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Comparing deliantra/server/server/spell_attack.C (file contents):
Revision 1.23 by root, Mon Dec 25 11:25:50 2006 UTC vs.
Revision 1.37 by root, Mon May 28 21:28:36 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT 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 * Crossfire TRT is free software; you can redistribute it and/or modify it
8 it under the terms of the GNU General Public License as published by 9 * under the terms of the GNU General Public License as published by the Free
9 the Free Software Foundation; either version 2 of the License, or 10 * Software Foundation; either version 2 of the License, or (at your option)
10 (at your option) any later version. 11 * 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, but
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License
15 GNU General Public License for more details. 16 * 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 along
18 along with this program; if not, write to the Free Software 19 * with Crossfire TRT; if not, write to the Free Software Foundation, Inc. 51
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
20 21 *
21 The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <crossfire@schmorp.de>
22*/ 23 */
23 24
24/* This file contains all the spell attack code. Grouping this code 25/* This file contains all the spell attack code. Grouping this code
25 * together should hopefully make it easier to find the relevent bits 26 * together should hopefully make it easier to find the relevent bits
26 * of code 27 * of code
27 */ 28 */
28 29
29#include <global.h> 30#include <global.h>
30#include <object.h> 31#include <object.h>
31#include <living.h> 32#include <living.h>
32#ifndef __CEXTRACT__
33# include <sproto.h> 33#include <sproto.h>
34#endif
35#include <spells.h> 34#include <spells.h>
36#include <sounds.h> 35#include <sounds.h>
37 36
38/* this function checks to see if a spell pushes objects as well 37/* this function checks to see if a spell pushes objects as well
39 * as flies over and damages them (only used for cones for now) 38 * as flies over and damages them (only used for cones for now)
146 145
147 /* reduce chances of subsequent forking */ 146 /* reduce chances of subsequent forking */
148 new_bolt->stats.Dex -= 10; 147 new_bolt->stats.Dex -= 10;
149 tmp->stats.Dex -= 10; /* less forks from main bolt too */ 148 tmp->stats.Dex -= 10; /* less forks from main bolt too */
150 new_bolt->stats.Con += 25 * new_dir; /* adjust the left bias */ 149 new_bolt->stats.Con += 25 * new_dir; /* adjust the left bias */
151 new_bolt->speed_left = -0.1; 150 new_bolt->speed_left = -0.1f;
152 new_bolt->direction = t_dir; 151 new_bolt->direction = t_dir;
153 new_bolt->duration++; 152 new_bolt->duration++;
154 new_bolt->x = sx;
155 new_bolt->y = sy;
156 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */ 153 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */
157 new_bolt->stats.dam++; 154 new_bolt->stats.dam++;
158 tmp->stats.dam /= 2; /* reduce father bolt damage */ 155 tmp->stats.dam /= 2; /* reduce father bolt damage */
159 tmp->stats.dam++; 156 tmp->stats.dam++;
160 new_bolt = insert_ob_in_map (new_bolt, m, op, 0); 157 if ((new_bolt = m->insert (new_bolt, sx, sy, op)))
161 update_turn_face (new_bolt); 158 update_turn_face (new_bolt);
162} 159}
163 160
164/* move_bolt: moves bolt 'op'. Basically, it just advances a space, 161/* move_bolt: moves bolt 'op'. Basically, it just advances a space,
165 * and checks for various things that may stop it. 162 * and checks for various things that may stop it.
166 */ 163 */
167 164
168void 165void
169move_bolt (object *op) 166move_bolt (object *op)
170{ 167{
171 object *tmp;
172 int mflags; 168 int mflags;
173 sint16 x, y; 169 sint16 x, y;
174 maptile *m; 170 maptile *m;
175 171
176 if (--(op->duration) < 0) 172 if (--op->duration < 0)
177 { 173 {
178 op->destroy (); 174 op->destroy ();
179 return; 175 return;
180 } 176 }
181 177
183 179
184 if (!op->direction) 180 if (!op->direction)
185 return; 181 return;
186 182
187 if (--op->range < 0) 183 if (--op->range < 0)
188 {
189 op->range = 0; 184 op->range = 0;
190 }
191 else 185 else
192 { 186 {
193 x = op->x + DIRX (op); 187 x = op->x + DIRX (op);
194 y = op->y + DIRY (op); 188 y = op->y + DIRY (op);
195 m = op->map; 189 m = op->map;
203 * on the space. So only call reflwall if we think the data it returns 197 * on the space. So only call reflwall if we think the data it returns
204 * will be useful. 198 * will be useful.
205 */ 199 */
206 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)) || ((mflags & P_IS_ALIVE) && reflwall (m, x, y, op))) 200 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)) || ((mflags & P_IS_ALIVE) && reflwall (m, x, y, op)))
207 { 201 {
208
209 if (!QUERY_FLAG (op, FLAG_REFLECTING)) 202 if (!QUERY_FLAG (op, FLAG_REFLECTING))
210 return; 203 return;
211 204
212 /* Since walls don't run diagonal, if the bolt is in 205 /* Since walls don't run diagonal, if the bolt is in
213 * one of 4 main directions, it just reflects back in the 206 * one of 4 main directions, it just reflects back in the
243 else if (left) 236 else if (left)
244 op->direction = absdir (op->direction + 2); 237 op->direction = absdir (op->direction + 2);
245 else if (right) 238 else if (right)
246 op->direction = absdir (op->direction - 2); 239 op->direction = absdir (op->direction - 2);
247 } 240 }
241
248 update_turn_face (op); /* A bolt *must* be IS_TURNABLE */ 242 update_turn_face (op); /* A bolt *must* be IS_TURNABLE */
249 return; 243 return;
250 } 244 }
251 else 245 else
252 { /* Create a copy of this object and put it ahead */ 246 { /* Create a copy of this object and put it ahead */
253 tmp = op->clone (); 247 object *tmp = op->clone ();
254 248
249 m->insert (tmp, x, y, op);
255 tmp->speed_left = -0.1; 250 tmp->speed_left = -0.1f;
256 tmp->x += DIRX (tmp), tmp->y += DIRY (tmp);
257 tmp = insert_ob_in_map (tmp, op->map, op, 0);
258 /* To make up for the decrease at the top of the function */ 251 /* To make up for the decrease at the top of the function */
259 tmp->duration++; 252 tmp->duration++;
260 253
261 /* New forking code. Possibly create forks of this object 254 /* New forking code. Possibly create forks of this object
262 * going off in other directions. 255 * going off in other directions.
263 */ 256 */
264
265 if (rndm (0, 99) < tmp->stats.Dex) 257 if (rndm (0, 99) < tmp->stats.Dex)
266 { /* stats.Dex % of forking */ 258 { /* stats.Dex % of forking */
267 forklightning (op, tmp); 259 forklightning (op, tmp);
268 } 260 }
261
269 /* In this way, the object left behind sticks on the space, but 262 /* In this way, the object left behind sticks on the space, but
270 * doesn't create any bolts that continue to move onward. 263 * doesn't create any bolts that continue to move onward.
271 */ 264 */
272 op->range = 0; 265 op->range = 0;
273 } /* copy object and move it along */ 266 } /* copy object and move it along */
338 tmp->y = op->y; 331 tmp->y = op->y;
339 tmp->direction = absdir (tmp->direction + 4); 332 tmp->direction = absdir (tmp->direction + 4);
340 tmp->map = op->map; 333 tmp->map = op->map;
341 } 334 }
342 335
343 if ((tmp = insert_ob_in_map (tmp, tmp->map, op, 0)) != NULL) 336 if ((tmp = tmp->insert_at (tmp, op)))
344 move_bolt (tmp); 337 move_bolt (tmp);
345 338
346 return 1; 339 return 1;
347} 340}
348 341
359 * At least that is what I think this does. 352 * At least that is what I think this does.
360 */ 353 */
361void 354void
362explosion (object *op) 355explosion (object *op)
363{ 356{
364 object *tmp;
365 maptile *m = op->map; 357 maptile *m = op->map;
366 int i; 358 int i;
367 359
368 if (--(op->duration) < 0) 360 if (--op->duration < 0)
369 { 361 {
370 op->destroy (); 362 op->destroy ();
371 return; 363 return;
372 } 364 }
373 365
379 { 371 {
380 sint16 dx, dy; 372 sint16 dx, dy;
381 373
382 dx = op->x + freearr_x[i]; 374 dx = op->x + freearr_x[i];
383 dy = op->y + freearr_y[i]; 375 dy = op->y + freearr_y[i];
376
384 /* ok_to_put_more already does things like checks for walls, 377 /* ok_to_put_more already does things like checks for walls,
385 * out of map, etc. 378 * out of map, etc.
386 */ 379 */
387 if (ok_to_put_more (op->map, dx, dy, op, op->attacktype)) 380 if (ok_to_put_more (op->map, dx, dy, op, op->attacktype))
388 { 381 {
389 tmp = op->clone (); 382 object *tmp = op->clone ();
383
390 tmp->state = 0; 384 tmp->state = 0;
391 tmp->speed_left = -0.21; 385 tmp->speed_left = -0.21f;
392 tmp->range--; 386 tmp->range--;
393 tmp->value = 0; 387 tmp->value = 0;
394 tmp->x = dx; 388
395 tmp->y = dy; 389 m->insert (tmp, dx, dy, op);
396 insert_ob_in_map (tmp, m, op, 0);
397 } 390 }
398 } 391 }
399 } 392 }
400} 393}
401 394
416 return; 409 return;
417 } 410 }
418 411
419 if (op->env) 412 if (op->env)
420 { 413 {
421 object *env;
422
423 env = object_get_env_recursive (op); 414 object *env = object_get_env_recursive (op);
424 if (env->map == NULL || out_of_map (env->map, env->x, env->y)) 415 if (env->map == NULL || out_of_map (env->map, env->x, env->y))
425 { 416 {
426 LOG (llevError, "BUG: explode_bullet(): env out of map\n"); 417 LOG (llevError, "BUG: explode_bullet(): env out of map\n");
427 op->destroy (); 418 op->destroy ();
428 return; 419 return;
429 } 420 }
430 421
431 op->remove (); 422 op->insert_at (env, op, INS_NO_MERGE | INS_NO_WALK_ON);
432 op->x = env->x;
433 op->y = env->y;
434 insert_ob_in_map (op, env->map, op, INS_NO_MERGE | INS_NO_WALK_ON);
435 } 423 }
436 else if (out_of_map (op->map, op->x, op->y)) 424 else if (out_of_map (op->map, op->x, op->y))
437 { 425 {
438 LOG (llevError, "BUG: explode_bullet(): op out of map\n"); 426 LOG (llevError, "BUG: explode_bullet(): op out of map\n");
439 op->destroy (); 427 op->destroy ();
468 { 456 {
469 op->destroy (); 457 op->destroy ();
470 return; 458 return;
471 } 459 }
472 460
473 tmp->x = op->x;
474 tmp->y = op->y;
475
476 /* special for bombs - it actually has sane values for these */ 461 /* special for bombs - it actually has sane values for these */
477 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB) 462 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB)
478 { 463 {
479 tmp->attacktype = op->attacktype; 464 tmp->attacktype = op->attacktype;
480 tmp->range = op->range; 465 tmp->range = op->range;
483 } 468 }
484 else 469 else
485 { 470 {
486 if (op->attacktype & AT_MAGIC) 471 if (op->attacktype & AT_MAGIC)
487 tmp->attacktype |= AT_MAGIC; 472 tmp->attacktype |= AT_MAGIC;
473
488 /* Spell doc describes what is going on here */ 474 /* Spell doc describes what is going on here */
489 tmp->stats.dam = op->dam_modifier; 475 tmp->stats.dam = op->dam_modifier;
490 tmp->range = op->stats.maxhp; 476 tmp->range = op->stats.maxhp;
491 tmp->duration = op->stats.hp; 477 tmp->duration = op->stats.hp;
492 /* Used for spell tracking - just need a unique val for this spell - 478 /* Used for spell tracking - just need a unique val for this spell -
500 tmp->stats.sp = op->direction; 486 tmp->stats.sp = op->direction;
501 487
502 /* Prevent recursion */ 488 /* Prevent recursion */
503 op->move_on = 0; 489 op->move_on = 0;
504 490
505 insert_ob_in_map (tmp, op->map, op, 0); 491 tmp->insert_at (op, op);
506 /* remove the firebullet */ 492 /* remove the firebullet */
507 if (!op->destroyed ())
508 {
509 op->destroy (); 493 op->destroy ();
510 }
511} 494}
512
513
514 495
515/* 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
516 * (eg, explode, damage player, etc) 497 * (eg, explode, damage player, etc)
517 */ 498 */
518
519void 499void
520check_bullet (object *op) 500check_bullet (object *op)
521{ 501{
522 object *tmp; 502 object *tmp;
523 int dam, mflags; 503 int dam, mflags;
538 518
539 /* 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 */
540 if (!(mflags & P_IS_ALIVE)) 520 if (!(mflags & P_IS_ALIVE))
541 return; 521 return;
542 522
543 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)
544 { 524 {
545 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 525 if (QUERY_FLAG (tmp, FLAG_ALIVE))
546 { 526 {
547 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1); 527 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1);
548 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0) 528 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0)
612 op->destroy (); 592 op->destroy ();
613 593
614 return; 594 return;
615 } 595 }
616 596
617 op->remove (); 597 if (!(op = m->insert (op, new_x, new_y, op)))
618 op->x = new_x;
619 op->y = new_y;
620 if ((op = insert_ob_in_map (op, m, op, 0)) == NULL)
621 return; 598 return;
622 599
623 if (reflwall (op->map, op->x, op->y, op)) 600 if (reflwall (op->map, op->x, op->y, op))
624 { 601 {
625 op->direction = absdir (op->direction + 4); 602 op->direction = absdir (op->direction + 4);
626 update_turn_face (op); 603 update_turn_face (op);
627 } 604 }
628 else 605 else
629 check_bullet (op); 606 check_bullet (op);
630} 607}
631
632
633
634 608
635/* fire_bullet 609/* fire_bullet
636 * object op (cast from caster) files a bolt in dir. 610 * object op (cast from caster) files a bolt in dir.
637 * spob is the spell object for the bolt. 611 * spob is the spell object for the bolt.
638 * we remove the magic flag - that can be derived from 612 * we remove the magic flag - that can be derived from
700 tmp->y = op->y; 674 tmp->y = op->y;
701 tmp->direction = absdir (tmp->direction + 4); 675 tmp->direction = absdir (tmp->direction + 4);
702 tmp->map = op->map; 676 tmp->map = op->map;
703 } 677 }
704 678
705 if ((tmp = insert_ob_in_map (tmp, tmp->map, op, 0))) 679 if ((tmp = tmp->insert_at (tmp, op)))
706 check_bullet (tmp); 680 check_bullet (tmp);
707 681
708 return 1; 682 return 1;
709} 683}
710
711
712
713 684
714/***************************************************************************** 685/*****************************************************************************
715 * 686 *
716 * CONE RELATED FUNCTIONS 687 * CONE RELATED FUNCTIONS
717 * 688 *
718 *****************************************************************************/ 689 *****************************************************************************/
719 690
720
721/* drops an object based on what is in the cone's "other_arch" */ 691/* drops an object based on what is in the cone's "other_arch" */
722void 692void
723cone_drop (object *op) 693cone_drop (object *op)
724{ 694{
725 object *new_ob = arch_to_object (op->other_arch); 695 object *new_ob = arch_to_object (op->other_arch);
726 696
727 new_ob->x = op->x;
728 new_ob->y = op->y;
729 new_ob->level = op->level; 697 new_ob->level = op->level;
730 new_ob->set_owner (op->owner); 698 new_ob->set_owner (op->owner);
731 699
732 /* preserve skill ownership */ 700 /* preserve skill ownership */
733 if (op->skill && op->skill != new_ob->skill) 701 if (op->skill && op->skill != new_ob->skill)
734 {
735 new_ob->skill = op->skill; 702 new_ob->skill = op->skill;
736 }
737 insert_ob_in_map (new_ob, op->map, op, 0);
738 703
704 new_ob->insert_at (op, op);
739} 705}
740 706
741/* move_cone: causes cone object 'op' to move a space/hit creatures */ 707/* move_cone: causes cone object 'op' to move a space/hit creatures */
742 708
743void 709void
747 713
748 /* if no map then hit_map will crash so just ignore object */ 714 /* if no map then hit_map will crash so just ignore object */
749 if (!op->map) 715 if (!op->map)
750 { 716 {
751 LOG (llevError, "Tried to move_cone object %s without a map.\n", op->name ? &op->name : "unknown"); 717 LOG (llevError, "Tried to move_cone object %s without a map.\n", op->name ? &op->name : "unknown");
752 op->speed = 0; 718 op->set_speed (0);
753 update_ob_speed (op);
754 return; 719 return;
755 } 720 }
756 721
757 /* lava saves it's life, but not yours :) */ 722 /* lava saves it's life, but not yours :) */
758 if (QUERY_FLAG (op, FLAG_LIFESAVE)) 723 if (QUERY_FLAG (op, FLAG_LIFESAVE))
806 771
807 if (ok_to_put_more (op->map, x, y, op, op->attacktype)) 772 if (ok_to_put_more (op->map, x, y, op, op->attacktype))
808 { 773 {
809 object *tmp = op->clone (); 774 object *tmp = op->clone ();
810 775
811 tmp->x = x;
812 tmp->y = y;
813
814 tmp->duration = op->duration + 1; 776 tmp->duration = op->duration + 1;
815 777
816 /* Use for spell tracking - see ok_to_put_more() */ 778 /* Use for spell tracking - see ok_to_put_more() */
817 tmp->stats.maxhp = op->stats.maxhp; 779 tmp->stats.maxhp = op->stats.maxhp;
818 insert_ob_in_map (tmp, op->map, op, 0); 780
781 op->map->insert (tmp, x, y, op);
782
819 if (tmp->other_arch) 783 if (tmp->other_arch)
820 cone_drop (tmp); 784 cone_drop (tmp);
821 } 785 }
822 } 786 }
823} 787}
902 success = 1; 866 success = 1;
903 tmp = arch_to_object (spell->other_arch); 867 tmp = arch_to_object (spell->other_arch);
904 tmp->set_owner (op); 868 tmp->set_owner (op);
905 set_spell_skill (op, caster, spell, tmp); 869 set_spell_skill (op, caster, spell, tmp);
906 tmp->level = caster_level (caster, spell); 870 tmp->level = caster_level (caster, spell);
907 tmp->x = sx;
908 tmp->y = sy;
909 tmp->attacktype = spell->attacktype; 871 tmp->attacktype = spell->attacktype;
910 872
911 /* holy word stuff */ 873 /* holy word stuff */
912 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER)) 874 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER))
913 if (!tailor_god_spell (tmp, op)) 875 if (!tailor_god_spell (tmp, op))
950 912
951 if (!(tmp->move_type & MOVE_FLY_LOW)) 913 if (!(tmp->move_type & MOVE_FLY_LOW))
952 LOG (llevDebug, "cast_cone(): arch %s doesn't have flying 1\n", &spell->other_arch->name); 914 LOG (llevDebug, "cast_cone(): arch %s doesn't have flying 1\n", &spell->other_arch->name);
953 915
954 if (!tmp->move_on && tmp->stats.dam) 916 if (!tmp->move_on && tmp->stats.dam)
955 {
956 LOG (llevDebug, "cast_cone(): arch %s doesn't have move_on set\n", &spell->other_arch->name); 917 LOG (llevDebug, "cast_cone(): arch %s doesn't have move_on set\n", &spell->other_arch->name);
957 }
958 918
959 insert_ob_in_map (tmp, m, op, 0); 919 m->insert (tmp, sx, sy, op);
960 920
961 /* This is used for tracking spells so that one effect doesn't hit 921 /* This is used for tracking spells so that one effect doesn't hit
962 * a single space too many times. 922 * a single space too many times.
963 */ 923 */
964 tmp->stats.maxhp = tmp->count; 924 tmp->stats.maxhp = tmp->count;
983void 943void
984animate_bomb (object *op) 944animate_bomb (object *op)
985{ 945{
986 int i; 946 int i;
987 object *env, *tmp; 947 object *env, *tmp;
988 archetype *at;
989 948
990 if (op->state != NUM_ANIMATIONS (op) - 1) 949 if (op->state != NUM_ANIMATIONS (op) - 1)
991 return; 950 return;
992 951
993 env = object_get_env_recursive (op); 952 env = object_get_env_recursive (op);
998 return; 957 return;
999 958
1000 if (env->type == PLAYER) 959 if (env->type == PLAYER)
1001 esrv_del_item (env->contr, op->count); 960 esrv_del_item (env->contr, op->count);
1002 961
1003 op->remove (); 962 if (!(op = op->insert_at (env, op)))
1004 op->x = env->x;
1005 op->y = env->y;
1006 if ((op = insert_ob_in_map (op, env->map, op, 0)) == NULL)
1007 return; 963 return;
1008 } 964 }
1009 965
1010 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent bomb from exploding 966 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent bomb from exploding
1011 // on a safe map. I don't like this special casing, but it seems to be neccessary 967 // on a safe map. I don't like this special casing, but it seems to be neccessary
1018 974
1019 /* This copies a lot of the code from the fire bullet, 975 /* This copies a lot of the code from the fire bullet,
1020 * but using the cast_bullet isn't really feasible, 976 * but using the cast_bullet isn't really feasible,
1021 * so just set up the appropriate values. 977 * so just set up the appropriate values.
1022 */ 978 */
1023 at = archetype::find (SPLINT); 979 if (archetype *at = archetype::find (SPLINT))
1024 if (at)
1025 { 980 {
1026 for (i = 1; i < 9; i++) 981 for (i = 1; i < 9; i++)
1027 { 982 {
1028 if (out_of_map (op->map, op->x + freearr_x[i], op->y + freearr_x[i])) 983 if (out_of_map (op->map, op->x + freearr_x[i], op->y + freearr_x[i]))
1029 continue; 984 continue;
985
1030 tmp = arch_to_object (at); 986 tmp = arch_to_object (at);
1031 tmp->direction = i; 987 tmp->direction = i;
1032 tmp->range = op->range; 988 tmp->range = op->range;
1033 tmp->stats.dam = op->stats.dam; 989 tmp->stats.dam = op->stats.dam;
1034 tmp->duration = op->duration; 990 tmp->duration = op->duration;
1035 tmp->attacktype = op->attacktype; 991 tmp->attacktype = op->attacktype;
1036 tmp->set_owner (op); 992 tmp->set_owner (op);
1037 if (op->skill && op->skill != tmp->skill) 993 if (op->skill && op->skill != tmp->skill)
1038 {
1039 tmp->skill = op->skill; 994 tmp->skill = op->skill;
1040 } 995
1041 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) 996 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
1042 SET_ANIMATION (tmp, i); 997 SET_ANIMATION (tmp, i);
1043 tmp->x = op->x + freearr_x[i]; 998
1044 tmp->y = op->y + freearr_x[i]; 999 op->map->insert (tmp, op->x + freearr_x[i], op->y + freearr_x[i], op);
1045 insert_ob_in_map (tmp, op->map, op, 0);
1046 move_bullet (tmp); 1000 move_bullet (tmp);
1047 } 1001 }
1048 } 1002 }
1049 1003
1050 explode_bullet (op); 1004 explode_bullet (op);
1073 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell); 1027 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
1074 tmp->attacktype = spell->attacktype; 1028 tmp->attacktype = spell->attacktype;
1075 1029
1076 tmp->set_owner (op); 1030 tmp->set_owner (op);
1077 set_spell_skill (op, caster, spell, tmp); 1031 set_spell_skill (op, caster, spell, tmp);
1078 tmp->x = dx; 1032
1079 tmp->y = dy; 1033 m->insert (tmp, dx, dy, op);
1080 insert_ob_in_map (tmp, m, op, 0);
1081 return 1; 1034 return 1;
1082} 1035}
1083 1036
1084/**************************************************************************** 1037/****************************************************************************
1085 * 1038 *
1228 1181
1229 effect->set_owner (op); 1182 effect->set_owner (op);
1230 set_spell_skill (op, caster, spell, effect); 1183 set_spell_skill (op, caster, spell, effect);
1231 1184
1232 /* ok, tell it where to be, and insert! */ 1185 /* ok, tell it where to be, and insert! */
1233 effect->x = target->x; 1186 effect->insert_at (target, op);
1234 effect->y = target->y;
1235 insert_ob_in_map (effect, target->map, op, 0);
1236 1187
1237 return 1; 1188 return 1;
1238} 1189}
1239 1190
1240 1191
1295 { 1246 {
1296 op->destroy (); 1247 op->destroy ();
1297 return; 1248 return;
1298 } 1249 }
1299 1250
1300 op->x = new_x;
1301 op->y = new_y;
1302 op->map = m;
1303 i = spell_find_dir (op->map, op->x, op->y, op->owner); 1251 i = spell_find_dir (m, new_x, new_y, op->owner);
1304 if (i > 0 && i != op->direction) 1252 if (i > 0 && i != op->direction)
1305 { 1253 {
1306 op->direction = i; 1254 op->direction = i;
1307 SET_ANIMATION (op, op->direction); 1255 SET_ANIMATION (op, op->direction);
1308 } 1256 }
1309 1257
1310 insert_ob_in_map (op, op->map, op, 0); 1258 m->insert (op, new_x, new_y, op);
1311} 1259}
1312 1260
1313/**************************************************************************** 1261/****************************************************************************
1314 * Destruction 1262 * Destruction
1315 ****************************************************************************/ 1263 ****************************************************************************/
1351 LOG (llevError, "make_object_glow() failed to insert glowing force in %s\n", &op->name); 1299 LOG (llevError, "make_object_glow() failed to insert glowing force in %s\n", &op->name);
1352 return 0; 1300 return 0;
1353 } 1301 }
1354 return 1; 1302 return 1;
1355} 1303}
1356
1357
1358
1359 1304
1360int 1305int
1361cast_destruction (object *op, object *caster, object *spell_ob) 1306cast_destruction (object *op, object *caster, object *spell_ob)
1362{ 1307{
1363 int i, j, range, mflags, friendly = 0, dam, dur; 1308 int i, j, range, mflags, friendly = 0, dam, dur;
1384 else if (caster->skill) 1329 else if (caster->skill)
1385 op->skill = caster->skill; 1330 op->skill = caster->skill;
1386 else 1331 else
1387 op->skill = NULL; 1332 op->skill = NULL;
1388 1333
1389 change_skill (op, find_skill_by_name (op, op->skill), 1); 1334 op->change_skill (find_skill_by_name (op, op->skill));
1390 1335
1391 for (i = -range; i < range; i++) 1336 for (i = -range; i < range; i++)
1392 { 1337 {
1393 for (j = -range; j < range; j++) 1338 for (j = -range; j < range; j++)
1394 { 1339 {
1395 m = op->map; 1340 m = op->map;
1396 sx = op->x + i; 1341 sx = op->x + i;
1397 sy = op->y + j; 1342 sy = op->y + j;
1343
1398 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy); 1344 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
1399 if (mflags & P_OUT_OF_MAP) 1345 if (mflags & P_OUT_OF_MAP)
1400 continue; 1346 continue;
1347
1401 if (mflags & P_IS_ALIVE) 1348 if (mflags & P_IS_ALIVE)
1402 { 1349 {
1403 for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above) 1350 for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above)
1404 {
1405 if (QUERY_FLAG (tmp, FLAG_ALIVE) || tmp->type == PLAYER) 1351 if (QUERY_FLAG (tmp, FLAG_ALIVE) || tmp->type == PLAYER)
1406 break; 1352 break;
1407 } 1353
1408 if (tmp) 1354 if (tmp)
1409 { 1355 {
1410 if (tmp->head) 1356 if (tmp->head)
1411 tmp = tmp->head; 1357 tmp = tmp->head;
1412 1358
1415 { 1361 {
1416 if (spell_ob->subtype == SP_DESTRUCTION) 1362 if (spell_ob->subtype == SP_DESTRUCTION)
1417 { 1363 {
1418 hit_player (tmp, dam, op, spell_ob->attacktype, 0); 1364 hit_player (tmp, dam, op, spell_ob->attacktype, 0);
1419 if (spell_ob->other_arch) 1365 if (spell_ob->other_arch)
1420 {
1421 tmp = arch_to_object (spell_ob->other_arch); 1366 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op);
1422 tmp->x = sx;
1423 tmp->y = sy;
1424 insert_ob_in_map (tmp, m, op, 0);
1425 }
1426 } 1367 }
1427 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist[ATNR_MAGIC] != 100) 1368 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist[ATNR_MAGIC] != 100)
1428 { 1369 {
1429 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch) 1370 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch)
1430 {
1431 object *effect = arch_to_object (spell_ob->other_arch); 1371 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op);
1432
1433 effect->x = sx;
1434 effect->y = sy;
1435 insert_ob_in_map (effect, m, op, 0);
1436 }
1437 } 1372 }
1438 } 1373 }
1439 } 1374 }
1440 } 1375 }
1441 } 1376 }
1442 } 1377 }
1378
1443 op->skill = skill; 1379 op->skill = skill;
1444 return 1; 1380 return 1;
1445} 1381}
1446 1382
1447/*************************************************************************** 1383/***************************************************************************
1507 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1443 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1508 } 1444 }
1509 return 1; 1445 return 1;
1510 } 1446 }
1511 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50; 1447 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1512 force->speed = 1.0; 1448 force->speed = 1.f;
1513 force->speed_left = -1.0; 1449 force->speed_left = -1.f;
1514 SET_FLAG (force, FLAG_APPLIED); 1450 SET_FLAG (force, FLAG_APPLIED);
1515 1451
1516 if (god) 1452 if (god)
1517 { 1453 {
1518 if (spell_ob->last_grace) 1454 if (spell_ob->last_grace)
1535 insert_ob_in_ob (force, tmp); 1471 insert_ob_in_ob (force, tmp);
1536 tmp->update_stats (); 1472 tmp->update_stats ();
1537 return 1; 1473 return 1;
1538 1474
1539} 1475}
1540
1541 1476
1542/********************************************************************** 1477/**********************************************************************
1543 * mood change 1478 * mood change
1544 * Arguably, this may or may not be an attack spell. But since it 1479 * Arguably, this may or may not be an attack spell. But since it
1545 * effects monsters, it seems best to put it into this file 1480 * effects monsters, it seems best to put it into this file
1575 else if (god && !strcmp (spell->race, "GOD_FRIEND")) 1510 else if (god && !strcmp (spell->race, "GOD_FRIEND"))
1576 race = god->race; 1511 race = god->race;
1577 else 1512 else
1578 race = spell->race; 1513 race = spell->race;
1579 1514
1580
1581 for (x = op->x - range; x <= op->x + range; x++) 1515 for (x = op->x - range; x <= op->x + range; x++)
1582 for (y = op->y - range; y <= op->y + range; y++) 1516 for (y = op->y - range; y <= op->y + range; y++)
1583 { 1517 {
1584
1585 done_one = 0; 1518 done_one = 0;
1586 m = op->map; 1519 m = op->map;
1587 nx = x; 1520 nx = x;
1588 ny = y; 1521 ny = y;
1589 mflags = get_map_flags (m, &m, x, y, &nx, &ny); 1522 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1592 1525
1593 /* If there is nothing living on this space, no need to go further */ 1526 /* If there is nothing living on this space, no need to go further */
1594 if (!(mflags & P_IS_ALIVE)) 1527 if (!(mflags & P_IS_ALIVE))
1595 continue; 1528 continue;
1596 1529
1530 // players can only affect spaces that they can actually see
1531 if (caster && caster->contr
1532 && caster->contr->visibility_at (m, nx, ny) < 70)
1533 continue;
1534
1597 for (tmp = GET_MAP_OB (m, nx, ny); tmp; tmp = tmp->above) 1535 for (tmp = GET_MAP_TOP (m, nx, ny); tmp; tmp = tmp->below)
1598 if (QUERY_FLAG (tmp, FLAG_MONSTER)) 1536 if (QUERY_FLAG (tmp, FLAG_MONSTER))
1599 break; 1537 break;
1600 1538
1601 /* There can be living objects that are not monsters */ 1539 /* There can be living objects that are not monsters */
1602 if (!tmp || tmp->type == PLAYER) 1540 if (!tmp || tmp->type == PLAYER)
1609 head = tmp; 1547 head = tmp;
1610 1548
1611 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */ 1549 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */
1612 if (race && head->race && !strstr (race, head->race)) 1550 if (race && head->race && !strstr (race, head->race))
1613 continue; 1551 continue;
1552
1614 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD)) 1553 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD))
1615 continue; 1554 continue;
1616 1555
1617 /* Now do a bunch of stuff related to saving throws */ 1556 /* Now do a bunch of stuff related to saving throws */
1618 best_at = -1; 1557 best_at = -1;
1635 at -= level / 5; 1574 at -= level / 5;
1636 if (did_make_save (head, head->level, at)) 1575 if (did_make_save (head, head->level, at))
1637 continue; 1576 continue;
1638 } 1577 }
1639 else /* spell->attacktype */ 1578 else /* spell->attacktype */
1640 /*
1641 Spell has no attacktype (charm & such), so we'll have a specific saving:
1642 * if spell level < monster level, no go
1643 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) )
1644
1645 The chance will then be in the range [20-70] percent, not too bad.
1646
1647 This is required to fix the 'charm monster' abuse, where a player level 1 can
1648 charm a level 125 monster...
1649
1650 Ryo, august 14th
1651 */
1652 { 1579 {
1580 /*
1581 Spell has no attacktype (charm & such), so we'll have a specific saving:
1582 * if spell level < monster level, no go
1583 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) )
1584
1585 The chance will then be in the range [20-70] percent, not too bad.
1586
1587 This is required to fix the 'charm monster' abuse, where a player level 1 can
1588 charm a level 125 monster...
1589
1590 Ryo, august 14th
1591 */
1653 if (head->level > level) 1592 if (head->level > level)
1654 continue; 1593 continue;
1594
1655 if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + MIN (50, 2 * (level - head->level)))) 1595 if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + MIN (50, 2 * (level - head->level))))
1656 /* Failed, no effect */ 1596 /* Failed, no effect */
1657 continue; 1597 continue;
1658 } 1598 }
1659 1599
1660 /* Done with saving throw. Now start effecting the monster */ 1600 /* Done with saving throw. Now start affecting the monster */
1661 1601
1662 /* aggravation */ 1602 /* aggravation */
1663 if (QUERY_FLAG (spell, FLAG_MONSTER)) 1603 if (QUERY_FLAG (spell, FLAG_MONSTER))
1664 { 1604 {
1665 CLEAR_FLAG (head, FLAG_SLEEP); 1605 CLEAR_FLAG (head, FLAG_SLEEP);
1666 if (QUERY_FLAG (head, FLAG_FRIENDLY))
1667 remove_friendly_object (head); 1606 remove_friendly_object (head);
1668
1669 done_one = 1; 1607 done_one = 1;
1670 head->enemy = op; 1608 head->enemy = op;
1671 } 1609 }
1672 1610
1673 /* calm monsters */ 1611 /* calm monsters */
1682 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK)) 1620 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK))
1683 { 1621 {
1684 SET_FLAG (head, FLAG_BERSERK); 1622 SET_FLAG (head, FLAG_BERSERK);
1685 done_one = 1; 1623 done_one = 1;
1686 } 1624 }
1625
1687 /* charm */ 1626 /* charm */
1688 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY)) 1627 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY))
1689 { 1628 {
1690 SET_FLAG (head, FLAG_FRIENDLY);
1691 /* Prevent uncontolled outbreaks of self replicating monsters. 1629 /* Prevent uncontolled outbreaks of self replicating monsters.
1692 Typical use case is charm, go somwhere, use aggravation to make hostile. 1630 Typical use case is charm, go somwhere, use aggravation to make hostile.
1693 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */ 1631 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */
1694 CLEAR_FLAG (head, FLAG_GENERATOR); 1632 CLEAR_FLAG (head, FLAG_GENERATOR);
1695 head->set_owner (op); 1633 head->set_owner (op);
1701 head->stats.exp = 0; 1639 head->stats.exp = 0;
1702 } 1640 }
1703 1641
1704 /* If a monster was effected, put an effect in */ 1642 /* If a monster was effected, put an effect in */
1705 if (done_one && spell->other_arch) 1643 if (done_one && spell->other_arch)
1706 {
1707 tmp = arch_to_object (spell->other_arch); 1644 m->insert (arch_to_object (spell->other_arch), nx, ny, op);
1708 tmp->x = nx;
1709 tmp->y = ny;
1710 insert_ob_in_map (tmp, m, op, 0);
1711 }
1712 } /* for y */ 1645 } /* for y */
1713 1646
1714 return 1; 1647 return 1;
1715} 1648}
1716 1649
1767 nx = op->x; 1700 nx = op->x;
1768 ny = op->y; 1701 ny = op->y;
1769 m = op->map; 1702 m = op->map;
1770 } 1703 }
1771 1704
1772 op->remove (); 1705 m->insert (op, nx, ny, op);
1773 op->y = ny;
1774 op->x = nx;
1775 insert_ob_in_map (op, m, op, 0);
1776 1706
1777 dam_save = op->stats.dam; /* save the original dam: we do halfdam on 1707 dam_save = op->stats.dam; /* save the original dam: we do halfdam on
1778 surrounding squares */ 1708 surrounding squares */
1779 1709
1780 /* loop over current square and neighbors to hit. 1710 /* loop over current square and neighbors to hit.
1781 * if this has an other_arch field, we insert that in 1711 * if this has an other_arch field, we insert that in
1782 * the surround spaces. 1712 * the surround spaces.
1783 */ 1713 */
1784 for (j = 0; j < 9; j++) 1714 for (j = 0; j < 9; j++)
1785 { 1715 {
1786 object *new_ob;
1787
1788 hx = nx + freearr_x[j]; 1716 hx = nx + freearr_x[j];
1789 hy = ny + freearr_y[j]; 1717 hy = ny + freearr_y[j];
1790 1718
1791 m = op->map; 1719 m = op->map;
1792 mflags = get_map_flags (m, &m, hx, hy, &hx, &hy); 1720 mflags = get_map_flags (m, &m, hx, hy, &hx, &hy);
1806 1734
1807 } 1735 }
1808 1736
1809 /* insert the other arch */ 1737 /* insert the other arch */
1810 if (op->other_arch && !(OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy)))) 1738 if (op->other_arch && !(OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy))))
1811 { 1739 m->insert (arch_to_object (op->other_arch), hx, hy, op);
1812 new_ob = arch_to_object (op->other_arch);
1813 new_ob->x = hx;
1814 new_ob->y = hy;
1815 insert_ob_in_map (new_ob, m, op, 0);
1816 }
1817 } 1740 }
1818 1741
1819 /* restore to the center location and damage */ 1742 /* restore to the center location and damage */
1820 op->stats.dam = dam_save; 1743 op->stats.dam = dam_save;
1821 1744
1824 if (i >= 0) 1747 if (i >= 0)
1825 { /* we have a preferred direction! */ 1748 { /* we have a preferred direction! */
1826 /* pick another direction if the preferred dir is blocked. */ 1749 /* pick another direction if the preferred dir is blocked. */
1827 if (get_map_flags (op->map, &m, nx + freearr_x[i], ny + freearr_y[i], &hx, &hy) & P_OUT_OF_MAP || 1750 if (get_map_flags (op->map, &m, nx + freearr_x[i], ny + freearr_y[i], &hx, &hy) & P_OUT_OF_MAP ||
1828 OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy))) 1751 OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy)))
1829 {
1830 i = absdir (i + rndm (0, 2) - 1); /* -1, 0, +1 */ 1752 i = absdir (i + rndm (0, 2) - 1); /* -1, 0, +1 */
1831 } 1753
1832 op->direction = i; 1754 op->direction = i;
1833 } 1755 }
1834} 1756}
1835 1757
1836 1758
1874#if 0 1796#if 0
1875 // this is bogus: it causes wrong places to be checked below 1797 // this is bogus: it causes wrong places to be checked below
1876 // (a wall 2 cells away will block the effect...) and 1798 // (a wall 2 cells away will block the effect...) and
1877 // doesn't work for SP_BULLET anyhow, so again tests the wrong 1799 // doesn't work for SP_BULLET anyhow, so again tests the wrong
1878 // space. 1800 // space.
1879 // should be fixed later, but correctness before featurs... 1801 // should be fixed later, but correctness before features...
1880 // (schmorp) 1802 // (schmorp)
1881 1803
1882 /* new offset calculation to make swarm element distribution 1804 /* new offset calculation to make swarm element distribution
1883 * more uniform 1805 * more uniform
1884 */ 1806 */
1966 1888
1967 if (!spell->other_arch) 1889 if (!spell->other_arch)
1968 return 0; 1890 return 0;
1969 1891
1970 tmp = get_archetype (SWARM_SPELL); 1892 tmp = get_archetype (SWARM_SPELL);
1971 tmp->x = op->x;
1972 tmp->y = op->y;
1973 tmp->set_owner (op); /* needed so that if swarm elements kill, caster gets xp. */ 1893 tmp->set_owner (op); /* needed so that if swarm elements kill, caster gets xp. */
1974 set_spell_skill (op, caster, spell, tmp); 1894 set_spell_skill (op, caster, spell, tmp);
1975 1895
1976 tmp->level = caster_level (caster, spell); /*needed later, to get level dep. right. */ 1896 tmp->level = caster_level (caster, spell); /*needed later, to get level dep. right. */
1977 tmp->spell = arch_to_object (spell->other_arch); 1897 tmp->spell = arch_to_object (spell->other_arch);
1978 1898
1979 tmp->attacktype = tmp->spell->attacktype; 1899 tmp->attacktype = tmp->spell->attacktype;
1980 1900
1981 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) 1901 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
1982 {
1983 if (!tailor_god_spell (tmp, op)) 1902 if (!tailor_god_spell (tmp, op))
1984 return 1; 1903 return 1;
1985 } 1904
1986 tmp->duration = SP_level_duration_adjust (caster, spell); 1905 tmp->duration = SP_level_duration_adjust (caster, spell);
1987 for (i = 0; i < spell->duration; i++) 1906 for (i = 0; i < spell->duration; i++)
1988 tmp->duration += die_roll (1, 3, op, PREFER_HIGH); 1907 tmp->duration += die_roll (1, 3, op, PREFER_HIGH);
1989 1908
1990 tmp->direction = dir; 1909 tmp->direction = dir;
1991 tmp->invisible = 1; 1910 tmp->invisible = 1;
1992 insert_ob_in_map (tmp, op->map, op, 0); 1911
1912 tmp->insert_at (op, op);
1993 return 1; 1913 return 1;
1994} 1914}
1995 1915
1996 1916
1997/* See the spells documentation file for why this is its own 1917/* See the spells documentation file for why this is its own
2057 { 1977 {
2058 tmp->glow_radius = spell->range + SP_level_range_adjust (caster, spell); 1978 tmp->glow_radius = spell->range + SP_level_range_adjust (caster, spell);
2059 if (tmp->glow_radius > MAX_LIGHT_RADII) 1979 if (tmp->glow_radius > MAX_LIGHT_RADII)
2060 tmp->glow_radius = MAX_LIGHT_RADII; 1980 tmp->glow_radius = MAX_LIGHT_RADII;
2061 } 1981 }
2062 tmp->x = x; 1982
2063 tmp->y = y; 1983 m->insert (tmp, x, y, op);
2064 insert_ob_in_map (tmp, m, op, 0);
2065 return 1; 1984 return 1;
2066} 1985}
2067 1986
2068 1987
2069 1988
2177 if (disease->stats.sp) 2096 if (disease->stats.sp)
2178 disease->stats.sp -= dam_mod; 2097 disease->stats.sp -= dam_mod;
2179 2098
2180 if (infect_object (walk, disease, 1)) 2099 if (infect_object (walk, disease, 1))
2181 { 2100 {
2182 object *flash; /* visual effect for inflicting disease */
2183
2184 new_draw_info_format (NDI_UNIQUE, 0, op, "You inflict %s on %s!", &disease->name, &walk->name); 2101 new_draw_info_format (NDI_UNIQUE, 0, op, "You inflict %s on %s!", &disease->name, &walk->name);
2185 2102
2186 disease->destroy (); /* don't need this one anymore */ 2103 disease->destroy (); /* don't need this one anymore */
2187 flash = get_archetype (ARCH_DETECT_MAGIC); 2104 walk->map->insert (get_archetype (ARCH_DETECT_MAGIC), x, y, op);
2188 flash->x = x;
2189 flash->y = y;
2190 flash->map = walk->map;
2191 insert_ob_in_map (flash, walk->map, op, 0);
2192 return 1; 2105 return 1;
2193 } 2106 }
2194 2107
2195 disease->destroy (); 2108 disease->destroy ();
2196 } 2109 }
2197 } /* if living creature */ 2110 } /* if living creature */
2198 } /* for range of spaces */ 2111 } /* for range of spaces */
2112
2199 new_draw_info (NDI_UNIQUE, 0, op, "No one caught anything!"); 2113 new_draw_info (NDI_UNIQUE, 0, op, "No one caught anything!");
2200 return 1; 2114 return 1;
2201} 2115}

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