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Comparing deliantra/server/server/spell_attack.C (file contents):
Revision 1.20 by root, Mon Dec 18 02:35:01 2006 UTC vs.
Revision 1.83 by root, Mon Mar 2 11:45:19 2009 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2002-2003 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002-2003,2007 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
20 21 * The authors can be reached via e-mail to <support@deliantra.net>
21 The authors can be reached via e-mail at <crossfire@schmorp.de>
22*/ 22 */
23 23
24/* This file contains all the spell attack code. Grouping this code 24/* This file contains all the spell attack code. Grouping this code
25 * together should hopefully make it easier to find the relevent bits 25 * together should hopefully make it easier to find the relevent bits
26 * of code 26 * of code
27 */ 27 */
28 28
29#include <global.h> 29#include <global.h>
30#include <object.h> 30#include <object.h>
31#include <living.h> 31#include <living.h>
32#ifndef __CEXTRACT__
33# include <sproto.h> 32#include <sproto.h>
34#endif
35#include <spells.h> 33#include <spells.h>
36#include <sounds.h> 34#include <sounds.h>
37 35
38/* this function checks to see if a spell pushes objects as well 36/* this function checks to see if a spell pushes objects as well
39 * as flies over and damages them (only used for cones for now) 37 * as flies over and damages them (only used for cones for now)
40 * but moved here so it could be applied to bolts too 38 * but moved here so it could be applied to bolts too
41 * op is the spell object. 39 * op is the spell object.
42 */ 40 */
43
44void 41void
45check_spell_knockback (object *op) 42check_spell_knockback (object *op)
46{ 43{
47 object *tmp, *tmp2; /* object on the map */
48 int weight_move; 44 int weight_move;
49 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 */
50 46
51 if (!op->weight) 47 if (!op->weight)
52 { /*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 */
57 { 53 {
58 weight_move = op->weight + (op->weight * op->level) / 3; 54 weight_move = op->weight + (op->weight * op->level) / 3;
59 /*LOG (llevDebug, "DEBUG: arch weighs %d and masses %d (%s,level %d)\n", op->weight,weight_move,op->name,op->level); */ 55 /*LOG (llevDebug, "DEBUG: arch weighs %d and masses %d (%s,level %d)\n", op->weight,weight_move,op->name,op->level); */
60 } 56 }
61 57
62 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)
63 { 59 {
64 int num_sections = 1; 60 int num_sections = 1;
65 61
66 /* don't move DM */ 62 /* don't move DM */
67 if (QUERY_FLAG (tmp, FLAG_WIZ)) 63 if (QUERY_FLAG (tmp, FLAG_WIZ))
74 /* don't move floors or immobile objects */ 70 /* don't move floors or immobile objects */
75 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)))
76 continue; 72 continue;
77 73
78 /* count the object's sections */ 74 /* count the object's sections */
79 for (tmp2 = tmp; tmp2 != NULL; tmp2 = tmp2->more) 75 for (object *tmp2 = tmp; tmp2; tmp2 = tmp2->more)
80 num_sections++; 76 num_sections++;
81 77
82 /* 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
83 * 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
84 * 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.
108 * 104 *
109 * BOLT CODE 105 * BOLT CODE
110 * 106 *
111 ***************************************************************************/ 107 ***************************************************************************/
112 108
113/* Causes op to fork. op is the original bolt, tmp 109/* Causes op to fork. op is the original bolt, tmp
114 * is the first piece of the fork. 110 * is the first piece of the fork.
115 */ 111 */
116
117void 112void
118forklightning (object *op, object *tmp) 113forklightning (object *op, object *tmp)
119{ 114{
120 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 */
121 int t_dir; /* stores temporary dir calculation */ 116 int t_dir; /* stores temporary dir calculation */
146 141
147 /* reduce chances of subsequent forking */ 142 /* reduce chances of subsequent forking */
148 new_bolt->stats.Dex -= 10; 143 new_bolt->stats.Dex -= 10;
149 tmp->stats.Dex -= 10; /* less forks from main bolt too */ 144 tmp->stats.Dex -= 10; /* less forks from main bolt too */
150 new_bolt->stats.Con += 25 * new_dir; /* adjust the left bias */ 145 new_bolt->stats.Con += 25 * new_dir; /* adjust the left bias */
151 new_bolt->speed_left = -0.1; 146 new_bolt->speed_left = -0.1f;
152 new_bolt->direction = t_dir; 147 new_bolt->direction = t_dir;
153 new_bolt->duration++; 148 new_bolt->duration++;
154 new_bolt->x = sx;
155 new_bolt->y = sy;
156 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */ 149 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */
157 new_bolt->stats.dam++; 150 new_bolt->stats.dam++;
158 tmp->stats.dam /= 2; /* reduce father bolt damage */ 151 tmp->stats.dam /= 2; /* reduce father bolt damage */
159 tmp->stats.dam++; 152 tmp->stats.dam++;
160 new_bolt = insert_ob_in_map (new_bolt, m, op, 0); 153
154 if ((new_bolt = m->insert (new_bolt, sx, sy, op)))
161 update_turn_face (new_bolt); 155 update_turn_face (new_bolt);
162} 156}
163 157
164/* move_bolt: moves bolt 'op'. Basically, it just advances a space, 158/* move_bolt: moves bolt 'op'. Basically, it just advances a space,
165 * and checks for various things that may stop it. 159 * and checks for various things that may stop it.
166 */ 160 */
167
168void 161void
169move_bolt (object *op) 162move_bolt (object *op)
170{ 163{
171 object *tmp;
172 int mflags; 164 int mflags;
173 sint16 x, y; 165 sint16 x, y;
174 maptile *m; 166 maptile *m;
175 167
176 if (--(op->duration) < 0) 168 if (--op->duration < 0)
177 { 169 {
178 op->destroy (); 170 op->drop_and_destroy ();
179 return; 171 return;
180 } 172 }
181 173
182 hit_map (op, 0, op->attacktype, 1); 174 hit_map (op, 0, op->attacktype, 1);
183 175
184 if (!op->direction) 176 if (!op->direction)
185 return; 177 return;
186 178
187 if (--op->range < 0) 179 if (--op->range < 0)
188 {
189 op->range = 0; 180 op->range = 0;
190 }
191 else 181 else
192 { 182 {
193 x = op->x + DIRX (op); 183 x = op->x + DIRX (op);
194 y = op->y + DIRY (op); 184 y = op->y + DIRY (op);
195 m = op->map; 185 m = op->map;
203 * on the space. So only call reflwall if we think the data it returns 193 * on the space. So only call reflwall if we think the data it returns
204 * will be useful. 194 * will be useful.
205 */ 195 */
206 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)) || ((mflags & P_IS_ALIVE) && reflwall (m, x, y, op))) 196 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)) || ((mflags & P_IS_ALIVE) && reflwall (m, x, y, op)))
207 { 197 {
208
209 if (!QUERY_FLAG (op, FLAG_REFLECTING)) 198 if (!QUERY_FLAG (op, FLAG_REFLECTING))
210 return; 199 return;
211 200
212 /* Since walls don't run diagonal, if the bolt is in 201 /* Since walls don't run diagonal, if the bolt is in
213 * one of 4 main directions, it just reflects back in the 202 * one of 4 main directions, it just reflects back in the
243 else if (left) 232 else if (left)
244 op->direction = absdir (op->direction + 2); 233 op->direction = absdir (op->direction + 2);
245 else if (right) 234 else if (right)
246 op->direction = absdir (op->direction - 2); 235 op->direction = absdir (op->direction - 2);
247 } 236 }
237
248 update_turn_face (op); /* A bolt *must* be IS_TURNABLE */ 238 update_turn_face (op); /* A bolt *must* be IS_TURNABLE */
249 return; 239 return;
250 } 240 }
251 else 241 else
252 { /* Create a copy of this object and put it ahead */ 242 { /* Create a copy of this object and put it ahead */
253 tmp = op->clone (); 243 object *tmp = op->clone ();
254 244
245 m->insert (tmp, x, y, op);
255 tmp->speed_left = -0.1; 246 tmp->speed_left = -0.1f;
256 tmp->x += DIRX (tmp), tmp->y += DIRY (tmp);
257 tmp = insert_ob_in_map (tmp, op->map, op, 0);
258 /* To make up for the decrease at the top of the function */ 247 /* To make up for the decrease at the top of the function */
259 tmp->duration++; 248 tmp->duration++;
260 249
261 /* New forking code. Possibly create forks of this object 250 /* New forking code. Possibly create forks of this object
262 * going off in other directions. 251 * going off in other directions.
263 */ 252 */
264
265 if (rndm (0, 99) < tmp->stats.Dex) 253 if (tmp->stats.Dex && rndm (0, 99) < tmp->stats.Dex)
266 { /* stats.Dex % of forking */ 254 forklightning (op, tmp); /* stats.Dex % of forking */
267 forklightning (op, tmp); 255
268 }
269 /* 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
270 * doesn't create any bolts that continue to move onward. 257 * doesn't create any bolts that continue to move onward.
271 */ 258 */
272 op->range = 0; 259 op->range = 0;
273 } /* copy object and move it along */ 260 } /* copy object and move it along */
280 * we remove the magic flag - that can be derived from 267 * we remove the magic flag - that can be derived from
281 * spob->attacktype. 268 * spob->attacktype.
282 * This function sets up the appropriate owner and skill 269 * This function sets up the appropriate owner and skill
283 * pointers. 270 * pointers.
284 */ 271 */
285
286int 272int
287fire_bolt (object *op, object *caster, int dir, object *spob, object *skill) 273fire_bolt (object *op, object *caster, int dir, object *spob, object *skill)
288{ 274{
289 object *tmp = NULL; 275 object *tmp = NULL;
290 int mflags; 276 int mflags;
297 return 0; 283 return 0;
298 284
299 /* peterm: level dependency for bolts */ 285 /* peterm: level dependency for bolts */
300 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);
301 tmp->attacktype = spob->attacktype; 287 tmp->attacktype = spob->attacktype;
288
302 if (spob->slaying) 289 if (spob->slaying)
303 tmp->slaying = spob->slaying; 290 tmp->slaying = spob->slaying;
291
304 tmp->range = spob->range + SP_level_range_adjust (caster, spob); 292 tmp->range = spob->range + SP_level_range_adjust (caster, spob);
305 tmp->duration = spob->duration + SP_level_duration_adjust (caster, spob); 293 tmp->duration = spob->duration + SP_level_duration_adjust (caster, spob);
306 tmp->stats.Dex = spob->stats.Dex; 294 tmp->stats.Dex = spob->stats.Dex;
307 tmp->stats.Con = spob->stats.Con; 295 tmp->stats.Con = spob->stats.Con;
308 296
315 303
316 tmp->x = op->x + DIRX (tmp); 304 tmp->x = op->x + DIRX (tmp);
317 tmp->y = op->y + DIRY (tmp); 305 tmp->y = op->y + DIRY (tmp);
318 tmp->map = op->map; 306 tmp->map = op->map;
319 307
308 maptile *newmap;
320 mflags = get_map_flags (tmp->map, &tmp->map, tmp->x, tmp->y, &tmp->x, &tmp->y); 309 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y);
321 if (mflags & P_OUT_OF_MAP) 310 if (mflags & P_OUT_OF_MAP)
322 { 311 {
323 tmp->destroy (); 312 tmp->drop_and_destroy ();
324 return 0; 313 return 0;
325 } 314 }
326 315
316 tmp->map = newmap;
317
327 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y))) 318 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y)))
328 { 319 {
329 if (!QUERY_FLAG (tmp, FLAG_REFLECTING)) 320 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
330 { 321 {
331 tmp->destroy (); 322 tmp->drop_and_destroy ();
332 return 0; 323 return 0;
333 } 324 }
334 325
335 tmp->x = op->x; 326 tmp->x = op->x;
336 tmp->y = op->y; 327 tmp->y = op->y;
337 tmp->direction = absdir (tmp->direction + 4); 328 tmp->direction = absdir (tmp->direction + 4);
338 tmp->map = op->map; 329 tmp->map = op->map;
339 } 330 }
340 331
341 if ((tmp = insert_ob_in_map (tmp, tmp->map, op, 0)) != NULL) 332 if ((tmp = tmp->insert_at (tmp, op)))
342 move_bolt (tmp); 333 move_bolt (tmp);
343 334
344 return 1; 335 return 1;
345} 336}
346
347
348 337
349/*************************************************************************** 338/***************************************************************************
350 * 339 *
351 * BULLET/BALL CODE 340 * BULLET/BALL CODE
352 * 341 *
353 ***************************************************************************/ 342 ***************************************************************************/
354 343
355/* expands an explosion. op is a piece of the 344/* expands an explosion. op is a piece of the
356 * explosion - this expans it in the different directions. 345 * explosion - this expands it in the different directions.
357 * At least that is what I think this does. 346 * At least that is what I think this does.
358 */ 347 */
359void 348void
360explosion (object *op) 349explosion (object *op)
361{ 350{
362 object *tmp;
363 maptile *m = op->map; 351 maptile *m = op->map;
364 int i; 352 int i;
365 353
366 if (--(op->duration) < 0) 354 if (--op->duration < 0)
367 { 355 {
368 op->destroy (); 356 op->destroy ();
369 return; 357 return;
370 } 358 }
371 359
377 { 365 {
378 sint16 dx, dy; 366 sint16 dx, dy;
379 367
380 dx = op->x + freearr_x[i]; 368 dx = op->x + freearr_x[i];
381 dy = op->y + freearr_y[i]; 369 dy = op->y + freearr_y[i];
370
382 /* ok_to_put_more already does things like checks for walls, 371 /* ok_to_put_more already does things like checks for walls,
383 * out of map, etc. 372 * out of map, etc.
384 */ 373 */
385 if (ok_to_put_more (op->map, dx, dy, op, op->attacktype)) 374 if (ok_to_put_more (op->map, dx, dy, op, op->attacktype))
386 { 375 {
387 tmp = op->clone (); 376 object *tmp = op->clone ();
377
388 tmp->state = 0; 378 tmp->state = 0;
389 tmp->speed_left = -0.21; 379 tmp->speed_left = -0.21f;
390 tmp->range--; 380 tmp->range--;
391 tmp->value = 0; 381 tmp->value = 0;
392 tmp->x = dx; 382
393 tmp->y = dy; 383 m->insert (tmp, dx, dy, op);
394 insert_ob_in_map (tmp, m, op, 0);
395 } 384 }
396 } 385 }
397 } 386 }
398} 387}
399
400 388
401/* Causes an object to explode, eg, a firebullet, 389/* Causes an object to explode, eg, a firebullet,
402 * poison cloud ball, etc. op is the object to 390 * poison cloud ball, etc. op is the object to
403 * explode. 391 * explode.
404 */ 392 */
405void 393void
406explode_bullet (object *op) 394explode_bullet (object *op)
407{ 395{
408 object *tmp, *owner; 396 object *tmp, *owner;
409 397
410 if (op->other_arch == NULL) 398 if (!op->other_arch)
411 { 399 {
412 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n"); 400 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n");
413 op->destroy (); 401 op->destroy ();
414 return; 402 return;
415 } 403 }
416 404
417 if (op->env) 405 if (op->env)
418 { 406 {
419 object *env; 407 object *env = op->outer_env ();
420 408
421 env = object_get_env_recursive (op);
422 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))
423 { 410 {
424 LOG (llevError, "BUG: explode_bullet(): env out of map\n"); 411 LOG (llevError, "BUG: explode_bullet(): env out of map\n");
425 op->destroy (); 412 op->destroy ();
426 return; 413 return;
427 } 414 }
428 415
429 op->remove (); 416 op->insert_at (env, op, INS_NO_MERGE | INS_NO_WALK_ON);
430 op->x = env->x;
431 op->y = env->y;
432 insert_ob_in_map (op, env->map, op, INS_NO_MERGE | INS_NO_WALK_ON);
433 } 417 }
434 else if (out_of_map (op->map, op->x, op->y)) 418 else if (out_of_map (op->map, op->x, op->y))
435 { 419 {
436 LOG (llevError, "BUG: explode_bullet(): op out of map\n"); 420 LOG (llevError, "BUG: explode_bullet(): op out of map\n");
437 op->destroy (); 421 op->destroy ();
448 } 432 }
449 433
450 if (op->attacktype) 434 if (op->attacktype)
451 { 435 {
452 hit_map (op, 0, op->attacktype, 1); 436 hit_map (op, 0, op->attacktype, 1);
437
453 if (op->destroyed ()) 438 if (op->destroyed ())
454 return; 439 return;
455 } 440 }
456 441
457 /* other_arch contains what this explodes into */ 442 /* other_arch contains what this explodes into */
460 tmp->set_owner (op); 445 tmp->set_owner (op);
461 tmp->skill = op->skill; 446 tmp->skill = op->skill;
462 447
463 owner = op->owner; 448 owner = op->owner;
464 449
465 if ((tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) && owner && !tailor_god_spell (tmp, owner)) 450 if ((tmp->attacktype & AT_HOLYWORD
451 || tmp->attacktype & AT_GODPOWER)
452 && owner
453 && !tailor_god_spell (tmp, owner))
466 { 454 {
467 op->destroy (); 455 op->destroy ();
468 return; 456 return;
469 } 457 }
470
471 tmp->x = op->x;
472 tmp->y = op->y;
473 458
474 /* special for bombs - it actually has sane values for these */ 459 /* special for bombs - it actually has sane values for these */
475 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB) 460 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB)
476 { 461 {
477 tmp->attacktype = op->attacktype; 462 tmp->attacktype = op->attacktype;
481 } 466 }
482 else 467 else
483 { 468 {
484 if (op->attacktype & AT_MAGIC) 469 if (op->attacktype & AT_MAGIC)
485 tmp->attacktype |= AT_MAGIC; 470 tmp->attacktype |= AT_MAGIC;
471
486 /* Spell doc describes what is going on here */ 472 /* Spell doc describes what is going on here */
487 tmp->stats.dam = op->dam_modifier; 473 tmp->stats.dam = op->dam_modifier;
488 tmp->range = op->stats.maxhp; 474 tmp->range = op->stats.maxhp;
489 tmp->duration = op->stats.hp; 475 tmp->duration = op->stats.hp;
490 /* Used for spell tracking - just need a unique val for this spell - 476 /* Used for spell tracking - just need a unique val for this spell -
498 tmp->stats.sp = op->direction; 484 tmp->stats.sp = op->direction;
499 485
500 /* Prevent recursion */ 486 /* Prevent recursion */
501 op->move_on = 0; 487 op->move_on = 0;
502 488
503 insert_ob_in_map (tmp, op->map, op, 0); 489 tmp->insert_at (op, op);
490 tmp->play_sound (tmp->sound);
491
504 /* remove the firebullet */ 492 /* remove the firebullet */
505 if (!op->destroyed ())
506 {
507 op->destroy (); 493 op->destroy ();
508 }
509} 494}
510
511
512 495
513/* checks to see what op should do, given the space it is on 496/* checks to see what op should do, given the space it is on
514 * (eg, explode, damage player, etc) 497 * (eg, explode, damage player, etc)
515 */ 498 */
516
517void 499void
518check_bullet (object *op) 500check_bullet (object *op)
519{ 501{
520 object *tmp; 502 object *tmp;
521 int dam, mflags; 503 int dam, mflags;
536 518
537 /* If nothing alive on this space, no reason to do anything further */ 519 /* If nothing alive on this space, no reason to do anything further */
538 if (!(mflags & P_IS_ALIVE)) 520 if (!(mflags & P_IS_ALIVE))
539 return; 521 return;
540 522
541 for (tmp = get_map_ob (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 523 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
542 { 524 {
543 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 525 if (QUERY_FLAG (tmp, FLAG_ALIVE))
544 { 526 {
545 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1); 527 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1);
528
529 // TODO: can't understand the following if's
546 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0) 530 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0)
547 { 531 {
548 if (!QUERY_FLAG (op, FLAG_REMOVED)) 532 if (!QUERY_FLAG (op, FLAG_REMOVED))
549 { 533 {
550 op->destroy (); 534 op->destroy ();
553 } 537 }
554 } 538 }
555 } 539 }
556} 540}
557 541
558
559/* Basically, we move 'op' one square, and if it hits something, 542/* Basically, we move 'op' one square, and if it hits something,
560 * call check_bullet. 543 * call check_bullet.
561 * This function is only applicable to bullets, but not to all 544 * This function is only applicable to bullets, but not to all
562 * fired arches (eg, bolts). 545 * fired arches (eg, bolts).
563 */ 546 */
564
565void 547void
566move_bullet (object *op) 548move_bullet (object *op)
567{ 549{
568 sint16 new_x, new_y; 550 sint16 new_x, new_y;
569 int mflags; 551 int mflags;
612 op->destroy (); 594 op->destroy ();
613 595
614 return; 596 return;
615 } 597 }
616 598
617 op->remove (); 599 if (!(op = m->insert (op, new_x, new_y, op)))
618 op->x = new_x;
619 op->y = new_y;
620 if ((op = insert_ob_in_map (op, m, op, 0)) == NULL)
621 return; 600 return;
622 601
623 if (reflwall (op->map, op->x, op->y, op)) 602 if (reflwall (op->map, op->x, op->y, op))
624 { 603 {
625 op->direction = absdir (op->direction + 4); 604 op->direction = absdir (op->direction + 4);
626 update_turn_face (op); 605 update_turn_face (op);
627 } 606 }
628 else 607 else
629 {
630 check_bullet (op); 608 check_bullet (op);
631 }
632} 609}
633
634
635
636 610
637/* fire_bullet 611/* fire_bullet
638 * object op (cast from caster) files a bolt in dir. 612 * object op (cast from caster) files a bolt in dir.
639 * spob is the spell object for the bolt. 613 * spob is the spell object for the bolt.
640 * we remove the magic flag - that can be derived from 614 * we remove the magic flag - that can be derived from
641 * spob->attacktype. 615 * spob->attacktype.
642 * This function sets up the appropriate owner and skill 616 * This function sets up the appropriate owner and skill
643 * pointers. 617 * pointers.
644 */ 618 */
645
646int 619int
647fire_bullet (object *op, object *caster, int dir, object *spob) 620fire_bullet (object *op, object *caster, int dir, object *spob)
648{ 621{
649 object *tmp = NULL; 622 object *tmp = NULL;
650 int mflags; 623 int mflags;
651 624
652 if (!spob->other_arch) 625 if (!spob->other_arch)
653 return 0; 626 return 0;
654 627
655 tmp = arch_to_object (spob->other_arch); 628 tmp = spob->other_arch->instance ();
656 if (tmp == NULL) 629 if (!tmp)
657 return 0; 630 return 0;
658 631
659 /* peterm: level dependency for bolts */ 632 /* peterm: level dependency for bolts */
660 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob); 633 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob);
661 tmp->attacktype = spob->attacktype; 634 tmp->attacktype = spob->attacktype;
662 if (spob->slaying) 635 if (spob->slaying)
663 tmp->slaying = spob->slaying; 636 tmp->slaying = spob->slaying;
664 637
674 SET_ANIMATION (tmp, dir); 647 SET_ANIMATION (tmp, dir);
675 648
676 tmp->set_owner (op); 649 tmp->set_owner (op);
677 set_spell_skill (op, caster, spob, tmp); 650 set_spell_skill (op, caster, spob, tmp);
678 651
679 tmp->x = op->x + freearr_x[dir]; 652 tmp->x = op->x + freearr_x[dir];
680 tmp->y = op->y + freearr_y[dir]; 653 tmp->y = op->y + freearr_y[dir];
681 tmp->map = op->map; 654 tmp->map = op->map;
682 655
656 maptile *newmap;
683 mflags = get_map_flags (tmp->map, &tmp->map, tmp->x, tmp->y, &tmp->x, &tmp->y); 657 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y);
684 if (mflags & P_OUT_OF_MAP) 658 if (mflags & P_OUT_OF_MAP)
685 { 659 {
686 tmp->destroy (); 660 tmp->destroy ();
687 return 0; 661 return 0;
688 } 662 }
663
664 tmp->map = newmap;
689 665
690 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y))) 666 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y)))
691 { 667 {
692 if (!QUERY_FLAG (tmp, FLAG_REFLECTING)) 668 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
693 { 669 {
699 tmp->y = op->y; 675 tmp->y = op->y;
700 tmp->direction = absdir (tmp->direction + 4); 676 tmp->direction = absdir (tmp->direction + 4);
701 tmp->map = op->map; 677 tmp->map = op->map;
702 } 678 }
703 679
704 if ((tmp = insert_ob_in_map (tmp, tmp->map, op, 0)) != NULL) 680 if ((tmp = tmp->insert_at (tmp, op)))
705 check_bullet (tmp); 681 check_bullet (tmp);
706 682
707 return 1; 683 return 1;
708} 684}
709
710
711
712 685
713/***************************************************************************** 686/*****************************************************************************
714 * 687 *
715 * CONE RELATED FUNCTIONS 688 * CONE RELATED FUNCTIONS
716 * 689 *
717 *****************************************************************************/ 690 *****************************************************************************/
718 691
719
720/* drops an object based on what is in the cone's "other_arch" */ 692/* drops an object based on what is in the cone's "other_arch" */
721void 693void
722cone_drop (object *op) 694cone_drop (object *op)
723{ 695{
724 object *new_ob = arch_to_object (op->other_arch); 696 object *new_ob = arch_to_object (op->other_arch);
725 697
726 new_ob->x = op->x;
727 new_ob->y = op->y;
728 new_ob->level = op->level; 698 new_ob->level = op->level;
729 new_ob->set_owner (op->owner); 699 new_ob->set_owner (op->owner);
730 700
731 /* preserve skill ownership */ 701 /* preserve skill ownership */
732 if (op->skill && op->skill != new_ob->skill) 702 if (op->skill && op->skill != new_ob->skill)
733 {
734 new_ob->skill = op->skill; 703 new_ob->skill = op->skill;
735 }
736 insert_ob_in_map (new_ob, op->map, op, 0);
737 704
705 new_ob->insert_at (op, op);
738} 706}
739 707
740/* move_cone: causes cone object 'op' to move a space/hit creatures */ 708/* move_cone: causes cone object 'op' to move a space/hit creatures */
741 709
742void 710void
743move_cone (object *op) 711move_cone (object *op)
744{ 712{
745 int i;
746
747 /* if no map then hit_map will crash so just ignore object */ 713 /* if no map then hit_map will crash so just ignore object */
748 if (!op->map) 714 if (!op->map)
749 { 715 {
750 LOG (llevError, "Tried to move_cone object %s without a map.\n", op->name ? &op->name : "unknown"); 716 LOG (llevError, "Tried to move_cone object %s without a map.\n", op->name ? &op->name : "unknown");
751 op->speed = 0; 717 op->set_speed (0);
752 update_ob_speed (op);
753 return; 718 return;
754 } 719 }
755 720
756 /* lava saves it's life, but not yours :) */ 721 /* lava saves it's life, but not yours :) */
757 if (QUERY_FLAG (op, FLAG_LIFESAVE)) 722 if (QUERY_FLAG (op, FLAG_LIFESAVE))
772 } 737 }
773#endif 738#endif
774 739
775 hit_map (op, 0, op->attacktype, 0); 740 hit_map (op, 0, op->attacktype, 0);
776 741
742 if (!op->is_on_map ())
743 return;
744
777 /* Check to see if we should push anything. 745 /* Check to see if we should push anything.
778 * Spell objects with weight push whatever they encounter to some 746 * Spell objects with weight push whatever they encounter to some
779 * degree. 747 * degree.
780 */ 748 */
781 if (op->weight) 749 if (op->weight)
750 {
782 check_spell_knockback (op); 751 check_spell_knockback (op);
783 752
784 if (op->destroyed ()) 753 if (!op->is_on_map ())
785 return; 754 return;
755 }
786 756
787 if ((op->duration--) < 0) 757 if (op->duration-- < 0)
788 { 758 {
789 op->destroy (); 759 op->destroy ();
790 return; 760 return;
791 } 761 }
792 /* Object has hit maximum range, so don't have it move 762 /* Object has hit maximum range, so don't have it move
797 { 767 {
798 op->range = 0; /* just so it doesn't wrap */ 768 op->range = 0; /* just so it doesn't wrap */
799 return; 769 return;
800 } 770 }
801 771
802 for (i = -1; i < 2; i++) 772 for (int i = -1; i <= 1; i++)
803 { 773 {
804 sint16 x = op->x + freearr_x[absdir (op->stats.sp + i)], y = op->y + freearr_y[absdir (op->stats.sp + i)]; 774 sint16 x = op->x + freearr_x[absdir (op->stats.sp + i)], y = op->y + freearr_y[absdir (op->stats.sp + i)];
805 775
806 if (ok_to_put_more (op->map, x, y, op, op->attacktype)) 776 if (ok_to_put_more (op->map, x, y, op, op->attacktype))
807 { 777 {
808 object *tmp = op->clone (); 778 object *tmp = op->clone ();
809
810 tmp->x = x;
811 tmp->y = y;
812 779
813 tmp->duration = op->duration + 1; 780 tmp->duration = op->duration + 1;
814 781
815 /* Use for spell tracking - see ok_to_put_more() */ 782 /* Use for spell tracking - see ok_to_put_more() */
816 tmp->stats.maxhp = op->stats.maxhp; 783 tmp->stats.maxhp = op->stats.maxhp;
817 insert_ob_in_map (tmp, op->map, op, 0); 784
785 op->map->insert (tmp, x, y, op);
786
818 if (tmp->other_arch) 787 if (tmp->other_arch)
819 cone_drop (tmp); 788 cone_drop (tmp);
820 } 789 }
821 } 790 }
822} 791}
855 824
856 /* Need to know what the movetype of the object we are about 825 /* Need to know what the movetype of the object we are about
857 * to create is, so we can know if the space we are about to 826 * to create is, so we can know if the space we are about to
858 * insert it into is blocked. 827 * insert it into is blocked.
859 */ 828 */
860 movetype = spell->other_arch->clone.move_type; 829 movetype = spell->other_arch->move_type;
861 830
862 for (i = range_min; i <= range_max; i++) 831 for (i = range_min; i <= range_max; i++)
863 { 832 {
864 sint16 x, y, d; 833 sint16 x, y;
865 834
866 /* We can't use absdir here, because it never returns 835 /* We can't use absdir here, because it never returns
867 * 0. If this is a rune, we want to hit the person on top 836 * 0. If this is a rune, we want to hit the person on top
868 * of the trap (d==0). If it is not a rune, then we don't want 837 * of the trap (d==0). If it is not a rune, then we don't want
869 * to hit that person. 838 * to hit that person.
870 */ 839 */
871 d = dir + i; 840 int d = dir ? absdir (dir + i) : i;
872 while (d < 0)
873 d += 8;
874 while (d > 8)
875 d -= 8;
876 841
877 /* If it's not a rune, we don't want to blast the caster. 842 /* If it's not a rune, we don't want to blast the caster.
878 * In that case, we have to see - if dir is specified, 843 * In that case, we have to see - if dir is specified,
879 * turn this into direction 8. If dir is not specified (all 844 * turn this into direction 8. If dir is not specified (all
880 * direction) skip - otherwise, one line would do more damage 845 * direction) skip - otherwise, one line would do more damage
900 865
901 success = 1; 866 success = 1;
902 tmp = arch_to_object (spell->other_arch); 867 tmp = arch_to_object (spell->other_arch);
903 tmp->set_owner (op); 868 tmp->set_owner (op);
904 set_spell_skill (op, caster, spell, tmp); 869 set_spell_skill (op, caster, spell, tmp);
905 tmp->level = caster_level (caster, spell); 870 tmp->level = casting_level (caster, spell);
906 tmp->x = sx;
907 tmp->y = sy;
908 tmp->attacktype = spell->attacktype; 871 tmp->attacktype = spell->attacktype;
909 872
910 /* holy word stuff */ 873 /* holy word stuff */
911 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER)) 874 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER))
912 if (!tailor_god_spell (tmp, op)) 875 if (!tailor_god_spell (tmp, op))
946 else 909 else
947 tmp->duration += caster->level / 3; 910 tmp->duration += caster->level / 3;
948 } 911 }
949 912
950 if (!(tmp->move_type & MOVE_FLY_LOW)) 913 if (!(tmp->move_type & MOVE_FLY_LOW))
951 LOG (llevDebug, "cast_cone(): arch %s doesn't have flying 1\n", &spell->other_arch->name); 914 LOG (llevDebug, "cast_cone(): arch %s doesn't have flying 1\n", &spell->other_arch->archname);
952 915
953 if (!tmp->move_on && tmp->stats.dam) 916 if (!tmp->move_on && tmp->stats.dam)
954 {
955 LOG (llevDebug, "cast_cone(): arch %s doesn't have move_on set\n", &spell->other_arch->name); 917 LOG (llevDebug, "cast_cone(): arch %s doesn't have move_on set\n", &spell->other_arch->archname);
956 }
957 918
958 insert_ob_in_map (tmp, m, op, 0); 919 m->insert (tmp, sx, sy, op);
959 920
960 /* This is used for tracking spells so that one effect doesn't hit 921 /* This is used for tracking spells so that one effect doesn't hit
961 * a single space too many times. 922 * a single space too many times.
962 */ 923 */
963 tmp->stats.maxhp = tmp->count; 924 tmp->stats.maxhp = tmp->count;
973 * 934 *
974 * BOMB related code 935 * BOMB related code
975 * 936 *
976 ****************************************************************************/ 937 ****************************************************************************/
977 938
978
979/* This handles an exploding bomb. 939/* This handles an exploding bomb.
980 * op is the original bomb object. 940 * op is the original bomb object.
981 */ 941 */
982void 942void
983animate_bomb (object *op) 943animate_bomb (object *op)
984{ 944{
985 int i;
986 object *env, *tmp;
987 archetype *at;
988
989 if (op->state != NUM_ANIMATIONS (op) - 1) 945 if (op->state != NUM_ANIMATIONS (op) - 1)
990 return; 946 return;
991 947
992 env = object_get_env_recursive (op); 948 object *env = op->outer_env ();
993 949
994 if (op->env) 950 if (op->env)
995 { 951 {
996 if (env->map == NULL) 952 if (env->map == NULL)
997 return; 953 return;
998 954
999 if (env->type == PLAYER) 955 if (!(op = op->insert_at (env, op)))
1000 esrv_del_item (env->contr, op->count);
1001
1002 op->remove ();
1003 op->x = env->x;
1004 op->y = env->y;
1005 if ((op = insert_ob_in_map (op, env->map, op, 0)) == NULL)
1006 return; 956 return;
1007 } 957 }
1008 958
1009 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent bomb from exploding 959 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent bomb from exploding
1010 // on a safe map. I don't like this special casing, but it seems to be neccessary 960 // on a safe map. I don't like this special casing, but it seems to be neccessary
1017 967
1018 /* This copies a lot of the code from the fire bullet, 968 /* This copies a lot of the code from the fire bullet,
1019 * but using the cast_bullet isn't really feasible, 969 * but using the cast_bullet isn't really feasible,
1020 * so just set up the appropriate values. 970 * so just set up the appropriate values.
1021 */ 971 */
1022 at = archetype::find (SPLINT); 972 if (archetype *at = archetype::find (SPLINT))
1023 if (at)
1024 { 973 {
1025 for (i = 1; i < 9; i++) 974 for (int i = 1; i < 9; i++)
1026 { 975 {
1027 if (out_of_map (op->map, op->x + freearr_x[i], op->y + freearr_x[i])) 976 if (out_of_map (op->map, op->x + freearr_x[i], op->y + freearr_x[i]))
1028 continue; 977 continue;
978
1029 tmp = arch_to_object (at); 979 object *tmp = arch_to_object (at);
1030 tmp->direction = i; 980 tmp->direction = i;
1031 tmp->range = op->range; 981 tmp->range = op->range;
1032 tmp->stats.dam = op->stats.dam; 982 tmp->stats.dam = op->stats.dam;
1033 tmp->duration = op->duration; 983 tmp->duration = op->duration;
1034 tmp->attacktype = op->attacktype; 984 tmp->attacktype = op->attacktype;
1035 tmp->set_owner (op); 985 tmp->set_owner (op);
1036 if (op->skill && op->skill != tmp->skill) 986 if (op->skill && op->skill != tmp->skill)
1037 {
1038 tmp->skill = op->skill; 987 tmp->skill = op->skill;
1039 } 988
1040 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) 989 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
1041 SET_ANIMATION (tmp, i); 990 SET_ANIMATION (tmp, i);
1042 tmp->x = op->x + freearr_x[i]; 991
1043 tmp->y = op->y + freearr_x[i]; 992 op->map->insert (tmp, op->x + freearr_x[i], op->y + freearr_x[i], op);
1044 insert_ob_in_map (tmp, op->map, op, 0);
1045 move_bullet (tmp); 993 move_bullet (tmp);
1046 } 994 }
1047 } 995 }
1048 996
1049 explode_bullet (op); 997 explode_bullet (op);
1050} 998}
1051 999
1052int 1000int
1053create_bomb (object *op, object *caster, int dir, object *spell) 1001create_bomb (object *op, object *caster, int dir, object *spell)
1054{ 1002{
1055
1056 object *tmp; 1003 object *tmp;
1057 int mflags; 1004 int mflags;
1058 sint16 dx = op->x + freearr_x[dir], dy = op->y + freearr_y[dir]; 1005 sint16 dx = op->x + freearr_x[dir], dy = op->y + freearr_y[dir];
1059 maptile *m; 1006 maptile *m;
1060 1007
1061 mflags = get_map_flags (op->map, &m, dx, dy, &dx, &dy); 1008 mflags = get_map_flags (op->map, &m, dx, dy, &dx, &dy);
1009
1010 // when creating a bomb below ourself it should always work, even
1011 // when movement is blocked (somehow we got here, somehow we are here,
1012 // so we should also be able to make a bomb here). (originally added
1013 // to fix create bomb traps in doors, which cast with dir=0).
1014 if (dir)
1015 {
1062 if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, dx, dy) & MOVE_WALK)) 1016 if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, dx, dy) & MOVE_WALK))
1063 { 1017 {
1064 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way."); 1018 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way.");
1065 return 0; 1019 return 0;
1020 }
1066 } 1021 }
1022
1067 tmp = arch_to_object (spell->other_arch); 1023 tmp = arch_to_object (spell->other_arch);
1068 1024
1069 /* level dependencies for bomb */ 1025 /* level dependencies for bomb */
1070 tmp->range = spell->range + SP_level_range_adjust (caster, spell); 1026 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
1071 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1027 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1072 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell); 1028 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
1073 tmp->attacktype = spell->attacktype; 1029 tmp->attacktype = spell->attacktype;
1074 1030
1075 tmp->set_owner (op); 1031 tmp->set_owner (op);
1076 set_spell_skill (op, caster, spell, tmp); 1032 set_spell_skill (op, caster, spell, tmp);
1077 tmp->x = dx; 1033
1078 tmp->y = dy; 1034 m->insert (tmp, dx, dy, op);
1079 insert_ob_in_map (tmp, m, op, 0);
1080 return 1; 1035 return 1;
1081} 1036}
1082 1037
1083/**************************************************************************** 1038/****************************************************************************
1084 * 1039 *
1093 * dir is the direction to look in. 1048 * dir is the direction to look in.
1094 * range is how far out to look. 1049 * range is how far out to look.
1095 * type is the type of spell - either SPELL_MANA or SPELL_GRACE. 1050 * type is the type of spell - either SPELL_MANA or SPELL_GRACE.
1096 * this info is used for blocked magic/unholy spaces. 1051 * this info is used for blocked magic/unholy spaces.
1097 */ 1052 */
1098
1099object * 1053object *
1100get_pointed_target (object *op, int dir, int range, int type) 1054get_pointed_target (object *op, int dir, int range, int type)
1101{ 1055{
1102 object *target; 1056 object *target;
1103 sint16 x, y; 1057 sint16 x, y;
1122 return NULL; 1076 return NULL;
1123 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW) 1077 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW)
1124 return NULL; 1078 return NULL;
1125 1079
1126 if (mflags & P_IS_ALIVE) 1080 if (mflags & P_IS_ALIVE)
1127 {
1128 for (target = get_map_ob (mp, x, y); target; target = target->above) 1081 for (target = GET_MAP_OB (mp, x, y); target; target = target->above)
1129 { 1082 if (QUERY_FLAG (target, FLAG_MONSTER))
1130 if (QUERY_FLAG (target->head ? target->head : target, FLAG_MONSTER))
1131 {
1132 return target; 1083 return target;
1133 }
1134 }
1135 }
1136 } 1084 }
1085
1137 return NULL; 1086 return NULL;
1138} 1087}
1139
1140 1088
1141/* cast_smite_arch() - the priest points to a creature and causes 1089/* cast_smite_arch() - the priest points to a creature and causes
1142 * a 'godly curse' to decend. 1090 * a 'godly curse' to decend.
1143 * usual params - 1091 * usual params -
1144 * op = player 1092 * op = player
1145 * caster = object casting the spell. 1093 * caster = object casting the spell.
1146 * dir = direction being cast 1094 * dir = direction being cast
1147 * spell = spell object 1095 * spell = spell object
1148 */ 1096 */
1149
1150int 1097int
1151cast_smite_spell (object *op, object *caster, int dir, object *spell) 1098cast_smite_spell (object *op, object *caster, int dir, object *spell)
1152{ 1099{
1153 object *effect, *target; 1100 object *effect, *target;
1154 object *god = find_god (determine_god (op)); 1101 object *god = find_god (determine_god (op));
1164 * interesting spell. 1111 * interesting spell.
1165 * if it is a cleric spell, you need a god, and the creature 1112 * if it is a cleric spell, you need a god, and the creature
1166 * can't be friendly to your god. 1113 * can't be friendly to your god.
1167 */ 1114 */
1168 1115
1169 if (!target || QUERY_FLAG (target, FLAG_REFL_SPELL) 1116 if (!target
1117 || target->flag [FLAG_REFL_SPELL]
1170 || (!god && spell->stats.grace) 1118 || (!god && spell->stats.grace)
1171 || (target->title && god && !strcmp (target->title, god->name)) || (target->race && god && strstr (target->race, god->race))) 1119 || (god && target->title == god->name)
1120 || (god && target->race.contains (god->race)))
1172 { 1121 {
1173 new_draw_info (NDI_UNIQUE, 0, op, "Your request is unheeded."); 1122 new_draw_info (NDI_UNIQUE, 0, op, "Your request is unheeded.");
1174 return 0; 1123 return 0;
1175 } 1124 }
1176 1125
1178 effect = arch_to_object (spell->other_arch); 1127 effect = arch_to_object (spell->other_arch);
1179 else 1128 else
1180 return 0; 1129 return 0;
1181 1130
1182 /* tailor the effect by priest level and worshipped God */ 1131 /* tailor the effect by priest level and worshipped God */
1183 effect->level = caster_level (caster, spell); 1132 effect->level = casting_level (caster, spell);
1184 effect->attacktype = spell->attacktype; 1133 effect->attacktype = spell->attacktype;
1185 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER)) 1134 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER))
1186 { 1135 {
1187 if (tailor_god_spell (effect, op)) 1136 if (tailor_god_spell (effect, op))
1188 new_draw_info_format (NDI_UNIQUE, 0, op, "%s answers your call!", determine_god (op)); 1137 new_draw_info_format (NDI_UNIQUE, 0, op, "%s answers your call!", (const char *)determine_god (op));
1189 else 1138 else
1190 { 1139 {
1191 new_draw_info (NDI_UNIQUE, 0, op, "Your request is ignored."); 1140 new_draw_info (NDI_UNIQUE, 0, op, "Your request is ignored.");
1192 return 0; 1141 return 0;
1193 } 1142 }
1227 1176
1228 effect->set_owner (op); 1177 effect->set_owner (op);
1229 set_spell_skill (op, caster, spell, effect); 1178 set_spell_skill (op, caster, spell, effect);
1230 1179
1231 /* ok, tell it where to be, and insert! */ 1180 /* ok, tell it where to be, and insert! */
1232 effect->x = target->x; 1181 effect->insert_at (target, op);
1233 effect->y = target->y;
1234 insert_ob_in_map (effect, target->map, op, 0);
1235 1182
1236 return 1; 1183 return 1;
1237} 1184}
1238
1239 1185
1240/**************************************************************************** 1186/****************************************************************************
1241 * 1187 *
1242 * MAGIC MISSILE code. 1188 * MAGIC MISSILE code.
1243 * note that the fire_bullet is used to fire the missile. The 1189 * note that the fire_bullet is used to fire the missile. The
1246 1192
1247/* op is a missile that needs to be moved */ 1193/* op is a missile that needs to be moved */
1248void 1194void
1249move_missile (object *op) 1195move_missile (object *op)
1250{ 1196{
1251 int i, mflags;
1252 object *owner;
1253 sint16 new_x, new_y;
1254 maptile *m;
1255
1256 if (op->range-- <= 0) 1197 if (op->range-- <= 0)
1257 { 1198 {
1199 op->drop_and_destroy ();
1200 return;
1201 }
1202
1203 mapxy pos (op);
1204 pos.move (op->direction);
1205
1206 if (!pos.normalise ())
1207 {
1258 op->destroy (); 1208 op->destroy ();
1259 return; 1209 return;
1260 } 1210 }
1261 1211
1262 owner = op->owner; 1212 mapspace &ms = pos.ms ();
1263#if 0
1264 /* It'd make things nastier if this wasn't here - spells cast by
1265 * monster that are then killed would continue to survive
1266 */
1267 if (owner == NULL)
1268 {
1269 op->destroy ();
1270 return;
1271 }
1272#endif
1273 1213
1274 new_x = op->x + DIRX (op); 1214 if (ms.flags () & P_IS_ALIVE || ms.blocks (op))
1275 new_y = op->y + DIRY (op);
1276
1277 mflags = get_map_flags (op->map, &m, new_x, new_y, &new_x, &new_y);
1278
1279 if (!(mflags & P_OUT_OF_MAP) && ((mflags & P_IS_ALIVE) || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y))))
1280 { 1215 {
1281 hit_map (op, op->direction, AT_MAGIC, 1); 1216 hit_map (op, op->direction, AT_MAGIC, 1);
1282 /* Basically, missile only hits one thing then goes away. 1217 /* Basically, missile only hits one thing then goes away.
1283 * we need to remove it if someone hasn't already done so. 1218 * we need to remove it if someone hasn't already done so.
1284 */ 1219 */
1285 if (!op->destroyed ())
1286 op->destroy ();
1287
1288 return;
1289 }
1290
1291 op->remove ();
1292
1293 if (!op->direction || (mflags & P_OUT_OF_MAP))
1294 {
1295 op->destroy (); 1220 op->destroy ();
1296 return; 1221 return;
1297 } 1222 }
1298 1223
1299 op->x = new_x; 1224 if (!op->direction)
1300 op->y = new_y; 1225 {
1301 op->map = m; 1226 op->destroy ();
1227 return;
1228 }
1229
1302 i = spell_find_dir (op->map, op->x, op->y, op->owner); 1230 int i = spell_find_dir (pos.m, pos.x, pos.y, op->owner);
1303 if (i > 0 && i != op->direction) 1231 if (i > 0 && i != op->direction)
1304 { 1232 {
1305 op->direction = i; 1233 op->direction = i;
1306 SET_ANIMATION (op, op->direction); 1234 SET_ANIMATION (op, op->direction);
1307 } 1235 }
1308 1236
1309 insert_ob_in_map (op, op->map, op, 0); 1237 pos.insert (op, op);
1310} 1238}
1311 1239
1312/**************************************************************************** 1240/****************************************************************************
1313 * Destruction 1241 * Destruction
1314 ****************************************************************************/ 1242 ****************************************************************************/
1317 * we do this by creating a force and inserting it in the 1245 * we do this by creating a force and inserting it in the
1318 * object. if time is 0, the object glows permanently. To truely 1246 * object. if time is 0, the object glows permanently. To truely
1319 * make this work for non-living objects, we would have to 1247 * make this work for non-living objects, we would have to
1320 * give them the capability to have an inventory. b.t. 1248 * give them the capability to have an inventory. b.t.
1321 */ 1249 */
1322
1323int 1250int
1324make_object_glow (object *op, int radius, int time) 1251make_object_glow (object *op, int radius, int time)
1325{ 1252{
1326 object *tmp;
1327
1328 /* some things are unaffected... */ 1253 /* some things are unaffected... */
1329 if (op->path_denied & PATH_LIGHT) 1254 if (op->path_denied & PATH_LIGHT)
1330 return 0; 1255 return 0;
1331 1256
1332 tmp = get_archetype (FORCE_NAME); 1257 object *tmp = get_archetype (FORCE_NAME);
1333 tmp->speed = 0.01; 1258 tmp->speed = 0.01;
1334 tmp->stats.food = time; 1259 tmp->stats.food = time;
1335 SET_FLAG (tmp, FLAG_IS_USED_UP); 1260 SET_FLAG (tmp, FLAG_IS_USED_UP);
1336 tmp->glow_radius = radius; 1261 tmp->set_glow_radius (min (MAX_LIGHT_RADIUS, radius));
1337 if (tmp->glow_radius > MAX_LIGHT_RADII)
1338 tmp->glow_radius = MAX_LIGHT_RADII;
1339
1340 tmp->x = op->x;
1341 tmp->y = op->y;
1342 if (tmp->speed < MIN_ACTIVE_SPEED)
1343 tmp->speed = MIN_ACTIVE_SPEED; /* safety */
1344 tmp = insert_ob_in_ob (tmp, op); 1262 tmp = insert_ob_in_ob (tmp, op);
1263
1345 if (tmp->glow_radius > op->glow_radius) 1264 if (tmp->glow_radius > op->glow_radius)
1346 op->glow_radius = tmp->glow_radius; 1265 op->set_glow_radius (tmp->glow_radius);
1347 1266
1348 if (!tmp->env || op != tmp->env)
1349 {
1350 LOG (llevError, "make_object_glow() failed to insert glowing force in %s\n", &op->name);
1351 return 0;
1352 }
1353 return 1; 1267 return 1;
1354} 1268}
1355
1356
1357
1358 1269
1359int 1270int
1360cast_destruction (object *op, object *caster, object *spell_ob) 1271cast_destruction (object *op, object *caster, object *spell_ob)
1361{ 1272{
1362 int i, j, range, mflags, friendly = 0, dam, dur;
1363 sint16 sx, sy;
1364 maptile *m;
1365 object *tmp;
1366 const char *skill;
1367
1368 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob); 1273 int range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
1369 dam = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob); 1274 int dam = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob);
1370 dur = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob); 1275 int dur = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
1371 if (QUERY_FLAG (op, FLAG_FRIENDLY) || op->type == PLAYER) 1276
1372 friendly = 1; 1277 bool friendly = op->flag [FLAG_FRIENDLY] || op->is_player ();
1373 1278
1374 /* destruction doesn't use another spell object, so we need 1279 /* destruction doesn't use another spell object, so we need
1375 * update op's skill pointer so that exp is properly awarded. 1280 * update op's skill pointer so that exp is properly awarded.
1376 * We do some shortcuts here - since this is just temporary
1377 * and we'll reset the values back, we don't need to go through
1378 * the full share string/free_string route.
1379 */ 1281 */
1380 skill = op->skill; 1282 const shstr skill = op->skill;
1283
1381 if (caster == op) 1284 if (caster == op)
1382 op->skill = spell_ob->skill; 1285 op->skill = spell_ob->skill;
1383 else if (caster->skill) 1286 else if (caster->skill)
1384 op->skill = caster->skill; 1287 op->skill = caster->skill;
1385 else 1288 else
1386 op->skill = NULL; 1289 op->skill = 0;
1387 1290
1388 change_skill (op, find_skill_by_name (op, op->skill), 1); 1291 op->change_skill (find_skill_by_name (op, op->skill));
1389 1292
1390 for (i = -range; i < range; i++) 1293 unordered_mapwalk (op, -range, -range, range, range)
1391 { 1294 {
1392 for (j = -range; j < range; j++) 1295 mapspace &ms = m->at (nx, ny);
1393 { 1296
1394 m = op->map;
1395 sx = op->x + i;
1396 sy = op->y + j;
1397 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
1398 if (mflags & P_OUT_OF_MAP)
1399 continue;
1400 if (mflags & P_IS_ALIVE) 1297 if (ms.flags () & P_IS_ALIVE)
1298 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1299 if (tmp->flag [FLAG_ALIVE] || tmp->is_player ())
1401 { 1300 {
1402 for (tmp = get_map_ob (m, sx, sy); tmp; tmp = tmp->above) 1301 tmp = tmp->head_ ();
1302
1303 if ((friendly && !tmp->flag [FLAG_FRIENDLY] && !tmp->is_player ())
1304 || (!friendly && (tmp->flag [FLAG_FRIENDLY] || tmp->is_player ())))
1403 { 1305 {
1404 if (QUERY_FLAG (tmp, FLAG_ALIVE) || tmp->type == PLAYER) 1306 if (spell_ob->subtype == SP_DESTRUCTION)
1405 break;
1406 }
1407 if (tmp)
1408 {
1409 if (tmp->head)
1410 tmp = tmp->head;
1411
1412 if ((friendly && !QUERY_FLAG (tmp, FLAG_FRIENDLY) && tmp->type != PLAYER) ||
1413 (!friendly && (QUERY_FLAG (tmp, FLAG_FRIENDLY) || tmp->type == PLAYER)))
1414 { 1307 {
1415 if (spell_ob->subtype == SP_DESTRUCTION)
1416 {
1417 hit_player (tmp, dam, op, spell_ob->attacktype, 0); 1308 hit_player (tmp, dam, op, spell_ob->attacktype, 0);
1309
1418 if (spell_ob->other_arch) 1310 if (spell_ob->other_arch)
1419 {
1420 tmp = arch_to_object (spell_ob->other_arch); 1311 m->insert (arch_to_object (spell_ob->other_arch), nx, ny, op);
1421 tmp->x = sx;
1422 tmp->y = sy;
1423 insert_ob_in_map (tmp, m, op, 0);
1424 }
1425 } 1312 }
1426 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist[ATNR_MAGIC] != 100) 1313 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist [ATNR_MAGIC] != 100)
1427 { 1314 {
1428 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch) 1315 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch)
1429 {
1430 object *effect = arch_to_object (spell_ob->other_arch); 1316 m->insert (arch_to_object (spell_ob->other_arch), nx, ny, op);
1431
1432 effect->x = sx;
1433 effect->y = sy;
1434 insert_ob_in_map (effect, m, op, 0);
1435 }
1436 }
1437 } 1317 }
1438 } 1318 }
1439 } 1319 }
1440 }
1441 } 1320 }
1321
1442 op->skill = skill; 1322 op->skill = skill;
1443 return 1; 1323 return 1;
1444} 1324}
1445 1325
1446/*************************************************************************** 1326/***************************************************************************
1460 { 1340 {
1461 new_draw_info (NDI_UNIQUE, 0, op, "There is no one in that direction to curse."); 1341 new_draw_info (NDI_UNIQUE, 0, op, "There is no one in that direction to curse.");
1462 return 0; 1342 return 0;
1463 } 1343 }
1464 1344
1345 tmp = tmp->head_ ();
1346
1465 /* If we've already got a force of this type, don't add a new one. */ 1347 /* If we've already got a force of this type, don't add a new one. */
1466 for (force = tmp->inv; force != NULL; force = force->below) 1348 for (force = tmp->inv; force; force = force->below)
1467 { 1349 {
1468 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY) 1350 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY)
1469 { 1351 {
1470 if (force->name == spell_ob->name) 1352 if (force->name == spell_ob->name)
1471 { 1353 {
1477 return 0; 1359 return 0;
1478 } 1360 }
1479 } 1361 }
1480 } 1362 }
1481 1363
1482 if (force == NULL) 1364 if (!force)
1483 { 1365 {
1484 force = get_archetype (FORCE_NAME); 1366 force = get_archetype (FORCE_NAME);
1485 force->subtype = FORCE_CHANGE_ABILITY; 1367 force->subtype = FORCE_CHANGE_ABILITY;
1368
1486 if (spell_ob->race) 1369 if (spell_ob->race)
1487 force->name = spell_ob->race; 1370 force->name = spell_ob->race;
1488 else 1371 else
1489 force->name = spell_ob->name; 1372 force->name = spell_ob->name;
1490 1373
1500 { 1383 {
1501 force->duration = duration; 1384 force->duration = duration;
1502 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 1385 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1503 } 1386 }
1504 else 1387 else
1505 {
1506 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1388 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1507 } 1389
1508 return 1; 1390 return 1;
1509 } 1391 }
1392
1510 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50; 1393 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1511 force->speed = 1.0; 1394 force->speed = 1.f;
1512 force->speed_left = -1.0; 1395 force->speed_left = -1.f;
1513 SET_FLAG (force, FLAG_APPLIED); 1396 SET_FLAG (force, FLAG_APPLIED);
1514 1397
1515 if (god) 1398 if (god)
1516 { 1399 {
1517 if (spell_ob->last_grace) 1400 if (spell_ob->last_grace)
1530 force->stats.ac = spell_ob->stats.ac; 1413 force->stats.ac = spell_ob->stats.ac;
1531 force->stats.wc = spell_ob->stats.wc; 1414 force->stats.wc = spell_ob->stats.wc;
1532 1415
1533 change_abil (tmp, force); /* Mostly to display any messages */ 1416 change_abil (tmp, force); /* Mostly to display any messages */
1534 insert_ob_in_ob (force, tmp); 1417 insert_ob_in_ob (force, tmp);
1535 fix_player (tmp); 1418 tmp->update_stats ();
1536 return 1; 1419 return 1;
1537 1420
1538} 1421}
1539
1540 1422
1541/********************************************************************** 1423/**********************************************************************
1542 * mood change 1424 * mood change
1543 * Arguably, this may or may not be an attack spell. But since it 1425 * Arguably, this may or may not be an attack spell. But since it
1544 * effects monsters, it seems best to put it into this file 1426 * effects monsters, it seems best to put it into this file
1549 */ 1431 */
1550int 1432int
1551mood_change (object *op, object *caster, object *spell) 1433mood_change (object *op, object *caster, object *spell)
1552{ 1434{
1553 object *tmp, *god, *head; 1435 object *tmp, *god, *head;
1554 int done_one, range, mflags, level, at, best_at; 1436 int done_one, range, level, at, best_at;
1555 sint16 x, y, nx, ny;
1556 maptile *m;
1557 const char *race; 1437 const char *race;
1558 1438
1559 /* We precompute some values here so that we don't have to keep 1439 /* We precompute some values here so that we don't have to keep
1560 * doing it over and over again. 1440 * doing it over and over again.
1561 */ 1441 */
1562 god = find_god (determine_god (op)); 1442 god = find_god (determine_god (op));
1563 level = caster_level (caster, spell); 1443 level = casting_level (caster, spell);
1564 range = spell->range + SP_level_range_adjust (caster, spell); 1444 range = spell->range + SP_level_range_adjust (caster, spell);
1565 1445
1566 /* On the bright side, no monster should ever have a race of GOD_... 1446 /* On the bright side, no monster should ever have a race of GOD_...
1567 * so even if the player doesn't worship a god, if race=GOD_.., it 1447 * so even if the player doesn't worship a god, if race=GOD_.., it
1568 * won't ever match anything. 1448 * won't ever match anything.
1569 */ 1449 */
1570 if (!spell->race) 1450 if (!spell->race)
1571 race = NULL; 1451 race = NULL;
1572 else if (god && !strcmp (spell->race, "GOD_SLAYING")) 1452 else if (god && spell->race == shstr_GOD_SLAYING)
1573 race = god->slaying; 1453 race = god->slaying;
1574 else if (god && !strcmp (spell->race, "GOD_FRIEND")) 1454 else if (god && spell->race == shstr_GOD_FRIEND)
1575 race = god->race; 1455 race = god->race;
1576 else 1456 else
1577 race = spell->race; 1457 race = spell->race;
1578 1458
1579 1459 unordered_mapwalk (op, -range, -range, range, range)
1580 for (x = op->x - range; x <= op->x + range; x++)
1581 for (y = op->y - range; y <= op->y + range; y++)
1582 { 1460 {
1461 mapspace &ms = m->at (nx, ny);
1583 1462
1584 done_one = 0;
1585 m = op->map;
1586 nx = x;
1587 ny = y;
1588 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1589 if (mflags & P_OUT_OF_MAP)
1590 continue;
1591
1592 /* If there is nothing living on this space, no need to go further */ 1463 /* If there is nothing living on this space, no need to go further */
1593 if (!(mflags & P_IS_ALIVE)) 1464 if (!ms.flags () & P_IS_ALIVE)
1594 continue; 1465 continue;
1595 1466
1596 for (tmp = get_map_ob (m, nx, ny); tmp; tmp = tmp->above) 1467 // players can only affect spaces that they can actually see
1597 if (QUERY_FLAG (tmp, FLAG_MONSTER)) 1468 if (caster
1469 && caster->contr
1470 && caster->contr->darkness_at (m, nx, ny) == LOS_BLOCKED)
1471 continue;
1472
1473 for (tmp = ms.top; tmp; tmp = tmp->below)
1474 if (tmp->flag [FLAG_MONSTER])
1598 break; 1475 break;
1599 1476
1600 /* There can be living objects that are not monsters */ 1477 /* There can be living objects that are not monsters */
1601 if (!tmp || tmp->type == PLAYER) 1478 if (!tmp)
1602 continue; 1479 continue;
1603 1480
1604 /* Only the head has meaningful data, so resolve to that */ 1481 /* Only the head has meaningful data, so resolve to that */
1605 if (tmp->head)
1606 head = tmp->head; 1482 head = tmp->head_ ();
1607 else
1608 head = tmp;
1609 1483
1610 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */ 1484 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */
1611 if (race && head->race && !strstr (race, head->race)) 1485 if (race && head->race && !strstr (race, head->race))
1612 continue; 1486 continue;
1487
1613 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD)) 1488 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD))
1614 continue; 1489 continue;
1615 1490
1616 /* Now do a bunch of stuff related to saving throws */ 1491 /* Now do a bunch of stuff related to saving throws */
1617 best_at = -1; 1492 best_at = -1;
1618 if (spell->attacktype) 1493 if (spell->attacktype)
1619 { 1494 {
1620 for (at = 0; at < NROFATTACKS; at++) 1495 for (at = 0; at < NROFATTACKS; at++)
1621 if (spell->attacktype & (1 << at)) 1496 if (spell->attacktype & (1 << at))
1622 if (best_at == -1 || head->resist[at] > head->resist[best_at]) 1497 if (best_at == -1 || head->resist[at] > head->resist[best_at])
1623 best_at = at; 1498 best_at = at;
1624 1499
1625 if (best_at == -1) 1500 if (best_at == -1)
1626 at = 0; 1501 at = 0;
1627 else 1502 else
1628 { 1503 {
1629 if (head->resist[best_at] == 100) 1504 if (head->resist[best_at] == 100)
1630 continue; 1505 continue;
1631 else 1506 else
1632 at = head->resist[best_at] / 5; 1507 at = head->resist[best_at] / 5;
1633 } 1508 }
1509
1634 at -= level / 5; 1510 at -= level / 5;
1635 if (did_make_save (head, head->level, at)) 1511 if (did_make_save (head, head->level, at))
1636 continue; 1512 continue;
1637 } 1513 }
1638 else /* spell->attacktype */ 1514 else /* spell->attacktype */
1515 {
1639 /* 1516 /*
1640 Spell has no attacktype (charm & such), so we'll have a specific saving: 1517 Spell has no attacktype (charm & such), so we'll have a specific saving:
1641 * if spell level < monster level, no go 1518 * if spell level < monster level, no go
1642 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) ) 1519 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) )
1643 1520
1645 1522
1646 This is required to fix the 'charm monster' abuse, where a player level 1 can 1523 This is required to fix the 'charm monster' abuse, where a player level 1 can
1647 charm a level 125 monster... 1524 charm a level 125 monster...
1648 1525
1649 Ryo, august 14th 1526 Ryo, august 14th
1650 */ 1527 */
1651 {
1652 if (head->level > level) 1528 if (head->level > level)
1653 continue; 1529 continue;
1530
1654 if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + MIN (50, 2 * (level - head->level)))) 1531 if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + MIN (50, 2 * (level - head->level))))
1655 /* Failed, no effect */ 1532 /* Failed, no effect */
1656 continue; 1533 continue;
1657 } 1534 }
1658 1535
1659 /* Done with saving throw. Now start effecting the monster */ 1536 /* Done with saving throw. Now start affecting the monster */
1537 done_one = 0;
1660 1538
1661 /* aggravation */ 1539 /* aggravation */
1662 if (QUERY_FLAG (spell, FLAG_MONSTER)) 1540 if (QUERY_FLAG (spell, FLAG_MONSTER))
1663 { 1541 {
1664 CLEAR_FLAG (head, FLAG_SLEEP); 1542 CLEAR_FLAG (head, FLAG_SLEEP);
1665 if (QUERY_FLAG (head, FLAG_FRIENDLY))
1666 remove_friendly_object (head); 1543 remove_friendly_object (head);
1667
1668 done_one = 1; 1544 done_one = 1;
1669 head->enemy = op; 1545 head->enemy = op;
1670 } 1546 }
1671 1547
1672 /* calm monsters */ 1548 /* calm monsters */
1673 if (QUERY_FLAG (spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (head, FLAG_UNAGGRESSIVE)) 1549 if (QUERY_FLAG (spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (head, FLAG_UNAGGRESSIVE))
1674 { 1550 {
1675 SET_FLAG (head, FLAG_UNAGGRESSIVE); 1551 SET_FLAG (head, FLAG_UNAGGRESSIVE);
1676 head->enemy = NULL; 1552 head->enemy = NULL;
1677 done_one = 1; 1553 done_one = 1;
1678 } 1554 }
1679 1555
1680 /* berserk monsters */ 1556 /* berserk monsters */
1681 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK)) 1557 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK))
1682 { 1558 {
1683 SET_FLAG (head, FLAG_BERSERK); 1559 SET_FLAG (head, FLAG_BERSERK);
1684 done_one = 1; 1560 done_one = 1;
1685 } 1561 }
1562
1686 /* charm */ 1563 /* charm */
1687 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY)) 1564 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY))
1688 { 1565 {
1689 SET_FLAG (head, FLAG_FRIENDLY); 1566 INVOKE_OBJECT (KILL, head, ARG_OBJECT (caster));
1567
1690 /* Prevent uncontolled outbreaks of self replicating monsters. 1568 /* Prevent uncontrolled outbreaks of self replicating monsters.
1691 Typical use case is charm, go somwhere, use aggravation to make hostile. 1569 Typical use case is charm, go somwhere, use aggravation to make hostile.
1692 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */ 1570 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */
1693 CLEAR_FLAG (head, FLAG_GENERATOR); 1571 CLEAR_FLAG (head, FLAG_GENERATOR);
1694 head->set_owner (op); 1572 head->set_owner (op);
1695 set_spell_skill (op, caster, spell, head); 1573 set_spell_skill (op, caster, spell, head);
1696 add_friendly_object (head); 1574 add_friendly_object (head);
1697 head->attack_movement = PETMOVE; 1575 head->attack_movement = PETMOVE;
1698 done_one = 1; 1576 done_one = 1;
1699 change_exp (op, head->stats.exp / 2, head->skill, SK_EXP_ADD_SKILL); 1577 change_exp (op, head->stats.exp / 2, head->skill, SK_EXP_ADD_SKILL);
1700 head->stats.exp = 0; 1578 head->stats.exp = 0;
1701 } 1579 }
1702 1580
1703 /* If a monster was effected, put an effect in */ 1581 /* If a monster was effected, put an effect in */
1704 if (done_one && spell->other_arch) 1582 if (done_one && spell->other_arch)
1705 { 1583 m->insert (arch_to_object (spell->other_arch), nx, ny, op);
1706 tmp = arch_to_object (spell->other_arch); 1584 }
1707 tmp->x = nx;
1708 tmp->y = ny;
1709 insert_ob_in_map (tmp, m, op, 0);
1710 }
1711 } /* for y */
1712 1585
1713 return 1; 1586 return 1;
1714} 1587}
1715
1716 1588
1717/* Move_ball_spell: This handles ball type spells that just sort of wander 1589/* Move_ball_spell: This handles ball type spells that just sort of wander
1718 * about. was called move_ball_lightning, but since more than the ball 1590 * about. was called move_ball_lightning, but since more than the ball
1719 * lightning spell used it, that seemed misnamed. 1591 * lightning spell used it, that seemed misnamed.
1720 * op is the spell effect. 1592 * op is the spell effect.
1721 * note that duration is handled by process_object() in time.c 1593 * note that duration is handled by process_object() in time.c
1722 */ 1594 */
1723
1724void 1595void
1725move_ball_spell (object *op) 1596move_ball_spell (object *op)
1726{ 1597{
1727 int i, j, dam_save, dir, mflags; 1598 int i, j, dam_save, dir, mflags;
1728 sint16 nx, ny, hx, hy; 1599 sint16 nx, ny, hx, hy;
1747 for (i = 1; i < 9; i++) 1618 for (i = 1; i < 9; i++)
1748 { 1619 {
1749 /* i bit 0: alters sign of offset 1620 /* i bit 0: alters sign of offset
1750 * other bits (i / 2): absolute value of offset 1621 * other bits (i / 2): absolute value of offset
1751 */ 1622 */
1752
1753 int offset = ((i ^ j) & 1) ? (i / 2) : -(i / 2); 1623 int offset = ((i ^ j) & 1) ? (i / 2) : -(i / 2);
1754 int tmpdir = absdir (op->direction + offset); 1624 int tmpdir = absdir (op->direction + offset);
1755 1625
1756 nx = op->x + freearr_x[tmpdir]; 1626 nx = op->x + freearr_x[tmpdir];
1757 ny = op->y + freearr_y[tmpdir]; 1627 ny = op->y + freearr_y[tmpdir];
1759 { 1629 {
1760 dir = tmpdir; 1630 dir = tmpdir;
1761 break; 1631 break;
1762 } 1632 }
1763 } 1633 }
1634
1764 if (dir == 0) 1635 if (dir == 0)
1765 { 1636 {
1766 nx = op->x; 1637 nx = op->x;
1767 ny = op->y; 1638 ny = op->y;
1768 m = op->map; 1639 m = op->map;
1769 } 1640 }
1770 1641
1771 op->remove (); 1642 m->insert (op, nx, ny, op);
1772 op->y = ny;
1773 op->x = nx;
1774 insert_ob_in_map (op, m, op, 0);
1775 1643
1776 dam_save = op->stats.dam; /* save the original dam: we do halfdam on 1644 dam_save = op->stats.dam; /* save the original dam: we do halfdam on
1777 surrounding squares */ 1645 surrounding squares */
1778 1646
1779 /* loop over current square and neighbors to hit. 1647 /* loop over current square and neighbors to hit.
1780 * if this has an other_arch field, we insert that in 1648 * if this has an other_arch field, we insert that in
1781 * the surround spaces. 1649 * the surround spaces.
1782 */ 1650 */
1783 for (j = 0; j < 9; j++) 1651 for (j = 0; j < 9; j++)
1784 { 1652 {
1785 object *new_ob;
1786
1787 hx = nx + freearr_x[j]; 1653 hx = nx + freearr_x[j];
1788 hy = ny + freearr_y[j]; 1654 hy = ny + freearr_y[j];
1789 1655
1790 m = op->map; 1656 m = op->map;
1791 mflags = get_map_flags (m, &m, hx, hy, &hx, &hy); 1657 mflags = get_map_flags (m, &m, hx, hy, &hx, &hy);
1799 1665
1800 if ((mflags & P_IS_ALIVE) && (!owner || owner->x != hx || owner->y != hy || !on_same_map (owner, op))) 1666 if ((mflags & P_IS_ALIVE) && (!owner || owner->x != hx || owner->y != hy || !on_same_map (owner, op)))
1801 { 1667 {
1802 if (j) 1668 if (j)
1803 op->stats.dam = dam_save / 2; 1669 op->stats.dam = dam_save / 2;
1670
1804 hit_map (op, j, op->attacktype, 1); 1671 hit_map (op, j, op->attacktype, 1);
1805
1806 } 1672 }
1807 1673
1808 /* insert the other arch */ 1674 /* insert the other arch */
1809 if (op->other_arch && !(OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy)))) 1675 if (op->other_arch && !(OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy))))
1810 { 1676 m->insert (arch_to_object (op->other_arch), hx, hy, op);
1811 new_ob = arch_to_object (op->other_arch);
1812 new_ob->x = hx;
1813 new_ob->y = hy;
1814 insert_ob_in_map (new_ob, m, op, 0);
1815 }
1816 } 1677 }
1817 1678
1818 /* restore to the center location and damage */ 1679 /* restore to the center location and damage */
1819 op->stats.dam = dam_save; 1680 op->stats.dam = dam_save;
1820 1681
1823 if (i >= 0) 1684 if (i >= 0)
1824 { /* we have a preferred direction! */ 1685 { /* we have a preferred direction! */
1825 /* pick another direction if the preferred dir is blocked. */ 1686 /* pick another direction if the preferred dir is blocked. */
1826 if (get_map_flags (op->map, &m, nx + freearr_x[i], ny + freearr_y[i], &hx, &hy) & P_OUT_OF_MAP || 1687 if (get_map_flags (op->map, &m, nx + freearr_x[i], ny + freearr_y[i], &hx, &hy) & P_OUT_OF_MAP ||
1827 OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy))) 1688 OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy)))
1828 {
1829 i = absdir (i + rndm (0, 2) - 1); /* -1, 0, +1 */ 1689 i = absdir (i + rndm (0, 2) - 1); /* -1, 0, +1 */
1830 } 1690
1831 op->direction = i; 1691 op->direction = i;
1832 } 1692 }
1833} 1693}
1834 1694
1835
1836/* move_swarm_spell: peterm 1695/* move_swarm_spell: peterm
1837 * This is an implementation of the swarm spell. It was written for 1696 * This is an implementation of the swarm spell. It was written for
1838 * meteor swarm, but it could be used for any swarm. A swarm spell 1697 * meteor swarm, but it could be used for any swarm. A swarm spell
1839 * is a special type of object that casts swarms of other types 1698 * is a special type of object that casts swarms of other types
1840 * of spells. Which spell it casts is flexible. It fires the spells 1699 * of spells. Which spell it casts is flexible. It fires the spells
1841 * from a set of squares surrounding the caster, in a given direction. 1700 * from a set of squares surrounding the caster, in a given direction.
1842 */ 1701 */
1843
1844void 1702void
1845move_swarm_spell (object *op) 1703move_swarm_spell (object *op)
1846{ 1704{
1847#if 0 1705#if 0
1848 static int cardinal_adjust[9] = { -3, -2, -1, 0, 0, 0, 1, 2, 3 }; 1706 static int cardinal_adjust[9] = { -3, -2, -1, 0, 0, 0, 1, 2, 3 };
1849 static int diagonal_adjust[10] = { -3, -2, -2, -1, 0, 0, 1, 2, 2, 3 }; 1707 static int diagonal_adjust[10] = { -3, -2, -2, -1, 0, 0, 1, 2, 2, 3 };
1850 sint16 target_x, target_y, origin_x, origin_y; 1708 sint16 target_x, target_y, origin_x, origin_y;
1851 int adjustdir; 1709 int adjustdir;
1852 maptile *m; 1710 maptile *m;
1853#endif 1711#endif
1854 int basedir;
1855 object *owner; 1712 object *owner = op->env;
1856 1713
1857 owner = op->owner; 1714 if (!owner) // MUST not happen, remove when true TODO
1858 if (op->duration == 0 || owner == NULL)
1859 { 1715 {
1716 LOG (llevError, "swarm spell found outside inventory: %s\n", op->debug_desc ());
1860 op->destroy (); 1717 op->destroy ();
1861 return; 1718 return;
1862 } 1719 }
1863 1720
1721 if (!op->duration || !owner->is_on_map ())
1722 {
1723 op->drop_and_destroy ();
1724 return;
1725 }
1726
1864 op->duration--; 1727 op->duration--;
1865 1728
1866 basedir = op->direction; 1729 int basedir = op->direction;
1867 if (basedir == 0) 1730 if (!basedir)
1868 { 1731 {
1869 /* spray in all directions! 8) */ 1732 /* spray in all directions! 8) */
1870 basedir = rndm (1, 8); 1733 op->facing = (op->facing + op->state) & 7;
1734 basedir = op->facing + 1;
1871 } 1735 }
1872 1736
1873#if 0 1737#if 0
1874 // this is bogus: it causes wrong places to be checked below 1738 // this is bogus: it causes wrong places to be checked below
1875 // (a wall 2 cells away will block the effect...) and 1739 // (a wall 2 cells away will block the effect...) and
1876 // doesn't work for SP_BULLET anyhow, so again tests the wrong 1740 // doesn't work for SP_BULLET anyhow, so again tests the wrong
1877 // space. 1741 // space.
1878 // should be fixed later, but correctness before featurs... 1742 // should be fixed later, but correctness before features...
1879 // (schmorp) 1743 // (schmorp)
1880 1744
1881 /* new offset calculation to make swarm element distribution 1745 /* new offset calculation to make swarm element distribution
1882 * more uniform 1746 * more uniform
1883 */ 1747 */
1936 { 1800 {
1937 /* Bullet spells have a bunch more customization that needs to be done */ 1801 /* Bullet spells have a bunch more customization that needs to be done */
1938 if (op->spell->subtype == SP_BULLET) 1802 if (op->spell->subtype == SP_BULLET)
1939 fire_bullet (owner, op, basedir, op->spell); 1803 fire_bullet (owner, op, basedir, op->spell);
1940 else if (op->spell->subtype == SP_MAGIC_MISSILE) 1804 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1941 fire_arch_from_position (owner, op, op->x, op->y, basedir, op->spell); 1805 fire_arch_from_position (owner, op, owner->x, owner->y, basedir, op->spell);
1942 } 1806 }
1943} 1807}
1944
1945
1946
1947 1808
1948/* fire_swarm: 1809/* fire_swarm:
1949 * The following routine creates a swarm of objects. It actually 1810 * The following routine creates a swarm of objects. It actually
1950 * sets up a specific swarm object, which then fires off all 1811 * sets up a specific swarm object, which then fires off all
1951 * the parts of the swarm. 1812 * the parts of the swarm.
1954 * caster: the caster (owner, wand, rod, scroll) 1815 * caster: the caster (owner, wand, rod, scroll)
1955 * dir: the direction everything will be fired in 1816 * dir: the direction everything will be fired in
1956 * spell - the spell that is this spell. 1817 * spell - the spell that is this spell.
1957 * n: the number to be fired. 1818 * n: the number to be fired.
1958 */ 1819 */
1959
1960int 1820int
1961fire_swarm (object *op, object *caster, object *spell, int dir) 1821fire_swarm (object *op, object *caster, object *spell, int dir)
1962{ 1822{
1963 object *tmp;
1964 int i;
1965
1966 if (!spell->other_arch) 1823 if (!spell->other_arch)
1967 return 0; 1824 return 0;
1968 1825
1969 tmp = get_archetype (SWARM_SPELL); 1826 object *tmp = archetype::get (SWARM_SPELL);
1970 tmp->x = op->x; 1827
1971 tmp->y = op->y;
1972 tmp->set_owner (op); /* needed so that if swarm elements kill, caster gets xp. */
1973 set_spell_skill (op, caster, spell, tmp); 1828 set_spell_skill (op, caster, spell, tmp);
1974
1975 tmp->level = caster_level (caster, spell); /*needed later, to get level dep. right. */ 1829 tmp->level = casting_level (caster, spell); /* needed later, to get level dep. right. */
1976 tmp->spell = arch_to_object (spell->other_arch); 1830 tmp->spell = spell->other_arch->instance ();
1977
1978 tmp->attacktype = tmp->spell->attacktype; 1831 tmp->attacktype = tmp->spell->attacktype;
1979 1832
1980 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) 1833 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
1981 {
1982 if (!tailor_god_spell (tmp, op)) 1834 if (!tailor_god_spell (tmp, op))
1983 return 1; 1835 return 1;
1984 } 1836
1985 tmp->duration = SP_level_duration_adjust (caster, spell); 1837 tmp->duration = SP_level_duration_adjust (caster, spell);
1986 for (i = 0; i < spell->duration; i++) 1838 for (int i = 0; i < spell->duration; i++)
1987 tmp->duration += die_roll (1, 3, op, PREFER_HIGH); 1839 tmp->duration += die_roll (1, 3, op, PREFER_HIGH);
1988 1840
1841 tmp->invisible = 1;
1842 tmp->flag [FLAG_NO_DROP] = 1; // make sure it stays in inv, or else
1989 tmp->direction = dir; 1843 tmp->direction = dir;
1990 tmp->invisible = 1; 1844 tmp->facing = rndm (1, 8); // initial firing direction
1991 insert_ob_in_map (tmp, op->map, op, 0); 1845 tmp->state = rndm (4) * 2 + 1; // direction increment
1846
1847 op->insert (tmp);
1848
1992 return 1; 1849 return 1;
1993} 1850}
1994
1995 1851
1996/* See the spells documentation file for why this is its own 1852/* See the spells documentation file for why this is its own
1997 * function. 1853 * function.
1998 */ 1854 */
1999int 1855int
2004 int dam, mflags; 1860 int dam, mflags;
2005 maptile *m; 1861 maptile *m;
2006 1862
2007 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1863 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
2008 1864
2009 if (!dir) 1865 if (dir)
2010 {
2011 new_draw_info (NDI_UNIQUE, 0, op, "In what direction?");
2012 return 0;
2013 } 1866 {
2014
2015 x = op->x + freearr_x[dir]; 1867 x = op->x + freearr_x[dir];
2016 y = op->y + freearr_y[dir]; 1868 y = op->y + freearr_y[dir];
2017 m = op->map; 1869 m = op->map;
2018 1870
2019 mflags = get_map_flags (m, &m, x, y, &x, &y); 1871 mflags = get_map_flags (m, &m, x, y, &x, &y);
2020 1872
2021 if (mflags & P_OUT_OF_MAP) 1873 if (mflags & P_OUT_OF_MAP)
2022 { 1874 {
2023 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is there."); 1875 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is there.");
2024 return 0; 1876 return 0;
2025 } 1877 }
2026 1878
2027 if (mflags & P_IS_ALIVE && spell->attacktype) 1879 if (mflags & P_IS_ALIVE && spell->attacktype)
2028 { 1880 {
2029 for (target = get_map_ob (m, x, y); target; target = target->above) 1881 for (target = GET_MAP_OB (m, x, y); target; target = target->above)
2030 if (QUERY_FLAG (target, FLAG_MONSTER)) 1882 if (QUERY_FLAG (target, FLAG_MONSTER))
2031 { 1883 {
2032 /* oky doky. got a target monster. Lets make a blinding attack */ 1884 /* oky doky. got a target monster. Lets make a blinding attack */
2033 if (target->head) 1885 if (target->head)
2034 target = target->head; 1886 target = target->head;
1887
2035 (void) hit_player (target, dam, op, spell->attacktype, 1); 1888 hit_player (target, dam, op, spell->attacktype, 1);
2036 return 1; /* one success only! */ 1889 return 1; /* one success only! */
1890 }
2037 } 1891 }
2038 }
2039 1892
2040 /* no live target, perhaps a wall is in the way? */ 1893 /* no live target, perhaps a wall is in the way? */
2041 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y))) 1894 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)))
2042 { 1895 {
2043 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 1896 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
2044 return 0; 1897 return 0;
1898 }
2045 } 1899 }
2046 1900
2047 /* ok, looks groovy to just insert a new light on the map */ 1901 /* ok, looks groovy to just insert a new light on the map */
2048 tmp = arch_to_object (spell->other_arch); 1902 tmp = arch_to_object (spell->other_arch);
2049 if (!tmp) 1903 if (!tmp)
2050 { 1904 {
2051 LOG (llevError, "Error: spell arch for cast_light() missing.\n"); 1905 LOG (llevError, "Error: spell arch for cast_light() missing.\n");
2052 return 0; 1906 return 0;
2053 } 1907 }
1908
2054 tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell); 1909 tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell);
1910
2055 if (tmp->glow_radius) 1911 if (tmp->glow_radius)
2056 { 1912 tmp->set_glow_radius (
2057 tmp->glow_radius = spell->range + SP_level_range_adjust (caster, spell); 1913 min (MAX_LIGHT_RADIUS, spell->range + SP_level_range_adjust (caster, spell)));
2058 if (tmp->glow_radius > MAX_LIGHT_RADII) 1914
2059 tmp->glow_radius = MAX_LIGHT_RADII; 1915 if (dir)
2060 } 1916 m->insert (tmp, x, y, op);
2061 tmp->x = x; 1917 else
2062 tmp->y = y; 1918 caster->outer_env ()->insert (tmp);
2063 insert_ob_in_map (tmp, m, op, 0); 1919
2064 return 1; 1920 return 1;
2065} 1921}
2066
2067
2068
2069 1922
2070/* cast_cause_disease: this spell looks along <dir> from the 1923/* cast_cause_disease: this spell looks along <dir> from the
2071 * player and infects someone. 1924 * player and infects someone.
2072 * op is the player/monster, caster is the object, dir is the direction 1925 * op is the player/monster, caster is the object, dir is the direction
2073 * to cast, disease_arch is the specific disease, and type is the spell number 1926 * to cast, disease_arch is the specific disease, and type is the spell number
2074 * perhaps this should actually be in disease.c? 1927 * perhaps this should actually be in disease.c?
2075 */ 1928 */
2076
2077int 1929int
2078cast_cause_disease (object *op, object *caster, object *spell, int dir) 1930cast_cause_disease (object *op, object *caster, object *spell, int dir)
2079{ 1931{
2080 sint16 x, y; 1932 sint16 x, y;
2081 int i, mflags, range, dam_mod, dur_mod; 1933 int i, mflags, range, dam_mod, dur_mod;
2088 /* If casting from a scroll, no direction will be available, so refer to the 1940 /* If casting from a scroll, no direction will be available, so refer to the
2089 * direction the player is pointing. 1941 * direction the player is pointing.
2090 */ 1942 */
2091 if (!dir) 1943 if (!dir)
2092 dir = op->facing; 1944 dir = op->facing;
1945
2093 if (!dir) 1946 if (!dir)
2094 return 0; /* won't find anything if casting on ourself, so just return */ 1947 return 0; /* won't find anything if casting on ourself, so just return */
2095 1948
2096 /* Calculate these once here */ 1949 /* Calculate these once here */
2097 range = spell->range + SP_level_range_adjust (caster, spell); 1950 range = spell->range + SP_level_range_adjust (caster, spell);
2116 1969
2117 /* Only bother looking on this space if there is something living here */ 1970 /* Only bother looking on this space if there is something living here */
2118 if (mflags & P_IS_ALIVE) 1971 if (mflags & P_IS_ALIVE)
2119 { 1972 {
2120 /* search this square for a victim */ 1973 /* search this square for a victim */
2121 for (walk = get_map_ob (m, x, y); walk; walk = walk->above) 1974 for (walk = GET_MAP_OB (m, x, y); walk; walk = walk->above)
2122 if (QUERY_FLAG (walk, FLAG_MONSTER) || (walk->type == PLAYER)) 1975 if (QUERY_FLAG (walk, FLAG_MONSTER) || (walk->type == PLAYER))
2123 { /* found a victim */ 1976 { /* found a victim */
2124 object *disease = arch_to_object (spell->other_arch); 1977 object *disease = arch_to_object (spell->other_arch);
2125 1978
2126 disease->set_owner (op); 1979 disease->set_owner (op);
2127 set_spell_skill (op, caster, spell, disease); 1980 set_spell_skill (op, caster, spell, disease);
2128 disease->stats.exp = 0; 1981 disease->stats.exp = 0;
2129 disease->level = caster_level (caster, spell); 1982 disease->level = casting_level (caster, spell);
2130 1983
2131 /* do level adjustments */ 1984 /* do level adjustments */
2132 if (disease->stats.wc) 1985 if (disease->stats.wc)
2133 disease->stats.wc += dur_mod / 2; 1986 disease->stats.wc += dur_mod / 2;
2134 1987
2135 if (disease->magic > 0) 1988 if (disease->magic > 0)
2136 disease->magic += dur_mod / 4; 1989 disease->magic += dur_mod / 8;
2137 1990
2138 if (disease->stats.maxhp > 0) 1991 if (disease->stats.maxhp > 0)
2139 disease->stats.maxhp += dur_mod; 1992 disease->stats.maxhp += dur_mod;
2140 1993
2141 if (disease->stats.maxgrace > 0) 1994 if (disease->stats.maxgrace > 0)
2176 if (disease->stats.sp) 2029 if (disease->stats.sp)
2177 disease->stats.sp -= dam_mod; 2030 disease->stats.sp -= dam_mod;
2178 2031
2179 if (infect_object (walk, disease, 1)) 2032 if (infect_object (walk, disease, 1))
2180 { 2033 {
2181 object *flash; /* visual effect for inflicting disease */
2182
2183 new_draw_info_format (NDI_UNIQUE, 0, op, "You inflict %s on %s!", &disease->name, &walk->name); 2034 new_draw_info_format (NDI_UNIQUE, 0, op, "You inflict %s on %s!", &disease->name, &walk->name);
2184 2035
2185 disease->destroy (); /* don't need this one anymore */ 2036 disease->destroy (); /* don't need this one anymore */
2186 flash = get_archetype (ARCH_DETECT_MAGIC); 2037 walk->map->insert (get_archetype ("detect_magic"), x, y, op);
2187 flash->x = x;
2188 flash->y = y;
2189 flash->map = walk->map;
2190 insert_ob_in_map (flash, walk->map, op, 0);
2191 return 1; 2038 return 1;
2192 } 2039 }
2193 2040
2194 disease->destroy (); 2041 disease->destroy ();
2195 } 2042 }
2196 } /* if living creature */ 2043 } /* if living creature */
2197 } /* for range of spaces */ 2044 } /* for range of spaces */
2045
2198 new_draw_info (NDI_UNIQUE, 0, op, "No one caught anything!"); 2046 new_draw_info (NDI_UNIQUE, 0, op, "No one caught anything!");
2199 return 1; 2047 return 1;
2200} 2048}

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