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Comparing deliantra/server/server/spell_attack.C (file contents):
Revision 1.20 by root, Mon Dec 18 02:35:01 2006 UTC vs.
Revision 1.57 by root, Sat May 17 14:11:13 2008 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2002-2003 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002-2003,2007 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
20 21 * The authors can be reached via e-mail to <support@deliantra.net>
21 The authors can be reached via e-mail at <crossfire@schmorp.de>
22*/ 22 */
23 23
24/* This file contains all the spell attack code. Grouping this code 24/* This file contains all the spell attack code. Grouping this code
25 * together should hopefully make it easier to find the relevent bits 25 * together should hopefully make it easier to find the relevent bits
26 * of code 26 * of code
27 */ 27 */
28 28
29#include <global.h> 29#include <global.h>
30#include <object.h> 30#include <object.h>
31#include <living.h> 31#include <living.h>
32#ifndef __CEXTRACT__
33# include <sproto.h> 32#include <sproto.h>
34#endif
35#include <spells.h> 33#include <spells.h>
36#include <sounds.h> 34#include <sounds.h>
37 35
38/* this function checks to see if a spell pushes objects as well 36/* this function checks to see if a spell pushes objects as well
39 * as flies over and damages them (only used for cones for now) 37 * as flies over and damages them (only used for cones for now)
40 * but moved here so it could be applied to bolts too 38 * but moved here so it could be applied to bolts too
41 * op is the spell object. 39 * op is the spell object.
42 */ 40 */
43
44void 41void
45check_spell_knockback (object *op) 42check_spell_knockback (object *op)
46{ 43{
47 object *tmp, *tmp2; /* object on the map */ 44 object *tmp, *tmp2; /* object on the map */
48 int weight_move; 45 int weight_move;
57 { 54 {
58 weight_move = op->weight + (op->weight * op->level) / 3; 55 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); */ 56 /*LOG (llevDebug, "DEBUG: arch weighs %d and masses %d (%s,level %d)\n", op->weight,weight_move,op->name,op->level); */
60 } 57 }
61 58
62 for (tmp = get_map_ob (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 59 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
63 { 60 {
64 int num_sections = 1; 61 int num_sections = 1;
65 62
66 /* don't move DM */ 63 /* don't move DM */
67 if (QUERY_FLAG (tmp, FLAG_WIZ)) 64 if (QUERY_FLAG (tmp, FLAG_WIZ))
108 * 105 *
109 * BOLT CODE 106 * BOLT CODE
110 * 107 *
111 ***************************************************************************/ 108 ***************************************************************************/
112 109
113/* Causes op to fork. op is the original bolt, tmp 110/* Causes op to fork. op is the original bolt, tmp
114 * is the first piece of the fork. 111 * is the first piece of the fork.
115 */ 112 */
116
117void 113void
118forklightning (object *op, object *tmp) 114forklightning (object *op, object *tmp)
119{ 115{
120 int new_dir = 1; /* direction or -1 for left, +1 for right 0 if no new bolt */ 116 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 */ 117 int t_dir; /* stores temporary dir calculation */
146 142
147 /* reduce chances of subsequent forking */ 143 /* reduce chances of subsequent forking */
148 new_bolt->stats.Dex -= 10; 144 new_bolt->stats.Dex -= 10;
149 tmp->stats.Dex -= 10; /* less forks from main bolt too */ 145 tmp->stats.Dex -= 10; /* less forks from main bolt too */
150 new_bolt->stats.Con += 25 * new_dir; /* adjust the left bias */ 146 new_bolt->stats.Con += 25 * new_dir; /* adjust the left bias */
151 new_bolt->speed_left = -0.1; 147 new_bolt->speed_left = -0.1f;
152 new_bolt->direction = t_dir; 148 new_bolt->direction = t_dir;
153 new_bolt->duration++; 149 new_bolt->duration++;
154 new_bolt->x = sx;
155 new_bolt->y = sy;
156 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */ 150 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */
157 new_bolt->stats.dam++; 151 new_bolt->stats.dam++;
158 tmp->stats.dam /= 2; /* reduce father bolt damage */ 152 tmp->stats.dam /= 2; /* reduce father bolt damage */
159 tmp->stats.dam++; 153 tmp->stats.dam++;
160 new_bolt = insert_ob_in_map (new_bolt, m, op, 0); 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 */
167 161
168void 162void
169move_bolt (object *op) 163move_bolt (object *op)
170{ 164{
171 object *tmp;
172 int mflags; 165 int mflags;
173 sint16 x, y; 166 sint16 x, y;
174 maptile *m; 167 maptile *m;
175 168
176 if (--(op->duration) < 0) 169 if (--op->duration < 0)
177 { 170 {
178 op->destroy (); 171 op->destroy ();
179 return; 172 return;
180 } 173 }
181 174
183 176
184 if (!op->direction) 177 if (!op->direction)
185 return; 178 return;
186 179
187 if (--op->range < 0) 180 if (--op->range < 0)
188 {
189 op->range = 0; 181 op->range = 0;
190 }
191 else 182 else
192 { 183 {
193 x = op->x + DIRX (op); 184 x = op->x + DIRX (op);
194 y = op->y + DIRY (op); 185 y = op->y + DIRY (op);
195 m = op->map; 186 m = op->map;
203 * on the space. So only call reflwall if we think the data it returns 194 * on the space. So only call reflwall if we think the data it returns
204 * will be useful. 195 * will be useful.
205 */ 196 */
206 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)) || ((mflags & P_IS_ALIVE) && reflwall (m, x, y, op))) 197 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)) || ((mflags & P_IS_ALIVE) && reflwall (m, x, y, op)))
207 { 198 {
208
209 if (!QUERY_FLAG (op, FLAG_REFLECTING)) 199 if (!QUERY_FLAG (op, FLAG_REFLECTING))
210 return; 200 return;
211 201
212 /* Since walls don't run diagonal, if the bolt is in 202 /* Since walls don't run diagonal, if the bolt is in
213 * one of 4 main directions, it just reflects back in the 203 * one of 4 main directions, it just reflects back in the
243 else if (left) 233 else if (left)
244 op->direction = absdir (op->direction + 2); 234 op->direction = absdir (op->direction + 2);
245 else if (right) 235 else if (right)
246 op->direction = absdir (op->direction - 2); 236 op->direction = absdir (op->direction - 2);
247 } 237 }
238
248 update_turn_face (op); /* A bolt *must* be IS_TURNABLE */ 239 update_turn_face (op); /* A bolt *must* be IS_TURNABLE */
249 return; 240 return;
250 } 241 }
251 else 242 else
252 { /* Create a copy of this object and put it ahead */ 243 { /* Create a copy of this object and put it ahead */
253 tmp = op->clone (); 244 object *tmp = op->clone ();
254 245
246 m->insert (tmp, x, y, op);
255 tmp->speed_left = -0.1; 247 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 */ 248 /* To make up for the decrease at the top of the function */
259 tmp->duration++; 249 tmp->duration++;
260 250
261 /* New forking code. Possibly create forks of this object 251 /* New forking code. Possibly create forks of this object
262 * going off in other directions. 252 * going off in other directions.
263 */ 253 */
264
265 if (rndm (0, 99) < tmp->stats.Dex) 254 if (rndm (0, 99) < tmp->stats.Dex)
266 { /* stats.Dex % of forking */ 255 { /* stats.Dex % of forking */
267 forklightning (op, tmp); 256 forklightning (op, tmp);
268 } 257 }
258
269 /* In this way, the object left behind sticks on the space, but 259 /* In this way, the object left behind sticks on the space, but
270 * doesn't create any bolts that continue to move onward. 260 * doesn't create any bolts that continue to move onward.
271 */ 261 */
272 op->range = 0; 262 op->range = 0;
273 } /* copy object and move it along */ 263 } /* copy object and move it along */
280 * we remove the magic flag - that can be derived from 270 * we remove the magic flag - that can be derived from
281 * spob->attacktype. 271 * spob->attacktype.
282 * This function sets up the appropriate owner and skill 272 * This function sets up the appropriate owner and skill
283 * pointers. 273 * pointers.
284 */ 274 */
285
286int 275int
287fire_bolt (object *op, object *caster, int dir, object *spob, object *skill) 276fire_bolt (object *op, object *caster, int dir, object *spob, object *skill)
288{ 277{
289 object *tmp = NULL; 278 object *tmp = NULL;
290 int mflags; 279 int mflags;
315 304
316 tmp->x = op->x + DIRX (tmp); 305 tmp->x = op->x + DIRX (tmp);
317 tmp->y = op->y + DIRY (tmp); 306 tmp->y = op->y + DIRY (tmp);
318 tmp->map = op->map; 307 tmp->map = op->map;
319 308
309 maptile *newmap;
320 mflags = get_map_flags (tmp->map, &tmp->map, tmp->x, tmp->y, &tmp->x, &tmp->y); 310 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y);
321 if (mflags & P_OUT_OF_MAP) 311 if (mflags & P_OUT_OF_MAP)
322 { 312 {
323 tmp->destroy (); 313 tmp->destroy ();
324 return 0; 314 return 0;
325 } 315 }
316
317 tmp->map = newmap;
326 318
327 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y))) 319 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y)))
328 { 320 {
329 if (!QUERY_FLAG (tmp, FLAG_REFLECTING)) 321 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
330 { 322 {
336 tmp->y = op->y; 328 tmp->y = op->y;
337 tmp->direction = absdir (tmp->direction + 4); 329 tmp->direction = absdir (tmp->direction + 4);
338 tmp->map = op->map; 330 tmp->map = op->map;
339 } 331 }
340 332
341 if ((tmp = insert_ob_in_map (tmp, tmp->map, op, 0)) != NULL) 333 if ((tmp = tmp->insert_at (tmp, op)))
342 move_bolt (tmp); 334 move_bolt (tmp);
343 335
344 return 1; 336 return 1;
345} 337}
346
347
348 338
349/*************************************************************************** 339/***************************************************************************
350 * 340 *
351 * BULLET/BALL CODE 341 * BULLET/BALL CODE
352 * 342 *
353 ***************************************************************************/ 343 ***************************************************************************/
354 344
355/* expands an explosion. op is a piece of the 345/* expands an explosion. op is a piece of the
356 * explosion - this expans it in the different directions. 346 * explosion - this expands it in the different directions.
357 * At least that is what I think this does. 347 * At least that is what I think this does.
358 */ 348 */
359void 349void
360explosion (object *op) 350explosion (object *op)
361{ 351{
362 object *tmp;
363 maptile *m = op->map; 352 maptile *m = op->map;
364 int i; 353 int i;
365 354
366 if (--(op->duration) < 0) 355 if (--op->duration < 0)
367 { 356 {
368 op->destroy (); 357 op->destroy ();
369 return; 358 return;
370 } 359 }
371 360
377 { 366 {
378 sint16 dx, dy; 367 sint16 dx, dy;
379 368
380 dx = op->x + freearr_x[i]; 369 dx = op->x + freearr_x[i];
381 dy = op->y + freearr_y[i]; 370 dy = op->y + freearr_y[i];
371
382 /* ok_to_put_more already does things like checks for walls, 372 /* ok_to_put_more already does things like checks for walls,
383 * out of map, etc. 373 * out of map, etc.
384 */ 374 */
385 if (ok_to_put_more (op->map, dx, dy, op, op->attacktype)) 375 if (ok_to_put_more (op->map, dx, dy, op, op->attacktype))
386 { 376 {
387 tmp = op->clone (); 377 object *tmp = op->clone ();
378
388 tmp->state = 0; 379 tmp->state = 0;
389 tmp->speed_left = -0.21; 380 tmp->speed_left = -0.21f;
390 tmp->range--; 381 tmp->range--;
391 tmp->value = 0; 382 tmp->value = 0;
392 tmp->x = dx; 383
393 tmp->y = dy; 384 m->insert (tmp, dx, dy, op);
394 insert_ob_in_map (tmp, m, op, 0);
395 } 385 }
396 } 386 }
397 } 387 }
398} 388}
399
400 389
401/* Causes an object to explode, eg, a firebullet, 390/* Causes an object to explode, eg, a firebullet,
402 * poison cloud ball, etc. op is the object to 391 * poison cloud ball, etc. op is the object to
403 * explode. 392 * explode.
404 */ 393 */
414 return; 403 return;
415 } 404 }
416 405
417 if (op->env) 406 if (op->env)
418 { 407 {
419 object *env; 408 object *env = op->outer_env ();
420 409
421 env = object_get_env_recursive (op);
422 if (env->map == NULL || out_of_map (env->map, env->x, env->y)) 410 if (!env->map || out_of_map (env->map, env->x, env->y))
423 { 411 {
424 LOG (llevError, "BUG: explode_bullet(): env out of map\n"); 412 LOG (llevError, "BUG: explode_bullet(): env out of map\n");
425 op->destroy (); 413 op->destroy ();
426 return; 414 return;
427 } 415 }
428 416
429 op->remove (); 417 op->insert_at (env, op, INS_NO_MERGE | INS_NO_WALK_ON);
430 op->x = env->x;
431 op->y = env->y;
432 insert_ob_in_map (op, env->map, op, INS_NO_MERGE | INS_NO_WALK_ON);
433 } 418 }
434 else if (out_of_map (op->map, op->x, op->y)) 419 else if (out_of_map (op->map, op->x, op->y))
435 { 420 {
436 LOG (llevError, "BUG: explode_bullet(): op out of map\n"); 421 LOG (llevError, "BUG: explode_bullet(): op out of map\n");
437 op->destroy (); 422 op->destroy ();
466 { 451 {
467 op->destroy (); 452 op->destroy ();
468 return; 453 return;
469 } 454 }
470 455
471 tmp->x = op->x;
472 tmp->y = op->y;
473
474 /* special for bombs - it actually has sane values for these */ 456 /* special for bombs - it actually has sane values for these */
475 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB) 457 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB)
476 { 458 {
477 tmp->attacktype = op->attacktype; 459 tmp->attacktype = op->attacktype;
478 tmp->range = op->range; 460 tmp->range = op->range;
481 } 463 }
482 else 464 else
483 { 465 {
484 if (op->attacktype & AT_MAGIC) 466 if (op->attacktype & AT_MAGIC)
485 tmp->attacktype |= AT_MAGIC; 467 tmp->attacktype |= AT_MAGIC;
468
486 /* Spell doc describes what is going on here */ 469 /* Spell doc describes what is going on here */
487 tmp->stats.dam = op->dam_modifier; 470 tmp->stats.dam = op->dam_modifier;
488 tmp->range = op->stats.maxhp; 471 tmp->range = op->stats.maxhp;
489 tmp->duration = op->stats.hp; 472 tmp->duration = op->stats.hp;
490 /* Used for spell tracking - just need a unique val for this spell - 473 /* Used for spell tracking - just need a unique val for this spell -
498 tmp->stats.sp = op->direction; 481 tmp->stats.sp = op->direction;
499 482
500 /* Prevent recursion */ 483 /* Prevent recursion */
501 op->move_on = 0; 484 op->move_on = 0;
502 485
503 insert_ob_in_map (tmp, op->map, op, 0); 486 tmp->insert_at (op, op);
487 tmp->play_sound (tmp->sound);
488
504 /* remove the firebullet */ 489 /* remove the firebullet */
505 if (!op->destroyed ())
506 {
507 op->destroy (); 490 op->destroy ();
508 }
509} 491}
510
511
512 492
513/* checks to see what op should do, given the space it is on 493/* checks to see what op should do, given the space it is on
514 * (eg, explode, damage player, etc) 494 * (eg, explode, damage player, etc)
515 */ 495 */
516
517void 496void
518check_bullet (object *op) 497check_bullet (object *op)
519{ 498{
520 object *tmp; 499 object *tmp;
521 int dam, mflags; 500 int dam, mflags;
536 515
537 /* If nothing alive on this space, no reason to do anything further */ 516 /* If nothing alive on this space, no reason to do anything further */
538 if (!(mflags & P_IS_ALIVE)) 517 if (!(mflags & P_IS_ALIVE))
539 return; 518 return;
540 519
541 for (tmp = get_map_ob (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 520 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
542 { 521 {
543 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 522 if (QUERY_FLAG (tmp, FLAG_ALIVE))
544 { 523 {
545 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1); 524 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1);
546 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0) 525 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0)
553 } 532 }
554 } 533 }
555 } 534 }
556} 535}
557 536
558
559/* Basically, we move 'op' one square, and if it hits something, 537/* Basically, we move 'op' one square, and if it hits something,
560 * call check_bullet. 538 * call check_bullet.
561 * This function is only applicable to bullets, but not to all 539 * This function is only applicable to bullets, but not to all
562 * fired arches (eg, bolts). 540 * fired arches (eg, bolts).
563 */ 541 */
564
565void 542void
566move_bullet (object *op) 543move_bullet (object *op)
567{ 544{
568 sint16 new_x, new_y; 545 sint16 new_x, new_y;
569 int mflags; 546 int mflags;
612 op->destroy (); 589 op->destroy ();
613 590
614 return; 591 return;
615 } 592 }
616 593
617 op->remove (); 594 if (!(op = m->insert (op, new_x, new_y, op)))
618 op->x = new_x;
619 op->y = new_y;
620 if ((op = insert_ob_in_map (op, m, op, 0)) == NULL)
621 return; 595 return;
622 596
623 if (reflwall (op->map, op->x, op->y, op)) 597 if (reflwall (op->map, op->x, op->y, op))
624 { 598 {
625 op->direction = absdir (op->direction + 4); 599 op->direction = absdir (op->direction + 4);
626 update_turn_face (op); 600 update_turn_face (op);
627 } 601 }
628 else 602 else
629 {
630 check_bullet (op); 603 check_bullet (op);
631 }
632} 604}
633
634
635
636 605
637/* fire_bullet 606/* fire_bullet
638 * object op (cast from caster) files a bolt in dir. 607 * object op (cast from caster) files a bolt in dir.
639 * spob is the spell object for the bolt. 608 * spob is the spell object for the bolt.
640 * we remove the magic flag - that can be derived from 609 * we remove the magic flag - that can be derived from
641 * spob->attacktype. 610 * spob->attacktype.
642 * This function sets up the appropriate owner and skill 611 * This function sets up the appropriate owner and skill
643 * pointers. 612 * pointers.
644 */ 613 */
645
646int 614int
647fire_bullet (object *op, object *caster, int dir, object *spob) 615fire_bullet (object *op, object *caster, int dir, object *spob)
648{ 616{
649 object *tmp = NULL; 617 object *tmp = NULL;
650 int mflags; 618 int mflags;
651 619
652 if (!spob->other_arch) 620 if (!spob->other_arch)
653 return 0; 621 return 0;
654 622
655 tmp = arch_to_object (spob->other_arch); 623 tmp = spob->other_arch->instance ();
656 if (tmp == NULL) 624 if (!tmp)
657 return 0; 625 return 0;
658 626
659 /* peterm: level dependency for bolts */ 627 /* peterm: level dependency for bolts */
660 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob); 628 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob);
661 tmp->attacktype = spob->attacktype; 629 tmp->attacktype = spob->attacktype;
662 if (spob->slaying) 630 if (spob->slaying)
663 tmp->slaying = spob->slaying; 631 tmp->slaying = spob->slaying;
664 632
674 SET_ANIMATION (tmp, dir); 642 SET_ANIMATION (tmp, dir);
675 643
676 tmp->set_owner (op); 644 tmp->set_owner (op);
677 set_spell_skill (op, caster, spob, tmp); 645 set_spell_skill (op, caster, spob, tmp);
678 646
679 tmp->x = op->x + freearr_x[dir]; 647 tmp->x = op->x + freearr_x[dir];
680 tmp->y = op->y + freearr_y[dir]; 648 tmp->y = op->y + freearr_y[dir];
681 tmp->map = op->map; 649 tmp->map = op->map;
682 650
651 maptile *newmap;
683 mflags = get_map_flags (tmp->map, &tmp->map, tmp->x, tmp->y, &tmp->x, &tmp->y); 652 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y);
684 if (mflags & P_OUT_OF_MAP) 653 if (mflags & P_OUT_OF_MAP)
685 { 654 {
686 tmp->destroy (); 655 tmp->destroy ();
687 return 0; 656 return 0;
688 } 657 }
658
659 tmp->map = newmap;
689 660
690 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y))) 661 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y)))
691 { 662 {
692 if (!QUERY_FLAG (tmp, FLAG_REFLECTING)) 663 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
693 { 664 {
699 tmp->y = op->y; 670 tmp->y = op->y;
700 tmp->direction = absdir (tmp->direction + 4); 671 tmp->direction = absdir (tmp->direction + 4);
701 tmp->map = op->map; 672 tmp->map = op->map;
702 } 673 }
703 674
704 if ((tmp = insert_ob_in_map (tmp, tmp->map, op, 0)) != NULL) 675 if ((tmp = tmp->insert_at (tmp, op)))
705 check_bullet (tmp); 676 check_bullet (tmp);
706 677
707 return 1; 678 return 1;
708} 679}
709
710
711
712 680
713/***************************************************************************** 681/*****************************************************************************
714 * 682 *
715 * CONE RELATED FUNCTIONS 683 * CONE RELATED FUNCTIONS
716 * 684 *
717 *****************************************************************************/ 685 *****************************************************************************/
718 686
719
720/* drops an object based on what is in the cone's "other_arch" */ 687/* drops an object based on what is in the cone's "other_arch" */
721void 688void
722cone_drop (object *op) 689cone_drop (object *op)
723{ 690{
724 object *new_ob = arch_to_object (op->other_arch); 691 object *new_ob = arch_to_object (op->other_arch);
725 692
726 new_ob->x = op->x;
727 new_ob->y = op->y;
728 new_ob->level = op->level; 693 new_ob->level = op->level;
729 new_ob->set_owner (op->owner); 694 new_ob->set_owner (op->owner);
730 695
731 /* preserve skill ownership */ 696 /* preserve skill ownership */
732 if (op->skill && op->skill != new_ob->skill) 697 if (op->skill && op->skill != new_ob->skill)
733 {
734 new_ob->skill = op->skill; 698 new_ob->skill = op->skill;
735 }
736 insert_ob_in_map (new_ob, op->map, op, 0);
737 699
700 new_ob->insert_at (op, op);
738} 701}
739 702
740/* move_cone: causes cone object 'op' to move a space/hit creatures */ 703/* move_cone: causes cone object 'op' to move a space/hit creatures */
741 704
742void 705void
746 709
747 /* if no map then hit_map will crash so just ignore object */ 710 /* if no map then hit_map will crash so just ignore object */
748 if (!op->map) 711 if (!op->map)
749 { 712 {
750 LOG (llevError, "Tried to move_cone object %s without a map.\n", op->name ? &op->name : "unknown"); 713 LOG (llevError, "Tried to move_cone object %s without a map.\n", op->name ? &op->name : "unknown");
751 op->speed = 0; 714 op->set_speed (0);
752 update_ob_speed (op);
753 return; 715 return;
754 } 716 }
755 717
756 /* lava saves it's life, but not yours :) */ 718 /* lava saves it's life, but not yours :) */
757 if (QUERY_FLAG (op, FLAG_LIFESAVE)) 719 if (QUERY_FLAG (op, FLAG_LIFESAVE))
805 767
806 if (ok_to_put_more (op->map, x, y, op, op->attacktype)) 768 if (ok_to_put_more (op->map, x, y, op, op->attacktype))
807 { 769 {
808 object *tmp = op->clone (); 770 object *tmp = op->clone ();
809 771
810 tmp->x = x;
811 tmp->y = y;
812
813 tmp->duration = op->duration + 1; 772 tmp->duration = op->duration + 1;
814 773
815 /* Use for spell tracking - see ok_to_put_more() */ 774 /* Use for spell tracking - see ok_to_put_more() */
816 tmp->stats.maxhp = op->stats.maxhp; 775 tmp->stats.maxhp = op->stats.maxhp;
817 insert_ob_in_map (tmp, op->map, op, 0); 776
777 op->map->insert (tmp, x, y, op);
778
818 if (tmp->other_arch) 779 if (tmp->other_arch)
819 cone_drop (tmp); 780 cone_drop (tmp);
820 } 781 }
821 } 782 }
822} 783}
855 816
856 /* Need to know what the movetype of the object we are about 817 /* Need to know what the movetype of the object we are about
857 * to create is, so we can know if the space we are about to 818 * to create is, so we can know if the space we are about to
858 * insert it into is blocked. 819 * insert it into is blocked.
859 */ 820 */
860 movetype = spell->other_arch->clone.move_type; 821 movetype = spell->other_arch->move_type;
861 822
862 for (i = range_min; i <= range_max; i++) 823 for (i = range_min; i <= range_max; i++)
863 { 824 {
864 sint16 x, y, d; 825 sint16 x, y, d;
865 826
901 success = 1; 862 success = 1;
902 tmp = arch_to_object (spell->other_arch); 863 tmp = arch_to_object (spell->other_arch);
903 tmp->set_owner (op); 864 tmp->set_owner (op);
904 set_spell_skill (op, caster, spell, tmp); 865 set_spell_skill (op, caster, spell, tmp);
905 tmp->level = caster_level (caster, spell); 866 tmp->level = caster_level (caster, spell);
906 tmp->x = sx;
907 tmp->y = sy;
908 tmp->attacktype = spell->attacktype; 867 tmp->attacktype = spell->attacktype;
909 868
910 /* holy word stuff */ 869 /* holy word stuff */
911 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER)) 870 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER))
912 if (!tailor_god_spell (tmp, op)) 871 if (!tailor_god_spell (tmp, op))
946 else 905 else
947 tmp->duration += caster->level / 3; 906 tmp->duration += caster->level / 3;
948 } 907 }
949 908
950 if (!(tmp->move_type & MOVE_FLY_LOW)) 909 if (!(tmp->move_type & MOVE_FLY_LOW))
951 LOG (llevDebug, "cast_cone(): arch %s doesn't have flying 1\n", &spell->other_arch->name); 910 LOG (llevDebug, "cast_cone(): arch %s doesn't have flying 1\n", &spell->other_arch->archname);
952 911
953 if (!tmp->move_on && tmp->stats.dam) 912 if (!tmp->move_on && tmp->stats.dam)
954 {
955 LOG (llevDebug, "cast_cone(): arch %s doesn't have move_on set\n", &spell->other_arch->name); 913 LOG (llevDebug, "cast_cone(): arch %s doesn't have move_on set\n", &spell->other_arch->archname);
956 }
957 914
958 insert_ob_in_map (tmp, m, op, 0); 915 m->insert (tmp, sx, sy, op);
959 916
960 /* This is used for tracking spells so that one effect doesn't hit 917 /* This is used for tracking spells so that one effect doesn't hit
961 * a single space too many times. 918 * a single space too many times.
962 */ 919 */
963 tmp->stats.maxhp = tmp->count; 920 tmp->stats.maxhp = tmp->count;
973 * 930 *
974 * BOMB related code 931 * BOMB related code
975 * 932 *
976 ****************************************************************************/ 933 ****************************************************************************/
977 934
978
979/* This handles an exploding bomb. 935/* This handles an exploding bomb.
980 * op is the original bomb object. 936 * op is the original bomb object.
981 */ 937 */
982void 938void
983animate_bomb (object *op) 939animate_bomb (object *op)
984{ 940{
985 int i;
986 object *env, *tmp;
987 archetype *at;
988
989 if (op->state != NUM_ANIMATIONS (op) - 1) 941 if (op->state != NUM_ANIMATIONS (op) - 1)
990 return; 942 return;
991 943
992 env = object_get_env_recursive (op); 944 object *env = op->outer_env ();
993 945
994 if (op->env) 946 if (op->env)
995 { 947 {
996 if (env->map == NULL) 948 if (env->map == NULL)
997 return; 949 return;
998 950
999 if (env->type == PLAYER) 951 if (!(op = op->insert_at (env, op)))
1000 esrv_del_item (env->contr, op->count);
1001
1002 op->remove ();
1003 op->x = env->x;
1004 op->y = env->y;
1005 if ((op = insert_ob_in_map (op, env->map, op, 0)) == NULL)
1006 return; 952 return;
1007 } 953 }
1008 954
1009 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent bomb from exploding 955 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent bomb from exploding
1010 // on a safe map. I don't like this special casing, but it seems to be neccessary 956 // on a safe map. I don't like this special casing, but it seems to be neccessary
1017 963
1018 /* This copies a lot of the code from the fire bullet, 964 /* This copies a lot of the code from the fire bullet,
1019 * but using the cast_bullet isn't really feasible, 965 * but using the cast_bullet isn't really feasible,
1020 * so just set up the appropriate values. 966 * so just set up the appropriate values.
1021 */ 967 */
1022 at = archetype::find (SPLINT); 968 if (archetype *at = archetype::find (SPLINT))
1023 if (at)
1024 { 969 {
1025 for (i = 1; i < 9; i++) 970 for (int i = 1; i < 9; i++)
1026 { 971 {
1027 if (out_of_map (op->map, op->x + freearr_x[i], op->y + freearr_x[i])) 972 if (out_of_map (op->map, op->x + freearr_x[i], op->y + freearr_x[i]))
1028 continue; 973 continue;
974
1029 tmp = arch_to_object (at); 975 object *tmp = arch_to_object (at);
1030 tmp->direction = i; 976 tmp->direction = i;
1031 tmp->range = op->range; 977 tmp->range = op->range;
1032 tmp->stats.dam = op->stats.dam; 978 tmp->stats.dam = op->stats.dam;
1033 tmp->duration = op->duration; 979 tmp->duration = op->duration;
1034 tmp->attacktype = op->attacktype; 980 tmp->attacktype = op->attacktype;
1035 tmp->set_owner (op); 981 tmp->set_owner (op);
1036 if (op->skill && op->skill != tmp->skill) 982 if (op->skill && op->skill != tmp->skill)
1037 {
1038 tmp->skill = op->skill; 983 tmp->skill = op->skill;
1039 } 984
1040 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) 985 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
1041 SET_ANIMATION (tmp, i); 986 SET_ANIMATION (tmp, i);
1042 tmp->x = op->x + freearr_x[i]; 987
1043 tmp->y = op->y + freearr_x[i]; 988 op->map->insert (tmp, op->x + freearr_x[i], op->y + freearr_x[i], op);
1044 insert_ob_in_map (tmp, op->map, op, 0);
1045 move_bullet (tmp); 989 move_bullet (tmp);
1046 } 990 }
1047 } 991 }
1048 992
1049 explode_bullet (op); 993 explode_bullet (op);
1050} 994}
1051 995
1052int 996int
1053create_bomb (object *op, object *caster, int dir, object *spell) 997create_bomb (object *op, object *caster, int dir, object *spell)
1054{ 998{
1055
1056 object *tmp; 999 object *tmp;
1057 int mflags; 1000 int mflags;
1058 sint16 dx = op->x + freearr_x[dir], dy = op->y + freearr_y[dir]; 1001 sint16 dx = op->x + freearr_x[dir], dy = op->y + freearr_y[dir];
1059 maptile *m; 1002 maptile *m;
1060 1003
1062 if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, dx, dy) & MOVE_WALK)) 1005 if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, dx, dy) & MOVE_WALK))
1063 { 1006 {
1064 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way."); 1007 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way.");
1065 return 0; 1008 return 0;
1066 } 1009 }
1010
1067 tmp = arch_to_object (spell->other_arch); 1011 tmp = arch_to_object (spell->other_arch);
1068 1012
1069 /* level dependencies for bomb */ 1013 /* level dependencies for bomb */
1070 tmp->range = spell->range + SP_level_range_adjust (caster, spell); 1014 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
1071 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1015 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1072 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell); 1016 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
1073 tmp->attacktype = spell->attacktype; 1017 tmp->attacktype = spell->attacktype;
1074 1018
1075 tmp->set_owner (op); 1019 tmp->set_owner (op);
1076 set_spell_skill (op, caster, spell, tmp); 1020 set_spell_skill (op, caster, spell, tmp);
1077 tmp->x = dx; 1021
1078 tmp->y = dy; 1022 m->insert (tmp, dx, dy, op);
1079 insert_ob_in_map (tmp, m, op, 0);
1080 return 1; 1023 return 1;
1081} 1024}
1082 1025
1083/**************************************************************************** 1026/****************************************************************************
1084 * 1027 *
1093 * dir is the direction to look in. 1036 * dir is the direction to look in.
1094 * range is how far out to look. 1037 * range is how far out to look.
1095 * type is the type of spell - either SPELL_MANA or SPELL_GRACE. 1038 * type is the type of spell - either SPELL_MANA or SPELL_GRACE.
1096 * this info is used for blocked magic/unholy spaces. 1039 * this info is used for blocked magic/unholy spaces.
1097 */ 1040 */
1098
1099object * 1041object *
1100get_pointed_target (object *op, int dir, int range, int type) 1042get_pointed_target (object *op, int dir, int range, int type)
1101{ 1043{
1102 object *target; 1044 object *target;
1103 sint16 x, y; 1045 sint16 x, y;
1122 return NULL; 1064 return NULL;
1123 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW) 1065 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW)
1124 return NULL; 1066 return NULL;
1125 1067
1126 if (mflags & P_IS_ALIVE) 1068 if (mflags & P_IS_ALIVE)
1127 {
1128 for (target = get_map_ob (mp, x, y); target; target = target->above) 1069 for (target = GET_MAP_OB (mp, x, y); target; target = target->above)
1129 { 1070 if (QUERY_FLAG (target, FLAG_MONSTER))
1130 if (QUERY_FLAG (target->head ? target->head : target, FLAG_MONSTER))
1131 {
1132 return target; 1071 return target;
1133 }
1134 }
1135 }
1136 } 1072 }
1073
1137 return NULL; 1074 return NULL;
1138} 1075}
1139
1140 1076
1141/* cast_smite_arch() - the priest points to a creature and causes 1077/* cast_smite_arch() - the priest points to a creature and causes
1142 * a 'godly curse' to decend. 1078 * a 'godly curse' to decend.
1143 * usual params - 1079 * usual params -
1144 * op = player 1080 * op = player
1145 * caster = object casting the spell. 1081 * caster = object casting the spell.
1146 * dir = direction being cast 1082 * dir = direction being cast
1147 * spell = spell object 1083 * spell = spell object
1148 */ 1084 */
1149
1150int 1085int
1151cast_smite_spell (object *op, object *caster, int dir, object *spell) 1086cast_smite_spell (object *op, object *caster, int dir, object *spell)
1152{ 1087{
1153 object *effect, *target; 1088 object *effect, *target;
1154 object *god = find_god (determine_god (op)); 1089 object *god = find_god (determine_god (op));
1227 1162
1228 effect->set_owner (op); 1163 effect->set_owner (op);
1229 set_spell_skill (op, caster, spell, effect); 1164 set_spell_skill (op, caster, spell, effect);
1230 1165
1231 /* ok, tell it where to be, and insert! */ 1166 /* ok, tell it where to be, and insert! */
1232 effect->x = target->x; 1167 effect->insert_at (target, op);
1233 effect->y = target->y;
1234 insert_ob_in_map (effect, target->map, op, 0);
1235 1168
1236 return 1; 1169 return 1;
1237} 1170}
1238
1239 1171
1240/**************************************************************************** 1172/****************************************************************************
1241 * 1173 *
1242 * MAGIC MISSILE code. 1174 * MAGIC MISSILE code.
1243 * note that the fire_bullet is used to fire the missile. The 1175 * note that the fire_bullet is used to fire the missile. The
1294 { 1226 {
1295 op->destroy (); 1227 op->destroy ();
1296 return; 1228 return;
1297 } 1229 }
1298 1230
1299 op->x = new_x;
1300 op->y = new_y;
1301 op->map = m;
1302 i = spell_find_dir (op->map, op->x, op->y, op->owner); 1231 i = spell_find_dir (m, new_x, new_y, op->owner);
1303 if (i > 0 && i != op->direction) 1232 if (i > 0 && i != op->direction)
1304 { 1233 {
1305 op->direction = i; 1234 op->direction = i;
1306 SET_ANIMATION (op, op->direction); 1235 SET_ANIMATION (op, op->direction);
1307 } 1236 }
1308 1237
1309 insert_ob_in_map (op, op->map, op, 0); 1238 m->insert (op, new_x, new_y, op);
1310} 1239}
1311 1240
1312/**************************************************************************** 1241/****************************************************************************
1313 * Destruction 1242 * Destruction
1314 ****************************************************************************/ 1243 ****************************************************************************/
1317 * we do this by creating a force and inserting it in the 1246 * we do this by creating a force and inserting it in the
1318 * object. if time is 0, the object glows permanently. To truely 1247 * object. if time is 0, the object glows permanently. To truely
1319 * make this work for non-living objects, we would have to 1248 * make this work for non-living objects, we would have to
1320 * give them the capability to have an inventory. b.t. 1249 * give them the capability to have an inventory. b.t.
1321 */ 1250 */
1322
1323int 1251int
1324make_object_glow (object *op, int radius, int time) 1252make_object_glow (object *op, int radius, int time)
1325{ 1253{
1326 object *tmp;
1327
1328 /* some things are unaffected... */ 1254 /* some things are unaffected... */
1329 if (op->path_denied & PATH_LIGHT) 1255 if (op->path_denied & PATH_LIGHT)
1330 return 0; 1256 return 0;
1331 1257
1332 tmp = get_archetype (FORCE_NAME); 1258 object *tmp = get_archetype (FORCE_NAME);
1333 tmp->speed = 0.01; 1259 tmp->speed = 0.01;
1334 tmp->stats.food = time; 1260 tmp->stats.food = time;
1335 SET_FLAG (tmp, FLAG_IS_USED_UP); 1261 SET_FLAG (tmp, FLAG_IS_USED_UP);
1336 tmp->glow_radius = radius; 1262 tmp->glow_radius = radius;
1337 if (tmp->glow_radius > MAX_LIGHT_RADII) 1263 if (tmp->glow_radius > MAX_LIGHT_RADII)
1338 tmp->glow_radius = MAX_LIGHT_RADII; 1264 tmp->glow_radius = MAX_LIGHT_RADII;
1339 1265
1340 tmp->x = op->x;
1341 tmp->y = op->y;
1342 if (tmp->speed < MIN_ACTIVE_SPEED)
1343 tmp->speed = MIN_ACTIVE_SPEED; /* safety */
1344 tmp = insert_ob_in_ob (tmp, op); 1266 tmp = insert_ob_in_ob (tmp, op);
1267
1345 if (tmp->glow_radius > op->glow_radius) 1268 if (tmp->glow_radius > op->glow_radius)
1346 op->glow_radius = tmp->glow_radius; 1269 op->glow_radius = tmp->glow_radius;
1347 1270
1348 if (!tmp->env || op != tmp->env)
1349 {
1350 LOG (llevError, "make_object_glow() failed to insert glowing force in %s\n", &op->name);
1351 return 0;
1352 }
1353 return 1; 1271 return 1;
1354} 1272}
1355
1356
1357
1358 1273
1359int 1274int
1360cast_destruction (object *op, object *caster, object *spell_ob) 1275cast_destruction (object *op, object *caster, object *spell_ob)
1361{ 1276{
1362 int i, j, range, mflags, friendly = 0, dam, dur; 1277 int i, j, range, mflags, friendly = 0, dam, dur;
1383 else if (caster->skill) 1298 else if (caster->skill)
1384 op->skill = caster->skill; 1299 op->skill = caster->skill;
1385 else 1300 else
1386 op->skill = NULL; 1301 op->skill = NULL;
1387 1302
1388 change_skill (op, find_skill_by_name (op, op->skill), 1); 1303 op->change_skill (find_skill_by_name (op, op->skill));
1389 1304
1390 for (i = -range; i < range; i++) 1305 for (i = -range; i < range; i++)
1391 { 1306 {
1392 for (j = -range; j < range; j++) 1307 for (j = -range; j < range; j++)
1393 { 1308 {
1394 m = op->map; 1309 m = op->map;
1395 sx = op->x + i; 1310 sx = op->x + i;
1396 sy = op->y + j; 1311 sy = op->y + j;
1312
1397 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy); 1313 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
1398 if (mflags & P_OUT_OF_MAP) 1314 if (mflags & P_OUT_OF_MAP)
1399 continue; 1315 continue;
1316
1400 if (mflags & P_IS_ALIVE) 1317 if (mflags & P_IS_ALIVE)
1401 { 1318 {
1402 for (tmp = get_map_ob (m, sx, sy); tmp; tmp = tmp->above) 1319 for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above)
1403 {
1404 if (QUERY_FLAG (tmp, FLAG_ALIVE) || tmp->type == PLAYER) 1320 if (QUERY_FLAG (tmp, FLAG_ALIVE) || tmp->type == PLAYER)
1405 break; 1321 break;
1406 } 1322
1407 if (tmp) 1323 if (tmp)
1408 { 1324 {
1409 if (tmp->head) 1325 if (tmp->head)
1410 tmp = tmp->head; 1326 tmp = tmp->head;
1411 1327
1414 { 1330 {
1415 if (spell_ob->subtype == SP_DESTRUCTION) 1331 if (spell_ob->subtype == SP_DESTRUCTION)
1416 { 1332 {
1417 hit_player (tmp, dam, op, spell_ob->attacktype, 0); 1333 hit_player (tmp, dam, op, spell_ob->attacktype, 0);
1418 if (spell_ob->other_arch) 1334 if (spell_ob->other_arch)
1419 {
1420 tmp = arch_to_object (spell_ob->other_arch); 1335 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op);
1421 tmp->x = sx;
1422 tmp->y = sy;
1423 insert_ob_in_map (tmp, m, op, 0);
1424 }
1425 } 1336 }
1426 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist[ATNR_MAGIC] != 100) 1337 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist[ATNR_MAGIC] != 100)
1427 { 1338 {
1428 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch) 1339 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch)
1429 {
1430 object *effect = arch_to_object (spell_ob->other_arch); 1340 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op);
1431
1432 effect->x = sx;
1433 effect->y = sy;
1434 insert_ob_in_map (effect, m, op, 0);
1435 }
1436 } 1341 }
1437 } 1342 }
1438 } 1343 }
1439 } 1344 }
1440 } 1345 }
1441 } 1346 }
1347
1442 op->skill = skill; 1348 op->skill = skill;
1443 return 1; 1349 return 1;
1444} 1350}
1445 1351
1446/*************************************************************************** 1352/***************************************************************************
1460 { 1366 {
1461 new_draw_info (NDI_UNIQUE, 0, op, "There is no one in that direction to curse."); 1367 new_draw_info (NDI_UNIQUE, 0, op, "There is no one in that direction to curse.");
1462 return 0; 1368 return 0;
1463 } 1369 }
1464 1370
1371 tmp = tmp->head_ ();
1372
1465 /* If we've already got a force of this type, don't add a new one. */ 1373 /* If we've already got a force of this type, don't add a new one. */
1466 for (force = tmp->inv; force != NULL; force = force->below) 1374 for (force = tmp->inv; force; force = force->below)
1467 { 1375 {
1468 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY) 1376 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY)
1469 { 1377 {
1470 if (force->name == spell_ob->name) 1378 if (force->name == spell_ob->name)
1471 { 1379 {
1477 return 0; 1385 return 0;
1478 } 1386 }
1479 } 1387 }
1480 } 1388 }
1481 1389
1482 if (force == NULL) 1390 if (!force)
1483 { 1391 {
1484 force = get_archetype (FORCE_NAME); 1392 force = get_archetype (FORCE_NAME);
1485 force->subtype = FORCE_CHANGE_ABILITY; 1393 force->subtype = FORCE_CHANGE_ABILITY;
1394
1486 if (spell_ob->race) 1395 if (spell_ob->race)
1487 force->name = spell_ob->race; 1396 force->name = spell_ob->race;
1488 else 1397 else
1489 force->name = spell_ob->name; 1398 force->name = spell_ob->name;
1490 1399
1500 { 1409 {
1501 force->duration = duration; 1410 force->duration = duration;
1502 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 1411 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1503 } 1412 }
1504 else 1413 else
1505 {
1506 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1414 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1507 } 1415
1508 return 1; 1416 return 1;
1509 } 1417 }
1418
1510 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50; 1419 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1511 force->speed = 1.0; 1420 force->speed = 1.f;
1512 force->speed_left = -1.0; 1421 force->speed_left = -1.f;
1513 SET_FLAG (force, FLAG_APPLIED); 1422 SET_FLAG (force, FLAG_APPLIED);
1514 1423
1515 if (god) 1424 if (god)
1516 { 1425 {
1517 if (spell_ob->last_grace) 1426 if (spell_ob->last_grace)
1530 force->stats.ac = spell_ob->stats.ac; 1439 force->stats.ac = spell_ob->stats.ac;
1531 force->stats.wc = spell_ob->stats.wc; 1440 force->stats.wc = spell_ob->stats.wc;
1532 1441
1533 change_abil (tmp, force); /* Mostly to display any messages */ 1442 change_abil (tmp, force); /* Mostly to display any messages */
1534 insert_ob_in_ob (force, tmp); 1443 insert_ob_in_ob (force, tmp);
1535 fix_player (tmp); 1444 tmp->update_stats ();
1536 return 1; 1445 return 1;
1537 1446
1538} 1447}
1539
1540 1448
1541/********************************************************************** 1449/**********************************************************************
1542 * mood change 1450 * mood change
1543 * Arguably, this may or may not be an attack spell. But since it 1451 * Arguably, this may or may not be an attack spell. But since it
1544 * effects monsters, it seems best to put it into this file 1452 * effects monsters, it seems best to put it into this file
1574 else if (god && !strcmp (spell->race, "GOD_FRIEND")) 1482 else if (god && !strcmp (spell->race, "GOD_FRIEND"))
1575 race = god->race; 1483 race = god->race;
1576 else 1484 else
1577 race = spell->race; 1485 race = spell->race;
1578 1486
1579
1580 for (x = op->x - range; x <= op->x + range; x++) 1487 for (x = op->x - range; x <= op->x + range; x++)
1581 for (y = op->y - range; y <= op->y + range; y++) 1488 for (y = op->y - range; y <= op->y + range; y++)
1582 { 1489 {
1583
1584 done_one = 0; 1490 done_one = 0;
1585 m = op->map; 1491 m = op->map;
1586 nx = x; 1492 nx = x;
1587 ny = y; 1493 ny = y;
1588 mflags = get_map_flags (m, &m, x, y, &nx, &ny); 1494 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1591 1497
1592 /* If there is nothing living on this space, no need to go further */ 1498 /* If there is nothing living on this space, no need to go further */
1593 if (!(mflags & P_IS_ALIVE)) 1499 if (!(mflags & P_IS_ALIVE))
1594 continue; 1500 continue;
1595 1501
1502 // players can only affect spaces that they can actually see
1503 if (caster && caster->contr
1504 && caster->contr->visibility_at (m, nx, ny) < 70)
1505 continue;
1506
1596 for (tmp = get_map_ob (m, nx, ny); tmp; tmp = tmp->above) 1507 for (tmp = GET_MAP_TOP (m, nx, ny); tmp; tmp = tmp->below)
1597 if (QUERY_FLAG (tmp, FLAG_MONSTER)) 1508 if (QUERY_FLAG (tmp, FLAG_MONSTER))
1598 break; 1509 break;
1599 1510
1600 /* There can be living objects that are not monsters */ 1511 /* There can be living objects that are not monsters */
1601 if (!tmp || tmp->type == PLAYER) 1512 if (!tmp || tmp->type == PLAYER)
1608 head = tmp; 1519 head = tmp;
1609 1520
1610 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */ 1521 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */
1611 if (race && head->race && !strstr (race, head->race)) 1522 if (race && head->race && !strstr (race, head->race))
1612 continue; 1523 continue;
1524
1613 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD)) 1525 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD))
1614 continue; 1526 continue;
1615 1527
1616 /* Now do a bunch of stuff related to saving throws */ 1528 /* Now do a bunch of stuff related to saving throws */
1617 best_at = -1; 1529 best_at = -1;
1634 at -= level / 5; 1546 at -= level / 5;
1635 if (did_make_save (head, head->level, at)) 1547 if (did_make_save (head, head->level, at))
1636 continue; 1548 continue;
1637 } 1549 }
1638 else /* spell->attacktype */ 1550 else /* spell->attacktype */
1639 /*
1640 Spell has no attacktype (charm & such), so we'll have a specific saving:
1641 * if spell level < monster level, no go
1642 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) )
1643
1644 The chance will then be in the range [20-70] percent, not too bad.
1645
1646 This is required to fix the 'charm monster' abuse, where a player level 1 can
1647 charm a level 125 monster...
1648
1649 Ryo, august 14th
1650 */
1651 { 1551 {
1552 /*
1553 Spell has no attacktype (charm & such), so we'll have a specific saving:
1554 * if spell level < monster level, no go
1555 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) )
1556
1557 The chance will then be in the range [20-70] percent, not too bad.
1558
1559 This is required to fix the 'charm monster' abuse, where a player level 1 can
1560 charm a level 125 monster...
1561
1562 Ryo, august 14th
1563 */
1652 if (head->level > level) 1564 if (head->level > level)
1653 continue; 1565 continue;
1566
1654 if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + MIN (50, 2 * (level - head->level)))) 1567 if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + MIN (50, 2 * (level - head->level))))
1655 /* Failed, no effect */ 1568 /* Failed, no effect */
1656 continue; 1569 continue;
1657 } 1570 }
1658 1571
1659 /* Done with saving throw. Now start effecting the monster */ 1572 /* Done with saving throw. Now start affecting the monster */
1660 1573
1661 /* aggravation */ 1574 /* aggravation */
1662 if (QUERY_FLAG (spell, FLAG_MONSTER)) 1575 if (QUERY_FLAG (spell, FLAG_MONSTER))
1663 { 1576 {
1664 CLEAR_FLAG (head, FLAG_SLEEP); 1577 CLEAR_FLAG (head, FLAG_SLEEP);
1665 if (QUERY_FLAG (head, FLAG_FRIENDLY))
1666 remove_friendly_object (head); 1578 remove_friendly_object (head);
1667
1668 done_one = 1; 1579 done_one = 1;
1669 head->enemy = op; 1580 head->enemy = op;
1670 } 1581 }
1671 1582
1672 /* calm monsters */ 1583 /* calm monsters */
1681 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK)) 1592 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK))
1682 { 1593 {
1683 SET_FLAG (head, FLAG_BERSERK); 1594 SET_FLAG (head, FLAG_BERSERK);
1684 done_one = 1; 1595 done_one = 1;
1685 } 1596 }
1597
1686 /* charm */ 1598 /* charm */
1687 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY)) 1599 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY))
1688 { 1600 {
1689 SET_FLAG (head, FLAG_FRIENDLY); 1601 INVOKE_OBJECT (KILL, head, ARG_OBJECT (caster));
1602
1690 /* Prevent uncontolled outbreaks of self replicating monsters. 1603 /* Prevent uncontrolled outbreaks of self replicating monsters.
1691 Typical use case is charm, go somwhere, use aggravation to make hostile. 1604 Typical use case is charm, go somwhere, use aggravation to make hostile.
1692 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */ 1605 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */
1693 CLEAR_FLAG (head, FLAG_GENERATOR); 1606 CLEAR_FLAG (head, FLAG_GENERATOR);
1694 head->set_owner (op); 1607 head->set_owner (op);
1695 set_spell_skill (op, caster, spell, head); 1608 set_spell_skill (op, caster, spell, head);
1700 head->stats.exp = 0; 1613 head->stats.exp = 0;
1701 } 1614 }
1702 1615
1703 /* If a monster was effected, put an effect in */ 1616 /* If a monster was effected, put an effect in */
1704 if (done_one && spell->other_arch) 1617 if (done_one && spell->other_arch)
1705 {
1706 tmp = arch_to_object (spell->other_arch); 1618 m->insert (arch_to_object (spell->other_arch), nx, ny, op);
1707 tmp->x = nx;
1708 tmp->y = ny;
1709 insert_ob_in_map (tmp, m, op, 0);
1710 }
1711 } /* for y */ 1619 } /* for y */
1712 1620
1713 return 1; 1621 return 1;
1714} 1622}
1715 1623
1766 nx = op->x; 1674 nx = op->x;
1767 ny = op->y; 1675 ny = op->y;
1768 m = op->map; 1676 m = op->map;
1769 } 1677 }
1770 1678
1771 op->remove (); 1679 m->insert (op, nx, ny, op);
1772 op->y = ny;
1773 op->x = nx;
1774 insert_ob_in_map (op, m, op, 0);
1775 1680
1776 dam_save = op->stats.dam; /* save the original dam: we do halfdam on 1681 dam_save = op->stats.dam; /* save the original dam: we do halfdam on
1777 surrounding squares */ 1682 surrounding squares */
1778 1683
1779 /* loop over current square and neighbors to hit. 1684 /* loop over current square and neighbors to hit.
1780 * if this has an other_arch field, we insert that in 1685 * if this has an other_arch field, we insert that in
1781 * the surround spaces. 1686 * the surround spaces.
1782 */ 1687 */
1783 for (j = 0; j < 9; j++) 1688 for (j = 0; j < 9; j++)
1784 { 1689 {
1785 object *new_ob;
1786
1787 hx = nx + freearr_x[j]; 1690 hx = nx + freearr_x[j];
1788 hy = ny + freearr_y[j]; 1691 hy = ny + freearr_y[j];
1789 1692
1790 m = op->map; 1693 m = op->map;
1791 mflags = get_map_flags (m, &m, hx, hy, &hx, &hy); 1694 mflags = get_map_flags (m, &m, hx, hy, &hx, &hy);
1805 1708
1806 } 1709 }
1807 1710
1808 /* insert the other arch */ 1711 /* insert the other arch */
1809 if (op->other_arch && !(OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy)))) 1712 if (op->other_arch && !(OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy))))
1810 { 1713 m->insert (arch_to_object (op->other_arch), hx, hy, op);
1811 new_ob = arch_to_object (op->other_arch);
1812 new_ob->x = hx;
1813 new_ob->y = hy;
1814 insert_ob_in_map (new_ob, m, op, 0);
1815 }
1816 } 1714 }
1817 1715
1818 /* restore to the center location and damage */ 1716 /* restore to the center location and damage */
1819 op->stats.dam = dam_save; 1717 op->stats.dam = dam_save;
1820 1718
1823 if (i >= 0) 1721 if (i >= 0)
1824 { /* we have a preferred direction! */ 1722 { /* we have a preferred direction! */
1825 /* pick another direction if the preferred dir is blocked. */ 1723 /* pick another direction if the preferred dir is blocked. */
1826 if (get_map_flags (op->map, &m, nx + freearr_x[i], ny + freearr_y[i], &hx, &hy) & P_OUT_OF_MAP || 1724 if (get_map_flags (op->map, &m, nx + freearr_x[i], ny + freearr_y[i], &hx, &hy) & P_OUT_OF_MAP ||
1827 OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy))) 1725 OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy)))
1828 {
1829 i = absdir (i + rndm (0, 2) - 1); /* -1, 0, +1 */ 1726 i = absdir (i + rndm (0, 2) - 1); /* -1, 0, +1 */
1830 } 1727
1831 op->direction = i; 1728 op->direction = i;
1832 } 1729 }
1833} 1730}
1834 1731
1835
1836/* move_swarm_spell: peterm 1732/* move_swarm_spell: peterm
1837 * This is an implementation of the swarm spell. It was written for 1733 * This is an implementation of the swarm spell. It was written for
1838 * meteor swarm, but it could be used for any swarm. A swarm spell 1734 * meteor swarm, but it could be used for any swarm. A swarm spell
1839 * is a special type of object that casts swarms of other types 1735 * is a special type of object that casts swarms of other types
1840 * of spells. Which spell it casts is flexible. It fires the spells 1736 * of spells. Which spell it casts is flexible. It fires the spells
1841 * from a set of squares surrounding the caster, in a given direction. 1737 * from a set of squares surrounding the caster, in a given direction.
1842 */ 1738 */
1843
1844void 1739void
1845move_swarm_spell (object *op) 1740move_swarm_spell (object *op)
1846{ 1741{
1847#if 0 1742#if 0
1848 static int cardinal_adjust[9] = { -3, -2, -1, 0, 0, 0, 1, 2, 3 }; 1743 static int cardinal_adjust[9] = { -3, -2, -1, 0, 0, 0, 1, 2, 3 };
1849 static int diagonal_adjust[10] = { -3, -2, -2, -1, 0, 0, 1, 2, 2, 3 }; 1744 static int diagonal_adjust[10] = { -3, -2, -2, -1, 0, 0, 1, 2, 2, 3 };
1850 sint16 target_x, target_y, origin_x, origin_y; 1745 sint16 target_x, target_y, origin_x, origin_y;
1851 int adjustdir; 1746 int adjustdir;
1852 maptile *m; 1747 maptile *m;
1853#endif 1748#endif
1854 int basedir;
1855 object *owner; 1749 object *owner = op->env;
1856 1750
1857 owner = op->owner; 1751 if (!op->duration || !owner->is_on_map ())
1858 if (op->duration == 0 || owner == NULL)
1859 { 1752 {
1860 op->destroy (); 1753 op->destroy ();
1861 return; 1754 return;
1862 } 1755 }
1863 1756
1864 op->duration--; 1757 op->duration--;
1865 1758
1866 basedir = op->direction; 1759 int basedir = op->direction;
1867 if (basedir == 0) 1760 if (!basedir)
1868 {
1869 /* spray in all directions! 8) */ 1761 /* spray in all directions! 8) */
1870 basedir = rndm (1, 8); 1762 basedir = (op->facing += op->state) % 8 + 1;
1871 }
1872 1763
1873#if 0 1764#if 0
1874 // this is bogus: it causes wrong places to be checked below 1765 // this is bogus: it causes wrong places to be checked below
1875 // (a wall 2 cells away will block the effect...) and 1766 // (a wall 2 cells away will block the effect...) and
1876 // doesn't work for SP_BULLET anyhow, so again tests the wrong 1767 // doesn't work for SP_BULLET anyhow, so again tests the wrong
1877 // space. 1768 // space.
1878 // should be fixed later, but correctness before featurs... 1769 // should be fixed later, but correctness before features...
1879 // (schmorp) 1770 // (schmorp)
1880 1771
1881 /* new offset calculation to make swarm element distribution 1772 /* new offset calculation to make swarm element distribution
1882 * more uniform 1773 * more uniform
1883 */ 1774 */
1936 { 1827 {
1937 /* Bullet spells have a bunch more customization that needs to be done */ 1828 /* Bullet spells have a bunch more customization that needs to be done */
1938 if (op->spell->subtype == SP_BULLET) 1829 if (op->spell->subtype == SP_BULLET)
1939 fire_bullet (owner, op, basedir, op->spell); 1830 fire_bullet (owner, op, basedir, op->spell);
1940 else if (op->spell->subtype == SP_MAGIC_MISSILE) 1831 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1941 fire_arch_from_position (owner, op, op->x, op->y, basedir, op->spell); 1832 fire_arch_from_position (owner, op, owner->x, owner->y, basedir, op->spell);
1942 } 1833 }
1943} 1834}
1944
1945
1946
1947 1835
1948/* fire_swarm: 1836/* fire_swarm:
1949 * The following routine creates a swarm of objects. It actually 1837 * The following routine creates a swarm of objects. It actually
1950 * sets up a specific swarm object, which then fires off all 1838 * sets up a specific swarm object, which then fires off all
1951 * the parts of the swarm. 1839 * the parts of the swarm.
1954 * caster: the caster (owner, wand, rod, scroll) 1842 * caster: the caster (owner, wand, rod, scroll)
1955 * dir: the direction everything will be fired in 1843 * dir: the direction everything will be fired in
1956 * spell - the spell that is this spell. 1844 * spell - the spell that is this spell.
1957 * n: the number to be fired. 1845 * n: the number to be fired.
1958 */ 1846 */
1959
1960int 1847int
1961fire_swarm (object *op, object *caster, object *spell, int dir) 1848fire_swarm (object *op, object *caster, object *spell, int dir)
1962{ 1849{
1963 object *tmp;
1964 int i;
1965
1966 if (!spell->other_arch) 1850 if (!spell->other_arch)
1967 return 0; 1851 return 0;
1968 1852
1969 tmp = get_archetype (SWARM_SPELL); 1853 object *tmp = archetype::get (SWARM_SPELL);
1970 tmp->x = op->x;
1971 tmp->y = op->y;
1972 tmp->set_owner (op); /* needed so that if swarm elements kill, caster gets xp. */
1973 set_spell_skill (op, caster, spell, tmp); 1854 set_spell_skill (op, caster, spell, tmp);
1974
1975 tmp->level = caster_level (caster, spell); /*needed later, to get level dep. right. */ 1855 tmp->level = caster_level (caster, spell); /* needed later, to get level dep. right. */
1976 tmp->spell = arch_to_object (spell->other_arch); 1856 tmp->spell = spell->other_arch->instance ();
1977
1978 tmp->attacktype = tmp->spell->attacktype; 1857 tmp->attacktype = tmp->spell->attacktype;
1979 1858
1980 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) 1859 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
1981 {
1982 if (!tailor_god_spell (tmp, op)) 1860 if (!tailor_god_spell (tmp, op))
1983 return 1; 1861 return 1;
1984 } 1862
1985 tmp->duration = SP_level_duration_adjust (caster, spell); 1863 tmp->duration = SP_level_duration_adjust (caster, spell);
1986 for (i = 0; i < spell->duration; i++) 1864 for (int i = 0; i < spell->duration; i++)
1987 tmp->duration += die_roll (1, 3, op, PREFER_HIGH); 1865 tmp->duration += die_roll (1, 3, op, PREFER_HIGH);
1988 1866
1989 tmp->direction = dir; 1867 tmp->direction = dir;
1990 tmp->invisible = 1; 1868 tmp->invisible = 1;
1991 insert_ob_in_map (tmp, op->map, op, 0); 1869 tmp->facing = rndm (1, 8); // initial firing direction
1870 tmp->state = rndm (4) * 2 + 1; // direction increment
1871
1872 op->insert (tmp);
1873
1992 return 1; 1874 return 1;
1993} 1875}
1994
1995 1876
1996/* See the spells documentation file for why this is its own 1877/* See the spells documentation file for why this is its own
1997 * function. 1878 * function.
1998 */ 1879 */
1999int 1880int
2024 return 0; 1905 return 0;
2025 } 1906 }
2026 1907
2027 if (mflags & P_IS_ALIVE && spell->attacktype) 1908 if (mflags & P_IS_ALIVE && spell->attacktype)
2028 { 1909 {
2029 for (target = get_map_ob (m, x, y); target; target = target->above) 1910 for (target = GET_MAP_OB (m, x, y); target; target = target->above)
2030 if (QUERY_FLAG (target, FLAG_MONSTER)) 1911 if (QUERY_FLAG (target, FLAG_MONSTER))
2031 { 1912 {
2032 /* oky doky. got a target monster. Lets make a blinding attack */ 1913 /* oky doky. got a target monster. Lets make a blinding attack */
2033 if (target->head) 1914 if (target->head)
2034 target = target->head; 1915 target = target->head;
2056 { 1937 {
2057 tmp->glow_radius = spell->range + SP_level_range_adjust (caster, spell); 1938 tmp->glow_radius = spell->range + SP_level_range_adjust (caster, spell);
2058 if (tmp->glow_radius > MAX_LIGHT_RADII) 1939 if (tmp->glow_radius > MAX_LIGHT_RADII)
2059 tmp->glow_radius = MAX_LIGHT_RADII; 1940 tmp->glow_radius = MAX_LIGHT_RADII;
2060 } 1941 }
2061 tmp->x = x; 1942
2062 tmp->y = y; 1943 m->insert (tmp, x, y, op);
2063 insert_ob_in_map (tmp, m, op, 0);
2064 return 1; 1944 return 1;
2065} 1945}
2066
2067
2068
2069 1946
2070/* cast_cause_disease: this spell looks along <dir> from the 1947/* cast_cause_disease: this spell looks along <dir> from the
2071 * player and infects someone. 1948 * player and infects someone.
2072 * op is the player/monster, caster is the object, dir is the direction 1949 * op is the player/monster, caster is the object, dir is the direction
2073 * to cast, disease_arch is the specific disease, and type is the spell number 1950 * to cast, disease_arch is the specific disease, and type is the spell number
2074 * perhaps this should actually be in disease.c? 1951 * perhaps this should actually be in disease.c?
2075 */ 1952 */
2076
2077int 1953int
2078cast_cause_disease (object *op, object *caster, object *spell, int dir) 1954cast_cause_disease (object *op, object *caster, object *spell, int dir)
2079{ 1955{
2080 sint16 x, y; 1956 sint16 x, y;
2081 int i, mflags, range, dam_mod, dur_mod; 1957 int i, mflags, range, dam_mod, dur_mod;
2088 /* If casting from a scroll, no direction will be available, so refer to the 1964 /* If casting from a scroll, no direction will be available, so refer to the
2089 * direction the player is pointing. 1965 * direction the player is pointing.
2090 */ 1966 */
2091 if (!dir) 1967 if (!dir)
2092 dir = op->facing; 1968 dir = op->facing;
1969
2093 if (!dir) 1970 if (!dir)
2094 return 0; /* won't find anything if casting on ourself, so just return */ 1971 return 0; /* won't find anything if casting on ourself, so just return */
2095 1972
2096 /* Calculate these once here */ 1973 /* Calculate these once here */
2097 range = spell->range + SP_level_range_adjust (caster, spell); 1974 range = spell->range + SP_level_range_adjust (caster, spell);
2116 1993
2117 /* Only bother looking on this space if there is something living here */ 1994 /* Only bother looking on this space if there is something living here */
2118 if (mflags & P_IS_ALIVE) 1995 if (mflags & P_IS_ALIVE)
2119 { 1996 {
2120 /* search this square for a victim */ 1997 /* search this square for a victim */
2121 for (walk = get_map_ob (m, x, y); walk; walk = walk->above) 1998 for (walk = GET_MAP_OB (m, x, y); walk; walk = walk->above)
2122 if (QUERY_FLAG (walk, FLAG_MONSTER) || (walk->type == PLAYER)) 1999 if (QUERY_FLAG (walk, FLAG_MONSTER) || (walk->type == PLAYER))
2123 { /* found a victim */ 2000 { /* found a victim */
2124 object *disease = arch_to_object (spell->other_arch); 2001 object *disease = arch_to_object (spell->other_arch);
2125 2002
2126 disease->set_owner (op); 2003 disease->set_owner (op);
2131 /* do level adjustments */ 2008 /* do level adjustments */
2132 if (disease->stats.wc) 2009 if (disease->stats.wc)
2133 disease->stats.wc += dur_mod / 2; 2010 disease->stats.wc += dur_mod / 2;
2134 2011
2135 if (disease->magic > 0) 2012 if (disease->magic > 0)
2136 disease->magic += dur_mod / 4; 2013 disease->magic += dur_mod / 8;
2137 2014
2138 if (disease->stats.maxhp > 0) 2015 if (disease->stats.maxhp > 0)
2139 disease->stats.maxhp += dur_mod; 2016 disease->stats.maxhp += dur_mod;
2140 2017
2141 if (disease->stats.maxgrace > 0) 2018 if (disease->stats.maxgrace > 0)
2176 if (disease->stats.sp) 2053 if (disease->stats.sp)
2177 disease->stats.sp -= dam_mod; 2054 disease->stats.sp -= dam_mod;
2178 2055
2179 if (infect_object (walk, disease, 1)) 2056 if (infect_object (walk, disease, 1))
2180 { 2057 {
2181 object *flash; /* visual effect for inflicting disease */
2182
2183 new_draw_info_format (NDI_UNIQUE, 0, op, "You inflict %s on %s!", &disease->name, &walk->name); 2058 new_draw_info_format (NDI_UNIQUE, 0, op, "You inflict %s on %s!", &disease->name, &walk->name);
2184 2059
2185 disease->destroy (); /* don't need this one anymore */ 2060 disease->destroy (); /* don't need this one anymore */
2186 flash = get_archetype (ARCH_DETECT_MAGIC); 2061 walk->map->insert (get_archetype ("detect_magic"), x, y, op);
2187 flash->x = x;
2188 flash->y = y;
2189 flash->map = walk->map;
2190 insert_ob_in_map (flash, walk->map, op, 0);
2191 return 1; 2062 return 1;
2192 } 2063 }
2193 2064
2194 disease->destroy (); 2065 disease->destroy ();
2195 } 2066 }
2196 } /* if living creature */ 2067 } /* if living creature */
2197 } /* for range of spaces */ 2068 } /* for range of spaces */
2069
2198 new_draw_info (NDI_UNIQUE, 0, op, "No one caught anything!"); 2070 new_draw_info (NDI_UNIQUE, 0, op, "No one caught anything!");
2199 return 1; 2071 return 1;
2200} 2072}

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