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Comparing deliantra/server/server/spell_attack.C (file contents):
Revision 1.27 by root, Mon Jan 8 01:19:04 2007 UTC vs.
Revision 1.78 by root, Thu Jan 1 15:43:35 2009 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 Copyright (C) 2002-2003 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002-2003,2007 Mark Wedel & Crossfire Development Team
6 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 7 *
8 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
9 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
10 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
11 (at your option) any later version. 11 * (at your option) any later version.
12 12 *
13 This program is distributed in the hope that it will be useful, 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 GNU General Public License
19 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
21 21 * The authors can be reached via e-mail to <support@deliantra.net>
22 The authors can be reached via e-mail at <crossfire@schmorp.de>
23*/ 22 */
24 23
25/* This file contains all the spell attack code. Grouping this code 24/* This file contains all the spell attack code. Grouping this code
26 * together should hopefully make it easier to find the relevent bits 25 * together should hopefully make it easier to find the relevent bits
27 * of code 26 * of code
28 */ 27 */
37/* this function checks to see if a spell pushes objects as well 36/* this function checks to see if a spell pushes objects as well
38 * as flies over and damages them (only used for cones for now) 37 * as flies over and damages them (only used for cones for now)
39 * but moved here so it could be applied to bolts too 38 * but moved here so it could be applied to bolts too
40 * op is the spell object. 39 * op is the spell object.
41 */ 40 */
42
43void 41void
44check_spell_knockback (object *op) 42check_spell_knockback (object *op)
45{ 43{
46 object *tmp, *tmp2; /* object on the map */
47 int weight_move; 44 int weight_move;
48 int frictionmod = 2; /*poor man's physics - multipy targets weight by this amount */ 45 int frictionmod = 2; /*poor man's physics - multipy targets weight by this amount */
49 46
50 if (!op->weight) 47 if (!op->weight)
51 { /*shouldn't happen but if cone object has no weight drop out */ 48 { /*shouldn't happen but if cone object has no weight drop out */
56 { 53 {
57 weight_move = op->weight + (op->weight * op->level) / 3; 54 weight_move = op->weight + (op->weight * op->level) / 3;
58 /*LOG (llevDebug, "DEBUG: arch weighs %d and masses %d (%s,level %d)\n", op->weight,weight_move,op->name,op->level); */ 55 /*LOG (llevDebug, "DEBUG: arch weighs %d and masses %d (%s,level %d)\n", op->weight,weight_move,op->name,op->level); */
59 } 56 }
60 57
61 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 58 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
62 { 59 {
63 int num_sections = 1; 60 int num_sections = 1;
64 61
65 /* don't move DM */ 62 /* don't move DM */
66 if (QUERY_FLAG (tmp, FLAG_WIZ)) 63 if (QUERY_FLAG (tmp, FLAG_WIZ))
73 /* don't move floors or immobile objects */ 70 /* don't move floors or immobile objects */
74 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || (!QUERY_FLAG (tmp, FLAG_ALIVE) && QUERY_FLAG (tmp, FLAG_NO_PICK))) 71 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || (!QUERY_FLAG (tmp, FLAG_ALIVE) && QUERY_FLAG (tmp, FLAG_NO_PICK)))
75 continue; 72 continue;
76 73
77 /* count the object's sections */ 74 /* count the object's sections */
78 for (tmp2 = tmp; tmp2 != NULL; tmp2 = tmp2->more) 75 for (object *tmp2 = tmp; tmp2; tmp2 = tmp2->more)
79 num_sections++; 76 num_sections++;
80 77
81 /* I'm not sure if it makes sense to divide by num_sections - bigger 78 /* I'm not sure if it makes sense to divide by num_sections - bigger
82 * objects should be harder to move, and we are moving the entire 79 * objects should be harder to move, and we are moving the entire
83 * object, not just the head, so the total weight should be relevant. 80 * object, not just the head, so the total weight should be relevant.
107 * 104 *
108 * BOLT CODE 105 * BOLT CODE
109 * 106 *
110 ***************************************************************************/ 107 ***************************************************************************/
111 108
112/* Causes op to fork. op is the original bolt, tmp 109/* Causes op to fork. op is the original bolt, tmp
113 * is the first piece of the fork. 110 * is the first piece of the fork.
114 */ 111 */
115
116void 112void
117forklightning (object *op, object *tmp) 113forklightning (object *op, object *tmp)
118{ 114{
119 int new_dir = 1; /* direction or -1 for left, +1 for right 0 if no new bolt */ 115 int new_dir = 1; /* direction or -1 for left, +1 for right 0 if no new bolt */
120 int t_dir; /* stores temporary dir calculation */ 116 int t_dir; /* stores temporary dir calculation */
145 141
146 /* reduce chances of subsequent forking */ 142 /* reduce chances of subsequent forking */
147 new_bolt->stats.Dex -= 10; 143 new_bolt->stats.Dex -= 10;
148 tmp->stats.Dex -= 10; /* less forks from main bolt too */ 144 tmp->stats.Dex -= 10; /* less forks from main bolt too */
149 new_bolt->stats.Con += 25 * new_dir; /* adjust the left bias */ 145 new_bolt->stats.Con += 25 * new_dir; /* adjust the left bias */
150 new_bolt->speed_left = -0.1; 146 new_bolt->speed_left = -0.1f;
151 new_bolt->direction = t_dir; 147 new_bolt->direction = t_dir;
152 new_bolt->duration++; 148 new_bolt->duration++;
153 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */ 149 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */
154 new_bolt->stats.dam++; 150 new_bolt->stats.dam++;
155 tmp->stats.dam /= 2; /* reduce father bolt damage */ 151 tmp->stats.dam /= 2; /* reduce father bolt damage */
156 tmp->stats.dam++; 152 tmp->stats.dam++;
153
157 if ((new_bolt = m->insert (new_bolt, sx, sy, op))) 154 if ((new_bolt = m->insert (new_bolt, sx, sy, op)))
158 update_turn_face (new_bolt); 155 update_turn_face (new_bolt);
159} 156}
160 157
161/* move_bolt: moves bolt 'op'. Basically, it just advances a space, 158/* move_bolt: moves bolt 'op'. Basically, it just advances a space,
162 * and checks for various things that may stop it. 159 * and checks for various things that may stop it.
163 */ 160 */
164
165void 161void
166move_bolt (object *op) 162move_bolt (object *op)
167{ 163{
168 object *tmp;
169 int mflags; 164 int mflags;
170 sint16 x, y; 165 sint16 x, y;
171 maptile *m; 166 maptile *m;
172 167
173 if (--op->duration < 0) 168 if (--op->duration < 0)
174 { 169 {
175 op->destroy (); 170 op->drop_and_destroy ();
176 return; 171 return;
177 } 172 }
178 173
179 hit_map (op, 0, op->attacktype, 1); 174 hit_map (op, 0, op->attacktype, 1);
180 175
246 else 241 else
247 { /* Create a copy of this object and put it ahead */ 242 { /* Create a copy of this object and put it ahead */
248 object *tmp = op->clone (); 243 object *tmp = op->clone ();
249 244
250 m->insert (tmp, x, y, op); 245 m->insert (tmp, x, y, op);
251 tmp->speed_left = -0.1; 246 tmp->speed_left = -0.1f;
252 /* To make up for the decrease at the top of the function */ 247 /* To make up for the decrease at the top of the function */
253 tmp->duration++; 248 tmp->duration++;
254 249
255 /* New forking code. Possibly create forks of this object 250 /* New forking code. Possibly create forks of this object
256 * going off in other directions. 251 * going off in other directions.
257 */ 252 */
258 if (rndm (0, 99) < tmp->stats.Dex) 253 if (tmp->stats.Dex && rndm (0, 99) < tmp->stats.Dex)
259 { /* stats.Dex % of forking */ 254 forklightning (op, tmp); /* stats.Dex % of forking */
260 forklightning (op, tmp);
261 }
262 255
263 /* 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
264 * doesn't create any bolts that continue to move onward. 257 * doesn't create any bolts that continue to move onward.
265 */ 258 */
266 op->range = 0; 259 op->range = 0;
290 return 0; 283 return 0;
291 284
292 /* peterm: level dependency for bolts */ 285 /* peterm: level dependency for bolts */
293 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);
294 tmp->attacktype = spob->attacktype; 287 tmp->attacktype = spob->attacktype;
288
295 if (spob->slaying) 289 if (spob->slaying)
296 tmp->slaying = spob->slaying; 290 tmp->slaying = spob->slaying;
291
297 tmp->range = spob->range + SP_level_range_adjust (caster, spob); 292 tmp->range = spob->range + SP_level_range_adjust (caster, spob);
298 tmp->duration = spob->duration + SP_level_duration_adjust (caster, spob); 293 tmp->duration = spob->duration + SP_level_duration_adjust (caster, spob);
299 tmp->stats.Dex = spob->stats.Dex; 294 tmp->stats.Dex = spob->stats.Dex;
300 tmp->stats.Con = spob->stats.Con; 295 tmp->stats.Con = spob->stats.Con;
301 296
312 307
313 maptile *newmap; 308 maptile *newmap;
314 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);
315 if (mflags & P_OUT_OF_MAP) 310 if (mflags & P_OUT_OF_MAP)
316 { 311 {
317 tmp->destroy (); 312 tmp->drop_and_destroy ();
318 return 0; 313 return 0;
319 } 314 }
320 315
321 tmp->map = newmap; 316 tmp->map = newmap;
322 317
323 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)))
324 { 319 {
325 if (!QUERY_FLAG (tmp, FLAG_REFLECTING)) 320 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
326 { 321 {
327 tmp->destroy (); 322 tmp->drop_and_destroy ();
328 return 0; 323 return 0;
329 } 324 }
330 325
331 tmp->x = op->x; 326 tmp->x = op->x;
332 tmp->y = op->y; 327 tmp->y = op->y;
337 if ((tmp = tmp->insert_at (tmp, op))) 332 if ((tmp = tmp->insert_at (tmp, op)))
338 move_bolt (tmp); 333 move_bolt (tmp);
339 334
340 return 1; 335 return 1;
341} 336}
342
343
344 337
345/*************************************************************************** 338/***************************************************************************
346 * 339 *
347 * BULLET/BALL CODE 340 * BULLET/BALL CODE
348 * 341 *
349 ***************************************************************************/ 342 ***************************************************************************/
350 343
351/* expands an explosion. op is a piece of the 344/* expands an explosion. op is a piece of the
352 * explosion - this expans it in the different directions. 345 * explosion - this expands it in the different directions.
353 * At least that is what I think this does. 346 * At least that is what I think this does.
354 */ 347 */
355void 348void
356explosion (object *op) 349explosion (object *op)
357{ 350{
381 if (ok_to_put_more (op->map, dx, dy, op, op->attacktype)) 374 if (ok_to_put_more (op->map, dx, dy, op, op->attacktype))
382 { 375 {
383 object *tmp = op->clone (); 376 object *tmp = op->clone ();
384 377
385 tmp->state = 0; 378 tmp->state = 0;
386 tmp->speed_left = -0.21; 379 tmp->speed_left = -0.21f;
387 tmp->range--; 380 tmp->range--;
388 tmp->value = 0; 381 tmp->value = 0;
389 382
390 m->insert (tmp, dx, dy, op); 383 m->insert (tmp, dx, dy, op);
391 } 384 }
392 } 385 }
393 } 386 }
394} 387}
395
396 388
397/* Causes an object to explode, eg, a firebullet, 389/* Causes an object to explode, eg, a firebullet,
398 * poison cloud ball, etc. op is the object to 390 * poison cloud ball, etc. op is the object to
399 * explode. 391 * explode.
400 */ 392 */
401void 393void
402explode_bullet (object *op) 394explode_bullet (object *op)
403{ 395{
404 object *tmp, *owner; 396 object *tmp, *owner;
405 397
406 if (op->other_arch == NULL) 398 if (!op->other_arch)
407 { 399 {
408 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n"); 400 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n");
409 op->destroy (); 401 op->destroy ();
410 return; 402 return;
411 } 403 }
412 404
413 if (op->env) 405 if (op->env)
414 { 406 {
415 object *env = object_get_env_recursive (op); 407 object *env = op->outer_env ();
408
416 if (env->map == NULL || out_of_map (env->map, env->x, env->y)) 409 if (!env->map || out_of_map (env->map, env->x, env->y))
417 { 410 {
418 LOG (llevError, "BUG: explode_bullet(): env out of map\n"); 411 LOG (llevError, "BUG: explode_bullet(): env out of map\n");
419 op->destroy (); 412 op->destroy ();
420 return; 413 return;
421 } 414 }
439 } 432 }
440 433
441 if (op->attacktype) 434 if (op->attacktype)
442 { 435 {
443 hit_map (op, 0, op->attacktype, 1); 436 hit_map (op, 0, op->attacktype, 1);
437
444 if (op->destroyed ()) 438 if (op->destroyed ())
445 return; 439 return;
446 } 440 }
447 441
448 /* other_arch contains what this explodes into */ 442 /* other_arch contains what this explodes into */
451 tmp->set_owner (op); 445 tmp->set_owner (op);
452 tmp->skill = op->skill; 446 tmp->skill = op->skill;
453 447
454 owner = op->owner; 448 owner = op->owner;
455 449
456 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))
457 { 454 {
458 op->destroy (); 455 op->destroy ();
459 return; 456 return;
460 } 457 }
461 458
488 485
489 /* Prevent recursion */ 486 /* Prevent recursion */
490 op->move_on = 0; 487 op->move_on = 0;
491 488
492 tmp->insert_at (op, op); 489 tmp->insert_at (op, op);
490 tmp->play_sound (tmp->sound);
491
493 /* remove the firebullet */ 492 /* remove the firebullet */
494 op->destroy (); 493 op->destroy ();
495} 494}
496 495
497/* checks to see what op should do, given the space it is on 496/* checks to see what op should do, given the space it is on
519 518
520 /* If nothing alive on this space, no reason to do anything further */ 519 /* If nothing alive on this space, no reason to do anything further */
521 if (!(mflags & P_IS_ALIVE)) 520 if (!(mflags & P_IS_ALIVE))
522 return; 521 return;
523 522
524 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 523 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
525 { 524 {
526 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 525 if (QUERY_FLAG (tmp, FLAG_ALIVE))
527 { 526 {
528 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
529 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0) 530 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0)
530 { 531 {
531 if (!QUERY_FLAG (op, FLAG_REMOVED)) 532 if (!QUERY_FLAG (op, FLAG_REMOVED))
532 { 533 {
533 op->destroy (); 534 op->destroy ();
605 } 606 }
606 else 607 else
607 check_bullet (op); 608 check_bullet (op);
608} 609}
609 610
610
611
612
613/* fire_bullet 611/* fire_bullet
614 * object op (cast from caster) files a bolt in dir. 612 * object op (cast from caster) files a bolt in dir.
615 * spob is the spell object for the bolt. 613 * spob is the spell object for the bolt.
616 * we remove the magic flag - that can be derived from 614 * we remove the magic flag - that can be derived from
617 * spob->attacktype. 615 * spob->attacktype.
618 * This function sets up the appropriate owner and skill 616 * This function sets up the appropriate owner and skill
619 * pointers. 617 * pointers.
620 */ 618 */
621
622int 619int
623fire_bullet (object *op, object *caster, int dir, object *spob) 620fire_bullet (object *op, object *caster, int dir, object *spob)
624{ 621{
625 object *tmp = NULL; 622 object *tmp = NULL;
626 int mflags; 623 int mflags;
627 624
628 if (!spob->other_arch) 625 if (!spob->other_arch)
629 return 0; 626 return 0;
630 627
631 tmp = arch_to_object (spob->other_arch); 628 tmp = spob->other_arch->instance ();
632 if (tmp == NULL) 629 if (!tmp)
633 return 0; 630 return 0;
634 631
635 /* peterm: level dependency for bolts */ 632 /* peterm: level dependency for bolts */
636 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob); 633 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob);
637 tmp->attacktype = spob->attacktype; 634 tmp->attacktype = spob->attacktype;
638 if (spob->slaying) 635 if (spob->slaying)
639 tmp->slaying = spob->slaying; 636 tmp->slaying = spob->slaying;
640 637
650 SET_ANIMATION (tmp, dir); 647 SET_ANIMATION (tmp, dir);
651 648
652 tmp->set_owner (op); 649 tmp->set_owner (op);
653 set_spell_skill (op, caster, spob, tmp); 650 set_spell_skill (op, caster, spob, tmp);
654 651
655 tmp->x = op->x + freearr_x[dir]; 652 tmp->x = op->x + freearr_x[dir];
656 tmp->y = op->y + freearr_y[dir]; 653 tmp->y = op->y + freearr_y[dir];
657 tmp->map = op->map; 654 tmp->map = op->map;
658 655
659 maptile *newmap; 656 maptile *newmap;
660 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y); 657 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y);
661 if (mflags & P_OUT_OF_MAP) 658 if (mflags & P_OUT_OF_MAP)
683 if ((tmp = tmp->insert_at (tmp, op))) 680 if ((tmp = tmp->insert_at (tmp, op)))
684 check_bullet (tmp); 681 check_bullet (tmp);
685 682
686 return 1; 683 return 1;
687} 684}
688
689
690
691 685
692/***************************************************************************** 686/*****************************************************************************
693 * 687 *
694 * CONE RELATED FUNCTIONS 688 * CONE RELATED FUNCTIONS
695 * 689 *
696 *****************************************************************************/ 690 *****************************************************************************/
697 691
698
699/* drops an object based on what is in the cone's "other_arch" */ 692/* drops an object based on what is in the cone's "other_arch" */
700void 693void
701cone_drop (object *op) 694cone_drop (object *op)
702{ 695{
703 object *new_ob = arch_to_object (op->other_arch); 696 object *new_ob = arch_to_object (op->other_arch);
715/* 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 */
716 709
717void 710void
718move_cone (object *op) 711move_cone (object *op)
719{ 712{
720 int i;
721
722 /* 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 */
723 if (!op->map) 714 if (!op->map)
724 { 715 {
725 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");
726 op->set_speed (0); 717 op->set_speed (0);
746 } 737 }
747#endif 738#endif
748 739
749 hit_map (op, 0, op->attacktype, 0); 740 hit_map (op, 0, op->attacktype, 0);
750 741
742 if (!op->is_on_map ())
743 return;
744
751 /* Check to see if we should push anything. 745 /* Check to see if we should push anything.
752 * Spell objects with weight push whatever they encounter to some 746 * Spell objects with weight push whatever they encounter to some
753 * degree. 747 * degree.
754 */ 748 */
755 if (op->weight) 749 if (op->weight)
750 {
756 check_spell_knockback (op); 751 check_spell_knockback (op);
757 752
758 if (op->destroyed ()) 753 if (!op->is_on_map ())
759 return; 754 return;
755 }
760 756
761 if ((op->duration--) < 0) 757 if (op->duration-- < 0)
762 { 758 {
763 op->destroy (); 759 op->destroy ();
764 return; 760 return;
765 } 761 }
766 /* Object has hit maximum range, so don't have it move 762 /* Object has hit maximum range, so don't have it move
771 { 767 {
772 op->range = 0; /* just so it doesn't wrap */ 768 op->range = 0; /* just so it doesn't wrap */
773 return; 769 return;
774 } 770 }
775 771
776 for (i = -1; i < 2; i++) 772 for (int i = -1; i <= 1; i++)
777 { 773 {
778 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)];
779 775
780 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))
781 { 777 {
828 824
829 /* Need to know what the movetype of the object we are about 825 /* Need to know what the movetype of the object we are about
830 * to create is, so we can know if the space we are about to 826 * to create is, so we can know if the space we are about to
831 * insert it into is blocked. 827 * insert it into is blocked.
832 */ 828 */
833 movetype = spell->other_arch->clone.move_type; 829 movetype = spell->other_arch->move_type;
834 830
835 for (i = range_min; i <= range_max; i++) 831 for (i = range_min; i <= range_max; i++)
836 { 832 {
837 sint16 x, y, d; 833 sint16 x, y, d;
838 834
839 /* We can't use absdir here, because it never returns 835 /* We can't use absdir here, because it never returns
840 * 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
841 * 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
842 * to hit that person. 838 * to hit that person.
843 */ 839 */
844 d = dir + i; 840 d = (dir + i) % 9;
845 while (d < 0)
846 d += 8;
847 while (d > 8)
848 d -= 8;
849 841
850 /* 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.
851 * In that case, we have to see - if dir is specified, 843 * In that case, we have to see - if dir is specified,
852 * turn this into direction 8. If dir is not specified (all 844 * turn this into direction 8. If dir is not specified (all
853 * direction) skip - otherwise, one line would do more damage 845 * direction) skip - otherwise, one line would do more damage
873 865
874 success = 1; 866 success = 1;
875 tmp = arch_to_object (spell->other_arch); 867 tmp = arch_to_object (spell->other_arch);
876 tmp->set_owner (op); 868 tmp->set_owner (op);
877 set_spell_skill (op, caster, spell, tmp); 869 set_spell_skill (op, caster, spell, tmp);
878 tmp->level = caster_level (caster, spell); 870 tmp->level = casting_level (caster, spell);
879 tmp->attacktype = spell->attacktype; 871 tmp->attacktype = spell->attacktype;
880 872
881 /* holy word stuff */ 873 /* holy word stuff */
882 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER)) 874 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER))
883 if (!tailor_god_spell (tmp, op)) 875 if (!tailor_god_spell (tmp, op))
917 else 909 else
918 tmp->duration += caster->level / 3; 910 tmp->duration += caster->level / 3;
919 } 911 }
920 912
921 if (!(tmp->move_type & MOVE_FLY_LOW)) 913 if (!(tmp->move_type & MOVE_FLY_LOW))
922 LOG (llevDebug, "cast_cone(): arch %s doesn't have flying 1\n", &spell->other_arch->name); 914 LOG (llevDebug, "cast_cone(): arch %s doesn't have flying 1\n", &spell->other_arch->archname);
923 915
924 if (!tmp->move_on && tmp->stats.dam) 916 if (!tmp->move_on && tmp->stats.dam)
925 LOG (llevDebug, "cast_cone(): arch %s doesn't have move_on set\n", &spell->other_arch->name); 917 LOG (llevDebug, "cast_cone(): arch %s doesn't have move_on set\n", &spell->other_arch->archname);
926 918
927 m->insert (tmp, sx, sy, op); 919 m->insert (tmp, sx, sy, op);
928 920
929 /* This is used for tracking spells so that one effect doesn't hit 921 /* This is used for tracking spells so that one effect doesn't hit
930 * a single space too many times. 922 * a single space too many times.
942 * 934 *
943 * BOMB related code 935 * BOMB related code
944 * 936 *
945 ****************************************************************************/ 937 ****************************************************************************/
946 938
947
948/* This handles an exploding bomb. 939/* This handles an exploding bomb.
949 * op is the original bomb object. 940 * op is the original bomb object.
950 */ 941 */
951void 942void
952animate_bomb (object *op) 943animate_bomb (object *op)
953{ 944{
954 int i;
955 object *env, *tmp;
956
957 if (op->state != NUM_ANIMATIONS (op) - 1) 945 if (op->state != NUM_ANIMATIONS (op) - 1)
958 return; 946 return;
959 947
960 env = object_get_env_recursive (op); 948 object *env = op->outer_env ();
961 949
962 if (op->env) 950 if (op->env)
963 { 951 {
964 if (env->map == NULL) 952 if (env->map == NULL)
965 return; 953 return;
966
967 if (env->type == PLAYER)
968 esrv_del_item (env->contr, op->count);
969 954
970 if (!(op = op->insert_at (env, op))) 955 if (!(op = op->insert_at (env, op)))
971 return; 956 return;
972 } 957 }
973 958
984 * but using the cast_bullet isn't really feasible, 969 * but using the cast_bullet isn't really feasible,
985 * so just set up the appropriate values. 970 * so just set up the appropriate values.
986 */ 971 */
987 if (archetype *at = archetype::find (SPLINT)) 972 if (archetype *at = archetype::find (SPLINT))
988 { 973 {
989 for (i = 1; i < 9; i++) 974 for (int i = 1; i < 9; i++)
990 { 975 {
991 if (out_of_map (op->map, op->x + freearr_x[i], op->y + freearr_x[i])) 976 if (out_of_map (op->map, op->x + freearr_x[i], op->y + freearr_x[i]))
992 continue; 977 continue;
993 978
994 tmp = arch_to_object (at); 979 object *tmp = arch_to_object (at);
995 tmp->direction = i; 980 tmp->direction = i;
996 tmp->range = op->range; 981 tmp->range = op->range;
997 tmp->stats.dam = op->stats.dam; 982 tmp->stats.dam = op->stats.dam;
998 tmp->duration = op->duration; 983 tmp->duration = op->duration;
999 tmp->attacktype = op->attacktype; 984 tmp->attacktype = op->attacktype;
1013} 998}
1014 999
1015int 1000int
1016create_bomb (object *op, object *caster, int dir, object *spell) 1001create_bomb (object *op, object *caster, int dir, object *spell)
1017{ 1002{
1018
1019 object *tmp; 1003 object *tmp;
1020 int mflags; 1004 int mflags;
1021 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];
1022 maptile *m; 1006 maptile *m;
1023 1007
1024 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 {
1025 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))
1026 { 1017 {
1027 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.");
1028 return 0; 1019 return 0;
1020 }
1029 } 1021 }
1022
1030 tmp = arch_to_object (spell->other_arch); 1023 tmp = arch_to_object (spell->other_arch);
1031 1024
1032 /* level dependencies for bomb */ 1025 /* level dependencies for bomb */
1033 tmp->range = spell->range + SP_level_range_adjust (caster, spell); 1026 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
1034 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1027 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1055 * dir is the direction to look in. 1048 * dir is the direction to look in.
1056 * range is how far out to look. 1049 * range is how far out to look.
1057 * type is the type of spell - either SPELL_MANA or SPELL_GRACE. 1050 * type is the type of spell - either SPELL_MANA or SPELL_GRACE.
1058 * this info is used for blocked magic/unholy spaces. 1051 * this info is used for blocked magic/unholy spaces.
1059 */ 1052 */
1060
1061object * 1053object *
1062get_pointed_target (object *op, int dir, int range, int type) 1054get_pointed_target (object *op, int dir, int range, int type)
1063{ 1055{
1064 object *target; 1056 object *target;
1065 sint16 x, y; 1057 sint16 x, y;
1084 return NULL; 1076 return NULL;
1085 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW) 1077 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW)
1086 return NULL; 1078 return NULL;
1087 1079
1088 if (mflags & P_IS_ALIVE) 1080 if (mflags & P_IS_ALIVE)
1089 {
1090 for (target = GET_MAP_OB (mp, x, y); target; target = target->above) 1081 for (target = GET_MAP_OB (mp, x, y); target; target = target->above)
1091 { 1082 if (QUERY_FLAG (target, FLAG_MONSTER))
1092 if (QUERY_FLAG (target->head ? target->head : target, FLAG_MONSTER))
1093 {
1094 return target; 1083 return target;
1095 }
1096 }
1097 }
1098 } 1084 }
1085
1099 return NULL; 1086 return NULL;
1100} 1087}
1101
1102 1088
1103/* cast_smite_arch() - the priest points to a creature and causes 1089/* cast_smite_arch() - the priest points to a creature and causes
1104 * a 'godly curse' to decend. 1090 * a 'godly curse' to decend.
1105 * usual params - 1091 * usual params -
1106 * op = player 1092 * op = player
1107 * caster = object casting the spell. 1093 * caster = object casting the spell.
1108 * dir = direction being cast 1094 * dir = direction being cast
1109 * spell = spell object 1095 * spell = spell object
1110 */ 1096 */
1111
1112int 1097int
1113cast_smite_spell (object *op, object *caster, int dir, object *spell) 1098cast_smite_spell (object *op, object *caster, int dir, object *spell)
1114{ 1099{
1115 object *effect, *target; 1100 object *effect, *target;
1116 object *god = find_god (determine_god (op)); 1101 object *god = find_god (determine_god (op));
1126 * interesting spell. 1111 * interesting spell.
1127 * if it is a cleric spell, you need a god, and the creature 1112 * if it is a cleric spell, you need a god, and the creature
1128 * can't be friendly to your god. 1113 * can't be friendly to your god.
1129 */ 1114 */
1130 1115
1131 if (!target || QUERY_FLAG (target, FLAG_REFL_SPELL) 1116 if (!target
1117 || target->flag [FLAG_REFL_SPELL]
1132 || (!god && spell->stats.grace) 1118 || (!god && spell->stats.grace)
1133 || (target->title && god && !strcmp (target->title, god->name)) || (target->race && god && strstr (target->race, god->race))) 1119 || (target->title && god && target->title == god->name)
1120 || (target->race && god && target->race.contains (god->race)))
1134 { 1121 {
1135 new_draw_info (NDI_UNIQUE, 0, op, "Your request is unheeded."); 1122 new_draw_info (NDI_UNIQUE, 0, op, "Your request is unheeded.");
1136 return 0; 1123 return 0;
1137 } 1124 }
1138 1125
1140 effect = arch_to_object (spell->other_arch); 1127 effect = arch_to_object (spell->other_arch);
1141 else 1128 else
1142 return 0; 1129 return 0;
1143 1130
1144 /* tailor the effect by priest level and worshipped God */ 1131 /* tailor the effect by priest level and worshipped God */
1145 effect->level = caster_level (caster, spell); 1132 effect->level = casting_level (caster, spell);
1146 effect->attacktype = spell->attacktype; 1133 effect->attacktype = spell->attacktype;
1147 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER)) 1134 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER))
1148 { 1135 {
1149 if (tailor_god_spell (effect, op)) 1136 if (tailor_god_spell (effect, op))
1150 new_draw_info_format (NDI_UNIQUE, 0, op, "%s answers your call!", determine_god (op)); 1137 new_draw_info_format (NDI_UNIQUE, 0, op, "%s answers your call!", (const char *)determine_god (op));
1151 else 1138 else
1152 { 1139 {
1153 new_draw_info (NDI_UNIQUE, 0, op, "Your request is ignored."); 1140 new_draw_info (NDI_UNIQUE, 0, op, "Your request is ignored.");
1154 return 0; 1141 return 0;
1155 } 1142 }
1194 effect->insert_at (target, op); 1181 effect->insert_at (target, op);
1195 1182
1196 return 1; 1183 return 1;
1197} 1184}
1198 1185
1199
1200/**************************************************************************** 1186/****************************************************************************
1201 * 1187 *
1202 * MAGIC MISSILE code. 1188 * MAGIC MISSILE code.
1203 * note that the fire_bullet is used to fire the missile. The 1189 * note that the fire_bullet is used to fire the missile. The
1204 * code here is just to move the missile. 1190 * code here is just to move the missile.
1206 1192
1207/* op is a missile that needs to be moved */ 1193/* op is a missile that needs to be moved */
1208void 1194void
1209move_missile (object *op) 1195move_missile (object *op)
1210{ 1196{
1211 int i, mflags;
1212 object *owner;
1213 sint16 new_x, new_y;
1214 maptile *m;
1215
1216 if (op->range-- <= 0) 1197 if (op->range-- <= 0)
1217 { 1198 {
1199 op->drop_and_destroy ();
1200 return;
1201 }
1202
1203 mapxy pos (op);
1204 pos.move (op->direction);
1205
1206 if (!pos.normalise ())
1207 {
1218 op->destroy (); 1208 op->destroy ();
1219 return; 1209 return;
1220 } 1210 }
1221 1211
1222 owner = op->owner; 1212 mapspace &ms = pos.ms ();
1223#if 0
1224 /* It'd make things nastier if this wasn't here - spells cast by
1225 * monster that are then killed would continue to survive
1226 */
1227 if (owner == NULL)
1228 {
1229 op->destroy ();
1230 return;
1231 }
1232#endif
1233 1213
1234 new_x = op->x + DIRX (op); 1214 if (ms.flags () & P_IS_ALIVE || ms.blocks (op))
1235 new_y = op->y + DIRY (op);
1236
1237 mflags = get_map_flags (op->map, &m, new_x, new_y, &new_x, &new_y);
1238
1239 if (!(mflags & P_OUT_OF_MAP) && ((mflags & P_IS_ALIVE) || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y))))
1240 { 1215 {
1241 hit_map (op, op->direction, AT_MAGIC, 1); 1216 hit_map (op, op->direction, AT_MAGIC, 1);
1242 /* Basically, missile only hits one thing then goes away. 1217 /* Basically, missile only hits one thing then goes away.
1243 * we need to remove it if someone hasn't already done so. 1218 * we need to remove it if someone hasn't already done so.
1244 */ 1219 */
1245 if (!op->destroyed ())
1246 op->destroy ();
1247
1248 return;
1249 }
1250
1251 op->remove ();
1252
1253 if (!op->direction || (mflags & P_OUT_OF_MAP))
1254 {
1255 op->destroy (); 1220 op->destroy ();
1256 return; 1221 return;
1257 } 1222 }
1258 1223
1224 if (!op->direction)
1225 {
1226 op->destroy ();
1227 return;
1228 }
1229
1259 i = spell_find_dir (m, new_x, new_y, op->owner); 1230 int i = spell_find_dir (pos.m, pos.x, pos.y, op->owner);
1260 if (i > 0 && i != op->direction) 1231 if (i > 0 && i != op->direction)
1261 { 1232 {
1262 op->direction = i; 1233 op->direction = i;
1263 SET_ANIMATION (op, op->direction); 1234 SET_ANIMATION (op, op->direction);
1264 } 1235 }
1265 1236
1266 m->insert (op, new_x, new_y, op); 1237 pos.insert (op, op);
1267} 1238}
1268 1239
1269/**************************************************************************** 1240/****************************************************************************
1270 * Destruction 1241 * Destruction
1271 ****************************************************************************/ 1242 ****************************************************************************/
1274 * we do this by creating a force and inserting it in the 1245 * we do this by creating a force and inserting it in the
1275 * object. if time is 0, the object glows permanently. To truely 1246 * object. if time is 0, the object glows permanently. To truely
1276 * make this work for non-living objects, we would have to 1247 * make this work for non-living objects, we would have to
1277 * give them the capability to have an inventory. b.t. 1248 * give them the capability to have an inventory. b.t.
1278 */ 1249 */
1279
1280int 1250int
1281make_object_glow (object *op, int radius, int time) 1251make_object_glow (object *op, int radius, int time)
1282{ 1252{
1283 object *tmp;
1284
1285 /* some things are unaffected... */ 1253 /* some things are unaffected... */
1286 if (op->path_denied & PATH_LIGHT) 1254 if (op->path_denied & PATH_LIGHT)
1287 return 0; 1255 return 0;
1288 1256
1289 tmp = get_archetype (FORCE_NAME); 1257 object *tmp = get_archetype (FORCE_NAME);
1290 tmp->speed = 0.01; 1258 tmp->speed = 0.01;
1291 tmp->stats.food = time; 1259 tmp->stats.food = time;
1292 SET_FLAG (tmp, FLAG_IS_USED_UP); 1260 SET_FLAG (tmp, FLAG_IS_USED_UP);
1293 tmp->glow_radius = radius;
1294 if (tmp->glow_radius > MAX_LIGHT_RADII)
1295 tmp->glow_radius = MAX_LIGHT_RADII; 1261 tmp->glow_radius = min (MAX_LIGHT_RADIUS, radius);
1296
1297 tmp->x = op->x;
1298 tmp->y = op->y;
1299 if (tmp->speed < MIN_ACTIVE_SPEED)
1300 tmp->speed = MIN_ACTIVE_SPEED; /* safety */
1301 tmp = insert_ob_in_ob (tmp, op); 1262 tmp = insert_ob_in_ob (tmp, op);
1263
1302 if (tmp->glow_radius > op->glow_radius) 1264 if (tmp->glow_radius > op->glow_radius)
1303 op->glow_radius = tmp->glow_radius; 1265 op->glow_radius = tmp->glow_radius;
1304 1266
1305 if (!tmp->env || op != tmp->env)
1306 {
1307 LOG (llevError, "make_object_glow() failed to insert glowing force in %s\n", &op->name);
1308 return 0;
1309 }
1310 return 1; 1267 return 1;
1311} 1268}
1312
1313
1314
1315 1269
1316int 1270int
1317cast_destruction (object *op, object *caster, object *spell_ob) 1271cast_destruction (object *op, object *caster, object *spell_ob)
1318{ 1272{
1319 int i, j, range, mflags, friendly = 0, dam, dur;
1320 sint16 sx, sy;
1321 maptile *m;
1322 object *tmp;
1323 const char *skill;
1324
1325 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob); 1273 int range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
1326 dam = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob); 1274 int dam = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob);
1327 dur = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob); 1275 int dur = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
1328 if (QUERY_FLAG (op, FLAG_FRIENDLY) || op->type == PLAYER) 1276
1329 friendly = 1; 1277 bool friendly = op->flag [FLAG_FRIENDLY] || op->is_player ();
1330 1278
1331 /* destruction doesn't use another spell object, so we need 1279 /* destruction doesn't use another spell object, so we need
1332 * update op's skill pointer so that exp is properly awarded. 1280 * update op's skill pointer so that exp is properly awarded.
1333 * We do some shortcuts here - since this is just temporary
1334 * and we'll reset the values back, we don't need to go through
1335 * the full share string/free_string route.
1336 */ 1281 */
1337 skill = op->skill; 1282 const shstr skill = op->skill;
1283
1338 if (caster == op) 1284 if (caster == op)
1339 op->skill = spell_ob->skill; 1285 op->skill = spell_ob->skill;
1340 else if (caster->skill) 1286 else if (caster->skill)
1341 op->skill = caster->skill; 1287 op->skill = caster->skill;
1342 else 1288 else
1343 op->skill = NULL; 1289 op->skill = 0;
1344 1290
1345 change_skill (op, find_skill_by_name (op, op->skill), 1); 1291 op->change_skill (find_skill_by_name (op, op->skill));
1346 1292
1347 for (i = -range; i < range; i++) 1293 unordered_mapwalk (op, -range, -range, range, range)
1348 { 1294 {
1349 for (j = -range; j < range; j++) 1295 mapspace &ms = m->at (nx, ny);
1350 {
1351 m = op->map;
1352 sx = op->x + i;
1353 sy = op->y + j;
1354 1296
1355 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
1356 if (mflags & P_OUT_OF_MAP)
1357 continue;
1358
1359 if (mflags & P_IS_ALIVE) 1297 if (ms.flags () & P_IS_ALIVE)
1298 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1299 if (tmp->flag [FLAG_ALIVE] || tmp->is_player ())
1360 { 1300 {
1361 for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above) 1301 tmp = tmp->head_ ();
1362 if (QUERY_FLAG (tmp, FLAG_ALIVE) || tmp->type == PLAYER)
1363 break;
1364 1302
1365 if (tmp) 1303 if ((friendly && !tmp->flag [FLAG_FRIENDLY] && !tmp->is_player ())
1304 || (!friendly && (tmp->flag [FLAG_FRIENDLY] || tmp->is_player ())))
1366 { 1305 {
1367 if (tmp->head) 1306 if (spell_ob->subtype == SP_DESTRUCTION)
1368 tmp = tmp->head;
1369
1370 if ((friendly && !QUERY_FLAG (tmp, FLAG_FRIENDLY) && tmp->type != PLAYER) ||
1371 (!friendly && (QUERY_FLAG (tmp, FLAG_FRIENDLY) || tmp->type == PLAYER)))
1372 { 1307 {
1373 if (spell_ob->subtype == SP_DESTRUCTION)
1374 {
1375 hit_player (tmp, dam, op, spell_ob->attacktype, 0); 1308 hit_player (tmp, dam, op, spell_ob->attacktype, 0);
1309
1376 if (spell_ob->other_arch) 1310 if (spell_ob->other_arch)
1377 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op); 1311 m->insert (arch_to_object (spell_ob->other_arch), nx, ny, op);
1378 } 1312 }
1379 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist[ATNR_MAGIC] != 100) 1313 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist [ATNR_MAGIC] != 100)
1380 { 1314 {
1381 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch) 1315 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch)
1382 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op); 1316 m->insert (arch_to_object (spell_ob->other_arch), nx, ny, op);
1383 }
1384 } 1317 }
1385 } 1318 }
1386 } 1319 }
1387 }
1388 } 1320 }
1389 1321
1390 op->skill = skill; 1322 op->skill = skill;
1391 return 1; 1323 return 1;
1392} 1324}
1408 { 1340 {
1409 new_draw_info (NDI_UNIQUE, 0, op, "There is no one in that direction to curse."); 1341 new_draw_info (NDI_UNIQUE, 0, op, "There is no one in that direction to curse.");
1410 return 0; 1342 return 0;
1411 } 1343 }
1412 1344
1345 tmp = tmp->head_ ();
1346
1413 /* If we've already got a force of this type, don't add a new one. */ 1347 /* If we've already got a force of this type, don't add a new one. */
1414 for (force = tmp->inv; force != NULL; force = force->below) 1348 for (force = tmp->inv; force; force = force->below)
1415 { 1349 {
1416 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY) 1350 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY)
1417 { 1351 {
1418 if (force->name == spell_ob->name) 1352 if (force->name == spell_ob->name)
1419 { 1353 {
1425 return 0; 1359 return 0;
1426 } 1360 }
1427 } 1361 }
1428 } 1362 }
1429 1363
1430 if (force == NULL) 1364 if (!force)
1431 { 1365 {
1432 force = get_archetype (FORCE_NAME); 1366 force = get_archetype (FORCE_NAME);
1433 force->subtype = FORCE_CHANGE_ABILITY; 1367 force->subtype = FORCE_CHANGE_ABILITY;
1368
1434 if (spell_ob->race) 1369 if (spell_ob->race)
1435 force->name = spell_ob->race; 1370 force->name = spell_ob->race;
1436 else 1371 else
1437 force->name = spell_ob->name; 1372 force->name = spell_ob->name;
1438 1373
1448 { 1383 {
1449 force->duration = duration; 1384 force->duration = duration;
1450 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 1385 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1451 } 1386 }
1452 else 1387 else
1453 {
1454 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1388 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1455 } 1389
1456 return 1; 1390 return 1;
1457 } 1391 }
1392
1458 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50; 1393 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1459 force->speed = 1.0; 1394 force->speed = 1.f;
1460 force->speed_left = -1.0; 1395 force->speed_left = -1.f;
1461 SET_FLAG (force, FLAG_APPLIED); 1396 SET_FLAG (force, FLAG_APPLIED);
1462 1397
1463 if (god) 1398 if (god)
1464 { 1399 {
1465 if (spell_ob->last_grace) 1400 if (spell_ob->last_grace)
1483 tmp->update_stats (); 1418 tmp->update_stats ();
1484 return 1; 1419 return 1;
1485 1420
1486} 1421}
1487 1422
1488
1489/********************************************************************** 1423/**********************************************************************
1490 * mood change 1424 * mood change
1491 * Arguably, this may or may not be an attack spell. But since it 1425 * Arguably, this may or may not be an attack spell. But since it
1492 * effects monsters, it seems best to put it into this file 1426 * effects monsters, it seems best to put it into this file
1493 ***********************************************************************/ 1427 ***********************************************************************/
1497 */ 1431 */
1498int 1432int
1499mood_change (object *op, object *caster, object *spell) 1433mood_change (object *op, object *caster, object *spell)
1500{ 1434{
1501 object *tmp, *god, *head; 1435 object *tmp, *god, *head;
1502 int done_one, range, mflags, level, at, best_at; 1436 int done_one, range, level, at, best_at;
1503 sint16 x, y, nx, ny;
1504 maptile *m;
1505 const char *race; 1437 const char *race;
1506 1438
1507 /* We precompute some values here so that we don't have to keep 1439 /* We precompute some values here so that we don't have to keep
1508 * doing it over and over again. 1440 * doing it over and over again.
1509 */ 1441 */
1510 god = find_god (determine_god (op)); 1442 god = find_god (determine_god (op));
1511 level = caster_level (caster, spell); 1443 level = casting_level (caster, spell);
1512 range = spell->range + SP_level_range_adjust (caster, spell); 1444 range = spell->range + SP_level_range_adjust (caster, spell);
1513 1445
1514 /* On the bright side, no monster should ever have a race of GOD_... 1446 /* On the bright side, no monster should ever have a race of GOD_...
1515 * so even if the player doesn't worship a god, if race=GOD_.., it 1447 * so even if the player doesn't worship a god, if race=GOD_.., it
1516 * won't ever match anything. 1448 * won't ever match anything.
1522 else if (god && !strcmp (spell->race, "GOD_FRIEND")) 1454 else if (god && !strcmp (spell->race, "GOD_FRIEND"))
1523 race = god->race; 1455 race = god->race;
1524 else 1456 else
1525 race = spell->race; 1457 race = spell->race;
1526 1458
1527 1459 unordered_mapwalk (op, -range, -range, range, range)
1528 for (x = op->x - range; x <= op->x + range; x++)
1529 for (y = op->y - range; y <= op->y + range; y++)
1530 { 1460 {
1461 mapspace &ms = m->at (nx, ny);
1531 1462
1532 done_one = 0;
1533 m = op->map;
1534 nx = x;
1535 ny = y;
1536 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1537 if (mflags & P_OUT_OF_MAP)
1538 continue;
1539
1540 /* If there is nothing living on this space, no need to go further */ 1463 /* If there is nothing living on this space, no need to go further */
1541 if (!(mflags & P_IS_ALIVE)) 1464 if (!ms.flags () & P_IS_ALIVE)
1542 continue; 1465 continue;
1543 1466
1544 for (tmp = GET_MAP_OB (m, nx, ny); tmp; tmp = tmp->above) 1467 // players can only affect spaces that they can actually see
1545 if (QUERY_FLAG (tmp, FLAG_MONSTER)) 1468 if (caster
1469 && caster->contr
1470 && caster->contr->darkness_at (m, nx, ny) == LOS_BLOCKED)
1471 continue;
1472
1473 for (tmp = ms.top; tmp; tmp = tmp->below)
1474 if (tmp->flag [FLAG_MONSTER])
1546 break; 1475 break;
1547 1476
1548 /* There can be living objects that are not monsters */ 1477 /* There can be living objects that are not monsters */
1549 if (!tmp || tmp->type == PLAYER) 1478 if (!tmp)
1550 continue; 1479 continue;
1551 1480
1552 /* Only the head has meaningful data, so resolve to that */ 1481 /* Only the head has meaningful data, so resolve to that */
1553 if (tmp->head)
1554 head = tmp->head; 1482 head = tmp->head_ ();
1555 else
1556 head = tmp;
1557 1483
1558 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */ 1484 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */
1559 if (race && head->race && !strstr (race, head->race)) 1485 if (race && head->race && !strstr (race, head->race))
1560 continue; 1486 continue;
1487
1561 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD)) 1488 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD))
1562 continue; 1489 continue;
1563 1490
1564 /* Now do a bunch of stuff related to saving throws */ 1491 /* Now do a bunch of stuff related to saving throws */
1565 best_at = -1; 1492 best_at = -1;
1566 if (spell->attacktype) 1493 if (spell->attacktype)
1567 { 1494 {
1568 for (at = 0; at < NROFATTACKS; at++) 1495 for (at = 0; at < NROFATTACKS; at++)
1569 if (spell->attacktype & (1 << at)) 1496 if (spell->attacktype & (1 << at))
1570 if (best_at == -1 || head->resist[at] > head->resist[best_at]) 1497 if (best_at == -1 || head->resist[at] > head->resist[best_at])
1571 best_at = at; 1498 best_at = at;
1572 1499
1573 if (best_at == -1) 1500 if (best_at == -1)
1574 at = 0; 1501 at = 0;
1575 else 1502 else
1576 { 1503 {
1577 if (head->resist[best_at] == 100) 1504 if (head->resist[best_at] == 100)
1578 continue; 1505 continue;
1579 else 1506 else
1580 at = head->resist[best_at] / 5; 1507 at = head->resist[best_at] / 5;
1581 } 1508 }
1509
1582 at -= level / 5; 1510 at -= level / 5;
1583 if (did_make_save (head, head->level, at)) 1511 if (did_make_save (head, head->level, at))
1584 continue; 1512 continue;
1585 } 1513 }
1586 else /* spell->attacktype */ 1514 else /* spell->attacktype */
1515 {
1587 /* 1516 /*
1588 Spell has no attacktype (charm & such), so we'll have a specific saving: 1517 Spell has no attacktype (charm & such), so we'll have a specific saving:
1589 * if spell level < monster level, no go 1518 * if spell level < monster level, no go
1590 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) ) 1519 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) )
1591 1520
1593 1522
1594 This is required to fix the 'charm monster' abuse, where a player level 1 can 1523 This is required to fix the 'charm monster' abuse, where a player level 1 can
1595 charm a level 125 monster... 1524 charm a level 125 monster...
1596 1525
1597 Ryo, august 14th 1526 Ryo, august 14th
1598 */ 1527 */
1599 {
1600 if (head->level > level) 1528 if (head->level > level)
1601 continue; 1529 continue;
1530
1602 if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + MIN (50, 2 * (level - head->level)))) 1531 if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + MIN (50, 2 * (level - head->level))))
1603 /* Failed, no effect */ 1532 /* Failed, no effect */
1604 continue; 1533 continue;
1605 } 1534 }
1606 1535
1607 /* Done with saving throw. Now start effecting the monster */ 1536 /* Done with saving throw. Now start affecting the monster */
1537 done_one = 0;
1608 1538
1609 /* aggravation */ 1539 /* aggravation */
1610 if (QUERY_FLAG (spell, FLAG_MONSTER)) 1540 if (QUERY_FLAG (spell, FLAG_MONSTER))
1611 { 1541 {
1612 CLEAR_FLAG (head, FLAG_SLEEP); 1542 CLEAR_FLAG (head, FLAG_SLEEP);
1613 if (QUERY_FLAG (head, FLAG_FRIENDLY))
1614 remove_friendly_object (head); 1543 remove_friendly_object (head);
1615
1616 done_one = 1; 1544 done_one = 1;
1617 head->enemy = op; 1545 head->enemy = op;
1618 } 1546 }
1619 1547
1620 /* calm monsters */ 1548 /* calm monsters */
1621 if (QUERY_FLAG (spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (head, FLAG_UNAGGRESSIVE)) 1549 if (QUERY_FLAG (spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (head, FLAG_UNAGGRESSIVE))
1622 { 1550 {
1623 SET_FLAG (head, FLAG_UNAGGRESSIVE); 1551 SET_FLAG (head, FLAG_UNAGGRESSIVE);
1624 head->enemy = NULL; 1552 head->enemy = NULL;
1625 done_one = 1; 1553 done_one = 1;
1626 } 1554 }
1627 1555
1628 /* berserk monsters */ 1556 /* berserk monsters */
1629 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK)) 1557 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK))
1630 { 1558 {
1631 SET_FLAG (head, FLAG_BERSERK); 1559 SET_FLAG (head, FLAG_BERSERK);
1632 done_one = 1; 1560 done_one = 1;
1633 } 1561 }
1634 1562
1635 /* charm */ 1563 /* charm */
1636 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY)) 1564 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY))
1637 { 1565 {
1566 INVOKE_OBJECT (KILL, head, ARG_OBJECT (caster));
1567
1638 /* Prevent uncontolled outbreaks of self replicating monsters. 1568 /* Prevent uncontrolled outbreaks of self replicating monsters.
1639 Typical use case is charm, go somwhere, use aggravation to make hostile. 1569 Typical use case is charm, go somwhere, use aggravation to make hostile.
1640 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */ 1570 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */
1641 CLEAR_FLAG (head, FLAG_GENERATOR); 1571 CLEAR_FLAG (head, FLAG_GENERATOR);
1642 head->set_owner (op); 1572 head->set_owner (op);
1643 set_spell_skill (op, caster, spell, head); 1573 set_spell_skill (op, caster, spell, head);
1644 add_friendly_object (head); 1574 add_friendly_object (head);
1645 head->attack_movement = PETMOVE; 1575 head->attack_movement = PETMOVE;
1646 done_one = 1; 1576 done_one = 1;
1647 change_exp (op, head->stats.exp / 2, head->skill, SK_EXP_ADD_SKILL); 1577 change_exp (op, head->stats.exp / 2, head->skill, SK_EXP_ADD_SKILL);
1648 head->stats.exp = 0; 1578 head->stats.exp = 0;
1649 } 1579 }
1650 1580
1651 /* If a monster was effected, put an effect in */ 1581 /* If a monster was effected, put an effect in */
1652 if (done_one && spell->other_arch) 1582 if (done_one && spell->other_arch)
1653 m->insert (arch_to_object (spell->other_arch), nx, ny, op); 1583 m->insert (arch_to_object (spell->other_arch), nx, ny, op);
1654 } /* for y */ 1584 }
1655 1585
1656 return 1; 1586 return 1;
1657} 1587}
1658
1659 1588
1660/* Move_ball_spell: This handles ball type spells that just sort of wander 1589/* Move_ball_spell: This handles ball type spells that just sort of wander
1661 * about. was called move_ball_lightning, but since more than the ball 1590 * about. was called move_ball_lightning, but since more than the ball
1662 * lightning spell used it, that seemed misnamed. 1591 * lightning spell used it, that seemed misnamed.
1663 * op is the spell effect. 1592 * op is the spell effect.
1664 * note that duration is handled by process_object() in time.c 1593 * note that duration is handled by process_object() in time.c
1665 */ 1594 */
1666
1667void 1595void
1668move_ball_spell (object *op) 1596move_ball_spell (object *op)
1669{ 1597{
1670 int i, j, dam_save, dir, mflags; 1598 int i, j, dam_save, dir, mflags;
1671 sint16 nx, ny, hx, hy; 1599 sint16 nx, ny, hx, hy;
1690 for (i = 1; i < 9; i++) 1618 for (i = 1; i < 9; i++)
1691 { 1619 {
1692 /* i bit 0: alters sign of offset 1620 /* i bit 0: alters sign of offset
1693 * other bits (i / 2): absolute value of offset 1621 * other bits (i / 2): absolute value of offset
1694 */ 1622 */
1695
1696 int offset = ((i ^ j) & 1) ? (i / 2) : -(i / 2); 1623 int offset = ((i ^ j) & 1) ? (i / 2) : -(i / 2);
1697 int tmpdir = absdir (op->direction + offset); 1624 int tmpdir = absdir (op->direction + offset);
1698 1625
1699 nx = op->x + freearr_x[tmpdir]; 1626 nx = op->x + freearr_x[tmpdir];
1700 ny = op->y + freearr_y[tmpdir]; 1627 ny = op->y + freearr_y[tmpdir];
1702 { 1629 {
1703 dir = tmpdir; 1630 dir = tmpdir;
1704 break; 1631 break;
1705 } 1632 }
1706 } 1633 }
1634
1707 if (dir == 0) 1635 if (dir == 0)
1708 { 1636 {
1709 nx = op->x; 1637 nx = op->x;
1710 ny = op->y; 1638 ny = op->y;
1711 m = op->map; 1639 m = op->map;
1720 * if this has an other_arch field, we insert that in 1648 * if this has an other_arch field, we insert that in
1721 * the surround spaces. 1649 * the surround spaces.
1722 */ 1650 */
1723 for (j = 0; j < 9; j++) 1651 for (j = 0; j < 9; j++)
1724 { 1652 {
1725 object *new_ob;
1726
1727 hx = nx + freearr_x[j]; 1653 hx = nx + freearr_x[j];
1728 hy = ny + freearr_y[j]; 1654 hy = ny + freearr_y[j];
1729 1655
1730 m = op->map; 1656 m = op->map;
1731 mflags = get_map_flags (m, &m, hx, hy, &hx, &hy); 1657 mflags = get_map_flags (m, &m, hx, hy, &hx, &hy);
1739 1665
1740 if ((mflags & P_IS_ALIVE) && (!owner || owner->x != hx || owner->y != hy || !on_same_map (owner, op))) 1666 if ((mflags & P_IS_ALIVE) && (!owner || owner->x != hx || owner->y != hy || !on_same_map (owner, op)))
1741 { 1667 {
1742 if (j) 1668 if (j)
1743 op->stats.dam = dam_save / 2; 1669 op->stats.dam = dam_save / 2;
1670
1744 hit_map (op, j, op->attacktype, 1); 1671 hit_map (op, j, op->attacktype, 1);
1745
1746 } 1672 }
1747 1673
1748 /* insert the other arch */ 1674 /* insert the other arch */
1749 if (op->other_arch && !(OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy)))) 1675 if (op->other_arch && !(OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy))))
1750 m->insert (arch_to_object (op->other_arch), hx, hy, op); 1676 m->insert (arch_to_object (op->other_arch), hx, hy, op);
1764 1690
1765 op->direction = i; 1691 op->direction = i;
1766 } 1692 }
1767} 1693}
1768 1694
1769
1770/* move_swarm_spell: peterm 1695/* move_swarm_spell: peterm
1771 * This is an implementation of the swarm spell. It was written for 1696 * This is an implementation of the swarm spell. It was written for
1772 * meteor swarm, but it could be used for any swarm. A swarm spell 1697 * meteor swarm, but it could be used for any swarm. A swarm spell
1773 * is a special type of object that casts swarms of other types 1698 * is a special type of object that casts swarms of other types
1774 * of spells. Which spell it casts is flexible. It fires the spells 1699 * of spells. Which spell it casts is flexible. It fires the spells
1775 * from a set of squares surrounding the caster, in a given direction. 1700 * from a set of squares surrounding the caster, in a given direction.
1776 */ 1701 */
1777
1778void 1702void
1779move_swarm_spell (object *op) 1703move_swarm_spell (object *op)
1780{ 1704{
1781#if 0 1705#if 0
1782 static int cardinal_adjust[9] = { -3, -2, -1, 0, 0, 0, 1, 2, 3 }; 1706 static int cardinal_adjust[9] = { -3, -2, -1, 0, 0, 0, 1, 2, 3 };
1783 static int diagonal_adjust[10] = { -3, -2, -2, -1, 0, 0, 1, 2, 2, 3 }; 1707 static int diagonal_adjust[10] = { -3, -2, -2, -1, 0, 0, 1, 2, 2, 3 };
1784 sint16 target_x, target_y, origin_x, origin_y; 1708 sint16 target_x, target_y, origin_x, origin_y;
1785 int adjustdir; 1709 int adjustdir;
1786 maptile *m; 1710 maptile *m;
1787#endif 1711#endif
1788 int basedir;
1789 object *owner; 1712 object *owner = op->env;
1790 1713
1791 owner = op->owner; 1714 if (!owner) // MUST not happen, remove when true TODO
1792 if (op->duration == 0 || owner == NULL)
1793 { 1715 {
1716 LOG (llevError, "swarm spell found outside inventory: %s\n", op->debug_desc ());
1794 op->destroy (); 1717 op->destroy ();
1795 return; 1718 return;
1796 } 1719 }
1797 1720
1721 if (!op->duration || !owner->is_on_map ())
1722 {
1723 op->drop_and_destroy ();
1724 return;
1725 }
1726
1798 op->duration--; 1727 op->duration--;
1799 1728
1800 basedir = op->direction; 1729 int basedir = op->direction;
1801 if (basedir == 0) 1730 if (!basedir)
1802 { 1731 {
1803 /* spray in all directions! 8) */ 1732 /* spray in all directions! 8) */
1804 basedir = rndm (1, 8); 1733 op->facing = (op->facing + op->state) & 7;
1734 basedir = op->facing + 1;
1805 } 1735 }
1806 1736
1807#if 0 1737#if 0
1808 // this is bogus: it causes wrong places to be checked below 1738 // this is bogus: it causes wrong places to be checked below
1809 // (a wall 2 cells away will block the effect...) and 1739 // (a wall 2 cells away will block the effect...) and
1810 // doesn't work for SP_BULLET anyhow, so again tests the wrong 1740 // doesn't work for SP_BULLET anyhow, so again tests the wrong
1811 // space. 1741 // space.
1812 // should be fixed later, but correctness before featurs... 1742 // should be fixed later, but correctness before features...
1813 // (schmorp) 1743 // (schmorp)
1814 1744
1815 /* new offset calculation to make swarm element distribution 1745 /* new offset calculation to make swarm element distribution
1816 * more uniform 1746 * more uniform
1817 */ 1747 */
1870 { 1800 {
1871 /* Bullet spells have a bunch more customization that needs to be done */ 1801 /* Bullet spells have a bunch more customization that needs to be done */
1872 if (op->spell->subtype == SP_BULLET) 1802 if (op->spell->subtype == SP_BULLET)
1873 fire_bullet (owner, op, basedir, op->spell); 1803 fire_bullet (owner, op, basedir, op->spell);
1874 else if (op->spell->subtype == SP_MAGIC_MISSILE) 1804 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1875 fire_arch_from_position (owner, op, op->x, op->y, basedir, op->spell); 1805 fire_arch_from_position (owner, op, owner->x, owner->y, basedir, op->spell);
1876 } 1806 }
1877} 1807}
1878
1879
1880
1881 1808
1882/* fire_swarm: 1809/* fire_swarm:
1883 * The following routine creates a swarm of objects. It actually 1810 * The following routine creates a swarm of objects. It actually
1884 * sets up a specific swarm object, which then fires off all 1811 * sets up a specific swarm object, which then fires off all
1885 * the parts of the swarm. 1812 * the parts of the swarm.
1888 * caster: the caster (owner, wand, rod, scroll) 1815 * caster: the caster (owner, wand, rod, scroll)
1889 * dir: the direction everything will be fired in 1816 * dir: the direction everything will be fired in
1890 * spell - the spell that is this spell. 1817 * spell - the spell that is this spell.
1891 * n: the number to be fired. 1818 * n: the number to be fired.
1892 */ 1819 */
1893
1894int 1820int
1895fire_swarm (object *op, object *caster, object *spell, int dir) 1821fire_swarm (object *op, object *caster, object *spell, int dir)
1896{ 1822{
1897 object *tmp;
1898 int i;
1899
1900 if (!spell->other_arch) 1823 if (!spell->other_arch)
1901 return 0; 1824 return 0;
1902 1825
1903 tmp = get_archetype (SWARM_SPELL); 1826 object *tmp = archetype::get (SWARM_SPELL);
1904 tmp->set_owner (op); /* needed so that if swarm elements kill, caster gets xp. */ 1827
1905 set_spell_skill (op, caster, spell, tmp); 1828 set_spell_skill (op, caster, spell, tmp);
1906
1907 tmp->level = caster_level (caster, spell); /*needed later, to get level dep. right. */ 1829 tmp->level = casting_level (caster, spell); /* needed later, to get level dep. right. */
1908 tmp->spell = arch_to_object (spell->other_arch); 1830 tmp->spell = spell->other_arch->instance ();
1909
1910 tmp->attacktype = tmp->spell->attacktype; 1831 tmp->attacktype = tmp->spell->attacktype;
1911 1832
1912 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) 1833 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
1913 if (!tailor_god_spell (tmp, op)) 1834 if (!tailor_god_spell (tmp, op))
1914 return 1; 1835 return 1;
1915 1836
1916 tmp->duration = SP_level_duration_adjust (caster, spell); 1837 tmp->duration = SP_level_duration_adjust (caster, spell);
1917 for (i = 0; i < spell->duration; i++) 1838 for (int i = 0; i < spell->duration; i++)
1918 tmp->duration += die_roll (1, 3, op, PREFER_HIGH); 1839 tmp->duration += die_roll (1, 3, op, PREFER_HIGH);
1919 1840
1841 tmp->invisible = 1;
1842 tmp->flag [FLAG_NO_DROP] = 1; // make sure it stays in inv, or else
1920 tmp->direction = dir; 1843 tmp->direction = dir;
1921 tmp->invisible = 1; 1844 tmp->facing = rndm (1, 8); // initial firing direction
1845 tmp->state = rndm (4) * 2 + 1; // direction increment
1922 1846
1923 tmp->insert_at (op, op); 1847 op->insert (tmp);
1848
1924 return 1; 1849 return 1;
1925} 1850}
1926
1927 1851
1928/* See the spells documentation file for why this is its own 1852/* See the spells documentation file for why this is its own
1929 * function. 1853 * function.
1930 */ 1854 */
1931int 1855int
1936 int dam, mflags; 1860 int dam, mflags;
1937 maptile *m; 1861 maptile *m;
1938 1862
1939 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1863 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1940 1864
1941 if (!dir) 1865 if (dir)
1942 {
1943 new_draw_info (NDI_UNIQUE, 0, op, "In what direction?");
1944 return 0;
1945 } 1866 {
1946
1947 x = op->x + freearr_x[dir]; 1867 x = op->x + freearr_x[dir];
1948 y = op->y + freearr_y[dir]; 1868 y = op->y + freearr_y[dir];
1949 m = op->map; 1869 m = op->map;
1950 1870
1951 mflags = get_map_flags (m, &m, x, y, &x, &y); 1871 mflags = get_map_flags (m, &m, x, y, &x, &y);
1952 1872
1953 if (mflags & P_OUT_OF_MAP) 1873 if (mflags & P_OUT_OF_MAP)
1954 { 1874 {
1955 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is there."); 1875 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is there.");
1956 return 0; 1876 return 0;
1957 } 1877 }
1958 1878
1959 if (mflags & P_IS_ALIVE && spell->attacktype) 1879 if (mflags & P_IS_ALIVE && spell->attacktype)
1960 { 1880 {
1961 for (target = GET_MAP_OB (m, x, y); target; target = target->above) 1881 for (target = GET_MAP_OB (m, x, y); target; target = target->above)
1962 if (QUERY_FLAG (target, FLAG_MONSTER)) 1882 if (QUERY_FLAG (target, FLAG_MONSTER))
1963 { 1883 {
1964 /* oky doky. got a target monster. Lets make a blinding attack */ 1884 /* oky doky. got a target monster. Lets make a blinding attack */
1965 if (target->head) 1885 if (target->head)
1966 target = target->head; 1886 target = target->head;
1887
1967 (void) hit_player (target, dam, op, spell->attacktype, 1); 1888 hit_player (target, dam, op, spell->attacktype, 1);
1968 return 1; /* one success only! */ 1889 return 1; /* one success only! */
1890 }
1969 } 1891 }
1970 }
1971 1892
1972 /* no live target, perhaps a wall is in the way? */ 1893 /* no live target, perhaps a wall is in the way? */
1973 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y))) 1894 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)))
1974 { 1895 {
1975 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 1896 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1976 return 0; 1897 return 0;
1898 }
1977 } 1899 }
1978 1900
1979 /* ok, looks groovy to just insert a new light on the map */ 1901 /* ok, looks groovy to just insert a new light on the map */
1980 tmp = arch_to_object (spell->other_arch); 1902 tmp = arch_to_object (spell->other_arch);
1981 if (!tmp) 1903 if (!tmp)
1982 { 1904 {
1983 LOG (llevError, "Error: spell arch for cast_light() missing.\n"); 1905 LOG (llevError, "Error: spell arch for cast_light() missing.\n");
1984 return 0; 1906 return 0;
1985 } 1907 }
1908
1986 tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell); 1909 tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell);
1910
1987 if (tmp->glow_radius) 1911 if (tmp->glow_radius)
1988 {
1989 tmp->glow_radius = spell->range + SP_level_range_adjust (caster, spell); 1912 tmp->glow_radius = min (MAX_LIGHT_RADIUS, spell->range + SP_level_range_adjust (caster, spell));
1990 if (tmp->glow_radius > MAX_LIGHT_RADII)
1991 tmp->glow_radius = MAX_LIGHT_RADII;
1992 }
1993 1913
1914 if (dir)
1994 m->insert (tmp, x, y, op); 1915 m->insert (tmp, x, y, op);
1916 else
1917 caster->outer_env ()->insert (tmp);
1918
1995 return 1; 1919 return 1;
1996} 1920}
1997
1998
1999
2000 1921
2001/* cast_cause_disease: this spell looks along <dir> from the 1922/* cast_cause_disease: this spell looks along <dir> from the
2002 * player and infects someone. 1923 * player and infects someone.
2003 * op is the player/monster, caster is the object, dir is the direction 1924 * op is the player/monster, caster is the object, dir is the direction
2004 * to cast, disease_arch is the specific disease, and type is the spell number 1925 * to cast, disease_arch is the specific disease, and type is the spell number
2005 * perhaps this should actually be in disease.c? 1926 * perhaps this should actually be in disease.c?
2006 */ 1927 */
2007
2008int 1928int
2009cast_cause_disease (object *op, object *caster, object *spell, int dir) 1929cast_cause_disease (object *op, object *caster, object *spell, int dir)
2010{ 1930{
2011 sint16 x, y; 1931 sint16 x, y;
2012 int i, mflags, range, dam_mod, dur_mod; 1932 int i, mflags, range, dam_mod, dur_mod;
2019 /* If casting from a scroll, no direction will be available, so refer to the 1939 /* If casting from a scroll, no direction will be available, so refer to the
2020 * direction the player is pointing. 1940 * direction the player is pointing.
2021 */ 1941 */
2022 if (!dir) 1942 if (!dir)
2023 dir = op->facing; 1943 dir = op->facing;
1944
2024 if (!dir) 1945 if (!dir)
2025 return 0; /* won't find anything if casting on ourself, so just return */ 1946 return 0; /* won't find anything if casting on ourself, so just return */
2026 1947
2027 /* Calculate these once here */ 1948 /* Calculate these once here */
2028 range = spell->range + SP_level_range_adjust (caster, spell); 1949 range = spell->range + SP_level_range_adjust (caster, spell);
2055 object *disease = arch_to_object (spell->other_arch); 1976 object *disease = arch_to_object (spell->other_arch);
2056 1977
2057 disease->set_owner (op); 1978 disease->set_owner (op);
2058 set_spell_skill (op, caster, spell, disease); 1979 set_spell_skill (op, caster, spell, disease);
2059 disease->stats.exp = 0; 1980 disease->stats.exp = 0;
2060 disease->level = caster_level (caster, spell); 1981 disease->level = casting_level (caster, spell);
2061 1982
2062 /* do level adjustments */ 1983 /* do level adjustments */
2063 if (disease->stats.wc) 1984 if (disease->stats.wc)
2064 disease->stats.wc += dur_mod / 2; 1985 disease->stats.wc += dur_mod / 2;
2065 1986
2066 if (disease->magic > 0) 1987 if (disease->magic > 0)
2067 disease->magic += dur_mod / 4; 1988 disease->magic += dur_mod / 8;
2068 1989
2069 if (disease->stats.maxhp > 0) 1990 if (disease->stats.maxhp > 0)
2070 disease->stats.maxhp += dur_mod; 1991 disease->stats.maxhp += dur_mod;
2071 1992
2072 if (disease->stats.maxgrace > 0) 1993 if (disease->stats.maxgrace > 0)
2107 if (disease->stats.sp) 2028 if (disease->stats.sp)
2108 disease->stats.sp -= dam_mod; 2029 disease->stats.sp -= dam_mod;
2109 2030
2110 if (infect_object (walk, disease, 1)) 2031 if (infect_object (walk, disease, 1))
2111 { 2032 {
2112 object *flash; /* visual effect for inflicting disease */
2113
2114 new_draw_info_format (NDI_UNIQUE, 0, op, "You inflict %s on %s!", &disease->name, &walk->name); 2033 new_draw_info_format (NDI_UNIQUE, 0, op, "You inflict %s on %s!", &disease->name, &walk->name);
2115 2034
2116 disease->destroy (); /* don't need this one anymore */ 2035 disease->destroy (); /* don't need this one anymore */
2117 walk->map->insert (get_archetype (ARCH_DETECT_MAGIC), x, y, op); 2036 walk->map->insert (get_archetype ("detect_magic"), x, y, op);
2118 return 1; 2037 return 1;
2119 } 2038 }
2120 2039
2121 disease->destroy (); 2040 disease->destroy ();
2122 } 2041 }

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