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Comparing deliantra/server/server/spell_attack.C (file contents):
Revision 1.30 by pippijn, Thu Mar 1 12:28:16 2007 UTC vs.
Revision 1.79 by root, Thu Jan 1 16:05:13 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.
21 * 20 *
22 * The authors can be reached via e-mail at <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <support@deliantra.net>
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
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 int mflags; 164 int mflags;
169 sint16 x, y; 165 sint16 x, y;
170 maptile *m; 166 maptile *m;
171 167
172 if (--op->duration < 0) 168 if (--op->duration < 0)
173 { 169 {
174 op->destroy (); 170 op->drop_and_destroy ();
175 return; 171 return;
176 } 172 }
177 173
178 hit_map (op, 0, op->attacktype, 1); 174 hit_map (op, 0, op->attacktype, 1);
179 175
245 else 241 else
246 { /* Create a copy of this object and put it ahead */ 242 { /* Create a copy of this object and put it ahead */
247 object *tmp = op->clone (); 243 object *tmp = op->clone ();
248 244
249 m->insert (tmp, x, y, op); 245 m->insert (tmp, x, y, op);
250 tmp->speed_left = -0.1; 246 tmp->speed_left = -0.1f;
251 /* 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 */
252 tmp->duration++; 248 tmp->duration++;
253 249
254 /* New forking code. Possibly create forks of this object 250 /* New forking code. Possibly create forks of this object
255 * going off in other directions. 251 * going off in other directions.
256 */ 252 */
257 if (rndm (0, 99) < tmp->stats.Dex) 253 if (tmp->stats.Dex && rndm (0, 99) < tmp->stats.Dex)
258 { /* stats.Dex % of forking */ 254 forklightning (op, tmp); /* stats.Dex % of forking */
259 forklightning (op, tmp);
260 }
261 255
262 /* 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
263 * doesn't create any bolts that continue to move onward. 257 * doesn't create any bolts that continue to move onward.
264 */ 258 */
265 op->range = 0; 259 op->range = 0;
289 return 0; 283 return 0;
290 284
291 /* peterm: level dependency for bolts */ 285 /* peterm: level dependency for bolts */
292 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);
293 tmp->attacktype = spob->attacktype; 287 tmp->attacktype = spob->attacktype;
288
294 if (spob->slaying) 289 if (spob->slaying)
295 tmp->slaying = spob->slaying; 290 tmp->slaying = spob->slaying;
291
296 tmp->range = spob->range + SP_level_range_adjust (caster, spob); 292 tmp->range = spob->range + SP_level_range_adjust (caster, spob);
297 tmp->duration = spob->duration + SP_level_duration_adjust (caster, spob); 293 tmp->duration = spob->duration + SP_level_duration_adjust (caster, spob);
298 tmp->stats.Dex = spob->stats.Dex; 294 tmp->stats.Dex = spob->stats.Dex;
299 tmp->stats.Con = spob->stats.Con; 295 tmp->stats.Con = spob->stats.Con;
300 296
311 307
312 maptile *newmap; 308 maptile *newmap;
313 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);
314 if (mflags & P_OUT_OF_MAP) 310 if (mflags & P_OUT_OF_MAP)
315 { 311 {
316 tmp->destroy (); 312 tmp->drop_and_destroy ();
317 return 0; 313 return 0;
318 } 314 }
319 315
320 tmp->map = newmap; 316 tmp->map = newmap;
321 317
322 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)))
323 { 319 {
324 if (!QUERY_FLAG (tmp, FLAG_REFLECTING)) 320 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
325 { 321 {
326 tmp->destroy (); 322 tmp->drop_and_destroy ();
327 return 0; 323 return 0;
328 } 324 }
329 325
330 tmp->x = op->x; 326 tmp->x = op->x;
331 tmp->y = op->y; 327 tmp->y = op->y;
336 if ((tmp = tmp->insert_at (tmp, op))) 332 if ((tmp = tmp->insert_at (tmp, op)))
337 move_bolt (tmp); 333 move_bolt (tmp);
338 334
339 return 1; 335 return 1;
340} 336}
341
342
343 337
344/*************************************************************************** 338/***************************************************************************
345 * 339 *
346 * BULLET/BALL CODE 340 * BULLET/BALL CODE
347 * 341 *
348 ***************************************************************************/ 342 ***************************************************************************/
349 343
350/* expands an explosion. op is a piece of the 344/* expands an explosion. op is a piece of the
351 * explosion - this expans it in the different directions. 345 * explosion - this expands it in the different directions.
352 * At least that is what I think this does. 346 * At least that is what I think this does.
353 */ 347 */
354void 348void
355explosion (object *op) 349explosion (object *op)
356{ 350{
380 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))
381 { 375 {
382 object *tmp = op->clone (); 376 object *tmp = op->clone ();
383 377
384 tmp->state = 0; 378 tmp->state = 0;
385 tmp->speed_left = -0.21; 379 tmp->speed_left = -0.21f;
386 tmp->range--; 380 tmp->range--;
387 tmp->value = 0; 381 tmp->value = 0;
388 382
389 m->insert (tmp, dx, dy, op); 383 m->insert (tmp, dx, dy, op);
390 } 384 }
391 } 385 }
392 } 386 }
393} 387}
394
395 388
396/* Causes an object to explode, eg, a firebullet, 389/* Causes an object to explode, eg, a firebullet,
397 * poison cloud ball, etc. op is the object to 390 * poison cloud ball, etc. op is the object to
398 * explode. 391 * explode.
399 */ 392 */
400void 393void
401explode_bullet (object *op) 394explode_bullet (object *op)
402{ 395{
403 object *tmp, *owner; 396 object *tmp, *owner;
404 397
405 if (op->other_arch == NULL) 398 if (!op->other_arch)
406 { 399 {
407 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n"); 400 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n");
408 op->destroy (); 401 op->destroy ();
409 return; 402 return;
410 } 403 }
411 404
412 if (op->env) 405 if (op->env)
413 { 406 {
414 object *env = object_get_env_recursive (op); 407 object *env = op->outer_env ();
408
415 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))
416 { 410 {
417 LOG (llevError, "BUG: explode_bullet(): env out of map\n"); 411 LOG (llevError, "BUG: explode_bullet(): env out of map\n");
418 op->destroy (); 412 op->destroy ();
419 return; 413 return;
420 } 414 }
438 } 432 }
439 433
440 if (op->attacktype) 434 if (op->attacktype)
441 { 435 {
442 hit_map (op, 0, op->attacktype, 1); 436 hit_map (op, 0, op->attacktype, 1);
437
443 if (op->destroyed ()) 438 if (op->destroyed ())
444 return; 439 return;
445 } 440 }
446 441
447 /* other_arch contains what this explodes into */ 442 /* other_arch contains what this explodes into */
450 tmp->set_owner (op); 445 tmp->set_owner (op);
451 tmp->skill = op->skill; 446 tmp->skill = op->skill;
452 447
453 owner = op->owner; 448 owner = op->owner;
454 449
455 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))
456 { 454 {
457 op->destroy (); 455 op->destroy ();
458 return; 456 return;
459 } 457 }
460 458
487 485
488 /* Prevent recursion */ 486 /* Prevent recursion */
489 op->move_on = 0; 487 op->move_on = 0;
490 488
491 tmp->insert_at (op, op); 489 tmp->insert_at (op, op);
490 tmp->play_sound (tmp->sound);
491
492 /* remove the firebullet */ 492 /* remove the firebullet */
493 op->destroy (); 493 op->destroy ();
494} 494}
495 495
496/* 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
518 518
519 /* 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 */
520 if (!(mflags & P_IS_ALIVE)) 520 if (!(mflags & P_IS_ALIVE))
521 return; 521 return;
522 522
523 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)
524 { 524 {
525 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 525 if (QUERY_FLAG (tmp, FLAG_ALIVE))
526 { 526 {
527 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
528 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0) 530 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0)
529 { 531 {
530 if (!QUERY_FLAG (op, FLAG_REMOVED)) 532 if (!QUERY_FLAG (op, FLAG_REMOVED))
531 { 533 {
532 op->destroy (); 534 op->destroy ();
604 } 606 }
605 else 607 else
606 check_bullet (op); 608 check_bullet (op);
607} 609}
608 610
609
610
611
612/* fire_bullet 611/* fire_bullet
613 * object op (cast from caster) files a bolt in dir. 612 * object op (cast from caster) files a bolt in dir.
614 * spob is the spell object for the bolt. 613 * spob is the spell object for the bolt.
615 * we remove the magic flag - that can be derived from 614 * we remove the magic flag - that can be derived from
616 * spob->attacktype. 615 * spob->attacktype.
617 * This function sets up the appropriate owner and skill 616 * This function sets up the appropriate owner and skill
618 * pointers. 617 * pointers.
619 */ 618 */
620
621int 619int
622fire_bullet (object *op, object *caster, int dir, object *spob) 620fire_bullet (object *op, object *caster, int dir, object *spob)
623{ 621{
624 object *tmp = NULL; 622 object *tmp = NULL;
625 int mflags; 623 int mflags;
626 624
627 if (!spob->other_arch) 625 if (!spob->other_arch)
628 return 0; 626 return 0;
629 627
630 tmp = arch_to_object (spob->other_arch); 628 tmp = spob->other_arch->instance ();
631 if (tmp == NULL) 629 if (!tmp)
632 return 0; 630 return 0;
633 631
634 /* peterm: level dependency for bolts */ 632 /* peterm: level dependency for bolts */
635 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);
636 tmp->attacktype = spob->attacktype; 634 tmp->attacktype = spob->attacktype;
637 if (spob->slaying) 635 if (spob->slaying)
638 tmp->slaying = spob->slaying; 636 tmp->slaying = spob->slaying;
639 637
649 SET_ANIMATION (tmp, dir); 647 SET_ANIMATION (tmp, dir);
650 648
651 tmp->set_owner (op); 649 tmp->set_owner (op);
652 set_spell_skill (op, caster, spob, tmp); 650 set_spell_skill (op, caster, spob, tmp);
653 651
654 tmp->x = op->x + freearr_x[dir]; 652 tmp->x = op->x + freearr_x[dir];
655 tmp->y = op->y + freearr_y[dir]; 653 tmp->y = op->y + freearr_y[dir];
656 tmp->map = op->map; 654 tmp->map = op->map;
657 655
658 maptile *newmap; 656 maptile *newmap;
659 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);
660 if (mflags & P_OUT_OF_MAP) 658 if (mflags & P_OUT_OF_MAP)
682 if ((tmp = tmp->insert_at (tmp, op))) 680 if ((tmp = tmp->insert_at (tmp, op)))
683 check_bullet (tmp); 681 check_bullet (tmp);
684 682
685 return 1; 683 return 1;
686} 684}
687
688
689
690 685
691/***************************************************************************** 686/*****************************************************************************
692 * 687 *
693 * CONE RELATED FUNCTIONS 688 * CONE RELATED FUNCTIONS
694 * 689 *
695 *****************************************************************************/ 690 *****************************************************************************/
696 691
697
698/* 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" */
699void 693void
700cone_drop (object *op) 694cone_drop (object *op)
701{ 695{
702 object *new_ob = arch_to_object (op->other_arch); 696 object *new_ob = arch_to_object (op->other_arch);
714/* 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 */
715 709
716void 710void
717move_cone (object *op) 711move_cone (object *op)
718{ 712{
719 int i;
720
721 /* 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 */
722 if (!op->map) 714 if (!op->map)
723 { 715 {
724 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");
725 op->set_speed (0); 717 op->set_speed (0);
745 } 737 }
746#endif 738#endif
747 739
748 hit_map (op, 0, op->attacktype, 0); 740 hit_map (op, 0, op->attacktype, 0);
749 741
742 if (!op->is_on_map ())
743 return;
744
750 /* Check to see if we should push anything. 745 /* Check to see if we should push anything.
751 * Spell objects with weight push whatever they encounter to some 746 * Spell objects with weight push whatever they encounter to some
752 * degree. 747 * degree.
753 */ 748 */
754 if (op->weight) 749 if (op->weight)
750 {
755 check_spell_knockback (op); 751 check_spell_knockback (op);
756 752
757 if (op->destroyed ()) 753 if (!op->is_on_map ())
758 return; 754 return;
755 }
759 756
760 if ((op->duration--) < 0) 757 if (op->duration-- < 0)
761 { 758 {
762 op->destroy (); 759 op->destroy ();
763 return; 760 return;
764 } 761 }
765 /* Object has hit maximum range, so don't have it move 762 /* Object has hit maximum range, so don't have it move
770 { 767 {
771 op->range = 0; /* just so it doesn't wrap */ 768 op->range = 0; /* just so it doesn't wrap */
772 return; 769 return;
773 } 770 }
774 771
775 for (i = -1; i < 2; i++) 772 for (int i = -1; i <= 1; i++)
776 { 773 {
777 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)];
778 775
779 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))
780 { 777 {
827 824
828 /* 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
829 * 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
830 * insert it into is blocked. 827 * insert it into is blocked.
831 */ 828 */
832 movetype = spell->other_arch->clone.move_type; 829 movetype = spell->other_arch->move_type;
833 830
834 for (i = range_min; i <= range_max; i++) 831 for (i = range_min; i <= range_max; i++)
835 { 832 {
836 sint16 x, y, d; 833 sint16 x, y, d;
837 834
838 /* We can't use absdir here, because it never returns 835 /* We can't use absdir here, because it never returns
839 * 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
840 * 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
841 * to hit that person. 838 * to hit that person.
842 */ 839 */
843 d = dir + i; 840 d = (dir + i) % 9;
844 while (d < 0)
845 d += 8;
846 while (d > 8)
847 d -= 8;
848 841
849 /* 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.
850 * In that case, we have to see - if dir is specified, 843 * In that case, we have to see - if dir is specified,
851 * turn this into direction 8. If dir is not specified (all 844 * turn this into direction 8. If dir is not specified (all
852 * direction) skip - otherwise, one line would do more damage 845 * direction) skip - otherwise, one line would do more damage
872 865
873 success = 1; 866 success = 1;
874 tmp = arch_to_object (spell->other_arch); 867 tmp = arch_to_object (spell->other_arch);
875 tmp->set_owner (op); 868 tmp->set_owner (op);
876 set_spell_skill (op, caster, spell, tmp); 869 set_spell_skill (op, caster, spell, tmp);
877 tmp->level = caster_level (caster, spell); 870 tmp->level = casting_level (caster, spell);
878 tmp->attacktype = spell->attacktype; 871 tmp->attacktype = spell->attacktype;
879 872
880 /* holy word stuff */ 873 /* holy word stuff */
881 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER)) 874 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER))
882 if (!tailor_god_spell (tmp, op)) 875 if (!tailor_god_spell (tmp, op))
916 else 909 else
917 tmp->duration += caster->level / 3; 910 tmp->duration += caster->level / 3;
918 } 911 }
919 912
920 if (!(tmp->move_type & MOVE_FLY_LOW)) 913 if (!(tmp->move_type & MOVE_FLY_LOW))
921 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);
922 915
923 if (!tmp->move_on && tmp->stats.dam) 916 if (!tmp->move_on && tmp->stats.dam)
924 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);
925 918
926 m->insert (tmp, sx, sy, op); 919 m->insert (tmp, sx, sy, op);
927 920
928 /* 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
929 * a single space too many times. 922 * a single space too many times.
941 * 934 *
942 * BOMB related code 935 * BOMB related code
943 * 936 *
944 ****************************************************************************/ 937 ****************************************************************************/
945 938
946
947/* This handles an exploding bomb. 939/* This handles an exploding bomb.
948 * op is the original bomb object. 940 * op is the original bomb object.
949 */ 941 */
950void 942void
951animate_bomb (object *op) 943animate_bomb (object *op)
952{ 944{
953 int i;
954 object *env, *tmp;
955
956 if (op->state != NUM_ANIMATIONS (op) - 1) 945 if (op->state != NUM_ANIMATIONS (op) - 1)
957 return; 946 return;
958 947
959 env = object_get_env_recursive (op); 948 object *env = op->outer_env ();
960 949
961 if (op->env) 950 if (op->env)
962 { 951 {
963 if (env->map == NULL) 952 if (env->map == NULL)
964 return; 953 return;
965
966 if (env->type == PLAYER)
967 esrv_del_item (env->contr, op->count);
968 954
969 if (!(op = op->insert_at (env, op))) 955 if (!(op = op->insert_at (env, op)))
970 return; 956 return;
971 } 957 }
972 958
983 * but using the cast_bullet isn't really feasible, 969 * but using the cast_bullet isn't really feasible,
984 * so just set up the appropriate values. 970 * so just set up the appropriate values.
985 */ 971 */
986 if (archetype *at = archetype::find (SPLINT)) 972 if (archetype *at = archetype::find (SPLINT))
987 { 973 {
988 for (i = 1; i < 9; i++) 974 for (int i = 1; i < 9; i++)
989 { 975 {
990 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]))
991 continue; 977 continue;
992 978
993 tmp = arch_to_object (at); 979 object *tmp = arch_to_object (at);
994 tmp->direction = i; 980 tmp->direction = i;
995 tmp->range = op->range; 981 tmp->range = op->range;
996 tmp->stats.dam = op->stats.dam; 982 tmp->stats.dam = op->stats.dam;
997 tmp->duration = op->duration; 983 tmp->duration = op->duration;
998 tmp->attacktype = op->attacktype; 984 tmp->attacktype = op->attacktype;
1012} 998}
1013 999
1014int 1000int
1015create_bomb (object *op, object *caster, int dir, object *spell) 1001create_bomb (object *op, object *caster, int dir, object *spell)
1016{ 1002{
1017
1018 object *tmp; 1003 object *tmp;
1019 int mflags; 1004 int mflags;
1020 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];
1021 maptile *m; 1006 maptile *m;
1022 1007
1023 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 {
1024 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))
1025 { 1017 {
1026 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.");
1027 return 0; 1019 return 0;
1020 }
1028 } 1021 }
1022
1029 tmp = arch_to_object (spell->other_arch); 1023 tmp = arch_to_object (spell->other_arch);
1030 1024
1031 /* level dependencies for bomb */ 1025 /* level dependencies for bomb */
1032 tmp->range = spell->range + SP_level_range_adjust (caster, spell); 1026 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
1033 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);
1054 * dir is the direction to look in. 1048 * dir is the direction to look in.
1055 * range is how far out to look. 1049 * range is how far out to look.
1056 * 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.
1057 * this info is used for blocked magic/unholy spaces. 1051 * this info is used for blocked magic/unholy spaces.
1058 */ 1052 */
1059
1060object * 1053object *
1061get_pointed_target (object *op, int dir, int range, int type) 1054get_pointed_target (object *op, int dir, int range, int type)
1062{ 1055{
1063 object *target; 1056 object *target;
1064 sint16 x, y; 1057 sint16 x, y;
1083 return NULL; 1076 return NULL;
1084 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW) 1077 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW)
1085 return NULL; 1078 return NULL;
1086 1079
1087 if (mflags & P_IS_ALIVE) 1080 if (mflags & P_IS_ALIVE)
1088 {
1089 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)
1090 { 1082 if (QUERY_FLAG (target, FLAG_MONSTER))
1091 if (QUERY_FLAG (target->head ? target->head : target, FLAG_MONSTER))
1092 {
1093 return target; 1083 return target;
1094 }
1095 }
1096 }
1097 } 1084 }
1085
1098 return NULL; 1086 return NULL;
1099} 1087}
1100
1101 1088
1102/* cast_smite_arch() - the priest points to a creature and causes 1089/* cast_smite_arch() - the priest points to a creature and causes
1103 * a 'godly curse' to decend. 1090 * a 'godly curse' to decend.
1104 * usual params - 1091 * usual params -
1105 * op = player 1092 * op = player
1106 * caster = object casting the spell. 1093 * caster = object casting the spell.
1107 * dir = direction being cast 1094 * dir = direction being cast
1108 * spell = spell object 1095 * spell = spell object
1109 */ 1096 */
1110
1111int 1097int
1112cast_smite_spell (object *op, object *caster, int dir, object *spell) 1098cast_smite_spell (object *op, object *caster, int dir, object *spell)
1113{ 1099{
1114 object *effect, *target; 1100 object *effect, *target;
1115 object *god = find_god (determine_god (op)); 1101 object *god = find_god (determine_god (op));
1125 * interesting spell. 1111 * interesting spell.
1126 * 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
1127 * can't be friendly to your god. 1113 * can't be friendly to your god.
1128 */ 1114 */
1129 1115
1130 if (!target || QUERY_FLAG (target, FLAG_REFL_SPELL) 1116 if (!target
1117 || target->flag [FLAG_REFL_SPELL]
1131 || (!god && spell->stats.grace) 1118 || (!god && spell->stats.grace)
1132 || (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)))
1133 { 1121 {
1134 new_draw_info (NDI_UNIQUE, 0, op, "Your request is unheeded."); 1122 new_draw_info (NDI_UNIQUE, 0, op, "Your request is unheeded.");
1135 return 0; 1123 return 0;
1136 } 1124 }
1137 1125
1139 effect = arch_to_object (spell->other_arch); 1127 effect = arch_to_object (spell->other_arch);
1140 else 1128 else
1141 return 0; 1129 return 0;
1142 1130
1143 /* tailor the effect by priest level and worshipped God */ 1131 /* tailor the effect by priest level and worshipped God */
1144 effect->level = caster_level (caster, spell); 1132 effect->level = casting_level (caster, spell);
1145 effect->attacktype = spell->attacktype; 1133 effect->attacktype = spell->attacktype;
1146 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER)) 1134 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER))
1147 { 1135 {
1148 if (tailor_god_spell (effect, op)) 1136 if (tailor_god_spell (effect, op))
1149 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));
1150 else 1138 else
1151 { 1139 {
1152 new_draw_info (NDI_UNIQUE, 0, op, "Your request is ignored."); 1140 new_draw_info (NDI_UNIQUE, 0, op, "Your request is ignored.");
1153 return 0; 1141 return 0;
1154 } 1142 }
1193 effect->insert_at (target, op); 1181 effect->insert_at (target, op);
1194 1182
1195 return 1; 1183 return 1;
1196} 1184}
1197 1185
1198
1199/**************************************************************************** 1186/****************************************************************************
1200 * 1187 *
1201 * MAGIC MISSILE code. 1188 * MAGIC MISSILE code.
1202 * 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
1203 * code here is just to move the missile. 1190 * code here is just to move the missile.
1205 1192
1206/* op is a missile that needs to be moved */ 1193/* op is a missile that needs to be moved */
1207void 1194void
1208move_missile (object *op) 1195move_missile (object *op)
1209{ 1196{
1210 int i, mflags;
1211 object *owner;
1212 sint16 new_x, new_y;
1213 maptile *m;
1214
1215 if (op->range-- <= 0) 1197 if (op->range-- <= 0)
1216 { 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 {
1217 op->destroy (); 1208 op->destroy ();
1218 return; 1209 return;
1219 } 1210 }
1220 1211
1221 owner = op->owner; 1212 mapspace &ms = pos.ms ();
1222#if 0
1223 /* It'd make things nastier if this wasn't here - spells cast by
1224 * monster that are then killed would continue to survive
1225 */
1226 if (owner == NULL)
1227 {
1228 op->destroy ();
1229 return;
1230 }
1231#endif
1232 1213
1233 new_x = op->x + DIRX (op); 1214 if (ms.flags () & P_IS_ALIVE || ms.blocks (op))
1234 new_y = op->y + DIRY (op);
1235
1236 mflags = get_map_flags (op->map, &m, new_x, new_y, &new_x, &new_y);
1237
1238 if (!(mflags & P_OUT_OF_MAP) && ((mflags & P_IS_ALIVE) || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y))))
1239 { 1215 {
1240 hit_map (op, op->direction, AT_MAGIC, 1); 1216 hit_map (op, op->direction, AT_MAGIC, 1);
1241 /* Basically, missile only hits one thing then goes away. 1217 /* Basically, missile only hits one thing then goes away.
1242 * 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.
1243 */ 1219 */
1244 if (!op->destroyed ())
1245 op->destroy ();
1246
1247 return;
1248 }
1249
1250 op->remove ();
1251
1252 if (!op->direction || (mflags & P_OUT_OF_MAP))
1253 {
1254 op->destroy (); 1220 op->destroy ();
1255 return; 1221 return;
1256 } 1222 }
1257 1223
1224 if (!op->direction)
1225 {
1226 op->destroy ();
1227 return;
1228 }
1229
1258 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);
1259 if (i > 0 && i != op->direction) 1231 if (i > 0 && i != op->direction)
1260 { 1232 {
1261 op->direction = i; 1233 op->direction = i;
1262 SET_ANIMATION (op, op->direction); 1234 SET_ANIMATION (op, op->direction);
1263 } 1235 }
1264 1236
1265 m->insert (op, new_x, new_y, op); 1237 pos.insert (op, op);
1266} 1238}
1267 1239
1268/**************************************************************************** 1240/****************************************************************************
1269 * Destruction 1241 * Destruction
1270 ****************************************************************************/ 1242 ****************************************************************************/
1273 * 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
1274 * object. if time is 0, the object glows permanently. To truely 1246 * object. if time is 0, the object glows permanently. To truely
1275 * make this work for non-living objects, we would have to 1247 * make this work for non-living objects, we would have to
1276 * give them the capability to have an inventory. b.t. 1248 * give them the capability to have an inventory. b.t.
1277 */ 1249 */
1278
1279int 1250int
1280make_object_glow (object *op, int radius, int time) 1251make_object_glow (object *op, int radius, int time)
1281{ 1252{
1282 object *tmp;
1283
1284 /* some things are unaffected... */ 1253 /* some things are unaffected... */
1285 if (op->path_denied & PATH_LIGHT) 1254 if (op->path_denied & PATH_LIGHT)
1286 return 0; 1255 return 0;
1287 1256
1288 tmp = get_archetype (FORCE_NAME); 1257 object *tmp = get_archetype (FORCE_NAME);
1289 tmp->speed = 0.01; 1258 tmp->speed = 0.01;
1290 tmp->stats.food = time; 1259 tmp->stats.food = time;
1291 SET_FLAG (tmp, FLAG_IS_USED_UP); 1260 SET_FLAG (tmp, FLAG_IS_USED_UP);
1292 tmp->glow_radius = radius;
1293 if (tmp->glow_radius > MAX_LIGHT_RADII)
1294 tmp->glow_radius = MAX_LIGHT_RADII; 1261 tmp->glow_radius = min (MAX_LIGHT_RADIUS, radius);
1295
1296 tmp->x = op->x;
1297 tmp->y = op->y;
1298 if (tmp->speed < MIN_ACTIVE_SPEED)
1299 tmp->speed = MIN_ACTIVE_SPEED; /* safety */
1300 tmp = insert_ob_in_ob (tmp, op); 1262 tmp = insert_ob_in_ob (tmp, op);
1263
1301 if (tmp->glow_radius > op->glow_radius) 1264 if (tmp->glow_radius > op->glow_radius)
1302 op->glow_radius = tmp->glow_radius; 1265 op->glow_radius = tmp->glow_radius;
1303 1266
1304 if (!tmp->env || op != tmp->env)
1305 {
1306 LOG (llevError, "make_object_glow() failed to insert glowing force in %s\n", &op->name);
1307 return 0;
1308 }
1309 return 1; 1267 return 1;
1310} 1268}
1311
1312
1313
1314 1269
1315int 1270int
1316cast_destruction (object *op, object *caster, object *spell_ob) 1271cast_destruction (object *op, object *caster, object *spell_ob)
1317{ 1272{
1318 int i, j, range, mflags, friendly = 0, dam, dur;
1319 sint16 sx, sy;
1320 maptile *m;
1321 object *tmp;
1322 const char *skill;
1323
1324 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob); 1273 int range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
1325 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);
1326 dur = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob); 1275 int dur = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
1327 if (QUERY_FLAG (op, FLAG_FRIENDLY) || op->type == PLAYER) 1276
1328 friendly = 1; 1277 bool friendly = op->flag [FLAG_FRIENDLY] || op->is_player ();
1329 1278
1330 /* destruction doesn't use another spell object, so we need 1279 /* destruction doesn't use another spell object, so we need
1331 * update op's skill pointer so that exp is properly awarded. 1280 * update op's skill pointer so that exp is properly awarded.
1332 * We do some shortcuts here - since this is just temporary
1333 * and we'll reset the values back, we don't need to go through
1334 * the full share string/free_string route.
1335 */ 1281 */
1336 skill = op->skill; 1282 const shstr skill = op->skill;
1283
1337 if (caster == op) 1284 if (caster == op)
1338 op->skill = spell_ob->skill; 1285 op->skill = spell_ob->skill;
1339 else if (caster->skill) 1286 else if (caster->skill)
1340 op->skill = caster->skill; 1287 op->skill = caster->skill;
1341 else 1288 else
1342 op->skill = NULL; 1289 op->skill = 0;
1343 1290
1344 change_skill (op, find_skill_by_name (op, op->skill), 1); 1291 op->change_skill (find_skill_by_name (op, op->skill));
1345 1292
1346 for (i = -range; i < range; i++) 1293 unordered_mapwalk (op, -range, -range, range, range)
1347 { 1294 {
1348 for (j = -range; j < range; j++) 1295 mapspace &ms = m->at (nx, ny);
1349 {
1350 m = op->map;
1351 sx = op->x + i;
1352 sy = op->y + j;
1353 1296
1354 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
1355 if (mflags & P_OUT_OF_MAP)
1356 continue;
1357
1358 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 ())
1359 { 1300 {
1360 for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above) 1301 tmp = tmp->head_ ();
1361 if (QUERY_FLAG (tmp, FLAG_ALIVE) || tmp->type == PLAYER)
1362 break;
1363 1302
1364 if (tmp) 1303 if ((friendly && !tmp->flag [FLAG_FRIENDLY] && !tmp->is_player ())
1304 || (!friendly && (tmp->flag [FLAG_FRIENDLY] || tmp->is_player ())))
1365 { 1305 {
1366 if (tmp->head) 1306 if (spell_ob->subtype == SP_DESTRUCTION)
1367 tmp = tmp->head;
1368
1369 if ((friendly && !QUERY_FLAG (tmp, FLAG_FRIENDLY) && tmp->type != PLAYER) ||
1370 (!friendly && (QUERY_FLAG (tmp, FLAG_FRIENDLY) || tmp->type == PLAYER)))
1371 { 1307 {
1372 if (spell_ob->subtype == SP_DESTRUCTION)
1373 {
1374 hit_player (tmp, dam, op, spell_ob->attacktype, 0); 1308 hit_player (tmp, dam, op, spell_ob->attacktype, 0);
1309
1375 if (spell_ob->other_arch) 1310 if (spell_ob->other_arch)
1376 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);
1377 } 1312 }
1378 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)
1379 { 1314 {
1380 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch) 1315 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch)
1381 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);
1382 }
1383 } 1317 }
1384 } 1318 }
1385 } 1319 }
1386 }
1387 } 1320 }
1388 1321
1389 op->skill = skill; 1322 op->skill = skill;
1390 return 1; 1323 return 1;
1391} 1324}
1407 { 1340 {
1408 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.");
1409 return 0; 1342 return 0;
1410 } 1343 }
1411 1344
1345 tmp = tmp->head_ ();
1346
1412 /* 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. */
1413 for (force = tmp->inv; force != NULL; force = force->below) 1348 for (force = tmp->inv; force; force = force->below)
1414 { 1349 {
1415 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY) 1350 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY)
1416 { 1351 {
1417 if (force->name == spell_ob->name) 1352 if (force->name == spell_ob->name)
1418 { 1353 {
1424 return 0; 1359 return 0;
1425 } 1360 }
1426 } 1361 }
1427 } 1362 }
1428 1363
1429 if (force == NULL) 1364 if (!force)
1430 { 1365 {
1431 force = get_archetype (FORCE_NAME); 1366 force = get_archetype (FORCE_NAME);
1432 force->subtype = FORCE_CHANGE_ABILITY; 1367 force->subtype = FORCE_CHANGE_ABILITY;
1368
1433 if (spell_ob->race) 1369 if (spell_ob->race)
1434 force->name = spell_ob->race; 1370 force->name = spell_ob->race;
1435 else 1371 else
1436 force->name = spell_ob->name; 1372 force->name = spell_ob->name;
1437 1373
1447 { 1383 {
1448 force->duration = duration; 1384 force->duration = duration;
1449 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.");
1450 } 1386 }
1451 else 1387 else
1452 {
1453 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.");
1454 } 1389
1455 return 1; 1390 return 1;
1456 } 1391 }
1392
1457 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;
1458 force->speed = 1.0; 1394 force->speed = 1.f;
1459 force->speed_left = -1.0; 1395 force->speed_left = -1.f;
1460 SET_FLAG (force, FLAG_APPLIED); 1396 SET_FLAG (force, FLAG_APPLIED);
1461 1397
1462 if (god) 1398 if (god)
1463 { 1399 {
1464 if (spell_ob->last_grace) 1400 if (spell_ob->last_grace)
1495 */ 1431 */
1496int 1432int
1497mood_change (object *op, object *caster, object *spell) 1433mood_change (object *op, object *caster, object *spell)
1498{ 1434{
1499 object *tmp, *god, *head; 1435 object *tmp, *god, *head;
1500 int done_one, range, mflags, level, at, best_at; 1436 int done_one, range, level, at, best_at;
1501 sint16 x, y, nx, ny;
1502 maptile *m;
1503 const char *race; 1437 const char *race;
1504 1438
1505 /* 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
1506 * doing it over and over again. 1440 * doing it over and over again.
1507 */ 1441 */
1508 god = find_god (determine_god (op)); 1442 god = find_god (determine_god (op));
1509 level = caster_level (caster, spell); 1443 level = casting_level (caster, spell);
1510 range = spell->range + SP_level_range_adjust (caster, spell); 1444 range = spell->range + SP_level_range_adjust (caster, spell);
1511 1445
1512 /* 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_...
1513 * 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
1514 * won't ever match anything. 1448 * won't ever match anything.
1515 */ 1449 */
1516 if (!spell->race) 1450 if (!spell->race)
1517 race = NULL; 1451 race = NULL;
1518 else if (god && !strcmp (spell->race, "GOD_SLAYING")) 1452 else if (god && spell->race == shstr_GOD_SLAYING)
1519 race = god->slaying; 1453 race = god->slaying;
1520 else if (god && !strcmp (spell->race, "GOD_FRIEND")) 1454 else if (god && spell->race == shstr_GOD_FRIEND)
1521 race = god->race; 1455 race = god->race;
1522 else 1456 else
1523 race = spell->race; 1457 race = spell->race;
1524 1458
1525 for (x = op->x - range; x <= op->x + range; x++) 1459 unordered_mapwalk (op, -range, -range, range, range)
1526 for (y = op->y - range; y <= op->y + range; y++)
1527 { 1460 {
1528 done_one = 0; 1461 mapspace &ms = m->at (nx, ny);
1529 m = op->map;
1530 nx = x;
1531 ny = y;
1532 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1533 if (mflags & P_OUT_OF_MAP)
1534 continue;
1535 1462
1536 /* 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 */
1537 if (!(mflags & P_IS_ALIVE)) 1464 if (!ms.flags () & P_IS_ALIVE)
1538 continue; 1465 continue;
1539 1466
1540 // players can only affect spaces that they can actually see 1467 // players can only affect spaces that they can actually see
1468 if (caster
1541 if (caster && caster->contr 1469 && caster->contr
1542 && caster->contr->visibility_at (m, nx, ny) < 70) 1470 && caster->contr->darkness_at (m, nx, ny) == LOS_BLOCKED)
1543 continue; 1471 continue;
1544 1472
1545 for (tmp = GET_MAP_TOP (m, nx, ny); tmp; tmp = tmp->below) 1473 for (tmp = ms.top; tmp; tmp = tmp->below)
1546 if (QUERY_FLAG (tmp, FLAG_MONSTER)) 1474 if (tmp->flag [FLAG_MONSTER])
1547 break; 1475 break;
1548 1476
1549 /* There can be living objects that are not monsters */ 1477 /* There can be living objects that are not monsters */
1550 if (!tmp || tmp->type == PLAYER) 1478 if (!tmp)
1551 continue; 1479 continue;
1552 1480
1553 /* Only the head has meaningful data, so resolve to that */ 1481 /* Only the head has meaningful data, so resolve to that */
1554 if (tmp->head)
1555 head = tmp->head; 1482 head = tmp->head_ ();
1556 else
1557 head = tmp;
1558 1483
1559 /* 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 */
1560 if (race && head->race && !strstr (race, head->race)) 1485 if (race && head->race && !strstr (race, head->race))
1561 continue; 1486 continue;
1562 1487
1563 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD)) 1488 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD))
1564 continue; 1489 continue;
1565 1490
1566 /* Now do a bunch of stuff related to saving throws */ 1491 /* Now do a bunch of stuff related to saving throws */
1567 best_at = -1; 1492 best_at = -1;
1568 if (spell->attacktype) 1493 if (spell->attacktype)
1569 { 1494 {
1570 for (at = 0; at < NROFATTACKS; at++) 1495 for (at = 0; at < NROFATTACKS; at++)
1571 if (spell->attacktype & (1 << at)) 1496 if (spell->attacktype & (1 << at))
1572 if (best_at == -1 || head->resist[at] > head->resist[best_at]) 1497 if (best_at == -1 || head->resist[at] > head->resist[best_at])
1573 best_at = at; 1498 best_at = at;
1574 1499
1575 if (best_at == -1) 1500 if (best_at == -1)
1576 at = 0; 1501 at = 0;
1577 else 1502 else
1578 { 1503 {
1579 if (head->resist[best_at] == 100) 1504 if (head->resist[best_at] == 100)
1580 continue; 1505 continue;
1581 else 1506 else
1582 at = head->resist[best_at] / 5; 1507 at = head->resist[best_at] / 5;
1583 } 1508 }
1509
1584 at -= level / 5; 1510 at -= level / 5;
1585 if (did_make_save (head, head->level, at)) 1511 if (did_make_save (head, head->level, at))
1586 continue; 1512 continue;
1587 } 1513 }
1588 else /* spell->attacktype */ 1514 else /* spell->attacktype */
1515 {
1589 /* 1516 /*
1590 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:
1591 * if spell level < monster level, no go 1518 * if spell level < monster level, no go
1592 * 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 ) )
1593 1520
1595 1522
1596 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
1597 charm a level 125 monster... 1524 charm a level 125 monster...
1598 1525
1599 Ryo, august 14th 1526 Ryo, august 14th
1600 */ 1527 */
1601 {
1602 if (head->level > level) 1528 if (head->level > level)
1603 continue; 1529 continue;
1530
1604 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))))
1605 /* Failed, no effect */ 1532 /* Failed, no effect */
1606 continue; 1533 continue;
1607 } 1534 }
1608 1535
1609 /* Done with saving throw. Now start affecting the monster */ 1536 /* Done with saving throw. Now start affecting the monster */
1537 done_one = 0;
1610 1538
1611 /* aggravation */ 1539 /* aggravation */
1612 if (QUERY_FLAG (spell, FLAG_MONSTER)) 1540 if (QUERY_FLAG (spell, FLAG_MONSTER))
1613 { 1541 {
1614 CLEAR_FLAG (head, FLAG_SLEEP); 1542 CLEAR_FLAG (head, FLAG_SLEEP);
1615 if (QUERY_FLAG (head, FLAG_FRIENDLY))
1616 remove_friendly_object (head); 1543 remove_friendly_object (head);
1617
1618 done_one = 1; 1544 done_one = 1;
1619 head->enemy = op; 1545 head->enemy = op;
1620 } 1546 }
1621 1547
1622 /* calm monsters */ 1548 /* calm monsters */
1623 if (QUERY_FLAG (spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (head, FLAG_UNAGGRESSIVE)) 1549 if (QUERY_FLAG (spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (head, FLAG_UNAGGRESSIVE))
1624 { 1550 {
1625 SET_FLAG (head, FLAG_UNAGGRESSIVE); 1551 SET_FLAG (head, FLAG_UNAGGRESSIVE);
1626 head->enemy = NULL; 1552 head->enemy = NULL;
1627 done_one = 1; 1553 done_one = 1;
1628 } 1554 }
1629 1555
1630 /* berserk monsters */ 1556 /* berserk monsters */
1631 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK)) 1557 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK))
1632 { 1558 {
1633 SET_FLAG (head, FLAG_BERSERK); 1559 SET_FLAG (head, FLAG_BERSERK);
1634 done_one = 1; 1560 done_one = 1;
1635 } 1561 }
1636 1562
1637 /* charm */ 1563 /* charm */
1638 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))
1639 { 1565 {
1566 INVOKE_OBJECT (KILL, head, ARG_OBJECT (caster));
1567
1640 /* Prevent uncontolled outbreaks of self replicating monsters. 1568 /* Prevent uncontrolled outbreaks of self replicating monsters.
1641 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.
1642 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. */
1643 CLEAR_FLAG (head, FLAG_GENERATOR); 1571 CLEAR_FLAG (head, FLAG_GENERATOR);
1644 head->set_owner (op); 1572 head->set_owner (op);
1645 set_spell_skill (op, caster, spell, head); 1573 set_spell_skill (op, caster, spell, head);
1646 add_friendly_object (head); 1574 add_friendly_object (head);
1647 head->attack_movement = PETMOVE; 1575 head->attack_movement = PETMOVE;
1648 done_one = 1; 1576 done_one = 1;
1649 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);
1650 head->stats.exp = 0; 1578 head->stats.exp = 0;
1651 } 1579 }
1652 1580
1653 /* If a monster was effected, put an effect in */ 1581 /* If a monster was effected, put an effect in */
1654 if (done_one && spell->other_arch) 1582 if (done_one && spell->other_arch)
1655 m->insert (arch_to_object (spell->other_arch), nx, ny, op); 1583 m->insert (arch_to_object (spell->other_arch), nx, ny, op);
1656 } /* for y */ 1584 }
1657 1585
1658 return 1; 1586 return 1;
1659} 1587}
1660
1661 1588
1662/* 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
1663 * 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
1664 * lightning spell used it, that seemed misnamed. 1591 * lightning spell used it, that seemed misnamed.
1665 * op is the spell effect. 1592 * op is the spell effect.
1666 * note that duration is handled by process_object() in time.c 1593 * note that duration is handled by process_object() in time.c
1667 */ 1594 */
1668
1669void 1595void
1670move_ball_spell (object *op) 1596move_ball_spell (object *op)
1671{ 1597{
1672 int i, j, dam_save, dir, mflags; 1598 int i, j, dam_save, dir, mflags;
1673 sint16 nx, ny, hx, hy; 1599 sint16 nx, ny, hx, hy;
1692 for (i = 1; i < 9; i++) 1618 for (i = 1; i < 9; i++)
1693 { 1619 {
1694 /* i bit 0: alters sign of offset 1620 /* i bit 0: alters sign of offset
1695 * other bits (i / 2): absolute value of offset 1621 * other bits (i / 2): absolute value of offset
1696 */ 1622 */
1697
1698 int offset = ((i ^ j) & 1) ? (i / 2) : -(i / 2); 1623 int offset = ((i ^ j) & 1) ? (i / 2) : -(i / 2);
1699 int tmpdir = absdir (op->direction + offset); 1624 int tmpdir = absdir (op->direction + offset);
1700 1625
1701 nx = op->x + freearr_x[tmpdir]; 1626 nx = op->x + freearr_x[tmpdir];
1702 ny = op->y + freearr_y[tmpdir]; 1627 ny = op->y + freearr_y[tmpdir];
1704 { 1629 {
1705 dir = tmpdir; 1630 dir = tmpdir;
1706 break; 1631 break;
1707 } 1632 }
1708 } 1633 }
1634
1709 if (dir == 0) 1635 if (dir == 0)
1710 { 1636 {
1711 nx = op->x; 1637 nx = op->x;
1712 ny = op->y; 1638 ny = op->y;
1713 m = op->map; 1639 m = op->map;
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)
2110 if (infect_object (walk, disease, 1)) 2031 if (infect_object (walk, disease, 1))
2111 { 2032 {
2112 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);
2113 2034
2114 disease->destroy (); /* don't need this one anymore */ 2035 disease->destroy (); /* don't need this one anymore */
2115 walk->map->insert (get_archetype (ARCH_DETECT_MAGIC), x, y, op); 2036 walk->map->insert (get_archetype ("detect_magic"), x, y, op);
2116 return 1; 2037 return 1;
2117 } 2038 }
2118 2039
2119 disease->destroy (); 2040 disease->destroy ();
2120 } 2041 }

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