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Comparing deliantra/server/server/spell_attack.C (file contents):
Revision 1.18 by root, Wed Dec 13 00:42:04 2006 UTC vs.
Revision 1.75 by root, Sun Dec 28 08:08:25 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 */
146 141
147 /* reduce chances of subsequent forking */ 142 /* reduce chances of subsequent forking */
148 new_bolt->stats.Dex -= 10; 143 new_bolt->stats.Dex -= 10;
149 tmp->stats.Dex -= 10; /* less forks from main bolt too */ 144 tmp->stats.Dex -= 10; /* less forks from main bolt too */
150 new_bolt->stats.Con += 25 * new_dir; /* adjust the left bias */ 145 new_bolt->stats.Con += 25 * new_dir; /* adjust the left bias */
151 new_bolt->speed_left = -0.1; 146 new_bolt->speed_left = -0.1f;
152 new_bolt->direction = t_dir; 147 new_bolt->direction = t_dir;
153 new_bolt->duration++; 148 new_bolt->duration++;
154 new_bolt->x = sx;
155 new_bolt->y = sy;
156 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */ 149 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */
157 new_bolt->stats.dam++; 150 new_bolt->stats.dam++;
158 tmp->stats.dam /= 2; /* reduce father bolt damage */ 151 tmp->stats.dam /= 2; /* reduce father bolt damage */
159 tmp->stats.dam++; 152 tmp->stats.dam++;
160 new_bolt = insert_ob_in_map (new_bolt, m, op, 0); 153
154 if ((new_bolt = m->insert (new_bolt, sx, sy, op)))
161 update_turn_face (new_bolt); 155 update_turn_face (new_bolt);
162} 156}
163 157
164/* move_bolt: moves bolt 'op'. Basically, it just advances a space, 158/* move_bolt: moves bolt 'op'. Basically, it just advances a space,
165 * and checks for various things that may stop it. 159 * and checks for various things that may stop it.
166 */ 160 */
167
168void 161void
169move_bolt (object *op) 162move_bolt (object *op)
170{ 163{
171 object *tmp;
172 int mflags; 164 int mflags;
173 sint16 x, y; 165 sint16 x, y;
174 maptile *m; 166 maptile *m;
175 167
176 if (--(op->duration) < 0) 168 if (--op->duration < 0)
177 { 169 {
178 op->destroy (); 170 op->drop_and_destroy ();
179 return; 171 return;
180 } 172 }
181 173
182 hit_map (op, 0, op->attacktype, 1); 174 hit_map (op, 0, op->attacktype, 1);
183 175
184 if (!op->direction) 176 if (!op->direction)
185 return; 177 return;
186 178
187 if (--op->range < 0) 179 if (--op->range < 0)
188 {
189 op->range = 0; 180 op->range = 0;
190 }
191 else 181 else
192 { 182 {
193 x = op->x + DIRX (op); 183 x = op->x + DIRX (op);
194 y = op->y + DIRY (op); 184 y = op->y + DIRY (op);
195 m = op->map; 185 m = op->map;
203 * 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
204 * will be useful. 194 * will be useful.
205 */ 195 */
206 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)))
207 { 197 {
208
209 if (!QUERY_FLAG (op, FLAG_REFLECTING)) 198 if (!QUERY_FLAG (op, FLAG_REFLECTING))
210 return; 199 return;
211 200
212 /* Since walls don't run diagonal, if the bolt is in 201 /* Since walls don't run diagonal, if the bolt is in
213 * one of 4 main directions, it just reflects back in the 202 * one of 4 main directions, it just reflects back in the
243 else if (left) 232 else if (left)
244 op->direction = absdir (op->direction + 2); 233 op->direction = absdir (op->direction + 2);
245 else if (right) 234 else if (right)
246 op->direction = absdir (op->direction - 2); 235 op->direction = absdir (op->direction - 2);
247 } 236 }
237
248 update_turn_face (op); /* A bolt *must* be IS_TURNABLE */ 238 update_turn_face (op); /* A bolt *must* be IS_TURNABLE */
249 return; 239 return;
250 } 240 }
251 else 241 else
252 { /* Create a copy of this object and put it ahead */ 242 { /* Create a copy of this object and put it ahead */
253 tmp = op->clone (); 243 object *tmp = op->clone ();
254 244
245 m->insert (tmp, x, y, op);
255 tmp->speed_left = -0.1; 246 tmp->speed_left = -0.1f;
256 tmp->x += DIRX (tmp), tmp->y += DIRY (tmp);
257 tmp = insert_ob_in_map (tmp, op->map, op, 0);
258 /* 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 */
259 tmp->duration++; 248 tmp->duration++;
260 249
261 /* New forking code. Possibly create forks of this object 250 /* New forking code. Possibly create forks of this object
262 * going off in other directions. 251 * going off in other directions.
263 */ 252 */
264
265 if (rndm (0, 99) < tmp->stats.Dex) 253 if (tmp->stats.Dex && rndm (0, 99) < tmp->stats.Dex)
266 { /* stats.Dex % of forking */ 254 forklightning (op, tmp); /* stats.Dex % of forking */
267 forklightning (op, tmp); 255
268 }
269 /* 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
270 * doesn't create any bolts that continue to move onward. 257 * doesn't create any bolts that continue to move onward.
271 */ 258 */
272 op->range = 0; 259 op->range = 0;
273 } /* copy object and move it along */ 260 } /* copy object and move it along */
280 * we remove the magic flag - that can be derived from 267 * we remove the magic flag - that can be derived from
281 * spob->attacktype. 268 * spob->attacktype.
282 * This function sets up the appropriate owner and skill 269 * This function sets up the appropriate owner and skill
283 * pointers. 270 * pointers.
284 */ 271 */
285
286int 272int
287fire_bolt (object *op, object *caster, int dir, object *spob, object *skill) 273fire_bolt (object *op, object *caster, int dir, object *spob, object *skill)
288{ 274{
289 object *tmp = NULL; 275 object *tmp = NULL;
290 int mflags; 276 int mflags;
297 return 0; 283 return 0;
298 284
299 /* peterm: level dependency for bolts */ 285 /* peterm: level dependency for bolts */
300 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);
301 tmp->attacktype = spob->attacktype; 287 tmp->attacktype = spob->attacktype;
288
302 if (spob->slaying) 289 if (spob->slaying)
303 tmp->slaying = spob->slaying; 290 tmp->slaying = spob->slaying;
291
304 tmp->range = spob->range + SP_level_range_adjust (caster, spob); 292 tmp->range = spob->range + SP_level_range_adjust (caster, spob);
305 tmp->duration = spob->duration + SP_level_duration_adjust (caster, spob); 293 tmp->duration = spob->duration + SP_level_duration_adjust (caster, spob);
306 tmp->stats.Dex = spob->stats.Dex; 294 tmp->stats.Dex = spob->stats.Dex;
307 tmp->stats.Con = spob->stats.Con; 295 tmp->stats.Con = spob->stats.Con;
308 296
309 tmp->direction = dir; 297 tmp->direction = dir;
310 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) 298 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
311 SET_ANIMATION (tmp, dir); 299 SET_ANIMATION (tmp, dir);
312 300
313 set_owner (tmp, op); 301 tmp->set_owner (op);
314 set_spell_skill (op, caster, spob, tmp); 302 set_spell_skill (op, caster, spob, tmp);
315 303
316 tmp->x = op->x + DIRX (tmp); 304 tmp->x = op->x + DIRX (tmp);
317 tmp->y = op->y + DIRY (tmp); 305 tmp->y = op->y + DIRY (tmp);
318 tmp->map = op->map; 306 tmp->map = op->map;
319 307
308 maptile *newmap;
320 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);
321 if (mflags & P_OUT_OF_MAP) 310 if (mflags & P_OUT_OF_MAP)
322 { 311 {
323 tmp->destroy (); 312 tmp->drop_and_destroy ();
324 return 0; 313 return 0;
325 } 314 }
326 315
316 tmp->map = newmap;
317
327 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)))
328 { 319 {
329 if (!QUERY_FLAG (tmp, FLAG_REFLECTING)) 320 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
330 { 321 {
331 tmp->destroy (); 322 tmp->drop_and_destroy ();
332 return 0; 323 return 0;
333 } 324 }
334 325
335 tmp->x = op->x; 326 tmp->x = op->x;
336 tmp->y = op->y; 327 tmp->y = op->y;
337 tmp->direction = absdir (tmp->direction + 4); 328 tmp->direction = absdir (tmp->direction + 4);
338 tmp->map = op->map; 329 tmp->map = op->map;
339 } 330 }
340 331
341 if ((tmp = insert_ob_in_map (tmp, tmp->map, op, 0)) != NULL) 332 if ((tmp = tmp->insert_at (tmp, op)))
342 move_bolt (tmp); 333 move_bolt (tmp);
343 334
344 return 1; 335 return 1;
345} 336}
346
347
348 337
349/*************************************************************************** 338/***************************************************************************
350 * 339 *
351 * BULLET/BALL CODE 340 * BULLET/BALL CODE
352 * 341 *
353 ***************************************************************************/ 342 ***************************************************************************/
354 343
355/* expands an explosion. op is a piece of the 344/* expands an explosion. op is a piece of the
356 * explosion - this expans it in the different directions. 345 * explosion - this expands it in the different directions.
357 * At least that is what I think this does. 346 * At least that is what I think this does.
358 */ 347 */
359void 348void
360explosion (object *op) 349explosion (object *op)
361{ 350{
362 object *tmp;
363 maptile *m = op->map; 351 maptile *m = op->map;
364 int i; 352 int i;
365 353
366 if (--(op->duration) < 0) 354 if (--op->duration < 0)
367 { 355 {
368 op->destroy (); 356 op->destroy ();
369 return; 357 return;
370 } 358 }
371 359
377 { 365 {
378 sint16 dx, dy; 366 sint16 dx, dy;
379 367
380 dx = op->x + freearr_x[i]; 368 dx = op->x + freearr_x[i];
381 dy = op->y + freearr_y[i]; 369 dy = op->y + freearr_y[i];
370
382 /* ok_to_put_more already does things like checks for walls, 371 /* ok_to_put_more already does things like checks for walls,
383 * out of map, etc. 372 * out of map, etc.
384 */ 373 */
385 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))
386 { 375 {
387 tmp = op->clone (); 376 object *tmp = op->clone ();
377
388 tmp->state = 0; 378 tmp->state = 0;
389 tmp->speed_left = -0.21; 379 tmp->speed_left = -0.21f;
390 tmp->range--; 380 tmp->range--;
391 tmp->value = 0; 381 tmp->value = 0;
392 tmp->x = dx; 382
393 tmp->y = dy; 383 m->insert (tmp, dx, dy, op);
394 insert_ob_in_map (tmp, m, op, 0);
395 } 384 }
396 } 385 }
397 } 386 }
398} 387}
399
400 388
401/* Causes an object to explode, eg, a firebullet, 389/* Causes an object to explode, eg, a firebullet,
402 * poison cloud ball, etc. op is the object to 390 * poison cloud ball, etc. op is the object to
403 * explode. 391 * explode.
404 */ 392 */
405void 393void
406explode_bullet (object *op) 394explode_bullet (object *op)
407{ 395{
408 object *tmp, *owner; 396 object *tmp, *owner;
409 397
410 if (op->other_arch == NULL) 398 if (!op->other_arch)
411 { 399 {
412 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n"); 400 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n");
413 op->destroy (); 401 op->destroy ();
414 return; 402 return;
415 } 403 }
416 404
417 if (op->env) 405 if (op->env)
418 { 406 {
419 object *env; 407 object *env = op->outer_env ();
420 408
421 env = object_get_env_recursive (op);
422 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))
423 { 410 {
424 LOG (llevError, "BUG: explode_bullet(): env out of map\n"); 411 LOG (llevError, "BUG: explode_bullet(): env out of map\n");
425 op->destroy (); 412 op->destroy ();
426 return; 413 return;
427 } 414 }
428 415
429 op->remove (); 416 op->insert_at (env, op, INS_NO_MERGE | INS_NO_WALK_ON);
430 op->x = env->x;
431 op->y = env->y;
432 insert_ob_in_map (op, env->map, op, INS_NO_MERGE | INS_NO_WALK_ON);
433 } 417 }
434 else if (out_of_map (op->map, op->x, op->y)) 418 else if (out_of_map (op->map, op->x, op->y))
435 { 419 {
436 LOG (llevError, "BUG: explode_bullet(): op out of map\n"); 420 LOG (llevError, "BUG: explode_bullet(): op out of map\n");
437 op->destroy (); 421 op->destroy ();
448 } 432 }
449 433
450 if (op->attacktype) 434 if (op->attacktype)
451 { 435 {
452 hit_map (op, 0, op->attacktype, 1); 436 hit_map (op, 0, op->attacktype, 1);
437
453 if (op->destroyed ()) 438 if (op->destroyed ())
454 return; 439 return;
455 } 440 }
456 441
457 /* other_arch contains what this explodes into */ 442 /* other_arch contains what this explodes into */
458 tmp = arch_to_object (op->other_arch); 443 tmp = arch_to_object (op->other_arch);
459 444
460 copy_owner (tmp, op); 445 tmp->set_owner (op);
461 tmp->skill = op->skill; 446 tmp->skill = op->skill;
462 447
463 owner = get_owner (op); 448 owner = op->owner;
464 449
465 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))
466 { 454 {
467 op->destroy (); 455 op->destroy ();
468 return; 456 return;
469 } 457 }
470
471 tmp->x = op->x;
472 tmp->y = op->y;
473 458
474 /* special for bombs - it actually has sane values for these */ 459 /* special for bombs - it actually has sane values for these */
475 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB) 460 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB)
476 { 461 {
477 tmp->attacktype = op->attacktype; 462 tmp->attacktype = op->attacktype;
481 } 466 }
482 else 467 else
483 { 468 {
484 if (op->attacktype & AT_MAGIC) 469 if (op->attacktype & AT_MAGIC)
485 tmp->attacktype |= AT_MAGIC; 470 tmp->attacktype |= AT_MAGIC;
471
486 /* Spell doc describes what is going on here */ 472 /* Spell doc describes what is going on here */
487 tmp->stats.dam = op->dam_modifier; 473 tmp->stats.dam = op->dam_modifier;
488 tmp->range = op->stats.maxhp; 474 tmp->range = op->stats.maxhp;
489 tmp->duration = op->stats.hp; 475 tmp->duration = op->stats.hp;
490 /* 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 -
498 tmp->stats.sp = op->direction; 484 tmp->stats.sp = op->direction;
499 485
500 /* Prevent recursion */ 486 /* Prevent recursion */
501 op->move_on = 0; 487 op->move_on = 0;
502 488
503 insert_ob_in_map (tmp, op->map, op, 0); 489 tmp->insert_at (op, op);
490 tmp->play_sound (tmp->sound);
491
504 /* remove the firebullet */ 492 /* remove the firebullet */
505 if (!op->destroyed ())
506 {
507 op->destroy (); 493 op->destroy ();
508 }
509} 494}
510
511
512 495
513/* 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
514 * (eg, explode, damage player, etc) 497 * (eg, explode, damage player, etc)
515 */ 498 */
516
517void 499void
518check_bullet (object *op) 500check_bullet (object *op)
519{ 501{
520 object *tmp; 502 object *tmp;
521 int dam, mflags; 503 int dam, mflags;
536 518
537 /* 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 */
538 if (!(mflags & P_IS_ALIVE)) 520 if (!(mflags & P_IS_ALIVE))
539 return; 521 return;
540 522
541 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)
542 { 524 {
543 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 525 if (QUERY_FLAG (tmp, FLAG_ALIVE))
544 { 526 {
545 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
546 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0) 530 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0)
547 { 531 {
548 if (!QUERY_FLAG (op, FLAG_REMOVED)) 532 if (!QUERY_FLAG (op, FLAG_REMOVED))
549 { 533 {
550 op->destroy (); 534 op->destroy ();
553 } 537 }
554 } 538 }
555 } 539 }
556} 540}
557 541
558
559/* Basically, we move 'op' one square, and if it hits something, 542/* Basically, we move 'op' one square, and if it hits something,
560 * call check_bullet. 543 * call check_bullet.
561 * This function is only applicable to bullets, but not to all 544 * This function is only applicable to bullets, but not to all
562 * fired arches (eg, bolts). 545 * fired arches (eg, bolts).
563 */ 546 */
564
565void 547void
566move_bullet (object *op) 548move_bullet (object *op)
567{ 549{
568 sint16 new_x, new_y; 550 sint16 new_x, new_y;
569 int mflags; 551 int mflags;
612 op->destroy (); 594 op->destroy ();
613 595
614 return; 596 return;
615 } 597 }
616 598
617 op->remove (); 599 if (!(op = m->insert (op, new_x, new_y, op)))
618 op->x = new_x;
619 op->y = new_y;
620 if ((op = insert_ob_in_map (op, m, op, 0)) == NULL)
621 return; 600 return;
622 601
623 if (reflwall (op->map, op->x, op->y, op)) 602 if (reflwall (op->map, op->x, op->y, op))
624 { 603 {
625 op->direction = absdir (op->direction + 4); 604 op->direction = absdir (op->direction + 4);
626 update_turn_face (op); 605 update_turn_face (op);
627 } 606 }
628 else 607 else
629 {
630 check_bullet (op); 608 check_bullet (op);
631 }
632} 609}
633
634
635
636 610
637/* fire_bullet 611/* fire_bullet
638 * object op (cast from caster) files a bolt in dir. 612 * object op (cast from caster) files a bolt in dir.
639 * spob is the spell object for the bolt. 613 * spob is the spell object for the bolt.
640 * we remove the magic flag - that can be derived from 614 * we remove the magic flag - that can be derived from
641 * spob->attacktype. 615 * spob->attacktype.
642 * This function sets up the appropriate owner and skill 616 * This function sets up the appropriate owner and skill
643 * pointers. 617 * pointers.
644 */ 618 */
645
646int 619int
647fire_bullet (object *op, object *caster, int dir, object *spob) 620fire_bullet (object *op, object *caster, int dir, object *spob)
648{ 621{
649 object *tmp = NULL; 622 object *tmp = NULL;
650 int mflags; 623 int mflags;
651 624
652 if (!spob->other_arch) 625 if (!spob->other_arch)
653 return 0; 626 return 0;
654 627
655 tmp = arch_to_object (spob->other_arch); 628 tmp = spob->other_arch->instance ();
656 if (tmp == NULL) 629 if (!tmp)
657 return 0; 630 return 0;
658 631
659 /* peterm: level dependency for bolts */ 632 /* peterm: level dependency for bolts */
660 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);
661 tmp->attacktype = spob->attacktype; 634 tmp->attacktype = spob->attacktype;
662 if (spob->slaying) 635 if (spob->slaying)
663 tmp->slaying = spob->slaying; 636 tmp->slaying = spob->slaying;
664 637
671 644
672 tmp->direction = dir; 645 tmp->direction = dir;
673 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) 646 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
674 SET_ANIMATION (tmp, dir); 647 SET_ANIMATION (tmp, dir);
675 648
676 set_owner (tmp, op); 649 tmp->set_owner (op);
677 set_spell_skill (op, caster, spob, tmp); 650 set_spell_skill (op, caster, spob, tmp);
678 651
679 tmp->x = op->x + freearr_x[dir]; 652 tmp->x = op->x + freearr_x[dir];
680 tmp->y = op->y + freearr_y[dir]; 653 tmp->y = op->y + freearr_y[dir];
681 tmp->map = op->map; 654 tmp->map = op->map;
682 655
656 maptile *newmap;
683 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);
684 if (mflags & P_OUT_OF_MAP) 658 if (mflags & P_OUT_OF_MAP)
685 { 659 {
686 tmp->destroy (); 660 tmp->destroy ();
687 return 0; 661 return 0;
688 } 662 }
663
664 tmp->map = newmap;
689 665
690 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)))
691 { 667 {
692 if (!QUERY_FLAG (tmp, FLAG_REFLECTING)) 668 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
693 { 669 {
699 tmp->y = op->y; 675 tmp->y = op->y;
700 tmp->direction = absdir (tmp->direction + 4); 676 tmp->direction = absdir (tmp->direction + 4);
701 tmp->map = op->map; 677 tmp->map = op->map;
702 } 678 }
703 679
704 if ((tmp = insert_ob_in_map (tmp, tmp->map, op, 0)) != NULL) 680 if ((tmp = tmp->insert_at (tmp, op)))
705 check_bullet (tmp); 681 check_bullet (tmp);
706 682
707 return 1; 683 return 1;
708} 684}
709
710
711
712 685
713/***************************************************************************** 686/*****************************************************************************
714 * 687 *
715 * CONE RELATED FUNCTIONS 688 * CONE RELATED FUNCTIONS
716 * 689 *
717 *****************************************************************************/ 690 *****************************************************************************/
718 691
719
720/* 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" */
721void 693void
722cone_drop (object *op) 694cone_drop (object *op)
723{ 695{
724 object *new_ob = arch_to_object (op->other_arch); 696 object *new_ob = arch_to_object (op->other_arch);
725 697
726 new_ob->x = op->x;
727 new_ob->y = op->y;
728 new_ob->level = op->level; 698 new_ob->level = op->level;
729 set_owner (new_ob, op->owner); 699 new_ob->set_owner (op->owner);
730 700
731 /* preserve skill ownership */ 701 /* preserve skill ownership */
732 if (op->skill && op->skill != new_ob->skill) 702 if (op->skill && op->skill != new_ob->skill)
733 {
734 new_ob->skill = op->skill; 703 new_ob->skill = op->skill;
735 }
736 insert_ob_in_map (new_ob, op->map, op, 0);
737 704
705 new_ob->insert_at (op, op);
738} 706}
739 707
740/* 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 */
741 709
742void 710void
743move_cone (object *op) 711move_cone (object *op)
744{ 712{
745 int i;
746
747 /* 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 */
748 if (!op->map) 714 if (!op->map)
749 { 715 {
750 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");
751 op->speed = 0; 717 op->set_speed (0);
752 update_ob_speed (op);
753 return; 718 return;
754 } 719 }
755 720
756 /* lava saves it's life, but not yours :) */ 721 /* lava saves it's life, but not yours :) */
757 if (QUERY_FLAG (op, FLAG_LIFESAVE)) 722 if (QUERY_FLAG (op, FLAG_LIFESAVE))
763#if 0 728#if 0
764 /* Disable this - enabling it makes monsters easier, as 729 /* Disable this - enabling it makes monsters easier, as
765 * when their cone dies when they die. 730 * when their cone dies when they die.
766 */ 731 */
767 /* If no owner left, the spell dies out. */ 732 /* If no owner left, the spell dies out. */
768 if (get_owner (op) == NULL) 733 if (op->owner == NULL)
769 { 734 {
770 op->destroy (); 735 op->destroy ();
771 return; 736 return;
772 } 737 }
773#endif 738#endif
774 739
775 hit_map (op, 0, op->attacktype, 0); 740 hit_map (op, 0, op->attacktype, 0);
741
742 if (!op->is_on_map ())
743 return;
776 744
777 /* Check to see if we should push anything. 745 /* Check to see if we should push anything.
778 * Spell objects with weight push whatever they encounter to some 746 * Spell objects with weight push whatever they encounter to some
779 * degree. 747 * degree.
780 */ 748 */
781 if (op->weight) 749 if (op->weight)
750 {
782 check_spell_knockback (op); 751 check_spell_knockback (op);
783 752
784 if (op->destroyed ()) 753 if (!op->is_on_map ())
785 return; 754 return;
755 }
786 756
787 if ((op->duration--) < 0) 757 if (op->duration-- < 0)
788 { 758 {
789 op->destroy (); 759 op->destroy ();
790 return; 760 return;
791 } 761 }
792 /* Object has hit maximum range, so don't have it move 762 /* Object has hit maximum range, so don't have it move
797 { 767 {
798 op->range = 0; /* just so it doesn't wrap */ 768 op->range = 0; /* just so it doesn't wrap */
799 return; 769 return;
800 } 770 }
801 771
802 for (i = -1; i < 2; i++) 772 for (int i = -1; i <= 1; i++)
803 { 773 {
804 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)];
805 775
806 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))
807 { 777 {
808 object *tmp = op->clone (); 778 object *tmp = op->clone ();
809
810 tmp->x = x;
811 tmp->y = y;
812 779
813 tmp->duration = op->duration + 1; 780 tmp->duration = op->duration + 1;
814 781
815 /* Use for spell tracking - see ok_to_put_more() */ 782 /* Use for spell tracking - see ok_to_put_more() */
816 tmp->stats.maxhp = op->stats.maxhp; 783 tmp->stats.maxhp = op->stats.maxhp;
817 insert_ob_in_map (tmp, op->map, op, 0); 784
785 op->map->insert (tmp, x, y, op);
786
818 if (tmp->other_arch) 787 if (tmp->other_arch)
819 cone_drop (tmp); 788 cone_drop (tmp);
820 } 789 }
821 } 790 }
822} 791}
855 824
856 /* 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
857 * 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
858 * insert it into is blocked. 827 * insert it into is blocked.
859 */ 828 */
860 movetype = spell->other_arch->clone.move_type; 829 movetype = spell->other_arch->move_type;
861 830
862 for (i = range_min; i <= range_max; i++) 831 for (i = range_min; i <= range_max; i++)
863 { 832 {
864 sint16 x, y, d; 833 sint16 x, y, d;
865 834
898 if ((movetype & GET_MAP_MOVE_BLOCK (m, sx, sy)) == movetype) 867 if ((movetype & GET_MAP_MOVE_BLOCK (m, sx, sy)) == movetype)
899 continue; 868 continue;
900 869
901 success = 1; 870 success = 1;
902 tmp = arch_to_object (spell->other_arch); 871 tmp = arch_to_object (spell->other_arch);
903 set_owner (tmp, op); 872 tmp->set_owner (op);
904 set_spell_skill (op, caster, spell, tmp); 873 set_spell_skill (op, caster, spell, tmp);
905 tmp->level = caster_level (caster, spell); 874 tmp->level = casting_level (caster, spell);
906 tmp->x = sx;
907 tmp->y = sy;
908 tmp->attacktype = spell->attacktype; 875 tmp->attacktype = spell->attacktype;
909 876
910 /* holy word stuff */ 877 /* holy word stuff */
911 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER)) 878 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER))
912 if (!tailor_god_spell (tmp, op)) 879 if (!tailor_god_spell (tmp, op))
946 else 913 else
947 tmp->duration += caster->level / 3; 914 tmp->duration += caster->level / 3;
948 } 915 }
949 916
950 if (!(tmp->move_type & MOVE_FLY_LOW)) 917 if (!(tmp->move_type & MOVE_FLY_LOW))
951 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);
952 919
953 if (!tmp->move_on && tmp->stats.dam) 920 if (!tmp->move_on && tmp->stats.dam)
954 {
955 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);
956 }
957 922
958 insert_ob_in_map (tmp, m, op, 0); 923 m->insert (tmp, sx, sy, op);
959 924
960 /* 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
961 * a single space too many times. 926 * a single space too many times.
962 */ 927 */
963 tmp->stats.maxhp = tmp->count; 928 tmp->stats.maxhp = tmp->count;
973 * 938 *
974 * BOMB related code 939 * BOMB related code
975 * 940 *
976 ****************************************************************************/ 941 ****************************************************************************/
977 942
978
979/* This handles an exploding bomb. 943/* This handles an exploding bomb.
980 * op is the original bomb object. 944 * op is the original bomb object.
981 */ 945 */
982void 946void
983animate_bomb (object *op) 947animate_bomb (object *op)
984{ 948{
985 int i;
986 object *env, *tmp;
987 archetype *at;
988
989 if (op->state != NUM_ANIMATIONS (op) - 1) 949 if (op->state != NUM_ANIMATIONS (op) - 1)
990 return; 950 return;
991 951
992 env = object_get_env_recursive (op); 952 object *env = op->outer_env ();
993 953
994 if (op->env) 954 if (op->env)
995 { 955 {
996 if (env->map == NULL) 956 if (env->map == NULL)
997 return; 957 return;
998 958
999 if (env->type == PLAYER) 959 if (!(op = op->insert_at (env, op)))
1000 esrv_del_item (env->contr, op->count);
1001
1002 op->remove ();
1003 op->x = env->x;
1004 op->y = env->y;
1005 if ((op = insert_ob_in_map (op, env->map, op, 0)) == NULL)
1006 return; 960 return;
1007 } 961 }
1008 962
1009 // 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
1010 // 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
1017 971
1018 /* This copies a lot of the code from the fire bullet, 972 /* This copies a lot of the code from the fire bullet,
1019 * but using the cast_bullet isn't really feasible, 973 * but using the cast_bullet isn't really feasible,
1020 * so just set up the appropriate values. 974 * so just set up the appropriate values.
1021 */ 975 */
1022 at = archetype::find (SPLINT); 976 if (archetype *at = archetype::find (SPLINT))
1023 if (at)
1024 { 977 {
1025 for (i = 1; i < 9; i++) 978 for (int i = 1; i < 9; i++)
1026 { 979 {
1027 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]))
1028 continue; 981 continue;
982
1029 tmp = arch_to_object (at); 983 object *tmp = arch_to_object (at);
1030 tmp->direction = i; 984 tmp->direction = i;
1031 tmp->range = op->range; 985 tmp->range = op->range;
1032 tmp->stats.dam = op->stats.dam; 986 tmp->stats.dam = op->stats.dam;
1033 tmp->duration = op->duration; 987 tmp->duration = op->duration;
1034 tmp->attacktype = op->attacktype; 988 tmp->attacktype = op->attacktype;
1035 copy_owner (tmp, op); 989 tmp->set_owner (op);
1036 if (op->skill && op->skill != tmp->skill) 990 if (op->skill && op->skill != tmp->skill)
1037 {
1038 tmp->skill = op->skill; 991 tmp->skill = op->skill;
1039 } 992
1040 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) 993 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
1041 SET_ANIMATION (tmp, i); 994 SET_ANIMATION (tmp, i);
1042 tmp->x = op->x + freearr_x[i]; 995
1043 tmp->y = op->y + freearr_x[i]; 996 op->map->insert (tmp, op->x + freearr_x[i], op->y + freearr_x[i], op);
1044 insert_ob_in_map (tmp, op->map, op, 0);
1045 move_bullet (tmp); 997 move_bullet (tmp);
1046 } 998 }
1047 } 999 }
1048 1000
1049 explode_bullet (op); 1001 explode_bullet (op);
1050} 1002}
1051 1003
1052int 1004int
1053create_bomb (object *op, object *caster, int dir, object *spell) 1005create_bomb (object *op, object *caster, int dir, object *spell)
1054{ 1006{
1055
1056 object *tmp; 1007 object *tmp;
1057 int mflags; 1008 int mflags;
1058 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];
1059 maptile *m; 1010 maptile *m;
1060 1011
1061 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 {
1062 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))
1063 { 1021 {
1064 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.");
1065 return 0; 1023 return 0;
1024 }
1066 } 1025 }
1026
1067 tmp = arch_to_object (spell->other_arch); 1027 tmp = arch_to_object (spell->other_arch);
1068 1028
1069 /* level dependencies for bomb */ 1029 /* level dependencies for bomb */
1070 tmp->range = spell->range + SP_level_range_adjust (caster, spell); 1030 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
1071 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);
1072 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell); 1032 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
1073 tmp->attacktype = spell->attacktype; 1033 tmp->attacktype = spell->attacktype;
1074 1034
1075 set_owner (tmp, op); 1035 tmp->set_owner (op);
1076 set_spell_skill (op, caster, spell, tmp); 1036 set_spell_skill (op, caster, spell, tmp);
1077 tmp->x = dx; 1037
1078 tmp->y = dy; 1038 m->insert (tmp, dx, dy, op);
1079 insert_ob_in_map (tmp, m, op, 0);
1080 return 1; 1039 return 1;
1081} 1040}
1082 1041
1083/**************************************************************************** 1042/****************************************************************************
1084 * 1043 *
1093 * dir is the direction to look in. 1052 * dir is the direction to look in.
1094 * range is how far out to look. 1053 * range is how far out to look.
1095 * 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.
1096 * this info is used for blocked magic/unholy spaces. 1055 * this info is used for blocked magic/unholy spaces.
1097 */ 1056 */
1098
1099object * 1057object *
1100get_pointed_target (object *op, int dir, int range, int type) 1058get_pointed_target (object *op, int dir, int range, int type)
1101{ 1059{
1102 object *target; 1060 object *target;
1103 sint16 x, y; 1061 sint16 x, y;
1122 return NULL; 1080 return NULL;
1123 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW) 1081 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW)
1124 return NULL; 1082 return NULL;
1125 1083
1126 if (mflags & P_IS_ALIVE) 1084 if (mflags & P_IS_ALIVE)
1127 {
1128 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)
1129 { 1086 if (QUERY_FLAG (target, FLAG_MONSTER))
1130 if (QUERY_FLAG (target->head ? target->head : target, FLAG_MONSTER))
1131 {
1132 return target; 1087 return target;
1133 }
1134 }
1135 }
1136 } 1088 }
1089
1137 return NULL; 1090 return NULL;
1138} 1091}
1139
1140 1092
1141/* cast_smite_arch() - the priest points to a creature and causes 1093/* cast_smite_arch() - the priest points to a creature and causes
1142 * a 'godly curse' to decend. 1094 * a 'godly curse' to decend.
1143 * usual params - 1095 * usual params -
1144 * op = player 1096 * op = player
1145 * caster = object casting the spell. 1097 * caster = object casting the spell.
1146 * dir = direction being cast 1098 * dir = direction being cast
1147 * spell = spell object 1099 * spell = spell object
1148 */ 1100 */
1149
1150int 1101int
1151cast_smite_spell (object *op, object *caster, int dir, object *spell) 1102cast_smite_spell (object *op, object *caster, int dir, object *spell)
1152{ 1103{
1153 object *effect, *target; 1104 object *effect, *target;
1154 object *god = find_god (determine_god (op)); 1105 object *god = find_god (determine_god (op));
1178 effect = arch_to_object (spell->other_arch); 1129 effect = arch_to_object (spell->other_arch);
1179 else 1130 else
1180 return 0; 1131 return 0;
1181 1132
1182 /* tailor the effect by priest level and worshipped God */ 1133 /* tailor the effect by priest level and worshipped God */
1183 effect->level = caster_level (caster, spell); 1134 effect->level = casting_level (caster, spell);
1184 effect->attacktype = spell->attacktype; 1135 effect->attacktype = spell->attacktype;
1185 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER)) 1136 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER))
1186 { 1137 {
1187 if (tailor_god_spell (effect, op)) 1138 if (tailor_god_spell (effect, op))
1188 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));
1200 if (effect->attacktype & AT_DEATH) 1151 if (effect->attacktype & AT_DEATH)
1201 { 1152 {
1202 effect->level = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1153 effect->level = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1203 1154
1204 /* casting death spells at undead isn't a good thing */ 1155 /* casting death spells at undead isn't a good thing */
1205 if QUERY_FLAG
1206 (target, FLAG_UNDEAD) 1156 if (QUERY_FLAG (target, FLAG_UNDEAD))
1207 { 1157 {
1208 if (random_roll (0, 2, op, PREFER_LOW)) 1158 if (random_roll (0, 2, op, PREFER_LOW))
1209 { 1159 {
1210 new_draw_info (NDI_UNIQUE, 0, op, "Idiot! Your spell boomerangs!"); 1160 new_draw_info (NDI_UNIQUE, 0, op, "Idiot! Your spell boomerangs!");
1211 effect->x = op->x; 1161 effect->x = op->x;
1224 { 1174 {
1225 /* how much woe to inflict :) */ 1175 /* how much woe to inflict :) */
1226 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);
1227 } 1177 }
1228 1178
1229 set_owner (effect, op); 1179 effect->set_owner (op);
1230 set_spell_skill (op, caster, spell, effect); 1180 set_spell_skill (op, caster, spell, effect);
1231 1181
1232 /* ok, tell it where to be, and insert! */ 1182 /* ok, tell it where to be, and insert! */
1233 effect->x = target->x; 1183 effect->insert_at (target, op);
1234 effect->y = target->y;
1235 insert_ob_in_map (effect, target->map, op, 0);
1236 1184
1237 return 1; 1185 return 1;
1238} 1186}
1239
1240 1187
1241/**************************************************************************** 1188/****************************************************************************
1242 * 1189 *
1243 * MAGIC MISSILE code. 1190 * MAGIC MISSILE code.
1244 * 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
1247 1194
1248/* op is a missile that needs to be moved */ 1195/* op is a missile that needs to be moved */
1249void 1196void
1250move_missile (object *op) 1197move_missile (object *op)
1251{ 1198{
1252 int i, mflags;
1253 object *owner;
1254 sint16 new_x, new_y;
1255 maptile *m;
1256
1257 if (op->range-- <= 0) 1199 if (op->range-- <= 0)
1258 { 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 {
1259 op->destroy (); 1210 op->destroy ();
1260 return; 1211 return;
1261 } 1212 }
1262 1213
1263 owner = get_owner (op); 1214 mapspace &ms = pos.ms ();
1264#if 0
1265 /* It'd make things nastier if this wasn't here - spells cast by
1266 * monster that are then killed would continue to survive
1267 */
1268 if (owner == NULL)
1269 {
1270 op->destroy ();
1271 return;
1272 }
1273#endif
1274 1215
1275 new_x = op->x + DIRX (op); 1216 if (ms.flags () & P_IS_ALIVE || ms.blocks (op))
1276 new_y = op->y + DIRY (op);
1277
1278 mflags = get_map_flags (op->map, &m, new_x, new_y, &new_x, &new_y);
1279
1280 if (!(mflags & P_OUT_OF_MAP) && ((mflags & P_IS_ALIVE) || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y))))
1281 { 1217 {
1282 hit_map (op, op->direction, AT_MAGIC, 1); 1218 hit_map (op, op->direction, AT_MAGIC, 1);
1283 /* Basically, missile only hits one thing then goes away. 1219 /* Basically, missile only hits one thing then goes away.
1284 * 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.
1285 */ 1221 */
1286 if (!op->destroyed ())
1287 op->destroy ();
1288
1289 return;
1290 }
1291
1292 op->remove ();
1293
1294 if (!op->direction || (mflags & P_OUT_OF_MAP))
1295 {
1296 op->destroy (); 1222 op->destroy ();
1297 return; 1223 return;
1298 } 1224 }
1299 1225
1300 op->x = new_x; 1226 if (!op->direction)
1301 op->y = new_y; 1227 {
1302 op->map = m; 1228 op->destroy ();
1303 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);
1304 if (i > 0 && i != op->direction) 1233 if (i > 0 && i != op->direction)
1305 { 1234 {
1306 op->direction = i; 1235 op->direction = i;
1307 SET_ANIMATION (op, op->direction); 1236 SET_ANIMATION (op, op->direction);
1308 } 1237 }
1309 1238
1310 insert_ob_in_map (op, op->map, op, 0); 1239 pos.insert (op, op);
1311} 1240}
1312 1241
1313/**************************************************************************** 1242/****************************************************************************
1314 * Destruction 1243 * Destruction
1315 ****************************************************************************/ 1244 ****************************************************************************/
1318 * 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
1319 * object. if time is 0, the object glows permanently. To truely 1248 * object. if time is 0, the object glows permanently. To truely
1320 * make this work for non-living objects, we would have to 1249 * make this work for non-living objects, we would have to
1321 * give them the capability to have an inventory. b.t. 1250 * give them the capability to have an inventory. b.t.
1322 */ 1251 */
1323
1324int 1252int
1325make_object_glow (object *op, int radius, int time) 1253make_object_glow (object *op, int radius, int time)
1326{ 1254{
1327 object *tmp;
1328
1329 /* some things are unaffected... */ 1255 /* some things are unaffected... */
1330 if (op->path_denied & PATH_LIGHT) 1256 if (op->path_denied & PATH_LIGHT)
1331 return 0; 1257 return 0;
1332 1258
1333 tmp = get_archetype (FORCE_NAME); 1259 object *tmp = get_archetype (FORCE_NAME);
1334 tmp->speed = 0.01; 1260 tmp->speed = 0.01;
1335 tmp->stats.food = time; 1261 tmp->stats.food = time;
1336 SET_FLAG (tmp, FLAG_IS_USED_UP); 1262 SET_FLAG (tmp, FLAG_IS_USED_UP);
1337 tmp->glow_radius = radius;
1338 if (tmp->glow_radius > MAX_LIGHT_RADII)
1339 tmp->glow_radius = MAX_LIGHT_RADII; 1263 tmp->glow_radius = min (MAX_LIGHT_RADIUS, radius);
1340
1341 tmp->x = op->x;
1342 tmp->y = op->y;
1343 if (tmp->speed < MIN_ACTIVE_SPEED)
1344 tmp->speed = MIN_ACTIVE_SPEED; /* safety */
1345 tmp = insert_ob_in_ob (tmp, op); 1264 tmp = insert_ob_in_ob (tmp, op);
1265
1346 if (tmp->glow_radius > op->glow_radius) 1266 if (tmp->glow_radius > op->glow_radius)
1347 op->glow_radius = tmp->glow_radius; 1267 op->glow_radius = tmp->glow_radius;
1348 1268
1349 if (!tmp->env || op != tmp->env)
1350 {
1351 LOG (llevError, "make_object_glow() failed to insert glowing force in %s\n", &op->name);
1352 return 0;
1353 }
1354 return 1; 1269 return 1;
1355} 1270}
1356
1357
1358
1359 1271
1360int 1272int
1361cast_destruction (object *op, object *caster, object *spell_ob) 1273cast_destruction (object *op, object *caster, object *spell_ob)
1362{ 1274{
1363 int i, j, range, mflags, friendly = 0, dam, dur;
1364 sint16 sx, sy;
1365 maptile *m;
1366 object *tmp;
1367 const char *skill;
1368
1369 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob); 1275 int range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
1370 dam = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob); 1276 int dam = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob);
1371 dur = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob); 1277 int dur = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
1372 if (QUERY_FLAG (op, FLAG_FRIENDLY) || op->type == PLAYER) 1278
1373 friendly = 1; 1279 bool friendly = op->flag [FLAG_FRIENDLY] || op->is_player ();
1374 1280
1375 /* destruction doesn't use another spell object, so we need 1281 /* destruction doesn't use another spell object, so we need
1376 * update op's skill pointer so that exp is properly awarded. 1282 * update op's skill pointer so that exp is properly awarded.
1377 * We do some shortcuts here - since this is just temporary
1378 * and we'll reset the values back, we don't need to go through
1379 * the full share string/free_string route.
1380 */ 1283 */
1381 skill = op->skill; 1284 const shstr skill = op->skill;
1285
1382 if (caster == op) 1286 if (caster == op)
1383 op->skill = spell_ob->skill; 1287 op->skill = spell_ob->skill;
1384 else if (caster->skill) 1288 else if (caster->skill)
1385 op->skill = caster->skill; 1289 op->skill = caster->skill;
1386 else 1290 else
1387 op->skill = NULL; 1291 op->skill = 0;
1388 1292
1389 change_skill (op, find_skill_by_name (op, op->skill), 1); 1293 op->change_skill (find_skill_by_name (op, op->skill));
1390 1294
1391 for (i = -range; i < range; i++) 1295 unordered_mapwalk (op, -range, -range, range, range)
1392 { 1296 {
1393 for (j = -range; j < range; j++) 1297 mapspace &ms = m->at (nx, ny);
1394 { 1298
1395 m = op->map;
1396 sx = op->x + i;
1397 sy = op->y + j;
1398 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
1399 if (mflags & P_OUT_OF_MAP)
1400 continue;
1401 if (mflags & P_IS_ALIVE) 1299 if (ms.flags () & P_IS_ALIVE)
1300 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1301 if (tmp->flag [FLAG_ALIVE] || tmp->is_player ())
1402 { 1302 {
1403 for (tmp = get_map_ob (m, sx, sy); tmp; tmp = tmp->above) 1303 tmp = tmp->head_ ();
1304
1305 if ((friendly && !tmp->flag [FLAG_FRIENDLY] && !tmp->is_player ())
1306 || (!friendly && (tmp->flag [FLAG_FRIENDLY] || tmp->is_player ())))
1404 { 1307 {
1405 if (QUERY_FLAG (tmp, FLAG_ALIVE) || tmp->type == PLAYER) 1308 if (spell_ob->subtype == SP_DESTRUCTION)
1406 break;
1407 }
1408 if (tmp)
1409 {
1410 if (tmp->head)
1411 tmp = tmp->head;
1412
1413 if ((friendly && !QUERY_FLAG (tmp, FLAG_FRIENDLY) && tmp->type != PLAYER) ||
1414 (!friendly && (QUERY_FLAG (tmp, FLAG_FRIENDLY) || tmp->type == PLAYER)))
1415 { 1309 {
1416 if (spell_ob->subtype == SP_DESTRUCTION)
1417 {
1418 hit_player (tmp, dam, op, spell_ob->attacktype, 0); 1310 hit_player (tmp, dam, op, spell_ob->attacktype, 0);
1311
1419 if (spell_ob->other_arch) 1312 if (spell_ob->other_arch)
1420 {
1421 tmp = arch_to_object (spell_ob->other_arch); 1313 m->insert (arch_to_object (spell_ob->other_arch), nx, ny, op);
1422 tmp->x = sx;
1423 tmp->y = sy;
1424 insert_ob_in_map (tmp, m, op, 0);
1425 }
1426 } 1314 }
1427 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist[ATNR_MAGIC] != 100) 1315 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist [ATNR_MAGIC] != 100)
1428 { 1316 {
1429 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch) 1317 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch)
1430 {
1431 object *effect = arch_to_object (spell_ob->other_arch); 1318 m->insert (arch_to_object (spell_ob->other_arch), nx, ny, op);
1432
1433 effect->x = sx;
1434 effect->y = sy;
1435 insert_ob_in_map (effect, m, op, 0);
1436 }
1437 }
1438 } 1319 }
1439 } 1320 }
1440 } 1321 }
1441 }
1442 } 1322 }
1323
1443 op->skill = skill; 1324 op->skill = skill;
1444 return 1; 1325 return 1;
1445} 1326}
1446 1327
1447/*************************************************************************** 1328/***************************************************************************
1461 { 1342 {
1462 new_draw_info (NDI_UNIQUE, 0, op, "There is no one in that direction to curse."); 1343 new_draw_info (NDI_UNIQUE, 0, op, "There is no one in that direction to curse.");
1463 return 0; 1344 return 0;
1464 } 1345 }
1465 1346
1347 tmp = tmp->head_ ();
1348
1466 /* If we've already got a force of this type, don't add a new one. */ 1349 /* If we've already got a force of this type, don't add a new one. */
1467 for (force = tmp->inv; force != NULL; force = force->below) 1350 for (force = tmp->inv; force; force = force->below)
1468 { 1351 {
1469 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY) 1352 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY)
1470 { 1353 {
1471 if (force->name == spell_ob->name) 1354 if (force->name == spell_ob->name)
1472 { 1355 {
1478 return 0; 1361 return 0;
1479 } 1362 }
1480 } 1363 }
1481 } 1364 }
1482 1365
1483 if (force == NULL) 1366 if (!force)
1484 { 1367 {
1485 force = get_archetype (FORCE_NAME); 1368 force = get_archetype (FORCE_NAME);
1486 force->subtype = FORCE_CHANGE_ABILITY; 1369 force->subtype = FORCE_CHANGE_ABILITY;
1370
1487 if (spell_ob->race) 1371 if (spell_ob->race)
1488 force->name = spell_ob->race; 1372 force->name = spell_ob->race;
1489 else 1373 else
1490 force->name = spell_ob->name; 1374 force->name = spell_ob->name;
1491 1375
1501 { 1385 {
1502 force->duration = duration; 1386 force->duration = duration;
1503 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 1387 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1504 } 1388 }
1505 else 1389 else
1506 {
1507 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1390 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1508 } 1391
1509 return 1; 1392 return 1;
1510 } 1393 }
1394
1511 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50; 1395 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1512 force->speed = 1.0; 1396 force->speed = 1.f;
1513 force->speed_left = -1.0; 1397 force->speed_left = -1.f;
1514 SET_FLAG (force, FLAG_APPLIED); 1398 SET_FLAG (force, FLAG_APPLIED);
1515 1399
1516 if (god) 1400 if (god)
1517 { 1401 {
1518 if (spell_ob->last_grace) 1402 if (spell_ob->last_grace)
1531 force->stats.ac = spell_ob->stats.ac; 1415 force->stats.ac = spell_ob->stats.ac;
1532 force->stats.wc = spell_ob->stats.wc; 1416 force->stats.wc = spell_ob->stats.wc;
1533 1417
1534 change_abil (tmp, force); /* Mostly to display any messages */ 1418 change_abil (tmp, force); /* Mostly to display any messages */
1535 insert_ob_in_ob (force, tmp); 1419 insert_ob_in_ob (force, tmp);
1536 fix_player (tmp); 1420 tmp->update_stats ();
1537 return 1; 1421 return 1;
1538 1422
1539} 1423}
1540
1541 1424
1542/********************************************************************** 1425/**********************************************************************
1543 * mood change 1426 * mood change
1544 * Arguably, this may or may not be an attack spell. But since it 1427 * Arguably, this may or may not be an attack spell. But since it
1545 * effects monsters, it seems best to put it into this file 1428 * effects monsters, it seems best to put it into this file
1550 */ 1433 */
1551int 1434int
1552mood_change (object *op, object *caster, object *spell) 1435mood_change (object *op, object *caster, object *spell)
1553{ 1436{
1554 object *tmp, *god, *head; 1437 object *tmp, *god, *head;
1555 int done_one, range, mflags, level, at, best_at; 1438 int done_one, range, level, at, best_at;
1556 sint16 x, y, nx, ny;
1557 maptile *m;
1558 const char *race; 1439 const char *race;
1559 1440
1560 /* We precompute some values here so that we don't have to keep 1441 /* We precompute some values here so that we don't have to keep
1561 * doing it over and over again. 1442 * doing it over and over again.
1562 */ 1443 */
1563 god = find_god (determine_god (op)); 1444 god = find_god (determine_god (op));
1564 level = caster_level (caster, spell); 1445 level = casting_level (caster, spell);
1565 range = spell->range + SP_level_range_adjust (caster, spell); 1446 range = spell->range + SP_level_range_adjust (caster, spell);
1566 1447
1567 /* On the bright side, no monster should ever have a race of GOD_... 1448 /* On the bright side, no monster should ever have a race of GOD_...
1568 * so even if the player doesn't worship a god, if race=GOD_.., it 1449 * so even if the player doesn't worship a god, if race=GOD_.., it
1569 * won't ever match anything. 1450 * won't ever match anything.
1575 else if (god && !strcmp (spell->race, "GOD_FRIEND")) 1456 else if (god && !strcmp (spell->race, "GOD_FRIEND"))
1576 race = god->race; 1457 race = god->race;
1577 else 1458 else
1578 race = spell->race; 1459 race = spell->race;
1579 1460
1580 1461 unordered_mapwalk (op, -range, -range, range, range)
1581 for (x = op->x - range; x <= op->x + range; x++)
1582 for (y = op->y - range; y <= op->y + range; y++)
1583 { 1462 {
1463 mapspace &ms = m->at (nx, ny);
1584 1464
1585 done_one = 0;
1586 m = op->map;
1587 nx = x;
1588 ny = y;
1589 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1590 if (mflags & P_OUT_OF_MAP)
1591 continue;
1592
1593 /* If there is nothing living on this space, no need to go further */ 1465 /* If there is nothing living on this space, no need to go further */
1594 if (!(mflags & P_IS_ALIVE)) 1466 if (!ms.flags () & P_IS_ALIVE)
1595 continue; 1467 continue;
1596 1468
1597 for (tmp = get_map_ob (m, nx, ny); tmp; tmp = tmp->above) 1469 // players can only affect spaces that they can actually see
1598 if (QUERY_FLAG (tmp, FLAG_MONSTER)) 1470 if (caster
1471 && caster->contr
1472 && caster->contr->darkness_at (m, nx, ny) == LOS_BLOCKED)
1473 continue;
1474
1475 for (tmp = ms.top; tmp; tmp = tmp->below)
1476 if (tmp->flag [FLAG_MONSTER])
1599 break; 1477 break;
1600 1478
1601 /* There can be living objects that are not monsters */ 1479 /* There can be living objects that are not monsters */
1602 if (!tmp || tmp->type == PLAYER) 1480 if (!tmp)
1603 continue; 1481 continue;
1604 1482
1605 /* Only the head has meaningful data, so resolve to that */ 1483 /* Only the head has meaningful data, so resolve to that */
1606 if (tmp->head)
1607 head = tmp->head; 1484 head = tmp->head_ ();
1608 else
1609 head = tmp;
1610 1485
1611 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */ 1486 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */
1612 if (race && head->race && !strstr (race, head->race)) 1487 if (race && head->race && !strstr (race, head->race))
1613 continue; 1488 continue;
1489
1614 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD)) 1490 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD))
1615 continue; 1491 continue;
1616 1492
1617 /* Now do a bunch of stuff related to saving throws */ 1493 /* Now do a bunch of stuff related to saving throws */
1618 best_at = -1; 1494 best_at = -1;
1619 if (spell->attacktype) 1495 if (spell->attacktype)
1620 { 1496 {
1621 for (at = 0; at < NROFATTACKS; at++) 1497 for (at = 0; at < NROFATTACKS; at++)
1622 if (spell->attacktype & (1 << at)) 1498 if (spell->attacktype & (1 << at))
1623 if (best_at == -1 || head->resist[at] > head->resist[best_at]) 1499 if (best_at == -1 || head->resist[at] > head->resist[best_at])
1624 best_at = at; 1500 best_at = at;
1625 1501
1626 if (best_at == -1) 1502 if (best_at == -1)
1627 at = 0; 1503 at = 0;
1628 else 1504 else
1629 { 1505 {
1630 if (head->resist[best_at] == 100) 1506 if (head->resist[best_at] == 100)
1631 continue; 1507 continue;
1632 else 1508 else
1633 at = head->resist[best_at] / 5; 1509 at = head->resist[best_at] / 5;
1634 } 1510 }
1511
1635 at -= level / 5; 1512 at -= level / 5;
1636 if (did_make_save (head, head->level, at)) 1513 if (did_make_save (head, head->level, at))
1637 continue; 1514 continue;
1638 } 1515 }
1639 else /* spell->attacktype */ 1516 else /* spell->attacktype */
1517 {
1640 /* 1518 /*
1641 Spell has no attacktype (charm & such), so we'll have a specific saving: 1519 Spell has no attacktype (charm & such), so we'll have a specific saving:
1642 * if spell level < monster level, no go 1520 * if spell level < monster level, no go
1643 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) ) 1521 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) )
1644 1522
1646 1524
1647 This is required to fix the 'charm monster' abuse, where a player level 1 can 1525 This is required to fix the 'charm monster' abuse, where a player level 1 can
1648 charm a level 125 monster... 1526 charm a level 125 monster...
1649 1527
1650 Ryo, august 14th 1528 Ryo, august 14th
1651 */ 1529 */
1652 {
1653 if (head->level > level) 1530 if (head->level > level)
1654 continue; 1531 continue;
1532
1655 if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + MIN (50, 2 * (level - head->level)))) 1533 if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + MIN (50, 2 * (level - head->level))))
1656 /* Failed, no effect */ 1534 /* Failed, no effect */
1657 continue; 1535 continue;
1658 } 1536 }
1659 1537
1660 /* Done with saving throw. Now start effecting the monster */ 1538 /* Done with saving throw. Now start affecting the monster */
1539 done_one = 0;
1661 1540
1662 /* aggravation */ 1541 /* aggravation */
1663 if (QUERY_FLAG (spell, FLAG_MONSTER)) 1542 if (QUERY_FLAG (spell, FLAG_MONSTER))
1664 { 1543 {
1665 CLEAR_FLAG (head, FLAG_SLEEP); 1544 CLEAR_FLAG (head, FLAG_SLEEP);
1666 if (QUERY_FLAG (head, FLAG_FRIENDLY))
1667 remove_friendly_object (head); 1545 remove_friendly_object (head);
1668
1669 done_one = 1; 1546 done_one = 1;
1670 head->enemy = op; 1547 head->enemy = op;
1671 } 1548 }
1672 1549
1673 /* calm monsters */ 1550 /* calm monsters */
1674 if (QUERY_FLAG (spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (head, FLAG_UNAGGRESSIVE)) 1551 if (QUERY_FLAG (spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (head, FLAG_UNAGGRESSIVE))
1675 { 1552 {
1676 SET_FLAG (head, FLAG_UNAGGRESSIVE); 1553 SET_FLAG (head, FLAG_UNAGGRESSIVE);
1677 head->enemy = NULL; 1554 head->enemy = NULL;
1678 done_one = 1; 1555 done_one = 1;
1679 } 1556 }
1680 1557
1681 /* berserk monsters */ 1558 /* berserk monsters */
1682 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK)) 1559 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK))
1683 { 1560 {
1684 SET_FLAG (head, FLAG_BERSERK); 1561 SET_FLAG (head, FLAG_BERSERK);
1685 done_one = 1; 1562 done_one = 1;
1686 } 1563 }
1564
1687 /* charm */ 1565 /* charm */
1688 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY)) 1566 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY))
1689 { 1567 {
1690 SET_FLAG (head, FLAG_FRIENDLY); 1568 INVOKE_OBJECT (KILL, head, ARG_OBJECT (caster));
1569
1691 /* Prevent uncontolled outbreaks of self replicating monsters. 1570 /* Prevent uncontrolled outbreaks of self replicating monsters.
1692 Typical use case is charm, go somwhere, use aggravation to make hostile. 1571 Typical use case is charm, go somwhere, use aggravation to make hostile.
1693 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */ 1572 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */
1694 CLEAR_FLAG (head, FLAG_GENERATOR); 1573 CLEAR_FLAG (head, FLAG_GENERATOR);
1695 set_owner (head, op); 1574 head->set_owner (op);
1696 set_spell_skill (op, caster, spell, head); 1575 set_spell_skill (op, caster, spell, head);
1697 add_friendly_object (head); 1576 add_friendly_object (head);
1698 head->attack_movement = PETMOVE; 1577 head->attack_movement = PETMOVE;
1699 done_one = 1; 1578 done_one = 1;
1700 change_exp (op, head->stats.exp / 2, head->skill, SK_EXP_ADD_SKILL); 1579 change_exp (op, head->stats.exp / 2, head->skill, SK_EXP_ADD_SKILL);
1701 head->stats.exp = 0; 1580 head->stats.exp = 0;
1702 } 1581 }
1703 1582
1704 /* If a monster was effected, put an effect in */ 1583 /* If a monster was effected, put an effect in */
1705 if (done_one && spell->other_arch) 1584 if (done_one && spell->other_arch)
1706 { 1585 m->insert (arch_to_object (spell->other_arch), nx, ny, op);
1707 tmp = arch_to_object (spell->other_arch); 1586 }
1708 tmp->x = nx;
1709 tmp->y = ny;
1710 insert_ob_in_map (tmp, m, op, 0);
1711 }
1712 } /* for y */
1713 1587
1714 return 1; 1588 return 1;
1715} 1589}
1716
1717 1590
1718/* Move_ball_spell: This handles ball type spells that just sort of wander 1591/* Move_ball_spell: This handles ball type spells that just sort of wander
1719 * about. was called move_ball_lightning, but since more than the ball 1592 * about. was called move_ball_lightning, but since more than the ball
1720 * lightning spell used it, that seemed misnamed. 1593 * lightning spell used it, that seemed misnamed.
1721 * op is the spell effect. 1594 * op is the spell effect.
1722 * note that duration is handled by process_object() in time.c 1595 * note that duration is handled by process_object() in time.c
1723 */ 1596 */
1724
1725void 1597void
1726move_ball_spell (object *op) 1598move_ball_spell (object *op)
1727{ 1599{
1728 int i, j, dam_save, dir, mflags; 1600 int i, j, dam_save, dir, mflags;
1729 sint16 nx, ny, hx, hy; 1601 sint16 nx, ny, hx, hy;
1730 object *owner; 1602 object *owner;
1731 maptile *m; 1603 maptile *m;
1732 1604
1733 owner = get_owner (op); 1605 owner = op->owner;
1734 1606
1735 /* the following logic makes sure that the ball doesn't move into a wall, 1607 /* the following logic makes sure that the ball doesn't move into a wall,
1736 * and makes sure that it will move along a wall to try and get at it's 1608 * and makes sure that it will move along a wall to try and get at it's
1737 * victim. The block immediately below more or less chooses a random 1609 * victim. The block immediately below more or less chooses a random
1738 * offset to move the ball, eg, keep it mostly on course, with some 1610 * offset to move the ball, eg, keep it mostly on course, with some
1748 for (i = 1; i < 9; i++) 1620 for (i = 1; i < 9; i++)
1749 { 1621 {
1750 /* i bit 0: alters sign of offset 1622 /* i bit 0: alters sign of offset
1751 * other bits (i / 2): absolute value of offset 1623 * other bits (i / 2): absolute value of offset
1752 */ 1624 */
1753
1754 int offset = ((i ^ j) & 1) ? (i / 2) : -(i / 2); 1625 int offset = ((i ^ j) & 1) ? (i / 2) : -(i / 2);
1755 int tmpdir = absdir (op->direction + offset); 1626 int tmpdir = absdir (op->direction + offset);
1756 1627
1757 nx = op->x + freearr_x[tmpdir]; 1628 nx = op->x + freearr_x[tmpdir];
1758 ny = op->y + freearr_y[tmpdir]; 1629 ny = op->y + freearr_y[tmpdir];
1760 { 1631 {
1761 dir = tmpdir; 1632 dir = tmpdir;
1762 break; 1633 break;
1763 } 1634 }
1764 } 1635 }
1636
1765 if (dir == 0) 1637 if (dir == 0)
1766 { 1638 {
1767 nx = op->x; 1639 nx = op->x;
1768 ny = op->y; 1640 ny = op->y;
1769 m = op->map; 1641 m = op->map;
1770 } 1642 }
1771 1643
1772 op->remove (); 1644 m->insert (op, nx, ny, op);
1773 op->y = ny;
1774 op->x = nx;
1775 insert_ob_in_map (op, m, op, 0);
1776 1645
1777 dam_save = op->stats.dam; /* save the original dam: we do halfdam on 1646 dam_save = op->stats.dam; /* save the original dam: we do halfdam on
1778 surrounding squares */ 1647 surrounding squares */
1779 1648
1780 /* loop over current square and neighbors to hit. 1649 /* loop over current square and neighbors to hit.
1781 * if this has an other_arch field, we insert that in 1650 * if this has an other_arch field, we insert that in
1782 * the surround spaces. 1651 * the surround spaces.
1783 */ 1652 */
1784 for (j = 0; j < 9; j++) 1653 for (j = 0; j < 9; j++)
1785 { 1654 {
1786 object *new_ob;
1787
1788 hx = nx + freearr_x[j]; 1655 hx = nx + freearr_x[j];
1789 hy = ny + freearr_y[j]; 1656 hy = ny + freearr_y[j];
1790 1657
1791 m = op->map; 1658 m = op->map;
1792 mflags = get_map_flags (m, &m, hx, hy, &hx, &hy); 1659 mflags = get_map_flags (m, &m, hx, hy, &hx, &hy);
1800 1667
1801 if ((mflags & P_IS_ALIVE) && (!owner || owner->x != hx || owner->y != hy || !on_same_map (owner, op))) 1668 if ((mflags & P_IS_ALIVE) && (!owner || owner->x != hx || owner->y != hy || !on_same_map (owner, op)))
1802 { 1669 {
1803 if (j) 1670 if (j)
1804 op->stats.dam = dam_save / 2; 1671 op->stats.dam = dam_save / 2;
1672
1805 hit_map (op, j, op->attacktype, 1); 1673 hit_map (op, j, op->attacktype, 1);
1806
1807 } 1674 }
1808 1675
1809 /* insert the other arch */ 1676 /* insert the other arch */
1810 if (op->other_arch && !(OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy)))) 1677 if (op->other_arch && !(OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy))))
1811 { 1678 m->insert (arch_to_object (op->other_arch), hx, hy, op);
1812 new_ob = arch_to_object (op->other_arch);
1813 new_ob->x = hx;
1814 new_ob->y = hy;
1815 insert_ob_in_map (new_ob, m, op, 0);
1816 }
1817 } 1679 }
1818 1680
1819 /* restore to the center location and damage */ 1681 /* restore to the center location and damage */
1820 op->stats.dam = dam_save; 1682 op->stats.dam = dam_save;
1821 1683
1822 i = spell_find_dir (op->map, op->x, op->y, get_owner (op)); 1684 i = spell_find_dir (op->map, op->x, op->y, op->owner);
1823 1685
1824 if (i >= 0) 1686 if (i >= 0)
1825 { /* we have a preferred direction! */ 1687 { /* we have a preferred direction! */
1826 /* pick another direction if the preferred dir is blocked. */ 1688 /* pick another direction if the preferred dir is blocked. */
1827 if (get_map_flags (op->map, &m, nx + freearr_x[i], ny + freearr_y[i], &hx, &hy) & P_OUT_OF_MAP || 1689 if (get_map_flags (op->map, &m, nx + freearr_x[i], ny + freearr_y[i], &hx, &hy) & P_OUT_OF_MAP ||
1828 OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy))) 1690 OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy)))
1829 {
1830 i = absdir (i + rndm (0, 2) - 1); /* -1, 0, +1 */ 1691 i = absdir (i + rndm (0, 2) - 1); /* -1, 0, +1 */
1831 } 1692
1832 op->direction = i; 1693 op->direction = i;
1833 } 1694 }
1834} 1695}
1835 1696
1836
1837/* move_swarm_spell: peterm 1697/* move_swarm_spell: peterm
1838 * This is an implementation of the swarm spell. It was written for 1698 * This is an implementation of the swarm spell. It was written for
1839 * meteor swarm, but it could be used for any swarm. A swarm spell 1699 * meteor swarm, but it could be used for any swarm. A swarm spell
1840 * is a special type of object that casts swarms of other types 1700 * is a special type of object that casts swarms of other types
1841 * of spells. Which spell it casts is flexible. It fires the spells 1701 * of spells. Which spell it casts is flexible. It fires the spells
1842 * from a set of squares surrounding the caster, in a given direction. 1702 * from a set of squares surrounding the caster, in a given direction.
1843 */ 1703 */
1844
1845void 1704void
1846move_swarm_spell (object *op) 1705move_swarm_spell (object *op)
1847{ 1706{
1848#if 0 1707#if 0
1849 static int cardinal_adjust[9] = { -3, -2, -1, 0, 0, 0, 1, 2, 3 }; 1708 static int cardinal_adjust[9] = { -3, -2, -1, 0, 0, 0, 1, 2, 3 };
1850 static int diagonal_adjust[10] = { -3, -2, -2, -1, 0, 0, 1, 2, 2, 3 }; 1709 static int diagonal_adjust[10] = { -3, -2, -2, -1, 0, 0, 1, 2, 2, 3 };
1851 sint16 target_x, target_y, origin_x, origin_y; 1710 sint16 target_x, target_y, origin_x, origin_y;
1852 int adjustdir; 1711 int adjustdir;
1853 maptile *m; 1712 maptile *m;
1854#endif 1713#endif
1855 int basedir;
1856 object *owner; 1714 object *owner = op->env;
1857 1715
1858 owner = get_owner (op); 1716 if (!owner) // MUST not happen, remove when true TODO
1859 if (op->duration == 0 || owner == NULL)
1860 { 1717 {
1718 LOG (llevError, "swarm spell found outside inventory: %s\n", op->debug_desc ());
1861 op->destroy (); 1719 op->destroy ();
1862 return; 1720 return;
1863 } 1721 }
1864 1722
1723 if (!op->duration || !owner->is_on_map ())
1724 {
1725 op->drop_and_destroy ();
1726 return;
1727 }
1728
1865 op->duration--; 1729 op->duration--;
1866 1730
1867 basedir = op->direction; 1731 int basedir = op->direction;
1868 if (basedir == 0) 1732 if (!basedir)
1869 { 1733 {
1870 /* spray in all directions! 8) */ 1734 /* spray in all directions! 8) */
1871 basedir = rndm (1, 8); 1735 op->facing = (op->facing + op->state) & 7;
1736 basedir = op->facing + 1;
1872 } 1737 }
1873 1738
1874#if 0 1739#if 0
1875 // this is bogus: it causes wrong places to be checked below 1740 // this is bogus: it causes wrong places to be checked below
1876 // (a wall 2 cells away will block the effect...) and 1741 // (a wall 2 cells away will block the effect...) and
1877 // doesn't work for SP_BULLET anyhow, so again tests the wrong 1742 // doesn't work for SP_BULLET anyhow, so again tests the wrong
1878 // space. 1743 // space.
1879 // should be fixed later, but correctness before featurs... 1744 // should be fixed later, but correctness before features...
1880 // (schmorp) 1745 // (schmorp)
1881 1746
1882 /* new offset calculation to make swarm element distribution 1747 /* new offset calculation to make swarm element distribution
1883 * more uniform 1748 * more uniform
1884 */ 1749 */
1937 { 1802 {
1938 /* Bullet spells have a bunch more customization that needs to be done */ 1803 /* Bullet spells have a bunch more customization that needs to be done */
1939 if (op->spell->subtype == SP_BULLET) 1804 if (op->spell->subtype == SP_BULLET)
1940 fire_bullet (owner, op, basedir, op->spell); 1805 fire_bullet (owner, op, basedir, op->spell);
1941 else if (op->spell->subtype == SP_MAGIC_MISSILE) 1806 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1942 fire_arch_from_position (owner, op, op->x, op->y, basedir, op->spell); 1807 fire_arch_from_position (owner, op, owner->x, owner->y, basedir, op->spell);
1943 } 1808 }
1944} 1809}
1945
1946
1947
1948 1810
1949/* fire_swarm: 1811/* fire_swarm:
1950 * The following routine creates a swarm of objects. It actually 1812 * The following routine creates a swarm of objects. It actually
1951 * sets up a specific swarm object, which then fires off all 1813 * sets up a specific swarm object, which then fires off all
1952 * the parts of the swarm. 1814 * the parts of the swarm.
1955 * caster: the caster (owner, wand, rod, scroll) 1817 * caster: the caster (owner, wand, rod, scroll)
1956 * dir: the direction everything will be fired in 1818 * dir: the direction everything will be fired in
1957 * spell - the spell that is this spell. 1819 * spell - the spell that is this spell.
1958 * n: the number to be fired. 1820 * n: the number to be fired.
1959 */ 1821 */
1960
1961int 1822int
1962fire_swarm (object *op, object *caster, object *spell, int dir) 1823fire_swarm (object *op, object *caster, object *spell, int dir)
1963{ 1824{
1964 object *tmp;
1965 int i;
1966
1967 if (!spell->other_arch) 1825 if (!spell->other_arch)
1968 return 0; 1826 return 0;
1969 1827
1970 tmp = get_archetype (SWARM_SPELL); 1828 object *tmp = archetype::get (SWARM_SPELL);
1971 tmp->x = op->x; 1829
1972 tmp->y = op->y;
1973 set_owner (tmp, op); /* needed so that if swarm elements kill, caster gets xp. */
1974 set_spell_skill (op, caster, spell, tmp); 1830 set_spell_skill (op, caster, spell, tmp);
1975
1976 tmp->level = caster_level (caster, spell); /*needed later, to get level dep. right. */ 1831 tmp->level = casting_level (caster, spell); /* needed later, to get level dep. right. */
1977 tmp->spell = arch_to_object (spell->other_arch); 1832 tmp->spell = spell->other_arch->instance ();
1978
1979 tmp->attacktype = tmp->spell->attacktype; 1833 tmp->attacktype = tmp->spell->attacktype;
1980 1834
1981 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) 1835 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
1982 {
1983 if (!tailor_god_spell (tmp, op)) 1836 if (!tailor_god_spell (tmp, op))
1984 return 1; 1837 return 1;
1985 } 1838
1986 tmp->duration = SP_level_duration_adjust (caster, spell); 1839 tmp->duration = SP_level_duration_adjust (caster, spell);
1987 for (i = 0; i < spell->duration; i++) 1840 for (int i = 0; i < spell->duration; i++)
1988 tmp->duration += die_roll (1, 3, op, PREFER_HIGH); 1841 tmp->duration += die_roll (1, 3, op, PREFER_HIGH);
1989 1842
1843 tmp->invisible = 1;
1844 tmp->flag [FLAG_NO_DROP] = 1; // make sure it stays in inv, or else
1990 tmp->direction = dir; 1845 tmp->direction = dir;
1991 tmp->invisible = 1; 1846 tmp->facing = rndm (1, 8); // initial firing direction
1992 insert_ob_in_map (tmp, op->map, op, 0); 1847 tmp->state = rndm (4) * 2 + 1; // direction increment
1848
1849 op->insert (tmp);
1850
1993 return 1; 1851 return 1;
1994} 1852}
1995
1996 1853
1997/* See the spells documentation file for why this is its own 1854/* See the spells documentation file for why this is its own
1998 * function. 1855 * function.
1999 */ 1856 */
2000int 1857int
2005 int dam, mflags; 1862 int dam, mflags;
2006 maptile *m; 1863 maptile *m;
2007 1864
2008 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1865 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
2009 1866
2010 if (!dir) 1867 if (dir)
2011 {
2012 new_draw_info (NDI_UNIQUE, 0, op, "In what direction?");
2013 return 0;
2014 } 1868 {
2015
2016 x = op->x + freearr_x[dir]; 1869 x = op->x + freearr_x[dir];
2017 y = op->y + freearr_y[dir]; 1870 y = op->y + freearr_y[dir];
2018 m = op->map; 1871 m = op->map;
2019 1872
2020 mflags = get_map_flags (m, &m, x, y, &x, &y); 1873 mflags = get_map_flags (m, &m, x, y, &x, &y);
2021 1874
2022 if (mflags & P_OUT_OF_MAP) 1875 if (mflags & P_OUT_OF_MAP)
2023 { 1876 {
2024 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is there."); 1877 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is there.");
2025 return 0; 1878 return 0;
2026 } 1879 }
2027 1880
2028 if (mflags & P_IS_ALIVE && spell->attacktype) 1881 if (mflags & P_IS_ALIVE && spell->attacktype)
2029 { 1882 {
2030 for (target = get_map_ob (m, x, y); target; target = target->above) 1883 for (target = GET_MAP_OB (m, x, y); target; target = target->above)
2031 if (QUERY_FLAG (target, FLAG_MONSTER)) 1884 if (QUERY_FLAG (target, FLAG_MONSTER))
2032 { 1885 {
2033 /* oky doky. got a target monster. Lets make a blinding attack */ 1886 /* oky doky. got a target monster. Lets make a blinding attack */
2034 if (target->head) 1887 if (target->head)
2035 target = target->head; 1888 target = target->head;
1889
2036 (void) hit_player (target, dam, op, spell->attacktype, 1); 1890 hit_player (target, dam, op, spell->attacktype, 1);
2037 return 1; /* one success only! */ 1891 return 1; /* one success only! */
1892 }
2038 } 1893 }
2039 }
2040 1894
2041 /* no live target, perhaps a wall is in the way? */ 1895 /* no live target, perhaps a wall is in the way? */
2042 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y))) 1896 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)))
2043 { 1897 {
2044 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 1898 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
2045 return 0; 1899 return 0;
1900 }
2046 } 1901 }
2047 1902
2048 /* ok, looks groovy to just insert a new light on the map */ 1903 /* ok, looks groovy to just insert a new light on the map */
2049 tmp = arch_to_object (spell->other_arch); 1904 tmp = arch_to_object (spell->other_arch);
2050 if (!tmp) 1905 if (!tmp)
2051 { 1906 {
2052 LOG (llevError, "Error: spell arch for cast_light() missing.\n"); 1907 LOG (llevError, "Error: spell arch for cast_light() missing.\n");
2053 return 0; 1908 return 0;
2054 } 1909 }
1910
2055 tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell); 1911 tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell);
1912
2056 if (tmp->glow_radius) 1913 if (tmp->glow_radius)
2057 {
2058 tmp->glow_radius = spell->range + SP_level_range_adjust (caster, spell); 1914 tmp->glow_radius = min (MAX_LIGHT_RADIUS, spell->range + SP_level_range_adjust (caster, spell));
2059 if (tmp->glow_radius > MAX_LIGHT_RADII) 1915
2060 tmp->glow_radius = MAX_LIGHT_RADII; 1916 if (dir)
2061 } 1917 m->insert (tmp, x, y, op);
2062 tmp->x = x; 1918 else
2063 tmp->y = y; 1919 caster->outer_env ()->insert (tmp);
2064 insert_ob_in_map (tmp, m, op, 0); 1920
2065 return 1; 1921 return 1;
2066} 1922}
2067
2068
2069
2070 1923
2071/* cast_cause_disease: this spell looks along <dir> from the 1924/* cast_cause_disease: this spell looks along <dir> from the
2072 * player and infects someone. 1925 * player and infects someone.
2073 * op is the player/monster, caster is the object, dir is the direction 1926 * op is the player/monster, caster is the object, dir is the direction
2074 * to cast, disease_arch is the specific disease, and type is the spell number 1927 * to cast, disease_arch is the specific disease, and type is the spell number
2075 * perhaps this should actually be in disease.c? 1928 * perhaps this should actually be in disease.c?
2076 */ 1929 */
2077
2078int 1930int
2079cast_cause_disease (object *op, object *caster, object *spell, int dir) 1931cast_cause_disease (object *op, object *caster, object *spell, int dir)
2080{ 1932{
2081 sint16 x, y; 1933 sint16 x, y;
2082 int i, mflags, range, dam_mod, dur_mod; 1934 int i, mflags, range, dam_mod, dur_mod;
2089 /* If casting from a scroll, no direction will be available, so refer to the 1941 /* If casting from a scroll, no direction will be available, so refer to the
2090 * direction the player is pointing. 1942 * direction the player is pointing.
2091 */ 1943 */
2092 if (!dir) 1944 if (!dir)
2093 dir = op->facing; 1945 dir = op->facing;
1946
2094 if (!dir) 1947 if (!dir)
2095 return 0; /* won't find anything if casting on ourself, so just return */ 1948 return 0; /* won't find anything if casting on ourself, so just return */
2096 1949
2097 /* Calculate these once here */ 1950 /* Calculate these once here */
2098 range = spell->range + SP_level_range_adjust (caster, spell); 1951 range = spell->range + SP_level_range_adjust (caster, spell);
2117 1970
2118 /* Only bother looking on this space if there is something living here */ 1971 /* Only bother looking on this space if there is something living here */
2119 if (mflags & P_IS_ALIVE) 1972 if (mflags & P_IS_ALIVE)
2120 { 1973 {
2121 /* search this square for a victim */ 1974 /* search this square for a victim */
2122 for (walk = get_map_ob (m, x, y); walk; walk = walk->above) 1975 for (walk = GET_MAP_OB (m, x, y); walk; walk = walk->above)
2123 if (QUERY_FLAG (walk, FLAG_MONSTER) || (walk->type == PLAYER)) 1976 if (QUERY_FLAG (walk, FLAG_MONSTER) || (walk->type == PLAYER))
2124 { /* found a victim */ 1977 { /* found a victim */
2125 object *disease = arch_to_object (spell->other_arch); 1978 object *disease = arch_to_object (spell->other_arch);
2126 1979
2127 set_owner (disease, op); 1980 disease->set_owner (op);
2128 set_spell_skill (op, caster, spell, disease); 1981 set_spell_skill (op, caster, spell, disease);
2129 disease->stats.exp = 0; 1982 disease->stats.exp = 0;
2130 disease->level = caster_level (caster, spell); 1983 disease->level = casting_level (caster, spell);
2131 1984
2132 /* do level adjustments */ 1985 /* do level adjustments */
2133 if (disease->stats.wc) 1986 if (disease->stats.wc)
2134 disease->stats.wc += dur_mod / 2; 1987 disease->stats.wc += dur_mod / 2;
2135 1988
2136 if (disease->magic > 0) 1989 if (disease->magic > 0)
2137 disease->magic += dur_mod / 4; 1990 disease->magic += dur_mod / 8;
2138 1991
2139 if (disease->stats.maxhp > 0) 1992 if (disease->stats.maxhp > 0)
2140 disease->stats.maxhp += dur_mod; 1993 disease->stats.maxhp += dur_mod;
2141 1994
2142 if (disease->stats.maxgrace > 0) 1995 if (disease->stats.maxgrace > 0)
2177 if (disease->stats.sp) 2030 if (disease->stats.sp)
2178 disease->stats.sp -= dam_mod; 2031 disease->stats.sp -= dam_mod;
2179 2032
2180 if (infect_object (walk, disease, 1)) 2033 if (infect_object (walk, disease, 1))
2181 { 2034 {
2182 object *flash; /* visual effect for inflicting disease */
2183
2184 new_draw_info_format (NDI_UNIQUE, 0, op, "You inflict %s on %s!", &disease->name, &walk->name); 2035 new_draw_info_format (NDI_UNIQUE, 0, op, "You inflict %s on %s!", &disease->name, &walk->name);
2185 2036
2186 disease->destroy (); /* don't need this one anymore */ 2037 disease->destroy (); /* don't need this one anymore */
2187 flash = get_archetype (ARCH_DETECT_MAGIC); 2038 walk->map->insert (get_archetype ("detect_magic"), x, y, op);
2188 flash->x = x;
2189 flash->y = y;
2190 flash->map = walk->map;
2191 insert_ob_in_map (flash, walk->map, op, 0);
2192 return 1; 2039 return 1;
2193 } 2040 }
2194 2041
2195 disease->destroy (); 2042 disease->destroy ();
2196 } 2043 }
2197 } /* if living creature */ 2044 } /* if living creature */
2198 } /* for range of spaces */ 2045 } /* for range of spaces */
2046
2199 new_draw_info (NDI_UNIQUE, 0, op, "No one caught anything!"); 2047 new_draw_info (NDI_UNIQUE, 0, op, "No one caught anything!");
2200 return 1; 2048 return 1;
2201} 2049}

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