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Comparing deliantra/server/server/spell_attack.C (file contents):
Revision 1.57 by root, Sat May 17 14:11:13 2008 UTC vs.
Revision 1.85 by root, Tue Sep 1 22:40:26 2009 UTC

1/* 1/*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 4 * Copyright (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002-2003,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002-2003,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * Deliantra is free software: you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
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
39 * op is the spell object. 39 * op is the spell object.
40 */ 40 */
41void 41void
42check_spell_knockback (object *op) 42check_spell_knockback (object *op)
43{ 43{
44 object *tmp, *tmp2; /* object on the map */
45 int weight_move; 44 int weight_move;
46 int frictionmod = 2; /*poor man's physics - multipy targets weight by this amount */ 45 int frictionmod = 2; /*poor man's physics - multipy targets weight by this amount */
47 46
48 if (!op->weight) 47 if (!op->weight)
49 { /*shouldn't happen but if cone object has no weight drop out */ 48 { /*shouldn't happen but if cone object has no weight drop out */
54 { 53 {
55 weight_move = op->weight + (op->weight * op->level) / 3; 54 weight_move = op->weight + (op->weight * op->level) / 3;
56 /*LOG (llevDebug, "DEBUG: arch weighs %d and masses %d (%s,level %d)\n", op->weight,weight_move,op->name,op->level); */ 55 /*LOG (llevDebug, "DEBUG: arch weighs %d and masses %d (%s,level %d)\n", op->weight,weight_move,op->name,op->level); */
57 } 56 }
58 57
59 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 58 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
60 { 59 {
61 int num_sections = 1; 60 int num_sections = 1;
62 61
63 /* don't move DM */ 62 /* don't move DM */
64 if (QUERY_FLAG (tmp, FLAG_WIZ)) 63 if (QUERY_FLAG (tmp, FLAG_WIZ))
71 /* don't move floors or immobile objects */ 70 /* don't move floors or immobile objects */
72 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || (!QUERY_FLAG (tmp, FLAG_ALIVE) && QUERY_FLAG (tmp, FLAG_NO_PICK))) 71 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || (!QUERY_FLAG (tmp, FLAG_ALIVE) && QUERY_FLAG (tmp, FLAG_NO_PICK)))
73 continue; 72 continue;
74 73
75 /* count the object's sections */ 74 /* count the object's sections */
76 for (tmp2 = tmp; tmp2 != NULL; tmp2 = tmp2->more) 75 for (object *tmp2 = tmp; tmp2; tmp2 = tmp2->more)
77 num_sections++; 76 num_sections++;
78 77
79 /* I'm not sure if it makes sense to divide by num_sections - bigger 78 /* I'm not sure if it makes sense to divide by num_sections - bigger
80 * objects should be harder to move, and we are moving the entire 79 * objects should be harder to move, and we are moving the entire
81 * object, not just the head, so the total weight should be relevant. 80 * object, not just the head, so the total weight should be relevant.
149 new_bolt->duration++; 148 new_bolt->duration++;
150 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */ 149 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */
151 new_bolt->stats.dam++; 150 new_bolt->stats.dam++;
152 tmp->stats.dam /= 2; /* reduce father bolt damage */ 151 tmp->stats.dam /= 2; /* reduce father bolt damage */
153 tmp->stats.dam++; 152 tmp->stats.dam++;
153
154 if ((new_bolt = m->insert (new_bolt, sx, sy, op))) 154 if ((new_bolt = m->insert (new_bolt, sx, sy, op)))
155 update_turn_face (new_bolt); 155 update_turn_face (new_bolt);
156} 156}
157 157
158/* move_bolt: moves bolt 'op'. Basically, it just advances a space, 158/* move_bolt: moves bolt 'op'. Basically, it just advances a space,
159 * and checks for various things that may stop it. 159 * and checks for various things that may stop it.
160 */ 160 */
161
162void 161void
163move_bolt (object *op) 162move_bolt (object *op)
164{ 163{
165 int mflags; 164 int mflags;
166 sint16 x, y; 165 sint16 x, y;
167 maptile *m; 166 maptile *m;
168 167
169 if (--op->duration < 0) 168 if (--op->duration < 0)
170 { 169 {
171 op->destroy (); 170 op->drop_and_destroy ();
172 return; 171 return;
173 } 172 }
174 173
175 hit_map (op, 0, op->attacktype, 1); 174 hit_map (op, 0, op->attacktype, 1);
176 175
249 tmp->duration++; 248 tmp->duration++;
250 249
251 /* New forking code. Possibly create forks of this object 250 /* New forking code. Possibly create forks of this object
252 * going off in other directions. 251 * going off in other directions.
253 */ 252 */
254 if (rndm (0, 99) < tmp->stats.Dex) 253 if (tmp->stats.Dex && rndm (0, 99) < tmp->stats.Dex)
255 { /* stats.Dex % of forking */ 254 forklightning (op, tmp); /* stats.Dex % of forking */
256 forklightning (op, tmp);
257 }
258 255
259 /* In this way, the object left behind sticks on the space, but 256 /* In this way, the object left behind sticks on the space, but
260 * doesn't create any bolts that continue to move onward. 257 * doesn't create any bolts that continue to move onward.
261 */ 258 */
262 op->range = 0; 259 op->range = 0;
286 return 0; 283 return 0;
287 284
288 /* peterm: level dependency for bolts */ 285 /* peterm: level dependency for bolts */
289 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob); 286 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob);
290 tmp->attacktype = spob->attacktype; 287 tmp->attacktype = spob->attacktype;
288
291 if (spob->slaying) 289 if (spob->slaying)
292 tmp->slaying = spob->slaying; 290 tmp->slaying = spob->slaying;
291
293 tmp->range = spob->range + SP_level_range_adjust (caster, spob); 292 tmp->range = spob->range + SP_level_range_adjust (caster, spob);
294 tmp->duration = spob->duration + SP_level_duration_adjust (caster, spob); 293 tmp->duration = spob->duration + SP_level_duration_adjust (caster, spob);
295 tmp->stats.Dex = spob->stats.Dex; 294 tmp->stats.Dex = spob->stats.Dex;
296 tmp->stats.Con = spob->stats.Con; 295 tmp->stats.Con = spob->stats.Con;
297 296
308 307
309 maptile *newmap; 308 maptile *newmap;
310 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y); 309 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y);
311 if (mflags & P_OUT_OF_MAP) 310 if (mflags & P_OUT_OF_MAP)
312 { 311 {
313 tmp->destroy (); 312 tmp->drop_and_destroy ();
314 return 0; 313 return 0;
315 } 314 }
316 315
317 tmp->map = newmap; 316 tmp->map = newmap;
318 317
319 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y))) 318 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y)))
320 { 319 {
321 if (!QUERY_FLAG (tmp, FLAG_REFLECTING)) 320 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
322 { 321 {
323 tmp->destroy (); 322 tmp->drop_and_destroy ();
324 return 0; 323 return 0;
325 } 324 }
326 325
327 tmp->x = op->x; 326 tmp->x = op->x;
328 tmp->y = op->y; 327 tmp->y = op->y;
394void 393void
395explode_bullet (object *op) 394explode_bullet (object *op)
396{ 395{
397 object *tmp, *owner; 396 object *tmp, *owner;
398 397
399 if (op->other_arch == NULL) 398 if (!op->other_arch)
400 { 399 {
401 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n"); 400 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n");
402 op->destroy (); 401 op->destroy ();
403 return; 402 return;
404 } 403 }
433 } 432 }
434 433
435 if (op->attacktype) 434 if (op->attacktype)
436 { 435 {
437 hit_map (op, 0, op->attacktype, 1); 436 hit_map (op, 0, op->attacktype, 1);
437
438 if (op->destroyed ()) 438 if (op->destroyed ())
439 return; 439 return;
440 } 440 }
441 441
442 /* other_arch contains what this explodes into */ 442 /* other_arch contains what this explodes into */
445 tmp->set_owner (op); 445 tmp->set_owner (op);
446 tmp->skill = op->skill; 446 tmp->skill = op->skill;
447 447
448 owner = op->owner; 448 owner = op->owner;
449 449
450 if ((tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) && owner && !tailor_god_spell (tmp, owner)) 450 if ((tmp->attacktype & AT_HOLYWORD
451 || tmp->attacktype & AT_GODPOWER)
452 && owner
453 && !tailor_god_spell (tmp, owner))
451 { 454 {
452 op->destroy (); 455 op->destroy ();
453 return; 456 return;
454 } 457 }
455 458
520 for (tmp = op->ms ().bot; tmp; tmp = tmp->above) 523 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
521 { 524 {
522 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 525 if (QUERY_FLAG (tmp, FLAG_ALIVE))
523 { 526 {
524 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1); 527 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1);
528
529 // TODO: can't understand the following if's
525 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0) 530 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0)
526 { 531 {
527 if (!QUERY_FLAG (op, FLAG_REMOVED)) 532 if (!QUERY_FLAG (op, FLAG_REMOVED))
528 { 533 {
529 op->destroy (); 534 op->destroy ();
703/* move_cone: causes cone object 'op' to move a space/hit creatures */ 708/* move_cone: causes cone object 'op' to move a space/hit creatures */
704 709
705void 710void
706move_cone (object *op) 711move_cone (object *op)
707{ 712{
708 int i;
709
710 /* if no map then hit_map will crash so just ignore object */ 713 /* if no map then hit_map will crash so just ignore object */
711 if (!op->map) 714 if (!op->map)
712 { 715 {
713 LOG (llevError, "Tried to move_cone object %s without a map.\n", op->name ? &op->name : "unknown"); 716 LOG (llevError, "Tried to move_cone object %s without a map.\n", op->name ? &op->name : "unknown");
714 op->set_speed (0); 717 op->set_speed (0);
734 } 737 }
735#endif 738#endif
736 739
737 hit_map (op, 0, op->attacktype, 0); 740 hit_map (op, 0, op->attacktype, 0);
738 741
742 if (!op->is_on_map ())
743 return;
744
739 /* Check to see if we should push anything. 745 /* Check to see if we should push anything.
740 * Spell objects with weight push whatever they encounter to some 746 * Spell objects with weight push whatever they encounter to some
741 * degree. 747 * degree.
742 */ 748 */
743 if (op->weight) 749 if (op->weight)
750 {
744 check_spell_knockback (op); 751 check_spell_knockback (op);
745 752
746 if (op->destroyed ()) 753 if (!op->is_on_map ())
747 return; 754 return;
755 }
748 756
749 if ((op->duration--) < 0) 757 if (op->duration-- < 0)
750 { 758 {
751 op->destroy (); 759 op->destroy ();
752 return; 760 return;
753 } 761 }
754 /* Object has hit maximum range, so don't have it move 762 /* Object has hit maximum range, so don't have it move
759 { 767 {
760 op->range = 0; /* just so it doesn't wrap */ 768 op->range = 0; /* just so it doesn't wrap */
761 return; 769 return;
762 } 770 }
763 771
764 for (i = -1; i < 2; i++) 772 for (int i = -1; i <= 1; i++)
765 { 773 {
766 sint16 x = op->x + freearr_x[absdir (op->stats.sp + i)], y = op->y + freearr_y[absdir (op->stats.sp + i)]; 774 sint16 x = op->x + freearr_x[absdir (op->stats.sp + i)], y = op->y + freearr_y[absdir (op->stats.sp + i)];
767 775
768 if (ok_to_put_more (op->map, x, y, op, op->attacktype)) 776 if (ok_to_put_more (op->map, x, y, op, op->attacktype))
769 { 777 {
820 */ 828 */
821 movetype = spell->other_arch->move_type; 829 movetype = spell->other_arch->move_type;
822 830
823 for (i = range_min; i <= range_max; i++) 831 for (i = range_min; i <= range_max; i++)
824 { 832 {
825 sint16 x, y, d; 833 sint16 x, y;
826 834
827 /* We can't use absdir here, because it never returns 835 /* We can't use absdir here, because it never returns
828 * 0. If this is a rune, we want to hit the person on top 836 * 0. If this is a rune, we want to hit the person on top
829 * of the trap (d==0). If it is not a rune, then we don't want 837 * of the trap (d==0). If it is not a rune, then we don't want
830 * to hit that person. 838 * to hit that person.
831 */ 839 */
832 d = dir + i; 840 int d = dir ? absdir (dir + i) : i;
833 while (d < 0)
834 d += 8;
835 while (d > 8)
836 d -= 8;
837 841
838 /* If it's not a rune, we don't want to blast the caster. 842 /* If it's not a rune, we don't want to blast the caster.
839 * In that case, we have to see - if dir is specified, 843 * In that case, we have to see - if dir is specified,
840 * turn this into direction 8. If dir is not specified (all 844 * turn this into direction 8. If dir is not specified (all
841 * direction) skip - otherwise, one line would do more damage 845 * direction) skip - otherwise, one line would do more damage
861 865
862 success = 1; 866 success = 1;
863 tmp = arch_to_object (spell->other_arch); 867 tmp = arch_to_object (spell->other_arch);
864 tmp->set_owner (op); 868 tmp->set_owner (op);
865 set_spell_skill (op, caster, spell, tmp); 869 set_spell_skill (op, caster, spell, tmp);
866 tmp->level = caster_level (caster, spell); 870 tmp->level = casting_level (caster, spell);
867 tmp->attacktype = spell->attacktype; 871 tmp->attacktype = spell->attacktype;
868 872
869 /* holy word stuff */ 873 /* holy word stuff */
870 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER)) 874 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER))
871 if (!tailor_god_spell (tmp, op)) 875 if (!tailor_god_spell (tmp, op))
943 947
944 object *env = op->outer_env (); 948 object *env = op->outer_env ();
945 949
946 if (op->env) 950 if (op->env)
947 { 951 {
948 if (env->map == NULL) 952 if (!env->map)
949 return; 953 return;
950 954
951 if (!(op = op->insert_at (env, op))) 955 if (!(op = op->insert_at (env, op)))
952 return; 956 return;
953 } 957 }
954 958
955 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent bomb from exploding 959 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent bomb from exploding
956 // on a safe map. I don't like this special casing, but it seems to be neccessary 960 // on a safe map. I don't like this special casing, but it seems to be neccessary
957 // as bombs can be carried. 961 // as bombs can be carried.
958 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE) 962 if (op->ms ().flags () & P_SAFE)
959 { 963 {
960 op->destroy (); 964 op->destroy ();
961 return; 965 return;
962 } 966 }
963 967
1000 int mflags; 1004 int mflags;
1001 sint16 dx = op->x + freearr_x[dir], dy = op->y + freearr_y[dir]; 1005 sint16 dx = op->x + freearr_x[dir], dy = op->y + freearr_y[dir];
1002 maptile *m; 1006 maptile *m;
1003 1007
1004 mflags = get_map_flags (op->map, &m, dx, dy, &dx, &dy); 1008 mflags = get_map_flags (op->map, &m, dx, dy, &dx, &dy);
1009
1010 // when creating a bomb below ourself it should always work, even
1011 // when movement is blocked (somehow we got here, somehow we are here,
1012 // so we should also be able to make a bomb here). (originally added
1013 // to fix create bomb traps in doors, which cast with dir=0).
1014 if (dir)
1015 {
1005 if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, dx, dy) & MOVE_WALK)) 1016 if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, dx, dy) & MOVE_WALK))
1006 { 1017 {
1007 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way."); 1018 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way.");
1008 return 0; 1019 return 0;
1020 }
1009 } 1021 }
1010 1022
1011 tmp = arch_to_object (spell->other_arch); 1023 tmp = arch_to_object (spell->other_arch);
1012 1024
1013 /* level dependencies for bomb */ 1025 /* level dependencies for bomb */
1099 * interesting spell. 1111 * interesting spell.
1100 * 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
1101 * can't be friendly to your god. 1113 * can't be friendly to your god.
1102 */ 1114 */
1103 1115
1104 if (!target || QUERY_FLAG (target, FLAG_REFL_SPELL) 1116 if (!target
1117 || target->flag [FLAG_REFL_SPELL]
1105 || (!god && spell->stats.grace) 1118 || (!god && spell->stats.grace)
1106 || (target->title && god && !strcmp (target->title, god->name)) || (target->race && god && strstr (target->race, god->race))) 1119 || (god && target->title == god->name)
1120 || (god && target->race.contains (god->race)))
1107 { 1121 {
1108 new_draw_info (NDI_UNIQUE, 0, op, "Your request is unheeded."); 1122 new_draw_info (NDI_UNIQUE, 0, op, "Your request is unheeded.");
1109 return 0; 1123 return 0;
1110 } 1124 }
1111 1125
1113 effect = arch_to_object (spell->other_arch); 1127 effect = arch_to_object (spell->other_arch);
1114 else 1128 else
1115 return 0; 1129 return 0;
1116 1130
1117 /* tailor the effect by priest level and worshipped God */ 1131 /* tailor the effect by priest level and worshipped God */
1118 effect->level = caster_level (caster, spell); 1132 effect->level = casting_level (caster, spell);
1119 effect->attacktype = spell->attacktype; 1133 effect->attacktype = spell->attacktype;
1120 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER)) 1134 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER))
1121 { 1135 {
1122 if (tailor_god_spell (effect, op)) 1136 if (tailor_god_spell (effect, op))
1123 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));
1124 else 1138 else
1125 { 1139 {
1126 new_draw_info (NDI_UNIQUE, 0, op, "Your request is ignored."); 1140 new_draw_info (NDI_UNIQUE, 0, op, "Your request is ignored.");
1127 return 0; 1141 return 0;
1128 } 1142 }
1178 1192
1179/* op is a missile that needs to be moved */ 1193/* op is a missile that needs to be moved */
1180void 1194void
1181move_missile (object *op) 1195move_missile (object *op)
1182{ 1196{
1183 int i, mflags;
1184 object *owner;
1185 sint16 new_x, new_y;
1186 maptile *m;
1187
1188 if (op->range-- <= 0) 1197 if (op->range-- <= 0)
1189 { 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 {
1190 op->destroy (); 1208 op->destroy ();
1191 return; 1209 return;
1192 } 1210 }
1193 1211
1194 owner = op->owner; 1212 mapspace &ms = pos.ms ();
1195#if 0
1196 /* It'd make things nastier if this wasn't here - spells cast by
1197 * monster that are then killed would continue to survive
1198 */
1199 if (owner == NULL)
1200 {
1201 op->destroy ();
1202 return;
1203 }
1204#endif
1205 1213
1206 new_x = op->x + DIRX (op); 1214 if (ms.flags () & P_IS_ALIVE || ms.blocks (op))
1207 new_y = op->y + DIRY (op);
1208
1209 mflags = get_map_flags (op->map, &m, new_x, new_y, &new_x, &new_y);
1210
1211 if (!(mflags & P_OUT_OF_MAP) && ((mflags & P_IS_ALIVE) || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y))))
1212 { 1215 {
1213 hit_map (op, op->direction, AT_MAGIC, 1); 1216 hit_map (op, op->direction, AT_MAGIC, 1);
1214 /* Basically, missile only hits one thing then goes away. 1217 /* Basically, missile only hits one thing then goes away.
1215 * 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.
1216 */ 1219 */
1217 if (!op->destroyed ())
1218 op->destroy ();
1219
1220 return;
1221 }
1222
1223 op->remove ();
1224
1225 if (!op->direction || (mflags & P_OUT_OF_MAP))
1226 {
1227 op->destroy (); 1220 op->destroy ();
1228 return; 1221 return;
1229 } 1222 }
1230 1223
1224 if (!op->direction)
1225 {
1226 op->destroy ();
1227 return;
1228 }
1229
1231 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);
1232 if (i > 0 && i != op->direction) 1231 if (i > 0 && i != op->direction)
1233 { 1232 {
1234 op->direction = i; 1233 op->direction = i;
1235 SET_ANIMATION (op, op->direction); 1234 SET_ANIMATION (op, op->direction);
1236 } 1235 }
1237 1236
1238 m->insert (op, new_x, new_y, op); 1237 pos.insert (op, op);
1239} 1238}
1240 1239
1241/**************************************************************************** 1240/****************************************************************************
1242 * Destruction 1241 * Destruction
1243 ****************************************************************************/ 1242 ****************************************************************************/
1257 1256
1258 object *tmp = get_archetype (FORCE_NAME); 1257 object *tmp = get_archetype (FORCE_NAME);
1259 tmp->speed = 0.01; 1258 tmp->speed = 0.01;
1260 tmp->stats.food = time; 1259 tmp->stats.food = time;
1261 SET_FLAG (tmp, FLAG_IS_USED_UP); 1260 SET_FLAG (tmp, FLAG_IS_USED_UP);
1262 tmp->glow_radius = radius; 1261 tmp->set_glow_radius (min (MAX_LIGHT_RADIUS, radius));
1263 if (tmp->glow_radius > MAX_LIGHT_RADII)
1264 tmp->glow_radius = MAX_LIGHT_RADII;
1265
1266 tmp = insert_ob_in_ob (tmp, op); 1262 tmp = insert_ob_in_ob (tmp, op);
1267 1263
1268 if (tmp->glow_radius > op->glow_radius) 1264 if (tmp->glow_radius > op->glow_radius)
1269 op->glow_radius = tmp->glow_radius; 1265 op->set_glow_radius (tmp->glow_radius);
1270 1266
1271 return 1; 1267 return 1;
1272} 1268}
1273 1269
1274int 1270int
1275cast_destruction (object *op, object *caster, object *spell_ob) 1271cast_destruction (object *op, object *caster, object *spell_ob)
1276{ 1272{
1277 int i, j, range, mflags, friendly = 0, dam, dur;
1278 sint16 sx, sy;
1279 maptile *m;
1280 object *tmp;
1281 const char *skill;
1282
1283 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob); 1273 int range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
1284 dam = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob); 1274 int dam = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob);
1285 dur = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob); 1275 int dur = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
1286 if (QUERY_FLAG (op, FLAG_FRIENDLY) || op->type == PLAYER) 1276
1287 friendly = 1; 1277 bool friendly = op->flag [FLAG_FRIENDLY] || op->is_player ();
1288 1278
1289 /* destruction doesn't use another spell object, so we need 1279 /* destruction doesn't use another spell object, so we need
1290 * update op's skill pointer so that exp is properly awarded. 1280 * update op's skill pointer so that exp is properly awarded.
1291 * We do some shortcuts here - since this is just temporary
1292 * and we'll reset the values back, we don't need to go through
1293 * the full share string/free_string route.
1294 */ 1281 */
1295 skill = op->skill; 1282 const shstr skill = op->skill;
1283
1296 if (caster == op) 1284 if (caster == op)
1297 op->skill = spell_ob->skill; 1285 op->skill = spell_ob->skill;
1298 else if (caster->skill) 1286 else if (caster->skill)
1299 op->skill = caster->skill; 1287 op->skill = caster->skill;
1300 else 1288 else
1301 op->skill = NULL; 1289 op->skill = 0;
1302 1290
1303 op->change_skill (find_skill_by_name (op, op->skill)); 1291 op->change_skill (find_skill_by_name (op, op->skill));
1304 1292
1305 for (i = -range; i < range; i++) 1293 unordered_mapwalk (op, -range, -range, range, range)
1306 { 1294 {
1307 for (j = -range; j < range; j++) 1295 mapspace &ms = m->at (nx, ny);
1308 {
1309 m = op->map;
1310 sx = op->x + i;
1311 sy = op->y + j;
1312 1296
1313 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
1314 if (mflags & P_OUT_OF_MAP)
1315 continue;
1316
1317 if (mflags & P_IS_ALIVE) 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 ())
1318 { 1300 {
1319 for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above) 1301 tmp = tmp->head_ ();
1320 if (QUERY_FLAG (tmp, FLAG_ALIVE) || tmp->type == PLAYER)
1321 break;
1322 1302
1323 if (tmp) 1303 if ((friendly && !tmp->flag [FLAG_FRIENDLY] && !tmp->is_player ())
1304 || (!friendly && (tmp->flag [FLAG_FRIENDLY] || tmp->is_player ())))
1324 { 1305 {
1325 if (tmp->head) 1306 if (spell_ob->subtype == SP_DESTRUCTION)
1326 tmp = tmp->head;
1327
1328 if ((friendly && !QUERY_FLAG (tmp, FLAG_FRIENDLY) && tmp->type != PLAYER) ||
1329 (!friendly && (QUERY_FLAG (tmp, FLAG_FRIENDLY) || tmp->type == PLAYER)))
1330 { 1307 {
1331 if (spell_ob->subtype == SP_DESTRUCTION)
1332 {
1333 hit_player (tmp, dam, op, spell_ob->attacktype, 0); 1308 hit_player (tmp, dam, op, spell_ob->attacktype, 0);
1309
1334 if (spell_ob->other_arch) 1310 if (spell_ob->other_arch)
1335 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);
1336 } 1312 }
1337 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)
1338 { 1314 {
1339 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch) 1315 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch)
1340 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);
1341 }
1342 } 1317 }
1343 } 1318 }
1344 } 1319 }
1345 }
1346 } 1320 }
1347 1321
1348 op->skill = skill; 1322 op->skill = skill;
1349 return 1; 1323 return 1;
1350} 1324}
1457 */ 1431 */
1458int 1432int
1459mood_change (object *op, object *caster, object *spell) 1433mood_change (object *op, object *caster, object *spell)
1460{ 1434{
1461 object *tmp, *god, *head; 1435 object *tmp, *god, *head;
1462 int done_one, range, mflags, level, at, best_at; 1436 int done_one, range, level, at, best_at;
1463 sint16 x, y, nx, ny;
1464 maptile *m;
1465 const char *race; 1437 const char *race;
1466 1438
1467 /* 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
1468 * doing it over and over again. 1440 * doing it over and over again.
1469 */ 1441 */
1470 god = find_god (determine_god (op)); 1442 god = find_god (determine_god (op));
1471 level = caster_level (caster, spell); 1443 level = casting_level (caster, spell);
1472 range = spell->range + SP_level_range_adjust (caster, spell); 1444 range = spell->range + SP_level_range_adjust (caster, spell);
1473 1445
1474 /* 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_...
1475 * 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
1476 * won't ever match anything. 1448 * won't ever match anything.
1477 */ 1449 */
1478 if (!spell->race) 1450 if (!spell->race)
1479 race = NULL; 1451 race = NULL;
1480 else if (god && !strcmp (spell->race, "GOD_SLAYING")) 1452 else if (god && spell->race == shstr_GOD_SLAYING)
1481 race = god->slaying; 1453 race = god->slaying;
1482 else if (god && !strcmp (spell->race, "GOD_FRIEND")) 1454 else if (god && spell->race == shstr_GOD_FRIEND)
1483 race = god->race; 1455 race = god->race;
1484 else 1456 else
1485 race = spell->race; 1457 race = spell->race;
1486 1458
1487 for (x = op->x - range; x <= op->x + range; x++) 1459 unordered_mapwalk (op, -range, -range, range, range)
1488 for (y = op->y - range; y <= op->y + range; y++)
1489 { 1460 {
1490 done_one = 0; 1461 mapspace &ms = m->at (nx, ny);
1491 m = op->map;
1492 nx = x;
1493 ny = y;
1494 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1495 if (mflags & P_OUT_OF_MAP)
1496 continue;
1497 1462
1498 /* 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 */
1499 if (!(mflags & P_IS_ALIVE)) 1464 if (!ms.flags () & P_IS_ALIVE)
1500 continue; 1465 continue;
1501 1466
1502 // players can only affect spaces that they can actually see 1467 // players can only affect spaces that they can actually see
1468 if (caster
1503 if (caster && caster->contr 1469 && caster->contr
1504 && caster->contr->visibility_at (m, nx, ny) < 70) 1470 && caster->contr->darkness_at (m, nx, ny) == LOS_BLOCKED)
1505 continue; 1471 continue;
1506 1472
1507 for (tmp = GET_MAP_TOP (m, nx, ny); tmp; tmp = tmp->below) 1473 for (tmp = ms.top; tmp; tmp = tmp->below)
1508 if (QUERY_FLAG (tmp, FLAG_MONSTER)) 1474 if (tmp->flag [FLAG_MONSTER])
1509 break; 1475 break;
1510 1476
1511 /* There can be living objects that are not monsters */ 1477 /* There can be living objects that are not monsters */
1512 if (!tmp || tmp->type == PLAYER) 1478 if (!tmp)
1513 continue; 1479 continue;
1514 1480
1515 /* Only the head has meaningful data, so resolve to that */ 1481 /* Only the head has meaningful data, so resolve to that */
1516 if (tmp->head)
1517 head = tmp->head; 1482 head = tmp->head_ ();
1518 else
1519 head = tmp;
1520 1483
1521 /* 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 */
1522 if (race && head->race && !strstr (race, head->race)) 1485 if (race && head->race && !strstr (race, head->race))
1523 continue; 1486 continue;
1524 1487
1525 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD)) 1488 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD))
1526 continue; 1489 continue;
1527 1490
1528 /* Now do a bunch of stuff related to saving throws */ 1491 /* Now do a bunch of stuff related to saving throws */
1529 best_at = -1; 1492 best_at = -1;
1530 if (spell->attacktype) 1493 if (spell->attacktype)
1531 { 1494 {
1532 for (at = 0; at < NROFATTACKS; at++) 1495 for (at = 0; at < NROFATTACKS; at++)
1533 if (spell->attacktype & (1 << at)) 1496 if (spell->attacktype & (1 << at))
1534 if (best_at == -1 || head->resist[at] > head->resist[best_at]) 1497 if (best_at == -1 || head->resist[at] > head->resist[best_at])
1535 best_at = at; 1498 best_at = at;
1536 1499
1537 if (best_at == -1) 1500 if (best_at == -1)
1538 at = 0; 1501 at = 0;
1539 else 1502 else
1540 { 1503 {
1541 if (head->resist[best_at] == 100) 1504 if (head->resist[best_at] == 100)
1542 continue; 1505 continue;
1543 else 1506 else
1544 at = head->resist[best_at] / 5; 1507 at = head->resist[best_at] / 5;
1545 } 1508 }
1509
1546 at -= level / 5; 1510 at -= level / 5;
1547 if (did_make_save (head, head->level, at)) 1511 if (did_make_save (head, head->level, at))
1548 continue; 1512 continue;
1549 } 1513 }
1550 else /* spell->attacktype */ 1514 else /* spell->attacktype */
1551 { 1515 {
1552 /* 1516 /*
1553 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:
1554 * if spell level < monster level, no go 1518 * if spell level < monster level, no go
1555 * 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 ) )
1556 1520
1557 The chance will then be in the range [20-70] percent, not too bad. 1521 The chance will then be in the range [20-70] percent, not too bad.
1558 1522
1559 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
1560 charm a level 125 monster... 1524 charm a level 125 monster...
1561 1525
1562 Ryo, august 14th 1526 Ryo, august 14th
1563 */ 1527 */
1564 if (head->level > level) 1528 if (head->level > level)
1565 continue; 1529 continue;
1566 1530
1567 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))))
1568 /* Failed, no effect */ 1532 /* Failed, no effect */
1569 continue; 1533 continue;
1570 } 1534 }
1571 1535
1572 /* Done with saving throw. Now start affecting the monster */ 1536 /* Done with saving throw. Now start affecting the monster */
1537 done_one = 0;
1573 1538
1574 /* aggravation */ 1539 /* aggravation */
1575 if (QUERY_FLAG (spell, FLAG_MONSTER)) 1540 if (QUERY_FLAG (spell, FLAG_MONSTER))
1576 { 1541 {
1577 CLEAR_FLAG (head, FLAG_SLEEP); 1542 CLEAR_FLAG (head, FLAG_SLEEP);
1578 remove_friendly_object (head); 1543 remove_friendly_object (head);
1579 done_one = 1; 1544 done_one = 1;
1580 head->enemy = op; 1545 head->enemy = op;
1581 } 1546 }
1582 1547
1583 /* calm monsters */ 1548 /* calm monsters */
1584 if (QUERY_FLAG (spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (head, FLAG_UNAGGRESSIVE)) 1549 if (QUERY_FLAG (spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (head, FLAG_UNAGGRESSIVE))
1585 { 1550 {
1586 SET_FLAG (head, FLAG_UNAGGRESSIVE); 1551 SET_FLAG (head, FLAG_UNAGGRESSIVE);
1587 head->enemy = NULL; 1552 head->enemy = NULL;
1588 done_one = 1; 1553 done_one = 1;
1589 } 1554 }
1590 1555
1591 /* berserk monsters */ 1556 /* berserk monsters */
1592 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK)) 1557 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK))
1593 { 1558 {
1594 SET_FLAG (head, FLAG_BERSERK); 1559 SET_FLAG (head, FLAG_BERSERK);
1595 done_one = 1; 1560 done_one = 1;
1596 } 1561 }
1597 1562
1598 /* charm */ 1563 /* charm */
1599 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))
1600 { 1565 {
1601 INVOKE_OBJECT (KILL, head, ARG_OBJECT (caster)); 1566 INVOKE_OBJECT (KILL, head, ARG_OBJECT (caster));
1602 1567
1603 /* Prevent uncontrolled outbreaks of self replicating monsters. 1568 /* Prevent uncontrolled outbreaks of self replicating monsters.
1604 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.
1605 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. */
1606 CLEAR_FLAG (head, FLAG_GENERATOR); 1571 CLEAR_FLAG (head, FLAG_GENERATOR);
1607 head->set_owner (op); 1572 head->set_owner (op);
1608 set_spell_skill (op, caster, spell, head); 1573 set_spell_skill (op, caster, spell, head);
1609 add_friendly_object (head); 1574 add_friendly_object (head);
1610 head->attack_movement = PETMOVE; 1575 head->attack_movement = PETMOVE;
1611 done_one = 1; 1576 done_one = 1;
1612 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);
1613 head->stats.exp = 0; 1578 head->stats.exp = 0;
1614 } 1579 }
1615 1580
1616 /* If a monster was effected, put an effect in */ 1581 /* If a monster was effected, put an effect in */
1617 if (done_one && spell->other_arch) 1582 if (done_one && spell->other_arch)
1618 m->insert (arch_to_object (spell->other_arch), nx, ny, op); 1583 m->insert (arch_to_object (spell->other_arch), nx, ny, op);
1619 } /* for y */ 1584 }
1620 1585
1621 return 1; 1586 return 1;
1622} 1587}
1623
1624 1588
1625/* 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
1626 * 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
1627 * lightning spell used it, that seemed misnamed. 1591 * lightning spell used it, that seemed misnamed.
1628 * op is the spell effect. 1592 * op is the spell effect.
1629 * note that duration is handled by process_object() in time.c 1593 * note that duration is handled by process_object() in time.c
1630 */ 1594 */
1631
1632void 1595void
1633move_ball_spell (object *op) 1596move_ball_spell (object *op)
1634{ 1597{
1635 int i, j, dam_save, dir, mflags; 1598 int i, j, dam_save, dir, mflags;
1636 sint16 nx, ny, hx, hy; 1599 sint16 nx, ny, hx, hy;
1655 for (i = 1; i < 9; i++) 1618 for (i = 1; i < 9; i++)
1656 { 1619 {
1657 /* i bit 0: alters sign of offset 1620 /* i bit 0: alters sign of offset
1658 * other bits (i / 2): absolute value of offset 1621 * other bits (i / 2): absolute value of offset
1659 */ 1622 */
1660
1661 int offset = ((i ^ j) & 1) ? (i / 2) : -(i / 2); 1623 int offset = ((i ^ j) & 1) ? (i / 2) : -(i / 2);
1662 int tmpdir = absdir (op->direction + offset); 1624 int tmpdir = absdir (op->direction + offset);
1663 1625
1664 nx = op->x + freearr_x[tmpdir]; 1626 nx = op->x + freearr_x[tmpdir];
1665 ny = op->y + freearr_y[tmpdir]; 1627 ny = op->y + freearr_y[tmpdir];
1667 { 1629 {
1668 dir = tmpdir; 1630 dir = tmpdir;
1669 break; 1631 break;
1670 } 1632 }
1671 } 1633 }
1634
1672 if (dir == 0) 1635 if (dir == 0)
1673 { 1636 {
1674 nx = op->x; 1637 nx = op->x;
1675 ny = op->y; 1638 ny = op->y;
1676 m = op->map; 1639 m = op->map;
1702 1665
1703 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)))
1704 { 1667 {
1705 if (j) 1668 if (j)
1706 op->stats.dam = dam_save / 2; 1669 op->stats.dam = dam_save / 2;
1670
1707 hit_map (op, j, op->attacktype, 1); 1671 hit_map (op, j, op->attacktype, 1);
1708
1709 } 1672 }
1710 1673
1711 /* insert the other arch */ 1674 /* insert the other arch */
1712 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))))
1713 m->insert (arch_to_object (op->other_arch), hx, hy, op); 1676 m->insert (arch_to_object (op->other_arch), hx, hy, op);
1746 int adjustdir; 1709 int adjustdir;
1747 maptile *m; 1710 maptile *m;
1748#endif 1711#endif
1749 object *owner = op->env; 1712 object *owner = op->env;
1750 1713
1714 if (!owner) // MUST not happen, remove when true TODO
1715 {
1716 LOG (llevError, "swarm spell found outside inventory: %s\n", op->debug_desc ());
1717 op->destroy ();
1718 return;
1719 }
1720
1751 if (!op->duration || !owner->is_on_map ()) 1721 if (!op->duration || !owner->is_on_map ())
1752 { 1722 {
1753 op->destroy (); 1723 op->drop_and_destroy ();
1754 return; 1724 return;
1755 } 1725 }
1756 1726
1757 op->duration--; 1727 op->duration--;
1758 1728
1759 int basedir = op->direction; 1729 int basedir = op->direction;
1760 if (!basedir) 1730 if (!basedir)
1731 {
1761 /* spray in all directions! 8) */ 1732 /* spray in all directions! 8) */
1762 basedir = (op->facing += op->state) % 8 + 1; 1733 op->facing = (op->facing + op->state) & 7;
1734 basedir = op->facing + 1;
1735 }
1763 1736
1764#if 0 1737#if 0
1765 // this is bogus: it causes wrong places to be checked below 1738 // this is bogus: it causes wrong places to be checked below
1766 // (a wall 2 cells away will block the effect...) and 1739 // (a wall 2 cells away will block the effect...) and
1767 // 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
1849{ 1822{
1850 if (!spell->other_arch) 1823 if (!spell->other_arch)
1851 return 0; 1824 return 0;
1852 1825
1853 object *tmp = archetype::get (SWARM_SPELL); 1826 object *tmp = archetype::get (SWARM_SPELL);
1827
1854 set_spell_skill (op, caster, spell, tmp); 1828 set_spell_skill (op, caster, spell, tmp);
1855 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. */
1856 tmp->spell = spell->other_arch->instance (); 1830 tmp->spell = spell->other_arch->instance ();
1857 tmp->attacktype = tmp->spell->attacktype; 1831 tmp->attacktype = tmp->spell->attacktype;
1858 1832
1859 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) 1833 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
1860 if (!tailor_god_spell (tmp, op)) 1834 if (!tailor_god_spell (tmp, op))
1862 1836
1863 tmp->duration = SP_level_duration_adjust (caster, spell); 1837 tmp->duration = SP_level_duration_adjust (caster, spell);
1864 for (int i = 0; i < spell->duration; i++) 1838 for (int i = 0; i < spell->duration; i++)
1865 tmp->duration += die_roll (1, 3, op, PREFER_HIGH); 1839 tmp->duration += die_roll (1, 3, op, PREFER_HIGH);
1866 1840
1841 tmp->invisible = 1;
1842 tmp->flag [FLAG_NO_DROP] = 1; // make sure it stays in inv, or else
1867 tmp->direction = dir; 1843 tmp->direction = dir;
1868 tmp->invisible = 1;
1869 tmp->facing = rndm (1, 8); // initial firing direction 1844 tmp->facing = rndm (1, 8); // initial firing direction
1870 tmp->state = rndm (4) * 2 + 1; // direction increment 1845 tmp->state = rndm (4) * 2 + 1; // direction increment
1871 1846
1872 op->insert (tmp); 1847 op->insert (tmp);
1873 1848
1885 int dam, mflags; 1860 int dam, mflags;
1886 maptile *m; 1861 maptile *m;
1887 1862
1888 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1863 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1889 1864
1890 if (!dir) 1865 if (dir)
1891 {
1892 new_draw_info (NDI_UNIQUE, 0, op, "In what direction?");
1893 return 0;
1894 } 1866 {
1895
1896 x = op->x + freearr_x[dir]; 1867 x = op->x + freearr_x[dir];
1897 y = op->y + freearr_y[dir]; 1868 y = op->y + freearr_y[dir];
1898 m = op->map; 1869 m = op->map;
1899 1870
1900 mflags = get_map_flags (m, &m, x, y, &x, &y); 1871 mflags = get_map_flags (m, &m, x, y, &x, &y);
1901 1872
1902 if (mflags & P_OUT_OF_MAP) 1873 if (mflags & P_OUT_OF_MAP)
1903 { 1874 {
1904 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is there."); 1875 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is there.");
1905 return 0; 1876 return 0;
1906 } 1877 }
1907 1878
1908 if (mflags & P_IS_ALIVE && spell->attacktype) 1879 if (mflags & P_IS_ALIVE && spell->attacktype)
1909 { 1880 {
1910 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)
1911 if (QUERY_FLAG (target, FLAG_MONSTER)) 1882 if (QUERY_FLAG (target, FLAG_MONSTER))
1912 { 1883 {
1913 /* oky doky. got a target monster. Lets make a blinding attack */ 1884 /* oky doky. got a target monster. Lets make a blinding attack */
1914 if (target->head) 1885 if (target->head)
1915 target = target->head; 1886 target = target->head;
1887
1916 (void) hit_player (target, dam, op, spell->attacktype, 1); 1888 hit_player (target, dam, op, spell->attacktype, 1);
1917 return 1; /* one success only! */ 1889 return 1; /* one success only! */
1890 }
1918 } 1891 }
1919 }
1920 1892
1921 /* no live target, perhaps a wall is in the way? */ 1893 /* no live target, perhaps a wall is in the way? */
1922 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)))
1923 { 1895 {
1924 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.");
1925 return 0; 1897 return 0;
1898 }
1926 } 1899 }
1927 1900
1928 /* 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 */
1929 tmp = arch_to_object (spell->other_arch); 1902 tmp = arch_to_object (spell->other_arch);
1930 if (!tmp) 1903 if (!tmp)
1931 { 1904 {
1932 LOG (llevError, "Error: spell arch for cast_light() missing.\n"); 1905 LOG (llevError, "Error: spell arch for cast_light() missing.\n");
1933 return 0; 1906 return 0;
1934 } 1907 }
1908
1935 tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell); 1909 tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell);
1910
1936 if (tmp->glow_radius) 1911 if (tmp->glow_radius)
1937 { 1912 tmp->set_glow_radius (
1938 tmp->glow_radius = spell->range + SP_level_range_adjust (caster, spell); 1913 clamp (spell->range + SP_level_range_adjust (caster, spell), 1, MAX_LIGHT_RADIUS)
1939 if (tmp->glow_radius > MAX_LIGHT_RADII) 1914 );
1940 tmp->glow_radius = MAX_LIGHT_RADII;
1941 }
1942 1915
1916 if (dir)
1943 m->insert (tmp, x, y, op); 1917 m->insert (tmp, x, y, op);
1918 else
1919 caster->outer_env ()->insert (tmp);
1920
1944 return 1; 1921 return 1;
1945} 1922}
1946 1923
1947/* cast_cause_disease: this spell looks along <dir> from the 1924/* cast_cause_disease: this spell looks along <dir> from the
1948 * player and infects someone. 1925 * player and infects someone.
2001 object *disease = arch_to_object (spell->other_arch); 1978 object *disease = arch_to_object (spell->other_arch);
2002 1979
2003 disease->set_owner (op); 1980 disease->set_owner (op);
2004 set_spell_skill (op, caster, spell, disease); 1981 set_spell_skill (op, caster, spell, disease);
2005 disease->stats.exp = 0; 1982 disease->stats.exp = 0;
2006 disease->level = caster_level (caster, spell); 1983 disease->level = casting_level (caster, spell);
2007 1984
2008 /* do level adjustments */ 1985 /* do level adjustments */
2009 if (disease->stats.wc) 1986 if (disease->stats.wc)
2010 disease->stats.wc += dur_mod / 2; 1987 disease->stats.wc += dur_mod / 2;
2011 1988

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