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Comparing deliantra/server/server/spell_attack.C (file contents):
Revision 1.13 by root, Thu Sep 14 22:34:05 2006 UTC vs.
Revision 1.57 by root, Sat May 17 14:11:13 2008 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2002-2003 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002-2003,2007 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Deliantra 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 3 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, see <http://www.gnu.org/licenses/>.
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
20 21 * The authors can be reached via e-mail to <support@deliantra.net>
21 The authors can be reached via e-mail at <crossfire@schmorp.de>
22*/ 22 */
23 23
24/* This file contains all the spell attack code. Grouping this code 24/* This file contains all the spell attack code. Grouping this code
25 * together should hopefully make it easier to find the relevent bits 25 * together should hopefully make it easier to find the relevent bits
26 * of code 26 * of code
27 */ 27 */
28 28
29#include <global.h> 29#include <global.h>
30#include <object.h> 30#include <object.h>
31#include <living.h> 31#include <living.h>
32#ifndef __CEXTRACT__
33# include <sproto.h> 32#include <sproto.h>
34#endif
35#include <spells.h> 33#include <spells.h>
36#include <sounds.h> 34#include <sounds.h>
37 35
38/* 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
39 * 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)
40 * but moved here so it could be applied to bolts too 38 * but moved here so it could be applied to bolts too
41 * op is the spell object. 39 * op is the spell object.
42 */ 40 */
43
44void 41void
45check_spell_knockback (object *op) 42check_spell_knockback (object *op)
46{ 43{
47 object *tmp, *tmp2; /* object on the map */ 44 object *tmp, *tmp2; /* object on the map */
48 int weight_move; 45 int weight_move;
57 { 54 {
58 weight_move = op->weight + (op->weight * op->level) / 3; 55 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); */ 56 /*LOG (llevDebug, "DEBUG: arch weighs %d and masses %d (%s,level %d)\n", op->weight,weight_move,op->name,op->level); */
60 } 57 }
61 58
62 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)
63 { 60 {
64 int num_sections = 1; 61 int num_sections = 1;
65 62
66 /* don't move DM */ 63 /* don't move DM */
67 if (QUERY_FLAG (tmp, FLAG_WIZ)) 64 if (QUERY_FLAG (tmp, FLAG_WIZ))
108 * 105 *
109 * BOLT CODE 106 * BOLT CODE
110 * 107 *
111 ***************************************************************************/ 108 ***************************************************************************/
112 109
113/* Causes op to fork. op is the original bolt, tmp 110/* Causes op to fork. op is the original bolt, tmp
114 * is the first piece of the fork. 111 * is the first piece of the fork.
115 */ 112 */
116
117void 113void
118forklightning (object *op, object *tmp) 114forklightning (object *op, object *tmp)
119{ 115{
120 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 */
121 int t_dir; /* stores temporary dir calculation */ 117 int t_dir; /* stores temporary dir calculation */
122 mapstruct *m; 118 maptile *m;
123 sint16 sx, sy; 119 sint16 sx, sy;
124 object *new_bolt; 120 object *new_bolt;
125 121
126 /* pick a fork direction. tmp->stats.Con is the left bias 122 /* pick a fork direction. tmp->stats.Con is the left bias
127 * i.e., the chance in 100 of forking LEFT 123 * i.e., the chance in 100 of forking LEFT
140 136
141 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)))
142 return; 138 return;
143 139
144 /* OK, we made a fork */ 140 /* OK, we made a fork */
145 new_bolt = get_object (); 141 new_bolt = tmp->clone ();
146 copy_object (tmp, new_bolt);
147 142
148 /* reduce chances of subsequent forking */ 143 /* reduce chances of subsequent forking */
149 new_bolt->stats.Dex -= 10; 144 new_bolt->stats.Dex -= 10;
150 tmp->stats.Dex -= 10; /* less forks from main bolt too */ 145 tmp->stats.Dex -= 10; /* less forks from main bolt too */
151 new_bolt->stats.Con += 25 * new_dir; /* adjust the left bias */ 146 new_bolt->stats.Con += 25 * new_dir; /* adjust the left bias */
152 new_bolt->speed_left = -0.1; 147 new_bolt->speed_left = -0.1f;
153 new_bolt->direction = t_dir; 148 new_bolt->direction = t_dir;
154 new_bolt->duration++; 149 new_bolt->duration++;
155 new_bolt->x = sx;
156 new_bolt->y = sy;
157 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */ 150 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */
158 new_bolt->stats.dam++; 151 new_bolt->stats.dam++;
159 tmp->stats.dam /= 2; /* reduce father bolt damage */ 152 tmp->stats.dam /= 2; /* reduce father bolt damage */
160 tmp->stats.dam++; 153 tmp->stats.dam++;
161 new_bolt = insert_ob_in_map (new_bolt, m, op, 0); 154 if ((new_bolt = m->insert (new_bolt, sx, sy, op)))
162 update_turn_face (new_bolt); 155 update_turn_face (new_bolt);
163} 156}
164 157
165/* move_bolt: moves bolt 'op'. Basically, it just advances a space, 158/* move_bolt: moves bolt 'op'. Basically, it just advances a space,
166 * and checks for various things that may stop it. 159 * and checks for various things that may stop it.
167 */ 160 */
168 161
169void 162void
170move_bolt (object *op) 163move_bolt (object *op)
171{ 164{
172 object *tmp;
173 int mflags; 165 int mflags;
174 sint16 x, y; 166 sint16 x, y;
175 mapstruct *m; 167 maptile *m;
176 168
177 if (--(op->duration) < 0) 169 if (--op->duration < 0)
178 { 170 {
179 remove_ob (op); 171 op->destroy ();
180 free_object (op);
181 return; 172 return;
182 } 173 }
183 174
184 hit_map (op, 0, op->attacktype, 1); 175 hit_map (op, 0, op->attacktype, 1);
185 176
186 if (!op->direction) 177 if (!op->direction)
187 return; 178 return;
188 179
189 if (--op->range < 0) 180 if (--op->range < 0)
190 {
191 op->range = 0; 181 op->range = 0;
192 }
193 else 182 else
194 { 183 {
195 x = op->x + DIRX (op); 184 x = op->x + DIRX (op);
196 y = op->y + DIRY (op); 185 y = op->y + DIRY (op);
197 m = op->map; 186 m = op->map;
205 * 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
206 * will be useful. 195 * will be useful.
207 */ 196 */
208 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)))
209 { 198 {
210
211 if (!QUERY_FLAG (op, FLAG_REFLECTING)) 199 if (!QUERY_FLAG (op, FLAG_REFLECTING))
212 return; 200 return;
213 201
214 /* Since walls don't run diagonal, if the bolt is in 202 /* Since walls don't run diagonal, if the bolt is in
215 * one of 4 main directions, it just reflects back in the 203 * one of 4 main directions, it just reflects back in the
245 else if (left) 233 else if (left)
246 op->direction = absdir (op->direction + 2); 234 op->direction = absdir (op->direction + 2);
247 else if (right) 235 else if (right)
248 op->direction = absdir (op->direction - 2); 236 op->direction = absdir (op->direction - 2);
249 } 237 }
238
250 update_turn_face (op); /* A bolt *must* be IS_TURNABLE */ 239 update_turn_face (op); /* A bolt *must* be IS_TURNABLE */
251 return; 240 return;
252 } 241 }
253 else 242 else
254 { /* Create a copy of this object and put it ahead */ 243 { /* Create a copy of this object and put it ahead */
255 tmp = get_object (); 244 object *tmp = op->clone ();
256 copy_object (op, tmp); 245
246 m->insert (tmp, x, y, op);
257 tmp->speed_left = -0.1; 247 tmp->speed_left = -0.1f;
258 tmp->x += DIRX (tmp), tmp->y += DIRY (tmp);
259 tmp = insert_ob_in_map (tmp, op->map, op, 0);
260 /* 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 */
261 tmp->duration++; 249 tmp->duration++;
262 250
263 /* New forking code. Possibly create forks of this object 251 /* New forking code. Possibly create forks of this object
264 * going off in other directions. 252 * going off in other directions.
265 */ 253 */
266
267 if (rndm (0, 99) < tmp->stats.Dex) 254 if (rndm (0, 99) < tmp->stats.Dex)
268 { /* stats.Dex % of forking */ 255 { /* stats.Dex % of forking */
269 forklightning (op, tmp); 256 forklightning (op, tmp);
270 } 257 }
258
271 /* 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
272 * doesn't create any bolts that continue to move onward. 260 * doesn't create any bolts that continue to move onward.
273 */ 261 */
274 op->range = 0; 262 op->range = 0;
275 } /* copy object and move it along */ 263 } /* copy object and move it along */
282 * we remove the magic flag - that can be derived from 270 * we remove the magic flag - that can be derived from
283 * spob->attacktype. 271 * spob->attacktype.
284 * This function sets up the appropriate owner and skill 272 * This function sets up the appropriate owner and skill
285 * pointers. 273 * pointers.
286 */ 274 */
287
288int 275int
289fire_bolt (object *op, object *caster, int dir, object *spob, object *skill) 276fire_bolt (object *op, object *caster, int dir, object *spob, object *skill)
290{ 277{
291 object *tmp = NULL; 278 object *tmp = NULL;
292 int mflags; 279 int mflags;
310 297
311 tmp->direction = dir; 298 tmp->direction = dir;
312 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) 299 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
313 SET_ANIMATION (tmp, dir); 300 SET_ANIMATION (tmp, dir);
314 301
315 set_owner (tmp, op); 302 tmp->set_owner (op);
316 set_spell_skill (op, caster, spob, tmp); 303 set_spell_skill (op, caster, spob, tmp);
317 304
318 tmp->x = op->x + DIRX (tmp); 305 tmp->x = op->x + DIRX (tmp);
319 tmp->y = op->y + DIRY (tmp); 306 tmp->y = op->y + DIRY (tmp);
320 tmp->map = op->map; 307 tmp->map = op->map;
321 308
309 maptile *newmap;
322 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);
323 if (mflags & P_OUT_OF_MAP) 311 if (mflags & P_OUT_OF_MAP)
324 { 312 {
325 free_object (tmp); 313 tmp->destroy ();
326 return 0; 314 return 0;
327 } 315 }
316
317 tmp->map = newmap;
318
328 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)))
329 { 320 {
330 if (!QUERY_FLAG (tmp, FLAG_REFLECTING)) 321 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
331 { 322 {
332 free_object (tmp); 323 tmp->destroy ();
333 return 0; 324 return 0;
334 } 325 }
326
335 tmp->x = op->x; 327 tmp->x = op->x;
336 tmp->y = op->y; 328 tmp->y = op->y;
337 tmp->direction = absdir (tmp->direction + 4); 329 tmp->direction = absdir (tmp->direction + 4);
338 tmp->map = op->map; 330 tmp->map = op->map;
339 } 331 }
340 if ((tmp = insert_ob_in_map (tmp, tmp->map, op, 0)) != NULL) 332
333 if ((tmp = tmp->insert_at (tmp, op)))
341 move_bolt (tmp); 334 move_bolt (tmp);
335
342 return 1; 336 return 1;
343} 337}
344
345
346 338
347/*************************************************************************** 339/***************************************************************************
348 * 340 *
349 * BULLET/BALL CODE 341 * BULLET/BALL CODE
350 * 342 *
351 ***************************************************************************/ 343 ***************************************************************************/
352 344
353/* expands an explosion. op is a piece of the 345/* expands an explosion. op is a piece of the
354 * explosion - this expans it in the different directions. 346 * explosion - this expands it in the different directions.
355 * At least that is what I think this does. 347 * At least that is what I think this does.
356 */ 348 */
357void 349void
358explosion (object *op) 350explosion (object *op)
359{ 351{
360 object *tmp;
361 mapstruct *m = op->map; 352 maptile *m = op->map;
362 int i; 353 int i;
363 354
364 if (--(op->duration) < 0) 355 if (--op->duration < 0)
365 {
366 remove_ob (op);
367 free_object (op);
368 return;
369 } 356 {
357 op->destroy ();
358 return;
359 }
360
370 hit_map (op, 0, op->attacktype, 0); 361 hit_map (op, 0, op->attacktype, 0);
371 362
372 if (op->range > 0) 363 if (op->range > 0)
373 { 364 {
374 for (i = 1; i < 9; i++) 365 for (i = 1; i < 9; i++)
375 { 366 {
376 sint16 dx, dy; 367 sint16 dx, dy;
377 368
378 dx = op->x + freearr_x[i]; 369 dx = op->x + freearr_x[i];
379 dy = op->y + freearr_y[i]; 370 dy = op->y + freearr_y[i];
371
380 /* ok_to_put_more already does things like checks for walls, 372 /* ok_to_put_more already does things like checks for walls,
381 * out of map, etc. 373 * out of map, etc.
382 */ 374 */
383 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))
384 { 376 {
385 tmp = get_object (); 377 object *tmp = op->clone ();
386 copy_object (op, tmp); 378
387 tmp->state = 0; 379 tmp->state = 0;
388 tmp->speed_left = -0.21; 380 tmp->speed_left = -0.21f;
389 tmp->range--; 381 tmp->range--;
390 tmp->value = 0; 382 tmp->value = 0;
391 tmp->x = dx; 383
392 tmp->y = dy; 384 m->insert (tmp, dx, dy, op);
393 insert_ob_in_map (tmp, m, op, 0);
394 } 385 }
395 } 386 }
396 } 387 }
397} 388}
398
399 389
400/* Causes an object to explode, eg, a firebullet, 390/* Causes an object to explode, eg, a firebullet,
401 * poison cloud ball, etc. op is the object to 391 * poison cloud ball, etc. op is the object to
402 * explode. 392 * explode.
403 */ 393 */
404void 394void
405explode_bullet (object *op) 395explode_bullet (object *op)
406{ 396{
407 tag_t op_tag = op->count;
408 object *tmp, *owner; 397 object *tmp, *owner;
409 398
410 if (op->other_arch == NULL) 399 if (op->other_arch == NULL)
411 { 400 {
412 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n"); 401 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n");
413 remove_ob (op); 402 op->destroy ();
414 free_object (op);
415 return; 403 return;
416 } 404 }
417 405
418 if (op->env) 406 if (op->env)
419 { 407 {
420 object *env; 408 object *env = op->outer_env ();
421 409
422 env = object_get_env_recursive (op);
423 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))
424 { 411 {
425 LOG (llevError, "BUG: explode_bullet(): env out of map\n"); 412 LOG (llevError, "BUG: explode_bullet(): env out of map\n");
426 remove_ob (op); 413 op->destroy ();
427 free_object (op);
428 return; 414 return;
429 } 415 }
430 remove_ob (op); 416
431 op->x = env->x; 417 op->insert_at (env, op, INS_NO_MERGE | INS_NO_WALK_ON);
432 op->y = env->y;
433 insert_ob_in_map (op, env->map, op, INS_NO_MERGE | INS_NO_WALK_ON);
434 } 418 }
435 else if (out_of_map (op->map, op->x, op->y)) 419 else if (out_of_map (op->map, op->x, op->y))
436 { 420 {
437 LOG (llevError, "BUG: explode_bullet(): op out of map\n"); 421 LOG (llevError, "BUG: explode_bullet(): op out of map\n");
438 remove_ob (op); 422 op->destroy ();
439 free_object (op);
440 return; 423 return;
441 } 424 }
442 425
443 // 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
444 // 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
445 // bad at the moment that might happen from this. 428 // bad at the moment that might happen from this.
446 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)
447 { 430 {
448 remove_ob (op); 431 op->destroy ();
449 free_object (op);
450 return; 432 return;
451 } 433 }
452 434
453 if (op->attacktype) 435 if (op->attacktype)
454 { 436 {
455 hit_map (op, 0, op->attacktype, 1); 437 hit_map (op, 0, op->attacktype, 1);
456 if (was_destroyed (op, op_tag)) 438 if (op->destroyed ())
457 return; 439 return;
458 } 440 }
459 441
460 /* other_arch contains what this explodes into */ 442 /* other_arch contains what this explodes into */
461 tmp = arch_to_object (op->other_arch); 443 tmp = arch_to_object (op->other_arch);
462 444
463 copy_owner (tmp, op); 445 tmp->set_owner (op);
464 tmp->skill = op->skill; 446 tmp->skill = op->skill;
465 447
466 owner = get_owner (op); 448 owner = op->owner;
467 449
468 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))
469 { 451 {
470 remove_ob (op); 452 op->destroy ();
471 free_object (op);
472 return; 453 return;
473 } 454 }
474
475 tmp->x = op->x;
476 tmp->y = op->y;
477 455
478 /* special for bombs - it actually has sane values for these */ 456 /* special for bombs - it actually has sane values for these */
479 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB) 457 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB)
480 { 458 {
481 tmp->attacktype = op->attacktype; 459 tmp->attacktype = op->attacktype;
485 } 463 }
486 else 464 else
487 { 465 {
488 if (op->attacktype & AT_MAGIC) 466 if (op->attacktype & AT_MAGIC)
489 tmp->attacktype |= AT_MAGIC; 467 tmp->attacktype |= AT_MAGIC;
468
490 /* Spell doc describes what is going on here */ 469 /* Spell doc describes what is going on here */
491 tmp->stats.dam = op->dam_modifier; 470 tmp->stats.dam = op->dam_modifier;
492 tmp->range = op->stats.maxhp; 471 tmp->range = op->stats.maxhp;
493 tmp->duration = op->stats.hp; 472 tmp->duration = op->stats.hp;
494 /* 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 -
502 tmp->stats.sp = op->direction; 481 tmp->stats.sp = op->direction;
503 482
504 /* Prevent recursion */ 483 /* Prevent recursion */
505 op->move_on = 0; 484 op->move_on = 0;
506 485
507 insert_ob_in_map (tmp, op->map, op, 0); 486 tmp->insert_at (op, op);
487 tmp->play_sound (tmp->sound);
488
508 /* remove the firebullet */ 489 /* remove the firebullet */
509 if (!was_destroyed (op, op_tag)) 490 op->destroy ();
510 {
511 remove_ob (op);
512 free_object (op);
513 }
514} 491}
515
516
517 492
518/* 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
519 * (eg, explode, damage player, etc) 494 * (eg, explode, damage player, etc)
520 */ 495 */
521
522void 496void
523check_bullet (object *op) 497check_bullet (object *op)
524{ 498{
525 tag_t op_tag = op->count, tmp_tag;
526 object *tmp; 499 object *tmp;
527 int dam, mflags; 500 int dam, mflags;
528 mapstruct *m; 501 maptile *m;
529 sint16 sx, sy; 502 sint16 sx, sy;
530 503
531 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);
532 505
533 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)))
542 515
543 /* 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 */
544 if (!(mflags & P_IS_ALIVE)) 517 if (!(mflags & P_IS_ALIVE))
545 return; 518 return;
546 519
547 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)
548 { 521 {
549 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 522 if (QUERY_FLAG (tmp, FLAG_ALIVE))
550 { 523 {
551 tmp_tag = tmp->count;
552 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1); 524 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1);
553 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)
554 { 526 {
555 if (!QUERY_FLAG (op, FLAG_REMOVED)) 527 if (!QUERY_FLAG (op, FLAG_REMOVED))
556 { 528 {
557 remove_ob (op); 529 op->destroy ();
558 free_object (op);
559 return; 530 return;
560 } 531 }
561 } 532 }
562 } 533 }
563 } 534 }
564} 535}
565
566 536
567/* Basically, we move 'op' one square, and if it hits something, 537/* Basically, we move 'op' one square, and if it hits something,
568 * call check_bullet. 538 * call check_bullet.
569 * This function is only applicable to bullets, but not to all 539 * This function is only applicable to bullets, but not to all
570 * fired arches (eg, bolts). 540 * fired arches (eg, bolts).
571 */ 541 */
572
573void 542void
574move_bullet (object *op) 543move_bullet (object *op)
575{ 544{
576 sint16 new_x, new_y; 545 sint16 new_x, new_y;
577 int mflags; 546 int mflags;
578 mapstruct *m; 547 maptile *m;
579 548
580#if 0 549#if 0
581 /* We need a better general purpose way to do this */ 550 /* We need a better general purpose way to do this */
582 551
583 /* peterm: added to make comet leave a trail of burnouts 552 /* peterm: added to make comet leave a trail of burnouts
584 it's an unadulterated hack, but the effect is cool. */ 553 it's an unadulterated hack, but the effect is cool. */
585 if (op->stats.sp == SP_METEOR) 554 if (op->stats.sp == SP_METEOR)
586 { 555 {
587 replace_insert_ob_in_map ("fire_trail", op); 556 replace_insert_ob_in_map ("fire_trail", op);
588 if (was_destroyed (op, op_tag)) 557 if (op->destroyed ())
589 return; 558 return;
590 } /* end addition. */ 559 } /* end addition. */
591#endif 560#endif
592 561
593 /* Reached the end of its life - remove it */ 562 /* Reached the end of its life - remove it */
594 if (--op->range <= 0) 563 if (--op->range <= 0)
595 { 564 {
596 if (op->other_arch) 565 if (op->other_arch)
597 {
598 explode_bullet (op); 566 explode_bullet (op);
599 }
600 else 567 else
601 { 568 op->destroy ();
602 remove_ob (op); 569
603 free_object (op);
604 }
605 return; 570 return;
606 } 571 }
607 572
608 new_x = op->x + DIRX (op); 573 new_x = op->x + DIRX (op);
609 new_y = op->y + DIRY (op); 574 new_y = op->y + DIRY (op);
610 m = op->map; 575 m = op->map;
611 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);
612 577
613 if (mflags & P_OUT_OF_MAP) 578 if (mflags & P_OUT_OF_MAP)
614 { 579 {
615 remove_ob (op); 580 op->destroy ();
616 free_object (op);
617 return; 581 return;
618 } 582 }
619 583
620 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)))
621 { 585 {
622 if (op->other_arch) 586 if (op->other_arch)
623 {
624 explode_bullet (op); 587 explode_bullet (op);
625 }
626 else 588 else
627 { 589 op->destroy ();
628 remove_ob (op);
629 free_object (op);
630 }
631 return;
632 }
633 590
634 remove_ob (op); 591 return;
635 op->x = new_x; 592 }
636 op->y = new_y; 593
637 if ((op = insert_ob_in_map (op, m, op, 0)) == NULL) 594 if (!(op = m->insert (op, new_x, new_y, op)))
638 return; 595 return;
639 596
640 if (reflwall (op->map, op->x, op->y, op)) 597 if (reflwall (op->map, op->x, op->y, op))
641 { 598 {
642 op->direction = absdir (op->direction + 4); 599 op->direction = absdir (op->direction + 4);
643 update_turn_face (op); 600 update_turn_face (op);
644 } 601 }
645 else 602 else
646 {
647 check_bullet (op); 603 check_bullet (op);
648 }
649} 604}
650
651
652
653 605
654/* fire_bullet 606/* fire_bullet
655 * object op (cast from caster) files a bolt in dir. 607 * object op (cast from caster) files a bolt in dir.
656 * spob is the spell object for the bolt. 608 * spob is the spell object for the bolt.
657 * we remove the magic flag - that can be derived from 609 * we remove the magic flag - that can be derived from
658 * spob->attacktype. 610 * spob->attacktype.
659 * This function sets up the appropriate owner and skill 611 * This function sets up the appropriate owner and skill
660 * pointers. 612 * pointers.
661 */ 613 */
662
663int 614int
664fire_bullet (object *op, object *caster, int dir, object *spob) 615fire_bullet (object *op, object *caster, int dir, object *spob)
665{ 616{
666 object *tmp = NULL; 617 object *tmp = NULL;
667 int mflags; 618 int mflags;
668 619
669 if (!spob->other_arch) 620 if (!spob->other_arch)
670 return 0; 621 return 0;
671 622
672 tmp = arch_to_object (spob->other_arch); 623 tmp = spob->other_arch->instance ();
673 if (tmp == NULL) 624 if (!tmp)
674 return 0; 625 return 0;
675 626
676 /* peterm: level dependency for bolts */ 627 /* peterm: level dependency for bolts */
677 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);
678 tmp->attacktype = spob->attacktype; 629 tmp->attacktype = spob->attacktype;
679 if (spob->slaying) 630 if (spob->slaying)
680 tmp->slaying = spob->slaying; 631 tmp->slaying = spob->slaying;
681 632
688 639
689 tmp->direction = dir; 640 tmp->direction = dir;
690 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) 641 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
691 SET_ANIMATION (tmp, dir); 642 SET_ANIMATION (tmp, dir);
692 643
693 set_owner (tmp, op); 644 tmp->set_owner (op);
694 set_spell_skill (op, caster, spob, tmp); 645 set_spell_skill (op, caster, spob, tmp);
695 646
696 tmp->x = op->x + freearr_x[dir]; 647 tmp->x = op->x + freearr_x[dir];
697 tmp->y = op->y + freearr_y[dir]; 648 tmp->y = op->y + freearr_y[dir];
698 tmp->map = op->map; 649 tmp->map = op->map;
699 650
651 maptile *newmap;
700 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);
701 if (mflags & P_OUT_OF_MAP) 653 if (mflags & P_OUT_OF_MAP)
702 { 654 {
703 free_object (tmp); 655 tmp->destroy ();
704 return 0; 656 return 0;
705 } 657 }
658
659 tmp->map = newmap;
660
706 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)))
707 { 662 {
708 if (!QUERY_FLAG (tmp, FLAG_REFLECTING)) 663 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
709 { 664 {
710 free_object (tmp); 665 tmp->destroy ();
711 return 0; 666 return 0;
712 } 667 }
668
713 tmp->x = op->x; 669 tmp->x = op->x;
714 tmp->y = op->y; 670 tmp->y = op->y;
715 tmp->direction = absdir (tmp->direction + 4); 671 tmp->direction = absdir (tmp->direction + 4);
716 tmp->map = op->map; 672 tmp->map = op->map;
717 } 673 }
718 if ((tmp = insert_ob_in_map (tmp, tmp->map, op, 0)) != NULL) 674
719 { 675 if ((tmp = tmp->insert_at (tmp, op)))
720 check_bullet (tmp); 676 check_bullet (tmp);
721 } 677
722 return 1; 678 return 1;
723} 679}
724
725
726
727 680
728/***************************************************************************** 681/*****************************************************************************
729 * 682 *
730 * CONE RELATED FUNCTIONS 683 * CONE RELATED FUNCTIONS
731 * 684 *
732 *****************************************************************************/ 685 *****************************************************************************/
733 686
734
735/* 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" */
736void 688void
737cone_drop (object *op) 689cone_drop (object *op)
738{ 690{
739 object *new_ob = arch_to_object (op->other_arch); 691 object *new_ob = arch_to_object (op->other_arch);
740 692
741 new_ob->x = op->x;
742 new_ob->y = op->y;
743 new_ob->level = op->level; 693 new_ob->level = op->level;
744 set_owner (new_ob, op->owner); 694 new_ob->set_owner (op->owner);
745 695
746 /* preserve skill ownership */ 696 /* preserve skill ownership */
747 if (op->skill && op->skill != new_ob->skill) 697 if (op->skill && op->skill != new_ob->skill)
748 {
749 new_ob->skill = op->skill; 698 new_ob->skill = op->skill;
750 }
751 insert_ob_in_map (new_ob, op->map, op, 0);
752 699
700 new_ob->insert_at (op, op);
753} 701}
754 702
755/* 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 */
756 704
757void 705void
758move_cone (object *op) 706move_cone (object *op)
759{ 707{
760 int i; 708 int i;
761 tag_t tag;
762 709
763 /* 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 */
764 if (!op->map) 711 if (!op->map)
765 { 712 {
766 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");
767 op->speed = 0; 714 op->set_speed (0);
768 update_ob_speed (op);
769 return; 715 return;
770 } 716 }
771 717
772 /* lava saves it's life, but not yours :) */ 718 /* lava saves it's life, but not yours :) */
773 if (QUERY_FLAG (op, FLAG_LIFESAVE)) 719 if (QUERY_FLAG (op, FLAG_LIFESAVE))
779#if 0 725#if 0
780 /* Disable this - enabling it makes monsters easier, as 726 /* Disable this - enabling it makes monsters easier, as
781 * when their cone dies when they die. 727 * when their cone dies when they die.
782 */ 728 */
783 /* If no owner left, the spell dies out. */ 729 /* If no owner left, the spell dies out. */
784 if (get_owner (op) == NULL) 730 if (op->owner == NULL)
785 { 731 {
786 remove_ob (op); 732 op->destroy ();
787 free_object (op);
788 return; 733 return;
789 } 734 }
790#endif 735#endif
791 736
792 tag = op->count;
793 hit_map (op, 0, op->attacktype, 0); 737 hit_map (op, 0, op->attacktype, 0);
794 738
795 /* Check to see if we should push anything. 739 /* Check to see if we should push anything.
796 * Spell objects with weight push whatever they encounter to some 740 * Spell objects with weight push whatever they encounter to some
797 * degree. 741 * degree.
798 */ 742 */
799 if (op->weight) 743 if (op->weight)
800 check_spell_knockback (op); 744 check_spell_knockback (op);
801 745
802 if (was_destroyed (op, tag)) 746 if (op->destroyed ())
803 return; 747 return;
804 748
805 if ((op->duration--) < 0) 749 if ((op->duration--) < 0)
806 { 750 {
807 remove_ob (op); 751 op->destroy ();
808 free_object (op);
809 return; 752 return;
810 } 753 }
811 /* Object has hit maximum range, so don't have it move 754 /* Object has hit maximum range, so don't have it move
812 * any further. When the duration above expires, 755 * any further. When the duration above expires,
813 * then the object will get removed. 756 * then the object will get removed.
822 { 765 {
823 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)];
824 767
825 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))
826 { 769 {
827 object *tmp = get_object (); 770 object *tmp = op->clone ();
828
829 copy_object (op, tmp);
830 tmp->x = x;
831 tmp->y = y;
832 771
833 tmp->duration = op->duration + 1; 772 tmp->duration = op->duration + 1;
834 773
835 /* Use for spell tracking - see ok_to_put_more() */ 774 /* Use for spell tracking - see ok_to_put_more() */
836 tmp->stats.maxhp = op->stats.maxhp; 775 tmp->stats.maxhp = op->stats.maxhp;
837 insert_ob_in_map (tmp, op->map, op, 0); 776
777 op->map->insert (tmp, x, y, op);
778
838 if (tmp->other_arch) 779 if (tmp->other_arch)
839 cone_drop (tmp); 780 cone_drop (tmp);
840 } 781 }
841 } 782 }
842} 783}
852int 793int
853cast_cone (object *op, object *caster, int dir, object *spell) 794cast_cone (object *op, object *caster, int dir, object *spell)
854{ 795{
855 object *tmp; 796 object *tmp;
856 int i, success = 0, range_min = -1, range_max = 1; 797 int i, success = 0, range_min = -1, range_max = 1;
857 mapstruct *m; 798 maptile *m;
858 sint16 sx, sy; 799 sint16 sx, sy;
859 MoveType movetype; 800 MoveType movetype;
860 801
861 if (!spell->other_arch) 802 if (!spell->other_arch)
862 return 0; 803 return 0;
875 816
876 /* 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
877 * 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
878 * insert it into is blocked. 819 * insert it into is blocked.
879 */ 820 */
880 movetype = spell->other_arch->clone.move_type; 821 movetype = spell->other_arch->move_type;
881 822
882 for (i = range_min; i <= range_max; i++) 823 for (i = range_min; i <= range_max; i++)
883 { 824 {
884 sint16 x, y, d; 825 sint16 x, y, d;
885 826
918 if ((movetype & GET_MAP_MOVE_BLOCK (m, sx, sy)) == movetype) 859 if ((movetype & GET_MAP_MOVE_BLOCK (m, sx, sy)) == movetype)
919 continue; 860 continue;
920 861
921 success = 1; 862 success = 1;
922 tmp = arch_to_object (spell->other_arch); 863 tmp = arch_to_object (spell->other_arch);
923 set_owner (tmp, op); 864 tmp->set_owner (op);
924 set_spell_skill (op, caster, spell, tmp); 865 set_spell_skill (op, caster, spell, tmp);
925 tmp->level = caster_level (caster, spell); 866 tmp->level = caster_level (caster, spell);
926 tmp->x = sx;
927 tmp->y = sy;
928 tmp->attacktype = spell->attacktype; 867 tmp->attacktype = spell->attacktype;
929 868
930 /* holy word stuff */ 869 /* holy word stuff */
931 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER)) 870 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER))
932 if (!tailor_god_spell (tmp, op)) 871 if (!tailor_god_spell (tmp, op))
966 else 905 else
967 tmp->duration += caster->level / 3; 906 tmp->duration += caster->level / 3;
968 } 907 }
969 908
970 if (!(tmp->move_type & MOVE_FLY_LOW)) 909 if (!(tmp->move_type & MOVE_FLY_LOW))
971 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);
972 911
973 if (!tmp->move_on && tmp->stats.dam) 912 if (!tmp->move_on && tmp->stats.dam)
974 {
975 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);
976 }
977 914
978 insert_ob_in_map (tmp, m, op, 0); 915 m->insert (tmp, sx, sy, op);
979 916
980 /* 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
981 * a single space too many times. 918 * a single space too many times.
982 */ 919 */
983 tmp->stats.maxhp = tmp->count; 920 tmp->stats.maxhp = tmp->count;
993 * 930 *
994 * BOMB related code 931 * BOMB related code
995 * 932 *
996 ****************************************************************************/ 933 ****************************************************************************/
997 934
998
999/* This handles an exploding bomb. 935/* This handles an exploding bomb.
1000 * op is the original bomb object. 936 * op is the original bomb object.
1001 */ 937 */
1002void 938void
1003animate_bomb (object *op) 939animate_bomb (object *op)
1004{ 940{
1005 int i;
1006 object *env, *tmp;
1007 archetype *at;
1008
1009 if (op->state != NUM_ANIMATIONS (op) - 1) 941 if (op->state != NUM_ANIMATIONS (op) - 1)
1010 return; 942 return;
1011 943
1012 env = object_get_env_recursive (op); 944 object *env = op->outer_env ();
1013 945
1014 if (op->env) 946 if (op->env)
1015 { 947 {
1016 if (env->map == NULL) 948 if (env->map == NULL)
1017 return; 949 return;
1018 950
1019 if (env->type == PLAYER) 951 if (!(op = op->insert_at (env, op)))
1020 esrv_del_item (env->contr, op->count);
1021
1022 remove_ob (op);
1023 op->x = env->x;
1024 op->y = env->y;
1025 if ((op = insert_ob_in_map (op, env->map, op, 0)) == NULL)
1026 return; 952 return;
1027 } 953 }
1028 954
1029 // 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
1030 // 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
1031 // as bombs can be carried. 957 // as bombs can be carried.
1032 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)
1033 { 959 {
1034 remove_ob (op); 960 op->destroy ();
1035 free_object (op);
1036 return; 961 return;
1037 } 962 }
1038 963
1039 /* This copies a lot of the code from the fire bullet, 964 /* This copies a lot of the code from the fire bullet,
1040 * but using the cast_bullet isn't really feasible, 965 * but using the cast_bullet isn't really feasible,
1041 * so just set up the appropriate values. 966 * so just set up the appropriate values.
1042 */ 967 */
1043 at = archetype::find (SPLINT); 968 if (archetype *at = archetype::find (SPLINT))
1044 if (at)
1045 { 969 {
1046 for (i = 1; i < 9; i++) 970 for (int i = 1; i < 9; i++)
1047 { 971 {
1048 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]))
1049 continue; 973 continue;
974
1050 tmp = arch_to_object (at); 975 object *tmp = arch_to_object (at);
1051 tmp->direction = i; 976 tmp->direction = i;
1052 tmp->range = op->range; 977 tmp->range = op->range;
1053 tmp->stats.dam = op->stats.dam; 978 tmp->stats.dam = op->stats.dam;
1054 tmp->duration = op->duration; 979 tmp->duration = op->duration;
1055 tmp->attacktype = op->attacktype; 980 tmp->attacktype = op->attacktype;
1056 copy_owner (tmp, op); 981 tmp->set_owner (op);
1057 if (op->skill && op->skill != tmp->skill) 982 if (op->skill && op->skill != tmp->skill)
1058 {
1059 tmp->skill = op->skill; 983 tmp->skill = op->skill;
1060 } 984
1061 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) 985 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
1062 SET_ANIMATION (tmp, i); 986 SET_ANIMATION (tmp, i);
1063 tmp->x = op->x + freearr_x[i]; 987
1064 tmp->y = op->y + freearr_x[i]; 988 op->map->insert (tmp, op->x + freearr_x[i], op->y + freearr_x[i], op);
1065 insert_ob_in_map (tmp, op->map, op, 0);
1066 move_bullet (tmp); 989 move_bullet (tmp);
1067 } 990 }
1068 } 991 }
1069 992
1070 explode_bullet (op); 993 explode_bullet (op);
1071} 994}
1072 995
1073int 996int
1074create_bomb (object *op, object *caster, int dir, object *spell) 997create_bomb (object *op, object *caster, int dir, object *spell)
1075{ 998{
1076
1077 object *tmp; 999 object *tmp;
1078 int mflags; 1000 int mflags;
1079 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];
1080 mapstruct *m; 1002 maptile *m;
1081 1003
1082 mflags = get_map_flags (op->map, &m, dx, dy, &dx, &dy); 1004 mflags = get_map_flags (op->map, &m, dx, dy, &dx, &dy);
1083 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))
1084 { 1006 {
1085 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.");
1086 return 0; 1008 return 0;
1087 } 1009 }
1010
1088 tmp = arch_to_object (spell->other_arch); 1011 tmp = arch_to_object (spell->other_arch);
1089 1012
1090 /* level dependencies for bomb */ 1013 /* level dependencies for bomb */
1091 tmp->range = spell->range + SP_level_range_adjust (caster, spell); 1014 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
1092 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);
1093 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell); 1016 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
1094 tmp->attacktype = spell->attacktype; 1017 tmp->attacktype = spell->attacktype;
1095 1018
1096 set_owner (tmp, op); 1019 tmp->set_owner (op);
1097 set_spell_skill (op, caster, spell, tmp); 1020 set_spell_skill (op, caster, spell, tmp);
1098 tmp->x = dx; 1021
1099 tmp->y = dy; 1022 m->insert (tmp, dx, dy, op);
1100 insert_ob_in_map (tmp, m, op, 0);
1101 return 1; 1023 return 1;
1102} 1024}
1103 1025
1104/**************************************************************************** 1026/****************************************************************************
1105 * 1027 *
1114 * dir is the direction to look in. 1036 * dir is the direction to look in.
1115 * range is how far out to look. 1037 * range is how far out to look.
1116 * 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.
1117 * this info is used for blocked magic/unholy spaces. 1039 * this info is used for blocked magic/unholy spaces.
1118 */ 1040 */
1119
1120object * 1041object *
1121get_pointed_target (object *op, int dir, int range, int type) 1042get_pointed_target (object *op, int dir, int range, int type)
1122{ 1043{
1123 object *target; 1044 object *target;
1124 sint16 x, y; 1045 sint16 x, y;
1125 int dist, mflags; 1046 int dist, mflags;
1126 mapstruct *mp; 1047 maptile *mp;
1127 1048
1128 if (dir == 0) 1049 if (dir == 0)
1129 return NULL; 1050 return NULL;
1130 1051
1131 for (dist = 1; dist < range; dist++) 1052 for (dist = 1; dist < range; dist++)
1143 return NULL; 1064 return NULL;
1144 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW) 1065 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW)
1145 return NULL; 1066 return NULL;
1146 1067
1147 if (mflags & P_IS_ALIVE) 1068 if (mflags & P_IS_ALIVE)
1148 {
1149 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)
1150 { 1070 if (QUERY_FLAG (target, FLAG_MONSTER))
1151 if (QUERY_FLAG (target->head ? target->head : target, FLAG_MONSTER))
1152 {
1153 return target; 1071 return target;
1154 }
1155 }
1156 }
1157 } 1072 }
1073
1158 return NULL; 1074 return NULL;
1159} 1075}
1160
1161 1076
1162/* cast_smite_arch() - the priest points to a creature and causes 1077/* cast_smite_arch() - the priest points to a creature and causes
1163 * a 'godly curse' to decend. 1078 * a 'godly curse' to decend.
1164 * usual params - 1079 * usual params -
1165 * op = player 1080 * op = player
1166 * caster = object casting the spell. 1081 * caster = object casting the spell.
1167 * dir = direction being cast 1082 * dir = direction being cast
1168 * spell = spell object 1083 * spell = spell object
1169 */ 1084 */
1170
1171int 1085int
1172cast_smite_spell (object *op, object *caster, int dir, object *spell) 1086cast_smite_spell (object *op, object *caster, int dir, object *spell)
1173{ 1087{
1174 object *effect, *target; 1088 object *effect, *target;
1175 object *god = find_god (determine_god (op)); 1089 object *god = find_god (determine_god (op));
1221 if (effect->attacktype & AT_DEATH) 1135 if (effect->attacktype & AT_DEATH)
1222 { 1136 {
1223 effect->level = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1137 effect->level = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1224 1138
1225 /* casting death spells at undead isn't a good thing */ 1139 /* casting death spells at undead isn't a good thing */
1226 if QUERY_FLAG
1227 (target, FLAG_UNDEAD) 1140 if (QUERY_FLAG (target, FLAG_UNDEAD))
1228 { 1141 {
1229 if (random_roll (0, 2, op, PREFER_LOW)) 1142 if (random_roll (0, 2, op, PREFER_LOW))
1230 { 1143 {
1231 new_draw_info (NDI_UNIQUE, 0, op, "Idiot! Your spell boomerangs!"); 1144 new_draw_info (NDI_UNIQUE, 0, op, "Idiot! Your spell boomerangs!");
1232 effect->x = op->x; 1145 effect->x = op->x;
1234 } 1147 }
1235 else 1148 else
1236 { 1149 {
1237 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));
1238 target->stats.hp = target->stats.maxhp * 2; 1151 target->stats.hp = target->stats.maxhp * 2;
1239 free_object (effect); 1152 effect->destroy ();
1240 return 0; 1153 return 0;
1241 } 1154 }
1242 } 1155 }
1243 } 1156 }
1244 else 1157 else
1245 { 1158 {
1246 /* how much woe to inflict :) */ 1159 /* how much woe to inflict :) */
1247 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);
1248 } 1161 }
1249 1162
1250 set_owner (effect, op); 1163 effect->set_owner (op);
1251 set_spell_skill (op, caster, spell, effect); 1164 set_spell_skill (op, caster, spell, effect);
1252 1165
1253 /* ok, tell it where to be, and insert! */ 1166 /* ok, tell it where to be, and insert! */
1254 effect->x = target->x; 1167 effect->insert_at (target, op);
1255 effect->y = target->y;
1256 insert_ob_in_map (effect, target->map, op, 0);
1257 1168
1258 return 1; 1169 return 1;
1259} 1170}
1260
1261 1171
1262/**************************************************************************** 1172/****************************************************************************
1263 * 1173 *
1264 * MAGIC MISSILE code. 1174 * MAGIC MISSILE code.
1265 * 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
1271move_missile (object *op) 1181move_missile (object *op)
1272{ 1182{
1273 int i, mflags; 1183 int i, mflags;
1274 object *owner; 1184 object *owner;
1275 sint16 new_x, new_y; 1185 sint16 new_x, new_y;
1276 mapstruct *m; 1186 maptile *m;
1277 1187
1278 if (op->range-- <= 0) 1188 if (op->range-- <= 0)
1279 { 1189 {
1280 remove_ob (op); 1190 op->destroy ();
1281 free_object (op);
1282 return; 1191 return;
1283 } 1192 }
1284 1193
1285 owner = get_owner (op); 1194 owner = op->owner;
1286#if 0 1195#if 0
1287 /* 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
1288 * monster that are then killed would continue to survive 1197 * monster that are then killed would continue to survive
1289 */ 1198 */
1290 if (owner == NULL) 1199 if (owner == NULL)
1291 { 1200 {
1292 remove_ob (op); 1201 op->destroy ();
1293 free_object (op);
1294 return; 1202 return;
1295 } 1203 }
1296#endif 1204#endif
1297 1205
1298 new_x = op->x + DIRX (op); 1206 new_x = op->x + DIRX (op);
1300 1208
1301 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);
1302 1210
1303 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))))
1304 { 1212 {
1305 tag_t tag = op->count;
1306
1307 hit_map (op, op->direction, AT_MAGIC, 1); 1213 hit_map (op, op->direction, AT_MAGIC, 1);
1308 /* Basically, missile only hits one thing then goes away. 1214 /* Basically, missile only hits one thing then goes away.
1309 * 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.
1310 */ 1216 */
1311 if (!was_destroyed (op, tag)) 1217 if (!op->destroyed ())
1312 { 1218 op->destroy ();
1313 remove_ob (op);
1314 free_object (op);
1315 }
1316 return;
1317 }
1318 1219
1319 remove_ob (op); 1220 return;
1221 }
1222
1223 op->remove ();
1224
1320 if (!op->direction || (mflags & P_OUT_OF_MAP)) 1225 if (!op->direction || (mflags & P_OUT_OF_MAP))
1321 { 1226 {
1322 free_object (op); 1227 op->destroy ();
1323 return; 1228 return;
1324 } 1229 }
1325 op->x = new_x; 1230
1326 op->y = new_y; 1231 i = spell_find_dir (m, new_x, new_y, op->owner);
1327 op->map = m;
1328 i = spell_find_dir (op->map, op->x, op->y, get_owner (op));
1329 if (i > 0 && i != op->direction) 1232 if (i > 0 && i != op->direction)
1330 { 1233 {
1331 op->direction = i; 1234 op->direction = i;
1332 SET_ANIMATION (op, op->direction); 1235 SET_ANIMATION (op, op->direction);
1333 } 1236 }
1334 insert_ob_in_map (op, op->map, op, 0); 1237
1238 m->insert (op, new_x, new_y, op);
1335} 1239}
1336 1240
1337/**************************************************************************** 1241/****************************************************************************
1338 * Destruction 1242 * Destruction
1339 ****************************************************************************/ 1243 ****************************************************************************/
1342 * 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
1343 * object. if time is 0, the object glows permanently. To truely 1247 * object. if time is 0, the object glows permanently. To truely
1344 * make this work for non-living objects, we would have to 1248 * make this work for non-living objects, we would have to
1345 * give them the capability to have an inventory. b.t. 1249 * give them the capability to have an inventory. b.t.
1346 */ 1250 */
1347
1348int 1251int
1349make_object_glow (object *op, int radius, int time) 1252make_object_glow (object *op, int radius, int time)
1350{ 1253{
1351 object *tmp;
1352
1353 /* some things are unaffected... */ 1254 /* some things are unaffected... */
1354 if (op->path_denied & PATH_LIGHT) 1255 if (op->path_denied & PATH_LIGHT)
1355 return 0; 1256 return 0;
1356 1257
1357 tmp = get_archetype (FORCE_NAME); 1258 object *tmp = get_archetype (FORCE_NAME);
1358 tmp->speed = 0.01; 1259 tmp->speed = 0.01;
1359 tmp->stats.food = time; 1260 tmp->stats.food = time;
1360 SET_FLAG (tmp, FLAG_IS_USED_UP); 1261 SET_FLAG (tmp, FLAG_IS_USED_UP);
1361 tmp->glow_radius = radius; 1262 tmp->glow_radius = radius;
1362 if (tmp->glow_radius > MAX_LIGHT_RADII) 1263 if (tmp->glow_radius > MAX_LIGHT_RADII)
1363 tmp->glow_radius = MAX_LIGHT_RADII; 1264 tmp->glow_radius = MAX_LIGHT_RADII;
1364 1265
1365 tmp->x = op->x;
1366 tmp->y = op->y;
1367 if (tmp->speed < MIN_ACTIVE_SPEED)
1368 tmp->speed = MIN_ACTIVE_SPEED; /* safety */
1369 tmp = insert_ob_in_ob (tmp, op); 1266 tmp = insert_ob_in_ob (tmp, op);
1267
1370 if (tmp->glow_radius > op->glow_radius) 1268 if (tmp->glow_radius > op->glow_radius)
1371 op->glow_radius = tmp->glow_radius; 1269 op->glow_radius = tmp->glow_radius;
1372 1270
1373 if (!tmp->env || op != tmp->env)
1374 {
1375 LOG (llevError, "make_object_glow() failed to insert glowing force in %s\n", &op->name);
1376 return 0;
1377 }
1378 return 1; 1271 return 1;
1379} 1272}
1380
1381
1382
1383 1273
1384int 1274int
1385cast_destruction (object *op, object *caster, object *spell_ob) 1275cast_destruction (object *op, object *caster, object *spell_ob)
1386{ 1276{
1387 int i, j, range, mflags, friendly = 0, dam, dur; 1277 int i, j, range, mflags, friendly = 0, dam, dur;
1388 sint16 sx, sy; 1278 sint16 sx, sy;
1389 mapstruct *m; 1279 maptile *m;
1390 object *tmp; 1280 object *tmp;
1391 const char *skill; 1281 const char *skill;
1392 1282
1393 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob); 1283 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
1394 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);
1408 else if (caster->skill) 1298 else if (caster->skill)
1409 op->skill = caster->skill; 1299 op->skill = caster->skill;
1410 else 1300 else
1411 op->skill = NULL; 1301 op->skill = NULL;
1412 1302
1413 change_skill (op, find_skill_by_name (op, op->skill), 1); 1303 op->change_skill (find_skill_by_name (op, op->skill));
1414 1304
1415 for (i = -range; i < range; i++) 1305 for (i = -range; i < range; i++)
1416 { 1306 {
1417 for (j = -range; j < range; j++) 1307 for (j = -range; j < range; j++)
1418 { 1308 {
1419 m = op->map; 1309 m = op->map;
1420 sx = op->x + i; 1310 sx = op->x + i;
1421 sy = op->y + j; 1311 sy = op->y + j;
1312
1422 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy); 1313 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
1423 if (mflags & P_OUT_OF_MAP) 1314 if (mflags & P_OUT_OF_MAP)
1424 continue; 1315 continue;
1316
1425 if (mflags & P_IS_ALIVE) 1317 if (mflags & P_IS_ALIVE)
1426 { 1318 {
1427 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)
1428 {
1429 if (QUERY_FLAG (tmp, FLAG_ALIVE) || tmp->type == PLAYER) 1320 if (QUERY_FLAG (tmp, FLAG_ALIVE) || tmp->type == PLAYER)
1430 break; 1321 break;
1431 } 1322
1432 if (tmp) 1323 if (tmp)
1433 { 1324 {
1434 if (tmp->head) 1325 if (tmp->head)
1435 tmp = tmp->head; 1326 tmp = tmp->head;
1436 1327
1439 { 1330 {
1440 if (spell_ob->subtype == SP_DESTRUCTION) 1331 if (spell_ob->subtype == SP_DESTRUCTION)
1441 { 1332 {
1442 hit_player (tmp, dam, op, spell_ob->attacktype, 0); 1333 hit_player (tmp, dam, op, spell_ob->attacktype, 0);
1443 if (spell_ob->other_arch) 1334 if (spell_ob->other_arch)
1444 {
1445 tmp = arch_to_object (spell_ob->other_arch); 1335 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op);
1446 tmp->x = sx;
1447 tmp->y = sy;
1448 insert_ob_in_map (tmp, m, op, 0);
1449 }
1450 } 1336 }
1451 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)
1452 { 1338 {
1453 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch) 1339 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch)
1454 {
1455 object *effect = arch_to_object (spell_ob->other_arch); 1340 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op);
1456
1457 effect->x = sx;
1458 effect->y = sy;
1459 insert_ob_in_map (effect, m, op, 0);
1460 }
1461 } 1341 }
1462 } 1342 }
1463 } 1343 }
1464 } 1344 }
1465 } 1345 }
1466 } 1346 }
1347
1467 op->skill = skill; 1348 op->skill = skill;
1468 return 1; 1349 return 1;
1469} 1350}
1470 1351
1471/*************************************************************************** 1352/***************************************************************************
1485 { 1366 {
1486 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.");
1487 return 0; 1368 return 0;
1488 } 1369 }
1489 1370
1371 tmp = tmp->head_ ();
1372
1490 /* 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. */
1491 for (force = tmp->inv; force != NULL; force = force->below) 1374 for (force = tmp->inv; force; force = force->below)
1492 { 1375 {
1493 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY) 1376 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY)
1494 { 1377 {
1495 if (force->name == spell_ob->name) 1378 if (force->name == spell_ob->name)
1496 { 1379 {
1502 return 0; 1385 return 0;
1503 } 1386 }
1504 } 1387 }
1505 } 1388 }
1506 1389
1507 if (force == NULL) 1390 if (!force)
1508 { 1391 {
1509 force = get_archetype (FORCE_NAME); 1392 force = get_archetype (FORCE_NAME);
1510 force->subtype = FORCE_CHANGE_ABILITY; 1393 force->subtype = FORCE_CHANGE_ABILITY;
1394
1511 if (spell_ob->race) 1395 if (spell_ob->race)
1512 force->name = spell_ob->race; 1396 force->name = spell_ob->race;
1513 else 1397 else
1514 force->name = spell_ob->name; 1398 force->name = spell_ob->name;
1515 1399
1525 { 1409 {
1526 force->duration = duration; 1410 force->duration = duration;
1527 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.");
1528 } 1412 }
1529 else 1413 else
1530 {
1531 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.");
1532 } 1415
1533 return 1; 1416 return 1;
1534 } 1417 }
1418
1535 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;
1536 force->speed = 1.0; 1420 force->speed = 1.f;
1537 force->speed_left = -1.0; 1421 force->speed_left = -1.f;
1538 SET_FLAG (force, FLAG_APPLIED); 1422 SET_FLAG (force, FLAG_APPLIED);
1539 1423
1540 if (god) 1424 if (god)
1541 { 1425 {
1542 if (spell_ob->last_grace) 1426 if (spell_ob->last_grace)
1555 force->stats.ac = spell_ob->stats.ac; 1439 force->stats.ac = spell_ob->stats.ac;
1556 force->stats.wc = spell_ob->stats.wc; 1440 force->stats.wc = spell_ob->stats.wc;
1557 1441
1558 change_abil (tmp, force); /* Mostly to display any messages */ 1442 change_abil (tmp, force); /* Mostly to display any messages */
1559 insert_ob_in_ob (force, tmp); 1443 insert_ob_in_ob (force, tmp);
1560 fix_player (tmp); 1444 tmp->update_stats ();
1561 return 1; 1445 return 1;
1562 1446
1563} 1447}
1564
1565 1448
1566/********************************************************************** 1449/**********************************************************************
1567 * mood change 1450 * mood change
1568 * 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
1569 * effects monsters, it seems best to put it into this file 1452 * effects monsters, it seems best to put it into this file
1576mood_change (object *op, object *caster, object *spell) 1459mood_change (object *op, object *caster, object *spell)
1577{ 1460{
1578 object *tmp, *god, *head; 1461 object *tmp, *god, *head;
1579 int done_one, range, mflags, level, at, best_at; 1462 int done_one, range, mflags, level, at, best_at;
1580 sint16 x, y, nx, ny; 1463 sint16 x, y, nx, ny;
1581 mapstruct *m; 1464 maptile *m;
1582 const char *race; 1465 const char *race;
1583 1466
1584 /* 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
1585 * doing it over and over again. 1468 * doing it over and over again.
1586 */ 1469 */
1599 else if (god && !strcmp (spell->race, "GOD_FRIEND")) 1482 else if (god && !strcmp (spell->race, "GOD_FRIEND"))
1600 race = god->race; 1483 race = god->race;
1601 else 1484 else
1602 race = spell->race; 1485 race = spell->race;
1603 1486
1604
1605 for (x = op->x - range; x <= op->x + range; x++) 1487 for (x = op->x - range; x <= op->x + range; x++)
1606 for (y = op->y - range; y <= op->y + range; y++) 1488 for (y = op->y - range; y <= op->y + range; y++)
1607 { 1489 {
1608
1609 done_one = 0; 1490 done_one = 0;
1610 m = op->map; 1491 m = op->map;
1611 nx = x; 1492 nx = x;
1612 ny = y; 1493 ny = y;
1613 mflags = get_map_flags (m, &m, x, y, &nx, &ny); 1494 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1616 1497
1617 /* 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 */
1618 if (!(mflags & P_IS_ALIVE)) 1499 if (!(mflags & P_IS_ALIVE))
1619 continue; 1500 continue;
1620 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
1621 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)
1622 if (QUERY_FLAG (tmp, FLAG_MONSTER)) 1508 if (QUERY_FLAG (tmp, FLAG_MONSTER))
1623 break; 1509 break;
1624 1510
1625 /* There can be living objects that are not monsters */ 1511 /* There can be living objects that are not monsters */
1626 if (!tmp || tmp->type == PLAYER) 1512 if (!tmp || tmp->type == PLAYER)
1633 head = tmp; 1519 head = tmp;
1634 1520
1635 /* 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 */
1636 if (race && head->race && !strstr (race, head->race)) 1522 if (race && head->race && !strstr (race, head->race))
1637 continue; 1523 continue;
1524
1638 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD)) 1525 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD))
1639 continue; 1526 continue;
1640 1527
1641 /* Now do a bunch of stuff related to saving throws */ 1528 /* Now do a bunch of stuff related to saving throws */
1642 best_at = -1; 1529 best_at = -1;
1659 at -= level / 5; 1546 at -= level / 5;
1660 if (did_make_save (head, head->level, at)) 1547 if (did_make_save (head, head->level, at))
1661 continue; 1548 continue;
1662 } 1549 }
1663 else /* spell->attacktype */ 1550 else /* spell->attacktype */
1664 /*
1665 Spell has no attacktype (charm & such), so we'll have a specific saving:
1666 * if spell level < monster level, no go
1667 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) )
1668
1669 The chance will then be in the range [20-70] percent, not too bad.
1670
1671 This is required to fix the 'charm monster' abuse, where a player level 1 can
1672 charm a level 125 monster...
1673
1674 Ryo, august 14th
1675 */
1676 { 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 */
1677 if (head->level > level) 1564 if (head->level > level)
1678 continue; 1565 continue;
1566
1679 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))))
1680 /* Failed, no effect */ 1568 /* Failed, no effect */
1681 continue; 1569 continue;
1682 } 1570 }
1683 1571
1684 /* Done with saving throw. Now start effecting the monster */ 1572 /* Done with saving throw. Now start affecting the monster */
1685 1573
1686 /* aggravation */ 1574 /* aggravation */
1687 if (QUERY_FLAG (spell, FLAG_MONSTER)) 1575 if (QUERY_FLAG (spell, FLAG_MONSTER))
1688 { 1576 {
1689 CLEAR_FLAG (head, FLAG_SLEEP); 1577 CLEAR_FLAG (head, FLAG_SLEEP);
1690 if (QUERY_FLAG (head, FLAG_FRIENDLY))
1691 remove_friendly_object (head); 1578 remove_friendly_object (head);
1692
1693 done_one = 1; 1579 done_one = 1;
1694 head->enemy = op; 1580 head->enemy = op;
1695 } 1581 }
1696 1582
1697 /* calm monsters */ 1583 /* calm monsters */
1706 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK)) 1592 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK))
1707 { 1593 {
1708 SET_FLAG (head, FLAG_BERSERK); 1594 SET_FLAG (head, FLAG_BERSERK);
1709 done_one = 1; 1595 done_one = 1;
1710 } 1596 }
1597
1711 /* charm */ 1598 /* charm */
1712 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))
1713 { 1600 {
1714 SET_FLAG (head, FLAG_FRIENDLY); 1601 INVOKE_OBJECT (KILL, head, ARG_OBJECT (caster));
1602
1715 /* Prevent uncontolled outbreaks of self replicating monsters. 1603 /* Prevent uncontrolled outbreaks of self replicating monsters.
1716 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.
1717 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. */
1718 CLEAR_FLAG (head, FLAG_GENERATOR); 1606 CLEAR_FLAG (head, FLAG_GENERATOR);
1719 set_owner (head, op); 1607 head->set_owner (op);
1720 set_spell_skill (op, caster, spell, head); 1608 set_spell_skill (op, caster, spell, head);
1721 add_friendly_object (head); 1609 add_friendly_object (head);
1722 head->attack_movement = PETMOVE; 1610 head->attack_movement = PETMOVE;
1723 done_one = 1; 1611 done_one = 1;
1724 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);
1725 head->stats.exp = 0; 1613 head->stats.exp = 0;
1726 } 1614 }
1727 1615
1728 /* If a monster was effected, put an effect in */ 1616 /* If a monster was effected, put an effect in */
1729 if (done_one && spell->other_arch) 1617 if (done_one && spell->other_arch)
1730 {
1731 tmp = arch_to_object (spell->other_arch); 1618 m->insert (arch_to_object (spell->other_arch), nx, ny, op);
1732 tmp->x = nx;
1733 tmp->y = ny;
1734 insert_ob_in_map (tmp, m, op, 0);
1735 }
1736 } /* for y */ 1619 } /* for y */
1737 1620
1738 return 1; 1621 return 1;
1739} 1622}
1740 1623
1750move_ball_spell (object *op) 1633move_ball_spell (object *op)
1751{ 1634{
1752 int i, j, dam_save, dir, mflags; 1635 int i, j, dam_save, dir, mflags;
1753 sint16 nx, ny, hx, hy; 1636 sint16 nx, ny, hx, hy;
1754 object *owner; 1637 object *owner;
1755 mapstruct *m; 1638 maptile *m;
1756 1639
1757 owner = get_owner (op); 1640 owner = op->owner;
1758 1641
1759 /* 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,
1760 * 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
1761 * victim. The block immediately below more or less chooses a random 1644 * victim. The block immediately below more or less chooses a random
1762 * 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
1791 nx = op->x; 1674 nx = op->x;
1792 ny = op->y; 1675 ny = op->y;
1793 m = op->map; 1676 m = op->map;
1794 } 1677 }
1795 1678
1796 remove_ob (op); 1679 m->insert (op, nx, ny, op);
1797 op->y = ny;
1798 op->x = nx;
1799 insert_ob_in_map (op, m, op, 0);
1800 1680
1801 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
1802 surrounding squares */ 1682 surrounding squares */
1803 1683
1804 /* loop over current square and neighbors to hit. 1684 /* loop over current square and neighbors to hit.
1805 * if this has an other_arch field, we insert that in 1685 * if this has an other_arch field, we insert that in
1806 * the surround spaces. 1686 * the surround spaces.
1807 */ 1687 */
1808 for (j = 0; j < 9; j++) 1688 for (j = 0; j < 9; j++)
1809 { 1689 {
1810 object *new_ob;
1811
1812 hx = nx + freearr_x[j]; 1690 hx = nx + freearr_x[j];
1813 hy = ny + freearr_y[j]; 1691 hy = ny + freearr_y[j];
1814 1692
1815 m = op->map; 1693 m = op->map;
1816 mflags = get_map_flags (m, &m, hx, hy, &hx, &hy); 1694 mflags = get_map_flags (m, &m, hx, hy, &hx, &hy);
1830 1708
1831 } 1709 }
1832 1710
1833 /* insert the other arch */ 1711 /* insert the other arch */
1834 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))))
1835 { 1713 m->insert (arch_to_object (op->other_arch), hx, hy, op);
1836 new_ob = arch_to_object (op->other_arch);
1837 new_ob->x = hx;
1838 new_ob->y = hy;
1839 insert_ob_in_map (new_ob, m, op, 0);
1840 }
1841 } 1714 }
1842 1715
1843 /* restore to the center location and damage */ 1716 /* restore to the center location and damage */
1844 op->stats.dam = dam_save; 1717 op->stats.dam = dam_save;
1845 1718
1846 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);
1847 1720
1848 if (i >= 0) 1721 if (i >= 0)
1849 { /* we have a preferred direction! */ 1722 { /* we have a preferred direction! */
1850 /* pick another direction if the preferred dir is blocked. */ 1723 /* pick another direction if the preferred dir is blocked. */
1851 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 ||
1852 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)))
1853 {
1854 i = absdir (i + rndm (0, 2) - 1); /* -1, 0, +1 */ 1726 i = absdir (i + rndm (0, 2) - 1); /* -1, 0, +1 */
1855 } 1727
1856 op->direction = i; 1728 op->direction = i;
1857 } 1729 }
1858} 1730}
1859 1731
1860
1861/* move_swarm_spell: peterm 1732/* move_swarm_spell: peterm
1862 * 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
1863 * 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
1864 * 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
1865 * 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
1866 * 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.
1867 */ 1738 */
1868
1869void 1739void
1870move_swarm_spell (object *op) 1740move_swarm_spell (object *op)
1871{ 1741{
1872#if 0 1742#if 0
1873 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 };
1874 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 };
1875 sint16 target_x, target_y, origin_x, origin_y; 1745 sint16 target_x, target_y, origin_x, origin_y;
1876 int adjustdir; 1746 int adjustdir;
1877 mapstruct *m; 1747 maptile *m;
1878#endif 1748#endif
1879 int basedir;
1880 object *owner; 1749 object *owner = op->env;
1881 1750
1882 owner = get_owner (op); 1751 if (!op->duration || !owner->is_on_map ())
1883 if (op->duration == 0 || owner == NULL)
1884 {
1885 remove_ob (op);
1886 free_object (op);
1887 return;
1888 } 1752 {
1753 op->destroy ();
1754 return;
1755 }
1756
1889 op->duration--; 1757 op->duration--;
1890 1758
1891 basedir = op->direction; 1759 int basedir = op->direction;
1892 if (basedir == 0) 1760 if (!basedir)
1893 {
1894 /* spray in all directions! 8) */ 1761 /* spray in all directions! 8) */
1895 basedir = rndm (1, 8); 1762 basedir = (op->facing += op->state) % 8 + 1;
1896 }
1897 1763
1898#if 0 1764#if 0
1899 // this is bogus: it causes wrong places to be checked below 1765 // this is bogus: it causes wrong places to be checked below
1900 // (a wall 2 cells away will block the effect...) and 1766 // (a wall 2 cells away will block the effect...) and
1901 // 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
1902 // space. 1768 // space.
1903 // should be fixed later, but correctness before featurs... 1769 // should be fixed later, but correctness before features...
1904 // (schmorp) 1770 // (schmorp)
1905 1771
1906 /* new offset calculation to make swarm element distribution 1772 /* new offset calculation to make swarm element distribution
1907 * more uniform 1773 * more uniform
1908 */ 1774 */
1961 { 1827 {
1962 /* 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 */
1963 if (op->spell->subtype == SP_BULLET) 1829 if (op->spell->subtype == SP_BULLET)
1964 fire_bullet (owner, op, basedir, op->spell); 1830 fire_bullet (owner, op, basedir, op->spell);
1965 else if (op->spell->subtype == SP_MAGIC_MISSILE) 1831 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1966 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);
1967 } 1833 }
1968} 1834}
1969
1970
1971
1972 1835
1973/* fire_swarm: 1836/* fire_swarm:
1974 * The following routine creates a swarm of objects. It actually 1837 * The following routine creates a swarm of objects. It actually
1975 * sets up a specific swarm object, which then fires off all 1838 * sets up a specific swarm object, which then fires off all
1976 * the parts of the swarm. 1839 * the parts of the swarm.
1979 * caster: the caster (owner, wand, rod, scroll) 1842 * caster: the caster (owner, wand, rod, scroll)
1980 * dir: the direction everything will be fired in 1843 * dir: the direction everything will be fired in
1981 * spell - the spell that is this spell. 1844 * spell - the spell that is this spell.
1982 * n: the number to be fired. 1845 * n: the number to be fired.
1983 */ 1846 */
1984
1985int 1847int
1986fire_swarm (object *op, object *caster, object *spell, int dir) 1848fire_swarm (object *op, object *caster, object *spell, int dir)
1987{ 1849{
1988 object *tmp;
1989 int i;
1990
1991 if (!spell->other_arch) 1850 if (!spell->other_arch)
1992 return 0; 1851 return 0;
1993 1852
1994 tmp = get_archetype (SWARM_SPELL); 1853 object *tmp = archetype::get (SWARM_SPELL);
1995 tmp->x = op->x;
1996 tmp->y = op->y;
1997 set_owner (tmp, op); /* needed so that if swarm elements kill, caster gets xp. */
1998 set_spell_skill (op, caster, spell, tmp); 1854 set_spell_skill (op, caster, spell, tmp);
1999
2000 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. */
2001 tmp->spell = arch_to_object (spell->other_arch); 1856 tmp->spell = spell->other_arch->instance ();
2002
2003 tmp->attacktype = tmp->spell->attacktype; 1857 tmp->attacktype = tmp->spell->attacktype;
2004 1858
2005 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) 1859 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
2006 {
2007 if (!tailor_god_spell (tmp, op)) 1860 if (!tailor_god_spell (tmp, op))
2008 return 1; 1861 return 1;
2009 } 1862
2010 tmp->duration = SP_level_duration_adjust (caster, spell); 1863 tmp->duration = SP_level_duration_adjust (caster, spell);
2011 for (i = 0; i < spell->duration; i++) 1864 for (int i = 0; i < spell->duration; i++)
2012 tmp->duration += die_roll (1, 3, op, PREFER_HIGH); 1865 tmp->duration += die_roll (1, 3, op, PREFER_HIGH);
2013 1866
2014 tmp->direction = dir; 1867 tmp->direction = dir;
2015 tmp->invisible = 1; 1868 tmp->invisible = 1;
2016 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
2017 return 1; 1874 return 1;
2018} 1875}
2019
2020 1876
2021/* See the spells documentation file for why this is its own 1877/* See the spells documentation file for why this is its own
2022 * function. 1878 * function.
2023 */ 1879 */
2024int 1880int
2025cast_light (object *op, object *caster, object *spell, int dir) 1881cast_light (object *op, object *caster, object *spell, int dir)
2026{ 1882{
2027 object *target = NULL, *tmp = NULL; 1883 object *target = NULL, *tmp = NULL;
2028 sint16 x, y; 1884 sint16 x, y;
2029 int dam, mflags; 1885 int dam, mflags;
2030 mapstruct *m; 1886 maptile *m;
2031 1887
2032 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1888 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
2033 1889
2034 if (!dir) 1890 if (!dir)
2035 { 1891 {
2049 return 0; 1905 return 0;
2050 } 1906 }
2051 1907
2052 if (mflags & P_IS_ALIVE && spell->attacktype) 1908 if (mflags & P_IS_ALIVE && spell->attacktype)
2053 { 1909 {
2054 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)
2055 if (QUERY_FLAG (target, FLAG_MONSTER)) 1911 if (QUERY_FLAG (target, FLAG_MONSTER))
2056 { 1912 {
2057 /* oky doky. got a target monster. Lets make a blinding attack */ 1913 /* oky doky. got a target monster. Lets make a blinding attack */
2058 if (target->head) 1914 if (target->head)
2059 target = target->head; 1915 target = target->head;
2081 { 1937 {
2082 tmp->glow_radius = spell->range + SP_level_range_adjust (caster, spell); 1938 tmp->glow_radius = spell->range + SP_level_range_adjust (caster, spell);
2083 if (tmp->glow_radius > MAX_LIGHT_RADII) 1939 if (tmp->glow_radius > MAX_LIGHT_RADII)
2084 tmp->glow_radius = MAX_LIGHT_RADII; 1940 tmp->glow_radius = MAX_LIGHT_RADII;
2085 } 1941 }
2086 tmp->x = x; 1942
2087 tmp->y = y; 1943 m->insert (tmp, x, y, op);
2088 insert_ob_in_map (tmp, m, op, 0);
2089 return 1; 1944 return 1;
2090} 1945}
2091
2092
2093
2094 1946
2095/* cast_cause_disease: this spell looks along <dir> from the 1947/* cast_cause_disease: this spell looks along <dir> from the
2096 * player and infects someone. 1948 * player and infects someone.
2097 * 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
2098 * 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
2099 * perhaps this should actually be in disease.c? 1951 * perhaps this should actually be in disease.c?
2100 */ 1952 */
2101
2102int 1953int
2103cast_cause_disease (object *op, object *caster, object *spell, int dir) 1954cast_cause_disease (object *op, object *caster, object *spell, int dir)
2104{ 1955{
2105 sint16 x, y; 1956 sint16 x, y;
2106 int i, mflags, range, dam_mod, dur_mod; 1957 int i, mflags, range, dam_mod, dur_mod;
2107 object *walk; 1958 object *walk;
2108 mapstruct *m; 1959 maptile *m;
2109 1960
2110 x = op->x; 1961 x = op->x;
2111 y = op->y; 1962 y = op->y;
2112 1963
2113 /* 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
2114 * direction the player is pointing. 1965 * direction the player is pointing.
2115 */ 1966 */
2116 if (!dir) 1967 if (!dir)
2117 dir = op->facing; 1968 dir = op->facing;
1969
2118 if (!dir) 1970 if (!dir)
2119 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 */
2120 1972
2121 /* Calculate these once here */ 1973 /* Calculate these once here */
2122 range = spell->range + SP_level_range_adjust (caster, spell); 1974 range = spell->range + SP_level_range_adjust (caster, spell);
2141 1993
2142 /* 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 */
2143 if (mflags & P_IS_ALIVE) 1995 if (mflags & P_IS_ALIVE)
2144 { 1996 {
2145 /* search this square for a victim */ 1997 /* search this square for a victim */
2146 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)
2147 if (QUERY_FLAG (walk, FLAG_MONSTER) || (walk->type == PLAYER)) 1999 if (QUERY_FLAG (walk, FLAG_MONSTER) || (walk->type == PLAYER))
2148 { /* found a victim */ 2000 { /* found a victim */
2149 object *disease = arch_to_object (spell->other_arch); 2001 object *disease = arch_to_object (spell->other_arch);
2150 2002
2151 set_owner (disease, op); 2003 disease->set_owner (op);
2152 set_spell_skill (op, caster, spell, disease); 2004 set_spell_skill (op, caster, spell, disease);
2153 disease->stats.exp = 0; 2005 disease->stats.exp = 0;
2154 disease->level = caster_level (caster, spell); 2006 disease->level = caster_level (caster, spell);
2155 2007
2156 /* do level adjustments */ 2008 /* do level adjustments */
2157 if (disease->stats.wc) 2009 if (disease->stats.wc)
2158 disease->stats.wc += dur_mod / 2; 2010 disease->stats.wc += dur_mod / 2;
2159 2011
2160 if (disease->magic > 0) 2012 if (disease->magic > 0)
2161 disease->magic += dur_mod / 4; 2013 disease->magic += dur_mod / 8;
2162 2014
2163 if (disease->stats.maxhp > 0) 2015 if (disease->stats.maxhp > 0)
2164 disease->stats.maxhp += dur_mod; 2016 disease->stats.maxhp += dur_mod;
2165 2017
2166 if (disease->stats.maxgrace > 0) 2018 if (disease->stats.maxgrace > 0)
2201 if (disease->stats.sp) 2053 if (disease->stats.sp)
2202 disease->stats.sp -= dam_mod; 2054 disease->stats.sp -= dam_mod;
2203 2055
2204 if (infect_object (walk, disease, 1)) 2056 if (infect_object (walk, disease, 1))
2205 { 2057 {
2206 object *flash; /* visual effect for inflicting disease */
2207
2208 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);
2209 2059
2210 free_object (disease); /* don't need this one anymore */ 2060 disease->destroy (); /* don't need this one anymore */
2211 flash = get_archetype (ARCH_DETECT_MAGIC); 2061 walk->map->insert (get_archetype ("detect_magic"), x, y, op);
2212 flash->x = x;
2213 flash->y = y;
2214 flash->map = walk->map;
2215 insert_ob_in_map (flash, walk->map, op, 0);
2216 return 1; 2062 return 1;
2217 } 2063 }
2218 free_object (disease); 2064
2065 disease->destroy ();
2219 } 2066 }
2220 } /* if living creature */ 2067 } /* if living creature */
2221 } /* for range of spaces */ 2068 } /* for range of spaces */
2069
2222 new_draw_info (NDI_UNIQUE, 0, op, "No one caught anything!"); 2070 new_draw_info (NDI_UNIQUE, 0, op, "No one caught anything!");
2223 return 1; 2071 return 1;
2224} 2072}

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