIGHT_RADII;
1938 }
1939 1915
1916 if (dir)
1940 m->insert (tmp, x, y, op); 1917 m->insert (tmp, x, y, op);
1918 else
1919 caster->outer_env ()->insert (tmp);
1920
1941 return 1; 1921 return 1;
1942} 1922}
1943 1923
1944/* cast_cause_disease: this spell looks along <dir> from the 1924/* cast_cause_disease: this spell looks along <dir> from the
1945 * player and infects someone. 1925 * player and infects someone.

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