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Comparing deliantra/server/server/spell_attack.C (file contents):
Revision 1.65 by root, Mon Sep 29 10:20:49 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;
165 sint16 x, y; 166 sint16 x, y;
166 maptile *m; 167 maptile *m;
167 168
168 if (--op->duration < 0) 169 if (--op->duration < 0)
169 { 170 {
170 op->destroy_inv (true); // be explicit about dropping
171 op->destroy (true); 171 op->drop_and_destroy ();
172 return; 172 return;
173 } 173 }
174 174
175 hit_map (op, 0, op->attacktype, 1); 175 hit_map (op, 0, op->attacktype, 1);
176 176
277 int mflags; 277 int mflags;
278 278
279 if (!spob->other_arch) 279 if (!spob->other_arch)
280 return 0; 280 return 0;
281 281
282 tmp = arch_to_object (spob->other_arch); 282 tmp = spob->other_arch->instance ();
283 if (tmp == NULL) 283 if (tmp == NULL)
284 return 0; 284 return 0;
285 285
286 /* peterm: level dependency for bolts */ 286 /* peterm: level dependency for bolts */
287 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);
308 308
309 maptile *newmap; 309 maptile *newmap;
310 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);
311 if (mflags & P_OUT_OF_MAP) 311 if (mflags & P_OUT_OF_MAP)
312 { 312 {
313 tmp->destroy_inv (true); // be explicit about dropping
314 tmp->destroy (true); 313 tmp->drop_and_destroy ();
315 return 0; 314 return 0;
316 } 315 }
317 316
318 tmp->map = newmap; 317 tmp->map = newmap;
319 318
320 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)))
321 { 320 {
322 if (!QUERY_FLAG (tmp, FLAG_REFLECTING)) 321 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
323 { 322 {
324 tmp->destroy_inv (true); // be explicit about dropping
325 tmp->destroy (true); 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;
354 maptile *m = op->map; 352 maptile *m = op->map;
355 int i; 353 int i;
356 354
357 if (--op->duration < 0) 355 if (--op->duration < 0)
358 { 356 {
359 op->destroy (true); 357 op->destroy ();
360 return; 358 return;
361 } 359 }
362 360
363 hit_map (op, 0, op->attacktype, 0); 361 hit_map (op, 0, op->attacktype, 0);
364 362
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) 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 (true); 402 op->destroy ();
405 return; 403 return;
406 } 404 }
407 405
408 if (op->env) 406 if (op->env)
409 { 407 {
410 object *env = op->outer_env (); 408 object *env = op->outer_env ();
411 409
412 if (!env->map || out_of_map (env->map, env->x, env->y)) 410 if (!env->map || out_of_map (env->map, env->x, env->y))
413 { 411 {
414 LOG (llevError, "BUG: explode_bullet(): env out of map\n"); 412 LOG (llevError, "BUG: explode_bullet(): env out of map\n");
415 op->destroy (true); 413 op->destroy ();
416 return; 414 return;
417 } 415 }
418 416
419 op->insert_at (env, op, INS_NO_MERGE | INS_NO_WALK_ON); 417 op->insert_at (env, op, INS_NO_MERGE | INS_NO_WALK_ON);
420 } 418 }
421 else if (out_of_map (op->map, op->x, op->y)) 419 else if (out_of_map (op->map, op->x, op->y))
422 { 420 {
423 LOG (llevError, "BUG: explode_bullet(): op out of map\n"); 421 LOG (llevError, "BUG: explode_bullet(): op out of map\n");
424 op->destroy (true); 422 op->destroy ();
425 return; 423 return;
426 } 424 }
427 425
428 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent explosions of any kind on safe maps 426 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent explosions of any kind on safe maps
429 // NOTE: If this breaks something important: remove this. I can't think of anything 427 // NOTE: If this breaks something important: remove this. I can't think of anything
430 // bad at the moment that might happen from this. 428 // bad at the moment that might happen from this.
431 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE) 429 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
432 { 430 {
433 op->destroy (true); 431 op->destroy ();
434 return; 432 return;
435 } 433 }
436 434
437 if (op->attacktype) 435 if (op->attacktype)
438 { 436 {
441 if (op->destroyed ()) 439 if (op->destroyed ())
442 return; 440 return;
443 } 441 }
444 442
445 /* other_arch contains what this explodes into */ 443 /* other_arch contains what this explodes into */
446 tmp = arch_to_object (op->other_arch); 444 tmp = op->other_arch->instance ();
447 445
448 tmp->set_owner (op); 446 tmp->set_owner (op);
449 tmp->skill = op->skill; 447 tmp->skill = op->skill;
450 448
451 owner = op->owner; 449 owner = op->owner;
453 if ((tmp->attacktype & AT_HOLYWORD 451 if ((tmp->attacktype & AT_HOLYWORD
454 || tmp->attacktype & AT_GODPOWER) 452 || tmp->attacktype & AT_GODPOWER)
455 && owner 453 && owner
456 && !tailor_god_spell (tmp, owner)) 454 && !tailor_god_spell (tmp, owner))
457 { 455 {
458 op->destroy (true); 456 op->destroy ();
459 return; 457 return;
460 } 458 }
461 459
462 /* special for bombs - it actually has sane values for these */ 460 /* special for bombs - it actually has sane values for these */
463 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB) 461 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB)
491 489
492 tmp->insert_at (op, op); 490 tmp->insert_at (op, op);
493 tmp->play_sound (tmp->sound); 491 tmp->play_sound (tmp->sound);
494 492
495 /* remove the firebullet */ 493 /* remove the firebullet */
496 op->destroy (true); 494 op->destroy ();
497} 495}
498 496
499/* 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
500 * (eg, explode, damage player, etc) 498 * (eg, explode, damage player, etc)
501 */ 499 */
532 // TODO: can't understand the following if's 530 // TODO: can't understand the following if's
533 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0) 531 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0)
534 { 532 {
535 if (!QUERY_FLAG (op, FLAG_REMOVED)) 533 if (!QUERY_FLAG (op, FLAG_REMOVED))
536 { 534 {
537 op->destroy (true); 535 op->destroy ();
538 return; 536 return;
539 } 537 }
540 } 538 }
541 } 539 }
542 } 540 }
548 * fired arches (eg, bolts). 546 * fired arches (eg, bolts).
549 */ 547 */
550void 548void
551move_bullet (object *op) 549move_bullet (object *op)
552{ 550{
553 sint16 new_x, new_y;
554 int mflags;
555 maptile *m;
556
557#if 0 551#if 0
558 /* We need a better general purpose way to do this */ 552 /* We need a better general purpose way to do this */
559 553
560 /* peterm: added to make comet leave a trail of burnouts 554 /* peterm: added to make comet leave a trail of burnouts
561 it's an unadulterated hack, but the effect is cool. */ 555 it's an unadulterated hack, but the effect is cool. */
571 if (--op->range <= 0) 565 if (--op->range <= 0)
572 { 566 {
573 if (op->other_arch) 567 if (op->other_arch)
574 explode_bullet (op); 568 explode_bullet (op);
575 else 569 else
576 op->destroy (true); 570 op->destroy ();
577 571
578 return; 572 return;
579 }
580
581 new_x = op->x + DIRX (op);
582 new_y = op->y + DIRY (op);
583 m = op->map;
584 mflags = get_map_flags (m, &m, new_x, new_y, &new_x, &new_y);
585
586 if (mflags & P_OUT_OF_MAP)
587 { 573 }
574
575 mapxy pos (op);
576 pos.move (op->direction);
577
578 if (!pos.normalise ())
579 {
588 op->destroy (true); 580 op->destroy ();
589 return; 581 return;
590 } 582 }
591 583
592 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))
593 { 589 {
594 if (op->other_arch) 590 if (op->other_arch)
595 explode_bullet (op); 591 explode_bullet (op);
596 else 592 else
597 op->destroy (true); 593 op->destroy ();
598 594
599 return; 595 return;
600 } 596 }
601 597
602 if (!(op = m->insert (op, new_x, new_y, op))) 598 if (!(op = pos.insert (op, op)))
603 return; 599 return;
604 600
605 if (reflwall (op->map, op->x, op->y, op)) 601 if (reflwall (op->map, op->x, op->y, op))
606 { 602 {
607 op->direction = absdir (op->direction + 4); 603 op->direction = absdir (op->direction + 4);
658 654
659 maptile *newmap; 655 maptile *newmap;
660 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);
661 if (mflags & P_OUT_OF_MAP) 657 if (mflags & P_OUT_OF_MAP)
662 { 658 {
663 tmp->destroy (true); 659 tmp->destroy ();
664 return 0; 660 return 0;
665 } 661 }
666 662
667 tmp->map = newmap; 663 tmp->map = newmap;
668 664
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
669 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)))
670 { 679 {
671 if (!QUERY_FLAG (tmp, FLAG_REFLECTING)) 680 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
672 { 681 {
673 tmp->destroy (true); 682 tmp->destroy ();
674 return 0; 683 return 0;
675 } 684 }
676 685
677 tmp->x = op->x; 686 tmp->x = op->x;
678 tmp->y = op->y; 687 tmp->y = op->y;
691 * CONE RELATED FUNCTIONS 700 * CONE RELATED FUNCTIONS
692 * 701 *
693 *****************************************************************************/ 702 *****************************************************************************/
694 703
695/* 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" */
696void 705static void
697cone_drop (object *op) 706cone_drop (object *op)
698{ 707{
699 object *new_ob = arch_to_object (op->other_arch); 708 object *new_ob = op->other_arch->instance ();
700 709
701 new_ob->level = op->level; 710 new_ob->level = op->level;
702 new_ob->set_owner (op->owner); 711 new_ob->set_owner (op->owner);
703 712
704 /* preserve skill ownership */ 713 /* preserve skill ownership */
733 * when their cone dies when they die. 742 * when their cone dies when they die.
734 */ 743 */
735 /* If no owner left, the spell dies out. */ 744 /* If no owner left, the spell dies out. */
736 if (op->owner == NULL) 745 if (op->owner == NULL)
737 { 746 {
738 op->destroy (true); 747 op->destroy ();
739 return; 748 return;
740 } 749 }
741#endif 750#endif
742 751
743 hit_map (op, 0, op->attacktype, 0); 752 hit_map (op, 0, op->attacktype, 0);
753
754 if (!op->is_on_map ())
755 return;
744 756
745 /* Check to see if we should push anything. 757 /* Check to see if we should push anything.
746 * Spell objects with weight push whatever they encounter to some 758 * Spell objects with weight push whatever they encounter to some
747 * degree. 759 * degree.
748 */ 760 */
749 if (op->weight) 761 if (op->weight)
762 {
750 check_spell_knockback (op); 763 check_spell_knockback (op);
751 764
752 if (op->destroyed ()) 765 if (!op->is_on_map ())
753 return; 766 return;
767 }
754 768
755 if (op->duration-- < 0) 769 if (op->duration-- < 0)
756 { 770 {
757 op->destroy (true); 771 op->destroy ();
758 return; 772 return;
759 } 773 }
760 /* Object has hit maximum range, so don't have it move 774 /* Object has hit maximum range, so don't have it move
761 * any further. When the duration above expires, 775 * any further. When the duration above expires,
762 * then the object will get removed. 776 * then the object will get removed.
826 */ 840 */
827 movetype = spell->other_arch->move_type; 841 movetype = spell->other_arch->move_type;
828 842
829 for (i = range_min; i <= range_max; i++) 843 for (i = range_min; i <= range_max; i++)
830 { 844 {
831 sint16 x, y, d; 845 sint16 x, y;
832 846
833 /* We can't use absdir here, because it never returns 847 /* We can't use absdir here, because it never returns
834 * 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
835 * 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
836 * to hit that person. 850 * to hit that person.
837 */ 851 */
838 d = dir + i; 852 int d = dir ? absdir (dir + i) : i;
839 while (d < 0)
840 d += 8;
841 while (d > 8)
842 d -= 8;
843 853
844 /* 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.
845 * In that case, we have to see - if dir is specified, 855 * In that case, we have to see - if dir is specified,
846 * turn this into direction 8. If dir is not specified (all 856 * turn this into direction 8. If dir is not specified (all
847 * direction) skip - otherwise, one line would do more damage 857 * direction) skip - otherwise, one line would do more damage
864 874
865 if ((movetype & GET_MAP_MOVE_BLOCK (m, sx, sy)) == movetype) 875 if ((movetype & GET_MAP_MOVE_BLOCK (m, sx, sy)) == movetype)
866 continue; 876 continue;
867 877
868 success = 1; 878 success = 1;
869 tmp = arch_to_object (spell->other_arch); 879 tmp = spell->other_arch->instance ();
870 tmp->set_owner (op); 880 tmp->set_owner (op);
871 set_spell_skill (op, caster, spell, tmp); 881 set_spell_skill (op, caster, spell, tmp);
872 tmp->level = casting_level (caster, spell); 882 tmp->level = casting_level (caster, spell);
873 tmp->attacktype = spell->attacktype; 883 tmp->attacktype = spell->attacktype;
874 884
949 959
950 object *env = op->outer_env (); 960 object *env = op->outer_env ();
951 961
952 if (op->env) 962 if (op->env)
953 { 963 {
954 if (env->map == NULL) 964 if (!env->map)
955 return; 965 return;
956 966
957 if (!(op = op->insert_at (env, op))) 967 if (!(op = op->insert_at (env, op)))
958 return; 968 return;
959 } 969 }
960 970
961 // 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
962 // 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
963 // as bombs can be carried. 973 // as bombs can be carried.
964 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE) 974 if (op->ms ().flags () & P_SAFE)
965 { 975 {
966 op->destroy (true); 976 op->destroy ();
967 return; 977 return;
968 } 978 }
969 979
970 /* This copies a lot of the code from the fire bullet, 980 /* This copies a lot of the code from the fire bullet,
971 * but using the cast_bullet isn't really feasible, 981 * but using the cast_bullet isn't really feasible,
976 for (int i = 1; i < 9; i++) 986 for (int i = 1; i < 9; i++)
977 { 987 {
978 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]))
979 continue; 989 continue;
980 990
981 object *tmp = arch_to_object (at); 991 object *tmp = at->instance ();
982 tmp->direction = i; 992 tmp->direction = i;
983 tmp->range = op->range; 993 tmp->range = op->range;
984 tmp->stats.dam = op->stats.dam; 994 tmp->stats.dam = op->stats.dam;
985 tmp->duration = op->duration; 995 tmp->duration = op->duration;
986 tmp->attacktype = op->attacktype; 996 tmp->attacktype = op->attacktype;
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 1034
1017 tmp = arch_to_object (spell->other_arch); 1035 tmp = spell->other_arch->instance ();
1018 1036
1019 /* level dependencies for bomb */ 1037 /* level dependencies for bomb */
1020 tmp->range = spell->range + SP_level_range_adjust (caster, spell); 1038 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
1021 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);
1022 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell); 1040 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
1042 * dir is the direction to look in. 1060 * dir is the direction to look in.
1043 * range is how far out to look. 1061 * range is how far out to look.
1044 * 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.
1045 * this info is used for blocked magic/unholy spaces. 1063 * this info is used for blocked magic/unholy spaces.
1046 */ 1064 */
1047object * 1065static object *
1048get_pointed_target (object *op, int dir, int range, int type) 1066get_pointed_target (object *op, int dir, int range, int type)
1049{ 1067{
1050 object *target; 1068 object *target;
1051 sint16 x, y; 1069 sint16 x, y;
1052 int dist, mflags; 1070 int dist, mflags;
1105 * interesting spell. 1123 * interesting spell.
1106 * 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
1107 * can't be friendly to your god. 1125 * can't be friendly to your god.
1108 */ 1126 */
1109 1127
1110 if (!target || QUERY_FLAG (target, FLAG_REFL_SPELL) 1128 if (!target
1129 || target->flag [FLAG_REFL_SPELL]
1111 || (!god && spell->stats.grace) 1130 || (!god && spell->stats.grace)
1112 || (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)))
1113 { 1133 {
1114 new_draw_info (NDI_UNIQUE, 0, op, "Your request is unheeded."); 1134 new_draw_info (NDI_UNIQUE, 0, op, "Your request is unheeded.");
1115 return 0; 1135 return 0;
1116 } 1136 }
1117 1137
1118 if (spell->other_arch) 1138 if (spell->other_arch)
1119 effect = arch_to_object (spell->other_arch); 1139 effect = spell->other_arch->instance ();
1120 else 1140 else
1121 return 0; 1141 return 0;
1122 1142
1123 /* tailor the effect by priest level and worshipped God */ 1143 /* tailor the effect by priest level and worshipped God */
1124 effect->level = casting_level (caster, spell); 1144 effect->level = casting_level (caster, spell);
1125 effect->attacktype = spell->attacktype; 1145 effect->attacktype = spell->attacktype;
1126 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER)) 1146 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER))
1127 { 1147 {
1128 if (tailor_god_spell (effect, op)) 1148 if (tailor_god_spell (effect, op))
1129 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));
1130 else 1150 else
1131 { 1151 {
1132 new_draw_info (NDI_UNIQUE, 0, op, "Your request is ignored."); 1152 new_draw_info (NDI_UNIQUE, 0, op, "Your request is ignored.");
1133 return 0; 1153 return 0;
1134 } 1154 }
1153 } 1173 }
1154 else 1174 else
1155 { 1175 {
1156 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s looks stronger!", query_name (target)); 1176 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s looks stronger!", query_name (target));
1157 target->stats.hp = target->stats.maxhp * 2; 1177 target->stats.hp = target->stats.maxhp * 2;
1158 effect->destroy (true); 1178 effect->destroy ();
1159 return 0; 1179 return 0;
1160 } 1180 }
1161 } 1181 }
1162 } 1182 }
1163 else 1183 else
1186void 1206void
1187move_missile (object *op) 1207move_missile (object *op)
1188{ 1208{
1189 if (op->range-- <= 0) 1209 if (op->range-- <= 0)
1190 { 1210 {
1191 op->destroy_inv (true); // be explicit about dropping
1192 op->destroy (true); 1211 op->drop_and_destroy ();
1193 return; 1212 return;
1194 } 1213 }
1195 1214
1196 mapxy pos (op); 1215 mapxy pos (op);
1197 pos.move (op->direction); 1216 pos.move (op->direction);
1198 1217
1199 if (!pos.normalise ()) 1218 if (!pos.normalise ())
1200 { 1219 {
1201 op->destroy (true); 1220 op->destroy ();
1202 return; 1221 return;
1203 } 1222 }
1204 1223
1205 mapspace &ms = pos.ms (); 1224 mapspace &ms = pos.ms ();
1206 1225
1208 { 1227 {
1209 hit_map (op, op->direction, AT_MAGIC, 1); 1228 hit_map (op, op->direction, AT_MAGIC, 1);
1210 /* Basically, missile only hits one thing then goes away. 1229 /* Basically, missile only hits one thing then goes away.
1211 * 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.
1212 */ 1231 */
1213 op->destroy (true); 1232 op->destroy ();
1214 return; 1233 return;
1215 } 1234 }
1216 1235
1217 if (!op->direction) 1236 if (!op->direction)
1218 { 1237 {
1219 op->destroy (true); 1238 op->destroy ();
1220 return; 1239 return;
1221 } 1240 }
1222 1241
1223 int i = spell_find_dir (pos.m, pos.x, pos.y, op->owner); 1242 int i = spell_find_dir (pos.m, pos.x, pos.y, op->owner);
1224 if (i > 0 && i != op->direction) 1243 if (i > 0 && i != op->direction)
1238 * 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
1239 * object. if time is 0, the object glows permanently. To truely 1258 * object. if time is 0, the object glows permanently. To truely
1240 * make this work for non-living objects, we would have to 1259 * make this work for non-living objects, we would have to
1241 * give them the capability to have an inventory. b.t. 1260 * give them the capability to have an inventory. b.t.
1242 */ 1261 */
1243int 1262static int
1244make_object_glow (object *op, int radius, int time) 1263make_object_glow (object *op, int radius, int time)
1245{ 1264{
1246 /* some things are unaffected... */ 1265 /* some things are unaffected... */
1247 if (op->path_denied & PATH_LIGHT) 1266 if (op->path_denied & PATH_LIGHT)
1248 return 0; 1267 return 0;
1249 1268
1250 object *tmp = get_archetype (FORCE_NAME); 1269 object *tmp = get_archetype (FORCE_NAME);
1251 tmp->speed = 0.01; 1270 tmp->speed = 0.01;
1252 tmp->stats.food = time; 1271 tmp->stats.food = time;
1253 SET_FLAG (tmp, FLAG_IS_USED_UP); 1272 SET_FLAG (tmp, FLAG_IS_USED_UP);
1254 tmp->glow_radius = radius; 1273 tmp->set_glow_radius (min (MAX_LIGHT_RADIUS, radius));
1255 if (tmp->glow_radius > MAX_LIGHT_RADII)
1256 tmp->glow_radius = MAX_LIGHT_RADII;
1257
1258 tmp = insert_ob_in_ob (tmp, op); 1274 tmp = insert_ob_in_ob (tmp, op);
1259 1275
1260 if (tmp->glow_radius > op->glow_radius) 1276 if (tmp->glow_radius > op->glow_radius)
1261 op->glow_radius = tmp->glow_radius; 1277 op->set_glow_radius (tmp->glow_radius);
1262 1278
1263 return 1; 1279 return 1;
1264} 1280}
1265 1281
1266int 1282int
1267cast_destruction (object *op, object *caster, object *spell_ob) 1283cast_destruction (object *op, object *caster, object *spell_ob)
1268{ 1284{
1269 int i, j, range, mflags, friendly = 0, dam, dur;
1270 sint16 sx, sy;
1271 maptile *m;
1272 object *tmp;
1273 const char *skill;
1274
1275 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob); 1285 int range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
1276 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);
1277 dur = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob); 1287 int dur = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
1278 if (QUERY_FLAG (op, FLAG_FRIENDLY) || op->type == PLAYER) 1288
1279 friendly = 1; 1289 bool friendly = op->flag [FLAG_FRIENDLY] || op->is_player ();
1280 1290
1281 /* destruction doesn't use another spell object, so we need 1291 /* destruction doesn't use another spell object, so we need
1282 * update op's skill pointer so that exp is properly awarded. 1292 * update op's skill pointer so that exp is properly awarded.
1283 * We do some shortcuts here - since this is just temporary
1284 * and we'll reset the values back, we don't need to go through
1285 * the full share string/free_string route.
1286 */ 1293 */
1287 skill = op->skill; 1294 const shstr skill = op->skill;
1295
1288 if (caster == op) 1296 if (caster == op)
1289 op->skill = spell_ob->skill; 1297 op->skill = spell_ob->skill;
1290 else if (caster->skill) 1298 else if (caster->skill)
1291 op->skill = caster->skill; 1299 op->skill = caster->skill;
1292 else 1300 else
1293 op->skill = NULL; 1301 op->skill = 0;
1294 1302
1295 op->change_skill (find_skill_by_name (op, op->skill)); 1303 op->change_skill (find_skill_by_name (op, op->skill));
1296 1304
1297 for (i = -range; i <= range; i++) 1305 unordered_mapwalk (op, -range, -range, range, range)
1298 { 1306 {
1299 for (j = -range; j <= range; j++) 1307 mapspace &ms = m->at (nx, ny);
1300 {
1301 m = op->map;
1302 sx = op->x + i;
1303 sy = op->y + j;
1304 1308
1305 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
1306 if (mflags & P_OUT_OF_MAP)
1307 continue;
1308
1309 if (mflags & P_IS_ALIVE) 1309 if (ms.flags () & P_IS_ALIVE)
1310 for (object *next, *tmp = ms.bot; tmp; tmp = next)
1310 { 1311 {
1311 for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above) 1312 next = tmp->above;
1312 if (QUERY_FLAG (tmp, FLAG_ALIVE) || tmp->type == PLAYER)
1313 break;
1314 1313
1315 if (tmp) 1314 if (tmp->flag [FLAG_ALIVE] || tmp->is_player ())
1316 { 1315 {
1317 if (tmp->head)
1318 tmp = tmp->head; 1316 tmp = tmp->head_ ();
1319 1317
1320 if ((friendly && !QUERY_FLAG (tmp, FLAG_FRIENDLY) && tmp->type != PLAYER) || 1318 if ((friendly && !tmp->flag [FLAG_FRIENDLY] && !tmp->is_player ())
1321 (!friendly && (QUERY_FLAG (tmp, FLAG_FRIENDLY) || tmp->type == PLAYER))) 1319 || (!friendly && (tmp->flag [FLAG_FRIENDLY] || tmp->is_player ())))
1322 { 1320 {
1323 if (spell_ob->subtype == SP_DESTRUCTION) 1321 if (spell_ob->subtype == SP_DESTRUCTION)
1324 { 1322 {
1325 hit_player (tmp, dam, op, spell_ob->attacktype, 0); 1323 hit_player (tmp, dam, op, spell_ob->attacktype, 0);
1326 1324
1327 if (spell_ob->other_arch) 1325 if (spell_ob->other_arch)
1328 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op); 1326 m->insert (spell_ob->other_arch->instance (), nx, ny, op);
1329 } 1327 }
1330 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)
1331 { 1329 {
1332 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch) 1330 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch)
1333 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op); 1331 m->insert (spell_ob->other_arch->instance (), nx, ny, op);
1334 } 1332 }
1335 } 1333 }
1336 } 1334 }
1337 } 1335 }
1338 }
1339 } 1336 }
1340 1337
1341 op->skill = skill; 1338 op->skill = skill;
1342 return 1; 1339 return 1;
1343} 1340}
1345/*************************************************************************** 1342/***************************************************************************
1346 * 1343 *
1347 * CURSE 1344 * CURSE
1348 * 1345 *
1349 ***************************************************************************/ 1346 ***************************************************************************/
1350
1351int 1347int
1352cast_curse (object *op, object *caster, object *spell_ob, int dir) 1348cast_curse (object *op, object *caster, object *spell_ob, int dir)
1353{ 1349{
1354 object *god = find_god (determine_god (op)); 1350 object *god = find_god (determine_god (op));
1355 object *tmp, *force; 1351 object *tmp, *force;
1433 force->stats.wc = spell_ob->stats.wc; 1429 force->stats.wc = spell_ob->stats.wc;
1434 1430
1435 change_abil (tmp, force); /* Mostly to display any messages */ 1431 change_abil (tmp, force); /* Mostly to display any messages */
1436 insert_ob_in_ob (force, tmp); 1432 insert_ob_in_ob (force, tmp);
1437 tmp->update_stats (); 1433 tmp->update_stats ();
1434
1438 return 1; 1435 return 1;
1439
1440} 1436}
1441 1437
1442/********************************************************************** 1438/**********************************************************************
1443 * mood change 1439 * mood change
1444 * 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
1450 */ 1446 */
1451int 1447int
1452mood_change (object *op, object *caster, object *spell) 1448mood_change (object *op, object *caster, object *spell)
1453{ 1449{
1454 object *tmp, *god, *head; 1450 object *tmp, *god, *head;
1455 int done_one, range, mflags, level, at, best_at; 1451 int done_one, range, level, at, best_at;
1456 sint16 x, y, nx, ny;
1457 maptile *m;
1458 const char *race; 1452 const char *race;
1459 1453
1460 /* 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
1461 * doing it over and over again. 1455 * doing it over and over again.
1462 */ 1456 */
1468 * 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
1469 * won't ever match anything. 1463 * won't ever match anything.
1470 */ 1464 */
1471 if (!spell->race) 1465 if (!spell->race)
1472 race = NULL; 1466 race = NULL;
1473 else if (god && !strcmp (spell->race, "GOD_SLAYING")) 1467 else if (god && spell->race == shstr_GOD_SLAYING)
1474 race = god->slaying; 1468 race = god->slaying;
1475 else if (god && !strcmp (spell->race, "GOD_FRIEND")) 1469 else if (god && spell->race == shstr_GOD_FRIEND)
1476 race = god->race; 1470 race = god->race;
1477 else 1471 else
1478 race = spell->race; 1472 race = spell->race;
1479 1473
1480 for (x = op->x - range; x <= op->x + range; x++) 1474 unordered_mapwalk (op, -range, -range, range, range)
1481 for (y = op->y - range; y <= op->y + range; y++)
1482 { 1475 {
1483 done_one = 0; 1476 mapspace &ms = m->at (nx, ny);
1484 m = op->map;
1485 nx = x;
1486 ny = y;
1487 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1488 if (mflags & P_OUT_OF_MAP)
1489 continue;
1490 1477
1491 /* 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 */
1492 if (!(mflags & P_IS_ALIVE)) 1479 if (!ms.flags () & P_IS_ALIVE)
1493 continue; 1480 continue;
1494 1481
1495 // players can only affect spaces that they can actually see 1482 // players can only affect spaces that they can actually see
1483 if (caster
1496 if (caster && caster->contr 1484 && caster->contr
1497 && caster->contr->visibility_at (m, nx, ny) < 70) 1485 && caster->contr->darkness_at (m, nx, ny) == LOS_BLOCKED)
1498 continue; 1486 continue;
1499 1487
1500 for (tmp = GET_MAP_TOP (m, nx, ny); tmp; tmp = tmp->below) 1488 for (tmp = ms.top; tmp; tmp = tmp->below)
1501 if (QUERY_FLAG (tmp, FLAG_MONSTER)) 1489 if (tmp->flag [FLAG_MONSTER])
1502 break; 1490 break;
1503 1491
1504 /* There can be living objects that are not monsters */ 1492 /* There can be living objects that are not monsters */
1505 if (!tmp || tmp->type == PLAYER) 1493 if (!tmp)
1506 continue; 1494 continue;
1507 1495
1508 /* Only the head has meaningful data, so resolve to that */ 1496 /* Only the head has meaningful data, so resolve to that */
1509 if (tmp->head)
1510 head = tmp->head; 1497 head = tmp->head_ ();
1511 else
1512 head = tmp;
1513 1498
1514 /* 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 */
1515 if (race && head->race && !strstr (race, head->race)) 1500 if (race && head->race && !strstr (race, head->race))
1516 continue; 1501 continue;
1517 1502
1518 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD)) 1503 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD))
1519 continue; 1504 continue;
1520 1505
1521 /* Now do a bunch of stuff related to saving throws */ 1506 /* Now do a bunch of stuff related to saving throws */
1522 best_at = -1; 1507 best_at = -1;
1523 if (spell->attacktype) 1508 if (spell->attacktype)
1524 { 1509 {
1525 for (at = 0; at < NROFATTACKS; at++) 1510 for (at = 0; at < NROFATTACKS; at++)
1526 if (spell->attacktype & (1 << at)) 1511 if (spell->attacktype & (1 << at))
1527 if (best_at == -1 || head->resist[at] > head->resist[best_at]) 1512 if (best_at == -1 || head->resist[at] > head->resist[best_at])
1528 best_at = at; 1513 best_at = at;
1529 1514
1530 if (best_at == -1) 1515 if (best_at == -1)
1531 at = 0; 1516 at = 0;
1532 else 1517 else
1533 { 1518 {
1534 if (head->resist[best_at] == 100) 1519 if (head->resist[best_at] == 100)
1535 continue; 1520 continue;
1536 else 1521 else
1537 at = head->resist[best_at] / 5; 1522 at = head->resist[best_at] / 5;
1538 } 1523 }
1524
1539 at -= level / 5; 1525 at -= level / 5;
1540 if (did_make_save (head, head->level, at)) 1526 if (did_make_save (head, head->level, at))
1541 continue; 1527 continue;
1542 } 1528 }
1543 else /* spell->attacktype */ 1529 else /* spell->attacktype */
1544 { 1530 {
1545 /* 1531 /*
1546 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:
1547 * if spell level < monster level, no go 1533 * if spell level < monster level, no go
1548 * 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 ) )
1549 1535
1550 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.
1551 1537
1552 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
1553 charm a level 125 monster... 1539 charm a level 125 monster...
1554 1540
1555 Ryo, august 14th 1541 Ryo, august 14th
1556 */ 1542 */
1557 if (head->level > level) 1543 if (head->level > level)
1558 continue; 1544 continue;
1559 1545
1560 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))))
1561 /* Failed, no effect */ 1547 /* Failed, no effect */
1562 continue; 1548 continue;
1563 } 1549 }
1564 1550
1565 /* Done with saving throw. Now start affecting the monster */ 1551 /* Done with saving throw. Now start affecting the monster */
1552 done_one = 0;
1566 1553
1567 /* aggravation */ 1554 /* aggravation */
1568 if (QUERY_FLAG (spell, FLAG_MONSTER)) 1555 if (QUERY_FLAG (spell, FLAG_MONSTER))
1569 { 1556 {
1570 CLEAR_FLAG (head, FLAG_SLEEP); 1557 CLEAR_FLAG (head, FLAG_SLEEP);
1571 remove_friendly_object (head); 1558 remove_friendly_object (head);
1572 done_one = 1; 1559 done_one = 1;
1573 head->enemy = op; 1560 head->enemy = op;
1574 } 1561 }
1575 1562
1576 /* calm monsters */ 1563 /* calm monsters */
1577 if (QUERY_FLAG (spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (head, FLAG_UNAGGRESSIVE)) 1564 if (QUERY_FLAG (spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (head, FLAG_UNAGGRESSIVE))
1578 { 1565 {
1579 SET_FLAG (head, FLAG_UNAGGRESSIVE); 1566 SET_FLAG (head, FLAG_UNAGGRESSIVE);
1580 head->enemy = NULL; 1567 head->enemy = NULL;
1581 done_one = 1; 1568 done_one = 1;
1582 } 1569 }
1583 1570
1584 /* berserk monsters */ 1571 /* berserk monsters */
1585 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK)) 1572 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK))
1586 { 1573 {
1587 SET_FLAG (head, FLAG_BERSERK); 1574 SET_FLAG (head, FLAG_BERSERK);
1588 done_one = 1; 1575 done_one = 1;
1589 } 1576 }
1590 1577
1591 /* charm */ 1578 /* charm */
1592 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))
1593 { 1580 {
1594 INVOKE_OBJECT (KILL, head, ARG_OBJECT (caster)); 1581 INVOKE_OBJECT (KILL, head, ARG_OBJECT (caster));
1595 1582
1596 /* Prevent uncontrolled outbreaks of self replicating monsters. 1583 /* Prevent uncontrolled outbreaks of self replicating monsters.
1597 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.
1598 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. */
1599 CLEAR_FLAG (head, FLAG_GENERATOR); 1586 CLEAR_FLAG (head, FLAG_GENERATOR);
1600 head->set_owner (op); 1587 head->set_owner (op);
1601 set_spell_skill (op, caster, spell, head); 1588 set_spell_skill (op, caster, spell, head);
1602 add_friendly_object (head); 1589 add_friendly_object (head);
1603 head->attack_movement = PETMOVE; 1590 head->attack_movement = PETMOVE;
1604 done_one = 1; 1591 done_one = 1;
1605 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);
1606 head->stats.exp = 0; 1593 head->stats.exp = 0;
1607 } 1594 }
1608 1595
1609 /* If a monster was effected, put an effect in */ 1596 /* If a monster was effected, put an effect in */
1610 if (done_one && spell->other_arch) 1597 if (done_one && spell->other_arch)
1611 m->insert (arch_to_object (spell->other_arch), nx, ny, op); 1598 m->insert (spell->other_arch->instance (), nx, ny, op);
1612 } /* for y */ 1599 }
1613 1600
1614 return 1; 1601 return 1;
1615} 1602}
1616
1617 1603
1618/* 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
1619 * 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
1620 * lightning spell used it, that seemed misnamed. 1606 * lightning spell used it, that seemed misnamed.
1621 * op is the spell effect. 1607 * op is the spell effect.
1647 for (i = 1; i < 9; i++) 1633 for (i = 1; i < 9; i++)
1648 { 1634 {
1649 /* i bit 0: alters sign of offset 1635 /* i bit 0: alters sign of offset
1650 * other bits (i / 2): absolute value of offset 1636 * other bits (i / 2): absolute value of offset
1651 */ 1637 */
1652
1653 int offset = ((i ^ j) & 1) ? (i / 2) : -(i / 2); 1638 int offset = ((i ^ j) & 1) ? (i / 2) : -(i / 2);
1654 int tmpdir = absdir (op->direction + offset); 1639 int tmpdir = absdir (op->direction + offset);
1655 1640
1656 nx = op->x + freearr_x[tmpdir]; 1641 nx = op->x + freearr_x[tmpdir];
1657 ny = op->y + freearr_y[tmpdir]; 1642 ny = op->y + freearr_y[tmpdir];
1659 { 1644 {
1660 dir = tmpdir; 1645 dir = tmpdir;
1661 break; 1646 break;
1662 } 1647 }
1663 } 1648 }
1649
1664 if (dir == 0) 1650 if (dir == 0)
1665 { 1651 {
1666 nx = op->x; 1652 nx = op->x;
1667 ny = op->y; 1653 ny = op->y;
1668 m = op->map; 1654 m = op->map;
1700 hit_map (op, j, op->attacktype, 1); 1686 hit_map (op, j, op->attacktype, 1);
1701 } 1687 }
1702 1688
1703 /* insert the other arch */ 1689 /* insert the other arch */
1704 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))))
1705 m->insert (arch_to_object (op->other_arch), hx, hy, op); 1691 m->insert (op->other_arch->instance (), hx, hy, op);
1706 } 1692 }
1707 1693
1708 /* restore to the center location and damage */ 1694 /* restore to the center location and damage */
1709 op->stats.dam = dam_save; 1695 op->stats.dam = dam_save;
1710 1696
1741 object *owner = op->env; 1727 object *owner = op->env;
1742 1728
1743 if (!owner) // MUST not happen, remove when true TODO 1729 if (!owner) // MUST not happen, remove when true TODO
1744 { 1730 {
1745 LOG (llevError, "swarm spell found outside inventory: %s\n", op->debug_desc ()); 1731 LOG (llevError, "swarm spell found outside inventory: %s\n", op->debug_desc ());
1746 op->destroy (true); 1732 op->destroy ();
1747 return; 1733 return;
1748 } 1734 }
1749 1735
1750 if (!op->duration || !owner->is_on_map ()) 1736 if (!op->duration || !owner->is_on_map ())
1751 { 1737 {
1752 op->destroy_inv (true); // be explicit about dropping
1753 op->destroy (true); 1738 op->drop_and_destroy ();
1754 return; 1739 return;
1755 } 1740 }
1756 1741
1757 op->duration--; 1742 op->duration--;
1758 1743
1890 int dam, mflags; 1875 int dam, mflags;
1891 maptile *m; 1876 maptile *m;
1892 1877
1893 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1878 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1894 1879
1895 if (!dir) 1880 if (dir)
1896 {
1897 new_draw_info (NDI_UNIQUE, 0, op, "In what direction?");
1898 return 0;
1899 } 1881 {
1900
1901 x = op->x + freearr_x[dir]; 1882 x = op->x + freearr_x[dir];
1902 y = op->y + freearr_y[dir]; 1883 y = op->y + freearr_y[dir];
1903 m = op->map; 1884 m = op->map;
1904 1885
1905 mflags = get_map_flags (m, &m, x, y, &x, &y); 1886 mflags = get_map_flags (m, &m, x, y, &x, &y);
1906 1887
1907 if (mflags & P_OUT_OF_MAP) 1888 if (mflags & P_OUT_OF_MAP)
1908 { 1889 {
1909 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is there."); 1890 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is there.");
1910 return 0; 1891 return 0;
1911 } 1892 }
1912 1893
1913 if (mflags & P_IS_ALIVE && spell->attacktype) 1894 if (mflags & P_IS_ALIVE && spell->attacktype)
1914 { 1895 {
1915 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)
1916 if (QUERY_FLAG (target, FLAG_MONSTER)) 1897 if (QUERY_FLAG (target, FLAG_MONSTER))
1917 { 1898 {
1918 /* oky doky. got a target monster. Lets make a blinding attack */ 1899 /* oky doky. got a target monster. Lets make a blinding attack */
1919 if (target->head) 1900 if (target->head)
1920 target = target->head; 1901 target = target->head;
1921 1902
1922 hit_player (target, dam, op, spell->attacktype, 1); 1903 hit_player (target, dam, op, spell->attacktype, 1);
1923 return 1; /* one success only! */ 1904 return 1; /* one success only! */
1905 }
1924 } 1906 }
1925 }
1926 1907
1927 /* no live target, perhaps a wall is in the way? */ 1908 /* no live target, perhaps a wall is in the way? */
1928 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)))
1929 { 1910 {
1930 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.");
1931 return 0; 1912 return 0;
1913 }
1932 } 1914 }
1933 1915
1934 /* 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 */
1935 tmp = arch_to_object (spell->other_arch); 1917 tmp = spell->other_arch->instance ();
1936 if (!tmp) 1918 if (!tmp)
1937 { 1919 {
1938 LOG (llevError, "Error: spell arch for cast_light() missing.\n"); 1920 LOG (llevError, "Error: spell arch for cast_light() missing.\n");
1939 return 0; 1921 return 0;
1940 } 1922 }
1923
1941 tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell); 1924 tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell);
1925
1942 if (tmp->glow_radius) 1926 if (tmp->glow_radius)
1943 { 1927 tmp->set_glow_radius (
1944 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)
1945 if (tmp->glow_radius > MAX_LIGHT_RADII) 1929 );
1946 tmp->glow_radius = MAX_LIGHT_RADII;
1947 }
1948 1930
1931 if (dir)
1949 m->insert (tmp, x, y, op); 1932 m->insert (tmp, x, y, op);
1933 else
1934 caster->outer_env_or_self ()->insert (tmp);
1935
1950 return 1; 1936 return 1;
1951} 1937}
1952 1938
1953/* cast_cause_disease: this spell looks along <dir> from the 1939/* cast_cause_disease: this spell looks along <dir> from the
1954 * player and infects someone. 1940 * player and infects someone.
2002 { 1988 {
2003 /* search this square for a victim */ 1989 /* search this square for a victim */
2004 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)
2005 if (QUERY_FLAG (walk, FLAG_MONSTER) || (walk->type == PLAYER)) 1991 if (QUERY_FLAG (walk, FLAG_MONSTER) || (walk->type == PLAYER))
2006 { /* found a victim */ 1992 { /* found a victim */
2007 object *disease = arch_to_object (spell->other_arch); 1993 object *disease = spell->other_arch->instance ();
2008 1994
2009 disease->set_owner (op); 1995 disease->set_owner (op);
2010 set_spell_skill (op, caster, spell, disease); 1996 set_spell_skill (op, caster, spell, disease);
2011 disease->stats.exp = 0; 1997 disease->stats.exp = 0;
2012 disease->level = casting_level (caster, spell); 1998 disease->level = casting_level (caster, spell);
2061 2047
2062 if (infect_object (walk, disease, 1)) 2048 if (infect_object (walk, disease, 1))
2063 { 2049 {
2064 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);
2065 2051
2066 disease->destroy (true); /* don't need this one anymore */ 2052 disease->destroy (); /* don't need this one anymore */
2067 walk->map->insert (get_archetype ("detect_magic"), x, y, op); 2053 walk->map->insert (get_archetype (shstr_detect_magic), x, y, op);
2068 return 1; 2054 return 1;
2069 } 2055 }
2070 2056
2071 disease->destroy (true); 2057 disease->destroy ();
2072 } 2058 }
2073 } /* if living creature */ 2059 } /* if living creature */
2074 } /* for range of spaces */ 2060 } /* for range of spaces */
2075 2061
2076 new_draw_info (NDI_UNIQUE, 0, op, "No one caught anything!"); 2062 new_draw_info (NDI_UNIQUE, 0, op, "No one caught anything!");

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