ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/server/spell_attack.C
(Generate patch)

Comparing deliantra/server/server/spell_attack.C (file contents):
Revision 1.24 by root, Tue Dec 26 08:55:00 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 */
144 145
145 /* reduce chances of subsequent forking */ 146 /* reduce chances of subsequent forking */
146 new_bolt->stats.Dex -= 10; 147 new_bolt->stats.Dex -= 10;
147 tmp->stats.Dex -= 10; /* less forks from main bolt too */ 148 tmp->stats.Dex -= 10; /* less forks from main bolt too */
148 new_bolt->stats.Con += 25 * new_dir; /* adjust the left bias */ 149 new_bolt->stats.Con += 25 * new_dir; /* adjust the left bias */
149 new_bolt->speed_left = -0.1; 150 new_bolt->speed_left = -0.1f;
150 new_bolt->direction = t_dir; 151 new_bolt->direction = t_dir;
151 new_bolt->duration++; 152 new_bolt->duration++;
152 new_bolt->x = sx;
153 new_bolt->y = sy;
154 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */ 153 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */
155 new_bolt->stats.dam++; 154 new_bolt->stats.dam++;
156 tmp->stats.dam /= 2; /* reduce father bolt damage */ 155 tmp->stats.dam /= 2; /* reduce father bolt damage */
157 tmp->stats.dam++; 156 tmp->stats.dam++;
158 new_bolt = insert_ob_in_map (new_bolt, m, op, 0); 157 if ((new_bolt = m->insert (new_bolt, sx, sy, op)))
159 update_turn_face (new_bolt); 158 update_turn_face (new_bolt);
160} 159}
161 160
162/* move_bolt: moves bolt 'op'. Basically, it just advances a space, 161/* move_bolt: moves bolt 'op'. Basically, it just advances a space,
163 * and checks for various things that may stop it. 162 * and checks for various things that may stop it.
164 */ 163 */
165 164
166void 165void
167move_bolt (object *op) 166move_bolt (object *op)
168{ 167{
169 object *tmp;
170 int mflags; 168 int mflags;
171 sint16 x, y; 169 sint16 x, y;
172 maptile *m; 170 maptile *m;
173 171
174 if (--(op->duration) < 0) 172 if (--op->duration < 0)
175 { 173 {
176 op->destroy (); 174 op->destroy ();
177 return; 175 return;
178 } 176 }
179 177
181 179
182 if (!op->direction) 180 if (!op->direction)
183 return; 181 return;
184 182
185 if (--op->range < 0) 183 if (--op->range < 0)
186 {
187 op->range = 0; 184 op->range = 0;
188 }
189 else 185 else
190 { 186 {
191 x = op->x + DIRX (op); 187 x = op->x + DIRX (op);
192 y = op->y + DIRY (op); 188 y = op->y + DIRY (op);
193 m = op->map; 189 m = op->map;
201 * 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
202 * will be useful. 198 * will be useful.
203 */ 199 */
204 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)))
205 { 201 {
206
207 if (!QUERY_FLAG (op, FLAG_REFLECTING)) 202 if (!QUERY_FLAG (op, FLAG_REFLECTING))
208 return; 203 return;
209 204
210 /* Since walls don't run diagonal, if the bolt is in 205 /* Since walls don't run diagonal, if the bolt is in
211 * one of 4 main directions, it just reflects back in the 206 * one of 4 main directions, it just reflects back in the
241 else if (left) 236 else if (left)
242 op->direction = absdir (op->direction + 2); 237 op->direction = absdir (op->direction + 2);
243 else if (right) 238 else if (right)
244 op->direction = absdir (op->direction - 2); 239 op->direction = absdir (op->direction - 2);
245 } 240 }
241
246 update_turn_face (op); /* A bolt *must* be IS_TURNABLE */ 242 update_turn_face (op); /* A bolt *must* be IS_TURNABLE */
247 return; 243 return;
248 } 244 }
249 else 245 else
250 { /* Create a copy of this object and put it ahead */ 246 { /* Create a copy of this object and put it ahead */
251 tmp = op->clone (); 247 object *tmp = op->clone ();
252 248
249 m->insert (tmp, x, y, op);
253 tmp->speed_left = -0.1; 250 tmp->speed_left = -0.1f;
254 tmp->x += DIRX (tmp), tmp->y += DIRY (tmp);
255 tmp = insert_ob_in_map (tmp, op->map, op, 0);
256 /* 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 */
257 tmp->duration++; 252 tmp->duration++;
258 253
259 /* New forking code. Possibly create forks of this object 254 /* New forking code. Possibly create forks of this object
260 * going off in other directions. 255 * going off in other directions.
261 */ 256 */
262
263 if (rndm (0, 99) < tmp->stats.Dex) 257 if (rndm (0, 99) < tmp->stats.Dex)
264 { /* stats.Dex % of forking */ 258 { /* stats.Dex % of forking */
265 forklightning (op, tmp); 259 forklightning (op, tmp);
266 } 260 }
261
267 /* 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
268 * doesn't create any bolts that continue to move onward. 263 * doesn't create any bolts that continue to move onward.
269 */ 264 */
270 op->range = 0; 265 op->range = 0;
271 } /* copy object and move it along */ 266 } /* copy object and move it along */
336 tmp->y = op->y; 331 tmp->y = op->y;
337 tmp->direction = absdir (tmp->direction + 4); 332 tmp->direction = absdir (tmp->direction + 4);
338 tmp->map = op->map; 333 tmp->map = op->map;
339 } 334 }
340 335
341 if ((tmp = insert_ob_in_map (tmp, tmp->map, op, 0)) != NULL) 336 if ((tmp = tmp->insert_at (tmp, op)))
342 move_bolt (tmp); 337 move_bolt (tmp);
343 338
344 return 1; 339 return 1;
345} 340}
346 341
357 * At least that is what I think this does. 352 * At least that is what I think this does.
358 */ 353 */
359void 354void
360explosion (object *op) 355explosion (object *op)
361{ 356{
362 object *tmp;
363 maptile *m = op->map; 357 maptile *m = op->map;
364 int i; 358 int i;
365 359
366 if (--(op->duration) < 0) 360 if (--op->duration < 0)
367 { 361 {
368 op->destroy (); 362 op->destroy ();
369 return; 363 return;
370 } 364 }
371 365
377 { 371 {
378 sint16 dx, dy; 372 sint16 dx, dy;
379 373
380 dx = op->x + freearr_x[i]; 374 dx = op->x + freearr_x[i];
381 dy = op->y + freearr_y[i]; 375 dy = op->y + freearr_y[i];
376
382 /* ok_to_put_more already does things like checks for walls, 377 /* ok_to_put_more already does things like checks for walls,
383 * out of map, etc. 378 * out of map, etc.
384 */ 379 */
385 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))
386 { 381 {
387 tmp = op->clone (); 382 object *tmp = op->clone ();
383
388 tmp->state = 0; 384 tmp->state = 0;
389 tmp->speed_left = -0.21; 385 tmp->speed_left = -0.21f;
390 tmp->range--; 386 tmp->range--;
391 tmp->value = 0; 387 tmp->value = 0;
392 tmp->x = dx; 388
393 tmp->y = dy; 389 m->insert (tmp, dx, dy, op);
394 insert_ob_in_map (tmp, m, op, 0);
395 } 390 }
396 } 391 }
397 } 392 }
398} 393}
399 394
414 return; 409 return;
415 } 410 }
416 411
417 if (op->env) 412 if (op->env)
418 { 413 {
419 object *env;
420
421 env = object_get_env_recursive (op); 414 object *env = object_get_env_recursive (op);
422 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))
423 { 416 {
424 LOG (llevError, "BUG: explode_bullet(): env out of map\n"); 417 LOG (llevError, "BUG: explode_bullet(): env out of map\n");
425 op->destroy (); 418 op->destroy ();
426 return; 419 return;
427 } 420 }
428 421
429 op->remove (); 422 op->insert_at (env, op, INS_NO_MERGE | INS_NO_WALK_ON);
430 op->x = env->x;
431 op->y = env->y;
432 insert_ob_in_map (op, env->map, op, INS_NO_MERGE | INS_NO_WALK_ON);
433 } 423 }
434 else if (out_of_map (op->map, op->x, op->y)) 424 else if (out_of_map (op->map, op->x, op->y))
435 { 425 {
436 LOG (llevError, "BUG: explode_bullet(): op out of map\n"); 426 LOG (llevError, "BUG: explode_bullet(): op out of map\n");
437 op->destroy (); 427 op->destroy ();
466 { 456 {
467 op->destroy (); 457 op->destroy ();
468 return; 458 return;
469 } 459 }
470 460
471 tmp->x = op->x;
472 tmp->y = op->y;
473
474 /* special for bombs - it actually has sane values for these */ 461 /* special for bombs - it actually has sane values for these */
475 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB) 462 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB)
476 { 463 {
477 tmp->attacktype = op->attacktype; 464 tmp->attacktype = op->attacktype;
478 tmp->range = op->range; 465 tmp->range = op->range;
481 } 468 }
482 else 469 else
483 { 470 {
484 if (op->attacktype & AT_MAGIC) 471 if (op->attacktype & AT_MAGIC)
485 tmp->attacktype |= AT_MAGIC; 472 tmp->attacktype |= AT_MAGIC;
473
486 /* Spell doc describes what is going on here */ 474 /* Spell doc describes what is going on here */
487 tmp->stats.dam = op->dam_modifier; 475 tmp->stats.dam = op->dam_modifier;
488 tmp->range = op->stats.maxhp; 476 tmp->range = op->stats.maxhp;
489 tmp->duration = op->stats.hp; 477 tmp->duration = op->stats.hp;
490 /* 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 -
498 tmp->stats.sp = op->direction; 486 tmp->stats.sp = op->direction;
499 487
500 /* Prevent recursion */ 488 /* Prevent recursion */
501 op->move_on = 0; 489 op->move_on = 0;
502 490
503 insert_ob_in_map (tmp, op->map, op, 0); 491 tmp->insert_at (op, op);
504 /* remove the firebullet */ 492 /* remove the firebullet */
505 if (!op->destroyed ())
506 {
507 op->destroy (); 493 op->destroy ();
508 }
509} 494}
510
511
512 495
513/* 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
514 * (eg, explode, damage player, etc) 497 * (eg, explode, damage player, etc)
515 */ 498 */
516
517void 499void
518check_bullet (object *op) 500check_bullet (object *op)
519{ 501{
520 object *tmp; 502 object *tmp;
521 int dam, mflags; 503 int dam, mflags;
536 518
537 /* 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 */
538 if (!(mflags & P_IS_ALIVE)) 520 if (!(mflags & P_IS_ALIVE))
539 return; 521 return;
540 522
541 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)
542 { 524 {
543 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 525 if (QUERY_FLAG (tmp, FLAG_ALIVE))
544 { 526 {
545 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1); 527 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1);
546 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0) 528 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0)
610 op->destroy (); 592 op->destroy ();
611 593
612 return; 594 return;
613 } 595 }
614 596
615 op->remove (); 597 if (!(op = m->insert (op, new_x, new_y, op)))
616 op->x = new_x;
617 op->y = new_y;
618 if ((op = insert_ob_in_map (op, m, op, 0)) == NULL)
619 return; 598 return;
620 599
621 if (reflwall (op->map, op->x, op->y, op)) 600 if (reflwall (op->map, op->x, op->y, op))
622 { 601 {
623 op->direction = absdir (op->direction + 4); 602 op->direction = absdir (op->direction + 4);
624 update_turn_face (op); 603 update_turn_face (op);
625 } 604 }
626 else 605 else
627 check_bullet (op); 606 check_bullet (op);
628} 607}
629
630
631
632 608
633/* fire_bullet 609/* fire_bullet
634 * object op (cast from caster) files a bolt in dir. 610 * object op (cast from caster) files a bolt in dir.
635 * spob is the spell object for the bolt. 611 * spob is the spell object for the bolt.
636 * we remove the magic flag - that can be derived from 612 * we remove the magic flag - that can be derived from
698 tmp->y = op->y; 674 tmp->y = op->y;
699 tmp->direction = absdir (tmp->direction + 4); 675 tmp->direction = absdir (tmp->direction + 4);
700 tmp->map = op->map; 676 tmp->map = op->map;
701 } 677 }
702 678
703 if ((tmp = insert_ob_in_map (tmp, tmp->map, op, 0))) 679 if ((tmp = tmp->insert_at (tmp, op)))
704 check_bullet (tmp); 680 check_bullet (tmp);
705 681
706 return 1; 682 return 1;
707} 683}
708
709
710
711 684
712/***************************************************************************** 685/*****************************************************************************
713 * 686 *
714 * CONE RELATED FUNCTIONS 687 * CONE RELATED FUNCTIONS
715 * 688 *
716 *****************************************************************************/ 689 *****************************************************************************/
717 690
718
719/* 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" */
720void 692void
721cone_drop (object *op) 693cone_drop (object *op)
722{ 694{
723 object *new_ob = arch_to_object (op->other_arch); 695 object *new_ob = arch_to_object (op->other_arch);
724 696
725 new_ob->x = op->x;
726 new_ob->y = op->y;
727 new_ob->level = op->level; 697 new_ob->level = op->level;
728 new_ob->set_owner (op->owner); 698 new_ob->set_owner (op->owner);
729 699
730 /* preserve skill ownership */ 700 /* preserve skill ownership */
731 if (op->skill && op->skill != new_ob->skill) 701 if (op->skill && op->skill != new_ob->skill)
732 {
733 new_ob->skill = op->skill; 702 new_ob->skill = op->skill;
734 }
735 insert_ob_in_map (new_ob, op->map, op, 0);
736 703
704 new_ob->insert_at (op, op);
737} 705}
738 706
739/* 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 */
740 708
741void 709void
803 771
804 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))
805 { 773 {
806 object *tmp = op->clone (); 774 object *tmp = op->clone ();
807 775
808 tmp->x = x;
809 tmp->y = y;
810
811 tmp->duration = op->duration + 1; 776 tmp->duration = op->duration + 1;
812 777
813 /* Use for spell tracking - see ok_to_put_more() */ 778 /* Use for spell tracking - see ok_to_put_more() */
814 tmp->stats.maxhp = op->stats.maxhp; 779 tmp->stats.maxhp = op->stats.maxhp;
815 insert_ob_in_map (tmp, op->map, op, 0); 780
781 op->map->insert (tmp, x, y, op);
782
816 if (tmp->other_arch) 783 if (tmp->other_arch)
817 cone_drop (tmp); 784 cone_drop (tmp);
818 } 785 }
819 } 786 }
820} 787}
899 success = 1; 866 success = 1;
900 tmp = arch_to_object (spell->other_arch); 867 tmp = arch_to_object (spell->other_arch);
901 tmp->set_owner (op); 868 tmp->set_owner (op);
902 set_spell_skill (op, caster, spell, tmp); 869 set_spell_skill (op, caster, spell, tmp);
903 tmp->level = caster_level (caster, spell); 870 tmp->level = caster_level (caster, spell);
904 tmp->x = sx;
905 tmp->y = sy;
906 tmp->attacktype = spell->attacktype; 871 tmp->attacktype = spell->attacktype;
907 872
908 /* holy word stuff */ 873 /* holy word stuff */
909 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER)) 874 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER))
910 if (!tailor_god_spell (tmp, op)) 875 if (!tailor_god_spell (tmp, op))
947 912
948 if (!(tmp->move_type & MOVE_FLY_LOW)) 913 if (!(tmp->move_type & MOVE_FLY_LOW))
949 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);
950 915
951 if (!tmp->move_on && tmp->stats.dam) 916 if (!tmp->move_on && tmp->stats.dam)
952 {
953 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);
954 }
955 918
956 insert_ob_in_map (tmp, m, op, 0); 919 m->insert (tmp, sx, sy, op);
957 920
958 /* 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
959 * a single space too many times. 922 * a single space too many times.
960 */ 923 */
961 tmp->stats.maxhp = tmp->count; 924 tmp->stats.maxhp = tmp->count;
980void 943void
981animate_bomb (object *op) 944animate_bomb (object *op)
982{ 945{
983 int i; 946 int i;
984 object *env, *tmp; 947 object *env, *tmp;
985 archetype *at;
986 948
987 if (op->state != NUM_ANIMATIONS (op) - 1) 949 if (op->state != NUM_ANIMATIONS (op) - 1)
988 return; 950 return;
989 951
990 env = object_get_env_recursive (op); 952 env = object_get_env_recursive (op);
995 return; 957 return;
996 958
997 if (env->type == PLAYER) 959 if (env->type == PLAYER)
998 esrv_del_item (env->contr, op->count); 960 esrv_del_item (env->contr, op->count);
999 961
1000 op->remove (); 962 if (!(op = op->insert_at (env, op)))
1001 op->x = env->x;
1002 op->y = env->y;
1003 if ((op = insert_ob_in_map (op, env->map, op, 0)) == NULL)
1004 return; 963 return;
1005 } 964 }
1006 965
1007 // 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
1008 // 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
1015 974
1016 /* This copies a lot of the code from the fire bullet, 975 /* This copies a lot of the code from the fire bullet,
1017 * but using the cast_bullet isn't really feasible, 976 * but using the cast_bullet isn't really feasible,
1018 * so just set up the appropriate values. 977 * so just set up the appropriate values.
1019 */ 978 */
1020 at = archetype::find (SPLINT); 979 if (archetype *at = archetype::find (SPLINT))
1021 if (at)
1022 { 980 {
1023 for (i = 1; i < 9; i++) 981 for (i = 1; i < 9; i++)
1024 { 982 {
1025 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]))
1026 continue; 984 continue;
985
1027 tmp = arch_to_object (at); 986 tmp = arch_to_object (at);
1028 tmp->direction = i; 987 tmp->direction = i;
1029 tmp->range = op->range; 988 tmp->range = op->range;
1030 tmp->stats.dam = op->stats.dam; 989 tmp->stats.dam = op->stats.dam;
1031 tmp->duration = op->duration; 990 tmp->duration = op->duration;
1032 tmp->attacktype = op->attacktype; 991 tmp->attacktype = op->attacktype;
1033 tmp->set_owner (op); 992 tmp->set_owner (op);
1034 if (op->skill && op->skill != tmp->skill) 993 if (op->skill && op->skill != tmp->skill)
1035 {
1036 tmp->skill = op->skill; 994 tmp->skill = op->skill;
1037 } 995
1038 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) 996 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
1039 SET_ANIMATION (tmp, i); 997 SET_ANIMATION (tmp, i);
1040 tmp->x = op->x + freearr_x[i]; 998
1041 tmp->y = op->y + freearr_x[i]; 999 op->map->insert (tmp, op->x + freearr_x[i], op->y + freearr_x[i], op);
1042 insert_ob_in_map (tmp, op->map, op, 0);
1043 move_bullet (tmp); 1000 move_bullet (tmp);
1044 } 1001 }
1045 } 1002 }
1046 1003
1047 explode_bullet (op); 1004 explode_bullet (op);
1070 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell); 1027 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
1071 tmp->attacktype = spell->attacktype; 1028 tmp->attacktype = spell->attacktype;
1072 1029
1073 tmp->set_owner (op); 1030 tmp->set_owner (op);
1074 set_spell_skill (op, caster, spell, tmp); 1031 set_spell_skill (op, caster, spell, tmp);
1075 tmp->x = dx; 1032
1076 tmp->y = dy; 1033 m->insert (tmp, dx, dy, op);
1077 insert_ob_in_map (tmp, m, op, 0);
1078 return 1; 1034 return 1;
1079} 1035}
1080 1036
1081/**************************************************************************** 1037/****************************************************************************
1082 * 1038 *
1225 1181
1226 effect->set_owner (op); 1182 effect->set_owner (op);
1227 set_spell_skill (op, caster, spell, effect); 1183 set_spell_skill (op, caster, spell, effect);
1228 1184
1229 /* ok, tell it where to be, and insert! */ 1185 /* ok, tell it where to be, and insert! */
1230 effect->x = target->x; 1186 effect->insert_at (target, op);
1231 effect->y = target->y;
1232 insert_ob_in_map (effect, target->map, op, 0);
1233 1187
1234 return 1; 1188 return 1;
1235} 1189}
1236 1190
1237 1191
1292 { 1246 {
1293 op->destroy (); 1247 op->destroy ();
1294 return; 1248 return;
1295 } 1249 }
1296 1250
1297 op->x = new_x;
1298 op->y = new_y;
1299 op->map = m;
1300 i = spell_find_dir (op->map, op->x, op->y, op->owner); 1251 i = spell_find_dir (m, new_x, new_y, op->owner);
1301 if (i > 0 && i != op->direction) 1252 if (i > 0 && i != op->direction)
1302 { 1253 {
1303 op->direction = i; 1254 op->direction = i;
1304 SET_ANIMATION (op, op->direction); 1255 SET_ANIMATION (op, op->direction);
1305 } 1256 }
1306 1257
1307 insert_ob_in_map (op, op->map, op, 0); 1258 m->insert (op, new_x, new_y, op);
1308} 1259}
1309 1260
1310/**************************************************************************** 1261/****************************************************************************
1311 * Destruction 1262 * Destruction
1312 ****************************************************************************/ 1263 ****************************************************************************/
1348 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);
1349 return 0; 1300 return 0;
1350 } 1301 }
1351 return 1; 1302 return 1;
1352} 1303}
1353
1354
1355
1356 1304
1357int 1305int
1358cast_destruction (object *op, object *caster, object *spell_ob) 1306cast_destruction (object *op, object *caster, object *spell_ob)
1359{ 1307{
1360 int i, j, range, mflags, friendly = 0, dam, dur; 1308 int i, j, range, mflags, friendly = 0, dam, dur;
1381 else if (caster->skill) 1329 else if (caster->skill)
1382 op->skill = caster->skill; 1330 op->skill = caster->skill;
1383 else 1331 else
1384 op->skill = NULL; 1332 op->skill = NULL;
1385 1333
1386 change_skill (op, find_skill_by_name (op, op->skill), 1); 1334 op->change_skill (find_skill_by_name (op, op->skill));
1387 1335
1388 for (i = -range; i < range; i++) 1336 for (i = -range; i < range; i++)
1389 { 1337 {
1390 for (j = -range; j < range; j++) 1338 for (j = -range; j < range; j++)
1391 { 1339 {
1392 m = op->map; 1340 m = op->map;
1393 sx = op->x + i; 1341 sx = op->x + i;
1394 sy = op->y + j; 1342 sy = op->y + j;
1343
1395 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy); 1344 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
1396 if (mflags & P_OUT_OF_MAP) 1345 if (mflags & P_OUT_OF_MAP)
1397 continue; 1346 continue;
1347
1398 if (mflags & P_IS_ALIVE) 1348 if (mflags & P_IS_ALIVE)
1399 { 1349 {
1400 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)
1401 {
1402 if (QUERY_FLAG (tmp, FLAG_ALIVE) || tmp->type == PLAYER) 1351 if (QUERY_FLAG (tmp, FLAG_ALIVE) || tmp->type == PLAYER)
1403 break; 1352 break;
1404 } 1353
1405 if (tmp) 1354 if (tmp)
1406 { 1355 {
1407 if (tmp->head) 1356 if (tmp->head)
1408 tmp = tmp->head; 1357 tmp = tmp->head;
1409 1358
1412 { 1361 {
1413 if (spell_ob->subtype == SP_DESTRUCTION) 1362 if (spell_ob->subtype == SP_DESTRUCTION)
1414 { 1363 {
1415 hit_player (tmp, dam, op, spell_ob->attacktype, 0); 1364 hit_player (tmp, dam, op, spell_ob->attacktype, 0);
1416 if (spell_ob->other_arch) 1365 if (spell_ob->other_arch)
1417 {
1418 tmp = arch_to_object (spell_ob->other_arch); 1366 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op);
1419 tmp->x = sx;
1420 tmp->y = sy;
1421 insert_ob_in_map (tmp, m, op, 0);
1422 }
1423 } 1367 }
1424 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)
1425 { 1369 {
1426 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch) 1370 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch)
1427 {
1428 object *effect = arch_to_object (spell_ob->other_arch); 1371 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op);
1429
1430 effect->x = sx;
1431 effect->y = sy;
1432 insert_ob_in_map (effect, m, op, 0);
1433 }
1434 } 1372 }
1435 } 1373 }
1436 } 1374 }
1437 } 1375 }
1438 } 1376 }
1439 } 1377 }
1378
1440 op->skill = skill; 1379 op->skill = skill;
1441 return 1; 1380 return 1;
1442} 1381}
1443 1382
1444/*************************************************************************** 1383/***************************************************************************
1504 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.");
1505 } 1444 }
1506 return 1; 1445 return 1;
1507 } 1446 }
1508 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;
1509 force->speed = 1.0; 1448 force->speed = 1.f;
1510 force->speed_left = -1.0; 1449 force->speed_left = -1.f;
1511 SET_FLAG (force, FLAG_APPLIED); 1450 SET_FLAG (force, FLAG_APPLIED);
1512 1451
1513 if (god) 1452 if (god)
1514 { 1453 {
1515 if (spell_ob->last_grace) 1454 if (spell_ob->last_grace)
1532 insert_ob_in_ob (force, tmp); 1471 insert_ob_in_ob (force, tmp);
1533 tmp->update_stats (); 1472 tmp->update_stats ();
1534 return 1; 1473 return 1;
1535 1474
1536} 1475}
1537
1538 1476
1539/********************************************************************** 1477/**********************************************************************
1540 * mood change 1478 * mood change
1541 * 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
1542 * effects monsters, it seems best to put it into this file 1480 * effects monsters, it seems best to put it into this file
1572 else if (god && !strcmp (spell->race, "GOD_FRIEND")) 1510 else if (god && !strcmp (spell->race, "GOD_FRIEND"))
1573 race = god->race; 1511 race = god->race;
1574 else 1512 else
1575 race = spell->race; 1513 race = spell->race;
1576 1514
1577
1578 for (x = op->x - range; x <= op->x + range; x++) 1515 for (x = op->x - range; x <= op->x + range; x++)
1579 for (y = op->y - range; y <= op->y + range; y++) 1516 for (y = op->y - range; y <= op->y + range; y++)
1580 { 1517 {
1581
1582 done_one = 0; 1518 done_one = 0;
1583 m = op->map; 1519 m = op->map;
1584 nx = x; 1520 nx = x;
1585 ny = y; 1521 ny = y;
1586 mflags = get_map_flags (m, &m, x, y, &nx, &ny); 1522 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1589 1525
1590 /* 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 */
1591 if (!(mflags & P_IS_ALIVE)) 1527 if (!(mflags & P_IS_ALIVE))
1592 continue; 1528 continue;
1593 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
1594 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)
1595 if (QUERY_FLAG (tmp, FLAG_MONSTER)) 1536 if (QUERY_FLAG (tmp, FLAG_MONSTER))
1596 break; 1537 break;
1597 1538
1598 /* There can be living objects that are not monsters */ 1539 /* There can be living objects that are not monsters */
1599 if (!tmp || tmp->type == PLAYER) 1540 if (!tmp || tmp->type == PLAYER)
1606 head = tmp; 1547 head = tmp;
1607 1548
1608 /* 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 */
1609 if (race && head->race && !strstr (race, head->race)) 1550 if (race && head->race && !strstr (race, head->race))
1610 continue; 1551 continue;
1552
1611 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD)) 1553 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD))
1612 continue; 1554 continue;
1613 1555
1614 /* Now do a bunch of stuff related to saving throws */ 1556 /* Now do a bunch of stuff related to saving throws */
1615 best_at = -1; 1557 best_at = -1;
1632 at -= level / 5; 1574 at -= level / 5;
1633 if (did_make_save (head, head->level, at)) 1575 if (did_make_save (head, head->level, at))
1634 continue; 1576 continue;
1635 } 1577 }
1636 else /* spell->attacktype */ 1578 else /* spell->attacktype */
1637 /*
1638 Spell has no attacktype (charm & such), so we'll have a specific saving:
1639 * if spell level < monster level, no go
1640 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) )
1641
1642 The chance will then be in the range [20-70] percent, not too bad.
1643
1644 This is required to fix the 'charm monster' abuse, where a player level 1 can
1645 charm a level 125 monster...
1646
1647 Ryo, august 14th
1648 */
1649 { 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 */
1650 if (head->level > level) 1592 if (head->level > level)
1651 continue; 1593 continue;
1594
1652 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))))
1653 /* Failed, no effect */ 1596 /* Failed, no effect */
1654 continue; 1597 continue;
1655 } 1598 }
1656 1599
1657 /* Done with saving throw. Now start effecting the monster */ 1600 /* Done with saving throw. Now start affecting the monster */
1658 1601
1659 /* aggravation */ 1602 /* aggravation */
1660 if (QUERY_FLAG (spell, FLAG_MONSTER)) 1603 if (QUERY_FLAG (spell, FLAG_MONSTER))
1661 { 1604 {
1662 CLEAR_FLAG (head, FLAG_SLEEP); 1605 CLEAR_FLAG (head, FLAG_SLEEP);
1663 if (QUERY_FLAG (head, FLAG_FRIENDLY))
1664 remove_friendly_object (head); 1606 remove_friendly_object (head);
1665
1666 done_one = 1; 1607 done_one = 1;
1667 head->enemy = op; 1608 head->enemy = op;
1668 } 1609 }
1669 1610
1670 /* calm monsters */ 1611 /* calm monsters */
1679 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK)) 1620 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK))
1680 { 1621 {
1681 SET_FLAG (head, FLAG_BERSERK); 1622 SET_FLAG (head, FLAG_BERSERK);
1682 done_one = 1; 1623 done_one = 1;
1683 } 1624 }
1625
1684 /* charm */ 1626 /* charm */
1685 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))
1686 { 1628 {
1687 SET_FLAG (head, FLAG_FRIENDLY);
1688 /* Prevent uncontolled outbreaks of self replicating monsters. 1629 /* Prevent uncontolled outbreaks of self replicating monsters.
1689 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.
1690 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. */
1691 CLEAR_FLAG (head, FLAG_GENERATOR); 1632 CLEAR_FLAG (head, FLAG_GENERATOR);
1692 head->set_owner (op); 1633 head->set_owner (op);
1698 head->stats.exp = 0; 1639 head->stats.exp = 0;
1699 } 1640 }
1700 1641
1701 /* If a monster was effected, put an effect in */ 1642 /* If a monster was effected, put an effect in */
1702 if (done_one && spell->other_arch) 1643 if (done_one && spell->other_arch)
1703 {
1704 tmp = arch_to_object (spell->other_arch); 1644 m->insert (arch_to_object (spell->other_arch), nx, ny, op);
1705 tmp->x = nx;
1706 tmp->y = ny;
1707 insert_ob_in_map (tmp, m, op, 0);
1708 }
1709 } /* for y */ 1645 } /* for y */
1710 1646
1711 return 1; 1647 return 1;
1712} 1648}
1713 1649
1764 nx = op->x; 1700 nx = op->x;
1765 ny = op->y; 1701 ny = op->y;
1766 m = op->map; 1702 m = op->map;
1767 } 1703 }
1768 1704
1769 op->remove (); 1705 m->insert (op, nx, ny, op);
1770 op->y = ny;
1771 op->x = nx;
1772 insert_ob_in_map (op, m, op, 0);
1773 1706
1774 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
1775 surrounding squares */ 1708 surrounding squares */
1776 1709
1777 /* loop over current square and neighbors to hit. 1710 /* loop over current square and neighbors to hit.
1778 * if this has an other_arch field, we insert that in 1711 * if this has an other_arch field, we insert that in
1779 * the surround spaces. 1712 * the surround spaces.
1780 */ 1713 */
1781 for (j = 0; j < 9; j++) 1714 for (j = 0; j < 9; j++)
1782 { 1715 {
1783 object *new_ob;
1784
1785 hx = nx + freearr_x[j]; 1716 hx = nx + freearr_x[j];
1786 hy = ny + freearr_y[j]; 1717 hy = ny + freearr_y[j];
1787 1718
1788 m = op->map; 1719 m = op->map;
1789 mflags = get_map_flags (m, &m, hx, hy, &hx, &hy); 1720 mflags = get_map_flags (m, &m, hx, hy, &hx, &hy);
1803 1734
1804 } 1735 }
1805 1736
1806 /* insert the other arch */ 1737 /* insert the other arch */
1807 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))))
1808 { 1739 m->insert (arch_to_object (op->other_arch), hx, hy, op);
1809 new_ob = arch_to_object (op->other_arch);
1810 new_ob->x = hx;
1811 new_ob->y = hy;
1812 insert_ob_in_map (new_ob, m, op, 0);
1813 }
1814 } 1740 }
1815 1741
1816 /* restore to the center location and damage */ 1742 /* restore to the center location and damage */
1817 op->stats.dam = dam_save; 1743 op->stats.dam = dam_save;
1818 1744
1821 if (i >= 0) 1747 if (i >= 0)
1822 { /* we have a preferred direction! */ 1748 { /* we have a preferred direction! */
1823 /* pick another direction if the preferred dir is blocked. */ 1749 /* pick another direction if the preferred dir is blocked. */
1824 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 ||
1825 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)))
1826 {
1827 i = absdir (i + rndm (0, 2) - 1); /* -1, 0, +1 */ 1752 i = absdir (i + rndm (0, 2) - 1); /* -1, 0, +1 */
1828 } 1753
1829 op->direction = i; 1754 op->direction = i;
1830 } 1755 }
1831} 1756}
1832 1757
1833 1758
1871#if 0 1796#if 0
1872 // this is bogus: it causes wrong places to be checked below 1797 // this is bogus: it causes wrong places to be checked below
1873 // (a wall 2 cells away will block the effect...) and 1798 // (a wall 2 cells away will block the effect...) and
1874 // 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
1875 // space. 1800 // space.
1876 // should be fixed later, but correctness before featurs... 1801 // should be fixed later, but correctness before features...
1877 // (schmorp) 1802 // (schmorp)
1878 1803
1879 /* new offset calculation to make swarm element distribution 1804 /* new offset calculation to make swarm element distribution
1880 * more uniform 1805 * more uniform
1881 */ 1806 */
1963 1888
1964 if (!spell->other_arch) 1889 if (!spell->other_arch)
1965 return 0; 1890 return 0;
1966 1891
1967 tmp = get_archetype (SWARM_SPELL); 1892 tmp = get_archetype (SWARM_SPELL);
1968 tmp->x = op->x;
1969 tmp->y = op->y;
1970 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. */
1971 set_spell_skill (op, caster, spell, tmp); 1894 set_spell_skill (op, caster, spell, tmp);
1972 1895
1973 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. */
1974 tmp->spell = arch_to_object (spell->other_arch); 1897 tmp->spell = arch_to_object (spell->other_arch);
1975 1898
1976 tmp->attacktype = tmp->spell->attacktype; 1899 tmp->attacktype = tmp->spell->attacktype;
1977 1900
1978 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) 1901 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
1979 {
1980 if (!tailor_god_spell (tmp, op)) 1902 if (!tailor_god_spell (tmp, op))
1981 return 1; 1903 return 1;
1982 } 1904
1983 tmp->duration = SP_level_duration_adjust (caster, spell); 1905 tmp->duration = SP_level_duration_adjust (caster, spell);
1984 for (i = 0; i < spell->duration; i++) 1906 for (i = 0; i < spell->duration; i++)
1985 tmp->duration += die_roll (1, 3, op, PREFER_HIGH); 1907 tmp->duration += die_roll (1, 3, op, PREFER_HIGH);
1986 1908
1987 tmp->direction = dir; 1909 tmp->direction = dir;
1988 tmp->invisible = 1; 1910 tmp->invisible = 1;
1989 insert_ob_in_map (tmp, op->map, op, 0); 1911
1912 tmp->insert_at (op, op);
1990 return 1; 1913 return 1;
1991} 1914}
1992 1915
1993 1916
1994/* See the spells documentation file for why this is its own 1917/* See the spells documentation file for why this is its own
2054 { 1977 {
2055 tmp->glow_radius = spell->range + SP_level_range_adjust (caster, spell); 1978 tmp->glow_radius = spell->range + SP_level_range_adjust (caster, spell);
2056 if (tmp->glow_radius > MAX_LIGHT_RADII) 1979 if (tmp->glow_radius > MAX_LIGHT_RADII)
2057 tmp->glow_radius = MAX_LIGHT_RADII; 1980 tmp->glow_radius = MAX_LIGHT_RADII;
2058 } 1981 }
2059 tmp->x = x; 1982
2060 tmp->y = y; 1983 m->insert (tmp, x, y, op);
2061 insert_ob_in_map (tmp, m, op, 0);
2062 return 1; 1984 return 1;
2063} 1985}
2064 1986
2065 1987
2066 1988
2174 if (disease->stats.sp) 2096 if (disease->stats.sp)
2175 disease->stats.sp -= dam_mod; 2097 disease->stats.sp -= dam_mod;
2176 2098
2177 if (infect_object (walk, disease, 1)) 2099 if (infect_object (walk, disease, 1))
2178 { 2100 {
2179 object *flash; /* visual effect for inflicting disease */
2180
2181 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);
2182 2102
2183 disease->destroy (); /* don't need this one anymore */ 2103 disease->destroy (); /* don't need this one anymore */
2184 flash = get_archetype (ARCH_DETECT_MAGIC); 2104 walk->map->insert (get_archetype (ARCH_DETECT_MAGIC), x, y, op);
2185 flash->x = x;
2186 flash->y = y;
2187 flash->map = walk->map;
2188 insert_ob_in_map (flash, walk->map, op, 0);
2189 return 1; 2105 return 1;
2190 } 2106 }
2191 2107
2192 disease->destroy (); 2108 disease->destroy ();
2193 } 2109 }
2194 } /* if living creature */ 2110 } /* if living creature */
2195 } /* for range of spaces */ 2111 } /* for range of spaces */
2112
2196 new_draw_info (NDI_UNIQUE, 0, op, "No one caught anything!"); 2113 new_draw_info (NDI_UNIQUE, 0, op, "No one caught anything!");
2197 return 1; 2114 return 1;
2198} 2115}

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines