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Comparing deliantra/server/server/spell_attack.C (file contents):
Revision 1.27 by root, Mon Jan 8 01:19:04 2007 UTC vs.
Revision 1.65 by root, Mon Sep 29 10:20:49 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 (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. 20 *
21 21 * The authors can be reached via e-mail to <support@deliantra.net>
22 The authors can be reached via e-mail at <crossfire@schmorp.de>
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
28 */ 27 */
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 */
145 141
146 /* reduce chances of subsequent forking */ 142 /* reduce chances of subsequent forking */
147 new_bolt->stats.Dex -= 10; 143 new_bolt->stats.Dex -= 10;
148 tmp->stats.Dex -= 10; /* less forks from main bolt too */ 144 tmp->stats.Dex -= 10; /* less forks from main bolt too */
149 new_bolt->stats.Con += 25 * new_dir; /* adjust the left bias */ 145 new_bolt->stats.Con += 25 * new_dir; /* adjust the left bias */
150 new_bolt->speed_left = -0.1; 146 new_bolt->speed_left = -0.1f;
151 new_bolt->direction = t_dir; 147 new_bolt->direction = t_dir;
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 object *tmp;
169 int mflags; 164 int mflags;
170 sint16 x, y; 165 sint16 x, y;
171 maptile *m; 166 maptile *m;
172 167
173 if (--op->duration < 0) 168 if (--op->duration < 0)
174 { 169 {
170 op->destroy_inv (true); // be explicit about dropping
175 op->destroy (); 171 op->destroy (true);
176 return; 172 return;
177 } 173 }
178 174
179 hit_map (op, 0, op->attacktype, 1); 175 hit_map (op, 0, op->attacktype, 1);
180 176
246 else 242 else
247 { /* Create a copy of this object and put it ahead */ 243 { /* Create a copy of this object and put it ahead */
248 object *tmp = op->clone (); 244 object *tmp = op->clone ();
249 245
250 m->insert (tmp, x, y, op); 246 m->insert (tmp, x, y, op);
251 tmp->speed_left = -0.1; 247 tmp->speed_left = -0.1f;
252 /* To make up for the decrease at the top of the function */ 248 /* To make up for the decrease at the top of the function */
253 tmp->duration++; 249 tmp->duration++;
254 250
255 /* New forking code. Possibly create forks of this object 251 /* New forking code. Possibly create forks of this object
256 * going off in other directions. 252 * going off in other directions.
257 */ 253 */
258 if (rndm (0, 99) < tmp->stats.Dex) 254 if (tmp->stats.Dex && rndm (0, 99) < tmp->stats.Dex)
259 { /* stats.Dex % of forking */ 255 forklightning (op, tmp); /* stats.Dex % of forking */
260 forklightning (op, tmp);
261 }
262 256
263 /* In this way, the object left behind sticks on the space, but 257 /* In this way, the object left behind sticks on the space, but
264 * doesn't create any bolts that continue to move onward. 258 * doesn't create any bolts that continue to move onward.
265 */ 259 */
266 op->range = 0; 260 op->range = 0;
290 return 0; 284 return 0;
291 285
292 /* peterm: level dependency for bolts */ 286 /* peterm: level dependency for bolts */
293 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob); 287 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob);
294 tmp->attacktype = spob->attacktype; 288 tmp->attacktype = spob->attacktype;
289
295 if (spob->slaying) 290 if (spob->slaying)
296 tmp->slaying = spob->slaying; 291 tmp->slaying = spob->slaying;
292
297 tmp->range = spob->range + SP_level_range_adjust (caster, spob); 293 tmp->range = spob->range + SP_level_range_adjust (caster, spob);
298 tmp->duration = spob->duration + SP_level_duration_adjust (caster, spob); 294 tmp->duration = spob->duration + SP_level_duration_adjust (caster, spob);
299 tmp->stats.Dex = spob->stats.Dex; 295 tmp->stats.Dex = spob->stats.Dex;
300 tmp->stats.Con = spob->stats.Con; 296 tmp->stats.Con = spob->stats.Con;
301 297
312 308
313 maptile *newmap; 309 maptile *newmap;
314 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y); 310 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y);
315 if (mflags & P_OUT_OF_MAP) 311 if (mflags & P_OUT_OF_MAP)
316 { 312 {
313 tmp->destroy_inv (true); // be explicit about dropping
317 tmp->destroy (); 314 tmp->destroy (true);
318 return 0; 315 return 0;
319 } 316 }
320 317
321 tmp->map = newmap; 318 tmp->map = newmap;
322 319
323 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y))) 320 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y)))
324 { 321 {
325 if (!QUERY_FLAG (tmp, FLAG_REFLECTING)) 322 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
326 { 323 {
324 tmp->destroy_inv (true); // be explicit about dropping
327 tmp->destroy (); 325 tmp->destroy (true);
328 return 0; 326 return 0;
329 } 327 }
330 328
331 tmp->x = op->x; 329 tmp->x = op->x;
332 tmp->y = op->y; 330 tmp->y = op->y;
337 if ((tmp = tmp->insert_at (tmp, op))) 335 if ((tmp = tmp->insert_at (tmp, op)))
338 move_bolt (tmp); 336 move_bolt (tmp);
339 337
340 return 1; 338 return 1;
341} 339}
342
343
344 340
345/*************************************************************************** 341/***************************************************************************
346 * 342 *
347 * BULLET/BALL CODE 343 * BULLET/BALL CODE
348 * 344 *
349 ***************************************************************************/ 345 ***************************************************************************/
350 346
351/* expands an explosion. op is a piece of the 347/* expands an explosion. op is a piece of the
352 * explosion - this expans it in the different directions. 348 * explosion - this expands it in the different directions.
353 * At least that is what I think this does. 349 * At least that is what I think this does.
354 */ 350 */
355void 351void
356explosion (object *op) 352explosion (object *op)
357{ 353{
358 maptile *m = op->map; 354 maptile *m = op->map;
359 int i; 355 int i;
360 356
361 if (--op->duration < 0) 357 if (--op->duration < 0)
362 { 358 {
363 op->destroy (); 359 op->destroy (true);
364 return; 360 return;
365 } 361 }
366 362
367 hit_map (op, 0, op->attacktype, 0); 363 hit_map (op, 0, op->attacktype, 0);
368 364
381 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))
382 { 378 {
383 object *tmp = op->clone (); 379 object *tmp = op->clone ();
384 380
385 tmp->state = 0; 381 tmp->state = 0;
386 tmp->speed_left = -0.21; 382 tmp->speed_left = -0.21f;
387 tmp->range--; 383 tmp->range--;
388 tmp->value = 0; 384 tmp->value = 0;
389 385
390 m->insert (tmp, dx, dy, op); 386 m->insert (tmp, dx, dy, op);
391 } 387 }
392 } 388 }
393 } 389 }
394} 390}
395
396 391
397/* Causes an object to explode, eg, a firebullet, 392/* Causes an object to explode, eg, a firebullet,
398 * poison cloud ball, etc. op is the object to 393 * poison cloud ball, etc. op is the object to
399 * explode. 394 * explode.
400 */ 395 */
401void 396void
402explode_bullet (object *op) 397explode_bullet (object *op)
403{ 398{
404 object *tmp, *owner; 399 object *tmp, *owner;
405 400
406 if (op->other_arch == NULL) 401 if (!op->other_arch)
407 { 402 {
408 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n"); 403 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n");
409 op->destroy (); 404 op->destroy (true);
410 return; 405 return;
411 } 406 }
412 407
413 if (op->env) 408 if (op->env)
414 { 409 {
415 object *env = object_get_env_recursive (op); 410 object *env = op->outer_env ();
411
416 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))
417 { 413 {
418 LOG (llevError, "BUG: explode_bullet(): env out of map\n"); 414 LOG (llevError, "BUG: explode_bullet(): env out of map\n");
419 op->destroy (); 415 op->destroy (true);
420 return; 416 return;
421 } 417 }
422 418
423 op->insert_at (env, op, INS_NO_MERGE | INS_NO_WALK_ON); 419 op->insert_at (env, op, INS_NO_MERGE | INS_NO_WALK_ON);
424 } 420 }
425 else if (out_of_map (op->map, op->x, op->y)) 421 else if (out_of_map (op->map, op->x, op->y))
426 { 422 {
427 LOG (llevError, "BUG: explode_bullet(): op out of map\n"); 423 LOG (llevError, "BUG: explode_bullet(): op out of map\n");
428 op->destroy (); 424 op->destroy (true);
429 return; 425 return;
430 } 426 }
431 427
432 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent explosions of any kind on safe maps 428 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent explosions of any kind on safe maps
433 // NOTE: If this breaks something important: remove this. I can't think of anything 429 // NOTE: If this breaks something important: remove this. I can't think of anything
434 // bad at the moment that might happen from this. 430 // bad at the moment that might happen from this.
435 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE) 431 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
436 { 432 {
437 op->destroy (); 433 op->destroy (true);
438 return; 434 return;
439 } 435 }
440 436
441 if (op->attacktype) 437 if (op->attacktype)
442 { 438 {
443 hit_map (op, 0, op->attacktype, 1); 439 hit_map (op, 0, op->attacktype, 1);
440
444 if (op->destroyed ()) 441 if (op->destroyed ())
445 return; 442 return;
446 } 443 }
447 444
448 /* other_arch contains what this explodes into */ 445 /* other_arch contains what this explodes into */
451 tmp->set_owner (op); 448 tmp->set_owner (op);
452 tmp->skill = op->skill; 449 tmp->skill = op->skill;
453 450
454 owner = op->owner; 451 owner = op->owner;
455 452
456 if ((tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) && owner && !tailor_god_spell (tmp, owner)) 453 if ((tmp->attacktype & AT_HOLYWORD
454 || tmp->attacktype & AT_GODPOWER)
455 && owner
456 && !tailor_god_spell (tmp, owner))
457 { 457 {
458 op->destroy (); 458 op->destroy (true);
459 return; 459 return;
460 } 460 }
461 461
462 /* special for bombs - it actually has sane values for these */ 462 /* special for bombs - it actually has sane values for these */
463 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB) 463 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB)
488 488
489 /* Prevent recursion */ 489 /* Prevent recursion */
490 op->move_on = 0; 490 op->move_on = 0;
491 491
492 tmp->insert_at (op, op); 492 tmp->insert_at (op, op);
493 tmp->play_sound (tmp->sound);
494
493 /* remove the firebullet */ 495 /* remove the firebullet */
494 op->destroy (); 496 op->destroy (true);
495} 497}
496 498
497/* checks to see what op should do, given the space it is on 499/* checks to see what op should do, given the space it is on
498 * (eg, explode, damage player, etc) 500 * (eg, explode, damage player, etc)
499 */ 501 */
519 521
520 /* If nothing alive on this space, no reason to do anything further */ 522 /* If nothing alive on this space, no reason to do anything further */
521 if (!(mflags & P_IS_ALIVE)) 523 if (!(mflags & P_IS_ALIVE))
522 return; 524 return;
523 525
524 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 526 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
525 { 527 {
526 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 528 if (QUERY_FLAG (tmp, FLAG_ALIVE))
527 { 529 {
528 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1); 530 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1);
531
532 // TODO: can't understand the following if's
529 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0) 533 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0)
530 { 534 {
531 if (!QUERY_FLAG (op, FLAG_REMOVED)) 535 if (!QUERY_FLAG (op, FLAG_REMOVED))
532 { 536 {
533 op->destroy (); 537 op->destroy (true);
534 return; 538 return;
535 } 539 }
536 } 540 }
537 } 541 }
538 } 542 }
567 if (--op->range <= 0) 571 if (--op->range <= 0)
568 { 572 {
569 if (op->other_arch) 573 if (op->other_arch)
570 explode_bullet (op); 574 explode_bullet (op);
571 else 575 else
572 op->destroy (); 576 op->destroy (true);
573 577
574 return; 578 return;
575 } 579 }
576 580
577 new_x = op->x + DIRX (op); 581 new_x = op->x + DIRX (op);
579 m = op->map; 583 m = op->map;
580 mflags = get_map_flags (m, &m, new_x, new_y, &new_x, &new_y); 584 mflags = get_map_flags (m, &m, new_x, new_y, &new_x, &new_y);
581 585
582 if (mflags & P_OUT_OF_MAP) 586 if (mflags & P_OUT_OF_MAP)
583 { 587 {
584 op->destroy (); 588 op->destroy (true);
585 return; 589 return;
586 } 590 }
587 591
588 if (!op->direction || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y))) 592 if (!op->direction || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y)))
589 { 593 {
590 if (op->other_arch) 594 if (op->other_arch)
591 explode_bullet (op); 595 explode_bullet (op);
592 else 596 else
593 op->destroy (); 597 op->destroy (true);
594 598
595 return; 599 return;
596 } 600 }
597 601
598 if (!(op = m->insert (op, new_x, new_y, op))) 602 if (!(op = m->insert (op, new_x, new_y, op)))
604 update_turn_face (op); 608 update_turn_face (op);
605 } 609 }
606 else 610 else
607 check_bullet (op); 611 check_bullet (op);
608} 612}
609
610
611
612 613
613/* fire_bullet 614/* fire_bullet
614 * object op (cast from caster) files a bolt in dir. 615 * object op (cast from caster) files a bolt in dir.
615 * spob is the spell object for the bolt. 616 * spob is the spell object for the bolt.
616 * we remove the magic flag - that can be derived from 617 * we remove the magic flag - that can be derived from
617 * spob->attacktype. 618 * spob->attacktype.
618 * This function sets up the appropriate owner and skill 619 * This function sets up the appropriate owner and skill
619 * pointers. 620 * pointers.
620 */ 621 */
621
622int 622int
623fire_bullet (object *op, object *caster, int dir, object *spob) 623fire_bullet (object *op, object *caster, int dir, object *spob)
624{ 624{
625 object *tmp = NULL; 625 object *tmp = NULL;
626 int mflags; 626 int mflags;
627 627
628 if (!spob->other_arch) 628 if (!spob->other_arch)
629 return 0; 629 return 0;
630 630
631 tmp = arch_to_object (spob->other_arch); 631 tmp = spob->other_arch->instance ();
632 if (tmp == NULL) 632 if (!tmp)
633 return 0; 633 return 0;
634 634
635 /* peterm: level dependency for bolts */ 635 /* peterm: level dependency for bolts */
636 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob); 636 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob);
637 tmp->attacktype = spob->attacktype; 637 tmp->attacktype = spob->attacktype;
638 if (spob->slaying) 638 if (spob->slaying)
639 tmp->slaying = spob->slaying; 639 tmp->slaying = spob->slaying;
640 640
650 SET_ANIMATION (tmp, dir); 650 SET_ANIMATION (tmp, dir);
651 651
652 tmp->set_owner (op); 652 tmp->set_owner (op);
653 set_spell_skill (op, caster, spob, tmp); 653 set_spell_skill (op, caster, spob, tmp);
654 654
655 tmp->x = op->x + freearr_x[dir]; 655 tmp->x = op->x + freearr_x[dir];
656 tmp->y = op->y + freearr_y[dir]; 656 tmp->y = op->y + freearr_y[dir];
657 tmp->map = op->map; 657 tmp->map = op->map;
658 658
659 maptile *newmap; 659 maptile *newmap;
660 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y); 660 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y);
661 if (mflags & P_OUT_OF_MAP) 661 if (mflags & P_OUT_OF_MAP)
662 { 662 {
663 tmp->destroy (); 663 tmp->destroy (true);
664 return 0; 664 return 0;
665 } 665 }
666 666
667 tmp->map = newmap; 667 tmp->map = newmap;
668 668
669 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y))) 669 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y)))
670 { 670 {
671 if (!QUERY_FLAG (tmp, FLAG_REFLECTING)) 671 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
672 { 672 {
673 tmp->destroy (); 673 tmp->destroy (true);
674 return 0; 674 return 0;
675 } 675 }
676 676
677 tmp->x = op->x; 677 tmp->x = op->x;
678 tmp->y = op->y; 678 tmp->y = op->y;
683 if ((tmp = tmp->insert_at (tmp, op))) 683 if ((tmp = tmp->insert_at (tmp, op)))
684 check_bullet (tmp); 684 check_bullet (tmp);
685 685
686 return 1; 686 return 1;
687} 687}
688
689
690
691 688
692/***************************************************************************** 689/*****************************************************************************
693 * 690 *
694 * CONE RELATED FUNCTIONS 691 * CONE RELATED FUNCTIONS
695 * 692 *
696 *****************************************************************************/ 693 *****************************************************************************/
697 694
698
699/* drops an object based on what is in the cone's "other_arch" */ 695/* drops an object based on what is in the cone's "other_arch" */
700void 696void
701cone_drop (object *op) 697cone_drop (object *op)
702{ 698{
703 object *new_ob = arch_to_object (op->other_arch); 699 object *new_ob = arch_to_object (op->other_arch);
715/* move_cone: causes cone object 'op' to move a space/hit creatures */ 711/* move_cone: causes cone object 'op' to move a space/hit creatures */
716 712
717void 713void
718move_cone (object *op) 714move_cone (object *op)
719{ 715{
720 int i;
721
722 /* if no map then hit_map will crash so just ignore object */ 716 /* if no map then hit_map will crash so just ignore object */
723 if (!op->map) 717 if (!op->map)
724 { 718 {
725 LOG (llevError, "Tried to move_cone object %s without a map.\n", op->name ? &op->name : "unknown"); 719 LOG (llevError, "Tried to move_cone object %s without a map.\n", op->name ? &op->name : "unknown");
726 op->set_speed (0); 720 op->set_speed (0);
739 * when their cone dies when they die. 733 * when their cone dies when they die.
740 */ 734 */
741 /* If no owner left, the spell dies out. */ 735 /* If no owner left, the spell dies out. */
742 if (op->owner == NULL) 736 if (op->owner == NULL)
743 { 737 {
744 op->destroy (); 738 op->destroy (true);
745 return; 739 return;
746 } 740 }
747#endif 741#endif
748 742
749 hit_map (op, 0, op->attacktype, 0); 743 hit_map (op, 0, op->attacktype, 0);
756 check_spell_knockback (op); 750 check_spell_knockback (op);
757 751
758 if (op->destroyed ()) 752 if (op->destroyed ())
759 return; 753 return;
760 754
761 if ((op->duration--) < 0) 755 if (op->duration-- < 0)
762 { 756 {
763 op->destroy (); 757 op->destroy (true);
764 return; 758 return;
765 } 759 }
766 /* Object has hit maximum range, so don't have it move 760 /* Object has hit maximum range, so don't have it move
767 * any further. When the duration above expires, 761 * any further. When the duration above expires,
768 * then the object will get removed. 762 * then the object will get removed.
771 { 765 {
772 op->range = 0; /* just so it doesn't wrap */ 766 op->range = 0; /* just so it doesn't wrap */
773 return; 767 return;
774 } 768 }
775 769
776 for (i = -1; i < 2; i++) 770 for (int i = -1; i <= 1; i++)
777 { 771 {
778 sint16 x = op->x + freearr_x[absdir (op->stats.sp + i)], y = op->y + freearr_y[absdir (op->stats.sp + i)]; 772 sint16 x = op->x + freearr_x[absdir (op->stats.sp + i)], y = op->y + freearr_y[absdir (op->stats.sp + i)];
779 773
780 if (ok_to_put_more (op->map, x, y, op, op->attacktype)) 774 if (ok_to_put_more (op->map, x, y, op, op->attacktype))
781 { 775 {
828 822
829 /* Need to know what the movetype of the object we are about 823 /* Need to know what the movetype of the object we are about
830 * to create is, so we can know if the space we are about to 824 * to create is, so we can know if the space we are about to
831 * insert it into is blocked. 825 * insert it into is blocked.
832 */ 826 */
833 movetype = spell->other_arch->clone.move_type; 827 movetype = spell->other_arch->move_type;
834 828
835 for (i = range_min; i <= range_max; i++) 829 for (i = range_min; i <= range_max; i++)
836 { 830 {
837 sint16 x, y, d; 831 sint16 x, y, d;
838 832
873 867
874 success = 1; 868 success = 1;
875 tmp = arch_to_object (spell->other_arch); 869 tmp = arch_to_object (spell->other_arch);
876 tmp->set_owner (op); 870 tmp->set_owner (op);
877 set_spell_skill (op, caster, spell, tmp); 871 set_spell_skill (op, caster, spell, tmp);
878 tmp->level = caster_level (caster, spell); 872 tmp->level = casting_level (caster, spell);
879 tmp->attacktype = spell->attacktype; 873 tmp->attacktype = spell->attacktype;
880 874
881 /* holy word stuff */ 875 /* holy word stuff */
882 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER)) 876 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER))
883 if (!tailor_god_spell (tmp, op)) 877 if (!tailor_god_spell (tmp, op))
917 else 911 else
918 tmp->duration += caster->level / 3; 912 tmp->duration += caster->level / 3;
919 } 913 }
920 914
921 if (!(tmp->move_type & MOVE_FLY_LOW)) 915 if (!(tmp->move_type & MOVE_FLY_LOW))
922 LOG (llevDebug, "cast_cone(): arch %s doesn't have flying 1\n", &spell->other_arch->name); 916 LOG (llevDebug, "cast_cone(): arch %s doesn't have flying 1\n", &spell->other_arch->archname);
923 917
924 if (!tmp->move_on && tmp->stats.dam) 918 if (!tmp->move_on && tmp->stats.dam)
925 LOG (llevDebug, "cast_cone(): arch %s doesn't have move_on set\n", &spell->other_arch->name); 919 LOG (llevDebug, "cast_cone(): arch %s doesn't have move_on set\n", &spell->other_arch->archname);
926 920
927 m->insert (tmp, sx, sy, op); 921 m->insert (tmp, sx, sy, op);
928 922
929 /* This is used for tracking spells so that one effect doesn't hit 923 /* This is used for tracking spells so that one effect doesn't hit
930 * a single space too many times. 924 * a single space too many times.
942 * 936 *
943 * BOMB related code 937 * BOMB related code
944 * 938 *
945 ****************************************************************************/ 939 ****************************************************************************/
946 940
947
948/* This handles an exploding bomb. 941/* This handles an exploding bomb.
949 * op is the original bomb object. 942 * op is the original bomb object.
950 */ 943 */
951void 944void
952animate_bomb (object *op) 945animate_bomb (object *op)
953{ 946{
954 int i;
955 object *env, *tmp;
956
957 if (op->state != NUM_ANIMATIONS (op) - 1) 947 if (op->state != NUM_ANIMATIONS (op) - 1)
958 return; 948 return;
959 949
960 env = object_get_env_recursive (op); 950 object *env = op->outer_env ();
961 951
962 if (op->env) 952 if (op->env)
963 { 953 {
964 if (env->map == NULL) 954 if (env->map == NULL)
965 return; 955 return;
966
967 if (env->type == PLAYER)
968 esrv_del_item (env->contr, op->count);
969 956
970 if (!(op = op->insert_at (env, op))) 957 if (!(op = op->insert_at (env, op)))
971 return; 958 return;
972 } 959 }
973 960
974 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent bomb from exploding 961 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent bomb from exploding
975 // on a safe map. I don't like this special casing, but it seems to be neccessary 962 // on a safe map. I don't like this special casing, but it seems to be neccessary
976 // as bombs can be carried. 963 // as bombs can be carried.
977 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE) 964 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
978 { 965 {
979 op->destroy (); 966 op->destroy (true);
980 return; 967 return;
981 } 968 }
982 969
983 /* This copies a lot of the code from the fire bullet, 970 /* This copies a lot of the code from the fire bullet,
984 * but using the cast_bullet isn't really feasible, 971 * but using the cast_bullet isn't really feasible,
985 * so just set up the appropriate values. 972 * so just set up the appropriate values.
986 */ 973 */
987 if (archetype *at = archetype::find (SPLINT)) 974 if (archetype *at = archetype::find (SPLINT))
988 { 975 {
989 for (i = 1; i < 9; i++) 976 for (int i = 1; i < 9; i++)
990 { 977 {
991 if (out_of_map (op->map, op->x + freearr_x[i], op->y + freearr_x[i])) 978 if (out_of_map (op->map, op->x + freearr_x[i], op->y + freearr_x[i]))
992 continue; 979 continue;
993 980
994 tmp = arch_to_object (at); 981 object *tmp = arch_to_object (at);
995 tmp->direction = i; 982 tmp->direction = i;
996 tmp->range = op->range; 983 tmp->range = op->range;
997 tmp->stats.dam = op->stats.dam; 984 tmp->stats.dam = op->stats.dam;
998 tmp->duration = op->duration; 985 tmp->duration = op->duration;
999 tmp->attacktype = op->attacktype; 986 tmp->attacktype = op->attacktype;
1013} 1000}
1014 1001
1015int 1002int
1016create_bomb (object *op, object *caster, int dir, object *spell) 1003create_bomb (object *op, object *caster, int dir, object *spell)
1017{ 1004{
1018
1019 object *tmp; 1005 object *tmp;
1020 int mflags; 1006 int mflags;
1021 sint16 dx = op->x + freearr_x[dir], dy = op->y + freearr_y[dir]; 1007 sint16 dx = op->x + freearr_x[dir], dy = op->y + freearr_y[dir];
1022 maptile *m; 1008 maptile *m;
1023 1009
1025 if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, dx, dy) & MOVE_WALK)) 1011 if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, dx, dy) & MOVE_WALK))
1026 { 1012 {
1027 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way."); 1013 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way.");
1028 return 0; 1014 return 0;
1029 } 1015 }
1016
1030 tmp = arch_to_object (spell->other_arch); 1017 tmp = arch_to_object (spell->other_arch);
1031 1018
1032 /* level dependencies for bomb */ 1019 /* level dependencies for bomb */
1033 tmp->range = spell->range + SP_level_range_adjust (caster, spell); 1020 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
1034 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1021 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1055 * dir is the direction to look in. 1042 * dir is the direction to look in.
1056 * range is how far out to look. 1043 * range is how far out to look.
1057 * type is the type of spell - either SPELL_MANA or SPELL_GRACE. 1044 * type is the type of spell - either SPELL_MANA or SPELL_GRACE.
1058 * this info is used for blocked magic/unholy spaces. 1045 * this info is used for blocked magic/unholy spaces.
1059 */ 1046 */
1060
1061object * 1047object *
1062get_pointed_target (object *op, int dir, int range, int type) 1048get_pointed_target (object *op, int dir, int range, int type)
1063{ 1049{
1064 object *target; 1050 object *target;
1065 sint16 x, y; 1051 sint16 x, y;
1084 return NULL; 1070 return NULL;
1085 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW) 1071 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW)
1086 return NULL; 1072 return NULL;
1087 1073
1088 if (mflags & P_IS_ALIVE) 1074 if (mflags & P_IS_ALIVE)
1089 {
1090 for (target = GET_MAP_OB (mp, x, y); target; target = target->above) 1075 for (target = GET_MAP_OB (mp, x, y); target; target = target->above)
1091 { 1076 if (QUERY_FLAG (target, FLAG_MONSTER))
1092 if (QUERY_FLAG (target->head ? target->head : target, FLAG_MONSTER))
1093 {
1094 return target; 1077 return target;
1095 }
1096 }
1097 }
1098 } 1078 }
1079
1099 return NULL; 1080 return NULL;
1100} 1081}
1101
1102 1082
1103/* cast_smite_arch() - the priest points to a creature and causes 1083/* cast_smite_arch() - the priest points to a creature and causes
1104 * a 'godly curse' to decend. 1084 * a 'godly curse' to decend.
1105 * usual params - 1085 * usual params -
1106 * op = player 1086 * op = player
1107 * caster = object casting the spell. 1087 * caster = object casting the spell.
1108 * dir = direction being cast 1088 * dir = direction being cast
1109 * spell = spell object 1089 * spell = spell object
1110 */ 1090 */
1111
1112int 1091int
1113cast_smite_spell (object *op, object *caster, int dir, object *spell) 1092cast_smite_spell (object *op, object *caster, int dir, object *spell)
1114{ 1093{
1115 object *effect, *target; 1094 object *effect, *target;
1116 object *god = find_god (determine_god (op)); 1095 object *god = find_god (determine_god (op));
1140 effect = arch_to_object (spell->other_arch); 1119 effect = arch_to_object (spell->other_arch);
1141 else 1120 else
1142 return 0; 1121 return 0;
1143 1122
1144 /* tailor the effect by priest level and worshipped God */ 1123 /* tailor the effect by priest level and worshipped God */
1145 effect->level = caster_level (caster, spell); 1124 effect->level = casting_level (caster, spell);
1146 effect->attacktype = spell->attacktype; 1125 effect->attacktype = spell->attacktype;
1147 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER)) 1126 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER))
1148 { 1127 {
1149 if (tailor_god_spell (effect, op)) 1128 if (tailor_god_spell (effect, op))
1150 new_draw_info_format (NDI_UNIQUE, 0, op, "%s answers your call!", determine_god (op)); 1129 new_draw_info_format (NDI_UNIQUE, 0, op, "%s answers your call!", determine_god (op));
1174 } 1153 }
1175 else 1154 else
1176 { 1155 {
1177 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s looks stronger!", query_name (target)); 1156 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s looks stronger!", query_name (target));
1178 target->stats.hp = target->stats.maxhp * 2; 1157 target->stats.hp = target->stats.maxhp * 2;
1179 effect->destroy (); 1158 effect->destroy (true);
1180 return 0; 1159 return 0;
1181 } 1160 }
1182 } 1161 }
1183 } 1162 }
1184 else 1163 else
1193 /* ok, tell it where to be, and insert! */ 1172 /* ok, tell it where to be, and insert! */
1194 effect->insert_at (target, op); 1173 effect->insert_at (target, op);
1195 1174
1196 return 1; 1175 return 1;
1197} 1176}
1198
1199 1177
1200/**************************************************************************** 1178/****************************************************************************
1201 * 1179 *
1202 * MAGIC MISSILE code. 1180 * MAGIC MISSILE code.
1203 * note that the fire_bullet is used to fire the missile. The 1181 * note that the fire_bullet is used to fire the missile. The
1206 1184
1207/* op is a missile that needs to be moved */ 1185/* op is a missile that needs to be moved */
1208void 1186void
1209move_missile (object *op) 1187move_missile (object *op)
1210{ 1188{
1211 int i, mflags;
1212 object *owner;
1213 sint16 new_x, new_y;
1214 maptile *m;
1215
1216 if (op->range-- <= 0) 1189 if (op->range-- <= 0)
1217 { 1190 {
1191 op->destroy_inv (true); // be explicit about dropping
1218 op->destroy (); 1192 op->destroy (true);
1219 return; 1193 return;
1220 }
1221
1222 owner = op->owner;
1223#if 0
1224 /* It'd make things nastier if this wasn't here - spells cast by
1225 * monster that are then killed would continue to survive
1226 */
1227 if (owner == NULL)
1228 { 1194 }
1195
1196 mapxy pos (op);
1197 pos.move (op->direction);
1198
1199 if (!pos.normalise ())
1200 {
1229 op->destroy (); 1201 op->destroy (true);
1230 return; 1202 return;
1231 } 1203 }
1232#endif
1233 1204
1234 new_x = op->x + DIRX (op); 1205 mapspace &ms = pos.ms ();
1235 new_y = op->y + DIRY (op);
1236 1206
1237 mflags = get_map_flags (op->map, &m, new_x, new_y, &new_x, &new_y); 1207 if (ms.flags () & P_IS_ALIVE || ms.blocks (op))
1238
1239 if (!(mflags & P_OUT_OF_MAP) && ((mflags & P_IS_ALIVE) || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y))))
1240 { 1208 {
1241 hit_map (op, op->direction, AT_MAGIC, 1); 1209 hit_map (op, op->direction, AT_MAGIC, 1);
1242 /* Basically, missile only hits one thing then goes away. 1210 /* Basically, missile only hits one thing then goes away.
1243 * we need to remove it if someone hasn't already done so. 1211 * we need to remove it if someone hasn't already done so.
1244 */ 1212 */
1245 if (!op->destroyed ())
1246 op->destroy ();
1247
1248 return;
1249 }
1250
1251 op->remove ();
1252
1253 if (!op->direction || (mflags & P_OUT_OF_MAP))
1254 {
1255 op->destroy (); 1213 op->destroy (true);
1256 return; 1214 return;
1215 }
1216
1217 if (!op->direction)
1257 } 1218 {
1219 op->destroy (true);
1220 return;
1221 }
1258 1222
1259 i = spell_find_dir (m, new_x, new_y, op->owner); 1223 int i = spell_find_dir (pos.m, pos.x, pos.y, op->owner);
1260 if (i > 0 && i != op->direction) 1224 if (i > 0 && i != op->direction)
1261 { 1225 {
1262 op->direction = i; 1226 op->direction = i;
1263 SET_ANIMATION (op, op->direction); 1227 SET_ANIMATION (op, op->direction);
1264 } 1228 }
1265 1229
1266 m->insert (op, new_x, new_y, op); 1230 pos.insert (op, op);
1267} 1231}
1268 1232
1269/**************************************************************************** 1233/****************************************************************************
1270 * Destruction 1234 * Destruction
1271 ****************************************************************************/ 1235 ****************************************************************************/
1274 * we do this by creating a force and inserting it in the 1238 * we do this by creating a force and inserting it in the
1275 * object. if time is 0, the object glows permanently. To truely 1239 * object. if time is 0, the object glows permanently. To truely
1276 * make this work for non-living objects, we would have to 1240 * make this work for non-living objects, we would have to
1277 * give them the capability to have an inventory. b.t. 1241 * give them the capability to have an inventory. b.t.
1278 */ 1242 */
1279
1280int 1243int
1281make_object_glow (object *op, int radius, int time) 1244make_object_glow (object *op, int radius, int time)
1282{ 1245{
1283 object *tmp;
1284
1285 /* some things are unaffected... */ 1246 /* some things are unaffected... */
1286 if (op->path_denied & PATH_LIGHT) 1247 if (op->path_denied & PATH_LIGHT)
1287 return 0; 1248 return 0;
1288 1249
1289 tmp = get_archetype (FORCE_NAME); 1250 object *tmp = get_archetype (FORCE_NAME);
1290 tmp->speed = 0.01; 1251 tmp->speed = 0.01;
1291 tmp->stats.food = time; 1252 tmp->stats.food = time;
1292 SET_FLAG (tmp, FLAG_IS_USED_UP); 1253 SET_FLAG (tmp, FLAG_IS_USED_UP);
1293 tmp->glow_radius = radius; 1254 tmp->glow_radius = radius;
1294 if (tmp->glow_radius > MAX_LIGHT_RADII) 1255 if (tmp->glow_radius > MAX_LIGHT_RADII)
1295 tmp->glow_radius = MAX_LIGHT_RADII; 1256 tmp->glow_radius = MAX_LIGHT_RADII;
1296 1257
1297 tmp->x = op->x;
1298 tmp->y = op->y;
1299 if (tmp->speed < MIN_ACTIVE_SPEED)
1300 tmp->speed = MIN_ACTIVE_SPEED; /* safety */
1301 tmp = insert_ob_in_ob (tmp, op); 1258 tmp = insert_ob_in_ob (tmp, op);
1259
1302 if (tmp->glow_radius > op->glow_radius) 1260 if (tmp->glow_radius > op->glow_radius)
1303 op->glow_radius = tmp->glow_radius; 1261 op->glow_radius = tmp->glow_radius;
1304 1262
1305 if (!tmp->env || op != tmp->env)
1306 {
1307 LOG (llevError, "make_object_glow() failed to insert glowing force in %s\n", &op->name);
1308 return 0;
1309 }
1310 return 1; 1263 return 1;
1311} 1264}
1312
1313
1314
1315 1265
1316int 1266int
1317cast_destruction (object *op, object *caster, object *spell_ob) 1267cast_destruction (object *op, object *caster, object *spell_ob)
1318{ 1268{
1319 int i, j, range, mflags, friendly = 0, dam, dur; 1269 int i, j, range, mflags, friendly = 0, dam, dur;
1340 else if (caster->skill) 1290 else if (caster->skill)
1341 op->skill = caster->skill; 1291 op->skill = caster->skill;
1342 else 1292 else
1343 op->skill = NULL; 1293 op->skill = NULL;
1344 1294
1345 change_skill (op, find_skill_by_name (op, op->skill), 1); 1295 op->change_skill (find_skill_by_name (op, op->skill));
1346 1296
1347 for (i = -range; i < range; i++) 1297 for (i = -range; i <= range; i++)
1348 { 1298 {
1349 for (j = -range; j < range; j++) 1299 for (j = -range; j <= range; j++)
1350 { 1300 {
1351 m = op->map; 1301 m = op->map;
1352 sx = op->x + i; 1302 sx = op->x + i;
1353 sy = op->y + j; 1303 sy = op->y + j;
1354 1304
1371 (!friendly && (QUERY_FLAG (tmp, FLAG_FRIENDLY) || tmp->type == PLAYER))) 1321 (!friendly && (QUERY_FLAG (tmp, FLAG_FRIENDLY) || tmp->type == PLAYER)))
1372 { 1322 {
1373 if (spell_ob->subtype == SP_DESTRUCTION) 1323 if (spell_ob->subtype == SP_DESTRUCTION)
1374 { 1324 {
1375 hit_player (tmp, dam, op, spell_ob->attacktype, 0); 1325 hit_player (tmp, dam, op, spell_ob->attacktype, 0);
1326
1376 if (spell_ob->other_arch) 1327 if (spell_ob->other_arch)
1377 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op); 1328 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op);
1378 } 1329 }
1379 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist[ATNR_MAGIC] != 100) 1330 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist[ATNR_MAGIC] != 100)
1380 { 1331 {
1408 { 1359 {
1409 new_draw_info (NDI_UNIQUE, 0, op, "There is no one in that direction to curse."); 1360 new_draw_info (NDI_UNIQUE, 0, op, "There is no one in that direction to curse.");
1410 return 0; 1361 return 0;
1411 } 1362 }
1412 1363
1364 tmp = tmp->head_ ();
1365
1413 /* If we've already got a force of this type, don't add a new one. */ 1366 /* If we've already got a force of this type, don't add a new one. */
1414 for (force = tmp->inv; force != NULL; force = force->below) 1367 for (force = tmp->inv; force; force = force->below)
1415 { 1368 {
1416 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY) 1369 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY)
1417 { 1370 {
1418 if (force->name == spell_ob->name) 1371 if (force->name == spell_ob->name)
1419 { 1372 {
1425 return 0; 1378 return 0;
1426 } 1379 }
1427 } 1380 }
1428 } 1381 }
1429 1382
1430 if (force == NULL) 1383 if (!force)
1431 { 1384 {
1432 force = get_archetype (FORCE_NAME); 1385 force = get_archetype (FORCE_NAME);
1433 force->subtype = FORCE_CHANGE_ABILITY; 1386 force->subtype = FORCE_CHANGE_ABILITY;
1387
1434 if (spell_ob->race) 1388 if (spell_ob->race)
1435 force->name = spell_ob->race; 1389 force->name = spell_ob->race;
1436 else 1390 else
1437 force->name = spell_ob->name; 1391 force->name = spell_ob->name;
1438 1392
1448 { 1402 {
1449 force->duration = duration; 1403 force->duration = duration;
1450 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 1404 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1451 } 1405 }
1452 else 1406 else
1453 {
1454 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1407 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1455 } 1408
1456 return 1; 1409 return 1;
1457 } 1410 }
1411
1458 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50; 1412 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1459 force->speed = 1.0; 1413 force->speed = 1.f;
1460 force->speed_left = -1.0; 1414 force->speed_left = -1.f;
1461 SET_FLAG (force, FLAG_APPLIED); 1415 SET_FLAG (force, FLAG_APPLIED);
1462 1416
1463 if (god) 1417 if (god)
1464 { 1418 {
1465 if (spell_ob->last_grace) 1419 if (spell_ob->last_grace)
1483 tmp->update_stats (); 1437 tmp->update_stats ();
1484 return 1; 1438 return 1;
1485 1439
1486} 1440}
1487 1441
1488
1489/********************************************************************** 1442/**********************************************************************
1490 * mood change 1443 * mood change
1491 * Arguably, this may or may not be an attack spell. But since it 1444 * Arguably, this may or may not be an attack spell. But since it
1492 * effects monsters, it seems best to put it into this file 1445 * effects monsters, it seems best to put it into this file
1493 ***********************************************************************/ 1446 ***********************************************************************/
1506 1459
1507 /* We precompute some values here so that we don't have to keep 1460 /* We precompute some values here so that we don't have to keep
1508 * doing it over and over again. 1461 * doing it over and over again.
1509 */ 1462 */
1510 god = find_god (determine_god (op)); 1463 god = find_god (determine_god (op));
1511 level = caster_level (caster, spell); 1464 level = casting_level (caster, spell);
1512 range = spell->range + SP_level_range_adjust (caster, spell); 1465 range = spell->range + SP_level_range_adjust (caster, spell);
1513 1466
1514 /* On the bright side, no monster should ever have a race of GOD_... 1467 /* On the bright side, no monster should ever have a race of GOD_...
1515 * so even if the player doesn't worship a god, if race=GOD_.., it 1468 * so even if the player doesn't worship a god, if race=GOD_.., it
1516 * won't ever match anything. 1469 * won't ever match anything.
1522 else if (god && !strcmp (spell->race, "GOD_FRIEND")) 1475 else if (god && !strcmp (spell->race, "GOD_FRIEND"))
1523 race = god->race; 1476 race = god->race;
1524 else 1477 else
1525 race = spell->race; 1478 race = spell->race;
1526 1479
1527
1528 for (x = op->x - range; x <= op->x + range; x++) 1480 for (x = op->x - range; x <= op->x + range; x++)
1529 for (y = op->y - range; y <= op->y + range; y++) 1481 for (y = op->y - range; y <= op->y + range; y++)
1530 { 1482 {
1531
1532 done_one = 0; 1483 done_one = 0;
1533 m = op->map; 1484 m = op->map;
1534 nx = x; 1485 nx = x;
1535 ny = y; 1486 ny = y;
1536 mflags = get_map_flags (m, &m, x, y, &nx, &ny); 1487 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1539 1490
1540 /* If there is nothing living on this space, no need to go further */ 1491 /* If there is nothing living on this space, no need to go further */
1541 if (!(mflags & P_IS_ALIVE)) 1492 if (!(mflags & P_IS_ALIVE))
1542 continue; 1493 continue;
1543 1494
1495 // players can only affect spaces that they can actually see
1496 if (caster && caster->contr
1497 && caster->contr->visibility_at (m, nx, ny) < 70)
1498 continue;
1499
1544 for (tmp = GET_MAP_OB (m, nx, ny); tmp; tmp = tmp->above) 1500 for (tmp = GET_MAP_TOP (m, nx, ny); tmp; tmp = tmp->below)
1545 if (QUERY_FLAG (tmp, FLAG_MONSTER)) 1501 if (QUERY_FLAG (tmp, FLAG_MONSTER))
1546 break; 1502 break;
1547 1503
1548 /* There can be living objects that are not monsters */ 1504 /* There can be living objects that are not monsters */
1549 if (!tmp || tmp->type == PLAYER) 1505 if (!tmp || tmp->type == PLAYER)
1556 head = tmp; 1512 head = tmp;
1557 1513
1558 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */ 1514 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */
1559 if (race && head->race && !strstr (race, head->race)) 1515 if (race && head->race && !strstr (race, head->race))
1560 continue; 1516 continue;
1517
1561 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD)) 1518 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD))
1562 continue; 1519 continue;
1563 1520
1564 /* Now do a bunch of stuff related to saving throws */ 1521 /* Now do a bunch of stuff related to saving throws */
1565 best_at = -1; 1522 best_at = -1;
1582 at -= level / 5; 1539 at -= level / 5;
1583 if (did_make_save (head, head->level, at)) 1540 if (did_make_save (head, head->level, at))
1584 continue; 1541 continue;
1585 } 1542 }
1586 else /* spell->attacktype */ 1543 else /* spell->attacktype */
1587 /*
1588 Spell has no attacktype (charm & such), so we'll have a specific saving:
1589 * if spell level < monster level, no go
1590 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) )
1591
1592 The chance will then be in the range [20-70] percent, not too bad.
1593
1594 This is required to fix the 'charm monster' abuse, where a player level 1 can
1595 charm a level 125 monster...
1596
1597 Ryo, august 14th
1598 */
1599 { 1544 {
1545 /*
1546 Spell has no attacktype (charm & such), so we'll have a specific saving:
1547 * if spell level < monster level, no go
1548 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) )
1549
1550 The chance will then be in the range [20-70] percent, not too bad.
1551
1552 This is required to fix the 'charm monster' abuse, where a player level 1 can
1553 charm a level 125 monster...
1554
1555 Ryo, august 14th
1556 */
1600 if (head->level > level) 1557 if (head->level > level)
1601 continue; 1558 continue;
1559
1602 if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + MIN (50, 2 * (level - head->level)))) 1560 if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + MIN (50, 2 * (level - head->level))))
1603 /* Failed, no effect */ 1561 /* Failed, no effect */
1604 continue; 1562 continue;
1605 } 1563 }
1606 1564
1607 /* Done with saving throw. Now start effecting the monster */ 1565 /* Done with saving throw. Now start affecting the monster */
1608 1566
1609 /* aggravation */ 1567 /* aggravation */
1610 if (QUERY_FLAG (spell, FLAG_MONSTER)) 1568 if (QUERY_FLAG (spell, FLAG_MONSTER))
1611 { 1569 {
1612 CLEAR_FLAG (head, FLAG_SLEEP); 1570 CLEAR_FLAG (head, FLAG_SLEEP);
1613 if (QUERY_FLAG (head, FLAG_FRIENDLY))
1614 remove_friendly_object (head); 1571 remove_friendly_object (head);
1615
1616 done_one = 1; 1572 done_one = 1;
1617 head->enemy = op; 1573 head->enemy = op;
1618 } 1574 }
1619 1575
1620 /* calm monsters */ 1576 /* calm monsters */
1633 } 1589 }
1634 1590
1635 /* charm */ 1591 /* charm */
1636 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY)) 1592 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY))
1637 { 1593 {
1594 INVOKE_OBJECT (KILL, head, ARG_OBJECT (caster));
1595
1638 /* Prevent uncontolled outbreaks of self replicating monsters. 1596 /* Prevent uncontrolled outbreaks of self replicating monsters.
1639 Typical use case is charm, go somwhere, use aggravation to make hostile. 1597 Typical use case is charm, go somwhere, use aggravation to make hostile.
1640 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */ 1598 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */
1641 CLEAR_FLAG (head, FLAG_GENERATOR); 1599 CLEAR_FLAG (head, FLAG_GENERATOR);
1642 head->set_owner (op); 1600 head->set_owner (op);
1643 set_spell_skill (op, caster, spell, head); 1601 set_spell_skill (op, caster, spell, head);
1661 * about. was called move_ball_lightning, but since more than the ball 1619 * about. was called move_ball_lightning, but since more than the ball
1662 * lightning spell used it, that seemed misnamed. 1620 * lightning spell used it, that seemed misnamed.
1663 * op is the spell effect. 1621 * op is the spell effect.
1664 * note that duration is handled by process_object() in time.c 1622 * note that duration is handled by process_object() in time.c
1665 */ 1623 */
1666
1667void 1624void
1668move_ball_spell (object *op) 1625move_ball_spell (object *op)
1669{ 1626{
1670 int i, j, dam_save, dir, mflags; 1627 int i, j, dam_save, dir, mflags;
1671 sint16 nx, ny, hx, hy; 1628 sint16 nx, ny, hx, hy;
1720 * if this has an other_arch field, we insert that in 1677 * if this has an other_arch field, we insert that in
1721 * the surround spaces. 1678 * the surround spaces.
1722 */ 1679 */
1723 for (j = 0; j < 9; j++) 1680 for (j = 0; j < 9; j++)
1724 { 1681 {
1725 object *new_ob;
1726
1727 hx = nx + freearr_x[j]; 1682 hx = nx + freearr_x[j];
1728 hy = ny + freearr_y[j]; 1683 hy = ny + freearr_y[j];
1729 1684
1730 m = op->map; 1685 m = op->map;
1731 mflags = get_map_flags (m, &m, hx, hy, &hx, &hy); 1686 mflags = get_map_flags (m, &m, hx, hy, &hx, &hy);
1739 1694
1740 if ((mflags & P_IS_ALIVE) && (!owner || owner->x != hx || owner->y != hy || !on_same_map (owner, op))) 1695 if ((mflags & P_IS_ALIVE) && (!owner || owner->x != hx || owner->y != hy || !on_same_map (owner, op)))
1741 { 1696 {
1742 if (j) 1697 if (j)
1743 op->stats.dam = dam_save / 2; 1698 op->stats.dam = dam_save / 2;
1699
1744 hit_map (op, j, op->attacktype, 1); 1700 hit_map (op, j, op->attacktype, 1);
1745
1746 } 1701 }
1747 1702
1748 /* insert the other arch */ 1703 /* insert the other arch */
1749 if (op->other_arch && !(OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy)))) 1704 if (op->other_arch && !(OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy))))
1750 m->insert (arch_to_object (op->other_arch), hx, hy, op); 1705 m->insert (arch_to_object (op->other_arch), hx, hy, op);
1764 1719
1765 op->direction = i; 1720 op->direction = i;
1766 } 1721 }
1767} 1722}
1768 1723
1769
1770/* move_swarm_spell: peterm 1724/* move_swarm_spell: peterm
1771 * This is an implementation of the swarm spell. It was written for 1725 * This is an implementation of the swarm spell. It was written for
1772 * meteor swarm, but it could be used for any swarm. A swarm spell 1726 * meteor swarm, but it could be used for any swarm. A swarm spell
1773 * is a special type of object that casts swarms of other types 1727 * is a special type of object that casts swarms of other types
1774 * of spells. Which spell it casts is flexible. It fires the spells 1728 * of spells. Which spell it casts is flexible. It fires the spells
1775 * from a set of squares surrounding the caster, in a given direction. 1729 * from a set of squares surrounding the caster, in a given direction.
1776 */ 1730 */
1777
1778void 1731void
1779move_swarm_spell (object *op) 1732move_swarm_spell (object *op)
1780{ 1733{
1781#if 0 1734#if 0
1782 static int cardinal_adjust[9] = { -3, -2, -1, 0, 0, 0, 1, 2, 3 }; 1735 static int cardinal_adjust[9] = { -3, -2, -1, 0, 0, 0, 1, 2, 3 };
1783 static int diagonal_adjust[10] = { -3, -2, -2, -1, 0, 0, 1, 2, 2, 3 }; 1736 static int diagonal_adjust[10] = { -3, -2, -2, -1, 0, 0, 1, 2, 2, 3 };
1784 sint16 target_x, target_y, origin_x, origin_y; 1737 sint16 target_x, target_y, origin_x, origin_y;
1785 int adjustdir; 1738 int adjustdir;
1786 maptile *m; 1739 maptile *m;
1787#endif 1740#endif
1788 int basedir;
1789 object *owner; 1741 object *owner = op->env;
1790 1742
1791 owner = op->owner; 1743 if (!owner) // MUST not happen, remove when true TODO
1792 if (op->duration == 0 || owner == NULL)
1793 { 1744 {
1745 LOG (llevError, "swarm spell found outside inventory: %s\n", op->debug_desc ());
1794 op->destroy (); 1746 op->destroy (true);
1747 return;
1748 }
1749
1750 if (!op->duration || !owner->is_on_map ())
1751 {
1752 op->destroy_inv (true); // be explicit about dropping
1753 op->destroy (true);
1795 return; 1754 return;
1796 } 1755 }
1797 1756
1798 op->duration--; 1757 op->duration--;
1799 1758
1800 basedir = op->direction; 1759 int basedir = op->direction;
1801 if (basedir == 0) 1760 if (!basedir)
1802 { 1761 {
1803 /* spray in all directions! 8) */ 1762 /* spray in all directions! 8) */
1804 basedir = rndm (1, 8); 1763 op->facing = (op->facing + op->state) & 7;
1764 basedir = op->facing + 1;
1805 } 1765 }
1806 1766
1807#if 0 1767#if 0
1808 // this is bogus: it causes wrong places to be checked below 1768 // this is bogus: it causes wrong places to be checked below
1809 // (a wall 2 cells away will block the effect...) and 1769 // (a wall 2 cells away will block the effect...) and
1810 // doesn't work for SP_BULLET anyhow, so again tests the wrong 1770 // doesn't work for SP_BULLET anyhow, so again tests the wrong
1811 // space. 1771 // space.
1812 // should be fixed later, but correctness before featurs... 1772 // should be fixed later, but correctness before features...
1813 // (schmorp) 1773 // (schmorp)
1814 1774
1815 /* new offset calculation to make swarm element distribution 1775 /* new offset calculation to make swarm element distribution
1816 * more uniform 1776 * more uniform
1817 */ 1777 */
1870 { 1830 {
1871 /* Bullet spells have a bunch more customization that needs to be done */ 1831 /* Bullet spells have a bunch more customization that needs to be done */
1872 if (op->spell->subtype == SP_BULLET) 1832 if (op->spell->subtype == SP_BULLET)
1873 fire_bullet (owner, op, basedir, op->spell); 1833 fire_bullet (owner, op, basedir, op->spell);
1874 else if (op->spell->subtype == SP_MAGIC_MISSILE) 1834 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1875 fire_arch_from_position (owner, op, op->x, op->y, basedir, op->spell); 1835 fire_arch_from_position (owner, op, owner->x, owner->y, basedir, op->spell);
1876 } 1836 }
1877} 1837}
1878
1879
1880
1881 1838
1882/* fire_swarm: 1839/* fire_swarm:
1883 * The following routine creates a swarm of objects. It actually 1840 * The following routine creates a swarm of objects. It actually
1884 * sets up a specific swarm object, which then fires off all 1841 * sets up a specific swarm object, which then fires off all
1885 * the parts of the swarm. 1842 * the parts of the swarm.
1888 * caster: the caster (owner, wand, rod, scroll) 1845 * caster: the caster (owner, wand, rod, scroll)
1889 * dir: the direction everything will be fired in 1846 * dir: the direction everything will be fired in
1890 * spell - the spell that is this spell. 1847 * spell - the spell that is this spell.
1891 * n: the number to be fired. 1848 * n: the number to be fired.
1892 */ 1849 */
1893
1894int 1850int
1895fire_swarm (object *op, object *caster, object *spell, int dir) 1851fire_swarm (object *op, object *caster, object *spell, int dir)
1896{ 1852{
1897 object *tmp;
1898 int i;
1899
1900 if (!spell->other_arch) 1853 if (!spell->other_arch)
1901 return 0; 1854 return 0;
1902 1855
1903 tmp = get_archetype (SWARM_SPELL); 1856 object *tmp = archetype::get (SWARM_SPELL);
1904 tmp->set_owner (op); /* needed so that if swarm elements kill, caster gets xp. */ 1857
1905 set_spell_skill (op, caster, spell, tmp); 1858 set_spell_skill (op, caster, spell, tmp);
1906
1907 tmp->level = caster_level (caster, spell); /*needed later, to get level dep. right. */ 1859 tmp->level = casting_level (caster, spell); /* needed later, to get level dep. right. */
1908 tmp->spell = arch_to_object (spell->other_arch); 1860 tmp->spell = spell->other_arch->instance ();
1909
1910 tmp->attacktype = tmp->spell->attacktype; 1861 tmp->attacktype = tmp->spell->attacktype;
1911 1862
1912 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) 1863 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
1913 if (!tailor_god_spell (tmp, op)) 1864 if (!tailor_god_spell (tmp, op))
1914 return 1; 1865 return 1;
1915 1866
1916 tmp->duration = SP_level_duration_adjust (caster, spell); 1867 tmp->duration = SP_level_duration_adjust (caster, spell);
1917 for (i = 0; i < spell->duration; i++) 1868 for (int i = 0; i < spell->duration; i++)
1918 tmp->duration += die_roll (1, 3, op, PREFER_HIGH); 1869 tmp->duration += die_roll (1, 3, op, PREFER_HIGH);
1919 1870
1871 tmp->invisible = 1;
1872 tmp->flag [FLAG_NO_DROP] = 1; // make sure it stays in inv, or else
1920 tmp->direction = dir; 1873 tmp->direction = dir;
1921 tmp->invisible = 1; 1874 tmp->facing = rndm (1, 8); // initial firing direction
1875 tmp->state = rndm (4) * 2 + 1; // direction increment
1922 1876
1923 tmp->insert_at (op, op); 1877 op->insert (tmp);
1878
1924 return 1; 1879 return 1;
1925} 1880}
1926
1927 1881
1928/* See the spells documentation file for why this is its own 1882/* See the spells documentation file for why this is its own
1929 * function. 1883 * function.
1930 */ 1884 */
1931int 1885int
1962 if (QUERY_FLAG (target, FLAG_MONSTER)) 1916 if (QUERY_FLAG (target, FLAG_MONSTER))
1963 { 1917 {
1964 /* oky doky. got a target monster. Lets make a blinding attack */ 1918 /* oky doky. got a target monster. Lets make a blinding attack */
1965 if (target->head) 1919 if (target->head)
1966 target = target->head; 1920 target = target->head;
1921
1967 (void) hit_player (target, dam, op, spell->attacktype, 1); 1922 hit_player (target, dam, op, spell->attacktype, 1);
1968 return 1; /* one success only! */ 1923 return 1; /* one success only! */
1969 } 1924 }
1970 } 1925 }
1971 1926
1972 /* no live target, perhaps a wall is in the way? */ 1927 /* no live target, perhaps a wall is in the way? */
1992 } 1947 }
1993 1948
1994 m->insert (tmp, x, y, op); 1949 m->insert (tmp, x, y, op);
1995 return 1; 1950 return 1;
1996} 1951}
1997
1998
1999
2000 1952
2001/* cast_cause_disease: this spell looks along <dir> from the 1953/* cast_cause_disease: this spell looks along <dir> from the
2002 * player and infects someone. 1954 * player and infects someone.
2003 * op is the player/monster, caster is the object, dir is the direction 1955 * op is the player/monster, caster is the object, dir is the direction
2004 * to cast, disease_arch is the specific disease, and type is the spell number 1956 * to cast, disease_arch is the specific disease, and type is the spell number
2005 * perhaps this should actually be in disease.c? 1957 * perhaps this should actually be in disease.c?
2006 */ 1958 */
2007
2008int 1959int
2009cast_cause_disease (object *op, object *caster, object *spell, int dir) 1960cast_cause_disease (object *op, object *caster, object *spell, int dir)
2010{ 1961{
2011 sint16 x, y; 1962 sint16 x, y;
2012 int i, mflags, range, dam_mod, dur_mod; 1963 int i, mflags, range, dam_mod, dur_mod;
2019 /* If casting from a scroll, no direction will be available, so refer to the 1970 /* If casting from a scroll, no direction will be available, so refer to the
2020 * direction the player is pointing. 1971 * direction the player is pointing.
2021 */ 1972 */
2022 if (!dir) 1973 if (!dir)
2023 dir = op->facing; 1974 dir = op->facing;
1975
2024 if (!dir) 1976 if (!dir)
2025 return 0; /* won't find anything if casting on ourself, so just return */ 1977 return 0; /* won't find anything if casting on ourself, so just return */
2026 1978
2027 /* Calculate these once here */ 1979 /* Calculate these once here */
2028 range = spell->range + SP_level_range_adjust (caster, spell); 1980 range = spell->range + SP_level_range_adjust (caster, spell);
2055 object *disease = arch_to_object (spell->other_arch); 2007 object *disease = arch_to_object (spell->other_arch);
2056 2008
2057 disease->set_owner (op); 2009 disease->set_owner (op);
2058 set_spell_skill (op, caster, spell, disease); 2010 set_spell_skill (op, caster, spell, disease);
2059 disease->stats.exp = 0; 2011 disease->stats.exp = 0;
2060 disease->level = caster_level (caster, spell); 2012 disease->level = casting_level (caster, spell);
2061 2013
2062 /* do level adjustments */ 2014 /* do level adjustments */
2063 if (disease->stats.wc) 2015 if (disease->stats.wc)
2064 disease->stats.wc += dur_mod / 2; 2016 disease->stats.wc += dur_mod / 2;
2065 2017
2066 if (disease->magic > 0) 2018 if (disease->magic > 0)
2067 disease->magic += dur_mod / 4; 2019 disease->magic += dur_mod / 8;
2068 2020
2069 if (disease->stats.maxhp > 0) 2021 if (disease->stats.maxhp > 0)
2070 disease->stats.maxhp += dur_mod; 2022 disease->stats.maxhp += dur_mod;
2071 2023
2072 if (disease->stats.maxgrace > 0) 2024 if (disease->stats.maxgrace > 0)
2107 if (disease->stats.sp) 2059 if (disease->stats.sp)
2108 disease->stats.sp -= dam_mod; 2060 disease->stats.sp -= dam_mod;
2109 2061
2110 if (infect_object (walk, disease, 1)) 2062 if (infect_object (walk, disease, 1))
2111 { 2063 {
2112 object *flash; /* visual effect for inflicting disease */
2113
2114 new_draw_info_format (NDI_UNIQUE, 0, op, "You inflict %s on %s!", &disease->name, &walk->name); 2064 new_draw_info_format (NDI_UNIQUE, 0, op, "You inflict %s on %s!", &disease->name, &walk->name);
2115 2065
2116 disease->destroy (); /* don't need this one anymore */ 2066 disease->destroy (true); /* don't need this one anymore */
2117 walk->map->insert (get_archetype (ARCH_DETECT_MAGIC), x, y, op); 2067 walk->map->insert (get_archetype ("detect_magic"), x, y, op);
2118 return 1; 2068 return 1;
2119 } 2069 }
2120 2070
2121 disease->destroy (); 2071 disease->destroy (true);
2122 } 2072 }
2123 } /* if living creature */ 2073 } /* if living creature */
2124 } /* for range of spaces */ 2074 } /* for range of spaces */
2125 2075
2126 new_draw_info (NDI_UNIQUE, 0, op, "No one caught anything!"); 2076 new_draw_info (NDI_UNIQUE, 0, op, "No one caught anything!");

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