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Comparing deliantra/server/server/spell_attack.C (file contents):
Revision 1.25 by root, Tue Dec 26 20:04:09 2006 UTC vs.
Revision 1.74 by root, Sun Dec 28 07:48:44 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 (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2002-2003 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002-2003,2007 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
8 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
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 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,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 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
18 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
20 21 * The authors can be reached via e-mail to <support@deliantra.net>
21 The authors can be reached via e-mail at <crossfire@schmorp.de>
22*/ 22 */
23 23
24/* This file contains all the spell attack code. Grouping this code 24/* This file contains all the spell attack code. Grouping this code
25 * together should hopefully make it easier to find the relevent bits 25 * together should hopefully make it easier to find the relevent bits
26 * of code 26 * of code
27 */ 27 */
36/* 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
37 * 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)
38 * but moved here so it could be applied to bolts too 38 * but moved here so it could be applied to bolts too
39 * op is the spell object. 39 * op is the spell object.
40 */ 40 */
41
42void 41void
43check_spell_knockback (object *op) 42check_spell_knockback (object *op)
44{ 43{
45 object *tmp, *tmp2; /* object on the map */
46 int weight_move; 44 int weight_move;
47 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 */
48 46
49 if (!op->weight) 47 if (!op->weight)
50 { /*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 */
55 { 53 {
56 weight_move = op->weight + (op->weight * op->level) / 3; 54 weight_move = op->weight + (op->weight * op->level) / 3;
57 /*LOG (llevDebug, "DEBUG: arch weighs %d and masses %d (%s,level %d)\n", op->weight,weight_move,op->name,op->level); */ 55 /*LOG (llevDebug, "DEBUG: arch weighs %d and masses %d (%s,level %d)\n", op->weight,weight_move,op->name,op->level); */
58 } 56 }
59 57
60 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)
61 { 59 {
62 int num_sections = 1; 60 int num_sections = 1;
63 61
64 /* don't move DM */ 62 /* don't move DM */
65 if (QUERY_FLAG (tmp, FLAG_WIZ)) 63 if (QUERY_FLAG (tmp, FLAG_WIZ))
72 /* don't move floors or immobile objects */ 70 /* don't move floors or immobile objects */
73 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || (!QUERY_FLAG (tmp, FLAG_ALIVE) && QUERY_FLAG (tmp, FLAG_NO_PICK))) 71 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || (!QUERY_FLAG (tmp, FLAG_ALIVE) && QUERY_FLAG (tmp, FLAG_NO_PICK)))
74 continue; 72 continue;
75 73
76 /* count the object's sections */ 74 /* count the object's sections */
77 for (tmp2 = tmp; tmp2 != NULL; tmp2 = tmp2->more) 75 for (object *tmp2 = tmp; tmp2; tmp2 = tmp2->more)
78 num_sections++; 76 num_sections++;
79 77
80 /* 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
81 * 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
82 * 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.
106 * 104 *
107 * BOLT CODE 105 * BOLT CODE
108 * 106 *
109 ***************************************************************************/ 107 ***************************************************************************/
110 108
111/* Causes op to fork. op is the original bolt, tmp 109/* Causes op to fork. op is the original bolt, tmp
112 * is the first piece of the fork. 110 * is the first piece of the fork.
113 */ 111 */
114
115void 112void
116forklightning (object *op, object *tmp) 113forklightning (object *op, object *tmp)
117{ 114{
118 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 */
119 int t_dir; /* stores temporary dir calculation */ 116 int t_dir; /* stores temporary dir calculation */
144 141
145 /* reduce chances of subsequent forking */ 142 /* reduce chances of subsequent forking */
146 new_bolt->stats.Dex -= 10; 143 new_bolt->stats.Dex -= 10;
147 tmp->stats.Dex -= 10; /* less forks from main bolt too */ 144 tmp->stats.Dex -= 10; /* less forks from main bolt too */
148 new_bolt->stats.Con += 25 * new_dir; /* adjust the left bias */ 145 new_bolt->stats.Con += 25 * new_dir; /* adjust the left bias */
149 new_bolt->speed_left = -0.1; 146 new_bolt->speed_left = -0.1f;
150 new_bolt->direction = t_dir; 147 new_bolt->direction = t_dir;
151 new_bolt->duration++; 148 new_bolt->duration++;
152 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */ 149 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */
153 new_bolt->stats.dam++; 150 new_bolt->stats.dam++;
154 tmp->stats.dam /= 2; /* reduce father bolt damage */ 151 tmp->stats.dam /= 2; /* reduce father bolt damage */
155 tmp->stats.dam++; 152 tmp->stats.dam++;
153
156 if ((new_bolt = m->insert (new_bolt, sx, sy, op))) 154 if ((new_bolt = m->insert (new_bolt, sx, sy, op)))
157 update_turn_face (new_bolt); 155 update_turn_face (new_bolt);
158} 156}
159 157
160/* move_bolt: moves bolt 'op'. Basically, it just advances a space, 158/* move_bolt: moves bolt 'op'. Basically, it just advances a space,
161 * and checks for various things that may stop it. 159 * and checks for various things that may stop it.
162 */ 160 */
163
164void 161void
165move_bolt (object *op) 162move_bolt (object *op)
166{ 163{
167 object *tmp;
168 int mflags; 164 int mflags;
169 sint16 x, y; 165 sint16 x, y;
170 maptile *m; 166 maptile *m;
171 167
172 if (--op->duration < 0) 168 if (--op->duration < 0)
173 { 169 {
174 op->destroy (); 170 op->drop_and_destroy ();
175 return; 171 return;
176 } 172 }
177 173
178 hit_map (op, 0, op->attacktype, 1); 174 hit_map (op, 0, op->attacktype, 1);
179 175
245 else 241 else
246 { /* Create a copy of this object and put it ahead */ 242 { /* Create a copy of this object and put it ahead */
247 object *tmp = op->clone (); 243 object *tmp = op->clone ();
248 244
249 m->insert (tmp, x, y, op); 245 m->insert (tmp, x, y, op);
250 tmp->speed_left = -0.1; 246 tmp->speed_left = -0.1f;
251 /* To make up for the decrease at the top of the function */ 247 /* To make up for the decrease at the top of the function */
252 tmp->duration++; 248 tmp->duration++;
253 249
254 /* New forking code. Possibly create forks of this object 250 /* New forking code. Possibly create forks of this object
255 * going off in other directions. 251 * going off in other directions.
256 */ 252 */
257 if (rndm (0, 99) < tmp->stats.Dex) 253 if (tmp->stats.Dex && rndm (0, 99) < tmp->stats.Dex)
258 { /* stats.Dex % of forking */ 254 forklightning (op, tmp); /* stats.Dex % of forking */
259 forklightning (op, tmp);
260 }
261 255
262 /* In this way, the object left behind sticks on the space, but 256 /* In this way, the object left behind sticks on the space, but
263 * doesn't create any bolts that continue to move onward. 257 * doesn't create any bolts that continue to move onward.
264 */ 258 */
265 op->range = 0; 259 op->range = 0;
289 return 0; 283 return 0;
290 284
291 /* peterm: level dependency for bolts */ 285 /* peterm: level dependency for bolts */
292 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob); 286 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob);
293 tmp->attacktype = spob->attacktype; 287 tmp->attacktype = spob->attacktype;
288
294 if (spob->slaying) 289 if (spob->slaying)
295 tmp->slaying = spob->slaying; 290 tmp->slaying = spob->slaying;
291
296 tmp->range = spob->range + SP_level_range_adjust (caster, spob); 292 tmp->range = spob->range + SP_level_range_adjust (caster, spob);
297 tmp->duration = spob->duration + SP_level_duration_adjust (caster, spob); 293 tmp->duration = spob->duration + SP_level_duration_adjust (caster, spob);
298 tmp->stats.Dex = spob->stats.Dex; 294 tmp->stats.Dex = spob->stats.Dex;
299 tmp->stats.Con = spob->stats.Con; 295 tmp->stats.Con = spob->stats.Con;
300 296
311 307
312 maptile *newmap; 308 maptile *newmap;
313 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y); 309 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y);
314 if (mflags & P_OUT_OF_MAP) 310 if (mflags & P_OUT_OF_MAP)
315 { 311 {
316 tmp->destroy (); 312 tmp->drop_and_destroy ();
317 return 0; 313 return 0;
318 } 314 }
319 315
320 tmp->map = newmap; 316 tmp->map = newmap;
321 317
322 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y))) 318 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y)))
323 { 319 {
324 if (!QUERY_FLAG (tmp, FLAG_REFLECTING)) 320 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
325 { 321 {
326 tmp->destroy (); 322 tmp->drop_and_destroy ();
327 return 0; 323 return 0;
328 } 324 }
329 325
330 tmp->x = op->x; 326 tmp->x = op->x;
331 tmp->y = op->y; 327 tmp->y = op->y;
336 if ((tmp = tmp->insert_at (tmp, op))) 332 if ((tmp = tmp->insert_at (tmp, op)))
337 move_bolt (tmp); 333 move_bolt (tmp);
338 334
339 return 1; 335 return 1;
340} 336}
341
342
343 337
344/*************************************************************************** 338/***************************************************************************
345 * 339 *
346 * BULLET/BALL CODE 340 * BULLET/BALL CODE
347 * 341 *
348 ***************************************************************************/ 342 ***************************************************************************/
349 343
350/* expands an explosion. op is a piece of the 344/* expands an explosion. op is a piece of the
351 * explosion - this expans it in the different directions. 345 * explosion - this expands it in the different directions.
352 * At least that is what I think this does. 346 * At least that is what I think this does.
353 */ 347 */
354void 348void
355explosion (object *op) 349explosion (object *op)
356{ 350{
380 if (ok_to_put_more (op->map, dx, dy, op, op->attacktype)) 374 if (ok_to_put_more (op->map, dx, dy, op, op->attacktype))
381 { 375 {
382 object *tmp = op->clone (); 376 object *tmp = op->clone ();
383 377
384 tmp->state = 0; 378 tmp->state = 0;
385 tmp->speed_left = -0.21; 379 tmp->speed_left = -0.21f;
386 tmp->range--; 380 tmp->range--;
387 tmp->value = 0; 381 tmp->value = 0;
388 382
389 m->insert (tmp, dx, dy, op); 383 m->insert (tmp, dx, dy, op);
390 } 384 }
391 } 385 }
392 } 386 }
393} 387}
394
395 388
396/* Causes an object to explode, eg, a firebullet, 389/* Causes an object to explode, eg, a firebullet,
397 * poison cloud ball, etc. op is the object to 390 * poison cloud ball, etc. op is the object to
398 * explode. 391 * explode.
399 */ 392 */
400void 393void
401explode_bullet (object *op) 394explode_bullet (object *op)
402{ 395{
403 object *tmp, *owner; 396 object *tmp, *owner;
404 397
405 if (op->other_arch == NULL) 398 if (!op->other_arch)
406 { 399 {
407 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n"); 400 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n");
408 op->destroy (); 401 op->destroy ();
409 return; 402 return;
410 } 403 }
411 404
412 if (op->env) 405 if (op->env)
413 { 406 {
414 object *env = object_get_env_recursive (op); 407 object *env = op->outer_env ();
408
415 if (env->map == NULL || out_of_map (env->map, env->x, env->y)) 409 if (!env->map || out_of_map (env->map, env->x, env->y))
416 { 410 {
417 LOG (llevError, "BUG: explode_bullet(): env out of map\n"); 411 LOG (llevError, "BUG: explode_bullet(): env out of map\n");
418 op->destroy (); 412 op->destroy ();
419 return; 413 return;
420 } 414 }
438 } 432 }
439 433
440 if (op->attacktype) 434 if (op->attacktype)
441 { 435 {
442 hit_map (op, 0, op->attacktype, 1); 436 hit_map (op, 0, op->attacktype, 1);
437
443 if (op->destroyed ()) 438 if (op->destroyed ())
444 return; 439 return;
445 } 440 }
446 441
447 /* other_arch contains what this explodes into */ 442 /* other_arch contains what this explodes into */
450 tmp->set_owner (op); 445 tmp->set_owner (op);
451 tmp->skill = op->skill; 446 tmp->skill = op->skill;
452 447
453 owner = op->owner; 448 owner = op->owner;
454 449
455 if ((tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) && owner && !tailor_god_spell (tmp, owner)) 450 if ((tmp->attacktype & AT_HOLYWORD
451 || tmp->attacktype & AT_GODPOWER)
452 && owner
453 && !tailor_god_spell (tmp, owner))
456 { 454 {
457 op->destroy (); 455 op->destroy ();
458 return; 456 return;
459 } 457 }
460 458
487 485
488 /* Prevent recursion */ 486 /* Prevent recursion */
489 op->move_on = 0; 487 op->move_on = 0;
490 488
491 tmp->insert_at (op, op); 489 tmp->insert_at (op, op);
490 tmp->play_sound (tmp->sound);
491
492 /* remove the firebullet */ 492 /* remove the firebullet */
493 op->destroy (); 493 op->destroy ();
494} 494}
495 495
496/* checks to see what op should do, given the space it is on 496/* checks to see what op should do, given the space it is on
518 518
519 /* If nothing alive on this space, no reason to do anything further */ 519 /* If nothing alive on this space, no reason to do anything further */
520 if (!(mflags & P_IS_ALIVE)) 520 if (!(mflags & P_IS_ALIVE))
521 return; 521 return;
522 522
523 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 523 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
524 { 524 {
525 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 525 if (QUERY_FLAG (tmp, FLAG_ALIVE))
526 { 526 {
527 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1); 527 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1);
528
529 // TODO: can't understand the following if's
528 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0) 530 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0)
529 { 531 {
530 if (!QUERY_FLAG (op, FLAG_REMOVED)) 532 if (!QUERY_FLAG (op, FLAG_REMOVED))
531 { 533 {
532 op->destroy (); 534 op->destroy ();
604 } 606 }
605 else 607 else
606 check_bullet (op); 608 check_bullet (op);
607} 609}
608 610
609
610
611
612/* fire_bullet 611/* fire_bullet
613 * object op (cast from caster) files a bolt in dir. 612 * object op (cast from caster) files a bolt in dir.
614 * spob is the spell object for the bolt. 613 * spob is the spell object for the bolt.
615 * we remove the magic flag - that can be derived from 614 * we remove the magic flag - that can be derived from
616 * spob->attacktype. 615 * spob->attacktype.
617 * This function sets up the appropriate owner and skill 616 * This function sets up the appropriate owner and skill
618 * pointers. 617 * pointers.
619 */ 618 */
620
621int 619int
622fire_bullet (object *op, object *caster, int dir, object *spob) 620fire_bullet (object *op, object *caster, int dir, object *spob)
623{ 621{
624 object *tmp = NULL; 622 object *tmp = NULL;
625 int mflags; 623 int mflags;
626 624
627 if (!spob->other_arch) 625 if (!spob->other_arch)
628 return 0; 626 return 0;
629 627
630 tmp = arch_to_object (spob->other_arch); 628 tmp = spob->other_arch->instance ();
631 if (tmp == NULL) 629 if (!tmp)
632 return 0; 630 return 0;
633 631
634 /* peterm: level dependency for bolts */ 632 /* peterm: level dependency for bolts */
635 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob); 633 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob);
636 tmp->attacktype = spob->attacktype; 634 tmp->attacktype = spob->attacktype;
637 if (spob->slaying) 635 if (spob->slaying)
638 tmp->slaying = spob->slaying; 636 tmp->slaying = spob->slaying;
639 637
649 SET_ANIMATION (tmp, dir); 647 SET_ANIMATION (tmp, dir);
650 648
651 tmp->set_owner (op); 649 tmp->set_owner (op);
652 set_spell_skill (op, caster, spob, tmp); 650 set_spell_skill (op, caster, spob, tmp);
653 651
654 tmp->x = op->x + freearr_x[dir]; 652 tmp->x = op->x + freearr_x[dir];
655 tmp->y = op->y + freearr_y[dir]; 653 tmp->y = op->y + freearr_y[dir];
656 tmp->map = op->map; 654 tmp->map = op->map;
657 655
658 maptile *newmap; 656 maptile *newmap;
659 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y); 657 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y);
660 if (mflags & P_OUT_OF_MAP) 658 if (mflags & P_OUT_OF_MAP)
682 if ((tmp = tmp->insert_at (tmp, op))) 680 if ((tmp = tmp->insert_at (tmp, op)))
683 check_bullet (tmp); 681 check_bullet (tmp);
684 682
685 return 1; 683 return 1;
686} 684}
687
688
689
690 685
691/***************************************************************************** 686/*****************************************************************************
692 * 687 *
693 * CONE RELATED FUNCTIONS 688 * CONE RELATED FUNCTIONS
694 * 689 *
695 *****************************************************************************/ 690 *****************************************************************************/
696 691
697
698/* drops an object based on what is in the cone's "other_arch" */ 692/* drops an object based on what is in the cone's "other_arch" */
699void 693void
700cone_drop (object *op) 694cone_drop (object *op)
701{ 695{
702 object *new_ob = arch_to_object (op->other_arch); 696 object *new_ob = arch_to_object (op->other_arch);
714/* move_cone: causes cone object 'op' to move a space/hit creatures */ 708/* move_cone: causes cone object 'op' to move a space/hit creatures */
715 709
716void 710void
717move_cone (object *op) 711move_cone (object *op)
718{ 712{
719 int i;
720
721 /* if no map then hit_map will crash so just ignore object */ 713 /* if no map then hit_map will crash so just ignore object */
722 if (!op->map) 714 if (!op->map)
723 { 715 {
724 LOG (llevError, "Tried to move_cone object %s without a map.\n", op->name ? &op->name : "unknown"); 716 LOG (llevError, "Tried to move_cone object %s without a map.\n", op->name ? &op->name : "unknown");
725 op->set_speed (0); 717 op->set_speed (0);
745 } 737 }
746#endif 738#endif
747 739
748 hit_map (op, 0, op->attacktype, 0); 740 hit_map (op, 0, op->attacktype, 0);
749 741
742 if (!op->is_on_map ())
743 return;
744
750 /* Check to see if we should push anything. 745 /* Check to see if we should push anything.
751 * Spell objects with weight push whatever they encounter to some 746 * Spell objects with weight push whatever they encounter to some
752 * degree. 747 * degree.
753 */ 748 */
754 if (op->weight) 749 if (op->weight)
750 {
755 check_spell_knockback (op); 751 check_spell_knockback (op);
756 752
757 if (op->destroyed ()) 753 if (!op->is_on_map ())
758 return; 754 return;
755 }
759 756
760 if ((op->duration--) < 0) 757 if (op->duration-- < 0)
761 { 758 {
762 op->destroy (); 759 op->destroy ();
763 return; 760 return;
764 } 761 }
765 /* Object has hit maximum range, so don't have it move 762 /* Object has hit maximum range, so don't have it move
770 { 767 {
771 op->range = 0; /* just so it doesn't wrap */ 768 op->range = 0; /* just so it doesn't wrap */
772 return; 769 return;
773 } 770 }
774 771
775 for (i = -1; i < 2; i++) 772 for (int i = -1; i <= 1; i++)
776 { 773 {
777 sint16 x = op->x + freearr_x[absdir (op->stats.sp + i)], y = op->y + freearr_y[absdir (op->stats.sp + i)]; 774 sint16 x = op->x + freearr_x[absdir (op->stats.sp + i)], y = op->y + freearr_y[absdir (op->stats.sp + i)];
778 775
779 if (ok_to_put_more (op->map, x, y, op, op->attacktype)) 776 if (ok_to_put_more (op->map, x, y, op, op->attacktype))
780 { 777 {
827 824
828 /* Need to know what the movetype of the object we are about 825 /* Need to know what the movetype of the object we are about
829 * to create is, so we can know if the space we are about to 826 * to create is, so we can know if the space we are about to
830 * insert it into is blocked. 827 * insert it into is blocked.
831 */ 828 */
832 movetype = spell->other_arch->clone.move_type; 829 movetype = spell->other_arch->move_type;
833 830
834 for (i = range_min; i <= range_max; i++) 831 for (i = range_min; i <= range_max; i++)
835 { 832 {
836 sint16 x, y, d; 833 sint16 x, y, d;
837 834
872 869
873 success = 1; 870 success = 1;
874 tmp = arch_to_object (spell->other_arch); 871 tmp = arch_to_object (spell->other_arch);
875 tmp->set_owner (op); 872 tmp->set_owner (op);
876 set_spell_skill (op, caster, spell, tmp); 873 set_spell_skill (op, caster, spell, tmp);
877 tmp->level = caster_level (caster, spell); 874 tmp->level = casting_level (caster, spell);
878 tmp->attacktype = spell->attacktype; 875 tmp->attacktype = spell->attacktype;
879 876
880 /* holy word stuff */ 877 /* holy word stuff */
881 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER)) 878 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER))
882 if (!tailor_god_spell (tmp, op)) 879 if (!tailor_god_spell (tmp, op))
916 else 913 else
917 tmp->duration += caster->level / 3; 914 tmp->duration += caster->level / 3;
918 } 915 }
919 916
920 if (!(tmp->move_type & MOVE_FLY_LOW)) 917 if (!(tmp->move_type & MOVE_FLY_LOW))
921 LOG (llevDebug, "cast_cone(): arch %s doesn't have flying 1\n", &spell->other_arch->name); 918 LOG (llevDebug, "cast_cone(): arch %s doesn't have flying 1\n", &spell->other_arch->archname);
922 919
923 if (!tmp->move_on && tmp->stats.dam) 920 if (!tmp->move_on && tmp->stats.dam)
924 LOG (llevDebug, "cast_cone(): arch %s doesn't have move_on set\n", &spell->other_arch->name); 921 LOG (llevDebug, "cast_cone(): arch %s doesn't have move_on set\n", &spell->other_arch->archname);
925 922
926 m->insert (tmp, sx, sy, op); 923 m->insert (tmp, sx, sy, op);
927 924
928 /* This is used for tracking spells so that one effect doesn't hit 925 /* This is used for tracking spells so that one effect doesn't hit
929 * a single space too many times. 926 * a single space too many times.
941 * 938 *
942 * BOMB related code 939 * BOMB related code
943 * 940 *
944 ****************************************************************************/ 941 ****************************************************************************/
945 942
946
947/* This handles an exploding bomb. 943/* This handles an exploding bomb.
948 * op is the original bomb object. 944 * op is the original bomb object.
949 */ 945 */
950void 946void
951animate_bomb (object *op) 947animate_bomb (object *op)
952{ 948{
953 int i;
954 object *env, *tmp;
955
956 if (op->state != NUM_ANIMATIONS (op) - 1) 949 if (op->state != NUM_ANIMATIONS (op) - 1)
957 return; 950 return;
958 951
959 env = object_get_env_recursive (op); 952 object *env = op->outer_env ();
960 953
961 if (op->env) 954 if (op->env)
962 { 955 {
963 if (env->map == NULL) 956 if (env->map == NULL)
964 return; 957 return;
965
966 if (env->type == PLAYER)
967 esrv_del_item (env->contr, op->count);
968 958
969 if (!(op = op->insert_at (env, op))) 959 if (!(op = op->insert_at (env, op)))
970 return; 960 return;
971 } 961 }
972 962
983 * but using the cast_bullet isn't really feasible, 973 * but using the cast_bullet isn't really feasible,
984 * so just set up the appropriate values. 974 * so just set up the appropriate values.
985 */ 975 */
986 if (archetype *at = archetype::find (SPLINT)) 976 if (archetype *at = archetype::find (SPLINT))
987 { 977 {
988 for (i = 1; i < 9; i++) 978 for (int i = 1; i < 9; i++)
989 { 979 {
990 if (out_of_map (op->map, op->x + freearr_x[i], op->y + freearr_x[i])) 980 if (out_of_map (op->map, op->x + freearr_x[i], op->y + freearr_x[i]))
991 continue; 981 continue;
992 982
993 tmp = arch_to_object (at); 983 object *tmp = arch_to_object (at);
994 tmp->direction = i; 984 tmp->direction = i;
995 tmp->range = op->range; 985 tmp->range = op->range;
996 tmp->stats.dam = op->stats.dam; 986 tmp->stats.dam = op->stats.dam;
997 tmp->duration = op->duration; 987 tmp->duration = op->duration;
998 tmp->attacktype = op->attacktype; 988 tmp->attacktype = op->attacktype;
1012} 1002}
1013 1003
1014int 1004int
1015create_bomb (object *op, object *caster, int dir, object *spell) 1005create_bomb (object *op, object *caster, int dir, object *spell)
1016{ 1006{
1017
1018 object *tmp; 1007 object *tmp;
1019 int mflags; 1008 int mflags;
1020 sint16 dx = op->x + freearr_x[dir], dy = op->y + freearr_y[dir]; 1009 sint16 dx = op->x + freearr_x[dir], dy = op->y + freearr_y[dir];
1021 maptile *m; 1010 maptile *m;
1022 1011
1023 mflags = get_map_flags (op->map, &m, dx, dy, &dx, &dy); 1012 mflags = get_map_flags (op->map, &m, dx, dy, &dx, &dy);
1013
1014 // when creating a bomb below ourself it should always work, even
1015 // when movement is blocked (somehow we got here, somehow we are here,
1016 // so we should also be able to make a bomb here). (originally added
1017 // to fix create bomb traps in doors, which cast with dir=0).
1018 if (dir)
1019 {
1024 if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, dx, dy) & MOVE_WALK)) 1020 if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, dx, dy) & MOVE_WALK))
1025 { 1021 {
1026 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way."); 1022 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way.");
1027 return 0; 1023 return 0;
1024 }
1028 } 1025 }
1026
1029 tmp = arch_to_object (spell->other_arch); 1027 tmp = arch_to_object (spell->other_arch);
1030 1028
1031 /* level dependencies for bomb */ 1029 /* level dependencies for bomb */
1032 tmp->range = spell->range + SP_level_range_adjust (caster, spell); 1030 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
1033 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1031 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1054 * dir is the direction to look in. 1052 * dir is the direction to look in.
1055 * range is how far out to look. 1053 * range is how far out to look.
1056 * type is the type of spell - either SPELL_MANA or SPELL_GRACE. 1054 * type is the type of spell - either SPELL_MANA or SPELL_GRACE.
1057 * this info is used for blocked magic/unholy spaces. 1055 * this info is used for blocked magic/unholy spaces.
1058 */ 1056 */
1059
1060object * 1057object *
1061get_pointed_target (object *op, int dir, int range, int type) 1058get_pointed_target (object *op, int dir, int range, int type)
1062{ 1059{
1063 object *target; 1060 object *target;
1064 sint16 x, y; 1061 sint16 x, y;
1083 return NULL; 1080 return NULL;
1084 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW) 1081 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW)
1085 return NULL; 1082 return NULL;
1086 1083
1087 if (mflags & P_IS_ALIVE) 1084 if (mflags & P_IS_ALIVE)
1088 {
1089 for (target = GET_MAP_OB (mp, x, y); target; target = target->above) 1085 for (target = GET_MAP_OB (mp, x, y); target; target = target->above)
1090 { 1086 if (QUERY_FLAG (target, FLAG_MONSTER))
1091 if (QUERY_FLAG (target->head ? target->head : target, FLAG_MONSTER))
1092 {
1093 return target; 1087 return target;
1094 }
1095 }
1096 }
1097 } 1088 }
1089
1098 return NULL; 1090 return NULL;
1099} 1091}
1100
1101 1092
1102/* cast_smite_arch() - the priest points to a creature and causes 1093/* cast_smite_arch() - the priest points to a creature and causes
1103 * a 'godly curse' to decend. 1094 * a 'godly curse' to decend.
1104 * usual params - 1095 * usual params -
1105 * op = player 1096 * op = player
1106 * caster = object casting the spell. 1097 * caster = object casting the spell.
1107 * dir = direction being cast 1098 * dir = direction being cast
1108 * spell = spell object 1099 * spell = spell object
1109 */ 1100 */
1110
1111int 1101int
1112cast_smite_spell (object *op, object *caster, int dir, object *spell) 1102cast_smite_spell (object *op, object *caster, int dir, object *spell)
1113{ 1103{
1114 object *effect, *target; 1104 object *effect, *target;
1115 object *god = find_god (determine_god (op)); 1105 object *god = find_god (determine_god (op));
1139 effect = arch_to_object (spell->other_arch); 1129 effect = arch_to_object (spell->other_arch);
1140 else 1130 else
1141 return 0; 1131 return 0;
1142 1132
1143 /* tailor the effect by priest level and worshipped God */ 1133 /* tailor the effect by priest level and worshipped God */
1144 effect->level = caster_level (caster, spell); 1134 effect->level = casting_level (caster, spell);
1145 effect->attacktype = spell->attacktype; 1135 effect->attacktype = spell->attacktype;
1146 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER)) 1136 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER))
1147 { 1137 {
1148 if (tailor_god_spell (effect, op)) 1138 if (tailor_god_spell (effect, op))
1149 new_draw_info_format (NDI_UNIQUE, 0, op, "%s answers your call!", determine_god (op)); 1139 new_draw_info_format (NDI_UNIQUE, 0, op, "%s answers your call!", determine_god (op));
1193 effect->insert_at (target, op); 1183 effect->insert_at (target, op);
1194 1184
1195 return 1; 1185 return 1;
1196} 1186}
1197 1187
1198
1199/**************************************************************************** 1188/****************************************************************************
1200 * 1189 *
1201 * MAGIC MISSILE code. 1190 * MAGIC MISSILE code.
1202 * note that the fire_bullet is used to fire the missile. The 1191 * note that the fire_bullet is used to fire the missile. The
1203 * code here is just to move the missile. 1192 * code here is just to move the missile.
1205 1194
1206/* op is a missile that needs to be moved */ 1195/* op is a missile that needs to be moved */
1207void 1196void
1208move_missile (object *op) 1197move_missile (object *op)
1209{ 1198{
1210 int i, mflags;
1211 object *owner;
1212 sint16 new_x, new_y;
1213 maptile *m;
1214
1215 if (op->range-- <= 0) 1199 if (op->range-- <= 0)
1216 { 1200 {
1201 op->drop_and_destroy ();
1202 return;
1203 }
1204
1205 mapxy pos (op);
1206 pos.move (op->direction);
1207
1208 if (!pos.normalise ())
1209 {
1217 op->destroy (); 1210 op->destroy ();
1218 return; 1211 return;
1219 } 1212 }
1220 1213
1221 owner = op->owner; 1214 mapspace &ms = pos.ms ();
1222#if 0
1223 /* It'd make things nastier if this wasn't here - spells cast by
1224 * monster that are then killed would continue to survive
1225 */
1226 if (owner == NULL)
1227 {
1228 op->destroy ();
1229 return;
1230 }
1231#endif
1232 1215
1233 new_x = op->x + DIRX (op); 1216 if (ms.flags () & P_IS_ALIVE || ms.blocks (op))
1234 new_y = op->y + DIRY (op);
1235
1236 mflags = get_map_flags (op->map, &m, new_x, new_y, &new_x, &new_y);
1237
1238 if (!(mflags & P_OUT_OF_MAP) && ((mflags & P_IS_ALIVE) || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y))))
1239 { 1217 {
1240 hit_map (op, op->direction, AT_MAGIC, 1); 1218 hit_map (op, op->direction, AT_MAGIC, 1);
1241 /* Basically, missile only hits one thing then goes away. 1219 /* Basically, missile only hits one thing then goes away.
1242 * we need to remove it if someone hasn't already done so. 1220 * we need to remove it if someone hasn't already done so.
1243 */ 1221 */
1244 if (!op->destroyed ())
1245 op->destroy ();
1246
1247 return;
1248 }
1249
1250 op->remove ();
1251
1252 if (!op->direction || (mflags & P_OUT_OF_MAP))
1253 {
1254 op->destroy (); 1222 op->destroy ();
1255 return; 1223 return;
1256 } 1224 }
1257 1225
1226 if (!op->direction)
1227 {
1228 op->destroy ();
1229 return;
1230 }
1231
1258 i = spell_find_dir (m, new_x, new_y, op->owner); 1232 int i = spell_find_dir (pos.m, pos.x, pos.y, op->owner);
1259 if (i > 0 && i != op->direction) 1233 if (i > 0 && i != op->direction)
1260 { 1234 {
1261 op->direction = i; 1235 op->direction = i;
1262 SET_ANIMATION (op, op->direction); 1236 SET_ANIMATION (op, op->direction);
1263 } 1237 }
1264 1238
1265 m->insert (op, new_x, new_y, op); 1239 pos.insert (op, op);
1266} 1240}
1267 1241
1268/**************************************************************************** 1242/****************************************************************************
1269 * Destruction 1243 * Destruction
1270 ****************************************************************************/ 1244 ****************************************************************************/
1273 * we do this by creating a force and inserting it in the 1247 * we do this by creating a force and inserting it in the
1274 * object. if time is 0, the object glows permanently. To truely 1248 * object. if time is 0, the object glows permanently. To truely
1275 * make this work for non-living objects, we would have to 1249 * make this work for non-living objects, we would have to
1276 * give them the capability to have an inventory. b.t. 1250 * give them the capability to have an inventory. b.t.
1277 */ 1251 */
1278
1279int 1252int
1280make_object_glow (object *op, int radius, int time) 1253make_object_glow (object *op, int radius, int time)
1281{ 1254{
1282 object *tmp;
1283
1284 /* some things are unaffected... */ 1255 /* some things are unaffected... */
1285 if (op->path_denied & PATH_LIGHT) 1256 if (op->path_denied & PATH_LIGHT)
1286 return 0; 1257 return 0;
1287 1258
1288 tmp = get_archetype (FORCE_NAME); 1259 object *tmp = get_archetype (FORCE_NAME);
1289 tmp->speed = 0.01; 1260 tmp->speed = 0.01;
1290 tmp->stats.food = time; 1261 tmp->stats.food = time;
1291 SET_FLAG (tmp, FLAG_IS_USED_UP); 1262 SET_FLAG (tmp, FLAG_IS_USED_UP);
1292 tmp->glow_radius = radius;
1293 if (tmp->glow_radius > MAX_LIGHT_RADII)
1294 tmp->glow_radius = MAX_LIGHT_RADII; 1263 tmp->glow_radius = min (MAX_LIGHT_RADIUS, radius);
1295
1296 tmp->x = op->x;
1297 tmp->y = op->y;
1298 if (tmp->speed < MIN_ACTIVE_SPEED)
1299 tmp->speed = MIN_ACTIVE_SPEED; /* safety */
1300 tmp = insert_ob_in_ob (tmp, op); 1264 tmp = insert_ob_in_ob (tmp, op);
1265
1301 if (tmp->glow_radius > op->glow_radius) 1266 if (tmp->glow_radius > op->glow_radius)
1302 op->glow_radius = tmp->glow_radius; 1267 op->glow_radius = tmp->glow_radius;
1303 1268
1304 if (!tmp->env || op != tmp->env)
1305 {
1306 LOG (llevError, "make_object_glow() failed to insert glowing force in %s\n", &op->name);
1307 return 0;
1308 }
1309 return 1; 1269 return 1;
1310} 1270}
1311
1312
1313
1314 1271
1315int 1272int
1316cast_destruction (object *op, object *caster, object *spell_ob) 1273cast_destruction (object *op, object *caster, object *spell_ob)
1317{ 1274{
1318 int i, j, range, mflags, friendly = 0, dam, dur;
1319 sint16 sx, sy;
1320 maptile *m;
1321 object *tmp;
1322 const char *skill;
1323
1324 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob); 1275 int range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
1325 dam = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob); 1276 int dam = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob);
1326 dur = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob); 1277 int dur = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
1327 if (QUERY_FLAG (op, FLAG_FRIENDLY) || op->type == PLAYER) 1278
1328 friendly = 1; 1279 bool friendly = op->flag [FLAG_FRIENDLY] || op->is_player ();
1329 1280
1330 /* destruction doesn't use another spell object, so we need 1281 /* destruction doesn't use another spell object, so we need
1331 * update op's skill pointer so that exp is properly awarded. 1282 * update op's skill pointer so that exp is properly awarded.
1332 * We do some shortcuts here - since this is just temporary
1333 * and we'll reset the values back, we don't need to go through
1334 * the full share string/free_string route.
1335 */ 1283 */
1336 skill = op->skill; 1284 const shstr skill = op->skill;
1285
1337 if (caster == op) 1286 if (caster == op)
1338 op->skill = spell_ob->skill; 1287 op->skill = spell_ob->skill;
1339 else if (caster->skill) 1288 else if (caster->skill)
1340 op->skill = caster->skill; 1289 op->skill = caster->skill;
1341 else 1290 else
1342 op->skill = NULL; 1291 op->skill = 0;
1343 1292
1344 change_skill (op, find_skill_by_name (op, op->skill), 1); 1293 op->change_skill (find_skill_by_name (op, op->skill));
1345 1294
1346 for (i = -range; i < range; i++) 1295 unordered_mapwalk (op, -range, -range, range, range)
1347 { 1296 {
1348 for (j = -range; j < range; j++) 1297 mapspace &ms = m->at (nx, ny);
1349 {
1350 m = op->map;
1351 sx = op->x + i;
1352 sy = op->y + j;
1353 1298
1354 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
1355 if (mflags & P_OUT_OF_MAP)
1356 continue;
1357
1358 if (mflags & P_IS_ALIVE) 1299 if (ms.flags () & P_IS_ALIVE)
1300 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1301 if (tmp->flag [FLAG_ALIVE] || tmp->is_player ())
1359 { 1302 {
1360 for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above) 1303 tmp = tmp->head_ ();
1361 if (QUERY_FLAG (tmp, FLAG_ALIVE) || tmp->type == PLAYER)
1362 break;
1363 1304
1364 if (tmp) 1305 if ((friendly && !tmp->flag [FLAG_FRIENDLY] && !tmp->is_player ())
1306 || (!friendly && (tmp->flag [FLAG_FRIENDLY] || tmp->is_player ())))
1365 { 1307 {
1366 if (tmp->head) 1308 if (spell_ob->subtype == SP_DESTRUCTION)
1367 tmp = tmp->head;
1368
1369 if ((friendly && !QUERY_FLAG (tmp, FLAG_FRIENDLY) && tmp->type != PLAYER) ||
1370 (!friendly && (QUERY_FLAG (tmp, FLAG_FRIENDLY) || tmp->type == PLAYER)))
1371 { 1309 {
1372 if (spell_ob->subtype == SP_DESTRUCTION)
1373 {
1374 hit_player (tmp, dam, op, spell_ob->attacktype, 0); 1310 hit_player (tmp, dam, op, spell_ob->attacktype, 0);
1311
1375 if (spell_ob->other_arch) 1312 if (spell_ob->other_arch)
1376 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op); 1313 m->insert (arch_to_object (spell_ob->other_arch), nx, ny, op);
1377 } 1314 }
1378 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist[ATNR_MAGIC] != 100) 1315 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist [ATNR_MAGIC] != 100)
1379 { 1316 {
1380 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch) 1317 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch)
1381 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op); 1318 m->insert (arch_to_object (spell_ob->other_arch), nx, ny, op);
1382 }
1383 } 1319 }
1384 } 1320 }
1385 } 1321 }
1386 }
1387 } 1322 }
1388 1323
1389 op->skill = skill; 1324 op->skill = skill;
1390 return 1; 1325 return 1;
1391} 1326}
1407 { 1342 {
1408 new_draw_info (NDI_UNIQUE, 0, op, "There is no one in that direction to curse."); 1343 new_draw_info (NDI_UNIQUE, 0, op, "There is no one in that direction to curse.");
1409 return 0; 1344 return 0;
1410 } 1345 }
1411 1346
1347 tmp = tmp->head_ ();
1348
1412 /* If we've already got a force of this type, don't add a new one. */ 1349 /* If we've already got a force of this type, don't add a new one. */
1413 for (force = tmp->inv; force != NULL; force = force->below) 1350 for (force = tmp->inv; force; force = force->below)
1414 { 1351 {
1415 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY) 1352 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY)
1416 { 1353 {
1417 if (force->name == spell_ob->name) 1354 if (force->name == spell_ob->name)
1418 { 1355 {
1424 return 0; 1361 return 0;
1425 } 1362 }
1426 } 1363 }
1427 } 1364 }
1428 1365
1429 if (force == NULL) 1366 if (!force)
1430 { 1367 {
1431 force = get_archetype (FORCE_NAME); 1368 force = get_archetype (FORCE_NAME);
1432 force->subtype = FORCE_CHANGE_ABILITY; 1369 force->subtype = FORCE_CHANGE_ABILITY;
1370
1433 if (spell_ob->race) 1371 if (spell_ob->race)
1434 force->name = spell_ob->race; 1372 force->name = spell_ob->race;
1435 else 1373 else
1436 force->name = spell_ob->name; 1374 force->name = spell_ob->name;
1437 1375
1447 { 1385 {
1448 force->duration = duration; 1386 force->duration = duration;
1449 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 1387 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1450 } 1388 }
1451 else 1389 else
1452 {
1453 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1390 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1454 } 1391
1455 return 1; 1392 return 1;
1456 } 1393 }
1394
1457 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50; 1395 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1458 force->speed = 1.0; 1396 force->speed = 1.f;
1459 force->speed_left = -1.0; 1397 force->speed_left = -1.f;
1460 SET_FLAG (force, FLAG_APPLIED); 1398 SET_FLAG (force, FLAG_APPLIED);
1461 1399
1462 if (god) 1400 if (god)
1463 { 1401 {
1464 if (spell_ob->last_grace) 1402 if (spell_ob->last_grace)
1482 tmp->update_stats (); 1420 tmp->update_stats ();
1483 return 1; 1421 return 1;
1484 1422
1485} 1423}
1486 1424
1487
1488/********************************************************************** 1425/**********************************************************************
1489 * mood change 1426 * mood change
1490 * Arguably, this may or may not be an attack spell. But since it 1427 * Arguably, this may or may not be an attack spell. But since it
1491 * effects monsters, it seems best to put it into this file 1428 * effects monsters, it seems best to put it into this file
1492 ***********************************************************************/ 1429 ***********************************************************************/
1505 1442
1506 /* We precompute some values here so that we don't have to keep 1443 /* We precompute some values here so that we don't have to keep
1507 * doing it over and over again. 1444 * doing it over and over again.
1508 */ 1445 */
1509 god = find_god (determine_god (op)); 1446 god = find_god (determine_god (op));
1510 level = caster_level (caster, spell); 1447 level = casting_level (caster, spell);
1511 range = spell->range + SP_level_range_adjust (caster, spell); 1448 range = spell->range + SP_level_range_adjust (caster, spell);
1512 1449
1513 /* On the bright side, no monster should ever have a race of GOD_... 1450 /* On the bright side, no monster should ever have a race of GOD_...
1514 * so even if the player doesn't worship a god, if race=GOD_.., it 1451 * so even if the player doesn't worship a god, if race=GOD_.., it
1515 * won't ever match anything. 1452 * won't ever match anything.
1521 else if (god && !strcmp (spell->race, "GOD_FRIEND")) 1458 else if (god && !strcmp (spell->race, "GOD_FRIEND"))
1522 race = god->race; 1459 race = god->race;
1523 else 1460 else
1524 race = spell->race; 1461 race = spell->race;
1525 1462
1526
1527 for (x = op->x - range; x <= op->x + range; x++) 1463 for (x = op->x - range; x <= op->x + range; x++)
1528 for (y = op->y - range; y <= op->y + range; y++) 1464 for (y = op->y - range; y <= op->y + range; y++)
1529 { 1465 {
1530
1531 done_one = 0; 1466 done_one = 0;
1532 m = op->map; 1467 m = op->map;
1533 nx = x; 1468 nx = x;
1534 ny = y; 1469 ny = y;
1535 mflags = get_map_flags (m, &m, x, y, &nx, &ny); 1470 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1538 1473
1539 /* If there is nothing living on this space, no need to go further */ 1474 /* If there is nothing living on this space, no need to go further */
1540 if (!(mflags & P_IS_ALIVE)) 1475 if (!(mflags & P_IS_ALIVE))
1541 continue; 1476 continue;
1542 1477
1478 // players can only affect spaces that they can actually see
1479 if (caster
1480 && caster->contr
1481 && caster->contr->darkness_at (m, nx, ny) == LOS_BLOCKED)
1482 continue;
1483
1543 for (tmp = GET_MAP_OB (m, nx, ny); tmp; tmp = tmp->above) 1484 for (tmp = GET_MAP_TOP (m, nx, ny); tmp; tmp = tmp->below)
1544 if (QUERY_FLAG (tmp, FLAG_MONSTER)) 1485 if (QUERY_FLAG (tmp, FLAG_MONSTER))
1545 break; 1486 break;
1546 1487
1547 /* There can be living objects that are not monsters */ 1488 /* There can be living objects that are not monsters */
1548 if (!tmp || tmp->type == PLAYER) 1489 if (!tmp || tmp->type == PLAYER)
1555 head = tmp; 1496 head = tmp;
1556 1497
1557 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */ 1498 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */
1558 if (race && head->race && !strstr (race, head->race)) 1499 if (race && head->race && !strstr (race, head->race))
1559 continue; 1500 continue;
1501
1560 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD)) 1502 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD))
1561 continue; 1503 continue;
1562 1504
1563 /* Now do a bunch of stuff related to saving throws */ 1505 /* Now do a bunch of stuff related to saving throws */
1564 best_at = -1; 1506 best_at = -1;
1581 at -= level / 5; 1523 at -= level / 5;
1582 if (did_make_save (head, head->level, at)) 1524 if (did_make_save (head, head->level, at))
1583 continue; 1525 continue;
1584 } 1526 }
1585 else /* spell->attacktype */ 1527 else /* spell->attacktype */
1586 /*
1587 Spell has no attacktype (charm & such), so we'll have a specific saving:
1588 * if spell level < monster level, no go
1589 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) )
1590
1591 The chance will then be in the range [20-70] percent, not too bad.
1592
1593 This is required to fix the 'charm monster' abuse, where a player level 1 can
1594 charm a level 125 monster...
1595
1596 Ryo, august 14th
1597 */
1598 { 1528 {
1529 /*
1530 Spell has no attacktype (charm & such), so we'll have a specific saving:
1531 * if spell level < monster level, no go
1532 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) )
1533
1534 The chance will then be in the range [20-70] percent, not too bad.
1535
1536 This is required to fix the 'charm monster' abuse, where a player level 1 can
1537 charm a level 125 monster...
1538
1539 Ryo, august 14th
1540 */
1599 if (head->level > level) 1541 if (head->level > level)
1600 continue; 1542 continue;
1543
1601 if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + MIN (50, 2 * (level - head->level)))) 1544 if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + MIN (50, 2 * (level - head->level))))
1602 /* Failed, no effect */ 1545 /* Failed, no effect */
1603 continue; 1546 continue;
1604 } 1547 }
1605 1548
1606 /* Done with saving throw. Now start effecting the monster */ 1549 /* Done with saving throw. Now start affecting the monster */
1607 1550
1608 /* aggravation */ 1551 /* aggravation */
1609 if (QUERY_FLAG (spell, FLAG_MONSTER)) 1552 if (QUERY_FLAG (spell, FLAG_MONSTER))
1610 { 1553 {
1611 CLEAR_FLAG (head, FLAG_SLEEP); 1554 CLEAR_FLAG (head, FLAG_SLEEP);
1612 if (QUERY_FLAG (head, FLAG_FRIENDLY))
1613 remove_friendly_object (head); 1555 remove_friendly_object (head);
1614
1615 done_one = 1; 1556 done_one = 1;
1616 head->enemy = op; 1557 head->enemy = op;
1617 } 1558 }
1618 1559
1619 /* calm monsters */ 1560 /* calm monsters */
1628 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK)) 1569 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK))
1629 { 1570 {
1630 SET_FLAG (head, FLAG_BERSERK); 1571 SET_FLAG (head, FLAG_BERSERK);
1631 done_one = 1; 1572 done_one = 1;
1632 } 1573 }
1574
1633 /* charm */ 1575 /* charm */
1634 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY)) 1576 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY))
1635 { 1577 {
1636 SET_FLAG (head, FLAG_FRIENDLY); 1578 INVOKE_OBJECT (KILL, head, ARG_OBJECT (caster));
1579
1637 /* Prevent uncontolled outbreaks of self replicating monsters. 1580 /* Prevent uncontrolled outbreaks of self replicating monsters.
1638 Typical use case is charm, go somwhere, use aggravation to make hostile. 1581 Typical use case is charm, go somwhere, use aggravation to make hostile.
1639 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */ 1582 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */
1640 CLEAR_FLAG (head, FLAG_GENERATOR); 1583 CLEAR_FLAG (head, FLAG_GENERATOR);
1641 head->set_owner (op); 1584 head->set_owner (op);
1642 set_spell_skill (op, caster, spell, head); 1585 set_spell_skill (op, caster, spell, head);
1653 } /* for y */ 1596 } /* for y */
1654 1597
1655 return 1; 1598 return 1;
1656} 1599}
1657 1600
1658
1659/* Move_ball_spell: This handles ball type spells that just sort of wander 1601/* Move_ball_spell: This handles ball type spells that just sort of wander
1660 * about. was called move_ball_lightning, but since more than the ball 1602 * about. was called move_ball_lightning, but since more than the ball
1661 * lightning spell used it, that seemed misnamed. 1603 * lightning spell used it, that seemed misnamed.
1662 * op is the spell effect. 1604 * op is the spell effect.
1663 * note that duration is handled by process_object() in time.c 1605 * note that duration is handled by process_object() in time.c
1664 */ 1606 */
1665
1666void 1607void
1667move_ball_spell (object *op) 1608move_ball_spell (object *op)
1668{ 1609{
1669 int i, j, dam_save, dir, mflags; 1610 int i, j, dam_save, dir, mflags;
1670 sint16 nx, ny, hx, hy; 1611 sint16 nx, ny, hx, hy;
1689 for (i = 1; i < 9; i++) 1630 for (i = 1; i < 9; i++)
1690 { 1631 {
1691 /* i bit 0: alters sign of offset 1632 /* i bit 0: alters sign of offset
1692 * other bits (i / 2): absolute value of offset 1633 * other bits (i / 2): absolute value of offset
1693 */ 1634 */
1694
1695 int offset = ((i ^ j) & 1) ? (i / 2) : -(i / 2); 1635 int offset = ((i ^ j) & 1) ? (i / 2) : -(i / 2);
1696 int tmpdir = absdir (op->direction + offset); 1636 int tmpdir = absdir (op->direction + offset);
1697 1637
1698 nx = op->x + freearr_x[tmpdir]; 1638 nx = op->x + freearr_x[tmpdir];
1699 ny = op->y + freearr_y[tmpdir]; 1639 ny = op->y + freearr_y[tmpdir];
1701 { 1641 {
1702 dir = tmpdir; 1642 dir = tmpdir;
1703 break; 1643 break;
1704 } 1644 }
1705 } 1645 }
1646
1706 if (dir == 0) 1647 if (dir == 0)
1707 { 1648 {
1708 nx = op->x; 1649 nx = op->x;
1709 ny = op->y; 1650 ny = op->y;
1710 m = op->map; 1651 m = op->map;
1719 * if this has an other_arch field, we insert that in 1660 * if this has an other_arch field, we insert that in
1720 * the surround spaces. 1661 * the surround spaces.
1721 */ 1662 */
1722 for (j = 0; j < 9; j++) 1663 for (j = 0; j < 9; j++)
1723 { 1664 {
1724 object *new_ob;
1725
1726 hx = nx + freearr_x[j]; 1665 hx = nx + freearr_x[j];
1727 hy = ny + freearr_y[j]; 1666 hy = ny + freearr_y[j];
1728 1667
1729 m = op->map; 1668 m = op->map;
1730 mflags = get_map_flags (m, &m, hx, hy, &hx, &hy); 1669 mflags = get_map_flags (m, &m, hx, hy, &hx, &hy);
1738 1677
1739 if ((mflags & P_IS_ALIVE) && (!owner || owner->x != hx || owner->y != hy || !on_same_map (owner, op))) 1678 if ((mflags & P_IS_ALIVE) && (!owner || owner->x != hx || owner->y != hy || !on_same_map (owner, op)))
1740 { 1679 {
1741 if (j) 1680 if (j)
1742 op->stats.dam = dam_save / 2; 1681 op->stats.dam = dam_save / 2;
1682
1743 hit_map (op, j, op->attacktype, 1); 1683 hit_map (op, j, op->attacktype, 1);
1744
1745 } 1684 }
1746 1685
1747 /* insert the other arch */ 1686 /* insert the other arch */
1748 if (op->other_arch && !(OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy)))) 1687 if (op->other_arch && !(OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy))))
1749 m->insert (arch_to_object (op->other_arch), hx, hy, op); 1688 m->insert (arch_to_object (op->other_arch), hx, hy, op);
1763 1702
1764 op->direction = i; 1703 op->direction = i;
1765 } 1704 }
1766} 1705}
1767 1706
1768
1769/* move_swarm_spell: peterm 1707/* move_swarm_spell: peterm
1770 * This is an implementation of the swarm spell. It was written for 1708 * This is an implementation of the swarm spell. It was written for
1771 * meteor swarm, but it could be used for any swarm. A swarm spell 1709 * meteor swarm, but it could be used for any swarm. A swarm spell
1772 * is a special type of object that casts swarms of other types 1710 * is a special type of object that casts swarms of other types
1773 * of spells. Which spell it casts is flexible. It fires the spells 1711 * of spells. Which spell it casts is flexible. It fires the spells
1774 * from a set of squares surrounding the caster, in a given direction. 1712 * from a set of squares surrounding the caster, in a given direction.
1775 */ 1713 */
1776
1777void 1714void
1778move_swarm_spell (object *op) 1715move_swarm_spell (object *op)
1779{ 1716{
1780#if 0 1717#if 0
1781 static int cardinal_adjust[9] = { -3, -2, -1, 0, 0, 0, 1, 2, 3 }; 1718 static int cardinal_adjust[9] = { -3, -2, -1, 0, 0, 0, 1, 2, 3 };
1782 static int diagonal_adjust[10] = { -3, -2, -2, -1, 0, 0, 1, 2, 2, 3 }; 1719 static int diagonal_adjust[10] = { -3, -2, -2, -1, 0, 0, 1, 2, 2, 3 };
1783 sint16 target_x, target_y, origin_x, origin_y; 1720 sint16 target_x, target_y, origin_x, origin_y;
1784 int adjustdir; 1721 int adjustdir;
1785 maptile *m; 1722 maptile *m;
1786#endif 1723#endif
1787 int basedir;
1788 object *owner; 1724 object *owner = op->env;
1789 1725
1790 owner = op->owner; 1726 if (!owner) // MUST not happen, remove when true TODO
1791 if (op->duration == 0 || owner == NULL)
1792 { 1727 {
1728 LOG (llevError, "swarm spell found outside inventory: %s\n", op->debug_desc ());
1793 op->destroy (); 1729 op->destroy ();
1794 return; 1730 return;
1795 } 1731 }
1796 1732
1733 if (!op->duration || !owner->is_on_map ())
1734 {
1735 op->drop_and_destroy ();
1736 return;
1737 }
1738
1797 op->duration--; 1739 op->duration--;
1798 1740
1799 basedir = op->direction; 1741 int basedir = op->direction;
1800 if (basedir == 0) 1742 if (!basedir)
1801 { 1743 {
1802 /* spray in all directions! 8) */ 1744 /* spray in all directions! 8) */
1803 basedir = rndm (1, 8); 1745 op->facing = (op->facing + op->state) & 7;
1746 basedir = op->facing + 1;
1804 } 1747 }
1805 1748
1806#if 0 1749#if 0
1807 // this is bogus: it causes wrong places to be checked below 1750 // this is bogus: it causes wrong places to be checked below
1808 // (a wall 2 cells away will block the effect...) and 1751 // (a wall 2 cells away will block the effect...) and
1809 // doesn't work for SP_BULLET anyhow, so again tests the wrong 1752 // doesn't work for SP_BULLET anyhow, so again tests the wrong
1810 // space. 1753 // space.
1811 // should be fixed later, but correctness before featurs... 1754 // should be fixed later, but correctness before features...
1812 // (schmorp) 1755 // (schmorp)
1813 1756
1814 /* new offset calculation to make swarm element distribution 1757 /* new offset calculation to make swarm element distribution
1815 * more uniform 1758 * more uniform
1816 */ 1759 */
1869 { 1812 {
1870 /* Bullet spells have a bunch more customization that needs to be done */ 1813 /* Bullet spells have a bunch more customization that needs to be done */
1871 if (op->spell->subtype == SP_BULLET) 1814 if (op->spell->subtype == SP_BULLET)
1872 fire_bullet (owner, op, basedir, op->spell); 1815 fire_bullet (owner, op, basedir, op->spell);
1873 else if (op->spell->subtype == SP_MAGIC_MISSILE) 1816 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1874 fire_arch_from_position (owner, op, op->x, op->y, basedir, op->spell); 1817 fire_arch_from_position (owner, op, owner->x, owner->y, basedir, op->spell);
1875 } 1818 }
1876} 1819}
1877
1878
1879
1880 1820
1881/* fire_swarm: 1821/* fire_swarm:
1882 * The following routine creates a swarm of objects. It actually 1822 * The following routine creates a swarm of objects. It actually
1883 * sets up a specific swarm object, which then fires off all 1823 * sets up a specific swarm object, which then fires off all
1884 * the parts of the swarm. 1824 * the parts of the swarm.
1887 * caster: the caster (owner, wand, rod, scroll) 1827 * caster: the caster (owner, wand, rod, scroll)
1888 * dir: the direction everything will be fired in 1828 * dir: the direction everything will be fired in
1889 * spell - the spell that is this spell. 1829 * spell - the spell that is this spell.
1890 * n: the number to be fired. 1830 * n: the number to be fired.
1891 */ 1831 */
1892
1893int 1832int
1894fire_swarm (object *op, object *caster, object *spell, int dir) 1833fire_swarm (object *op, object *caster, object *spell, int dir)
1895{ 1834{
1896 object *tmp;
1897 int i;
1898
1899 if (!spell->other_arch) 1835 if (!spell->other_arch)
1900 return 0; 1836 return 0;
1901 1837
1902 tmp = get_archetype (SWARM_SPELL); 1838 object *tmp = archetype::get (SWARM_SPELL);
1903 tmp->set_owner (op); /* needed so that if swarm elements kill, caster gets xp. */ 1839
1904 set_spell_skill (op, caster, spell, tmp); 1840 set_spell_skill (op, caster, spell, tmp);
1905
1906 tmp->level = caster_level (caster, spell); /*needed later, to get level dep. right. */ 1841 tmp->level = casting_level (caster, spell); /* needed later, to get level dep. right. */
1907 tmp->spell = arch_to_object (spell->other_arch); 1842 tmp->spell = spell->other_arch->instance ();
1908
1909 tmp->attacktype = tmp->spell->attacktype; 1843 tmp->attacktype = tmp->spell->attacktype;
1910 1844
1911 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) 1845 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
1912 if (!tailor_god_spell (tmp, op)) 1846 if (!tailor_god_spell (tmp, op))
1913 return 1; 1847 return 1;
1914 1848
1915 tmp->duration = SP_level_duration_adjust (caster, spell); 1849 tmp->duration = SP_level_duration_adjust (caster, spell);
1916 for (i = 0; i < spell->duration; i++) 1850 for (int i = 0; i < spell->duration; i++)
1917 tmp->duration += die_roll (1, 3, op, PREFER_HIGH); 1851 tmp->duration += die_roll (1, 3, op, PREFER_HIGH);
1918 1852
1853 tmp->invisible = 1;
1854 tmp->flag [FLAG_NO_DROP] = 1; // make sure it stays in inv, or else
1919 tmp->direction = dir; 1855 tmp->direction = dir;
1920 tmp->invisible = 1; 1856 tmp->facing = rndm (1, 8); // initial firing direction
1857 tmp->state = rndm (4) * 2 + 1; // direction increment
1921 1858
1922 tmp->insert_at (op, op); 1859 op->insert (tmp);
1860
1923 return 1; 1861 return 1;
1924} 1862}
1925
1926 1863
1927/* See the spells documentation file for why this is its own 1864/* See the spells documentation file for why this is its own
1928 * function. 1865 * function.
1929 */ 1866 */
1930int 1867int
1935 int dam, mflags; 1872 int dam, mflags;
1936 maptile *m; 1873 maptile *m;
1937 1874
1938 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1875 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1939 1876
1940 if (!dir) 1877 if (dir)
1941 {
1942 new_draw_info (NDI_UNIQUE, 0, op, "In what direction?");
1943 return 0;
1944 } 1878 {
1945
1946 x = op->x + freearr_x[dir]; 1879 x = op->x + freearr_x[dir];
1947 y = op->y + freearr_y[dir]; 1880 y = op->y + freearr_y[dir];
1948 m = op->map; 1881 m = op->map;
1949 1882
1950 mflags = get_map_flags (m, &m, x, y, &x, &y); 1883 mflags = get_map_flags (m, &m, x, y, &x, &y);
1951 1884
1952 if (mflags & P_OUT_OF_MAP) 1885 if (mflags & P_OUT_OF_MAP)
1953 { 1886 {
1954 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is there."); 1887 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is there.");
1955 return 0; 1888 return 0;
1956 } 1889 }
1957 1890
1958 if (mflags & P_IS_ALIVE && spell->attacktype) 1891 if (mflags & P_IS_ALIVE && spell->attacktype)
1959 { 1892 {
1960 for (target = GET_MAP_OB (m, x, y); target; target = target->above) 1893 for (target = GET_MAP_OB (m, x, y); target; target = target->above)
1961 if (QUERY_FLAG (target, FLAG_MONSTER)) 1894 if (QUERY_FLAG (target, FLAG_MONSTER))
1962 { 1895 {
1963 /* oky doky. got a target monster. Lets make a blinding attack */ 1896 /* oky doky. got a target monster. Lets make a blinding attack */
1964 if (target->head) 1897 if (target->head)
1965 target = target->head; 1898 target = target->head;
1899
1966 (void) hit_player (target, dam, op, spell->attacktype, 1); 1900 hit_player (target, dam, op, spell->attacktype, 1);
1967 return 1; /* one success only! */ 1901 return 1; /* one success only! */
1902 }
1968 } 1903 }
1969 }
1970 1904
1971 /* no live target, perhaps a wall is in the way? */ 1905 /* no live target, perhaps a wall is in the way? */
1972 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y))) 1906 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)))
1973 { 1907 {
1974 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 1908 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1975 return 0; 1909 return 0;
1910 }
1976 } 1911 }
1977 1912
1978 /* ok, looks groovy to just insert a new light on the map */ 1913 /* ok, looks groovy to just insert a new light on the map */
1979 tmp = arch_to_object (spell->other_arch); 1914 tmp = arch_to_object (spell->other_arch);
1980 if (!tmp) 1915 if (!tmp)
1981 { 1916 {
1982 LOG (llevError, "Error: spell arch for cast_light() missing.\n"); 1917 LOG (llevError, "Error: spell arch for cast_light() missing.\n");
1983 return 0; 1918 return 0;
1984 } 1919 }
1920
1985 tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell); 1921 tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell);
1922
1986 if (tmp->glow_radius) 1923 if (tmp->glow_radius)
1987 {
1988 tmp->glow_radius = spell->range + SP_level_range_adjust (caster, spell); 1924 tmp->glow_radius = min (MAX_LIGHT_RADIUS, spell->range + SP_level_range_adjust (caster, spell));
1989 if (tmp->glow_radius > MAX_LIGHT_RADII)
1990 tmp->glow_radius = MAX_LIGHT_RADII;
1991 }
1992 1925
1926 if (dir)
1993 m->insert (tmp, x, y, op); 1927 m->insert (tmp, x, y, op);
1928 else
1929 caster->outer_env ()->insert (tmp);
1930
1994 return 1; 1931 return 1;
1995} 1932}
1996
1997
1998
1999 1933
2000/* cast_cause_disease: this spell looks along <dir> from the 1934/* cast_cause_disease: this spell looks along <dir> from the
2001 * player and infects someone. 1935 * player and infects someone.
2002 * op is the player/monster, caster is the object, dir is the direction 1936 * op is the player/monster, caster is the object, dir is the direction
2003 * to cast, disease_arch is the specific disease, and type is the spell number 1937 * to cast, disease_arch is the specific disease, and type is the spell number
2004 * perhaps this should actually be in disease.c? 1938 * perhaps this should actually be in disease.c?
2005 */ 1939 */
2006
2007int 1940int
2008cast_cause_disease (object *op, object *caster, object *spell, int dir) 1941cast_cause_disease (object *op, object *caster, object *spell, int dir)
2009{ 1942{
2010 sint16 x, y; 1943 sint16 x, y;
2011 int i, mflags, range, dam_mod, dur_mod; 1944 int i, mflags, range, dam_mod, dur_mod;
2018 /* If casting from a scroll, no direction will be available, so refer to the 1951 /* If casting from a scroll, no direction will be available, so refer to the
2019 * direction the player is pointing. 1952 * direction the player is pointing.
2020 */ 1953 */
2021 if (!dir) 1954 if (!dir)
2022 dir = op->facing; 1955 dir = op->facing;
1956
2023 if (!dir) 1957 if (!dir)
2024 return 0; /* won't find anything if casting on ourself, so just return */ 1958 return 0; /* won't find anything if casting on ourself, so just return */
2025 1959
2026 /* Calculate these once here */ 1960 /* Calculate these once here */
2027 range = spell->range + SP_level_range_adjust (caster, spell); 1961 range = spell->range + SP_level_range_adjust (caster, spell);
2054 object *disease = arch_to_object (spell->other_arch); 1988 object *disease = arch_to_object (spell->other_arch);
2055 1989
2056 disease->set_owner (op); 1990 disease->set_owner (op);
2057 set_spell_skill (op, caster, spell, disease); 1991 set_spell_skill (op, caster, spell, disease);
2058 disease->stats.exp = 0; 1992 disease->stats.exp = 0;
2059 disease->level = caster_level (caster, spell); 1993 disease->level = casting_level (caster, spell);
2060 1994
2061 /* do level adjustments */ 1995 /* do level adjustments */
2062 if (disease->stats.wc) 1996 if (disease->stats.wc)
2063 disease->stats.wc += dur_mod / 2; 1997 disease->stats.wc += dur_mod / 2;
2064 1998
2065 if (disease->magic > 0) 1999 if (disease->magic > 0)
2066 disease->magic += dur_mod / 4; 2000 disease->magic += dur_mod / 8;
2067 2001
2068 if (disease->stats.maxhp > 0) 2002 if (disease->stats.maxhp > 0)
2069 disease->stats.maxhp += dur_mod; 2003 disease->stats.maxhp += dur_mod;
2070 2004
2071 if (disease->stats.maxgrace > 0) 2005 if (disease->stats.maxgrace > 0)
2106 if (disease->stats.sp) 2040 if (disease->stats.sp)
2107 disease->stats.sp -= dam_mod; 2041 disease->stats.sp -= dam_mod;
2108 2042
2109 if (infect_object (walk, disease, 1)) 2043 if (infect_object (walk, disease, 1))
2110 { 2044 {
2111 object *flash; /* visual effect for inflicting disease */
2112
2113 new_draw_info_format (NDI_UNIQUE, 0, op, "You inflict %s on %s!", &disease->name, &walk->name); 2045 new_draw_info_format (NDI_UNIQUE, 0, op, "You inflict %s on %s!", &disease->name, &walk->name);
2114 2046
2115 disease->destroy (); /* don't need this one anymore */ 2047 disease->destroy (); /* don't need this one anymore */
2116 walk->map->insert (get_archetype (ARCH_DETECT_MAGIC), x, y, op); 2048 walk->map->insert (get_archetype ("detect_magic"), x, y, op);
2117 return 1; 2049 return 1;
2118 } 2050 }
2119 2051
2120 disease->destroy (); 2052 disease->destroy ();
2121 } 2053 }

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