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Comparing deliantra/server/server/spell_attack.C (file contents):
Revision 1.23 by root, Mon Dec 25 11:25:50 2006 UTC vs.
Revision 1.87 by root, Mon Oct 12 04:02:17 2009 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 (©) 2005,2006,2007,2008,2009 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 */
296 return 0; 283 return 0;
297 284
298 /* peterm: level dependency for bolts */ 285 /* peterm: level dependency for bolts */
299 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);
300 tmp->attacktype = spob->attacktype; 287 tmp->attacktype = spob->attacktype;
288
301 if (spob->slaying) 289 if (spob->slaying)
302 tmp->slaying = spob->slaying; 290 tmp->slaying = spob->slaying;
291
303 tmp->range = spob->range + SP_level_range_adjust (caster, spob); 292 tmp->range = spob->range + SP_level_range_adjust (caster, spob);
304 tmp->duration = spob->duration + SP_level_duration_adjust (caster, spob); 293 tmp->duration = spob->duration + SP_level_duration_adjust (caster, spob);
305 tmp->stats.Dex = spob->stats.Dex; 294 tmp->stats.Dex = spob->stats.Dex;
306 tmp->stats.Con = spob->stats.Con; 295 tmp->stats.Con = spob->stats.Con;
307 296
318 307
319 maptile *newmap; 308 maptile *newmap;
320 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y); 309 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y);
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
327 tmp->map = newmap; 316 tmp->map = newmap;
328 317
329 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)))
330 { 319 {
331 if (!QUERY_FLAG (tmp, FLAG_REFLECTING)) 320 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
332 { 321 {
333 tmp->destroy (); 322 tmp->drop_and_destroy ();
334 return 0; 323 return 0;
335 } 324 }
336 325
337 tmp->x = op->x; 326 tmp->x = op->x;
338 tmp->y = op->y; 327 tmp->y = op->y;
339 tmp->direction = absdir (tmp->direction + 4); 328 tmp->direction = absdir (tmp->direction + 4);
340 tmp->map = op->map; 329 tmp->map = op->map;
341 } 330 }
342 331
343 if ((tmp = insert_ob_in_map (tmp, tmp->map, op, 0)) != NULL) 332 if ((tmp = tmp->insert_at (tmp, op)))
344 move_bolt (tmp); 333 move_bolt (tmp);
345 334
346 return 1; 335 return 1;
347} 336}
348
349
350 337
351/*************************************************************************** 338/***************************************************************************
352 * 339 *
353 * BULLET/BALL CODE 340 * BULLET/BALL CODE
354 * 341 *
355 ***************************************************************************/ 342 ***************************************************************************/
356 343
357/* expands an explosion. op is a piece of the 344/* expands an explosion. op is a piece of the
358 * explosion - this expans it in the different directions. 345 * explosion - this expands it in the different directions.
359 * At least that is what I think this does. 346 * At least that is what I think this does.
360 */ 347 */
361void 348void
362explosion (object *op) 349explosion (object *op)
363{ 350{
364 object *tmp;
365 maptile *m = op->map; 351 maptile *m = op->map;
366 int i; 352 int i;
367 353
368 if (--(op->duration) < 0) 354 if (--op->duration < 0)
369 { 355 {
370 op->destroy (); 356 op->destroy ();
371 return; 357 return;
372 } 358 }
373 359
379 { 365 {
380 sint16 dx, dy; 366 sint16 dx, dy;
381 367
382 dx = op->x + freearr_x[i]; 368 dx = op->x + freearr_x[i];
383 dy = op->y + freearr_y[i]; 369 dy = op->y + freearr_y[i];
370
384 /* ok_to_put_more already does things like checks for walls, 371 /* ok_to_put_more already does things like checks for walls,
385 * out of map, etc. 372 * out of map, etc.
386 */ 373 */
387 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))
388 { 375 {
389 tmp = op->clone (); 376 object *tmp = op->clone ();
377
390 tmp->state = 0; 378 tmp->state = 0;
391 tmp->speed_left = -0.21; 379 tmp->speed_left = -0.21f;
392 tmp->range--; 380 tmp->range--;
393 tmp->value = 0; 381 tmp->value = 0;
394 tmp->x = dx; 382
395 tmp->y = dy; 383 m->insert (tmp, dx, dy, op);
396 insert_ob_in_map (tmp, m, op, 0);
397 } 384 }
398 } 385 }
399 } 386 }
400} 387}
401
402 388
403/* Causes an object to explode, eg, a firebullet, 389/* Causes an object to explode, eg, a firebullet,
404 * poison cloud ball, etc. op is the object to 390 * poison cloud ball, etc. op is the object to
405 * explode. 391 * explode.
406 */ 392 */
407void 393void
408explode_bullet (object *op) 394explode_bullet (object *op)
409{ 395{
410 object *tmp, *owner; 396 object *tmp, *owner;
411 397
412 if (op->other_arch == NULL) 398 if (!op->other_arch)
413 { 399 {
414 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n"); 400 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n");
415 op->destroy (); 401 op->destroy ();
416 return; 402 return;
417 } 403 }
418 404
419 if (op->env) 405 if (op->env)
420 { 406 {
421 object *env; 407 object *env = op->outer_env ();
422 408
423 env = object_get_env_recursive (op);
424 if (env->map == NULL || out_of_map (env->map, env->x, env->y)) 409 if (!env->map || out_of_map (env->map, env->x, env->y))
425 { 410 {
426 LOG (llevError, "BUG: explode_bullet(): env out of map\n"); 411 LOG (llevError, "BUG: explode_bullet(): env out of map\n");
427 op->destroy (); 412 op->destroy ();
428 return; 413 return;
429 } 414 }
430 415
431 op->remove (); 416 op->insert_at (env, op, INS_NO_MERGE | INS_NO_WALK_ON);
432 op->x = env->x;
433 op->y = env->y;
434 insert_ob_in_map (op, env->map, op, INS_NO_MERGE | INS_NO_WALK_ON);
435 } 417 }
436 else if (out_of_map (op->map, op->x, op->y)) 418 else if (out_of_map (op->map, op->x, op->y))
437 { 419 {
438 LOG (llevError, "BUG: explode_bullet(): op out of map\n"); 420 LOG (llevError, "BUG: explode_bullet(): op out of map\n");
439 op->destroy (); 421 op->destroy ();
450 } 432 }
451 433
452 if (op->attacktype) 434 if (op->attacktype)
453 { 435 {
454 hit_map (op, 0, op->attacktype, 1); 436 hit_map (op, 0, op->attacktype, 1);
437
455 if (op->destroyed ()) 438 if (op->destroyed ())
456 return; 439 return;
457 } 440 }
458 441
459 /* other_arch contains what this explodes into */ 442 /* other_arch contains what this explodes into */
462 tmp->set_owner (op); 445 tmp->set_owner (op);
463 tmp->skill = op->skill; 446 tmp->skill = op->skill;
464 447
465 owner = op->owner; 448 owner = op->owner;
466 449
467 if ((tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) && owner && !tailor_god_spell (tmp, owner)) 450 if ((tmp->attacktype & AT_HOLYWORD
451 || tmp->attacktype & AT_GODPOWER)
452 && owner
453 && !tailor_god_spell (tmp, owner))
468 { 454 {
469 op->destroy (); 455 op->destroy ();
470 return; 456 return;
471 } 457 }
472
473 tmp->x = op->x;
474 tmp->y = op->y;
475 458
476 /* special for bombs - it actually has sane values for these */ 459 /* special for bombs - it actually has sane values for these */
477 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB) 460 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB)
478 { 461 {
479 tmp->attacktype = op->attacktype; 462 tmp->attacktype = op->attacktype;
483 } 466 }
484 else 467 else
485 { 468 {
486 if (op->attacktype & AT_MAGIC) 469 if (op->attacktype & AT_MAGIC)
487 tmp->attacktype |= AT_MAGIC; 470 tmp->attacktype |= AT_MAGIC;
471
488 /* Spell doc describes what is going on here */ 472 /* Spell doc describes what is going on here */
489 tmp->stats.dam = op->dam_modifier; 473 tmp->stats.dam = op->dam_modifier;
490 tmp->range = op->stats.maxhp; 474 tmp->range = op->stats.maxhp;
491 tmp->duration = op->stats.hp; 475 tmp->duration = op->stats.hp;
492 /* Used for spell tracking - just need a unique val for this spell - 476 /* Used for spell tracking - just need a unique val for this spell -
500 tmp->stats.sp = op->direction; 484 tmp->stats.sp = op->direction;
501 485
502 /* Prevent recursion */ 486 /* Prevent recursion */
503 op->move_on = 0; 487 op->move_on = 0;
504 488
505 insert_ob_in_map (tmp, op->map, op, 0); 489 tmp->insert_at (op, op);
490 tmp->play_sound (tmp->sound);
491
506 /* remove the firebullet */ 492 /* remove the firebullet */
507 if (!op->destroyed ())
508 {
509 op->destroy (); 493 op->destroy ();
510 }
511} 494}
512
513
514 495
515/* checks to see what op should do, given the space it is on 496/* checks to see what op should do, given the space it is on
516 * (eg, explode, damage player, etc) 497 * (eg, explode, damage player, etc)
517 */ 498 */
518
519void 499void
520check_bullet (object *op) 500check_bullet (object *op)
521{ 501{
522 object *tmp; 502 object *tmp;
523 int dam, mflags; 503 int dam, mflags;
538 518
539 /* If nothing alive on this space, no reason to do anything further */ 519 /* If nothing alive on this space, no reason to do anything further */
540 if (!(mflags & P_IS_ALIVE)) 520 if (!(mflags & P_IS_ALIVE))
541 return; 521 return;
542 522
543 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 523 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
544 { 524 {
545 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 525 if (QUERY_FLAG (tmp, FLAG_ALIVE))
546 { 526 {
547 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1); 527 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1);
528
529 // TODO: can't understand the following if's
548 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0) 530 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0)
549 { 531 {
550 if (!QUERY_FLAG (op, FLAG_REMOVED)) 532 if (!QUERY_FLAG (op, FLAG_REMOVED))
551 { 533 {
552 op->destroy (); 534 op->destroy ();
563 * fired arches (eg, bolts). 545 * fired arches (eg, bolts).
564 */ 546 */
565void 547void
566move_bullet (object *op) 548move_bullet (object *op)
567{ 549{
568 sint16 new_x, new_y;
569 int mflags;
570 maptile *m;
571
572#if 0 550#if 0
573 /* We need a better general purpose way to do this */ 551 /* We need a better general purpose way to do this */
574 552
575 /* peterm: added to make comet leave a trail of burnouts 553 /* peterm: added to make comet leave a trail of burnouts
576 it's an unadulterated hack, but the effect is cool. */ 554 it's an unadulterated hack, but the effect is cool. */
591 op->destroy (); 569 op->destroy ();
592 570
593 return; 571 return;
594 } 572 }
595 573
596 new_x = op->x + DIRX (op); 574 mapxy pos (op);
597 new_y = op->y + DIRY (op); 575 pos.move (op->direction);
598 m = op->map;
599 mflags = get_map_flags (m, &m, new_x, new_y, &new_x, &new_y);
600 576
601 if (mflags & P_OUT_OF_MAP) 577 if (!pos.normalise ())
602 { 578 {
603 op->destroy (); 579 op->destroy ();
604 return; 580 return;
605 } 581 }
606 582
607 if (!op->direction || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y))) 583 mapspace &ms = pos.ms ();
584
585 ms.update ();
586
587 if (!op->direction || OB_TYPE_MOVE_BLOCK (op, ms.move_block))
608 { 588 {
609 if (op->other_arch) 589 if (op->other_arch)
610 explode_bullet (op); 590 explode_bullet (op);
611 else 591 else
612 op->destroy (); 592 op->destroy ();
613 593
614 return; 594 return;
615 } 595 }
616 596
617 op->remove (); 597 if (!(op = pos.insert (op, 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; 598 return;
622 599
623 if (reflwall (op->map, op->x, op->y, op)) 600 if (reflwall (op->map, op->x, op->y, op))
624 { 601 {
625 op->direction = absdir (op->direction + 4); 602 op->direction = absdir (op->direction + 4);
626 update_turn_face (op); 603 update_turn_face (op);
627 } 604 }
628 else 605 else
629 check_bullet (op); 606 check_bullet (op);
630} 607}
631
632
633
634 608
635/* fire_bullet 609/* fire_bullet
636 * object op (cast from caster) files a bolt in dir. 610 * object op (cast from caster) files a bolt in dir.
637 * spob is the spell object for the bolt. 611 * spob is the spell object for the bolt.
638 * we remove the magic flag - that can be derived from 612 * we remove the magic flag - that can be derived from
639 * spob->attacktype. 613 * spob->attacktype.
640 * This function sets up the appropriate owner and skill 614 * This function sets up the appropriate owner and skill
641 * pointers. 615 * pointers.
642 */ 616 */
643
644int 617int
645fire_bullet (object *op, object *caster, int dir, object *spob) 618fire_bullet (object *op, object *caster, int dir, object *spob)
646{ 619{
647 object *tmp = NULL; 620 object *tmp = NULL;
648 int mflags; 621 int mflags;
649 622
650 if (!spob->other_arch) 623 if (!spob->other_arch)
651 return 0; 624 return 0;
652 625
653 tmp = arch_to_object (spob->other_arch); 626 tmp = spob->other_arch->instance ();
654 if (tmp == NULL) 627 if (!tmp)
655 return 0; 628 return 0;
656 629
657 /* peterm: level dependency for bolts */ 630 /* peterm: level dependency for bolts */
658 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob); 631 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob);
659 tmp->attacktype = spob->attacktype; 632 tmp->attacktype = spob->attacktype;
660 if (spob->slaying) 633 if (spob->slaying)
661 tmp->slaying = spob->slaying; 634 tmp->slaying = spob->slaying;
662 635
672 SET_ANIMATION (tmp, dir); 645 SET_ANIMATION (tmp, dir);
673 646
674 tmp->set_owner (op); 647 tmp->set_owner (op);
675 set_spell_skill (op, caster, spob, tmp); 648 set_spell_skill (op, caster, spob, tmp);
676 649
677 tmp->x = op->x + freearr_x[dir]; 650 tmp->x = op->x + freearr_x[dir];
678 tmp->y = op->y + freearr_y[dir]; 651 tmp->y = op->y + freearr_y[dir];
679 tmp->map = op->map; 652 tmp->map = op->map;
680 653
681 maptile *newmap; 654 maptile *newmap;
682 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y); 655 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y);
683 if (mflags & P_OUT_OF_MAP) 656 if (mflags & P_OUT_OF_MAP)
700 tmp->y = op->y; 673 tmp->y = op->y;
701 tmp->direction = absdir (tmp->direction + 4); 674 tmp->direction = absdir (tmp->direction + 4);
702 tmp->map = op->map; 675 tmp->map = op->map;
703 } 676 }
704 677
705 if ((tmp = insert_ob_in_map (tmp, tmp->map, op, 0))) 678 if ((tmp = tmp->insert_at (tmp, op)))
706 check_bullet (tmp); 679 check_bullet (tmp);
707 680
708 return 1; 681 return 1;
709} 682}
710
711
712
713 683
714/***************************************************************************** 684/*****************************************************************************
715 * 685 *
716 * CONE RELATED FUNCTIONS 686 * CONE RELATED FUNCTIONS
717 * 687 *
718 *****************************************************************************/ 688 *****************************************************************************/
719 689
720
721/* drops an object based on what is in the cone's "other_arch" */ 690/* drops an object based on what is in the cone's "other_arch" */
722void 691void
723cone_drop (object *op) 692cone_drop (object *op)
724{ 693{
725 object *new_ob = arch_to_object (op->other_arch); 694 object *new_ob = arch_to_object (op->other_arch);
726 695
727 new_ob->x = op->x;
728 new_ob->y = op->y;
729 new_ob->level = op->level; 696 new_ob->level = op->level;
730 new_ob->set_owner (op->owner); 697 new_ob->set_owner (op->owner);
731 698
732 /* preserve skill ownership */ 699 /* preserve skill ownership */
733 if (op->skill && op->skill != new_ob->skill) 700 if (op->skill && op->skill != new_ob->skill)
734 {
735 new_ob->skill = op->skill; 701 new_ob->skill = op->skill;
736 }
737 insert_ob_in_map (new_ob, op->map, op, 0);
738 702
703 new_ob->insert_at (op, op);
739} 704}
740 705
741/* move_cone: causes cone object 'op' to move a space/hit creatures */ 706/* move_cone: causes cone object 'op' to move a space/hit creatures */
742 707
743void 708void
744move_cone (object *op) 709move_cone (object *op)
745{ 710{
746 int i;
747
748 /* if no map then hit_map will crash so just ignore object */ 711 /* if no map then hit_map will crash so just ignore object */
749 if (!op->map) 712 if (!op->map)
750 { 713 {
751 LOG (llevError, "Tried to move_cone object %s without a map.\n", op->name ? &op->name : "unknown"); 714 LOG (llevError, "Tried to move_cone object %s without a map.\n", op->name ? &op->name : "unknown");
752 op->speed = 0; 715 op->set_speed (0);
753 update_ob_speed (op);
754 return; 716 return;
755 } 717 }
756 718
757 /* lava saves it's life, but not yours :) */ 719 /* lava saves it's life, but not yours :) */
758 if (QUERY_FLAG (op, FLAG_LIFESAVE)) 720 if (QUERY_FLAG (op, FLAG_LIFESAVE))
773 } 735 }
774#endif 736#endif
775 737
776 hit_map (op, 0, op->attacktype, 0); 738 hit_map (op, 0, op->attacktype, 0);
777 739
740 if (!op->is_on_map ())
741 return;
742
778 /* Check to see if we should push anything. 743 /* Check to see if we should push anything.
779 * Spell objects with weight push whatever they encounter to some 744 * Spell objects with weight push whatever they encounter to some
780 * degree. 745 * degree.
781 */ 746 */
782 if (op->weight) 747 if (op->weight)
748 {
783 check_spell_knockback (op); 749 check_spell_knockback (op);
784 750
785 if (op->destroyed ()) 751 if (!op->is_on_map ())
786 return; 752 return;
753 }
787 754
788 if ((op->duration--) < 0) 755 if (op->duration-- < 0)
789 { 756 {
790 op->destroy (); 757 op->destroy ();
791 return; 758 return;
792 } 759 }
793 /* Object has hit maximum range, so don't have it move 760 /* Object has hit maximum range, so don't have it move
798 { 765 {
799 op->range = 0; /* just so it doesn't wrap */ 766 op->range = 0; /* just so it doesn't wrap */
800 return; 767 return;
801 } 768 }
802 769
803 for (i = -1; i < 2; i++) 770 for (int i = -1; i <= 1; i++)
804 { 771 {
805 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)];
806 773
807 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))
808 { 775 {
809 object *tmp = op->clone (); 776 object *tmp = op->clone ();
810
811 tmp->x = x;
812 tmp->y = y;
813 777
814 tmp->duration = op->duration + 1; 778 tmp->duration = op->duration + 1;
815 779
816 /* Use for spell tracking - see ok_to_put_more() */ 780 /* Use for spell tracking - see ok_to_put_more() */
817 tmp->stats.maxhp = op->stats.maxhp; 781 tmp->stats.maxhp = op->stats.maxhp;
818 insert_ob_in_map (tmp, op->map, op, 0); 782
783 op->map->insert (tmp, x, y, op);
784
819 if (tmp->other_arch) 785 if (tmp->other_arch)
820 cone_drop (tmp); 786 cone_drop (tmp);
821 } 787 }
822 } 788 }
823} 789}
856 822
857 /* 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
858 * 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
859 * insert it into is blocked. 825 * insert it into is blocked.
860 */ 826 */
861 movetype = spell->other_arch->clone.move_type; 827 movetype = spell->other_arch->move_type;
862 828
863 for (i = range_min; i <= range_max; i++) 829 for (i = range_min; i <= range_max; i++)
864 { 830 {
865 sint16 x, y, d; 831 sint16 x, y;
866 832
867 /* We can't use absdir here, because it never returns 833 /* We can't use absdir here, because it never returns
868 * 0. If this is a rune, we want to hit the person on top 834 * 0. If this is a rune, we want to hit the person on top
869 * of the trap (d==0). If it is not a rune, then we don't want 835 * of the trap (d==0). If it is not a rune, then we don't want
870 * to hit that person. 836 * to hit that person.
871 */ 837 */
872 d = dir + i; 838 int d = dir ? absdir (dir + i) : i;
873 while (d < 0)
874 d += 8;
875 while (d > 8)
876 d -= 8;
877 839
878 /* If it's not a rune, we don't want to blast the caster. 840 /* If it's not a rune, we don't want to blast the caster.
879 * In that case, we have to see - if dir is specified, 841 * In that case, we have to see - if dir is specified,
880 * turn this into direction 8. If dir is not specified (all 842 * turn this into direction 8. If dir is not specified (all
881 * direction) skip - otherwise, one line would do more damage 843 * direction) skip - otherwise, one line would do more damage
901 863
902 success = 1; 864 success = 1;
903 tmp = arch_to_object (spell->other_arch); 865 tmp = arch_to_object (spell->other_arch);
904 tmp->set_owner (op); 866 tmp->set_owner (op);
905 set_spell_skill (op, caster, spell, tmp); 867 set_spell_skill (op, caster, spell, tmp);
906 tmp->level = caster_level (caster, spell); 868 tmp->level = casting_level (caster, spell);
907 tmp->x = sx;
908 tmp->y = sy;
909 tmp->attacktype = spell->attacktype; 869 tmp->attacktype = spell->attacktype;
910 870
911 /* holy word stuff */ 871 /* holy word stuff */
912 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER)) 872 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER))
913 if (!tailor_god_spell (tmp, op)) 873 if (!tailor_god_spell (tmp, op))
947 else 907 else
948 tmp->duration += caster->level / 3; 908 tmp->duration += caster->level / 3;
949 } 909 }
950 910
951 if (!(tmp->move_type & MOVE_FLY_LOW)) 911 if (!(tmp->move_type & MOVE_FLY_LOW))
952 LOG (llevDebug, "cast_cone(): arch %s doesn't have flying 1\n", &spell->other_arch->name); 912 LOG (llevDebug, "cast_cone(): arch %s doesn't have flying 1\n", &spell->other_arch->archname);
953 913
954 if (!tmp->move_on && tmp->stats.dam) 914 if (!tmp->move_on && tmp->stats.dam)
955 {
956 LOG (llevDebug, "cast_cone(): arch %s doesn't have move_on set\n", &spell->other_arch->name); 915 LOG (llevDebug, "cast_cone(): arch %s doesn't have move_on set\n", &spell->other_arch->archname);
957 }
958 916
959 insert_ob_in_map (tmp, m, op, 0); 917 m->insert (tmp, sx, sy, op);
960 918
961 /* This is used for tracking spells so that one effect doesn't hit 919 /* This is used for tracking spells so that one effect doesn't hit
962 * a single space too many times. 920 * a single space too many times.
963 */ 921 */
964 tmp->stats.maxhp = tmp->count; 922 tmp->stats.maxhp = tmp->count;
974 * 932 *
975 * BOMB related code 933 * BOMB related code
976 * 934 *
977 ****************************************************************************/ 935 ****************************************************************************/
978 936
979
980/* This handles an exploding bomb. 937/* This handles an exploding bomb.
981 * op is the original bomb object. 938 * op is the original bomb object.
982 */ 939 */
983void 940void
984animate_bomb (object *op) 941animate_bomb (object *op)
985{ 942{
986 int i;
987 object *env, *tmp;
988 archetype *at;
989
990 if (op->state != NUM_ANIMATIONS (op) - 1) 943 if (op->state != NUM_ANIMATIONS (op) - 1)
991 return; 944 return;
992 945
993 env = object_get_env_recursive (op); 946 object *env = op->outer_env ();
994 947
995 if (op->env) 948 if (op->env)
996 { 949 {
997 if (env->map == NULL) 950 if (!env->map)
998 return; 951 return;
999 952
1000 if (env->type == PLAYER) 953 if (!(op = op->insert_at (env, op)))
1001 esrv_del_item (env->contr, op->count);
1002
1003 op->remove ();
1004 op->x = env->x;
1005 op->y = env->y;
1006 if ((op = insert_ob_in_map (op, env->map, op, 0)) == NULL)
1007 return; 954 return;
1008 } 955 }
1009 956
1010 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent bomb from exploding 957 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent bomb from exploding
1011 // on a safe map. I don't like this special casing, but it seems to be neccessary 958 // on a safe map. I don't like this special casing, but it seems to be neccessary
1012 // as bombs can be carried. 959 // as bombs can be carried.
1013 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE) 960 if (op->ms ().flags () & P_SAFE)
1014 { 961 {
1015 op->destroy (); 962 op->destroy ();
1016 return; 963 return;
1017 } 964 }
1018 965
1019 /* This copies a lot of the code from the fire bullet, 966 /* This copies a lot of the code from the fire bullet,
1020 * but using the cast_bullet isn't really feasible, 967 * but using the cast_bullet isn't really feasible,
1021 * so just set up the appropriate values. 968 * so just set up the appropriate values.
1022 */ 969 */
1023 at = archetype::find (SPLINT); 970 if (archetype *at = archetype::find (SPLINT))
1024 if (at)
1025 { 971 {
1026 for (i = 1; i < 9; i++) 972 for (int i = 1; i < 9; i++)
1027 { 973 {
1028 if (out_of_map (op->map, op->x + freearr_x[i], op->y + freearr_x[i])) 974 if (out_of_map (op->map, op->x + freearr_x[i], op->y + freearr_x[i]))
1029 continue; 975 continue;
976
1030 tmp = arch_to_object (at); 977 object *tmp = arch_to_object (at);
1031 tmp->direction = i; 978 tmp->direction = i;
1032 tmp->range = op->range; 979 tmp->range = op->range;
1033 tmp->stats.dam = op->stats.dam; 980 tmp->stats.dam = op->stats.dam;
1034 tmp->duration = op->duration; 981 tmp->duration = op->duration;
1035 tmp->attacktype = op->attacktype; 982 tmp->attacktype = op->attacktype;
1036 tmp->set_owner (op); 983 tmp->set_owner (op);
1037 if (op->skill && op->skill != tmp->skill) 984 if (op->skill && op->skill != tmp->skill)
1038 {
1039 tmp->skill = op->skill; 985 tmp->skill = op->skill;
1040 } 986
1041 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) 987 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
1042 SET_ANIMATION (tmp, i); 988 SET_ANIMATION (tmp, i);
1043 tmp->x = op->x + freearr_x[i]; 989
1044 tmp->y = op->y + freearr_x[i]; 990 op->map->insert (tmp, op->x + freearr_x[i], op->y + freearr_x[i], op);
1045 insert_ob_in_map (tmp, op->map, op, 0);
1046 move_bullet (tmp); 991 move_bullet (tmp);
1047 } 992 }
1048 } 993 }
1049 994
1050 explode_bullet (op); 995 explode_bullet (op);
1051} 996}
1052 997
1053int 998int
1054create_bomb (object *op, object *caster, int dir, object *spell) 999create_bomb (object *op, object *caster, int dir, object *spell)
1055{ 1000{
1056
1057 object *tmp; 1001 object *tmp;
1058 int mflags; 1002 int mflags;
1059 sint16 dx = op->x + freearr_x[dir], dy = op->y + freearr_y[dir]; 1003 sint16 dx = op->x + freearr_x[dir], dy = op->y + freearr_y[dir];
1060 maptile *m; 1004 maptile *m;
1061 1005
1062 mflags = get_map_flags (op->map, &m, dx, dy, &dx, &dy); 1006 mflags = get_map_flags (op->map, &m, dx, dy, &dx, &dy);
1007
1008 // when creating a bomb below ourself it should always work, even
1009 // when movement is blocked (somehow we got here, somehow we are here,
1010 // so we should also be able to make a bomb here). (originally added
1011 // to fix create bomb traps in doors, which cast with dir=0).
1012 if (dir)
1013 {
1063 if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, dx, dy) & MOVE_WALK)) 1014 if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, dx, dy) & MOVE_WALK))
1064 { 1015 {
1065 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way."); 1016 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way.");
1066 return 0; 1017 return 0;
1018 }
1067 } 1019 }
1020
1068 tmp = arch_to_object (spell->other_arch); 1021 tmp = arch_to_object (spell->other_arch);
1069 1022
1070 /* level dependencies for bomb */ 1023 /* level dependencies for bomb */
1071 tmp->range = spell->range + SP_level_range_adjust (caster, spell); 1024 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
1072 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1025 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1073 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell); 1026 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
1074 tmp->attacktype = spell->attacktype; 1027 tmp->attacktype = spell->attacktype;
1075 1028
1076 tmp->set_owner (op); 1029 tmp->set_owner (op);
1077 set_spell_skill (op, caster, spell, tmp); 1030 set_spell_skill (op, caster, spell, tmp);
1078 tmp->x = dx; 1031
1079 tmp->y = dy; 1032 m->insert (tmp, dx, dy, op);
1080 insert_ob_in_map (tmp, m, op, 0);
1081 return 1; 1033 return 1;
1082} 1034}
1083 1035
1084/**************************************************************************** 1036/****************************************************************************
1085 * 1037 *
1094 * dir is the direction to look in. 1046 * dir is the direction to look in.
1095 * range is how far out to look. 1047 * range is how far out to look.
1096 * type is the type of spell - either SPELL_MANA or SPELL_GRACE. 1048 * type is the type of spell - either SPELL_MANA or SPELL_GRACE.
1097 * this info is used for blocked magic/unholy spaces. 1049 * this info is used for blocked magic/unholy spaces.
1098 */ 1050 */
1099
1100object * 1051object *
1101get_pointed_target (object *op, int dir, int range, int type) 1052get_pointed_target (object *op, int dir, int range, int type)
1102{ 1053{
1103 object *target; 1054 object *target;
1104 sint16 x, y; 1055 sint16 x, y;
1123 return NULL; 1074 return NULL;
1124 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW) 1075 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW)
1125 return NULL; 1076 return NULL;
1126 1077
1127 if (mflags & P_IS_ALIVE) 1078 if (mflags & P_IS_ALIVE)
1128 {
1129 for (target = GET_MAP_OB (mp, x, y); target; target = target->above) 1079 for (target = GET_MAP_OB (mp, x, y); target; target = target->above)
1130 { 1080 if (QUERY_FLAG (target, FLAG_MONSTER))
1131 if (QUERY_FLAG (target->head ? target->head : target, FLAG_MONSTER))
1132 {
1133 return target; 1081 return target;
1134 }
1135 }
1136 }
1137 } 1082 }
1083
1138 return NULL; 1084 return NULL;
1139} 1085}
1140
1141 1086
1142/* cast_smite_arch() - the priest points to a creature and causes 1087/* cast_smite_arch() - the priest points to a creature and causes
1143 * a 'godly curse' to decend. 1088 * a 'godly curse' to decend.
1144 * usual params - 1089 * usual params -
1145 * op = player 1090 * op = player
1146 * caster = object casting the spell. 1091 * caster = object casting the spell.
1147 * dir = direction being cast 1092 * dir = direction being cast
1148 * spell = spell object 1093 * spell = spell object
1149 */ 1094 */
1150
1151int 1095int
1152cast_smite_spell (object *op, object *caster, int dir, object *spell) 1096cast_smite_spell (object *op, object *caster, int dir, object *spell)
1153{ 1097{
1154 object *effect, *target; 1098 object *effect, *target;
1155 object *god = find_god (determine_god (op)); 1099 object *god = find_god (determine_god (op));
1165 * interesting spell. 1109 * interesting spell.
1166 * if it is a cleric spell, you need a god, and the creature 1110 * if it is a cleric spell, you need a god, and the creature
1167 * can't be friendly to your god. 1111 * can't be friendly to your god.
1168 */ 1112 */
1169 1113
1170 if (!target || QUERY_FLAG (target, FLAG_REFL_SPELL) 1114 if (!target
1115 || target->flag [FLAG_REFL_SPELL]
1171 || (!god && spell->stats.grace) 1116 || (!god && spell->stats.grace)
1172 || (target->title && god && !strcmp (target->title, god->name)) || (target->race && god && strstr (target->race, god->race))) 1117 || (god && target->title == god->name)
1118 || (god && target->race.contains (god->race)))
1173 { 1119 {
1174 new_draw_info (NDI_UNIQUE, 0, op, "Your request is unheeded."); 1120 new_draw_info (NDI_UNIQUE, 0, op, "Your request is unheeded.");
1175 return 0; 1121 return 0;
1176 } 1122 }
1177 1123
1179 effect = arch_to_object (spell->other_arch); 1125 effect = arch_to_object (spell->other_arch);
1180 else 1126 else
1181 return 0; 1127 return 0;
1182 1128
1183 /* tailor the effect by priest level and worshipped God */ 1129 /* tailor the effect by priest level and worshipped God */
1184 effect->level = caster_level (caster, spell); 1130 effect->level = casting_level (caster, spell);
1185 effect->attacktype = spell->attacktype; 1131 effect->attacktype = spell->attacktype;
1186 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER)) 1132 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER))
1187 { 1133 {
1188 if (tailor_god_spell (effect, op)) 1134 if (tailor_god_spell (effect, op))
1189 new_draw_info_format (NDI_UNIQUE, 0, op, "%s answers your call!", determine_god (op)); 1135 new_draw_info_format (NDI_UNIQUE, 0, op, "%s answers your call!", (const char *)determine_god (op));
1190 else 1136 else
1191 { 1137 {
1192 new_draw_info (NDI_UNIQUE, 0, op, "Your request is ignored."); 1138 new_draw_info (NDI_UNIQUE, 0, op, "Your request is ignored.");
1193 return 0; 1139 return 0;
1194 } 1140 }
1228 1174
1229 effect->set_owner (op); 1175 effect->set_owner (op);
1230 set_spell_skill (op, caster, spell, effect); 1176 set_spell_skill (op, caster, spell, effect);
1231 1177
1232 /* ok, tell it where to be, and insert! */ 1178 /* ok, tell it where to be, and insert! */
1233 effect->x = target->x; 1179 effect->insert_at (target, op);
1234 effect->y = target->y;
1235 insert_ob_in_map (effect, target->map, op, 0);
1236 1180
1237 return 1; 1181 return 1;
1238} 1182}
1239
1240 1183
1241/**************************************************************************** 1184/****************************************************************************
1242 * 1185 *
1243 * MAGIC MISSILE code. 1186 * MAGIC MISSILE code.
1244 * note that the fire_bullet is used to fire the missile. The 1187 * note that the fire_bullet is used to fire the missile. The
1247 1190
1248/* op is a missile that needs to be moved */ 1191/* op is a missile that needs to be moved */
1249void 1192void
1250move_missile (object *op) 1193move_missile (object *op)
1251{ 1194{
1252 int i, mflags;
1253 object *owner;
1254 sint16 new_x, new_y;
1255 maptile *m;
1256
1257 if (op->range-- <= 0) 1195 if (op->range-- <= 0)
1258 { 1196 {
1197 op->drop_and_destroy ();
1198 return;
1199 }
1200
1201 mapxy pos (op);
1202 pos.move (op->direction);
1203
1204 if (!pos.normalise ())
1205 {
1259 op->destroy (); 1206 op->destroy ();
1260 return; 1207 return;
1261 } 1208 }
1262 1209
1263 owner = op->owner; 1210 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 1211
1275 new_x = op->x + DIRX (op); 1212 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 { 1213 {
1282 hit_map (op, op->direction, AT_MAGIC, 1); 1214 hit_map (op, op->direction, AT_MAGIC, 1);
1283 /* Basically, missile only hits one thing then goes away. 1215 /* Basically, missile only hits one thing then goes away.
1284 * we need to remove it if someone hasn't already done so. 1216 * we need to remove it if someone hasn't already done so.
1285 */ 1217 */
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 (); 1218 op->destroy ();
1297 return; 1219 return;
1298 } 1220 }
1299 1221
1300 op->x = new_x; 1222 if (!op->direction)
1301 op->y = new_y; 1223 {
1302 op->map = m; 1224 op->destroy ();
1225 return;
1226 }
1227
1303 i = spell_find_dir (op->map, op->x, op->y, op->owner); 1228 int i = spell_find_dir (pos.m, pos.x, pos.y, op->owner);
1304 if (i > 0 && i != op->direction) 1229 if (i > 0 && i != op->direction)
1305 { 1230 {
1306 op->direction = i; 1231 op->direction = i;
1307 SET_ANIMATION (op, op->direction); 1232 SET_ANIMATION (op, op->direction);
1308 } 1233 }
1309 1234
1310 insert_ob_in_map (op, op->map, op, 0); 1235 pos.insert (op, op);
1311} 1236}
1312 1237
1313/**************************************************************************** 1238/****************************************************************************
1314 * Destruction 1239 * Destruction
1315 ****************************************************************************/ 1240 ****************************************************************************/
1318 * we do this by creating a force and inserting it in the 1243 * we do this by creating a force and inserting it in the
1319 * object. if time is 0, the object glows permanently. To truely 1244 * object. if time is 0, the object glows permanently. To truely
1320 * make this work for non-living objects, we would have to 1245 * make this work for non-living objects, we would have to
1321 * give them the capability to have an inventory. b.t. 1246 * give them the capability to have an inventory. b.t.
1322 */ 1247 */
1323
1324int 1248int
1325make_object_glow (object *op, int radius, int time) 1249make_object_glow (object *op, int radius, int time)
1326{ 1250{
1327 object *tmp;
1328
1329 /* some things are unaffected... */ 1251 /* some things are unaffected... */
1330 if (op->path_denied & PATH_LIGHT) 1252 if (op->path_denied & PATH_LIGHT)
1331 return 0; 1253 return 0;
1332 1254
1333 tmp = get_archetype (FORCE_NAME); 1255 object *tmp = get_archetype (FORCE_NAME);
1334 tmp->speed = 0.01; 1256 tmp->speed = 0.01;
1335 tmp->stats.food = time; 1257 tmp->stats.food = time;
1336 SET_FLAG (tmp, FLAG_IS_USED_UP); 1258 SET_FLAG (tmp, FLAG_IS_USED_UP);
1337 tmp->glow_radius = radius; 1259 tmp->set_glow_radius (min (MAX_LIGHT_RADIUS, radius));
1338 if (tmp->glow_radius > MAX_LIGHT_RADII)
1339 tmp->glow_radius = MAX_LIGHT_RADII;
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); 1260 tmp = insert_ob_in_ob (tmp, op);
1261
1346 if (tmp->glow_radius > op->glow_radius) 1262 if (tmp->glow_radius > op->glow_radius)
1347 op->glow_radius = tmp->glow_radius; 1263 op->set_glow_radius (tmp->glow_radius);
1348 1264
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; 1265 return 1;
1355} 1266}
1356
1357
1358
1359 1267
1360int 1268int
1361cast_destruction (object *op, object *caster, object *spell_ob) 1269cast_destruction (object *op, object *caster, object *spell_ob)
1362{ 1270{
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); 1271 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); 1272 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); 1273 int dur = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
1372 if (QUERY_FLAG (op, FLAG_FRIENDLY) || op->type == PLAYER) 1274
1373 friendly = 1; 1275 bool friendly = op->flag [FLAG_FRIENDLY] || op->is_player ();
1374 1276
1375 /* destruction doesn't use another spell object, so we need 1277 /* destruction doesn't use another spell object, so we need
1376 * update op's skill pointer so that exp is properly awarded. 1278 * 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 */ 1279 */
1381 skill = op->skill; 1280 const shstr skill = op->skill;
1281
1382 if (caster == op) 1282 if (caster == op)
1383 op->skill = spell_ob->skill; 1283 op->skill = spell_ob->skill;
1384 else if (caster->skill) 1284 else if (caster->skill)
1385 op->skill = caster->skill; 1285 op->skill = caster->skill;
1386 else 1286 else
1387 op->skill = NULL; 1287 op->skill = 0;
1388 1288
1389 change_skill (op, find_skill_by_name (op, op->skill), 1); 1289 op->change_skill (find_skill_by_name (op, op->skill));
1390 1290
1391 for (i = -range; i < range; i++) 1291 unordered_mapwalk (op, -range, -range, range, range)
1392 { 1292 {
1393 for (j = -range; j < range; j++) 1293 mapspace &ms = m->at (nx, ny);
1394 { 1294
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) 1295 if (ms.flags () & P_IS_ALIVE)
1296 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1297 if (tmp->flag [FLAG_ALIVE] || tmp->is_player ())
1402 { 1298 {
1403 for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above) 1299 tmp = tmp->head_ ();
1300
1301 if ((friendly && !tmp->flag [FLAG_FRIENDLY] && !tmp->is_player ())
1302 || (!friendly && (tmp->flag [FLAG_FRIENDLY] || tmp->is_player ())))
1404 { 1303 {
1405 if (QUERY_FLAG (tmp, FLAG_ALIVE) || tmp->type == PLAYER) 1304 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 { 1305 {
1416 if (spell_ob->subtype == SP_DESTRUCTION)
1417 {
1418 hit_player (tmp, dam, op, spell_ob->attacktype, 0); 1306 hit_player (tmp, dam, op, spell_ob->attacktype, 0);
1307
1419 if (spell_ob->other_arch) 1308 if (spell_ob->other_arch)
1420 {
1421 tmp = arch_to_object (spell_ob->other_arch); 1309 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 } 1310 }
1427 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist[ATNR_MAGIC] != 100) 1311 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist [ATNR_MAGIC] != 100)
1428 { 1312 {
1429 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch) 1313 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch)
1430 {
1431 object *effect = arch_to_object (spell_ob->other_arch); 1314 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 } 1315 }
1439 } 1316 }
1440 } 1317 }
1441 }
1442 } 1318 }
1319
1443 op->skill = skill; 1320 op->skill = skill;
1444 return 1; 1321 return 1;
1445} 1322}
1446 1323
1447/*************************************************************************** 1324/***************************************************************************
1461 { 1338 {
1462 new_draw_info (NDI_UNIQUE, 0, op, "There is no one in that direction to curse."); 1339 new_draw_info (NDI_UNIQUE, 0, op, "There is no one in that direction to curse.");
1463 return 0; 1340 return 0;
1464 } 1341 }
1465 1342
1343 tmp = tmp->head_ ();
1344
1466 /* If we've already got a force of this type, don't add a new one. */ 1345 /* 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) 1346 for (force = tmp->inv; force; force = force->below)
1468 { 1347 {
1469 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY) 1348 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY)
1470 { 1349 {
1471 if (force->name == spell_ob->name) 1350 if (force->name == spell_ob->name)
1472 { 1351 {
1478 return 0; 1357 return 0;
1479 } 1358 }
1480 } 1359 }
1481 } 1360 }
1482 1361
1483 if (force == NULL) 1362 if (!force)
1484 { 1363 {
1485 force = get_archetype (FORCE_NAME); 1364 force = get_archetype (FORCE_NAME);
1486 force->subtype = FORCE_CHANGE_ABILITY; 1365 force->subtype = FORCE_CHANGE_ABILITY;
1366
1487 if (spell_ob->race) 1367 if (spell_ob->race)
1488 force->name = spell_ob->race; 1368 force->name = spell_ob->race;
1489 else 1369 else
1490 force->name = spell_ob->name; 1370 force->name = spell_ob->name;
1491 1371
1501 { 1381 {
1502 force->duration = duration; 1382 force->duration = duration;
1503 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 1383 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1504 } 1384 }
1505 else 1385 else
1506 {
1507 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1386 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1508 } 1387
1509 return 1; 1388 return 1;
1510 } 1389 }
1390
1511 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50; 1391 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1512 force->speed = 1.0; 1392 force->speed = 1.f;
1513 force->speed_left = -1.0; 1393 force->speed_left = -1.f;
1514 SET_FLAG (force, FLAG_APPLIED); 1394 SET_FLAG (force, FLAG_APPLIED);
1515 1395
1516 if (god) 1396 if (god)
1517 { 1397 {
1518 if (spell_ob->last_grace) 1398 if (spell_ob->last_grace)
1536 tmp->update_stats (); 1416 tmp->update_stats ();
1537 return 1; 1417 return 1;
1538 1418
1539} 1419}
1540 1420
1541
1542/********************************************************************** 1421/**********************************************************************
1543 * mood change 1422 * mood change
1544 * Arguably, this may or may not be an attack spell. But since it 1423 * 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 1424 * effects monsters, it seems best to put it into this file
1546 ***********************************************************************/ 1425 ***********************************************************************/
1550 */ 1429 */
1551int 1430int
1552mood_change (object *op, object *caster, object *spell) 1431mood_change (object *op, object *caster, object *spell)
1553{ 1432{
1554 object *tmp, *god, *head; 1433 object *tmp, *god, *head;
1555 int done_one, range, mflags, level, at, best_at; 1434 int done_one, range, level, at, best_at;
1556 sint16 x, y, nx, ny;
1557 maptile *m;
1558 const char *race; 1435 const char *race;
1559 1436
1560 /* We precompute some values here so that we don't have to keep 1437 /* We precompute some values here so that we don't have to keep
1561 * doing it over and over again. 1438 * doing it over and over again.
1562 */ 1439 */
1563 god = find_god (determine_god (op)); 1440 god = find_god (determine_god (op));
1564 level = caster_level (caster, spell); 1441 level = casting_level (caster, spell);
1565 range = spell->range + SP_level_range_adjust (caster, spell); 1442 range = spell->range + SP_level_range_adjust (caster, spell);
1566 1443
1567 /* On the bright side, no monster should ever have a race of GOD_... 1444 /* 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 1445 * so even if the player doesn't worship a god, if race=GOD_.., it
1569 * won't ever match anything. 1446 * won't ever match anything.
1570 */ 1447 */
1571 if (!spell->race) 1448 if (!spell->race)
1572 race = NULL; 1449 race = NULL;
1573 else if (god && !strcmp (spell->race, "GOD_SLAYING")) 1450 else if (god && spell->race == shstr_GOD_SLAYING)
1574 race = god->slaying; 1451 race = god->slaying;
1575 else if (god && !strcmp (spell->race, "GOD_FRIEND")) 1452 else if (god && spell->race == shstr_GOD_FRIEND)
1576 race = god->race; 1453 race = god->race;
1577 else 1454 else
1578 race = spell->race; 1455 race = spell->race;
1579 1456
1580 1457 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 { 1458 {
1459 mapspace &ms = m->at (nx, ny);
1584 1460
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 */ 1461 /* If there is nothing living on this space, no need to go further */
1594 if (!(mflags & P_IS_ALIVE)) 1462 if (!ms.flags () & P_IS_ALIVE)
1595 continue; 1463 continue;
1596 1464
1597 for (tmp = GET_MAP_OB (m, nx, ny); tmp; tmp = tmp->above) 1465 // players can only affect spaces that they can actually see
1598 if (QUERY_FLAG (tmp, FLAG_MONSTER)) 1466 if (caster
1467 && caster->contr
1468 && caster->contr->darkness_at (m, nx, ny) == LOS_BLOCKED)
1469 continue;
1470
1471 for (tmp = ms.top; tmp; tmp = tmp->below)
1472 if (tmp->flag [FLAG_MONSTER])
1599 break; 1473 break;
1600 1474
1601 /* There can be living objects that are not monsters */ 1475 /* There can be living objects that are not monsters */
1602 if (!tmp || tmp->type == PLAYER) 1476 if (!tmp)
1603 continue; 1477 continue;
1604 1478
1605 /* Only the head has meaningful data, so resolve to that */ 1479 /* Only the head has meaningful data, so resolve to that */
1606 if (tmp->head)
1607 head = tmp->head; 1480 head = tmp->head_ ();
1608 else
1609 head = tmp;
1610 1481
1611 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */ 1482 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */
1612 if (race && head->race && !strstr (race, head->race)) 1483 if (race && head->race && !strstr (race, head->race))
1613 continue; 1484 continue;
1485
1614 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD)) 1486 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD))
1615 continue; 1487 continue;
1616 1488
1617 /* Now do a bunch of stuff related to saving throws */ 1489 /* Now do a bunch of stuff related to saving throws */
1618 best_at = -1; 1490 best_at = -1;
1619 if (spell->attacktype) 1491 if (spell->attacktype)
1620 { 1492 {
1621 for (at = 0; at < NROFATTACKS; at++) 1493 for (at = 0; at < NROFATTACKS; at++)
1622 if (spell->attacktype & (1 << at)) 1494 if (spell->attacktype & (1 << at))
1623 if (best_at == -1 || head->resist[at] > head->resist[best_at]) 1495 if (best_at == -1 || head->resist[at] > head->resist[best_at])
1624 best_at = at; 1496 best_at = at;
1625 1497
1626 if (best_at == -1) 1498 if (best_at == -1)
1627 at = 0; 1499 at = 0;
1628 else 1500 else
1629 { 1501 {
1630 if (head->resist[best_at] == 100) 1502 if (head->resist[best_at] == 100)
1631 continue; 1503 continue;
1632 else 1504 else
1633 at = head->resist[best_at] / 5; 1505 at = head->resist[best_at] / 5;
1634 } 1506 }
1507
1635 at -= level / 5; 1508 at -= level / 5;
1636 if (did_make_save (head, head->level, at)) 1509 if (did_make_save (head, head->level, at))
1637 continue; 1510 continue;
1638 } 1511 }
1639 else /* spell->attacktype */ 1512 else /* spell->attacktype */
1513 {
1640 /* 1514 /*
1641 Spell has no attacktype (charm & such), so we'll have a specific saving: 1515 Spell has no attacktype (charm & such), so we'll have a specific saving:
1642 * if spell level < monster level, no go 1516 * if spell level < monster level, no go
1643 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) ) 1517 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) )
1644 1518
1646 1520
1647 This is required to fix the 'charm monster' abuse, where a player level 1 can 1521 This is required to fix the 'charm monster' abuse, where a player level 1 can
1648 charm a level 125 monster... 1522 charm a level 125 monster...
1649 1523
1650 Ryo, august 14th 1524 Ryo, august 14th
1651 */ 1525 */
1652 {
1653 if (head->level > level) 1526 if (head->level > level)
1654 continue; 1527 continue;
1528
1655 if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + MIN (50, 2 * (level - head->level)))) 1529 if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + MIN (50, 2 * (level - head->level))))
1656 /* Failed, no effect */ 1530 /* Failed, no effect */
1657 continue; 1531 continue;
1658 } 1532 }
1659 1533
1660 /* Done with saving throw. Now start effecting the monster */ 1534 /* Done with saving throw. Now start affecting the monster */
1535 done_one = 0;
1661 1536
1662 /* aggravation */ 1537 /* aggravation */
1663 if (QUERY_FLAG (spell, FLAG_MONSTER)) 1538 if (QUERY_FLAG (spell, FLAG_MONSTER))
1664 { 1539 {
1665 CLEAR_FLAG (head, FLAG_SLEEP); 1540 CLEAR_FLAG (head, FLAG_SLEEP);
1666 if (QUERY_FLAG (head, FLAG_FRIENDLY))
1667 remove_friendly_object (head); 1541 remove_friendly_object (head);
1668
1669 done_one = 1; 1542 done_one = 1;
1670 head->enemy = op; 1543 head->enemy = op;
1671 } 1544 }
1672 1545
1673 /* calm monsters */ 1546 /* calm monsters */
1674 if (QUERY_FLAG (spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (head, FLAG_UNAGGRESSIVE)) 1547 if (QUERY_FLAG (spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (head, FLAG_UNAGGRESSIVE))
1675 { 1548 {
1676 SET_FLAG (head, FLAG_UNAGGRESSIVE); 1549 SET_FLAG (head, FLAG_UNAGGRESSIVE);
1677 head->enemy = NULL; 1550 head->enemy = NULL;
1678 done_one = 1; 1551 done_one = 1;
1679 } 1552 }
1680 1553
1681 /* berserk monsters */ 1554 /* berserk monsters */
1682 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK)) 1555 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK))
1683 { 1556 {
1684 SET_FLAG (head, FLAG_BERSERK); 1557 SET_FLAG (head, FLAG_BERSERK);
1685 done_one = 1; 1558 done_one = 1;
1686 } 1559 }
1560
1687 /* charm */ 1561 /* charm */
1688 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY)) 1562 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY))
1689 { 1563 {
1690 SET_FLAG (head, FLAG_FRIENDLY); 1564 INVOKE_OBJECT (KILL, head, ARG_OBJECT (caster));
1565
1691 /* Prevent uncontolled outbreaks of self replicating monsters. 1566 /* Prevent uncontrolled outbreaks of self replicating monsters.
1692 Typical use case is charm, go somwhere, use aggravation to make hostile. 1567 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. */ 1568 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */
1694 CLEAR_FLAG (head, FLAG_GENERATOR); 1569 CLEAR_FLAG (head, FLAG_GENERATOR);
1695 head->set_owner (op); 1570 head->set_owner (op);
1696 set_spell_skill (op, caster, spell, head); 1571 set_spell_skill (op, caster, spell, head);
1697 add_friendly_object (head); 1572 add_friendly_object (head);
1698 head->attack_movement = PETMOVE; 1573 head->attack_movement = PETMOVE;
1699 done_one = 1; 1574 done_one = 1;
1700 change_exp (op, head->stats.exp / 2, head->skill, SK_EXP_ADD_SKILL); 1575 change_exp (op, head->stats.exp / 2, head->skill, SK_EXP_ADD_SKILL);
1701 head->stats.exp = 0; 1576 head->stats.exp = 0;
1702 } 1577 }
1703 1578
1704 /* If a monster was effected, put an effect in */ 1579 /* If a monster was effected, put an effect in */
1705 if (done_one && spell->other_arch) 1580 if (done_one && spell->other_arch)
1706 { 1581 m->insert (arch_to_object (spell->other_arch), nx, ny, op);
1707 tmp = arch_to_object (spell->other_arch); 1582 }
1708 tmp->x = nx;
1709 tmp->y = ny;
1710 insert_ob_in_map (tmp, m, op, 0);
1711 }
1712 } /* for y */
1713 1583
1714 return 1; 1584 return 1;
1715} 1585}
1716
1717 1586
1718/* Move_ball_spell: This handles ball type spells that just sort of wander 1587/* 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 1588 * about. was called move_ball_lightning, but since more than the ball
1720 * lightning spell used it, that seemed misnamed. 1589 * lightning spell used it, that seemed misnamed.
1721 * op is the spell effect. 1590 * op is the spell effect.
1722 * note that duration is handled by process_object() in time.c 1591 * note that duration is handled by process_object() in time.c
1723 */ 1592 */
1724
1725void 1593void
1726move_ball_spell (object *op) 1594move_ball_spell (object *op)
1727{ 1595{
1728 int i, j, dam_save, dir, mflags; 1596 int i, j, dam_save, dir, mflags;
1729 sint16 nx, ny, hx, hy; 1597 sint16 nx, ny, hx, hy;
1748 for (i = 1; i < 9; i++) 1616 for (i = 1; i < 9; i++)
1749 { 1617 {
1750 /* i bit 0: alters sign of offset 1618 /* i bit 0: alters sign of offset
1751 * other bits (i / 2): absolute value of offset 1619 * other bits (i / 2): absolute value of offset
1752 */ 1620 */
1753
1754 int offset = ((i ^ j) & 1) ? (i / 2) : -(i / 2); 1621 int offset = ((i ^ j) & 1) ? (i / 2) : -(i / 2);
1755 int tmpdir = absdir (op->direction + offset); 1622 int tmpdir = absdir (op->direction + offset);
1756 1623
1757 nx = op->x + freearr_x[tmpdir]; 1624 nx = op->x + freearr_x[tmpdir];
1758 ny = op->y + freearr_y[tmpdir]; 1625 ny = op->y + freearr_y[tmpdir];
1760 { 1627 {
1761 dir = tmpdir; 1628 dir = tmpdir;
1762 break; 1629 break;
1763 } 1630 }
1764 } 1631 }
1632
1765 if (dir == 0) 1633 if (dir == 0)
1766 { 1634 {
1767 nx = op->x; 1635 nx = op->x;
1768 ny = op->y; 1636 ny = op->y;
1769 m = op->map; 1637 m = op->map;
1770 } 1638 }
1771 1639
1772 op->remove (); 1640 m->insert (op, nx, ny, op);
1773 op->y = ny;
1774 op->x = nx;
1775 insert_ob_in_map (op, m, op, 0);
1776 1641
1777 dam_save = op->stats.dam; /* save the original dam: we do halfdam on 1642 dam_save = op->stats.dam; /* save the original dam: we do halfdam on
1778 surrounding squares */ 1643 surrounding squares */
1779 1644
1780 /* loop over current square and neighbors to hit. 1645 /* loop over current square and neighbors to hit.
1781 * if this has an other_arch field, we insert that in 1646 * if this has an other_arch field, we insert that in
1782 * the surround spaces. 1647 * the surround spaces.
1783 */ 1648 */
1784 for (j = 0; j < 9; j++) 1649 for (j = 0; j < 9; j++)
1785 { 1650 {
1786 object *new_ob;
1787
1788 hx = nx + freearr_x[j]; 1651 hx = nx + freearr_x[j];
1789 hy = ny + freearr_y[j]; 1652 hy = ny + freearr_y[j];
1790 1653
1791 m = op->map; 1654 m = op->map;
1792 mflags = get_map_flags (m, &m, hx, hy, &hx, &hy); 1655 mflags = get_map_flags (m, &m, hx, hy, &hx, &hy);
1800 1663
1801 if ((mflags & P_IS_ALIVE) && (!owner || owner->x != hx || owner->y != hy || !on_same_map (owner, op))) 1664 if ((mflags & P_IS_ALIVE) && (!owner || owner->x != hx || owner->y != hy || !on_same_map (owner, op)))
1802 { 1665 {
1803 if (j) 1666 if (j)
1804 op->stats.dam = dam_save / 2; 1667 op->stats.dam = dam_save / 2;
1668
1805 hit_map (op, j, op->attacktype, 1); 1669 hit_map (op, j, op->attacktype, 1);
1806
1807 } 1670 }
1808 1671
1809 /* insert the other arch */ 1672 /* insert the other arch */
1810 if (op->other_arch && !(OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy)))) 1673 if (op->other_arch && !(OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy))))
1811 { 1674 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 } 1675 }
1818 1676
1819 /* restore to the center location and damage */ 1677 /* restore to the center location and damage */
1820 op->stats.dam = dam_save; 1678 op->stats.dam = dam_save;
1821 1679
1824 if (i >= 0) 1682 if (i >= 0)
1825 { /* we have a preferred direction! */ 1683 { /* we have a preferred direction! */
1826 /* pick another direction if the preferred dir is blocked. */ 1684 /* 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 || 1685 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))) 1686 OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy)))
1829 {
1830 i = absdir (i + rndm (0, 2) - 1); /* -1, 0, +1 */ 1687 i = absdir (i + rndm (0, 2) - 1); /* -1, 0, +1 */
1831 } 1688
1832 op->direction = i; 1689 op->direction = i;
1833 } 1690 }
1834} 1691}
1835 1692
1836
1837/* move_swarm_spell: peterm 1693/* move_swarm_spell: peterm
1838 * This is an implementation of the swarm spell. It was written for 1694 * 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 1695 * 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 1696 * 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 1697 * 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. 1698 * from a set of squares surrounding the caster, in a given direction.
1843 */ 1699 */
1844
1845void 1700void
1846move_swarm_spell (object *op) 1701move_swarm_spell (object *op)
1847{ 1702{
1848#if 0 1703#if 0
1849 static int cardinal_adjust[9] = { -3, -2, -1, 0, 0, 0, 1, 2, 3 }; 1704 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 }; 1705 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; 1706 sint16 target_x, target_y, origin_x, origin_y;
1852 int adjustdir; 1707 int adjustdir;
1853 maptile *m; 1708 maptile *m;
1854#endif 1709#endif
1855 int basedir;
1856 object *owner; 1710 object *owner = op->env;
1857 1711
1858 owner = op->owner; 1712 if (!owner) // MUST not happen, remove when true TODO
1859 if (op->duration == 0 || owner == NULL)
1860 { 1713 {
1714 LOG (llevError, "swarm spell found outside inventory: %s\n", op->debug_desc ());
1861 op->destroy (); 1715 op->destroy ();
1862 return; 1716 return;
1863 } 1717 }
1864 1718
1719 if (!op->duration || !owner->is_on_map ())
1720 {
1721 op->drop_and_destroy ();
1722 return;
1723 }
1724
1865 op->duration--; 1725 op->duration--;
1866 1726
1867 basedir = op->direction; 1727 int basedir = op->direction;
1868 if (basedir == 0) 1728 if (!basedir)
1869 { 1729 {
1870 /* spray in all directions! 8) */ 1730 /* spray in all directions! 8) */
1871 basedir = rndm (1, 8); 1731 op->facing = (op->facing + op->state) & 7;
1732 basedir = op->facing + 1;
1872 } 1733 }
1873 1734
1874#if 0 1735#if 0
1875 // this is bogus: it causes wrong places to be checked below 1736 // this is bogus: it causes wrong places to be checked below
1876 // (a wall 2 cells away will block the effect...) and 1737 // (a wall 2 cells away will block the effect...) and
1877 // doesn't work for SP_BULLET anyhow, so again tests the wrong 1738 // doesn't work for SP_BULLET anyhow, so again tests the wrong
1878 // space. 1739 // space.
1879 // should be fixed later, but correctness before featurs... 1740 // should be fixed later, but correctness before features...
1880 // (schmorp) 1741 // (schmorp)
1881 1742
1882 /* new offset calculation to make swarm element distribution 1743 /* new offset calculation to make swarm element distribution
1883 * more uniform 1744 * more uniform
1884 */ 1745 */
1937 { 1798 {
1938 /* Bullet spells have a bunch more customization that needs to be done */ 1799 /* Bullet spells have a bunch more customization that needs to be done */
1939 if (op->spell->subtype == SP_BULLET) 1800 if (op->spell->subtype == SP_BULLET)
1940 fire_bullet (owner, op, basedir, op->spell); 1801 fire_bullet (owner, op, basedir, op->spell);
1941 else if (op->spell->subtype == SP_MAGIC_MISSILE) 1802 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1942 fire_arch_from_position (owner, op, op->x, op->y, basedir, op->spell); 1803 fire_arch_from_position (owner, op, owner->x, owner->y, basedir, op->spell);
1943 } 1804 }
1944} 1805}
1945
1946
1947
1948 1806
1949/* fire_swarm: 1807/* fire_swarm:
1950 * The following routine creates a swarm of objects. It actually 1808 * The following routine creates a swarm of objects. It actually
1951 * sets up a specific swarm object, which then fires off all 1809 * sets up a specific swarm object, which then fires off all
1952 * the parts of the swarm. 1810 * the parts of the swarm.
1955 * caster: the caster (owner, wand, rod, scroll) 1813 * caster: the caster (owner, wand, rod, scroll)
1956 * dir: the direction everything will be fired in 1814 * dir: the direction everything will be fired in
1957 * spell - the spell that is this spell. 1815 * spell - the spell that is this spell.
1958 * n: the number to be fired. 1816 * n: the number to be fired.
1959 */ 1817 */
1960
1961int 1818int
1962fire_swarm (object *op, object *caster, object *spell, int dir) 1819fire_swarm (object *op, object *caster, object *spell, int dir)
1963{ 1820{
1964 object *tmp;
1965 int i;
1966
1967 if (!spell->other_arch) 1821 if (!spell->other_arch)
1968 return 0; 1822 return 0;
1969 1823
1970 tmp = get_archetype (SWARM_SPELL); 1824 object *tmp = archetype::get (SWARM_SPELL);
1971 tmp->x = op->x; 1825
1972 tmp->y = op->y;
1973 tmp->set_owner (op); /* needed so that if swarm elements kill, caster gets xp. */
1974 set_spell_skill (op, caster, spell, tmp); 1826 set_spell_skill (op, caster, spell, tmp);
1975
1976 tmp->level = caster_level (caster, spell); /*needed later, to get level dep. right. */ 1827 tmp->level = casting_level (caster, spell); /* needed later, to get level dep. right. */
1977 tmp->spell = arch_to_object (spell->other_arch); 1828 tmp->spell = spell->other_arch->instance ();
1978
1979 tmp->attacktype = tmp->spell->attacktype; 1829 tmp->attacktype = tmp->spell->attacktype;
1980 1830
1981 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) 1831 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
1982 {
1983 if (!tailor_god_spell (tmp, op)) 1832 if (!tailor_god_spell (tmp, op))
1984 return 1; 1833 return 1;
1985 } 1834
1986 tmp->duration = SP_level_duration_adjust (caster, spell); 1835 tmp->duration = SP_level_duration_adjust (caster, spell);
1987 for (i = 0; i < spell->duration; i++) 1836 for (int i = 0; i < spell->duration; i++)
1988 tmp->duration += die_roll (1, 3, op, PREFER_HIGH); 1837 tmp->duration += die_roll (1, 3, op, PREFER_HIGH);
1989 1838
1839 tmp->invisible = 1;
1840 tmp->flag [FLAG_NO_DROP] = 1; // make sure it stays in inv, or else
1990 tmp->direction = dir; 1841 tmp->direction = dir;
1991 tmp->invisible = 1; 1842 tmp->facing = rndm (1, 8); // initial firing direction
1992 insert_ob_in_map (tmp, op->map, op, 0); 1843 tmp->state = rndm (4) * 2 + 1; // direction increment
1844
1845 op->insert (tmp);
1846
1993 return 1; 1847 return 1;
1994} 1848}
1995
1996 1849
1997/* See the spells documentation file for why this is its own 1850/* See the spells documentation file for why this is its own
1998 * function. 1851 * function.
1999 */ 1852 */
2000int 1853int
2005 int dam, mflags; 1858 int dam, mflags;
2006 maptile *m; 1859 maptile *m;
2007 1860
2008 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1861 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
2009 1862
2010 if (!dir) 1863 if (dir)
2011 {
2012 new_draw_info (NDI_UNIQUE, 0, op, "In what direction?");
2013 return 0;
2014 } 1864 {
2015
2016 x = op->x + freearr_x[dir]; 1865 x = op->x + freearr_x[dir];
2017 y = op->y + freearr_y[dir]; 1866 y = op->y + freearr_y[dir];
2018 m = op->map; 1867 m = op->map;
2019 1868
2020 mflags = get_map_flags (m, &m, x, y, &x, &y); 1869 mflags = get_map_flags (m, &m, x, y, &x, &y);
2021 1870
2022 if (mflags & P_OUT_OF_MAP) 1871 if (mflags & P_OUT_OF_MAP)
2023 { 1872 {
2024 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is there."); 1873 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is there.");
2025 return 0; 1874 return 0;
2026 } 1875 }
2027 1876
2028 if (mflags & P_IS_ALIVE && spell->attacktype) 1877 if (mflags & P_IS_ALIVE && spell->attacktype)
2029 { 1878 {
2030 for (target = GET_MAP_OB (m, x, y); target; target = target->above) 1879 for (target = GET_MAP_OB (m, x, y); target; target = target->above)
2031 if (QUERY_FLAG (target, FLAG_MONSTER)) 1880 if (QUERY_FLAG (target, FLAG_MONSTER))
2032 { 1881 {
2033 /* oky doky. got a target monster. Lets make a blinding attack */ 1882 /* oky doky. got a target monster. Lets make a blinding attack */
2034 if (target->head) 1883 if (target->head)
2035 target = target->head; 1884 target = target->head;
1885
2036 (void) hit_player (target, dam, op, spell->attacktype, 1); 1886 hit_player (target, dam, op, spell->attacktype, 1);
2037 return 1; /* one success only! */ 1887 return 1; /* one success only! */
1888 }
2038 } 1889 }
2039 }
2040 1890
2041 /* no live target, perhaps a wall is in the way? */ 1891 /* no live target, perhaps a wall is in the way? */
2042 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y))) 1892 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)))
2043 { 1893 {
2044 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 1894 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
2045 return 0; 1895 return 0;
1896 }
2046 } 1897 }
2047 1898
2048 /* ok, looks groovy to just insert a new light on the map */ 1899 /* ok, looks groovy to just insert a new light on the map */
2049 tmp = arch_to_object (spell->other_arch); 1900 tmp = arch_to_object (spell->other_arch);
2050 if (!tmp) 1901 if (!tmp)
2051 { 1902 {
2052 LOG (llevError, "Error: spell arch for cast_light() missing.\n"); 1903 LOG (llevError, "Error: spell arch for cast_light() missing.\n");
2053 return 0; 1904 return 0;
2054 } 1905 }
1906
2055 tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell); 1907 tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell);
1908
2056 if (tmp->glow_radius) 1909 if (tmp->glow_radius)
2057 { 1910 tmp->set_glow_radius (
2058 tmp->glow_radius = spell->range + SP_level_range_adjust (caster, spell); 1911 clamp (spell->range + SP_level_range_adjust (caster, spell), 1, MAX_LIGHT_RADIUS)
2059 if (tmp->glow_radius > MAX_LIGHT_RADII) 1912 );
2060 tmp->glow_radius = MAX_LIGHT_RADII; 1913
2061 } 1914 if (dir)
2062 tmp->x = x; 1915 m->insert (tmp, x, y, op);
2063 tmp->y = y; 1916 else
2064 insert_ob_in_map (tmp, m, op, 0); 1917 caster->outer_env_or_self ()->insert (tmp);
1918
2065 return 1; 1919 return 1;
2066} 1920}
2067
2068
2069
2070 1921
2071/* cast_cause_disease: this spell looks along <dir> from the 1922/* cast_cause_disease: this spell looks along <dir> from the
2072 * player and infects someone. 1923 * player and infects someone.
2073 * op is the player/monster, caster is the object, dir is the direction 1924 * 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 1925 * to cast, disease_arch is the specific disease, and type is the spell number
2075 * perhaps this should actually be in disease.c? 1926 * perhaps this should actually be in disease.c?
2076 */ 1927 */
2077
2078int 1928int
2079cast_cause_disease (object *op, object *caster, object *spell, int dir) 1929cast_cause_disease (object *op, object *caster, object *spell, int dir)
2080{ 1930{
2081 sint16 x, y; 1931 sint16 x, y;
2082 int i, mflags, range, dam_mod, dur_mod; 1932 int i, mflags, range, dam_mod, dur_mod;
2089 /* If casting from a scroll, no direction will be available, so refer to the 1939 /* If casting from a scroll, no direction will be available, so refer to the
2090 * direction the player is pointing. 1940 * direction the player is pointing.
2091 */ 1941 */
2092 if (!dir) 1942 if (!dir)
2093 dir = op->facing; 1943 dir = op->facing;
1944
2094 if (!dir) 1945 if (!dir)
2095 return 0; /* won't find anything if casting on ourself, so just return */ 1946 return 0; /* won't find anything if casting on ourself, so just return */
2096 1947
2097 /* Calculate these once here */ 1948 /* Calculate these once here */
2098 range = spell->range + SP_level_range_adjust (caster, spell); 1949 range = spell->range + SP_level_range_adjust (caster, spell);
2125 object *disease = arch_to_object (spell->other_arch); 1976 object *disease = arch_to_object (spell->other_arch);
2126 1977
2127 disease->set_owner (op); 1978 disease->set_owner (op);
2128 set_spell_skill (op, caster, spell, disease); 1979 set_spell_skill (op, caster, spell, disease);
2129 disease->stats.exp = 0; 1980 disease->stats.exp = 0;
2130 disease->level = caster_level (caster, spell); 1981 disease->level = casting_level (caster, spell);
2131 1982
2132 /* do level adjustments */ 1983 /* do level adjustments */
2133 if (disease->stats.wc) 1984 if (disease->stats.wc)
2134 disease->stats.wc += dur_mod / 2; 1985 disease->stats.wc += dur_mod / 2;
2135 1986
2136 if (disease->magic > 0) 1987 if (disease->magic > 0)
2137 disease->magic += dur_mod / 4; 1988 disease->magic += dur_mod / 8;
2138 1989
2139 if (disease->stats.maxhp > 0) 1990 if (disease->stats.maxhp > 0)
2140 disease->stats.maxhp += dur_mod; 1991 disease->stats.maxhp += dur_mod;
2141 1992
2142 if (disease->stats.maxgrace > 0) 1993 if (disease->stats.maxgrace > 0)
2177 if (disease->stats.sp) 2028 if (disease->stats.sp)
2178 disease->stats.sp -= dam_mod; 2029 disease->stats.sp -= dam_mod;
2179 2030
2180 if (infect_object (walk, disease, 1)) 2031 if (infect_object (walk, disease, 1))
2181 { 2032 {
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); 2033 new_draw_info_format (NDI_UNIQUE, 0, op, "You inflict %s on %s!", &disease->name, &walk->name);
2185 2034
2186 disease->destroy (); /* don't need this one anymore */ 2035 disease->destroy (); /* don't need this one anymore */
2187 flash = get_archetype (ARCH_DETECT_MAGIC); 2036 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; 2037 return 1;
2193 } 2038 }
2194 2039
2195 disease->destroy (); 2040 disease->destroy ();
2196 } 2041 }
2197 } /* if living creature */ 2042 } /* if living creature */
2198 } /* for range of spaces */ 2043 } /* for range of spaces */
2044
2199 new_draw_info (NDI_UNIQUE, 0, op, "No one caught anything!"); 2045 new_draw_info (NDI_UNIQUE, 0, op, "No one caught anything!");
2200 return 1; 2046 return 1;
2201} 2047}

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