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Comparing deliantra/server/server/spell_attack.C (file contents):
Revision 1.20 by root, Mon Dec 18 02:35:01 2006 UTC vs.
Revision 1.29 by root, Mon Jan 29 16:11:48 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer game for X-windows
3 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
4 Copyright (C) 2002-2003 Mark Wedel & Crossfire Development Team 5 * Copyright (C) 2002-2003 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * This program is free software; you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation; either version 2 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program; if not, write to the Free Software
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20 21 *
21 The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail at <crossfire@schmorp.de>
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
27 */ 28 */
28 29
29#include <global.h> 30#include <global.h>
30#include <object.h> 31#include <object.h>
31#include <living.h> 32#include <living.h>
32#ifndef __CEXTRACT__
33# include <sproto.h> 33#include <sproto.h>
34#endif
35#include <spells.h> 34#include <spells.h>
36#include <sounds.h> 35#include <sounds.h>
37 36
38/* 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
39 * 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)
57 { 56 {
58 weight_move = op->weight + (op->weight * op->level) / 3; 57 weight_move = op->weight + (op->weight * op->level) / 3;
59 /*LOG (llevDebug, "DEBUG: arch weighs %d and masses %d (%s,level %d)\n", op->weight,weight_move,op->name,op->level); */ 58 /*LOG (llevDebug, "DEBUG: arch weighs %d and masses %d (%s,level %d)\n", op->weight,weight_move,op->name,op->level); */
60 } 59 }
61 60
62 for (tmp = get_map_ob (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 61 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
63 { 62 {
64 int num_sections = 1; 63 int num_sections = 1;
65 64
66 /* don't move DM */ 65 /* don't move DM */
67 if (QUERY_FLAG (tmp, FLAG_WIZ)) 66 if (QUERY_FLAG (tmp, FLAG_WIZ))
149 tmp->stats.Dex -= 10; /* less forks from main bolt too */ 148 tmp->stats.Dex -= 10; /* less forks from main bolt too */
150 new_bolt->stats.Con += 25 * new_dir; /* adjust the left bias */ 149 new_bolt->stats.Con += 25 * new_dir; /* adjust the left bias */
151 new_bolt->speed_left = -0.1; 150 new_bolt->speed_left = -0.1;
152 new_bolt->direction = t_dir; 151 new_bolt->direction = t_dir;
153 new_bolt->duration++; 152 new_bolt->duration++;
154 new_bolt->x = sx;
155 new_bolt->y = sy;
156 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */ 153 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */
157 new_bolt->stats.dam++; 154 new_bolt->stats.dam++;
158 tmp->stats.dam /= 2; /* reduce father bolt damage */ 155 tmp->stats.dam /= 2; /* reduce father bolt damage */
159 tmp->stats.dam++; 156 tmp->stats.dam++;
160 new_bolt = insert_ob_in_map (new_bolt, m, op, 0); 157 if ((new_bolt = m->insert (new_bolt, sx, sy, op)))
161 update_turn_face (new_bolt); 158 update_turn_face (new_bolt);
162} 159}
163 160
164/* move_bolt: moves bolt 'op'. Basically, it just advances a space, 161/* move_bolt: moves bolt 'op'. Basically, it just advances a space,
165 * and checks for various things that may stop it. 162 * and checks for various things that may stop it.
166 */ 163 */
171 object *tmp; 168 object *tmp;
172 int mflags; 169 int mflags;
173 sint16 x, y; 170 sint16 x, y;
174 maptile *m; 171 maptile *m;
175 172
176 if (--(op->duration) < 0) 173 if (--op->duration < 0)
177 { 174 {
178 op->destroy (); 175 op->destroy ();
179 return; 176 return;
180 } 177 }
181 178
183 180
184 if (!op->direction) 181 if (!op->direction)
185 return; 182 return;
186 183
187 if (--op->range < 0) 184 if (--op->range < 0)
188 {
189 op->range = 0; 185 op->range = 0;
190 }
191 else 186 else
192 { 187 {
193 x = op->x + DIRX (op); 188 x = op->x + DIRX (op);
194 y = op->y + DIRY (op); 189 y = op->y + DIRY (op);
195 m = op->map; 190 m = op->map;
203 * on the space. So only call reflwall if we think the data it returns 198 * on the space. So only call reflwall if we think the data it returns
204 * will be useful. 199 * will be useful.
205 */ 200 */
206 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)) || ((mflags & P_IS_ALIVE) && reflwall (m, x, y, op))) 201 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)) || ((mflags & P_IS_ALIVE) && reflwall (m, x, y, op)))
207 { 202 {
208
209 if (!QUERY_FLAG (op, FLAG_REFLECTING)) 203 if (!QUERY_FLAG (op, FLAG_REFLECTING))
210 return; 204 return;
211 205
212 /* Since walls don't run diagonal, if the bolt is in 206 /* Since walls don't run diagonal, if the bolt is in
213 * one of 4 main directions, it just reflects back in the 207 * one of 4 main directions, it just reflects back in the
243 else if (left) 237 else if (left)
244 op->direction = absdir (op->direction + 2); 238 op->direction = absdir (op->direction + 2);
245 else if (right) 239 else if (right)
246 op->direction = absdir (op->direction - 2); 240 op->direction = absdir (op->direction - 2);
247 } 241 }
242
248 update_turn_face (op); /* A bolt *must* be IS_TURNABLE */ 243 update_turn_face (op); /* A bolt *must* be IS_TURNABLE */
249 return; 244 return;
250 } 245 }
251 else 246 else
252 { /* Create a copy of this object and put it ahead */ 247 { /* Create a copy of this object and put it ahead */
253 tmp = op->clone (); 248 object *tmp = op->clone ();
254 249
250 m->insert (tmp, x, y, op);
255 tmp->speed_left = -0.1; 251 tmp->speed_left = -0.1;
256 tmp->x += DIRX (tmp), tmp->y += DIRY (tmp);
257 tmp = insert_ob_in_map (tmp, op->map, op, 0);
258 /* To make up for the decrease at the top of the function */ 252 /* To make up for the decrease at the top of the function */
259 tmp->duration++; 253 tmp->duration++;
260 254
261 /* New forking code. Possibly create forks of this object 255 /* New forking code. Possibly create forks of this object
262 * going off in other directions. 256 * going off in other directions.
263 */ 257 */
264
265 if (rndm (0, 99) < tmp->stats.Dex) 258 if (rndm (0, 99) < tmp->stats.Dex)
266 { /* stats.Dex % of forking */ 259 { /* stats.Dex % of forking */
267 forklightning (op, tmp); 260 forklightning (op, tmp);
268 } 261 }
262
269 /* In this way, the object left behind sticks on the space, but 263 /* In this way, the object left behind sticks on the space, but
270 * doesn't create any bolts that continue to move onward. 264 * doesn't create any bolts that continue to move onward.
271 */ 265 */
272 op->range = 0; 266 op->range = 0;
273 } /* copy object and move it along */ 267 } /* copy object and move it along */
280 * we remove the magic flag - that can be derived from 274 * we remove the magic flag - that can be derived from
281 * spob->attacktype. 275 * spob->attacktype.
282 * This function sets up the appropriate owner and skill 276 * This function sets up the appropriate owner and skill
283 * pointers. 277 * pointers.
284 */ 278 */
285
286int 279int
287fire_bolt (object *op, object *caster, int dir, object *spob, object *skill) 280fire_bolt (object *op, object *caster, int dir, object *spob, object *skill)
288{ 281{
289 object *tmp = NULL; 282 object *tmp = NULL;
290 int mflags; 283 int mflags;
315 308
316 tmp->x = op->x + DIRX (tmp); 309 tmp->x = op->x + DIRX (tmp);
317 tmp->y = op->y + DIRY (tmp); 310 tmp->y = op->y + DIRY (tmp);
318 tmp->map = op->map; 311 tmp->map = op->map;
319 312
313 maptile *newmap;
320 mflags = get_map_flags (tmp->map, &tmp->map, tmp->x, tmp->y, &tmp->x, &tmp->y); 314 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y);
321 if (mflags & P_OUT_OF_MAP) 315 if (mflags & P_OUT_OF_MAP)
322 { 316 {
323 tmp->destroy (); 317 tmp->destroy ();
324 return 0; 318 return 0;
325 } 319 }
320
321 tmp->map = newmap;
326 322
327 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y))) 323 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y)))
328 { 324 {
329 if (!QUERY_FLAG (tmp, FLAG_REFLECTING)) 325 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
330 { 326 {
336 tmp->y = op->y; 332 tmp->y = op->y;
337 tmp->direction = absdir (tmp->direction + 4); 333 tmp->direction = absdir (tmp->direction + 4);
338 tmp->map = op->map; 334 tmp->map = op->map;
339 } 335 }
340 336
341 if ((tmp = insert_ob_in_map (tmp, tmp->map, op, 0)) != NULL) 337 if ((tmp = tmp->insert_at (tmp, op)))
342 move_bolt (tmp); 338 move_bolt (tmp);
343 339
344 return 1; 340 return 1;
345} 341}
346 342
357 * At least that is what I think this does. 353 * At least that is what I think this does.
358 */ 354 */
359void 355void
360explosion (object *op) 356explosion (object *op)
361{ 357{
362 object *tmp;
363 maptile *m = op->map; 358 maptile *m = op->map;
364 int i; 359 int i;
365 360
366 if (--(op->duration) < 0) 361 if (--op->duration < 0)
367 { 362 {
368 op->destroy (); 363 op->destroy ();
369 return; 364 return;
370 } 365 }
371 366
377 { 372 {
378 sint16 dx, dy; 373 sint16 dx, dy;
379 374
380 dx = op->x + freearr_x[i]; 375 dx = op->x + freearr_x[i];
381 dy = op->y + freearr_y[i]; 376 dy = op->y + freearr_y[i];
377
382 /* ok_to_put_more already does things like checks for walls, 378 /* ok_to_put_more already does things like checks for walls,
383 * out of map, etc. 379 * out of map, etc.
384 */ 380 */
385 if (ok_to_put_more (op->map, dx, dy, op, op->attacktype)) 381 if (ok_to_put_more (op->map, dx, dy, op, op->attacktype))
386 { 382 {
387 tmp = op->clone (); 383 object *tmp = op->clone ();
384
388 tmp->state = 0; 385 tmp->state = 0;
389 tmp->speed_left = -0.21; 386 tmp->speed_left = -0.21;
390 tmp->range--; 387 tmp->range--;
391 tmp->value = 0; 388 tmp->value = 0;
392 tmp->x = dx; 389
393 tmp->y = dy; 390 m->insert (tmp, dx, dy, op);
394 insert_ob_in_map (tmp, m, op, 0);
395 } 391 }
396 } 392 }
397 } 393 }
398} 394}
399 395
414 return; 410 return;
415 } 411 }
416 412
417 if (op->env) 413 if (op->env)
418 { 414 {
419 object *env;
420
421 env = object_get_env_recursive (op); 415 object *env = object_get_env_recursive (op);
422 if (env->map == NULL || out_of_map (env->map, env->x, env->y)) 416 if (env->map == NULL || out_of_map (env->map, env->x, env->y))
423 { 417 {
424 LOG (llevError, "BUG: explode_bullet(): env out of map\n"); 418 LOG (llevError, "BUG: explode_bullet(): env out of map\n");
425 op->destroy (); 419 op->destroy ();
426 return; 420 return;
427 } 421 }
428 422
429 op->remove (); 423 op->insert_at (env, op, INS_NO_MERGE | INS_NO_WALK_ON);
430 op->x = env->x;
431 op->y = env->y;
432 insert_ob_in_map (op, env->map, op, INS_NO_MERGE | INS_NO_WALK_ON);
433 } 424 }
434 else if (out_of_map (op->map, op->x, op->y)) 425 else if (out_of_map (op->map, op->x, op->y))
435 { 426 {
436 LOG (llevError, "BUG: explode_bullet(): op out of map\n"); 427 LOG (llevError, "BUG: explode_bullet(): op out of map\n");
437 op->destroy (); 428 op->destroy ();
466 { 457 {
467 op->destroy (); 458 op->destroy ();
468 return; 459 return;
469 } 460 }
470 461
471 tmp->x = op->x;
472 tmp->y = op->y;
473
474 /* special for bombs - it actually has sane values for these */ 462 /* special for bombs - it actually has sane values for these */
475 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB) 463 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB)
476 { 464 {
477 tmp->attacktype = op->attacktype; 465 tmp->attacktype = op->attacktype;
478 tmp->range = op->range; 466 tmp->range = op->range;
481 } 469 }
482 else 470 else
483 { 471 {
484 if (op->attacktype & AT_MAGIC) 472 if (op->attacktype & AT_MAGIC)
485 tmp->attacktype |= AT_MAGIC; 473 tmp->attacktype |= AT_MAGIC;
474
486 /* Spell doc describes what is going on here */ 475 /* Spell doc describes what is going on here */
487 tmp->stats.dam = op->dam_modifier; 476 tmp->stats.dam = op->dam_modifier;
488 tmp->range = op->stats.maxhp; 477 tmp->range = op->stats.maxhp;
489 tmp->duration = op->stats.hp; 478 tmp->duration = op->stats.hp;
490 /* Used for spell tracking - just need a unique val for this spell - 479 /* Used for spell tracking - just need a unique val for this spell -
498 tmp->stats.sp = op->direction; 487 tmp->stats.sp = op->direction;
499 488
500 /* Prevent recursion */ 489 /* Prevent recursion */
501 op->move_on = 0; 490 op->move_on = 0;
502 491
503 insert_ob_in_map (tmp, op->map, op, 0); 492 tmp->insert_at (op, op);
504 /* remove the firebullet */ 493 /* remove the firebullet */
505 if (!op->destroyed ())
506 {
507 op->destroy (); 494 op->destroy ();
508 }
509} 495}
510
511
512 496
513/* checks to see what op should do, given the space it is on 497/* checks to see what op should do, given the space it is on
514 * (eg, explode, damage player, etc) 498 * (eg, explode, damage player, etc)
515 */ 499 */
516
517void 500void
518check_bullet (object *op) 501check_bullet (object *op)
519{ 502{
520 object *tmp; 503 object *tmp;
521 int dam, mflags; 504 int dam, mflags;
536 519
537 /* If nothing alive on this space, no reason to do anything further */ 520 /* If nothing alive on this space, no reason to do anything further */
538 if (!(mflags & P_IS_ALIVE)) 521 if (!(mflags & P_IS_ALIVE))
539 return; 522 return;
540 523
541 for (tmp = get_map_ob (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 524 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
542 { 525 {
543 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 526 if (QUERY_FLAG (tmp, FLAG_ALIVE))
544 { 527 {
545 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1); 528 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1);
546 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0) 529 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0)
553 } 536 }
554 } 537 }
555 } 538 }
556} 539}
557 540
558
559/* Basically, we move 'op' one square, and if it hits something, 541/* Basically, we move 'op' one square, and if it hits something,
560 * call check_bullet. 542 * call check_bullet.
561 * This function is only applicable to bullets, but not to all 543 * This function is only applicable to bullets, but not to all
562 * fired arches (eg, bolts). 544 * fired arches (eg, bolts).
563 */ 545 */
564
565void 546void
566move_bullet (object *op) 547move_bullet (object *op)
567{ 548{
568 sint16 new_x, new_y; 549 sint16 new_x, new_y;
569 int mflags; 550 int mflags;
612 op->destroy (); 593 op->destroy ();
613 594
614 return; 595 return;
615 } 596 }
616 597
617 op->remove (); 598 if (!(op = m->insert (op, new_x, new_y, op)))
618 op->x = new_x;
619 op->y = new_y;
620 if ((op = insert_ob_in_map (op, m, op, 0)) == NULL)
621 return; 599 return;
622 600
623 if (reflwall (op->map, op->x, op->y, op)) 601 if (reflwall (op->map, op->x, op->y, op))
624 { 602 {
625 op->direction = absdir (op->direction + 4); 603 op->direction = absdir (op->direction + 4);
626 update_turn_face (op); 604 update_turn_face (op);
627 } 605 }
628 else 606 else
629 {
630 check_bullet (op); 607 check_bullet (op);
631 }
632} 608}
633 609
634 610
635 611
636 612
678 654
679 tmp->x = op->x + freearr_x[dir]; 655 tmp->x = op->x + freearr_x[dir];
680 tmp->y = op->y + freearr_y[dir]; 656 tmp->y = op->y + freearr_y[dir];
681 tmp->map = op->map; 657 tmp->map = op->map;
682 658
659 maptile *newmap;
683 mflags = get_map_flags (tmp->map, &tmp->map, tmp->x, tmp->y, &tmp->x, &tmp->y); 660 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y);
684 if (mflags & P_OUT_OF_MAP) 661 if (mflags & P_OUT_OF_MAP)
685 { 662 {
686 tmp->destroy (); 663 tmp->destroy ();
687 return 0; 664 return 0;
688 } 665 }
666
667 tmp->map = newmap;
689 668
690 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y))) 669 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y)))
691 { 670 {
692 if (!QUERY_FLAG (tmp, FLAG_REFLECTING)) 671 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
693 { 672 {
699 tmp->y = op->y; 678 tmp->y = op->y;
700 tmp->direction = absdir (tmp->direction + 4); 679 tmp->direction = absdir (tmp->direction + 4);
701 tmp->map = op->map; 680 tmp->map = op->map;
702 } 681 }
703 682
704 if ((tmp = insert_ob_in_map (tmp, tmp->map, op, 0)) != NULL) 683 if ((tmp = tmp->insert_at (tmp, op)))
705 check_bullet (tmp); 684 check_bullet (tmp);
706 685
707 return 1; 686 return 1;
708} 687}
709 688
721void 700void
722cone_drop (object *op) 701cone_drop (object *op)
723{ 702{
724 object *new_ob = arch_to_object (op->other_arch); 703 object *new_ob = arch_to_object (op->other_arch);
725 704
726 new_ob->x = op->x;
727 new_ob->y = op->y;
728 new_ob->level = op->level; 705 new_ob->level = op->level;
729 new_ob->set_owner (op->owner); 706 new_ob->set_owner (op->owner);
730 707
731 /* preserve skill ownership */ 708 /* preserve skill ownership */
732 if (op->skill && op->skill != new_ob->skill) 709 if (op->skill && op->skill != new_ob->skill)
733 {
734 new_ob->skill = op->skill; 710 new_ob->skill = op->skill;
735 }
736 insert_ob_in_map (new_ob, op->map, op, 0);
737 711
712 new_ob->insert_at (op, op);
738} 713}
739 714
740/* move_cone: causes cone object 'op' to move a space/hit creatures */ 715/* move_cone: causes cone object 'op' to move a space/hit creatures */
741 716
742void 717void
746 721
747 /* if no map then hit_map will crash so just ignore object */ 722 /* if no map then hit_map will crash so just ignore object */
748 if (!op->map) 723 if (!op->map)
749 { 724 {
750 LOG (llevError, "Tried to move_cone object %s without a map.\n", op->name ? &op->name : "unknown"); 725 LOG (llevError, "Tried to move_cone object %s without a map.\n", op->name ? &op->name : "unknown");
751 op->speed = 0; 726 op->set_speed (0);
752 update_ob_speed (op);
753 return; 727 return;
754 } 728 }
755 729
756 /* lava saves it's life, but not yours :) */ 730 /* lava saves it's life, but not yours :) */
757 if (QUERY_FLAG (op, FLAG_LIFESAVE)) 731 if (QUERY_FLAG (op, FLAG_LIFESAVE))
805 779
806 if (ok_to_put_more (op->map, x, y, op, op->attacktype)) 780 if (ok_to_put_more (op->map, x, y, op, op->attacktype))
807 { 781 {
808 object *tmp = op->clone (); 782 object *tmp = op->clone ();
809 783
810 tmp->x = x;
811 tmp->y = y;
812
813 tmp->duration = op->duration + 1; 784 tmp->duration = op->duration + 1;
814 785
815 /* Use for spell tracking - see ok_to_put_more() */ 786 /* Use for spell tracking - see ok_to_put_more() */
816 tmp->stats.maxhp = op->stats.maxhp; 787 tmp->stats.maxhp = op->stats.maxhp;
817 insert_ob_in_map (tmp, op->map, op, 0); 788
789 op->map->insert (tmp, x, y, op);
790
818 if (tmp->other_arch) 791 if (tmp->other_arch)
819 cone_drop (tmp); 792 cone_drop (tmp);
820 } 793 }
821 } 794 }
822} 795}
901 success = 1; 874 success = 1;
902 tmp = arch_to_object (spell->other_arch); 875 tmp = arch_to_object (spell->other_arch);
903 tmp->set_owner (op); 876 tmp->set_owner (op);
904 set_spell_skill (op, caster, spell, tmp); 877 set_spell_skill (op, caster, spell, tmp);
905 tmp->level = caster_level (caster, spell); 878 tmp->level = caster_level (caster, spell);
906 tmp->x = sx;
907 tmp->y = sy;
908 tmp->attacktype = spell->attacktype; 879 tmp->attacktype = spell->attacktype;
909 880
910 /* holy word stuff */ 881 /* holy word stuff */
911 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER)) 882 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER))
912 if (!tailor_god_spell (tmp, op)) 883 if (!tailor_god_spell (tmp, op))
949 920
950 if (!(tmp->move_type & MOVE_FLY_LOW)) 921 if (!(tmp->move_type & MOVE_FLY_LOW))
951 LOG (llevDebug, "cast_cone(): arch %s doesn't have flying 1\n", &spell->other_arch->name); 922 LOG (llevDebug, "cast_cone(): arch %s doesn't have flying 1\n", &spell->other_arch->name);
952 923
953 if (!tmp->move_on && tmp->stats.dam) 924 if (!tmp->move_on && tmp->stats.dam)
954 {
955 LOG (llevDebug, "cast_cone(): arch %s doesn't have move_on set\n", &spell->other_arch->name); 925 LOG (llevDebug, "cast_cone(): arch %s doesn't have move_on set\n", &spell->other_arch->name);
956 }
957 926
958 insert_ob_in_map (tmp, m, op, 0); 927 m->insert (tmp, sx, sy, op);
959 928
960 /* This is used for tracking spells so that one effect doesn't hit 929 /* This is used for tracking spells so that one effect doesn't hit
961 * a single space too many times. 930 * a single space too many times.
962 */ 931 */
963 tmp->stats.maxhp = tmp->count; 932 tmp->stats.maxhp = tmp->count;
982void 951void
983animate_bomb (object *op) 952animate_bomb (object *op)
984{ 953{
985 int i; 954 int i;
986 object *env, *tmp; 955 object *env, *tmp;
987 archetype *at;
988 956
989 if (op->state != NUM_ANIMATIONS (op) - 1) 957 if (op->state != NUM_ANIMATIONS (op) - 1)
990 return; 958 return;
991 959
992 env = object_get_env_recursive (op); 960 env = object_get_env_recursive (op);
997 return; 965 return;
998 966
999 if (env->type == PLAYER) 967 if (env->type == PLAYER)
1000 esrv_del_item (env->contr, op->count); 968 esrv_del_item (env->contr, op->count);
1001 969
1002 op->remove (); 970 if (!(op = op->insert_at (env, op)))
1003 op->x = env->x;
1004 op->y = env->y;
1005 if ((op = insert_ob_in_map (op, env->map, op, 0)) == NULL)
1006 return; 971 return;
1007 } 972 }
1008 973
1009 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent bomb from exploding 974 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent bomb from exploding
1010 // on a safe map. I don't like this special casing, but it seems to be neccessary 975 // on a safe map. I don't like this special casing, but it seems to be neccessary
1017 982
1018 /* This copies a lot of the code from the fire bullet, 983 /* This copies a lot of the code from the fire bullet,
1019 * but using the cast_bullet isn't really feasible, 984 * but using the cast_bullet isn't really feasible,
1020 * so just set up the appropriate values. 985 * so just set up the appropriate values.
1021 */ 986 */
1022 at = archetype::find (SPLINT); 987 if (archetype *at = archetype::find (SPLINT))
1023 if (at)
1024 { 988 {
1025 for (i = 1; i < 9; i++) 989 for (i = 1; i < 9; i++)
1026 { 990 {
1027 if (out_of_map (op->map, op->x + freearr_x[i], op->y + freearr_x[i])) 991 if (out_of_map (op->map, op->x + freearr_x[i], op->y + freearr_x[i]))
1028 continue; 992 continue;
993
1029 tmp = arch_to_object (at); 994 tmp = arch_to_object (at);
1030 tmp->direction = i; 995 tmp->direction = i;
1031 tmp->range = op->range; 996 tmp->range = op->range;
1032 tmp->stats.dam = op->stats.dam; 997 tmp->stats.dam = op->stats.dam;
1033 tmp->duration = op->duration; 998 tmp->duration = op->duration;
1034 tmp->attacktype = op->attacktype; 999 tmp->attacktype = op->attacktype;
1035 tmp->set_owner (op); 1000 tmp->set_owner (op);
1036 if (op->skill && op->skill != tmp->skill) 1001 if (op->skill && op->skill != tmp->skill)
1037 {
1038 tmp->skill = op->skill; 1002 tmp->skill = op->skill;
1039 } 1003
1040 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) 1004 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
1041 SET_ANIMATION (tmp, i); 1005 SET_ANIMATION (tmp, i);
1042 tmp->x = op->x + freearr_x[i]; 1006
1043 tmp->y = op->y + freearr_x[i]; 1007 op->map->insert (tmp, op->x + freearr_x[i], op->y + freearr_x[i], op);
1044 insert_ob_in_map (tmp, op->map, op, 0);
1045 move_bullet (tmp); 1008 move_bullet (tmp);
1046 } 1009 }
1047 } 1010 }
1048 1011
1049 explode_bullet (op); 1012 explode_bullet (op);
1072 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell); 1035 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
1073 tmp->attacktype = spell->attacktype; 1036 tmp->attacktype = spell->attacktype;
1074 1037
1075 tmp->set_owner (op); 1038 tmp->set_owner (op);
1076 set_spell_skill (op, caster, spell, tmp); 1039 set_spell_skill (op, caster, spell, tmp);
1077 tmp->x = dx; 1040
1078 tmp->y = dy; 1041 m->insert (tmp, dx, dy, op);
1079 insert_ob_in_map (tmp, m, op, 0);
1080 return 1; 1042 return 1;
1081} 1043}
1082 1044
1083/**************************************************************************** 1045/****************************************************************************
1084 * 1046 *
1123 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW) 1085 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW)
1124 return NULL; 1086 return NULL;
1125 1087
1126 if (mflags & P_IS_ALIVE) 1088 if (mflags & P_IS_ALIVE)
1127 { 1089 {
1128 for (target = get_map_ob (mp, x, y); target; target = target->above) 1090 for (target = GET_MAP_OB (mp, x, y); target; target = target->above)
1129 { 1091 {
1130 if (QUERY_FLAG (target->head ? target->head : target, FLAG_MONSTER)) 1092 if (QUERY_FLAG (target->head ? target->head : target, FLAG_MONSTER))
1131 { 1093 {
1132 return target; 1094 return target;
1133 } 1095 }
1227 1189
1228 effect->set_owner (op); 1190 effect->set_owner (op);
1229 set_spell_skill (op, caster, spell, effect); 1191 set_spell_skill (op, caster, spell, effect);
1230 1192
1231 /* ok, tell it where to be, and insert! */ 1193 /* ok, tell it where to be, and insert! */
1232 effect->x = target->x; 1194 effect->insert_at (target, op);
1233 effect->y = target->y;
1234 insert_ob_in_map (effect, target->map, op, 0);
1235 1195
1236 return 1; 1196 return 1;
1237} 1197}
1238 1198
1239 1199
1294 { 1254 {
1295 op->destroy (); 1255 op->destroy ();
1296 return; 1256 return;
1297 } 1257 }
1298 1258
1299 op->x = new_x;
1300 op->y = new_y;
1301 op->map = m;
1302 i = spell_find_dir (op->map, op->x, op->y, op->owner); 1259 i = spell_find_dir (m, new_x, new_y, op->owner);
1303 if (i > 0 && i != op->direction) 1260 if (i > 0 && i != op->direction)
1304 { 1261 {
1305 op->direction = i; 1262 op->direction = i;
1306 SET_ANIMATION (op, op->direction); 1263 SET_ANIMATION (op, op->direction);
1307 } 1264 }
1308 1265
1309 insert_ob_in_map (op, op->map, op, 0); 1266 m->insert (op, new_x, new_y, op);
1310} 1267}
1311 1268
1312/**************************************************************************** 1269/****************************************************************************
1313 * Destruction 1270 * Destruction
1314 ****************************************************************************/ 1271 ****************************************************************************/
1392 for (j = -range; j < range; j++) 1349 for (j = -range; j < range; j++)
1393 { 1350 {
1394 m = op->map; 1351 m = op->map;
1395 sx = op->x + i; 1352 sx = op->x + i;
1396 sy = op->y + j; 1353 sy = op->y + j;
1354
1397 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy); 1355 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
1398 if (mflags & P_OUT_OF_MAP) 1356 if (mflags & P_OUT_OF_MAP)
1399 continue; 1357 continue;
1358
1400 if (mflags & P_IS_ALIVE) 1359 if (mflags & P_IS_ALIVE)
1401 { 1360 {
1402 for (tmp = get_map_ob (m, sx, sy); tmp; tmp = tmp->above) 1361 for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above)
1403 {
1404 if (QUERY_FLAG (tmp, FLAG_ALIVE) || tmp->type == PLAYER) 1362 if (QUERY_FLAG (tmp, FLAG_ALIVE) || tmp->type == PLAYER)
1405 break; 1363 break;
1406 } 1364
1407 if (tmp) 1365 if (tmp)
1408 { 1366 {
1409 if (tmp->head) 1367 if (tmp->head)
1410 tmp = tmp->head; 1368 tmp = tmp->head;
1411 1369
1414 { 1372 {
1415 if (spell_ob->subtype == SP_DESTRUCTION) 1373 if (spell_ob->subtype == SP_DESTRUCTION)
1416 { 1374 {
1417 hit_player (tmp, dam, op, spell_ob->attacktype, 0); 1375 hit_player (tmp, dam, op, spell_ob->attacktype, 0);
1418 if (spell_ob->other_arch) 1376 if (spell_ob->other_arch)
1419 {
1420 tmp = arch_to_object (spell_ob->other_arch); 1377 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op);
1421 tmp->x = sx;
1422 tmp->y = sy;
1423 insert_ob_in_map (tmp, m, op, 0);
1424 }
1425 } 1378 }
1426 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist[ATNR_MAGIC] != 100) 1379 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist[ATNR_MAGIC] != 100)
1427 { 1380 {
1428 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch) 1381 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch)
1429 {
1430 object *effect = arch_to_object (spell_ob->other_arch); 1382 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op);
1431
1432 effect->x = sx;
1433 effect->y = sy;
1434 insert_ob_in_map (effect, m, op, 0);
1435 }
1436 } 1383 }
1437 } 1384 }
1438 } 1385 }
1439 } 1386 }
1440 } 1387 }
1441 } 1388 }
1389
1442 op->skill = skill; 1390 op->skill = skill;
1443 return 1; 1391 return 1;
1444} 1392}
1445 1393
1446/*************************************************************************** 1394/***************************************************************************
1530 force->stats.ac = spell_ob->stats.ac; 1478 force->stats.ac = spell_ob->stats.ac;
1531 force->stats.wc = spell_ob->stats.wc; 1479 force->stats.wc = spell_ob->stats.wc;
1532 1480
1533 change_abil (tmp, force); /* Mostly to display any messages */ 1481 change_abil (tmp, force); /* Mostly to display any messages */
1534 insert_ob_in_ob (force, tmp); 1482 insert_ob_in_ob (force, tmp);
1535 fix_player (tmp); 1483 tmp->update_stats ();
1536 return 1; 1484 return 1;
1537 1485
1538} 1486}
1539
1540 1487
1541/********************************************************************** 1488/**********************************************************************
1542 * mood change 1489 * mood change
1543 * Arguably, this may or may not be an attack spell. But since it 1490 * Arguably, this may or may not be an attack spell. But since it
1544 * effects monsters, it seems best to put it into this file 1491 * effects monsters, it seems best to put it into this file
1574 else if (god && !strcmp (spell->race, "GOD_FRIEND")) 1521 else if (god && !strcmp (spell->race, "GOD_FRIEND"))
1575 race = god->race; 1522 race = god->race;
1576 else 1523 else
1577 race = spell->race; 1524 race = spell->race;
1578 1525
1579
1580 for (x = op->x - range; x <= op->x + range; x++) 1526 for (x = op->x - range; x <= op->x + range; x++)
1581 for (y = op->y - range; y <= op->y + range; y++) 1527 for (y = op->y - range; y <= op->y + range; y++)
1582 { 1528 {
1583
1584 done_one = 0; 1529 done_one = 0;
1585 m = op->map; 1530 m = op->map;
1586 nx = x; 1531 nx = x;
1587 ny = y; 1532 ny = y;
1588 mflags = get_map_flags (m, &m, x, y, &nx, &ny); 1533 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1591 1536
1592 /* If there is nothing living on this space, no need to go further */ 1537 /* If there is nothing living on this space, no need to go further */
1593 if (!(mflags & P_IS_ALIVE)) 1538 if (!(mflags & P_IS_ALIVE))
1594 continue; 1539 continue;
1595 1540
1541 // players can only affect spaces that they can actually see
1542 if (caster && caster->contr
1543 && caster->contr->visibility_at (m, nx, ny) < 70)
1544 continue;
1545
1596 for (tmp = get_map_ob (m, nx, ny); tmp; tmp = tmp->above) 1546 for (tmp = GET_MAP_TOP (m, nx, ny); tmp; tmp = tmp->below)
1597 if (QUERY_FLAG (tmp, FLAG_MONSTER)) 1547 if (QUERY_FLAG (tmp, FLAG_MONSTER))
1598 break; 1548 break;
1599 1549
1600 /* There can be living objects that are not monsters */ 1550 /* There can be living objects that are not monsters */
1601 if (!tmp || tmp->type == PLAYER) 1551 if (!tmp || tmp->type == PLAYER)
1608 head = tmp; 1558 head = tmp;
1609 1559
1610 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */ 1560 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */
1611 if (race && head->race && !strstr (race, head->race)) 1561 if (race && head->race && !strstr (race, head->race))
1612 continue; 1562 continue;
1563
1613 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD)) 1564 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD))
1614 continue; 1565 continue;
1615 1566
1616 /* Now do a bunch of stuff related to saving throws */ 1567 /* Now do a bunch of stuff related to saving throws */
1617 best_at = -1; 1568 best_at = -1;
1654 if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + MIN (50, 2 * (level - head->level)))) 1605 if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + MIN (50, 2 * (level - head->level))))
1655 /* Failed, no effect */ 1606 /* Failed, no effect */
1656 continue; 1607 continue;
1657 } 1608 }
1658 1609
1659 /* Done with saving throw. Now start effecting the monster */ 1610 /* Done with saving throw. Now start affecting the monster */
1660 1611
1661 /* aggravation */ 1612 /* aggravation */
1662 if (QUERY_FLAG (spell, FLAG_MONSTER)) 1613 if (QUERY_FLAG (spell, FLAG_MONSTER))
1663 { 1614 {
1664 CLEAR_FLAG (head, FLAG_SLEEP); 1615 CLEAR_FLAG (head, FLAG_SLEEP);
1681 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK)) 1632 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK))
1682 { 1633 {
1683 SET_FLAG (head, FLAG_BERSERK); 1634 SET_FLAG (head, FLAG_BERSERK);
1684 done_one = 1; 1635 done_one = 1;
1685 } 1636 }
1637
1686 /* charm */ 1638 /* charm */
1687 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY)) 1639 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY))
1688 { 1640 {
1689 SET_FLAG (head, FLAG_FRIENDLY);
1690 /* Prevent uncontolled outbreaks of self replicating monsters. 1641 /* Prevent uncontolled outbreaks of self replicating monsters.
1691 Typical use case is charm, go somwhere, use aggravation to make hostile. 1642 Typical use case is charm, go somwhere, use aggravation to make hostile.
1692 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */ 1643 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */
1693 CLEAR_FLAG (head, FLAG_GENERATOR); 1644 CLEAR_FLAG (head, FLAG_GENERATOR);
1694 head->set_owner (op); 1645 head->set_owner (op);
1700 head->stats.exp = 0; 1651 head->stats.exp = 0;
1701 } 1652 }
1702 1653
1703 /* If a monster was effected, put an effect in */ 1654 /* If a monster was effected, put an effect in */
1704 if (done_one && spell->other_arch) 1655 if (done_one && spell->other_arch)
1705 {
1706 tmp = arch_to_object (spell->other_arch); 1656 m->insert (arch_to_object (spell->other_arch), nx, ny, op);
1707 tmp->x = nx;
1708 tmp->y = ny;
1709 insert_ob_in_map (tmp, m, op, 0);
1710 }
1711 } /* for y */ 1657 } /* for y */
1712 1658
1713 return 1; 1659 return 1;
1714} 1660}
1715 1661
1766 nx = op->x; 1712 nx = op->x;
1767 ny = op->y; 1713 ny = op->y;
1768 m = op->map; 1714 m = op->map;
1769 } 1715 }
1770 1716
1771 op->remove (); 1717 m->insert (op, nx, ny, op);
1772 op->y = ny;
1773 op->x = nx;
1774 insert_ob_in_map (op, m, op, 0);
1775 1718
1776 dam_save = op->stats.dam; /* save the original dam: we do halfdam on 1719 dam_save = op->stats.dam; /* save the original dam: we do halfdam on
1777 surrounding squares */ 1720 surrounding squares */
1778 1721
1779 /* loop over current square and neighbors to hit. 1722 /* loop over current square and neighbors to hit.
1805 1748
1806 } 1749 }
1807 1750
1808 /* insert the other arch */ 1751 /* insert the other arch */
1809 if (op->other_arch && !(OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy)))) 1752 if (op->other_arch && !(OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy))))
1810 { 1753 m->insert (arch_to_object (op->other_arch), hx, hy, op);
1811 new_ob = arch_to_object (op->other_arch);
1812 new_ob->x = hx;
1813 new_ob->y = hy;
1814 insert_ob_in_map (new_ob, m, op, 0);
1815 }
1816 } 1754 }
1817 1755
1818 /* restore to the center location and damage */ 1756 /* restore to the center location and damage */
1819 op->stats.dam = dam_save; 1757 op->stats.dam = dam_save;
1820 1758
1823 if (i >= 0) 1761 if (i >= 0)
1824 { /* we have a preferred direction! */ 1762 { /* we have a preferred direction! */
1825 /* pick another direction if the preferred dir is blocked. */ 1763 /* pick another direction if the preferred dir is blocked. */
1826 if (get_map_flags (op->map, &m, nx + freearr_x[i], ny + freearr_y[i], &hx, &hy) & P_OUT_OF_MAP || 1764 if (get_map_flags (op->map, &m, nx + freearr_x[i], ny + freearr_y[i], &hx, &hy) & P_OUT_OF_MAP ||
1827 OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy))) 1765 OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy)))
1828 {
1829 i = absdir (i + rndm (0, 2) - 1); /* -1, 0, +1 */ 1766 i = absdir (i + rndm (0, 2) - 1); /* -1, 0, +1 */
1830 } 1767
1831 op->direction = i; 1768 op->direction = i;
1832 } 1769 }
1833} 1770}
1834 1771
1835 1772
1965 1902
1966 if (!spell->other_arch) 1903 if (!spell->other_arch)
1967 return 0; 1904 return 0;
1968 1905
1969 tmp = get_archetype (SWARM_SPELL); 1906 tmp = get_archetype (SWARM_SPELL);
1970 tmp->x = op->x;
1971 tmp->y = op->y;
1972 tmp->set_owner (op); /* needed so that if swarm elements kill, caster gets xp. */ 1907 tmp->set_owner (op); /* needed so that if swarm elements kill, caster gets xp. */
1973 set_spell_skill (op, caster, spell, tmp); 1908 set_spell_skill (op, caster, spell, tmp);
1974 1909
1975 tmp->level = caster_level (caster, spell); /*needed later, to get level dep. right. */ 1910 tmp->level = caster_level (caster, spell); /*needed later, to get level dep. right. */
1976 tmp->spell = arch_to_object (spell->other_arch); 1911 tmp->spell = arch_to_object (spell->other_arch);
1977 1912
1978 tmp->attacktype = tmp->spell->attacktype; 1913 tmp->attacktype = tmp->spell->attacktype;
1979 1914
1980 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) 1915 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
1981 {
1982 if (!tailor_god_spell (tmp, op)) 1916 if (!tailor_god_spell (tmp, op))
1983 return 1; 1917 return 1;
1984 } 1918
1985 tmp->duration = SP_level_duration_adjust (caster, spell); 1919 tmp->duration = SP_level_duration_adjust (caster, spell);
1986 for (i = 0; i < spell->duration; i++) 1920 for (i = 0; i < spell->duration; i++)
1987 tmp->duration += die_roll (1, 3, op, PREFER_HIGH); 1921 tmp->duration += die_roll (1, 3, op, PREFER_HIGH);
1988 1922
1989 tmp->direction = dir; 1923 tmp->direction = dir;
1990 tmp->invisible = 1; 1924 tmp->invisible = 1;
1991 insert_ob_in_map (tmp, op->map, op, 0); 1925
1926 tmp->insert_at (op, op);
1992 return 1; 1927 return 1;
1993} 1928}
1994 1929
1995 1930
1996/* See the spells documentation file for why this is its own 1931/* See the spells documentation file for why this is its own
2024 return 0; 1959 return 0;
2025 } 1960 }
2026 1961
2027 if (mflags & P_IS_ALIVE && spell->attacktype) 1962 if (mflags & P_IS_ALIVE && spell->attacktype)
2028 { 1963 {
2029 for (target = get_map_ob (m, x, y); target; target = target->above) 1964 for (target = GET_MAP_OB (m, x, y); target; target = target->above)
2030 if (QUERY_FLAG (target, FLAG_MONSTER)) 1965 if (QUERY_FLAG (target, FLAG_MONSTER))
2031 { 1966 {
2032 /* oky doky. got a target monster. Lets make a blinding attack */ 1967 /* oky doky. got a target monster. Lets make a blinding attack */
2033 if (target->head) 1968 if (target->head)
2034 target = target->head; 1969 target = target->head;
2056 { 1991 {
2057 tmp->glow_radius = spell->range + SP_level_range_adjust (caster, spell); 1992 tmp->glow_radius = spell->range + SP_level_range_adjust (caster, spell);
2058 if (tmp->glow_radius > MAX_LIGHT_RADII) 1993 if (tmp->glow_radius > MAX_LIGHT_RADII)
2059 tmp->glow_radius = MAX_LIGHT_RADII; 1994 tmp->glow_radius = MAX_LIGHT_RADII;
2060 } 1995 }
2061 tmp->x = x; 1996
2062 tmp->y = y; 1997 m->insert (tmp, x, y, op);
2063 insert_ob_in_map (tmp, m, op, 0);
2064 return 1; 1998 return 1;
2065} 1999}
2066 2000
2067 2001
2068 2002
2116 2050
2117 /* Only bother looking on this space if there is something living here */ 2051 /* Only bother looking on this space if there is something living here */
2118 if (mflags & P_IS_ALIVE) 2052 if (mflags & P_IS_ALIVE)
2119 { 2053 {
2120 /* search this square for a victim */ 2054 /* search this square for a victim */
2121 for (walk = get_map_ob (m, x, y); walk; walk = walk->above) 2055 for (walk = GET_MAP_OB (m, x, y); walk; walk = walk->above)
2122 if (QUERY_FLAG (walk, FLAG_MONSTER) || (walk->type == PLAYER)) 2056 if (QUERY_FLAG (walk, FLAG_MONSTER) || (walk->type == PLAYER))
2123 { /* found a victim */ 2057 { /* found a victim */
2124 object *disease = arch_to_object (spell->other_arch); 2058 object *disease = arch_to_object (spell->other_arch);
2125 2059
2126 disease->set_owner (op); 2060 disease->set_owner (op);
2181 object *flash; /* visual effect for inflicting disease */ 2115 object *flash; /* visual effect for inflicting disease */
2182 2116
2183 new_draw_info_format (NDI_UNIQUE, 0, op, "You inflict %s on %s!", &disease->name, &walk->name); 2117 new_draw_info_format (NDI_UNIQUE, 0, op, "You inflict %s on %s!", &disease->name, &walk->name);
2184 2118
2185 disease->destroy (); /* don't need this one anymore */ 2119 disease->destroy (); /* don't need this one anymore */
2186 flash = get_archetype (ARCH_DETECT_MAGIC); 2120 walk->map->insert (get_archetype (ARCH_DETECT_MAGIC), x, y, op);
2187 flash->x = x;
2188 flash->y = y;
2189 flash->map = walk->map;
2190 insert_ob_in_map (flash, walk->map, op, 0);
2191 return 1; 2121 return 1;
2192 } 2122 }
2193 2123
2194 disease->destroy (); 2124 disease->destroy ();
2195 } 2125 }
2196 } /* if living creature */ 2126 } /* if living creature */
2197 } /* for range of spaces */ 2127 } /* for range of spaces */
2128
2198 new_draw_info (NDI_UNIQUE, 0, op, "No one caught anything!"); 2129 new_draw_info (NDI_UNIQUE, 0, op, "No one caught anything!");
2199 return 1; 2130 return 1;
2200} 2131}

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