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Comparing deliantra/server/server/spell_attack.C (file contents):
Revision 1.44 by root, Sun Jul 22 14:17:58 2007 UTC vs.
Revision 1.95 by elmex, Tue Jan 19 16:13:05 2010 UTC

1/* 1/*
2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team 4 * Copyright (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002-2003,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002-2003,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * Crossfire TRT 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 3 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, see <http://www.gnu.org/licenses/>. 19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
20 * 21 *
21 * The authors can be reached via e-mail to <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 23 */
23 24
24/* This file contains all the spell attack code. Grouping this code 25/* This file contains all the spell attack code. Grouping this code
25 * together should hopefully make it easier to find the relevent bits 26 * together should hopefully make it easier to find the relevent bits
26 * of code 27 * of code
36/* 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
37 * 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)
38 * but moved here so it could be applied to bolts too 39 * but moved here so it could be applied to bolts too
39 * op is the spell object. 40 * op is the spell object.
40 */ 41 */
41 42static void
42void
43check_spell_knockback (object *op) 43check_spell_knockback (object *op)
44{ 44{
45 object *tmp, *tmp2; /* object on the map */
46 int weight_move; 45 int weight_move;
47 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 */
48 47
49 if (!op->weight) 48 if (!op->weight)
50 { /*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 */
55 { 54 {
56 weight_move = op->weight + (op->weight * op->level) / 3; 55 weight_move = op->weight + (op->weight * op->level) / 3;
57 /*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); */
58 } 57 }
59 58
60 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)
61 { 60 {
62 int num_sections = 1; 61 int num_sections = 1;
63 62
64 /* don't move DM */ 63 /* don't move DM */
65 if (QUERY_FLAG (tmp, FLAG_WIZ)) 64 if (QUERY_FLAG (tmp, FLAG_WIZ))
72 /* don't move floors or immobile objects */ 71 /* don't move floors or immobile objects */
73 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)))
74 continue; 73 continue;
75 74
76 /* count the object's sections */ 75 /* count the object's sections */
77 for (tmp2 = tmp; tmp2 != NULL; tmp2 = tmp2->more) 76 for (object *tmp2 = tmp; tmp2; tmp2 = tmp2->more)
78 num_sections++; 77 num_sections++;
79 78
80 /* 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
81 * 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
82 * 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.
106 * 105 *
107 * BOLT CODE 106 * BOLT CODE
108 * 107 *
109 ***************************************************************************/ 108 ***************************************************************************/
110 109
111/* Causes op to fork. op is the original bolt, tmp 110/* Causes op to fork. op is the original bolt, tmp
112 * is the first piece of the fork. 111 * is the first piece of the fork.
113 */ 112 */
114 113static void
115void
116forklightning (object *op, object *tmp) 114forklightning (object *op, object *tmp)
117{ 115{
118 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 */
119 int t_dir; /* stores temporary dir calculation */ 117 int t_dir; /* stores temporary dir calculation */
120 maptile *m; 118 maptile *m;
151 new_bolt->duration++; 149 new_bolt->duration++;
152 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */ 150 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */
153 new_bolt->stats.dam++; 151 new_bolt->stats.dam++;
154 tmp->stats.dam /= 2; /* reduce father bolt damage */ 152 tmp->stats.dam /= 2; /* reduce father bolt damage */
155 tmp->stats.dam++; 153 tmp->stats.dam++;
154
156 if ((new_bolt = m->insert (new_bolt, sx, sy, op))) 155 if ((new_bolt = m->insert (new_bolt, sx, sy, op)))
157 update_turn_face (new_bolt); 156 update_turn_face (new_bolt);
158} 157}
159 158
160/* move_bolt: moves bolt 'op'. Basically, it just advances a space, 159/* move_bolt: moves bolt 'op'. Basically, it just advances a space,
161 * and checks for various things that may stop it. 160 * and checks for various things that may stop it.
162 */ 161 */
163
164void 162void
165move_bolt (object *op) 163move_bolt (object *op)
166{ 164{
167 int mflags; 165 int mflags;
168 sint16 x, y; 166 sint16 x, y;
169 maptile *m; 167 maptile *m;
170 168
171 if (--op->duration < 0) 169 if (--op->duration < 0)
172 { 170 {
173 op->destroy (); 171 op->drop_and_destroy ();
174 return; 172 return;
175 } 173 }
176 174
177 hit_map (op, 0, op->attacktype, 1); 175 hit_map (op, 0, op->attacktype, 1);
178 176
251 tmp->duration++; 249 tmp->duration++;
252 250
253 /* New forking code. Possibly create forks of this object 251 /* New forking code. Possibly create forks of this object
254 * going off in other directions. 252 * going off in other directions.
255 */ 253 */
256 if (rndm (0, 99) < tmp->stats.Dex) 254 if (tmp->stats.Dex && rndm (0, 99) < tmp->stats.Dex)
257 { /* stats.Dex % of forking */ 255 forklightning (op, tmp); /* stats.Dex % of forking */
258 forklightning (op, tmp);
259 }
260 256
261 /* 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
262 * doesn't create any bolts that continue to move onward. 258 * doesn't create any bolts that continue to move onward.
263 */ 259 */
264 op->range = 0; 260 op->range = 0;
281 int mflags; 277 int mflags;
282 278
283 if (!spob->other_arch) 279 if (!spob->other_arch)
284 return 0; 280 return 0;
285 281
286 tmp = arch_to_object (spob->other_arch); 282 tmp = spob->other_arch->instance ();
287 if (tmp == NULL) 283 if (tmp == NULL)
288 return 0; 284 return 0;
289 285
290 /* peterm: level dependency for bolts */ 286 /* peterm: level dependency for bolts */
291 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);
292 tmp->attacktype = spob->attacktype; 288 tmp->attacktype = spob->attacktype;
289
293 if (spob->slaying) 290 if (spob->slaying)
294 tmp->slaying = spob->slaying; 291 tmp->slaying = spob->slaying;
292
295 tmp->range = spob->range + SP_level_range_adjust (caster, spob); 293 tmp->range = spob->range + SP_level_range_adjust (caster, spob);
296 tmp->duration = spob->duration + SP_level_duration_adjust (caster, spob); 294 tmp->duration = spob->duration + SP_level_duration_adjust (caster, spob);
297 tmp->stats.Dex = spob->stats.Dex; 295 tmp->stats.Dex = spob->stats.Dex;
298 tmp->stats.Con = spob->stats.Con; 296 tmp->stats.Con = spob->stats.Con;
299 297
310 308
311 maptile *newmap; 309 maptile *newmap;
312 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);
313 if (mflags & P_OUT_OF_MAP) 311 if (mflags & P_OUT_OF_MAP)
314 { 312 {
315 tmp->destroy (); 313 tmp->drop_and_destroy ();
316 return 0; 314 return 0;
317 } 315 }
318 316
319 tmp->map = newmap; 317 tmp->map = newmap;
320 318
321 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)))
322 { 320 {
323 if (!QUERY_FLAG (tmp, FLAG_REFLECTING)) 321 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
324 { 322 {
325 tmp->destroy (); 323 tmp->drop_and_destroy ();
326 return 0; 324 return 0;
327 } 325 }
328 326
329 tmp->x = op->x; 327 tmp->x = op->x;
330 tmp->y = op->y; 328 tmp->y = op->y;
343 * BULLET/BALL CODE 341 * BULLET/BALL CODE
344 * 342 *
345 ***************************************************************************/ 343 ***************************************************************************/
346 344
347/* expands an explosion. op is a piece of the 345/* expands an explosion. op is a piece of the
348 * explosion - this expans it in the different directions. 346 * explosion - this expands it in the different directions.
349 * At least that is what I think this does. 347 * At least that is what I think this does.
350 */ 348 */
351void 349void
352explosion (object *op) 350explosion (object *op)
353{ 351{
391 389
392/* Causes an object to explode, eg, a firebullet, 390/* Causes an object to explode, eg, a firebullet,
393 * poison cloud ball, etc. op is the object to 391 * poison cloud ball, etc. op is the object to
394 * explode. 392 * explode.
395 */ 393 */
396void 394static void
397explode_bullet (object *op) 395explode_bullet (object *op)
398{ 396{
399 object *tmp, *owner; 397 object *tmp, *owner;
400 398
401 if (op->other_arch == NULL) 399 if (!op->other_arch)
402 { 400 {
403 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n"); 401 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n");
404 op->destroy (); 402 op->destroy ();
405 return; 403 return;
406 } 404 }
407 405
408 if (op->env) 406 if (op->env)
409 { 407 {
410 object *env = object_get_env_recursive (op); 408 object *env = op->outer_env ();
409
411 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))
412 { 411 {
413 LOG (llevError, "BUG: explode_bullet(): env out of map\n"); 412 LOG (llevError, "BUG: explode_bullet(): env out of map\n");
414 op->destroy (); 413 op->destroy ();
415 return; 414 return;
416 } 415 }
434 } 433 }
435 434
436 if (op->attacktype) 435 if (op->attacktype)
437 { 436 {
438 hit_map (op, 0, op->attacktype, 1); 437 hit_map (op, 0, op->attacktype, 1);
438
439 if (op->destroyed ()) 439 if (op->destroyed ())
440 return; 440 return;
441 } 441 }
442 442
443 /* other_arch contains what this explodes into */ 443 /* other_arch contains what this explodes into */
444 tmp = arch_to_object (op->other_arch); 444 tmp = op->other_arch->instance ();
445 445
446 tmp->set_owner (op); 446 tmp->set_owner (op);
447 tmp->skill = op->skill; 447 tmp->skill = op->skill;
448 448
449 owner = op->owner; 449 owner = op->owner;
450 450
451 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))
452 { 455 {
453 op->destroy (); 456 op->destroy ();
454 return; 457 return;
455 } 458 }
456 459
483 486
484 /* Prevent recursion */ 487 /* Prevent recursion */
485 op->move_on = 0; 488 op->move_on = 0;
486 489
487 tmp->insert_at (op, op); 490 tmp->insert_at (op, op);
491 tmp->play_sound (tmp->sound);
492
488 /* remove the firebullet */ 493 /* remove the firebullet */
489 op->destroy (); 494 op->destroy ();
490} 495}
491 496
492/* 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
519 for (tmp = op->ms ().bot; tmp; tmp = tmp->above) 524 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
520 { 525 {
521 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 526 if (QUERY_FLAG (tmp, FLAG_ALIVE))
522 { 527 {
523 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
524 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0) 531 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0)
525 { 532 {
526 if (!QUERY_FLAG (op, FLAG_REMOVED)) 533 if (!QUERY_FLAG (op, FLAG_REMOVED))
527 { 534 {
528 op->destroy (); 535 op->destroy ();
539 * fired arches (eg, bolts). 546 * fired arches (eg, bolts).
540 */ 547 */
541void 548void
542move_bullet (object *op) 549move_bullet (object *op)
543{ 550{
544 sint16 new_x, new_y;
545 int mflags;
546 maptile *m;
547
548#if 0 551#if 0
549 /* We need a better general purpose way to do this */ 552 /* We need a better general purpose way to do this */
550 553
551 /* peterm: added to make comet leave a trail of burnouts 554 /* peterm: added to make comet leave a trail of burnouts
552 it's an unadulterated hack, but the effect is cool. */ 555 it's an unadulterated hack, but the effect is cool. */
567 op->destroy (); 570 op->destroy ();
568 571
569 return; 572 return;
570 } 573 }
571 574
572 new_x = op->x + DIRX (op); 575 mapxy pos (op);
573 new_y = op->y + DIRY (op); 576 pos.move (op->direction);
574 m = op->map;
575 mflags = get_map_flags (m, &m, new_x, new_y, &new_x, &new_y);
576 577
577 if (mflags & P_OUT_OF_MAP) 578 if (!pos.normalise ())
578 { 579 {
579 op->destroy (); 580 op->destroy ();
580 return; 581 return;
581 } 582 }
582 583
583 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))
584 { 589 {
585 if (op->other_arch) 590 if (op->other_arch)
586 explode_bullet (op); 591 explode_bullet (op);
587 else 592 else
588 op->destroy (); 593 op->destroy ();
589 594
590 return; 595 return;
591 } 596 }
592 597
593 if (!(op = m->insert (op, new_x, new_y, op))) 598 if (!(op = pos.insert (op, op)))
594 return; 599 return;
595 600
596 if (reflwall (op->map, op->x, op->y, op)) 601 if (reflwall (op->map, op->x, op->y, op))
597 { 602 {
598 op->direction = absdir (op->direction + 4); 603 op->direction = absdir (op->direction + 4);
617 int mflags; 622 int mflags;
618 623
619 if (!spob->other_arch) 624 if (!spob->other_arch)
620 return 0; 625 return 0;
621 626
622 tmp = arch_to_object (spob->other_arch); 627 tmp = spob->other_arch->instance ();
623 if (tmp == NULL) 628 if (!tmp)
624 return 0; 629 return 0;
625 630
626 /* peterm: level dependency for bolts */ 631 /* peterm: level dependency for bolts */
627 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);
628 tmp->attacktype = spob->attacktype; 633 tmp->attacktype = spob->attacktype;
629 if (spob->slaying) 634 if (spob->slaying)
630 tmp->slaying = spob->slaying; 635 tmp->slaying = spob->slaying;
631 636
641 SET_ANIMATION (tmp, dir); 646 SET_ANIMATION (tmp, dir);
642 647
643 tmp->set_owner (op); 648 tmp->set_owner (op);
644 set_spell_skill (op, caster, spob, tmp); 649 set_spell_skill (op, caster, spob, tmp);
645 650
646 tmp->x = op->x + freearr_x[dir]; 651 tmp->x = op->x + freearr_x[dir];
647 tmp->y = op->y + freearr_y[dir]; 652 tmp->y = op->y + freearr_y[dir];
648 tmp->map = op->map; 653 tmp->map = op->map;
649 654
650 maptile *newmap; 655 maptile *newmap;
651 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);
652 if (mflags & P_OUT_OF_MAP) 657 if (mflags & P_OUT_OF_MAP)
654 tmp->destroy (); 659 tmp->destroy ();
655 return 0; 660 return 0;
656 } 661 }
657 662
658 tmp->map = newmap; 663 tmp->map = newmap;
664
665 // in case the bullet has direction 0 we explode it in place.
666 // direction 0 is possible for instance when a poison cloud trap springs.
667 if (tmp->direction == 0)
668 {
669 if (tmp->other_arch
670 && (tmp = tmp->insert_at (tmp, op))) // insert before explode cleanly
671 explode_bullet (tmp); // explode object will/should remove tmp
672 else
673 tmp->destroy ();
674
675 return 0;
676 }
659 677
660 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y))) 678 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y)))
661 { 679 {
662 if (!QUERY_FLAG (tmp, FLAG_REFLECTING)) 680 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
663 { 681 {
682 * CONE RELATED FUNCTIONS 700 * CONE RELATED FUNCTIONS
683 * 701 *
684 *****************************************************************************/ 702 *****************************************************************************/
685 703
686/* drops an object based on what is in the cone's "other_arch" */ 704/* drops an object based on what is in the cone's "other_arch" */
687void 705static void
688cone_drop (object *op) 706cone_drop (object *op)
689{ 707{
690 object *new_ob = arch_to_object (op->other_arch); 708 object *new_ob = op->other_arch->instance ();
691 709
692 new_ob->level = op->level; 710 new_ob->level = op->level;
693 new_ob->set_owner (op->owner); 711 new_ob->set_owner (op->owner);
694 712
695 /* preserve skill ownership */ 713 /* preserve skill ownership */
702/* move_cone: causes cone object 'op' to move a space/hit creatures */ 720/* move_cone: causes cone object 'op' to move a space/hit creatures */
703 721
704void 722void
705move_cone (object *op) 723move_cone (object *op)
706{ 724{
707 int i;
708
709 /* if no map then hit_map will crash so just ignore object */ 725 /* if no map then hit_map will crash so just ignore object */
710 if (!op->map) 726 if (!op->map)
711 { 727 {
712 LOG (llevError, "Tried to move_cone object %s without a map.\n", op->name ? &op->name : "unknown"); 728 LOG (llevError, "Tried to move_cone object %s without a map.\n", op->name ? &op->name : "unknown");
713 op->set_speed (0); 729 op->set_speed (0);
733 } 749 }
734#endif 750#endif
735 751
736 hit_map (op, 0, op->attacktype, 0); 752 hit_map (op, 0, op->attacktype, 0);
737 753
754 if (!op->is_on_map ())
755 return;
756
738 /* Check to see if we should push anything. 757 /* Check to see if we should push anything.
739 * Spell objects with weight push whatever they encounter to some 758 * Spell objects with weight push whatever they encounter to some
740 * degree. 759 * degree.
741 */ 760 */
742 if (op->weight) 761 if (op->weight)
762 {
743 check_spell_knockback (op); 763 check_spell_knockback (op);
744 764
745 if (op->destroyed ()) 765 if (!op->is_on_map ())
746 return; 766 return;
767 }
747 768
748 if ((op->duration--) < 0) 769 if (op->duration-- < 0)
749 { 770 {
750 op->destroy (); 771 op->destroy ();
751 return; 772 return;
752 } 773 }
753 /* Object has hit maximum range, so don't have it move 774 /* Object has hit maximum range, so don't have it move
758 { 779 {
759 op->range = 0; /* just so it doesn't wrap */ 780 op->range = 0; /* just so it doesn't wrap */
760 return; 781 return;
761 } 782 }
762 783
763 for (i = -1; i < 2; i++) 784 for (int i = -1; i <= 1; i++)
764 { 785 {
765 sint16 x = op->x + freearr_x[absdir (op->stats.sp + i)], y = op->y + freearr_y[absdir (op->stats.sp + i)]; 786 sint16 x = op->x + freearr_x[absdir (op->stats.sp + i)], y = op->y + freearr_y[absdir (op->stats.sp + i)];
766 787
767 if (ok_to_put_more (op->map, x, y, op, op->attacktype)) 788 if (ok_to_put_more (op->map, x, y, op, op->attacktype))
768 { 789 {
819 */ 840 */
820 movetype = spell->other_arch->move_type; 841 movetype = spell->other_arch->move_type;
821 842
822 for (i = range_min; i <= range_max; i++) 843 for (i = range_min; i <= range_max; i++)
823 { 844 {
824 sint16 x, y, d; 845 sint16 x, y;
825 846
826 /* We can't use absdir here, because it never returns 847 /* We can't use absdir here, because it never returns
827 * 0. If this is a rune, we want to hit the person on top 848 * 0. If this is a rune, we want to hit the person on top
828 * of the trap (d==0). If it is not a rune, then we don't want 849 * of the trap (d==0). If it is not a rune, then we don't want
829 * to hit that person. 850 * to hit that person.
830 */ 851 */
831 d = dir + i; 852 int d = dir ? absdir (dir + i) : i;
832 while (d < 0)
833 d += 8;
834 while (d > 8)
835 d -= 8;
836 853
837 /* If it's not a rune, we don't want to blast the caster. 854 /* If it's not a rune, we don't want to blast the caster.
838 * In that case, we have to see - if dir is specified, 855 * In that case, we have to see - if dir is specified,
839 * turn this into direction 8. If dir is not specified (all 856 * turn this into direction 8. If dir is not specified (all
840 * direction) skip - otherwise, one line would do more damage 857 * direction) skip - otherwise, one line would do more damage
857 874
858 if ((movetype & GET_MAP_MOVE_BLOCK (m, sx, sy)) == movetype) 875 if ((movetype & GET_MAP_MOVE_BLOCK (m, sx, sy)) == movetype)
859 continue; 876 continue;
860 877
861 success = 1; 878 success = 1;
862 tmp = arch_to_object (spell->other_arch); 879 tmp = spell->other_arch->instance ();
863 tmp->set_owner (op); 880 tmp->set_owner (op);
864 set_spell_skill (op, caster, spell, tmp); 881 set_spell_skill (op, caster, spell, tmp);
865 tmp->level = caster_level (caster, spell); 882 tmp->level = casting_level (caster, spell);
866 tmp->attacktype = spell->attacktype; 883 tmp->attacktype = spell->attacktype;
867 884
868 /* holy word stuff */ 885 /* holy word stuff */
869 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER)) 886 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER))
870 if (!tailor_god_spell (tmp, op)) 887 if (!tailor_god_spell (tmp, op))
935 * op is the original bomb object. 952 * op is the original bomb object.
936 */ 953 */
937void 954void
938animate_bomb (object *op) 955animate_bomb (object *op)
939{ 956{
940 int i;
941 object *env, *tmp;
942
943 if (op->state != NUM_ANIMATIONS (op) - 1) 957 if (op->state != NUM_ANIMATIONS (op) - 1)
944 return; 958 return;
945 959
946 env = object_get_env_recursive (op); 960 object *env = op->outer_env ();
947 961
948 if (op->env) 962 if (op->env)
949 { 963 {
950 if (env->map == NULL) 964 if (!env->map)
951 return; 965 return;
952
953 if (env->type == PLAYER)
954 esrv_del_item (env->contr, op->count);
955 966
956 if (!(op = op->insert_at (env, op))) 967 if (!(op = op->insert_at (env, op)))
957 return; 968 return;
958 } 969 }
959 970
960 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent bomb from exploding 971 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent bomb from exploding
961 // on a safe map. I don't like this special casing, but it seems to be neccessary 972 // on a safe map. I don't like this special casing, but it seems to be neccessary
962 // as bombs can be carried. 973 // as bombs can be carried.
963 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE) 974 if (op->ms ().flags () & P_SAFE)
964 { 975 {
965 op->destroy (); 976 op->destroy ();
966 return; 977 return;
967 } 978 }
968 979
970 * but using the cast_bullet isn't really feasible, 981 * but using the cast_bullet isn't really feasible,
971 * so just set up the appropriate values. 982 * so just set up the appropriate values.
972 */ 983 */
973 if (archetype *at = archetype::find (SPLINT)) 984 if (archetype *at = archetype::find (SPLINT))
974 { 985 {
975 for (i = 1; i < 9; i++) 986 for (int i = 1; i < 9; i++)
976 { 987 {
977 if (out_of_map (op->map, op->x + freearr_x[i], op->y + freearr_x[i])) 988 if (out_of_map (op->map, op->x + freearr_x[i], op->y + freearr_x[i]))
978 continue; 989 continue;
979 990
980 tmp = arch_to_object (at); 991 object *tmp = at->instance ();
981 tmp->direction = i; 992 tmp->direction = i;
982 tmp->range = op->range; 993 tmp->range = op->range;
983 tmp->stats.dam = op->stats.dam; 994 tmp->stats.dam = op->stats.dam;
984 tmp->duration = op->duration; 995 tmp->duration = op->duration;
985 tmp->attacktype = op->attacktype; 996 tmp->attacktype = op->attacktype;
999} 1010}
1000 1011
1001int 1012int
1002create_bomb (object *op, object *caster, int dir, object *spell) 1013create_bomb (object *op, object *caster, int dir, object *spell)
1003{ 1014{
1004
1005 object *tmp; 1015 object *tmp;
1006 int mflags; 1016 int mflags;
1007 sint16 dx = op->x + freearr_x[dir], dy = op->y + freearr_y[dir]; 1017 sint16 dx = op->x + freearr_x[dir], dy = op->y + freearr_y[dir];
1008 maptile *m; 1018 maptile *m;
1009 1019
1010 mflags = get_map_flags (op->map, &m, dx, dy, &dx, &dy); 1020 mflags = get_map_flags (op->map, &m, dx, dy, &dx, &dy);
1021
1022 // when creating a bomb below ourself it should always work, even
1023 // when movement is blocked (somehow we got here, somehow we are here,
1024 // so we should also be able to make a bomb here). (originally added
1025 // to fix create bomb traps in doors, which cast with dir=0).
1026 if (dir)
1027 {
1011 if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, dx, dy) & MOVE_WALK)) 1028 if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, dx, dy) & MOVE_WALK))
1012 { 1029 {
1013 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way."); 1030 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way.");
1014 return 0; 1031 return 0;
1032 }
1015 } 1033 }
1016 tmp = arch_to_object (spell->other_arch); 1034
1035 tmp = spell->other_arch->instance ();
1017 1036
1018 /* level dependencies for bomb */ 1037 /* level dependencies for bomb */
1019 tmp->range = spell->range + SP_level_range_adjust (caster, spell); 1038 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
1020 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1039 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1021 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell); 1040 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
1041 * dir is the direction to look in. 1060 * dir is the direction to look in.
1042 * range is how far out to look. 1061 * range is how far out to look.
1043 * type is the type of spell - either SPELL_MANA or SPELL_GRACE. 1062 * type is the type of spell - either SPELL_MANA or SPELL_GRACE.
1044 * this info is used for blocked magic/unholy spaces. 1063 * this info is used for blocked magic/unholy spaces.
1045 */ 1064 */
1046object * 1065static object *
1047get_pointed_target (object *op, int dir, int range, int type) 1066get_pointed_target (object *op, int dir, int range, int type)
1048{ 1067{
1049 object *target; 1068 object *target;
1050 sint16 x, y; 1069 sint16 x, y;
1051 int dist, mflags; 1070 int dist, mflags;
1104 * interesting spell. 1123 * interesting spell.
1105 * if it is a cleric spell, you need a god, and the creature 1124 * if it is a cleric spell, you need a god, and the creature
1106 * can't be friendly to your god. 1125 * can't be friendly to your god.
1107 */ 1126 */
1108 1127
1109 if (!target || QUERY_FLAG (target, FLAG_REFL_SPELL) 1128 if (!target
1129 || target->flag [FLAG_REFL_SPELL]
1110 || (!god && spell->stats.grace) 1130 || (!god && spell->stats.grace)
1111 || (target->title && god && !strcmp (target->title, god->name)) || (target->race && god && strstr (target->race, god->race))) 1131 || (god && target->title == god->name)
1132 || (god && target->race.contains (god->race)))
1112 { 1133 {
1113 new_draw_info (NDI_UNIQUE, 0, op, "Your request is unheeded."); 1134 new_draw_info (NDI_UNIQUE, 0, op, "Your request is unheeded.");
1114 return 0; 1135 return 0;
1115 } 1136 }
1116 1137
1117 if (spell->other_arch) 1138 if (spell->other_arch)
1118 effect = arch_to_object (spell->other_arch); 1139 effect = spell->other_arch->instance ();
1119 else 1140 else
1120 return 0; 1141 return 0;
1121 1142
1122 /* tailor the effect by priest level and worshipped God */ 1143 /* tailor the effect by priest level and worshipped God */
1123 effect->level = caster_level (caster, spell); 1144 effect->level = casting_level (caster, spell);
1124 effect->attacktype = spell->attacktype; 1145 effect->attacktype = spell->attacktype;
1125 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER)) 1146 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER))
1126 { 1147 {
1127 if (tailor_god_spell (effect, op)) 1148 if (tailor_god_spell (effect, op))
1128 new_draw_info_format (NDI_UNIQUE, 0, op, "%s answers your call!", determine_god (op)); 1149 new_draw_info_format (NDI_UNIQUE, 0, op, "%s answers your call!", (const char *)determine_god (op));
1129 else 1150 else
1130 { 1151 {
1131 new_draw_info (NDI_UNIQUE, 0, op, "Your request is ignored."); 1152 new_draw_info (NDI_UNIQUE, 0, op, "Your request is ignored.");
1132 return 0; 1153 return 0;
1133 } 1154 }
1172 effect->insert_at (target, op); 1193 effect->insert_at (target, op);
1173 1194
1174 return 1; 1195 return 1;
1175} 1196}
1176 1197
1177
1178/**************************************************************************** 1198/****************************************************************************
1179 * 1199 *
1180 * MAGIC MISSILE code. 1200 * MAGIC MISSILE code.
1181 * note that the fire_bullet is used to fire the missile. The 1201 * note that the fire_bullet is used to fire the missile. The
1182 * code here is just to move the missile. 1202 * code here is just to move the missile.
1184 1204
1185/* op is a missile that needs to be moved */ 1205/* op is a missile that needs to be moved */
1186void 1206void
1187move_missile (object *op) 1207move_missile (object *op)
1188{ 1208{
1189 int i, mflags;
1190 object *owner;
1191 sint16 new_x, new_y;
1192 maptile *m;
1193
1194 if (op->range-- <= 0) 1209 if (op->range-- <= 0)
1195 { 1210 {
1211 op->drop_and_destroy ();
1212 return;
1213 }
1214
1215 mapxy pos (op);
1216 pos.move (op->direction);
1217
1218 if (!pos.normalise ())
1219 {
1196 op->destroy (); 1220 op->destroy ();
1197 return; 1221 return;
1198 } 1222 }
1199 1223
1200 owner = op->owner; 1224 mapspace &ms = pos.ms ();
1201#if 0
1202 /* It'd make things nastier if this wasn't here - spells cast by
1203 * monster that are then killed would continue to survive
1204 */
1205 if (owner == NULL)
1206 {
1207 op->destroy ();
1208 return;
1209 }
1210#endif
1211 1225
1212 new_x = op->x + DIRX (op); 1226 if (ms.flags () & P_IS_ALIVE || ms.blocks (op))
1213 new_y = op->y + DIRY (op);
1214
1215 mflags = get_map_flags (op->map, &m, new_x, new_y, &new_x, &new_y);
1216
1217 if (!(mflags & P_OUT_OF_MAP) && ((mflags & P_IS_ALIVE) || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y))))
1218 { 1227 {
1219 hit_map (op, op->direction, AT_MAGIC, 1); 1228 hit_map (op, op->direction, AT_MAGIC, 1);
1220 /* Basically, missile only hits one thing then goes away. 1229 /* Basically, missile only hits one thing then goes away.
1221 * we need to remove it if someone hasn't already done so. 1230 * we need to remove it if someone hasn't already done so.
1222 */ 1231 */
1223 if (!op->destroyed ())
1224 op->destroy ();
1225
1226 return;
1227 }
1228
1229 op->remove ();
1230
1231 if (!op->direction || (mflags & P_OUT_OF_MAP))
1232 {
1233 op->destroy (); 1232 op->destroy ();
1234 return; 1233 return;
1235 } 1234 }
1236 1235
1236 if (!op->direction)
1237 {
1238 op->destroy ();
1239 return;
1240 }
1241
1237 i = spell_find_dir (m, new_x, new_y, op->owner); 1242 int i = spell_find_dir (pos.m, pos.x, pos.y, op->owner);
1238 if (i > 0 && i != op->direction) 1243 if (i > 0 && i != op->direction)
1239 { 1244 {
1240 op->direction = i; 1245 op->direction = i;
1241 SET_ANIMATION (op, op->direction); 1246 SET_ANIMATION (op, op->direction);
1242 } 1247 }
1243 1248
1244 m->insert (op, new_x, new_y, op); 1249 pos.insert (op, op);
1245} 1250}
1246 1251
1247/**************************************************************************** 1252/****************************************************************************
1248 * Destruction 1253 * Destruction
1249 ****************************************************************************/ 1254 ****************************************************************************/
1252 * we do this by creating a force and inserting it in the 1257 * we do this by creating a force and inserting it in the
1253 * object. if time is 0, the object glows permanently. To truely 1258 * object. if time is 0, the object glows permanently. To truely
1254 * make this work for non-living objects, we would have to 1259 * make this work for non-living objects, we would have to
1255 * give them the capability to have an inventory. b.t. 1260 * give them the capability to have an inventory. b.t.
1256 */ 1261 */
1257int 1262static int
1258make_object_glow (object *op, int radius, int time) 1263make_object_glow (object *op, int radius, int time)
1259{ 1264{
1260 /* some things are unaffected... */ 1265 /* some things are unaffected... */
1261 if (op->path_denied & PATH_LIGHT) 1266 if (op->path_denied & PATH_LIGHT)
1262 return 0; 1267 return 0;
1263 1268
1264 object *tmp = get_archetype (FORCE_NAME); 1269 object *tmp = get_archetype (FORCE_NAME);
1265 tmp->speed = 0.01; 1270 tmp->speed = 0.01;
1266 tmp->stats.food = time; 1271 tmp->stats.food = time;
1267 SET_FLAG (tmp, FLAG_IS_USED_UP); 1272 SET_FLAG (tmp, FLAG_IS_USED_UP);
1268 tmp->glow_radius = radius; 1273 tmp->set_glow_radius (min (MAX_LIGHT_RADIUS, radius));
1269 if (tmp->glow_radius > MAX_LIGHT_RADII)
1270 tmp->glow_radius = MAX_LIGHT_RADII;
1271
1272 tmp = insert_ob_in_ob (tmp, op); 1274 tmp = insert_ob_in_ob (tmp, op);
1273 1275
1274 if (tmp->glow_radius > op->glow_radius) 1276 if (tmp->glow_radius > op->glow_radius)
1275 op->glow_radius = tmp->glow_radius; 1277 op->set_glow_radius (tmp->glow_radius);
1276 1278
1277 return 1; 1279 return 1;
1278} 1280}
1279 1281
1280int 1282int
1281cast_destruction (object *op, object *caster, object *spell_ob) 1283cast_destruction (object *op, object *caster, object *spell_ob)
1282{ 1284{
1283 int i, j, range, mflags, friendly = 0, dam, dur;
1284 sint16 sx, sy;
1285 maptile *m;
1286 object *tmp;
1287 const char *skill;
1288
1289 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob); 1285 int range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
1290 dam = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob); 1286 int dam = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob);
1291 dur = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob); 1287 int dur = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
1292 if (QUERY_FLAG (op, FLAG_FRIENDLY) || op->type == PLAYER) 1288
1293 friendly = 1; 1289 bool friendly = op->flag [FLAG_FRIENDLY] || op->is_player ();
1294 1290
1295 /* destruction doesn't use another spell object, so we need 1291 /* destruction doesn't use another spell object, so we need
1296 * update op's skill pointer so that exp is properly awarded. 1292 * update op's skill pointer so that exp is properly awarded.
1297 * We do some shortcuts here - since this is just temporary
1298 * and we'll reset the values back, we don't need to go through
1299 * the full share string/free_string route.
1300 */ 1293 */
1301 skill = op->skill; 1294 const shstr skill = op->skill;
1295
1302 if (caster == op) 1296 if (caster == op)
1303 op->skill = spell_ob->skill; 1297 op->skill = spell_ob->skill;
1304 else if (caster->skill) 1298 else if (caster->skill)
1305 op->skill = caster->skill; 1299 op->skill = caster->skill;
1306 else 1300 else
1307 op->skill = NULL; 1301 op->skill = 0;
1308 1302
1309 op->change_skill (find_skill_by_name (op, op->skill)); 1303 op->change_skill (find_skill_by_name (op, op->skill));
1310 1304
1311 for (i = -range; i < range; i++) 1305 unordered_mapwalk (op, -range, -range, range, range)
1312 { 1306 {
1313 for (j = -range; j < range; j++) 1307 mapspace &ms = m->at (nx, ny);
1314 {
1315 m = op->map;
1316 sx = op->x + i;
1317 sy = op->y + j;
1318 1308
1319 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
1320 if (mflags & P_OUT_OF_MAP)
1321 continue;
1322
1323 if (mflags & P_IS_ALIVE) 1309 if (ms.flags () & P_IS_ALIVE)
1310 for (object *next, *tmp = ms.bot; tmp; tmp = next)
1324 { 1311 {
1325 for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above) 1312 next = tmp->above;
1326 if (QUERY_FLAG (tmp, FLAG_ALIVE) || tmp->type == PLAYER)
1327 break;
1328 1313
1329 if (tmp) 1314 if (tmp->flag [FLAG_ALIVE] || tmp->is_player ())
1330 { 1315 {
1331 if (tmp->head)
1332 tmp = tmp->head; 1316 tmp = tmp->head_ ();
1333 1317
1334 if ((friendly && !QUERY_FLAG (tmp, FLAG_FRIENDLY) && tmp->type != PLAYER) || 1318 if ((friendly && !tmp->flag [FLAG_FRIENDLY] && !tmp->is_player ())
1335 (!friendly && (QUERY_FLAG (tmp, FLAG_FRIENDLY) || tmp->type == PLAYER))) 1319 || (!friendly && (tmp->flag [FLAG_FRIENDLY] || tmp->is_player ())))
1336 { 1320 {
1337 if (spell_ob->subtype == SP_DESTRUCTION) 1321 if (spell_ob->subtype == SP_DESTRUCTION)
1338 { 1322 {
1339 hit_player (tmp, dam, op, spell_ob->attacktype, 0); 1323 hit_player (tmp, dam, op, spell_ob->attacktype, 0);
1324
1340 if (spell_ob->other_arch) 1325 if (spell_ob->other_arch)
1341 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op); 1326 m->insert (spell_ob->other_arch->instance (), nx, ny, op);
1342 } 1327 }
1343 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist[ATNR_MAGIC] != 100) 1328 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist [ATNR_MAGIC] != 100)
1344 { 1329 {
1345 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch) 1330 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch)
1346 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op); 1331 m->insert (spell_ob->other_arch->instance (), nx, ny, op);
1347 } 1332 }
1348 } 1333 }
1349 } 1334 }
1350 } 1335 }
1351 }
1352 } 1336 }
1353 1337
1354 op->skill = skill; 1338 op->skill = skill;
1355 return 1; 1339 return 1;
1356} 1340}
1358/*************************************************************************** 1342/***************************************************************************
1359 * 1343 *
1360 * CURSE 1344 * CURSE
1361 * 1345 *
1362 ***************************************************************************/ 1346 ***************************************************************************/
1363
1364int 1347int
1365cast_curse (object *op, object *caster, object *spell_ob, int dir) 1348cast_curse (object *op, object *caster, object *spell_ob, int dir)
1366{ 1349{
1367 object *god = find_god (determine_god (op)); 1350 object *god = find_god (determine_god (op));
1368 object *tmp, *force; 1351 object *tmp, *force;
1372 { 1355 {
1373 new_draw_info (NDI_UNIQUE, 0, op, "There is no one in that direction to curse."); 1356 new_draw_info (NDI_UNIQUE, 0, op, "There is no one in that direction to curse.");
1374 return 0; 1357 return 0;
1375 } 1358 }
1376 1359
1360 tmp = tmp->head_ ();
1361
1377 /* If we've already got a force of this type, don't add a new one. */ 1362 /* If we've already got a force of this type, don't add a new one. */
1378 for (force = tmp->inv; force != NULL; force = force->below) 1363 for (force = tmp->inv; force; force = force->below)
1379 { 1364 {
1380 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY) 1365 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY)
1381 { 1366 {
1382 if (force->name == spell_ob->name) 1367 if (force->name == spell_ob->name)
1383 { 1368 {
1389 return 0; 1374 return 0;
1390 } 1375 }
1391 } 1376 }
1392 } 1377 }
1393 1378
1394 if (force == NULL) 1379 if (!force)
1395 { 1380 {
1396 force = get_archetype (FORCE_NAME); 1381 force = get_archetype (FORCE_NAME);
1397 force->subtype = FORCE_CHANGE_ABILITY; 1382 force->subtype = FORCE_CHANGE_ABILITY;
1383
1398 if (spell_ob->race) 1384 if (spell_ob->race)
1399 force->name = spell_ob->race; 1385 force->name = spell_ob->race;
1400 else 1386 else
1401 force->name = spell_ob->name; 1387 force->name = spell_ob->name;
1402 1388
1412 { 1398 {
1413 force->duration = duration; 1399 force->duration = duration;
1414 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 1400 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1415 } 1401 }
1416 else 1402 else
1417 {
1418 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1403 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1419 } 1404
1420 return 1; 1405 return 1;
1421 } 1406 }
1407
1422 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50; 1408 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1423 force->speed = 1.f; 1409 force->speed = 1.f;
1424 force->speed_left = -1.f; 1410 force->speed_left = -1.f;
1425 SET_FLAG (force, FLAG_APPLIED); 1411 SET_FLAG (force, FLAG_APPLIED);
1426 1412
1443 force->stats.wc = spell_ob->stats.wc; 1429 force->stats.wc = spell_ob->stats.wc;
1444 1430
1445 change_abil (tmp, force); /* Mostly to display any messages */ 1431 change_abil (tmp, force); /* Mostly to display any messages */
1446 insert_ob_in_ob (force, tmp); 1432 insert_ob_in_ob (force, tmp);
1447 tmp->update_stats (); 1433 tmp->update_stats ();
1434
1448 return 1; 1435 return 1;
1449
1450} 1436}
1451 1437
1452/********************************************************************** 1438/**********************************************************************
1453 * mood change 1439 * mood change
1454 * Arguably, this may or may not be an attack spell. But since it 1440 * Arguably, this may or may not be an attack spell. But since it
1460 */ 1446 */
1461int 1447int
1462mood_change (object *op, object *caster, object *spell) 1448mood_change (object *op, object *caster, object *spell)
1463{ 1449{
1464 object *tmp, *god, *head; 1450 object *tmp, *god, *head;
1465 int done_one, range, mflags, level, at, best_at; 1451 int done_one, range, level, at, best_at;
1466 sint16 x, y, nx, ny;
1467 maptile *m;
1468 const char *race; 1452 const char *race;
1469 1453
1470 /* We precompute some values here so that we don't have to keep 1454 /* We precompute some values here so that we don't have to keep
1471 * doing it over and over again. 1455 * doing it over and over again.
1472 */ 1456 */
1473 god = find_god (determine_god (op)); 1457 god = find_god (determine_god (op));
1474 level = caster_level (caster, spell); 1458 level = casting_level (caster, spell);
1475 range = spell->range + SP_level_range_adjust (caster, spell); 1459 range = spell->range + SP_level_range_adjust (caster, spell);
1476 1460
1477 /* On the bright side, no monster should ever have a race of GOD_... 1461 /* On the bright side, no monster should ever have a race of GOD_...
1478 * so even if the player doesn't worship a god, if race=GOD_.., it 1462 * so even if the player doesn't worship a god, if race=GOD_.., it
1479 * won't ever match anything. 1463 * won't ever match anything.
1480 */ 1464 */
1481 if (!spell->race) 1465 if (!spell->race)
1482 race = NULL; 1466 race = NULL;
1483 else if (god && !strcmp (spell->race, "GOD_SLAYING")) 1467 else if (god && spell->race == shstr_GOD_SLAYING)
1484 race = god->slaying; 1468 race = god->slaying;
1485 else if (god && !strcmp (spell->race, "GOD_FRIEND")) 1469 else if (god && spell->race == shstr_GOD_FRIEND)
1486 race = god->race; 1470 race = god->race;
1487 else 1471 else
1488 race = spell->race; 1472 race = spell->race;
1489 1473
1490 for (x = op->x - range; x <= op->x + range; x++) 1474 unordered_mapwalk (op, -range, -range, range, range)
1491 for (y = op->y - range; y <= op->y + range; y++)
1492 { 1475 {
1493 done_one = 0; 1476 mapspace &ms = m->at (nx, ny);
1494 m = op->map;
1495 nx = x;
1496 ny = y;
1497 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1498 if (mflags & P_OUT_OF_MAP)
1499 continue;
1500 1477
1501 /* If there is nothing living on this space, no need to go further */ 1478 /* If there is nothing living on this space, no need to go further */
1502 if (!(mflags & P_IS_ALIVE)) 1479 if (!ms.flags () & P_IS_ALIVE)
1503 continue; 1480 continue;
1504 1481
1505 // players can only affect spaces that they can actually see 1482 // players can only affect spaces that they can actually see
1483 if (caster
1506 if (caster && caster->contr 1484 && caster->contr
1507 && caster->contr->visibility_at (m, nx, ny) < 70) 1485 && caster->contr->darkness_at (m, nx, ny) == LOS_BLOCKED)
1508 continue; 1486 continue;
1509 1487
1510 for (tmp = GET_MAP_TOP (m, nx, ny); tmp; tmp = tmp->below) 1488 for (tmp = ms.top; tmp; tmp = tmp->below)
1511 if (QUERY_FLAG (tmp, FLAG_MONSTER)) 1489 if (tmp->flag [FLAG_MONSTER])
1512 break; 1490 break;
1513 1491
1514 /* There can be living objects that are not monsters */ 1492 /* There can be living objects that are not monsters */
1515 if (!tmp || tmp->type == PLAYER) 1493 if (!tmp)
1516 continue; 1494 continue;
1517 1495
1518 /* Only the head has meaningful data, so resolve to that */ 1496 /* Only the head has meaningful data, so resolve to that */
1519 if (tmp->head)
1520 head = tmp->head; 1497 head = tmp->head_ ();
1521 else
1522 head = tmp;
1523 1498
1524 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */ 1499 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */
1525 if (race && head->race && !strstr (race, head->race)) 1500 if (race && head->race && !strstr (race, head->race))
1526 continue; 1501 continue;
1527 1502
1528 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD)) 1503 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD))
1529 continue; 1504 continue;
1530 1505
1531 /* Now do a bunch of stuff related to saving throws */ 1506 /* Now do a bunch of stuff related to saving throws */
1532 best_at = -1; 1507 best_at = -1;
1533 if (spell->attacktype) 1508 if (spell->attacktype)
1534 { 1509 {
1535 for (at = 0; at < NROFATTACKS; at++) 1510 for (at = 0; at < NROFATTACKS; at++)
1536 if (spell->attacktype & (1 << at)) 1511 if (spell->attacktype & (1 << at))
1537 if (best_at == -1 || head->resist[at] > head->resist[best_at]) 1512 if (best_at == -1 || head->resist[at] > head->resist[best_at])
1538 best_at = at; 1513 best_at = at;
1539 1514
1540 if (best_at == -1) 1515 if (best_at == -1)
1541 at = 0; 1516 at = 0;
1542 else 1517 else
1543 { 1518 {
1544 if (head->resist[best_at] == 100) 1519 if (head->resist[best_at] == 100)
1545 continue; 1520 continue;
1546 else 1521 else
1547 at = head->resist[best_at] / 5; 1522 at = head->resist[best_at] / 5;
1548 } 1523 }
1524
1549 at -= level / 5; 1525 at -= level / 5;
1550 if (did_make_save (head, head->level, at)) 1526 if (did_make_save (head, head->level, at))
1551 continue; 1527 continue;
1552 } 1528 }
1553 else /* spell->attacktype */ 1529 else /* spell->attacktype */
1554 { 1530 {
1555 /* 1531 /*
1556 Spell has no attacktype (charm & such), so we'll have a specific saving: 1532 Spell has no attacktype (charm & such), so we'll have a specific saving:
1557 * if spell level < monster level, no go 1533 * if spell level < monster level, no go
1558 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) ) 1534 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) )
1559 1535
1560 The chance will then be in the range [20-70] percent, not too bad. 1536 The chance will then be in the range [20-70] percent, not too bad.
1561 1537
1562 This is required to fix the 'charm monster' abuse, where a player level 1 can 1538 This is required to fix the 'charm monster' abuse, where a player level 1 can
1563 charm a level 125 monster... 1539 charm a level 125 monster...
1564 1540
1565 Ryo, august 14th 1541 Ryo, august 14th
1566 */ 1542 */
1567 if (head->level > level) 1543 if (head->level > level)
1568 continue; 1544 continue;
1569 1545
1570 if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + MIN (50, 2 * (level - head->level)))) 1546 if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + min (50, 2 * (level - head->level))))
1571 /* Failed, no effect */ 1547 /* Failed, no effect */
1572 continue; 1548 continue;
1573 } 1549 }
1574 1550
1575 /* Done with saving throw. Now start affecting the monster */ 1551 /* Done with saving throw. Now start affecting the monster */
1552 done_one = 0;
1576 1553
1577 /* aggravation */ 1554 /* aggravation */
1578 if (QUERY_FLAG (spell, FLAG_MONSTER)) 1555 if (QUERY_FLAG (spell, FLAG_MONSTER))
1579 { 1556 {
1580 CLEAR_FLAG (head, FLAG_SLEEP); 1557 CLEAR_FLAG (head, FLAG_SLEEP);
1581 remove_friendly_object (head); 1558 remove_friendly_object (head);
1582 done_one = 1; 1559 done_one = 1;
1583 head->enemy = op; 1560 head->enemy = op;
1584 } 1561 }
1585 1562
1586 /* calm monsters */ 1563 /* calm monsters */
1587 if (QUERY_FLAG (spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (head, FLAG_UNAGGRESSIVE)) 1564 if (QUERY_FLAG (spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (head, FLAG_UNAGGRESSIVE))
1588 { 1565 {
1589 SET_FLAG (head, FLAG_UNAGGRESSIVE); 1566 SET_FLAG (head, FLAG_UNAGGRESSIVE);
1590 head->enemy = NULL; 1567 head->enemy = NULL;
1591 done_one = 1; 1568 done_one = 1;
1592 } 1569 }
1593 1570
1594 /* berserk monsters */ 1571 /* berserk monsters */
1595 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK)) 1572 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK))
1596 { 1573 {
1597 SET_FLAG (head, FLAG_BERSERK); 1574 SET_FLAG (head, FLAG_BERSERK);
1598 done_one = 1; 1575 done_one = 1;
1599 } 1576 }
1600 1577
1601 /* charm */ 1578 /* charm */
1602 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY)) 1579 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY))
1603 { 1580 {
1581 INVOKE_OBJECT (KILL, head, ARG_OBJECT (caster));
1582
1604 /* Prevent uncontolled outbreaks of self replicating monsters. 1583 /* Prevent uncontrolled outbreaks of self replicating monsters.
1605 Typical use case is charm, go somwhere, use aggravation to make hostile. 1584 Typical use case is charm, go somwhere, use aggravation to make hostile.
1606 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */ 1585 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */
1607 CLEAR_FLAG (head, FLAG_GENERATOR); 1586 CLEAR_FLAG (head, FLAG_GENERATOR);
1608 head->set_owner (op); 1587 head->set_owner (op);
1609 set_spell_skill (op, caster, spell, head); 1588 set_spell_skill (op, caster, spell, head);
1610 add_friendly_object (head); 1589 add_friendly_object (head);
1611 head->attack_movement = PETMOVE; 1590 head->attack_movement = PETMOVE;
1612 done_one = 1; 1591 done_one = 1;
1613 change_exp (op, head->stats.exp / 2, head->skill, SK_EXP_ADD_SKILL); 1592 change_exp (op, head->stats.exp / 2, head->skill, SK_EXP_ADD_SKILL);
1614 head->stats.exp = 0; 1593 head->stats.exp = 0;
1615 } 1594 }
1616 1595
1617 /* If a monster was effected, put an effect in */ 1596 /* If a monster was effected, put an effect in */
1618 if (done_one && spell->other_arch) 1597 if (done_one && spell->other_arch)
1619 m->insert (arch_to_object (spell->other_arch), nx, ny, op); 1598 m->insert (spell->other_arch->instance (), nx, ny, op);
1620 } /* for y */ 1599 }
1621 1600
1622 return 1; 1601 return 1;
1623} 1602}
1624
1625 1603
1626/* Move_ball_spell: This handles ball type spells that just sort of wander 1604/* Move_ball_spell: This handles ball type spells that just sort of wander
1627 * about. was called move_ball_lightning, but since more than the ball 1605 * about. was called move_ball_lightning, but since more than the ball
1628 * lightning spell used it, that seemed misnamed. 1606 * lightning spell used it, that seemed misnamed.
1629 * op is the spell effect. 1607 * op is the spell effect.
1630 * note that duration is handled by process_object() in time.c 1608 * note that duration is handled by process_object() in time.c
1631 */ 1609 */
1632
1633void 1610void
1634move_ball_spell (object *op) 1611move_ball_spell (object *op)
1635{ 1612{
1636 int i, j, dam_save, dir, mflags; 1613 int i, j, dam_save, dir, mflags;
1637 sint16 nx, ny, hx, hy; 1614 sint16 nx, ny, hx, hy;
1656 for (i = 1; i < 9; i++) 1633 for (i = 1; i < 9; i++)
1657 { 1634 {
1658 /* i bit 0: alters sign of offset 1635 /* i bit 0: alters sign of offset
1659 * other bits (i / 2): absolute value of offset 1636 * other bits (i / 2): absolute value of offset
1660 */ 1637 */
1661
1662 int offset = ((i ^ j) & 1) ? (i / 2) : -(i / 2); 1638 int offset = ((i ^ j) & 1) ? (i / 2) : -(i / 2);
1663 int tmpdir = absdir (op->direction + offset); 1639 int tmpdir = absdir (op->direction + offset);
1664 1640
1665 nx = op->x + freearr_x[tmpdir]; 1641 nx = op->x + freearr_x[tmpdir];
1666 ny = op->y + freearr_y[tmpdir]; 1642 ny = op->y + freearr_y[tmpdir];
1668 { 1644 {
1669 dir = tmpdir; 1645 dir = tmpdir;
1670 break; 1646 break;
1671 } 1647 }
1672 } 1648 }
1649
1673 if (dir == 0) 1650 if (dir == 0)
1674 { 1651 {
1675 nx = op->x; 1652 nx = op->x;
1676 ny = op->y; 1653 ny = op->y;
1677 m = op->map; 1654 m = op->map;
1703 1680
1704 if ((mflags & P_IS_ALIVE) && (!owner || owner->x != hx || owner->y != hy || !on_same_map (owner, op))) 1681 if ((mflags & P_IS_ALIVE) && (!owner || owner->x != hx || owner->y != hy || !on_same_map (owner, op)))
1705 { 1682 {
1706 if (j) 1683 if (j)
1707 op->stats.dam = dam_save / 2; 1684 op->stats.dam = dam_save / 2;
1685
1708 hit_map (op, j, op->attacktype, 1); 1686 hit_map (op, j, op->attacktype, 1);
1709
1710 } 1687 }
1711 1688
1712 /* insert the other arch */ 1689 /* insert the other arch */
1713 if (op->other_arch && !(OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy)))) 1690 if (op->other_arch && !(OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy))))
1714 m->insert (arch_to_object (op->other_arch), hx, hy, op); 1691 m->insert (op->other_arch->instance (), hx, hy, op);
1715 } 1692 }
1716 1693
1717 /* restore to the center location and damage */ 1694 /* restore to the center location and damage */
1718 op->stats.dam = dam_save; 1695 op->stats.dam = dam_save;
1719 1696
1728 1705
1729 op->direction = i; 1706 op->direction = i;
1730 } 1707 }
1731} 1708}
1732 1709
1733
1734/* move_swarm_spell: peterm 1710/* move_swarm_spell: peterm
1735 * This is an implementation of the swarm spell. It was written for 1711 * This is an implementation of the swarm spell. It was written for
1736 * meteor swarm, but it could be used for any swarm. A swarm spell 1712 * meteor swarm, but it could be used for any swarm. A swarm spell
1737 * is a special type of object that casts swarms of other types 1713 * is a special type of object that casts swarms of other types
1738 * of spells. Which spell it casts is flexible. It fires the spells 1714 * of spells. Which spell it casts is flexible. It fires the spells
1739 * from a set of squares surrounding the caster, in a given direction. 1715 * from a set of squares surrounding the caster, in a given direction.
1740 */ 1716 */
1741
1742void 1717void
1743move_swarm_spell (object *op) 1718move_swarm_spell (object *op)
1744{ 1719{
1745#if 0 1720#if 0
1746 static int cardinal_adjust[9] = { -3, -2, -1, 0, 0, 0, 1, 2, 3 }; 1721 static int cardinal_adjust[9] = { -3, -2, -1, 0, 0, 0, 1, 2, 3 };
1747 static int diagonal_adjust[10] = { -3, -2, -2, -1, 0, 0, 1, 2, 2, 3 }; 1722 static int diagonal_adjust[10] = { -3, -2, -2, -1, 0, 0, 1, 2, 2, 3 };
1748 sint16 target_x, target_y, origin_x, origin_y; 1723 sint16 target_x, target_y, origin_x, origin_y;
1749 int adjustdir; 1724 int adjustdir;
1750 maptile *m; 1725 maptile *m;
1751#endif 1726#endif
1752 int basedir;
1753 object *owner; 1727 object *owner = op->env;
1754 1728
1755 owner = op->owner; 1729 if (!owner) // MUST not happen, remove when true TODO
1756 if (op->duration == 0 || owner == NULL)
1757 { 1730 {
1731 LOG (llevError, "swarm spell found outside inventory: %s\n", op->debug_desc ());
1758 op->destroy (); 1732 op->destroy ();
1759 return; 1733 return;
1760 } 1734 }
1761 1735
1736 if (!op->duration || !owner->is_on_map ())
1737 {
1738 op->drop_and_destroy ();
1739 return;
1740 }
1741
1762 op->duration--; 1742 op->duration--;
1763 1743
1764 basedir = op->direction; 1744 int basedir = op->direction;
1765 if (basedir == 0) 1745 if (!basedir)
1766 { 1746 {
1767 /* spray in all directions! 8) */ 1747 /* spray in all directions! 8) */
1768 basedir = rndm (1, 8); 1748 op->facing = (op->facing + op->state) & 7;
1749 basedir = op->facing + 1;
1769 } 1750 }
1770 1751
1771#if 0 1752#if 0
1772 // this is bogus: it causes wrong places to be checked below 1753 // this is bogus: it causes wrong places to be checked below
1773 // (a wall 2 cells away will block the effect...) and 1754 // (a wall 2 cells away will block the effect...) and
1834 { 1815 {
1835 /* Bullet spells have a bunch more customization that needs to be done */ 1816 /* Bullet spells have a bunch more customization that needs to be done */
1836 if (op->spell->subtype == SP_BULLET) 1817 if (op->spell->subtype == SP_BULLET)
1837 fire_bullet (owner, op, basedir, op->spell); 1818 fire_bullet (owner, op, basedir, op->spell);
1838 else if (op->spell->subtype == SP_MAGIC_MISSILE) 1819 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1839 fire_arch_from_position (owner, op, op->x, op->y, basedir, op->spell); 1820 fire_arch_from_position (owner, op, owner->x, owner->y, basedir, op->spell);
1840 } 1821 }
1841} 1822}
1842
1843
1844
1845 1823
1846/* fire_swarm: 1824/* fire_swarm:
1847 * The following routine creates a swarm of objects. It actually 1825 * The following routine creates a swarm of objects. It actually
1848 * sets up a specific swarm object, which then fires off all 1826 * sets up a specific swarm object, which then fires off all
1849 * the parts of the swarm. 1827 * the parts of the swarm.
1852 * caster: the caster (owner, wand, rod, scroll) 1830 * caster: the caster (owner, wand, rod, scroll)
1853 * dir: the direction everything will be fired in 1831 * dir: the direction everything will be fired in
1854 * spell - the spell that is this spell. 1832 * spell - the spell that is this spell.
1855 * n: the number to be fired. 1833 * n: the number to be fired.
1856 */ 1834 */
1857
1858int 1835int
1859fire_swarm (object *op, object *caster, object *spell, int dir) 1836fire_swarm (object *op, object *caster, object *spell, int dir)
1860{ 1837{
1861 object *tmp;
1862 int i;
1863
1864 if (!spell->other_arch) 1838 if (!spell->other_arch)
1865 return 0; 1839 return 0;
1866 1840
1867 tmp = get_archetype (SWARM_SPELL); 1841 object *tmp = archetype::get (SWARM_SPELL);
1868 tmp->set_owner (op); /* needed so that if swarm elements kill, caster gets xp. */ 1842
1869 set_spell_skill (op, caster, spell, tmp); 1843 set_spell_skill (op, caster, spell, tmp);
1870
1871 tmp->level = caster_level (caster, spell); /*needed later, to get level dep. right. */ 1844 tmp->level = casting_level (caster, spell); /* needed later, to get level dep. right. */
1872 tmp->spell = arch_to_object (spell->other_arch); 1845 tmp->spell = spell->other_arch->instance ();
1873
1874 tmp->attacktype = tmp->spell->attacktype; 1846 tmp->attacktype = tmp->spell->attacktype;
1875 1847
1876 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) 1848 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
1877 if (!tailor_god_spell (tmp, op)) 1849 if (!tailor_god_spell (tmp, op))
1878 return 1; 1850 return 1;
1879 1851
1880 tmp->duration = SP_level_duration_adjust (caster, spell); 1852 tmp->duration = SP_level_duration_adjust (caster, spell);
1881 for (i = 0; i < spell->duration; i++) 1853 for (int i = 0; i < spell->duration; i++)
1882 tmp->duration += die_roll (1, 3, op, PREFER_HIGH); 1854 tmp->duration += die_roll (1, 3, op, PREFER_HIGH);
1883 1855
1856 tmp->invisible = 1;
1857 tmp->flag [FLAG_NO_DROP] = 1; // make sure it stays in inv, or else
1884 tmp->direction = dir; 1858 tmp->direction = dir;
1885 tmp->invisible = 1; 1859 tmp->facing = rndm (1, 8); // initial firing direction
1860 tmp->state = rndm (4) * 2 + 1; // direction increment
1886 1861
1887 tmp->insert_at (op, op); 1862 op->insert (tmp);
1863
1888 return 1; 1864 return 1;
1889} 1865}
1890
1891 1866
1892/* See the spells documentation file for why this is its own 1867/* See the spells documentation file for why this is its own
1893 * function. 1868 * function.
1894 */ 1869 */
1895int 1870int
1900 int dam, mflags; 1875 int dam, mflags;
1901 maptile *m; 1876 maptile *m;
1902 1877
1903 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1878 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1904 1879
1905 if (!dir) 1880 if (dir)
1906 {
1907 new_draw_info (NDI_UNIQUE, 0, op, "In what direction?");
1908 return 0;
1909 } 1881 {
1910
1911 x = op->x + freearr_x[dir]; 1882 x = op->x + freearr_x[dir];
1912 y = op->y + freearr_y[dir]; 1883 y = op->y + freearr_y[dir];
1913 m = op->map; 1884 m = op->map;
1914 1885
1915 mflags = get_map_flags (m, &m, x, y, &x, &y); 1886 mflags = get_map_flags (m, &m, x, y, &x, &y);
1916 1887
1917 if (mflags & P_OUT_OF_MAP) 1888 if (mflags & P_OUT_OF_MAP)
1918 { 1889 {
1919 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is there."); 1890 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is there.");
1920 return 0; 1891 return 0;
1921 } 1892 }
1922 1893
1923 if (mflags & P_IS_ALIVE && spell->attacktype) 1894 if (mflags & P_IS_ALIVE && spell->attacktype)
1924 { 1895 {
1925 for (target = GET_MAP_OB (m, x, y); target; target = target->above) 1896 for (target = GET_MAP_OB (m, x, y); target; target = target->above)
1926 if (QUERY_FLAG (target, FLAG_MONSTER)) 1897 if (QUERY_FLAG (target, FLAG_MONSTER))
1927 { 1898 {
1928 /* oky doky. got a target monster. Lets make a blinding attack */ 1899 /* oky doky. got a target monster. Lets make a blinding attack */
1929 if (target->head) 1900 if (target->head)
1930 target = target->head; 1901 target = target->head;
1902
1931 (void) hit_player (target, dam, op, spell->attacktype, 1); 1903 hit_player (target, dam, op, spell->attacktype, 1);
1932 return 1; /* one success only! */ 1904 return 1; /* one success only! */
1905 }
1933 } 1906 }
1934 }
1935 1907
1936 /* no live target, perhaps a wall is in the way? */ 1908 /* no live target, perhaps a wall is in the way? */
1937 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y))) 1909 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)))
1938 { 1910 {
1939 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 1911 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1940 return 0; 1912 return 0;
1913 }
1941 } 1914 }
1942 1915
1943 /* ok, looks groovy to just insert a new light on the map */ 1916 /* ok, looks groovy to just insert a new light on the map */
1944 tmp = arch_to_object (spell->other_arch); 1917 tmp = spell->other_arch->instance ();
1945 if (!tmp) 1918 if (!tmp)
1946 { 1919 {
1947 LOG (llevError, "Error: spell arch for cast_light() missing.\n"); 1920 LOG (llevError, "Error: spell arch for cast_light() missing.\n");
1948 return 0; 1921 return 0;
1949 } 1922 }
1923
1950 tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell); 1924 tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell);
1925
1951 if (tmp->glow_radius) 1926 if (tmp->glow_radius)
1952 { 1927 tmp->set_glow_radius (
1953 tmp->glow_radius = spell->range + SP_level_range_adjust (caster, spell); 1928 clamp (spell->range + SP_level_range_adjust (caster, spell), 1, MAX_LIGHT_RADIUS)
1954 if (tmp->glow_radius > MAX_LIGHT_RADII) 1929 );
1955 tmp->glow_radius = MAX_LIGHT_RADII;
1956 }
1957 1930
1931 if (dir)
1958 m->insert (tmp, x, y, op); 1932 m->insert (tmp, x, y, op);
1933 else
1934 caster->outer_env_or_self ()->insert (tmp);
1935
1959 return 1; 1936 return 1;
1960} 1937}
1961
1962
1963
1964 1938
1965/* cast_cause_disease: this spell looks along <dir> from the 1939/* cast_cause_disease: this spell looks along <dir> from the
1966 * player and infects someone. 1940 * player and infects someone.
1967 * op is the player/monster, caster is the object, dir is the direction 1941 * op is the player/monster, caster is the object, dir is the direction
1968 * to cast, disease_arch is the specific disease, and type is the spell number 1942 * to cast, disease_arch is the specific disease, and type is the spell number
1969 * perhaps this should actually be in disease.c? 1943 * perhaps this should actually be in disease.c?
1970 */ 1944 */
1971
1972int 1945int
1973cast_cause_disease (object *op, object *caster, object *spell, int dir) 1946cast_cause_disease (object *op, object *caster, object *spell, int dir)
1974{ 1947{
1975 sint16 x, y; 1948 sint16 x, y;
1976 int i, mflags, range, dam_mod, dur_mod; 1949 int i, mflags, range, dam_mod, dur_mod;
1983 /* If casting from a scroll, no direction will be available, so refer to the 1956 /* If casting from a scroll, no direction will be available, so refer to the
1984 * direction the player is pointing. 1957 * direction the player is pointing.
1985 */ 1958 */
1986 if (!dir) 1959 if (!dir)
1987 dir = op->facing; 1960 dir = op->facing;
1961
1988 if (!dir) 1962 if (!dir)
1989 return 0; /* won't find anything if casting on ourself, so just return */ 1963 return 0; /* won't find anything if casting on ourself, so just return */
1990 1964
1991 /* Calculate these once here */ 1965 /* Calculate these once here */
1992 range = spell->range + SP_level_range_adjust (caster, spell); 1966 range = spell->range + SP_level_range_adjust (caster, spell);
2014 { 1988 {
2015 /* search this square for a victim */ 1989 /* search this square for a victim */
2016 for (walk = GET_MAP_OB (m, x, y); walk; walk = walk->above) 1990 for (walk = GET_MAP_OB (m, x, y); walk; walk = walk->above)
2017 if (QUERY_FLAG (walk, FLAG_MONSTER) || (walk->type == PLAYER)) 1991 if (QUERY_FLAG (walk, FLAG_MONSTER) || (walk->type == PLAYER))
2018 { /* found a victim */ 1992 { /* found a victim */
2019 object *disease = arch_to_object (spell->other_arch); 1993 object *disease = spell->other_arch->instance ();
2020 1994
2021 disease->set_owner (op); 1995 disease->set_owner (op);
2022 set_spell_skill (op, caster, spell, disease); 1996 set_spell_skill (op, caster, spell, disease);
2023 disease->stats.exp = 0; 1997 disease->stats.exp = 0;
2024 disease->level = caster_level (caster, spell); 1998 disease->level = casting_level (caster, spell);
2025 1999
2026 /* do level adjustments */ 2000 /* do level adjustments */
2027 if (disease->stats.wc) 2001 if (disease->stats.wc)
2028 disease->stats.wc += dur_mod / 2; 2002 disease->stats.wc += dur_mod / 2;
2029 2003
2030 if (disease->magic > 0) 2004 if (disease->magic > 0)
2031 disease->magic += dur_mod / 4; 2005 disease->magic += dur_mod / 8;
2032 2006
2033 if (disease->stats.maxhp > 0) 2007 if (disease->stats.maxhp > 0)
2034 disease->stats.maxhp += dur_mod; 2008 disease->stats.maxhp += dur_mod;
2035 2009
2036 if (disease->stats.maxgrace > 0) 2010 if (disease->stats.maxgrace > 0)
2074 if (infect_object (walk, disease, 1)) 2048 if (infect_object (walk, disease, 1))
2075 { 2049 {
2076 new_draw_info_format (NDI_UNIQUE, 0, op, "You inflict %s on %s!", &disease->name, &walk->name); 2050 new_draw_info_format (NDI_UNIQUE, 0, op, "You inflict %s on %s!", &disease->name, &walk->name);
2077 2051
2078 disease->destroy (); /* don't need this one anymore */ 2052 disease->destroy (); /* don't need this one anymore */
2079 walk->map->insert (get_archetype ("detect_magic"), x, y, op); 2053 walk->map->insert (get_archetype (shstr_detect_magic), x, y, op);
2080 return 1; 2054 return 1;
2081 } 2055 }
2082 2056
2083 disease->destroy (); 2057 disease->destroy ();
2084 } 2058 }

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