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Comparing deliantra/server/server/spell_attack.C (file contents):
Revision 1.27 by root, Mon Jan 8 01:19:04 2007 UTC vs.
Revision 1.71 by root, Mon Dec 22 21:51:11 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 (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 Copyright (C) 2002-2003 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002-2003,2007 Mark Wedel & Crossfire Development Team
6 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 7 *
8 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
9 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
10 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
11 (at your option) any later version. 11 * (at your option) any later version.
12 12 *
13 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 GNU General Public License for more details. 16 * GNU General Public License for more details.
17 17 *
18 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
19 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
21 21 * The authors can be reached via e-mail to <support@deliantra.net>
22 The authors can be reached via e-mail at <crossfire@schmorp.de>
23*/ 22 */
24 23
25/* This file contains all the spell attack code. Grouping this code 24/* This file contains all the spell attack code. Grouping this code
26 * together should hopefully make it easier to find the relevent bits 25 * together should hopefully make it easier to find the relevent bits
27 * of code 26 * of code
28 */ 27 */
37/* 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
38 * 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)
39 * but moved here so it could be applied to bolts too 38 * but moved here so it could be applied to bolts too
40 * op is the spell object. 39 * op is the spell object.
41 */ 40 */
42
43void 41void
44check_spell_knockback (object *op) 42check_spell_knockback (object *op)
45{ 43{
46 object *tmp, *tmp2; /* object on the map */
47 int weight_move; 44 int weight_move;
48 int frictionmod = 2; /*poor man's physics - multipy targets weight by this amount */ 45 int frictionmod = 2; /*poor man's physics - multipy targets weight by this amount */
49 46
50 if (!op->weight) 47 if (!op->weight)
51 { /*shouldn't happen but if cone object has no weight drop out */ 48 { /*shouldn't happen but if cone object has no weight drop out */
56 { 53 {
57 weight_move = op->weight + (op->weight * op->level) / 3; 54 weight_move = op->weight + (op->weight * op->level) / 3;
58 /*LOG (llevDebug, "DEBUG: arch weighs %d and masses %d (%s,level %d)\n", op->weight,weight_move,op->name,op->level); */ 55 /*LOG (llevDebug, "DEBUG: arch weighs %d and masses %d (%s,level %d)\n", op->weight,weight_move,op->name,op->level); */
59 } 56 }
60 57
61 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 58 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
62 { 59 {
63 int num_sections = 1; 60 int num_sections = 1;
64 61
65 /* don't move DM */ 62 /* don't move DM */
66 if (QUERY_FLAG (tmp, FLAG_WIZ)) 63 if (QUERY_FLAG (tmp, FLAG_WIZ))
73 /* don't move floors or immobile objects */ 70 /* don't move floors or immobile objects */
74 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || (!QUERY_FLAG (tmp, FLAG_ALIVE) && QUERY_FLAG (tmp, FLAG_NO_PICK))) 71 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || (!QUERY_FLAG (tmp, FLAG_ALIVE) && QUERY_FLAG (tmp, FLAG_NO_PICK)))
75 continue; 72 continue;
76 73
77 /* count the object's sections */ 74 /* count the object's sections */
78 for (tmp2 = tmp; tmp2 != NULL; tmp2 = tmp2->more) 75 for (object *tmp2 = tmp; tmp2; tmp2 = tmp2->more)
79 num_sections++; 76 num_sections++;
80 77
81 /* I'm not sure if it makes sense to divide by num_sections - bigger 78 /* I'm not sure if it makes sense to divide by num_sections - bigger
82 * objects should be harder to move, and we are moving the entire 79 * objects should be harder to move, and we are moving the entire
83 * object, not just the head, so the total weight should be relevant. 80 * object, not just the head, so the total weight should be relevant.
107 * 104 *
108 * BOLT CODE 105 * BOLT CODE
109 * 106 *
110 ***************************************************************************/ 107 ***************************************************************************/
111 108
112/* Causes op to fork. op is the original bolt, tmp 109/* Causes op to fork. op is the original bolt, tmp
113 * is the first piece of the fork. 110 * is the first piece of the fork.
114 */ 111 */
115
116void 112void
117forklightning (object *op, object *tmp) 113forklightning (object *op, object *tmp)
118{ 114{
119 int new_dir = 1; /* direction or -1 for left, +1 for right 0 if no new bolt */ 115 int new_dir = 1; /* direction or -1 for left, +1 for right 0 if no new bolt */
120 int t_dir; /* stores temporary dir calculation */ 116 int t_dir; /* stores temporary dir calculation */
145 141
146 /* reduce chances of subsequent forking */ 142 /* reduce chances of subsequent forking */
147 new_bolt->stats.Dex -= 10; 143 new_bolt->stats.Dex -= 10;
148 tmp->stats.Dex -= 10; /* less forks from main bolt too */ 144 tmp->stats.Dex -= 10; /* less forks from main bolt too */
149 new_bolt->stats.Con += 25 * new_dir; /* adjust the left bias */ 145 new_bolt->stats.Con += 25 * new_dir; /* adjust the left bias */
150 new_bolt->speed_left = -0.1; 146 new_bolt->speed_left = -0.1f;
151 new_bolt->direction = t_dir; 147 new_bolt->direction = t_dir;
152 new_bolt->duration++; 148 new_bolt->duration++;
153 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */ 149 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */
154 new_bolt->stats.dam++; 150 new_bolt->stats.dam++;
155 tmp->stats.dam /= 2; /* reduce father bolt damage */ 151 tmp->stats.dam /= 2; /* reduce father bolt damage */
156 tmp->stats.dam++; 152 tmp->stats.dam++;
153
157 if ((new_bolt = m->insert (new_bolt, sx, sy, op))) 154 if ((new_bolt = m->insert (new_bolt, sx, sy, op)))
158 update_turn_face (new_bolt); 155 update_turn_face (new_bolt);
159} 156}
160 157
161/* move_bolt: moves bolt 'op'. Basically, it just advances a space, 158/* move_bolt: moves bolt 'op'. Basically, it just advances a space,
162 * and checks for various things that may stop it. 159 * and checks for various things that may stop it.
163 */ 160 */
164
165void 161void
166move_bolt (object *op) 162move_bolt (object *op)
167{ 163{
168 object *tmp;
169 int mflags; 164 int mflags;
170 sint16 x, y; 165 sint16 x, y;
171 maptile *m; 166 maptile *m;
172 167
173 if (--op->duration < 0) 168 if (--op->duration < 0)
174 { 169 {
175 op->destroy (); 170 op->drop_and_destroy ();
176 return; 171 return;
177 } 172 }
178 173
179 hit_map (op, 0, op->attacktype, 1); 174 hit_map (op, 0, op->attacktype, 1);
180 175
246 else 241 else
247 { /* Create a copy of this object and put it ahead */ 242 { /* Create a copy of this object and put it ahead */
248 object *tmp = op->clone (); 243 object *tmp = op->clone ();
249 244
250 m->insert (tmp, x, y, op); 245 m->insert (tmp, x, y, op);
251 tmp->speed_left = -0.1; 246 tmp->speed_left = -0.1f;
252 /* To make up for the decrease at the top of the function */ 247 /* To make up for the decrease at the top of the function */
253 tmp->duration++; 248 tmp->duration++;
254 249
255 /* New forking code. Possibly create forks of this object 250 /* New forking code. Possibly create forks of this object
256 * going off in other directions. 251 * going off in other directions.
257 */ 252 */
258 if (rndm (0, 99) < tmp->stats.Dex) 253 if (tmp->stats.Dex && rndm (0, 99) < tmp->stats.Dex)
259 { /* stats.Dex % of forking */ 254 forklightning (op, tmp); /* stats.Dex % of forking */
260 forklightning (op, tmp);
261 }
262 255
263 /* In this way, the object left behind sticks on the space, but 256 /* In this way, the object left behind sticks on the space, but
264 * doesn't create any bolts that continue to move onward. 257 * doesn't create any bolts that continue to move onward.
265 */ 258 */
266 op->range = 0; 259 op->range = 0;
290 return 0; 283 return 0;
291 284
292 /* peterm: level dependency for bolts */ 285 /* peterm: level dependency for bolts */
293 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob); 286 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob);
294 tmp->attacktype = spob->attacktype; 287 tmp->attacktype = spob->attacktype;
288
295 if (spob->slaying) 289 if (spob->slaying)
296 tmp->slaying = spob->slaying; 290 tmp->slaying = spob->slaying;
291
297 tmp->range = spob->range + SP_level_range_adjust (caster, spob); 292 tmp->range = spob->range + SP_level_range_adjust (caster, spob);
298 tmp->duration = spob->duration + SP_level_duration_adjust (caster, spob); 293 tmp->duration = spob->duration + SP_level_duration_adjust (caster, spob);
299 tmp->stats.Dex = spob->stats.Dex; 294 tmp->stats.Dex = spob->stats.Dex;
300 tmp->stats.Con = spob->stats.Con; 295 tmp->stats.Con = spob->stats.Con;
301 296
312 307
313 maptile *newmap; 308 maptile *newmap;
314 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y); 309 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y);
315 if (mflags & P_OUT_OF_MAP) 310 if (mflags & P_OUT_OF_MAP)
316 { 311 {
317 tmp->destroy (); 312 tmp->drop_and_destroy ();
318 return 0; 313 return 0;
319 } 314 }
320 315
321 tmp->map = newmap; 316 tmp->map = newmap;
322 317
323 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y))) 318 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y)))
324 { 319 {
325 if (!QUERY_FLAG (tmp, FLAG_REFLECTING)) 320 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
326 { 321 {
327 tmp->destroy (); 322 tmp->drop_and_destroy ();
328 return 0; 323 return 0;
329 } 324 }
330 325
331 tmp->x = op->x; 326 tmp->x = op->x;
332 tmp->y = op->y; 327 tmp->y = op->y;
337 if ((tmp = tmp->insert_at (tmp, op))) 332 if ((tmp = tmp->insert_at (tmp, op)))
338 move_bolt (tmp); 333 move_bolt (tmp);
339 334
340 return 1; 335 return 1;
341} 336}
342
343
344 337
345/*************************************************************************** 338/***************************************************************************
346 * 339 *
347 * BULLET/BALL CODE 340 * BULLET/BALL CODE
348 * 341 *
349 ***************************************************************************/ 342 ***************************************************************************/
350 343
351/* expands an explosion. op is a piece of the 344/* expands an explosion. op is a piece of the
352 * explosion - this expans it in the different directions. 345 * explosion - this expands it in the different directions.
353 * At least that is what I think this does. 346 * At least that is what I think this does.
354 */ 347 */
355void 348void
356explosion (object *op) 349explosion (object *op)
357{ 350{
381 if (ok_to_put_more (op->map, dx, dy, op, op->attacktype)) 374 if (ok_to_put_more (op->map, dx, dy, op, op->attacktype))
382 { 375 {
383 object *tmp = op->clone (); 376 object *tmp = op->clone ();
384 377
385 tmp->state = 0; 378 tmp->state = 0;
386 tmp->speed_left = -0.21; 379 tmp->speed_left = -0.21f;
387 tmp->range--; 380 tmp->range--;
388 tmp->value = 0; 381 tmp->value = 0;
389 382
390 m->insert (tmp, dx, dy, op); 383 m->insert (tmp, dx, dy, op);
391 } 384 }
392 } 385 }
393 } 386 }
394} 387}
395
396 388
397/* Causes an object to explode, eg, a firebullet, 389/* Causes an object to explode, eg, a firebullet,
398 * poison cloud ball, etc. op is the object to 390 * poison cloud ball, etc. op is the object to
399 * explode. 391 * explode.
400 */ 392 */
401void 393void
402explode_bullet (object *op) 394explode_bullet (object *op)
403{ 395{
404 object *tmp, *owner; 396 object *tmp, *owner;
405 397
406 if (op->other_arch == NULL) 398 if (!op->other_arch)
407 { 399 {
408 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n"); 400 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n");
409 op->destroy (); 401 op->destroy ();
410 return; 402 return;
411 } 403 }
412 404
413 if (op->env) 405 if (op->env)
414 { 406 {
415 object *env = object_get_env_recursive (op); 407 object *env = op->outer_env ();
408
416 if (env->map == NULL || out_of_map (env->map, env->x, env->y)) 409 if (!env->map || out_of_map (env->map, env->x, env->y))
417 { 410 {
418 LOG (llevError, "BUG: explode_bullet(): env out of map\n"); 411 LOG (llevError, "BUG: explode_bullet(): env out of map\n");
419 op->destroy (); 412 op->destroy ();
420 return; 413 return;
421 } 414 }
439 } 432 }
440 433
441 if (op->attacktype) 434 if (op->attacktype)
442 { 435 {
443 hit_map (op, 0, op->attacktype, 1); 436 hit_map (op, 0, op->attacktype, 1);
437
444 if (op->destroyed ()) 438 if (op->destroyed ())
445 return; 439 return;
446 } 440 }
447 441
448 /* other_arch contains what this explodes into */ 442 /* other_arch contains what this explodes into */
451 tmp->set_owner (op); 445 tmp->set_owner (op);
452 tmp->skill = op->skill; 446 tmp->skill = op->skill;
453 447
454 owner = op->owner; 448 owner = op->owner;
455 449
456 if ((tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) && owner && !tailor_god_spell (tmp, owner)) 450 if ((tmp->attacktype & AT_HOLYWORD
451 || tmp->attacktype & AT_GODPOWER)
452 && owner
453 && !tailor_god_spell (tmp, owner))
457 { 454 {
458 op->destroy (); 455 op->destroy ();
459 return; 456 return;
460 } 457 }
461 458
488 485
489 /* Prevent recursion */ 486 /* Prevent recursion */
490 op->move_on = 0; 487 op->move_on = 0;
491 488
492 tmp->insert_at (op, op); 489 tmp->insert_at (op, op);
490 tmp->play_sound (tmp->sound);
491
493 /* remove the firebullet */ 492 /* remove the firebullet */
494 op->destroy (); 493 op->destroy ();
495} 494}
496 495
497/* checks to see what op should do, given the space it is on 496/* checks to see what op should do, given the space it is on
519 518
520 /* If nothing alive on this space, no reason to do anything further */ 519 /* If nothing alive on this space, no reason to do anything further */
521 if (!(mflags & P_IS_ALIVE)) 520 if (!(mflags & P_IS_ALIVE))
522 return; 521 return;
523 522
524 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 523 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
525 { 524 {
526 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 525 if (QUERY_FLAG (tmp, FLAG_ALIVE))
527 { 526 {
528 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1); 527 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1);
528
529 // TODO: can't understand the following if's
529 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0) 530 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0)
530 { 531 {
531 if (!QUERY_FLAG (op, FLAG_REMOVED)) 532 if (!QUERY_FLAG (op, FLAG_REMOVED))
532 { 533 {
533 op->destroy (); 534 op->destroy ();
605 } 606 }
606 else 607 else
607 check_bullet (op); 608 check_bullet (op);
608} 609}
609 610
610
611
612
613/* fire_bullet 611/* fire_bullet
614 * object op (cast from caster) files a bolt in dir. 612 * object op (cast from caster) files a bolt in dir.
615 * spob is the spell object for the bolt. 613 * spob is the spell object for the bolt.
616 * we remove the magic flag - that can be derived from 614 * we remove the magic flag - that can be derived from
617 * spob->attacktype. 615 * spob->attacktype.
618 * This function sets up the appropriate owner and skill 616 * This function sets up the appropriate owner and skill
619 * pointers. 617 * pointers.
620 */ 618 */
621
622int 619int
623fire_bullet (object *op, object *caster, int dir, object *spob) 620fire_bullet (object *op, object *caster, int dir, object *spob)
624{ 621{
625 object *tmp = NULL; 622 object *tmp = NULL;
626 int mflags; 623 int mflags;
627 624
628 if (!spob->other_arch) 625 if (!spob->other_arch)
629 return 0; 626 return 0;
630 627
631 tmp = arch_to_object (spob->other_arch); 628 tmp = spob->other_arch->instance ();
632 if (tmp == NULL) 629 if (!tmp)
633 return 0; 630 return 0;
634 631
635 /* peterm: level dependency for bolts */ 632 /* peterm: level dependency for bolts */
636 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob); 633 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob);
637 tmp->attacktype = spob->attacktype; 634 tmp->attacktype = spob->attacktype;
638 if (spob->slaying) 635 if (spob->slaying)
639 tmp->slaying = spob->slaying; 636 tmp->slaying = spob->slaying;
640 637
650 SET_ANIMATION (tmp, dir); 647 SET_ANIMATION (tmp, dir);
651 648
652 tmp->set_owner (op); 649 tmp->set_owner (op);
653 set_spell_skill (op, caster, spob, tmp); 650 set_spell_skill (op, caster, spob, tmp);
654 651
655 tmp->x = op->x + freearr_x[dir]; 652 tmp->x = op->x + freearr_x[dir];
656 tmp->y = op->y + freearr_y[dir]; 653 tmp->y = op->y + freearr_y[dir];
657 tmp->map = op->map; 654 tmp->map = op->map;
658 655
659 maptile *newmap; 656 maptile *newmap;
660 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y); 657 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y);
661 if (mflags & P_OUT_OF_MAP) 658 if (mflags & P_OUT_OF_MAP)
683 if ((tmp = tmp->insert_at (tmp, op))) 680 if ((tmp = tmp->insert_at (tmp, op)))
684 check_bullet (tmp); 681 check_bullet (tmp);
685 682
686 return 1; 683 return 1;
687} 684}
688
689
690
691 685
692/***************************************************************************** 686/*****************************************************************************
693 * 687 *
694 * CONE RELATED FUNCTIONS 688 * CONE RELATED FUNCTIONS
695 * 689 *
696 *****************************************************************************/ 690 *****************************************************************************/
697 691
698
699/* drops an object based on what is in the cone's "other_arch" */ 692/* drops an object based on what is in the cone's "other_arch" */
700void 693void
701cone_drop (object *op) 694cone_drop (object *op)
702{ 695{
703 object *new_ob = arch_to_object (op->other_arch); 696 object *new_ob = arch_to_object (op->other_arch);
715/* move_cone: causes cone object 'op' to move a space/hit creatures */ 708/* move_cone: causes cone object 'op' to move a space/hit creatures */
716 709
717void 710void
718move_cone (object *op) 711move_cone (object *op)
719{ 712{
720 int i;
721
722 /* if no map then hit_map will crash so just ignore object */ 713 /* if no map then hit_map will crash so just ignore object */
723 if (!op->map) 714 if (!op->map)
724 { 715 {
725 LOG (llevError, "Tried to move_cone object %s without a map.\n", op->name ? &op->name : "unknown"); 716 LOG (llevError, "Tried to move_cone object %s without a map.\n", op->name ? &op->name : "unknown");
726 op->set_speed (0); 717 op->set_speed (0);
746 } 737 }
747#endif 738#endif
748 739
749 hit_map (op, 0, op->attacktype, 0); 740 hit_map (op, 0, op->attacktype, 0);
750 741
742 if (!op->is_on_map ())
743 return;
744
751 /* Check to see if we should push anything. 745 /* Check to see if we should push anything.
752 * Spell objects with weight push whatever they encounter to some 746 * Spell objects with weight push whatever they encounter to some
753 * degree. 747 * degree.
754 */ 748 */
755 if (op->weight) 749 if (op->weight)
750 {
756 check_spell_knockback (op); 751 check_spell_knockback (op);
757 752
758 if (op->destroyed ()) 753 if (!op->is_on_map ())
759 return; 754 return;
755 }
760 756
761 if ((op->duration--) < 0) 757 if (op->duration-- < 0)
762 { 758 {
763 op->destroy (); 759 op->destroy ();
764 return; 760 return;
765 } 761 }
766 /* Object has hit maximum range, so don't have it move 762 /* Object has hit maximum range, so don't have it move
771 { 767 {
772 op->range = 0; /* just so it doesn't wrap */ 768 op->range = 0; /* just so it doesn't wrap */
773 return; 769 return;
774 } 770 }
775 771
776 for (i = -1; i < 2; i++) 772 for (int i = -1; i <= 1; i++)
777 { 773 {
778 sint16 x = op->x + freearr_x[absdir (op->stats.sp + i)], y = op->y + freearr_y[absdir (op->stats.sp + i)]; 774 sint16 x = op->x + freearr_x[absdir (op->stats.sp + i)], y = op->y + freearr_y[absdir (op->stats.sp + i)];
779 775
780 if (ok_to_put_more (op->map, x, y, op, op->attacktype)) 776 if (ok_to_put_more (op->map, x, y, op, op->attacktype))
781 { 777 {
828 824
829 /* Need to know what the movetype of the object we are about 825 /* Need to know what the movetype of the object we are about
830 * to create is, so we can know if the space we are about to 826 * to create is, so we can know if the space we are about to
831 * insert it into is blocked. 827 * insert it into is blocked.
832 */ 828 */
833 movetype = spell->other_arch->clone.move_type; 829 movetype = spell->other_arch->move_type;
834 830
835 for (i = range_min; i <= range_max; i++) 831 for (i = range_min; i <= range_max; i++)
836 { 832 {
837 sint16 x, y, d; 833 sint16 x, y, d;
838 834
873 869
874 success = 1; 870 success = 1;
875 tmp = arch_to_object (spell->other_arch); 871 tmp = arch_to_object (spell->other_arch);
876 tmp->set_owner (op); 872 tmp->set_owner (op);
877 set_spell_skill (op, caster, spell, tmp); 873 set_spell_skill (op, caster, spell, tmp);
878 tmp->level = caster_level (caster, spell); 874 tmp->level = casting_level (caster, spell);
879 tmp->attacktype = spell->attacktype; 875 tmp->attacktype = spell->attacktype;
880 876
881 /* holy word stuff */ 877 /* holy word stuff */
882 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER)) 878 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER))
883 if (!tailor_god_spell (tmp, op)) 879 if (!tailor_god_spell (tmp, op))
917 else 913 else
918 tmp->duration += caster->level / 3; 914 tmp->duration += caster->level / 3;
919 } 915 }
920 916
921 if (!(tmp->move_type & MOVE_FLY_LOW)) 917 if (!(tmp->move_type & MOVE_FLY_LOW))
922 LOG (llevDebug, "cast_cone(): arch %s doesn't have flying 1\n", &spell->other_arch->name); 918 LOG (llevDebug, "cast_cone(): arch %s doesn't have flying 1\n", &spell->other_arch->archname);
923 919
924 if (!tmp->move_on && tmp->stats.dam) 920 if (!tmp->move_on && tmp->stats.dam)
925 LOG (llevDebug, "cast_cone(): arch %s doesn't have move_on set\n", &spell->other_arch->name); 921 LOG (llevDebug, "cast_cone(): arch %s doesn't have move_on set\n", &spell->other_arch->archname);
926 922
927 m->insert (tmp, sx, sy, op); 923 m->insert (tmp, sx, sy, op);
928 924
929 /* This is used for tracking spells so that one effect doesn't hit 925 /* This is used for tracking spells so that one effect doesn't hit
930 * a single space too many times. 926 * a single space too many times.
942 * 938 *
943 * BOMB related code 939 * BOMB related code
944 * 940 *
945 ****************************************************************************/ 941 ****************************************************************************/
946 942
947
948/* This handles an exploding bomb. 943/* This handles an exploding bomb.
949 * op is the original bomb object. 944 * op is the original bomb object.
950 */ 945 */
951void 946void
952animate_bomb (object *op) 947animate_bomb (object *op)
953{ 948{
954 int i;
955 object *env, *tmp;
956
957 if (op->state != NUM_ANIMATIONS (op) - 1) 949 if (op->state != NUM_ANIMATIONS (op) - 1)
958 return; 950 return;
959 951
960 env = object_get_env_recursive (op); 952 object *env = op->outer_env ();
961 953
962 if (op->env) 954 if (op->env)
963 { 955 {
964 if (env->map == NULL) 956 if (env->map == NULL)
965 return; 957 return;
966
967 if (env->type == PLAYER)
968 esrv_del_item (env->contr, op->count);
969 958
970 if (!(op = op->insert_at (env, op))) 959 if (!(op = op->insert_at (env, op)))
971 return; 960 return;
972 } 961 }
973 962
984 * but using the cast_bullet isn't really feasible, 973 * but using the cast_bullet isn't really feasible,
985 * so just set up the appropriate values. 974 * so just set up the appropriate values.
986 */ 975 */
987 if (archetype *at = archetype::find (SPLINT)) 976 if (archetype *at = archetype::find (SPLINT))
988 { 977 {
989 for (i = 1; i < 9; i++) 978 for (int i = 1; i < 9; i++)
990 { 979 {
991 if (out_of_map (op->map, op->x + freearr_x[i], op->y + freearr_x[i])) 980 if (out_of_map (op->map, op->x + freearr_x[i], op->y + freearr_x[i]))
992 continue; 981 continue;
993 982
994 tmp = arch_to_object (at); 983 object *tmp = arch_to_object (at);
995 tmp->direction = i; 984 tmp->direction = i;
996 tmp->range = op->range; 985 tmp->range = op->range;
997 tmp->stats.dam = op->stats.dam; 986 tmp->stats.dam = op->stats.dam;
998 tmp->duration = op->duration; 987 tmp->duration = op->duration;
999 tmp->attacktype = op->attacktype; 988 tmp->attacktype = op->attacktype;
1013} 1002}
1014 1003
1015int 1004int
1016create_bomb (object *op, object *caster, int dir, object *spell) 1005create_bomb (object *op, object *caster, int dir, object *spell)
1017{ 1006{
1018
1019 object *tmp; 1007 object *tmp;
1020 int mflags; 1008 int mflags;
1021 sint16 dx = op->x + freearr_x[dir], dy = op->y + freearr_y[dir]; 1009 sint16 dx = op->x + freearr_x[dir], dy = op->y + freearr_y[dir];
1022 maptile *m; 1010 maptile *m;
1023 1011
1024 mflags = get_map_flags (op->map, &m, dx, dy, &dx, &dy); 1012 mflags = get_map_flags (op->map, &m, dx, dy, &dx, &dy);
1013
1014 // when creating a bomb below ourself it should always work, even
1015 // when movement is blocked (somehow we got here, somehow we are here,
1016 // so we should also be able to make a bomb here). (originally added
1017 // to fix create bomb traps in doors, which cast with dir=0).
1018 if (dir)
1019 {
1025 if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, dx, dy) & MOVE_WALK)) 1020 if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, dx, dy) & MOVE_WALK))
1026 { 1021 {
1027 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way."); 1022 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way.");
1028 return 0; 1023 return 0;
1024 }
1029 } 1025 }
1026
1030 tmp = arch_to_object (spell->other_arch); 1027 tmp = arch_to_object (spell->other_arch);
1031 1028
1032 /* level dependencies for bomb */ 1029 /* level dependencies for bomb */
1033 tmp->range = spell->range + SP_level_range_adjust (caster, spell); 1030 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
1034 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1031 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1055 * dir is the direction to look in. 1052 * dir is the direction to look in.
1056 * range is how far out to look. 1053 * range is how far out to look.
1057 * type is the type of spell - either SPELL_MANA or SPELL_GRACE. 1054 * type is the type of spell - either SPELL_MANA or SPELL_GRACE.
1058 * this info is used for blocked magic/unholy spaces. 1055 * this info is used for blocked magic/unholy spaces.
1059 */ 1056 */
1060
1061object * 1057object *
1062get_pointed_target (object *op, int dir, int range, int type) 1058get_pointed_target (object *op, int dir, int range, int type)
1063{ 1059{
1064 object *target; 1060 object *target;
1065 sint16 x, y; 1061 sint16 x, y;
1084 return NULL; 1080 return NULL;
1085 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW) 1081 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW)
1086 return NULL; 1082 return NULL;
1087 1083
1088 if (mflags & P_IS_ALIVE) 1084 if (mflags & P_IS_ALIVE)
1089 {
1090 for (target = GET_MAP_OB (mp, x, y); target; target = target->above) 1085 for (target = GET_MAP_OB (mp, x, y); target; target = target->above)
1091 { 1086 if (QUERY_FLAG (target, FLAG_MONSTER))
1092 if (QUERY_FLAG (target->head ? target->head : target, FLAG_MONSTER))
1093 {
1094 return target; 1087 return target;
1095 }
1096 }
1097 }
1098 } 1088 }
1089
1099 return NULL; 1090 return NULL;
1100} 1091}
1101
1102 1092
1103/* cast_smite_arch() - the priest points to a creature and causes 1093/* cast_smite_arch() - the priest points to a creature and causes
1104 * a 'godly curse' to decend. 1094 * a 'godly curse' to decend.
1105 * usual params - 1095 * usual params -
1106 * op = player 1096 * op = player
1107 * caster = object casting the spell. 1097 * caster = object casting the spell.
1108 * dir = direction being cast 1098 * dir = direction being cast
1109 * spell = spell object 1099 * spell = spell object
1110 */ 1100 */
1111
1112int 1101int
1113cast_smite_spell (object *op, object *caster, int dir, object *spell) 1102cast_smite_spell (object *op, object *caster, int dir, object *spell)
1114{ 1103{
1115 object *effect, *target; 1104 object *effect, *target;
1116 object *god = find_god (determine_god (op)); 1105 object *god = find_god (determine_god (op));
1140 effect = arch_to_object (spell->other_arch); 1129 effect = arch_to_object (spell->other_arch);
1141 else 1130 else
1142 return 0; 1131 return 0;
1143 1132
1144 /* tailor the effect by priest level and worshipped God */ 1133 /* tailor the effect by priest level and worshipped God */
1145 effect->level = caster_level (caster, spell); 1134 effect->level = casting_level (caster, spell);
1146 effect->attacktype = spell->attacktype; 1135 effect->attacktype = spell->attacktype;
1147 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER)) 1136 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER))
1148 { 1137 {
1149 if (tailor_god_spell (effect, op)) 1138 if (tailor_god_spell (effect, op))
1150 new_draw_info_format (NDI_UNIQUE, 0, op, "%s answers your call!", determine_god (op)); 1139 new_draw_info_format (NDI_UNIQUE, 0, op, "%s answers your call!", determine_god (op));
1194 effect->insert_at (target, op); 1183 effect->insert_at (target, op);
1195 1184
1196 return 1; 1185 return 1;
1197} 1186}
1198 1187
1199
1200/**************************************************************************** 1188/****************************************************************************
1201 * 1189 *
1202 * MAGIC MISSILE code. 1190 * MAGIC MISSILE code.
1203 * note that the fire_bullet is used to fire the missile. The 1191 * note that the fire_bullet is used to fire the missile. The
1204 * code here is just to move the missile. 1192 * code here is just to move the missile.
1206 1194
1207/* op is a missile that needs to be moved */ 1195/* op is a missile that needs to be moved */
1208void 1196void
1209move_missile (object *op) 1197move_missile (object *op)
1210{ 1198{
1211 int i, mflags;
1212 object *owner;
1213 sint16 new_x, new_y;
1214 maptile *m;
1215
1216 if (op->range-- <= 0) 1199 if (op->range-- <= 0)
1217 { 1200 {
1201 op->drop_and_destroy ();
1202 return;
1203 }
1204
1205 mapxy pos (op);
1206 pos.move (op->direction);
1207
1208 if (!pos.normalise ())
1209 {
1218 op->destroy (); 1210 op->destroy ();
1219 return; 1211 return;
1220 } 1212 }
1221 1213
1222 owner = op->owner; 1214 mapspace &ms = pos.ms ();
1223#if 0
1224 /* It'd make things nastier if this wasn't here - spells cast by
1225 * monster that are then killed would continue to survive
1226 */
1227 if (owner == NULL)
1228 {
1229 op->destroy ();
1230 return;
1231 }
1232#endif
1233 1215
1234 new_x = op->x + DIRX (op); 1216 if (ms.flags () & P_IS_ALIVE || ms.blocks (op))
1235 new_y = op->y + DIRY (op);
1236
1237 mflags = get_map_flags (op->map, &m, new_x, new_y, &new_x, &new_y);
1238
1239 if (!(mflags & P_OUT_OF_MAP) && ((mflags & P_IS_ALIVE) || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y))))
1240 { 1217 {
1241 hit_map (op, op->direction, AT_MAGIC, 1); 1218 hit_map (op, op->direction, AT_MAGIC, 1);
1242 /* Basically, missile only hits one thing then goes away. 1219 /* Basically, missile only hits one thing then goes away.
1243 * we need to remove it if someone hasn't already done so. 1220 * we need to remove it if someone hasn't already done so.
1244 */ 1221 */
1245 if (!op->destroyed ())
1246 op->destroy ();
1247
1248 return;
1249 }
1250
1251 op->remove ();
1252
1253 if (!op->direction || (mflags & P_OUT_OF_MAP))
1254 {
1255 op->destroy (); 1222 op->destroy ();
1256 return; 1223 return;
1257 } 1224 }
1258 1225
1226 if (!op->direction)
1227 {
1228 op->destroy ();
1229 return;
1230 }
1231
1259 i = spell_find_dir (m, new_x, new_y, op->owner); 1232 int i = spell_find_dir (pos.m, pos.x, pos.y, op->owner);
1260 if (i > 0 && i != op->direction) 1233 if (i > 0 && i != op->direction)
1261 { 1234 {
1262 op->direction = i; 1235 op->direction = i;
1263 SET_ANIMATION (op, op->direction); 1236 SET_ANIMATION (op, op->direction);
1264 } 1237 }
1265 1238
1266 m->insert (op, new_x, new_y, op); 1239 pos.insert (op, op);
1267} 1240}
1268 1241
1269/**************************************************************************** 1242/****************************************************************************
1270 * Destruction 1243 * Destruction
1271 ****************************************************************************/ 1244 ****************************************************************************/
1274 * we do this by creating a force and inserting it in the 1247 * we do this by creating a force and inserting it in the
1275 * object. if time is 0, the object glows permanently. To truely 1248 * object. if time is 0, the object glows permanently. To truely
1276 * make this work for non-living objects, we would have to 1249 * make this work for non-living objects, we would have to
1277 * give them the capability to have an inventory. b.t. 1250 * give them the capability to have an inventory. b.t.
1278 */ 1251 */
1279
1280int 1252int
1281make_object_glow (object *op, int radius, int time) 1253make_object_glow (object *op, int radius, int time)
1282{ 1254{
1283 object *tmp;
1284
1285 /* some things are unaffected... */ 1255 /* some things are unaffected... */
1286 if (op->path_denied & PATH_LIGHT) 1256 if (op->path_denied & PATH_LIGHT)
1287 return 0; 1257 return 0;
1288 1258
1289 tmp = get_archetype (FORCE_NAME); 1259 object *tmp = get_archetype (FORCE_NAME);
1290 tmp->speed = 0.01; 1260 tmp->speed = 0.01;
1291 tmp->stats.food = time; 1261 tmp->stats.food = time;
1292 SET_FLAG (tmp, FLAG_IS_USED_UP); 1262 SET_FLAG (tmp, FLAG_IS_USED_UP);
1293 tmp->glow_radius = radius;
1294 if (tmp->glow_radius > MAX_LIGHT_RADII)
1295 tmp->glow_radius = MAX_LIGHT_RADII; 1263 tmp->glow_radius = min (MAX_LIGHT_RADIUS, radius);
1296
1297 tmp->x = op->x;
1298 tmp->y = op->y;
1299 if (tmp->speed < MIN_ACTIVE_SPEED)
1300 tmp->speed = MIN_ACTIVE_SPEED; /* safety */
1301 tmp = insert_ob_in_ob (tmp, op); 1264 tmp = insert_ob_in_ob (tmp, op);
1265
1302 if (tmp->glow_radius > op->glow_radius) 1266 if (tmp->glow_radius > op->glow_radius)
1303 op->glow_radius = tmp->glow_radius; 1267 op->glow_radius = tmp->glow_radius;
1304 1268
1305 if (!tmp->env || op != tmp->env)
1306 {
1307 LOG (llevError, "make_object_glow() failed to insert glowing force in %s\n", &op->name);
1308 return 0;
1309 }
1310 return 1; 1269 return 1;
1311} 1270}
1312
1313
1314
1315 1271
1316int 1272int
1317cast_destruction (object *op, object *caster, object *spell_ob) 1273cast_destruction (object *op, object *caster, object *spell_ob)
1318{ 1274{
1319 int i, j, range, mflags, friendly = 0, dam, dur; 1275 int i, j, range, mflags, friendly = 0, dam, dur;
1340 else if (caster->skill) 1296 else if (caster->skill)
1341 op->skill = caster->skill; 1297 op->skill = caster->skill;
1342 else 1298 else
1343 op->skill = NULL; 1299 op->skill = NULL;
1344 1300
1345 change_skill (op, find_skill_by_name (op, op->skill), 1); 1301 op->change_skill (find_skill_by_name (op, op->skill));
1346 1302
1347 for (i = -range; i < range; i++) 1303 for (i = -range; i <= range; i++)
1348 { 1304 {
1349 for (j = -range; j < range; j++) 1305 for (j = -range; j <= range; j++)
1350 { 1306 {
1351 m = op->map; 1307 m = op->map;
1352 sx = op->x + i; 1308 sx = op->x + i;
1353 sy = op->y + j; 1309 sy = op->y + j;
1354 1310
1371 (!friendly && (QUERY_FLAG (tmp, FLAG_FRIENDLY) || tmp->type == PLAYER))) 1327 (!friendly && (QUERY_FLAG (tmp, FLAG_FRIENDLY) || tmp->type == PLAYER)))
1372 { 1328 {
1373 if (spell_ob->subtype == SP_DESTRUCTION) 1329 if (spell_ob->subtype == SP_DESTRUCTION)
1374 { 1330 {
1375 hit_player (tmp, dam, op, spell_ob->attacktype, 0); 1331 hit_player (tmp, dam, op, spell_ob->attacktype, 0);
1332
1376 if (spell_ob->other_arch) 1333 if (spell_ob->other_arch)
1377 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op); 1334 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op);
1378 } 1335 }
1379 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist[ATNR_MAGIC] != 100) 1336 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist[ATNR_MAGIC] != 100)
1380 { 1337 {
1408 { 1365 {
1409 new_draw_info (NDI_UNIQUE, 0, op, "There is no one in that direction to curse."); 1366 new_draw_info (NDI_UNIQUE, 0, op, "There is no one in that direction to curse.");
1410 return 0; 1367 return 0;
1411 } 1368 }
1412 1369
1370 tmp = tmp->head_ ();
1371
1413 /* If we've already got a force of this type, don't add a new one. */ 1372 /* If we've already got a force of this type, don't add a new one. */
1414 for (force = tmp->inv; force != NULL; force = force->below) 1373 for (force = tmp->inv; force; force = force->below)
1415 { 1374 {
1416 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY) 1375 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY)
1417 { 1376 {
1418 if (force->name == spell_ob->name) 1377 if (force->name == spell_ob->name)
1419 { 1378 {
1425 return 0; 1384 return 0;
1426 } 1385 }
1427 } 1386 }
1428 } 1387 }
1429 1388
1430 if (force == NULL) 1389 if (!force)
1431 { 1390 {
1432 force = get_archetype (FORCE_NAME); 1391 force = get_archetype (FORCE_NAME);
1433 force->subtype = FORCE_CHANGE_ABILITY; 1392 force->subtype = FORCE_CHANGE_ABILITY;
1393
1434 if (spell_ob->race) 1394 if (spell_ob->race)
1435 force->name = spell_ob->race; 1395 force->name = spell_ob->race;
1436 else 1396 else
1437 force->name = spell_ob->name; 1397 force->name = spell_ob->name;
1438 1398
1448 { 1408 {
1449 force->duration = duration; 1409 force->duration = duration;
1450 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 1410 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1451 } 1411 }
1452 else 1412 else
1453 {
1454 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1413 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1455 } 1414
1456 return 1; 1415 return 1;
1457 } 1416 }
1417
1458 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50; 1418 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1459 force->speed = 1.0; 1419 force->speed = 1.f;
1460 force->speed_left = -1.0; 1420 force->speed_left = -1.f;
1461 SET_FLAG (force, FLAG_APPLIED); 1421 SET_FLAG (force, FLAG_APPLIED);
1462 1422
1463 if (god) 1423 if (god)
1464 { 1424 {
1465 if (spell_ob->last_grace) 1425 if (spell_ob->last_grace)
1483 tmp->update_stats (); 1443 tmp->update_stats ();
1484 return 1; 1444 return 1;
1485 1445
1486} 1446}
1487 1447
1488
1489/********************************************************************** 1448/**********************************************************************
1490 * mood change 1449 * mood change
1491 * Arguably, this may or may not be an attack spell. But since it 1450 * Arguably, this may or may not be an attack spell. But since it
1492 * effects monsters, it seems best to put it into this file 1451 * effects monsters, it seems best to put it into this file
1493 ***********************************************************************/ 1452 ***********************************************************************/
1506 1465
1507 /* We precompute some values here so that we don't have to keep 1466 /* We precompute some values here so that we don't have to keep
1508 * doing it over and over again. 1467 * doing it over and over again.
1509 */ 1468 */
1510 god = find_god (determine_god (op)); 1469 god = find_god (determine_god (op));
1511 level = caster_level (caster, spell); 1470 level = casting_level (caster, spell);
1512 range = spell->range + SP_level_range_adjust (caster, spell); 1471 range = spell->range + SP_level_range_adjust (caster, spell);
1513 1472
1514 /* On the bright side, no monster should ever have a race of GOD_... 1473 /* On the bright side, no monster should ever have a race of GOD_...
1515 * so even if the player doesn't worship a god, if race=GOD_.., it 1474 * so even if the player doesn't worship a god, if race=GOD_.., it
1516 * won't ever match anything. 1475 * won't ever match anything.
1522 else if (god && !strcmp (spell->race, "GOD_FRIEND")) 1481 else if (god && !strcmp (spell->race, "GOD_FRIEND"))
1523 race = god->race; 1482 race = god->race;
1524 else 1483 else
1525 race = spell->race; 1484 race = spell->race;
1526 1485
1527
1528 for (x = op->x - range; x <= op->x + range; x++) 1486 for (x = op->x - range; x <= op->x + range; x++)
1529 for (y = op->y - range; y <= op->y + range; y++) 1487 for (y = op->y - range; y <= op->y + range; y++)
1530 { 1488 {
1531
1532 done_one = 0; 1489 done_one = 0;
1533 m = op->map; 1490 m = op->map;
1534 nx = x; 1491 nx = x;
1535 ny = y; 1492 ny = y;
1536 mflags = get_map_flags (m, &m, x, y, &nx, &ny); 1493 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1539 1496
1540 /* If there is nothing living on this space, no need to go further */ 1497 /* If there is nothing living on this space, no need to go further */
1541 if (!(mflags & P_IS_ALIVE)) 1498 if (!(mflags & P_IS_ALIVE))
1542 continue; 1499 continue;
1543 1500
1501 // players can only affect spaces that they can actually see
1502 if (caster && caster->contr
1503 && caster->contr->visibility_at (m, nx, ny) < 70)
1504 continue;
1505
1544 for (tmp = GET_MAP_OB (m, nx, ny); tmp; tmp = tmp->above) 1506 for (tmp = GET_MAP_TOP (m, nx, ny); tmp; tmp = tmp->below)
1545 if (QUERY_FLAG (tmp, FLAG_MONSTER)) 1507 if (QUERY_FLAG (tmp, FLAG_MONSTER))
1546 break; 1508 break;
1547 1509
1548 /* There can be living objects that are not monsters */ 1510 /* There can be living objects that are not monsters */
1549 if (!tmp || tmp->type == PLAYER) 1511 if (!tmp || tmp->type == PLAYER)
1556 head = tmp; 1518 head = tmp;
1557 1519
1558 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */ 1520 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */
1559 if (race && head->race && !strstr (race, head->race)) 1521 if (race && head->race && !strstr (race, head->race))
1560 continue; 1522 continue;
1523
1561 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD)) 1524 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD))
1562 continue; 1525 continue;
1563 1526
1564 /* Now do a bunch of stuff related to saving throws */ 1527 /* Now do a bunch of stuff related to saving throws */
1565 best_at = -1; 1528 best_at = -1;
1582 at -= level / 5; 1545 at -= level / 5;
1583 if (did_make_save (head, head->level, at)) 1546 if (did_make_save (head, head->level, at))
1584 continue; 1547 continue;
1585 } 1548 }
1586 else /* spell->attacktype */ 1549 else /* spell->attacktype */
1587 /*
1588 Spell has no attacktype (charm & such), so we'll have a specific saving:
1589 * if spell level < monster level, no go
1590 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) )
1591
1592 The chance will then be in the range [20-70] percent, not too bad.
1593
1594 This is required to fix the 'charm monster' abuse, where a player level 1 can
1595 charm a level 125 monster...
1596
1597 Ryo, august 14th
1598 */
1599 { 1550 {
1551 /*
1552 Spell has no attacktype (charm & such), so we'll have a specific saving:
1553 * if spell level < monster level, no go
1554 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) )
1555
1556 The chance will then be in the range [20-70] percent, not too bad.
1557
1558 This is required to fix the 'charm monster' abuse, where a player level 1 can
1559 charm a level 125 monster...
1560
1561 Ryo, august 14th
1562 */
1600 if (head->level > level) 1563 if (head->level > level)
1601 continue; 1564 continue;
1565
1602 if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + MIN (50, 2 * (level - head->level)))) 1566 if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + MIN (50, 2 * (level - head->level))))
1603 /* Failed, no effect */ 1567 /* Failed, no effect */
1604 continue; 1568 continue;
1605 } 1569 }
1606 1570
1607 /* Done with saving throw. Now start effecting the monster */ 1571 /* Done with saving throw. Now start affecting the monster */
1608 1572
1609 /* aggravation */ 1573 /* aggravation */
1610 if (QUERY_FLAG (spell, FLAG_MONSTER)) 1574 if (QUERY_FLAG (spell, FLAG_MONSTER))
1611 { 1575 {
1612 CLEAR_FLAG (head, FLAG_SLEEP); 1576 CLEAR_FLAG (head, FLAG_SLEEP);
1613 if (QUERY_FLAG (head, FLAG_FRIENDLY))
1614 remove_friendly_object (head); 1577 remove_friendly_object (head);
1615
1616 done_one = 1; 1578 done_one = 1;
1617 head->enemy = op; 1579 head->enemy = op;
1618 } 1580 }
1619 1581
1620 /* calm monsters */ 1582 /* calm monsters */
1633 } 1595 }
1634 1596
1635 /* charm */ 1597 /* charm */
1636 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY)) 1598 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY))
1637 { 1599 {
1600 INVOKE_OBJECT (KILL, head, ARG_OBJECT (caster));
1601
1638 /* Prevent uncontolled outbreaks of self replicating monsters. 1602 /* Prevent uncontrolled outbreaks of self replicating monsters.
1639 Typical use case is charm, go somwhere, use aggravation to make hostile. 1603 Typical use case is charm, go somwhere, use aggravation to make hostile.
1640 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */ 1604 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */
1641 CLEAR_FLAG (head, FLAG_GENERATOR); 1605 CLEAR_FLAG (head, FLAG_GENERATOR);
1642 head->set_owner (op); 1606 head->set_owner (op);
1643 set_spell_skill (op, caster, spell, head); 1607 set_spell_skill (op, caster, spell, head);
1654 } /* for y */ 1618 } /* for y */
1655 1619
1656 return 1; 1620 return 1;
1657} 1621}
1658 1622
1659
1660/* Move_ball_spell: This handles ball type spells that just sort of wander 1623/* Move_ball_spell: This handles ball type spells that just sort of wander
1661 * about. was called move_ball_lightning, but since more than the ball 1624 * about. was called move_ball_lightning, but since more than the ball
1662 * lightning spell used it, that seemed misnamed. 1625 * lightning spell used it, that seemed misnamed.
1663 * op is the spell effect. 1626 * op is the spell effect.
1664 * note that duration is handled by process_object() in time.c 1627 * note that duration is handled by process_object() in time.c
1665 */ 1628 */
1666
1667void 1629void
1668move_ball_spell (object *op) 1630move_ball_spell (object *op)
1669{ 1631{
1670 int i, j, dam_save, dir, mflags; 1632 int i, j, dam_save, dir, mflags;
1671 sint16 nx, ny, hx, hy; 1633 sint16 nx, ny, hx, hy;
1690 for (i = 1; i < 9; i++) 1652 for (i = 1; i < 9; i++)
1691 { 1653 {
1692 /* i bit 0: alters sign of offset 1654 /* i bit 0: alters sign of offset
1693 * other bits (i / 2): absolute value of offset 1655 * other bits (i / 2): absolute value of offset
1694 */ 1656 */
1695
1696 int offset = ((i ^ j) & 1) ? (i / 2) : -(i / 2); 1657 int offset = ((i ^ j) & 1) ? (i / 2) : -(i / 2);
1697 int tmpdir = absdir (op->direction + offset); 1658 int tmpdir = absdir (op->direction + offset);
1698 1659
1699 nx = op->x + freearr_x[tmpdir]; 1660 nx = op->x + freearr_x[tmpdir];
1700 ny = op->y + freearr_y[tmpdir]; 1661 ny = op->y + freearr_y[tmpdir];
1702 { 1663 {
1703 dir = tmpdir; 1664 dir = tmpdir;
1704 break; 1665 break;
1705 } 1666 }
1706 } 1667 }
1668
1707 if (dir == 0) 1669 if (dir == 0)
1708 { 1670 {
1709 nx = op->x; 1671 nx = op->x;
1710 ny = op->y; 1672 ny = op->y;
1711 m = op->map; 1673 m = op->map;
1720 * if this has an other_arch field, we insert that in 1682 * if this has an other_arch field, we insert that in
1721 * the surround spaces. 1683 * the surround spaces.
1722 */ 1684 */
1723 for (j = 0; j < 9; j++) 1685 for (j = 0; j < 9; j++)
1724 { 1686 {
1725 object *new_ob;
1726
1727 hx = nx + freearr_x[j]; 1687 hx = nx + freearr_x[j];
1728 hy = ny + freearr_y[j]; 1688 hy = ny + freearr_y[j];
1729 1689
1730 m = op->map; 1690 m = op->map;
1731 mflags = get_map_flags (m, &m, hx, hy, &hx, &hy); 1691 mflags = get_map_flags (m, &m, hx, hy, &hx, &hy);
1739 1699
1740 if ((mflags & P_IS_ALIVE) && (!owner || owner->x != hx || owner->y != hy || !on_same_map (owner, op))) 1700 if ((mflags & P_IS_ALIVE) && (!owner || owner->x != hx || owner->y != hy || !on_same_map (owner, op)))
1741 { 1701 {
1742 if (j) 1702 if (j)
1743 op->stats.dam = dam_save / 2; 1703 op->stats.dam = dam_save / 2;
1704
1744 hit_map (op, j, op->attacktype, 1); 1705 hit_map (op, j, op->attacktype, 1);
1745
1746 } 1706 }
1747 1707
1748 /* insert the other arch */ 1708 /* insert the other arch */
1749 if (op->other_arch && !(OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy)))) 1709 if (op->other_arch && !(OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy))))
1750 m->insert (arch_to_object (op->other_arch), hx, hy, op); 1710 m->insert (arch_to_object (op->other_arch), hx, hy, op);
1764 1724
1765 op->direction = i; 1725 op->direction = i;
1766 } 1726 }
1767} 1727}
1768 1728
1769
1770/* move_swarm_spell: peterm 1729/* move_swarm_spell: peterm
1771 * This is an implementation of the swarm spell. It was written for 1730 * This is an implementation of the swarm spell. It was written for
1772 * meteor swarm, but it could be used for any swarm. A swarm spell 1731 * meteor swarm, but it could be used for any swarm. A swarm spell
1773 * is a special type of object that casts swarms of other types 1732 * is a special type of object that casts swarms of other types
1774 * of spells. Which spell it casts is flexible. It fires the spells 1733 * of spells. Which spell it casts is flexible. It fires the spells
1775 * from a set of squares surrounding the caster, in a given direction. 1734 * from a set of squares surrounding the caster, in a given direction.
1776 */ 1735 */
1777
1778void 1736void
1779move_swarm_spell (object *op) 1737move_swarm_spell (object *op)
1780{ 1738{
1781#if 0 1739#if 0
1782 static int cardinal_adjust[9] = { -3, -2, -1, 0, 0, 0, 1, 2, 3 }; 1740 static int cardinal_adjust[9] = { -3, -2, -1, 0, 0, 0, 1, 2, 3 };
1783 static int diagonal_adjust[10] = { -3, -2, -2, -1, 0, 0, 1, 2, 2, 3 }; 1741 static int diagonal_adjust[10] = { -3, -2, -2, -1, 0, 0, 1, 2, 2, 3 };
1784 sint16 target_x, target_y, origin_x, origin_y; 1742 sint16 target_x, target_y, origin_x, origin_y;
1785 int adjustdir; 1743 int adjustdir;
1786 maptile *m; 1744 maptile *m;
1787#endif 1745#endif
1788 int basedir;
1789 object *owner; 1746 object *owner = op->env;
1790 1747
1791 owner = op->owner; 1748 if (!owner) // MUST not happen, remove when true TODO
1792 if (op->duration == 0 || owner == NULL)
1793 { 1749 {
1750 LOG (llevError, "swarm spell found outside inventory: %s\n", op->debug_desc ());
1794 op->destroy (); 1751 op->destroy ();
1795 return; 1752 return;
1796 } 1753 }
1797 1754
1755 if (!op->duration || !owner->is_on_map ())
1756 {
1757 op->drop_and_destroy ();
1758 return;
1759 }
1760
1798 op->duration--; 1761 op->duration--;
1799 1762
1800 basedir = op->direction; 1763 int basedir = op->direction;
1801 if (basedir == 0) 1764 if (!basedir)
1802 { 1765 {
1803 /* spray in all directions! 8) */ 1766 /* spray in all directions! 8) */
1804 basedir = rndm (1, 8); 1767 op->facing = (op->facing + op->state) & 7;
1768 basedir = op->facing + 1;
1805 } 1769 }
1806 1770
1807#if 0 1771#if 0
1808 // this is bogus: it causes wrong places to be checked below 1772 // this is bogus: it causes wrong places to be checked below
1809 // (a wall 2 cells away will block the effect...) and 1773 // (a wall 2 cells away will block the effect...) and
1810 // doesn't work for SP_BULLET anyhow, so again tests the wrong 1774 // doesn't work for SP_BULLET anyhow, so again tests the wrong
1811 // space. 1775 // space.
1812 // should be fixed later, but correctness before featurs... 1776 // should be fixed later, but correctness before features...
1813 // (schmorp) 1777 // (schmorp)
1814 1778
1815 /* new offset calculation to make swarm element distribution 1779 /* new offset calculation to make swarm element distribution
1816 * more uniform 1780 * more uniform
1817 */ 1781 */
1870 { 1834 {
1871 /* Bullet spells have a bunch more customization that needs to be done */ 1835 /* Bullet spells have a bunch more customization that needs to be done */
1872 if (op->spell->subtype == SP_BULLET) 1836 if (op->spell->subtype == SP_BULLET)
1873 fire_bullet (owner, op, basedir, op->spell); 1837 fire_bullet (owner, op, basedir, op->spell);
1874 else if (op->spell->subtype == SP_MAGIC_MISSILE) 1838 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1875 fire_arch_from_position (owner, op, op->x, op->y, basedir, op->spell); 1839 fire_arch_from_position (owner, op, owner->x, owner->y, basedir, op->spell);
1876 } 1840 }
1877} 1841}
1878
1879
1880
1881 1842
1882/* fire_swarm: 1843/* fire_swarm:
1883 * The following routine creates a swarm of objects. It actually 1844 * The following routine creates a swarm of objects. It actually
1884 * sets up a specific swarm object, which then fires off all 1845 * sets up a specific swarm object, which then fires off all
1885 * the parts of the swarm. 1846 * the parts of the swarm.
1888 * caster: the caster (owner, wand, rod, scroll) 1849 * caster: the caster (owner, wand, rod, scroll)
1889 * dir: the direction everything will be fired in 1850 * dir: the direction everything will be fired in
1890 * spell - the spell that is this spell. 1851 * spell - the spell that is this spell.
1891 * n: the number to be fired. 1852 * n: the number to be fired.
1892 */ 1853 */
1893
1894int 1854int
1895fire_swarm (object *op, object *caster, object *spell, int dir) 1855fire_swarm (object *op, object *caster, object *spell, int dir)
1896{ 1856{
1897 object *tmp;
1898 int i;
1899
1900 if (!spell->other_arch) 1857 if (!spell->other_arch)
1901 return 0; 1858 return 0;
1902 1859
1903 tmp = get_archetype (SWARM_SPELL); 1860 object *tmp = archetype::get (SWARM_SPELL);
1904 tmp->set_owner (op); /* needed so that if swarm elements kill, caster gets xp. */ 1861
1905 set_spell_skill (op, caster, spell, tmp); 1862 set_spell_skill (op, caster, spell, tmp);
1906
1907 tmp->level = caster_level (caster, spell); /*needed later, to get level dep. right. */ 1863 tmp->level = casting_level (caster, spell); /* needed later, to get level dep. right. */
1908 tmp->spell = arch_to_object (spell->other_arch); 1864 tmp->spell = spell->other_arch->instance ();
1909
1910 tmp->attacktype = tmp->spell->attacktype; 1865 tmp->attacktype = tmp->spell->attacktype;
1911 1866
1912 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) 1867 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
1913 if (!tailor_god_spell (tmp, op)) 1868 if (!tailor_god_spell (tmp, op))
1914 return 1; 1869 return 1;
1915 1870
1916 tmp->duration = SP_level_duration_adjust (caster, spell); 1871 tmp->duration = SP_level_duration_adjust (caster, spell);
1917 for (i = 0; i < spell->duration; i++) 1872 for (int i = 0; i < spell->duration; i++)
1918 tmp->duration += die_roll (1, 3, op, PREFER_HIGH); 1873 tmp->duration += die_roll (1, 3, op, PREFER_HIGH);
1919 1874
1875 tmp->invisible = 1;
1876 tmp->flag [FLAG_NO_DROP] = 1; // make sure it stays in inv, or else
1920 tmp->direction = dir; 1877 tmp->direction = dir;
1921 tmp->invisible = 1; 1878 tmp->facing = rndm (1, 8); // initial firing direction
1879 tmp->state = rndm (4) * 2 + 1; // direction increment
1922 1880
1923 tmp->insert_at (op, op); 1881 op->insert (tmp);
1882
1924 return 1; 1883 return 1;
1925} 1884}
1926
1927 1885
1928/* See the spells documentation file for why this is its own 1886/* See the spells documentation file for why this is its own
1929 * function. 1887 * function.
1930 */ 1888 */
1931int 1889int
1936 int dam, mflags; 1894 int dam, mflags;
1937 maptile *m; 1895 maptile *m;
1938 1896
1939 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1897 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1940 1898
1941 if (!dir) 1899 if (dir)
1942 {
1943 new_draw_info (NDI_UNIQUE, 0, op, "In what direction?");
1944 return 0;
1945 } 1900 {
1946
1947 x = op->x + freearr_x[dir]; 1901 x = op->x + freearr_x[dir];
1948 y = op->y + freearr_y[dir]; 1902 y = op->y + freearr_y[dir];
1949 m = op->map; 1903 m = op->map;
1950 1904
1951 mflags = get_map_flags (m, &m, x, y, &x, &y); 1905 mflags = get_map_flags (m, &m, x, y, &x, &y);
1952 1906
1953 if (mflags & P_OUT_OF_MAP) 1907 if (mflags & P_OUT_OF_MAP)
1954 { 1908 {
1955 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is there."); 1909 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is there.");
1956 return 0; 1910 return 0;
1957 } 1911 }
1958 1912
1959 if (mflags & P_IS_ALIVE && spell->attacktype) 1913 if (mflags & P_IS_ALIVE && spell->attacktype)
1960 { 1914 {
1961 for (target = GET_MAP_OB (m, x, y); target; target = target->above) 1915 for (target = GET_MAP_OB (m, x, y); target; target = target->above)
1962 if (QUERY_FLAG (target, FLAG_MONSTER)) 1916 if (QUERY_FLAG (target, FLAG_MONSTER))
1963 { 1917 {
1964 /* oky doky. got a target monster. Lets make a blinding attack */ 1918 /* oky doky. got a target monster. Lets make a blinding attack */
1965 if (target->head) 1919 if (target->head)
1966 target = target->head; 1920 target = target->head;
1921
1967 (void) hit_player (target, dam, op, spell->attacktype, 1); 1922 hit_player (target, dam, op, spell->attacktype, 1);
1968 return 1; /* one success only! */ 1923 return 1; /* one success only! */
1924 }
1969 } 1925 }
1970 }
1971 1926
1972 /* no live target, perhaps a wall is in the way? */ 1927 /* no live target, perhaps a wall is in the way? */
1973 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y))) 1928 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)))
1974 { 1929 {
1975 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 1930 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1976 return 0; 1931 return 0;
1932 }
1977 } 1933 }
1978 1934
1979 /* ok, looks groovy to just insert a new light on the map */ 1935 /* ok, looks groovy to just insert a new light on the map */
1980 tmp = arch_to_object (spell->other_arch); 1936 tmp = arch_to_object (spell->other_arch);
1981 if (!tmp) 1937 if (!tmp)
1982 { 1938 {
1983 LOG (llevError, "Error: spell arch for cast_light() missing.\n"); 1939 LOG (llevError, "Error: spell arch for cast_light() missing.\n");
1984 return 0; 1940 return 0;
1985 } 1941 }
1942
1986 tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell); 1943 tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell);
1944
1987 if (tmp->glow_radius) 1945 if (tmp->glow_radius)
1988 {
1989 tmp->glow_radius = spell->range + SP_level_range_adjust (caster, spell); 1946 tmp->glow_radius = min (MAX_LIGHT_RADIUS, spell->range + SP_level_range_adjust (caster, spell));
1990 if (tmp->glow_radius > MAX_LIGHT_RADII)
1991 tmp->glow_radius = MAX_LIGHT_RADII;
1992 }
1993 1947
1948 if (dir)
1994 m->insert (tmp, x, y, op); 1949 m->insert (tmp, x, y, op);
1950 else
1951 caster->outer_env ()->insert (tmp);
1952
1995 return 1; 1953 return 1;
1996} 1954}
1997
1998
1999
2000 1955
2001/* cast_cause_disease: this spell looks along <dir> from the 1956/* cast_cause_disease: this spell looks along <dir> from the
2002 * player and infects someone. 1957 * player and infects someone.
2003 * op is the player/monster, caster is the object, dir is the direction 1958 * op is the player/monster, caster is the object, dir is the direction
2004 * to cast, disease_arch is the specific disease, and type is the spell number 1959 * to cast, disease_arch is the specific disease, and type is the spell number
2005 * perhaps this should actually be in disease.c? 1960 * perhaps this should actually be in disease.c?
2006 */ 1961 */
2007
2008int 1962int
2009cast_cause_disease (object *op, object *caster, object *spell, int dir) 1963cast_cause_disease (object *op, object *caster, object *spell, int dir)
2010{ 1964{
2011 sint16 x, y; 1965 sint16 x, y;
2012 int i, mflags, range, dam_mod, dur_mod; 1966 int i, mflags, range, dam_mod, dur_mod;
2019 /* If casting from a scroll, no direction will be available, so refer to the 1973 /* If casting from a scroll, no direction will be available, so refer to the
2020 * direction the player is pointing. 1974 * direction the player is pointing.
2021 */ 1975 */
2022 if (!dir) 1976 if (!dir)
2023 dir = op->facing; 1977 dir = op->facing;
1978
2024 if (!dir) 1979 if (!dir)
2025 return 0; /* won't find anything if casting on ourself, so just return */ 1980 return 0; /* won't find anything if casting on ourself, so just return */
2026 1981
2027 /* Calculate these once here */ 1982 /* Calculate these once here */
2028 range = spell->range + SP_level_range_adjust (caster, spell); 1983 range = spell->range + SP_level_range_adjust (caster, spell);
2055 object *disease = arch_to_object (spell->other_arch); 2010 object *disease = arch_to_object (spell->other_arch);
2056 2011
2057 disease->set_owner (op); 2012 disease->set_owner (op);
2058 set_spell_skill (op, caster, spell, disease); 2013 set_spell_skill (op, caster, spell, disease);
2059 disease->stats.exp = 0; 2014 disease->stats.exp = 0;
2060 disease->level = caster_level (caster, spell); 2015 disease->level = casting_level (caster, spell);
2061 2016
2062 /* do level adjustments */ 2017 /* do level adjustments */
2063 if (disease->stats.wc) 2018 if (disease->stats.wc)
2064 disease->stats.wc += dur_mod / 2; 2019 disease->stats.wc += dur_mod / 2;
2065 2020
2066 if (disease->magic > 0) 2021 if (disease->magic > 0)
2067 disease->magic += dur_mod / 4; 2022 disease->magic += dur_mod / 8;
2068 2023
2069 if (disease->stats.maxhp > 0) 2024 if (disease->stats.maxhp > 0)
2070 disease->stats.maxhp += dur_mod; 2025 disease->stats.maxhp += dur_mod;
2071 2026
2072 if (disease->stats.maxgrace > 0) 2027 if (disease->stats.maxgrace > 0)
2107 if (disease->stats.sp) 2062 if (disease->stats.sp)
2108 disease->stats.sp -= dam_mod; 2063 disease->stats.sp -= dam_mod;
2109 2064
2110 if (infect_object (walk, disease, 1)) 2065 if (infect_object (walk, disease, 1))
2111 { 2066 {
2112 object *flash; /* visual effect for inflicting disease */
2113
2114 new_draw_info_format (NDI_UNIQUE, 0, op, "You inflict %s on %s!", &disease->name, &walk->name); 2067 new_draw_info_format (NDI_UNIQUE, 0, op, "You inflict %s on %s!", &disease->name, &walk->name);
2115 2068
2116 disease->destroy (); /* don't need this one anymore */ 2069 disease->destroy (); /* don't need this one anymore */
2117 walk->map->insert (get_archetype (ARCH_DETECT_MAGIC), x, y, op); 2070 walk->map->insert (get_archetype ("detect_magic"), x, y, op);
2118 return 1; 2071 return 1;
2119 } 2072 }
2120 2073
2121 disease->destroy (); 2074 disease->destroy ();
2122 } 2075 }

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