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/cvs/deliantra/server/server/spell_attack.C
Revision: 1.10
Committed: Sun Sep 10 23:24:12 2006 UTC (17 years, 8 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.9: +9 -7 lines
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File Contents

# Content
1
2 /*
3 * static char *rcsid_spell_attack_c =
4 * "$Id: spell_attack.C,v 1.9 2006-09-10 15:59:57 root Exp $";
5 */
6
7
8 /*
9 CrossFire, A Multiplayer game for X-windows
10
11 Copyright (C) 2002-2003 Mark Wedel & Crossfire Development Team
12 Copyright (C) 1992 Frank Tore Johansen
13
14 This program is free software; you can redistribute it and/or modify
15 it under the terms of the GNU General Public License as published by
16 the Free Software Foundation; either version 2 of the License, or
17 (at your option) any later version.
18
19 This program is distributed in the hope that it will be useful,
20 but WITHOUT ANY WARRANTY; without even the implied warranty of
21 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
22 GNU General Public License for more details.
23
24 You should have received a copy of the GNU General Public License
25 along with this program; if not, write to the Free Software
26 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
27
28 The authors can be reached via e-mail at crossfire-devel@real-time.com
29 */
30
31 /* This file contains all the spell attack code. Grouping this code
32 * together should hopefully make it easier to find the relevent bits
33 * of code
34 */
35
36 #include <global.h>
37 #include <object.h>
38 #include <living.h>
39 #ifndef __CEXTRACT__
40 # include <sproto.h>
41 #endif
42 #include <spells.h>
43 #include <sounds.h>
44
45 /* this function checks to see if a spell pushes objects as well
46 * as flies over and damages them (only used for cones for now)
47 * but moved here so it could be applied to bolts too
48 * op is the spell object.
49 */
50
51 void
52 check_spell_knockback (object *op)
53 {
54 object *tmp, *tmp2; /* object on the map */
55 int weight_move;
56 int frictionmod = 2; /*poor man's physics - multipy targets weight by this amount */
57
58 if (!op->weight)
59 { /*shouldn't happen but if cone object has no weight drop out */
60 /*LOG (llevDebug, "DEBUG: arch weighs nothing\n"); */
61 return;
62 }
63 else
64 {
65 weight_move = op->weight + (op->weight * op->level) / 3;
66 /*LOG (llevDebug, "DEBUG: arch weighs %d and masses %d (%s,level %d)\n", op->weight,weight_move,op->name,op->level); */
67 }
68
69 for (tmp = get_map_ob (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
70 {
71 int num_sections = 1;
72
73 /* don't move DM */
74 if (QUERY_FLAG (tmp, FLAG_WIZ))
75 return;
76
77 /* don't move parts of objects */
78 if (tmp->head)
79 continue;
80
81 /* don't move floors or immobile objects */
82 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || (!QUERY_FLAG (tmp, FLAG_ALIVE) && QUERY_FLAG (tmp, FLAG_NO_PICK)))
83 continue;
84
85 /* count the object's sections */
86 for (tmp2 = tmp; tmp2 != NULL; tmp2 = tmp2->more)
87 num_sections++;
88
89 /* I'm not sure if it makes sense to divide by num_sections - bigger
90 * objects should be harder to move, and we are moving the entire
91 * object, not just the head, so the total weight should be relevant.
92 */
93
94 /* surface area? -tm */
95
96 if (tmp->move_type & MOVE_FLYING)
97 frictionmod = 1; /* flying objects loose the friction modifier */
98
99 if (rndm (0, weight_move - 1) > ((tmp->weight / num_sections) * frictionmod))
100 { /* move it. */
101 /* move_object is really for monsters, but looking at
102 * the move_object function, it appears that it should
103 * also be safe for objects.
104 * This does return if successful or not, but
105 * I don't see us doing anything useful with that information
106 * right now.
107 */
108 move_object (tmp, absdir (op->stats.sp));
109 }
110
111 }
112 }
113
114 /***************************************************************************
115 *
116 * BOLT CODE
117 *
118 ***************************************************************************/
119
120 /* Causes op to fork. op is the original bolt, tmp
121 * is the first piece of the fork.
122 */
123
124 void
125 forklightning (object *op, object *tmp)
126 {
127 int new_dir = 1; /* direction or -1 for left, +1 for right 0 if no new bolt */
128 int t_dir; /* stores temporary dir calculation */
129 mapstruct *m;
130 sint16 sx, sy;
131 object *new_bolt;
132
133 /* pick a fork direction. tmp->stats.Con is the left bias
134 * i.e., the chance in 100 of forking LEFT
135 * Should start out at 50, down to 25 for one already going left
136 * down to 0 for one going 90 degrees left off original path
137 */
138
139 if (rndm (0, 99) < tmp->stats.Con) /* fork left */
140 new_dir = -1;
141
142 /* check the new dir for a wall and in the map */
143 t_dir = absdir (tmp->direction + new_dir);
144
145 if (get_map_flags (tmp->map, &m, tmp->x + freearr_x[t_dir], tmp->y + freearr_y[t_dir], &sx, &sy) & P_OUT_OF_MAP)
146 return;
147
148 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (m, sx, sy)))
149 return;
150
151 /* OK, we made a fork */
152 new_bolt = get_object ();
153 copy_object (tmp, new_bolt);
154
155 /* reduce chances of subsequent forking */
156 new_bolt->stats.Dex -= 10;
157 tmp->stats.Dex -= 10; /* less forks from main bolt too */
158 new_bolt->stats.Con += 25 * new_dir; /* adjust the left bias */
159 new_bolt->speed_left = -0.1;
160 new_bolt->direction = t_dir;
161 new_bolt->duration++;
162 new_bolt->x = sx;
163 new_bolt->y = sy;
164 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */
165 new_bolt->stats.dam++;
166 tmp->stats.dam /= 2; /* reduce father bolt damage */
167 tmp->stats.dam++;
168 new_bolt = insert_ob_in_map (new_bolt, m, op, 0);
169 update_turn_face (new_bolt);
170 }
171
172 /* move_bolt: moves bolt 'op'. Basically, it just advances a space,
173 * and checks for various things that may stop it.
174 */
175
176 void
177 move_bolt (object *op)
178 {
179 object *tmp;
180 int mflags;
181 sint16 x, y;
182 mapstruct *m;
183
184 if (--(op->duration) < 0)
185 {
186 remove_ob (op);
187 free_object (op);
188 return;
189 }
190 hit_map (op, 0, op->attacktype, 1);
191
192 if (!op->direction)
193 return;
194
195 if (--op->range < 0)
196 {
197 op->range = 0;
198 }
199 else
200 {
201 x = op->x + DIRX (op);
202 y = op->y + DIRY (op);
203 m = op->map;
204 mflags = get_map_flags (m, &m, x, y, &x, &y);
205
206 if (mflags & P_OUT_OF_MAP)
207 return;
208
209 /* We are about to run into something - we may bounce */
210 /* Calling reflwall is pretty costly, as it has to look at all the objects
211 * on the space. So only call reflwall if we think the data it returns
212 * will be useful.
213 */
214 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)) || ((mflags & P_IS_ALIVE) && reflwall (m, x, y, op)))
215 {
216
217 if (!QUERY_FLAG (op, FLAG_REFLECTING))
218 return;
219
220 /* Since walls don't run diagonal, if the bolt is in
221 * one of 4 main directions, it just reflects back in the
222 * opposite direction. However, if the bolt is travelling
223 * on the diagonal, it is trickier - eg, a bolt travelling
224 * northwest bounces different if it hits a north/south
225 * wall (bounces to northeast) vs an east/west (bounces
226 * to the southwest.
227 */
228 if (op->direction & 1)
229 op->direction = absdir (op->direction + 4);
230 else
231 {
232 int left, right;
233 int mflags;
234
235 /* Need to check for P_OUT_OF_MAP: if the bolt is tavelling
236 * over a corner in a tiled map, it is possible that
237 * op->direction is within an adjacent map but either
238 * op->direction-1 or op->direction+1 does not exist.
239 */
240 mflags = get_map_flags (op->map, &m, op->x + freearr_x[absdir (op->direction - 1)],
241 op->y + freearr_y[absdir (op->direction - 1)], &x, &y);
242
243 left = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y));
244
245 mflags = get_map_flags (op->map, &m, op->x + freearr_x[absdir (op->direction + 1)],
246 op->y + freearr_y[absdir (op->direction + 1)], &x, &y);
247 right = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y));
248
249 if (left == right)
250 op->direction = absdir (op->direction + 4);
251 else if (left)
252 op->direction = absdir (op->direction + 2);
253 else if (right)
254 op->direction = absdir (op->direction - 2);
255 }
256 update_turn_face (op); /* A bolt *must* be IS_TURNABLE */
257 return;
258 }
259 else
260 { /* Create a copy of this object and put it ahead */
261 tmp = get_object ();
262 copy_object (op, tmp);
263 tmp->speed_left = -0.1;
264 tmp->x += DIRX (tmp), tmp->y += DIRY (tmp);
265 tmp = insert_ob_in_map (tmp, op->map, op, 0);
266 /* To make up for the decrease at the top of the function */
267 tmp->duration++;
268
269 /* New forking code. Possibly create forks of this object
270 * going off in other directions.
271 */
272
273 if (rndm (0, 99) < tmp->stats.Dex)
274 { /* stats.Dex % of forking */
275 forklightning (op, tmp);
276 }
277 /* In this way, the object left behind sticks on the space, but
278 * doesn't create any bolts that continue to move onward.
279 */
280 op->range = 0;
281 } /* copy object and move it along */
282 } /* if move bolt along */
283 }
284
285 /* fire_bolt
286 * object op (cast from caster) files a bolt in dir.
287 * spob is the spell object for the bolt.
288 * we remove the magic flag - that can be derived from
289 * spob->attacktype.
290 * This function sets up the appropriate owner and skill
291 * pointers.
292 */
293
294 int
295 fire_bolt (object *op, object *caster, int dir, object *spob, object *skill)
296 {
297 object *tmp = NULL;
298 int mflags;
299
300 if (!spob->other_arch)
301 return 0;
302
303 tmp = arch_to_object (spob->other_arch);
304 if (tmp == NULL)
305 return 0;
306
307 /* peterm: level dependency for bolts */
308 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob);
309 tmp->attacktype = spob->attacktype;
310 if (spob->slaying)
311 tmp->slaying = spob->slaying;
312 tmp->range = spob->range + SP_level_range_adjust (caster, spob);
313 tmp->duration = spob->duration + SP_level_duration_adjust (caster, spob);
314 tmp->stats.Dex = spob->stats.Dex;
315 tmp->stats.Con = spob->stats.Con;
316
317 tmp->direction = dir;
318 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
319 SET_ANIMATION (tmp, dir);
320
321 set_owner (tmp, op);
322 set_spell_skill (op, caster, spob, tmp);
323
324 tmp->x = op->x + DIRX (tmp);
325 tmp->y = op->y + DIRY (tmp);
326 tmp->map = op->map;
327
328 mflags = get_map_flags (tmp->map, &tmp->map, tmp->x, tmp->y, &tmp->x, &tmp->y);
329 if (mflags & P_OUT_OF_MAP)
330 {
331 free_object (tmp);
332 return 0;
333 }
334 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y)))
335 {
336 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
337 {
338 free_object (tmp);
339 return 0;
340 }
341 tmp->x = op->x;
342 tmp->y = op->y;
343 tmp->direction = absdir (tmp->direction + 4);
344 tmp->map = op->map;
345 }
346 if ((tmp = insert_ob_in_map (tmp, tmp->map, op, 0)) != NULL)
347 move_bolt (tmp);
348 return 1;
349 }
350
351
352
353 /***************************************************************************
354 *
355 * BULLET/BALL CODE
356 *
357 ***************************************************************************/
358
359 /* expands an explosion. op is a piece of the
360 * explosion - this expans it in the different directions.
361 * At least that is what I think this does.
362 */
363 void
364 explosion (object *op)
365 {
366 object *tmp;
367 mapstruct *m = op->map;
368 int i;
369
370 if (--(op->duration) < 0)
371 {
372 remove_ob (op);
373 free_object (op);
374 return;
375 }
376 hit_map (op, 0, op->attacktype, 0);
377
378 if (op->range > 0)
379 {
380 for (i = 1; i < 9; i++)
381 {
382 sint16 dx, dy;
383
384 dx = op->x + freearr_x[i];
385 dy = op->y + freearr_y[i];
386 /* ok_to_put_more already does things like checks for walls,
387 * out of map, etc.
388 */
389 if (ok_to_put_more (op->map, dx, dy, op, op->attacktype))
390 {
391 tmp = get_object ();
392 copy_object (op, tmp);
393 tmp->state = 0;
394 tmp->speed_left = -0.21;
395 tmp->range--;
396 tmp->value = 0;
397 tmp->x = dx;
398 tmp->y = dy;
399 insert_ob_in_map (tmp, m, op, 0);
400 }
401 }
402 }
403 }
404
405
406 /* Causes an object to explode, eg, a firebullet,
407 * poison cloud ball, etc. op is the object to
408 * explode.
409 */
410 void
411 explode_bullet (object *op)
412 {
413 tag_t op_tag = op->count;
414 object *tmp, *owner;
415
416 if (op->other_arch == NULL)
417 {
418 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n");
419 remove_ob (op);
420 free_object (op);
421 return;
422 }
423
424 if (op->env)
425 {
426 object *env;
427
428 env = object_get_env_recursive (op);
429 if (env->map == NULL || out_of_map (env->map, env->x, env->y))
430 {
431 LOG (llevError, "BUG: explode_bullet(): env out of map\n");
432 remove_ob (op);
433 free_object (op);
434 return;
435 }
436 remove_ob (op);
437 op->x = env->x;
438 op->y = env->y;
439 insert_ob_in_map (op, env->map, op, INS_NO_MERGE | INS_NO_WALK_ON);
440 }
441 else if (out_of_map (op->map, op->x, op->y))
442 {
443 LOG (llevError, "BUG: explode_bullet(): op out of map\n");
444 remove_ob (op);
445 free_object (op);
446 return;
447 }
448
449 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent explosions of any kind on safe maps
450 // NOTE: If this breaks something important: remove this. I can't think of anything
451 // bad at the moment that might happen from this.
452 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
453 {
454 remove_ob (op);
455 free_object (op);
456 return;
457 }
458
459 if (op->attacktype)
460 {
461 hit_map (op, 0, op->attacktype, 1);
462 if (was_destroyed (op, op_tag))
463 return;
464 }
465
466 /* other_arch contains what this explodes into */
467 tmp = arch_to_object (op->other_arch);
468
469 copy_owner (tmp, op);
470 tmp->skill = op->skill;
471
472 owner = get_owner (op);
473
474 if ((tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) && owner && !tailor_god_spell (tmp, owner))
475 {
476 remove_ob (op);
477 free_object (op);
478 return;
479 }
480
481 tmp->x = op->x;
482 tmp->y = op->y;
483
484 /* special for bombs - it actually has sane values for these */
485 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB)
486 {
487 tmp->attacktype = op->attacktype;
488 tmp->range = op->range;
489 tmp->stats.dam = op->stats.dam;
490 tmp->duration = op->duration;
491 }
492 else
493 {
494 if (op->attacktype & AT_MAGIC)
495 tmp->attacktype |= AT_MAGIC;
496 /* Spell doc describes what is going on here */
497 tmp->stats.dam = op->dam_modifier;
498 tmp->range = op->stats.maxhp;
499 tmp->duration = op->stats.hp;
500 /* Used for spell tracking - just need a unique val for this spell -
501 * the count of the parent should work fine.
502 */
503 tmp->stats.maxhp = op->count;
504 }
505
506 /* Set direction of cone explosion */
507 if (tmp->type == SPELL_EFFECT && tmp->subtype == SP_CONE)
508 tmp->stats.sp = op->direction;
509
510 /* Prevent recursion */
511 op->move_on = 0;
512
513 insert_ob_in_map (tmp, op->map, op, 0);
514 /* remove the firebullet */
515 if (!was_destroyed (op, op_tag))
516 {
517 remove_ob (op);
518 free_object (op);
519 }
520 }
521
522
523
524 /* checks to see what op should do, given the space it is on
525 * (eg, explode, damage player, etc)
526 */
527
528 void
529 check_bullet (object *op)
530 {
531 tag_t op_tag = op->count, tmp_tag;
532 object *tmp;
533 int dam, mflags;
534 mapstruct *m;
535 sint16 sx, sy;
536
537 mflags = get_map_flags (op->map, &m, op->x, op->y, &sx, &sy);
538
539 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
540 return;
541
542 if (op->other_arch)
543 {
544 /* explode object will also remove op */
545 explode_bullet (op);
546 return;
547 }
548
549 /* If nothing alive on this space, no reason to do anything further */
550 if (!(mflags & P_IS_ALIVE))
551 return;
552
553 for (tmp = get_map_ob (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
554 {
555 if (QUERY_FLAG (tmp, FLAG_ALIVE))
556 {
557 tmp_tag = tmp->count;
558 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1);
559 if (was_destroyed (op, op_tag) || !was_destroyed (tmp, tmp_tag) || (op->stats.dam -= dam) < 0)
560 {
561 if (!QUERY_FLAG (op, FLAG_REMOVED))
562 {
563 remove_ob (op);
564 free_object (op);
565 return;
566 }
567 }
568 }
569 }
570 }
571
572
573 /* Basically, we move 'op' one square, and if it hits something,
574 * call check_bullet.
575 * This function is only applicable to bullets, but not to all
576 * fired arches (eg, bolts).
577 */
578
579 void
580 move_bullet (object *op)
581 {
582 sint16 new_x, new_y;
583 int mflags;
584 mapstruct *m;
585
586 #if 0
587 /* We need a better general purpose way to do this */
588
589 /* peterm: added to make comet leave a trail of burnouts
590 it's an unadulterated hack, but the effect is cool. */
591 if (op->stats.sp == SP_METEOR)
592 {
593 replace_insert_ob_in_map ("fire_trail", op);
594 if (was_destroyed (op, op_tag))
595 return;
596 } /* end addition. */
597 #endif
598
599 /* Reached the end of its life - remove it */
600 if (--op->range <= 0)
601 {
602 if (op->other_arch)
603 {
604 explode_bullet (op);
605 }
606 else
607 {
608 remove_ob (op);
609 free_object (op);
610 }
611 return;
612 }
613
614 new_x = op->x + DIRX (op);
615 new_y = op->y + DIRY (op);
616 m = op->map;
617 mflags = get_map_flags (m, &m, new_x, new_y, &new_x, &new_y);
618
619 if (mflags & P_OUT_OF_MAP)
620 {
621 remove_ob (op);
622 free_object (op);
623 return;
624 }
625
626 if (!op->direction || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y)))
627 {
628 if (op->other_arch)
629 {
630 explode_bullet (op);
631 }
632 else
633 {
634 remove_ob (op);
635 free_object (op);
636 }
637 return;
638 }
639
640 remove_ob (op);
641 op->x = new_x;
642 op->y = new_y;
643 if ((op = insert_ob_in_map (op, m, op, 0)) == NULL)
644 return;
645
646 if (reflwall (op->map, op->x, op->y, op))
647 {
648 op->direction = absdir (op->direction + 4);
649 update_turn_face (op);
650 }
651 else
652 {
653 check_bullet (op);
654 }
655 }
656
657
658
659
660 /* fire_bullet
661 * object op (cast from caster) files a bolt in dir.
662 * spob is the spell object for the bolt.
663 * we remove the magic flag - that can be derived from
664 * spob->attacktype.
665 * This function sets up the appropriate owner and skill
666 * pointers.
667 */
668
669 int
670 fire_bullet (object *op, object *caster, int dir, object *spob)
671 {
672 object *tmp = NULL;
673 int mflags;
674
675 if (!spob->other_arch)
676 return 0;
677
678 tmp = arch_to_object (spob->other_arch);
679 if (tmp == NULL)
680 return 0;
681
682 /* peterm: level dependency for bolts */
683 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob);
684 tmp->attacktype = spob->attacktype;
685 if (spob->slaying)
686 tmp->slaying = spob->slaying;
687
688 tmp->range = 50;
689
690 /* Need to store duration/range for the ball to use */
691 tmp->stats.hp = spob->duration + SP_level_duration_adjust (caster, spob);
692 tmp->stats.maxhp = spob->range + SP_level_range_adjust (caster, spob);
693 tmp->dam_modifier = spob->stats.food + SP_level_dam_adjust (caster, spob);
694
695 tmp->direction = dir;
696 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
697 SET_ANIMATION (tmp, dir);
698
699 set_owner (tmp, op);
700 set_spell_skill (op, caster, spob, tmp);
701
702 tmp->x = op->x + freearr_x[dir];
703 tmp->y = op->y + freearr_y[dir];
704 tmp->map = op->map;
705
706 mflags = get_map_flags (tmp->map, &tmp->map, tmp->x, tmp->y, &tmp->x, &tmp->y);
707 if (mflags & P_OUT_OF_MAP)
708 {
709 free_object (tmp);
710 return 0;
711 }
712 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y)))
713 {
714 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
715 {
716 free_object (tmp);
717 return 0;
718 }
719 tmp->x = op->x;
720 tmp->y = op->y;
721 tmp->direction = absdir (tmp->direction + 4);
722 tmp->map = op->map;
723 }
724 if ((tmp = insert_ob_in_map (tmp, tmp->map, op, 0)) != NULL)
725 {
726 check_bullet (tmp);
727 }
728 return 1;
729 }
730
731
732
733
734 /*****************************************************************************
735 *
736 * CONE RELATED FUNCTIONS
737 *
738 *****************************************************************************/
739
740
741 /* drops an object based on what is in the cone's "other_arch" */
742 void
743 cone_drop (object *op)
744 {
745 object *new_ob = arch_to_object (op->other_arch);
746
747 new_ob->x = op->x;
748 new_ob->y = op->y;
749 new_ob->level = op->level;
750 set_owner (new_ob, op->owner);
751
752 /* preserve skill ownership */
753 if (op->skill && op->skill != new_ob->skill)
754 {
755 new_ob->skill = op->skill;
756 }
757 insert_ob_in_map (new_ob, op->map, op, 0);
758
759 }
760
761 /* move_cone: causes cone object 'op' to move a space/hit creatures */
762
763 void
764 move_cone (object *op)
765 {
766 int i;
767 tag_t tag;
768
769 /* if no map then hit_map will crash so just ignore object */
770 if (!op->map)
771 {
772 LOG (llevError, "Tried to move_cone object %s without a map.\n", op->name ? &op->name : "unknown");
773 op->speed = 0;
774 update_ob_speed (op);
775 return;
776 }
777
778 /* lava saves it's life, but not yours :) */
779 if (QUERY_FLAG (op, FLAG_LIFESAVE))
780 {
781 hit_map (op, 0, op->attacktype, 0);
782 return;
783 }
784
785 #if 0
786 /* Disable this - enabling it makes monsters easier, as
787 * when their cone dies when they die.
788 */
789 /* If no owner left, the spell dies out. */
790 if (get_owner (op) == NULL)
791 {
792 remove_ob (op);
793 free_object (op);
794 return;
795 }
796 #endif
797
798 tag = op->count;
799 hit_map (op, 0, op->attacktype, 0);
800
801 /* Check to see if we should push anything.
802 * Spell objects with weight push whatever they encounter to some
803 * degree.
804 */
805 if (op->weight)
806 check_spell_knockback (op);
807
808 if (was_destroyed (op, tag))
809 return;
810
811 if ((op->duration--) < 0)
812 {
813 remove_ob (op);
814 free_object (op);
815 return;
816 }
817 /* Object has hit maximum range, so don't have it move
818 * any further. When the duration above expires,
819 * then the object will get removed.
820 */
821 if (--op->range < 0)
822 {
823 op->range = 0; /* just so it doesn't wrap */
824 return;
825 }
826
827 for (i = -1; i < 2; i++)
828 {
829 sint16 x = op->x + freearr_x[absdir (op->stats.sp + i)], y = op->y + freearr_y[absdir (op->stats.sp + i)];
830
831 if (ok_to_put_more (op->map, x, y, op, op->attacktype))
832 {
833 object *tmp = get_object ();
834
835 copy_object (op, tmp);
836 tmp->x = x;
837 tmp->y = y;
838
839 tmp->duration = op->duration + 1;
840
841 /* Use for spell tracking - see ok_to_put_more() */
842 tmp->stats.maxhp = op->stats.maxhp;
843 insert_ob_in_map (tmp, op->map, op, 0);
844 if (tmp->other_arch)
845 cone_drop (tmp);
846 }
847 }
848 }
849
850 /* cast_cone: casts a cone spell.
851 * op: person firing the object.
852 * caster: object casting the spell.
853 * dir: direction to fire in.
854 * spell: spell that is being fired. It uses other_arch for the archetype
855 * to fire.
856 * returns 0 on failure, 1 on success.
857 */
858 int
859 cast_cone (object *op, object *caster, int dir, object *spell)
860 {
861 object *tmp;
862 int i, success = 0, range_min = -1, range_max = 1;
863 mapstruct *m;
864 sint16 sx, sy;
865 MoveType movetype;
866
867 if (!spell->other_arch)
868 return 0;
869
870 if (op->type == PLAYER && QUERY_FLAG (op, FLAG_UNDEAD) && op->attacktype & AT_TURN_UNDEAD)
871 {
872 new_draw_info (NDI_UNIQUE, 0, op, "Your undead nature prevents you from turning undead!");
873 return 0;
874 }
875
876 if (!dir)
877 {
878 range_min = 0;
879 range_max = 8;
880 }
881
882 /* Need to know what the movetype of the object we are about
883 * to create is, so we can know if the space we are about to
884 * insert it into is blocked.
885 */
886 movetype = spell->other_arch->clone.move_type;
887
888 for (i = range_min; i <= range_max; i++)
889 {
890 sint16 x, y, d;
891
892 /* We can't use absdir here, because it never returns
893 * 0. If this is a rune, we want to hit the person on top
894 * of the trap (d==0). If it is not a rune, then we don't want
895 * to hit that person.
896 */
897 d = dir + i;
898 while (d < 0)
899 d += 8;
900 while (d > 8)
901 d -= 8;
902
903 /* If it's not a rune, we don't want to blast the caster.
904 * In that case, we have to see - if dir is specified,
905 * turn this into direction 8. If dir is not specified (all
906 * direction) skip - otherwise, one line would do more damage
907 * becase 0 direction will go through 9 directions - necessary
908 * for the rune code.
909 */
910 if (caster->type != RUNE && d == 0)
911 {
912 if (dir != 0)
913 d = 8;
914 else
915 continue;
916 }
917
918 x = op->x + freearr_x[d];
919 y = op->y + freearr_y[d];
920
921 if (get_map_flags (op->map, &m, x, y, &sx, &sy) & P_OUT_OF_MAP)
922 continue;
923
924 if ((movetype & GET_MAP_MOVE_BLOCK (m, sx, sy)) == movetype)
925 continue;
926
927 success = 1;
928 tmp = arch_to_object (spell->other_arch);
929 set_owner (tmp, op);
930 set_spell_skill (op, caster, spell, tmp);
931 tmp->level = caster_level (caster, spell);
932 tmp->x = sx;
933 tmp->y = sy;
934 tmp->attacktype = spell->attacktype;
935
936 /* holy word stuff */
937 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER))
938 if (!tailor_god_spell (tmp, op))
939 return 0;
940
941 if (dir)
942 tmp->stats.sp = dir;
943 else
944 tmp->stats.sp = i;
945
946 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
947
948 /* If casting it in all directions, it doesn't go as far */
949 if (dir == 0)
950 {
951 tmp->range /= 4;
952 if (tmp->range < 2 && spell->range >= 2)
953 tmp->range = 2;
954 }
955
956 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
957 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
958
959 /* Special bonus for fear attacks */
960 if (tmp->attacktype & AT_FEAR)
961 {
962 if (caster->type == PLAYER)
963 tmp->duration += fear_bonus[caster->stats.Cha];
964 else
965 tmp->duration += caster->level / 3;
966 }
967
968 if (tmp->attacktype & (AT_HOLYWORD | AT_TURN_UNDEAD))
969 {
970 if (caster->type == PLAYER)
971 tmp->duration += turn_bonus[caster->stats.Wis] / 5;
972 else
973 tmp->duration += caster->level / 3;
974 }
975
976 if (!(tmp->move_type & MOVE_FLY_LOW))
977 LOG (llevDebug, "cast_cone(): arch %s doesn't have flying 1\n", &spell->other_arch->name);
978
979 if (!tmp->move_on && tmp->stats.dam)
980 {
981 LOG (llevDebug, "cast_cone(): arch %s doesn't have move_on set\n", &spell->other_arch->name);
982 }
983
984 insert_ob_in_map (tmp, m, op, 0);
985
986 /* This is used for tracking spells so that one effect doesn't hit
987 * a single space too many times.
988 */
989 tmp->stats.maxhp = tmp->count;
990
991 if (tmp->other_arch)
992 cone_drop (tmp);
993 }
994
995 return success;
996 }
997
998 /****************************************************************************
999 *
1000 * BOMB related code
1001 *
1002 ****************************************************************************/
1003
1004
1005 /* This handles an exploding bomb.
1006 * op is the original bomb object.
1007 */
1008 void
1009 animate_bomb (object *op)
1010 {
1011 int i;
1012 object *env, *tmp;
1013 archetype *at;
1014
1015 if (op->state != NUM_ANIMATIONS (op) - 1)
1016 return;
1017
1018 env = object_get_env_recursive (op);
1019
1020 if (op->env)
1021 {
1022 if (env->map == NULL)
1023 return;
1024
1025 if (env->type == PLAYER)
1026 esrv_del_item (env->contr, op->count);
1027
1028 remove_ob (op);
1029 op->x = env->x;
1030 op->y = env->y;
1031 if ((op = insert_ob_in_map (op, env->map, op, 0)) == NULL)
1032 return;
1033 }
1034
1035 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent bomb from exploding
1036 // on a safe map. I don't like this special casing, but it seems to be neccessary
1037 // as bombs can be carried.
1038 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
1039 {
1040 remove_ob (op);
1041 free_object (op);
1042 return;
1043 }
1044
1045 /* This copies a lot of the code from the fire bullet,
1046 * but using the cast_bullet isn't really feasible,
1047 * so just set up the appropriate values.
1048 */
1049 at = find_archetype (SPLINT);
1050 if (at)
1051 {
1052 for (i = 1; i < 9; i++)
1053 {
1054 if (out_of_map (op->map, op->x + freearr_x[i], op->y + freearr_x[i]))
1055 continue;
1056 tmp = arch_to_object (at);
1057 tmp->direction = i;
1058 tmp->range = op->range;
1059 tmp->stats.dam = op->stats.dam;
1060 tmp->duration = op->duration;
1061 tmp->attacktype = op->attacktype;
1062 copy_owner (tmp, op);
1063 if (op->skill && op->skill != tmp->skill)
1064 {
1065 tmp->skill = op->skill;
1066 }
1067 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
1068 SET_ANIMATION (tmp, i);
1069 tmp->x = op->x + freearr_x[i];
1070 tmp->y = op->y + freearr_x[i];
1071 insert_ob_in_map (tmp, op->map, op, 0);
1072 move_bullet (tmp);
1073 }
1074 }
1075
1076 explode_bullet (op);
1077 }
1078
1079 int
1080 create_bomb (object *op, object *caster, int dir, object *spell)
1081 {
1082
1083 object *tmp;
1084 int mflags;
1085 sint16 dx = op->x + freearr_x[dir], dy = op->y + freearr_y[dir];
1086 mapstruct *m;
1087
1088 mflags = get_map_flags (op->map, &m, dx, dy, &dx, &dy);
1089 if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, dx, dy) & MOVE_WALK))
1090 {
1091 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way.");
1092 return 0;
1093 }
1094 tmp = arch_to_object (spell->other_arch);
1095
1096 /* level dependencies for bomb */
1097 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
1098 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1099 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
1100 tmp->attacktype = spell->attacktype;
1101
1102 set_owner (tmp, op);
1103 set_spell_skill (op, caster, spell, tmp);
1104 tmp->x = dx;
1105 tmp->y = dy;
1106 insert_ob_in_map (tmp, m, op, 0);
1107 return 1;
1108 }
1109
1110 /****************************************************************************
1111 *
1112 * smite related spell code.
1113 *
1114 ****************************************************************************/
1115
1116 /* get_pointed_target() - this is used by finger of death
1117 * and the 'smite' spells. Returns the pointer to the first
1118 * monster in the direction which is pointed to by op. b.t.
1119 * op is the caster - really only used for the source location.
1120 * dir is the direction to look in.
1121 * range is how far out to look.
1122 * type is the type of spell - either SPELL_MANA or SPELL_GRACE.
1123 * this info is used for blocked magic/unholy spaces.
1124 */
1125
1126 object *
1127 get_pointed_target (object *op, int dir, int range, int type)
1128 {
1129 object *target;
1130 sint16 x, y;
1131 int dist, mflags;
1132 mapstruct *mp;
1133
1134 if (dir == 0)
1135 return NULL;
1136
1137 for (dist = 1; dist < range; dist++)
1138 {
1139 x = op->x + freearr_x[dir] * dist;
1140 y = op->y + freearr_y[dir] * dist;
1141 mp = op->map;
1142 mflags = get_map_flags (op->map, &mp, x, y, &x, &y);
1143
1144 if (mflags & P_OUT_OF_MAP)
1145 return NULL;
1146 if ((type & SPELL_MANA) && (mflags & P_NO_MAGIC))
1147 return NULL;
1148 if ((type & SPELL_GRACE) && (mflags & P_NO_CLERIC))
1149 return NULL;
1150 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW)
1151 return NULL;
1152
1153 if (mflags & P_IS_ALIVE)
1154 {
1155 for (target = get_map_ob (mp, x, y); target; target = target->above)
1156 {
1157 if (QUERY_FLAG (target->head ? target->head : target, FLAG_MONSTER))
1158 {
1159 return target;
1160 }
1161 }
1162 }
1163 }
1164 return NULL;
1165 }
1166
1167
1168 /* cast_smite_arch() - the priest points to a creature and causes
1169 * a 'godly curse' to decend.
1170 * usual params -
1171 * op = player
1172 * caster = object casting the spell.
1173 * dir = direction being cast
1174 * spell = spell object
1175 */
1176
1177 int
1178 cast_smite_spell (object *op, object *caster, int dir, object *spell)
1179 {
1180 object *effect, *target;
1181 object *god = find_god (determine_god (op));
1182 int range;
1183
1184 range = spell->range + SP_level_range_adjust (caster, spell);
1185 target = get_pointed_target (op, dir, 50, spell->stats.grace ? SPELL_GRACE : SPELL_MANA);
1186
1187 /* Bunch of conditions for casting this spell. Note that only
1188 * require a god if this is a cleric spell (requires grace).
1189 * This makes this spell much more general purpose - it can be used
1190 * by wizards also, which is good, because I think this is a very
1191 * interesting spell.
1192 * if it is a cleric spell, you need a god, and the creature
1193 * can't be friendly to your god.
1194 */
1195
1196 if (!target || QUERY_FLAG (target, FLAG_REFL_SPELL)
1197 || (!god && spell->stats.grace)
1198 || (target->title && god && !strcmp (target->title, god->name)) || (target->race && god && strstr (target->race, god->race)))
1199 {
1200 new_draw_info (NDI_UNIQUE, 0, op, "Your request is unheeded.");
1201 return 0;
1202 }
1203
1204 if (spell->other_arch)
1205 effect = arch_to_object (spell->other_arch);
1206 else
1207 return 0;
1208
1209 /* tailor the effect by priest level and worshipped God */
1210 effect->level = caster_level (caster, spell);
1211 effect->attacktype = spell->attacktype;
1212 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER))
1213 {
1214 if (tailor_god_spell (effect, op))
1215 new_draw_info_format (NDI_UNIQUE, 0, op, "%s answers your call!", determine_god (op));
1216 else
1217 {
1218 new_draw_info (NDI_UNIQUE, 0, op, "Your request is ignored.");
1219 return 0;
1220 }
1221 }
1222
1223 /* size of the area of destruction */
1224 effect->range = spell->range + SP_level_range_adjust (caster, spell);
1225 effect->duration = spell->duration + SP_level_range_adjust (caster, spell);
1226
1227 if (effect->attacktype & AT_DEATH)
1228 {
1229 effect->level = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1230
1231 /* casting death spells at undead isn't a good thing */
1232 if QUERY_FLAG
1233 (target, FLAG_UNDEAD)
1234 {
1235 if (random_roll (0, 2, op, PREFER_LOW))
1236 {
1237 new_draw_info (NDI_UNIQUE, 0, op, "Idiot! Your spell boomerangs!");
1238 effect->x = op->x;
1239 effect->y = op->y;
1240 }
1241 else
1242 {
1243 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s looks stronger!", query_name (target));
1244 target->stats.hp = target->stats.maxhp * 2;
1245 free_object (effect);
1246 return 0;
1247 }
1248 }
1249 }
1250 else
1251 {
1252 /* how much woe to inflict :) */
1253 effect->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1254 }
1255
1256 set_owner (effect, op);
1257 set_spell_skill (op, caster, spell, effect);
1258
1259 /* ok, tell it where to be, and insert! */
1260 effect->x = target->x;
1261 effect->y = target->y;
1262 insert_ob_in_map (effect, target->map, op, 0);
1263
1264 return 1;
1265 }
1266
1267
1268 /****************************************************************************
1269 *
1270 * MAGIC MISSILE code.
1271 * note that the fire_bullet is used to fire the missile. The
1272 * code here is just to move the missile.
1273 ****************************************************************************/
1274
1275 /* op is a missile that needs to be moved */
1276 void
1277 move_missile (object *op)
1278 {
1279 int i, mflags;
1280 object *owner;
1281 sint16 new_x, new_y;
1282 mapstruct *m;
1283
1284 if (op->range-- <= 0)
1285 {
1286 remove_ob (op);
1287 free_object (op);
1288 return;
1289 }
1290
1291 owner = get_owner (op);
1292 #if 0
1293 /* It'd make things nastier if this wasn't here - spells cast by
1294 * monster that are then killed would continue to survive
1295 */
1296 if (owner == NULL)
1297 {
1298 remove_ob (op);
1299 free_object (op);
1300 return;
1301 }
1302 #endif
1303
1304 new_x = op->x + DIRX (op);
1305 new_y = op->y + DIRY (op);
1306
1307 mflags = get_map_flags (op->map, &m, new_x, new_y, &new_x, &new_y);
1308
1309 if (!(mflags & P_OUT_OF_MAP) && ((mflags & P_IS_ALIVE) || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y))))
1310 {
1311 tag_t tag = op->count;
1312
1313 hit_map (op, op->direction, AT_MAGIC, 1);
1314 /* Basically, missile only hits one thing then goes away.
1315 * we need to remove it if someone hasn't already done so.
1316 */
1317 if (!was_destroyed (op, tag))
1318 {
1319 remove_ob (op);
1320 free_object (op);
1321 }
1322 return;
1323 }
1324
1325 remove_ob (op);
1326 if (!op->direction || (mflags & P_OUT_OF_MAP))
1327 {
1328 free_object (op);
1329 return;
1330 }
1331 op->x = new_x;
1332 op->y = new_y;
1333 op->map = m;
1334 i = spell_find_dir (op->map, op->x, op->y, get_owner (op));
1335 if (i > 0 && i != op->direction)
1336 {
1337 op->direction = i;
1338 SET_ANIMATION (op, op->direction);
1339 }
1340 insert_ob_in_map (op, op->map, op, 0);
1341 }
1342
1343 /****************************************************************************
1344 * Destruction
1345 ****************************************************************************/
1346
1347 /* make_object_glow() - currently only makes living objects glow.
1348 * we do this by creating a force and inserting it in the
1349 * object. if time is 0, the object glows permanently. To truely
1350 * make this work for non-living objects, we would have to
1351 * give them the capability to have an inventory. b.t.
1352 */
1353
1354 int
1355 make_object_glow (object *op, int radius, int time)
1356 {
1357 object *tmp;
1358
1359 /* some things are unaffected... */
1360 if (op->path_denied & PATH_LIGHT)
1361 return 0;
1362
1363 tmp = get_archetype (FORCE_NAME);
1364 tmp->speed = 0.01;
1365 tmp->stats.food = time;
1366 SET_FLAG (tmp, FLAG_IS_USED_UP);
1367 tmp->glow_radius = radius;
1368 if (tmp->glow_radius > MAX_LIGHT_RADII)
1369 tmp->glow_radius = MAX_LIGHT_RADII;
1370
1371 tmp->x = op->x;
1372 tmp->y = op->y;
1373 if (tmp->speed < MIN_ACTIVE_SPEED)
1374 tmp->speed = MIN_ACTIVE_SPEED; /* safety */
1375 tmp = insert_ob_in_ob (tmp, op);
1376 if (tmp->glow_radius > op->glow_radius)
1377 op->glow_radius = tmp->glow_radius;
1378
1379 if (!tmp->env || op != tmp->env)
1380 {
1381 LOG (llevError, "make_object_glow() failed to insert glowing force in %s\n", &op->name);
1382 return 0;
1383 }
1384 return 1;
1385 }
1386
1387
1388
1389
1390 int
1391 cast_destruction (object *op, object *caster, object *spell_ob)
1392 {
1393 int i, j, range, mflags, friendly = 0, dam, dur;
1394 sint16 sx, sy;
1395 mapstruct *m;
1396 object *tmp;
1397 const char *skill;
1398
1399 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
1400 dam = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob);
1401 dur = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
1402 if (QUERY_FLAG (op, FLAG_FRIENDLY) || op->type == PLAYER)
1403 friendly = 1;
1404
1405 /* destruction doesn't use another spell object, so we need
1406 * update op's skill pointer so that exp is properly awarded.
1407 * We do some shortcuts here - since this is just temporary
1408 * and we'll reset the values back, we don't need to go through
1409 * the full share string/free_string route.
1410 */
1411 skill = op->skill;
1412 if (caster == op)
1413 op->skill = spell_ob->skill;
1414 else if (caster->skill)
1415 op->skill = caster->skill;
1416 else
1417 op->skill = NULL;
1418
1419 change_skill (op, find_skill_by_name (op, op->skill), 1);
1420
1421 for (i = -range; i < range; i++)
1422 {
1423 for (j = -range; j < range; j++)
1424 {
1425 m = op->map;
1426 sx = op->x + i;
1427 sy = op->y + j;
1428 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
1429 if (mflags & P_OUT_OF_MAP)
1430 continue;
1431 if (mflags & P_IS_ALIVE)
1432 {
1433 for (tmp = get_map_ob (m, sx, sy); tmp; tmp = tmp->above)
1434 {
1435 if (QUERY_FLAG (tmp, FLAG_ALIVE) || tmp->type == PLAYER)
1436 break;
1437 }
1438 if (tmp)
1439 {
1440 if (tmp->head)
1441 tmp = tmp->head;
1442
1443 if ((friendly && !QUERY_FLAG (tmp, FLAG_FRIENDLY) && tmp->type != PLAYER) ||
1444 (!friendly && (QUERY_FLAG (tmp, FLAG_FRIENDLY) || tmp->type == PLAYER)))
1445 {
1446 if (spell_ob->subtype == SP_DESTRUCTION)
1447 {
1448 hit_player (tmp, dam, op, spell_ob->attacktype, 0);
1449 if (spell_ob->other_arch)
1450 {
1451 tmp = arch_to_object (spell_ob->other_arch);
1452 tmp->x = sx;
1453 tmp->y = sy;
1454 insert_ob_in_map (tmp, m, op, 0);
1455 }
1456 }
1457 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist[ATNR_MAGIC] != 100)
1458 {
1459 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch)
1460 {
1461 object *effect = arch_to_object (spell_ob->other_arch);
1462
1463 effect->x = sx;
1464 effect->y = sy;
1465 insert_ob_in_map (effect, m, op, 0);
1466 }
1467 }
1468 }
1469 }
1470 }
1471 }
1472 }
1473 op->skill = skill;
1474 return 1;
1475 }
1476
1477 /***************************************************************************
1478 *
1479 * CURSE
1480 *
1481 ***************************************************************************/
1482
1483 int
1484 cast_curse (object *op, object *caster, object *spell_ob, int dir)
1485 {
1486 object *god = find_god (determine_god (op));
1487 object *tmp, *force;
1488
1489 tmp = get_pointed_target (op, (dir == 0) ? op->direction : dir, spell_ob->range, SPELL_GRACE);
1490 if (!tmp)
1491 {
1492 new_draw_info (NDI_UNIQUE, 0, op, "There is no one in that direction to curse.");
1493 return 0;
1494 }
1495
1496 /* If we've already got a force of this type, don't add a new one. */
1497 for (force = tmp->inv; force != NULL; force = force->below)
1498 {
1499 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY)
1500 {
1501 if (force->name == spell_ob->name)
1502 {
1503 break;
1504 }
1505 else if (spell_ob->race && spell_ob->race == force->name)
1506 {
1507 new_draw_info_format (NDI_UNIQUE, 0, op, "You can not cast %s while %s is in effect", &spell_ob->name, &force->name_pl);
1508 return 0;
1509 }
1510 }
1511 }
1512
1513 if (force == NULL)
1514 {
1515 force = get_archetype (FORCE_NAME);
1516 force->subtype = FORCE_CHANGE_ABILITY;
1517 if (spell_ob->race)
1518 force->name = spell_ob->race;
1519 else
1520 force->name = spell_ob->name;
1521
1522 force->name_pl = spell_ob->name;
1523
1524 }
1525 else
1526 {
1527 int duration;
1528
1529 duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1530 if (duration > force->duration)
1531 {
1532 force->duration = duration;
1533 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1534 }
1535 else
1536 {
1537 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1538 }
1539 return 1;
1540 }
1541 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1542 force->speed = 1.0;
1543 force->speed_left = -1.0;
1544 SET_FLAG (force, FLAG_APPLIED);
1545
1546 if (god)
1547 {
1548 if (spell_ob->last_grace)
1549 force->path_repelled = god->path_repelled;
1550 if (spell_ob->last_grace)
1551 force->path_denied = god->path_denied;
1552 new_draw_info_format (NDI_UNIQUE, 0, tmp, "You are a victim of %s's curse!", &god->name);
1553 }
1554 else
1555 new_draw_info (NDI_UNIQUE, 0, op, "Your curse seems empty.");
1556
1557
1558 if (tmp != op && op->type == PLAYER)
1559 new_draw_info_format (NDI_UNIQUE, 0, op, "You curse %s!", &tmp->name);
1560
1561 force->stats.ac = spell_ob->stats.ac;
1562 force->stats.wc = spell_ob->stats.wc;
1563
1564 change_abil (tmp, force); /* Mostly to display any messages */
1565 insert_ob_in_ob (force, tmp);
1566 fix_player (tmp);
1567 return 1;
1568
1569 }
1570
1571
1572 /**********************************************************************
1573 * mood change
1574 * Arguably, this may or may not be an attack spell. But since it
1575 * effects monsters, it seems best to put it into this file
1576 ***********************************************************************/
1577
1578 /* This covers the various spells that change the moods of monsters -
1579 * makes them angry, peacful, friendly, etc.
1580 */
1581 int
1582 mood_change (object *op, object *caster, object *spell)
1583 {
1584 object *tmp, *god, *head;
1585 int done_one, range, mflags, level, at, best_at;
1586 sint16 x, y, nx, ny;
1587 mapstruct *m;
1588 const char *race;
1589
1590 /* We precompute some values here so that we don't have to keep
1591 * doing it over and over again.
1592 */
1593 god = find_god (determine_god (op));
1594 level = caster_level (caster, spell);
1595 range = spell->range + SP_level_range_adjust (caster, spell);
1596
1597 /* On the bright side, no monster should ever have a race of GOD_...
1598 * so even if the player doesn't worship a god, if race=GOD_.., it
1599 * won't ever match anything.
1600 */
1601 if (!spell->race)
1602 race = NULL;
1603 else if (god && !strcmp (spell->race, "GOD_SLAYING"))
1604 race = god->slaying;
1605 else if (god && !strcmp (spell->race, "GOD_FRIEND"))
1606 race = god->race;
1607 else
1608 race = spell->race;
1609
1610
1611 for (x = op->x - range; x <= op->x + range; x++)
1612 for (y = op->y - range; y <= op->y + range; y++)
1613 {
1614
1615 done_one = 0;
1616 m = op->map;
1617 nx = x;
1618 ny = y;
1619 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1620 if (mflags & P_OUT_OF_MAP)
1621 continue;
1622
1623 /* If there is nothing living on this space, no need to go further */
1624 if (!(mflags & P_IS_ALIVE))
1625 continue;
1626
1627 for (tmp = get_map_ob (m, nx, ny); tmp; tmp = tmp->above)
1628 if (QUERY_FLAG (tmp, FLAG_MONSTER))
1629 break;
1630
1631 /* There can be living objects that are not monsters */
1632 if (!tmp || tmp->type == PLAYER)
1633 continue;
1634
1635 /* Only the head has meaningful data, so resolve to that */
1636 if (tmp->head)
1637 head = tmp->head;
1638 else
1639 head = tmp;
1640
1641 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */
1642 if (race && head->race && !strstr (race, head->race))
1643 continue;
1644 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD))
1645 continue;
1646
1647 /* Now do a bunch of stuff related to saving throws */
1648 best_at = -1;
1649 if (spell->attacktype)
1650 {
1651 for (at = 0; at < NROFATTACKS; at++)
1652 if (spell->attacktype & (1 << at))
1653 if (best_at == -1 || head->resist[at] > head->resist[best_at])
1654 best_at = at;
1655
1656 if (best_at == -1)
1657 at = 0;
1658 else
1659 {
1660 if (head->resist[best_at] == 100)
1661 continue;
1662 else
1663 at = head->resist[best_at] / 5;
1664 }
1665 at -= level / 5;
1666 if (did_make_save (head, head->level, at))
1667 continue;
1668 }
1669 else /* spell->attacktype */
1670 /*
1671 Spell has no attacktype (charm & such), so we'll have a specific saving:
1672 * if spell level < monster level, no go
1673 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) )
1674
1675 The chance will then be in the range [20-70] percent, not too bad.
1676
1677 This is required to fix the 'charm monster' abuse, where a player level 1 can
1678 charm a level 125 monster...
1679
1680 Ryo, august 14th
1681 */
1682 {
1683 if (head->level > level)
1684 continue;
1685 if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + MIN (50, 2 * (level - head->level))))
1686 /* Failed, no effect */
1687 continue;
1688 }
1689
1690 /* Done with saving throw. Now start effecting the monster */
1691
1692 /* aggravation */
1693 if (QUERY_FLAG (spell, FLAG_MONSTER))
1694 {
1695 CLEAR_FLAG (head, FLAG_SLEEP);
1696 if (QUERY_FLAG (head, FLAG_FRIENDLY))
1697 remove_friendly_object (head);
1698
1699 done_one = 1;
1700 head->enemy = op;
1701 }
1702
1703 /* calm monsters */
1704 if (QUERY_FLAG (spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (head, FLAG_UNAGGRESSIVE))
1705 {
1706 SET_FLAG (head, FLAG_UNAGGRESSIVE);
1707 head->enemy = NULL;
1708 done_one = 1;
1709 }
1710
1711 /* berserk monsters */
1712 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK))
1713 {
1714 SET_FLAG (head, FLAG_BERSERK);
1715 done_one = 1;
1716 }
1717 /* charm */
1718 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY))
1719 {
1720 SET_FLAG (head, FLAG_FRIENDLY);
1721 /* Prevent uncontolled outbreaks of self replicating monsters.
1722 Typical use case is charm, go somwhere, use aggravation to make hostile.
1723 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */
1724 CLEAR_FLAG (head, FLAG_GENERATOR);
1725 set_owner (head, op);
1726 set_spell_skill (op, caster, spell, head);
1727 add_friendly_object (head);
1728 head->attack_movement = PETMOVE;
1729 done_one = 1;
1730 change_exp (op, head->stats.exp / 2, head->skill, SK_EXP_ADD_SKILL);
1731 head->stats.exp = 0;
1732 }
1733
1734 /* If a monster was effected, put an effect in */
1735 if (done_one && spell->other_arch)
1736 {
1737 tmp = arch_to_object (spell->other_arch);
1738 tmp->x = nx;
1739 tmp->y = ny;
1740 insert_ob_in_map (tmp, m, op, 0);
1741 }
1742 } /* for y */
1743
1744 return 1;
1745 }
1746
1747
1748 /* Move_ball_spell: This handles ball type spells that just sort of wander
1749 * about. was called move_ball_lightning, but since more than the ball
1750 * lightning spell used it, that seemed misnamed.
1751 * op is the spell effect.
1752 * note that duration is handled by process_object() in time.c
1753 */
1754
1755 void
1756 move_ball_spell (object *op)
1757 {
1758 int i, j, dam_save, dir, mflags;
1759 sint16 nx, ny, hx, hy;
1760 object *owner;
1761 mapstruct *m;
1762
1763 owner = get_owner (op);
1764
1765 /* the following logic makes sure that the ball doesn't move into a wall,
1766 * and makes sure that it will move along a wall to try and get at it's
1767 * victim. The block immediately below more or less chooses a random
1768 * offset to move the ball, eg, keep it mostly on course, with some
1769 * deviations.
1770 */
1771
1772 dir = 0;
1773 if (!(rndm (0, 3)))
1774 j = rndm (0, 1);
1775 else
1776 j = 0;
1777
1778 for (i = 1; i < 9; i++)
1779 {
1780 /* i bit 0: alters sign of offset
1781 * other bits (i / 2): absolute value of offset
1782 */
1783
1784 int offset = ((i ^ j) & 1) ? (i / 2) : -(i / 2);
1785 int tmpdir = absdir (op->direction + offset);
1786
1787 nx = op->x + freearr_x[tmpdir];
1788 ny = op->y + freearr_y[tmpdir];
1789 if (!(get_map_flags (op->map, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP) && !(OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, nx, ny))))
1790 {
1791 dir = tmpdir;
1792 break;
1793 }
1794 }
1795 if (dir == 0)
1796 {
1797 nx = op->x;
1798 ny = op->y;
1799 m = op->map;
1800 }
1801
1802 remove_ob (op);
1803 op->y = ny;
1804 op->x = nx;
1805 insert_ob_in_map (op, m, op, 0);
1806
1807 dam_save = op->stats.dam; /* save the original dam: we do halfdam on
1808 surrounding squares */
1809
1810 /* loop over current square and neighbors to hit.
1811 * if this has an other_arch field, we insert that in
1812 * the surround spaces.
1813 */
1814 for (j = 0; j < 9; j++)
1815 {
1816 object *new_ob;
1817
1818 hx = nx + freearr_x[j];
1819 hy = ny + freearr_y[j];
1820
1821 m = op->map;
1822 mflags = get_map_flags (m, &m, hx, hy, &hx, &hy);
1823
1824 if (mflags & P_OUT_OF_MAP)
1825 continue;
1826
1827 /* first, don't ever, ever hit the owner. Don't hit out
1828 * of the map either.
1829 */
1830
1831 if ((mflags & P_IS_ALIVE) && (!owner || owner->x != hx || owner->y != hy || !on_same_map (owner, op)))
1832 {
1833 if (j)
1834 op->stats.dam = dam_save / 2;
1835 hit_map (op, j, op->attacktype, 1);
1836
1837 }
1838
1839 /* insert the other arch */
1840 if (op->other_arch && !(OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy))))
1841 {
1842 new_ob = arch_to_object (op->other_arch);
1843 new_ob->x = hx;
1844 new_ob->y = hy;
1845 insert_ob_in_map (new_ob, m, op, 0);
1846 }
1847 }
1848
1849 /* restore to the center location and damage */
1850 op->stats.dam = dam_save;
1851
1852 i = spell_find_dir (op->map, op->x, op->y, get_owner (op));
1853
1854 if (i >= 0)
1855 { /* we have a preferred direction! */
1856 /* pick another direction if the preferred dir is blocked. */
1857 if (get_map_flags (op->map, &m, nx + freearr_x[i], ny + freearr_y[i], &hx, &hy) & P_OUT_OF_MAP ||
1858 OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy)))
1859 {
1860 i = absdir (i + rndm (0, 2) - 1); /* -1, 0, +1 */
1861 }
1862 op->direction = i;
1863 }
1864 }
1865
1866
1867 /* move_swarm_spell: peterm
1868 * This is an implementation of the swarm spell. It was written for
1869 * meteor swarm, but it could be used for any swarm. A swarm spell
1870 * is a special type of object that casts swarms of other types
1871 * of spells. Which spell it casts is flexible. It fires the spells
1872 * from a set of squares surrounding the caster, in a given direction.
1873 */
1874
1875 void
1876 move_swarm_spell (object *op)
1877 {
1878 #if 0
1879 static int cardinal_adjust[9] = { -3, -2, -1, 0, 0, 0, 1, 2, 3 };
1880 static int diagonal_adjust[10] = { -3, -2, -2, -1, 0, 0, 1, 2, 2, 3 };
1881 sint16 target_x, target_y, origin_x, origin_y;
1882 int adjustdir;
1883 mapstruct *m;
1884 #endif
1885 int basedir;
1886 object *owner;
1887
1888 owner = get_owner (op);
1889 if (op->duration == 0 || owner == NULL)
1890 {
1891 remove_ob (op);
1892 free_object (op);
1893 return;
1894 }
1895 op->duration--;
1896
1897 basedir = op->direction;
1898 if (basedir == 0)
1899 {
1900 /* spray in all directions! 8) */
1901 basedir = rndm (1, 8);
1902 }
1903
1904 #if 0
1905 // this is bogus: it causes wrong places to be checked below
1906 // (a wall 2 cells away will block the effect...) and
1907 // doesn't work for SP_BULLET anyhow, so again tests the wrong
1908 // space.
1909 // should be fixed later, but correctness before featurs...
1910 // (schmorp)
1911
1912 /* new offset calculation to make swarm element distribution
1913 * more uniform
1914 */
1915 if (op->duration)
1916 {
1917 if (basedir & 1)
1918 {
1919 adjustdir = cardinal_adjust[rndm (0, 8)];
1920 }
1921 else
1922 {
1923 adjustdir = diagonal_adjust[rndm (0, 9)];
1924 }
1925 }
1926 else
1927 {
1928 adjustdir = 0; /* fire the last one from forward. */
1929 }
1930
1931 target_x = op->x + freearr_x[absdir (basedir + adjustdir)];
1932 target_y = op->y + freearr_y[absdir (basedir + adjustdir)];
1933
1934 /* back up one space so we can hit point-blank targets, but this
1935 * necessitates extra out_of_map check below
1936 */
1937 origin_x = target_x - freearr_x[basedir];
1938 origin_y = target_y - freearr_y[basedir];
1939
1940
1941 /* spell pointer is set up for the spell this casts. Since this
1942 * should just be a pointer to the spell in some inventory,
1943 * it is unlikely to disappear by the time we need it. However,
1944 * do some sanity checking anyways.
1945 */
1946
1947 if (op->spell && op->spell->type == SPELL &&
1948 !(get_map_flags (op->map, &m, target_x, target_y, &target_x, &target_y) & P_OUT_OF_MAP) &&
1949 !(OB_TYPE_MOVE_BLOCK (op->spell, GET_MAP_MOVE_BLOCK (m, target_x, target_y))))
1950 {
1951
1952 /* Bullet spells have a bunch more customization that needs to be done */
1953 if (op->spell->subtype == SP_BULLET)
1954 fire_bullet (owner, op, basedir, op->spell);
1955 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1956 fire_arch_from_position (owner, op, origin_x, origin_y, basedir, op->spell);
1957 }
1958 #endif
1959
1960 /* spell pointer is set up for the spell this casts. Since this
1961 * should just be a pointer to the spell in some inventory,
1962 * it is unlikely to disappear by the time we need it. However,
1963 * do some sanity checking anyways.
1964 */
1965
1966 if (op->spell && op->spell->type == SPELL)
1967 {
1968 /* Bullet spells have a bunch more customization that needs to be done */
1969 if (op->spell->subtype == SP_BULLET)
1970 fire_bullet (owner, op, basedir, op->spell);
1971 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1972 fire_arch_from_position (owner, op, op->x, op->y, basedir, op->spell);
1973 }
1974 }
1975
1976
1977
1978
1979 /* fire_swarm:
1980 * The following routine creates a swarm of objects. It actually
1981 * sets up a specific swarm object, which then fires off all
1982 * the parts of the swarm.
1983 *
1984 * op: the owner
1985 * caster: the caster (owner, wand, rod, scroll)
1986 * dir: the direction everything will be fired in
1987 * spell - the spell that is this spell.
1988 * n: the number to be fired.
1989 */
1990
1991 int
1992 fire_swarm (object *op, object *caster, object *spell, int dir)
1993 {
1994 object *tmp;
1995 int i;
1996
1997 if (!spell->other_arch)
1998 return 0;
1999
2000 tmp = get_archetype (SWARM_SPELL);
2001 tmp->x = op->x;
2002 tmp->y = op->y;
2003 set_owner (tmp, op); /* needed so that if swarm elements kill, caster gets xp. */
2004 set_spell_skill (op, caster, spell, tmp);
2005
2006 tmp->level = caster_level (caster, spell); /*needed later, to get level dep. right. */
2007 tmp->spell = arch_to_object (spell->other_arch);
2008
2009 tmp->attacktype = tmp->spell->attacktype;
2010
2011 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
2012 {
2013 if (!tailor_god_spell (tmp, op))
2014 return 1;
2015 }
2016 tmp->duration = SP_level_duration_adjust (caster, spell);
2017 for (i = 0; i < spell->duration; i++)
2018 tmp->duration += die_roll (1, 3, op, PREFER_HIGH);
2019
2020 tmp->direction = dir;
2021 tmp->invisible = 1;
2022 insert_ob_in_map (tmp, op->map, op, 0);
2023 return 1;
2024 }
2025
2026
2027 /* See the spells documentation file for why this is its own
2028 * function.
2029 */
2030 int
2031 cast_light (object *op, object *caster, object *spell, int dir)
2032 {
2033 object *target = NULL, *tmp = NULL;
2034 sint16 x, y;
2035 int dam, mflags;
2036 mapstruct *m;
2037
2038 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
2039
2040 if (!dir)
2041 {
2042 new_draw_info (NDI_UNIQUE, 0, op, "In what direction?");
2043 return 0;
2044 }
2045
2046 x = op->x + freearr_x[dir];
2047 y = op->y + freearr_y[dir];
2048 m = op->map;
2049
2050 mflags = get_map_flags (m, &m, x, y, &x, &y);
2051
2052 if (mflags & P_OUT_OF_MAP)
2053 {
2054 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is there.");
2055 return 0;
2056 }
2057
2058 if (mflags & P_IS_ALIVE && spell->attacktype)
2059 {
2060 for (target = get_map_ob (m, x, y); target; target = target->above)
2061 if (QUERY_FLAG (target, FLAG_MONSTER))
2062 {
2063 /* oky doky. got a target monster. Lets make a blinding attack */
2064 if (target->head)
2065 target = target->head;
2066 (void) hit_player (target, dam, op, spell->attacktype, 1);
2067 return 1; /* one success only! */
2068 }
2069 }
2070
2071 /* no live target, perhaps a wall is in the way? */
2072 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)))
2073 {
2074 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
2075 return 0;
2076 }
2077
2078 /* ok, looks groovy to just insert a new light on the map */
2079 tmp = arch_to_object (spell->other_arch);
2080 if (!tmp)
2081 {
2082 LOG (llevError, "Error: spell arch for cast_light() missing.\n");
2083 return 0;
2084 }
2085 tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell);
2086 if (tmp->glow_radius)
2087 {
2088 tmp->glow_radius = spell->range + SP_level_range_adjust (caster, spell);
2089 if (tmp->glow_radius > MAX_LIGHT_RADII)
2090 tmp->glow_radius = MAX_LIGHT_RADII;
2091 }
2092 tmp->x = x;
2093 tmp->y = y;
2094 insert_ob_in_map (tmp, m, op, 0);
2095 return 1;
2096 }
2097
2098
2099
2100
2101 /* cast_cause_disease: this spell looks along <dir> from the
2102 * player and infects someone.
2103 * op is the player/monster, caster is the object, dir is the direction
2104 * to cast, disease_arch is the specific disease, and type is the spell number
2105 * perhaps this should actually be in disease.c?
2106 */
2107
2108 int
2109 cast_cause_disease (object *op, object *caster, object *spell, int dir)
2110 {
2111 sint16 x, y;
2112 int i, mflags, range, dam_mod, dur_mod;
2113 object *walk;
2114 mapstruct *m;
2115
2116 x = op->x;
2117 y = op->y;
2118
2119 /* If casting from a scroll, no direction will be available, so refer to the
2120 * direction the player is pointing.
2121 */
2122 if (!dir)
2123 dir = op->facing;
2124 if (!dir)
2125 return 0; /* won't find anything if casting on ourself, so just return */
2126
2127 /* Calculate these once here */
2128 range = spell->range + SP_level_range_adjust (caster, spell);
2129 dam_mod = SP_level_dam_adjust (caster, spell);
2130 dur_mod = SP_level_duration_adjust (caster, spell);
2131
2132 /* search in a line for a victim */
2133 for (i = 1; i < range; i++)
2134 {
2135 x = op->x + i * freearr_x[dir];
2136 y = op->y + i * freearr_y[dir];
2137 m = op->map;
2138
2139 mflags = get_map_flags (m, &m, x, y, &x, &y);
2140
2141 if (mflags & P_OUT_OF_MAP)
2142 return 0;
2143
2144 /* don't go through walls - presume diseases are airborne */
2145 if (GET_MAP_MOVE_BLOCK (m, x, y) & MOVE_FLY_LOW)
2146 return 0;
2147
2148 /* Only bother looking on this space if there is something living here */
2149 if (mflags & P_IS_ALIVE)
2150 {
2151 /* search this square for a victim */
2152 for (walk = get_map_ob (m, x, y); walk; walk = walk->above)
2153 if (QUERY_FLAG (walk, FLAG_MONSTER) || (walk->type == PLAYER))
2154 { /* found a victim */
2155 object *disease = arch_to_object (spell->other_arch);
2156
2157 set_owner (disease, op);
2158 set_spell_skill (op, caster, spell, disease);
2159 disease->stats.exp = 0;
2160 disease->level = caster_level (caster, spell);
2161
2162 /* do level adjustments */
2163 if (disease->stats.wc)
2164 disease->stats.wc += dur_mod / 2;
2165
2166 if (disease->magic > 0)
2167 disease->magic += dur_mod / 4;
2168
2169 if (disease->stats.maxhp > 0)
2170 disease->stats.maxhp += dur_mod;
2171
2172 if (disease->stats.maxgrace > 0)
2173 disease->stats.maxgrace += dur_mod;
2174
2175 if (disease->stats.dam)
2176 {
2177 if (disease->stats.dam > 0)
2178 disease->stats.dam += dam_mod;
2179 else
2180 disease->stats.dam -= dam_mod;
2181 }
2182
2183 if (disease->last_sp)
2184 {
2185 disease->last_sp -= 2 * dam_mod;
2186 if (disease->last_sp < 1)
2187 disease->last_sp = 1;
2188 }
2189
2190 if (disease->stats.maxsp)
2191 {
2192 if (disease->stats.maxsp > 0)
2193 disease->stats.maxsp += dam_mod;
2194 else
2195 disease->stats.maxsp -= dam_mod;
2196 }
2197
2198 if (disease->stats.ac)
2199 disease->stats.ac += dam_mod;
2200
2201 if (disease->last_eat)
2202 disease->last_eat -= dam_mod;
2203
2204 if (disease->stats.hp)
2205 disease->stats.hp -= dam_mod;
2206
2207 if (disease->stats.sp)
2208 disease->stats.sp -= dam_mod;
2209
2210 if (infect_object (walk, disease, 1))
2211 {
2212 object *flash; /* visual effect for inflicting disease */
2213
2214 new_draw_info_format (NDI_UNIQUE, 0, op, "You inflict %s on %s!", &disease->name, &walk->name);
2215
2216 free_object (disease); /* don't need this one anymore */
2217 flash = get_archetype (ARCH_DETECT_MAGIC);
2218 flash->x = x;
2219 flash->y = y;
2220 flash->map = walk->map;
2221 insert_ob_in_map (flash, walk->map, op, 0);
2222 return 1;
2223 }
2224 free_object (disease);
2225 }
2226 } /* if living creature */
2227 } /* for range of spaces */
2228 new_draw_info (NDI_UNIQUE, 0, op, "No one caught anything!");
2229 return 1;
2230 }