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Comparing deliantra/server/server/spell_attack.C (file contents):
Revision 1.15 by root, Sat Sep 16 22:24:13 2006 UTC vs.
Revision 1.65 by root, Mon Sep 29 10:20:49 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 = get_object (); 140 new_bolt = tmp->clone ();
146 copy_object (tmp, 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 remove_ob (op); 170 op->destroy_inv (true); // be explicit about dropping
180 free_object (op); 171 op->destroy (true);
181 return; 172 return;
182 } 173 }
183 174
184 hit_map (op, 0, op->attacktype, 1); 175 hit_map (op, 0, op->attacktype, 1);
185 176
186 if (!op->direction) 177 if (!op->direction)
187 return; 178 return;
188 179
189 if (--op->range < 0) 180 if (--op->range < 0)
190 {
191 op->range = 0; 181 op->range = 0;
192 }
193 else 182 else
194 { 183 {
195 x = op->x + DIRX (op); 184 x = op->x + DIRX (op);
196 y = op->y + DIRY (op); 185 y = op->y + DIRY (op);
197 m = op->map; 186 m = op->map;
205 * on the space. So only call reflwall if we think the data it returns 194 * on the space. So only call reflwall if we think the data it returns
206 * will be useful. 195 * will be useful.
207 */ 196 */
208 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)) || ((mflags & P_IS_ALIVE) && reflwall (m, x, y, op))) 197 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)) || ((mflags & P_IS_ALIVE) && reflwall (m, x, y, op)))
209 { 198 {
210
211 if (!QUERY_FLAG (op, FLAG_REFLECTING)) 199 if (!QUERY_FLAG (op, FLAG_REFLECTING))
212 return; 200 return;
213 201
214 /* Since walls don't run diagonal, if the bolt is in 202 /* Since walls don't run diagonal, if the bolt is in
215 * one of 4 main directions, it just reflects back in the 203 * one of 4 main directions, it just reflects back in the
245 else if (left) 233 else if (left)
246 op->direction = absdir (op->direction + 2); 234 op->direction = absdir (op->direction + 2);
247 else if (right) 235 else if (right)
248 op->direction = absdir (op->direction - 2); 236 op->direction = absdir (op->direction - 2);
249 } 237 }
238
250 update_turn_face (op); /* A bolt *must* be IS_TURNABLE */ 239 update_turn_face (op); /* A bolt *must* be IS_TURNABLE */
251 return; 240 return;
252 } 241 }
253 else 242 else
254 { /* Create a copy of this object and put it ahead */ 243 { /* Create a copy of this object and put it ahead */
255 tmp = get_object (); 244 object *tmp = op->clone ();
256 copy_object (op, tmp); 245
246 m->insert (tmp, x, y, op);
257 tmp->speed_left = -0.1; 247 tmp->speed_left = -0.1f;
258 tmp->x += DIRX (tmp), tmp->y += DIRY (tmp);
259 tmp = insert_ob_in_map (tmp, op->map, op, 0);
260 /* To make up for the decrease at the top of the function */ 248 /* To make up for the decrease at the top of the function */
261 tmp->duration++; 249 tmp->duration++;
262 250
263 /* New forking code. Possibly create forks of this object 251 /* New forking code. Possibly create forks of this object
264 * going off in other directions. 252 * going off in other directions.
265 */ 253 */
266
267 if (rndm (0, 99) < tmp->stats.Dex) 254 if (tmp->stats.Dex && rndm (0, 99) < tmp->stats.Dex)
268 { /* stats.Dex % of forking */ 255 forklightning (op, tmp); /* stats.Dex % of forking */
269 forklightning (op, tmp); 256
270 }
271 /* In this way, the object left behind sticks on the space, but 257 /* In this way, the object left behind sticks on the space, but
272 * doesn't create any bolts that continue to move onward. 258 * doesn't create any bolts that continue to move onward.
273 */ 259 */
274 op->range = 0; 260 op->range = 0;
275 } /* copy object and move it along */ 261 } /* copy object and move it along */
282 * we remove the magic flag - that can be derived from 268 * we remove the magic flag - that can be derived from
283 * spob->attacktype. 269 * spob->attacktype.
284 * This function sets up the appropriate owner and skill 270 * This function sets up the appropriate owner and skill
285 * pointers. 271 * pointers.
286 */ 272 */
287
288int 273int
289fire_bolt (object *op, object *caster, int dir, object *spob, object *skill) 274fire_bolt (object *op, object *caster, int dir, object *spob, object *skill)
290{ 275{
291 object *tmp = NULL; 276 object *tmp = NULL;
292 int mflags; 277 int mflags;
299 return 0; 284 return 0;
300 285
301 /* peterm: level dependency for bolts */ 286 /* peterm: level dependency for bolts */
302 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob); 287 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob);
303 tmp->attacktype = spob->attacktype; 288 tmp->attacktype = spob->attacktype;
289
304 if (spob->slaying) 290 if (spob->slaying)
305 tmp->slaying = spob->slaying; 291 tmp->slaying = spob->slaying;
292
306 tmp->range = spob->range + SP_level_range_adjust (caster, spob); 293 tmp->range = spob->range + SP_level_range_adjust (caster, spob);
307 tmp->duration = spob->duration + SP_level_duration_adjust (caster, spob); 294 tmp->duration = spob->duration + SP_level_duration_adjust (caster, spob);
308 tmp->stats.Dex = spob->stats.Dex; 295 tmp->stats.Dex = spob->stats.Dex;
309 tmp->stats.Con = spob->stats.Con; 296 tmp->stats.Con = spob->stats.Con;
310 297
311 tmp->direction = dir; 298 tmp->direction = dir;
312 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) 299 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
313 SET_ANIMATION (tmp, dir); 300 SET_ANIMATION (tmp, dir);
314 301
315 set_owner (tmp, op); 302 tmp->set_owner (op);
316 set_spell_skill (op, caster, spob, tmp); 303 set_spell_skill (op, caster, spob, tmp);
317 304
318 tmp->x = op->x + DIRX (tmp); 305 tmp->x = op->x + DIRX (tmp);
319 tmp->y = op->y + DIRY (tmp); 306 tmp->y = op->y + DIRY (tmp);
320 tmp->map = op->map; 307 tmp->map = op->map;
321 308
309 maptile *newmap;
322 mflags = get_map_flags (tmp->map, &tmp->map, tmp->x, tmp->y, &tmp->x, &tmp->y); 310 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y);
323 if (mflags & P_OUT_OF_MAP) 311 if (mflags & P_OUT_OF_MAP)
324 { 312 {
325 free_object (tmp); 313 tmp->destroy_inv (true); // be explicit about dropping
314 tmp->destroy (true);
326 return 0; 315 return 0;
327 } 316 }
317
318 tmp->map = newmap;
319
328 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y))) 320 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y)))
329 { 321 {
330 if (!QUERY_FLAG (tmp, FLAG_REFLECTING)) 322 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
331 { 323 {
332 free_object (tmp); 324 tmp->destroy_inv (true); // be explicit about dropping
325 tmp->destroy (true);
333 return 0; 326 return 0;
334 } 327 }
328
335 tmp->x = op->x; 329 tmp->x = op->x;
336 tmp->y = op->y; 330 tmp->y = op->y;
337 tmp->direction = absdir (tmp->direction + 4); 331 tmp->direction = absdir (tmp->direction + 4);
338 tmp->map = op->map; 332 tmp->map = op->map;
339 } 333 }
340 if ((tmp = insert_ob_in_map (tmp, tmp->map, op, 0)) != NULL) 334
335 if ((tmp = tmp->insert_at (tmp, op)))
341 move_bolt (tmp); 336 move_bolt (tmp);
337
342 return 1; 338 return 1;
343} 339}
344
345
346 340
347/*************************************************************************** 341/***************************************************************************
348 * 342 *
349 * BULLET/BALL CODE 343 * BULLET/BALL CODE
350 * 344 *
351 ***************************************************************************/ 345 ***************************************************************************/
352 346
353/* expands an explosion. op is a piece of the 347/* expands an explosion. op is a piece of the
354 * explosion - this expans it in the different directions. 348 * explosion - this expands it in the different directions.
355 * At least that is what I think this does. 349 * At least that is what I think this does.
356 */ 350 */
357void 351void
358explosion (object *op) 352explosion (object *op)
359{ 353{
360 object *tmp;
361 maptile *m = op->map; 354 maptile *m = op->map;
362 int i; 355 int i;
363 356
364 if (--(op->duration) < 0) 357 if (--op->duration < 0)
365 {
366 remove_ob (op);
367 free_object (op);
368 return;
369 } 358 {
359 op->destroy (true);
360 return;
361 }
362
370 hit_map (op, 0, op->attacktype, 0); 363 hit_map (op, 0, op->attacktype, 0);
371 364
372 if (op->range > 0) 365 if (op->range > 0)
373 { 366 {
374 for (i = 1; i < 9; i++) 367 for (i = 1; i < 9; i++)
375 { 368 {
376 sint16 dx, dy; 369 sint16 dx, dy;
377 370
378 dx = op->x + freearr_x[i]; 371 dx = op->x + freearr_x[i];
379 dy = op->y + freearr_y[i]; 372 dy = op->y + freearr_y[i];
373
380 /* ok_to_put_more already does things like checks for walls, 374 /* ok_to_put_more already does things like checks for walls,
381 * out of map, etc. 375 * out of map, etc.
382 */ 376 */
383 if (ok_to_put_more (op->map, dx, dy, op, op->attacktype)) 377 if (ok_to_put_more (op->map, dx, dy, op, op->attacktype))
384 { 378 {
385 tmp = get_object (); 379 object *tmp = op->clone ();
386 copy_object (op, tmp); 380
387 tmp->state = 0; 381 tmp->state = 0;
388 tmp->speed_left = -0.21; 382 tmp->speed_left = -0.21f;
389 tmp->range--; 383 tmp->range--;
390 tmp->value = 0; 384 tmp->value = 0;
391 tmp->x = dx; 385
392 tmp->y = dy; 386 m->insert (tmp, dx, dy, op);
393 insert_ob_in_map (tmp, m, op, 0);
394 } 387 }
395 } 388 }
396 } 389 }
397} 390}
398
399 391
400/* Causes an object to explode, eg, a firebullet, 392/* Causes an object to explode, eg, a firebullet,
401 * poison cloud ball, etc. op is the object to 393 * poison cloud ball, etc. op is the object to
402 * explode. 394 * explode.
403 */ 395 */
404void 396void
405explode_bullet (object *op) 397explode_bullet (object *op)
406{ 398{
407 object *tmp, *owner; 399 object *tmp, *owner;
408 400
409 if (op->other_arch == NULL) 401 if (!op->other_arch)
410 { 402 {
411 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n"); 403 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n");
412 remove_ob (op); 404 op->destroy (true);
413 free_object (op);
414 return; 405 return;
415 } 406 }
416 407
417 if (op->env) 408 if (op->env)
418 { 409 {
419 object *env; 410 object *env = op->outer_env ();
420 411
421 env = object_get_env_recursive (op);
422 if (env->map == NULL || out_of_map (env->map, env->x, env->y)) 412 if (!env->map || out_of_map (env->map, env->x, env->y))
423 { 413 {
424 LOG (llevError, "BUG: explode_bullet(): env out of map\n"); 414 LOG (llevError, "BUG: explode_bullet(): env out of map\n");
425 remove_ob (op); 415 op->destroy (true);
426 free_object (op);
427 return; 416 return;
428 } 417 }
429 remove_ob (op); 418
430 op->x = env->x; 419 op->insert_at (env, op, INS_NO_MERGE | INS_NO_WALK_ON);
431 op->y = env->y;
432 insert_ob_in_map (op, env->map, op, INS_NO_MERGE | INS_NO_WALK_ON);
433 } 420 }
434 else if (out_of_map (op->map, op->x, op->y)) 421 else if (out_of_map (op->map, op->x, op->y))
435 { 422 {
436 LOG (llevError, "BUG: explode_bullet(): op out of map\n"); 423 LOG (llevError, "BUG: explode_bullet(): op out of map\n");
437 remove_ob (op); 424 op->destroy (true);
438 free_object (op);
439 return; 425 return;
440 } 426 }
441 427
442 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent explosions of any kind on safe maps 428 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent explosions of any kind on safe maps
443 // NOTE: If this breaks something important: remove this. I can't think of anything 429 // NOTE: If this breaks something important: remove this. I can't think of anything
444 // bad at the moment that might happen from this. 430 // bad at the moment that might happen from this.
445 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE) 431 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
446 { 432 {
447 remove_ob (op); 433 op->destroy (true);
448 free_object (op);
449 return; 434 return;
450 } 435 }
451 436
452 if (op->attacktype) 437 if (op->attacktype)
453 { 438 {
454 hit_map (op, 0, op->attacktype, 1); 439 hit_map (op, 0, op->attacktype, 1);
440
455 if (op->destroyed ()) 441 if (op->destroyed ())
456 return; 442 return;
457 } 443 }
458 444
459 /* other_arch contains what this explodes into */ 445 /* other_arch contains what this explodes into */
460 tmp = arch_to_object (op->other_arch); 446 tmp = arch_to_object (op->other_arch);
461 447
462 copy_owner (tmp, op); 448 tmp->set_owner (op);
463 tmp->skill = op->skill; 449 tmp->skill = op->skill;
464 450
465 owner = get_owner (op); 451 owner = op->owner;
466 452
467 if ((tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) && owner && !tailor_god_spell (tmp, owner)) 453 if ((tmp->attacktype & AT_HOLYWORD
468 { 454 || tmp->attacktype & AT_GODPOWER)
469 remove_ob (op); 455 && owner
470 free_object (op); 456 && !tailor_god_spell (tmp, owner))
471 return;
472 } 457 {
473 458 op->destroy (true);
474 tmp->x = op->x; 459 return;
475 tmp->y = op->y; 460 }
476 461
477 /* special for bombs - it actually has sane values for these */ 462 /* special for bombs - it actually has sane values for these */
478 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB) 463 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB)
479 { 464 {
480 tmp->attacktype = op->attacktype; 465 tmp->attacktype = op->attacktype;
484 } 469 }
485 else 470 else
486 { 471 {
487 if (op->attacktype & AT_MAGIC) 472 if (op->attacktype & AT_MAGIC)
488 tmp->attacktype |= AT_MAGIC; 473 tmp->attacktype |= AT_MAGIC;
474
489 /* Spell doc describes what is going on here */ 475 /* Spell doc describes what is going on here */
490 tmp->stats.dam = op->dam_modifier; 476 tmp->stats.dam = op->dam_modifier;
491 tmp->range = op->stats.maxhp; 477 tmp->range = op->stats.maxhp;
492 tmp->duration = op->stats.hp; 478 tmp->duration = op->stats.hp;
493 /* Used for spell tracking - just need a unique val for this spell - 479 /* Used for spell tracking - just need a unique val for this spell -
501 tmp->stats.sp = op->direction; 487 tmp->stats.sp = op->direction;
502 488
503 /* Prevent recursion */ 489 /* Prevent recursion */
504 op->move_on = 0; 490 op->move_on = 0;
505 491
506 insert_ob_in_map (tmp, op->map, op, 0); 492 tmp->insert_at (op, op);
493 tmp->play_sound (tmp->sound);
494
507 /* remove the firebullet */ 495 /* remove the firebullet */
508 if (!op->destroyed ()) 496 op->destroy (true);
509 {
510 remove_ob (op);
511 free_object (op);
512 }
513} 497}
514
515
516 498
517/* checks to see what op should do, given the space it is on 499/* checks to see what op should do, given the space it is on
518 * (eg, explode, damage player, etc) 500 * (eg, explode, damage player, etc)
519 */ 501 */
520
521void 502void
522check_bullet (object *op) 503check_bullet (object *op)
523{ 504{
524 object *tmp; 505 object *tmp;
525 int dam, mflags; 506 int dam, mflags;
540 521
541 /* If nothing alive on this space, no reason to do anything further */ 522 /* If nothing alive on this space, no reason to do anything further */
542 if (!(mflags & P_IS_ALIVE)) 523 if (!(mflags & P_IS_ALIVE))
543 return; 524 return;
544 525
545 for (tmp = get_map_ob (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 526 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
546 { 527 {
547 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 528 if (QUERY_FLAG (tmp, FLAG_ALIVE))
548 { 529 {
549 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1); 530 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1);
531
532 // TODO: can't understand the following if's
550 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0) 533 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0)
551 { 534 {
552 if (!QUERY_FLAG (op, FLAG_REMOVED)) 535 if (!QUERY_FLAG (op, FLAG_REMOVED))
553 { 536 {
554 remove_ob (op); 537 op->destroy (true);
555 free_object (op);
556 return; 538 return;
557 } 539 }
558 } 540 }
559 } 541 }
560 } 542 }
561} 543}
562
563 544
564/* Basically, we move 'op' one square, and if it hits something, 545/* Basically, we move 'op' one square, and if it hits something,
565 * call check_bullet. 546 * call check_bullet.
566 * This function is only applicable to bullets, but not to all 547 * This function is only applicable to bullets, but not to all
567 * fired arches (eg, bolts). 548 * fired arches (eg, bolts).
568 */ 549 */
569
570void 550void
571move_bullet (object *op) 551move_bullet (object *op)
572{ 552{
573 sint16 new_x, new_y; 553 sint16 new_x, new_y;
574 int mflags; 554 int mflags;
589 569
590 /* Reached the end of its life - remove it */ 570 /* Reached the end of its life - remove it */
591 if (--op->range <= 0) 571 if (--op->range <= 0)
592 { 572 {
593 if (op->other_arch) 573 if (op->other_arch)
594 {
595 explode_bullet (op); 574 explode_bullet (op);
596 }
597 else 575 else
598 { 576 op->destroy (true);
599 remove_ob (op); 577
600 free_object (op);
601 }
602 return; 578 return;
603 } 579 }
604 580
605 new_x = op->x + DIRX (op); 581 new_x = op->x + DIRX (op);
606 new_y = op->y + DIRY (op); 582 new_y = op->y + DIRY (op);
607 m = op->map; 583 m = op->map;
608 mflags = get_map_flags (m, &m, new_x, new_y, &new_x, &new_y); 584 mflags = get_map_flags (m, &m, new_x, new_y, &new_x, &new_y);
609 585
610 if (mflags & P_OUT_OF_MAP) 586 if (mflags & P_OUT_OF_MAP)
611 { 587 {
612 remove_ob (op); 588 op->destroy (true);
613 free_object (op);
614 return; 589 return;
615 } 590 }
616 591
617 if (!op->direction || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y))) 592 if (!op->direction || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y)))
618 { 593 {
619 if (op->other_arch) 594 if (op->other_arch)
620 {
621 explode_bullet (op); 595 explode_bullet (op);
622 }
623 else 596 else
624 { 597 op->destroy (true);
625 remove_ob (op);
626 free_object (op);
627 }
628 return;
629 }
630 598
631 remove_ob (op); 599 return;
632 op->x = new_x; 600 }
633 op->y = new_y; 601
634 if ((op = insert_ob_in_map (op, m, op, 0)) == NULL) 602 if (!(op = m->insert (op, new_x, new_y, op)))
635 return; 603 return;
636 604
637 if (reflwall (op->map, op->x, op->y, op)) 605 if (reflwall (op->map, op->x, op->y, op))
638 { 606 {
639 op->direction = absdir (op->direction + 4); 607 op->direction = absdir (op->direction + 4);
640 update_turn_face (op); 608 update_turn_face (op);
641 } 609 }
642 else 610 else
643 {
644 check_bullet (op); 611 check_bullet (op);
645 }
646} 612}
647
648
649
650 613
651/* fire_bullet 614/* fire_bullet
652 * object op (cast from caster) files a bolt in dir. 615 * object op (cast from caster) files a bolt in dir.
653 * spob is the spell object for the bolt. 616 * spob is the spell object for the bolt.
654 * we remove the magic flag - that can be derived from 617 * we remove the magic flag - that can be derived from
655 * spob->attacktype. 618 * spob->attacktype.
656 * This function sets up the appropriate owner and skill 619 * This function sets up the appropriate owner and skill
657 * pointers. 620 * pointers.
658 */ 621 */
659
660int 622int
661fire_bullet (object *op, object *caster, int dir, object *spob) 623fire_bullet (object *op, object *caster, int dir, object *spob)
662{ 624{
663 object *tmp = NULL; 625 object *tmp = NULL;
664 int mflags; 626 int mflags;
665 627
666 if (!spob->other_arch) 628 if (!spob->other_arch)
667 return 0; 629 return 0;
668 630
669 tmp = arch_to_object (spob->other_arch); 631 tmp = spob->other_arch->instance ();
670 if (tmp == NULL) 632 if (!tmp)
671 return 0; 633 return 0;
672 634
673 /* peterm: level dependency for bolts */ 635 /* peterm: level dependency for bolts */
674 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob); 636 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob);
675 tmp->attacktype = spob->attacktype; 637 tmp->attacktype = spob->attacktype;
676 if (spob->slaying) 638 if (spob->slaying)
677 tmp->slaying = spob->slaying; 639 tmp->slaying = spob->slaying;
678 640
685 647
686 tmp->direction = dir; 648 tmp->direction = dir;
687 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) 649 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
688 SET_ANIMATION (tmp, dir); 650 SET_ANIMATION (tmp, dir);
689 651
690 set_owner (tmp, op); 652 tmp->set_owner (op);
691 set_spell_skill (op, caster, spob, tmp); 653 set_spell_skill (op, caster, spob, tmp);
692 654
693 tmp->x = op->x + freearr_x[dir]; 655 tmp->x = op->x + freearr_x[dir];
694 tmp->y = op->y + freearr_y[dir]; 656 tmp->y = op->y + freearr_y[dir];
695 tmp->map = op->map; 657 tmp->map = op->map;
696 658
659 maptile *newmap;
697 mflags = get_map_flags (tmp->map, &tmp->map, tmp->x, tmp->y, &tmp->x, &tmp->y); 660 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y);
698 if (mflags & P_OUT_OF_MAP) 661 if (mflags & P_OUT_OF_MAP)
699 { 662 {
700 free_object (tmp); 663 tmp->destroy (true);
701 return 0; 664 return 0;
702 } 665 }
666
667 tmp->map = newmap;
668
703 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y))) 669 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y)))
704 { 670 {
705 if (!QUERY_FLAG (tmp, FLAG_REFLECTING)) 671 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
706 { 672 {
707 free_object (tmp); 673 tmp->destroy (true);
708 return 0; 674 return 0;
709 } 675 }
676
710 tmp->x = op->x; 677 tmp->x = op->x;
711 tmp->y = op->y; 678 tmp->y = op->y;
712 tmp->direction = absdir (tmp->direction + 4); 679 tmp->direction = absdir (tmp->direction + 4);
713 tmp->map = op->map; 680 tmp->map = op->map;
714 } 681 }
715 if ((tmp = insert_ob_in_map (tmp, tmp->map, op, 0)) != NULL) 682
716 { 683 if ((tmp = tmp->insert_at (tmp, op)))
717 check_bullet (tmp); 684 check_bullet (tmp);
718 } 685
719 return 1; 686 return 1;
720} 687}
721
722
723
724 688
725/***************************************************************************** 689/*****************************************************************************
726 * 690 *
727 * CONE RELATED FUNCTIONS 691 * CONE RELATED FUNCTIONS
728 * 692 *
729 *****************************************************************************/ 693 *****************************************************************************/
730 694
731
732/* drops an object based on what is in the cone's "other_arch" */ 695/* drops an object based on what is in the cone's "other_arch" */
733void 696void
734cone_drop (object *op) 697cone_drop (object *op)
735{ 698{
736 object *new_ob = arch_to_object (op->other_arch); 699 object *new_ob = arch_to_object (op->other_arch);
737 700
738 new_ob->x = op->x;
739 new_ob->y = op->y;
740 new_ob->level = op->level; 701 new_ob->level = op->level;
741 set_owner (new_ob, op->owner); 702 new_ob->set_owner (op->owner);
742 703
743 /* preserve skill ownership */ 704 /* preserve skill ownership */
744 if (op->skill && op->skill != new_ob->skill) 705 if (op->skill && op->skill != new_ob->skill)
745 {
746 new_ob->skill = op->skill; 706 new_ob->skill = op->skill;
747 }
748 insert_ob_in_map (new_ob, op->map, op, 0);
749 707
708 new_ob->insert_at (op, op);
750} 709}
751 710
752/* move_cone: causes cone object 'op' to move a space/hit creatures */ 711/* move_cone: causes cone object 'op' to move a space/hit creatures */
753 712
754void 713void
755move_cone (object *op) 714move_cone (object *op)
756{ 715{
757 int i;
758
759 /* if no map then hit_map will crash so just ignore object */ 716 /* if no map then hit_map will crash so just ignore object */
760 if (!op->map) 717 if (!op->map)
761 { 718 {
762 LOG (llevError, "Tried to move_cone object %s without a map.\n", op->name ? &op->name : "unknown"); 719 LOG (llevError, "Tried to move_cone object %s without a map.\n", op->name ? &op->name : "unknown");
763 op->speed = 0; 720 op->set_speed (0);
764 update_ob_speed (op);
765 return; 721 return;
766 } 722 }
767 723
768 /* lava saves it's life, but not yours :) */ 724 /* lava saves it's life, but not yours :) */
769 if (QUERY_FLAG (op, FLAG_LIFESAVE)) 725 if (QUERY_FLAG (op, FLAG_LIFESAVE))
775#if 0 731#if 0
776 /* Disable this - enabling it makes monsters easier, as 732 /* Disable this - enabling it makes monsters easier, as
777 * when their cone dies when they die. 733 * when their cone dies when they die.
778 */ 734 */
779 /* If no owner left, the spell dies out. */ 735 /* If no owner left, the spell dies out. */
780 if (get_owner (op) == NULL) 736 if (op->owner == NULL)
781 { 737 {
782 remove_ob (op); 738 op->destroy (true);
783 free_object (op);
784 return; 739 return;
785 } 740 }
786#endif 741#endif
787 742
788 hit_map (op, 0, op->attacktype, 0); 743 hit_map (op, 0, op->attacktype, 0);
795 check_spell_knockback (op); 750 check_spell_knockback (op);
796 751
797 if (op->destroyed ()) 752 if (op->destroyed ())
798 return; 753 return;
799 754
800 if ((op->duration--) < 0) 755 if (op->duration-- < 0)
801 { 756 {
802 remove_ob (op); 757 op->destroy (true);
803 free_object (op);
804 return; 758 return;
805 } 759 }
806 /* Object has hit maximum range, so don't have it move 760 /* Object has hit maximum range, so don't have it move
807 * any further. When the duration above expires, 761 * any further. When the duration above expires,
808 * then the object will get removed. 762 * then the object will get removed.
811 { 765 {
812 op->range = 0; /* just so it doesn't wrap */ 766 op->range = 0; /* just so it doesn't wrap */
813 return; 767 return;
814 } 768 }
815 769
816 for (i = -1; i < 2; i++) 770 for (int i = -1; i <= 1; i++)
817 { 771 {
818 sint16 x = op->x + freearr_x[absdir (op->stats.sp + i)], y = op->y + freearr_y[absdir (op->stats.sp + i)]; 772 sint16 x = op->x + freearr_x[absdir (op->stats.sp + i)], y = op->y + freearr_y[absdir (op->stats.sp + i)];
819 773
820 if (ok_to_put_more (op->map, x, y, op, op->attacktype)) 774 if (ok_to_put_more (op->map, x, y, op, op->attacktype))
821 { 775 {
822 object *tmp = get_object (); 776 object *tmp = op->clone ();
823
824 copy_object (op, tmp);
825 tmp->x = x;
826 tmp->y = y;
827 777
828 tmp->duration = op->duration + 1; 778 tmp->duration = op->duration + 1;
829 779
830 /* Use for spell tracking - see ok_to_put_more() */ 780 /* Use for spell tracking - see ok_to_put_more() */
831 tmp->stats.maxhp = op->stats.maxhp; 781 tmp->stats.maxhp = op->stats.maxhp;
832 insert_ob_in_map (tmp, op->map, op, 0); 782
783 op->map->insert (tmp, x, y, op);
784
833 if (tmp->other_arch) 785 if (tmp->other_arch)
834 cone_drop (tmp); 786 cone_drop (tmp);
835 } 787 }
836 } 788 }
837} 789}
870 822
871 /* Need to know what the movetype of the object we are about 823 /* Need to know what the movetype of the object we are about
872 * to create is, so we can know if the space we are about to 824 * to create is, so we can know if the space we are about to
873 * insert it into is blocked. 825 * insert it into is blocked.
874 */ 826 */
875 movetype = spell->other_arch->clone.move_type; 827 movetype = spell->other_arch->move_type;
876 828
877 for (i = range_min; i <= range_max; i++) 829 for (i = range_min; i <= range_max; i++)
878 { 830 {
879 sint16 x, y, d; 831 sint16 x, y, d;
880 832
913 if ((movetype & GET_MAP_MOVE_BLOCK (m, sx, sy)) == movetype) 865 if ((movetype & GET_MAP_MOVE_BLOCK (m, sx, sy)) == movetype)
914 continue; 866 continue;
915 867
916 success = 1; 868 success = 1;
917 tmp = arch_to_object (spell->other_arch); 869 tmp = arch_to_object (spell->other_arch);
918 set_owner (tmp, op); 870 tmp->set_owner (op);
919 set_spell_skill (op, caster, spell, tmp); 871 set_spell_skill (op, caster, spell, tmp);
920 tmp->level = caster_level (caster, spell); 872 tmp->level = casting_level (caster, spell);
921 tmp->x = sx;
922 tmp->y = sy;
923 tmp->attacktype = spell->attacktype; 873 tmp->attacktype = spell->attacktype;
924 874
925 /* holy word stuff */ 875 /* holy word stuff */
926 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER)) 876 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER))
927 if (!tailor_god_spell (tmp, op)) 877 if (!tailor_god_spell (tmp, op))
961 else 911 else
962 tmp->duration += caster->level / 3; 912 tmp->duration += caster->level / 3;
963 } 913 }
964 914
965 if (!(tmp->move_type & MOVE_FLY_LOW)) 915 if (!(tmp->move_type & MOVE_FLY_LOW))
966 LOG (llevDebug, "cast_cone(): arch %s doesn't have flying 1\n", &spell->other_arch->name); 916 LOG (llevDebug, "cast_cone(): arch %s doesn't have flying 1\n", &spell->other_arch->archname);
967 917
968 if (!tmp->move_on && tmp->stats.dam) 918 if (!tmp->move_on && tmp->stats.dam)
969 {
970 LOG (llevDebug, "cast_cone(): arch %s doesn't have move_on set\n", &spell->other_arch->name); 919 LOG (llevDebug, "cast_cone(): arch %s doesn't have move_on set\n", &spell->other_arch->archname);
971 }
972 920
973 insert_ob_in_map (tmp, m, op, 0); 921 m->insert (tmp, sx, sy, op);
974 922
975 /* This is used for tracking spells so that one effect doesn't hit 923 /* This is used for tracking spells so that one effect doesn't hit
976 * a single space too many times. 924 * a single space too many times.
977 */ 925 */
978 tmp->stats.maxhp = tmp->count; 926 tmp->stats.maxhp = tmp->count;
988 * 936 *
989 * BOMB related code 937 * BOMB related code
990 * 938 *
991 ****************************************************************************/ 939 ****************************************************************************/
992 940
993
994/* This handles an exploding bomb. 941/* This handles an exploding bomb.
995 * op is the original bomb object. 942 * op is the original bomb object.
996 */ 943 */
997void 944void
998animate_bomb (object *op) 945animate_bomb (object *op)
999{ 946{
1000 int i;
1001 object *env, *tmp;
1002 archetype *at;
1003
1004 if (op->state != NUM_ANIMATIONS (op) - 1) 947 if (op->state != NUM_ANIMATIONS (op) - 1)
1005 return; 948 return;
1006 949
1007 env = object_get_env_recursive (op); 950 object *env = op->outer_env ();
1008 951
1009 if (op->env) 952 if (op->env)
1010 { 953 {
1011 if (env->map == NULL) 954 if (env->map == NULL)
1012 return; 955 return;
1013 956
1014 if (env->type == PLAYER) 957 if (!(op = op->insert_at (env, op)))
1015 esrv_del_item (env->contr, op->count);
1016
1017 remove_ob (op);
1018 op->x = env->x;
1019 op->y = env->y;
1020 if ((op = insert_ob_in_map (op, env->map, op, 0)) == NULL)
1021 return; 958 return;
1022 } 959 }
1023 960
1024 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent bomb from exploding 961 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent bomb from exploding
1025 // on a safe map. I don't like this special casing, but it seems to be neccessary 962 // on a safe map. I don't like this special casing, but it seems to be neccessary
1026 // as bombs can be carried. 963 // as bombs can be carried.
1027 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE) 964 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
1028 { 965 {
1029 remove_ob (op); 966 op->destroy (true);
1030 free_object (op);
1031 return; 967 return;
1032 } 968 }
1033 969
1034 /* This copies a lot of the code from the fire bullet, 970 /* This copies a lot of the code from the fire bullet,
1035 * but using the cast_bullet isn't really feasible, 971 * but using the cast_bullet isn't really feasible,
1036 * so just set up the appropriate values. 972 * so just set up the appropriate values.
1037 */ 973 */
1038 at = archetype::find (SPLINT); 974 if (archetype *at = archetype::find (SPLINT))
1039 if (at)
1040 { 975 {
1041 for (i = 1; i < 9; i++) 976 for (int i = 1; i < 9; i++)
1042 { 977 {
1043 if (out_of_map (op->map, op->x + freearr_x[i], op->y + freearr_x[i])) 978 if (out_of_map (op->map, op->x + freearr_x[i], op->y + freearr_x[i]))
1044 continue; 979 continue;
980
1045 tmp = arch_to_object (at); 981 object *tmp = arch_to_object (at);
1046 tmp->direction = i; 982 tmp->direction = i;
1047 tmp->range = op->range; 983 tmp->range = op->range;
1048 tmp->stats.dam = op->stats.dam; 984 tmp->stats.dam = op->stats.dam;
1049 tmp->duration = op->duration; 985 tmp->duration = op->duration;
1050 tmp->attacktype = op->attacktype; 986 tmp->attacktype = op->attacktype;
1051 copy_owner (tmp, op); 987 tmp->set_owner (op);
1052 if (op->skill && op->skill != tmp->skill) 988 if (op->skill && op->skill != tmp->skill)
1053 {
1054 tmp->skill = op->skill; 989 tmp->skill = op->skill;
1055 } 990
1056 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) 991 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
1057 SET_ANIMATION (tmp, i); 992 SET_ANIMATION (tmp, i);
1058 tmp->x = op->x + freearr_x[i]; 993
1059 tmp->y = op->y + freearr_x[i]; 994 op->map->insert (tmp, op->x + freearr_x[i], op->y + freearr_x[i], op);
1060 insert_ob_in_map (tmp, op->map, op, 0);
1061 move_bullet (tmp); 995 move_bullet (tmp);
1062 } 996 }
1063 } 997 }
1064 998
1065 explode_bullet (op); 999 explode_bullet (op);
1066} 1000}
1067 1001
1068int 1002int
1069create_bomb (object *op, object *caster, int dir, object *spell) 1003create_bomb (object *op, object *caster, int dir, object *spell)
1070{ 1004{
1071
1072 object *tmp; 1005 object *tmp;
1073 int mflags; 1006 int mflags;
1074 sint16 dx = op->x + freearr_x[dir], dy = op->y + freearr_y[dir]; 1007 sint16 dx = op->x + freearr_x[dir], dy = op->y + freearr_y[dir];
1075 maptile *m; 1008 maptile *m;
1076 1009
1078 if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, dx, dy) & MOVE_WALK)) 1011 if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, dx, dy) & MOVE_WALK))
1079 { 1012 {
1080 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way."); 1013 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way.");
1081 return 0; 1014 return 0;
1082 } 1015 }
1016
1083 tmp = arch_to_object (spell->other_arch); 1017 tmp = arch_to_object (spell->other_arch);
1084 1018
1085 /* level dependencies for bomb */ 1019 /* level dependencies for bomb */
1086 tmp->range = spell->range + SP_level_range_adjust (caster, spell); 1020 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
1087 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1021 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1088 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell); 1022 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
1089 tmp->attacktype = spell->attacktype; 1023 tmp->attacktype = spell->attacktype;
1090 1024
1091 set_owner (tmp, op); 1025 tmp->set_owner (op);
1092 set_spell_skill (op, caster, spell, tmp); 1026 set_spell_skill (op, caster, spell, tmp);
1093 tmp->x = dx; 1027
1094 tmp->y = dy; 1028 m->insert (tmp, dx, dy, op);
1095 insert_ob_in_map (tmp, m, op, 0);
1096 return 1; 1029 return 1;
1097} 1030}
1098 1031
1099/**************************************************************************** 1032/****************************************************************************
1100 * 1033 *
1109 * dir is the direction to look in. 1042 * dir is the direction to look in.
1110 * range is how far out to look. 1043 * range is how far out to look.
1111 * type is the type of spell - either SPELL_MANA or SPELL_GRACE. 1044 * type is the type of spell - either SPELL_MANA or SPELL_GRACE.
1112 * this info is used for blocked magic/unholy spaces. 1045 * this info is used for blocked magic/unholy spaces.
1113 */ 1046 */
1114
1115object * 1047object *
1116get_pointed_target (object *op, int dir, int range, int type) 1048get_pointed_target (object *op, int dir, int range, int type)
1117{ 1049{
1118 object *target; 1050 object *target;
1119 sint16 x, y; 1051 sint16 x, y;
1138 return NULL; 1070 return NULL;
1139 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW) 1071 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW)
1140 return NULL; 1072 return NULL;
1141 1073
1142 if (mflags & P_IS_ALIVE) 1074 if (mflags & P_IS_ALIVE)
1143 {
1144 for (target = get_map_ob (mp, x, y); target; target = target->above) 1075 for (target = GET_MAP_OB (mp, x, y); target; target = target->above)
1145 { 1076 if (QUERY_FLAG (target, FLAG_MONSTER))
1146 if (QUERY_FLAG (target->head ? target->head : target, FLAG_MONSTER))
1147 {
1148 return target; 1077 return target;
1149 }
1150 }
1151 }
1152 } 1078 }
1079
1153 return NULL; 1080 return NULL;
1154} 1081}
1155
1156 1082
1157/* cast_smite_arch() - the priest points to a creature and causes 1083/* cast_smite_arch() - the priest points to a creature and causes
1158 * a 'godly curse' to decend. 1084 * a 'godly curse' to decend.
1159 * usual params - 1085 * usual params -
1160 * op = player 1086 * op = player
1161 * caster = object casting the spell. 1087 * caster = object casting the spell.
1162 * dir = direction being cast 1088 * dir = direction being cast
1163 * spell = spell object 1089 * spell = spell object
1164 */ 1090 */
1165
1166int 1091int
1167cast_smite_spell (object *op, object *caster, int dir, object *spell) 1092cast_smite_spell (object *op, object *caster, int dir, object *spell)
1168{ 1093{
1169 object *effect, *target; 1094 object *effect, *target;
1170 object *god = find_god (determine_god (op)); 1095 object *god = find_god (determine_god (op));
1194 effect = arch_to_object (spell->other_arch); 1119 effect = arch_to_object (spell->other_arch);
1195 else 1120 else
1196 return 0; 1121 return 0;
1197 1122
1198 /* tailor the effect by priest level and worshipped God */ 1123 /* tailor the effect by priest level and worshipped God */
1199 effect->level = caster_level (caster, spell); 1124 effect->level = casting_level (caster, spell);
1200 effect->attacktype = spell->attacktype; 1125 effect->attacktype = spell->attacktype;
1201 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER)) 1126 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER))
1202 { 1127 {
1203 if (tailor_god_spell (effect, op)) 1128 if (tailor_god_spell (effect, op))
1204 new_draw_info_format (NDI_UNIQUE, 0, op, "%s answers your call!", determine_god (op)); 1129 new_draw_info_format (NDI_UNIQUE, 0, op, "%s answers your call!", determine_god (op));
1216 if (effect->attacktype & AT_DEATH) 1141 if (effect->attacktype & AT_DEATH)
1217 { 1142 {
1218 effect->level = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1143 effect->level = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1219 1144
1220 /* casting death spells at undead isn't a good thing */ 1145 /* casting death spells at undead isn't a good thing */
1221 if QUERY_FLAG
1222 (target, FLAG_UNDEAD) 1146 if (QUERY_FLAG (target, FLAG_UNDEAD))
1223 { 1147 {
1224 if (random_roll (0, 2, op, PREFER_LOW)) 1148 if (random_roll (0, 2, op, PREFER_LOW))
1225 { 1149 {
1226 new_draw_info (NDI_UNIQUE, 0, op, "Idiot! Your spell boomerangs!"); 1150 new_draw_info (NDI_UNIQUE, 0, op, "Idiot! Your spell boomerangs!");
1227 effect->x = op->x; 1151 effect->x = op->x;
1229 } 1153 }
1230 else 1154 else
1231 { 1155 {
1232 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s looks stronger!", query_name (target)); 1156 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s looks stronger!", query_name (target));
1233 target->stats.hp = target->stats.maxhp * 2; 1157 target->stats.hp = target->stats.maxhp * 2;
1234 free_object (effect); 1158 effect->destroy (true);
1235 return 0; 1159 return 0;
1236 } 1160 }
1237 } 1161 }
1238 } 1162 }
1239 else 1163 else
1240 { 1164 {
1241 /* how much woe to inflict :) */ 1165 /* how much woe to inflict :) */
1242 effect->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1166 effect->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1243 } 1167 }
1244 1168
1245 set_owner (effect, op); 1169 effect->set_owner (op);
1246 set_spell_skill (op, caster, spell, effect); 1170 set_spell_skill (op, caster, spell, effect);
1247 1171
1248 /* ok, tell it where to be, and insert! */ 1172 /* ok, tell it where to be, and insert! */
1249 effect->x = target->x; 1173 effect->insert_at (target, op);
1250 effect->y = target->y;
1251 insert_ob_in_map (effect, target->map, op, 0);
1252 1174
1253 return 1; 1175 return 1;
1254} 1176}
1255
1256 1177
1257/**************************************************************************** 1178/****************************************************************************
1258 * 1179 *
1259 * MAGIC MISSILE code. 1180 * MAGIC MISSILE code.
1260 * note that the fire_bullet is used to fire the missile. The 1181 * note that the fire_bullet is used to fire the missile. The
1263 1184
1264/* op is a missile that needs to be moved */ 1185/* op is a missile that needs to be moved */
1265void 1186void
1266move_missile (object *op) 1187move_missile (object *op)
1267{ 1188{
1268 int i, mflags;
1269 object *owner;
1270 sint16 new_x, new_y;
1271 maptile *m;
1272
1273 if (op->range-- <= 0) 1189 if (op->range-- <= 0)
1274 { 1190 {
1275 remove_ob (op); 1191 op->destroy_inv (true); // be explicit about dropping
1276 free_object (op); 1192 op->destroy (true);
1277 return; 1193 return;
1278 }
1279
1280 owner = get_owner (op);
1281#if 0
1282 /* It'd make things nastier if this wasn't here - spells cast by
1283 * monster that are then killed would continue to survive
1284 */
1285 if (owner == NULL)
1286 { 1194 }
1287 remove_ob (op); 1195
1288 free_object (op); 1196 mapxy pos (op);
1289 return; 1197 pos.move (op->direction);
1198
1199 if (!pos.normalise ())
1290 } 1200 {
1291#endif 1201 op->destroy (true);
1202 return;
1203 }
1292 1204
1293 new_x = op->x + DIRX (op); 1205 mapspace &ms = pos.ms ();
1294 new_y = op->y + DIRY (op);
1295 1206
1296 mflags = get_map_flags (op->map, &m, new_x, new_y, &new_x, &new_y); 1207 if (ms.flags () & P_IS_ALIVE || ms.blocks (op))
1297
1298 if (!(mflags & P_OUT_OF_MAP) && ((mflags & P_IS_ALIVE) || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y))))
1299 { 1208 {
1300 hit_map (op, op->direction, AT_MAGIC, 1); 1209 hit_map (op, op->direction, AT_MAGIC, 1);
1301 /* Basically, missile only hits one thing then goes away. 1210 /* Basically, missile only hits one thing then goes away.
1302 * we need to remove it if someone hasn't already done so. 1211 * we need to remove it if someone hasn't already done so.
1303 */ 1212 */
1304 if (!op->destroyed ()) 1213 op->destroy (true);
1305 free_object (op);
1306
1307 return; 1214 return;
1308 }
1309
1310 remove_ob (op);
1311
1312 if (!op->direction || (mflags & P_OUT_OF_MAP))
1313 { 1215 }
1314 free_object (op); 1216
1315 return; 1217 if (!op->direction)
1316 } 1218 {
1219 op->destroy (true);
1220 return;
1221 }
1317 1222
1318 op->x = new_x; 1223 int i = spell_find_dir (pos.m, pos.x, pos.y, op->owner);
1319 op->y = new_y;
1320 op->map = m;
1321 i = spell_find_dir (op->map, op->x, op->y, get_owner (op));
1322 if (i > 0 && i != op->direction) 1224 if (i > 0 && i != op->direction)
1323 { 1225 {
1324 op->direction = i; 1226 op->direction = i;
1325 SET_ANIMATION (op, op->direction); 1227 SET_ANIMATION (op, op->direction);
1326 } 1228 }
1327 1229
1328 insert_ob_in_map (op, op->map, op, 0); 1230 pos.insert (op, op);
1329} 1231}
1330 1232
1331/**************************************************************************** 1233/****************************************************************************
1332 * Destruction 1234 * Destruction
1333 ****************************************************************************/ 1235 ****************************************************************************/
1336 * we do this by creating a force and inserting it in the 1238 * we do this by creating a force and inserting it in the
1337 * object. if time is 0, the object glows permanently. To truely 1239 * object. if time is 0, the object glows permanently. To truely
1338 * make this work for non-living objects, we would have to 1240 * make this work for non-living objects, we would have to
1339 * give them the capability to have an inventory. b.t. 1241 * give them the capability to have an inventory. b.t.
1340 */ 1242 */
1341
1342int 1243int
1343make_object_glow (object *op, int radius, int time) 1244make_object_glow (object *op, int radius, int time)
1344{ 1245{
1345 object *tmp;
1346
1347 /* some things are unaffected... */ 1246 /* some things are unaffected... */
1348 if (op->path_denied & PATH_LIGHT) 1247 if (op->path_denied & PATH_LIGHT)
1349 return 0; 1248 return 0;
1350 1249
1351 tmp = get_archetype (FORCE_NAME); 1250 object *tmp = get_archetype (FORCE_NAME);
1352 tmp->speed = 0.01; 1251 tmp->speed = 0.01;
1353 tmp->stats.food = time; 1252 tmp->stats.food = time;
1354 SET_FLAG (tmp, FLAG_IS_USED_UP); 1253 SET_FLAG (tmp, FLAG_IS_USED_UP);
1355 tmp->glow_radius = radius; 1254 tmp->glow_radius = radius;
1356 if (tmp->glow_radius > MAX_LIGHT_RADII) 1255 if (tmp->glow_radius > MAX_LIGHT_RADII)
1357 tmp->glow_radius = MAX_LIGHT_RADII; 1256 tmp->glow_radius = MAX_LIGHT_RADII;
1358 1257
1359 tmp->x = op->x;
1360 tmp->y = op->y;
1361 if (tmp->speed < MIN_ACTIVE_SPEED)
1362 tmp->speed = MIN_ACTIVE_SPEED; /* safety */
1363 tmp = insert_ob_in_ob (tmp, op); 1258 tmp = insert_ob_in_ob (tmp, op);
1259
1364 if (tmp->glow_radius > op->glow_radius) 1260 if (tmp->glow_radius > op->glow_radius)
1365 op->glow_radius = tmp->glow_radius; 1261 op->glow_radius = tmp->glow_radius;
1366 1262
1367 if (!tmp->env || op != tmp->env)
1368 {
1369 LOG (llevError, "make_object_glow() failed to insert glowing force in %s\n", &op->name);
1370 return 0;
1371 }
1372 return 1; 1263 return 1;
1373} 1264}
1374
1375
1376
1377 1265
1378int 1266int
1379cast_destruction (object *op, object *caster, object *spell_ob) 1267cast_destruction (object *op, object *caster, object *spell_ob)
1380{ 1268{
1381 int i, j, range, mflags, friendly = 0, dam, dur; 1269 int i, j, range, mflags, friendly = 0, dam, dur;
1402 else if (caster->skill) 1290 else if (caster->skill)
1403 op->skill = caster->skill; 1291 op->skill = caster->skill;
1404 else 1292 else
1405 op->skill = NULL; 1293 op->skill = NULL;
1406 1294
1407 change_skill (op, find_skill_by_name (op, op->skill), 1); 1295 op->change_skill (find_skill_by_name (op, op->skill));
1408 1296
1409 for (i = -range; i < range; i++) 1297 for (i = -range; i <= range; i++)
1410 { 1298 {
1411 for (j = -range; j < range; j++) 1299 for (j = -range; j <= range; j++)
1412 { 1300 {
1413 m = op->map; 1301 m = op->map;
1414 sx = op->x + i; 1302 sx = op->x + i;
1415 sy = op->y + j; 1303 sy = op->y + j;
1304
1416 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy); 1305 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
1417 if (mflags & P_OUT_OF_MAP) 1306 if (mflags & P_OUT_OF_MAP)
1418 continue; 1307 continue;
1308
1419 if (mflags & P_IS_ALIVE) 1309 if (mflags & P_IS_ALIVE)
1420 { 1310 {
1421 for (tmp = get_map_ob (m, sx, sy); tmp; tmp = tmp->above) 1311 for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above)
1422 {
1423 if (QUERY_FLAG (tmp, FLAG_ALIVE) || tmp->type == PLAYER) 1312 if (QUERY_FLAG (tmp, FLAG_ALIVE) || tmp->type == PLAYER)
1424 break; 1313 break;
1425 } 1314
1426 if (tmp) 1315 if (tmp)
1427 { 1316 {
1428 if (tmp->head) 1317 if (tmp->head)
1429 tmp = tmp->head; 1318 tmp = tmp->head;
1430 1319
1432 (!friendly && (QUERY_FLAG (tmp, FLAG_FRIENDLY) || tmp->type == PLAYER))) 1321 (!friendly && (QUERY_FLAG (tmp, FLAG_FRIENDLY) || tmp->type == PLAYER)))
1433 { 1322 {
1434 if (spell_ob->subtype == SP_DESTRUCTION) 1323 if (spell_ob->subtype == SP_DESTRUCTION)
1435 { 1324 {
1436 hit_player (tmp, dam, op, spell_ob->attacktype, 0); 1325 hit_player (tmp, dam, op, spell_ob->attacktype, 0);
1326
1437 if (spell_ob->other_arch) 1327 if (spell_ob->other_arch)
1438 {
1439 tmp = arch_to_object (spell_ob->other_arch); 1328 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op);
1440 tmp->x = sx;
1441 tmp->y = sy;
1442 insert_ob_in_map (tmp, m, op, 0);
1443 }
1444 } 1329 }
1445 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist[ATNR_MAGIC] != 100) 1330 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist[ATNR_MAGIC] != 100)
1446 { 1331 {
1447 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch) 1332 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch)
1448 {
1449 object *effect = arch_to_object (spell_ob->other_arch); 1333 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op);
1450
1451 effect->x = sx;
1452 effect->y = sy;
1453 insert_ob_in_map (effect, m, op, 0);
1454 }
1455 } 1334 }
1456 } 1335 }
1457 } 1336 }
1458 } 1337 }
1459 } 1338 }
1460 } 1339 }
1340
1461 op->skill = skill; 1341 op->skill = skill;
1462 return 1; 1342 return 1;
1463} 1343}
1464 1344
1465/*************************************************************************** 1345/***************************************************************************
1479 { 1359 {
1480 new_draw_info (NDI_UNIQUE, 0, op, "There is no one in that direction to curse."); 1360 new_draw_info (NDI_UNIQUE, 0, op, "There is no one in that direction to curse.");
1481 return 0; 1361 return 0;
1482 } 1362 }
1483 1363
1364 tmp = tmp->head_ ();
1365
1484 /* If we've already got a force of this type, don't add a new one. */ 1366 /* If we've already got a force of this type, don't add a new one. */
1485 for (force = tmp->inv; force != NULL; force = force->below) 1367 for (force = tmp->inv; force; force = force->below)
1486 { 1368 {
1487 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY) 1369 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY)
1488 { 1370 {
1489 if (force->name == spell_ob->name) 1371 if (force->name == spell_ob->name)
1490 { 1372 {
1496 return 0; 1378 return 0;
1497 } 1379 }
1498 } 1380 }
1499 } 1381 }
1500 1382
1501 if (force == NULL) 1383 if (!force)
1502 { 1384 {
1503 force = get_archetype (FORCE_NAME); 1385 force = get_archetype (FORCE_NAME);
1504 force->subtype = FORCE_CHANGE_ABILITY; 1386 force->subtype = FORCE_CHANGE_ABILITY;
1387
1505 if (spell_ob->race) 1388 if (spell_ob->race)
1506 force->name = spell_ob->race; 1389 force->name = spell_ob->race;
1507 else 1390 else
1508 force->name = spell_ob->name; 1391 force->name = spell_ob->name;
1509 1392
1519 { 1402 {
1520 force->duration = duration; 1403 force->duration = duration;
1521 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 1404 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1522 } 1405 }
1523 else 1406 else
1524 {
1525 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1407 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1526 } 1408
1527 return 1; 1409 return 1;
1528 } 1410 }
1411
1529 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50; 1412 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1530 force->speed = 1.0; 1413 force->speed = 1.f;
1531 force->speed_left = -1.0; 1414 force->speed_left = -1.f;
1532 SET_FLAG (force, FLAG_APPLIED); 1415 SET_FLAG (force, FLAG_APPLIED);
1533 1416
1534 if (god) 1417 if (god)
1535 { 1418 {
1536 if (spell_ob->last_grace) 1419 if (spell_ob->last_grace)
1549 force->stats.ac = spell_ob->stats.ac; 1432 force->stats.ac = spell_ob->stats.ac;
1550 force->stats.wc = spell_ob->stats.wc; 1433 force->stats.wc = spell_ob->stats.wc;
1551 1434
1552 change_abil (tmp, force); /* Mostly to display any messages */ 1435 change_abil (tmp, force); /* Mostly to display any messages */
1553 insert_ob_in_ob (force, tmp); 1436 insert_ob_in_ob (force, tmp);
1554 fix_player (tmp); 1437 tmp->update_stats ();
1555 return 1; 1438 return 1;
1556 1439
1557} 1440}
1558
1559 1441
1560/********************************************************************** 1442/**********************************************************************
1561 * mood change 1443 * mood change
1562 * Arguably, this may or may not be an attack spell. But since it 1444 * Arguably, this may or may not be an attack spell. But since it
1563 * effects monsters, it seems best to put it into this file 1445 * effects monsters, it seems best to put it into this file
1577 1459
1578 /* We precompute some values here so that we don't have to keep 1460 /* We precompute some values here so that we don't have to keep
1579 * doing it over and over again. 1461 * doing it over and over again.
1580 */ 1462 */
1581 god = find_god (determine_god (op)); 1463 god = find_god (determine_god (op));
1582 level = caster_level (caster, spell); 1464 level = casting_level (caster, spell);
1583 range = spell->range + SP_level_range_adjust (caster, spell); 1465 range = spell->range + SP_level_range_adjust (caster, spell);
1584 1466
1585 /* On the bright side, no monster should ever have a race of GOD_... 1467 /* On the bright side, no monster should ever have a race of GOD_...
1586 * so even if the player doesn't worship a god, if race=GOD_.., it 1468 * so even if the player doesn't worship a god, if race=GOD_.., it
1587 * won't ever match anything. 1469 * won't ever match anything.
1593 else if (god && !strcmp (spell->race, "GOD_FRIEND")) 1475 else if (god && !strcmp (spell->race, "GOD_FRIEND"))
1594 race = god->race; 1476 race = god->race;
1595 else 1477 else
1596 race = spell->race; 1478 race = spell->race;
1597 1479
1598
1599 for (x = op->x - range; x <= op->x + range; x++) 1480 for (x = op->x - range; x <= op->x + range; x++)
1600 for (y = op->y - range; y <= op->y + range; y++) 1481 for (y = op->y - range; y <= op->y + range; y++)
1601 { 1482 {
1602
1603 done_one = 0; 1483 done_one = 0;
1604 m = op->map; 1484 m = op->map;
1605 nx = x; 1485 nx = x;
1606 ny = y; 1486 ny = y;
1607 mflags = get_map_flags (m, &m, x, y, &nx, &ny); 1487 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1610 1490
1611 /* If there is nothing living on this space, no need to go further */ 1491 /* If there is nothing living on this space, no need to go further */
1612 if (!(mflags & P_IS_ALIVE)) 1492 if (!(mflags & P_IS_ALIVE))
1613 continue; 1493 continue;
1614 1494
1495 // players can only affect spaces that they can actually see
1496 if (caster && caster->contr
1497 && caster->contr->visibility_at (m, nx, ny) < 70)
1498 continue;
1499
1615 for (tmp = get_map_ob (m, nx, ny); tmp; tmp = tmp->above) 1500 for (tmp = GET_MAP_TOP (m, nx, ny); tmp; tmp = tmp->below)
1616 if (QUERY_FLAG (tmp, FLAG_MONSTER)) 1501 if (QUERY_FLAG (tmp, FLAG_MONSTER))
1617 break; 1502 break;
1618 1503
1619 /* There can be living objects that are not monsters */ 1504 /* There can be living objects that are not monsters */
1620 if (!tmp || tmp->type == PLAYER) 1505 if (!tmp || tmp->type == PLAYER)
1627 head = tmp; 1512 head = tmp;
1628 1513
1629 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */ 1514 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */
1630 if (race && head->race && !strstr (race, head->race)) 1515 if (race && head->race && !strstr (race, head->race))
1631 continue; 1516 continue;
1517
1632 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD)) 1518 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD))
1633 continue; 1519 continue;
1634 1520
1635 /* Now do a bunch of stuff related to saving throws */ 1521 /* Now do a bunch of stuff related to saving throws */
1636 best_at = -1; 1522 best_at = -1;
1653 at -= level / 5; 1539 at -= level / 5;
1654 if (did_make_save (head, head->level, at)) 1540 if (did_make_save (head, head->level, at))
1655 continue; 1541 continue;
1656 } 1542 }
1657 else /* spell->attacktype */ 1543 else /* spell->attacktype */
1658 /*
1659 Spell has no attacktype (charm & such), so we'll have a specific saving:
1660 * if spell level < monster level, no go
1661 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) )
1662
1663 The chance will then be in the range [20-70] percent, not too bad.
1664
1665 This is required to fix the 'charm monster' abuse, where a player level 1 can
1666 charm a level 125 monster...
1667
1668 Ryo, august 14th
1669 */
1670 { 1544 {
1545 /*
1546 Spell has no attacktype (charm & such), so we'll have a specific saving:
1547 * if spell level < monster level, no go
1548 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) )
1549
1550 The chance will then be in the range [20-70] percent, not too bad.
1551
1552 This is required to fix the 'charm monster' abuse, where a player level 1 can
1553 charm a level 125 monster...
1554
1555 Ryo, august 14th
1556 */
1671 if (head->level > level) 1557 if (head->level > level)
1672 continue; 1558 continue;
1559
1673 if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + MIN (50, 2 * (level - head->level)))) 1560 if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + MIN (50, 2 * (level - head->level))))
1674 /* Failed, no effect */ 1561 /* Failed, no effect */
1675 continue; 1562 continue;
1676 } 1563 }
1677 1564
1678 /* Done with saving throw. Now start effecting the monster */ 1565 /* Done with saving throw. Now start affecting the monster */
1679 1566
1680 /* aggravation */ 1567 /* aggravation */
1681 if (QUERY_FLAG (spell, FLAG_MONSTER)) 1568 if (QUERY_FLAG (spell, FLAG_MONSTER))
1682 { 1569 {
1683 CLEAR_FLAG (head, FLAG_SLEEP); 1570 CLEAR_FLAG (head, FLAG_SLEEP);
1684 if (QUERY_FLAG (head, FLAG_FRIENDLY))
1685 remove_friendly_object (head); 1571 remove_friendly_object (head);
1686
1687 done_one = 1; 1572 done_one = 1;
1688 head->enemy = op; 1573 head->enemy = op;
1689 } 1574 }
1690 1575
1691 /* calm monsters */ 1576 /* calm monsters */
1700 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK)) 1585 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK))
1701 { 1586 {
1702 SET_FLAG (head, FLAG_BERSERK); 1587 SET_FLAG (head, FLAG_BERSERK);
1703 done_one = 1; 1588 done_one = 1;
1704 } 1589 }
1590
1705 /* charm */ 1591 /* charm */
1706 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY)) 1592 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY))
1707 { 1593 {
1708 SET_FLAG (head, FLAG_FRIENDLY); 1594 INVOKE_OBJECT (KILL, head, ARG_OBJECT (caster));
1595
1709 /* Prevent uncontolled outbreaks of self replicating monsters. 1596 /* Prevent uncontrolled outbreaks of self replicating monsters.
1710 Typical use case is charm, go somwhere, use aggravation to make hostile. 1597 Typical use case is charm, go somwhere, use aggravation to make hostile.
1711 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */ 1598 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */
1712 CLEAR_FLAG (head, FLAG_GENERATOR); 1599 CLEAR_FLAG (head, FLAG_GENERATOR);
1713 set_owner (head, op); 1600 head->set_owner (op);
1714 set_spell_skill (op, caster, spell, head); 1601 set_spell_skill (op, caster, spell, head);
1715 add_friendly_object (head); 1602 add_friendly_object (head);
1716 head->attack_movement = PETMOVE; 1603 head->attack_movement = PETMOVE;
1717 done_one = 1; 1604 done_one = 1;
1718 change_exp (op, head->stats.exp / 2, head->skill, SK_EXP_ADD_SKILL); 1605 change_exp (op, head->stats.exp / 2, head->skill, SK_EXP_ADD_SKILL);
1719 head->stats.exp = 0; 1606 head->stats.exp = 0;
1720 } 1607 }
1721 1608
1722 /* If a monster was effected, put an effect in */ 1609 /* If a monster was effected, put an effect in */
1723 if (done_one && spell->other_arch) 1610 if (done_one && spell->other_arch)
1724 {
1725 tmp = arch_to_object (spell->other_arch); 1611 m->insert (arch_to_object (spell->other_arch), nx, ny, op);
1726 tmp->x = nx;
1727 tmp->y = ny;
1728 insert_ob_in_map (tmp, m, op, 0);
1729 }
1730 } /* for y */ 1612 } /* for y */
1731 1613
1732 return 1; 1614 return 1;
1733} 1615}
1734 1616
1737 * about. was called move_ball_lightning, but since more than the ball 1619 * about. was called move_ball_lightning, but since more than the ball
1738 * lightning spell used it, that seemed misnamed. 1620 * lightning spell used it, that seemed misnamed.
1739 * op is the spell effect. 1621 * op is the spell effect.
1740 * note that duration is handled by process_object() in time.c 1622 * note that duration is handled by process_object() in time.c
1741 */ 1623 */
1742
1743void 1624void
1744move_ball_spell (object *op) 1625move_ball_spell (object *op)
1745{ 1626{
1746 int i, j, dam_save, dir, mflags; 1627 int i, j, dam_save, dir, mflags;
1747 sint16 nx, ny, hx, hy; 1628 sint16 nx, ny, hx, hy;
1748 object *owner; 1629 object *owner;
1749 maptile *m; 1630 maptile *m;
1750 1631
1751 owner = get_owner (op); 1632 owner = op->owner;
1752 1633
1753 /* the following logic makes sure that the ball doesn't move into a wall, 1634 /* the following logic makes sure that the ball doesn't move into a wall,
1754 * and makes sure that it will move along a wall to try and get at it's 1635 * and makes sure that it will move along a wall to try and get at it's
1755 * victim. The block immediately below more or less chooses a random 1636 * victim. The block immediately below more or less chooses a random
1756 * offset to move the ball, eg, keep it mostly on course, with some 1637 * offset to move the ball, eg, keep it mostly on course, with some
1785 nx = op->x; 1666 nx = op->x;
1786 ny = op->y; 1667 ny = op->y;
1787 m = op->map; 1668 m = op->map;
1788 } 1669 }
1789 1670
1790 remove_ob (op); 1671 m->insert (op, nx, ny, op);
1791 op->y = ny;
1792 op->x = nx;
1793 insert_ob_in_map (op, m, op, 0);
1794 1672
1795 dam_save = op->stats.dam; /* save the original dam: we do halfdam on 1673 dam_save = op->stats.dam; /* save the original dam: we do halfdam on
1796 surrounding squares */ 1674 surrounding squares */
1797 1675
1798 /* loop over current square and neighbors to hit. 1676 /* loop over current square and neighbors to hit.
1799 * if this has an other_arch field, we insert that in 1677 * if this has an other_arch field, we insert that in
1800 * the surround spaces. 1678 * the surround spaces.
1801 */ 1679 */
1802 for (j = 0; j < 9; j++) 1680 for (j = 0; j < 9; j++)
1803 { 1681 {
1804 object *new_ob;
1805
1806 hx = nx + freearr_x[j]; 1682 hx = nx + freearr_x[j];
1807 hy = ny + freearr_y[j]; 1683 hy = ny + freearr_y[j];
1808 1684
1809 m = op->map; 1685 m = op->map;
1810 mflags = get_map_flags (m, &m, hx, hy, &hx, &hy); 1686 mflags = get_map_flags (m, &m, hx, hy, &hx, &hy);
1818 1694
1819 if ((mflags & P_IS_ALIVE) && (!owner || owner->x != hx || owner->y != hy || !on_same_map (owner, op))) 1695 if ((mflags & P_IS_ALIVE) && (!owner || owner->x != hx || owner->y != hy || !on_same_map (owner, op)))
1820 { 1696 {
1821 if (j) 1697 if (j)
1822 op->stats.dam = dam_save / 2; 1698 op->stats.dam = dam_save / 2;
1699
1823 hit_map (op, j, op->attacktype, 1); 1700 hit_map (op, j, op->attacktype, 1);
1824
1825 } 1701 }
1826 1702
1827 /* insert the other arch */ 1703 /* insert the other arch */
1828 if (op->other_arch && !(OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy)))) 1704 if (op->other_arch && !(OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy))))
1829 { 1705 m->insert (arch_to_object (op->other_arch), hx, hy, op);
1830 new_ob = arch_to_object (op->other_arch);
1831 new_ob->x = hx;
1832 new_ob->y = hy;
1833 insert_ob_in_map (new_ob, m, op, 0);
1834 }
1835 } 1706 }
1836 1707
1837 /* restore to the center location and damage */ 1708 /* restore to the center location and damage */
1838 op->stats.dam = dam_save; 1709 op->stats.dam = dam_save;
1839 1710
1840 i = spell_find_dir (op->map, op->x, op->y, get_owner (op)); 1711 i = spell_find_dir (op->map, op->x, op->y, op->owner);
1841 1712
1842 if (i >= 0) 1713 if (i >= 0)
1843 { /* we have a preferred direction! */ 1714 { /* we have a preferred direction! */
1844 /* pick another direction if the preferred dir is blocked. */ 1715 /* pick another direction if the preferred dir is blocked. */
1845 if (get_map_flags (op->map, &m, nx + freearr_x[i], ny + freearr_y[i], &hx, &hy) & P_OUT_OF_MAP || 1716 if (get_map_flags (op->map, &m, nx + freearr_x[i], ny + freearr_y[i], &hx, &hy) & P_OUT_OF_MAP ||
1846 OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy))) 1717 OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy)))
1847 {
1848 i = absdir (i + rndm (0, 2) - 1); /* -1, 0, +1 */ 1718 i = absdir (i + rndm (0, 2) - 1); /* -1, 0, +1 */
1849 } 1719
1850 op->direction = i; 1720 op->direction = i;
1851 } 1721 }
1852} 1722}
1853 1723
1854
1855/* move_swarm_spell: peterm 1724/* move_swarm_spell: peterm
1856 * This is an implementation of the swarm spell. It was written for 1725 * This is an implementation of the swarm spell. It was written for
1857 * meteor swarm, but it could be used for any swarm. A swarm spell 1726 * meteor swarm, but it could be used for any swarm. A swarm spell
1858 * is a special type of object that casts swarms of other types 1727 * is a special type of object that casts swarms of other types
1859 * of spells. Which spell it casts is flexible. It fires the spells 1728 * of spells. Which spell it casts is flexible. It fires the spells
1860 * from a set of squares surrounding the caster, in a given direction. 1729 * from a set of squares surrounding the caster, in a given direction.
1861 */ 1730 */
1862
1863void 1731void
1864move_swarm_spell (object *op) 1732move_swarm_spell (object *op)
1865{ 1733{
1866#if 0 1734#if 0
1867 static int cardinal_adjust[9] = { -3, -2, -1, 0, 0, 0, 1, 2, 3 }; 1735 static int cardinal_adjust[9] = { -3, -2, -1, 0, 0, 0, 1, 2, 3 };
1868 static int diagonal_adjust[10] = { -3, -2, -2, -1, 0, 0, 1, 2, 2, 3 }; 1736 static int diagonal_adjust[10] = { -3, -2, -2, -1, 0, 0, 1, 2, 2, 3 };
1869 sint16 target_x, target_y, origin_x, origin_y; 1737 sint16 target_x, target_y, origin_x, origin_y;
1870 int adjustdir; 1738 int adjustdir;
1871 maptile *m; 1739 maptile *m;
1872#endif 1740#endif
1873 int basedir;
1874 object *owner; 1741 object *owner = op->env;
1875 1742
1876 owner = get_owner (op); 1743 if (!owner) // MUST not happen, remove when true TODO
1877 if (op->duration == 0 || owner == NULL)
1878 {
1879 remove_ob (op);
1880 free_object (op);
1881 return;
1882 } 1744 {
1745 LOG (llevError, "swarm spell found outside inventory: %s\n", op->debug_desc ());
1746 op->destroy (true);
1747 return;
1748 }
1749
1750 if (!op->duration || !owner->is_on_map ())
1751 {
1752 op->destroy_inv (true); // be explicit about dropping
1753 op->destroy (true);
1754 return;
1755 }
1756
1883 op->duration--; 1757 op->duration--;
1884 1758
1885 basedir = op->direction; 1759 int basedir = op->direction;
1886 if (basedir == 0) 1760 if (!basedir)
1887 { 1761 {
1888 /* spray in all directions! 8) */ 1762 /* spray in all directions! 8) */
1889 basedir = rndm (1, 8); 1763 op->facing = (op->facing + op->state) & 7;
1764 basedir = op->facing + 1;
1890 } 1765 }
1891 1766
1892#if 0 1767#if 0
1893 // this is bogus: it causes wrong places to be checked below 1768 // this is bogus: it causes wrong places to be checked below
1894 // (a wall 2 cells away will block the effect...) and 1769 // (a wall 2 cells away will block the effect...) and
1895 // doesn't work for SP_BULLET anyhow, so again tests the wrong 1770 // doesn't work for SP_BULLET anyhow, so again tests the wrong
1896 // space. 1771 // space.
1897 // should be fixed later, but correctness before featurs... 1772 // should be fixed later, but correctness before features...
1898 // (schmorp) 1773 // (schmorp)
1899 1774
1900 /* new offset calculation to make swarm element distribution 1775 /* new offset calculation to make swarm element distribution
1901 * more uniform 1776 * more uniform
1902 */ 1777 */
1955 { 1830 {
1956 /* Bullet spells have a bunch more customization that needs to be done */ 1831 /* Bullet spells have a bunch more customization that needs to be done */
1957 if (op->spell->subtype == SP_BULLET) 1832 if (op->spell->subtype == SP_BULLET)
1958 fire_bullet (owner, op, basedir, op->spell); 1833 fire_bullet (owner, op, basedir, op->spell);
1959 else if (op->spell->subtype == SP_MAGIC_MISSILE) 1834 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1960 fire_arch_from_position (owner, op, op->x, op->y, basedir, op->spell); 1835 fire_arch_from_position (owner, op, owner->x, owner->y, basedir, op->spell);
1961 } 1836 }
1962} 1837}
1963
1964
1965
1966 1838
1967/* fire_swarm: 1839/* fire_swarm:
1968 * The following routine creates a swarm of objects. It actually 1840 * The following routine creates a swarm of objects. It actually
1969 * sets up a specific swarm object, which then fires off all 1841 * sets up a specific swarm object, which then fires off all
1970 * the parts of the swarm. 1842 * the parts of the swarm.
1973 * caster: the caster (owner, wand, rod, scroll) 1845 * caster: the caster (owner, wand, rod, scroll)
1974 * dir: the direction everything will be fired in 1846 * dir: the direction everything will be fired in
1975 * spell - the spell that is this spell. 1847 * spell - the spell that is this spell.
1976 * n: the number to be fired. 1848 * n: the number to be fired.
1977 */ 1849 */
1978
1979int 1850int
1980fire_swarm (object *op, object *caster, object *spell, int dir) 1851fire_swarm (object *op, object *caster, object *spell, int dir)
1981{ 1852{
1982 object *tmp;
1983 int i;
1984
1985 if (!spell->other_arch) 1853 if (!spell->other_arch)
1986 return 0; 1854 return 0;
1987 1855
1988 tmp = get_archetype (SWARM_SPELL); 1856 object *tmp = archetype::get (SWARM_SPELL);
1989 tmp->x = op->x; 1857
1990 tmp->y = op->y;
1991 set_owner (tmp, op); /* needed so that if swarm elements kill, caster gets xp. */
1992 set_spell_skill (op, caster, spell, tmp); 1858 set_spell_skill (op, caster, spell, tmp);
1993
1994 tmp->level = caster_level (caster, spell); /*needed later, to get level dep. right. */ 1859 tmp->level = casting_level (caster, spell); /* needed later, to get level dep. right. */
1995 tmp->spell = arch_to_object (spell->other_arch); 1860 tmp->spell = spell->other_arch->instance ();
1996
1997 tmp->attacktype = tmp->spell->attacktype; 1861 tmp->attacktype = tmp->spell->attacktype;
1998 1862
1999 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) 1863 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
2000 {
2001 if (!tailor_god_spell (tmp, op)) 1864 if (!tailor_god_spell (tmp, op))
2002 return 1; 1865 return 1;
2003 } 1866
2004 tmp->duration = SP_level_duration_adjust (caster, spell); 1867 tmp->duration = SP_level_duration_adjust (caster, spell);
2005 for (i = 0; i < spell->duration; i++) 1868 for (int i = 0; i < spell->duration; i++)
2006 tmp->duration += die_roll (1, 3, op, PREFER_HIGH); 1869 tmp->duration += die_roll (1, 3, op, PREFER_HIGH);
2007 1870
1871 tmp->invisible = 1;
1872 tmp->flag [FLAG_NO_DROP] = 1; // make sure it stays in inv, or else
2008 tmp->direction = dir; 1873 tmp->direction = dir;
2009 tmp->invisible = 1; 1874 tmp->facing = rndm (1, 8); // initial firing direction
2010 insert_ob_in_map (tmp, op->map, op, 0); 1875 tmp->state = rndm (4) * 2 + 1; // direction increment
1876
1877 op->insert (tmp);
1878
2011 return 1; 1879 return 1;
2012} 1880}
2013
2014 1881
2015/* See the spells documentation file for why this is its own 1882/* See the spells documentation file for why this is its own
2016 * function. 1883 * function.
2017 */ 1884 */
2018int 1885int
2043 return 0; 1910 return 0;
2044 } 1911 }
2045 1912
2046 if (mflags & P_IS_ALIVE && spell->attacktype) 1913 if (mflags & P_IS_ALIVE && spell->attacktype)
2047 { 1914 {
2048 for (target = get_map_ob (m, x, y); target; target = target->above) 1915 for (target = GET_MAP_OB (m, x, y); target; target = target->above)
2049 if (QUERY_FLAG (target, FLAG_MONSTER)) 1916 if (QUERY_FLAG (target, FLAG_MONSTER))
2050 { 1917 {
2051 /* oky doky. got a target monster. Lets make a blinding attack */ 1918 /* oky doky. got a target monster. Lets make a blinding attack */
2052 if (target->head) 1919 if (target->head)
2053 target = target->head; 1920 target = target->head;
1921
2054 (void) hit_player (target, dam, op, spell->attacktype, 1); 1922 hit_player (target, dam, op, spell->attacktype, 1);
2055 return 1; /* one success only! */ 1923 return 1; /* one success only! */
2056 } 1924 }
2057 } 1925 }
2058 1926
2059 /* no live target, perhaps a wall is in the way? */ 1927 /* no live target, perhaps a wall is in the way? */
2075 { 1943 {
2076 tmp->glow_radius = spell->range + SP_level_range_adjust (caster, spell); 1944 tmp->glow_radius = spell->range + SP_level_range_adjust (caster, spell);
2077 if (tmp->glow_radius > MAX_LIGHT_RADII) 1945 if (tmp->glow_radius > MAX_LIGHT_RADII)
2078 tmp->glow_radius = MAX_LIGHT_RADII; 1946 tmp->glow_radius = MAX_LIGHT_RADII;
2079 } 1947 }
2080 tmp->x = x; 1948
2081 tmp->y = y; 1949 m->insert (tmp, x, y, op);
2082 insert_ob_in_map (tmp, m, op, 0);
2083 return 1; 1950 return 1;
2084} 1951}
2085
2086
2087
2088 1952
2089/* cast_cause_disease: this spell looks along <dir> from the 1953/* cast_cause_disease: this spell looks along <dir> from the
2090 * player and infects someone. 1954 * player and infects someone.
2091 * op is the player/monster, caster is the object, dir is the direction 1955 * op is the player/monster, caster is the object, dir is the direction
2092 * to cast, disease_arch is the specific disease, and type is the spell number 1956 * to cast, disease_arch is the specific disease, and type is the spell number
2093 * perhaps this should actually be in disease.c? 1957 * perhaps this should actually be in disease.c?
2094 */ 1958 */
2095
2096int 1959int
2097cast_cause_disease (object *op, object *caster, object *spell, int dir) 1960cast_cause_disease (object *op, object *caster, object *spell, int dir)
2098{ 1961{
2099 sint16 x, y; 1962 sint16 x, y;
2100 int i, mflags, range, dam_mod, dur_mod; 1963 int i, mflags, range, dam_mod, dur_mod;
2107 /* If casting from a scroll, no direction will be available, so refer to the 1970 /* If casting from a scroll, no direction will be available, so refer to the
2108 * direction the player is pointing. 1971 * direction the player is pointing.
2109 */ 1972 */
2110 if (!dir) 1973 if (!dir)
2111 dir = op->facing; 1974 dir = op->facing;
1975
2112 if (!dir) 1976 if (!dir)
2113 return 0; /* won't find anything if casting on ourself, so just return */ 1977 return 0; /* won't find anything if casting on ourself, so just return */
2114 1978
2115 /* Calculate these once here */ 1979 /* Calculate these once here */
2116 range = spell->range + SP_level_range_adjust (caster, spell); 1980 range = spell->range + SP_level_range_adjust (caster, spell);
2135 1999
2136 /* Only bother looking on this space if there is something living here */ 2000 /* Only bother looking on this space if there is something living here */
2137 if (mflags & P_IS_ALIVE) 2001 if (mflags & P_IS_ALIVE)
2138 { 2002 {
2139 /* search this square for a victim */ 2003 /* search this square for a victim */
2140 for (walk = get_map_ob (m, x, y); walk; walk = walk->above) 2004 for (walk = GET_MAP_OB (m, x, y); walk; walk = walk->above)
2141 if (QUERY_FLAG (walk, FLAG_MONSTER) || (walk->type == PLAYER)) 2005 if (QUERY_FLAG (walk, FLAG_MONSTER) || (walk->type == PLAYER))
2142 { /* found a victim */ 2006 { /* found a victim */
2143 object *disease = arch_to_object (spell->other_arch); 2007 object *disease = arch_to_object (spell->other_arch);
2144 2008
2145 set_owner (disease, op); 2009 disease->set_owner (op);
2146 set_spell_skill (op, caster, spell, disease); 2010 set_spell_skill (op, caster, spell, disease);
2147 disease->stats.exp = 0; 2011 disease->stats.exp = 0;
2148 disease->level = caster_level (caster, spell); 2012 disease->level = casting_level (caster, spell);
2149 2013
2150 /* do level adjustments */ 2014 /* do level adjustments */
2151 if (disease->stats.wc) 2015 if (disease->stats.wc)
2152 disease->stats.wc += dur_mod / 2; 2016 disease->stats.wc += dur_mod / 2;
2153 2017
2154 if (disease->magic > 0) 2018 if (disease->magic > 0)
2155 disease->magic += dur_mod / 4; 2019 disease->magic += dur_mod / 8;
2156 2020
2157 if (disease->stats.maxhp > 0) 2021 if (disease->stats.maxhp > 0)
2158 disease->stats.maxhp += dur_mod; 2022 disease->stats.maxhp += dur_mod;
2159 2023
2160 if (disease->stats.maxgrace > 0) 2024 if (disease->stats.maxgrace > 0)
2195 if (disease->stats.sp) 2059 if (disease->stats.sp)
2196 disease->stats.sp -= dam_mod; 2060 disease->stats.sp -= dam_mod;
2197 2061
2198 if (infect_object (walk, disease, 1)) 2062 if (infect_object (walk, disease, 1))
2199 { 2063 {
2200 object *flash; /* visual effect for inflicting disease */
2201
2202 new_draw_info_format (NDI_UNIQUE, 0, op, "You inflict %s on %s!", &disease->name, &walk->name); 2064 new_draw_info_format (NDI_UNIQUE, 0, op, "You inflict %s on %s!", &disease->name, &walk->name);
2203 2065
2204 free_object (disease); /* don't need this one anymore */ 2066 disease->destroy (true); /* don't need this one anymore */
2205 flash = get_archetype (ARCH_DETECT_MAGIC); 2067 walk->map->insert (get_archetype ("detect_magic"), x, y, op);
2206 flash->x = x;
2207 flash->y = y;
2208 flash->map = walk->map;
2209 insert_ob_in_map (flash, walk->map, op, 0);
2210 return 1; 2068 return 1;
2211 } 2069 }
2212 free_object (disease); 2070
2071 disease->destroy (true);
2213 } 2072 }
2214 } /* if living creature */ 2073 } /* if living creature */
2215 } /* for range of spaces */ 2074 } /* for range of spaces */
2075
2216 new_draw_info (NDI_UNIQUE, 0, op, "No one caught anything!"); 2076 new_draw_info (NDI_UNIQUE, 0, op, "No one caught anything!");
2217 return 1; 2077 return 1;
2218} 2078}

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