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Comparing deliantra/server/server/spell_attack.C (file contents):
Revision 1.37 by root, Mon May 28 21:28:36 2007 UTC vs.
Revision 1.115 by root, Sun Jan 29 02:47:06 2017 UTC

1/* 1/*
2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002-2003,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002-2003 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 * 7 *
8 * Crossfire TRT is free software; you can redistribute it and/or modify it 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * under the terms of the GNU General Public License as published by the Free 9 * the terms of the Affero GNU General Public License as published by the
10 * Software Foundation; either version 2 of the License, or (at your option) 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, but 13 * This program is distributed in the hope that it will be useful,
14 * WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License along 18 * You should have received a copy of the Affero GNU General Public License
19 * with Crossfire TRT; if not, write to the Free Software Foundation, Inc. 51 19 * and the GNU General Public License along with this program. If not, see
20 * Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA 20 * <http://www.gnu.org/licenses/>.
21 * 21 *
22 * The authors can be reached via e-mail to <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 23 */
24 24
25/* This file contains all the spell attack code. Grouping this code 25/* This file contains all the spell attack code. Grouping this code
26 * together should hopefully make it easier to find the relevent bits 26 * together should hopefully make it easier to find the relevent bits
27 * of code 27 * of code
37/* this function checks to see if a spell pushes objects as well 37/* this function checks to see if a spell pushes objects as well
38 * as flies over and damages them (only used for cones for now) 38 * as flies over and damages them (only used for cones for now)
39 * but moved here so it could be applied to bolts too 39 * but moved here so it could be applied to bolts too
40 * op is the spell object. 40 * op is the spell object.
41 */ 41 */
42 42static void
43void
44check_spell_knockback (object *op) 43check_spell_knockback (object *op)
45{ 44{
46 object *tmp, *tmp2; /* object on the map */
47 int weight_move; 45 int weight_move;
48 int frictionmod = 2; /*poor man's physics - multipy targets weight by this amount */ 46 int frictionmod = 2; /*poor man's physics - multipy targets weight by this amount */
49 47
50 if (!op->weight) 48 if (!op->weight)
51 { /*shouldn't happen but if cone object has no weight drop out */ 49 { /*shouldn't happen but if cone object has no weight drop out */
56 { 54 {
57 weight_move = op->weight + (op->weight * op->level) / 3; 55 weight_move = op->weight + (op->weight * op->level) / 3;
58 /*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); */
59 } 57 }
60 58
61 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 59 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
62 { 60 {
63 int num_sections = 1; 61 int num_sections = 1;
64 62
65 /* don't move DM */ 63 /* don't move DM */
66 if (QUERY_FLAG (tmp, FLAG_WIZ)) 64 if (tmp->flag [FLAG_WIZ])
67 return; 65 return;
68 66
69 /* don't move parts of objects */ 67 /* don't move parts of objects */
70 if (tmp->head) 68 if (tmp->head)
71 continue; 69 continue;
72 70
73 /* don't move floors or immobile objects */ 71 /* don't move floors or immobile objects */
74 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || (!QUERY_FLAG (tmp, FLAG_ALIVE) && QUERY_FLAG (tmp, FLAG_NO_PICK))) 72 if (tmp->flag [FLAG_IS_FLOOR] || (!tmp->flag [FLAG_ALIVE] && tmp->flag [FLAG_NO_PICK]))
75 continue; 73 continue;
76 74
77 /* count the object's sections */ 75 /* count the object's sections */
78 for (tmp2 = tmp; tmp2 != NULL; tmp2 = tmp2->more) 76 for (object *tmp2 = tmp; tmp2; tmp2 = tmp2->more)
79 num_sections++; 77 num_sections++;
80 78
81 /* I'm not sure if it makes sense to divide by num_sections - bigger 79 /* I'm not sure if it makes sense to divide by num_sections - bigger
82 * objects should be harder to move, and we are moving the entire 80 * objects should be harder to move, and we are moving the entire
83 * object, not just the head, so the total weight should be relevant. 81 * object, not just the head, so the total weight should be relevant.
88 if (tmp->move_type & MOVE_FLYING) 86 if (tmp->move_type & MOVE_FLYING)
89 frictionmod = 1; /* flying objects loose the friction modifier */ 87 frictionmod = 1; /* flying objects loose the friction modifier */
90 88
91 if (rndm (0, weight_move - 1) > ((tmp->weight / num_sections) * frictionmod)) 89 if (rndm (0, weight_move - 1) > ((tmp->weight / num_sections) * frictionmod))
92 { /* move it. */ 90 { /* move it. */
93 /* move_object is really for monsters, but looking at 91 /* move_object is really for monsters, but looking at
94 * the move_object function, it appears that it should 92 * the move_object function, it appears that it should
95 * also be safe for objects. 93 * also be safe for objects.
96 * This does return if successful or not, but 94 * This does return if successful or not, but
97 * I don't see us doing anything useful with that information 95 * I don't see us doing anything useful with that information
98 * right now. 96 * right now.
99 */ 97 */
100 move_object (tmp, absdir (op->stats.sp)); 98 tmp->move (absdir (op->stats.sp));
101 } 99 }
102 100
103 } 101 }
104} 102}
105 103
107 * 105 *
108 * BOLT CODE 106 * BOLT CODE
109 * 107 *
110 ***************************************************************************/ 108 ***************************************************************************/
111 109
112/* Causes op to fork. op is the original bolt, tmp 110/* Causes op to fork. op is the original bolt, tmp
113 * is the first piece of the fork. 111 * is the first piece of the fork.
114 */ 112 */
115 113static void
116void
117forklightning (object *op, object *tmp) 114forklightning (object *op, object *tmp)
118{ 115{
119 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 */
120 int t_dir; /* stores temporary dir calculation */ 117 int t_dir; /* stores temporary dir calculation */
121 maptile *m; 118 maptile *m;
152 new_bolt->duration++; 149 new_bolt->duration++;
153 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */ 150 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */
154 new_bolt->stats.dam++; 151 new_bolt->stats.dam++;
155 tmp->stats.dam /= 2; /* reduce father bolt damage */ 152 tmp->stats.dam /= 2; /* reduce father bolt damage */
156 tmp->stats.dam++; 153 tmp->stats.dam++;
154
157 if ((new_bolt = m->insert (new_bolt, sx, sy, op))) 155 if ((new_bolt = m->insert (new_bolt, sx, sy, op)))
158 update_turn_face (new_bolt); 156 update_turn_face (new_bolt);
159} 157}
160 158
161/* move_bolt: moves bolt 'op'. Basically, it just advances a space, 159/* move_bolt: moves bolt 'op'. Basically, it just advances a space,
162 * and checks for various things that may stop it. 160 * and checks for various things that may stop it.
163 */ 161 */
164
165void 162void
166move_bolt (object *op) 163move_bolt (object *op)
167{ 164{
168 int mflags; 165 int mflags;
169 sint16 x, y; 166 sint16 x, y;
170 maptile *m; 167 maptile *m;
171 168
172 if (--op->duration < 0) 169 if (--op->duration < 0)
173 { 170 {
174 op->destroy (); 171 op->drop_and_destroy ();
175 return; 172 return;
176 } 173 }
177 174
178 hit_map (op, 0, op->attacktype, 1); 175 hit_map (op, 0, op->attacktype, 1);
179 176
197 * 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
198 * will be useful. 195 * will be useful.
199 */ 196 */
200 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)))
201 { 198 {
202 if (!QUERY_FLAG (op, FLAG_REFLECTING)) 199 if (!op->flag [FLAG_REFLECTING])
203 return; 200 return;
204 201
205 /* Since walls don't run diagonal, if the bolt is in 202 /* Since walls don't run diagonal, if the bolt is in
206 * one of 4 main directions, it just reflects back in the 203 * one of 4 main directions, it just reflects back in the
207 * opposite direction. However, if the bolt is travelling 204 * opposite direction. However, if the bolt is travelling
250 tmp->speed_left = -0.1f; 247 tmp->speed_left = -0.1f;
251 /* 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 */
252 tmp->duration++; 249 tmp->duration++;
253 250
254 /* New forking code. Possibly create forks of this object 251 /* New forking code. Possibly create forks of this object
255 * going off in other directions. 252 * going off in other directions.
256 */ 253 */
257 if (rndm (0, 99) < tmp->stats.Dex) 254 if (tmp->stats.Dex && rndm (0, 99) < tmp->stats.Dex)
258 { /* stats.Dex % of forking */ 255 forklightning (op, tmp); /* stats.Dex % of forking */
259 forklightning (op, tmp);
260 }
261 256
262 /* In this way, the object left behind sticks on the space, but 257 /* In this way, the object left behind sticks on the space, but
263 * doesn't create any bolts that continue to move onward. 258 * doesn't create any bolts that continue to move onward.
264 */ 259 */
265 op->range = 0; 260 op->range = 0;
282 int mflags; 277 int mflags;
283 278
284 if (!spob->other_arch) 279 if (!spob->other_arch)
285 return 0; 280 return 0;
286 281
287 tmp = arch_to_object (spob->other_arch); 282 tmp = spob->other_arch->instance ();
288 if (tmp == NULL) 283 if (tmp == NULL)
289 return 0; 284 return 0;
290 285
291 /* peterm: level dependency for bolts */ 286 /* peterm: level dependency for bolts */
292 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob); 287 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob);
293 tmp->attacktype = spob->attacktype; 288 tmp->attacktype = spob->attacktype;
289
294 if (spob->slaying) 290 if (spob->slaying)
295 tmp->slaying = spob->slaying; 291 tmp->slaying = spob->slaying;
292
296 tmp->range = spob->range + SP_level_range_adjust (caster, spob); 293 tmp->range = spob->range + SP_level_range_adjust (caster, spob);
297 tmp->duration = spob->duration + SP_level_duration_adjust (caster, spob); 294 tmp->duration = spob->duration + SP_level_duration_adjust (caster, spob);
298 tmp->stats.Dex = spob->stats.Dex; 295 tmp->stats.Dex = spob->stats.Dex;
299 tmp->stats.Con = spob->stats.Con; 296 tmp->stats.Con = spob->stats.Con;
300 297
301 tmp->direction = dir; 298 tmp->direction = dir;
302 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) 299 if (tmp->flag [FLAG_IS_TURNABLE])
303 SET_ANIMATION (tmp, dir); 300 SET_ANIMATION (tmp, dir);
304 301
305 tmp->set_owner (op); 302 tmp->set_owner (op);
306 set_spell_skill (op, caster, spob, tmp); 303 set_spell_skill (op, caster, spob, tmp);
307 304
311 308
312 maptile *newmap; 309 maptile *newmap;
313 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y); 310 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y);
314 if (mflags & P_OUT_OF_MAP) 311 if (mflags & P_OUT_OF_MAP)
315 { 312 {
316 tmp->destroy (); 313 tmp->drop_and_destroy ();
317 return 0; 314 return 0;
318 } 315 }
319 316
320 tmp->map = newmap; 317 tmp->map = newmap;
321 318
322 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)))
323 { 320 {
324 if (!QUERY_FLAG (tmp, FLAG_REFLECTING)) 321 if (!tmp->flag [FLAG_REFLECTING])
325 { 322 {
326 tmp->destroy (); 323 tmp->drop_and_destroy ();
327 return 0; 324 return 0;
328 } 325 }
329 326
330 tmp->x = op->x; 327 tmp->x = op->x;
331 tmp->y = op->y; 328 tmp->y = op->y;
336 if ((tmp = tmp->insert_at (tmp, op))) 333 if ((tmp = tmp->insert_at (tmp, op)))
337 move_bolt (tmp); 334 move_bolt (tmp);
338 335
339 return 1; 336 return 1;
340} 337}
341
342
343 338
344/*************************************************************************** 339/***************************************************************************
345 * 340 *
346 * BULLET/BALL CODE 341 * BULLET/BALL CODE
347 * 342 *
348 ***************************************************************************/ 343 ***************************************************************************/
349 344
350/* expands an explosion. op is a piece of the 345/* expands an explosion. op is a piece of the
351 * explosion - this expans it in the different directions. 346 * explosion - this expands it in the different directions.
352 * At least that is what I think this does. 347 * At least that is what I think this does.
353 */ 348 */
354void 349void
355explosion (object *op) 350explosion (object *op)
356{ 351{
372 sint16 dx, dy; 367 sint16 dx, dy;
373 368
374 dx = op->x + freearr_x[i]; 369 dx = op->x + freearr_x[i];
375 dy = op->y + freearr_y[i]; 370 dy = op->y + freearr_y[i];
376 371
377 /* ok_to_put_more already does things like checks for walls, 372 /* ok_to_put_more already does things like checks for walls,
378 * out of map, etc. 373 * out of map, etc.
379 */ 374 */
380 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))
381 { 376 {
382 object *tmp = op->clone (); 377 object *tmp = op->clone ();
390 } 385 }
391 } 386 }
392 } 387 }
393} 388}
394 389
395
396/* Causes an object to explode, eg, a firebullet, 390/* Causes an object to explode, eg, a firebullet,
397 * poison cloud ball, etc. op is the object to 391 * poison cloud ball, etc. op is the object to
398 * explode. 392 * explode.
399 */ 393 */
400void 394static void
401explode_bullet (object *op) 395explode_bullet (object *op)
402{ 396{
403 object *tmp, *owner; 397 object *tmp, *owner;
404 398
405 if (op->other_arch == NULL) 399 if (!op->other_arch)
406 { 400 {
407 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n"); 401 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n");
408 op->destroy (); 402 op->destroy ();
409 return; 403 return;
410 } 404 }
411 405
412 if (op->env) 406 if (op->env)
413 { 407 {
414 object *env = object_get_env_recursive (op); 408 object *env = op->outer_env ();
409
415 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))
416 { 411 {
417 LOG (llevError, "BUG: explode_bullet(): env out of map\n"); 412 LOG (llevError, "BUG: explode_bullet(): env out of map\n");
418 op->destroy (); 413 op->destroy ();
419 return; 414 return;
420 } 415 }
438 } 433 }
439 434
440 if (op->attacktype) 435 if (op->attacktype)
441 { 436 {
442 hit_map (op, 0, op->attacktype, 1); 437 hit_map (op, 0, op->attacktype, 1);
438
443 if (op->destroyed ()) 439 if (op->destroyed ())
444 return; 440 return;
445 } 441 }
446 442
447 /* other_arch contains what this explodes into */ 443 /* other_arch contains what this explodes into */
448 tmp = arch_to_object (op->other_arch); 444 tmp = op->other_arch->instance ();
449 445
450 tmp->set_owner (op); 446 tmp->set_owner (op);
451 tmp->skill = op->skill; 447 tmp->skill = op->skill;
452 448
453 owner = op->owner; 449 owner = op->owner;
454 450
455 if ((tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) && owner && !tailor_god_spell (tmp, owner)) 451 if ((tmp->attacktype & AT_HOLYWORD
452 || tmp->attacktype & AT_GODPOWER)
453 && owner
454 && !tailor_god_spell (tmp, owner))
456 { 455 {
457 op->destroy (); 456 op->destroy ();
458 return; 457 return;
459 } 458 }
460 459
487 486
488 /* Prevent recursion */ 487 /* Prevent recursion */
489 op->move_on = 0; 488 op->move_on = 0;
490 489
491 tmp->insert_at (op, op); 490 tmp->insert_at (op, op);
491 tmp->play_sound (tmp->sound);
492
492 /* remove the firebullet */ 493 /* remove the firebullet */
493 op->destroy (); 494 op->destroy ();
494} 495}
495 496
496/* checks to see what op should do, given the space it is on 497/* checks to see what op should do, given the space it is on
520 if (!(mflags & P_IS_ALIVE)) 521 if (!(mflags & P_IS_ALIVE))
521 return; 522 return;
522 523
523 for (tmp = op->ms ().bot; tmp; tmp = tmp->above) 524 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
524 { 525 {
525 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 526 if (tmp->flag [FLAG_ALIVE])
526 { 527 {
527 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1); 528 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1);
529
530 // TODO: can't understand the following if's
528 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0) 531 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0)
529 { 532 {
530 if (!QUERY_FLAG (op, FLAG_REMOVED)) 533 if (!op->flag [FLAG_REMOVED])
531 { 534 {
532 op->destroy (); 535 op->destroy ();
533 return; 536 return;
534 } 537 }
535 } 538 }
543 * fired arches (eg, bolts). 546 * fired arches (eg, bolts).
544 */ 547 */
545void 548void
546move_bullet (object *op) 549move_bullet (object *op)
547{ 550{
548 sint16 new_x, new_y;
549 int mflags;
550 maptile *m;
551
552#if 0 551#if 0
553 /* We need a better general purpose way to do this */ 552 /* We need a better general purpose way to do this */
554 553
555 /* peterm: added to make comet leave a trail of burnouts 554 /* peterm: added to make comet leave a trail of burnouts
556 it's an unadulterated hack, but the effect is cool. */ 555 it's an unadulterated hack, but the effect is cool. */
557 if (op->stats.sp == SP_METEOR) 556 if (op->stats.sp == SP_METEOR)
558 { 557 {
559 replace_insert_ob_in_map ("fire_trail", op); 558 replace_insert_ob_in_map ("fire_trail", op);
560 if (op->destroyed ()) 559 if (op->destroyed ())
571 op->destroy (); 570 op->destroy ();
572 571
573 return; 572 return;
574 } 573 }
575 574
576 new_x = op->x + DIRX (op); 575 mapxy pos (op);
577 new_y = op->y + DIRY (op); 576 pos.move (op->direction);
578 m = op->map;
579 mflags = get_map_flags (m, &m, new_x, new_y, &new_x, &new_y);
580 577
581 if (mflags & P_OUT_OF_MAP) 578 if (!pos.normalise ())
582 { 579 {
583 op->destroy (); 580 op->destroy ();
584 return; 581 return;
585 } 582 }
586 583
587 if (!op->direction || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y))) 584 mapspace &ms = pos.ms ();
585
586 ms.update ();
587
588 if (!op->direction || OB_TYPE_MOVE_BLOCK (op, ms.move_block))
588 { 589 {
589 if (op->other_arch) 590 if (op->other_arch)
590 explode_bullet (op); 591 explode_bullet (op);
591 else 592 else
592 op->destroy (); 593 op->destroy ();
593 594
594 return; 595 return;
595 } 596 }
596 597
597 if (!(op = m->insert (op, new_x, new_y, op))) 598 if (!(op = pos.insert (op, op)))
598 return; 599 return;
599 600
600 if (reflwall (op->map, op->x, op->y, op)) 601 if (reflwall (op->map, op->x, op->y, op))
601 { 602 {
602 op->direction = absdir (op->direction + 4); 603 op->direction = absdir (op->direction + 4);
612 * we remove the magic flag - that can be derived from 613 * we remove the magic flag - that can be derived from
613 * spob->attacktype. 614 * spob->attacktype.
614 * This function sets up the appropriate owner and skill 615 * This function sets up the appropriate owner and skill
615 * pointers. 616 * pointers.
616 */ 617 */
617
618int 618int
619fire_bullet (object *op, object *caster, int dir, object *spob) 619fire_bullet (object *op, object *caster, int dir, object *spob)
620{ 620{
621 object *tmp = NULL; 621 object *tmp = NULL;
622 int mflags; 622 int mflags;
623 623
624 if (!spob->other_arch) 624 if (!spob->other_arch)
625 return 0; 625 return 0;
626 626
627 tmp = arch_to_object (spob->other_arch); 627 tmp = spob->other_arch->instance ();
628 if (tmp == NULL) 628 if (!tmp)
629 return 0; 629 return 0;
630 630
631 /* peterm: level dependency for bolts */ 631 /* peterm: level dependency for bolts */
632 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob); 632 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob);
633 tmp->attacktype = spob->attacktype; 633 tmp->attacktype = spob->attacktype;
634 if (spob->slaying) 634 if (spob->slaying)
635 tmp->slaying = spob->slaying; 635 tmp->slaying = spob->slaying;
636 636
640 tmp->stats.hp = spob->duration + SP_level_duration_adjust (caster, spob); 640 tmp->stats.hp = spob->duration + SP_level_duration_adjust (caster, spob);
641 tmp->stats.maxhp = spob->range + SP_level_range_adjust (caster, spob); 641 tmp->stats.maxhp = spob->range + SP_level_range_adjust (caster, spob);
642 tmp->dam_modifier = spob->stats.food + SP_level_dam_adjust (caster, spob); 642 tmp->dam_modifier = spob->stats.food + SP_level_dam_adjust (caster, spob);
643 643
644 tmp->direction = dir; 644 tmp->direction = dir;
645 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) 645 if (tmp->flag [FLAG_IS_TURNABLE])
646 SET_ANIMATION (tmp, dir); 646 SET_ANIMATION (tmp, dir);
647 647
648 tmp->set_owner (op); 648 tmp->set_owner (op);
649 set_spell_skill (op, caster, spob, tmp); 649 set_spell_skill (op, caster, spob, tmp);
650 650
651 tmp->x = op->x + freearr_x[dir]; 651 tmp->x = op->x + freearr_x[dir];
652 tmp->y = op->y + freearr_y[dir]; 652 tmp->y = op->y + freearr_y[dir];
653 tmp->map = op->map; 653 tmp->map = op->map;
654 654
655 maptile *newmap; 655 maptile *newmap;
656 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y); 656 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y);
657 if (mflags & P_OUT_OF_MAP) 657 if (mflags & P_OUT_OF_MAP)
660 return 0; 660 return 0;
661 } 661 }
662 662
663 tmp->map = newmap; 663 tmp->map = newmap;
664 664
665 // in case the bullet has direction 0 we explode it in place.
666 // direction 0 is possible for instance when a poison cloud trap springs.
667 if (tmp->direction == 0)
668 {
669 if (tmp->other_arch
670 && (tmp = tmp->insert_at (tmp, op))) // insert before explode cleanly
671 explode_bullet (tmp); // explode object will/should remove tmp
672 else
673 tmp->destroy ();
674
675 return 0;
676 }
677
665 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y))) 678 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y)))
666 { 679 {
667 if (!QUERY_FLAG (tmp, FLAG_REFLECTING)) 680 if (!tmp->flag [FLAG_REFLECTING])
668 { 681 {
669 tmp->destroy (); 682 tmp->destroy ();
670 return 0; 683 return 0;
671 } 684 }
672 685
687 * CONE RELATED FUNCTIONS 700 * CONE RELATED FUNCTIONS
688 * 701 *
689 *****************************************************************************/ 702 *****************************************************************************/
690 703
691/* drops an object based on what is in the cone's "other_arch" */ 704/* drops an object based on what is in the cone's "other_arch" */
692void 705static void
693cone_drop (object *op) 706cone_drop (object *op)
694{ 707{
695 object *new_ob = arch_to_object (op->other_arch); 708 object *new_ob = op->other_arch->instance ();
696 709
697 new_ob->level = op->level; 710 new_ob->level = op->level;
698 new_ob->set_owner (op->owner); 711 new_ob->set_owner (op->owner);
699 712
700 /* preserve skill ownership */ 713 /* preserve skill ownership */
707/* move_cone: causes cone object 'op' to move a space/hit creatures */ 720/* move_cone: causes cone object 'op' to move a space/hit creatures */
708 721
709void 722void
710move_cone (object *op) 723move_cone (object *op)
711{ 724{
712 int i;
713
714 /* if no map then hit_map will crash so just ignore object */ 725 /* if no map then hit_map will crash so just ignore object */
715 if (!op->map) 726 if (!op->map)
716 { 727 {
717 LOG (llevError, "Tried to move_cone object %s without a map.\n", op->name ? &op->name : "unknown"); 728 LOG (llevError, "Tried to move_cone object %s without a map.\n", op->name ? &op->name : "unknown");
718 op->set_speed (0); 729 op->set_speed (0);
719 return; 730 return;
720 } 731 }
721 732
722 /* lava saves it's life, but not yours :) */ 733 /* lava saves it's life, but not yours :) */
723 if (QUERY_FLAG (op, FLAG_LIFESAVE)) 734 if (op->flag [FLAG_LIFESAVE])
724 { 735 {
725 hit_map (op, 0, op->attacktype, 0); 736 hit_map (op, 0, op->attacktype, 0);
726 return; 737 return;
727 } 738 }
728 739
738 } 749 }
739#endif 750#endif
740 751
741 hit_map (op, 0, op->attacktype, 0); 752 hit_map (op, 0, op->attacktype, 0);
742 753
754 if (!op->is_on_map ())
755 return;
756
743 /* Check to see if we should push anything. 757 /* Check to see if we should push anything.
744 * Spell objects with weight push whatever they encounter to some 758 * Spell objects with weight push whatever they encounter to some
745 * degree. 759 * degree.
746 */ 760 */
747 if (op->weight) 761 if (op->weight)
762 {
748 check_spell_knockback (op); 763 check_spell_knockback (op);
749 764
750 if (op->destroyed ()) 765 if (!op->is_on_map ())
751 return; 766 return;
767 }
752 768
753 if ((op->duration--) < 0) 769 if (op->duration-- < 0)
754 { 770 {
755 op->destroy (); 771 op->destroy ();
756 return; 772 return;
757 } 773 }
758 /* Object has hit maximum range, so don't have it move 774 /* Object has hit maximum range, so don't have it move
763 { 779 {
764 op->range = 0; /* just so it doesn't wrap */ 780 op->range = 0; /* just so it doesn't wrap */
765 return; 781 return;
766 } 782 }
767 783
768 for (i = -1; i < 2; i++) 784 for (int i = -1; i <= 1; i++)
769 { 785 {
770 sint16 x = op->x + freearr_x[absdir (op->stats.sp + i)], y = op->y + freearr_y[absdir (op->stats.sp + i)]; 786 sint16 x = op->x + freearr_x[absdir (op->stats.sp + i)], y = op->y + freearr_y[absdir (op->stats.sp + i)];
771 787
772 if (ok_to_put_more (op->map, x, y, op, op->attacktype)) 788 if (ok_to_put_more (op->map, x, y, op, op->attacktype))
773 { 789 {
804 MoveType movetype; 820 MoveType movetype;
805 821
806 if (!spell->other_arch) 822 if (!spell->other_arch)
807 return 0; 823 return 0;
808 824
809 if (op->type == PLAYER && QUERY_FLAG (op, FLAG_UNDEAD) && op->attacktype & AT_TURN_UNDEAD) 825 if (op->type == PLAYER && op->flag [FLAG_UNDEAD] && op->attacktype & AT_TURN_UNDEAD)
810 { 826 {
811 new_draw_info (NDI_UNIQUE, 0, op, "Your undead nature prevents you from turning undead!"); 827 op->failmsg ("Your undead nature prevents you from turning undead!");
812 return 0; 828 return 0;
813 } 829 }
814 830
815 if (!dir) 831 if (!dir)
816 { 832 {
820 836
821 /* Need to know what the movetype of the object we are about 837 /* Need to know what the movetype of the object we are about
822 * to create is, so we can know if the space we are about to 838 * to create is, so we can know if the space we are about to
823 * insert it into is blocked. 839 * insert it into is blocked.
824 */ 840 */
825 movetype = spell->other_arch->clone.move_type; 841 movetype = spell->other_arch->move_type;
826 842
827 for (i = range_min; i <= range_max; i++) 843 for (i = range_min; i <= range_max; i++)
828 { 844 {
829 sint16 x, y, d; 845 sint16 x, y;
830 846
831 /* We can't use absdir here, because it never returns 847 /* We can't use absdir here, because it never returns
832 * 0. If this is a rune, we want to hit the person on top 848 * 0. If this is a rune, we want to hit the person on top
833 * of the trap (d==0). If it is not a rune, then we don't want 849 * of the trap (d==0). If it is not a rune, then we don't want
834 * to hit that person. 850 * to hit that person.
835 */ 851 */
836 d = dir + i; 852 int d = dir ? absdir (dir + i) : i;
837 while (d < 0)
838 d += 8;
839 while (d > 8)
840 d -= 8;
841 853
842 /* If it's not a rune, we don't want to blast the caster. 854 /* If it's not a rune, we don't want to blast the caster.
843 * In that case, we have to see - if dir is specified, 855 * In that case, we have to see - if dir is specified,
844 * turn this into direction 8. If dir is not specified (all 856 * turn this into direction 8. If dir is not specified (all
845 * direction) skip - otherwise, one line would do more damage 857 * direction) skip - otherwise, one line would do more damage
862 874
863 if ((movetype & GET_MAP_MOVE_BLOCK (m, sx, sy)) == movetype) 875 if ((movetype & GET_MAP_MOVE_BLOCK (m, sx, sy)) == movetype)
864 continue; 876 continue;
865 877
866 success = 1; 878 success = 1;
867 tmp = arch_to_object (spell->other_arch); 879 tmp = spell->other_arch->instance ();
868 tmp->set_owner (op); 880 tmp->set_owner (op);
869 set_spell_skill (op, caster, spell, tmp); 881 set_spell_skill (op, caster, spell, tmp);
870 tmp->level = caster_level (caster, spell); 882 tmp->level = casting_level (caster, spell);
871 tmp->attacktype = spell->attacktype; 883 tmp->attacktype = spell->attacktype;
872 884
873 /* holy word stuff */ 885 /* holy word stuff */
874 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER)) 886 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER))
875 if (!tailor_god_spell (tmp, op)) 887 if (!tailor_god_spell (tmp, op))
909 else 921 else
910 tmp->duration += caster->level / 3; 922 tmp->duration += caster->level / 3;
911 } 923 }
912 924
913 if (!(tmp->move_type & MOVE_FLY_LOW)) 925 if (!(tmp->move_type & MOVE_FLY_LOW))
914 LOG (llevDebug, "cast_cone(): arch %s doesn't have flying 1\n", &spell->other_arch->name); 926 LOG (llevDebug, "cast_cone(): arch %s doesn't have flying 1\n", &spell->other_arch->archname);
915 927
916 if (!tmp->move_on && tmp->stats.dam) 928 if (!tmp->move_on && tmp->stats.dam)
917 LOG (llevDebug, "cast_cone(): arch %s doesn't have move_on set\n", &spell->other_arch->name); 929 LOG (llevDebug, "cast_cone(): arch %s doesn't have move_on set\n", &spell->other_arch->archname);
918 930
919 m->insert (tmp, sx, sy, op); 931 m->insert (tmp, sx, sy, op);
920 932
921 /* This is used for tracking spells so that one effect doesn't hit 933 /* This is used for tracking spells so that one effect doesn't hit
922 * a single space too many times. 934 * a single space too many times.
934 * 946 *
935 * BOMB related code 947 * BOMB related code
936 * 948 *
937 ****************************************************************************/ 949 ****************************************************************************/
938 950
939
940/* This handles an exploding bomb. 951/* This handles an exploding bomb.
941 * op is the original bomb object. 952 * op is the original bomb object.
942 */ 953 */
943void 954void
944animate_bomb (object *op) 955animate_bomb (object *op)
945{ 956{
946 int i;
947 object *env, *tmp;
948
949 if (op->state != NUM_ANIMATIONS (op) - 1) 957 if (op->state != NUM_ANIMATIONS (op) - 1)
950 return; 958 return;
951 959
952 env = object_get_env_recursive (op); 960 object *env = op->outer_env ();
953 961
954 if (op->env) 962 if (op->env)
955 { 963 {
956 if (env->map == NULL) 964 if (!env->map)
957 return; 965 return;
958
959 if (env->type == PLAYER)
960 esrv_del_item (env->contr, op->count);
961 966
962 if (!(op = op->insert_at (env, op))) 967 if (!(op = op->insert_at (env, op)))
963 return; 968 return;
964 } 969 }
965 970
966 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent bomb from exploding 971 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent bomb from exploding
967 // on a safe map. I don't like this special casing, but it seems to be neccessary 972 // on a safe map. I don't like this special casing, but it seems to be neccessary
968 // as bombs can be carried. 973 // as bombs can be carried.
969 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE) 974 if (op->ms ().flags () & P_SAFE)
970 { 975 {
971 op->destroy (); 976 op->destroy ();
972 return; 977 return;
973 } 978 }
974 979
976 * but using the cast_bullet isn't really feasible, 981 * but using the cast_bullet isn't really feasible,
977 * so just set up the appropriate values. 982 * so just set up the appropriate values.
978 */ 983 */
979 if (archetype *at = archetype::find (SPLINT)) 984 if (archetype *at = archetype::find (SPLINT))
980 { 985 {
981 for (i = 1; i < 9; i++) 986 for (int i = 1; i < 9; i++)
982 { 987 {
983 if (out_of_map (op->map, op->x + freearr_x[i], op->y + freearr_x[i])) 988 if (out_of_map (op->map, op->x + freearr_x[i], op->y + freearr_x[i]))
984 continue; 989 continue;
985 990
986 tmp = arch_to_object (at); 991 object *tmp = at->instance ();
987 tmp->direction = i; 992 tmp->direction = i;
988 tmp->range = op->range; 993 tmp->range = op->range;
989 tmp->stats.dam = op->stats.dam; 994 tmp->stats.dam = op->stats.dam;
990 tmp->duration = op->duration; 995 tmp->duration = op->duration;
991 tmp->attacktype = op->attacktype; 996 tmp->attacktype = op->attacktype;
992 tmp->set_owner (op); 997 tmp->set_owner (op);
993 if (op->skill && op->skill != tmp->skill) 998 if (op->skill && op->skill != tmp->skill)
994 tmp->skill = op->skill; 999 tmp->skill = op->skill;
995 1000
996 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) 1001 if (tmp->flag [FLAG_IS_TURNABLE])
997 SET_ANIMATION (tmp, i); 1002 SET_ANIMATION (tmp, i);
998 1003
999 op->map->insert (tmp, op->x + freearr_x[i], op->y + freearr_x[i], op); 1004 op->map->insert (tmp, op->x + freearr_x[i], op->y + freearr_x[i], op);
1000 move_bullet (tmp); 1005 move_bullet (tmp);
1001 } 1006 }
1005} 1010}
1006 1011
1007int 1012int
1008create_bomb (object *op, object *caster, int dir, object *spell) 1013create_bomb (object *op, object *caster, int dir, object *spell)
1009{ 1014{
1010
1011 object *tmp; 1015 object *tmp;
1012 int mflags; 1016 int mflags;
1013 sint16 dx = op->x + freearr_x[dir], dy = op->y + freearr_y[dir]; 1017 sint16 dx = op->x + freearr_x[dir], dy = op->y + freearr_y[dir];
1014 maptile *m; 1018 maptile *m;
1015 1019
1016 mflags = get_map_flags (op->map, &m, dx, dy, &dx, &dy); 1020 mflags = get_map_flags (op->map, &m, dx, dy, &dx, &dy);
1021
1022 // when creating a bomb below ourself it should always work, even
1023 // when movement is blocked (somehow we got here, somehow we are here,
1024 // so we should also be able to make a bomb here). (originally added
1025 // to fix create bomb traps in doors, which cast with dir=0).
1026 if (dir)
1027 {
1017 if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, dx, dy) & MOVE_WALK)) 1028 if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, dx, dy) & MOVE_WALK))
1018 { 1029 {
1019 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way."); 1030 op->failmsg ("There is something in the way.");
1020 return 0; 1031 return 0;
1032 }
1021 } 1033 }
1022 tmp = arch_to_object (spell->other_arch); 1034
1035 tmp = spell->other_arch->instance ();
1023 1036
1024 /* level dependencies for bomb */ 1037 /* level dependencies for bomb */
1025 tmp->range = spell->range + SP_level_range_adjust (caster, spell); 1038 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
1026 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1039 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1027 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell); 1040 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
1047 * dir is the direction to look in. 1060 * dir is the direction to look in.
1048 * range is how far out to look. 1061 * range is how far out to look.
1049 * type is the type of spell - either SPELL_MANA or SPELL_GRACE. 1062 * type is the type of spell - either SPELL_MANA or SPELL_GRACE.
1050 * this info is used for blocked magic/unholy spaces. 1063 * this info is used for blocked magic/unholy spaces.
1051 */ 1064 */
1052 1065static object *
1053object *
1054get_pointed_target (object *op, int dir, int range, int type) 1066get_pointed_target (object *op, int dir, int range, int type)
1055{ 1067{
1056 object *target; 1068 object *target;
1057 sint16 x, y; 1069 sint16 x, y;
1058 int dist, mflags; 1070 int dist, mflags;
1076 return NULL; 1088 return NULL;
1077 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW) 1089 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW)
1078 return NULL; 1090 return NULL;
1079 1091
1080 if (mflags & P_IS_ALIVE) 1092 if (mflags & P_IS_ALIVE)
1081 {
1082 for (target = GET_MAP_OB (mp, x, y); target; target = target->above) 1093 for (target = GET_MAP_OB (mp, x, y); target; target = target->above)
1083 { 1094 if (target->flag [FLAG_MONSTER])
1084 if (QUERY_FLAG (target->head ? target->head : target, FLAG_MONSTER))
1085 {
1086 return target; 1095 return target;
1087 }
1088 }
1089 }
1090 } 1096 }
1097
1091 return NULL; 1098 return NULL;
1092} 1099}
1093 1100
1094
1095/* cast_smite_arch() - the priest points to a creature and causes 1101/* cast_smite_spell() - the priest points to a creature and causes
1096 * a 'godly curse' to decend. 1102 * a 'godly curse' to decend.
1097 * usual params - 1103 * usual params -
1098 * op = player 1104 * op = player
1099 * caster = object casting the spell. 1105 * caster = object casting the spell.
1100 * dir = direction being cast 1106 * dir = direction being cast
1101 * spell = spell object 1107 * spell = spell object
1102 */ 1108 */
1103
1104int 1109int
1105cast_smite_spell (object *op, object *caster, int dir, object *spell) 1110cast_smite_spell (object *op, object *caster, int dir, object *spell)
1106{ 1111{
1107 object *effect, *target; 1112 object *effect, *target;
1108 object *god = find_god (determine_god (op)); 1113 object *god = find_god (determine_god (op));
1109 int range;
1110 1114
1111 range = spell->range + SP_level_range_adjust (caster, spell);
1112 target = get_pointed_target (op, dir, 50, spell->stats.grace ? SPELL_GRACE : SPELL_MANA); 1115 target = get_pointed_target (op, dir, 50, spell->stats.grace ? SPELL_GRACE : SPELL_MANA);
1113 1116
1114 /* Bunch of conditions for casting this spell. Note that only 1117 /* Bunch of conditions for casting this spell. Note that only
1115 * require a god if this is a cleric spell (requires grace). 1118 * require a god if this is a cleric spell (requires grace).
1116 * This makes this spell much more general purpose - it can be used 1119 * This makes this spell much more general purpose - it can be used
1117 * by wizards also, which is good, because I think this is a very 1120 * by wizards also, which is good, because I think this is a very
1118 * interesting spell. 1121 * interesting spell.
1119 * if it is a cleric spell, you need a god, and the creature 1122 * if it is a cleric spell, you need a god, and the creature
1120 * can't be friendly to your god. 1123 * can't be friendly to your god.
1121 */ 1124 */
1122 1125
1123 if (!target || QUERY_FLAG (target, FLAG_REFL_SPELL) 1126 if (!target
1127 || target->flag [FLAG_REFL_SPELL]
1124 || (!god && spell->stats.grace) 1128 || (!god && spell->stats.grace)
1125 || (target->title && god && !strcmp (target->title, god->name)) || (target->race && god && strstr (target->race, god->race))) 1129 || (god && target->title == god->name)
1130 || (god && target->race.contains (god->race)))
1126 { 1131 {
1127 new_draw_info (NDI_UNIQUE, 0, op, "Your request is unheeded."); 1132 op->failmsg ("Your request is unheeded.");
1128 return 0; 1133 return 0;
1129 } 1134 }
1130 1135
1131 if (spell->other_arch) 1136 if (spell->other_arch)
1132 effect = arch_to_object (spell->other_arch); 1137 effect = spell->other_arch->instance ();
1133 else 1138 else
1134 return 0; 1139 return 0;
1135 1140
1136 /* tailor the effect by priest level and worshipped God */ 1141 /* tailor the effect by priest level and worshipped God */
1137 effect->level = caster_level (caster, spell); 1142 effect->level = casting_level (caster, spell);
1138 effect->attacktype = spell->attacktype; 1143 effect->attacktype = spell->attacktype;
1139 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER)) 1144 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER))
1140 { 1145 {
1141 if (tailor_god_spell (effect, op)) 1146 if (tailor_god_spell (effect, op))
1142 new_draw_info_format (NDI_UNIQUE, 0, op, "%s answers your call!", determine_god (op)); 1147 new_draw_info_format (NDI_UNIQUE, 0, op, "%s answers your call!", (const char *)determine_god (op));
1143 else 1148 else
1144 { 1149 {
1145 new_draw_info (NDI_UNIQUE, 0, op, "Your request is ignored."); 1150 op->failmsg ("Your request is ignored.");
1146 return 0; 1151 return 0;
1147 } 1152 }
1148 } 1153 }
1149 1154
1150 /* size of the area of destruction */ 1155 /* size of the area of destruction */
1154 if (effect->attacktype & AT_DEATH) 1159 if (effect->attacktype & AT_DEATH)
1155 { 1160 {
1156 effect->level = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1161 effect->level = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1157 1162
1158 /* casting death spells at undead isn't a good thing */ 1163 /* casting death spells at undead isn't a good thing */
1159 if (QUERY_FLAG (target, FLAG_UNDEAD)) 1164 if (target->flag [FLAG_UNDEAD])
1160 { 1165 {
1161 if (random_roll (0, 2, op, PREFER_LOW)) 1166 if (random_roll (0, 2, op, PREFER_LOW))
1162 { 1167 {
1163 new_draw_info (NDI_UNIQUE, 0, op, "Idiot! Your spell boomerangs!"); 1168 new_draw_info (NDI_UNIQUE, 0, op, "Idiot! Your spell boomerangs!");
1164 effect->x = op->x; 1169 effect->x = op->x;
1186 effect->insert_at (target, op); 1191 effect->insert_at (target, op);
1187 1192
1188 return 1; 1193 return 1;
1189} 1194}
1190 1195
1191
1192/**************************************************************************** 1196/****************************************************************************
1193 * 1197 *
1194 * MAGIC MISSILE code. 1198 * MAGIC MISSILE code.
1195 * note that the fire_bullet is used to fire the missile. The 1199 * note that the fire_bullet is used to fire the missile. The
1196 * code here is just to move the missile. 1200 * code here is just to move the missile.
1198 1202
1199/* op is a missile that needs to be moved */ 1203/* op is a missile that needs to be moved */
1200void 1204void
1201move_missile (object *op) 1205move_missile (object *op)
1202{ 1206{
1203 int i, mflags;
1204 object *owner;
1205 sint16 new_x, new_y;
1206 maptile *m;
1207
1208 if (op->range-- <= 0) 1207 if (op->range-- <= 0)
1209 { 1208 {
1209 op->drop_and_destroy ();
1210 return;
1211 }
1212
1213 mapxy pos (op);
1214 pos.move (op->direction);
1215
1216 if (!pos.normalise ())
1217 {
1210 op->destroy (); 1218 op->destroy ();
1211 return; 1219 return;
1212 } 1220 }
1213 1221
1214 owner = op->owner; 1222 mapspace &ms = pos.ms ();
1215#if 0
1216 /* It'd make things nastier if this wasn't here - spells cast by
1217 * monster that are then killed would continue to survive
1218 */
1219 if (owner == NULL)
1220 {
1221 op->destroy ();
1222 return;
1223 }
1224#endif
1225 1223
1226 new_x = op->x + DIRX (op); 1224 if (ms.flags () & P_IS_ALIVE || ms.blocks (op))
1227 new_y = op->y + DIRY (op);
1228
1229 mflags = get_map_flags (op->map, &m, new_x, new_y, &new_x, &new_y);
1230
1231 if (!(mflags & P_OUT_OF_MAP) && ((mflags & P_IS_ALIVE) || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y))))
1232 { 1225 {
1233 hit_map (op, op->direction, AT_MAGIC, 1); 1226 hit_map (op, op->direction, AT_MAGIC, 1);
1234 /* Basically, missile only hits one thing then goes away. 1227 /* Basically, missile only hits one thing then goes away.
1235 * we need to remove it if someone hasn't already done so. 1228 * we need to remove it if someone hasn't already done so.
1236 */ 1229 */
1237 if (!op->destroyed ())
1238 op->destroy ();
1239
1240 return;
1241 }
1242
1243 op->remove ();
1244
1245 if (!op->direction || (mflags & P_OUT_OF_MAP))
1246 {
1247 op->destroy (); 1230 op->destroy ();
1248 return; 1231 return;
1249 } 1232 }
1250 1233
1234 if (!op->direction)
1235 {
1236 op->destroy ();
1237 return;
1238 }
1239
1251 i = spell_find_dir (m, new_x, new_y, op->owner); 1240 int i = spell_find_dir (pos.m, pos.x, pos.y, op->owner);
1252 if (i > 0 && i != op->direction) 1241 if (i > 0 && i != op->direction)
1253 { 1242 {
1254 op->direction = i; 1243 op->direction = i;
1255 SET_ANIMATION (op, op->direction); 1244 SET_ANIMATION (op, op->direction);
1256 } 1245 }
1257 1246
1258 m->insert (op, new_x, new_y, op); 1247 pos.insert (op, op);
1259} 1248}
1260 1249
1261/**************************************************************************** 1250/****************************************************************************
1262 * Destruction 1251 * Destruction
1263 ****************************************************************************/ 1252 ****************************************************************************/
1264 1253
1265/* make_object_glow() - currently only makes living objects glow. 1254/* make_object_glow() - currently only makes living objects glow.
1266 * we do this by creating a force and inserting it in the 1255 * we do this by creating a force and inserting it in the
1267 * object. if time is 0, the object glows permanently. To truely 1256 * object. if time is 0, the object glows permanently. To truely
1268 * make this work for non-living objects, we would have to 1257 * make this work for non-living objects, we would have to
1269 * give them the capability to have an inventory. b.t. 1258 * give them the capability to have an inventory. b.t.
1270 */ 1259 */
1271 1260static int
1272int
1273make_object_glow (object *op, int radius, int time) 1261make_object_glow (object *op, int radius, int time)
1274{ 1262{
1275 object *tmp;
1276
1277 /* some things are unaffected... */ 1263 /* some things are unaffected... */
1278 if (op->path_denied & PATH_LIGHT) 1264 if (op->path_denied & PATH_LIGHT)
1279 return 0; 1265 return 0;
1280 1266
1281 tmp = get_archetype (FORCE_NAME); 1267 object *tmp = archetype::get (FORCE_NAME);
1282 tmp->speed = 0.01; 1268 tmp->set_speed (0.01);
1283 tmp->stats.food = time; 1269 tmp->stats.food = time;
1284 SET_FLAG (tmp, FLAG_IS_USED_UP); 1270 tmp->set_flag (FLAG_IS_USED_UP);
1285 tmp->glow_radius = radius; 1271 tmp->set_glow_radius (min (MAX_LIGHT_RADIUS, radius));
1286 if (tmp->glow_radius > MAX_LIGHT_RADII)
1287 tmp->glow_radius = MAX_LIGHT_RADII;
1288
1289 tmp->x = op->x;
1290 tmp->y = op->y;
1291 if (tmp->speed < MIN_ACTIVE_SPEED)
1292 tmp->speed = MIN_ACTIVE_SPEED; /* safety */
1293 tmp = insert_ob_in_ob (tmp, op); 1272 tmp = insert_ob_in_ob (tmp, op);
1273
1294 if (tmp->glow_radius > op->glow_radius) 1274 if (tmp->glow_radius > op->glow_radius)
1295 op->glow_radius = tmp->glow_radius; 1275 op->set_glow_radius (tmp->glow_radius);
1296 1276
1297 if (!tmp->env || op != tmp->env)
1298 {
1299 LOG (llevError, "make_object_glow() failed to insert glowing force in %s\n", &op->name);
1300 return 0;
1301 }
1302 return 1; 1277 return 1;
1303} 1278}
1304 1279
1305int 1280int
1306cast_destruction (object *op, object *caster, object *spell_ob) 1281cast_destruction (object *op, object *caster, object *spell_ob)
1307{ 1282{
1308 int i, j, range, mflags, friendly = 0, dam, dur;
1309 sint16 sx, sy;
1310 maptile *m;
1311 object *tmp;
1312 const char *skill;
1313
1314 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob); 1283 int range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
1315 dam = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob); 1284 int dam = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob);
1316 dur = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob); 1285 int dur = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
1317 if (QUERY_FLAG (op, FLAG_FRIENDLY) || op->type == PLAYER)
1318 friendly = 1;
1319 1286
1320 /* destruction doesn't use another spell object, so we need 1287 bool friendly = op->flag [FLAG_FRIENDLY] || op->is_player ();
1321 * update op's skill pointer so that exp is properly awarded.
1322 * We do some shortcuts here - since this is just temporary
1323 * and we'll reset the values back, we don't need to go through
1324 * the full share string/free_string route.
1325 */
1326 skill = op->skill;
1327 if (caster == op)
1328 op->skill = spell_ob->skill;
1329 else if (caster->skill)
1330 op->skill = caster->skill;
1331 else
1332 op->skill = NULL;
1333 1288
1334 op->change_skill (find_skill_by_name (op, op->skill)); 1289 dynbuf buf;
1335 1290 unordered_mapwalk (buf, op, -range, -range, range, range)
1336 for (i = -range; i < range; i++)
1337 { 1291 {
1338 for (j = -range; j < range; j++) 1292 mapspace &ms = m->at (nx, ny);
1339 {
1340 m = op->map;
1341 sx = op->x + i;
1342 sy = op->y + j;
1343 1293
1344 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
1345 if (mflags & P_OUT_OF_MAP)
1346 continue;
1347
1348 if (mflags & P_IS_ALIVE) 1294 if (ms.flags () & P_IS_ALIVE)
1295 for (object *next, *tmp = ms.bot; tmp; tmp = next)
1349 { 1296 {
1350 for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above) 1297 next = tmp->above;
1351 if (QUERY_FLAG (tmp, FLAG_ALIVE) || tmp->type == PLAYER)
1352 break;
1353 1298
1354 if (tmp) 1299 if (tmp->flag [FLAG_ALIVE] || tmp->is_player ())
1355 { 1300 {
1356 if (tmp->head)
1357 tmp = tmp->head; 1301 tmp = tmp->head_ ();
1358 1302
1359 if ((friendly && !QUERY_FLAG (tmp, FLAG_FRIENDLY) && tmp->type != PLAYER) || 1303 if ((friendly && !tmp->flag [FLAG_FRIENDLY] && !tmp->is_player ())
1360 (!friendly && (QUERY_FLAG (tmp, FLAG_FRIENDLY) || tmp->type == PLAYER))) 1304 || (!friendly && (tmp->flag [FLAG_FRIENDLY] || tmp->is_player ())))
1361 { 1305 {
1362 if (spell_ob->subtype == SP_DESTRUCTION) 1306 if (spell_ob->subtype == SP_DESTRUCTION)
1363 { 1307 {
1364 hit_player (tmp, dam, op, spell_ob->attacktype, 0); 1308 hit_player (tmp, dam, op, spell_ob->attacktype, 0);
1309
1365 if (spell_ob->other_arch) 1310 if (spell_ob->other_arch)
1366 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op); 1311 m->insert (spell_ob->other_arch->instance (), nx, ny, op);
1367 } 1312 }
1368 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist[ATNR_MAGIC] != 100) 1313 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist [ATNR_MAGIC] != 100)
1369 { 1314 {
1370 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch) 1315 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch)
1371 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op); 1316 m->insert (spell_ob->other_arch->instance (), nx, ny, op);
1372 } 1317 }
1373 } 1318 }
1374 } 1319 }
1375 } 1320 }
1376 }
1377 } 1321 }
1378 1322
1379 op->skill = skill;
1380 return 1; 1323 return 1;
1381} 1324}
1382 1325
1383/*************************************************************************** 1326/***************************************************************************
1384 * 1327 *
1385 * CURSE 1328 * CURSE
1386 * 1329 *
1387 ***************************************************************************/ 1330 ***************************************************************************/
1388
1389int 1331int
1390cast_curse (object *op, object *caster, object *spell_ob, int dir) 1332cast_curse (object *op, object *caster, object *spell_ob, int dir)
1391{ 1333{
1392 object *god = find_god (determine_god (op)); 1334 object *god = find_god (determine_god (op));
1393 object *tmp, *force; 1335 object *tmp, *force;
1394 1336
1395 tmp = get_pointed_target (op, (dir == 0) ? op->direction : dir, spell_ob->range, SPELL_GRACE); 1337 tmp = get_pointed_target (op, (dir == 0) ? op->direction : dir, spell_ob->range, SPELL_GRACE);
1396 if (!tmp) 1338 if (!tmp)
1397 { 1339 {
1398 new_draw_info (NDI_UNIQUE, 0, op, "There is no one in that direction to curse."); 1340 op->failmsg ("There is no one in that direction to curse.");
1399 return 0; 1341 return 0;
1400 } 1342 }
1401 1343
1344 tmp = tmp->head_ ();
1345
1402 /* If we've already got a force of this type, don't add a new one. */ 1346 /* If we've already got a force of this type, don't add a new one. */
1403 for (force = tmp->inv; force != NULL; force = force->below) 1347 for (force = tmp->inv; force; force = force->below)
1404 { 1348 {
1405 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY) 1349 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY)
1406 { 1350 {
1407 if (force->name == spell_ob->name) 1351 if (force->name == spell_ob->name)
1408 { 1352 {
1414 return 0; 1358 return 0;
1415 } 1359 }
1416 } 1360 }
1417 } 1361 }
1418 1362
1419 if (force == NULL) 1363 if (!force)
1420 { 1364 {
1421 force = get_archetype (FORCE_NAME); 1365 force = archetype::get (FORCE_NAME);
1422 force->subtype = FORCE_CHANGE_ABILITY; 1366 force->subtype = FORCE_CHANGE_ABILITY;
1367
1423 if (spell_ob->race) 1368 if (spell_ob->race)
1424 force->name = spell_ob->race; 1369 force->name = spell_ob->race;
1425 else 1370 else
1426 force->name = spell_ob->name; 1371 force->name = spell_ob->name;
1427 1372
1437 { 1382 {
1438 force->duration = duration; 1383 force->duration = duration;
1439 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 1384 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1440 } 1385 }
1441 else 1386 else
1442 {
1443 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1387 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1444 } 1388
1445 return 1; 1389 return 1;
1446 } 1390 }
1391
1447 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50; 1392 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1448 force->speed = 1.f;
1449 force->speed_left = -1.f; 1393 force->speed_left = -1.f;
1450 SET_FLAG (force, FLAG_APPLIED); 1394 force->set_speed (1.f);
1395 force->set_flag (FLAG_APPLIED);
1451 1396
1452 if (god) 1397 if (god)
1453 { 1398 {
1454 if (spell_ob->last_grace) 1399 if (spell_ob->last_grace)
1455 force->path_repelled = god->path_repelled; 1400 force->path_repelled = god->path_repelled;
1468 force->stats.wc = spell_ob->stats.wc; 1413 force->stats.wc = spell_ob->stats.wc;
1469 1414
1470 change_abil (tmp, force); /* Mostly to display any messages */ 1415 change_abil (tmp, force); /* Mostly to display any messages */
1471 insert_ob_in_ob (force, tmp); 1416 insert_ob_in_ob (force, tmp);
1472 tmp->update_stats (); 1417 tmp->update_stats ();
1418
1473 return 1; 1419 return 1;
1474
1475} 1420}
1476 1421
1477/********************************************************************** 1422/**********************************************************************
1478 * mood change 1423 * mood change
1479 * Arguably, this may or may not be an attack spell. But since it 1424 * Arguably, this may or may not be an attack spell. But since it
1485 */ 1430 */
1486int 1431int
1487mood_change (object *op, object *caster, object *spell) 1432mood_change (object *op, object *caster, object *spell)
1488{ 1433{
1489 object *tmp, *god, *head; 1434 object *tmp, *god, *head;
1490 int done_one, range, mflags, level, at, best_at; 1435 int done_one, range, level, at, best_at;
1491 sint16 x, y, nx, ny;
1492 maptile *m;
1493 const char *race; 1436 const char *race;
1494 1437
1495 /* We precompute some values here so that we don't have to keep 1438 /* We precompute some values here so that we don't have to keep
1496 * doing it over and over again. 1439 * doing it over and over again.
1497 */ 1440 */
1498 god = find_god (determine_god (op)); 1441 god = find_god (determine_god (op));
1499 level = caster_level (caster, spell); 1442 level = casting_level (caster, spell);
1500 range = spell->range + SP_level_range_adjust (caster, spell); 1443 range = spell->range + SP_level_range_adjust (caster, spell);
1501 1444
1502 /* On the bright side, no monster should ever have a race of GOD_... 1445 /* On the bright side, no monster should ever have a race of GOD_...
1503 * so even if the player doesn't worship a god, if race=GOD_.., it 1446 * so even if the player doesn't worship a god, if race=GOD_.., it
1504 * won't ever match anything. 1447 * won't ever match anything.
1505 */ 1448 */
1506 if (!spell->race) 1449 if (!spell->race)
1507 race = NULL; 1450 race = NULL;
1508 else if (god && !strcmp (spell->race, "GOD_SLAYING")) 1451 else if (god && spell->race == shstr_GOD_SLAYING)
1509 race = god->slaying; 1452 race = god->slaying;
1510 else if (god && !strcmp (spell->race, "GOD_FRIEND")) 1453 else if (god && spell->race == shstr_GOD_FRIEND)
1511 race = god->race; 1454 race = god->race;
1512 else 1455 else
1513 race = spell->race; 1456 race = spell->race;
1514 1457
1515 for (x = op->x - range; x <= op->x + range; x++) 1458 dynbuf buf;
1516 for (y = op->y - range; y <= op->y + range; y++) 1459 unordered_mapwalk (buf, op, -range, -range, range, range)
1517 { 1460 {
1518 done_one = 0; 1461 mapspace &ms = m->at (nx, ny);
1519 m = op->map;
1520 nx = x;
1521 ny = y;
1522 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1523 if (mflags & P_OUT_OF_MAP)
1524 continue;
1525 1462
1526 /* If there is nothing living on this space, no need to go further */ 1463 /* If there is nothing living on this space, no need to go further */
1527 if (!(mflags & P_IS_ALIVE)) 1464 if (!(ms.flags () & P_IS_ALIVE))
1528 continue; 1465 continue;
1529 1466
1530 // players can only affect spaces that they can actually see 1467 // players can only affect spaces that they can actually see
1468 if (caster
1531 if (caster && caster->contr 1469 && caster->contr
1532 && caster->contr->visibility_at (m, nx, ny) < 70) 1470 && caster->contr->darkness_at (m, nx, ny) == LOS_BLOCKED)
1533 continue; 1471 continue;
1534 1472
1535 for (tmp = GET_MAP_TOP (m, nx, ny); tmp; tmp = tmp->below) 1473 for (tmp = ms.top; tmp; tmp = tmp->below)
1536 if (QUERY_FLAG (tmp, FLAG_MONSTER)) 1474 if (tmp->flag [FLAG_MONSTER])
1537 break; 1475 break;
1538 1476
1539 /* There can be living objects that are not monsters */ 1477 /* There can be living objects that are not monsters */
1540 if (!tmp || tmp->type == PLAYER) 1478 if (!tmp)
1541 continue; 1479 continue;
1542 1480
1543 /* Only the head has meaningful data, so resolve to that */ 1481 /* Only the head has meaningful data, so resolve to that */
1544 if (tmp->head)
1545 head = tmp->head; 1482 head = tmp->head_ ();
1546 else
1547 head = tmp;
1548 1483
1549 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */ 1484 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */
1550 if (race && head->race && !strstr (race, head->race)) 1485 if (race && head->race && !strstr (race, head->race))
1551 continue; 1486 continue;
1552 1487
1553 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD)) 1488 if (head->flag [FLAG_UNDEAD] && !spell->flag [FLAG_UNDEAD])
1554 continue; 1489 continue;
1555 1490
1556 /* Now do a bunch of stuff related to saving throws */ 1491 /* Now do a bunch of stuff related to saving throws */
1557 best_at = -1; 1492 best_at = -1;
1558 if (spell->attacktype) 1493 if (spell->attacktype)
1559 { 1494 {
1560 for (at = 0; at < NROFATTACKS; at++) 1495 for (at = 0; at < NROFATTACKS; at++)
1561 if (spell->attacktype & (1 << at)) 1496 if (spell->attacktype & (1 << at))
1562 if (best_at == -1 || head->resist[at] > head->resist[best_at]) 1497 if (best_at == -1 || head->resist[at] > head->resist[best_at])
1563 best_at = at; 1498 best_at = at;
1564 1499
1565 if (best_at == -1) 1500 if (best_at == -1)
1566 at = 0; 1501 at = 0;
1567 else 1502 else
1568 { 1503 {
1569 if (head->resist[best_at] == 100) 1504 if (head->resist[best_at] == 100)
1570 continue; 1505 continue;
1571 else 1506 else
1572 at = head->resist[best_at] / 5; 1507 at = head->resist[best_at] / 5;
1573 } 1508 }
1509
1574 at -= level / 5; 1510 at -= level / 5;
1575 if (did_make_save (head, head->level, at)) 1511 if (did_make_save (head, head->level, at))
1576 continue; 1512 continue;
1577 } 1513 }
1578 else /* spell->attacktype */ 1514 else /* spell->attacktype */
1579 { 1515 {
1580 /* 1516 /*
1581 Spell has no attacktype (charm & such), so we'll have a specific saving: 1517 Spell has no attacktype (charm & such), so we'll have a specific saving:
1582 * if spell level < monster level, no go 1518 * if spell level < monster level, no go
1583 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) ) 1519 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) )
1584 1520
1585 The chance will then be in the range [20-70] percent, not too bad. 1521 The chance will then be in the range [20-70] percent, not too bad.
1586 1522
1587 This is required to fix the 'charm monster' abuse, where a player level 1 can 1523 This is required to fix the 'charm monster' abuse, where a player level 1 can
1588 charm a level 125 monster... 1524 charm a level 125 monster...
1589 1525
1590 Ryo, august 14th 1526 Ryo, august 14th
1591 */ 1527 */
1592 if (head->level > level) 1528 if (head->level > level)
1593 continue; 1529 continue;
1594 1530
1595 if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + MIN (50, 2 * (level - head->level)))) 1531 if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + min (50, 2 * (level - head->level))))
1596 /* Failed, no effect */ 1532 /* Failed, no effect */
1597 continue; 1533 continue;
1598 } 1534 }
1599 1535
1600 /* Done with saving throw. Now start affecting the monster */ 1536 /* Done with saving throw. Now start affecting the monster */
1537 done_one = 0;
1601 1538
1602 /* aggravation */ 1539 /* aggravation */
1603 if (QUERY_FLAG (spell, FLAG_MONSTER)) 1540 if (spell->flag [FLAG_MONSTER])
1604 { 1541 {
1605 CLEAR_FLAG (head, FLAG_SLEEP); 1542 head->clr_flag (FLAG_SLEEP);
1606 remove_friendly_object (head); 1543 remove_friendly_object (head);
1607 done_one = 1; 1544 done_one = 1;
1608 head->enemy = op; 1545 head->enemy = op;
1609 } 1546 }
1610 1547
1611 /* calm monsters */ 1548 /* calm monsters */
1612 if (QUERY_FLAG (spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (head, FLAG_UNAGGRESSIVE)) 1549 if (spell->flag [FLAG_UNAGGRESSIVE] && !head->flag [FLAG_UNAGGRESSIVE])
1613 { 1550 {
1614 SET_FLAG (head, FLAG_UNAGGRESSIVE); 1551 head->set_flag (FLAG_UNAGGRESSIVE);
1615 head->enemy = NULL; 1552 head->enemy = NULL;
1616 done_one = 1; 1553 done_one = 1;
1617 } 1554 }
1618 1555
1619 /* berserk monsters */ 1556 /* berserk monsters */
1620 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK)) 1557 if (spell->flag [FLAG_BERSERK] && !head->flag [FLAG_BERSERK])
1621 { 1558 {
1622 SET_FLAG (head, FLAG_BERSERK); 1559 head->set_flag (FLAG_BERSERK);
1623 done_one = 1; 1560 done_one = 1;
1624 } 1561 }
1625 1562
1626 /* charm */ 1563 /* charm */
1627 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY)) 1564 if (spell->flag [FLAG_NO_ATTACK] && !head->flag [FLAG_FRIENDLY])
1628 { 1565 {
1566 INVOKE_OBJECT (KILL, head, ARG_OBJECT (caster));
1567
1629 /* Prevent uncontolled outbreaks of self replicating monsters. 1568 /* Prevent uncontrolled outbreaks of self replicating monsters.
1630 Typical use case is charm, go somwhere, use aggravation to make hostile. 1569 Typical use case is charm, go somwhere, use aggravation to make hostile.
1631 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */ 1570 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */
1632 CLEAR_FLAG (head, FLAG_GENERATOR); 1571 head->clr_flag (FLAG_GENERATOR);
1633 head->set_owner (op); 1572 head->set_owner (op);
1634 set_spell_skill (op, caster, spell, head); 1573 set_spell_skill (op, caster, spell, head);
1635 add_friendly_object (head); 1574 add_friendly_object (head);
1636 head->attack_movement = PETMOVE; 1575 head->attack_movement = PETMOVE;
1637 done_one = 1; 1576 done_one = 1;
1638 change_exp (op, head->stats.exp / 2, head->skill, SK_EXP_ADD_SKILL); 1577 change_exp (op, head->stats.exp / 2, head->skill, SK_EXP_ADD_SKILL);
1639 head->stats.exp = 0; 1578 head->stats.exp = 0;
1640 } 1579 }
1641 1580
1642 /* If a monster was effected, put an effect in */ 1581 /* If a monster was effected, put an effect in */
1643 if (done_one && spell->other_arch) 1582 if (done_one && spell->other_arch)
1644 m->insert (arch_to_object (spell->other_arch), nx, ny, op); 1583 m->insert (spell->other_arch->instance (), nx, ny, op);
1645 } /* for y */ 1584 }
1646 1585
1647 return 1; 1586 return 1;
1648} 1587}
1649
1650 1588
1651/* Move_ball_spell: This handles ball type spells that just sort of wander 1589/* Move_ball_spell: This handles ball type spells that just sort of wander
1652 * about. was called move_ball_lightning, but since more than the ball 1590 * about. was called move_ball_lightning, but since more than the ball
1653 * lightning spell used it, that seemed misnamed. 1591 * lightning spell used it, that seemed misnamed.
1654 * op is the spell effect. 1592 * op is the spell effect.
1655 * note that duration is handled by process_object() in time.c 1593 * note that duration is handled by process_object() in time.c
1656 */ 1594 */
1657
1658void 1595void
1659move_ball_spell (object *op) 1596move_ball_spell (object *op)
1660{ 1597{
1661 int i, j, dam_save, dir, mflags; 1598 int i, j, dam_save, dir, mflags;
1662 sint16 nx, ny, hx, hy; 1599 sint16 nx, ny, hx, hy;
1681 for (i = 1; i < 9; i++) 1618 for (i = 1; i < 9; i++)
1682 { 1619 {
1683 /* i bit 0: alters sign of offset 1620 /* i bit 0: alters sign of offset
1684 * other bits (i / 2): absolute value of offset 1621 * other bits (i / 2): absolute value of offset
1685 */ 1622 */
1686
1687 int offset = ((i ^ j) & 1) ? (i / 2) : -(i / 2); 1623 int offset = ((i ^ j) & 1) ? (i / 2) : -(i / 2);
1688 int tmpdir = absdir (op->direction + offset); 1624 int tmpdir = absdir (op->direction + offset);
1689 1625
1690 nx = op->x + freearr_x[tmpdir]; 1626 nx = op->x + freearr_x[tmpdir];
1691 ny = op->y + freearr_y[tmpdir]; 1627 ny = op->y + freearr_y[tmpdir];
1693 { 1629 {
1694 dir = tmpdir; 1630 dir = tmpdir;
1695 break; 1631 break;
1696 } 1632 }
1697 } 1633 }
1634
1698 if (dir == 0) 1635 if (dir == 0)
1699 { 1636 {
1700 nx = op->x; 1637 nx = op->x;
1701 ny = op->y; 1638 ny = op->y;
1702 m = op->map; 1639 m = op->map;
1703 } 1640 }
1704 1641
1705 m->insert (op, nx, ny, op); 1642 m->insert (op, nx, ny, op);
1706 1643
1707 dam_save = op->stats.dam; /* save the original dam: we do halfdam on 1644 dam_save = op->stats.dam; /* save the original dam: we do halfdam on
1708 surrounding squares */ 1645 surrounding squares */
1709 1646
1710 /* loop over current square and neighbors to hit. 1647 /* loop over current square and neighbors to hit.
1711 * if this has an other_arch field, we insert that in 1648 * if this has an other_arch field, we insert that in
1712 * the surround spaces. 1649 * the surround spaces.
1728 1665
1729 if ((mflags & P_IS_ALIVE) && (!owner || owner->x != hx || owner->y != hy || !on_same_map (owner, op))) 1666 if ((mflags & P_IS_ALIVE) && (!owner || owner->x != hx || owner->y != hy || !on_same_map (owner, op)))
1730 { 1667 {
1731 if (j) 1668 if (j)
1732 op->stats.dam = dam_save / 2; 1669 op->stats.dam = dam_save / 2;
1670
1733 hit_map (op, j, op->attacktype, 1); 1671 hit_map (op, j, op->attacktype, 1);
1734
1735 } 1672 }
1736 1673
1737 /* insert the other arch */ 1674 /* insert the other arch */
1738 if (op->other_arch && !(OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy)))) 1675 if (op->other_arch && !(OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy))))
1739 m->insert (arch_to_object (op->other_arch), hx, hy, op); 1676 m->insert (op->other_arch->instance (), hx, hy, op);
1740 } 1677 }
1741 1678
1742 /* restore to the center location and damage */ 1679 /* restore to the center location and damage */
1743 op->stats.dam = dam_save; 1680 op->stats.dam = dam_save;
1744 1681
1753 1690
1754 op->direction = i; 1691 op->direction = i;
1755 } 1692 }
1756} 1693}
1757 1694
1758
1759/* move_swarm_spell: peterm 1695/* move_swarm_spell: peterm
1760 * This is an implementation of the swarm spell. It was written for 1696 * This is an implementation of the swarm spell. It was written for
1761 * meteor swarm, but it could be used for any swarm. A swarm spell 1697 * meteor swarm, but it could be used for any swarm. A swarm spell
1762 * is a special type of object that casts swarms of other types 1698 * is a special type of object that casts swarms of other types
1763 * of spells. Which spell it casts is flexible. It fires the spells 1699 * of spells. Which spell it casts is flexible. It fires the spells
1764 * from a set of squares surrounding the caster, in a given direction. 1700 * from a set of squares surrounding the caster, in a given direction.
1765 */ 1701 */
1766
1767void 1702void
1768move_swarm_spell (object *op) 1703move_swarm_spell (object *op)
1769{ 1704{
1770#if 0 1705#if 0
1771 static int cardinal_adjust[9] = { -3, -2, -1, 0, 0, 0, 1, 2, 3 }; 1706 static int cardinal_adjust[9] = { -3, -2, -1, 0, 0, 0, 1, 2, 3 };
1772 static int diagonal_adjust[10] = { -3, -2, -2, -1, 0, 0, 1, 2, 2, 3 }; 1707 static int diagonal_adjust[10] = { -3, -2, -2, -1, 0, 0, 1, 2, 2, 3 };
1773 sint16 target_x, target_y, origin_x, origin_y; 1708 sint16 target_x, target_y, origin_x, origin_y;
1774 int adjustdir; 1709 int adjustdir;
1775 maptile *m; 1710 maptile *m;
1776#endif 1711#endif
1777 int basedir;
1778 object *owner; 1712 object *owner = op->env;
1779 1713
1780 owner = op->owner; 1714 if (!owner) // MUST not happen, remove when true TODO
1781 if (op->duration == 0 || owner == NULL)
1782 { 1715 {
1716 LOG (llevError, "swarm spell found outside inventory: %s\n", op->debug_desc ());
1783 op->destroy (); 1717 op->destroy ();
1784 return; 1718 return;
1785 } 1719 }
1786 1720
1721 if (!op->duration || !owner->is_on_map ())
1722 {
1723 op->drop_and_destroy ();
1724 return;
1725 }
1726
1787 op->duration--; 1727 op->duration--;
1788 1728
1789 basedir = op->direction; 1729 int basedir = op->direction;
1790 if (basedir == 0) 1730 if (!basedir)
1791 { 1731 {
1792 /* spray in all directions! 8) */ 1732 /* spray in all directions! 8) */
1793 basedir = rndm (1, 8); 1733 op->facing = (op->facing + op->state) & 7;
1734 basedir = op->facing + 1;
1794 } 1735 }
1795 1736
1796#if 0 1737#if 0
1797 // this is bogus: it causes wrong places to be checked below 1738 // this is bogus: it causes wrong places to be checked below
1798 // (a wall 2 cells away will block the effect...) and 1739 // (a wall 2 cells away will block the effect...) and
1800 // space. 1741 // space.
1801 // should be fixed later, but correctness before features... 1742 // should be fixed later, but correctness before features...
1802 // (schmorp) 1743 // (schmorp)
1803 1744
1804 /* new offset calculation to make swarm element distribution 1745 /* new offset calculation to make swarm element distribution
1805 * more uniform 1746 * more uniform
1806 */ 1747 */
1807 if (op->duration) 1748 if (op->duration)
1808 { 1749 {
1809 if (basedir & 1) 1750 if (basedir & 1)
1810 { 1751 {
1822 1763
1823 target_x = op->x + freearr_x[absdir (basedir + adjustdir)]; 1764 target_x = op->x + freearr_x[absdir (basedir + adjustdir)];
1824 target_y = op->y + freearr_y[absdir (basedir + adjustdir)]; 1765 target_y = op->y + freearr_y[absdir (basedir + adjustdir)];
1825 1766
1826 /* back up one space so we can hit point-blank targets, but this 1767 /* back up one space so we can hit point-blank targets, but this
1827 * necessitates extra out_of_map check below 1768 * necessitates extra out_of_map check below
1828 */ 1769 */
1829 origin_x = target_x - freearr_x[basedir]; 1770 origin_x = target_x - freearr_x[basedir];
1830 origin_y = target_y - freearr_y[basedir]; 1771 origin_y = target_y - freearr_y[basedir];
1831 1772
1832 1773
1859 { 1800 {
1860 /* Bullet spells have a bunch more customization that needs to be done */ 1801 /* Bullet spells have a bunch more customization that needs to be done */
1861 if (op->spell->subtype == SP_BULLET) 1802 if (op->spell->subtype == SP_BULLET)
1862 fire_bullet (owner, op, basedir, op->spell); 1803 fire_bullet (owner, op, basedir, op->spell);
1863 else if (op->spell->subtype == SP_MAGIC_MISSILE) 1804 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1864 fire_arch_from_position (owner, op, op->x, op->y, basedir, op->spell); 1805 fire_arch_from_position (owner, op, owner->x, owner->y, basedir, op->spell);
1865 } 1806 }
1866} 1807}
1867
1868
1869
1870 1808
1871/* fire_swarm: 1809/* fire_swarm:
1872 * The following routine creates a swarm of objects. It actually 1810 * The following routine creates a swarm of objects. It actually
1873 * sets up a specific swarm object, which then fires off all 1811 * sets up a specific swarm object, which then fires off all
1874 * the parts of the swarm. 1812 * the parts of the swarm.
1875 * 1813 *
1876 * op: the owner 1814 * op: the owner
1877 * caster: the caster (owner, wand, rod, scroll) 1815 * caster: the caster (owner, wand, rod, scroll)
1878 * dir: the direction everything will be fired in 1816 * dir: the direction everything will be fired in
1879 * spell - the spell that is this spell. 1817 * spell - the spell that is this spell.
1880 * n: the number to be fired. 1818 * n: the number to be fired.
1881 */ 1819 */
1882
1883int 1820int
1884fire_swarm (object *op, object *caster, object *spell, int dir) 1821fire_swarm (object *op, object *caster, object *spell, int dir)
1885{ 1822{
1886 object *tmp;
1887 int i;
1888
1889 if (!spell->other_arch) 1823 if (!spell->other_arch)
1890 return 0; 1824 return 0;
1891 1825
1892 tmp = get_archetype (SWARM_SPELL); 1826 object *tmp = archetype::get (SWARM_SPELL);
1893 tmp->set_owner (op); /* needed so that if swarm elements kill, caster gets xp. */ 1827
1894 set_spell_skill (op, caster, spell, tmp); 1828 set_spell_skill (op, caster, spell, tmp);
1895
1896 tmp->level = caster_level (caster, spell); /*needed later, to get level dep. right. */ 1829 tmp->level = casting_level (caster, spell); /* needed later, to get level dep. right. */
1897 tmp->spell = arch_to_object (spell->other_arch); 1830 tmp->spell = spell->other_arch->instance ();
1898
1899 tmp->attacktype = tmp->spell->attacktype; 1831 tmp->attacktype = tmp->spell->attacktype;
1900 1832
1901 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) 1833 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
1902 if (!tailor_god_spell (tmp, op)) 1834 if (!tailor_god_spell (tmp, op))
1903 return 1; 1835 return 1;
1904 1836
1905 tmp->duration = SP_level_duration_adjust (caster, spell); 1837 tmp->duration = SP_level_duration_adjust (caster, spell);
1906 for (i = 0; i < spell->duration; i++) 1838 for (int i = 0; i < spell->duration; i++)
1907 tmp->duration += die_roll (1, 3, op, PREFER_HIGH); 1839 tmp->duration += die_roll (1, 3, op, PREFER_HIGH);
1908 1840
1841 tmp->invisible = 1;
1842 tmp->flag [FLAG_NO_DROP] = 1; // make sure it stays in inv, or else
1909 tmp->direction = dir; 1843 tmp->direction = dir;
1910 tmp->invisible = 1; 1844 tmp->facing = rndm (1, 8); // initial firing direction
1845 tmp->state = rndm (4) * 2 + 1; // direction increment
1911 1846
1912 tmp->insert_at (op, op); 1847 op->insert (tmp);
1848
1913 return 1; 1849 return 1;
1914} 1850}
1915
1916 1851
1917/* See the spells documentation file for why this is its own 1852/* See the spells documentation file for why this is its own
1918 * function. 1853 * function.
1919 */ 1854 */
1920int 1855int
1925 int dam, mflags; 1860 int dam, mflags;
1926 maptile *m; 1861 maptile *m;
1927 1862
1928 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1863 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1929 1864
1930 if (!dir) 1865 if (dir)
1931 {
1932 new_draw_info (NDI_UNIQUE, 0, op, "In what direction?");
1933 return 0;
1934 } 1866 {
1935
1936 x = op->x + freearr_x[dir]; 1867 x = op->x + freearr_x[dir];
1937 y = op->y + freearr_y[dir]; 1868 y = op->y + freearr_y[dir];
1938 m = op->map; 1869 m = op->map;
1939 1870
1940 mflags = get_map_flags (m, &m, x, y, &x, &y); 1871 mflags = get_map_flags (m, &m, x, y, &x, &y);
1941 1872
1942 if (mflags & P_OUT_OF_MAP) 1873 if (mflags & P_OUT_OF_MAP)
1943 { 1874 {
1944 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is there."); 1875 op->failmsg ("Nothing is there.");
1945 return 0; 1876 return 0;
1946 } 1877 }
1947 1878
1948 if (mflags & P_IS_ALIVE && spell->attacktype) 1879 if (mflags & P_IS_ALIVE && spell->attacktype)
1949 { 1880 {
1950 for (target = GET_MAP_OB (m, x, y); target; target = target->above) 1881 for (target = GET_MAP_OB (m, x, y); target; target = target->above)
1951 if (QUERY_FLAG (target, FLAG_MONSTER)) 1882 if (target->flag [FLAG_MONSTER])
1952 { 1883 {
1953 /* oky doky. got a target monster. Lets make a blinding attack */ 1884 /* oky doky. got a target monster. Lets make a blinding attack */
1954 if (target->head) 1885 if (target->head)
1955 target = target->head; 1886 target = target->head;
1887
1956 (void) hit_player (target, dam, op, spell->attacktype, 1); 1888 hit_player (target, dam, op, spell->attacktype, 1);
1957 return 1; /* one success only! */ 1889 return 1; /* one success only! */
1890 }
1958 } 1891 }
1959 }
1960 1892
1961 /* no live target, perhaps a wall is in the way? */ 1893 /* no live target, perhaps a wall is in the way? */
1962 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y))) 1894 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)))
1963 { 1895 {
1964 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 1896 op->failmsg ("Something is in the way.");
1965 return 0; 1897 return 0;
1898 }
1966 } 1899 }
1967 1900
1968 /* ok, looks groovy to just insert a new light on the map */ 1901 /* ok, looks groovy to just insert a new light on the map */
1969 tmp = arch_to_object (spell->other_arch); 1902 tmp = spell->other_arch->instance ();
1970 if (!tmp) 1903 if (!tmp)
1971 { 1904 {
1972 LOG (llevError, "Error: spell arch for cast_light() missing.\n"); 1905 LOG (llevError, "Error: spell arch for cast_light() missing.\n");
1973 return 0; 1906 return 0;
1974 } 1907 }
1908
1975 tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell); 1909 tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell);
1910
1976 if (tmp->glow_radius) 1911 if (tmp->glow_radius)
1977 { 1912 tmp->set_glow_radius (
1978 tmp->glow_radius = spell->range + SP_level_range_adjust (caster, spell); 1913 clamp (spell->range + SP_level_range_adjust (caster, spell), 1, MAX_LIGHT_RADIUS)
1979 if (tmp->glow_radius > MAX_LIGHT_RADII) 1914 );
1980 tmp->glow_radius = MAX_LIGHT_RADII;
1981 }
1982 1915
1916 if (dir)
1983 m->insert (tmp, x, y, op); 1917 m->insert (tmp, x, y, op);
1918 else
1919 caster->outer_env_or_self ()->insert (tmp);
1920
1984 return 1; 1921 return 1;
1985} 1922}
1986 1923
1987
1988
1989
1990/* cast_cause_disease: this spell looks along <dir> from the 1924/* cast_cause_disease: this spell looks along <dir> from the
1991 * player and infects someone. 1925 * player and infects someone.
1992 * op is the player/monster, caster is the object, dir is the direction 1926 * op is the player/monster, caster is the object, dir is the direction
1993 * to cast, disease_arch is the specific disease, and type is the spell number 1927 * to cast, disease_arch is the specific disease, and type is the spell number
1994 * perhaps this should actually be in disease.c? 1928 * perhaps this should actually be in disease.c?
1995 */ 1929 */
1996
1997int 1930int
1998cast_cause_disease (object *op, object *caster, object *spell, int dir) 1931cast_cause_disease (object *op, object *caster, object *spell, int dir)
1999{ 1932{
2000 sint16 x, y; 1933 sint16 x, y;
2001 int i, mflags, range, dam_mod, dur_mod; 1934 int i, mflags, range, dam_mod, dur_mod;
2003 maptile *m; 1936 maptile *m;
2004 1937
2005 x = op->x; 1938 x = op->x;
2006 y = op->y; 1939 y = op->y;
2007 1940
2008 /* If casting from a scroll, no direction will be available, so refer to the 1941 /* If casting from a scroll, no direction will be available, so refer to the
2009 * direction the player is pointing. 1942 * direction the player is pointing.
2010 */ 1943 */
2011 if (!dir) 1944 if (!dir)
2012 dir = op->facing; 1945 dir = op->facing;
1946
2013 if (!dir) 1947 if (!dir)
2014 return 0; /* won't find anything if casting on ourself, so just return */ 1948 return 0; /* won't find anything if casting on ourself, so just return */
2015 1949
2016 /* Calculate these once here */ 1950 /* Calculate these once here */
2017 range = spell->range + SP_level_range_adjust (caster, spell); 1951 range = spell->range + SP_level_range_adjust (caster, spell);
2037 /* Only bother looking on this space if there is something living here */ 1971 /* Only bother looking on this space if there is something living here */
2038 if (mflags & P_IS_ALIVE) 1972 if (mflags & P_IS_ALIVE)
2039 { 1973 {
2040 /* search this square for a victim */ 1974 /* search this square for a victim */
2041 for (walk = GET_MAP_OB (m, x, y); walk; walk = walk->above) 1975 for (walk = GET_MAP_OB (m, x, y); walk; walk = walk->above)
2042 if (QUERY_FLAG (walk, FLAG_MONSTER) || (walk->type == PLAYER)) 1976 if (walk->flag [FLAG_MONSTER] || (walk->type == PLAYER))
2043 { /* found a victim */ 1977 { /* found a victim */
2044 object *disease = arch_to_object (spell->other_arch); 1978 object *disease = spell->other_arch->instance ();
2045 1979
2046 disease->set_owner (op); 1980 disease->set_owner (op);
2047 set_spell_skill (op, caster, spell, disease); 1981 set_spell_skill (op, caster, spell, disease);
2048 disease->stats.exp = 0; 1982 disease->stats.exp = 0;
2049 disease->level = caster_level (caster, spell); 1983 disease->level = casting_level (caster, spell);
2050 1984
2051 /* do level adjustments */ 1985 /* do level adjustments */
2052 if (disease->stats.wc) 1986 if (disease->stats.wc ) disease->stats.wc += dur_mod / 2;
2053 disease->stats.wc += dur_mod / 2; 1987 if (disease->magic > 0) disease->magic += dur_mod / 8;
2054 1988 if (disease->stats.maxhp > 0) disease->stats.maxhp += dur_mod;
2055 if (disease->magic > 0) 1989 if (disease->stats.maxgrace > 0) disease->stats.maxgrace += dur_mod;
2056 disease->magic += dur_mod / 4;
2057
2058 if (disease->stats.maxhp > 0)
2059 disease->stats.maxhp += dur_mod;
2060
2061 if (disease->stats.maxgrace > 0)
2062 disease->stats.maxgrace += dur_mod;
2063
2064 if (disease->stats.dam)
2065 {
2066 if (disease->stats.dam > 0)
2067 disease->stats.dam += dam_mod;
2068 else
2069 disease->stats.dam -= dam_mod;
2070 }
2071 1990
2072 if (disease->last_sp) 1991 if (disease->last_sp)
2073 { 1992 {
2074 disease->last_sp -= 2 * dam_mod; 1993 disease->last_sp -= 2 * dam_mod;
1994
2075 if (disease->last_sp < 1) 1995 if (disease->last_sp < 1)
2076 disease->last_sp = 1; 1996 disease->last_sp = 1;
2077 } 1997 }
2078 1998
2079 if (disease->stats.maxsp) 1999 if (disease->stats.dam ) disease->stats.dam += copysignl (disease->stats.dam , dam_mod);
2080 { 2000 if (disease->stats.maxsp) disease->stats.maxsp += copysignl (disease->stats.maxsp, dam_mod);
2081 if (disease->stats.maxsp > 0) 2001 if (disease->stats.ac ) disease->stats.ac += dam_mod;
2082 disease->stats.maxsp += dam_mod; 2002 if (disease->last_eat ) disease->last_eat -= dam_mod;
2083 else 2003 if (disease->stats.hp ) disease->stats.hp -= dam_mod;
2084 disease->stats.maxsp -= dam_mod; 2004 if (disease->stats.sp ) disease->stats.sp -= dam_mod;
2085 }
2086
2087 if (disease->stats.ac)
2088 disease->stats.ac += dam_mod;
2089
2090 if (disease->last_eat)
2091 disease->last_eat -= dam_mod;
2092
2093 if (disease->stats.hp)
2094 disease->stats.hp -= dam_mod;
2095
2096 if (disease->stats.sp)
2097 disease->stats.sp -= dam_mod;
2098 2005
2099 if (infect_object (walk, disease, 1)) 2006 if (infect_object (walk, disease, 1))
2100 { 2007 {
2101 new_draw_info_format (NDI_UNIQUE, 0, op, "You inflict %s on %s!", &disease->name, &walk->name); 2008 op->statusmsg (format ("You inflict %s on %s!", &disease->name, &walk->name));
2102 2009
2103 disease->destroy (); /* don't need this one anymore */ 2010 disease->destroy (); /* don't need this one anymore */
2104 walk->map->insert (get_archetype (ARCH_DETECT_MAGIC), x, y, op); 2011 walk->map->insert (archetype::get (shstr_detect_magic), x, y, op);
2105 return 1; 2012 return 1;
2106 } 2013 }
2107 2014
2108 disease->destroy (); 2015 disease->destroy ();
2109 } 2016 }

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