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Comparing deliantra/server/server/spell_attack.C (file contents):
Revision 1.36 by root, Fri May 18 13:15:29 2007 UTC vs.
Revision 1.89 by root, Fri Nov 6 12:49:19 2009 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game 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 42static void
43void
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 394static void
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)
687 * CONE RELATED FUNCTIONS 687 * CONE RELATED FUNCTIONS
688 * 688 *
689 *****************************************************************************/ 689 *****************************************************************************/
690 690
691/* drops an object based on what is in the cone's "other_arch" */ 691/* drops an object based on what is in the cone's "other_arch" */
692void 692static void
693cone_drop (object *op) 693cone_drop (object *op)
694{ 694{
695 object *new_ob = arch_to_object (op->other_arch); 695 object *new_ob = arch_to_object (op->other_arch);
696 696
697 new_ob->level = op->level; 697 new_ob->level = op->level;
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 1268
1305int 1269int
1306cast_destruction (object *op, object *caster, object *spell_ob) 1270cast_destruction (object *op, object *caster, object *spell_ob)
1307{ 1271{
1308 int i, j, range, mflags, friendly = 0, dam, dur;
1309 sint16 sx, sy;
1310 maptile *m;
1311 object *tmp;
1312 const char *skill;
1313
1314 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob); 1272 int range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
1315 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);
1316 dur = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob); 1274 int dur = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
1317 if (QUERY_FLAG (op, FLAG_FRIENDLY) || op->type == PLAYER) 1275
1318 friendly = 1; 1276 bool friendly = op->flag [FLAG_FRIENDLY] || op->is_player ();
1319 1277
1320 /* destruction doesn't use another spell object, so we need 1278 /* destruction doesn't use another spell object, so we need
1321 * update op's skill pointer so that exp is properly awarded. 1279 * update op's skill pointer so that exp is properly awarded.
1322 * We do some shortcuts here - since this is just temporary
1323 * and we'll reset the values back, we don't need to go through
1324 * the full share string/free_string route.
1325 */ 1280 */
1326 skill = op->skill; 1281 const shstr skill = op->skill;
1282
1327 if (caster == op) 1283 if (caster == op)
1328 op->skill = spell_ob->skill; 1284 op->skill = spell_ob->skill;
1329 else if (caster->skill) 1285 else if (caster->skill)
1330 op->skill = caster->skill; 1286 op->skill = caster->skill;
1331 else 1287 else
1332 op->skill = NULL; 1288 op->skill = 0;
1333 1289
1334 op->change_skill (find_skill_by_name (op, op->skill)); 1290 op->change_skill (find_skill_by_name (op, op->skill));
1335 1291
1336 for (i = -range; i < range; i++) 1292 unordered_mapwalk (op, -range, -range, range, range)
1337 { 1293 {
1338 for (j = -range; j < range; j++) 1294 mapspace &ms = m->at (nx, ny);
1339 {
1340 m = op->map;
1341 sx = op->x + i;
1342 sy = op->y + j;
1343 1295
1344 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
1345 if (mflags & P_OUT_OF_MAP)
1346 continue;
1347
1348 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 ())
1349 { 1299 {
1350 for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above) 1300 tmp = tmp->head_ ();
1351 if (QUERY_FLAG (tmp, FLAG_ALIVE) || tmp->type == PLAYER)
1352 break;
1353 1301
1354 if (tmp) 1302 if ((friendly && !tmp->flag [FLAG_FRIENDLY] && !tmp->is_player ())
1303 || (!friendly && (tmp->flag [FLAG_FRIENDLY] || tmp->is_player ())))
1355 { 1304 {
1356 if (tmp->head) 1305 if (spell_ob->subtype == SP_DESTRUCTION)
1357 tmp = tmp->head;
1358
1359 if ((friendly && !QUERY_FLAG (tmp, FLAG_FRIENDLY) && tmp->type != PLAYER) ||
1360 (!friendly && (QUERY_FLAG (tmp, FLAG_FRIENDLY) || tmp->type == PLAYER)))
1361 { 1306 {
1362 if (spell_ob->subtype == SP_DESTRUCTION)
1363 {
1364 hit_player (tmp, dam, op, spell_ob->attacktype, 0); 1307 hit_player (tmp, dam, op, spell_ob->attacktype, 0);
1308
1365 if (spell_ob->other_arch) 1309 if (spell_ob->other_arch)
1366 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);
1367 } 1311 }
1368 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)
1369 { 1313 {
1370 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch) 1314 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch)
1371 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);
1372 }
1373 } 1316 }
1374 } 1317 }
1375 } 1318 }
1376 }
1377 } 1319 }
1378 1320
1379 op->skill = skill; 1321 op->skill = skill;
1380 return 1; 1322 return 1;
1381} 1323}
1397 { 1339 {
1398 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.");
1399 return 0; 1341 return 0;
1400 } 1342 }
1401 1343
1344 tmp = tmp->head_ ();
1345
1402 /* 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. */
1403 for (force = tmp->inv; force != NULL; force = force->below) 1347 for (force = tmp->inv; force; force = force->below)
1404 { 1348 {
1405 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY) 1349 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY)
1406 { 1350 {
1407 if (force->name == spell_ob->name) 1351 if (force->name == spell_ob->name)
1408 { 1352 {
1414 return 0; 1358 return 0;
1415 } 1359 }
1416 } 1360 }
1417 } 1361 }
1418 1362
1419 if (force == NULL) 1363 if (!force)
1420 { 1364 {
1421 force = get_archetype (FORCE_NAME); 1365 force = get_archetype (FORCE_NAME);
1422 force->subtype = FORCE_CHANGE_ABILITY; 1366 force->subtype = FORCE_CHANGE_ABILITY;
1367
1423 if (spell_ob->race) 1368 if (spell_ob->race)
1424 force->name = spell_ob->race; 1369 force->name = spell_ob->race;
1425 else 1370 else
1426 force->name = spell_ob->name; 1371 force->name = spell_ob->name;
1427 1372
1437 { 1382 {
1438 force->duration = duration; 1383 force->duration = duration;
1439 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.");
1440 } 1385 }
1441 else 1386 else
1442 {
1443 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.");
1444 } 1388
1445 return 1; 1389 return 1;
1446 } 1390 }
1391
1447 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;
1448 force->speed = 1.f; 1393 force->speed = 1.f;
1449 force->speed_left = -1.f; 1394 force->speed_left = -1.f;
1450 SET_FLAG (force, FLAG_APPLIED); 1395 SET_FLAG (force, FLAG_APPLIED);
1451 1396
1485 */ 1430 */
1486int 1431int
1487mood_change (object *op, object *caster, object *spell) 1432mood_change (object *op, object *caster, object *spell)
1488{ 1433{
1489 object *tmp, *god, *head; 1434 object *tmp, *god, *head;
1490 int done_one, range, mflags, level, at, best_at; 1435 int done_one, range, level, at, best_at;
1491 sint16 x, y, nx, ny;
1492 maptile *m;
1493 const char *race; 1436 const char *race;
1494 1437
1495 /* 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
1496 * doing it over and over again. 1439 * doing it over and over again.
1497 */ 1440 */
1498 god = find_god (determine_god (op)); 1441 god = find_god (determine_god (op));
1499 level = caster_level (caster, spell); 1442 level = casting_level (caster, spell);
1500 range = spell->range + SP_level_range_adjust (caster, spell); 1443 range = spell->range + SP_level_range_adjust (caster, spell);
1501 1444
1502 /* 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_...
1503 * 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
1504 * won't ever match anything. 1447 * won't ever match anything.
1505 */ 1448 */
1506 if (!spell->race) 1449 if (!spell->race)
1507 race = NULL; 1450 race = NULL;
1508 else if (god && !strcmp (spell->race, "GOD_SLAYING")) 1451 else if (god && spell->race == shstr_GOD_SLAYING)
1509 race = god->slaying; 1452 race = god->slaying;
1510 else if (god && !strcmp (spell->race, "GOD_FRIEND")) 1453 else if (god && spell->race == shstr_GOD_FRIEND)
1511 race = god->race; 1454 race = god->race;
1512 else 1455 else
1513 race = spell->race; 1456 race = spell->race;
1514 1457
1515 for (x = op->x - range; x <= op->x + range; x++) 1458 unordered_mapwalk (op, -range, -range, range, range)
1516 for (y = op->y - range; y <= op->y + range; y++)
1517 { 1459 {
1518 done_one = 0; 1460 mapspace &ms = m->at (nx, ny);
1519 m = op->map;
1520 nx = x;
1521 ny = y;
1522 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1523 if (mflags & P_OUT_OF_MAP)
1524 continue;
1525 1461
1526 /* 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 */
1527 if (!(mflags & P_IS_ALIVE)) 1463 if (!ms.flags () & P_IS_ALIVE)
1528 continue; 1464 continue;
1529 1465
1530 // players can only affect spaces that they can actually see 1466 // players can only affect spaces that they can actually see
1467 if (caster
1531 if (caster && caster->contr 1468 && caster->contr
1532 && caster->contr->visibility_at (m, nx, ny) < 70) 1469 && caster->contr->darkness_at (m, nx, ny) == LOS_BLOCKED)
1533 continue; 1470 continue;
1534 1471
1535 for (tmp = GET_MAP_TOP (m, nx, ny); tmp; tmp = tmp->below) 1472 for (tmp = ms.top; tmp; tmp = tmp->below)
1536 if (QUERY_FLAG (tmp, FLAG_MONSTER)) 1473 if (tmp->flag [FLAG_MONSTER])
1537 break; 1474 break;
1538 1475
1539 /* There can be living objects that are not monsters */ 1476 /* There can be living objects that are not monsters */
1540 if (!tmp || tmp->type == PLAYER) 1477 if (!tmp)
1541 continue; 1478 continue;
1542 1479
1543 /* Only the head has meaningful data, so resolve to that */ 1480 /* Only the head has meaningful data, so resolve to that */
1544 if (tmp->head)
1545 head = tmp->head; 1481 head = tmp->head_ ();
1546 else
1547 head = tmp;
1548 1482
1549 /* 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 */
1550 if (race && head->race && !strstr (race, head->race)) 1484 if (race && head->race && !strstr (race, head->race))
1551 continue; 1485 continue;
1552 1486
1553 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD)) 1487 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD))
1554 continue; 1488 continue;
1555 1489
1556 /* Now do a bunch of stuff related to saving throws */ 1490 /* Now do a bunch of stuff related to saving throws */
1557 best_at = -1; 1491 best_at = -1;
1558 if (spell->attacktype) 1492 if (spell->attacktype)
1559 { 1493 {
1560 for (at = 0; at < NROFATTACKS; at++) 1494 for (at = 0; at < NROFATTACKS; at++)
1561 if (spell->attacktype & (1 << at)) 1495 if (spell->attacktype & (1 << at))
1562 if (best_at == -1 || head->resist[at] > head->resist[best_at]) 1496 if (best_at == -1 || head->resist[at] > head->resist[best_at])
1563 best_at = at; 1497 best_at = at;
1564 1498
1565 if (best_at == -1) 1499 if (best_at == -1)
1566 at = 0; 1500 at = 0;
1567 else 1501 else
1568 { 1502 {
1569 if (head->resist[best_at] == 100) 1503 if (head->resist[best_at] == 100)
1570 continue; 1504 continue;
1571 else 1505 else
1572 at = head->resist[best_at] / 5; 1506 at = head->resist[best_at] / 5;
1573 } 1507 }
1508
1574 at -= level / 5; 1509 at -= level / 5;
1575 if (did_make_save (head, head->level, at)) 1510 if (did_make_save (head, head->level, at))
1576 continue; 1511 continue;
1577 } 1512 }
1578 else /* spell->attacktype */ 1513 else /* spell->attacktype */
1579 { 1514 {
1580 /* 1515 /*
1581 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:
1582 * if spell level < monster level, no go 1517 * if spell level < monster level, no go
1583 * 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 ) )
1584 1519
1585 The chance will then be in the range [20-70] percent, not too bad. 1520 The chance will then be in the range [20-70] percent, not too bad.
1586 1521
1587 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
1588 charm a level 125 monster... 1523 charm a level 125 monster...
1589 1524
1590 Ryo, august 14th 1525 Ryo, august 14th
1591 */ 1526 */
1592 if (head->level > level) 1527 if (head->level > level)
1593 continue; 1528 continue;
1594 1529
1595 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))))
1596 /* Failed, no effect */ 1531 /* Failed, no effect */
1597 continue; 1532 continue;
1598 } 1533 }
1599 1534
1600 /* Done with saving throw. Now start affecting the monster */ 1535 /* Done with saving throw. Now start affecting the monster */
1536 done_one = 0;
1601 1537
1602 /* aggravation */ 1538 /* aggravation */
1603 if (QUERY_FLAG (spell, FLAG_MONSTER)) 1539 if (QUERY_FLAG (spell, FLAG_MONSTER))
1604 { 1540 {
1605 CLEAR_FLAG (head, FLAG_SLEEP); 1541 CLEAR_FLAG (head, FLAG_SLEEP);
1606 remove_friendly_object (head); 1542 remove_friendly_object (head);
1607 done_one = 1; 1543 done_one = 1;
1608 head->enemy = op; 1544 head->enemy = op;
1609 } 1545 }
1610 1546
1611 /* calm monsters */ 1547 /* calm monsters */
1612 if (QUERY_FLAG (spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (head, FLAG_UNAGGRESSIVE)) 1548 if (QUERY_FLAG (spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (head, FLAG_UNAGGRESSIVE))
1613 { 1549 {
1614 SET_FLAG (head, FLAG_UNAGGRESSIVE); 1550 SET_FLAG (head, FLAG_UNAGGRESSIVE);
1615 head->enemy = NULL; 1551 head->enemy = NULL;
1616 done_one = 1; 1552 done_one = 1;
1617 } 1553 }
1618 1554
1619 /* berserk monsters */ 1555 /* berserk monsters */
1620 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK)) 1556 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK))
1621 { 1557 {
1622 SET_FLAG (head, FLAG_BERSERK); 1558 SET_FLAG (head, FLAG_BERSERK);
1623 done_one = 1; 1559 done_one = 1;
1624 } 1560 }
1625 1561
1626 /* charm */ 1562 /* charm */
1627 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))
1628 { 1564 {
1565 INVOKE_OBJECT (KILL, head, ARG_OBJECT (caster));
1566
1629 /* Prevent uncontolled outbreaks of self replicating monsters. 1567 /* Prevent uncontrolled outbreaks of self replicating monsters.
1630 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.
1631 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. */
1632 CLEAR_FLAG (head, FLAG_GENERATOR); 1570 CLEAR_FLAG (head, FLAG_GENERATOR);
1633 head->set_owner (op); 1571 head->set_owner (op);
1634 set_spell_skill (op, caster, spell, head); 1572 set_spell_skill (op, caster, spell, head);
1635 add_friendly_object (head); 1573 add_friendly_object (head);
1636 head->attack_movement = PETMOVE; 1574 head->attack_movement = PETMOVE;
1637 done_one = 1; 1575 done_one = 1;
1638 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);
1639 head->stats.exp = 0; 1577 head->stats.exp = 0;
1640 } 1578 }
1641 1579
1642 /* If a monster was effected, put an effect in */ 1580 /* If a monster was effected, put an effect in */
1643 if (done_one && spell->other_arch) 1581 if (done_one && spell->other_arch)
1644 m->insert (arch_to_object (spell->other_arch), nx, ny, op); 1582 m->insert (arch_to_object (spell->other_arch), nx, ny, op);
1645 } /* for y */ 1583 }
1646 1584
1647 return 1; 1585 return 1;
1648} 1586}
1649
1650 1587
1651/* 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
1652 * 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
1653 * lightning spell used it, that seemed misnamed. 1590 * lightning spell used it, that seemed misnamed.
1654 * op is the spell effect. 1591 * op is the spell effect.
1655 * note that duration is handled by process_object() in time.c 1592 * note that duration is handled by process_object() in time.c
1656 */ 1593 */
1657
1658void 1594void
1659move_ball_spell (object *op) 1595move_ball_spell (object *op)
1660{ 1596{
1661 int i, j, dam_save, dir, mflags; 1597 int i, j, dam_save, dir, mflags;
1662 sint16 nx, ny, hx, hy; 1598 sint16 nx, ny, hx, hy;
1681 for (i = 1; i < 9; i++) 1617 for (i = 1; i < 9; i++)
1682 { 1618 {
1683 /* i bit 0: alters sign of offset 1619 /* i bit 0: alters sign of offset
1684 * other bits (i / 2): absolute value of offset 1620 * other bits (i / 2): absolute value of offset
1685 */ 1621 */
1686
1687 int offset = ((i ^ j) & 1) ? (i / 2) : -(i / 2); 1622 int offset = ((i ^ j) & 1) ? (i / 2) : -(i / 2);
1688 int tmpdir = absdir (op->direction + offset); 1623 int tmpdir = absdir (op->direction + offset);
1689 1624
1690 nx = op->x + freearr_x[tmpdir]; 1625 nx = op->x + freearr_x[tmpdir];
1691 ny = op->y + freearr_y[tmpdir]; 1626 ny = op->y + freearr_y[tmpdir];
1693 { 1628 {
1694 dir = tmpdir; 1629 dir = tmpdir;
1695 break; 1630 break;
1696 } 1631 }
1697 } 1632 }
1633
1698 if (dir == 0) 1634 if (dir == 0)
1699 { 1635 {
1700 nx = op->x; 1636 nx = op->x;
1701 ny = op->y; 1637 ny = op->y;
1702 m = op->map; 1638 m = op->map;
1728 1664
1729 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)))
1730 { 1666 {
1731 if (j) 1667 if (j)
1732 op->stats.dam = dam_save / 2; 1668 op->stats.dam = dam_save / 2;
1669
1733 hit_map (op, j, op->attacktype, 1); 1670 hit_map (op, j, op->attacktype, 1);
1734
1735 } 1671 }
1736 1672
1737 /* insert the other arch */ 1673 /* insert the other arch */
1738 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))))
1739 m->insert (arch_to_object (op->other_arch), hx, hy, op); 1675 m->insert (arch_to_object (op->other_arch), hx, hy, op);
1753 1689
1754 op->direction = i; 1690 op->direction = i;
1755 } 1691 }
1756} 1692}
1757 1693
1758
1759/* move_swarm_spell: peterm 1694/* move_swarm_spell: peterm
1760 * 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
1761 * 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
1762 * 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
1763 * 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
1764 * 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.
1765 */ 1700 */
1766
1767void 1701void
1768move_swarm_spell (object *op) 1702move_swarm_spell (object *op)
1769{ 1703{
1770#if 0 1704#if 0
1771 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 };
1772 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 };
1773 sint16 target_x, target_y, origin_x, origin_y; 1707 sint16 target_x, target_y, origin_x, origin_y;
1774 int adjustdir; 1708 int adjustdir;
1775 maptile *m; 1709 maptile *m;
1776#endif 1710#endif
1777 int basedir;
1778 object *owner; 1711 object *owner = op->env;
1779 1712
1780 owner = op->owner; 1713 if (!owner) // MUST not happen, remove when true TODO
1781 if (op->duration == 0 || owner == NULL)
1782 { 1714 {
1715 LOG (llevError, "swarm spell found outside inventory: %s\n", op->debug_desc ());
1783 op->destroy (); 1716 op->destroy ();
1784 return; 1717 return;
1785 } 1718 }
1786 1719
1720 if (!op->duration || !owner->is_on_map ())
1721 {
1722 op->drop_and_destroy ();
1723 return;
1724 }
1725
1787 op->duration--; 1726 op->duration--;
1788 1727
1789 basedir = op->direction; 1728 int basedir = op->direction;
1790 if (basedir == 0) 1729 if (!basedir)
1791 { 1730 {
1792 /* spray in all directions! 8) */ 1731 /* spray in all directions! 8) */
1793 basedir = rndm (1, 8); 1732 op->facing = (op->facing + op->state) & 7;
1733 basedir = op->facing + 1;
1794 } 1734 }
1795 1735
1796#if 0 1736#if 0
1797 // this is bogus: it causes wrong places to be checked below 1737 // this is bogus: it causes wrong places to be checked below
1798 // (a wall 2 cells away will block the effect...) and 1738 // (a wall 2 cells away will block the effect...) and
1859 { 1799 {
1860 /* 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 */
1861 if (op->spell->subtype == SP_BULLET) 1801 if (op->spell->subtype == SP_BULLET)
1862 fire_bullet (owner, op, basedir, op->spell); 1802 fire_bullet (owner, op, basedir, op->spell);
1863 else if (op->spell->subtype == SP_MAGIC_MISSILE) 1803 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1864 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);
1865 } 1805 }
1866} 1806}
1867
1868
1869
1870 1807
1871/* fire_swarm: 1808/* fire_swarm:
1872 * The following routine creates a swarm of objects. It actually 1809 * The following routine creates a swarm of objects. It actually
1873 * sets up a specific swarm object, which then fires off all 1810 * sets up a specific swarm object, which then fires off all
1874 * the parts of the swarm. 1811 * the parts of the swarm.
1877 * caster: the caster (owner, wand, rod, scroll) 1814 * caster: the caster (owner, wand, rod, scroll)
1878 * dir: the direction everything will be fired in 1815 * dir: the direction everything will be fired in
1879 * spell - the spell that is this spell. 1816 * spell - the spell that is this spell.
1880 * n: the number to be fired. 1817 * n: the number to be fired.
1881 */ 1818 */
1882
1883int 1819int
1884fire_swarm (object *op, object *caster, object *spell, int dir) 1820fire_swarm (object *op, object *caster, object *spell, int dir)
1885{ 1821{
1886 object *tmp;
1887 int i;
1888
1889 if (!spell->other_arch) 1822 if (!spell->other_arch)
1890 return 0; 1823 return 0;
1891 1824
1892 tmp = get_archetype (SWARM_SPELL); 1825 object *tmp = archetype::get (SWARM_SPELL);
1893 tmp->set_owner (op); /* needed so that if swarm elements kill, caster gets xp. */ 1826
1894 set_spell_skill (op, caster, spell, tmp); 1827 set_spell_skill (op, caster, spell, tmp);
1895
1896 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. */
1897 tmp->spell = arch_to_object (spell->other_arch); 1829 tmp->spell = spell->other_arch->instance ();
1898
1899 tmp->attacktype = tmp->spell->attacktype; 1830 tmp->attacktype = tmp->spell->attacktype;
1900 1831
1901 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) 1832 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
1902 if (!tailor_god_spell (tmp, op)) 1833 if (!tailor_god_spell (tmp, op))
1903 return 1; 1834 return 1;
1904 1835
1905 tmp->duration = SP_level_duration_adjust (caster, spell); 1836 tmp->duration = SP_level_duration_adjust (caster, spell);
1906 for (i = 0; i < spell->duration; i++) 1837 for (int i = 0; i < spell->duration; i++)
1907 tmp->duration += die_roll (1, 3, op, PREFER_HIGH); 1838 tmp->duration += die_roll (1, 3, op, PREFER_HIGH);
1908 1839
1840 tmp->invisible = 1;
1841 tmp->flag [FLAG_NO_DROP] = 1; // make sure it stays in inv, or else
1909 tmp->direction = dir; 1842 tmp->direction = dir;
1910 tmp->invisible = 1; 1843 tmp->facing = rndm (1, 8); // initial firing direction
1844 tmp->state = rndm (4) * 2 + 1; // direction increment
1911 1845
1912 tmp->insert_at (op, op); 1846 op->insert (tmp);
1847
1913 return 1; 1848 return 1;
1914} 1849}
1915
1916 1850
1917/* See the spells documentation file for why this is its own 1851/* See the spells documentation file for why this is its own
1918 * function. 1852 * function.
1919 */ 1853 */
1920int 1854int
1925 int dam, mflags; 1859 int dam, mflags;
1926 maptile *m; 1860 maptile *m;
1927 1861
1928 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1862 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1929 1863
1930 if (!dir) 1864 if (dir)
1931 {
1932 new_draw_info (NDI_UNIQUE, 0, op, "In what direction?");
1933 return 0;
1934 } 1865 {
1935
1936 x = op->x + freearr_x[dir]; 1866 x = op->x + freearr_x[dir];
1937 y = op->y + freearr_y[dir]; 1867 y = op->y + freearr_y[dir];
1938 m = op->map; 1868 m = op->map;
1939 1869
1940 mflags = get_map_flags (m, &m, x, y, &x, &y); 1870 mflags = get_map_flags (m, &m, x, y, &x, &y);
1941 1871
1942 if (mflags & P_OUT_OF_MAP) 1872 if (mflags & P_OUT_OF_MAP)
1943 { 1873 {
1944 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is there."); 1874 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is there.");
1945 return 0; 1875 return 0;
1946 } 1876 }
1947 1877
1948 if (mflags & P_IS_ALIVE && spell->attacktype) 1878 if (mflags & P_IS_ALIVE && spell->attacktype)
1949 { 1879 {
1950 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)
1951 if (QUERY_FLAG (target, FLAG_MONSTER)) 1881 if (QUERY_FLAG (target, FLAG_MONSTER))
1952 { 1882 {
1953 /* oky doky. got a target monster. Lets make a blinding attack */ 1883 /* oky doky. got a target monster. Lets make a blinding attack */
1954 if (target->head) 1884 if (target->head)
1955 target = target->head; 1885 target = target->head;
1886
1956 (void) hit_player (target, dam, op, spell->attacktype, 1); 1887 hit_player (target, dam, op, spell->attacktype, 1);
1957 return 1; /* one success only! */ 1888 return 1; /* one success only! */
1889 }
1958 } 1890 }
1959 }
1960 1891
1961 /* no live target, perhaps a wall is in the way? */ 1892 /* no live target, perhaps a wall is in the way? */
1962 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)))
1963 { 1894 {
1964 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.");
1965 return 0; 1896 return 0;
1897 }
1966 } 1898 }
1967 1899
1968 /* 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 */
1969 tmp = arch_to_object (spell->other_arch); 1901 tmp = arch_to_object (spell->other_arch);
1970 if (!tmp) 1902 if (!tmp)
1971 { 1903 {
1972 LOG (llevError, "Error: spell arch for cast_light() missing.\n"); 1904 LOG (llevError, "Error: spell arch for cast_light() missing.\n");
1973 return 0; 1905 return 0;
1974 } 1906 }
1907
1975 tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell); 1908 tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell);
1909
1976 if (tmp->glow_radius) 1910 if (tmp->glow_radius)
1977 { 1911 tmp->set_glow_radius (
1978 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)
1979 if (tmp->glow_radius > MAX_LIGHT_RADII) 1913 );
1980 tmp->glow_radius = MAX_LIGHT_RADII;
1981 }
1982 1914
1915 if (dir)
1983 m->insert (tmp, x, y, op); 1916 m->insert (tmp, x, y, op);
1917 else
1918 caster->outer_env_or_self ()->insert (tmp);
1919
1984 return 1; 1920 return 1;
1985} 1921}
1986
1987
1988
1989 1922
1990/* cast_cause_disease: this spell looks along <dir> from the 1923/* cast_cause_disease: this spell looks along <dir> from the
1991 * player and infects someone. 1924 * player and infects someone.
1992 * 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
1993 * 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
1994 * perhaps this should actually be in disease.c? 1927 * perhaps this should actually be in disease.c?
1995 */ 1928 */
1996
1997int 1929int
1998cast_cause_disease (object *op, object *caster, object *spell, int dir) 1930cast_cause_disease (object *op, object *caster, object *spell, int dir)
1999{ 1931{
2000 sint16 x, y; 1932 sint16 x, y;
2001 int i, mflags, range, dam_mod, dur_mod; 1933 int i, mflags, range, dam_mod, dur_mod;
2008 /* 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
2009 * direction the player is pointing. 1941 * direction the player is pointing.
2010 */ 1942 */
2011 if (!dir) 1943 if (!dir)
2012 dir = op->facing; 1944 dir = op->facing;
1945
2013 if (!dir) 1946 if (!dir)
2014 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 */
2015 1948
2016 /* Calculate these once here */ 1949 /* Calculate these once here */
2017 range = spell->range + SP_level_range_adjust (caster, spell); 1950 range = spell->range + SP_level_range_adjust (caster, spell);
2044 object *disease = arch_to_object (spell->other_arch); 1977 object *disease = arch_to_object (spell->other_arch);
2045 1978
2046 disease->set_owner (op); 1979 disease->set_owner (op);
2047 set_spell_skill (op, caster, spell, disease); 1980 set_spell_skill (op, caster, spell, disease);
2048 disease->stats.exp = 0; 1981 disease->stats.exp = 0;
2049 disease->level = caster_level (caster, spell); 1982 disease->level = casting_level (caster, spell);
2050 1983
2051 /* do level adjustments */ 1984 /* do level adjustments */
2052 if (disease->stats.wc) 1985 if (disease->stats.wc)
2053 disease->stats.wc += dur_mod / 2; 1986 disease->stats.wc += dur_mod / 2;
2054 1987
2055 if (disease->magic > 0) 1988 if (disease->magic > 0)
2056 disease->magic += dur_mod / 4; 1989 disease->magic += dur_mod / 8;
2057 1990
2058 if (disease->stats.maxhp > 0) 1991 if (disease->stats.maxhp > 0)
2059 disease->stats.maxhp += dur_mod; 1992 disease->stats.maxhp += dur_mod;
2060 1993
2061 if (disease->stats.maxgrace > 0) 1994 if (disease->stats.maxgrace > 0)
2099 if (infect_object (walk, disease, 1)) 2032 if (infect_object (walk, disease, 1))
2100 { 2033 {
2101 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);
2102 2035
2103 disease->destroy (); /* don't need this one anymore */ 2036 disease->destroy (); /* don't need this one anymore */
2104 walk->map->insert (get_archetype (ARCH_DETECT_MAGIC), x, y, op); 2037 walk->map->insert (get_archetype ("detect_magic"), x, y, op);
2105 return 1; 2038 return 1;
2106 } 2039 }
2107 2040
2108 disease->destroy (); 2041 disease->destroy ();
2109 } 2042 }

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