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Comparing deliantra/server/server/spell_attack.C (file contents):
Revision 1.39 by root, Mon Jun 4 13:04:01 2007 UTC vs.
Revision 1.83 by root, Mon Mar 2 11:45:19 2009 UTC

1/* 1/*
2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team 4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002-2003,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002-2003,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * Crossfire TRT is free software; you can redistribute it and/or modify it 8 * Deliantra is free software: you can redistribute it and/or modify
9 * under the terms of the GNU General Public License as published by the Free 9 * it under the terms of the GNU General Public License as published by
10 * Software Foundation; either version 2 of the License, or (at your option) 10 * the Free Software Foundation, either version 3 of the License, or
11 * 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, but 13 * This program is distributed in the hope that it will be useful,
14 * WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License along 18 * You should have received a copy of the GNU General Public License
19 * with Crossfire TRT; if not, write to the Free Software Foundation, Inc. 51 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 * Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
21 * 20 *
22 * The authors can be reached via e-mail to <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 22 */
24 23
25/* This file contains all the spell attack code. Grouping this code 24/* This file contains all the spell attack code. Grouping this code
26 * together should hopefully make it easier to find the relevent bits 25 * together should hopefully make it easier to find the relevent bits
27 * of code 26 * of code
37/* this function checks to see if a spell pushes objects as well 36/* this function checks to see if a spell pushes objects as well
38 * as flies over and damages them (only used for cones for now) 37 * as flies over and damages them (only used for cones for now)
39 * but moved here so it could be applied to bolts too 38 * but moved here so it could be applied to bolts too
40 * op is the spell object. 39 * op is the spell object.
41 */ 40 */
42
43void 41void
44check_spell_knockback (object *op) 42check_spell_knockback (object *op)
45{ 43{
46 object *tmp, *tmp2; /* object on the map */
47 int weight_move; 44 int weight_move;
48 int frictionmod = 2; /*poor man's physics - multipy targets weight by this amount */ 45 int frictionmod = 2; /*poor man's physics - multipy targets weight by this amount */
49 46
50 if (!op->weight) 47 if (!op->weight)
51 { /*shouldn't happen but if cone object has no weight drop out */ 48 { /*shouldn't happen but if cone object has no weight drop out */
56 { 53 {
57 weight_move = op->weight + (op->weight * op->level) / 3; 54 weight_move = op->weight + (op->weight * op->level) / 3;
58 /*LOG (llevDebug, "DEBUG: arch weighs %d and masses %d (%s,level %d)\n", op->weight,weight_move,op->name,op->level); */ 55 /*LOG (llevDebug, "DEBUG: arch weighs %d and masses %d (%s,level %d)\n", op->weight,weight_move,op->name,op->level); */
59 } 56 }
60 57
61 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 58 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
62 { 59 {
63 int num_sections = 1; 60 int num_sections = 1;
64 61
65 /* don't move DM */ 62 /* don't move DM */
66 if (QUERY_FLAG (tmp, FLAG_WIZ)) 63 if (QUERY_FLAG (tmp, FLAG_WIZ))
73 /* don't move floors or immobile objects */ 70 /* don't move floors or immobile objects */
74 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || (!QUERY_FLAG (tmp, FLAG_ALIVE) && QUERY_FLAG (tmp, FLAG_NO_PICK))) 71 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || (!QUERY_FLAG (tmp, FLAG_ALIVE) && QUERY_FLAG (tmp, FLAG_NO_PICK)))
75 continue; 72 continue;
76 73
77 /* count the object's sections */ 74 /* count the object's sections */
78 for (tmp2 = tmp; tmp2 != NULL; tmp2 = tmp2->more) 75 for (object *tmp2 = tmp; tmp2; tmp2 = tmp2->more)
79 num_sections++; 76 num_sections++;
80 77
81 /* I'm not sure if it makes sense to divide by num_sections - bigger 78 /* I'm not sure if it makes sense to divide by num_sections - bigger
82 * objects should be harder to move, and we are moving the entire 79 * objects should be harder to move, and we are moving the entire
83 * object, not just the head, so the total weight should be relevant. 80 * object, not just the head, so the total weight should be relevant.
107 * 104 *
108 * BOLT CODE 105 * BOLT CODE
109 * 106 *
110 ***************************************************************************/ 107 ***************************************************************************/
111 108
112/* Causes op to fork. op is the original bolt, tmp 109/* Causes op to fork. op is the original bolt, tmp
113 * is the first piece of the fork. 110 * is the first piece of the fork.
114 */ 111 */
115
116void 112void
117forklightning (object *op, object *tmp) 113forklightning (object *op, object *tmp)
118{ 114{
119 int new_dir = 1; /* direction or -1 for left, +1 for right 0 if no new bolt */ 115 int new_dir = 1; /* direction or -1 for left, +1 for right 0 if no new bolt */
120 int t_dir; /* stores temporary dir calculation */ 116 int t_dir; /* stores temporary dir calculation */
152 new_bolt->duration++; 148 new_bolt->duration++;
153 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */ 149 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */
154 new_bolt->stats.dam++; 150 new_bolt->stats.dam++;
155 tmp->stats.dam /= 2; /* reduce father bolt damage */ 151 tmp->stats.dam /= 2; /* reduce father bolt damage */
156 tmp->stats.dam++; 152 tmp->stats.dam++;
153
157 if ((new_bolt = m->insert (new_bolt, sx, sy, op))) 154 if ((new_bolt = m->insert (new_bolt, sx, sy, op)))
158 update_turn_face (new_bolt); 155 update_turn_face (new_bolt);
159} 156}
160 157
161/* move_bolt: moves bolt 'op'. Basically, it just advances a space, 158/* move_bolt: moves bolt 'op'. Basically, it just advances a space,
162 * and checks for various things that may stop it. 159 * and checks for various things that may stop it.
163 */ 160 */
164
165void 161void
166move_bolt (object *op) 162move_bolt (object *op)
167{ 163{
168 int mflags; 164 int mflags;
169 sint16 x, y; 165 sint16 x, y;
170 maptile *m; 166 maptile *m;
171 167
172 if (--op->duration < 0) 168 if (--op->duration < 0)
173 { 169 {
174 op->destroy (); 170 op->drop_and_destroy ();
175 return; 171 return;
176 } 172 }
177 173
178 hit_map (op, 0, op->attacktype, 1); 174 hit_map (op, 0, op->attacktype, 1);
179 175
252 tmp->duration++; 248 tmp->duration++;
253 249
254 /* New forking code. Possibly create forks of this object 250 /* New forking code. Possibly create forks of this object
255 * going off in other directions. 251 * going off in other directions.
256 */ 252 */
257 if (rndm (0, 99) < tmp->stats.Dex) 253 if (tmp->stats.Dex && rndm (0, 99) < tmp->stats.Dex)
258 { /* stats.Dex % of forking */ 254 forklightning (op, tmp); /* stats.Dex % of forking */
259 forklightning (op, tmp);
260 }
261 255
262 /* In this way, the object left behind sticks on the space, but 256 /* In this way, the object left behind sticks on the space, but
263 * doesn't create any bolts that continue to move onward. 257 * doesn't create any bolts that continue to move onward.
264 */ 258 */
265 op->range = 0; 259 op->range = 0;
289 return 0; 283 return 0;
290 284
291 /* peterm: level dependency for bolts */ 285 /* peterm: level dependency for bolts */
292 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob); 286 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob);
293 tmp->attacktype = spob->attacktype; 287 tmp->attacktype = spob->attacktype;
288
294 if (spob->slaying) 289 if (spob->slaying)
295 tmp->slaying = spob->slaying; 290 tmp->slaying = spob->slaying;
291
296 tmp->range = spob->range + SP_level_range_adjust (caster, spob); 292 tmp->range = spob->range + SP_level_range_adjust (caster, spob);
297 tmp->duration = spob->duration + SP_level_duration_adjust (caster, spob); 293 tmp->duration = spob->duration + SP_level_duration_adjust (caster, spob);
298 tmp->stats.Dex = spob->stats.Dex; 294 tmp->stats.Dex = spob->stats.Dex;
299 tmp->stats.Con = spob->stats.Con; 295 tmp->stats.Con = spob->stats.Con;
300 296
311 307
312 maptile *newmap; 308 maptile *newmap;
313 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y); 309 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y);
314 if (mflags & P_OUT_OF_MAP) 310 if (mflags & P_OUT_OF_MAP)
315 { 311 {
316 tmp->destroy (); 312 tmp->drop_and_destroy ();
317 return 0; 313 return 0;
318 } 314 }
319 315
320 tmp->map = newmap; 316 tmp->map = newmap;
321 317
322 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)))
323 { 319 {
324 if (!QUERY_FLAG (tmp, FLAG_REFLECTING)) 320 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
325 { 321 {
326 tmp->destroy (); 322 tmp->drop_and_destroy ();
327 return 0; 323 return 0;
328 } 324 }
329 325
330 tmp->x = op->x; 326 tmp->x = op->x;
331 tmp->y = op->y; 327 tmp->y = op->y;
336 if ((tmp = tmp->insert_at (tmp, op))) 332 if ((tmp = tmp->insert_at (tmp, op)))
337 move_bolt (tmp); 333 move_bolt (tmp);
338 334
339 return 1; 335 return 1;
340} 336}
341
342
343 337
344/*************************************************************************** 338/***************************************************************************
345 * 339 *
346 * BULLET/BALL CODE 340 * BULLET/BALL CODE
347 * 341 *
348 ***************************************************************************/ 342 ***************************************************************************/
349 343
350/* expands an explosion. op is a piece of the 344/* expands an explosion. op is a piece of the
351 * explosion - this expans it in the different directions. 345 * explosion - this expands it in the different directions.
352 * At least that is what I think this does. 346 * At least that is what I think this does.
353 */ 347 */
354void 348void
355explosion (object *op) 349explosion (object *op)
356{ 350{
390 } 384 }
391 } 385 }
392 } 386 }
393} 387}
394 388
395
396/* Causes an object to explode, eg, a firebullet, 389/* Causes an object to explode, eg, a firebullet,
397 * poison cloud ball, etc. op is the object to 390 * poison cloud ball, etc. op is the object to
398 * explode. 391 * explode.
399 */ 392 */
400void 393void
401explode_bullet (object *op) 394explode_bullet (object *op)
402{ 395{
403 object *tmp, *owner; 396 object *tmp, *owner;
404 397
405 if (op->other_arch == NULL) 398 if (!op->other_arch)
406 { 399 {
407 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n"); 400 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n");
408 op->destroy (); 401 op->destroy ();
409 return; 402 return;
410 } 403 }
411 404
412 if (op->env) 405 if (op->env)
413 { 406 {
414 object *env = object_get_env_recursive (op); 407 object *env = op->outer_env ();
408
415 if (env->map == NULL || out_of_map (env->map, env->x, env->y)) 409 if (!env->map || out_of_map (env->map, env->x, env->y))
416 { 410 {
417 LOG (llevError, "BUG: explode_bullet(): env out of map\n"); 411 LOG (llevError, "BUG: explode_bullet(): env out of map\n");
418 op->destroy (); 412 op->destroy ();
419 return; 413 return;
420 } 414 }
438 } 432 }
439 433
440 if (op->attacktype) 434 if (op->attacktype)
441 { 435 {
442 hit_map (op, 0, op->attacktype, 1); 436 hit_map (op, 0, op->attacktype, 1);
437
443 if (op->destroyed ()) 438 if (op->destroyed ())
444 return; 439 return;
445 } 440 }
446 441
447 /* other_arch contains what this explodes into */ 442 /* other_arch contains what this explodes into */
450 tmp->set_owner (op); 445 tmp->set_owner (op);
451 tmp->skill = op->skill; 446 tmp->skill = op->skill;
452 447
453 owner = op->owner; 448 owner = op->owner;
454 449
455 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))
456 { 454 {
457 op->destroy (); 455 op->destroy ();
458 return; 456 return;
459 } 457 }
460 458
487 485
488 /* Prevent recursion */ 486 /* Prevent recursion */
489 op->move_on = 0; 487 op->move_on = 0;
490 488
491 tmp->insert_at (op, op); 489 tmp->insert_at (op, op);
490 tmp->play_sound (tmp->sound);
491
492 /* remove the firebullet */ 492 /* remove the firebullet */
493 op->destroy (); 493 op->destroy ();
494} 494}
495 495
496/* 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
523 for (tmp = op->ms ().bot; tmp; tmp = tmp->above) 523 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
524 { 524 {
525 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 525 if (QUERY_FLAG (tmp, FLAG_ALIVE))
526 { 526 {
527 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
528 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0) 530 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0)
529 { 531 {
530 if (!QUERY_FLAG (op, FLAG_REMOVED)) 532 if (!QUERY_FLAG (op, FLAG_REMOVED))
531 { 533 {
532 op->destroy (); 534 op->destroy ();
612 * we remove the magic flag - that can be derived from 614 * we remove the magic flag - that can be derived from
613 * spob->attacktype. 615 * spob->attacktype.
614 * This function sets up the appropriate owner and skill 616 * This function sets up the appropriate owner and skill
615 * pointers. 617 * pointers.
616 */ 618 */
617
618int 619int
619fire_bullet (object *op, object *caster, int dir, object *spob) 620fire_bullet (object *op, object *caster, int dir, object *spob)
620{ 621{
621 object *tmp = NULL; 622 object *tmp = NULL;
622 int mflags; 623 int mflags;
623 624
624 if (!spob->other_arch) 625 if (!spob->other_arch)
625 return 0; 626 return 0;
626 627
627 tmp = arch_to_object (spob->other_arch); 628 tmp = spob->other_arch->instance ();
628 if (tmp == NULL) 629 if (!tmp)
629 return 0; 630 return 0;
630 631
631 /* peterm: level dependency for bolts */ 632 /* peterm: level dependency for bolts */
632 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);
633 tmp->attacktype = spob->attacktype; 634 tmp->attacktype = spob->attacktype;
634 if (spob->slaying) 635 if (spob->slaying)
635 tmp->slaying = spob->slaying; 636 tmp->slaying = spob->slaying;
636 637
646 SET_ANIMATION (tmp, dir); 647 SET_ANIMATION (tmp, dir);
647 648
648 tmp->set_owner (op); 649 tmp->set_owner (op);
649 set_spell_skill (op, caster, spob, tmp); 650 set_spell_skill (op, caster, spob, tmp);
650 651
651 tmp->x = op->x + freearr_x[dir]; 652 tmp->x = op->x + freearr_x[dir];
652 tmp->y = op->y + freearr_y[dir]; 653 tmp->y = op->y + freearr_y[dir];
653 tmp->map = op->map; 654 tmp->map = op->map;
654 655
655 maptile *newmap; 656 maptile *newmap;
656 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y); 657 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y);
657 if (mflags & P_OUT_OF_MAP) 658 if (mflags & P_OUT_OF_MAP)
707/* 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 */
708 709
709void 710void
710move_cone (object *op) 711move_cone (object *op)
711{ 712{
712 int i;
713
714 /* 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 */
715 if (!op->map) 714 if (!op->map)
716 { 715 {
717 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");
718 op->set_speed (0); 717 op->set_speed (0);
738 } 737 }
739#endif 738#endif
740 739
741 hit_map (op, 0, op->attacktype, 0); 740 hit_map (op, 0, op->attacktype, 0);
742 741
742 if (!op->is_on_map ())
743 return;
744
743 /* Check to see if we should push anything. 745 /* Check to see if we should push anything.
744 * Spell objects with weight push whatever they encounter to some 746 * Spell objects with weight push whatever they encounter to some
745 * degree. 747 * degree.
746 */ 748 */
747 if (op->weight) 749 if (op->weight)
750 {
748 check_spell_knockback (op); 751 check_spell_knockback (op);
749 752
750 if (op->destroyed ()) 753 if (!op->is_on_map ())
751 return; 754 return;
755 }
752 756
753 if ((op->duration--) < 0) 757 if (op->duration-- < 0)
754 { 758 {
755 op->destroy (); 759 op->destroy ();
756 return; 760 return;
757 } 761 }
758 /* Object has hit maximum range, so don't have it move 762 /* Object has hit maximum range, so don't have it move
763 { 767 {
764 op->range = 0; /* just so it doesn't wrap */ 768 op->range = 0; /* just so it doesn't wrap */
765 return; 769 return;
766 } 770 }
767 771
768 for (i = -1; i < 2; i++) 772 for (int i = -1; i <= 1; i++)
769 { 773 {
770 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)];
771 775
772 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))
773 { 777 {
824 */ 828 */
825 movetype = spell->other_arch->move_type; 829 movetype = spell->other_arch->move_type;
826 830
827 for (i = range_min; i <= range_max; i++) 831 for (i = range_min; i <= range_max; i++)
828 { 832 {
829 sint16 x, y, d; 833 sint16 x, y;
830 834
831 /* We can't use absdir here, because it never returns 835 /* We can't use absdir here, because it never returns
832 * 0. If this is a rune, we want to hit the person on top 836 * 0. If this is a rune, we want to hit the person on top
833 * of the trap (d==0). If it is not a rune, then we don't want 837 * of the trap (d==0). If it is not a rune, then we don't want
834 * to hit that person. 838 * to hit that person.
835 */ 839 */
836 d = dir + i; 840 int d = dir ? absdir (dir + i) : i;
837 while (d < 0)
838 d += 8;
839 while (d > 8)
840 d -= 8;
841 841
842 /* 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.
843 * In that case, we have to see - if dir is specified, 843 * In that case, we have to see - if dir is specified,
844 * turn this into direction 8. If dir is not specified (all 844 * turn this into direction 8. If dir is not specified (all
845 * direction) skip - otherwise, one line would do more damage 845 * direction) skip - otherwise, one line would do more damage
865 865
866 success = 1; 866 success = 1;
867 tmp = arch_to_object (spell->other_arch); 867 tmp = arch_to_object (spell->other_arch);
868 tmp->set_owner (op); 868 tmp->set_owner (op);
869 set_spell_skill (op, caster, spell, tmp); 869 set_spell_skill (op, caster, spell, tmp);
870 tmp->level = caster_level (caster, spell); 870 tmp->level = casting_level (caster, spell);
871 tmp->attacktype = spell->attacktype; 871 tmp->attacktype = spell->attacktype;
872 872
873 /* holy word stuff */ 873 /* holy word stuff */
874 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER)) 874 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER))
875 if (!tailor_god_spell (tmp, op)) 875 if (!tailor_god_spell (tmp, op))
934 * 934 *
935 * BOMB related code 935 * BOMB related code
936 * 936 *
937 ****************************************************************************/ 937 ****************************************************************************/
938 938
939
940/* This handles an exploding bomb. 939/* This handles an exploding bomb.
941 * op is the original bomb object. 940 * op is the original bomb object.
942 */ 941 */
943void 942void
944animate_bomb (object *op) 943animate_bomb (object *op)
945{ 944{
946 int i;
947 object *env, *tmp;
948
949 if (op->state != NUM_ANIMATIONS (op) - 1) 945 if (op->state != NUM_ANIMATIONS (op) - 1)
950 return; 946 return;
951 947
952 env = object_get_env_recursive (op); 948 object *env = op->outer_env ();
953 949
954 if (op->env) 950 if (op->env)
955 { 951 {
956 if (env->map == NULL) 952 if (env->map == NULL)
957 return; 953 return;
958
959 if (env->type == PLAYER)
960 esrv_del_item (env->contr, op->count);
961 954
962 if (!(op = op->insert_at (env, op))) 955 if (!(op = op->insert_at (env, op)))
963 return; 956 return;
964 } 957 }
965 958
976 * but using the cast_bullet isn't really feasible, 969 * but using the cast_bullet isn't really feasible,
977 * so just set up the appropriate values. 970 * so just set up the appropriate values.
978 */ 971 */
979 if (archetype *at = archetype::find (SPLINT)) 972 if (archetype *at = archetype::find (SPLINT))
980 { 973 {
981 for (i = 1; i < 9; i++) 974 for (int i = 1; i < 9; i++)
982 { 975 {
983 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]))
984 continue; 977 continue;
985 978
986 tmp = arch_to_object (at); 979 object *tmp = arch_to_object (at);
987 tmp->direction = i; 980 tmp->direction = i;
988 tmp->range = op->range; 981 tmp->range = op->range;
989 tmp->stats.dam = op->stats.dam; 982 tmp->stats.dam = op->stats.dam;
990 tmp->duration = op->duration; 983 tmp->duration = op->duration;
991 tmp->attacktype = op->attacktype; 984 tmp->attacktype = op->attacktype;
1005} 998}
1006 999
1007int 1000int
1008create_bomb (object *op, object *caster, int dir, object *spell) 1001create_bomb (object *op, object *caster, int dir, object *spell)
1009{ 1002{
1010
1011 object *tmp; 1003 object *tmp;
1012 int mflags; 1004 int mflags;
1013 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];
1014 maptile *m; 1006 maptile *m;
1015 1007
1016 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 {
1017 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))
1018 { 1017 {
1019 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.");
1020 return 0; 1019 return 0;
1020 }
1021 } 1021 }
1022
1022 tmp = arch_to_object (spell->other_arch); 1023 tmp = arch_to_object (spell->other_arch);
1023 1024
1024 /* level dependencies for bomb */ 1025 /* level dependencies for bomb */
1025 tmp->range = spell->range + SP_level_range_adjust (caster, spell); 1026 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
1026 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);
1047 * dir is the direction to look in. 1048 * dir is the direction to look in.
1048 * range is how far out to look. 1049 * range is how far out to look.
1049 * 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.
1050 * this info is used for blocked magic/unholy spaces. 1051 * this info is used for blocked magic/unholy spaces.
1051 */ 1052 */
1052
1053object * 1053object *
1054get_pointed_target (object *op, int dir, int range, int type) 1054get_pointed_target (object *op, int dir, int range, int type)
1055{ 1055{
1056 object *target; 1056 object *target;
1057 sint16 x, y; 1057 sint16 x, y;
1076 return NULL; 1076 return NULL;
1077 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW) 1077 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW)
1078 return NULL; 1078 return NULL;
1079 1079
1080 if (mflags & P_IS_ALIVE) 1080 if (mflags & P_IS_ALIVE)
1081 {
1082 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)
1083 { 1082 if (QUERY_FLAG (target, FLAG_MONSTER))
1084 if (QUERY_FLAG (target->head ? target->head : target, FLAG_MONSTER))
1085 {
1086 return target; 1083 return target;
1087 }
1088 }
1089 }
1090 } 1084 }
1085
1091 return NULL; 1086 return NULL;
1092} 1087}
1093
1094 1088
1095/* cast_smite_arch() - the priest points to a creature and causes 1089/* cast_smite_arch() - the priest points to a creature and causes
1096 * a 'godly curse' to decend. 1090 * a 'godly curse' to decend.
1097 * usual params - 1091 * usual params -
1098 * op = player 1092 * op = player
1099 * caster = object casting the spell. 1093 * caster = object casting the spell.
1100 * dir = direction being cast 1094 * dir = direction being cast
1101 * spell = spell object 1095 * spell = spell object
1102 */ 1096 */
1103
1104int 1097int
1105cast_smite_spell (object *op, object *caster, int dir, object *spell) 1098cast_smite_spell (object *op, object *caster, int dir, object *spell)
1106{ 1099{
1107 object *effect, *target; 1100 object *effect, *target;
1108 object *god = find_god (determine_god (op)); 1101 object *god = find_god (determine_god (op));
1118 * interesting spell. 1111 * interesting spell.
1119 * 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
1120 * can't be friendly to your god. 1113 * can't be friendly to your god.
1121 */ 1114 */
1122 1115
1123 if (!target || QUERY_FLAG (target, FLAG_REFL_SPELL) 1116 if (!target
1117 || target->flag [FLAG_REFL_SPELL]
1124 || (!god && spell->stats.grace) 1118 || (!god && spell->stats.grace)
1125 || (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)))
1126 { 1121 {
1127 new_draw_info (NDI_UNIQUE, 0, op, "Your request is unheeded."); 1122 new_draw_info (NDI_UNIQUE, 0, op, "Your request is unheeded.");
1128 return 0; 1123 return 0;
1129 } 1124 }
1130 1125
1132 effect = arch_to_object (spell->other_arch); 1127 effect = arch_to_object (spell->other_arch);
1133 else 1128 else
1134 return 0; 1129 return 0;
1135 1130
1136 /* tailor the effect by priest level and worshipped God */ 1131 /* tailor the effect by priest level and worshipped God */
1137 effect->level = caster_level (caster, spell); 1132 effect->level = casting_level (caster, spell);
1138 effect->attacktype = spell->attacktype; 1133 effect->attacktype = spell->attacktype;
1139 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER)) 1134 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER))
1140 { 1135 {
1141 if (tailor_god_spell (effect, op)) 1136 if (tailor_god_spell (effect, op))
1142 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));
1143 else 1138 else
1144 { 1139 {
1145 new_draw_info (NDI_UNIQUE, 0, op, "Your request is ignored."); 1140 new_draw_info (NDI_UNIQUE, 0, op, "Your request is ignored.");
1146 return 0; 1141 return 0;
1147 } 1142 }
1186 effect->insert_at (target, op); 1181 effect->insert_at (target, op);
1187 1182
1188 return 1; 1183 return 1;
1189} 1184}
1190 1185
1191
1192/**************************************************************************** 1186/****************************************************************************
1193 * 1187 *
1194 * MAGIC MISSILE code. 1188 * MAGIC MISSILE code.
1195 * 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
1196 * code here is just to move the missile. 1190 * code here is just to move the missile.
1198 1192
1199/* op is a missile that needs to be moved */ 1193/* op is a missile that needs to be moved */
1200void 1194void
1201move_missile (object *op) 1195move_missile (object *op)
1202{ 1196{
1203 int i, mflags;
1204 object *owner;
1205 sint16 new_x, new_y;
1206 maptile *m;
1207
1208 if (op->range-- <= 0) 1197 if (op->range-- <= 0)
1209 { 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 {
1210 op->destroy (); 1208 op->destroy ();
1211 return; 1209 return;
1212 } 1210 }
1213 1211
1214 owner = op->owner; 1212 mapspace &ms = pos.ms ();
1215#if 0
1216 /* It'd make things nastier if this wasn't here - spells cast by
1217 * monster that are then killed would continue to survive
1218 */
1219 if (owner == NULL)
1220 {
1221 op->destroy ();
1222 return;
1223 }
1224#endif
1225 1213
1226 new_x = op->x + DIRX (op); 1214 if (ms.flags () & P_IS_ALIVE || ms.blocks (op))
1227 new_y = op->y + DIRY (op);
1228
1229 mflags = get_map_flags (op->map, &m, new_x, new_y, &new_x, &new_y);
1230
1231 if (!(mflags & P_OUT_OF_MAP) && ((mflags & P_IS_ALIVE) || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y))))
1232 { 1215 {
1233 hit_map (op, op->direction, AT_MAGIC, 1); 1216 hit_map (op, op->direction, AT_MAGIC, 1);
1234 /* Basically, missile only hits one thing then goes away. 1217 /* Basically, missile only hits one thing then goes away.
1235 * 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.
1236 */ 1219 */
1237 if (!op->destroyed ())
1238 op->destroy ();
1239
1240 return;
1241 }
1242
1243 op->remove ();
1244
1245 if (!op->direction || (mflags & P_OUT_OF_MAP))
1246 {
1247 op->destroy (); 1220 op->destroy ();
1248 return; 1221 return;
1249 } 1222 }
1250 1223
1224 if (!op->direction)
1225 {
1226 op->destroy ();
1227 return;
1228 }
1229
1251 i = spell_find_dir (m, new_x, new_y, op->owner); 1230 int i = spell_find_dir (pos.m, pos.x, pos.y, op->owner);
1252 if (i > 0 && i != op->direction) 1231 if (i > 0 && i != op->direction)
1253 { 1232 {
1254 op->direction = i; 1233 op->direction = i;
1255 SET_ANIMATION (op, op->direction); 1234 SET_ANIMATION (op, op->direction);
1256 } 1235 }
1257 1236
1258 m->insert (op, new_x, new_y, op); 1237 pos.insert (op, op);
1259} 1238}
1260 1239
1261/**************************************************************************** 1240/****************************************************************************
1262 * Destruction 1241 * Destruction
1263 ****************************************************************************/ 1242 ****************************************************************************/
1266 * 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
1267 * object. if time is 0, the object glows permanently. To truely 1246 * object. if time is 0, the object glows permanently. To truely
1268 * make this work for non-living objects, we would have to 1247 * make this work for non-living objects, we would have to
1269 * give them the capability to have an inventory. b.t. 1248 * give them the capability to have an inventory. b.t.
1270 */ 1249 */
1271
1272int 1250int
1273make_object_glow (object *op, int radius, int time) 1251make_object_glow (object *op, int radius, int time)
1274{ 1252{
1275 object *tmp;
1276
1277 /* some things are unaffected... */ 1253 /* some things are unaffected... */
1278 if (op->path_denied & PATH_LIGHT) 1254 if (op->path_denied & PATH_LIGHT)
1279 return 0; 1255 return 0;
1280 1256
1281 tmp = get_archetype (FORCE_NAME); 1257 object *tmp = get_archetype (FORCE_NAME);
1282 tmp->speed = 0.01; 1258 tmp->speed = 0.01;
1283 tmp->stats.food = time; 1259 tmp->stats.food = time;
1284 SET_FLAG (tmp, FLAG_IS_USED_UP); 1260 SET_FLAG (tmp, FLAG_IS_USED_UP);
1285 tmp->glow_radius = radius; 1261 tmp->set_glow_radius (min (MAX_LIGHT_RADIUS, radius));
1286 if (tmp->glow_radius > MAX_LIGHT_RADII)
1287 tmp->glow_radius = MAX_LIGHT_RADII;
1288
1289 tmp->x = op->x;
1290 tmp->y = op->y;
1291 if (tmp->speed < MIN_ACTIVE_SPEED)
1292 tmp->speed = MIN_ACTIVE_SPEED; /* safety */
1293 tmp = insert_ob_in_ob (tmp, op); 1262 tmp = insert_ob_in_ob (tmp, op);
1263
1294 if (tmp->glow_radius > op->glow_radius) 1264 if (tmp->glow_radius > op->glow_radius)
1295 op->glow_radius = tmp->glow_radius; 1265 op->set_glow_radius (tmp->glow_radius);
1296 1266
1297 if (!tmp->env || op != tmp->env)
1298 {
1299 LOG (llevError, "make_object_glow() failed to insert glowing force in %s\n", &op->name);
1300 return 0;
1301 }
1302 return 1; 1267 return 1;
1303} 1268}
1304 1269
1305int 1270int
1306cast_destruction (object *op, object *caster, object *spell_ob) 1271cast_destruction (object *op, object *caster, object *spell_ob)
1307{ 1272{
1308 int i, j, range, mflags, friendly = 0, dam, dur;
1309 sint16 sx, sy;
1310 maptile *m;
1311 object *tmp;
1312 const char *skill;
1313
1314 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob); 1273 int range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
1315 dam = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob); 1274 int dam = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob);
1316 dur = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob); 1275 int dur = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
1317 if (QUERY_FLAG (op, FLAG_FRIENDLY) || op->type == PLAYER) 1276
1318 friendly = 1; 1277 bool friendly = op->flag [FLAG_FRIENDLY] || op->is_player ();
1319 1278
1320 /* destruction doesn't use another spell object, so we need 1279 /* destruction doesn't use another spell object, so we need
1321 * update op's skill pointer so that exp is properly awarded. 1280 * update op's skill pointer so that exp is properly awarded.
1322 * We do some shortcuts here - since this is just temporary
1323 * and we'll reset the values back, we don't need to go through
1324 * the full share string/free_string route.
1325 */ 1281 */
1326 skill = op->skill; 1282 const shstr skill = op->skill;
1283
1327 if (caster == op) 1284 if (caster == op)
1328 op->skill = spell_ob->skill; 1285 op->skill = spell_ob->skill;
1329 else if (caster->skill) 1286 else if (caster->skill)
1330 op->skill = caster->skill; 1287 op->skill = caster->skill;
1331 else 1288 else
1332 op->skill = NULL; 1289 op->skill = 0;
1333 1290
1334 op->change_skill (find_skill_by_name (op, op->skill)); 1291 op->change_skill (find_skill_by_name (op, op->skill));
1335 1292
1336 for (i = -range; i < range; i++) 1293 unordered_mapwalk (op, -range, -range, range, range)
1337 { 1294 {
1338 for (j = -range; j < range; j++) 1295 mapspace &ms = m->at (nx, ny);
1339 {
1340 m = op->map;
1341 sx = op->x + i;
1342 sy = op->y + j;
1343 1296
1344 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
1345 if (mflags & P_OUT_OF_MAP)
1346 continue;
1347
1348 if (mflags & P_IS_ALIVE) 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 ())
1349 { 1300 {
1350 for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above) 1301 tmp = tmp->head_ ();
1351 if (QUERY_FLAG (tmp, FLAG_ALIVE) || tmp->type == PLAYER)
1352 break;
1353 1302
1354 if (tmp) 1303 if ((friendly && !tmp->flag [FLAG_FRIENDLY] && !tmp->is_player ())
1304 || (!friendly && (tmp->flag [FLAG_FRIENDLY] || tmp->is_player ())))
1355 { 1305 {
1356 if (tmp->head) 1306 if (spell_ob->subtype == SP_DESTRUCTION)
1357 tmp = tmp->head;
1358
1359 if ((friendly && !QUERY_FLAG (tmp, FLAG_FRIENDLY) && tmp->type != PLAYER) ||
1360 (!friendly && (QUERY_FLAG (tmp, FLAG_FRIENDLY) || tmp->type == PLAYER)))
1361 { 1307 {
1362 if (spell_ob->subtype == SP_DESTRUCTION)
1363 {
1364 hit_player (tmp, dam, op, spell_ob->attacktype, 0); 1308 hit_player (tmp, dam, op, spell_ob->attacktype, 0);
1309
1365 if (spell_ob->other_arch) 1310 if (spell_ob->other_arch)
1366 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op); 1311 m->insert (arch_to_object (spell_ob->other_arch), nx, ny, op);
1367 } 1312 }
1368 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist[ATNR_MAGIC] != 100) 1313 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist [ATNR_MAGIC] != 100)
1369 { 1314 {
1370 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch) 1315 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch)
1371 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op); 1316 m->insert (arch_to_object (spell_ob->other_arch), nx, ny, op);
1372 }
1373 } 1317 }
1374 } 1318 }
1375 } 1319 }
1376 }
1377 } 1320 }
1378 1321
1379 op->skill = skill; 1322 op->skill = skill;
1380 return 1; 1323 return 1;
1381} 1324}
1397 { 1340 {
1398 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.");
1399 return 0; 1342 return 0;
1400 } 1343 }
1401 1344
1345 tmp = tmp->head_ ();
1346
1402 /* 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. */
1403 for (force = tmp->inv; force != NULL; force = force->below) 1348 for (force = tmp->inv; force; force = force->below)
1404 { 1349 {
1405 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY) 1350 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY)
1406 { 1351 {
1407 if (force->name == spell_ob->name) 1352 if (force->name == spell_ob->name)
1408 { 1353 {
1414 return 0; 1359 return 0;
1415 } 1360 }
1416 } 1361 }
1417 } 1362 }
1418 1363
1419 if (force == NULL) 1364 if (!force)
1420 { 1365 {
1421 force = get_archetype (FORCE_NAME); 1366 force = get_archetype (FORCE_NAME);
1422 force->subtype = FORCE_CHANGE_ABILITY; 1367 force->subtype = FORCE_CHANGE_ABILITY;
1368
1423 if (spell_ob->race) 1369 if (spell_ob->race)
1424 force->name = spell_ob->race; 1370 force->name = spell_ob->race;
1425 else 1371 else
1426 force->name = spell_ob->name; 1372 force->name = spell_ob->name;
1427 1373
1437 { 1383 {
1438 force->duration = duration; 1384 force->duration = duration;
1439 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.");
1440 } 1386 }
1441 else 1387 else
1442 {
1443 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.");
1444 } 1389
1445 return 1; 1390 return 1;
1446 } 1391 }
1392
1447 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;
1448 force->speed = 1.f; 1394 force->speed = 1.f;
1449 force->speed_left = -1.f; 1395 force->speed_left = -1.f;
1450 SET_FLAG (force, FLAG_APPLIED); 1396 SET_FLAG (force, FLAG_APPLIED);
1451 1397
1485 */ 1431 */
1486int 1432int
1487mood_change (object *op, object *caster, object *spell) 1433mood_change (object *op, object *caster, object *spell)
1488{ 1434{
1489 object *tmp, *god, *head; 1435 object *tmp, *god, *head;
1490 int done_one, range, mflags, level, at, best_at; 1436 int done_one, range, level, at, best_at;
1491 sint16 x, y, nx, ny;
1492 maptile *m;
1493 const char *race; 1437 const char *race;
1494 1438
1495 /* 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
1496 * doing it over and over again. 1440 * doing it over and over again.
1497 */ 1441 */
1498 god = find_god (determine_god (op)); 1442 god = find_god (determine_god (op));
1499 level = caster_level (caster, spell); 1443 level = casting_level (caster, spell);
1500 range = spell->range + SP_level_range_adjust (caster, spell); 1444 range = spell->range + SP_level_range_adjust (caster, spell);
1501 1445
1502 /* 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_...
1503 * 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
1504 * won't ever match anything. 1448 * won't ever match anything.
1505 */ 1449 */
1506 if (!spell->race) 1450 if (!spell->race)
1507 race = NULL; 1451 race = NULL;
1508 else if (god && !strcmp (spell->race, "GOD_SLAYING")) 1452 else if (god && spell->race == shstr_GOD_SLAYING)
1509 race = god->slaying; 1453 race = god->slaying;
1510 else if (god && !strcmp (spell->race, "GOD_FRIEND")) 1454 else if (god && spell->race == shstr_GOD_FRIEND)
1511 race = god->race; 1455 race = god->race;
1512 else 1456 else
1513 race = spell->race; 1457 race = spell->race;
1514 1458
1515 for (x = op->x - range; x <= op->x + range; x++) 1459 unordered_mapwalk (op, -range, -range, range, range)
1516 for (y = op->y - range; y <= op->y + range; y++)
1517 { 1460 {
1518 done_one = 0; 1461 mapspace &ms = m->at (nx, ny);
1519 m = op->map;
1520 nx = x;
1521 ny = y;
1522 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1523 if (mflags & P_OUT_OF_MAP)
1524 continue;
1525 1462
1526 /* If there is nothing living on this space, no need to go further */ 1463 /* If there is nothing living on this space, no need to go further */
1527 if (!(mflags & P_IS_ALIVE)) 1464 if (!ms.flags () & P_IS_ALIVE)
1528 continue; 1465 continue;
1529 1466
1530 // players can only affect spaces that they can actually see 1467 // players can only affect spaces that they can actually see
1468 if (caster
1531 if (caster && caster->contr 1469 && caster->contr
1532 && caster->contr->visibility_at (m, nx, ny) < 70) 1470 && caster->contr->darkness_at (m, nx, ny) == LOS_BLOCKED)
1533 continue; 1471 continue;
1534 1472
1535 for (tmp = GET_MAP_TOP (m, nx, ny); tmp; tmp = tmp->below) 1473 for (tmp = ms.top; tmp; tmp = tmp->below)
1536 if (QUERY_FLAG (tmp, FLAG_MONSTER)) 1474 if (tmp->flag [FLAG_MONSTER])
1537 break; 1475 break;
1538 1476
1539 /* There can be living objects that are not monsters */ 1477 /* There can be living objects that are not monsters */
1540 if (!tmp || tmp->type == PLAYER) 1478 if (!tmp)
1541 continue; 1479 continue;
1542 1480
1543 /* Only the head has meaningful data, so resolve to that */ 1481 /* Only the head has meaningful data, so resolve to that */
1544 if (tmp->head)
1545 head = tmp->head; 1482 head = tmp->head_ ();
1546 else
1547 head = tmp;
1548 1483
1549 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */ 1484 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */
1550 if (race && head->race && !strstr (race, head->race)) 1485 if (race && head->race && !strstr (race, head->race))
1551 continue; 1486 continue;
1552 1487
1553 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD)) 1488 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD))
1554 continue; 1489 continue;
1555 1490
1556 /* Now do a bunch of stuff related to saving throws */ 1491 /* Now do a bunch of stuff related to saving throws */
1557 best_at = -1; 1492 best_at = -1;
1558 if (spell->attacktype) 1493 if (spell->attacktype)
1559 { 1494 {
1560 for (at = 0; at < NROFATTACKS; at++) 1495 for (at = 0; at < NROFATTACKS; at++)
1561 if (spell->attacktype & (1 << at)) 1496 if (spell->attacktype & (1 << at))
1562 if (best_at == -1 || head->resist[at] > head->resist[best_at]) 1497 if (best_at == -1 || head->resist[at] > head->resist[best_at])
1563 best_at = at; 1498 best_at = at;
1564 1499
1565 if (best_at == -1) 1500 if (best_at == -1)
1566 at = 0; 1501 at = 0;
1567 else 1502 else
1568 { 1503 {
1569 if (head->resist[best_at] == 100) 1504 if (head->resist[best_at] == 100)
1570 continue; 1505 continue;
1571 else 1506 else
1572 at = head->resist[best_at] / 5; 1507 at = head->resist[best_at] / 5;
1573 } 1508 }
1509
1574 at -= level / 5; 1510 at -= level / 5;
1575 if (did_make_save (head, head->level, at)) 1511 if (did_make_save (head, head->level, at))
1576 continue; 1512 continue;
1577 } 1513 }
1578 else /* spell->attacktype */ 1514 else /* spell->attacktype */
1579 { 1515 {
1580 /* 1516 /*
1581 Spell has no attacktype (charm & such), so we'll have a specific saving: 1517 Spell has no attacktype (charm & such), so we'll have a specific saving:
1582 * if spell level < monster level, no go 1518 * if spell level < monster level, no go
1583 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) ) 1519 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) )
1584 1520
1585 The chance will then be in the range [20-70] percent, not too bad. 1521 The chance will then be in the range [20-70] percent, not too bad.
1586 1522
1587 This is required to fix the 'charm monster' abuse, where a player level 1 can 1523 This is required to fix the 'charm monster' abuse, where a player level 1 can
1588 charm a level 125 monster... 1524 charm a level 125 monster...
1589 1525
1590 Ryo, august 14th 1526 Ryo, august 14th
1591 */ 1527 */
1592 if (head->level > level) 1528 if (head->level > level)
1593 continue; 1529 continue;
1594 1530
1595 if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + MIN (50, 2 * (level - head->level)))) 1531 if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + MIN (50, 2 * (level - head->level))))
1596 /* Failed, no effect */ 1532 /* Failed, no effect */
1597 continue; 1533 continue;
1598 } 1534 }
1599 1535
1600 /* Done with saving throw. Now start affecting the monster */ 1536 /* Done with saving throw. Now start affecting the monster */
1537 done_one = 0;
1601 1538
1602 /* aggravation */ 1539 /* aggravation */
1603 if (QUERY_FLAG (spell, FLAG_MONSTER)) 1540 if (QUERY_FLAG (spell, FLAG_MONSTER))
1604 { 1541 {
1605 CLEAR_FLAG (head, FLAG_SLEEP); 1542 CLEAR_FLAG (head, FLAG_SLEEP);
1606 remove_friendly_object (head); 1543 remove_friendly_object (head);
1607 done_one = 1; 1544 done_one = 1;
1608 head->enemy = op; 1545 head->enemy = op;
1609 } 1546 }
1610 1547
1611 /* calm monsters */ 1548 /* calm monsters */
1612 if (QUERY_FLAG (spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (head, FLAG_UNAGGRESSIVE)) 1549 if (QUERY_FLAG (spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (head, FLAG_UNAGGRESSIVE))
1613 { 1550 {
1614 SET_FLAG (head, FLAG_UNAGGRESSIVE); 1551 SET_FLAG (head, FLAG_UNAGGRESSIVE);
1615 head->enemy = NULL; 1552 head->enemy = NULL;
1616 done_one = 1; 1553 done_one = 1;
1617 } 1554 }
1618 1555
1619 /* berserk monsters */ 1556 /* berserk monsters */
1620 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK)) 1557 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK))
1621 { 1558 {
1622 SET_FLAG (head, FLAG_BERSERK); 1559 SET_FLAG (head, FLAG_BERSERK);
1623 done_one = 1; 1560 done_one = 1;
1624 } 1561 }
1625 1562
1626 /* charm */ 1563 /* charm */
1627 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY)) 1564 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY))
1628 { 1565 {
1566 INVOKE_OBJECT (KILL, head, ARG_OBJECT (caster));
1567
1629 /* Prevent uncontolled outbreaks of self replicating monsters. 1568 /* Prevent uncontrolled outbreaks of self replicating monsters.
1630 Typical use case is charm, go somwhere, use aggravation to make hostile. 1569 Typical use case is charm, go somwhere, use aggravation to make hostile.
1631 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */ 1570 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */
1632 CLEAR_FLAG (head, FLAG_GENERATOR); 1571 CLEAR_FLAG (head, FLAG_GENERATOR);
1633 head->set_owner (op); 1572 head->set_owner (op);
1634 set_spell_skill (op, caster, spell, head); 1573 set_spell_skill (op, caster, spell, head);
1635 add_friendly_object (head); 1574 add_friendly_object (head);
1636 head->attack_movement = PETMOVE; 1575 head->attack_movement = PETMOVE;
1637 done_one = 1; 1576 done_one = 1;
1638 change_exp (op, head->stats.exp / 2, head->skill, SK_EXP_ADD_SKILL); 1577 change_exp (op, head->stats.exp / 2, head->skill, SK_EXP_ADD_SKILL);
1639 head->stats.exp = 0; 1578 head->stats.exp = 0;
1640 } 1579 }
1641 1580
1642 /* If a monster was effected, put an effect in */ 1581 /* If a monster was effected, put an effect in */
1643 if (done_one && spell->other_arch) 1582 if (done_one && spell->other_arch)
1644 m->insert (arch_to_object (spell->other_arch), nx, ny, op); 1583 m->insert (arch_to_object (spell->other_arch), nx, ny, op);
1645 } /* for y */ 1584 }
1646 1585
1647 return 1; 1586 return 1;
1648} 1587}
1649
1650 1588
1651/* Move_ball_spell: This handles ball type spells that just sort of wander 1589/* Move_ball_spell: This handles ball type spells that just sort of wander
1652 * about. was called move_ball_lightning, but since more than the ball 1590 * about. was called move_ball_lightning, but since more than the ball
1653 * lightning spell used it, that seemed misnamed. 1591 * lightning spell used it, that seemed misnamed.
1654 * op is the spell effect. 1592 * op is the spell effect.
1655 * note that duration is handled by process_object() in time.c 1593 * note that duration is handled by process_object() in time.c
1656 */ 1594 */
1657
1658void 1595void
1659move_ball_spell (object *op) 1596move_ball_spell (object *op)
1660{ 1597{
1661 int i, j, dam_save, dir, mflags; 1598 int i, j, dam_save, dir, mflags;
1662 sint16 nx, ny, hx, hy; 1599 sint16 nx, ny, hx, hy;
1681 for (i = 1; i < 9; i++) 1618 for (i = 1; i < 9; i++)
1682 { 1619 {
1683 /* i bit 0: alters sign of offset 1620 /* i bit 0: alters sign of offset
1684 * other bits (i / 2): absolute value of offset 1621 * other bits (i / 2): absolute value of offset
1685 */ 1622 */
1686
1687 int offset = ((i ^ j) & 1) ? (i / 2) : -(i / 2); 1623 int offset = ((i ^ j) & 1) ? (i / 2) : -(i / 2);
1688 int tmpdir = absdir (op->direction + offset); 1624 int tmpdir = absdir (op->direction + offset);
1689 1625
1690 nx = op->x + freearr_x[tmpdir]; 1626 nx = op->x + freearr_x[tmpdir];
1691 ny = op->y + freearr_y[tmpdir]; 1627 ny = op->y + freearr_y[tmpdir];
1693 { 1629 {
1694 dir = tmpdir; 1630 dir = tmpdir;
1695 break; 1631 break;
1696 } 1632 }
1697 } 1633 }
1634
1698 if (dir == 0) 1635 if (dir == 0)
1699 { 1636 {
1700 nx = op->x; 1637 nx = op->x;
1701 ny = op->y; 1638 ny = op->y;
1702 m = op->map; 1639 m = op->map;
1728 1665
1729 if ((mflags & P_IS_ALIVE) && (!owner || owner->x != hx || owner->y != hy || !on_same_map (owner, op))) 1666 if ((mflags & P_IS_ALIVE) && (!owner || owner->x != hx || owner->y != hy || !on_same_map (owner, op)))
1730 { 1667 {
1731 if (j) 1668 if (j)
1732 op->stats.dam = dam_save / 2; 1669 op->stats.dam = dam_save / 2;
1670
1733 hit_map (op, j, op->attacktype, 1); 1671 hit_map (op, j, op->attacktype, 1);
1734
1735 } 1672 }
1736 1673
1737 /* insert the other arch */ 1674 /* insert the other arch */
1738 if (op->other_arch && !(OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy)))) 1675 if (op->other_arch && !(OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy))))
1739 m->insert (arch_to_object (op->other_arch), hx, hy, op); 1676 m->insert (arch_to_object (op->other_arch), hx, hy, op);
1753 1690
1754 op->direction = i; 1691 op->direction = i;
1755 } 1692 }
1756} 1693}
1757 1694
1758
1759/* move_swarm_spell: peterm 1695/* move_swarm_spell: peterm
1760 * This is an implementation of the swarm spell. It was written for 1696 * This is an implementation of the swarm spell. It was written for
1761 * meteor swarm, but it could be used for any swarm. A swarm spell 1697 * meteor swarm, but it could be used for any swarm. A swarm spell
1762 * is a special type of object that casts swarms of other types 1698 * is a special type of object that casts swarms of other types
1763 * of spells. Which spell it casts is flexible. It fires the spells 1699 * of spells. Which spell it casts is flexible. It fires the spells
1764 * from a set of squares surrounding the caster, in a given direction. 1700 * from a set of squares surrounding the caster, in a given direction.
1765 */ 1701 */
1766
1767void 1702void
1768move_swarm_spell (object *op) 1703move_swarm_spell (object *op)
1769{ 1704{
1770#if 0 1705#if 0
1771 static int cardinal_adjust[9] = { -3, -2, -1, 0, 0, 0, 1, 2, 3 }; 1706 static int cardinal_adjust[9] = { -3, -2, -1, 0, 0, 0, 1, 2, 3 };
1772 static int diagonal_adjust[10] = { -3, -2, -2, -1, 0, 0, 1, 2, 2, 3 }; 1707 static int diagonal_adjust[10] = { -3, -2, -2, -1, 0, 0, 1, 2, 2, 3 };
1773 sint16 target_x, target_y, origin_x, origin_y; 1708 sint16 target_x, target_y, origin_x, origin_y;
1774 int adjustdir; 1709 int adjustdir;
1775 maptile *m; 1710 maptile *m;
1776#endif 1711#endif
1777 int basedir;
1778 object *owner; 1712 object *owner = op->env;
1779 1713
1780 owner = op->owner; 1714 if (!owner) // MUST not happen, remove when true TODO
1781 if (op->duration == 0 || owner == NULL)
1782 { 1715 {
1716 LOG (llevError, "swarm spell found outside inventory: %s\n", op->debug_desc ());
1783 op->destroy (); 1717 op->destroy ();
1784 return; 1718 return;
1785 } 1719 }
1786 1720
1721 if (!op->duration || !owner->is_on_map ())
1722 {
1723 op->drop_and_destroy ();
1724 return;
1725 }
1726
1787 op->duration--; 1727 op->duration--;
1788 1728
1789 basedir = op->direction; 1729 int basedir = op->direction;
1790 if (basedir == 0) 1730 if (!basedir)
1791 { 1731 {
1792 /* spray in all directions! 8) */ 1732 /* spray in all directions! 8) */
1793 basedir = rndm (1, 8); 1733 op->facing = (op->facing + op->state) & 7;
1734 basedir = op->facing + 1;
1794 } 1735 }
1795 1736
1796#if 0 1737#if 0
1797 // this is bogus: it causes wrong places to be checked below 1738 // this is bogus: it causes wrong places to be checked below
1798 // (a wall 2 cells away will block the effect...) and 1739 // (a wall 2 cells away will block the effect...) and
1859 { 1800 {
1860 /* Bullet spells have a bunch more customization that needs to be done */ 1801 /* Bullet spells have a bunch more customization that needs to be done */
1861 if (op->spell->subtype == SP_BULLET) 1802 if (op->spell->subtype == SP_BULLET)
1862 fire_bullet (owner, op, basedir, op->spell); 1803 fire_bullet (owner, op, basedir, op->spell);
1863 else if (op->spell->subtype == SP_MAGIC_MISSILE) 1804 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1864 fire_arch_from_position (owner, op, op->x, op->y, basedir, op->spell); 1805 fire_arch_from_position (owner, op, owner->x, owner->y, basedir, op->spell);
1865 } 1806 }
1866} 1807}
1867
1868
1869
1870 1808
1871/* fire_swarm: 1809/* fire_swarm:
1872 * The following routine creates a swarm of objects. It actually 1810 * The following routine creates a swarm of objects. It actually
1873 * sets up a specific swarm object, which then fires off all 1811 * sets up a specific swarm object, which then fires off all
1874 * the parts of the swarm. 1812 * the parts of the swarm.
1877 * caster: the caster (owner, wand, rod, scroll) 1815 * caster: the caster (owner, wand, rod, scroll)
1878 * dir: the direction everything will be fired in 1816 * dir: the direction everything will be fired in
1879 * spell - the spell that is this spell. 1817 * spell - the spell that is this spell.
1880 * n: the number to be fired. 1818 * n: the number to be fired.
1881 */ 1819 */
1882
1883int 1820int
1884fire_swarm (object *op, object *caster, object *spell, int dir) 1821fire_swarm (object *op, object *caster, object *spell, int dir)
1885{ 1822{
1886 object *tmp;
1887 int i;
1888
1889 if (!spell->other_arch) 1823 if (!spell->other_arch)
1890 return 0; 1824 return 0;
1891 1825
1892 tmp = get_archetype (SWARM_SPELL); 1826 object *tmp = archetype::get (SWARM_SPELL);
1893 tmp->set_owner (op); /* needed so that if swarm elements kill, caster gets xp. */ 1827
1894 set_spell_skill (op, caster, spell, tmp); 1828 set_spell_skill (op, caster, spell, tmp);
1895
1896 tmp->level = caster_level (caster, spell); /*needed later, to get level dep. right. */ 1829 tmp->level = casting_level (caster, spell); /* needed later, to get level dep. right. */
1897 tmp->spell = arch_to_object (spell->other_arch); 1830 tmp->spell = spell->other_arch->instance ();
1898
1899 tmp->attacktype = tmp->spell->attacktype; 1831 tmp->attacktype = tmp->spell->attacktype;
1900 1832
1901 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) 1833 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
1902 if (!tailor_god_spell (tmp, op)) 1834 if (!tailor_god_spell (tmp, op))
1903 return 1; 1835 return 1;
1904 1836
1905 tmp->duration = SP_level_duration_adjust (caster, spell); 1837 tmp->duration = SP_level_duration_adjust (caster, spell);
1906 for (i = 0; i < spell->duration; i++) 1838 for (int i = 0; i < spell->duration; i++)
1907 tmp->duration += die_roll (1, 3, op, PREFER_HIGH); 1839 tmp->duration += die_roll (1, 3, op, PREFER_HIGH);
1908 1840
1841 tmp->invisible = 1;
1842 tmp->flag [FLAG_NO_DROP] = 1; // make sure it stays in inv, or else
1909 tmp->direction = dir; 1843 tmp->direction = dir;
1910 tmp->invisible = 1; 1844 tmp->facing = rndm (1, 8); // initial firing direction
1845 tmp->state = rndm (4) * 2 + 1; // direction increment
1911 1846
1912 tmp->insert_at (op, op); 1847 op->insert (tmp);
1848
1913 return 1; 1849 return 1;
1914} 1850}
1915
1916 1851
1917/* See the spells documentation file for why this is its own 1852/* See the spells documentation file for why this is its own
1918 * function. 1853 * function.
1919 */ 1854 */
1920int 1855int
1925 int dam, mflags; 1860 int dam, mflags;
1926 maptile *m; 1861 maptile *m;
1927 1862
1928 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1863 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1929 1864
1930 if (!dir) 1865 if (dir)
1931 {
1932 new_draw_info (NDI_UNIQUE, 0, op, "In what direction?");
1933 return 0;
1934 } 1866 {
1935
1936 x = op->x + freearr_x[dir]; 1867 x = op->x + freearr_x[dir];
1937 y = op->y + freearr_y[dir]; 1868 y = op->y + freearr_y[dir];
1938 m = op->map; 1869 m = op->map;
1939 1870
1940 mflags = get_map_flags (m, &m, x, y, &x, &y); 1871 mflags = get_map_flags (m, &m, x, y, &x, &y);
1941 1872
1942 if (mflags & P_OUT_OF_MAP) 1873 if (mflags & P_OUT_OF_MAP)
1943 { 1874 {
1944 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is there."); 1875 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is there.");
1945 return 0; 1876 return 0;
1946 } 1877 }
1947 1878
1948 if (mflags & P_IS_ALIVE && spell->attacktype) 1879 if (mflags & P_IS_ALIVE && spell->attacktype)
1949 { 1880 {
1950 for (target = GET_MAP_OB (m, x, y); target; target = target->above) 1881 for (target = GET_MAP_OB (m, x, y); target; target = target->above)
1951 if (QUERY_FLAG (target, FLAG_MONSTER)) 1882 if (QUERY_FLAG (target, FLAG_MONSTER))
1952 { 1883 {
1953 /* oky doky. got a target monster. Lets make a blinding attack */ 1884 /* oky doky. got a target monster. Lets make a blinding attack */
1954 if (target->head) 1885 if (target->head)
1955 target = target->head; 1886 target = target->head;
1887
1956 (void) hit_player (target, dam, op, spell->attacktype, 1); 1888 hit_player (target, dam, op, spell->attacktype, 1);
1957 return 1; /* one success only! */ 1889 return 1; /* one success only! */
1890 }
1958 } 1891 }
1959 }
1960 1892
1961 /* no live target, perhaps a wall is in the way? */ 1893 /* no live target, perhaps a wall is in the way? */
1962 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y))) 1894 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)))
1963 { 1895 {
1964 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 1896 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1965 return 0; 1897 return 0;
1898 }
1966 } 1899 }
1967 1900
1968 /* ok, looks groovy to just insert a new light on the map */ 1901 /* ok, looks groovy to just insert a new light on the map */
1969 tmp = arch_to_object (spell->other_arch); 1902 tmp = arch_to_object (spell->other_arch);
1970 if (!tmp) 1903 if (!tmp)
1971 { 1904 {
1972 LOG (llevError, "Error: spell arch for cast_light() missing.\n"); 1905 LOG (llevError, "Error: spell arch for cast_light() missing.\n");
1973 return 0; 1906 return 0;
1974 } 1907 }
1908
1975 tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell); 1909 tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell);
1910
1976 if (tmp->glow_radius) 1911 if (tmp->glow_radius)
1977 { 1912 tmp->set_glow_radius (
1978 tmp->glow_radius = spell->range + SP_level_range_adjust (caster, spell); 1913 min (MAX_LIGHT_RADIUS, spell->range + SP_level_range_adjust (caster, spell)));
1979 if (tmp->glow_radius > MAX_LIGHT_RADII)
1980 tmp->glow_radius = MAX_LIGHT_RADII;
1981 }
1982 1914
1915 if (dir)
1983 m->insert (tmp, x, y, op); 1916 m->insert (tmp, x, y, op);
1917 else
1918 caster->outer_env ()->insert (tmp);
1919
1984 return 1; 1920 return 1;
1985} 1921}
1986
1987
1988
1989 1922
1990/* cast_cause_disease: this spell looks along <dir> from the 1923/* cast_cause_disease: this spell looks along <dir> from the
1991 * player and infects someone. 1924 * player and infects someone.
1992 * 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
1993 * 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
1994 * perhaps this should actually be in disease.c? 1927 * perhaps this should actually be in disease.c?
1995 */ 1928 */
1996
1997int 1929int
1998cast_cause_disease (object *op, object *caster, object *spell, int dir) 1930cast_cause_disease (object *op, object *caster, object *spell, int dir)
1999{ 1931{
2000 sint16 x, y; 1932 sint16 x, y;
2001 int i, mflags, range, dam_mod, dur_mod; 1933 int i, mflags, range, dam_mod, dur_mod;
2008 /* 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
2009 * direction the player is pointing. 1941 * direction the player is pointing.
2010 */ 1942 */
2011 if (!dir) 1943 if (!dir)
2012 dir = op->facing; 1944 dir = op->facing;
1945
2013 if (!dir) 1946 if (!dir)
2014 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 */
2015 1948
2016 /* Calculate these once here */ 1949 /* Calculate these once here */
2017 range = spell->range + SP_level_range_adjust (caster, spell); 1950 range = spell->range + SP_level_range_adjust (caster, spell);
2044 object *disease = arch_to_object (spell->other_arch); 1977 object *disease = arch_to_object (spell->other_arch);
2045 1978
2046 disease->set_owner (op); 1979 disease->set_owner (op);
2047 set_spell_skill (op, caster, spell, disease); 1980 set_spell_skill (op, caster, spell, disease);
2048 disease->stats.exp = 0; 1981 disease->stats.exp = 0;
2049 disease->level = caster_level (caster, spell); 1982 disease->level = casting_level (caster, spell);
2050 1983
2051 /* do level adjustments */ 1984 /* do level adjustments */
2052 if (disease->stats.wc) 1985 if (disease->stats.wc)
2053 disease->stats.wc += dur_mod / 2; 1986 disease->stats.wc += dur_mod / 2;
2054 1987
2055 if (disease->magic > 0) 1988 if (disease->magic > 0)
2056 disease->magic += dur_mod / 4; 1989 disease->magic += dur_mod / 8;
2057 1990
2058 if (disease->stats.maxhp > 0) 1991 if (disease->stats.maxhp > 0)
2059 disease->stats.maxhp += dur_mod; 1992 disease->stats.maxhp += dur_mod;
2060 1993
2061 if (disease->stats.maxgrace > 0) 1994 if (disease->stats.maxgrace > 0)
2099 if (infect_object (walk, disease, 1)) 2032 if (infect_object (walk, disease, 1))
2100 { 2033 {
2101 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);
2102 2035
2103 disease->destroy (); /* don't need this one anymore */ 2036 disease->destroy (); /* don't need this one anymore */
2104 walk->map->insert (get_archetype (ARCH_DETECT_MAGIC), x, y, op); 2037 walk->map->insert (get_archetype ("detect_magic"), x, y, op);
2105 return 1; 2038 return 1;
2106 } 2039 }
2107 2040
2108 disease->destroy (); 2041 disease->destroy ();
2109 } 2042 }

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