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Comparing deliantra/server/server/spell_attack.C (file contents):
Revision 1.33 by root, Sat May 12 22:04:20 2007 UTC vs.
Revision 1.88 by root, Mon Oct 12 14:00:59 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 (©) 2005,2006,2007,2008,2009 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 it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * 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 Affero GNU General Public License
19 * along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
21 * 21 *
22 * The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 23 */
24 24
25/* This file contains all the spell attack code. Grouping this code 25/* This file contains all the spell attack code. Grouping this code
26 * together should hopefully make it easier to find the relevent bits 26 * together should hopefully make it easier to find the relevent bits
27 * of code 27 * of code
37/* this function checks to see if a spell pushes objects as well 37/* 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) 38 * as flies over and damages them (only used for cones for now)
39 * but moved here so it could be applied to bolts too 39 * but moved here so it could be applied to bolts too
40 * op is the spell object. 40 * op is the spell object.
41 */ 41 */
42
43void 42void
44check_spell_knockback (object *op) 43check_spell_knockback (object *op)
45{ 44{
46 object *tmp, *tmp2; /* object on the map */
47 int weight_move; 45 int weight_move;
48 int frictionmod = 2; /*poor man's physics - multipy targets weight by this amount */ 46 int frictionmod = 2; /*poor man's physics - multipy targets weight by this amount */
49 47
50 if (!op->weight) 48 if (!op->weight)
51 { /*shouldn't happen but if cone object has no weight drop out */ 49 { /*shouldn't happen but if cone object has no weight drop out */
56 { 54 {
57 weight_move = op->weight + (op->weight * op->level) / 3; 55 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); */ 56 /*LOG (llevDebug, "DEBUG: arch weighs %d and masses %d (%s,level %d)\n", op->weight,weight_move,op->name,op->level); */
59 } 57 }
60 58
61 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 59 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
62 { 60 {
63 int num_sections = 1; 61 int num_sections = 1;
64 62
65 /* don't move DM */ 63 /* don't move DM */
66 if (QUERY_FLAG (tmp, FLAG_WIZ)) 64 if (QUERY_FLAG (tmp, FLAG_WIZ))
73 /* don't move floors or immobile objects */ 71 /* 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))) 72 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || (!QUERY_FLAG (tmp, FLAG_ALIVE) && QUERY_FLAG (tmp, FLAG_NO_PICK)))
75 continue; 73 continue;
76 74
77 /* count the object's sections */ 75 /* count the object's sections */
78 for (tmp2 = tmp; tmp2 != NULL; tmp2 = tmp2->more) 76 for (object *tmp2 = tmp; tmp2; tmp2 = tmp2->more)
79 num_sections++; 77 num_sections++;
80 78
81 /* I'm not sure if it makes sense to divide by num_sections - bigger 79 /* 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 80 * 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. 81 * object, not just the head, so the total weight should be relevant.
107 * 105 *
108 * BOLT CODE 106 * BOLT CODE
109 * 107 *
110 ***************************************************************************/ 108 ***************************************************************************/
111 109
112/* Causes op to fork. op is the original bolt, tmp 110/* Causes op to fork. op is the original bolt, tmp
113 * is the first piece of the fork. 111 * is the first piece of the fork.
114 */ 112 */
115
116void 113void
117forklightning (object *op, object *tmp) 114forklightning (object *op, object *tmp)
118{ 115{
119 int new_dir = 1; /* direction or -1 for left, +1 for right 0 if no new bolt */ 116 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 */ 117 int t_dir; /* stores temporary dir calculation */
152 new_bolt->duration++; 149 new_bolt->duration++;
153 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */ 150 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */
154 new_bolt->stats.dam++; 151 new_bolt->stats.dam++;
155 tmp->stats.dam /= 2; /* reduce father bolt damage */ 152 tmp->stats.dam /= 2; /* reduce father bolt damage */
156 tmp->stats.dam++; 153 tmp->stats.dam++;
154
157 if ((new_bolt = m->insert (new_bolt, sx, sy, op))) 155 if ((new_bolt = m->insert (new_bolt, sx, sy, op)))
158 update_turn_face (new_bolt); 156 update_turn_face (new_bolt);
159} 157}
160 158
161/* move_bolt: moves bolt 'op'. Basically, it just advances a space, 159/* move_bolt: moves bolt 'op'. Basically, it just advances a space,
162 * and checks for various things that may stop it. 160 * and checks for various things that may stop it.
163 */ 161 */
164
165void 162void
166move_bolt (object *op) 163move_bolt (object *op)
167{ 164{
168 int mflags; 165 int mflags;
169 sint16 x, y; 166 sint16 x, y;
170 maptile *m; 167 maptile *m;
171 168
172 if (--op->duration < 0) 169 if (--op->duration < 0)
173 { 170 {
174 op->destroy (); 171 op->drop_and_destroy ();
175 return; 172 return;
176 } 173 }
177 174
178 hit_map (op, 0, op->attacktype, 1); 175 hit_map (op, 0, op->attacktype, 1);
179 176
252 tmp->duration++; 249 tmp->duration++;
253 250
254 /* New forking code. Possibly create forks of this object 251 /* New forking code. Possibly create forks of this object
255 * going off in other directions. 252 * going off in other directions.
256 */ 253 */
257 if (rndm (0, 99) < tmp->stats.Dex) 254 if (tmp->stats.Dex && rndm (0, 99) < tmp->stats.Dex)
258 { /* stats.Dex % of forking */ 255 forklightning (op, tmp); /* stats.Dex % of forking */
259 forklightning (op, tmp);
260 }
261 256
262 /* In this way, the object left behind sticks on the space, but 257 /* In this way, the object left behind sticks on the space, but
263 * doesn't create any bolts that continue to move onward. 258 * doesn't create any bolts that continue to move onward.
264 */ 259 */
265 op->range = 0; 260 op->range = 0;
289 return 0; 284 return 0;
290 285
291 /* peterm: level dependency for bolts */ 286 /* peterm: level dependency for bolts */
292 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob); 287 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob);
293 tmp->attacktype = spob->attacktype; 288 tmp->attacktype = spob->attacktype;
289
294 if (spob->slaying) 290 if (spob->slaying)
295 tmp->slaying = spob->slaying; 291 tmp->slaying = spob->slaying;
292
296 tmp->range = spob->range + SP_level_range_adjust (caster, spob); 293 tmp->range = spob->range + SP_level_range_adjust (caster, spob);
297 tmp->duration = spob->duration + SP_level_duration_adjust (caster, spob); 294 tmp->duration = spob->duration + SP_level_duration_adjust (caster, spob);
298 tmp->stats.Dex = spob->stats.Dex; 295 tmp->stats.Dex = spob->stats.Dex;
299 tmp->stats.Con = spob->stats.Con; 296 tmp->stats.Con = spob->stats.Con;
300 297
311 308
312 maptile *newmap; 309 maptile *newmap;
313 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y); 310 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y);
314 if (mflags & P_OUT_OF_MAP) 311 if (mflags & P_OUT_OF_MAP)
315 { 312 {
316 tmp->destroy (); 313 tmp->drop_and_destroy ();
317 return 0; 314 return 0;
318 } 315 }
319 316
320 tmp->map = newmap; 317 tmp->map = newmap;
321 318
322 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y))) 319 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y)))
323 { 320 {
324 if (!QUERY_FLAG (tmp, FLAG_REFLECTING)) 321 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
325 { 322 {
326 tmp->destroy (); 323 tmp->drop_and_destroy ();
327 return 0; 324 return 0;
328 } 325 }
329 326
330 tmp->x = op->x; 327 tmp->x = op->x;
331 tmp->y = op->y; 328 tmp->y = op->y;
336 if ((tmp = tmp->insert_at (tmp, op))) 333 if ((tmp = tmp->insert_at (tmp, op)))
337 move_bolt (tmp); 334 move_bolt (tmp);
338 335
339 return 1; 336 return 1;
340} 337}
341
342
343 338
344/*************************************************************************** 339/***************************************************************************
345 * 340 *
346 * BULLET/BALL CODE 341 * BULLET/BALL CODE
347 * 342 *
348 ***************************************************************************/ 343 ***************************************************************************/
349 344
350/* expands an explosion. op is a piece of the 345/* expands an explosion. op is a piece of the
351 * explosion - this expans it in the different directions. 346 * explosion - this expands it in the different directions.
352 * At least that is what I think this does. 347 * At least that is what I think this does.
353 */ 348 */
354void 349void
355explosion (object *op) 350explosion (object *op)
356{ 351{
390 } 385 }
391 } 386 }
392 } 387 }
393} 388}
394 389
395
396/* Causes an object to explode, eg, a firebullet, 390/* Causes an object to explode, eg, a firebullet,
397 * poison cloud ball, etc. op is the object to 391 * poison cloud ball, etc. op is the object to
398 * explode. 392 * explode.
399 */ 393 */
400void 394void
401explode_bullet (object *op) 395explode_bullet (object *op)
402{ 396{
403 object *tmp, *owner; 397 object *tmp, *owner;
404 398
405 if (op->other_arch == NULL) 399 if (!op->other_arch)
406 { 400 {
407 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n"); 401 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n");
408 op->destroy (); 402 op->destroy ();
409 return; 403 return;
410 } 404 }
411 405
412 if (op->env) 406 if (op->env)
413 { 407 {
414 object *env = object_get_env_recursive (op); 408 object *env = op->outer_env ();
409
415 if (env->map == NULL || out_of_map (env->map, env->x, env->y)) 410 if (!env->map || out_of_map (env->map, env->x, env->y))
416 { 411 {
417 LOG (llevError, "BUG: explode_bullet(): env out of map\n"); 412 LOG (llevError, "BUG: explode_bullet(): env out of map\n");
418 op->destroy (); 413 op->destroy ();
419 return; 414 return;
420 } 415 }
438 } 433 }
439 434
440 if (op->attacktype) 435 if (op->attacktype)
441 { 436 {
442 hit_map (op, 0, op->attacktype, 1); 437 hit_map (op, 0, op->attacktype, 1);
438
443 if (op->destroyed ()) 439 if (op->destroyed ())
444 return; 440 return;
445 } 441 }
446 442
447 /* other_arch contains what this explodes into */ 443 /* other_arch contains what this explodes into */
450 tmp->set_owner (op); 446 tmp->set_owner (op);
451 tmp->skill = op->skill; 447 tmp->skill = op->skill;
452 448
453 owner = op->owner; 449 owner = op->owner;
454 450
455 if ((tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) && owner && !tailor_god_spell (tmp, owner)) 451 if ((tmp->attacktype & AT_HOLYWORD
452 || tmp->attacktype & AT_GODPOWER)
453 && owner
454 && !tailor_god_spell (tmp, owner))
456 { 455 {
457 op->destroy (); 456 op->destroy ();
458 return; 457 return;
459 } 458 }
460 459
487 486
488 /* Prevent recursion */ 487 /* Prevent recursion */
489 op->move_on = 0; 488 op->move_on = 0;
490 489
491 tmp->insert_at (op, op); 490 tmp->insert_at (op, op);
491 tmp->play_sound (tmp->sound);
492
492 /* remove the firebullet */ 493 /* remove the firebullet */
493 op->destroy (); 494 op->destroy ();
494} 495}
495 496
496/* checks to see what op should do, given the space it is on 497/* checks to see what op should do, given the space it is on
523 for (tmp = op->ms ().bot; tmp; tmp = tmp->above) 524 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
524 { 525 {
525 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 526 if (QUERY_FLAG (tmp, FLAG_ALIVE))
526 { 527 {
527 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1); 528 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1);
529
530 // TODO: can't understand the following if's
528 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0) 531 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0)
529 { 532 {
530 if (!QUERY_FLAG (op, FLAG_REMOVED)) 533 if (!QUERY_FLAG (op, FLAG_REMOVED))
531 { 534 {
532 op->destroy (); 535 op->destroy ();
543 * fired arches (eg, bolts). 546 * fired arches (eg, bolts).
544 */ 547 */
545void 548void
546move_bullet (object *op) 549move_bullet (object *op)
547{ 550{
548 sint16 new_x, new_y;
549 int mflags;
550 maptile *m;
551
552#if 0 551#if 0
553 /* We need a better general purpose way to do this */ 552 /* We need a better general purpose way to do this */
554 553
555 /* peterm: added to make comet leave a trail of burnouts 554 /* peterm: added to make comet leave a trail of burnouts
556 it's an unadulterated hack, but the effect is cool. */ 555 it's an unadulterated hack, but the effect is cool. */
571 op->destroy (); 570 op->destroy ();
572 571
573 return; 572 return;
574 } 573 }
575 574
576 new_x = op->x + DIRX (op); 575 mapxy pos (op);
577 new_y = op->y + DIRY (op); 576 pos.move (op->direction);
578 m = op->map;
579 mflags = get_map_flags (m, &m, new_x, new_y, &new_x, &new_y);
580 577
581 if (mflags & P_OUT_OF_MAP) 578 if (!pos.normalise ())
582 { 579 {
583 op->destroy (); 580 op->destroy ();
584 return; 581 return;
585 } 582 }
586 583
587 if (!op->direction || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y))) 584 mapspace &ms = pos.ms ();
585
586 ms.update ();
587
588 if (!op->direction || OB_TYPE_MOVE_BLOCK (op, ms.move_block))
588 { 589 {
589 if (op->other_arch) 590 if (op->other_arch)
590 explode_bullet (op); 591 explode_bullet (op);
591 else 592 else
592 op->destroy (); 593 op->destroy ();
593 594
594 return; 595 return;
595 } 596 }
596 597
597 if (!(op = m->insert (op, new_x, new_y, op))) 598 if (!(op = pos.insert (op, op)))
598 return; 599 return;
599 600
600 if (reflwall (op->map, op->x, op->y, op)) 601 if (reflwall (op->map, op->x, op->y, op))
601 { 602 {
602 op->direction = absdir (op->direction + 4); 603 op->direction = absdir (op->direction + 4);
612 * we remove the magic flag - that can be derived from 613 * we remove the magic flag - that can be derived from
613 * spob->attacktype. 614 * spob->attacktype.
614 * This function sets up the appropriate owner and skill 615 * This function sets up the appropriate owner and skill
615 * pointers. 616 * pointers.
616 */ 617 */
617
618int 618int
619fire_bullet (object *op, object *caster, int dir, object *spob) 619fire_bullet (object *op, object *caster, int dir, object *spob)
620{ 620{
621 object *tmp = NULL; 621 object *tmp = NULL;
622 int mflags; 622 int mflags;
623 623
624 if (!spob->other_arch) 624 if (!spob->other_arch)
625 return 0; 625 return 0;
626 626
627 tmp = arch_to_object (spob->other_arch); 627 tmp = spob->other_arch->instance ();
628 if (tmp == NULL) 628 if (!tmp)
629 return 0; 629 return 0;
630 630
631 /* peterm: level dependency for bolts */ 631 /* peterm: level dependency for bolts */
632 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob); 632 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob);
633 tmp->attacktype = spob->attacktype; 633 tmp->attacktype = spob->attacktype;
634 if (spob->slaying) 634 if (spob->slaying)
635 tmp->slaying = spob->slaying; 635 tmp->slaying = spob->slaying;
636 636
646 SET_ANIMATION (tmp, dir); 646 SET_ANIMATION (tmp, dir);
647 647
648 tmp->set_owner (op); 648 tmp->set_owner (op);
649 set_spell_skill (op, caster, spob, tmp); 649 set_spell_skill (op, caster, spob, tmp);
650 650
651 tmp->x = op->x + freearr_x[dir]; 651 tmp->x = op->x + freearr_x[dir];
652 tmp->y = op->y + freearr_y[dir]; 652 tmp->y = op->y + freearr_y[dir];
653 tmp->map = op->map; 653 tmp->map = op->map;
654 654
655 maptile *newmap; 655 maptile *newmap;
656 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y); 656 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y);
657 if (mflags & P_OUT_OF_MAP) 657 if (mflags & P_OUT_OF_MAP)
707/* move_cone: causes cone object 'op' to move a space/hit creatures */ 707/* move_cone: causes cone object 'op' to move a space/hit creatures */
708 708
709void 709void
710move_cone (object *op) 710move_cone (object *op)
711{ 711{
712 int i;
713
714 /* if no map then hit_map will crash so just ignore object */ 712 /* if no map then hit_map will crash so just ignore object */
715 if (!op->map) 713 if (!op->map)
716 { 714 {
717 LOG (llevError, "Tried to move_cone object %s without a map.\n", op->name ? &op->name : "unknown"); 715 LOG (llevError, "Tried to move_cone object %s without a map.\n", op->name ? &op->name : "unknown");
718 op->set_speed (0); 716 op->set_speed (0);
738 } 736 }
739#endif 737#endif
740 738
741 hit_map (op, 0, op->attacktype, 0); 739 hit_map (op, 0, op->attacktype, 0);
742 740
741 if (!op->is_on_map ())
742 return;
743
743 /* Check to see if we should push anything. 744 /* Check to see if we should push anything.
744 * Spell objects with weight push whatever they encounter to some 745 * Spell objects with weight push whatever they encounter to some
745 * degree. 746 * degree.
746 */ 747 */
747 if (op->weight) 748 if (op->weight)
749 {
748 check_spell_knockback (op); 750 check_spell_knockback (op);
749 751
750 if (op->destroyed ()) 752 if (!op->is_on_map ())
751 return; 753 return;
754 }
752 755
753 if ((op->duration--) < 0) 756 if (op->duration-- < 0)
754 { 757 {
755 op->destroy (); 758 op->destroy ();
756 return; 759 return;
757 } 760 }
758 /* Object has hit maximum range, so don't have it move 761 /* Object has hit maximum range, so don't have it move
763 { 766 {
764 op->range = 0; /* just so it doesn't wrap */ 767 op->range = 0; /* just so it doesn't wrap */
765 return; 768 return;
766 } 769 }
767 770
768 for (i = -1; i < 2; i++) 771 for (int i = -1; i <= 1; i++)
769 { 772 {
770 sint16 x = op->x + freearr_x[absdir (op->stats.sp + i)], y = op->y + freearr_y[absdir (op->stats.sp + i)]; 773 sint16 x = op->x + freearr_x[absdir (op->stats.sp + i)], y = op->y + freearr_y[absdir (op->stats.sp + i)];
771 774
772 if (ok_to_put_more (op->map, x, y, op, op->attacktype)) 775 if (ok_to_put_more (op->map, x, y, op, op->attacktype))
773 { 776 {
820 823
821 /* Need to know what the movetype of the object we are about 824 /* Need to know what the movetype of the object we are about
822 * to create is, so we can know if the space we are about to 825 * to create is, so we can know if the space we are about to
823 * insert it into is blocked. 826 * insert it into is blocked.
824 */ 827 */
825 movetype = spell->other_arch->clone.move_type; 828 movetype = spell->other_arch->move_type;
826 829
827 for (i = range_min; i <= range_max; i++) 830 for (i = range_min; i <= range_max; i++)
828 { 831 {
829 sint16 x, y, d; 832 sint16 x, y;
830 833
831 /* We can't use absdir here, because it never returns 834 /* We can't use absdir here, because it never returns
832 * 0. If this is a rune, we want to hit the person on top 835 * 0. If this is a rune, we want to hit the person on top
833 * of the trap (d==0). If it is not a rune, then we don't want 836 * of the trap (d==0). If it is not a rune, then we don't want
834 * to hit that person. 837 * to hit that person.
835 */ 838 */
836 d = dir + i; 839 int d = dir ? absdir (dir + i) : i;
837 while (d < 0)
838 d += 8;
839 while (d > 8)
840 d -= 8;
841 840
842 /* If it's not a rune, we don't want to blast the caster. 841 /* If it's not a rune, we don't want to blast the caster.
843 * In that case, we have to see - if dir is specified, 842 * In that case, we have to see - if dir is specified,
844 * turn this into direction 8. If dir is not specified (all 843 * turn this into direction 8. If dir is not specified (all
845 * direction) skip - otherwise, one line would do more damage 844 * direction) skip - otherwise, one line would do more damage
865 864
866 success = 1; 865 success = 1;
867 tmp = arch_to_object (spell->other_arch); 866 tmp = arch_to_object (spell->other_arch);
868 tmp->set_owner (op); 867 tmp->set_owner (op);
869 set_spell_skill (op, caster, spell, tmp); 868 set_spell_skill (op, caster, spell, tmp);
870 tmp->level = caster_level (caster, spell); 869 tmp->level = casting_level (caster, spell);
871 tmp->attacktype = spell->attacktype; 870 tmp->attacktype = spell->attacktype;
872 871
873 /* holy word stuff */ 872 /* holy word stuff */
874 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER)) 873 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER))
875 if (!tailor_god_spell (tmp, op)) 874 if (!tailor_god_spell (tmp, op))
909 else 908 else
910 tmp->duration += caster->level / 3; 909 tmp->duration += caster->level / 3;
911 } 910 }
912 911
913 if (!(tmp->move_type & MOVE_FLY_LOW)) 912 if (!(tmp->move_type & MOVE_FLY_LOW))
914 LOG (llevDebug, "cast_cone(): arch %s doesn't have flying 1\n", &spell->other_arch->name); 913 LOG (llevDebug, "cast_cone(): arch %s doesn't have flying 1\n", &spell->other_arch->archname);
915 914
916 if (!tmp->move_on && tmp->stats.dam) 915 if (!tmp->move_on && tmp->stats.dam)
917 LOG (llevDebug, "cast_cone(): arch %s doesn't have move_on set\n", &spell->other_arch->name); 916 LOG (llevDebug, "cast_cone(): arch %s doesn't have move_on set\n", &spell->other_arch->archname);
918 917
919 m->insert (tmp, sx, sy, op); 918 m->insert (tmp, sx, sy, op);
920 919
921 /* This is used for tracking spells so that one effect doesn't hit 920 /* This is used for tracking spells so that one effect doesn't hit
922 * a single space too many times. 921 * a single space too many times.
934 * 933 *
935 * BOMB related code 934 * BOMB related code
936 * 935 *
937 ****************************************************************************/ 936 ****************************************************************************/
938 937
939
940/* This handles an exploding bomb. 938/* This handles an exploding bomb.
941 * op is the original bomb object. 939 * op is the original bomb object.
942 */ 940 */
943void 941void
944animate_bomb (object *op) 942animate_bomb (object *op)
945{ 943{
946 int i;
947 object *env, *tmp;
948
949 if (op->state != NUM_ANIMATIONS (op) - 1) 944 if (op->state != NUM_ANIMATIONS (op) - 1)
950 return; 945 return;
951 946
952 env = object_get_env_recursive (op); 947 object *env = op->outer_env ();
953 948
954 if (op->env) 949 if (op->env)
955 { 950 {
956 if (env->map == NULL) 951 if (!env->map)
957 return; 952 return;
958
959 if (env->type == PLAYER)
960 esrv_del_item (env->contr, op->count);
961 953
962 if (!(op = op->insert_at (env, op))) 954 if (!(op = op->insert_at (env, op)))
963 return; 955 return;
964 } 956 }
965 957
966 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent bomb from exploding 958 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent bomb from exploding
967 // on a safe map. I don't like this special casing, but it seems to be neccessary 959 // on a safe map. I don't like this special casing, but it seems to be neccessary
968 // as bombs can be carried. 960 // as bombs can be carried.
969 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE) 961 if (op->ms ().flags () & P_SAFE)
970 { 962 {
971 op->destroy (); 963 op->destroy ();
972 return; 964 return;
973 } 965 }
974 966
976 * but using the cast_bullet isn't really feasible, 968 * but using the cast_bullet isn't really feasible,
977 * so just set up the appropriate values. 969 * so just set up the appropriate values.
978 */ 970 */
979 if (archetype *at = archetype::find (SPLINT)) 971 if (archetype *at = archetype::find (SPLINT))
980 { 972 {
981 for (i = 1; i < 9; i++) 973 for (int i = 1; i < 9; i++)
982 { 974 {
983 if (out_of_map (op->map, op->x + freearr_x[i], op->y + freearr_x[i])) 975 if (out_of_map (op->map, op->x + freearr_x[i], op->y + freearr_x[i]))
984 continue; 976 continue;
985 977
986 tmp = arch_to_object (at); 978 object *tmp = arch_to_object (at);
987 tmp->direction = i; 979 tmp->direction = i;
988 tmp->range = op->range; 980 tmp->range = op->range;
989 tmp->stats.dam = op->stats.dam; 981 tmp->stats.dam = op->stats.dam;
990 tmp->duration = op->duration; 982 tmp->duration = op->duration;
991 tmp->attacktype = op->attacktype; 983 tmp->attacktype = op->attacktype;
1005} 997}
1006 998
1007int 999int
1008create_bomb (object *op, object *caster, int dir, object *spell) 1000create_bomb (object *op, object *caster, int dir, object *spell)
1009{ 1001{
1010
1011 object *tmp; 1002 object *tmp;
1012 int mflags; 1003 int mflags;
1013 sint16 dx = op->x + freearr_x[dir], dy = op->y + freearr_y[dir]; 1004 sint16 dx = op->x + freearr_x[dir], dy = op->y + freearr_y[dir];
1014 maptile *m; 1005 maptile *m;
1015 1006
1016 mflags = get_map_flags (op->map, &m, dx, dy, &dx, &dy); 1007 mflags = get_map_flags (op->map, &m, dx, dy, &dx, &dy);
1008
1009 // when creating a bomb below ourself it should always work, even
1010 // when movement is blocked (somehow we got here, somehow we are here,
1011 // so we should also be able to make a bomb here). (originally added
1012 // to fix create bomb traps in doors, which cast with dir=0).
1013 if (dir)
1014 {
1017 if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, dx, dy) & MOVE_WALK)) 1015 if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, dx, dy) & MOVE_WALK))
1018 { 1016 {
1019 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way."); 1017 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way.");
1020 return 0; 1018 return 0;
1019 }
1021 } 1020 }
1021
1022 tmp = arch_to_object (spell->other_arch); 1022 tmp = arch_to_object (spell->other_arch);
1023 1023
1024 /* level dependencies for bomb */ 1024 /* level dependencies for bomb */
1025 tmp->range = spell->range + SP_level_range_adjust (caster, spell); 1025 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
1026 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1026 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1047 * dir is the direction to look in. 1047 * dir is the direction to look in.
1048 * range is how far out to look. 1048 * range is how far out to look.
1049 * type is the type of spell - either SPELL_MANA or SPELL_GRACE. 1049 * type is the type of spell - either SPELL_MANA or SPELL_GRACE.
1050 * this info is used for blocked magic/unholy spaces. 1050 * this info is used for blocked magic/unholy spaces.
1051 */ 1051 */
1052
1053object * 1052object *
1054get_pointed_target (object *op, int dir, int range, int type) 1053get_pointed_target (object *op, int dir, int range, int type)
1055{ 1054{
1056 object *target; 1055 object *target;
1057 sint16 x, y; 1056 sint16 x, y;
1076 return NULL; 1075 return NULL;
1077 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW) 1076 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW)
1078 return NULL; 1077 return NULL;
1079 1078
1080 if (mflags & P_IS_ALIVE) 1079 if (mflags & P_IS_ALIVE)
1081 {
1082 for (target = GET_MAP_OB (mp, x, y); target; target = target->above) 1080 for (target = GET_MAP_OB (mp, x, y); target; target = target->above)
1083 { 1081 if (QUERY_FLAG (target, FLAG_MONSTER))
1084 if (QUERY_FLAG (target->head ? target->head : target, FLAG_MONSTER))
1085 {
1086 return target; 1082 return target;
1087 }
1088 }
1089 }
1090 } 1083 }
1084
1091 return NULL; 1085 return NULL;
1092} 1086}
1093
1094 1087
1095/* cast_smite_arch() - the priest points to a creature and causes 1088/* cast_smite_arch() - the priest points to a creature and causes
1096 * a 'godly curse' to decend. 1089 * a 'godly curse' to decend.
1097 * usual params - 1090 * usual params -
1098 * op = player 1091 * op = player
1099 * caster = object casting the spell. 1092 * caster = object casting the spell.
1100 * dir = direction being cast 1093 * dir = direction being cast
1101 * spell = spell object 1094 * spell = spell object
1102 */ 1095 */
1103
1104int 1096int
1105cast_smite_spell (object *op, object *caster, int dir, object *spell) 1097cast_smite_spell (object *op, object *caster, int dir, object *spell)
1106{ 1098{
1107 object *effect, *target; 1099 object *effect, *target;
1108 object *god = find_god (determine_god (op)); 1100 object *god = find_god (determine_god (op));
1118 * interesting spell. 1110 * interesting spell.
1119 * if it is a cleric spell, you need a god, and the creature 1111 * if it is a cleric spell, you need a god, and the creature
1120 * can't be friendly to your god. 1112 * can't be friendly to your god.
1121 */ 1113 */
1122 1114
1123 if (!target || QUERY_FLAG (target, FLAG_REFL_SPELL) 1115 if (!target
1116 || target->flag [FLAG_REFL_SPELL]
1124 || (!god && spell->stats.grace) 1117 || (!god && spell->stats.grace)
1125 || (target->title && god && !strcmp (target->title, god->name)) || (target->race && god && strstr (target->race, god->race))) 1118 || (god && target->title == god->name)
1119 || (god && target->race.contains (god->race)))
1126 { 1120 {
1127 new_draw_info (NDI_UNIQUE, 0, op, "Your request is unheeded."); 1121 new_draw_info (NDI_UNIQUE, 0, op, "Your request is unheeded.");
1128 return 0; 1122 return 0;
1129 } 1123 }
1130 1124
1132 effect = arch_to_object (spell->other_arch); 1126 effect = arch_to_object (spell->other_arch);
1133 else 1127 else
1134 return 0; 1128 return 0;
1135 1129
1136 /* tailor the effect by priest level and worshipped God */ 1130 /* tailor the effect by priest level and worshipped God */
1137 effect->level = caster_level (caster, spell); 1131 effect->level = casting_level (caster, spell);
1138 effect->attacktype = spell->attacktype; 1132 effect->attacktype = spell->attacktype;
1139 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER)) 1133 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER))
1140 { 1134 {
1141 if (tailor_god_spell (effect, op)) 1135 if (tailor_god_spell (effect, op))
1142 new_draw_info_format (NDI_UNIQUE, 0, op, "%s answers your call!", determine_god (op)); 1136 new_draw_info_format (NDI_UNIQUE, 0, op, "%s answers your call!", (const char *)determine_god (op));
1143 else 1137 else
1144 { 1138 {
1145 new_draw_info (NDI_UNIQUE, 0, op, "Your request is ignored."); 1139 new_draw_info (NDI_UNIQUE, 0, op, "Your request is ignored.");
1146 return 0; 1140 return 0;
1147 } 1141 }
1186 effect->insert_at (target, op); 1180 effect->insert_at (target, op);
1187 1181
1188 return 1; 1182 return 1;
1189} 1183}
1190 1184
1191
1192/**************************************************************************** 1185/****************************************************************************
1193 * 1186 *
1194 * MAGIC MISSILE code. 1187 * MAGIC MISSILE code.
1195 * note that the fire_bullet is used to fire the missile. The 1188 * note that the fire_bullet is used to fire the missile. The
1196 * code here is just to move the missile. 1189 * code here is just to move the missile.
1198 1191
1199/* op is a missile that needs to be moved */ 1192/* op is a missile that needs to be moved */
1200void 1193void
1201move_missile (object *op) 1194move_missile (object *op)
1202{ 1195{
1203 int i, mflags;
1204 object *owner;
1205 sint16 new_x, new_y;
1206 maptile *m;
1207
1208 if (op->range-- <= 0) 1196 if (op->range-- <= 0)
1209 { 1197 {
1198 op->drop_and_destroy ();
1199 return;
1200 }
1201
1202 mapxy pos (op);
1203 pos.move (op->direction);
1204
1205 if (!pos.normalise ())
1206 {
1210 op->destroy (); 1207 op->destroy ();
1211 return; 1208 return;
1212 } 1209 }
1213 1210
1214 owner = op->owner; 1211 mapspace &ms = pos.ms ();
1215#if 0
1216 /* It'd make things nastier if this wasn't here - spells cast by
1217 * monster that are then killed would continue to survive
1218 */
1219 if (owner == NULL)
1220 {
1221 op->destroy ();
1222 return;
1223 }
1224#endif
1225 1212
1226 new_x = op->x + DIRX (op); 1213 if (ms.flags () & P_IS_ALIVE || ms.blocks (op))
1227 new_y = op->y + DIRY (op);
1228
1229 mflags = get_map_flags (op->map, &m, new_x, new_y, &new_x, &new_y);
1230
1231 if (!(mflags & P_OUT_OF_MAP) && ((mflags & P_IS_ALIVE) || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y))))
1232 { 1214 {
1233 hit_map (op, op->direction, AT_MAGIC, 1); 1215 hit_map (op, op->direction, AT_MAGIC, 1);
1234 /* Basically, missile only hits one thing then goes away. 1216 /* Basically, missile only hits one thing then goes away.
1235 * we need to remove it if someone hasn't already done so. 1217 * we need to remove it if someone hasn't already done so.
1236 */ 1218 */
1237 if (!op->destroyed ())
1238 op->destroy ();
1239
1240 return;
1241 }
1242
1243 op->remove ();
1244
1245 if (!op->direction || (mflags & P_OUT_OF_MAP))
1246 {
1247 op->destroy (); 1219 op->destroy ();
1248 return; 1220 return;
1249 } 1221 }
1250 1222
1223 if (!op->direction)
1224 {
1225 op->destroy ();
1226 return;
1227 }
1228
1251 i = spell_find_dir (m, new_x, new_y, op->owner); 1229 int i = spell_find_dir (pos.m, pos.x, pos.y, op->owner);
1252 if (i > 0 && i != op->direction) 1230 if (i > 0 && i != op->direction)
1253 { 1231 {
1254 op->direction = i; 1232 op->direction = i;
1255 SET_ANIMATION (op, op->direction); 1233 SET_ANIMATION (op, op->direction);
1256 } 1234 }
1257 1235
1258 m->insert (op, new_x, new_y, op); 1236 pos.insert (op, op);
1259} 1237}
1260 1238
1261/**************************************************************************** 1239/****************************************************************************
1262 * Destruction 1240 * Destruction
1263 ****************************************************************************/ 1241 ****************************************************************************/
1266 * we do this by creating a force and inserting it in the 1244 * we do this by creating a force and inserting it in the
1267 * object. if time is 0, the object glows permanently. To truely 1245 * object. if time is 0, the object glows permanently. To truely
1268 * make this work for non-living objects, we would have to 1246 * make this work for non-living objects, we would have to
1269 * give them the capability to have an inventory. b.t. 1247 * give them the capability to have an inventory. b.t.
1270 */ 1248 */
1271
1272int 1249int
1273make_object_glow (object *op, int radius, int time) 1250make_object_glow (object *op, int radius, int time)
1274{ 1251{
1275 object *tmp;
1276
1277 /* some things are unaffected... */ 1252 /* some things are unaffected... */
1278 if (op->path_denied & PATH_LIGHT) 1253 if (op->path_denied & PATH_LIGHT)
1279 return 0; 1254 return 0;
1280 1255
1281 tmp = get_archetype (FORCE_NAME); 1256 object *tmp = get_archetype (FORCE_NAME);
1282 tmp->speed = 0.01; 1257 tmp->speed = 0.01;
1283 tmp->stats.food = time; 1258 tmp->stats.food = time;
1284 SET_FLAG (tmp, FLAG_IS_USED_UP); 1259 SET_FLAG (tmp, FLAG_IS_USED_UP);
1285 tmp->glow_radius = radius; 1260 tmp->set_glow_radius (min (MAX_LIGHT_RADIUS, radius));
1286 if (tmp->glow_radius > MAX_LIGHT_RADII)
1287 tmp->glow_radius = MAX_LIGHT_RADII;
1288
1289 tmp->x = op->x;
1290 tmp->y = op->y;
1291 if (tmp->speed < MIN_ACTIVE_SPEED)
1292 tmp->speed = MIN_ACTIVE_SPEED; /* safety */
1293 tmp = insert_ob_in_ob (tmp, op); 1261 tmp = insert_ob_in_ob (tmp, op);
1262
1294 if (tmp->glow_radius > op->glow_radius) 1263 if (tmp->glow_radius > op->glow_radius)
1295 op->glow_radius = tmp->glow_radius; 1264 op->set_glow_radius (tmp->glow_radius);
1296 1265
1297 if (!tmp->env || op != tmp->env)
1298 {
1299 LOG (llevError, "make_object_glow() failed to insert glowing force in %s\n", &op->name);
1300 return 0;
1301 }
1302 return 1; 1266 return 1;
1303} 1267}
1304
1305
1306
1307 1268
1308int 1269int
1309cast_destruction (object *op, object *caster, object *spell_ob) 1270cast_destruction (object *op, object *caster, object *spell_ob)
1310{ 1271{
1311 int i, j, range, mflags, friendly = 0, dam, dur;
1312 sint16 sx, sy;
1313 maptile *m;
1314 object *tmp;
1315 const char *skill;
1316
1317 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob); 1272 int range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
1318 dam = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob); 1273 int dam = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob);
1319 dur = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob); 1274 int dur = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
1320 if (QUERY_FLAG (op, FLAG_FRIENDLY) || op->type == PLAYER) 1275
1321 friendly = 1; 1276 bool friendly = op->flag [FLAG_FRIENDLY] || op->is_player ();
1322 1277
1323 /* destruction doesn't use another spell object, so we need 1278 /* destruction doesn't use another spell object, so we need
1324 * update op's skill pointer so that exp is properly awarded. 1279 * update op's skill pointer so that exp is properly awarded.
1325 * We do some shortcuts here - since this is just temporary
1326 * and we'll reset the values back, we don't need to go through
1327 * the full share string/free_string route.
1328 */ 1280 */
1329 skill = op->skill; 1281 const shstr skill = op->skill;
1282
1330 if (caster == op) 1283 if (caster == op)
1331 op->skill = spell_ob->skill; 1284 op->skill = spell_ob->skill;
1332 else if (caster->skill) 1285 else if (caster->skill)
1333 op->skill = caster->skill; 1286 op->skill = caster->skill;
1334 else 1287 else
1335 op->skill = NULL; 1288 op->skill = 0;
1336 1289
1337 change_skill (op, find_skill_by_name (op, op->skill), 1); 1290 op->change_skill (find_skill_by_name (op, op->skill));
1338 1291
1339 for (i = -range; i < range; i++) 1292 unordered_mapwalk (op, -range, -range, range, range)
1340 { 1293 {
1341 for (j = -range; j < range; j++) 1294 mapspace &ms = m->at (nx, ny);
1342 {
1343 m = op->map;
1344 sx = op->x + i;
1345 sy = op->y + j;
1346 1295
1347 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
1348 if (mflags & P_OUT_OF_MAP)
1349 continue;
1350
1351 if (mflags & P_IS_ALIVE) 1296 if (ms.flags () & P_IS_ALIVE)
1297 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1298 if (tmp->flag [FLAG_ALIVE] || tmp->is_player ())
1352 { 1299 {
1353 for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above) 1300 tmp = tmp->head_ ();
1354 if (QUERY_FLAG (tmp, FLAG_ALIVE) || tmp->type == PLAYER)
1355 break;
1356 1301
1357 if (tmp) 1302 if ((friendly && !tmp->flag [FLAG_FRIENDLY] && !tmp->is_player ())
1303 || (!friendly && (tmp->flag [FLAG_FRIENDLY] || tmp->is_player ())))
1358 { 1304 {
1359 if (tmp->head) 1305 if (spell_ob->subtype == SP_DESTRUCTION)
1360 tmp = tmp->head;
1361
1362 if ((friendly && !QUERY_FLAG (tmp, FLAG_FRIENDLY) && tmp->type != PLAYER) ||
1363 (!friendly && (QUERY_FLAG (tmp, FLAG_FRIENDLY) || tmp->type == PLAYER)))
1364 { 1306 {
1365 if (spell_ob->subtype == SP_DESTRUCTION)
1366 {
1367 hit_player (tmp, dam, op, spell_ob->attacktype, 0); 1307 hit_player (tmp, dam, op, spell_ob->attacktype, 0);
1308
1368 if (spell_ob->other_arch) 1309 if (spell_ob->other_arch)
1369 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op); 1310 m->insert (arch_to_object (spell_ob->other_arch), nx, ny, op);
1370 } 1311 }
1371 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist[ATNR_MAGIC] != 100) 1312 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist [ATNR_MAGIC] != 100)
1372 { 1313 {
1373 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch) 1314 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch)
1374 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op); 1315 m->insert (arch_to_object (spell_ob->other_arch), nx, ny, op);
1375 }
1376 } 1316 }
1377 } 1317 }
1378 } 1318 }
1379 }
1380 } 1319 }
1381 1320
1382 op->skill = skill; 1321 op->skill = skill;
1383 return 1; 1322 return 1;
1384} 1323}
1400 { 1339 {
1401 new_draw_info (NDI_UNIQUE, 0, op, "There is no one in that direction to curse."); 1340 new_draw_info (NDI_UNIQUE, 0, op, "There is no one in that direction to curse.");
1402 return 0; 1341 return 0;
1403 } 1342 }
1404 1343
1344 tmp = tmp->head_ ();
1345
1405 /* If we've already got a force of this type, don't add a new one. */ 1346 /* If we've already got a force of this type, don't add a new one. */
1406 for (force = tmp->inv; force != NULL; force = force->below) 1347 for (force = tmp->inv; force; force = force->below)
1407 { 1348 {
1408 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY) 1349 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY)
1409 { 1350 {
1410 if (force->name == spell_ob->name) 1351 if (force->name == spell_ob->name)
1411 { 1352 {
1417 return 0; 1358 return 0;
1418 } 1359 }
1419 } 1360 }
1420 } 1361 }
1421 1362
1422 if (force == NULL) 1363 if (!force)
1423 { 1364 {
1424 force = get_archetype (FORCE_NAME); 1365 force = get_archetype (FORCE_NAME);
1425 force->subtype = FORCE_CHANGE_ABILITY; 1366 force->subtype = FORCE_CHANGE_ABILITY;
1367
1426 if (spell_ob->race) 1368 if (spell_ob->race)
1427 force->name = spell_ob->race; 1369 force->name = spell_ob->race;
1428 else 1370 else
1429 force->name = spell_ob->name; 1371 force->name = spell_ob->name;
1430 1372
1440 { 1382 {
1441 force->duration = duration; 1383 force->duration = duration;
1442 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 1384 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1443 } 1385 }
1444 else 1386 else
1445 {
1446 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1387 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1447 } 1388
1448 return 1; 1389 return 1;
1449 } 1390 }
1391
1450 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50; 1392 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1451 force->speed = 1.f; 1393 force->speed = 1.f;
1452 force->speed_left = -1.f; 1394 force->speed_left = -1.f;
1453 SET_FLAG (force, FLAG_APPLIED); 1395 SET_FLAG (force, FLAG_APPLIED);
1454 1396
1488 */ 1430 */
1489int 1431int
1490mood_change (object *op, object *caster, object *spell) 1432mood_change (object *op, object *caster, object *spell)
1491{ 1433{
1492 object *tmp, *god, *head; 1434 object *tmp, *god, *head;
1493 int done_one, range, mflags, level, at, best_at; 1435 int done_one, range, level, at, best_at;
1494 sint16 x, y, nx, ny;
1495 maptile *m;
1496 const char *race; 1436 const char *race;
1497 1437
1498 /* We precompute some values here so that we don't have to keep 1438 /* We precompute some values here so that we don't have to keep
1499 * doing it over and over again. 1439 * doing it over and over again.
1500 */ 1440 */
1501 god = find_god (determine_god (op)); 1441 god = find_god (determine_god (op));
1502 level = caster_level (caster, spell); 1442 level = casting_level (caster, spell);
1503 range = spell->range + SP_level_range_adjust (caster, spell); 1443 range = spell->range + SP_level_range_adjust (caster, spell);
1504 1444
1505 /* On the bright side, no monster should ever have a race of GOD_... 1445 /* On the bright side, no monster should ever have a race of GOD_...
1506 * so even if the player doesn't worship a god, if race=GOD_.., it 1446 * so even if the player doesn't worship a god, if race=GOD_.., it
1507 * won't ever match anything. 1447 * won't ever match anything.
1508 */ 1448 */
1509 if (!spell->race) 1449 if (!spell->race)
1510 race = NULL; 1450 race = NULL;
1511 else if (god && !strcmp (spell->race, "GOD_SLAYING")) 1451 else if (god && spell->race == shstr_GOD_SLAYING)
1512 race = god->slaying; 1452 race = god->slaying;
1513 else if (god && !strcmp (spell->race, "GOD_FRIEND")) 1453 else if (god && spell->race == shstr_GOD_FRIEND)
1514 race = god->race; 1454 race = god->race;
1515 else 1455 else
1516 race = spell->race; 1456 race = spell->race;
1517 1457
1518 for (x = op->x - range; x <= op->x + range; x++) 1458 unordered_mapwalk (op, -range, -range, range, range)
1519 for (y = op->y - range; y <= op->y + range; y++)
1520 { 1459 {
1521 done_one = 0; 1460 mapspace &ms = m->at (nx, ny);
1522 m = op->map;
1523 nx = x;
1524 ny = y;
1525 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1526 if (mflags & P_OUT_OF_MAP)
1527 continue;
1528 1461
1529 /* If there is nothing living on this space, no need to go further */ 1462 /* If there is nothing living on this space, no need to go further */
1530 if (!(mflags & P_IS_ALIVE)) 1463 if (!ms.flags () & P_IS_ALIVE)
1531 continue; 1464 continue;
1532 1465
1533 // players can only affect spaces that they can actually see 1466 // players can only affect spaces that they can actually see
1467 if (caster
1534 if (caster && caster->contr 1468 && caster->contr
1535 && caster->contr->visibility_at (m, nx, ny) < 70) 1469 && caster->contr->darkness_at (m, nx, ny) == LOS_BLOCKED)
1536 continue; 1470 continue;
1537 1471
1538 for (tmp = GET_MAP_TOP (m, nx, ny); tmp; tmp = tmp->below) 1472 for (tmp = ms.top; tmp; tmp = tmp->below)
1539 if (QUERY_FLAG (tmp, FLAG_MONSTER)) 1473 if (tmp->flag [FLAG_MONSTER])
1540 break; 1474 break;
1541 1475
1542 /* There can be living objects that are not monsters */ 1476 /* There can be living objects that are not monsters */
1543 if (!tmp || tmp->type == PLAYER) 1477 if (!tmp)
1544 continue; 1478 continue;
1545 1479
1546 /* Only the head has meaningful data, so resolve to that */ 1480 /* Only the head has meaningful data, so resolve to that */
1547 if (tmp->head)
1548 head = tmp->head; 1481 head = tmp->head_ ();
1549 else
1550 head = tmp;
1551 1482
1552 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */ 1483 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */
1553 if (race && head->race && !strstr (race, head->race)) 1484 if (race && head->race && !strstr (race, head->race))
1554 continue; 1485 continue;
1555 1486
1556 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD)) 1487 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD))
1557 continue; 1488 continue;
1558 1489
1559 /* Now do a bunch of stuff related to saving throws */ 1490 /* Now do a bunch of stuff related to saving throws */
1560 best_at = -1; 1491 best_at = -1;
1561 if (spell->attacktype) 1492 if (spell->attacktype)
1562 { 1493 {
1563 for (at = 0; at < NROFATTACKS; at++) 1494 for (at = 0; at < NROFATTACKS; at++)
1564 if (spell->attacktype & (1 << at)) 1495 if (spell->attacktype & (1 << at))
1565 if (best_at == -1 || head->resist[at] > head->resist[best_at]) 1496 if (best_at == -1 || head->resist[at] > head->resist[best_at])
1566 best_at = at; 1497 best_at = at;
1567 1498
1568 if (best_at == -1) 1499 if (best_at == -1)
1569 at = 0; 1500 at = 0;
1570 else 1501 else
1571 { 1502 {
1572 if (head->resist[best_at] == 100) 1503 if (head->resist[best_at] == 100)
1573 continue; 1504 continue;
1574 else 1505 else
1575 at = head->resist[best_at] / 5; 1506 at = head->resist[best_at] / 5;
1576 } 1507 }
1508
1577 at -= level / 5; 1509 at -= level / 5;
1578 if (did_make_save (head, head->level, at)) 1510 if (did_make_save (head, head->level, at))
1579 continue; 1511 continue;
1580 } 1512 }
1581 else /* spell->attacktype */ 1513 else /* spell->attacktype */
1514 {
1582 /* 1515 /*
1583 Spell has no attacktype (charm & such), so we'll have a specific saving: 1516 Spell has no attacktype (charm & such), so we'll have a specific saving:
1584 * if spell level < monster level, no go 1517 * if spell level < monster level, no go
1585 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) ) 1518 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) )
1586 1519
1588 1521
1589 This is required to fix the 'charm monster' abuse, where a player level 1 can 1522 This is required to fix the 'charm monster' abuse, where a player level 1 can
1590 charm a level 125 monster... 1523 charm a level 125 monster...
1591 1524
1592 Ryo, august 14th 1525 Ryo, august 14th
1593 */ 1526 */
1594 {
1595 if (head->level > level) 1527 if (head->level > level)
1596 continue; 1528 continue;
1529
1597 if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + MIN (50, 2 * (level - head->level)))) 1530 if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + MIN (50, 2 * (level - head->level))))
1598 /* Failed, no effect */ 1531 /* Failed, no effect */
1599 continue; 1532 continue;
1600 } 1533 }
1601 1534
1602 /* Done with saving throw. Now start affecting the monster */ 1535 /* Done with saving throw. Now start affecting the monster */
1536 done_one = 0;
1603 1537
1604 /* aggravation */ 1538 /* aggravation */
1605 if (QUERY_FLAG (spell, FLAG_MONSTER)) 1539 if (QUERY_FLAG (spell, FLAG_MONSTER))
1606 { 1540 {
1607 CLEAR_FLAG (head, FLAG_SLEEP); 1541 CLEAR_FLAG (head, FLAG_SLEEP);
1608 remove_friendly_object (head); 1542 remove_friendly_object (head);
1609 done_one = 1; 1543 done_one = 1;
1610 head->enemy = op; 1544 head->enemy = op;
1611 } 1545 }
1612 1546
1613 /* calm monsters */ 1547 /* calm monsters */
1614 if (QUERY_FLAG (spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (head, FLAG_UNAGGRESSIVE)) 1548 if (QUERY_FLAG (spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (head, FLAG_UNAGGRESSIVE))
1615 { 1549 {
1616 SET_FLAG (head, FLAG_UNAGGRESSIVE); 1550 SET_FLAG (head, FLAG_UNAGGRESSIVE);
1617 head->enemy = NULL; 1551 head->enemy = NULL;
1618 done_one = 1; 1552 done_one = 1;
1619 } 1553 }
1620 1554
1621 /* berserk monsters */ 1555 /* berserk monsters */
1622 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK)) 1556 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK))
1623 { 1557 {
1624 SET_FLAG (head, FLAG_BERSERK); 1558 SET_FLAG (head, FLAG_BERSERK);
1625 done_one = 1; 1559 done_one = 1;
1626 } 1560 }
1627 1561
1628 /* charm */ 1562 /* charm */
1629 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY)) 1563 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY))
1630 { 1564 {
1565 INVOKE_OBJECT (KILL, head, ARG_OBJECT (caster));
1566
1631 /* Prevent uncontolled outbreaks of self replicating monsters. 1567 /* Prevent uncontrolled outbreaks of self replicating monsters.
1632 Typical use case is charm, go somwhere, use aggravation to make hostile. 1568 Typical use case is charm, go somwhere, use aggravation to make hostile.
1633 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */ 1569 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */
1634 CLEAR_FLAG (head, FLAG_GENERATOR); 1570 CLEAR_FLAG (head, FLAG_GENERATOR);
1635 head->set_owner (op); 1571 head->set_owner (op);
1636 set_spell_skill (op, caster, spell, head); 1572 set_spell_skill (op, caster, spell, head);
1637 add_friendly_object (head); 1573 add_friendly_object (head);
1638 head->attack_movement = PETMOVE; 1574 head->attack_movement = PETMOVE;
1639 done_one = 1; 1575 done_one = 1;
1640 change_exp (op, head->stats.exp / 2, head->skill, SK_EXP_ADD_SKILL); 1576 change_exp (op, head->stats.exp / 2, head->skill, SK_EXP_ADD_SKILL);
1641 head->stats.exp = 0; 1577 head->stats.exp = 0;
1642 } 1578 }
1643 1579
1644 /* If a monster was effected, put an effect in */ 1580 /* If a monster was effected, put an effect in */
1645 if (done_one && spell->other_arch) 1581 if (done_one && spell->other_arch)
1646 m->insert (arch_to_object (spell->other_arch), nx, ny, op); 1582 m->insert (arch_to_object (spell->other_arch), nx, ny, op);
1647 } /* for y */ 1583 }
1648 1584
1649 return 1; 1585 return 1;
1650} 1586}
1651
1652 1587
1653/* Move_ball_spell: This handles ball type spells that just sort of wander 1588/* Move_ball_spell: This handles ball type spells that just sort of wander
1654 * about. was called move_ball_lightning, but since more than the ball 1589 * about. was called move_ball_lightning, but since more than the ball
1655 * lightning spell used it, that seemed misnamed. 1590 * lightning spell used it, that seemed misnamed.
1656 * op is the spell effect. 1591 * op is the spell effect.
1657 * note that duration is handled by process_object() in time.c 1592 * note that duration is handled by process_object() in time.c
1658 */ 1593 */
1659
1660void 1594void
1661move_ball_spell (object *op) 1595move_ball_spell (object *op)
1662{ 1596{
1663 int i, j, dam_save, dir, mflags; 1597 int i, j, dam_save, dir, mflags;
1664 sint16 nx, ny, hx, hy; 1598 sint16 nx, ny, hx, hy;
1683 for (i = 1; i < 9; i++) 1617 for (i = 1; i < 9; i++)
1684 { 1618 {
1685 /* i bit 0: alters sign of offset 1619 /* i bit 0: alters sign of offset
1686 * other bits (i / 2): absolute value of offset 1620 * other bits (i / 2): absolute value of offset
1687 */ 1621 */
1688
1689 int offset = ((i ^ j) & 1) ? (i / 2) : -(i / 2); 1622 int offset = ((i ^ j) & 1) ? (i / 2) : -(i / 2);
1690 int tmpdir = absdir (op->direction + offset); 1623 int tmpdir = absdir (op->direction + offset);
1691 1624
1692 nx = op->x + freearr_x[tmpdir]; 1625 nx = op->x + freearr_x[tmpdir];
1693 ny = op->y + freearr_y[tmpdir]; 1626 ny = op->y + freearr_y[tmpdir];
1695 { 1628 {
1696 dir = tmpdir; 1629 dir = tmpdir;
1697 break; 1630 break;
1698 } 1631 }
1699 } 1632 }
1633
1700 if (dir == 0) 1634 if (dir == 0)
1701 { 1635 {
1702 nx = op->x; 1636 nx = op->x;
1703 ny = op->y; 1637 ny = op->y;
1704 m = op->map; 1638 m = op->map;
1730 1664
1731 if ((mflags & P_IS_ALIVE) && (!owner || owner->x != hx || owner->y != hy || !on_same_map (owner, op))) 1665 if ((mflags & P_IS_ALIVE) && (!owner || owner->x != hx || owner->y != hy || !on_same_map (owner, op)))
1732 { 1666 {
1733 if (j) 1667 if (j)
1734 op->stats.dam = dam_save / 2; 1668 op->stats.dam = dam_save / 2;
1669
1735 hit_map (op, j, op->attacktype, 1); 1670 hit_map (op, j, op->attacktype, 1);
1736
1737 } 1671 }
1738 1672
1739 /* insert the other arch */ 1673 /* insert the other arch */
1740 if (op->other_arch && !(OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy)))) 1674 if (op->other_arch && !(OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy))))
1741 m->insert (arch_to_object (op->other_arch), hx, hy, op); 1675 m->insert (arch_to_object (op->other_arch), hx, hy, op);
1755 1689
1756 op->direction = i; 1690 op->direction = i;
1757 } 1691 }
1758} 1692}
1759 1693
1760
1761/* move_swarm_spell: peterm 1694/* move_swarm_spell: peterm
1762 * This is an implementation of the swarm spell. It was written for 1695 * This is an implementation of the swarm spell. It was written for
1763 * meteor swarm, but it could be used for any swarm. A swarm spell 1696 * meteor swarm, but it could be used for any swarm. A swarm spell
1764 * is a special type of object that casts swarms of other types 1697 * is a special type of object that casts swarms of other types
1765 * of spells. Which spell it casts is flexible. It fires the spells 1698 * of spells. Which spell it casts is flexible. It fires the spells
1766 * from a set of squares surrounding the caster, in a given direction. 1699 * from a set of squares surrounding the caster, in a given direction.
1767 */ 1700 */
1768
1769void 1701void
1770move_swarm_spell (object *op) 1702move_swarm_spell (object *op)
1771{ 1703{
1772#if 0 1704#if 0
1773 static int cardinal_adjust[9] = { -3, -2, -1, 0, 0, 0, 1, 2, 3 }; 1705 static int cardinal_adjust[9] = { -3, -2, -1, 0, 0, 0, 1, 2, 3 };
1774 static int diagonal_adjust[10] = { -3, -2, -2, -1, 0, 0, 1, 2, 2, 3 }; 1706 static int diagonal_adjust[10] = { -3, -2, -2, -1, 0, 0, 1, 2, 2, 3 };
1775 sint16 target_x, target_y, origin_x, origin_y; 1707 sint16 target_x, target_y, origin_x, origin_y;
1776 int adjustdir; 1708 int adjustdir;
1777 maptile *m; 1709 maptile *m;
1778#endif 1710#endif
1779 int basedir;
1780 object *owner; 1711 object *owner = op->env;
1781 1712
1782 owner = op->owner; 1713 if (!owner) // MUST not happen, remove when true TODO
1783 if (op->duration == 0 || owner == NULL)
1784 { 1714 {
1715 LOG (llevError, "swarm spell found outside inventory: %s\n", op->debug_desc ());
1785 op->destroy (); 1716 op->destroy ();
1786 return; 1717 return;
1787 } 1718 }
1788 1719
1720 if (!op->duration || !owner->is_on_map ())
1721 {
1722 op->drop_and_destroy ();
1723 return;
1724 }
1725
1789 op->duration--; 1726 op->duration--;
1790 1727
1791 basedir = op->direction; 1728 int basedir = op->direction;
1792 if (basedir == 0) 1729 if (!basedir)
1793 { 1730 {
1794 /* spray in all directions! 8) */ 1731 /* spray in all directions! 8) */
1795 basedir = rndm (1, 8); 1732 op->facing = (op->facing + op->state) & 7;
1733 basedir = op->facing + 1;
1796 } 1734 }
1797 1735
1798#if 0 1736#if 0
1799 // this is bogus: it causes wrong places to be checked below 1737 // this is bogus: it causes wrong places to be checked below
1800 // (a wall 2 cells away will block the effect...) and 1738 // (a wall 2 cells away will block the effect...) and
1861 { 1799 {
1862 /* Bullet spells have a bunch more customization that needs to be done */ 1800 /* Bullet spells have a bunch more customization that needs to be done */
1863 if (op->spell->subtype == SP_BULLET) 1801 if (op->spell->subtype == SP_BULLET)
1864 fire_bullet (owner, op, basedir, op->spell); 1802 fire_bullet (owner, op, basedir, op->spell);
1865 else if (op->spell->subtype == SP_MAGIC_MISSILE) 1803 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1866 fire_arch_from_position (owner, op, op->x, op->y, basedir, op->spell); 1804 fire_arch_from_position (owner, op, owner->x, owner->y, basedir, op->spell);
1867 } 1805 }
1868} 1806}
1869
1870
1871
1872 1807
1873/* fire_swarm: 1808/* fire_swarm:
1874 * The following routine creates a swarm of objects. It actually 1809 * The following routine creates a swarm of objects. It actually
1875 * sets up a specific swarm object, which then fires off all 1810 * sets up a specific swarm object, which then fires off all
1876 * the parts of the swarm. 1811 * the parts of the swarm.
1879 * caster: the caster (owner, wand, rod, scroll) 1814 * caster: the caster (owner, wand, rod, scroll)
1880 * dir: the direction everything will be fired in 1815 * dir: the direction everything will be fired in
1881 * spell - the spell that is this spell. 1816 * spell - the spell that is this spell.
1882 * n: the number to be fired. 1817 * n: the number to be fired.
1883 */ 1818 */
1884
1885int 1819int
1886fire_swarm (object *op, object *caster, object *spell, int dir) 1820fire_swarm (object *op, object *caster, object *spell, int dir)
1887{ 1821{
1888 object *tmp;
1889 int i;
1890
1891 if (!spell->other_arch) 1822 if (!spell->other_arch)
1892 return 0; 1823 return 0;
1893 1824
1894 tmp = get_archetype (SWARM_SPELL); 1825 object *tmp = archetype::get (SWARM_SPELL);
1895 tmp->set_owner (op); /* needed so that if swarm elements kill, caster gets xp. */ 1826
1896 set_spell_skill (op, caster, spell, tmp); 1827 set_spell_skill (op, caster, spell, tmp);
1897
1898 tmp->level = caster_level (caster, spell); /*needed later, to get level dep. right. */ 1828 tmp->level = casting_level (caster, spell); /* needed later, to get level dep. right. */
1899 tmp->spell = arch_to_object (spell->other_arch); 1829 tmp->spell = spell->other_arch->instance ();
1900
1901 tmp->attacktype = tmp->spell->attacktype; 1830 tmp->attacktype = tmp->spell->attacktype;
1902 1831
1903 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) 1832 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
1904 if (!tailor_god_spell (tmp, op)) 1833 if (!tailor_god_spell (tmp, op))
1905 return 1; 1834 return 1;
1906 1835
1907 tmp->duration = SP_level_duration_adjust (caster, spell); 1836 tmp->duration = SP_level_duration_adjust (caster, spell);
1908 for (i = 0; i < spell->duration; i++) 1837 for (int i = 0; i < spell->duration; i++)
1909 tmp->duration += die_roll (1, 3, op, PREFER_HIGH); 1838 tmp->duration += die_roll (1, 3, op, PREFER_HIGH);
1910 1839
1840 tmp->invisible = 1;
1841 tmp->flag [FLAG_NO_DROP] = 1; // make sure it stays in inv, or else
1911 tmp->direction = dir; 1842 tmp->direction = dir;
1912 tmp->invisible = 1; 1843 tmp->facing = rndm (1, 8); // initial firing direction
1844 tmp->state = rndm (4) * 2 + 1; // direction increment
1913 1845
1914 tmp->insert_at (op, op); 1846 op->insert (tmp);
1847
1915 return 1; 1848 return 1;
1916} 1849}
1917
1918 1850
1919/* See the spells documentation file for why this is its own 1851/* See the spells documentation file for why this is its own
1920 * function. 1852 * function.
1921 */ 1853 */
1922int 1854int
1927 int dam, mflags; 1859 int dam, mflags;
1928 maptile *m; 1860 maptile *m;
1929 1861
1930 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1862 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1931 1863
1932 if (!dir) 1864 if (dir)
1933 {
1934 new_draw_info (NDI_UNIQUE, 0, op, "In what direction?");
1935 return 0;
1936 } 1865 {
1937
1938 x = op->x + freearr_x[dir]; 1866 x = op->x + freearr_x[dir];
1939 y = op->y + freearr_y[dir]; 1867 y = op->y + freearr_y[dir];
1940 m = op->map; 1868 m = op->map;
1941 1869
1942 mflags = get_map_flags (m, &m, x, y, &x, &y); 1870 mflags = get_map_flags (m, &m, x, y, &x, &y);
1943 1871
1944 if (mflags & P_OUT_OF_MAP) 1872 if (mflags & P_OUT_OF_MAP)
1945 { 1873 {
1946 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is there."); 1874 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is there.");
1947 return 0; 1875 return 0;
1948 } 1876 }
1949 1877
1950 if (mflags & P_IS_ALIVE && spell->attacktype) 1878 if (mflags & P_IS_ALIVE && spell->attacktype)
1951 { 1879 {
1952 for (target = GET_MAP_OB (m, x, y); target; target = target->above) 1880 for (target = GET_MAP_OB (m, x, y); target; target = target->above)
1953 if (QUERY_FLAG (target, FLAG_MONSTER)) 1881 if (QUERY_FLAG (target, FLAG_MONSTER))
1954 { 1882 {
1955 /* oky doky. got a target monster. Lets make a blinding attack */ 1883 /* oky doky. got a target monster. Lets make a blinding attack */
1956 if (target->head) 1884 if (target->head)
1957 target = target->head; 1885 target = target->head;
1886
1958 (void) hit_player (target, dam, op, spell->attacktype, 1); 1887 hit_player (target, dam, op, spell->attacktype, 1);
1959 return 1; /* one success only! */ 1888 return 1; /* one success only! */
1889 }
1960 } 1890 }
1961 }
1962 1891
1963 /* no live target, perhaps a wall is in the way? */ 1892 /* no live target, perhaps a wall is in the way? */
1964 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y))) 1893 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)))
1965 { 1894 {
1966 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 1895 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1967 return 0; 1896 return 0;
1897 }
1968 } 1898 }
1969 1899
1970 /* ok, looks groovy to just insert a new light on the map */ 1900 /* ok, looks groovy to just insert a new light on the map */
1971 tmp = arch_to_object (spell->other_arch); 1901 tmp = arch_to_object (spell->other_arch);
1972 if (!tmp) 1902 if (!tmp)
1973 { 1903 {
1974 LOG (llevError, "Error: spell arch for cast_light() missing.\n"); 1904 LOG (llevError, "Error: spell arch for cast_light() missing.\n");
1975 return 0; 1905 return 0;
1976 } 1906 }
1907
1977 tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell); 1908 tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell);
1909
1978 if (tmp->glow_radius) 1910 if (tmp->glow_radius)
1979 { 1911 tmp->set_glow_radius (
1980 tmp->glow_radius = spell->range + SP_level_range_adjust (caster, spell); 1912 clamp (spell->range + SP_level_range_adjust (caster, spell), 1, MAX_LIGHT_RADIUS)
1981 if (tmp->glow_radius > MAX_LIGHT_RADII) 1913 );
1982 tmp->glow_radius = MAX_LIGHT_RADII;
1983 }
1984 1914
1915 if (dir)
1985 m->insert (tmp, x, y, op); 1916 m->insert (tmp, x, y, op);
1917 else
1918 caster->outer_env_or_self ()->insert (tmp);
1919
1986 return 1; 1920 return 1;
1987} 1921}
1988
1989
1990
1991 1922
1992/* cast_cause_disease: this spell looks along <dir> from the 1923/* cast_cause_disease: this spell looks along <dir> from the
1993 * player and infects someone. 1924 * player and infects someone.
1994 * op is the player/monster, caster is the object, dir is the direction 1925 * op is the player/monster, caster is the object, dir is the direction
1995 * to cast, disease_arch is the specific disease, and type is the spell number 1926 * to cast, disease_arch is the specific disease, and type is the spell number
1996 * perhaps this should actually be in disease.c? 1927 * perhaps this should actually be in disease.c?
1997 */ 1928 */
1998
1999int 1929int
2000cast_cause_disease (object *op, object *caster, object *spell, int dir) 1930cast_cause_disease (object *op, object *caster, object *spell, int dir)
2001{ 1931{
2002 sint16 x, y; 1932 sint16 x, y;
2003 int i, mflags, range, dam_mod, dur_mod; 1933 int i, mflags, range, dam_mod, dur_mod;
2010 /* If casting from a scroll, no direction will be available, so refer to the 1940 /* If casting from a scroll, no direction will be available, so refer to the
2011 * direction the player is pointing. 1941 * direction the player is pointing.
2012 */ 1942 */
2013 if (!dir) 1943 if (!dir)
2014 dir = op->facing; 1944 dir = op->facing;
1945
2015 if (!dir) 1946 if (!dir)
2016 return 0; /* won't find anything if casting on ourself, so just return */ 1947 return 0; /* won't find anything if casting on ourself, so just return */
2017 1948
2018 /* Calculate these once here */ 1949 /* Calculate these once here */
2019 range = spell->range + SP_level_range_adjust (caster, spell); 1950 range = spell->range + SP_level_range_adjust (caster, spell);
2046 object *disease = arch_to_object (spell->other_arch); 1977 object *disease = arch_to_object (spell->other_arch);
2047 1978
2048 disease->set_owner (op); 1979 disease->set_owner (op);
2049 set_spell_skill (op, caster, spell, disease); 1980 set_spell_skill (op, caster, spell, disease);
2050 disease->stats.exp = 0; 1981 disease->stats.exp = 0;
2051 disease->level = caster_level (caster, spell); 1982 disease->level = casting_level (caster, spell);
2052 1983
2053 /* do level adjustments */ 1984 /* do level adjustments */
2054 if (disease->stats.wc) 1985 if (disease->stats.wc)
2055 disease->stats.wc += dur_mod / 2; 1986 disease->stats.wc += dur_mod / 2;
2056 1987
2057 if (disease->magic > 0) 1988 if (disease->magic > 0)
2058 disease->magic += dur_mod / 4; 1989 disease->magic += dur_mod / 8;
2059 1990
2060 if (disease->stats.maxhp > 0) 1991 if (disease->stats.maxhp > 0)
2061 disease->stats.maxhp += dur_mod; 1992 disease->stats.maxhp += dur_mod;
2062 1993
2063 if (disease->stats.maxgrace > 0) 1994 if (disease->stats.maxgrace > 0)
2101 if (infect_object (walk, disease, 1)) 2032 if (infect_object (walk, disease, 1))
2102 { 2033 {
2103 new_draw_info_format (NDI_UNIQUE, 0, op, "You inflict %s on %s!", &disease->name, &walk->name); 2034 new_draw_info_format (NDI_UNIQUE, 0, op, "You inflict %s on %s!", &disease->name, &walk->name);
2104 2035
2105 disease->destroy (); /* don't need this one anymore */ 2036 disease->destroy (); /* don't need this one anymore */
2106 walk->map->insert (get_archetype (ARCH_DETECT_MAGIC), x, y, op); 2037 walk->map->insert (get_archetype ("detect_magic"), x, y, op);
2107 return 1; 2038 return 1;
2108 } 2039 }
2109 2040
2110 disease->destroy (); 2041 disease->destroy ();
2111 } 2042 }

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