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Comparing deliantra/server/server/spell_attack.C (file contents):
Revision 1.36 by root, Fri May 18 13:15:29 2007 UTC vs.
Revision 1.62 by root, Mon Jul 14 00:04:57 2008 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (C) 2002-2003 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002-2003,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
9 * 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
10 * the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) any later version. 11 * (at your option) any later version.
12 * 12 *
13 * 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,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License 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 18 * You should have received a copy of the GNU General Public License
19 * along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 * 20 *
22 * The authors can be reached via e-mail at <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 22 */
24 23
25/* This file contains all the spell attack code. Grouping this code 24/* This file contains all the spell attack code. Grouping this code
26 * together should hopefully make it easier to find the relevent bits 25 * together should hopefully make it easier to find the relevent bits
27 * of code 26 * of code
37/* 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
38 * 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)
39 * but moved here so it could be applied to bolts too 38 * but moved here so it could be applied to bolts too
40 * op is the spell object. 39 * op is the spell object.
41 */ 40 */
42
43void 41void
44check_spell_knockback (object *op) 42check_spell_knockback (object *op)
45{ 43{
46 object *tmp, *tmp2; /* object on the map */
47 int weight_move; 44 int weight_move;
48 int frictionmod = 2; /*poor man's physics - multipy targets weight by this amount */ 45 int frictionmod = 2; /*poor man's physics - multipy targets weight by this amount */
49 46
50 if (!op->weight) 47 if (!op->weight)
51 { /*shouldn't happen but if cone object has no weight drop out */ 48 { /*shouldn't happen but if cone object has no weight drop out */
56 { 53 {
57 weight_move = op->weight + (op->weight * op->level) / 3; 54 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); */ 55 /*LOG (llevDebug, "DEBUG: arch weighs %d and masses %d (%s,level %d)\n", op->weight,weight_move,op->name,op->level); */
59 } 56 }
60 57
61 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 58 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
62 { 59 {
63 int num_sections = 1; 60 int num_sections = 1;
64 61
65 /* don't move DM */ 62 /* don't move DM */
66 if (QUERY_FLAG (tmp, FLAG_WIZ)) 63 if (QUERY_FLAG (tmp, FLAG_WIZ))
73 /* don't move floors or immobile objects */ 70 /* 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))) 71 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || (!QUERY_FLAG (tmp, FLAG_ALIVE) && QUERY_FLAG (tmp, FLAG_NO_PICK)))
75 continue; 72 continue;
76 73
77 /* count the object's sections */ 74 /* count the object's sections */
78 for (tmp2 = tmp; tmp2 != NULL; tmp2 = tmp2->more) 75 for (object *tmp2 = tmp; tmp2; tmp2 = tmp2->more)
79 num_sections++; 76 num_sections++;
80 77
81 /* I'm not sure if it makes sense to divide by num_sections - bigger 78 /* I'm not sure if it makes sense to divide by num_sections - bigger
82 * objects should be harder to move, and we are moving the entire 79 * objects should be harder to move, and we are moving the entire
83 * object, not just the head, so the total weight should be relevant. 80 * object, not just the head, so the total weight should be relevant.
107 * 104 *
108 * BOLT CODE 105 * BOLT CODE
109 * 106 *
110 ***************************************************************************/ 107 ***************************************************************************/
111 108
112/* Causes op to fork. op is the original bolt, tmp 109/* Causes op to fork. op is the original bolt, tmp
113 * is the first piece of the fork. 110 * is the first piece of the fork.
114 */ 111 */
115
116void 112void
117forklightning (object *op, object *tmp) 113forklightning (object *op, object *tmp)
118{ 114{
119 int new_dir = 1; /* direction or -1 for left, +1 for right 0 if no new bolt */ 115 int new_dir = 1; /* direction or -1 for left, +1 for right 0 if no new bolt */
120 int t_dir; /* stores temporary dir calculation */ 116 int t_dir; /* stores temporary dir calculation */
152 new_bolt->duration++; 148 new_bolt->duration++;
153 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */ 149 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */
154 new_bolt->stats.dam++; 150 new_bolt->stats.dam++;
155 tmp->stats.dam /= 2; /* reduce father bolt damage */ 151 tmp->stats.dam /= 2; /* reduce father bolt damage */
156 tmp->stats.dam++; 152 tmp->stats.dam++;
153
157 if ((new_bolt = m->insert (new_bolt, sx, sy, op))) 154 if ((new_bolt = m->insert (new_bolt, sx, sy, op)))
158 update_turn_face (new_bolt); 155 update_turn_face (new_bolt);
159} 156}
160 157
161/* move_bolt: moves bolt 'op'. Basically, it just advances a space, 158/* move_bolt: moves bolt 'op'. Basically, it just advances a space,
162 * and checks for various things that may stop it. 159 * and checks for various things that may stop it.
163 */ 160 */
164
165void 161void
166move_bolt (object *op) 162move_bolt (object *op)
167{ 163{
168 int mflags; 164 int mflags;
169 sint16 x, y; 165 sint16 x, y;
252 tmp->duration++; 248 tmp->duration++;
253 249
254 /* New forking code. Possibly create forks of this object 250 /* New forking code. Possibly create forks of this object
255 * going off in other directions. 251 * going off in other directions.
256 */ 252 */
257 if (rndm (0, 99) < tmp->stats.Dex) 253 if (tmp->stats.Dex && rndm (0, 99) < tmp->stats.Dex)
258 { /* stats.Dex % of forking */ 254 forklightning (op, tmp); /* stats.Dex % of forking */
259 forklightning (op, tmp);
260 }
261 255
262 /* In this way, the object left behind sticks on the space, but 256 /* In this way, the object left behind sticks on the space, but
263 * doesn't create any bolts that continue to move onward. 257 * doesn't create any bolts that continue to move onward.
264 */ 258 */
265 op->range = 0; 259 op->range = 0;
289 return 0; 283 return 0;
290 284
291 /* peterm: level dependency for bolts */ 285 /* peterm: level dependency for bolts */
292 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob); 286 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob);
293 tmp->attacktype = spob->attacktype; 287 tmp->attacktype = spob->attacktype;
288
294 if (spob->slaying) 289 if (spob->slaying)
295 tmp->slaying = spob->slaying; 290 tmp->slaying = spob->slaying;
291
296 tmp->range = spob->range + SP_level_range_adjust (caster, spob); 292 tmp->range = spob->range + SP_level_range_adjust (caster, spob);
297 tmp->duration = spob->duration + SP_level_duration_adjust (caster, spob); 293 tmp->duration = spob->duration + SP_level_duration_adjust (caster, spob);
298 tmp->stats.Dex = spob->stats.Dex; 294 tmp->stats.Dex = spob->stats.Dex;
299 tmp->stats.Con = spob->stats.Con; 295 tmp->stats.Con = spob->stats.Con;
300 296
336 if ((tmp = tmp->insert_at (tmp, op))) 332 if ((tmp = tmp->insert_at (tmp, op)))
337 move_bolt (tmp); 333 move_bolt (tmp);
338 334
339 return 1; 335 return 1;
340} 336}
341
342
343 337
344/*************************************************************************** 338/***************************************************************************
345 * 339 *
346 * BULLET/BALL CODE 340 * BULLET/BALL CODE
347 * 341 *
348 ***************************************************************************/ 342 ***************************************************************************/
349 343
350/* expands an explosion. op is a piece of the 344/* expands an explosion. op is a piece of the
351 * explosion - this expans it in the different directions. 345 * explosion - this expands it in the different directions.
352 * At least that is what I think this does. 346 * At least that is what I think this does.
353 */ 347 */
354void 348void
355explosion (object *op) 349explosion (object *op)
356{ 350{
390 } 384 }
391 } 385 }
392 } 386 }
393} 387}
394 388
395
396/* Causes an object to explode, eg, a firebullet, 389/* Causes an object to explode, eg, a firebullet,
397 * poison cloud ball, etc. op is the object to 390 * poison cloud ball, etc. op is the object to
398 * explode. 391 * explode.
399 */ 392 */
400void 393void
409 return; 402 return;
410 } 403 }
411 404
412 if (op->env) 405 if (op->env)
413 { 406 {
414 object *env = object_get_env_recursive (op); 407 object *env = op->outer_env ();
408
415 if (env->map == NULL || out_of_map (env->map, env->x, env->y)) 409 if (!env->map || out_of_map (env->map, env->x, env->y))
416 { 410 {
417 LOG (llevError, "BUG: explode_bullet(): env out of map\n"); 411 LOG (llevError, "BUG: explode_bullet(): env out of map\n");
418 op->destroy (); 412 op->destroy ();
419 return; 413 return;
420 } 414 }
438 } 432 }
439 433
440 if (op->attacktype) 434 if (op->attacktype)
441 { 435 {
442 hit_map (op, 0, op->attacktype, 1); 436 hit_map (op, 0, op->attacktype, 1);
437
443 if (op->destroyed ()) 438 if (op->destroyed ())
444 return; 439 return;
445 } 440 }
446 441
447 /* other_arch contains what this explodes into */ 442 /* other_arch contains what this explodes into */
487 482
488 /* Prevent recursion */ 483 /* Prevent recursion */
489 op->move_on = 0; 484 op->move_on = 0;
490 485
491 tmp->insert_at (op, op); 486 tmp->insert_at (op, op);
487 tmp->play_sound (tmp->sound);
488
492 /* remove the firebullet */ 489 /* remove the firebullet */
493 op->destroy (); 490 op->destroy ();
494} 491}
495 492
496/* checks to see what op should do, given the space it is on 493/* checks to see what op should do, given the space it is on
523 for (tmp = op->ms ().bot; tmp; tmp = tmp->above) 520 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
524 { 521 {
525 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 522 if (QUERY_FLAG (tmp, FLAG_ALIVE))
526 { 523 {
527 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1); 524 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1);
525
528 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0) 526 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0)
529 { 527 {
530 if (!QUERY_FLAG (op, FLAG_REMOVED)) 528 if (!QUERY_FLAG (op, FLAG_REMOVED))
531 { 529 {
532 op->destroy (); 530 op->destroy ();
612 * we remove the magic flag - that can be derived from 610 * we remove the magic flag - that can be derived from
613 * spob->attacktype. 611 * spob->attacktype.
614 * This function sets up the appropriate owner and skill 612 * This function sets up the appropriate owner and skill
615 * pointers. 613 * pointers.
616 */ 614 */
617
618int 615int
619fire_bullet (object *op, object *caster, int dir, object *spob) 616fire_bullet (object *op, object *caster, int dir, object *spob)
620{ 617{
621 object *tmp = NULL; 618 object *tmp = NULL;
622 int mflags; 619 int mflags;
623 620
624 if (!spob->other_arch) 621 if (!spob->other_arch)
625 return 0; 622 return 0;
626 623
627 tmp = arch_to_object (spob->other_arch); 624 tmp = spob->other_arch->instance ();
628 if (tmp == NULL) 625 if (!tmp)
629 return 0; 626 return 0;
630 627
631 /* peterm: level dependency for bolts */ 628 /* peterm: level dependency for bolts */
632 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob); 629 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob);
633 tmp->attacktype = spob->attacktype; 630 tmp->attacktype = spob->attacktype;
634 if (spob->slaying) 631 if (spob->slaying)
635 tmp->slaying = spob->slaying; 632 tmp->slaying = spob->slaying;
636 633
646 SET_ANIMATION (tmp, dir); 643 SET_ANIMATION (tmp, dir);
647 644
648 tmp->set_owner (op); 645 tmp->set_owner (op);
649 set_spell_skill (op, caster, spob, tmp); 646 set_spell_skill (op, caster, spob, tmp);
650 647
651 tmp->x = op->x + freearr_x[dir]; 648 tmp->x = op->x + freearr_x[dir];
652 tmp->y = op->y + freearr_y[dir]; 649 tmp->y = op->y + freearr_y[dir];
653 tmp->map = op->map; 650 tmp->map = op->map;
654 651
655 maptile *newmap; 652 maptile *newmap;
656 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y); 653 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y);
657 if (mflags & P_OUT_OF_MAP) 654 if (mflags & P_OUT_OF_MAP)
707/* move_cone: causes cone object 'op' to move a space/hit creatures */ 704/* move_cone: causes cone object 'op' to move a space/hit creatures */
708 705
709void 706void
710move_cone (object *op) 707move_cone (object *op)
711{ 708{
712 int i;
713
714 /* if no map then hit_map will crash so just ignore object */ 709 /* if no map then hit_map will crash so just ignore object */
715 if (!op->map) 710 if (!op->map)
716 { 711 {
717 LOG (llevError, "Tried to move_cone object %s without a map.\n", op->name ? &op->name : "unknown"); 712 LOG (llevError, "Tried to move_cone object %s without a map.\n", op->name ? &op->name : "unknown");
718 op->set_speed (0); 713 op->set_speed (0);
748 check_spell_knockback (op); 743 check_spell_knockback (op);
749 744
750 if (op->destroyed ()) 745 if (op->destroyed ())
751 return; 746 return;
752 747
753 if ((op->duration--) < 0) 748 if (op->duration-- < 0)
754 { 749 {
755 op->destroy (); 750 op->destroy ();
756 return; 751 return;
757 } 752 }
758 /* Object has hit maximum range, so don't have it move 753 /* Object has hit maximum range, so don't have it move
763 { 758 {
764 op->range = 0; /* just so it doesn't wrap */ 759 op->range = 0; /* just so it doesn't wrap */
765 return; 760 return;
766 } 761 }
767 762
768 for (i = -1; i < 2; i++) 763 for (int i = -1; i <= 1; i++)
769 { 764 {
770 sint16 x = op->x + freearr_x[absdir (op->stats.sp + i)], y = op->y + freearr_y[absdir (op->stats.sp + i)]; 765 sint16 x = op->x + freearr_x[absdir (op->stats.sp + i)], y = op->y + freearr_y[absdir (op->stats.sp + i)];
771 766
772 if (ok_to_put_more (op->map, x, y, op, op->attacktype)) 767 if (ok_to_put_more (op->map, x, y, op, op->attacktype))
773 { 768 {
820 815
821 /* Need to know what the movetype of the object we are about 816 /* 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 817 * to create is, so we can know if the space we are about to
823 * insert it into is blocked. 818 * insert it into is blocked.
824 */ 819 */
825 movetype = spell->other_arch->clone.move_type; 820 movetype = spell->other_arch->move_type;
826 821
827 for (i = range_min; i <= range_max; i++) 822 for (i = range_min; i <= range_max; i++)
828 { 823 {
829 sint16 x, y, d; 824 sint16 x, y, d;
830 825
909 else 904 else
910 tmp->duration += caster->level / 3; 905 tmp->duration += caster->level / 3;
911 } 906 }
912 907
913 if (!(tmp->move_type & MOVE_FLY_LOW)) 908 if (!(tmp->move_type & MOVE_FLY_LOW))
914 LOG (llevDebug, "cast_cone(): arch %s doesn't have flying 1\n", &spell->other_arch->name); 909 LOG (llevDebug, "cast_cone(): arch %s doesn't have flying 1\n", &spell->other_arch->archname);
915 910
916 if (!tmp->move_on && tmp->stats.dam) 911 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); 912 LOG (llevDebug, "cast_cone(): arch %s doesn't have move_on set\n", &spell->other_arch->archname);
918 913
919 m->insert (tmp, sx, sy, op); 914 m->insert (tmp, sx, sy, op);
920 915
921 /* This is used for tracking spells so that one effect doesn't hit 916 /* This is used for tracking spells so that one effect doesn't hit
922 * a single space too many times. 917 * a single space too many times.
934 * 929 *
935 * BOMB related code 930 * BOMB related code
936 * 931 *
937 ****************************************************************************/ 932 ****************************************************************************/
938 933
939
940/* This handles an exploding bomb. 934/* This handles an exploding bomb.
941 * op is the original bomb object. 935 * op is the original bomb object.
942 */ 936 */
943void 937void
944animate_bomb (object *op) 938animate_bomb (object *op)
945{ 939{
946 int i;
947 object *env, *tmp;
948
949 if (op->state != NUM_ANIMATIONS (op) - 1) 940 if (op->state != NUM_ANIMATIONS (op) - 1)
950 return; 941 return;
951 942
952 env = object_get_env_recursive (op); 943 object *env = op->outer_env ();
953 944
954 if (op->env) 945 if (op->env)
955 { 946 {
956 if (env->map == NULL) 947 if (env->map == NULL)
957 return; 948 return;
958
959 if (env->type == PLAYER)
960 esrv_del_item (env->contr, op->count);
961 949
962 if (!(op = op->insert_at (env, op))) 950 if (!(op = op->insert_at (env, op)))
963 return; 951 return;
964 } 952 }
965 953
976 * but using the cast_bullet isn't really feasible, 964 * but using the cast_bullet isn't really feasible,
977 * so just set up the appropriate values. 965 * so just set up the appropriate values.
978 */ 966 */
979 if (archetype *at = archetype::find (SPLINT)) 967 if (archetype *at = archetype::find (SPLINT))
980 { 968 {
981 for (i = 1; i < 9; i++) 969 for (int i = 1; i < 9; i++)
982 { 970 {
983 if (out_of_map (op->map, op->x + freearr_x[i], op->y + freearr_x[i])) 971 if (out_of_map (op->map, op->x + freearr_x[i], op->y + freearr_x[i]))
984 continue; 972 continue;
985 973
986 tmp = arch_to_object (at); 974 object *tmp = arch_to_object (at);
987 tmp->direction = i; 975 tmp->direction = i;
988 tmp->range = op->range; 976 tmp->range = op->range;
989 tmp->stats.dam = op->stats.dam; 977 tmp->stats.dam = op->stats.dam;
990 tmp->duration = op->duration; 978 tmp->duration = op->duration;
991 tmp->attacktype = op->attacktype; 979 tmp->attacktype = op->attacktype;
1005} 993}
1006 994
1007int 995int
1008create_bomb (object *op, object *caster, int dir, object *spell) 996create_bomb (object *op, object *caster, int dir, object *spell)
1009{ 997{
1010
1011 object *tmp; 998 object *tmp;
1012 int mflags; 999 int mflags;
1013 sint16 dx = op->x + freearr_x[dir], dy = op->y + freearr_y[dir]; 1000 sint16 dx = op->x + freearr_x[dir], dy = op->y + freearr_y[dir];
1014 maptile *m; 1001 maptile *m;
1015 1002
1017 if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, dx, dy) & MOVE_WALK)) 1004 if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, dx, dy) & MOVE_WALK))
1018 { 1005 {
1019 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way."); 1006 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way.");
1020 return 0; 1007 return 0;
1021 } 1008 }
1009
1022 tmp = arch_to_object (spell->other_arch); 1010 tmp = arch_to_object (spell->other_arch);
1023 1011
1024 /* level dependencies for bomb */ 1012 /* level dependencies for bomb */
1025 tmp->range = spell->range + SP_level_range_adjust (caster, spell); 1013 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
1026 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1014 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1047 * dir is the direction to look in. 1035 * dir is the direction to look in.
1048 * range is how far out to look. 1036 * range is how far out to look.
1049 * type is the type of spell - either SPELL_MANA or SPELL_GRACE. 1037 * type is the type of spell - either SPELL_MANA or SPELL_GRACE.
1050 * this info is used for blocked magic/unholy spaces. 1038 * this info is used for blocked magic/unholy spaces.
1051 */ 1039 */
1052
1053object * 1040object *
1054get_pointed_target (object *op, int dir, int range, int type) 1041get_pointed_target (object *op, int dir, int range, int type)
1055{ 1042{
1056 object *target; 1043 object *target;
1057 sint16 x, y; 1044 sint16 x, y;
1076 return NULL; 1063 return NULL;
1077 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW) 1064 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW)
1078 return NULL; 1065 return NULL;
1079 1066
1080 if (mflags & P_IS_ALIVE) 1067 if (mflags & P_IS_ALIVE)
1081 {
1082 for (target = GET_MAP_OB (mp, x, y); target; target = target->above) 1068 for (target = GET_MAP_OB (mp, x, y); target; target = target->above)
1083 { 1069 if (QUERY_FLAG (target, FLAG_MONSTER))
1084 if (QUERY_FLAG (target->head ? target->head : target, FLAG_MONSTER))
1085 {
1086 return target; 1070 return target;
1087 }
1088 }
1089 }
1090 } 1071 }
1072
1091 return NULL; 1073 return NULL;
1092} 1074}
1093
1094 1075
1095/* cast_smite_arch() - the priest points to a creature and causes 1076/* cast_smite_arch() - the priest points to a creature and causes
1096 * a 'godly curse' to decend. 1077 * a 'godly curse' to decend.
1097 * usual params - 1078 * usual params -
1098 * op = player 1079 * op = player
1099 * caster = object casting the spell. 1080 * caster = object casting the spell.
1100 * dir = direction being cast 1081 * dir = direction being cast
1101 * spell = spell object 1082 * spell = spell object
1102 */ 1083 */
1103
1104int 1084int
1105cast_smite_spell (object *op, object *caster, int dir, object *spell) 1085cast_smite_spell (object *op, object *caster, int dir, object *spell)
1106{ 1086{
1107 object *effect, *target; 1087 object *effect, *target;
1108 object *god = find_god (determine_god (op)); 1088 object *god = find_god (determine_god (op));
1186 effect->insert_at (target, op); 1166 effect->insert_at (target, op);
1187 1167
1188 return 1; 1168 return 1;
1189} 1169}
1190 1170
1191
1192/**************************************************************************** 1171/****************************************************************************
1193 * 1172 *
1194 * MAGIC MISSILE code. 1173 * MAGIC MISSILE code.
1195 * note that the fire_bullet is used to fire the missile. The 1174 * note that the fire_bullet is used to fire the missile. The
1196 * code here is just to move the missile. 1175 * code here is just to move the missile.
1198 1177
1199/* op is a missile that needs to be moved */ 1178/* op is a missile that needs to be moved */
1200void 1179void
1201move_missile (object *op) 1180move_missile (object *op)
1202{ 1181{
1203 int i, mflags;
1204 object *owner;
1205 sint16 new_x, new_y;
1206 maptile *m;
1207
1208 if (op->range-- <= 0) 1182 if (op->range-- <= 0)
1209 { 1183 {
1210 op->destroy (); 1184 op->destroy ();
1211 return; 1185 return;
1212 } 1186 }
1213 1187
1214 owner = op->owner; 1188 mapxy pos (op);
1215#if 0 1189 pos.move (op->direction);
1216 /* It'd make things nastier if this wasn't here - spells cast by 1190
1217 * monster that are then killed would continue to survive 1191 if (!pos.normalise ())
1218 */
1219 if (owner == NULL)
1220 { 1192 {
1221 op->destroy (); 1193 op->destroy ();
1222 return; 1194 return;
1223 } 1195 }
1224#endif
1225 1196
1226 new_x = op->x + DIRX (op); 1197 mapspace &ms = pos.ms ();
1227 new_y = op->y + DIRY (op);
1228 1198
1229 mflags = get_map_flags (op->map, &m, new_x, new_y, &new_x, &new_y); 1199 if (ms.flags () & P_IS_ALIVE || ms.blocks (op))
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 { 1200 {
1233 hit_map (op, op->direction, AT_MAGIC, 1); 1201 hit_map (op, op->direction, AT_MAGIC, 1);
1234 /* Basically, missile only hits one thing then goes away. 1202 /* Basically, missile only hits one thing then goes away.
1235 * we need to remove it if someone hasn't already done so. 1203 * we need to remove it if someone hasn't already done so.
1236 */ 1204 */
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 (); 1205 op->destroy ();
1248 return; 1206 return;
1249 } 1207 }
1250 1208
1209 if (!op->direction)
1210 {
1211 op->destroy ();
1212 return;
1213 }
1214
1251 i = spell_find_dir (m, new_x, new_y, op->owner); 1215 int i = spell_find_dir (pos.m, pos.x, pos.y, op->owner);
1252 if (i > 0 && i != op->direction) 1216 if (i > 0 && i != op->direction)
1253 { 1217 {
1254 op->direction = i; 1218 op->direction = i;
1255 SET_ANIMATION (op, op->direction); 1219 SET_ANIMATION (op, op->direction);
1256 } 1220 }
1257 1221
1258 m->insert (op, new_x, new_y, op); 1222 pos.insert (op, op);
1259} 1223}
1260 1224
1261/**************************************************************************** 1225/****************************************************************************
1262 * Destruction 1226 * Destruction
1263 ****************************************************************************/ 1227 ****************************************************************************/
1266 * we do this by creating a force and inserting it in the 1230 * we do this by creating a force and inserting it in the
1267 * object. if time is 0, the object glows permanently. To truely 1231 * object. if time is 0, the object glows permanently. To truely
1268 * make this work for non-living objects, we would have to 1232 * make this work for non-living objects, we would have to
1269 * give them the capability to have an inventory. b.t. 1233 * give them the capability to have an inventory. b.t.
1270 */ 1234 */
1271
1272int 1235int
1273make_object_glow (object *op, int radius, int time) 1236make_object_glow (object *op, int radius, int time)
1274{ 1237{
1275 object *tmp;
1276
1277 /* some things are unaffected... */ 1238 /* some things are unaffected... */
1278 if (op->path_denied & PATH_LIGHT) 1239 if (op->path_denied & PATH_LIGHT)
1279 return 0; 1240 return 0;
1280 1241
1281 tmp = get_archetype (FORCE_NAME); 1242 object *tmp = get_archetype (FORCE_NAME);
1282 tmp->speed = 0.01; 1243 tmp->speed = 0.01;
1283 tmp->stats.food = time; 1244 tmp->stats.food = time;
1284 SET_FLAG (tmp, FLAG_IS_USED_UP); 1245 SET_FLAG (tmp, FLAG_IS_USED_UP);
1285 tmp->glow_radius = radius; 1246 tmp->glow_radius = radius;
1286 if (tmp->glow_radius > MAX_LIGHT_RADII) 1247 if (tmp->glow_radius > MAX_LIGHT_RADII)
1287 tmp->glow_radius = MAX_LIGHT_RADII; 1248 tmp->glow_radius = MAX_LIGHT_RADII;
1288 1249
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); 1250 tmp = insert_ob_in_ob (tmp, op);
1251
1294 if (tmp->glow_radius > op->glow_radius) 1252 if (tmp->glow_radius > op->glow_radius)
1295 op->glow_radius = tmp->glow_radius; 1253 op->glow_radius = tmp->glow_radius;
1296 1254
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; 1255 return 1;
1303} 1256}
1304 1257
1305int 1258int
1306cast_destruction (object *op, object *caster, object *spell_ob) 1259cast_destruction (object *op, object *caster, object *spell_ob)
1331 else 1284 else
1332 op->skill = NULL; 1285 op->skill = NULL;
1333 1286
1334 op->change_skill (find_skill_by_name (op, op->skill)); 1287 op->change_skill (find_skill_by_name (op, op->skill));
1335 1288
1336 for (i = -range; i < range; i++) 1289 for (i = -range; i <= range; i++)
1337 { 1290 {
1338 for (j = -range; j < range; j++) 1291 for (j = -range; j <= range; j++)
1339 { 1292 {
1340 m = op->map; 1293 m = op->map;
1341 sx = op->x + i; 1294 sx = op->x + i;
1342 sy = op->y + j; 1295 sy = op->y + j;
1343 1296
1360 (!friendly && (QUERY_FLAG (tmp, FLAG_FRIENDLY) || tmp->type == PLAYER))) 1313 (!friendly && (QUERY_FLAG (tmp, FLAG_FRIENDLY) || tmp->type == PLAYER)))
1361 { 1314 {
1362 if (spell_ob->subtype == SP_DESTRUCTION) 1315 if (spell_ob->subtype == SP_DESTRUCTION)
1363 { 1316 {
1364 hit_player (tmp, dam, op, spell_ob->attacktype, 0); 1317 hit_player (tmp, dam, op, spell_ob->attacktype, 0);
1318
1365 if (spell_ob->other_arch) 1319 if (spell_ob->other_arch)
1366 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op); 1320 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op);
1367 } 1321 }
1368 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist[ATNR_MAGIC] != 100) 1322 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist[ATNR_MAGIC] != 100)
1369 { 1323 {
1397 { 1351 {
1398 new_draw_info (NDI_UNIQUE, 0, op, "There is no one in that direction to curse."); 1352 new_draw_info (NDI_UNIQUE, 0, op, "There is no one in that direction to curse.");
1399 return 0; 1353 return 0;
1400 } 1354 }
1401 1355
1356 tmp = tmp->head_ ();
1357
1402 /* If we've already got a force of this type, don't add a new one. */ 1358 /* 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) 1359 for (force = tmp->inv; force; force = force->below)
1404 { 1360 {
1405 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY) 1361 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY)
1406 { 1362 {
1407 if (force->name == spell_ob->name) 1363 if (force->name == spell_ob->name)
1408 { 1364 {
1414 return 0; 1370 return 0;
1415 } 1371 }
1416 } 1372 }
1417 } 1373 }
1418 1374
1419 if (force == NULL) 1375 if (!force)
1420 { 1376 {
1421 force = get_archetype (FORCE_NAME); 1377 force = get_archetype (FORCE_NAME);
1422 force->subtype = FORCE_CHANGE_ABILITY; 1378 force->subtype = FORCE_CHANGE_ABILITY;
1379
1423 if (spell_ob->race) 1380 if (spell_ob->race)
1424 force->name = spell_ob->race; 1381 force->name = spell_ob->race;
1425 else 1382 else
1426 force->name = spell_ob->name; 1383 force->name = spell_ob->name;
1427 1384
1437 { 1394 {
1438 force->duration = duration; 1395 force->duration = duration;
1439 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 1396 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1440 } 1397 }
1441 else 1398 else
1442 {
1443 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1399 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1444 } 1400
1445 return 1; 1401 return 1;
1446 } 1402 }
1403
1447 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50; 1404 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1448 force->speed = 1.f; 1405 force->speed = 1.f;
1449 force->speed_left = -1.f; 1406 force->speed_left = -1.f;
1450 SET_FLAG (force, FLAG_APPLIED); 1407 SET_FLAG (force, FLAG_APPLIED);
1451 1408
1624 } 1581 }
1625 1582
1626 /* charm */ 1583 /* charm */
1627 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY)) 1584 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY))
1628 { 1585 {
1586 INVOKE_OBJECT (KILL, head, ARG_OBJECT (caster));
1587
1629 /* Prevent uncontolled outbreaks of self replicating monsters. 1588 /* Prevent uncontrolled outbreaks of self replicating monsters.
1630 Typical use case is charm, go somwhere, use aggravation to make hostile. 1589 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. */ 1590 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */
1632 CLEAR_FLAG (head, FLAG_GENERATOR); 1591 CLEAR_FLAG (head, FLAG_GENERATOR);
1633 head->set_owner (op); 1592 head->set_owner (op);
1634 set_spell_skill (op, caster, spell, head); 1593 set_spell_skill (op, caster, spell, head);
1652 * about. was called move_ball_lightning, but since more than the ball 1611 * about. was called move_ball_lightning, but since more than the ball
1653 * lightning spell used it, that seemed misnamed. 1612 * lightning spell used it, that seemed misnamed.
1654 * op is the spell effect. 1613 * op is the spell effect.
1655 * note that duration is handled by process_object() in time.c 1614 * note that duration is handled by process_object() in time.c
1656 */ 1615 */
1657
1658void 1616void
1659move_ball_spell (object *op) 1617move_ball_spell (object *op)
1660{ 1618{
1661 int i, j, dam_save, dir, mflags; 1619 int i, j, dam_save, dir, mflags;
1662 sint16 nx, ny, hx, hy; 1620 sint16 nx, ny, hx, hy;
1728 1686
1729 if ((mflags & P_IS_ALIVE) && (!owner || owner->x != hx || owner->y != hy || !on_same_map (owner, op))) 1687 if ((mflags & P_IS_ALIVE) && (!owner || owner->x != hx || owner->y != hy || !on_same_map (owner, op)))
1730 { 1688 {
1731 if (j) 1689 if (j)
1732 op->stats.dam = dam_save / 2; 1690 op->stats.dam = dam_save / 2;
1691
1733 hit_map (op, j, op->attacktype, 1); 1692 hit_map (op, j, op->attacktype, 1);
1734
1735 } 1693 }
1736 1694
1737 /* insert the other arch */ 1695 /* insert the other arch */
1738 if (op->other_arch && !(OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy)))) 1696 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); 1697 m->insert (arch_to_object (op->other_arch), hx, hy, op);
1753 1711
1754 op->direction = i; 1712 op->direction = i;
1755 } 1713 }
1756} 1714}
1757 1715
1758
1759/* move_swarm_spell: peterm 1716/* move_swarm_spell: peterm
1760 * This is an implementation of the swarm spell. It was written for 1717 * 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 1718 * 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 1719 * 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 1720 * 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. 1721 * from a set of squares surrounding the caster, in a given direction.
1765 */ 1722 */
1766
1767void 1723void
1768move_swarm_spell (object *op) 1724move_swarm_spell (object *op)
1769{ 1725{
1770#if 0 1726#if 0
1771 static int cardinal_adjust[9] = { -3, -2, -1, 0, 0, 0, 1, 2, 3 }; 1727 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 }; 1728 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; 1729 sint16 target_x, target_y, origin_x, origin_y;
1774 int adjustdir; 1730 int adjustdir;
1775 maptile *m; 1731 maptile *m;
1776#endif 1732#endif
1777 int basedir;
1778 object *owner; 1733 object *owner = op->env;
1779 1734
1780 owner = op->owner; 1735 if (!owner) // MUST not happen, remove when true TODO
1781 if (op->duration == 0 || owner == NULL)
1782 { 1736 {
1737 LOG (llevError, "swarm spell found outside inventory: %s\n", op->debug_desc ());
1783 op->destroy (); 1738 op->destroy ();
1784 return; 1739 return;
1785 } 1740 }
1786 1741
1742 if (!op->duration || !owner->is_on_map ())
1743 {
1744 op->destroy ();
1745 return;
1746 }
1747
1787 op->duration--; 1748 op->duration--;
1788 1749
1789 basedir = op->direction; 1750 int basedir = op->direction;
1790 if (basedir == 0) 1751 if (!basedir)
1791 { 1752 {
1792 /* spray in all directions! 8) */ 1753 /* spray in all directions! 8) */
1793 basedir = rndm (1, 8); 1754 op->facing = (op->facing + op->state) & 7;
1755 basedir = op->facing + 1;
1794 } 1756 }
1795 1757
1796#if 0 1758#if 0
1797 // this is bogus: it causes wrong places to be checked below 1759 // this is bogus: it causes wrong places to be checked below
1798 // (a wall 2 cells away will block the effect...) and 1760 // (a wall 2 cells away will block the effect...) and
1859 { 1821 {
1860 /* Bullet spells have a bunch more customization that needs to be done */ 1822 /* Bullet spells have a bunch more customization that needs to be done */
1861 if (op->spell->subtype == SP_BULLET) 1823 if (op->spell->subtype == SP_BULLET)
1862 fire_bullet (owner, op, basedir, op->spell); 1824 fire_bullet (owner, op, basedir, op->spell);
1863 else if (op->spell->subtype == SP_MAGIC_MISSILE) 1825 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1864 fire_arch_from_position (owner, op, op->x, op->y, basedir, op->spell); 1826 fire_arch_from_position (owner, op, owner->x, owner->y, basedir, op->spell);
1865 } 1827 }
1866} 1828}
1867
1868
1869
1870 1829
1871/* fire_swarm: 1830/* fire_swarm:
1872 * The following routine creates a swarm of objects. It actually 1831 * The following routine creates a swarm of objects. It actually
1873 * sets up a specific swarm object, which then fires off all 1832 * sets up a specific swarm object, which then fires off all
1874 * the parts of the swarm. 1833 * the parts of the swarm.
1877 * caster: the caster (owner, wand, rod, scroll) 1836 * caster: the caster (owner, wand, rod, scroll)
1878 * dir: the direction everything will be fired in 1837 * dir: the direction everything will be fired in
1879 * spell - the spell that is this spell. 1838 * spell - the spell that is this spell.
1880 * n: the number to be fired. 1839 * n: the number to be fired.
1881 */ 1840 */
1882
1883int 1841int
1884fire_swarm (object *op, object *caster, object *spell, int dir) 1842fire_swarm (object *op, object *caster, object *spell, int dir)
1885{ 1843{
1886 object *tmp;
1887 int i;
1888
1889 if (!spell->other_arch) 1844 if (!spell->other_arch)
1890 return 0; 1845 return 0;
1891 1846
1892 tmp = get_archetype (SWARM_SPELL); 1847 object *tmp = archetype::get (SWARM_SPELL);
1893 tmp->set_owner (op); /* needed so that if swarm elements kill, caster gets xp. */ 1848
1894 set_spell_skill (op, caster, spell, tmp); 1849 set_spell_skill (op, caster, spell, tmp);
1895
1896 tmp->level = caster_level (caster, spell); /*needed later, to get level dep. right. */ 1850 tmp->level = caster_level (caster, spell); /* needed later, to get level dep. right. */
1897 tmp->spell = arch_to_object (spell->other_arch); 1851 tmp->spell = spell->other_arch->instance ();
1898
1899 tmp->attacktype = tmp->spell->attacktype; 1852 tmp->attacktype = tmp->spell->attacktype;
1900 1853
1901 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) 1854 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
1902 if (!tailor_god_spell (tmp, op)) 1855 if (!tailor_god_spell (tmp, op))
1903 return 1; 1856 return 1;
1904 1857
1905 tmp->duration = SP_level_duration_adjust (caster, spell); 1858 tmp->duration = SP_level_duration_adjust (caster, spell);
1906 for (i = 0; i < spell->duration; i++) 1859 for (int i = 0; i < spell->duration; i++)
1907 tmp->duration += die_roll (1, 3, op, PREFER_HIGH); 1860 tmp->duration += die_roll (1, 3, op, PREFER_HIGH);
1908 1861
1862 tmp->invisible = 1;
1863 tmp->flag [FLAG_NO_DROP] = 1; // make sure it stays in inv, or else
1909 tmp->direction = dir; 1864 tmp->direction = dir;
1910 tmp->invisible = 1; 1865 tmp->facing = rndm (1, 8); // initial firing direction
1866 tmp->state = rndm (4) * 2 + 1; // direction increment
1911 1867
1912 tmp->insert_at (op, op); 1868 op->insert (tmp);
1869
1913 return 1; 1870 return 1;
1914} 1871}
1915
1916 1872
1917/* See the spells documentation file for why this is its own 1873/* See the spells documentation file for why this is its own
1918 * function. 1874 * function.
1919 */ 1875 */
1920int 1876int
1951 if (QUERY_FLAG (target, FLAG_MONSTER)) 1907 if (QUERY_FLAG (target, FLAG_MONSTER))
1952 { 1908 {
1953 /* oky doky. got a target monster. Lets make a blinding attack */ 1909 /* oky doky. got a target monster. Lets make a blinding attack */
1954 if (target->head) 1910 if (target->head)
1955 target = target->head; 1911 target = target->head;
1912
1956 (void) hit_player (target, dam, op, spell->attacktype, 1); 1913 hit_player (target, dam, op, spell->attacktype, 1);
1957 return 1; /* one success only! */ 1914 return 1; /* one success only! */
1958 } 1915 }
1959 } 1916 }
1960 1917
1961 /* no live target, perhaps a wall is in the way? */ 1918 /* no live target, perhaps a wall is in the way? */
1981 } 1938 }
1982 1939
1983 m->insert (tmp, x, y, op); 1940 m->insert (tmp, x, y, op);
1984 return 1; 1941 return 1;
1985} 1942}
1986
1987
1988
1989 1943
1990/* cast_cause_disease: this spell looks along <dir> from the 1944/* cast_cause_disease: this spell looks along <dir> from the
1991 * player and infects someone. 1945 * player and infects someone.
1992 * op is the player/monster, caster is the object, dir is the direction 1946 * 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 1947 * to cast, disease_arch is the specific disease, and type is the spell number
1994 * perhaps this should actually be in disease.c? 1948 * perhaps this should actually be in disease.c?
1995 */ 1949 */
1996
1997int 1950int
1998cast_cause_disease (object *op, object *caster, object *spell, int dir) 1951cast_cause_disease (object *op, object *caster, object *spell, int dir)
1999{ 1952{
2000 sint16 x, y; 1953 sint16 x, y;
2001 int i, mflags, range, dam_mod, dur_mod; 1954 int i, mflags, range, dam_mod, dur_mod;
2008 /* If casting from a scroll, no direction will be available, so refer to the 1961 /* If casting from a scroll, no direction will be available, so refer to the
2009 * direction the player is pointing. 1962 * direction the player is pointing.
2010 */ 1963 */
2011 if (!dir) 1964 if (!dir)
2012 dir = op->facing; 1965 dir = op->facing;
1966
2013 if (!dir) 1967 if (!dir)
2014 return 0; /* won't find anything if casting on ourself, so just return */ 1968 return 0; /* won't find anything if casting on ourself, so just return */
2015 1969
2016 /* Calculate these once here */ 1970 /* Calculate these once here */
2017 range = spell->range + SP_level_range_adjust (caster, spell); 1971 range = spell->range + SP_level_range_adjust (caster, spell);
2051 /* do level adjustments */ 2005 /* do level adjustments */
2052 if (disease->stats.wc) 2006 if (disease->stats.wc)
2053 disease->stats.wc += dur_mod / 2; 2007 disease->stats.wc += dur_mod / 2;
2054 2008
2055 if (disease->magic > 0) 2009 if (disease->magic > 0)
2056 disease->magic += dur_mod / 4; 2010 disease->magic += dur_mod / 8;
2057 2011
2058 if (disease->stats.maxhp > 0) 2012 if (disease->stats.maxhp > 0)
2059 disease->stats.maxhp += dur_mod; 2013 disease->stats.maxhp += dur_mod;
2060 2014
2061 if (disease->stats.maxgrace > 0) 2015 if (disease->stats.maxgrace > 0)
2099 if (infect_object (walk, disease, 1)) 2053 if (infect_object (walk, disease, 1))
2100 { 2054 {
2101 new_draw_info_format (NDI_UNIQUE, 0, op, "You inflict %s on %s!", &disease->name, &walk->name); 2055 new_draw_info_format (NDI_UNIQUE, 0, op, "You inflict %s on %s!", &disease->name, &walk->name);
2102 2056
2103 disease->destroy (); /* don't need this one anymore */ 2057 disease->destroy (); /* don't need this one anymore */
2104 walk->map->insert (get_archetype (ARCH_DETECT_MAGIC), x, y, op); 2058 walk->map->insert (get_archetype ("detect_magic"), x, y, op);
2105 return 1; 2059 return 1;
2106 } 2060 }
2107 2061
2108 disease->destroy (); 2062 disease->destroy ();
2109 } 2063 }

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