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Comparing deliantra/server/server/spell_attack.C (file contents):
Revision 1.18 by root, Wed Dec 13 00:42:04 2006 UTC vs.
Revision 1.50 by root, Sun Apr 20 23:25:09 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 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2002-2003 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002-2003,2007 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
20 21 * The authors can be reached via e-mail to <support@deliantra.net>
21 The authors can be reached via e-mail at <crossfire@schmorp.de>
22*/ 22 */
23 23
24/* This file contains all the spell attack code. Grouping this code 24/* This file contains all the spell attack code. Grouping this code
25 * together should hopefully make it easier to find the relevent bits 25 * together should hopefully make it easier to find the relevent bits
26 * of code 26 * of code
27 */ 27 */
28 28
29#include <global.h> 29#include <global.h>
30#include <object.h> 30#include <object.h>
31#include <living.h> 31#include <living.h>
32#ifndef __CEXTRACT__
33# include <sproto.h> 32#include <sproto.h>
34#endif
35#include <spells.h> 33#include <spells.h>
36#include <sounds.h> 34#include <sounds.h>
37 35
38/* this function checks to see if a spell pushes objects as well 36/* this function checks to see if a spell pushes objects as well
39 * as flies over and damages them (only used for cones for now) 37 * as flies over and damages them (only used for cones for now)
57 { 55 {
58 weight_move = op->weight + (op->weight * op->level) / 3; 56 weight_move = op->weight + (op->weight * op->level) / 3;
59 /*LOG (llevDebug, "DEBUG: arch weighs %d and masses %d (%s,level %d)\n", op->weight,weight_move,op->name,op->level); */ 57 /*LOG (llevDebug, "DEBUG: arch weighs %d and masses %d (%s,level %d)\n", op->weight,weight_move,op->name,op->level); */
60 } 58 }
61 59
62 for (tmp = get_map_ob (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 60 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
63 { 61 {
64 int num_sections = 1; 62 int num_sections = 1;
65 63
66 /* don't move DM */ 64 /* don't move DM */
67 if (QUERY_FLAG (tmp, FLAG_WIZ)) 65 if (QUERY_FLAG (tmp, FLAG_WIZ))
146 144
147 /* reduce chances of subsequent forking */ 145 /* reduce chances of subsequent forking */
148 new_bolt->stats.Dex -= 10; 146 new_bolt->stats.Dex -= 10;
149 tmp->stats.Dex -= 10; /* less forks from main bolt too */ 147 tmp->stats.Dex -= 10; /* less forks from main bolt too */
150 new_bolt->stats.Con += 25 * new_dir; /* adjust the left bias */ 148 new_bolt->stats.Con += 25 * new_dir; /* adjust the left bias */
151 new_bolt->speed_left = -0.1; 149 new_bolt->speed_left = -0.1f;
152 new_bolt->direction = t_dir; 150 new_bolt->direction = t_dir;
153 new_bolt->duration++; 151 new_bolt->duration++;
154 new_bolt->x = sx;
155 new_bolt->y = sy;
156 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */ 152 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */
157 new_bolt->stats.dam++; 153 new_bolt->stats.dam++;
158 tmp->stats.dam /= 2; /* reduce father bolt damage */ 154 tmp->stats.dam /= 2; /* reduce father bolt damage */
159 tmp->stats.dam++; 155 tmp->stats.dam++;
160 new_bolt = insert_ob_in_map (new_bolt, m, op, 0); 156 if ((new_bolt = m->insert (new_bolt, sx, sy, op)))
161 update_turn_face (new_bolt); 157 update_turn_face (new_bolt);
162} 158}
163 159
164/* move_bolt: moves bolt 'op'. Basically, it just advances a space, 160/* move_bolt: moves bolt 'op'. Basically, it just advances a space,
165 * and checks for various things that may stop it. 161 * and checks for various things that may stop it.
166 */ 162 */
167 163
168void 164void
169move_bolt (object *op) 165move_bolt (object *op)
170{ 166{
171 object *tmp;
172 int mflags; 167 int mflags;
173 sint16 x, y; 168 sint16 x, y;
174 maptile *m; 169 maptile *m;
175 170
176 if (--(op->duration) < 0) 171 if (--op->duration < 0)
177 { 172 {
178 op->destroy (); 173 op->destroy ();
179 return; 174 return;
180 } 175 }
181 176
183 178
184 if (!op->direction) 179 if (!op->direction)
185 return; 180 return;
186 181
187 if (--op->range < 0) 182 if (--op->range < 0)
188 {
189 op->range = 0; 183 op->range = 0;
190 }
191 else 184 else
192 { 185 {
193 x = op->x + DIRX (op); 186 x = op->x + DIRX (op);
194 y = op->y + DIRY (op); 187 y = op->y + DIRY (op);
195 m = op->map; 188 m = op->map;
203 * on the space. So only call reflwall if we think the data it returns 196 * on the space. So only call reflwall if we think the data it returns
204 * will be useful. 197 * will be useful.
205 */ 198 */
206 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)) || ((mflags & P_IS_ALIVE) && reflwall (m, x, y, op))) 199 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)) || ((mflags & P_IS_ALIVE) && reflwall (m, x, y, op)))
207 { 200 {
208
209 if (!QUERY_FLAG (op, FLAG_REFLECTING)) 201 if (!QUERY_FLAG (op, FLAG_REFLECTING))
210 return; 202 return;
211 203
212 /* Since walls don't run diagonal, if the bolt is in 204 /* Since walls don't run diagonal, if the bolt is in
213 * one of 4 main directions, it just reflects back in the 205 * one of 4 main directions, it just reflects back in the
243 else if (left) 235 else if (left)
244 op->direction = absdir (op->direction + 2); 236 op->direction = absdir (op->direction + 2);
245 else if (right) 237 else if (right)
246 op->direction = absdir (op->direction - 2); 238 op->direction = absdir (op->direction - 2);
247 } 239 }
240
248 update_turn_face (op); /* A bolt *must* be IS_TURNABLE */ 241 update_turn_face (op); /* A bolt *must* be IS_TURNABLE */
249 return; 242 return;
250 } 243 }
251 else 244 else
252 { /* Create a copy of this object and put it ahead */ 245 { /* Create a copy of this object and put it ahead */
253 tmp = op->clone (); 246 object *tmp = op->clone ();
254 247
248 m->insert (tmp, x, y, op);
255 tmp->speed_left = -0.1; 249 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 */ 250 /* To make up for the decrease at the top of the function */
259 tmp->duration++; 251 tmp->duration++;
260 252
261 /* New forking code. Possibly create forks of this object 253 /* New forking code. Possibly create forks of this object
262 * going off in other directions. 254 * going off in other directions.
263 */ 255 */
264
265 if (rndm (0, 99) < tmp->stats.Dex) 256 if (rndm (0, 99) < tmp->stats.Dex)
266 { /* stats.Dex % of forking */ 257 { /* stats.Dex % of forking */
267 forklightning (op, tmp); 258 forklightning (op, tmp);
268 } 259 }
260
269 /* In this way, the object left behind sticks on the space, but 261 /* In this way, the object left behind sticks on the space, but
270 * doesn't create any bolts that continue to move onward. 262 * doesn't create any bolts that continue to move onward.
271 */ 263 */
272 op->range = 0; 264 op->range = 0;
273 } /* copy object and move it along */ 265 } /* copy object and move it along */
280 * we remove the magic flag - that can be derived from 272 * we remove the magic flag - that can be derived from
281 * spob->attacktype. 273 * spob->attacktype.
282 * This function sets up the appropriate owner and skill 274 * This function sets up the appropriate owner and skill
283 * pointers. 275 * pointers.
284 */ 276 */
285
286int 277int
287fire_bolt (object *op, object *caster, int dir, object *spob, object *skill) 278fire_bolt (object *op, object *caster, int dir, object *spob, object *skill)
288{ 279{
289 object *tmp = NULL; 280 object *tmp = NULL;
290 int mflags; 281 int mflags;
308 299
309 tmp->direction = dir; 300 tmp->direction = dir;
310 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) 301 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
311 SET_ANIMATION (tmp, dir); 302 SET_ANIMATION (tmp, dir);
312 303
313 set_owner (tmp, op); 304 tmp->set_owner (op);
314 set_spell_skill (op, caster, spob, tmp); 305 set_spell_skill (op, caster, spob, tmp);
315 306
316 tmp->x = op->x + DIRX (tmp); 307 tmp->x = op->x + DIRX (tmp);
317 tmp->y = op->y + DIRY (tmp); 308 tmp->y = op->y + DIRY (tmp);
318 tmp->map = op->map; 309 tmp->map = op->map;
319 310
311 maptile *newmap;
320 mflags = get_map_flags (tmp->map, &tmp->map, tmp->x, tmp->y, &tmp->x, &tmp->y); 312 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y);
321 if (mflags & P_OUT_OF_MAP) 313 if (mflags & P_OUT_OF_MAP)
322 { 314 {
323 tmp->destroy (); 315 tmp->destroy ();
324 return 0; 316 return 0;
325 } 317 }
318
319 tmp->map = newmap;
326 320
327 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y))) 321 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y)))
328 { 322 {
329 if (!QUERY_FLAG (tmp, FLAG_REFLECTING)) 323 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
330 { 324 {
336 tmp->y = op->y; 330 tmp->y = op->y;
337 tmp->direction = absdir (tmp->direction + 4); 331 tmp->direction = absdir (tmp->direction + 4);
338 tmp->map = op->map; 332 tmp->map = op->map;
339 } 333 }
340 334
341 if ((tmp = insert_ob_in_map (tmp, tmp->map, op, 0)) != NULL) 335 if ((tmp = tmp->insert_at (tmp, op)))
342 move_bolt (tmp); 336 move_bolt (tmp);
343 337
344 return 1; 338 return 1;
345} 339}
346
347
348 340
349/*************************************************************************** 341/***************************************************************************
350 * 342 *
351 * BULLET/BALL CODE 343 * BULLET/BALL CODE
352 * 344 *
353 ***************************************************************************/ 345 ***************************************************************************/
354 346
355/* expands an explosion. op is a piece of the 347/* expands an explosion. op is a piece of the
356 * explosion - this expans it in the different directions. 348 * explosion - this expands it in the different directions.
357 * At least that is what I think this does. 349 * At least that is what I think this does.
358 */ 350 */
359void 351void
360explosion (object *op) 352explosion (object *op)
361{ 353{
362 object *tmp;
363 maptile *m = op->map; 354 maptile *m = op->map;
364 int i; 355 int i;
365 356
366 if (--(op->duration) < 0) 357 if (--op->duration < 0)
367 { 358 {
368 op->destroy (); 359 op->destroy ();
369 return; 360 return;
370 } 361 }
371 362
377 { 368 {
378 sint16 dx, dy; 369 sint16 dx, dy;
379 370
380 dx = op->x + freearr_x[i]; 371 dx = op->x + freearr_x[i];
381 dy = op->y + freearr_y[i]; 372 dy = op->y + freearr_y[i];
373
382 /* ok_to_put_more already does things like checks for walls, 374 /* ok_to_put_more already does things like checks for walls,
383 * out of map, etc. 375 * out of map, etc.
384 */ 376 */
385 if (ok_to_put_more (op->map, dx, dy, op, op->attacktype)) 377 if (ok_to_put_more (op->map, dx, dy, op, op->attacktype))
386 { 378 {
387 tmp = op->clone (); 379 object *tmp = op->clone ();
380
388 tmp->state = 0; 381 tmp->state = 0;
389 tmp->speed_left = -0.21; 382 tmp->speed_left = -0.21f;
390 tmp->range--; 383 tmp->range--;
391 tmp->value = 0; 384 tmp->value = 0;
392 tmp->x = dx; 385
393 tmp->y = dy; 386 m->insert (tmp, dx, dy, op);
394 insert_ob_in_map (tmp, m, op, 0);
395 } 387 }
396 } 388 }
397 } 389 }
398} 390}
399
400 391
401/* Causes an object to explode, eg, a firebullet, 392/* Causes an object to explode, eg, a firebullet,
402 * poison cloud ball, etc. op is the object to 393 * poison cloud ball, etc. op is the object to
403 * explode. 394 * explode.
404 */ 395 */
414 return; 405 return;
415 } 406 }
416 407
417 if (op->env) 408 if (op->env)
418 { 409 {
419 object *env; 410 object *env = op->outer_env ();
420 411
421 env = object_get_env_recursive (op);
422 if (env->map == NULL || out_of_map (env->map, env->x, env->y)) 412 if (!env->map || out_of_map (env->map, env->x, env->y))
423 { 413 {
424 LOG (llevError, "BUG: explode_bullet(): env out of map\n"); 414 LOG (llevError, "BUG: explode_bullet(): env out of map\n");
425 op->destroy (); 415 op->destroy ();
426 return; 416 return;
427 } 417 }
428 418
429 op->remove (); 419 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 } 420 }
434 else if (out_of_map (op->map, op->x, op->y)) 421 else if (out_of_map (op->map, op->x, op->y))
435 { 422 {
436 LOG (llevError, "BUG: explode_bullet(): op out of map\n"); 423 LOG (llevError, "BUG: explode_bullet(): op out of map\n");
437 op->destroy (); 424 op->destroy ();
455 } 442 }
456 443
457 /* other_arch contains what this explodes into */ 444 /* other_arch contains what this explodes into */
458 tmp = arch_to_object (op->other_arch); 445 tmp = arch_to_object (op->other_arch);
459 446
460 copy_owner (tmp, op); 447 tmp->set_owner (op);
461 tmp->skill = op->skill; 448 tmp->skill = op->skill;
462 449
463 owner = get_owner (op); 450 owner = op->owner;
464 451
465 if ((tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) && owner && !tailor_god_spell (tmp, owner)) 452 if ((tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) && owner && !tailor_god_spell (tmp, owner))
466 { 453 {
467 op->destroy (); 454 op->destroy ();
468 return; 455 return;
469 } 456 }
470
471 tmp->x = op->x;
472 tmp->y = op->y;
473 457
474 /* special for bombs - it actually has sane values for these */ 458 /* special for bombs - it actually has sane values for these */
475 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB) 459 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB)
476 { 460 {
477 tmp->attacktype = op->attacktype; 461 tmp->attacktype = op->attacktype;
481 } 465 }
482 else 466 else
483 { 467 {
484 if (op->attacktype & AT_MAGIC) 468 if (op->attacktype & AT_MAGIC)
485 tmp->attacktype |= AT_MAGIC; 469 tmp->attacktype |= AT_MAGIC;
470
486 /* Spell doc describes what is going on here */ 471 /* Spell doc describes what is going on here */
487 tmp->stats.dam = op->dam_modifier; 472 tmp->stats.dam = op->dam_modifier;
488 tmp->range = op->stats.maxhp; 473 tmp->range = op->stats.maxhp;
489 tmp->duration = op->stats.hp; 474 tmp->duration = op->stats.hp;
490 /* Used for spell tracking - just need a unique val for this spell - 475 /* Used for spell tracking - just need a unique val for this spell -
498 tmp->stats.sp = op->direction; 483 tmp->stats.sp = op->direction;
499 484
500 /* Prevent recursion */ 485 /* Prevent recursion */
501 op->move_on = 0; 486 op->move_on = 0;
502 487
503 insert_ob_in_map (tmp, op->map, op, 0); 488 tmp->insert_at (op, op);
489 tmp->play_sound (tmp->sound);
490
504 /* remove the firebullet */ 491 /* remove the firebullet */
505 if (!op->destroyed ())
506 {
507 op->destroy (); 492 op->destroy ();
508 }
509} 493}
510
511
512 494
513/* checks to see what op should do, given the space it is on 495/* checks to see what op should do, given the space it is on
514 * (eg, explode, damage player, etc) 496 * (eg, explode, damage player, etc)
515 */ 497 */
516
517void 498void
518check_bullet (object *op) 499check_bullet (object *op)
519{ 500{
520 object *tmp; 501 object *tmp;
521 int dam, mflags; 502 int dam, mflags;
536 517
537 /* If nothing alive on this space, no reason to do anything further */ 518 /* If nothing alive on this space, no reason to do anything further */
538 if (!(mflags & P_IS_ALIVE)) 519 if (!(mflags & P_IS_ALIVE))
539 return; 520 return;
540 521
541 for (tmp = get_map_ob (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 522 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
542 { 523 {
543 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 524 if (QUERY_FLAG (tmp, FLAG_ALIVE))
544 { 525 {
545 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1); 526 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1);
546 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0) 527 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0)
553 } 534 }
554 } 535 }
555 } 536 }
556} 537}
557 538
558
559/* Basically, we move 'op' one square, and if it hits something, 539/* Basically, we move 'op' one square, and if it hits something,
560 * call check_bullet. 540 * call check_bullet.
561 * This function is only applicable to bullets, but not to all 541 * This function is only applicable to bullets, but not to all
562 * fired arches (eg, bolts). 542 * fired arches (eg, bolts).
563 */ 543 */
564
565void 544void
566move_bullet (object *op) 545move_bullet (object *op)
567{ 546{
568 sint16 new_x, new_y; 547 sint16 new_x, new_y;
569 int mflags; 548 int mflags;
612 op->destroy (); 591 op->destroy ();
613 592
614 return; 593 return;
615 } 594 }
616 595
617 op->remove (); 596 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; 597 return;
622 598
623 if (reflwall (op->map, op->x, op->y, op)) 599 if (reflwall (op->map, op->x, op->y, op))
624 { 600 {
625 op->direction = absdir (op->direction + 4); 601 op->direction = absdir (op->direction + 4);
626 update_turn_face (op); 602 update_turn_face (op);
627 } 603 }
628 else 604 else
629 {
630 check_bullet (op); 605 check_bullet (op);
631 }
632} 606}
633
634
635
636 607
637/* fire_bullet 608/* fire_bullet
638 * object op (cast from caster) files a bolt in dir. 609 * object op (cast from caster) files a bolt in dir.
639 * spob is the spell object for the bolt. 610 * spob is the spell object for the bolt.
640 * we remove the magic flag - that can be derived from 611 * we remove the magic flag - that can be derived from
641 * spob->attacktype. 612 * spob->attacktype.
642 * This function sets up the appropriate owner and skill 613 * This function sets up the appropriate owner and skill
643 * pointers. 614 * pointers.
644 */ 615 */
645
646int 616int
647fire_bullet (object *op, object *caster, int dir, object *spob) 617fire_bullet (object *op, object *caster, int dir, object *spob)
648{ 618{
649 object *tmp = NULL; 619 object *tmp = NULL;
650 int mflags; 620 int mflags;
671 641
672 tmp->direction = dir; 642 tmp->direction = dir;
673 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) 643 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
674 SET_ANIMATION (tmp, dir); 644 SET_ANIMATION (tmp, dir);
675 645
676 set_owner (tmp, op); 646 tmp->set_owner (op);
677 set_spell_skill (op, caster, spob, tmp); 647 set_spell_skill (op, caster, spob, tmp);
678 648
679 tmp->x = op->x + freearr_x[dir]; 649 tmp->x = op->x + freearr_x[dir];
680 tmp->y = op->y + freearr_y[dir]; 650 tmp->y = op->y + freearr_y[dir];
681 tmp->map = op->map; 651 tmp->map = op->map;
682 652
653 maptile *newmap;
683 mflags = get_map_flags (tmp->map, &tmp->map, tmp->x, tmp->y, &tmp->x, &tmp->y); 654 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y);
684 if (mflags & P_OUT_OF_MAP) 655 if (mflags & P_OUT_OF_MAP)
685 { 656 {
686 tmp->destroy (); 657 tmp->destroy ();
687 return 0; 658 return 0;
688 } 659 }
660
661 tmp->map = newmap;
689 662
690 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y))) 663 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y)))
691 { 664 {
692 if (!QUERY_FLAG (tmp, FLAG_REFLECTING)) 665 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
693 { 666 {
699 tmp->y = op->y; 672 tmp->y = op->y;
700 tmp->direction = absdir (tmp->direction + 4); 673 tmp->direction = absdir (tmp->direction + 4);
701 tmp->map = op->map; 674 tmp->map = op->map;
702 } 675 }
703 676
704 if ((tmp = insert_ob_in_map (tmp, tmp->map, op, 0)) != NULL) 677 if ((tmp = tmp->insert_at (tmp, op)))
705 check_bullet (tmp); 678 check_bullet (tmp);
706 679
707 return 1; 680 return 1;
708} 681}
709
710
711
712 682
713/***************************************************************************** 683/*****************************************************************************
714 * 684 *
715 * CONE RELATED FUNCTIONS 685 * CONE RELATED FUNCTIONS
716 * 686 *
717 *****************************************************************************/ 687 *****************************************************************************/
718 688
719
720/* drops an object based on what is in the cone's "other_arch" */ 689/* drops an object based on what is in the cone's "other_arch" */
721void 690void
722cone_drop (object *op) 691cone_drop (object *op)
723{ 692{
724 object *new_ob = arch_to_object (op->other_arch); 693 object *new_ob = arch_to_object (op->other_arch);
725 694
726 new_ob->x = op->x;
727 new_ob->y = op->y;
728 new_ob->level = op->level; 695 new_ob->level = op->level;
729 set_owner (new_ob, op->owner); 696 new_ob->set_owner (op->owner);
730 697
731 /* preserve skill ownership */ 698 /* preserve skill ownership */
732 if (op->skill && op->skill != new_ob->skill) 699 if (op->skill && op->skill != new_ob->skill)
733 {
734 new_ob->skill = op->skill; 700 new_ob->skill = op->skill;
735 }
736 insert_ob_in_map (new_ob, op->map, op, 0);
737 701
702 new_ob->insert_at (op, op);
738} 703}
739 704
740/* move_cone: causes cone object 'op' to move a space/hit creatures */ 705/* move_cone: causes cone object 'op' to move a space/hit creatures */
741 706
742void 707void
746 711
747 /* if no map then hit_map will crash so just ignore object */ 712 /* if no map then hit_map will crash so just ignore object */
748 if (!op->map) 713 if (!op->map)
749 { 714 {
750 LOG (llevError, "Tried to move_cone object %s without a map.\n", op->name ? &op->name : "unknown"); 715 LOG (llevError, "Tried to move_cone object %s without a map.\n", op->name ? &op->name : "unknown");
751 op->speed = 0; 716 op->set_speed (0);
752 update_ob_speed (op);
753 return; 717 return;
754 } 718 }
755 719
756 /* lava saves it's life, but not yours :) */ 720 /* lava saves it's life, but not yours :) */
757 if (QUERY_FLAG (op, FLAG_LIFESAVE)) 721 if (QUERY_FLAG (op, FLAG_LIFESAVE))
763#if 0 727#if 0
764 /* Disable this - enabling it makes monsters easier, as 728 /* Disable this - enabling it makes monsters easier, as
765 * when their cone dies when they die. 729 * when their cone dies when they die.
766 */ 730 */
767 /* If no owner left, the spell dies out. */ 731 /* If no owner left, the spell dies out. */
768 if (get_owner (op) == NULL) 732 if (op->owner == NULL)
769 { 733 {
770 op->destroy (); 734 op->destroy ();
771 return; 735 return;
772 } 736 }
773#endif 737#endif
805 769
806 if (ok_to_put_more (op->map, x, y, op, op->attacktype)) 770 if (ok_to_put_more (op->map, x, y, op, op->attacktype))
807 { 771 {
808 object *tmp = op->clone (); 772 object *tmp = op->clone ();
809 773
810 tmp->x = x;
811 tmp->y = y;
812
813 tmp->duration = op->duration + 1; 774 tmp->duration = op->duration + 1;
814 775
815 /* Use for spell tracking - see ok_to_put_more() */ 776 /* Use for spell tracking - see ok_to_put_more() */
816 tmp->stats.maxhp = op->stats.maxhp; 777 tmp->stats.maxhp = op->stats.maxhp;
817 insert_ob_in_map (tmp, op->map, op, 0); 778
779 op->map->insert (tmp, x, y, op);
780
818 if (tmp->other_arch) 781 if (tmp->other_arch)
819 cone_drop (tmp); 782 cone_drop (tmp);
820 } 783 }
821 } 784 }
822} 785}
855 818
856 /* Need to know what the movetype of the object we are about 819 /* Need to know what the movetype of the object we are about
857 * to create is, so we can know if the space we are about to 820 * to create is, so we can know if the space we are about to
858 * insert it into is blocked. 821 * insert it into is blocked.
859 */ 822 */
860 movetype = spell->other_arch->clone.move_type; 823 movetype = spell->other_arch->move_type;
861 824
862 for (i = range_min; i <= range_max; i++) 825 for (i = range_min; i <= range_max; i++)
863 { 826 {
864 sint16 x, y, d; 827 sint16 x, y, d;
865 828
898 if ((movetype & GET_MAP_MOVE_BLOCK (m, sx, sy)) == movetype) 861 if ((movetype & GET_MAP_MOVE_BLOCK (m, sx, sy)) == movetype)
899 continue; 862 continue;
900 863
901 success = 1; 864 success = 1;
902 tmp = arch_to_object (spell->other_arch); 865 tmp = arch_to_object (spell->other_arch);
903 set_owner (tmp, op); 866 tmp->set_owner (op);
904 set_spell_skill (op, caster, spell, tmp); 867 set_spell_skill (op, caster, spell, tmp);
905 tmp->level = caster_level (caster, spell); 868 tmp->level = caster_level (caster, spell);
906 tmp->x = sx;
907 tmp->y = sy;
908 tmp->attacktype = spell->attacktype; 869 tmp->attacktype = spell->attacktype;
909 870
910 /* holy word stuff */ 871 /* holy word stuff */
911 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER)) 872 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER))
912 if (!tailor_god_spell (tmp, op)) 873 if (!tailor_god_spell (tmp, op))
946 else 907 else
947 tmp->duration += caster->level / 3; 908 tmp->duration += caster->level / 3;
948 } 909 }
949 910
950 if (!(tmp->move_type & MOVE_FLY_LOW)) 911 if (!(tmp->move_type & MOVE_FLY_LOW))
951 LOG (llevDebug, "cast_cone(): arch %s doesn't have flying 1\n", &spell->other_arch->name); 912 LOG (llevDebug, "cast_cone(): arch %s doesn't have flying 1\n", &spell->other_arch->archname);
952 913
953 if (!tmp->move_on && tmp->stats.dam) 914 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); 915 LOG (llevDebug, "cast_cone(): arch %s doesn't have move_on set\n", &spell->other_arch->archname);
956 }
957 916
958 insert_ob_in_map (tmp, m, op, 0); 917 m->insert (tmp, sx, sy, op);
959 918
960 /* This is used for tracking spells so that one effect doesn't hit 919 /* This is used for tracking spells so that one effect doesn't hit
961 * a single space too many times. 920 * a single space too many times.
962 */ 921 */
963 tmp->stats.maxhp = tmp->count; 922 tmp->stats.maxhp = tmp->count;
973 * 932 *
974 * BOMB related code 933 * BOMB related code
975 * 934 *
976 ****************************************************************************/ 935 ****************************************************************************/
977 936
978
979/* This handles an exploding bomb. 937/* This handles an exploding bomb.
980 * op is the original bomb object. 938 * op is the original bomb object.
981 */ 939 */
982void 940void
983animate_bomb (object *op) 941animate_bomb (object *op)
984{ 942{
985 int i;
986 object *env, *tmp;
987 archetype *at;
988
989 if (op->state != NUM_ANIMATIONS (op) - 1) 943 if (op->state != NUM_ANIMATIONS (op) - 1)
990 return; 944 return;
991 945
992 env = object_get_env_recursive (op); 946 object *env = op->outer_env ();
993 947
994 if (op->env) 948 if (op->env)
995 { 949 {
996 if (env->map == NULL) 950 if (env->map == NULL)
997 return; 951 return;
998 952
999 if (env->type == PLAYER) 953 if (env->type == PLAYER)
1000 esrv_del_item (env->contr, op->count); 954 esrv_del_item (env->contr, op->count);
1001 955
1002 op->remove (); 956 if (!(op = op->insert_at (env, op)))
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; 957 return;
1007 } 958 }
1008 959
1009 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent bomb from exploding 960 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent bomb from exploding
1010 // on a safe map. I don't like this special casing, but it seems to be neccessary 961 // on a safe map. I don't like this special casing, but it seems to be neccessary
1017 968
1018 /* This copies a lot of the code from the fire bullet, 969 /* This copies a lot of the code from the fire bullet,
1019 * but using the cast_bullet isn't really feasible, 970 * but using the cast_bullet isn't really feasible,
1020 * so just set up the appropriate values. 971 * so just set up the appropriate values.
1021 */ 972 */
1022 at = archetype::find (SPLINT); 973 if (archetype *at = archetype::find (SPLINT))
1023 if (at)
1024 { 974 {
1025 for (i = 1; i < 9; i++) 975 for (int i = 1; i < 9; i++)
1026 { 976 {
1027 if (out_of_map (op->map, op->x + freearr_x[i], op->y + freearr_x[i])) 977 if (out_of_map (op->map, op->x + freearr_x[i], op->y + freearr_x[i]))
1028 continue; 978 continue;
979
1029 tmp = arch_to_object (at); 980 object *tmp = arch_to_object (at);
1030 tmp->direction = i; 981 tmp->direction = i;
1031 tmp->range = op->range; 982 tmp->range = op->range;
1032 tmp->stats.dam = op->stats.dam; 983 tmp->stats.dam = op->stats.dam;
1033 tmp->duration = op->duration; 984 tmp->duration = op->duration;
1034 tmp->attacktype = op->attacktype; 985 tmp->attacktype = op->attacktype;
1035 copy_owner (tmp, op); 986 tmp->set_owner (op);
1036 if (op->skill && op->skill != tmp->skill) 987 if (op->skill && op->skill != tmp->skill)
1037 {
1038 tmp->skill = op->skill; 988 tmp->skill = op->skill;
1039 } 989
1040 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) 990 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
1041 SET_ANIMATION (tmp, i); 991 SET_ANIMATION (tmp, i);
1042 tmp->x = op->x + freearr_x[i]; 992
1043 tmp->y = op->y + freearr_x[i]; 993 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); 994 move_bullet (tmp);
1046 } 995 }
1047 } 996 }
1048 997
1049 explode_bullet (op); 998 explode_bullet (op);
1070 tmp->range = spell->range + SP_level_range_adjust (caster, spell); 1019 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
1071 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1020 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1072 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell); 1021 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
1073 tmp->attacktype = spell->attacktype; 1022 tmp->attacktype = spell->attacktype;
1074 1023
1075 set_owner (tmp, op); 1024 tmp->set_owner (op);
1076 set_spell_skill (op, caster, spell, tmp); 1025 set_spell_skill (op, caster, spell, tmp);
1077 tmp->x = dx; 1026
1078 tmp->y = dy; 1027 m->insert (tmp, dx, dy, op);
1079 insert_ob_in_map (tmp, m, op, 0);
1080 return 1; 1028 return 1;
1081} 1029}
1082 1030
1083/**************************************************************************** 1031/****************************************************************************
1084 * 1032 *
1093 * dir is the direction to look in. 1041 * dir is the direction to look in.
1094 * range is how far out to look. 1042 * range is how far out to look.
1095 * type is the type of spell - either SPELL_MANA or SPELL_GRACE. 1043 * type is the type of spell - either SPELL_MANA or SPELL_GRACE.
1096 * this info is used for blocked magic/unholy spaces. 1044 * this info is used for blocked magic/unholy spaces.
1097 */ 1045 */
1098
1099object * 1046object *
1100get_pointed_target (object *op, int dir, int range, int type) 1047get_pointed_target (object *op, int dir, int range, int type)
1101{ 1048{
1102 object *target; 1049 object *target;
1103 sint16 x, y; 1050 sint16 x, y;
1122 return NULL; 1069 return NULL;
1123 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW) 1070 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW)
1124 return NULL; 1071 return NULL;
1125 1072
1126 if (mflags & P_IS_ALIVE) 1073 if (mflags & P_IS_ALIVE)
1127 {
1128 for (target = get_map_ob (mp, x, y); target; target = target->above) 1074 for (target = GET_MAP_OB (mp, x, y); target; target = target->above)
1129 { 1075 if (QUERY_FLAG (target, FLAG_MONSTER))
1130 if (QUERY_FLAG (target->head ? target->head : target, FLAG_MONSTER))
1131 {
1132 return target; 1076 return target;
1133 }
1134 }
1135 }
1136 } 1077 }
1078
1137 return NULL; 1079 return NULL;
1138} 1080}
1139
1140 1081
1141/* cast_smite_arch() - the priest points to a creature and causes 1082/* cast_smite_arch() - the priest points to a creature and causes
1142 * a 'godly curse' to decend. 1083 * a 'godly curse' to decend.
1143 * usual params - 1084 * usual params -
1144 * op = player 1085 * op = player
1145 * caster = object casting the spell. 1086 * caster = object casting the spell.
1146 * dir = direction being cast 1087 * dir = direction being cast
1147 * spell = spell object 1088 * spell = spell object
1148 */ 1089 */
1149
1150int 1090int
1151cast_smite_spell (object *op, object *caster, int dir, object *spell) 1091cast_smite_spell (object *op, object *caster, int dir, object *spell)
1152{ 1092{
1153 object *effect, *target; 1093 object *effect, *target;
1154 object *god = find_god (determine_god (op)); 1094 object *god = find_god (determine_god (op));
1200 if (effect->attacktype & AT_DEATH) 1140 if (effect->attacktype & AT_DEATH)
1201 { 1141 {
1202 effect->level = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1142 effect->level = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1203 1143
1204 /* casting death spells at undead isn't a good thing */ 1144 /* casting death spells at undead isn't a good thing */
1205 if QUERY_FLAG
1206 (target, FLAG_UNDEAD) 1145 if (QUERY_FLAG (target, FLAG_UNDEAD))
1207 { 1146 {
1208 if (random_roll (0, 2, op, PREFER_LOW)) 1147 if (random_roll (0, 2, op, PREFER_LOW))
1209 { 1148 {
1210 new_draw_info (NDI_UNIQUE, 0, op, "Idiot! Your spell boomerangs!"); 1149 new_draw_info (NDI_UNIQUE, 0, op, "Idiot! Your spell boomerangs!");
1211 effect->x = op->x; 1150 effect->x = op->x;
1224 { 1163 {
1225 /* how much woe to inflict :) */ 1164 /* how much woe to inflict :) */
1226 effect->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1165 effect->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1227 } 1166 }
1228 1167
1229 set_owner (effect, op); 1168 effect->set_owner (op);
1230 set_spell_skill (op, caster, spell, effect); 1169 set_spell_skill (op, caster, spell, effect);
1231 1170
1232 /* ok, tell it where to be, and insert! */ 1171 /* ok, tell it where to be, and insert! */
1233 effect->x = target->x; 1172 effect->insert_at (target, op);
1234 effect->y = target->y;
1235 insert_ob_in_map (effect, target->map, op, 0);
1236 1173
1237 return 1; 1174 return 1;
1238} 1175}
1239
1240 1176
1241/**************************************************************************** 1177/****************************************************************************
1242 * 1178 *
1243 * MAGIC MISSILE code. 1179 * MAGIC MISSILE code.
1244 * note that the fire_bullet is used to fire the missile. The 1180 * note that the fire_bullet is used to fire the missile. The
1258 { 1194 {
1259 op->destroy (); 1195 op->destroy ();
1260 return; 1196 return;
1261 } 1197 }
1262 1198
1263 owner = get_owner (op); 1199 owner = op->owner;
1264#if 0 1200#if 0
1265 /* It'd make things nastier if this wasn't here - spells cast by 1201 /* It'd make things nastier if this wasn't here - spells cast by
1266 * monster that are then killed would continue to survive 1202 * monster that are then killed would continue to survive
1267 */ 1203 */
1268 if (owner == NULL) 1204 if (owner == NULL)
1295 { 1231 {
1296 op->destroy (); 1232 op->destroy ();
1297 return; 1233 return;
1298 } 1234 }
1299 1235
1300 op->x = new_x; 1236 i = spell_find_dir (m, new_x, new_y, op->owner);
1301 op->y = new_y;
1302 op->map = m;
1303 i = spell_find_dir (op->map, op->x, op->y, get_owner (op));
1304 if (i > 0 && i != op->direction) 1237 if (i > 0 && i != op->direction)
1305 { 1238 {
1306 op->direction = i; 1239 op->direction = i;
1307 SET_ANIMATION (op, op->direction); 1240 SET_ANIMATION (op, op->direction);
1308 } 1241 }
1309 1242
1310 insert_ob_in_map (op, op->map, op, 0); 1243 m->insert (op, new_x, new_y, op);
1311} 1244}
1312 1245
1313/**************************************************************************** 1246/****************************************************************************
1314 * Destruction 1247 * Destruction
1315 ****************************************************************************/ 1248 ****************************************************************************/
1318 * we do this by creating a force and inserting it in the 1251 * we do this by creating a force and inserting it in the
1319 * object. if time is 0, the object glows permanently. To truely 1252 * object. if time is 0, the object glows permanently. To truely
1320 * make this work for non-living objects, we would have to 1253 * make this work for non-living objects, we would have to
1321 * give them the capability to have an inventory. b.t. 1254 * give them the capability to have an inventory. b.t.
1322 */ 1255 */
1323
1324int 1256int
1325make_object_glow (object *op, int radius, int time) 1257make_object_glow (object *op, int radius, int time)
1326{ 1258{
1327 object *tmp;
1328
1329 /* some things are unaffected... */ 1259 /* some things are unaffected... */
1330 if (op->path_denied & PATH_LIGHT) 1260 if (op->path_denied & PATH_LIGHT)
1331 return 0; 1261 return 0;
1332 1262
1333 tmp = get_archetype (FORCE_NAME); 1263 object *tmp = get_archetype (FORCE_NAME);
1334 tmp->speed = 0.01; 1264 tmp->speed = 0.01;
1335 tmp->stats.food = time; 1265 tmp->stats.food = time;
1336 SET_FLAG (tmp, FLAG_IS_USED_UP); 1266 SET_FLAG (tmp, FLAG_IS_USED_UP);
1337 tmp->glow_radius = radius; 1267 tmp->glow_radius = radius;
1338 if (tmp->glow_radius > MAX_LIGHT_RADII) 1268 if (tmp->glow_radius > MAX_LIGHT_RADII)
1339 tmp->glow_radius = MAX_LIGHT_RADII; 1269 tmp->glow_radius = MAX_LIGHT_RADII;
1340 1270
1341 tmp->x = op->x;
1342 tmp->y = op->y;
1343 if (tmp->speed < MIN_ACTIVE_SPEED)
1344 tmp->speed = MIN_ACTIVE_SPEED; /* safety */
1345 tmp = insert_ob_in_ob (tmp, op); 1271 tmp = insert_ob_in_ob (tmp, op);
1272
1346 if (tmp->glow_radius > op->glow_radius) 1273 if (tmp->glow_radius > op->glow_radius)
1347 op->glow_radius = tmp->glow_radius; 1274 op->glow_radius = tmp->glow_radius;
1348 1275
1349 if (!tmp->env || op != tmp->env)
1350 {
1351 LOG (llevError, "make_object_glow() failed to insert glowing force in %s\n", &op->name);
1352 return 0;
1353 }
1354 return 1; 1276 return 1;
1355} 1277}
1356
1357
1358
1359 1278
1360int 1279int
1361cast_destruction (object *op, object *caster, object *spell_ob) 1280cast_destruction (object *op, object *caster, object *spell_ob)
1362{ 1281{
1363 int i, j, range, mflags, friendly = 0, dam, dur; 1282 int i, j, range, mflags, friendly = 0, dam, dur;
1384 else if (caster->skill) 1303 else if (caster->skill)
1385 op->skill = caster->skill; 1304 op->skill = caster->skill;
1386 else 1305 else
1387 op->skill = NULL; 1306 op->skill = NULL;
1388 1307
1389 change_skill (op, find_skill_by_name (op, op->skill), 1); 1308 op->change_skill (find_skill_by_name (op, op->skill));
1390 1309
1391 for (i = -range; i < range; i++) 1310 for (i = -range; i < range; i++)
1392 { 1311 {
1393 for (j = -range; j < range; j++) 1312 for (j = -range; j < range; j++)
1394 { 1313 {
1395 m = op->map; 1314 m = op->map;
1396 sx = op->x + i; 1315 sx = op->x + i;
1397 sy = op->y + j; 1316 sy = op->y + j;
1317
1398 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy); 1318 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
1399 if (mflags & P_OUT_OF_MAP) 1319 if (mflags & P_OUT_OF_MAP)
1400 continue; 1320 continue;
1321
1401 if (mflags & P_IS_ALIVE) 1322 if (mflags & P_IS_ALIVE)
1402 { 1323 {
1403 for (tmp = get_map_ob (m, sx, sy); tmp; tmp = tmp->above) 1324 for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above)
1404 {
1405 if (QUERY_FLAG (tmp, FLAG_ALIVE) || tmp->type == PLAYER) 1325 if (QUERY_FLAG (tmp, FLAG_ALIVE) || tmp->type == PLAYER)
1406 break; 1326 break;
1407 } 1327
1408 if (tmp) 1328 if (tmp)
1409 { 1329 {
1410 if (tmp->head) 1330 if (tmp->head)
1411 tmp = tmp->head; 1331 tmp = tmp->head;
1412 1332
1415 { 1335 {
1416 if (spell_ob->subtype == SP_DESTRUCTION) 1336 if (spell_ob->subtype == SP_DESTRUCTION)
1417 { 1337 {
1418 hit_player (tmp, dam, op, spell_ob->attacktype, 0); 1338 hit_player (tmp, dam, op, spell_ob->attacktype, 0);
1419 if (spell_ob->other_arch) 1339 if (spell_ob->other_arch)
1420 {
1421 tmp = arch_to_object (spell_ob->other_arch); 1340 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op);
1422 tmp->x = sx;
1423 tmp->y = sy;
1424 insert_ob_in_map (tmp, m, op, 0);
1425 }
1426 } 1341 }
1427 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist[ATNR_MAGIC] != 100) 1342 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist[ATNR_MAGIC] != 100)
1428 { 1343 {
1429 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch) 1344 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch)
1430 {
1431 object *effect = arch_to_object (spell_ob->other_arch); 1345 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op);
1432
1433 effect->x = sx;
1434 effect->y = sy;
1435 insert_ob_in_map (effect, m, op, 0);
1436 }
1437 } 1346 }
1438 } 1347 }
1439 } 1348 }
1440 } 1349 }
1441 } 1350 }
1442 } 1351 }
1352
1443 op->skill = skill; 1353 op->skill = skill;
1444 return 1; 1354 return 1;
1445} 1355}
1446 1356
1447/*************************************************************************** 1357/***************************************************************************
1461 { 1371 {
1462 new_draw_info (NDI_UNIQUE, 0, op, "There is no one in that direction to curse."); 1372 new_draw_info (NDI_UNIQUE, 0, op, "There is no one in that direction to curse.");
1463 return 0; 1373 return 0;
1464 } 1374 }
1465 1375
1376 tmp = tmp->head_ ();
1377
1466 /* If we've already got a force of this type, don't add a new one. */ 1378 /* If we've already got a force of this type, don't add a new one. */
1467 for (force = tmp->inv; force != NULL; force = force->below) 1379 for (force = tmp->inv; force; force = force->below)
1468 { 1380 {
1469 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY) 1381 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY)
1470 { 1382 {
1471 if (force->name == spell_ob->name) 1383 if (force->name == spell_ob->name)
1472 { 1384 {
1478 return 0; 1390 return 0;
1479 } 1391 }
1480 } 1392 }
1481 } 1393 }
1482 1394
1483 if (force == NULL) 1395 if (!force)
1484 { 1396 {
1485 force = get_archetype (FORCE_NAME); 1397 force = get_archetype (FORCE_NAME);
1486 force->subtype = FORCE_CHANGE_ABILITY; 1398 force->subtype = FORCE_CHANGE_ABILITY;
1399
1487 if (spell_ob->race) 1400 if (spell_ob->race)
1488 force->name = spell_ob->race; 1401 force->name = spell_ob->race;
1489 else 1402 else
1490 force->name = spell_ob->name; 1403 force->name = spell_ob->name;
1491 1404
1501 { 1414 {
1502 force->duration = duration; 1415 force->duration = duration;
1503 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 1416 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1504 } 1417 }
1505 else 1418 else
1506 {
1507 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1419 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1508 } 1420
1509 return 1; 1421 return 1;
1510 } 1422 }
1423
1511 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50; 1424 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1512 force->speed = 1.0; 1425 force->speed = 1.f;
1513 force->speed_left = -1.0; 1426 force->speed_left = -1.f;
1514 SET_FLAG (force, FLAG_APPLIED); 1427 SET_FLAG (force, FLAG_APPLIED);
1515 1428
1516 if (god) 1429 if (god)
1517 { 1430 {
1518 if (spell_ob->last_grace) 1431 if (spell_ob->last_grace)
1531 force->stats.ac = spell_ob->stats.ac; 1444 force->stats.ac = spell_ob->stats.ac;
1532 force->stats.wc = spell_ob->stats.wc; 1445 force->stats.wc = spell_ob->stats.wc;
1533 1446
1534 change_abil (tmp, force); /* Mostly to display any messages */ 1447 change_abil (tmp, force); /* Mostly to display any messages */
1535 insert_ob_in_ob (force, tmp); 1448 insert_ob_in_ob (force, tmp);
1536 fix_player (tmp); 1449 tmp->update_stats ();
1537 return 1; 1450 return 1;
1538 1451
1539} 1452}
1540
1541 1453
1542/********************************************************************** 1454/**********************************************************************
1543 * mood change 1455 * mood change
1544 * Arguably, this may or may not be an attack spell. But since it 1456 * Arguably, this may or may not be an attack spell. But since it
1545 * effects monsters, it seems best to put it into this file 1457 * effects monsters, it seems best to put it into this file
1575 else if (god && !strcmp (spell->race, "GOD_FRIEND")) 1487 else if (god && !strcmp (spell->race, "GOD_FRIEND"))
1576 race = god->race; 1488 race = god->race;
1577 else 1489 else
1578 race = spell->race; 1490 race = spell->race;
1579 1491
1580
1581 for (x = op->x - range; x <= op->x + range; x++) 1492 for (x = op->x - range; x <= op->x + range; x++)
1582 for (y = op->y - range; y <= op->y + range; y++) 1493 for (y = op->y - range; y <= op->y + range; y++)
1583 { 1494 {
1584
1585 done_one = 0; 1495 done_one = 0;
1586 m = op->map; 1496 m = op->map;
1587 nx = x; 1497 nx = x;
1588 ny = y; 1498 ny = y;
1589 mflags = get_map_flags (m, &m, x, y, &nx, &ny); 1499 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1592 1502
1593 /* If there is nothing living on this space, no need to go further */ 1503 /* If there is nothing living on this space, no need to go further */
1594 if (!(mflags & P_IS_ALIVE)) 1504 if (!(mflags & P_IS_ALIVE))
1595 continue; 1505 continue;
1596 1506
1507 // players can only affect spaces that they can actually see
1508 if (caster && caster->contr
1509 && caster->contr->visibility_at (m, nx, ny) < 70)
1510 continue;
1511
1597 for (tmp = get_map_ob (m, nx, ny); tmp; tmp = tmp->above) 1512 for (tmp = GET_MAP_TOP (m, nx, ny); tmp; tmp = tmp->below)
1598 if (QUERY_FLAG (tmp, FLAG_MONSTER)) 1513 if (QUERY_FLAG (tmp, FLAG_MONSTER))
1599 break; 1514 break;
1600 1515
1601 /* There can be living objects that are not monsters */ 1516 /* There can be living objects that are not monsters */
1602 if (!tmp || tmp->type == PLAYER) 1517 if (!tmp || tmp->type == PLAYER)
1609 head = tmp; 1524 head = tmp;
1610 1525
1611 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */ 1526 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */
1612 if (race && head->race && !strstr (race, head->race)) 1527 if (race && head->race && !strstr (race, head->race))
1613 continue; 1528 continue;
1529
1614 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD)) 1530 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD))
1615 continue; 1531 continue;
1616 1532
1617 /* Now do a bunch of stuff related to saving throws */ 1533 /* Now do a bunch of stuff related to saving throws */
1618 best_at = -1; 1534 best_at = -1;
1635 at -= level / 5; 1551 at -= level / 5;
1636 if (did_make_save (head, head->level, at)) 1552 if (did_make_save (head, head->level, at))
1637 continue; 1553 continue;
1638 } 1554 }
1639 else /* spell->attacktype */ 1555 else /* spell->attacktype */
1640 /*
1641 Spell has no attacktype (charm & such), so we'll have a specific saving:
1642 * if spell level < monster level, no go
1643 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) )
1644
1645 The chance will then be in the range [20-70] percent, not too bad.
1646
1647 This is required to fix the 'charm monster' abuse, where a player level 1 can
1648 charm a level 125 monster...
1649
1650 Ryo, august 14th
1651 */
1652 { 1556 {
1557 /*
1558 Spell has no attacktype (charm & such), so we'll have a specific saving:
1559 * if spell level < monster level, no go
1560 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) )
1561
1562 The chance will then be in the range [20-70] percent, not too bad.
1563
1564 This is required to fix the 'charm monster' abuse, where a player level 1 can
1565 charm a level 125 monster...
1566
1567 Ryo, august 14th
1568 */
1653 if (head->level > level) 1569 if (head->level > level)
1654 continue; 1570 continue;
1571
1655 if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + MIN (50, 2 * (level - head->level)))) 1572 if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + MIN (50, 2 * (level - head->level))))
1656 /* Failed, no effect */ 1573 /* Failed, no effect */
1657 continue; 1574 continue;
1658 } 1575 }
1659 1576
1660 /* Done with saving throw. Now start effecting the monster */ 1577 /* Done with saving throw. Now start affecting the monster */
1661 1578
1662 /* aggravation */ 1579 /* aggravation */
1663 if (QUERY_FLAG (spell, FLAG_MONSTER)) 1580 if (QUERY_FLAG (spell, FLAG_MONSTER))
1664 { 1581 {
1665 CLEAR_FLAG (head, FLAG_SLEEP); 1582 CLEAR_FLAG (head, FLAG_SLEEP);
1666 if (QUERY_FLAG (head, FLAG_FRIENDLY))
1667 remove_friendly_object (head); 1583 remove_friendly_object (head);
1668
1669 done_one = 1; 1584 done_one = 1;
1670 head->enemy = op; 1585 head->enemy = op;
1671 } 1586 }
1672 1587
1673 /* calm monsters */ 1588 /* calm monsters */
1682 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK)) 1597 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK))
1683 { 1598 {
1684 SET_FLAG (head, FLAG_BERSERK); 1599 SET_FLAG (head, FLAG_BERSERK);
1685 done_one = 1; 1600 done_one = 1;
1686 } 1601 }
1602
1687 /* charm */ 1603 /* charm */
1688 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY)) 1604 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY))
1689 { 1605 {
1690 SET_FLAG (head, FLAG_FRIENDLY);
1691 /* Prevent uncontolled outbreaks of self replicating monsters. 1606 /* Prevent uncontolled outbreaks of self replicating monsters.
1692 Typical use case is charm, go somwhere, use aggravation to make hostile. 1607 Typical use case is charm, go somwhere, use aggravation to make hostile.
1693 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */ 1608 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */
1694 CLEAR_FLAG (head, FLAG_GENERATOR); 1609 CLEAR_FLAG (head, FLAG_GENERATOR);
1695 set_owner (head, op); 1610 head->set_owner (op);
1696 set_spell_skill (op, caster, spell, head); 1611 set_spell_skill (op, caster, spell, head);
1697 add_friendly_object (head); 1612 add_friendly_object (head);
1698 head->attack_movement = PETMOVE; 1613 head->attack_movement = PETMOVE;
1699 done_one = 1; 1614 done_one = 1;
1700 change_exp (op, head->stats.exp / 2, head->skill, SK_EXP_ADD_SKILL); 1615 change_exp (op, head->stats.exp / 2, head->skill, SK_EXP_ADD_SKILL);
1701 head->stats.exp = 0; 1616 head->stats.exp = 0;
1702 } 1617 }
1703 1618
1704 /* If a monster was effected, put an effect in */ 1619 /* If a monster was effected, put an effect in */
1705 if (done_one && spell->other_arch) 1620 if (done_one && spell->other_arch)
1706 {
1707 tmp = arch_to_object (spell->other_arch); 1621 m->insert (arch_to_object (spell->other_arch), nx, ny, op);
1708 tmp->x = nx;
1709 tmp->y = ny;
1710 insert_ob_in_map (tmp, m, op, 0);
1711 }
1712 } /* for y */ 1622 } /* for y */
1713 1623
1714 return 1; 1624 return 1;
1715} 1625}
1716 1626
1728 int i, j, dam_save, dir, mflags; 1638 int i, j, dam_save, dir, mflags;
1729 sint16 nx, ny, hx, hy; 1639 sint16 nx, ny, hx, hy;
1730 object *owner; 1640 object *owner;
1731 maptile *m; 1641 maptile *m;
1732 1642
1733 owner = get_owner (op); 1643 owner = op->owner;
1734 1644
1735 /* the following logic makes sure that the ball doesn't move into a wall, 1645 /* the following logic makes sure that the ball doesn't move into a wall,
1736 * and makes sure that it will move along a wall to try and get at it's 1646 * and makes sure that it will move along a wall to try and get at it's
1737 * victim. The block immediately below more or less chooses a random 1647 * victim. The block immediately below more or less chooses a random
1738 * offset to move the ball, eg, keep it mostly on course, with some 1648 * offset to move the ball, eg, keep it mostly on course, with some
1767 nx = op->x; 1677 nx = op->x;
1768 ny = op->y; 1678 ny = op->y;
1769 m = op->map; 1679 m = op->map;
1770 } 1680 }
1771 1681
1772 op->remove (); 1682 m->insert (op, nx, ny, op);
1773 op->y = ny;
1774 op->x = nx;
1775 insert_ob_in_map (op, m, op, 0);
1776 1683
1777 dam_save = op->stats.dam; /* save the original dam: we do halfdam on 1684 dam_save = op->stats.dam; /* save the original dam: we do halfdam on
1778 surrounding squares */ 1685 surrounding squares */
1779 1686
1780 /* loop over current square and neighbors to hit. 1687 /* loop over current square and neighbors to hit.
1781 * if this has an other_arch field, we insert that in 1688 * if this has an other_arch field, we insert that in
1782 * the surround spaces. 1689 * the surround spaces.
1783 */ 1690 */
1784 for (j = 0; j < 9; j++) 1691 for (j = 0; j < 9; j++)
1785 { 1692 {
1786 object *new_ob;
1787
1788 hx = nx + freearr_x[j]; 1693 hx = nx + freearr_x[j];
1789 hy = ny + freearr_y[j]; 1694 hy = ny + freearr_y[j];
1790 1695
1791 m = op->map; 1696 m = op->map;
1792 mflags = get_map_flags (m, &m, hx, hy, &hx, &hy); 1697 mflags = get_map_flags (m, &m, hx, hy, &hx, &hy);
1806 1711
1807 } 1712 }
1808 1713
1809 /* insert the other arch */ 1714 /* insert the other arch */
1810 if (op->other_arch && !(OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy)))) 1715 if (op->other_arch && !(OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy))))
1811 { 1716 m->insert (arch_to_object (op->other_arch), hx, hy, op);
1812 new_ob = arch_to_object (op->other_arch);
1813 new_ob->x = hx;
1814 new_ob->y = hy;
1815 insert_ob_in_map (new_ob, m, op, 0);
1816 }
1817 } 1717 }
1818 1718
1819 /* restore to the center location and damage */ 1719 /* restore to the center location and damage */
1820 op->stats.dam = dam_save; 1720 op->stats.dam = dam_save;
1821 1721
1822 i = spell_find_dir (op->map, op->x, op->y, get_owner (op)); 1722 i = spell_find_dir (op->map, op->x, op->y, op->owner);
1823 1723
1824 if (i >= 0) 1724 if (i >= 0)
1825 { /* we have a preferred direction! */ 1725 { /* we have a preferred direction! */
1826 /* pick another direction if the preferred dir is blocked. */ 1726 /* pick another direction if the preferred dir is blocked. */
1827 if (get_map_flags (op->map, &m, nx + freearr_x[i], ny + freearr_y[i], &hx, &hy) & P_OUT_OF_MAP || 1727 if (get_map_flags (op->map, &m, nx + freearr_x[i], ny + freearr_y[i], &hx, &hy) & P_OUT_OF_MAP ||
1828 OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy))) 1728 OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy)))
1829 {
1830 i = absdir (i + rndm (0, 2) - 1); /* -1, 0, +1 */ 1729 i = absdir (i + rndm (0, 2) - 1); /* -1, 0, +1 */
1831 } 1730
1832 op->direction = i; 1731 op->direction = i;
1833 } 1732 }
1834} 1733}
1835 1734
1836 1735
1853 maptile *m; 1752 maptile *m;
1854#endif 1753#endif
1855 int basedir; 1754 int basedir;
1856 object *owner; 1755 object *owner;
1857 1756
1858 owner = get_owner (op); 1757 owner = op->owner;
1859 if (op->duration == 0 || owner == NULL) 1758 if (op->duration == 0 || owner == NULL)
1860 { 1759 {
1861 op->destroy (); 1760 op->destroy ();
1862 return; 1761 return;
1863 } 1762 }
1874#if 0 1773#if 0
1875 // this is bogus: it causes wrong places to be checked below 1774 // this is bogus: it causes wrong places to be checked below
1876 // (a wall 2 cells away will block the effect...) and 1775 // (a wall 2 cells away will block the effect...) and
1877 // doesn't work for SP_BULLET anyhow, so again tests the wrong 1776 // doesn't work for SP_BULLET anyhow, so again tests the wrong
1878 // space. 1777 // space.
1879 // should be fixed later, but correctness before featurs... 1778 // should be fixed later, but correctness before features...
1880 // (schmorp) 1779 // (schmorp)
1881 1780
1882 /* new offset calculation to make swarm element distribution 1781 /* new offset calculation to make swarm element distribution
1883 * more uniform 1782 * more uniform
1884 */ 1783 */
1966 1865
1967 if (!spell->other_arch) 1866 if (!spell->other_arch)
1968 return 0; 1867 return 0;
1969 1868
1970 tmp = get_archetype (SWARM_SPELL); 1869 tmp = get_archetype (SWARM_SPELL);
1971 tmp->x = op->x;
1972 tmp->y = op->y;
1973 set_owner (tmp, op); /* needed so that if swarm elements kill, caster gets xp. */ 1870 tmp->set_owner (op); /* needed so that if swarm elements kill, caster gets xp. */
1974 set_spell_skill (op, caster, spell, tmp); 1871 set_spell_skill (op, caster, spell, tmp);
1975 1872
1976 tmp->level = caster_level (caster, spell); /*needed later, to get level dep. right. */ 1873 tmp->level = caster_level (caster, spell); /*needed later, to get level dep. right. */
1977 tmp->spell = arch_to_object (spell->other_arch); 1874 tmp->spell = arch_to_object (spell->other_arch);
1978 1875
1979 tmp->attacktype = tmp->spell->attacktype; 1876 tmp->attacktype = tmp->spell->attacktype;
1980 1877
1981 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) 1878 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
1982 {
1983 if (!tailor_god_spell (tmp, op)) 1879 if (!tailor_god_spell (tmp, op))
1984 return 1; 1880 return 1;
1985 } 1881
1986 tmp->duration = SP_level_duration_adjust (caster, spell); 1882 tmp->duration = SP_level_duration_adjust (caster, spell);
1987 for (i = 0; i < spell->duration; i++) 1883 for (i = 0; i < spell->duration; i++)
1988 tmp->duration += die_roll (1, 3, op, PREFER_HIGH); 1884 tmp->duration += die_roll (1, 3, op, PREFER_HIGH);
1989 1885
1990 tmp->direction = dir; 1886 tmp->direction = dir;
1991 tmp->invisible = 1; 1887 tmp->invisible = 1;
1992 insert_ob_in_map (tmp, op->map, op, 0); 1888
1889 tmp->insert_at (op, op);
1993 return 1; 1890 return 1;
1994} 1891}
1995 1892
1996 1893
1997/* See the spells documentation file for why this is its own 1894/* See the spells documentation file for why this is its own
2025 return 0; 1922 return 0;
2026 } 1923 }
2027 1924
2028 if (mflags & P_IS_ALIVE && spell->attacktype) 1925 if (mflags & P_IS_ALIVE && spell->attacktype)
2029 { 1926 {
2030 for (target = get_map_ob (m, x, y); target; target = target->above) 1927 for (target = GET_MAP_OB (m, x, y); target; target = target->above)
2031 if (QUERY_FLAG (target, FLAG_MONSTER)) 1928 if (QUERY_FLAG (target, FLAG_MONSTER))
2032 { 1929 {
2033 /* oky doky. got a target monster. Lets make a blinding attack */ 1930 /* oky doky. got a target monster. Lets make a blinding attack */
2034 if (target->head) 1931 if (target->head)
2035 target = target->head; 1932 target = target->head;
2057 { 1954 {
2058 tmp->glow_radius = spell->range + SP_level_range_adjust (caster, spell); 1955 tmp->glow_radius = spell->range + SP_level_range_adjust (caster, spell);
2059 if (tmp->glow_radius > MAX_LIGHT_RADII) 1956 if (tmp->glow_radius > MAX_LIGHT_RADII)
2060 tmp->glow_radius = MAX_LIGHT_RADII; 1957 tmp->glow_radius = MAX_LIGHT_RADII;
2061 } 1958 }
2062 tmp->x = x; 1959
2063 tmp->y = y; 1960 m->insert (tmp, x, y, op);
2064 insert_ob_in_map (tmp, m, op, 0);
2065 return 1; 1961 return 1;
2066} 1962}
2067
2068
2069
2070 1963
2071/* cast_cause_disease: this spell looks along <dir> from the 1964/* cast_cause_disease: this spell looks along <dir> from the
2072 * player and infects someone. 1965 * player and infects someone.
2073 * op is the player/monster, caster is the object, dir is the direction 1966 * op is the player/monster, caster is the object, dir is the direction
2074 * to cast, disease_arch is the specific disease, and type is the spell number 1967 * to cast, disease_arch is the specific disease, and type is the spell number
2075 * perhaps this should actually be in disease.c? 1968 * perhaps this should actually be in disease.c?
2076 */ 1969 */
2077
2078int 1970int
2079cast_cause_disease (object *op, object *caster, object *spell, int dir) 1971cast_cause_disease (object *op, object *caster, object *spell, int dir)
2080{ 1972{
2081 sint16 x, y; 1973 sint16 x, y;
2082 int i, mflags, range, dam_mod, dur_mod; 1974 int i, mflags, range, dam_mod, dur_mod;
2089 /* If casting from a scroll, no direction will be available, so refer to the 1981 /* If casting from a scroll, no direction will be available, so refer to the
2090 * direction the player is pointing. 1982 * direction the player is pointing.
2091 */ 1983 */
2092 if (!dir) 1984 if (!dir)
2093 dir = op->facing; 1985 dir = op->facing;
1986
2094 if (!dir) 1987 if (!dir)
2095 return 0; /* won't find anything if casting on ourself, so just return */ 1988 return 0; /* won't find anything if casting on ourself, so just return */
2096 1989
2097 /* Calculate these once here */ 1990 /* Calculate these once here */
2098 range = spell->range + SP_level_range_adjust (caster, spell); 1991 range = spell->range + SP_level_range_adjust (caster, spell);
2117 2010
2118 /* Only bother looking on this space if there is something living here */ 2011 /* Only bother looking on this space if there is something living here */
2119 if (mflags & P_IS_ALIVE) 2012 if (mflags & P_IS_ALIVE)
2120 { 2013 {
2121 /* search this square for a victim */ 2014 /* search this square for a victim */
2122 for (walk = get_map_ob (m, x, y); walk; walk = walk->above) 2015 for (walk = GET_MAP_OB (m, x, y); walk; walk = walk->above)
2123 if (QUERY_FLAG (walk, FLAG_MONSTER) || (walk->type == PLAYER)) 2016 if (QUERY_FLAG (walk, FLAG_MONSTER) || (walk->type == PLAYER))
2124 { /* found a victim */ 2017 { /* found a victim */
2125 object *disease = arch_to_object (spell->other_arch); 2018 object *disease = arch_to_object (spell->other_arch);
2126 2019
2127 set_owner (disease, op); 2020 disease->set_owner (op);
2128 set_spell_skill (op, caster, spell, disease); 2021 set_spell_skill (op, caster, spell, disease);
2129 disease->stats.exp = 0; 2022 disease->stats.exp = 0;
2130 disease->level = caster_level (caster, spell); 2023 disease->level = caster_level (caster, spell);
2131 2024
2132 /* do level adjustments */ 2025 /* do level adjustments */
2133 if (disease->stats.wc) 2026 if (disease->stats.wc)
2134 disease->stats.wc += dur_mod / 2; 2027 disease->stats.wc += dur_mod / 2;
2135 2028
2136 if (disease->magic > 0) 2029 if (disease->magic > 0)
2137 disease->magic += dur_mod / 4; 2030 disease->magic += dur_mod / 8;
2138 2031
2139 if (disease->stats.maxhp > 0) 2032 if (disease->stats.maxhp > 0)
2140 disease->stats.maxhp += dur_mod; 2033 disease->stats.maxhp += dur_mod;
2141 2034
2142 if (disease->stats.maxgrace > 0) 2035 if (disease->stats.maxgrace > 0)
2177 if (disease->stats.sp) 2070 if (disease->stats.sp)
2178 disease->stats.sp -= dam_mod; 2071 disease->stats.sp -= dam_mod;
2179 2072
2180 if (infect_object (walk, disease, 1)) 2073 if (infect_object (walk, disease, 1))
2181 { 2074 {
2182 object *flash; /* visual effect for inflicting disease */
2183
2184 new_draw_info_format (NDI_UNIQUE, 0, op, "You inflict %s on %s!", &disease->name, &walk->name); 2075 new_draw_info_format (NDI_UNIQUE, 0, op, "You inflict %s on %s!", &disease->name, &walk->name);
2185 2076
2186 disease->destroy (); /* don't need this one anymore */ 2077 disease->destroy (); /* don't need this one anymore */
2187 flash = get_archetype (ARCH_DETECT_MAGIC); 2078 walk->map->insert (get_archetype ("detect_magic"), x, y, op);
2188 flash->x = x;
2189 flash->y = y;
2190 flash->map = walk->map;
2191 insert_ob_in_map (flash, walk->map, op, 0);
2192 return 1; 2079 return 1;
2193 } 2080 }
2194 2081
2195 disease->destroy (); 2082 disease->destroy ();
2196 } 2083 }
2197 } /* if living creature */ 2084 } /* if living creature */
2198 } /* for range of spaces */ 2085 } /* for range of spaces */
2086
2199 new_draw_info (NDI_UNIQUE, 0, op, "No one caught anything!"); 2087 new_draw_info (NDI_UNIQUE, 0, op, "No one caught anything!");
2200 return 1; 2088 return 1;
2201} 2089}

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