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Comparing deliantra/server/server/spell_attack.C (file contents):
Revision 1.48 by root, Fri Aug 24 01:41:02 2007 UTC vs.
Revision 1.95 by elmex, Tue Jan 19 16:13:05 2010 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 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation, either version 3 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
20 * 21 *
21 * 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>
22 */ 23 */
23 24
24/* This file contains all the spell attack code. Grouping this code 25/* This file contains all the spell attack code. Grouping this code
25 * together should hopefully make it easier to find the relevent bits 26 * together should hopefully make it easier to find the relevent bits
26 * of code 27 * of code
36/* 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
37 * 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)
38 * but moved here so it could be applied to bolts too 39 * but moved here so it could be applied to bolts too
39 * op is the spell object. 40 * op is the spell object.
40 */ 41 */
41 42static void
42void
43check_spell_knockback (object *op) 43check_spell_knockback (object *op)
44{ 44{
45 object *tmp, *tmp2; /* object on the map */
46 int weight_move; 45 int weight_move;
47 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 */
48 47
49 if (!op->weight) 48 if (!op->weight)
50 { /*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 */
55 { 54 {
56 weight_move = op->weight + (op->weight * op->level) / 3; 55 weight_move = op->weight + (op->weight * op->level) / 3;
57 /*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); */
58 } 57 }
59 58
60 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)
61 { 60 {
62 int num_sections = 1; 61 int num_sections = 1;
63 62
64 /* don't move DM */ 63 /* don't move DM */
65 if (QUERY_FLAG (tmp, FLAG_WIZ)) 64 if (QUERY_FLAG (tmp, FLAG_WIZ))
72 /* don't move floors or immobile objects */ 71 /* don't move floors or immobile objects */
73 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)))
74 continue; 73 continue;
75 74
76 /* count the object's sections */ 75 /* count the object's sections */
77 for (tmp2 = tmp; tmp2 != NULL; tmp2 = tmp2->more) 76 for (object *tmp2 = tmp; tmp2; tmp2 = tmp2->more)
78 num_sections++; 77 num_sections++;
79 78
80 /* 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
81 * 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
82 * 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.
106 * 105 *
107 * BOLT CODE 106 * BOLT CODE
108 * 107 *
109 ***************************************************************************/ 108 ***************************************************************************/
110 109
111/* Causes op to fork. op is the original bolt, tmp 110/* Causes op to fork. op is the original bolt, tmp
112 * is the first piece of the fork. 111 * is the first piece of the fork.
113 */ 112 */
114 113static void
115void
116forklightning (object *op, object *tmp) 114forklightning (object *op, object *tmp)
117{ 115{
118 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 */
119 int t_dir; /* stores temporary dir calculation */ 117 int t_dir; /* stores temporary dir calculation */
120 maptile *m; 118 maptile *m;
151 new_bolt->duration++; 149 new_bolt->duration++;
152 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */ 150 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */
153 new_bolt->stats.dam++; 151 new_bolt->stats.dam++;
154 tmp->stats.dam /= 2; /* reduce father bolt damage */ 152 tmp->stats.dam /= 2; /* reduce father bolt damage */
155 tmp->stats.dam++; 153 tmp->stats.dam++;
154
156 if ((new_bolt = m->insert (new_bolt, sx, sy, op))) 155 if ((new_bolt = m->insert (new_bolt, sx, sy, op)))
157 update_turn_face (new_bolt); 156 update_turn_face (new_bolt);
158} 157}
159 158
160/* move_bolt: moves bolt 'op'. Basically, it just advances a space, 159/* move_bolt: moves bolt 'op'. Basically, it just advances a space,
161 * and checks for various things that may stop it. 160 * and checks for various things that may stop it.
162 */ 161 */
163
164void 162void
165move_bolt (object *op) 163move_bolt (object *op)
166{ 164{
167 int mflags; 165 int mflags;
168 sint16 x, y; 166 sint16 x, y;
169 maptile *m; 167 maptile *m;
170 168
171 if (--op->duration < 0) 169 if (--op->duration < 0)
172 { 170 {
173 op->destroy (); 171 op->drop_and_destroy ();
174 return; 172 return;
175 } 173 }
176 174
177 hit_map (op, 0, op->attacktype, 1); 175 hit_map (op, 0, op->attacktype, 1);
178 176
251 tmp->duration++; 249 tmp->duration++;
252 250
253 /* New forking code. Possibly create forks of this object 251 /* New forking code. Possibly create forks of this object
254 * going off in other directions. 252 * going off in other directions.
255 */ 253 */
256 if (rndm (0, 99) < tmp->stats.Dex) 254 if (tmp->stats.Dex && rndm (0, 99) < tmp->stats.Dex)
257 { /* stats.Dex % of forking */ 255 forklightning (op, tmp); /* stats.Dex % of forking */
258 forklightning (op, tmp);
259 }
260 256
261 /* 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
262 * doesn't create any bolts that continue to move onward. 258 * doesn't create any bolts that continue to move onward.
263 */ 259 */
264 op->range = 0; 260 op->range = 0;
281 int mflags; 277 int mflags;
282 278
283 if (!spob->other_arch) 279 if (!spob->other_arch)
284 return 0; 280 return 0;
285 281
286 tmp = arch_to_object (spob->other_arch); 282 tmp = spob->other_arch->instance ();
287 if (tmp == NULL) 283 if (tmp == NULL)
288 return 0; 284 return 0;
289 285
290 /* peterm: level dependency for bolts */ 286 /* peterm: level dependency for bolts */
291 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);
292 tmp->attacktype = spob->attacktype; 288 tmp->attacktype = spob->attacktype;
289
293 if (spob->slaying) 290 if (spob->slaying)
294 tmp->slaying = spob->slaying; 291 tmp->slaying = spob->slaying;
292
295 tmp->range = spob->range + SP_level_range_adjust (caster, spob); 293 tmp->range = spob->range + SP_level_range_adjust (caster, spob);
296 tmp->duration = spob->duration + SP_level_duration_adjust (caster, spob); 294 tmp->duration = spob->duration + SP_level_duration_adjust (caster, spob);
297 tmp->stats.Dex = spob->stats.Dex; 295 tmp->stats.Dex = spob->stats.Dex;
298 tmp->stats.Con = spob->stats.Con; 296 tmp->stats.Con = spob->stats.Con;
299 297
310 308
311 maptile *newmap; 309 maptile *newmap;
312 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);
313 if (mflags & P_OUT_OF_MAP) 311 if (mflags & P_OUT_OF_MAP)
314 { 312 {
315 tmp->destroy (); 313 tmp->drop_and_destroy ();
316 return 0; 314 return 0;
317 } 315 }
318 316
319 tmp->map = newmap; 317 tmp->map = newmap;
320 318
321 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)))
322 { 320 {
323 if (!QUERY_FLAG (tmp, FLAG_REFLECTING)) 321 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
324 { 322 {
325 tmp->destroy (); 323 tmp->drop_and_destroy ();
326 return 0; 324 return 0;
327 } 325 }
328 326
329 tmp->x = op->x; 327 tmp->x = op->x;
330 tmp->y = op->y; 328 tmp->y = op->y;
391 389
392/* Causes an object to explode, eg, a firebullet, 390/* Causes an object to explode, eg, a firebullet,
393 * poison cloud ball, etc. op is the object to 391 * poison cloud ball, etc. op is the object to
394 * explode. 392 * explode.
395 */ 393 */
396void 394static void
397explode_bullet (object *op) 395explode_bullet (object *op)
398{ 396{
399 object *tmp, *owner; 397 object *tmp, *owner;
400 398
401 if (op->other_arch == NULL) 399 if (!op->other_arch)
402 { 400 {
403 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n"); 401 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n");
404 op->destroy (); 402 op->destroy ();
405 return; 403 return;
406 } 404 }
407 405
408 if (op->env) 406 if (op->env)
409 { 407 {
410 object *env = object_get_env_recursive (op); 408 object *env = op->outer_env ();
409
411 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))
412 { 411 {
413 LOG (llevError, "BUG: explode_bullet(): env out of map\n"); 412 LOG (llevError, "BUG: explode_bullet(): env out of map\n");
414 op->destroy (); 413 op->destroy ();
415 return; 414 return;
416 } 415 }
434 } 433 }
435 434
436 if (op->attacktype) 435 if (op->attacktype)
437 { 436 {
438 hit_map (op, 0, op->attacktype, 1); 437 hit_map (op, 0, op->attacktype, 1);
438
439 if (op->destroyed ()) 439 if (op->destroyed ())
440 return; 440 return;
441 } 441 }
442 442
443 /* other_arch contains what this explodes into */ 443 /* other_arch contains what this explodes into */
444 tmp = arch_to_object (op->other_arch); 444 tmp = op->other_arch->instance ();
445 445
446 tmp->set_owner (op); 446 tmp->set_owner (op);
447 tmp->skill = op->skill; 447 tmp->skill = op->skill;
448 448
449 owner = op->owner; 449 owner = op->owner;
450 450
451 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))
452 { 455 {
453 op->destroy (); 456 op->destroy ();
454 return; 457 return;
455 } 458 }
456 459
521 for (tmp = op->ms ().bot; tmp; tmp = tmp->above) 524 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
522 { 525 {
523 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 526 if (QUERY_FLAG (tmp, FLAG_ALIVE))
524 { 527 {
525 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
526 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0) 531 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0)
527 { 532 {
528 if (!QUERY_FLAG (op, FLAG_REMOVED)) 533 if (!QUERY_FLAG (op, FLAG_REMOVED))
529 { 534 {
530 op->destroy (); 535 op->destroy ();
541 * fired arches (eg, bolts). 546 * fired arches (eg, bolts).
542 */ 547 */
543void 548void
544move_bullet (object *op) 549move_bullet (object *op)
545{ 550{
546 sint16 new_x, new_y;
547 int mflags;
548 maptile *m;
549
550#if 0 551#if 0
551 /* We need a better general purpose way to do this */ 552 /* We need a better general purpose way to do this */
552 553
553 /* peterm: added to make comet leave a trail of burnouts 554 /* peterm: added to make comet leave a trail of burnouts
554 it's an unadulterated hack, but the effect is cool. */ 555 it's an unadulterated hack, but the effect is cool. */
569 op->destroy (); 570 op->destroy ();
570 571
571 return; 572 return;
572 } 573 }
573 574
574 new_x = op->x + DIRX (op); 575 mapxy pos (op);
575 new_y = op->y + DIRY (op); 576 pos.move (op->direction);
576 m = op->map;
577 mflags = get_map_flags (m, &m, new_x, new_y, &new_x, &new_y);
578 577
579 if (mflags & P_OUT_OF_MAP) 578 if (!pos.normalise ())
580 { 579 {
581 op->destroy (); 580 op->destroy ();
582 return; 581 return;
583 } 582 }
584 583
585 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))
586 { 589 {
587 if (op->other_arch) 590 if (op->other_arch)
588 explode_bullet (op); 591 explode_bullet (op);
589 else 592 else
590 op->destroy (); 593 op->destroy ();
591 594
592 return; 595 return;
593 } 596 }
594 597
595 if (!(op = m->insert (op, new_x, new_y, op))) 598 if (!(op = pos.insert (op, op)))
596 return; 599 return;
597 600
598 if (reflwall (op->map, op->x, op->y, op)) 601 if (reflwall (op->map, op->x, op->y, op))
599 { 602 {
600 op->direction = absdir (op->direction + 4); 603 op->direction = absdir (op->direction + 4);
619 int mflags; 622 int mflags;
620 623
621 if (!spob->other_arch) 624 if (!spob->other_arch)
622 return 0; 625 return 0;
623 626
624 tmp = arch_to_object (spob->other_arch); 627 tmp = spob->other_arch->instance ();
625 if (tmp == NULL) 628 if (!tmp)
626 return 0; 629 return 0;
627 630
628 /* peterm: level dependency for bolts */ 631 /* peterm: level dependency for bolts */
629 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);
630 tmp->attacktype = spob->attacktype; 633 tmp->attacktype = spob->attacktype;
631 if (spob->slaying) 634 if (spob->slaying)
632 tmp->slaying = spob->slaying; 635 tmp->slaying = spob->slaying;
633 636
643 SET_ANIMATION (tmp, dir); 646 SET_ANIMATION (tmp, dir);
644 647
645 tmp->set_owner (op); 648 tmp->set_owner (op);
646 set_spell_skill (op, caster, spob, tmp); 649 set_spell_skill (op, caster, spob, tmp);
647 650
648 tmp->x = op->x + freearr_x[dir]; 651 tmp->x = op->x + freearr_x[dir];
649 tmp->y = op->y + freearr_y[dir]; 652 tmp->y = op->y + freearr_y[dir];
650 tmp->map = op->map; 653 tmp->map = op->map;
651 654
652 maptile *newmap; 655 maptile *newmap;
653 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);
654 if (mflags & P_OUT_OF_MAP) 657 if (mflags & P_OUT_OF_MAP)
656 tmp->destroy (); 659 tmp->destroy ();
657 return 0; 660 return 0;
658 } 661 }
659 662
660 tmp->map = newmap; 663 tmp->map = newmap;
664
665 // in case the bullet has direction 0 we explode it in place.
666 // direction 0 is possible for instance when a poison cloud trap springs.
667 if (tmp->direction == 0)
668 {
669 if (tmp->other_arch
670 && (tmp = tmp->insert_at (tmp, op))) // insert before explode cleanly
671 explode_bullet (tmp); // explode object will/should remove tmp
672 else
673 tmp->destroy ();
674
675 return 0;
676 }
661 677
662 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y))) 678 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y)))
663 { 679 {
664 if (!QUERY_FLAG (tmp, FLAG_REFLECTING)) 680 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
665 { 681 {
684 * CONE RELATED FUNCTIONS 700 * CONE RELATED FUNCTIONS
685 * 701 *
686 *****************************************************************************/ 702 *****************************************************************************/
687 703
688/* drops an object based on what is in the cone's "other_arch" */ 704/* drops an object based on what is in the cone's "other_arch" */
689void 705static void
690cone_drop (object *op) 706cone_drop (object *op)
691{ 707{
692 object *new_ob = arch_to_object (op->other_arch); 708 object *new_ob = op->other_arch->instance ();
693 709
694 new_ob->level = op->level; 710 new_ob->level = op->level;
695 new_ob->set_owner (op->owner); 711 new_ob->set_owner (op->owner);
696 712
697 /* preserve skill ownership */ 713 /* preserve skill ownership */
704/* move_cone: causes cone object 'op' to move a space/hit creatures */ 720/* move_cone: causes cone object 'op' to move a space/hit creatures */
705 721
706void 722void
707move_cone (object *op) 723move_cone (object *op)
708{ 724{
709 int i;
710
711 /* if no map then hit_map will crash so just ignore object */ 725 /* if no map then hit_map will crash so just ignore object */
712 if (!op->map) 726 if (!op->map)
713 { 727 {
714 LOG (llevError, "Tried to move_cone object %s without a map.\n", op->name ? &op->name : "unknown"); 728 LOG (llevError, "Tried to move_cone object %s without a map.\n", op->name ? &op->name : "unknown");
715 op->set_speed (0); 729 op->set_speed (0);
735 } 749 }
736#endif 750#endif
737 751
738 hit_map (op, 0, op->attacktype, 0); 752 hit_map (op, 0, op->attacktype, 0);
739 753
754 if (!op->is_on_map ())
755 return;
756
740 /* Check to see if we should push anything. 757 /* Check to see if we should push anything.
741 * Spell objects with weight push whatever they encounter to some 758 * Spell objects with weight push whatever they encounter to some
742 * degree. 759 * degree.
743 */ 760 */
744 if (op->weight) 761 if (op->weight)
762 {
745 check_spell_knockback (op); 763 check_spell_knockback (op);
746 764
747 if (op->destroyed ()) 765 if (!op->is_on_map ())
748 return; 766 return;
767 }
749 768
750 if ((op->duration--) < 0) 769 if (op->duration-- < 0)
751 { 770 {
752 op->destroy (); 771 op->destroy ();
753 return; 772 return;
754 } 773 }
755 /* Object has hit maximum range, so don't have it move 774 /* Object has hit maximum range, so don't have it move
760 { 779 {
761 op->range = 0; /* just so it doesn't wrap */ 780 op->range = 0; /* just so it doesn't wrap */
762 return; 781 return;
763 } 782 }
764 783
765 for (i = -1; i < 2; i++) 784 for (int i = -1; i <= 1; i++)
766 { 785 {
767 sint16 x = op->x + freearr_x[absdir (op->stats.sp + i)], y = op->y + freearr_y[absdir (op->stats.sp + i)]; 786 sint16 x = op->x + freearr_x[absdir (op->stats.sp + i)], y = op->y + freearr_y[absdir (op->stats.sp + i)];
768 787
769 if (ok_to_put_more (op->map, x, y, op, op->attacktype)) 788 if (ok_to_put_more (op->map, x, y, op, op->attacktype))
770 { 789 {
821 */ 840 */
822 movetype = spell->other_arch->move_type; 841 movetype = spell->other_arch->move_type;
823 842
824 for (i = range_min; i <= range_max; i++) 843 for (i = range_min; i <= range_max; i++)
825 { 844 {
826 sint16 x, y, d; 845 sint16 x, y;
827 846
828 /* We can't use absdir here, because it never returns 847 /* We can't use absdir here, because it never returns
829 * 0. If this is a rune, we want to hit the person on top 848 * 0. If this is a rune, we want to hit the person on top
830 * of the trap (d==0). If it is not a rune, then we don't want 849 * of the trap (d==0). If it is not a rune, then we don't want
831 * to hit that person. 850 * to hit that person.
832 */ 851 */
833 d = dir + i; 852 int d = dir ? absdir (dir + i) : i;
834 while (d < 0)
835 d += 8;
836 while (d > 8)
837 d -= 8;
838 853
839 /* If it's not a rune, we don't want to blast the caster. 854 /* If it's not a rune, we don't want to blast the caster.
840 * In that case, we have to see - if dir is specified, 855 * In that case, we have to see - if dir is specified,
841 * turn this into direction 8. If dir is not specified (all 856 * turn this into direction 8. If dir is not specified (all
842 * direction) skip - otherwise, one line would do more damage 857 * direction) skip - otherwise, one line would do more damage
859 874
860 if ((movetype & GET_MAP_MOVE_BLOCK (m, sx, sy)) == movetype) 875 if ((movetype & GET_MAP_MOVE_BLOCK (m, sx, sy)) == movetype)
861 continue; 876 continue;
862 877
863 success = 1; 878 success = 1;
864 tmp = arch_to_object (spell->other_arch); 879 tmp = spell->other_arch->instance ();
865 tmp->set_owner (op); 880 tmp->set_owner (op);
866 set_spell_skill (op, caster, spell, tmp); 881 set_spell_skill (op, caster, spell, tmp);
867 tmp->level = caster_level (caster, spell); 882 tmp->level = casting_level (caster, spell);
868 tmp->attacktype = spell->attacktype; 883 tmp->attacktype = spell->attacktype;
869 884
870 /* holy word stuff */ 885 /* holy word stuff */
871 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER)) 886 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER))
872 if (!tailor_god_spell (tmp, op)) 887 if (!tailor_god_spell (tmp, op))
937 * op is the original bomb object. 952 * op is the original bomb object.
938 */ 953 */
939void 954void
940animate_bomb (object *op) 955animate_bomb (object *op)
941{ 956{
942 int i;
943 object *env, *tmp;
944
945 if (op->state != NUM_ANIMATIONS (op) - 1) 957 if (op->state != NUM_ANIMATIONS (op) - 1)
946 return; 958 return;
947 959
948 env = object_get_env_recursive (op); 960 object *env = op->outer_env ();
949 961
950 if (op->env) 962 if (op->env)
951 { 963 {
952 if (env->map == NULL) 964 if (!env->map)
953 return; 965 return;
954
955 if (env->type == PLAYER)
956 esrv_del_item (env->contr, op->count);
957 966
958 if (!(op = op->insert_at (env, op))) 967 if (!(op = op->insert_at (env, op)))
959 return; 968 return;
960 } 969 }
961 970
962 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent bomb from exploding 971 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent bomb from exploding
963 // on a safe map. I don't like this special casing, but it seems to be neccessary 972 // on a safe map. I don't like this special casing, but it seems to be neccessary
964 // as bombs can be carried. 973 // as bombs can be carried.
965 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE) 974 if (op->ms ().flags () & P_SAFE)
966 { 975 {
967 op->destroy (); 976 op->destroy ();
968 return; 977 return;
969 } 978 }
970 979
972 * but using the cast_bullet isn't really feasible, 981 * but using the cast_bullet isn't really feasible,
973 * so just set up the appropriate values. 982 * so just set up the appropriate values.
974 */ 983 */
975 if (archetype *at = archetype::find (SPLINT)) 984 if (archetype *at = archetype::find (SPLINT))
976 { 985 {
977 for (i = 1; i < 9; i++) 986 for (int i = 1; i < 9; i++)
978 { 987 {
979 if (out_of_map (op->map, op->x + freearr_x[i], op->y + freearr_x[i])) 988 if (out_of_map (op->map, op->x + freearr_x[i], op->y + freearr_x[i]))
980 continue; 989 continue;
981 990
982 tmp = arch_to_object (at); 991 object *tmp = at->instance ();
983 tmp->direction = i; 992 tmp->direction = i;
984 tmp->range = op->range; 993 tmp->range = op->range;
985 tmp->stats.dam = op->stats.dam; 994 tmp->stats.dam = op->stats.dam;
986 tmp->duration = op->duration; 995 tmp->duration = op->duration;
987 tmp->attacktype = op->attacktype; 996 tmp->attacktype = op->attacktype;
1001} 1010}
1002 1011
1003int 1012int
1004create_bomb (object *op, object *caster, int dir, object *spell) 1013create_bomb (object *op, object *caster, int dir, object *spell)
1005{ 1014{
1006
1007 object *tmp; 1015 object *tmp;
1008 int mflags; 1016 int mflags;
1009 sint16 dx = op->x + freearr_x[dir], dy = op->y + freearr_y[dir]; 1017 sint16 dx = op->x + freearr_x[dir], dy = op->y + freearr_y[dir];
1010 maptile *m; 1018 maptile *m;
1011 1019
1012 mflags = get_map_flags (op->map, &m, dx, dy, &dx, &dy); 1020 mflags = get_map_flags (op->map, &m, dx, dy, &dx, &dy);
1021
1022 // when creating a bomb below ourself it should always work, even
1023 // when movement is blocked (somehow we got here, somehow we are here,
1024 // so we should also be able to make a bomb here). (originally added
1025 // to fix create bomb traps in doors, which cast with dir=0).
1026 if (dir)
1027 {
1013 if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, dx, dy) & MOVE_WALK)) 1028 if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, dx, dy) & MOVE_WALK))
1014 { 1029 {
1015 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way."); 1030 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way.");
1016 return 0; 1031 return 0;
1032 }
1017 } 1033 }
1018 tmp = arch_to_object (spell->other_arch); 1034
1035 tmp = spell->other_arch->instance ();
1019 1036
1020 /* level dependencies for bomb */ 1037 /* level dependencies for bomb */
1021 tmp->range = spell->range + SP_level_range_adjust (caster, spell); 1038 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
1022 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1039 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1023 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell); 1040 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
1043 * dir is the direction to look in. 1060 * dir is the direction to look in.
1044 * range is how far out to look. 1061 * range is how far out to look.
1045 * type is the type of spell - either SPELL_MANA or SPELL_GRACE. 1062 * type is the type of spell - either SPELL_MANA or SPELL_GRACE.
1046 * this info is used for blocked magic/unholy spaces. 1063 * this info is used for blocked magic/unholy spaces.
1047 */ 1064 */
1048object * 1065static object *
1049get_pointed_target (object *op, int dir, int range, int type) 1066get_pointed_target (object *op, int dir, int range, int type)
1050{ 1067{
1051 object *target; 1068 object *target;
1052 sint16 x, y; 1069 sint16 x, y;
1053 int dist, mflags; 1070 int dist, mflags;
1106 * interesting spell. 1123 * interesting spell.
1107 * if it is a cleric spell, you need a god, and the creature 1124 * if it is a cleric spell, you need a god, and the creature
1108 * can't be friendly to your god. 1125 * can't be friendly to your god.
1109 */ 1126 */
1110 1127
1111 if (!target || QUERY_FLAG (target, FLAG_REFL_SPELL) 1128 if (!target
1129 || target->flag [FLAG_REFL_SPELL]
1112 || (!god && spell->stats.grace) 1130 || (!god && spell->stats.grace)
1113 || (target->title && god && !strcmp (target->title, god->name)) || (target->race && god && strstr (target->race, god->race))) 1131 || (god && target->title == god->name)
1132 || (god && target->race.contains (god->race)))
1114 { 1133 {
1115 new_draw_info (NDI_UNIQUE, 0, op, "Your request is unheeded."); 1134 new_draw_info (NDI_UNIQUE, 0, op, "Your request is unheeded.");
1116 return 0; 1135 return 0;
1117 } 1136 }
1118 1137
1119 if (spell->other_arch) 1138 if (spell->other_arch)
1120 effect = arch_to_object (spell->other_arch); 1139 effect = spell->other_arch->instance ();
1121 else 1140 else
1122 return 0; 1141 return 0;
1123 1142
1124 /* tailor the effect by priest level and worshipped God */ 1143 /* tailor the effect by priest level and worshipped God */
1125 effect->level = caster_level (caster, spell); 1144 effect->level = casting_level (caster, spell);
1126 effect->attacktype = spell->attacktype; 1145 effect->attacktype = spell->attacktype;
1127 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER)) 1146 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER))
1128 { 1147 {
1129 if (tailor_god_spell (effect, op)) 1148 if (tailor_god_spell (effect, op))
1130 new_draw_info_format (NDI_UNIQUE, 0, op, "%s answers your call!", determine_god (op)); 1149 new_draw_info_format (NDI_UNIQUE, 0, op, "%s answers your call!", (const char *)determine_god (op));
1131 else 1150 else
1132 { 1151 {
1133 new_draw_info (NDI_UNIQUE, 0, op, "Your request is ignored."); 1152 new_draw_info (NDI_UNIQUE, 0, op, "Your request is ignored.");
1134 return 0; 1153 return 0;
1135 } 1154 }
1185 1204
1186/* op is a missile that needs to be moved */ 1205/* op is a missile that needs to be moved */
1187void 1206void
1188move_missile (object *op) 1207move_missile (object *op)
1189{ 1208{
1190 int i, mflags;
1191 object *owner;
1192 sint16 new_x, new_y;
1193 maptile *m;
1194
1195 if (op->range-- <= 0) 1209 if (op->range-- <= 0)
1196 { 1210 {
1211 op->drop_and_destroy ();
1212 return;
1213 }
1214
1215 mapxy pos (op);
1216 pos.move (op->direction);
1217
1218 if (!pos.normalise ())
1219 {
1197 op->destroy (); 1220 op->destroy ();
1198 return; 1221 return;
1199 } 1222 }
1200 1223
1201 owner = op->owner; 1224 mapspace &ms = pos.ms ();
1202#if 0
1203 /* It'd make things nastier if this wasn't here - spells cast by
1204 * monster that are then killed would continue to survive
1205 */
1206 if (owner == NULL)
1207 {
1208 op->destroy ();
1209 return;
1210 }
1211#endif
1212 1225
1213 new_x = op->x + DIRX (op); 1226 if (ms.flags () & P_IS_ALIVE || ms.blocks (op))
1214 new_y = op->y + DIRY (op);
1215
1216 mflags = get_map_flags (op->map, &m, new_x, new_y, &new_x, &new_y);
1217
1218 if (!(mflags & P_OUT_OF_MAP) && ((mflags & P_IS_ALIVE) || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y))))
1219 { 1227 {
1220 hit_map (op, op->direction, AT_MAGIC, 1); 1228 hit_map (op, op->direction, AT_MAGIC, 1);
1221 /* Basically, missile only hits one thing then goes away. 1229 /* Basically, missile only hits one thing then goes away.
1222 * we need to remove it if someone hasn't already done so. 1230 * we need to remove it if someone hasn't already done so.
1223 */ 1231 */
1224 if (!op->destroyed ())
1225 op->destroy ();
1226
1227 return;
1228 }
1229
1230 op->remove ();
1231
1232 if (!op->direction || (mflags & P_OUT_OF_MAP))
1233 {
1234 op->destroy (); 1232 op->destroy ();
1235 return; 1233 return;
1236 } 1234 }
1237 1235
1236 if (!op->direction)
1237 {
1238 op->destroy ();
1239 return;
1240 }
1241
1238 i = spell_find_dir (m, new_x, new_y, op->owner); 1242 int i = spell_find_dir (pos.m, pos.x, pos.y, op->owner);
1239 if (i > 0 && i != op->direction) 1243 if (i > 0 && i != op->direction)
1240 { 1244 {
1241 op->direction = i; 1245 op->direction = i;
1242 SET_ANIMATION (op, op->direction); 1246 SET_ANIMATION (op, op->direction);
1243 } 1247 }
1244 1248
1245 m->insert (op, new_x, new_y, op); 1249 pos.insert (op, op);
1246} 1250}
1247 1251
1248/**************************************************************************** 1252/****************************************************************************
1249 * Destruction 1253 * Destruction
1250 ****************************************************************************/ 1254 ****************************************************************************/
1253 * we do this by creating a force and inserting it in the 1257 * we do this by creating a force and inserting it in the
1254 * object. if time is 0, the object glows permanently. To truely 1258 * object. if time is 0, the object glows permanently. To truely
1255 * make this work for non-living objects, we would have to 1259 * make this work for non-living objects, we would have to
1256 * give them the capability to have an inventory. b.t. 1260 * give them the capability to have an inventory. b.t.
1257 */ 1261 */
1258int 1262static int
1259make_object_glow (object *op, int radius, int time) 1263make_object_glow (object *op, int radius, int time)
1260{ 1264{
1261 /* some things are unaffected... */ 1265 /* some things are unaffected... */
1262 if (op->path_denied & PATH_LIGHT) 1266 if (op->path_denied & PATH_LIGHT)
1263 return 0; 1267 return 0;
1264 1268
1265 object *tmp = get_archetype (FORCE_NAME); 1269 object *tmp = get_archetype (FORCE_NAME);
1266 tmp->speed = 0.01; 1270 tmp->speed = 0.01;
1267 tmp->stats.food = time; 1271 tmp->stats.food = time;
1268 SET_FLAG (tmp, FLAG_IS_USED_UP); 1272 SET_FLAG (tmp, FLAG_IS_USED_UP);
1269 tmp->glow_radius = radius; 1273 tmp->set_glow_radius (min (MAX_LIGHT_RADIUS, radius));
1270 if (tmp->glow_radius > MAX_LIGHT_RADII)
1271 tmp->glow_radius = MAX_LIGHT_RADII;
1272
1273 tmp = insert_ob_in_ob (tmp, op); 1274 tmp = insert_ob_in_ob (tmp, op);
1274 1275
1275 if (tmp->glow_radius > op->glow_radius) 1276 if (tmp->glow_radius > op->glow_radius)
1276 op->glow_radius = tmp->glow_radius; 1277 op->set_glow_radius (tmp->glow_radius);
1277 1278
1278 return 1; 1279 return 1;
1279} 1280}
1280 1281
1281int 1282int
1282cast_destruction (object *op, object *caster, object *spell_ob) 1283cast_destruction (object *op, object *caster, object *spell_ob)
1283{ 1284{
1284 int i, j, range, mflags, friendly = 0, dam, dur;
1285 sint16 sx, sy;
1286 maptile *m;
1287 object *tmp;
1288 const char *skill;
1289
1290 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob); 1285 int range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
1291 dam = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob); 1286 int dam = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob);
1292 dur = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob); 1287 int dur = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
1293 if (QUERY_FLAG (op, FLAG_FRIENDLY) || op->type == PLAYER) 1288
1294 friendly = 1; 1289 bool friendly = op->flag [FLAG_FRIENDLY] || op->is_player ();
1295 1290
1296 /* destruction doesn't use another spell object, so we need 1291 /* destruction doesn't use another spell object, so we need
1297 * update op's skill pointer so that exp is properly awarded. 1292 * update op's skill pointer so that exp is properly awarded.
1298 * We do some shortcuts here - since this is just temporary
1299 * and we'll reset the values back, we don't need to go through
1300 * the full share string/free_string route.
1301 */ 1293 */
1302 skill = op->skill; 1294 const shstr skill = op->skill;
1295
1303 if (caster == op) 1296 if (caster == op)
1304 op->skill = spell_ob->skill; 1297 op->skill = spell_ob->skill;
1305 else if (caster->skill) 1298 else if (caster->skill)
1306 op->skill = caster->skill; 1299 op->skill = caster->skill;
1307 else 1300 else
1308 op->skill = NULL; 1301 op->skill = 0;
1309 1302
1310 op->change_skill (find_skill_by_name (op, op->skill)); 1303 op->change_skill (find_skill_by_name (op, op->skill));
1311 1304
1312 for (i = -range; i < range; i++) 1305 unordered_mapwalk (op, -range, -range, range, range)
1313 { 1306 {
1314 for (j = -range; j < range; j++) 1307 mapspace &ms = m->at (nx, ny);
1315 {
1316 m = op->map;
1317 sx = op->x + i;
1318 sy = op->y + j;
1319 1308
1320 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
1321 if (mflags & P_OUT_OF_MAP)
1322 continue;
1323
1324 if (mflags & P_IS_ALIVE) 1309 if (ms.flags () & P_IS_ALIVE)
1310 for (object *next, *tmp = ms.bot; tmp; tmp = next)
1325 { 1311 {
1326 for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above) 1312 next = tmp->above;
1327 if (QUERY_FLAG (tmp, FLAG_ALIVE) || tmp->type == PLAYER)
1328 break;
1329 1313
1330 if (tmp) 1314 if (tmp->flag [FLAG_ALIVE] || tmp->is_player ())
1331 { 1315 {
1332 if (tmp->head)
1333 tmp = tmp->head; 1316 tmp = tmp->head_ ();
1334 1317
1335 if ((friendly && !QUERY_FLAG (tmp, FLAG_FRIENDLY) && tmp->type != PLAYER) || 1318 if ((friendly && !tmp->flag [FLAG_FRIENDLY] && !tmp->is_player ())
1336 (!friendly && (QUERY_FLAG (tmp, FLAG_FRIENDLY) || tmp->type == PLAYER))) 1319 || (!friendly && (tmp->flag [FLAG_FRIENDLY] || tmp->is_player ())))
1337 { 1320 {
1338 if (spell_ob->subtype == SP_DESTRUCTION) 1321 if (spell_ob->subtype == SP_DESTRUCTION)
1339 { 1322 {
1340 hit_player (tmp, dam, op, spell_ob->attacktype, 0); 1323 hit_player (tmp, dam, op, spell_ob->attacktype, 0);
1324
1341 if (spell_ob->other_arch) 1325 if (spell_ob->other_arch)
1342 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op); 1326 m->insert (spell_ob->other_arch->instance (), nx, ny, op);
1343 } 1327 }
1344 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist[ATNR_MAGIC] != 100) 1328 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist [ATNR_MAGIC] != 100)
1345 { 1329 {
1346 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch) 1330 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch)
1347 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op); 1331 m->insert (spell_ob->other_arch->instance (), nx, ny, op);
1348 } 1332 }
1349 } 1333 }
1350 } 1334 }
1351 } 1335 }
1352 }
1353 } 1336 }
1354 1337
1355 op->skill = skill; 1338 op->skill = skill;
1356 return 1; 1339 return 1;
1357} 1340}
1359/*************************************************************************** 1342/***************************************************************************
1360 * 1343 *
1361 * CURSE 1344 * CURSE
1362 * 1345 *
1363 ***************************************************************************/ 1346 ***************************************************************************/
1364
1365int 1347int
1366cast_curse (object *op, object *caster, object *spell_ob, int dir) 1348cast_curse (object *op, object *caster, object *spell_ob, int dir)
1367{ 1349{
1368 object *god = find_god (determine_god (op)); 1350 object *god = find_god (determine_god (op));
1369 object *tmp, *force; 1351 object *tmp, *force;
1447 force->stats.wc = spell_ob->stats.wc; 1429 force->stats.wc = spell_ob->stats.wc;
1448 1430
1449 change_abil (tmp, force); /* Mostly to display any messages */ 1431 change_abil (tmp, force); /* Mostly to display any messages */
1450 insert_ob_in_ob (force, tmp); 1432 insert_ob_in_ob (force, tmp);
1451 tmp->update_stats (); 1433 tmp->update_stats ();
1434
1452 return 1; 1435 return 1;
1453
1454} 1436}
1455 1437
1456/********************************************************************** 1438/**********************************************************************
1457 * mood change 1439 * mood change
1458 * Arguably, this may or may not be an attack spell. But since it 1440 * Arguably, this may or may not be an attack spell. But since it
1464 */ 1446 */
1465int 1447int
1466mood_change (object *op, object *caster, object *spell) 1448mood_change (object *op, object *caster, object *spell)
1467{ 1449{
1468 object *tmp, *god, *head; 1450 object *tmp, *god, *head;
1469 int done_one, range, mflags, level, at, best_at; 1451 int done_one, range, level, at, best_at;
1470 sint16 x, y, nx, ny;
1471 maptile *m;
1472 const char *race; 1452 const char *race;
1473 1453
1474 /* We precompute some values here so that we don't have to keep 1454 /* We precompute some values here so that we don't have to keep
1475 * doing it over and over again. 1455 * doing it over and over again.
1476 */ 1456 */
1477 god = find_god (determine_god (op)); 1457 god = find_god (determine_god (op));
1478 level = caster_level (caster, spell); 1458 level = casting_level (caster, spell);
1479 range = spell->range + SP_level_range_adjust (caster, spell); 1459 range = spell->range + SP_level_range_adjust (caster, spell);
1480 1460
1481 /* On the bright side, no monster should ever have a race of GOD_... 1461 /* On the bright side, no monster should ever have a race of GOD_...
1482 * so even if the player doesn't worship a god, if race=GOD_.., it 1462 * so even if the player doesn't worship a god, if race=GOD_.., it
1483 * won't ever match anything. 1463 * won't ever match anything.
1484 */ 1464 */
1485 if (!spell->race) 1465 if (!spell->race)
1486 race = NULL; 1466 race = NULL;
1487 else if (god && !strcmp (spell->race, "GOD_SLAYING")) 1467 else if (god && spell->race == shstr_GOD_SLAYING)
1488 race = god->slaying; 1468 race = god->slaying;
1489 else if (god && !strcmp (spell->race, "GOD_FRIEND")) 1469 else if (god && spell->race == shstr_GOD_FRIEND)
1490 race = god->race; 1470 race = god->race;
1491 else 1471 else
1492 race = spell->race; 1472 race = spell->race;
1493 1473
1494 for (x = op->x - range; x <= op->x + range; x++) 1474 unordered_mapwalk (op, -range, -range, range, range)
1495 for (y = op->y - range; y <= op->y + range; y++)
1496 { 1475 {
1497 done_one = 0; 1476 mapspace &ms = m->at (nx, ny);
1498 m = op->map;
1499 nx = x;
1500 ny = y;
1501 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1502 if (mflags & P_OUT_OF_MAP)
1503 continue;
1504 1477
1505 /* If there is nothing living on this space, no need to go further */ 1478 /* If there is nothing living on this space, no need to go further */
1506 if (!(mflags & P_IS_ALIVE)) 1479 if (!ms.flags () & P_IS_ALIVE)
1507 continue; 1480 continue;
1508 1481
1509 // players can only affect spaces that they can actually see 1482 // players can only affect spaces that they can actually see
1483 if (caster
1510 if (caster && caster->contr 1484 && caster->contr
1511 && caster->contr->visibility_at (m, nx, ny) < 70) 1485 && caster->contr->darkness_at (m, nx, ny) == LOS_BLOCKED)
1512 continue; 1486 continue;
1513 1487
1514 for (tmp = GET_MAP_TOP (m, nx, ny); tmp; tmp = tmp->below) 1488 for (tmp = ms.top; tmp; tmp = tmp->below)
1515 if (QUERY_FLAG (tmp, FLAG_MONSTER)) 1489 if (tmp->flag [FLAG_MONSTER])
1516 break; 1490 break;
1517 1491
1518 /* There can be living objects that are not monsters */ 1492 /* There can be living objects that are not monsters */
1519 if (!tmp || tmp->type == PLAYER) 1493 if (!tmp)
1520 continue; 1494 continue;
1521 1495
1522 /* Only the head has meaningful data, so resolve to that */ 1496 /* Only the head has meaningful data, so resolve to that */
1523 if (tmp->head)
1524 head = tmp->head; 1497 head = tmp->head_ ();
1525 else
1526 head = tmp;
1527 1498
1528 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */ 1499 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */
1529 if (race && head->race && !strstr (race, head->race)) 1500 if (race && head->race && !strstr (race, head->race))
1530 continue; 1501 continue;
1531 1502
1532 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD)) 1503 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD))
1533 continue; 1504 continue;
1534 1505
1535 /* Now do a bunch of stuff related to saving throws */ 1506 /* Now do a bunch of stuff related to saving throws */
1536 best_at = -1; 1507 best_at = -1;
1537 if (spell->attacktype) 1508 if (spell->attacktype)
1538 { 1509 {
1539 for (at = 0; at < NROFATTACKS; at++) 1510 for (at = 0; at < NROFATTACKS; at++)
1540 if (spell->attacktype & (1 << at)) 1511 if (spell->attacktype & (1 << at))
1541 if (best_at == -1 || head->resist[at] > head->resist[best_at]) 1512 if (best_at == -1 || head->resist[at] > head->resist[best_at])
1542 best_at = at; 1513 best_at = at;
1543 1514
1544 if (best_at == -1) 1515 if (best_at == -1)
1545 at = 0; 1516 at = 0;
1546 else 1517 else
1547 { 1518 {
1548 if (head->resist[best_at] == 100) 1519 if (head->resist[best_at] == 100)
1549 continue; 1520 continue;
1550 else 1521 else
1551 at = head->resist[best_at] / 5; 1522 at = head->resist[best_at] / 5;
1552 } 1523 }
1524
1553 at -= level / 5; 1525 at -= level / 5;
1554 if (did_make_save (head, head->level, at)) 1526 if (did_make_save (head, head->level, at))
1555 continue; 1527 continue;
1556 } 1528 }
1557 else /* spell->attacktype */ 1529 else /* spell->attacktype */
1558 { 1530 {
1559 /* 1531 /*
1560 Spell has no attacktype (charm & such), so we'll have a specific saving: 1532 Spell has no attacktype (charm & such), so we'll have a specific saving:
1561 * if spell level < monster level, no go 1533 * if spell level < monster level, no go
1562 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) ) 1534 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) )
1563 1535
1564 The chance will then be in the range [20-70] percent, not too bad. 1536 The chance will then be in the range [20-70] percent, not too bad.
1565 1537
1566 This is required to fix the 'charm monster' abuse, where a player level 1 can 1538 This is required to fix the 'charm monster' abuse, where a player level 1 can
1567 charm a level 125 monster... 1539 charm a level 125 monster...
1568 1540
1569 Ryo, august 14th 1541 Ryo, august 14th
1570 */ 1542 */
1571 if (head->level > level) 1543 if (head->level > level)
1572 continue; 1544 continue;
1573 1545
1574 if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + MIN (50, 2 * (level - head->level)))) 1546 if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + min (50, 2 * (level - head->level))))
1575 /* Failed, no effect */ 1547 /* Failed, no effect */
1576 continue; 1548 continue;
1577 } 1549 }
1578 1550
1579 /* Done with saving throw. Now start affecting the monster */ 1551 /* Done with saving throw. Now start affecting the monster */
1552 done_one = 0;
1580 1553
1581 /* aggravation */ 1554 /* aggravation */
1582 if (QUERY_FLAG (spell, FLAG_MONSTER)) 1555 if (QUERY_FLAG (spell, FLAG_MONSTER))
1583 { 1556 {
1584 CLEAR_FLAG (head, FLAG_SLEEP); 1557 CLEAR_FLAG (head, FLAG_SLEEP);
1585 remove_friendly_object (head); 1558 remove_friendly_object (head);
1586 done_one = 1; 1559 done_one = 1;
1587 head->enemy = op; 1560 head->enemy = op;
1588 } 1561 }
1589 1562
1590 /* calm monsters */ 1563 /* calm monsters */
1591 if (QUERY_FLAG (spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (head, FLAG_UNAGGRESSIVE)) 1564 if (QUERY_FLAG (spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (head, FLAG_UNAGGRESSIVE))
1592 { 1565 {
1593 SET_FLAG (head, FLAG_UNAGGRESSIVE); 1566 SET_FLAG (head, FLAG_UNAGGRESSIVE);
1594 head->enemy = NULL; 1567 head->enemy = NULL;
1595 done_one = 1; 1568 done_one = 1;
1596 } 1569 }
1597 1570
1598 /* berserk monsters */ 1571 /* berserk monsters */
1599 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK)) 1572 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK))
1600 { 1573 {
1601 SET_FLAG (head, FLAG_BERSERK); 1574 SET_FLAG (head, FLAG_BERSERK);
1602 done_one = 1; 1575 done_one = 1;
1603 } 1576 }
1604 1577
1605 /* charm */ 1578 /* charm */
1606 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY)) 1579 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY))
1607 { 1580 {
1581 INVOKE_OBJECT (KILL, head, ARG_OBJECT (caster));
1582
1608 /* Prevent uncontolled outbreaks of self replicating monsters. 1583 /* Prevent uncontrolled outbreaks of self replicating monsters.
1609 Typical use case is charm, go somwhere, use aggravation to make hostile. 1584 Typical use case is charm, go somwhere, use aggravation to make hostile.
1610 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */ 1585 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */
1611 CLEAR_FLAG (head, FLAG_GENERATOR); 1586 CLEAR_FLAG (head, FLAG_GENERATOR);
1612 head->set_owner (op); 1587 head->set_owner (op);
1613 set_spell_skill (op, caster, spell, head); 1588 set_spell_skill (op, caster, spell, head);
1614 add_friendly_object (head); 1589 add_friendly_object (head);
1615 head->attack_movement = PETMOVE; 1590 head->attack_movement = PETMOVE;
1616 done_one = 1; 1591 done_one = 1;
1617 change_exp (op, head->stats.exp / 2, head->skill, SK_EXP_ADD_SKILL); 1592 change_exp (op, head->stats.exp / 2, head->skill, SK_EXP_ADD_SKILL);
1618 head->stats.exp = 0; 1593 head->stats.exp = 0;
1619 } 1594 }
1620 1595
1621 /* If a monster was effected, put an effect in */ 1596 /* If a monster was effected, put an effect in */
1622 if (done_one && spell->other_arch) 1597 if (done_one && spell->other_arch)
1623 m->insert (arch_to_object (spell->other_arch), nx, ny, op); 1598 m->insert (spell->other_arch->instance (), nx, ny, op);
1624 } /* for y */ 1599 }
1625 1600
1626 return 1; 1601 return 1;
1627} 1602}
1628
1629 1603
1630/* Move_ball_spell: This handles ball type spells that just sort of wander 1604/* Move_ball_spell: This handles ball type spells that just sort of wander
1631 * about. was called move_ball_lightning, but since more than the ball 1605 * about. was called move_ball_lightning, but since more than the ball
1632 * lightning spell used it, that seemed misnamed. 1606 * lightning spell used it, that seemed misnamed.
1633 * op is the spell effect. 1607 * op is the spell effect.
1634 * note that duration is handled by process_object() in time.c 1608 * note that duration is handled by process_object() in time.c
1635 */ 1609 */
1636
1637void 1610void
1638move_ball_spell (object *op) 1611move_ball_spell (object *op)
1639{ 1612{
1640 int i, j, dam_save, dir, mflags; 1613 int i, j, dam_save, dir, mflags;
1641 sint16 nx, ny, hx, hy; 1614 sint16 nx, ny, hx, hy;
1660 for (i = 1; i < 9; i++) 1633 for (i = 1; i < 9; i++)
1661 { 1634 {
1662 /* i bit 0: alters sign of offset 1635 /* i bit 0: alters sign of offset
1663 * other bits (i / 2): absolute value of offset 1636 * other bits (i / 2): absolute value of offset
1664 */ 1637 */
1665
1666 int offset = ((i ^ j) & 1) ? (i / 2) : -(i / 2); 1638 int offset = ((i ^ j) & 1) ? (i / 2) : -(i / 2);
1667 int tmpdir = absdir (op->direction + offset); 1639 int tmpdir = absdir (op->direction + offset);
1668 1640
1669 nx = op->x + freearr_x[tmpdir]; 1641 nx = op->x + freearr_x[tmpdir];
1670 ny = op->y + freearr_y[tmpdir]; 1642 ny = op->y + freearr_y[tmpdir];
1672 { 1644 {
1673 dir = tmpdir; 1645 dir = tmpdir;
1674 break; 1646 break;
1675 } 1647 }
1676 } 1648 }
1649
1677 if (dir == 0) 1650 if (dir == 0)
1678 { 1651 {
1679 nx = op->x; 1652 nx = op->x;
1680 ny = op->y; 1653 ny = op->y;
1681 m = op->map; 1654 m = op->map;
1707 1680
1708 if ((mflags & P_IS_ALIVE) && (!owner || owner->x != hx || owner->y != hy || !on_same_map (owner, op))) 1681 if ((mflags & P_IS_ALIVE) && (!owner || owner->x != hx || owner->y != hy || !on_same_map (owner, op)))
1709 { 1682 {
1710 if (j) 1683 if (j)
1711 op->stats.dam = dam_save / 2; 1684 op->stats.dam = dam_save / 2;
1685
1712 hit_map (op, j, op->attacktype, 1); 1686 hit_map (op, j, op->attacktype, 1);
1713
1714 } 1687 }
1715 1688
1716 /* insert the other arch */ 1689 /* insert the other arch */
1717 if (op->other_arch && !(OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy)))) 1690 if (op->other_arch && !(OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy))))
1718 m->insert (arch_to_object (op->other_arch), hx, hy, op); 1691 m->insert (op->other_arch->instance (), hx, hy, op);
1719 } 1692 }
1720 1693
1721 /* restore to the center location and damage */ 1694 /* restore to the center location and damage */
1722 op->stats.dam = dam_save; 1695 op->stats.dam = dam_save;
1723 1696
1732 1705
1733 op->direction = i; 1706 op->direction = i;
1734 } 1707 }
1735} 1708}
1736 1709
1737
1738/* move_swarm_spell: peterm 1710/* move_swarm_spell: peterm
1739 * This is an implementation of the swarm spell. It was written for 1711 * This is an implementation of the swarm spell. It was written for
1740 * meteor swarm, but it could be used for any swarm. A swarm spell 1712 * meteor swarm, but it could be used for any swarm. A swarm spell
1741 * is a special type of object that casts swarms of other types 1713 * is a special type of object that casts swarms of other types
1742 * of spells. Which spell it casts is flexible. It fires the spells 1714 * of spells. Which spell it casts is flexible. It fires the spells
1743 * from a set of squares surrounding the caster, in a given direction. 1715 * from a set of squares surrounding the caster, in a given direction.
1744 */ 1716 */
1745
1746void 1717void
1747move_swarm_spell (object *op) 1718move_swarm_spell (object *op)
1748{ 1719{
1749#if 0 1720#if 0
1750 static int cardinal_adjust[9] = { -3, -2, -1, 0, 0, 0, 1, 2, 3 }; 1721 static int cardinal_adjust[9] = { -3, -2, -1, 0, 0, 0, 1, 2, 3 };
1751 static int diagonal_adjust[10] = { -3, -2, -2, -1, 0, 0, 1, 2, 2, 3 }; 1722 static int diagonal_adjust[10] = { -3, -2, -2, -1, 0, 0, 1, 2, 2, 3 };
1752 sint16 target_x, target_y, origin_x, origin_y; 1723 sint16 target_x, target_y, origin_x, origin_y;
1753 int adjustdir; 1724 int adjustdir;
1754 maptile *m; 1725 maptile *m;
1755#endif 1726#endif
1756 int basedir;
1757 object *owner; 1727 object *owner = op->env;
1758 1728
1759 owner = op->owner; 1729 if (!owner) // MUST not happen, remove when true TODO
1760 if (op->duration == 0 || owner == NULL)
1761 { 1730 {
1731 LOG (llevError, "swarm spell found outside inventory: %s\n", op->debug_desc ());
1762 op->destroy (); 1732 op->destroy ();
1763 return; 1733 return;
1764 } 1734 }
1765 1735
1736 if (!op->duration || !owner->is_on_map ())
1737 {
1738 op->drop_and_destroy ();
1739 return;
1740 }
1741
1766 op->duration--; 1742 op->duration--;
1767 1743
1768 basedir = op->direction; 1744 int basedir = op->direction;
1769 if (basedir == 0) 1745 if (!basedir)
1770 { 1746 {
1771 /* spray in all directions! 8) */ 1747 /* spray in all directions! 8) */
1772 basedir = rndm (1, 8); 1748 op->facing = (op->facing + op->state) & 7;
1749 basedir = op->facing + 1;
1773 } 1750 }
1774 1751
1775#if 0 1752#if 0
1776 // this is bogus: it causes wrong places to be checked below 1753 // this is bogus: it causes wrong places to be checked below
1777 // (a wall 2 cells away will block the effect...) and 1754 // (a wall 2 cells away will block the effect...) and
1838 { 1815 {
1839 /* Bullet spells have a bunch more customization that needs to be done */ 1816 /* Bullet spells have a bunch more customization that needs to be done */
1840 if (op->spell->subtype == SP_BULLET) 1817 if (op->spell->subtype == SP_BULLET)
1841 fire_bullet (owner, op, basedir, op->spell); 1818 fire_bullet (owner, op, basedir, op->spell);
1842 else if (op->spell->subtype == SP_MAGIC_MISSILE) 1819 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1843 fire_arch_from_position (owner, op, op->x, op->y, basedir, op->spell); 1820 fire_arch_from_position (owner, op, owner->x, owner->y, basedir, op->spell);
1844 } 1821 }
1845} 1822}
1846
1847
1848
1849 1823
1850/* fire_swarm: 1824/* fire_swarm:
1851 * The following routine creates a swarm of objects. It actually 1825 * The following routine creates a swarm of objects. It actually
1852 * sets up a specific swarm object, which then fires off all 1826 * sets up a specific swarm object, which then fires off all
1853 * the parts of the swarm. 1827 * the parts of the swarm.
1856 * caster: the caster (owner, wand, rod, scroll) 1830 * caster: the caster (owner, wand, rod, scroll)
1857 * dir: the direction everything will be fired in 1831 * dir: the direction everything will be fired in
1858 * spell - the spell that is this spell. 1832 * spell - the spell that is this spell.
1859 * n: the number to be fired. 1833 * n: the number to be fired.
1860 */ 1834 */
1861
1862int 1835int
1863fire_swarm (object *op, object *caster, object *spell, int dir) 1836fire_swarm (object *op, object *caster, object *spell, int dir)
1864{ 1837{
1865 object *tmp;
1866 int i;
1867
1868 if (!spell->other_arch) 1838 if (!spell->other_arch)
1869 return 0; 1839 return 0;
1870 1840
1871 tmp = get_archetype (SWARM_SPELL); 1841 object *tmp = archetype::get (SWARM_SPELL);
1872 tmp->set_owner (op); /* needed so that if swarm elements kill, caster gets xp. */ 1842
1873 set_spell_skill (op, caster, spell, tmp); 1843 set_spell_skill (op, caster, spell, tmp);
1874
1875 tmp->level = caster_level (caster, spell); /*needed later, to get level dep. right. */ 1844 tmp->level = casting_level (caster, spell); /* needed later, to get level dep. right. */
1876 tmp->spell = arch_to_object (spell->other_arch); 1845 tmp->spell = spell->other_arch->instance ();
1877
1878 tmp->attacktype = tmp->spell->attacktype; 1846 tmp->attacktype = tmp->spell->attacktype;
1879 1847
1880 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) 1848 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
1881 if (!tailor_god_spell (tmp, op)) 1849 if (!tailor_god_spell (tmp, op))
1882 return 1; 1850 return 1;
1883 1851
1884 tmp->duration = SP_level_duration_adjust (caster, spell); 1852 tmp->duration = SP_level_duration_adjust (caster, spell);
1885 for (i = 0; i < spell->duration; i++) 1853 for (int i = 0; i < spell->duration; i++)
1886 tmp->duration += die_roll (1, 3, op, PREFER_HIGH); 1854 tmp->duration += die_roll (1, 3, op, PREFER_HIGH);
1887 1855
1856 tmp->invisible = 1;
1857 tmp->flag [FLAG_NO_DROP] = 1; // make sure it stays in inv, or else
1888 tmp->direction = dir; 1858 tmp->direction = dir;
1889 tmp->invisible = 1; 1859 tmp->facing = rndm (1, 8); // initial firing direction
1860 tmp->state = rndm (4) * 2 + 1; // direction increment
1890 1861
1891 tmp->insert_at (op, op); 1862 op->insert (tmp);
1863
1892 return 1; 1864 return 1;
1893} 1865}
1894
1895 1866
1896/* See the spells documentation file for why this is its own 1867/* See the spells documentation file for why this is its own
1897 * function. 1868 * function.
1898 */ 1869 */
1899int 1870int
1904 int dam, mflags; 1875 int dam, mflags;
1905 maptile *m; 1876 maptile *m;
1906 1877
1907 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1878 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1908 1879
1909 if (!dir) 1880 if (dir)
1910 {
1911 new_draw_info (NDI_UNIQUE, 0, op, "In what direction?");
1912 return 0;
1913 } 1881 {
1914
1915 x = op->x + freearr_x[dir]; 1882 x = op->x + freearr_x[dir];
1916 y = op->y + freearr_y[dir]; 1883 y = op->y + freearr_y[dir];
1917 m = op->map; 1884 m = op->map;
1918 1885
1919 mflags = get_map_flags (m, &m, x, y, &x, &y); 1886 mflags = get_map_flags (m, &m, x, y, &x, &y);
1920 1887
1921 if (mflags & P_OUT_OF_MAP) 1888 if (mflags & P_OUT_OF_MAP)
1922 { 1889 {
1923 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is there."); 1890 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is there.");
1924 return 0; 1891 return 0;
1925 } 1892 }
1926 1893
1927 if (mflags & P_IS_ALIVE && spell->attacktype) 1894 if (mflags & P_IS_ALIVE && spell->attacktype)
1928 { 1895 {
1929 for (target = GET_MAP_OB (m, x, y); target; target = target->above) 1896 for (target = GET_MAP_OB (m, x, y); target; target = target->above)
1930 if (QUERY_FLAG (target, FLAG_MONSTER)) 1897 if (QUERY_FLAG (target, FLAG_MONSTER))
1931 { 1898 {
1932 /* oky doky. got a target monster. Lets make a blinding attack */ 1899 /* oky doky. got a target monster. Lets make a blinding attack */
1933 if (target->head) 1900 if (target->head)
1934 target = target->head; 1901 target = target->head;
1902
1935 (void) hit_player (target, dam, op, spell->attacktype, 1); 1903 hit_player (target, dam, op, spell->attacktype, 1);
1936 return 1; /* one success only! */ 1904 return 1; /* one success only! */
1905 }
1937 } 1906 }
1938 }
1939 1907
1940 /* no live target, perhaps a wall is in the way? */ 1908 /* no live target, perhaps a wall is in the way? */
1941 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y))) 1909 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)))
1942 { 1910 {
1943 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 1911 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1944 return 0; 1912 return 0;
1913 }
1945 } 1914 }
1946 1915
1947 /* ok, looks groovy to just insert a new light on the map */ 1916 /* ok, looks groovy to just insert a new light on the map */
1948 tmp = arch_to_object (spell->other_arch); 1917 tmp = spell->other_arch->instance ();
1949 if (!tmp) 1918 if (!tmp)
1950 { 1919 {
1951 LOG (llevError, "Error: spell arch for cast_light() missing.\n"); 1920 LOG (llevError, "Error: spell arch for cast_light() missing.\n");
1952 return 0; 1921 return 0;
1953 } 1922 }
1923
1954 tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell); 1924 tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell);
1925
1955 if (tmp->glow_radius) 1926 if (tmp->glow_radius)
1956 { 1927 tmp->set_glow_radius (
1957 tmp->glow_radius = spell->range + SP_level_range_adjust (caster, spell); 1928 clamp (spell->range + SP_level_range_adjust (caster, spell), 1, MAX_LIGHT_RADIUS)
1958 if (tmp->glow_radius > MAX_LIGHT_RADII) 1929 );
1959 tmp->glow_radius = MAX_LIGHT_RADII;
1960 }
1961 1930
1931 if (dir)
1962 m->insert (tmp, x, y, op); 1932 m->insert (tmp, x, y, op);
1933 else
1934 caster->outer_env_or_self ()->insert (tmp);
1935
1963 return 1; 1936 return 1;
1964} 1937}
1965 1938
1966/* cast_cause_disease: this spell looks along <dir> from the 1939/* cast_cause_disease: this spell looks along <dir> from the
1967 * player and infects someone. 1940 * player and infects someone.
2015 { 1988 {
2016 /* search this square for a victim */ 1989 /* search this square for a victim */
2017 for (walk = GET_MAP_OB (m, x, y); walk; walk = walk->above) 1990 for (walk = GET_MAP_OB (m, x, y); walk; walk = walk->above)
2018 if (QUERY_FLAG (walk, FLAG_MONSTER) || (walk->type == PLAYER)) 1991 if (QUERY_FLAG (walk, FLAG_MONSTER) || (walk->type == PLAYER))
2019 { /* found a victim */ 1992 { /* found a victim */
2020 object *disease = arch_to_object (spell->other_arch); 1993 object *disease = spell->other_arch->instance ();
2021 1994
2022 disease->set_owner (op); 1995 disease->set_owner (op);
2023 set_spell_skill (op, caster, spell, disease); 1996 set_spell_skill (op, caster, spell, disease);
2024 disease->stats.exp = 0; 1997 disease->stats.exp = 0;
2025 disease->level = caster_level (caster, spell); 1998 disease->level = casting_level (caster, spell);
2026 1999
2027 /* do level adjustments */ 2000 /* do level adjustments */
2028 if (disease->stats.wc) 2001 if (disease->stats.wc)
2029 disease->stats.wc += dur_mod / 2; 2002 disease->stats.wc += dur_mod / 2;
2030 2003
2075 if (infect_object (walk, disease, 1)) 2048 if (infect_object (walk, disease, 1))
2076 { 2049 {
2077 new_draw_info_format (NDI_UNIQUE, 0, op, "You inflict %s on %s!", &disease->name, &walk->name); 2050 new_draw_info_format (NDI_UNIQUE, 0, op, "You inflict %s on %s!", &disease->name, &walk->name);
2078 2051
2079 disease->destroy (); /* don't need this one anymore */ 2052 disease->destroy (); /* don't need this one anymore */
2080 walk->map->insert (get_archetype ("detect_magic"), x, y, op); 2053 walk->map->insert (get_archetype (shstr_detect_magic), x, y, op);
2081 return 1; 2054 return 1;
2082 } 2055 }
2083 2056
2084 disease->destroy (); 2057 disease->destroy ();
2085 } 2058 }

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