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Comparing deliantra/server/server/spell_attack.C (file contents):
Revision 1.17 by root, Tue Dec 12 21:39:57 2006 UTC vs.
Revision 1.73 by root, Sun Dec 28 06:59:27 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 */
28 28
29#include <global.h> 29#include <global.h>
30#include <object.h> 30#include <object.h>
31#include <living.h> 31#include <living.h>
32#ifndef __CEXTRACT__
33# include <sproto.h> 32#include <sproto.h>
34#endif
35#include <spells.h> 33#include <spells.h>
36#include <sounds.h> 34#include <sounds.h>
37 35
38/* 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
39 * 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)
40 * but moved here so it could be applied to bolts too 38 * but moved here so it could be applied to bolts too
41 * op is the spell object. 39 * op is the spell object.
42 */ 40 */
43
44void 41void
45check_spell_knockback (object *op) 42check_spell_knockback (object *op)
46{ 43{
47 object *tmp, *tmp2; /* object on the map */
48 int weight_move; 44 int weight_move;
49 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 */
50 46
51 if (!op->weight) 47 if (!op->weight)
52 { /*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 */
57 { 53 {
58 weight_move = op->weight + (op->weight * op->level) / 3; 54 weight_move = op->weight + (op->weight * op->level) / 3;
59 /*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); */
60 } 56 }
61 57
62 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)
63 { 59 {
64 int num_sections = 1; 60 int num_sections = 1;
65 61
66 /* don't move DM */ 62 /* don't move DM */
67 if (QUERY_FLAG (tmp, FLAG_WIZ)) 63 if (QUERY_FLAG (tmp, FLAG_WIZ))
74 /* don't move floors or immobile objects */ 70 /* don't move floors or immobile objects */
75 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)))
76 continue; 72 continue;
77 73
78 /* count the object's sections */ 74 /* count the object's sections */
79 for (tmp2 = tmp; tmp2 != NULL; tmp2 = tmp2->more) 75 for (object *tmp2 = tmp; tmp2; tmp2 = tmp2->more)
80 num_sections++; 76 num_sections++;
81 77
82 /* 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
83 * 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
84 * 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.
108 * 104 *
109 * BOLT CODE 105 * BOLT CODE
110 * 106 *
111 ***************************************************************************/ 107 ***************************************************************************/
112 108
113/* Causes op to fork. op is the original bolt, tmp 109/* Causes op to fork. op is the original bolt, tmp
114 * is the first piece of the fork. 110 * is the first piece of the fork.
115 */ 111 */
116
117void 112void
118forklightning (object *op, object *tmp) 113forklightning (object *op, object *tmp)
119{ 114{
120 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 */
121 int t_dir; /* stores temporary dir calculation */ 116 int t_dir; /* stores temporary dir calculation */
140 135
141 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (m, sx, sy))) 136 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (m, sx, sy)))
142 return; 137 return;
143 138
144 /* OK, we made a fork */ 139 /* OK, we made a fork */
145 new_bolt = object::create (); 140 new_bolt = tmp->clone ();
146 tmp->copy_to (new_bolt);
147 141
148 /* reduce chances of subsequent forking */ 142 /* reduce chances of subsequent forking */
149 new_bolt->stats.Dex -= 10; 143 new_bolt->stats.Dex -= 10;
150 tmp->stats.Dex -= 10; /* less forks from main bolt too */ 144 tmp->stats.Dex -= 10; /* less forks from main bolt too */
151 new_bolt->stats.Con += 25 * new_dir; /* adjust the left bias */ 145 new_bolt->stats.Con += 25 * new_dir; /* adjust the left bias */
152 new_bolt->speed_left = -0.1; 146 new_bolt->speed_left = -0.1f;
153 new_bolt->direction = t_dir; 147 new_bolt->direction = t_dir;
154 new_bolt->duration++; 148 new_bolt->duration++;
155 new_bolt->x = sx;
156 new_bolt->y = sy;
157 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */ 149 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */
158 new_bolt->stats.dam++; 150 new_bolt->stats.dam++;
159 tmp->stats.dam /= 2; /* reduce father bolt damage */ 151 tmp->stats.dam /= 2; /* reduce father bolt damage */
160 tmp->stats.dam++; 152 tmp->stats.dam++;
161 new_bolt = insert_ob_in_map (new_bolt, m, op, 0); 153
154 if ((new_bolt = m->insert (new_bolt, sx, sy, op)))
162 update_turn_face (new_bolt); 155 update_turn_face (new_bolt);
163} 156}
164 157
165/* move_bolt: moves bolt 'op'. Basically, it just advances a space, 158/* move_bolt: moves bolt 'op'. Basically, it just advances a space,
166 * and checks for various things that may stop it. 159 * and checks for various things that may stop it.
167 */ 160 */
168
169void 161void
170move_bolt (object *op) 162move_bolt (object *op)
171{ 163{
172 object *tmp;
173 int mflags; 164 int mflags;
174 sint16 x, y; 165 sint16 x, y;
175 maptile *m; 166 maptile *m;
176 167
177 if (--(op->duration) < 0) 168 if (--op->duration < 0)
178 { 169 {
179 op->destroy (); 170 op->drop_and_destroy ();
180 return; 171 return;
181 } 172 }
182 173
183 hit_map (op, 0, op->attacktype, 1); 174 hit_map (op, 0, op->attacktype, 1);
184 175
185 if (!op->direction) 176 if (!op->direction)
186 return; 177 return;
187 178
188 if (--op->range < 0) 179 if (--op->range < 0)
189 {
190 op->range = 0; 180 op->range = 0;
191 }
192 else 181 else
193 { 182 {
194 x = op->x + DIRX (op); 183 x = op->x + DIRX (op);
195 y = op->y + DIRY (op); 184 y = op->y + DIRY (op);
196 m = op->map; 185 m = op->map;
204 * on the space. So only call reflwall if we think the data it returns 193 * on the space. So only call reflwall if we think the data it returns
205 * will be useful. 194 * will be useful.
206 */ 195 */
207 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)) || ((mflags & P_IS_ALIVE) && reflwall (m, x, y, op))) 196 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)) || ((mflags & P_IS_ALIVE) && reflwall (m, x, y, op)))
208 { 197 {
209
210 if (!QUERY_FLAG (op, FLAG_REFLECTING)) 198 if (!QUERY_FLAG (op, FLAG_REFLECTING))
211 return; 199 return;
212 200
213 /* Since walls don't run diagonal, if the bolt is in 201 /* Since walls don't run diagonal, if the bolt is in
214 * one of 4 main directions, it just reflects back in the 202 * one of 4 main directions, it just reflects back in the
244 else if (left) 232 else if (left)
245 op->direction = absdir (op->direction + 2); 233 op->direction = absdir (op->direction + 2);
246 else if (right) 234 else if (right)
247 op->direction = absdir (op->direction - 2); 235 op->direction = absdir (op->direction - 2);
248 } 236 }
237
249 update_turn_face (op); /* A bolt *must* be IS_TURNABLE */ 238 update_turn_face (op); /* A bolt *must* be IS_TURNABLE */
250 return; 239 return;
251 } 240 }
252 else 241 else
253 { /* Create a copy of this object and put it ahead */ 242 { /* Create a copy of this object and put it ahead */
254 tmp = object::create (); 243 object *tmp = op->clone ();
255 op->copy_to (tmp); 244
245 m->insert (tmp, x, y, op);
256 tmp->speed_left = -0.1; 246 tmp->speed_left = -0.1f;
257 tmp->x += DIRX (tmp), tmp->y += DIRY (tmp);
258 tmp = insert_ob_in_map (tmp, op->map, op, 0);
259 /* 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 */
260 tmp->duration++; 248 tmp->duration++;
261 249
262 /* New forking code. Possibly create forks of this object 250 /* New forking code. Possibly create forks of this object
263 * going off in other directions. 251 * going off in other directions.
264 */ 252 */
265
266 if (rndm (0, 99) < tmp->stats.Dex) 253 if (tmp->stats.Dex && rndm (0, 99) < tmp->stats.Dex)
267 { /* stats.Dex % of forking */ 254 forklightning (op, tmp); /* stats.Dex % of forking */
268 forklightning (op, tmp); 255
269 }
270 /* 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
271 * doesn't create any bolts that continue to move onward. 257 * doesn't create any bolts that continue to move onward.
272 */ 258 */
273 op->range = 0; 259 op->range = 0;
274 } /* copy object and move it along */ 260 } /* copy object and move it along */
281 * we remove the magic flag - that can be derived from 267 * we remove the magic flag - that can be derived from
282 * spob->attacktype. 268 * spob->attacktype.
283 * This function sets up the appropriate owner and skill 269 * This function sets up the appropriate owner and skill
284 * pointers. 270 * pointers.
285 */ 271 */
286
287int 272int
288fire_bolt (object *op, object *caster, int dir, object *spob, object *skill) 273fire_bolt (object *op, object *caster, int dir, object *spob, object *skill)
289{ 274{
290 object *tmp = NULL; 275 object *tmp = NULL;
291 int mflags; 276 int mflags;
298 return 0; 283 return 0;
299 284
300 /* peterm: level dependency for bolts */ 285 /* peterm: level dependency for bolts */
301 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);
302 tmp->attacktype = spob->attacktype; 287 tmp->attacktype = spob->attacktype;
288
303 if (spob->slaying) 289 if (spob->slaying)
304 tmp->slaying = spob->slaying; 290 tmp->slaying = spob->slaying;
291
305 tmp->range = spob->range + SP_level_range_adjust (caster, spob); 292 tmp->range = spob->range + SP_level_range_adjust (caster, spob);
306 tmp->duration = spob->duration + SP_level_duration_adjust (caster, spob); 293 tmp->duration = spob->duration + SP_level_duration_adjust (caster, spob);
307 tmp->stats.Dex = spob->stats.Dex; 294 tmp->stats.Dex = spob->stats.Dex;
308 tmp->stats.Con = spob->stats.Con; 295 tmp->stats.Con = spob->stats.Con;
309 296
310 tmp->direction = dir; 297 tmp->direction = dir;
311 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) 298 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
312 SET_ANIMATION (tmp, dir); 299 SET_ANIMATION (tmp, dir);
313 300
314 set_owner (tmp, op); 301 tmp->set_owner (op);
315 set_spell_skill (op, caster, spob, tmp); 302 set_spell_skill (op, caster, spob, tmp);
316 303
317 tmp->x = op->x + DIRX (tmp); 304 tmp->x = op->x + DIRX (tmp);
318 tmp->y = op->y + DIRY (tmp); 305 tmp->y = op->y + DIRY (tmp);
319 tmp->map = op->map; 306 tmp->map = op->map;
320 307
308 maptile *newmap;
321 mflags = get_map_flags (tmp->map, &tmp->map, tmp->x, tmp->y, &tmp->x, &tmp->y); 309 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y);
322 if (mflags & P_OUT_OF_MAP) 310 if (mflags & P_OUT_OF_MAP)
323 { 311 {
324 tmp->destroy (); 312 tmp->drop_and_destroy ();
325 return 0; 313 return 0;
326 } 314 }
327 315
316 tmp->map = newmap;
317
328 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)))
329 { 319 {
330 if (!QUERY_FLAG (tmp, FLAG_REFLECTING)) 320 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
331 { 321 {
332 tmp->destroy (); 322 tmp->drop_and_destroy ();
333 return 0; 323 return 0;
334 } 324 }
335 325
336 tmp->x = op->x; 326 tmp->x = op->x;
337 tmp->y = op->y; 327 tmp->y = op->y;
338 tmp->direction = absdir (tmp->direction + 4); 328 tmp->direction = absdir (tmp->direction + 4);
339 tmp->map = op->map; 329 tmp->map = op->map;
340 } 330 }
341 331
342 if ((tmp = insert_ob_in_map (tmp, tmp->map, op, 0)) != NULL) 332 if ((tmp = tmp->insert_at (tmp, op)))
343 move_bolt (tmp); 333 move_bolt (tmp);
344 334
345 return 1; 335 return 1;
346} 336}
347
348
349 337
350/*************************************************************************** 338/***************************************************************************
351 * 339 *
352 * BULLET/BALL CODE 340 * BULLET/BALL CODE
353 * 341 *
354 ***************************************************************************/ 342 ***************************************************************************/
355 343
356/* expands an explosion. op is a piece of the 344/* expands an explosion. op is a piece of the
357 * explosion - this expans it in the different directions. 345 * explosion - this expands it in the different directions.
358 * At least that is what I think this does. 346 * At least that is what I think this does.
359 */ 347 */
360void 348void
361explosion (object *op) 349explosion (object *op)
362{ 350{
363 object *tmp;
364 maptile *m = op->map; 351 maptile *m = op->map;
365 int i; 352 int i;
366 353
367 if (--(op->duration) < 0) 354 if (--op->duration < 0)
368 { 355 {
369 op->destroy (); 356 op->destroy ();
370 return; 357 return;
371 } 358 }
372 359
378 { 365 {
379 sint16 dx, dy; 366 sint16 dx, dy;
380 367
381 dx = op->x + freearr_x[i]; 368 dx = op->x + freearr_x[i];
382 dy = op->y + freearr_y[i]; 369 dy = op->y + freearr_y[i];
370
383 /* ok_to_put_more already does things like checks for walls, 371 /* ok_to_put_more already does things like checks for walls,
384 * out of map, etc. 372 * out of map, etc.
385 */ 373 */
386 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))
387 { 375 {
388 tmp = object::create (); 376 object *tmp = op->clone ();
389 op->copy_to (tmp); 377
390 tmp->state = 0; 378 tmp->state = 0;
391 tmp->speed_left = -0.21; 379 tmp->speed_left = -0.21f;
392 tmp->range--; 380 tmp->range--;
393 tmp->value = 0; 381 tmp->value = 0;
394 tmp->x = dx; 382
395 tmp->y = dy; 383 m->insert (tmp, dx, dy, op);
396 insert_ob_in_map (tmp, m, op, 0);
397 } 384 }
398 } 385 }
399 } 386 }
400} 387}
401
402 388
403/* Causes an object to explode, eg, a firebullet, 389/* Causes an object to explode, eg, a firebullet,
404 * poison cloud ball, etc. op is the object to 390 * poison cloud ball, etc. op is the object to
405 * explode. 391 * explode.
406 */ 392 */
407void 393void
408explode_bullet (object *op) 394explode_bullet (object *op)
409{ 395{
410 object *tmp, *owner; 396 object *tmp, *owner;
411 397
412 if (op->other_arch == NULL) 398 if (!op->other_arch)
413 { 399 {
414 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n"); 400 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n");
415 op->destroy (); 401 op->destroy ();
416 return; 402 return;
417 } 403 }
418 404
419 if (op->env) 405 if (op->env)
420 { 406 {
421 object *env; 407 object *env = op->outer_env ();
422 408
423 env = object_get_env_recursive (op);
424 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))
425 { 410 {
426 LOG (llevError, "BUG: explode_bullet(): env out of map\n"); 411 LOG (llevError, "BUG: explode_bullet(): env out of map\n");
427 op->destroy (); 412 op->destroy ();
428 return; 413 return;
429 } 414 }
430 415
431 op->remove (); 416 op->insert_at (env, op, INS_NO_MERGE | INS_NO_WALK_ON);
432 op->x = env->x;
433 op->y = env->y;
434 insert_ob_in_map (op, env->map, op, INS_NO_MERGE | INS_NO_WALK_ON);
435 } 417 }
436 else if (out_of_map (op->map, op->x, op->y)) 418 else if (out_of_map (op->map, op->x, op->y))
437 { 419 {
438 LOG (llevError, "BUG: explode_bullet(): op out of map\n"); 420 LOG (llevError, "BUG: explode_bullet(): op out of map\n");
439 op->destroy (); 421 op->destroy ();
450 } 432 }
451 433
452 if (op->attacktype) 434 if (op->attacktype)
453 { 435 {
454 hit_map (op, 0, op->attacktype, 1); 436 hit_map (op, 0, op->attacktype, 1);
437
455 if (op->destroyed ()) 438 if (op->destroyed ())
456 return; 439 return;
457 } 440 }
458 441
459 /* other_arch contains what this explodes into */ 442 /* other_arch contains what this explodes into */
460 tmp = arch_to_object (op->other_arch); 443 tmp = arch_to_object (op->other_arch);
461 444
462 copy_owner (tmp, op); 445 tmp->set_owner (op);
463 tmp->skill = op->skill; 446 tmp->skill = op->skill;
464 447
465 owner = get_owner (op); 448 owner = op->owner;
466 449
467 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))
468 { 454 {
469 op->destroy (); 455 op->destroy ();
470 return; 456 return;
471 } 457 }
472
473 tmp->x = op->x;
474 tmp->y = op->y;
475 458
476 /* special for bombs - it actually has sane values for these */ 459 /* special for bombs - it actually has sane values for these */
477 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB) 460 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB)
478 { 461 {
479 tmp->attacktype = op->attacktype; 462 tmp->attacktype = op->attacktype;
483 } 466 }
484 else 467 else
485 { 468 {
486 if (op->attacktype & AT_MAGIC) 469 if (op->attacktype & AT_MAGIC)
487 tmp->attacktype |= AT_MAGIC; 470 tmp->attacktype |= AT_MAGIC;
471
488 /* Spell doc describes what is going on here */ 472 /* Spell doc describes what is going on here */
489 tmp->stats.dam = op->dam_modifier; 473 tmp->stats.dam = op->dam_modifier;
490 tmp->range = op->stats.maxhp; 474 tmp->range = op->stats.maxhp;
491 tmp->duration = op->stats.hp; 475 tmp->duration = op->stats.hp;
492 /* Used for spell tracking - just need a unique val for this spell - 476 /* Used for spell tracking - just need a unique val for this spell -
500 tmp->stats.sp = op->direction; 484 tmp->stats.sp = op->direction;
501 485
502 /* Prevent recursion */ 486 /* Prevent recursion */
503 op->move_on = 0; 487 op->move_on = 0;
504 488
505 insert_ob_in_map (tmp, op->map, op, 0); 489 tmp->insert_at (op, op);
490 tmp->play_sound (tmp->sound);
491
506 /* remove the firebullet */ 492 /* remove the firebullet */
507 if (!op->destroyed ())
508 {
509 op->destroy (); 493 op->destroy ();
510 }
511} 494}
512
513
514 495
515/* 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
516 * (eg, explode, damage player, etc) 497 * (eg, explode, damage player, etc)
517 */ 498 */
518
519void 499void
520check_bullet (object *op) 500check_bullet (object *op)
521{ 501{
522 object *tmp; 502 object *tmp;
523 int dam, mflags; 503 int dam, mflags;
538 518
539 /* 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 */
540 if (!(mflags & P_IS_ALIVE)) 520 if (!(mflags & P_IS_ALIVE))
541 return; 521 return;
542 522
543 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)
544 { 524 {
545 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 525 if (QUERY_FLAG (tmp, FLAG_ALIVE))
546 { 526 {
547 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
548 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0) 530 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0)
549 { 531 {
550 if (!QUERY_FLAG (op, FLAG_REMOVED)) 532 if (!QUERY_FLAG (op, FLAG_REMOVED))
551 { 533 {
552 op->destroy (); 534 op->destroy ();
555 } 537 }
556 } 538 }
557 } 539 }
558} 540}
559 541
560
561/* Basically, we move 'op' one square, and if it hits something, 542/* Basically, we move 'op' one square, and if it hits something,
562 * call check_bullet. 543 * call check_bullet.
563 * This function is only applicable to bullets, but not to all 544 * This function is only applicable to bullets, but not to all
564 * fired arches (eg, bolts). 545 * fired arches (eg, bolts).
565 */ 546 */
566
567void 547void
568move_bullet (object *op) 548move_bullet (object *op)
569{ 549{
570 sint16 new_x, new_y; 550 sint16 new_x, new_y;
571 int mflags; 551 int mflags;
614 op->destroy (); 594 op->destroy ();
615 595
616 return; 596 return;
617 } 597 }
618 598
619 op->remove (); 599 if (!(op = m->insert (op, new_x, new_y, op)))
620 op->x = new_x;
621 op->y = new_y;
622 if ((op = insert_ob_in_map (op, m, op, 0)) == NULL)
623 return; 600 return;
624 601
625 if (reflwall (op->map, op->x, op->y, op)) 602 if (reflwall (op->map, op->x, op->y, op))
626 { 603 {
627 op->direction = absdir (op->direction + 4); 604 op->direction = absdir (op->direction + 4);
628 update_turn_face (op); 605 update_turn_face (op);
629 } 606 }
630 else 607 else
631 {
632 check_bullet (op); 608 check_bullet (op);
633 }
634} 609}
635
636
637
638 610
639/* fire_bullet 611/* fire_bullet
640 * object op (cast from caster) files a bolt in dir. 612 * object op (cast from caster) files a bolt in dir.
641 * spob is the spell object for the bolt. 613 * spob is the spell object for the bolt.
642 * we remove the magic flag - that can be derived from 614 * we remove the magic flag - that can be derived from
643 * spob->attacktype. 615 * spob->attacktype.
644 * This function sets up the appropriate owner and skill 616 * This function sets up the appropriate owner and skill
645 * pointers. 617 * pointers.
646 */ 618 */
647
648int 619int
649fire_bullet (object *op, object *caster, int dir, object *spob) 620fire_bullet (object *op, object *caster, int dir, object *spob)
650{ 621{
651 object *tmp = NULL; 622 object *tmp = NULL;
652 int mflags; 623 int mflags;
653 624
654 if (!spob->other_arch) 625 if (!spob->other_arch)
655 return 0; 626 return 0;
656 627
657 tmp = arch_to_object (spob->other_arch); 628 tmp = spob->other_arch->instance ();
658 if (tmp == NULL) 629 if (!tmp)
659 return 0; 630 return 0;
660 631
661 /* peterm: level dependency for bolts */ 632 /* peterm: level dependency for bolts */
662 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);
663 tmp->attacktype = spob->attacktype; 634 tmp->attacktype = spob->attacktype;
664 if (spob->slaying) 635 if (spob->slaying)
665 tmp->slaying = spob->slaying; 636 tmp->slaying = spob->slaying;
666 637
673 644
674 tmp->direction = dir; 645 tmp->direction = dir;
675 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) 646 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
676 SET_ANIMATION (tmp, dir); 647 SET_ANIMATION (tmp, dir);
677 648
678 set_owner (tmp, op); 649 tmp->set_owner (op);
679 set_spell_skill (op, caster, spob, tmp); 650 set_spell_skill (op, caster, spob, tmp);
680 651
681 tmp->x = op->x + freearr_x[dir]; 652 tmp->x = op->x + freearr_x[dir];
682 tmp->y = op->y + freearr_y[dir]; 653 tmp->y = op->y + freearr_y[dir];
683 tmp->map = op->map; 654 tmp->map = op->map;
684 655
656 maptile *newmap;
685 mflags = get_map_flags (tmp->map, &tmp->map, tmp->x, tmp->y, &tmp->x, &tmp->y); 657 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y);
686 if (mflags & P_OUT_OF_MAP) 658 if (mflags & P_OUT_OF_MAP)
687 { 659 {
688 tmp->destroy (); 660 tmp->destroy ();
689 return 0; 661 return 0;
690 } 662 }
663
664 tmp->map = newmap;
691 665
692 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y))) 666 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y)))
693 { 667 {
694 if (!QUERY_FLAG (tmp, FLAG_REFLECTING)) 668 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
695 { 669 {
701 tmp->y = op->y; 675 tmp->y = op->y;
702 tmp->direction = absdir (tmp->direction + 4); 676 tmp->direction = absdir (tmp->direction + 4);
703 tmp->map = op->map; 677 tmp->map = op->map;
704 } 678 }
705 679
706 if ((tmp = insert_ob_in_map (tmp, tmp->map, op, 0)) != NULL) 680 if ((tmp = tmp->insert_at (tmp, op)))
707 check_bullet (tmp); 681 check_bullet (tmp);
708 682
709 return 1; 683 return 1;
710} 684}
711
712
713
714 685
715/***************************************************************************** 686/*****************************************************************************
716 * 687 *
717 * CONE RELATED FUNCTIONS 688 * CONE RELATED FUNCTIONS
718 * 689 *
719 *****************************************************************************/ 690 *****************************************************************************/
720 691
721
722/* 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" */
723void 693void
724cone_drop (object *op) 694cone_drop (object *op)
725{ 695{
726 object *new_ob = arch_to_object (op->other_arch); 696 object *new_ob = arch_to_object (op->other_arch);
727 697
728 new_ob->x = op->x;
729 new_ob->y = op->y;
730 new_ob->level = op->level; 698 new_ob->level = op->level;
731 set_owner (new_ob, op->owner); 699 new_ob->set_owner (op->owner);
732 700
733 /* preserve skill ownership */ 701 /* preserve skill ownership */
734 if (op->skill && op->skill != new_ob->skill) 702 if (op->skill && op->skill != new_ob->skill)
735 {
736 new_ob->skill = op->skill; 703 new_ob->skill = op->skill;
737 }
738 insert_ob_in_map (new_ob, op->map, op, 0);
739 704
705 new_ob->insert_at (op, op);
740} 706}
741 707
742/* 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 */
743 709
744void 710void
745move_cone (object *op) 711move_cone (object *op)
746{ 712{
747 int i;
748
749 /* 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 */
750 if (!op->map) 714 if (!op->map)
751 { 715 {
752 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");
753 op->speed = 0; 717 op->set_speed (0);
754 update_ob_speed (op);
755 return; 718 return;
756 } 719 }
757 720
758 /* lava saves it's life, but not yours :) */ 721 /* lava saves it's life, but not yours :) */
759 if (QUERY_FLAG (op, FLAG_LIFESAVE)) 722 if (QUERY_FLAG (op, FLAG_LIFESAVE))
765#if 0 728#if 0
766 /* Disable this - enabling it makes monsters easier, as 729 /* Disable this - enabling it makes monsters easier, as
767 * when their cone dies when they die. 730 * when their cone dies when they die.
768 */ 731 */
769 /* If no owner left, the spell dies out. */ 732 /* If no owner left, the spell dies out. */
770 if (get_owner (op) == NULL) 733 if (op->owner == NULL)
771 { 734 {
772 op->destroy (); 735 op->destroy ();
773 return; 736 return;
774 } 737 }
775#endif 738#endif
776 739
777 hit_map (op, 0, op->attacktype, 0); 740 hit_map (op, 0, op->attacktype, 0);
741
742 if (!op->is_on_map ())
743 return;
778 744
779 /* Check to see if we should push anything. 745 /* Check to see if we should push anything.
780 * Spell objects with weight push whatever they encounter to some 746 * Spell objects with weight push whatever they encounter to some
781 * degree. 747 * degree.
782 */ 748 */
783 if (op->weight) 749 if (op->weight)
750 {
784 check_spell_knockback (op); 751 check_spell_knockback (op);
785 752
786 if (op->destroyed ()) 753 if (!op->is_on_map ())
787 return; 754 return;
755 }
788 756
789 if ((op->duration--) < 0) 757 if (op->duration-- < 0)
790 { 758 {
791 op->destroy (); 759 op->destroy ();
792 return; 760 return;
793 } 761 }
794 /* Object has hit maximum range, so don't have it move 762 /* Object has hit maximum range, so don't have it move
799 { 767 {
800 op->range = 0; /* just so it doesn't wrap */ 768 op->range = 0; /* just so it doesn't wrap */
801 return; 769 return;
802 } 770 }
803 771
804 for (i = -1; i < 2; i++) 772 for (int i = -1; i <= 1; i++)
805 { 773 {
806 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)];
807 775
808 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))
809 { 777 {
810 object *tmp = object::create (); 778 object *tmp = op->clone ();
811
812 op->copy_to (tmp);
813 tmp->x = x;
814 tmp->y = y;
815 779
816 tmp->duration = op->duration + 1; 780 tmp->duration = op->duration + 1;
817 781
818 /* Use for spell tracking - see ok_to_put_more() */ 782 /* Use for spell tracking - see ok_to_put_more() */
819 tmp->stats.maxhp = op->stats.maxhp; 783 tmp->stats.maxhp = op->stats.maxhp;
820 insert_ob_in_map (tmp, op->map, op, 0); 784
785 op->map->insert (tmp, x, y, op);
786
821 if (tmp->other_arch) 787 if (tmp->other_arch)
822 cone_drop (tmp); 788 cone_drop (tmp);
823 } 789 }
824 } 790 }
825} 791}
858 824
859 /* 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
860 * 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
861 * insert it into is blocked. 827 * insert it into is blocked.
862 */ 828 */
863 movetype = spell->other_arch->clone.move_type; 829 movetype = spell->other_arch->move_type;
864 830
865 for (i = range_min; i <= range_max; i++) 831 for (i = range_min; i <= range_max; i++)
866 { 832 {
867 sint16 x, y, d; 833 sint16 x, y, d;
868 834
901 if ((movetype & GET_MAP_MOVE_BLOCK (m, sx, sy)) == movetype) 867 if ((movetype & GET_MAP_MOVE_BLOCK (m, sx, sy)) == movetype)
902 continue; 868 continue;
903 869
904 success = 1; 870 success = 1;
905 tmp = arch_to_object (spell->other_arch); 871 tmp = arch_to_object (spell->other_arch);
906 set_owner (tmp, op); 872 tmp->set_owner (op);
907 set_spell_skill (op, caster, spell, tmp); 873 set_spell_skill (op, caster, spell, tmp);
908 tmp->level = caster_level (caster, spell); 874 tmp->level = casting_level (caster, spell);
909 tmp->x = sx;
910 tmp->y = sy;
911 tmp->attacktype = spell->attacktype; 875 tmp->attacktype = spell->attacktype;
912 876
913 /* holy word stuff */ 877 /* holy word stuff */
914 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER)) 878 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER))
915 if (!tailor_god_spell (tmp, op)) 879 if (!tailor_god_spell (tmp, op))
949 else 913 else
950 tmp->duration += caster->level / 3; 914 tmp->duration += caster->level / 3;
951 } 915 }
952 916
953 if (!(tmp->move_type & MOVE_FLY_LOW)) 917 if (!(tmp->move_type & MOVE_FLY_LOW))
954 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);
955 919
956 if (!tmp->move_on && tmp->stats.dam) 920 if (!tmp->move_on && tmp->stats.dam)
957 {
958 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);
959 }
960 922
961 insert_ob_in_map (tmp, m, op, 0); 923 m->insert (tmp, sx, sy, op);
962 924
963 /* 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
964 * a single space too many times. 926 * a single space too many times.
965 */ 927 */
966 tmp->stats.maxhp = tmp->count; 928 tmp->stats.maxhp = tmp->count;
976 * 938 *
977 * BOMB related code 939 * BOMB related code
978 * 940 *
979 ****************************************************************************/ 941 ****************************************************************************/
980 942
981
982/* This handles an exploding bomb. 943/* This handles an exploding bomb.
983 * op is the original bomb object. 944 * op is the original bomb object.
984 */ 945 */
985void 946void
986animate_bomb (object *op) 947animate_bomb (object *op)
987{ 948{
988 int i;
989 object *env, *tmp;
990 archetype *at;
991
992 if (op->state != NUM_ANIMATIONS (op) - 1) 949 if (op->state != NUM_ANIMATIONS (op) - 1)
993 return; 950 return;
994 951
995 env = object_get_env_recursive (op); 952 object *env = op->outer_env ();
996 953
997 if (op->env) 954 if (op->env)
998 { 955 {
999 if (env->map == NULL) 956 if (env->map == NULL)
1000 return; 957 return;
1001 958
1002 if (env->type == PLAYER) 959 if (!(op = op->insert_at (env, op)))
1003 esrv_del_item (env->contr, op->count);
1004
1005 op->remove ();
1006 op->x = env->x;
1007 op->y = env->y;
1008 if ((op = insert_ob_in_map (op, env->map, op, 0)) == NULL)
1009 return; 960 return;
1010 } 961 }
1011 962
1012 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent bomb from exploding 963 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent bomb from exploding
1013 // on a safe map. I don't like this special casing, but it seems to be neccessary 964 // on a safe map. I don't like this special casing, but it seems to be neccessary
1020 971
1021 /* This copies a lot of the code from the fire bullet, 972 /* This copies a lot of the code from the fire bullet,
1022 * but using the cast_bullet isn't really feasible, 973 * but using the cast_bullet isn't really feasible,
1023 * so just set up the appropriate values. 974 * so just set up the appropriate values.
1024 */ 975 */
1025 at = archetype::find (SPLINT); 976 if (archetype *at = archetype::find (SPLINT))
1026 if (at)
1027 { 977 {
1028 for (i = 1; i < 9; i++) 978 for (int i = 1; i < 9; i++)
1029 { 979 {
1030 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]))
1031 continue; 981 continue;
982
1032 tmp = arch_to_object (at); 983 object *tmp = arch_to_object (at);
1033 tmp->direction = i; 984 tmp->direction = i;
1034 tmp->range = op->range; 985 tmp->range = op->range;
1035 tmp->stats.dam = op->stats.dam; 986 tmp->stats.dam = op->stats.dam;
1036 tmp->duration = op->duration; 987 tmp->duration = op->duration;
1037 tmp->attacktype = op->attacktype; 988 tmp->attacktype = op->attacktype;
1038 copy_owner (tmp, op); 989 tmp->set_owner (op);
1039 if (op->skill && op->skill != tmp->skill) 990 if (op->skill && op->skill != tmp->skill)
1040 {
1041 tmp->skill = op->skill; 991 tmp->skill = op->skill;
1042 } 992
1043 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) 993 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
1044 SET_ANIMATION (tmp, i); 994 SET_ANIMATION (tmp, i);
1045 tmp->x = op->x + freearr_x[i]; 995
1046 tmp->y = op->y + freearr_x[i]; 996 op->map->insert (tmp, op->x + freearr_x[i], op->y + freearr_x[i], op);
1047 insert_ob_in_map (tmp, op->map, op, 0);
1048 move_bullet (tmp); 997 move_bullet (tmp);
1049 } 998 }
1050 } 999 }
1051 1000
1052 explode_bullet (op); 1001 explode_bullet (op);
1053} 1002}
1054 1003
1055int 1004int
1056create_bomb (object *op, object *caster, int dir, object *spell) 1005create_bomb (object *op, object *caster, int dir, object *spell)
1057{ 1006{
1058
1059 object *tmp; 1007 object *tmp;
1060 int mflags; 1008 int mflags;
1061 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];
1062 maptile *m; 1010 maptile *m;
1063 1011
1064 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 {
1065 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))
1066 { 1021 {
1067 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.");
1068 return 0; 1023 return 0;
1024 }
1069 } 1025 }
1026
1070 tmp = arch_to_object (spell->other_arch); 1027 tmp = arch_to_object (spell->other_arch);
1071 1028
1072 /* level dependencies for bomb */ 1029 /* level dependencies for bomb */
1073 tmp->range = spell->range + SP_level_range_adjust (caster, spell); 1030 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
1074 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);
1075 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell); 1032 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
1076 tmp->attacktype = spell->attacktype; 1033 tmp->attacktype = spell->attacktype;
1077 1034
1078 set_owner (tmp, op); 1035 tmp->set_owner (op);
1079 set_spell_skill (op, caster, spell, tmp); 1036 set_spell_skill (op, caster, spell, tmp);
1080 tmp->x = dx; 1037
1081 tmp->y = dy; 1038 m->insert (tmp, dx, dy, op);
1082 insert_ob_in_map (tmp, m, op, 0);
1083 return 1; 1039 return 1;
1084} 1040}
1085 1041
1086/**************************************************************************** 1042/****************************************************************************
1087 * 1043 *
1096 * dir is the direction to look in. 1052 * dir is the direction to look in.
1097 * range is how far out to look. 1053 * range is how far out to look.
1098 * 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.
1099 * this info is used for blocked magic/unholy spaces. 1055 * this info is used for blocked magic/unholy spaces.
1100 */ 1056 */
1101
1102object * 1057object *
1103get_pointed_target (object *op, int dir, int range, int type) 1058get_pointed_target (object *op, int dir, int range, int type)
1104{ 1059{
1105 object *target; 1060 object *target;
1106 sint16 x, y; 1061 sint16 x, y;
1125 return NULL; 1080 return NULL;
1126 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW) 1081 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW)
1127 return NULL; 1082 return NULL;
1128 1083
1129 if (mflags & P_IS_ALIVE) 1084 if (mflags & P_IS_ALIVE)
1130 {
1131 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)
1132 { 1086 if (QUERY_FLAG (target, FLAG_MONSTER))
1133 if (QUERY_FLAG (target->head ? target->head : target, FLAG_MONSTER))
1134 {
1135 return target; 1087 return target;
1136 }
1137 }
1138 }
1139 } 1088 }
1089
1140 return NULL; 1090 return NULL;
1141} 1091}
1142
1143 1092
1144/* cast_smite_arch() - the priest points to a creature and causes 1093/* cast_smite_arch() - the priest points to a creature and causes
1145 * a 'godly curse' to decend. 1094 * a 'godly curse' to decend.
1146 * usual params - 1095 * usual params -
1147 * op = player 1096 * op = player
1148 * caster = object casting the spell. 1097 * caster = object casting the spell.
1149 * dir = direction being cast 1098 * dir = direction being cast
1150 * spell = spell object 1099 * spell = spell object
1151 */ 1100 */
1152
1153int 1101int
1154cast_smite_spell (object *op, object *caster, int dir, object *spell) 1102cast_smite_spell (object *op, object *caster, int dir, object *spell)
1155{ 1103{
1156 object *effect, *target; 1104 object *effect, *target;
1157 object *god = find_god (determine_god (op)); 1105 object *god = find_god (determine_god (op));
1181 effect = arch_to_object (spell->other_arch); 1129 effect = arch_to_object (spell->other_arch);
1182 else 1130 else
1183 return 0; 1131 return 0;
1184 1132
1185 /* tailor the effect by priest level and worshipped God */ 1133 /* tailor the effect by priest level and worshipped God */
1186 effect->level = caster_level (caster, spell); 1134 effect->level = casting_level (caster, spell);
1187 effect->attacktype = spell->attacktype; 1135 effect->attacktype = spell->attacktype;
1188 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER)) 1136 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER))
1189 { 1137 {
1190 if (tailor_god_spell (effect, op)) 1138 if (tailor_god_spell (effect, op))
1191 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));
1203 if (effect->attacktype & AT_DEATH) 1151 if (effect->attacktype & AT_DEATH)
1204 { 1152 {
1205 effect->level = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1153 effect->level = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1206 1154
1207 /* casting death spells at undead isn't a good thing */ 1155 /* casting death spells at undead isn't a good thing */
1208 if QUERY_FLAG
1209 (target, FLAG_UNDEAD) 1156 if (QUERY_FLAG (target, FLAG_UNDEAD))
1210 { 1157 {
1211 if (random_roll (0, 2, op, PREFER_LOW)) 1158 if (random_roll (0, 2, op, PREFER_LOW))
1212 { 1159 {
1213 new_draw_info (NDI_UNIQUE, 0, op, "Idiot! Your spell boomerangs!"); 1160 new_draw_info (NDI_UNIQUE, 0, op, "Idiot! Your spell boomerangs!");
1214 effect->x = op->x; 1161 effect->x = op->x;
1227 { 1174 {
1228 /* how much woe to inflict :) */ 1175 /* how much woe to inflict :) */
1229 effect->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1176 effect->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1230 } 1177 }
1231 1178
1232 set_owner (effect, op); 1179 effect->set_owner (op);
1233 set_spell_skill (op, caster, spell, effect); 1180 set_spell_skill (op, caster, spell, effect);
1234 1181
1235 /* ok, tell it where to be, and insert! */ 1182 /* ok, tell it where to be, and insert! */
1236 effect->x = target->x; 1183 effect->insert_at (target, op);
1237 effect->y = target->y;
1238 insert_ob_in_map (effect, target->map, op, 0);
1239 1184
1240 return 1; 1185 return 1;
1241} 1186}
1242
1243 1187
1244/**************************************************************************** 1188/****************************************************************************
1245 * 1189 *
1246 * MAGIC MISSILE code. 1190 * MAGIC MISSILE code.
1247 * 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
1250 1194
1251/* op is a missile that needs to be moved */ 1195/* op is a missile that needs to be moved */
1252void 1196void
1253move_missile (object *op) 1197move_missile (object *op)
1254{ 1198{
1255 int i, mflags;
1256 object *owner;
1257 sint16 new_x, new_y;
1258 maptile *m;
1259
1260 if (op->range-- <= 0) 1199 if (op->range-- <= 0)
1261 { 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 {
1262 op->destroy (); 1210 op->destroy ();
1263 return; 1211 return;
1264 } 1212 }
1265 1213
1266 owner = get_owner (op); 1214 mapspace &ms = pos.ms ();
1267#if 0
1268 /* It'd make things nastier if this wasn't here - spells cast by
1269 * monster that are then killed would continue to survive
1270 */
1271 if (owner == NULL)
1272 {
1273 op->destroy ();
1274 return;
1275 }
1276#endif
1277 1215
1278 new_x = op->x + DIRX (op); 1216 if (ms.flags () & P_IS_ALIVE || ms.blocks (op))
1279 new_y = op->y + DIRY (op);
1280
1281 mflags = get_map_flags (op->map, &m, new_x, new_y, &new_x, &new_y);
1282
1283 if (!(mflags & P_OUT_OF_MAP) && ((mflags & P_IS_ALIVE) || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y))))
1284 { 1217 {
1285 hit_map (op, op->direction, AT_MAGIC, 1); 1218 hit_map (op, op->direction, AT_MAGIC, 1);
1286 /* Basically, missile only hits one thing then goes away. 1219 /* Basically, missile only hits one thing then goes away.
1287 * 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.
1288 */ 1221 */
1289 if (!op->destroyed ())
1290 op->destroy ();
1291
1292 return;
1293 }
1294
1295 op->remove ();
1296
1297 if (!op->direction || (mflags & P_OUT_OF_MAP))
1298 {
1299 op->destroy (); 1222 op->destroy ();
1300 return; 1223 return;
1301 } 1224 }
1302 1225
1303 op->x = new_x; 1226 if (!op->direction)
1304 op->y = new_y; 1227 {
1305 op->map = m; 1228 op->destroy ();
1306 i = spell_find_dir (op->map, op->x, op->y, get_owner (op)); 1229 return;
1230 }
1231
1232 int i = spell_find_dir (pos.m, pos.x, pos.y, op->owner);
1307 if (i > 0 && i != op->direction) 1233 if (i > 0 && i != op->direction)
1308 { 1234 {
1309 op->direction = i; 1235 op->direction = i;
1310 SET_ANIMATION (op, op->direction); 1236 SET_ANIMATION (op, op->direction);
1311 } 1237 }
1312 1238
1313 insert_ob_in_map (op, op->map, op, 0); 1239 pos.insert (op, op);
1314} 1240}
1315 1241
1316/**************************************************************************** 1242/****************************************************************************
1317 * Destruction 1243 * Destruction
1318 ****************************************************************************/ 1244 ****************************************************************************/
1321 * 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
1322 * object. if time is 0, the object glows permanently. To truely 1248 * object. if time is 0, the object glows permanently. To truely
1323 * make this work for non-living objects, we would have to 1249 * make this work for non-living objects, we would have to
1324 * give them the capability to have an inventory. b.t. 1250 * give them the capability to have an inventory. b.t.
1325 */ 1251 */
1326
1327int 1252int
1328make_object_glow (object *op, int radius, int time) 1253make_object_glow (object *op, int radius, int time)
1329{ 1254{
1330 object *tmp;
1331
1332 /* some things are unaffected... */ 1255 /* some things are unaffected... */
1333 if (op->path_denied & PATH_LIGHT) 1256 if (op->path_denied & PATH_LIGHT)
1334 return 0; 1257 return 0;
1335 1258
1336 tmp = get_archetype (FORCE_NAME); 1259 object *tmp = get_archetype (FORCE_NAME);
1337 tmp->speed = 0.01; 1260 tmp->speed = 0.01;
1338 tmp->stats.food = time; 1261 tmp->stats.food = time;
1339 SET_FLAG (tmp, FLAG_IS_USED_UP); 1262 SET_FLAG (tmp, FLAG_IS_USED_UP);
1340 tmp->glow_radius = radius;
1341 if (tmp->glow_radius > MAX_LIGHT_RADII)
1342 tmp->glow_radius = MAX_LIGHT_RADII; 1263 tmp->glow_radius = min (MAX_LIGHT_RADIUS, radius);
1343
1344 tmp->x = op->x;
1345 tmp->y = op->y;
1346 if (tmp->speed < MIN_ACTIVE_SPEED)
1347 tmp->speed = MIN_ACTIVE_SPEED; /* safety */
1348 tmp = insert_ob_in_ob (tmp, op); 1264 tmp = insert_ob_in_ob (tmp, op);
1265
1349 if (tmp->glow_radius > op->glow_radius) 1266 if (tmp->glow_radius > op->glow_radius)
1350 op->glow_radius = tmp->glow_radius; 1267 op->glow_radius = tmp->glow_radius;
1351 1268
1352 if (!tmp->env || op != tmp->env)
1353 {
1354 LOG (llevError, "make_object_glow() failed to insert glowing force in %s\n", &op->name);
1355 return 0;
1356 }
1357 return 1; 1269 return 1;
1358} 1270}
1359
1360
1361
1362 1271
1363int 1272int
1364cast_destruction (object *op, object *caster, object *spell_ob) 1273cast_destruction (object *op, object *caster, object *spell_ob)
1365{ 1274{
1366 int i, j, range, mflags, friendly = 0, dam, dur; 1275 int i, j, range, mflags, friendly = 0, dam, dur;
1387 else if (caster->skill) 1296 else if (caster->skill)
1388 op->skill = caster->skill; 1297 op->skill = caster->skill;
1389 else 1298 else
1390 op->skill = NULL; 1299 op->skill = NULL;
1391 1300
1392 change_skill (op, find_skill_by_name (op, op->skill), 1); 1301 op->change_skill (find_skill_by_name (op, op->skill));
1393 1302
1394 for (i = -range; i < range; i++) 1303 for (i = -range; i <= range; i++)
1395 { 1304 {
1396 for (j = -range; j < range; j++) 1305 for (j = -range; j <= range; j++)
1397 { 1306 {
1398 m = op->map; 1307 m = op->map;
1399 sx = op->x + i; 1308 sx = op->x + i;
1400 sy = op->y + j; 1309 sy = op->y + j;
1310
1401 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy); 1311 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
1402 if (mflags & P_OUT_OF_MAP) 1312 if (mflags & P_OUT_OF_MAP)
1403 continue; 1313 continue;
1314
1404 if (mflags & P_IS_ALIVE) 1315 if (mflags & P_IS_ALIVE)
1405 { 1316 {
1406 for (tmp = get_map_ob (m, sx, sy); tmp; tmp = tmp->above) 1317 for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above)
1407 {
1408 if (QUERY_FLAG (tmp, FLAG_ALIVE) || tmp->type == PLAYER) 1318 if (QUERY_FLAG (tmp, FLAG_ALIVE) || tmp->type == PLAYER)
1409 break; 1319 break;
1410 } 1320
1411 if (tmp) 1321 if (tmp)
1412 { 1322 {
1413 if (tmp->head) 1323 if (tmp->head)
1414 tmp = tmp->head; 1324 tmp = tmp->head;
1415 1325
1417 (!friendly && (QUERY_FLAG (tmp, FLAG_FRIENDLY) || tmp->type == PLAYER))) 1327 (!friendly && (QUERY_FLAG (tmp, FLAG_FRIENDLY) || tmp->type == PLAYER)))
1418 { 1328 {
1419 if (spell_ob->subtype == SP_DESTRUCTION) 1329 if (spell_ob->subtype == SP_DESTRUCTION)
1420 { 1330 {
1421 hit_player (tmp, dam, op, spell_ob->attacktype, 0); 1331 hit_player (tmp, dam, op, spell_ob->attacktype, 0);
1332
1422 if (spell_ob->other_arch) 1333 if (spell_ob->other_arch)
1423 {
1424 tmp = arch_to_object (spell_ob->other_arch); 1334 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op);
1425 tmp->x = sx;
1426 tmp->y = sy;
1427 insert_ob_in_map (tmp, m, op, 0);
1428 }
1429 } 1335 }
1430 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist[ATNR_MAGIC] != 100) 1336 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist[ATNR_MAGIC] != 100)
1431 { 1337 {
1432 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch) 1338 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch)
1433 {
1434 object *effect = arch_to_object (spell_ob->other_arch); 1339 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op);
1435
1436 effect->x = sx;
1437 effect->y = sy;
1438 insert_ob_in_map (effect, m, op, 0);
1439 }
1440 } 1340 }
1441 } 1341 }
1442 } 1342 }
1443 } 1343 }
1444 } 1344 }
1445 } 1345 }
1346
1446 op->skill = skill; 1347 op->skill = skill;
1447 return 1; 1348 return 1;
1448} 1349}
1449 1350
1450/*************************************************************************** 1351/***************************************************************************
1464 { 1365 {
1465 new_draw_info (NDI_UNIQUE, 0, op, "There is no one in that direction to curse."); 1366 new_draw_info (NDI_UNIQUE, 0, op, "There is no one in that direction to curse.");
1466 return 0; 1367 return 0;
1467 } 1368 }
1468 1369
1370 tmp = tmp->head_ ();
1371
1469 /* If we've already got a force of this type, don't add a new one. */ 1372 /* If we've already got a force of this type, don't add a new one. */
1470 for (force = tmp->inv; force != NULL; force = force->below) 1373 for (force = tmp->inv; force; force = force->below)
1471 { 1374 {
1472 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY) 1375 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY)
1473 { 1376 {
1474 if (force->name == spell_ob->name) 1377 if (force->name == spell_ob->name)
1475 { 1378 {
1481 return 0; 1384 return 0;
1482 } 1385 }
1483 } 1386 }
1484 } 1387 }
1485 1388
1486 if (force == NULL) 1389 if (!force)
1487 { 1390 {
1488 force = get_archetype (FORCE_NAME); 1391 force = get_archetype (FORCE_NAME);
1489 force->subtype = FORCE_CHANGE_ABILITY; 1392 force->subtype = FORCE_CHANGE_ABILITY;
1393
1490 if (spell_ob->race) 1394 if (spell_ob->race)
1491 force->name = spell_ob->race; 1395 force->name = spell_ob->race;
1492 else 1396 else
1493 force->name = spell_ob->name; 1397 force->name = spell_ob->name;
1494 1398
1504 { 1408 {
1505 force->duration = duration; 1409 force->duration = duration;
1506 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 1410 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1507 } 1411 }
1508 else 1412 else
1509 {
1510 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1413 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1511 } 1414
1512 return 1; 1415 return 1;
1513 } 1416 }
1417
1514 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50; 1418 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1515 force->speed = 1.0; 1419 force->speed = 1.f;
1516 force->speed_left = -1.0; 1420 force->speed_left = -1.f;
1517 SET_FLAG (force, FLAG_APPLIED); 1421 SET_FLAG (force, FLAG_APPLIED);
1518 1422
1519 if (god) 1423 if (god)
1520 { 1424 {
1521 if (spell_ob->last_grace) 1425 if (spell_ob->last_grace)
1534 force->stats.ac = spell_ob->stats.ac; 1438 force->stats.ac = spell_ob->stats.ac;
1535 force->stats.wc = spell_ob->stats.wc; 1439 force->stats.wc = spell_ob->stats.wc;
1536 1440
1537 change_abil (tmp, force); /* Mostly to display any messages */ 1441 change_abil (tmp, force); /* Mostly to display any messages */
1538 insert_ob_in_ob (force, tmp); 1442 insert_ob_in_ob (force, tmp);
1539 fix_player (tmp); 1443 tmp->update_stats ();
1540 return 1; 1444 return 1;
1541 1445
1542} 1446}
1543
1544 1447
1545/********************************************************************** 1448/**********************************************************************
1546 * mood change 1449 * mood change
1547 * Arguably, this may or may not be an attack spell. But since it 1450 * Arguably, this may or may not be an attack spell. But since it
1548 * effects monsters, it seems best to put it into this file 1451 * effects monsters, it seems best to put it into this file
1562 1465
1563 /* We precompute some values here so that we don't have to keep 1466 /* We precompute some values here so that we don't have to keep
1564 * doing it over and over again. 1467 * doing it over and over again.
1565 */ 1468 */
1566 god = find_god (determine_god (op)); 1469 god = find_god (determine_god (op));
1567 level = caster_level (caster, spell); 1470 level = casting_level (caster, spell);
1568 range = spell->range + SP_level_range_adjust (caster, spell); 1471 range = spell->range + SP_level_range_adjust (caster, spell);
1569 1472
1570 /* On the bright side, no monster should ever have a race of GOD_... 1473 /* On the bright side, no monster should ever have a race of GOD_...
1571 * so even if the player doesn't worship a god, if race=GOD_.., it 1474 * so even if the player doesn't worship a god, if race=GOD_.., it
1572 * won't ever match anything. 1475 * won't ever match anything.
1578 else if (god && !strcmp (spell->race, "GOD_FRIEND")) 1481 else if (god && !strcmp (spell->race, "GOD_FRIEND"))
1579 race = god->race; 1482 race = god->race;
1580 else 1483 else
1581 race = spell->race; 1484 race = spell->race;
1582 1485
1583
1584 for (x = op->x - range; x <= op->x + range; x++) 1486 for (x = op->x - range; x <= op->x + range; x++)
1585 for (y = op->y - range; y <= op->y + range; y++) 1487 for (y = op->y - range; y <= op->y + range; y++)
1586 { 1488 {
1587
1588 done_one = 0; 1489 done_one = 0;
1589 m = op->map; 1490 m = op->map;
1590 nx = x; 1491 nx = x;
1591 ny = y; 1492 ny = y;
1592 mflags = get_map_flags (m, &m, x, y, &nx, &ny); 1493 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1595 1496
1596 /* If there is nothing living on this space, no need to go further */ 1497 /* If there is nothing living on this space, no need to go further */
1597 if (!(mflags & P_IS_ALIVE)) 1498 if (!(mflags & P_IS_ALIVE))
1598 continue; 1499 continue;
1599 1500
1501 // players can only affect spaces that they can actually see
1502 if (caster
1503 && caster->contr
1504 && caster->contr->darkness_at (m, nx, ny) == LOS_BLOCKED)
1505 continue;
1506
1600 for (tmp = get_map_ob (m, nx, ny); tmp; tmp = tmp->above) 1507 for (tmp = GET_MAP_TOP (m, nx, ny); tmp; tmp = tmp->below)
1601 if (QUERY_FLAG (tmp, FLAG_MONSTER)) 1508 if (QUERY_FLAG (tmp, FLAG_MONSTER))
1602 break; 1509 break;
1603 1510
1604 /* There can be living objects that are not monsters */ 1511 /* There can be living objects that are not monsters */
1605 if (!tmp || tmp->type == PLAYER) 1512 if (!tmp || tmp->type == PLAYER)
1612 head = tmp; 1519 head = tmp;
1613 1520
1614 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */ 1521 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */
1615 if (race && head->race && !strstr (race, head->race)) 1522 if (race && head->race && !strstr (race, head->race))
1616 continue; 1523 continue;
1524
1617 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD)) 1525 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD))
1618 continue; 1526 continue;
1619 1527
1620 /* Now do a bunch of stuff related to saving throws */ 1528 /* Now do a bunch of stuff related to saving throws */
1621 best_at = -1; 1529 best_at = -1;
1638 at -= level / 5; 1546 at -= level / 5;
1639 if (did_make_save (head, head->level, at)) 1547 if (did_make_save (head, head->level, at))
1640 continue; 1548 continue;
1641 } 1549 }
1642 else /* spell->attacktype */ 1550 else /* spell->attacktype */
1643 /*
1644 Spell has no attacktype (charm & such), so we'll have a specific saving:
1645 * if spell level < monster level, no go
1646 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) )
1647
1648 The chance will then be in the range [20-70] percent, not too bad.
1649
1650 This is required to fix the 'charm monster' abuse, where a player level 1 can
1651 charm a level 125 monster...
1652
1653 Ryo, august 14th
1654 */
1655 { 1551 {
1552 /*
1553 Spell has no attacktype (charm & such), so we'll have a specific saving:
1554 * if spell level < monster level, no go
1555 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) )
1556
1557 The chance will then be in the range [20-70] percent, not too bad.
1558
1559 This is required to fix the 'charm monster' abuse, where a player level 1 can
1560 charm a level 125 monster...
1561
1562 Ryo, august 14th
1563 */
1656 if (head->level > level) 1564 if (head->level > level)
1657 continue; 1565 continue;
1566
1658 if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + MIN (50, 2 * (level - head->level)))) 1567 if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + MIN (50, 2 * (level - head->level))))
1659 /* Failed, no effect */ 1568 /* Failed, no effect */
1660 continue; 1569 continue;
1661 } 1570 }
1662 1571
1663 /* Done with saving throw. Now start effecting the monster */ 1572 /* Done with saving throw. Now start affecting the monster */
1664 1573
1665 /* aggravation */ 1574 /* aggravation */
1666 if (QUERY_FLAG (spell, FLAG_MONSTER)) 1575 if (QUERY_FLAG (spell, FLAG_MONSTER))
1667 { 1576 {
1668 CLEAR_FLAG (head, FLAG_SLEEP); 1577 CLEAR_FLAG (head, FLAG_SLEEP);
1669 if (QUERY_FLAG (head, FLAG_FRIENDLY))
1670 remove_friendly_object (head); 1578 remove_friendly_object (head);
1671
1672 done_one = 1; 1579 done_one = 1;
1673 head->enemy = op; 1580 head->enemy = op;
1674 } 1581 }
1675 1582
1676 /* calm monsters */ 1583 /* calm monsters */
1685 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK)) 1592 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK))
1686 { 1593 {
1687 SET_FLAG (head, FLAG_BERSERK); 1594 SET_FLAG (head, FLAG_BERSERK);
1688 done_one = 1; 1595 done_one = 1;
1689 } 1596 }
1597
1690 /* charm */ 1598 /* charm */
1691 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY)) 1599 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY))
1692 { 1600 {
1693 SET_FLAG (head, FLAG_FRIENDLY); 1601 INVOKE_OBJECT (KILL, head, ARG_OBJECT (caster));
1602
1694 /* Prevent uncontolled outbreaks of self replicating monsters. 1603 /* Prevent uncontrolled outbreaks of self replicating monsters.
1695 Typical use case is charm, go somwhere, use aggravation to make hostile. 1604 Typical use case is charm, go somwhere, use aggravation to make hostile.
1696 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */ 1605 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */
1697 CLEAR_FLAG (head, FLAG_GENERATOR); 1606 CLEAR_FLAG (head, FLAG_GENERATOR);
1698 set_owner (head, op); 1607 head->set_owner (op);
1699 set_spell_skill (op, caster, spell, head); 1608 set_spell_skill (op, caster, spell, head);
1700 add_friendly_object (head); 1609 add_friendly_object (head);
1701 head->attack_movement = PETMOVE; 1610 head->attack_movement = PETMOVE;
1702 done_one = 1; 1611 done_one = 1;
1703 change_exp (op, head->stats.exp / 2, head->skill, SK_EXP_ADD_SKILL); 1612 change_exp (op, head->stats.exp / 2, head->skill, SK_EXP_ADD_SKILL);
1704 head->stats.exp = 0; 1613 head->stats.exp = 0;
1705 } 1614 }
1706 1615
1707 /* If a monster was effected, put an effect in */ 1616 /* If a monster was effected, put an effect in */
1708 if (done_one && spell->other_arch) 1617 if (done_one && spell->other_arch)
1709 {
1710 tmp = arch_to_object (spell->other_arch); 1618 m->insert (arch_to_object (spell->other_arch), nx, ny, op);
1711 tmp->x = nx;
1712 tmp->y = ny;
1713 insert_ob_in_map (tmp, m, op, 0);
1714 }
1715 } /* for y */ 1619 } /* for y */
1716 1620
1717 return 1; 1621 return 1;
1718} 1622}
1719
1720 1623
1721/* Move_ball_spell: This handles ball type spells that just sort of wander 1624/* Move_ball_spell: This handles ball type spells that just sort of wander
1722 * about. was called move_ball_lightning, but since more than the ball 1625 * about. was called move_ball_lightning, but since more than the ball
1723 * lightning spell used it, that seemed misnamed. 1626 * lightning spell used it, that seemed misnamed.
1724 * op is the spell effect. 1627 * op is the spell effect.
1725 * note that duration is handled by process_object() in time.c 1628 * note that duration is handled by process_object() in time.c
1726 */ 1629 */
1727
1728void 1630void
1729move_ball_spell (object *op) 1631move_ball_spell (object *op)
1730{ 1632{
1731 int i, j, dam_save, dir, mflags; 1633 int i, j, dam_save, dir, mflags;
1732 sint16 nx, ny, hx, hy; 1634 sint16 nx, ny, hx, hy;
1733 object *owner; 1635 object *owner;
1734 maptile *m; 1636 maptile *m;
1735 1637
1736 owner = get_owner (op); 1638 owner = op->owner;
1737 1639
1738 /* the following logic makes sure that the ball doesn't move into a wall, 1640 /* the following logic makes sure that the ball doesn't move into a wall,
1739 * and makes sure that it will move along a wall to try and get at it's 1641 * and makes sure that it will move along a wall to try and get at it's
1740 * victim. The block immediately below more or less chooses a random 1642 * victim. The block immediately below more or less chooses a random
1741 * offset to move the ball, eg, keep it mostly on course, with some 1643 * offset to move the ball, eg, keep it mostly on course, with some
1751 for (i = 1; i < 9; i++) 1653 for (i = 1; i < 9; i++)
1752 { 1654 {
1753 /* i bit 0: alters sign of offset 1655 /* i bit 0: alters sign of offset
1754 * other bits (i / 2): absolute value of offset 1656 * other bits (i / 2): absolute value of offset
1755 */ 1657 */
1756
1757 int offset = ((i ^ j) & 1) ? (i / 2) : -(i / 2); 1658 int offset = ((i ^ j) & 1) ? (i / 2) : -(i / 2);
1758 int tmpdir = absdir (op->direction + offset); 1659 int tmpdir = absdir (op->direction + offset);
1759 1660
1760 nx = op->x + freearr_x[tmpdir]; 1661 nx = op->x + freearr_x[tmpdir];
1761 ny = op->y + freearr_y[tmpdir]; 1662 ny = op->y + freearr_y[tmpdir];
1763 { 1664 {
1764 dir = tmpdir; 1665 dir = tmpdir;
1765 break; 1666 break;
1766 } 1667 }
1767 } 1668 }
1669
1768 if (dir == 0) 1670 if (dir == 0)
1769 { 1671 {
1770 nx = op->x; 1672 nx = op->x;
1771 ny = op->y; 1673 ny = op->y;
1772 m = op->map; 1674 m = op->map;
1773 } 1675 }
1774 1676
1775 op->remove (); 1677 m->insert (op, nx, ny, op);
1776 op->y = ny;
1777 op->x = nx;
1778 insert_ob_in_map (op, m, op, 0);
1779 1678
1780 dam_save = op->stats.dam; /* save the original dam: we do halfdam on 1679 dam_save = op->stats.dam; /* save the original dam: we do halfdam on
1781 surrounding squares */ 1680 surrounding squares */
1782 1681
1783 /* loop over current square and neighbors to hit. 1682 /* loop over current square and neighbors to hit.
1784 * if this has an other_arch field, we insert that in 1683 * if this has an other_arch field, we insert that in
1785 * the surround spaces. 1684 * the surround spaces.
1786 */ 1685 */
1787 for (j = 0; j < 9; j++) 1686 for (j = 0; j < 9; j++)
1788 { 1687 {
1789 object *new_ob;
1790
1791 hx = nx + freearr_x[j]; 1688 hx = nx + freearr_x[j];
1792 hy = ny + freearr_y[j]; 1689 hy = ny + freearr_y[j];
1793 1690
1794 m = op->map; 1691 m = op->map;
1795 mflags = get_map_flags (m, &m, hx, hy, &hx, &hy); 1692 mflags = get_map_flags (m, &m, hx, hy, &hx, &hy);
1803 1700
1804 if ((mflags & P_IS_ALIVE) && (!owner || owner->x != hx || owner->y != hy || !on_same_map (owner, op))) 1701 if ((mflags & P_IS_ALIVE) && (!owner || owner->x != hx || owner->y != hy || !on_same_map (owner, op)))
1805 { 1702 {
1806 if (j) 1703 if (j)
1807 op->stats.dam = dam_save / 2; 1704 op->stats.dam = dam_save / 2;
1705
1808 hit_map (op, j, op->attacktype, 1); 1706 hit_map (op, j, op->attacktype, 1);
1809
1810 } 1707 }
1811 1708
1812 /* insert the other arch */ 1709 /* insert the other arch */
1813 if (op->other_arch && !(OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy)))) 1710 if (op->other_arch && !(OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy))))
1814 { 1711 m->insert (arch_to_object (op->other_arch), hx, hy, op);
1815 new_ob = arch_to_object (op->other_arch);
1816 new_ob->x = hx;
1817 new_ob->y = hy;
1818 insert_ob_in_map (new_ob, m, op, 0);
1819 }
1820 } 1712 }
1821 1713
1822 /* restore to the center location and damage */ 1714 /* restore to the center location and damage */
1823 op->stats.dam = dam_save; 1715 op->stats.dam = dam_save;
1824 1716
1825 i = spell_find_dir (op->map, op->x, op->y, get_owner (op)); 1717 i = spell_find_dir (op->map, op->x, op->y, op->owner);
1826 1718
1827 if (i >= 0) 1719 if (i >= 0)
1828 { /* we have a preferred direction! */ 1720 { /* we have a preferred direction! */
1829 /* pick another direction if the preferred dir is blocked. */ 1721 /* pick another direction if the preferred dir is blocked. */
1830 if (get_map_flags (op->map, &m, nx + freearr_x[i], ny + freearr_y[i], &hx, &hy) & P_OUT_OF_MAP || 1722 if (get_map_flags (op->map, &m, nx + freearr_x[i], ny + freearr_y[i], &hx, &hy) & P_OUT_OF_MAP ||
1831 OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy))) 1723 OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy)))
1832 {
1833 i = absdir (i + rndm (0, 2) - 1); /* -1, 0, +1 */ 1724 i = absdir (i + rndm (0, 2) - 1); /* -1, 0, +1 */
1834 } 1725
1835 op->direction = i; 1726 op->direction = i;
1836 } 1727 }
1837} 1728}
1838 1729
1839
1840/* move_swarm_spell: peterm 1730/* move_swarm_spell: peterm
1841 * This is an implementation of the swarm spell. It was written for 1731 * This is an implementation of the swarm spell. It was written for
1842 * meteor swarm, but it could be used for any swarm. A swarm spell 1732 * meteor swarm, but it could be used for any swarm. A swarm spell
1843 * is a special type of object that casts swarms of other types 1733 * is a special type of object that casts swarms of other types
1844 * of spells. Which spell it casts is flexible. It fires the spells 1734 * of spells. Which spell it casts is flexible. It fires the spells
1845 * from a set of squares surrounding the caster, in a given direction. 1735 * from a set of squares surrounding the caster, in a given direction.
1846 */ 1736 */
1847
1848void 1737void
1849move_swarm_spell (object *op) 1738move_swarm_spell (object *op)
1850{ 1739{
1851#if 0 1740#if 0
1852 static int cardinal_adjust[9] = { -3, -2, -1, 0, 0, 0, 1, 2, 3 }; 1741 static int cardinal_adjust[9] = { -3, -2, -1, 0, 0, 0, 1, 2, 3 };
1853 static int diagonal_adjust[10] = { -3, -2, -2, -1, 0, 0, 1, 2, 2, 3 }; 1742 static int diagonal_adjust[10] = { -3, -2, -2, -1, 0, 0, 1, 2, 2, 3 };
1854 sint16 target_x, target_y, origin_x, origin_y; 1743 sint16 target_x, target_y, origin_x, origin_y;
1855 int adjustdir; 1744 int adjustdir;
1856 maptile *m; 1745 maptile *m;
1857#endif 1746#endif
1858 int basedir;
1859 object *owner; 1747 object *owner = op->env;
1860 1748
1861 owner = get_owner (op); 1749 if (!owner) // MUST not happen, remove when true TODO
1862 if (op->duration == 0 || owner == NULL)
1863 { 1750 {
1751 LOG (llevError, "swarm spell found outside inventory: %s\n", op->debug_desc ());
1864 op->destroy (); 1752 op->destroy ();
1865 return; 1753 return;
1866 } 1754 }
1867 1755
1756 if (!op->duration || !owner->is_on_map ())
1757 {
1758 op->drop_and_destroy ();
1759 return;
1760 }
1761
1868 op->duration--; 1762 op->duration--;
1869 1763
1870 basedir = op->direction; 1764 int basedir = op->direction;
1871 if (basedir == 0) 1765 if (!basedir)
1872 { 1766 {
1873 /* spray in all directions! 8) */ 1767 /* spray in all directions! 8) */
1874 basedir = rndm (1, 8); 1768 op->facing = (op->facing + op->state) & 7;
1769 basedir = op->facing + 1;
1875 } 1770 }
1876 1771
1877#if 0 1772#if 0
1878 // this is bogus: it causes wrong places to be checked below 1773 // this is bogus: it causes wrong places to be checked below
1879 // (a wall 2 cells away will block the effect...) and 1774 // (a wall 2 cells away will block the effect...) and
1880 // doesn't work for SP_BULLET anyhow, so again tests the wrong 1775 // doesn't work for SP_BULLET anyhow, so again tests the wrong
1881 // space. 1776 // space.
1882 // should be fixed later, but correctness before featurs... 1777 // should be fixed later, but correctness before features...
1883 // (schmorp) 1778 // (schmorp)
1884 1779
1885 /* new offset calculation to make swarm element distribution 1780 /* new offset calculation to make swarm element distribution
1886 * more uniform 1781 * more uniform
1887 */ 1782 */
1940 { 1835 {
1941 /* Bullet spells have a bunch more customization that needs to be done */ 1836 /* Bullet spells have a bunch more customization that needs to be done */
1942 if (op->spell->subtype == SP_BULLET) 1837 if (op->spell->subtype == SP_BULLET)
1943 fire_bullet (owner, op, basedir, op->spell); 1838 fire_bullet (owner, op, basedir, op->spell);
1944 else if (op->spell->subtype == SP_MAGIC_MISSILE) 1839 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1945 fire_arch_from_position (owner, op, op->x, op->y, basedir, op->spell); 1840 fire_arch_from_position (owner, op, owner->x, owner->y, basedir, op->spell);
1946 } 1841 }
1947} 1842}
1948
1949
1950
1951 1843
1952/* fire_swarm: 1844/* fire_swarm:
1953 * The following routine creates a swarm of objects. It actually 1845 * The following routine creates a swarm of objects. It actually
1954 * sets up a specific swarm object, which then fires off all 1846 * sets up a specific swarm object, which then fires off all
1955 * the parts of the swarm. 1847 * the parts of the swarm.
1958 * caster: the caster (owner, wand, rod, scroll) 1850 * caster: the caster (owner, wand, rod, scroll)
1959 * dir: the direction everything will be fired in 1851 * dir: the direction everything will be fired in
1960 * spell - the spell that is this spell. 1852 * spell - the spell that is this spell.
1961 * n: the number to be fired. 1853 * n: the number to be fired.
1962 */ 1854 */
1963
1964int 1855int
1965fire_swarm (object *op, object *caster, object *spell, int dir) 1856fire_swarm (object *op, object *caster, object *spell, int dir)
1966{ 1857{
1967 object *tmp;
1968 int i;
1969
1970 if (!spell->other_arch) 1858 if (!spell->other_arch)
1971 return 0; 1859 return 0;
1972 1860
1973 tmp = get_archetype (SWARM_SPELL); 1861 object *tmp = archetype::get (SWARM_SPELL);
1974 tmp->x = op->x; 1862
1975 tmp->y = op->y;
1976 set_owner (tmp, op); /* needed so that if swarm elements kill, caster gets xp. */
1977 set_spell_skill (op, caster, spell, tmp); 1863 set_spell_skill (op, caster, spell, tmp);
1978
1979 tmp->level = caster_level (caster, spell); /*needed later, to get level dep. right. */ 1864 tmp->level = casting_level (caster, spell); /* needed later, to get level dep. right. */
1980 tmp->spell = arch_to_object (spell->other_arch); 1865 tmp->spell = spell->other_arch->instance ();
1981
1982 tmp->attacktype = tmp->spell->attacktype; 1866 tmp->attacktype = tmp->spell->attacktype;
1983 1867
1984 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) 1868 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
1985 {
1986 if (!tailor_god_spell (tmp, op)) 1869 if (!tailor_god_spell (tmp, op))
1987 return 1; 1870 return 1;
1988 } 1871
1989 tmp->duration = SP_level_duration_adjust (caster, spell); 1872 tmp->duration = SP_level_duration_adjust (caster, spell);
1990 for (i = 0; i < spell->duration; i++) 1873 for (int i = 0; i < spell->duration; i++)
1991 tmp->duration += die_roll (1, 3, op, PREFER_HIGH); 1874 tmp->duration += die_roll (1, 3, op, PREFER_HIGH);
1992 1875
1876 tmp->invisible = 1;
1877 tmp->flag [FLAG_NO_DROP] = 1; // make sure it stays in inv, or else
1993 tmp->direction = dir; 1878 tmp->direction = dir;
1994 tmp->invisible = 1; 1879 tmp->facing = rndm (1, 8); // initial firing direction
1995 insert_ob_in_map (tmp, op->map, op, 0); 1880 tmp->state = rndm (4) * 2 + 1; // direction increment
1881
1882 op->insert (tmp);
1883
1996 return 1; 1884 return 1;
1997} 1885}
1998
1999 1886
2000/* See the spells documentation file for why this is its own 1887/* See the spells documentation file for why this is its own
2001 * function. 1888 * function.
2002 */ 1889 */
2003int 1890int
2008 int dam, mflags; 1895 int dam, mflags;
2009 maptile *m; 1896 maptile *m;
2010 1897
2011 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1898 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
2012 1899
2013 if (!dir) 1900 if (dir)
2014 {
2015 new_draw_info (NDI_UNIQUE, 0, op, "In what direction?");
2016 return 0;
2017 } 1901 {
2018
2019 x = op->x + freearr_x[dir]; 1902 x = op->x + freearr_x[dir];
2020 y = op->y + freearr_y[dir]; 1903 y = op->y + freearr_y[dir];
2021 m = op->map; 1904 m = op->map;
2022 1905
2023 mflags = get_map_flags (m, &m, x, y, &x, &y); 1906 mflags = get_map_flags (m, &m, x, y, &x, &y);
2024 1907
2025 if (mflags & P_OUT_OF_MAP) 1908 if (mflags & P_OUT_OF_MAP)
2026 { 1909 {
2027 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is there."); 1910 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is there.");
2028 return 0; 1911 return 0;
2029 } 1912 }
2030 1913
2031 if (mflags & P_IS_ALIVE && spell->attacktype) 1914 if (mflags & P_IS_ALIVE && spell->attacktype)
2032 { 1915 {
2033 for (target = get_map_ob (m, x, y); target; target = target->above) 1916 for (target = GET_MAP_OB (m, x, y); target; target = target->above)
2034 if (QUERY_FLAG (target, FLAG_MONSTER)) 1917 if (QUERY_FLAG (target, FLAG_MONSTER))
2035 { 1918 {
2036 /* oky doky. got a target monster. Lets make a blinding attack */ 1919 /* oky doky. got a target monster. Lets make a blinding attack */
2037 if (target->head) 1920 if (target->head)
2038 target = target->head; 1921 target = target->head;
1922
2039 (void) hit_player (target, dam, op, spell->attacktype, 1); 1923 hit_player (target, dam, op, spell->attacktype, 1);
2040 return 1; /* one success only! */ 1924 return 1; /* one success only! */
1925 }
2041 } 1926 }
2042 }
2043 1927
2044 /* no live target, perhaps a wall is in the way? */ 1928 /* no live target, perhaps a wall is in the way? */
2045 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y))) 1929 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)))
2046 { 1930 {
2047 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 1931 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
2048 return 0; 1932 return 0;
1933 }
2049 } 1934 }
2050 1935
2051 /* ok, looks groovy to just insert a new light on the map */ 1936 /* ok, looks groovy to just insert a new light on the map */
2052 tmp = arch_to_object (spell->other_arch); 1937 tmp = arch_to_object (spell->other_arch);
2053 if (!tmp) 1938 if (!tmp)
2054 { 1939 {
2055 LOG (llevError, "Error: spell arch for cast_light() missing.\n"); 1940 LOG (llevError, "Error: spell arch for cast_light() missing.\n");
2056 return 0; 1941 return 0;
2057 } 1942 }
1943
2058 tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell); 1944 tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell);
1945
2059 if (tmp->glow_radius) 1946 if (tmp->glow_radius)
2060 {
2061 tmp->glow_radius = spell->range + SP_level_range_adjust (caster, spell); 1947 tmp->glow_radius = min (MAX_LIGHT_RADIUS, spell->range + SP_level_range_adjust (caster, spell));
2062 if (tmp->glow_radius > MAX_LIGHT_RADII) 1948
2063 tmp->glow_radius = MAX_LIGHT_RADII; 1949 if (dir)
2064 } 1950 m->insert (tmp, x, y, op);
2065 tmp->x = x; 1951 else
2066 tmp->y = y; 1952 caster->outer_env ()->insert (tmp);
2067 insert_ob_in_map (tmp, m, op, 0); 1953
2068 return 1; 1954 return 1;
2069} 1955}
2070
2071
2072
2073 1956
2074/* cast_cause_disease: this spell looks along <dir> from the 1957/* cast_cause_disease: this spell looks along <dir> from the
2075 * player and infects someone. 1958 * player and infects someone.
2076 * op is the player/monster, caster is the object, dir is the direction 1959 * op is the player/monster, caster is the object, dir is the direction
2077 * to cast, disease_arch is the specific disease, and type is the spell number 1960 * to cast, disease_arch is the specific disease, and type is the spell number
2078 * perhaps this should actually be in disease.c? 1961 * perhaps this should actually be in disease.c?
2079 */ 1962 */
2080
2081int 1963int
2082cast_cause_disease (object *op, object *caster, object *spell, int dir) 1964cast_cause_disease (object *op, object *caster, object *spell, int dir)
2083{ 1965{
2084 sint16 x, y; 1966 sint16 x, y;
2085 int i, mflags, range, dam_mod, dur_mod; 1967 int i, mflags, range, dam_mod, dur_mod;
2092 /* If casting from a scroll, no direction will be available, so refer to the 1974 /* If casting from a scroll, no direction will be available, so refer to the
2093 * direction the player is pointing. 1975 * direction the player is pointing.
2094 */ 1976 */
2095 if (!dir) 1977 if (!dir)
2096 dir = op->facing; 1978 dir = op->facing;
1979
2097 if (!dir) 1980 if (!dir)
2098 return 0; /* won't find anything if casting on ourself, so just return */ 1981 return 0; /* won't find anything if casting on ourself, so just return */
2099 1982
2100 /* Calculate these once here */ 1983 /* Calculate these once here */
2101 range = spell->range + SP_level_range_adjust (caster, spell); 1984 range = spell->range + SP_level_range_adjust (caster, spell);
2120 2003
2121 /* Only bother looking on this space if there is something living here */ 2004 /* Only bother looking on this space if there is something living here */
2122 if (mflags & P_IS_ALIVE) 2005 if (mflags & P_IS_ALIVE)
2123 { 2006 {
2124 /* search this square for a victim */ 2007 /* search this square for a victim */
2125 for (walk = get_map_ob (m, x, y); walk; walk = walk->above) 2008 for (walk = GET_MAP_OB (m, x, y); walk; walk = walk->above)
2126 if (QUERY_FLAG (walk, FLAG_MONSTER) || (walk->type == PLAYER)) 2009 if (QUERY_FLAG (walk, FLAG_MONSTER) || (walk->type == PLAYER))
2127 { /* found a victim */ 2010 { /* found a victim */
2128 object *disease = arch_to_object (spell->other_arch); 2011 object *disease = arch_to_object (spell->other_arch);
2129 2012
2130 set_owner (disease, op); 2013 disease->set_owner (op);
2131 set_spell_skill (op, caster, spell, disease); 2014 set_spell_skill (op, caster, spell, disease);
2132 disease->stats.exp = 0; 2015 disease->stats.exp = 0;
2133 disease->level = caster_level (caster, spell); 2016 disease->level = casting_level (caster, spell);
2134 2017
2135 /* do level adjustments */ 2018 /* do level adjustments */
2136 if (disease->stats.wc) 2019 if (disease->stats.wc)
2137 disease->stats.wc += dur_mod / 2; 2020 disease->stats.wc += dur_mod / 2;
2138 2021
2139 if (disease->magic > 0) 2022 if (disease->magic > 0)
2140 disease->magic += dur_mod / 4; 2023 disease->magic += dur_mod / 8;
2141 2024
2142 if (disease->stats.maxhp > 0) 2025 if (disease->stats.maxhp > 0)
2143 disease->stats.maxhp += dur_mod; 2026 disease->stats.maxhp += dur_mod;
2144 2027
2145 if (disease->stats.maxgrace > 0) 2028 if (disease->stats.maxgrace > 0)
2180 if (disease->stats.sp) 2063 if (disease->stats.sp)
2181 disease->stats.sp -= dam_mod; 2064 disease->stats.sp -= dam_mod;
2182 2065
2183 if (infect_object (walk, disease, 1)) 2066 if (infect_object (walk, disease, 1))
2184 { 2067 {
2185 object *flash; /* visual effect for inflicting disease */
2186
2187 new_draw_info_format (NDI_UNIQUE, 0, op, "You inflict %s on %s!", &disease->name, &walk->name); 2068 new_draw_info_format (NDI_UNIQUE, 0, op, "You inflict %s on %s!", &disease->name, &walk->name);
2188 2069
2189 disease->destroy (); /* don't need this one anymore */ 2070 disease->destroy (); /* don't need this one anymore */
2190 flash = get_archetype (ARCH_DETECT_MAGIC); 2071 walk->map->insert (get_archetype ("detect_magic"), x, y, op);
2191 flash->x = x;
2192 flash->y = y;
2193 flash->map = walk->map;
2194 insert_ob_in_map (flash, walk->map, op, 0);
2195 return 1; 2072 return 1;
2196 } 2073 }
2197 2074
2198 disease->destroy (); 2075 disease->destroy ();
2199 } 2076 }
2200 } /* if living creature */ 2077 } /* if living creature */
2201 } /* for range of spaces */ 2078 } /* for range of spaces */
2079
2202 new_draw_info (NDI_UNIQUE, 0, op, "No one caught anything!"); 2080 new_draw_info (NDI_UNIQUE, 0, op, "No one caught anything!");
2203 return 1; 2081 return 1;
2204} 2082}

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