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Comparing deliantra/server/server/spell_attack.C (file contents):
Revision 1.59 by root, Sat May 17 15:25:19 2008 UTC vs.
Revision 1.95 by elmex, Tue Jan 19 16:13:05 2010 UTC

1/* 1/*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 4 * Copyright (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002-2003,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002-2003,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * Deliantra is free software: you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify 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 <support@deliantra.net> 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
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 */
41void 42static void
42check_spell_knockback (object *op) 43check_spell_knockback (object *op)
43{ 44{
44 int weight_move; 45 int weight_move;
45 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 */
46 47
107 ***************************************************************************/ 108 ***************************************************************************/
108 109
109/* Causes op to fork. op is the original bolt, tmp 110/* Causes op to fork. op is the original bolt, tmp
110 * is the first piece of the fork. 111 * is the first piece of the fork.
111 */ 112 */
112void 113static void
113forklightning (object *op, object *tmp) 114forklightning (object *op, object *tmp)
114{ 115{
115 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 */
116 int t_dir; /* stores temporary dir calculation */ 117 int t_dir; /* stores temporary dir calculation */
117 maptile *m; 118 maptile *m;
148 new_bolt->duration++; 149 new_bolt->duration++;
149 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */ 150 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */
150 new_bolt->stats.dam++; 151 new_bolt->stats.dam++;
151 tmp->stats.dam /= 2; /* reduce father bolt damage */ 152 tmp->stats.dam /= 2; /* reduce father bolt damage */
152 tmp->stats.dam++; 153 tmp->stats.dam++;
154
153 if ((new_bolt = m->insert (new_bolt, sx, sy, op))) 155 if ((new_bolt = m->insert (new_bolt, sx, sy, op)))
154 update_turn_face (new_bolt); 156 update_turn_face (new_bolt);
155} 157}
156 158
157/* move_bolt: moves bolt 'op'. Basically, it just advances a space, 159/* move_bolt: moves bolt 'op'. Basically, it just advances a space,
164 sint16 x, y; 166 sint16 x, y;
165 maptile *m; 167 maptile *m;
166 168
167 if (--op->duration < 0) 169 if (--op->duration < 0)
168 { 170 {
169 op->destroy (); 171 op->drop_and_destroy ();
170 return; 172 return;
171 } 173 }
172 174
173 hit_map (op, 0, op->attacktype, 1); 175 hit_map (op, 0, op->attacktype, 1);
174 176
275 int mflags; 277 int mflags;
276 278
277 if (!spob->other_arch) 279 if (!spob->other_arch)
278 return 0; 280 return 0;
279 281
280 tmp = arch_to_object (spob->other_arch); 282 tmp = spob->other_arch->instance ();
281 if (tmp == NULL) 283 if (tmp == NULL)
282 return 0; 284 return 0;
283 285
284 /* peterm: level dependency for bolts */ 286 /* peterm: level dependency for bolts */
285 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);
306 308
307 maptile *newmap; 309 maptile *newmap;
308 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);
309 if (mflags & P_OUT_OF_MAP) 311 if (mflags & P_OUT_OF_MAP)
310 { 312 {
311 tmp->destroy (); 313 tmp->drop_and_destroy ();
312 return 0; 314 return 0;
313 } 315 }
314 316
315 tmp->map = newmap; 317 tmp->map = newmap;
316 318
317 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)))
318 { 320 {
319 if (!QUERY_FLAG (tmp, FLAG_REFLECTING)) 321 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
320 { 322 {
321 tmp->destroy (); 323 tmp->drop_and_destroy ();
322 return 0; 324 return 0;
323 } 325 }
324 326
325 tmp->x = op->x; 327 tmp->x = op->x;
326 tmp->y = op->y; 328 tmp->y = op->y;
387 389
388/* Causes an object to explode, eg, a firebullet, 390/* Causes an object to explode, eg, a firebullet,
389 * poison cloud ball, etc. op is the object to 391 * poison cloud ball, etc. op is the object to
390 * explode. 392 * explode.
391 */ 393 */
392void 394static void
393explode_bullet (object *op) 395explode_bullet (object *op)
394{ 396{
395 object *tmp, *owner; 397 object *tmp, *owner;
396 398
397 if (op->other_arch == NULL) 399 if (!op->other_arch)
398 { 400 {
399 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n"); 401 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n");
400 op->destroy (); 402 op->destroy ();
401 return; 403 return;
402 } 404 }
437 if (op->destroyed ()) 439 if (op->destroyed ())
438 return; 440 return;
439 } 441 }
440 442
441 /* other_arch contains what this explodes into */ 443 /* other_arch contains what this explodes into */
442 tmp = arch_to_object (op->other_arch); 444 tmp = op->other_arch->instance ();
443 445
444 tmp->set_owner (op); 446 tmp->set_owner (op);
445 tmp->skill = op->skill; 447 tmp->skill = op->skill;
446 448
447 owner = op->owner; 449 owner = op->owner;
448 450
449 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))
450 { 455 {
451 op->destroy (); 456 op->destroy ();
452 return; 457 return;
453 } 458 }
454 459
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);
524 529
530 // TODO: can't understand the following if's
525 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0) 531 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0)
526 { 532 {
527 if (!QUERY_FLAG (op, FLAG_REMOVED)) 533 if (!QUERY_FLAG (op, FLAG_REMOVED))
528 { 534 {
529 op->destroy (); 535 op->destroy ();
540 * fired arches (eg, bolts). 546 * fired arches (eg, bolts).
541 */ 547 */
542void 548void
543move_bullet (object *op) 549move_bullet (object *op)
544{ 550{
545 sint16 new_x, new_y;
546 int mflags;
547 maptile *m;
548
549#if 0 551#if 0
550 /* We need a better general purpose way to do this */ 552 /* We need a better general purpose way to do this */
551 553
552 /* peterm: added to make comet leave a trail of burnouts 554 /* peterm: added to make comet leave a trail of burnouts
553 it's an unadulterated hack, but the effect is cool. */ 555 it's an unadulterated hack, but the effect is cool. */
568 op->destroy (); 570 op->destroy ();
569 571
570 return; 572 return;
571 } 573 }
572 574
573 new_x = op->x + DIRX (op); 575 mapxy pos (op);
574 new_y = op->y + DIRY (op); 576 pos.move (op->direction);
575 m = op->map;
576 mflags = get_map_flags (m, &m, new_x, new_y, &new_x, &new_y);
577 577
578 if (mflags & P_OUT_OF_MAP) 578 if (!pos.normalise ())
579 { 579 {
580 op->destroy (); 580 op->destroy ();
581 return; 581 return;
582 } 582 }
583 583
584 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))
585 { 589 {
586 if (op->other_arch) 590 if (op->other_arch)
587 explode_bullet (op); 591 explode_bullet (op);
588 else 592 else
589 op->destroy (); 593 op->destroy ();
590 594
591 return; 595 return;
592 } 596 }
593 597
594 if (!(op = m->insert (op, new_x, new_y, op))) 598 if (!(op = pos.insert (op, op)))
595 return; 599 return;
596 600
597 if (reflwall (op->map, op->x, op->y, op)) 601 if (reflwall (op->map, op->x, op->y, op))
598 { 602 {
599 op->direction = absdir (op->direction + 4); 603 op->direction = absdir (op->direction + 4);
656 return 0; 660 return 0;
657 } 661 }
658 662
659 tmp->map = newmap; 663 tmp->map = newmap;
660 664
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 }
677
661 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)))
662 { 679 {
663 if (!QUERY_FLAG (tmp, FLAG_REFLECTING)) 680 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
664 { 681 {
665 tmp->destroy (); 682 tmp->destroy ();
683 * CONE RELATED FUNCTIONS 700 * CONE RELATED FUNCTIONS
684 * 701 *
685 *****************************************************************************/ 702 *****************************************************************************/
686 703
687/* 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" */
688void 705static void
689cone_drop (object *op) 706cone_drop (object *op)
690{ 707{
691 object *new_ob = arch_to_object (op->other_arch); 708 object *new_ob = op->other_arch->instance ();
692 709
693 new_ob->level = op->level; 710 new_ob->level = op->level;
694 new_ob->set_owner (op->owner); 711 new_ob->set_owner (op->owner);
695 712
696 /* preserve skill ownership */ 713 /* preserve skill ownership */
732 } 749 }
733#endif 750#endif
734 751
735 hit_map (op, 0, op->attacktype, 0); 752 hit_map (op, 0, op->attacktype, 0);
736 753
754 if (!op->is_on_map ())
755 return;
756
737 /* Check to see if we should push anything. 757 /* Check to see if we should push anything.
738 * Spell objects with weight push whatever they encounter to some 758 * Spell objects with weight push whatever they encounter to some
739 * degree. 759 * degree.
740 */ 760 */
741 if (op->weight) 761 if (op->weight)
762 {
742 check_spell_knockback (op); 763 check_spell_knockback (op);
743 764
744 if (op->destroyed ()) 765 if (!op->is_on_map ())
745 return; 766 return;
767 }
746 768
747 if ((op->duration--) < 0) 769 if (op->duration-- < 0)
748 { 770 {
749 op->destroy (); 771 op->destroy ();
750 return; 772 return;
751 } 773 }
752 /* Object has hit maximum range, so don't have it move 774 /* Object has hit maximum range, so don't have it move
818 */ 840 */
819 movetype = spell->other_arch->move_type; 841 movetype = spell->other_arch->move_type;
820 842
821 for (i = range_min; i <= range_max; i++) 843 for (i = range_min; i <= range_max; i++)
822 { 844 {
823 sint16 x, y, d; 845 sint16 x, y;
824 846
825 /* We can't use absdir here, because it never returns 847 /* We can't use absdir here, because it never returns
826 * 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
827 * 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
828 * to hit that person. 850 * to hit that person.
829 */ 851 */
830 d = dir + i; 852 int d = dir ? absdir (dir + i) : i;
831 while (d < 0)
832 d += 8;
833 while (d > 8)
834 d -= 8;
835 853
836 /* 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.
837 * In that case, we have to see - if dir is specified, 855 * In that case, we have to see - if dir is specified,
838 * turn this into direction 8. If dir is not specified (all 856 * turn this into direction 8. If dir is not specified (all
839 * direction) skip - otherwise, one line would do more damage 857 * direction) skip - otherwise, one line would do more damage
856 874
857 if ((movetype & GET_MAP_MOVE_BLOCK (m, sx, sy)) == movetype) 875 if ((movetype & GET_MAP_MOVE_BLOCK (m, sx, sy)) == movetype)
858 continue; 876 continue;
859 877
860 success = 1; 878 success = 1;
861 tmp = arch_to_object (spell->other_arch); 879 tmp = spell->other_arch->instance ();
862 tmp->set_owner (op); 880 tmp->set_owner (op);
863 set_spell_skill (op, caster, spell, tmp); 881 set_spell_skill (op, caster, spell, tmp);
864 tmp->level = caster_level (caster, spell); 882 tmp->level = casting_level (caster, spell);
865 tmp->attacktype = spell->attacktype; 883 tmp->attacktype = spell->attacktype;
866 884
867 /* holy word stuff */ 885 /* holy word stuff */
868 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER)) 886 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER))
869 if (!tailor_god_spell (tmp, op)) 887 if (!tailor_god_spell (tmp, op))
941 959
942 object *env = op->outer_env (); 960 object *env = op->outer_env ();
943 961
944 if (op->env) 962 if (op->env)
945 { 963 {
946 if (env->map == NULL) 964 if (!env->map)
947 return; 965 return;
948 966
949 if (!(op = op->insert_at (env, op))) 967 if (!(op = op->insert_at (env, op)))
950 return; 968 return;
951 } 969 }
952 970
953 // 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
954 // 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
955 // as bombs can be carried. 973 // as bombs can be carried.
956 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE) 974 if (op->ms ().flags () & P_SAFE)
957 { 975 {
958 op->destroy (); 976 op->destroy ();
959 return; 977 return;
960 } 978 }
961 979
968 for (int i = 1; i < 9; i++) 986 for (int i = 1; i < 9; i++)
969 { 987 {
970 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]))
971 continue; 989 continue;
972 990
973 object *tmp = arch_to_object (at); 991 object *tmp = at->instance ();
974 tmp->direction = i; 992 tmp->direction = i;
975 tmp->range = op->range; 993 tmp->range = op->range;
976 tmp->stats.dam = op->stats.dam; 994 tmp->stats.dam = op->stats.dam;
977 tmp->duration = op->duration; 995 tmp->duration = op->duration;
978 tmp->attacktype = op->attacktype; 996 tmp->attacktype = op->attacktype;
998 int mflags; 1016 int mflags;
999 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];
1000 maptile *m; 1018 maptile *m;
1001 1019
1002 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 {
1003 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))
1004 { 1029 {
1005 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.");
1006 return 0; 1031 return 0;
1032 }
1007 } 1033 }
1008 1034
1009 tmp = arch_to_object (spell->other_arch); 1035 tmp = spell->other_arch->instance ();
1010 1036
1011 /* level dependencies for bomb */ 1037 /* level dependencies for bomb */
1012 tmp->range = spell->range + SP_level_range_adjust (caster, spell); 1038 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
1013 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);
1014 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell); 1040 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
1034 * dir is the direction to look in. 1060 * dir is the direction to look in.
1035 * range is how far out to look. 1061 * range is how far out to look.
1036 * 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.
1037 * this info is used for blocked magic/unholy spaces. 1063 * this info is used for blocked magic/unholy spaces.
1038 */ 1064 */
1039object * 1065static object *
1040get_pointed_target (object *op, int dir, int range, int type) 1066get_pointed_target (object *op, int dir, int range, int type)
1041{ 1067{
1042 object *target; 1068 object *target;
1043 sint16 x, y; 1069 sint16 x, y;
1044 int dist, mflags; 1070 int dist, mflags;
1097 * interesting spell. 1123 * interesting spell.
1098 * 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
1099 * can't be friendly to your god. 1125 * can't be friendly to your god.
1100 */ 1126 */
1101 1127
1102 if (!target || QUERY_FLAG (target, FLAG_REFL_SPELL) 1128 if (!target
1129 || target->flag [FLAG_REFL_SPELL]
1103 || (!god && spell->stats.grace) 1130 || (!god && spell->stats.grace)
1104 || (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)))
1105 { 1133 {
1106 new_draw_info (NDI_UNIQUE, 0, op, "Your request is unheeded."); 1134 new_draw_info (NDI_UNIQUE, 0, op, "Your request is unheeded.");
1107 return 0; 1135 return 0;
1108 } 1136 }
1109 1137
1110 if (spell->other_arch) 1138 if (spell->other_arch)
1111 effect = arch_to_object (spell->other_arch); 1139 effect = spell->other_arch->instance ();
1112 else 1140 else
1113 return 0; 1141 return 0;
1114 1142
1115 /* tailor the effect by priest level and worshipped God */ 1143 /* tailor the effect by priest level and worshipped God */
1116 effect->level = caster_level (caster, spell); 1144 effect->level = casting_level (caster, spell);
1117 effect->attacktype = spell->attacktype; 1145 effect->attacktype = spell->attacktype;
1118 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER)) 1146 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER))
1119 { 1147 {
1120 if (tailor_god_spell (effect, op)) 1148 if (tailor_god_spell (effect, op))
1121 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));
1122 else 1150 else
1123 { 1151 {
1124 new_draw_info (NDI_UNIQUE, 0, op, "Your request is ignored."); 1152 new_draw_info (NDI_UNIQUE, 0, op, "Your request is ignored.");
1125 return 0; 1153 return 0;
1126 } 1154 }
1178void 1206void
1179move_missile (object *op) 1207move_missile (object *op)
1180{ 1208{
1181 if (op->range-- <= 0) 1209 if (op->range-- <= 0)
1182 { 1210 {
1183 op->destroy (); 1211 op->drop_and_destroy ();
1184 return; 1212 return;
1185 } 1213 }
1186 1214
1187 mapxy pos (op); 1215 mapxy pos (op);
1188 pos.move (op->direction); 1216 pos.move (op->direction);
1229 * 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
1230 * object. if time is 0, the object glows permanently. To truely 1258 * object. if time is 0, the object glows permanently. To truely
1231 * make this work for non-living objects, we would have to 1259 * make this work for non-living objects, we would have to
1232 * give them the capability to have an inventory. b.t. 1260 * give them the capability to have an inventory. b.t.
1233 */ 1261 */
1234int 1262static int
1235make_object_glow (object *op, int radius, int time) 1263make_object_glow (object *op, int radius, int time)
1236{ 1264{
1237 /* some things are unaffected... */ 1265 /* some things are unaffected... */
1238 if (op->path_denied & PATH_LIGHT) 1266 if (op->path_denied & PATH_LIGHT)
1239 return 0; 1267 return 0;
1240 1268
1241 object *tmp = get_archetype (FORCE_NAME); 1269 object *tmp = get_archetype (FORCE_NAME);
1242 tmp->speed = 0.01; 1270 tmp->speed = 0.01;
1243 tmp->stats.food = time; 1271 tmp->stats.food = time;
1244 SET_FLAG (tmp, FLAG_IS_USED_UP); 1272 SET_FLAG (tmp, FLAG_IS_USED_UP);
1245 tmp->glow_radius = radius; 1273 tmp->set_glow_radius (min (MAX_LIGHT_RADIUS, radius));
1246 if (tmp->glow_radius > MAX_LIGHT_RADII)
1247 tmp->glow_radius = MAX_LIGHT_RADII;
1248
1249 tmp = insert_ob_in_ob (tmp, op); 1274 tmp = insert_ob_in_ob (tmp, op);
1250 1275
1251 if (tmp->glow_radius > op->glow_radius) 1276 if (tmp->glow_radius > op->glow_radius)
1252 op->glow_radius = tmp->glow_radius; 1277 op->set_glow_radius (tmp->glow_radius);
1253 1278
1254 return 1; 1279 return 1;
1255} 1280}
1256 1281
1257int 1282int
1258cast_destruction (object *op, object *caster, object *spell_ob) 1283cast_destruction (object *op, object *caster, object *spell_ob)
1259{ 1284{
1260 int i, j, range, mflags, friendly = 0, dam, dur;
1261 sint16 sx, sy;
1262 maptile *m;
1263 object *tmp;
1264 const char *skill;
1265
1266 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob); 1285 int range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
1267 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);
1268 dur = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob); 1287 int dur = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
1269 if (QUERY_FLAG (op, FLAG_FRIENDLY) || op->type == PLAYER) 1288
1270 friendly = 1; 1289 bool friendly = op->flag [FLAG_FRIENDLY] || op->is_player ();
1271 1290
1272 /* destruction doesn't use another spell object, so we need 1291 /* destruction doesn't use another spell object, so we need
1273 * update op's skill pointer so that exp is properly awarded. 1292 * update op's skill pointer so that exp is properly awarded.
1274 * We do some shortcuts here - since this is just temporary
1275 * and we'll reset the values back, we don't need to go through
1276 * the full share string/free_string route.
1277 */ 1293 */
1278 skill = op->skill; 1294 const shstr skill = op->skill;
1295
1279 if (caster == op) 1296 if (caster == op)
1280 op->skill = spell_ob->skill; 1297 op->skill = spell_ob->skill;
1281 else if (caster->skill) 1298 else if (caster->skill)
1282 op->skill = caster->skill; 1299 op->skill = caster->skill;
1283 else 1300 else
1284 op->skill = NULL; 1301 op->skill = 0;
1285 1302
1286 op->change_skill (find_skill_by_name (op, op->skill)); 1303 op->change_skill (find_skill_by_name (op, op->skill));
1287 1304
1288 for (i = -range; i <= range; i++) 1305 unordered_mapwalk (op, -range, -range, range, range)
1289 { 1306 {
1290 for (j = -range; j <= range; j++) 1307 mapspace &ms = m->at (nx, ny);
1291 {
1292 m = op->map;
1293 sx = op->x + i;
1294 sy = op->y + j;
1295 1308
1296 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
1297 if (mflags & P_OUT_OF_MAP)
1298 continue;
1299
1300 if (mflags & P_IS_ALIVE) 1309 if (ms.flags () & P_IS_ALIVE)
1310 for (object *next, *tmp = ms.bot; tmp; tmp = next)
1301 { 1311 {
1302 for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above) 1312 next = tmp->above;
1303 if (QUERY_FLAG (tmp, FLAG_ALIVE) || tmp->type == PLAYER)
1304 break;
1305 1313
1306 if (tmp) 1314 if (tmp->flag [FLAG_ALIVE] || tmp->is_player ())
1307 { 1315 {
1308 if (tmp->head)
1309 tmp = tmp->head; 1316 tmp = tmp->head_ ();
1310 1317
1311 if ((friendly && !QUERY_FLAG (tmp, FLAG_FRIENDLY) && tmp->type != PLAYER) || 1318 if ((friendly && !tmp->flag [FLAG_FRIENDLY] && !tmp->is_player ())
1312 (!friendly && (QUERY_FLAG (tmp, FLAG_FRIENDLY) || tmp->type == PLAYER))) 1319 || (!friendly && (tmp->flag [FLAG_FRIENDLY] || tmp->is_player ())))
1313 { 1320 {
1314 if (spell_ob->subtype == SP_DESTRUCTION) 1321 if (spell_ob->subtype == SP_DESTRUCTION)
1315 { 1322 {
1316 hit_player (tmp, dam, op, spell_ob->attacktype, 0); 1323 hit_player (tmp, dam, op, spell_ob->attacktype, 0);
1317 1324
1318 if (spell_ob->other_arch) 1325 if (spell_ob->other_arch)
1319 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op); 1326 m->insert (spell_ob->other_arch->instance (), nx, ny, op);
1320 } 1327 }
1321 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)
1322 { 1329 {
1323 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch) 1330 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch)
1324 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op); 1331 m->insert (spell_ob->other_arch->instance (), nx, ny, op);
1325 } 1332 }
1326 } 1333 }
1327 } 1334 }
1328 } 1335 }
1329 }
1330 } 1336 }
1331 1337
1332 op->skill = skill; 1338 op->skill = skill;
1333 return 1; 1339 return 1;
1334} 1340}
1336/*************************************************************************** 1342/***************************************************************************
1337 * 1343 *
1338 * CURSE 1344 * CURSE
1339 * 1345 *
1340 ***************************************************************************/ 1346 ***************************************************************************/
1341
1342int 1347int
1343cast_curse (object *op, object *caster, object *spell_ob, int dir) 1348cast_curse (object *op, object *caster, object *spell_ob, int dir)
1344{ 1349{
1345 object *god = find_god (determine_god (op)); 1350 object *god = find_god (determine_god (op));
1346 object *tmp, *force; 1351 object *tmp, *force;
1424 force->stats.wc = spell_ob->stats.wc; 1429 force->stats.wc = spell_ob->stats.wc;
1425 1430
1426 change_abil (tmp, force); /* Mostly to display any messages */ 1431 change_abil (tmp, force); /* Mostly to display any messages */
1427 insert_ob_in_ob (force, tmp); 1432 insert_ob_in_ob (force, tmp);
1428 tmp->update_stats (); 1433 tmp->update_stats ();
1434
1429 return 1; 1435 return 1;
1430
1431} 1436}
1432 1437
1433/********************************************************************** 1438/**********************************************************************
1434 * mood change 1439 * mood change
1435 * 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
1441 */ 1446 */
1442int 1447int
1443mood_change (object *op, object *caster, object *spell) 1448mood_change (object *op, object *caster, object *spell)
1444{ 1449{
1445 object *tmp, *god, *head; 1450 object *tmp, *god, *head;
1446 int done_one, range, mflags, level, at, best_at; 1451 int done_one, range, level, at, best_at;
1447 sint16 x, y, nx, ny;
1448 maptile *m;
1449 const char *race; 1452 const char *race;
1450 1453
1451 /* 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
1452 * doing it over and over again. 1455 * doing it over and over again.
1453 */ 1456 */
1454 god = find_god (determine_god (op)); 1457 god = find_god (determine_god (op));
1455 level = caster_level (caster, spell); 1458 level = casting_level (caster, spell);
1456 range = spell->range + SP_level_range_adjust (caster, spell); 1459 range = spell->range + SP_level_range_adjust (caster, spell);
1457 1460
1458 /* 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_...
1459 * 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
1460 * won't ever match anything. 1463 * won't ever match anything.
1461 */ 1464 */
1462 if (!spell->race) 1465 if (!spell->race)
1463 race = NULL; 1466 race = NULL;
1464 else if (god && !strcmp (spell->race, "GOD_SLAYING")) 1467 else if (god && spell->race == shstr_GOD_SLAYING)
1465 race = god->slaying; 1468 race = god->slaying;
1466 else if (god && !strcmp (spell->race, "GOD_FRIEND")) 1469 else if (god && spell->race == shstr_GOD_FRIEND)
1467 race = god->race; 1470 race = god->race;
1468 else 1471 else
1469 race = spell->race; 1472 race = spell->race;
1470 1473
1471 for (x = op->x - range; x <= op->x + range; x++) 1474 unordered_mapwalk (op, -range, -range, range, range)
1472 for (y = op->y - range; y <= op->y + range; y++)
1473 { 1475 {
1474 done_one = 0; 1476 mapspace &ms = m->at (nx, ny);
1475 m = op->map;
1476 nx = x;
1477 ny = y;
1478 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1479 if (mflags & P_OUT_OF_MAP)
1480 continue;
1481 1477
1482 /* 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 */
1483 if (!(mflags & P_IS_ALIVE)) 1479 if (!ms.flags () & P_IS_ALIVE)
1484 continue; 1480 continue;
1485 1481
1486 // players can only affect spaces that they can actually see 1482 // players can only affect spaces that they can actually see
1483 if (caster
1487 if (caster && caster->contr 1484 && caster->contr
1488 && caster->contr->visibility_at (m, nx, ny) < 70) 1485 && caster->contr->darkness_at (m, nx, ny) == LOS_BLOCKED)
1489 continue; 1486 continue;
1490 1487
1491 for (tmp = GET_MAP_TOP (m, nx, ny); tmp; tmp = tmp->below) 1488 for (tmp = ms.top; tmp; tmp = tmp->below)
1492 if (QUERY_FLAG (tmp, FLAG_MONSTER)) 1489 if (tmp->flag [FLAG_MONSTER])
1493 break; 1490 break;
1494 1491
1495 /* There can be living objects that are not monsters */ 1492 /* There can be living objects that are not monsters */
1496 if (!tmp || tmp->type == PLAYER) 1493 if (!tmp)
1497 continue; 1494 continue;
1498 1495
1499 /* Only the head has meaningful data, so resolve to that */ 1496 /* Only the head has meaningful data, so resolve to that */
1500 if (tmp->head)
1501 head = tmp->head; 1497 head = tmp->head_ ();
1502 else
1503 head = tmp;
1504 1498
1505 /* 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 */
1506 if (race && head->race && !strstr (race, head->race)) 1500 if (race && head->race && !strstr (race, head->race))
1507 continue; 1501 continue;
1508 1502
1509 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD)) 1503 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD))
1510 continue; 1504 continue;
1511 1505
1512 /* Now do a bunch of stuff related to saving throws */ 1506 /* Now do a bunch of stuff related to saving throws */
1513 best_at = -1; 1507 best_at = -1;
1514 if (spell->attacktype) 1508 if (spell->attacktype)
1515 { 1509 {
1516 for (at = 0; at < NROFATTACKS; at++) 1510 for (at = 0; at < NROFATTACKS; at++)
1517 if (spell->attacktype & (1 << at)) 1511 if (spell->attacktype & (1 << at))
1518 if (best_at == -1 || head->resist[at] > head->resist[best_at]) 1512 if (best_at == -1 || head->resist[at] > head->resist[best_at])
1519 best_at = at; 1513 best_at = at;
1520 1514
1521 if (best_at == -1) 1515 if (best_at == -1)
1522 at = 0; 1516 at = 0;
1523 else 1517 else
1524 { 1518 {
1525 if (head->resist[best_at] == 100) 1519 if (head->resist[best_at] == 100)
1526 continue; 1520 continue;
1527 else 1521 else
1528 at = head->resist[best_at] / 5; 1522 at = head->resist[best_at] / 5;
1529 } 1523 }
1524
1530 at -= level / 5; 1525 at -= level / 5;
1531 if (did_make_save (head, head->level, at)) 1526 if (did_make_save (head, head->level, at))
1532 continue; 1527 continue;
1533 } 1528 }
1534 else /* spell->attacktype */ 1529 else /* spell->attacktype */
1535 { 1530 {
1536 /* 1531 /*
1537 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:
1538 * if spell level < monster level, no go 1533 * if spell level < monster level, no go
1539 * 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 ) )
1540 1535
1541 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.
1542 1537
1543 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
1544 charm a level 125 monster... 1539 charm a level 125 monster...
1545 1540
1546 Ryo, august 14th 1541 Ryo, august 14th
1547 */ 1542 */
1548 if (head->level > level) 1543 if (head->level > level)
1549 continue; 1544 continue;
1550 1545
1551 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))))
1552 /* Failed, no effect */ 1547 /* Failed, no effect */
1553 continue; 1548 continue;
1554 } 1549 }
1555 1550
1556 /* Done with saving throw. Now start affecting the monster */ 1551 /* Done with saving throw. Now start affecting the monster */
1552 done_one = 0;
1557 1553
1558 /* aggravation */ 1554 /* aggravation */
1559 if (QUERY_FLAG (spell, FLAG_MONSTER)) 1555 if (QUERY_FLAG (spell, FLAG_MONSTER))
1560 { 1556 {
1561 CLEAR_FLAG (head, FLAG_SLEEP); 1557 CLEAR_FLAG (head, FLAG_SLEEP);
1562 remove_friendly_object (head); 1558 remove_friendly_object (head);
1563 done_one = 1; 1559 done_one = 1;
1564 head->enemy = op; 1560 head->enemy = op;
1565 } 1561 }
1566 1562
1567 /* calm monsters */ 1563 /* calm monsters */
1568 if (QUERY_FLAG (spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (head, FLAG_UNAGGRESSIVE)) 1564 if (QUERY_FLAG (spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (head, FLAG_UNAGGRESSIVE))
1569 { 1565 {
1570 SET_FLAG (head, FLAG_UNAGGRESSIVE); 1566 SET_FLAG (head, FLAG_UNAGGRESSIVE);
1571 head->enemy = NULL; 1567 head->enemy = NULL;
1572 done_one = 1; 1568 done_one = 1;
1573 } 1569 }
1574 1570
1575 /* berserk monsters */ 1571 /* berserk monsters */
1576 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK)) 1572 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK))
1577 { 1573 {
1578 SET_FLAG (head, FLAG_BERSERK); 1574 SET_FLAG (head, FLAG_BERSERK);
1579 done_one = 1; 1575 done_one = 1;
1580 } 1576 }
1581 1577
1582 /* charm */ 1578 /* charm */
1583 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))
1584 { 1580 {
1585 INVOKE_OBJECT (KILL, head, ARG_OBJECT (caster)); 1581 INVOKE_OBJECT (KILL, head, ARG_OBJECT (caster));
1586 1582
1587 /* Prevent uncontrolled outbreaks of self replicating monsters. 1583 /* Prevent uncontrolled outbreaks of self replicating monsters.
1588 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.
1589 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. */
1590 CLEAR_FLAG (head, FLAG_GENERATOR); 1586 CLEAR_FLAG (head, FLAG_GENERATOR);
1591 head->set_owner (op); 1587 head->set_owner (op);
1592 set_spell_skill (op, caster, spell, head); 1588 set_spell_skill (op, caster, spell, head);
1593 add_friendly_object (head); 1589 add_friendly_object (head);
1594 head->attack_movement = PETMOVE; 1590 head->attack_movement = PETMOVE;
1595 done_one = 1; 1591 done_one = 1;
1596 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);
1597 head->stats.exp = 0; 1593 head->stats.exp = 0;
1598 } 1594 }
1599 1595
1600 /* If a monster was effected, put an effect in */ 1596 /* If a monster was effected, put an effect in */
1601 if (done_one && spell->other_arch) 1597 if (done_one && spell->other_arch)
1602 m->insert (arch_to_object (spell->other_arch), nx, ny, op); 1598 m->insert (spell->other_arch->instance (), nx, ny, op);
1603 } /* for y */ 1599 }
1604 1600
1605 return 1; 1601 return 1;
1606} 1602}
1607
1608 1603
1609/* 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
1610 * 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
1611 * lightning spell used it, that seemed misnamed. 1606 * lightning spell used it, that seemed misnamed.
1612 * op is the spell effect. 1607 * op is the spell effect.
1613 * note that duration is handled by process_object() in time.c 1608 * note that duration is handled by process_object() in time.c
1614 */ 1609 */
1615
1616void 1610void
1617move_ball_spell (object *op) 1611move_ball_spell (object *op)
1618{ 1612{
1619 int i, j, dam_save, dir, mflags; 1613 int i, j, dam_save, dir, mflags;
1620 sint16 nx, ny, hx, hy; 1614 sint16 nx, ny, hx, hy;
1639 for (i = 1; i < 9; i++) 1633 for (i = 1; i < 9; i++)
1640 { 1634 {
1641 /* i bit 0: alters sign of offset 1635 /* i bit 0: alters sign of offset
1642 * other bits (i / 2): absolute value of offset 1636 * other bits (i / 2): absolute value of offset
1643 */ 1637 */
1644
1645 int offset = ((i ^ j) & 1) ? (i / 2) : -(i / 2); 1638 int offset = ((i ^ j) & 1) ? (i / 2) : -(i / 2);
1646 int tmpdir = absdir (op->direction + offset); 1639 int tmpdir = absdir (op->direction + offset);
1647 1640
1648 nx = op->x + freearr_x[tmpdir]; 1641 nx = op->x + freearr_x[tmpdir];
1649 ny = op->y + freearr_y[tmpdir]; 1642 ny = op->y + freearr_y[tmpdir];
1651 { 1644 {
1652 dir = tmpdir; 1645 dir = tmpdir;
1653 break; 1646 break;
1654 } 1647 }
1655 } 1648 }
1649
1656 if (dir == 0) 1650 if (dir == 0)
1657 { 1651 {
1658 nx = op->x; 1652 nx = op->x;
1659 ny = op->y; 1653 ny = op->y;
1660 m = op->map; 1654 m = op->map;
1692 hit_map (op, j, op->attacktype, 1); 1686 hit_map (op, j, op->attacktype, 1);
1693 } 1687 }
1694 1688
1695 /* insert the other arch */ 1689 /* insert the other arch */
1696 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))))
1697 m->insert (arch_to_object (op->other_arch), hx, hy, op); 1691 m->insert (op->other_arch->instance (), hx, hy, op);
1698 } 1692 }
1699 1693
1700 /* restore to the center location and damage */ 1694 /* restore to the center location and damage */
1701 op->stats.dam = dam_save; 1695 op->stats.dam = dam_save;
1702 1696
1739 return; 1733 return;
1740 } 1734 }
1741 1735
1742 if (!op->duration || !owner->is_on_map ()) 1736 if (!op->duration || !owner->is_on_map ())
1743 { 1737 {
1744 op->destroy (); 1738 op->drop_and_destroy ();
1745 return; 1739 return;
1746 } 1740 }
1747 1741
1748 op->duration--; 1742 op->duration--;
1749 1743
1750 int basedir = op->direction; 1744 int basedir = op->direction;
1751 if (!basedir) 1745 if (!basedir)
1746 {
1752 /* spray in all directions! 8) */ 1747 /* spray in all directions! 8) */
1753 basedir = (op->facing += op->state) % 8 + 1; 1748 op->facing = (op->facing + op->state) & 7;
1749 basedir = op->facing + 1;
1750 }
1754 1751
1755#if 0 1752#if 0
1756 // this is bogus: it causes wrong places to be checked below 1753 // this is bogus: it causes wrong places to be checked below
1757 // (a wall 2 cells away will block the effect...) and 1754 // (a wall 2 cells away will block the effect...) and
1758 // doesn't work for SP_BULLET anyhow, so again tests the wrong 1755 // doesn't work for SP_BULLET anyhow, so again tests the wrong
1840{ 1837{
1841 if (!spell->other_arch) 1838 if (!spell->other_arch)
1842 return 0; 1839 return 0;
1843 1840
1844 object *tmp = archetype::get (SWARM_SPELL); 1841 object *tmp = archetype::get (SWARM_SPELL);
1842
1845 set_spell_skill (op, caster, spell, tmp); 1843 set_spell_skill (op, caster, spell, tmp);
1846 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. */
1847 tmp->spell = spell->other_arch->instance (); 1845 tmp->spell = spell->other_arch->instance ();
1848 tmp->attacktype = tmp->spell->attacktype; 1846 tmp->attacktype = tmp->spell->attacktype;
1849 1847
1850 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) 1848 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
1851 if (!tailor_god_spell (tmp, op)) 1849 if (!tailor_god_spell (tmp, op))
1877 int dam, mflags; 1875 int dam, mflags;
1878 maptile *m; 1876 maptile *m;
1879 1877
1880 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1878 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1881 1879
1882 if (!dir) 1880 if (dir)
1883 {
1884 new_draw_info (NDI_UNIQUE, 0, op, "In what direction?");
1885 return 0;
1886 } 1881 {
1887
1888 x = op->x + freearr_x[dir]; 1882 x = op->x + freearr_x[dir];
1889 y = op->y + freearr_y[dir]; 1883 y = op->y + freearr_y[dir];
1890 m = op->map; 1884 m = op->map;
1891 1885
1892 mflags = get_map_flags (m, &m, x, y, &x, &y); 1886 mflags = get_map_flags (m, &m, x, y, &x, &y);
1893 1887
1894 if (mflags & P_OUT_OF_MAP) 1888 if (mflags & P_OUT_OF_MAP)
1895 { 1889 {
1896 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is there."); 1890 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is there.");
1897 return 0; 1891 return 0;
1898 } 1892 }
1899 1893
1900 if (mflags & P_IS_ALIVE && spell->attacktype) 1894 if (mflags & P_IS_ALIVE && spell->attacktype)
1901 { 1895 {
1902 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)
1903 if (QUERY_FLAG (target, FLAG_MONSTER)) 1897 if (QUERY_FLAG (target, FLAG_MONSTER))
1904 { 1898 {
1905 /* oky doky. got a target monster. Lets make a blinding attack */ 1899 /* oky doky. got a target monster. Lets make a blinding attack */
1906 if (target->head) 1900 if (target->head)
1907 target = target->head; 1901 target = target->head;
1908 1902
1909 hit_player (target, dam, op, spell->attacktype, 1); 1903 hit_player (target, dam, op, spell->attacktype, 1);
1910 return 1; /* one success only! */ 1904 return 1; /* one success only! */
1905 }
1911 } 1906 }
1912 }
1913 1907
1914 /* no live target, perhaps a wall is in the way? */ 1908 /* no live target, perhaps a wall is in the way? */
1915 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)))
1916 { 1910 {
1917 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.");
1918 return 0; 1912 return 0;
1913 }
1919 } 1914 }
1920 1915
1921 /* 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 */
1922 tmp = arch_to_object (spell->other_arch); 1917 tmp = spell->other_arch->instance ();
1923 if (!tmp) 1918 if (!tmp)
1924 { 1919 {
1925 LOG (llevError, "Error: spell arch for cast_light() missing.\n"); 1920 LOG (llevError, "Error: spell arch for cast_light() missing.\n");
1926 return 0; 1921 return 0;
1927 } 1922 }
1923
1928 tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell); 1924 tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell);
1925
1929 if (tmp->glow_radius) 1926 if (tmp->glow_radius)
1930 { 1927 tmp->set_glow_radius (
1931 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)
1932 if (tmp->glow_radius > MAX_LIGHT_RADII) 1929 );
1933 tmp->glow_radius = MAX_LIGHT_RADII;
1934 }
1935 1930
1931 if (dir)
1936 m->insert (tmp, x, y, op); 1932 m->insert (tmp, x, y, op);
1933 else
1934 caster->outer_env_or_self ()->insert (tmp);
1935
1937 return 1; 1936 return 1;
1938} 1937}
1939 1938
1940/* cast_cause_disease: this spell looks along <dir> from the 1939/* cast_cause_disease: this spell looks along <dir> from the
1941 * player and infects someone. 1940 * player and infects someone.
1989 { 1988 {
1990 /* search this square for a victim */ 1989 /* search this square for a victim */
1991 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)
1992 if (QUERY_FLAG (walk, FLAG_MONSTER) || (walk->type == PLAYER)) 1991 if (QUERY_FLAG (walk, FLAG_MONSTER) || (walk->type == PLAYER))
1993 { /* found a victim */ 1992 { /* found a victim */
1994 object *disease = arch_to_object (spell->other_arch); 1993 object *disease = spell->other_arch->instance ();
1995 1994
1996 disease->set_owner (op); 1995 disease->set_owner (op);
1997 set_spell_skill (op, caster, spell, disease); 1996 set_spell_skill (op, caster, spell, disease);
1998 disease->stats.exp = 0; 1997 disease->stats.exp = 0;
1999 disease->level = caster_level (caster, spell); 1998 disease->level = casting_level (caster, spell);
2000 1999
2001 /* do level adjustments */ 2000 /* do level adjustments */
2002 if (disease->stats.wc) 2001 if (disease->stats.wc)
2003 disease->stats.wc += dur_mod / 2; 2002 disease->stats.wc += dur_mod / 2;
2004 2003
2049 if (infect_object (walk, disease, 1)) 2048 if (infect_object (walk, disease, 1))
2050 { 2049 {
2051 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);
2052 2051
2053 disease->destroy (); /* don't need this one anymore */ 2052 disease->destroy (); /* don't need this one anymore */
2054 walk->map->insert (get_archetype ("detect_magic"), x, y, op); 2053 walk->map->insert (get_archetype (shstr_detect_magic), x, y, op);
2055 return 1; 2054 return 1;
2056 } 2055 }
2057 2056
2058 disease->destroy (); 2057 disease->destroy ();
2059 } 2058 }

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