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Comparing deliantra/server/server/spell_attack.C (file contents):
Revision 1.17 by root, Tue Dec 12 21:39:57 2006 UTC vs.
Revision 1.52 by root, Tue Apr 22 02:46:18 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)
57 { 55 {
58 weight_move = op->weight + (op->weight * op->level) / 3; 56 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); */ 57 /*LOG (llevDebug, "DEBUG: arch weighs %d and masses %d (%s,level %d)\n", op->weight,weight_move,op->name,op->level); */
60 } 58 }
61 59
62 for (tmp = get_map_ob (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 60 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
63 { 61 {
64 int num_sections = 1; 62 int num_sections = 1;
65 63
66 /* don't move DM */ 64 /* don't move DM */
67 if (QUERY_FLAG (tmp, FLAG_WIZ)) 65 if (QUERY_FLAG (tmp, FLAG_WIZ))
140 138
141 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (m, sx, sy))) 139 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (m, sx, sy)))
142 return; 140 return;
143 141
144 /* OK, we made a fork */ 142 /* OK, we made a fork */
145 new_bolt = object::create (); 143 new_bolt = tmp->clone ();
146 tmp->copy_to (new_bolt);
147 144
148 /* reduce chances of subsequent forking */ 145 /* reduce chances of subsequent forking */
149 new_bolt->stats.Dex -= 10; 146 new_bolt->stats.Dex -= 10;
150 tmp->stats.Dex -= 10; /* less forks from main bolt too */ 147 tmp->stats.Dex -= 10; /* less forks from main bolt too */
151 new_bolt->stats.Con += 25 * new_dir; /* adjust the left bias */ 148 new_bolt->stats.Con += 25 * new_dir; /* adjust the left bias */
152 new_bolt->speed_left = -0.1; 149 new_bolt->speed_left = -0.1f;
153 new_bolt->direction = t_dir; 150 new_bolt->direction = t_dir;
154 new_bolt->duration++; 151 new_bolt->duration++;
155 new_bolt->x = sx;
156 new_bolt->y = sy;
157 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */ 152 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */
158 new_bolt->stats.dam++; 153 new_bolt->stats.dam++;
159 tmp->stats.dam /= 2; /* reduce father bolt damage */ 154 tmp->stats.dam /= 2; /* reduce father bolt damage */
160 tmp->stats.dam++; 155 tmp->stats.dam++;
161 new_bolt = insert_ob_in_map (new_bolt, m, op, 0); 156 if ((new_bolt = m->insert (new_bolt, sx, sy, op)))
162 update_turn_face (new_bolt); 157 update_turn_face (new_bolt);
163} 158}
164 159
165/* move_bolt: moves bolt 'op'. Basically, it just advances a space, 160/* move_bolt: moves bolt 'op'. Basically, it just advances a space,
166 * and checks for various things that may stop it. 161 * and checks for various things that may stop it.
167 */ 162 */
168 163
169void 164void
170move_bolt (object *op) 165move_bolt (object *op)
171{ 166{
172 object *tmp;
173 int mflags; 167 int mflags;
174 sint16 x, y; 168 sint16 x, y;
175 maptile *m; 169 maptile *m;
176 170
177 if (--(op->duration) < 0) 171 if (--op->duration < 0)
178 { 172 {
179 op->destroy (); 173 op->destroy ();
180 return; 174 return;
181 } 175 }
182 176
184 178
185 if (!op->direction) 179 if (!op->direction)
186 return; 180 return;
187 181
188 if (--op->range < 0) 182 if (--op->range < 0)
189 {
190 op->range = 0; 183 op->range = 0;
191 }
192 else 184 else
193 { 185 {
194 x = op->x + DIRX (op); 186 x = op->x + DIRX (op);
195 y = op->y + DIRY (op); 187 y = op->y + DIRY (op);
196 m = op->map; 188 m = op->map;
204 * on the space. So only call reflwall if we think the data it returns 196 * on the space. So only call reflwall if we think the data it returns
205 * will be useful. 197 * will be useful.
206 */ 198 */
207 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)) || ((mflags & P_IS_ALIVE) && reflwall (m, x, y, op))) 199 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)) || ((mflags & P_IS_ALIVE) && reflwall (m, x, y, op)))
208 { 200 {
209
210 if (!QUERY_FLAG (op, FLAG_REFLECTING)) 201 if (!QUERY_FLAG (op, FLAG_REFLECTING))
211 return; 202 return;
212 203
213 /* Since walls don't run diagonal, if the bolt is in 204 /* Since walls don't run diagonal, if the bolt is in
214 * one of 4 main directions, it just reflects back in the 205 * one of 4 main directions, it just reflects back in the
244 else if (left) 235 else if (left)
245 op->direction = absdir (op->direction + 2); 236 op->direction = absdir (op->direction + 2);
246 else if (right) 237 else if (right)
247 op->direction = absdir (op->direction - 2); 238 op->direction = absdir (op->direction - 2);
248 } 239 }
240
249 update_turn_face (op); /* A bolt *must* be IS_TURNABLE */ 241 update_turn_face (op); /* A bolt *must* be IS_TURNABLE */
250 return; 242 return;
251 } 243 }
252 else 244 else
253 { /* Create a copy of this object and put it ahead */ 245 { /* Create a copy of this object and put it ahead */
254 tmp = object::create (); 246 object *tmp = op->clone ();
255 op->copy_to (tmp); 247
248 m->insert (tmp, x, y, op);
256 tmp->speed_left = -0.1; 249 tmp->speed_left = -0.1f;
257 tmp->x += DIRX (tmp), tmp->y += DIRY (tmp);
258 tmp = insert_ob_in_map (tmp, op->map, op, 0);
259 /* To make up for the decrease at the top of the function */ 250 /* To make up for the decrease at the top of the function */
260 tmp->duration++; 251 tmp->duration++;
261 252
262 /* New forking code. Possibly create forks of this object 253 /* New forking code. Possibly create forks of this object
263 * going off in other directions. 254 * going off in other directions.
264 */ 255 */
265
266 if (rndm (0, 99) < tmp->stats.Dex) 256 if (rndm (0, 99) < tmp->stats.Dex)
267 { /* stats.Dex % of forking */ 257 { /* stats.Dex % of forking */
268 forklightning (op, tmp); 258 forklightning (op, tmp);
269 } 259 }
260
270 /* In this way, the object left behind sticks on the space, but 261 /* In this way, the object left behind sticks on the space, but
271 * doesn't create any bolts that continue to move onward. 262 * doesn't create any bolts that continue to move onward.
272 */ 263 */
273 op->range = 0; 264 op->range = 0;
274 } /* copy object and move it along */ 265 } /* copy object and move it along */
281 * we remove the magic flag - that can be derived from 272 * we remove the magic flag - that can be derived from
282 * spob->attacktype. 273 * spob->attacktype.
283 * This function sets up the appropriate owner and skill 274 * This function sets up the appropriate owner and skill
284 * pointers. 275 * pointers.
285 */ 276 */
286
287int 277int
288fire_bolt (object *op, object *caster, int dir, object *spob, object *skill) 278fire_bolt (object *op, object *caster, int dir, object *spob, object *skill)
289{ 279{
290 object *tmp = NULL; 280 object *tmp = NULL;
291 int mflags; 281 int mflags;
309 299
310 tmp->direction = dir; 300 tmp->direction = dir;
311 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) 301 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
312 SET_ANIMATION (tmp, dir); 302 SET_ANIMATION (tmp, dir);
313 303
314 set_owner (tmp, op); 304 tmp->set_owner (op);
315 set_spell_skill (op, caster, spob, tmp); 305 set_spell_skill (op, caster, spob, tmp);
316 306
317 tmp->x = op->x + DIRX (tmp); 307 tmp->x = op->x + DIRX (tmp);
318 tmp->y = op->y + DIRY (tmp); 308 tmp->y = op->y + DIRY (tmp);
319 tmp->map = op->map; 309 tmp->map = op->map;
320 310
311 maptile *newmap;
321 mflags = get_map_flags (tmp->map, &tmp->map, tmp->x, tmp->y, &tmp->x, &tmp->y); 312 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y);
322 if (mflags & P_OUT_OF_MAP) 313 if (mflags & P_OUT_OF_MAP)
323 { 314 {
324 tmp->destroy (); 315 tmp->destroy ();
325 return 0; 316 return 0;
326 } 317 }
318
319 tmp->map = newmap;
327 320
328 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y))) 321 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y)))
329 { 322 {
330 if (!QUERY_FLAG (tmp, FLAG_REFLECTING)) 323 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
331 { 324 {
337 tmp->y = op->y; 330 tmp->y = op->y;
338 tmp->direction = absdir (tmp->direction + 4); 331 tmp->direction = absdir (tmp->direction + 4);
339 tmp->map = op->map; 332 tmp->map = op->map;
340 } 333 }
341 334
342 if ((tmp = insert_ob_in_map (tmp, tmp->map, op, 0)) != NULL) 335 if ((tmp = tmp->insert_at (tmp, op)))
343 move_bolt (tmp); 336 move_bolt (tmp);
344 337
345 return 1; 338 return 1;
346} 339}
347
348
349 340
350/*************************************************************************** 341/***************************************************************************
351 * 342 *
352 * BULLET/BALL CODE 343 * BULLET/BALL CODE
353 * 344 *
354 ***************************************************************************/ 345 ***************************************************************************/
355 346
356/* expands an explosion. op is a piece of the 347/* expands an explosion. op is a piece of the
357 * explosion - this expans it in the different directions. 348 * explosion - this expands it in the different directions.
358 * At least that is what I think this does. 349 * At least that is what I think this does.
359 */ 350 */
360void 351void
361explosion (object *op) 352explosion (object *op)
362{ 353{
363 object *tmp;
364 maptile *m = op->map; 354 maptile *m = op->map;
365 int i; 355 int i;
366 356
367 if (--(op->duration) < 0) 357 if (--op->duration < 0)
368 { 358 {
369 op->destroy (); 359 op->destroy ();
370 return; 360 return;
371 } 361 }
372 362
378 { 368 {
379 sint16 dx, dy; 369 sint16 dx, dy;
380 370
381 dx = op->x + freearr_x[i]; 371 dx = op->x + freearr_x[i];
382 dy = op->y + freearr_y[i]; 372 dy = op->y + freearr_y[i];
373
383 /* ok_to_put_more already does things like checks for walls, 374 /* ok_to_put_more already does things like checks for walls,
384 * out of map, etc. 375 * out of map, etc.
385 */ 376 */
386 if (ok_to_put_more (op->map, dx, dy, op, op->attacktype)) 377 if (ok_to_put_more (op->map, dx, dy, op, op->attacktype))
387 { 378 {
388 tmp = object::create (); 379 object *tmp = op->clone ();
389 op->copy_to (tmp); 380
390 tmp->state = 0; 381 tmp->state = 0;
391 tmp->speed_left = -0.21; 382 tmp->speed_left = -0.21f;
392 tmp->range--; 383 tmp->range--;
393 tmp->value = 0; 384 tmp->value = 0;
394 tmp->x = dx; 385
395 tmp->y = dy; 386 m->insert (tmp, dx, dy, op);
396 insert_ob_in_map (tmp, m, op, 0);
397 } 387 }
398 } 388 }
399 } 389 }
400} 390}
401
402 391
403/* Causes an object to explode, eg, a firebullet, 392/* Causes an object to explode, eg, a firebullet,
404 * poison cloud ball, etc. op is the object to 393 * poison cloud ball, etc. op is the object to
405 * explode. 394 * explode.
406 */ 395 */
416 return; 405 return;
417 } 406 }
418 407
419 if (op->env) 408 if (op->env)
420 { 409 {
421 object *env; 410 object *env = op->outer_env ();
422 411
423 env = object_get_env_recursive (op);
424 if (env->map == NULL || out_of_map (env->map, env->x, env->y)) 412 if (!env->map || out_of_map (env->map, env->x, env->y))
425 { 413 {
426 LOG (llevError, "BUG: explode_bullet(): env out of map\n"); 414 LOG (llevError, "BUG: explode_bullet(): env out of map\n");
427 op->destroy (); 415 op->destroy ();
428 return; 416 return;
429 } 417 }
430 418
431 op->remove (); 419 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 } 420 }
436 else if (out_of_map (op->map, op->x, op->y)) 421 else if (out_of_map (op->map, op->x, op->y))
437 { 422 {
438 LOG (llevError, "BUG: explode_bullet(): op out of map\n"); 423 LOG (llevError, "BUG: explode_bullet(): op out of map\n");
439 op->destroy (); 424 op->destroy ();
457 } 442 }
458 443
459 /* other_arch contains what this explodes into */ 444 /* other_arch contains what this explodes into */
460 tmp = arch_to_object (op->other_arch); 445 tmp = arch_to_object (op->other_arch);
461 446
462 copy_owner (tmp, op); 447 tmp->set_owner (op);
463 tmp->skill = op->skill; 448 tmp->skill = op->skill;
464 449
465 owner = get_owner (op); 450 owner = op->owner;
466 451
467 if ((tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) && owner && !tailor_god_spell (tmp, owner)) 452 if ((tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) && owner && !tailor_god_spell (tmp, owner))
468 { 453 {
469 op->destroy (); 454 op->destroy ();
470 return; 455 return;
471 } 456 }
472
473 tmp->x = op->x;
474 tmp->y = op->y;
475 457
476 /* special for bombs - it actually has sane values for these */ 458 /* special for bombs - it actually has sane values for these */
477 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB) 459 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB)
478 { 460 {
479 tmp->attacktype = op->attacktype; 461 tmp->attacktype = op->attacktype;
483 } 465 }
484 else 466 else
485 { 467 {
486 if (op->attacktype & AT_MAGIC) 468 if (op->attacktype & AT_MAGIC)
487 tmp->attacktype |= AT_MAGIC; 469 tmp->attacktype |= AT_MAGIC;
470
488 /* Spell doc describes what is going on here */ 471 /* Spell doc describes what is going on here */
489 tmp->stats.dam = op->dam_modifier; 472 tmp->stats.dam = op->dam_modifier;
490 tmp->range = op->stats.maxhp; 473 tmp->range = op->stats.maxhp;
491 tmp->duration = op->stats.hp; 474 tmp->duration = op->stats.hp;
492 /* Used for spell tracking - just need a unique val for this spell - 475 /* Used for spell tracking - just need a unique val for this spell -
500 tmp->stats.sp = op->direction; 483 tmp->stats.sp = op->direction;
501 484
502 /* Prevent recursion */ 485 /* Prevent recursion */
503 op->move_on = 0; 486 op->move_on = 0;
504 487
505 insert_ob_in_map (tmp, op->map, op, 0); 488 tmp->insert_at (op, op);
489 tmp->play_sound (tmp->sound);
490
506 /* remove the firebullet */ 491 /* remove the firebullet */
507 if (!op->destroyed ())
508 {
509 op->destroy (); 492 op->destroy ();
510 }
511} 493}
512
513
514 494
515/* checks to see what op should do, given the space it is on 495/* checks to see what op should do, given the space it is on
516 * (eg, explode, damage player, etc) 496 * (eg, explode, damage player, etc)
517 */ 497 */
518
519void 498void
520check_bullet (object *op) 499check_bullet (object *op)
521{ 500{
522 object *tmp; 501 object *tmp;
523 int dam, mflags; 502 int dam, mflags;
538 517
539 /* If nothing alive on this space, no reason to do anything further */ 518 /* If nothing alive on this space, no reason to do anything further */
540 if (!(mflags & P_IS_ALIVE)) 519 if (!(mflags & P_IS_ALIVE))
541 return; 520 return;
542 521
543 for (tmp = get_map_ob (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 522 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
544 { 523 {
545 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 524 if (QUERY_FLAG (tmp, FLAG_ALIVE))
546 { 525 {
547 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1); 526 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1);
548 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0) 527 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0)
555 } 534 }
556 } 535 }
557 } 536 }
558} 537}
559 538
560
561/* Basically, we move 'op' one square, and if it hits something, 539/* Basically, we move 'op' one square, and if it hits something,
562 * call check_bullet. 540 * call check_bullet.
563 * This function is only applicable to bullets, but not to all 541 * This function is only applicable to bullets, but not to all
564 * fired arches (eg, bolts). 542 * fired arches (eg, bolts).
565 */ 543 */
566
567void 544void
568move_bullet (object *op) 545move_bullet (object *op)
569{ 546{
570 sint16 new_x, new_y; 547 sint16 new_x, new_y;
571 int mflags; 548 int mflags;
614 op->destroy (); 591 op->destroy ();
615 592
616 return; 593 return;
617 } 594 }
618 595
619 op->remove (); 596 if (!(op = m->insert (op, new_x, new_y, op)))
620 op->x = new_x;
621 op->y = new_y;
622 if ((op = insert_ob_in_map (op, m, op, 0)) == NULL)
623 return; 597 return;
624 598
625 if (reflwall (op->map, op->x, op->y, op)) 599 if (reflwall (op->map, op->x, op->y, op))
626 { 600 {
627 op->direction = absdir (op->direction + 4); 601 op->direction = absdir (op->direction + 4);
628 update_turn_face (op); 602 update_turn_face (op);
629 } 603 }
630 else 604 else
631 {
632 check_bullet (op); 605 check_bullet (op);
633 }
634} 606}
635
636
637
638 607
639/* fire_bullet 608/* fire_bullet
640 * object op (cast from caster) files a bolt in dir. 609 * object op (cast from caster) files a bolt in dir.
641 * spob is the spell object for the bolt. 610 * spob is the spell object for the bolt.
642 * we remove the magic flag - that can be derived from 611 * we remove the magic flag - that can be derived from
643 * spob->attacktype. 612 * spob->attacktype.
644 * This function sets up the appropriate owner and skill 613 * This function sets up the appropriate owner and skill
645 * pointers. 614 * pointers.
646 */ 615 */
647
648int 616int
649fire_bullet (object *op, object *caster, int dir, object *spob) 617fire_bullet (object *op, object *caster, int dir, object *spob)
650{ 618{
651 object *tmp = NULL; 619 object *tmp = NULL;
652 int mflags; 620 int mflags;
673 641
674 tmp->direction = dir; 642 tmp->direction = dir;
675 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) 643 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
676 SET_ANIMATION (tmp, dir); 644 SET_ANIMATION (tmp, dir);
677 645
678 set_owner (tmp, op); 646 tmp->set_owner (op);
679 set_spell_skill (op, caster, spob, tmp); 647 set_spell_skill (op, caster, spob, tmp);
680 648
681 tmp->x = op->x + freearr_x[dir]; 649 tmp->x = op->x + freearr_x[dir];
682 tmp->y = op->y + freearr_y[dir]; 650 tmp->y = op->y + freearr_y[dir];
683 tmp->map = op->map; 651 tmp->map = op->map;
684 652
653 maptile *newmap;
685 mflags = get_map_flags (tmp->map, &tmp->map, tmp->x, tmp->y, &tmp->x, &tmp->y); 654 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y);
686 if (mflags & P_OUT_OF_MAP) 655 if (mflags & P_OUT_OF_MAP)
687 { 656 {
688 tmp->destroy (); 657 tmp->destroy ();
689 return 0; 658 return 0;
690 } 659 }
660
661 tmp->map = newmap;
691 662
692 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y))) 663 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y)))
693 { 664 {
694 if (!QUERY_FLAG (tmp, FLAG_REFLECTING)) 665 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
695 { 666 {
701 tmp->y = op->y; 672 tmp->y = op->y;
702 tmp->direction = absdir (tmp->direction + 4); 673 tmp->direction = absdir (tmp->direction + 4);
703 tmp->map = op->map; 674 tmp->map = op->map;
704 } 675 }
705 676
706 if ((tmp = insert_ob_in_map (tmp, tmp->map, op, 0)) != NULL) 677 if ((tmp = tmp->insert_at (tmp, op)))
707 check_bullet (tmp); 678 check_bullet (tmp);
708 679
709 return 1; 680 return 1;
710} 681}
711
712
713
714 682
715/***************************************************************************** 683/*****************************************************************************
716 * 684 *
717 * CONE RELATED FUNCTIONS 685 * CONE RELATED FUNCTIONS
718 * 686 *
719 *****************************************************************************/ 687 *****************************************************************************/
720 688
721
722/* drops an object based on what is in the cone's "other_arch" */ 689/* drops an object based on what is in the cone's "other_arch" */
723void 690void
724cone_drop (object *op) 691cone_drop (object *op)
725{ 692{
726 object *new_ob = arch_to_object (op->other_arch); 693 object *new_ob = arch_to_object (op->other_arch);
727 694
728 new_ob->x = op->x;
729 new_ob->y = op->y;
730 new_ob->level = op->level; 695 new_ob->level = op->level;
731 set_owner (new_ob, op->owner); 696 new_ob->set_owner (op->owner);
732 697
733 /* preserve skill ownership */ 698 /* preserve skill ownership */
734 if (op->skill && op->skill != new_ob->skill) 699 if (op->skill && op->skill != new_ob->skill)
735 {
736 new_ob->skill = op->skill; 700 new_ob->skill = op->skill;
737 }
738 insert_ob_in_map (new_ob, op->map, op, 0);
739 701
702 new_ob->insert_at (op, op);
740} 703}
741 704
742/* move_cone: causes cone object 'op' to move a space/hit creatures */ 705/* move_cone: causes cone object 'op' to move a space/hit creatures */
743 706
744void 707void
748 711
749 /* if no map then hit_map will crash so just ignore object */ 712 /* if no map then hit_map will crash so just ignore object */
750 if (!op->map) 713 if (!op->map)
751 { 714 {
752 LOG (llevError, "Tried to move_cone object %s without a map.\n", op->name ? &op->name : "unknown"); 715 LOG (llevError, "Tried to move_cone object %s without a map.\n", op->name ? &op->name : "unknown");
753 op->speed = 0; 716 op->set_speed (0);
754 update_ob_speed (op);
755 return; 717 return;
756 } 718 }
757 719
758 /* lava saves it's life, but not yours :) */ 720 /* lava saves it's life, but not yours :) */
759 if (QUERY_FLAG (op, FLAG_LIFESAVE)) 721 if (QUERY_FLAG (op, FLAG_LIFESAVE))
765#if 0 727#if 0
766 /* Disable this - enabling it makes monsters easier, as 728 /* Disable this - enabling it makes monsters easier, as
767 * when their cone dies when they die. 729 * when their cone dies when they die.
768 */ 730 */
769 /* If no owner left, the spell dies out. */ 731 /* If no owner left, the spell dies out. */
770 if (get_owner (op) == NULL) 732 if (op->owner == NULL)
771 { 733 {
772 op->destroy (); 734 op->destroy ();
773 return; 735 return;
774 } 736 }
775#endif 737#endif
805 { 767 {
806 sint16 x = op->x + freearr_x[absdir (op->stats.sp + i)], y = op->y + freearr_y[absdir (op->stats.sp + i)]; 768 sint16 x = op->x + freearr_x[absdir (op->stats.sp + i)], y = op->y + freearr_y[absdir (op->stats.sp + i)];
807 769
808 if (ok_to_put_more (op->map, x, y, op, op->attacktype)) 770 if (ok_to_put_more (op->map, x, y, op, op->attacktype))
809 { 771 {
810 object *tmp = object::create (); 772 object *tmp = op->clone ();
811
812 op->copy_to (tmp);
813 tmp->x = x;
814 tmp->y = y;
815 773
816 tmp->duration = op->duration + 1; 774 tmp->duration = op->duration + 1;
817 775
818 /* Use for spell tracking - see ok_to_put_more() */ 776 /* Use for spell tracking - see ok_to_put_more() */
819 tmp->stats.maxhp = op->stats.maxhp; 777 tmp->stats.maxhp = op->stats.maxhp;
820 insert_ob_in_map (tmp, op->map, op, 0); 778
779 op->map->insert (tmp, x, y, op);
780
821 if (tmp->other_arch) 781 if (tmp->other_arch)
822 cone_drop (tmp); 782 cone_drop (tmp);
823 } 783 }
824 } 784 }
825} 785}
858 818
859 /* Need to know what the movetype of the object we are about 819 /* Need to know what the movetype of the object we are about
860 * to create is, so we can know if the space we are about to 820 * to create is, so we can know if the space we are about to
861 * insert it into is blocked. 821 * insert it into is blocked.
862 */ 822 */
863 movetype = spell->other_arch->clone.move_type; 823 movetype = spell->other_arch->move_type;
864 824
865 for (i = range_min; i <= range_max; i++) 825 for (i = range_min; i <= range_max; i++)
866 { 826 {
867 sint16 x, y, d; 827 sint16 x, y, d;
868 828
901 if ((movetype & GET_MAP_MOVE_BLOCK (m, sx, sy)) == movetype) 861 if ((movetype & GET_MAP_MOVE_BLOCK (m, sx, sy)) == movetype)
902 continue; 862 continue;
903 863
904 success = 1; 864 success = 1;
905 tmp = arch_to_object (spell->other_arch); 865 tmp = arch_to_object (spell->other_arch);
906 set_owner (tmp, op); 866 tmp->set_owner (op);
907 set_spell_skill (op, caster, spell, tmp); 867 set_spell_skill (op, caster, spell, tmp);
908 tmp->level = caster_level (caster, spell); 868 tmp->level = caster_level (caster, spell);
909 tmp->x = sx;
910 tmp->y = sy;
911 tmp->attacktype = spell->attacktype; 869 tmp->attacktype = spell->attacktype;
912 870
913 /* holy word stuff */ 871 /* holy word stuff */
914 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER)) 872 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER))
915 if (!tailor_god_spell (tmp, op)) 873 if (!tailor_god_spell (tmp, op))
949 else 907 else
950 tmp->duration += caster->level / 3; 908 tmp->duration += caster->level / 3;
951 } 909 }
952 910
953 if (!(tmp->move_type & MOVE_FLY_LOW)) 911 if (!(tmp->move_type & MOVE_FLY_LOW))
954 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);
955 913
956 if (!tmp->move_on && tmp->stats.dam) 914 if (!tmp->move_on && tmp->stats.dam)
957 {
958 LOG (llevDebug, "cast_cone(): arch %s doesn't have move_on set\n", &spell->other_arch->name); 915 LOG (llevDebug, "cast_cone(): arch %s doesn't have move_on set\n", &spell->other_arch->archname);
959 }
960 916
961 insert_ob_in_map (tmp, m, op, 0); 917 m->insert (tmp, sx, sy, op);
962 918
963 /* 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
964 * a single space too many times. 920 * a single space too many times.
965 */ 921 */
966 tmp->stats.maxhp = tmp->count; 922 tmp->stats.maxhp = tmp->count;
976 * 932 *
977 * BOMB related code 933 * BOMB related code
978 * 934 *
979 ****************************************************************************/ 935 ****************************************************************************/
980 936
981
982/* This handles an exploding bomb. 937/* This handles an exploding bomb.
983 * op is the original bomb object. 938 * op is the original bomb object.
984 */ 939 */
985void 940void
986animate_bomb (object *op) 941animate_bomb (object *op)
987{ 942{
988 int i;
989 object *env, *tmp;
990 archetype *at;
991
992 if (op->state != NUM_ANIMATIONS (op) - 1) 943 if (op->state != NUM_ANIMATIONS (op) - 1)
993 return; 944 return;
994 945
995 env = object_get_env_recursive (op); 946 object *env = op->outer_env ();
996 947
997 if (op->env) 948 if (op->env)
998 { 949 {
999 if (env->map == NULL) 950 if (env->map == NULL)
1000 return; 951 return;
1001 952
1002 if (env->type == PLAYER) 953 if (env->type == PLAYER)
1003 esrv_del_item (env->contr, op->count); 954 esrv_del_item (env->contr, op->count);
1004 955
1005 op->remove (); 956 if (!(op = op->insert_at (env, op)))
1006 op->x = env->x;
1007 op->y = env->y;
1008 if ((op = insert_ob_in_map (op, env->map, op, 0)) == NULL)
1009 return; 957 return;
1010 } 958 }
1011 959
1012 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent bomb from exploding 960 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent bomb from exploding
1013 // on a safe map. I don't like this special casing, but it seems to be neccessary 961 // on a safe map. I don't like this special casing, but it seems to be neccessary
1020 968
1021 /* This copies a lot of the code from the fire bullet, 969 /* This copies a lot of the code from the fire bullet,
1022 * but using the cast_bullet isn't really feasible, 970 * but using the cast_bullet isn't really feasible,
1023 * so just set up the appropriate values. 971 * so just set up the appropriate values.
1024 */ 972 */
1025 at = archetype::find (SPLINT); 973 if (archetype *at = archetype::find (SPLINT))
1026 if (at)
1027 { 974 {
1028 for (i = 1; i < 9; i++) 975 for (int i = 1; i < 9; i++)
1029 { 976 {
1030 if (out_of_map (op->map, op->x + freearr_x[i], op->y + freearr_x[i])) 977 if (out_of_map (op->map, op->x + freearr_x[i], op->y + freearr_x[i]))
1031 continue; 978 continue;
979
1032 tmp = arch_to_object (at); 980 object *tmp = arch_to_object (at);
1033 tmp->direction = i; 981 tmp->direction = i;
1034 tmp->range = op->range; 982 tmp->range = op->range;
1035 tmp->stats.dam = op->stats.dam; 983 tmp->stats.dam = op->stats.dam;
1036 tmp->duration = op->duration; 984 tmp->duration = op->duration;
1037 tmp->attacktype = op->attacktype; 985 tmp->attacktype = op->attacktype;
1038 copy_owner (tmp, op); 986 tmp->set_owner (op);
1039 if (op->skill && op->skill != tmp->skill) 987 if (op->skill && op->skill != tmp->skill)
1040 {
1041 tmp->skill = op->skill; 988 tmp->skill = op->skill;
1042 } 989
1043 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) 990 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
1044 SET_ANIMATION (tmp, i); 991 SET_ANIMATION (tmp, i);
1045 tmp->x = op->x + freearr_x[i]; 992
1046 tmp->y = op->y + freearr_x[i]; 993 op->map->insert (tmp, op->x + freearr_x[i], op->y + freearr_x[i], op);
1047 insert_ob_in_map (tmp, op->map, op, 0);
1048 move_bullet (tmp); 994 move_bullet (tmp);
1049 } 995 }
1050 } 996 }
1051 997
1052 explode_bullet (op); 998 explode_bullet (op);
1053} 999}
1054 1000
1055int 1001int
1056create_bomb (object *op, object *caster, int dir, object *spell) 1002create_bomb (object *op, object *caster, int dir, object *spell)
1057{ 1003{
1058
1059 object *tmp; 1004 object *tmp;
1060 int mflags; 1005 int mflags;
1061 sint16 dx = op->x + freearr_x[dir], dy = op->y + freearr_y[dir]; 1006 sint16 dx = op->x + freearr_x[dir], dy = op->y + freearr_y[dir];
1062 maptile *m; 1007 maptile *m;
1063 1008
1065 if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, dx, dy) & MOVE_WALK)) 1010 if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, dx, dy) & MOVE_WALK))
1066 { 1011 {
1067 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way."); 1012 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way.");
1068 return 0; 1013 return 0;
1069 } 1014 }
1015
1070 tmp = arch_to_object (spell->other_arch); 1016 tmp = arch_to_object (spell->other_arch);
1071 1017
1072 /* level dependencies for bomb */ 1018 /* level dependencies for bomb */
1073 tmp->range = spell->range + SP_level_range_adjust (caster, spell); 1019 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
1074 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1020 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1075 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell); 1021 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
1076 tmp->attacktype = spell->attacktype; 1022 tmp->attacktype = spell->attacktype;
1077 1023
1078 set_owner (tmp, op); 1024 tmp->set_owner (op);
1079 set_spell_skill (op, caster, spell, tmp); 1025 set_spell_skill (op, caster, spell, tmp);
1080 tmp->x = dx; 1026
1081 tmp->y = dy; 1027 m->insert (tmp, dx, dy, op);
1082 insert_ob_in_map (tmp, m, op, 0);
1083 return 1; 1028 return 1;
1084} 1029}
1085 1030
1086/**************************************************************************** 1031/****************************************************************************
1087 * 1032 *
1096 * dir is the direction to look in. 1041 * dir is the direction to look in.
1097 * range is how far out to look. 1042 * range is how far out to look.
1098 * type is the type of spell - either SPELL_MANA or SPELL_GRACE. 1043 * type is the type of spell - either SPELL_MANA or SPELL_GRACE.
1099 * this info is used for blocked magic/unholy spaces. 1044 * this info is used for blocked magic/unholy spaces.
1100 */ 1045 */
1101
1102object * 1046object *
1103get_pointed_target (object *op, int dir, int range, int type) 1047get_pointed_target (object *op, int dir, int range, int type)
1104{ 1048{
1105 object *target; 1049 object *target;
1106 sint16 x, y; 1050 sint16 x, y;
1125 return NULL; 1069 return NULL;
1126 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW) 1070 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW)
1127 return NULL; 1071 return NULL;
1128 1072
1129 if (mflags & P_IS_ALIVE) 1073 if (mflags & P_IS_ALIVE)
1130 {
1131 for (target = get_map_ob (mp, x, y); target; target = target->above) 1074 for (target = GET_MAP_OB (mp, x, y); target; target = target->above)
1132 { 1075 if (QUERY_FLAG (target, FLAG_MONSTER))
1133 if (QUERY_FLAG (target->head ? target->head : target, FLAG_MONSTER))
1134 {
1135 return target; 1076 return target;
1136 }
1137 }
1138 }
1139 } 1077 }
1078
1140 return NULL; 1079 return NULL;
1141} 1080}
1142
1143 1081
1144/* cast_smite_arch() - the priest points to a creature and causes 1082/* cast_smite_arch() - the priest points to a creature and causes
1145 * a 'godly curse' to decend. 1083 * a 'godly curse' to decend.
1146 * usual params - 1084 * usual params -
1147 * op = player 1085 * op = player
1148 * caster = object casting the spell. 1086 * caster = object casting the spell.
1149 * dir = direction being cast 1087 * dir = direction being cast
1150 * spell = spell object 1088 * spell = spell object
1151 */ 1089 */
1152
1153int 1090int
1154cast_smite_spell (object *op, object *caster, int dir, object *spell) 1091cast_smite_spell (object *op, object *caster, int dir, object *spell)
1155{ 1092{
1156 object *effect, *target; 1093 object *effect, *target;
1157 object *god = find_god (determine_god (op)); 1094 object *god = find_god (determine_god (op));
1203 if (effect->attacktype & AT_DEATH) 1140 if (effect->attacktype & AT_DEATH)
1204 { 1141 {
1205 effect->level = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1142 effect->level = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1206 1143
1207 /* casting death spells at undead isn't a good thing */ 1144 /* casting death spells at undead isn't a good thing */
1208 if QUERY_FLAG
1209 (target, FLAG_UNDEAD) 1145 if (QUERY_FLAG (target, FLAG_UNDEAD))
1210 { 1146 {
1211 if (random_roll (0, 2, op, PREFER_LOW)) 1147 if (random_roll (0, 2, op, PREFER_LOW))
1212 { 1148 {
1213 new_draw_info (NDI_UNIQUE, 0, op, "Idiot! Your spell boomerangs!"); 1149 new_draw_info (NDI_UNIQUE, 0, op, "Idiot! Your spell boomerangs!");
1214 effect->x = op->x; 1150 effect->x = op->x;
1227 { 1163 {
1228 /* how much woe to inflict :) */ 1164 /* how much woe to inflict :) */
1229 effect->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1165 effect->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1230 } 1166 }
1231 1167
1232 set_owner (effect, op); 1168 effect->set_owner (op);
1233 set_spell_skill (op, caster, spell, effect); 1169 set_spell_skill (op, caster, spell, effect);
1234 1170
1235 /* ok, tell it where to be, and insert! */ 1171 /* ok, tell it where to be, and insert! */
1236 effect->x = target->x; 1172 effect->insert_at (target, op);
1237 effect->y = target->y;
1238 insert_ob_in_map (effect, target->map, op, 0);
1239 1173
1240 return 1; 1174 return 1;
1241} 1175}
1242
1243 1176
1244/**************************************************************************** 1177/****************************************************************************
1245 * 1178 *
1246 * MAGIC MISSILE code. 1179 * MAGIC MISSILE code.
1247 * note that the fire_bullet is used to fire the missile. The 1180 * note that the fire_bullet is used to fire the missile. The
1261 { 1194 {
1262 op->destroy (); 1195 op->destroy ();
1263 return; 1196 return;
1264 } 1197 }
1265 1198
1266 owner = get_owner (op); 1199 owner = op->owner;
1267#if 0 1200#if 0
1268 /* It'd make things nastier if this wasn't here - spells cast by 1201 /* It'd make things nastier if this wasn't here - spells cast by
1269 * monster that are then killed would continue to survive 1202 * monster that are then killed would continue to survive
1270 */ 1203 */
1271 if (owner == NULL) 1204 if (owner == NULL)
1298 { 1231 {
1299 op->destroy (); 1232 op->destroy ();
1300 return; 1233 return;
1301 } 1234 }
1302 1235
1303 op->x = new_x; 1236 i = spell_find_dir (m, new_x, new_y, op->owner);
1304 op->y = new_y;
1305 op->map = m;
1306 i = spell_find_dir (op->map, op->x, op->y, get_owner (op));
1307 if (i > 0 && i != op->direction) 1237 if (i > 0 && i != op->direction)
1308 { 1238 {
1309 op->direction = i; 1239 op->direction = i;
1310 SET_ANIMATION (op, op->direction); 1240 SET_ANIMATION (op, op->direction);
1311 } 1241 }
1312 1242
1313 insert_ob_in_map (op, op->map, op, 0); 1243 m->insert (op, new_x, new_y, op);
1314} 1244}
1315 1245
1316/**************************************************************************** 1246/****************************************************************************
1317 * Destruction 1247 * Destruction
1318 ****************************************************************************/ 1248 ****************************************************************************/
1321 * we do this by creating a force and inserting it in the 1251 * we do this by creating a force and inserting it in the
1322 * object. if time is 0, the object glows permanently. To truely 1252 * object. if time is 0, the object glows permanently. To truely
1323 * make this work for non-living objects, we would have to 1253 * make this work for non-living objects, we would have to
1324 * give them the capability to have an inventory. b.t. 1254 * give them the capability to have an inventory. b.t.
1325 */ 1255 */
1326
1327int 1256int
1328make_object_glow (object *op, int radius, int time) 1257make_object_glow (object *op, int radius, int time)
1329{ 1258{
1330 object *tmp;
1331
1332 /* some things are unaffected... */ 1259 /* some things are unaffected... */
1333 if (op->path_denied & PATH_LIGHT) 1260 if (op->path_denied & PATH_LIGHT)
1334 return 0; 1261 return 0;
1335 1262
1336 tmp = get_archetype (FORCE_NAME); 1263 object *tmp = get_archetype (FORCE_NAME);
1337 tmp->speed = 0.01; 1264 tmp->speed = 0.01;
1338 tmp->stats.food = time; 1265 tmp->stats.food = time;
1339 SET_FLAG (tmp, FLAG_IS_USED_UP); 1266 SET_FLAG (tmp, FLAG_IS_USED_UP);
1340 tmp->glow_radius = radius; 1267 tmp->glow_radius = radius;
1341 if (tmp->glow_radius > MAX_LIGHT_RADII) 1268 if (tmp->glow_radius > MAX_LIGHT_RADII)
1342 tmp->glow_radius = MAX_LIGHT_RADII; 1269 tmp->glow_radius = MAX_LIGHT_RADII;
1343 1270
1344 tmp->x = op->x;
1345 tmp->y = op->y;
1346 if (tmp->speed < MIN_ACTIVE_SPEED)
1347 tmp->speed = MIN_ACTIVE_SPEED; /* safety */
1348 tmp = insert_ob_in_ob (tmp, op); 1271 tmp = insert_ob_in_ob (tmp, op);
1272
1349 if (tmp->glow_radius > op->glow_radius) 1273 if (tmp->glow_radius > op->glow_radius)
1350 op->glow_radius = tmp->glow_radius; 1274 op->glow_radius = tmp->glow_radius;
1351 1275
1352 if (!tmp->env || op != tmp->env)
1353 {
1354 LOG (llevError, "make_object_glow() failed to insert glowing force in %s\n", &op->name);
1355 return 0;
1356 }
1357 return 1; 1276 return 1;
1358} 1277}
1359
1360
1361
1362 1278
1363int 1279int
1364cast_destruction (object *op, object *caster, object *spell_ob) 1280cast_destruction (object *op, object *caster, object *spell_ob)
1365{ 1281{
1366 int i, j, range, mflags, friendly = 0, dam, dur; 1282 int i, j, range, mflags, friendly = 0, dam, dur;
1387 else if (caster->skill) 1303 else if (caster->skill)
1388 op->skill = caster->skill; 1304 op->skill = caster->skill;
1389 else 1305 else
1390 op->skill = NULL; 1306 op->skill = NULL;
1391 1307
1392 change_skill (op, find_skill_by_name (op, op->skill), 1); 1308 op->change_skill (find_skill_by_name (op, op->skill));
1393 1309
1394 for (i = -range; i < range; i++) 1310 for (i = -range; i < range; i++)
1395 { 1311 {
1396 for (j = -range; j < range; j++) 1312 for (j = -range; j < range; j++)
1397 { 1313 {
1398 m = op->map; 1314 m = op->map;
1399 sx = op->x + i; 1315 sx = op->x + i;
1400 sy = op->y + j; 1316 sy = op->y + j;
1317
1401 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy); 1318 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
1402 if (mflags & P_OUT_OF_MAP) 1319 if (mflags & P_OUT_OF_MAP)
1403 continue; 1320 continue;
1321
1404 if (mflags & P_IS_ALIVE) 1322 if (mflags & P_IS_ALIVE)
1405 { 1323 {
1406 for (tmp = get_map_ob (m, sx, sy); tmp; tmp = tmp->above) 1324 for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above)
1407 {
1408 if (QUERY_FLAG (tmp, FLAG_ALIVE) || tmp->type == PLAYER) 1325 if (QUERY_FLAG (tmp, FLAG_ALIVE) || tmp->type == PLAYER)
1409 break; 1326 break;
1410 } 1327
1411 if (tmp) 1328 if (tmp)
1412 { 1329 {
1413 if (tmp->head) 1330 if (tmp->head)
1414 tmp = tmp->head; 1331 tmp = tmp->head;
1415 1332
1418 { 1335 {
1419 if (spell_ob->subtype == SP_DESTRUCTION) 1336 if (spell_ob->subtype == SP_DESTRUCTION)
1420 { 1337 {
1421 hit_player (tmp, dam, op, spell_ob->attacktype, 0); 1338 hit_player (tmp, dam, op, spell_ob->attacktype, 0);
1422 if (spell_ob->other_arch) 1339 if (spell_ob->other_arch)
1423 {
1424 tmp = arch_to_object (spell_ob->other_arch); 1340 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op);
1425 tmp->x = sx;
1426 tmp->y = sy;
1427 insert_ob_in_map (tmp, m, op, 0);
1428 }
1429 } 1341 }
1430 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist[ATNR_MAGIC] != 100) 1342 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist[ATNR_MAGIC] != 100)
1431 { 1343 {
1432 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch) 1344 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch)
1433 {
1434 object *effect = arch_to_object (spell_ob->other_arch); 1345 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op);
1435
1436 effect->x = sx;
1437 effect->y = sy;
1438 insert_ob_in_map (effect, m, op, 0);
1439 }
1440 } 1346 }
1441 } 1347 }
1442 } 1348 }
1443 } 1349 }
1444 } 1350 }
1445 } 1351 }
1352
1446 op->skill = skill; 1353 op->skill = skill;
1447 return 1; 1354 return 1;
1448} 1355}
1449 1356
1450/*************************************************************************** 1357/***************************************************************************
1464 { 1371 {
1465 new_draw_info (NDI_UNIQUE, 0, op, "There is no one in that direction to curse."); 1372 new_draw_info (NDI_UNIQUE, 0, op, "There is no one in that direction to curse.");
1466 return 0; 1373 return 0;
1467 } 1374 }
1468 1375
1376 tmp = tmp->head_ ();
1377
1469 /* If we've already got a force of this type, don't add a new one. */ 1378 /* If we've already got a force of this type, don't add a new one. */
1470 for (force = tmp->inv; force != NULL; force = force->below) 1379 for (force = tmp->inv; force; force = force->below)
1471 { 1380 {
1472 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY) 1381 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY)
1473 { 1382 {
1474 if (force->name == spell_ob->name) 1383 if (force->name == spell_ob->name)
1475 { 1384 {
1481 return 0; 1390 return 0;
1482 } 1391 }
1483 } 1392 }
1484 } 1393 }
1485 1394
1486 if (force == NULL) 1395 if (!force)
1487 { 1396 {
1488 force = get_archetype (FORCE_NAME); 1397 force = get_archetype (FORCE_NAME);
1489 force->subtype = FORCE_CHANGE_ABILITY; 1398 force->subtype = FORCE_CHANGE_ABILITY;
1399
1490 if (spell_ob->race) 1400 if (spell_ob->race)
1491 force->name = spell_ob->race; 1401 force->name = spell_ob->race;
1492 else 1402 else
1493 force->name = spell_ob->name; 1403 force->name = spell_ob->name;
1494 1404
1504 { 1414 {
1505 force->duration = duration; 1415 force->duration = duration;
1506 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 1416 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1507 } 1417 }
1508 else 1418 else
1509 {
1510 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1419 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1511 } 1420
1512 return 1; 1421 return 1;
1513 } 1422 }
1423
1514 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50; 1424 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1515 force->speed = 1.0; 1425 force->speed = 1.f;
1516 force->speed_left = -1.0; 1426 force->speed_left = -1.f;
1517 SET_FLAG (force, FLAG_APPLIED); 1427 SET_FLAG (force, FLAG_APPLIED);
1518 1428
1519 if (god) 1429 if (god)
1520 { 1430 {
1521 if (spell_ob->last_grace) 1431 if (spell_ob->last_grace)
1534 force->stats.ac = spell_ob->stats.ac; 1444 force->stats.ac = spell_ob->stats.ac;
1535 force->stats.wc = spell_ob->stats.wc; 1445 force->stats.wc = spell_ob->stats.wc;
1536 1446
1537 change_abil (tmp, force); /* Mostly to display any messages */ 1447 change_abil (tmp, force); /* Mostly to display any messages */
1538 insert_ob_in_ob (force, tmp); 1448 insert_ob_in_ob (force, tmp);
1539 fix_player (tmp); 1449 tmp->update_stats ();
1540 return 1; 1450 return 1;
1541 1451
1542} 1452}
1543
1544 1453
1545/********************************************************************** 1454/**********************************************************************
1546 * mood change 1455 * mood change
1547 * Arguably, this may or may not be an attack spell. But since it 1456 * Arguably, this may or may not be an attack spell. But since it
1548 * effects monsters, it seems best to put it into this file 1457 * effects monsters, it seems best to put it into this file
1578 else if (god && !strcmp (spell->race, "GOD_FRIEND")) 1487 else if (god && !strcmp (spell->race, "GOD_FRIEND"))
1579 race = god->race; 1488 race = god->race;
1580 else 1489 else
1581 race = spell->race; 1490 race = spell->race;
1582 1491
1583
1584 for (x = op->x - range; x <= op->x + range; x++) 1492 for (x = op->x - range; x <= op->x + range; x++)
1585 for (y = op->y - range; y <= op->y + range; y++) 1493 for (y = op->y - range; y <= op->y + range; y++)
1586 { 1494 {
1587
1588 done_one = 0; 1495 done_one = 0;
1589 m = op->map; 1496 m = op->map;
1590 nx = x; 1497 nx = x;
1591 ny = y; 1498 ny = y;
1592 mflags = get_map_flags (m, &m, x, y, &nx, &ny); 1499 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1595 1502
1596 /* If there is nothing living on this space, no need to go further */ 1503 /* If there is nothing living on this space, no need to go further */
1597 if (!(mflags & P_IS_ALIVE)) 1504 if (!(mflags & P_IS_ALIVE))
1598 continue; 1505 continue;
1599 1506
1507 // players can only affect spaces that they can actually see
1508 if (caster && caster->contr
1509 && caster->contr->visibility_at (m, nx, ny) < 70)
1510 continue;
1511
1600 for (tmp = get_map_ob (m, nx, ny); tmp; tmp = tmp->above) 1512 for (tmp = GET_MAP_TOP (m, nx, ny); tmp; tmp = tmp->below)
1601 if (QUERY_FLAG (tmp, FLAG_MONSTER)) 1513 if (QUERY_FLAG (tmp, FLAG_MONSTER))
1602 break; 1514 break;
1603 1515
1604 /* There can be living objects that are not monsters */ 1516 /* There can be living objects that are not monsters */
1605 if (!tmp || tmp->type == PLAYER) 1517 if (!tmp || tmp->type == PLAYER)
1612 head = tmp; 1524 head = tmp;
1613 1525
1614 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */ 1526 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */
1615 if (race && head->race && !strstr (race, head->race)) 1527 if (race && head->race && !strstr (race, head->race))
1616 continue; 1528 continue;
1529
1617 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD)) 1530 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD))
1618 continue; 1531 continue;
1619 1532
1620 /* Now do a bunch of stuff related to saving throws */ 1533 /* Now do a bunch of stuff related to saving throws */
1621 best_at = -1; 1534 best_at = -1;
1638 at -= level / 5; 1551 at -= level / 5;
1639 if (did_make_save (head, head->level, at)) 1552 if (did_make_save (head, head->level, at))
1640 continue; 1553 continue;
1641 } 1554 }
1642 else /* spell->attacktype */ 1555 else /* spell->attacktype */
1643 /*
1644 Spell has no attacktype (charm & such), so we'll have a specific saving:
1645 * if spell level < monster level, no go
1646 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) )
1647
1648 The chance will then be in the range [20-70] percent, not too bad.
1649
1650 This is required to fix the 'charm monster' abuse, where a player level 1 can
1651 charm a level 125 monster...
1652
1653 Ryo, august 14th
1654 */
1655 { 1556 {
1557 /*
1558 Spell has no attacktype (charm & such), so we'll have a specific saving:
1559 * if spell level < monster level, no go
1560 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) )
1561
1562 The chance will then be in the range [20-70] percent, not too bad.
1563
1564 This is required to fix the 'charm monster' abuse, where a player level 1 can
1565 charm a level 125 monster...
1566
1567 Ryo, august 14th
1568 */
1656 if (head->level > level) 1569 if (head->level > level)
1657 continue; 1570 continue;
1571
1658 if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + MIN (50, 2 * (level - head->level)))) 1572 if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + MIN (50, 2 * (level - head->level))))
1659 /* Failed, no effect */ 1573 /* Failed, no effect */
1660 continue; 1574 continue;
1661 } 1575 }
1662 1576
1663 /* Done with saving throw. Now start effecting the monster */ 1577 /* Done with saving throw. Now start affecting the monster */
1664 1578
1665 /* aggravation */ 1579 /* aggravation */
1666 if (QUERY_FLAG (spell, FLAG_MONSTER)) 1580 if (QUERY_FLAG (spell, FLAG_MONSTER))
1667 { 1581 {
1668 CLEAR_FLAG (head, FLAG_SLEEP); 1582 CLEAR_FLAG (head, FLAG_SLEEP);
1669 if (QUERY_FLAG (head, FLAG_FRIENDLY))
1670 remove_friendly_object (head); 1583 remove_friendly_object (head);
1671
1672 done_one = 1; 1584 done_one = 1;
1673 head->enemy = op; 1585 head->enemy = op;
1674 } 1586 }
1675 1587
1676 /* calm monsters */ 1588 /* calm monsters */
1685 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK)) 1597 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK))
1686 { 1598 {
1687 SET_FLAG (head, FLAG_BERSERK); 1599 SET_FLAG (head, FLAG_BERSERK);
1688 done_one = 1; 1600 done_one = 1;
1689 } 1601 }
1602
1690 /* charm */ 1603 /* charm */
1691 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY)) 1604 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY))
1692 { 1605 {
1693 SET_FLAG (head, FLAG_FRIENDLY);
1694 /* Prevent uncontolled outbreaks of self replicating monsters. 1606 /* Prevent uncontolled outbreaks of self replicating monsters.
1695 Typical use case is charm, go somwhere, use aggravation to make hostile. 1607 Typical use case is charm, go somwhere, use aggravation to make hostile.
1696 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */ 1608 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */
1697 CLEAR_FLAG (head, FLAG_GENERATOR); 1609 CLEAR_FLAG (head, FLAG_GENERATOR);
1698 set_owner (head, op); 1610 head->set_owner (op);
1699 set_spell_skill (op, caster, spell, head); 1611 set_spell_skill (op, caster, spell, head);
1700 add_friendly_object (head); 1612 add_friendly_object (head);
1701 head->attack_movement = PETMOVE; 1613 head->attack_movement = PETMOVE;
1702 done_one = 1; 1614 done_one = 1;
1703 change_exp (op, head->stats.exp / 2, head->skill, SK_EXP_ADD_SKILL); 1615 change_exp (op, head->stats.exp / 2, head->skill, SK_EXP_ADD_SKILL);
1704 head->stats.exp = 0; 1616 head->stats.exp = 0;
1705 } 1617 }
1706 1618
1707 /* If a monster was effected, put an effect in */ 1619 /* If a monster was effected, put an effect in */
1708 if (done_one && spell->other_arch) 1620 if (done_one && spell->other_arch)
1709 {
1710 tmp = arch_to_object (spell->other_arch); 1621 m->insert (arch_to_object (spell->other_arch), nx, ny, op);
1711 tmp->x = nx;
1712 tmp->y = ny;
1713 insert_ob_in_map (tmp, m, op, 0);
1714 }
1715 } /* for y */ 1622 } /* for y */
1716 1623
1717 return 1; 1624 return 1;
1718} 1625}
1719 1626
1731 int i, j, dam_save, dir, mflags; 1638 int i, j, dam_save, dir, mflags;
1732 sint16 nx, ny, hx, hy; 1639 sint16 nx, ny, hx, hy;
1733 object *owner; 1640 object *owner;
1734 maptile *m; 1641 maptile *m;
1735 1642
1736 owner = get_owner (op); 1643 owner = op->owner;
1737 1644
1738 /* the following logic makes sure that the ball doesn't move into a wall, 1645 /* the following logic makes sure that the ball doesn't move into a wall,
1739 * and makes sure that it will move along a wall to try and get at it's 1646 * and makes sure that it will move along a wall to try and get at it's
1740 * victim. The block immediately below more or less chooses a random 1647 * victim. The block immediately below more or less chooses a random
1741 * offset to move the ball, eg, keep it mostly on course, with some 1648 * offset to move the ball, eg, keep it mostly on course, with some
1770 nx = op->x; 1677 nx = op->x;
1771 ny = op->y; 1678 ny = op->y;
1772 m = op->map; 1679 m = op->map;
1773 } 1680 }
1774 1681
1775 op->remove (); 1682 m->insert (op, nx, ny, op);
1776 op->y = ny;
1777 op->x = nx;
1778 insert_ob_in_map (op, m, op, 0);
1779 1683
1780 dam_save = op->stats.dam; /* save the original dam: we do halfdam on 1684 dam_save = op->stats.dam; /* save the original dam: we do halfdam on
1781 surrounding squares */ 1685 surrounding squares */
1782 1686
1783 /* loop over current square and neighbors to hit. 1687 /* loop over current square and neighbors to hit.
1784 * if this has an other_arch field, we insert that in 1688 * if this has an other_arch field, we insert that in
1785 * the surround spaces. 1689 * the surround spaces.
1786 */ 1690 */
1787 for (j = 0; j < 9; j++) 1691 for (j = 0; j < 9; j++)
1788 { 1692 {
1789 object *new_ob;
1790
1791 hx = nx + freearr_x[j]; 1693 hx = nx + freearr_x[j];
1792 hy = ny + freearr_y[j]; 1694 hy = ny + freearr_y[j];
1793 1695
1794 m = op->map; 1696 m = op->map;
1795 mflags = get_map_flags (m, &m, hx, hy, &hx, &hy); 1697 mflags = get_map_flags (m, &m, hx, hy, &hx, &hy);
1809 1711
1810 } 1712 }
1811 1713
1812 /* insert the other arch */ 1714 /* insert the other arch */
1813 if (op->other_arch && !(OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy)))) 1715 if (op->other_arch && !(OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy))))
1814 { 1716 m->insert (arch_to_object (op->other_arch), hx, hy, op);
1815 new_ob = arch_to_object (op->other_arch);
1816 new_ob->x = hx;
1817 new_ob->y = hy;
1818 insert_ob_in_map (new_ob, m, op, 0);
1819 }
1820 } 1717 }
1821 1718
1822 /* restore to the center location and damage */ 1719 /* restore to the center location and damage */
1823 op->stats.dam = dam_save; 1720 op->stats.dam = dam_save;
1824 1721
1825 i = spell_find_dir (op->map, op->x, op->y, get_owner (op)); 1722 i = spell_find_dir (op->map, op->x, op->y, op->owner);
1826 1723
1827 if (i >= 0) 1724 if (i >= 0)
1828 { /* we have a preferred direction! */ 1725 { /* we have a preferred direction! */
1829 /* pick another direction if the preferred dir is blocked. */ 1726 /* pick another direction if the preferred dir is blocked. */
1830 if (get_map_flags (op->map, &m, nx + freearr_x[i], ny + freearr_y[i], &hx, &hy) & P_OUT_OF_MAP || 1727 if (get_map_flags (op->map, &m, nx + freearr_x[i], ny + freearr_y[i], &hx, &hy) & P_OUT_OF_MAP ||
1831 OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy))) 1728 OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy)))
1832 {
1833 i = absdir (i + rndm (0, 2) - 1); /* -1, 0, +1 */ 1729 i = absdir (i + rndm (0, 2) - 1); /* -1, 0, +1 */
1834 } 1730
1835 op->direction = i; 1731 op->direction = i;
1836 } 1732 }
1837} 1733}
1838 1734
1839 1735
1856 maptile *m; 1752 maptile *m;
1857#endif 1753#endif
1858 int basedir; 1754 int basedir;
1859 object *owner; 1755 object *owner;
1860 1756
1861 owner = get_owner (op); 1757 owner = op->owner;
1862 if (op->duration == 0 || owner == NULL) 1758 if (op->duration == 0 || owner == NULL)
1863 { 1759 {
1864 op->destroy (); 1760 op->destroy ();
1865 return; 1761 return;
1866 } 1762 }
1877#if 0 1773#if 0
1878 // this is bogus: it causes wrong places to be checked below 1774 // this is bogus: it causes wrong places to be checked below
1879 // (a wall 2 cells away will block the effect...) and 1775 // (a wall 2 cells away will block the effect...) and
1880 // doesn't work for SP_BULLET anyhow, so again tests the wrong 1776 // doesn't work for SP_BULLET anyhow, so again tests the wrong
1881 // space. 1777 // space.
1882 // should be fixed later, but correctness before featurs... 1778 // should be fixed later, but correctness before features...
1883 // (schmorp) 1779 // (schmorp)
1884 1780
1885 /* new offset calculation to make swarm element distribution 1781 /* new offset calculation to make swarm element distribution
1886 * more uniform 1782 * more uniform
1887 */ 1783 */
1969 1865
1970 if (!spell->other_arch) 1866 if (!spell->other_arch)
1971 return 0; 1867 return 0;
1972 1868
1973 tmp = get_archetype (SWARM_SPELL); 1869 tmp = get_archetype (SWARM_SPELL);
1974 tmp->x = op->x;
1975 tmp->y = op->y;
1976 set_owner (tmp, op); /* needed so that if swarm elements kill, caster gets xp. */ 1870 tmp->set_owner (op); /* needed so that if swarm elements kill, caster gets xp. */
1977 set_spell_skill (op, caster, spell, tmp); 1871 set_spell_skill (op, caster, spell, tmp);
1978 1872
1979 tmp->level = caster_level (caster, spell); /*needed later, to get level dep. right. */ 1873 tmp->level = caster_level (caster, spell); /*needed later, to get level dep. right. */
1980 tmp->spell = arch_to_object (spell->other_arch); 1874 tmp->spell = arch_to_object (spell->other_arch);
1981 1875
1982 tmp->attacktype = tmp->spell->attacktype; 1876 tmp->attacktype = tmp->spell->attacktype;
1983 1877
1984 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) 1878 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
1985 {
1986 if (!tailor_god_spell (tmp, op)) 1879 if (!tailor_god_spell (tmp, op))
1987 return 1; 1880 return 1;
1988 } 1881
1989 tmp->duration = SP_level_duration_adjust (caster, spell); 1882 tmp->duration = SP_level_duration_adjust (caster, spell);
1990 for (i = 0; i < spell->duration; i++) 1883 for (i = 0; i < spell->duration; i++)
1991 tmp->duration += die_roll (1, 3, op, PREFER_HIGH); 1884 tmp->duration += die_roll (1, 3, op, PREFER_HIGH);
1992 1885
1993 tmp->direction = dir; 1886 tmp->direction = dir;
1994 tmp->invisible = 1; 1887 tmp->invisible = 1;
1995 insert_ob_in_map (tmp, op->map, op, 0); 1888
1889 tmp->insert_at (op, op);
1996 return 1; 1890 return 1;
1997} 1891}
1998 1892
1999 1893
2000/* See the spells documentation file for why this is its own 1894/* See the spells documentation file for why this is its own
2028 return 0; 1922 return 0;
2029 } 1923 }
2030 1924
2031 if (mflags & P_IS_ALIVE && spell->attacktype) 1925 if (mflags & P_IS_ALIVE && spell->attacktype)
2032 { 1926 {
2033 for (target = get_map_ob (m, x, y); target; target = target->above) 1927 for (target = GET_MAP_OB (m, x, y); target; target = target->above)
2034 if (QUERY_FLAG (target, FLAG_MONSTER)) 1928 if (QUERY_FLAG (target, FLAG_MONSTER))
2035 { 1929 {
2036 /* oky doky. got a target monster. Lets make a blinding attack */ 1930 /* oky doky. got a target monster. Lets make a blinding attack */
2037 if (target->head) 1931 if (target->head)
2038 target = target->head; 1932 target = target->head;
2060 { 1954 {
2061 tmp->glow_radius = spell->range + SP_level_range_adjust (caster, spell); 1955 tmp->glow_radius = spell->range + SP_level_range_adjust (caster, spell);
2062 if (tmp->glow_radius > MAX_LIGHT_RADII) 1956 if (tmp->glow_radius > MAX_LIGHT_RADII)
2063 tmp->glow_radius = MAX_LIGHT_RADII; 1957 tmp->glow_radius = MAX_LIGHT_RADII;
2064 } 1958 }
2065 tmp->x = x; 1959
2066 tmp->y = y; 1960 m->insert (tmp, x, y, op);
2067 insert_ob_in_map (tmp, m, op, 0);
2068 return 1; 1961 return 1;
2069} 1962}
2070
2071
2072
2073 1963
2074/* cast_cause_disease: this spell looks along <dir> from the 1964/* cast_cause_disease: this spell looks along <dir> from the
2075 * player and infects someone. 1965 * player and infects someone.
2076 * op is the player/monster, caster is the object, dir is the direction 1966 * op is the player/monster, caster is the object, dir is the direction
2077 * to cast, disease_arch is the specific disease, and type is the spell number 1967 * to cast, disease_arch is the specific disease, and type is the spell number
2078 * perhaps this should actually be in disease.c? 1968 * perhaps this should actually be in disease.c?
2079 */ 1969 */
2080
2081int 1970int
2082cast_cause_disease (object *op, object *caster, object *spell, int dir) 1971cast_cause_disease (object *op, object *caster, object *spell, int dir)
2083{ 1972{
2084 sint16 x, y; 1973 sint16 x, y;
2085 int i, mflags, range, dam_mod, dur_mod; 1974 int i, mflags, range, dam_mod, dur_mod;
2092 /* If casting from a scroll, no direction will be available, so refer to the 1981 /* If casting from a scroll, no direction will be available, so refer to the
2093 * direction the player is pointing. 1982 * direction the player is pointing.
2094 */ 1983 */
2095 if (!dir) 1984 if (!dir)
2096 dir = op->facing; 1985 dir = op->facing;
1986
2097 if (!dir) 1987 if (!dir)
2098 return 0; /* won't find anything if casting on ourself, so just return */ 1988 return 0; /* won't find anything if casting on ourself, so just return */
2099 1989
2100 /* Calculate these once here */ 1990 /* Calculate these once here */
2101 range = spell->range + SP_level_range_adjust (caster, spell); 1991 range = spell->range + SP_level_range_adjust (caster, spell);
2120 2010
2121 /* Only bother looking on this space if there is something living here */ 2011 /* Only bother looking on this space if there is something living here */
2122 if (mflags & P_IS_ALIVE) 2012 if (mflags & P_IS_ALIVE)
2123 { 2013 {
2124 /* search this square for a victim */ 2014 /* search this square for a victim */
2125 for (walk = get_map_ob (m, x, y); walk; walk = walk->above) 2015 for (walk = GET_MAP_OB (m, x, y); walk; walk = walk->above)
2126 if (QUERY_FLAG (walk, FLAG_MONSTER) || (walk->type == PLAYER)) 2016 if (QUERY_FLAG (walk, FLAG_MONSTER) || (walk->type == PLAYER))
2127 { /* found a victim */ 2017 { /* found a victim */
2128 object *disease = arch_to_object (spell->other_arch); 2018 object *disease = arch_to_object (spell->other_arch);
2129 2019
2130 set_owner (disease, op); 2020 disease->set_owner (op);
2131 set_spell_skill (op, caster, spell, disease); 2021 set_spell_skill (op, caster, spell, disease);
2132 disease->stats.exp = 0; 2022 disease->stats.exp = 0;
2133 disease->level = caster_level (caster, spell); 2023 disease->level = caster_level (caster, spell);
2134 2024
2135 /* do level adjustments */ 2025 /* do level adjustments */
2136 if (disease->stats.wc) 2026 if (disease->stats.wc)
2137 disease->stats.wc += dur_mod / 2; 2027 disease->stats.wc += dur_mod / 2;
2138 2028
2139 if (disease->magic > 0) 2029 if (disease->magic > 0)
2140 disease->magic += dur_mod / 4; 2030 disease->magic += dur_mod / 8;
2141 2031
2142 if (disease->stats.maxhp > 0) 2032 if (disease->stats.maxhp > 0)
2143 disease->stats.maxhp += dur_mod; 2033 disease->stats.maxhp += dur_mod;
2144 2034
2145 if (disease->stats.maxgrace > 0) 2035 if (disease->stats.maxgrace > 0)
2180 if (disease->stats.sp) 2070 if (disease->stats.sp)
2181 disease->stats.sp -= dam_mod; 2071 disease->stats.sp -= dam_mod;
2182 2072
2183 if (infect_object (walk, disease, 1)) 2073 if (infect_object (walk, disease, 1))
2184 { 2074 {
2185 object *flash; /* visual effect for inflicting disease */
2186
2187 new_draw_info_format (NDI_UNIQUE, 0, op, "You inflict %s on %s!", &disease->name, &walk->name); 2075 new_draw_info_format (NDI_UNIQUE, 0, op, "You inflict %s on %s!", &disease->name, &walk->name);
2188 2076
2189 disease->destroy (); /* don't need this one anymore */ 2077 disease->destroy (); /* don't need this one anymore */
2190 flash = get_archetype (ARCH_DETECT_MAGIC); 2078 walk->map->insert (get_archetype ("detect_magic"), x, y, op);
2191 flash->x = x;
2192 flash->y = y;
2193 flash->map = walk->map;
2194 insert_ob_in_map (flash, walk->map, op, 0);
2195 return 1; 2079 return 1;
2196 } 2080 }
2197 2081
2198 disease->destroy (); 2082 disease->destroy ();
2199 } 2083 }
2200 } /* if living creature */ 2084 } /* if living creature */
2201 } /* for range of spaces */ 2085 } /* for range of spaces */
2086
2202 new_draw_info (NDI_UNIQUE, 0, op, "No one caught anything!"); 2087 new_draw_info (NDI_UNIQUE, 0, op, "No one caught anything!");
2203 return 1; 2088 return 1;
2204} 2089}

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