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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 1.57 by root, Sat May 17 14:11:13 2008 UTC vs.
Revision 1.76 by root, Sun Dec 28 08:09:49 2008 UTC

39 * op is the spell object. 39 * op is the spell object.
40 */ 40 */
41void 41void
42check_spell_knockback (object *op) 42check_spell_knockback (object *op)
43{ 43{
44 object *tmp, *tmp2; /* object on the map */
45 int weight_move; 44 int weight_move;
46 int frictionmod = 2; /*poor man's physics - multipy targets weight by this amount */ 45 int frictionmod = 2; /*poor man's physics - multipy targets weight by this amount */
47 46
48 if (!op->weight) 47 if (!op->weight)
49 { /*shouldn't happen but if cone object has no weight drop out */ 48 { /*shouldn't happen but if cone object has no weight drop out */
54 { 53 {
55 weight_move = op->weight + (op->weight * op->level) / 3; 54 weight_move = op->weight + (op->weight * op->level) / 3;
56 /*LOG (llevDebug, "DEBUG: arch weighs %d and masses %d (%s,level %d)\n", op->weight,weight_move,op->name,op->level); */ 55 /*LOG (llevDebug, "DEBUG: arch weighs %d and masses %d (%s,level %d)\n", op->weight,weight_move,op->name,op->level); */
57 } 56 }
58 57
59 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 58 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
60 { 59 {
61 int num_sections = 1; 60 int num_sections = 1;
62 61
63 /* don't move DM */ 62 /* don't move DM */
64 if (QUERY_FLAG (tmp, FLAG_WIZ)) 63 if (QUERY_FLAG (tmp, FLAG_WIZ))
71 /* don't move floors or immobile objects */ 70 /* don't move floors or immobile objects */
72 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || (!QUERY_FLAG (tmp, FLAG_ALIVE) && QUERY_FLAG (tmp, FLAG_NO_PICK))) 71 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || (!QUERY_FLAG (tmp, FLAG_ALIVE) && QUERY_FLAG (tmp, FLAG_NO_PICK)))
73 continue; 72 continue;
74 73
75 /* count the object's sections */ 74 /* count the object's sections */
76 for (tmp2 = tmp; tmp2 != NULL; tmp2 = tmp2->more) 75 for (object *tmp2 = tmp; tmp2; tmp2 = tmp2->more)
77 num_sections++; 76 num_sections++;
78 77
79 /* I'm not sure if it makes sense to divide by num_sections - bigger 78 /* I'm not sure if it makes sense to divide by num_sections - bigger
80 * objects should be harder to move, and we are moving the entire 79 * objects should be harder to move, and we are moving the entire
81 * object, not just the head, so the total weight should be relevant. 80 * object, not just the head, so the total weight should be relevant.
149 new_bolt->duration++; 148 new_bolt->duration++;
150 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */ 149 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */
151 new_bolt->stats.dam++; 150 new_bolt->stats.dam++;
152 tmp->stats.dam /= 2; /* reduce father bolt damage */ 151 tmp->stats.dam /= 2; /* reduce father bolt damage */
153 tmp->stats.dam++; 152 tmp->stats.dam++;
153
154 if ((new_bolt = m->insert (new_bolt, sx, sy, op))) 154 if ((new_bolt = m->insert (new_bolt, sx, sy, op)))
155 update_turn_face (new_bolt); 155 update_turn_face (new_bolt);
156} 156}
157 157
158/* move_bolt: moves bolt 'op'. Basically, it just advances a space, 158/* move_bolt: moves bolt 'op'. Basically, it just advances a space,
159 * and checks for various things that may stop it. 159 * and checks for various things that may stop it.
160 */ 160 */
161
162void 161void
163move_bolt (object *op) 162move_bolt (object *op)
164{ 163{
165 int mflags; 164 int mflags;
166 sint16 x, y; 165 sint16 x, y;
167 maptile *m; 166 maptile *m;
168 167
169 if (--op->duration < 0) 168 if (--op->duration < 0)
170 { 169 {
171 op->destroy (); 170 op->drop_and_destroy ();
172 return; 171 return;
173 } 172 }
174 173
175 hit_map (op, 0, op->attacktype, 1); 174 hit_map (op, 0, op->attacktype, 1);
176 175
249 tmp->duration++; 248 tmp->duration++;
250 249
251 /* New forking code. Possibly create forks of this object 250 /* New forking code. Possibly create forks of this object
252 * going off in other directions. 251 * going off in other directions.
253 */ 252 */
254 if (rndm (0, 99) < tmp->stats.Dex) 253 if (tmp->stats.Dex && rndm (0, 99) < tmp->stats.Dex)
255 { /* stats.Dex % of forking */ 254 forklightning (op, tmp); /* stats.Dex % of forking */
256 forklightning (op, tmp);
257 }
258 255
259 /* In this way, the object left behind sticks on the space, but 256 /* In this way, the object left behind sticks on the space, but
260 * doesn't create any bolts that continue to move onward. 257 * doesn't create any bolts that continue to move onward.
261 */ 258 */
262 op->range = 0; 259 op->range = 0;
286 return 0; 283 return 0;
287 284
288 /* peterm: level dependency for bolts */ 285 /* peterm: level dependency for bolts */
289 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob); 286 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob);
290 tmp->attacktype = spob->attacktype; 287 tmp->attacktype = spob->attacktype;
288
291 if (spob->slaying) 289 if (spob->slaying)
292 tmp->slaying = spob->slaying; 290 tmp->slaying = spob->slaying;
291
293 tmp->range = spob->range + SP_level_range_adjust (caster, spob); 292 tmp->range = spob->range + SP_level_range_adjust (caster, spob);
294 tmp->duration = spob->duration + SP_level_duration_adjust (caster, spob); 293 tmp->duration = spob->duration + SP_level_duration_adjust (caster, spob);
295 tmp->stats.Dex = spob->stats.Dex; 294 tmp->stats.Dex = spob->stats.Dex;
296 tmp->stats.Con = spob->stats.Con; 295 tmp->stats.Con = spob->stats.Con;
297 296
308 307
309 maptile *newmap; 308 maptile *newmap;
310 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);
311 if (mflags & P_OUT_OF_MAP) 310 if (mflags & P_OUT_OF_MAP)
312 { 311 {
313 tmp->destroy (); 312 tmp->drop_and_destroy ();
314 return 0; 313 return 0;
315 } 314 }
316 315
317 tmp->map = newmap; 316 tmp->map = newmap;
318 317
319 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)))
320 { 319 {
321 if (!QUERY_FLAG (tmp, FLAG_REFLECTING)) 320 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
322 { 321 {
323 tmp->destroy (); 322 tmp->drop_and_destroy ();
324 return 0; 323 return 0;
325 } 324 }
326 325
327 tmp->x = op->x; 326 tmp->x = op->x;
328 tmp->y = op->y; 327 tmp->y = op->y;
394void 393void
395explode_bullet (object *op) 394explode_bullet (object *op)
396{ 395{
397 object *tmp, *owner; 396 object *tmp, *owner;
398 397
399 if (op->other_arch == NULL) 398 if (!op->other_arch)
400 { 399 {
401 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n"); 400 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n");
402 op->destroy (); 401 op->destroy ();
403 return; 402 return;
404 } 403 }
433 } 432 }
434 433
435 if (op->attacktype) 434 if (op->attacktype)
436 { 435 {
437 hit_map (op, 0, op->attacktype, 1); 436 hit_map (op, 0, op->attacktype, 1);
437
438 if (op->destroyed ()) 438 if (op->destroyed ())
439 return; 439 return;
440 } 440 }
441 441
442 /* other_arch contains what this explodes into */ 442 /* other_arch contains what this explodes into */
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
520 for (tmp = op->ms ().bot; tmp; tmp = tmp->above) 523 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
521 { 524 {
522 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 525 if (QUERY_FLAG (tmp, FLAG_ALIVE))
523 { 526 {
524 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1); 527 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1);
528
529 // TODO: can't understand the following if's
525 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0) 530 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0)
526 { 531 {
527 if (!QUERY_FLAG (op, FLAG_REMOVED)) 532 if (!QUERY_FLAG (op, FLAG_REMOVED))
528 { 533 {
529 op->destroy (); 534 op->destroy ();
703/* move_cone: causes cone object 'op' to move a space/hit creatures */ 708/* move_cone: causes cone object 'op' to move a space/hit creatures */
704 709
705void 710void
706move_cone (object *op) 711move_cone (object *op)
707{ 712{
708 int i;
709
710 /* if no map then hit_map will crash so just ignore object */ 713 /* if no map then hit_map will crash so just ignore object */
711 if (!op->map) 714 if (!op->map)
712 { 715 {
713 LOG (llevError, "Tried to move_cone object %s without a map.\n", op->name ? &op->name : "unknown"); 716 LOG (llevError, "Tried to move_cone object %s without a map.\n", op->name ? &op->name : "unknown");
714 op->set_speed (0); 717 op->set_speed (0);
734 } 737 }
735#endif 738#endif
736 739
737 hit_map (op, 0, op->attacktype, 0); 740 hit_map (op, 0, op->attacktype, 0);
738 741
742 if (!op->is_on_map ())
743 return;
744
739 /* Check to see if we should push anything. 745 /* Check to see if we should push anything.
740 * Spell objects with weight push whatever they encounter to some 746 * Spell objects with weight push whatever they encounter to some
741 * degree. 747 * degree.
742 */ 748 */
743 if (op->weight) 749 if (op->weight)
750 {
744 check_spell_knockback (op); 751 check_spell_knockback (op);
745 752
746 if (op->destroyed ()) 753 if (!op->is_on_map ())
747 return; 754 return;
755 }
748 756
749 if ((op->duration--) < 0) 757 if (op->duration-- < 0)
750 { 758 {
751 op->destroy (); 759 op->destroy ();
752 return; 760 return;
753 } 761 }
754 /* Object has hit maximum range, so don't have it move 762 /* Object has hit maximum range, so don't have it move
759 { 767 {
760 op->range = 0; /* just so it doesn't wrap */ 768 op->range = 0; /* just so it doesn't wrap */
761 return; 769 return;
762 } 770 }
763 771
764 for (i = -1; i < 2; i++) 772 for (int i = -1; i <= 1; i++)
765 { 773 {
766 sint16 x = op->x + freearr_x[absdir (op->stats.sp + i)], y = op->y + freearr_y[absdir (op->stats.sp + i)]; 774 sint16 x = op->x + freearr_x[absdir (op->stats.sp + i)], y = op->y + freearr_y[absdir (op->stats.sp + i)];
767 775
768 if (ok_to_put_more (op->map, x, y, op, op->attacktype)) 776 if (ok_to_put_more (op->map, x, y, op, op->attacktype))
769 { 777 {
823 for (i = range_min; i <= range_max; i++) 831 for (i = range_min; i <= range_max; i++)
824 { 832 {
825 sint16 x, y, d; 833 sint16 x, y, d;
826 834
827 /* We can't use absdir here, because it never returns 835 /* We can't use absdir here, because it never returns
828 * 0. If this is a rune, we want to hit the person on top 836 * 0. If this is a rune, we want to hit the person on top
829 * of the trap (d==0). If it is not a rune, then we don't want 837 * of the trap (d==0). If it is not a rune, then we don't want
830 * to hit that person. 838 * to hit that person.
831 */ 839 */
832 d = dir + i; 840 d = (dir + i) % 9;
833 while (d < 0)
834 d += 8;
835 while (d > 8)
836 d -= 8;
837 841
838 /* If it's not a rune, we don't want to blast the caster. 842 /* If it's not a rune, we don't want to blast the caster.
839 * In that case, we have to see - if dir is specified, 843 * In that case, we have to see - if dir is specified,
840 * turn this into direction 8. If dir is not specified (all 844 * turn this into direction 8. If dir is not specified (all
841 * direction) skip - otherwise, one line would do more damage 845 * direction) skip - otherwise, one line would do more damage
861 865
862 success = 1; 866 success = 1;
863 tmp = arch_to_object (spell->other_arch); 867 tmp = arch_to_object (spell->other_arch);
864 tmp->set_owner (op); 868 tmp->set_owner (op);
865 set_spell_skill (op, caster, spell, tmp); 869 set_spell_skill (op, caster, spell, tmp);
866 tmp->level = caster_level (caster, spell); 870 tmp->level = casting_level (caster, spell);
867 tmp->attacktype = spell->attacktype; 871 tmp->attacktype = spell->attacktype;
868 872
869 /* holy word stuff */ 873 /* holy word stuff */
870 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER)) 874 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER))
871 if (!tailor_god_spell (tmp, op)) 875 if (!tailor_god_spell (tmp, op))
1000 int mflags; 1004 int mflags;
1001 sint16 dx = op->x + freearr_x[dir], dy = op->y + freearr_y[dir]; 1005 sint16 dx = op->x + freearr_x[dir], dy = op->y + freearr_y[dir];
1002 maptile *m; 1006 maptile *m;
1003 1007
1004 mflags = get_map_flags (op->map, &m, dx, dy, &dx, &dy); 1008 mflags = get_map_flags (op->map, &m, dx, dy, &dx, &dy);
1009
1010 // when creating a bomb below ourself it should always work, even
1011 // when movement is blocked (somehow we got here, somehow we are here,
1012 // so we should also be able to make a bomb here). (originally added
1013 // to fix create bomb traps in doors, which cast with dir=0).
1014 if (dir)
1015 {
1005 if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, dx, dy) & MOVE_WALK)) 1016 if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, dx, dy) & MOVE_WALK))
1006 { 1017 {
1007 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way."); 1018 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way.");
1008 return 0; 1019 return 0;
1020 }
1009 } 1021 }
1010 1022
1011 tmp = arch_to_object (spell->other_arch); 1023 tmp = arch_to_object (spell->other_arch);
1012 1024
1013 /* level dependencies for bomb */ 1025 /* level dependencies for bomb */
1113 effect = arch_to_object (spell->other_arch); 1125 effect = arch_to_object (spell->other_arch);
1114 else 1126 else
1115 return 0; 1127 return 0;
1116 1128
1117 /* tailor the effect by priest level and worshipped God */ 1129 /* tailor the effect by priest level and worshipped God */
1118 effect->level = caster_level (caster, spell); 1130 effect->level = casting_level (caster, spell);
1119 effect->attacktype = spell->attacktype; 1131 effect->attacktype = spell->attacktype;
1120 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER)) 1132 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER))
1121 { 1133 {
1122 if (tailor_god_spell (effect, op)) 1134 if (tailor_god_spell (effect, op))
1123 new_draw_info_format (NDI_UNIQUE, 0, op, "%s answers your call!", determine_god (op)); 1135 new_draw_info_format (NDI_UNIQUE, 0, op, "%s answers your call!", determine_god (op));
1178 1190
1179/* op is a missile that needs to be moved */ 1191/* op is a missile that needs to be moved */
1180void 1192void
1181move_missile (object *op) 1193move_missile (object *op)
1182{ 1194{
1183 int i, mflags;
1184 object *owner;
1185 sint16 new_x, new_y;
1186 maptile *m;
1187
1188 if (op->range-- <= 0) 1195 if (op->range-- <= 0)
1189 { 1196 {
1197 op->drop_and_destroy ();
1198 return;
1199 }
1200
1201 mapxy pos (op);
1202 pos.move (op->direction);
1203
1204 if (!pos.normalise ())
1205 {
1190 op->destroy (); 1206 op->destroy ();
1191 return; 1207 return;
1192 } 1208 }
1193 1209
1194 owner = op->owner; 1210 mapspace &ms = pos.ms ();
1195#if 0
1196 /* It'd make things nastier if this wasn't here - spells cast by
1197 * monster that are then killed would continue to survive
1198 */
1199 if (owner == NULL)
1200 {
1201 op->destroy ();
1202 return;
1203 }
1204#endif
1205 1211
1206 new_x = op->x + DIRX (op); 1212 if (ms.flags () & P_IS_ALIVE || ms.blocks (op))
1207 new_y = op->y + DIRY (op);
1208
1209 mflags = get_map_flags (op->map, &m, new_x, new_y, &new_x, &new_y);
1210
1211 if (!(mflags & P_OUT_OF_MAP) && ((mflags & P_IS_ALIVE) || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y))))
1212 { 1213 {
1213 hit_map (op, op->direction, AT_MAGIC, 1); 1214 hit_map (op, op->direction, AT_MAGIC, 1);
1214 /* Basically, missile only hits one thing then goes away. 1215 /* Basically, missile only hits one thing then goes away.
1215 * we need to remove it if someone hasn't already done so. 1216 * we need to remove it if someone hasn't already done so.
1216 */ 1217 */
1217 if (!op->destroyed ())
1218 op->destroy ();
1219
1220 return;
1221 }
1222
1223 op->remove ();
1224
1225 if (!op->direction || (mflags & P_OUT_OF_MAP))
1226 {
1227 op->destroy (); 1218 op->destroy ();
1228 return; 1219 return;
1229 } 1220 }
1230 1221
1222 if (!op->direction)
1223 {
1224 op->destroy ();
1225 return;
1226 }
1227
1231 i = spell_find_dir (m, new_x, new_y, op->owner); 1228 int i = spell_find_dir (pos.m, pos.x, pos.y, op->owner);
1232 if (i > 0 && i != op->direction) 1229 if (i > 0 && i != op->direction)
1233 { 1230 {
1234 op->direction = i; 1231 op->direction = i;
1235 SET_ANIMATION (op, op->direction); 1232 SET_ANIMATION (op, op->direction);
1236 } 1233 }
1237 1234
1238 m->insert (op, new_x, new_y, op); 1235 pos.insert (op, op);
1239} 1236}
1240 1237
1241/**************************************************************************** 1238/****************************************************************************
1242 * Destruction 1239 * Destruction
1243 ****************************************************************************/ 1240 ****************************************************************************/
1257 1254
1258 object *tmp = get_archetype (FORCE_NAME); 1255 object *tmp = get_archetype (FORCE_NAME);
1259 tmp->speed = 0.01; 1256 tmp->speed = 0.01;
1260 tmp->stats.food = time; 1257 tmp->stats.food = time;
1261 SET_FLAG (tmp, FLAG_IS_USED_UP); 1258 SET_FLAG (tmp, FLAG_IS_USED_UP);
1262 tmp->glow_radius = radius;
1263 if (tmp->glow_radius > MAX_LIGHT_RADII)
1264 tmp->glow_radius = MAX_LIGHT_RADII; 1259 tmp->glow_radius = min (MAX_LIGHT_RADIUS, radius);
1265
1266 tmp = insert_ob_in_ob (tmp, op); 1260 tmp = insert_ob_in_ob (tmp, op);
1267 1261
1268 if (tmp->glow_radius > op->glow_radius) 1262 if (tmp->glow_radius > op->glow_radius)
1269 op->glow_radius = tmp->glow_radius; 1263 op->glow_radius = tmp->glow_radius;
1270 1264
1272} 1266}
1273 1267
1274int 1268int
1275cast_destruction (object *op, object *caster, object *spell_ob) 1269cast_destruction (object *op, object *caster, object *spell_ob)
1276{ 1270{
1277 int i, j, range, mflags, friendly = 0, dam, dur;
1278 sint16 sx, sy;
1279 maptile *m;
1280 object *tmp;
1281 const char *skill;
1282
1283 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob); 1271 int range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
1284 dam = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob); 1272 int dam = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob);
1285 dur = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob); 1273 int dur = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
1286 if (QUERY_FLAG (op, FLAG_FRIENDLY) || op->type == PLAYER) 1274
1287 friendly = 1; 1275 bool friendly = op->flag [FLAG_FRIENDLY] || op->is_player ();
1288 1276
1289 /* destruction doesn't use another spell object, so we need 1277 /* destruction doesn't use another spell object, so we need
1290 * update op's skill pointer so that exp is properly awarded. 1278 * update op's skill pointer so that exp is properly awarded.
1291 * We do some shortcuts here - since this is just temporary
1292 * and we'll reset the values back, we don't need to go through
1293 * the full share string/free_string route.
1294 */ 1279 */
1295 skill = op->skill; 1280 const shstr skill = op->skill;
1281
1296 if (caster == op) 1282 if (caster == op)
1297 op->skill = spell_ob->skill; 1283 op->skill = spell_ob->skill;
1298 else if (caster->skill) 1284 else if (caster->skill)
1299 op->skill = caster->skill; 1285 op->skill = caster->skill;
1300 else 1286 else
1301 op->skill = NULL; 1287 op->skill = 0;
1302 1288
1303 op->change_skill (find_skill_by_name (op, op->skill)); 1289 op->change_skill (find_skill_by_name (op, op->skill));
1304 1290
1305 for (i = -range; i < range; i++) 1291 unordered_mapwalk (op, -range, -range, range, range)
1306 { 1292 {
1307 for (j = -range; j < range; j++) 1293 mapspace &ms = m->at (nx, ny);
1308 {
1309 m = op->map;
1310 sx = op->x + i;
1311 sy = op->y + j;
1312 1294
1313 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
1314 if (mflags & P_OUT_OF_MAP)
1315 continue;
1316
1317 if (mflags & P_IS_ALIVE) 1295 if (ms.flags () & P_IS_ALIVE)
1296 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1297 if (tmp->flag [FLAG_ALIVE] || tmp->is_player ())
1318 { 1298 {
1319 for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above) 1299 tmp = tmp->head_ ();
1320 if (QUERY_FLAG (tmp, FLAG_ALIVE) || tmp->type == PLAYER)
1321 break;
1322 1300
1323 if (tmp) 1301 if ((friendly && !tmp->flag [FLAG_FRIENDLY] && !tmp->is_player ())
1302 || (!friendly && (tmp->flag [FLAG_FRIENDLY] || tmp->is_player ())))
1324 { 1303 {
1325 if (tmp->head) 1304 if (spell_ob->subtype == SP_DESTRUCTION)
1326 tmp = tmp->head;
1327
1328 if ((friendly && !QUERY_FLAG (tmp, FLAG_FRIENDLY) && tmp->type != PLAYER) ||
1329 (!friendly && (QUERY_FLAG (tmp, FLAG_FRIENDLY) || tmp->type == PLAYER)))
1330 { 1305 {
1331 if (spell_ob->subtype == SP_DESTRUCTION)
1332 {
1333 hit_player (tmp, dam, op, spell_ob->attacktype, 0); 1306 hit_player (tmp, dam, op, spell_ob->attacktype, 0);
1307
1334 if (spell_ob->other_arch) 1308 if (spell_ob->other_arch)
1335 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op); 1309 m->insert (arch_to_object (spell_ob->other_arch), nx, ny, op);
1336 } 1310 }
1337 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist[ATNR_MAGIC] != 100) 1311 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist [ATNR_MAGIC] != 100)
1338 { 1312 {
1339 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch) 1313 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch)
1340 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op); 1314 m->insert (arch_to_object (spell_ob->other_arch), nx, ny, op);
1341 }
1342 } 1315 }
1343 } 1316 }
1344 } 1317 }
1345 }
1346 } 1318 }
1347 1319
1348 op->skill = skill; 1320 op->skill = skill;
1349 return 1; 1321 return 1;
1350} 1322}
1457 */ 1429 */
1458int 1430int
1459mood_change (object *op, object *caster, object *spell) 1431mood_change (object *op, object *caster, object *spell)
1460{ 1432{
1461 object *tmp, *god, *head; 1433 object *tmp, *god, *head;
1462 int done_one, range, mflags, level, at, best_at; 1434 int done_one, range, level, at, best_at;
1463 sint16 x, y, nx, ny;
1464 maptile *m;
1465 const char *race; 1435 const char *race;
1466 1436
1467 /* We precompute some values here so that we don't have to keep 1437 /* We precompute some values here so that we don't have to keep
1468 * doing it over and over again. 1438 * doing it over and over again.
1469 */ 1439 */
1470 god = find_god (determine_god (op)); 1440 god = find_god (determine_god (op));
1471 level = caster_level (caster, spell); 1441 level = casting_level (caster, spell);
1472 range = spell->range + SP_level_range_adjust (caster, spell); 1442 range = spell->range + SP_level_range_adjust (caster, spell);
1473 1443
1474 /* On the bright side, no monster should ever have a race of GOD_... 1444 /* On the bright side, no monster should ever have a race of GOD_...
1475 * so even if the player doesn't worship a god, if race=GOD_.., it 1445 * so even if the player doesn't worship a god, if race=GOD_.., it
1476 * won't ever match anything. 1446 * won't ever match anything.
1482 else if (god && !strcmp (spell->race, "GOD_FRIEND")) 1452 else if (god && !strcmp (spell->race, "GOD_FRIEND"))
1483 race = god->race; 1453 race = god->race;
1484 else 1454 else
1485 race = spell->race; 1455 race = spell->race;
1486 1456
1487 for (x = op->x - range; x <= op->x + range; x++) 1457 unordered_mapwalk (op, -range, -range, range, range)
1488 for (y = op->y - range; y <= op->y + range; y++)
1489 { 1458 {
1490 done_one = 0; 1459 mapspace &ms = m->at (nx, ny);
1491 m = op->map;
1492 nx = x;
1493 ny = y;
1494 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1495 if (mflags & P_OUT_OF_MAP)
1496 continue;
1497 1460
1498 /* If there is nothing living on this space, no need to go further */ 1461 /* If there is nothing living on this space, no need to go further */
1499 if (!(mflags & P_IS_ALIVE)) 1462 if (!ms.flags () & P_IS_ALIVE)
1500 continue; 1463 continue;
1501 1464
1502 // players can only affect spaces that they can actually see 1465 // players can only affect spaces that they can actually see
1466 if (caster
1503 if (caster && caster->contr 1467 && caster->contr
1504 && caster->contr->visibility_at (m, nx, ny) < 70) 1468 && caster->contr->darkness_at (m, nx, ny) == LOS_BLOCKED)
1505 continue; 1469 continue;
1506 1470
1507 for (tmp = GET_MAP_TOP (m, nx, ny); tmp; tmp = tmp->below) 1471 for (tmp = ms.top; tmp; tmp = tmp->below)
1508 if (QUERY_FLAG (tmp, FLAG_MONSTER)) 1472 if (tmp->flag [FLAG_MONSTER])
1509 break; 1473 break;
1510 1474
1511 /* There can be living objects that are not monsters */ 1475 /* There can be living objects that are not monsters */
1512 if (!tmp || tmp->type == PLAYER) 1476 if (!tmp)
1513 continue; 1477 continue;
1514 1478
1515 /* Only the head has meaningful data, so resolve to that */ 1479 /* Only the head has meaningful data, so resolve to that */
1516 if (tmp->head)
1517 head = tmp->head; 1480 head = tmp->head_ ();
1518 else
1519 head = tmp;
1520 1481
1521 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */ 1482 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */
1522 if (race && head->race && !strstr (race, head->race)) 1483 if (race && head->race && !strstr (race, head->race))
1523 continue; 1484 continue;
1524 1485
1525 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD)) 1486 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD))
1526 continue; 1487 continue;
1527 1488
1528 /* Now do a bunch of stuff related to saving throws */ 1489 /* Now do a bunch of stuff related to saving throws */
1529 best_at = -1; 1490 best_at = -1;
1530 if (spell->attacktype) 1491 if (spell->attacktype)
1531 { 1492 {
1532 for (at = 0; at < NROFATTACKS; at++) 1493 for (at = 0; at < NROFATTACKS; at++)
1533 if (spell->attacktype & (1 << at)) 1494 if (spell->attacktype & (1 << at))
1534 if (best_at == -1 || head->resist[at] > head->resist[best_at]) 1495 if (best_at == -1 || head->resist[at] > head->resist[best_at])
1535 best_at = at; 1496 best_at = at;
1536 1497
1537 if (best_at == -1) 1498 if (best_at == -1)
1538 at = 0; 1499 at = 0;
1539 else 1500 else
1540 { 1501 {
1541 if (head->resist[best_at] == 100) 1502 if (head->resist[best_at] == 100)
1542 continue; 1503 continue;
1543 else 1504 else
1544 at = head->resist[best_at] / 5; 1505 at = head->resist[best_at] / 5;
1545 } 1506 }
1507
1546 at -= level / 5; 1508 at -= level / 5;
1547 if (did_make_save (head, head->level, at)) 1509 if (did_make_save (head, head->level, at))
1548 continue; 1510 continue;
1549 } 1511 }
1550 else /* spell->attacktype */ 1512 else /* spell->attacktype */
1551 { 1513 {
1552 /* 1514 /*
1553 Spell has no attacktype (charm & such), so we'll have a specific saving: 1515 Spell has no attacktype (charm & such), so we'll have a specific saving:
1554 * if spell level < monster level, no go 1516 * if spell level < monster level, no go
1555 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) ) 1517 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) )
1556 1518
1557 The chance will then be in the range [20-70] percent, not too bad. 1519 The chance will then be in the range [20-70] percent, not too bad.
1558 1520
1559 This is required to fix the 'charm monster' abuse, where a player level 1 can 1521 This is required to fix the 'charm monster' abuse, where a player level 1 can
1560 charm a level 125 monster... 1522 charm a level 125 monster...
1561 1523
1562 Ryo, august 14th 1524 Ryo, august 14th
1563 */ 1525 */
1564 if (head->level > level) 1526 if (head->level > level)
1565 continue; 1527 continue;
1566 1528
1567 if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + MIN (50, 2 * (level - head->level)))) 1529 if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + MIN (50, 2 * (level - head->level))))
1568 /* Failed, no effect */ 1530 /* Failed, no effect */
1569 continue; 1531 continue;
1570 } 1532 }
1571 1533
1572 /* Done with saving throw. Now start affecting the monster */ 1534 /* Done with saving throw. Now start affecting the monster */
1535 done_one = 0;
1573 1536
1574 /* aggravation */ 1537 /* aggravation */
1575 if (QUERY_FLAG (spell, FLAG_MONSTER)) 1538 if (QUERY_FLAG (spell, FLAG_MONSTER))
1576 { 1539 {
1577 CLEAR_FLAG (head, FLAG_SLEEP); 1540 CLEAR_FLAG (head, FLAG_SLEEP);
1578 remove_friendly_object (head); 1541 remove_friendly_object (head);
1579 done_one = 1; 1542 done_one = 1;
1580 head->enemy = op; 1543 head->enemy = op;
1581 } 1544 }
1582 1545
1583 /* calm monsters */ 1546 /* calm monsters */
1584 if (QUERY_FLAG (spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (head, FLAG_UNAGGRESSIVE)) 1547 if (QUERY_FLAG (spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (head, FLAG_UNAGGRESSIVE))
1585 { 1548 {
1586 SET_FLAG (head, FLAG_UNAGGRESSIVE); 1549 SET_FLAG (head, FLAG_UNAGGRESSIVE);
1587 head->enemy = NULL; 1550 head->enemy = NULL;
1588 done_one = 1; 1551 done_one = 1;
1589 } 1552 }
1590 1553
1591 /* berserk monsters */ 1554 /* berserk monsters */
1592 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK)) 1555 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK))
1593 { 1556 {
1594 SET_FLAG (head, FLAG_BERSERK); 1557 SET_FLAG (head, FLAG_BERSERK);
1595 done_one = 1; 1558 done_one = 1;
1596 } 1559 }
1597 1560
1598 /* charm */ 1561 /* charm */
1599 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY)) 1562 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY))
1600 { 1563 {
1601 INVOKE_OBJECT (KILL, head, ARG_OBJECT (caster)); 1564 INVOKE_OBJECT (KILL, head, ARG_OBJECT (caster));
1602 1565
1603 /* Prevent uncontrolled outbreaks of self replicating monsters. 1566 /* Prevent uncontrolled outbreaks of self replicating monsters.
1604 Typical use case is charm, go somwhere, use aggravation to make hostile. 1567 Typical use case is charm, go somwhere, use aggravation to make hostile.
1605 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */ 1568 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */
1606 CLEAR_FLAG (head, FLAG_GENERATOR); 1569 CLEAR_FLAG (head, FLAG_GENERATOR);
1607 head->set_owner (op); 1570 head->set_owner (op);
1608 set_spell_skill (op, caster, spell, head); 1571 set_spell_skill (op, caster, spell, head);
1609 add_friendly_object (head); 1572 add_friendly_object (head);
1610 head->attack_movement = PETMOVE; 1573 head->attack_movement = PETMOVE;
1611 done_one = 1; 1574 done_one = 1;
1612 change_exp (op, head->stats.exp / 2, head->skill, SK_EXP_ADD_SKILL); 1575 change_exp (op, head->stats.exp / 2, head->skill, SK_EXP_ADD_SKILL);
1613 head->stats.exp = 0; 1576 head->stats.exp = 0;
1614 } 1577 }
1615 1578
1616 /* If a monster was effected, put an effect in */ 1579 /* If a monster was effected, put an effect in */
1617 if (done_one && spell->other_arch) 1580 if (done_one && spell->other_arch)
1618 m->insert (arch_to_object (spell->other_arch), nx, ny, op); 1581 m->insert (arch_to_object (spell->other_arch), nx, ny, op);
1619 } /* for y */ 1582 }
1620 1583
1621 return 1; 1584 return 1;
1622} 1585}
1623
1624 1586
1625/* Move_ball_spell: This handles ball type spells that just sort of wander 1587/* Move_ball_spell: This handles ball type spells that just sort of wander
1626 * about. was called move_ball_lightning, but since more than the ball 1588 * about. was called move_ball_lightning, but since more than the ball
1627 * lightning spell used it, that seemed misnamed. 1589 * lightning spell used it, that seemed misnamed.
1628 * op is the spell effect. 1590 * op is the spell effect.
1629 * note that duration is handled by process_object() in time.c 1591 * note that duration is handled by process_object() in time.c
1630 */ 1592 */
1631
1632void 1593void
1633move_ball_spell (object *op) 1594move_ball_spell (object *op)
1634{ 1595{
1635 int i, j, dam_save, dir, mflags; 1596 int i, j, dam_save, dir, mflags;
1636 sint16 nx, ny, hx, hy; 1597 sint16 nx, ny, hx, hy;
1655 for (i = 1; i < 9; i++) 1616 for (i = 1; i < 9; i++)
1656 { 1617 {
1657 /* i bit 0: alters sign of offset 1618 /* i bit 0: alters sign of offset
1658 * other bits (i / 2): absolute value of offset 1619 * other bits (i / 2): absolute value of offset
1659 */ 1620 */
1660
1661 int offset = ((i ^ j) & 1) ? (i / 2) : -(i / 2); 1621 int offset = ((i ^ j) & 1) ? (i / 2) : -(i / 2);
1662 int tmpdir = absdir (op->direction + offset); 1622 int tmpdir = absdir (op->direction + offset);
1663 1623
1664 nx = op->x + freearr_x[tmpdir]; 1624 nx = op->x + freearr_x[tmpdir];
1665 ny = op->y + freearr_y[tmpdir]; 1625 ny = op->y + freearr_y[tmpdir];
1667 { 1627 {
1668 dir = tmpdir; 1628 dir = tmpdir;
1669 break; 1629 break;
1670 } 1630 }
1671 } 1631 }
1632
1672 if (dir == 0) 1633 if (dir == 0)
1673 { 1634 {
1674 nx = op->x; 1635 nx = op->x;
1675 ny = op->y; 1636 ny = op->y;
1676 m = op->map; 1637 m = op->map;
1702 1663
1703 if ((mflags & P_IS_ALIVE) && (!owner || owner->x != hx || owner->y != hy || !on_same_map (owner, op))) 1664 if ((mflags & P_IS_ALIVE) && (!owner || owner->x != hx || owner->y != hy || !on_same_map (owner, op)))
1704 { 1665 {
1705 if (j) 1666 if (j)
1706 op->stats.dam = dam_save / 2; 1667 op->stats.dam = dam_save / 2;
1668
1707 hit_map (op, j, op->attacktype, 1); 1669 hit_map (op, j, op->attacktype, 1);
1708
1709 } 1670 }
1710 1671
1711 /* insert the other arch */ 1672 /* insert the other arch */
1712 if (op->other_arch && !(OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy)))) 1673 if (op->other_arch && !(OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy))))
1713 m->insert (arch_to_object (op->other_arch), hx, hy, op); 1674 m->insert (arch_to_object (op->other_arch), hx, hy, op);
1746 int adjustdir; 1707 int adjustdir;
1747 maptile *m; 1708 maptile *m;
1748#endif 1709#endif
1749 object *owner = op->env; 1710 object *owner = op->env;
1750 1711
1712 if (!owner) // MUST not happen, remove when true TODO
1713 {
1714 LOG (llevError, "swarm spell found outside inventory: %s\n", op->debug_desc ());
1715 op->destroy ();
1716 return;
1717 }
1718
1751 if (!op->duration || !owner->is_on_map ()) 1719 if (!op->duration || !owner->is_on_map ())
1752 { 1720 {
1753 op->destroy (); 1721 op->drop_and_destroy ();
1754 return; 1722 return;
1755 } 1723 }
1756 1724
1757 op->duration--; 1725 op->duration--;
1758 1726
1759 int basedir = op->direction; 1727 int basedir = op->direction;
1760 if (!basedir) 1728 if (!basedir)
1729 {
1761 /* spray in all directions! 8) */ 1730 /* spray in all directions! 8) */
1762 basedir = (op->facing += op->state) % 8 + 1; 1731 op->facing = (op->facing + op->state) & 7;
1732 basedir = op->facing + 1;
1733 }
1763 1734
1764#if 0 1735#if 0
1765 // this is bogus: it causes wrong places to be checked below 1736 // this is bogus: it causes wrong places to be checked below
1766 // (a wall 2 cells away will block the effect...) and 1737 // (a wall 2 cells away will block the effect...) and
1767 // doesn't work for SP_BULLET anyhow, so again tests the wrong 1738 // doesn't work for SP_BULLET anyhow, so again tests the wrong
1849{ 1820{
1850 if (!spell->other_arch) 1821 if (!spell->other_arch)
1851 return 0; 1822 return 0;
1852 1823
1853 object *tmp = archetype::get (SWARM_SPELL); 1824 object *tmp = archetype::get (SWARM_SPELL);
1825
1854 set_spell_skill (op, caster, spell, tmp); 1826 set_spell_skill (op, caster, spell, tmp);
1855 tmp->level = caster_level (caster, spell); /* needed later, to get level dep. right. */ 1827 tmp->level = casting_level (caster, spell); /* needed later, to get level dep. right. */
1856 tmp->spell = spell->other_arch->instance (); 1828 tmp->spell = spell->other_arch->instance ();
1857 tmp->attacktype = tmp->spell->attacktype; 1829 tmp->attacktype = tmp->spell->attacktype;
1858 1830
1859 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) 1831 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
1860 if (!tailor_god_spell (tmp, op)) 1832 if (!tailor_god_spell (tmp, op))
1862 1834
1863 tmp->duration = SP_level_duration_adjust (caster, spell); 1835 tmp->duration = SP_level_duration_adjust (caster, spell);
1864 for (int i = 0; i < spell->duration; i++) 1836 for (int i = 0; i < spell->duration; i++)
1865 tmp->duration += die_roll (1, 3, op, PREFER_HIGH); 1837 tmp->duration += die_roll (1, 3, op, PREFER_HIGH);
1866 1838
1839 tmp->invisible = 1;
1840 tmp->flag [FLAG_NO_DROP] = 1; // make sure it stays in inv, or else
1867 tmp->direction = dir; 1841 tmp->direction = dir;
1868 tmp->invisible = 1;
1869 tmp->facing = rndm (1, 8); // initial firing direction 1842 tmp->facing = rndm (1, 8); // initial firing direction
1870 tmp->state = rndm (4) * 2 + 1; // direction increment 1843 tmp->state = rndm (4) * 2 + 1; // direction increment
1871 1844
1872 op->insert (tmp); 1845 op->insert (tmp);
1873 1846
1885 int dam, mflags; 1858 int dam, mflags;
1886 maptile *m; 1859 maptile *m;
1887 1860
1888 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1861 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1889 1862
1890 if (!dir) 1863 if (dir)
1891 {
1892 new_draw_info (NDI_UNIQUE, 0, op, "In what direction?");
1893 return 0;
1894 } 1864 {
1895
1896 x = op->x + freearr_x[dir]; 1865 x = op->x + freearr_x[dir];
1897 y = op->y + freearr_y[dir]; 1866 y = op->y + freearr_y[dir];
1898 m = op->map; 1867 m = op->map;
1899 1868
1900 mflags = get_map_flags (m, &m, x, y, &x, &y); 1869 mflags = get_map_flags (m, &m, x, y, &x, &y);
1901 1870
1902 if (mflags & P_OUT_OF_MAP) 1871 if (mflags & P_OUT_OF_MAP)
1903 { 1872 {
1904 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is there."); 1873 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is there.");
1905 return 0; 1874 return 0;
1906 } 1875 }
1907 1876
1908 if (mflags & P_IS_ALIVE && spell->attacktype) 1877 if (mflags & P_IS_ALIVE && spell->attacktype)
1909 { 1878 {
1910 for (target = GET_MAP_OB (m, x, y); target; target = target->above) 1879 for (target = GET_MAP_OB (m, x, y); target; target = target->above)
1911 if (QUERY_FLAG (target, FLAG_MONSTER)) 1880 if (QUERY_FLAG (target, FLAG_MONSTER))
1912 { 1881 {
1913 /* oky doky. got a target monster. Lets make a blinding attack */ 1882 /* oky doky. got a target monster. Lets make a blinding attack */
1914 if (target->head) 1883 if (target->head)
1915 target = target->head; 1884 target = target->head;
1885
1916 (void) hit_player (target, dam, op, spell->attacktype, 1); 1886 hit_player (target, dam, op, spell->attacktype, 1);
1917 return 1; /* one success only! */ 1887 return 1; /* one success only! */
1888 }
1918 } 1889 }
1919 }
1920 1890
1921 /* no live target, perhaps a wall is in the way? */ 1891 /* no live target, perhaps a wall is in the way? */
1922 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y))) 1892 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)))
1923 { 1893 {
1924 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 1894 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1925 return 0; 1895 return 0;
1896 }
1926 } 1897 }
1927 1898
1928 /* ok, looks groovy to just insert a new light on the map */ 1899 /* ok, looks groovy to just insert a new light on the map */
1929 tmp = arch_to_object (spell->other_arch); 1900 tmp = arch_to_object (spell->other_arch);
1930 if (!tmp) 1901 if (!tmp)
1931 { 1902 {
1932 LOG (llevError, "Error: spell arch for cast_light() missing.\n"); 1903 LOG (llevError, "Error: spell arch for cast_light() missing.\n");
1933 return 0; 1904 return 0;
1934 } 1905 }
1906
1935 tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell); 1907 tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell);
1908
1936 if (tmp->glow_radius) 1909 if (tmp->glow_radius)
1937 {
1938 tmp->glow_radius = spell->range + SP_level_range_adjust (caster, spell); 1910 tmp->glow_radius = min (MAX_LIGHT_RADIUS, spell->range + SP_level_range_adjust (caster, spell));
1939 if (tmp->glow_radius > MAX_LIGHT_RADII)
1940 tmp->glow_radius = MAX_LIGHT_RADII;
1941 }
1942 1911
1912 if (dir)
1943 m->insert (tmp, x, y, op); 1913 m->insert (tmp, x, y, op);
1914 else
1915 caster->outer_env ()->insert (tmp);
1916
1944 return 1; 1917 return 1;
1945} 1918}
1946 1919
1947/* cast_cause_disease: this spell looks along <dir> from the 1920/* cast_cause_disease: this spell looks along <dir> from the
1948 * player and infects someone. 1921 * player and infects someone.
2001 object *disease = arch_to_object (spell->other_arch); 1974 object *disease = arch_to_object (spell->other_arch);
2002 1975
2003 disease->set_owner (op); 1976 disease->set_owner (op);
2004 set_spell_skill (op, caster, spell, disease); 1977 set_spell_skill (op, caster, spell, disease);
2005 disease->stats.exp = 0; 1978 disease->stats.exp = 0;
2006 disease->level = caster_level (caster, spell); 1979 disease->level = casting_level (caster, spell);
2007 1980
2008 /* do level adjustments */ 1981 /* do level adjustments */
2009 if (disease->stats.wc) 1982 if (disease->stats.wc)
2010 disease->stats.wc += dur_mod / 2; 1983 disease->stats.wc += dur_mod / 2;
2011 1984

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