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Comparing deliantra/server/server/spell_attack.C (file contents):
Revision 1.41 by root, Sat Jun 9 21:16:12 2007 UTC vs.
Revision 1.88 by root, Mon Oct 12 14:00:59 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 (©) 2005,2006,2007,2008,2009 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 it under
9 * under the terms of the GNU General Public License as published by the Free 9 * the terms of the Affero GNU General Public License as published by the
10 * Software Foundation; either version 2 of the License, or (at your option) 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * any later version. 11 * 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 Affero GNU General Public License
19 * with Crossfire TRT; if not, write to the Free Software Foundation, Inc. 51 19 * and the GNU General Public License along with this program. If not, see
20 * Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA 20 * <http://www.gnu.org/licenses/>.
21 * 21 *
22 * The authors can be reached via e-mail to <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 23 */
24 24
25/* This file contains all the spell attack code. Grouping this code 25/* This file contains all the spell attack code. Grouping this code
26 * together should hopefully make it easier to find the relevent bits 26 * together should hopefully make it easier to find the relevent bits
27 * of code 27 * of code
37/* this function checks to see if a spell pushes objects as well 37/* 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) 38 * as flies over and damages them (only used for cones for now)
39 * but moved here so it could be applied to bolts too 39 * but moved here so it could be applied to bolts too
40 * op is the spell object. 40 * op is the spell object.
41 */ 41 */
42
43void 42void
44check_spell_knockback (object *op) 43check_spell_knockback (object *op)
45{ 44{
46 object *tmp, *tmp2; /* object on the map */
47 int weight_move; 45 int weight_move;
48 int frictionmod = 2; /*poor man's physics - multipy targets weight by this amount */ 46 int frictionmod = 2; /*poor man's physics - multipy targets weight by this amount */
49 47
50 if (!op->weight) 48 if (!op->weight)
51 { /*shouldn't happen but if cone object has no weight drop out */ 49 { /*shouldn't happen but if cone object has no weight drop out */
56 { 54 {
57 weight_move = op->weight + (op->weight * op->level) / 3; 55 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); */ 56 /*LOG (llevDebug, "DEBUG: arch weighs %d and masses %d (%s,level %d)\n", op->weight,weight_move,op->name,op->level); */
59 } 57 }
60 58
61 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 59 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
62 { 60 {
63 int num_sections = 1; 61 int num_sections = 1;
64 62
65 /* don't move DM */ 63 /* don't move DM */
66 if (QUERY_FLAG (tmp, FLAG_WIZ)) 64 if (QUERY_FLAG (tmp, FLAG_WIZ))
73 /* don't move floors or immobile objects */ 71 /* 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))) 72 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || (!QUERY_FLAG (tmp, FLAG_ALIVE) && QUERY_FLAG (tmp, FLAG_NO_PICK)))
75 continue; 73 continue;
76 74
77 /* count the object's sections */ 75 /* count the object's sections */
78 for (tmp2 = tmp; tmp2 != NULL; tmp2 = tmp2->more) 76 for (object *tmp2 = tmp; tmp2; tmp2 = tmp2->more)
79 num_sections++; 77 num_sections++;
80 78
81 /* I'm not sure if it makes sense to divide by num_sections - bigger 79 /* 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 80 * 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. 81 * object, not just the head, so the total weight should be relevant.
107 * 105 *
108 * BOLT CODE 106 * BOLT CODE
109 * 107 *
110 ***************************************************************************/ 108 ***************************************************************************/
111 109
112/* Causes op to fork. op is the original bolt, tmp 110/* Causes op to fork. op is the original bolt, tmp
113 * is the first piece of the fork. 111 * is the first piece of the fork.
114 */ 112 */
115
116void 113void
117forklightning (object *op, object *tmp) 114forklightning (object *op, object *tmp)
118{ 115{
119 int new_dir = 1; /* direction or -1 for left, +1 for right 0 if no new bolt */ 116 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 */ 117 int t_dir; /* stores temporary dir calculation */
152 new_bolt->duration++; 149 new_bolt->duration++;
153 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */ 150 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */
154 new_bolt->stats.dam++; 151 new_bolt->stats.dam++;
155 tmp->stats.dam /= 2; /* reduce father bolt damage */ 152 tmp->stats.dam /= 2; /* reduce father bolt damage */
156 tmp->stats.dam++; 153 tmp->stats.dam++;
154
157 if ((new_bolt = m->insert (new_bolt, sx, sy, op))) 155 if ((new_bolt = m->insert (new_bolt, sx, sy, op)))
158 update_turn_face (new_bolt); 156 update_turn_face (new_bolt);
159} 157}
160 158
161/* move_bolt: moves bolt 'op'. Basically, it just advances a space, 159/* move_bolt: moves bolt 'op'. Basically, it just advances a space,
162 * and checks for various things that may stop it. 160 * and checks for various things that may stop it.
163 */ 161 */
164
165void 162void
166move_bolt (object *op) 163move_bolt (object *op)
167{ 164{
168 int mflags; 165 int mflags;
169 sint16 x, y; 166 sint16 x, y;
170 maptile *m; 167 maptile *m;
171 168
172 if (--op->duration < 0) 169 if (--op->duration < 0)
173 { 170 {
174 op->destroy (); 171 op->drop_and_destroy ();
175 return; 172 return;
176 } 173 }
177 174
178 hit_map (op, 0, op->attacktype, 1); 175 hit_map (op, 0, op->attacktype, 1);
179 176
252 tmp->duration++; 249 tmp->duration++;
253 250
254 /* New forking code. Possibly create forks of this object 251 /* New forking code. Possibly create forks of this object
255 * going off in other directions. 252 * going off in other directions.
256 */ 253 */
257 if (rndm (0, 99) < tmp->stats.Dex) 254 if (tmp->stats.Dex && rndm (0, 99) < tmp->stats.Dex)
258 { /* stats.Dex % of forking */ 255 forklightning (op, tmp); /* stats.Dex % of forking */
259 forklightning (op, tmp);
260 }
261 256
262 /* In this way, the object left behind sticks on the space, but 257 /* In this way, the object left behind sticks on the space, but
263 * doesn't create any bolts that continue to move onward. 258 * doesn't create any bolts that continue to move onward.
264 */ 259 */
265 op->range = 0; 260 op->range = 0;
289 return 0; 284 return 0;
290 285
291 /* peterm: level dependency for bolts */ 286 /* peterm: level dependency for bolts */
292 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob); 287 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob);
293 tmp->attacktype = spob->attacktype; 288 tmp->attacktype = spob->attacktype;
289
294 if (spob->slaying) 290 if (spob->slaying)
295 tmp->slaying = spob->slaying; 291 tmp->slaying = spob->slaying;
292
296 tmp->range = spob->range + SP_level_range_adjust (caster, spob); 293 tmp->range = spob->range + SP_level_range_adjust (caster, spob);
297 tmp->duration = spob->duration + SP_level_duration_adjust (caster, spob); 294 tmp->duration = spob->duration + SP_level_duration_adjust (caster, spob);
298 tmp->stats.Dex = spob->stats.Dex; 295 tmp->stats.Dex = spob->stats.Dex;
299 tmp->stats.Con = spob->stats.Con; 296 tmp->stats.Con = spob->stats.Con;
300 297
311 308
312 maptile *newmap; 309 maptile *newmap;
313 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y); 310 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y);
314 if (mflags & P_OUT_OF_MAP) 311 if (mflags & P_OUT_OF_MAP)
315 { 312 {
316 tmp->destroy (); 313 tmp->drop_and_destroy ();
317 return 0; 314 return 0;
318 } 315 }
319 316
320 tmp->map = newmap; 317 tmp->map = newmap;
321 318
322 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y))) 319 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y)))
323 { 320 {
324 if (!QUERY_FLAG (tmp, FLAG_REFLECTING)) 321 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
325 { 322 {
326 tmp->destroy (); 323 tmp->drop_and_destroy ();
327 return 0; 324 return 0;
328 } 325 }
329 326
330 tmp->x = op->x; 327 tmp->x = op->x;
331 tmp->y = op->y; 328 tmp->y = op->y;
344 * BULLET/BALL CODE 341 * BULLET/BALL CODE
345 * 342 *
346 ***************************************************************************/ 343 ***************************************************************************/
347 344
348/* expands an explosion. op is a piece of the 345/* expands an explosion. op is a piece of the
349 * explosion - this expans it in the different directions. 346 * explosion - this expands it in the different directions.
350 * At least that is what I think this does. 347 * At least that is what I think this does.
351 */ 348 */
352void 349void
353explosion (object *op) 350explosion (object *op)
354{ 351{
397void 394void
398explode_bullet (object *op) 395explode_bullet (object *op)
399{ 396{
400 object *tmp, *owner; 397 object *tmp, *owner;
401 398
402 if (op->other_arch == NULL) 399 if (!op->other_arch)
403 { 400 {
404 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n"); 401 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n");
405 op->destroy (); 402 op->destroy ();
406 return; 403 return;
407 } 404 }
408 405
409 if (op->env) 406 if (op->env)
410 { 407 {
411 object *env = object_get_env_recursive (op); 408 object *env = op->outer_env ();
409
412 if (env->map == NULL || out_of_map (env->map, env->x, env->y)) 410 if (!env->map || out_of_map (env->map, env->x, env->y))
413 { 411 {
414 LOG (llevError, "BUG: explode_bullet(): env out of map\n"); 412 LOG (llevError, "BUG: explode_bullet(): env out of map\n");
415 op->destroy (); 413 op->destroy ();
416 return; 414 return;
417 } 415 }
435 } 433 }
436 434
437 if (op->attacktype) 435 if (op->attacktype)
438 { 436 {
439 hit_map (op, 0, op->attacktype, 1); 437 hit_map (op, 0, op->attacktype, 1);
438
440 if (op->destroyed ()) 439 if (op->destroyed ())
441 return; 440 return;
442 } 441 }
443 442
444 /* other_arch contains what this explodes into */ 443 /* other_arch contains what this explodes into */
447 tmp->set_owner (op); 446 tmp->set_owner (op);
448 tmp->skill = op->skill; 447 tmp->skill = op->skill;
449 448
450 owner = op->owner; 449 owner = op->owner;
451 450
452 if ((tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) && owner && !tailor_god_spell (tmp, owner)) 451 if ((tmp->attacktype & AT_HOLYWORD
452 || tmp->attacktype & AT_GODPOWER)
453 && owner
454 && !tailor_god_spell (tmp, owner))
453 { 455 {
454 op->destroy (); 456 op->destroy ();
455 return; 457 return;
456 } 458 }
457 459
484 486
485 /* Prevent recursion */ 487 /* Prevent recursion */
486 op->move_on = 0; 488 op->move_on = 0;
487 489
488 tmp->insert_at (op, op); 490 tmp->insert_at (op, op);
491 tmp->play_sound (tmp->sound);
492
489 /* remove the firebullet */ 493 /* remove the firebullet */
490 op->destroy (); 494 op->destroy ();
491} 495}
492 496
493/* checks to see what op should do, given the space it is on 497/* checks to see what op should do, given the space it is on
520 for (tmp = op->ms ().bot; tmp; tmp = tmp->above) 524 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
521 { 525 {
522 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 526 if (QUERY_FLAG (tmp, FLAG_ALIVE))
523 { 527 {
524 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1); 528 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1);
529
530 // TODO: can't understand the following if's
525 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0) 531 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0)
526 { 532 {
527 if (!QUERY_FLAG (op, FLAG_REMOVED)) 533 if (!QUERY_FLAG (op, FLAG_REMOVED))
528 { 534 {
529 op->destroy (); 535 op->destroy ();
540 * fired arches (eg, bolts). 546 * fired arches (eg, bolts).
541 */ 547 */
542void 548void
543move_bullet (object *op) 549move_bullet (object *op)
544{ 550{
545 sint16 new_x, new_y;
546 int mflags;
547 maptile *m;
548
549#if 0 551#if 0
550 /* We need a better general purpose way to do this */ 552 /* We need a better general purpose way to do this */
551 553
552 /* peterm: added to make comet leave a trail of burnouts 554 /* peterm: added to make comet leave a trail of burnouts
553 it's an unadulterated hack, but the effect is cool. */ 555 it's an unadulterated hack, but the effect is cool. */
568 op->destroy (); 570 op->destroy ();
569 571
570 return; 572 return;
571 } 573 }
572 574
573 new_x = op->x + DIRX (op); 575 mapxy pos (op);
574 new_y = op->y + DIRY (op); 576 pos.move (op->direction);
575 m = op->map;
576 mflags = get_map_flags (m, &m, new_x, new_y, &new_x, &new_y);
577 577
578 if (mflags & P_OUT_OF_MAP) 578 if (!pos.normalise ())
579 { 579 {
580 op->destroy (); 580 op->destroy ();
581 return; 581 return;
582 } 582 }
583 583
584 if (!op->direction || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y))) 584 mapspace &ms = pos.ms ();
585
586 ms.update ();
587
588 if (!op->direction || OB_TYPE_MOVE_BLOCK (op, ms.move_block))
585 { 589 {
586 if (op->other_arch) 590 if (op->other_arch)
587 explode_bullet (op); 591 explode_bullet (op);
588 else 592 else
589 op->destroy (); 593 op->destroy ();
590 594
591 return; 595 return;
592 } 596 }
593 597
594 if (!(op = m->insert (op, new_x, new_y, op))) 598 if (!(op = pos.insert (op, op)))
595 return; 599 return;
596 600
597 if (reflwall (op->map, op->x, op->y, op)) 601 if (reflwall (op->map, op->x, op->y, op))
598 { 602 {
599 op->direction = absdir (op->direction + 4); 603 op->direction = absdir (op->direction + 4);
618 int mflags; 622 int mflags;
619 623
620 if (!spob->other_arch) 624 if (!spob->other_arch)
621 return 0; 625 return 0;
622 626
623 tmp = arch_to_object (spob->other_arch); 627 tmp = spob->other_arch->instance ();
624 if (tmp == NULL) 628 if (!tmp)
625 return 0; 629 return 0;
626 630
627 /* peterm: level dependency for bolts */ 631 /* peterm: level dependency for bolts */
628 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob); 632 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob);
629 tmp->attacktype = spob->attacktype; 633 tmp->attacktype = spob->attacktype;
630 if (spob->slaying) 634 if (spob->slaying)
631 tmp->slaying = spob->slaying; 635 tmp->slaying = spob->slaying;
632 636
642 SET_ANIMATION (tmp, dir); 646 SET_ANIMATION (tmp, dir);
643 647
644 tmp->set_owner (op); 648 tmp->set_owner (op);
645 set_spell_skill (op, caster, spob, tmp); 649 set_spell_skill (op, caster, spob, tmp);
646 650
647 tmp->x = op->x + freearr_x[dir]; 651 tmp->x = op->x + freearr_x[dir];
648 tmp->y = op->y + freearr_y[dir]; 652 tmp->y = op->y + freearr_y[dir];
649 tmp->map = op->map; 653 tmp->map = op->map;
650 654
651 maptile *newmap; 655 maptile *newmap;
652 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y); 656 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y);
653 if (mflags & P_OUT_OF_MAP) 657 if (mflags & P_OUT_OF_MAP)
703/* move_cone: causes cone object 'op' to move a space/hit creatures */ 707/* move_cone: causes cone object 'op' to move a space/hit creatures */
704 708
705void 709void
706move_cone (object *op) 710move_cone (object *op)
707{ 711{
708 int i;
709
710 /* if no map then hit_map will crash so just ignore object */ 712 /* if no map then hit_map will crash so just ignore object */
711 if (!op->map) 713 if (!op->map)
712 { 714 {
713 LOG (llevError, "Tried to move_cone object %s without a map.\n", op->name ? &op->name : "unknown"); 715 LOG (llevError, "Tried to move_cone object %s without a map.\n", op->name ? &op->name : "unknown");
714 op->set_speed (0); 716 op->set_speed (0);
734 } 736 }
735#endif 737#endif
736 738
737 hit_map (op, 0, op->attacktype, 0); 739 hit_map (op, 0, op->attacktype, 0);
738 740
741 if (!op->is_on_map ())
742 return;
743
739 /* Check to see if we should push anything. 744 /* Check to see if we should push anything.
740 * Spell objects with weight push whatever they encounter to some 745 * Spell objects with weight push whatever they encounter to some
741 * degree. 746 * degree.
742 */ 747 */
743 if (op->weight) 748 if (op->weight)
749 {
744 check_spell_knockback (op); 750 check_spell_knockback (op);
745 751
746 if (op->destroyed ()) 752 if (!op->is_on_map ())
747 return; 753 return;
754 }
748 755
749 if ((op->duration--) < 0) 756 if (op->duration-- < 0)
750 { 757 {
751 op->destroy (); 758 op->destroy ();
752 return; 759 return;
753 } 760 }
754 /* Object has hit maximum range, so don't have it move 761 /* Object has hit maximum range, so don't have it move
759 { 766 {
760 op->range = 0; /* just so it doesn't wrap */ 767 op->range = 0; /* just so it doesn't wrap */
761 return; 768 return;
762 } 769 }
763 770
764 for (i = -1; i < 2; i++) 771 for (int i = -1; i <= 1; i++)
765 { 772 {
766 sint16 x = op->x + freearr_x[absdir (op->stats.sp + i)], y = op->y + freearr_y[absdir (op->stats.sp + i)]; 773 sint16 x = op->x + freearr_x[absdir (op->stats.sp + i)], y = op->y + freearr_y[absdir (op->stats.sp + i)];
767 774
768 if (ok_to_put_more (op->map, x, y, op, op->attacktype)) 775 if (ok_to_put_more (op->map, x, y, op, op->attacktype))
769 { 776 {
820 */ 827 */
821 movetype = spell->other_arch->move_type; 828 movetype = spell->other_arch->move_type;
822 829
823 for (i = range_min; i <= range_max; i++) 830 for (i = range_min; i <= range_max; i++)
824 { 831 {
825 sint16 x, y, d; 832 sint16 x, y;
826 833
827 /* We can't use absdir here, because it never returns 834 /* We can't use absdir here, because it never returns
828 * 0. If this is a rune, we want to hit the person on top 835 * 0. If this is a rune, we want to hit the person on top
829 * of the trap (d==0). If it is not a rune, then we don't want 836 * of the trap (d==0). If it is not a rune, then we don't want
830 * to hit that person. 837 * to hit that person.
831 */ 838 */
832 d = dir + i; 839 int d = dir ? absdir (dir + i) : i;
833 while (d < 0)
834 d += 8;
835 while (d > 8)
836 d -= 8;
837 840
838 /* If it's not a rune, we don't want to blast the caster. 841 /* If it's not a rune, we don't want to blast the caster.
839 * In that case, we have to see - if dir is specified, 842 * In that case, we have to see - if dir is specified,
840 * turn this into direction 8. If dir is not specified (all 843 * turn this into direction 8. If dir is not specified (all
841 * direction) skip - otherwise, one line would do more damage 844 * direction) skip - otherwise, one line would do more damage
861 864
862 success = 1; 865 success = 1;
863 tmp = arch_to_object (spell->other_arch); 866 tmp = arch_to_object (spell->other_arch);
864 tmp->set_owner (op); 867 tmp->set_owner (op);
865 set_spell_skill (op, caster, spell, tmp); 868 set_spell_skill (op, caster, spell, tmp);
866 tmp->level = caster_level (caster, spell); 869 tmp->level = casting_level (caster, spell);
867 tmp->attacktype = spell->attacktype; 870 tmp->attacktype = spell->attacktype;
868 871
869 /* holy word stuff */ 872 /* holy word stuff */
870 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER)) 873 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER))
871 if (!tailor_god_spell (tmp, op)) 874 if (!tailor_god_spell (tmp, op))
936 * op is the original bomb object. 939 * op is the original bomb object.
937 */ 940 */
938void 941void
939animate_bomb (object *op) 942animate_bomb (object *op)
940{ 943{
941 int i;
942 object *env, *tmp;
943
944 if (op->state != NUM_ANIMATIONS (op) - 1) 944 if (op->state != NUM_ANIMATIONS (op) - 1)
945 return; 945 return;
946 946
947 env = object_get_env_recursive (op); 947 object *env = op->outer_env ();
948 948
949 if (op->env) 949 if (op->env)
950 { 950 {
951 if (env->map == NULL) 951 if (!env->map)
952 return; 952 return;
953
954 if (env->type == PLAYER)
955 esrv_del_item (env->contr, op->count);
956 953
957 if (!(op = op->insert_at (env, op))) 954 if (!(op = op->insert_at (env, op)))
958 return; 955 return;
959 } 956 }
960 957
961 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent bomb from exploding 958 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent bomb from exploding
962 // on a safe map. I don't like this special casing, but it seems to be neccessary 959 // on a safe map. I don't like this special casing, but it seems to be neccessary
963 // as bombs can be carried. 960 // as bombs can be carried.
964 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE) 961 if (op->ms ().flags () & P_SAFE)
965 { 962 {
966 op->destroy (); 963 op->destroy ();
967 return; 964 return;
968 } 965 }
969 966
971 * but using the cast_bullet isn't really feasible, 968 * but using the cast_bullet isn't really feasible,
972 * so just set up the appropriate values. 969 * so just set up the appropriate values.
973 */ 970 */
974 if (archetype *at = archetype::find (SPLINT)) 971 if (archetype *at = archetype::find (SPLINT))
975 { 972 {
976 for (i = 1; i < 9; i++) 973 for (int i = 1; i < 9; i++)
977 { 974 {
978 if (out_of_map (op->map, op->x + freearr_x[i], op->y + freearr_x[i])) 975 if (out_of_map (op->map, op->x + freearr_x[i], op->y + freearr_x[i]))
979 continue; 976 continue;
980 977
981 tmp = arch_to_object (at); 978 object *tmp = arch_to_object (at);
982 tmp->direction = i; 979 tmp->direction = i;
983 tmp->range = op->range; 980 tmp->range = op->range;
984 tmp->stats.dam = op->stats.dam; 981 tmp->stats.dam = op->stats.dam;
985 tmp->duration = op->duration; 982 tmp->duration = op->duration;
986 tmp->attacktype = op->attacktype; 983 tmp->attacktype = op->attacktype;
1000} 997}
1001 998
1002int 999int
1003create_bomb (object *op, object *caster, int dir, object *spell) 1000create_bomb (object *op, object *caster, int dir, object *spell)
1004{ 1001{
1005
1006 object *tmp; 1002 object *tmp;
1007 int mflags; 1003 int mflags;
1008 sint16 dx = op->x + freearr_x[dir], dy = op->y + freearr_y[dir]; 1004 sint16 dx = op->x + freearr_x[dir], dy = op->y + freearr_y[dir];
1009 maptile *m; 1005 maptile *m;
1010 1006
1011 mflags = get_map_flags (op->map, &m, dx, dy, &dx, &dy); 1007 mflags = get_map_flags (op->map, &m, dx, dy, &dx, &dy);
1008
1009 // when creating a bomb below ourself it should always work, even
1010 // when movement is blocked (somehow we got here, somehow we are here,
1011 // so we should also be able to make a bomb here). (originally added
1012 // to fix create bomb traps in doors, which cast with dir=0).
1013 if (dir)
1014 {
1012 if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, dx, dy) & MOVE_WALK)) 1015 if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, dx, dy) & MOVE_WALK))
1013 { 1016 {
1014 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way."); 1017 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way.");
1015 return 0; 1018 return 0;
1019 }
1016 } 1020 }
1021
1017 tmp = arch_to_object (spell->other_arch); 1022 tmp = arch_to_object (spell->other_arch);
1018 1023
1019 /* level dependencies for bomb */ 1024 /* level dependencies for bomb */
1020 tmp->range = spell->range + SP_level_range_adjust (caster, spell); 1025 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
1021 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1026 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1086 * op = player 1091 * op = player
1087 * caster = object casting the spell. 1092 * caster = object casting the spell.
1088 * dir = direction being cast 1093 * dir = direction being cast
1089 * spell = spell object 1094 * spell = spell object
1090 */ 1095 */
1091
1092int 1096int
1093cast_smite_spell (object *op, object *caster, int dir, object *spell) 1097cast_smite_spell (object *op, object *caster, int dir, object *spell)
1094{ 1098{
1095 object *effect, *target; 1099 object *effect, *target;
1096 object *god = find_god (determine_god (op)); 1100 object *god = find_god (determine_god (op));
1106 * interesting spell. 1110 * interesting spell.
1107 * if it is a cleric spell, you need a god, and the creature 1111 * if it is a cleric spell, you need a god, and the creature
1108 * can't be friendly to your god. 1112 * can't be friendly to your god.
1109 */ 1113 */
1110 1114
1111 if (!target || QUERY_FLAG (target, FLAG_REFL_SPELL) 1115 if (!target
1116 || target->flag [FLAG_REFL_SPELL]
1112 || (!god && spell->stats.grace) 1117 || (!god && spell->stats.grace)
1113 || (target->title && god && !strcmp (target->title, god->name)) || (target->race && god && strstr (target->race, god->race))) 1118 || (god && target->title == god->name)
1119 || (god && target->race.contains (god->race)))
1114 { 1120 {
1115 new_draw_info (NDI_UNIQUE, 0, op, "Your request is unheeded."); 1121 new_draw_info (NDI_UNIQUE, 0, op, "Your request is unheeded.");
1116 return 0; 1122 return 0;
1117 } 1123 }
1118 1124
1120 effect = arch_to_object (spell->other_arch); 1126 effect = arch_to_object (spell->other_arch);
1121 else 1127 else
1122 return 0; 1128 return 0;
1123 1129
1124 /* tailor the effect by priest level and worshipped God */ 1130 /* tailor the effect by priest level and worshipped God */
1125 effect->level = caster_level (caster, spell); 1131 effect->level = casting_level (caster, spell);
1126 effect->attacktype = spell->attacktype; 1132 effect->attacktype = spell->attacktype;
1127 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER)) 1133 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER))
1128 { 1134 {
1129 if (tailor_god_spell (effect, op)) 1135 if (tailor_god_spell (effect, op))
1130 new_draw_info_format (NDI_UNIQUE, 0, op, "%s answers your call!", determine_god (op)); 1136 new_draw_info_format (NDI_UNIQUE, 0, op, "%s answers your call!", (const char *)determine_god (op));
1131 else 1137 else
1132 { 1138 {
1133 new_draw_info (NDI_UNIQUE, 0, op, "Your request is ignored."); 1139 new_draw_info (NDI_UNIQUE, 0, op, "Your request is ignored.");
1134 return 0; 1140 return 0;
1135 } 1141 }
1174 effect->insert_at (target, op); 1180 effect->insert_at (target, op);
1175 1181
1176 return 1; 1182 return 1;
1177} 1183}
1178 1184
1179
1180/**************************************************************************** 1185/****************************************************************************
1181 * 1186 *
1182 * MAGIC MISSILE code. 1187 * MAGIC MISSILE code.
1183 * note that the fire_bullet is used to fire the missile. The 1188 * note that the fire_bullet is used to fire the missile. The
1184 * code here is just to move the missile. 1189 * code here is just to move the missile.
1186 1191
1187/* op is a missile that needs to be moved */ 1192/* op is a missile that needs to be moved */
1188void 1193void
1189move_missile (object *op) 1194move_missile (object *op)
1190{ 1195{
1191 int i, mflags;
1192 object *owner;
1193 sint16 new_x, new_y;
1194 maptile *m;
1195
1196 if (op->range-- <= 0) 1196 if (op->range-- <= 0)
1197 { 1197 {
1198 op->drop_and_destroy ();
1199 return;
1200 }
1201
1202 mapxy pos (op);
1203 pos.move (op->direction);
1204
1205 if (!pos.normalise ())
1206 {
1198 op->destroy (); 1207 op->destroy ();
1199 return; 1208 return;
1200 } 1209 }
1201 1210
1202 owner = op->owner; 1211 mapspace &ms = pos.ms ();
1203#if 0
1204 /* It'd make things nastier if this wasn't here - spells cast by
1205 * monster that are then killed would continue to survive
1206 */
1207 if (owner == NULL)
1208 {
1209 op->destroy ();
1210 return;
1211 }
1212#endif
1213 1212
1214 new_x = op->x + DIRX (op); 1213 if (ms.flags () & P_IS_ALIVE || ms.blocks (op))
1215 new_y = op->y + DIRY (op);
1216
1217 mflags = get_map_flags (op->map, &m, new_x, new_y, &new_x, &new_y);
1218
1219 if (!(mflags & P_OUT_OF_MAP) && ((mflags & P_IS_ALIVE) || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y))))
1220 { 1214 {
1221 hit_map (op, op->direction, AT_MAGIC, 1); 1215 hit_map (op, op->direction, AT_MAGIC, 1);
1222 /* Basically, missile only hits one thing then goes away. 1216 /* Basically, missile only hits one thing then goes away.
1223 * we need to remove it if someone hasn't already done so. 1217 * we need to remove it if someone hasn't already done so.
1224 */ 1218 */
1225 if (!op->destroyed ())
1226 op->destroy ();
1227
1228 return;
1229 }
1230
1231 op->remove ();
1232
1233 if (!op->direction || (mflags & P_OUT_OF_MAP))
1234 {
1235 op->destroy (); 1219 op->destroy ();
1236 return; 1220 return;
1237 } 1221 }
1238 1222
1223 if (!op->direction)
1224 {
1225 op->destroy ();
1226 return;
1227 }
1228
1239 i = spell_find_dir (m, new_x, new_y, op->owner); 1229 int i = spell_find_dir (pos.m, pos.x, pos.y, op->owner);
1240 if (i > 0 && i != op->direction) 1230 if (i > 0 && i != op->direction)
1241 { 1231 {
1242 op->direction = i; 1232 op->direction = i;
1243 SET_ANIMATION (op, op->direction); 1233 SET_ANIMATION (op, op->direction);
1244 } 1234 }
1245 1235
1246 m->insert (op, new_x, new_y, op); 1236 pos.insert (op, op);
1247} 1237}
1248 1238
1249/**************************************************************************** 1239/****************************************************************************
1250 * Destruction 1240 * Destruction
1251 ****************************************************************************/ 1241 ****************************************************************************/
1254 * we do this by creating a force and inserting it in the 1244 * we do this by creating a force and inserting it in the
1255 * object. if time is 0, the object glows permanently. To truely 1245 * object. if time is 0, the object glows permanently. To truely
1256 * make this work for non-living objects, we would have to 1246 * make this work for non-living objects, we would have to
1257 * give them the capability to have an inventory. b.t. 1247 * give them the capability to have an inventory. b.t.
1258 */ 1248 */
1259
1260int 1249int
1261make_object_glow (object *op, int radius, int time) 1250make_object_glow (object *op, int radius, int time)
1262{ 1251{
1263 object *tmp;
1264
1265 /* some things are unaffected... */ 1252 /* some things are unaffected... */
1266 if (op->path_denied & PATH_LIGHT) 1253 if (op->path_denied & PATH_LIGHT)
1267 return 0; 1254 return 0;
1268 1255
1269 tmp = get_archetype (FORCE_NAME); 1256 object *tmp = get_archetype (FORCE_NAME);
1270 tmp->speed = 0.01; 1257 tmp->speed = 0.01;
1271 tmp->stats.food = time; 1258 tmp->stats.food = time;
1272 SET_FLAG (tmp, FLAG_IS_USED_UP); 1259 SET_FLAG (tmp, FLAG_IS_USED_UP);
1273 tmp->glow_radius = radius; 1260 tmp->set_glow_radius (min (MAX_LIGHT_RADIUS, radius));
1274 if (tmp->glow_radius > MAX_LIGHT_RADII)
1275 tmp->glow_radius = MAX_LIGHT_RADII;
1276
1277 tmp->x = op->x;
1278 tmp->y = op->y;
1279 if (tmp->speed < MIN_ACTIVE_SPEED)
1280 tmp->speed = MIN_ACTIVE_SPEED; /* safety */
1281 tmp = insert_ob_in_ob (tmp, op); 1261 tmp = insert_ob_in_ob (tmp, op);
1262
1282 if (tmp->glow_radius > op->glow_radius) 1263 if (tmp->glow_radius > op->glow_radius)
1283 op->glow_radius = tmp->glow_radius; 1264 op->set_glow_radius (tmp->glow_radius);
1284 1265
1285 if (!tmp->env || op != tmp->env)
1286 {
1287 LOG (llevError, "make_object_glow() failed to insert glowing force in %s\n", &op->name);
1288 return 0;
1289 }
1290 return 1; 1266 return 1;
1291} 1267}
1292 1268
1293int 1269int
1294cast_destruction (object *op, object *caster, object *spell_ob) 1270cast_destruction (object *op, object *caster, object *spell_ob)
1295{ 1271{
1296 int i, j, range, mflags, friendly = 0, dam, dur;
1297 sint16 sx, sy;
1298 maptile *m;
1299 object *tmp;
1300 const char *skill;
1301
1302 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob); 1272 int range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
1303 dam = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob); 1273 int dam = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob);
1304 dur = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob); 1274 int dur = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
1305 if (QUERY_FLAG (op, FLAG_FRIENDLY) || op->type == PLAYER) 1275
1306 friendly = 1; 1276 bool friendly = op->flag [FLAG_FRIENDLY] || op->is_player ();
1307 1277
1308 /* destruction doesn't use another spell object, so we need 1278 /* destruction doesn't use another spell object, so we need
1309 * update op's skill pointer so that exp is properly awarded. 1279 * update op's skill pointer so that exp is properly awarded.
1310 * We do some shortcuts here - since this is just temporary
1311 * and we'll reset the values back, we don't need to go through
1312 * the full share string/free_string route.
1313 */ 1280 */
1314 skill = op->skill; 1281 const shstr skill = op->skill;
1282
1315 if (caster == op) 1283 if (caster == op)
1316 op->skill = spell_ob->skill; 1284 op->skill = spell_ob->skill;
1317 else if (caster->skill) 1285 else if (caster->skill)
1318 op->skill = caster->skill; 1286 op->skill = caster->skill;
1319 else 1287 else
1320 op->skill = NULL; 1288 op->skill = 0;
1321 1289
1322 op->change_skill (find_skill_by_name (op, op->skill)); 1290 op->change_skill (find_skill_by_name (op, op->skill));
1323 1291
1324 for (i = -range; i < range; i++) 1292 unordered_mapwalk (op, -range, -range, range, range)
1325 { 1293 {
1326 for (j = -range; j < range; j++) 1294 mapspace &ms = m->at (nx, ny);
1327 {
1328 m = op->map;
1329 sx = op->x + i;
1330 sy = op->y + j;
1331 1295
1332 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
1333 if (mflags & P_OUT_OF_MAP)
1334 continue;
1335
1336 if (mflags & P_IS_ALIVE) 1296 if (ms.flags () & P_IS_ALIVE)
1297 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1298 if (tmp->flag [FLAG_ALIVE] || tmp->is_player ())
1337 { 1299 {
1338 for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above) 1300 tmp = tmp->head_ ();
1339 if (QUERY_FLAG (tmp, FLAG_ALIVE) || tmp->type == PLAYER)
1340 break;
1341 1301
1342 if (tmp) 1302 if ((friendly && !tmp->flag [FLAG_FRIENDLY] && !tmp->is_player ())
1303 || (!friendly && (tmp->flag [FLAG_FRIENDLY] || tmp->is_player ())))
1343 { 1304 {
1344 if (tmp->head) 1305 if (spell_ob->subtype == SP_DESTRUCTION)
1345 tmp = tmp->head;
1346
1347 if ((friendly && !QUERY_FLAG (tmp, FLAG_FRIENDLY) && tmp->type != PLAYER) ||
1348 (!friendly && (QUERY_FLAG (tmp, FLAG_FRIENDLY) || tmp->type == PLAYER)))
1349 { 1306 {
1350 if (spell_ob->subtype == SP_DESTRUCTION)
1351 {
1352 hit_player (tmp, dam, op, spell_ob->attacktype, 0); 1307 hit_player (tmp, dam, op, spell_ob->attacktype, 0);
1308
1353 if (spell_ob->other_arch) 1309 if (spell_ob->other_arch)
1354 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op); 1310 m->insert (arch_to_object (spell_ob->other_arch), nx, ny, op);
1355 } 1311 }
1356 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist[ATNR_MAGIC] != 100) 1312 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist [ATNR_MAGIC] != 100)
1357 { 1313 {
1358 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch) 1314 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch)
1359 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op); 1315 m->insert (arch_to_object (spell_ob->other_arch), nx, ny, op);
1360 }
1361 } 1316 }
1362 } 1317 }
1363 } 1318 }
1364 }
1365 } 1319 }
1366 1320
1367 op->skill = skill; 1321 op->skill = skill;
1368 return 1; 1322 return 1;
1369} 1323}
1385 { 1339 {
1386 new_draw_info (NDI_UNIQUE, 0, op, "There is no one in that direction to curse."); 1340 new_draw_info (NDI_UNIQUE, 0, op, "There is no one in that direction to curse.");
1387 return 0; 1341 return 0;
1388 } 1342 }
1389 1343
1344 tmp = tmp->head_ ();
1345
1390 /* If we've already got a force of this type, don't add a new one. */ 1346 /* If we've already got a force of this type, don't add a new one. */
1391 for (force = tmp->inv; force != NULL; force = force->below) 1347 for (force = tmp->inv; force; force = force->below)
1392 { 1348 {
1393 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY) 1349 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY)
1394 { 1350 {
1395 if (force->name == spell_ob->name) 1351 if (force->name == spell_ob->name)
1396 { 1352 {
1402 return 0; 1358 return 0;
1403 } 1359 }
1404 } 1360 }
1405 } 1361 }
1406 1362
1407 if (force == NULL) 1363 if (!force)
1408 { 1364 {
1409 force = get_archetype (FORCE_NAME); 1365 force = get_archetype (FORCE_NAME);
1410 force->subtype = FORCE_CHANGE_ABILITY; 1366 force->subtype = FORCE_CHANGE_ABILITY;
1367
1411 if (spell_ob->race) 1368 if (spell_ob->race)
1412 force->name = spell_ob->race; 1369 force->name = spell_ob->race;
1413 else 1370 else
1414 force->name = spell_ob->name; 1371 force->name = spell_ob->name;
1415 1372
1425 { 1382 {
1426 force->duration = duration; 1383 force->duration = duration;
1427 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 1384 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1428 } 1385 }
1429 else 1386 else
1430 {
1431 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1387 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1432 } 1388
1433 return 1; 1389 return 1;
1434 } 1390 }
1391
1435 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50; 1392 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1436 force->speed = 1.f; 1393 force->speed = 1.f;
1437 force->speed_left = -1.f; 1394 force->speed_left = -1.f;
1438 SET_FLAG (force, FLAG_APPLIED); 1395 SET_FLAG (force, FLAG_APPLIED);
1439 1396
1473 */ 1430 */
1474int 1431int
1475mood_change (object *op, object *caster, object *spell) 1432mood_change (object *op, object *caster, object *spell)
1476{ 1433{
1477 object *tmp, *god, *head; 1434 object *tmp, *god, *head;
1478 int done_one, range, mflags, level, at, best_at; 1435 int done_one, range, level, at, best_at;
1479 sint16 x, y, nx, ny;
1480 maptile *m;
1481 const char *race; 1436 const char *race;
1482 1437
1483 /* We precompute some values here so that we don't have to keep 1438 /* We precompute some values here so that we don't have to keep
1484 * doing it over and over again. 1439 * doing it over and over again.
1485 */ 1440 */
1486 god = find_god (determine_god (op)); 1441 god = find_god (determine_god (op));
1487 level = caster_level (caster, spell); 1442 level = casting_level (caster, spell);
1488 range = spell->range + SP_level_range_adjust (caster, spell); 1443 range = spell->range + SP_level_range_adjust (caster, spell);
1489 1444
1490 /* On the bright side, no monster should ever have a race of GOD_... 1445 /* On the bright side, no monster should ever have a race of GOD_...
1491 * so even if the player doesn't worship a god, if race=GOD_.., it 1446 * so even if the player doesn't worship a god, if race=GOD_.., it
1492 * won't ever match anything. 1447 * won't ever match anything.
1493 */ 1448 */
1494 if (!spell->race) 1449 if (!spell->race)
1495 race = NULL; 1450 race = NULL;
1496 else if (god && !strcmp (spell->race, "GOD_SLAYING")) 1451 else if (god && spell->race == shstr_GOD_SLAYING)
1497 race = god->slaying; 1452 race = god->slaying;
1498 else if (god && !strcmp (spell->race, "GOD_FRIEND")) 1453 else if (god && spell->race == shstr_GOD_FRIEND)
1499 race = god->race; 1454 race = god->race;
1500 else 1455 else
1501 race = spell->race; 1456 race = spell->race;
1502 1457
1503 for (x = op->x - range; x <= op->x + range; x++) 1458 unordered_mapwalk (op, -range, -range, range, range)
1504 for (y = op->y - range; y <= op->y + range; y++)
1505 { 1459 {
1506 done_one = 0; 1460 mapspace &ms = m->at (nx, ny);
1507 m = op->map;
1508 nx = x;
1509 ny = y;
1510 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1511 if (mflags & P_OUT_OF_MAP)
1512 continue;
1513 1461
1514 /* If there is nothing living on this space, no need to go further */ 1462 /* If there is nothing living on this space, no need to go further */
1515 if (!(mflags & P_IS_ALIVE)) 1463 if (!ms.flags () & P_IS_ALIVE)
1516 continue; 1464 continue;
1517 1465
1518 // players can only affect spaces that they can actually see 1466 // players can only affect spaces that they can actually see
1467 if (caster
1519 if (caster && caster->contr 1468 && caster->contr
1520 && caster->contr->visibility_at (m, nx, ny) < 70) 1469 && caster->contr->darkness_at (m, nx, ny) == LOS_BLOCKED)
1521 continue; 1470 continue;
1522 1471
1523 for (tmp = GET_MAP_TOP (m, nx, ny); tmp; tmp = tmp->below) 1472 for (tmp = ms.top; tmp; tmp = tmp->below)
1524 if (QUERY_FLAG (tmp, FLAG_MONSTER)) 1473 if (tmp->flag [FLAG_MONSTER])
1525 break; 1474 break;
1526 1475
1527 /* There can be living objects that are not monsters */ 1476 /* There can be living objects that are not monsters */
1528 if (!tmp || tmp->type == PLAYER) 1477 if (!tmp)
1529 continue; 1478 continue;
1530 1479
1531 /* Only the head has meaningful data, so resolve to that */ 1480 /* Only the head has meaningful data, so resolve to that */
1532 if (tmp->head)
1533 head = tmp->head; 1481 head = tmp->head_ ();
1534 else
1535 head = tmp;
1536 1482
1537 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */ 1483 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */
1538 if (race && head->race && !strstr (race, head->race)) 1484 if (race && head->race && !strstr (race, head->race))
1539 continue; 1485 continue;
1540 1486
1541 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD)) 1487 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD))
1542 continue; 1488 continue;
1543 1489
1544 /* Now do a bunch of stuff related to saving throws */ 1490 /* Now do a bunch of stuff related to saving throws */
1545 best_at = -1; 1491 best_at = -1;
1546 if (spell->attacktype) 1492 if (spell->attacktype)
1547 { 1493 {
1548 for (at = 0; at < NROFATTACKS; at++) 1494 for (at = 0; at < NROFATTACKS; at++)
1549 if (spell->attacktype & (1 << at)) 1495 if (spell->attacktype & (1 << at))
1550 if (best_at == -1 || head->resist[at] > head->resist[best_at]) 1496 if (best_at == -1 || head->resist[at] > head->resist[best_at])
1551 best_at = at; 1497 best_at = at;
1552 1498
1553 if (best_at == -1) 1499 if (best_at == -1)
1554 at = 0; 1500 at = 0;
1555 else 1501 else
1556 { 1502 {
1557 if (head->resist[best_at] == 100) 1503 if (head->resist[best_at] == 100)
1558 continue; 1504 continue;
1559 else 1505 else
1560 at = head->resist[best_at] / 5; 1506 at = head->resist[best_at] / 5;
1561 } 1507 }
1508
1562 at -= level / 5; 1509 at -= level / 5;
1563 if (did_make_save (head, head->level, at)) 1510 if (did_make_save (head, head->level, at))
1564 continue; 1511 continue;
1565 } 1512 }
1566 else /* spell->attacktype */ 1513 else /* spell->attacktype */
1567 { 1514 {
1568 /* 1515 /*
1569 Spell has no attacktype (charm & such), so we'll have a specific saving: 1516 Spell has no attacktype (charm & such), so we'll have a specific saving:
1570 * if spell level < monster level, no go 1517 * if spell level < monster level, no go
1571 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) ) 1518 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) )
1572 1519
1573 The chance will then be in the range [20-70] percent, not too bad. 1520 The chance will then be in the range [20-70] percent, not too bad.
1574 1521
1575 This is required to fix the 'charm monster' abuse, where a player level 1 can 1522 This is required to fix the 'charm monster' abuse, where a player level 1 can
1576 charm a level 125 monster... 1523 charm a level 125 monster...
1577 1524
1578 Ryo, august 14th 1525 Ryo, august 14th
1579 */ 1526 */
1580 if (head->level > level) 1527 if (head->level > level)
1581 continue; 1528 continue;
1582 1529
1583 if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + MIN (50, 2 * (level - head->level)))) 1530 if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + MIN (50, 2 * (level - head->level))))
1584 /* Failed, no effect */ 1531 /* Failed, no effect */
1585 continue; 1532 continue;
1586 } 1533 }
1587 1534
1588 /* Done with saving throw. Now start affecting the monster */ 1535 /* Done with saving throw. Now start affecting the monster */
1536 done_one = 0;
1589 1537
1590 /* aggravation */ 1538 /* aggravation */
1591 if (QUERY_FLAG (spell, FLAG_MONSTER)) 1539 if (QUERY_FLAG (spell, FLAG_MONSTER))
1592 { 1540 {
1593 CLEAR_FLAG (head, FLAG_SLEEP); 1541 CLEAR_FLAG (head, FLAG_SLEEP);
1594 remove_friendly_object (head); 1542 remove_friendly_object (head);
1595 done_one = 1; 1543 done_one = 1;
1596 head->enemy = op; 1544 head->enemy = op;
1597 } 1545 }
1598 1546
1599 /* calm monsters */ 1547 /* calm monsters */
1600 if (QUERY_FLAG (spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (head, FLAG_UNAGGRESSIVE)) 1548 if (QUERY_FLAG (spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (head, FLAG_UNAGGRESSIVE))
1601 { 1549 {
1602 SET_FLAG (head, FLAG_UNAGGRESSIVE); 1550 SET_FLAG (head, FLAG_UNAGGRESSIVE);
1603 head->enemy = NULL; 1551 head->enemy = NULL;
1604 done_one = 1; 1552 done_one = 1;
1605 } 1553 }
1606 1554
1607 /* berserk monsters */ 1555 /* berserk monsters */
1608 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK)) 1556 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK))
1609 { 1557 {
1610 SET_FLAG (head, FLAG_BERSERK); 1558 SET_FLAG (head, FLAG_BERSERK);
1611 done_one = 1; 1559 done_one = 1;
1612 } 1560 }
1613 1561
1614 /* charm */ 1562 /* charm */
1615 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY)) 1563 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY))
1616 { 1564 {
1565 INVOKE_OBJECT (KILL, head, ARG_OBJECT (caster));
1566
1617 /* Prevent uncontolled outbreaks of self replicating monsters. 1567 /* Prevent uncontrolled outbreaks of self replicating monsters.
1618 Typical use case is charm, go somwhere, use aggravation to make hostile. 1568 Typical use case is charm, go somwhere, use aggravation to make hostile.
1619 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */ 1569 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */
1620 CLEAR_FLAG (head, FLAG_GENERATOR); 1570 CLEAR_FLAG (head, FLAG_GENERATOR);
1621 head->set_owner (op); 1571 head->set_owner (op);
1622 set_spell_skill (op, caster, spell, head); 1572 set_spell_skill (op, caster, spell, head);
1623 add_friendly_object (head); 1573 add_friendly_object (head);
1624 head->attack_movement = PETMOVE; 1574 head->attack_movement = PETMOVE;
1625 done_one = 1; 1575 done_one = 1;
1626 change_exp (op, head->stats.exp / 2, head->skill, SK_EXP_ADD_SKILL); 1576 change_exp (op, head->stats.exp / 2, head->skill, SK_EXP_ADD_SKILL);
1627 head->stats.exp = 0; 1577 head->stats.exp = 0;
1628 } 1578 }
1629 1579
1630 /* If a monster was effected, put an effect in */ 1580 /* If a monster was effected, put an effect in */
1631 if (done_one && spell->other_arch) 1581 if (done_one && spell->other_arch)
1632 m->insert (arch_to_object (spell->other_arch), nx, ny, op); 1582 m->insert (arch_to_object (spell->other_arch), nx, ny, op);
1633 } /* for y */ 1583 }
1634 1584
1635 return 1; 1585 return 1;
1636} 1586}
1637
1638 1587
1639/* Move_ball_spell: This handles ball type spells that just sort of wander 1588/* Move_ball_spell: This handles ball type spells that just sort of wander
1640 * about. was called move_ball_lightning, but since more than the ball 1589 * about. was called move_ball_lightning, but since more than the ball
1641 * lightning spell used it, that seemed misnamed. 1590 * lightning spell used it, that seemed misnamed.
1642 * op is the spell effect. 1591 * op is the spell effect.
1643 * note that duration is handled by process_object() in time.c 1592 * note that duration is handled by process_object() in time.c
1644 */ 1593 */
1645
1646void 1594void
1647move_ball_spell (object *op) 1595move_ball_spell (object *op)
1648{ 1596{
1649 int i, j, dam_save, dir, mflags; 1597 int i, j, dam_save, dir, mflags;
1650 sint16 nx, ny, hx, hy; 1598 sint16 nx, ny, hx, hy;
1669 for (i = 1; i < 9; i++) 1617 for (i = 1; i < 9; i++)
1670 { 1618 {
1671 /* i bit 0: alters sign of offset 1619 /* i bit 0: alters sign of offset
1672 * other bits (i / 2): absolute value of offset 1620 * other bits (i / 2): absolute value of offset
1673 */ 1621 */
1674
1675 int offset = ((i ^ j) & 1) ? (i / 2) : -(i / 2); 1622 int offset = ((i ^ j) & 1) ? (i / 2) : -(i / 2);
1676 int tmpdir = absdir (op->direction + offset); 1623 int tmpdir = absdir (op->direction + offset);
1677 1624
1678 nx = op->x + freearr_x[tmpdir]; 1625 nx = op->x + freearr_x[tmpdir];
1679 ny = op->y + freearr_y[tmpdir]; 1626 ny = op->y + freearr_y[tmpdir];
1681 { 1628 {
1682 dir = tmpdir; 1629 dir = tmpdir;
1683 break; 1630 break;
1684 } 1631 }
1685 } 1632 }
1633
1686 if (dir == 0) 1634 if (dir == 0)
1687 { 1635 {
1688 nx = op->x; 1636 nx = op->x;
1689 ny = op->y; 1637 ny = op->y;
1690 m = op->map; 1638 m = op->map;
1716 1664
1717 if ((mflags & P_IS_ALIVE) && (!owner || owner->x != hx || owner->y != hy || !on_same_map (owner, op))) 1665 if ((mflags & P_IS_ALIVE) && (!owner || owner->x != hx || owner->y != hy || !on_same_map (owner, op)))
1718 { 1666 {
1719 if (j) 1667 if (j)
1720 op->stats.dam = dam_save / 2; 1668 op->stats.dam = dam_save / 2;
1669
1721 hit_map (op, j, op->attacktype, 1); 1670 hit_map (op, j, op->attacktype, 1);
1722
1723 } 1671 }
1724 1672
1725 /* insert the other arch */ 1673 /* insert the other arch */
1726 if (op->other_arch && !(OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy)))) 1674 if (op->other_arch && !(OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy))))
1727 m->insert (arch_to_object (op->other_arch), hx, hy, op); 1675 m->insert (arch_to_object (op->other_arch), hx, hy, op);
1741 1689
1742 op->direction = i; 1690 op->direction = i;
1743 } 1691 }
1744} 1692}
1745 1693
1746
1747/* move_swarm_spell: peterm 1694/* move_swarm_spell: peterm
1748 * This is an implementation of the swarm spell. It was written for 1695 * This is an implementation of the swarm spell. It was written for
1749 * meteor swarm, but it could be used for any swarm. A swarm spell 1696 * meteor swarm, but it could be used for any swarm. A swarm spell
1750 * is a special type of object that casts swarms of other types 1697 * is a special type of object that casts swarms of other types
1751 * of spells. Which spell it casts is flexible. It fires the spells 1698 * of spells. Which spell it casts is flexible. It fires the spells
1752 * from a set of squares surrounding the caster, in a given direction. 1699 * from a set of squares surrounding the caster, in a given direction.
1753 */ 1700 */
1754
1755void 1701void
1756move_swarm_spell (object *op) 1702move_swarm_spell (object *op)
1757{ 1703{
1758#if 0 1704#if 0
1759 static int cardinal_adjust[9] = { -3, -2, -1, 0, 0, 0, 1, 2, 3 }; 1705 static int cardinal_adjust[9] = { -3, -2, -1, 0, 0, 0, 1, 2, 3 };
1760 static int diagonal_adjust[10] = { -3, -2, -2, -1, 0, 0, 1, 2, 2, 3 }; 1706 static int diagonal_adjust[10] = { -3, -2, -2, -1, 0, 0, 1, 2, 2, 3 };
1761 sint16 target_x, target_y, origin_x, origin_y; 1707 sint16 target_x, target_y, origin_x, origin_y;
1762 int adjustdir; 1708 int adjustdir;
1763 maptile *m; 1709 maptile *m;
1764#endif 1710#endif
1765 int basedir;
1766 object *owner; 1711 object *owner = op->env;
1767 1712
1768 owner = op->owner; 1713 if (!owner) // MUST not happen, remove when true TODO
1769 if (op->duration == 0 || owner == NULL)
1770 { 1714 {
1715 LOG (llevError, "swarm spell found outside inventory: %s\n", op->debug_desc ());
1771 op->destroy (); 1716 op->destroy ();
1772 return; 1717 return;
1773 } 1718 }
1774 1719
1720 if (!op->duration || !owner->is_on_map ())
1721 {
1722 op->drop_and_destroy ();
1723 return;
1724 }
1725
1775 op->duration--; 1726 op->duration--;
1776 1727
1777 basedir = op->direction; 1728 int basedir = op->direction;
1778 if (basedir == 0) 1729 if (!basedir)
1779 { 1730 {
1780 /* spray in all directions! 8) */ 1731 /* spray in all directions! 8) */
1781 basedir = rndm (1, 8); 1732 op->facing = (op->facing + op->state) & 7;
1733 basedir = op->facing + 1;
1782 } 1734 }
1783 1735
1784#if 0 1736#if 0
1785 // this is bogus: it causes wrong places to be checked below 1737 // this is bogus: it causes wrong places to be checked below
1786 // (a wall 2 cells away will block the effect...) and 1738 // (a wall 2 cells away will block the effect...) and
1847 { 1799 {
1848 /* Bullet spells have a bunch more customization that needs to be done */ 1800 /* Bullet spells have a bunch more customization that needs to be done */
1849 if (op->spell->subtype == SP_BULLET) 1801 if (op->spell->subtype == SP_BULLET)
1850 fire_bullet (owner, op, basedir, op->spell); 1802 fire_bullet (owner, op, basedir, op->spell);
1851 else if (op->spell->subtype == SP_MAGIC_MISSILE) 1803 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1852 fire_arch_from_position (owner, op, op->x, op->y, basedir, op->spell); 1804 fire_arch_from_position (owner, op, owner->x, owner->y, basedir, op->spell);
1853 } 1805 }
1854} 1806}
1855
1856
1857
1858 1807
1859/* fire_swarm: 1808/* fire_swarm:
1860 * The following routine creates a swarm of objects. It actually 1809 * The following routine creates a swarm of objects. It actually
1861 * sets up a specific swarm object, which then fires off all 1810 * sets up a specific swarm object, which then fires off all
1862 * the parts of the swarm. 1811 * the parts of the swarm.
1865 * caster: the caster (owner, wand, rod, scroll) 1814 * caster: the caster (owner, wand, rod, scroll)
1866 * dir: the direction everything will be fired in 1815 * dir: the direction everything will be fired in
1867 * spell - the spell that is this spell. 1816 * spell - the spell that is this spell.
1868 * n: the number to be fired. 1817 * n: the number to be fired.
1869 */ 1818 */
1870
1871int 1819int
1872fire_swarm (object *op, object *caster, object *spell, int dir) 1820fire_swarm (object *op, object *caster, object *spell, int dir)
1873{ 1821{
1874 object *tmp;
1875 int i;
1876
1877 if (!spell->other_arch) 1822 if (!spell->other_arch)
1878 return 0; 1823 return 0;
1879 1824
1880 tmp = get_archetype (SWARM_SPELL); 1825 object *tmp = archetype::get (SWARM_SPELL);
1881 tmp->set_owner (op); /* needed so that if swarm elements kill, caster gets xp. */ 1826
1882 set_spell_skill (op, caster, spell, tmp); 1827 set_spell_skill (op, caster, spell, tmp);
1883
1884 tmp->level = caster_level (caster, spell); /*needed later, to get level dep. right. */ 1828 tmp->level = casting_level (caster, spell); /* needed later, to get level dep. right. */
1885 tmp->spell = arch_to_object (spell->other_arch); 1829 tmp->spell = spell->other_arch->instance ();
1886
1887 tmp->attacktype = tmp->spell->attacktype; 1830 tmp->attacktype = tmp->spell->attacktype;
1888 1831
1889 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) 1832 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
1890 if (!tailor_god_spell (tmp, op)) 1833 if (!tailor_god_spell (tmp, op))
1891 return 1; 1834 return 1;
1892 1835
1893 tmp->duration = SP_level_duration_adjust (caster, spell); 1836 tmp->duration = SP_level_duration_adjust (caster, spell);
1894 for (i = 0; i < spell->duration; i++) 1837 for (int i = 0; i < spell->duration; i++)
1895 tmp->duration += die_roll (1, 3, op, PREFER_HIGH); 1838 tmp->duration += die_roll (1, 3, op, PREFER_HIGH);
1896 1839
1840 tmp->invisible = 1;
1841 tmp->flag [FLAG_NO_DROP] = 1; // make sure it stays in inv, or else
1897 tmp->direction = dir; 1842 tmp->direction = dir;
1898 tmp->invisible = 1; 1843 tmp->facing = rndm (1, 8); // initial firing direction
1844 tmp->state = rndm (4) * 2 + 1; // direction increment
1899 1845
1900 tmp->insert_at (op, op); 1846 op->insert (tmp);
1847
1901 return 1; 1848 return 1;
1902} 1849}
1903
1904 1850
1905/* See the spells documentation file for why this is its own 1851/* See the spells documentation file for why this is its own
1906 * function. 1852 * function.
1907 */ 1853 */
1908int 1854int
1913 int dam, mflags; 1859 int dam, mflags;
1914 maptile *m; 1860 maptile *m;
1915 1861
1916 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1862 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1917 1863
1918 if (!dir) 1864 if (dir)
1919 {
1920 new_draw_info (NDI_UNIQUE, 0, op, "In what direction?");
1921 return 0;
1922 } 1865 {
1923
1924 x = op->x + freearr_x[dir]; 1866 x = op->x + freearr_x[dir];
1925 y = op->y + freearr_y[dir]; 1867 y = op->y + freearr_y[dir];
1926 m = op->map; 1868 m = op->map;
1927 1869
1928 mflags = get_map_flags (m, &m, x, y, &x, &y); 1870 mflags = get_map_flags (m, &m, x, y, &x, &y);
1929 1871
1930 if (mflags & P_OUT_OF_MAP) 1872 if (mflags & P_OUT_OF_MAP)
1931 { 1873 {
1932 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is there."); 1874 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is there.");
1933 return 0; 1875 return 0;
1934 } 1876 }
1935 1877
1936 if (mflags & P_IS_ALIVE && spell->attacktype) 1878 if (mflags & P_IS_ALIVE && spell->attacktype)
1937 { 1879 {
1938 for (target = GET_MAP_OB (m, x, y); target; target = target->above) 1880 for (target = GET_MAP_OB (m, x, y); target; target = target->above)
1939 if (QUERY_FLAG (target, FLAG_MONSTER)) 1881 if (QUERY_FLAG (target, FLAG_MONSTER))
1940 { 1882 {
1941 /* oky doky. got a target monster. Lets make a blinding attack */ 1883 /* oky doky. got a target monster. Lets make a blinding attack */
1942 if (target->head) 1884 if (target->head)
1943 target = target->head; 1885 target = target->head;
1886
1944 (void) hit_player (target, dam, op, spell->attacktype, 1); 1887 hit_player (target, dam, op, spell->attacktype, 1);
1945 return 1; /* one success only! */ 1888 return 1; /* one success only! */
1889 }
1946 } 1890 }
1947 }
1948 1891
1949 /* no live target, perhaps a wall is in the way? */ 1892 /* no live target, perhaps a wall is in the way? */
1950 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y))) 1893 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)))
1951 { 1894 {
1952 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 1895 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1953 return 0; 1896 return 0;
1897 }
1954 } 1898 }
1955 1899
1956 /* ok, looks groovy to just insert a new light on the map */ 1900 /* ok, looks groovy to just insert a new light on the map */
1957 tmp = arch_to_object (spell->other_arch); 1901 tmp = arch_to_object (spell->other_arch);
1958 if (!tmp) 1902 if (!tmp)
1959 { 1903 {
1960 LOG (llevError, "Error: spell arch for cast_light() missing.\n"); 1904 LOG (llevError, "Error: spell arch for cast_light() missing.\n");
1961 return 0; 1905 return 0;
1962 } 1906 }
1907
1963 tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell); 1908 tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell);
1909
1964 if (tmp->glow_radius) 1910 if (tmp->glow_radius)
1965 { 1911 tmp->set_glow_radius (
1966 tmp->glow_radius = spell->range + SP_level_range_adjust (caster, spell); 1912 clamp (spell->range + SP_level_range_adjust (caster, spell), 1, MAX_LIGHT_RADIUS)
1967 if (tmp->glow_radius > MAX_LIGHT_RADII) 1913 );
1968 tmp->glow_radius = MAX_LIGHT_RADII;
1969 }
1970 1914
1915 if (dir)
1971 m->insert (tmp, x, y, op); 1916 m->insert (tmp, x, y, op);
1917 else
1918 caster->outer_env_or_self ()->insert (tmp);
1919
1972 return 1; 1920 return 1;
1973} 1921}
1974
1975
1976
1977 1922
1978/* cast_cause_disease: this spell looks along <dir> from the 1923/* cast_cause_disease: this spell looks along <dir> from the
1979 * player and infects someone. 1924 * player and infects someone.
1980 * 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
1981 * 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
1982 * perhaps this should actually be in disease.c? 1927 * perhaps this should actually be in disease.c?
1983 */ 1928 */
1984
1985int 1929int
1986cast_cause_disease (object *op, object *caster, object *spell, int dir) 1930cast_cause_disease (object *op, object *caster, object *spell, int dir)
1987{ 1931{
1988 sint16 x, y; 1932 sint16 x, y;
1989 int i, mflags, range, dam_mod, dur_mod; 1933 int i, mflags, range, dam_mod, dur_mod;
1996 /* 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
1997 * direction the player is pointing. 1941 * direction the player is pointing.
1998 */ 1942 */
1999 if (!dir) 1943 if (!dir)
2000 dir = op->facing; 1944 dir = op->facing;
1945
2001 if (!dir) 1946 if (!dir)
2002 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 */
2003 1948
2004 /* Calculate these once here */ 1949 /* Calculate these once here */
2005 range = spell->range + SP_level_range_adjust (caster, spell); 1950 range = spell->range + SP_level_range_adjust (caster, spell);
2032 object *disease = arch_to_object (spell->other_arch); 1977 object *disease = arch_to_object (spell->other_arch);
2033 1978
2034 disease->set_owner (op); 1979 disease->set_owner (op);
2035 set_spell_skill (op, caster, spell, disease); 1980 set_spell_skill (op, caster, spell, disease);
2036 disease->stats.exp = 0; 1981 disease->stats.exp = 0;
2037 disease->level = caster_level (caster, spell); 1982 disease->level = casting_level (caster, spell);
2038 1983
2039 /* do level adjustments */ 1984 /* do level adjustments */
2040 if (disease->stats.wc) 1985 if (disease->stats.wc)
2041 disease->stats.wc += dur_mod / 2; 1986 disease->stats.wc += dur_mod / 2;
2042 1987
2043 if (disease->magic > 0) 1988 if (disease->magic > 0)
2044 disease->magic += dur_mod / 4; 1989 disease->magic += dur_mod / 8;
2045 1990
2046 if (disease->stats.maxhp > 0) 1991 if (disease->stats.maxhp > 0)
2047 disease->stats.maxhp += dur_mod; 1992 disease->stats.maxhp += dur_mod;
2048 1993
2049 if (disease->stats.maxgrace > 0) 1994 if (disease->stats.maxgrace > 0)

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