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Comparing deliantra/server/server/spell_attack.C (file contents):
Revision 1.33 by root, Sat May 12 22:04:20 2007 UTC vs.
Revision 1.58 by root, Sat May 17 14:57:23 2008 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (C) 2002-2003 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002-2003,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) any later version. 11 * (at your 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 GNU General Public License
19 * along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 * 20 *
22 * The authors can be reached via e-mail at <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 22 */
24 23
25/* This file contains all the spell attack code. Grouping this code 24/* This file contains all the spell attack code. Grouping this code
26 * together should hopefully make it easier to find the relevent bits 25 * together should hopefully make it easier to find the relevent bits
27 * of code 26 * of code
37/* this function checks to see if a spell pushes objects as well 36/* this function checks to see if a spell pushes objects as well
38 * as flies over and damages them (only used for cones for now) 37 * as flies over and damages them (only used for cones for now)
39 * but moved here so it could be applied to bolts too 38 * but moved here so it could be applied to bolts too
40 * op is the spell object. 39 * op is the spell object.
41 */ 40 */
42
43void 41void
44check_spell_knockback (object *op) 42check_spell_knockback (object *op)
45{ 43{
46 object *tmp, *tmp2; /* object on the map */
47 int weight_move; 44 int weight_move;
48 int frictionmod = 2; /*poor man's physics - multipy targets weight by this amount */ 45 int frictionmod = 2; /*poor man's physics - multipy targets weight by this amount */
49 46
50 if (!op->weight) 47 if (!op->weight)
51 { /*shouldn't happen but if cone object has no weight drop out */ 48 { /*shouldn't happen but if cone object has no weight drop out */
56 { 53 {
57 weight_move = op->weight + (op->weight * op->level) / 3; 54 weight_move = op->weight + (op->weight * op->level) / 3;
58 /*LOG (llevDebug, "DEBUG: arch weighs %d and masses %d (%s,level %d)\n", op->weight,weight_move,op->name,op->level); */ 55 /*LOG (llevDebug, "DEBUG: arch weighs %d and masses %d (%s,level %d)\n", op->weight,weight_move,op->name,op->level); */
59 } 56 }
60 57
61 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 58 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
62 { 59 {
63 int num_sections = 1; 60 int num_sections = 1;
64 61
65 /* don't move DM */ 62 /* don't move DM */
66 if (QUERY_FLAG (tmp, FLAG_WIZ)) 63 if (QUERY_FLAG (tmp, FLAG_WIZ))
73 /* don't move floors or immobile objects */ 70 /* don't move floors or immobile objects */
74 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || (!QUERY_FLAG (tmp, FLAG_ALIVE) && QUERY_FLAG (tmp, FLAG_NO_PICK))) 71 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || (!QUERY_FLAG (tmp, FLAG_ALIVE) && QUERY_FLAG (tmp, FLAG_NO_PICK)))
75 continue; 72 continue;
76 73
77 /* count the object's sections */ 74 /* count the object's sections */
78 for (tmp2 = tmp; tmp2 != NULL; tmp2 = tmp2->more) 75 for (object *tmp2 = tmp; tmp2; tmp2 = tmp2->more)
79 num_sections++; 76 num_sections++;
80 77
81 /* I'm not sure if it makes sense to divide by num_sections - bigger 78 /* I'm not sure if it makes sense to divide by num_sections - bigger
82 * objects should be harder to move, and we are moving the entire 79 * objects should be harder to move, and we are moving the entire
83 * object, not just the head, so the total weight should be relevant. 80 * object, not just the head, so the total weight should be relevant.
107 * 104 *
108 * BOLT CODE 105 * BOLT CODE
109 * 106 *
110 ***************************************************************************/ 107 ***************************************************************************/
111 108
112/* Causes op to fork. op is the original bolt, tmp 109/* Causes op to fork. op is the original bolt, tmp
113 * is the first piece of the fork. 110 * is the first piece of the fork.
114 */ 111 */
115
116void 112void
117forklightning (object *op, object *tmp) 113forklightning (object *op, object *tmp)
118{ 114{
119 int new_dir = 1; /* direction or -1 for left, +1 for right 0 if no new bolt */ 115 int new_dir = 1; /* direction or -1 for left, +1 for right 0 if no new bolt */
120 int t_dir; /* stores temporary dir calculation */ 116 int t_dir; /* stores temporary dir calculation */
159} 155}
160 156
161/* move_bolt: moves bolt 'op'. Basically, it just advances a space, 157/* move_bolt: moves bolt 'op'. Basically, it just advances a space,
162 * and checks for various things that may stop it. 158 * and checks for various things that may stop it.
163 */ 159 */
164
165void 160void
166move_bolt (object *op) 161move_bolt (object *op)
167{ 162{
168 int mflags; 163 int mflags;
169 sint16 x, y; 164 sint16 x, y;
252 tmp->duration++; 247 tmp->duration++;
253 248
254 /* New forking code. Possibly create forks of this object 249 /* New forking code. Possibly create forks of this object
255 * going off in other directions. 250 * going off in other directions.
256 */ 251 */
257 if (rndm (0, 99) < tmp->stats.Dex) 252 if (tmp->stats.Dex && rndm (0, 99) < tmp->stats.Dex)
258 { /* stats.Dex % of forking */ 253 forklightning (op, tmp); /* stats.Dex % of forking */
259 forklightning (op, tmp);
260 }
261 254
262 /* In this way, the object left behind sticks on the space, but 255 /* In this way, the object left behind sticks on the space, but
263 * doesn't create any bolts that continue to move onward. 256 * doesn't create any bolts that continue to move onward.
264 */ 257 */
265 op->range = 0; 258 op->range = 0;
289 return 0; 282 return 0;
290 283
291 /* peterm: level dependency for bolts */ 284 /* peterm: level dependency for bolts */
292 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob); 285 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob);
293 tmp->attacktype = spob->attacktype; 286 tmp->attacktype = spob->attacktype;
287
294 if (spob->slaying) 288 if (spob->slaying)
295 tmp->slaying = spob->slaying; 289 tmp->slaying = spob->slaying;
290
296 tmp->range = spob->range + SP_level_range_adjust (caster, spob); 291 tmp->range = spob->range + SP_level_range_adjust (caster, spob);
297 tmp->duration = spob->duration + SP_level_duration_adjust (caster, spob); 292 tmp->duration = spob->duration + SP_level_duration_adjust (caster, spob);
298 tmp->stats.Dex = spob->stats.Dex; 293 tmp->stats.Dex = spob->stats.Dex;
299 tmp->stats.Con = spob->stats.Con; 294 tmp->stats.Con = spob->stats.Con;
300 295
336 if ((tmp = tmp->insert_at (tmp, op))) 331 if ((tmp = tmp->insert_at (tmp, op)))
337 move_bolt (tmp); 332 move_bolt (tmp);
338 333
339 return 1; 334 return 1;
340} 335}
341
342
343 336
344/*************************************************************************** 337/***************************************************************************
345 * 338 *
346 * BULLET/BALL CODE 339 * BULLET/BALL CODE
347 * 340 *
348 ***************************************************************************/ 341 ***************************************************************************/
349 342
350/* expands an explosion. op is a piece of the 343/* expands an explosion. op is a piece of the
351 * explosion - this expans it in the different directions. 344 * explosion - this expands it in the different directions.
352 * At least that is what I think this does. 345 * At least that is what I think this does.
353 */ 346 */
354void 347void
355explosion (object *op) 348explosion (object *op)
356{ 349{
390 } 383 }
391 } 384 }
392 } 385 }
393} 386}
394 387
395
396/* Causes an object to explode, eg, a firebullet, 388/* Causes an object to explode, eg, a firebullet,
397 * poison cloud ball, etc. op is the object to 389 * poison cloud ball, etc. op is the object to
398 * explode. 390 * explode.
399 */ 391 */
400void 392void
409 return; 401 return;
410 } 402 }
411 403
412 if (op->env) 404 if (op->env)
413 { 405 {
414 object *env = object_get_env_recursive (op); 406 object *env = op->outer_env ();
407
415 if (env->map == NULL || out_of_map (env->map, env->x, env->y)) 408 if (!env->map || out_of_map (env->map, env->x, env->y))
416 { 409 {
417 LOG (llevError, "BUG: explode_bullet(): env out of map\n"); 410 LOG (llevError, "BUG: explode_bullet(): env out of map\n");
418 op->destroy (); 411 op->destroy ();
419 return; 412 return;
420 } 413 }
438 } 431 }
439 432
440 if (op->attacktype) 433 if (op->attacktype)
441 { 434 {
442 hit_map (op, 0, op->attacktype, 1); 435 hit_map (op, 0, op->attacktype, 1);
436
443 if (op->destroyed ()) 437 if (op->destroyed ())
444 return; 438 return;
445 } 439 }
446 440
447 /* other_arch contains what this explodes into */ 441 /* other_arch contains what this explodes into */
487 481
488 /* Prevent recursion */ 482 /* Prevent recursion */
489 op->move_on = 0; 483 op->move_on = 0;
490 484
491 tmp->insert_at (op, op); 485 tmp->insert_at (op, op);
486 tmp->play_sound (tmp->sound);
487
492 /* remove the firebullet */ 488 /* remove the firebullet */
493 op->destroy (); 489 op->destroy ();
494} 490}
495 491
496/* checks to see what op should do, given the space it is on 492/* checks to see what op should do, given the space it is on
523 for (tmp = op->ms ().bot; tmp; tmp = tmp->above) 519 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
524 { 520 {
525 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 521 if (QUERY_FLAG (tmp, FLAG_ALIVE))
526 { 522 {
527 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1); 523 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1);
524
528 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0) 525 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0)
529 { 526 {
530 if (!QUERY_FLAG (op, FLAG_REMOVED)) 527 if (!QUERY_FLAG (op, FLAG_REMOVED))
531 { 528 {
532 op->destroy (); 529 op->destroy ();
612 * we remove the magic flag - that can be derived from 609 * we remove the magic flag - that can be derived from
613 * spob->attacktype. 610 * spob->attacktype.
614 * This function sets up the appropriate owner and skill 611 * This function sets up the appropriate owner and skill
615 * pointers. 612 * pointers.
616 */ 613 */
617
618int 614int
619fire_bullet (object *op, object *caster, int dir, object *spob) 615fire_bullet (object *op, object *caster, int dir, object *spob)
620{ 616{
621 object *tmp = NULL; 617 object *tmp = NULL;
622 int mflags; 618 int mflags;
623 619
624 if (!spob->other_arch) 620 if (!spob->other_arch)
625 return 0; 621 return 0;
626 622
627 tmp = arch_to_object (spob->other_arch); 623 tmp = spob->other_arch->instance ();
628 if (tmp == NULL) 624 if (!tmp)
629 return 0; 625 return 0;
630 626
631 /* peterm: level dependency for bolts */ 627 /* peterm: level dependency for bolts */
632 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob); 628 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob);
633 tmp->attacktype = spob->attacktype; 629 tmp->attacktype = spob->attacktype;
634 if (spob->slaying) 630 if (spob->slaying)
635 tmp->slaying = spob->slaying; 631 tmp->slaying = spob->slaying;
636 632
646 SET_ANIMATION (tmp, dir); 642 SET_ANIMATION (tmp, dir);
647 643
648 tmp->set_owner (op); 644 tmp->set_owner (op);
649 set_spell_skill (op, caster, spob, tmp); 645 set_spell_skill (op, caster, spob, tmp);
650 646
651 tmp->x = op->x + freearr_x[dir]; 647 tmp->x = op->x + freearr_x[dir];
652 tmp->y = op->y + freearr_y[dir]; 648 tmp->y = op->y + freearr_y[dir];
653 tmp->map = op->map; 649 tmp->map = op->map;
654 650
655 maptile *newmap; 651 maptile *newmap;
656 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y); 652 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y);
657 if (mflags & P_OUT_OF_MAP) 653 if (mflags & P_OUT_OF_MAP)
707/* move_cone: causes cone object 'op' to move a space/hit creatures */ 703/* move_cone: causes cone object 'op' to move a space/hit creatures */
708 704
709void 705void
710move_cone (object *op) 706move_cone (object *op)
711{ 707{
712 int i;
713
714 /* if no map then hit_map will crash so just ignore object */ 708 /* if no map then hit_map will crash so just ignore object */
715 if (!op->map) 709 if (!op->map)
716 { 710 {
717 LOG (llevError, "Tried to move_cone object %s without a map.\n", op->name ? &op->name : "unknown"); 711 LOG (llevError, "Tried to move_cone object %s without a map.\n", op->name ? &op->name : "unknown");
718 op->set_speed (0); 712 op->set_speed (0);
763 { 757 {
764 op->range = 0; /* just so it doesn't wrap */ 758 op->range = 0; /* just so it doesn't wrap */
765 return; 759 return;
766 } 760 }
767 761
768 for (i = -1; i < 2; i++) 762 for (int i = -1; i <= 1; i++)
769 { 763 {
770 sint16 x = op->x + freearr_x[absdir (op->stats.sp + i)], y = op->y + freearr_y[absdir (op->stats.sp + i)]; 764 sint16 x = op->x + freearr_x[absdir (op->stats.sp + i)], y = op->y + freearr_y[absdir (op->stats.sp + i)];
771 765
772 if (ok_to_put_more (op->map, x, y, op, op->attacktype)) 766 if (ok_to_put_more (op->map, x, y, op, op->attacktype))
773 { 767 {
820 814
821 /* Need to know what the movetype of the object we are about 815 /* Need to know what the movetype of the object we are about
822 * to create is, so we can know if the space we are about to 816 * to create is, so we can know if the space we are about to
823 * insert it into is blocked. 817 * insert it into is blocked.
824 */ 818 */
825 movetype = spell->other_arch->clone.move_type; 819 movetype = spell->other_arch->move_type;
826 820
827 for (i = range_min; i <= range_max; i++) 821 for (i = range_min; i <= range_max; i++)
828 { 822 {
829 sint16 x, y, d; 823 sint16 x, y, d;
830 824
909 else 903 else
910 tmp->duration += caster->level / 3; 904 tmp->duration += caster->level / 3;
911 } 905 }
912 906
913 if (!(tmp->move_type & MOVE_FLY_LOW)) 907 if (!(tmp->move_type & MOVE_FLY_LOW))
914 LOG (llevDebug, "cast_cone(): arch %s doesn't have flying 1\n", &spell->other_arch->name); 908 LOG (llevDebug, "cast_cone(): arch %s doesn't have flying 1\n", &spell->other_arch->archname);
915 909
916 if (!tmp->move_on && tmp->stats.dam) 910 if (!tmp->move_on && tmp->stats.dam)
917 LOG (llevDebug, "cast_cone(): arch %s doesn't have move_on set\n", &spell->other_arch->name); 911 LOG (llevDebug, "cast_cone(): arch %s doesn't have move_on set\n", &spell->other_arch->archname);
918 912
919 m->insert (tmp, sx, sy, op); 913 m->insert (tmp, sx, sy, op);
920 914
921 /* This is used for tracking spells so that one effect doesn't hit 915 /* This is used for tracking spells so that one effect doesn't hit
922 * a single space too many times. 916 * a single space too many times.
934 * 928 *
935 * BOMB related code 929 * BOMB related code
936 * 930 *
937 ****************************************************************************/ 931 ****************************************************************************/
938 932
939
940/* This handles an exploding bomb. 933/* This handles an exploding bomb.
941 * op is the original bomb object. 934 * op is the original bomb object.
942 */ 935 */
943void 936void
944animate_bomb (object *op) 937animate_bomb (object *op)
945{ 938{
946 int i;
947 object *env, *tmp;
948
949 if (op->state != NUM_ANIMATIONS (op) - 1) 939 if (op->state != NUM_ANIMATIONS (op) - 1)
950 return; 940 return;
951 941
952 env = object_get_env_recursive (op); 942 object *env = op->outer_env ();
953 943
954 if (op->env) 944 if (op->env)
955 { 945 {
956 if (env->map == NULL) 946 if (env->map == NULL)
957 return; 947 return;
958
959 if (env->type == PLAYER)
960 esrv_del_item (env->contr, op->count);
961 948
962 if (!(op = op->insert_at (env, op))) 949 if (!(op = op->insert_at (env, op)))
963 return; 950 return;
964 } 951 }
965 952
976 * but using the cast_bullet isn't really feasible, 963 * but using the cast_bullet isn't really feasible,
977 * so just set up the appropriate values. 964 * so just set up the appropriate values.
978 */ 965 */
979 if (archetype *at = archetype::find (SPLINT)) 966 if (archetype *at = archetype::find (SPLINT))
980 { 967 {
981 for (i = 1; i < 9; i++) 968 for (int i = 1; i < 9; i++)
982 { 969 {
983 if (out_of_map (op->map, op->x + freearr_x[i], op->y + freearr_x[i])) 970 if (out_of_map (op->map, op->x + freearr_x[i], op->y + freearr_x[i]))
984 continue; 971 continue;
985 972
986 tmp = arch_to_object (at); 973 object *tmp = arch_to_object (at);
987 tmp->direction = i; 974 tmp->direction = i;
988 tmp->range = op->range; 975 tmp->range = op->range;
989 tmp->stats.dam = op->stats.dam; 976 tmp->stats.dam = op->stats.dam;
990 tmp->duration = op->duration; 977 tmp->duration = op->duration;
991 tmp->attacktype = op->attacktype; 978 tmp->attacktype = op->attacktype;
1005} 992}
1006 993
1007int 994int
1008create_bomb (object *op, object *caster, int dir, object *spell) 995create_bomb (object *op, object *caster, int dir, object *spell)
1009{ 996{
1010
1011 object *tmp; 997 object *tmp;
1012 int mflags; 998 int mflags;
1013 sint16 dx = op->x + freearr_x[dir], dy = op->y + freearr_y[dir]; 999 sint16 dx = op->x + freearr_x[dir], dy = op->y + freearr_y[dir];
1014 maptile *m; 1000 maptile *m;
1015 1001
1017 if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, dx, dy) & MOVE_WALK)) 1003 if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, dx, dy) & MOVE_WALK))
1018 { 1004 {
1019 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way."); 1005 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way.");
1020 return 0; 1006 return 0;
1021 } 1007 }
1008
1022 tmp = arch_to_object (spell->other_arch); 1009 tmp = arch_to_object (spell->other_arch);
1023 1010
1024 /* level dependencies for bomb */ 1011 /* level dependencies for bomb */
1025 tmp->range = spell->range + SP_level_range_adjust (caster, spell); 1012 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
1026 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1013 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1047 * dir is the direction to look in. 1034 * dir is the direction to look in.
1048 * range is how far out to look. 1035 * range is how far out to look.
1049 * type is the type of spell - either SPELL_MANA or SPELL_GRACE. 1036 * type is the type of spell - either SPELL_MANA or SPELL_GRACE.
1050 * this info is used for blocked magic/unholy spaces. 1037 * this info is used for blocked magic/unholy spaces.
1051 */ 1038 */
1052
1053object * 1039object *
1054get_pointed_target (object *op, int dir, int range, int type) 1040get_pointed_target (object *op, int dir, int range, int type)
1055{ 1041{
1056 object *target; 1042 object *target;
1057 sint16 x, y; 1043 sint16 x, y;
1076 return NULL; 1062 return NULL;
1077 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW) 1063 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW)
1078 return NULL; 1064 return NULL;
1079 1065
1080 if (mflags & P_IS_ALIVE) 1066 if (mflags & P_IS_ALIVE)
1081 {
1082 for (target = GET_MAP_OB (mp, x, y); target; target = target->above) 1067 for (target = GET_MAP_OB (mp, x, y); target; target = target->above)
1083 { 1068 if (QUERY_FLAG (target, FLAG_MONSTER))
1084 if (QUERY_FLAG (target->head ? target->head : target, FLAG_MONSTER))
1085 {
1086 return target; 1069 return target;
1087 }
1088 }
1089 }
1090 } 1070 }
1071
1091 return NULL; 1072 return NULL;
1092} 1073}
1093
1094 1074
1095/* cast_smite_arch() - the priest points to a creature and causes 1075/* cast_smite_arch() - the priest points to a creature and causes
1096 * a 'godly curse' to decend. 1076 * a 'godly curse' to decend.
1097 * usual params - 1077 * usual params -
1098 * op = player 1078 * op = player
1099 * caster = object casting the spell. 1079 * caster = object casting the spell.
1100 * dir = direction being cast 1080 * dir = direction being cast
1101 * spell = spell object 1081 * spell = spell object
1102 */ 1082 */
1103
1104int 1083int
1105cast_smite_spell (object *op, object *caster, int dir, object *spell) 1084cast_smite_spell (object *op, object *caster, int dir, object *spell)
1106{ 1085{
1107 object *effect, *target; 1086 object *effect, *target;
1108 object *god = find_god (determine_god (op)); 1087 object *god = find_god (determine_god (op));
1186 effect->insert_at (target, op); 1165 effect->insert_at (target, op);
1187 1166
1188 return 1; 1167 return 1;
1189} 1168}
1190 1169
1191
1192/**************************************************************************** 1170/****************************************************************************
1193 * 1171 *
1194 * MAGIC MISSILE code. 1172 * MAGIC MISSILE code.
1195 * note that the fire_bullet is used to fire the missile. The 1173 * note that the fire_bullet is used to fire the missile. The
1196 * code here is just to move the missile. 1174 * code here is just to move the missile.
1198 1176
1199/* op is a missile that needs to be moved */ 1177/* op is a missile that needs to be moved */
1200void 1178void
1201move_missile (object *op) 1179move_missile (object *op)
1202{ 1180{
1203 int i, mflags;
1204 object *owner;
1205 sint16 new_x, new_y;
1206 maptile *m;
1207
1208 if (op->range-- <= 0) 1181 if (op->range-- <= 0)
1209 { 1182 {
1210 op->destroy (); 1183 op->destroy ();
1211 return; 1184 return;
1212 } 1185 }
1213 1186
1214 owner = op->owner; 1187 mapxy pos (op);
1215#if 0 1188 pos.move (op->direction);
1216 /* It'd make things nastier if this wasn't here - spells cast by 1189
1217 * monster that are then killed would continue to survive 1190 if (!pos.normalise ())
1218 */
1219 if (owner == NULL)
1220 { 1191 {
1221 op->destroy (); 1192 op->destroy ();
1222 return; 1193 return;
1223 } 1194 }
1224#endif
1225 1195
1226 new_x = op->x + DIRX (op); 1196 mapspace &ms = pos.ms ();
1227 new_y = op->y + DIRY (op);
1228 1197
1229 mflags = get_map_flags (op->map, &m, new_x, new_y, &new_x, &new_y); 1198 if (ms.flags () & P_IS_ALIVE || ms.blocks (op))
1230
1231 if (!(mflags & P_OUT_OF_MAP) && ((mflags & P_IS_ALIVE) || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y))))
1232 { 1199 {
1233 hit_map (op, op->direction, AT_MAGIC, 1); 1200 hit_map (op, op->direction, AT_MAGIC, 1);
1234 /* Basically, missile only hits one thing then goes away. 1201 /* Basically, missile only hits one thing then goes away.
1235 * we need to remove it if someone hasn't already done so. 1202 * we need to remove it if someone hasn't already done so.
1236 */ 1203 */
1237 if (!op->destroyed ())
1238 op->destroy ();
1239
1240 return;
1241 }
1242
1243 op->remove ();
1244
1245 if (!op->direction || (mflags & P_OUT_OF_MAP))
1246 {
1247 op->destroy (); 1204 op->destroy ();
1248 return; 1205 return;
1249 } 1206 }
1250 1207
1208 if (!op->direction)
1209 {
1210 op->destroy ();
1211 return;
1212 }
1213
1251 i = spell_find_dir (m, new_x, new_y, op->owner); 1214 int i = spell_find_dir (pos.m, pos.x, pos.y, op->owner);
1252 if (i > 0 && i != op->direction) 1215 if (i > 0 && i != op->direction)
1253 { 1216 {
1254 op->direction = i; 1217 op->direction = i;
1255 SET_ANIMATION (op, op->direction); 1218 SET_ANIMATION (op, op->direction);
1256 } 1219 }
1257 1220
1258 m->insert (op, new_x, new_y, op); 1221 pos.insert (op, op);
1259} 1222}
1260 1223
1261/**************************************************************************** 1224/****************************************************************************
1262 * Destruction 1225 * Destruction
1263 ****************************************************************************/ 1226 ****************************************************************************/
1266 * we do this by creating a force and inserting it in the 1229 * we do this by creating a force and inserting it in the
1267 * object. if time is 0, the object glows permanently. To truely 1230 * object. if time is 0, the object glows permanently. To truely
1268 * make this work for non-living objects, we would have to 1231 * make this work for non-living objects, we would have to
1269 * give them the capability to have an inventory. b.t. 1232 * give them the capability to have an inventory. b.t.
1270 */ 1233 */
1271
1272int 1234int
1273make_object_glow (object *op, int radius, int time) 1235make_object_glow (object *op, int radius, int time)
1274{ 1236{
1275 object *tmp;
1276
1277 /* some things are unaffected... */ 1237 /* some things are unaffected... */
1278 if (op->path_denied & PATH_LIGHT) 1238 if (op->path_denied & PATH_LIGHT)
1279 return 0; 1239 return 0;
1280 1240
1281 tmp = get_archetype (FORCE_NAME); 1241 object *tmp = get_archetype (FORCE_NAME);
1282 tmp->speed = 0.01; 1242 tmp->speed = 0.01;
1283 tmp->stats.food = time; 1243 tmp->stats.food = time;
1284 SET_FLAG (tmp, FLAG_IS_USED_UP); 1244 SET_FLAG (tmp, FLAG_IS_USED_UP);
1285 tmp->glow_radius = radius; 1245 tmp->glow_radius = radius;
1286 if (tmp->glow_radius > MAX_LIGHT_RADII) 1246 if (tmp->glow_radius > MAX_LIGHT_RADII)
1287 tmp->glow_radius = MAX_LIGHT_RADII; 1247 tmp->glow_radius = MAX_LIGHT_RADII;
1288 1248
1289 tmp->x = op->x;
1290 tmp->y = op->y;
1291 if (tmp->speed < MIN_ACTIVE_SPEED)
1292 tmp->speed = MIN_ACTIVE_SPEED; /* safety */
1293 tmp = insert_ob_in_ob (tmp, op); 1249 tmp = insert_ob_in_ob (tmp, op);
1250
1294 if (tmp->glow_radius > op->glow_radius) 1251 if (tmp->glow_radius > op->glow_radius)
1295 op->glow_radius = tmp->glow_radius; 1252 op->glow_radius = tmp->glow_radius;
1296 1253
1297 if (!tmp->env || op != tmp->env)
1298 {
1299 LOG (llevError, "make_object_glow() failed to insert glowing force in %s\n", &op->name);
1300 return 0;
1301 }
1302 return 1; 1254 return 1;
1303} 1255}
1304
1305
1306
1307 1256
1308int 1257int
1309cast_destruction (object *op, object *caster, object *spell_ob) 1258cast_destruction (object *op, object *caster, object *spell_ob)
1310{ 1259{
1311 int i, j, range, mflags, friendly = 0, dam, dur; 1260 int i, j, range, mflags, friendly = 0, dam, dur;
1332 else if (caster->skill) 1281 else if (caster->skill)
1333 op->skill = caster->skill; 1282 op->skill = caster->skill;
1334 else 1283 else
1335 op->skill = NULL; 1284 op->skill = NULL;
1336 1285
1337 change_skill (op, find_skill_by_name (op, op->skill), 1); 1286 op->change_skill (find_skill_by_name (op, op->skill));
1338 1287
1339 for (i = -range; i < range; i++) 1288 for (i = -range; i <= range; i++)
1340 { 1289 {
1341 for (j = -range; j < range; j++) 1290 for (j = -range; j <= range; j++)
1342 { 1291 {
1343 m = op->map; 1292 m = op->map;
1344 sx = op->x + i; 1293 sx = op->x + i;
1345 sy = op->y + j; 1294 sy = op->y + j;
1346 1295
1363 (!friendly && (QUERY_FLAG (tmp, FLAG_FRIENDLY) || tmp->type == PLAYER))) 1312 (!friendly && (QUERY_FLAG (tmp, FLAG_FRIENDLY) || tmp->type == PLAYER)))
1364 { 1313 {
1365 if (spell_ob->subtype == SP_DESTRUCTION) 1314 if (spell_ob->subtype == SP_DESTRUCTION)
1366 { 1315 {
1367 hit_player (tmp, dam, op, spell_ob->attacktype, 0); 1316 hit_player (tmp, dam, op, spell_ob->attacktype, 0);
1317
1368 if (spell_ob->other_arch) 1318 if (spell_ob->other_arch)
1369 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op); 1319 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op);
1370 } 1320 }
1371 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist[ATNR_MAGIC] != 100) 1321 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist[ATNR_MAGIC] != 100)
1372 { 1322 {
1400 { 1350 {
1401 new_draw_info (NDI_UNIQUE, 0, op, "There is no one in that direction to curse."); 1351 new_draw_info (NDI_UNIQUE, 0, op, "There is no one in that direction to curse.");
1402 return 0; 1352 return 0;
1403 } 1353 }
1404 1354
1355 tmp = tmp->head_ ();
1356
1405 /* If we've already got a force of this type, don't add a new one. */ 1357 /* If we've already got a force of this type, don't add a new one. */
1406 for (force = tmp->inv; force != NULL; force = force->below) 1358 for (force = tmp->inv; force; force = force->below)
1407 { 1359 {
1408 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY) 1360 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY)
1409 { 1361 {
1410 if (force->name == spell_ob->name) 1362 if (force->name == spell_ob->name)
1411 { 1363 {
1417 return 0; 1369 return 0;
1418 } 1370 }
1419 } 1371 }
1420 } 1372 }
1421 1373
1422 if (force == NULL) 1374 if (!force)
1423 { 1375 {
1424 force = get_archetype (FORCE_NAME); 1376 force = get_archetype (FORCE_NAME);
1425 force->subtype = FORCE_CHANGE_ABILITY; 1377 force->subtype = FORCE_CHANGE_ABILITY;
1378
1426 if (spell_ob->race) 1379 if (spell_ob->race)
1427 force->name = spell_ob->race; 1380 force->name = spell_ob->race;
1428 else 1381 else
1429 force->name = spell_ob->name; 1382 force->name = spell_ob->name;
1430 1383
1440 { 1393 {
1441 force->duration = duration; 1394 force->duration = duration;
1442 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 1395 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1443 } 1396 }
1444 else 1397 else
1445 {
1446 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1398 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1447 } 1399
1448 return 1; 1400 return 1;
1449 } 1401 }
1402
1450 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50; 1403 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1451 force->speed = 1.f; 1404 force->speed = 1.f;
1452 force->speed_left = -1.f; 1405 force->speed_left = -1.f;
1453 SET_FLAG (force, FLAG_APPLIED); 1406 SET_FLAG (force, FLAG_APPLIED);
1454 1407
1577 at -= level / 5; 1530 at -= level / 5;
1578 if (did_make_save (head, head->level, at)) 1531 if (did_make_save (head, head->level, at))
1579 continue; 1532 continue;
1580 } 1533 }
1581 else /* spell->attacktype */ 1534 else /* spell->attacktype */
1582 /*
1583 Spell has no attacktype (charm & such), so we'll have a specific saving:
1584 * if spell level < monster level, no go
1585 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) )
1586
1587 The chance will then be in the range [20-70] percent, not too bad.
1588
1589 This is required to fix the 'charm monster' abuse, where a player level 1 can
1590 charm a level 125 monster...
1591
1592 Ryo, august 14th
1593 */
1594 { 1535 {
1536 /*
1537 Spell has no attacktype (charm & such), so we'll have a specific saving:
1538 * if spell level < monster level, no go
1539 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) )
1540
1541 The chance will then be in the range [20-70] percent, not too bad.
1542
1543 This is required to fix the 'charm monster' abuse, where a player level 1 can
1544 charm a level 125 monster...
1545
1546 Ryo, august 14th
1547 */
1595 if (head->level > level) 1548 if (head->level > level)
1596 continue; 1549 continue;
1550
1597 if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + MIN (50, 2 * (level - head->level)))) 1551 if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + MIN (50, 2 * (level - head->level))))
1598 /* Failed, no effect */ 1552 /* Failed, no effect */
1599 continue; 1553 continue;
1600 } 1554 }
1601 1555
1626 } 1580 }
1627 1581
1628 /* charm */ 1582 /* charm */
1629 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY)) 1583 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY))
1630 { 1584 {
1585 INVOKE_OBJECT (KILL, head, ARG_OBJECT (caster));
1586
1631 /* Prevent uncontolled outbreaks of self replicating monsters. 1587 /* Prevent uncontrolled outbreaks of self replicating monsters.
1632 Typical use case is charm, go somwhere, use aggravation to make hostile. 1588 Typical use case is charm, go somwhere, use aggravation to make hostile.
1633 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */ 1589 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */
1634 CLEAR_FLAG (head, FLAG_GENERATOR); 1590 CLEAR_FLAG (head, FLAG_GENERATOR);
1635 head->set_owner (op); 1591 head->set_owner (op);
1636 set_spell_skill (op, caster, spell, head); 1592 set_spell_skill (op, caster, spell, head);
1730 1686
1731 if ((mflags & P_IS_ALIVE) && (!owner || owner->x != hx || owner->y != hy || !on_same_map (owner, op))) 1687 if ((mflags & P_IS_ALIVE) && (!owner || owner->x != hx || owner->y != hy || !on_same_map (owner, op)))
1732 { 1688 {
1733 if (j) 1689 if (j)
1734 op->stats.dam = dam_save / 2; 1690 op->stats.dam = dam_save / 2;
1691
1735 hit_map (op, j, op->attacktype, 1); 1692 hit_map (op, j, op->attacktype, 1);
1736
1737 } 1693 }
1738 1694
1739 /* insert the other arch */ 1695 /* insert the other arch */
1740 if (op->other_arch && !(OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy)))) 1696 if (op->other_arch && !(OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy))))
1741 m->insert (arch_to_object (op->other_arch), hx, hy, op); 1697 m->insert (arch_to_object (op->other_arch), hx, hy, op);
1755 1711
1756 op->direction = i; 1712 op->direction = i;
1757 } 1713 }
1758} 1714}
1759 1715
1760
1761/* move_swarm_spell: peterm 1716/* move_swarm_spell: peterm
1762 * This is an implementation of the swarm spell. It was written for 1717 * This is an implementation of the swarm spell. It was written for
1763 * meteor swarm, but it could be used for any swarm. A swarm spell 1718 * meteor swarm, but it could be used for any swarm. A swarm spell
1764 * is a special type of object that casts swarms of other types 1719 * is a special type of object that casts swarms of other types
1765 * of spells. Which spell it casts is flexible. It fires the spells 1720 * of spells. Which spell it casts is flexible. It fires the spells
1766 * from a set of squares surrounding the caster, in a given direction. 1721 * from a set of squares surrounding the caster, in a given direction.
1767 */ 1722 */
1768
1769void 1723void
1770move_swarm_spell (object *op) 1724move_swarm_spell (object *op)
1771{ 1725{
1772#if 0 1726#if 0
1773 static int cardinal_adjust[9] = { -3, -2, -1, 0, 0, 0, 1, 2, 3 }; 1727 static int cardinal_adjust[9] = { -3, -2, -1, 0, 0, 0, 1, 2, 3 };
1774 static int diagonal_adjust[10] = { -3, -2, -2, -1, 0, 0, 1, 2, 2, 3 }; 1728 static int diagonal_adjust[10] = { -3, -2, -2, -1, 0, 0, 1, 2, 2, 3 };
1775 sint16 target_x, target_y, origin_x, origin_y; 1729 sint16 target_x, target_y, origin_x, origin_y;
1776 int adjustdir; 1730 int adjustdir;
1777 maptile *m; 1731 maptile *m;
1778#endif 1732#endif
1779 int basedir;
1780 object *owner; 1733 object *owner = op->env;
1781 1734
1782 owner = op->owner; 1735 if (!op->duration || !owner->is_on_map ())
1783 if (op->duration == 0 || owner == NULL)
1784 { 1736 {
1785 op->destroy (); 1737 op->destroy ();
1786 return; 1738 return;
1787 } 1739 }
1788 1740
1789 op->duration--; 1741 op->duration--;
1790 1742
1791 basedir = op->direction; 1743 int basedir = op->direction;
1792 if (basedir == 0) 1744 if (!basedir)
1793 {
1794 /* spray in all directions! 8) */ 1745 /* spray in all directions! 8) */
1795 basedir = rndm (1, 8); 1746 basedir = (op->facing += op->state) % 8 + 1;
1796 }
1797 1747
1798#if 0 1748#if 0
1799 // this is bogus: it causes wrong places to be checked below 1749 // this is bogus: it causes wrong places to be checked below
1800 // (a wall 2 cells away will block the effect...) and 1750 // (a wall 2 cells away will block the effect...) and
1801 // doesn't work for SP_BULLET anyhow, so again tests the wrong 1751 // doesn't work for SP_BULLET anyhow, so again tests the wrong
1861 { 1811 {
1862 /* Bullet spells have a bunch more customization that needs to be done */ 1812 /* Bullet spells have a bunch more customization that needs to be done */
1863 if (op->spell->subtype == SP_BULLET) 1813 if (op->spell->subtype == SP_BULLET)
1864 fire_bullet (owner, op, basedir, op->spell); 1814 fire_bullet (owner, op, basedir, op->spell);
1865 else if (op->spell->subtype == SP_MAGIC_MISSILE) 1815 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1866 fire_arch_from_position (owner, op, op->x, op->y, basedir, op->spell); 1816 fire_arch_from_position (owner, op, owner->x, owner->y, basedir, op->spell);
1867 } 1817 }
1868} 1818}
1869
1870
1871
1872 1819
1873/* fire_swarm: 1820/* fire_swarm:
1874 * The following routine creates a swarm of objects. It actually 1821 * The following routine creates a swarm of objects. It actually
1875 * sets up a specific swarm object, which then fires off all 1822 * sets up a specific swarm object, which then fires off all
1876 * the parts of the swarm. 1823 * the parts of the swarm.
1879 * caster: the caster (owner, wand, rod, scroll) 1826 * caster: the caster (owner, wand, rod, scroll)
1880 * dir: the direction everything will be fired in 1827 * dir: the direction everything will be fired in
1881 * spell - the spell that is this spell. 1828 * spell - the spell that is this spell.
1882 * n: the number to be fired. 1829 * n: the number to be fired.
1883 */ 1830 */
1884
1885int 1831int
1886fire_swarm (object *op, object *caster, object *spell, int dir) 1832fire_swarm (object *op, object *caster, object *spell, int dir)
1887{ 1833{
1888 object *tmp;
1889 int i;
1890
1891 if (!spell->other_arch) 1834 if (!spell->other_arch)
1892 return 0; 1835 return 0;
1893 1836
1894 tmp = get_archetype (SWARM_SPELL); 1837 object *tmp = archetype::get (SWARM_SPELL);
1895 tmp->set_owner (op); /* needed so that if swarm elements kill, caster gets xp. */
1896 set_spell_skill (op, caster, spell, tmp); 1838 set_spell_skill (op, caster, spell, tmp);
1897
1898 tmp->level = caster_level (caster, spell); /*needed later, to get level dep. right. */ 1839 tmp->level = caster_level (caster, spell); /* needed later, to get level dep. right. */
1899 tmp->spell = arch_to_object (spell->other_arch); 1840 tmp->spell = spell->other_arch->instance ();
1900
1901 tmp->attacktype = tmp->spell->attacktype; 1841 tmp->attacktype = tmp->spell->attacktype;
1902 1842
1903 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) 1843 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
1904 if (!tailor_god_spell (tmp, op)) 1844 if (!tailor_god_spell (tmp, op))
1905 return 1; 1845 return 1;
1906 1846
1907 tmp->duration = SP_level_duration_adjust (caster, spell); 1847 tmp->duration = SP_level_duration_adjust (caster, spell);
1908 for (i = 0; i < spell->duration; i++) 1848 for (int i = 0; i < spell->duration; i++)
1909 tmp->duration += die_roll (1, 3, op, PREFER_HIGH); 1849 tmp->duration += die_roll (1, 3, op, PREFER_HIGH);
1910 1850
1911 tmp->direction = dir; 1851 tmp->direction = dir;
1912 tmp->invisible = 1; 1852 tmp->invisible = 1;
1853 tmp->facing = rndm (1, 8); // initial firing direction
1854 tmp->state = rndm (4) * 2 + 1; // direction increment
1913 1855
1914 tmp->insert_at (op, op); 1856 op->insert (tmp);
1857
1915 return 1; 1858 return 1;
1916} 1859}
1917
1918 1860
1919/* See the spells documentation file for why this is its own 1861/* See the spells documentation file for why this is its own
1920 * function. 1862 * function.
1921 */ 1863 */
1922int 1864int
1953 if (QUERY_FLAG (target, FLAG_MONSTER)) 1895 if (QUERY_FLAG (target, FLAG_MONSTER))
1954 { 1896 {
1955 /* oky doky. got a target monster. Lets make a blinding attack */ 1897 /* oky doky. got a target monster. Lets make a blinding attack */
1956 if (target->head) 1898 if (target->head)
1957 target = target->head; 1899 target = target->head;
1900
1958 (void) hit_player (target, dam, op, spell->attacktype, 1); 1901 hit_player (target, dam, op, spell->attacktype, 1);
1959 return 1; /* one success only! */ 1902 return 1; /* one success only! */
1960 } 1903 }
1961 } 1904 }
1962 1905
1963 /* no live target, perhaps a wall is in the way? */ 1906 /* no live target, perhaps a wall is in the way? */
1983 } 1926 }
1984 1927
1985 m->insert (tmp, x, y, op); 1928 m->insert (tmp, x, y, op);
1986 return 1; 1929 return 1;
1987} 1930}
1988
1989
1990
1991 1931
1992/* cast_cause_disease: this spell looks along <dir> from the 1932/* cast_cause_disease: this spell looks along <dir> from the
1993 * player and infects someone. 1933 * player and infects someone.
1994 * op is the player/monster, caster is the object, dir is the direction 1934 * op is the player/monster, caster is the object, dir is the direction
1995 * to cast, disease_arch is the specific disease, and type is the spell number 1935 * to cast, disease_arch is the specific disease, and type is the spell number
1996 * perhaps this should actually be in disease.c? 1936 * perhaps this should actually be in disease.c?
1997 */ 1937 */
1998
1999int 1938int
2000cast_cause_disease (object *op, object *caster, object *spell, int dir) 1939cast_cause_disease (object *op, object *caster, object *spell, int dir)
2001{ 1940{
2002 sint16 x, y; 1941 sint16 x, y;
2003 int i, mflags, range, dam_mod, dur_mod; 1942 int i, mflags, range, dam_mod, dur_mod;
2010 /* If casting from a scroll, no direction will be available, so refer to the 1949 /* If casting from a scroll, no direction will be available, so refer to the
2011 * direction the player is pointing. 1950 * direction the player is pointing.
2012 */ 1951 */
2013 if (!dir) 1952 if (!dir)
2014 dir = op->facing; 1953 dir = op->facing;
1954
2015 if (!dir) 1955 if (!dir)
2016 return 0; /* won't find anything if casting on ourself, so just return */ 1956 return 0; /* won't find anything if casting on ourself, so just return */
2017 1957
2018 /* Calculate these once here */ 1958 /* Calculate these once here */
2019 range = spell->range + SP_level_range_adjust (caster, spell); 1959 range = spell->range + SP_level_range_adjust (caster, spell);
2053 /* do level adjustments */ 1993 /* do level adjustments */
2054 if (disease->stats.wc) 1994 if (disease->stats.wc)
2055 disease->stats.wc += dur_mod / 2; 1995 disease->stats.wc += dur_mod / 2;
2056 1996
2057 if (disease->magic > 0) 1997 if (disease->magic > 0)
2058 disease->magic += dur_mod / 4; 1998 disease->magic += dur_mod / 8;
2059 1999
2060 if (disease->stats.maxhp > 0) 2000 if (disease->stats.maxhp > 0)
2061 disease->stats.maxhp += dur_mod; 2001 disease->stats.maxhp += dur_mod;
2062 2002
2063 if (disease->stats.maxgrace > 0) 2003 if (disease->stats.maxgrace > 0)
2101 if (infect_object (walk, disease, 1)) 2041 if (infect_object (walk, disease, 1))
2102 { 2042 {
2103 new_draw_info_format (NDI_UNIQUE, 0, op, "You inflict %s on %s!", &disease->name, &walk->name); 2043 new_draw_info_format (NDI_UNIQUE, 0, op, "You inflict %s on %s!", &disease->name, &walk->name);
2104 2044
2105 disease->destroy (); /* don't need this one anymore */ 2045 disease->destroy (); /* don't need this one anymore */
2106 walk->map->insert (get_archetype (ARCH_DETECT_MAGIC), x, y, op); 2046 walk->map->insert (get_archetype ("detect_magic"), x, y, op);
2107 return 1; 2047 return 1;
2108 } 2048 }
2109 2049
2110 disease->destroy (); 2050 disease->destroy ();
2111 } 2051 }

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