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Comparing deliantra/server/server/spell_attack.C (file contents):
Revision 1.68 by elmex, Mon Oct 6 08:46:33 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
828 */ 828 */
829 movetype = spell->other_arch->move_type; 829 movetype = spell->other_arch->move_type;
830 830
831 for (i = range_min; i <= range_max; i++) 831 for (i = range_min; i <= range_max; i++)
832 { 832 {
833 sint16 x, y, d; 833 sint16 x, y;
834 834
835 /* We can't use absdir here, because it never returns 835 /* We can't use absdir here, because it never returns
836 * 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
837 * 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
838 * to hit that person. 838 * to hit that person.
839 */ 839 */
840 d = dir + i; 840 int d = dir ? absdir (dir + i) : i;
841 while (d < 0)
842 d += 8;
843 while (d > 8)
844 d -= 8;
845 841
846 /* 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.
847 * In that case, we have to see - if dir is specified, 843 * In that case, we have to see - if dir is specified,
848 * turn this into direction 8. If dir is not specified (all 844 * turn this into direction 8. If dir is not specified (all
849 * direction) skip - otherwise, one line would do more damage 845 * direction) skip - otherwise, one line would do more damage
951 947
952 object *env = op->outer_env (); 948 object *env = op->outer_env ();
953 949
954 if (op->env) 950 if (op->env)
955 { 951 {
956 if (env->map == NULL) 952 if (!env->map)
957 return; 953 return;
958 954
959 if (!(op = op->insert_at (env, op))) 955 if (!(op = op->insert_at (env, op)))
960 return; 956 return;
961 } 957 }
962 958
963 // 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
964 // 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
965 // as bombs can be carried. 961 // as bombs can be carried.
966 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE) 962 if (op->ms ().flags () & P_SAFE)
967 { 963 {
968 op->destroy (); 964 op->destroy ();
969 return; 965 return;
970 } 966 }
971 967
1008 int mflags; 1004 int mflags;
1009 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];
1010 maptile *m; 1006 maptile *m;
1011 1007
1012 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 {
1013 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))
1014 { 1017 {
1015 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.");
1016 return 0; 1019 return 0;
1020 }
1017 } 1021 }
1018 1022
1019 tmp = arch_to_object (spell->other_arch); 1023 tmp = arch_to_object (spell->other_arch);
1020 1024
1021 /* level dependencies for bomb */ 1025 /* level dependencies for bomb */
1107 * interesting spell. 1111 * interesting spell.
1108 * 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
1109 * can't be friendly to your god. 1113 * can't be friendly to your god.
1110 */ 1114 */
1111 1115
1112 if (!target || QUERY_FLAG (target, FLAG_REFL_SPELL) 1116 if (!target
1117 || target->flag [FLAG_REFL_SPELL]
1113 || (!god && spell->stats.grace) 1118 || (!god && spell->stats.grace)
1114 || (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)))
1115 { 1121 {
1116 new_draw_info (NDI_UNIQUE, 0, op, "Your request is unheeded."); 1122 new_draw_info (NDI_UNIQUE, 0, op, "Your request is unheeded.");
1117 return 0; 1123 return 0;
1118 } 1124 }
1119 1125
1126 effect->level = casting_level (caster, spell); 1132 effect->level = casting_level (caster, spell);
1127 effect->attacktype = spell->attacktype; 1133 effect->attacktype = spell->attacktype;
1128 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER)) 1134 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER))
1129 { 1135 {
1130 if (tailor_god_spell (effect, op)) 1136 if (tailor_god_spell (effect, op))
1131 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));
1132 else 1138 else
1133 { 1139 {
1134 new_draw_info (NDI_UNIQUE, 0, op, "Your request is ignored."); 1140 new_draw_info (NDI_UNIQUE, 0, op, "Your request is ignored.");
1135 return 0; 1141 return 0;
1136 } 1142 }
1250 1256
1251 object *tmp = get_archetype (FORCE_NAME); 1257 object *tmp = get_archetype (FORCE_NAME);
1252 tmp->speed = 0.01; 1258 tmp->speed = 0.01;
1253 tmp->stats.food = time; 1259 tmp->stats.food = time;
1254 SET_FLAG (tmp, FLAG_IS_USED_UP); 1260 SET_FLAG (tmp, FLAG_IS_USED_UP);
1255 tmp->glow_radius = radius; 1261 tmp->set_glow_radius (min (MAX_LIGHT_RADIUS, radius));
1256 if (tmp->glow_radius > MAX_LIGHT_RADII)
1257 tmp->glow_radius = MAX_LIGHT_RADII;
1258
1259 tmp = insert_ob_in_ob (tmp, op); 1262 tmp = insert_ob_in_ob (tmp, op);
1260 1263
1261 if (tmp->glow_radius > op->glow_radius) 1264 if (tmp->glow_radius > op->glow_radius)
1262 op->glow_radius = tmp->glow_radius; 1265 op->set_glow_radius (tmp->glow_radius);
1263 1266
1264 return 1; 1267 return 1;
1265} 1268}
1266 1269
1267int 1270int
1268cast_destruction (object *op, object *caster, object *spell_ob) 1271cast_destruction (object *op, object *caster, object *spell_ob)
1269{ 1272{
1270 int i, j, range, mflags, friendly = 0, dam, dur;
1271 sint16 sx, sy;
1272 maptile *m;
1273 object *tmp;
1274 const char *skill;
1275
1276 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob); 1273 int range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
1277 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);
1278 dur = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob); 1275 int dur = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
1279 if (QUERY_FLAG (op, FLAG_FRIENDLY) || op->type == PLAYER) 1276
1280 friendly = 1; 1277 bool friendly = op->flag [FLAG_FRIENDLY] || op->is_player ();
1281 1278
1282 /* destruction doesn't use another spell object, so we need 1279 /* destruction doesn't use another spell object, so we need
1283 * update op's skill pointer so that exp is properly awarded. 1280 * update op's skill pointer so that exp is properly awarded.
1284 * We do some shortcuts here - since this is just temporary
1285 * and we'll reset the values back, we don't need to go through
1286 * the full share string/free_string route.
1287 */ 1281 */
1288 skill = op->skill; 1282 const shstr skill = op->skill;
1283
1289 if (caster == op) 1284 if (caster == op)
1290 op->skill = spell_ob->skill; 1285 op->skill = spell_ob->skill;
1291 else if (caster->skill) 1286 else if (caster->skill)
1292 op->skill = caster->skill; 1287 op->skill = caster->skill;
1293 else 1288 else
1294 op->skill = NULL; 1289 op->skill = 0;
1295 1290
1296 op->change_skill (find_skill_by_name (op, op->skill)); 1291 op->change_skill (find_skill_by_name (op, op->skill));
1297 1292
1298 for (i = -range; i <= range; i++) 1293 unordered_mapwalk (op, -range, -range, range, range)
1299 { 1294 {
1300 for (j = -range; j <= range; j++) 1295 mapspace &ms = m->at (nx, ny);
1301 {
1302 m = op->map;
1303 sx = op->x + i;
1304 sy = op->y + j;
1305 1296
1306 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
1307 if (mflags & P_OUT_OF_MAP)
1308 continue;
1309
1310 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 ())
1311 { 1300 {
1312 for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above) 1301 tmp = tmp->head_ ();
1313 if (QUERY_FLAG (tmp, FLAG_ALIVE) || tmp->type == PLAYER)
1314 break;
1315 1302
1316 if (tmp) 1303 if ((friendly && !tmp->flag [FLAG_FRIENDLY] && !tmp->is_player ())
1304 || (!friendly && (tmp->flag [FLAG_FRIENDLY] || tmp->is_player ())))
1317 { 1305 {
1318 if (tmp->head) 1306 if (spell_ob->subtype == SP_DESTRUCTION)
1319 tmp = tmp->head;
1320
1321 if ((friendly && !QUERY_FLAG (tmp, FLAG_FRIENDLY) && tmp->type != PLAYER) ||
1322 (!friendly && (QUERY_FLAG (tmp, FLAG_FRIENDLY) || tmp->type == PLAYER)))
1323 { 1307 {
1324 if (spell_ob->subtype == SP_DESTRUCTION)
1325 {
1326 hit_player (tmp, dam, op, spell_ob->attacktype, 0); 1308 hit_player (tmp, dam, op, spell_ob->attacktype, 0);
1327 1309
1328 if (spell_ob->other_arch) 1310 if (spell_ob->other_arch)
1329 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);
1330 } 1312 }
1331 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)
1332 { 1314 {
1333 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch) 1315 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch)
1334 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);
1335 }
1336 } 1317 }
1337 } 1318 }
1338 } 1319 }
1339 }
1340 } 1320 }
1341 1321
1342 op->skill = skill; 1322 op->skill = skill;
1343 return 1; 1323 return 1;
1344} 1324}
1451 */ 1431 */
1452int 1432int
1453mood_change (object *op, object *caster, object *spell) 1433mood_change (object *op, object *caster, object *spell)
1454{ 1434{
1455 object *tmp, *god, *head; 1435 object *tmp, *god, *head;
1456 int done_one, range, mflags, level, at, best_at; 1436 int done_one, range, level, at, best_at;
1457 sint16 x, y, nx, ny;
1458 maptile *m;
1459 const char *race; 1437 const char *race;
1460 1438
1461 /* 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
1462 * doing it over and over again. 1440 * doing it over and over again.
1463 */ 1441 */
1469 * 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
1470 * won't ever match anything. 1448 * won't ever match anything.
1471 */ 1449 */
1472 if (!spell->race) 1450 if (!spell->race)
1473 race = NULL; 1451 race = NULL;
1474 else if (god && !strcmp (spell->race, "GOD_SLAYING")) 1452 else if (god && spell->race == shstr_GOD_SLAYING)
1475 race = god->slaying; 1453 race = god->slaying;
1476 else if (god && !strcmp (spell->race, "GOD_FRIEND")) 1454 else if (god && spell->race == shstr_GOD_FRIEND)
1477 race = god->race; 1455 race = god->race;
1478 else 1456 else
1479 race = spell->race; 1457 race = spell->race;
1480 1458
1481 for (x = op->x - range; x <= op->x + range; x++) 1459 unordered_mapwalk (op, -range, -range, range, range)
1482 for (y = op->y - range; y <= op->y + range; y++)
1483 { 1460 {
1484 done_one = 0; 1461 mapspace &ms = m->at (nx, ny);
1485 m = op->map;
1486 nx = x;
1487 ny = y;
1488 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1489 if (mflags & P_OUT_OF_MAP)
1490 continue;
1491 1462
1492 /* 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 */
1493 if (!(mflags & P_IS_ALIVE)) 1464 if (!ms.flags () & P_IS_ALIVE)
1494 continue; 1465 continue;
1495 1466
1496 // players can only affect spaces that they can actually see 1467 // players can only affect spaces that they can actually see
1468 if (caster
1497 if (caster && caster->contr 1469 && caster->contr
1498 && caster->contr->visibility_at (m, nx, ny) < 70) 1470 && caster->contr->darkness_at (m, nx, ny) == LOS_BLOCKED)
1499 continue; 1471 continue;
1500 1472
1501 for (tmp = GET_MAP_TOP (m, nx, ny); tmp; tmp = tmp->below) 1473 for (tmp = ms.top; tmp; tmp = tmp->below)
1502 if (QUERY_FLAG (tmp, FLAG_MONSTER)) 1474 if (tmp->flag [FLAG_MONSTER])
1503 break; 1475 break;
1504 1476
1505 /* There can be living objects that are not monsters */ 1477 /* There can be living objects that are not monsters */
1506 if (!tmp || tmp->type == PLAYER) 1478 if (!tmp)
1507 continue; 1479 continue;
1508 1480
1509 /* Only the head has meaningful data, so resolve to that */ 1481 /* Only the head has meaningful data, so resolve to that */
1510 if (tmp->head)
1511 head = tmp->head; 1482 head = tmp->head_ ();
1512 else
1513 head = tmp;
1514 1483
1515 /* 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 */
1516 if (race && head->race && !strstr (race, head->race)) 1485 if (race && head->race && !strstr (race, head->race))
1517 continue; 1486 continue;
1518 1487
1519 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD)) 1488 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD))
1520 continue; 1489 continue;
1521 1490
1522 /* Now do a bunch of stuff related to saving throws */ 1491 /* Now do a bunch of stuff related to saving throws */
1523 best_at = -1; 1492 best_at = -1;
1524 if (spell->attacktype) 1493 if (spell->attacktype)
1525 { 1494 {
1526 for (at = 0; at < NROFATTACKS; at++) 1495 for (at = 0; at < NROFATTACKS; at++)
1527 if (spell->attacktype & (1 << at)) 1496 if (spell->attacktype & (1 << at))
1528 if (best_at == -1 || head->resist[at] > head->resist[best_at]) 1497 if (best_at == -1 || head->resist[at] > head->resist[best_at])
1529 best_at = at; 1498 best_at = at;
1530 1499
1531 if (best_at == -1) 1500 if (best_at == -1)
1532 at = 0; 1501 at = 0;
1533 else 1502 else
1534 { 1503 {
1535 if (head->resist[best_at] == 100) 1504 if (head->resist[best_at] == 100)
1536 continue; 1505 continue;
1537 else 1506 else
1538 at = head->resist[best_at] / 5; 1507 at = head->resist[best_at] / 5;
1539 } 1508 }
1509
1540 at -= level / 5; 1510 at -= level / 5;
1541 if (did_make_save (head, head->level, at)) 1511 if (did_make_save (head, head->level, at))
1542 continue; 1512 continue;
1543 } 1513 }
1544 else /* spell->attacktype */ 1514 else /* spell->attacktype */
1545 { 1515 {
1546 /* 1516 /*
1547 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:
1548 * if spell level < monster level, no go 1518 * if spell level < monster level, no go
1549 * 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 ) )
1550 1520
1551 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.
1552 1522
1553 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
1554 charm a level 125 monster... 1524 charm a level 125 monster...
1555 1525
1556 Ryo, august 14th 1526 Ryo, august 14th
1557 */ 1527 */
1558 if (head->level > level) 1528 if (head->level > level)
1559 continue; 1529 continue;
1560 1530
1561 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))))
1562 /* Failed, no effect */ 1532 /* Failed, no effect */
1563 continue; 1533 continue;
1564 } 1534 }
1565 1535
1566 /* Done with saving throw. Now start affecting the monster */ 1536 /* Done with saving throw. Now start affecting the monster */
1537 done_one = 0;
1567 1538
1568 /* aggravation */ 1539 /* aggravation */
1569 if (QUERY_FLAG (spell, FLAG_MONSTER)) 1540 if (QUERY_FLAG (spell, FLAG_MONSTER))
1570 { 1541 {
1571 CLEAR_FLAG (head, FLAG_SLEEP); 1542 CLEAR_FLAG (head, FLAG_SLEEP);
1572 remove_friendly_object (head); 1543 remove_friendly_object (head);
1573 done_one = 1; 1544 done_one = 1;
1574 head->enemy = op; 1545 head->enemy = op;
1575 } 1546 }
1576 1547
1577 /* calm monsters */ 1548 /* calm monsters */
1578 if (QUERY_FLAG (spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (head, FLAG_UNAGGRESSIVE)) 1549 if (QUERY_FLAG (spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (head, FLAG_UNAGGRESSIVE))
1579 { 1550 {
1580 SET_FLAG (head, FLAG_UNAGGRESSIVE); 1551 SET_FLAG (head, FLAG_UNAGGRESSIVE);
1581 head->enemy = NULL; 1552 head->enemy = NULL;
1582 done_one = 1; 1553 done_one = 1;
1583 } 1554 }
1584 1555
1585 /* berserk monsters */ 1556 /* berserk monsters */
1586 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK)) 1557 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK))
1587 { 1558 {
1588 SET_FLAG (head, FLAG_BERSERK); 1559 SET_FLAG (head, FLAG_BERSERK);
1589 done_one = 1; 1560 done_one = 1;
1590 } 1561 }
1591 1562
1592 /* charm */ 1563 /* charm */
1593 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))
1594 { 1565 {
1595 INVOKE_OBJECT (KILL, head, ARG_OBJECT (caster)); 1566 INVOKE_OBJECT (KILL, head, ARG_OBJECT (caster));
1596 1567
1597 /* Prevent uncontrolled outbreaks of self replicating monsters. 1568 /* Prevent uncontrolled outbreaks of self replicating monsters.
1598 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.
1599 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. */
1600 CLEAR_FLAG (head, FLAG_GENERATOR); 1571 CLEAR_FLAG (head, FLAG_GENERATOR);
1601 head->set_owner (op); 1572 head->set_owner (op);
1602 set_spell_skill (op, caster, spell, head); 1573 set_spell_skill (op, caster, spell, head);
1603 add_friendly_object (head); 1574 add_friendly_object (head);
1604 head->attack_movement = PETMOVE; 1575 head->attack_movement = PETMOVE;
1605 done_one = 1; 1576 done_one = 1;
1606 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);
1607 head->stats.exp = 0; 1578 head->stats.exp = 0;
1608 } 1579 }
1609 1580
1610 /* If a monster was effected, put an effect in */ 1581 /* If a monster was effected, put an effect in */
1611 if (done_one && spell->other_arch) 1582 if (done_one && spell->other_arch)
1612 m->insert (arch_to_object (spell->other_arch), nx, ny, op); 1583 m->insert (arch_to_object (spell->other_arch), nx, ny, op);
1613 } /* for y */ 1584 }
1614 1585
1615 return 1; 1586 return 1;
1616} 1587}
1617
1618 1588
1619/* 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
1620 * 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
1621 * lightning spell used it, that seemed misnamed. 1591 * lightning spell used it, that seemed misnamed.
1622 * op is the spell effect. 1592 * op is the spell effect.
1648 for (i = 1; i < 9; i++) 1618 for (i = 1; i < 9; i++)
1649 { 1619 {
1650 /* i bit 0: alters sign of offset 1620 /* i bit 0: alters sign of offset
1651 * other bits (i / 2): absolute value of offset 1621 * other bits (i / 2): absolute value of offset
1652 */ 1622 */
1653
1654 int offset = ((i ^ j) & 1) ? (i / 2) : -(i / 2); 1623 int offset = ((i ^ j) & 1) ? (i / 2) : -(i / 2);
1655 int tmpdir = absdir (op->direction + offset); 1624 int tmpdir = absdir (op->direction + offset);
1656 1625
1657 nx = op->x + freearr_x[tmpdir]; 1626 nx = op->x + freearr_x[tmpdir];
1658 ny = op->y + freearr_y[tmpdir]; 1627 ny = op->y + freearr_y[tmpdir];
1660 { 1629 {
1661 dir = tmpdir; 1630 dir = tmpdir;
1662 break; 1631 break;
1663 } 1632 }
1664 } 1633 }
1634
1665 if (dir == 0) 1635 if (dir == 0)
1666 { 1636 {
1667 nx = op->x; 1637 nx = op->x;
1668 ny = op->y; 1638 ny = op->y;
1669 m = op->map; 1639 m = op->map;
1890 int dam, mflags; 1860 int dam, mflags;
1891 maptile *m; 1861 maptile *m;
1892 1862
1893 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1863 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1894 1864
1895 if (!dir) 1865 if (dir)
1896 {
1897 new_draw_info (NDI_UNIQUE, 0, op, "In what direction?");
1898 return 0;
1899 } 1866 {
1900
1901 x = op->x + freearr_x[dir]; 1867 x = op->x + freearr_x[dir];
1902 y = op->y + freearr_y[dir]; 1868 y = op->y + freearr_y[dir];
1903 m = op->map; 1869 m = op->map;
1904 1870
1905 mflags = get_map_flags (m, &m, x, y, &x, &y); 1871 mflags = get_map_flags (m, &m, x, y, &x, &y);
1906 1872
1907 if (mflags & P_OUT_OF_MAP) 1873 if (mflags & P_OUT_OF_MAP)
1908 { 1874 {
1909 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is there."); 1875 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is there.");
1910 return 0; 1876 return 0;
1911 } 1877 }
1912 1878
1913 if (mflags & P_IS_ALIVE && spell->attacktype) 1879 if (mflags & P_IS_ALIVE && spell->attacktype)
1914 { 1880 {
1915 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)
1916 if (QUERY_FLAG (target, FLAG_MONSTER)) 1882 if (QUERY_FLAG (target, FLAG_MONSTER))
1917 { 1883 {
1918 /* oky doky. got a target monster. Lets make a blinding attack */ 1884 /* oky doky. got a target monster. Lets make a blinding attack */
1919 if (target->head) 1885 if (target->head)
1920 target = target->head; 1886 target = target->head;
1921 1887
1922 hit_player (target, dam, op, spell->attacktype, 1); 1888 hit_player (target, dam, op, spell->attacktype, 1);
1923 return 1; /* one success only! */ 1889 return 1; /* one success only! */
1890 }
1924 } 1891 }
1925 }
1926 1892
1927 /* no live target, perhaps a wall is in the way? */ 1893 /* no live target, perhaps a wall is in the way? */
1928 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)))
1929 { 1895 {
1930 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.");
1931 return 0; 1897 return 0;
1898 }
1932 } 1899 }
1933 1900
1934 /* 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 */
1935 tmp = arch_to_object (spell->other_arch); 1902 tmp = arch_to_object (spell->other_arch);
1936 if (!tmp) 1903 if (!tmp)
1937 { 1904 {
1938 LOG (llevError, "Error: spell arch for cast_light() missing.\n"); 1905 LOG (llevError, "Error: spell arch for cast_light() missing.\n");
1939 return 0; 1906 return 0;
1940 } 1907 }
1908
1941 tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell); 1909 tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell);
1910
1942 if (tmp->glow_radius) 1911 if (tmp->glow_radius)
1943 { 1912 tmp->set_glow_radius (
1944 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)
1945 if (tmp->glow_radius > MAX_LIGHT_RADII) 1914 );
1946 tmp->glow_radius = MAX_LIGHT_RADII;
1947 }
1948 1915
1916 if (dir)
1949 m->insert (tmp, x, y, op); 1917 m->insert (tmp, x, y, op);
1918 else
1919 caster->outer_env ()->insert (tmp);
1920
1950 return 1; 1921 return 1;
1951} 1922}
1952 1923
1953/* cast_cause_disease: this spell looks along <dir> from the 1924/* cast_cause_disease: this spell looks along <dir> from the
1954 * player and infects someone. 1925 * player and infects someone.

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