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Comparing deliantra/server/server/spell_attack.C (file contents):
Revision 1.10 by root, Sun Sep 10 23:24:12 2006 UTC vs.
Revision 1.57 by root, Sat May 17 14:11:13 2008 UTC

1
2/* 1/*
3 * static char *rcsid_spell_attack_c = 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
4 * "$Id: spell_attack.C,v 1.10 2006/09/10 23:24:12 root Exp $"; 3 *
5 */ 4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
6
7
8/*
9 CrossFire, A Multiplayer game for X-windows
10
11 Copyright (C) 2002-2003 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002-2003,2007 Mark Wedel & Crossfire Development Team
12 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
13 7 *
14 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
15 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
16 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
17 (at your option) any later version. 11 * (at your option) any later version.
18 12 *
19 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,
20 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
21 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
22 GNU General Public License for more details. 16 * GNU General Public License for more details.
23 17 *
24 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
25 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
26 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
27 21 * The authors can be reached via e-mail to <support@deliantra.net>
28 The authors can be reached via e-mail at crossfire-devel@real-time.com
29*/ 22 */
30 23
31/* This file contains all the spell attack code. Grouping this code 24/* This file contains all the spell attack code. Grouping this code
32 * together should hopefully make it easier to find the relevent bits 25 * together should hopefully make it easier to find the relevent bits
33 * of code 26 * of code
34 */ 27 */
35 28
36#include <global.h> 29#include <global.h>
37#include <object.h> 30#include <object.h>
38#include <living.h> 31#include <living.h>
39#ifndef __CEXTRACT__
40# include <sproto.h> 32#include <sproto.h>
41#endif
42#include <spells.h> 33#include <spells.h>
43#include <sounds.h> 34#include <sounds.h>
44 35
45/* this function checks to see if a spell pushes objects as well 36/* this function checks to see if a spell pushes objects as well
46 * as flies over and damages them (only used for cones for now) 37 * as flies over and damages them (only used for cones for now)
47 * but moved here so it could be applied to bolts too 38 * but moved here so it could be applied to bolts too
48 * op is the spell object. 39 * op is the spell object.
49 */ 40 */
50
51void 41void
52check_spell_knockback (object *op) 42check_spell_knockback (object *op)
53{ 43{
54 object *tmp, *tmp2; /* object on the map */ 44 object *tmp, *tmp2; /* object on the map */
55 int weight_move; 45 int weight_move;
64 { 54 {
65 weight_move = op->weight + (op->weight * op->level) / 3; 55 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); */ 56 /*LOG (llevDebug, "DEBUG: arch weighs %d and masses %d (%s,level %d)\n", op->weight,weight_move,op->name,op->level); */
67 } 57 }
68 58
69 for (tmp = get_map_ob (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 59 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
70 { 60 {
71 int num_sections = 1; 61 int num_sections = 1;
72 62
73 /* don't move DM */ 63 /* don't move DM */
74 if (QUERY_FLAG (tmp, FLAG_WIZ)) 64 if (QUERY_FLAG (tmp, FLAG_WIZ))
115 * 105 *
116 * BOLT CODE 106 * BOLT CODE
117 * 107 *
118 ***************************************************************************/ 108 ***************************************************************************/
119 109
120/* Causes op to fork. op is the original bolt, tmp 110/* Causes op to fork. op is the original bolt, tmp
121 * is the first piece of the fork. 111 * is the first piece of the fork.
122 */ 112 */
123
124void 113void
125forklightning (object *op, object *tmp) 114forklightning (object *op, object *tmp)
126{ 115{
127 int new_dir = 1; /* direction or -1 for left, +1 for right 0 if no new bolt */ 116 int new_dir = 1; /* direction or -1 for left, +1 for right 0 if no new bolt */
128 int t_dir; /* stores temporary dir calculation */ 117 int t_dir; /* stores temporary dir calculation */
129 mapstruct *m; 118 maptile *m;
130 sint16 sx, sy; 119 sint16 sx, sy;
131 object *new_bolt; 120 object *new_bolt;
132 121
133 /* pick a fork direction. tmp->stats.Con is the left bias 122 /* pick a fork direction. tmp->stats.Con is the left bias
134 * i.e., the chance in 100 of forking LEFT 123 * i.e., the chance in 100 of forking LEFT
147 136
148 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (m, sx, sy))) 137 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (m, sx, sy)))
149 return; 138 return;
150 139
151 /* OK, we made a fork */ 140 /* OK, we made a fork */
152 new_bolt = get_object (); 141 new_bolt = tmp->clone ();
153 copy_object (tmp, new_bolt);
154 142
155 /* reduce chances of subsequent forking */ 143 /* reduce chances of subsequent forking */
156 new_bolt->stats.Dex -= 10; 144 new_bolt->stats.Dex -= 10;
157 tmp->stats.Dex -= 10; /* less forks from main bolt too */ 145 tmp->stats.Dex -= 10; /* less forks from main bolt too */
158 new_bolt->stats.Con += 25 * new_dir; /* adjust the left bias */ 146 new_bolt->stats.Con += 25 * new_dir; /* adjust the left bias */
159 new_bolt->speed_left = -0.1; 147 new_bolt->speed_left = -0.1f;
160 new_bolt->direction = t_dir; 148 new_bolt->direction = t_dir;
161 new_bolt->duration++; 149 new_bolt->duration++;
162 new_bolt->x = sx;
163 new_bolt->y = sy;
164 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */ 150 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */
165 new_bolt->stats.dam++; 151 new_bolt->stats.dam++;
166 tmp->stats.dam /= 2; /* reduce father bolt damage */ 152 tmp->stats.dam /= 2; /* reduce father bolt damage */
167 tmp->stats.dam++; 153 tmp->stats.dam++;
168 new_bolt = insert_ob_in_map (new_bolt, m, op, 0); 154 if ((new_bolt = m->insert (new_bolt, sx, sy, op)))
169 update_turn_face (new_bolt); 155 update_turn_face (new_bolt);
170} 156}
171 157
172/* move_bolt: moves bolt 'op'. Basically, it just advances a space, 158/* move_bolt: moves bolt 'op'. Basically, it just advances a space,
173 * and checks for various things that may stop it. 159 * and checks for various things that may stop it.
174 */ 160 */
175 161
176void 162void
177move_bolt (object *op) 163move_bolt (object *op)
178{ 164{
179 object *tmp;
180 int mflags; 165 int mflags;
181 sint16 x, y; 166 sint16 x, y;
182 mapstruct *m; 167 maptile *m;
183 168
184 if (--(op->duration) < 0) 169 if (--op->duration < 0)
185 {
186 remove_ob (op);
187 free_object (op);
188 return;
189 } 170 {
171 op->destroy ();
172 return;
173 }
174
190 hit_map (op, 0, op->attacktype, 1); 175 hit_map (op, 0, op->attacktype, 1);
191 176
192 if (!op->direction) 177 if (!op->direction)
193 return; 178 return;
194 179
195 if (--op->range < 0) 180 if (--op->range < 0)
196 {
197 op->range = 0; 181 op->range = 0;
198 }
199 else 182 else
200 { 183 {
201 x = op->x + DIRX (op); 184 x = op->x + DIRX (op);
202 y = op->y + DIRY (op); 185 y = op->y + DIRY (op);
203 m = op->map; 186 m = op->map;
211 * on the space. So only call reflwall if we think the data it returns 194 * on the space. So only call reflwall if we think the data it returns
212 * will be useful. 195 * will be useful.
213 */ 196 */
214 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)) || ((mflags & P_IS_ALIVE) && reflwall (m, x, y, op))) 197 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)) || ((mflags & P_IS_ALIVE) && reflwall (m, x, y, op)))
215 { 198 {
216
217 if (!QUERY_FLAG (op, FLAG_REFLECTING)) 199 if (!QUERY_FLAG (op, FLAG_REFLECTING))
218 return; 200 return;
219 201
220 /* Since walls don't run diagonal, if the bolt is in 202 /* Since walls don't run diagonal, if the bolt is in
221 * one of 4 main directions, it just reflects back in the 203 * one of 4 main directions, it just reflects back in the
251 else if (left) 233 else if (left)
252 op->direction = absdir (op->direction + 2); 234 op->direction = absdir (op->direction + 2);
253 else if (right) 235 else if (right)
254 op->direction = absdir (op->direction - 2); 236 op->direction = absdir (op->direction - 2);
255 } 237 }
238
256 update_turn_face (op); /* A bolt *must* be IS_TURNABLE */ 239 update_turn_face (op); /* A bolt *must* be IS_TURNABLE */
257 return; 240 return;
258 } 241 }
259 else 242 else
260 { /* Create a copy of this object and put it ahead */ 243 { /* Create a copy of this object and put it ahead */
261 tmp = get_object (); 244 object *tmp = op->clone ();
262 copy_object (op, tmp); 245
246 m->insert (tmp, x, y, op);
263 tmp->speed_left = -0.1; 247 tmp->speed_left = -0.1f;
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 */ 248 /* To make up for the decrease at the top of the function */
267 tmp->duration++; 249 tmp->duration++;
268 250
269 /* New forking code. Possibly create forks of this object 251 /* New forking code. Possibly create forks of this object
270 * going off in other directions. 252 * going off in other directions.
271 */ 253 */
272
273 if (rndm (0, 99) < tmp->stats.Dex) 254 if (rndm (0, 99) < tmp->stats.Dex)
274 { /* stats.Dex % of forking */ 255 { /* stats.Dex % of forking */
275 forklightning (op, tmp); 256 forklightning (op, tmp);
276 } 257 }
258
277 /* In this way, the object left behind sticks on the space, but 259 /* In this way, the object left behind sticks on the space, but
278 * doesn't create any bolts that continue to move onward. 260 * doesn't create any bolts that continue to move onward.
279 */ 261 */
280 op->range = 0; 262 op->range = 0;
281 } /* copy object and move it along */ 263 } /* copy object and move it along */
288 * we remove the magic flag - that can be derived from 270 * we remove the magic flag - that can be derived from
289 * spob->attacktype. 271 * spob->attacktype.
290 * This function sets up the appropriate owner and skill 272 * This function sets up the appropriate owner and skill
291 * pointers. 273 * pointers.
292 */ 274 */
293
294int 275int
295fire_bolt (object *op, object *caster, int dir, object *spob, object *skill) 276fire_bolt (object *op, object *caster, int dir, object *spob, object *skill)
296{ 277{
297 object *tmp = NULL; 278 object *tmp = NULL;
298 int mflags; 279 int mflags;
316 297
317 tmp->direction = dir; 298 tmp->direction = dir;
318 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) 299 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
319 SET_ANIMATION (tmp, dir); 300 SET_ANIMATION (tmp, dir);
320 301
321 set_owner (tmp, op); 302 tmp->set_owner (op);
322 set_spell_skill (op, caster, spob, tmp); 303 set_spell_skill (op, caster, spob, tmp);
323 304
324 tmp->x = op->x + DIRX (tmp); 305 tmp->x = op->x + DIRX (tmp);
325 tmp->y = op->y + DIRY (tmp); 306 tmp->y = op->y + DIRY (tmp);
326 tmp->map = op->map; 307 tmp->map = op->map;
327 308
309 maptile *newmap;
328 mflags = get_map_flags (tmp->map, &tmp->map, tmp->x, tmp->y, &tmp->x, &tmp->y); 310 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y);
329 if (mflags & P_OUT_OF_MAP) 311 if (mflags & P_OUT_OF_MAP)
330 { 312 {
331 free_object (tmp); 313 tmp->destroy ();
332 return 0; 314 return 0;
333 } 315 }
316
317 tmp->map = newmap;
318
334 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y))) 319 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y)))
335 { 320 {
336 if (!QUERY_FLAG (tmp, FLAG_REFLECTING)) 321 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
337 { 322 {
338 free_object (tmp); 323 tmp->destroy ();
339 return 0; 324 return 0;
340 } 325 }
326
341 tmp->x = op->x; 327 tmp->x = op->x;
342 tmp->y = op->y; 328 tmp->y = op->y;
343 tmp->direction = absdir (tmp->direction + 4); 329 tmp->direction = absdir (tmp->direction + 4);
344 tmp->map = op->map; 330 tmp->map = op->map;
345 } 331 }
346 if ((tmp = insert_ob_in_map (tmp, tmp->map, op, 0)) != NULL) 332
333 if ((tmp = tmp->insert_at (tmp, op)))
347 move_bolt (tmp); 334 move_bolt (tmp);
335
348 return 1; 336 return 1;
349} 337}
350
351
352 338
353/*************************************************************************** 339/***************************************************************************
354 * 340 *
355 * BULLET/BALL CODE 341 * BULLET/BALL CODE
356 * 342 *
357 ***************************************************************************/ 343 ***************************************************************************/
358 344
359/* expands an explosion. op is a piece of the 345/* expands an explosion. op is a piece of the
360 * explosion - this expans it in the different directions. 346 * explosion - this expands it in the different directions.
361 * At least that is what I think this does. 347 * At least that is what I think this does.
362 */ 348 */
363void 349void
364explosion (object *op) 350explosion (object *op)
365{ 351{
366 object *tmp;
367 mapstruct *m = op->map; 352 maptile *m = op->map;
368 int i; 353 int i;
369 354
370 if (--(op->duration) < 0) 355 if (--op->duration < 0)
371 {
372 remove_ob (op);
373 free_object (op);
374 return;
375 } 356 {
357 op->destroy ();
358 return;
359 }
360
376 hit_map (op, 0, op->attacktype, 0); 361 hit_map (op, 0, op->attacktype, 0);
377 362
378 if (op->range > 0) 363 if (op->range > 0)
379 { 364 {
380 for (i = 1; i < 9; i++) 365 for (i = 1; i < 9; i++)
381 { 366 {
382 sint16 dx, dy; 367 sint16 dx, dy;
383 368
384 dx = op->x + freearr_x[i]; 369 dx = op->x + freearr_x[i];
385 dy = op->y + freearr_y[i]; 370 dy = op->y + freearr_y[i];
371
386 /* ok_to_put_more already does things like checks for walls, 372 /* ok_to_put_more already does things like checks for walls,
387 * out of map, etc. 373 * out of map, etc.
388 */ 374 */
389 if (ok_to_put_more (op->map, dx, dy, op, op->attacktype)) 375 if (ok_to_put_more (op->map, dx, dy, op, op->attacktype))
390 { 376 {
391 tmp = get_object (); 377 object *tmp = op->clone ();
392 copy_object (op, tmp); 378
393 tmp->state = 0; 379 tmp->state = 0;
394 tmp->speed_left = -0.21; 380 tmp->speed_left = -0.21f;
395 tmp->range--; 381 tmp->range--;
396 tmp->value = 0; 382 tmp->value = 0;
397 tmp->x = dx; 383
398 tmp->y = dy; 384 m->insert (tmp, dx, dy, op);
399 insert_ob_in_map (tmp, m, op, 0);
400 } 385 }
401 } 386 }
402 } 387 }
403} 388}
404
405 389
406/* Causes an object to explode, eg, a firebullet, 390/* Causes an object to explode, eg, a firebullet,
407 * poison cloud ball, etc. op is the object to 391 * poison cloud ball, etc. op is the object to
408 * explode. 392 * explode.
409 */ 393 */
410void 394void
411explode_bullet (object *op) 395explode_bullet (object *op)
412{ 396{
413 tag_t op_tag = op->count;
414 object *tmp, *owner; 397 object *tmp, *owner;
415 398
416 if (op->other_arch == NULL) 399 if (op->other_arch == NULL)
417 { 400 {
418 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n"); 401 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n");
419 remove_ob (op); 402 op->destroy ();
420 free_object (op);
421 return; 403 return;
422 } 404 }
423 405
424 if (op->env) 406 if (op->env)
425 { 407 {
426 object *env; 408 object *env = op->outer_env ();
427 409
428 env = object_get_env_recursive (op);
429 if (env->map == NULL || out_of_map (env->map, env->x, env->y)) 410 if (!env->map || out_of_map (env->map, env->x, env->y))
430 { 411 {
431 LOG (llevError, "BUG: explode_bullet(): env out of map\n"); 412 LOG (llevError, "BUG: explode_bullet(): env out of map\n");
432 remove_ob (op); 413 op->destroy ();
433 free_object (op);
434 return; 414 return;
435 } 415 }
436 remove_ob (op); 416
437 op->x = env->x; 417 op->insert_at (env, op, INS_NO_MERGE | INS_NO_WALK_ON);
438 op->y = env->y;
439 insert_ob_in_map (op, env->map, op, INS_NO_MERGE | INS_NO_WALK_ON);
440 } 418 }
441 else if (out_of_map (op->map, op->x, op->y)) 419 else if (out_of_map (op->map, op->x, op->y))
442 { 420 {
443 LOG (llevError, "BUG: explode_bullet(): op out of map\n"); 421 LOG (llevError, "BUG: explode_bullet(): op out of map\n");
444 remove_ob (op); 422 op->destroy ();
445 free_object (op);
446 return; 423 return;
447 } 424 }
448 425
449 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent explosions of any kind on safe maps 426 // 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 427 // NOTE: If this breaks something important: remove this. I can't think of anything
451 // bad at the moment that might happen from this. 428 // 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) 429 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
453 { 430 {
454 remove_ob (op); 431 op->destroy ();
455 free_object (op);
456 return; 432 return;
457 } 433 }
458 434
459 if (op->attacktype) 435 if (op->attacktype)
460 { 436 {
461 hit_map (op, 0, op->attacktype, 1); 437 hit_map (op, 0, op->attacktype, 1);
462 if (was_destroyed (op, op_tag)) 438 if (op->destroyed ())
463 return; 439 return;
464 } 440 }
465 441
466 /* other_arch contains what this explodes into */ 442 /* other_arch contains what this explodes into */
467 tmp = arch_to_object (op->other_arch); 443 tmp = arch_to_object (op->other_arch);
468 444
469 copy_owner (tmp, op); 445 tmp->set_owner (op);
470 tmp->skill = op->skill; 446 tmp->skill = op->skill;
471 447
472 owner = get_owner (op); 448 owner = op->owner;
473 449
474 if ((tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) && owner && !tailor_god_spell (tmp, owner)) 450 if ((tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) && owner && !tailor_god_spell (tmp, owner))
475 { 451 {
476 remove_ob (op); 452 op->destroy ();
477 free_object (op);
478 return; 453 return;
479 } 454 }
480
481 tmp->x = op->x;
482 tmp->y = op->y;
483 455
484 /* special for bombs - it actually has sane values for these */ 456 /* special for bombs - it actually has sane values for these */
485 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB) 457 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB)
486 { 458 {
487 tmp->attacktype = op->attacktype; 459 tmp->attacktype = op->attacktype;
491 } 463 }
492 else 464 else
493 { 465 {
494 if (op->attacktype & AT_MAGIC) 466 if (op->attacktype & AT_MAGIC)
495 tmp->attacktype |= AT_MAGIC; 467 tmp->attacktype |= AT_MAGIC;
468
496 /* Spell doc describes what is going on here */ 469 /* Spell doc describes what is going on here */
497 tmp->stats.dam = op->dam_modifier; 470 tmp->stats.dam = op->dam_modifier;
498 tmp->range = op->stats.maxhp; 471 tmp->range = op->stats.maxhp;
499 tmp->duration = op->stats.hp; 472 tmp->duration = op->stats.hp;
500 /* Used for spell tracking - just need a unique val for this spell - 473 /* Used for spell tracking - just need a unique val for this spell -
508 tmp->stats.sp = op->direction; 481 tmp->stats.sp = op->direction;
509 482
510 /* Prevent recursion */ 483 /* Prevent recursion */
511 op->move_on = 0; 484 op->move_on = 0;
512 485
513 insert_ob_in_map (tmp, op->map, op, 0); 486 tmp->insert_at (op, op);
487 tmp->play_sound (tmp->sound);
488
514 /* remove the firebullet */ 489 /* remove the firebullet */
515 if (!was_destroyed (op, op_tag)) 490 op->destroy ();
516 {
517 remove_ob (op);
518 free_object (op);
519 }
520} 491}
521
522
523 492
524/* checks to see what op should do, given the space it is on 493/* checks to see what op should do, given the space it is on
525 * (eg, explode, damage player, etc) 494 * (eg, explode, damage player, etc)
526 */ 495 */
527
528void 496void
529check_bullet (object *op) 497check_bullet (object *op)
530{ 498{
531 tag_t op_tag = op->count, tmp_tag;
532 object *tmp; 499 object *tmp;
533 int dam, mflags; 500 int dam, mflags;
534 mapstruct *m; 501 maptile *m;
535 sint16 sx, sy; 502 sint16 sx, sy;
536 503
537 mflags = get_map_flags (op->map, &m, op->x, op->y, &sx, &sy); 504 mflags = get_map_flags (op->map, &m, op->x, op->y, &sx, &sy);
538 505
539 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy))) 506 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
548 515
549 /* If nothing alive on this space, no reason to do anything further */ 516 /* If nothing alive on this space, no reason to do anything further */
550 if (!(mflags & P_IS_ALIVE)) 517 if (!(mflags & P_IS_ALIVE))
551 return; 518 return;
552 519
553 for (tmp = get_map_ob (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 520 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
554 { 521 {
555 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 522 if (QUERY_FLAG (tmp, FLAG_ALIVE))
556 { 523 {
557 tmp_tag = tmp->count;
558 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1); 524 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) 525 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0)
560 { 526 {
561 if (!QUERY_FLAG (op, FLAG_REMOVED)) 527 if (!QUERY_FLAG (op, FLAG_REMOVED))
562 { 528 {
563 remove_ob (op); 529 op->destroy ();
564 free_object (op);
565 return; 530 return;
566 } 531 }
567 } 532 }
568 } 533 }
569 } 534 }
570} 535}
571
572 536
573/* Basically, we move 'op' one square, and if it hits something, 537/* Basically, we move 'op' one square, and if it hits something,
574 * call check_bullet. 538 * call check_bullet.
575 * This function is only applicable to bullets, but not to all 539 * This function is only applicable to bullets, but not to all
576 * fired arches (eg, bolts). 540 * fired arches (eg, bolts).
577 */ 541 */
578
579void 542void
580move_bullet (object *op) 543move_bullet (object *op)
581{ 544{
582 sint16 new_x, new_y; 545 sint16 new_x, new_y;
583 int mflags; 546 int mflags;
584 mapstruct *m; 547 maptile *m;
585 548
586#if 0 549#if 0
587 /* We need a better general purpose way to do this */ 550 /* We need a better general purpose way to do this */
588 551
589 /* peterm: added to make comet leave a trail of burnouts 552 /* peterm: added to make comet leave a trail of burnouts
590 it's an unadulterated hack, but the effect is cool. */ 553 it's an unadulterated hack, but the effect is cool. */
591 if (op->stats.sp == SP_METEOR) 554 if (op->stats.sp == SP_METEOR)
592 { 555 {
593 replace_insert_ob_in_map ("fire_trail", op); 556 replace_insert_ob_in_map ("fire_trail", op);
594 if (was_destroyed (op, op_tag)) 557 if (op->destroyed ())
595 return; 558 return;
596 } /* end addition. */ 559 } /* end addition. */
597#endif 560#endif
598 561
599 /* Reached the end of its life - remove it */ 562 /* Reached the end of its life - remove it */
600 if (--op->range <= 0) 563 if (--op->range <= 0)
601 { 564 {
602 if (op->other_arch) 565 if (op->other_arch)
603 {
604 explode_bullet (op); 566 explode_bullet (op);
605 }
606 else 567 else
607 { 568 op->destroy ();
608 remove_ob (op); 569
609 free_object (op);
610 }
611 return; 570 return;
612 } 571 }
613 572
614 new_x = op->x + DIRX (op); 573 new_x = op->x + DIRX (op);
615 new_y = op->y + DIRY (op); 574 new_y = op->y + DIRY (op);
616 m = op->map; 575 m = op->map;
617 mflags = get_map_flags (m, &m, new_x, new_y, &new_x, &new_y); 576 mflags = get_map_flags (m, &m, new_x, new_y, &new_x, &new_y);
618 577
619 if (mflags & P_OUT_OF_MAP) 578 if (mflags & P_OUT_OF_MAP)
620 { 579 {
621 remove_ob (op); 580 op->destroy ();
622 free_object (op);
623 return; 581 return;
624 } 582 }
625 583
626 if (!op->direction || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y))) 584 if (!op->direction || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y)))
627 { 585 {
628 if (op->other_arch) 586 if (op->other_arch)
629 {
630 explode_bullet (op); 587 explode_bullet (op);
631 }
632 else 588 else
633 { 589 op->destroy ();
634 remove_ob (op);
635 free_object (op);
636 }
637 return;
638 }
639 590
640 remove_ob (op); 591 return;
641 op->x = new_x; 592 }
642 op->y = new_y; 593
643 if ((op = insert_ob_in_map (op, m, op, 0)) == NULL) 594 if (!(op = m->insert (op, new_x, new_y, op)))
644 return; 595 return;
645 596
646 if (reflwall (op->map, op->x, op->y, op)) 597 if (reflwall (op->map, op->x, op->y, op))
647 { 598 {
648 op->direction = absdir (op->direction + 4); 599 op->direction = absdir (op->direction + 4);
649 update_turn_face (op); 600 update_turn_face (op);
650 } 601 }
651 else 602 else
652 {
653 check_bullet (op); 603 check_bullet (op);
654 }
655} 604}
656
657
658
659 605
660/* fire_bullet 606/* fire_bullet
661 * object op (cast from caster) files a bolt in dir. 607 * object op (cast from caster) files a bolt in dir.
662 * spob is the spell object for the bolt. 608 * spob is the spell object for the bolt.
663 * we remove the magic flag - that can be derived from 609 * we remove the magic flag - that can be derived from
664 * spob->attacktype. 610 * spob->attacktype.
665 * This function sets up the appropriate owner and skill 611 * This function sets up the appropriate owner and skill
666 * pointers. 612 * pointers.
667 */ 613 */
668
669int 614int
670fire_bullet (object *op, object *caster, int dir, object *spob) 615fire_bullet (object *op, object *caster, int dir, object *spob)
671{ 616{
672 object *tmp = NULL; 617 object *tmp = NULL;
673 int mflags; 618 int mflags;
674 619
675 if (!spob->other_arch) 620 if (!spob->other_arch)
676 return 0; 621 return 0;
677 622
678 tmp = arch_to_object (spob->other_arch); 623 tmp = spob->other_arch->instance ();
679 if (tmp == NULL) 624 if (!tmp)
680 return 0; 625 return 0;
681 626
682 /* peterm: level dependency for bolts */ 627 /* peterm: level dependency for bolts */
683 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob); 628 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob);
684 tmp->attacktype = spob->attacktype; 629 tmp->attacktype = spob->attacktype;
685 if (spob->slaying) 630 if (spob->slaying)
686 tmp->slaying = spob->slaying; 631 tmp->slaying = spob->slaying;
687 632
694 639
695 tmp->direction = dir; 640 tmp->direction = dir;
696 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) 641 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
697 SET_ANIMATION (tmp, dir); 642 SET_ANIMATION (tmp, dir);
698 643
699 set_owner (tmp, op); 644 tmp->set_owner (op);
700 set_spell_skill (op, caster, spob, tmp); 645 set_spell_skill (op, caster, spob, tmp);
701 646
702 tmp->x = op->x + freearr_x[dir]; 647 tmp->x = op->x + freearr_x[dir];
703 tmp->y = op->y + freearr_y[dir]; 648 tmp->y = op->y + freearr_y[dir];
704 tmp->map = op->map; 649 tmp->map = op->map;
705 650
651 maptile *newmap;
706 mflags = get_map_flags (tmp->map, &tmp->map, tmp->x, tmp->y, &tmp->x, &tmp->y); 652 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y);
707 if (mflags & P_OUT_OF_MAP) 653 if (mflags & P_OUT_OF_MAP)
708 { 654 {
709 free_object (tmp); 655 tmp->destroy ();
710 return 0; 656 return 0;
711 } 657 }
658
659 tmp->map = newmap;
660
712 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y))) 661 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y)))
713 { 662 {
714 if (!QUERY_FLAG (tmp, FLAG_REFLECTING)) 663 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
715 { 664 {
716 free_object (tmp); 665 tmp->destroy ();
717 return 0; 666 return 0;
718 } 667 }
668
719 tmp->x = op->x; 669 tmp->x = op->x;
720 tmp->y = op->y; 670 tmp->y = op->y;
721 tmp->direction = absdir (tmp->direction + 4); 671 tmp->direction = absdir (tmp->direction + 4);
722 tmp->map = op->map; 672 tmp->map = op->map;
723 } 673 }
724 if ((tmp = insert_ob_in_map (tmp, tmp->map, op, 0)) != NULL) 674
725 { 675 if ((tmp = tmp->insert_at (tmp, op)))
726 check_bullet (tmp); 676 check_bullet (tmp);
727 } 677
728 return 1; 678 return 1;
729} 679}
730
731
732
733 680
734/***************************************************************************** 681/*****************************************************************************
735 * 682 *
736 * CONE RELATED FUNCTIONS 683 * CONE RELATED FUNCTIONS
737 * 684 *
738 *****************************************************************************/ 685 *****************************************************************************/
739 686
740
741/* drops an object based on what is in the cone's "other_arch" */ 687/* drops an object based on what is in the cone's "other_arch" */
742void 688void
743cone_drop (object *op) 689cone_drop (object *op)
744{ 690{
745 object *new_ob = arch_to_object (op->other_arch); 691 object *new_ob = arch_to_object (op->other_arch);
746 692
747 new_ob->x = op->x;
748 new_ob->y = op->y;
749 new_ob->level = op->level; 693 new_ob->level = op->level;
750 set_owner (new_ob, op->owner); 694 new_ob->set_owner (op->owner);
751 695
752 /* preserve skill ownership */ 696 /* preserve skill ownership */
753 if (op->skill && op->skill != new_ob->skill) 697 if (op->skill && op->skill != new_ob->skill)
754 {
755 new_ob->skill = op->skill; 698 new_ob->skill = op->skill;
756 }
757 insert_ob_in_map (new_ob, op->map, op, 0);
758 699
700 new_ob->insert_at (op, op);
759} 701}
760 702
761/* move_cone: causes cone object 'op' to move a space/hit creatures */ 703/* move_cone: causes cone object 'op' to move a space/hit creatures */
762 704
763void 705void
764move_cone (object *op) 706move_cone (object *op)
765{ 707{
766 int i; 708 int i;
767 tag_t tag;
768 709
769 /* if no map then hit_map will crash so just ignore object */ 710 /* if no map then hit_map will crash so just ignore object */
770 if (!op->map) 711 if (!op->map)
771 { 712 {
772 LOG (llevError, "Tried to move_cone object %s without a map.\n", op->name ? &op->name : "unknown"); 713 LOG (llevError, "Tried to move_cone object %s without a map.\n", op->name ? &op->name : "unknown");
773 op->speed = 0; 714 op->set_speed (0);
774 update_ob_speed (op);
775 return; 715 return;
776 } 716 }
777 717
778 /* lava saves it's life, but not yours :) */ 718 /* lava saves it's life, but not yours :) */
779 if (QUERY_FLAG (op, FLAG_LIFESAVE)) 719 if (QUERY_FLAG (op, FLAG_LIFESAVE))
785#if 0 725#if 0
786 /* Disable this - enabling it makes monsters easier, as 726 /* Disable this - enabling it makes monsters easier, as
787 * when their cone dies when they die. 727 * when their cone dies when they die.
788 */ 728 */
789 /* If no owner left, the spell dies out. */ 729 /* If no owner left, the spell dies out. */
790 if (get_owner (op) == NULL) 730 if (op->owner == NULL)
791 { 731 {
792 remove_ob (op); 732 op->destroy ();
793 free_object (op);
794 return; 733 return;
795 } 734 }
796#endif 735#endif
797 736
798 tag = op->count;
799 hit_map (op, 0, op->attacktype, 0); 737 hit_map (op, 0, op->attacktype, 0);
800 738
801 /* Check to see if we should push anything. 739 /* Check to see if we should push anything.
802 * Spell objects with weight push whatever they encounter to some 740 * Spell objects with weight push whatever they encounter to some
803 * degree. 741 * degree.
804 */ 742 */
805 if (op->weight) 743 if (op->weight)
806 check_spell_knockback (op); 744 check_spell_knockback (op);
807 745
808 if (was_destroyed (op, tag)) 746 if (op->destroyed ())
809 return; 747 return;
810 748
811 if ((op->duration--) < 0) 749 if ((op->duration--) < 0)
812 { 750 {
813 remove_ob (op); 751 op->destroy ();
814 free_object (op);
815 return; 752 return;
816 } 753 }
817 /* Object has hit maximum range, so don't have it move 754 /* Object has hit maximum range, so don't have it move
818 * any further. When the duration above expires, 755 * any further. When the duration above expires,
819 * then the object will get removed. 756 * then the object will get removed.
828 { 765 {
829 sint16 x = op->x + freearr_x[absdir (op->stats.sp + i)], y = op->y + freearr_y[absdir (op->stats.sp + i)]; 766 sint16 x = op->x + freearr_x[absdir (op->stats.sp + i)], y = op->y + freearr_y[absdir (op->stats.sp + i)];
830 767
831 if (ok_to_put_more (op->map, x, y, op, op->attacktype)) 768 if (ok_to_put_more (op->map, x, y, op, op->attacktype))
832 { 769 {
833 object *tmp = get_object (); 770 object *tmp = op->clone ();
834
835 copy_object (op, tmp);
836 tmp->x = x;
837 tmp->y = y;
838 771
839 tmp->duration = op->duration + 1; 772 tmp->duration = op->duration + 1;
840 773
841 /* Use for spell tracking - see ok_to_put_more() */ 774 /* Use for spell tracking - see ok_to_put_more() */
842 tmp->stats.maxhp = op->stats.maxhp; 775 tmp->stats.maxhp = op->stats.maxhp;
843 insert_ob_in_map (tmp, op->map, op, 0); 776
777 op->map->insert (tmp, x, y, op);
778
844 if (tmp->other_arch) 779 if (tmp->other_arch)
845 cone_drop (tmp); 780 cone_drop (tmp);
846 } 781 }
847 } 782 }
848} 783}
858int 793int
859cast_cone (object *op, object *caster, int dir, object *spell) 794cast_cone (object *op, object *caster, int dir, object *spell)
860{ 795{
861 object *tmp; 796 object *tmp;
862 int i, success = 0, range_min = -1, range_max = 1; 797 int i, success = 0, range_min = -1, range_max = 1;
863 mapstruct *m; 798 maptile *m;
864 sint16 sx, sy; 799 sint16 sx, sy;
865 MoveType movetype; 800 MoveType movetype;
866 801
867 if (!spell->other_arch) 802 if (!spell->other_arch)
868 return 0; 803 return 0;
881 816
882 /* Need to know what the movetype of the object we are about 817 /* 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 818 * to create is, so we can know if the space we are about to
884 * insert it into is blocked. 819 * insert it into is blocked.
885 */ 820 */
886 movetype = spell->other_arch->clone.move_type; 821 movetype = spell->other_arch->move_type;
887 822
888 for (i = range_min; i <= range_max; i++) 823 for (i = range_min; i <= range_max; i++)
889 { 824 {
890 sint16 x, y, d; 825 sint16 x, y, d;
891 826
924 if ((movetype & GET_MAP_MOVE_BLOCK (m, sx, sy)) == movetype) 859 if ((movetype & GET_MAP_MOVE_BLOCK (m, sx, sy)) == movetype)
925 continue; 860 continue;
926 861
927 success = 1; 862 success = 1;
928 tmp = arch_to_object (spell->other_arch); 863 tmp = arch_to_object (spell->other_arch);
929 set_owner (tmp, op); 864 tmp->set_owner (op);
930 set_spell_skill (op, caster, spell, tmp); 865 set_spell_skill (op, caster, spell, tmp);
931 tmp->level = caster_level (caster, spell); 866 tmp->level = caster_level (caster, spell);
932 tmp->x = sx;
933 tmp->y = sy;
934 tmp->attacktype = spell->attacktype; 867 tmp->attacktype = spell->attacktype;
935 868
936 /* holy word stuff */ 869 /* holy word stuff */
937 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER)) 870 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER))
938 if (!tailor_god_spell (tmp, op)) 871 if (!tailor_god_spell (tmp, op))
972 else 905 else
973 tmp->duration += caster->level / 3; 906 tmp->duration += caster->level / 3;
974 } 907 }
975 908
976 if (!(tmp->move_type & MOVE_FLY_LOW)) 909 if (!(tmp->move_type & MOVE_FLY_LOW))
977 LOG (llevDebug, "cast_cone(): arch %s doesn't have flying 1\n", &spell->other_arch->name); 910 LOG (llevDebug, "cast_cone(): arch %s doesn't have flying 1\n", &spell->other_arch->archname);
978 911
979 if (!tmp->move_on && tmp->stats.dam) 912 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); 913 LOG (llevDebug, "cast_cone(): arch %s doesn't have move_on set\n", &spell->other_arch->archname);
982 }
983 914
984 insert_ob_in_map (tmp, m, op, 0); 915 m->insert (tmp, sx, sy, op);
985 916
986 /* This is used for tracking spells so that one effect doesn't hit 917 /* This is used for tracking spells so that one effect doesn't hit
987 * a single space too many times. 918 * a single space too many times.
988 */ 919 */
989 tmp->stats.maxhp = tmp->count; 920 tmp->stats.maxhp = tmp->count;
999 * 930 *
1000 * BOMB related code 931 * BOMB related code
1001 * 932 *
1002 ****************************************************************************/ 933 ****************************************************************************/
1003 934
1004
1005/* This handles an exploding bomb. 935/* This handles an exploding bomb.
1006 * op is the original bomb object. 936 * op is the original bomb object.
1007 */ 937 */
1008void 938void
1009animate_bomb (object *op) 939animate_bomb (object *op)
1010{ 940{
1011 int i;
1012 object *env, *tmp;
1013 archetype *at;
1014
1015 if (op->state != NUM_ANIMATIONS (op) - 1) 941 if (op->state != NUM_ANIMATIONS (op) - 1)
1016 return; 942 return;
1017 943
1018 env = object_get_env_recursive (op); 944 object *env = op->outer_env ();
1019 945
1020 if (op->env) 946 if (op->env)
1021 { 947 {
1022 if (env->map == NULL) 948 if (env->map == NULL)
1023 return; 949 return;
1024 950
1025 if (env->type == PLAYER) 951 if (!(op = op->insert_at (env, op)))
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; 952 return;
1033 } 953 }
1034 954
1035 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent bomb from exploding 955 // 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 956 // on a safe map. I don't like this special casing, but it seems to be neccessary
1037 // as bombs can be carried. 957 // as bombs can be carried.
1038 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE) 958 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
1039 { 959 {
1040 remove_ob (op); 960 op->destroy ();
1041 free_object (op);
1042 return; 961 return;
1043 } 962 }
1044 963
1045 /* This copies a lot of the code from the fire bullet, 964 /* This copies a lot of the code from the fire bullet,
1046 * but using the cast_bullet isn't really feasible, 965 * but using the cast_bullet isn't really feasible,
1047 * so just set up the appropriate values. 966 * so just set up the appropriate values.
1048 */ 967 */
1049 at = find_archetype (SPLINT); 968 if (archetype *at = archetype::find (SPLINT))
1050 if (at)
1051 { 969 {
1052 for (i = 1; i < 9; i++) 970 for (int i = 1; i < 9; i++)
1053 { 971 {
1054 if (out_of_map (op->map, op->x + freearr_x[i], op->y + freearr_x[i])) 972 if (out_of_map (op->map, op->x + freearr_x[i], op->y + freearr_x[i]))
1055 continue; 973 continue;
974
1056 tmp = arch_to_object (at); 975 object *tmp = arch_to_object (at);
1057 tmp->direction = i; 976 tmp->direction = i;
1058 tmp->range = op->range; 977 tmp->range = op->range;
1059 tmp->stats.dam = op->stats.dam; 978 tmp->stats.dam = op->stats.dam;
1060 tmp->duration = op->duration; 979 tmp->duration = op->duration;
1061 tmp->attacktype = op->attacktype; 980 tmp->attacktype = op->attacktype;
1062 copy_owner (tmp, op); 981 tmp->set_owner (op);
1063 if (op->skill && op->skill != tmp->skill) 982 if (op->skill && op->skill != tmp->skill)
1064 {
1065 tmp->skill = op->skill; 983 tmp->skill = op->skill;
1066 } 984
1067 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) 985 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
1068 SET_ANIMATION (tmp, i); 986 SET_ANIMATION (tmp, i);
1069 tmp->x = op->x + freearr_x[i]; 987
1070 tmp->y = op->y + freearr_x[i]; 988 op->map->insert (tmp, op->x + freearr_x[i], op->y + freearr_x[i], op);
1071 insert_ob_in_map (tmp, op->map, op, 0);
1072 move_bullet (tmp); 989 move_bullet (tmp);
1073 } 990 }
1074 } 991 }
1075 992
1076 explode_bullet (op); 993 explode_bullet (op);
1077} 994}
1078 995
1079int 996int
1080create_bomb (object *op, object *caster, int dir, object *spell) 997create_bomb (object *op, object *caster, int dir, object *spell)
1081{ 998{
1082
1083 object *tmp; 999 object *tmp;
1084 int mflags; 1000 int mflags;
1085 sint16 dx = op->x + freearr_x[dir], dy = op->y + freearr_y[dir]; 1001 sint16 dx = op->x + freearr_x[dir], dy = op->y + freearr_y[dir];
1086 mapstruct *m; 1002 maptile *m;
1087 1003
1088 mflags = get_map_flags (op->map, &m, dx, dy, &dx, &dy); 1004 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)) 1005 if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, dx, dy) & MOVE_WALK))
1090 { 1006 {
1091 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way."); 1007 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way.");
1092 return 0; 1008 return 0;
1093 } 1009 }
1010
1094 tmp = arch_to_object (spell->other_arch); 1011 tmp = arch_to_object (spell->other_arch);
1095 1012
1096 /* level dependencies for bomb */ 1013 /* level dependencies for bomb */
1097 tmp->range = spell->range + SP_level_range_adjust (caster, spell); 1014 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
1098 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1015 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1099 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell); 1016 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
1100 tmp->attacktype = spell->attacktype; 1017 tmp->attacktype = spell->attacktype;
1101 1018
1102 set_owner (tmp, op); 1019 tmp->set_owner (op);
1103 set_spell_skill (op, caster, spell, tmp); 1020 set_spell_skill (op, caster, spell, tmp);
1104 tmp->x = dx; 1021
1105 tmp->y = dy; 1022 m->insert (tmp, dx, dy, op);
1106 insert_ob_in_map (tmp, m, op, 0);
1107 return 1; 1023 return 1;
1108} 1024}
1109 1025
1110/**************************************************************************** 1026/****************************************************************************
1111 * 1027 *
1120 * dir is the direction to look in. 1036 * dir is the direction to look in.
1121 * range is how far out to look. 1037 * range is how far out to look.
1122 * type is the type of spell - either SPELL_MANA or SPELL_GRACE. 1038 * type is the type of spell - either SPELL_MANA or SPELL_GRACE.
1123 * this info is used for blocked magic/unholy spaces. 1039 * this info is used for blocked magic/unholy spaces.
1124 */ 1040 */
1125
1126object * 1041object *
1127get_pointed_target (object *op, int dir, int range, int type) 1042get_pointed_target (object *op, int dir, int range, int type)
1128{ 1043{
1129 object *target; 1044 object *target;
1130 sint16 x, y; 1045 sint16 x, y;
1131 int dist, mflags; 1046 int dist, mflags;
1132 mapstruct *mp; 1047 maptile *mp;
1133 1048
1134 if (dir == 0) 1049 if (dir == 0)
1135 return NULL; 1050 return NULL;
1136 1051
1137 for (dist = 1; dist < range; dist++) 1052 for (dist = 1; dist < range; dist++)
1149 return NULL; 1064 return NULL;
1150 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW) 1065 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW)
1151 return NULL; 1066 return NULL;
1152 1067
1153 if (mflags & P_IS_ALIVE) 1068 if (mflags & P_IS_ALIVE)
1154 {
1155 for (target = get_map_ob (mp, x, y); target; target = target->above) 1069 for (target = GET_MAP_OB (mp, x, y); target; target = target->above)
1156 { 1070 if (QUERY_FLAG (target, FLAG_MONSTER))
1157 if (QUERY_FLAG (target->head ? target->head : target, FLAG_MONSTER))
1158 {
1159 return target; 1071 return target;
1160 }
1161 }
1162 }
1163 } 1072 }
1073
1164 return NULL; 1074 return NULL;
1165} 1075}
1166
1167 1076
1168/* cast_smite_arch() - the priest points to a creature and causes 1077/* cast_smite_arch() - the priest points to a creature and causes
1169 * a 'godly curse' to decend. 1078 * a 'godly curse' to decend.
1170 * usual params - 1079 * usual params -
1171 * op = player 1080 * op = player
1172 * caster = object casting the spell. 1081 * caster = object casting the spell.
1173 * dir = direction being cast 1082 * dir = direction being cast
1174 * spell = spell object 1083 * spell = spell object
1175 */ 1084 */
1176
1177int 1085int
1178cast_smite_spell (object *op, object *caster, int dir, object *spell) 1086cast_smite_spell (object *op, object *caster, int dir, object *spell)
1179{ 1087{
1180 object *effect, *target; 1088 object *effect, *target;
1181 object *god = find_god (determine_god (op)); 1089 object *god = find_god (determine_god (op));
1227 if (effect->attacktype & AT_DEATH) 1135 if (effect->attacktype & AT_DEATH)
1228 { 1136 {
1229 effect->level = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1137 effect->level = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1230 1138
1231 /* casting death spells at undead isn't a good thing */ 1139 /* casting death spells at undead isn't a good thing */
1232 if QUERY_FLAG
1233 (target, FLAG_UNDEAD) 1140 if (QUERY_FLAG (target, FLAG_UNDEAD))
1234 { 1141 {
1235 if (random_roll (0, 2, op, PREFER_LOW)) 1142 if (random_roll (0, 2, op, PREFER_LOW))
1236 { 1143 {
1237 new_draw_info (NDI_UNIQUE, 0, op, "Idiot! Your spell boomerangs!"); 1144 new_draw_info (NDI_UNIQUE, 0, op, "Idiot! Your spell boomerangs!");
1238 effect->x = op->x; 1145 effect->x = op->x;
1240 } 1147 }
1241 else 1148 else
1242 { 1149 {
1243 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s looks stronger!", query_name (target)); 1150 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s looks stronger!", query_name (target));
1244 target->stats.hp = target->stats.maxhp * 2; 1151 target->stats.hp = target->stats.maxhp * 2;
1245 free_object (effect); 1152 effect->destroy ();
1246 return 0; 1153 return 0;
1247 } 1154 }
1248 } 1155 }
1249 } 1156 }
1250 else 1157 else
1251 { 1158 {
1252 /* how much woe to inflict :) */ 1159 /* how much woe to inflict :) */
1253 effect->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1160 effect->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1254 } 1161 }
1255 1162
1256 set_owner (effect, op); 1163 effect->set_owner (op);
1257 set_spell_skill (op, caster, spell, effect); 1164 set_spell_skill (op, caster, spell, effect);
1258 1165
1259 /* ok, tell it where to be, and insert! */ 1166 /* ok, tell it where to be, and insert! */
1260 effect->x = target->x; 1167 effect->insert_at (target, op);
1261 effect->y = target->y;
1262 insert_ob_in_map (effect, target->map, op, 0);
1263 1168
1264 return 1; 1169 return 1;
1265} 1170}
1266
1267 1171
1268/**************************************************************************** 1172/****************************************************************************
1269 * 1173 *
1270 * MAGIC MISSILE code. 1174 * MAGIC MISSILE code.
1271 * note that the fire_bullet is used to fire the missile. The 1175 * note that the fire_bullet is used to fire the missile. The
1277move_missile (object *op) 1181move_missile (object *op)
1278{ 1182{
1279 int i, mflags; 1183 int i, mflags;
1280 object *owner; 1184 object *owner;
1281 sint16 new_x, new_y; 1185 sint16 new_x, new_y;
1282 mapstruct *m; 1186 maptile *m;
1283 1187
1284 if (op->range-- <= 0) 1188 if (op->range-- <= 0)
1285 { 1189 {
1286 remove_ob (op); 1190 op->destroy ();
1287 free_object (op);
1288 return; 1191 return;
1289 } 1192 }
1290 1193
1291 owner = get_owner (op); 1194 owner = op->owner;
1292#if 0 1195#if 0
1293 /* It'd make things nastier if this wasn't here - spells cast by 1196 /* It'd make things nastier if this wasn't here - spells cast by
1294 * monster that are then killed would continue to survive 1197 * monster that are then killed would continue to survive
1295 */ 1198 */
1296 if (owner == NULL) 1199 if (owner == NULL)
1297 { 1200 {
1298 remove_ob (op); 1201 op->destroy ();
1299 free_object (op);
1300 return; 1202 return;
1301 } 1203 }
1302#endif 1204#endif
1303 1205
1304 new_x = op->x + DIRX (op); 1206 new_x = op->x + DIRX (op);
1306 1208
1307 mflags = get_map_flags (op->map, &m, new_x, new_y, &new_x, &new_y); 1209 mflags = get_map_flags (op->map, &m, new_x, new_y, &new_x, &new_y);
1308 1210
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)))) 1211 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 { 1212 {
1311 tag_t tag = op->count;
1312
1313 hit_map (op, op->direction, AT_MAGIC, 1); 1213 hit_map (op, op->direction, AT_MAGIC, 1);
1314 /* Basically, missile only hits one thing then goes away. 1214 /* Basically, missile only hits one thing then goes away.
1315 * we need to remove it if someone hasn't already done so. 1215 * we need to remove it if someone hasn't already done so.
1316 */ 1216 */
1317 if (!was_destroyed (op, tag)) 1217 if (!op->destroyed ())
1318 { 1218 op->destroy ();
1319 remove_ob (op);
1320 free_object (op);
1321 }
1322 return;
1323 }
1324 1219
1325 remove_ob (op); 1220 return;
1221 }
1222
1223 op->remove ();
1224
1326 if (!op->direction || (mflags & P_OUT_OF_MAP)) 1225 if (!op->direction || (mflags & P_OUT_OF_MAP))
1327 { 1226 {
1328 free_object (op); 1227 op->destroy ();
1329 return; 1228 return;
1330 } 1229 }
1331 op->x = new_x; 1230
1332 op->y = new_y; 1231 i = spell_find_dir (m, new_x, new_y, op->owner);
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) 1232 if (i > 0 && i != op->direction)
1336 { 1233 {
1337 op->direction = i; 1234 op->direction = i;
1338 SET_ANIMATION (op, op->direction); 1235 SET_ANIMATION (op, op->direction);
1339 } 1236 }
1340 insert_ob_in_map (op, op->map, op, 0); 1237
1238 m->insert (op, new_x, new_y, op);
1341} 1239}
1342 1240
1343/**************************************************************************** 1241/****************************************************************************
1344 * Destruction 1242 * Destruction
1345 ****************************************************************************/ 1243 ****************************************************************************/
1348 * we do this by creating a force and inserting it in the 1246 * we do this by creating a force and inserting it in the
1349 * object. if time is 0, the object glows permanently. To truely 1247 * object. if time is 0, the object glows permanently. To truely
1350 * make this work for non-living objects, we would have to 1248 * make this work for non-living objects, we would have to
1351 * give them the capability to have an inventory. b.t. 1249 * give them the capability to have an inventory. b.t.
1352 */ 1250 */
1353
1354int 1251int
1355make_object_glow (object *op, int radius, int time) 1252make_object_glow (object *op, int radius, int time)
1356{ 1253{
1357 object *tmp;
1358
1359 /* some things are unaffected... */ 1254 /* some things are unaffected... */
1360 if (op->path_denied & PATH_LIGHT) 1255 if (op->path_denied & PATH_LIGHT)
1361 return 0; 1256 return 0;
1362 1257
1363 tmp = get_archetype (FORCE_NAME); 1258 object *tmp = get_archetype (FORCE_NAME);
1364 tmp->speed = 0.01; 1259 tmp->speed = 0.01;
1365 tmp->stats.food = time; 1260 tmp->stats.food = time;
1366 SET_FLAG (tmp, FLAG_IS_USED_UP); 1261 SET_FLAG (tmp, FLAG_IS_USED_UP);
1367 tmp->glow_radius = radius; 1262 tmp->glow_radius = radius;
1368 if (tmp->glow_radius > MAX_LIGHT_RADII) 1263 if (tmp->glow_radius > MAX_LIGHT_RADII)
1369 tmp->glow_radius = MAX_LIGHT_RADII; 1264 tmp->glow_radius = MAX_LIGHT_RADII;
1370 1265
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); 1266 tmp = insert_ob_in_ob (tmp, op);
1267
1376 if (tmp->glow_radius > op->glow_radius) 1268 if (tmp->glow_radius > op->glow_radius)
1377 op->glow_radius = tmp->glow_radius; 1269 op->glow_radius = tmp->glow_radius;
1378 1270
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; 1271 return 1;
1385} 1272}
1386
1387
1388
1389 1273
1390int 1274int
1391cast_destruction (object *op, object *caster, object *spell_ob) 1275cast_destruction (object *op, object *caster, object *spell_ob)
1392{ 1276{
1393 int i, j, range, mflags, friendly = 0, dam, dur; 1277 int i, j, range, mflags, friendly = 0, dam, dur;
1394 sint16 sx, sy; 1278 sint16 sx, sy;
1395 mapstruct *m; 1279 maptile *m;
1396 object *tmp; 1280 object *tmp;
1397 const char *skill; 1281 const char *skill;
1398 1282
1399 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob); 1283 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
1400 dam = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob); 1284 dam = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob);
1414 else if (caster->skill) 1298 else if (caster->skill)
1415 op->skill = caster->skill; 1299 op->skill = caster->skill;
1416 else 1300 else
1417 op->skill = NULL; 1301 op->skill = NULL;
1418 1302
1419 change_skill (op, find_skill_by_name (op, op->skill), 1); 1303 op->change_skill (find_skill_by_name (op, op->skill));
1420 1304
1421 for (i = -range; i < range; i++) 1305 for (i = -range; i < range; i++)
1422 { 1306 {
1423 for (j = -range; j < range; j++) 1307 for (j = -range; j < range; j++)
1424 { 1308 {
1425 m = op->map; 1309 m = op->map;
1426 sx = op->x + i; 1310 sx = op->x + i;
1427 sy = op->y + j; 1311 sy = op->y + j;
1312
1428 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy); 1313 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
1429 if (mflags & P_OUT_OF_MAP) 1314 if (mflags & P_OUT_OF_MAP)
1430 continue; 1315 continue;
1316
1431 if (mflags & P_IS_ALIVE) 1317 if (mflags & P_IS_ALIVE)
1432 { 1318 {
1433 for (tmp = get_map_ob (m, sx, sy); tmp; tmp = tmp->above) 1319 for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above)
1434 {
1435 if (QUERY_FLAG (tmp, FLAG_ALIVE) || tmp->type == PLAYER) 1320 if (QUERY_FLAG (tmp, FLAG_ALIVE) || tmp->type == PLAYER)
1436 break; 1321 break;
1437 } 1322
1438 if (tmp) 1323 if (tmp)
1439 { 1324 {
1440 if (tmp->head) 1325 if (tmp->head)
1441 tmp = tmp->head; 1326 tmp = tmp->head;
1442 1327
1445 { 1330 {
1446 if (spell_ob->subtype == SP_DESTRUCTION) 1331 if (spell_ob->subtype == SP_DESTRUCTION)
1447 { 1332 {
1448 hit_player (tmp, dam, op, spell_ob->attacktype, 0); 1333 hit_player (tmp, dam, op, spell_ob->attacktype, 0);
1449 if (spell_ob->other_arch) 1334 if (spell_ob->other_arch)
1450 {
1451 tmp = arch_to_object (spell_ob->other_arch); 1335 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op);
1452 tmp->x = sx;
1453 tmp->y = sy;
1454 insert_ob_in_map (tmp, m, op, 0);
1455 }
1456 } 1336 }
1457 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist[ATNR_MAGIC] != 100) 1337 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist[ATNR_MAGIC] != 100)
1458 { 1338 {
1459 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch) 1339 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch)
1460 {
1461 object *effect = arch_to_object (spell_ob->other_arch); 1340 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op);
1462
1463 effect->x = sx;
1464 effect->y = sy;
1465 insert_ob_in_map (effect, m, op, 0);
1466 }
1467 } 1341 }
1468 } 1342 }
1469 } 1343 }
1470 } 1344 }
1471 } 1345 }
1472 } 1346 }
1347
1473 op->skill = skill; 1348 op->skill = skill;
1474 return 1; 1349 return 1;
1475} 1350}
1476 1351
1477/*************************************************************************** 1352/***************************************************************************
1491 { 1366 {
1492 new_draw_info (NDI_UNIQUE, 0, op, "There is no one in that direction to curse."); 1367 new_draw_info (NDI_UNIQUE, 0, op, "There is no one in that direction to curse.");
1493 return 0; 1368 return 0;
1494 } 1369 }
1495 1370
1371 tmp = tmp->head_ ();
1372
1496 /* If we've already got a force of this type, don't add a new one. */ 1373 /* 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) 1374 for (force = tmp->inv; force; force = force->below)
1498 { 1375 {
1499 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY) 1376 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY)
1500 { 1377 {
1501 if (force->name == spell_ob->name) 1378 if (force->name == spell_ob->name)
1502 { 1379 {
1508 return 0; 1385 return 0;
1509 } 1386 }
1510 } 1387 }
1511 } 1388 }
1512 1389
1513 if (force == NULL) 1390 if (!force)
1514 { 1391 {
1515 force = get_archetype (FORCE_NAME); 1392 force = get_archetype (FORCE_NAME);
1516 force->subtype = FORCE_CHANGE_ABILITY; 1393 force->subtype = FORCE_CHANGE_ABILITY;
1394
1517 if (spell_ob->race) 1395 if (spell_ob->race)
1518 force->name = spell_ob->race; 1396 force->name = spell_ob->race;
1519 else 1397 else
1520 force->name = spell_ob->name; 1398 force->name = spell_ob->name;
1521 1399
1531 { 1409 {
1532 force->duration = duration; 1410 force->duration = duration;
1533 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 1411 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1534 } 1412 }
1535 else 1413 else
1536 {
1537 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1414 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1538 } 1415
1539 return 1; 1416 return 1;
1540 } 1417 }
1418
1541 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50; 1419 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1542 force->speed = 1.0; 1420 force->speed = 1.f;
1543 force->speed_left = -1.0; 1421 force->speed_left = -1.f;
1544 SET_FLAG (force, FLAG_APPLIED); 1422 SET_FLAG (force, FLAG_APPLIED);
1545 1423
1546 if (god) 1424 if (god)
1547 { 1425 {
1548 if (spell_ob->last_grace) 1426 if (spell_ob->last_grace)
1561 force->stats.ac = spell_ob->stats.ac; 1439 force->stats.ac = spell_ob->stats.ac;
1562 force->stats.wc = spell_ob->stats.wc; 1440 force->stats.wc = spell_ob->stats.wc;
1563 1441
1564 change_abil (tmp, force); /* Mostly to display any messages */ 1442 change_abil (tmp, force); /* Mostly to display any messages */
1565 insert_ob_in_ob (force, tmp); 1443 insert_ob_in_ob (force, tmp);
1566 fix_player (tmp); 1444 tmp->update_stats ();
1567 return 1; 1445 return 1;
1568 1446
1569} 1447}
1570
1571 1448
1572/********************************************************************** 1449/**********************************************************************
1573 * mood change 1450 * mood change
1574 * Arguably, this may or may not be an attack spell. But since it 1451 * 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 1452 * effects monsters, it seems best to put it into this file
1582mood_change (object *op, object *caster, object *spell) 1459mood_change (object *op, object *caster, object *spell)
1583{ 1460{
1584 object *tmp, *god, *head; 1461 object *tmp, *god, *head;
1585 int done_one, range, mflags, level, at, best_at; 1462 int done_one, range, mflags, level, at, best_at;
1586 sint16 x, y, nx, ny; 1463 sint16 x, y, nx, ny;
1587 mapstruct *m; 1464 maptile *m;
1588 const char *race; 1465 const char *race;
1589 1466
1590 /* We precompute some values here so that we don't have to keep 1467 /* We precompute some values here so that we don't have to keep
1591 * doing it over and over again. 1468 * doing it over and over again.
1592 */ 1469 */
1605 else if (god && !strcmp (spell->race, "GOD_FRIEND")) 1482 else if (god && !strcmp (spell->race, "GOD_FRIEND"))
1606 race = god->race; 1483 race = god->race;
1607 else 1484 else
1608 race = spell->race; 1485 race = spell->race;
1609 1486
1610
1611 for (x = op->x - range; x <= op->x + range; x++) 1487 for (x = op->x - range; x <= op->x + range; x++)
1612 for (y = op->y - range; y <= op->y + range; y++) 1488 for (y = op->y - range; y <= op->y + range; y++)
1613 { 1489 {
1614
1615 done_one = 0; 1490 done_one = 0;
1616 m = op->map; 1491 m = op->map;
1617 nx = x; 1492 nx = x;
1618 ny = y; 1493 ny = y;
1619 mflags = get_map_flags (m, &m, x, y, &nx, &ny); 1494 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1622 1497
1623 /* If there is nothing living on this space, no need to go further */ 1498 /* If there is nothing living on this space, no need to go further */
1624 if (!(mflags & P_IS_ALIVE)) 1499 if (!(mflags & P_IS_ALIVE))
1625 continue; 1500 continue;
1626 1501
1502 // players can only affect spaces that they can actually see
1503 if (caster && caster->contr
1504 && caster->contr->visibility_at (m, nx, ny) < 70)
1505 continue;
1506
1627 for (tmp = get_map_ob (m, nx, ny); tmp; tmp = tmp->above) 1507 for (tmp = GET_MAP_TOP (m, nx, ny); tmp; tmp = tmp->below)
1628 if (QUERY_FLAG (tmp, FLAG_MONSTER)) 1508 if (QUERY_FLAG (tmp, FLAG_MONSTER))
1629 break; 1509 break;
1630 1510
1631 /* There can be living objects that are not monsters */ 1511 /* There can be living objects that are not monsters */
1632 if (!tmp || tmp->type == PLAYER) 1512 if (!tmp || tmp->type == PLAYER)
1639 head = tmp; 1519 head = tmp;
1640 1520
1641 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */ 1521 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */
1642 if (race && head->race && !strstr (race, head->race)) 1522 if (race && head->race && !strstr (race, head->race))
1643 continue; 1523 continue;
1524
1644 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD)) 1525 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD))
1645 continue; 1526 continue;
1646 1527
1647 /* Now do a bunch of stuff related to saving throws */ 1528 /* Now do a bunch of stuff related to saving throws */
1648 best_at = -1; 1529 best_at = -1;
1665 at -= level / 5; 1546 at -= level / 5;
1666 if (did_make_save (head, head->level, at)) 1547 if (did_make_save (head, head->level, at))
1667 continue; 1548 continue;
1668 } 1549 }
1669 else /* spell->attacktype */ 1550 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 { 1551 {
1552 /*
1553 Spell has no attacktype (charm & such), so we'll have a specific saving:
1554 * if spell level < monster level, no go
1555 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) )
1556
1557 The chance will then be in the range [20-70] percent, not too bad.
1558
1559 This is required to fix the 'charm monster' abuse, where a player level 1 can
1560 charm a level 125 monster...
1561
1562 Ryo, august 14th
1563 */
1683 if (head->level > level) 1564 if (head->level > level)
1684 continue; 1565 continue;
1566
1685 if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + MIN (50, 2 * (level - head->level)))) 1567 if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + MIN (50, 2 * (level - head->level))))
1686 /* Failed, no effect */ 1568 /* Failed, no effect */
1687 continue; 1569 continue;
1688 } 1570 }
1689 1571
1690 /* Done with saving throw. Now start effecting the monster */ 1572 /* Done with saving throw. Now start affecting the monster */
1691 1573
1692 /* aggravation */ 1574 /* aggravation */
1693 if (QUERY_FLAG (spell, FLAG_MONSTER)) 1575 if (QUERY_FLAG (spell, FLAG_MONSTER))
1694 { 1576 {
1695 CLEAR_FLAG (head, FLAG_SLEEP); 1577 CLEAR_FLAG (head, FLAG_SLEEP);
1696 if (QUERY_FLAG (head, FLAG_FRIENDLY))
1697 remove_friendly_object (head); 1578 remove_friendly_object (head);
1698
1699 done_one = 1; 1579 done_one = 1;
1700 head->enemy = op; 1580 head->enemy = op;
1701 } 1581 }
1702 1582
1703 /* calm monsters */ 1583 /* calm monsters */
1712 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK)) 1592 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK))
1713 { 1593 {
1714 SET_FLAG (head, FLAG_BERSERK); 1594 SET_FLAG (head, FLAG_BERSERK);
1715 done_one = 1; 1595 done_one = 1;
1716 } 1596 }
1597
1717 /* charm */ 1598 /* charm */
1718 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY)) 1599 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY))
1719 { 1600 {
1720 SET_FLAG (head, FLAG_FRIENDLY); 1601 INVOKE_OBJECT (KILL, head, ARG_OBJECT (caster));
1602
1721 /* Prevent uncontolled outbreaks of self replicating monsters. 1603 /* Prevent uncontrolled outbreaks of self replicating monsters.
1722 Typical use case is charm, go somwhere, use aggravation to make hostile. 1604 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. */ 1605 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */
1724 CLEAR_FLAG (head, FLAG_GENERATOR); 1606 CLEAR_FLAG (head, FLAG_GENERATOR);
1725 set_owner (head, op); 1607 head->set_owner (op);
1726 set_spell_skill (op, caster, spell, head); 1608 set_spell_skill (op, caster, spell, head);
1727 add_friendly_object (head); 1609 add_friendly_object (head);
1728 head->attack_movement = PETMOVE; 1610 head->attack_movement = PETMOVE;
1729 done_one = 1; 1611 done_one = 1;
1730 change_exp (op, head->stats.exp / 2, head->skill, SK_EXP_ADD_SKILL); 1612 change_exp (op, head->stats.exp / 2, head->skill, SK_EXP_ADD_SKILL);
1731 head->stats.exp = 0; 1613 head->stats.exp = 0;
1732 } 1614 }
1733 1615
1734 /* If a monster was effected, put an effect in */ 1616 /* If a monster was effected, put an effect in */
1735 if (done_one && spell->other_arch) 1617 if (done_one && spell->other_arch)
1736 {
1737 tmp = arch_to_object (spell->other_arch); 1618 m->insert (arch_to_object (spell->other_arch), nx, ny, op);
1738 tmp->x = nx;
1739 tmp->y = ny;
1740 insert_ob_in_map (tmp, m, op, 0);
1741 }
1742 } /* for y */ 1619 } /* for y */
1743 1620
1744 return 1; 1621 return 1;
1745} 1622}
1746 1623
1756move_ball_spell (object *op) 1633move_ball_spell (object *op)
1757{ 1634{
1758 int i, j, dam_save, dir, mflags; 1635 int i, j, dam_save, dir, mflags;
1759 sint16 nx, ny, hx, hy; 1636 sint16 nx, ny, hx, hy;
1760 object *owner; 1637 object *owner;
1761 mapstruct *m; 1638 maptile *m;
1762 1639
1763 owner = get_owner (op); 1640 owner = op->owner;
1764 1641
1765 /* the following logic makes sure that the ball doesn't move into a wall, 1642 /* 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 1643 * 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 1644 * 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 1645 * offset to move the ball, eg, keep it mostly on course, with some
1797 nx = op->x; 1674 nx = op->x;
1798 ny = op->y; 1675 ny = op->y;
1799 m = op->map; 1676 m = op->map;
1800 } 1677 }
1801 1678
1802 remove_ob (op); 1679 m->insert (op, nx, ny, op);
1803 op->y = ny;
1804 op->x = nx;
1805 insert_ob_in_map (op, m, op, 0);
1806 1680
1807 dam_save = op->stats.dam; /* save the original dam: we do halfdam on 1681 dam_save = op->stats.dam; /* save the original dam: we do halfdam on
1808 surrounding squares */ 1682 surrounding squares */
1809 1683
1810 /* loop over current square and neighbors to hit. 1684 /* loop over current square and neighbors to hit.
1811 * if this has an other_arch field, we insert that in 1685 * if this has an other_arch field, we insert that in
1812 * the surround spaces. 1686 * the surround spaces.
1813 */ 1687 */
1814 for (j = 0; j < 9; j++) 1688 for (j = 0; j < 9; j++)
1815 { 1689 {
1816 object *new_ob;
1817
1818 hx = nx + freearr_x[j]; 1690 hx = nx + freearr_x[j];
1819 hy = ny + freearr_y[j]; 1691 hy = ny + freearr_y[j];
1820 1692
1821 m = op->map; 1693 m = op->map;
1822 mflags = get_map_flags (m, &m, hx, hy, &hx, &hy); 1694 mflags = get_map_flags (m, &m, hx, hy, &hx, &hy);
1836 1708
1837 } 1709 }
1838 1710
1839 /* insert the other arch */ 1711 /* insert the other arch */
1840 if (op->other_arch && !(OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy)))) 1712 if (op->other_arch && !(OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy))))
1841 { 1713 m->insert (arch_to_object (op->other_arch), hx, hy, op);
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 } 1714 }
1848 1715
1849 /* restore to the center location and damage */ 1716 /* restore to the center location and damage */
1850 op->stats.dam = dam_save; 1717 op->stats.dam = dam_save;
1851 1718
1852 i = spell_find_dir (op->map, op->x, op->y, get_owner (op)); 1719 i = spell_find_dir (op->map, op->x, op->y, op->owner);
1853 1720
1854 if (i >= 0) 1721 if (i >= 0)
1855 { /* we have a preferred direction! */ 1722 { /* we have a preferred direction! */
1856 /* pick another direction if the preferred dir is blocked. */ 1723 /* 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 || 1724 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))) 1725 OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy)))
1859 {
1860 i = absdir (i + rndm (0, 2) - 1); /* -1, 0, +1 */ 1726 i = absdir (i + rndm (0, 2) - 1); /* -1, 0, +1 */
1861 } 1727
1862 op->direction = i; 1728 op->direction = i;
1863 } 1729 }
1864} 1730}
1865 1731
1866
1867/* move_swarm_spell: peterm 1732/* move_swarm_spell: peterm
1868 * This is an implementation of the swarm spell. It was written for 1733 * 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 1734 * 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 1735 * 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 1736 * 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. 1737 * from a set of squares surrounding the caster, in a given direction.
1873 */ 1738 */
1874
1875void 1739void
1876move_swarm_spell (object *op) 1740move_swarm_spell (object *op)
1877{ 1741{
1878#if 0 1742#if 0
1879 static int cardinal_adjust[9] = { -3, -2, -1, 0, 0, 0, 1, 2, 3 }; 1743 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 }; 1744 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; 1745 sint16 target_x, target_y, origin_x, origin_y;
1882 int adjustdir; 1746 int adjustdir;
1883 mapstruct *m; 1747 maptile *m;
1884#endif 1748#endif
1885 int basedir;
1886 object *owner; 1749 object *owner = op->env;
1887 1750
1888 owner = get_owner (op); 1751 if (!op->duration || !owner->is_on_map ())
1889 if (op->duration == 0 || owner == NULL)
1890 {
1891 remove_ob (op);
1892 free_object (op);
1893 return;
1894 } 1752 {
1753 op->destroy ();
1754 return;
1755 }
1756
1895 op->duration--; 1757 op->duration--;
1896 1758
1897 basedir = op->direction; 1759 int basedir = op->direction;
1898 if (basedir == 0) 1760 if (!basedir)
1899 {
1900 /* spray in all directions! 8) */ 1761 /* spray in all directions! 8) */
1901 basedir = rndm (1, 8); 1762 basedir = (op->facing += op->state) % 8 + 1;
1902 }
1903 1763
1904#if 0 1764#if 0
1905 // this is bogus: it causes wrong places to be checked below 1765 // this is bogus: it causes wrong places to be checked below
1906 // (a wall 2 cells away will block the effect...) and 1766 // (a wall 2 cells away will block the effect...) and
1907 // doesn't work for SP_BULLET anyhow, so again tests the wrong 1767 // doesn't work for SP_BULLET anyhow, so again tests the wrong
1908 // space. 1768 // space.
1909 // should be fixed later, but correctness before featurs... 1769 // should be fixed later, but correctness before features...
1910 // (schmorp) 1770 // (schmorp)
1911 1771
1912 /* new offset calculation to make swarm element distribution 1772 /* new offset calculation to make swarm element distribution
1913 * more uniform 1773 * more uniform
1914 */ 1774 */
1967 { 1827 {
1968 /* Bullet spells have a bunch more customization that needs to be done */ 1828 /* Bullet spells have a bunch more customization that needs to be done */
1969 if (op->spell->subtype == SP_BULLET) 1829 if (op->spell->subtype == SP_BULLET)
1970 fire_bullet (owner, op, basedir, op->spell); 1830 fire_bullet (owner, op, basedir, op->spell);
1971 else if (op->spell->subtype == SP_MAGIC_MISSILE) 1831 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1972 fire_arch_from_position (owner, op, op->x, op->y, basedir, op->spell); 1832 fire_arch_from_position (owner, op, owner->x, owner->y, basedir, op->spell);
1973 } 1833 }
1974} 1834}
1975
1976
1977
1978 1835
1979/* fire_swarm: 1836/* fire_swarm:
1980 * The following routine creates a swarm of objects. It actually 1837 * The following routine creates a swarm of objects. It actually
1981 * sets up a specific swarm object, which then fires off all 1838 * sets up a specific swarm object, which then fires off all
1982 * the parts of the swarm. 1839 * the parts of the swarm.
1985 * caster: the caster (owner, wand, rod, scroll) 1842 * caster: the caster (owner, wand, rod, scroll)
1986 * dir: the direction everything will be fired in 1843 * dir: the direction everything will be fired in
1987 * spell - the spell that is this spell. 1844 * spell - the spell that is this spell.
1988 * n: the number to be fired. 1845 * n: the number to be fired.
1989 */ 1846 */
1990
1991int 1847int
1992fire_swarm (object *op, object *caster, object *spell, int dir) 1848fire_swarm (object *op, object *caster, object *spell, int dir)
1993{ 1849{
1994 object *tmp;
1995 int i;
1996
1997 if (!spell->other_arch) 1850 if (!spell->other_arch)
1998 return 0; 1851 return 0;
1999 1852
2000 tmp = get_archetype (SWARM_SPELL); 1853 object *tmp = archetype::get (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); 1854 set_spell_skill (op, caster, spell, tmp);
2005
2006 tmp->level = caster_level (caster, spell); /*needed later, to get level dep. right. */ 1855 tmp->level = caster_level (caster, spell); /* needed later, to get level dep. right. */
2007 tmp->spell = arch_to_object (spell->other_arch); 1856 tmp->spell = spell->other_arch->instance ();
2008
2009 tmp->attacktype = tmp->spell->attacktype; 1857 tmp->attacktype = tmp->spell->attacktype;
2010 1858
2011 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) 1859 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
2012 {
2013 if (!tailor_god_spell (tmp, op)) 1860 if (!tailor_god_spell (tmp, op))
2014 return 1; 1861 return 1;
2015 } 1862
2016 tmp->duration = SP_level_duration_adjust (caster, spell); 1863 tmp->duration = SP_level_duration_adjust (caster, spell);
2017 for (i = 0; i < spell->duration; i++) 1864 for (int i = 0; i < spell->duration; i++)
2018 tmp->duration += die_roll (1, 3, op, PREFER_HIGH); 1865 tmp->duration += die_roll (1, 3, op, PREFER_HIGH);
2019 1866
2020 tmp->direction = dir; 1867 tmp->direction = dir;
2021 tmp->invisible = 1; 1868 tmp->invisible = 1;
2022 insert_ob_in_map (tmp, op->map, op, 0); 1869 tmp->facing = rndm (1, 8); // initial firing direction
1870 tmp->state = rndm (4) * 2 + 1; // direction increment
1871
1872 op->insert (tmp);
1873
2023 return 1; 1874 return 1;
2024} 1875}
2025
2026 1876
2027/* See the spells documentation file for why this is its own 1877/* See the spells documentation file for why this is its own
2028 * function. 1878 * function.
2029 */ 1879 */
2030int 1880int
2031cast_light (object *op, object *caster, object *spell, int dir) 1881cast_light (object *op, object *caster, object *spell, int dir)
2032{ 1882{
2033 object *target = NULL, *tmp = NULL; 1883 object *target = NULL, *tmp = NULL;
2034 sint16 x, y; 1884 sint16 x, y;
2035 int dam, mflags; 1885 int dam, mflags;
2036 mapstruct *m; 1886 maptile *m;
2037 1887
2038 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1888 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
2039 1889
2040 if (!dir) 1890 if (!dir)
2041 { 1891 {
2055 return 0; 1905 return 0;
2056 } 1906 }
2057 1907
2058 if (mflags & P_IS_ALIVE && spell->attacktype) 1908 if (mflags & P_IS_ALIVE && spell->attacktype)
2059 { 1909 {
2060 for (target = get_map_ob (m, x, y); target; target = target->above) 1910 for (target = GET_MAP_OB (m, x, y); target; target = target->above)
2061 if (QUERY_FLAG (target, FLAG_MONSTER)) 1911 if (QUERY_FLAG (target, FLAG_MONSTER))
2062 { 1912 {
2063 /* oky doky. got a target monster. Lets make a blinding attack */ 1913 /* oky doky. got a target monster. Lets make a blinding attack */
2064 if (target->head) 1914 if (target->head)
2065 target = target->head; 1915 target = target->head;
2087 { 1937 {
2088 tmp->glow_radius = spell->range + SP_level_range_adjust (caster, spell); 1938 tmp->glow_radius = spell->range + SP_level_range_adjust (caster, spell);
2089 if (tmp->glow_radius > MAX_LIGHT_RADII) 1939 if (tmp->glow_radius > MAX_LIGHT_RADII)
2090 tmp->glow_radius = MAX_LIGHT_RADII; 1940 tmp->glow_radius = MAX_LIGHT_RADII;
2091 } 1941 }
2092 tmp->x = x; 1942
2093 tmp->y = y; 1943 m->insert (tmp, x, y, op);
2094 insert_ob_in_map (tmp, m, op, 0);
2095 return 1; 1944 return 1;
2096} 1945}
2097
2098
2099
2100 1946
2101/* cast_cause_disease: this spell looks along <dir> from the 1947/* cast_cause_disease: this spell looks along <dir> from the
2102 * player and infects someone. 1948 * player and infects someone.
2103 * op is the player/monster, caster is the object, dir is the direction 1949 * 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 1950 * to cast, disease_arch is the specific disease, and type is the spell number
2105 * perhaps this should actually be in disease.c? 1951 * perhaps this should actually be in disease.c?
2106 */ 1952 */
2107
2108int 1953int
2109cast_cause_disease (object *op, object *caster, object *spell, int dir) 1954cast_cause_disease (object *op, object *caster, object *spell, int dir)
2110{ 1955{
2111 sint16 x, y; 1956 sint16 x, y;
2112 int i, mflags, range, dam_mod, dur_mod; 1957 int i, mflags, range, dam_mod, dur_mod;
2113 object *walk; 1958 object *walk;
2114 mapstruct *m; 1959 maptile *m;
2115 1960
2116 x = op->x; 1961 x = op->x;
2117 y = op->y; 1962 y = op->y;
2118 1963
2119 /* If casting from a scroll, no direction will be available, so refer to the 1964 /* If casting from a scroll, no direction will be available, so refer to the
2120 * direction the player is pointing. 1965 * direction the player is pointing.
2121 */ 1966 */
2122 if (!dir) 1967 if (!dir)
2123 dir = op->facing; 1968 dir = op->facing;
1969
2124 if (!dir) 1970 if (!dir)
2125 return 0; /* won't find anything if casting on ourself, so just return */ 1971 return 0; /* won't find anything if casting on ourself, so just return */
2126 1972
2127 /* Calculate these once here */ 1973 /* Calculate these once here */
2128 range = spell->range + SP_level_range_adjust (caster, spell); 1974 range = spell->range + SP_level_range_adjust (caster, spell);
2147 1993
2148 /* Only bother looking on this space if there is something living here */ 1994 /* Only bother looking on this space if there is something living here */
2149 if (mflags & P_IS_ALIVE) 1995 if (mflags & P_IS_ALIVE)
2150 { 1996 {
2151 /* search this square for a victim */ 1997 /* search this square for a victim */
2152 for (walk = get_map_ob (m, x, y); walk; walk = walk->above) 1998 for (walk = GET_MAP_OB (m, x, y); walk; walk = walk->above)
2153 if (QUERY_FLAG (walk, FLAG_MONSTER) || (walk->type == PLAYER)) 1999 if (QUERY_FLAG (walk, FLAG_MONSTER) || (walk->type == PLAYER))
2154 { /* found a victim */ 2000 { /* found a victim */
2155 object *disease = arch_to_object (spell->other_arch); 2001 object *disease = arch_to_object (spell->other_arch);
2156 2002
2157 set_owner (disease, op); 2003 disease->set_owner (op);
2158 set_spell_skill (op, caster, spell, disease); 2004 set_spell_skill (op, caster, spell, disease);
2159 disease->stats.exp = 0; 2005 disease->stats.exp = 0;
2160 disease->level = caster_level (caster, spell); 2006 disease->level = caster_level (caster, spell);
2161 2007
2162 /* do level adjustments */ 2008 /* do level adjustments */
2163 if (disease->stats.wc) 2009 if (disease->stats.wc)
2164 disease->stats.wc += dur_mod / 2; 2010 disease->stats.wc += dur_mod / 2;
2165 2011
2166 if (disease->magic > 0) 2012 if (disease->magic > 0)
2167 disease->magic += dur_mod / 4; 2013 disease->magic += dur_mod / 8;
2168 2014
2169 if (disease->stats.maxhp > 0) 2015 if (disease->stats.maxhp > 0)
2170 disease->stats.maxhp += dur_mod; 2016 disease->stats.maxhp += dur_mod;
2171 2017
2172 if (disease->stats.maxgrace > 0) 2018 if (disease->stats.maxgrace > 0)
2207 if (disease->stats.sp) 2053 if (disease->stats.sp)
2208 disease->stats.sp -= dam_mod; 2054 disease->stats.sp -= dam_mod;
2209 2055
2210 if (infect_object (walk, disease, 1)) 2056 if (infect_object (walk, disease, 1))
2211 { 2057 {
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); 2058 new_draw_info_format (NDI_UNIQUE, 0, op, "You inflict %s on %s!", &disease->name, &walk->name);
2215 2059
2216 free_object (disease); /* don't need this one anymore */ 2060 disease->destroy (); /* don't need this one anymore */
2217 flash = get_archetype (ARCH_DETECT_MAGIC); 2061 walk->map->insert (get_archetype ("detect_magic"), x, y, op);
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; 2062 return 1;
2223 } 2063 }
2224 free_object (disease); 2064
2065 disease->destroy ();
2225 } 2066 }
2226 } /* if living creature */ 2067 } /* if living creature */
2227 } /* for range of spaces */ 2068 } /* for range of spaces */
2069
2228 new_draw_info (NDI_UNIQUE, 0, op, "No one caught anything!"); 2070 new_draw_info (NDI_UNIQUE, 0, op, "No one caught anything!");
2229 return 1; 2071 return 1;
2230} 2072}

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